Psp final fantasy 20th anniversary edition walkthrough




















The citizens of Elfheim are frantic just like those citizens of Pravoka. However, it isn't pirate problems. Rather, it seems that their Prince is in a terrible trouble! Geez, is every single town in a state of disarray? Guess we need to save the day once more.

But hey, this is an RPG after. Before we take any action, let's walk around and browse the stores. From the Inn, head due south and the Weapon Shop will be in sight. Take my word for it; Monks are much more useful without a weapon at this point.

Your Warrior shouldn't be upgraded at this point. Anyhow, when you are done browsing the shop, exit and head north and west. Pass the Sanctuary as you move on and enter the Armor Shop. One thing I would greatly discourage would be the Copper Armlet. Even though it's only an Armlet, it's the most expensive item in the shop.

You are much better off buying it later when your Gil stockpile grows a bit larger. Your Warrior can be upgraded here with an Iron Shield and Helm. North of the Armor Shop is the Item Shop that you might want to check out. Cost: Gil Again and furthermore, buy whatever you want. I'd suggest against the Gold Needle considering its price. Having a few Tents would be a good idea in dungeons and such.

Anyway, when you are ready, exit the Item Shop. But wait, haven't I forgotten to mention something? Ah yes, the White and Black Magic Shops. However, there was a reason I left them for last. Elfheim has something that Pravoka and Cornelia didn't have. In Elfheim, you can actually buy both Level 3 and Level 4 spells! The Level 3 shops are located more toward the middle of the area. The higher end spells Level 4 can be found more north.

Browse each and every shop if you choose. Some of the Level 4 spells are very useful, but considering the amount of Gil you probably have right now, I can advise you buy the Black Mage techniques, Haste Level 4 and Fira Level 3 only at this point. For White Mages, I'd strongly suggest Poisona Level 4 as some of the enemies in the near future will terrorize you with poison.

Heal and Cura both Level 3 are also very useful. If you need more funds, there's nothing more you can do but to battle, battle, and battle some more. The Ogre and Ogre Chiefs hanging around can give you a lot of money really fast. Likewise, if you battle some Buccaneers or Sahagins while on the seven seas, you can also get a lot of Gil. If you can't buy everything yet, don't fret. There's always later to come back here once you get rich.

When you are ready or you get sick of working for your money , head into the castle and figure out what's going in Elfheim. They all say basically the same thing. Some dude named Astos had poisoned the Prince into some deep sleep as well as running away with Elfheim's treasures.

How original. Anyway, you can find the Prince's chamber by going straight up from the entrance and then taking a left and then going through the door to the north. The Healer is standing beside the Prince who is now in a dazed state of slumber. He tells you of a possible medicine that might exist Well, we are probably expected to find this cure.

Seeing as the people here are not really too much of a help, we might as well leave. Enter Elfheim for the last time before we venture off and buy a few Antidotes and Potions. You will see why later. Expect the Marsh Cave to be quite a tough situation. Anyway, from Elfheim, begin moving due west. Some mountains will be there to block most of your path, but there is a small passage that can be found somewhere along that range.

Make your way through and follow the mountain to the west's wall. Stick along it while beating up random enemies. Now would be a great time to level up as Marsh Cave is up ahead. The monsters there are very problematic for a dungeon so try to get your levels to at least You are currently located inside a rounded area. The mountains surround you in a circle.

The only two openings back to the outside world are through the small valley you entered from, and wider exit toward the northwest. A lake borders the northern edge, but we can't cross that from this point. If you are confused about your position, look at your world map and enlarge the picture to get better detail.

Find your way to the northwest corner and exit through the small valley opening at that corner. It's not really that hard to find, just hard to describe. Head north, walk a little, and enter the Western Keep.

Anyhow, begin moving forward and then to your left. There's a door just north of that corridor. Walk inside and you will find a King sitting on his throne. Apparently, his castle really failed to make any form of improvement in this wretched state. The King inside asks of you to find a Crown for him from the Marsh Cave. There's nothing else to do here so just leave. Now that that is over with, begin making your way south.

