Final Fantasy I - Passage. Passage of Final Fantasy I Final Fantasy 1

There is a legend about a small Japanese studio of game developers called "Square". It was founded in 1986, and things in it, frankly, did not go. So much that is already a year after the foundation and several failed projects for Famicom, the plans for the closure of the studio are in the air, as necessary. Even the ideological head of Square, Hironobu Sakaguchi (who quit the development of the Games of the Institute!), Lowered his hands, and when he was instructed to work on, probably the last game of the studio. He symbolicly called her "Final Fantasy" - the last attempt to Square to show the world, which they cost.

Six months of development, a deliberately failure project, over which only a few people worked (including Yoshitaka Amano, the delightful designs of which became the face of the series), flew from the shelves faster than hot pies, and the total circulation amounted to about 900,000 copies sold. Of course, on the wave of the budgets received, the depressive attitude of the team as a hand removed, and they immediately began to create sequels, conclusion of contracts and conquest gaming Mira First of Japan, and then the US and Europe. As it is not ironic, the "last" studio project, years later, grew into one of the greatest game Series In history, which today does not know today, maybe a couple of Tibetan monks.

Final Fantasy I.

When Final Fantasy was still at the planning stage, in the Japanese game market for Famicom reign "Dragon Quest", although not the first in fact, but the first in the history of importance, role-playing video game. Dragon Quest narrated the adventures of the nameless hero, who had to fight the dragon named Dragonlord, but the interest of the public (1.5 million copies sold!) She won by no means a plot. It was the first in JRPG history, literally caring on the stone canons of the genre and such unchanged attributes, like a character pumping, step-by-step fight and an open world. It was Dragon Quest that became the ideological basis for Final Fantasy (soon these series will become competitors, and even later Square will merge with ENIX, developers Dragon Quest, and the series will go different ways).

The history of his debut Final Fantasy, published in December 1987 on Famicom, was built around four crystals that manage the equilibrium elements in the game universe (which is funny, the world did not have a name, because the developers did not plan to develop the universe). One day something evil happened, the crystals began to go out one after another, and the world was faded together with them: the lands stopped fruit, hurricanes were raised in the seas, and more divergent evil spirits appeared behind the walls of the cities. No one could fix it, but it was an ancient prophecy that when the world would happen to the world, four warriors of the world will come and the further fate of the world depends on them. And here they came, each by crystal, and they were not some kind of god-like creatures, but by the most ordinary people, each with their peculiarities, character and skills. About how together they will restore the strength of crystals, in fact, and tells Final Fantasy I.

The game gave gamers what was so lacked the emerging game industry - a huge world, a beautiful story and complete freedom of action. At the disposal of the players there were three continents with many locations and plot quests, and for traveling Four of the heroes soon disposable to themselves a personal ship and airship.

Four of the heroes is another series attribute that has become one of the attributes of the whole JRPG genre. The player could form a team himself, and the choice was offered:

  • White Mag - Prefers the White School spells of magic and performs the role of Lekary in the team (although, can use some types of weapons). Almost all games of the white magician series games.
  • The black magician is casting black, combat magic spells, but has a weak potential of the healer and weak in battle with physical weapons.
  • Red magician is a universal fighter, which knows the foundations of black and white magic, and is not bad flying with all kinds of weapons and armor. In some way, it is a "wizard", because it is not the best in battle, in any of the types of magic, he cannot.
  • Warrior - with a sword in one hand, a shield in another and light in the heart, he will cope with any of them. As you already understood - no magic, only physical damage.
  • Monk - does not recognize the weapons completely and relies only on their fists and some combat spells.
  • The thief is fast and clever, can study several combat spells, can wear, but does not like heavy armor and weapons, except easy and lightning. Allows the team to run from the battlefield, when it is wiser to move away, and even can rob the opponent right on the battlefield.

The professional skills of individual classes are growing with an increase in experience, and in cities you can always find the arsenal of weapons for every taste, buy anticianships and potions that boost HP or MP or study a couple of new spells for your magician. Over time, your team was asked to undergo a test of its class and rise to the level above: the warrior became a knight, magicians - wizards, thief - Ninja, a monk - master. After that, access to the spells of the new level (only 8 levels) and the characteristics have improved weight gained.

This is the balance of "sword and magic" became canonical for the genre of JRPG, but about the legendary "warrior, cleric, magician and thief" roleviks even frank songs. Although the choice of certain classes does not affect anything in the first parts, both the team depend on how the team will keep themselves in battle, and change it, after choice, it is impossible.

By the way about the fights. Do you know that fights in JRPG are slightly "especially"? No dynamics, only tactics and wise thinking of each step. When your turn comes, each hero is given in action - attack, use spell or subject from a general inventory (koi to 99 things of each type on the entire command; In addition to the weapon - it is impossible to change it in battle, just choose what to attack from four equipped), escape etc. Then the round attacks of your opponents and in a new one. It must be said that the schools of magic included a huge number of spells of all varieties, and heterogeneous potions and objects, not to mention the weapons - darkness, so that the success of the battle depended purely from the player, and the potential for tactics in such a system was huge.

The character has four slots for the equipment of weapons, and the same for the armor. As armor (armor, gloves, helmet and shield) and weapons (sword, dagger, hammer, an ax, a staff or nunchaki) could have a magical effect - therapeutic (for a player) or combat, which was imposed on the attacked. Any weapon had its own characteristics - the strength of the attack, accuracy (with a low indicator, the hero often missed) and the critical damage.

One of the main chips "Finalok" is a monstrous accident of what is happening. First, random battles (Random Encounter), who have become something daietic today. Here was a player in the world, and Batz - fight. Fought, goes on - battle. Life sweeping, he is trying to walk to the city - a random fight right at the gate! Outdoor enemies, in the first parts of Final Fantasy, it is impossible for meetings only from the random number generator, and the prerequisites of such a system went roots in the desktop Dungeons & Dragons, where the fights depended on the cube throw.

Secondly, Final Fantasy does not have light fighting, and the survival of the hero often depends only on the correct actions in battle, and the team of opponents is gaining accidental. If your hero suddenly poisoned and the antidote is not - weave the grave or hope that in the nearest chest there will be a need for you (for part of the contents of the chests in Final Fantasy, everything is too chaotic, but it is precisely this diversity, in turn, makes it interesting). However, the hero did not die forever - the white magician could return him to life, if he knew the desired spell, and if she would like with three heroes to the city - there they will be happy to be in feeling for a couple of ring coins.

Separately, it is worth talking about the local world and the storyline. Although the world of the first part was small (compared to subsequent), it was one of the largest gaming universes of that time. The nameless fantasy-engineering world of the first final, besides people, was inhabited by dark and bright elves, mermaids and even robots, as well as more or less friendly and civilized dragons. In addition to the cities in which the four could relax, sell trophies, replenish the inventory and just chat with local, on the map there were dozens of abandoned locks and dungeons with long forgotten treasures or ordinary junk. And this is not some kind of "Skyrim" - entering the next cave in full outfit, the heroes could easily return to the incomplete composition and with one bottle of health potions at all (or not to return at all), even if they grew into several levels and with linking Wallets, so I had to think about the feasibility of each step.

It was this challenge, the spirit of adventure, beautiful history and an unthinkable on-scale gaming world so lacked gamers of that time, so the success of Final Fantasy was guaranteed. The focus on the art component was also very strong - in the team of the developers there was only one programmer, the soundtrack initially and almost for the entire series wrote an interesting game composer Nobuo Wamatsu, the brilliant artist Yositak Amano answered the design (he was partially wrote the script and character characters, together With the author of Cendi Theraday), and for the general concept and the idea was answered already mentioned by Hironob Sakaguchi.

Later, the game was ported to everything that you can imagine: first the game came out on MSX2 computers, and later remtells were made for PlayStation and Gameboy Advance. On the portable console from Nintendo was released "Final Fantasy: Dawn of Souls" with the first and second parts and some additions. If you decide to play first parts now, it is better to start with it, and not from the original version for the NES, because it looks much brighter and more beautiful, and many mistakes have been fixed in it, although gameplay and scene part There were not touched.

Meanwhile, the Square's noticeably revived office began at Final Fantasy II.

Final Fantasy II.

After many years of peace in a terrible, the Kingdom of Finn was plunged into the bloody war. Mateeus, the emperor of the Palameni, called from Hell demonic forces to his service, to capture the neighboring kingdoms and the establishment of domination over the whole world. In one of the local battles with dark horsemen, the parents of the main characters and friends of childhood are dying - young Firion, Mary, Leon and Guy, and the heroes themselves who joined the unequal rider fights, get serious injuries (they were not killed, but left to die). Slightly later they come to themselves in the small town of Altair, in the residence of their found them and cured princess Hilda and, part-time, headquarters of the rebels. In an effort to revenge for the death of parents, thank for salvation and protect the world from the dictatorship of the emperor, the heroes are adjacent to the rebels and help them in the overthrow of the impostor.

Final Fantasy II came out a year after the first part, in December 1988, and was a serious step forward, both from the first part and from Dragon Quest, in the copy-paste from which Square was accused many critics. Trying to make something in a series, the developers completely moved away from the history and universe of the first part (this was the rule of the series - almost every new part of the Final Fantasy is not plotically connected with the previous one), deciding to create a deeper story and change the battle and character system. Then, however, the series returned to the class system, so Final Fantasy II is considered one of the most "specific" series games.

Permanent main characters are now just three, their features, history and combat skills are spelled out initially, and change nothing, in addition to the name, it is impossible. But you can develop them as you please.

  • Firion - the team leader and the consolidated brother of Mary with Leon, according to the characteristics more like a red mage and can develop both in magic and in battle.
  • Maria - originally possesses increased intellect and manana reserve, so it is a mixture of white / black mage and a team of team.
  • Guy - friend of childhood Firion, according to the characteristics he is a purebred warrior who knows how to talk with animals.

The fourth player often comes to the team - a plot assistant, for example, Shakhtar, helping the heroes to get myfril for the forging of myfrial armor, or Leila - Pirate, who has tried to rob our batch, but joined the heroes after failure. The story is long, confusing and unusually cruel, and minor characters Heroes will meet a lot.

The combat system, in general, has not changed - random contractions, inventory, four hero, step-by-step fight, but there is a couple of innovations. First, it is completely removed by the system levels, instead of it is a tricky system of increasing characteristics and skills of possession of weapons or magic, depending on their use. For example, if the Firion passed most of the game with swords and took the main damage, then in addition to the power, after each fight, the skill of possession of swords and HP is growing, since the hero often gets damage. If Maria uses magic, intelligence and MP grows.

Secondly, the player can put two heroes for two others right during the battle - so they get less damage. A weak plot character or magician Maria - here they are for strong Firion and Gear the very place. This feature, later, moved to all parts of the series.

The arsenal of climbs, potions and weapons increased times in two - shields have become a weapon, daggers, secrets, bows and rods appeared. But the team's inventory decreased, and now the objects of the same type did not develop in one slot (for example, two potions of Mana occupied two slots, whereas they used to have been in one), so that the complexity of Final Fantasy II exceeds the first part. But it was possible to persist not only in separate places, but at any point in the world, in addition to battle. Few people know that the structure of cartridges was modified to save the game, and even the battery is added. Copying such a cartridge was complicated, so perhaps, therefore, the Final Fantasy series passed by Pirate Russia.

With Final Fantasy II, the foundation of the entire series began to form. After the first part, where the world and heroes were nameless, the whole drama unfolded in the second, the fantasy-technical world characteristic of the series appeared with his mythological beings, humor, racers and rules (although the world of the game changed with every part, so you can start with any Games without worrying about chronology and plot holes). It was in Final Fantasy II for the first time a SID-mechanic engineer and amateur amateur appeared, in different incarnations and roles appearing in each next "final" (in the remteration for Gameboy Advance, the legend of Side was placed in the first part). The developers themselves call it "magician iodine, guiding heroes on the True path." And how do not mention Chokobo, smart and friendly bird, externally resembling a mix of ostrich and chicken. Later, the chocobo became a symbol of the series, and in the games were used as transport.

Unlike the first part sold in North America under a contract with Nintendo of America, the second part did not leave the limits of Japan until 2002, where the Final Fantasy Origins was built for PlayStation. Despite the fact that the localization was launched, this process was very difficult, Nintendo censors were a ratio of Roskomnadzor, and their demands were brought to cruelty, religion (in the game of cruelty and religion! In the first part, even the crosses of churches were replaced by the church, making the church. Just with clinics), racism and all that, in conditions of lack of time and other studios problems, hardly selected from the abyss of bankruptcy. As a result, the game called Final Fantasy II was seen in the mid-1990s, and in fact it was the original Final Fantasy IV.

In the assembly of Dawn of Souls for Gameboy Advance, an additional storyline appeared, which opened after passing the main - "Soul of Rebirth" (Renaissance), in which the characters killed in the plot fought with the emperor in the afterlime world.

Final Fantasy III

The third part of the series was published in April 1990, and although she was a clearly not bad game that absorbed all the best from his predecessors - Final Fantasy III is considered the most "forgotten", from the first six parts (from the seventh part and the transition to PlayStation, the series has entered In a completely new era). Circumstances were not quite successful: as the first two parts, Final Fantasy III came out on Famicom, then 16-bit SNES has already appeared after six months. Fans, of course, they swept the third part from the shelves - total sales amounted to 1.4 million copies, but many missed it because of the obsolete console, and the localization and release in the United States were not discussed at all. Even a remake, unlike the first two, she got only in 2006 on Nintendo DS. But let's not talk about sad!

The plot of the third part is built around the confrontation of light and darkness, but not quite in the physical sense. Only in the legends there were memories of an ancient developed civilization, once convicted of such unshakable and fundamental forces as crystals of light, managing earthly elements. Trying to understand them and use for your own purposes, people broke the balance of good and evil and cruelly paid for it. The strength of the crystals of darkness absorbed the world, and the cataclysms turned the great civilization in the ruins. Only a lonely soaring continent became the only reminder of the mistakes perfect and the refuge for people, and the new prophecy read "when the trouble happens to the world and the balance will again be disturbed - the crystals of the world will give four warriors in order to return the balance."

One day near the village of Ur, that on the soaring continent, an earthquake happened, which opened the passage to the mountain cave. Of course, the unknown location does not go without the attention of local - four curious kids who are left without parents and the local old-timers are tapped. Four of friends penetrates the cave and finds a wind crystal there, which gives them a part of their strength, and at the same time, to balance the darkness and light by any means, otherwise the evil will soon become stronger and will absorb the whole world. Adventures, complete fatal hazards and moral diles, will now find young heroes themselves.

The tie and plot turns slightly differ in versions for DS and mobile platforms, After all, the original focused on the cartridge of the volume of only 2 MB, which was without that was clogged. To fit into the game I wanted more and more, and not all the ideas were implemented by developers in the original, and many more stories are revealed only in manga and remakes. So, for example, in the version for DS, the Light Crystal found only one hero, and only then friends joined him. The names of the heroes were revealed in a small official manga "Yuukyuu No Kaze Densetsu: Final Fantasy III Yori (Final Fantasy III: Legend of Eternal Wind)." In Final Fantasy III For Famicom, the heroes are nameless and, in general, impersonal, in the manga their name is Muchi, Dag, J. Bowie and Melphic (the only girl in the group), and in the manual for DS - Lunet (the main character), his friend Ark Grown by Kuznets Refia (escaped from the house of the father and trying to catch the Side's ship, where he met the arch with Lunetic) and Knight Ingus. Vision of heroes by developers also differed. In the early designs of the heroes - the warmth of the warriors, and in the drawings of Akihiko Yoshida, a designer version for DS - children who fell into a fairy tale.

An important innovation of the third part was the system of professions that came to change classes. Yes, at the beginning of the game you could not choose the hero, as in the first part, but he was not chosen for you as in the second. All heroes start "freelancers" (universals - a little treated, know a couple of combat spells), but finding the crystals of the world they can choose one of the 23 professions for each (you can even identical for everyone), combat and magical in half. Each profession gives its abilities (some even allow us to callnowledge creatures into battle), and given the number of professions and characters - this is about 280 thousand (23 ^ 4) of various team configurations for different player's combat styles.

Final Fantasy IV.

Finally, the series moved to the era of 16-bit consoles, and in April 1991, Final Fantasy IV came out for SNES. Now the developers could turn to full, because the memory of the cartridges increased 10 times, and the graphic power, in particular, "Mode 7" console, allowed to create even the similarity of three-dimensional effects!

"Man is an insatiable creature" - said in joining, and the history of the world Final Fantasy IV is a vivid confirmation. The Kingdom of Baron has become so powerful that even the conquest of the sky and the creation of the air fleet "Red Wings" was not enough. It ruins nearby villages, in search of the most powerful weapon of land - light crystals.

In addition, it is the birthplace of the main character, Cecil Harvey, a dark knight in the service in red wings, at the venue of the king of the kidding crystal of water from the city of Mghaddia Mrsidia, and more and more doubting his own and royal acts. Having learned about the liberty of your subordinate, the king personally suits Cecal interrogation and, lowered in the title, sends the end of the world to another, in God, forgotten the village of Mist with a task - to deliver the magic ring.

Saying goodbye to the beloved Rose Joanna Forell, Cecil with a friend and a friend in the service of Cain Haywind goes on the ship to the village. But it is worth getting away from the ship, fire elemental elemental leaves and burn the village of Dotla along with the population, and the only surviving - the young wizard of Riddia, calls on Titan with anger and causes Cain to disappear.

After the whole that happened, Cecil no longer doubts the tyranny of his king and swear to stop him and save the crystals, for which he soon repeals from his title and the ritual of initiation in Paladin passes. Heroism, acceptance of his wrongness and renunciation from the former lifestyle, the death of loved ones, betrayal and self-sacrifice - the story of Final Fantasy IV is considered the most dramatic in the entire series.

The main character in Final Fantasy IV was only one - Cecil, however, as in Final Fantasy II, most of the game, the company makes plot characters (all of them in the game 12) with predetermined classes, and by the end of the game, a full-fledged team is formed Of the five players: Cecil and Cain - Warriors, a summary of Riddia (she came up with Cecil), White Magician Rose (Cecil Girl; In the version for DS at the end of the game, they played a wedding) and the thief / Ninja Edge Geraldin. In the version for Gameboy Advance, the player has a little more freedom of choice, and choose the characters for the final bout can be yourself (even Side).

