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Final Fantasy V Walkthrough

Written by  Djibriel
Contributor

3.23: Interdimensional Rift; the Last Floor

Enemies: King Behemoth, Crystal Dragon, Necromancer, Gorgimera, Mindflayer, Crystelle, Belphegor, Mover, Gilgamesh (5), Necrophobe, Barrier, Gilgamesh (6), Shinryu, Exdeath (2)

Treasures: Elixir, Fuma Shuriken x3, SwordRagnarok

Blue Magic: O????, OTransfusion, OMind Blast, OFlash, ORoulette, OMighty Guard, OLevel 2 Old, OLevel 3 Flare

Hey, it's the last floor. Here is where the Void is sealed. Crystalline islands are floating in a vacuum. This is the center of the Interdimensional Rift, where the most powerful and most evil creatures were sucked in. Best be on our guard; this is also where Exdeath (2) is waiting for you, confident you'll never even reach him, all while he continues to gain ever-increasing mastery of the powers of all-consuming nothing.

This is where all the vile beings go that fall victim to OBanish spells. This place is so far removed from the normal world, your OTeleport spells will have no effect; you'll have to walk to the eldritch teleport zone you arrived with. Again, best be on our guard.

King Behemoths are towering... well, they're behemoths. As if the living embodiment of the deadly sin of sloth, they won't do a lot normally; every third of four turns, they'll attack physically, which is admittedly quite painful. These creatures are dangerous because of their counter-attacks; every spell is countered with a OMeteor spell, every other damaging attack is countered by either a normal physical or !Critical Attack, which deals 150% damage. They're weak to Water-elemental attacks, but this shouldn't concern you; you'd rather not damage these things. They're vulnerable to Death and Petrify and are not Heavy, so Break spellblade effects, Catoblepas, Odin or even ODeath Claw (Paralyze stops the OMeteor counter) is the answer to the problem they pose. King Behemoths may rarely drop a BoomerangTwin Lance and you can steal a rare SwordBlood Sword from them, but I can't imagine you're swooning over either one at this point in the game.

Crystal Dragon is quite easily this dungeon's most formidable opponent. It has 17500 HP, Fire, Ice, Lightning and Wind-elemental absorption, Heavy, the works. It has Regen automatically set when it starts the battle as well. It attacks with Breath Wing 66% of the time. Otherwise, the shiny dragon will attack physically, at which it is quite proficient. Its major weakness is Death, which it is vulnerable to; with 50% Magic Evasion, it's difficult to set though. Death Potions are awesome, naturally, but you may not have !Mix or the resources to toss one at every Crystal Dragon that crosses your path. If you can't set Death, remember that it's still a Dragon: HarpApollo's Harp, SpearDragon Lances and WhipDragon Whiskers really help out. Speaking of SpearDragon Lances, they can be obtained by means of this monster's rare Steal; if you find yourself lacking them after the Jura Aevis encounters, this is your only place to find them. Oh yeah, you can remove their Float status with ODispel, like with the Elm Gigas. So useless... At least it'll remove the Regen status as well.

Belphegor is not as challenging as the King Behemoths and Crystal Dragons, but it is still dangerous nonetheless. They attack physically only, no problem there. They're Magic Beasts, so the BowArtemis Bow kills them dead (as does OLevel 5 Death by the way, they're level 55). They may rarely drop ShieldIce Shields, and they have rare BoomerangRising Suns if you want more than one. They're not Heavy, so destroy them any way you like (but not Earth-elemental attacks, it heals them).

On this first floor you should try to have both a single character able to summon Odin and another one able to chuck Death Potions. You'll breeze through easily on your way to Exdeath (2). On the first floor, you'll find yourself in a wide, open space. It's a crystal island floating in space, but luckily for you, breathing is still possible. There's a chest you can see containing a Fuma Shuriken. Also, a familiar face might just be resting in the middle of an eldritch warp zone...

Gilgamesh (5)
Gilgamesh (5)
Bestiary #307
Type
Level
HP
MP
Gil
EXP
Speed
Humanoid
59
37000
0
15
0
47
Strength
Attack Mult.
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
109
25
0
5
0
35
0
Stolen Items
Dropped Items
Common: ShieldGenji Shield
Common: BowRune Bow
Command Immunities
Elemental Immunities
Catch, Control, Scan
None
Elemental Absorb
Elemental Weakness
None
None
Blue Magic
Status Immunities
None
DarknessPoisonMiniToadPetrifyDeathSilenceBerserkConfuseParalyzeSleepOldStop
 
Strategy
 
This Gilgamesh won't even appear if you didn't take the SwordExcalipoor. To move on from this battle, you need only do 7000 or so damage while also trying to steal the ShieldGenji Shield.
 