Some mountains will crowd the way a bit, but it is completely possible to get through. Head all the way to the southernmost point. In the ground, you should see a hole. Welcome to the Marsh Cave. Now let's get to retrieving that Crown. I hope you taught your White Mage Poisona as you will probably need it down here. Anyhow, from the start, you have two ways to go.

The top path leads to the B2 which in turn, leads to nothing. However, there are a few items that you might want to collect. The path leading south is the "real" way to go as you will need it to progress.

If you want to bypass the various treasures hanging around, skip the next two paragraphs. Anyway, if you do want to pick up some items, take the path leading north. Walk yourself through the twisting path until you reach a staircase at the end. Descend and you should find yourself one floor below. The enemies here can be pretty nasty. From the stairs, go up and around the pillar wall and then head due west.

There will be a doorway to your north. Go through and pick up the Gil in that chest. Exit that room and continue west. When there is a path leading north, take it and have your party walk around the room containing the Gil. Walk all the way to the end and turn south once the wall hits you. Then walk around this next room and enter it once you reach the door.

The chest will contain a Dagger. Snatch that and then make your way to the very bottom of this area. Another door will lead into a room containing two chests. One of them has a Broadsword and the other holds Gil. Take your prize. With that, find the staircase leading back to B1. Then make your way back to the Marsh Cave entrance stairs. Now, from the Marsh Cave entrance stairs, begin making your way southbound. Beware of the Ghouls and Crawlers hanging around as they can paralyze you.

Another monster that should be noted, the Green Slimes, are only affected by magic. Using physical attacks against them would be a waste of turns.

Also, the Green Slimes are capable of poisoning. Poisona, as recommended before, would really help you out with that. Anyhow, continue south until you reach a fork in the path. The east path leads to nothing and basically sends you into a dead end so take the south path. At the very southeastern corner is a room. The door is on the south wall so enter and you will find a ladder leading below. Take it down and you should be in B2 again but in a different location. From this room are three doors leading out.

It doesn't matter which one you exit from as they all lead you to the same room. From here, begin heading south against the pillars they block your path east until you reach the very bottom point.

From there, head east and then go around. Keep moving east and walk through the door at the end. In this room, there's another door even more to the east. Exit through there and you should finally reach a set of stairs to Marsh Cave B3. Unlike the other two floors, Marsh Cave B3 is actually well organized. You might not be able to see it from the start, but this floor is made up of a 4x4 collection of rooms.

The room closest to your position in the northwestern corner contains a chest holding a Phoenix Down. Pick that up. From there, venture all the way to the other end in the northeastern corner.

In that room, you will find Gil. Walk down to the second row and move to the two western-most rooms. The room second to the wall has a Cottage and an empty chest if you picked up the Phoenix Down previously.

The western-most one in the second row has a Copper Armlet. The third row has the Crown in it. However, before engaging, you might want to pick up the final prize, which is Gil in the room second to the east wall. The fourth row has doors all bound by the Mystic Key. We'll get that little item eventually, but for now, let's find that Crown here.

Walk yourself into the room on the third row that is second to the west wall. When you enter, there is a chest on the ground. Run up to it, and the Piscodemons will engage you! I wouldn't know if this really qualifies as a boss fight I've seen it listed as one in other places , but it is scripted and it is actually pretty tough if you aren't careful.

These Piscodemons come in numbers and will jump at you as soon as you step in front of the chest containing the Crown. Anyhow, note that these Piscodemons actually hit you pretty hard. Focus your attacks and use a good balance of offensive magic and physical strikes to take down all of them. Having a White Mage that uses Cura wouldn't be a bad idea.

Once those Piscodemons are out of the way, you can open the chest and find the Crown! Some music will play to notify you of your success. Okay, now what was the whole point of coming to the Marsh Cave again? To find the Crown for that Western Keep dude. You might as well just get out of here.

