The first edition FF1 'handbook' -courtesy of Ben Siron a.k.a. bensiron@cco.caltech.edu FF1 = Final Fantasy for the Nintendo Entertainment System other than the strategy guide given by nintendo power ages ago (which has many major errors and omissions), I've found very little information about this game. Nearly everything here I have discovered on my own if you find anything amiss, missing, or badly explained (however trivial) with this guide, e-mail me and I'll take a note of it. E-mail me if you find out any cool tips, strategies, etc... (this listing was made in an evenly spaced font; 78 characters to a line; 8 characters to a tab) - - - - - - - -=- -=- -=- -=- -=< CONTENTS >=- -=- -=- -=- -=- - - - - - - - 0: DEFINITIONS & ABBREVIATIONS . . . . 03 % 1: ALGORITHMS . . . . . . 09 % how the base values for derived stats are determined 09 % how MHP changes with each LV up . . . 11 % initial values for statistics and how basic stats increase with LV ups . . . . 11 % XP required for each LV up . . . . 13 % maximum charges per SL at each LV and exact XP required to reach that LV . . . 14 % how FF1 determines it is time to enter battle . 20 % enemy domain mapping . . . . 21 % (x,y) coordinates of important locations . . 25 % monster lair domains . . . . 27 % the actions available in battle . . . 32 % how monsters choose their attack strategies . 33 % how damage is calculated from an attack . . 37 % how damage is calculated from magic or a special attack 39 % how gold and XP is rewarded . . . 40 % relative speeds of various vehicles on the world map 41 % condition for stooping over in battle . . 41 % 2: CONDITIONS . . . . . . 41 % resurrection and inn rates . . . . 44 % 4: MAGIC . . . . . . 45 % white magic . . . . . 46 % black magic. . . . . . 51 % 5: ITEMS . . . . . . 55 % weapons . . . . . . 56 % armor . . . . . . 59 % other items . . . . . 62 % special items . . . . . 64 % vehicles . . . . . . 66 % 6: MONSTERS . . . . . . 68 % special attacks . . . . . 68 % enemy stats . . . . . 70 % index of enemies . . . . . 86 % 7: TIPS, TRICKS, ETC. . . . . . 90 % pros and cons of the 6 character classes . . 95 % ======================= 0: DEFINITIONS & ABBREVIATIONS ====================== WARRIOR - one of the four members of your party, located on the right side of the battle screen ENEMY - any character appearing on the left side of the battle screen. An enemy of an enemy is a warrior. S - STR - strength stat of a warrior G - AGI - agility stat of a warrior I - INT - intelligence stat of a warrior V - VIT - vitality stat of a warrior L - LUCK - luck stat of a warrior D - DAMAGE - basic attack power of a warrior or enemy H% - HIT% - accuracy stat of a warrior A - ABSORB - basic armor rating of a warrior or enemy E% - EVADE% - stat controlling ability to dodge attacks for a warrior LV - LEVEL - experience level of a warrior XP - experience points accumulated by a warrior MHP - maximum hit points of a particular warrior SL - spell level: each magic spell has a level associated with it from 1 to 8 SPELL CHARGE - each SL has a counter associated with it telling you how many spell charges remain that are available for use. For each charge remaining you may cast a spell of that level one time BASIC STATS - the statistics peculiar to each warrior which