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Table of Contents
1. Donations
2. Introduction
3. Walkthrough
1. General Notes (READ!)
2. Intro: On the Precipice of Despair
3. Chapter 1: Sit & Stay are Tricks for Dogs
4. Chapter 2: One Day, Beneath a Blue Sky
5. Chapter 3: Beloved Bonds
6. Chapter 4: Black and White
7. Chapter 5: Yesterday's Scenery
8. Chapter 6: A World of Echoes: Equal
9. Chapter 7: World of Echoes: Dash
10.Chapter 8: World of Echoes: Circle
11.Finale: Where the Fairy Flies
12.The End: Bravely Default
13.Extra Dungeon: Dimension's Hasp
4. Sub-Scenarios
1. The Desert Oasis
2. Grand Mill Works
3. The Florem Garden
4. The Twisted Treetop
5. The Withering Wood
6. DeRosa the Red Mage
7. S.S. Funky Francisca
8. Battle at the Big Bridge
9. Starkfort's Salve-Maker
10.Return to Starkfort
11.Meanwhile, in Hartschild...
12.Keystones & Vampire Castle
13.Conjurer Sub-Scenario
14.Chapter 5 Boss Rebattles
15.Chapter 6 Boss Rebattles
16.Chapter 7 Boss Rebattles
17.Chapter 8 Boss Rebattles
5. Enemy Bestiary
1. Monster Statistics
2. Monster Steals & Drops
6. Norende's Reconstruction
1. Introduction
2. Rebuilding Strategy
3. The Rebuilding
7. Job Analyses
1. Introduction
2. JP Mechanics
3. Job Stat Changes
4. Freelancer
5. Monk
6. White Mage
7. Black Mage
8. Knight
9. Thief
10.Merchant
11.Spell Fencer
12.Time Mage
13.Ranger
14.Summoner
15.Valkyrie
16.Red Mage
17.Salve-Maker
18.Performer
19.Pirate
20.Ninja
21.Swordmaster
22.Arcanist
23.Spiritmaster
24.Templar
25.Dark Knight
26.Vampire
27.Conjurer
8. Magic Listings
1. White Magic
2. Black Magic
3. Time Magic
4. Sword Magic
5. Summon Magic
6. Invocation
7. Genomes
9. Item Compounding
1. A Brief Intro
2. Quick Jump
3. Compounding List
10.Special Move Details
1. Introduction
2. Special Moves
3. Special Move Parts
11.Item Listings
1. Restorative Items
2. Battle Items
3. Compounding Items
4. Stat-Boosting Buns
12.Equipment Listings
1. Abbreviations
2. Equipment Affinity
3. Weapons: Axes
4. Weapons: Bows
5. Weapons: Daggers
6. Weapons: Katanas
7. Weapons: Knuckles
8. Weapons: Rods
9. Weapons: Spears
10.Weapons: Staves
11.Weapons: Swords
12.Armor: Helmets
13.Armor: Torso
14.Armor: Shields
15.Accessories
16.Costumes
13.Shop Listings
1. Equipment Affinity (READ!)
2. Caldisla's Shops
3. Ancheim's Shops
4. Yulyana Woods Needleworks's Shops
5. Florem's Shops
6. Grandship's Shops
7. Hartschild's Shops
8. Starkfort's Shops
9. Eternia's Shops
14.Miscellany
1. Combat Bonuses
2. Special Movie
15.Credits
16.Version History
17.Legalities
Did you enjoy this FAQ and find it useful? If so, please consider clicking the blue
"Recommendation" link above here so you can let others know that this is one of GameFAQs's best
FAQs! Thank you!
• Game: Bravely Default: Where the Fairy Flies (a.k.a. Bravely Default: For the Sequel in
Japan)
• Console: Nintendo 3DS
• File Type: Formatted FAQ/Walkthrough
• Author: KeyBlade999 (a.k.a. Daniel Chaviers)
• Version: v1.90
• Time of Update: 10:29 PM 9/17/2015
• File Size: 869 KB
Donations
While I do write all of my guides for free, it does take a lot of time and effort to put them together. If
you're feeling generous and want to show your appreciation, I am gladly accepting donations. I don't
know exactly what the donations will be used for, but just know that you would definitely be helping
me make more quality FAQs! Even the smallest donation amounts are appreciated, and they are a great
way to say how much you appreciate the work I do. If you do decide you'd like to donate, please send
the donations through PayPal at the e-mail address listed below. Thank you so very much for at least
considering this!!
Donation/Contact E-Mail
keyblade999.faqs@gmail.com
Introduction
Hello, and welcome to my next 3DS FAQ. This FAQ concerns the February 2014 release of Bravely
Default. Back in late 2012, there was a somewhat different Bravely Default released exclusively in
Japan. As I happened to look into stuff about it, expecting a localization sometime soon (come on,
Square Enix was attached to it!), I quickly was enthralled by it, ever-hoping I would be able to play it.
Sadly, I didn't really get a chance ...
... until now! Not only was the game localized for the U.S., it was expanded in an effective rerelease. It
may not be the same as the original I hoped to play, but I cannot say I'm disappointed by an expansion,
either. =P Maybe I'm a bit late to the game with this FAQ, since others have worked on the earlier-
released Japan and European versions, but, nonetheless, I am highly looking forward to walking you
through this game!
My meaningless babbling aside, I hope you enjoy this FAQ!!
Walkthrough
General Notes (READ!)
• Localization: I'm not 100% sure on its relevance, but since I'm including other stuff here... This
FAQ was written from the point of view of the U.S. release of Bravely Default: Where the Fairy
Flies, released on February 7th, 2014, specifically the digital download on the Nintendo eShop.
This and other international releases are seen as a remake of the original Bravely Default game
(Bravely Default: Flying Fairy), a 3DS- and Japan-exclusive title released near the end of 2012.
Since this newer game is an expansion, those following the original will still be able to get some
amount of help, but the FAQs are not 100% compatible for both versions. Be warned. (The
main differences include rebalances in the job and boss systems and an extra dungeon, but there
are others.)
• Friend Summoning: In Bravely Default, you are able to summon registered friends (some of
which can be AI generated) to dole out special attacks in battle. Some of these attacks can be
outright nasty, depending on who sent them - it's not all too unlikely to see people hitting the
damage cap! So, why mention it here? This is an unnecessary part of the combat in this game,
even if outright useful - never throughout this FAQ will I mention a thing about gathering
friends as a viable battle tactic (even though it is!). The skills yielded for the most part are
random unless you know who you're registering, and I can't really force you to sit down
updating data on a daily basis until you get "that" skill. That said, it's always nice to keep some
in back-up, just like it's nice to keep some SP spare ... just in case. To further this note, I will not
accept strategies for bosses in which specific Friend-based strategies are to be used unless they
have something REALLY special about them; this type of thing would almost certainly require
the registry of FCs around here, which just won't happen in an FAQ since most people won't
bother looking back. Use the message boards.
• Job System: One of the most pertinent things to consider with the use of this FAQ is the
freedom of the job system. As you are probably well aware, each job can vary significantly in a
number of ways, such as being physically- or magically-focused, or being the general healer, or
the like. This, in turn, will significantly affect the strategies you are able to use in the game: a
party of four Black Mages usually cannot do the same as four White Mages (even if both
combos are outright idiotic). As result, I will try to cover a general strategy and cover a number
of possible tactics instead of forcing the following of this guide start-to-finish. If you wish to
contribute additional data or tactics, e-mail me in the Legalities section!
• Items & Equipment: As an extension of my previous point on the job system, for the most
part, I won't go into in-depth analysis on which equipment and the like to buy, since there are
too many variables to predict regarding these things. However, for the most part, you can
consider almost any new shop an improvement upon the old, though not always. Of special note
are the stat listings for equipment, which assume a Rank E affinity. If you're unsure on the
mechanics of equipment affinity, PLEASE read up on it here - Equipment Affinity. This stuff
can be crucial to making a particular character stronger!
• Chapters 5-8: Chapters 5, 6, 7, and 8 are quite influential to how this guide works. Under
circumstances I will not mention, you will end up reawakening all four crystals once in each
chapter. This leads to a number of redone bosses and dungeons and extra bosses. Because there
are no new areas in Chapter 5 on - except for the end of the game, if you did everything right - a
lot of stuff will be repeated or glossed over. For example, dungeon walkthroughs are typically
skipped on the whole; you already went through them once, and you have the map; if you really
need help again, just go to the Chapter in which you first were in that dungeon. The bosses
become stronger, too, but their tactics differ little; initially, this leads to newer strategies in some
bosses, but eventually all strategies will be repeated at some point. Ultimately, Chapters 5-8 are
more of a boss rush than actual "stuff" to deal with; once you've mastered 1-4, all you really
need to do is alter your strategy a bit. Finally, still regarding these Chapters, the Crystal-reviving
tasks there can be done in any order, but are presented in this guide as they were in Chapters 1-4
(Wind, Water, Fire, Earth); do as you will, though, since I don't make a consistent flow between
the crystals from that point on. *phew!*
• Game Settings: There are a number of options in the game's config settings you can change to
fit your playing style: even as far as how many enemies you find or whether you earn EXP.! For
the sake of consistency, the settings I used were to allow EXP., pg (money), and Job Points from
battles, and my difficulty was at Normal. (Difficulty affects the stats of enemies - see Game
Start-Up.) My encounter rate was bumped to +100% so I could more easily find more enemies
to document for the FAQ. Why do I bother mentioning this? If you do not match at least my
difficulty, you will find enemy stats to vary quite noticeably! You're more than welcome to
stay on Easy or Hard, or to have alternative encounter rates, but if you find stats that weren't
supposed to be there ... hey, I warned ya.
Chapter Flowchart
• Main Walkthrough:
• Game Start-Up
• Caldisla
• Overworld - To Norende!
• Norende Ravine
• Friends & Caldisla Revisited
• Southwestern Lake
• Back in Caldisla
• Centro Keep
• Heading to Lontano Villa
• Overworld - Lontano Villa Region
• Lontano Villa
• Conclusion of the Prologue
• Related Sub-Scenarios:
• None
Game Start-Up
Once you reach the title screen, you can opt to play a saved or new game. Since we're in the Prologue
section of this FAQ, you'll probably opt for a new game. After choosing to play one, you can choose
one of three difficulties: Easy, Standard, and Hard, with their effects being pretty easy to glean from the
context. (Harder difficulties equal stronger enemies. The specifics are below.) You can also choose to
use the Autosave function of the game wherein you will automatically save after leaving and entering
dungeons and towns and dungeon floors. Confirm your settings and the game will begin in earnest.
DIFFICULTY STAT CHANGES
Depending on which difficulty you choose, there are various changes to the stats of enemies. Consider
Normal to be the baseline for enemy stats.
• On Easy, the stats of enemies, except for their Aim and Evade, are lowered by 25% (x0.75).
• On Hard, the stats of enemies will increase by 25% (x1.25), except for HP which goes up by
35% (x1.35).
• Stats will cap at 9,999, except for HP.
Below is a table of conversion formulae so you can figure out the approximate stats regardless of
difficulty with a simple operation - your accuracy ought to be off by +/- 1 at the most, so it's close
enough. All values placed in said table are rounded to the nearest thousandth. (There are also fractions
for those who prefer them.) And, of course, there are two values in anything regarding Hard: the first
number there will be the general increase, and second is the larger HP change. The only thing that
ought to matter in the scope of this FAQ are the conversions to Normal, since that is what the stats are
based on, but, hey, you never know...
Caldisla
TREASURES CHECKLIST
[_] 50 pg [_] Potion [_] Antidote [_] Phoenix Down [_] Potion [_] 100 pg [_] Eye Drops
CALDISLA ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Eye Drops 20 pg Cures the Blind status ailment
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
CALDISLA MAGIC SHOP
Magic Magic Buying MP Magic
Magic Effects
Name Type Cost Cost Level
Blindna White 200 pg 4 MP Level 1
Cures the Blind status ailment
Restores a small amount of HP; damages
Cure White 200 pg 4 MP Level 1
the undead
Poisona White 200 pg 4 MP Level 1 Cures the Poison status ailment
Blizzard Black 200 pg 5 MP Level 1 Minor Water-based damage
Fire Black 200 pg 5 MP Level 1 Minor Fire-based damage
Thunder Black 200 pg 5 MP Level 1 Minor Lightning-based damage
CALDISLA WEAPON/ARMOR SHOP
Equipment
Type Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Name
Broadsword Sword 70 pg 3 - 90 - - - - N/A
Bronze
Accessory 40 pg - - - - - - - Max HP +30
Bangle
Bronze
Accessory 40 pg - - - - 2 - - N/A
Gauntlets
Bronze Helm Helmet 40 pg - - - - 2 - - N/A
Buckler Shield 50 pg - - - - 5 3 20 N/A
Dagger Dagger 50 pg 2 - 95 3 - - - N/A
Hempen Torso
20 pg - - - - 2 - - N/A
Tunic Armor
Torso 100
Kenpo Gi - - - - 3 1 5 Agility +2
Armor pg
Leather Torso 120
- - - - 4 1 - N/A
Armor Armor pg
Leather Cap Helmet 15 pg - - - - 1 - - N/A
Torso
Linen Curiass 80 pg - - - - 4 1 - N/A
Armor
Pointy Hat Helmet 20 pg - 1 - - 1 1 - N/A
Rod Rod 60 pg 2 2 90 - - - - Mind +1
Damage
+25% when
Staff Staff 10 pg 2 - 90 - - - -
hitting 2+
enemies
After an introduction into the backstory of the main characters, you'll finally gain control in some kind
of hospital as Tiz Arrior. It seems Norende was swallowed up by a great chasm of darkness, and Tiz has
been in a coma since that fateful night. After Owen leaves, you will take control of Tiz. Use the Circle
Pad to move northwest and down the stairs to the ground floor, then just walk out the door.
Outside, head northwest and along the path; feel free to speak with the people on the way, and note that
the man next to the inn will let you save. At the two-way intersection is a shop where you can buy some
magic spells; while they are useful, you can't buy them quite yet. If you continue further northeast
ward, you can get to an item shop, with a weapon shop further to the east. Whichever you decide to
prioritize is up to you - I've always viewed it as "Having a more powerful weapon lets you kill enemies
faster and thusly get hit less", but there's also the possibility of prevention with defensive equipment
and items. With only 100 pg to spend, you need to figure out which you want. Personally, I stuck with
my equipment and just bought two Potions, since the increase in P. ATK is minimal for now.
After you're done shopping, go north along the alleyway between the item and weapon shops to find
the palace. There, go north and speak with the king. Tiz resolves to head return to Norende to help
those who still may need it. Leave the palace.
Now that we're done, it's probably a good idea to start hunting down some items. Begin inside the inn.
Just left of the entrance is some kind of plant you can examine for 50 pg, and the southeast corner of
the top floor has a Potion. Back outside, go southeast and behind the bush to find an Antidote, then go
west and along to the two-way fork. Go west into the graveyard; along the east side is a Phoenix Down
and the west side a Potion next to the church. Re-enter the throne room and approach Owen. Examine
the torch behind him for 100 pg, then go due west and examine the statue near the doorway there for
some Eye Drops. That'll do it - head to the overworld, found south of the inn.
Overworld - To Norende!
TREASURES CHECKLIST
[_] Phoenix Down [_] Wakeup Bell [_] Teleport Stone [_] Phoenix Down [_] Antidote
LOCAL ENEMY BESTIARY
pg /
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP. /
Name HP
JP
Goblin 18 22 1 96 12 6 0 6 6 5 N/A Human 6 / 3 / 1
Great
15 30 2 96 14 7 0 7 7 8 Wind, Light Aerial 6/3/1
Bat
Slime 15 30 1 96 12 6 0 6 6 6 Fire Inorganic 6 / 3 / 1
Zombie 20 25 2 96 14 7 0 7 7 7 Fire, Light Undead 6 / 3 / 1
JOB SYSTEM TUTORIAL: As you reach the game overworld, you'll be told of the Job system in
this game. In effect, Jobs are specific classes of warriors with certain specialties, such as Black Mages
are good at hitting things with Black Magic, or White Mages are good at healing with curative spells.
Each job will gain an ability with each level earned. Granted, this info is a little pointless at the moment
since you're a Freelancer with no jobs to choose from, but it's a good thing to keep in mind.
TUTORIAL QUESTS: You'll also be introduced to tutorial quests. These basically are used to teach
you the basics of combat in Bravely Default. Press Right on the D-Pad and opt for the quest option to
look at them. There are three in all - "Hunt for Hidden Items!", "Save on the World Map", and "View
Battle Controls Help". These particular quests are self-explanatory and I shouldn't have to help you
with these, so do them at your own leisure. (The only one of remote trouble is the first: the 50 pg is
found in the previous section.) Note that completing them will grant you a Phoenix Down, Wakeup
Bell, and Teleport Stone, respectively, so it's worth doing them regardless of your familiarity with the
system. You will soon also get the "Change Playback" for battles and a Phoenix Down, and "Check It
Out" (use Examine to see enemy stats in battle) for an Antidote.
BATTLE DETAILS: As for battles? They go back to a lot of the standard Final Fantasy stuff you may
be familiar with. For now, your actions are restricted to Attack, Abilities (spells, etc.), Items, and Run.
That's the gist of it anyhow. The system is turn-based, so feel free to take time picking what to do and
familiarizing yourself with the interface - the HELP button on the Touch Screen can aid in that. Battles
will get more complex later on, in no small part due to the variety of the job system and the enemies,
but you'll adapt faster than you think. ;)
Babbling aside, it's time to move on. Head northwest of Caldisla and you'll see a bridge, followed by a
cave. Enter the cave.
Norende Ravine
TREASURES CHECKLIST
[_] Hi-Potion [_] Potion [_] 200 pg [_] Strange Hourglass
LOCAL ENEMY BESTIARY
pg /
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP. /
Name HP
JP
Goblin 18 22 1 96 12 6 0 6 6 5 N/A Human 6 / 3 / 1
Goblin 10 / 5 /
18 24 4 96 16 8 1 8 8 8 N/A Human
Archer 1
Goblin 10 / 5 /
20 23 4 96 16 8 0 8 8 8 Lightning Human
Slasher 1
Sky 18 / 9 /
60 26 4 90 8 4 1 4 4 4 Lightning Human
Archer 1
Sky 18 / 9 /
60 25 4 90 8 4 1 4 4 4 Lightning Human
Dueler 1
LEARN TO BRAVELY DEFAULT: When you enter your first battle in this area, you'l learn above
the Brave and Default options - Default is used to store power, and then Brave unleashes it. Default
will act like a Defend option - you do nothing, but take less damage, storing up some BP (Brave
Points). BP can be spent on the Brave option to perform many actions in a single turn. However ... if
you have plan on storing up BP, doing anything other than Brave or Default will drive your BP back
down - it's a double-edged sword, really. You can store up power for a future move, but if you get in
trouble when you Default, you have no choice but to negate all that work - but then one-turning a boss
could be worth it... Use it wisely! The first battle will become a tutorial. The important things to note
are that you CAN use Brave without using Default, but it causes you to be inactive for at least a turn.
But if you use Default, you get to attack one extra time (twice) with Brave without being inactive - if
you Default for X turns, you get X+1 total attacks.
BATTLE BONUSES: This little detail is not really mentioned. Firstly, let's consider that your BP do
reset at the end of every battle, which means that you could Brave four times and attack four times on
the first turn, making battles in the field quite easy, okay? For winning in a single turn (not attack:
turn), you get extra EXP. as a bonus. For winning a battle without being hit, you get additionalJP.
Additionally, as you continue getting them in consecutive battles, the bonuses begin to increment!
What does this mean? If you're Level 2 or so, you can Brave four times and Attack four times for the
first turn of the battle and quickly get extra bonuses. Something to note.
BRAVE FOR A QUAD-ATTACK: A quest will appear with this name as you go through the dungeon.
In the context of this tutorial quest, you need to do four attacks by using Brave - whether you go into
the negatives is irrelevant. You could go for the four immediately and risk three turns of inactivity, or
Default three times. I'd recommend the latter, but whatever. The reward for this is a Hi-Potion.
BRAVELY SECOND TUTORIAL: This detail becomes more apparent in the Vista area of the
dungeon. Bravely Second, in effect, stops time in regards to the enemies: you get to act as many times
as you can in a given time period! During the battle at any point, press Start and time will halt for all
but you! You can still enter commands and obliterate the competition. This is governed by SP (Sleep
Points). When you use attacks and items, for example, you lose SP; BP-consumers turn into equivalent
SP-consumers. Just like with your BP, you can go ahead and immediately use Bravely Second and go
into negative SP. To gain SP, the 3DS must be carried around in Sleep Mode with Bravely Default as
the suspended title - for every eight hours logged in sleep mode (the average of one school day or one
night of sleep, by the way), you get 1 SP. It's cumulative, so 2 hours in one session and 6 in another
yields 1 SP still. Alternatively - and this is the crap I hate about it as far as ethics go - you can spend
some real-life Nintendo eShop funds (credit or prepaid card) to get an SP Drink, which boosts SP by 3.
How much they cost is a bit unknown to me at the moment. As a note, SP maxes at 3 and you cannot
use an SP Drink if you have 1 or more SP.
This dungeon is pretty linear, to be honest. After traveling for a bit, you'll reach a fork. There, if you go
west, then west at the next fork, you can go to the next area where you can find a chest containing a
Potion. Return to the previous area and go to the first fork you reached, then head north and along the
path to the next area.
In the Climb area, you'll soon reach a west/southeast fork. Head southeat to the dead-end to find a chest
containing 200 pg, then return to the fork and head west. Eventually, you'll get into the Vista area - it's
another linear path. There, speak with the adventurer to save, then proceed on to the next area; he will
also give you a Strange Hourglass, which enables you to use Bravely Second, described above.
Go north to the next area to view a scene as you come upon Norende. In the events there, Anges will
become part of your party as you escape the Eternian air forces. Backtrack through the dungeon (yay,
Touch Screen map!) and you'll fight some force battles against Sky Duelers on the way. As you
progress back to the Trail area, you'll fight a Sky Archer in addition to a Sky Dueler, but that's nothing
special, really.
After finishing 'em off (triple Brave and quadruple attack FTW), you'll be told about Party Chat:
basically, press Y when there's something to talk about. Do so after the fight and Agnès will run off to
the next area. Follow her and watch the scene thereafter. (Seeing the Final Fantasy influence yet?) Then
use Party Chat again and continue out of the dungeon by the way you came in - there will be more
chattin' and scenes on the way.
Southwestern Lake
As you approach the lake, you'll watch a scene. It will culminate in your first earnest boss battle.
BOSS - Barras & Holly
Barras Holly
Maximum HP 300 260
Physical Attack 50 45
Physical Defense 5 5
Aim 92 92
Magic Attack 20 20
Magic Defense 10 10
Evade 1 3
Intelligence 10 10
Mind 10 5
Speed 8 7
Weaknesses None None
Monster Family Human Human
Possible Steals None None
Possible Item Drops Hi-Potion Ether
pg (Money) Yield 120 120
EXP. Yield 60 60
JP Yield 6 6
If you have any experience with the traditional RPGs of old - Final Fantasy especially - you'll probably
understand that, as a White Mage, Holly has got to be the first to go. She has a tendency to heal and
boost Defenses, so that can get problematic, if not outright frustrating. She also can use the Wind-based
Aero for around 40 damage per use. Similarly, Barras fills the role of an all-out physical attack, often
leading with Invigorate to boost his damage output before wailing on you. He will probably explode at
least one in the battle for some heavy damage.
So, in its own way, I suppose you could say that Barras also would be a prime target. If you feel you
can quickly defeat him in a single turn (Level 10+ probably), then open up with three Braves and four
Attacks from both Tiz and Agnès - if he's killed, a White Mage is nothing to worry about since their
role is not intended for combat. If he's not killed, he still heavily tries to boost his stats more than
anything, so damage will be relatively minimal and a second try is viable.
Either way, when it comes to fighting Holly, it is recommended to first open with three Defaults -
especially if Barras is still around - before a quadruple attack, then repeat with another quadruple attack
immediately thereafter; it shouldn't be hard to kill her like that.
After the battle, you will be able to use the Job classes that your opponents were using: the all-out-
physical Monk and the curative White Mage. If you wish to change jobs, you can do so in the X Button
menu. It's recommended to do so. In the following scene, we end up deciding to find out a way to get to
Ancheim.
Back in Caldisla
TREASURES CHECKLIST
[_] Echo
[_] Echo Herbs [_] Wakeup Bell [_] Wakeup Bell [_] Hi-Potion [_] Ether [_] Remedy
Herbs
After defeating Barras and Holly, head on back to Caldisla. As you enter, you'll get a tutorial in magic -
basically, you need the scroll and someone who is able to use it. If the spell is too powerful, the
intended user's Job Level needs to go up. In any case, since you should be using a Monk and a White
Mage, be sure to restock and re-equip in addition to healing and saving before you head to the palace.
Speak with the king there - it seems the Eternians have returned to Lontano Villa, but there's no way
there. Use Party Chat after and head on to the inn.
After the scene there, we opt to head for the place of Black Mage Ominas to the north of the city in the
Centro Keep, with a new ally, Ringabel - he joins at Level 5, and offers the Notebook of D option in the
Touch Screen menu.
There's also a number of quests we can get around now: "Aquire Magic Scrolls" for Echo Herbs, "Set
Job Commands" for some Echo Herbs, "Set Support Abilities" for a Wakeup Bell, and "Rearrange
Your Party" for a Wakeup Bell. They're descriptions lead you to what to do. You will also get "Dowse
for Treasure" (Hi-Potion), "Sniff Out Hidden Passages!" (Ether), and "Net Friend Invites" (Remedy)
soon thereafter. The hidden passages one isn't able to be done yet - it's in the Centro Keep - but we'll
cover that passage. Also, the one about inviting friends requires a Wi-Fi internet connection.
Once you're done in town, head back to the overworld. (Be sure to buy stuff for Ringabel!) Once in the
overworld, you'll learn about Abilinks - basically, you are allowed to borrow the abilities of a Friend.
Their abilities can be linked to a certain character and overwrite them - for example, a White Mage able
to use Level 3 magic, once linked with a Level 10-using White Mage, will use Level 10 White Magic.
Anyhow, in the overworld, go northeast and across the bridge to the Centro Keep.
Centro Keep
TREASURES CHECKLIST
[_] Silver [_] Phoenix [_] Iron [_] Echo [_] Wakeup [_] Mage
[_] Potion
Glasses Down Knuckles Herbs Bell Masher
LOCAL ENEMY BESTIARY
pg /
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP. /
Name HP
JP
Cait 12 / 6 /
60 50 7 96 18 14 0 9 9 9 Water Beast
Sith 1
12 / 6 /
Orc 80 60 7 91 18 9 0 9 9 12 Fire Human
1
Orc 16 / 8 /
100 65 7 91 18 9 0 9 9 12 Fire Human
Leader 1
As a note, if you have not switched someone to a White Mage and bought the Poisona and Blindna
spells in Cadisla, you will suffer a bit in this dungeon - the enemies here sometimes can Poison (regular
amounts of damage) or Blind (immensely lowers accuracy) you, and you do NOT want that to happen.
Antidotes and Eye Drops can circumvent this, but they'll cost more than 400 pg in the long run.
1F: After the cutscene, go into the room to the east. There is a switch in the southeast portion you can
trigger to open a door to the north. Yeah, the stuff north of the entrance on the first floor is pointless -
anyways, past that opened door are some stairs. Use 'em.
2F: Go south and west along the path to find a fork. There, go south and along to find a switch; trigger
it to open the room near the fork. Return to the fork, but ignore the room for now; instead, go west and
to the end of the path to find some Silver Glasses, an accessory preventing Blindness. Now backtrack
to the fork and go north into the room you opened and head upstairs.
3F: Upon your arrival, go due east and open up the chest for a Phoenix Down. Head south of the stairs
into the hall and you'll soon come upon a fork. There, go east and ignore the next fork. This would
seem to be a dead-end but, at the end, go south and you'll find a hidden, invisible path in the wall. Once
in it, go as far south as possible, then as far east as possible to reach a chest with some Iron Knuckles
inside for your Monk. (Remember, this will also let you get the Ether from the quest "Sniff Out Hidden
Passages!")
Return into the hall and you'll see two other eastbound paths to the north. Go along the first you can
reach to trigger a switch and open a new area. As for the second path, you'll find a chest containing
some Echo Herbs at the end. Go back west and south from the chest, then west and north into the new
area. Head along to the end of the path to find a fork. Go along both to trigger a switch and open a new
area (west path) and to open a chest with a Wakeup Bell inside (east). Go into that newly-opened room
to the north and use the stairs.
2F: Once here, go along the path before you and you'll come to a fork eventually. To the south, you will
be able to reach a chest containing a Mage Masher sword. Return to the fork and go east to soon
encounter another fork. To the north is a chest with a Potion inside; to the south is a switch that opens
up a new area. Go back along the path to the room and enter it. Speak with the Adventurer inside to
save (and shop if you've been doing some Norende reconstruction), then head down the stairs to the
west.
1F: Head south and you'll watch a scene before battling Ominas. Edea will join your party before the
start of it.
BOSS - Ominas
Ominas
Maximum HP 1,800
Physical Attack 45
Physical Defense 10
Aim 81
Magic Attack 39
Magic Defense 9
Evade 0
Intelligence 9
Mind 9
Speed 9
Weaknesses None
Monster Family Human
Possible Steals None
Possible Item Drops Ether
pg (Money) Yield 240
EXP. Yield 120
JP Yield 12
Ominas is the quintessial black mage ... to some extent. If anything, he personifies a number of the
class's characteristics. He can use the Fire-elemental Fire spell, which can deal some nasty damage
around 40 ~ 75 on most of your characters. He can also attempt to put some of your allies to Sleep,
Silence them to prevent Magic, or Poison them to cause continual damage.
That said, the strategy is pretty simple, but you could be doomed without a White Mage to heal the
ailments. Said White Mage should be Defaulting for most of the battle, using Brave to cure multiple
ailments and/or heal HP when needed - since Ominas tends to favor party-wide ailments, you will be
thankful for that in the long run. The other three of your party - the Monks and Edea, as they should be
anyhow - are pretty much the offensive unit. Have them also Default three times before unleashing a
four-Attack Brave (unless you want to risk some of the lower-accuracy-but-higher-power Monk skills
like Strong Strike). Two such rounds of quadruple attacks should manage a win at around Level 11 or
so - if at or above that level on Normal, you could probably just go straight into another quad-attack
round without Defaulting.
After the battle, you'll earn a Black Mage Asterisk, allowing you to switch to the Black Mage job! It
also looks we soon need to focus on stealing an airship, too - and, speak of the devil, one seems to be
heading for Caldisla!
After meeting the condition and opting to use the special move, you will give status boosts to your
entire party. If you manage to chain together multiple specials before the changed background music
ends, the effects pile up, allowing for truly devastating moves. (Think Belly Drum and a priority move
if you're a Pokémon player, since Belly Drum quadruples Attack.) You'll get a tutorial battle about these
right after the introductory notes.
That all said and done, head to the Centro Keep to the northeast again once on the overworld map.
~ Centro Keep ~
Once you've returned to this dungeon, head north in the entrance hall and examine the big steel door.
Edea will unlock it and you'll be allowed through the door.
TREASURES CHECKLIST
[_] Ether [_] Antidote [_] Potion [_] Spear [_] 400 pg [_] White Cape [_] Phoenix Down
LOCAL ENEMY BESTIARY
pg /
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP. /
Name HP
JP
12 / 6 /
Cait Sith 60 50 7 96 18 14 0 9 9 9 Water Beast
1
18 / 9 /
Panther 160 50 10 92 20 10 20 10 10 14 Fire Beast
1
Sky 18 / 9 /
60 26 4 90 8 4 1 4 4 4 Lightning Human
Archer 1
Sky 18 / 9 /
60 25 4 90 8 4 1 4 4 4 Lightning Human
Dueler 1
Sky 18 / 9 /
120 50 10 92 20 10 1 10 10 11 Lightning Human
Pikeman 1
16 / 8 /
Wolf 80 45 8 91 18 9 5 9 9 12 Fire Beast
1
Outside: After the introductory scene and a Party Chat, we finally can do as we please. ... To some
extent, anyhow - we can't throw Ringabel into the abyss below for the fun of it, I suppose. >_> In any
case, head northwest and into the Villa proper. There, our cover is blown and we get stuck in a simple
fight against some enemies: a Sky Dueler, Sky Pikeman, and Sky Archer, two of whom you're already
familiar with and the third being barely more impressive.
1F: Once you regain field control, go east and, as you go, you'll see an archway in the wall to the
northwest. Ignore it and continue going northeast and along the path to a chest containing an Ether.
Backtrack to where the archway was and go through it and along the path before you. Eventually, you'll
come to a gap in the wall if you look to the northwest. Bypass it for the moment and you'll come upon a
chest containing an Antidote. Backtrack to the gap in the wall and go on through, heading
northeastward on the other side. When you come upon the staircase, use it to go up a floor.
2F: When you arrive, go south and leave the room. As you go along the path, some areas will open up
in the outer portion of the area. At the southeast corner of this inner ring, you can go into an alcove,
then northeast to find a chest containing a Potion. Via the other path to the southwest of the alcove, you
will soon find two paths you can go along. If you go along the western of the two, you will go down
some stairs to 1F again; at the end of that path is a chest containing a Spear weapon. Backtrack to 2F
and take the other path from the fork. As you reach the next clearing, you'll see a doorway to the
northwest; ignore it and head southeast and to the end of the path to find a chest containing 400 pg.
THEN leave via the doorway.
Outside: Basically go right along the balcony and back inside.
2F: Go along the path before you and you'll soon find some stairs to the next floor. If you continue
along the path past them, you'll find a chest at the end of the path containing a White Cape, an
accessory that makes you immune to Silence, and thusly is really good for a White Mage! (Or a Black
Mage, really, since you can't yet cure Silence and the choice is not therefore as critical.) Backtrack to
the stairs and go on up a floor.
3F: Once you arrive, go north and open the chest there for a Phoenix Down. After plucking it from the
chest, go south of the stairs and along the path to the central clearing of the floor. There, you can go
north and you'll find a blue chest. This blue chest - like all others - will be locked and you won't be able
to open them until some time in Chapter 6. (FYI, this contains a Lustrous Shield.) So just go south and
speak with the Adventurer to save and shop as needed, then continue along the path westward. You'll
soon meet with Heinkel; the scene will culminate in a battle; there will be a Sky Dueler, Sky Pikeman,
and two Sky Archers. Heinkel runs off afterward, though; go after him, through the archway glowing
blue.
Outside: Go down the stairs, then head right along the balcony and to the airship. There, you'll meet up
again with Heinkel - this culminates in a boss battle!
BOSS - Heinkel, Sky Archer x2
TREASURES CHECKLIST
[_] Echo Herbs [_] Eye Drops [_] Teleport Stone [_] Wakeup Bell [_] Echo Herbs [_] Teleport Stone
After the battle, you'll earn the Asterisk that allows you to use the Knight job! They're not as focused
on all-out raging physicals as the Monk, but can boast a bit better on the defensive side and their
chivalrous nature has led them to be able to take attacks for other allies throughout the RPG genre,
especially Final Fantasy. Ringabel eventually learns to pilot the ship and we crash-land in the
southwestern lake of the continent.
After you regain control, you'll be able to do two new quests - "Page Through D's Journal" and
"Weapons in Both Hands!?". Again, their descriptions in the menu work well enough for how to do
them; they yield some Echo Herbs and some Eye Drops, respectively. You'll also get "Heal the
Undead!" soon and it yields a Teleport Stone - just use a Potion or Cure on one of the Zombies in the
overworld around Caldisla to damage it, an important property to note that will sate the conditions for
this quest. Also coming will be "Multi-Target Magic" where you simply have to use Cure on everyone
via the menu to earn a Wakeup Bell. And then there's "Update Your StreetPass Data" - simply use the
inbox in the Touch Screen menu and update your data for some Echo Herbs. After that, you can get
"Set Your Encounter Rate"; change it via Config in the Tactics menu and you'll earn a Teleport Stone.
Once you're done, head on back to Caldisla for now. Heal and shop there, then head on to the palace.
After the scene there, you'll basically be given ownership of the airship, so let's leave. Once in the
overworld, go southwest and enter the airship. There, we decide to head to Ancheim, found to the
southeast - use your Touch Screen map to navigate there. Note that the airship has to land in water,
though! The yellow beacon on the map points just north of a little port - once you are in the vicinity of
the yellow beacon, go south to find a large desert, at the north side of which you can dock. Land at the
dock and go south into Ancheim.
Chapter Flowchart
• Main Walkthrough:
• Overworld - Ancheim Region
• Arrival in Ancheim
• Temple of Wind
• Overworld - Yulyana Region
• Yulyana Woods Needleworks
• Vestment Cave
• Revival of the Wind Crystal
• Related Sub-Scenarios:
• The Desert Oasis
• Grand Mill Works
Arrival in Ancheim
TREASURES CHECKLIST
[_] Ether [_] Hi-Potion [_] Phoenix Down [_] Teleport Stone [_] Gold Hourglass
ANCHEIM ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
ANCHEIM MAGIC SHOP
Magic Magic Buying MP Magic
Magic Effects
Name Type Cost Cost Level
Aero White 400 pg 5 MP Level 2 Minor Wind-based damage
Protect White 400 pg 5 MP Level 2 Raises Physical Defense by 25% for 5 turns
Shell White 400 pg 5 MP Level 2 Rasies Magic Defense by 25% for 5 turns
Poison Black 400 pg 4 MP Level 2 Has a 75% chance to Poison the target
Silence Black 400 pg 5 MP Level 2 Has a 75% chance to put the target in Silence
Sleep Black 400 pg 5 MP Level 2 Has a 75% chance to put the target to Sleep
Quake Time 200 pg 5 MP Level 1 Minor Earth-based damage
The target regains 3% of their max HP each turn;
Regen Time 200 pg 5 MP Level 1
the undead are equally damaged
Lowers the speed of the target by 25% for 4
Slow Time 200 pg 4 MP Level 1
turns; ignores Reflect
ANCHEIM WEAPON/ARMOR SHOP
Equipment Other
Type Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Name Effects
Bronze Torso 400
- - - - 10 2 - N/A
Breastplate Armor pg
100
Feather Hat Helmet - - - - 3 1 - N/A
pg
100
Gauntlets Accessory - - - - 4 - - N/A
pg
Torso 500
Iron Armor - - - - 12 3 - N/A
Armor pg
Max HP
Iron Bangle Accessory 75 pg - - - - - 1 -
+50
200
Iron Helm Helmet - - - - 4 1 - N/A
pg
280
Iron Knuckles Knuckles 14 - 90 3 - - - N/A
pg
350
Kukri Dagger 10 - 90 3 - - - N/A
pg
500
Long Sword Sword 12 - 90 - - - - N/A
pg
300
Mace Rod 9 - 90 - - - - N/A
pg
250
Oaken Pole Staff 13 - 90 - - - - N/A
pg
300
Round Shield Shield - - - - 9 5 - N/A
pg
Torso 350
Silk Robe - 2 - - 8 2 - N/A
Armor pg
500 Immune to
Silver Glasses Accessory - - - - - - -
pg Blind
500 Immune to
Star Pendant Accessory - - - - - - -
pg Poison
150
Tricome Helmet - 1 - - 2 2 - N/A
pg
When you arrive, you need to head to the right a little if you want to stay at the inn; it's no longer free,
though, running you 20 pg per night. Still, it's a lot more expensive than just Potions! Just next to it is
the Adventurer; he'll introduce you to an "AI Friend" - basically, if you have no Friends to StreetPass
with, these are viable substitutes. You can also save and shop with the Adventurer as usual.
At the bottom of the nearby staircase is an item shop; the new feature there is the very effective Hi-
Potion, so stock up! Further along is the weapon-and-armor shop, then there's the magic shop. Pretty
much everyone should be able to get an upgrade of some sort from the weapon shop, so splurge there.
As for the magic shop, it's somewhat debatable. Aero is a must-have for your White Mage so they can
actually DO something when not having to heal, and Protect/Shell can be useful for bosses if you're the
type that likes stat buffs. Black Mages don't get much in my opinion, but that's just me: statuses also
have their own uses. Finally, there's Time Magic - you can't quite use it yet, but Regen (continual HP
healing) and Quake (Earth damage) are big targets; Time Mages tend to devote themselves to roles like
a Red Mage (medial between White/Black Mage) with their own li'l quirks like stuff that can speed you
up or slow the enemy down, so they're worth investing in.
As you go along this path, just to the left of the Magic shop is a place where you can find a hidden
Ether. Continue further along the path and you'll end up watching a scene involving the king of
Ancheim. Afterwards, continue south and along the path downstairs. At the bottom, go west and find
the hidden Hi-Potion. Go on back upstairs and into the palace, then approach the throne for a scene.
After this, you'll unlock a new Sub-Scenario - Sub-Scenarios are like extra sidequests in the game
much longer than your typical quest. Be sure to re-enter the palace for a Phoenix Down hidden in the
lower-left area around the throne, too! In any case, see that blue mark on the map? Go to it and into the
building. As you cross the bridge, examine the light to the right where the bridge meets the north
platform for a Teleport Stone, then speak with the Profiteur if you want to start the Sub-Scenario; see
The Desert Oasis for more. Don't forget the Gold Hourglass left of the desk.
Once you're done in the town, head south in the overworld to find the Wind Temple.
Temple of Wind
TREASURES CHECKLIST
[_] Wind [_] Turbo [_] Peace [_] Mythril [_] Mythril
[_] Remedy [_] Hi-Potion [_] Ether
Charm Ether Ring Rod Dagger
LOCAL ENEMY BESTIARY
pg /
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP.
Name HP
JP
Aero 44 /
400 70 21 92 35 14 5 14 14 14 Fire Inorganic
Lantern 22 / 3
44 /
Gargoyle 500 70 14 92 28 14 5 14 14 17 Wind Inorganic
22 / 3
44 /
Golem 900 90 14 92 28 14 0 14 14 12 Water Inorganic
22 / 3
1F: After an introductory cutscene, you'll find yourself in a debris-filled ruin ... to some extent,
anyhow. Go northwest and into the side hall to find a chest to the south; open it for a Wind Charm
accessory. Return into the main room and leave it heading east. As you go, there will be a paper-filled
room off to the south you can enter and press the A Button in for some background on Crystalism -
very superficial background, but something. Further east in the main hall, past a small gap in the debris,
you'll find the stairs to the next floor.
B1F: Go along what path you can before you - much of it is filled with debris, blocking passage, but
the map easily sorts which you can and cannot cross. As you go along, you'll find a chest containing the
ever-useful Remedy. From there, go north a bit and you'll see a chest in a room; you can go into the
room next to it, then west to this Hi-Potion chest. If you return into the main hall, you'll see a path just
south of these two rooms; follow it to a chest, then open it for a Turbo Ether. Return into the main
hall, then go east and another linear-because-of-too-much-debris path. As you head south from the
northeast corner, there will be a fork. Use the western of the two and use the stairs at the end of the
path.
1F: Here, go north and along the path in front of you; eventually, another room will open off to the
east. You can enter and press A for another cutscene. Continue along the path in the main hall some
more to find some stairs.
2F: Here, head south for a fair while. As you hit the southeast corner, look at the map: there should be a
noticeably larger "bump" on the map just north of here (the bump will point west). Go there, then head
due east to find a hidden passage: go far to the east, then far to the south to find the Peace Ring
accessory. Return into the main hall and head south and west. When you reach the room with the
northbound exit, continue west for an Ether before continuing on the main path. Along this new path,
go east, north, and west at the forks. This will put you in a hall with two rooms to the north; the first
you reach is relatively useless for the moment, but the second has a chest containing a Mythril Rod.
Backtrack to the four-way fork we were last at and go north, using the stairs to go down.
1F: Run along the path before you and you'll automatically enter a scene eventually. After the scene, go
a bit to the west and you'll see a small alcove to the north with a sparkle in it; press A near it to flip a
switch, opening a door to the south as a quick shortcut back to the dungeon entrance. Enter the area to
the west and go into the side-hall to the west. At the south end is another chest, this one containing a
Mythril Dagger - open it, then go into the main room. Speak with the Adventurer in the northwest
portion thereof, then continue north into the next area.
After the introductory scene here, approach the Crystal and inspect the altar at the end. After the brief
scene there, return to the previous area and go to the "!" spot on the map - the next major room to the
east - and press A there. We decide to head to the Yulyana Woods next. Use the shortcut you opened
earlier to leave the dungeon.
TREASURES CHECKLIST
[_] Peace [_] Antarctic [_] Turbo [_] Teleport
[_] Antidote [_] Antidote [_] Balsam [_] Hi-Potion
Ring Wind Ether Stone
YULYANA WOODS NEEDLEWORKS ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target
YULYANA WOODS NEEDLEWORKS MAGIC SHOP
Magic Magic Buying MP Magic
Magic Effects
Name Type Cost Cost Level
Blindna White 200 pg 4 MP Level 1 Cures the Blind status ailment
Restores a small amount of HP; damages
Cure White 200 pg 4 MP Level 1
the undead
Poisona White 200 pg 4 MP Level 1 Cures the Poison status ailment
Blizzard Black 200 pg 5 MP Level 1 Minor Water-based damage
Fire Black 200 pg 5 MP Level 1 Minor Fire-based damage
Thunder Black 200 pg 5 MP Level 1 Minor Lightning-based damage
YULYANA WOODS NEEDLEWORKS WEAPON/ARMOR SHOP
Equipment
Type Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Name
Cat-Ear 222
Helmet - 2 - - 3 2 - N/A
Hood pg
Clothespin Accessory 100 - - - - - - - Immune to
pg Sleep
300
Mage Shell Accessory - - - - - 10 - N/A
pg
Mythril Torso 1,000
- - - - 18 4 - N/A
Armor Armor pg
1,200
Mythril Axe Axe 22 - 85 -3 - - - N/A
pg
Mythril 150
Accessory - - - - - 1 - Max HP +100
Bangle pg
Damage
850
Mythril Bow Bow 34 - 95 - - - - +50% to
pg
Flying
Mythril 700
Dagger 15 - 95 3 - - - N/A
Dagger pg
Mythril 200
Accessory - - - - 6 1 - N/A
Gloves pg
Mythril 500
Knuckles 21 - 90 3 - - - N/A
Knuckles pg
Mythril 400
Helmet - - - - 5 1 - N/A
Helm pg
Torso 850
Mythril Plate - - - - 14 3 - N/A
Armor pg
750
Mythril Rod Rod 9 9 90 - - - - N/A
pg
Mythril 600
Shield - - - - 14 7 25 N/A
Shield pg
Damage
Mythril 900 +25% when
Spear 17 - 90 2 - - -
Spear pg hitting 2+
enemies
Mind +2;
Damage
600
Mythril Staff Staff 11 - 90 - - - - +25% when
pg
hitting 2+
enemies
Mythril 1,000
Sword 18 - 90 - - - - N/A
Sword pg
Torso 700 Immune to
Tabby Suit - 2 - - 13 3 -
Armor pg Poison
250
Tiger Mask Helmet - - - - 4 1 - N/A
pg
1,000 Immune to
White Cape Accessory - - - - - - -
pg Silence
After a lengthy scene, we finally regain control of ourselves with the knowledge of the location of the
rainbow thread we need. When you regain control, go into the secluded room to the northwest and
press the A Button to find a Peace Ring, then leave the main building and approach the river. Before
crossing the bridge, go east and look along the shore to find an Antarctic Wind near the bucket; you
can also shop at the fox and save with the Adventurer further east. The shops' main feature are the new
Mythril-themed armors and weapons, so be sure to stock up! Once you're done, head to the overworld.
There, there will be a few new tutorial quests: "Quick Equip with Optimum" for an Antidote, "Stomp
Time, then Strike" for a Turbo Ether (wherein you use Bravely Second). Next will come "The SP
Menu" for an Antidote, "Wield a Weapon Two-Handed" for a Balsam, "Summon Your Friends" for a
Teleport Stone, and "Abilink" for a Hi-Potion. As usual, their descriptions in the quest menu tend to
be easy enough to follow (after all, they're here for tutorial purposes), so I'll leave you be on these.
As for our destination? To get there, you do not head simply due west - dunno why the Sage was as
vague as this, but whatever. Go northeast of the Needleworks, then go clockwise around the lake; just a
bit west of the western shore is the cave we desire.
Vestment Cave
TREASURES CHECKLIST
[_] Phoenix [_] 500 [_] Mage [_] Echo [_] Teleport [_] 1,000
[_] Hi-Potion [_] Remedy [_] Ether
Down pg Shell Herbs Stone pg
LOCAL ENEMY BESTIARY
pg /
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP. /
Name HP
JP
Blood 64 /
600 75 15 93 30 15 10 15 15 18 Wind, Light Aerial
Bat 32 / 4
Dark 60 /
600 85 35 93 34 17 5 17 17 17 Light Inorganic
Lantern 35 / 3
Great Bug, 48 /
600 85 17 93 34 17 10 17 17 17 Wind
Moth Aerial 19 / 3
Zombie Beast, 48 /
700 75 15 93 30 5 10 15 5 18 Fire, Light
Wolf Undead 24 / 3
1F: When you arrive, go north. The area will devolve itself into a linear path for the most part; when
you hit the central part of the area where the room goes off to the south and to the west, go west. Hug
the wall as you go north and you'll notice a small path going off to the west; follow it, then go south in
the small clearing to find a chest containing a Hi-Potion. Return to the main path and continue heading
north. Another such westbound path will open soon thereafter; go north along this one to find a
Phoenix Down. Return to the main path and go north and east and along to the stairs.
B1F: Go along the path to the south for a bit. You'll soon reach a west/south fork; go south and open
the chest for 500 pg, then go back to the fork and head west. To the north of the next clearing is a blue,
locked chest; like the others before it, you still cannot open it, but it will yield a Luminous Robe later
on. To the northwest of this clearing is a south/west fork again; go west here, then north at the next fork
to find a Remedy. Go back to the north/south fork and now go south. On the floor below, go east for
the Mage Shell accessory before returning to B1F. Go back to the three-way intersection just south of
the northwesternmost clearing, then go south and along the path that fork of the path represents to find
the stairs to...
B2F: Go along the linear path to the north and you'll eventually see a branch off to the southwest; go
along it to find a chest containing some Echo Herbs. Return to the main path and go north. At the
northwest corner, a similar branch parts off to the west; go along it for an Ether. Then return to the
main path and go east; eventually, you'll come to an east/south fork. Go east first to find a Teleport
Stone inside a chest at the end, then backtrack to the fork and go south. You'll quickly find another
fork; first go west for 1,000 pg, then go east and use the stairs.
B3F: Speak and save with the Adventurer nearby. After, go north to the end of the path for a scene -
and your first true boss battle! (And stereotypical at that!)
BOSS - Dragon
Dragon
Maximum HP 7,500
Physical Attack 140
Physical Defense 17
Aim 93
Magic Attack 34
Magic Defense 17
Evade 20
Intelligence 17
Mind 17
Speed 14
Weaknesses Water
Monster Family Dragon
Possible Steals Dragon Fang, Spiked Knuckles
Possible Item Drops Thunder Charm
pg (Money) Yield 1,680
EXP. Yield 840
JP Yield 84
This is the boss where you'll probably begin to alter your jobs just before the boss to fit certain idealism
in the strategy. Firstly, let's go on about the boss's attacks: he can use Bully, which hits the lowest-HP
character for ~100 damage; Mow Down, which is ~100 damage to everyone; and there's a basic attack
that does around 60 ~ 80 damage.
Three key jobs for this boss are the Knight, the White Mage, and the Black Mage. The Knight is known
for being able to cover for allies, a helpful skill given the physical bulk of the job class. Because the
Dragon likes to target low-HP characters with Bully, having a Knight to jump in to take the damage can
help. The White Mage has a very specific tactic to it - on the first turn, immediately use Brave three
times, then hit everyone with Protect, and loop as needed. Protect will last slightly longer than your
not-enough-BP delay, so until it runs out, have the White Mage then focus on using Cure to heal the
inevitable damage.
Finally, there's the Black Mage, of which I would recommend two - and, heck, why not have the Knight
know some Black Magic, too? =P In any case, the purpose of the Black Mage is pretty obvious: to hit
the Dragon with lots and lots of Blizzard! For these guys, I would recommend Defaulting three times
(which would supplement the Protect of the White Mage, FYI) before going into two consecutive
rounds of four Blizzards: 16 Blizzards is absolutely brutal against the thing, since each will do 400 ~
500 damage - like that, you could two-turn it (to some extent) easily! If you want, you can also throw
the recently-found Antarctic Wind item at it for 750 damage; then again, you have the alternative that
Blizzard provides, so I don't recommend it except in desperation.
Other than this? Well, I would highly avoid using the Knight skill Stomp since it lowers the Physical
Defense of the user by 25%, which is terrible enough here, especially if you're the type to go into
negative-BP for that. However, the Monk skill Qigong Wave is pretty good since it pierces the Default
that the Dragon may put up on occasion, so spam that if you're using a Monk (since Monks barely have
anything to spend MP on =P).
After that battle, return outside by walking out or, more likely, using a Teleport Stone. =P
Chapter Flowchart
• Main Walkthrough:
• Miasma Woods
• Overworld - Florem Region
• Arrival in Florem
• Temple of Water
• The Sacred Flower Festival
• Mount Fragmentum
• Twilight Ruins
• In the Hidden Village
• Revival of the Water Crystal
• Blue Seas, Blue Sky...
• Related Sub-Scenarios:
• The Florem Garden
• The Twisted Treetop
• The Withering Wood
• DeRosa the Red Mage
Miasma Woods
TREASURES CHECKLIST
[_] Phoenix [_] 2,000 [_] Earthing
[_] Remedy [_] Scimitar [_] Hi-Potion [_] X-Potion [_] Ether
Down pg Rod
[_] Turbo
[_] Remedy
Ether
LOCAL ENEMY BESTIARY
pg /
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP. /
Name HP
JP
Great Bug, 48 /
600 85 17 93 34 17 10 17 17 17 Wind
Moth Aerial 19 / 3
64 /
Myconid 800 126 21 94 42 21 5 21 21 17 Fire Plant
32 / 4
64 /
Scorpion 1,000 137 32 94 42 21 5 21 21 17 Water Bug
32 / 4
64 /
Treant 800 126 21 94 38 42 5 21 21 17 Fire Plant
32 / 4
AS A WORD OF WARNING, there are numerous poisonous puddles in the forest. These will,
obviously, poison you if you step in them. At Job Level 4, Freelancers learn the ability Dungeon Master
that prevents the field terrain from doing such effects, so that's one way to deal with it. Alternately, you
can buy a crapload of Antidotes or waste MP on Poisona, but they're ... well, costly. Luckily, there's a
fox at the entrance of the forest; his shops are the same as in the Yulyana Needleworks, so if you need
details, go to the section Yulyana Woods Needleworks's Shops.
South Woods: Begin by going along the linear path before you for a bit. As you go along, you'll have a
fork going west and north. If you go west - along the path that's NOT poisonous - you'll reach a chest
with a Remedy inside. (Crossing the poison swamp is a bit shorter, but, you know, poison.) Continue
along the main path northward and into the next area.