Well, you can get out of here, but don't forget about this dungeon completely. Coming back here will be optional later on to pick up the hidden items once you get the Mystic Key. So if you plan to, remember how to get down here later. Backtrack all the way to the entrance, and find yourself in the overworld once more.

Before we go and find that super-duper Astos dude, let's head back to Elfheim and heal up a bit. If you didn't buy anything before because of funds, now would be a great time to purchase some spells that you missed before. Astos is a bad man, so you better get on the training ball and level up your units. The higher the level, the easier defeating him will be. I stopped once I reached level 17 but you can go as far as you wish. Now we better head to the Western Keep and return the Crown to that benevolent King.

Walk up to him and give him the Crown once you reach the Western Keep. He will give a hearty laugh and state that he is really Astos in disguise! Had you come to the Western Keep before, this King in disguise would have asked you find his Crown.

Now that we hand this Crown upon him, Astos will make his appearance. Oh noes! The freaky-looking guy standing right in front of you is actually Astos. The real King of the Dark Elves has his evil intentions of taking over the world. While engaging, take necessary precautions as Astos really is no pushover. The King of the Dark Elves has a lot of abilities up his sleeves. First off, his physical attack can deal heavy damage with each strike.

Keep your vulnerable units protected using a White Mage's Protect. Your White Mage should spend the entire battle keeping your units in tip-top shape. Astos, unlike Garland, is capable of sending magic spells at you as well.

His most dangerous, Death, is basically the Level 6 Black Mage spell. With one casting, Death can automatically kill one of your units. However, it is easily evaded. You can prevent it from hitting by raising your unit's evade stats through using Invis. If you know it. Astos might be tough for a fat Dark Elf King, but with effort, he is easily overwhelmed and defeated. Once Astos is defeated, you will find the Crystal Eye that he dropped. Although it is a very important item, a Crystal Eye won't revive the fallen Elven Prince.

Don't fret however, as we still have another step to complete before finding his cure. For now, head back to Elfheim and heal your team that should be pretty tired from the Astos battle. There's not much else to do here, so get back onto your Ship. Now just so you don't get confused, bring up the world map once more so we can plot our next objective.

First off, you should now be Elfheim obviously. Locate Cornelia on the map. North of Cornelia, you should notice a lake. The map really doesn't show an opening, but you are allowed to sail under the bridge that the nice ol' Cornelia King built for you.

So sail over to that bridge and then continue west under it. You are now in that lake I pointed out before. Okay, why did I bring you here?

Well, it's a pretty small lake in comparison to the sea in between Cornelia and Elfheim. Sail to the north end of the lake where a dock presents itself. Get off here and walk a little bit north. Once you pass the mountain on your left, head west in that direction. You should now notice a peninsula leading northeast just ahead. A quick check with your map will tell you that there's something on the tip.

Begin making your way along this monster-infested area until you reach a cave There's nothing out of the ordinary until you walk a few steps. A broom sweeping without a dude sweeping it! There is only one door in this tiny hallway. Go through and some more of those brooms will be sweeping around. A woman by the name of Matoya will hit something and scream out in pain.

You automatically walk forward where a witch is stupidly moving around. She'll continually scream about her eye and get hurt again and again. The last thing she says is something about her Crystal Eye.

That rings a bell doesn't it? Didn't that Astos dude drop a Crystal Eye? Talk to her and she'll notice that you have her Crystal Eye. Hand it over and she'll be ecstatic with joy well, not really. Completing ignoring the fact that you might have stolen it, she instantly gives you a reward in return.

Matoya offers to you a special potion Take the Jolt Tonic from her and leave her cave. With the Jolt Tonic picked up and in our list, we can hopefully revive the Prince. Make your way all the way south again and find your way to your Ship. Let's head back over to Elfheim. Once there, enter the castle and run up to the Prince's chambers and hand the Jolt Tonic to the Prince's Healer of whom isn't doing a very good job by just standing there all day.

