With the airship, it might be a good idea to go to Castle Tycoon. Stay the night for a free inn and a scene with Lenna and Faris (it's nothing too interesting). After it's over, head back to your airship.
Actually we aren't doing anything in Gohn. Just fly over. CUE DRAMATIC MUSIC. Scene plays, stuff happens. The Earth Crystal is in a floating fortress. Oh well. Fly back and talk to Cid. You learn that you need to get Adamantite to go up and get the Earth Crystal. Meh, ok. Go back to the Tycoon Meteorite.
When you get there, walk right up to it. Galuf will remember how to get in. Now, a secret entrance is open, and you can grab the adamantite inside. Then a boss battle begins! Who doesn't love boss battles?
This guy is hard, but not too hard. He is defeatable with your current party. Your main problem is that he takes little damage, and does plenty of damage.
It's wise to have a Mystic Knight who can Blizzara Blade. Using any kind of Ice is crucial as it's the only way to do any real damage to him. Shiva summons, Blizzara, Blizzara Blade. Otherwise, using Protect is sweet, on the weaker characters. Adamantoise does tons of damage.
Finishing him off quickly works. So a Red Mage using Blizzara instead of Protect or Cura is fine. The boss isn't too hard if you get rid of him fast with Ice magic. If you don't, he deals damage faster than you can probably deal with.
Awesome, he's dealt with. You got yourselves a free inn.
Before that, go back to the Chocobo Forest and fly your Black Chocobo to Bartz' hometown, Lix. Go to the shop, and buy 15 Lightning Scrolls. They will be super effective. Now:
Yeah, we're not going to keep the Mystic Knight for now. Instead, replace Mystic Knight with a Ninja. Keeping the Spellblade ability on is ok, but not essential. Throw is why we need Ninja. The other reason is that the Ninja makes up one of our Trinity of Badass and should be mastered ASAP.
Oh, also, if you've been following the walkthrough and having your Time Mage/Summoner currently on Summoner, it's okay to switch to Time Mage but give the Summon ability at the moment.
Fly back and land the Black Chocobo on Crescent where you left the Airship. Fight here for a bit until your Ninja is level 1, then use Inn and now head up.
You will fight two cannons, the Missile and the Flame Thrower cannons. Fighting them is simple. Have your Ninja throw Lightning Scrolls, the Monk use Kick, the Red Mage use Thundara, and the Time Mage/Summoner just summoner Ramuh. They will end quickly. Now, fly back down to the surface and use the Inn.
One of the cooler Blue Magics, Flamethrower is just awesome. Well, to be fair, it's arguably not that good when Firaga exists and it cannot be cast on multiple targets, but it's a low MP cost for a deccent amount of reliable damage. Very few Blue Magics are reliable.
I normally learn it from the FLame Thrower 'boss' at Ronka Ruins, but it can be learnt from Mecha Head and Mindflayer, who also teach other Blue Magic.
It's like Graviga, yeah. But it costs much less MP. And besides, firing missiles is so much cooler, screw your opinion. Well, since this ability won't always hit, I don't like using it too much. It's certainly not a bad ability, especially against encounters with high HP. But since Time Magic is more consistently useful than Blue Magic, and will be used more often, this spell is weak. But I don't care, it's cool, screw you.
I learn this in the Rocket Launcher basically all the time, but it can be learnt from Prototypes in the Sunken Walse Tower. That also happens to be the place where Level Checkers, which teach other Blue Magics, are found, so going there is a great idea.
Strategy against the next two is the same, just now you have a Blue Mage being useless. Make sure the enemies use the Missile and Flame Thrower spells, then you're done with them. When the cannons are destroyed, we learn of a bigger one. Go down, Inn up, and get ready.
Well, I say "harder than the other cannons" but only in the sense that it has much higher HP and there's more to it than the rest of the fights in Ronka Ruins. Lightning Scrolls will, once again, be incredibly useful.
While it has Launchers that need to be taken care of, don't worry. Lightning Scroll, Kick, Thundara, Ramuh, if only a few of these are used, the Launchers will die before they can do anything. So don't fret too much.
After this, make sure you keep your HP high. Because if it uses Wave Cannon, your characters are llikely not to survive it on low HP. Just throw out Curas on everyone before. Try not to let anyone die to it, as the 7 ABP it gives is sweet. But it's easy to make quick work of it.