Regarding magic and development / battle systems, Final Fantasy IV differs from predecessors. First, a dynamic combat system appeared (Active Time Battle), which combines elements of the classical step-by-step mode and emphasis on the player's response. Now, the characters attacked not in turn between the two sides, but on the basis of the attack speed of each character or the enemy, who now did not wait until the player decides which spell to use. In such a system, there were devices - in addition to unacceptable, it was required to reach him after a series of attacks of characters / opponents, which hurts greatly, but at the same time required more attention to all team members and to use their potential. By the way, this combat system was used up to the ninth part of the series, so many of them, apparently, had to taste.

Secondly, opponents, especially rare and bosses, could parry a certain type of attacks, like a banal strike with a sword. So the player had to build his tactics for each such boss.

Thirdly, the pumping system acted mainly to Cecile. From it you can collect even the magician, even thief, at least a warrior. The remaining characters develop only the skills given by developers, receiving new abilities as the game passing. But in the combat system, the focus was made on the identity of each of the 12 story heroes - Riddius possessed magic of calling various creatures, EJ was the only one who could use the mixed skills in Ninjutsu, and white and black magic spells were damn a lot, and they strongly correlated with the character of each character .

In terms of the gameplay, everything was old - random fights and the opportunity to avoid the battle, experience points for the fight for each character's character, the darkness of the types of weapons and spells and other traditional JRPG elements.

With the transition to a new platform, developers firmly decided that the new part should go to the western market. It happened, on the shelves of North America, Final Fantasy IV appeared in November of the same year, and later remakes for PlayStation (March 1997) of the little-known portatives Wonderswan Color (March 2002), Game Boy Advance (December 2005) and Nintendo DS ( December 2007), not counting versions for emulators in virtual stores.

In addition, in 2008, Sequel came out for mobile platforms - Final Fantasy IV: The After Years, telling about events 17 years after the original. The crystals began to behave strangely, and in the sky everything brighter the real (in addition to the second, artificial) moon, so the heroes of the original, and with them and new characters are trying to understand what's the matter.

Final Fantasy V.

Once the Unnamed World of Final Fantasy V has changed in a strange way. The wind disappeared at all, the days and nights raged the gusts, as if warning about something bad. It was not unnoticed - the King of Castle Taikun, who decided to figure out the mysterious changes, asks his daughter Lenna to follow the kingdom, and he himself goes to the wind temple to make sure the preservation of the same crystal. After a while, the wind disappears at all, and his daughter, noticing this, decides to go to the temple behind the Father.

At the same moment, a meteorite falls near the castle that Bartz Clauser - a traveler with a manual Chokobo named Boko. Bartz goes to the crash site, helps unknown to fight off the attack of goblins. So our main characters are found - Bartz, Lenna and Old Man Gulf, literally reaching their world on meteorite and now lost memory. A little later, the heroes will go to the Temple of the Wind, where they will find the exploded crystal and find out that now they have become warriors of the world and they are prepared by the fate to stop the destruction of the remaining crystals with mysterious evil strength.

In the gameplay plan, the fifth part has become a compilation of all the developments of past finals. Reaching the crystal of light, characters (koi four in the party; the team is formed almost immediately for the whole game) could choose one of several professions to taste (as in Final Fantasy III), there are only 22 of them and each of their unique skills. In addition to the experience of experience, improving characteristics of the character (attack, man, health and speed), ABP glasses appeared (ABILITY POINTS). They also earned in battle, but for accumulated glasses it was possible to open new skills for their class (passive and active, medical and combat, even spells of calls and schools of the "blue magic" - the range, compared with Final Fantasy III, increased significantly). When the player opened the full branch of the skills of a certain class, he became a master that made it possible to transfer some skills when changing the class.

The ATB system was brought to mind - the time of the heroes and opponents appeared a time scale, so the first attacked the one who she would fill faster (while Final Fantasy IV understand who attacked first was difficult).

Unlike the previous part, released on the West Market (even if not under your own name), the developers once again encountered Final Fantasy V locations, and only in 1999 it appeared in the assembly of the Final Fantasy Anthology for PlayStation, and in 2006 on an outdated Already Game Boy Advance. However, this part entered the story for another reason - it was her first in the series who was awarded the fan transfer to English in 1997. The memory of the original cartridges is simply a patrol, and the already translated cartridge was sold. Such "bypass" the game got out of Japan.

Final Fantasy VI

Over Final Fantasy VI, Square developers worked about one and a half years, as a result, the game was published in April 1994 on the SNES console. And damn it, how was she epic and cool! Even the developers themselves later admitted: "I still remember how during the launching party Final Fantasy VI known for its calibration of Sakaguchi-San pronounced Speech:" Thanks to everyone from you - we created the best game in the world! No! In the universe! Thank you you!"

The Final Fantasy VI world is radically different from the fabulous worlds of past parts. The age of robots, electricity and huge industrial mahin in the style of steampunk-fantasy. The prehistory says that many, many years ago three deities appeared in the world, and everyone had their own plans for this land. Deciding to measure force, they untied the war, and in this war, Espers appeared - alive creatures endowed with the incredible magical power. When the gods understood that their fun for the world turned bloodshed and destruction, they immediately stopped the war, turned themselves in the statue and with the help of Espers moved to a parallel dimension. For many years the world reigned.

Magic remained in legends, and technology develops with seven-world steps. Once scholars of the Gestalim Empire, who found Espe lands, developed "Magitec" - technology filling the magical power of mechanisms and its own cultivation of esices from people and animals. The army created in this way was superior to the combat power of any other army, and at the same moment the dark thoughts about the world domination appeared in the head of the emperor Geshel. After a couple of years, the entire South Continent was conquered by the empire and her army of chain pings - obedient soldiers with devices overwhelming the will and thoughts. The army made his way north, and here, by itself, the secret rebel societies appeared, the largest of which was the organization "Return".

In the mining town of Narche, three imperial fighters, among which the main character is found in the Frozen Espire mine. It was worth it to go closer as Esper attacks the soldiers, destroys their costumes, and the main character (the only survivor) falls into the mine and loses consciousness. After some time, she comes to himself in the house of Arvis - a local resident and, part-time, a member of Return. He removes the "slave crown" from our heroine and understands that a random guest does not remember anything about himself, except for the name of Terra.

When the local police, looking for a girl, Arvis helps her hide through a secret passage to the mine, and after asking his friend Locke to help her get off from the guards and escape in desert town Figaro, whose king is also a blast man, although it creates the visibility of the subordination of the empire.

Terra is not just a soldier, but a girl with strange magical abilities (as it will later find out, semi-esper), in an emergency destroyed two armored imperials. That is why the girl is looking for all their might. Soon, terra is adjacent to the rebels, and, having got such a strong fighter in their ranks, the Return "Tsy is going to ingest gestal from the throne.

The system of classes and characters in Final Fantasy VI strangely combines the features of the very first part and the system of professions. Playable characters 14, which has become for a series of record (there is even a snowy man Umo!), Moreover, each character forms a unique class from its abilities. For example, Locke - only the thief, terra - a combat wizard, etc.

As the game passing through, plot fork will appear. When there are two missions that need to be performed immediately, the characters go their ways, which makes it in the game the share of nonlinearity. For the first time in the series, the command can be formed by itself, at any time, depending on the already open characters.

Espers became part of the combat system. The character, in addition to armor, weapons and "relics" (artifacts that increase some characteristics) can equip themselves with an "magicite" - a crystal with an Espire's power, which opens several magic skills to the player and sometimes allows you to call on the battlefield of the corresponding Espire.

Magicites are scattered around the world, and the skills they give depend on the espire itself: weak and powerful, combat or therapeutic spells, any passive features, changing the behavior and characteristics of the character. What is important, the skills open not immediately, but only with the growth of the AP (ability points from the last part). Only when the study of the skill comes up to 100% (and the desired time will differ from the Esper's esphere), the character can use it even without magging. Even here, as in the last part of the series, you can range chokobo or move between continents on Side's aircraft.

The sixth part of the series scattered around the world with a huge circulation. Despite the fact that the requirements of Nintendo were still strict, localized Final Fantasy VI entered the market of North America in the same year, and the remakes on the PlayStation and Game Boy Advance appeared.

Passage was written at the ideal to the perfectly balanced team - Fighter, black belt, white magician, black magician. However, it is suitable for any other composition of characters, the differences will be except in the details. For convenience, the passage is broken down by chapter, but this division is purely conditional and is intended only to facilitate reading, as well as the names of chapters.

The world is shrouded in darkness. The winds stopped blowing, the sea rages, the earth rotes (which is happening with fire, is unknown). People are powerless to break the course of events, their last hope is ancient prophecy: "When the world is plunged into darkness, four warrior will be ..." And the warriors mentioned were such. Everyone carried with him a magic ball capable of dispel the veil of darkness.


Chapter 1. Stolen Princess.

After reading this powerful string, give names four characters (plot names are missing for them) And pick up each of them. The team begins his adherence near the city Correed, in the north of which is a high castle. Outfit from our heroes is absent, the inventory is empty, but on the initial costs there are 400 g. First of all, enter the city and proceed to the purchase of equipment. At your service gun shop, booking store, white magic store, black magic store, store items, hotel and clinic. All these institutions are present in all the cities without exception; Only the location changes, but they can be easily identified by sign. In the first five, you can buy and sell products of the relevant kind. In a 30 g hotel, you can restore all HP and MP characters to the maximum, as well as preserve. The clinic is resurrected by the killed heroes - for 40 g. Buy a fighter Rapier and Chain Armor; Black belt - Wooden Nunchuck and Wooden Armor; White Magu - Iron Hammer, Cloth, Cure Spell; Black Magu - Small Dagger, Cloth, Fire Spell. Equip a new gear, leave the city and go to the castle.

So far, our movements are limited here. The door of the castle treasury is locked by a mystical key, so we are moving straight to the top, to the stairs to the second floor, there we also go upstairs and enter the throne room. The King of the Corree will report that Some Garland kidnapped his daughter, Princess Sarah, and asks to save her. We return to the exit from the castle and are preparing for the operation of the girl's liberation. Preparation lies in walks near the city and hunting for monsters. We need to pump a team at least up to level 3 and earn 400 gold, on which in magic stores to buy White Magu Harm and Fog, and Black - Lightning and Sleep.

Having rolled down, relax in the hotel and move to the northwest. It's hard to get lost, because The path is one sole. At the end of the way you will find Temple of demons - Come inside. So far, access to the most valuable premises is closed in it, so they immediately go to the north and in the main hall we find the Knight of Garland and Princess Sarah. When trying to start the conversation, Garland shouts, which will not let nobody to the princess, and attacks.

Boss: Garland
HP: 106 . Exp: 130 . G: 250 .

Cut the kidnapper elementary. The fighter and the black belt attack his srawle, black magician Castuet Fire, the white magician treats the wounded (if there is no, you can wave a hammer). The rested team of 3 levels Garland is practically not dangerous - he can, at most, to damage someone from the heroes. For two or three strokes, the boss will be destroyed.

Contact the princess - it will thank you, and the team will be in the throne hall of the Correce Castle. Talk to the king and princess: the first as a sign of appreciation will order to build a bridge over the shed in the north, and the second will give lutetransmitted in the royal family from the mother to his daughter. Again, do the pumping and bring the command level to 4. It is better to swing in the temple of the demons - there experience for monsters give more. From the chests in the room in the upper left corner of the temple, take the Heal Potion and Cabin, and in the left left - Cap (put it on the fighter). Having finished with this, go to the north of the sorrows and join the bridge.

The idea of \u200b\u200bthe campaign is that the balls of heroes shone two thousand years ago, and now it is useless cobblestones. It is necessary to find a way to light them again, and even then deal with evil.

Crossing the bridge, move to the east and turn to the south at the first opportunity. There is a city-port Provocia. Come to the city and talk with someone from the inhabitants; It turns out that the city is captured by pirates. It is necessary to help the poor women, especially since it will serve and our goals. We go to the upper left corner of the city and we celebrate Bikka, Pirate Captain. He is not afraid of warriors of the world and after a dismissive replica, it will make his team on the heroes.

Mini boss: Pirates
HP: 6 each. Exp: 40 for each. G: 40 for everyone.

Despite an impressive number 9 fightersPirates will not be able to give any resistance at all. Just attack them with physical attacks, choosing a separate goal for each character. Any successful attack of a fighter and black belt with a guarantee will lay one enemy, magicians may sometimes need two strikes. For several moves, the crew of a pirate vessel will be interrupted.

Bikka at the sight of such cases is great, promises to stop the earnestness and will give you his own shipStanding in the port. Sie vehicle able to quickly move around the seas, but can not swim on rivers (too small) and has a very serious drawback - landing and disembarking can be performed only in ports (they are easy to find out on the stone curb). Do not rush to go swimming - you will find another permanent session. Warring the wires, exterminate the monsters until the team reaches at least 6 levels. You also need to earn money to purchase in Cocoi stores: Fighters - Short Sword, Iron Armor, Wooden Shield, Gloves; White Magu - Gloves, Anti-Lightning, Invisibility, Mute; Black Magu - Gloves, Ice Spell, Slow, Temper. The black belt in purchases does not need - more when it reaches 5 levels, sell it Wooden Armor, since "in his naked form" his defense will be better than any wearable armor. The hotel here charges 50 g, clinic - 80 g.

When you are ready, relax and sit on the ship. Swim to the west to the confirmation, and then south, on the way, get along with the sea monsters. Your goal is a port of almost strictly to the south and a little west of a conference, located in the Big Forest. In the middle of the forest there is a glade with a city and castle; That's what it is Elfland. Check on the map if you can not find it immediately. Lock on the shore and go to the city.


Chapter 2. Ball of land

Stroll by elfland. The city differs from the rest of the fact that there are four magic stores at once - two white and two black magic. This is explained by the fact that in one pair traded 3 level spells, in the second - 4 levels. The hotel takes 100 g services, in the clinic - 200 g. Prices in stores are completely insane, although the equipment is very good. Therefore, we leave from the city and proceed to the most intensive session of pumping in the game. We need to pump a team at least up to level 10 and purchase the following equipment: Fighters - Silver Sword, Iron Shield, Wooden Helmet; Black belt - Iron Nunchuck (As soon as possible); White Magu - Cap, Copper Bracelet, Cure 2, HARM 2, Anti-Fire, Pure, Anti-Ice, Anti-Mute; Black Magu - Cap, Copper Bracelet, Large Dagger, Fire 2, Lightning 2, Hold, Fast, Fast, Ice 2, Confuse. Also bought several PURE drugs - local monsters love to poison heroes very much. Money will need a lot; Please note that the most profitable enemies are shi (195 g sled). In order to save gold on vacation, it is better to swim in the confirmation: there is three times cheaper there.

Cape Pale
When the team reaches at least 8 levels and bought some decent equipment, it is possible to reduce the remaining pumping. Swim back into the provokye, then go to the east of the passages in the rocks. When you see the port, go to the north. You will get to the cape, look like a finger. The upper 4 cells of this Cape formally are part of another world zone, so monsters there will be very serious. Grab up a dozen tent with you so that there are no problems with preservation. If you are not killed here, the time spent on pumping and creating capital will be reduced by an order of magnitude. When the black belt reaches 10 levels, sell it Iron Nunchuck - now he will fight with bare hands better than any weapon.

So, the heroes are fascinated, equipped and rush into battle. Return to the elfland, buy about 25-30 Heal and 10-15 Pure Capel and 10-15 Drugs and relax in the hotel. Coming out of the city, go far to the west, bypassing the mountains from the north; When you see the lake, connected by the River with the Sea - go through the mountains to the West and turn to the south. In the end, you will get to the swamp. There is a hole on his southern tip. This is the entrance to Swamp cave. Save and climb into the hole.

Bolt cave
Recommended level: 10-11
On the 1st floor First go to the north, go through the wriggling path and go down. Nature chests standing in three rooms; Trophies will be Short Sword, Large Dagger, 620 and 680 g. After that, go back to the cave entry point and now move south to a small room. Go to it and go down the stairs.
On the 2nd floor Get out of the room in which they were, and go south. All the chests on this floor are empty, so do not distract. Along the southern wall, move the right and go through the room with two doors, then go down the stairs.
3rd floor Reminds the grid. Methodically move from the room to the room and take the treasure chests from the chests: Iron Armor, Copper Bracelet, House, 385 and 295 g. The lower row rooms are locked by a mystical key. Many enemies are better to run away, especially poisonous. In the second left, the room of the third row is a chest surrounded by statues. Having cured the whole team, come to the chest - you are attacked by several wizards.

Mini boss: Wizards
HP: 84 for everyone. Exp: 276 for each. G: 300 per each.

The exact number of enemies varies from the battle to battle in the range from 2 to 5. True, no matter how much of them, the wizards will not create serious problems. What is interesting, they do not own magic! This is compensated by good physical attacks capable of poking the blood injured characters. At the beginning of the battle, black magician casts Lightning 2, and the fighter, the black belt and the white magician begins to beat the opponents in hand. When there are many wizards, you need to repeat the procedure. More than two moves of mini bosses do not eat, even if their five.

Setting the villains, take from the chest crown. If you get off the chest at the chest and return, the wizards will attack again! Return to the familiar route to the exit of their cave, and then to the elfland.

Resting and replenishing the supply of drugs, go back to the campaign. First, go the same as in the marsh cave, when you see the lake, connected by the sea - move by him north, stands there Northwest Castle. It also has a room locked by a mystical key. From the entrance rise upstairs and slightly left, and get into the throne room. Astos sits there - the King of the Dark Elves, I enchanted the Elflant Prince. He will require your crown, after which he will take its true appearance and untie the battle.

Boss: Astos.
HP: 168 . Exp: 2250 . G: 2000 .

The main danger emanating from Astos is his magic. It is casting all the element spells of the second level (Fire 2, Ice 2, Lightning 2), Slow 2, Fast and, most importantly, RUB. In addition, the boss has a very good defense - it will not be able to dump it with a pair of pinks. The easiest way to overcome the bastard is at the very beginning of the battle to push him his mouth with the Mute spell. When Astos will lose the opportunity to conjure, it will be just a stuffed to work out hand-to-hand techniques. Skate Fast on a fighter and black belt to speed up the process.