Note: obviously, if you didn't open the SwordExcalipoor chest in Exdeath's Castle back in the day, Gilgamesh (5) was never banished to the Interdimensional Rift and he won't be here, nor will he make any other future appearance. This is basic causality, no need to get worried.

That stat block is merely for curiosity; note that you'll likely never get to see the BowRune Bow drop. Gilgamesh (5) is frightened, and in his panic attacks all monsters in sight to drive them away. At first, he will not recognize you:

"Have at thee, vile beast! Take this! Rahhh!"

After taking away over 7000 HP, he'll pause for a moment to reflect on his position and recognize you. He'll blather for a while, then run off to the exit, into the Dimension Castle. Gilgamesh seems to have no ill intent now that his master Exdeath has betrayed him by banishing him here.

Before starting his exit speech, you'll want to get his ShieldGenji Shield, as this form of Gilgamesh is the only source of one in this fine game. The ShieldGenji Shield has the best Defense in the game and protects against Paralyze and Mini, so it has quite a bit going for it. Note that, since Mini doubles Evade%, combining the Mini status with a Genji Shield will give the character perfect (99%) Evade. Since the ShieldGenji Shield protects against the status, set Mini first before applying ShieldGenji Shield.

Note that it's possible to kill Gilgamesh (5) here; you'll have to deal him over 30000 HP in damage between two of his turns. A strategy capable of accomplishing this would include setting Slow, using a Dragon Kiss to set the Dragon nature and having two Dragoons Dual-Wielding SpearDragon Lances use !Jump. You'll get 15 Gil and a rare BowRune Bow for your trouble, and your actions will have no effect on your opponent's behavior: Gilgamesh (5) will still leave for the exit after the fight is over.

Necromancers totally suck. They attack physically half the time, but nobody cares about that. They use an attack called Zombie Powder the other half of the time, which is just an unblockable attack that sets Zombie. Not even HelmetRibbons protect against Zombie: only AccessoryAngel Rings do. Best to take them out of the fight ASAP; !Control helps, as does any status ailment as long as you manage to land it past their Magic Evasion of 50%. They're Undead, so Requiem really hurts them. They have a rare ArmorBone Mail for you to steal. Since you can do some nice things with a party draped in ArmorBone Mail, getting three extra isn't a bad idea.

Gorgimera attacks physically normally, but resorts to multi-target magical attacks when they are alone. His multi-target arsenal consists of Atomic Ray, Frost and... Electrocute. You remember Electrocute? From the Octokraken, back when you were level 5 or something? Who still uses this, and in the final dungeon of all places? Focus. Gorgimera is not Heavy and weak to Water, so Summoners can choose between Odin and Leviathan. Check this: they have a rare ShieldAegis Shield for you to steal! You want an ShieldAegis Shield on every character not Dual-Wielding (a condition you have probably not yet met), so take your chances here.

Movers are where it's at, since they give you 150000 Gil and 199 ABP when you kill them. They're difficult to take down though, as you will soon discover. This is not so much a fight where you brawl for survival; it's more like a race to see if you can kill them before they run from you. Movers have 10000 HP, are Heavy and Undead and are immune to both Petrify and Death. They're weak to Fire-elemental attacks. To kill them, Requiem, Flame Scrolls, OFiraga and the costly Phoenix can really help out. If you Control one, it'll be able to use OTransfusion, killing it (while restoring a character). OSlowga works well; they don't have a lot of Magic Evasion and you really want to keep them from acting as long as possible.

If you leave them alone, here's what will happen. Movers don't do anything, except one of them will use a Delta Attack or a physical attack, after which the formation will switch. The new formation will just be three Movers; 'new' Movers will have a current HP based on a random Mover alive at the time of the shift. Bug? Possibly, it certainly seems strange. Anyway, when a Mover gets a turn after this point, it'll just terminate the battle; no ABP or Gil for you.

Anyway, where you really wanted !Mix on a character the previous floor, you'll really appreciate !Sing on this one. Requiem works great against both Necromancers and Movers and can set Stop to both Gorgimera and Belphegor while you wait for Odin to come (or your other characters to kill them with damage). Since so many nice things can be stolen here, a Thief is a sweet deal; you'll want to master Thief on all characters anyway for that awesome Agility, and that 199 ABP Mover formation really helps out in that direction.

The proper path for you to take is quite obvious. You'll come across a chest containing yet another Fuma Shuriken and a second chest with an Elixir in it. Notice how you pass a root on your way? Exdeath's influence can already be seen.

