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Final Fantasy VI Walkthrough

Written by  Djibriel
Contributor

1.1: Prelude: The Attack on Narshe

First Cave
10/16
3
6/16
1
1
Second Cave
6/16
1
1
5/16
2
5/16
2

Enemies: Guard, Silver Lobo, Megalodoth, Wererat, Spritzer, Bandit, Ymir

Narshe, a coal mining city that manages its own business and cares not for the war that is waged far away, has stumbled upon a mysterious find in their mines. The Empire, the all-consuming power-hungry nation to the far south of the world, has learned of this. Three of their most dangerous units are dispatched to claim this discovered treasure for the glory of the Empire, by any and all means necessary. Three soldiers of the Empire, piloting Magitek Armors, are sent out. One of them is a very special soldier of the Empire, and a future unlike any other is waiting for her.

Once you have control of the characters, open the menu and put all your characters in the Back Row. Magitek attacks, being magical beams and all, won't suffer from the 50% damage reduction of most back row attacks, but you'll be reaping the benefits of the reduced damage that hits back-row characters yourself.

This is the prologue of the game, and it concerns you, being overpowered, blasting your way through poor defenseless Narshe. Enjoy the Magitek powers while they last. Any offensive attack you perform at this point results in death on the other side. With this in mind, the choice is simple. If Terra comes up, have her use the multi-target Bio Blast attack. The Imperial soldiers can make themselves useful by using any of the three single-target beams; they are identical in power and are always fatal, so it doesn't matter what you do. After you've leveled a bit, you can use Terra's OCure out-battle to restore HP. Use it once with a multi-target effect and you're set. Do the same after the forced pincer attack you had to endure from the Silver Lobo, Guard, and Guard monster formation. The next one will feature Megalodoth.

These monsters will start using Snowstorm, a multi-target Ice-elemental attack, on you as soon as Terra (or, if not available, a randomly decided party member) has a level equal to or higher than 7. This is not the case when you encounter them now, so they will only attack you physically.

Although they have the second-highest Attack in the game, the fact they're level 1 effectively screws them out of any significant damage output. If you're in the Back Row, you'll see them doing 0 damage. Savor the sight; it'll be a while before you see it happening again on a physical attack. For extra fun, try using Confuser against them; it'll give you a little taste of what Snowstormy violence will be sent your way later in the game. For instant death on their side of the battlefield, Bio Blast works well enough as it kills all four targets instantly.

There is a minimum of two battles and maximum of five to be fought in this part of Narshe. When you enter, you can try to go right of the Inn. A single Silver Lobo will be sent after you.

You have no choice but to press on. You will encounter two Guards when you try to pass the Inn, there's no avoiding them. There are lines of what appear to be vents on the ground. You've been following the vertical line, you now come across a horizontal line of vents. If you stand on the tile where the two cross, two Silver Lobos will be sent after you, and then two Narshe Guards. You can avoid this by going around the tile in question. If you pass the Item Shop, you'll be caught in a pincer attack of two Guards and a Silver Lobo; this is unavoidable. Past that, you've entered a newly dug Mine Shaft in search of the Esper you're supposed to retrieve. You're up for some vermin in the mines.

You're past the town of Narshe. You can be proud of yourself; you just killed a number of brave men, undoubtedly with happy lives and families. Faintly, you can hear an orphan crying. Note: you will not actually hear an orphan crying. This is not an error in the walkthrough. Don't read everything so literally.

You can pretty much blast your way through these monsters too. In the first cavern, there are Wererat and Bandit, in the second, Spritzer. Wererat absorbs Poison, so while it may be tempting to use a multi-target spell against the largest group of enemies you're facing, don't. Spritzer absorbs Lightning, so in any battle you find one, avoid Thunder Beam like the demonic plague it is. Electricity fails at success, anyway.

A Bandit is one messed-up little dude with self-destructive tendencies of the worst kind: The kind that can hurt you as well. Every time you'll hurt it without killing it, there's a 33% chance he'll use !Wrench on himself. If, however, you dealt a fatal blow to him and he decides to execute that !Wrench, he'll find that he can't actually attack himself. Nay, one cannot attack the dead. He'll fling the tool in your direction instead. Avoid this by using Banisher, or try to not care.

Eventually, you'll come across a barrier. Biggs will knock it down for you, but as soon as you want to continue a Narshe Guard rushes out with quite a nasty surprise...

Ymir
Ymir
Bestiary #276
Type
Level
HP
MP
Gil
EXP
None
4
50000
120
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
5
0
102
155
0
Stolen Items
Dropped Items
None
Common: Hi-Potion
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
lightning
None
Lores
Command Immunities
None
Control, Scan
  

Ymir (Head)
Ymir (Head)
Bestiary #277
Type
Level
HP
MP
Gil
EXP
None
6
1600
1000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
22
10
0
100
155
0
Stolen Items
Dropped Items
None
None
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
None
None
Lores
Command Immunities
None
Control, Scan
 
Strategy
 
This battle is quite simple. Biggs and Wedge will alert each other about the grave importance of avoiding attacking the shell at all costs. When they're done, you can move in for your very first boss battle.

The shell and the head are two separate entities. The shell will do nothing as long as you don't attack it, but every time you deal damage, it will counter with Megavolt. Megavolt won't be strong enough to actually kill a character at full HP, but it will be strong enough to do so in two hits.

The head will just attack physically and on occasion slow you down with !Slime. After every 10 seconds, it'll 'retreat in its shell', disappearing from the battlefield. He'll keep this up for 10 seconds, and he'll pop out again.

Your strategy? The main thing to avoid is selecting an attack on the head just when it retreats. It's because of this it's best to just go with one attack for each character in one period of 10 seconds. When you can move, make your generic Imperial soldiers attack with a Beam-class attack and the mysterious girl use Magitek Missile. Wait until the head has retreated and appeared again. Repeat. Ymir should be dead by now if you fought all the battles against the Narshe guards; if not, just go for another round.

Note: If you are beyond the shame of any man, you can go for the Ether the shell provides. Since the shell only has 120 MP, he can only use six Megavolt attacks. After this, it is helpless. If you whittle down its 50000 HP and make sure you kill both the shell and the head with one attack (use a calculator!), you'll get both the Ether and a Hi-Potion, and it'll only have cost you over an hour and your dignity. Expand Full Strategy
  
In the second cave, you finally come across the object of your mission: The dug-up Esper. But as soon as you get near it, the mind-slave of your party acts very weird indeed, and not long after the two soldiers grow suspicious, they are removed. We can't say for sure the Esper killed them or simply warped to some place, but we never ever see them again.

Alone, the Esper does something to Terra. Her Magitek Armor explodes underneath her, and all turns to an inky black.

1.2: Escape through the Mines

Cave
6/16
1
1
5/16
2
5/16
2
Monster formations: Silver Lobo, Silver Lobo, Guard Leader Megalodoth, Silver Lobo

Enemies: Wererat, Spritzer, Bandit, Silver Lobo, Megalodoth, Guard Leader

Treasures: Elixir, Phoenix Down, Sleeping Bag

Terra wakes up alone, scared, and confused. An old man found you in the mines and nursed you back to health, but to make matters worse, you have to flee as soon as there's somebody to explain the situation to you. Such plot device! You get the fact that Narshe guards outside are trying to get to you. Scones will not be involved in the meeting, so you'd better make a run for it.

Remember when you were in the Back Row? Let's stick to that.

When you awoke, you received two Sleeping Bags (from the old man, we could assume). Sleeping Bags are like Tents, but for one person only. They completely restore HP/MP and remove any status ailment except for Zombie, but are only usable on a Save Point or the Overworld Map. Before you go, grab the Elixir in the clock.

Remember those Magitek attacks you just did? They're gone. Your party members have been magically consumed, and your magical tank of happiness exploded under your seat. Everything you love is finite. But don't fear too much, for a Final Fantasy tradition of old is about to set in: You can now hurt stuff with pointy things that you push into them using your muscles. Use it to your advantage.

If you're in for some leveling, I suggest moving to the Front Row. You'll take more damage, sure, but you can also kill Wererat and Spritzer with a single Attack command now, which is much more MP-friendly in the long run. If you seek to breeze through, stick to the Back Row and use OFire. Out-of-battle OCure is your friend.

These monsters and monster formations seem awfully familiar, don't you think? The difference is, though, now you're by your lonesome, without magical machines of malice and maniacal maiming under your command. I guess we can do it the old-fashioned way, then. Double Spritzer should be taken care of with a multi-target OFire spell, as should a double Wererat. Start the Bandit/Spritzer battle off with an multi-target OFire spell and finish Bandit off with a physical. You can't do anything about !Wrench now, so suffer in silence.

There are two chests here. Feel free to grab the left one; it contains a Sleeping Bag. Later it turns into an Elixir, which is much better, but you can steal them in large quantities by then so there's no need to wait. It'd be best to leave the right chest alone; while the Phoenix Down it now contains is nice, the RelicGuard Bracelet Relic it transforms into later will be much nicer.

When you're past the two chests and the Save Point, remove Terra's DirkMythril Knife and ShieldBuckler, and press on. The Narshe Guards will corner Terra, but she has a plan: Quickly, she collapses down a conveniently thin layer of rock that caves in underneath her. One could argue this isn't so much a plan as it is sheer luck, but I'm willing to give our heroine some credit here. Three flashbacks will be seen now: Terra getting her Slave Crown from Kefka, Terra being tested as the Imperial weapon she was meant to be, Terra at an Imperial parade. Behind the Emperor here, from left to right: Kefka Palazzo, General Leo Christophe, and General Celes Chere. A cozy bunch.

Locke arrives to the game! Locke and the old man chat about bygones and memories past, while the old man takes care of some exposition. Basic points: The Empire is evil, the Returners are fighting the Empire, and Narshe should join the Returners, but right now has not done a thing. Locke manages to reach Terra before the Narshe guards do, which is a good thing all in all. Terra is still unconscious, so she needs to be rescued. Locke is your new permanent character. That naming screen sure is a dead give-away, is it not? You can now control him using your controller. It won't be for long though, as the half dozen enemies, which come storming into the place, will ensure Terra is captured and Locke smacked around. But lo and behold, there are eleven Moogle friends for you to exploit as well! Sadly, you cannot enter their equipment menus, except for one, Mog. How bizarre. Foreshadowing?

Equip Locke with the equipment you snatched from Terra; the ShieldBuckler will be especially nice. You can put Mogret, Molulu, Moguel and Cosmog in the Back Row, as their weapons will still do full damage. Now, head into battle. Already know which team you want to use for the boss battle - it should be either the Locke party or the Mog party. Try to avoid fighting with this group, and catch the other monsters with your inferior groups. If you fail, the monsters will reach Terra, prompting Locke to say: "No...! I failed her..."

There are two battles here. First, I'll talk about the battle you engage in when you meet the walking monsters. This is the Megalodoth and the Silver Lobo formation. Aim all attacks on the Megalodoth at first, then the Silver Lobo. Don't bother using Steal with Locke; they carry nothing of importance. If you use Mog's party, you will notice that Mog learns the Twilight Requiem after one battle. Have him use this Dance for the other battles, as it kills stuff dead very seriously.

Steal is a new command, and while you will eventually encounter it in other forms, at this time it's just Locke's. Let's talk a bit more about it.

Each monster has two slots in which they can carry items. One slot holds the item you'll most commonly see being stolen, which is generally called the 'common steal'. The other item is the one you'll want, and this is the 'rare steal'. Locke has, when he successfully steals, an 87.5% chance of going for the common steal, and a 12.5% chance of going for the rare steal. If one of these spaces is empty, it will be ignored in the decision between the two items. If the common steal slot is empty, you're already looking at a 7/8 chance of missing before the success rate is even calculated.

Even if both slots are occupied, your Steal attempts won't always be successful. Remember, it is the opponent's interest to keep hold of its belongings. The chance of Steal working depends entirely on your level and the opponent's level. Speed is no issue, so raising it won't increase the success rate of Steal. What will make for a better thief is the RelicThief's Bracer. The Thief's Bracer doubles your chances at stealing. It won't stack with another RelicThief's Bracer (the +5 on Speed will, but the special effect won't). Steal will let you steal all sorts of items: Healing potions, weapons, armor, relics, you name it. What you can't steal: Vital body parts, girlfriends, money, dignity.

On to Mog! Mog's Dance skill is limited to the Twilight Requiem for now, a Dance he will learn as soon as he has fought one battle here. The Twilight Requiem will have the following random effects every turn:

7/16 Cave In - Removes 75% of target's current HP
6/16 Snare - Sets KO to a single enemy, prevents final counters
2/16 Will o' the Wisp - single-target magical, Fire-elemental attack
1/16 Poisonous Frog - single-target magical, Poison-elemental attack, also sets Poison

Guard Leader
Guard Leader
Bestiary #278
Type
Level
HP
MP
Gil
EXP
Humanoid
8
420
150
350
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
60
9
0
110
140
0
Stolen Items
Dropped Items
Common: Hi-Potion
Status Immunities
Elemental Immunities
poison
None
Elemental Absorb
Elemental Weakness
None
poison
Lores
Command Immunities
None
None
 
Strategy
 
Unless both Mog's team and Locke's team have been beaten down severely, there's no good reason to use the four-generic-Moogle party against the Guard Leader. Between the other two, the choice is up to you. As you cannot get a Game Over in this part of the game - a defeated party is sent back to a certain point with all characters at 1 HP - you can always fight Guard Leader with Locke until you have stolen a DirkMythril Knife. If you have trouble with the actual 'killing' part of the Guard Leader battle (Power-wise, not moral-wise), Mog has extremely dangerous attacks to offer, so you can use him for that.

If you picked Mog's team, the Twilight Requiem will make short work of the fight regardless. If you picked Locke's team or the third and inferior party, you will want to kill one Silver Lobo and then focus your attack on the Guard Leader. As long as he's not alone, he won't use !Charge, an extremely strong physical attack that can kill weaker units in the Front Row. He will, on the other hand, use the Net attack to stop some of your party members. You can try to stall if Locke is hit if you want to. Expand Full Strategy
  

Before you engage in the Guard Leader battle, remove Mog's LanceMythril Spear and ShieldMythril Shield. Equip the Shield on Locke if you're fighting the Guard Leader with him.

For some trivia knowledge some would appreciate, Molulu is Mog's girlfriend. Molulu is the weakest Moogle you'll find here and stands next to Mog on the battlefield on the second position of his group. Male chauvinist pig explanation of Molulu's weakness: She's a woman. Family-friendly support group-evading explanation: Although lacking in combat experience, Molulu excels in other areas and is exhibiting fine moral fiber in supporting her lover in battle anyway. At any rate, the RelicMolulu's Charm you'll find later in the game, a Mog-exclusive Relic, is supposed to be given to him by Molulu.

1.3: Adventuring School and the Road to Figaro

Grasslands
10/16
1
6/16
2
1
Forest
10/16
2
1
6/16
2
2
Desert
5/16
2
5/16
3
5/16
1
2
1/16
1
3

Enemies: Silver Lobo, Leaf Bunny, Darkwind, Sand Ray, Alacran

Treasures: Ether, Potion, Sleeping Bag, Monster-in-a-box (Silver Lobo)

It was going to happen regardless of your wishes. This is the place where the game is explained to you. There will be one battle against the weakest opponent in the game. Try finding your chi or something. I hear it's located within you.

When you enter, the first thing you'll see is a man standing over a bucket. While normally I wouldn't advise you to go near people bending over buckets, let alone drink anything those buckets may contain, this specific bucket contains water from a Recovery Spring, magical springs that heal HP, MP, and remove all status effects.

There are three rooms in this building. Field Science is the one to the far right, and it's where the only monster here is located. Open the chest to fight a single Silver Lobo. Have Terra Defend (press right when in the command menu) and Locke Steal until you've gotten that Potion. You know you want it. Kill him with violence.

Find the Ether in the yellow pot in Field Science and open the chest in Battle Tactics (middle door) for a Sleeping Bag. Then, be bold and walk straight into Advanced Battle Tactics. There's a chest containing a Potion in there. Now, exit. The guy in front of the door advises you to skip Advanced Battle Tactics. What a Potion-hogger, eh?

Should you try to enter Narshe, a Narshe guard will rush to the scene and inquire to your name. You quickly run off. Having been dissed by a Narshe guard, you have no choice but to pursue a career in fighting for the greater good. Locke was told to bring Terra to the king of Figaro, and so he does. Castle Figaro lies in the middle of the desert, denying the rules of logic and reason. You need to cross the Overworld Map in order to reach it.

Equip the newly acquired DirkMythril Knife on Terra. She won't use it, gods no, But it's still a 4 point increase in Attack, and I don't see why the hell not. Keep the ShieldMythril Shield on Locke; he has more Hit Points, granted, but he will be taking more damage as well. For the battles against the grassland and forest monsters, it would be best for both Terra and Locke to sit safely in the Back Row, as neither of them will be using the Attack command. In the desert, put Locke in the Front Row, and keep Terra in the Back Row.

There are two kinds of battles here. There are the desert battles and the non-desert battles. The non-desert battles are no threat to you. If Locke comes up first, have him Steal. It'll get you moderately useless junk, solely limited to Potions. If Terra comes up, a multi-target OFire spell kills everything.

Desert battles are different. In here, you'll face danger. And sand in your boots. Ahem. If you come across a double Sand Ray formation, have Locke Steal (Antidotes!) and Terra use a single-target OFire spell, which should take one down in a single hit. Repeat for the other. If, however, you come across more than two, a multi-target OFire spell followed by a physical from Locke kills. Do just that. Don't waste more than one OFire spell in one battle unless you're close to the castle. Hey, did you know that the Sand Ray was based off an actual creature, the Trilobite? They're related to crabs, scorpions and spiders, but are extinct due to the fact they failed at life in general.

There's a Chocobo Stable hidden in the forest south of the desert. There's no reason to go there whatsoever. The owner will charge you 100 Gil to rent-a-bird. If this seems insane to you, remember that this is the same guy who hides his own shop in the woods. And here I was thinking you'd want to promote your shop if it depended on your amount of customers. I'll never understand capitalism.

1.4: Figaro Castle

Enemies: Magitek Armor

Treasures: Antidote, Gold Needle, Phoenix Down, Potion

You've reached Figaro Castle to find that everybody's mighty polite. There's not a whole lot to do here. Walk on. In the furthest room, Edgar Roni Figaro is casually lounging in his throne. Before you talk to Edgar, put Locke in the Front Row (if you hadn't already) and take his ShieldMythril Shield from him. Once you've spoken, Locke'll leave. Edgar hits on you! Oh my, I can't see that working out. After the failing of his charms, he too leaves, leaving Terra to question her... sexuality? More or less.

When controlling Terra, equip the ShieldMythril Shield on her and put her in the Front Row as well. There are two shops here, an Item shop and a Weapon shop. There's really not anything that you need to buy at the Item Shop. You could buy a Tent or two if you have the money, but you'll need 1250 Gil for the Weapon Shop. There, buy a ToolsNoiseblaster and a ToolsBioblaster; you have, however, already obtained an ToolsAuto Crossbow by talking to Edgar. One should wonder where Edgar keeps his hands if he has the power to sneak stuff in your inventory without you noticing, especially since he's the token pervert of this game. Make sure to find the Potion, Antidote, Gold Needle, and Phoenix Down in the castle. All of them are easy to find so I won't bother pointing them out to you.

You need to find the High Priestess of the castle; she is located in the left wing. She'll tell you all about the rather tragic past of the Figaro throne. Sabin Rene Figaro, Edgar's twin brother, ran away, leaving his brother as the sole monarch, as things should be. In the Japanese game, she also states here that Sabin was smaller and weaker than Edgar when they were children. When the High Priestess is done telling her story, you can find Edgar again, who has returned to his throne. In the hallway, you meet the second man of the Figaro army, the Chancellor. Have a chat, by all means. As soon as Edgar starts to make small talk again, he is disturbed by the gravest of messages; Kefka Palazzo, a big man of the Empire, is coming for a visit, and something tells you he won't be wanting any of your scones.

Once controlling Edgar, keep him in the Front Row and equip Mog's LanceMythril Spear on him. This is a good chance to do that equipping, as events are about to transpire that might make you forget. Specifically, Edgar defies the Empire! He blatantly lies to Kefka when he asks if he knows anything about Terra, the girl who 'stole something of minor importance'. The only thing she stole was the Empire's dignity! Zing! Edgar also calls Kefka Emperor Gestahl's court mage. Does that mean that Kefka knows Magic as well?

Now, when you're controlling Terra again, take hold of that SwordMythril Sword. What a switch-happy game it is. You can follow Locke now if you want to.

You'll notice that Terra is one level, if not two, behind Locke. Edgar will be even stronger. If you want to equal the situation out a little, you can choose to leave the castle and fight some solo-Terra battles outside. I advise you do the training in the forest, though, as the desert enemies might !Numb you and grant you a Game Over of Death. From the forest, you might opt to rent a Chocobo to return to Figaro Castle, too.

That night: Misfortune! Kefka has royally screwed Figaro's alliance with the Empire; for a moment, all seems hopeless, but Locke had a plan! Turns out Edgar and the Chancellor had taken this possibility into account. Anyway, you escape your castle while said castle is digging its way through the desert. No, I don't know either why they didn't do that right away, before the bad guys set it on fire. You're now being chased by a platoon of Magitek. We saw how powerful they are, remember? You are going to die a painful but mercifully quick death.

It turns out that Magitek Armors are about as laughably incompetent in combat as they were awesome out of it. For this battle, the main objective is to avoid being hit. The enemies are susceptible to confuse, so use that knowledge to your advantage. Have Edgar use the ToolsNoiseblaster as soon as possible and keep them confused during the rest of the battle.