Defeated astos will leave behind crystal ball. Return to Elfland and sit on the ship. Swim to the sorrow, envelope it from the east and swim under the bridge, then move back to the north until you reach the port. Looking as shore, go north again until you find the cave. There lives a good sorcerer matthaya. Return to her a crystal ball, and she will give you grass For the healing of the elven prince. From the chests in the house of the sorcerer Take two Heal and One Pure drugs.

Return to Elfland; This time, go to the castle. Climb into the throne room (it is in the same place as in the northwestern castle). Suppose the prince of the prince of grass, and it will remove from the sleepy curse of astosa. The prominent prince thanks you to mystical Key! It's time to run through the already studied locations and dig in mystical castles.
First, inspect the castle of Elfland and take away from treasure chest chests (You need to go through the grass with the right side of the castle) Silver Hammer. (for the White Maga), Copper Gauntlet, 400 and 330 G. Go to the Northwest Castle and in the treasury in the West (Cut the throne room from the north) Take Power Staff, Falchon and Iron Gauntlet (for fighter). Return to the marsh cave and go down to the 3rd floor. Repair three rooms in the bottom row (Wizards guard them!) and collect trophies - Silver Bracelet (for black mage), Silver Dagger. (for him) and 1020 g. Look at the Temple of the Demons; Rooms in the upper right and bottom corners contain Were Sword plus the Soft and Rune Sword drug, respectively. Finally, in the lock Correes of the whole six chests (are in two treasures in the north - you need to go around the castle perimeter from any side). Five lie Sabre, Iron Staff, Silver Dagger, Iron Armor, Iron Shield, and in the latter - TNT.

Sitting on the ship, swim west from the contrary until they are tranquil in a narrow ending, overlapping the outlet in the open sea. Move from it to the north and land in the port. Go to the southwest until you see the cave. Come in it - it will be cave gnomes. In the room north of the entrance, the chest contains gold - 575 and 450 g. The second right of the room in the same row is forge. The gnome gunsight promises to stick for you superman, unless he bring adamant. Go along the long passage to the south. A large room has a gnome named Nerrick; Give him TNT, and he, with the help of the explosive charge, will blow the digging of the channel. In the chests of a large room Take Silver Armor and Iron Helmet (for fighter), Silver Dagger, Dragon Sword, Wooden Helmet, House, Cabin and 575 G. Return to the ship and enjoy south. Now the experiencing is blown up, you can go through a narrow strait in the open sea! Keep the course to the West until you get to the port near the city; his name - Melmond..

To begin with, wander around the city. The main drawback of Melmond is the absence of a clinic and store items, so that drugs and awning will have to go to other cities. The fact is that the Demon of the Earth constantly serves citizens, sat on them an earthquake; In addition to the two buildings destroyed under the root, you can see the overall meal of Melmond. In the hotel you will need 100 g. Weapon store is nothing interesting to offer a team; The reservation store needs to buy a soldier Steel Armor, and White Magu is Silver Bracelet. Perhaps, the steel armor will not be enough for steel armor - but he is not to whistle, most importantly, to buy it until the end of the chapter. Note that the meticulous study of rooms with mystical castles has significantly reduced our expenses here. In magic stores, take White Magu Cure 3, Harm 3 and Life, and Black - Fire 3 and Bane.

If the command has not yet reached level 12, get a little; Purchase 2 awning, 30 Heal and 15 - Pure drugs, relax and move to the West until you stop, then turn to the southeast. Reaching the hole in the rocks, save and enter Cave land.

Cave land
Recommended level: 12
Fights there are simple, but quite nervous, mainly due to monsters with poisonous / paralyzing attacks. From large groups of scorpions and versolphs, it is better to surprise, and then the Pure bottle is not attacked.
On the 1st floor There are 6 roads. North-West and Western wake together; The Boute District is densely in the giants that will attack the team at every step. The place is quite dangerous, but here you can rush well and make it easier. The southern road ends with a dead end, the north leads to a chest from 1975 g. The south-eastern way is divided into three: the middle end ends, the left leads to the building with Heal Potion and 880 g, and the right - to the building with Pure Potion and 795 G. Finally, The eastern road will lead you to the stairs to the next floor.
2nd floor It is a labyrinth room. We need to seek to right; On the road, stick in a large room in the upper right corner of Coral Sword, Cabin and 330 g. Going out of the room, return a little west to the west and go down, from the chests in the room found there. Take Wooden Shield, 575 g and 5000 g. Returning to The room "Coral sword", move strictly south, to the stairs to the next floor.
On the 3 floors Go first to the east, then north (in the room on the turn tent tent). At the fork, first turn right and go south to take the Heal drug at the end, then go back to the development and go to the left. On the way to the west, take in the building of the road 3,400 G. Turn to the south (there is nothing in the room on the turn, but in the room on the road to the south there is a chest from 1020 g). Finally, move to the east and enter the room that has been seen from the stairs. The vampire blocks the path - speak with him and get ready to reflect the attack.

Mini boss: A vampire
HP: 156 . Exp: 1200 . G: 2000 .

The first move is the White Mag Castuet Harm 3, and the Black Mag - Fire 3. If the vampire is some miracle after that on the legs, the fighter and the black belt will achieve his pair of physical attacks. If HARM 2 / FIRE will come down with magic 5 of the level of the problem, then the enemy even give it to give.

Take ruby From the chest behind the vampire back. The second output from the room leads to severe stone Platewhich heroes even move can not yet. Return to the exit from the cave of the Earth, then in Melmond, rest and restore reserves.

Move straight to the west of Melmond, when you reach the stop - turn to the southwest. There is another hole in the rock - entrance to Tunnel Titan. Inside Rubin Titana, and he will miss you deep into the cave. In the room to the south, clean the chests from Silver Helmet (for fighter), Great Axe, 450 and 620 g. Returning back, go up the stairs to the surface on the other side of the mountains. Go south and enter a new cave. Find the sage named Sarda in her and reclaim him rod. Select up, pass the titanium tunnel again, catch up the level of the team to 14 and rest in Melmond. After that, visit the cave of the Earth.

Go already familiar dear until you reach the vampire room. Get out of it through the second door and approach the stone plate. Slide it with the newly acquired rod and go down. Once upon 4 floorYou will notice a sharp drop of illumination. Monsters here will be much more juicy than on the upper floors. From the stairs, go to the north, then west, until you reach the room and take Wooden Staff, 3400, 1455, 1520 and 5450 g from the chests. Return a little back, move first to the west, and then south. The building in the southwestern corner of the floor contains Silver Shield (for fighter), Cabin and 1250 g. Now head to the northwest angle, to the stairs on the last floor.
5th floor Poofs on the treasure, so just move the next route: north, then turn to the West, then south and again to the West. In the room, touch the ball, he will crack, and the earth demon will break out of it.

Boss: Lich
HP: 400 . Exp: 2200 . G: 3000 .

The Earth's demon can cause a serious damage to its second-level elemental magic (Fire 2, Ice 2, Lightning 2), and ICE 2 is usually stuck immediately, so the white magician must necessarily imposes an anti-Ice spell on the command, you can still apply anti Fire and Anti-Lightning; Black magician casting on Fast fighter. After that, the fighter and the black belt begin to crap by physical attacks, and the magicians are allowed into the course of Spella vs. Nezhdi - HARM 3 for white, Fire 3 for black. The enemy can try to put all the characters or attack them in hand drawn (his blows cause status Paralyzed), but if the heroes have been cured before the fight and the team's actions are clearly coordinated, the boss simply will not have time to make serious damage - two or three strokes, and his end.

Destroying the Demon of the Earth, stand up on the slab, the passage to which he blocked, and one of your balls will shine - the power returned to him Earth! Behind the stove is teleport, which takes the team to fresh air at the entrance to the cave of the Earth. Return to Melmond and take gratitude to the citizens.


Chapter 3. Bowl of fire

The next destination is - Lake Crescent. To understand why the city received such a name, take a look at the map. The lake in the shape of a crescent is located in the southeast corner of the world. Fast method There to get there - use the fact that the earth is round. Swim west from Melmond; Having disappeared from the Western Card Border, the ship will appear on the Eastern. The communion in the port on the cape with the eastern side of the continent and go to the west. The city is in the bend of the lake.

As always, start with shopping. The weapon store does not offer anything special, and in the booking store it is worth buying unless Silver Gauntlet for a fighter; Shops magic creepy road (level 6 spells cost 20000 g) - Take the Soft White Mago and Lightning 3 Black Magu, and buy the rest maximum, that is, 99 pcs. Heal and Dozen Soft Drugs. The hotel here will cost 200 g, and the clinic is 400 g.
Go through the ranks in the bushes in the northeast of the city behind the shops of magic. There you will meet the "circle of wise men" - twelve bearded unsides in red clothes. Some can be obtained by valuable directions for further actions of the group, from other simply foggy replicas. The most useful sage is standing in the position that coincides with the southeastern Rumbage of the Compass: He will congratulate you on the victory over the earth demon and rewards a valuable gift - canoe. With its help, the team will be able to swim along rivers and lakes, and canoeing canoeing can be in any place.
The wise men will report that it is possible to return the light with the balls only in one way - the descent of all four demons. They will strongly ask you to go to the Volcano Gurga and play with the fire demon, but we will go different ways.

Switch the team to 15 levels and relax in the hotel. Then be loaded onto the ship and enjoy north along the Eastern Shore. Entering the small bay, you will see the port and the mouth of the river flowing to the West; Leaving the ship in the mouth, pull the canoe on the water and swim along the river. In the way, as usual will have to extinguish monsters; The battles will be quite tough, but not particularly dangerous. The route of the swim is: on the first fork, turn up, to swim on the right sleeve, on the third on the bottom, on the fourth to the left. Looking around at the end of the path on the field, go to and find yourself before entering the cave. It - Ice cave. Preserved and shoveling through the left shoulder, enter.

Ice cave
Recommended level: 15
Punching through this dungeon with the fight will be very hard, because the monsters live there are very nucleus - fighters, magicians, ice dragons and Vasili (from the latter it is better to always run away, and in general it is necessary to take a rule with serious enemy people to try not to get involved here).
On the 1st floor Go to the east, then roll up to the south and direct in the opposite direction, while describing the horseshoe. Having reached the stairs, descend the floor below.
2nd floor It is just a square. Go along its perimeter to any side, there is no difference. In the end, you will reach the southwestern corner of the square and stairs to the next floor.
3rd floor - tiny block of land; Make two steps to the stairs and go down.
On the 4 floor Go to the West, then south to the entrance to the building. In it, three chests and fifteen holes. First, neatly bypassing holes, take away from the top chests Flame Sword (for fighter) And Cloth, then fall into any hole. Attention: CLOTH is guarded by a group of magicians who strictly attack the first and crouch RUB, so think about whether to contact.
Landing by 5 floor, Be careful: one step forward will cause the attack of the gang of non-residential number in 9 fish. Embed them all one Fire 3 or Harm 3, then go out. Pay attention to strange floor cells! They wonder the heroes coming on them, so they don't blame them without need and watch the health of the team. Go to the West, enter the room and destroy the ice dragons, then take ICE ARMOR (for fighter) And Silver Gauntlet. Returning to the beginning of the floor, go south; On the first basis, deviate to the right, on the second - left; Having reached the building, collect all the lying gold there - 9900, 5000, 12350, 7900, 5450 and 180 GP. Return to the second fork and now deviate to the right - you will reach the stairs to ... 1st floor!
You will find yourself in the area 1st floorinaccessible earlier. Take from two Heal Potion chests and 10,000 g, then go to the east, in a long room with three chests. Ice Shield from them (for fighter), Tent and 9500 g, Fall in the hole. In land next to the chief on the 4th floor, which could not be reached before. Cured, come to the chest - the team attacks the eye.

Mini boss: Eye
HP: 162 . Exp: 3225 . G: 3225 .

This strange type knows different instantly killing spells and is not shy to use them. At the same time, he has funny health and low protection, so that everything solves speed - the black magician imposes on the FAST fighter, and that tricks the reptile with a single attack. For the suspension, you can connect to the attack of the black belt.

After the victory, take from the chest Floater., Fall in the hole and familiar by go to the long room, from which you fell to the eye. Behind it is a staircase leading to the surface.

Return to the canoe to your ship and swim to the southern tip of the village of Lake Crescent. On the east side there is a mouth of the river; Look at the canoe and go down the river south, then go to the West, to the desert. Use Floater - will rise from the sands airship! From now on, this is your main transport - flies very quickly and through any obstacles, and also eliminates the bore random fights with monsters - they simply cannot attack the flying ship. That's just landing may not everywhere, but only on the plains and fields.

To begin with, visit the crescent lake, relax, sell unnecessary equipment, skip the level 6 (white Mago - Fog 2, black - Quake and RUB) and download to 16 levels, if necessary. We are flying B. test Castle. It is located in the middle of a little swamp on the western edge of the northeastern continent (with giant desert), the orientation can serve as the archipelago to the West. The problem is that it is impossible to land at least somewhere in the vicinity of the castle. The nearest landing site is located about 15 cells diagonally to the north-west, just to walk from it to the test castle is quite far away, and the monsters here are habitable. Move through the peninsula to the northeast, then, describing the horseshoe, to the southwest; Swim the river, go south and enter the castle.

Test Castle
Recommended level: 16
Talk to the sage - learn that for the passage of the test you need to put a crown on the throne. The throne is in the room in the upper left corner; Sit on it, and teleports you in the dungeon.
1st floor It is a labyrinth of columns. Each room is tightly isolated from the rest, and to get into another, you need to touch (that is, get up on it) One of the columns. If the column is selected correctly - the command teleports to the next room, if not - to the beginning of the labyrinth. In the first two rooms, you do not have to choose, because Column there is only one. In the third room, tap the bottom column, in the fourth one, in the fifth - again the bottom, in the sixth, it's the only one, in the seventh touch the bottom, in the eighth, look into the room in the upper right corner and take Zeus Gauntlet, then go south and touch Up to the lowest of three columns. You will teleport to the stairs to the next floor.
On the 2nd floor First go to the north and in the first room free chest from Heal Staff (for the White Maga). Then go to the West and in the second room capture Ice Sword (for fighter), Gold Bracelet. (for the White Maga) And Iron Gauntlet. Then go south and in the lower right corner, clean the round of the chests from House, 1455 and 7340 G. Finally, go to the east, open the chest and take tail. When trying to sit on the throne standing nearby, dragons will attack.

Mini boss: Dragons zombies
HP: 268 for everyone. Exp: 2331 for each. G: 999 per each.

Undead, and that says it all. The number of dragons varies from one to four, but no matter how much of them, tactics do not change: at the beginning of the battle, the White Magician Castuets Harm 3, Black Mag - Fire 3, and the fighter and black belt make survivors. If necessary, repeat the clogging: a squall shelling of fire / holy magic Zombie dragons will not be transferred.

Drinking dragons, sit on the throne and teleport to the throne on the above floor, then go out of the lock and return to the aircraft.

Now we actually deal with that, for what, all this hemorrhoids were treated. Fly to the archipelago in the west of the test castle. Land on a large wooded island with two holes in the ground and climb into the southern hole. Having passed on the south's rayiiiiiiand rising to the north of the Bahamuta, you see the King of Dragons. Present to him the tail and Bahamut in the award for courage will produce the whole team in higher classes! Fighter will become Knight, Black belt - Master, Thief (if it were) - Ninja, and magicians, white and black (and red, if it were) - Wizards corresponding colors.

Selecting on the surface, take the rest of the caves (Total Dragon Islands Five, on the island of Bahamut two holes, on the others one) - your trophies will be House, Cabin, Soft Potion, 2750, 2000, 1455, 160, 9500, 2750, 1520, 500, 10, and 575 g. Fly in the confirmation, buy a kight of Cure, Fog and Ruse spells; In the provokia, buy him Mute, Anti-Lightning, Invisibility; In Elfland, buy him Cure 2 and Anti-Fire. Then visit the Melmond and Lake Crescent; In the first, take Warp for a black wizard, in the second - exit for a white wizard.

In the northeast of the huge desert of the northeastern continent, a small town was covered in the mountains Gay. Go there. Hotel Gay will charge 500 g, clinic - 750 g, but we do not need neither one or the other. There are four magic stores in the city - two selling level 7 spells (True, only half of all possible)Two (those that in the same building need to pass the forest path) - level 8 spells (There is no one possible in the list). They will cost a round sum, in addition, now your wizards simply will not be able to crawl them. In armor store, you will definitely buy four crops, one for each hero; Immunity to instantly killing attacks is power! Still GOLD BRACELET for a black wizard. In the weapon store, get Catclaw for a black wizard - this is his best weapon. If something did not have enough money, it was not trouble - then buy. Bring the team level at least to 17 and relax. Now it's time to start hunting for demons!

Vulcan Gurgawhere the fireman swallowed, located west of the Lake Crescent in the Ring of Mountains. Lasting nearby, persist and enter. Monsters here, it is clear, mostly fiery, so cook ice spells, anti-fire and icy knights. In addition, many floor cells are filled with lava - you should not come there without necessary, and watch the health of the heroes!

Vulcan Gurga
Recommended level: 17-18
On the 1st floor Go through Lava west, to the stairs down.
On the 2nd floor Immediately enter the building and start maneuvering along the corridors - until it stops north, then west, finally, south, bypassing the building around the perimeter. Periodically deviate from the main path to take Silver Helmet, Giant Sword, 4150, 750, 795 and 1520 g scattered around the room, and from the largest clusters in the upper left corner - Silver Gauntlet, Silver Helmet, Silver Axe, Silver Shield, Heal drugs (2 pcs.), Pure, Cabin, 1975, 1455, 1520 and 1760 g. Get out of the structure through the middle door at the bottom and go along the lava to the southwest corner, to the stairs to the next floor.
On the 3 floors There is no treasure, so just go along the lava strictly to the east until you do not reach the stairs down.
4th floor All wound a lava. Go to the southeast, constantly to be treated; The staircase in the lower right corner leads upstairs.
You are in an inacluded earlier area 3 floors. The easiest way to overcome it is to first go to the south, then turn to the west, then again south and again west. Seeing the staircase on the 4th floor, go down.
This area 4 floors rich treasures. In the room at the stairs lie with the Soft and 2750 g. Move west, then south and enter the second room - there are 1760 g. If now go to the west, then you will get into a standup with a room full Treasure: Ice Sword, Flame Shield , Pure Potion, 7340 and 880 g. Return to the second room and move south. In the nearest room there is a bit of gold: 155 and 10 g. If you go from here to the east, you will find the room with House and 2000 g; Taking them, go back to the previous room and go south again. Grabbing in the building on the Wooden Staff and 1250 g road, take off to the stairs down.
On the 5 floor You are offered a choice of 8 roads. Most of them do not lead to anything (At best, at the end of the way, you can see a blank chest, in the worst - there is no damn one). Head to start strictly to the west and enter the building. On the approach to the chest, destroy the Agama, and then, at the chest itself, enter into battle with the Red Dragon. Use ICE 2 and Anti-Fire against it. After the victory, take the Flame Armor and return to the center of the floor. Now go to the southwest, enter the room and touch the ball - he will split and release a demon of fire.