Slowly but surely, the Elven Prince will wake up. Instantly grateful for your appearance, the Prince hands to you a Mystic Key. We have just saved three civilizations from kidnapped daughters, pirate problems, and a sleeping Prince. That's quite an achievement if you ask me. Anyway, with the Mystic Key in our hands, a lot of treasures are now available to us. For starters, make your way to the rear end of the castle by traveling outside the eastern wall.

Don't miss a step or your character will leave Elven Castle "unintentionally. With the Mystic Key, you can open it. Inside are four treasure chests. There are a few other locations where you can use the Mystic Key and find some nice items. In the Marsh Cave, if you head all the way to Marsh Cave B3 and the very bottom row, you will locate four room.

You can find an Antidote, Gil, and a Silver Armlet. However, you will have to fight a few Piscodemons as well, and we all know how much trouble they can provide.

In the Western Keep, you will also find some stuff laying around. In the Western Keep, walk all the way to the back and then turn left. Make your way around the room where you fought Astos. The treasures here are in that room within three chests. You will need to fight some Mummies and Wraiths first however.

With two dungeons covered, haul yourself over to the Chaos Shrine. You can find them in the corners as the dungeon was basically a rectangle if you remember. You will find a Rune Blade in the southeast corner but you will have to fight Gargoyles.

In the northeast, you can find a Werebuster and a Gold Needle. The last area we can find some stuff in is Castle Cornelia. Make your way back south and enter the castle.

Instead of actually going in, turn right and walk along the castle's walls until you reach the rear. There, a pathway will lead toward the center. Walk in and head east. A man will tell you that the equipment you find in the doors will help you a lot.

Head south and enter the two rooms. It's special enough to make that cool music. Considering the usefulness of some of the items you collected, that trip back through past dungeons was pretty worthwhile. With the Nitro Powder collected, leave the castle. Take your Ship and use it to sail around the west end of the Cornelia continent as if you were heading over to the Chaos Shrine on boat. Eventually, you will reach a dock.

Get off and begin heading southwest as the path east is blocked by a mountain. Walk through a thick forest heading south until you notice a cave in a rock wall. Enter Mt. Talk to a few of the men standing around and they will tell you a little bit about what's going on. One of them tells you that they are looking for the Levistone, a stone that actually floats!

Anyway, from the entrance, head all the way west and then south once you can't go any further that way. Now begin heading south as the path narrows. At the very bottom, walk around the wall and enter the room for a lot of useful treasure! Now those are some nice items. Equip them as you need to, and exit the room. Walk to the southeast corner of the treasure room and talk to the man in the green turban.

He notices your Nitro Powder or Nitro Pouder as he calls it and asks to use it in his blowing up of the canal. Since we need to break through anyway, give it to him. Once he places it, we can now "bluiter this rock tae smithereens! Anyhow, the guy tells you to run off before it blows and your dude runs a good 10 feet back yeah, that'll really help.

A cool-looking cutscene will show the canal breaking off making the pass open for you. Now you have the access to the next area of this world. Find your Ship again and sail over to the canal that you just blew the crap out of. Head through that narrow area and you should notice a whirlpool a bit ahead. Do not sail into this whirlpool just yet. Instead, head west past a small island.

You should notice a tiny town on the edge of a continent. Get off your boat at the nearby dock and head into Melmond. As in grimy. Not the other way you perverts! There are a few solemn-looking citizens walking around. Talk to them and hear about their sad story.

Some Vampires attacked this small town and left their city in shambles. Take note of the amount of gravestones around. Is there no town we enter that doesn't need some form of saving or helping? Anyway, north of the entrance is the Inn which is in pretty terrible shape. You can stop there for Gil to heal up your party. The Weapon Shop east of the Inn has a few items that you might want to pick up.

Also, head up to the Armor Shop just north afterwards. At the Armor shop, you probably should reconsider buying the Knight's Armor. The price is absolutely horrendous, but if you must, purchase it.

The Silver Armlet should be equipped by all of your other units. At the Weapon Shop, there really isn't anything to pick up apart from the Longsword which you might want to equip on your Warrior. More south are the two Magic Shops. However, note that there's no Sanctuary here the Vampires destroyed that and there's no Item Shop either they probably destroyed that too. Teleport is very convenient, but it needs a Black Wizard.