Simply let him bide his time if both are still confused and it's his turn to move again. Locke should Steal; Potions and Hi-Potions are nothing to get excited about, but Attack removes the Confuse status. Terra should pump out single-target OFire spells. It'll get you a nice scene. Terra's Magic and their own self-destructive tendencies while confused will grant you victory. Bravo Figaro!

1.5: Through Figaro Cave

First Cave
10/16
2
3
6/16
1
2
Second & Third Caves
6/16
3
5/16
2
1
5/16
2

Enemies: Foper, Hornet, Urok

Treasures: Ether x2, Phoenix Down

Figaro Castle is gone, and you still can't go to Narshe (don't try, the situation there hasn't changed since you left and you won't get in). I guess it's time to quest further into Edgar's lands, Figaro, to reach the Returners' Hideout. Terra should be useful in their battle against the evil Empire. Put everybody in the Back Row again. I know it gets boring now, but I promise I'll eventually let you keep characters in the Front Row. If you're wondering why Back Row characters still take reduced damage even when there's nobody in the Front Row to protect them - which is the nominal point of being in the Back Row - then I have no satisfying answer.

If you didn't use Terra's Magic spells in the battle against the Magitek Armors, you still can trigger the 'flipping-out' scene in normal battles. Throughout the cave you retain this possibility, but if you've not seen it before you step on the tile just in front of the exit, the ability to see the scene is lost. It's an entertaining scene, don't lose it!

Hornets are Floating creatures, but that doesn't make any difference at this point of the game. They attack physically with Attack and !Iron Stinger. Urok are horribly defenseless creatures, but there's something about Urok monsters I find particularly repulsive, so I don't feel bad about killing them. Besides, !Digestive Fluid sets Sap, of which I'm no fan. When you confuse them with the ToolsNoiseblaster, they might try to use the Magnitude 8 attack, but they have insufficient MP.

Foper are the only creatures here that might stand through a single ToolsAuto Crossbow attack. They can force you to sleep when you look in their eyes with !Forty Winks, but you'll have killed them before they get a chance to use an attack like that. They may try to use Dread Gaze when confused, a Petrifying attack, but it will fail due to insufficient MP.

Edgar is a very nice addition to your team. In fact, I'd say he's horribly overpowered at this stage of the game. Time to take advantage of it! Edgar can one-hit KO Hornet and Urok with his ToolsAuto Crossbow. If you don't meet Foper monsters, have Terra simply Defend and Locke Steal while you're waiting for Edgar's turn to come up. When Foper does in fact make an appearance, have Locke still Steal, Terra use a single multi-target OFire on the group, and Edgar finish it off with his ToolsAuto Crossbow. If you're scared you wasted Gil on the ToolsBioblaster, you'll gain use for it soon enough. If there's a choice, always try to Steal from Urok. A Potion is a Potion, but a Remedy is a Remedy, if you know what I mean!

As far as chests go, there are three in this cave. I know you're just dying to grab them, but desist and cease! Know that the amount of chests you shouldn't get is about to rapidly decrease, and these items, while 'meh' at this point (Phoenix Down upstairs, two Ethers downstairs) will transform into rad items in the near future. I advise you to let them be.

1.6: South Figaro and Off

Grasslands
6/16
1
5/16
2
5/16
2
1
Forest
6/16
4
5/16
1
2
5/16
1
1
2

Enemies: Belmodar, Unseelie, Mu

Treasures: 500 Gil, 1000 Gil, 1500 Gil, Antidote, Elixir, Eye Drops, Gold Needle, Green Cherry, RelicHyper Wrist, RelicHermes Sandals, Phoenix Down, Potion x3, Teleport Stone

You've reached South Figaro! Great. This is the first town you arrive in where you don't try to slaughter innocent inhabitants, so you should be able to shop, sleep at Inns, steal stuff from houses, and talk to NPCs: The usual RPG to-do list. How awesomely groundbreaking.

Item Shop: You might want to buy one or two Gold Needles, as it *is* possible to accidentally get a Petrified character in a bit, and you'll want something to counter its effects.

Weapon Shop: Buy a SwordGreat Sword and give it to Terra. Give the SwordMythril Sword to Locke. You'll be switching to a better weapon in no time, but for the time being, it's a free upgrade from the DirkMythril Knife. You can buy the two Tools that aren't ToolsAuto Crossbows for Edgar (if your ignorant brother saved after the Figaro Castle experience without buying them there).

Armor Shop: Buy two ShieldHeavy Shields, three HelmetPlumed Hats, a ArmorCotton Robe, and a ArmorKenpo Gi. Equip them with Optimize.

Relic Shop: Buy three RelicStar Pendants and a RelicJeweled Ring. I'll leave the verdict on whether to purchase RelicKnight's Code or RelicSprint Shoes up to you. RelicSilver Spectacles have an actual purpose in this GBA release of the game (as opposed to earlier versions where the Darkness status did close to nothing). They are, however, still crummy as Darkness isn't a dangerous status ailment. Equip a RelicStar Pendant on every character. The RelicJeweled Ring protects against Petrify. Because you won't be able to get yourself Petrified unless you level Terra up to level 68 (she learns the OBreak spell at that point) or take tremendously stupid actions when facing Cirpius, you can just let the Relic rest in your Inventory. You'll need it later on.

Hidden Items: Like in the first cavern you explored with a lone Terra, there are items hidden here that are best left untouched for a while. Here's a list of the items in South Figaro currently, as well as the items they will become if left to age appropriately:

(items now) (items they become)
Phoenix Down - Phoenix Down
Potion - X-Potion
Antidote - Tent
Eye Drops - Remedy
Potion - Holy Water
Green Cherry - Tent
Gold Needle - Elixir
Teleport Stone - Phoenix Down

There's a Potion in the barrel between the Weapon and Armor Shop. I suggest skipping this one in order to come back for the X-Potion later; you've got plenty of Potions, but X-Potions will always be nice to have. There are Eye Drops in a box north of the entrance to the port, and an Antidote in the barrel just above it. They become a Tent and Remedy respectively, so it doesn't really matter what you do. The barrel next to the Chocobo Stable contains a Potion that becomes a Holy Water (leave it), the Green Cherry behind the Chocobo Stable becomes a Tent (grab the Green Cherry) and the Gold Needle in the box to the far southwest corner of the town becomes an Elixir (definitely leave this until after it changes).

Enter the large house in the northwest corner of South Figaro. You'll enter through the left door; exit through the right door. In one of the barrels you see here, there's a Phoenix Down.

Continue behind this corner of the house and you'll find yourself in a hidden room! Search the clock for an Elixir. Now, go back in the house and go up the stairs.

In one of the rooms, there will be a man writing a letter (who is he writing to? I'm sure it's not important. Couldn't be the enemy, anyway). Behind the bookcase, you'll find a secret entrance to a staircase, which leads to another staircase. Follow it in the next screen. Go all the way to the right until you're facing a wall; from here, go all the way down to the bottom. You should be out of sight now. Next, go right to enter a secret area with a RelicHyper Wrist and a pair of RelicHermes Sandals. The RelicHyper Wrist boosts Strength, increasing your physical attack power; the RelicHermes Sandals give you inherent and unremovable Haste status.

I suggest giving the RelicHermes Sandals to Locke and the RelicHyper Wrist to Edgar. If you had RelicSprint Shoes equipped on either, you can just pass them down to Terra. Exit. Going up will take you to a room with three doors. The first is empty, the second one contains a Save Point, and the third one contains four chests, respectively containing 500 Gil, 1000 Gil, 1500 Gil, and nothing. I, for one, believe the last one is symbolic for the meaning of life. Exit.

On the town wall, there's a group of three barrels you can see when standing near the Chocobo Stable. Find your way there (stairs are near the Armor Shop) and grab a Teleport Stone. It'll become a Phoenix Down later, but Teleport Stones are infinitely cooler at this stage of the game than Phoenix Downs will ever be. Finally, there's a Potion in the house of the old servant of the richest man in town. I figured I'd save the best for last.

Other stuff to do: In the Pub, there will be a dark man with a dog near the counter. Talking to him will allow you to name him. Shadow sure is mysterious. If you thought he was going to join your party now, think again. This guy is a ninja; they don't even consider bothering you in RPGs unless you're at least past the first serious town.

In the Japanese game, an old man in the Pub will also say that 'you' (Edgar) look like one of Duncan's students, which is the first hint there that Sabin went off to train under Master Duncan.

You've had your fun in South Figaro, bought some new armor, equipped some Relics, and met a mysterious stranger with the name of Shadow. I'd say it was worth it.

But, time to move on. Go straight north, as there's something of interest there. The enemies on the way are fairly standard stuff by now. Unseelies take more damage from ToolsBioblaster than from ToolsAuto Crossbow, so use that on double Unseelies. They'll just attack physically and won't start using !Mythril Wrench until they're alone, and they shouldn't have the chance. The Anthology Bestiary claims they're Imperial maintenance troops. It's official media, but one wonders why Imperial maintenance troops would wander off into the lands to smack people with wrenches as opposed to, say, carry out maintenance to Imperial stuff.

Mus are obscenely boring creatures as they do nothing but Attack under any circumstance. The only interesting thing to note about them is the fact that they cannot be struck by Meteor Strike. A character you'll meet in the future can lift trains, hold up houses and whatnot, but he cannot lift this squirrel up in the air. It makes sense when you think about it while drunk.

Belmodars are the first genuinely dangerous-looking creatures you meet. They attack with Attack and !Rush, and counter Magic spells with a 1/3 shot at using Megavolt, so don't do that. You'll want to try to Steal a ClawMythril Claws from him; trust me on this one, even though it's a weapon none of your characters can equip... yet.

Make use of Edgar's ToolsAuto Crossbow in almost every encounter (excluding double Unseelie, which can be taken down easier with ToolsBioblaster), have Locke Steal and Terra use Defend. Cure outside of battle when needed. When your level is decently high (9), Edgar should be taking out Unseelie in one hit with the ToolsAuto Crossbow as well.

1.7: Into the Mountain

Caves
10/16
2
6/16
2
Slopes
11/16
3
5/16
1
3
Great Slopes
10/16
2
5/16
1
1
2
Foothills
10/16
2
1
1
6/16
2

Enemies: Spritzer, Zaghrem, Trillium, Gorgias, Cirpius, Vargas, Ipooh

Treasures: Potion, DirkMain Gauche, RelicGigas Glove, Tent x2

The three of you come across an odd hut in the middle of nowhere. Obviously, the most appropriate response is to explore it and take a nap if nobody is around. Let's just hope the beds and spoons are decently sized, or some bear might come for you. It's a Goldilocks/Square cross-reference! The flowers, stove, and dishes all draw a comment from Edgar. What is he talking about? We can rest assured it's a woman, however, since no man would profile himself through tea and domestic ornament like this. Duh. There's a Potion in the bucket. Egads! He was talking about his long-lost twin brother, Sabin. Outside, Edgar will show his double-headed coin to an old man and ask if he's seen 'this guy' (Sabin) before. Sabin has headed into Mt. Kolts; his mentor has been killed, and the mentor's son, Vargas, is missing too. Nice.

Mountains are always nasty to cross, and Mount Koltz is no exception. You will be attacked, spied upon, and tested severely. Also, expect a boss fight at the end, I might add. If that sounds fun, you're doing well. Stick everyone in the back row if they're not already there. This is the repetition style of learning.

This is highly frustrating for console players, but Zaghrem enemies carry HelmetBandanas, which are incredibly hard to obtain right now. They're rare steals, and the common steal is empty. This means that your Steal attempt automatically has a 7 in 8 chance of failing. It's a slightly stronger helmet for Locke, Terra, and a character you're about to obtain, so if you're really adamant about having the maximum equipment right now, try to get a few of them. The ToolsAuto Crossbow is a convenient way to kill Zaghrem. If it doesn't kill them outright, you can finish them off with Back Row physicals or a multi-target OFire spell (although – note - you should really be saving your MP in this 'dungeon').

Cirpius are potentially the most dangerous, but they conveniently never live up to that promise. If you allow them to take three turns, they have a rare chance of using !Beak, which sets Petrify on a character. A triple Cirpius formation, however, can be killed in one go with the ToolsAuto Crossbow. When they show up with a Gorgias enemy, you'll want to confuse them until one of them has petrified the Gorgias with either !Beak or the OBreak spell.

Gorgias is the only real threat here if you're diligent about handling Cirpius. They have stronger physicals, comparable to Guard Leader's pounding, and they have a 1/3 chance at countering every Attack command. Ergo, don't use it. A multi-target OFire spell and an ToolsAuto Crossbow round will finish them.

Trillium, lastly, are annoying because they Poison you with !Poison Touch. They only use it the first round though, after which they'll take two turns just attacking you physically. This means you can easily use an Antidote or the OPoisona spell first and kill them second.

The first slopes feature no enemies, so you can safely walk into the cave. The cave is straightforward. The other side takes you to another slope, with monsters this time. You see a chest there, but you can't reach it. This cave has two 'hidden' passages leading to treasure. The first is to the south of the entrance. Around the square-ish bulge, you can reach an exit leading to the chest you saw earlier. It's a DirkMain Gauche! It's the first weapon you've run into which provides a stat boost, and it's a better weapon for Locke. Grab it and return.

To the right of the path/stairway, there's a hidden passage into another room, which holds a chest containing the RelicGigas Glove. The RelicGigas Glove is much better than the RelicHyper Wrist; while the RelicHyper Wrist boosts a stat used for physical damage calculation by 50%, the RelicGigas Glove simply boosts your physical damage by 25%, period. Equip it on Edgar to boost his ToolsAuto Crossbow. With the RelicGigas Glove equipped, Edgar should be taking everything out in one hit except for Gorgias, which can be finished with a single-target OFire. Locke should Steal. Continue up the wooden pathway. Outside, you will walk around two slopes and reach two entrances into the mountain. Now, for the first time, you'll see a shadowy figure leaping away from you. Who could it be? Beyond this, the first of these two entrances takes you to a chest with a Tent, while the second one continues your way through Mt. Kolts.

Misty slopes with a bridge this time. The bridge looks like it might collapse, but it doesn't. Ever. The next room contains a Save Point, and when you leave it, you'll be on what I've dubbed as the Great Slopes at the Monster formations section. Follow them all the way down, and you'll eventually meet the shadowy figure that has been stalking your every move. It's Vargas. He believes you have something to do with Sabin, so he commences his violence. You get to hurt him now. Obviously, you've made sure that your HP is high enough for boss battles, as well as Terra's MP. Take the RelicGigas Glove from Edgar and give it to Locke; give his RelicHermes Sandals to Terra. Equip Edgar with the RelicHyper Wrist or, if you have it, the RelicKnight's Code. The first one will give you a slight increase in offensive power, and the latter will make sure that Edgar takes physical damage in place of characters in Critical. It's a matter of personal preference as neither is going to produce miracles here.

Ipooh
Ipooh
Bestiary #281
Type
Level
HP
MP
Gil
EXP
None
11
360
60
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
18
10
0
105
150
0
Stolen Items
Dropped Items
Common: Hi-Potion
None
Status Immunities
Elemental Immunities
poisonpetrifydeathberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
None
fire
Lores
Command Immunities
None
None
  

Vargas
Vargas
Bestiary #280
Type
Level
HP
MP
Gil
EXP
Humanoid
12
11600
220
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
10
0
85
150
0
Stolen Items
Dropped Items
Common: ClawMythril Claws
Rare: Potion
None
Status Immunities
Elemental Immunities
poisonimppetrifydeathsilenceberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
None
poison
Lores
Command Immunities
None
Control, Scan
 
Strategy
 
Two Ipooh bears initially protect Vargas; you can't harm him until you have killed them. Ipooh attack physically only, with Attack and !Claw. Vargas will casually switch between Attack and Gale Cut in an Attack-Gale Cut-Attack rhythm. Dance to it. After every 50 seconds, he will taunt you cruelly by saying: "Come on! What's the matter?" and use Attack twice, as if to insult you. What a jerk.

Once he hits 10880 HP - that's after 720 damage - he will start getting bored with you and exclaim: "Enough of this! I'll send you all to the great beyond!" Just then, a new character will appear. It's Sabin Rene Figaro, long lost heir to the throne of Figaro and twin brother to Edgar.

It seems that Vargas misunderstood the outcome of a successor issue concerning Duncan, their master in the martial arts and Vargas' father. Vargas turned to patricide, and here Sabin is complimenting Vargas on his fine spirit. Morals these days, let me tell ya... Anyway, Vargas executes "Blizzard Fist!" Blasting all inferior warriors of the field, the battle is up to Sabin alone.

When Sabin has appeared and Vargas hits 10368 HP - that's 512 more damage - Sabin will lament over his master's teachings. You'll have to use a Blitz to win this battle. Once the primary Blitz technique has been used, Vargas will... die or run, it's kind of vague. At any rate, Vargas is never to be heard from again.

Your strategy? When you engage Vargas, try to pick some Ipooh pockets (metaphorically) with Locke, have Edgar use ToolsAuto Crossbow, and Terra use single-target OFire spells on the Ipooh you looted. After you've taken care of the Ipoohs, switch to the ToolsBioblaster with Edgar and have Terra on stand-by for a multi-target OCure spell for every Gale Cut that is sent your way. After a successful Steal attempt with Locke, have him attack. The ToolsBioblaster will facilitate the bulk of your damage anyway, so spending a turn moving to the Front Row and then taking more damage there probably isn't justified.

Eventually, Sabin will crash the party. Pay attention, as you are about to do the most complicated thing invented in video game history. That's right, you're about to execute a Blitz technique. Follow on-screen commands closely. Write them down. Remember. After you've completed a Raging Fist technique, you've won your battle. Expand Full Strategy
  

So there you have it! It's a sad and symbolic story, the rivalry of Sabin and Vargas. As a son to Duncan, he was forced to pursue a career in martial arts, even though Vargas resented it. When Master Duncan, after training (among others? It's not clear) Sabin and Vargas for 10 years, decides he's too old to uphold the title of Master any longer, he decides that Vargas should be his successor.

However, somehow Vargas understood that Sabin would be his father's follow up. The cause of this misunderstanding is never explained, and much like how Judas betrayed Jesus to his death, so did Vargas betray his father and took care of him. After that he went searching for Sabin, who knew that it was Vargas who was supposed to be the next Master. Believing that Edgar had something to do with Sabin, he attacked them, which led to the stand-off between Sabin and Vargas, from which Sabin has now emerged victorious.

Little can be said about your Mt. Kolts experience with Sabin. You can meet Spritzers here, which seem horribly misplaced in space. Aura Cannon is the strongest single-target attack you have at this point; take advantage of it, but only after you annihilated everything non-Gorgias on screen. If you have a HelmetBandana and/or ClawMythril Claws in your inventory, give them to Sabin.

Oh yeah, there's a Tent in the chest, you can't miss it.

1.8: The Returner's Hideout

Overworld
6/16
2
1
5/16
2
5/16
2
1

Enemies: Belmodar, Unseelie, Mu

Treasures: Antidote, DirkAir Knife, Ether, Green Cherry, Hi-Potion, RelicKnight's Code, Phoenix Down x2, RelicWhite Cape

After descending from Mt. Kolts, you'll find yourself on the Overworld Map again. The Returners' Hideout is to the north. I won't bother explaining the battles and how Sabin fits into party strategy here; you were fully capable of handling these enemies without a 400 damage producing righteous killing machine, so I suspect you'll do just fine now that you've got one. If you still don't have a ClawMythril Claws, try going for one here.

You can, if you want to, hike back to South Figaro with Sabin in your party, which will get you a small cutscene with Duncan's wife. It's not very impressive and it's needlessly time-consuming, but if you're like me, you'll wind up doing it anyway, and a scene will occur in which Sabin has to break the news to Duncan's wife.

Do this scene or no, you'll head to the Hideout eventually. Once you enter the Hideout, you'll have to follow a Returner and enter the door he points you to. Enter and watch the cutscene. There's a Greek mythology reference here (a rather obvious one) and a symbolic position for Terra. How neat. When the scene's over, you're by yourself again. You can find a Phoenix Down in the chest in the room you woke up in. Go out and head up. You'll find three chests here: a RelicKnight's Code, another Phoenix Down, and an DirkAir Knife, a stronger weapon for Locke that's also Wind-elemental. A hidden passage to the right of the three chests (walk around them) leads to a RelicWhite Cape. Be sure to grab it. In the bucket and pot, which are standing next to each other, you can find an Antidote and a Ether. Furthermore, there's a Green Cherry in the pot in the conference room (the one with the large table) and a Potion in the save point room.

If you examine the top-right part of the large conference table, near Sabin, Terra will crouch down and say: "There's a scrap of paper lying here..." and you'll get two options, to trash it or leave it in place. If you toss it in the trash, nothing will happen. If you leave it there, and Banon calls the Returners around the table for a meeting, he'll freak out about the litter and throw it away himself. This makes Terra laugh (which, incidentally, probably is the only time Terra laughs in a long, long time as far as I can recall). This whole thing is supposed to be a Japanese joke that didn't port so well in the transition. Nobody has ever been able to explain to me why exactly this is supposed to be funny, so let's move on.

There's an Item Shop in the Hideout, and it's the first shop you can actually buy Hi-Potions at, so it might a good idea to stock up on some. A few Eye Drops are also nice if you think those black sunglasses are just so 1983.

You could, before moving on, hike back to Mt. Kolts with Terra alone. However, there will be an Imperial soldier guarding the entrance who'll chase you out on the World Map if you talk to him: "You! You're Returners!"

