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What's is up my Space Monkies brothers and sisters? I am BlueHighwind and I have to question the humanity of my followers. Here's a little test:

You're in a desert, walking along in the sand when all of a sudden you look down and see a tortoise, The tortoise lays on its back, its belly baking in the hot sun, beating its legs trying to turn itself over. But it can't. Not without your help. But you're not helping. Why is that?

If your head just exploded, congratulations you are a replicant. Enjoy.

Ice Cavern[]

You can easily make this assumption: since the Fire dungeon was filled with fire monsters, the Ice dungeon should be filled with ice monsters. Guess what? You are right! Hooray! Okay there is no boss here so you don't really have to conserve your ammunition but be sure you don't run out of MP mid-dungeon or you're going to have to make a cowardly retreat back to Crescent Lake. First walk all the way East and around to find the staircase down.

This next floor is a giant rectangle with the hallways being the sides. Simply follow the linear route left or right (your choice) until you find the staircase down. Damn two floors and still no treasure!! This next room is just a tiny room with two staircases. Obviously we're going up the other staircase. If you can't figure this out then I'd rather not have you staining my immaculate walkthrough with your stupidity. Walk around and into the treasure room with a crystal in the middle (-not one of the Four Crystals though). Watch out though! The areas around those chests are covered in cracks - don't walk on them until you've grabbed the treasure, which should be a Flame Sword and some Clothes. Both are useless at this point. Jump down on one of the cracks to move onto the next area.

Now here is where things can get really funky. All around this floor there are large ice spikes on the ground which function just like that lava from Mt. Gurgu. Currently you're in an empty room, leave it and go West over some spikes to find a treasure room. Inside are the Ice Armor and Mythril Gloves, and White Dragons, a nasty enemy that's the closest thing this place has to a boss. Don't get hit with "Icestorm", hit these guys hard and hit them fast. Now return to the area just outside the first room and head South and East when you reach the spikes. There will be several roads branching off in several ways. Ignore them until you reach another intersection. Go West to find a treasure room. The place is the fucking motherload for Gil: 7900, 5454 , 180, 9900, 5000, and a full 12350. I don't think we'll be having financial problems for a good long time. Return to that fork and go East along the winding path to find the staircase out of here.

You're in a tiny area of the first floor. Go inside the room to find an Ether, then leave. Go South and around to find another room containing 10000 Gil - you're going to want that money. Now head around the wall to the East and into the next room. It's another treasure room, but avoid that one area of cracked ground. The three chests hold: 9500 Gil, a Sleeping Bag, and an Ice Shield. Now jump down through the floor.

You'll find yourself right in front of that crystal in the center of the treasure room from before. Grab it and prepare to fight.


Boss Battle: Evil Eye
EvilEye-ff1-gba
HP: 162
Difficulty: Easy

Strategy:

Uh-oh! It's a big bad boss! Our intrepid party is screwed! There's no way we could possibly defeat the legendary Evil Eye. I hear he crawled out of the dark side of Satan's testicles.

...Oh wait, he just died after three hits. Damn this game has some easy bosses.


Grab the Levistone, and teleport out of here.

The Airship[]

Now that we have the Levistone, all we need is an airship. Walk, canoe, and sail back to Crescent Lake for some much needed rest. Now get on your canoe and go up to the river system but head South the very first chance you get. Eventually you'll find yourself on a strip of land at the Southernmost tip of the continent. Slide West until you find a desert, enter to start a cut scene (we haven't had one of those since we left Corneria). The entire desert will crack up and crumble and out will come the airship. Now we can take to the skies. Believe it or not, I'm walking on air.

Airship travel is many times more convenient than walking or sailing. For one it's twenty times faster, and you can't run into enemies - ever. You can land on any square of green plains. There are dozens of places to travel, but our first destination is a large valley in the Northern part of the Northeastern continent.

Gaia[]

This is my favorite town this whole game. I don't advise that you stay at the inn here for it's a ripoff. 500 bucks! I could stay in Cornelia for one tenth that sum. At the weapons shop they only sell Cat Claws, which make excellent weapons for your Black Mage. The Magic Shops are a little different. There are only two spells worth spending Gil on here: "Blizzaga" and "Curaja" and even those are outrageously expensive. The Lv. 8 Magic Shops are closed off to our original class mages, and that is really bad because "Holy" is one of the best spells in the whole game.

Damn discrimination against second-class mages. We shall overcome. It's time to head to the Citidel of Trials for some good old fashioned class change.

Citadel of Trials[]

The Citadel is pretty much completely parallel to Gaia just to the West. It's extremely easy to find with an airship, but there are no suitable landing spots anywhere near it. You're going to have to land on the tip of the peninsula just to the North. Which means your future is filled with a lot of walking in a giant U-shape.

This place, if nothing else, does not skimp on the dramatic. You'll walk up through a long parade of columns until you find an old dude. He'll tell you about some fantastical reward awaiting us at the end of this dungeon. And the reward is great - class evolution! Head Northwest until you find a throne room. Well nobody's watching, let's sit down. Hmm, what just happened?

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