WALKTHROUGH

I. The Adventure Begins With A Deadly Duel
There is nothing beautiful about agony and pain, but as a gladiator in the court of the Dark Knight, you are forced to battle monsters to amuse the evil monarch. Your adventure begins in the ring from which none have escaped.

1. Tales Of Truth
The monster is slow and moves back and forth near the top of the den. Approach form behind him and whack him a few times, then dodge back. The fading gladiator tells you of the lost Gemma Knights who once protected the precious Mana Tree. Now the Knights are gone and the Tree is endangered.

2. One Way Out
If you defeat the monster, you will return to the dungeon where a dying cohort tells you of the Gemma Knights. A girl named Amanda and another woman tell you that the only way to escape is through the monsters' den. So be it. You seek your freedom.

3. The Power Of The Mana Tree
No sooner do you escape than you come across the Dark Knight arguing with a man named Julius about the magical Mana Tree. While eavesdropping, you are spotted by the Dark Knight. He chases you to the brink of the cliff and pushes you over.

II. The Search For Bogard & Cibba

MAP - Overworld: First Area (135 KB)

1. Travel To Topple
Waking up at the foot of the cliff, you are surrounded by a wilderness. Defend yourself against the beasts and go to Topple where you can rest at the Inn, buy items, and talk to people.

2. Rescue The Girl, Then Seek Bogard
In a forest near Topple, a girl and her brother are beset by beasts. You plunge into the fray with sword drawn and rescue the pair. But alas, the brother is mortally wounded. His final request is that you take his sister to Wendel. At first, Bogard refuses to speak, but he will change his mind and give you advice and the Mattock.

3. Through The East Cave
Bogard advises that you pass through the East Cave on your way to Wendel. Break stones in the cave with the Mattock.

MAP - East Cave (21.2 KB)

4. Great Buys
Buy the Battle Axe in the shop beyond East Cave. Also purchase extra Keys and Mattocks.

5. The Battle Axe
The Battle Axe is one of the most useful weapons and tools you can have. In battle, it is a fearsome weapon. Normally, the Axe is swung, but when the Attack Meter is at maximum strength the Axe is thrown with stunning force. It also cuts down trees. Not all chopped trees leave a stump.

6. The Mystery Of Kett's House
When you reach Kett's House you'll learn the Cure spell and you'll meet a strange guard. In the night, the girl vanishes, and the next day you'll set out to rescue er.

7. The Mirror
Two men who are also staying at Kett's House have valuable information for you. They tell of a mirror that reflects the true form of a man, which is needed to save the girl. The mirror is in the Marsh Cave, but to enter that cave requires a key, and the key is guarded by fierce lizardmen.

8. The Key
The Lizardmen live in a swampy nest near Kett's House, but they won't give up their precious Bronze Key without a fight. You'll have to battle them one by one. Make use of the Cure Magic to recover your Hit Points when they get low.

9. Inside the Marsh Cave
With the Bronze Key you can enter the cave. Once inside, you'll meet a man who says he will help you. As you explore the cave, hit the walls and listen for the sound of secret passages. Your helper will aid you in battle with the cave creatures. His fireballs will not harm you. In many caves you will find triggers in the floor that activate hidden doors. Search the second floor thoroughly until you find the Sickle. You'll need it later in the cave.

MAP - Marsh Cave (104 KB)

10. Battle The Hydra
The two-headed water dragon breathes fire. Attack the heads from the top of the pond and use Cure to recover HP. Victory earns you the Fire spell and Mirror.

11. Return To Kett's House
With the Mirror in hand, go back to Kett's, but recover your strength with a good night's rest before challenging the guard with the Mirror. You'll need the strength for your next quest. Restore HP and MP by sleeping. Select the Mirror as an item. Defeat the true form of the guard.

MAP - Kett's Dungeons (219 KB)

12. Dungeon Duties
The dungeons beneath Kett's House are vast, but the girl is held captive somewhere in the depths. There are triggers and secret passages, and enemies everywhere. The girl lies, unmoving but alive, in a casket in the lowest room.

13. The Chain
To find the girl, you must have the Chain. At maximum power, it has a longer reach. Cross chasms by wrapping the Chain around a post.

14. Vanquish The Vampire
With the girl at your side, return to the entrance and prepare to face Mr. Lee, a vampire. Dodge the bats and attack him in front. Bats fly out of the vampire's cloak, but they are slow enough to dodge. Use the Chain to attack the fiend. If you win, you will earn the spell of (SLEP).

III. Wendel And Beyond
Now your quest leads west to Wendel. Use the Chain to cross streams. The castle town of Wendel has inns, shops and many people to talk to, but the temple is where the action is. In the temple you will meet the second wiseman, Cibba, and there you will begin to learn the terrible history of this land.

MAP - Overworld: Second Area (139 KB)

1. Revelations
Much is revealed in the temple, first by Cibba, then by a visitation from the girl's mother. Now the girl is revealed as a great power, as her mom was before her.

2. The Betrayal
Even more surprises await you at Cibba's temple. Julius, the man who helped you in the Marsh Cave, kidnaps the girl and sets monsters loose on the town! Cibba gives you Heal magic before you set off in pursuit of Julius.

3. The Mouth Of Gaia
To pursue Julius's airship into the west, you must enter Gaia--a living dungeon of earth and stone. Gaia has a taste for silver, and won't swallow anything else. Luckily, there's a silver mine nearby. with the aid of Watts, a dwarf, you'll get the silver and get Gaia to "swallow" you. First visit the Dwarf cave to learn about Watts and the trolley car in the mine that you must use. Buy oil in the shop in the south to lubricate the mine trolley, which hasn't been used in ages. Once you get into the mine, select the Oil as an item. Get ready for a wild ride through the mine!

