Infiltrating Fynn

Traveling to Fynn

Fynn and Castle Fynn are located just north of Gatrea, but a lake separates the two. You don't have any means to cross the lake yet, so you'll need to go around it by heading northwest, and then back east. While this trip is short and simple, this is the first place in FFII where players often have a rude awakening. This is because of the odd nature of the World Map.

Unlike in almost any other JRPG of the time, most of the World Map is technically accessible to you right from the start of the game. There are a few islands you can't yet reach, but every town is on the same landmass and you can walk right to them. What's stopping you from doing so isn't a series of arbitrary roadblocks, but a variety of incredibly nasty enemies. As long as you stick to the intended path, you'll be OK for the most part, but the trip to Fynn is dangerous if you stray even a few tiles from the beaten path. Whatever you do, do not go further north or west than you have to! Hug the edge of the lake as you make your way towards Fynn.

Fynn

You cannot enter Castle Fynn at this point in the game, but you can enter your Characters' hometown of Fynn whenever you like. You'll find an extremely hostile environment within, however. There are random encounters in town similar to those you've seen on the world map. The only new enemy present is the Sprinter, the first enemy you'll see that's likely to survive more than a single hit. The real danger are the Captains wandering the town and blocking off various buildings. If you speak to one, you'll enter combat with them. They are powerful foes that you won't have a chance against for some time, so avoid this at all costs.

Even the shops you can access are unoccupied, so you'll want to stick to your mission here. There is a pub on the outskirts of town, and that is your destination. To find it, travel to the northwest part of town, where you will find a gap in the town border. Follow the walls east, then south to the pub. Don't speak to the imperial soldiers inside the pub, as they will attack just like the ones outside. If you use [Wild Rose] Keyword, the barkeep will tell you about a secret passage in the northeast corner of the room. Enter and you will find Scott, a rebel ally who was injured and lay dying. Say [Wild Rose] and he will give you his Ring and make a dying request. There are three Potions you can freely take in Scott's room.

Return to Altair

With the Ring in hand, return to Altair and report to Hilda. Though Scott didn't mention it (an NPC in Gatrea does), the Ring has the power to call up the world map by pressing B and Select. The display is a pseudo-globe that can be scrolled quite slowly, though this map is useful for finding exactly where towns and other landmarks in the local area are.

When you show her the Ring, Hilda agrees to let the party help the rebellion more directly. She teaches you the [Mythril] keyword and bids you find Josef in Salamand. Minwu joins you for the journey, providing you with a Canoe that lets you traverse rivers and lakes. Unlike in FFI, you will not be attacked while on the Canoe, so sticking to rivers as you travel can save you time and effort.

Minwu is a powerful ally with a ton of HP and MP and a wide variety of mid-level white magic. You should still make it a point to level up your own Cure Spell, but Minwu's abilities will be of great use in the upcoming areas. He's not a permanent addition to the party, so don't invest in teaching him new Spells or anything, but take advantage of his presence while he's around.

Now that you have a bit more money, you may want to buy some black magic. The basic elemental Spells for sale in Altair are not sold elsewhere, though you'll find a Fire Tome in the near future. Your first purchase should therefore be Blizzard, which is more useful than Thunder for some time. Don't hesitate to teach your black mage all three when you can afford it, though.