Related
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1
Master FFII's leveling system to create a party that can overcome any challenge with ease.
The Dragoons of Deist
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2
The party may explore the Tropical Island where they find the mysterious Black Mask.
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2
The mechanics and bugs of FFII are laid bare.
Mythril
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3
The party frees the prisoners held at Semitt Falls and recovers the Mythril.
The Dreadnought
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3
The Dreadnought
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4
The Dreadnought
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5
Sunfire in hand, the party travels to the docked Dreadnought to save their friends and destroy the ship.
The Dragoons of Deist
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4
Fulfilling a dying wish, the party brings the Wyvern Egg deep into the Deist Cavern.
Princess Hilda
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2
The party travels to the Coliseum in the shadow of Castle Palamecia to rescue the real Princess Hilda.
Princess Hilda
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3
It is finally time to drive the Empire out of Castle Fynn.
The Ultima Tome
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1
The White Mask is located in the Castle Fynn Basement, but the trouble is finding the path to get there.
The Ultima Tome
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3
With the Black Mask from the Tropical Island in hand, the party can delve into the Mysidian Cave to find the Crystal Rod.
The Ultima Tome
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5
The party fights their way through gigantic guardians to find the Ultima Tome atop the Mysidian Tower.
The Emperor
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4
Conquer the guardians of Castle Palamecia and defeat the Dark Knight, new ruler of the Empire.
The Final Battle
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1
The party travels through a mysterious opening in the ground through the Jade Passage.
The Final Battle
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2
Fantastic treasures and a final confrontation with the Emperor await in Pandaemonium.
Type
White Magic
LV
6
Effect
Transports the party out of a dungeon
Sold In
Crescent Lake (20,000 G)
The party appears on the World Map immediately outside the dungeon.
EXIT is one of the most important Spells in the game, behind the LIFE Spells. It will transport you immediately out of any dungeon, without exception. Because the Wh.Wizzes and RedWizzes who can cast EXIT are also likely to be your only party members able to cast LIFE, it is usually important to keep them alive at all times. EXIT is strange in that no one can cast it when you first find it in town, as you will need to undergo the Class Change before learning it. Make sure you do so as soon as you can.
EXIT is one of the most important Spells in the game, behind the LIFE Spells. It will transport you immediately out of any dungeon, without exception. Because the Wh.Wizzes and RedWizzes who can cast EXIT are also likely to be your only party members able to cast LIFE, it is usually important to keep them alive at all times. EXIT is strange in that no one can cast it when you first find it in town, as you will need to undergo the Class Change before learning it. Make sure you do so as soon as you can.
Type
White Magic
Level
6
Effect
Warps party out of dungeons.
Target
Price
20,000 gil
Sold In
Crescent Lake
The party appears on the World Map immediately outside the dungeon.
Warp2 is one of the most important Spells in the game, behind the Life Spells. It will transport you immediately out of any dungeon, without exception. Because the White and Red Wizards who can cast Warp2 are also likely to be your only party members able to cast Life, it is usually important to keep them alive at all times. Warp2 is strange in that no one can cast it when you first find it in town, as you will need to undergo the Class upgrade before learning it. Make sure you do so as soon as you can.
Warp2 is one of the most important Spells in the game, behind the Life Spells. It will transport you immediately out of any dungeon, without exception. Because the White and Red Wizards who can cast Warp2 are also likely to be your only party members able to cast Life, it is usually important to keep them alive at all times. Warp2 is strange in that no one can cast it when you first find it in town, as you will need to undergo the Class upgrade before learning it. Make sure you do so as soon as you can.