Boss: Kary
HP: 600 . Exp: 2475 . G: 3000 .

According to the incomprehensible reason, the kary absolutely spit on ice spells. But he is perfectly supaying. The first move is a white wizard casting Anti-Fire, and a black wizard - Sleep; The second running white must apply Fog 2, black imposes on the FAST knight. Thus, the team will be protected from fiery magic and powerful physical attacks of the boss. Knight and master pray kary in a hand-to-hand, black wizard supports it in a sleeping condition, and the white, if necessary heals the wounded. The fight must end in a few moves.

When the fire demon will be defeated, stand up onto the slab for his back, and your second ball will light up - the power returned to him Fire! Teleport behind the stove will transfer the team to the surface next to the volcano.


Chapter 4. Bowl of water

Resuning after the Gurga volcano, fly to the Northwest Continent (with a small desert). The only place suitable for landing is grass block in the southern part of it, near the rocks. Go to the north and cross the desert. We are interested in a piece of sand in the north, not associated with the rest of the desert. There is hidden oasisand in it a small shop. Purchase a bottle of a robbing price there 50,000 g.But do not hurt anything - the quest object, however. Do not open the bottle in any way!

Now fly in gay; Discover the equipment there, which is enough money. Climb to the north of the city to the clinic, then go to the forest path to the East until you see the source. Stand right in front of the source (closely) and then and only then Open the bottle, otherwise fifty tons of gold will go to the cat under the tail. The liberated fairy will thank you and fill the bottle oxiel From the source. This mysterious substance serves as an air purifier. Head straight east of gays; Having reopening the world and climbing his western edge, turn to the southwest, so you will soon notice a small town Onrak. You can not land next to it, so falling down to the south and get on foot.

The locality Notable for lack of weapons and armor stores. Shops Magic offer spells 7 levels that were not in a hea. The hotel is asked 300 g, in the 750 G clinic. So far, do not buy anything here, and go out of the city and swim in the canoe on the river to the north. In the end, on the way you will have a lake with waterfall. Swim up to the waterfall and penetrate inside.

Waterfall
Recommended level: 18
This dungeon is one-story and simple. On the first fork, choose that road that leads down and left; On the second - again down and left. On the third, where the choice is essentially wider, move to the left, but up, on the fourth and last - straight down. Little room will cure, then enter. The crowd of monsters will throw on the door - mostly mummies, sometimes diluted by Vasilisk. Bates them with Fire and Harm spells. Take valuable trophies from chests - Defence Sword (for knight), Wizard Staff, 13450, 6400 and 5000 g, and most importantly - ribbon (for the White Maga). There are only three of them in the game, and everything is worth it - the hero with the ribbon, only physical attacks will be terrible. Talk to the robot halted there and here along the chests, and take it cubic To enter the heavenly castle. Then cast an exit and go back to the onrak.

Make sure the command has reached at least level 18. In the southeast corner of the city in the dock it is worth the submarine. A woman at similarity will miss you to her, as Oxyel will allow the heroes to breathe under water. The submarine will deliver the team in Sea tomb.

Sea tomb
Recommended level: 18
On the 1st floor Tombs move to the north, pre-running at the crossroads to the right and left to take in two rooms of 2000 and 9900 g. In both upper corners there are stairs; Go down on the one that is in the upper right corner.
On the 2nd floor Go south, at the first room to turn to the west. Continue to go to the west to the second room and take one-piece 20 g in it. Exit and move to the West again, at the first opportunity turn to the north. In the building to which you come out, lies opal armor (for knight). Returning to the fork, continue to move south and detect the room with Light Ax in the chest. Get sorted from her east along the top of two parallel roads - you will find the building with Mage Staff. Now go east along the bottom road. Take a look into the building and take 12350 g in the chest, then descend down the stairs in the southeast corner.
3rd floor Free from monsters. Explore him in his pleasure. In the chests of the room to the north of the stairs lie opal bracelet (for the wizard), 1760 and 9000 g. In the second left, the upper row room is 2750 g. In the third and fourth on the left rooms of the second top of the row - 4150 and 5000 g, respectively. In the third left room of the upper row - 10 and 10,000 g. In the first and second rooms on the right of the lower row - OPAL SHIELD (for knight) and PURRE drug, respectively. But the right upper room gets difficult. In the upper left corner there is a straight-long corridor leading to the West - go along it; He tricks the top corners of the floor, so you will leave where it is necessary. In the room Take Opal Helmet (for knight), Opal Gauntlet and slab With strange letters. Castae exit to leave the tomb.

If the team is routing to 20-21 levels, it is possible to make something else before returning to the maritime tomb. What I advise you to do. Fly in Melmond and in the cemetery in the northeast corner, find Dr. Unne. Show him plate; The doctor will decipher the inscriptions on it and will teach the Lefein language team. It remains to find a place where they speak in this language. Follow the gay, sell trophies and buy the required gear; From gay, go to the south, to the lake, and land on the grass shred to the north-west of it. Go past the lake east, then through the forest to the south, and your eyes will appear Lefein.

Service in the city, to put it mildly, not at the level. Of all the useful institutions, there are only two magic stores, and in those only one spell level 8 (though, the most painful of all). From all the inhabitants of Lefene, we are only interested in the one that stands on the right bank of the right river almost at the entrance (It is safe, and not dangling back and forth). Talk to this comrade, and he will give you bell To enter the tower of mirages.

Lefting while Lefein, return to the aircraft, turn the mountains in the West and move down until you notice the huge desert slice on the eastern border, where you can land. Go through the desert northwest, to tower Miragee. The bell serve as a pass to the tower.

Tower Miragee
Recommended level: 20
On the 1st floor Come in a large room and clean the chests from trophies: aegis shield (for knight), Heal Helmet, Vorpal, Cabin, 2750, 18010, 3400 and 880 g. Going out of the room through the second door, go up at the end of the path to the next floor.
2nd floor Go around the perimeter, in the north-west penetrate the hole in the fence and go south to the entrance to the large room. Take the contents of all chests: Dragon Armor (Best Armor Knight), Sun Sword. (for him), Thor "s Hammer (Best White Wizard Weapon), House, 8135, 7900, 10,000, 7690, 12350 and 13000 G.

Castae Exit and return to the ship. Fly in gay, sell trophies and buy a white wizard Cure 4 and Harm 4, and black - Ice 3 and Break. Fly in Onrak, buy an Anti-RUB white wizard, and black - Saber and relax. The team already probably reached at least level 20. Again sat down on the submarine and swim into the sea tomb.

This time on 1st floor Go down on the stairs in the upper left corner.
On the 2nd floor Treasures no; Go first to the West, and at the very first building turn to the north and so there and go to the stairs upwards.
Climb the floor above.
Cut the building and go down.
In a new area 1st floor Take a long room 110 and 450 g, go through the southern door and go down.
Again on 2nd floor; Move south and take in the building 8135 and 7690 G. Go from there to the West and take away from the room Power Gauntlet, 5450 and 385 g. A little back to the east and at the first opportunity to turn to the north. You will find room with Light Ax in. Get out of it, head to the east until you find a room with four chests - enrich the Ribbon (for a black wizard), 2750, 7350 and 9900 G. Finally, go to the north and turn to the west. In the northwestern corner of the floor - the staircase down.
On the 3 floors Go to the north and log in to large building; Go through it to the West and exit through the other door. Move west, descend south to the entrance to a huge room; Climb inside it north and go out out through the door in the southwest. Close to the north along the left wall of a huge room and enter the small room. Turn the ball - he will break, and the demon of water rushes into battle.

Boss: Kraken
HP: 800 . Exp: 4245 . G: 5000 .

First accept precautions. The White Wizard Castuets Anti-Lightning and Fog 2, protecting the team from the most serious attacks of the water demon - magic Lightning 2 and physical attacks. The black wizard imposes on the knight and the Fast masters. Then the knight and the master begins to hammer the crust in hand, and the wizards are stuck on that lightning 2 and lightning 3 (Do not forget about the magical ability of Thor "s Hammer!) Kraken loves to use the specialist ink - do not pay attention, your shirts will be in the goal will still be, he only spends his moves into his way. If suddenly the barbell hurt someone, use Cure 3 or Cure 4.

After killing a water demon, repeat the usual ritual - stand up on the stove. The third ball will shine - power Water I returned to him! Teleport behind the stove will return the team to the onrak.


Chapter 5. Bowl of air

Only one ball remained, but it will be grouped to burn, than others. Follow in gay and buy spells 8 levels there: White Wizard - Fade and Wall, Black Wizard - Zap! and xxxx. Make sure the level of the team has grown at least until 22. Top up the heat supply of Heal. Relax and return to the Tower of Mirage.

Get to the room on 2nd floorwhere they were taken by Dragon Armor. To the north of it there is a staircase leading up.
On the 3 floors Cut the building and enter it from the south - the dragon will attack you.

Mini boss: Blue Dragon
HP: 454 . Exp: 3274 . G: 2000 .

The dragon is a rather dangerous opponent, as he has a Spherian Tunder, which significantly undermines the health team. To avoid this, the first move a white wizard casting anti-lightning, and all the heroes begin to beat him in hand. The main thing, follow the HP level and do not forget to be harmful.

Hanging through the door, get up on the teleporter. Lying in your inventory cube activates it, and the team will be transferred to the soaring high in the sky Heavenly castle.

Heavenly castle
Recommended level: 22
Being after teleportation on 1st floor castle, leave the arrival room and go south; Take there in the Bane Sword room. Return to the center and go to the west; In the room there you can find Heal Potion, 7900, 4150 and 9900 g. Return to the center and go to the East; In the room there is Heal Helmet, ProRING, 6720, 5000 and 180 G. Finally, gathering all the trophies, last return to the center and go to the north, to the teleporter to another floor.
2nd floor Over the form resembles an eight-pointed star - go sway to its center, and begin to explore the rays. From the north we just came; In the room on the north-western beam, Silver Helmet and House are located, and on the northeast - Opal Gauntlet. Western beam ends with a room with 13000 and 880 g, oriental - room with Ribbon (for the wizard) And opal shield. In the southeastern room, stick White Shirt and Black Shirt (Better clothes for white and black wizards, respectively)and in the southwestern chest is the party adamanta. You can right now jump to strain the gnomes, but it is better to suffer a little and continue the research of the celestial castle. Go down the southern beam to the teleporter.
On the 3 floors First, move along winding platforms to the east and indoors there Take the ProCape (for a white wizard), Drug Soft, Cloth, 6400, 8135 and 9500 G. If you look into the window at the teleporter, you will see the place where the Element Power flows down - Temple of demons. Return to the teleporter and go to the west to take in the Katana room, the Soft, 4150 and 3400 G. Drugs. Transferring to the next floor carries out a teleporter a few steps to the south of this room.
4th floor It may seem huge. In fact, it is again sly spatial tricks. It is necessary to move here so - go through one block to the north, then one block to the west; Then again one block to the north and one block to the west. Repeating this several times, you will go to the teleporter. It can also be achieved if you alternate the south and east.
5th floor - It's a terribly long bridge. It would seem that difficult - go over the bridge? Meanwhile, serious problems may arise here - the bridge patrols the combat robot Warmech..

Mini boss: Warmech.
HP: 1000 . Exp: 32000 . G: 32000 .

In a nutshell: Warmech - the most dangerous monster of the whole game. To demolish him his thousand hit points will be hard, given its almost impenetrable protection level. Magic on Warmech is only the most advanced, type Nuke and Fade. Physical attacks of the robot are removed from two to four hundred HP and easily can put the wizard, and the tactical nuclear weapon (an analogue of the NUKE spell) causes the same damage to the entire team. Finally, he can imperceptibly sneak at the back and with the guarantee will apply the first blow to the team. If you want to count on victory, the level of heroes should be at least 27, and better higher. The knight and master beat Warmech physical attacks, the black wizard imposes on them both Fast, and then starts to crawl Nuke, the white wizard puts on the Anti-Fire and Invisibility 2 command, and then starts to crawl Fade. Perhaps you will be lucky, and you will overpower it.
The most pleasant thing - this mini-boss is not mandatory; He may not meet you, and if you meet, it's easy to escape from it.

Crossing the bridge, touch the ball - it will crumble, and the air demon will appear in front of you.

Boss: Tiamat
HP: 1000 . Exp: 5496 . G: 6000 .

The air demon possesses three powerful specialists: Blizzard, Thunder and Poison, which can strongly swim the blood team. Yes, and his physical attacks are not weak - a hundred and half of health cut down exactly. Tiamat itself is strong, like oak - 1000 hit points plus excellent protection essentially drawn off his death. The most opposed that he can crack Bane with a good chance of success, spitting on your prorings. At the beginning of the battle, the Black Wizard accelerates its Fast of both shirt, and White exposes all sorts of protection - Anti-Ice, Anti-Lightning and Invisibility 2 (With White Shirt). Then begin to break the daemon in my neighbor. Do not forget to treat wounded! Tiamat is subject to Bane and Break - so you can kill him with the go, if you are lucky.

By attaching the enemy, do what it should be - stand up on the stove, and the fourth ball will light up; Power returned to him Air! Teleport behind her will return the heroes to the desert from the Tower of Mirages.


Chapter 6. Temple of demons

Now all four balls shine, and you can climb the evil at any time. However, in order not to get into the forehead, it is necessary to carefully prepare. All heroes must be equipped with crops, and all except the knight - ribbons. Buy 99 Heal Potions. Visit Lefein and find a skillful magic shop there (To do this, go into the hole between the bushes in the upper right corner and move to the East)Where you need to buy a black Nuke wizard, and White - Life 2. Take the blacksmith in the cave of Adamant's gnomes, and it will make Xcalibur - the best sword of the knight. Finally, do the pumping. The level of the team is desirable to bring to 29 before looking for meetings with the main scoundrel. Faster it is done in the Temov Temple, acting strictly within the first and second floors - is too dangerous below. Well, or on the warmers, refractors ;-)

When complete cooking, go to the Temple of the Demons. Go to the north, in the room with a black ball, where Garland served before. Talk to five volatile mice (these are your predecessors, the warriors of the sky, trying to stop the evil four centuries ago) "Learn that the roots of the forces of demons are hidden in the past, and you need to be transferred 2000 years ago to destroy the true enemy there. Touch the black bowl; Your shining balls will hide it and activate the gates of time. Step them, and the team will be transferred to the past for two millennia.

Last hike
Recommended level: 29
On the 1st floor can be effectively pumping; When you get tired, castow exit - it will transfer you not only to the exit, but also back to the future. Rest and come back through the gate time. Natural (without Warp or Exit Spells) will not be back.
Coming out of the room, go east, then descend on the corridor in the south-eastern corner, where the staircase is down.
On the 2nd floor Make a dozen steps to the right and go down to the next floor.
3rd floor inhabited by gas dragons who can even post the high-level team; be careful! Move from the stairs to the south to the floor border and turn to the east; When a building will be to the north of you - enter it. At the door, the team will meet Phantom - reinforced analogue of the eye. Since all the characters are protected by crimes, his magic does not have success, and you easily pledge it in the cabbage. In the chest on the left - 45000 g, in the chest on the right - 65000 g, in the middle - the stove. Go to her and play on Lit (not in vain worn her whole game?). Melody will open the staircase up.
You again on 2nd floor; Get out of the room south and turn to the West, then head to the northwest angle, to the stairs up.
Again 1st floor. Go to the West and go down the stairs.

Now you have to break through the floors of the elements, and the first in this row will become Floor land. There are mostly monsters familiar to the cave of land. Come go around the floor around the perimeter: up to the north-western corner, then right to the northeast, finally, down to the southeast - in this corner there is a staircase guarded by Lich. He learned new spells Nuke., XXXX, ZAP! And in general, I added in force, but only his health remains at the same level. Those. Knight or level 29 level 29 can lay it with one attack. Go down.
Next to the queue - Floor fire. The local monsters met in the Hurgundy volcano. Move north and go to the building. You need to pass it through and exit through the door in the east side. Go to the south and go to the West, to the next stairs. Before approaching it, examine two rooms to the south. In the left, take PRRING and go through a long corridor - in the room in his end lies Katana. In the right, take ProCape (for a black wizard) And at the end of the corridor, 26000 g, then return to the stairs - she is waiting for a kary. It is also stronger than last time, but slightly, if compared with the Lich. The most significant improvement - the Fire 3 spell was added, so as the cast anti-fire and put the enemy. In general, the methods of struggle remained old. After the victory, go down.
Further goes Water floor. A set of monsters is provided by a sea tomb. Go around the barrier, passing through the room nearby, then move down (through the columns) and left. Come into the room, go inside it south and exit the second door through the second door. Rising upstairs, go through another room and exit the middle door. Go to the passage, fenced columns, down and right. On the approach to the stairs in the southeast corner you will be greenery. This one differs from itself in the future with its powerful physical attacks. White wizard imposes Invisibility 2, black - Fast on the knight, and very soon Kraken will be a drop. Go down.
The last you need to overcome Floor air. Monsters are the same as in the heavenly castle. Go from the start point to the south, then east; Go to the south-east along the Uzpetnky Corridor, then east. The road will end with a small room in which there is a chest with Masmune. This is the best weapon in the game, and own them can everything Heroes. Decide yourself to whom to give it. For our team, the team has the greatest return, it will bring in the hands of a white wizard. Return to the starting point and make the east this time. Tiamat is sitting in the aisle between two large rooms. Despite some rekunning, it is easy to cope with it - act on the same tactics as last time, using the experience of experience. There were no qualitative improvements in Tiamat. In the northeast corner of the next room - the staircase.