For your White Mage, consider getting Curaga, Life, and Diaga which will be very useful against the undead Vampires we'll be fighting in the future. Once you pick everything you need up, leave Melmond. Let's move.

Start heading southwest along the coastline. Do your best defeating the various monsters around. Keep going until you reach a fork separated by a mountain. The west path leads to a cave Giant's Cave. However, you cannot pass because an ugly-looking, rock dude blocks your path.

Instead, take the south path and cross the narrow landbridge. As you get to the other side, you should see a cave on the opposite end of the mountain. Move around the mountain and enter it.

Be forewarned however, the enemy's here are quite a step up from the previous dungeon. Rather than scripted Piscodemon fights, you actually have to fight them in random battles here. Along with that, Ogre Chiefs are numerous and the Cockatrice is a monster that has the capability of turning your units into stone. You should be able to judge for yourself. If you feel that survival here would be a difficulty, head out and train. I just stuck around Level 20 and continued onward.

Anyhow, once you enter the Cavern of Earth, you should notice a bunch of paths leading in different directions. Normally, it would be quite a doozy to find your way through aren't you glad you are using a walkthrough? Besides, a lot of encounters here means a lot of EXP and that's always a good thing. As a guide, I should notify you of an optional, yet incredibly useful path. From the entrance, you can choose to head straight to your west. If your units need leveling up, take this challenge and walk through it.

However, remember to bring lots of healing items beforehand. Don't venture too far as even on the way back, you will be fighting Hill Gigas. Anyway, once you are done, head back to the entrance stairs. Go directly north and follow the path until you reach a split. Enter the room at the very bottom to find a chest containing Gil. With the treasure collected here, head all the way back to the entrance. Back there, find the southeast path and begin following it.

The path leads you to a maze-like area, but it's fairly linear. From the entrance of this maze-like area, just head east and then south. The way will eventually lead you to another door. The two chests in this room contain Gil and an Antidote. Begin making your way back to the "maze-like" area entrance.

However, instead of leaving, move all the way west and then south again. You will find yet another room of two treasure chests. One of them contains a Potion and the other has Gil. Beware, stepping in front of the right treasure chest will trigger a fight with an Earth Elemental -- a very powerful monster. Even so, you can try to beat it for a lot of EXP!

With that done, make your way all the way back to the entrance stairs. From there, head eastward. The twisting path will lead you to staircase leading down.

Step into it and head below to Cavern of Earth B2. At the entrance, head all the way south until you can't go any further. Then venture east and then north. Follow the path until you reach a fork. Take the one leading east and advance in this direction. A fork will lead south, but ignore that for now. Instead, enter the door up ahead and open the three chests for Gil, a Tent, and a Coral Sword. Exit the room and head back west.

Take the path south and ignore any paths leading west. Once you reach the bottom, turn east and then back up again. Finally, you will find the stairs leading even further down to the B3.

Getting tired yet? Well, we still haven't found the boss yet. Now at the lower floor, begin heading due east along this narrow passage.

When you reach a split, head east to a small room containing one chest. Pick up the Sleeping Bag and head back to the split. Now head north. Walk through this twisted path while fighting off hordes of monsters. At the north end, enter the door to your west and fight off an Earth Elemental before picking up the Gil inside the chest. Leave the room and begin moving east double time.

The forward path is a twisted labyrinth. Take the south path and head all the way to the bottom. The door there will lead you to a chest containing a Gold Needle Head out of the room and then back north again until you reach the area where you entered this portion of the level. Once there, back out of that area and head straight west past the door we collected that Gil in. Head westward along another twisting path. At the endpoint, you should find yet another door. There's no treasure in there, but if you walk around a bit, you will engage some Earth Elementals.

Although tough, they are very prominent EXP providers. You can choose to train here if you'd like before the boss fight here. Otherwise, just head south. Continue along this way until the path begins to widen up.

