Final Fantasy
Final Fantasy VIII
Final Fantasy (NES)
Final Fantasy (PlayStation)
Final Fantasy II (Famicom)
Final Fantasy III (Famicom)
Final Fantasy IV (PlayStation)
Final Fantasy VI (SNES)
Final Fantasy XIII
Final Fantasy XIII-2
Final Fantasy All The Bravest
Theatrhythm Final Fantasy
Ultima
Ultima (Apple II)
Ultima I: The First Age of Darkness (PC)
Ultima II: Revenge of the Enchantress
Ultima III: Exodus
Dragon Quest
Dragon Warrior (NES)
More Guides
Chrono Trigger
Golvellius
Mass Effect 2
Castlevania: Symphony of the Night
Other
Choose Translations
Compare Cards
Leave Feedback
Site Settings
Walkthrough
Game Systems
Items
Weapons
Items
Shops
Cards
Refine Formulas
Battle
Monsters
Encounters
Status Effects
Elements
Characters
Characters
Limit Breaks
Spells
Guardian Forces
Abilities
Junction Workshop
World
Locations
Items of Interest
SeeD Ranks
SeeD Tests
Gamer Corner Guides
Log In
or
Create an Account
Fire Cavern
Compare Fire Cavern to other Locations
Encounters: In
Fire Cavern
– 1 shown
The specific area within this location where this encounter takes place
Area
The monsters that may be encountered in this area during random battles
Encounters
-
Bomb
Bomb
×2
Bomb
×2,
Red Bat
×2
Buel
Red Bat
×2
Red Bat
×2,
Bomb
,
Buel
Items of Interest: In
Fire Cavern
– 4 shown
What this point of interest is
Found
The specific area within this location where this point of interest is located
Area
Details on where this point of interest specifically can be found
Details
Fire
draw point
-
Right path from intersection
Battle:
Ifrit
-
End of path
Ifrit
GF
-
Defeat Ifrit
Ifrit
-
Defeat Ifrit
Guardian Forces: Found in
Fire Cavern
– 1 shown
Drawn GFs
must be acquired from certain bosses using the Draw ability
Name
The name of the Guardian Force's combat skill, used with the GF command
Skill
The element of the Guardian Force's combat skill, if any, used with the GF command; the damage dealt by the skill is affected by the target's vulnerability to that element (damaging skills with no element are non-elemental and always deal normal damage)
Element
The status effect created by the Guardian Force's combat skill; hover over a "Multiple" status row to see the specific status list
Status
The unique abilities that this Guardian Force is able to learn; these abilities cannot be learned by other Guardian Forces or through items
Unique Abilities
Ifrit
Hell Fire
Fire
-
F Mag-RF
,
Ammo-RF
Monsters: Encountered in
Fire Cavern
– 4 shown
Special monsters
are particularly powerful or otherwise noteworthy;
bosses
are only encountered in special plot encounters;
super bosses
are optional special battles of extreme difficulty; the
final bosses
must be defeated to complete the game
Name
The amount of experience yielded by defeating this monster, expressed as a base amount plus a modifier based on the monster's relative level; experience is split evenly among all surviving party members, and a separate split of the total is made for all equipped Guardian Forces; if the party runs from a battle, they still earn experience proportional to how much damage they dealt to the enemies; the character who registers the final blow on an enemy receives a bonus to experience
Exp
The amount of ability points yielded by defeating this monster; ability points beyond those needed to learn a GF's next ability are not carried over
AP
Whether this monster is flying and/or undead; flying monsters are immune to earth damage; undead monsters are damaged by curing spells and healed by drain effects (the caster is harmed instead)
Type
The range of levels which this monster may appear at; the monster's level is determined by the average level of the members of your party, within this range
Level
The range of hit points which this monster may have; the exact number is based on the monster's level
HP
The range of strength which this monster may have; the exact number is based on the monster's level; numbers shown in
green
indicate that this monster's strength is significantly above average, while numbers shown in
red
are significantly below average
Str
The range of vitality which this monster may have; the exact number is based on the monster's level; numbers shown in
green
indicate that this monster's vitality is significantly above average, while numbers shown in
red
are significantly below average
Vit
The range of magic which this monster may have; the exact number is based on the monster's level; numbers shown in
green
indicate that this monster's magic is significantly above average, while numbers shown in
red
are significantly below average
Mag
The range of spirit which this monster may have; the exact number is based on the monster's level; numbers shown in
green
indicate that this monster's spirit is significantly above average, while numbers shown in
red
are significantly below average
Spr
The range of speed which this monster may have; the exact number is based on the monster's level; numbers shown in
green
indicate that this monster's speed is significantly above average, while numbers shown in
red
are significantly below average