Has it dawned on you that your once amazing Monk is now less useful than before? It's this point where the Monk gets weaker. Don't worry, it's also this point where we get new jobs. Use an Inn, then head inside the Ronka fortress. This place has the same feel to it that Catapult has, but make no mistae, this time it's a dungeon. UUsing Lightning Scrolls against sme enemies is not a bad idea.
It's a good idea to have someone equip the ability Find Passages, as many places here are, indeed, secret passages. Invisible paths are everywhere. Otherwise, you can tell where a hiddden passage is through a) my (horrible) descriptions, or b) the tiles without green surrounding them.
First room with hidden passages is basic, go straight across. At the bottom edge, go down, and left, and down again, then left. Get the treasure - Golden Armor - and now down the stairs to another room. This time go far bottom left as possible, now head right to the secret passage and down. Go left and up, and when you see three different paths, go for the one in the middle. The one on the right is useless, on the left, is one about to be useful. Head up, across one path, then head left to another, then head up and right for a treasure, Elixir. Go all the way back and go to the far left, and up and across. From there, head to the far right, grab Phoenix Down, and head down the stairs.
Next room, just head up another stairs to go back to the same floor you were on but in a different part. Head right and up, and at the end of that platform, go across the path on the tile to the right of the platform but not quite at the edge. Head up, and now go up and to the left to get the Golden Shield. Head all the way back, down the stairs, up the other stairs, and now go to the point where we got the Phoenix Down. Two stairs here. The one in the centre lead to a Save Point, which will come in handy. Use that, then go to the staircase to the top left. Follow a linear path up a few stairs to Level 5.
Go right, as going to the left leads to a dead end. Up a few stairs, grab the treasure*(I forgot what it was, but I didn't want to lie and say it was something it wasn't), now don't go down trough the door, go right down the stairs. Go along a long path, and up some stairs to get to a room with 5 treasures. DO not go through the center, it leads to a trap door. Go left and up for 5,000 gil, right and up for Shuriekn, right and up to the center for an Ancient Sword, right for a Moonring Blade, then down and right for a Power Armlet. Now fall through the trap door, and go up the stairs.
Back in the same room, where you could chose to go down stairs to the right or donwn through a door, go through the door this time. Go down the stairs, and then go up another flight of stairs. Now go right through a door and down. Avoid the (obvious) black hole, and go around and through a door on the left.
The next path is linear, through the door until a staircase is reached, go through those stairs. The next room consists of a set of stairs and a door; firstly take those stairs to find a much-needed Save Point, and using a Cottage here would be very useful. Around here, you can fight a Lamia, and switch to a Blue Mage to try and learn it. If you do:
You don't have to fight Lamias for this Blue Magic, but given how useful it is, it might not be a terrible idea to.
As far as Blue Magics go, this is one of the best. It deals a guarenteed 1000 damage to an enemy. That 1000 damage cannot be reduced in any way. It is exceptionally useful against some of the bosses in the earlier portions of the game, and while it may drop off against bosses, having multiple casters makes this incredibly awesome, if you want to keep Blue Magic around on more than one caster. Though ideally, you need it on at least one.
The Lamias are possibly the best enemies to learn 1000 Needles from, either in Ronka Ruins or the Pyramid of Moore. Mykale is great as usual.
Go back and take that door to reach yet another flight of stairs, then go though the door and then the stairs on the right. Go down, and down a hidden path which leads to a few treasure chests, which contain a Cottage and an Ether. Then go back up those last stairs and then head down, through the door, and hit a button which reveals stairs going down, which you should, well, go down.
Talk to King Tycoon. He's obviously brainwashed. Now, battle! Woo!
You got tons of shurikens? Awesome. Let's go:
Uses Wall Change Revived
This battle comes in two parts. Now, first part's up. The first battle with Archeoavis shouldn't be too much of a problem.
The Ninja should throw Scrolls, and possibly Shurikens. Monk, get on the attacks. The Red Mage doesn't have to throw out Curas. This is because we only need the Ninja alive for two turns to defeat Archeoavis' final hard form. The Time Mage could do with hasting everyone and slowing Archeoavis, but it's normally safer to just summon. You basically want to destroy Archeoavis as fast as possible.
When it "dies", it will revive. Did you keep two shurikens on you? Good. Throw them both. Archeoavis dies quickly, before he becomes a nuisance. Because trust me, he is a serious nuisance. As expensive as shurikens are, throwing them both is worth it. Kill it before it lays eggs. Well, figuratively speaking.