Central Woods: Here, go east a bit to a fork. Go east if you want to take a look at a locked chest;
otherwise, go north and east to find a different chest containing a Phoenix Down. Return to the
north/east fork and go east and past the chest and along the linear path; you'll find two chests on the
way, containing 2,000 pg and a Scimitar. After grabbing the latter, return to just west of where the
Phoenix Down and go north and along the path to the next area.
North Woods: Two paths in this area are quickly presented unto you. Go along the one to the west to
find a chest at the end containing a Hi-Potion. Go along the southbound path next and east at the fork
to head into the Central Woods for a chest containing an X-Potion. Return after and go west at the fork
from before. Eventually, you'll see a southbound path; follow it to find an Earthing Rod in a chest.
North of where you turned south, you can find another chest, this containing an Ether. Head back to
the fork and now head west to another fork; first go southwest for a Turbo Ether, then go north. Head
east at the fork just south of the Adventurer to reach a Remedy chest, then go speak with the
Adventurer for the usual before going to the overworld.
Arrival in Florem
TREASURES CHECKLIST
[_] Bomb Fragment [_] Ether [_] Lilith's Kiss [_] Star Pendant [_] Tengu Yawn
FLOREM ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target
FLOREM MAGIC SHOP
Magic Magic Buying MP Magic
Magic Effects
Name Type Cost Cost Level
Restores a moderate amount of HP; damages
Cura White 800 pg 9 MP Level 3
the undead
Cures all ailments except KO, Stop, and
Esuna White 800 pg 8 MP Level 3
Doom
Revives from KO with ~200 HP; 70% chance
Raise White 800 pg 18 MP Level 3
to kill the undead
Blizzara Black 800 pg 15 MP Level 3 Moderate amount of Water-based damage
Fira Black 800 pg 15 MP Level 3
Moderate amount of Fire-based damage
Thundara Black 800 pg 15 MP Level 3
Moderate amount of Lightning-based damage
Boosts Speed by 50% for 4 turns; ignores
Haste Time 400 pg 8 MP Level 2
Reflect
Quara Time 400 pg 15 MP Level 2 Moderate Earth-based damage
Leave battles and dungeons (there are some
Teleport Time 400 pg 20 MP Level 2
exceptions, though!)
FLOREM WEAPON/ARMOR SHOP
Equipment
Type Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Name
600
Acorn Hat Helmet - - - - 6 1 - N/A
pg
30% chance to
Composite 1,950 Poison target;
Bow 44 - 95 - - - -
Bow pg damage +50%
to Flying
1,000
Cross Shield Shield - - - - 18 9 24 N/A
pg
Earthing 2,000 Immune to
Accessory - - - - - - -
Rod pg Paralysis
Torso 1,500
Floral Robe - 3 - - 17 4 - N/A
Armor pg
Frenzy 1,200 25% chance to
Dagger 20 - 95 3 - - -
Dagger pg Berserk target
Mind +3;
1,200 damage +25%
Jade Crosier Staff 15 - 90 - - - -
pg when hitting
2+ enemies
Laurel 650
Helmet - 2 - - 4 3 - N/A
Wreath pg
Torso 1,600
Mirage Vest - - - - 19 5 20 N/A
Armor pg
2,000 Immune to
Peace Ring Accessory - - - - - - -
pg Confusion
Fire-based
1,500
Rod of Fire Rod 12 12 90 - - - - attacks are
pg
10% stronger
2,000
Scimitar Sword 24 - 90 - - - - N/A
pg
Spiked 1,200
Knuckles 34 - 90 3 - - - N/A
Knuckles pg
Valkyrie Spear 1,850 22 - 90 2 - - - Damage
Halberd pg +25% when
hitting 2+
enemies
Yggdrasil 2,000
Torso - - - - 24 6 - N/A
Armor pg
Yggdrasil 700
Helmet - - - - 7 1 - N/A
Helm pg
Welcome to the Land of Radiant Flowers! And radiant they are! Oh, and women! Plenty of women! "A
whole nation of women you say!?", indeed, Ringabel. Umm... I'm rambling. >_> <_< Let the
introductory scene suit you.
When you regain control in the city entrance, you'll notice the shops are neatly arranged on the map:
going clockwise, you can visit the armory, the inn (which costs 40 pg), the items shop, and the magic
shop. Most everything here should be an improvement on what you already have, or at least of equal
quality in regards to the Scimitar and the accessories. The most important change in items is
undoubtedly the omnipotent Remedy - though it can't cure KO, it works well for convenience, when
you have multiple ailments, or ... well, actually, that's all it's good for. >_> Also stock up a little on the
new Balsams - Dread isn't quite common, but better safe than sorry.
You can also buy some Level 3 White/Black Magic and Level 2 Time Magic here. Of the White Magic,
everything - I repeat, everything - will almost certainly help you. Cura is a better Cure; Raise revives
from KO; and Esuna is like a Remedy! The Black Magic is also of the quintessial elemental "-ra" tier
that'll you need for your Black Mage to do some decent damage from here on. And then there's the
Time Magic, all of which is also good - Haste speeds you up and is amazing for bosses; Teleport works
when a Teleport Stone is not in your pocket; and Quara is a nice way for your Time Mage to do
something other than self-buffing. So, yeah, splurge!
Once you're done, take note of the hidden Bomb Fragment near the magic shop, and the Ether further
west in the flowers near the city entrance. After, head north into another area. There, head along the
main path to that big, glowing white one and look around the southeastern corner of it for a Lilith's
Kiss. Now head along that side-path you skipped and into the building at the end.
After the scene there (in which we opt to head for the Water Temple), re-enter the matriarch's room.
There is a Star Pendant hidden in the top-right corner of the room, while there also is a Tengu Yawn
just at the northernmost point of the room. Once you're done with the town as a whole, return to the
overworld.
Temple of Water
TREASURES CHECKLIST
[_] Rebuff [_] Phoenix [_] Ice
[_] Remedy [_] Hi-Potion [_] X-Potion [_] Ether
Locket Down Charm
To find the Temple of Water, head southwest in the overworld and look for a "T" junction in the dirt
paths just past the bridge southwest of Florem. Follow the southeastbound branch to find the Temple -
there are no enemies in here, so yay! (Or "boo", depending on how you look at it.)
Once inside the Temple (whose design noticeably mirrors that of the Temple of Wind), go into the side-
hall to the west and head south to find a Remedy. Return to the main room and leave it heading east,
like before. (If you want to go straight to the part where you have to, go north instead, but I'll cover
whole thing.) As you pass the library room, enter and press A for a scene. Re-enter the room and go
south from the southwest corner to find a hidden path; follow it south and east to a chest containing a
Rebuff Locket.
Return into the main hall north of the library and go east and into the next southern alcove for a Hi-
Potion. The next alcove to the east will contain a Phoenix Down in another chest. Go north and into
the mess hall if you want another scene, then continue into the northeasternmost room to find an Ice
Charm. The room just to the west of there will contain an X-Potion. The next large room to the west
will yield another scene, then continue further west into the entrance hall again. There is another side-
path in the northwestern portion that yields an Ether if you go south there. Back in the entrance hall,
go north and speak with the Adventurer, then continue on into the next area. There will be some scenes
there before you need to return to Florem.
After the scenes in the Temple, return to Florem and speak again with the matriarch. The group
eventually settles on entering the "rather plain" Agnès into the Sacred Flower Festival. You generally
should begin by speaking with everyone in town. As you do, you'll trigger some events allowing you to
go for hair dye and hairpins. Begin by speaking with the person at the other end of the path for going to
the matriach; she'll mention the spirit hairpin she has on. Go to the shop and there will be a scene there
regarding the two main trends of late (dying and pinning), after which you should go west and speak
with the blue-haired girl, then go south and speak with the man from Ancheim, then northwest and with
the brown-haired girl.
After learning about the perverse old man (who I thought was the Sage before I remembered he knew
the vestal of water =P), go back and speak with the matriarch. ... Oh, wait, I was right. >_> Erm...
Anyhow, after the scene, head to the entrance of the town and speak with the woman at the armory and
she'll mention how to look for hairpins (in the gardens to the west).
Finally, speak with the woman to the south of there who is selling the hair dye. After doing so, return to
the plaza and speak with the person at the end of the path to the matriarch's. After the scene there, speak
again with the woman at the item shop to learn that the dye merchant comes from the east.
All this work combined opens up two sub-scenarios for us to do; as usual, they're optional (as far as I
know), but also recommended as always. Here they are:
• The Florem Garden
• The Twisted Treetop
Finally, the thing that is required for story progress isn't really a Sub-Scenario, so go to Mount
Fragmentum for those details. Or scroll down a wee bit. Whatever.
Mount Fragmentum
TREASURES CHECKLIST
[_] Ripper [_] Remedy [_] 1,000 pg [_] 500 pg [_] Hi-Potion [_] Nodachi [_] Ether
LOCAL ENEMY BESTIARY
pg /
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP. /
Name HP
JP
0 / 60 /
Chomper 600 125 75 95 50 75 41 25 25 25 Lightning Aquatic
7
97 /
Dryad 1,200 144 24 94 48 24 11 24 24 20 Fire Plant
65 / 7
136 /
Grizzly 2,400 150 25 95 50 25 11 25 25 20 Earth Beast
68 / 7
White 98 /
1,200 125 25 95 66 25 21 25 25 20 Water, Dark Beast
Cait 68 / 7
Overworld: So, we're now on the way to finding the Sage in Yulyana ... that perverse old dude,
remember? Once you're back in the overworld, head southeast and across the two bridges. Once past
the second, follow the dirt path for a while and it will eventually turn due south, if but briefly - go east
from there to find a cave into Mount Fragmentum.
Mt. Fragmentum - West: Whoa, the graphics look pretty similar to the Norende Ravine. O_o When
you arrive, immediately head west and along the path. The path ends in a small loop with a chest at the
southern end; open it for a Ripper, then return to the entrance and head east and south. As you go along
the path, you'll find a Remedy in a chest. Soon thereafter, you'll find a north/east fork. Go east and to
the end of the path to find 1,000 pg in a chest. Return to the fork and go north and along the linear path
into the next area.
Mt. Fragmentum - Slope: As you enter the area, you'll see a chest nearby; open it for 500 pg. At this
fork marking the entrance to the area, head east and along the path to find a chest, in which you'll find a
Hi-Potion along the way. As you continue along it and turn south, two eastbound paths will open up to
the east. Go along the northern of the two to find a Nodachi at the end, then return to the Slope area
and continue south and west, opposite the remaining exit, to soon find an Ether.
If you continue further west, you can speak with a man at the end of the next side-path to the south to
try to withstand the attack of the water summon Ziusudra - withstand the attack and you'll learn this
summon for your Summoners! (The attack is immediately at the battle's start, so there's no preparation
allowed other than healing in the field beforehand: the attack is Water-based and will deal aronud 1,500
damage, so a Level 33 or so party MIGHT survive.) Now use the southeastern exit from the Slope.
Mt. Fragmentum - East: This area quickly devolves into a linear path. Speak with the Adventurer on
the way for the usual shop-'n'-save deal, but that's the only feature other than the exit into the
overworld. ... Oh, right, and a big turtle.
BOSS - Land Turtle
Land Turtle
Maximum HP 15,000
Physical Attack 160
Physical Defense 60
Aim 95
Magic Attack 50
Magic Defense 12
Evade 6
Intelligence 25
Mind 7
Speed 20
Weaknesses Water
Monster Family Aquatic
Possible Steals Hard Scale, Iron Pole
Possible Item Drops Hi-Potion, Light Curtain
pg (Money) Yield 0
EXP. Yield 1,200
JP Yield 120
This boss is not really a battle for offensive Mages, for it will likely be your first encounter with the
Reflect spell. Reflect is a spell that lasts for a while and bounces all magic cast back at the user - if you
use, say, Blizzara on this thing when it's under Reflect, you will get hurt, and pretty badly.
Other than that, there's not much to this boss. Bring some melee units to this fight, especially Spell
Fencers: they will be the ideal job class for this fight; bring two at least. Have them and everyone else
Default three times to boost their BP, to begin with. Have the generic physical units do whatever they
do best with four Braves (I used a Thief with Godspeed Strike) while the Spell Fencers first apply
Blizzard/Blizzara to their weapons and go into a nice three-attack scramble. The turn thereafter, have
the Fencers repeat their action, only four Attacks this time (since the spell lasts for ten turns) and ... you
get the picture. The Fecners will be the big picture for this fight. Thieves with the P. DEF-piecing
Godspeed Strike also work really well due to the high defenses this dude has.
Other than these, just be sure to keep a White Magic user Defaulting on the off-chance you need it, or
that a spell you use (that you shouldn't have!) gets Reflected. With just one Spell Fencer wielding two
swords (I came in unknowing =P) and one Black Mage getting lucky without the Reflect after some
time, I won in about two turns of using those quadruple attacks. That stuff racks up with Brave faster
than you'd think! Each hit from the Spell Fencer totaled 1,000 damage, and the spells from the Mage
were going for ~750 - that's 1,750 per attack, and ~7,000 per quad-attack. ;)
After the battle, continue out of the dungeon to the overworld near Yulyana.
Twilight Ruins
TREASURES CHECKLIST
[_] 500 [_] Zeus's [_] 1,000 [_] Birch [_] Hermes
[_] Hi-Potion [_] Ether [_] Remedy [_] Ether
pg Wrath pg Bow Sandals
[_] Courage [_] Turbo [_] Dark
[_] X-Potion
Ring Ether Charm
LOCAL ENEMY BESTIARY
pg
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP
Name HP
JP
Aqua 105 /
2,000 140 60 95 73 28 11 28 28 23 Lightning Inorganic
Lantern 70 / 7
105 /
Imp 2,000 140 28 95 70 56 11 28 28 23 Earth, Light Demon
70 / 7
140 /
Minotaur 3,000 154 42 95 56 28 11 28 28 23 Earth Beast
70 / 7
Yulyana Region: After finishing Mt. Fragmentum, head east in the overworld to the Sage's house.
After some sucking up (or something), we get what we need there. Sort of. Anyhow, before leaving,
sleep in the beds and shop at the fox - the details of the latter can again be found in the Yulyana Woods
Needleworks's Shops section, though whether you'd really need to shop is debatable. Backtrack to Mt.
Fragmentum and go on through it.
Florem: On the other side, you'll automatically go back to Florem for the Festival. Once you regain
control, you can go east and speak with the girl with the hairpin to work on a sub-scenario. Head to the
next area for now, though, to begin the Festival. After, sleep at the inn to further the sub-scenario,
DeRosa the Red Mage, while re-entering the town can also help further The Withering Wood. The
conditions are a little complex to deal with for here, so just go to their respective sections. In any case,
our next destination is the Twilight Ruins to the west in the overworld.
Twilight Ruins - 1F: When you arrive, go west and north to the intersection where you can see two
doros to the north. Use the one on the east side first to find a Hi-Potion, then go through the other door.
Go along the path for a bit to a fork again. There, use the western of the northbound paths to reach an
Ether, then go along the other path. (Retrigger the green switch on the way to open the door!) This will
take you to an east/west fork; first go east to find a Remedy, then go west and downstairs.
Twilight Ruins - East B1F: Go west and north along the path to find a chest containing 500 pg. Go
back through the door and trigger the yellow switch, then go south through the newly-opened door. At
the end of the path are two doors. Go through the open one to the east, then through the red-crystal one
further north to find a chest with Zeus's Wrath inside. As you go back from it, be sure to use the red
crystal, then use the green crystal and go north along that path. Use the first-available southbound path.
Soon, a path will open off to the west; ignore it for the moment and go further south and plunder the
chest at the end for 1,000 pg. THEN go back and use the westbound path, which leads to some stairs.
Twilight Ruins - B2F: When you arrive, you'll see three northbound paths. First go along the
easternmost of the trio and use the switch at the end to reach a chest containing a Birch Bow, which is
pretty good for fighting those semi-resilient Imps around here. Return to the stairs and be sure to
trigger the switch again on the way; after, trigger the nearby yellow switch and go along the
westernmost path in a similar manner to obtain some Hermes Sandals. Once both of these are done,
use the center of the three halls and go along it.
Eventually, a path will open off to the west. First continue north and through the doorway to find an
Ether in the chest beyond. As you return southward afterward (lol "ward"-play), trigger the red switch
and then go along that new path. To the south is naught but a locked chest, but to the north are some
stairs going up to the western portion of B1F.
Twilight Ruins - West B1F: Here, go west and north to find a fork. First, let's look at the western,
closed door - go due south of it to find a hidden path; go as far south and east as possible to find a
Courage Ring. Return to the "T"-junction and use the eastern door twice to find a chest with a Turbo
Ether. Trigger the red switch next to that door and go along the other northbound path here to soon
find an X-Potion. As you backtrack to the southernmost "T"-junction, retrigger all crystals next to open
doors on the way. From the first "T"-junction, go north to another fork. Trigger the blue crystal and go
through the newly-opened door to find a chest with a Dark Charm inside. Then retrigger the blue
crystal and go through the other door north- and westward into the next area. Be sure to save with the
Adventurer on the way!
Once you've left the Twilight Ruins, there will be a scene. And why not a boss to go with them fries?
BOSS - Victor, Victoria
Victor Victoria
Maximum HP 80,000 60,000
Physical Attack 260 245
Physical Defense 49 49
Aim 99 99
Magic Attack 122 123
Magic Defense 70 49
Evade 32 22
Intelligence 49 49
Mind 70 49
Speed 40 40
Weaknesses Dark Light
Monster Family Human Human
Possible Steals Force Armlet Amulet
Possible Item Drops None None
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 0 0
As it turns out, you're not really meant to defeat Victor and Victoria (yet), so our goal really should
something different from the tradition. Your goal in this fight is to survive for five turns, but it is by no
means easy; as you can see from the chart above, these two are way off the charts comparatively in
offense and defense. You're only way to actually hope to beat them is on a NG+ playthrough (which
should be quite easy =P), but it's no different functionally than waiting out five turns.
So, as I said, damage here will be high and it will be heavy. By no means are you to attempt any kind of
a legitimate offense. Ideally, you'll have four bulky people (Knights, for example) able to use White
Magic. After the start of the battle, have two of them go into four Braves immediately to buff up the
party with Protect and Shell. They - and the other two thereafter - are only to Default until they need to
use Cura or other items. If you want to risk it, you can go ahead and try to Steal/Mug from the two if
you have a Thief, since the equipment is pretty decent, but it's no requirement.
After the scene in the Western Hidden Village post-boss, head back into the Twilight Ruins and
backtrack your way out of there, or just use a Teleport Stone or somethin'. After having returned to the
overworld, return eastward to Florem, since there's some much needed healing, I suppose. After that (if
you needed it), go to the Water Temple again. There, go north and into the altar where the Water Crystal
resides - save with the Adventurer on the way!
BOSS - Rusalka
Chapter Flowchart
• Main Walkthrough:
• The Grandship
• Overworld - To Eisenberg!
• Hartschild
• Grapp Keep
• Mythril Mine
• Starkfort
• Underflow
• Temple of Fire
• The Grandship's Engine Room
• Conclusion of Chapter 3
• Related Sub-Scenarios:
• S.S. Funky Francisca
• Battle at the Big Bridge
• Starkfort's Salve-Maker
• Return to Starkfort
• Meanwhile, in Hartschild...
The Grandship
TREASURES CHECKLIST
[_] Antarctic Wind [_] Flame Charm [_] Bacchus's Wine [_] 1,000 pg [_] X-Potion
GRANDSHIP ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target
GRANDSHIP MAGIC SHOP
Magic Magic Buying MP Magic
Magic Effects
Name Type Cost Cost Level
Restores a moderate amount of HP; damages
Cura White 800 pg 9 MP Level 3
the undead
Cures all ailments except KO, Stop, and
Esuna White 800 pg 8 MP Level 3
Doom
Revives from KO with ~200 HP; 70% chance
Raise White 800 pg 18 MP Level 3
to kill the undead
Blizzara Black 800 pg 15 MP Level 3 Moderate amount of Water-based damage
Fira Black 800 pg 15 MP Level 3 Moderate amount of Fire-based damage
Thundara Black 800 pg 15 MP Level 3 Moderate amount of Lightning-based damage
Boosts Speed by 50% for 4 turns; ignores
Haste Time 400 pg 8 MP Level 2
Reflect
Quara Time 400 pg 15 MP Level 2 Moderate Earth-based damage
Leave battles and dungeons (there are some
Teleport Time 400 pg 20 MP Level 2
exceptions, though!)
GRANDSHIP WEAPON/ARMOR SHOP
Equipment Other
Type Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Name Effects
Damage
3,600
Aeolian Bow Bow 54 - 95 - - - - +50% to
pg
Flying
Artisan 2,500
Accessory - - - - - - - Dexterity +10
Gloves pg
2,000 Immune to
Earthing Rod Accessory - - - - - - -
pg Paralysis
Hermes 5,000
Accessory - - - - - - - Agility +10
Sandals pg
Damage
3,000 +25% when
Iron Pole Staff 34 - 90 - - - -
pg hitting 2+
enemies
3,500
Osafune Katana 30 - 90 15 - - - N/A
pg
Water attacks
3,800
Rod of Ice Rod 15 15 90 - - - - are 10%
pg
stronger
Damage
4,800
Viking Axe Axe 36 - 85 -3 - - - +50% to
pg
Aquatic
Torso 3,000
Viking Coat - - - - 24 6 - N/A
Armor pg
After the scene on the Eschalot, go north and board the Grandship. After the initial scene here, go to the
far east and south to find a hidden Antarctic Wind, then go back west and into the tavern. Examine the
foremost of the tables on its second floor to get a Flame Charm. On the lower floor, you can find a
Bacchus's Wine in the northwestern barrels, too. Return outside and go up the stairs to the east, then
further east and north to find a hidden 1,000 pg. Finders keepers~!
Use the nearby path to go to the next area. There, you'll find an armory and a magic shop to the east,
with an inn (50 pg) and an item shop to the west. After splurging or somethin', speak with the boy at the
"!" on the map; he is the Zatz you're looking for. After the brief conversation, return to the tavern and
speak with Zatz inside. After the scene there, return to the Eschalot.
Overworld - To Eisenberg!
Hartschild
TREASURES CHECKLIST
[_] Elixir [_] Gale Hairpin [_] Kunai
HARTSCHILD ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target
HARTSCHILD MAGIC SHOP
Magic Magic Buying MP Magic
Magic Effects
Name Type Cost Cost Level
15
Aerora White 1,600 pg Level 4 Moderate Wind-based damage
MP
Remove all stat buffs/debuffs, Regen, Stop, Reflect,
Dispel White 1,600 pg 8 MP Level 4 Reraise, element affinity changes, damage absorption,
and Sword Magic (all of which that are not permanent)
16 Reflects White, Black, and Time Magic to the opposite
Reflect White 1,600 pg Level 4
MP side (i.e. you to enemy)
12
Gravity Time 800 pg Level 3 Halves the target's HP sometimes
MP
16
Slowga Time 800 pg Level 3 Decreases Speed by 25% for four turns; ignores Reflect
MP
Increases evasion by 50% for four turns; ignores
Veil Time 800 pg 8 MP Level 3
Reflect
HARTSCHILD WEAPON/ARMOR SHOP
Equipment Other
Type Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Name Effects
1,200
Black Cowl Helmet - - - - 8 2 10 N/A
pg
3,000 Halves Dark
Dark Charm Accessory - - - - - - -
pg damage
5,000
Defender Sword 27 - 90 - 10 - - N/A
pg
3,000 Halves Earth
Earth Charm Accessory - - - - - - -
pg damage
3,000 Halves Fire
Flame Charm Accessory - - - - - - -
pg damage
2,500
Force Armlets Accessory - - - - - - - Mind +10
pg
Damage
4,500 +25% when
Halberd Spear 27 - 90 2 - - -
pg hitting 2+
enemies
1,000
Holy Miter Helmet - 3 - - 5 4 - Mind +5
pg
3,000 Halves Ice
Ice Charm Accessory - - - - - - -
pg damage
2,500
Large Shield Shield - - - - 24 12 22 N/A
pg
3,000 Halves Light
Light Charm Accessory - - - - - - -
pg damage
3,500
Main-Gauche Dagger 22 - 95 3 - - 20 N/A
pg
Orichalcum 1,500
Helmet - - - - 8 2 - N/A
Helm pg
Orichalcum Torso 5,000
- - - - 30 7 - N/A
Mail Armor pg
Halves
Thunder 3,000
Accessory - - - - - - - Lightning
Charm pg
damage
Torso 4,000
White Robe - 4 - - 22 5 - Mind +20
Armor pg
3,000 Halves Wind
Wind Charm Accessory - - - - - - -
pg damage
After the introductory scene, you can head west to save-'n'-shop with the Adventurer. The inn (60 pg) is
just to the north of him. If you use the northwestern path of the town, you can head to an item shop. If
you walk along its southwest side, not on the path itself, you can investigate some barrels to find the
ever-invaluable Elixir! ^_^ The northeastern path of the town yields the armory at the end. Jsut
southeast of the large mansion is a magic shop.
Of everything here, it would probably be wisest to prioritize the buying of Aerora and Reflect -
everything else is somewhat skippable for the moment magic-wise, but those two can be IMMENSELY
helpful in bosses! The armor is, as usual, mostly new so you should buy what you want there. If you
feel like it, some Flame Charms for the end-of-chapter boss may be appropriate, if you don't mind
swapping out whatever accessories you already have. (Note: If you plan on using the Main-Gauche,
note that the Kunai, which is the same thing with 5 more P. ATK., will be found elsewhere in town!)
Anyhow, enter the large mansion to the north and, after a lot of scenes, you'll be tasked with returning
to the Eisen Bridge for now. First re-enter the mansion and go due west upon entering to find a Gale
Hairpin, then go upstairs and to the bedroom to the west. In its northeast corner is a hidden Kunai.
When you're done, return to the overworld.
Grapp Keep
TREASURES CHECKLIST
[_] 2,000 [_] Turbo [_] Rebuff [_] Bomb [_] Bacchus's
[_] X-Potion [_] Glaive [_] Elixir
pg Ether Locket Fragment Wine
LOCAL ENEMY BESTIARY
pg /
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP. /
Name HP
JP
197 /
Bone
3,000 176 60 96 64 32 11 32 32 26 Fire, Light Undead 124 /
Hunter
15
197 /
Bone
3,000 176 60 96 64 32 11 32 32 26 Fire, Light Undead 124 /
Knight
15
197 /
Bone
3,000 176 60 96 64 32 11 32 32 26 Fire, Light Undead 124 /
Lancer
15
Fire,
Zombie 197 /
4,000 176 48 96 64 32 11 32 32 26 Lightning, Undead
Knight 124 / 5
Light
Overworld: Once you've decided, back in Hartschild, to aid the Shieldbearers ('cuz what's cooler than
a grand ol' shield?), head eastward in the overworld to Eisen Bridge. After the scene there, you are
tasked with going to the Grapp Keep. Note that the Sub-Scenario S.S. Funky Francisca is unlocked
as well! I highly recommend doing the latter since you can get the physically-best class, Pirate, for
winning! Anyhow, once you intend to head to Grapp Keep, head east of the bridge, then along the
lighter dirt path in front of you, going east at both "T"-junctions to find the keep.
Grapp Keep - 1F: When you arrive, go along the path just to the east and you'll find a switch in the
southwest corner of the room at the end; trigger it. Return to the entrance and go north, then west when
possible, and west again at the north/west fork. This will take you to a chest containing an X-Potion;
grab it, then return to the fork and go north and upstairs.
Grapp Keep - 2F: Go southeast and steal the 2,000 pg from the chest, then go northeast and flip the
switch. After, head northwest and downstairs.
Grapp Keep - 1F: Go southeast and trigger the switch, then backtrack to the stairs just south of here,
still on 1F. Go through the newly-opened door to the northeast to find a Turbo Ether and a locked
chest which we must leave alone ... for now. Anyhow, return to the dungeon entrance and go north and
upstairs.
Grapp Keep - 2F: Go north and you'll find two sets of stairs. Use the downbound ones to the east to
soon find a Glaive. As for the other stairs?
Grapp Keep - 3F: When you arrive, go west and south to find a Rebuff Locket at the end of the path.
Return to the staircase and head now east and south. At the corner where the stairs lie, go around to the
southeast side of the stairs and head south into a hidden passage. Head far to the west for an Elixir,
then return to the stairs and use 'em.
Grapp Keep - 2F: After descending, go north and east into the little side-hall there and open the chest
for a Bomb Fragment. Return into the main hall and continue to the northeast corner. There, go
downstairs and flip the switch to make a shortcut should you come back in the future. Back in the 2F
hall, continue west and to the end of the path to find a chest containing some of Bacchus's Wine.
Then return to the entrance you used and head west of those stairs. At the end of the path is a switch to
trigger, so, y'know, trigger it. After, use the shortcut you opened to return to 1F and go up the central
staircase there to 2F again, then head south along the newly opened path. This will take you to 3F.
Speak with the Adventurer to the north to save and shop, then continue north. Examine the sparkly
thing in the bookcase to the north to set off the alarm.
BOSS - Automaton x3
Automaton
Maximum HP 10,000
Physical Attack 200
Physical Defense 48
Aim 96
Magic Attack 64
Magic Defense 32
Evade 2
Intelligence 32
Mind 32
Speed 26
Weaknesses Lightning
Monster Family Inorganic
Possible Steals Pantheon's Wrath
Possible Item Drops Fulmen Shard, Turbo Ether
pg (Money) Yield 0
EXP. Yield 1,000
JP Yield 100
This boss isn't as difficult as you think; the main problem is the whole "strength in numbers" concept.
For the most part, they'll rely on Rocket Punch for their damage, which does 150 ~ 350 damage to the
party depending on your level (probably around 40).
This ends up being another of those bosses one could sum up with the whole Ranger/Spell Fencer
combo. Hey, it ain't my fault! >:) In any case, this time, you'll want the Ranger to use the Sword Magic
Thundara, then just go for three Targetings, and then four on consecutive attacking turns. Due to the
resilience of these enemies, it would be a good idea to Default thrice first so you have a better at taking
one or two out when you go straight into two quadruple attacks. Having two or three such Rangers will
breeze through the battle by then. Even so, keep a White Magic user on the Defaulting just in case
something goes horribly wrong.
Alternatively, you could just use various generic multi-target tactics. If you have a Valkyrie, Crescent
Moon twice in a row (or more if you have additional BP) could do some damage, but it would probably
take a few of them to begin making a legitimate dent in the enemy's HP. Black and Red Mages could
also do somewhat well with Thundara, and Spell Fencers obviously with the Thunder Sword Magic.
Those using a combo'd Pirate/Spell Fencer could do some nasty damage if they've ground up the
Pirate's skills, but that's pretty unlikely. It'd be nice if we had a Lightning summon...
Anyhow, it's an easy fight - I wholly go for the Ranger/Spell Fencer spamming tactic, but to each their
own. In general, just try to focus weakness-piercing attacks on a single Automaton (even if they can be
multi-target like Thundara) and they'll eventually go into the dust. Oh, yeah, White Mage. Can't forget
the White Mage.
After the fight, you'll recover the poison vial. Wanna sip? =P Anyhow, after the fight, just leave the
dungeon by any means you desire.
Mythril Mine
TREASURES CHECKLIST
[_] X-Potion [_] Earth Drum [_] Turbo Ether [_] 1,000 pg
LOCAL ENEMY BESTIARY
pg
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP
Name HP
JP
216 /
Black
3,000 195 43 97 78 39 11 39 39 32 Lightning Human 162 /
Axefighter
17
Black 2,800 185 37 97 74 37 11 37 37 30 Lightning Human 206 /
Blade 155 /
16
206 /
Black
2,800 185 37 97 74 37 11 37 37 30 Lightning Human 155 /
Pikeman
16
202 /
Carbuncle 2,600 170 34 96 85 34 11 34 34 28 Wind, Dark Beast 153 /
16
405 /
Mythril
5,000 204 96 96 66 34 1 34 34 28 Water Aquatic 304 /
Shell
32
202 /
Demon,
Succubus 2,600 170 34 96 68 34 2 34 34 28 Wind 153 /
Aerial
16
Overworld: After taking the poison vial from the Grapp Keep, head back to the Eisen Bridge. After the
scene there, speak again with Commander Goodman and ask him those three questions you can if you
wish to participate in the Sub-Scenario Battle at the Big Bridge. Other than that, your new task for now
is to head to the Mythril Mine. Go west from the Bridge and head north between the two towers that
used to have a gate between them; just beyond them, you'll see the Mine as a cave in the distance.
Mythril Mine - B1F: After the introductory scene here, there will be a battle, and six more total
throughout the dungeon against some of these Black Blades members. Anyhow, go west for a while,
ignoring the southbound path halfway along. You'll come to find a Black Blade member guarding an X-
Potion chest. Plunder the chest after the fight, then go east and use the southbound path. If you go
along the eastern path at the soon-to-be-found fork, you'll have a fight at the end. Head along the
western of the forks afterward to find a clearing with some stairs. Go northwest for a forced fight,
southwest for an Earth Drum, and southeast to another forced fight. Use the stairs when done.
Mythril Mine - B2F: Here, begin by going east to another forced Black Blade bash. Far to the north of
there is another in addition to a Turbo Ether chest. If you go back south and off to the northwest, there
will be another fork (northwest/southwest). Go southwest, then west at the next fork to get 1,000 pg.
Go back one fork and head south this time for a forced fight. Go back two forks (again,
northwest/southwest) and head northwest. As you go, you'll see the Adventurer. Save-'n'-shop if you
want to, but we're not done yet.
Just southwest of that clearing is a small dead-end with a battle at its end. If you go west, you'll see a
locked chest; make note of it for now, but, as usual, you'll have to wait until Chapter 6. Go south from
it, though, and southwest at the fork to find the final forced battle to save the children. (Going southeast
loops back to the floor entrance.) With all of these done, you're welcome to leave; nothing remains
here.
Starkfort
TREASURES CHECKLIST
[_] Earth Drum [_] Stardust [_] 500 pg [_] Hi-Potion [_] 1,000 pg [_] Ice Brand
LOCAL ENEMY BESTIARY
pg /
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP.
Name HP
JP
216 /
Black
3,000 195 43 97 78 39 11 39 39 32 Lightning Human 162 /
Axefighter
17
206 /
Black
2,800 185 37 97 74 37 11 37 37 30 Lightning Human 155 /
Blade
16
206 /
Black
2,800 185 37 97 74 37 11 37 37 30 Lightning Human 155 /
Pikeman
16
400 /
Fire D'gon 5,000 215 43 98 86 43 11 43 43 35 Water Dragon 300 /
17
206 /
Hellhound 2,800 185 37 97 74 37 11 37 37 30 Water Beast 155 /
16
STARKFORT MERCHANT ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target
STARKFORT MERCHANT MAGIC SHOP
Magic Magic Buying MP Magic
Magic Effects
Name Type Cost Cost Level
Damages the target's MP; user regains MP (or loses
Aspir Black 1,600 pg 1 MP Level 4
if target is Undead) equal to 10% of the damage
Damages the target's HP; user regains HP (or loses
Drain Black 1,600 pg 8 MP Level 4
if target is Undead) equal to the amount of damage
Fear Black 1,600 pg 5 MP Level 4 Has a 75% chance to induce Dread in the target
Comet Time 1,600 pg 25 MP Level 4 Non-elemental damage to a target 1~4 times;
ignores Reflect
Raises all allies' Speed by 50% for four turns;
Hastega Time 1,600 pg 32 MP Level 4
ignores Reflect
Raises all allies' Evasion by 50% for four turns;
Veilga Time 1,600 pg 24 MP Level 4
ignores Reflect
STARKFORT MERCHANT WEAPON/ARMOR SHOP
Equipment Other
Type Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Name Effects
4,800
Battle Mace Rod 27 - 90 - - - - N/A
pg
Torso 6,000 Intelligence
Black Robe - 3 - - 20 5 -
Armor pg +20
Giant's 1,500 Strength +10,
Accessory - - - - 6 1 -
Gloves pg Dexterity -50
Hammer 4,200
Knuckles 46 - 90 3 - - - N/A
Knuckles pg
1,800
Headband Helmet - - - - 6 1 - Strength +10
pg
1,500 Intelligence
Mage's Hat Helmet - 3 - - 4 3 -
pg +5
Orichal 5,000
Dagger 27 - 95 3 - - - N/A
Dagger pg
Power 4,000
Accessory - - - - - - - Strength +10
Bracers pg
Torso 2,400
Power Sash - - - - 22 5 - Strength +5
Armor pg
Spiked 3,700
Shield 5 - - - 20 10 23 N/A
Shield pg
7,500
Zweilhander Sword 35 - 90 - - - - N/A
pg
Overworld: As you happen to leave the Mine, you'll be told that one boy, Egil, remains in Starkfort, far
to the north of the Mines. Heal and restock back in Hartschild - remember, you can set the Encounter
Rate to -100% to prevent all battles if you're really desperate! To reach Starkfort, go east of the Eisen
Bridge and northeast towards the Grapp Keep, then head northwest from there for a while.
Starkfort Exterior: After the introductory scene, go to the far right first and you can speak with the
Adventurer to save and a merchant to shop up on some new stuff. The main appeals here are Aspir,
Drain, Comet, and Veilga. (Final Fantasy veterans may consider Hastega, but remember that the system
here is not an ATB system - it's strictly turn-based, so going first via Hastega is like trying to go first in
Pokémon: only good if you wanna one-hit-kill something, basically. To each their own though.) Aspir
is nice for regaining MP, Drain for some cheap HP recovery (and since it's a 1-to-1 ratio for damage
and restoration, you can easily fully heal with a couple of BP!), and Comet is always nice to give your
Time Mage something naaaasty. ... Ish. Anyhow, there's also a lot of base-stat-boosting equipment here,
so plunder if you have some specialized units (i.e. the Pirate).
There's also other stuff to do outside. Mostly, just finding hidden items. If you hug the northern rock
wall as you between the area's entrance and the fort, you can Inspect a little crag between two rocks for
an Earth Drum. If you go due south of the Adventurer and west to the end of that small path, you can
also find some Stardust. That's it out here. And the fort?
Starkfort - 1F: When you arrive, go into the first room west of the entrance and to the south to find
500 pg. The room just east of the entrance has two more eastbound paths, the northern of which will
yield a Hi-Potion. When you go north, Ringabel will consult the Notebook of D and find out that Egil
lies to the east. If you want to go west, look in the section Starkfort's Salve-Maker for more, since it
yields 1,000 pg and the Salve-Maker asterisk, and is thusly a Sub-Scenario. Otherwise, go east and
upstairs.
Starkfort - 2F: When you arrive, go due south and you'll find an Ice Brand in a chest. You should be
able to see the main hall going southward to the east of here, so go along it now. At the end, you'll find
and rescue Egil; once that's doe, just backtrack to the overworld.
Underflow
TREASURES CHECKLIST
[_] Bomb [_] Safety [_] Fire [_] Turbo [_] Diamond
[_] 2,000 pg [_] X-Potion
Fragment Ring Charm Ether Staff
[_] Flare [_] Gale
Hatchet Bow
LOCAL ENEMY BESTIARY
pg
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EX
Name HP
J
216
Black
3,000 195 43 97 78 39 11 39 39 32 Lightning Human 162
Axefighter
17
206
Black
2,800 185 37 97 74 37 11 37 37 30 Lightning Human 155
Blade
16
206
Black
2,800 185 37 97 74 37 11 37 37 30 Lightning Human 155
Pikeman
16
375
Demon 3,400 205 41 98 106 41 11 41 41 33 Light Demon 250
17
212
Flare
3,000 195 40 97 104 39 11 39 39 32 Water Inorganic 159
Lantern
16
432
Inferno
6,000 205 41 98 82 41 11 41 41 33 Water Inorganic 324
Golem
17
c 37
Magician 3,000 185 41 98 111 41 11 41 41 33 Earth Demon 250
17
424
Minotaur Undead,
6,000 200 40 98 80 40 11 40 40 32 Earth, Light 318
Zombie Beast
16
200
Red Flan 3,000 195 39 97 104 39 11 39 39 32 Water Inorganic 150
16
NOTE ABOUT THE UNDERFLOW: The Underflow dungeon has quite the notable field danger to
it: lava. You're probably accustomed to it: hot, steamy, molten rock and minerals that flow throughout
the crust and mantle of the Earth. Obviously, it will hurt you in this game. A lot. You'll lose about 10%
of your HP every time you step on it. The Dungeon Master ability of Freelancers (Level 4) can help
deal with this, though! Alterantively, you can look at the ground: certain patches qwhere the lava are
will glow red when you'll be damaged and black when you won't be. Time it right!
Overworld: After having rescued Egil and left the Starkfort, head back to Hartschild. After the brief
scene upon your arrival, head into Commander Goodman's house in the northern part of town - after
healing and shopping, of course! After the scene there, head to the path going to the southwest of the
town. Eventually, you are sent off to the Mythril Mine again to find the Underflow to the Fire Temple.
As you go, you'll fight one each of the main Black Blade classes. After the fight and scene thereafter,
continue into the mines.
Mythril Mine: You should already be familiar with the layout of the dungeon by now, so you're more
than capable of finding the way to B2F. There, head to the northernmost portion of the floor, where the
Adventurer is, and go through the door just to his north.
Underflow - East 1F: When you arrive, go north and along the linear, lava-covered path for a bit.
There will eventually be a southbound path to the south, so follow it and you'll find 1,000 pg at the end.
After getting it, return north and go along the main path. You'll eventually reach an east/west fork; go
east and you'll find another fork. Continue east there to find a Bomb Arm, then return and go south and
southwest for a Bomb Fragment. Return once more to the fork. If you head southeast of there, you can
find a locked chest, but ... y'know, it's locked, so we can't open it yet. Anyhow, backtrack to the
east/west fork you should be able to see in the northwestern part of the floor, then go west and along to
the next floor.
Underflow - East 2F: Here, go south and west to find a fork. Go south there and you'll find a side-path
off to the east, along which you'll find 2,000 pg. Return to the main path here and continue north to the
northwest/south fork and head ... well, northwest. Soon thereafter, there will be a west/south fork. If
you go along the long, linear path to the west, you'll find a Safety Ring at the end, which is useful for
preventing death. After, go south of the fork from before and you'll find the 3F stairs.
Underflow - 3F: As you go through this area, some parts of the path could collapse: they won't hurt
you, it's just to bait you into going somewhere. Anyhow, when you arrive, go north, then west at the
fork. You'll need to go south soon thereafter. This will soon lead to yet ANOTHER fork, this one going
west and southeast; first go southeast to find the useful X-Potion, then go west from the fork. Skip the
collapsable path to the north you soon find, going north at the second one instead. Eventually, a path to
the southeast will open up; follow it and skip the fork to find an ironic Flame Charm. As for that side-
path we skipped? Follow it and you will get a Turbo Ether. Now backtrack to the start of that
southeastbound path and go north to find some stairs.
Underflow - West 2F: When you arrive, go west and south as soon as possible, and continue south to
find a chest in the southeast corner containing a Diamond Staff. Return waaay back north and head
west, waaay west. In the corner there, you'll find a path to the south; follow it to a clearing with three
paths going from it. Go along the path to the east, then head east and north at the forks to find your way
to a Flare Hatchet. (As you're probably aware by now, it's not a good idea to use it for this dungeon.
=P) Backtrack to the east/west fork and go west, then north when first possible. At the end of the
lengthy path is a Gale Bow; after grabbing it, go back to where you turned north and head west and use
the stairs.
Underflow - West 1F: Head west to the bridge. After a lucky break on the bridge, continue north and
along to the Temple.
Temple of Fire
TREASURES CHECKLIST
[_] Flametongue [_] Iceflame Shield [_] X-Potion [_] Turbo Ether [_] Elixir
LOCAL ENEMY BESTIARY
pg
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP
Name HP
JP
375 /
Demon 3,400 205 41 98 106 41 11 41 41 33 Light Demon 250 /
17
212 /
Flare
3,000 195 40 97 104 39 11 39 39 32 Water Inorganic 159 /
Lantern
16
432 /
Inferno
6,000 205 41 98 82 41 11 41 41 33 Water Inorganic 324 /
Golem
17
c 375
Magician 3,000 185 41 98 111 41 11 41 41 33 Earth Demon 250 /
17
Minotaur 6,000 200 40 98 80 40 11 40 40 32 Earth, Light Undead, 424 /
318 /
Zombie Beast
16
200 /
Red Flan 3,000 195 39 97 104 39 11 39 39 32 Water Inorganic 150 /
16
When you arrive, go into the side hall to the west and south to find a Flametongue - again, not
something to use for the boss ahead, but something to keep nonetheless. Go east and through the hall
and into the library to the south for a scene. After, go east in the hall some more and east at the four-
way to find an Iceflame Shield - this will nullify all Water- and Fire-based attacks, which is
EXTREMELY useful! ^_^ After, go south from the four-way to find a man; he will summon
Promethean Fire, a powerful Fire summon - if you have the Iceflame Shield equipped, you will be
immune to the attack and thusly are guaranteed to learn it, so be sure to not waste this
opportunity!!
The mess hall to the north of there yields another scene. Go north to the next four-way; head east for an
X-Potion and north for a Turbo Ether, then go west. There's the clothing room to the west of there for
another scene. Continuing west will put you back in the entrance hall. Go west into the side hall, then
south to the dead-end and west and south through the hidden passage to find an Elixir. Return into the
entrance hall and save-'n'-shop with the Adventurer before going north to the next area.
BOSS - Chaugmar
Chaugmar
Maximum HP 40,000
Physical Attack 280
Physical Defense 33 or 9,999
Aim 98
Magic Attack 241
Magic Defense 41 or 9,999
Evade 21
Intelligence 41
Mind 41
Speed 33
Weaknesses Lightning
Monster Family Demon
Possible Steals Bomb Arm
Possible Item Drops Reflect Ring
pg (Money) Yield 0
EXP. Yield 6,000
JP Yield 600
First and foremost: when Chaugmar has that purplish shield around him, he is basically impervious to
all attacks: his Defenses will be at 9,999 for this time, which is FAR above what you can hope to
penetrate at almost any level under any circumstance. (Well, you can hit for 1 damage, but do you want
to do that 40,000 times?) Anyhow, only Default, heal, and/or self-buff in that time. If you hit 3 BP, you
could do one thing per turn for buffing, and you probably will hit 3 BP without Heart Suck hitting you,
so go for it.
Chaugmar mostly will stick to Drain-like attacks for the battle, mostly in the shield - makes you wish
you could be undead, eh? There's also Heart Suck to take your stored-up BP for itself, so look out for
that one. Soul Suck takes away MP; less noteworthy, but bad for your mages.
Chaugmar will open his first turn out of the shield with Energy Blast, which is huge damage to
everyone (1,500+). Either Default or use Spirit Barrier as prep for it, depending on what's available.
After is when your healer needs to use Brave several times and use Cura on everyone. As for the rest of
the party, have them go into their usual tendencies of attacking under the effects of Brave.
As for what to use? The Ranger/Spell Fencer job combo is still immensely effective: start with a
Thundara Sword Magic, then go straight into Demon Slayer or Targeting for massive amounts of
damage. In fact, a lot of people able to use Level 4 Sword Magic can make quick work of thsi beast,
and can even circumvent the need for a healer now: Drain Magic with Demon Slayer or Targeting are
practically full-heals! Each doubly-effective attack could deal somewhere in the range of 5,000+ for
damage, making this battle a two-turn effort with just one Ranger/Spell Fencer ... and with four, ****
it, you win!
As for the alternatives? Black and Red Mages with Thundara can do some stuff, and the Spell Fencer or
Rangers can work okay alone with the aid of Thundara Sword Magic and Demon Slayer or Targeting,
respectively. Salve-Makers may feel like using the Turn Toxic ability on four Elixirs in desperate times
for 39,996 HP of damage, which takes you 4 away from winning, but Elixirs are valuable and I don't
recommend using them for such a purpose. Those are the main things I could see being used.
In pure theory - though I didn't have the opportunity to test this, so I don't recommend it as-of-yet -
Defense-piercing attacks could have some effect. These would include Pressure Point from the Monk,
Godspeed Strike from Thieves, and use of the Pierce M. Defense support ability from Level 12 Black
Mages. Again, I'm not 100% on these, but it could be a possibility for piercing the boss's Defense when
the shield is up.
After the battle, you have to revive the Fire Crystal in the usual manner: press X a bunch until told not
to. You'll also get to equip another Support Ability if desired. Go ahead and leave the Temple,
Underflow, and Mythril Mine now - probably via a Teleport Stone, eh? =)
TREASURES CHECKLIST
[_] Zeus's [_] Turbo [_] 1,000 [_] Antarctic [_] Gold [_] Turbo [_] Cross [_] 2,800
Wrath Ether pg Wind Hourglass Ether Axe pg
[_] Trident [_] Hammer [_] Raikiri [_] Bacchus's [_] Arctic [_] Megalixir [_] Barrier
Mace Wine Wind Shroud
LOCAL ENEMY BESTIARY
pg
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP
Name HP
JP
226 /
Dark
3,800 230 46 99 92 46 11 46 46 37 Wind Inorganic 170 /
Stomper
17
400 /
Monodon 3,800 230 46 99 92 46 11 46 46 37 Lightning Aquatic 300 /
17
226 /
Remora 3,800 230 46 99 92 46 11 46 46 37 Lightning Aquatic 170 /
17
453 /
Zombie Lightning, Undead.
5,000 230 46 99 92 46 21 46 46 37 340 /
Shark Light Aquatic
17
Overworld: Take note of the fact there is another Sub-Scenario you can do, Return to Starkfort. Just
FYI. Anyhow, go back to Eisen Bridge and watch the scene. After, return to Hartschild and heal and
shop before going to the Commander's place. After, go back to the Grandship and speak with one of the
men in the tavern, then head to Caldisla. The scenes in the inn there will then constitute a return to
Hartschild for whatever-freakin'-reason. After the scene in the Goodman residence, go speak with the
king in Caldisla for another scene. After. there will be a Sub-Scenario I dubbed "Meanwhile, in
Hartschild..." unlocked. Go there if you wish, but otherwise your next target is Grandship.
Grandship: After the brief introductory scene, enter the tavern. After the scene there, reutnrn outside
and go northeast to the Markets (far outdated by now) and then continue along to the next area. After
the scene there in the Bridge, go to the west west and onto the balcony to find a hidden Zeus's Wrath.
Then go north and examine the north side of the telescope to find a Turbo Ether. Once done, head on
to Caldisla; after the scene there, return to the Bridge of the Grandship and examine the door. Go on in.
Engine Room - B27F: Anyhow, go east, south, and west along the main path, ignoring most of the
features on the way. After turning west at the stairs, you'll soon find 1,000 pg to the south. More stairs
are further to the west; bypass them heading north to find an Antarctic Wind. Now head down the
southwestern corner's stairs.
Engine Room - B28F: Go north and into the hall that opens to the east, then head to the northwest
corner to find a Gold Hourglass. Go into the next hall that opens to the east and follow the path to
trigger a switch on B27F. Backtrack to the southwest B28F stairs, then go east and along the path to
find a Turbo Ether. Return upstairs.
Engine Room - B27F: Go now and use the southeastern corner's stairs.
Engine Room - B28F: Go north to find some stairs. Ignore them for the moment and go along the
southbound path just to the west of there to find a Cross Axe inside a chest. Return north to the fork
and go west to find 2,000 pg, then go back east and use the stairs.
Engine Room - B29F: When you arrive, go south and you'll see a blue chest as you go by; as ever, it's
locked, but just remember to note it for future perusal. Continue south to a fork, at which you should
head southwest to find a Trident. Return to the stairs now and go west. As you approach the extra-large
gear, go south and you'll find a Hammer Mace. Return north to the large gear and head west and along
the main path for a while. As you go, there will be a set of forks. Go along the first southbound path to
find a Raikiri and along the third southbound path to find some of Bacchus's Wine. After, use the
middle path and head east at the next fork to find some stairs.
Engine Room - B28F: Go north and up some more stairs.
Engine Room - B27F: Go east and flip the switch. Afterwards, backtrack a while until you reascend
from the southeastern stairs on B27F. With both switches triggered, you can now enter the northeastern
elevator and flip the switch to go on down.
Engine Room - Core: You are immediately presented with two different southbound paths to go along.
Use the western one to find an Arctic Wind, then go along the eastern one. As you turn west from the
southeast corner, hug the southern wall - around the point that you and the yellow "!" line up, there
should be a hidden passage you can follow to the south and west for the almighty Megalixir! ^_^;
Return into the main hall and continue along the path some more, saving and shopping with the
Adventurer when you meet him. After, go along the northbound path to the west and bypass the fork to
find a chest at the end containing a Barrier Shroud. Return to the Adventurer and head east and north
of him. Approach that hole in front of you and press A.
BOSS - Behemoth
Behemoth
Maximum HP 80,000
Physical Attack 299
Physical Defense 46
Aim 99
Magic Attack 92
Magic Defense 46
Evade 21
Intelligence 46
Mind 46
Speed 37
Weaknesses Lightning
Monster Family Aquatic
Possible Steals Elixir
Possible Item Drops X-Potion, Arctic Wind
pg (Money) Yield 7,200
EXP. Yield 3,600
JP Yield 360
The Behemoth is expectedly a pretty nasty enemy to fight against, in no small part due to its high HP
and P. ATK., probably the highest you've seen yet (except P. ATK. if you fought Kamiizumi). Most of
his attacks are able to dole out 1,000+ damage, especially Toothy Rend, which hit my Level 53
characters for above 1,750! Roar is a party-wide attack that will probably deal the same amount of
damage as well and probably induce Silence. Finally, there's Venomous Bite: about 1,000 damage to a
single target plus Poison.
Strategy-wise, it wouldn't be too bad an idea to have a dedicated healer throwing up a Cura every turn
or two. Ideally, we can use this healer to abuse some of the Ninja and Red Mage techniques: have the
Turn Tables support ability and use Utsusemi. Combined, that will let you evade a physical attack and
earn 1 BP (and counter if you have the Transience support ability). While that may seem like a free shot
for offense, it's rather pertinent that you get as much BP as possible so that you can heal: except at
exorbitantly high levels, a single Cura will not cover you. It may even be best to throw in a second
healer. ... I'm serious on that.
As for your offensive units? Here's come another strategy I've often abused in this FAQ: Ranger with
Spell Fencer skills. This mirrors the tactic we used at the end of Chapter 2 for the Rusalka boss. First
imbue Thundara onto your weapon, then go into using Aquatic Slayer. The two combined should cause
a 125% damage boost (x2.25), which is nasty. It may even be your first time hitting the 9,999 damage
cap if you hit critically!
If you grabbed the Trident earlier in the dungeon, you can also bring in a Valkyrie for some EXTREME
damage if you know High Jump. High Jump by definition is 3x more powerful than a normal attack;
with a Spear like a Trident, it's now 4.5x more. Throw in the Lightning-elemental nature of the Trident
and you boost it to x6.75. Throw in some kind of Defense-lowering attack, like a Pirate's Shell Split
and you bump it to almost 8.44x more damage than normal. And, finally, if said Valkyrie can get his P.