Mindflayers are the intelligent demons with an appetite for minds, which they extract with OMind Blast. Their hearts must be blacker than black for them to only live here. They're very annoying to kill, since they have no elemental weaknesses and are Heavy. They have no status immunities, but they do have a Magic Evasion of 66%, which is quite high. Break spellblade effects combined with !Bladeblitz takes them all out, but you may not have it. They'll randomly attack with physical violence or OMind Blast, and they will counter any damage done with a 66% shot at OMind Blast. OMind Blast is Reflectable, so, if the Paralyze is getting you down, Carbuncle can help out. The ShieldGenji Shield, AccessoryGenji Gloves and AccessoryHermes Sandals make a character immune to Paralyze, so those help out. Crystelle is a sentient piece of the landscape. Or something like that. It absorbs all elements, has an Evasion of 50%, a Magic Evasion of 30% and 50 Defense. But it has 0 Magic Defense. And only 3 HP. When using moves such as OGoblin Punch, Sylph and !Aim, this thing is easy. You can Catch one for it to use OMighty Guard upon Release, but Blue Mages can't learn anything from Released monsters so that's only interesting for when you're doing a challenge of some sort.

On this floor, Mindflayers are your biggest concern, though boosted Syldra and !Zeninage are quite adept at taking them out. Summoners are also great versus the Crystelles; Sylph makes short work of them while healing you a bit as a fringe benefit. Any person with !Mix can help against the Crystal Dragons that reappear on this floor.

This next floor will take you past a stairway leading down to a chest. This is where Shinryu has its lair, a dragon too powerful even for the Ancients with the Legendary Weapons to subdue. It was sealed here ages ago, and now guards a chest with the SwordRagnarok, a sword more powerful than even SwordExcalibur. I won't talk about him now; I would rather have you best him at a later date.

Continue up above to find a chest with... a Fuma Shuriken! Press on, ever on, to the nearest warp zone. This is a straightforward part of the game, let me tell you. Near the chest, there is a branch of a great tree...

Here, those with !Sing can OConfuse the Mindflayers and seriously harm the Necromancers and Movers; those with !Summon can summon Odin to kill Gorgimeras and King Behemoths as well as destroy Crystelles.

Roots are intertwined throughout the crystal, and you are walking towards the source of this overgrowth... To the left of this room is a bright green light, which is guarded by the most powerful and last surviving member of the Eleven of the Rift: the immortal, Necrophobe. Send a Thief.

Necrophobe
Necrophobe
Bestiary #308
Type
Level
HP
MP
Gil
EXP
Speed
None
66
44044
10000
0
0
47
Strength
Attack Mult.
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
99
16
50
10
50
50
50
Stolen Items
Dropped Items
Common: Elixir
Rare: AccessoryThief's Gloves
Command Immunities
Elemental Immunities
Catch, Control
None
Elemental Absorb
Elemental Weakness
None
FireIceLightningPoisonHolyEarthWindWater
Blue Magic
Status Immunities
PoisonMiniToadPetrifyDeathBerserkConfuseParalyzeSleepOldStop
 
Strategy
 
Necrophobe can't be hit until the Barriers are gone. The Barriers can be petrified or insta-killed, though you'll have to survive their reflected OFlare and OHoly spells first. Once they're gone, set up OProtect, OShell and Golem and pick away until Necrophobe is below 10000 HP - the rest might then be knocked off after your next attack by your buddy Gilgamesh.
 



Barrier
Barrier
Bestiary #309
Type
Level
HP
MP
Gil
EXP
Speed
None
44
8800
300
0
0
1
Strength
Attack Mult.
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
100
10
5
0
30
10
5
Stolen Items
Dropped Items
Common: Hi-Potion
Rare: AccessoryReflect Ring
None
Command Immunities
Elemental Immunities
Catch, Control, Scan
Earth
Elemental Absorb
Elemental Weakness
None
None
Blue Magic
Status Immunities
None
DarknessPoisonMiniToadBerserkConfuseParalyzeSleepOld
 
Strategy
 
Necrophobe can't be hit until the Barriers are gone. The Barriers can be petrified or insta-killed, though you'll have to survive their reflected OFlare and OHoly spells first. Once they're gone, set up OProtect, OShell and Golem and pick away until Necrophobe is below 10000 HP - the rest might then be knocked off after your next attack by your buddy Gilgamesh.
 



Necrophobe is an invincible target. He'll never take damage or any effect from anything, and you cannot target him manually. Any attack that will randomly select a target will also target Necrophobe, but it will never do anything. Things that randomly target an enemy include: !Rapid Fire, !Release !Animals, !Terrain, !Call, !Oath, Berserked characters, OMeteor, and Reflected spells. Any of these attacks may randomly target Necrophobe and thus have no effect at all. multi-target effects will always include Necrophobe, but will have no effect on Necrophobe. Okay, I think we understand each other on the subject.