Oh boy. If you don't have more than 1 shuriken, the revived form will be much harder.
Same strategy for the first bit. "The Ninja should throw Scrolls, and possibly Shurikens. Monk, get on the attacks. The Red Mage doesn't have to throw out Curas. This is because we only need the Ninja alive for two turns to defeat Archeoavis' final hard form. The Time Mage could do with hasting everyone and slowing Archeoavis, but it's normally safer to just summon. You basically want to destroy Archeoavis as fast as possible." The difference is, this time, Haste your Red/White Mage, seriously. In fact, it might be a good idea to Haste everyone.
Now here's the tricky part, since you don't have shurikens on you. Firstly, throw what shurikens you do have (again, only 2 are needed to kill it). Don't worry about throwing it, you can buy them, they just aren't cheap. Anyway, this time, just have your Red/White Mage spam Cura often because Maelstrom hurts, it gets you down to critical HP. This fight will be incredibly tough.
Well aren't you a lucky one? What about us poor mobile users who can't learn an OP spell like Level 5 Death? ;_; Anyway, doesn't matter who you make a Blue Mage. I would suggest the monk, because they'll be less useful here.
If you already learned 1000 Needles (I generally don't try to here, as the dungeon is hard enough as it is), that'll come in handy too.
Uses Wall Change Revived
Rejoice. You got Level 5 Death? Then you can ignore the hardest part of the battle.
Same strategy for the first bit. "The Ninja should throw Scrolls, and possibly Shurikens. Monk, get on the attacks. The Red Mage doesn't have to throw out Curas. This is because we only need the Ninja alive for two turns to defeat Archeoavis' final hard form. The Time Mage could do with hasting everyone and slowing Archeoavis, but it's normally safer to just summon. You basically want to destroy Archeoavis as fast as possible." Slight variation. You don't have to worry about saving shurikens at all, and if you have 1000 Needles, spam that.
Okay, now because you're a lucky sod, this next part happens in a single stage. Use Level 5 Death on the revived Archeoavis. Instant win. Congratulations.
Well, now let's head into the crystal chamber. And boy, this bit makes me happy and sad. I won't spoil the scene for you, but:
Hear that badass theme? Yeeeeah. This is the villain of Final Fantasy V. Unfortunately, he isn't as badass as his theme is.
Exdeath is a pretty generic villain overall. He could be a lot worse, but he could be a lot better. He has a decent story to him, but that's all it is, decent. Exdeath is not a standout at all. Cool name, cool theme, boring appearance, ok backstory. I'm repeating myself, kind of, because there are no standout characters in FFV, except one we're about to meet.
Because Exdeath is a non-standout in a game full of non-standout characters, to criticise him would be unfair. All you need to know is he's your very typical FFV character. Have you played FFIV? Then yeah, you know precisely what to expect. He's very typical and all his moves can easily be predicted. He makes for a nice boss battle, though.
There's another character, but more on her later. Galuf's memory is back. Galuf leaves party.
The Dragoon class is probably the most popular in all of Final Fantasy. Mostly because the Dragoon characters are all cool, more so than how good this job is. This particular job is useful, just not as useful as the Trinity of Badass are. It also requires a lot of ABP to master, but it will come in handy for one of the endgame bosses. It will really come in handy for them. The job is not bad, but until the endgame, not essential. It's still worth it to have around.
Now let's look at its skills. Lance is fairly weak and pointless. The Black Magic skills "Osmose" and "Drain" cover for it and do a better job, and even then, Drain is still weak. Equip Lances, like any other Equip ability, sucks, but it sucks slightly less in this case. This is because one endgame job who aren't Dragoons will really want this for the aforementioned endgame boss. The Dragoon's best skill, and its most famous, is obviously Jump. That only takes 50 ABP to learn, and it stays useful. The problem is it is at its best with Lances, and equipping Lances on any other job is 550 more ABP, so you can probably say "no thanks". With a Lance, the Jump attack deals double damage, but takes longer, so its only use is avoiding damage. The avoiding damage is the best part of Jump.
Everyone loves the crap out of the Dragoon class. I've always been a fan. I prefer Monks and Ninjas, but I've always been a fan. So why does everyone love Dragoons? Because of Kain Highwind (IV), Cid Highwind (VII), Freya Crescent (IX), and Oerba Yun Fang (XIII). Not for Kimahri (X), he's the worst. It's basically because these characters are so badass and the Jump ability rocks, so people tend to love this job. Kain is the reason I think the job owns, as much as I like them. Noticing a pattern here? It's the characters associated with the Job, and not the Job itself, that give Dragoons their reputation. I have always thought Jump was useful, but other than that...eh, what's really that special about them?