ATK. boosted (i.e. a Monk's Invigorate), you finally go up to about 10.55x the normal damage. At
around Level 45 ~ 50, that will hit the damage cap without being critical! O_o
That sums up the majority of it. You could also generically use Black and Red Mages for Thundara,
possibly a Pirate with two Viking Axes for some extra damage despite the lower P. ATK. If you have
Arctic Winds and Bomb Arms sitting around, they'll go for 1,500 flat damage, so that may be an
alternative, if a short-lived one. So there's not much that you should use that can't be abused. >_>
Conclusion of Chapter 3
After having slain the Behemoth within the Grandship, the orichalcum will be inserted to no
supposeable effect. Supposeable. It then becomes apparent that the Grandship is an airship! O_o This
particular one can land on both land and sea, which is all the nicer! Head northwest to the Eternian
continent. As you approach, a scene will occur. Land at the city marked by the yellow "!" and...
Chapter Flowchart
• Main Walkthrough:
• A Brief Note on Susano-o...
• Overworld - Eternian Region
• Eternia
• Path to the Central Command - Overview (READ!)
• Path to the Central Command - West
• Path to the Central Command - Central
• Path to the Central Command - East
• Eternian Central Command
• Prison Escape!
• Everlast Tower
• Temple of Earth
• Holy Pillar
• Related Sub-Scenarios:
• Keystones & Vampire Castle
Now that we have the Grand(air)ship to ourselves, much of the world has become available to us.
Sadly, much of it has already been explored thoroughly, except the Eternian continent (which will be
the focus of Chapter 4). There is one other area that we've left unattended-to - Crescent Island in the
northeastern portion of the world map. You can see which it is, for it is shaped ... well, like the crescent
moon. If you head to the western of the points of the "crescent", you can meet someone who will teach
you a summon.
This summon is the mightiest of them all: Susano-o. It is so powerful as to be the only one to force you
to use 60, not 40, MP to summon it. It's also a relative jack-of-all-trades for summons, as it is non-
elemental. As usual, to learn the summon, you must survive its attack. At this point in the game, it will
dole out about 3,250 ~ 3,500 damage to everyone. It will be hard to survive, but it's possible at Level
55 or so with some appropriate stat-boosting skills like HP Up from the Monks and M. Def. Up from
the White Mages. It can be quite the useful summon, so go for it!
Ice Golem
Maximum HP 60,000
Physical Attack 265
Physical Defense 53
Aim 100
Magic Attack 96
Magic Defense 53
Evade 22
Intelligence 43
Mind 53
Speed 43
Weaknesses Fire
Monster Family Inorganic
Possible Steals Permacrystal
Possible Item Drops Turbo Ether, Arctic Wind
pg (Money) Yield 4,000
EXP. Yield 2,000
JP Yield 500
The Ice Golem's strategy mostly revolves around the use of Water attacks and the use of their Stop
side-effect. In general, you'll see around 750 ~ 1,000 damage per hit. Blizzard Blast is especially
dangerous since it's party-wide.
The boss is pretty easy and is again slain easily by the usual Ranger/Spell Fencer combo I've mentioned
many a time before. In this battle, you'll want to imbue some Fira on your weapon before going into
Targeting for some good ol' damage. Default a few times before using it, though; the boss hits hard
enough without you needing to restore 3 BP. Two quadruple Targetings with two Rangers (16 high-
damage attacks) ought to be enough to win this without much trouble.
Otherwise, there are the usual variety of options: Red and Black Mages for Fira, Spell Fencers with
Fira, the use of Bomb Arms, and generic high-damage and/or Defense-piercing attacks. The Iceflame
Shield will particularly be invaluable for winning since you'll be immune to Water, and there's the Stop
Immunity of Time Mages. If you have some of the Fire-elemental weaponry from the end of Chapter 3,
you'll have no problem dealing tons of damage, either, especially if you compound them with foe
debuffs or self buffs. It's not that difficult; just moreso than the enemies in the Eternian area.
After the battle, continue east in the overworld and you'll reach the city.
Eternia
TREASURES CHECKLIST
[_] Arctic Wind [_] Elixir [_] Rebuff Locket
ETERNIA ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Turbo Ether 5,000 pg Restores 150 MP; damages the undead for 150 MP
Wakeup Bell 50 pg Awakens a Sleeping target
X-Potion 1,500 pg Restores 1,500 HP; damages the undead for 1,500 HP
ETERNIA MAGIC SHOP
Magic Magic Buying MP Magic
Magic Effects
Name Type Cost Cost Level
Aeroga White 3,200 pg 45 MP Level 5
Major Wind damage
High HP recovery; high damage to the
Curada White 3,200 pg 27 MP Level 5
undead
Cures all ailments except KO, Stop, and
Esunaga White 3,200 pg 20 MP Level 5
Doom for all
Blizzaga Black 3,200 pg 45 MP Level 5 Major Water damage
Firaga Black 3,200 pg 45 MP Level 5 Major Fire damage
Thundaga Black 3,200 pg 45 MP Level 5 Major Lightning damage
Quaga Time 3,200 pg 45 MP Level 5 Major Earth damage
Quicken Time 3,200 pg 20 MP Level 5 Boosts the hit count by 50% for four turns
Induces Stop, stopping all action for
Stop Time 3,200 pg 10 MP Level 5
several turns
ETERNIA WEAPON/ARMOR SHOP
Equipment
Type Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Name
Adamant Torso 15,000
- - - - 36 9 - N/A
Armor Armor pg
Adamant 2,500
Accessory - - - - - - - Max HP +500
Bangle pg
Adamant 3,000
Accessory - - - - 8 1 - N/A
Gauntlets pg
4,200
Adamant Hat Helmet - - - - 9 2 5 N/A
pg
Adamant 4,500
Helmet - - - - 10 2 - N/A
Helm pg
Adamant 7,500
Shield - - - - 27 14 26 N/A
Shield pg
Adamant Torso 10,000
- - - - 29 7 - N/A
Vest Armor pg
25% chance to
Assassin's 10,000
Dagger 29 - 95 3 - - - cause instant
Dagger pg
Death
Barrier 10,000
Accessory - - - - - 25 - N/A
Shroud pg
4,000
Circlet Helmet - 4 - - 7 4 - N/A
pg
Damage +25%
to Undead;
14,000
Cross Spear Spear 33 - 90 2 - - - damage +25%
pg
when hitting
2+ enemies
Death Bow Bow 14,800 66 - 95 - - - - 25% chance to
cause instant
Death; damage
pg
+50% to
Flying
15,000
Flametongue Sword 36 - 90 - - - - Fire-elemental
pg
Earth attacks
Torso 11,000
Gaia Gear - - - - 25 6 - are 50%
Armor pg
stronger
14,500
Kotetsu Katana 34 - 90 15 - - - N/A
pg
Rebuff 8,000 Immune to
Accessory - - - - - - -
Locket pg Charm
Mind +5; uses
Cure as an
12,000 item; damage
Staff of Life Staff 22 - 90 - - - -
pg +25% when
hitting 2+
enemies
9,800 40% chance to
Toxic Claws Knuckles 49 - 90 3 - - -
pg Poison
18,000
War Axe Axe 44 - 85 -3 - - - N/A
pg
9,000
Wizard's Rod Rod 17 17 90 - - - - N/A
pg
After the introductory scene, go northwest and you can find the Adventurer next to the inn, which costs
70 pg. Further northwest are the items, weapons, and magic shops, all conveniently in line with each
other. I recommend buying all of the magic there at least, and that Flametongue weapon and Adamant
Armor can all be useful...
If you head to the far east in town, you can find a hidden Arctic Wind. If you go to the north side of
town towards the golden door, head left just at the door and you can find a hidden Elixir. After, go
through the door into the healing tower and upstairs to statrt a scene. After, re-enter the tower and take
the hidden Rebuff Locket from the northeast corner of Mahzer's room.
After the scene in Eternia with Edea's mother, you are given three ways to get to the Eternian Central
Command; to begin, leave town to the west.
• Path to the Central Command - West - This path will be the westernmost of the three paths you
have in the overworld. It is of both moderate length and moderate difficulty. You will fight a
Zombie Dragon partway along, and also be able to access the Vampire Castle, though not at this
moment - just note the location.
• Path to the Central Command - Central - This path is the shortest, but of the highest difficulty
due to the painful boss along it. Then again, if you have the ability to abuse Thundaga already in
conjunction with a few Ranger/Spell Fencers, you might have a shot at it. I don't particularly
recommend this unless you're Level 55 ~ 60. Throwing your Encounter Rate to -100% is also a
good idea to conserve items or MP, whichever you prefer for healing.
• Path to the Central Command - East - This path is the longest, but it lacks particular bosses. It
would be great for underleveled players (under Level 50) to go along this path, since the
overworld enemies tend to yield a lot of money, EXP., and JP.
Which you go for is up to you. Personally, I went along all three and simply backtracked just before the
end. I went in the order of East, West, back to Eternia, and Central. Also note that the option exists for
you to go through them all backwards, if you feel the need.
Dragon Zombie
Maximum HP 25,000 * 2
Physical Attack 282
Physical Defense 65
Aim 99
Magic Attack 112
Magic Defense 47
Evade 26
Intelligence 47
Mind 47
Speed 38
Weaknesses Fire, Light
Monster Family Undead, Dragon
Possible Steals Permacrystal, Dragon Fang
Possible Item Drops Elixir, Dark Matter
pg (Money) Yield 0
EXP. Yield 6,000
JP Yield 600
In case you're curious, the "* 2" note in the HP column above denotes that this boss WILL self-revive
upon death, doubling his HP in effect. Perhaps the most important thing to note is that you should
never use Drain or Aspir or related effects in this fight; because the boss is Undead, you will only
really hurt yourself!
The Zombie Dragon likes to use Poison Breath; while it only should do ~750 damage to the party, it
does Poison them, which can be lethal. A preparatory tactic for that would be some party-'round Star
Pendants.
Strategically, I would normally suggest throwing 16 Phoenix Downs at it with three Braves across the
party. The odds of it failing would be 0.0729%, luckily, though just two Phoenix Downs would suffice
as a quick strategy. For those unwilling to throw random Phoenix feathers at a boss and hope to tickle it
to death?
There is always that spammed strategy I tend to use: Ranger and Spell Fencer skills. As for which to
use, it's ultimately dependent on what you have. The Spell Fencer should imbue either Fira or Firaga
onto the weapon. The Ranger part should then go for some Dragon or Undead Slayer. Firaga is more
effective than Fira, but the Dragon or Undead Slayer choice is equally effective. Throwing the two
together is a x2.25 damage boost and ... well, I've covered the math in earlier bosses, but let's just say it
gets high once you start self-boosting P. ATK. and debuffing the boss's P. DEF. ;) It wouldn't be hard to
win at least one of this boss's "lives" with each quadruple Attack.
Of course, this is also a match your White Mage can cause some massive damage in; with the newly
learned Curada, you can get him or her to easily exceed 1,500 damage. Things that would also wrong
alongside this tactic are things like just general item usage on the boss; even if the Phoenix Down tactic
I mentioned (probably) won't work, you can always throw X-Potions (1,500) for some damage. There's
also Elixirs (9,999) for desperation, but I doubt it's a good idea even then. >_> You can also get a Time
Mage to use Regen on the boss and it will lose 750 HP per turn on Normal.
There are, of course, various alternatives. For example, that Fire-elemental weaponry from the Ice
Golem boss would do wonders here in conjunction with P. ATK. buffs and P. DEF. debuffs, especially
on jobs with attacks that do additional damage (i.e. the triple damage of the Valkyrie's High Jump).
Black Mages can go for Firaga while Red go for Fira (this is where they started capping out, you see?).
Summoners can use Promethean Fire for some results as well. Spell Fencer combos with other P. DEF.-
piercing jobs can also work well, or both by themselves, like the Monks' Pressure Point or the Thieves'
Godspeed Strike.
There's not much else; all of those things are stuff you ought to have done at one point. The main thing
especially would be a White Mage with Curada and Esunaga; with that, you won't have a problem in
this boss.
Guardian
Maximum HP 90,000
Physical Attack 282
Physical Defense 48
Aim 99
Magic Attack 95
Magic Defense 47
Evade 21
Intelligence 47
Mind 47
Speed 38
Weaknesses Lightning
Monster Family Inorganic
Possible Steals Permacrystal
Possible Item Drops X-Potion
pg (Money) Yield 0
EXP. Yield 3,000
JP Yield 300
Hope you're ready, 'cuz this boss will hit hard and fast; he could very well be the hardest boss thus far
in the game. Take note that, on every third turn, the Guardian is supported by some lateral gunfire, so
you will be taking damage on turns 3, 6, 9, etc. Aside from this, the Guardian likes to open by raising
its Evasion by 50%. Eventually, the Guardian will use an attack to boost its P. ATK. and lower its P.
DEF. There's nothing really special associated with this other the buffs/debuffs themselves, so take this
time to really go on the offense, but be sure to be careful about going into negative BP.
Strategically, spamming the usual will yield some success. In this case, I call upon, yet again, the
Ranger/Spell Fencer combo. With this, you'll want to open with Thundaga Sword Magic and go into
Targeting. Alternatively, you could pair the Spell Fencer with some of the jobs that you should have
that use Defense-piercing attacks, like the Thief and Godspeed Strike and the Monk and the Pressure
Point. There's also those extra-damage attacks, like the Valkyrie's High Jump.
In fact, a Valkyrie may well be the best job for this boss. Why? Consider the Trident weapon we used
against the Behemoth at the end of Chapter 3; it's Lightning-elemental, no? With High Jump, you get
x4.5 damage, and x6.75 due to the weakness-piercing nature of it! You see where that all goes again,
right? Throw in some P. ATK. boosts and some P. DEF. lowerings and you have got over 10 times more
damage on your hands, easily able to hit the damage cap! That, or the various Spell Fencer and P. DEF.-
piercing combos are what I recommend.
As for your defense, you'll want at least one White Magic user that's been bulked up (i.e. a Knight with
the White Magic abilities). Curada, Raise, and Protect will be highly appreciated in this fight. If you
have a Time Mage, Veilga also helps a lot to deal witjh the boss's attacks. If you've been using your
Ninja, you can use Utsusemi with the Transience support ability to get a free counterattack; spamming
that with four people is a wholly legitimate strategy here (I think), but I don't have enough leveled-up
to bother with it. >_>
This boss, overall, isn't truly difficult if you're ready for it and are capable of spamming it's weaknesses
into the ground. (Of course, then, is any boss? =P) It's just the daunting HP and the boosts into P. ATK.
that will get most people; with a good White Magic user and three spammers, you ought to be okay.
Once you're ready, continue on into the Eternian Central Command.
TREASURES CHECKLIST
[_] Ice Charm [_] Light Curtain
LOCAL ENEMY BESTIARY
pg
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP
Name HP
JP
678
Hybrid 6,000 258 47 99 94 47 11 47 47 38 Earth Beast 344
34
678
Beast,
Lilith 4,800 216 48 99 96 48 11 48 48 39 Wind 344
Aerial
34
678
Mandragora 4,000 188 47 99 94 47 11 47 47 38 Fire, Dark Plant 344
34
678
Silver Wolf 4,700 235 47 99 94 47 11 47 47 38 Fire Beast 344
34
678
Teufel 4,800 216 48 99 120 48 11 48 48 39 Earth, Light Demon 344
34
When you head along the easternmost path from Eternia, you'll eventually come to a fork in the path.
That fork will lead you to a town if you go northeast along it. This town is Gravemark Village -
oooooh, spooooky. After the brief introductory scene, you can head due east along the bottom of the
screen to find an Ice Charm, and further northeast is a Light Curtain between two of the graves that
are somewhat closer than the others. An Adventurer is at the west side of the village, and the man from
the scene can be spoken with again near the cabin; he will also let you stay here for the night (a full
heal) for free.
That's all that's there. Once you're ready, continue on into the Eternian Central Command to the west.
Eternian Central Command
Outside: Once you enter the Command area, continue into the main building after the brief scene.
1F: Inside, you can only really do two things. First go north and save-'n'-shop with the Adventurer, then
go northeast and to the next area.
BOSS - Victor, Victoria
Victor Victoria
Maximum HP 80,000 70,000
Physical Attack 260 245
Physical Defense 49 49
Aim 99 99
Magic Attack 122 123
Magic Defense 49 49
Evade 32 22
Intelligence 49 49
Mind 49 49
Speed 40 40
Weaknesses Dark Light
Monster Family Human Human
Possible Steals Yggdrasil Staff Poison Rod
Possible Item Drops Amulet Force Armlets
pg (Money) Yield 0 0
EXP. Yield 3,000 3,000
JP Yield 500 499
Both Victor and Victoria tend to rely on magical attacks to do their work. Victoria tends to favor
Poisoning you, so having Star Pendants across the party will really disable her; she can still do stuff,
but it helps a lot. (You can also reflect it.) This other "stuff" often consists of Corpse (Doom) and Dark
(~1,000 damage). Victor likes to go on a more direct offensive; sometimes he'll go for a physical attack
(~750 damage), but he'll tend to use magic attacks, usually dealing ~1,500 damage for each. For this
latter instance, the use of Reflect can really be useful, though you'll then have to rely on methods other
than Curada to heal.
Ultimately, the best tools in this battle are units that are self-sufficient curatively, and those that can use
White Magic at Level 4. What do I mean by being self-sufficient? That means the unit can heal
themselves ably without the aid of a White Magic user, thus lightening their load since there will be a
lot to deal with, given all the Dooms and Poisons and Holys flying around. These units can include
pretty much anything comboed with a Spell Fencer knowing the Drain Sword Magic; that allows them
to often heal HP equal to their damage. The ideal jobs for this are the Thief with the Defense-piercing
Godspeed Strike, Monk with the piercing Pressure Point, Valkyrie with the high-damage Judgment,
Crescent Moon, and High Jump, and Rangers with the x1.25-damage Targeting. Thieves can also go
without the Spell Fencer side-job by using Life Thief, but Drain Sword Magic allows for some
flexibility, especially since Godspeed Strike will be high-damage-high-recovery.
You will need at least one or two units able to dole out some White Magic. On the first turn, you'll want
them to go into several Braves to put Reflect on everyone. While that won't protect you from every
hazard, it takes care of most of them; the main one thereafter is Victoria's Corpse, which you just can't
deal with. I'd probably use two Mages: one to Default until Raising/Curadaing are needed, and another
to Default until Reflect needs reiteration. This lessens the BP load, allowing you to manage it all more
easily.
Frankly, it's just easy after you throw up Reflect. =P As for which to target? Victoria is probably more
harmful than Victor due to the use of Doom. While Victor does have the tendency to use elemental-
amping skills, it's just Doom that really gave me problems in this fight. Plus, she has 10,000 less HP
than he - not a lot when you could be hitting the damage cap, but still.
Eventually, around the time Victor hits half of his max HP (40,000 on Normal), he'll use Curada every
now and then to restore ~2,500 of his HP. Especially if your offense relies on anything non-reflectable
(don't forget Summons and some Time Magic!), and even if it does, throw up a Reflect on him at that
point - it will help you in multiple ways.
After the battle, you'll earn the Arcanist job asterisk, the job class favored by Victoria that has huge M.
ATK. You'll also get the Spiritmaster asterisk, the job class of Victor that favors strong healing and
supportive magic.
Once you're done with the fight, go back west to the main portion of 1F and save with the Adventurer.
Then head north to the next clearing and... Whoops.
Prison Escape!
TREASURES CHECKLIST
[_] Light [_] Light
[_] 3,000 pg [_] X-Potion [_] 5,000 pg [_] Excalibur [_] X-Potion
Curtain Charm
[_] Dragon [_] Zeus's [_] Bacchus's [_] Pantheon's [_] Gold [_] Lilith's [_] Turbo
Fang Wrath Wine Wrath Hourglass Kiss Ether
[_] Divine [_] Assassin [_] Holy
[_] Stardust [_] Elixir
Fists Dagger Lance
LOCAL ENEMY BESTIARY
pg
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP
Name HP
JP
678 /
Archdemon 4,800 216 48 99 96 48 11 48 48 39 Light Demon 334 /
34
888 /
Duchy
4,900 245 49 99 98 49 12 49 49 40 Lightning Human 344 /
Guardsman
35
Duchy 888 /
Mage 4,900 171 49 99 122 49 12 49 49 40 Lightning Human 344 /
Guard 35
888 /
Duchy Pike
4,900 220 49 99 98 49 12 49 49 40 Lightning Human 344 /
Guard
35
678 /
Beast,
Lilith 4,800 216 48 99 96 48 11 48 48 39 Wind 344 /
Aerial
34
678 /
Silver Wolf 4,700 235 47 99 94 47 11 47 47 38 Fire Beast 344 /
34
Edea's Room: When you regain control, it will only be of Edea for the moment. Don't worry, the other
three weren't executed. I think. Main characters never get executed. I think. >_> Try leaving the room
to the southwest to start a scene.
Prison - B2F: When you arrive from above, go west and into the north-central cell for 3,000 pg, then
just a bit to the west more to release Ringabel. (That was pretty funny!) Continue to the northwestern
cell for an X-Potion, then head into the cell just east of the southwest stairs for 5,000 pg. Just east of
there is Tiz, and further east is a Light Curtain in the very southeast corner. Go north of there and
rescue Agnès, then head to the southwest corner. There, before you go upstairs, hug the east wall and
go south into a hidden passage, then follow it east and north into a cell to find Excalibur! (It's not as
great as you think, but it's somethin' and can be nice for wiping out this dungeon's enemies.) Anyhow,
upstairs.
Prison - B1F: When you arrive, head north to the northwest corner; hidden in the alcove to the west is
a semi-visible chest containing a Light Charm. Head east and along the path, ignoring all of the
southbound options for now, and you'll find an X-Potion. Go back to the three southbound paths and
follow the third of them and go south at the fork you find to get a Dragon Fang. Now follow the
second of the three paths and go west at the fork you eventually encounter. You'll soon encounter
another; go north first to get some of Zeus's Wrath, then go south. Go east and south at the next two
forks to find Bacchus's Wine (this Bacchus must've liked to drink a lot, eh? =P) Go north to the cell
door, through, and upstairs.
Central Command - 1F: Once you return, head to the south side to speak with the Adventurer once
more for saving and shopping - why not, after all. After, go north of him and through the clearing to the
north side of the floor. There will be two paths going off of here. Go along the one to the southwest and
you'll find Pantheon's Wrath at the end, plus an exit to the outside. The northern door is locked for
now, the northwestern exit to the outside is pointless, so go for the northeastern elevator. After a good
ol' cliffhanger, you'll hit 47F. ... I wanted to take the stairs.
Central Command - 47F: When you arrive, go southwest into the central clearing, then use the
southeast and northeast exits from there to find a chest containing a Gold Hourglass. Go back to the
southeastern clearing and head southwest to find a Lilith's Kiss. Return to the central clearing and go
northwest and northeast in the next clearing to find a chest with a Turbo Ether inside. Head southwest
next from the northwestern clearing to find the stairs.
Central Command - 48F: When you arrvie, go northwest and along the path until a path opens up to
the east; follow that one and you'll reach a large clearing. Go south for a bit to find a shallow-"U"-
shaped clearing; go southwest of it to find the Divine Fists. ... There are hands in a chest? =P Return to
the small circular clearing just to the north of there. There should be two paths to the north of it; go east
and along the lengthy path to find an Assassin Dagger at the end. Return to the large, northerm
triangular clearing and head north and along the outer path. As you go, head into the northeastern room
that opens up; this is Edea's room, where you can freely and fully heal by examining her bed in the
northwest corner. Return to the path and go along the rest of it to 49F.
Central Command - 49F: This area begins with a lengthy, linear path. Eventually, a path will open off
to the west; go north along it to 48F again, where you can easily find a Holy Lance. Return to 49F and
go south along this same path for a while to find a Stardust, then return to the path from before and go
south along it. Save and shop when you meet with the Adventurer, then continue along the path. Get the
Elixir next to the elevator, and trigger the switch in the elevator ascend, if you dare...
Central Command - Council Chamber: After a scene...
BOSS - Braev the Templar
Everlast Tower
TREASURES CHECKLIST
[_] Turbo [_] Ancient [_] Earth [_] Rune [_] Turbo
[_] X-Potion [_] Kikuichimonji [_] Elixir
Ether Bow Drum Blade Ether
[_] Dark [_] Dragon [_] Gold
Shield Fang Hourglass
LOCAL ENEMY BESTIARY
pg
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EX
Name HP
J
696
Daedalus 10,000 286 52 100 104 52 32 52 52 42 Earth Beast 348
35
696
Earth
5,200 234 52 100 130 52 12 52 52 42 Wind Inorganic 348
Lantern
35
696
Gastric
10,000 312 52 100 104 52 7 52 52 42 Water Bug 348
Worm
35
1,04
Mailed
10,000 286 104 100 104 52 32 52 52 42 Lightning Dragon 422
Dragon
35
Eternian Central Command: Once you're done with Braev and the scene thereafter, head back to
Eternia for a good ol' healing, if anything. Once back on the first floor on the main Command building,
you can exit off to the north and run along a path in the overworld to the Everlast Tower.
Everlast Tower - 1F: When you arrive, you can run along a path to the east to find a path where you
can access the airship and stuff in the overworld. Otherwise, go north and upstairs.
Everlast Tower - 2F: The starting room here has four exits. First go along the northwestern path
briefly for an X-Potion, then return to the center room. Go south and grab the Turbo Ether, then go
into the room to the east and use the stairs to go to 1F; there, go north and you'll find an Ancient Bow,
after which you should return upstairs. Go north from there and up to 3F, then further north to find the
Kiku-Ichimonji katana before returning to the large central room of 2F. Head to the northeast corner of
the floor from there and downstairs.
Everlast Tower - 1F: Go south and claim the Earth Drum. Return to the stairs and go west and along
the path for a bit. At the second window, go through the window and far to the east for a Rune Blade.
Go back through the window and west to some stairs. For now, go south of them to three southbound
paths; use the westernmost one for a Turbo Ether. Return to the triple-branched fork and use the
easternmost path to go upstairs.
Everlast Tower - 2F: Go east and you'll find the dude that lets you summon Deus Ex. Deus Ex is a
powerful Lightning-based summon. If you've already gotten the Raikiri sword, have the Conservation
of Life (Spiritmaster Level 14) ability, or have stood up to Susano-o, you'll be fine. Go north and to 3F.
Everlast Tower - 3F: Here, go along the path to a north/southeast fork. Go along that other path to the
south, then east an along to an Elixir. Return to the fork and go north and east to the locked chest; from
there, go far to the east, then south and along the path to 4F.
Everlast Tower - 4F: Here, go west and hug the northern wall for a bit until doing so will get you
nowhere, then go south and along the path to find a Dark Shield. Go back a little now; you should've
passed by a different southbound path just to the east of here. Follow it, then go west at the next fork to
find a Dragon Fang. Backtrack to the fork and head east and path the stairs. When a path opens to the
north, follow it, then go east twice at the next two forks to find a Gold Hourglass. Backtrack to the
omitted stairs, then use them and follow the path linearly to 5F - which is actually the...
Temple of Earth
TREASURES CHECKLIST
[_] Earth Charm [_] Earth Mallet [_] Light Curtain
LOCAL ENEMY BESTIARY
pg
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EX
Name HP
J
696
Daedalus 10,000 286 52 100 104 52 32 52 52 42 Earth Beast 348
35
696
Earth
5,200 234 52 100 130 52 12 52 52 42 Wind Inorganic 348
Lantern
35
696
Gastric
10,000 312 52 100 104 52 7 52 52 42 Water Bug 348
Worm
35
1,04
Mailed
10,000 286 104 100 104 52 32 52 52 42 Lightning Dragon 422
Dragon
35
When you arrive in the Temple of Earth, you'll find a design yet again mirroring those prior. Go east
and into the library to the south for a scene. After, go east and into the next southern alcove for an
Earth Charm, then go north of there to the mess hall for another scene. Go north and into the next
eastbound alcove, then head west. Go ahead for another set of notes in the dressing room, then go along
the narrow southbound path for a Light Curtain.
Go west into the main - albeit barricaded-in-the-middle - hall and north. Save and shop with the
Adventurer, then go north to the Crystal altar for the oh-so-unexpected.
BOSS - Gigas Lich
Gigas Lich
Maximum HP 80,000
Physical Attack 260
Physical Defense 52
Aim 98
Magic Attack 84
Magic Defense 42
Evade 12
Intelligence 42
Mind 42
Speed 42
Weaknesses Light
Monster Family Undead
Possible Steals Giant Axe, Giant's Gloves
Possible Item Drops Giant Axe
pg (Money) Yield 0
EXP. Yield 6,000
JP Yield 999
Gigas Lich likes to open the battle with a casting of Death and perhaps Negative Power (which boosts
his Attacks by 10%). Fear to induce Dread is another notable possibility to be very aware of. Negative
Power seems to be used every turn, too, so that ramps up to the maximum in about five turns, but you
can get rid of it through Dispel. I'm not quite sure if anything happens at the end of those five, but it's
extremely likely - this boss is easy enough to beat in just two or three turns with little effort.
There are several big strategies on which one could rely. One relies on this boss's Undead nature, of
course. (For the sake of this tactic, we'll just assume the boss is immune to Phoenix Down death, as
they usually are - I never bothered to try.) Basically, you will want several White Mages or
Spiritmasters for this tactic.
Spiritmasters have a good use if they have Fairy Ward, too, since that will immunize the party to Death
(among other things) for five turns. There's also Enigma, too; since the boss will use Quaga to heal
itself when in low HP, you could cast Enigma, then Reflect on Gigas Lich to prevent him from healing
and prevent that from hurting you. If you opt for this latter tactic, go ahead and put Reflect on someone
else in your party to bounce spells off of. Enigma isn't learned until late in the Spiritmaster job, though;
Greater Spirit Ward could suffice, though, since it halves the damage.
So, back to the White Magic stuff ... which honestly should be self-explanatory: just a lot of Curada.
Curada is this boss's primary weakness other than Light, but you don't have Holy. If you have some
Light-oriented weaponry (Holy Lance, Excalibur), you could try something regarding that, but this
White Magic tactic allows for better flexibility in healing. (I mean, four healers are rarely taken down.
=P) Cure when needed. Et cetera. A good Curada at this point ought to be dealing at least 6,000 damage
from a Spiritmaster; with four good ones, you could one-turn this fight with several Braves each -
24,000 per 4 characters equates to 96,000 damage, but it's a rough estimate, but something to think
about, too.
Alternative tactics? Well, you have the Ranger with Undead Slayer; they're not as mighty due to the
lack of an abusable Black Magic weakness, but you could combo them up with someone like a Valkyrie
that can aptly use a Holy Lance or an Excalibur. There's also just the outright generic tactics: high
power and buffing/debuffing to really rack it all up.
The only remaining legitimate strategy is an adaption of the White Mage strategy; instead of fighting
with Magic, get four bulky units and use items. The best you (should) use are X-Potions. If you have
each character use one on the Gigas Lich per turn, that's 6,000 damage per turn. After ten turns of that
(40 X-Potions) - just one per turn so as not to waste BP - you could get everyone to use 4 on that final
turn for the whopping 24,000 damage to finish off the boss on Normal.
ALTERNATIVE STRATEGY: Simply use an Elixir in Bravely Second! Due to the boss's Undead
nature, this should hit him for a whopping 999,999 damage, since the damage cap is exceeded in
Bravely Second. However, keep in mind that this should only be used in desperation, since Elixirs are
in a relatively limited quantity.
After the battle, revive the Crystal as usual - pressing the X Button until told to stop.
And so, with all four of Luxendarc's Crystals awakened, it seems we may finally be able to be end our
journey in the newly-created Holy Pillar, the source of all life in the world...
Oh, yeah, you can throw up another Support Ability.
Holy Pillar
After reviving the Earth Crystal, return to the overworld by any desired means; probably a Teleport
Stone, eh? From the east side of 1F of the Everlast Tower, you can go to a different spot in the
overworld where the airship can be accessed. Heal up and shop in Eternia, for this could be your last
time before what may be a final boss. (Don't get me started on this crap again, okay? When I tell you to
read something near the start of a walkthrough, read it...)
Anyhow, our target is at the "!" in the southeastern world map. Fly there - keep in mind that the world
is not square (lol), so you should actually fly northwest since it's shorter. Opt to enter the pillar of light
and reconfirm it with Airy...
BOSS - Alternis
Alternis
Maximum HP 100,000
Physical Attack 312
Physical Defense 52
Aim 105
Magic Attack 104
Magic Defense 52
Evade 32
Intelligence 52
Mind 52
Speed 42
Weaknesses None
Monster Family Human
Possible Steals Masamune
Possible Item Drops Dark Matter, Megalixir
pg (Money) Yield 0
EXP. Yield 6,000
JP Yield 999
Alternis, like a number of bosses before, tends to emulate the job class he is in; in this case, a Dark
Knight. Dark Knights are something you're more familiar with if you've played Final Fantasy IV - they
are the sacrificial job class, sacrificing HP to deal damage. One such attack is Dark Bane; this would
normally take 20% of the user's HP (20,000 here), but it will max out at 9,999 per use for Alternis. =/
Black Bane is similar, but party-wide and it would normally cost 30% (still 9,999). Eventually, later in
the battle, he'll use Minus Strike to deal damage equal to his lost HP; this is usually in the latter half of
the fight, so expect a one-hit kill each turn.
This battle is pretty easy under the proper circumstances. That circumstance is with a Level 13+
Spiritmaster - they learn Enigma then. Enigma is able to nullify all elemental damage across your party
for four turns - this includes many of Alternis's Dark Knight skills. After the use of this every moment
the chance occurs, all you must do is whail on Alternis. Or, in fact, you don't if you want to - Alternis
will end up killing himself due to the massive HP toll the attacks he uses will bring on him. As such,
you don't really need to throw any offense up; just be able to heal and buff yourself ably and this battle
is yours, especially with Enigma in force.
Of course, the problem with this tactic is one thing: Minus Strike is nonelemental and will thusly take
your party out slowly. And it has no HP penalty, so there's no hoping for him to kill himself on that. As
a clever sub-tactic - or perhaps even its own strategy, really - you can do that usual
Utsusemi/Transience combo. If you opt to twist the previous tactic into this, it is best for the Ninja to be
the primary job with the Spiritmaster stuff as a secondary job - this helps both in Speed and damage
output. The philosophy is to use Utsusemi each turn to guarantee an evasion and a counterattack (when
the attack is single-target). Granted, if you're twisting the tactics together, you need some kind of
cannon fodder to do Enigma on each turn before the halfway point, which is almost counterintuitive,
but it still suffices for the whole intent since you get nulled damage before and counterattacking after.
Or something.
Anyhow, it's a pretty easy fight.
After the fight, you'll earn the Dark Knight job asterisk. And ... what the hell!?
Chapter 5: Yesterday's Scenery
Chapter Flowchart
As a note, when it comes to reviving the Crystals again, you can do them in any order. However, After
Two Crystals, you'll have to visit Sage Yulyana again. Just so you know - it's placement here would
make one thing it's at the end of the chapter.
• Main Walkthrough:
• A Blast from the Past
• Re:Wind Temple
• Re:Water Temple
• Re:Fire Temple
• Re:Earth Temple
• After Two Crystals
• Re:Holy Pillar
• Related Sub-Scenarios:
• Chapter 5 Boss Rebattles
Re:Wind Temple
Re:Water Temple
Re:Fire Temple
Chaugmar
Maximum HP 70,000
Physical Attack 320
Physical Defense 83 or 9,999
Aim 101
Magic Attack 31
Magic Defense 115 or 9,999
Evade 12
Intelligence 55
Mind 55
Speed 44
Weaknesses Lightning
Monster Family Demon
Possible Steals Bomb Arm
Possible Item Drops Reflect Ring
pg (Money) Yield 0
EXP. Yield 12,000
JP Yield 999
First and foremost: as before, when Chaugmar has that purplish shield around him, he is basically
impervious to all attacks: his Defenses will be at 9,999 for this time, which is FAR above what you can
hope to penetrate at almost any level under any circumstance. (Well, you can hit for 1 damage, but do
you want to do that 70,000 times?) Anyhow, only Default, heal, and/or self-buff in that time. If you hit
3 BP, you could do one thing per turn for buffing, and you probably will hit 3 BP without Heart Suck
hitting you, so go for it.
Chaugmar again mostly will stick to Drain-like attacks for the battle, mostly in the shield - makes you
wish you could be undead, eh? There's also Heart Suck to take your stored-up BP for itself, so look out
for that one. Soul Suck takes away MP; less noteworthy, but bad for your mages.
Chaugmar will open his first turn out of the shield with Energy Blast, which is huge damage to
everyone (4,000+). Either Default or use Stillness as prep for it, depending on what's available. After is
when your healer needs to use throw up a Curaga, but that shouldn't pose a problem now.
As for what to use offensively? Generally, a high-damage strategy will work. If you are able to get
some Specials made available through grinding the field, those that boost P. ATK/M. ATK especially,
you'll have this battle won: just store up 3 BP before the shield goes away and then let loose with a
Special and your best attacks. After chaining together so many Specials, hitting the damage cap occurs
with such regularity that I one-turned the boss before Energy Blast occured! ^_^
Other than that kind of thing? Just high-damage, really. Black Mages and Arcanists do well with
Thundaga, especially after Sacrifice. Any job that can combo effectively with a Spell Fencer also works
well. I chose the Ranger for this, since the 3 BP you can grind up before attacking makes a Thundaga
Multiburst absolutely lethal, even without Bravely Second - my Edea hit the damage cap four times in a
row like this! Deus Ex is also a nasty summon to use. Mostly, the ideal strategy will be physical,
though; if you have Raikiris or Tridents lying around, this is a good time to equip 'em.
After the fight, revive the Crystal. Or break it and skip to the Finale. Whatev.
Re:Earth Temple
Black
4,500 275 55 101 145 55 22 55 55 44 Light Inorganic
Pudding
JP GRINDING NOTE: As a note regarding the Earth Temple, it is a great, great place to grind for JP.
The Guzzlers here are capable of dropping 333 JP each per battle, 1/3 of the maximum you can
possibly get. Needless to say, if you need to pound on some Job Levels, this is truly the place for that.
Additionally, you can steal Megalixirs from Guzzlers, so that is extremely helpful!!
Same as usual for the Earth Crystal: head to the Everlast Tower on the Eternian continent and move
your way up to the top for the Earth Temple.
BOSS - Gigas Lich
Gigas Lich
Maximum HP 100,000
Physical Attack 275
Physical Defense 100
Aim 101
Magic Attack 138
Magic Defense 115
Evade 12
Intelligence 55
Mind 55
Speed 44
Weaknesses Light
Monster Family Undead
Possible Steals Earth Mallet
Possible Item Drops Giant Axe
pg (Money) Yield 0
EXP. Yield 12,000
JP Yield 999
Gigas Lich likes to open the battle with a casting of Death and perhaps Negative Power (which boosts
his Attacks by 10%). Fear to induce Dread is another notable possibility to be very aware of. Negative
Power seems to be used every turn, too, so that ramps up to the maximum in about five turns, but you
can get rid of it through Dispel. I'm not quite sure if anything happens at the end of those five, but it's
extremely likely - this boss is easy enough to beat in just two or three turns with little effort. Anyhow,
Gigas will also favor Quaga for attacking, and Death comes more regularly here than in the first fight,
so look out for that.
There are several big strategies on which one could rely. One relies on this boss's Undead nature, of
course. (For the sake of this tactic, we'll just assume the boss is immune to Phoenix Down death, as
they usually are - I never bothered to try.) Basically, you will want several White Mages or
Spiritmasters for this tactic.
Spiritmasters have a good use if they have Fairy Ward, too, since that will immunize the party to Death
(among other things) for five turns. There's also Enigma, too; since the boss will use Quaga to heal
itself when in low HP, you could cast Enigma, then Reflect on Gigas Lich to prevent him from healing
and prevent that from hurting you. If you opt for this latter tactic, go ahead and put Reflect on someone
else in your party to bounce spells off of. Enigma isn't learned until late in the Spiritmaster job, though;
Greater Spirit Ward could suffice, though, since it halves the damage.
So, back to the White Magic stuff ... which honestly should be self-explanatory: just a lot of Curaga or
Holy, whichever you have. If you have some Light-oriented weaponry (Holy Lance, Excalibur), you
could try something regarding that, but this White Magic tactic allows for better flexibility in healing.
(I mean, four healers are rarely taken down. =P).
Alternative tactics? Well, you have the Ranger with Undead Slayer; they're not as mighty due to the
lack of an abusable Black Magic weakness, but you could combo them up with someone like a Valkyrie
that can aptly use a Holy Lance or an Excalibur. There's also just the outright generic tactics: high
power and buffing/debuffing to really rack it all up. If you had a high-level Spell Fencer that is now a
Ranger and combine their abilities, you have something pretty nasty: Holy Sword Magic + Undead
Slayer or Multiburst is deadly for this thing; while it won't kill it, four of them is easily going to be
30,000 ~ 40,000 damage outside of Bravely Second.
ALTERNATIVE STRATEGY: Simply use an Elixir in Bravely Second! Due to the boss's Undead
nature, this should hit him for a whopping 999,999 damage, since the damage cap is exceeded in
Bravely Second. However, keep in mind that this should only be used in desperation, since Elixirs are
in a relatively limited quantity.
Once you have re-revived any two of the Wind, Water, Fire, and Earth Crystals, you'll have to revisit
Sage Yulyana in Yulyana Woods, to the east of the Wind Temple and Ancheim. After the brief scene at
the Needleworks, Agnès will be tasked with taking only one of her allies with her into Vestment Cave
to the southwest. You will have to take Agnès and Tiz to the cave after the scenes.
Inside Vestment Cave, you'll have to go along to the end, just like before - since you already have a
map, I shouldn't need to detail it, really. After the scenes there, you will be back on the task of crystal
revival ... or breakage. Or gazing. Whatever.
Re:Holy Pillar
After reviving all four crystals (again), head to the Holy Pillar, the pillar of light in the southeastern
portion of the world map. After a scene there, there's another battle against Alternis.
BOSS - Alternis
Alternis
Maximum HP 100,000
Physical Attack 330
Physical Defense 70
Aim 106
Magic Attack 110
Magic Defense 95
Evade 32
Intelligence 55
Mind 55
Speed 44
Weaknesses None
Monster Family Human
Possible Steals Dark Matter
Possible Item Drops Dark Shield
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999
Not much to say in the way of Alternis. Like before, he relies rather heavily on skills that deal Dark
damage but sap his HP, including Dark Bane (9,999 HP penalty to him) for a single target and Black
Bane for everyone (still 9,999 penalty). Minus Strike comes pretty often in this fight, typically killing
your units outright since you ought to be dealing in excess of 10,000 damage per turn anyhow. =P
Strategically, there's not a lot different one ought to do. Have a Spiritmaster throw up Enigma to nullify
the Dark attacks across the party, and have a spare Spiritmaster/White Mage able to use Arise whenever
Minus Strike comes along. It's an easy battle, still, one you could just wait out by just using Enigma
each time you can and nothing else since the Dark skills will inevitably do a ton of damage of Alternis.
=P
Chapter Flowchart
If you've come looking for local random-encounter bestiary info, it's in the section for Chapter 5:
Yesterday's Scenery - just FYI. Again, you can take all four crystals on in any order; just note you'll go
through events after the third crystal. In fact, local bestiaries and shops throughout the game all remain
the same from Chapter 5 on; the only thing that differs are the bosses, and even then it's mostly
statistics rather than strategy. >_>
Also, check the title screen. ;)
• Main Walkthrough:
• The Locked Chests
• The Wind Temple, Again
• The Water Temple, Again
• The Fire Temple, Again
• The Earth Temple, Again
• After Three Crystals...
• The Holy Pillar, Again
• Related Sub-Scenarios:
• Chapter 6 Boss Rebattles
• Conjurer Sub-Scenario
TREASURES CHECKLIST
[_] Chest [_] Lustrous [_] Air [_] Luminous [_] Death [_] Royal
[_] Gale Staff [_] Longinus
Key Shield Knife Robe Axe Crown
[_] Yoichi's [_] Genji [_] Genji [_] Genji [_] Brave [_] Chaos [_] Hadean
[_] Muramasa
Bow Armor Gloves Helm Suit Blade Claws
[_] Wonder
Rod
There's nothing much you need to be walked-through for the beginning of Chapter 6. For the most part,
it's just scenes before you're thrown back into another quest of "revive the crystals, man!" However, on
the deck of the Grandship, you'll notice a sparkling thing; it's a Chest Key. This will finally let you into
the locked chests you've found across all of the world! You should have already gone through most of
these areas, so (a) know how to get through there and (b) the chest will likely be the only one on the
map. So, here you go:
• Lontano Villa: A Lustrous Shield is on 3F.
• Harena Ruins: An Air Knife is on B2F.
• Vestment Cave: A Luminous Robe is on B1F.
• Grand Mill Works: A Gale Staff is on 2F.
• Miasma Woods: A Death Axe is in its central portion (second area).
• Florem Garden: A Royal Crown is in the second area, the center.
• Witherwood: There is a Longinus there in the Interior area.
• Twilight Ruins: Yoichi's Bow can be found on B2F.
• Grapp Keep: Some Genji Armor is found on 1F.
• Mythril Mines: There are some Genji Gloves on B2F. Not nearly as useful as they were in
FFVI. =/
• Underflow: There is a Genji Helm on the east side of 1F.
• Starkfort: There is a Murasama katana on 2F, going from the north-central exit (i.e. on the way
to Kamiizumi).
• Grandship: Head to B29F of the Engine Room. There is a Brave Suit there.
• Eternia Central Command: There is a Chaos Blade on 48F.
• Vampire Castle: There are some Hadean Claws on 1F.
• Everlast Tower: You'll find a Wonder Rod on 3F.
The Wind Temple is found to the south of Ancheim on the southeastern continent. The alter to the Wind
Crystal is past the exit on northwestern 1F, and there again is a boss.
BOSS - Orthros
The Water Temple is found south of Florem on the northeastern landmass. As usual, it's a simple
northward walk to the Crystal altar. And, of course, Rusalka.
BOSS - Rusalka
As for the Fire Temple? It still requires you to go through both the Mythril Mines and the Underflow
found on the central Eisenberg continent. As usual, you have the map to go through these dungeons; the
Underflow remains easy since that westbound pathway opened up right at the start of 1F east, and it
takes you pretty much to the Temple entrance.
BOSS - Chaugmar
Chaugmar
Maximum HP 75,000
Physical Attack 400
Physical Defense 100 or 9,999
Aim 103
Magic Attack 130
Magic Defense 125 or 9,999
Evade 22
Intelligence 65
Mind 65
Speed 52
Weaknesses Lightning
Monster Family Demon
Possible Steals Bomb Arm
Possible Item Drops Reflect Ring
pg (Money) Yield 0
EXP. Yield 24,000
JP Yield 999
First and foremost: as before, when Chaugmar has that purplish shield around him, he is basically
impervious to all attacks: his Defenses will be at 9,999 for this time, which is FAR above what you can
hope to penetrate at almost any level under any circumstance. (Well, you can hit for 1 damage, but do
you want to do that 75,000 times?) Anyhow, only Default, heal, and/or self-buff in that time. If you hit
3 BP, you could do one thing per turn for buffing, and you probably will hit 3 BP without Heart Suck
hitting you, so go for it.
Chaugmar again mostly will stick to Drain-like attacks for the battle, mostly in the shield - makes you
wish you could be undead, eh? There's also Heart Suck to take your stored-up BP for itself, so look out
for that one. Soul Suck takes away MP; less noteworthy, but bad for your mages.
Chaugmar will open his first turn out of the shield with Energy Blast, which is huge damage to
everyone (6,000+). Either Default or use Stillness as prep for it, depending on what's available. After is
when your healer needs to use throw up a Curaga, but that shouldn't pose a problem now.
As for what to use offensively? Generally, a high-damage strategy will work. If you are able to get
some Specials made available through grinding the field, those that boost P. ATK/M. ATK especially,
you'll have this battle won: just store up 3 BP before the shield goes away and then let loose with a
Special and your best attacks. After chaining together so many Specials, hitting the damage cap occurs
with such regularity that I one-turned the boss before Energy Blast occured! ^_^ (Yes, if you were
keeping track back in Chapter 5, I did it again. >_>)
Other than that kind of thing? Just high-damage, really. Black Mages and Arcanists do well with
Thundaga, especially after Sacrifice. Any job that can combo effectively with a Spell Fencer also works
well. I chose the Ranger for this, since the 3 BP you can grind up before attacking makes a Thundaga
Multiburst absolutely lethal, even without Bravely Second. Deus Ex is also a nasty summon to use.
Mostly, the ideal strategy will be physical, though; if you have Raikiris or Tridents lying around, this is
a good time to equip 'em.
As usual, to the top of Everlast Tower you go for the Earth Temple and the crystal - and boss - therein...
BOSS - Gigas Lich
Gigas Lich
Maximum HP 110,000
Physical Attack 280
Physical Defense 100
Aim 103
Magic Attack 185
Magic Defense 125
Evade 12
Intelligence 65
Mind 65
Speed 52
Weaknesses Light
Monster Family Undead
Possible Steals Earth Mallet
Possible Item Drops Giant Axe
pg (Money) Yield 0
EXP. Yield 24,000
JP Yield 999
Gigas Lich likes to use Death, Quaga, and Negative Power for his offense. Negative Power is
automatically induced at the end of each turn to boost his offensive power by 10% (up to +50%), so
look out for this; you can Dispel it. Quaga is Earth-elemental, sometimes used to damage or heal him,
so it could go both ways... Death is ... well, Death.
For this battle, it would be best to have a few Spiritmasters on-hand coupled with a White Magic
ability. The ability Fairy Ward will be invaluable in this fight to prevent Death from hitting. Plus, since
they have the best White Magic abilities of any job, they can cause nasty damage when throwing Holy
or Curaga on Gigas, so that's a boon.
There's not much special beyond this stuff for offense; at this point, it ought to be pretty generic. You
could use a Ranger/Spell Fencer combo - throw up Holy Undead Slayers or Holy Multibursts for
massive damage, but that's about it for specialized stuff.
ALTERNATIVE STRATEGY: Simply use an Elixir in Bravely Second! Due to the boss's Undead
nature, this should hit him for a whopping 999,999 damage, since the damage cap is exceeded in
Bravely Second. However, keep in mind that this should only be used in desperation, since Elixirs are
in a relatively limited quantity.
After having restored any of three of the Fire, Water, Wind, and Earth Crystals, you will be tasked next
with heading to Sage Yulyana's - remeber, it's to the northeast of Ancheim and the Wind Temple? The
scene there again, like Chapter 5, bades you to pick one ally and go to the Vestment Cave to the
southeast. (Well, bades Agnès - you don't get a choice. =P) Again, it ends just Tiz and Agnès, alone in a
damp little cave with some perverse old man. =/ Anyhow, you've beem through the cave (at least) twice
before, so this shouldn't pose much of a problem to you. After the scene there (whoa), leave the cave.
... lol. That was funny, what Ringabel did thar. Anyhow, get back to the Crystal stuff, though note that
there's a new Sub-Scenario for a new (and final) job: the Conjurer Sub-Scenario.
After having revives all four crystals for the third time, head again to the southeast corner of the map to
find the Holy Pillar. ... In all honesty, I am including this section simply because you have to go there.
There's nothing to do in the Holy Pillar; if you've done the Conjurer Sub-Scenario, you understand
why.
Chapter Flowchart
Don't worry, we're getting there! Break a Crystal and head to the Finale if the monotony's getting to
you. ;) Of course, things have changed a little here. While the fundamentals are the same (revive the
Crystals in any order and head to the Holy Pillar), the side-stuff isn't, mostly due to bosses grouping up
a bit more. Of course, you don't have to deal with the optional ones, just the Temple ones again. Unless
you wanna break a Crystal and skip the True Finale.
And, again, if you need the altered random-encounter bestiary info, please look at Chapter 5:
Yesterday's Scenery, since the changes first happened there.
• Main Walkthrough:
• The Wind Temple Once More!
• The Water Temple Once More!
• The Fire Temple Once More!
• The Earth Temple Once More!
• The Holy Pillar Once More!
• Related Sub-Scenarios:
• Chapter 7 Boss Rebattles
The Wind Temple is found to the south of Ancheim on the southeastern continent. The alter to the Wind
Crystal is past the exit on northwestern 1F, and there again is a boss.
BOSS - Orthros
Chaugmar
Maximum HP 80,000
Physical Attack 330
Physical Defense 100 or 9,999
Aim 105
Magic Attack 340
Magic Defense 175 or 9,999
Evade 23
Intelligence 75
Mind 75
Speed 60
Weaknesses Lightning
Monster Family Demon
Possible Steals Bomb Arm
Possible Item Drops Reflect Ring
pg (Money) Yield 0
EXP. Yield 36,000
JP Yield 999
First and foremost: as before, when Chaugmar has that purplish shield around him, he is basically
impervious to all attacks: his Defenses will be at 9,999 for this time, which is FAR above what you can
hope to penetrate without Defense-piercing skills. Anyhow, only Default, heal, and/or self-buff in that
time. If you hit 3 BP, you could do one thing per turn for buffing, and you probably will hit 3 BP
without Heart Suck hitting you, so go for it.
Chaugmar again mostly will stick to Drain-like attacks for the battle, mostly in the shield - makes you
wish you could be undead, eh? There's also Heart Suck to take your stored-up BP for itself, so look out
for that one. Soul Suck takes away MP; less noteworthy, but bad for your mages.
Chaugmar will open his first turn out of the shield with Energy Blast, which is huge damage to
everyone (6,000+). Either Default or use Stillness as prep for it, depending on what's available. After is
when your healer needs to use throw up a Curaga, but that shouldn't pose a problem now.
As for what to use offensively? Generally, a high-damage strategy will work. If you are able to get
some Specials made available through grinding the field, those that boost P. ATK/M. ATK especially,
you'll have this battle won: just store up 3 BP before the shield goes away and then let loose with a
Special and your best attacks.
Other than that kind of thing? Still just high-damage, really. Black Mages and Arcanists do well with
Thundaga, especially after Sacrifice. Any job that can combo effectively with a Spell Fencer also works
well. I chose the Ranger for this, since the 3 BP you can grind up before attacking makes a Thundaga
Multiburst absolutely lethal, even without Bravely Second. Deus Ex is also a nasty summon to use.
Mostly, the ideal strategy will be physical, though; if you have Raikiris or Tridents lying around, this is
a good time to equip 'em.
As usual, to the top of Everlast Tower you go for the Earth Temple and the crystal - and boss - therein...
BOSS - Gigas Lich
Gigas Lich
Maximum HP 120,000
Physical Attack 285
Physical Defense 100
Aim 105
Magic Attack 200
Magic Defense 135
Evade 23
Intelligence 75
Mind 75
Speed 60
Weaknesses Light
Monster Family Undead
Possible Steals Earth Mallet
Possible Item Drops Giant Axe
pg (Money) Yield 0
EXP. Yield 36,000
JP Yield 999
Gigas Lich likes to use Death, Quaga, and Negative Power for his offense. Slam, a party-wide attack,
also comes in on occasion for about 2,500 ~ 5,000 damage. Negative Power is automatically induced at
the end of each turn to boost his offensive power by 10% (up to +50%), so look out for this; you can
Dispel it. Quaga is Earth-elemental, sometimes used to damage or heal him, so it could go both ways...
Death is ... well, Death.
For this battle, it would be best to have a few Spiritmasters on-hand coupled with a White Magic
ability. The ability Fairy Ward will be invaluable in this fight to prevent Death from hitting. Plus, since
they have the best White Magic abilities of any job, they can cause nasty damage when throwing Holy
or Curaga on Gigas, so that's a boon. You'll definitely want one using Curaga every turn after Fairy
Ward is set up, too; damage racks up here rather quickly.
