Related
Page
2
The mechanics and bugs of FFII are laid bare.
The Dreadnought
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3
The Dreadnought
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4
The Dreadnought
Page
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.
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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2
Fantastic treasures and a final confrontation with the Emperor await in Pandaemonium.
Type
Black Magic
LV
5
Effect
Transports the party to the previous floor of a dungeon
Sold In
Melmond (8,000 G)
The party appears on the previously visited floor next to the staircase leading to the floor they warped from. Repeated WARP Spells will each lead to the floor previously visited. If the party has not visited any other floors in a dungeon, they appear on the World Map immediately outside the dungeon.
WARP is an interesting Spell that is unfortunately somewhat obsolete by the time you can learn it. At that point your Wh.Wiz or RedWiz can just as easily learn EXIT, which is just better. Unlike some later games in the series, there aren't many tricks you can pull with WARP's single-floor teleportation. The main use of this Spell is to escape the Temple of Fiends Past if your EXIT caster happens to die.
WARP is an interesting Spell that is unfortunately somewhat obsolete by the time you can learn it. At that point your Wh.Wiz or RedWiz can just as easily learn EXIT, which is just better. Unlike some later games in the series, there aren't many tricks you can pull with WARP's single-floor teleportation. The main use of this Spell is to escape the Temple of Fiends Past if your EXIT caster happens to die.
Type
Black Magic
Level
5
Effect
Warps the party to the previous floor.
Target
Price
8,000 gil
Sold In
Melmond
The party appears on the previously visited floor next to the staircase leading to the floor they warped from. Repeated Warp1 Spells will each lead to the floor previously visited. If the party has not visited any other floors in a dungeon, they appear on the World Map immediately outside the dungeon.
Warp1 is an interesting Spell that is unfortunately somewhat obsolete by the time you can learn it. At that point your White or Red Wizard can just as easily learn Warp2, which is just better. Unlike some later games in the series, there aren't many tricks you can pull with Warp1's single-floor teleportation. The main use of this Spell is to escape the Temple of Chaos Past if your Warp2 caster happens to die.
Warp1 is an interesting Spell that is unfortunately somewhat obsolete by the time you can learn it. At that point your White or Red Wizard can just as easily learn Warp2, which is just better. Unlike some later games in the series, there aren't many tricks you can pull with Warp1's single-floor teleportation. The main use of this Spell is to escape the Temple of Chaos Past if your Warp2 caster happens to die.