can be viewed on the left side of the status screen: S, G, I, V, L. These stats are not affected by equipment DERIVED STATS - the statistics on the right side of the status screen (D,H%,A,E%) which are completely determined by the level of the warrior and the basic stats. These stats are modified by the equipment that the warrior has on (a..b) - math notation representing a random integer picked between a and b, including a and b [x] - math notation representing the greatest integer less than or equal to x. i.e.: [57/4] = [19.25] = 19 x=y(mod n) - math notation: modular arithmetic. This means that x and y have the same remainder when divided by n. i.e.: 3=7(mod 4), but 3<>7(mod 9) a:(b..c) - my own personal mathematical notation. This means that a is an integer between b and c, including b and c " - substitute whatever is printed on the line directly above in place of the quote mark CLASS - each warrior belongs to one of twelve classes: Fighter, Black Mage, Ninja, etc... Fi/Kn - FIGHTER / KNIGHT classes Bb/Ma - BLACK BELT / MASTER classes Th/Ni - THIEF / NINJA classes Rm/Rz - RED MAGE / RED WIZARD classes Wm/Wz - WHITE MAGE / WHITE WIZARD classes Bm/Bz - BLACK MAGE / BLACK WIZARD classes PROMOTION - a change of class which all warriors recieve simultaneously at a unique point in the game, i.e. (Fi->Kn), (Wm->Wz), etc... ARMED/UNARMED - whether or not a particular warrior has a weapon equipped BARE/ARMORED - whether or not a particular warrior has any armor equipped. If no armor is equipped, the warrior is bare TARGET - the character to which an action is directed ROUND - a complete cycle of a battle in which all warriors and enemies decide their courses of action and take that action INSIDE/OUTSIDE - inside refers to any town or area that contains character whom you can talk to. Outside refers to the world map MONSTER LAIR - any place which contains enemies that you can run into and fight randomly ELEMENTS/RESISTANCES - some magical and special attacks have one the four elements of fire(F), ice(I), lightning(L), or poison(P) associated with them. If the target resists an element associated with that attack, damage taken is reduced. If the target is weak against that particular element, extra damage will be taken IMHO - 'In My Humble Opinion,...' ===================== 1: STATISTICAL & DAMAGE ALGORITHMS ==================== - - - - - - HOW THE BASE VALUES FOR DERIVED STATS ARE DETERMINED: - - - - - - D = [S/2] for Fi/Kn/Wm/Wz/Th/Ni/Rm/Rz = [(S+1)/2] for Bm/Bz/(armed Bb/Ma)* = LV x 2 for unarmed Bb/Ma *BUG: Immedately after a level up, D for an armed Bb/Ma is instead [S/2]+1. this is an actual effect and does not correct itself until you visit the weapons subscreen. It even persists if you save and reload the game H% = (initial value at LV 1) + (3 x (LV-1)) for Fi/Kn/Bb/Ma = (initial value at LV 1) + (2 x (LV-1)) for Th/Ni/Rm/Rz = (initial value at LV 1) + (LV - 1) for Wm/Wz/Bm/Bz A = 0 for all classes, except... = LV for a bare Bb/Ma* *BUG: Immediately after a level up, A for an armored Bb/Ma is instead equal to LV, regardless of whatever armor is being worn. This is an actual effect and does not correct itself until you visit the armor subscreen. It even persists if you save and reload the game. This bug does not affect special abilities