Last Floor Absolutely empty. Not a single monster will meet you. Go around the room in the center of the floor and stand up opposite the door in the southern wall. Before you come, fully cure all the heroes (Use the bottoms and lower levels spells). In the room you will meet with ... Garland? In the conversation, it turns out that four demon sent him here, 2,000 years ago, and he, in turn, sent them to the future, thus forming a temporary loop. After each replica, he will retreat back - approach and speak again with him. For the third time, Garland will take his real form and will attack the team.

Boss: Chaos
HP: 2000 . Exp: what for? G: what for?

To overcome this demonic creation will be not easy. The monster is healthy as a bull - two thousand hit points and very high protection provide stunning vitality. Chaos is quite good in hand-to-hand (minus one hundred and two hundred HP for every blow, plus status Paralyzed), knows a bunch of powerful combat breasts - Fire 3, Lightning 3, Ice 3, Specialists Tornado, Swirl, Inferno and Crack, can impose a FAST ( as if he has so attacks weak), and at you Slow 2. The most disadvantaged that it does not happen to apply Cure 4; You mututed him half an hour, and he once - and completely cured. Chaos has endless charges of spells, so do not try to take it to iszor.
The team must be at least 30 levels, and at the peak of the form. The black wizard during the first two rounds imposes on the knight and the masters Fast. A white wizard protects the command using Invisibility 2 and Fog 2 (you can still anti-fire). Then the knight and the Master begin to cover the chaos by physical attacks, and the wizards firing it with the most powerful rods: white - Fade, black - Nuke. In a slower and cautious version of the battle, you need to protect all the heroes by the Wall spell. If necessary, get distracted to the deposit of your fighters using Cure 3 and Cure 4. When the health of the boss falls below the mark of 500 HP, hire on it with the whole crowd - otherwise with a high degree of probability, it will leave Cure 4, and all efforts will go to the cat under the tail. In this battle, much depends on luck.

Chaos attacked effectively and turn into nothing.
Temporary loop is broken; On the planet again reigned the world! Office forces of the elements is returned to the land. Everything in the world returned to the circles. When chaos, the generation of four demons, was defeated by warriors of the world, this victory in the past changed the future. The magnificent four, returning at one time, found that all traces of the intervention of the evil forces disappeared from the face of the earth ... In what time their adventures unfolded - now it is unknown. But the memory of them will always live in the hearts of people, and the legend of warriors of light will be transferred from generation to generation.

This passage is written on the basis of the version for PSP: Final Fantasy Anniversary Edition!

1. Four warrior light

Start

In this passage, I leave all the names of items in English so that you are not confused, so if you play some localization, you will have to compare the names yourself. At the very beginning of the game, you are offered to call characters and choose each of them profession. In this part of characters there are no own names and personalities. Name them as you want, and select your profession. We have to choose from: warrior, thief, monk, red, white and black magicians. Everyone has their advantages and cons, everything is fine with logic. The warrior is good in physical attacks, thieves have high evasion and high chances of escape, the monk is also good in physical attacks, but only in hand, black magicians specialize in attacking magic, and whites are on magic support and treatment. The red magician specializes in black and white magic at the same time, however, since he has the number of places for magic is limited, to learn all the magic available individually in black or white Magu, he will not be able to. And in general, I would not advise him to choose, because he would not be able to learn the best black and white magic, it is only available to white and black magicians separately.

In general, choose professions and name your characters (you can also choose the automan if you are too lazy to invent). In its passage, I begin on the standard choice of professions, but with the exception of the resolution of the thief on the monk.

Look at a short screensaver telling that the elements rebelled, and the crystals went out, but the four warrior of the lights suddenly appeared, which decided to help in solving this problem. Well, in the end you will find yourself next to the city and get control. Come in the city.

Cornelia

You can chat with the population. Pay attention to the hotel (Inn) near the city entrance. It is always possible for a small amount to fill HP / MP characters. In Cornelia, the night in the hotel costs only 30 gil, which is very cheap, if you compare the price with the rest of the cities. Also in the hotel there are old men who will tell you the basics of the game if necessary. Weapons and armor shops are located in the city, they can be found in the signboards of the sword and shield. With 500 Gil in the pocket, do not be very disengaged, but prices, oddly enough, are not so big here. In the weapon, buy Rapier Warrior and Hammer White Magu. The black one shot from the White Magician Staff. From armor you can take Chain Mail for the warrior and Leather Armor for a monk. The monk is not equipped with a weapon, believe me on the word, the monks are strong in the fights in hand. The north are the stores of black and white magic, on which the sign with black and white crystals. It is important to know that magicians can only be taught by 3 spells of each level, although usually four are available. I would advise you to take standard Fire and Thunder for the Black Magician and Cure and Dia for the White.

Next, go east through the bridge, you must notice the church. If someone from the characters perivides in battle, go to church and the bishop will resurrect the character for a certain fee. Below the church is a store of objects, his signage - chairs. The remaining money should be enough for a couple of Potion and Antidote, buy them, although they prices are compared to weapons, of course, just frightening, but the antidotes are needed, because in this game, poison is a nasty thing that, after resting the hotel, is not cleaned. As soon as you come in Cornelia, talk to any soldier to go out. Soldier, noticing crystals in your hands, will immediately want to take you to the king.

Cornelia Castle

You will find yourself in front of the king. He assumes that you are four warrior of light and ask you to find the princess Sarah, which the best swords of the Messenik Garland has kidnapped. After a small dialogue, you will return to you again. Leave the castle, move on the world map to the north-west to the Temple of Chaos, getting lost here is very difficult, in fact the path leads only to the temple. Note on the way to the Temple of the cave in Western Mountain, but at the moment, we do not need it, it is an additional dungeon to which we have no access yet. When your characters get the fourth level, boldly step into the temple.

Temple of Chaos

In the southwest room there is a chest with Leather Cap. Immediately hang it on someone. In the room in the northwest - Potion and Tent. There is no more treasure here, it remains to fight with Garland. To get to him, go back to the entrance and go straight to the north. I hope for this time you still have a fourth level, and even the fifth. Come on the door and talk to the knight.

Princess saved. You will automatically find yourself in Cornelia Castle. Now there is no doubt - you are exactly the very four warrings of light from the prophecy of Luchana. Then, the king will tell about the crystal located on the northern continent. And, as promised, the bridge to the northern continent will disconse into the shortest time. Having received freedom of action, talk to Sarah, she will give you a key item - Litua. After that, leave the castle and see the next short screensaver on how builders over a few seconds will complete the bridge. That's what it means - the order of the king!

Now that the bridge is built, most of the sushi will be available for us. Run in Cornelia as needed to be at the hotel and plug out with antidotees. When finished here, go to the bridge. He is right above the castle. Only stepped on the bridge, you will be forced to see another text screensaver. Recommending the Office, step, finally, to the new continent. There will be a fork in front of you, the mountain will divide the path in half. If you go left, you can get into the cave of Matomi and take there two keen and antidote there, but we have no need to go there, so if you especially do not need these items, then the cave can wait. Move east through a dense forest. Along the way, beware of strong monsters, such as fires and wolves of Varga, even though they can be done well, but they can take a weak team once or two. Continue to move to the east until you reach the sea, running out of there, running a little south, you must notice the city. Come in. Well, I hope that by this time you pumped up to levels 6-7 and beat money from monsters.

PRIVATE

In the city obviously some kind of disorder. The hotel is located north of the entrance, the night in it costs 50 Gil. Begun if necessary. Also a little right of the hotel is the church, in case someone from the team members were killed. Please note that with each new city price in the hotel and churches will grow. Sharing, keep to the northwest of the city, there are three pirates there, talk to the captain, he is in the center. He immediately competently to you and report that if you want to deal with him, you must have steel me ... kernel, yes. The fight with nine pirates will begin. They are quite weak, so they should not take you a lot of trouble. Having left without minions, Captain Bikka apologize, promises to be good and give right free, right as a gift his own ship. He stands in the bay of a little south of the city. But in the city we still have business. Buy in the Armory of Broadsword for a warrior, in the armor store, take the same Iron Armor and Leather Shield for him, as well as Leather Glove in the number of three pieces (for all other than the monk). In the stores of black and white magic, the magic of the second level is for sale, it would be nice to buy at least Blizzard for the Black Magician, and in a good one more than Slow and Dark for the Black Magician and Blindna and Silence for the White. If not enough money, you will have to rose them from monsters near the walking with the city. At the end of the procurement, sit on the ship.


2. Prince Elf

Casual contractions will not leave you alone even when you float on the ship. However, only aquatic monsters are found at sea, so do not hesitate to crawl on them. We need to swim to the west. You will need to rest in Cornelia, and if necessary, you can visit the local hotel. From Cornelia I sail south to Elfheim, the city of elves. You will need to rest right in the pier. If you are afraid to get lost, you can always call a map by pressing SELECT +. The map of red dots marked cities, yellow - caves. Elfheim is right under Cornelia. Having landed on land, keep south through the forest, so you have to get to Elfheim.

Elfheim

The hotel is located near the entrance, this time the noise in it costs the whole 100 gil. Talk to the local population. MOLODS Again, something gallows something, something happened to the local prince. Is it really in the world of the first FF every city in trouble? Well, in any case, let's go shopping. In the weapon, buy Dagger for the Black Magician. In the armor store a lot delicious. Copper Armlet is a very good thing, but also the price of her decent. It is better to postpone the purchase for later, but if you so want to take it, bring money from the monsters run next to the city and buy two, for black and white magicians. Buy Iron Shield and Helm for a warrior, as well as Leather Cap for the Black Magician (white Equipment that removed from the warrior). In the store items, too many interesting, such as Gold Needle, but the price is scary again. It is better to buy two to three tent instead, they will always be useful.

In magic stores, the magic of the third and fourth level is already for sale. Shops with the third level of magic are located near the hotel, and shops with fourth level are just north. Magic is good, but the price corresponds. Some magic is really very helpful, for example, Haste, Fira, Thudara for the Black Magician and Poisona, Cura, Heal for White. But you yourself decide whether to beat money or postpone the purchase of magic for later, however, knocking out money, you can at the same time and pump. Decent amounts are given behind the orders and leaders of the flags that occur right near the city. If suddenly magic do not give to learn, then you have a small level. For the fourth level of magic, the character must be pumped up to 13 levels. Do not be lazy to read Easter from Square on the tombstone ... In any case, as soon as you finish with purchases, head to the nearby castle.

Castle Elfheima

Talk to the people. It turns out that some astos immersed the prince in eternal sleep and ran away with royal treasures. The prince himself drowshes a little left of the entrance to the castle. Next to him sits a doctor who says that the prince is in this state for five years and that should still be a medicine somewhere. Well, you need to go in search. Be sure to buy several antidotes before leaving the city, if not purchased Poisona magic. It's time to go to the southwest to the marsh cave. Coming out of Elfheim, to the West. Go around the mountains. If you got lost, do not hesitate to look at the world map. How to get to the shore, move to the north until you break into the castle. First you need to go to it.

Western warehouse

It seems that this place is abandoned. Move left and raise a little upstairs, get into the room where the king is sitting on the throne. He will say that Astos him brutally deceived and asks to find his crown, which is just like in a marsh cave. There is nothing more to do here. Coming out from the warehouse, move to the south along the left bank, until not to notice a small funnel in the ground - this is what we need. By the way, it is desirable to enter it, being at levels 13-14, otherwise the local monsters will take you trouble.

Bolt cave

It should be noted that a bunch of local monsters adores poisoning and paralysis on the batch, so do not tighten the battles and take care of the antidotes. Also, there is a green mucus, which has an indicator of protection 255, i.e. Maximum, so do not hesitate to beat it with magic.

Going to the cave, you immediately fall on the branch. Stop up the top path until you reach the stairs to the second floor. Go down. On the second floor, go to the east, go to the door. Take in the Dagger chest. Go to a similar door, located symmetrically in the West, take 680 Gil there. Next, move south and go to the next door. In the chests, select Broadsword and 620 Gil. Go back to the cave entrance. Now, move to the south, without turning, the branches will not give anything to the East, except for spending time. In the southeast corner the door behind which there is a staircase leading to the second floor.

Going away, you will find yourself in a room that has three doors. Go south to the end of the location, from there to the eastern door. Through it, go on the other side of the location to the next staircase leading on the third floor. Go down. The whole third floor consists of 16 rooms located in four rows. You are near the northwestern room in which the chest with Phoenix Down is located, take it. Next, keep in the northeast room. In it will find 295 Gil. In the second top of the rooms, we need two Western rooms. The first is Cottage, in the second Copper Armlet. In the third row we need two central rooms. In East lies 385 Gil. And in the nearest to her - the crown desires. But for her it will be necessary to fight with monsters with the speaking name - Piscodemona. By themselves, they are strong enough, but if you have a proper level, you should not deliver special problems. Beating them, grab the crown. In the rooms of the fourth row, you will not be empty without a mystical key, so we will postpone the robberies of the last row of the cave rooms and come back to the western warehouse to the king.

By defeating Astosa, you will automatically get the key object - the crystal eye. Although it is a key subject, but the prince does not witness. In any case, we are writing back to Elfheim, we are treated, we buy and go back to the ship. Our destination is a cave, which we passed by, drowning in the right. The closest will reach it by the sea. Swim straight to the north to Cornelia, then wake it on the right bank and swim under the bridge that the king of Cornelia is completed, and then north. How to see a marina, sit down and run north to the cave.

Matomi cave

In the cave you will notice a strange woman, which is that and it will stumble. She will mold that she needs a crystal eye. And he just already have. We give her an eye, in return get another key item - invigorating tonic. And, judging by his description, he is needed to awaken the prince. Steal in the cave two keen and Andidote in the chests on the left, if you did not make it earlier, and run back to the castle of Elfheim. Tell me there, we speak the invigorating tonic to him. The prince wonderfully wake up and will give you a key subject - a mystical key. You can now turn around with him. At first, to the northeast of the castle of Elfheim, bypassing him quietly on herbal. There are four chests in the room with Mythril Hammer, 800 Gil, 700 Gil, and Bronze Gloves. Immediately Ecupating Mythril Hammer White Magu, and Bronze Gloves Warrior.

In a marsh cave with a mystical key, you can now open the fourth row of rooms on the third floor and contracted there Antidote, 1020 Gil, and Silver Armlet. Over the past two treasures, you will have to fight with Piskodemons, but they are worth it. Equip Silver Armlet on a monk. Next, we go to rob the western warehouse. Going to the tower, go to the maximum north, from there to the left to the edge, and then a little south. In the room, find three chests. In them, Falkion, Power Staff and Steel Gloves. For each of the chests will have to fight with mummies or visions, but these are ordinary monsters, so they are even less from them than from Pischodemov. Power Staff can be equipped with Black Magu, and Steel Gloves Warrior. The next place where you can get started, there will be a temple of chaos. If you remember, the battle was in the central room, and the chests are located in the corners. In the southeast corner of the chest with Rune Blade, guarded by the Gorgoles. Immediately equip his warrior. In the northeast corner, two chests with Werebuster and Gold Needle, also guarded by rortes. Werebuster and Rune Blade on the relics of the same swords, but they have different properties - the first is effective against the iswolf, and the second against sorcerers. Take this note and go to the last treasures discovering using a mystical key. We go to Cornelia Castle. There, without going into the castle itself, go around it in a circle on the right and northern wall. We go to the castle through the northern pass, we pass a little east past an old man, then south. It is about two rooms, each of which is three chests. They are at Cottage, Saber, Mythril Knife, Iron Armor, Tent and a key item - Nitro powder. Well, now you can continue the movement in the plot.

Talk to Dwarves. One of them will report that they are looking for Levistoun - a stone that can fly. Funny. From above from the entrance room with 575 and 400 gil. In the southwest room, already with eight chests. In them Tent, Great Helm, Wyrmkiller, Ether, Potion, Mythril Mail, 575 GIL and Cottage. Equiply Great Helm and Wyrmkiller Warrior. We go a little east of the room with treasures and speak with the dwarf. He, noticing Nitro powder, already jumps away from joy, snatches it from your hands, instantly mines the edge of the cave and wrap a piece of the continent. Well, ... now and the western part of the world is available to us.

Stop on the ship and swim into the place that only a couple of moments ago was a piece of continent. Just north of it you can notice the whirlpool. There is no need to. Better I swim to the west past the small island. At the nearby continent, you should immediately see the pier, and near a small town. We are there.

Melmond.

Wuu ... what an untidy town. Talking with the people, learn that the city was ruined by vampires. Pay attention to the number of tombstones in the city ... Yes, here our help does not hurt. In general, the hotel is located in the north of the entrance, the cost of the night in it is 100 Gil. Armory slightly east. You can buy a Longsword Warrior. Slightly above the booking store. Cool, in it there is cool armor Knight "s Armor, but also the price of her cool ... If some unknown way you could gain such an amount, then, of course, we buy it a warrior, if not, then sucking the paw and so far We buy two Silver Armlet for magicians, and the protection of them is still low. In the south, the stores of black and white magic. They sell the magic of the fifth level. It would be wonderful to buy Firaga and Scourge. Teleport is also a very useful thing, but to learn it , It is necessary to increase the level of professions and become a wizard. White Magu would be nice to learn Curaga, Life and Diaga. The latter will be useful against vampires and undead, which will need to mutid in the near future. There are no churches in this city, well, yes it is understandable .. . Vampires were destroyed. And at the same time, it seems they destroyed the items store. Having finished purchases, go out of the city and head to the West, going along the coast until you reach the West, we will not yet be allowed to go to the south on a thin strip Land ... The main thing She would not have blown up now ... Come into the cave between the mountains.

Cave land

Among the local enemies it is to beware of cocatants that can turn your characters into a stone. If fights will seemble to you, ride a level to 20, because random battles here occur often. You can also ride on the Hil gigas to the west of the entrance. When you reach the angle, with each step there will be a fight with it and a pair of additional monsters (or a pair of chil gigas ^ _ ^). The main thing is not to get out of time, because at returns also through each step will be the battle.