There's not much special beyond this stuff for offense; at this point, it ought to be pretty generic. You
could use a Ranger/Spell Fencer combo - throw up Holy Undead Slayers or Holy Multibursts for
massive damage, but that's about it for specialized stuff.
ALTERNATIVE STRATEGY: Simply use an Elixir in Bravely Second! Due to the boss's Undead
nature, this should hit him for a whopping 999,999 damage, since the damage cap is exceeded in
Bravely Second. However, keep in mind that this should only be used in desperation, since Elixirs are
in a relatively limited quantity.
Once all four Crystals are revived, there is nothing left to do but go into the Holy Pillar, still in the
southeastern portion of the overworld map. Enter it once more. There won't be much else to it; like with
Chapter 6, Alternis will too busy with other stuff during this chapter to bother to fight you.
Ah, c'mon! >_<
Chapter Flowchart
Don't worry, this is it, I promise! =P As usual, you're more than welcome to take on the Crystals in any
order, and there are no intermediate events (barring Sub-Scenario stuff), so it's one final boss rush
before whatever finale you opt for!
And, again, if you need the altered random-encounter bestiary info, please look at Chapter 5:
Yesterday's Scenery, since the changes first happened there.
• Main Walkthrough:
• The Wind Temple, One Last Time...
• The Water Temple, One Last Time...
• The Fire Temple, One Last Time...
• The Earth Temple, One Last Time...
• And into the Holy Pillar...
• Related Sub-Scenarios:
• Chapter 8 Boss Rebattles
The Wind Temple, One Last Time...
The Wind Temple is found to the south of Ancheim on the southeastern continent. The alter to the Wind
Crystal is past the exit on northwestern 1F, and there again is a boss.
BOSS - Orthros
The Water Temple is found south of Florem on the northeastern landmass. As usual, it's a simple
northward walk to the Crystal altar. And, of course, Rusalka.
BOSS - Rusalka
As for the Fire Temple? It still requires you to go through both the Mythril Mines and the Underflow
found on the central Eisenberg continent. As usual, you have the map to go through these dungeons; the
Underflow remains easy since that westbound pathway opened up right at the start of 1F east, and it
takes you pretty much to the Temple entrance.
BOSS - Chaugmar
Chaugmar
Maximum HP 85,000
Physical Attack 335
Physical Defense 100 or 9,999
Aim 105
Magic Attack 349
Magic Defense 179 or 9,999
Evade 23
Intelligence 79
Mind 79
Speed 64
Weaknesses Lightning
Monster Family Demon
Possible Steals Bomb Arm
Possible Item Drops Reflect Ring
pg (Money) Yield 0
EXP. Yield 48,000
JP Yield 999
First and foremost: as before, when Chaugmar has that purplish shield around him, he is basically
impervious to all attacks: his Defenses will be at 9,999 for this time, which is FAR above what you can
hope to penetrate without Defense-piercing skills. Anyhow, only Default, heal, and/or self-buff in that
time. If you hit 3 BP, you could do one thing per turn for buffing, and you probably will hit 3 BP
without Heart Suck hitting you, so go for it.
Chaugmar again mostly will stick to Drain-like attacks for the battle, mostly in the shield - makes you
wish you could be undead, eh? There's also Heart Suck to take your stored-up BP for itself, so look out
for that one. Soul Suck takes away MP; less noteworthy, but bad for your mages.
Chaugmar will open his first turn out of the shield with Energy Blast, which is huge damage to
everyone (6,000+). Either Default or use Stillness as prep for it, depending on what's available. After is
when your healer needs to use throw up a Curaga, but that shouldn't pose a problem now.
As for what to use offensively? Generally, a high-damage strategy will work. If you are able to get
some Specials made available through grinding the field, those that boost P. ATK/M. ATK especially,
you'll have this battle won: just store up 3 BP before the shield goes away and then let loose with a
Special and your best attacks.
Other than that kind of thing? Still just high-damage, really. Black Mages and Arcanists do well with
Thundaga, especially after Sacrifice. Any job that can combo effectively with a Spell Fencer also works
well. I chose the Ranger for this, since the 3 BP you can grind up before attacking makes a Thundaga
Multiburst absolutely lethal, even without Bravely Second. Deus Ex is also a nasty summon to use.
Mostly, the ideal strategy will be physical, though; if you have Raikiris or Tridents lying around, this is
a good time to equip 'em.
As usual, to the top of Everlast Tower you go for the Earth Temple and the crystal - and boss - therein...
BOSS - Gigas Lich
Gigas Lich
Maximum HP 130,000
Physical Attack 290
Physical Defense 100
Aim 105
Magic Attack 208
Magic Defense 139
Evade 23
Intelligence 79
Mind 79
Speed 64
Weaknesses Light
Monster Family Undead
Possible Steals Earth Mallet
Possible Item Drops Giant Axe
pg (Money) Yield 0
EXP. Yield 48,000
JP Yield 999
Gigas Lich likes to use Death, Quaga, and Negative Power for his offense. Slam, a party-wide attack,
also comes in on occasion for about 2,500 ~ 5,000 damage. Negative Power is automatically induced at
the end of each turn to boost his offensive power by 10% (up to +50%), so look out for this; you can
Dispel it. Quaga is Earth-elemental, sometimes used to damage or heal him, so it could go both ways...
Death is ... well, Death.
For this battle, it would be best to have a few Spiritmasters on-hand coupled with a White Magic
ability. The ability Fairy Ward will be invaluable in this fight to prevent Death from hitting. Plus, since
they have the best White Magic abilities of any job, they can cause nasty damage when throwing Holy
or Curaga on Gigas, so that's a boon. You'll definitely want one using Curaga every turn after Fairy
Ward is set up, too; damage racks up here rather quickly.
There's not much special beyond this stuff for offense; at this point, it ought to be pretty generic. You
could use a Ranger/Spell Fencer combo - throw up Holy Undead Slayers or Holy Multibursts for
massive damage, but that's about it for specialized stuff.
ALTERNATIVE STRATEGY: Simply use an Elixir in Bravely Second! Due to the boss's Undead
nature, this should hit him for a whopping 999,999 damage, since the damage cap is exceeded in
Bravely Second. However, keep in mind that this should only be used in desperation, since Elixirs are
in a relatively limited quantity.
As with the previous few Chapters, you won't have to do much after reviving the four Crystals - just
head, once more, to the Holy Pillar that appears in the southeast corner of the overworld map. Alternis
again is busy with Dark Knight stuff.
Chapter Flowchart
As a note, you can only get to this Finale if you broke any of the Crystals in Chapters 5 through 8 -
immediately after breaking one, you'll go straight into the Finale. This is the "false" Finale; the True
Finale is won after reviving all of the Crystals every single time.
Oh, and that is not the real subtitle to this finale. However, it was suggested to sorta "censor" it for
spoiler purposes; I didn't spoil anything else major in this guide, so why start now? It's "Bravely
Default: Lying Airy", by the way. Anyhow...
• Main Walkthrough:
• Deception
• The Dark Aurora
• Related Sub-Scenarios:
• None
Deception
The Finale will open with a lengthy scene, followed by a boss battle against, of course, Airy. This fight
is unwinnable, so just really give up - I mean, unless you have some secret method for dealing 150,000
damage in a mere three turns. (50,000 per character, since Agnès can't fight.) Even then, this has been
tested with Friend Summons (750,000+ Power from a contributor and 999,999 from me) and it seems
that, even if you do win, you just get Slaughtered immediately, which means you lose anyways.
... Am I the only one getting a huge Final Fantasy I vibe off of this?
Annnnnyhow, after the scene and regaining control, leave wherever you were when you destroyed the
Crystal to the overworld map. Your next destination is set for the Norende Ravine ... back to where it
all started, in the Caldis region. Go through the Ravine once more and, beyond, you'll find the entrance
to...
TREASURES CHECKLIST
[_] Safety [_] Life [_] Lamia's [_] Black [_] Heart [_] Blood
[_] Megalixir [_] Megalixir
Ring Ring Tiara Belt Ring Blade
[_] Lordly [_] Gold [_] Aegis [_] Lilith's [_] Brave
[_] Ribbon
Robes Hairpin Shield Rod Suit
LOCAL ENEMY BESTIARY
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family E
Name HP
1,
Adamantite
10,000 330 180 101 120 110 17 60 60 48 Water Aquatic 96
Shell
96
1,
Amber
8,000 330 90 102 120 110 17 60 60 48 Earth Beast 96
Horn
96
1,
Diabolos 6,500 330 60 102 120 160 17 60 60 48 Light Demon 96
96
1,
Knight
8,000 360 135 102 120 110 17 60 60 48 Lightning Dragon 96
Dragon
96
1,
Mephisto 6,000 270 60 102 180 180 17 60 60 48 Earth Demon 96
96
Nightmare 6,000 300 60 102 120 160 17 60 60 48 Earth, Light Demon 1,
96
96
1,
Spriggan 8,000 360 120 102 120 110 17 60 60 48 Lightning Inorganic 96
96
Am I the only one finding this a refreshing change after a bazillion boss re-re-re-rebattles? =P
1F: When you arrive, go along the path for a bit to a fork. Go west there to find a Safety Ring, then
head south. As you continue along, there will be another intersection. Even though you can see the
teleporter off to the north, first head west and south to find a Megalixir. ^_^ Go to the teleporter now.
2F: When you arrive, go along either path before you to reach a clearing with four other paths
branching off of it. To the east, you'll find a Life Ring; to the west, a Lamia's Tiara; and to the
southwest, a Black Belt. (I wonder if these were all owned by the residents of Norende...?) Further
southeast of the Black Belt is the teleporter.
3F: Go south a bit and you'll quickly find two chests: a Megalixir to the east and a Heart Ring to the
west. Head east from here and along the path for a while. As you have to turn south, you'll reach a
teleporter, too; take it to 6F briefly to grab a Blood Blade, then return. Go south from this teleporter
and along either path at the fork to another teleporter.
6F: Go along the path for a bit to a fork. Go south first and plunder the chest for some Lordly Robes,
then go west of the fork to another teleporter.
4F: When you arrive, go east and snatch up the Gold Hairpin, then go southwest and along the long,
winding path for a bit. As you reach the southeastern portion of the map, continue hanging east instead
of north to find a Ribbon! ^_^; This INVALUABLE accessory just outright looks pretty. ... Oh, and it
prevents pretty much every status ailment too. Pick whatever you prefer. Anyways, northwest of the
Ribbon is the teleporter.
6F: Go north to find three teleporters and ... well, whichever you pick is up to you. The east and west
teleporters go to the same spots of 5F, sort of - same floor, connected to each other via accessible paths,
just opposite sides of the floor. Once you're done there, you'll need to use the central teleporter.
5F: Begin by going along the path to a north/south fork. To the south, you can find an Aegis Shield,
and to the north you can go to another fork, to the southwest of which lies a Lilith's Rod. Return to the
fork and go southeast, then south at the forks to find a Brave Suit, then go southeast at the previous
fork back to 6F. Use the central teleporter.
7F: Go along the path for a bit to an Adventurer. (He must really like adventuring to get into this
place!) Save and shop with him, then continue along to the next area. (May as well turn the Encounter
Rate to -100% to conserve HP/MP/items.)
Altar of Darkness: Go on northward, Warriors of Light... Hell awaits you.
FINAL BOSS - Airy
While Airy only has about 2/3 of her original HP in the second half, she (it?) is still no pushover. She
can use various "-ga" magic for high Fire, Water, Lightning, Earth, or Wind damage to the party.
There's also Irritate to induce Berserk (and a +50% P. ATK. boost) to a single target. She can also use
Flare, which is nasty (1,500~3,000) Fire-elemental damage to the whole party. That by itself isn't much,
but Airy can use the move Acedia, which makes you weak to everything - and that means Flare is
lethal!
Other than this, note that Airy will heal herself for 99,999 HP halfway through the battle, so you're
basically fighting this Airy and a half of another. Ironically, this will almost round out to 150,000 HP
again. =P
Your strategy shouldn't differ much from last time. Have a support unit throw up Curaga every turn and
have weakness-piercing strategies for your offensive units. Rangers comboed with Spell Fencers do
well here; a Firaga Bug Slayer is almost certainly going to hit the damage cap!
Enjoy the ending!
Note that, after the credits, you will be able to save your file from just before breaking the Crystal you
broke, so you can try for the True Finale. ;) You'll also get the Vestal Garb costume for Agnès. You'll
resume from the Norende Ravine, by the way, so you will have to refight the boss from before breaking
the Crystal. v_v
Chapter Flowchart
As a note, you can only get to this Finale if you proceed through all of Chapters 5, 6, 7, and 8 without
bothering to break a single Crystal. Breaking a Crystal brings you straight to the "false" Finale covered
previously; this is the much-longer one, and harder. Anywho...
Oh, yeah, check the X Button menu before you head to the Holy Pillar. Airy has some kind of
mischievious look, eh?
• Main Walkthrough:
• "It's Pure Evil."
• Dark Aurora
• Related Sub-Scenarios:
• None
After having revived your 20th Crystal in a row, the Holy Pillar will appear once more. Head there for
the fifth time and The End will be reached, and it seems, for once, things have gone in our favor!
Heh, yeah, right. We all know that's a load of bull - it's RPG tradition to screw you over when all seems
peachy. When you regain control, heal at the inn and save with the Adventurer, and be sure to stock up.
Head to the bridge now and ... don't ask like I didn't warn you.
BOSS - Airy
While Airy only has about 2/3 of her original HP in the second half, she (it?) is still no pushover. She
can use various "-ga" magic for high Fire, Water, Lightning, Earth, or Wind damage to the party.
There's also Irritate to induce Berserk (and a +50% P. ATK. boost) to a single target. She can also use
Flare, which is nasty (1,500~3,000) Fire-elemental damage to the whole party. That by itself isn't much,
but Airy can use the move Acedia, which makes you weak to everything - and that means Flare is
lethal!
Other than this, note that Airy will heal herself for 99,999 HP halfway through the battle, so you're
basically fighting this Airy and a half of another. Ironically, this will almost round out to 150,000 HP
again. =P
Your strategy shouldn't differ much from last time. Have a support unit throw up Curaga every turn and
have weakness-piercing strategies for your offensive units. Rangers comboed with Spell Fencers do
well here; a Firaga Bug Slayer is almost certainly going to hit the damage cap!
After fighting off the boss and regaining control, head down to the bridge on the Grandship. Speak with
Edea, then with Agnès in the tavern. Return to the bridge of the Grandship after and you'll need to head
to the Yulyana Needleworks again. After the scene there (in which you unlock the Extra Dungeon:
Dimension's Hasp!), you have to go through the Norende Ravine and the...
Dark Aurora
NOTE: If you've already beaten this dungeon in the regular Finale, then the chests opened will remain
open, and you will keep your map. So, really, unless you want to fight enemies for some reason (EXP.
and pg are always good!), turn your Encounter Rate to -100% for the sake of HP, MP, and item
conservation.
TREASURES CHECKLIST
[_] Safety [_] Life [_] Lamia's [_] Black [_] Heart [_] Blood
[_] Megalixir [_] Megalixir
Ring Ring Tiara Belt Ring Blade
[_] Lordly [_] Gold [_] Aegis [_] Lilith's [_] Brave
[_] Ribbon
Robes Hairpin Shield Rod Suit
LOCAL ENEMY BESTIARY
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family E
Name HP
1,
Adamantite
10,000 330 180 101 120 110 17 60 60 48 Water Aquatic 96
Shell
96
1,
Amber
8,000 330 90 102 120 110 17 60 60 48 Earth Beast 96
Horn
96
1,
Diabolos 6,500 330 60 102 120 160 17 60 60 48 Light Demon 96
96
1,
Knight
8,000 360 135 102 120 110 17 60 60 48 Lightning Dragon 96
Dragon
96
1,
Mephisto 6,000 270 60 102 180 180 17 60 60 48 Earth Demon 96
96
1,
Nightmare 6,000 300 60 102 120 160 17 60 60 48 Earth, Light Demon 96
96
1,
Spriggan 8,000 360 120 102 120 110 17 60 60 48 Lightning Inorganic 96
96
Am I the only one finding this a refreshing change after a bazillion boss re-re-re-rebattles? =P
1F: When you arrive, go along the path for a bit to a fork. Go west there to find a Safety Ring, then
head south. As you continue along, there will be another intersection. Even though you can see the
teleporter off to the north, first head west and south to find a Megalixir. ^_^ Go to the teleporter now.
2F: When you arrive, go along either path before you to reach a clearing with four other paths
branching off of it. To the east, you'll find a Life Ring; to the west, a Lamia's Tiara; and to the
southwest, a Black Belt. (I wonder if these were all owned by the residents of Norende...?) Further
southeast of the Black Belt is the teleporter.
3F: Go south a bit and you'll quickly find two chests: a Megalixir to the east and a Heart Ring to the
west. Head east from here and along the path for a while. As you have to turn south, you'll reach a
teleporter, too; take it to 6F briefly to grab a Blood Blade, then return. Go south from this teleporter
and along either path at the fork to another teleporter.
6F: Go along the path for a bit to a fork. Go south first and plunder the chest for some Lordly Robes,
then go west of the fork to another teleporter.
4F: When you arrive, go east and snatch up the Gold Hairpin, then go southwest and along the long,
winding path for a bit. As you reach the southeastern portion of the map, continue hanging east instead
of north to find a Ribbon! ^_^; This INVALUABLE accessory just outright looks pretty. ... Oh, and it
prevents pretty much every status ailment too. Pick whatever you prefer. Anyways, northwest of the
Ribbon is the teleporter.
6F: Go north to find three teleporters and ... well, whichever you pick is up to you. The east and west
teleporters go to the same spots of 5F, sort of - same floor, connected to each other via accessible paths,
just opposite sides of the floor. Once you're done there, you'll need to use the central teleporter.
5F: Begin by going along the path to a north/south fork. To the south, you can find an Aegis Shield,
and to the north you can go to another fork, to the southwest of which lies a Lilith's Rod. Return to the
fork and go southeast, then south at the forks to find a Brave Suit, then go southeast at the previous
fork back to 6F. Use the central teleporter.
7F: Go along the path for a bit to an Adventurer. (He must really like adventuring to get into this
place!) Save and shop with him, then continue along to the next area. (May as well turn the Encounter
Rate to -100% to conserve HP/MP/items.)
BOSS - Airy
Airy
Maximum HP 99,999 * 3
Physical Attack 440
Physical Defense 100
Aim 119
Magic Attack 275
Magic Defense 175
Evade 33
Intelligence 75
Mind 75
Speed 75
Weaknesses Fire
Monster Family Bug
Possible Steals None
Possible Item Drops None
pg (Money) Yield 0
EXP. Yield 20,000
JP Yield 999
This fight is pretty similar to the fight against Airy earlier, you know the big gross bug one? Now's she
REALLY powerful, to the point that you can expect party-wide death from Slaughter (7,500+ damage).
She can use various "-ga" magic for high Fire, Water, Lightning, Earth, or Wind damage to the party.
There's also Irritate to induce Berserk (and a +50% P. ATK. boost) to a single target. She can also use
Zeta Flare, which is nasty (3,000~5,000) Fire-elemental damage to the whole party. That by itself isn't
much, but Airy can use the move Acedia, which makes you weak to everything - and that means Zeta
Flare is lethal!
That's mostly her attacks from the previous battle, too. She also has a tendency for Dark Abyss for a
possibility at party-wide Fear
Other than this, note that Airy will heal herself for 99,999 HP several times in this fight to her fullest,
making it like fighting her three consecutive times. *gulp*
This is one difficult boss to combat against. Without two or even three support units - even at Level 90
like me - you won't find this to be an easy boss. I'm writing this under the assumption that you're not
really that much of a grinder, though. >_> Ultimately, the most valuable skill in this battle is the
Spiritmaster's Stillness. When one is able to use that at every opportunity (without Hasten World), you
should be able to have ample time for another Spiritmaster to Curaga the party while everyone else
buffs up for the turn Stillness is not in play. (Due to the BP cost, it will basically be the turn of Stillness,
the turn thereafter, and then nothing until it's recast since it costs 2 BP.)
If this battle comes due to the point where you pretty HAVE to beat Airy in one single turn, then let's
figure that one out. So, let's put each individual 100,000 HP (well, 99,999, but it works better for math)
as our target. For four characters, that's 25,000 each, and counting Braves, we need to do at least 6,250
HP per hit in that state, which is pretty difficult to muster under most circumstances. Most weakness-
piercing strategies won't work for this since you would need to have that extra turn for a Firaga Sword
Magic, which bumps it up to over 8,000 damage. If you want to go for weakness-piercer, a
Ranger/Spell Fencer using Firaga Sword Magic, then Bug Slayer ought to work. Otherwise, Meteor is
your best choice (each of Meteor's 4 hits needing 1,563 damage per hit, which is much lower than it
will likely hit for). The strategy is far from perfect, but it's something to try in desperation before
needing to admit a need for grinding.
RIGHT AFTER FIGHTING AIRY, GO BACK TO THE ADVENTURER ON 7F AND HEAL AND
SAVE! The importance of that action cannot be stressed enough before fighting the final boss where
Airy was.
FINAL BOSS - Ouroboros
The "* #" notes, for # < 1, indicate that while the boss does have the amount of HP stated (in Normal),
you only have to get rid of result of this multiplication. For example, Part One only needs you to hit
down to 25,000 (remove 125,000), and Part Two needs you to get down to 50,000 (remove 50,000,
discounting his healings). In Part Four, you need to remove 100,000 HP three times (300,000); he gets
healed twice to full... Eh, it's complicated there. >_>
Part One Part Two Part Three Part Four Part Five
Maximum HP 150,000 * 0.8 100,000 * 0.5 150,000 * 0.5 200,000 * 1.5 200,000
Physical Attack 500 500 500 500 500
Physical Defense 100 100 100 100 100
Aim 110 110 110 110 110
Magic Attack 279 279 279 279 279
Magic Defense 179 179 179 179 179
Evade 33 33 33 33 33
Intelligence 79 79 79 79 79
Mind 79 79 79 79 79
Speed 79 79 79 79 79
Weaknesses None Water Water Water Water
Monster Family Dragon Dragon Dragon Dragon Dragon
Possible Steals None None None None None
Possible Item Drops None None None None None
pg (Money) Yield 0 0 0 0 0
EXP. Yield 0 0 0 0 99,999
JP Yield 0 0 0 0 999
We've come pretty far, huh... This boss will easily be the hardest of them all, in no small part because
he is the God of Destruction. =/ The first form is one in which Ouroboros takes the form of various
party members; perhaps expectedly, he'll also borrow a number of job skills you could have. Some of
the most notable include Shippûjinrai , Multiburst, Corpse (Doom).
For this form, it's a good idea to just keep a relatively high level of HP. 500 P. ATK. is no laughing
matter, and certainly the highest you've seen without changing difficulties. Even so, Ouroboros won't
go into many BP-heavy attacks and I never saw Brave, so that's nice. For the most part, just heal what
damage appears and make a decent high-damage offense. The biggest thing that can pierce weaknesses
is Dragon Slayer, so you don't have much hope there for this form; generic high-offense stuff like
Meteor work well, though. The battle ends at around 25,000 HP (125,000 eliminated).
The second part is a bit more annoying than the first. He likes to use Zero Dimension to induce an
instant-death to someone, or some basic physical (3,000 damage). He likes to use Total Regeneration
every turn to fully heal himself. You only need to remove 50,000 of his HP to win, though, and since
it's cumulative (as in, Total Regeneration means squat), you can take it nice and easy.
So, strategy? Throw up Fairy Ward to ward off the Zero Dimension, then just try to Curaga away any
sustained damage. As for dealing the 50,000 damage, Meteor is very effective since it tends to hit for
9,999 damage. You could also try a weakness-piercing strategy: Blizzaga Sword Magic with Dragon
Slayer does about 5,000 damage. If you can't go for either of this or the various summons or stuff, then
don't worry; it'll just ultimately devolve into a long grind. Just don't bother wasting your Specials here,
for hopefully-obvious reasons.
The third part of the battle is functionally no different from the previously described second portion.
Just do what you did then. Again you have to get him down to half-HP; this time, that's 75,000. Same
concept, though.
The fourth part is where things begin to get pretty scary. For this, we are still fighting under the
circumstances and setting of the previous two, but with one major new addition: the Armageddon
attack. It basically heals him fully while doing a ton of damage (7,000+) to your party. You'll also see
Celestial Touch used to max out his P. ATK. and M. ATK (x1.5). Finally, Demonic Touch is thrown in
to lower your party's BP by one. (You can counter this with Hasten World if you dare, but that also
applies to Ouroboros, so I don't recommend it.)
Winning the fourth part of this fight is not based on fighting Ouroboros; it is not a good idea to bother
attacking him unless you want to get yourself some Specials for the fifth and final portion of the battle
just ahead, 'cuz otherwise you're wasting BP. Instead, you need to survive three Armageddon attacks.
This round is all about buffing, then; throw up a lot of Reraise on your team and Curaga for the turns
when you aren't hurt. If you have two people with Spiritism, they can alternate through Stillness instead
until it's over with.
... Okay, I fibbed a little. You do have to hurt Ouroboros some to force out the Armageddon; they tend
to occur after 100,000 HP of damage. Don't bother going for an all-out offense, though; focus on
remaining safe.
The fifth and final phase will begin after a scene. Offensively, Ouroboros will be no different, other
than the use of Disaster (5,000~7,500 damage to all) and Divergence (prevents all but Default and
Friend Summons).
Your strategy now is finally to kill Ouroboros: all 200,000 HP. It will still be by no means easy - even
on Easy, probably - but it's definitely possible. You'll want a supportive unit healing every turn, and
someone to throw up four Reraises as soon as you can. While that's going on, Default until you have 3
or 4 BP, then unleash hell on Ouroboros - if you've managed to build up some Specials as I
recommended for the previous fight, you'll hit the damage cap pretty easily here. Like, if three
offensive units get 9,999 damage on four attacks, you could finish this fight in less than ten turns
(9,999 * 4 * 3 = 119,998, over half of 200,000).
What should your offense consist of? Anything high damage, really. Blizzaga Dragon Slayers are still
going to do extremely well (x2.25 damage), and Meteor as usual has the tendency to hit 9,999 outright.
Ziusudra's Sin and Susano-o might make some decent summons, and there's the Blizzaga spell or the
Blizzaja Genome from some of the Norende Nemeses.
Anything piercing Defenses or dealing flat damage can be useful. In particular, there's the Phoenix
Flight skill from the Monk; if you can double your HP via the Maximize HP (Spiritmaster support),
then again with the Giant's Draft compound from a Salve-Maker (Beast Liver + Dragon Fang) and get
some HP-boosting abilities, you could easily see that go into 39,996 damage per use, but only in
Bravely Second. It's pretty niche, though, and requires some set-up, so don't rely heavily on it. Since
you have to use Bravely Second for it to be truly effective, you could use it twice (Phoenix Flight ->
Elixir -> Phoenix Flight) for 79,992 damage. If you had maxed SP (3) before the fight, that would leave
you with 0, meaning you could try it one more time for 159,984 damage total. ... Just a thought.
Minus Strike from a Dark Knight can also work similarly, but it's pretty tough to set up, though after a
Reraise, you're golden for it, especially if you apply the HP-boosters mentioned previously. The second
they're applied while at such low HP, you could go into Bravely Second and go for four Minus Strikes
to deal around 40,000 per hit, or 160,000 total. Then another Bravely Second wins it.
Generic P./M. DEF-piercers also do well: the Monk's Pressure Point, Thieves' Godspeed Strike, and
Pierce M. Defense (Black Mage support ability). Using Mimic (Freelancer) on My Hero (Performer) is
absolutely beastly for generating a high-BP offense. Mimic on Amped Strike from a Pirate also can be
nasty if you are the Pirate. =P In fact, Mimic in general is pretty boss.
I think that covers the general level of tactics around here that ought to be able to use. Obviously, some
are probably new to you, in no small part due to them just being theoretical based on prior knowledge
of game mechanics. (Seriously, it seems like a HUGE hole in the game to let Minus Strike hit for
~40,000 damage.) I could have included them with other bosses, but as you can see, they require some
set-up or extreme-risk-extreme-reward situations unless you're using the generic tactics - even these
new ones are able to apply to most bosses. Anyway, I'm blathering. Good luck!
After finishing off Ouroboros, enjoy the (true) ending to Bravely Default!
After the credits, you'll get the option to save your cleared-game data. You'll also unlock the Special
Movie from the title screen, and New Game+ as well. If you wish to continue your main game, you
will restart from the beginning of Chapter 8: World of Echoes: Circle.
New Game+ is an option that's becoming tradition with more and more RPGs; in effect, you can start
the game over again with statistics and stuff from your previous playthrough. You can choose to bring
over the following at will (and don't worry, you can use a different save slot):
• Character names
• Character levels and EXP.
• Jobs unlocked
• Job levels, abilities unlocked, and JP earned
• Current pg (money)
• Current items and equipment, including Magic Scrolls, but not key items
• Current Genomes
• Norende Village population
• Norende Village status
• The details in D's Journal (the scenes in the Event Viewer will always remain, even if you don't
want them to)
• Special moves, their parts, names, and status
• Play time clock
• Friend data
• Guest/Net Invite data
Dimension's Hasp is an extra bonus dungeon in the game. It can be unlocked during either ending of
the game, Finale or The End. However, the process differs slightly in each. For the Finale, go see
DeRosso in Vampire Castle after being defeated by Airy. In the The End ending, it's automatically
unlocked in a scene with Yulyana.
The Dimension's Hasp is basically a dungeon in which you can find a variety of useful items. Some
other people go for the extra boss at the end of it, and some may go for the Genomes only available in
Chapters 1-4. Feel free to go through at your own leisure. If at all. Once unlocked, it can be found by
landing in the middle of Crescent Island to the northeast of Florem.
TREASURES CHECKLIST
[_] Lordly
[_] Megalixir [_] Yatagarasu [_] Longinus [_] Demon's Staff [_] Megalixir [_] Earthbreaker
Robes
[_] Death [_] Wonder [_] Gale [_] Brave [_] Yoichi's [_] Artemis's
[_] Demon's Rod
Axe Rod Staff Suit Bow Bow
[_] Genji [_] Genji [_] Genji [_] Gold [_] Luminous
[_] Air Knife [_] Ama-no-Murakumo
Armor Gloves Helm Hairpin Robe
[_] Kaiser [_] Chaos [_] Gungnir [_] Aegis Shield [_] Brave [_] Hadean [_] Muramasa
Knuckles Blade Suit Claws
[_] Durandal
If you need Bestiary data, just see the Enemy Bestiary - you've already fought the vast majority of
enemies here. (As of v1.80 of this guide, it was noted that the enemies' stats are buffed for the sake of
difficulty. I have yet to confirm this though. Family and weakness data likely remain the same.)
It would be prudent to have the Dungeon Master ability of Freelancers to avoid the myriad field-
damaging things here, though...
B1F (Mythril Mine): Save with the Adventurer and speak with the fox nearby. He'll warn you that the
dungeon prevents you from escaping with Teleport Stones and the like, so look out for that. That said,
go north and downstairs.
B2F (Harena Ruins): On this floor, beware of the Blind gas-spitting traps. Go east to the intersection,
then south, east, and east at the next ones to find a Megalixir. Backtrack a little to the north/south/east
fork you were just at; go south a bit to another intersection, then south. Go west at the next to the end of
the path; even though you'll be sprayed by gas, open the chest for a Yatagarasu dagger. Backtrack
southward a bit and go into the semi-hidden alcove for the Longinus, then return into the main hall and
go east and along for a while to the next area.
B3F (Wind Temple): Go along the linear path before you for a while, opening the chest along the way
for a Demon's Staff. At the northern path of the area, go into the rooms to the north to find some
Lordly Robes, then south of the rooms for a Megalixir. (Why couldn't they put this stuff in the real
Wind Temple? T_T) In the main hall, continue east and along to a fork; go along the western
southbound path to go further on.
B4F (Mount Fragmentum): Immediately head west to find an Earthbreaker, then backtrack to the
entrance and head southwest. Open the chest you find on the way for a Death Axe, then you'll soon
find a fork. Go southeast from it to find a Wonder Rod, then continue along the main path to the next
area.
B5F (Witherwood): Immediately go due south and open the chest for a Gale Staff. Head east and
south from there into a rectangular clearing, which you can then exit to the west to find a locked chest;
open it for a Demon's Rod, then return to the clearing. Use the eastern northbound path to find a Brave
Suit, then go south of there and along into the next area.
B6F (Florem Gardens): Beware the purple flowers here; without the Dungeon Master ability from
Freelancers, they'll Silence you. Anyhow, I didn't really care; I turned the encounter rate to -100% until
I plundered all of the chests here. =P There is a Yoichi's Bow in the southwest corner, an Artemis's
Bow in the southeast corner, then there's an Air Knife in the central portion of the area. The exit to
B7F is to the north.
B7F (Starkfort): Go north and into the room to the west to find some Genji Armor, then go into the
room east of there to find some Genji Gloves. Continue north to the three-path scenario you ought to
be familiar with in Starkfort; go to the northwest for the Ama-no-Murakumo katana, then go into the
north-central room for a Genji Helm. Go to the northeast corner to head further downstairs.
B8F (Underflow): Here, beware the lava; when it glows red, do not step on it. Head south of the
entrance for a bit to find two paths; go southeast and take the Gold Hairpin, then go back north to the
"T"-junction west of the entrance. Head west for a while and along the path until you must go south; do
so and go south to a four-way. Go east and along the path to an east/west fork; go east and along the
first northbound path you reach to find a Luminous Robe. Return to the east/west fork and go west,
then north when first possible to find a chest containing some Kaiser Knuckles, then go west from
where you turned north to find some stairs.
B9F (Eternian Central Command): Go along the path before you for a bit and you'll go south of the
north-central portion into a triangular area. Immediately go east and plunder the chest for a Chaos
Blade, then return into the triangle. Go south a bit, then east again and along the path to find Gungnir -
the spear of Odin! - at the end. Return once more to the north-central triangle, then go south and along
the path to find an Aegis Shield, then leave the triangle heading northwest. As you go along the path,
you'll reach a north/south fork; first go north for a second Brave Suit, then go south and along to B10F.
B10F (Earth Temple): Head north and east into the northeast corner, then go south to an east/west
fork; go east to find some Hadean Claws, then backtrack to the entrance. Head west and along the path
to find a Muramasa. Go east of the entrance and along to an east/west fork; go west and along the
lengthy path for a while to find the Durandal sword at the very end.
To find the extra boss, go east of the Durandal's chest into a hidden path in the wall, then south and
along the path for a bit to find him. Worry not about losing; he'll let you retry as desired without the
fear of a Game Over.
EXTRA BOSS - Adventurer, Comrade
Adventurer Comrade
Maximum HP 530,000 50,000
Physical Attack 600 500
Physical Defense 100 100
Aim 109 109
Magic Attack 249 198
Magic Defense 99 99
Evade 34 34
Intelligence 99 99
Mind 99 99
Speed 99 99
Weaknesses None None
Monster Family Human Beast
Possible Steals Tengu Sneeze, X-Potion Antidote
Possible Item Drops Adventurer's Mark Antidote
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 0 0
Trust me, this is definitely THE most difficult fight in the game. The Adventurer is extremely powerful,
with most of his attacks easily able to exceed 5,000 ~ 7,500 damage on even Level 99 teams. Some of
his more notable attacks include Mass Attack (BP -1, but attacks all) and Meteor. The Comrade
alongside him mostly functions to use offensive attacks and magic, and can also do stuff like Blind and
Dispel. You'll also see him raise the BP of the Adventurer with Adventurer's Friend. ... *gulp*
The first thing you might think to do is to outright get rid of the Comrade. While that's all well and
good, the Comrade will be resummoned on the next turn ad infinitum, so you're stuck there. And yet,
the Comrade also serves like a Knight to cover for the Adventurer, so you practically HAVE to kill it to
do any worthwhile damage. The Comrade won't block magic; however, if you kill the Adventurer via
magic, he's fully revived on the next turn. So ... how the heck do we do this?
First things first - we need BP, and lots of it. And we need buffs, and lots of them.
For the BP, you can get someone able to use My Hero (Performer: party BP +1) and Mimic (repeats it
with no BP cost) for a total of 4 BP on the offensive units per turn. Ideally, they can use the various
Specials you can use to buff up their stats; just be sure to choose Specials that don't require the use of
weaknesses (Bows, for example) so you can more readily continue the Specials' effects.
For other buffs, you'll want some fast people, probably Ninjas. I had two, one to use Stillness every
time I needed it (two turns) and one to throw up Hastega and Quick. (The latter needs the support
ability Group Cast All. Reraise should help it, but I didn't need it.) The main thing to keep in mind is
that you want the Stillness Ninja to be the slowest of the group, yet to exceed the Speed (99) of the
Adventurer; Stillness will be triggered last to negate the Adventurer's onslaught while allowing one of
your own before it goes up.
Finally, we have just the one dedicate offensive person. Let that be who you want it to be. However,
you'll want to them to rely on basic Attacks (Quick), to have the Frenetic Fighting support ability of the
Ninja, and to be faster than the Adventurer and the Stillness Ninja.
So, basically, what you have is you get a ton of BP each turn. What to do with it? Every even turn, you
want to have a three-Brave attack before Stillness is thrown up with whoever you think ought to be
attacking. Every odd turn, buff 'em up in some way. Rinse and repeat as needed; it'll take awhile, but it
works amazingly well.
Sub-Scenarios
The Desert Oasis
General Data For "The Desert Oasis"
• Unlocked: Visit the King in Ancheim, then speak with the Profiteur in the southeast building of
Ancheim
• Primary Rewards: Thief and Merchant Asterisks
Introductory Information
In Chapter 1, you will at some point be forced to see a rant with the King of Ancheim before meeting
him in his palace. After the latter, go to the southeast corner of Ancheim and you'll find a building;
inside, go north and speak with the man, the Profiteur. After doing so, exit the mansion and speak with
the man to the left of the entrance and you'll be told about the Oasis and free water. Also examine the
black well further to the left. The Oasis can be found in the overworld to the west of Ancheim. After the
scene there, go further west and into the cave you'll see in the range to the north.
Harena Ruins
TREASURES CHECKLIST
[_] Star [_] 1 [_] 1,500 [_] Thief [_] Thief's [_] Steel [_] Air
[_] Clothespin [_] Ether
Pendant pg pg Knife Glove Bow Knife
LOCAL ENEMY BESTIARY
pg /
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP.
Name HP
JP
Greater 40 /
450 65 7 92 26 26 5 13 13 16 Water Beast
Cait 20 / 2
Sand 96 /
600 75 17 92 22 11 0 11 11 14 Water Bug
Worm 48 / 5
Venomous 34 /
250 55 11 92 22 11 5 11 11 15 Water, Earth Aquatic
Snake 17 / 2
AS A HUGE NOTE, you will want to be aware of the walls in this area: some segments of them have
traps that will spew gas when you get nearby. Said traps are able to blind you; it is a good idea to have
Blindna on hand for this.
1F: In the dungeon, go left and right at the forks and you'll find a path to B1F; once you descend, go
northeast and open the chest for a Star Pendant. Backtrack to 1F and go left at the next fork you reach.
As you reach the clearing after, you'll see a chest not much further to the east; dance around the nearby
trap and open the chest for an awesome ... epic ... ungodly 1 pg! >_> Go further east and through the
doorway to the stairs.
B1F: Just south of where you enter is a trap; if you head west from it, you can find a chest containing
some Echo Herbs. Backtrack to where you turned west and head south to soon find another fork; go
east here, and at the next as well. You'll come upon a chest; open it for 1,500 pg. Go back west to the
fork and go south through the doorway, then past the next fork to soon find another chest at the end of
the path; this one contains a Clothespin accessory. How it makes you immune to Sleep is beyond me,
but whatever. Go back to where that last trap was spewing (you couldn't have missed it) and go west,
then south at the next fork (and trap). This will lead you to B2F.
B2F: Here, go east to a fork. Go south at it and west at the next. This leads to what seems to be a dead-
end; however, if you go west and through the wall at the end there, you'll find a hidden path: go as far
north and then west as you can along it to find a chest containing a Thief's Knife. It's a very useful
piece of equipment, applying the effect of Mug when you Attack - in FF and Bravely Default (among
others), the Mug ability is not only an attack, but it may let you steal from the enemy you hit!
After this bit of joy, return to the previous fork and go east and east at the next two forks to find an
Ether. Return to the previous fork and go south. The northwest corner of the clearing you reach
contains a blue chest that is locked, but it will yield the Air Knife once unlocked. Anyhow, head south
from the clearnig and west, past numerous Blind traps, to find a chest containing the Thief Gloves,
which makes your Stealing ability twice as successful ... when you get one! =P Head pretty much
south-southeast from there into an alcove opposite the middlemost of those five traps to find a chest
with an Iron Bow inside.
Go north and east along the path to a new area. Speak with the Adventurer along the way for the usual,
then continue into the next area. There, go up the stairs to the north and engage the thief in battle!
BOSS - Khint, The Jackal
After the battle with the Jackal, you'll receive a Thief Asterisk, allowing you to become a Thief! In the
scene thereafter, we decide to "set the matter straight" with the Profiteur merchantry. Leave the
dungeon and head back into Ancheim, then into the merchantry's mansion. Heal and restock on the
way!
BOSS - Khint, Profiteur
Khint Profiteur
Maximum HP 5,000 6,000
Physical Attack 90 85
Physical Defense 35 26
Aim 92 93
Magic Attack 33 34
Magic Defense 13 17
Evade 20 0
Intelligence 20 17
Mind 13 17
Speed 11 14
Weaknesses None None
Monster Family Human Human
Possible Steals Hi-Potion, Mythril Plate None
Possible Item Drops None Hi-Potion, Gold Hourglass
pg (Money) Yield 0 720
EXP. Yield 0 360
JP Yield 0 36
As far as your strategy is concerned, it remains noteworthy that, again, Khint leaves if either he or the
Profiteur hit 50% HP, so aiming for the Profiteur - similar to aiming for the Jackal before - is the most
logical idea. As before, I recommend doing this by having your main attackers Default thrice before
going into four attacks of some sort, with multi-target attacks being focused, if possible, on the
Profiteur. Your White Mage still needs to Default until his/her BP is needed.
As for the enemies ... there's not much different. Khint still has the Silence Sword Magic, so look out
for that since it can be quite nasty. The Profiteur's main tactic is to use Default before going into two
Takedown attacks, each doing a preset 300 damage, which can be brutal, if not deadly, if they both hit
the same person. Your White Mage will be getting some work in for sure. Other than that, you won't
have much of a problem with this.
After the battle, you'll earn a Merchant Asterisk, allowing you to use the Merchant job. And so ends the
Sub-Scenario.
• Unlocked: After the revival of the Wind Crystal in Chapter and after finishing The Desert Oasis
• Primary Rewards: Spell Fencer and Time Mage Asterisks
TREASURES CHECKLIST
[_] Phoenix [_] Thumbing [_] Earthing
[_] Remedy [_] X-Potion [_] Hi-Potion [_] Ether
Down Claws Rod
LOCAL ENEMY BESTIARY
pg /
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP.
Name HP
JP
40 /
Greater Cait 450 65 7 92 26 26 5 13 13 16 Water Beast
20 / 2
Merchantry 58 /
900 120 20 94 40 20 5 20 20 18 Lightning Human
Blade 29 / 3
Merchantry 58 /
700 80 10 94 50 40 10 20 20 19 None Human
Mage 29 / 3
Merchantry 40 /
800 120 20 94 40 20 12 20 20 20 None Human
Thug 22 / 2
1F: When beginning this Sub-Scenario, it can only be done at night, so wait around in the overworld
for a few minutes until night comes. (There's no known basis in relation to the 3DS clock - it's just a
day cycling every couple of minutes. Time sure flies, eh?) When back in Ancheim, don't visit the inn
since that'll make it become daytime again if you stay. Instead, head along to the magic shop and enter
the building just to its west. Within the Mill, go northwest and along to the blue bubble on the map.
Press A there to open a door.
2F: When you get here, move along a bit and you'll quickly find more stairs. And some to the north.
But not any to the south; rather, at the end of the path to the south is a chest containing a Remedy.
Backtrack to where the two staircases were and use the one to the north.
3F: Here, go south, then you'll reach a fork: go east at it and the next one to find a Phoenix Down. Due
west of the chest are some stairs back to 2F.
2F: You'll find three chests here; open them for the Thumbing Claws, Earthing Rod, and ... well, the
other is locked, so we're screwed on that one for the moment. Backtrack for a while to the place in
northern 2F where you saw the two staircases and used the northern one. This time, use the remaining
one to the south.
3F: Here, go east to find a four-way intersection. Go east first and to the end of the path to find a
switch to trigger. Go along the southern branch of the fork and downstairs, next.
2F: Go along the path before you and you'll reach a west/east fork. Go west and to the end of the path
to find an X-Potion, then head eastward. Go upstairs again.
3F: Here, go north and you'll find another fork. Go along the side-path to the west to find a chest
containing a Hi-Potion, then return to the main path and head north and downstairs.
2F: Go along the linear path before you for a few moments. You'll soon reach a west/east fork; grab the
Ether in the alcove to the east, then head west and along the path to some more stairs. (Whoever
decided to build the Mill this way is a complete dolt.) Trigger the switch there and backtrack allllllllll
of the way back to that four-way on 3F where you triggered the first switch.
3F: Go speak with the Adventurer north of the intersection to save 'n' shop. After, go north and
melodramatically flip the switch and, once outside, go far to the right and enter the building.
Ancheim Palace: Here, go far to the right and you'll notice a small balcony at the end, aiming towards
the center. Approach it to watch a scene - and to fight a boss!
BOSS - Khint, Khamer
Khint Khamer
Maximum HP 6,000 6,000
Physical Attack 120 120
Physical Defense 55 50
Aim 94 94
Magic Attack 50 55
Magic Defense 20 20
Evade 20 20
Intelligence 20 20
Mind 20 20
Speed 16 16
Weaknesses None None
Monster Family Human Human
Possible Steals Hi-Potion, Scimitar Ether, Jade Crosier
Possible Item Drops Ether Hi-Potion
pg (Money) Yield 720 720
EXP. Yield 360 360
JP Yield 36 36
This battle is one in which Khint cannot (or at least will not - what's the difference?) flee from the fight
when either of them hits 50% HP. Like usual, the main threat coming from Khint is his tendency to use
the Silence Sword Magic, which can status you. Khamer is also a pretty nasty threat, though this mostly
occurs later on - towards the end, Khamer will tend to Default and multi-use stuff like Stop (prevents
action) and Quara (stronger Quake).
Strategically, it would be best to focus your efforts against Khint, mostly because he can easily dispatch
your White/Black Mage(s), which is never a good thing. For the most part, the offense in this battle
follows the typical lines - Knights should Attack (or use Stomp, especially after Khint's gone), Monks
should use Attack or Qigong Wave (to pierce Defaults), Thieves should just outright Attack or Mug,
and Black Mages focus magic to a single person. White Magic users - you will definitely want at least
one - should focus on Defaulting until their skills are needed. That said, you probably won't need White
Mage that much at Level 20 or so, at least for HP-restoration purposes; if that's the case, it wouldn't be
too bad an idea to throw up some Shell on your party (since Khamer will be around longer), or perhaps
to attack via Aero.
After the battle, you'll earn the asterisks for the Spell Fencer and Time Mage jobs, thusly ending the
scenario.
• Unlocked: Chapter 2, after visiting the Water Temple; use The Sacred Flower Festival to find
the people you need to speak to, since it is a bit confusing
• Primary Rewards: Summoner Asterisk
The Florem Garden
TREASURES CHECKLIST
[_] 500 [_] 1,000 [_] Turbo [_] Tengu
[_] Hi-Potion [_] X-Potion [_] Tomahawk [_] Ether [_] Remedy
pg pg Ether Yawn
LOCAL ENEMY BESTIARY
pg /
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP. /
Name HP
JP
126 /
Alraune 600 132 22 94 44 22 10 22 22 18 Fire, Dark Plant
63 / 7
97 /
Dryad 1,200 144 24 94 48 24 11 24 24 20 Fire Plant
65 / 7
Legion 97 /
1,500 144 24 94 48 24 11 24 24 20 Lightning Human
Impaler 65 / 7
Legion 97 /
1,200 144 24 94 48 24 11 24 24 20 None Human
Mage 65 / 7
On a general note, the gardens are full of purple flowers (hushleaf) that are capable of inducing Silence
on the entire party if you carelessly walk into them. This isn't problematic for melee-focused parties,
but your mages will be noticeably hampered in battle. Bring along some Echo Herbs or Esuna if you
are in such a situation.
Overworld: After having unlocked the quest, you can go west in the overworld. Southwest of the "T"
junction where you went southeast to the Water Temple, head west instead. Once you pass another
bridge, head northward and you'll encounter the two missing girls ... in addition to six Alraune!
*cough* Fira *cough* After the stubborn little girls leave, continue west to find the gardens in that
crack in the rock.
South Gardens: ... Y'know, wouldn't it be easier to cast Sleep on the two of them? =/ Anyhow, when
you regain control, go north and walk around the hushleaf by heading east. This will take you in sight
of a 500-pg chest, so plunder it before heading west. Watch out for the hushleaf as you return back
south so you can plunder a chest for a Hi-Potion. After, go west of the lake hushleaf patch and continue
west as you circumnavigate the next one. Once on the west side, head south carefully to find an X-
Potion. Go back north and you'll find two paths to the next area. Use the eastern of the two.
Central Gardens: Go along the path eastward and you'll soon find a chest containing a Tomahawk.
After taking it, return to the South Gardens and use the other northbound path. Head north and east
along the path to soon find two chests, one with an Ether and one with 1,000 pg. Further along the
otherwise-featureless path is a fork. Go north and north again at the next to head to the next area. (To
the south of the first is a dead-end; east of the second leads to a locked chest.)
Interior Gardens: When you arrive, go north and along the un-Silencing path to find an east/west
fork; carefully go west and along the path to reach the southwest corner, where you will find a
Remedy, perhaps in irony, awaiting you in the chest. Go back to the east/west fork and go east this
time, and south at the next. You will see a hushleaf-blocked alcove to the west, in which you can find a
Turbo Ether. (More irony?) Since you're Silenced anyways, go south into some more hushleaf, then
east and south into some more to find a Tengu Yawn in the southeast corner.
Head back to the north side of the area where the Adventurer lies. Save, shop, and speak with him as
per the usual. After, head north into the next area. After the scene -- *WHAM!*
BOSS - Mephilia, Legion Impalers, Legion Archers
Mephilia
Legion Impaler Legion Archer
Maximum HP 9,999 1,500 2,200
Physical Attack 144 144 155
Physical Defense 50 24 31
Aim 94 94 96
Magic Attack 48 48 62
Magic Defense 24 24 31
Evade 31 11 11
Intelligence 24 24 31
Mind 24 24 31
Speed 20 20 25
Weaknesses None Lightning None
Monster Family Human Human Human
Possible Steals Fairy Wing, Rod of Ice Fairy Wing, Remedy Fairy Wing, Remedy
Possible Item Drops Turbo Ether Hi-Potion None
pg (Money) Yield 0 97 97
EXP. Yield 1,800 65 65
JP Yield 180 7 7
For the record, the battle will begin against Mephilia alone, but she can later summon up Legion
Impalers and Legion Archers to ally her.
Mephilia is RIDICULOUSLY easy to defeat. However, the end goal of fighting her, at least as far as
you should be focused, is to finish the fight in around three turns or so - it varies a little, but every now
and then, she uses a summon attack that'll hit for 300 ~ 400 damage or so, which can be brutal if you're
underleveled. (Level ~20 is a little low, but will suffice.)
For this fight, I would recommend going straight for three Defaults and then four Braves with your best
attacks. A Knight ought to use Stomp, a Time Mage use Quara, a Black Mage use one of the "-ra"
spells, a White Mage use Aero (or stay Defaulted for healing purposes), a Thief use Godspeed Strike, a
Spell Fencer use just an Attack, and a Monk use Invigorate followed by Qigong Waves. That's the
general flow, anyhow - obviously, having compounded these jobs (for example, my Edea was a Thief
with Monk skills, so I used Invigorate then Godspeed Strike) can change the idea a bit, but the primary
focus is high-damage, since there aren't any real weaknesses to pierce.
After this, follow it up with another quadruple Brave and, with some luck, you might actually take out
Mephilia. The next four turns could be rough if you failed, but it's probably a bit worth it given that she
probably will have less than 1,000 HP left. If she summons some goonies in the meantime, you'll want
to make Mephilia the primary target of your attacks (to prevent the spreading-damage loss) - you'll
have to defeat them before the battle ends, anyhow, so just let 'em be for now.
Finishing the battle will net you the Summoner Asterisk! The Summoner is a job capable of
summoning monstrous beasts to deal mass damage, so long as you survive an attack from the summon
when battling it (as that is how it is learned). One such summon is learned in the Wind Temple...
• Unlocked: Chapter 2, after visiting the Water Temple; use The Sacred Flower Festival to find
the people you need to speak to, since it is a bit confusing
• Primary Rewards: Ranger Asterisk
Twisted Treetop
TREASURES CHECKLIST
[_] 500 [_] 1,000 [_] Turbo [_] Tengu
[_] Hi-Potion [_] X-Potion [_] Tomahawk [_] Ether [_] Remedy
pg pg Ether Yawn
LOCAL ENEMY BESTIARY
pg /
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP. /
Name HP
JP
Legion 97 /
1,500 144 24 94 48 24 11 24 24 20 Lightning Human
Impaler 65 / 7
Legion 97 /
1,200 144 24 94 48 24 11 24 24 20 None Human
Mage 65 / 7
Once this quest is unlocked, head southeast of Florem as if you were going back to the Miasma Woods.
After crossing the second bridge, head north along the river to the large forest, then go northeast from
there to the blue bubble on the map. There will be a brief forced battle against a Legion Impaler and a
Legion Mage on the way, after which your destination is moreso to the east than northeast. After a brief
scene, you'll quickly get into a boss fight.
BOSS - Artemia, Legion Impaler, Legion Mage
The Witherwood
TREASURES CHECKLIST
[_] Sleep [_] Phoenix [_] Aeolian [_] Teleport [_] 1,000
[_] Remedy [_] 500 pg [_] Ether
Blade Down Bow Stone pg
[_] Hi-Potion [_] X-Potion
LOCAL ENEMY BESTIARY
pg /
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP.
Name HP
JP
110 /
Catamount 2,200 155 31 96 62 31 31 31 31 28 Fire Beast
72 / 8
110 /
D'gon 2,500 186 50 96 62 31 11 31 31 25 Dragon Water
72 / 8
Killer 110 /
2,200 155 45 96 62 31 11 31 31 25 Water Bug
Scorpion 72 / 8
Legion 97 /
1,500 144 24 94 48 24 11 24 24 20 Lightning Human
Impaler 65 / 7
Legion 97 /
2,200 155 31 96 62 31 11 31 31 25 None Human
Archer 65 / 7
Florem/Overworld: After the Festival in Chapter 2, re-enter the town of Florem for a scene. Once this
scene is over with, in which a hurried man bumps into you, head to the overworld and to the northeast
to find the Witherwood.