MAP - Silver Mine (130 KB)

4. Make The Switch
As the trolley zips at breakneck speed along the narrow tracks in the mine, you'll pass three switches. Use the Sickle to hit the switches and change your track. Ignore the first switch, but hit the second and third. The Sickle gives you the best chance to hit the switch as you rocket past. The end of the line is a black pit. You'll fall to the bottom, but that's what you want.

5. Watts Is Waiting
At the bottom of the mine shaft, you'll be greeted by Watts, a dwarf who has come to look for silver. If you find the silver, he'll make you armor and a sword.

6. Bop The Megapede
A giant megapede guards the treasure of silver at the end of the mine. He races out one of four tunnel holes and snakes across the open space. Wait for him at the next hole and bop him. Aim for the Megapede's head cause it's the only spot that can weaken him.

7. Tastefully Equipped
Give the silver to Watts and he'll fashion some fine armor and a silver sword back at the Dwarf Cave. Equip yourself with these items, then go to the Mouth of Gaia and enter. Unless you're equipped with silver, Gaia will spit you out.

IV. All Aboard The Airship
On the northern peninsula of the island in the lake of Julius' airship. Make sure you have extra Cure, Keys and Mattocks, then climb the anchor chain. Somewhere in the hold is the girl. You'll have the help of Bogard, but the ship is huge and filled with dangerous and motley crew.

MAP - Overworld: Third Area (93.2 KB)

MAP - The Airship (73.3 KB)

1. Below Deck
Make your way through the first hold, battling monsters and unlocking doors. the girl is in the second hold, but you can't reach her. There must be another way. Go outside to the gangplank where you can reach the girl. Go ready for another fall. No sooner do you reach the girl's window then Julius shows up and pushes you off the airship.

V. The Adventure Has Just Begun
It's at times like this, when you've been pushed off an airship, thousands of feet above the ground, that you begin to wonder just what it will take to save the girl and the Mana Tree. So far, Julius has outfoxed you at every turn.

MAP - Overworld: Fourth Area (174 KB)

1. The Town Of Menos
After crashing into the heart of Menos, your old friend Amanda nurses you back to health, the disappears with the pendant that the girl gave you aboard the airship. Treachery? Perhaps she has a good excuse. Amanda does not seem like a traitor.

2. The Road to Jadd
Strange tales of a creature called a Chocobo send you searching the northern forest for a giant egg. No sooner do you find the egg than a hatching Chocobo appears and mistakes you for its mother.

3. The Town of Jadd
The castle city of Jadd is ruled by Davias. Rumors in town indicated that Davias is not to be trusted. One boy requires bribe of the Bag of Fang before he reveals his clue. Get the Fang in battle in the desert.

4. Medusa's Cave
The clue "Palm trees...and 8" means you should go to the oasis with the figure eight shaped pond and walk around the two palm trees in a figure eight. The animated gif to the right shows how you should walk around the palm trees in a figure eight. The entrance to Medusa's Cave will open. Inside, Amanda helps you find the Ice Spell and Medusa. Medusa's teardrop will uncurse the parrot. Use the Ice Spell to freeze enemies into snowmen. Push it over the door trigger. In the battle with Medusa, Amanda is wounded. A tragedy occurs.

VI. The Dark Vs. The Light

1. Return To The Castle
The path to the Dark Castle passes through several caves and across a bridge of no return. Be sure to find the Morningstar, a powerful mace that is used against Golem. Once you pass over the bridge to the castle, the bridge will crumble and you must go on.

2. Inside The Castle
Worm your way through the sewer into the castle and find the girl. She will be your helper in this crucial stage, but you will also need the help of the might Blood sword. Another fall awaits you!

3. Bogard Is Back
After the fall, you'll find Bogard waiting, and a scientist who can transform your faithful Chocobo into a Chocobot--a sort of submarine. Then Bogard bids you to visit Cibba once more.

4. The Frozen Town
Monsters have frozen nearly everyone in this town, but one man tells that the monster Kary is responsible. You must go to Kary's cave and battle the fiend, but that is only the beginning of a series of dangerous quests.

5. Kary And The Guardian's Cave
The flame weapon will help you defeat Kary. Cibba will then tell you the legendary "Rusty" sword is in the Guardian's Cave. You should return to Cibba with it and learn of the Crystal that must be broken.

6. Liche's Island
Liche, the Earth Fiend, is one of the most powerful enemies you'll face, but you must defeat him to get the Nuke spell that breaks the Crystal. By now your levels should be in the forties.

7. The Mystic Sword
There are many Crystals, but only one will reveal a new cave when Nuked. Inside that cave you will find the power to restore the legendary strength to your mystical sword. Look for the Mystic Symbol.

VII. The Final Quest

1. Falling Up
Finally, it is your turn to follow Julius up the waterfall. Talk to Cibba first. Here, before the final battles, you prepared to learn whether you are indeed a Light Warrior. After you talk to Cibba, stock up on keys and cure items because you're going to need them.

2. The Last Dungeon
Pay very close attention to where you are going because some paths bring you back to where you started. There are several dead ends so remember to keep on checking for walls that could be broken down.

3. The Last Battle
There are three rounds you have to go through fighting against Julius. It shouldn't take too long to finish him. Just remember to keep on having the girl heal you while you make Julius eat cold steel.

4. The Ending (Spoiler)
The ending isn't that long. The girl's mom comes and tells her that she must become the Mana Tree and you must protect her so no evil can get to her. So that concludes the Final Fantasy Adventure . . .


The End


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