One way or another, we need to stump right north of the entrance. Go there with any of the sides of the room and enter it. Take 1975 Gil from the chest (be careful, can jump out an earth elemental, a very powerful opponent) and return to the entrance. From entering the southeast. There the path is almost immediately divided. Having passed to the left, reach the room with two chests containing Antidote and 795 Gil. Passing to the right, get into the room with two chests containing Potion and 800 Gil. Then, back to the stairs. From her we go east to get to the descent to the second floor. On the second floor we go to the maximum south, then east and north. Next, the maximum east to the room with three chests containing 330 Gil, Tent and Coral Sword. Get out of the room and store to the west, turn to the south on the second turn. Go south to the maximum, reach the room with three chests containing 5575 Gil and Leather Shield. Then, go back to the previous room with chests, from which you go straight to the south. Get down to descending on the third floor. We go to the east, in the room we take Sleeping Bag. Next to us north. On the fork we go a little right and south. There is a room with Gold Needle. Next, we return to the previous fork, and from there to the left. Behind the door of the chest with 3400 Gil, taking it, then we go west. On the fork we go down, we reach the room from 1020 Gil, and behind the door, which is still south of us ... Bat. Talk to her.

By defeating it, take the contents of the chest to which he blocking the way. This is a key item - Star Ruby. So, further passage of the cave of the Earth is still postponed. We go to Melmond to get to it. Now we are exactly the southwest of this town, but without moving to another continent.

Cave Giant

There are no random battles in this cave. Go deep into the cave, go through the second door. Talk to the old man, he will give you a key object - an earthen twist. With him we can go to the deeces of the cave of the Earth. Well, I put back into the cave of the Earth, to the place where we defeated the vampire, on the way, if there is such a necessity, go to the Melmond to become it. Go through the eastern door from the room where you fought with a vampire and reach the stone slab. Misture in front of it with an earthen twist (for this, select it from the key items) and voila, the passage to the fourth floor will open. Go down. From the stairs we go to the north, places turning the west, to the room with chests containing STAFF, 3400, 1520, 5450 and 1455 Gil. Before each chest, it will have to fight a mug or sphinx, along with already familiar monsters. Then we return to the entrance to the floor and now we already go to the southwest, there is a room with three chests containing Tent, Mythril Shield, and 1250 Gil. Shield immediately wear on the warrior and put it from here to the north-west to the next descent. On the fifth floor, go to the west to the door. Before entering, make sure that everyone is cured and the magicians are decently MR, then enter and talk to the land crystal ...

Hooray! We were able to restore the crystal of the earth, three more remained. We will also show the scene that earlier the locked door in the land altar will open, but it is better to leave his passage to the end of the game. To get out of the cave, stand on the circle behind the crystal.


4. Crystal Fire

We run back to Melmond to get to it, then sit down on the ship. We need to west. To do this, I swim from the town to the south and at the first opportunity we float to the West, we will be on the most western edge of the world map and in the end we will fall on its eastern side. Swim to the West until you break into the mountain continent. Then it remains to swim a little bit south, and you will be needed to notice the pier. We are there. Get off the ship and move to the southwest along the coast, reach the forest. Slightly west arc lake, and within him the city. You can bypass the lake on the south side. We go around and go to the city.

Lake Crescents

Wow, this is the first city in which there is no problem! Neither pirates nor vampires, and the princes do not disappear! Weapons and armor shops are overcrowded by things from myfril. Buy Mythril Sword and Mythril Gloves for a warrior. There is also a lot of useful magic in the city. Exit excellent spell that will save time, but it is necessary to raise the profession class. One way or another, I would advise you to buy Thundaga, Death, Quake for the Black Magician and at least Stona for the White Maga. The remaining spells for the White Mague are no less useful, but here you can solve you that is better. Let's still not wake spending a place on EXIT, because you can use Teleport and buy Protera and Invisira, these spells are very helpful and will be very often needed in a fight with bosses. Having finished purchased, to the east of the city. There are twelve old eagles there. Talk to their leader. I think you yourself guess which of them is the leader ... By the way, his name is Lukan. Remember the name? Remember, remember. Yes, it was he who predicted the appearance of four legendary warriors Light, and no, he is not a developer of this game. Talk to all old men, learn more about crystals, one of the old people will give you a key item - canoe. You can leave the city. Now with the canoe, you have the opportunity to twist small rivers ... how small? Well, for example, the same lake-crescent! In the rivers you will meet some new enemies, Hydra, Ochu and Nachu, for the last two, however, give a ton of experience, but they still should be feared. Now our path lies on the mountain of Gang. To get there, find the river falling into the lake-crescent, and swim through it in the mountains. You need to move in the northwestern direction. Go to the land, and you will see in the center of the mountains of the Volcano. We are there.

Mount Gall

How easy it is to guess, all the livestock inhabiting the mountain is fiery. Therefore, if necessary, use ice magic against monsters, but do not forget that MR still needs to save for bosses, especially if you do not have the ether. Also on the road, places are spilled by Lava, coming to which the teams will remove 1 HP, so try to step less on it. So, we go to the north-west, there is a descent to the second floor. On the second floor we pass through the nearest door and move to the north, when you see the nearest chest, turn to it to the left and take mythril Helm from it, it will protect it two fiery elemental if problems arise with them, use ice magic. Then go south, there is a chest with 1520 gil. Then go a little nordic first chest, there, in the West, find a chest with Great Sword, and in the east, the chest with 4150 Gil. Next, we go to the maximum north, and then to the West until you ride the wall, you will need to notice two chests, go around the south and take 795 and 750 gils from them. Then go down on the left side (on which they came), and begin to descend south until you reach a heap of cheeks. Take out Mythril Helm, Mythril Gloves, 1520 Gil, 1760 Gil, Mythril Shield, Mythril Axe, Phoenix Down, 1455 Gil, Antidote, 1975 Gil, Tent, and Hi-Potion. Having all this good, go back to the entrance to the floor, to put it straight from it straight to the West, there is a descent on the third.

If there is a need to get rid of the lake-crescent, while the cave exit nearby. On the third floor we only need to move to the east. Descent there. On the fourth floor, in the southeast, there is a staircase to the top. Raise again on the third. Move to the West, on the first fork, turn to the south, on the next development also continue the way to the south, which will eventually lead to a descent on the fourth floor. Here you put in the nearest door and take from the chests of Gold Needle and 2750 Gil. Next, continue the way until you notice the next door, take 1760 Gil from the chest. Next, go to the west until the next treasure room, take Antidote, 7340 Gil, 880 Gil, Ice Brand and Flame Shield. The last two must be equipped with a warrior. Then return to the previous room and go from it south. Get to the room with chests containing 155 and 10 gil. Next we go east to another room with three chests. One of them has already been shaking someone, and in the other two, take 2000 Gil and Cottage. Then return to the previous room and continue your way to the south. You will reach the next room with chests ... God, yes the first FFCA is a sea of \u200b\u200bdiversity! In the chests take 1250 Gil and Staff. Next, we continue the way to the south, where the descent on the fifth floor is located. On the fifth floor we are moving straight to the west. There is a room with a chest, for which you have to fight with a fiery dragon, but it is worth it, because in the chest is a useful Flame Mail, it's not a start-up staff ... Equip her warrior and leave this room. Next, move to the southwest, you will find yourself at the next door. For her, the boss is waiting for us. Boil, then talk to a red ball.

Well, now the crystal of fire returned to normal. It will be shown a frame that the door opened in the abyss of hell, but leave it to the end of the game. Now you can safely leave this wakeful cave, putting on a circle for a crystal.


5. Air ship

Now we need to find Levistone. First of all, come back to the lake-crescent and get down, then return to the ship and enjoy along the mainland to the north until the next port, it is in a small bay. Next, we go along the mountains to the southwest. Swim on the river on canoe. On the first fork you float north (both ways to the north lead to the same place), then twice west. As a result, making a small, so to speak, the semicircle go to the land, and going a little, you will see the cave. We are there.

Ice Cave

According to the only road, to the descent to the second floor. On the second to keep southwest, there is a staircase on the third. On the third climb back, but on another ladder. Move through the only way to the door. The room has two chests, as well as Levistone, but if you look at, then the ice in the room has been cracked in places, so if you come to one of these cracks, then fall on the third floor. Do not worry and conceived, so we take in the chests Flame Sword and Clothes, carefully bypassing the cracks, and then fall in any place. We defeat the evil and come out of the room, now we need to west to the door. The road is lying on the road, which has the same effect as Lava, so watch out for health. In the room, two chests with Ice Armor and Mythril Gloves, for which you have to fight with white dragons. In battle with them, beware of IceStorm, which makes a lot of damage. Then go back to the center of the floor and now go straight to the south (on the bottom fork you choose the south-west), there in the room in six chests take 7900, 5454, 180, 9900, 5000, 12350 gil ...

Return to the previous fork and this time go southeast. This path will lead us to the stairs leading to the first floor. We go to the door, we go to the south, take Ether in the chest, then go to the door located a little east. Outside, we go south to the room to the chest with 10,000 gil. How much money here is ... Next, we go on a southeastern path, which will lead to another room with three chests and a crack ... Take 9500 Gil in the chests, Sleeping Bag and Ice Shield. Then fall down through the crack. We will be right in the center of the room where Levistone lies. Come on and go to pick it up. Why be treated? Because before this will have to fight with an evil eye, which in essence of his weakness and nothing special is. Take Levistone, it remains to get out of the cave. How to get out? We fall into the crack, and then we return to the place where the crack leads to Levistone, but this time do not fail, and we pass by this room further east, there will be a staircase leading out. Fuh ... Now you can return to the lake-crescent to get to it and buy objects. Then go to the next area. We go to the same river that leads to the Galong grief, but this time I swim to the south, we leave, having adopted the desert. And we enter it, as in a new location.

Desert Ryanka

In the desert automatically activate Levistone. You will see a roller as a miraculous way from the depths of the desert can appear a flying ship. More precisely ... Airship, yeah! Having received the Office, feel free to sit on it! Well, now you can make a bunch of everything. Most of all, naturally, pleases the speed of movement, and also can not but please the absence of random bouts. You can land on a flying ship only on a green surface, oddly enough, it is impossible to land even in the desert, where we found it ... How did he get there? ..

Gaia.

In the reservation store, buy all Protect Ring characters and Troim Ruby Armlet (War I do not need, he has a twist armor). Only Cat Claws are sold in weapons, they are not interested in us until you enhance the class of profession. Exactly, like the magic, which is here for the word for sale as much as 7 and 8 levels, but you can buy at least Blizzaga. There is nothing more here yet, so we sit on the ship and fly to the west. Our goal is the western end of the same continent, there is a castle there. Next to him will not succeed, so find the nearest green point (it is slightly nordic, on the visible part of the peninsula, which is on the map seems to be a separate island) and rag off from it to the castle bypassing the sea.

Test Citadel

Go forward, speak with an old man. Next, move the maximum to the north when you ride the wall, go to the west. Get to the door, in the room cluster on the throne and ... find yourself on the second floor. Next, we will need to navigate through the rooms using teleports. Get out of the room and see teleport. Having arrived at him, you will find yourself a little nord. There is also one teleport, but in the next room there are two. We choose the bottom, come again to the room with one teleport, we go on it. In the next room again two teleport. We need lower. In the next room, teleport south, it will lead again to the room with two. Choose eastern teleport. Next, to the east to the door, inside the chest room with Gauntlets, which is guarded by clay golems. These are very good gloves, but so far we cannot equip them.

We leave out of the room, we go down to the south along the left path, we will find yourself in a small room with two teleports, we need the one that is lower. We get into the room with a staircase on the third floor. Raise. Here I will put on the corridor to the north and pass on the door, in the nearest chest take Healing Staff. Next we go to the West, there, in the chests, take Steel Gloves, Ice Brand and Ruby Armlet. Next, we are south, there are also chests here, one someone shake up to us, and in three others take Cottage, 1455 and 7340 Gil. Next, we go to the east, there are another chest and throne there. In the chest, a rat tail is a key item. We step on the throne, we defeat two zombie dragons and find ourselves on the first floor. We leave and do the whole way back to the flying ship. The next destination is the dragon caves. Open the map to see the accumulation of points nearby with your location. That they are. Let's fly to the easternmost point, we land and enter the cave.

Dragon caves

From the ladder we go to the north in the room, there are three chests. They have 2750, 2000 and 1455 Gil. Next, put in the room in the southwest. There is a bunch of chests and a speaking dragon with the size of you. In the chests, take X-Potion, 9500, 1520 and 2750 Gil. With the first cave finish. Fly in the second. We need to northwest. There are two islands there. One, the one that the west contains two caves, and the one that is eastern one. On the eastern, except to talk to another dragon, there is nothing to do. We land on the island with two caves. Through the southern entrance, we will fall into the abyss of hell, we don't need to go there yet, do not go. Zalazim in the northern cave. There we go to any side, the road will lead us to the room with a bunch of dragons and chests containing Cottage, 500 Gil and ELIXIR. Tyrim is all the dragons and go back to the ship. The north there is a forest island with two caves. Sit down there. There is nothing in the northern cave, but here in South ...

From the stairs, to the south in the narrow corridor, at the end of which there is a staircase for the second floor. We descend and move to the north, past a row of swords. The center sits the king of all Dragons Bahamut. He notices the tail of the rat and considers him a sign of courage and strength. And with one with a waving wings, he will increase the classes of your professions. Well, now we are just super cool. Warrior became a knight, the monk became a master, and the white and black magicians became wizards! Return to the ship. The last island remained, where you can get started. He is slightly West. Go there in the cave. In the Western Room, take Tent, and in the Southern Dry Ether and Gold Needle. Having finished with the warding of the dragon caves fly in Guy, where we buy the necessary spells, also if you want, visit old cities, where magic was also not available because of the lowest class of professions, in additions you can learn white lower level spells for the knight.


7. Water crystal

In Guy, a little left of the eighth-level magic stores there is a man with blue hair. He speaks of much water with the name of oxial, it flows from sources a little south of Guy, but only fairies can pull it out. And if you talk to the pirate just nine of this place, he will tell you that I caught one of the fairies and sold it caravan ... Okay. Capture Cat Claws for GM ... Black Wizard, then sit on the aircraft and fly to the North-West Continent. Remove the desert. You can fall around it in the southeast side. Sit down and put on your two on the north-west of the desert. There will see a small green fishing line. Touch the small sandy segment a little west of it and get to ...

Caravan

All location is only a small tent. Go to it. We need to buy a fairy in a bottle. It costs 40,000 Gil. I think you have money after robusting dragons? If not, then fly to the test citadel and select from monsters. In general, sooner or later, by purchasing Fairy, we return to the aircraft. Now we are back to Guy. Going to Guy, the Fairy will automatically sweep. We go to the place where they spoke with a pirate, from there to the east, until I get to the lake. Our fairy flies there. She will thank that you have found such just the only ones who released it from the bottle, ha ... as if we had a choice. In any case, in gratitude, it gives us oxyil, with which you can breathe under water. Wow. Although if you think about ... Oxyal is kind of special water ... As you can breathe under water with water ... Wow ... well, okay. Returning to a flying ship. You need to fly to the place where you found a caravan. In the south-east of the desert there is a river, she needs us. Sit down and swim on the canoe to the north. As a result, we get up to a dead end. But ... no, it's not a dead end straight into the waterfall!

Cave for a waterfall

Follow the West on the first and second fork. On the third to the southwest. In general, the essence of this cave is that you should always turn to the West or Southwest. In the end, you will get to the door, behind which there is a bunch of chests. They have Wizard "s Staff, Ribbon, 13450 Gil, 6400 Gil, 5000 Gil and Defender, the last Equipment Warrior. Ribbon can be put on white Magu. Talk to the robot or who it is, in general, he will give you a key subject - cube deformation. Then Return back to the flying ship. On the way back on the left side, notice the town. We, by the way, go there. Go to the nearest land and enter the city.

Onrak

Hotel just south of the entrance. If you talk to the people, you can hear some things about oxyal and sunken temple. You can buy a magic you like, as well as to buy things. Now we need to run southeast of the city. There is a woman and a kid with blue hair. The kid says that he saw some kind of shining garbage that fell from the sky. Yes, this is exactly the robot that was in a waterfall cave. Talk to the woman, learn that she is a mermaid. She will notice the oxality and asked to save other mermaids. Now the barrel is available to us. Well ... Apparently this is a kind of submarine. OK, let's say. Flag in it and find yourself in ...

Sunken Temple

As it is easy to guess, the bulk of monsters here is water, so Thundaga will be excellent magic against them. To begin with, moving to the north to the first intersection. We go right, taking in the room 2000 Gil. We return to the central aisle, and this time we go to the left, at the end of the way the room with 9900 Gil. Then we move to the northeast, there will be several rooms on the way, but they are all empty. As a result, you will need to get to the stairs to the fourth floor. Here, go south to the door, there is nothing behind it, do not worry. From here you can go to the West or south. I go first to the west. On the fork to the south, so we will fall on the intersection. We go to the West, in the next fork to the north, we will turn right into the room behind the chest with 20 Gil and continue the way back to the north. Turn to the West as soon as possible, then we go to the north, you will need to get to the door. Here is one of the coolest treasures of the sunken temple - Diamond Armor, equip her knight and keep it from here to the maximum south.

In the south-western corner room with a chest containing Light Ax. From here to the east, we turn to the north to the north, we will get into the room with Mage "s STAFF. Next, we continue to move to the maximum east. Then, having passed a little south, we get into the room with 12350 Gil. Then we boldly go up to the fifth floor. This is The top floor of the sunken temple. Oddly enough, there are no random battles, but there are a lot of treasures. One way or another, to start a key item. I have a maximum to the north, you don't pay attention to the door. Then we do not pay a little . When the path becomes more wider, put into the southern room, there are three chests that contain Diamond Gloves, Diamond Helm and the key item - the stone is rosettes. Equipment of the knight's helmet. Now you can safely collect treasures on the floor. Take 250 Gil, 4150 Gil, Antidote, Diamond Shield, 5000 Gil, Diamond Armlet, 1760 Gil, 9000 Gil, 10,000 Gil and 10 Gil. Equipment of a diamond shield of a knight, and someone's bracelet from his pets, because the characters are three, and one bracelet. When finished E with rushing mermaids, come back to the third floor.