South Witherwood: When you arrive, go along the path before you. Head east at the first fork you
reach to eventually reach a Remedy. Return to the intersection and go west and north to another. Go
along the path to the east and you'll find a chest containing 500 pg. Continue north into the next area
for a brief moment, too, to find a Sleep Blade. Return to the South area and go back to the last
intersection you were at, then go west and north. At the next intersection, go west to find a Phoenix
Down, then return and go north to the next the next area.
Central Witherwood: In this area, go north to the intersection and east for a while to find the Aeolian
Bow. After, head west and north when first possible to another clearing with an intersection. Go west to
find a Teleport Stone, then further west and north for 1,000 pg. From there, go east for a while into the
next area.
Interior Witherwood: When you arrive, begin by heading south to find an Ether, then head east from
the entrance to find a Hi-Potion. From there, go south for a bit. In the elongated clearing you soon
arrive in, you can find a locked chest to the northeast, again not usable until Chapter 6, so continue
south via the path just to the east of where you stopped. This will eventually take you west to an X-
Potion. Continue north and east to the loop back to the long room, then exit it to the southeast and head
along to the next area - save-'n'-shop with the Adventurer on the way!
Northern Hidden Villages: Simply head northwest for a scene and, of course, a boss.
BOSS - Einheria
Einheria
Maximum HP 20,000
Physical Attack 186
Physical Defense 83
Aim 96
Magic Attack 62
Magic Defense 20
Evade 31
Intelligence 31
Mind 20
Speed 25
Weaknesses None
Monster Family Human
Possible Steals Hi-Potion, Power Bracers
Possible Item Drops Valkyrie Halberd
pg (Money) Yield 0
EXP. Yield 1,800
JP Yield 180
Einheria is a bit of an interesting person to fight against as most of her relevant attacks require the use
of additional BP, which means she'll often be doing nothing for at least a single turn on occasion. The
two most important ones to watch for are Crescent Moon, 100~175 damage to the party, and Jump.
Jump is a move where the user jumps on the first turn and attacks on the second, here for ~200 damage,
which is pretty nasty. Luckily, if you see it coming, see it as an opportune time to Default.
During the final third-or-so of the fight, Einheria will throw up a Spirit Barrier. It's more to frustrate
you than anything; basically, her MP will be lost during attacks rather than HP. It goes away after 10
turns or after it's all drained away. It may be best to just throw up some self-buffs during this time,
especially if you're using MP-consuming skills to attack.
For the most part, you'll want some kind of Mage for this battle as Einheria's magical defenses are far
inferior to her physical ones; unless you have a Defense-piercing skill like Godspeed Strike, you could
lose with a melee-focused team. As usual, let the battle begin with three Defaults before going into a
four-Brave attack. You'll want your White Magic user to be a part of this initial strike to throw up
Protect on the party, because these attacks will HURT you pretty badly; Einheria has an exorbitant
amount of Physical Attack for this part of the game. Thereafter, your White Mage needs to keep BP in
storage for the use of healing.
Your offensive units will be pretty hopeless in this battle unless they have some sort of magical ability,
primary or secondary. In fact, those really looking to be beefed up could use a well-equipped four-
Knight team with the secondary abilities of White, Black, Time, and/or Summon Magic: you'll notice a
decline in damage taken, and the Knight job ... well, it's just there to help you wall more than anything,
since you're there to cast magic. That's the tactic I used.
After the battle, you'll get the Valkyrie asterisk. Yay.
The Sub-Scenario
NOTE: In an eventual boss later during this Sub-Scenario, Edea will be guaranteed to be in the Charm
status. The Charm status is an ailment in which the afflicted are basically going to heal the enemies or
damage you, which can be very nasty under most circumstances. It is normally cured by being attacked
physically (a Mage's attack is weak, so that's one option), but if Edea has the Rebuff Locket equipped,
she won't be in that status at the start of the boss, making things easier. Just an FYI.
After the Festival in Chapter 2, there is a red-haired man in town you can speak with. After doing so,
sleep in the inn after the Flower Festival. After the scene with Ringabel, re-enter Florem at night. (If
you've yet to complete The Withering Wood sub-scenario, you'll run into some guy, but that's irrelevant
to the one involving DeRosa.) Head to the plaza and speak with the two people marked by blue bubbles
on the map. Return to Florem later during the night and do (generally) the same thing a few more
times. After a scene, a boss starts.
BOSS - DeRosa
DeRosa
Maximum HP 20,000
Physical Attack 170
Physical Defense 30
Aim 96
Magic Attack 100
Magic Defense 60
Evade 31
Intelligence 30
Mind 60
Speed 24
Weaknesses None
Monster Family Human
Possible Steals Ether, Hermes Sandals
Possible Item Drops Mirage Vest
pg (Money) Yield 0
EXP. Yield 1,800
JP Yield 180
First things first - Edea will start this battle under the effect of the Charm status ailment. As described
earlier in this section, it will cause her to aid the enemy (DeRosa) in most possible ways, which is a
hindrance to you. If you equipped the Rebuff Locket on her before the battle began, you'll be okay;
otherwise, have a physically-weak member of your party (Mage) attack her to remove the status.
DeRosa is a Red Mage. Red Mages, in the history of Final Fantasy and other RPGs, are known for
being a sort of mediator between White and Black Mages - they can learn skills of both, and also can be
physically powerful to some extent, but they don't specialize in any of those three, and end up failing
after the mid-game since their learnset doesn't extend to the higher-level spells for the most part.
DeRosa fits the stereotype pretty well; his attacks and "-ra" level Black Magic are somewhat nasty. He
can also induce Fear or Charm upon the party; those in Dread need a Remedy or Balsam to be able to
use Brave or Default, but Charmed people need to be hit physically.
If you happen to have a Light Curtain (Reflect on someone) on-hand, that will be a nice tool for this
fight to bounce back DeRosa's Black Magic. Alternatively, you could throw it on DeRosa to bonuce
back his Cura. Each has its own cons (inability to Cure self and the inability to use offensive magic,
respectively), so consider your own party's tactics when figuring out which to do.
That said, your ideal party is melee-focused, so I'd probably throw the Light Curtain on DeRosa if I
was like that - then again, I didn't do it at all, since it would seem like a waste doing that. So, melee-
focused units like Knights (use Stomp), Monks (use Qigong Wave after Invigorate), Thieves (use
Godspeed Strike), and so on, are good ideas. I found a Ranger with Targeting to be very effective, since
that skill requires minimal MP for a 25% damage boost. As usual, it is also smart to keep a White
Magic user on hand for healing, but if you're able to abuse DeRosa's low P. DEF., you might not need
them. In any case, the typical strategy applies: Default thrice, go into a four-Brave strike, and loop from
there. The White Magic user doesn't really need to bother with the attacking, instead opting to just sit
around until healing is needed; you could also throw up Shell and Protect if you want.
After the battle, you will get the useful Red Mage Asterisk. Whoop-de-doo~! ... >_>
• Unlocked: Visit Hartschild in Chapter 3 and have the scene in the Goodman Residence, then
the one with Goodman at Eisen Bridge
• Primary Rewards: Pirate Asterisk
ARGH!
TREASURES CHECKLIST
[_] 2,000 pg [_] Viking Axe
Once this Sub-Scenario is unlocked, head back to the overworld and way off to the southeast-then-
northeast to the dock where you arrived in the Eisenberg region. There, speak with Datz about the ... g-
g-g-ghost ship!? Ruh-roh! ... >_>;; Anyhow, head east after setting sail towards Grandship; somewhere
in the general area should be a patch of dark smoky fog - I had mine appear to the north of Grandship,
but I've heard about other locations, so just look around for it. Board the ship when it's found to ... well,
board it. Duh.
Once aboard, go to the far west for a hidden 2,000 pg, and to the far northeast of the main deck for a
hidden Viking Axe. Now just go upstairs and shove Barbarosa into Davy Jones's locker!
BOSS - Barbarosa
Barbarosa
Maximum HP 45,000
Physical Attack 200
Physical Defense 50
Aim 91
Magic Attack 62
Magic Defense 31
Evade 21
Intelligence 31
Mind 31
Speed 25
Weaknesses Lightning
Monster Family Human
Possible Steals War Axe
Possible Item Drops Bacchus's Wine
pg (Money) Yield 0
EXP. Yield 3,000
JP Yield 360
Barbarosa is noticeably a heavy hitter, a characteristic of the Pirate class. He can use Defang to attack
and lower your P. ATK., but that's the most notable of his repertoire.
I would recommend handling this boss similar to how one would have done Rusalka. Mostly because
of the similar Lightning weakness that triggered that memory. Or something. Anyhow, the combo then
was to have a Ranger with Spell Fencer skills. In this instance, I want you to be able to use Targeting
(from Ranger; damage +25%) and Thundara (from Spell Fencer). Combining these two results in a
~87.5% overall damage boost per hit, which is pretty nasty if you consider four Targeting's (7.5x
normal for one hit) and four people (30x normal for one hit). Since the average (around Level 40)
Targeting-with-Thundara-element does about 1,250 damage, you can consider this battle almost won
after a four-Brave attack in such a manner!
That's the combo I'm recommending for this fight with at least three characters. (Four is a bit of a
problem, since you won't one-turn this boss without some serious grinding, and you need White Magic
if stuff goes awry.) Said White Magic user should be pretty much Defaulting the whole time, but
otherwise this is an easy enough boss.
After the battle, you'll get the awesome Pirate asterisk. Argh!
To those who are curious, the name of this Sub-Scenario was chosen by me due to the indirect
reference to one of my favorite games, Final Fantasy V. The name is the title of a particular
composition written for that Japan-only SNES game, which is played about halfway through FFV at an
area aptly named "The Big Bridge". I won't give any more details other than that, since they're not
really pertinent.
• Unlocked: Chapter 3, after giving Commander Goodman the toxic mist sample
• Primary Rewards: Performer Asterisk
The Battle
After handing Commander Goodman the toxic mist in Chapter 3, return to him and speak with him,
then ask him the three questions presented to you. The third of these will result in a scene (in which the
lack of use of the Black Magic Silence pokes a hole into the plot), after which you need to return to the
overworld. There, head back to the Eschalot in southeastern Eisenberg and basically follow the blue "!"
bubbles around the world map. They will take you to the Grandship, Ancheim, Caldisla, and Florem
before you return to Hartschild. And guess what? It's back to the Grandship, and then it's back to Eisen
Bridge. Speak with Commander Goodman again and use the third option to begin the fight!
BOSS - Praline, Black Blade, Black Axefighter
Starkfort's Salve-Maker
Starkfort
TREASURES CHECKLIST
[_] 1,000 pg
LOCAL ENEMY BESTIARY
pg /
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP.
Name HP
JP
216 /
Black
3,000 195 43 97 78 39 11 39 39 32 Lightning Human 162 /
Axefighter
17
206 /
Black
2,800 185 37 97 74 37 11 37 37 30 Lightning Human 155 /
Blade
16
206 /
Black
2,800 185 37 97 74 37 11 37 37 30 Lightning Human 155 /
Pikeman
16
400 /
Fire D'gon 5,000 215 43 98 86 43 11 43 43 35 Water Dragon 300 /
17
206 /
Hellhound 2,800 185 37 97 74 37 11 37 37 30 Water Beast 155 /
16
When you arrive in Starkfort and head north of the entrance to the interior for the first time, Ringabel
will consult his Notebook of D and learn that your objective lies to the east. However, there are two
ways forward; this Sub-Scenario is for what happens if you delve off onto the road less traveled ...
which yields rewards. And a boss. And stuff.
When you arrive on the western side of 2F, go south and along the path for a bit. Partway along, a path
will open off to the west; ignore the first one, but the second one in the corner will yield 1,000 pg. Go
east and save with the Adventurer, then go up a floor to 3F. There, head further to the east to meet Dr.
Qada.
BOSS - Qada
Qada
Maximum HP 40,000
Physical Attack 250
Physical Defense 54
Aim 97
Magic Attack 74
Magic Defense 67
Evade 21
Intelligence 37
Mind 37
Speed 30
Weaknesses None
Monster Family Human
Possible Steals Phlogiston
Possible Item Drops Dragon Fang
pg (Money) Yield 0
EXP. Yield 3,000
JP Yield 360
Qada can be a little bit frustrating. One of his favorite moves is Poison Hi-Potion, which not only deals
a flat 1,000 damage, but also Poisons, and Poison is a pretty lethal status in this game compared to most
RPGs - you can't ignore it! There's also Water of Life to induce Regen, for which you can cast Dispel,
and there's Dark Breath, which deals damage equal to that the user has taken to a single person. Since
Qada has 40,000 HP on Normal, a single turn of damage usually means Dark Breath causes an outright
KO, but at least it's single-target. The only way to deal with Poison Hi-Potion is stuff like Star Pendants
to induce immunity from the Poison, but the damage wil still get by, I think.
Strategically, you'll want a White Mage dedicated to Defaulting until needed - this White Mage will get
a lot of work in using Raise, Cura, and Dispel in this fight. (Seriously, use Dispel. Regen restores 3% of
the user's HP every turn: that's 1,200 per turn on Normal, and 1,620 on Hard!) Other than this, your
focus ought to be high-damage attacks. That includes stuff like High Jump from Valkyries with spears,
Godspeed Strike from Thieves, a nasty Invigorate/Shell Split/Double Damage combo from a Pirate
with Monk abilities, Targeting from a Ranger, summons from ... well, a Summoner, and so on and so
forth. That's the brunt of it.
A helpful aid would be Black and Sword Magic like Drain and Aspir. They're minor things, yes, but
even that one person can help to keep some of the work off of the White Mage.
After the battle, you'll earn the Salve-Maker asterisk, which is basically the Chemist or Mixer class of
this game... Was there ever a Final Fantasy that used a Mixer class? Sounds familiar... Hm. >_>
Return to Starkfort
Starkfort
TREASURES CHECKLIST
[_] Dragon [_] Bacchus's [_] Ice [_] Safety [_] Courage
[_] X-Potion [_] Kunai
Fang Wine Charm Ring Ring
[_] Turbo [_] Power
Ether Bracers
LOCAL ENEMY BESTIARY
pg /
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP.
Name HP
JP
216 /
Black
3,000 195 43 97 78 39 11 39 39 32 Lightning Human 162 /
Axefighter
17
206 /
Black
2,800 185 37 97 74 37 11 37 37 30 Lightning Human 155 /
Blade
16
206 /
Black
2,800 185 37 97 74 37 11 37 37 30 Lightning Human 155 /
Pikeman
16
400 /
Fire D'gon 5,000 215 43 98 86 43 11 43 43 35 Water Dragon 300 /
17
206 /
Hellhound 2,800 185 37 97 74 37 11 37 37 30 Water Beast 155 /
16
1F: Upon your return, go north and through the door to 2F.
2F: Go south and you'll quickly find four chests here. To the left are a Dragon Fang and some of
Bacchus's Wine, and to the right are a locked chest and an Ice Charm. Continue south and upstairs.
3F: Here, go north to the fork and west for a while to a small room. There, go south from the southeast
corner and west to find a Safety Ring. Return to the east/west fork north of the stairs and go due east to
find an X-Potion. Now, return into the hall and go north, west, and west at the forks to some stairs. Use
these, then go along the 4F path back to 3F for a Courage Ring. Backtrack to the northwestern 3F
stairs and go due east for another set.
4F: Go along the path for a bit until a path opens off to the south. Go along this short path for a Kunai,
then go along the remainder of the path to 5F.
5F: Upon your arrival, go due east and use the stairs to go to 4F briefly to find a Turbo Ether. Return
to 5F and go north and west from there to find some stairs and the Adventurer. Continue west briefly to
plunder some Power Bracers from a chest, then save-'n'-shop with the Adventurer and go on up.
6F: Go north to encounter your boss.
BOSS - Kamiizumi
Kamiizumi
Maximum HP 60,000
Physical Attack 380
Physical Defense 70
Aim 98
Magic Attack 86
Magic Defense 43
Evade 21
Intelligence 43
Mind 43
Speed 35
Weaknesses None
Monster Family Human
Possible Steals Rebuff Locket, Kotetsu
Possible Item Drops X-Potion
pg (Money) Yield 0
EXP. Yield 3,000
JP Yield 360
Kamiizumi is one of those guys that you'll fight probably once in most major RPGs that you quickly
learn to hate with a passion: a guy who does nothing in effect but counter you. For all of the battles
done thus far you probably have simply swept through with high-damage strategies, now you have a
counterer who doesn't fall to a single hit, and that frustrates many. Or at least me. =P
To work against this, you can do several things. The main thing is to attack when you see the
Kamiizumi's BP is negative. ALL of his attacks rely on him first using some kind of command before
he can counter - no BP, no command, no counter, you see? He often will attack several times in a row
without Defaulting, bringing him into the negatives for that. In those instances, Brave away and blast
him with Defense-lowering and Defense-piercing attacks, or at least your strongest. There's nothing in
particular you want for this battle beyond brute strength, though a White Magic user or two will help
immensely. Most of Kamiizumi's counters will go for 1,500 ~ 5,000 or more damage, so ... ouch.
Winning the battle will grant you the Swordmaster asterisk. *does half-hearted flips*
Meanwhile, in Hartschild...
• Unlocked: Chapter 3, after awakening the Fire Crystal and bringing Egil to the Caldisla inn
• Primary Rewards: Ninja Asterisk
Hartschild
After having brought Egil to the innkeep in Caldisla, you are able to return to Hartschild, marked on the
map now by a blue "!" to denote a Sub-Scenario that will occur there. Continue into the Goodman
residence, and speak with everyone after the scenes. After some more, you'll have to examine the front
door. (Holy crap, this is heart-pounding for some reason.) After that scene, go east and north into the
cellar.
Man, she talks fast. >_>
BOSS - Kikyo
Kikyo
Maximum HP 60,000
Physical Attack 280
Physical Defense 70
Aim 98
Magic Attack 86
Magic Defense 43
Evade 61
Intelligence 43
Mind 43
Speed 35
Weaknesses None
Monster Family Human
Possible Steals Remedy, Kunai
Possible Item Drops Kunai
pg (Money) Yield 0
EXP. Yield 3,000
JP Yield 360
Kikyo's strategy mostly relies on Utsusemi to force evasion of one physical attack: itself being a skill
you'll often spam in difficult bosses when you get the Ninja job. =P She'll counter this with Transience,
an attack that deals relatively minor damage of around 250 ~ 500. There's also Shippûjinrai, a priority
move that will go first, often to the weakest member of your party. In this latter instance, you may be
able to stick Kikyo in a loop of using Shippûjinrai by reviving-but-not-healing your KO'ed allies - that
would in turn prevent Utsusemi and her counters. You can quickly see where that would go. ;)
The main alternative strategy I'd use for this boss mostly revolves around the use of the Drain Sword
Magic and whatever other jobs you want to use. As I have done many times prior throughout this FAQ,
I used a Ranger/Spell Fencer combo so I could benefit from Targeting's 25% damage boost. The Drain
is, of course, used to heal myself; especially if you use Brave to do one after Utsusemi, you'll be
thankful for it. Other jobs would work well with the Drain effect, including the high-power High Jump
(with a spear) and Judgment from a Valkyrie, Double Damage and/or Berserk from a Pirate, various
Defense-piercing attacks, and ... well, I doubt your Swordmasters are of a good enough level, so...
As for other jobs, a Time Mage works pretty decently. Veilga can be quite helpful with evasion, after
all, and you may want to use Hastega if you want to outspeed Kikyo, though Speed is barely relevant in
Bravely Default. Then again, outspeeding Kikyo means that you can force her turn to be last, showing
off her use of Utsusemi on the end of the turn - with that and the ability to see her status (Left on Circle
Pad), you can know which turns to and to not attack on! Granted, Utsusemi doesn't go away (as far as I
know), meaning you'll want a physically bulky unit only to attack on that turn, or you can switch
straight to an all-magic offense. And, of course, there's always Regen and Comet. >:)
Pirates make a pretty good job choice since you can use Defang, Shell Split, and Scale Strip to lower
the target's P. ATK., P. DEF., and M. DEF., respectively. Mass Attack will also be invaluable if you're
using the looped-Shippûjinrai tactic with multiple characters involved, though be wary about Utsusemi
in that instance. Salve-Makers' Turn Toxic can be used to inflict pretty nasty amounts of damage if you
throw X-Potions, though for them to be in a sufficient quantity as a battle tactic you would need to
severely level up the Norende item shop to buy 'em, but it's about 6,000 damage per turn and 24,000
per party (each using a three-Brave attack), which is pretty good.
And, as usual, Defense-piercing abilities retain their value since your priority ought to be high damage:
Pressure Point for Monks, Godspeed Strike for Thieves, and the Pierce M. Defense support ability from
Black Mages. The looped-Utsusemi tactic works well with Swordmasters knowing The Worm Turns,
since they'll be below 20% HP and can counter for 7.5x normal damage, and there's also Know Thine
Enemy (Level 10; 4x damage) and Nothing Ventured (Level 1; 2x damage) for non-grinders. None are
really Defense-piercing, but 7.5x the normal amount of damage may as well be. =P The problem with
those is that they're counter-based, so it's hard to get a good strategy working with them since Kikyo
rarely attacks directly.
Other than this, I would also throw in a White Mage who, on the first turn of battle, throws up Protect
on everyone through several Braves before Defaulting until again needed. Your main offensive units
probably shouldn't bother with Brave or Default on a general level here; just stick to one action per turn
and you'll retain some flexibility in your strategy if something goes awry.
After the battle, you'll get the Ninja asterisk. BAN-ZAI!!! ... >_>;
The Keystones
When you begin this quest, your initial goal is to head to Vampire Castle. Vampire Castle is to the west
of the Eternian Command on the world map; before defeating Braev, you couldn't enter, but you can try
now. When you attempt to do so, you will be tasked with finding six keystones.
The six keystones are guarded by six dragons the world over. To find them, you must go to their
location and examine the obelisk-like structure and you will then fight them. Each dragon differs little
from the other, but each do specialize in a certain element. In effect, so long as you are able to abuse
that element in a thorough manner, you will be fine, strategically. The various skills of the Spiritmaster
will be invaluable in nullifying damage from these beasts, and the Ranger/Spell Fencer combo for
Dragon Slayer and an element will also be able to deal huge amounts of damage. The six dragons are
detailed below; once you have all six stones, go to Vampire Castle.
As a footnote, and maybe I just got lucky, but there is a strategy you can abuse in all six fights
regarding Stillness. Basically, cast it with the same Spiritmaster every chance you get (every three
turns). For two of those, don't have anyone attack (waste of BP), attacking every third turn when it's not
in effect. On that same turn, the dragon will use only their Eye attack to make you weak to their
Breath's element. So long as your Spiritmaster is faster than the Dragon, you will end up being able to
attack every third turn and without taking damage.
• Salamander: This dragon lies near Grapp Keep in Eisenberg. It is the dragon of Fire, and is
thusly weak to Ice. He is likely the easiest of the six.
• Wyvern: This dragon is near the Oasis to the west of Ancheim. It is a Wind-elemental dragon
and thusly weak to Fire. It lacks any truly special attributes, so it's a nice second dragon to deal
with.
• Mizuchi: This dragon lies to the northeast of Florem on an island; if you've found the Twisted
Treetop, you could more accurately to the northeast of there for an island. This dragon is Water-
elemental and thusly weak to Lightning. The only probably in this fight is the dragon's Stop-
inducing breath, which the Time Mage's Stop Immunity support ability or Spiritmaster's Fairy
Ward will suffice against.
• Ladon: This dragon lies in southwestern Eternia. It is the Earth-elemental dragon, and thusly is
weak to Wind. It could be difficult to deal with offensively since the only real Wind-elemental
spells are Aero, Aerora, and Aeroga from the White Mage, but that also means Spiritmasters
will have a ball with this one between Stillness and Aeroga. ;) Just beware the Paralysis induced
by his breath; if you go for the Ranger's Paralyze Immunity support ability, you'll be okay in
that regard.
• Shinryu: This dragon lies north of the Yulyana Needleworks. It is the Light-elemental dragon,
thusly making it weak to Dark; it's a hard element to hit without some sort of expertise in the
Arcanist job. Still, the Spiritmaster can make things easier by amping up your elemental
powers. ;) Anyhow, the main thing is the Blind-inducing breath here;. Monks have the Blind
Immunity support ability, and there is the Silver Glasses accessory, but if you're a magically-
focused team, it shouldn't matter.
• Jabberwock: This dragon is north of Lontano Villa. It is the Dark dragon, and is weak to Light;
you probably won't be able to hit that, but, as I've said before, Fairy's Aid is good for amping.
This dragon is the most difficult; while it follows the template of the others, its breath doles out
Dread to limit your Braving and Defaulting abilities. Fairy Ward from the Spiritmaster will be
invaluable in this instance, or at least Esunaga.
Vampire Castle
TREASURES CHECKLIST
[_] Dragon [_] Blood [_] Safety [_] Hermes [_] Black [_] Soul of [_] Dwarven
Fang Blade Ring Shoes Belt Thamasa Gloves
[_] Hyper [_] Magic [_] Lamia's [_] Lilith's
[_] Megalixir
Bracers Armlet Tiara Rod
LOCAL ENEMY BESTIARY
pg /
Enemy Max
P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family EXP. /
Name HP
JP
1,880 /
Cerberus 7,000 330 120 102 130 110 22 60 60 48 Water Beast 830 /
83
1,880 /
Magnus
6,000 300 60 99 96 98 17 48 48 48 Wind, Light Aerial 830 /
Bat
83
Melusine 6,000 300 60 99 148 98 17 48 48 48 Wind Aerial, 1,680 /
Demon 840 /
84
1F: When you arrive, go east, north, east, north, and along the path to the southeastern portion of this
"forky" floor to find a Dragon Fang in a chest. Backtrack to the entrance and head due west. As you go
along the wall, hug it and you should find a hidden passage; take it south, then to the east to find the
Blood Blade. (Ah, Final Fantasy IIj nostalgia... Still, unlike FF2j, this Blood Sword is very useful on
the general level as it drains HP from the target, and is probably the strongest sword you have - no extra
damage to arbitrary bosses, though! I think.)
Return to the entrance and go north of it for a bit to induce a scene. After this interesting scene, go west
and you'll find a Safety Ring in the corner. Go east of the portrait to find some stairs.
2F: Go south along the western path for a bit until one opens up to the east. Follow that one and you'll
find Hermes Shoes. Eh, finders keepers. =P Return to the main path and head south. Eventually, as you
turn north, you'll come into a relatively large room. Continue north for now and along the path to find a
Black Belt. Return to the large room and go north via the east side of it and you'll find another portrait
of DeRosso to the north. Examine it for more of an oratory, then go west and upstairs.
3F: Go due south for a while and you'll find the Soul of Thamasa. (And there's some Final Fantasy VIj
nostalgia...) Go north and along the first eastbound path you find south and along for a while. You'll
end up in front of another portrait. Examine it for more scene. (Is it just me, or is this a good dungeon
both for grinding and for going without encounters?) Anyhow, go east and upstairs.
4F: Go along the path before you, and north when possible to find a chest containing some Dwarven
Gloves. Return to the main path and head west. You'll soon reach a larger room with two exits. Go west
and along the roundabout path to a chest containing the Hyper Bracers, then return to the room. Go
north and examine the painting for yet another cutscene, then go west and upstairs.
5F: Head east and south from the stairs to find yet another accessory, the Magic Armlets. Go further
along the main path to find a fork; go north and to the end to find a Lamia's Tiara, then again return to
the main path and follow it for a bit. You'll come into another room with a portrait; examine it and go
east to the stairs.
6F: Don't worry, non-grinders - not much left to go! As you go south here, you'll find a path open off to
the east; follow it for the ever-valuable Megalixir! Return to the fork and go west and along the path
for a bit to another room with a painting. As usual, examine it, then go west for the stairs.
7F: Head south and along the path for a bit. As you reach the south-central part of the area, there will
be another painting to look at. After, go east and north past the Adventurer to find a Lilith's Rod, then
go save and shop with the Adventurer. To the west and north lies DeRosso.
BOSS - Lord DeRosso
Lord DeRosso
Maximum HP 150,000
Physical Attack 360
Physical Defense 100
Aim 102
Magic Attack 160
Magic Defense 160
Evade 23
Intelligence 60
Mind 60
Speed 60
Weaknesses Light
Monster Family Human
Possible Steals Megalixir
Possible Item Drops Megalixir
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999
Lord DeRosso is of the Vampire class (don't ask how), the Blue Mage of this game. You could expect
him to use some skills typical of the job, which are relatively enemy-exclusive or outright deadly.
Graviga is one such attack that wipes off your HP based on a percentage - it can't kill (a notable flaw in
this battle to be explained later), but it's nasty as it chops off 75% of your HP. Oof. There's also Battle
Thirst (loss of 1 BP) and Energy Blast (physical; 5,000+ damage to all).
This fight could be won easily in later playthroughs probably with Holy, but that's Level 6 White Magic
we lack. Gah. The main thing here would be a high-damage strategy more than anything: if you're not
on Hard, and discounting Braev due to the revivals, this is actually the first 100,000+ HP boss you'll
see. I can't get off much more than that, since there's nothing in particular to abuse beyond buffs and
debuffs and piercing attacks. >_> <_<
However, if you have four Ninjas, there is a strategy you can deal with. Other than Graviga, which
cannot kill, DeRosso's strategy relies on physical attacks. Thusly, Utsusemi will let you dodge those
attacks that actually would matter. In turn, that means that you'll only be damaged by Graviga, which
can't kill, so who cares, right? If you throw up the Transience support ability, and Comeback Kid as
well, you can counter DeRosso's remaining offense and not get hurt. With four such Ninjas doing
nothing but using Utsusemi each turn, you can just Auto-Battle your way to victory. Battle Thirst could
put a dent in this strategy, though, so the Turn Tables skill of Red Mages can help circumvent this.
Overall, though, it will take a significant while to wear down that 150,000 HP since DeRosso tends to
prefer the party-wide attacks that negate Transience, but it's a start. (Assuming an average of 2,500 HP
per hit, that's 60 single-target attacks, which occur around 1/3 of the time here, so 180 turns, which is
about half an hour on 4x playback.) Just shut off the 3DS's volume and go to sleep or something. Me, I
played some Tetris. =P The Excalibur and Holy Lance weapons help with this, though.
After the fight, you'll earn the Vampire asterisk and some final background on DeRosso and the Crystal
Orthodoxy (once you examine the painting further to the north).
Conjurer Sub-Scenario
• Unlocked: Chapter 6, after the scene in Vestment Cave after reviving three Crystals
• Primary Rewards: Conjurer Asterisk
The Scenario
After the scene in Vestment Cave, return to the Yulyana Woodworks and go into the main building to
find a note from Yulyana. It says, in effect, to go to the Council Chamber in Eternia - it's basically the
top of the Central Command building in Eternia, where you normally fight Braev. After the brief scene
there, go to Edea's room, northeast of 48F. Oh, wow, I actually cried a little there. >_>
BOSS - Alternis
Alternis
Maximum HP 100,000
Physical Attack 350
Physical Defense 65
Aim 108
Magic Attack 130
Magic Defense 65
Evade 32
Intelligence 65
Mind 65
Speed 52
Weaknesses None
Monster Family Human
Possible Steals Dark Matter
Possible Item Drops Dark Shield
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999
Not much to say in the way of Alternis. Like usual, he relies rather heavily on skills that deal Dark
damage but sap his HP, including Dark Bane (9,999 HP penalty to him) for a single target and Black
Bane for everyone (still 9,999 penalty). Minus Strike comes pretty often in this fight, typically killing
your units outright since you ought to be dealing in excess of 10,000 damage per turn anyhow. =P
Strategically, there's not a lot different one ought to do. Have a Spiritmaster throw up Enigma to nullify
the Dark attacks across the party, and have a spare Spiritmaster/White Mage able to use Arise whenever
Minus Strike comes along. It's an easy battle, still, one you could just wait out by just using Enigma
each time you can and nothing else since the Dark skills will inevitably do a ton of damage of Alternis.
=P
After fighting Alternis, you'll be tasked to go next to the Central Healing Tower - it is the healing tower
in the town of Eternia, so leave the Command and head into town and into the tower. Heads upstairs
and along the path to the northwestern corner for ... man ...
BOSS - Braev the Templar
Yulyana
Maximum HP 150,000
Physical Attack 350
Physical Defense 70
Aim 101
Magic Attack 206
Magic Defense 156
Evade 32
Intelligence 56
Mind 56
Speed 56
Weaknesses None
Monster Family Human
Possible Steals None
Possible Item Drops Elixir
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999
For an old pervert, Yulyana is not quite as flimsy as one might think. He likes to use high-level, high-
damage attacks; if you come into this battle under Level 70, expect death in the first few turns due to
something like Meteor or Amped Strike. He is also able to use Invocation to boost his own stats
dramatically, so look out for that.
Here, there's no such thing as too careful. Be ready to heal every turn, while your offense sticks mostly
to high-power stuff. Stillness is an especially valuable skill for when you need to heal, as are Curaga
and Arise for the inevitable KO's.
Alternate Strategy: For this, you'll want someone with the Time Mage sub-set of abilities, with that set
mastered and thus Hasten World known and equipped. Everyone will need to be a Valkyrie, too, each
knowing High Jump. Due to the nature of Yulyana's strategy, your Valkyries can High Jump, dodge
Yulyana's strike, and then do damage. From there, you should go into a Brave combo'd with Crescent
Moon and, once your BP's back, loop from there, healing as needed.
After this lengthy series of events, you'll finally earn the Conjurer asterisk.
Barras Holly
Maximum HP 80,000 60,000
Physical Attack 330 275
Physical Defense 83 55
Aim 106 106
Magic Attack 110 155
Magic Defense 85 180
Evade 12 32
Intelligence 55 55
Mind 55 80
Speed 44 44
Weaknesses None None
Monster Family Human Human
Possible Steals None Turbo Ether
Possible Item Drops X-Potion Turbo Ether
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 500 499
Honestly, there isn't much different in this from last time - Barras is a Monk and Holly a White Mage,
really. Barras will stick wholly to physical strikes and Holly to a supportive duty, though she can work
an offense on you with Aero. In the later part of the battle, Barras will use Invigorate followed by an
attack that hits everyone, even he and Holly.
The main strategy here would simply be a high-power one.
Still, I will go ahead and throw out the fact that an Utsusemi/Transience across four Ninjas will also
suffice here. Have Transience (and perhaps Comeback Kid) as your support abilities, then you can
throw up Utsusemi each turn across the party and you'll be able to Auto-Battle your way to a finish
with nary a bump in the road. Holly's tendency to use Aero will cause you to need to heal every now
and then, so have your usual healer have White Magic as their support ability - so, no, you can't really
leave the game Auto-Battling... Still, one you get to the point where Barras starts hurting himself
through attacks, you'll have basically won.
BOSS - Ominas
Ominas
Maximum HP 80,000
Physical Attack 275
Physical Defense 55
Aim 106
Magic Attack 195
Magic Defense 135
Evade 32
Intelligence 55
Mind 55
Speed 44
Weaknesses None
Monster Family Human
Possible Steals Wizard's Rod
Possible Item Drops Turbo Ether, Ise-no-Kami
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999
Honestly, there isn't much different in this from last time - Ominas relies mostly on low-level Black
Magic to induce statuses and damage upon you. These all should be a part of your skillset, so you'll
know what's coming anyhow. >_>
The main strategy here revolves around have two Spiritmasters: you have one use Enigma to nullify
elemental damage, and another use Fairy Ward to eliminate status ailments and there ya go.
Alternatively, you could have a White Mage use Esunaga when needed to prevent needing to level up
another Spiritmaster, or you could swap this whole thing out for a White Mage that puts Reflect on
everyone.
BOSS - Heinkel, Sky Archer x2
Khint Profiteur
Maximum HP 80,000 80,000
Physical Attack 350 315
Physical Defense 83 83
Aim 101 101
Magic Attack 210 110
Magic Defense 115 95
Evade 32 2
Intelligence 90 55
Mind 55 55
Speed 44 44
Weaknesses None None
Monster Family Human Human
Possible Steals None None
Possible Item Drops None Gold Hourglass
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 0 999
This battle differs little from the last time you fought them. Khint will rely mostly on low-level Sword
Magic to dole out damage, favoring Fire and Silence. The latter can be cause for worry on a Mage-
heavy party, but the Greater Spirit Ward of the Spiritmaster ought to suffice. For the most part, the
Profiteur again relies mostly on Takeover to do damage. He'll mostly go into a Default -> double-
Takeover pattern, each of which hits for 2,000 flat damage.
This battle has the ever-simple strategy to it, just like before. Firstly, take note that, like before, if Khint
or the Profiteur fall under 50% HP, Khint leaves. Those aiming to use more aggressive strategies will
love this note since it means to favor the Profiteur, as he'll stay until he falls. In any case, the strategy
for this fight is simple: Utsusemi and Transience, perhaps with Comeback Kid, all Ninja skills -
Utsusemi to evade the attack (all of which are physical), Transience for the counter, and Comeback Kid
for the power boost. The only hitch in this tactic is that there is a distinct 1 in 16 possibility (roughly
speaking) of having a character get hit twice in a row. This shouldn't be particularly damaging, and the
odds make it of little worry, but you may want someone able to use White Magic just in case.
Alternative strategies number few, beyond the usual "survival of the fittest" aspect. If you are unwilling
to go through a few measly battles for a few measly Ninja Job Levels, generic high-damage tactics
ought to suffice so long as you keep your White Magic user immune to Silence and the like.
BOSS - Khint, Khamer
Khint Khamer
Maximum HP 80,000 60,000
Physical Attack 350 310
Physical Defense 83 55
Aim 101 101
Magic Attack 210 105
Magic Defense 115 115
Evade 32 22
Intelligence 90 55
Mind 55 55
Speed 44 44
Weaknesses None None
Monster Family Human Human
Possible Steals Rune Blade None
Possible Item Drops Turbo Ether Gold Hourglass
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 0 999
This battle differs little from the last time you fought them. Khint will rely mostly on low-level Sword
Magic to dole out damage, favoring Fire and Silence. The latter can be cause for worry on a Mage-
heavy party, but the Greater Spirit Ward of the Spiritmaster ought to suffice. For the most part, Khamer
sticks to Quaga, Veilga, and Stop.
Unlike the other two battles against Khint and a crone, he won't run this time. In this battle, you could
run a double tactic. See, the previously mentioned Utsusemi/Transience won't work well against
Khamer (Quaga). However, if you have a Ninja able to use a bit of White Magic, you can circumvent
this for the most part: have that Ninja throw up four Reflects on the first turn of battle and the party is
immune to magic for a bit. It won't be long enough to win the whole fight, but it suffices in lessening
damage; this Reflect unit will possibly get some damage in, but it shouldn't be enough to warrant
worry. After that, the party begins using Utsusemi each turn to deal with the rampant physicals and the
battle should be pretty much won from there,
BOSS - Mephilia, Legion Impaler, Legion Archer
Einheria
Maximum HP 80,000
Physical Attack 360
Physical Defense 90
Aim 101
Magic Attack 110
Magic Defense 105
Evade 32
Intelligence 55
Mind 55
Speed 44
Weaknesses None
Monster Family Human
Possible Steals Holy Lance
Possible Item Drops Power Bracers
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999
Einheria is most going to rely on two skills in this fight: Jump and Crescent Moon, skills you ought to
be familiar with from your own training as a Valkyrie. Both require BP to use though, so she'll often
Default before using one of them. Crescent Moon can especially be annoying; while it won't really do a
ton of damage at this point (~500 to the party), it can get frustrating. You can always Default
beforehand or use Stillness.
Anyhow, strategy? There's not much of a strategy to this fight; for the most part, you can just try high-
damage tactics and see what works. There are no elemental affinities to remain aware of, and Crescent
Moon is easy enough to prepare for. The only other real tactic in this fight would be to use
Spiritmaster's Moderation ability (BP -1 if above 0, BP +1 if below 0) to screw around with Einheria's
stored-up BP.
However, I will go ahead and note that the Utsusemi/Transience strategy is a guaranteed win here - all
of Einheria's attacks are physical, after all. However, a minor hitch comes into play with the all-
targeting nature of Crescent Moon; if multiple people are (going to be) hit, then Transience won't
trigger. It could take a LONG while with that tactic, but if you kill off three of your party beforehand -
risky, yes, but it still works out - then you should win a heck of a lot quicker.
BOSS - DeRosa
DeRosa
Maximum HP 80,000
Physical Attack 330
Physical Defense 80
Aim 101
Magic Attack 175
Magic Defense 140
Evade 32
Intelligence 55
Mind 60
Speed 44
Weaknesses None
Monster Family Human
Possible Steals Hermes Sandals
Possible Item Drops None
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999
Gotta love how Edea handles DeRosa's intro. XD
Of the rebattles, Fiore is not really the hardest, but definitely the most annoying due to his Revenge and
Turn Tables to boost his BP ever further after evading or being hit. He mainly uses low-level Black and
White Magic for their expected effects - elemental damage, ailments, or healing. Nothing special,
really, even in his physical attacks. Do beware of Captivating Cologne, though, since it can induce
Charm - a Fairy Ward from a Spiritmaster will nip that, though.
There's not a ton one can do for this fight beyond high-damage. That would be the main thing to do in a
somewhat-failing attempt to dance around Revenge and Turn Tables. Pretty much anything that can hit
hard and be buffed - especially through Specials! - will work very well here.
You could, in theory, try an alteration of the Utsusemi/Transience tactic by having one of the Ninjas
throw up Reflect on everyone at the start and every few turns thereafter. It's a little time-consuming, but
it should work to repel magic and to evade-counter attacks, but there is the possibility of the Reflecter
getting hit while his BP restores.
BOSS - Barbarosa
Barbarosa
Maximum HP 90,000
Physical Attack 390
Physical Defense 100
Aim 96
Magic Attack 110
Magic Defense 95
Evade 22
Intelligence 55
Mind 55
Speed 44
Weaknesses Lightning
Monster Family Human
Possible Steals Heavy Axe
Possible Item Drops Bacchus's Wine
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999
Honestly, there isn't much different in this from last time - Barbarosa relies heavily on physical attacks,
notably those skills of the Pirate that can lower your physical and magical attack and defenses. Nothing
special; they'll hit about 750~1,000 damage each.
There are two main strategies for this fight. One relies on the all-physical nature of Barbarosa's attacks
- yep, it's the ever-abused Utsusemi/Transience tactic. Get four Ninjas with the Transience and
Comeback Kid support abilities, then have them use Utsusemi each turn to force a miss and a
counterattack. It's foolproof, pretty much, in this battle since Barbarosa doesn't often Default.
The other strategy is a bit riskier, but relies on abusing the boss's weaknesses. And, really, it's
applicable to most job classes you can have. Physical job classes ought to stick with having the Sword
Magic secondary ability; they can then use the Thundaga Sword Magic to be able to deal out weakness-
piercing damage. Mages can stick to simply Thundaga, or Deus Ex in the case of summons. I would
still recommend the Ranger/Spell Fencer combo since Targeting by definition is x1.25 damage, and
Multiburst is x2.4 on a single target (though it's full effectiveness really needs some Defaulting first).
It's a pretty easy fight.
BOSS - Qada
Qada
Maximum HP 60,000
Physical Attack 320
Physical Defense 83
Aim 101
Magic Attack 110
Magic Defense 85
Evade 22
Intelligence 55
Mind 55
Speed 44
Weaknesses None
Monster Family Human
Possible Steals Dragon Fang
Possible Item Drops Dragon Fang
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999
Qada can be a little bit frustrating. One of his favorite moves is Poison Hi-Potion, which not only deals
a flat 1,000 damage, but also Poisons, and Poison is a pretty lethal status in this game compared to most
RPGs - you can't ignore it! There's also Water of Life to induce Regen, for which you can cast Dispel,
and there's Dark Breath, which deals damage equal to that the user has taken to a single person -
typically insta-death, obviously.
So, yeah, not much different from last time. >_> However, you have the benefit of the Spiritmaster this
time; throw up Fairy Ward and Poison Hi-Potion's poison effect is negated. It's not a heal, but poisoning
is still pretty painful. Dark Breath can't be countered as easily beyond throwing up a lot of Reraise; if
you have a party of four Time Magic users, that could be a viable strategy, but it's MP-heavy and risky
if Qada opts to Brave his way through. And Water of Life can be countered through Dispel.
Offensively, there's no one particular strategy; just do high damage and heal when needed. Strategies
utilizing four Time Mages with Meteor tend to succeed well enough, since most Meteors do 4,000 ~
5,000 damage with little effort, and that's a LOT higher with some Specials thrown in. Plus, there's
Reraise. However, you'll still want some Spiritism (Fairy Ward) and White Magic (Esunaga, Arise,
Curaga) for obvious reasons.
You could also try the usual Utsusemi/Transience technique; it will dodge by Poison Hi-Potion and
Qada's basic physical. I don't know how it'd work against Dark Breath, though, so it's not a good idea to
swap into an Auto-Battle, but it would be good for as many people as possible to have Arise (since it
doesn't care about your own Magic stat).
BOSS - Praline, Black Blade, Black Axefighter
Praline
Black Blade Black Axefighter
Maximum HP 80,000 10,000 10,000
Physical Attack 300 300 320
Physical Defense 83 55 55
Aim 101 101 101
Magic Attack 110 110 110
Magic Defense 95 55 55
Evade 22 22 22
Intelligence 55 55 55
Mind 55 55 55
Speed 44 44 44
Weaknesses None Lightning Lightning
Monster Family Human Human Human
Possible Steals Star Pendant None None
Possible Item Drops Star Corslet, Stardust None None
pg (Money) Yield 0 2,400 2,400
EXP. Yield 0 1,200 1,200
JP Yield 999 120 120
As usual, Praline tends to buff up her allies, mostly their P. ATK. and BP. Her allies take the offensive
more than she, mostly for outright damage (Black Blade) or for a possible confusion (Axefighter). She
can also resummon allies later in the battle.
Since Praline can summon new allies pretty quickly, outright fighting the grunts is not a real option. I
mean, sure, if you're desperate for EXP... I would really recommend just putting them to Sleep via the
Black Magic spell, since Praline won't do much about them. Not perfect, but it's something. You
probably should have a Black/Red Mage open with that - two Sleeps per target (the chance of failing
for two Sleeps in a row is 1/16). If you opt for this, just NEVER attack the Sleeping ones (physical
awakens them, for one, and being killed causes resummoning). If the only thing worrying you from the
enemy is Edge of Madness (the Axefighters' confusion skill), then just throw up Fairy Ward from a
Spiritmaster before doling out damage en masse.
Alternatives? Well ... I can't figure out much. Mostly high-daamge. No different than usual; the above
is just a niche tactic that would work.
As far as I know, an Utsusemi/Transience tactic ought to suffice for this fight - as usual, four Ninjas
with the Transience and Comeback Kid support skills use Utsusemi each turn. Each time one is aimed
at with a single-target physical attack, it will miss and the target will then counterattack. Since pretty
much everything here is single-target and physical, I could see it working.
If you would prefer a more direct approach to this fight, then you could use some people with
Lightning-based skills - I love Deus Ex and Thundaga for this, since they can be multi-target, but the
Spell Fencer job comboed with a high-power one can also do well, especially on a Valkyrie with
Crescent Moon or Super Jump-and-a-spear. Just beware the use of Holy stuff; Praline is immune to it.
BOSS - Kikyo
Kikyo
Maximum HP 80,000
Physical Attack 330
Physical Defense 70
Aim 101
Magic Attack 110
Magic Defense 95
Evade 64
Intelligence 55
Mind 55
Speed 80
Weaknesses None
Monster Family Human
Possible Steals None
Possible Item Drops Kunai
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999
Kikyo hasn't changed much except statistically - she still heavily relies on the more basic Ninja skills:
Utsusemi, which is a guaranteed evasion of an attack, followed by a Transience counter, and
Shippûjinrai for a first-strike.
For the most part, two strategies ought to work relatively well in this fight. This first is one relying on
90% irony and 10% of being faster than Kikyo. =P In other words, a four-Ninja party spamming the
Utsusemi/Transience technique. Since the Ninja doesn't learn any non-physical skills (other than buffs),
you won't have a problem here, really. The main thing is to be faster than Kikyo for the matter of her
basic attacks; Shippûjinrai can be problematic, too, if she uses it on someone that just countered.
The other strategy is highly magical - basically, throw out your best mages and wail on Kikyo. There
aren't too many flaws to such a strategy, especially since Utsusemi/Transience relies on physical
attacks. However, the mages tend to have lower Defense, so a Protect buff can be helpful. Good spells
here primarily include Susano-o, Meteor, Dark, and Holy - basically, anything that rips stuff to shreds.
This strategy is complemented well with Kikyo's low M. DEF. - Meteor ought to have little problem
dealing 7,000+ damage at the base level, and that will hit the damage cap (outside of Bravely Second)
with some extra buffs from Specials and the like.
BOSS - Kamiizumi
Kamiizumi
Maximum HP 80,000
Physical Attack 400
Physical Defense 100
Aim 101
Magic Attack 110
Magic Defense 115
Evade 22
Intelligence 55
Mind 55
Speed 44
Weaknesses None
Monster Family Human
Possible Steals Rebuff Locket, Kiku-Ichimonji
Possible Item Drops Masamune
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999
Kamiizumi still relies wholly on counters for his offense. And THAT in turn belies a strategy.
Now that we (should) have the Ninja job, Utsusemi/Transience has been a valid tactic in a number of
battles thus far wherein one could dodge by the opponent's physical moves and slice 'em open.
Kamiizumi would naturally pose a threat to this - you no attack, you no counter, you get me? What is
not necessarily thought of, though, is that even counterattacks can be evaded through Utsusemi.
Transience won't trigger, though, so there's little point in it.
For this strategy, you will need four good, strong Ninjas with the Utsusemi and Comeback Kid
abilities. (Comeback Kid is a bit unneeded, but it does boost P. ATK. to 150% eventually, so why not if
you're already evading?) Here, you'll want to basically throw up three Braves and go Utsusemi, Attack,
Utsusemi, Attack with each turn. This allows you to Attack without being damaged - Utsusemi is the
protection, and Attack gets in the damage and the lone, prevented counter. Since Kamiizumi will just sit
on his butt for most of the rest of the while, you won't have to worry about the -3 BP you get out of this
(though Hasten World could make it a bit easier), as it'll go away. Turn on Auto-Battle and you win
after a bit; it could take a while at lower levels or improper equipment, but make little difference in the
long run. Take a nap or somethin'.
BOSS - Victor, Victoria
Victor Victoria
Maximum HP 80,000 70,000
Physical Attack 275 275
Physical Defense 55 55
Aim 101 101
Magic Attack 155 175
Magic Defense 175 145
Evade 22 22
Intelligence 55 55
Mind 55 55
Speed 44 55
Weaknesses Dark Light
Monster Family Human Human
Possible Steals Yggdrasil Staff Poison Rod
Possible Item Drops Amulet Force Armlets
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 500 499
Victor and Victoria remain much the same as last time, relying mostly on magic for the damage.
Victoria more often aims to status you, primarily through Doom and Poison, though she can also use
Dark for some nasty damage. Victor is more direct with his stuff, mostly various elemental Black
Magic.
There are two big ways to deal with this boss. One relies on a White Magic user that renews Reflect
every time when needed. Reflect is able to bounce back much of the opponents' offense to them;
sometimes this is ineffective (statuses), but at least it ain't you. =P It's not very intuitive, though, since
you would then have to rely on X-Potions for any remotely significant healing.
I would probably settle myself instead for a Spiritmaster. In doing so, the Fairy Ward and Enigma
Spiritism abilities will be invaluable for immunizing you from ailments and elements, respectively. It's
too big a BP load for a lone Spiritmaster to take on by themselves, though, so two is best. Once the
ailments and elements are nullified, you are welcome to continue on with an offense.
With either defensive tactic, a good offense is needed. Ironicially, the best offense is centered around
the two jobs you won from this fight: a Spiritmaster and an Arcanist, using Holy on Victoria and Dark
on Victor, respectively. Those will probably be hitting the damage cap around now, especially with the
Fairy Aid from a Spiritmaster, so this battle shouldn't last too long.
BOSS - Braev the Templar
Lord DeRosso
Maximum HP 150,000
Physical Attack 360
Physical Defense 100
Aim 102
Magic Attack 160
Magic Defense 160
Evade 23
Intelligence 60
Mind 60
Speed 60
Weaknesses Light
Monster Family Human
Possible Steals Megalixir
Possible Item Drops Megalixir
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999
Lord DeRosso is of the Vampire class (don't ask how), the Blue Mage of this game. You could expect
him to use some skills typical of the job, which are relatively enemy-exclusive or outright deadly.
Graviga is one such attack that wipes off your HP based on a percentage - it can't kill (a notable flaw in
this battle to be explained later), but it's nasty as it chops off 75% of your HP. Oof. There's also Battle
Thirst (loss of 1 BP) and Energy Blast (physical; 5,000+ damage to all).
The main thing here would be a high-damage strategy more than anything. I can't get off much more
than that, since there's nothing in particular to abuse beyond buffs and debuffs and piercing attacks.
>_> <_<
However, if you have four Ninjas, there is a strategy you can deal with. Other than Graviga, which
shouldn't easily kill, DeRosso's strategy relies on physical attacks. Thusly, Utsusemi will let you dodge
those attacks that actually would matter. In turn, that means that you'll only be damaged by Graviga,
which can't kill, so who cares, right? If you throw up the Transience support ability, and Comeback Kid
as well, you can counter DeRosso's remaining offense and not get hurt. With four such Ninjas doing
nothing but using Utsusemi each turn, you can just Auto-Battle your way to victory. Battle Thirst could
put a dent in this strategy, though, so the Turn Tables skill of Red Mages can help circumvent this.
Overall, though, it will take a significant while to wear down that 150,000 HP since DeRosso tends to
prefer the party-wide attacks that negate Transience, but it's a start. (Assuming an average of 2,500 HP
per hit, that's 60 single-target attacks, which occur around 1/3 of the time here, so 180 turns, which is
about half an hour on 4x playback.) Just shut off the 3DS's volume and go to sleep or something. Me, I
played some Tetris. =P The Excalibur and Holy Lance weapons help with this, though.
Barras Holly
Maximum HP 65,000 65,000
Physical Attack 335 289
Physical Defense 100 65
Aim 108 108
Magic Attack 130 179
Magic Defense 95 185
Evade 12 32
Intelligence 65 65
Mind 65 85
Speed 52 52
Weaknesses None None
Monster Family Human Human
Possible Steals None Turbo Ether
Possible Item Drops X-Potion Turbo Ether
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 500 499
Again, not much different between Chapters 1 and 5 and this, other than that Barras unusually lost HP
while Holly gained. =/ Anyhow, Barras will mostly stick to physical attacks. I recall Barras using a
party-wide attack in Chapter 5 just after Invigorate that does not get used here, so that's nice. He still
hits hard, though. Holly sticks mostly to using Protect, Cure, and Aero, so nothing special there.
The general strategy would be a high-damage one wherein you take out Barras first, since he's the main
offensive unit. This is easily done with the usual Utsusemi/Transience tactic: just have four Ninjas use
Utsusemi every turn to force a counter when one is hit by Barras. While it's not foolproof - Holly's
Aero, for example - it's still the best I've got. If anything, it wouldn't hurt to have some White Magic
users or X-Potions on hand.