You'll have to deal with the Barriers that make Necrophobe invincible. They are Heavy and have no elemental weakness, but they are vulnerable to both Death and Petrify. Summoning Catoblepas (possibly twice with !Dualcast), Chaos Cannon, Break spellblade plus !Rapid Fire and Death Potions are all perfectly useful ways of inflicting either Death or Petrify without having to worry about Reflect. Of course, 8800 HP isn't that much if you don't want to worry about setting status ailments; a few Thunderstorms from Syldra or even !Zeninage if you must will do the trick as well.

In the meantime, the Barriers will cast OFlare and OHoly spells at each other; they'll hit you for around 1000 damage apiece. There are four of these spells coming your way without time to heal in between, which is going to hurt. OMighty Guard cuts the damage in half, see if you can get it up before it's too late . Every even turn, they will multi-target one of the Black top-tier elemental spells, which sends a wave of four half-powered versions of that spell to random party members. Looks exciting, but probably bad for your health.

When the Barriers are gone, Necrophobe will remain invulnerable until he starts talking about now he's really mad and you're going to regret this, at which point Necrophobe himself will begin attacking, starting with a OFlash. Necrophobe attacks twice every turn with powerful physicals or !Vacuum Wave, which also sets Sap along with even more physical pain. Necrophobe may rarely use Hurricane to send a character down to his or her knees, and very rarely a ODeath spell may appear. It should be no surprise that the Protect and Image statuses and Golem's Earthen Wall are a great help in this part of the battle.

In the meantime, Necrophobe is open to your violence and thievery; a rare AccessoryThief's Gloves could be nice. He's weak to all elements! OHoly spells, high elemental Spellblade effects, top-tier Black spells, Syldra or Leviathan, it's all very, very powerful. Note that you'll want to chip away no more than 9999 HP every attack, since, whenever Necrophobe takes damage and is at 9999 HP or below, you'll possibly gain the help of an enemy turned friend...

Gilgamesh (6)
Gilgamesh (6)
Bestiary #310
Type
Level
HP
MP
Gil
EXP
Speed
Humanoid, Heavy
67
60000
9000
0
0
75
Strength
Attack Mult.
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
115
1
0
30
35
0
0
Stolen Items
Dropped Items
Common: ArmorGenji Armor
None
Command Immunities
Elemental Immunities
Catch, Control, Scan
None
Elemental Absorb
Elemental Weakness
None
None
Blue Magic
Status Immunities
None
DarknessPoisonMiniToadPetrifyDeathSilenceBerserkConfuseParalyzeSleepOldSlowStop
 
Strategy
 
Again, this Gilgamesh won't appear if you didn't take the SwordExcalipoor. If you did, though, he might appear any time you hit Necrophobe after he's under 10000 HP. You don't fight this Gilgamesh at all, but you can steal his ArmorGenji Armor.
 



Few relevant stats, as you can see. If you skipped the SwordExcalipoor chest in Exdeath's Castle all those moons ago, he obviously won't be here now and you'll have to reduce Necrophobe's HP down to 0 just like any other battle. If not, here he is! As soon as Gilgamesh appears, Necrophobe becomes invulnerable again; a clear sign that this is Gilgamesh's battle, not yours anymore. Do know that this is your small window to steal the only ArmorGenji Armor in the game; don't pass it up. Necrophobe will attack Gilgamesh twice before deciding OFlare might be the best way to finish him off, at which point Gilgamesh will retaliate with a glorious sacrifice.

Note: There have been reports about Gilgamesh not showing up even when all the known conditions are met. I have not been able to verify this or discover the cause, if it is in fact present at all. Information or save states to this regard would be greatly appreciated. We live in the interactive age, after all. Write your own chapter in Djibriel's (and the CoN's!) walkthrough today!

The ArmorGenji Armor is the most physically resilient Heavy armor in the game, protecting against Confuse and Toad to boot. A sweet deal and the final part of your steadily growing Genji set.

When all is done, you will find the last Save Point of the game. From now on, it's simply a straight march to our final destination: Exdeath.

With Movers as the rare encounter here and the corresponding massive amounts of ABP to be found, this is the place to grind, farm, train, 'max it up', etcetera. At some point in the future, you should have everything you need for your characters: they needn't get that elusive Three Stars above their head as a Freelancer, but mastering Thief, Monk and Oracle maximizes stats. !Rapid Fire, !Spellblade level 6 and Dual-Wield are great for all physically inclined characters; mastering !White, !Black, !Time, !Summon and !Blue are great for all arcane specialists. Make sure to reach !Dualcast for maximum potential too. Whenever you load Quicksave data, the second battle you'll see will be the Mover formations; with this in mind, you'll be masterin' Jobs like something really adept at masterin' Jobs!

Caves of Narshe: Final Fantasy V
Version 6
©1997–2017 Josh Alvies (Rangers51)

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