If there is a need, go back to the onrak, to become, because soon we have a fight with the boss. In general, then we need a staircase in the north-west, descending on it, we will fall on the second floor. On the second floor we put the path to the north to the maximum, there are rise to the third and immediately on the fourth floors. Top in the southeast, go back to the third floor ... In the couch in the chests, we take 110 and 450 gil. Next, we continue to the south, we leave the door and go down to the second floor. We go to the west to the crossroads, then just south and east into the room from 7690 and 8135 Gil. Then we go straight to the west, I will get to the room with three chests containing 385 and 5450 Gil, as well as Giant "S Gloves. We leave the room and put to the north, until we see the door to the left. Going, take in the room from The Light Ax chest. Next, we move to the east to the next room, we take 2750, 9900 and 7340 guils in it, as well as Ribbon. Then we go to the north-west of the left of this room, there is a descent to the first floor. Go a little up, then on The West, on the fork we go to the north, past an empty room, then turn to the west, this way will bring us to the door to a huge room. We go to the north here, and then with the first opportunity to west. We go through the door to the corridor and reach It is up to the next door, behind which there is a crystal of water. Talk to him ...

After victory, once again show the open door to the secret dungeon. By the way, mermaid in shock !! Well, now only one crystal is left to restore - the wind crystal. We step on the circle behind the water crystal and come out of the sunken temple.


8. Crystal wind

Break and buy all necessary in Onrak. We return back to the flying ship, our way lies in the city of Melmond. They go to the northeast, notice the dude in a man's pitted wig. His name is Unne, talk to him. I noticate the rosette stone, he will first take it for a tablet ... But, who realized the whole point, he already jumps away from joy and tell you that with the help of this stone you can decipher the Lupenenian language ... I wonder how you can decipher the language. ? Oh, well, oh well. Then Unne will offer you to teach the Lufenian language, and you will master it in a second. Well, now our path lies in the mud. She is located just south of Guy. As usual to fall around the city there is no place to build airports or ... in general, it will be only a little west of the pond, which is north of the city. From there on your two to put the floor of the continent to the city.

Luffe

Magic shops in this city are always hidden ... In general, we go to the north-eastern part of the city, find the slot in the fence there, from it to the East and Voila! Latest eighth level spells. Moreover, this can be said, the best magic in the game! So ... The essence of our arrival in the city is a conversation with Bella, it stands in the south-western corner of the eastern platform. Talk to him, and he will give you a key item - bells. With them we can get to the heavenly fortress. By the way, if you talk to the people, you can also hear about Tiamat. Return to the aircraft. If necessary, be designed in Guy. The next destination - the tower in the desert desert is a little south of Guy.

Desert Yakhikimm

Of course, it is impossible to land next to the tower, so they planted in the east of the desert and enjoy hiking. The tower is located in the center of the desert, if you tried to go to it before, then without bells it was impossible. On the way there are quite strong opponents, you can even cry on them. Also, if you want to collect all the besting, in this desert there are two rarest monsters in the game, these are numbers 85 and 103.

Mirage Tower

To get to the heavenly fortress and soak tiamata, you will have to go first to pass the Mirage Tower, which is something like a gate to the heavenly fortress. Enemies are found here both old and new ones. As soon as you go to the tower, on the left you can see the stairs to the second floor. You can immediately get to it, but you still need to ride the tower! We enter the nearest door, here in the center of the room we take 800 Gil, Healing Helm, 18010 Gil, 3400 Gil, Vorpal Sword, 2750 Gil, Aegis Shield and Tent. The shield prevents the transformation into a stone, so it makes sense to put it a knight. Having gathered all this good, we return to the door, from which came. Slightly there is a different door, we go to it, we turn out around the stairs to the second floor. Raise. Moving along the track, it goes almost exactly. After you notify the staircase on the third floor, the path will start to break, so heading to the south, pressing to the central room. You will need to get to the door. Enter it. Go to the room center and take in the chests Dragon Mail, 10,000 Gil, Sun Blade, 7600 Gil, Cottage, 13000 Gil, 12350 Gil, Thor "s Hammer, 7900 and 8135 Gil. Equip the Knight Sun Blade, and White Magu Thor" s Hammer . Let's leave the room through the right door and go to the north. There is a robot, if you talk to him, he will tell about his friend who travels somewhere in the West. Well, you understand what a friend he says. We rise to the third floor. There is nothing to get on this floor, so we just go south. There is a door to the room in which you will have to fight with a blue dragon. Then we speak with a robot, he will say that in order to get to the heavenly fortress, we need to use the deformation cube, but they have long been in your pocket. We step on the panel slightly above it and get into ...

Heavenly Fortress

Multi-storey fortress, monsters are relatively strong here, most love to apply Death magic, for example, an evil eye with which you fought earlier. In any case, the enemies are diverse here, and if you are annoyed when they meet the same opponents, then you will like it here. You can always go back if an acute need arises. Please note that the place where you fell, it looks like a crossroads. In general, first you need to go to the maximum south, reach the room with a chest containing Razer. Now we return to the center of the crossroads, it will be necessary to go east from it, at the end of the way a room with 180 Gil, 5000 Gil, Protect Ring, 6720 Gil and Healing Helm. Next, follow from the center to the West. In the TV room we take 7900 Gil, 4150 Gil, 9900 Gil and Potion. Only the path to the north remains, go there and climb the second floor. We go down, we get into the center of the room, there are three roads to the east and west. In the north-east of Diamond Gloves. In the east of Diamond Shield and Ribbon. In the south-east of Black Robe and White Robe. In the south-west, the key subject is Adamantite. In the West 880 and 13000 Gil. In the northwest of Mythril Helm and Cottage. Then we go straight to the south, there is teleport on the third floor.

First, go a little to the right and talk to the robot. He suggests that through the viewing window you can look at the whole world. Let's see! This is a healthy ball in the center. We look at and see that the energy of four crystals intersects at one point. Understood already in what? In the temple of Chaos! Remember this place? From the viewing window we go to the east, there is a room with six chests, in them 8135 Gil, Protect Cloak, 9500 Gil, Clothes, Gold Needle and 6400 Gil. Returning to the window, from there we go to the north to the room with 5450 Gil, Potion, 9000 Gil and Protect Ring. Again we return to the window and now to the west. There in the room we take Sasuke "s blade, 3400 Gil, 4150 Gil and Gold Needle. A little south of the teleport room for the fourth floor. Raise.

The penultimate floor, and there are no chests, not order. Moreover, there are several teleports on the fifth floor, so there will be no problems with their search. Top, for example, west past two holes, and then south also past two holes. On the fifth floor it is necessary only to go north and talk to the crystal. It is also worth noting that on this floor in a random battle can meet a rare monster - military fur. This is a very strong monster, which in some versions of the game can be removed with the chaos itself. Chance to meet it is 1:64. And if you collect all the besechairs, you need it. It is not necessary to beat it now, you can return pumped up, after passing a couple of secret dungeons and improving weapons. But in case you come across it now, here is its characteristics and a battle strategy with him.

After the death of the monster, the last crystal will be restored. Once again, we will show how the door will open to the cake of the shelest, the next secret dungeon. Come here and here on the circle for the crystal to go out.


9. Last chaos

If you remember, it was clear from the viewing window that the energy of crystals crossed over the temple of chaos. It is in it that we defeated Garland at the very beginning of the game. But before you go there, you need to get a special weapon. Remember the adamantic chosen in the heavenly fortress? It would be necessary to use it. Our destination is Mount Duergar. In it, put west, then a little north and go into the room. The blacksmith sits in it, his name is Smith. Talk to him, and he is bothering from Adamantita Excalibur. Do not hesitate, but immediately equip his knight. If you need to get to or buy, go to Cornelia. Also get missed monsters for a bastiary, if suddenly missed someone (see the appropriate section), you must be filled with all the numbers to 119 inclusive (except 108, this is a green dragon, he will meet us in the chaos temple, and 118 if you left Battle with military fur for later).

Then you can go to the temple of chaos for the final battle. This is the last location, after which the game ends, so it makes sense to pass all the secret dungeons if it interests you. For this, see the section "Cales Soul". However, it still makes sense to drive into the temple of Chaos for Masamune, the third weapon for the knight in the game, and then return to pass additional dungeons after that. The best weapons in the game still will not be able to succeed, so running for Masamune will not be bad idea.

Temple of Chaos (Final)

The first floor of the chaos temple is exactly the same as before. Enemies are one of the first, but in the location itself dwells hard enemies, including those that can meet in any corner of the world. Also here will have to fight with four bosses that protected the crystals. In general, on the first floor we need to turn straight to the north, go into the room with a black crystal. You can talk to volatile mice. The characters focus the light of four crystals on black, and the path will be open. Step into the place where the black crystal was and you will move to 2000 years ago, so to speak, the real temple of Chaos. Unlike original Game And Origins, get out of the temple, if very needed, here is also here.

We leave the room. The first floor of the temple is pretty linear. On the first floor there are four stairs. We are interested in that that is in the southeast corner. We go there, climb the second floor. From here to the east, where the next silver staircase is waiting for us. We rise to the third floor. You will find yourself in the northwestern corner of the floor. We go to the maximum south, then we go east along the columns, they will lead to the central room. At the entrance to the room will have to fight with a fatal eye, but it's just a mixture. In the room there are two chests with Dry Ether and Elixir. Take them and go to the center of the room to the stove. Oh, the knight will play on the lute, which we got a hundred thousand years ago. The ladder will appear. Go down on it.

On the second floor we leave the room and moving to the West, and then north to the north-western corner of the floor. There is another staircase that will lead us to the first floor. On the first floor, move to the West, again to the northwestern staircase leading to the basement. Here we go to the maximum north, then east, by the first passage south with columns. From the northeast corner to the south, past the door, for which there is nothing. One way or another, we need a south-eastern angle, there is a ladder. Boil and go to the stairs.

After having won the lich, you can go down, and if you do not want to fight him again, then do not go back. Yes, and it makes no sense to pump out on it, because money and experience for ordinary monsters on the floor give a lot more. On the second floor of the basement go to the west, as notes the columns start moving to the north, there is a door. We go into the room and put it east to the next door in the bottom wall, go out through it and go a little south, then to the west to reach the stairs, which was visible at the very beginning. But before it rises, let's go south, there are two rooms. Go to the left, take Protect Ring. From the chest we go to the southwest corner of the room, there the door, go through it. Top by the corridor to the room with a chest containing Sasuke "s blade. With the left room, we are finished, we go to the right. There we take the Protect Cloak, and in the south-east Megalixir. Now it's time to return to the staircase leading down. Walk, but I advise Digue.

After having won marilitis, we descend on the third floor of the basement. Go through a small room. Next, move south, go to the door. In the room to the corridor shop and go through the southern door. Then climb above and go to the north door. In the room we leave through the central southern door opposite the tombstones. Then we go down by the square columns, overlooking the bottom wall, we go to the east. And there...

On the fourth floor, move to the south when you will not be able to go to the south, to the east. In the southeast corner there will be a room with a chest containing Masamune. Of course, immediately equip it. Then we return to the Lestenka, from which they came. This time, take the way to the northeast. Very soon you will hug on ...

If you lost here or Tiamati seemed very hard to you, then it is worth thinking about pumping characters, because last Boss It will be much cooler. If you only walked here to the Masamune and dial monsters to the marsomune (by the way, a rare iron goal dwells on the fool's basement floor, which can also go through secret dungeons, since only the last boss remained.

Anyway, by defeating Tiamata, we should turn to the northeast of the floor, it is there that there is a staircase on the last floor of the chaos temple. On the top floor there is no random fights. You can safely to get to eat ether. On the fifth floor of the basement go to the central room through the southern door. Uh ... what is Gold? Yes. He will say that we really won it in the future, but the four great forces saved him and sent it into the past, where he was reborn in ...

After the victory over the chaos, enjoy the final form ... GM, well, more precisely, enjoy the text against nature. So you saved the world, so you passed the ancestor of All Final Fantasy. After the titles you will be preserved, but in no case do not keep on the old save! Yes, you will receive Clear Data, but all old achievements will be erased, only a festival will remain. Therefore, if you have not yet passed bonus add-ons, then stored on a free cell.


Rimea of \u200b\u200bthe first 2 parts of Final Fantasy. The main innovations are videos and improved graphics. Also games were a bit simplified (you can choose from the menu). If you still have not passed the first legendary parts of this game, released on Dandy (NES), then you again have such an opportunity.

Screenshots Final Fantasy Origins:







Release year: 2003
Genre: RPG
Developer: Tose.
Publisher: Square Enix.
Language: Russian (Localizer - Kudos Studio).
Region: NTSC (SLUS-01541)
Requirements: PlayStation 1 or emulator.
Format: CCD, IMG, SUB
Multiplayer: absent.
The size: 112 MB
Size after unpacking: 247 MB

Download Collection Final Fantasy Origins:


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This article for those who decided to go through the very first part of this famous game - Final Fantasy I. With which I can congratulate you.

I invested in this passage all my soul and tried to make it as much as possible, please appreciate my efforts.

Passage

For a start, I will tell a little about the structure of the article. The article will have small inserts from the Red Magician. It will be familiar to you that you should pay special attention to some tactics, or important item.

Listen to my advice more often, and the game will be easier! And if you do not like the graphics of the original part, then play Anniversary Edition on PSP. There both graphics are better, and in the internal contents the game is completely saved. And if you want to read the passage without recognizing the plot, then read only my advice. They have no spoilers in them, and the game they will help to pass.

Before each new location there will be a list of things that can be found. In bold Allocated quest and important items. Before each battle with the boss, read the battle tactics - it is highlighted italic. Moments encountered in Anniversary Edition will be marked with an asterisk *.

Here is the world map.

Now we will join the ancient world of Final Fantasy.

Chapter 1 Four Warrior Light

By clicking the New Game button, we will provide a small menu where we can assign the character name and profession. Now a small characteristic of professions.

The main attacking character. It can use all types of weapons and armor, but unable to magic.

Attacking character. Although it does not use all weapons and magic, but has a higher level of speed and good luck.

White Mage.

Supporting character. Although it is not able to at least some kind of decent attack, but knows white magic perfectly.

Black Mage.

Attacking character. Also unable to attack "manually", but has access to all black magic.

Attacking character. Specializes in attacks with bare hands.

Red Mage

Attacking supporting character. It has access to black and white magic, but since the number of slots is limited, then everyone will not work. My opinion: the most useful magic profession in the game.

Having assigned the names and professions to press Start and see the introductory video.

After the events, we appear before entering the city of Cornelia (we are provided with complete freedom. From this point we can do anything). We go to the city and the guards appear at all inputs that we will not be released from the city until we talk to the king. We speak with some guard and transfer us to the king.

The king now sends us for his captured daughter. We prove that we are really the very most warriors of the world who will save the world (throughout the 14 games) from evil. Now we are released and you need to look a little in the town itself. Near the fountain there is a dancer.

Look at the dancer if you don't know what to do. It usually gives hints for further passage.

On our blood 500 Gil buy Rapier for warriors (or to which you have available), Staff for the magician (s), Leather Armor for thief and chain mail for a warrior (and red mage, if you listened to me and took it to yourself in the team) . From magic I advise Cure, Fire or Thunder. Optionally Protect and Blink. Buy a couple of Potion and enough with us.

We can go to the EarthGift Shrine and listen to MT music. Gulug (we also heard it in Final Fantasy 9). Now go to Chaos Shrine. Here you can find Leather Cap, Tent and Potion, randomly pumping out (I started it while, I moved to 4 levels). Having gathered all things and simply gaining confidence that we defeat the villain, we retain, go to the central room and speak Garland.

Boss 1.

Garland

Garland attacks are stronger than in ordinary opponents, but not much. Just beat it and sometimes treated (from a height of 4 levels I did not even have to be treated).

Sarah (nightmare ... Serah remembered) saved, and we return to the king. We thank to bring us the epic lines from the prophecy and tell how to find the first crystal. Under the influence of the authority of warriors of the world, began to repair the bridge (was it really so lazy to fix it to these events? There are five seconds ... literally).

Saved princess gives us LUTE. And he leaves the world. Well, wonderful. Go through the bridge and look again one of the epic scenes (personally, I already squeezed my heart, the atmosphere of the original).

Chapter 2 Crystal Eye

Save. The game is sometimes so tightened that you forget to do it, and since the world is not limited ahead, you can get on a strong monster and die .... Do not repeat my mistakes.

New monsters appear. Caution! Gigas Worm and Ogre can deliver big problems!

Now we need to Matioya's witch, which lost your crystal eye (why we need to help her - it is unknown, but it will have far-reaching consequences). The cave is located in the north (we pass by a small bunch of sand and shallow water).

She has in the cave present: 2xpotion and antidote.

Listen to Complaints Matoya and silently remove the grabbing the necessary things (strange behavior, but the heroes are as follows). Now I go down a little bit down and go to the east and slightly lower. As a result, we get to Pravoka.

People slowly go and ask for help. The city, it turns out, captured pirates! It does not prevent us from shopping before the battle. From magic I strongly advise TEMPER, Slow and Dark (you can hang Blizzard in the Red Magu, if you have of course you have). From white Silence, Nulshock and Invis. From the equipment, take Broadsword, but not Battle Ax (it has low accuracy), Leather Gloves, Iron Armor and Leather Shield. Also do not forget the Potion. The money for it all is certainly not enough, so choose than to sacrifice. Persist. After shopping and failing protection, you can save the city. We approach the pirates that were modestly attached in the north-western corner of the city and talk to the captain, which gave rise to the famous phrase:

Battle: 9 pirates

Pirates may not take by quantity, but quality, so consider how many blows you will miss before going and is treated on time. But if you did not spend in vain time on the road to the city, then you should not have problems.

After the battle, frightened captain decides to take a honest life and gives us ship (generous gift). Now you can get roaring.

Nobody canceled random battles. Please do not forget about it. Most of all troubles at sea can deliver Bigeyes with their Paralyze attacks.

A mini-game opens. In order to play stains, you need to be in the ship, holding the action button, click the Cancel button 55 times.

If you quickly solve the puzzle, you can get very decent prizes.

Now we have a road to Elfheim.