BOSS - Ominas
Ominas
Maximum HP 85,000
Physical Attack 280
Physical Defense 65
Aim 108
Magic Attack 210
Magic Defense 145
Evade 32
Intelligence 65
Mind 65
Speed 52
Weaknesses None
Monster Family Human
Possible Steals Wizard's Rod
Possible Item Drops Turbo Ether
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999
Not much different here, either - Ominas will mostly use lower-level Black Magic to hurt you, mostly
Thunder, Thundara, Fire, Fira, Sleep, and Silence. Nothing special.
To combat this, you could go one of two ways. In one, you basically throw up a lot of Reflect every
few turns to bounce back Ominas's magic; it's not fool-proof since Ominas can do a physical attack
(750~1,000 damage), but it works well. The other way to go is to alternatingly have two Spiritmasters
use Enigma (elemental nullification) and Fairy Ward (status nullification).
Or you could just do what I did - chain together four Specials that bosot M. ATK. among four Time
Mages and have them use Meteor three times each at 9,999 damage on that same turn. =P
BOSS - Heinkel, Sky Archer x2
Khint Profiteur
Maximum HP 85,000 85,000
Physical Attack 350 320
Physical Defense 63 100
Aim 103 103
Magic Attack 210 130
Magic Defense 125 105
Evade 32 2
Intelligence 90 65
Mind 65 65
Speed 52 52
Weaknesses None None
Monster Family Human Human
Possible Steals None None
Possible Item Drops None Gold Hourglass
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 0 999
This battle differs little from the last time you fought them. Khint will rely mostly on low-level Sword
Magic to dole out damage, favoring Fire and Silence. The latter can be cause for worry on a Mage-
heavy party, but the Greater Spirit Ward of the Spiritmaster ought to suffice. For the most part, the
Profiteur again relies mostly on Takeover to do damage. He'll mostly go into a Default -> double-
Takeover pattern, each of which hits for 2,000 flat damage.
This battle has the ever-simple strategy to it, just like before. Firstly, take note that, like before, if Khint
or the Profiteur fall under 50% HP, Khint leaves. Those aiming to use more aggressive strategies will
love this note since it means to favor the Profiteur, as he'll stay until he falls. In any case, the strategy
for this fight is simple: Utsusemi and Transience, perhaps with Comeback Kid, all Ninja skills -
Utsusemi to evade the attack (all of which are physical), Transience for the counter, and Comeback Kid
for the power boost. The only hitch in this tactic is that there is a distinct 1 in 16 possibility (roughly
speaking) of having a character get hit twice in a row. This shouldn't be particularly damaging, and the
odds make it of little worry, but you may want someone able to use White Magic just in case.
Alternative strategies number few, beyond the usual "survival of the fittest" aspect. If you are unwilling
to go through a few measly battles for a few measly Ninja Job Levels, generic high-damage tactics
ought to suffice so long as you keep your White Magic user immune to Silence and the like.
BOSS - Khint, Khamer
Khint Khamer
Maximum HP 85,000 65,000
Physical Attack 350 315
Physical Defense 63 65
Aim 103 103
Magic Attack 210 205
Magic Defense 125 125
Evade 32 22
Intelligence 90 65
Mind 65 65
Speed 52 52
Weaknesses None None
Monster Family Human Human
Possible Steals None None
Possible Item Drops None Gold Hourglass
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 0 999
This battle differs little from the last time you fought them. Khint will rely mostly on low-level Sword
Magic to dole out damage, favoring Fire and Silence. The latter can be cause for worry on a Mage-
heavy party, but the Greater Spirit Ward of the Spiritmaster ought to suffice. For the most part, Khamer
sticks to Quaga, Veilga, and Stop, barely noteworthy stuff here.
Unlike the other two battles against Khint and a crone, he won't run this time. In this battle, you could
run a double tactic. See, the previously mentioned Utsusemi/Transience won't work well against
Khamer (Quaga). However, if you have a Ninja able to use a bit of White Magic, you can circumvent
this for the most part: have that Ninja throw up four Reflects on the first turn of battle and the party is
immune to magic for a bit. It won't be long enough to win the whole fight, but it suffices in lessening
damage; this Reflect unit will possibly get some damage in, but it shouldn't be enough to warrant
worry. After that, the party begins using Utsusemi each turn to deal with the rampant physicals and the
battle should be pretty much won from there,
BOSS - DeRosa
DeRosa
Maximum HP 85,000
Physical Attack 330
Physical Defense 80
Aim 103
Magic Attack 185
Magic Defense 155
Evade 32
Intelligence 65
Mind 65
Speed 52
Weaknesses None
Monster Family Human
Possible Steals Hermes Sandals
Possible Item Drops None
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999
Of the rebattles, Fiore is not really the hardest, but definitely the most annoying due to his Revenge and
Turn Tables to boost his BP ever further after evading or being hit. He mainly uses medium-level Black
and White Magic for their expected effects - elemental damage, ailments, or healing. Nothing special,
really, even in his physical attacks. Do beware of Captivating Cologne, though, since it can induce
Charm - a Fairy Ward from a Spiritmaster will nip that, though.
There's not a ton one can do for this fight beyond high-damage. That would be the main thing to do in a
somewhat-failing attempt to dance around Revenge and Turn Tables. Pretty much anything that can hit
hard and be buffed - especially through Specials! - will work very well here.
You could, in theory, try an alteration of the Utsusemi/Transience tactic by having one of the Ninjas
throw up Reflect on everyone at the start and every few turns thereafter. It's a little time-consuming, but
it should work to repel magic and to evade-counter attacks, but there is the possibility of the Reflecter
getting hit while his BP restores.
BOSS - Barbarosa
Barbarosa
Maximum HP 95,000
Physical Attack 390
Physical Defense 100
Aim 103
Magic Attack 130
Magic Defense 105
Evade 22
Intelligence 65
Mind 65
Speed 52
Weaknesses Lightning
Monster Family Human
Possible Steals Heavy Axe
Possible Item Drops Bacchus's Wine
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999
Honestly, there isn't much different in this from last time - Barbarosa relies heavily on physical attacks,
notably those skills of the Pirate that can lower your physical and magical attack and defenses. Nothing
special; they'll hit for about ~1,000 damage each. Double Damage is especially lethal at this point,
though; expect one-hit kills from it.
There are two main strategies for this fight. One relies on the all-physical nature of Barbarosa's attacks
- yep, it's the ever-abused Utsusemi/Transience tactic. Get four Ninjas with the Transience and
Comeback Kid support abilities, then have them use Utsusemi each turn to force a miss and a
counterattack. It's foolproof, pretty much, in this battle since Barbarosa doesn't often Default.
The other strategy is a bit riskier, but relies on abusing the boss's weaknesses. And, really, it's
applicable to most job classes you can have. Physical job classes ought to stick with having the Sword
Magic secondary ability; they can then use the Thundaga Sword Magic to be able to deal out weakness-
piercing damage. Mages can stick to simply Thundaga, or Deus Ex in the case of summons. I would
still recommend the Ranger/Spell Fencer combo since Targeting by definition is x1.25 damage, and
Multiburst is x2.4 on a single target (though it's full effectiveness really needs some Defaulting first).
It's a pretty easy fight.
BOSS - Qada
Qada
Maximum HP 65,000
Physical Attack 325
Physical Defense 100
Aim 103
Magic Attack 130
Magic Defense 115
Evade 22
Intelligence 65
Mind 65
Speed 52
Weaknesses None
Monster Family Human
Possible Steals Dragon Fang
Possible Item Drops Dragon Fang
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999
Qada can be a little bit frustrating. One of his favorite moves is Poison Hi-Potion, which not only deals
a flat 1,000 damage, but also Poisons, and Poison is a pretty lethal status in this game compared to most
RPGs - you can't ignore it! There's also Water of Life to induce Regen, for which you can cast Dispel,
and there's Dark Breath, which deals damage equal to that the user has taken to a single person -
typically insta-death, obviously.
So, yeah, not much different from last time. >_> However, you have the benefit of the Spiritmaster this
time; throw up Fairy Ward and Poison Hi-Potion's poison effect is negated. It's not a heal, but poisoning
is still pretty painful. Dark Breath can't be countered as easily beyond throwing up a lot of Reraise; if
you have a party of four Time Magic users, that could be a viable strategy, but it's MP-heavy and risky
if Qada opts to Brave his way through. And Water of Life can be countered through Dispel.
Offensively, there's no one particular strategy; just do high damage and heal when needed. Strategies
utilizing four Time Mages with Meteor tend to succeed well enough, since most Meteors do 4,000 ~
5,000 damage with little effort, and that's a LOT higher with some Specials thrown in. Plus, there's
Reraise. However, you'll still want some Spiritism (Fairy Ward) and White Magic (Esunaga, Arise,
Curaga) for obvious reasons.
You could also try the usual Utsusemi/Transience technique; it will dodge by Poison Hi-Potion and
Qada's basic physical. I don't know how it'd work against Dark Breath, though, so it's not a good idea to
swap into an Auto-Battle, but it would be good for as many people as possible to have Arise (since it
doesn't care about your own Magic stat).
BOSS - Praline, Black Blade, Black Axefighter
Kamiizumi
Maximum HP 85,000
Physical Attack 400
Physical Defense 100
Aim 103
Magic Attack 130
Magic Defense 125
Evade 22
Intelligence 65
Mind 65
Speed 52
Weaknesses None
Monster Family Human
Possible Steals Kiku-Ichimonji
Possible Item Drops Masamune
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999
Kamiizumi still relies wholly on counters for his offense. And THAT in turn belies a strategy.
Now that we (should) have the Ninja job, Utsusemi/Transience has been a valid tactic in a number of
battles thus far wherein one could dodge by the opponent's physical moves and slice 'em open.
Kamiizumi would naturally pose a threat to this - you no attack, you no counter, you get me? What is
not necessarily thought of, though, is that even counterattacks can be evaded through Utsusemi.
Transience won't trigger, though, so there's little point in it.
For this strategy, you will need four good, strong Ninjas with the Utsusemi and Comeback Kid
abilities. (Comeback Kid is a bit unneeded, but it does boost P. ATK. to 150% eventually, so why not if
you're already evading?) Here, you'll want to basically throw up three Braves and go Utsusemi, Attack,
Utsusemi, Attack with each turn. This allows you to Attack without being damaged - Utsusemi is the
protection, and Attack gets in the damage and the lone, prevented counter. Since Kamiizumi will just sit
on his butt for most of the rest of the while, you won't have to worry about the -3 BP you get out of this
(though Hasten World could make it a bit easier), as it'll go away. Turn on Auto-Battle and you win
after a bit; it could take a while at lower levels or improper equipment, but make little difference in the
long run. Take a nap or somethin'.
BOSS - Victor, Victoria
Victor Victoria
Maximum HP 80,000 75,000
Physical Attack 275 275
Physical Defense 65 65
Aim 103 103
Magic Attack 165 185
Magic Defense 185 155
Evade 22 22
Intelligence 65 65
Mind 65 65
Speed 52 52
Weaknesses Dark Light
Monster Family Human Human
Possible Steals Soul of Thamasa Magic Armlets
Possible Item Drops Amulet Force Armlets
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 500 499
Victor and Victoria remain much the same as last time, relying mostly on magic for the damage.
Victoria more often aims to status you, primarily through Doom and Poison, though she can also use
Dark for some nasty damage. Victor is more direct with his stuff, mostly various elemental Black
Magic.
There are two big ways to deal with this boss. One relies on a White Magic user that renews Reflect
every time when needed. Reflect is able to bounce back much of the opponents' offense to them;
sometimes this is ineffective (statuses), but at least it ain't you. =P It's not very intuitive, though, since
you would then have to rely on X-Potions for any remotely significant healing.
I would probably settle myself instead for a Spiritmaster. In doing so, the Fairy Ward and Enigma
Spiritism abilities will be invaluable for immunizing you from ailments and elements, respectively. It's
too big a BP load for a lone Spiritmaster to take on by themselves, though, so two is best. Once the
ailments and elements are nullified, you are welcome to continue on with an offense.
With either defensive tactic, a good offense is needed. Ironicially, the best offense is centered around
the two jobs you won from this fight: a Spiritmaster and an Arcanist, using Holy on Victoria and Dark
on Victor, respectively. Those will probably be hitting the damage cap around now, especially with the
Fairy Aid from a Spiritmaster, so this battle shouldn't last too long.
BOSS - Lord DeRosso
Lord DeRosso
Maximum HP 150,000
Physical Attack 360
Physical Defense 100
Aim 102
Magic Attack 160
Magic Defense 160
Evade 23
Intelligence 60
Mind 60
Speed 60
Weaknesses Light
Monster Family Human
Possible Steals Megalixir
Possible Item Drops Megalixir
pg (Money) Yield 0
EXP. Yield 0
JP Yield 999
(In case you can't tell, DeRosso is the exact same as in Chapters 4 and 5. As is the strategy.)
Lord DeRosso is of the Vampire class (don't ask how), the Blue Mage of this game. You could expect
him to use some skills typical of the job, which are relatively enemy-exclusive or outright deadly.
Graviga is one such attack that wipes off your HP based on a percentage - it can't kill (a notable flaw in
this battle to be explained later), but it's nasty as it chops off 75% of your HP. Oof. There's also Battle
Thirst (loss of 1 BP) and Energy Blast (physical; 5,000+ damage to all).
The main thing here would be a high-damage strategy more than anything. I can't get off much more
than that, since there's nothing in particular to abuse beyond buffs and debuffs and piercing attacks.
>_> <_<
However, if you have four Ninjas, there is a strategy you can deal with. Other than Graviga, which
cannot kill, DeRosso's strategy relies on physical attacks. Thusly, Utsusemi will let you dodge those
attacks that actually would matter. In turn, that means that you'll only be damaged by Graviga, which
can't kill, so who cares, right? If you throw up the Transience support ability, and Comeback Kid as
well, you can counter DeRosso's remaining offense and not get hurt. With four such Ninjas doing
nothing but using Utsusemi each turn, you can just Auto-Battle your way to victory. Battle Thirst could
put a dent in this strategy, though, so the Turn Tables skill of Red Mages can help circumvent this.
Overall, though, it will take a significant while to wear down that 150,000 HP since DeRosso tends to
prefer the party-wide attacks that negate Transience, but it's a start. (Assuming an average of 2,500 HP
per hit, that's 60 single-target attacks, which occur around 1/3 of the time here, so 180 turns, which is
about half an hour on 4x playback.) Just shut off the 3DS's volume and go to sleep or something. Me, I
played some Tetris. =P The Excalibur and Holy Lance weapons help with this, though.
Ominas Bahamut
Maximum HP 65,000 88,610
Physical Attack 285 350
Physical Defense 75 130
Aim 110 104
Magic Attack 225 140
Magic Defense 225 148
Evade 33 22
Intelligence 75 70
Mind 75 70
Speed 60 56
Weaknesses None Water
Monster Family Human Dragon
Possible Steals Lordly Robes None
Possible Item Drops None None
pg (Money) Yield 0 0
EXP. Yield 0 0
JP Yield 0 0
Not much different you could expect in this battle, other than Ominas's pet dragon, Bahamut. For the
most part, he just sticks to physical and Fire-elemental attacks; if you're quick enough in finishing the
battle, you won't see much of him. Ominas is still not much different from before, relying on lower-
level Black Magic (Thunder, Thundara, Fire, Fira, Sleep, and Poison mostly) to do his dirty work.
Bahamut, really, can be quite a nuisance for this fight. However, if you finish off Ominas, you won't
have to deal with Bahamut - Ominas therefore should be the main target in the battle because his death
finishes the fight. For the most part, I would recommend having three offensive units go into
Defaulting for a few turns while a Spiritmaster uses Fairy Ward, then Curaga each turn thereafter. Once
your offensive units hit 3 or 4 BP, unleash hell on Ominas with your highest power attacks; at the level
you should be, enough Meteors - my tactic here =P - ought to do it, even if they tend to be shared with
Bahamut. Other high-damage tactics work, too, though. =P
BOSS - Ominas, Heinkel, and Barras
And after, you can speak with Braev to do it all again without a break between fights! ... -_-;;
Enemy Bestiary
Monster Statistics
Note that the stats here assume you are on the Normal difficulty. Depending on the difficulty, the stats
will differ somewhat, as per the Game Start-Up section.
Max
Enemy Name P.ATK. P.DEF. AIM M.ATK. M.DEF. EVD INT MIND SPD Weaknesses Family
HP
Adamantite
10,000 330 180 101 120 110 17 60 60 48 Water Aquatic
Shell
Adventurer 530,000 600 100 109 249 99 34 99 99 99 None Human
Aero Lantern 400 70 21 92 35 14 5 14 14 14 Fire Inorgani
Airy (Finale -
150,000 360 100 104 96 148 27 48 48 48 Fire Bug
first)
Airy (Finale -
150,000 365 100 104 96 148 32 48 48 48 Fire Bug
second, Pt. 1)
Airy (Finale - 99,999
375 100 104 168 148 32 48 48 48 Fire Bug
second, Pt. 2) * 1.5
Airy (The End 150,000 420 100 109 140 170 33 70 70 70 Fire Bug
- Battle 1, Part
1)
Airy (The End
99,999
- Battle 1, Part 420 100 109 270 170 73 70 70 70 Fire Bug
* 1.5
2)
Airy (The End 99,999
440 100 119 275 175 33 75 75 75 Fire Bug
- Battle 2) *3
Alraune 600 132 22 94 44 22 10 22 22 18 Fire, Dark Plant
Alternis (Ch.
100,000 312 52 105 104 52 32 52 52 42 None Human
4)
Alternis (Ch.
100,000 330 70 106 110 95 32 55 55 44 None Human
5)
Alternis (Ch.
100,000 350 65 108 130 65 32 65 65 52 None Human
6)
Alternis (Ch.
90,000 350 75 110 150 75 33 75 75 60 None Human
7)
Alternis (Ch.
80,000 350 79 110 158 79 63 79 79 64 None Human
8)
Amber Horn 8,000 330 90 102 120 110 17 60 60 48 Earth Beast
Aqua Lantern 2,000 140 60 95 73 28 11 28 28 23 Lightning Inorgani
Archdemon 4,800 216 48 99 96 48 11 48 48 39 Light Demon
Artemia (Ch.
15,000 150 36 94 48 24 31 24 24 20 Fire Human
2)
Artemia (Ch.
80,000 330 83 101 110 85 32 55 55 44 Fire Human
5)
Artemia (Ch.
60,000 335 100 103 130 95 32 65 65 52 Fire Human
6)
Artemia (Ch.
75,000 340 100 105 150 105 37 75 75 60 Fire Human
7)
Artemia (Ch.
75,000 350 100 105 158 109 34 79 79 64 Fire Human
8 - first)
Artemia (Ch.
95,000 350 100 105 158 109 33 79 79 64 Fire Human
8 - second)
Automaton 10,000 200 48 96 64 32 2 32 32 26 Lightning Inorgani
Bahamut 88,610 350 130 104 140 148 22 70 70 56 Water Dragon
Barbarosa
45,000 200 50 91 62 31 21 31 31 25 Lightning Human
(Ch. 3)
Barbarosa
95,000 390 100 103 130 105 22 65 65 52 Lightning Human
(Ch. 6)
Barbarosa
75,000 360 100 105 150 115 23 75 75 60 Lightning Human
(Ch. 7)
Barbarosa
85,000 390 100 105 159 119 23 79 79 64 Lightning Human
(Ch. 8 - first)
Barbarosa 95,000 390 100 105 158 119 23 79 79 64 None Human
(Ch. 8 -
second)
Barras (Ch. 1) 300 50 5 92 20 10 1 10 10 8 None Human
Barras (Ch. 5) 80,000 330 83 106 110 85 12 55 55 44 None Human
Barras (Ch. 6) 65,000 335 100 108 130 95 12 65 65 52 None Human
Barras (Ch. 7) 70,000 340 80 110 150 100 13 75 75 60 None Human
Barras (Ch. 8
75,000 345 100 110 158 109 13 79 79 64 None Human
- first)
Barras (Ch. 8
99,999 350 100 110 158 109 13 79 79 64 None Human
- second)
Behemoth 80,000 299 46 99 92 46 21 46 46 37 Lightning Aquatic
Black
Axefighter 3,000 195 43 97 78 39 11 39 39 32 Lightning Human
(Ch. 3)
Black
Axefighter 10,000 320 55 101 110 55 22 55 55 44 Lightning Human
(Ch. 5+)
Black Blade
2,800 185 37 97 74 37 11 37 37 30 Lightning Human
(Ch. 3)
Black Blade
10,000 300 55 101 110 55 22 55 55 44 Lightning Human
(Ch. 5+)
Black Cait 4,000 170 34 96 68 34 21 34 34 28 Water, Light Beast
Black
2,800 185 37 97 74 37 11 37 37 30 Lightning Human
Pikeman
Black
4,500 275 55 101 145 55 22 55 55 44 Light Inorgani
Pudding
Blood Bat 600 75 15 93 30 15 10 15 15 18 Wind, Light Aerial
Bone Hunter 3,000 176 60 96 64 32 11 32 32 26 Fire, Light Undead
Bone Knight 3,000 176 60 96 64 32 11 32 32 26 Fire, Light Undead
Bone Lancer 3,000 176 60 96 64 32 11 32 32 26 Fire, Light Undead
Braev the
Templar (Ch. 35,000 300 49 99 98 49 22 49 49 40 Dark Human
4)
Braev the
Templar (Ch. 112,500 330 120 101 110 105 22 55 55 44 Dark Human
5)
Braev the
Templar (Ch. 120,000 330 65 103 130 65 22 65 65 52 Dark Human
6)
Braev the
Templar (Ch. 70,000 330 75 105 150 75 23 75 75 64 Dark Human
7)
Braev the
Templar (Ch. 99,999 330 79 105 158 75 23 79 79 64 Dark Human
8)
Cait Sith 60 50 7 96 18 14 0 9 9 9 Water Beast
Candiru 7,000 318 90 100 106 83 22 53 53 43 Lightning Aquatic
Carbuncle 2,600 170 34 96 85 34 11 34 34 28 Wind, Dark Beast
Catamount 2,200 155 31 96 62 31 31 31 31 28 Fire Beast
Cerberus 7,000 330 120 102 130 110 22 60 60 48 Water Beast
Chaugmar
40,000 280 33 98 241 41 21 41 41 33 Lightning Demon
(Ch. 3)
Chaugmar
70,000 320 83 101 31 115 12 55 55 44 Lightning Demon
(Ch. 5)
Chaugmar
75,000 400 100 103 130 125 22 65 65 52 Lightning Demon
(Ch. 6)
Chaugmar
80,000 330 100 105 340 175 23 75 75 60 Lightning Demon
(Ch. 7)
Chaugmar
85,000 335 100 105 349 179 23 79 79 64 Lightning Demon
(Ch. 8)
Chomper 600 125 75 95 50 75 41 25 25 25 Lightning Aquatic
Comrade 50,000 500 100 109 198 99 34 99 99 99 None Beast
Daedalus 10,000 286 52 100 104 52 32 52 52 42 Earth Beast
Dark Lantern 600 85 35 93 34 17 5 17 17 17 Light Inorgani
Dark Stomper 3,800 230 46 99 92 46 11 46 46 37 Wind Inorgani
Deathfish 250 55 11 92 22 11 5 11 11 14 Lightning Aquatic
Death Pirate 3,000 160 48 101 64 32 2 32 32 26 Fire, Light Undead
Deathstalker 2,400 160 48 96 64 32 11 32 32 26 Water Bug
Demon 3,400 205 41 98 106 41 11 41 41 33 Light Demon
DeRosa (Ch.
20,000 170 30 96 100 60 31 30 60 24 None Human
2)
DeRosa (Ch.
80,000 330 80 101 175 140 32 55 60 44 None Human
5)
DeRosa (Ch.
85,000 330 80 103 185 155 32 65 65 52 None Human
6)
DeRosa (Ch.
75,000 330 65 105 195 145 33 75 75 60 None Human
7)
DeRosa (Ch.
80,000 370 80 105 219 165 33 79 75 64 None Human
8 - first)
DeRosa (Ch.
90,000 370 80 105 199 165 33 79 79 64 None Human
8 - second)
D'gon 2,500 186 50 96 62 31 11 31 31 25 Dragon Water
Diabolos 6,500 330 60 102 120 160 17 60 60 48 Light Demon
Dragon 7,500 140 17 93 34 17 20 17 17 14 Water Dragon
Dragon 25,000 Undead,
282 65 99 112 47 26 47 47 38 Fire, Light
Zombie *2 Dragon
Dryad 1,200 144 24 94 48 24 11 24 24 20 Fire Plant
Duchy
4,900 245 49 99 98 49 12 49 49 40 Lightning Human
Guardsman
Duchy Mage
4,900 171 49 99 122 49 12 49 49 40 Lightning Human
Guard
Duchy Pike
4,900 220 49 99 98 49 12 49 49 40 Lightning Human
Guard
Earth Lantern 5,200 234 52 100 130 52 12 52 52 42 Wind Inorgani
Einheria (Ch.
20,000 186 83 96 62 20 31 31 20 25 None Human
2)
Einheria (Ch.
80,000 360 90 101 110 105 32 55 55 44 None Human
5)
Einheria (Ch.
85,000 325 90 103 130 115 32 65 65 52 None Human
6)
Einheria (Ch.
70,000 325 90 105 105 125 33 75 75 60 None Human
7)
Einheria (Ch.
70,000 360 90 105 158 129 33 79 75 64 None Human
8 - first)
Einheria (Ch.
105,000 365 90 105 158 129 33 79 79 64 None Human
8 - second)
Electro
120 45 15 91 23 9 20 9 9 12 Ground Inorgani
Lantern
Evil Idol 5,000 275 55 101 137 55 22 55 55 44 Wind Inorgani
Fire D'gon 5,000 215 43 98 86 43 11 43 43 35 Water Dragon
Aerial,
Flame Moth 6,000 275 55 101 110 85 22 55 55 44 Wind
Bug
Flare Lantern 3,000 195 40 97 104 39 11 39 39 32 Water Inorgani
Fire, Wind,
Frosti 4,500 265 53 100 133 133 22 53 53 43 Beast
Dark
Fungus 4,700 235 47 99 94 47 11 47 47 38 Fire Plant
Gargoyle 500 70 14 92 28 14 5 14 14 17 Wind Inorgani
Gastric Worm 10,000 312 52 100 104 52 7 52 52 42 Water Bug
Ghost 3,000 160 32 96 64 32 11 32 32 26 Fire, Light Undead
Ghost Fungus 5,000 290 53 100 106 83 22 53 53 43 Fire Plant
Giraffabularis 5,500 275 55 101 110 55 22 55 55 44 Water Bug
Gigas Lich
80,000 260 52 98 84 42 12 42 42 42 Light Undead
(Ch. 4)
Gigas Lich
100,000 275 100 101 138 115 12 55 55 44 Light Undead
(Ch. 5)
Gigas Lich
110,000 280 100 103 185 125 12 65 65 52 Light Undead
(Ch. 6)
Gigas Lich
120,000 285 100 105 200 135 23 75 75 60 Light Undead
(Ch. 7)
Gigas Lich 130,000 290 100 105 208 139 23 79 79 64 Light Undead
(Ch. 8)
Gobbler 6,000 275 150 101 110 165 22 55 55 44 Lightning Aquatic
Goblin 18 22 1 96 12 6 0 6 6 5 None Human
Goblin Archer 18 24 4 96 16 8 1 8 8 8 None Human
Goblin
20 23 4 96 16 8 0 8 8 8 Lightning Human
Slasher
Golem 900 90 14 92 28 14 0 14 14 12 Water Inorgani
Great Bat 15 30 2 96 14 7 0 7 7 8 Wind, Light Aerial
Bug,
Great Moth 600 85 17 93 34 17 10 17 17 17 Wind
Aerial
Greater Cait 450 65 7 92 26 26 5 13 13 16 Water Beast
Grizzly 2,400 150 25 95 50 25 11 25 25 20 Earth Beast
Guardian 90,000 282 48 99 95 47 21 47 47 38 Lightning Inorgani
Guzzler 9,999 420 250 104 140 200 3 70 70 56 Lightning Aquatic
Hamadryad 6,000 265 53 100 106 83 22 53 53 43 Fire, Dark Plant
Heinkel (Ch.
2,400 70 20 92 20 20 5 10 10 14 Lightning Human
1)
Heinkel (Ch.
80,000 350 100 106 110 85 32 55 55 44 Lightning Human
5)
Heinkel (Ch.
85,000 355 100 108 130 95 32 65 64 52 Lightning Human
6)
Heinkel (Ch.
70,000 360 80 110 150 100 33 75 75 60 Lightning Human
7)
Heinkel (Ch.
80,000 365 100 110 158 109 33 79 79 64 Lightning Human
8 - first)
Heinkel (Ch.
95,000 370 100 105 158 109 33 79 79 64 Lightning Human
8 - second)
Hell Viper 5,000 291 53 100 106 83 22 53 53 43 Water, Earth Aquatic
Helldiver 3,000 155 31 96 62 31 12 31 31 25 Wind Aerial
Hellhound 2,800 185 37 97 74 37 11 37 37 30 Water Beast
Holly (Ch. 1) 260 45 5 92 20 10 3 10 5 7 None Human
Holly (Ch. 5) 60,000 275 55 106 155 180 32 55 80 44 None Human
Holly (Ch. 6) 65,000 289 65 108 179 185 32 65 85 52 None Human
Holly (Ch. 7) 65,000 285 75 110 185 190 33 75 90 60 None Human
Holly (Ch. 8 -
70,000 290 79 110 194 195 33 79 95 64 None Human
first)
Holly (Ch. 8 -
85,000 295 79 110 199 195 33 79 95 64 None Human
second)
Hybrid 6,000 258 47 99 94 47 11 47 47 38 Earth Beast
Ice D'gon 6,000 318 100 100 106 83 22 53 53 43 Fire Dragon
Ice Golem
60,000 265 53 100 96 53 22 43 53 43 Fire Inorgani
(Ch. 4)
Ice Golem
15,000 330 100 100 96 53 22 43 53 43 Fire Inorgani
(Ch. 5+)
Imp 2,000 140 28 95 70 56 11 28 28 23 Earth, Light Demon
Inferno
6,000 205 41 98 82 41 11 41 41 33 Water Inorgani
Golem
Jabberwock 99,999 360 100 99 96 88 22 48 48 48 Light Dragon
Kaiser Cobra 6,000 275 55 101 110 85 22 55 55 44 Water, Earth Beast
Kamiizumi
60,000 380 70 98 86 43 21 43 43 35 None Human
(Ch. 3)
Kamiizumi
80,000 400 100 101 110 115 22 55 55 44 None Human
(Ch. 5)
Kamiizumi
85,000 400 100 103 130 125 22 65 65 52 None Human
(Ch. 6)
Kamiizumi
65,000 400 100 105 150 135 23 75 75 60 None Human
(Ch. 7)
Kamiizumi
80,000 400 80 105 158 129 23 79 79 64 None Human
(Ch. 8 - first)
Kamiizumi
(Ch. 8 - 99,999 400 100 105 158 139 23 79 79 64 None Human
second)
Khamer (Ch.
6,000 120 50 94 55 20 20 20 20 16 None Human
2)
Khamer (Ch.
80,000 310 55 101 105 115 22 55 55 44 None Human
5)
Khamer (Ch.
65,000 315 65 103 205 125 22 65 65 52 None Human
6)
Khamer (Ch.
70,000 320 75 105 215 135 23 75 75 60 None Human
7)
Khamer (Ch.
65,000 325 79 105 219 139 23 79 79 64 None Human
8 - first)
Khamer (Ch.
85,000 330 79 105 219 139 23 79 79 64 None Human
8 - second)
Khint (Ch. 2 -
5,000 90 35 92 33 13 20 20 13 11 None Human
first)
Khint (Ch. 2 -
6,000 120 55 94 50 20 20 20 20 16 None Human
second/third)
Khint (Ch. 5) 80,000 350 83 101 210 115 90 55 55 44 None Human
Khint (Ch. 6) 85,000 350 63 103 210 125 42 90 65 52 None Human
Khint (Ch. 7) 75,000 350 75 105 210 135 33 90 75 60 None Human
Khint (Ch. 8 -
80,000 360 79 105 230 139 33 90 79 64 None Human
first)
Khint (Ch. 8 -
95,000 350 79 105 230 139 33 90 79 64 None Human
second)
Kikyo (Ch. 3) 60,000 280 70 98 86 43 61 43 43 35 None Human
Kikyo (Ch. 5) 80,000 330 70 101 110 95 64 55 55 80 None Human
Kikyo (Ch. 7) 70,000 340 70 105 150 115 63 75 75 60 None Human
Kikyo (Ch. 8 -
75,000 345 70 105 158 119 63 79 79 64 None Human
first)
Kikyo (Ch. 8 -
90,000 350 70 105 158 119 63 79 79 64 None Human
second)
Killer
2,200 155 45 96 62 31 11 31 31 25 Water Bug
Scorpion
Knight
8,000 360 135 102 120 110 17 60 60 48 Lightning Dragon
Dragon
Kobold 2,000 190 40 98 80 40 21 40 40 32 None Human
Kobold
2,000 200 25 98 65 40 21 40 40 32 None Human
Archer
Kobold
2,000 180 25 98 65 40 21 40 40 32 Lightning Human
Slasher
Ladon 99,999 360 100 99 96 88 22 48 48 48 Wind Dragon
Land Turtle 15,000 160 60 95 50 12 6 25 7 20 Water Aquatic
Legion Archer
2,200 155 31 96 62 31 11 31 31 25 None Human
(Ch. 2)
Legion Archer
7,000 280 56 103 140 54 22 54 54 44 None Human
(Ch. 5)
Legion
Impaler (Ch. 1,500 144 24 94 48 24 11 24 24 20 Lightning Human
2)
Legion
Impaler (Ch. 7,000 220 104 99 101 54 22 54 54 44 Lightning Human
5)
Legion Mage
1,200 144 24 94 48 24 11 24 24 20 None Human
(Ch. 2)
Legion Mage
7,000 275 70 101 138 105 22 55 55 44 None Human
(Ch. 5)
Beast,
Lilith 4,800 216 48 99 96 48 11 48 48 39 Wind
Aerial
Lord DeRosso
150,000 360 100 102 160 160 23 60 60 60 Light Human
(Ch. 4-6)
Lord DeRosso
99,999 360 100 100 160 160 23 60 60 60 Light Human
(Ch. 7)
Lord DeRosso
99,999 360 100 102 160 160 23 60 60 60 Light Human
(Ch. 8 - first)
Lord DeRosso
(Ch. 8 - 99,999 360 100 102 160 160 23 60 60 60 None Human
second)
Lux Lantern 3,000 170 34 96 89 34 21 34 34 28 Dark Inorgani
Mad Shark 4,000 155 31 96 62 31 12 31 31 25 Lightning Aquatic
Magician 3,000 185 41 98 111 41 11 41 41 33 Earth Demon
Magnus Bat 6,000 300 60 99 96 98 17 48 48 48 Wind, Light Aerial
Mailed
10,000 286 104 100 104 52 32 52 52 42 Lightning Dragon
Dragon
Mandragora 4,000 188 47 99 94 47 11 47 47 38 Fire, Dark Plant
Marine Devil 4,500 291 53 100 106 83 22 53 53 43 Lightning Aquatic
Megalodon 6,000 318 80 100 106 83 3 53 53 43 Lightning Aquatic
Megascolides 11,000 330 80 101 110 85 22 55 55 44 Lightning Bug
Aerial,
Melusine 6,000 300 60 99 148 98 17 48 48 48 Wind
Demon
Mephilia (Ch.
9,999 144 50 94 48 24 31 24 24 20 None Human
2)
Mephilia (Ch.
60,000 275 55 101 185 135 32 55 55 44 None Human
5)
Mephilia (Ch.
60,000 275 65 103 195 145 32 65 65 52 None Human
6)
Mephilia (Ch.
65,000 275 75 105 205 155 33 75 75 60 None Human
7)
Mephilia (Ch.
65,000 300 79 105 209 159 33 79 79 64 None Human
8 - first)
Mephilia (Ch.
85,000 275 79 105 205 159 33 56 56 56 None Human
8 - second)
Mephisto 6,000 270 60 102 180 180 17 60 60 48 Earth Demon
Merchantry
900 120 20 94 40 20 5 20 20 18 Lightning Human
Blade
Merchantry
700 80 10 94 50 40 10 20 20 19 None Human
Mage
Merchantry
800 120 20 94 40 20 12 20 20 20 None Human
Thug
Minotaur 3,000 154 42 95 56 28 11 28 28 23 Earth Beast
Minotaur Undead,
6,000 200 40 98 80 40 11 40 40 32 Earth, Light
Zombie Beast
Mizuchi 99,999 360 100 99 96 88 22 48 48 48 Lightning Dragon
Monoceros 4,000 155 46 96 62 31 12 31 31 25 Lightning Aquatic
Monodon 3,800 230 46 99 92 46 11 46 46 37 Lightning Aquatic
Myconid 800 126 21 94 42 21 5 21 21 17 Fire Plant
Mythril Shell 5,000 204 96 96 66 34 1 34 34 28 Water Aquatic
Nightmare 6,000 300 60 102 120 160 17 60 60 48 Earth, Light Demon
Ominas (Ch.
1,800 45 10 81 39 9 0 9 9 9 None Human
1)
Ominas (Ch.
80,000 275 55 106 195 135 32 55 55 44 None Human
5)
Ominas (Ch. 85,000 280 65 108 210 145 32 65 65 52 None Human
6)
Ominas (Ch.
65,000 285 75 110 225 225 33 75 75 60 None Human
7 - first)
Ominas (Ch.
90,000 285 60 110 225 135 33 75 75 60 None Human
7 - second)
Ominas (Ch.
70,000 290 79 110 234 159 33 79 79 64 None Human
8 - first)
Ominas (Ch.
90,000 295 79 110 239 159 33 79 79 64 None Human
8 - second)
Orc 80 60 7 91 18 9 0 9 9 12 Fire Human
Orc Leader 100 65 7 91 18 9 0 9 9 12 Fire Human
Orc Lord 6,000 275 55 101 110 55 22 55 55 44 Fire Human
Undead,
Orc Zombie 4,000 200 19 98 74 40 22 40 40 40 Fire, Light
Human
Orthros
5,000 130 14 91 34 17 17 17 17 14 Fire Beast
(Blue) (Ch. 1)
Orthros
50,000 250 55 95 110 115 12 55 55 40 Fire Beast
(Blue) (Ch. 5)
Orthros
65,000 255 100 95 130 165 12 65 65 52 Fire Beast
(Blue) (Ch. 6)
Orthros
70,000 260 100 97 150 175 23 75 75 60 Fire Beast
(Blue) (Ch. 7)
Orthros
75,000 265 100 97 158 179 23 79 79 64 Fire Beast
(Blue) (Ch. 8)
Orthros (Red)
5,000 130 14 91 34 17 17 17 17 14 Water Beast
(Ch. 1)
Orthros (Red)
50,000 250 55 95 110 115 12 55 55 40 Water Beast
(Ch. 5)
Orthros (Red)
65,000 255 100 95 130 165 12 65 65 52 Water Beast
(Ch. 6)
Orthros (Red)
70,000 260 100 97 150 175 23 75 75 60 Water Beast
(Ch. 7)
Orthros (Red)
75,000 265 100 97 158 179 23 79 79 64 Water Beast
(Ch. 8)
Ouroboros 150,000
500 100 110 279 179 33 79 79 79 None Dragon
(Part 1) * 0.8
Ouroboros 100,000
500 100 110 279 179 33 79 79 79 Water Dragon
(Part 2) * 0.5
Ouroboros 150,000
500 100 110 279 179 33 79 79 79 Water Dragon
(Part 3) * 0.5
Ouroboros 200,000
500 100 110 279 179 33 79 79 79 Water Dragon
(Part 4) * 1.5
Ouroboros
200,000 500 100 110 279 179 33 79 79 79 Water Dragon
(Part 5)
Panther 160 50 10 92 20 10 20 10 10 14 Fire Beast
Bug,
Poison Moth 1,000 138 23 94 46 23 10 23 23 19 Wind
Aerial
Praline (Ch.
40,000 200 32 96 64 52 21 32 32 26 None Human
3)
Praline (Ch.
80,000 300 83 101 110 95 22 55 55 44 None Human
5)
Praline (Ch.
85,000 300 83 103 130 105 22 65 65 52 None Human
6)
Praline (Ch. 7
90,000 300 83 105 150 115 23 75 75 60 None Human
- first)
Praline (Ch. 7
70,000 300 83 105 150 115 23 75 75 60 None Human
- second)
Praline (Ch. 8
70,000 300 83 105 258 119 23 79 79 64 None Human
- first)
Praline (Ch. 8
85,000 300 83 105 158 119 23 79 79 64 None Human
- second)
Profiteur (Ch.
6,000 85 26 93 34 17 0 17 17 14 None Human
2)
Profiteur (Ch.
80,000 315 83 101 110 95 2 55 55 44 None Human
5)
Profiteur (Ch.
85,000 320 100 103 130 105 2 65 65 52 None Human
6)
Profiteur (Ch.
70,000 325 80 105 150 105 3 75 75 60 None Human
7)
Profiteur (Ch.
70,000 330 100 105 158 105 3 79 65 64 None Human
8 - first)
Profiteur (Ch.
95,000 335 100 105 158 119 3 79 79 64 None Human
8 - second)
Qada (Ch. 3) 40,000 250 54 97 74 67 21 37 37 30 None Human
Qada (Ch. 5) 60,000 320 83 101 110 85 22 55 55 44 None Human
Qada (Ch. 6) 65,000 325 100 103 130 115 22 65 65 52 None Human
Qada (Ch. 7) 65,000 330 80 105 150 115 23 75 75 60 None Human
Qada (Ch. 8 -
75,000 335 100 105 158 129 23 79 79 64 None Human
first)
Qada (Ch. 8 -
95,000 340 100 105 158 129 23 79 79 64 None Human
second)
Rafflesia 5,000 265 53 100 106 83 22 53 53 43 Fire, Dark Plant
Ratatoskr 80 45 8 96 18 9 0 9 9 10 Wind, Dark Beast
Red Flan 3,000 195 39 97 104 39 11 39 39 32 Water Inorgani
Red Helm 7,000 330 80 101 110 75 22 55 55 44 Earth Beast
Remora 3,800 230 46 99 92 46 11 46 46 37 Lightning Aquatic
Rukh 7,000 292 53 100 C 106 83 22 53 53 43 Wind Aerial
Rusalka (Ch.
30,000 155 31 96 62 31 11 31 31 25 Lightning Aquatic
2)
Rusalka (Ch.
60,000 275 83 101 110 115 12 55 55 44 Lightning Aquatic
5)
Rusalka (Ch.
65,000 280 100 103 130 125 12 65 65 52 Lightning Aquatic
6)
Rusalka (Ch.
70,000 285 100 105 150 135 23 75 75 60 Lightning Aquatic
7)
Rusalka (Ch.
75,000 290 100 105 158 139 23 79 79 64 Lightning Aquatic
8)
Rusalka
(Clone) (Ch. 2,000 142 0 95 58 29 1 29 29 24 Lightning Aquatic
2)
Rusalka
(Clone) (Ch. 10,000 248 44 101 110 98 2 55 55 44 Lightning Aquatic
5)
Rusalka
(Clone) (Ch. 11,000 253 65 103 130 120 2 65 65 52 Lightning Aquatic
6)
Rusalka
(Clone) (Ch. 12,000 258 75 105 150 130 3 75 75 60 Lightning Aquatic
7)
Rusalka
(Clone) (Ch. 13,000 263 79 105 158 134 3 79 79 64 Lightning Aquatic
8)
Salamander 99,999 360 100 99 96 88 22 48 48 48 Water Dragon
Samurai
5,500 300 100 100 106 83 22 53 53 43 Fire, Light Undead
Zombie
Sand Worm 600 75 17 92 22 11 0 11 11 14 Water Bug
Scorpion 1,000 137 32 94 42 21 5 21 21 17 Water Bug
Sea Serpent 2,400 155 31 96 62 31 12 31 31 25 Water, Earth Aquatic
Shield Dragon 6,000 302 110 101 110 95 22 55 55 44 Lightning Dragon
Shinryu 99,999 360 100 99 96 88 22 48 48 48 Dark Dragon
Silver Wolf 4,700 235 47 99 94 47 11 47 47 38 Fire Beast
Skull Hunter 4,500 318 100 100 106 83 22 53 53 53 Fire, Light Undead
Skull Knight 6,000 291 100 100 106 83 22 53 53 53 Fire, Light Undead
Skull Lancer 5,500 300 100 100 106 83 22 53 53 53 Fire, Light Undead
Sky Archer
60 26 4 90 8 4 1 4 4 4 Lightning Human
(Ch. 1)
Sky Archer
7,000 330 55 101 110 55 22 55 55 44 Lightning Human
(Ch. 5+)
Sky Dueler 60 25 4 90 8 4 1 4 4 4 Lightning Human
Sky Pikeman 120 50 10 92 20 10 1 10 10 11 Lightning Human
Slime 15 30 1 96 12 6 0 6 6 6 Fire Inorgani
Soil Eater 6,000 192 48 96 64 32 11 32 32 26 Water Bug
Specter 4,500 300 53 100 106 53 22 53 53 43 Fire, Light Undead
Spriggan 8,000 360 120 102 120 110 17 60 60 48 Lightning Inorgani
Demon,
Succubus 2,600 170 34 96 68 34 2 34 34 28 Wind
Aerial
Teufel 4,800 216 48 99 120 48 11 48 48 39 Earth, Light Demon
The Jackal
5,000 75 35 92 20 13 30 7 13 11 None Human
(Ch. 2)
The Jackal
80,000 325 83 101 210 32 55 55 55 55 None Human
(Ch. 5)
The Jackal
65,000 325 83 103 130 85 32 65 65 52 None Human
(Ch. 6)
The Jackal
99,999 325 83 105 150 105 33 75 75 60 None Human
(Ch. 7 - first)
The Jackal
(Ch. 7 - 75,000 325 83 105 150 105 33 75 75 60 None Human
second)
The Jackal
75,000 360 83 105 158 109 34 79 79 80 None Human
(Ch. 8 - first)
The Jackal
(Ch. 8 - 99,999 350 83 105 158 109 33 79 79 64 None Human
second)
Treant 800 126 21 94 38 42 5 21 21 17 Fire Plant
Valtora 3,000 160 32 96 64 32 31 32 32 26 Fire Beast
Venomous
250 55 11 92 22 11 5 11 11 15 Water, Earth Aquatic
Snake
Victor (Ch. 2) 80,000 260 49 99 122 70 32 49 70 40 Dark Human
Victor (Ch. 4) 80,000 260 49 99 122 49 32 49 49 40 Dark Human
Victor (Ch. 5) 80,000 275 55 101 155 175 22 55 55 44 Dark Human
Victor (Ch. 6) 80,000 275 65 103 165 185 22 65 65 52 Dark Human
Victor (Ch. 7) 80,000 275 75 105 175 195 23 75 75 60 Dark Human
Victor (Ch. 8) 90,000 275 79 105 179 199 23 79 79 64 Dark Human
Victoria (Ch.
60,000 245 49 99 123 49 22 49 49 40 Light Human
2)
Victoria (Ch.
70,000 245 49 99 123 49 22 49 49 40 Light Human
4)
Victoria (Ch.
70,000 275 55 101 175 145 22 55 55 55 Light Human
5)
Victoria (Ch.
75,000 275 65 103 185 155 22 65 65 52 Light Human
6)
Victoria (Ch.
85,000 275 75 105 195 165 23 75 75 60 None Human
7)
Victoria (Ch.
75,000 275 79 105 199 169 23 79 79 64 Light Human
8)
Vulture 400 55 11 92 22 11 11 11 11 16 Wind Aerial
White Cait 1,200 125 25 95 66 25 21 25 25 20 Water, Dark Beast
Wolf 80 45 8 91 18 9 5 9 9 12 Fire Beast
Wraith 120 45 9 91 18 9 20 9 9 12 Fire, Light Undead
Wyvern 99,999 360 100 99 96 88 22 48 48 48 Fire Dragon
Yulyana (Ch.
150,000 350 70 101 206 156 32 65 65 65 None Human
6)
Yulyana (Ch.
70,000 280 75 101 206 156 32 56 56 56 None Human
7)
Yulyana (Ch.
95,000 280 79 101 206 156 32 56 56 56 None Human
8 - first)
Yulyana (Ch.
99,999 280 79 101 206 156 32 79 79 64 None Human
8 - second)
Zauberer 5,500 247 55 101 155 155 22 55 55 44 Earth Undead
Zombie 20 25 2 96 14 7 0 7 7 7 Fire, Light Undead
Fire,
Zombie
4,000 176 48 96 64 32 11 32 32 26 Lightning, Undead
Knight
Light
Lightning, Undead.
Zombie Shark 5,000 230 46 99 92 46 21 46 46 37
Light Aquatic
Beast,
Zombie Wolf 700 75 15 93 30 5 10 15 5 18 Fire, Light
Undead
Zwart 5,500 300 55 101 110 85 22 55 55 44 Fire Beast
Norende's Reconstruction
Introduction
As you are probably no doubt aware of by the time you watch just the opening movie of the game, Tiz's
home village of Norende was swallowed in the Great Chasm that, for no apparent reason ... well,
swallowed up Norende. >_> About 2/3 of the way through the Intro, you are made aware of Tiz's goal
to one day rebuild Norende to its former glory, and you yourself will be able to oversee the effort.
From the little side-menu on the Touch Screen, the four option will allow you to go to the Norende site.
There, you can tap on a number of things and set people to rebuild them in the time allotted. This time
passes while you are actively playing Bravely Default or while the system is in Sleep Mode (with
Bravely Default still active). Eventually, the thing in question will be built, upgraded, or removed and
you can benefit from it.
There are several things in Norende you can fiddle with. Most of these have something to do with
Special Moves, such as giving you the parts or the moves themselves: these things occur automatically,
so once the shop is built up, you get all of the benefits of that level immediately. There also are several
shops, like the Trader - when you reach the specified level, you can buy the items and equipment in
question from the Adventurer whenever you find him (outside of B10F of the Dimension's Hasp).
Many of these things can beneficial, if costly - the Growth Egg accessory (500,000 pg), for example,
doubles EXP. and JP earnings (but nulls pg earnings). And, finally, there are some various obstacles on
the map marked by "!" signs - removing these allows you to go to other parts of the area, and thusly
opens up more shops!
Within the scope of this section, we will primarily discuss what can be unlocked, how to unlock it, how
long it takes, and ways to be efficient at unlocking it.
Rebuilding Strategy
What? There's a strategy to building Norende?
No, not really. Rather, this section is designed to make your rebuilding as time-efficient as possible,
depending on the situation. Firstly, let's discuss how you can get more people into the village -
normally, you start with just one person. That one person is going to take foreeeeever to rebuild all
Norende in their lonesome, clearly. You can add people to the village in a number of ways: you can
StreetPass other people with the game (unreliable outside of a relatively-large town), or you can add
people via the Internet. This requires a Wi-Fi internet connection, though. In any case, you can send out
Net Invites once daily through the Internet to get three people once per 24 hours (and also benefit from
their Friend Summons!) and you can also add whosoever on your Friends List that has the game. Even
just the three people each day can make a significant difference! :)
In any case, most of you are probably going to try rebuilding Norende while the system is in Sleep
Mode - after all, you're not playing the game 24 hours a day like me, I hope. :) Below are several
proposed situations, and how to ideally set up your people for the sake of completing them, and
why... ... To be honest, I only have two for the moment that sum up the ways most people tend to do
this; if you have others you'd like me to cover (be in-depth, now!), contact me via the Legalities
section.
• Situation - You are actively playing Bravely Default, right now:
• Solution: In this case, you'll want to gain the benefits from facilities as fast as possible,
and that can only be done by throwing as many people into an effort as you can - throw
all of your people into a single facility. Note that, in a way, you have to consider the
economic property of diminishing marginal utility - that is to say, once you start getting
lesser and lesser benefits from people, there's no point in having them around. You can
set the standard on how many is too many, really. For example, if I throw 20 people into
the rebuilding of Level 3 River Parts Shop, it will take about 12 minutes. If I throw in 21
people, it will take about 11 minutes, 30 seconds. Clearly, there's not a lot of difference,
so I'll throw that 21st person somewhere else. Of course, differences can be larger - I
tend to put a ten-minute benefit as my lowest - depending on what you need, and what
you're willing to sacrifice.
• Situation - You are going to not be playing the game for an approximate/set time period
(e.g. sleeping, school):
• Solution: In this case, you want to throw people into the various facilities so that the
facility will level up once within the set time frame - during the situations named, for
example, it's not generally a good idea (if possible at all) to pull out your 3DS at regular
intervals for this stuff. May as well take what benefits we can. Okay, so let's assume you
plan to sleep for eight hours, and the Level 5 Valley Parts Shop takes 24 hours to obtain.
If you had 24 people, you could get that done in an hour, but you're asleep, so that's
seven hours wasted. Rather, since you're asleep for eight hours, try to get the time-to-
completion down to the time you plan on being inactive, or just under it. For example,
three people reduces the time to 8 hours - the time you plan to sleep - and leaves you 21
people for the other facilities.
The Rebuilding
Note that the times mentioned here are based on a single person doing the work. Each additional person
helps to divide the work equally - in other words, two people halves the time, three brings it to one-
third, ten brings it to one-tenth, and so on. Also, times here are in an hour:minute.second (hh:mm.ss)
format. And, finally, the facilities here are organized categorically: first obstacles, then items, then
equipment, then special move stuff.