The Dancer gets a lot of hate. Some of it is quite unjust. Not all of it. Its abilities are all pretty random. Don't bother with Flirt, it basically never works. As for Dance? Dance can do one of 4 things:
Tempting Tango, which "Charms" an opponent and gets them on your side (makes Flirt useless)
Mysterious Waltz, drains MP from an opponent (meh)
Jitterbug, drains HP from an opponent (hm ok)
Sword Dance, an ordinary attack at quadruple power
Now, the first is ok. The second is less than ideal. The third is not bad at all. The fourth sounds great, but then you realise it has only 1/4 chance of occurring. That means that while the attack is 4x the amount of damage, it only shows up 1/4 times, so it's the equivalent overall of just attacking 4 times normally. That's not to say it's bad. Get lucky and it's awesome. The best thing about this job is Equip Ribbons. The least useless Equip one, Ribbons prevent you from getting any status ailments. Sure, Freelancers can equip them anyway, but farming any job other than a Dancer is easy with Equip Ribbons. The ability isn't that great as it uses up an ability slot, but hey, it can come in handy sometimes.
But do you want to know why the job is really not that great at all? Because of Dancing Dagger. Yes, all the Dance abilities can be done by equipping a single weapon. Investment into this job will pay off decently, but not that well. If you really want Equip Ribbons, get it. If not, don't bother until going for the "master all jobs" achievement.
Dancer initially bored me, same as Bard, because of the concept. The character sprites for this job are better though. I have no strong feelings about the Dancer jobs, because there's so few of them. It ain't bad. It's just...not very interesting? I dunno. It's hard for me to give an opinion on a job I rarely use.
I want this job to be really useful. Like, really useful. The Samurai ends up being at best a decent job. It's a physical attacker job with focus on utility and skills, the problem the skills aren't that great. They're not bad at all. Firstly, Mineuchi is a random chance ability that sucks, Zeninage (Gil Toss) has a dumb name but is awesome, Shirahadori is really useful but requires tons to use, Equip Katanas sucks, and Ianuki is a badass skill that is really not worth the investment. Ianuki inflicts Instant Death to all enemies - correction, it might inflict Instant Death to all enemies - for no MP cost, but there's a summon later who can do the same thing. It never works on "Heavy" enemies. It's not worth 540 ABP to learn, no way.
The job's most useful ability is Zeninage. Luckily, that's also the second easiest to learn. That ability in itself isn't that great, as it's expensive to keep using. But a couple boss fights and it's epic. Also, at the endgame when Gil becomes irrelevant, hell yeah, use it all the time, because there's little drawback endgame. Shirahadori is a decent reason to level the job, but not a sufficient one.
It's incredibly disappointing, I've always wanted to love Samurai. Badass Japanese dudes with Japanese swords? Instant Death attack to every enemy? Hell yeah. And what's more, one of my favourite characters lore-wise, Cyan Garamonde is a samurai, but he's also one of the weakest characters in VI. A real shame. But there's one reason I really love (or really want to love) this job. There was one samurai done right ability wise, lore-wise, character-wise, and probably the best party member of the series. Auron, from FFX. My favourite party member to date, and the biggest badass. But none of his abilities are anything like these. It really sucks, I would love this job, but I can't use it in FFV much because it's not that good.
Another utility kind of Job that's not so much bad as it is not as good as any other job, this is the Chemist. The White Mage generally fills in for it for the most part. Healing abilities? The White Mage does the same for more MP, and later on, MP isn't that much of an issue. Drink? What does that really do for us? Not a lot. It can either be Giant, Hard Body, Hero, Power, or Speed Drink, which is self buffing but pointless. Revive is ok, but White Magic does that, Recover is the same story, different chapter. Mix is the best thing about this job.
Mix has always been a great ability. The main problem is it requires knowledge of what to mix to achieve whichever certain effects. It's alright, but in battle, it's useless. Out of battle it's great to mix sometimes, as it produces new items. But if it's not useful in battle, that means switching to Chemist out of battle, mixing, then switching back works fine, until we get to the achievement where we will actually level it up. No point before then.
I have very little opinion on Chemists, I've never liked them. Never cared for their existence. Annoying to use though, because remembering combinations is painful.