granted by the armor you have on, such as resistances to certain elements E% = G + 48% for all classes - - - - - - - - - - - HOW MHP CHANGES WITH EACH LV UP: - - - - - - - - - - - - there are two types of level ups: weak and strong. For a strong level up, MHP goes up by 20+[V/4]+(1..6). For a weak level up, MHP goes up by [V/4]+1 for a given class and level, I'm not sure what determines whether the LV up will be weak or strong. Roughly speaking, over the course of 49 LV ups, the six classes have the following percentages of strong LV ups: Fi/Kn: 50% Bb/Ma: 40% Th/Ni: 35% Wm/Wz: 30% Rm/Rz: 25% Bm/Bz: 25% - INITIAL VALUES FOR STATISTICS AND HOW BASIC STATS INCREASE WITH LV UPS: - - the first number in each space is the initial value given to that class at LV 1. The next number is the probability (in eighths) that that particular stat will increase during a LV up. i.e. a Black Wizard has a 3/8 chance of gaining agility during a level up and an 8/8 probability of gaining intelligence. Basic stats never rise more than 1 point during a LV up. The H% and MHP rows tell you what the initial values of those stats are for that particular class Class Fi/Kn Bb/Ma Wm/Wz Bm/Bz Th/Ni Rm/Rz STAT S 20,8 5, 5 5, 4 1, 4 5, 7 10,5 G 5, 6 5, 5 5, 4 10,3 10,6 10,5 I 1, 4 5, 5 15,5 20,8 5, 4 10,5 V 10,5 20,8 10,4 1, 4 5, 4 5, 5 L 5, 6 5, 5 5, 5 10,4 15,8 5, 5 H% 10 5 5 5 5 7 MHP 35 33 28 25 30 30 - - - - - - - - - - - - XP REQUIRED FOR EACH LV UP: - - - - - - - - - - - - - to go from LV=N to LV=N+1, a warrior needs to acquire (39 x N^2) XP if N>29, use N=29 in the preceding formula. 50 is the maximum level attainable. Add 1 XP to the XP needed if LV=1,17 or if (LV>22 and LV=1(mod 2)) - MAXIMUM CHARGES PER SL AT EACH LV AND EXACT XP NEEDED TO REACH THAT LEVEL - the number of max SL charges that a given warrior at a given level can have can be found in one of the four columns corresponding to that warrior's class. The Fi/Th/Bb/Ma classes have no capacity for magic strangely enough, the Rm/Rz is given SL charges for SL-8 spells even though he can't learn any SL-8 spells. For this reason, the total # of SL charges that I have listed on the right side will not include the SL-8 charges the levels given for the Kn and Ni are relative levels. Let X = either 22 or the warrior's LV at time of promotion), choosing the higher of the two. Then +(n) in the LV column means that the warrior gets that SL capacity at LV = X + n (if a Fi or Th were to get promoted after LV 43, that warrior would never be able to reach his maximum SL charge capacity - this is usually not a problem) SL XP Wm/Wz/Bm/Bz: 1 2 3 4 5 6 7 8 Rm/Rz: 1 2 3 4 5 6 7 8 LV 1 0 2 0 0 0 0 0 0 0 =2 2 0 0 0 0 0 0 0 =2 2 40 3 1 0 0 0 0 0 0 =4 3 1 0 0 0 0 0 0 =4 3 196 3 2 0 0 0 0 0 0 =5 3 2 0 0 0 0 0 0 =5 4 547 4 2 0 0 0 0 0 0 =6 4 2 0 0 0 0 0 0 =6 5 1171 4 3 1 0 0 0 0 0 =8 4 3 0 0 0 0 0 0 =7 6 2146 4 3 2 0 0 0 0 0 =9 4 3 1 0 0 0 0 0 =8 7 3550 5 3 2 0 0 0 0 0 =10 5 3 2 0 0 0 0 0 =10 8 5461 5 3 3 1 0 0 0 0 =12 5 4 2 0 0 0 0 0 =11 9 7957 5 4 3 2 0 0 0 0 =14 5 4 3 0 0 0 0 0 =12 10 11116 6 4 3 2 0 0 0 0 =15 6 4 3 1 0 0 0 0 =14 11 15016 6 4 4 3 0 0 0 0 =17 6 4 3 2 0 0 0 0 =15 12 19735 6 4 4 3 1 0 0 0 =18 6 4 4 2 0 0 0 0 =16 13 25331 6 5 4 3 2 0 0 0 =20 6 5 4 3 0 0 0 0 =18 14 31942 7 5 4 4 2 0 0 0 =22 7 5 4 3 0 0 0 