OBSTACLES / BLOCKADES
Obstacle Time Unlocks
Tangled Woods 02:00.00 Special Move Shop, Downstream Area obstacle, Blackwater Fen obstacle
Hill Parts Shop, Weapon Shop, Collapsed Bridge obstacle, Rigid Crag
Ancient Boulder 10:00.00
obstacle
Blackwater Fen 30:00.00 Accessory Shop, River Parts Shop
Collapsed Bridge 50:00.00 Cape Parts Shop, Combat Items Shop
Downstream Area 70:00.00 Compounds Shop
Rigid Crag 99:00.00 Valley Parts Shop
TRADER (GENERAL ITEMS)
Level Time Buyable Items
Level 1 00:15.00 Potion, Teleport Stone
Level 2 01:00.00 Antidote, Eye Drops
Level 3 02:30.00 Echo Herbs, Phoenix Down
Level 4 03:30.00 Wakeup Bell
Level 5 05:00.00 Hi-Potion
Level 6 08:00.00 Ether
Level 7 11:00.00 Balsam
Level 8 15:00.00 Remedy
Level 9 24:00.00 X-Potion
Level 10 36:00.00 Turbo Ether
Level 11 99:00.00 Knight's Tunic (Costume, not an item)
COMBAT ITEM SHOP
Level Time Buyable Item
Level 1 01:00.00 Bomb Fragment
Level 2 02:30.00 Antarctic Wind
Level 3 04:30.00 Zeus's Wrath
Level 4 08:30.00 Tengu Yawn
Level 5 12:00.00 Earth Drum
Level 6 20:00.00 Bomb Arm
Level 7 28:00.00 Arctic Wind
Level 8 45:00.00 Pantheon's Wrath
Level 9 60:00.00 Tengu Sneeze
Level 10 72:00.00 Earth Mallet
Level 11 99:00.00 Edea's Garb (Costume, not an item)
COMPOUNDING ITEMS SHOP
Level Time Buyable Items
Level 1 01:00.00 Beast Liver
Level 2 02:30.00 Hard Scale, Phlogiston
Level 3 04:00.00 Insect Antenna, Permacrystal
Level 4 05:30.00 Monster Fiber, Fairy Wing
Level 5 14:00.00 Spirit Bone, Fulmen Shard
Level 6 26:00.00 Desert Rose
Level 7 35:00.00 Glitterbug
Level 8 56:00.00 Dark Matter
Level 9 78:00.00 Demon Tail
Level 10 84:00.00 Dragon Fang
Level 11 99:00.00 Plain Tunic (Costume, not an item)
WEAPONS SHOP
Level Time Buyable Weapons
Level 1 01:30.00 Carving Knife
Level 2 02:30.00 Simian Staff
Level 3 04:30.00 Ogre's Club
Level 4 05.30.00 Bastet Claws
Level 5 09:30.00 Sage's Staff
Level 6 16:00.00 Angel's Bow
Level 7 28:00.00 Lü Bu's Spear
Level 8 38:00.00 Grinder Axe
Level 9 54:00.00 Mutsu-no-Kami
Level 10 60:00.00 Night Emperor
Level 11 99:00.00 Magic Knife
ARMOR SHOP
Level Time Buyable Armor
Level 1 00:30.00 Bronze Armor
Level 2 01:30.00 Brigandine
Level 3 03:00.00 Red Cap
Level 4 05:30.00 Rainbow Dress
Level 5 08:30.00 Lambent Hat
Level 6 12:00.00 Blessed Shield
Level 7 17:00.00 Bloody Shield
Level 8 24:00.00 Heike Gloves
Level 9 36:00.00 Heike Helm
Level 10 48:00.00 Heike Armor
Level 11 99:00.00 Onion Shirt
ACCESSORY SHOP
Level Time Buyable Accessories
Level 1 02:00.00 Venture Badge
Level 2 03:00.00 Smiley Badge
Level 3 05:00.00 Gale Hairpin
Level 4 09:00.00 Normalizer
Level 5 14:00.00 Red Muleta
Level 6 24:00.00 Reflect Ring
Level 7 32:00.00 Alarm Earrings
Level 8 48:00.00 Taunt Bangle
Level 9 68:00.00 Golden Egg
Level 10 80:00.00 Growth Egg
Level 11 99:00.00 Melodist's Shirt (buyable Costume, not buyable accessory)
SPECIAL MOVE SHOP
Level Time Moves Acquired
Level 1 02:00.00 Infinity, Rejuvenation
Level 2 03:00.00 Piercing Bolt, Horizon, Maximum Draw
Level 3 03:00.00 Moonbeam, Grand Strike, Moonshadow
Level 4 48:00.00 Air Splitter, Blade Storm
Level 5 48:00.00 Overpower, Withering Ripple
Level 6 48:00.00 Lux, Rapid Fire
Level 7 72:00.00 Breaking Wave, Maelstrom, Ascendant Palm
Level 8 99:00.00 Holy Weapon, Divine Light, Cross Divide
Level 9 99:00.00 Megiddo Flame, Angelic Pillar, Thunderburst
Level 10 99:00.00 Sonic Wave, Gigaton Swing, Petal Swirl
Level 11 99:00.00 Falcon Knife (buyable weapon, not special move)
HILL PARTS SHOP (ELEMENTAL SPECIAL MOVE PARTS)
Level Time Parts Acquired
Level 1 02:00.00 Fire, Fire Res. Up, Fire Res. Down
Level 2 03:00.00 Water, Water Res. Up, Water Res. Down
Level 3 05:30.00 Lightning, Lightning Res. Up, Lightning Res. Down
Level 4 09:00.00 Wind, Wind Res. Up, Wind Res. Down
Level 5 15:00.00 Earth, Earth Res. Up, Earth Res. Down
Level 6 26:00.00 Speed Up, Speed Down
Level 7 42:00.00 Light, Light Res. Up, Light Res. Down
Level 8 60:00.00 Evade Up, Accuracy Down
Level 9 90:00.00 Dark, Dark Res. Up, Dark Res. Down
Level 10 99:00.00 Cure Doom, Doom Res. Up, Death Res. Up
Level 11 99:00.00 Labrys (buyable weapon, not special move part)
RIVER PARTS SHOP (SLAYING/CURING/RESISTING SPECIAL MOVE PARTS)
Level Time Parts Acquired
Level 1 01:00.00 Beast Slaying, Cure Poison, Poison Res. Up
Level 2 02:30.00 Plant Slaying, Cure Blind, Blind Res. Up
Level 3 04:00.00 Aquatic Slaying, Cure Silence, Silence Res. Up
Level 4 08:00.00 Insect Slaying, Cure Sleep, Sleep Res. Up
Level 5 15:00.00 Flier Slaying, Cure Paralyze, Paralyze Res. Up
Level 6 26:00.00 Undead Slaying, Cure Dread, Dread Res. Up
Level 7 42:00.00 Demon Slaying, Cure Berserk, Berserk Res. Up
Level 8 52:00.00 Dragon Slaying, Cure Stop, Stop Res. Up
Level 9 81:00.00 Crit. Rate Up, Cure Confuse, Confuse Res. Up
Level 10 99:00.00 Cure KO, Cure Charm, Charm Res. Up
Level 11 99:00.00 Silver Glaive (buyable weapon, not special move part)
CAPE PARTS SHOP (RECOVERY/AILMENT SPECIAL MOVE PARTS)
Level Time Parts Acquired
Level 1 01:30.00 HP Recovery Lv. 1, Poison Touch, Poison Res. Down
Level 2 03:00.00 MP Recovery Lv. 1, Blind Touch, Blind Res. Down
Level 3 05:30.00 HP Recovery Lv. 2, Silence Touch, Silence Res. Down
Level 4 11:00.00 MP Recovery Lv. 2, Sleep Touch, Sleep Res. Down
Level 5 22:00.00 HP Recovery Lv. 3, Paralyze Touch, Paralyze Res. Down
Level 6 32:00.00 MP Recovery Lv. 3, Dread Touch, Dread Res. Down
Level 7 42:00.00 HP Recovery Lv. 4, Stop Touch, Stop Res. Down
Level 8 60:00.00 MP Recovery Lv. 4, Confuse Touch, Confuse Res. Down
Level 9 90:00.00 HP Recovery Lv. 5, Charm Touch, Charm Res. Down
Level 10 99:00.00 MP Recovery Lv. 5, Death Touch, Death Res. Down
Level 11 99:00.00 Fox Tail (buyable weapon, not special move part)
VALLEY PARTS SHOP (BOOSTING SPECIAL MOVE PARTS)
Level Time Acquired Parts
Level 1 03:00.00 10% Power Boost, +1 Turn
Level 2 05:00.00 M. Atk. Up, M. Atk. Down
Level 3 07:30.00 20% Power Boost, +2 Turns
Level 4 15:00.00 P. Atk. Up, P. Atk. Down
Level 5 24:00.00 30% Power Boost, +3 Turns
Level 6 32:00.00 M. Def. Up, M. Def. Down
Level 7 42:00.00 40% Power Boost, +4 Turns
Level 8 75:00.00 P. Def. Up, P. Def. Down
Level 9 99:00.00 50% Power Boost, BP Bonus Lv. 1
Level 10 99:00.00 +5 Turns, BP Bonus Lv. 1
Level 11 99:00.00 Donnerschlag (buyable weapon, not special move part)
Job Analyses
Introduction
One of the most flexible systems a game can provide for playability is a job class system, a system in
which your character can specialize in certain skill sets to learn certain special abilities and, while
learning these, avoid learning myriad others. In turn, this forces you to create a balance on your team,
and eventually you try to vary your team. And yet, at any given time, most logical combinations can
work in some way or another, and so the game becomes more fun on second and third playthroughs as
it is far from the same as the first time.
...
Wow, that was really incoherent. >_> Anyhow, one my favorite aspects of Bravely Default is its job
system, a system mirroring that of Final Fantasies III and V. Within this section, I will discuss a number
of things for you. First I will discuss the mechanics of the JP system briefly, mostly for the sake of
those looking to level-up. After that, we get into the real gnitty-gritty of the job data: therein, I'll first
prelude with a chart to detail the comprehensive changes in each stat compared to each job, then get
into everything about every single job - abilities, strategies, affinities, et cetera.
Enjoy.
JP Mechanics
JP, or Job Points, are earned at the ends of battles. The mechanics therein are somewhat similar to the
AP of Final Fantasy V. Each enemy will give off a certain amount of JP (per the Enemy Bestiary), and
that JP is like EXP. for your jobs. After a set amount of JP is earned, your job will level up: this will
include an increase in power and new abilities, but more JP required for the next level. Even so,
leveling up your job is a critical aspect for the game, for if you have no skills with which to fight, you
are likely to lose as fast as a sundae going down Edea's throat.
Job Class HP +/- MP +/- STR +/- VIT +/- INT +/- MIND +/- DEX +/- AGI +/-
Freelancer - - - - - - - -
Monk +30% -30% +30% +30% -40% -20% - +20%
White Mage - +30% -30% -40% +20% +30% -20% -
Black Mage - +30% -40% -40% +20% +20% -20% -
Knight +20% -20% -20% +40% -30% - -20% -20%
Thief - - -10% - -40% -40% +50% +40%
Merchant - - - -20% +10% - - -
Spell Fencer +10% +10% +10% +10% +10% +10% - -
Time Mage - +30% -40% -40% +30% +20% -20% -
Ranger - - +20% - -20% -20% +20% +20%
Summoner - +40% -40% -30% +30% +20% -10% -20%
Valkyrie +10% -10% +20% +10% -30% -30% - +10%
Red Mage +10% +20% - -10% +20% +20% - +10%
Salve-Maker - - - -10% +10% +20% - -
Performer - - -20% -20% +10% - - +20%
Pirate +20% -20% +50% +20% -40% -40% -40% -
Ninja - - +10% -20% -10% -10% +30% +40%
Swordmaster +10% -10% +20% +20% -30% -20% +20% -
Arcanist - +40% -50% -50% +50% +30% - +10%
Spiritmaster - +40% -40% -40% +30% +50% - +10%
Templar +20% -20% +20% +30% -40% +20% - -30%
Dark Knight +10% -10% +30% - -20% -40% - +10%
Vampire +20% +10% +10% - +20% - - +20%
Conjurer - +50% - - +50% +20% - -
Freelancer
Job Description: The Freelancer, as one might expect, is the most balanced class of the game; it has no
real problems or advantages, beyond the Mimic ability. There isn't a lot that might lead you to bother
with this class, either, other than Mimic, JP Up, and Dungeon Master, and maybe Stand Ground for
those wanting to learn summons. That said, though, the Freelancer class is one you'll eventually want to
return to after some time has progressed in the game. While Late Bloomer still won't give you the best
stat bonuses (+24% at max), it continues to buff up the Freelancer well. Fighting with the Freelancer
can also be a bit difficult statistically, so be sure to throw in one of the Lore abilities.
Secondary Job Options: It's pretty dependent on what role your team needs filled in, or, more often
than not, what you want to Mimic. The Performer becomes great for this with My Hero (BP +1 to
party), then three Mimics, for example. Similarly, you could Mimic Meteors for mass damage, or ...
well, pretty much anything. It's up to you, really. ;)
Monk
Job Description: The Monk is what you'd probably expect after having fought Barras: a physical brute
with somewhat decent stats that prefers to fight bare-handed - which at least means you won't have to
buy many weapons for this guy, or armor after getting Natural Talent! Even so, he has a limited set of
truly useful abilities, so he's better used for stat boosts until you unlock more jobs to supplement his
abilities.
Secondary Job Options: The Thief ended up being my favorite combo with the Monk: Life Thief will
allow you to supplement high damage and high recovery. The Ranger and Spell Fencer each also work
great for hitting familial or elemental weaknesses, respectively. Being able to use the Conjurer's
Invocation in the late-game could be useful for those not wanting to bother with the lack of equipment
Natural Talent forces.
White Mage
Job Description: It is common enough to associate the White Mage in RPGs with a restorative person,
and the same is true here. With a variety of curative White Magic, you will find yourself with a big
problem if you don't have a White Mage, so it is extremely important to keep their levels up. This is
especially true for the end-game where you'll find Curaga healing for 6,000+ HP, far more than the
1,500 measly HP given by X-Potion (and you don't wanna waste Elixirs). There's also the invaluably
powerful Holy spell, and several useful support abilities.
Secondary Job Options: The Black Mage comes to mind as a great complement for this due to the
raised Intelligence (and thusly M. ATK.), and thusly the Time Mage as well. The only other really
decent option comes with the Spiritmaster in the late-game due to a number of other supportive skills
and better M. ATK., but it's better to have Spiritmaster as the primary and this as the secondary. =/
Black Mage
Job Description: I suppose if the White Mage can be thought of as the curative unit of the team, the
opposite-colored mage can be thought of as a magically-offensive unit, which is quite well is. The
Black Mage will become a cornerstone of your team through easily the first four chapters without much
problem (or at least the associated skillset) since the Black Mage allows you to use a wide variety of
elemental magic, and even includes ways to boost the damage, including the especially lethal Pierce M.
Defense ability. It is definitely a job worth investing time into.
Secondary Job Options: It wouldn't be too bad to combo this with a White Mage for the curative
abilities; may as well double up, eh? The Arcanist also comes to mind since their M. ATK. is high, but
it's better to go for the Arcanist as a primary. Similar logic goes for the Spiritmaster, whose primary
attraction is Fairy Aid for boosted elemental damage.
Knight
Job Description: The Knight has deviated from his relatively traditional role as the main physical
powerhouse. While his role has typically also been to cover for allies in some what to protect them
from damage, he now gets stats more appropriate for that duty, becoming more of a physical tank than
a fighter. That said, the Knight isn't that useful of a class; while using him as a class can help you keep
your HP up while running other strategies (I tend to dress up Mages as Knights against physical-heavy
bosses), you probably won't get much use out of him unless you need Two-Handed or the Lores.
Secondary Job Options: There isn't much I can come up with, really.
Thief
Job Description: The Thief, in all honesty, is not that useful of a job. While it does present a physical
alternative to the Knight or Monk or Freelancer in the early game, the only thing it can really do is
steal. For the most part, there are two abilities worth bothering with this over: Life Thief and Godspeed
Strike; once those are learned, you have some valuable abilities. Other than that? There isn't a lot worth
stealing in the game to bother with.
Secondary Job Options: There's not a lot to say, since this class doesn't have a ton of ways to fight; it's
offenses are lowered in both ways by definition. The only suitable side-job is the Freelancer as far as I
can tell, due to Mimic for Godspeed Strike or Prayer for the stealing abilities.
STAT CHANGES (VS. FREELANCER)
Max HP +0% STR -10% MIND -40%
Max MP +0% VIT +0% DEX +50%
INT -40% AGI +40%
EQUIPMENT AFFINITIES
Swords C
Axes E
Spears E
Bows A
Katanas C
Knuckles C
Rods E
Staves E
Daggers S
Shields E
Helmets E
Torso Armor E
• Specialty (Auto-Ability) - Master Thief:
• Effects: Stealing abilities (Steal, Mug) are twice as likely (now 50%) to succeed.
Merchant
Job Description: The Merchant is a class that relies rather heavily on the ability to spend money to
make money, sort of. Imagine it like Setzer from FFVI without the Slot command: you didn't really like
him to begin with when you got him in your party, and he proved pretty useless without taking a ton of
risks involving the Joker Death not being fixed in the original release. >_> In any case, there is not
money on the Merchant that one would find useful other than More Money for pg-grinding. Takeover
can be useful when combined with Mimic in the late-game for 15,000~20,000 damage, but it also
makes you Brave thrice. Not the best job in the world...
Secondary Job Options: You pretty much have to combo with the Freelancer for the Mimic ability to
get any use out of this; once you have Mimic, you can stop spending so much pg.
Spell Fencer
Job Description: The Spell Fencer kind of makes me think of the Magic Knight from way back in
Final Fantasy V, though without the tanking - basically, a physical unit that can imbue magical effects
to their weapons to be able to more readily pierce weaknesses. I remember especially that two of the
most difficult bosses in the game could be two-turn killed (and one being just to set up a Thundaga
Spellblade) because of this kind of stuff. As their own unit, the Spell Fencers don't make the nicest of
classes to use; I mean, they have better stats than the average Freelancer and all, but the only real
reason to be here is for the Sword Magic abilities. This said, I especially recommend really building up
this job: with the Spell Fencer sub-ability to any significantly-physical job, you can pierce weaknesses
left and right for tons of damage.
Secondary Job Options: For the Spell Fencer, you won't want to use it as the primary job other than to
earn BP; rather, you it to be the secondary job. My favorite primary job for the Spell Fencer is the
Ranger: you can complement the Ranger's Family-Slaying abilities and Fencer's elemental Sword
Magic for a baseline 2.25 times damage, right then. You could also make the Spell Fencer work with
any significantly powerful job. The Conjurer works pretty well after some set-up via Invocation, for
example, and there's the naturally-powerful Monk and Pirate.
Time Mage
Job Description: Like the White and Black Mages before it, the Time Mage also has its own
speciality: magic that alters the flow of time. Of course, the possible effects of such are rather limited -
I mean speed up, slow down, or stop is all one can do about actual time, y'know? - so the Time Mage
gets a variety of other useful things. Spell-wise, it has the valuable Haste(ga), Veil(ga), Regen, Meteor,
and Reraise. Meteor and Reraise especially will become very useful towards the end-game, so it is a
very good idea to bother to get some of these.
Secondary Job Options: The Arcanist comes to mind for high M. ATK., mostly, but that would be
better as the primary. Summoners and Conjurers could also work out with a little buffing. If you only
really want Haste(ga), Veil(ga), Reraise, and the like that don't really poll your M. ATK. in the game,
then Time Magic could become a filler command.
Summoner
Job Description: The Summoner is like a Black Mage on steroids: they're not as versatile, but what
they can do can absolutely rip through the opponents, especially with the abuse some of Support
Abilities (Summon Substitute, Summon in a Pinch) present. That said, the Summoner is a decent
enough job for the earlier half of the game (Chapters 1-4) since you can easily do a lot of damage with
most of the summons. Beyond there, though, the bosses tend to bump up their HP dramatically, so other
methods are better used for mass damage (especially given that the bosses are usually alone). Even so,
learning the Summons can be very useful for the late-game, too. See Summon Magic for details on
learning the spells, and Conjurer for exactly why Summons are useful in the late-game.
Secondary Job Options: There's not a lot one can really do with the Summoner. You could probably
pair them up with a White Mage to be able to get some healing done, but that's about it. Some of the
other jobs' Support Abilities work well to let a Summoner be useful in grinding - set them up with
Pierce M. Defense, Post-Battle MP, and Summoning Amp and some M. Atk Up abilities, then just have
them Summon something for a battle for an easy random-encounter win. But that's all I've got.
Red Mage
Job Description: The Red Mage, on a general Final Fantasy level, has always been one of my favorite
early-game jobs. Earlier FF games would have you force people to specialize as either a White or a
Black Mage, but some would allow the mediatory Red Mage. The Red Mage specializes in neither
spell-set. It can learn White and Black Magic through Level 4, though, which makes it nice for at least
the first three or four chapters, after which your want for Dark, Holy, and Curaga will probably force
some level of specialization on you. =P That aside, once you get this job, it's probably a good idea to
use it at least a bit, especially if you plan on using its BP-boosting abilities for abuse.
Secondary Job Options: You could always round out the spell set with a Time Mage for a good ol'
trio. The use of the Ninja job's Utsusemi is especially critical in managing to make (ab)use of the Turn
Tables ability as well. You will probably want to throw this job out by the time you cross over into
Chapter 5, though...
Salve-Maker
Job Description: The Salve-Maker kinda makes me think of Rikku from Final Fantasy X; the main
appeal of this job is the ability to combine and use items in ways not usually expected. The Salve-
Maker is perhaps one of the most powerful classes in the game if you understand what you need to
compound together, and have the items of course - this, coupled with a number of support abilities,
make it a job at least worth screwing around in.
Secondary Job Options: Nothing in particular, really. The Freelancer comes to mind for probably
Mimicking your various Compounding results, though, which could be useful to avoid an item penalty.
Performer
Job Description: The Performer doesn't look it, but this singing class can very well be what gets you
out of most binds in the game. The Performer plays a mostly supportive role; by no means is it meant
to be used for an actual offense (though it does get a 10% M. ATK. boost due to the INT increment, so
magic works). Rather, you are meant to boost your allies' stats for the most part to make them more
powerful. So, where does the Performer truly get in its use? Mostly with the Mimic ability of the
Freelancers; this one, lone skill can make Performers gods on the battlefield. For example, you could
use Love Power, Mimic, Little Devil, and Mimic to max out your offense at half the cost, or do
something similar with Got Your Back and Key to Your Heart for your defenses. And, in reality, those
four skills - learned by Level 5 - will probably be the most useful of the group ... until Level 14 is hit.
My Hero is the most broken skill in the game combined with Mimic: since it boosts BP for the party by
1, you can go into My Hero and then three Mimics and cause your allies to have a huge surge in BP.
Those three turns you normally spend Defaulting will be no more.... In short, I LOVE this job! Now,
say it with me ... "Love in the Crossfire!"
Secondary Job Options: Mastered Freelancer all the way with this one; Mimic makes your party very
difficult to beat, especially due to the BP boosts of My Hero or stats boosts across the party. If you don't
have a mastered Freelancer - it probably won't happen until late Chapter 4, and that's if all you've used
is a Freelancer - then pretty much any kind of Mage or Summoner work well so you can throw up a bit
of healing or offense; whichever you choose is better based on what you do and do not have in your
party at the moment.
Pirate
Job Description: The Pirate is one of the strongest units in the game in pure strength, boasting a 50%
increase in Strength when coming from a Freelancer. They're also one of the most nerfed versus the
original Bravely Default, too, and for good reason... Anyhow, the point of a Pirate is to deal out brute-
force damage for the most part, especially with stuff like Amped Strike. However, there is another way
to use the Pirate one might quite as easily think of: they have quite a few stat-lowering abilities and
those can be useful, especially the P. DEF.-lowering Shell Split for the Pirate. Overall, the Pirate is
probably something worth investing time in, especially once Mimic is learned.
Secondary Job Options: Mimic can make this job's Amped Strike become very lethal: combine a skill
that is likely to hit for 9,999 damage, then remove the cost (almost) and make it hit four times total
and ... wham. Still, Mimic is a bit off for what is expected for when this job is unlocked. Other good
job sets for the Pirate can include the Ninja if you want evasion, the Swordmaster for counters, the
Spell Fencer to help pierce elemental weaknesses, the Ranger for familial weaknesses, or my personal
favorite, the Thief. The Thief doesn't provide a lot of useful skills, but there's one I love for this job:
Life Thief. Combine the Pirate's high-damage with this and you basically have a self-sufficient healer
on all but the bulkiest of bosses. Overall, there's quite a bit there for a Pirate. ... Argh.
Ninja
Job Description: In most Final Fantasy games, the Ninja has been my favorite job of all; in general,
the Dual-Wield ability has made most such job classes absolute powerhouses. I recall Final Fantasy
Tactics Advance especially for those memorires... *ahem* Anyhow, the Ninja is good for the Dual-
Wield ability when you hit it; you can then bring it to, say, a Pirate. Otherwise? The Ninja can be pretty
deadly by themselves because of the Utsusemi/Transience tactic against physical bosses; they're also
good at increasing damage output in Frenetic Fighting. ... To be honest, the Ninja isn't very noteworthy
beyond Utsusemi/Transience and Dual-Wield; once you've got those, you're probably better off with a
different job. The only real reason to stay around is the boss-dominating Utsusemi/Transience.
Secondary Job Options: The Ninja doesn't have any decent secondary jobs that I can think of, to be
honest. The Ninja is better of left as a secondary for other jobs, mainly the Pirates for
Utsusemi/Transience.
Swordmaster
Job Description: The Swordmaster is actually the first time I've ever been able to encounter such an
odd class - one that does not rely on dealing out damage directly, but through counterattacking. The
Swordmaster is a very powerful unit, easily able to deal out 11.25x more damage than is normal, and
that's without hitting weaknesses, just The Worm Turns and Counter Amp. Throw in an elemental
weakness and a 3 BP attack with Redoubled Effort in effect and damage is ~22.44x normal. That means
attacks that deal out just under 450 damage normally hit the damage cap. The problem with this job,
though, is that there aren't any real effects from using Bravely Second short of Attacks (and there are
other ways to go for that). So long as you have a good healer, the Swordmaster will be a useful class for
a long time to come.
Secondary Job Options: The Spell Fencer helps the Swordmaster by allowing them to pierce
elemental weaknesses with their counterattacks; this is mostly only useful for single-enemy boss
battles, but it works well enough. The use of Drain Sword Magic especially helps the Swordmaster
regain HP. Free Lunch is an ability great to combine with Magic skills, Pirate skills, and the like, but
it'd probably be best to use the job in question as your primary rather than the Swordmaster (stat boosts
'n all).
Arcanist
Job Description: The Arcanist is like a super Black Mage. With some new skills of their own, their
primary purpose is to take your Black Mage, throw some Dark-elemental skills into it, toss up a
number of Black Magic-boosting skills, and hope for the best. All in all, you can basically say an
Arcanist is just a Super Black Mage. They can be very useful for hitting the target's weaknesses or just
dealing out lots of damage. ... I dunno why I'm even elaborating, really.
Secondary Job Options: The Black Mage is the quintessial secondary job for the Arcanist, though
Time Mage works well, too, due to Meteor and Convergence. Summoners may also get some minimal
benefit from the +50% INT boost, but there's little here for them.
Templar
Job Description: The Templar represents a BP-heavy class whose primary function is to build up BP,
manipulate critical-hit rates, and then strike forcefully. To be honest, the delay between attacks can be a
bit of a turn-off to this job, since they pose barely anything of note across the board. The Templar is
probably only appealing to those of you who prefer to take risks with this game, which never ends up
well for me. >_>
Secondary Job Options: The generic Spell Fencer allows for elemental-weakness piercing, while the
Ranger allows for familial pierces. The Freelancer can be nice with Mimic to help deal with the
numerous BP costs with this job.
Dark Knight
Job Description: The Dark Knight comes off as a kamikaze-lite unit - the majority of their offense
relies on the sacrifice of their own HP to deal damage. These attacks are generally Dark-elemental and
more powerful than normal, making them a tough force to deal with if they have an active healer on the
their side. On the other hand, there are Mimickers to reduce the HP use. Ultimately, the Dark Knight
class isn't that good unless you're in dire straits; it's powerful, but it's frail.
Secondary Job Options: A Freelancer with Mimic works really well here; you can abuse a number of
the skills here to deal massive damage with little HP penalty. Otherwise? You could try a Thief for Life
Thief, a Spell Fencer for element-weakness pierces (other than Dark), and a Ranger for familial
weaknesses.
Vampire
Job Description: The Vampire takes the role of Blue Mage in this game, a class that is skilled in using
the skills of enemies against them. The Blue Mage is sometimes, at least to me, the black sheep of most
Final Fantasy games, in no small part because it can take some significant effort to learn the monsters'
Genomes (or other equivalents). However, many of them are extremely useful and worth the effort to
get, especially White Wind. Anyhow... It's a pretty decent class to invest some time into; I didn't
personally because I already had a pretty good party by Chapter 4, but if you're willing to experiment,
you could ben
Secondary Job Options: There's not a lot that works well with the Vampire, mostly because of the
versatility of their Genomes satisfying everything. For the most part, just pick something that you need
- Mages (especially Summoners and Conjurers) can work well.
Conjurer
Job Description: The Conjurer is an insanely useful job that is mostly able to stand alone, all by itself
on the battlefield, after enough set-up. The Conjurer uses the Summon spells in an alterative way via
Invocation - to max out a number of stats for a long period of time, and, after that set-up, unleash hell
upon the opposing party. Overall, the Conjurer is also the best-balanced job in the game, sort of - it
loses nothing in any stat, but gains in some, mostly for the point of favoring magic spells, so you won't
get the true power of this job with getting Deus Ex as a summon and bringing this job to Level 10 to
max M. ATK. In a different way, this job is also very valuable for grinding as its Oblierate (Level 9)
skill kills enemies 20+ levels below you while you retain the usual EXP/JP/pg gains, and then
Experience Up boosts the EXP. by 50%!! We're talking near-effortless grinding in the endgame! In
short, the Conjurer is the job class you'll want to default to after you're done with everything else in
other jobs.
Secondary Job Options: Because of the setting-up nature of the Conjurer and what it can set up to via
Invocation, pretty much anything works well for this job class, especially since it can be a standalone
unit on the battlefield. If you want to go for the physical route, Pirate skills can help debuff the enemy's
stats to further the effects of Invocation. You could also take advantage of the Conjurer's unsurpassed
50% Intelligence boost for Magic jobs. Clearly, the Summoner stands out, especially with the
Conjurer's Summon-boosting abilities. The Black Mage gives you some variety, though. The White
Mage offers you Holy and curative magic, which will can also be very useful for near-full heals. And
then there's the Time Mage for Meteor and Quaga, as well as stuff like Hastega and Veilga to spread
some buffing effects to the party. Ultimately, the Conjurer is perhaps the most versatile unit in the game
- or, at least the one that can make the best of any situation he or she is given. What you choose should
be based on what you want, or need for the near future.
Magic Listings
White Magic
Magic Buying MP Magic
Magic Effects
Name Cost Cost Level
Blindna 200 pg 5 MP Level 1 Cures the Blind status ailment
Cure 200 pg 5 MP Level 1 Restores a small amount of HP; damages the undead
Poisona 200 pg 5 MP Level 1 Cures the Poison status ailment
Aero 400 pg 5 MP Level 2 Minor Wind-based damage
Protect 400 pg 5 MP Level 2 Raises Physical Defense by ~25% for ~5 turns
Shell 400 pg 5 MP Level 2 Rasies Magic Defense by ~25% for ~5 turns
Cura 800 pg 9 MP Level 3 Restores a moderate amount of HP; damages the undead
Esuna 800 pg 8 MP Level 3 Cures all ailments except KO, Stop, and Doom
Revives from KO with ~200 HP; 70% chance to kill the
Raise 800 pg 18 MP Level 3
undead
Aerora 1,600 pg 15 MP Level 4 Moderate Wind-based damage
Remove all stat buffs/debuffs, Regen, Stop, Reflect, Reraise,
Dispel 1,600 pg 8 MP Level 4 element affinity changes, damage absorption, and Sword Magic
(all of which that are not permanent)
Reflects White, Black, and Time Magic to the opposite side
Reflect 1,600 pg 16 MP Level 4
(i.e. you to enemy)
Aeroga 3,200 pg 45 MP Level 5 Major Wind damage
Curada 3,200 pg 27 MP Level 5 High HP recovery; high damage to the undead
Esunaga 3,200 pg 20 MP Level 5 Cures all ailments except KO, Stop, and Doom for all
Arise 6,400 pg 80 MP Level 6 Revives from KO with full HP; 70% chance to kill the undead
Curaga 6,400 pg 60 MP Level 6 Huge HP recovery; huge damage to the undead
Holy 6,400 pg 80 MP Level 6 Major Light-based damage
Black Magic
Magic Buying MP Magic
Magic Effects
Name Cost Cost Level
Blizzard 200 pg 5 MP Level 1 Minor Water-based damage
Fire 200 pg 5 MP Level 1 Minor Fire-based damage
Thunder 200 pg 5 MP Level 1 Minor Lightning-based damage
Poison 400 pg 4 MP Level 2 Has a 75% chance to Poison the target
Silence 400 pg 5 MP Level 2 Has a 75% chance to Silence the target
Sleep 400 pg 5 MP Level 2 Has a 75% chance to put the target to Sleep
Blizzara 800 pg 15 MP Level 3 Moderate amount of Water-based damage
Fira 800 pg 15 MP Level 3 Moderate amount of Fire-based damage
Thundara 800 pg 15 MP Level 3 Moderate amount of Lightning-based damage
Damages the target's MP; user regains MP (or loses if
Aspir 1,600 pg 1 MP Level 4
target is Undead) equal to 10% of the damage
Damages the target's HP; user regains HP (or loses if target
Drain 1,600 pg 8 MP Level 4
is Undead) equal to the amount of damage
Fear 1,600 pg 5 MP Level 4 Has a 75% chance to induce Dread in the target
Blizzaga 3,200 pg 45 MP Level 5 Major Water damage
Firaga 3,200 pg 45 MP Level 5 Major Fire damage
Thundaga 3,200 pg 45 MP Level 5 Major Lightning damage
Dark 6,400 pg 80 MP Level 6 Major Dark-based damage
Death 6,400 pg 15 MP Level 6 60% chance to inflict instant death on a single target
Will kill most enemies at 10+ levels below you (no pg,
Kill 6,400 pg 16 MP Level 6
EXP., or JP is earned)
Time Magic
Magic Buying MP Magic
Magic Effects
Name Cost Cost Level
Quake 200 pg 5 MP Level 1 Minor Earth-based damage
The target regains 3% of their max HP each turn; the
Regen 200 pg 5 MP Level 1
undead are equally damaged
Lowers the speed of the target by 25% for 4 turns; ignores
Slow 200 pg 4 MP Level 1
Reflect
Haste 400 pg 8 MP Level 2 Boosts Speed by 50% for 4 turns; ignores Reflect
Quara 400 pg 15 MP Level 2 Moderate Earth-based damage
Leave battles and dungeons (there are some exceptions,
Teleport 400 pg 20 MP Level 2
though!)
Gravity 800 pg 12 MP Level 3 Halves the target's HP sometimes
Slowga 800 pg 16 MP Level 3 Decreases Speed by 25% for four turns; ignores Reflect
Veil 800 pg 8 MP Level 3 Increases evasion by 50% for four turns; ignores Reflect
Non-elemental damage to a target 1~4 times; ignores
Comet 1,600 pg 25 MP Level 4
Reflect
Raises all allies' Speed by 50% for four turns; ignores
Hastega 1,600 pg 32 MP Level 4
Reflect
Raises all allies' Evasion by 50% for four turns; ignores
Veilga 1,600 pg 24 MP Level 4
Reflect
Quaga 3,200 pg 45 MP Level 5 Major Earth damage
Quicken 3,200 pg 20 MP Level 5 Boosts the hit count by 50% for four turns
Stop 3,200 pg 10 MP Level 5 Induces Stop, stopping all action for several turns
50% chance to damage for 3/4 of the target's max HP
Graviga 6,400 pg 25 MP Level 6
(won't work on special enemies)
4 non-elemental high-damage attacks hit 4 random
Meteor 6,400 pg 99 MP Level 6
targets; ignores Reflect
The target will revive automatically from KO with low
Reraise 6,400 pg 80 MP Level 6
HP once
Sword Magic
In part, note that Sword Magic is basically obtained as you obtain the scrolls for Black Magic - those
scrolls work for the Sword Magic, too. (You also can get a Holy Sword Magic, which is actually White
Magic, but not the Kill Black Magic.)
Also note that the "75% chance" for the status inflictions is a per-attack deal, not per "hit", turn, or the
effect of the spell as a whole. For example, if you use Brave to get four Attacks, you have a 75%
chance for the first attack, 75% for the second, and so on - statistically speaking, you would have a
1/256 (under 0.5%) chance of failing at inducing the status then, not 1/4 (25%). Of course, this is
assuming that something doesn't remove the status during the attack (i.e. when going under Sleep).
Summon Magic
Note that, to learn Summon Magic, you must go to the location named in the list below. After doing so,
you should be able to find a man there who will speak on this magic briefly before allowing you to
withstand an attack. This attack is used immediately, with no preparation time in-battle, so it's highly
recommended you are very high leveled to be able to withstand the strike. If the strike would not
induce a Game Over, you learn the summon.
Summon Summon MP
Summon Location Summon Effect
Name Level Cost
High Earth-based damage to all
Girtablulu Automatically obtained Level 1 40 MP
enemies. Ignores Reflect.
High Wind-based damage to all
Hresvelgr Wind Temple, 2F Level 2 40 MP
enemies. Ignores Reflect.
Mount Fragmentum: High Water-based damage to all
Ziusudra's Sin Level 3 40 MP
Slope enemies. Ignores Reflect.
Promethean High Fire-based damage to all
Fire Temple Level 4 40 MP
Fire enemies. Ignores Reflect.
High Lightning-based damage to all
Deus Ex Everlast Tower, 2F Level 5 40 MP
enemies. Ignores Reflect.
Crescent Island High non-elemental damage to all
Susano-o Level 6 60 MP
(northeast overworld) enemies. Ignores Reflect.
Invocation
The use of Invocation relies on your ability to learn Summon Magic - without being able to use
summons, you cannot use Invocation. Invocation, however, is not used to actually summon the beast
for damage so much as it is used to boost the stats of the Conjurer, like so:
Summon Summon MP
Summon Location Summon Effect
Name Level Cost
Boosts Physical Defense (P. DEF) to
Girtablulu Automatically obtained Level 1 90 MP
the max of 150% for ten turns.
Boosts Speed and Evasion to their max
Hresvelgr Wind Temple, 2F Level 2 90 MP
of 150% for ten turns.
Mount Fragmentum: Boosts Magic Defense (M. DEF) to
Ziusudra's Sin Level 3 90 MP
Slope the max of 150% for ten turns.
Promethean Boosts Physical Attack (P. ATK.) to
Fire Temple Level 4 90 MP
Fire the max of 150% for ten turns.
Boosts Magic Attack (M. ATK.) to the
Deus Ex Everlast Tower, 2F Level 5 90 MP
max of 150% for ten turns.
Crescent Island (northeast Boosts the critical-hit rate to the max
Susano-o Level 6 90 MP
overworld) of 500% for ten turns.
Genomes
Genomes are like the Blue Magic of Bravely Default. Genomes are specific to the Vampire job class
(though others can use them with the Vampire secondary job), and are learned from enemies when you
are hit by the attack in question, so long as you are not KO'ed, confused, paralyzes, or put to sleep at
the same time. (The Spiritmaster's Fairy Ward can help with this due to ailment prevention.)
There are not a lot of such attacks, of course, so finding them can be a bit of a pain. Within this section,
we'll discuss the Genomes, their costs, their effects, and where to find them.
• Aeroja:
• Costs: 99 MP
• Effects: Extreme Wind damage to all enemies.
• Learned From:
• The "Lucifer" Nemesis - found only through StreetPass or Update Data Nemeses
• Aqua Regia:
• Costs: 24 MP
• Effects: Attacks the target at 75%-power - however, it also lowers their P. DEF. as low as
possible (75%) for four turns.
• Learned From:
• Rusalka (normal and clones) - forced boss battles in Chapters 2, 5, 6, 7, and 8
• Blaster:
• Costs: 20 MP
• Effects: 50% chance - per enemy - to afflict paralysis. It can hit each enemy, in other
words, but each is 50% likely to be paralyzed. The odds of them all being paralyzed are
pretty low: 25% for two, 12.5% for three, 6.125% for four, and so on.
• Learned From:
• Zwart - Twilight Ruins, Chapter 5+
• Blizzaja:
• Costs: 99 MP
• Effects: Extreme Water damage to all enemies
• Learned From:
• The "Mammon" Nemesis - found only through StreetPass or Update Data
Nemeses
• Blizzard Blast:
• Costs: 16 MP
• Effects: Water-elemental attack to all enemies.
• Learned From:
• Ice Golem - forced battle outside Eternia in Chapter 4, random (and weaker)
battle around Eternia in Chapter 5+
• Bone Crush:
• Costs: 2 BP
• Effects: Deals damage to all enemies that equals the difference between their max and
current HP's - this maxes at 9,999 outside of Bravely Second, and doesn't work on
bosses. In effect, you can consider it a kill if they have 50% or less HP. If you use it
multiple times via the Freelancer's Mimic, then the maximum HP they can have for you
to still kill is 75% with two uses (25% -> 50%), 87.5% for three uses (12.5% -> 25% ->
50%), and 93.75% for four uses (6.25% -> 12.5% -> 25% -> 50%). Fractionally, they'd
be 1/2, 3/4, 7/8, and 15/16 in order. This assumes that the target has less than 10,000 HP,
though, or that you're in Bravely Second. Just a lotta stats for you. ;)
• Learned From:
• Skull Lancer - Eisenberg overworld, Chapter 5+
• Lord DeRosso in New Game+ or via Abilinking (in theory) - optional boss in
Vampire Castle in Chapters 4-8
• Chomp:
• Costs: 10 MP
• Effects: Has a 50% chance to lower the target's MP to 1, or deal 9,999 damage if they
have 10,001+ HP outside of Bravely Second. Will not work against bosses. (FYI, using
it twice via Brave means it is 75% likely to succeed once; thrice, 97.5% likely; and four
times, 93.75% likely. Again, each for a single success in a single turn.)
• Learned From:
• Valtora - Eisenberg overworld, Chapters 3-4
• Curse:
• Costs: 12 MP
• Effects: Lowers the target's P. ATK. and P. DEF. by 25% for four turns, as low as 75%.
• Learned From:
• Ghost - Eisenberg overworld, Chapters 3-4
• Magician - Underflow & Temple of Fire, Chapter 3-4
• Nightmare - Dark Aurora
• Spectre - Caldisla overworld, Norende Ravine, and the Florem-Ancheim Sea, all
in Chapter 5+
• Wraith - Lontano Villa area & Ancheim area, Chapters 1-4
• Deep Freeze:
• Costs: 30 MP
• Effects: Water-elemental attack to all enemies that is 25% stronger than is normal.
• Learned From:
• Orthros - Learned from the blue (water) head in the forced battles in Chapters 1,
5, 6, 7, and 8
• Dual Attack:
• Costs: 15 MP
• Effects: Random-targeting attack that hits twice, each at 65% the normal power. (Against
a single enemy, that's 30% more powerful than an Attack.)
• Learned From:
• Catamount - The Witherwood, Chapters 2-4
• Earthquake:
• Costs: 30 MP
• Effects: Earth attack to every enemy. Damage is 1.2 times that of a normal Attack.
• Learned From:
• Soil Eater - Eisenberg overworld, Chapters 3-4
• Energy Burst:
• Costs: 1 BP
• Effects: Attacks all enemies with an attack that is 50% stronger than normal.
• Learned From:
• Chaugmar - Forced boss fight in Chapters 3, 5, 6, 7, and 8
• Lord DeRosso in New Game+ or via Abilinking (in theory) - optional boss in
Vampire Castle in Chapters 4-8
• Firaja:
• Costs: 99 MP
• Effects: Extreme Fire damage to all enemies
• Learned From:
• The "Belphegor [-]" Nemesis - You can only get Nemeses through Update Data
and StreetPass
• Fireball:
• Costs: 16 MP
• Effects: Fire-elemental attack that ignores whether the target Defaults.
• Learned From:
• D'gon - The Witherwood, Chapters 2-4
• Firestorm:
• Costs: 24 MP
• Effects: Fire attack to all enemies. Also lowers their P. DEF. by 25% (as low as 75%) for
three turns.
• Learned From:
• Flame Moth - Underflow & Fire Temple in Chapters 5+
• Gastric Juices:
• Costs: 20 MP
• Effects: Attack to all enemies. Also lowers their P. DEF. by 25% (as low as 75%) for
three turns.
• Learned From:
• Gastric Worm - Everlast Tower & Earth Temple, Chapter 4
• Hellfire:
• Costs: 30 MP
• Effects: Fire-elemental attack to all enemies. 25% stronger than normal Attacks.
• Learned From:
• Cerberus - Vampire Castle
• Orthros - Learned from the red (fire) head in the forced boss battles in Chapters
1, 5, 6, 7, and 8
• Lullaby:
• Costs: 12 MP
• Effects: Has a 50% chance to put each enemy to Sleep. It can hit each enemy, in other
words, but each is 50% likely to be put to sleep. The odds of them all being hit are pretty
low: 25% for two, 12.5% for three, 6.125% for four, and so on.
• Learned From:
• Hamadryad - Water Temple, Chapters 5+
• Treant - Miasma Woods, Chapters 1-4
• Paralyzing Pollen:
• Costs: 12 MP
• Effects: Attack at normal power with a 75% chance to induce paralysis.
• Learned From:
• Alraune - Florem overworld & Florem Gardens, Chapters 2-4
• Rock Storm:
• Costs: 16 MP
• Effects: Earth attack to all enemies.
• Learned From:
• Megascolides - Everlast Tower & Earth Temple, Chapters 5+
• Sand Storm:
• Costs: 20 MP
• Effects: Earth attack at normal power to all enemies. 50% chance to induce Blindness.
• Learned From:
• Sand Worm - Ancheim overworld & Harena Ruins, Chapters 1-4
• Spray:
• Costs: 5 MP
• Effects: A Water-elemental attack that ignores the Default status.
• Learned From:
• Deathfish - Florem-Ancheim sea, Chapters 1-4
• Marine Devil - Florem-Ancheim sea, Chapters 5+
• Thundaja:
• Costs: 99 MP
• Effects: Extreme Lightning-based damage to all enemies.
• Learned From:
• The "Asmodeus" Nemesis - Nemeses are only found through Update Data and
StreetPass
• Tornado:
• Costs: 16 MP
• Effects: Wind-elemental attack to all enemies.
• Learned From:
• Rukh - Florem overworld, Chapters 5+
• Toxic Whirl:
• Costs: 12 MP
• Effects: Attack to all enemies at 75% of the normal power. However, it has a 50%
chance to poison them.
• Learned From:
• Kaiser Cobra - Everlast Tower & Earth Temple, Chapters 5+
• Venom:
• Costs: 6 MP
• Effects: Attack at normal power that has a 75% chance to Poison.
• Learned From:
• Red Flan - Underflow & Fire Temple, Chapters 3-4
• White Wind:
• Costs: 40 MP
• Effects: Heals the party for HP equal to the caster's. Extremely potent on someone that
has the Maximize HP (Spiritmaster) or various HP Up abilities or has ingested a Giant's
Draft, or all three.
• Learned From:
• Aero Lantern - They are found in the Wind Temple in Chapters 1-4. To get them
to use White Wind, though, you need them to be in low HP and then Charm them
somehow; they won't use White Wind otherwise.
• Wing Scales:
• Costs: 8 MP
• Effects: Attack at normal power that has a 75% chance to confuse.
• Learned From:
• Great Moth - Vestment Cave & Miasma Woods, Chapters 1-4
• Withering Silence:
• Costs: 8 MP
• Effects: Attack at normal power that has a 75% chance to induce Silence.
• Learned From:
• Kobold - Caldisla overworld & Norende Ravine, Chapters 5+
Item Compounding
A Brief Intro
The primary purpose of the Salve-Maker job is basically to shove two items together to make new
ones. In its own way, with the proper knowledge and item reserves, the Salve-Maker can become an
extremely lethal - if not the most so - job in the game, able to hit the damage cap or exceed it with
regularity. In this section, we'll discuss each and every item combination possible.
Note that the combinations are order-sensitive with regards to the items you apply. For example, a Hard
Scale then a Demon Tail makes an Aqua Soul, while a Demon Tail then a Hard Scale makes a Demon
Coat. Use wisely!
Quick Jump
This section is here because the Compounding List section can be a bit lengthy and there are nearly 90
compounds one can make, so it would be a bit nasty-looking on the Table of Contents to include them
all here, since that's how the GameFAQs system works. Anyhow, here are the 90 compounds, listing
alphabetically in columns of 30 (29 on third): the procession loops to the top of the next column, by the
way...
Compounding List
Antidote
Effects: Cures the target's Poison. A rather moot combination, since one Antidote functions the
same.
Aqua Aura
Effects: Boosts the target's M. ATK. by 10% (up to 150%) for four turns.
Aqua Coat
Effects: Boosts the target's P. DEF. by 10% (up to 150%) for four turns.
Aqua Soul
Effects: Boosts the target's M. DEF. by 20% (up to 150%) for four turns.
Aqua Vim
Effects: Boosts the target's P. ATK. by 10% (up to 150%) for four turns.
Balsam
Effects: Cures the target's Dread. Given what you use for this, it's moot: one Balsam is just as
effective.
Beast Aura
Effects: Boosts the target's M. ATK. by 10% (up to 150%) for four turns.
Beast Coat
Effects: Boosts the target's P. DEF. by 10% (up to 150%) for four turns.
Beast Soul
Effects: Boosts the target's M. DEF. by 10% (up to 150%) for four turns.
Bomb Arm
Effects: Deals 1,500 Fire damage to all allies or all enemies, and 2,250 if weak to Fire, same as a
Bomb Arm.
Bug Aura
Effects: Boosts the target's M. ATK. by 10% (up to 150%) for four turns.
Bug Coat
Effects: Boosts the target's P. DEF. by 10% (up to 150%) for four turns.
Bug Soul
Effects: Boosts the target's M. DEF. by 10% (up to 150%) for four turns.
Bug Vim
Effects: Boosts the target's P. ATK. by 20% (up to 150%) for four turns.
VALID ITEM COMBINATIONS
Item #1 Item #2
Insect Antenna Beast Liver
Cure Blind
Effects: Restores 150 HP to the target and cures Blind. (Damages for 150 HP if Undead.)
Cure Dread
Effects: Restores 150 HP to the target and cures Dread. (Damages for 150 HP if Undead.)
Cure Poison
Effects: Restores 150 HP to the target and cures Poison. (Damages for 150 HP if Undead.)
Cure Sleep
Effects: Restores 150 HP to the target and cures Sleep. (Damages for 150 HP if Undead.)
Dark Bane
Effects: Makes the target weak to Dark.
Dark Breath
Effects: Damages the target equal to the user's lost HP - in other words, damage equals your
maximum HP minus your current HP. Maxes at 9,999 outside of Bravely Second.
Dark Sigh
Effects: Damages all allies or all enemies for 1,500 Dark damage. Boosts to 2,250 damage if
weak to Dark.
Demon Aura
Effects: Boosts the target's M. ATK. by 30% (up to 150%) for four turns.
Demon Coat
Effects: Boosts the target's P. DEF. by 10% (up to 150%) for four turns.
Demon Soul
Effects: Boosts the target's M. DEF. by 30% (up to 150%) for four turns.
Demon Vim
Effects: Raises the target's P. ATK. by 10% (up to 150%) for four turns.
Dragon Aura
Effects: Boosts the target's M. ATK. by 50% (up to 150%) for six turns.
Dragon Breath
Effects: Deals damage to the target equal to the user's HP. Maxes at 9,999 outside of Bravely
Second.
Dragon Coat
Effects: Boosts the target's P. DEF. by 50% (up to 150%) for six turns.
Dragon Soul
Effects: Boosts the target's M. DEF. by 50% (up to 150%) for four turns.
Dry Ether
Effects: Restores 500 MP to the target, or damages them equally if undead. To the curious, this is
named after a similar item from early Final Fantasy games, also with pretty much the same effect.
Earth Bane
Effects: Makes the target weak to Earth.
Earth Mallet
Effects: Deals 1,500 HP of Earth-based damage to all allies or all enemies, and 2,250 damage if
they're weak to Earth. Same as a normal Earth Mallet.
Echo Herbs
Effects: Cures the target's Silence. Given what you use for this combo, it's moot as one Echo
Herbs is equally effective.
Elixir
Effects: Restores the target's HP by 9,999 and their MP by 999; damages the Undead for 9,999
HP and 999 MP. EVERY combination here is literally moot since they all force the combination
to be an Elixir and something.
Ether
Effects: Restores 80 MP to the target, or damages them for 80 MP if undead. Combination-wise,
it is just as useful as two Ethers used sequentially, so the only real benefit is the lower BP cost.
Fire Bane
Effects: Makes the target weak to Fire.
Font of Life
Effects: The same effect as casting Reraise on the target - they are revived automatically with
some HP upon being KO'ed.
Ghost Aura
Effects: Boosts the target's M. ATK. by 10% (up to 150%) for four turns.
Ghost Coat
Effects: Boosts the target's P. DEF. by 30% (up to 150%) for four turns.
Ghost Vim
Effects: Boosts the target's P. ATK. by 10% (up to 150%) for four turns.
Giant's Draft
Effects: Doubles the target's maximum HP, then fully recovers their HP (including the new HP).
Can exceed 9,999, just in case you're wondering.
Half Elixir
Effects: Restores 5,000 HP and 500 MP to the target. Damages them equally if undead.
Haste Brew
Effects: Boosts the target's Speed by 25% (up to 150%) for four turns.
Light Bane
Effects: Makes the target weak to Light.
Lightning Bane
Effects: Makes the target weak to Lightning.
Megalixir
Effects: Restores the party's HP by 9,999 and their MP by 999; damages the Undead for 9,999
HP and 999 MP. EVERY combination here is literally moot since they all force the combination
to be an Megalixir and something.
Pantheon's Wrath
Effects: Deals 1,500 Lightning-based damage to all enemies or all allies, and 2,250 if they're
weak to it. Same as a normal Pantheon's Wrath.
Phoenix Down
Effects: Revives the target from K.O. A moot combination, as a single Phoenix Down (or Raise)
is equally effective.
Plant Aura
Effects: Raises the target's M. ATK. by 20% (up to 150%) for four turns.
Plant Coat
Effects: Bosots the target's P. DEF. by 10% (up to 150%) for four turns.
Plant Soul
Effects: Boosts the target's M. DEF. by 10% (up to 150%) for four turns.
Plant Vim
Effects: Raises the target's P. ATK. by 10% (up to 150%) for four turns.
Potion
Effects: Restores 300 HP to the target, or damages them for 300 HP if undead. Combination
wise, it is exactly as effective as two Potions used sequentially, so the only real benefit is the
lower BP cost.
Quarter Elixir
Effects: Restores 2,500 HP and 250 MP to the target. Damages them equally if they're undead.
Reincarnate
Effects: Brings the target back from KO with full HP and full MP.
Resist Blind
Effects: The target becomes less likely to contract the Blind status ailment.
Resist Dark
Effects: Makes the target immune to Dark.
Resist Earth
Effects: Makes the target immune to Earth.
Resist Fire
Effects: Makes the target immune to Fire.
Resist Light
Effects: Makes the target immune to Light.
Resist Lightning
Effects: Makes the target immune to Lightning
Resist Poison
Effects: The target becomes less likely to contract the Poison status ailment.
Resist Silence
Effects: The target becomes less likely to contract the Silence status ailment.
Resist Sleep
Effects: The target becomes less likely to contract the Sleep status ailment.
Resist Water
Effects: Makes the target immune to Water.
Resist Wind
Effects: Makes the target immune to Wind.
Resurrect
Effects: Brings the target back from KO with 5,000 HP (or their max, if that's lower than 5,000).
Shadowflare
Effects: Inflicts a flat 5,000 HP of Dark damage to the target. Damage increases to 7,500 if they
are weak to Dark.
Smelling Salts
Effects: Cures a number of the target's statuses.
Tengu Sneeze
Effects: Deals 1,500 HP of Wind damage to all allies or all enemies, and 2,250 if they're weak to
it. Same as a normal Tengu Sneeze.