You need to talk to your three companions before you can talk to Banon. You meet Locke immediately upon crawling out of bed, Sabin is in the conference room and Edgar in the Save Point room where you met Banon earlier. You can now exit the Returner Hideout and talk to Banon. Now, you'll have to make a choice. If you immediately want to go for the offer, you'll get a RelicGauntlet. If you decline, you can get a RelicGenji Glove from the Returner walking around in the storage room. If you decline three times, you'll get a RelicGenji Glove from that same Returner in the middle of some important conversation. You'll want to pick the RelicGenji Glove, trust me. Granted, the RelicGauntlet is more of a rarity, but that doesn't mean it's better (it isn't).

If you declined Banon's offer three times, Terra will walk back into the Hideout and mutter: "Hope... How could anyone put their hope in me?" Just then, a wounded Returner stumbles in with Banon. Locke, Edgar and Sabin will come rushing in. After some talk, Locke leaves for South Figaro while Terra, Edgar, Sabin and Banon set out through the back door, the Lethe River. As I promised, a Returner quickly sneaks into the conversation to give you a RelicGenji Glove (truly one of the few acceptable reasons to interrupt important dialogue) and off you go.

If you did anything else, there'll be a meeting. Banon gets angsty about Magitek power, failing to realize that on the two occasions Magitek power has been employed so far, it accomplished nothing. Banon kinda steers towards the 'we need Magic too' topic when a wounded Returner stumbles in. Returners, assemble! Locke goes off to stop Imperial Forces in South Figaro by his lonesome and Terra, Banon, Edgar and Sabin will escape via the Lethe River, raging river of the wilderness. After the sequence has played out, your party will be without Locke (don't worry, his equipment is in your inventory) but with the addition of Banon. The fact that you can't name him should tip you off to his inferior status in your party. Although he's playable in battle, you cannot access his Equipment and Relic screen. His equipment, though, includes just a RodPunisher, HelmetMagus Hat, and ArmorSilk Robe.

Don't immediately go to the raft; go up and remember where you came out. You'll need to find the hidden access to the Lethe River later in the game. For a fun little tidbit, go to the room Terra woke up in and stand under the chest and pride yourself on having seen one of the most elusive minor cutscenes in the game! Now get moving!

1.9: Escape on the River

Monster Pack 1
3/4
1
1
1/4
1
2
Monster Pack 2
3/4
2
1/4
1
1
1

Enemies: Lesser Lopros, Nautiloid, Exocite, Ultros

The Empire invaded South Figaro (notice how Edgar didn't respond whatsoever to that notion?) and is now coming to the Hideout. Time to run – er, raft - like the wind. We'll escape using a raft and the flowing water that carries it. Fun! Set everybody in the Back Row. You can strip the RelicStar Pendants from your characters and apply RelicGigas Glove/RelicHermes Sandals to Edgar, RelicHyper Wrist and RelicKnight's Code to Sabin, and a RelicWhite Cape to Terra. There's nothing remotely useful you can put in Terra's second Relic Slot (you'll want to have those RelicSprint Shoes in your inventory, and you won't be walking anyway).

First, I want you to exit the hallway you find yourself in through the northern entrance. Not only will you now know where you can find it from the Returners' Hideout, you can also walk over to the room where Terra woke up in and find the wounded Returner in bed. If you stand beneath the chest here, as mentioned last chapter, you'll catch the poor sap having a nightmare. You can trigger this cutscene every time you re-enter the room.

Welcome to Lethe River. The first rule of Lethe River is: You don't talk about Lethe River. The second rule of Lethe River is: You do not talk about Lethe River. The third rule of Lethe River is when Banon goes down, the game is over. Read: If Banon receives KO status, you'll get a Game Over. Protecting Banon should be your first priority. If you fail, you'll get a neat message saying, "Banon has fallen..." Read: Annoying. Fun fact: if you level Terra up to level 68 before meeting Banon, you can set Petrify with the OBreak spell she learned and make him invincible. Then again, if you're leveled like that, you really needn't worry in the first place.

Exocite is your average physical attacker. He seems to have a specifically strong, instinct-based hatred for the elderly, as he will always target Banon for a single Attack after every six turns. You should have turned Exocite into little bits of Exocite nuggets by then, though.

Nautiloid is more annoying. Rather than doing damage with his Special, !Ink sets Dark, which is a useless thing to do but still looks rather stupid on your characters. To top that, his Defense is very strong (partly thanks to an inherent Protect status), so the ToolsAuto Crossbow and Attack commands will do little here. Also, after three turns he'll turn on Banon for an Attack, so beware.

Lesser Lopros are the strongest enemies here. They can use Attack, execute !Wing to set Sap on the party the second turn and can actually use Fireball the third one, which is a multi-target Fire-elemental attack and particularly dangerous. Lesser Lopros should be subdued by ToolsNoiseblaster at all times and taken out first if possible.

The strategy is simple. Keep the monsters at bay with ToolsNoiseblaster, use OFire and Aura Cannon to deliver damage, and have Banon recover from any damage you might have taken with his special skill. As soon as you decide to hop on board the raft, you'll be taken down the Lethe River. However, there are many ways to Rome, and many ways to travel the Lethe River. At two points in the trip, you'll be asked to pick a direction. Each direction has an influence on the monsters you face.

Here's the run-down of your possibilities, with the monsters referenced by number corresponding to the formations chart herein. You'll first be required to have an encounter with a #1 group, and then you'll face a Straight/Left/Right decision. You'll want to pick Left for the shortest time of passing through and the potentially least amount of battles. If you're going for the most battles, or want to make sure you encounter a Lesser Lopros, pick 'Straight'. Most of these encounters happen only half the time, so it's possible that you might encounter just one battle, or even zero if you take the left path. If there's no percentage noted, though, you'll definitely have a battle at that point.

Straight:
  1. Set 1 50% of the time
  2. Set 2
  3. Set 1 50% of the time
  4. Set 1 50% of the time
  5. Set 1

Left:
  1. Set 1 50% of the time
  2. Set 1 50% of the time
  3. Set 2 50% of the time

Right:
  1. Set 1
  2. Set 1 50% of the time
  3. Set 1 50% of the time

Regardless of your choice, you will end up at a small cave with a Save Point in it. When you get back on, you'll meet a group from set #1 again, and then reach a decision between up and left.

Up:
  1. Set 2 50% of the time
  2. Set 1 50% of the time
  3. Set 1 50% of the time
  4. Set 1 50% of the time
  5. Set 1

You're back at the Up/Left decision, having circled.

Left:
  1. Set 2 50% of the time

This path leads to a cave with a mandatory Save Point. If you've never stepped into a Save Point before, this will be when you see the the 'strange light fills the air' dialogue, and it will never again appear.

From second Save Point to exit:
  1. Set 2 50% of the time
  2. Set 1 50% of the time

At the end of the Lethe River ordeal, assuming you're doing the river for the first time (it's possible to come back later!), you'll encounter what looks like the ultimate Nautiloid. It's a huge purple octopus who goes by the name of Ultros...

Ultros
Ultros
Bestiary #282
Type
Level
HP
MP
Gil
EXP
None
13
3000
640
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
15
3
0
40
140
0
Stolen Items
Dropped Items
Common: Dried Meat
None
Status Immunities
Elemental Immunities
poisonimppetrifydeathsilenceberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
water
firelightning
Lores
Command Immunities
None
Control, Scan
 
Strategy
 
Ultros is a tough octopod whose Tentacle attack can be a huge pain if you're playing the game without over leveling. Everybody must be in the Back Row. If you are a moron and played with any of your characters in the Front Row, fix that. He'll start by delivering his intro speech and using an Attack. Then, if 10 seconds have passed (and they will have), he'll say "Oh, that one's a tasty morsel! I'd love to get my tentacles around her... *sluuuuuurp*!" and target Terra with a single-target Tentacle attack. If at his next turn another 10 seconds have passed, he'll say "Muscle heads? Hate 'em!" target Sabin with a single-target Tentacle attack and use a multi-target Tentacle attack on his next turn, followed by either Attack, !Ink or a single-target Tentacle in that very same turn; if not, he'll spread the happiness with a multi-target Tentacle/follow up with Attack/!Ink/ single-target Tentacle, wait a turn, and then hate on Sabin for his body. His next turn is devoted to an Attack and either an Attack, !Ink or single-target or multi-target Tentacle attack in the same turn.

Then, he'll say "Your ugly mug gives me the creeps!" and use a single-target Tentacle attack on Banon, from where he'll start at his first multi-target Tentacle-Attack/!Ink/single-target Tentacle turn again. Also, every time he is targeted by a Fire-elemental attack, which at this stage is either a OFire spell from Terra or Sabin's Rising Phoenix Blitz, he will say "Yeeeouch! Seafood soup is NOT on the menu!" and counter with an !Ink attack... yeah, he's a talkative guy.

Beating Ultros down is relatively simple if you pay close attention to his AI script. Have at the very least Terra and Banon in the Back Row using their Defend skill to reduce the power of Tentacle when you know they'll be targeted by it. Have Banon use Pray at all times, as his Attack is nothing to consider seriously (even though he possesses a snazzy weapon that you won't get on other characters for a long, long time). For damage output, have Terra use her OFire spells, Edgar fire off arrows with the ToolsAuto Crossbow, and Sabin use Aura Cannon. If he knows Rising Phoenix at this point, it's stronger than Aura Cannon, but if you're that highly leveled you probably don't need to worry much in the first place. Expand Full Strategy
  

If you defeat him, he'll escape underwater. Sabin won't like this and he'll go after him; sadly, Sabin does not consider he's more of a 'land-based' guy and Ultros appears to sane people as a generally aqua-themed creature. In other words: Sabin is dead in the water. Pun!

You'll now see a change of pace and a unique menu screen. There were initial plans for a normal menu screen where you could select your scenario from, but I guess they figured this would be more fun. They were right. It's Mog! Unlike your previous moogle encounter, you can't access this guy's equipment or relics, so don't bother. It's here that you'll need to decide what scenario to do first. Here's a quick list what you can gain from each scenario:

Terra/Edgar/Banon: A SwordRune Blade, and the ability to de-equip, most likely freeing a RelicGigas Glove and RelicHermes Sandals.

Locke: HelmetIron Helms, a RelicRibbon, one set of RelicEarring, and a RodThunder Rod if you left the Phoenix Down alone when you passed through the Cave of Figaro with Edgar, Locke, and Terra. This scenario ends with a boss fight, so it's dangerous to de-equip at the end.

Sabin: A RelicMythril Glove, a RelicBarrier Ring, HelmetGreen Berets, RelicEarring, a RelicSniper Eye, a RelicTintinnabulum and the ability to buy new equipment, including HelmetMagus Hats, ArmorIron Armor, ArmorSilk Robes, and HelmetBandanas. You are able to de-equip at the end.

Thus, I would advise you take the scenarios in the following order: Terra, Sabin, and Locke.

Terra's scenario is a cinch where no extra items are needed by a long shot. However, it does contain some strong Relics you can't free until you've played through it. Therefore, Terra's scenario first. Now, Locke's scenario could use Sabin's items and vice versa, but because Locke's scenario is probably the more difficult of the two and you can't properly de-equip at the end of Locke's means you should save it until the end.

On to the three scenarios: I'll handle them in the same order I advise you to take them in.

1.10: Scenario Terra

River Monster Pack 1
3/4
1
1
1/4
1
2
River Monster Pack 2
3/4
2
1/4
1
1
1
Grasslands
10/16
2
6/16
2
1
Forest
10/16
2
1
6/16
2
2
Desert
5/16
2
5/16
3
5/16
1
2
1/16
1
3
First Narshe Cave
10/16
3
6/16
1
1
Second Narshe Cave
6/16
3
2
5/16
3
5/16
1
1
Security Checkpoint
3/4
2
1/4
1
1
3
Final Narshe Cave
6/16
1
1
5/16
2
5/16
2

Enemies: Lesser Lopros, Nautiloid, Exocite, Leaf Bunny, Darkwind, Valeor, Wild Rat, Apparition, Eukaryote, Darkside

Treasures: SwordRune Blade

Terra's group gets a few more battles on the river.
  1. Set 2 50% of the time
  2. Set 1 50% of the time
  3. Set 1 50% of the time
With Sabin gone, battles will take a little longer. Not to worry, though. Keep the Lesser Lopros Confused, take Nautiloid with a single-target OFire spell, and fight Exocite with the ToolsAuto Crossbow. Have Banon on stand-by. You should be used to these guys by now.

You rode that Lethe River like a professional. You're right in front of Narshe; this should be a cinch. Now, keepin' it in the Back Row there, boss? I promise this is going to change. If you did any of the other scenarios before this one, upgrade your equipment, give Terra one or two RelicEarring, and have Edgar stick to RelicGigas Glove/RelicHermes Sandals.

You can just slaughter the overworld enemies left and right however you please; multi-target OFire spell or ToolsAuto Crossbow, your pick. You'll want to work your way to Narshe, though. After some Narshe Guards show you disrespect, it's up to you to find an alternative entrance. Luckily, you remember that secret entrance from the start of the game. No, you do. The one to the left? Enter the cave and walk through it. You'll recognize it as being the one Locke carried the unconscious Terra through. Clear that cave and you'll walk over a snowy slope. You can see Narshe already to the right of you, but you still can't reach it. The next cave contains new enemies.

Both Valeor and Wild Rat monsters only attack physically, so there's little point in explaining what it is that they do. Valeors are the highest-ranking maintenance troops in the Empire. What the hell are all the Imperial guys doing in places where there's nothing for them to maintain?

Pass through it. On the other side, you'll encounter the Dreaded Security Check Point. From the Japanese game, you could have learned this is a testing place for Narshe Guards. Who made it? Who creates something like this period, let alone in a cave like this, punishing the weakest fighters in the game to follow its path with legions of undead monstrosities? Drunken wizards? Here's the deal. Follow the path of the sparkle thingy. Abandon knowledge of the will o' the wisp and do follow this one. If not, nine revolving lights will quickly surround you. If you manage to tag the yellow one, you'll be given a chance to get back on track. If not, you will have to fight a battle. Now, I am assuming that you acted on mistake and you were incapable of avoiding this clumsy act. However, it should be noted that you'll probably want to fight this illuminating magical sphere, as this is the only place where you'll find the nefarious Darkside enemy. Also, there is a small chance (25%) you will encounter here the interesting Apparition and Eukaryote. There's no reason you want to meet them and killing them is easy, but you'll make them appear on the Veldt so you don't end up with a needlessly incomplete Rage list. Apparition has a rare RodIce Rod for stealing, but you sadly lack Locke at the moment.

Intruding further into the dark, cold mines will allow you to come across the location where the Moogles live. There's not much to do there right now. Resuming your quest will get you past the chest in this room; reach it and open it to obtain the SwordRune Blade. It is stronger than your current blade. Unfortunately, it consumes 12 to 18 MP to inflict a critical hit every time, so grab onto your few MP and stick with the SwordGreat Sword, as the SwordRune Blade is horribly cost-inefficient at this stage of the game. It also makes more sense to just leave the SwordRune Blade here. Despite the fact that the SwordRune Blade allows Terra or Celes to do more damage than she could do without it, you probably will never use it. Much later, the treasure here will change into a RelicRibbon, which is much better at that time than the SwordRune Blade is now.

When you walk out of the Moogle Den, you're pretty much done. Keep ignoring any closed chests you might encounter; their contents haven't changed yet. When you're out of the cave, you can safely de-equip everything. That was Scenario #1... hope you liked it.

The Old Man of Narshe has been given a name! His name is Arvis. Nothing much has changed in Narshe; they're still neutral even though the Empire attacked them, they haven't really done anything with the Esper, and are a generally indecisive bunch.

1.11: Scenario Sabin

Grasslands
6/16
1
5/16
3
5/16
1
2
Forest
5/16
2
2
5/16
5
5/16
2
1
1/16
1
1
2
Imperial Camp
3/4
3
1/4
2

Enemies: Stray Cat, Aepyornis, Nettlehopper, Chippirabbit, Captain, Imperial Soldier, Templar, Magitek Armor, Doberman, Soldier (Imperial Camp),

Treasures: RelicBarrier Ring, RelicMythril Glove, Remedy, RelicStar Pendant, Monster-in-a-box (Satellite)

So, Sabin was thrown off the raft and separated from his five-minute friends. Getting back to Narshe is going to be tedious, as you have no idea which way to go. Your only hope is to find somebody who can point out the way...

Keep Sabin in the Back Row with a RelicWhite Cape and a RelicStar Pendant. Even if you do have RelicEarring, Aura Cannon kills everything in one shot anyway, so a power boost isn't needed. Beakor's !Featherdust can Poison you, so that's why I advise a RelicStar Pendant.

Walk over to the house. Here, there are three main points of interest. The guy you met in South Figaro is here, there's a green soldier-type merchant on a chocobo who comes in and leaves pretty quickly, and there's a house to go in. First, go over to the merchant. He has a nice set of items for you. I suggest you buy 99 ShurikenShurikens from him. 2970 Gil is not that much, and it'll stop any worrying about the limit of Shadow's attacks for a good while. Also, buy 5 SkeanInvisibility Scrolls and 5 SkeanShadow Scroll. You probably won't ever need any more.

Inside the house, you can touch the stove for a neat little scene about how crazy this guy in fact is, but there's nothing remotely useful for you to do here otherwise. Make sure you talk to the Crazy Old Man in question several times, as his lines change.

Talking to Shadow's dog just sends Sabin hiding behind various objects, so chat with Shadow and accept him into your party. It's not required as such; you can perfectly well finish the scenario without him. It's just that there's no reason whatsoever to ignore him, as not only is he a great asset to your team at this stage, he also comes with some ArmorNinja Gear on him, which is great armor for now. Your additions to his equipment should be a ShieldHeavy Shield and a HelmetPlumed Hat, which you can buy from the merchant if you have none to spare. Like I mentioned in the preparations, you'll want a RelicGigas Glove and a filler Relic on him, such as the RelicHyper Wrist. Stick him in the Back Row, as the very purpose of throwing something is ignoring the distance between you and the target.

There are moments in the game Shadow has the annoying tendency to have a chance of running off after every battle. I'll explain that when that chance actually presents itself. For now, Shadow is your loyal sidekick. In other words, Shadow will not run out on you right now.

On the Overworld Map, all violence directed at you is physical. In the first battle you fight with Shadow, have him Throw an SkeanInvisibility Scroll. This makes him invulnerable for the remaining journey on the Overworld Map. Throw ShurikenShurikens and Aura Cannons at your heart's delight; you'll find there's little strategy in this scenario as most of your fights consist of taking hits and returning single-target one-hit KO's.

It seems there is an Imperial obstruction in the way. This is the Imperial Camp Shadow talked about, the one that will try to overcome the defenses of Doma at some point in the near future. We'll have to try to sneak past it. Keep Sabin in the Back Row, as well as Shadow if you brought him. As soon as you enter the Imperial Camp, a cutscene will ensue. It becomes apparent that General Leo is leading the attack on Doma, and that he's pretty popular with the soldiers. Kefka, on the other hand, is expected to drive Leo out of the mission and become a general himself, a thought that inspires fear in the soldiers. Also, Doma is being attacked. Right now. The scene switches to Doma, where chances of overcoming the attack are slim. However, the retainer, Cyan Garamonde, has a daring plan: Rush out of the castle to kill the leading officer; this might send the soldiers scurrying off for the time being.

After the scene, you are in control of Cyan. Equip Cyan with fancy new equipment you can offer him: ShieldHeavy Shield, HelmetPlumed Hat or even an HelmetIron Helmet if you went through some pains in Locke's scenario already. Outside, eight Imperial soldiers are banging their heads against the walls of Doma in a sophisticated attempt to infiltrate it. The leading officer does nothing. You can pick a fight with any of the wandering Imperial soldiers (which will trigger a battle with two Imperial Soldiers), but it's of little use, as you'll be forced to fight Imperial Soldiers in the near future anyway. I suggest you simply go for the leader.

Captain
Captain
Bestiary #36
Type
Level
HP
MP
Gil
EXP
Humanoid
12
456
20
50
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
18
10
0
5
110
0
Stolen Items
Dropped Items
None
Status Immunities
Elemental Immunities
None
None
Elemental Absorb
Elemental Weakness
None
None
Lores
Command Immunities
None
Control
 
Strategy
 
The captain, surprisingly called 'Captain', will sometimes use !Axe in between his normal physicals. He has a 33% of countering any damage with !Axe, and that wraps it up for Captain.

Cyan should be in the Back Row, so Captain's attacks shouldn't really hurt him. Cyan's #1 Bushido skill, Fang, will deal sufficient damage to easily kill Captain before Captain can come anywhere near killing Cyan. Bushido skill #2, Sky, will make sure that the Captain is killed in one hit. Bushido skill #3 works as well, although it takes needlessly long. Expand Full Strategy
  

Make sure you end up with a RelicBlack Belt rather than a Phoenix Down; the RelicBlack Belt is a nice Relic at this point of the game, and you can't get another one for quite some time. When you're done playing around with petty officers, the Imperial Soldiers, despite their overwhelming number, decide it would be best to flee, and the scene switches back to Sabin and Shadow.

Proceed to explore the Imperial Camp. To the left is an Imperial Soldier marching around; engaging him will get you a Imperial Soldier x2 and Magitek Armor battle. This walking soldier will re-spawn every time you leave and enter the Imperial Camp, by the way.

To the left are a seemingly passive guard dog and a chest in the large military tent. You'll be given three options when examining the chest: Kick it, hit it, and leave it.