Turn east and enter another room. The chest there contains Gil after fighting an Earth Elemental of course. From that door, head directly south and then begin moving straight east. After entering the door, talk to the bat!!! After a few intimidating words, he'll move back and transform into a Vampire! If you taught your White Mage Diaga, now would be a great time to use it! For your magic casters, send your most powerful elemental strike against this nameless vampire.

With your physical attackers, just go all-out on him. Hopefully, this Vampire will be overwhelmed. It is easy to defeat him within the first turn before he even gets a chance to fight back! Defeat him and the chest that he was protecting will be accessible. Some cool music will play meaning that the item you have just found is a major key item. Pick up the Star Ruby. With the Cavern of Earth's treasure collected and the boss defeated, slowly make your way back to the surface.

I know, it will be tedious indeed. Once back in the overworld, head back to Melmond and stop at an Inn for a needed rest. However, our mission with the Earth Crystal is not over yet. With the Ruby Star collected, another portion of this continent becomes open to us. Remember the Giant's Cave I told you about.

If you went in there before, the rock guy wouldn't have let you in. To get there, head in the direction of the Cavern of Earth. However, instead of continuing south on the Devil's Tail peninsula, head southwest. The cave is in plain sight. Talk to him and he'll make a funny noise. The rock guy will turn his back on you showing his enormous rear Hey look, he's mooning you. I wonder how that tastes.

With that, he slowly walks away into the opposite wall. With him out of the way, you have two ways to go. First off, begin heading south for some cool treasures. Re-equip if you want to and exit the room. Begin heading north all the way up. At the end, you will find a set of stairs. Ascend them. Once you exit, you will be out of the cave and back in the overworld. However, note that you're in a whole new area. There aren't any immediate areas of interest.

Begin navigating through the area all the way to the southern tip of the area. At the very south, you should notice a cave right before the waterline. Anyway, begin heading north. The door there will lead you to a group of pots. That doesn't help us too much. Instead, continue westward and then go through the next door. Talk to the old man you find in the second room and he'll introduce himself as Sadda. The Vampire you defeated previously was not the mastermind behind it all.

The real job can be found deeper in the Cavern of Earth. Sadda will hand to you the Earth Rod and tells you to use it behind the Vampire's area.

If you explored that area a bit previously after opening another door, you might have found a rock that was otherwise impenetrable.

With the Earth Rod, we can get that rock out of the way. Exit the Sage's Cave and begin the tedious journey back up to the Giant's Cave and then back through the Giant's Cave. Heal up at the Melmond Inn if you absolutely need to. Now that you're here, there really isn't anything around.

However, to your right is another door. Go through that all the way to the upper end where a stone slab welcomes you on a wall. It appears to be a dead end, but with the Earth Rod that Sadda gave you, the slab will magically disappear revealing another staircase.

Go down into B4. The enemies here are a bit tougher than the previous floors. Take some time to level up among them. From the stairs, head north and some paths will be open to you toward your left. First, take the path leading north all the way to a door containing a bunch of chests. Beware, as in front of most of the chests, you will have to fight either an Ogre Mage or a Sphinx along with some other enemies.

Leave this treasure room and head back to the entrance area, but instead of taking the path back to the stairs however, go west through the small doorway. Head south and then west. When you reach the wall, begin moving due south all the way to another treasure room in the southwestern corner.

You will find a Tent, a Mythril Shield, and Gil Anyway, with the treasures of B4 collected, exit the room and head straight north. Go all the way to the northwestern corner to find a staircase. Now in Cavern of Earth B5, I hope you are ready for the boss fight. Make sure your team is fully healed with as much MP as you can spare.

The boss fight here will need a lot of fire spells and a lot of Diagas. From the stairs, go south and around the wall to head north. Keep going to the end and then turn west. Follow the path as it twists south and you should reach a door in the wall. This is it folks, the Earth Crystal's answer is right here.

As you enter, a glowing ball will appear ahead of you. Examine it and a voice will boom through the air. Suddenly, a totally ugly vampire will appear. Meet Lich. Although he looked smaller from above, Lich is one of the fattest heathens I have ever seen. Plain and simple, that means that he's an undead creature.