Turbo Ether
Effects: Restores 300 MP to the target, or damages them for 300 MP if they're Undead. A bit
moot since two sequential Turbo Ethers are equally effective, but this has a lower BP cost.
Turtle Split
Effects: Lower's the target's P. DEF. by 25% (as low as 25%) for four turns.
Wakeup Bell
Effects: Cures the target's Sleep status. Given what you use to make this item, it's a moot
combination: one Wakeup Bell is just as effective.
Water Bane
Effects: Makes the target weak to Water.
Water of Life
Effects: It's the same effect as casting Regen on the target: 3% of their max HP is restored with
each turn, or lost if undead.
Wind Bane
Effects: Makes the target weak to Wind.
X-Potion
Effects: Restores 3,000 HP to the target, or damages them for 3,000 HP if undead. Most of the
combos here are pretty okay, though X-Potion + X-Potion is a bit moot (other than the lower BP
cost).
Special Moves
Special moves are organized alphabetically by weapon type, then by the order they're unlocked in.
• Axe Special #1 - Grand Strike:
• How to Get: Special Move Shop, Level 3
• To Trigger: Defeat enemies via physical attacks 5 times
• Move Parts: Attack Element, Power Boost, Family-Slaying, Status-Inducing
• Effects:
• Attacks all enemies - 50% stronger than normal
• Boosts your party's P. DEF. by 20%
Item
Item Name Item Effects
Cost
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Restores the target's HP by 9,999 HP and MP by 999 MP; deals 9,999 HP and
Elixir -
999 MP of damage to the undead
NOTE THE ASTERISK - this Elixir, only stealable from some Mammon
Elixir* -
Nemeses, reduces HP and MP to 1 (or by 9,999/999 out of Bravely Second)!
1,000
Ether Restores 40 MP to a single target; damages the undead for 40 MP
pg
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Restores the party's HP by 9,999 and MP by 999; deals 9,999 HP and 999 MP of
Megalixir -
damage to the undead
Phoenix
100 pg Revives the target from KO; 70% chance to kill the undead
Down
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport
100 pg Returns you to the entrance of a dungeon when used
Stone
5,000
Turbo Ether Restores 150 MP; damages the undead for 150 MP
pg
Wakeup Bell 50 pg Wakes up an ally from Sleep
1,500
X-Potion Restores 1,500 HP; damages the undead for 1,500 HP
pg
Battle Items
Item
Item Name Item Effects
Cost
Deals 500 HP of Water-based damage to all enemies or all allies (750 if
Antarctic Wind 200 pg
weak to it)
Deals 1,500 HP of Water-based damage to all enemies or all allies (2,250 if
Arctic Wind 2,000 pg
weak to it)
Bacchus's Wine 500 pg Inflicts Berserk upon the target - 100% success rate unless immune
Deals 1,500 HP of Fire-based damage to all enemies or all allies (2,250 if
Bomb Arm 2,000 pg
weak to it)
Bomb Deals 500 HP of Fire-based damage to all enemies or all allies (750 if weak
200 pg
Fragment to it)
Deals 500 HP of Earth-based damage to all enemies or all allies (750 if weak
Earth Drum 200 pg
to it)
Deals 1,500 HP of Earth-based damage to all enemies or all allies (2,250 if
Earth Mallet 2,000 pg
weak to it)
Gold Hourglass 500 pg Stops all enemies or all allies - succeeds 75% of the time
Applies Reflect to the target, making them bounce magic against them to the
Light Curtain 1,000 pg
other side (i.e. you to enemies)
Damages the target's MP; the user recovers their MP equal to 10% of the
Lilith's Kiss 500 pg
damage
Pantheon's Deals 1,500 HP of Lightning-based damage to all enemies or all allies
2,000 pg
Wrath (2,250 if weak to it)
SP Drink - Item bought with real-world currency to boost SP to the max of 3
Stardust 2,000 pg Hits a target 1~4 times with non-elemental magic that ignores Reflect
Deals 1,500 HP of Wind-based damage to all enemies or all allies (2,250 if
Tengu Sneeze 2,000 pg
weak to it)
Deals 500 HP of Wind-based damage to all enemies or all allies (750 if weak
Tengu Yawn 200 pg
to it)
Deals 500 HP of Lightning-based damage to all enemies or all allies (750 if
Zeus's Wrath 200 pg
weak to it)
Compounding Items
In addition to all of the Restorative Items, these too can be used by Salve-Makers for Item
Compounding, in which two items are combined into new ones. See the linked-to sections for other
details; the below details the general expectations when the following items (useful only in
compounding) are ... well, compounded.
Stat-Boosting Buns
You won't be able to find these Buns in D's Journal, so you know - they're, for some reason, not a
registered item. (Probably because it would be mean those without StreetPass or Internet availability
could never 100% the game.) Buns are the stat-boosting items of this game, able to permanently boosts
any of your stats. These are only available as drops from Nemeses you'll encounter in the Norende
reconstruction effort, though.
Equipment Listings
Abbreviations
Throughout the whole of this section, a number of abbreviations, per those in the game, will be used to
denote the changes in stats. Any stat listed with a "-" will have no contribution to that stat, good or bad.
So, the abbreviations:
• STAT VALUES:
• P. ATK: Physical attack - used in determining damage from regular and physical attacks
• M. ATK: Magical attack - used in determining damage from magical spells and the like
• AIM: Not an abbreviation, but can also be thought of as Accuracy - it maxes at 255(%)
for a guaranteed hit - 100% in hex
• CRIT: Your critical-hit rate
• P. DEF: Physical defense - used to lessen damage from physical attacks
• M. DEF: Magic defense - used to lessen damage from magical attacks
• Evade: Not an abbreviation, but often thought of as Evasion in related RPGs; it also
affects the enemy's hit count
• BASE STATS: (As of v1.80+, these are not in a chart form, but still noted in the "Other Notes"
part of the chart for aesthetic reasons)
• HP: Maximum HP (Hit Points) - the determinant of your health
• MP: Maximum MP (Magic Points) - the determinant of your magic "ammunition", as it
were
• STR: Strength - determines the overall strength of physical attacks; increments in this
also increase P. ATK.
• VIT: Vitality - determines the overall defense from physical attacks; increments in this
also increase P. DEF.
• INT: Intelligence - determines the overall strength of magical attacks and ailment hit
rates; increments in this also increase M. ATK.
• MIND: Mind - determines the overall defense from magical attacks, the power of
curative spells (i.e. Cure), and ailment evasion; increments in this also increase M. DEF.
• DEX: Dexterity - affects the accuracy of physical attacks and the attack rate of Brave;
increments in this also increase Aim
• AGI: Agility - affects physical evasion, number of hits, speed in battle, and first-strike
rates; increments in this also increase Evade
Equipment Affinity
This section is extremely important in regards to the stats listed throughout this guide as a whole, and
here especially. When you buy and equip weaponry, you'll probably notice that stuff is marked with a
letter grade - E, D, C, B, A, or S. Which is given what depends on a number of things, including the job
of the equipper and their abilities, as well as the equipment type.
What is the importance of these affinities? Stat boosts! The higher the affinity of a piece of equipment,
the better of a boost you'll get. For example, take the Ise-no-Kami katana, which boosts P. ATK. by 20.
With a rank of E, that's it. However...
Weapons: Axes
BASIC EQUIPMENT
STAT VALUE CHANGES
DATA
OTHER EFFECTS
Weapopn
Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF
Name
Damage +50% to
Cross Axe - 41 - 85 -3 - - -
Demons
Death Axe - 51 - 85 -3 - - - Uses Kill as an item
Earthbreaker - 60 - 85 -3 - - - Earth-elemental
Flare Hatchet - 39 - 85 -3 - - - Fire-elemental
100,000
Fox Tail 54 - 85 -3 - - - Agility +20
pg
Giant Axe - 58 - 60 -3 - - - N/A
25% chance to cause
Grinder Axe 39,400 pg 50 - 85 -3 - - -
Fear
Heavy Axe 40,000 pg 52 - 85 -3 - - - N/A
100,000 Damage +50% to
Labrys 53 - 85 -3 - - -
pg Beast
Mythril Axe 1,200 pg 22 - 85 -3 - - - N/A
Tomahawk - 30 - 85 -3 - - - N/A
Damage +50% to
Viking Axe 4,800 pg 36 - 85 -3 - - -
Aquatic
War Axe 18,000 pg 44 - 85 -3 - - - N/A
Weapons: Bows
BASIC
STAT VALUE CHANGES
EQUIPMENT DATA
OTHER EFFECTS
Weapopn
Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Name
3,600 Damage +50% to
Aeolian Bow 54 - 95 - - - -
pg Flying
Damage +50% to
Ancient Bow - 70 - 95 - - - - Flying; 25% chance to
Paralyze
Damage +50% to
3,500
Angel Bow 56 - 95 - - - - Flying; 25% chance to
pg
Charm
Artemis's - 90 - 95 - - - - Damage +50% to
Bow Flying
Damage +50% to
Birch Bow - 49 - 95 - - - -
Flying and Demons
30% chance to Poison;
Composite 1,950
44 - 95 - - - - damage +50% to
Bow pg
Flying
25% chance to cause
14,800
Death Bow 66 - 95 - - - - Death; damage +50%
pg
to Flying
25% chance to
21,000
Elven Bow 72 -- 95 - - - - Confuse; Damage
pg
+50% to Flying
Uses Haste as an item;
Gale Bow - 60 - 95 - - - - damage +50% to
Flying
Damage +50% to
Iron Bow - 22 - 95 - - - -
Flying
Damage +50% to
14,000
Killer Bow 66 - 95 - - - - Flying; 25% chance for
pg
instant Death
Damage +50% to
Mythril Bow 850 pg 34 - 95 - - - -
Flying
Damage +50% to
Yoichi's Bow - 76 - 95 20 - - -
Flying
Weapons: Daggers
BASIC EQUIPMENT
STAT VALUE CHANGES
DATA
OTHER EFFECTS
Weapopn
Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Name
Air Knife - 34 - 95 3 - - - Wind-elemental
Assassin's 10,000 25% chance to cause
29 - 95 3 - - -
Dagger pg Death
Carving Knife 150 pg 6 - 95 3 - - - N/A
Dagger 50 pg 2 - 95 3 - - - N/A
88,230
Falcon Knife 36 - 95 3 - - - Agility +20
pg
25% chance to
Frenzy Dagger 1,200 pg 20 - 95 3 - - -
Berserk
24,000
Gladius 32 - 95 3 - - - N/A
pg
Kukri 350 pg 10 - 90 3 - - - N/A
Kunai - 27 - 95 3 - - 20 N/A
Mage Masher - 5 - 95 3 - - - Can Silence - 25%
chance
100,000
Magic Knife 1 25 95 3 - - - N/A
pg
Main-Gauche 3,500 pg 22 - 95 3 - - 20 N/A
Mythril Dagger 700 pg 15 - 95 3 - - - N/A
Orichal Dagger 5,000 pg 27 - 95 3 - - - N/A
Damage +50% to
Ripper - 23 - 95 20 - - -
humans
You can steal items
Thief's Knife - 12 - 95 3 - - -
with Attack
Yatagarasu - 40 - 95 3 - - 25 N/A
Weapons: Katanas
BASIC EQUIPMENT
STAT VALUE CHANGES
DATA OTHER EFFECTS
Weapopn Name Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Damage +50% to
Ama-no-Murakumo - 51 - 90 15 - - -
Dragon
Ise-no-Kami - 20 - 90 15 - - - N/A
Kiku-Ichimonji - 36 - 90 15 - - - N/A
14,500
Kotetsu 34 - 90 15 - - - N/A
pg
27,000
Masamune 39 - 90 15 - - - N/A
pg
Uses Defang as an
Muramasa - 41 - 90 15 - - -
item
62,000
Mutso-no-Kami 48 - 90 15 - - - N/A
pg
Nodachi - 28 - 90 15 - - - N/A
3,500
Osafune 30 - 90 15 - - - N/A
pg
Lightning-elemental;
Raikiri - 32 - 90 15 - - -
immune to Lightning
Weapons: Knuckles
BASIC EQUIPMENT
STAT VALUE CHANGES
DATA
OTHER EFFECTS
Weapopn
Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Name
Damage +50% to
Bastet Claws 600 pg 23 - 90 3 - - -
Beasts
18,000
Divine Fists 60 - 90 3 - - - Light-elemental
pg
Hadean Claws - 80 - 90 3 - - - Dark-elemental
Hammer
4,200 pg 46 - 90 3 - - - N/A
Knuckles
Iron Knuckles 280 pg 14 - 90 3 - - - N/A
Kaiser
- 95 - 90 3 - - - N/A
Knuckles
Mythril
500 pg 21 - 90 3 - - - N/A
Knuckles
Spiked
1,200 pg 34 - 90 3 - - - N/A
Knuckles
Thumbing
- 17 - 90 3 - - - 40% chance to Blind
Claws
40% chance to
Toxic Claws 9,800 pg 49 - 90 3 - - -
Poison
Weapons: Rods
BASIC EQUIPMENT
STAT VALUE CHANGES
DATA
OTHER EFFECTS
Weapopn
Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Name
Battle Mace 4,800 pg 27 - 90 - - - - N/A
Your Dark attacks are
Demon Rod - 25 25 90 - - - -
10% stronger
Hammer
- 30 - 90 - - - - N/A
Mace
Lilith's Rod - 20 20 90 - - - - Uses Aspir as an item
Mace 300 pg 9 - 90 - - - - N/A
Mythril Rod 750 pg 9 9 90 - - - - N/A
Lightning attacks are
Ogre's Club 150 pg 10 - 90 - - - -
10% stronger
20,000 50% chance to Poison
Poison Rod 17 17 90 - - - -
pg target
Rod 60 pg 2 2 90 - - - - Mind +1
Fire-based attacks are
Rod of Fire 1,500 pg 12 12 90 - - - -
10% stronger
Water-based attacks
Rod of Ice 3,800 pg 15 15 90 - - - -
are 10% stronger
Wizard's Rod 9,000 pg 17 17 90 - - - - N/A
Uses random Black
Wonder Rod - 21 21 90 - - - -
Magic as an item
Weapons: Spears
BASIC EQUIPMENT STAT VALUE CHANGES OTHER EFFECTS
DATA
Weapopn
Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Name
27,000 Damage +25% when
Crimson Spear 37 - 90 2 - - -
pg hitting 2+ enemies
Damage +25% when
14,000 hitting 2+ enemies;
Cross Spear 33 - 90 2 - - -
pg damage +50% to
Undead
Damage +25% when
100,000 hitting 2+ enemies;
Donnerschlag 42 - 42 2 - - -
pg damage +50% to
Beast
Damage +25% when
Glaive - 29 - 90 2 - - -
hitting 2+ enemies
Damage +25% when
Gungnir - 45 - 100 2 - - -
hitting 2+ enemies
Damage +25% when
Halberd 4,500 pg 27 - 90 2 - - -
hitting 2+ enemies
Damage +25% when
Holy Lance - 35 - 90 2 - - - hitting 2+ enemies;
Light-elemental
Damage +25% when
hitting 2+ enemies;
Longinus - 39 - 90 2 - - -
damage +50% to
Aquatic
Damage +25% when
Lü Bu's Spear 8,000 pg 35 - 90 2 - - -
hitting 2+ enemies
Damage +25% when
Mythril Spear 900 pg 17 - 90 2 - - -
hitting 2+ enemies
100,000 Damage +25% when
Silver Glaive 41 - 90 2 - 19 -
pg hitting 2+ enemies
Damage +25% when
Spear - 4 - 90 2 - - -
hitting 2+ enemies
Damage +25% when
Trident - 31 - 90 2 - - - hitting 2+ enemies;
Lightning-elemental
Valkyrie Damage +25% when
1,850 pg 22 - 90 2 - - -
Halberd hitting 2+ enemies
Weapons: Staves
BASIC
EQUIPMENT STAT VALUE CHANGES
DATA OTHER EFFECTS
Weapopn
Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Name
Damage +25% when
Demon's
- 30 - 90 - - - - hitting 2+ enemies;
Staff
Dark-elemental
Diamond 9,000 Damage +25% when
38 - 90 - - - -
Staff pg hitting 2+ enemies
Damage +25% when
1,500 hitting 2+ enemies; Wind
Gale Staff 26 - 90 - - - -
pg attacks are 25% stronger;
Mind +6
3,000 Damage +25% when
Iron Pole 34 - 90 - - - -
pg hitting 2+ enemies
Damage +25% when
1,200
Jade Crosier 15 - 90 - - - - hitting 2+ enemies; Mind
pg
+3
Damage +25% when
Mythril
600 pg 11 - 90 - - - - hitting 2+ enemies; Mind
Staff
+2
Damage +25% when
Oaken Pole 250 pg 13 - 90 - - - -
hitting 2+ enemies
Uses Raise as an item;
1,500 damage +25% when
Sage's Staff 16 - 90 - - - -
pg hitting 2+ enemies; Mind
+4
Simian Damage +100% when
300 pg 11 - 90 - - - -
Staff hitting 2+ enemies
Damage +25% when
Staff 10 pg 2 - 90 - - - -
hitting 2+ enemies
Uses Cure as an item;
12,000 damage +25% when
Staff of Life 22 - 90 - - - -
pg hitting 2+ enemies; Mind
+5
Damage +25% when
Yggdrasil 23,000 hitting 2+ enemies; uses
17 - 90 - - - -
Staff pg Esuna as an item; Mind
+7
Weapons: Swords
BASIC EQUIPMENT
STAT VALUE CHANGES
DATA
OTHER EFFECTS
Weapopn
Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Name
Drains HP from
Blood Sword - 42 - 90 - - - - target; uses Drain as
item
Broadsword 70 pg 3 - 90 - - - - N/A
25% chance to
Chaos Blade - 44 - 90 - - - -
Confuse
30,000
Claymore 40 - 90 - - - - N/A
pg
5,000
Defender 27 - 90 - 10 - - N/A
pg
Durandal - 50 - 90 - - - - N/A
Excalibur - 39 - 90 - - - - Light-elemental
15,000
Flametongue 36 - 90 - - - - Fire-elemental
pg
Ice Brand - 32 - 90 - - - - Water-elemental
Long Sword 500 pg 12 - 90 - - - - N/A
1,000
Mythril Sword 18 - 90 - - - - N/A
pg
Night 99,999
45 - 90 - - - - 25% chance to Charm
Emperor pg
Rune Blade - 39 15 90 - - - - N/A
2,000
Scimitar 24 - 90 - - - - N/A
pg
Can put to Sleep -
Sleep Blade - 27 - 90 - - - -
25% chance
7,500
Zweilhander 35 - 90 - - - - N/A
pg
Armor: Helmets
BASIC
STAT VALUE CHANGES
EQUIPMENT DATA OTHER EFFECTS
Armor Name Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Acorn Hat 600 pg - - - - 6 1 - N/A
4,200
Adamant Hat - - - - 9 2 5 N/A
pg
Adamant 4,500
- - - - 10 2 - N/A
Helm pg
1,200
Black Cowl - - - - 8 2 10 N/A
pg
Bronze Helm 40 pg - - - - 2 0 - N/A
Cat-Ear Hood 222 pg - 2 - - 3 2 - N/A
4,000
Circlet - 4 - - 7 4 - N/A
pg
Crystal Helm - - - - - 16 4 - N/A
Feather Hat 100 pg - - - - 3 1 - N/A
Genji Helm - - - - - 12 3 - N/A
Gold Hairpin - - 4 - - 10 6 - Your MP consumption
is 25% less
1,800
Headband - - - - 6 1 - Strength +10
pg
40,000
Heike Helm - - - - 14 3 - N/A
pg
1,000
Holy Miter - 3 - - 5 4 - Mind +5
pg
Iron Helm 200 pg - - - - 4 1 - N/A
Kenpo Gi 100 pg - - - - 3 1 5 Agility +2
Lamia's Tiara - - 3 - - 8 5 - Immune to Charm
Laurel Wreath 650 pg - 2 - - 4 3 - N/A
Leather Cap 15 pg - - - - 1 0 - N/A
Lightning attacks are
Lambent Hat 900 pg - 2 - - 5 3 -
25% stronger
1,500
Mage's Hat - 3 - - 4 3 - Intelligence +5
pg
Mythril Helm 400 pg - - - - 5 1 - N/A
Orichalcum 1,500
- - - - 8 2 - N/A
Helm pg
Pointy Hat 20 pg - 1 - - 1 0 - N/A
1,000 Strength & Agility +5
Red Cap - - - - - - -
pg each
You're immune to all
Ribbon - - - - - 19 3 - ailments but Doom &
Stop
Royal Crown - - - - - 21 3 - N/A
Tiger Mask 250 pg - - - - 4 1 - N/A
Tricome 150 pg - 1 - - 2 2 - N/A
Yggdrasil
700 pg - - - - 7 1 - N/A
Helm
Armor: Torso
BASIC EQUIPMENT
STAT VALUE CHANGES
DATA OTHER EFFECTS
Armor Name Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Adamant 15,000
- - - - 36 9 - N/A
Armor pg
10,000
Adamant Vest - - - - 29 7 - N/A
pg
Black Robe 6,000 pg - 3 - - 20 5 - Intelligence +20
BP +1 at battle's
Brave Suit - - - - - 36 9 -
start
Brigandine 600 pg - - - - 9 2 - N/A
Bronze Armor 250 pg - - - - 8 2 - N/A
Bronze
400 pg - - - - 10 2 - N/A
Breastplate
Crystal Mail - - - - - 50 12 - N/A
Crystal Vest - - - - - 40 10 - N/A
Floral Robe 1,500 pg - 3 - - 17 4 - N/A
11,000 Earth attacks are
Gaia Gear - - - - 25 6 -
pg 50% stronger
Genji Armor - - - - - 42 10 - N/A
99,999
Heike Armor - - - - 46 11 - N/A
pg
Hempen Tunic 20 pg - - - - 2 - - N/A
Iron Armor 500 pg - - - - 12 3 - N/A
Kenpo Gi 100 pg - - - - 3 1 5 Agility +2
Leather Armor 120 pg - - - - 4 1 - N/A
Linen Curiass 80 pg - - - - 4 1 - N/A
Lordly Robes - - 6 - - 35 19 - Mind +10
Luminous Light attacks are
- - 5 - - 29 7 -
Robe 50% stronger
Mirage Vest 1,600 pg - - - - 19 5 20 N/A
Mythril Armor 1,000 pg - - - - 18 4 - N/A
Mythril Plate 850 pg - - - - 14 3 - N/A
Orichalcum
5,000 pg - - - - 30 7 - N/A
Mail
Power Sash 2,400 pg - - - - 22 5 - Strength +5
Rainbow Dress 1,000 pg - 3 - - 14 3 - Immune to Confuse
Silk Robe 350 pg - 2 - - 8 2 - N/A
Star Corslet - - - - - 26 6 - Max HP +100
Tabby Suit 700 pg - 2 - - 13 3 - Immune to Poison
Viking Coat 3,000 pg - - - - 24 6 - N/A
White Robe 4,000 pg - 4 - - 22 5 - Intelligence +20
Yggdrasil
2,000 pg - - - - 24 6 - N/A
Armor
Armor: Shields
BASIC EQUIPMENT
STAT VALUE CHANGES
DATA OTHER EFFECTS
Armor Name Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Adamant
7,500 pg - - - - 27 14 26 N/A
Shield
Immune to Dread
Aegis Shield - - - - - 38 19 30
status
Blessed Shield 4,000 pg - - - - 23 12 30 N/A
Bloody Shield 5,000 pg - - - - 45 23 -100 N/A
Buckler 50 pg - - - - 5 3 20 N/A
Cross Shield 1,000 pg - - - - 18 9 24 N/A
Dark Shield - - - - - 30 15 28 Immune to Dark
Immune to Fire and
Iceflame Shield - - - - - 24 12 27
Water
Large Shield 2,500 pg - - - - 24 12 22 N/A
Lustrous Shield - - - - - 32 16 29 N/A
Mythril Shield 600 pg - - - - 14 7 25 N/A
Round Shield 300 pg - - - - 9 5 - N/A
Spiked Shield 3,700 pg 5 - - - 20 10 23 N/A
Accessories
BASIC
EQUIPMENT STAT VALUE CHANGES
DATA OTHER EFFECTS
Armor
Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Name
Adamant
2,500 pg - - - - - - - Max HP +500
Bangle
Adamant
3,000 pg - - - - 8 1 - N/A
Gauntlets
Foes are 10% less
Alarm
5,000 pg - - - - - - - likely to get a First
Earrings
Strike
Amulet 4,000 pg - - - - - - - Intelligence +10
Artisan
2,500 pg - - - - - - - Dexterity +10
Gloves
Barrier 10,000
- - - - - 25 - N/A
Shroud pg
Black Belt - - - - 15 - - - N/A
Bronze
40 pg - - - - - - - Max HP +30
Bangle
Bronze
40 pg - - - - 2 - - N/A
Gauntlets
Clothespin 100 pg - - - - - - - Immune to Sleep
Courage 10,000
- - - - - - - Immune to Dread
Ring pg
Dark Charm 3,000 pg - - - - - - - Halves Dark damage
Dwarven
- - - - - - - - Dexterity +20
Gloves
Earth Charm 3,000 pg - - - - - - - Halves Earth damage
Earthing
2,000 pg - - - - - - - Immune to Paralysis
Rod
Flame
3,000 pg - - - - - - - Halves Fire damage
Charm
Force
2,500 pg - - - - - - - Mind +10
Armlets
First Strikes are 10%
Gale Hairpin 3,000 pg - - - - - - -
more likely
Gauntlets 100 pg - - - - 4 - - N/A
Genji
- - - - - 9 2 - N/A
Gloves
Giant's Strength +10, Dexterity
1,500 pg - - - - 6 1 -
Gloves -50
200,000 Doubles pg earned, but
Golden Egg - - - - - - -
pg you get no EXP./JP
Doubles EXP. & JP
500,000
Growth Egg - - - - - - - earned, but you get no
pg
pg
Heart Ring - - - - - - - - Max MP +100
Heike 10,000
- - - - 10 2 - N/A
Gloves pg
Hermes
5,000 pg - - - - - - - Agility +10
Sandals
Hermes
- - - - - - - - Agility +20
Shoes
Hyper
- - - - - - - - Strength +20
Bracers
Ice Charm 3,000 pg - - - - - - - Halves Water damage
Iron Bangle 75 pg - - - - - 1 - Max HP +50
Life Ring - - - - - - - - Max HP +1,000
Light Charm 3,000 pg - - - - - - - Halves Light damage
Mage Shell 300 pg - - - - - 10 - N/A
Magic
- - - - - - - - Mind +20
Armlets
Mythril
150 pg - - - - - 1 - Max HP +100
Bangle
Mythril
200 pg - - - - 6 1 - N/A
Gloves
Enemies are 10% less
Normalizer 2,000 pg - - - - - - - likely to get a starting
BP +1 boost
Peace Ring 2,000 pg - - - - - - - Immune to Confusion
Power
4,000 pg - - - - - - - Strength +10
Bracers
Rebuff
8,000 pg - - - - - - - Immune to Charm
Locket
You're more likely to
Red Muleta 5,000 pg - - - - - - -
be targeted
10,000 Have Reflect at start of
Reflect Ring - - - - - - -
pg battle
Immune to instant-
Safety Ring - - - - - - - -
death attacks
Silver
40 pg - - - - - - - Immune to Blind
Glasses
Wearer's chance of
Smiley
5,000 pg - - - - - - - being targeted never
Badge
changes
Soul of
- - - - - - - - Intelligence +20
Thamasa
Star Pendant 500 pg - - - - - - - Immune to Poison
Taunt Doubles random-
3,000 pg - - - - - - -
Bangle encounter rate
Thief Doubles Steal success
- - - - - 3 1 -
Gloves rate
Thunder Halves Lightning
3,000 pg - - - - - - -
Charm damage
Venture Brave Attack rate of
1,000 pg - - - - - - -
Badge allies +10%
White Cape 1,000 pg - - - - - - - Immune to Silence
Halves Wind-based
Wind Charm 3,000 pg - - - - - - -
damage
Costumes
What are "Costumes"? In this variation of Bravely Default, they're little more than simply that:
costumes you use to changes the character's look for whatever arbitrary purpose you wish. They don't
affect your stats or anything, just the look of the character wearing them - the only reason I include
them here is because they're still equippable from the equipment screen. Anyhow... Here you go.
Shop Listings
Equipment Affinity (READ!)
Whenever you use this section, the primary thing to take note of is regard to the equipment. The
equipment stat changes listed here are given assuming Rank E affinities. Unsure of what that means?
Look in the section Equipment Affinity for more details!
Caldisla's Shops
CALDISLA ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Eye Drops 20 pg Cures the Blind status ailment
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
CALDISLA MAGIC SHOP
Magic Magic Buying MP Magic
Magic Effects
Name Type Cost Cost Level
Blindna White 200 pg 4 MP Level 1 Cures the Blind status ailment
Restores a small amount of HP; damages
Cure White 200 pg 4 MP Level 1
the undead
Poisona White 200 pg 4 MP Level 1 Cures the Poison status ailment
Blizzard Black 200 pg 5 MP Level 1 Minor Water-based damage
Fire Black 200 pg 5 MP Level 1 Minor Fire-based damage
Thunder Black 200 pg 5 MP Level 1 Minor Lightning-based damage
CALDISLA WEAPON/ARMOR SHOP
Equipment
Type Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Name
Broadsword Sword 70 pg 3 - 90 - - - - N/A
Bronze
Accessory 40 pg - - - - - - - Max HP +30
Bangle
Bronze
Accessory 40 pg - - - - 2 - - N/A
Gauntlets
Bronze Helm Helmet 40 pg - - - - 2 - - N/A
Buckler Shield 50 pg - - - - 5 3 20 N/A
Dagger Dagger 50 pg 2 - 95 3 - - - N/A
Hempen Torso
20 pg - - - - 2 - - N/A
Tunic Armor
Torso 100
Kenpo Gi - - - - 3 1 5 Agility +2
Armor pg
Leather Torso 120
- - - - 4 1 - N/A
Armor Armor pg
Leather Cap Helmet 15 pg - - - - 1 - - N/A
Torso
Linen Curiass 80 pg - - - - 4 1 - N/A
Armor
Pointy Hat Helmet 20 pg - 1 - - 1 1 - N/A
Rod Rod 60 pg 2 2 90 - - - - Mind +1
Damage
+25% when
Staff Staff 10 pg 2 - 90 - - - -
hitting 2+
enemies
Ancheim's Shops
ANCHEIM ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
ANCHEIM MAGIC SHOP
Magic Magic Buying MP Magic
Magic Effects
Name Type Cost Cost Level
Aero White 400 pg 5 MP Level 2 Minor Wind-based damage
Protect White 400 pg 5 MP Level 2 Raises Physical Defense by 25% for 5 turns
Shell White 400 pg 5 MP Level 2 Rasies Magic Defense by 25% for 5 turns
Poison Black 400 pg 4 MP Level 2 Has a 75% chance to Poison the target
Silence Black 400 pg 5 MP Level 2 Has a 75% chance to put the target in Silence
Sleep Black 400 pg 5 MP Level 2 Has a 75% chance to put the target to Sleep
Quake Time 200 pg 5 MP Level 1 Minor Earth-based damage
The target regains 3% of their max HP each turn;
Regen Time 200 pg 5 MP Level 1
the undead are equally damaged
Lowers the speed of the target by 25% for 4
Slow Time 200 pg 4 MP Level 1
turns; ignores Reflect
ANCHEIM WEAPON/ARMOR SHOP
Equipment Other
Type Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Name Effects
Bronze Torso
400 pg - - - - 10 2 - N/A
Breastplate Armor
Feather Hat Helmet 100 pg - - - - 3 1 - N/A
Gauntlets Accessory 100 pg - - - - 4 - - N/A
Torso
Iron Armor 500 pg - - - - 12 3 - N/A
Armor
Iron Bangle Accessory 75 pg - - - - - 1 - Max HP +50
Iron Helm Helmet 200 pg - - - - 4 1 - N/A
Iron
Knuckles 280 pg 14 - 90 3 - - - N/A
Knuckles
Kukri Dagger 350 pg 10 - 90 3 - - - N/A
Long Sword Sword 500 pg 12 - 90 - - - - N/A
Mace Rod 300 pg 9 - 90 - - - - N/A
Damage
+25% when
Oaken Pole Staff 250 pg 13 - 90 - - - -
hitting 2+
enemies
50% chance
to Poison
20,000
Poison Rod Rod 19 19 90 - - - - target;
pg
Chapter 5+
only
Round
Shield 300 pg - - - - 9 5 - N/A
Shield
Torso
Silk Robe 350 pg - 2 - - 8 2 - N/A
Armor
Silver Immune to
Accessory 500 pg - - - - - - -
Glasses Blind
Immune to
Star Pendant Accessory 500 pg - - - - - - -
Poison
Tricome Helmet 150 pg - 1 - - 2 2 - N/A
Florem's Shops
FLOREM ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target
FLOREM MAGIC SHOP
Magic Magic Buying MP Magic
Magic Effects
Name Type Cost Cost Level
Restores a moderate amount of HP; damages
Cura White 800 pg 9 MP Level 3
the undead
Cures all ailments except KO, Stop, and
Esuna White 800 pg 8 MP Level 3
Doom
Revives from KO with ~200 HP; 70% chance
Raise White 800 pg 18 MP Level 3
to kill the undead
Blizzara Black 800 pg 15 MP Level 3 Moderate amount of Water-based damage
Fira Black 800 pg 15 MP Level 3 Moderate amount of Fire-based damage
Thundara Black 800 pg 15 MP Level 3 Moderate amount of Lightning-based damage
Haste Time 400 pg 8 MP Level 2 Boosts Speed by 50% for 4 turns
Quara Time 400 pg 15 MP Level 2 Moderate Earth-based damage
Leave battles and dungeons (there are some
Teleport Time 400 pg 20 MP Level 2
exceptions, though!)
FLOREM WEAPON/ARMOR SHOP
Equipment
Type Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Name
600
Acorn Hat Helmet - - - - 6 1 - N/A
pg
30% chance to
Composite 1,950 Poison target;
Bow 44 - 95 - - - -
Bow pg damage +50%
to Flying
1,000
Cross Shield Shield - - - - 18 9 24 N/A
pg
Earthing 2,000 Immune to
Accessory - - - - - - -
Rod pg Paralysis
Torso 1,500
Floral Robe - 3 - - 17 4 - N/A
Armor pg
Frenzy 1,200 25% chance to
Dagger 20 - 95 3 - - -
Dagger pg Berserk target
Mind +3;
1,200 damage +25%
Jade Crosier Staff 15 - 90 - - - -
pg when hitting
2+ enemies
Laurel 650
Helmet - 2 - - 4 3 - N/A
Wreath pg
Torso 1,600
Mirage Vest - - - - 19 5 20 N/A
Armor pg
2,000 Immune to
Peace Ring Accessory - - - - - - -
pg Confusion
Fire-based
1,500
Rod of Fire Rod 12 12 90 - - - - attacks are
pg
10% stronger
Scimitar Sword 2,000 24 - 90 - - - - N/A
pg
Spiked 1,200
Knuckles 34 - 90 3 - - - N/A
Knuckles pg
Damage
Valkyrie 1,850 +25% when
Spear 22 - 90 2 - - -
Halberd pg hitting 2+
enemies
Yggdrasil 2,000
Torso - - - - 24 6 - N/A
Armor pg
Yggdrasil 700
Helmet - - - - 7 1 - N/A
Helm pg
Grandship's Shops
GRANDSHIP ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target
GRANDSHIP MAGIC SHOP
Magic Magic Buying MP Magic
Magic Effects
Name Type Cost Cost Level
Restores a moderate amount of HP; damages
Cura White 800 pg 9 MP Level 3
the undead
Cures all ailments except KO, Stop, and
Esuna White 800 pg 8 MP Level 3
Doom
Revives from KO with ~200 HP; 70% chance
Raise White 800 pg 18 MP Level 3
to kill the undead
Blizzara Black 800 pg 15 MP Level 3 Moderate amount of Water-based damage
Fira Black 800 pg 15 MP Level 3 Moderate amount of Fire-based damage
Thundara Black 800 pg 15 MP Level 3 Moderate amount of Lightning-based damage
Haste Time 400 pg 8 MP Level 2 Boosts Speed by 50% for 4 turns
Quara Time 400 pg 15 MP Level 2 Moderate Earth-based damage
Leave battles and dungeons (there are some
Teleport Time 400 pg 20 MP Level 2
exceptions, though!)
GRANDSHIP MAGIC SHOP - CHAPTER 5+ ADDITIONS
Magic Magic Buying MP Magic
Magic Effects
Name Type Cost Cost Level
Revives from KO with full HP; 70% chance to
Arise White 6,400 pg 80 MP Level 6
kill the undead
Curaga White 6,400 pg 60 MP Level 6 Huge HP recovery; huge damage to the undead
Holy White 6,400 pg 80 MP Level 6 Major Light-based damage
Dark Black 6,400 pg 80 MP Level 6 Major Dark-based damage
60% chance to inflict instant death on a single
Death Black 6,400 pg 15 MP Level 6
target
Will kill most enemies at 10+ levels below you
Kill Black 6,400 pg 16 MP Level 6
(no pg, EXP., or JP is earned)
50% chance to damage for 3/4 of the target's max
Graviga Time 6,400 pg 25 MP Level 6
HP (won't work on special enemies)
4 non-elemental high-damage attacks hit 4
Meteor Time 6,400 pg 99 MP Level 6
random targets; ignores Reflect
The target will revive automatically from KO
Reraise Time 6,400 pg 80 MP Level 6
with low HP once
GRANDSHIP WEAPON/ARMOR SHOP
Equipment Other
Type Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Name Effects
Damage
Aeolian 3,600
Bow 54 - 95 - - - - +50% to
Bow pg
Flying
Artisan 2,500 Dexterity
Accessory - - - - - - -
Gloves pg +10
Earthing 2,000 Immune to
Accessory - - - - - - -
Rod pg Paralysis
40,000 Chapter 5+
Heavy Axe Axe 52 - 85 -3 - - -
pg only
Hermes 5,000
Accessory - - - - - - - Agility +10
Sandals pg
Damage
3,000 +25% when
Iron Pole Staff 34 - 90 - - - -
pg hitting 2+
enemies
3,500
Osafune Katana 30 - 90 15 - - - N/A
pg
Water
3,800 attacks are
Rod of Ice Rod 15 15 90 - - - -
pg 10%
stronger
Viking Axe Axe 4,800 36 - 85 -3 - - - Damage
pg +50% to
Aquatic
Torso 3,000
Viking Coat - - - - 24 6 - N/A
Armor pg
Hartschild's Shops
HARTSCHILD ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target
HARTSCHILD MAGIC SHOP
Magic Magic Buying MP Magic
Magic Effects
Name Type Cost Cost Level
15
Aerora White 1,600 pg Level 4 Moderate Wind-based damage
MP
Remove all stat buffs/debuffs, Regen, Stop, Reflect,
Dispel White 1,600 pg 8 MP Level 4 Reraise, element affinity changes, damage absorption,
and Sword Magic (all of which that are not permanent)
16 Reflects White, Black, and Time Magic to the opposite
Reflect White 1,600 pg Level 4
MP side (i.e. you to enemy)
12
Gravity Time 800 pg Level 3 Halves the target's HP sometimes
MP
16
Slowga Time 800 pg Level 3 Decreases Speed by 25% for four turns; ignores Reflect
MP
Increases evasion by 50% for four turns; ignores
Veil Time 800 pg 8 MP Level 3
Reflect
HARTSCHILD WEAPON/ARMOR SHOP
Equipment Other
Type Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Name Effects
1,200
Black Cowl Helmet - - - - 8 2 10 N/A
pg
Halves
3,000
Dark Charm Accessory - - - - - - - Dark
pg
damage
Defender Sword 5,000 27 - 90 - 10 - - N/A
pg
Halves
3,000
Earth Charm Accessory - - - - - - - Earth
pg
damage
3,000 Halves Fire
Flame Charm Accessory - - - - - - -
pg damage
2,500
Force Armlets Accessory - - - - - - - Mind +10
pg
24,000 Chapter 5+
Gladius Dagger 32 - 95 3 - - -
pg only
Damage
4,500 +25% when
Halberd Spear 27 - 90 2 - - -
pg hitting 2+
enemies
1,000
Holy Miter Helmet - 3 - - 5 4 - Mind +5
pg
3,000 Halves Ice
Ice Charm Accessory - - - - - - -
pg damage
2,500
Large Shield Shield - - - - 24 12 22 N/A
pg
Halves
3,000
Light Charm Accessory - - - - - - - Light
pg
damage
3,500
Main-Gauche Dagger 22 - 95 3 - - 20 N/A
pg
Orichalcum 1,500
Helmet - - - - 8 2 - N/A
Helm pg
Orichalcum Torso 5,000
- - - - 30 7 - N/A
Mail Armor pg
Halves
Thunder 3,000
Accessory - - - - - - - Lightning
Charm pg
damage
Torso 4,000
White Robe - 4 - - 22 5 - Mind +20
Armor pg
Halves
3,000
Wind Charm Accessory - - - - - - - Wind
pg
damage
Starkfort's Shops
STARKFORT MERCHANT ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pgRestores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Wakeup Bell 50 pg Awakens a Sleeping target
STARKFORT MERCHANT MAGIC SHOP
Magic Magic Buying MP Magic
Magic Effects
Name Type Cost Cost Level
Damages the target's MP; user regains MP (or loses
Aspir Black 1,600 pg 1 MP Level 4
if target is Undead) equal to 10% of the damage
Damages the target's HP; user regains HP (or loses
Drain Black 1,600 pg 8 MP Level 4
if target is Undead) equal to the amount of damage
Fear Black 1,600 pg 5 MP Level 4 Has a 75% chance to induce Dread in the target
Non-elemental damage to a target 1~4 times;
Comet Time 1,600 pg 25 MP Level 4
ignores Reflect
Raises all allies' Speed by 50% for four turns;
Hastega Time 1,600 pg 32 MP Level 4
ignores Reflect
Raises all allies' Evasion by 50% for four turns;
Veilga Time 1,600 pg 24 MP Level 4
ignores Reflect
STARKFORT MERCHANT WEAPON/ARMOR SHOP
Equipment Other
Type Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD
Name Effects
4,800
Battle Mace Rod 27 - 90 - - - - N/A
pg
Torso 6,000 Intelligence
Black Robe - 3 - - 20 5 -
Armor pg +20
Damage
+25% when
hitting
Crimson 27,000 multiple
Spear 37 - 90 2 - - -
Spear pg enemies at
once;
Chapter 5+
only
Giant's 1,500 Strength +10,
Accessory - - - - 6 1 -
Gloves pg Dexterity -50
Hammer 4,200
Knuckles 46 - 90 3 - - - N/A
Knuckles pg
1,800
Headband Helmet - - - - 6 1 - Strength +10
pg
Mage's Hat Helmet 1,500 - 3 - - 4 3 - Intelligence
pg +5
Orichal 5,000
Dagger 27 - 95 3 - - - N/A
Dagger pg
Power 4,000
Accessory - - - - - - - Strength +10
Bracers pg
Torso 2,400
Power Sash - - - - 22 5 - Strength +5
Armor pg
Spiked 3,700
Shield 5 - - - 20 10 23 N/A
Shield pg
7,500
Zweilhander Sword 35 - 90 - - - - N/A
pg
Eternia's Shops
ETERNIA ITEM SHOP
Item Name Item Cost Item Effects
Antidote 10 pg Cures the Poison status ailment
Balsam 100 pg Cures the Dread status ailment
Echo Herbs 25 pg Cures the Silence status ailment
Ether 1,000 pg Restores 40 MP; damages the undead for 40 MP
Eye Drops 20 pg Cures the Blind status ailment
Hi-Potion 150 pg Restores 500 HP; damages the undead for 500 HP
Phoenix Down 100 pg Revives the target from KO; 70% chance to kill the undead
Potion 20 pg Restores 150 HP; damages the undead for 150 HP
Remedy 500 pg Cures all ailments except KO, Stop, and Doom
Teleport Stone 100 pg Returns you to the entrance of a dungeon when used
Turbo Ether 5,000 pg Restores 150 MP; damages the undead for 150 MP
Wakeup Bell 50 pg Awakens a Sleeping target
X-Potion 1,500 pg Restores 1,500 HP; damages the undead for 1,500 HP
ETERNIA MAGIC SHOP
Magic Magic Buying MP Magic
Magic Effects
Name Type Cost Cost Level
Aeroga White 3,200 pg 45 MP Level 5 Major Wind damage
High HP recovery; high damage to the
Curada White 3,200 pg 27 MP Level 5
undead
Cures all ailments except KO, Stop, and
Esunaga White 3,200 pg 20 MP Level 5
Doom for all
Blizzaga Black 3,200 pg 45 MP Level 5 Major Water damage
Firaga Black 3,200 pg 45 MP Level 5 Major Fire damage
Thundaga Black 3,200 pg 45 MP Level 5 Major Lightning damage
Quaga Time 3,200 pg 45 MP Level 5 Major Earth damage
Quicken Time 3,200 pg 20 MP Level 5 Boosts the hit count by 50% for four turns
Stop Time 3,200 pg 10 MP Level 5 Induces Stop, stopping all action for
several turns
ETERNIA WEAPON/ARMOR SHOP
Equipment
Type Cost P.ATK. M.ATK. AIM CRIT P.DEF M.DEF EVD Other Effects
Name
Adamant Torso 15,000
- - - - 36 9 - N/A
Armor Armor pg
Adamant 2,500
Accessory - - - - - - - Max HP +500
Bangle pg
Adamant 3,000
Accessory - - - - 8 1 - N/A
Gauntlets pg
4,200
Adamant Hat Helmet - - - - 9 2 5 N/A
pg
Adamant 4,500
Helmet - - - - 10 2 - N/A
Helm pg
Adamant 7,500
Shield - - - - 27 14 26 N/A
Shield pg
Adamant Torso 10,000
- - - - 29 7 - N/A
Vest Armor pg
25% chance to
Assassin's 10,000
Dagger 29 - 95 3 - - - cause instant
Dagger pg
Death
Barrier 10,000
Accessory - - - - - 25 - N/A
Shroud pg
4,000
Circlet Helmet - 4 - - 7 4 - N/A
pg
Damage +25%
to Undead;
14,000
Cross Spear Spear 33 - 90 2 - - - damage +25%
pg
when hitting
2+ enemies
25% chance to
cause instant
14,800
Death Bow Bow 66 - 95 - - - - Death; damage
pg
+50% to
Flying
Chapter 5+
18,000
Divine Fists Knuckles 60 - 90 3 - - - only; Light-
pg
elemental
15,000
Flametongue Sword 36 - 90 - - - - Fire-elemental
pg
Earth attacks
Torso 11,000
Gaia Gear - - - - 25 6 - are 50%
Armor pg
stronger
14,500
Kotetsu Katana 34 - 90 15 - - - N/A
pg
Rebuff 8,000 Immune to
Accessory - - - - - - -
Locket pg Charm
Mind +5; uses
Cure as an
12,000 item; damage
Staff of Life Staff 22 - 90 - - - -
pg +25% when
hitting 2+
enemies
9,800 40% chance to
Toxic Claws Knuckles 49 - 90 3 - - -
pg Poison
18,000
War Axe Axe 44 - 85 -3 - - - N/A
pg
9,000
Wizard's Rod Rod 17 17 90 - - - - N/A
pg
Miscellany
Combat Bonuses
During a battle, there are three special conditions you can meet, which are called "Combat Bonuses".
These combat bonuses can increase the amount of pg, EXP., and JP earned from a battle, and you get
more and more of each as you continue getting the bonus in consecutive battles. The conditions and
bonuses are below.
(By the by... pg and EXP. earned still max at 99,999, and JP at 999, even if these bonuses are brought
about. For example, beating some single-foe bosses in Chapters 5+ gives you 999 JP. If you were to
manage to get an Unscathed Hero - very easy on Rusalka, mind you - you would normally get 999 x
1.5 JP, just under 1,500; however, 999 JP is the cap. Same goes for other boosts, like the EXP. Up or JP
Up abilities, or the Growth and Golden Egg accessories.)
Combat
Bonus Conditions
Bonus
EXP.
1-Turn Victor Win the battle in the first turn you can act. Bonus is for battles 1 through 4.
+10%
EXP.
1-Turn Ace Win the battle in the first turn you can act. Bonus is for battles 5 through 9.
+20%
EXP.
1-Turn Hero Win the battle in the first turn you can act. Bonus is for battles 10 and on.
+50%
Win the battle without taking damage (disregards statuses). Bonus is for
Unscathed JP +10%
battles 1 through 4.
Unscathed Win the battle without taking damage (disregards statuses). Bonus is for
JP +20%
Ace battles 5 through 9.
Unscathed JP +50% Win the battle without taking damage (disregards statuses). Bonus is for
Hero battles 10 and on.
Beat every enemy in a single move. Battles against one enemy are
Sweeper pg +10%
disregarded. Bonus is for battles 1 through 4.
Beat every enemy in a single move. Battles against one enemy are
Sweeper Ace pg +20%
disregarded. Bonus is for battles 5 through 9.
Beat every enemy in a single move. Battles against one enemy are
Sweeper Hero pg +50%
disregarded. Bonus is for battles 10 and on.
Special Movie
At the game's title screen, you can see three files; if you access a slot with a saved file, you'll see four
options normally. The fourth one is marked "?????", which is reserved for a special movie. There are
two ways to unlock it.
• Konami Code: This cheat will always work, but you have to re-enter it each time you wish to
see the movie. The MOMENT you get to see the four options, press the following button
sequence, which is the Konami code ironically - Up, Up, Down, Down, Left, Right, Left, Right,
B, A. (You have to do it somewhat slowly, since Left/Right make you enter and exit that menu,
so give it time to be processed.) You should hear a voice yell "Tiz!" and the Special Movie
option will be unlocked. Note that this cheat has to be re-entered each time you wish to see the
movie again unless you properly unlock it.
• True Ending: The intended way to unlock the movie is by beating the "The End" ending of the
game. During Chapters 5 through 8, you are tasked with re-reviving each of the Crystals again,
but you have the option to break one if you so choose. However, not breaking one takes you to
the intended, difficult ending to the game. If you beat this ending, you will permanently unlock
the movie from the menu on which you beat the game (in addition to New Game+).
When you prepare to access the movie by choosing it, first leave the 3DS on a flat surface. After a brief
moment, pick up the 3DS and press A to begin playback of the movie. In case you can't grasp this, this
is a trailer for Bravely Second, intended to be the sequel to Bravely Default (surprise!). This .... could
be interesting! =D
If you want to watch the movie again, you have to re-enter the Konami code each time you want to do
so, or just beat the The End ending to the game.
Credits
In no particular order...
• GameFAQs, Neoseeker, and Supercheats:
• For being the most amazing FAQ-hosting sites I know.
• http://ampiamente.com/:
• The Bravely Default logo leading the guide.
• Diego Rizzo:
• The Elixir strategy for Gigas Lich.
• Johnathan Leung:
• Noting that the Lustrous Shield of the Lontano Villa is on 3F, not 1F.
• Joshua Selbitschka:
• An alternative strategy for fighting Yulyana.
• Mark Kleinstra:
• An alternative strategy for fighting the Zombie Dragon.
• Michael Hoey:
• Noting the revival of Adventurer if you kill him via magic.
• Molly Grunte:
• Noting that the Twisted Treetop Artemia is weak to Fire.
• noz3r0:
• Suggesting to pseudo-censor the title for the regular Finale (now: Finale: Where the
Fairy Flies).
• Noting a misconception regarding the "buyability" of Costumes - in other words, I take
bad notes. >_<
• The Special Movie unlock (via the Konami code).
• Sailor_Nemesis:
• For how to beat that crazy-difficult extra boss. -_-
• saiucrozier:
• Noting that beating Khint in Chapter 6 alongside Khamer removes him from the
Jackal/Profiteur fights, making them a bit eaiser.
• Scott Berger:
• Noting the accidental switcheroo between the Samurai Zombie's family and weakness in
the Chapter 5 bestiary charts.
• UltimaPhantom:
• Noting that beating Airy in the Finale's forced-loss battle still results in a forced loss.
Version History
• v0.00:
• Some preformatting.
• Time: 10:10 PM 2/2/2014.
• v1.00:
• Damn, this is one long game... In the past month or so, I've managed to complete most
of the walkthrough; I have to detail the final bosses of the good ending, and some of the
side bosses, but the walkthrough is otherwise complete with 1.5 endings of 2. =P Other
than that, I still have other stuff to do. ;)
• Time: 5:47 AM 3/3/2014.
• v1.10:
• Finished up both endings' walkthroughs and the Dimension's Hasp dungeon. Also
reorganized the enemy bestiary so it makes some freakin' sense. >_>
• Time: 1:44 AM 3/4/2014.
• v1.20:
• Finished up all of the data regarding the Job System.
• Time: 3:42 AM 3/8/2014.
• v1.50:
• Finished up all of the data regarding items, Compounding, Genomes, and Special
Moves. Also revised a few strategies, added a few abuse details to the job system, and
appended the Miscellany section for the secret movie and Combat Bonuses. Talk about a
productive weekend so far! ^_^
• Time: 4:00 AM 3/9/2014.
• v1.70:
• Item-wise, I threw in the stat-boosting buns and the costumes for the sake of
completeness, and I also did the compounding items' general effects. I finished up the
Norende Reconstruction section as well, and also threw in the remaining boss rush
(Chapter 8's) and threw those enemies into the Bestiary. Insofar, then, it looks like I've
finished pretty much everything I possibly could.
• Time: 2:11 AM 3/10/2014.
• v1.80:
• Added in some enemies I had skipped for the Enemy Bestiary and those miniature ones
in the Walkthrough. Also threw in an Monster Steals & Drops section, made some
corrections/additions in the Job sections of a minor nature, and corrected a few
formatting issues.
• Time: 1:20 AM 3/12/2014.
• v1.85:
• Some minor formatting and error corrections. At Zoel's suggestion, I also put in monster
locations with regards to the Genomes so you can more easily know where to look for
them. Further minor corrections and additions ensued thereafter.
• Time: 11:40 PM 3/17/2014 ~ 10:39 AM 2/15/2015.
• v1.90:
• Minor changes, added a new Zombie Dragon strategy.
• Time: 10:28 PM 9/17/2015.
Legalities
This FAQ may not be reproduced under any circumstances except for personal, private use. It may not
be placed on any web site or otherwise distributed publicly without advance written permission. Use of
this guide on any other web site or as a part of any public display is strictly prohibited, and a violation
of copyright.
All trademarks and copyrights contained in this document are owned by their respective trademark and
copyright holders.
© 2014-2015 Daniel Chaviers (a.k.a. KeyBlade999).
If you would wish to contact me concerning this or my other FAQs, use this e-mail:
keyblade999.faqs@gmail.com, or PM (Private Message) me on the GameFAQs message boards.
This is the end of KeyBlade999's Bravely Default: Where the Fairy Flies FAQ/Walkthrough.
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| |____________| |_________________________ |
| | | | | |\ /\ /| |
| | | | | | \ / \ / | |
| |____________| | | | (_) (_) | |
|________________| |_| |_|
___ ___ ___
/'__`\ /'__`\ /'__`\
/\ \_\ \ /\ \_\ \ /\ \_\ \
\ \___, \ \ \___, \ \ \___, \
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