If you Kick it, the guard dog outside will be alarmed and will attack you, triggering an attack. You'll be up against Dobermans, either two (25% chance) or three (the other 75%). They're the only Dobermans you'll ever see in the game, so if you're still cruising for the perfect Rage list, this is the option you'll want. Dobermans, strangely, do not appear in the Bestiary. After Kicking it, the chest is open. It contains a RelicStar Pendant. If you Hit it, you'll fool an Imperial soldier by pretending to be a cat. After the soldier has disappeared, you'll be able to open the chest, which still contains a RelicStar Pendant. If you Leave it, nothing will happen, unlike, say, leaving your wife.

If you're done in this part of the Imperial Camp and are ready to continue, you'll come across a cutscene in which General Leo is called home to Vector by Emperor Gestahl, leaving Kefka in charge. You can get up and stretch your muscles for two steps before Leo and Kefka meet before your eyes. Kefka and Leo do not get along. Leo hasn't disappeared from your sight for a second when Kefka orders the poisoning of Doma's water supply, which not only goes against the laws of honor and war, but will take out several Imperial prisoners within the walls of Doma castle. Even given your current position, you cannot allow this to happen - springing into action will throw you into battle.

You'll be fighting a character version of Kefka, who runs after taking one hit. He'll simply smack you over the head with his SpecialMorning Star if you let him, so getting your butt kicked isn't even terribly interesting in this case. When he runs, he runs, and you'll follow. Don't immediately follow him all the way, though; there are important things to be done: In a tent, there are two chests. Ignore them for now and walk behind this tent. Automatically, you'll jump off a ledge and walk into another tent. Here, you'll find a RelicBarrier Ring; swap it with Sabin's RelicStar Pendant. He can enjoy the slight Aura Cannon damage increase. Now, walk back into the tent with two chests. The right one contains a RelicMythril Glove, which you can ignore for the rest of your life. The left one contains one of NASA's old-time prides: The Satellite. If you already completed Locke's scenario, give the RelicRibbon to Sabin at this point. If not, give him the RelicGenji Glove and move him to the Front Row.

Satellite
Satellite
Bestiary #39
Type
Level
HP
MP
Gil
EXP
None
14
1800
250
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
120
13
0
0
150
0
Stolen Items
Dropped Items
Common: X-Potion
Common: HelmetGreen Beret
Status Immunities
Elemental Immunities
DarknessPoisonImpPetrifyDeathSilenceBerserkConfusionSleep
None
Elemental Absorb
Elemental Weakness
None
LightningWater
Lores
Command Immunities
None
Control
 
Metamorph Package
 
 
Strategy
 
Satellite will normally use Attack, !Supersonic Wave, Scintillation, Magitek Laser and Missile to make your life harder than it already is. Every ninth turn it takes, Satellite will use ODischord to halve a character's level. After 25 seconds of fighting, Satellite will call two Imperial Soldiers to aid him. 55 seconds later, he'll call in three Imperial Soldiers to help him (if there are Imperial Soldiers from the previous calling still standing, he'll fill the number to 3), and 120 seconds later, he'll call four Imperial Soldiers (once again, he fills the screen up to four anyway). Finally, Satellite will counter any Blitz attack with Mega Berserk, making sure that Sabin will be Blitz-less in this battle, like an animal.

Shadow should be Throwing ShurikenShurikens while Sabin can keep on pumping out Aura Cannons. If you didn't have a RelicRibbon, he will be Berserked by Satellite's Blitz-counter, Mega Berserk. It should be noted that Shadow will, for the first time, be vulnerable to attacks here as there's a large chance at least one of Satellite's magical attacks will be striking Shadow, removing the Invisible status. Expand Full Strategy
  

After the fight, you win a HelmetGreen Beret. Equip it on Sabin and swap his RelicWhite Cape with the RelicMythril Glove. Return Sabin to his Back Row Aura Cannon-ing self and move on. Following Kefka further will get you into another battle with character Kefka. Have Shadow re-apply his Invisible status if you lost it versus Satellite.

After talking to Kefka for the third time, he'll run off and sends a pair of Imperial Soldiers and a pair of Templar at you. If Shadow is still visible, take care of that problem. Have Sabin Defend and keep his own HP up, while Shadow takes out the enemies one by one (Templars first). There's a large chance they will use strong physical counters on you, and Shadow can avoid all of them.

After Kefka breaks the universal honor code and Cyan learns that everything he loves is subject to Poison, you gain control of the good knight. Equip the RelicHermes Sandals on him and another nice filler Relic. You don't really have a choice but to go downstairs and watch Cyan rush into the royal chamber and watch the King of Doma die. Do not go into the door to the right when you leave the royal chamber. It contains graphic adultery, you hear? Instead, go to the bottom of the screen and see two doors there. Pick the right one and enter. There's a Remedy in a pot here. Talk to the Doma Sentry you see in this room, and try to explore the available door next to him. It seems the statement about 'survivors' was too hopeful. When you're done, put Cyan in the Front Row and enter the room I previously forbid you to enter.

You regain control of Sabin and Shadow once the scene is done. You can't exit left, as there's poison there (although you'll learn in a little while there's good distance between the Imperial Camp and Doma Castle - plot device laughs in the face of logic). No choice but to help Cyan! For some extra fun, try talking to Cyan when between the two attacking Imperial Soldiers. Cyan will fight automatically in these battles, having a 66% chance of using Attack and a 33% shot at Fang. Sabin and Shadow can stick to their trusted single-target power-blows, and you'll win the day without breaking a sweat in the battle formations you have to go through, which will be either three or four Soldiers.

After all is said and done, you get to run around in Magitek Armor again! How sweet it is! Heal any damage done to Sabin and Cyan with Healing Force (obviously Shadow wasn't touched at all; he's a non-generic ninja). Use Healing Force anyway, as his invisibility can, believe it or not, become a negative factor in the near future. Put Cyan back in the Back Row and blast your way through any opposition with whatever beam you can use. Everything kills everything, to be blunt. The helpless opposition includes combinations of Magitek Armor and Imperial Soldiers.

Finally! You've managed to sneak through an Imperial Camp without the loss of your life. Of course, you didn't so much 'sneak through' as you simply murdered everybody you saw, which was half of the Camp's population. Still, you live. That's good.

1.12: Scenario Sabin: The Phantasms

Grasslands North of Camp
6/16
1
5/16
3
5/16
1
2
Other Grasslands
6/16
3
5/16
3
5/16
1
1
2
Forest
5/16
2
2
5/16
5
5/16
2
1
1/16
1
2
Desert
5/16
2
5/16
3
5/16
1
2
1/16
1
3
Phantom Forest First Two Screens
10/16
1
6/16
1
2
Phantom Forest Second Two Screens
10/16
2
3
5/16
3
1/16
1
Train Platform
5/16
2
1
5/16
2
1
5/16
4
1/16
3
Outside Train Cars
10/16
1
6/16
3
Inside Early Cars
6/16
1
3
5/16
1
5/16
3
Escaping the Ghost Ambush
6/16
1
3
5/16
2
5/16
1
2
Final Cars
6/16
1
5/16
2
2
5/16
1
1
2

Enemies: Sand Ray, Alacran, Stray Cat, Aepyornis, Nettlehopper, Chippirabbit, Ghost, Poplium, Cloud, Angel Whisper, Oversoul, Bomb, Living Dead, Apparition, Siegfried, Phantom Train

Treasures: RelicEarring, Phoenix Down x2, RelicSniper Eye, Monster-in-a-box (Apparition)

Having broken out like a bad case of acne, your only hope to reach Narshe is to travel through a dark forest east of Doma Castle. Save, darn you! Now that Sabin is no longer alone and scared, there is little direct reason for Shadow to linger. That means that starting from your escape from the Imperial Camp, he may randomly decide to leave you after every battle. It's just a 1/16 chance per battle, though, and is in no way influenced by the order you in which performed the scenarios (or any way you did anything else), despite the many myths and misconceptions about that. I can say that in a short while, there will be a situation in which Shadow will no longer be able to escape, but you'll need to make it there with Shadow at your side, preferably. This can be achieved by either saving beforehand and relying on your luck, killing Shadow until the party reaches said destination, or running from every battle.

You know how to handle the wildlife here. You can travel to Doma Castle, but you'll find it occupied by Imperial troops so you cannot enter. Just travel to the forest to the southeast. Welcome to Phantom Forest, called the Forest of Illusion in the Japanese game. After entering the forest, something quickly seems...off. Eyes from the darkness leering at you. Sounds from places you can't keep your eye on. You being on fire. Shadow's still a possible run-away, so keep him down if that's your strategy.

Ghosts are unfriendly undead and they hate you. Every first turn will be a OFire spell or nothing, but the second turn can contain Attack, !Time Freeze (which sets Stop) or !Dancing Flame, a very strong single-target Fire-elemental attack that will probably shave off 150 HP. Poplium are waiting to be relieved from this unlife they're doomed to suffer through. They attack physically and if they're feeling particularly grumpy they might even use !Cling to slow you down.

This is, strategy-wise, a very boring and straightforward part of the game. Sabin, Cyan, and Shadow all have single-target attacks that can take out all enemies in one hit. Keep up with Fang, ShurikenShuriken, and Aura Cannon. Use Potions when you are hit with an unlucky !Dancing Flame or when your HP is running low due to other causes.

You will find a Recovery Spring in which you will automatically heal yourself. Always stick to the next exit on the top of the screen; other exits will lead you in circles. Laugh at their attempts to trick you.

Eventually, you'll reach a train. The train was destroyed in the recent war between Doma and the Empire, and Sabin will talk about survivors and taking looks. Cyan will freak, but we're used to that by now. Pay little attention to him and climb aboard. You can revive Shadow now as, trapped on the Phantom Train as he is, he won't run away anymore. You'll want to keep hold of your high-tech reviving utilities, as a Save Point is nearby that you can use as well. The Phantom Train is a luxury, a transportation device unlike any other. Pulled by a locomotive, the Train features a Save Point, two train wagons for the rich, a restaurant wagon, and five normal wagons with the Conductor's working area in the far back.

Angel Whispers are emissaries from a magical world. They use Attack, as is the wont of monsters, and OGravity, a spell that halves your amount of current HP. It's pretty annoying. This is also the first monster you'll see with inherent Sap status. The undead were supposed to be healed by this status, so this was supposed to be a recovering opponent. Instead, due to a bug, Whispers just waste away in their own misery.

Living Dead are warrior zombies possessed by an evil spirit. Nice. They attack physically and with !Slip Touch, which sets Sap. They're inherently boring and mediocre.

Cloud monsters are not undead. This is a surprising feat for a creature on the Phantom Train, and I don't really know why this is. They cast ODrain to little avail, as you'll be doing one-hit KO's against them, but it's a nice try. Also, !Unseen Strike damages.

Oversouls are undead skeletons born from a coalescence of hatred. Also, they're most rude. Every second turn they take can make them use Dread Gaze, an attack that sets Petrify on a single target. If they're alone they won't ever use Dread Gaze but they can use !Insanitouch, which sets Confused and is potentially even more dangerous than Dread Gaze.

Bombs are mostly found when you're walking outside, and they have nothing to do with the Phantom Train and its destination. If they attack at all, they use Blaze, a strong Fire-elemental attack they can either aim at a single character or at the entire party. Always go for Bombs first, but never allow yourself to hit them with a non-fatal attack as they could use Self-Destruct, which harms you as much as the Bomb in question has for current HP. Luckily, as Self-Destruct is all about self-destruction, the Bomb will be dead.

Even though a great variety of attacks will be sent your way, there's very little you can do about them. Continue to use your powerful single-target attacks, and have Shadow target Bombs and then Whispers before anything else, as their Blaze and/or Demi attacks are the biggest threats you face.

It's feasible that your Sabin has learned Rising Phoenix by now. While you must've levelled him to level 15 for Rising Phoenix to be an option, and while level 15 is over levelled at this point, it's not entirely dramatically high. Bombs absorb Fire/Rising Phoenix, so refrain from using it when facing them. Aura Cannon is more powerful on a single target, but both feed off the weaknesses that seem inherent to all undead enemies: Fire and Holy. You'll learn to use Rising Phoenix, I'm sure. Give Shadow the RelicHermes Sandals, as his single-target attacks will be the most important ones. RelicMythril Glove/RelicGigas Glove Cyan in the Front Row, Aura Cannon Sabin in the Back Row with a RelicWhite Cape and RelicBarrier Ring.

Once you decide to board the train, there's no going back. The door will close behind you and the train will start moving. Examine the door, and Cyan will explain about the Phantom Train, which brings the deceased to the afterlife. Business must be small, with all those Phoenix Downs. When you're done gasping and shaking in fear, head to the right. You'll walk out of the train car and, if you keep that button down, into a new one. You'll see a ghost here. Talk to him and have him join your party! It's only temporary, but I'll discuss the White Robed a bit.

The ghost joins on a level quite similar to yours, and can use Attack, Possess, and Item. Since he has no weapons, his Attack is horribly weak. Possess is a quirky command that is only seen here; it will remove both the caster and the target from the battle. The caster is gone from the party after the battle ends. This command has a 3 out of 8 chance of succeeding against every target, regardless of one-hit KO protection, Evasion, or Magic Evasion. The ghost comes equipped with no equipment save one Relic: the RelicLich Ring. This turns the wearer into an Undead creature, which is exactly the story behind the temporary character. This means you will hurt the poor bastard with Potions and Hi-Potions and kill it instantly with Phoenix Downs. If it has fallen in battle, you cannot revive him (the Phoenix Down will miss). Outside of battle, however, you can heal with restorative items. If a temporary ghost character dies, he will be removed from the party.

Enter the cabin. If you look at the switch, you'll see a cutscene in which Cyan's fear of machinery is once again displayed in a humorous manner. If you examine the book, you'll see some dialogue. If you talk to the Conductor, you can ask some questions. In the top-left corner of the car, there's a hidden Tent just waiting for you to discover.

If you leave again, you'll see another ghost. If Shadow left you/if you haven't bothered with him at all, you can have this guy join you too, although this second ghost is always significantly more useless (the first ghost added to a no-ghost party is always the more capable).

Okay, to the left we go! This is where the Locomotive is located, which we need to shut down. In the next train car, you see all sorts of ghosts. Some will attack you, some will want to join you, and some will want to sell you items. You shouldn't really benefit from the items, but if you feel you could use extra from the following, be my guest to search them out. You'll encounter just one Ghost 75% of the time you prod one of the attacking ghosts, but 25% of the time you'll see three. Nothing particular to worry about. When you exit the train car to the left, you can use a ladder to climb up the car you just abandoned and come across an air vent you fall through should you stand on it. How rad! How entirely useless!

Going into the next train car will be a suicidal plan, as it turns out. Just seconds after you entered, a ghost will appear from behind and block your path back. There are no other exits. It's time to fight the bugger! Like all other ghosts that have attacked you when you talked to them, this is either a single Ghost or a triple Ghost formation. Once outside, you will be cornered by a mob of angry undead. And they're not doing the moonwalk either! Time to escape. The roof, however, fits the role of upper surface completely and provides no means of exit. Then, Sabin gets an idea. Who knows what those years of training have been good for? You escape, Shadow and the ghost carefully secured in your back pocket. Or something.

The ghosts pursue! Instead of making this into a pursuit scene, you can simply flick a switch to detach the rear train cars. Do so. Remember, this has no consequences for the otherwise innocent, as the only thing you do is trap dozens of souls in the mortal realms, denying them passage to the afterlife, including, but not limited to, those nice guys who wanted to sell you items and help you on your quest. But hey, you're the good guys, right? Once back inside, you can swap the same switch to clear your path. This is the train car you want to be in to find Oversoul, as they don't appear on earlier or subsequent train cars. The next train houses the Dish of the Damned! The Food of the Forgotten! The Cuisine of the Con...demned! Sitting at the middle table will make a ghost waiter serve you some food. Cyan will spaz out (he does that a lot) but you'll be fully healed, just like a meal in real life. You can repeat this for a less dramatic but more personal scene by switching lead characters the next time(s) you sit down.

You can't exit to the left, so go out and walk around the train car. Don't forget to go back in the other side and open the chest behind the waiters for an RelicEarring. Swap one of Sabin's Relics with it, as you'll need the boost in Aura Cannon power in a bit.

You can't go around the next train car, so just get in! There are two compartments in this train car. The first one houses a chest, but as soon as you face it from the front (you can't open it from the side), you will hear an ominous voice! Of course, there's really no indication the voice is ominous, so I'm just making that up.

Siegfried
Siegfried
Bestiary #48
Type
Level
HP
MP
Gil
EXP
None
7
100
5
1
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
1
10
0
50
150
0
Stolen Items
Dropped Items
None
Common: Green Cherry
Status Immunities
Elemental Immunities
DarknessPoisonImpPetrifyDeathSilenceBerserkConfusionSleep
None
Elemental Absorb
Elemental Weakness
None
None
Lores
Command Immunities
None
Control, Scan
 
Strategy
 
After the introduction between you and Siegfried is done, it's time to fight. Siegfried has 100 HP and opens with a flurry of eight weak physical attacks. Chances are your RelicBlack Belt character or Interceptor kills him before he finishes all eight, but if that's not the case, you can just do whatever (except the Tiger Bushido skill!). Expand Full Strategy
  

Siegfried is impersonating the legendary swordsman Siegfried and had hoped to scare you off rather than actually having to fight you in any kind of serious battle. In the Japanese version, Siegfried continuously refers to himself as Mr. Me. It gets really annoying really quick. Anyway, the pansy has been beaten. You'll get a Green Cherry for your troubles.

Siegfried runs off with the treasure - Au revoir! Don't worry if you just missed the biggest kick-ass Gamma Sword just there; the chest isn't really a chest with contents anyway. The next room in the compartment appears empty, but this is not the case. See those two empty tiles to the left of the bench? The left one contains a Tent; just face it and press action. The right one contains a RelicFairy Ring, but you can't obtain it since you can't face it. Stupid programmers are the scourge of gaming.

On to the next car! Once again, it's a posh car with two compartments. The first one is completely empty. The second one is lined up with four chests; rejoice. From right to left, they contain a Phoenix Down, RelicSniper Eye (you can ignore this Relic for now, nothing evades your physicals at this stage of the game, and you're not using them anyway), Phoenix Down, and a Monster-in-a-Box. How frightening.

Apparition
Apparition
Bestiary #47
Type
Level
HP
MP
Gil
EXP
Undead
19
1500
10000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
15
8
0
120
180
0
Stolen Items
Dropped Items
None
Common: RelicHyper Wrist
Status Immunities
Elemental Immunities
DarknessPoisonImpPetrifySilenceBerserkSleep
None
Elemental Absorb
Elemental Weakness
Poison
FireHoly
Lores
Command Immunities
None
Control
 
Strategy
 
This is Apparition. According to the latest Anthology release, this is the ghost of a murdered person. Oh my.

Apparition has normal access to three attacks: Attack, the OBlizzard spell, and Leech, which drains HP. If you damage Apparition, he will hate you for it and get a 33% shot at attacking his attacker with !Lightning, which is nothing even remotely like Lightning-elemental.

There are a number of ways to kill this thing humiliatingly easy, but the Top 2 of cheap tactics go right against my game ethics. Of course, there's taking advantage of Square's assumption that even though it's supposed to be a rather difficult enemy, it still should be vulnerable to a Phoenix Down, scoring a one-hit KO. Also, you're traveling with a ghost that is capable of delivering a one-hit KO on everything. But I'll guess that not only are you too good for the Phoenix Down move, you also don't want to lose your cool ghost guy just yet.

So, when the battle begins, wait for Cyan's third Bushido skill, Tiger. Don't move with Sabin and Shadow or even the ghost; just skip to Cyan and use Tiger. It'll halve his current HP and should do 750 damage. Follow up with an Aura Cannon and a ShurikenShuriken and you should be done. Expand Full Strategy
  

You'll get a RelicHyper Wrist for your troubles, which is hardly satisfactory. Then again, it wasn't much trouble.

Before you can reach the next car, your ghost companion(s) will leave you. ...How troublesome (but not really). The next car contains a Save Point. Save. That is its point.

Finally, you made it to the locomotive. The engineer's compartment will make Sabin and Cyan excited before they even set as much as a single step within it. Sounds promising! In the top-left and the bottom-left corners of the room, you can read that you need to shut the first and third pressure valves. All three are now open, so just flip the first and third one, and go outside near the smoke stack. Before you operate, you should expect a major fight coming up. As preparation, move everybody to the Front Row and equip any RelicRibbon you might have. Equip the RelicWhite Cape on Cyan (switch with RelicHyper Wrist).

Phantom Train
Phantom Train
Bestiary #284
Type
Level
HP
MP
Gil
EXP
Undead
14
1900
350
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
10
5
0
30
210
0
Stolen Items
Dropped Items
None
Common: Tent
Status Immunities
Elemental Immunities
darknesspoisonimppetrifysilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
poison
firelightningholy
Lores
Command Immunities
None
Control
 
Strategy
 
The Phantom Train will start with the battle with either a physical attack, !Wheel, or Diabolic Whistle. The next four turns will be spent using normal physical attacks and his Special !Wheel; the fifth turn will be Diabolic Whistle, but only if there are at least two characters still alive.

After every 15 seconds of battle, Phantom Train will use either Acid Rain (2/3) or Saintly Beam, an attack that deals multi-target Holy-elemental damage to your party. Finally, if Phantom Train has been damaged, he has a one in three chance of using !Wheel.

For trivia, Saintly Beam used to be Phantom Train-exclusive until Holy Dragon Redux showed its pasty face for the Advance release. Given it's such a nasty move in that fight, its occurrence here at least shows the Phantom Train was on the right track.

