Related
Class Change (Optional)
Page
2
Travel to the Castle of Ordeal to undertake BAHAMUT's Test of Courage.
The CROWN and the Mystic KEY
Page
6
With the mystic KEY in hand, unlock the various Treasure rooms you've seen. Bring the TNT you find to the Dwarf Cave to open a canal to the outer world.
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 SHIP
Page
3
The SHIP gives you access to several new areas, but presents its own dangers.
Average Encounter
223 Exp., 173 gil
Area
World Map
Other Maps
Cornelia Area, North of Cornelia, Near Temple of Chaos, Pravoca Area, Southwest of Pravoca, Elfheim Area, Near Marsh Cave, Melmond Area, Crescent Lake Area, Rivers, Gaia Area, Dragon's Islands, East of Citadel of Trials, Near Citadel of Trials, Near Desert Caravan, Lufenia Area, Tower of Mirage Area
Monsters Encountered
Goggler, Privateer, Sahagin, Sahagin Chief, Shark
There are no ports in the northern continent, so you can't dock your ship anywhere without a Canoe. Even with the Canoe, which allows you to dock in river mouths, the only place to dock is a shortcut to the Citadel of Trials. Usually you will no longer use your ship once you obtain the airship.
The entire Ocean has only one set of encounters, which makes sailing rather boring after you gain a few levels. With the exception of the Privateers, everything here is weak to Lightning and resists Fire, so Bolt1 and Bolt2 are your Spells of choice on the high seas. All the Aquatic creatures also have very high Evasion scores, higher than anything you've come across before, so Spells (including Focus1 and Fog) can be quite useful here. Since you're usually sailing to a town with an inn, it's generally safe to use your Spells freely on the ship.
Particularly noteworthy is the Goggler, which is the only enemy in the game that will never attack. Instead it will use its Gaze Special Attack to try to Paralyze one character each turn. These enemies can be annoying, but they only have 10 HP and 0 Defense, so one hit from anyone is enough to finish them off. Of course, hitting them isn't that easy with their 84 Evasion. Sharks are also a significant threat with high Evasion, though they have 120 HP and can take a few hits even with a lack of Defense.
Privateers are the one ocean creature that acts like a land fight. They are pretty typical opponents, except that they drop a lot of gil, which can be quite helpful early in the game.
The entire Ocean has only one set of encounters, which makes sailing rather boring after you gain a few levels. With the exception of the Privateers, everything here is weak to Lightning and resists Fire, so Bolt1 and Bolt2 are your Spells of choice on the high seas. All the Aquatic creatures also have very high Evasion scores, higher than anything you've come across before, so Spells (including Focus1 and Fog) can be quite useful here. Since you're usually sailing to a town with an inn, it's generally safe to use your Spells freely on the ship.
Particularly noteworthy is the Goggler, which is the only enemy in the game that will never attack. Instead it will use its Gaze Special Attack to try to Paralyze one character each turn. These enemies can be annoying, but they only have 10 HP and 0 Defense, so one hit from anyone is enough to finish them off. Of course, hitting them isn't that easy with their 84 Evasion. Sharks are also a significant threat with high Evasion, though they have 120 HP and can take a few hits even with a lack of Defense.
Privateers are the one ocean creature that acts like a land fight. They are pretty typical opponents, except that they drop a lot of gil, which can be quite helpful early in the game.
As in Final Fantasy, you will eventually get a ship, but there are plenty of Monsters to fight on the high seas. Before actually getting your ship, you'll have to take on eight Pirates. As in the previous game, these guys are kind of a joke. One well-leveled Spell can take them out, and they are no threat in any case.
However, this time around you get your ship quite a bit later in the game, so the Ocean Monsters are a bit tougher. Of course, they're no big deal compared to the ones you fought in the Dreadnought. The ocean fights are the first time in the game the Thunder Spell really becomes important. Leila joins when you get your ship, and her Thunder 2 Spell is enough to take out many of the fish-type creatures when single targeted.
However, this time around you get your ship quite a bit later in the game, so the Ocean Monsters are a bit tougher. Of course, they're no big deal compared to the ones you fought in the Dreadnought. The ocean fights are the first time in the game the Thunder Spell really becomes important. Leila joins when you get your ship, and her Thunder 2 Spell is enough to take out many of the fish-type creatures when single targeted.