Pretty ambiguous inscription on the grave, right?

Here you can roam well. From magic, I advise Fira and Thundara, maybe bind (you can run a little to raise the magic level). White Magic - Cura, Diara. In the west of the town there is another store, Poisona, Fear, Nulfrost is sold there. From weapons worth paying attention to Saber, from equipment on Iron Shield, Leather Cap, Helm.

Now we can go to the castle and look at the sleeping prince. Although it is not necessary to look at all, but if already near ...

It would be necessary to find this Astos. And for this we go to the first dull dance in the game called Marsh Cave (see the card, for it is easy to find it difficult to find it).

You can search for items in Dunzhen, but it is much easier to run it as soon as possible, for he died to the impossibility.

List of items: 620 GIL, DAGGER, 680 GIL, STEEL PLATE, COTTAGE, COPPER ARMLET, 2 Chest with 680 gil in sum.

Now we go down to the bottom of the dance to 3 floors with a completely identical room. Here we need the second room of the second row. We persist and approach the chest.

Battle

Piscoodemon

They have pretty strong attacks. If you have Protect, then he goes to magicians (as characters with the smallest HP), a couple of times Temper on a warrior to strengthen attacks and demons will not give you serious problems.

Now that all problems are eliminated, you can take this damn crown and get away from here as quickly as possible.

Now we go to Western Keep. But if the noven is the order of you, let's go to Elfheim. We go into the lock and immediately at the entrance are stored. Now you can go to the king and give the crown. But in the Throne Hall there is a surprise.

Boss 2.

Astos.

The faster the fight will end, the better. Astos sings Magia Fira and Death. Here I think it will come up with tactics as with writingmes, only with double caution.

Killing Astos we get the long-awaited Crystal Eye. For Matioya.

Now we return to the cave witness and give it Crystal Eye. In return, she gives us your Jolt Tonic. With this thing we go to Elfheim and give the prince of Prince Verevo.

Prince gives us Mystic Key. And we open a few additional locations.

  • Elfheim Northeast Room Mythril Hammer, Bronze Gloves, 730 Gil
  • Western Keep Room in the North-West of the input Falchion, Power Staff, Steel Gloves
  • Marsh Cave 3 floor, lower row: the most left room, the middle room, the right-hand room 1020 Gil, Mythril Knife, Silver Armlet
  • Cornelia Castle Two rooms Crosier, Saber, Mythril Knife, Steel Plate, Iron Shield, Nitro Powder.
  • Chaos Temple Rooms in the East and Northeast Rune Blade, Werebane, Gold Needle
  • Dwarf Cave Room in the south of the cave

Of all these places, we need only a room in Cornelia Castle to find it without entering the castle "inside location". Rooms in the north.

Eh ... .. Now we are in Mount Duergar. Dwarves exclaim the rally-ho (which last time already appeared in FF9). Here you can find 575 and 450 gil. We give Nerrick our Nitro Powder.

Chapter 3 Four Fiends

There is babes and now we have a canal! Swim by boat in Melmond. In the town you can catch the equipment and weapons, from White Magic I advise Curaga and Diaga. Black magic is also good here by Teleport and Firaga spells. Purchased, you can ask the population. How? The evil vampire turned the city in the ruins? We will definitely need to save everyone! For this we go to Cavern of Earth.

Caution! In the western part of the first floor, the ENCOUNTER level is increased to 100% !!! To get out from there you will have to join the fight through every step! Dungen is a little more than completely dull, and we will have to get around twice. Without 12 levels, I do not advise there. It can be very difficult to fight with Earth Elemental.

Pose down and persist in front of a flying mouse that carries out the passage. We have to meet the Dracula to our own person.

Boss 3.

A vampire

Nothing serious. The boss is weak against fire and holiness (Firaga and Diara in Melmond).

We get Star Ruby and leave here. Now you can go to Giant "S Cave and give a ruiner to voracious native. Now you can go to a room with four chests and take a Potion, 620 Gil, 450 Gil and Mythril Helm there.

Now the passage is open to Sage "S Cave. It's much easier. We just find the" sage "himself and talking to him. Now we have Earth Rod. And some information about the next boss. Oh God! We will again have to wade into Cavern of Earth.

You can go back to Melmond for Potion or simply visit the Inn. If you have not collected all the treasures for the first time, you can collect everything else.

We run to the spot of contractions with a vampire, go out into another door and press the action button in front of the stone. In the West of the fifth floor, the dungeon is a room with a crystal. We persist and speak with a yellow ball. The malicious boss appears in front of us:

Boss 4.

This Kryakomabar may conjure BLIZZARA and has a very large number of HP (if you compare with previous bosses). But as well as the vampire is weak to fire and holiness, just do not forget to be harmful and everything will be oki-docks.

Now one of our characters makes the crystal to work again, the statue of Lich in the EarthGift Shrine * is destroyed. We dance Bugov-Vuy and open a free portal upstairs as a bonus prize.

You can go to Melmond and will be done, but you can immediately swim to the next destination of our excursion - Crescent Lake Town. In order to find it correctly, it is necessary to swim on the ship to the entrance to the Sage "S Cave and sail from it strictly to the West and, lingering in the continent a little lower. Now we go with legs even below. There will be a lake and a city in the midst of a large forest.

Here you can buy equipment and necessarily more Potion, and you will deal a little later with magic. We pass between the White and Black Magic shop on the path and see twelve old people. Speak with the first red old man on the right, and he will give us canoe. You can talk with LUKAHN, but this does not carry any payload.

Now our path lies in another golden place for a veteran Final Fantasy - Mt. Gulg. We leave from the city and sit down in Canoe right in the lake. Now swim to the north (on the fork of flows - to the left) we go to the ground (there is an enhanced Encounter rate), again throw a small lake and go to the volcano.

One step by lava takes 1 HP, but if you consider the number of lava, the damage becomes pretty decent. But there is also the reverse side of the medal, there will be no accidental fights on the lava at all. Do not forget to pay a Potion.

List of items: 2xril Helms, 13925 Gil, Mythril Gloves, 2xril Shield, Mythril Axe, Claymore, Gold Needle, 2750 Gil, 1760 Gil, Antidote, 8220 Gil, Ice Brand, Flame Shield, 165 GIL , Cottage, 2000 GIL, 1250 GIL, STAFF, FLAME MAIL.

Here we are waiting for Lava. Our task to reduce our stay in it to a minimum, so do it:

Floor 1 - we go to the West, the output is higher.

Floor 2 - Here we have two choices. We can go west to exit or go on the door and assemble in a labyrinet set from 2xmythril Helm, Mythril Gloves, Mythril Ax, Mythril Shield, Hi-Potion, Tent, Antidote, Phoenix Down and heaps of money.

Floor 3 - we go to the east and immediately find the transition on.

Floor 4 - There is a lot of lava, but we go to the southeast alive and go again on ...

Floor 3 - We go to the West and we again on ...

Floor 4 - You can go to the rooms and make sure items, and you can go south (location of the corridor type, not lost).

Floor 5 - Here the passages are diverted by the star: South - Empty, Southeast - Gold Needle, East - Empty, Northeast - Empty, North - Empty, North-West - Empty, West - Flame Mail, South West - Fire Altar .

Having collected everything you need and equipping Flame Mail, you can preserve and go to Maliris.

Boss 5.

Maliris

Baba serious. I advise you to throw the Protect for all a couple of times, try to make Sleep to Snake and, while she is sleeping, Temper on a warrior. If you took Ice Brand, then equip it with a warrior, and Flame Mail will protect from fiery magic. You can east to the warrior and blink a couple of times.

Now the same scheme as in the land altar. Crystal - Statue - Bogi-Vuy - Teleport.

Now it is advisable to return back in Crescent Lake Town and relax and replenish the stocks of items. And now we return to the ship and along the continent swim a little to the north, until the next port. Right on the border with the swamp will be river. On it, we swear to the south to the penultimate forple and then west to a small segment of the Earth with Cavern of Ice.

My favorite dance ... After endless earth caves and labyrinths, the first floors seem to be manna heaven. But there are very bad MindFlayer with his Mind Blast (Paralyze of the entire party) and White Dragon on the chests. Here we will meet and spikes that remove 2 HP at a time (they are also no random fights).

List of items: Flame Sword, Shirt, Ice Armor, Mythril Gloves, 40784 Gil, Potion, 10,000 Gil, Sleeping Bag, Ice Shield, 9500 GIL.

Now carefully! Read the passage of the labyrinth to the end, for if you do something wrong, then you will have to go back to infinity!

1 floor - no problem. We climb the first pass.

2nd floor - we go to the West and in the first pass.

3 floor - well, there are no problems at all.

2nd floor - come to the door and persist! If you carefully look at, then you can see that the ice in the room is covered with cracks. We select Clothes and Flame Sword. We become on any crack and fall down.

3 Floor - many chests, first we go south, then west and climb.

1 floor - go to the door, take the contents of the chest, go through the second passage and go around the room from above, do not leave the location !!! We go down to the room with three chests (Sleeping Bag, Ice Shield, 1500 GIL), there will be a crack in the floor. We step on it and appear near our goal. Save and approach the stone.

Battle

Evil Eye.

Applies magic -ra, but you will have problems with him.

Take Levistone. And choose from here.

Now you can jump in Crescent Lake Town to restore undermined health. After rest, we go on another river already south. We go to the desert and get airship. (Finally ... No Encounters. At Least, On World Map).

Chapter 4 Bahamut - Dragon King

This chapter is fully optional. This means that you just can scroll through the passage until the next chapter and not suffer. Also I advise you to hold 40 thousand gil.

List of items: Gauntlet, Healing Staff, Steel Gloves, Ice Brand, Ruby Armlet, Cottage, 8795 GIL, Rat Tail.

We fly to Citadel of Trials, speak with the NPS and sit down on the throne in the corner of the room.

Now the list of teleports (I only cite where the fork is there).

Nizhny, bottom, right, third turn (before turning).

On the third floor, we collect a bunch of treasures and rat "s tail. Being with Dragon Zonbie and sit on the throne.

Now we fly to Dragon Caves and Lazim at different inputs, collect the contents of the chests and give the Bahamut Rat "S Tail.

Now our team with improved professions and magicians can teach the highest levels.

Chapter 5 Crystals Saved

We fly to the west to the desert (there will be one big and inside a large small limited section of the sand, here we need to go there).

It is impossible to rob cow, but you can visit one) come to a merchant in the tent and buy Faerie "S Bottle For 40 thousand gil. (In the original 50, but you listened to me and play Anniversary Edition?)

Now fly in Gaia. As soon as we go to the city, the fairy from the bottle will fly away. We go to the north of the location, speak with the fairy and get Oxyale..

Let's fly in Onrac and talk to a girl. She asks us to save the mermaids and gives a barrel. Zalazim inside and go to Underwater Shrine.

List of items: 9900 Gil, 2000 Gil, Diamond Armor, 20 Gil, Diamond Armor, 2x Light Axe, Mage "S STAFF, 12350 GIL, DIAMOND Armlet, 10760 Gil, 21910 Gil, Antidote, Diamond Shield, Diamond Helm, Diamond Gloves, Rosetta Stone, 560 GIL, Giant "S Gloves, 5835 GIL, 19990 GIL, RIBBON.

If you go to the northeastern pass, then we go to the south, then weest to the end, and north, taking Diamond Armor from the room and south, in the big room we take 20 Gil, go out, now south, taking Light Axe from the room We go to the east, in the room with 1 chest, we take Mage "s Staff, we leave, south and east, taking a 12350 GIL and go to 5 level. We go to the north, take 10760 GIL and DIAMOND BANGLE, in the room above it 2750 Gil, In the south-east of 4150 Gil, the room through one below is Antidote, in the room the right of Diamond Shield, there are 5000 Gil over the same room, this is 10010 GIL in the northwest room. To get the last 3 chest, we go to the west , then not north, east, the first turn to the north, west and in the room we take Diamond Helm and Diamond Gloves, as well as the key thing - Rosetta Stone.

Through the north-western pass, we go to the north, go to the level of level 3 and immediately 4, go south and we again at the level 3, go into the room, take 560 Gil, leave the room through the bottom door, go to the passage by level 2. We go to the West, then to the south, in the room we take 15825 GIL, and now, without climbing, we go to the West and take the 5835 GIL and the glove of the giant from the room, then upstairs, and in the room we take an ax of light, from here to the east, in the room With 4 chests, we take the 19990 Gil and a tape, to the left of the room to the top, we go to the north, then west, and go to the level of level 1. We go to the north, go to the room, go through the left door, now west, south and again to the west, we go through the door to a large room. We go to the north, then west, we leave here and then go on the road, we find a room with a water crystal.

Boss 6.

Kraken

Kraken Sillen in the physical plane, but we are weak to the magic of the Thunder class. Throw Protect at all and do not forget to be treated (my weak magician ended it in two blows). You can throw HOLY a couple of times.

And once again, the Crystal - Statue - Bogi-Vuy - Teleport.

Now we fly with our socket in Melmond. There in the extreme northeastern corner there is a peasant, which for the pebbles will teach us the language of Lupeenians.

Now we fly in the flavor. Here we buy and communicate with the inhabitants. One of them will give us bell (This item also pops up in FF9).

In the area of \u200b\u200bthe flavor, there is only one square suitable for landing. It is on the northern border of the Lufenian forest. Talking with one of the inhabitants of the village you need to get a bell.

In order not to run a hundred times, come in Waterfall Cavern. There in one of the rooms will be a golem that will give us one of the epic things - warp Cube. (No one in Duodecim received him?).

After two thousand years of continuous work, the naked all the same broke and no longer publishes any clear sounds. Well, we need to go further.

We have almost ended with crystals, buy the necessary things in the near city. Around Mirage Tower is a big desert, and since the flying ship lands only on the grass, we will have to find a suitable place and cross the desert with legs.

Sit down on Airship and fly to Mirage Tower.

Things: Healing Helm, Vorpal Sword, Aegis Shield, Tent, 24960 Gil, Thor "s Hammer, Cottage, Dragon Mail, Sunblade, 58985 Gil, Venom Blade, 21950 Gil, Potion, Protect Ring, Healing Helm, 11900 Gil, Diamond Gloves , Diamond Shield, Ribbon, Black Robe, White Robe, Cottage, Mythril Helm, 13880 GIL, Adamantite. (If you want to get a second strongest weapon in the game, then you must take it), Protect Ring, Potion, 14450 Gil, Gold Needle, Sasuke, 7550 Gil, Gold Needle, Shirt, Protect Cloak, 24035 GIL.

The first three floors are not interesting (the first in the center of a bunch of treasures). On the third floor we turn to teleport and move to Flying Fortress. In the first location we go strictly to the north to teleport. On the second floor we go strictly south and teleport. On this floor, you can look at the location of the concentration of the strength of the crystals, the place where we will have to grab the evil in the struggle for peace. Here from the center of location we go to the West and teleport further. There will be a floor with big spacious corridors, I warn you, the floor is stolen!

o o o o o o o o o

o o o o o o o o o

o o x o o o o o o

o o o o o o o o o

Circles marked empty columns. From the entrance, go through two rows left and go to the south until you see teleport. On the fifth floor we go strictly north and meet with the last elemental enemy - Tiamat.

Boss 7.

Tiamat

Pretty serious enemy. We start with Nulbolt and Haste. Then I castd on it Flare and beat physical attacks.

We just won the last elemental enemy and activated all the crystals. Now sit in Airship and fly in Cornelia.

Chapter 6 two thousand years ago

We approach the point of no return. I advise you to fly around the world and to buy useful magic, equipment, shoot a little, to fulfill the quest for improving professions (if you have not yet fulfilled it). But if you have an ANNIVERSARY EDITION, then you can always return, using the portal, magic or Emergency Exit item.

If you have adamantitis, you can fly in Mt. Duergar, give him a blacksmith and get a second sword in return for the Sword in the Excalibur game.

In the city we are waiting for a mysterious person, who says something about the Altar of Chaos. * Now we go to Chaos Shrine (in which we fought with Garland at the beginning of the game). We will show a story insert, and we will be able to open the doors in Labyrinth of Time. * About it a little later, and now we approach the place where the battle of Garland occurred and with the help of the strength of the crystals I move the ball, keep and talk with bats. It turns out that lupermenians who have tried to stop the evil and break the temporary loop four thousand years ago. Now you can go to the portal.

We go to the portal and move 2000 years ago when Chaos altar was still completely intact.

1 floor - exit in the south-east.

2nd floor - exit in northeast.

3 floor - in the center of the location there is a large room. Death Eye attacks us there, but we have no problems with him (1 EXER 1 Gil - Sakaguchi mocks). We approach the stone plate and play Lute. There is a passage further.

2nd floor - exit in the northeast of the location.

1 floor - a way out strictly in the West.

B1 floor - go around the edge of the whole floor. In the south-east near the steps, a personal attack on us (by the way, he will attack you every time you come to the steps. Eh even left this cute bug).

B2 floor - exit near, but for this you need to go around the location through the neighboring room (there will be a door). Malyris attacks us near the steps.

B3 Floor - We pass through the rooms to the center of the location (there will be three graves), we go from it south and under the wall to the east. On the road to the stairs, the Kraken attack (666 experience ... Sakaguchi something you went away).

B4 floor - we try to go to the east and will soon meet with Tiamat. You will not believe, but he caused me small problems! I just amazed (although considering that maximum level My party is 36 ....).

B5 - Epicity here just hung in the air. We go to the central room and we meet with Garland.

Over his attacks worked well, and now our characters will fly throughout the battlefield. Not only that he uses -Ga magic, so also Tornado and Curaga. We start with Invisira on the party, Haste on warriors (if there is Light Curtain or at least some Curtain). The magicians rush Flare and Holy as a psycho, and maybe you will be lucky and he will not cure all his damage to Curaga magic. But over time, we will still achieve it. Now you can relax and see the ending.

Congratulations, you passed the very first Final Fantasy!

Epilogue

If you play Anniversary Edition, do not rush to postpone the console. Now you can survive, and run on the secret dancenam, where you will meet the most famous enemies from Final Fantasy, and even with beautifully arranged music! Here are small examples of battles (the first seconds are buggy, but then everything is kosher).

Here are some of the most recognizable:

And in conclusion. Goddess Space from Final Fantasy 012 name Sarah ...