The fight against Phantom Train can be real easy and real bad, and it all depends on his Diabolic Whistle attack. This sets one random status ailment on your party out of the following: Darkness, Poison, Imp, Doom, Berserk, Confused, Sap and Slow. Due to a GBA-exclusive bug, you can circumvent all effects from this attack by equipping a Relic which protects against Imp (such as the RelicWhite Cape). It should've still applied other status ailments in that case, but it doesn't.

The ones you need to be concerned about are Imp, Berserk, and Confused. If one of your characters is Imped, you'll want to use Hi-Potions to damage Phantom Train. Hi-Potions inflict 250 worth of HP damage, which is superior to your crummy Imped Attack command. Smack your Confused characters, as there's nothing more fatal than Confused characters, especially when they have access to Rising Phoenix or barrier-piercing attacks.

The Phantom Train battle is very much like the Apparition battle in the sense that using a Phoenix Down is the coward's way out, and that the strategy revolves around allowing Cyan to start the battle with his third Bushido skill, Tiger. After this, have Sabin come in with an Aura Cannon and Shadow with ShurikenShuriken. A lot of people have dubbed it 'hilarious' to have Sabin use Meteor Strike on the Phantom Train. If you want to see a tiny sprite lift a huge train, be my guest. Expand Full Strategy
  

After the fight is over, you're in for the most dramatic moment of your life. If you don't actually have a life, that is. Cyan Garamonde, who has lost everything he ever lived for, has to come face to face with his departed wife and son, only moments before the Phantom Train forcefully takes them away. I suppose it's only justifiable Cyan is slightly in shock after this.

You'll be able to leave after a set period of time. After all has been said and done, you find yourself on the Overworld Map.

1.13: Scenario Sabin: The Bar(r)en Falls

Formations
6/16
3
5/16
3
5/16
1
1
2

Enemies: Stray Cat, Aepyornis, Nettlehopper, Opinicus Fish, Rhizopas

You've escaped the Phantom Train and find yourself at the southern edge of the Phantom Forest. To your right is Baren Falls, a great waterfall you must get past to reach the Veldt, which is full of dangerous monsters. It seems Sabin's scenario is packed with landmark-esque obstacles. Shadow, once again, may run away. Also, he will depart anyway in a very small bit; de-equip him of his equipment and relics. Give the ArmorNinja Gear and RelicHermes Sandals to Sabin and pass the RelicGigas Glove to Cyan. If you're still suffering from bad status afflictions from Phantom Train's Diabolic Whistle, a Tent might be appropriate. Don't forget to move all but your RelicBlack Belt character to the Back Row.

Wait for Sabin's Rising Phoenix to kill everything or, should you lack that technique, slave away with those single-target slayers you've grown so familiar with. Make sure to fight Stray Cats here if you haven't before, as they will prove most useful.

Simply walk into the cave to the east and head all the way to the falls. Sabin and Cyan will discuss your bad situation and Shadow will leave you here. He'll be missed, but you'll get an even better character in a bit, so don't feel too bad about it.

You could return to the Phantom Forest, but there's really no point; you'll just find yourself walking through some familiar screens of the Phantom Forest and you'll eventually reach the other side.

Lacking your favorite ninja, your first course of action is hurling yourself down a waterfall packed with rabid piranhas with crazy spell casting abilities. I'd say it's clear who the brains in that team was. Before jumping, you might want to de-equip the RelicBlack Belt.

It may seem like you're getting assaulted non-stop with Opinicus Fish. What you'll see on-screen is monster formations of Opinicus Fish x2, Opinicus Fish x3 and Rhizopas. What'll happen here is that you'll be fighting Opinicus Fish for 60 seconds before Rhizopas appears. Which pack of Opinicus Fish monsters pops up entirely depends on which Opinicus Fish you killed last, but it shouldn't really concern you, as the normal Opinicus Fish are extremely weak.

What you do in the first 60 seconds is entirely up to you. If you want little fuss, you can just wait the 60 seconds out in the first battle, kill all but one, heal up with Tonics for the Rhizopas confrontation, and kill the last bugger. On the other hand, Opinicus Fish have a rare Potion drop, so if you want a shot at as many of those possible, kill as many Opinicus Fish as you can handle. Since Opinicus Fish only have 10 HP even a Back Row Attack command kills them, so do that. It's the fastest way.

Rhizopas
Rhizopas
Bestiary #285
Type
Level
HP
MP
Gil
EXP
None
13
775
39
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
14
3
0
110
175
0
Stolen Items
Dropped Items
None
Common: Remedy
Status Immunities
Elemental Immunities
poisonimppetrifydeathsilence
None
Elemental Absorb
Elemental Weakness
water
lightning
Lores
Command Immunities
None
Control
 
Strategy
 
As soon as Rhizopas comes, you're in trouble. This little guy has access to the El Niņo spell, which will deal up to 250 damage to both characters. Your best bet is to go all-out offensive. While Rhizopas has very decent magical defense, Aura Cannon still out-damages Raging Fist (and Rising Phoenix, but that should be obvious). For Bushido, Tiger doesn't work, so just go with Fang. If you're really unlucky, Rhizopas kills you, and there's nothing you can do about that short of over-leveling. The odds aren't that high, though. Expand Full Strategy
  

1.14: Scenario Sabin: The Wild Boy

Enemies: Most everything you've seen so far; it's the Veldt, man!

Treasures: Elixir

You've managed to survive the Seafood of Doom, and now you're on the Veldt. You may come across a strange boy, dressed in animal hides. Life is strange. Re-equip that RelicBlack Belt if you took it off. Welcome to the Veldt! Here, random encounter monster formations are reproduced for you to fight. You will not gain Experience Points, and its main purpose is obtaining Rages for Gau, the character you will name shortly. For now, you'll have to go find Mobliz to the east. You'll fight battles in the meantime, and there's a chance you'll see Gau appear when you're done. You probably don't want to hurt the guy, but you can't run from him (the buttons will do nothing), so your only option is to smack him over the head to cause him to flee. The alternative is fleeing from the random encounters themselves, if possible.

Mobliz is a great backwater village supporting itself through hunting. There are some great shops here, so take a look around.

At the weapon shop, you'll want to buy a KnifeKotetsu for Cyan, or two if you want to make him a RelicGenji Glove/RelicBlack Belt character (which is a wise decision). For armor, buy two ShieldHeavy Shields, two HelmetMagus Hats, another HelmetPlumed Hat, and two ArmorIron Armors. The HelmetIron Helms are ridiculously expensive and you find better alternatives in a short while. At the item shop, you'll need to buy at least one Dried Meat, as it triggers a necessary cutscene. Dried Meat is basically a healing potion that heals a character for 150 HP (so it's inferior to normal Hi-Potions), but has the added property of also healing Undead monsters/characters, instead of hurting them like Potions and Hi-Potions do. For relics, it's never a bad idea to have RelicWhite Capes ready, as they make grand filler relics. Make sure you leave at least 2500 Gil in your wallet. Finally, there is an Elixir hidden in the clock of the carrier pigeon house.

Don't bother paying the Inn fee; you can sleep at the bed in the back of the Relic shop. Take a look at the two kiddos in love; Duane and Katarin will make a more significant appearance in the future. There's a wounded lad from Maranda residing in Mobliz. He left the army when he heard they were heading for Doma, but was busted up for his insolence. They broke every bone in his body for leaving, to be more precise. Poor lad indeed. He has a honey in Maranda and you can help him with his situation! He receives letters from her, but can't write back. Do it for him, I say! You'll have to send a total of five parcels that direction: A letter, a record, a Potion (don't worry, it won't come from your stash), another letter, and finally a book. You can't send new stuff if the wounded soldier hasn't gotten any reply, which he gets if you sleep at the inn, speak to the salesmen of the Item, Weapon, Armor, or Relic shops, or see the scholar's explanation of the Serpent Trench.

That makes no sense whatsoever, I am completely aware of that. After you've sent the five parcels, the poor guy gives you a RelicTintinnabulum, a nice filler Relic and extremely rare, which gives the illusion it's actually more useful than it in fact is. If you're wondering what exactly a RelicTintinnabulum is, it's probably derived from 'tintinnabulation' which means 'ringing'. I can add that the Japanese game calls it a Cat's Bell; I guess we're supposed to assume that with every step the RelicTintinnabulum lets out a chime and heals the wearer a little.

Once you're done dancing and prancing in Mobliz, head to the Veldt again. The weird kid called Gau repeatedly said he was hungry, but you had nothing to help him with. Fortunately, Mobliz offers you the possibility of buying food, unlike other towns. Equip the RelicGenji Glove and KnifeKotetsu Katanas on Cyan and keep him in the Front Row, or stick with Back Row Cyan if you don't have a RelicGenji Glove. The other Relic should be the RelicBlack Belt if you have the RelicGenji Glove; while Fang still out-damages Cyan's Attack (it's pretty close), the counterattack will kill most critters here.

You're bound to run into a few battles here, and you're bound to come across Gau while doing so. You'll need both Sabin and Cyan alive for him to appear. Use a Dried Meat on him to trigger a long, long, yet surprisingly un-boring cutscene in which Gau joins you.

Gau arrives like a baby, completely naked and screaming nonsense. Equip him with what you have, which probably is a ShieldBuckler, HelmetBandana, and ArmorKenpo Gi. You will want to swap Sabin's ShieldMythril Shield with Gau's ShieldBuckler as Gau will have to be in the Front Row and can use the extra defense. Not only does Gau return to his spot in the team in the Front Row at all times, his physicals are important enough on the Veldt to warrant Front Row. As far as Relics go, you should have a RelicGigas Glove free. Set the other Relic slot up with a filler Relic (RelicWhite Cape is nice).

Gau joins with a few Rages already: Zaghrem, Exocite, Hornet, Silver Lobo, Magitek Armor, Belmodar, Cartagra, Wererat, and Angel Whisper. Zaghrem is nice, and Belmodar has its distant uses, but for the real good stuff (and there really is a lot of good stuff for Gau to Rage, make no mistake), you'll want to obtain these:
Enemy
Attacks
Attributes
Inherent Float
Absorbs Water
!Numb (adds Stop)
Blaze
Absorbs Lightning, Inherent Float, Undead
Will o' the Wisp
Absorbs Poison, Undead
!Cat Scratch
Wind Slash
Fireball
Inherent Float
Snare
Inherent Protect
One-Hit KO Protection
Sonic Boom
Inherent Float, One-Hit KO Protection
Blaze
Absorbs Fire, Inherent Float

The most important ones right now are Darkwind, Trillium, Alacran, Templar and Guard Leader/Lesser Lopros. If you've completed Locke's scenario already, Acrophies is just as good as Alacran for its purpose.

Really, unless you want to obtain as many Rages as possible, you can ignore other monsters. Keep in mind that Leaping at monsters such as Silver Lobo and Gorgias is just losing control of Gau's Leaping for the time being, which could make him miss out on the others.

Guard Leader has the strongest multi-target attack you can possess up to now: Wind Slash. He is, sadly, especially elusive due to the way the Veldt works, so don't feel too bad if you leave the Veldt without having met this one. Obviously, no Rage is mandatory, but keep in mind that Gau's usefulness exceeds all other characters if you find the right Rages, and he sucks beyond belief if you don't invest the time in him.

Satellites still drop HelmetGreen Berets, which are superior Helmets for everybody. Terra and a mystery character soon to be introduced (I'm talking about Celes) have an acceptable alternate option in the HelmetMagus Hat, but ideally, you'll want to stick around until you've won another three HelmetGreen Berets (you'll find one extra before long).

When you're done chasing Gau around, stick him in the Back Row as the next dungeon will have him rely on magical attacks and go visit Crescent Mountain, located to the southeast. Gau has a gift for you there, and a bloke in Mobliz mentioned you could reach Nikeah by jumping into the raging current of the Serpent Trench. Who knows, those might be connected somehow!

1.15: Scenario Sabin: Over the Mountain and Through the Trench, to Nikeah We Go!

Pack #1
3/4
3
1/4
1
Pack #2
Always
1
1
1
Pack #3
3/4
2
1/4
3
2

Enemies: Anguiform, Aspiran, Actinian

Treasures: HelmetGreen Beret, X-Potion, Elixir

Well here we are at Crescent Mountain, just southeast of Mobliz; no rest for the weary, eh? Let's take a look around. To the right side of the plateau you're standing on, you can see a little cutscene (Seven steps up, one step to the side from the entrance) that is entirely useless. To the left, you'll see a little square sticking out where Gau will find you a Potion (which, believe it or not, is actually added to your inventory!). Proceed and you'll come across a ridge you can walk on.

All the way left, another cutscene will ensue where Gau will scare Sabin out of 500 Gil (which is actually subtracted from your total Gil). If you had less than that, Cyan will magically possess the remaining Gil instead of Sabin and nothing will be removed.

Proceeding further will allow Gau to find the diving helmet! Many a philosopher has pondered over the impossibility of three men sharing the same helmet, but none have found a satisfactory answer. Regardless, the cutscene will take you outside and plunge you into the cold, cold waters of the Serpent Trench.

Narshe is a long way if you take the wrong turn at the Lethe River! Having passed through an Imperial Camp, the lands of Doma, the Phantom Forest, Baren Falls, and the Veldt, you now need to reach Nikeah where a ferry should be available to take you to South Figaro and finally deliver you close to Narshe. The Serpent Trench - a raging current with violent monsters hunting for you – stands in your way. Make absolutely sure you have a fully equipped Gau. There are three monsters in the trench. You can really forget about Actinian; his physicals shouldn't really bother you that much, and whenever you meet a triple Actinian monster formation, Fang, Aura Cannon/Rising Phoenix and the Templar, Bomb, or Lesser Lopros Rages will clear it quickly. The other two are nastier.

Anguiform are dangerous not only because they have a murdering physical attack in !Garrotte, which is actually as painful as it sounds, but especially because they like to use OAqua Breath when they are alone. OAqua Breath is an extremely strong multi-target Water/Wind-elemental attack that will hurt for about 170-200 HP damage. Not nice. You should kill with Rising Phoenix if possible, but if you lack it, you should be careful. Gau's multi-target attacks don't guarantee a KO on multiple Anguiforms. Take them out as fast as possible with Aura Cannon, Fang, and either Trillium (absorbs OAqua Breath and has very decent offense) or Cloud/Ghost (OThundara slaughters any Anguiform period).

Aspiran are the trickiest. Whenever you meet them, keep hold of your precious secondary commands as Aspiran will counter any damage not inflicted by the Attack command with a 33% shot at Gigavolt for about 330-350 of damage to whatever hit him. Unless you gained more levels then you normally should, that kills you. Counter this with your RelicGenji Gloved character to kill it or use Belmodar/Spritzer Rages, as they will allow Gau to absorb Gigavolt.

This is the 'map' of the Serpent Trench and the consequences of your choices. You start by fighting pack #1, then you'll get the choice of going either to the Left or to the Right. The Left features more monsters and a certain encounter with all the creatures of the Serpent Trench, the Right features a small cave with an X-Potion chest in it. On the Left, you'll fight #2 and #3, while on the Right you'll just fight #2 before the cave with the chest, and then the paths will reunite. However, no battle is fought before you are presented with yet another choice. Left again means monsters (#2 then #3 again), Right again means treasure (after another #3). This time, the cave will give you a HelmetGreen Beret, and then you'll have to stand on a certain tile to let the water out in this cave so you can proceed. After this, you'll safely reach Nikeah.

Nikeah is small town that thrives on their ports and ferries. There used to be remote access to the lands of Doma, but due to a recent rockslide, the path there is blocked. Imagine, if that hadn't been the case, you could've just walked to the west for a while back when it was just Sabin and found a way home.

You can buy another LanceMythril Spear at the weapon shop here if you wish, but you won't really use the Attack command with Edgar, so you can save your money.

You should've bought everything available at the Armor Shop a while ago, with the exception of the ArmorSilk Robes. Buy two of them.

How's your supply of Hi-Potions and Phoenix Downs looking? If you're low on them, it's never a bad idea to stock some of them up. Also, you might want to buy a few Smoke Bombs, as you don't have any of them right now and they could prove useful in the future. The only thing the Relic Shop has going for it is a collection of RelicWhite Capes. You could buy one if you pulled enough Gil from your Veldt hunting (which means over 10000 Gil), but you might as well leave it.

There's an Elixir hidden in the clock of the Inn, as always. Take it. Finally, there's an awesome scene between Cyan and the hooker of the local Pub; you haven't lived a satisfying life without having seen it. In the Japanese game her position as Girl of Entertainment is stated much more blatantly, while Sabin will state how he knows plenty about girls.

When you're done in Nikeah, strip the boys of their gear and Relics, then put them on the ferry to South Figaro. Sabin's scenario is over.

1.16: Scenario Locke: South Figaro and its Secret

Formations
6/16
3
5/16
2
5/16
2
1

Enemies: Heavy Armor, Officer (Imperial Camp), Merchant, Commander, Vector Hound

Treasures: RelicEarring, SwordGreat Sword, ShieldHeavy Shield, Hi-Ether, ArmorIron Armor, RelicRibbon, X-Potion

Locke has somehow managed to stall the actions of an entire army, safeguarding the Returner Hideout...for now. His mission now is to get to Narshe, but South Figaro is under strict martial law and nobody is allowed to leave, not even the Imperial Troopers themselves. But somehow, Locke has to find a way...

In preparation, equip the RelicGenji Glove and RelicGigas Glove on Locke, and stick him with ArmorNinja Gear and a HelmetGreen Beret. Keep him in the front Row for now. Obviously, if you haven't done the Sabin scenario yet, it'll be a RelicGenji Glove/RelicGigas Glove with HelmetBandana and ArmorKenpo Gi. You see why it was a good idea to do Locke's scenario last?

A Magitek Armor soldier has blocked the normal entrance to the rest of town. There are two ways to continue: First, in the Item Shop, there's a Merchant. He insults you by stating your actual profession, so obviously you'll need to kill him. By successfully Stealing his item (either a HelmetPlumed Hat or a DirkMain Gauche), you also steal his clothes. After the battle is over, you'll be in Merchant outfit. If you just beat him up instead of Stealing his clothes, you'll be plain Locke after the battle and you'll have gained nothing from the brawl. Once dressed up as a Merchant, you can go to the house of the servant (he was the waiter, to be precise) of the richest man in town and peacefully walk through to the other side of town. Or, if you're violent, you could just bust up the Heavy Armor guarding the area. This is extremely risky and is prone to failure if you're not slightly high-leveled. The other way is definitely the way it was meant to be done.

Once in the rest of South Figaro, your plan is simple: Mug a soldier and walk out of town in his clothes. Remember where you found the Teleport Stone here? Walk up the perimeter wall and go over to the three barrels. There's an Officer (Imperial Camp) walking around. Engage in a fight with him and Steal one of his items; once again, you'll walk away with his garment.

Another option is using a secret passage even the game designers forgot while creating this scenario for you: There's a big building that's built over the water here; it's to the left of the Armored trooper, and on the other side you can see it's the Inn/Cafe. Behind the part that's built over the water is a secret bridge you can use to walk over the water. You circumvent having to steal from the Officer (Imperial Camp) here, and if you're a match for the Heavy Armor you can circumvent stealing clothes entirely.

The only soldier you can convince is the one near the Chocobo stable, but the exit is still prohibited. Oh well, might as well gather some more information in the Pub; you learned from the soldier near the Magitek Armor that Narshe is the next target of the Imperial Army, so who knows what else you might learn? The Pub is bustling with activity! Chatting here will tell you there's an Imperial general held captive somewhere in South Figaro for treason, and there's talk of a secret passage out of South Figaro from the rich man's house. Too bad you can't enter it. But there also seems to be a secret passage from the rich man's house to another house in town, and what house could be more logical than the one of the servant? Better charm that old coot with some Cider to see if he talks.

Go downstairs and you'll find the merchant who continuously brought Cider to the old man when you first visited South Figaro with Edgar and Terra. Obviously, he says something that will make you want to beat him up. Since you're still in the outfit of the Officer (Imperial Camp), you'll want to steal his clothes again (else that kid won't let you pass). If you accidentally beat him up, there's always a merchant waiting for homicide in one of the rooms of the Inn.

Bring the Cider (which, by the way, is a Key Item) to the old servant and he will reveal the existence of a secret passage. He cannot remember his own password, nor is he willing to walk five steps to go over to his grandson and tell him it's okay. You'll have to go downstairs and guess. Or, I could just tell you the correct password is 'Courage'. You're in the secret passage to the rich man's house! Once you arrive, you'll see the clock you robbed earlier for an Elixir. If you didn't do that with Edgar and Terra, do so now. Exit, walk around to the door, and enter. Go up to the second floor. The right room has a girl saying something about 'Winding the Clock'. Guess that's what the kids call it these days, eh? The left room contains a grieving rich man, showing how capitalism ruins a man. Find the secret passage behind his bookcase and descend. Halfway to the basement, you will be asked to change your clothes. Doing so will turn you back into plain Locke. Doesn't matter if you do it or not. Walk on.

The next cutscene was subject to much debate. In all other versions of the game, Celes is smacked around quite a bit by the soldier, eventually falling to the floor. This was removed to fit the target audience in the U.S., though many felt the scene added drama to the situation and all. Oh well.

If you were plain ol' Locke or in Merchant mode, you'll hide in the rafters; if you're disguised as a soldier you'll simply give a salute. The dialogue you have with Celes will change based on your outfit too.