Spd
The range of evade which this monster may have; the exact number is based on the monster's level; numbers shown in
green
indicate that this monster's evade is significantly above average, while numbers shown in
red
are significantly below average
Eva
The elements that this monster takes extra damage from
Elemental Weakness
Ifrit
-
20
-
6
1,068
37
44
9
183
3
0
%
Ice
Bomb
30+5
1
Flying
1–100
288–5,080
2
–91
2
–57
1
–132
4
–105
2
–15
0
–5%
Ice
,
Wind
Buel
5+1
1
Flying
1–100
43–1,840
1
–
43
1
–
7
3–
227
200
–
212
10
–17
0
–
4
%
Wind
,
Holy
Red Bat
8+3
1
Flying
1–100
23–1,820
1
–
51
2
–56
1
–
40
4
–
24
6–19
10
–
27
%
Wind
Spells: Found in draw points in
Fire Cavern
– 1 shown
Mid-level spells
can only be drawn from normal enemies of level 20 and above;
high-tier spells
can only be drawn from normal enemies of level 30 and above;
ultimate spells
can only be drawn from draw points and bosses
Name
Whether this is an Attack, Healing, or Indirect spell
Type
The element of the spell; the damage dealt by the spell is affected by the target's vulnerability to that element (damage spells with no element are non-elemental and always deal normal damage)
Element
The status effect inflicted or removed by this spell; hover over a "Multiple" status row to see the specific status list
Status
The relative damaging or curing power of this spell
Power
The number of hit points gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in
green
indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in
red
are among the worst
HP
The amount of strength gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in
green
indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in
red
are among the worst
Str
The amount of vitality gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in
green
indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in
red
are among the worst
Vit
The amount of magic gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in
green
indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in
red
are among the worst
Mag
The amount of spirit gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in
green
indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in
red
are among the worst
Spr
The amount of speed gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in
green
indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in
red
are among the worst
Spd
The amount of evade gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in
green
indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in
red
are among the worst
Eva
The amount of hit gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in
green
indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in
red
are among the worst
Hit
The amount of luck gained by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); numbers shown in
green
indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in
red
are among the worst
Luck
The percentage of status attack gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple status row to see the specific status list
Status Attack
The percentage of status defense gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple status row to see the specific status list
Status Defense
The percentage of elemental attack gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple element row to see the specific element list
Elemental Attack
The percentage of elemental defense gained by by junctioning 100 of this spell (junctioning less of this spell will result in a proportionately smaller bonus); hover over a multiple element row to see the specific element list
Elemental Defense
A modifier to the difficulty of drawing this spell; spells with a higher draw difficulty will generally yield less stock per draw, and are more likely to have a draw fail altogether
Draw Difficulty
Fire
Attack
Fire
-
18
100
10
4
10
4
8
2%
10%
8
-
-
Fire
50%
-
+0
Cards: Found in
Fire Cavern
– 1 shown
Boss cards
are found rarely when using Card on normal monsters;
GF cards
are unique and only found in certain ways;
player cards
are unique and exceptionally powerful
Name
The level of this card
LV
The type of this card
Type
The value of the top of this card
T
The value of the left side of this card
L
The value of the right side of this card
R
The value of the bottom of this card
B
The element of this card; when the Elemental rule is in play, placing a card on a space with its elemental property will increase all numeric values on the card by 1, while placing a card on the wrong element decreases these values by 1
Element
The number of this card that is used when refining it with Card Mod
Mod
The number of this item is created when refining this card with Card Mod
×
The item that is created when refining this card with Card Mod
Yield
The monsters who, when defeated with the Card ability, may yield this card; this does not include monsters that drop a card when defeated normally or for plot reasons;
boss cards
are only found as rare Card rewards
Monsters
Ifrit
8
GF
9
8
6
2
Fire
×1
3×
Elem Atk
-
Balamb Garden
Balamb