Undead monsters have two main weaknesses. Dia and fire spells. Your physical units can't really do anything except for using regular attacks. As a vampire, Lich's physical attacks can do a lot of damage. He also owns some Black Magic spells which can deal some damage against you. At the same time, cast Protect on every one of your units to soften the amount of impact from each of his strikes.

Don't be shy with healing and use Curaga whenever needed. Keep pounding Lich with Diaga and Firaga plus a few physical strikes and he will fall. You will know when he's defeated as the screen will flash white and Lich will slowly fade away. Your team has succeeded in activating the Earth Crystal. Only three more to go. As your team shows their appreciation by hopping around, the scene will shift to Earthgift Shrine where a barrier blocking a door will break.

Consult the Soul Of Chaos section on it. Behind the Earth Crystal is a warp, use it to get out back to the entrance. Make your way back to Melmond and take a well-deserved rest at the Inn. Although you can't see it, the earth is slowly returning to normal Really? The townspeople are still as gloomy as ever though except for one or two people. Heal up and bid your farewells to Melmond. Hop back on your boat once again. We're not moving back to the Cornelia continent. Instead, we are to head west.

Begin first by moving south along the border of the Devil's Tail peninsula containing the Cavern of Earth. Once you clear the tip, begin sailing due west. If you continue west in this direction, you will hit the edge of the map, but you will sail around and end up at the other side.

As you can see, the world of Final Fantasy is designed like a sphere much like the Earth although on a much smaller scale. If you sail in one direction, you will always reach the opposite side. Anyhow, the continent further west is quite a large one. When you finally hit land, sail south a little bit and you should notice a dock to park your Ship.

Get off your boat, and begin walking southwest along the shoreline. You don't have much of a choice considering the mountain blocks further progress west.

The enemies along the way are similar to the ones you fought in the Cavern of Earth. Therefore, you might have a bit of trouble with them. Continue to move south along this way until the mountain ends, and your team enters a thick forest. To your west is a very large lake in a shape of a crescent. There's a town on the other side, but the lake blocks our way. Trying to walk around the lake going north will only result in a dead end. Instead, continue south around the lake, and then walk along the lake's edge as it twists west and then north.

After quite a bit of walking, head into the city that is logically placed by the Crescent Lake. It is also the first town that actually doesn't have a problem that you need to solve! Apart from two people, the streets are deserted. Usually, the first thing that we do when we enter a new town would probably be the sleep at the Inn or revive units at the Sanctuary.

Following, you might want to check out the shops. Cost: Gil As you can see, Crescent Lake seems to be obsessed with all things mythril! Many of the weapons and armor here are useful so purchase as necessary. The Black Magic and White Magic Shop have hefty prices, but they hold very useful spells of which you should take advantage of. Exit is a great spell in dungeons, but it requires a White Wizard or Red Wizard.

White Mages, pick up Protera, Invisira, and Stona. Anyway, with everything that needs to be bought purchased, you might consider leaving.

Before that however, head to the northeastern corner of town past the Black and White Magic Shops. Cross the bridge leading east, and make your way through the thick forest path. At the end, you will find a circle of men. Talk to the leader the blue one , and he'll tell you that his name is Lukahn. You might have heard this name somewhere else if you chose to talk to some village people. He'll tell you what he sees in your future. Talk to the rest of them, and learn a bit more about the crystals.

The last one will hand you a Canoe to aid you in your quest for the crystals. There are still three crystals ahead of you. Leave Crescent Lake. With the Canoe in tow, your team can now cross shallow rivers like Crescent Lake! With that, a bunch of new enemies can now threaten you. You can write and submit your own guide for this game using either our full-featured online editor or our basic text editor.

We also accept maps and charts as well. Log In Sign Up. Keep me logged in on this device Forgot your username or password? Don't have an account? Sign up for free! What do you need help on? Cancel X. Full Game Guides. Guide and Walkthrough by Dark Vortex v.

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