When you're done being the chivalrous young male protagonist (Final Fantasy players should be used to that), it's time to bust out. Celes points out that the soldier has something you want. Take it. I love how morals stop you from progressing at this point. Don't forget to equip Celes; she was wearing nothing but a Hair Band. Nothing. But. A Hair Band. If this is your last scenario, which it should be, her equipment is best off looking like this: SwordGreat Sword/SwordRune Blade, ShieldHeavy Shield, HelmetGreen Beret, ArmorSilk Robe. If you haven't, it'll be SwordGreat Sword, ShieldHeavy Shield, HelmetPlumed Hat (or HelmetBandana if you went through the trouble of stealing it), ArmorLeatherArmor. Keep Celes in the Back Row; she'll like it there. Walking out of the room, there are two more doors for you. The second one contains a Save Point and the third room is a room you should've looted earlier. A lot of junk, a ticking clock, and a clock that isn't ticking. Wind it with the Clock Key, and a cabinet will move, revealing a door. Way to go, Locke! Not only did you find a passageway out of South Figaro, you also won a powerful new ally. As a former general, Celes is bound to have a huge amount of information you can use. Also, she appears to be able to cast Magic, like Terra.

The strategy here is simple: Both Celes and Locke need to equipped in such a fashion that they can each take out one enemy in one hit. Typically, that means Celes with a pair of RelicEarring and the OBlizzard spell and Locke with the RelicGigas Glove. The RelicGenji Glove isn't necessary unless you're level 10 or lower and otherwise would just be harmful to your defense.

Vector Hounds are the more durable enemies, but even they should fall to a single attack. When a Vector Hound is alone, it will Flee, so take out Commanders first so you have to kill one less living thing. If everything looks good, simply try to nab some extra items with Locke (nothing to get excited about, sadly) while having Celes kill all with two multi-target OBlizzard castings. It's the most effective way, but don't do it all the time, as her MP isn't high enough to take such a constant toll.

Walking through this underground passageway can be frustrating; there are a few rooms seemingly blocked from your path. There is always a hidden path there, though. Once you find the stairs leading to an even lower location, note that there are two visible chests here, one containing Hi-Ether and one containing an X-Potion. Below the one with the X-Potion is a hidden chest containing a RelicRibbon. Be sure to grab it. The other visible treasures in the whole passageway include ArmorIron Armor, SwordGreat Sword, RelicEarring, and a ShieldHeavy Shield.

Make sure to find all items. The battles can be a tad boring due to their repetitiveness, but Locke and Celes tend to come to Narshe with the lowest levels so the extra experience doesn't really hurt. When you're done, you can leave. You'll see another set of stairs to the south of the stairs you're using to escape; that's the only room you can't gain entrance to. It's the basement of the house where Duncan's wife lives, and should you enter the basement from her house you'll find a Save Point there which you can't see now.

Now you're in South Figaro again, but you have no options besides escaping. You can talk to the Imperial Trooper who was pursuing Locke in the beginning of the scenario, but he will be completely incapable of recognizing either the person he was chasing a while ago and/or a famous general of his own army.

1.17: Scenario Locke: A Cave more Dangerous

Grasslands
6/16
1
5/16
2
5/16
2
1
Forest
6/16
4
5/16
1
2
5/16
1
1
2
Caves
5/16
1
2
5/16
1
1
5/16
2
1/16
3

Enemies: Belmodar, Unseelie, Mu, Cartagra, Acrophies, Gold Bear, Tunnel Armor

Treasures: Ether, RodThunder Rod, X-Potion

You've finally escaped South Figaro. Now, it's all about reaching Narshe, tracking back to where you came from through the Cave of Figaro, Figaro Desert, and into Narshe. Unlike Terra, neither Locke nor Celes are infamous in the town, so walking into Narshe should be a piece of cake. You know the drill by now. Kill with OBlizzard spells and pointy knives. Belmodar will still counter spells with Megavolt, so lay off it when you meet one. Your goal is to reach the cave entrance to the northwest (anything else is blocked, and there's nothing there anyway). You can rest in Sabin's hut if you're hurt.

This is one of those nasty Changing Caves (caves that change). Not only do chest contents turn into other chest contents before you can say "Glachenspiell Gazette", monsters also change. No more inferior caterpillars who sport a fetish for attacking you; instead, land crabs will hound your steps. No more cycloptic furries, or even oversized bees to make your life miserable. Nay, purple trilobites inject poison and bears straight from El Dorado wrap their expansive paws around your neck. Danger!

Only, not really. The only thing that makes this dungeon somewhat annoying is the fact you only have two characters. !Poison Barb is more a nuisance than anything else (use an Antidote or the OPoisona spell, whichever you seem to have more resources for; out of battle, a RelicStar Pendant can cure the Poison status by equipping it and removing it), while !Numbclaw can prolong the battle. The only strong attack you need to fear is !Gouge coming from Gold Bear, but as long as you keep your HP up, there's no need to worry.

Both Acrophies and Cartagra fall to a single single-target OBlizzard spell. Acrophies also falls to Locke's physical. Cartagras have a nasty Protect status that makes them pull through single physicals, so let Celes concentrate on them. Gold Bear monsters will have to be taken down with two hits unless you're high-leveled or equipped with the RelicGenji Glove. Cure when needed, as logic applies once again.

You know the way. You could pick up an X-Potion from the chest to the west. The other chests will still become better later on so I'd leave them for now. The only real choice you should make is the chest on the upper level; it's a RodThunder Rod now and will become a RelicHero's Ring later. The RodThunder Rod can be broken during the next boss fight, pretty much insta-killing the thing, after which it's gone. The Hero's Ring will serve you very well in the future though. I'd go for the RelicHero's Ring just because the RodThunder Rod is in no way necessary to make it through Tunnel Armor, but it's up to you. You heard strange noises all the time in this cave. You might have mistaken this for the rumbling of your stomach or the pleasant murmur of Russian tanks rolling through the streets, but nothing could be less true; it was a boss following you!
Tunnel Armor
Tunnel Armor
Bestiary #283
Type
Level
HP
MP
Gil
EXP
None
16
1300
900
250
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
10
15
0
29
145
0
Stolen Items
Dropped Items
Common: ToolsBioblaster
Rare: DirkAir Knife
Common: Elixir
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleepslowstop
None
Elemental Absorb
Elemental Weakness
None
lightningwater
Lores
Command Immunities
None
Control
 
Strategy
 
Tunnel Armor is more or less a scripted battle; it forces you to use Celes as a Runic user while Locke should Attack, Attack, Attack!

Tunnel Armor is boring. He uses Attack, !Drill, OFire, OThunder, and OPoison to hurt you. If he hits 384 HP, he'll swap the possibility of casting OPoison for the ability to fire off Magitek Lasers. If he's been damaged, he'll sometimes counter with Attack.

Have Celes under continual Runic during this fight. If your enemy casts a spell, have her use it as soon as possible. If the enemy uses a physical attack, just have Celes wait; there'll be a magical attack around the corner. Locke should try to steal something as long as Tunnel Armor still has anything. If you steal a second DirkAir Knife, and Locke still has a RelicGenji Glove with a DirkMain Gauche equipped, you can use the second DirkAir Knife by equipping it mid-battle. Have Locke use a Hi-Potion if either character gets low on HP; the strongest attack he'll be able to successfully use is !Drill, which hits for slightly over 100 HP worth of damage on a RelicGenji Glove wearing, Front Row Locke. Otherwise, he should simply attack. Expand Full Strategy
  

Eventually, you'll beat the burrowing fiend, and you'll be good to go!

1.18: Reunited: Defend that Esper!

Enemies: Heavy Armor, Fidor, Corporal, Hunting Hound, Hell's Rider, Kefka

Reality split the Returners into factions, but due to the power of Friendship and Plot Device, they all found their way to Narshe to reunite, bigger and badder than before! Lo and behold, it was just in time to thwart the execution of evil plans! As Locke learned in South Figaro, a detachment from the Empire led by Kefka is planning to finish the job Terra started - obtain the mysterious Esper located in Narshe. For no particular reason at all, it was moved to the snowy hills behind Narshe, so it is here that the seven of you will have to make a stand. Obviously, Narshe guards will not be helping you whatsoever.

Preparation: You have an abundance of equipment and seven characters to equip it on. I'll give a brief overview on how to treat the seven characters now that the good relics seem surprisingly small in number:

Terra - Back Row
SwordGreat Sword
ShieldHeavy Shield
HelmetMagus Hat/HelmetGreen Beret
ArmorSilk Robe
RelicEarring

Edgar - Back Row
LanceMythril Spear
ShieldHeavy Shield
HelmetGreen Beret
ArmorIron Armor

Locke - Front Row
DirkAir Knife/DirkMain Gauche
DirkAir Knife/DirkMain Gauche
HelmetGreen Beret
ArmorNinja Gear
RelicGenji Glove

Celes - Back Row
SwordGreat Sword
ShieldHeavy Shield
HelmetMagus Hat/HelmetGreen Beret
ArmorSilk Robe

Sabin - Back Row
ClawMythril Claws
ShieldBuckler
HelmetGreen Beret
ArmorKenpo Gi

Cyan - Back Row
KnifeKotetsu
ShieldHeavy Shield
HelmetGreen Beret
ArmorIron Armor

Gau - Front Row
ShieldMythril Shield
HelmetGreen Beret
ArmorKenpo Gi
RelicEarring

I'll leave most of the relics up to you. I'd really advise one pair of RelicEarring on Gau, as he'll be doing monster multi-target magical damage. If you have Rising Phoenix, equip one more pair of RelicEarring on Sabin as well. RelicHermes Sandals are great for those you want to attack first: Either Locke (for Stealing before killing) or Gau (for killing ASAP). RelicGigas Glove is nice for those you'll be doing physical with (Locke, Cyan; not Edgar), and the RelicBlack Belt is only worth it on Locke.

The teams! The monster hitters at this point of the game are Edgar and Gau. Edgar's ToolsBioblaster, that one Tool you kept ignoring, will now hit the weak spot of a lot of enemies here and will take them down in one hit. You can complement him with a weaker character, so I would suggest Terra; her OFire spells are starting to become really poor when talking damage output, and Edgar will like the OCure spells.

Gau rules this part of the game even more than he rules most parts. He will be doing superior multi-target damage when using Lesser Lopros' Fireball or Guard Leader's Wind Slash, and is by far the best choice for both 'boss battles' you'll be battling. Gau should be the core of your superior team, and should be complemented by the other two characters that have things to offer besides damage: Locke (for Steal) and Celes (for Runic).

This leaves us with Sabin and Cyan. If Sabin knows Rising Phoenix, this team will more than make up for its lack of OCure spells; if not, this is easily the weakest team out of the three. Both Cyan and Sabin will have sufficient single-target damage without the ability to heal beyond Hi-Potions, so they'll require your maintenance.

As soon as you are done with equipping everybody, talk to Banon to make your teams. My personal choice, as I've explained, is the following:
  1. Edgar, Terra
  2. Locke, Celes, Gau
  3. Cyan, Sabin


When you're done, Kefka will appear with a frighteningly large amount of enemy soldiers at his disposal. They will line up and start walking to you. This is very much like defending Terra from the Guard Leader's minions; if the soldiers reach Banon, it's Game Over. Your job is to serve and protect. Block all three pathways to him with your three teams and have out-battle control over the one with Sabin and Cyan (as you'll be needing to feed them Potions outside of battle). When you run into a green soldier, you'll either fight a pack of four Corporals (75% of the time) or two Corporals and a Hunting Hound (25%). The brown soldiers, meanwhile, put you up against a Fidor and Corporal (75%) or two Corporals and a Heavy Armor (25%). When you get to the end, you will fight a Hell's Rider (the last brown soldier) and finally Kefka.

The battle strategy here is simple. If you have a strong multi-target character (Gau, possibly Sabin, Edgar against Troopers), let them do their killing. Strong single-target characters (Locke with RelicGenji Glove, Sabin, Cyan) should pick apart single enemies. Weak offensive characters (Locke without RelicGenji Glove, Terra, Celes) can support the general party by Stealing and Curing.

Corporals fall to ToolsBioblaster and are generally weak units. Avoid the Attack command against them as their strong point is !Swing, which they'll only use to as a counter to Attack.

Hunting Hounds, like their palette swaps, Flee when alone. In a Corporal x2, Hunting Hound monster formation, you can take out the Corporals and ignore the dogs if you like.

Fidor dogs are heavily armored brutes that will probably survive single attacks if they're not really strong ones. They only get stronger when alone (they will start using !Pounce every time as opposed to only 33 % of the possible times), so weaken them/kill them first before you finish of the rest.

Heavy Armor are opponents you still recognize from Locke's scenario, where they were used as more-or-less unbeatable monster you had to run around. Here, you'll have to defeat them, which is considerably easier given the fact you have more than one character to work with. When Celes is in your party, the Imperial tank will recognize her and fear her magic, prompting him to use Magitek Barrier, which sets Protect and Reflect. You shouldn't be using OBlizzard anyway, so that won't be a concern. Don't start using Cloud or Templar, though.

After the two waves of 'normal' enemies are over, there are but two opponents remaining: Hell's Rider and Kefka. Rider is surfing around Kefka so you'll need to take him out first.

If a team is entirely killed, the characters will find themselves with 1 HP on the spot where the Save Point used to reside. This means that you can engage a battle, get yourself killed, and engage again. This also means you can Steal from what is supposed to be a single encounter time after time. Hell's Rider has a common ArmorMythril Vest, a piece of armor everybody can equip that is superior to everything so far but the ArmorNinja Gear. There's also a rare Elixir. Kefka features the same rare Elixir and common Hi-Ethers, a superior version to the insanely expensive Ether. I'd advise you to steal three ArmorMythril Vests (you'll take one ArmorNinja Gear along) and as many Hi-Ethers as you want. Hi-Ethers are very rare, very useful, and you're not going to get unlimited amounts of them until near the end of the game, and even then it's a huge stretch to try to obtain them. I've dubbed it the OnionRider trick, so make me proud and mention it wherever you go! You see, because like an onion, the beast has layers, and you peel several ArmorMythril Vests off of him? OnionRider!

Hell's Rider
Hell's Rider
Bestiary #286
Type
Level
HP
MP
Gil
EXP
Humanoid
14
1300
170
1290
400
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
48
10
0
120
150
0
Stolen Items
Dropped Items
Common: Elixir
Rare: ArmorMythril Vest
Common: Remedy
Status Immunities
Elemental Immunities
impconfusion
None
Elemental Absorb
Elemental Weakness
None
firepoison
Lores
Command Immunities
None
None
 
Metamorph Package
 
 
Strategy
 
Hell's Rider is a durable fellow who has an extremely strong physical attack in !Silver Lance, which he also uses to counter a successful Steal attempt. Every fourth attack, he has a 1/3 chance of using Venomist, a multi-target Poison-elemental attack with low accuracy that also sets the Poison status.

Gau can take him out in a single hit with Mu's Snare and the OBreak spell from Darkwind and/or Commander. If you have nothing along those lines, Areneid's !Numb and Primordite's !Numbclaw will stop him in his actions. If you lack Gau (shame on you), Cyan's Tiger works great if used first, and any combination of your strongest attacks should suffice. He can also counter any Attack with Reverse Polarity on that character. Expand Full Strategy
  

Now, this is finally the confrontation with Kefka. He enslaved Terra's mind, set fire to castle Figaro, and destroyed Cyan's life. It's time to give him some payback for all that he's done.

Kefka
Kefka
Bestiary #287
Type
Level
HP
MP
Gil
EXP
Humanoid
18
3000
3000
0
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
25
9
30
55
160
30
Stolen Items
Dropped Items
Common: Elixir
Rare: Hi-Ether
Common: Peace Ring
Status Immunities
Elemental Immunities
darknesspoisonimppetrifydeathsilenceberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
None
None
Lores
Command Immunities
None
Control, Scan
 
Strategy
 
Kefka is vulnerable to Stop, so have Gau use the Alacran and/or Acrophies Rages for best results. Always have Runic in place, as he knows some very powerful spells that can one-hit KO your characters when focused in a single-target blast, regardless of row. Have your other character(s) give it their best shot. Terra's OFire cannot be used with Runic in place so she should focus on her other powers; she can cast Magic when Celes isn't on Runic stand-by or simply wield the SwordRune Blade to some very nice result. Locke should Attack, Edgar should unload his ToolsAuto Crossbow, Sabin relies on good old Aura Cannon, Cyan can use Fang or his fourth Bushido, Flurry, if he has access to it, and that's about it. The battle is slightly anti-climactic when you consider the implications of it, but you'll pull through. Expand Full Strategy
  

When Kefka is defeated, he'll manage to escape, leaving behind an utterly useless, albeit new, RelicPeace Ring.

And that was that. Terra leaves behind the equipment she had on her, thoughtfully.

1.19: Respite at Narshe

Treasures: 5000 Gil, RelicEarring, Elixir, RelicHyper Wrist, RelicReflect Ring, RelicThief's Bracer, DirkThief's Knife

After killing the main part of their defensive force in the beginning of the game and being denied entrance two times in subsequent parts, it is finally time to embrace all that Narshe has to offer. To the west, there are the caves where the Moogles live. To the north are the coal mines and the passageway leading into the snowy mountains where you protected the Esper. The city itself, independent as it is, has many great items to offer you.

This is also the first time you have to make a choice between your seven characters. Who to take, who to leave behind? Since it mostly depends on personal preference, I will write from now on knowing that you could have every character combination possible, although I will expect you to have four party members.

As far as best characters at this point go, I'll do my best: Edgar buys two great new Tools in a short while, which definitely beat all other options. Edgar is a must-have at this point in the game. Sabin should reach level 15 if he hadn't already and learn his Rising Phoenix Blitz, a great multi-target attack that puts the significant hurt on pretty much everything. Gau is an offensive maniac at this point, only hindered by the fact he only uses the Awesome Attack 50 % of the time. However, he does have access to stuff like Auto-Protect, !Cat Scratch, OBio, and !Numbclaw. If you found even one third of the Rages I recommended earlier, Gau is a much better choice then whoever is left. I'd definitely recommend these three characters for this scenario, as they'll have the easiest time coming through. If you didn't pick any of Gau's Rages, though, his only saving grace is Zaghrem, which, frankly, still puts him above Cyan but doesn't make him superior to Locke or Celes. Celes is a nice addition to your team as a OCure user. You have all the offensive power you could ever need with ToolsFlash (Edgar's new multi-target damage Tool) and Rising Phoenix, so the fact she can't really damage stuff efficiently doesn't hurt her case. She'll also make a fine asset to the boss battle of the scenario, although nowhere near the usefulness of a good Raged-up Gau with Alacran or Acrophies. Locke doesn't have any offensive power to bring to your team either, but his purpose is the Steal command (obviously). There are quite a few rare Steals that are worth your time, and where Celes heals with OCure, Locke simply adds an extra restorative item to your team in every battle. Cyan is the worst character right now. The only thing he can do is offense, and not only do you not need it, Bushidos are horrible at this part of the game. Fang is so-so and though Cyan learns Flurry, you either have to charge it up while the Figaro Brothers attack, in which case there's nothing left to Slam or put all other characters are on hold, which disrupts the flow of the battle. Also, Flurry is far inferior to ToolsFlash and Rising Phoenix.

Finally, you could choose to leave Narshe with only three characters and pick up an old 'friend' in Kohlingen: Shadow. Shadow will randomly leave you throughout the entire scenario, and is therefore a risky investment. Battle-wise, Shadow is a straight offense man with very acceptable single-target damage from a Thrown ShurikenShuriken and extremely strong multi-target damage at the cost of 500 Gil a toss from the elemental scrolls in Kohlingen.

In the end, my personal recommendation is a team consisting of Edgar, Sabin, Gau, and Locke.

New weapons in Narshe include the SpecialChain Flail and the SpecialMoonring Blade. The SpecialChain Flail is a weapon for Terra and Celes; Terra is gone and Celes will still do more damage with and OBlizzard spell than with the SpecialChain Flail. It's an entirely useless weapon, but you might want to buy it for completeness' sake. It deals the same amount of damage from the back row, so it has that going for it, but since the possible wielder at this point (Celes) loses the ability to Runic and shouldn't be attacking anyway, it's a moot point. OBlizzard spells do cost MP where a SpecialChain Flail attack does not, so in theory, it could have its use. The SpecialMoonring Blade is a weapon for Locke that allows him to do full damage from the Back Row; a superior weapon without this feature can be found somewhere else. I'd buy one, as you may want to use it.

At the armor shop, ShieldMythril Shields are finally available for everybody! Buy one for the entire team. All other items were previously obtainable.

Especially if you don't bring Celes, Hi-Potions might come in handy, so keep an eye out for your stock at the Item Shop. Phoenix Downs are ever useful, so make sure you have a few of those to throw around if necessary.

Hidden Items: In the clock in the Elder's House, you'll find an Elixir. A helpful peasant allows you to take his stuff in a house to the east. While normally that'd include such useless trinkets as paled paintings and broken silverware, what is offered here is very nice indeed. In the small shack, you'll find 5000 Gil, a DirkThief's Knife, RelicEarring, a RelicReflect Ring, a RelicThief's Bracer and a RelicHyper Wrist. The DirkThief's Knife is Locke's superior weapon that I was talking about. The RelicThief's Bracer doubles his Steal success rate; the treasure hunter is quite hyped at this point!

If you walk to the north, where you entered the coal mines to find the Esper with Terra and company, you'll catch a glimpse of a being, dressed in white fur. Maybe at some point in the future you'll learn who or what it is.

Remember that elusive battle formation you hunted for in the Caves of Narshe, the one with Specter and Eukaryote from the security checkpoint? Well, guess what: Specter has a rare RodIce Rod for you to steal, and with Locke, you finally have access to it. The odds are far too small, but while the RodIce Rod is a weapon you cannot currently equip on anybody, you can break it for massive damage in battle, and it's nice to have at this point.

