Related
The ORB of Wind
Page
4
Climb the five levels of the Floating Castle and face TIAMAT, the Fiend guarding the ORB of Wind.
Class Change (Optional)
Page
2
Travel to the Castle of Ordeal to undertake BAHAMUT's Test of Courage.
The AIRSHIP
Page
2
Search for clues as to the location of the AIRSHIP, and raise it from its hiding place with the FLOATER!
The ORB of Fire
Page
3
Gather loot in the Treasure room of Gurgu Volcano B2 before proceeding further.
The ORB of Fire
Page
1
Travel to Crescent Lake where the Circle of Sages give you the CANOE so that you can pursue the Fiend of Fire.
The ORB of Fire
Page
2
Use the CANOE to reach Gurgu Volcano.
The Final Battle
Page
1
Travel to the Dwarf Cave and give Smith the ADAMANT to receive Xcalber, and return to the Circle of Sages in Crescent Lake to learn of the time warp in the Temple of Fiends.
Sprite
Shops
Armor, Items, L6 Bl.Magic, L6 Wh.Magic, Weapons
Crescent Lake is nestled in the dangerous southeastern part of the world. While you can come here any time after opening the canal to the outer Ocean, the enemies are difficult and you can't get the CANOE until you have defeated LICH. Most of the Weapons and Armor for sale can be found before you need to come here. Still, if you have more money than you know what to do with, the Silver equipment sold in Crescent Lake can be worth getting early.
Treasures
1
Shops
Armor, Items, L6 Wh.Magic, L6 Bl.Magic, Weapons
Treasures
1
Inn Price
200 gil
Sanctuary Price
400 gil
Shops
Armor, Items, L6 Wh.Magic, L6 Bl.Magic, Weapons
Crescent Lake is nestled in the dangerous southeastern part of the world. While you can come here any time after opening the canal to the outer sea, the enemies are difficult and you can't get the Canoe until you have defeated Lich. Most of the Weapons and Armor here can be found before you need to come here anyway. Still, if you have more money than you know what to do with, the Mythril equipment sold in Crescent Lake can be worth getting early.
The best Weapon for sale here is the same Mythril Sword that was first seen in Elfheim, and you should definitely upgrade now if you haven't already. The Mythril Axe is a viable alternative for a Warrior of at least level 16, though you will find a free one in Mt. Gulg. You will not likely meed a Mythril Hammer or Knife, since they can be found in earlier dungeons and Treasure rooms.
The Armor selection is slightly more interesting, especially if you have multiple Warriors. The Buckler is the first shield that your Thief and Red Mage can use, giving them a nice little boost to Defense, although at a price. Mythril Gloves are a good upgrade for your Warrior, though you will find a pair in the next dungeon. Everything else is good, but you should have found them already and probably won't need to buy more.
Your Black and White Mages can start using these new Spells once they reach level 16. Red Mages get a sixth-level Spell slot at level 20, but cannot actually learn any Spells until they become Red Wizards. Warp2 is of particular note, as it is a vital Spell but cannot be learned by any Class until the upgrade, at which point White and Red Wizards can (and should) learn it. The rest of the available white magic is all solid, but consider passing on Invis2, since when you get the White Robe later, you will be able to cast it for free. If you're willing to spend a lot of money, you may want to buy Invis2 now and replace it at that point. Red Wizards cannot cast Stona, but only get one Black Magic Spell at this level, so they can invest in one of the party defensive buffs in addition to Warp2.
Your first instant-KO black magic Spells appear at this level, but they aren't terribly exciting. Bolt3 is a must buy, especially for the Sunken Shrine later. Reaper will KO one foe, but is not terribly accurate and many powerful enemies resist Death. Quake is a more accurate Spell that has a chance of KOing every foe, but many enemies (including all flying enemies) resist Earth magic as well. Stun is a strange Spell that always hits an enemy with less than 300 hp (and always misses otherwise, or if they resist Status magic). Its uses are questionable, but it might still be worth picking up if you don't want to double up on KO Spells for your Black Mage. Red Wizards are limited to only Bolt3 at this level.
The best Weapon for sale here is the same Mythril Sword that was first seen in Elfheim, and you should definitely upgrade now if you haven't already. The Mythril Axe is a viable alternative for a Warrior of at least level 16, though you will find a free one in Mt. Gulg. You will not likely meed a Mythril Hammer or Knife, since they can be found in earlier dungeons and Treasure rooms.
The Armor selection is slightly more interesting, especially if you have multiple Warriors. The Buckler is the first shield that your Thief and Red Mage can use, giving them a nice little boost to Defense, although at a price. Mythril Gloves are a good upgrade for your Warrior, though you will find a pair in the next dungeon. Everything else is good, but you should have found them already and probably won't need to buy more.
Your Black and White Mages can start using these new Spells once they reach level 16. Red Mages get a sixth-level Spell slot at level 20, but cannot actually learn any Spells until they become Red Wizards. Warp2 is of particular note, as it is a vital Spell but cannot be learned by any Class until the upgrade, at which point White and Red Wizards can (and should) learn it. The rest of the available white magic is all solid, but consider passing on Invis2, since when you get the White Robe later, you will be able to cast it for free. If you're willing to spend a lot of money, you may want to buy Invis2 now and replace it at that point. Red Wizards cannot cast Stona, but only get one Black Magic Spell at this level, so they can invest in one of the party defensive buffs in addition to Warp2.
Your first instant-KO black magic Spells appear at this level, but they aren't terribly exciting. Bolt3 is a must buy, especially for the Sunken Shrine later. Reaper will KO one foe, but is not terribly accurate and many powerful enemies resist Death. Quake is a more accurate Spell that has a chance of KOing every foe, but many enemies (including all flying enemies) resist Earth magic as well. Stun is a strange Spell that always hits an enemy with less than 300 hp (and always misses otherwise, or if they resist Status magic). Its uses are questionable, but it might still be worth picking up if you don't want to double up on KO Spells for your Black Mage. Red Wizards are limited to only Bolt3 at this level.