1.20: Getting to Kohlingen (With an Optional Side Trip)

Enemies: Leaf Bunny, Darkwind, Sand Ray, Alacran

Terra flew off. Not only do you personally care for her well-being, but she is also a key player in your struggle against the Empire; she must be retrieved or it will be a major setback for the Returners. Witnesses say they saw a soaring light, heading west... The western continent is accessible with Figaro Castle, the subterranean taxi. It's time to split your team between those who will seek Terra, and those who stay behind should the Empire attempt another attack to obtain the Esper. And now, you travel...

You have three RelicEarring now to split between those of your party who can use it (Sabin, Gau, and Edgar). Celes' damage will be lower than the rest anyway, so trying to make something out of it will just be a waste of an RelicEarring. If you have the RelicGenji Glove, Locke and Cyan (in that order) will benefit from it, possibly paired with a RelicBlack Belt for Cyan, though you'll want to equip that RelicThief's Bracer on Locke.

There is one small task you can perform before going to Kohlingen and beyond, and that's taking Gau back to the Veldt to have him learn some new Rages. The two new Rages of interest are Anguiform and Aspiran. Anguiform performs OAqua Breath, which, although weaker than Wind Slash on multiple targets, will nail the weakness of many more monsters later on. Aspiran uses Gigavolt, which is an obscenely strong magical attack that sometimes goes multi-target (far surpassing OAqua Breath and Wind Slash in that aspect), but even its single-target surpasses anything. For comparison, it's almost as strong as a OFira spell hitting a weakness. It's not entirely necessary as Gau's attacks are already stronger than whatever attacks your other characters have.

To visit the Veldt, take the Cave to South Figaro and pass through Mt. Kolts. You'll find the Returner Hideout again, and in Banon's Room, you can find the hidden passage to the raft. Jump on it, and after the same battles you had to fight earlier, you'll now take the path Sabin took when he drifted off. You find yourself near the hut of the crazy man again. Walk through the Phantom Forest (no Imperial Camp or Phantom Train this time) and jump down Baren Falls (no battles here either). You're on the Veldt now. Leap around until you're satisfied. Jump down the Serpent Trench and wind up in Nikeah. Take the ferry at the bottom of the map to South Figaro and you're on known territory. Oh yeah, and you're smuggled out of South Figaro in a chest; that never ceases to amuse the kids.

In Figaro Castle, there are new Tools for sale! ToolsFlash is a non-elemental, multi-target magical attack, so your RelicEarring on Edgar will shine even more. ToolsDrill is an attack like Fang, Raging Fist, and ShurikenShuriken: Physical, barrier-piercing, and non-elemental. ToolsDrill beats Fang and Raging Fist in power, though. Since Edgar is king, you can put him as the lead character to obtain a discount; the merchant will whine regardless but will only give a discount if Edgar is your leader. If you lack Edgar in your party but have Sabin, the merchant will notice... but no discount for you.

At this stage, the Meteor Strike Blitz will start becoming more dangerous than Aura Cannon when Sabin is without RelicEarring. With RelicEarring, the damage difference is marginal, but you'll want to get used to using Meteor Strike when only one monster is on the battlefield as it will do double damage when only one target remains.

Cyan will learn Flurry at level 15. The charge time becomes noticeable now, and the result is hardly worth it: Four hits on random targets with the same total damage as ToolsDrill. I would advise Cyan to stick to Fang and Attack (Fang is slightly stronger, but RelicGenji Glove Attack is targetable).

Taking either Edgar or Sabin to Figaro Castle will draw a reaction from them. If you go sleep at the Inn of Figaro Castle with both Edgar and Sabin, a special scene will be revealed, however there's a better time to watch this so I'll bring it up later when the timing is right. When you're done, have the man in the room left of the entrance ship you to Kohlingen.

1.21: Kohlingen

Grasslands
6/16
1
5/16
2
5/16
2
Forest
6/16
2
3
5/16
1
1
1
5/16
2
2
Desert
6/16
1
2
5/16
1
5/16
2

Enemies: Sand Ray, Alacran, Fossil Dragon, Vulture, Iron Fist, Bloodfang, Rock Wasp, Paraladia

Treasures: Elixir, HelmetGreen Beret

You've safely arrived on the other side of the mountains, on an exciting new continent. New monsters, too! Check the enemy formations!

Kohlingen is a nice town without anything significantly wrong with it. It doesn't house any gargantuan frozen serpents, it's not being overrun by the Empire, it doesn't consist of hunters, dogs, and Mickey Mouse Club rejects; Kohlingen is your average village where the sun shines and the non-narcotic grass grows. But since that doesn't attract any tourists, you'll quickly notice that Kohlingen houses crazy people, preserves dead people, and has assassins in every Inn, not unlike whatever the hell the Russians did to Moscow after Lenin died.

The weapon shop has no new weapons for you, but what is interesting is the fact you can buy scrolls here. At 500 Gil a piece, they are really too expensive for you to buy in mass amounts. If you chose to hire Shadow, buy a few SkeanFlame Scrolls. All three are equal in power and only differ in their element, and the Fire-elemental ones are just the most useful.

A note on the scolls for those interested: Ninja magic/Ninjutsu is a factor in earlier and later Final Fantasy games, but since this game only offers a single secondary ability to every character, the game designers decided to relate Shadow's ninjutsu abilities to items and have him use them with his Throw command, even though you don't really throw scrolls.

The only new item of interest at the Armor Shop is the HelmetTwist Headband. The HelmetTwist Headband is a ridiculously expensive helmet that is actually inferior to the HelmetGreen Beret. If you have any characters that can equip it without having a HelmetGreen Beret for them, you might consider buying one, but note that you'll get another HelmetGreen Beret somewhere in this city. If you brought Locke instead of Celes, this might be a good time to make sure your amount of Hi-Potions doesn't drop to one-digit levels. Never travel without fewer than 5 Phoenix Downs and less than 20 Hi-Potions, as they're always useful. The most important are the Holy Waters; carry a few at all times, as the Zombie status they cure can only be healed by Tents and Holy Water and Tents are just a waste to use just for that.

To the northwest is Rachel's House, which houses an Elixir within yet another clock. Rachel has a history with Locke. If Locke is in your party, you'll learn more about his tragic past. If he isn't, you will learn nothing, like you always do when you make mistakes.

To the northeast, there is a large mansion that houses two points of interest. If you sneak through the back entrance, you'll find a HelmetGreen Beret in a barely-visible chest. If you descend to the cellar, you'll meet a crazy man who apparently keeps a body lying around, preserving it; if you have Locke, you can add some more story to him, and Celes will make a short but important supporting-actress performance when she's also in your party. The old man will refuse to divulge the secrets of the body if Locke isn't in your party, though.

In the Inn, there's Shadow waiting for you! For 3000 Gil he will offer to join your team as long as there's room for him; otherwise, he'll simply tell you to piss off. His merit in this scenario has been discussed earlier but it's important to stress again that Shadow might leave you at any time after every battle. Also, you now finally have access to the infamous Shadow's Dreams!

A burnt house here is inaccessible. A 'glowing monster' destroyed it; it seems Terra made a visit to Kohlingen and flew off again. But where? No sense doubting, as there's really only one place to go. We're off to Jidoor, to the South.

1.22: Next Stop: Jidoor

North Grasslands
6/16
2
1
5/16
2
5/16
2
South Grasslands
6/16
2
2
5/16
1
1
5/16
4
Forest
6/16
2
3
5/16
1
1
1
5/16
2
2
Desert
6/16
1
2
5/16
1
5/16
2

Enemies: Sand Ray, Alacran, Fossil Dragon, Vulture, Iron Fist, Bloodfang, Rock Wasp, Paraladia

Treasures: RelicHero's Ring, Ether

While searching for Terra, you were told she went to Jidoor. But reaching Jidoor is not an easy task as the road there is a long and dangerous one.

Before you go all the way to Jidoor, let's take a look at some features this part of the game provides! A man in Kohlingen told you about his brother to the north, at Dragon's Neck, who dreams of building a colosseum. You'll want to pay this so-called lunatic a visit as one of his buckets houses an ever-so-precious RelicHero's Ring, which is basically RelicGigas Glove and RelicEarring combined. They work on every character, but are especially nice on those who use both magical and physical attacks, such as Edgar and Gau.

The desert is dangerous! While most battles will just feature the same critters you faced on the other side of the mountains, you're more than likely to meet a Fossil Dragon before long. These undead dragons have witnessed their own bones bleaching in the sun, being polished by the never-ending sand storms of the desert. They have a fatal attack in !Bone (for which you'll need a Holy Water to cure), and Sandstorm is a nasty attack that deals about 200 HP worth of damage to your entire party. It's easily evaded, but at this point, your team isn't going to avoid an old man in a wheelchair, so watch out. Beating one of these monsters will get you 1870 Gil though, so it's worth the challenge if you're low on cash. The easiest way to take care of them is using a Phoenix Down or Holy Water (you can buy three Phoenix Downs or six Holy Waters from one battle, so it's a feasible strategy that goes easy on the wallet), but if you lack those, it's up to your most powerful attacks. Steal a Phoenix Down/Holy Water with Locke, ToolsDrill a hole with Edgar, Sabin can deliver massive pain with Aura Cannon (it's super-effective), Celes can make little difference regardless besides a multi-target OCure when a Sandstorm attack kicks in, Cyan can use Tiger early on or deliver a Fang later, and Gau's Dark Side, Anguiform, Templar and Mu are extremely effective.

In the forest near the would-be Colosseum is a Chocobo Stable. If you don't feel like traveling and doing battle, you can always rent one here and reach Jidoor on a whim. To be honest, the monsters here, as well as their corresponding Rages (excluding Rock Wasp, which only appear near Jidoor anyway), are worth crap so you're not really missing out.

The grasslands and forests are littered with fairly useless enemies, but the Iron Fists are fairly dangerous. When they're alone they will use Stone, a horrid spell that not only will do 7.5x as much damage to you when you're the same level as the caster (in Iron Fist's case, 15) but will also Confuse anything that survives it. If you're level 15 and are hit with Stone, you die (it's over 1300 HP worth of damage, folks). If you're not and you're still hit, you go medieval with ToolsAuto Crossbow, Rising Phoenix, Wind Slash, and whatnot on your own party members. You'll want to avoid this scenario at all costs; kill Iron Fists first.

All other enemies are generally unassuming. Red Fang and Paraladia can poison you, so watch out, and give them priority over Rock Wasp bugs. These simple pests prolong the battle by putting you to sleep. They're easy enemies and you should destroy them.

Rising Phoenix and ToolsFlash rule supreme as heavy-hitting multi-target spells that can seriously weaken or kill anything they touch with consistent effort. Wind Slash, Gigavolt, and OAqua Breath performed by Gau are going to kill everything when they occur. Let these characters do the hitting and have other characters run utility work. Celes can absorb Shamshir with Runic, so you might want to have her ready with it, should those two meet. Locke can Steal some rather uninteresting healing potions and Cyan can waste time in your party. There's a peninsula to the south of Jidoor, leading to a sole building. This is the Opera House, and it's closed.

Remember that day? Remember that day you went to visit your aunt's eccentric and rich sister, who had those beautiful crystal-like glasses you wanted to have so very, very bad? And remember when you told your mom and she told you that you would never ever earn enough money to buy one, no matter how hard you tried? This is like a city full of those rich sisters, but this time you can't punch them in the face and take what you like from them.

Jidoor has new weapons! The ClawKaiser Knuckless are for Sabin, and they're Holy-elemental. While they're fairly legendary throughout a lot of Final Fantasy games, here they have negligible use. I do suggest you pick up two of them, as there will be one scenario where they will come in handy. KnifeKiku-ichimonji are new Knives for Cyan. If you have Cyan in your party, you probably made a RelicGenji Glove/RelicBlack Belt out of him; two KnifeKiku-ichimonji improve his usefulness. DirkKodachi blades are for Shadow; disregarding that you're unlikely to actually have him on the team, the fact that any Thrown ShurikenShuriken will surpass any held blade in damage will make sure the DirkThief's Knife is superior to equip. May be less of a non-factor if you brought Locke AND Shadow and have felt the necessity to equip the DirkThief's Knife on the treasure hunter.

Jidoor sells expensive new armor. First and foremost, you'll notice ArmorMythril Vests for sale. You should already have enough of them, but if you don't have enough to keep the Cyans and Edgars in your party pleased, you could get some. The ArmorNinja Gear was thus far an exclusive item you kinda forgot to return to Shadow when he left, but it's likely the majority of your party can enjoy this thing. Finally, the ArmorWhite Dress: If you have money, buy two. The ArmorWhite Dress is great, giving a hefty Magic Boost and solid Magic Defense.

This is the first time you can buy noteworthy nice Relics! RelicEarring are for sale in Jidoor. After the many new weapons, potions, scrolls, whatever, it's unlikely you have a lot of money to spare, but if your party can really use a third RelicEarring (say, if you brought Gau, Edgar, Sabin, and Celes), consider buying one.

All the way to the north is a massive mansion that would be suitable as an attraction in a cheesy amusement park. There's an Ether in one of the buckets.

Time to explore the town! Beyond everything already described above, there's precious little to explore, actually; like in the case of real rich people, it's all appearance and little content. Remember the huge mansion to the north; the owner of it is Owzer, a famous art lover. The Auction House is closed for the time being; a convenient plot device employed to tell you that whatever you can buy here shouldn't be available yet. The NPCs are generally useless here, but there are three points of interesting information they provide:
  1. Terra apparently headed north, into the mountains. That's where Zozo is.
  2. People in Zozo lie. They lie!
  3. The inhabitants of Zozo also steal.

Why would Terra use her newfound ability to travel by air to go to what sounds like the slums of Jidoor, detached, full of American Presidents? It will forever be a mystery. Or not, because you're about to find out.

1.23: Zozo

Enemies: Iron Fist, Harvester, Hill Gigas, Gobbledygook, Veil Dancer, Dadaluma

Treasures: RelicBrigand's Glove, ClawBurning Fist, ToolsChainsaw, Ether x2, RelicHermes Sandals, Hi-Potion, Potion, X-Potion

Lore: OStone

Upon entering Zozo, the image you had of it will quickly abandon you. You expected poor people; you encounter pure madness. Staggering through the buildings are madmen mumbling about minutes, hours, and seconds. The exotic dancers wield arcane spells no human is to possess. Bulking giants attack you, shaking the ground with every twenty-ton step. Corpses rot on the street. Towering constructions reach into the sky. And somewhere in this chaos, Terra is waiting for you.

You should've equipped all new pieces of armor before entry. If you have Gau in your party, make sure his first Rage is something Float-inducing such as Ghost, Lesser Lopros, Aspiran, or Hornet. It will protect at least him from the dreaded Magnitude 8 attack you may encounter here. Save. Zozo is the most dangerous place you'll set foot into for a while, so make sure you're not caught with your shorts down.

First off, how to treat the enemies here. It's incomprehensible why these cretins wield the destructive power of Magic; there's certainly not a plot-related explanation given. But regardless, these inhabitants aren't going to give you random advice, allow you to raid their homes and take 300 Gil they contained in that bucket for over three generations, or sell you new stuff. They are here to kill you. It's up to you, but I'd say we kill them right back.

Veil Dancers should be your first concern, period. If they are alone, they start casting OFira, OBlizzara, or OThundara. Always. A focused single-target level 2 spell will probably kill a character. A multi-target spell will hurt your entire party more than anything you've encountered so far. Take them out ASAP when they're alone. If they come with other opponents, try to see if you can steal more DirkThief's Knifes from them and then end their lives.

Hill Gigas is your second large concern. They just hit stuff, hard. If you keep your HP up, they're not going to kill you, but keep in mind that a weakened character can quickly fall victim to a devastating physical blow like the ones Hill Gigas delivers. If you kill one, there's a 33% chance they will end things with a Magnitude 8 attack. This hurts about as much as a multi-target level 2 spell, and since I just spent quite some words detailing the fact you want to avoid that at all costs, know that once again this is the case. You can avoid this fate by changing the giant into an Imp with Celes, or let him sink in a Snare attack, only employable by a well-trained Gau. Darkwind is also an efficient way of dealing with the wall of muscle, but OBreak won't stop the Magnitude 8 attack. Cross your fingers and make sure you have four Potions or Celes' OCure spell ready.

Harvesters are next. They're weak fighters, but when allowed to take a third turn, they will use Shadow's Throw technique to hurl either a DirkDagger or a DirkMythril Knife at you. This is crazy high single-target damage that's likely to take a character down in one shot. It ignores defense and Row, so if you see it, you're in trouble. The only way to dodge around these flying blades of death is the Invisible status.

And that's where our fourth and final random encounter comes in! Gobbledygook are Zozo's cannon fodder; useless pieces of Hit Points that run into your sharp objects and die from them. Compared to their fellow monsters here, they are doubly pathetic. They serve a grand purpose, though. If you have any means of setting Confuse, use it! Edgar's ToolsNoiseblaster is far and entirely superior to Gau's Zaghrem Rage (OStone), but if you didn't bring Edgar, you have precious little choice should you want to employ this tactic. A confused Gobbledygook has a 33% chance of casting OVanish on a random character of yours. The Invisible status remains after battle and makes you immune to all physical attacks sent your way, including items Thrown by Harvester. Two characters under Invisible is good, three is grand, but four is generally unconceivable as you can't control which character gets to be the target, and a OVanish spell on an Invisible target is just going to remove the status.

So, welcome to Zozo! If you walk a bit into the town, you'll notice there are three buildings here. The one you passed is the smaller building, which has some treasure on top. The door says 'Cafe'. All the way to the north is a small building with only a clock to set. The final and remaining tower is what could be defined as the main dungeon, a construction even Gaudi didn't dare dream of. Twisted, man. I'll call the three buildings the Small Tower, the ToolsChainsaw Tower and the High Tower, for readability. Not that hard.

Enter the Small Tower first. A Zozo crook shouts gibberish over his counter. Ignore him and continue to ascend. You'll meet a split here: A door to the left and one to the right. The left one takes you nowhere, like studying philosophy. The right one takes you outside, where you climb a frightening stairway to the next level. Here, the left door is rusted shut and the right one opens to reveal an Ether. Now, you can track back!

The ToolsChainsaw Tower is the one you were meant to explore last. The trick is that there is a mysterious clock you can set. By collecting clues from the Zozo inhabitants, you could discover the time you needed to unlock a secret treasure. Here are all the clues you can find:
  • That clock doesn't have a minute hand. Of course, it never points to the right time, anyway! (This clue refers to the nearest clock, not the treasure clock. Examining the correct clock will indicate that the hand is at 2.)
  • The second hand on my watch is pointin' at 30.
  • The seconds? They're divisible by 20!
  • My watch's second hand is pointing at the 4.
  • Time, you say? It's 4:00.
  • Don't listen to the others! Trust me, it's 8:00!
  • Oh, it's 10:00! I'd better be getting home.
  • It's already 12:00.
  • It's 2:00.

With the options presented to you when trying to set the clock to the right time, it's clear that the hour must be 6:00, as all other options are stated by lying Zozo pigs. The seconds are not divisible by 20, and it's not 0:00:30. The minutes can be narrowed to only one option; the man who tells you there is no minute hand on that clock proceeds to say it isn't on the right time. Talking to the clock will reveal that the (minute) hand is standing on the two, in other words 0:10.

At any rate, after some trying here and there, it's clear that the real time is either 6:10:10 or 6:10:50. That is a 50% chance with no penalty for being wrong, but you'll quickly find out once you've tried one of them you know that the real answer is 6:10:50. When you reset the time to match this, a wall will slide away to reveal another pathway to a chest containing the ToolsChainsaw. It's a powerful new Tool for Edgar that is basically ToolsDrill on crack with the annoying 25% tendency to try to go for an instant-kill, which has a small chance of missing, and always misses against targets immune to one-hit KO.

Now, for the High Tower! It's the one to the southwest, with the Relic shop logo above the entrance. When you enter, another politician in the making is waiting for you to listen to his crap. Leave him. You take a stairway outside to enter the second level, where cycloptic thieves run rampant. There are a total of seven of them, repeating themselves in an endless polonaise of decay and horror. Walk amongst them to leave. Now you're outside again!

At the end of the first set of stairs, you can face south and be asked if you want to use the Crane. Using the Crane will simply let you descend to the previous level. The Crane was probably installed so you could easily return to the ground without having to wade through the thieves. Maybe the designers figured it would in fact be impossible to return by those means; by clever navigational skills it's very much possible though. Pressing on, stair after stair, will get you to a dead end! Granted, there was a room with a RelicBrigand's Glove on the way, but you cannot proceed. Time to pick up an ancient Zozo trick: Jumping between buildings. There is a small black entrance above the door you passed through to get outside. Enter it and face the west. Now, walk over there and jump! Twice!

The RelicBrigand's Glove, by the way, is a Relic for Locke that allows him to change his Steal command into Mug, which is basically Attack + Steal. The RelicThief's Bracer also boosts the chances of stealing through Mug, and the chances of stealing are just as high for Mug as it is for Steal. The only downside (and very rarely upside) of Mug is that it makes the weapon lose some special powers. None of the weapons you have at this point will lose any effect, but the following weapons do:


You get back inside on the other side of the building and continue to travel. Ignore the first partly-hidden set of stairs to your left; it will only take you behind some counter. The second one gets you to your needed destination: Further. There is a Hi-Potion and also an Ether hidden in two pots here. Leave this detour of a building and jump back to the normal one. Jump again and you'll find yourself in a huge set of swirling stairs. Climb them. When you find yourself outside again, climb those stairs too. Don't forget to find the ClawBurning Fist hidden in the small chamber here; the door is obvious. Eventually, you will reach Dadaluma.

Dadaluma
Dadaluma
Bestiary #288
Type
Level
HP
MP
Gil
EXP
Humanoid
22
3270
1005
1210
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
12
3
0
85
143
10
Stolen Items
Dropped Items
Common: RelicJeweled Ring
Status Immunities
Elemental Immunities
poisonberserkconfusion
None
Elemental Absorb
Elemental Weakness
None
poison
Lores
Command Immunities
None
None
 
Strategy
 
Dadaluma is...yeah, what the hell is he anyway? He's a crazy lying dog like the entire population of Zozo, charging at you as soon as he's finished saying he's going to let you by unharmed. He's some hybrid between a martial artist and a thief: The love child of a Harvester and an Iron Fist plus a load of anabolic steroids. Most of his attacks are physical, and his most powerful ones are thrown weapons. Your Invisible characters are relatively safe if he doesn't expose them with Shockwave, which is a weakish attack with the power to hit your Invisible targets. When he's taking enough damage to dive below 1920 HP, he'll use either a Potion or Hi-Potion three times and cast OProtect on himself. That's only slightly annoying for Locke, as all other characters are going to attack either with barrier-piercing attacks or those that are magical of nature.

There are some more twists and turns to Dadaluma's battle script! When you've hurt him with the Magic command two times, he will Throw one weapon and Jump in the air, being temporarily untouchable. He'll come down to damage a character for some minor physical hurting. He won't do all this if he has the Slow status, but since the only way to set it is by using Gau's Poplium Rage, there are much better things to set on Dadaluma.

If you've hit him with the Attack command four times, he will Throw two weapons. Such violence. Obviously, you're never going to use Attack that much, but if you brought Locke and Cyan and went Attack-happy for some reason, watch out. Finally, after 30 seconds, he will call some aid. God knows he needs it by then, if he's not dead already. He'll whistle for two Iron Fists that you'll never face alone and thus escape their one and only strength: Stone.

So yeah, you can imagine what to do. Try to nick that rare RelicThief's Bracer with Locke. Edgar can play with his new tools. Aura Cannon with Sabin. Cyan's Flurry will be better before Dadaluma has cast the OProtect spell on himself, but Fang comes out victorious after he's successfully done so. Even when Protect isn't in effect, the wait time might make Fang more appealing to you. Celes' OImp spell can seriously cripple Dadaluma, as it actually works on him. His physicals will now always do twice as much damage, but his Shockwave/Throw days are over, so if you have any characters under Invisible, you're destined to win. Have her pose as a back-up OCure caster if necessary, and if you choose not to turn Dadaluma into an Imp, you'll want her ready with Runic to disable Protect for the Lockes and Cyans of this world. Gau's Alacran and Acrophies Rages will set Stop on Dadaluma, turning him completely useless. Trillium also offers OBio, which will hit for CRAZY damage. Shadow can simply toss his stuff; his Scrolls (especially when RelicEarring-boosted) will come out stronger than his ShurikenShuriken, but you might not want to waste them on an easy fight like this. Expand Full Strategy
  

Yeah, when all is said and done, after a dungeon like Zozo a final boss like Dadaluma fails to impress anybody. Stepping over the battered corpse of the bandit king, you find yourself in a large room. There are two chests off to the sides here, containing rather nice items: an X-Potion and a set of RelicHermes Sandals. But most importantly, it houses Terra. I advise you to simply watch the scene yourself, and don't forget to take all your new sources of happiness and power with you. From now on, there will be a wizard/ghost character roaming the streets of Zozo as well as the Adventuring School in Narshe to explain how Magicite works. What great news!

1.24: Back to Jidoor

Grasslands
6/16
2
2
5/16
1
1
5/16
4
Forest
6/16
2
3
5/16
1
1
1
5/16
2
2

Enemies: Vulture, Iron Fist, Bloodfang, Rock Wasp, Paraladia

As it turns out, Terra is apparently safe in Zozo. All she needs is more time to understand her newfound powers. EsperRamuh, the ancient Esper of Lightning, in the meantime, begged you for a favor: The Empire's forbidden might, Magic, is extracted from Espers held within the city of Vector, in the Magitek Research Facility. Releasing them or otherwise disabling the flow of Magic to the Empire would deal a serious blow to its offensive forces. To top that, EsperRamuh's plea is understandable; no conscious being should be held into submission and tested on like this. But the Empire knows better than to allow offensive forces into their lands, and after conquering the entire Southern Continent, they disabled any means of non-military travel to and from there. So how will these Returners reach Vector? Jidoor might hold some answers.

Your choice of team is more limited now, as both Locke and Celes are forced into your party. It's too bad, as both are relatively weak characters at the moment. But hey, forced is forced. Know that physical attacks, unless barrier-piercing, are almost entirely useless in the next scenario, so Cyan is out from the get-go (Fang fails to measure up to your other offensive options, and Flurry is going to be laughable most of the time). Shadow is still in the Kohlingen Inn if you haven't already taken him from there. However, if you take him now, he will leave the party again later and to replace him you'll have to march all the way back to Narshe. You shouldn't consider Shadow at this point.

It boils down to Sabin, Edgar, and Gau. If you haven't trained Gau, it's no contest and you'll want to bring the Figaro brothers. If you have, it's no contest and you'll want to add Gau. Seriously, he is obscenely strong at this point of the game, provided you go Rage Hunting in a bit. Between Edgar and Sabin, I'd definitely pick Edgar over Sabin. They're about equal in offense at this point, but Edgar has the option of using the ToolsNoiseblaster, and being able to target will be a damn useful function before long.

If you picked Gau, you'll want to pick some new Rages from the new monsters you encountered. Useful Rages include: Anguiform, Aspiran, Rock Wasp, Veil Dancer, Gobbledygook and Hill Gigas. Hill Gigas' Magnitude 8 will be stronger than Wind Slash in multi-target damage, but it cannot hit Floating targets. Anguiform and Aspiran both hit the weakness of pretty much everything in the next real dungeon, so don't feel complete until you've found them. The previous section has instructions for returning to the Veldt.

Also, you've received Magicite! Magicite are awesome little gems that allow you to summon the corresponding Esper once a battle, learn the spells the Magicite teaches, and even in some cases give you a stat boost when you level up! To unequip an Esper, select a blank slot from the Esper list.

Your job now is to find a proper means of transportation towards the Empire. See, you need to go to Vector, capital of the Empire. This city is on a continent, and while you are also on a continent, it's sadly an entirely different one. While Celes is apparently wearing a bathing suit, swimming is not an option. Maybe you can get yourself a ship in Jidoor? Money buys anything, right? While walking to Jidoor, you'll be surprised to note that every battle ends with an added message of you obtaining Magic AP! That's good - those are the points you need to learn spells from your Magicite. Multiply the points you get by the learning rates for spells shown when viewing Magicite in the menu, and you can see how close you are to learning a particular spell.

When you've reached Jidoor, you may want to rest at the Inn. The guy standing in front of the counter has some new info about this guy called 'the gambler,' who likes operas. Kind of the dumbest thing ever, talking to strangers about strangers, no? At Owzer's place, you'll find somebody called the Impresario. He's having a bad time. Talk to him and grab the letter he drops as you leave. The Impresario is the Big Chief of the Opera. Everybody loves that place, especially because of the lead singer, Maria. Setzer Gabbiani, world-cruising playboy of a gambler that he is, has announced in a private letter to the Impresario that he will kidnap Maria right from the stage. The Impresario doesn't want Maria to be kidnapped. That's bad for business. However, he also does not want to call off the next show. That's bad for business. He's in a tight spot. Oh, the troubles of capitalism. You might also have noted that Celes is the 'spitting image' of Maria, it seems. At this point, you need to go to the Opera House, where you'll try to set up a meeting with Setzer, pilot of the world's only airship, the Blackjack.

Once you reach the Opera House, all will be self-explanatory. So, allow me to skip to the next thrilling action sequence, which involves a scene that ranks highly for many Final Fantasy gamers.

1.25: The Opera House

Enemies: Stunner, Goetia, Ultros

Here's the plan. Instead of Maria, who hid her pretty self somewhere, Celes will perform the Dream Oath, the massively popular opera about Draco and Maria (seems like the opera star and her part share the name), a story of love, war, honor, and as bad luck gives us, a squid. Yes, Ultros followed you here. The reason is not clear; it's doesn't seem to be revenge for beating him earlier, as it's entirely possible to use a team that features none of the characters you used to fight him the first time. But let evil be evil as long as you stop it (when convenient to your other goals). Celes needs to be successfully abducted here, and we can't have any octopi ruining the plan. Celes de-equipped herself when she changed into Maria's opera get-up, so if she was carrying anything other party members might be able to use, that's great.

The Impresario predicted Setzer would arrive in the first scene, and since Setzer is an undependable scoundrel who has no ties in life and has much to gain by surprising the Impresario in his abduction in as many ways possible, the prediction can be nothing but – okay, okay, you get the picture, the assumption is a bit dubious. Nonetheless, Celes needs to survive only through the first scene before she gets her proverbial homerun. Here's what she has to do: Sing. You could and should have memorized the lyrics before hitting the stage, as Locke presses you pretty hard to do so, but in case you didn't, here are the correct options - when first prompted, take the first option, then the second, then the first again. At that point, the flowers will appear, and you should run to pick them up (with the action button), as you will need to ascend the stairs, talking to Draco thrice, and reach the far end of the balcony before the interlude ends. If you fail to do this in time, Celes says: "Ah, I'm too late! So much for that..." The orchestra stops, and that's bad.

Every time you mess up the Opera (by messing up the lines, not moving fast enough, or being defeated by Ultros in combat), the Opera is halted and you find yourself outside of the building, where you can go back in to plead for another chance. After you mess up the first time, you get three chances. That's a total of four tries to get it right. If you fail four times, evolution clearly hasn't been kind to you and you receive the message "It looks like you weren't exactly born to be on stage..." along with an actual Game Over.

So, that's Celes' part. You can do it. Meanwhile, Ultros has decided to kill the woman on stage with the combined terror of weight and gravity, as he informed Locke via letter. Notifying your nemesis: Because that's useful for your chances of actually pulling it off, you see. Before you alert the Impresario, make sure to talk to your fellow characters. Amusing! The best is if you brought Shadow, against all possible odds and rules of logic: "Impresario: Your friend left. Said he'd fall asleep if he had to sit here for more than five minutes..."

You have five minutes to reach the lever on the right side of the Opera House, flip it, go to the rafters, which are accessible on the left side of the Opera House, fight your way through some annoying rats, and stop Ultros. So do it! Flip the far right switch in the room to the right. From left to right, we'll call the four switches "1," "2," "3," and "Super!" Why not? Switch 1 makes a sound like a dog barking, an essential feature of any opera facility. Switch 2 turns out the lights in the opera hall, causing the crowds to make little eyes in the darkness. Switch 3 opens a hole directly under you, causing you to slide on stage! You immediately get off by hopping on the heads of the crowd, bursting in the entrance hall of the Opera House, where the lead character will strike a pose and say 'Whew!' I suppose all three switches are pretty entertaining, but there's a threat of imminent squashing by aquatic nuisance and one can't just shrug that off, so what you'll want to flip is the Super Switch. Now, sprint all the way to the far left room (you'll pass the Impresario again) and pass the door (which would be locked if you hadn't flipped the switch in the far right room). Now, you're on the rafters. Don't fall now.

Just kidding! You can't fall down! You can, however, fight rats and get kicked out of the Opera House for another try if you lose. So, you don't want that. Each rat you run into triggers a battle - 75% of the time, you'll hit a Goetia and two Stunners; the other 25% chance gives you three Stunners and two Goetia. The Goetia monsters (yellow) are the main problem, the Stunners (black/green) the lackeys. If you take out all the Stunners while one or two Goetia still live, they'll call more, prolonging the battle. So have Edgar, Locke and RelicGenji Glove'd Cyan and/or Sabin go for the single-target kill on those before you try to engage in multi-target slaughter.

Goetia are weak against Ice, so if Gau can Rage Veil Dancer or Darkside, that might be a good idea too. They have nothing worth stealing, so don't waste time there. Supposedly it's actually possible to get by without having to fight a single group of rats, but you'll skip both their Rages (not that good, I'll admit, but you can miss them, do you hear? miss them!) and it's a damn hard feat to boot.

Ultros
Ultros
Bestiary #289
Type
Level
HP
MP
Gil
EXP
None
19
2550
500
2
0
Strength
Magic Atk.
Evasion
Defense
Mag. Def.
Mag. Evade
13
4
0
105
150
0
Stolen Items
Dropped Items
Common: Dried Meat
None
Status Immunities
Elemental Immunities
poisonimppetrifydeathberserkconfusionsleep
None
Elemental Absorb
Elemental Weakness
water
firelightning
Lores
Command Immunities
None
Control, Scan
 
Strategy
 
Before you try to hurt Ultros, make sure your EsperRamuh-wearing character is equipped with an RelicEarring relic (or two). If you have a ClawBurning Fist-wearing Sabin, he should be in the third or fourth position, as this will ensure that he faces Ultros' back at the start of the match. Make sure that your party is covered in RelicPeace Rings/RelicRibbons, as Ultros has the ability to set Confuse, which is serious business.

Ultros is back and he's better and badder then ever. Only not really, because he actually has fewer HP than he did when you first met him. To compensate, he has quite a few spells to throw at you, and has a nasty Command Script that gives him the power to, at the worst situation possible, actually take 10197 HP of damage before going down. Here's how that works:

Ultros has four positions. He starts at Position 1. Every time he completes two turns he'll make a comment, switch to another position and start using different spells. Now the story and our eyes will have us believe that it's one Ultros, hopping about; the game, however, treats this battle as one with four Ultros's, each with his own set of 2550 HP. If you hurt Ultros but let him escape to a different position, you can OLibra him and see he will again have 2550 out of 2550 HP. At least, that's what you would see if this Ultros weren't immune to OLibra. So, the trick is to kill him as quickly as possible, before he can move around at all.

For the record, he will go like this: 1 - 3 - 2* - 4 - 2 - 1 - 4 - 2 - 3 (If he reaches the 3 at the end of the chain, he'll attack four times before sliding back to 2*).

So what does Ultros do? He counters Blitz techniques and Bushido skills with Acid Rain, a nasty Water/Poison-elemental attack that sets Sap. I'd advise against using those skills, especially because Sabin will inflict more damage with the ClawBurning Fist then he will with his Blitz attacks (unless it's Rising Phoenix, and only if he's hitting with the ClawBurning Fist in the back of Ultros). After every minute of battling, Ultros will use Imp Song, which changes the living characters on one side of him into Imps. This is very annoying and yet another reason to deal with Ultros as quickly as possible.

Finally, his attack pattern is this, depending on his position:
  1. Attack, !Ink or Tentacle
  2. Attack (33%) or OFire (66%)
  3. Attack (33%) or Lv. 3 Confuse (66%)
  4. Attack or Megavolt or ODrain


Locke is fairly useless; Ultros has nothing to steal whatsoever. If Locke knows OSlow or OThundara, have him cast it. Otherwise, just attack. Edgar's ToolsChainsaw inflicts very decent damage, and I've said hopefully enough about Sabin's ClawBurning Fist already to generate the impression that I actually want you to use it. Cyan should ignore his Bushido command and act like Locke. Gau, finally, can either pick a Rage like Aspiran or Cloud for direct violence (Aspiran is godly), or Acrophies/Alacran for causing Stop if you want to prevent him from changing position rather than going for a speed kill.

Unless it's equipped on Sabin, summoning EsperRamuh takes priority over anything else; you may consider giving it to one of the others in the case that EsperRamuh is paired with Sabin leading up to this battle. It's basically a OThundara spell coming from someone who probably hasn't learned OThundara yet, which makes EsperRamuh incredibly effective against your marine adversary. Expand Full Strategy
  

Having stopped the threat that threatened the plan, the plan comes together! Setzer, quite possibly the most awesome character out of video game history as far as looks and style go, swoops down, grabs Celes, and in one awesome spin gets her out of her opera gown, into her normal clothes, and entirely tied up. Wow. Costume changes like that could have some... utility... in our world, no?

1.26: The Blackjack to Albrook

Treasures: Elixir, Ether, Hi-Potion

My God, Setzer is awesome. He's a world-traveling albino pirate who kidnaps this game's equivalent of Kylie Minogue to marry her on his own casino-zeppelin. His airship-crash-induced facial scars only make him more of a special case and nicely compliment the rather gothic black trench coat he got way before the Wachowskis had even dreamed about bending spoons that aren't there and bullet-time and whatnot.

Sadly, he gets punked by a band of unlikely heroes no one has even yet heard of. First, he is persuaded to listen to your tale of woe rather than kick you off his property. Then, he is converted from a rather pro-Empire guy to a full-fledged Narshesque or Swiss I-don't-knower. Finally, Setzer joins your cause! It was inevitable after all: You were given the option to give him a name, right? Celes will fool him with a double-headed coin. If Edgar is present, he'll give the coin to her. If Sabin is also present, he'll shout at his brother for a bit for obvious reasons (and if they're not obvious, you didn't take them to sleep at Figaro Castle, am I right?). The coin in question is a coin from Figaro, displaying Edgar's face on one side and Sabin's face on the other. You'll see it in action in the credits... but enough about this. You hitched a ride to the Empire. Go Returners.

Here's an interesting note if you are playing the SNES original or Playstation port. Normally, of course, we'd hide such version-specific data if you're not playing that game, but this one's a bit more interesting than most. You'll notice that Setzer joins the party despite pointing out that "the Empire's made me a rich man," making him sound awfully generous for acting against his monetary interests. This, however, is a mistranslation and is corrected in the GBA version of the game to say "the Empire's been bad for business", providing Setzer with a considerably less-noble motivation for helping out. The Japanese phrase in question, amounting to 'business has gone up' actually means that business has 'dried up' or 'evaporated', not increased. Criticize Woolsey if you wish, but Setzer surely appreciates the good press.

As soon as you get out of the Blackjack, you can re-enter the ship to see its full interior. From this point on, you can take advantage of Setzer's crew and their sweet services. There's a healing guy and an item guy. Good-for-nothing albino pirate gamblers only sharing with the rest of us for profit...

When you hop off the airship, you're near a town you've never seen. This is Square's gentle way of saying, "Oi! Go visit that town!" Well, do it. Don't forget to re-equip Celes. We don't want her running around naked. Well, I've seen enough GameFAQs posts that say that some of you would, but... oh, just re-equip already. Editor's note: See, this is why you should be posting at the CoN forums. They're considerably less creepy than that.

Albrook is one of the three major towns the Empire invaded and currently occupies. The Imperial troopers here won't directly recognize you, and won't attack you outright. If you try to enter the port, the Magitek Armored soldier will prevent your entry by means of hitting you. No HP will be lost, don't worry. Most soldiers will show themselves as patriotic pigs, and most inhabitants of Albrook will sigh and moan about their lot. The only useful information you receive here is that coming from a portrait painter and two scholars. The painter tells of a portrait he must do of the Emperor himself (you'll come across this painting in your travels later - foreshadowing!). The first scholar will talk about the fact that the monsters on the continent have only weak magical power (which is a flat-out lie as some of them have the power to outright create several new interesting ways for you to urinate if you don't watch out). The other one is talking about two ultimate weapons; one a sword, one a monster.

I'm sure we'll never meet either of them.

Weapon Shop: The Weapon shop has SwordBastard Swords (which you can ignore if you want, as neither Celes nor Edgar will ever use it), KnifeKiku-ichimonji for Cyan that you previously bought in Jidoor (right?), and ClawVenom Claws for Sabin, of which I recommend you buy two. You can leave Shadow's DirkSakura for now, as he's not around and you'll be able to buy more of them later.

Armor Shop: The Olde Armore Shoppe sells nothing of value other than HelmetPriest's Miters. They're the magical equivalent of the HelmetGreen Berets; where HelmetGreen Berets raise HP by 12.5 percent and give you a 10% bonus on your Evasion rating, the HelmetPriest's Miter raises MP by that very amount and gives a 10% bonus on your Magic Evasion rating. It's a popular choice for obtaining a god-like assembly of equipment later in the game, but right now, you're probably better off with the HelmetGreen Berets as an HP boost is more useful than an MP boost and you'll be taking much more physical hits than magical ones. And yes, the chests in the Armor Shop are now, and will under any circumstance be, empty.

Relic Shop: The Relic Shop has RelicAmulets and RelicReflect Rings. The RelicAmulet will be kind of a necessity in later dungeons, but you can wait for now. Make sure to grab four RelicReflect Rings here, though. These RelicReflect Rings will make a few boss battles in the future much easier. The main attractions at the moment though are RelicEarring; RelicEarrings are almost universally useful. You should have four RelicEarring and a RelicHero's Ring; you might want to buy another one or even two. RelicEarring are great damage boosters.

Item Shop: Items of +2/+2 using. First place you can buy a Remedy.

The Cafe is plain awesome. I wish there was a place in real-life that played Johnny C. Bad continuously; I wouldn't go there because I'd go stark raving mad, but it be nice to have around, just because. Items are hidden throughout the town. There's the mandatory Elixir in the clock in the hallway connecting the Armor Shop and the Cafe. There's a Hi-Potion in a barrel next to the Inn. A hidden Ether in the pot of the Weapon Shop closes the deal. On the whole, Albrook is a rather disappointing hole of a town, not at all worth the hassle of the whole having-Celes-abducted-by-a-flying-albino thing. So I suggest we explore the rest of the continent.

1.27: Traveling on the Southern Continent