0 =19 15 39586 7 5 5 4 3 0 0 0 =24 7 5 4 3 1 0 0 0 =20 16 48361 7 5 5 4 3 1 0 0 =25 7 5 5 4 2 0 0 0 =23 17 58345 7 6 5 4 3 2 0 0 =27 7 6 5 4 2 0 0 0 =24 18 69617 7 6 5 5 4 2 0 0 =29 7 6 5 4 3 0 0 0 =25 19 82253 8 6 5 5 4 3 0 0 =31 7 6 5 5 3 0 0 0 =26 20 96332 8 6 6 5 4 3 1 0 =33 7 6 6 5 3 1 0 0 =28 21 111932 8 6 6 5 4 3 2 0 =34 8 6 6 5 4 2 0 0 =31 22 129131 8 6 6 5 5 4 2 0 =36 9 6 6 5 4 2 0 0 =32 23 148007 8 6 6 6 5 4 3 0 =38 9 6 6 5 4 3 0 0 =33 24 168639 9 7 6 6 5 4 3 0 =40 9 7 6 6 4 3 0 0 =35 25 191103 9 7 6 6 5 5 3 1 =42 9 7 6 6 5 3 0 0 =36 26 215478 9 7 6 6 5 5 4 2 =44 9 7 6 6 5 4 1 0 =38 27 241843 9 7 7 6 6 5 4 2 =46 9 7 7 6 5 4 2 0 =40 28 270275 9 8 7 6 6 5 4 3 =48 9 8 7 6 5 4 2 0 =41 29 300851 9 8 7 7 6 5 5 3 =50 9 8 7 6 5 5 3 0 =43 30 333651 9 8 7 7 6 6 5 4 =52 9 8 7 6 6 5 3 0 =44 31 366450 9 8 8 7 6 6 5 4 =53 9 8 7 7 6 5 3 0 =45 32 399250 9 8 8 7 7 6 5 4 =54 9 8 7 7 6 5 3 1 =45 33 432049 9 8 8 7 7 6 5 5 =55 9 8 8 7 6 5 4 2 =47 34 464849 9 8 8 7 7 6 6 5 =56 9 8 8 7 6 6 4 3 =48 35 497648 9 8 8 8 7 6 6 5 =57 9 8 8 7 7 6 5 3 =50 36 530448 9 8 8 8 7 7 6 5 =58 9 8 8 7 7 6 5 4 =50 37 563247 9 8 8 8 7 7 6 6 =59 9 8 8 8 7 6 5 4 =51 38 596047 9 9 8 8 7 7 6 6 =60 9 8 8 8 7 6 6 4 =52 39 628846 9 9 8 8 7 7 7 6 =61 9 8 8 8 7 6 6 5 =52 40 661646 9 9 8 8 8 7 7 6 =62 9 8 8 8 7 7 6 5 =53 41 694445 9 9 8 8 8 7 7 7 =63 9 9 8 8 7 7 6 5 =54 42 727245 9 9 8 8 8 8 7 7 =64 9 9 8 8 8 7 6 5 =55 43 760044 9 9 9 8 8 8 7 7 =65 9 9 8 8 8 7 6 6 =55 44 792844 9 9 9 8 8 8 8 7 =66 9 9 8 8 8 7 7 6 =56 45 825643 9 9 9 8 8 8 8 8 =67 9 9 9 8 8 7 7 6 =57 46 858443 9 9 9 9 8 8 8 8 =68 9 9 9 8 8 8 7 6 =58 47 891242 9 9 9 9 9 8 8 8 =69 9 9 9 8 8 8 7 7 =58 48 924042 9 9 9 9 9 9 8 8 =70 9 9 9 9 8 8 7 7 =59 49 956841 9 9 9 9 9 9 9 8 =71 9 9 9 9 8 8 8 7 =60 50 989641 9 9 9 9 9 9 9 9 =72 9 9 9 9 9 8 8 7 =61 SL Kn: 1 2 3 4 5 6 7 8 Ni: 1 2 3 4 5 6 7 8 <(+1) nothing nothing +1, +2 1 1 1 0 0 0 0 0 1 1 1 1 0 0 0 0 +3, +4 2 2 2 0 0 0 0 0 2 2 2 2 0 0 0 0 +5, +6 3 3 3 0 0 0 0 0 3 3 3 3 0 0 0 0 >(+6) 4 4 4 0 0 0 0 0 4 4 4 4 0 0 0 0 - - - - - - - HOW FF1 DETERMINES IT IS TIME TO ENTER BATTLE: - - - - - - - - - at the beginning of the previous combat, a random number x is generated where x = (50..255). for each step taken -outside on desert,plains,forest,marsh,river decrement x by 6 -inside of a cave,or other monster lair decrement x by 5 -outside on a ship decrement x by 2 -on a damage square in a monster lair, in the airship, in a seaport, or inside leave x alone when x<0, battle begins. There are also certain map squares for which battle always occurs. Entering a battle automatically in this way does not reset the value of x. In general, x is reset whenever x becomes negative or when a game is begun or reloaded. x is not reset by entering a town or other inside-type area - - - - - - - - - - - - - ENEMY DOMAIN MAPPING - - - - - - - - - - - - - - - - the world map in FF1 is a grid 256 units wide by 256 units tall. Label each square on this map using X,Y pseudo-cartesian coordinates: (0,0) is the first grid sqare in the NW-most corner, (0,255) is the square in the SW-most corner, (255,255) is the square in the SE-most corner, etc... the entire world map is subdivided into 64 smaller (32x32) domains (it is divided up with 8 strips legthwise and 8 strips up and down). For each domain, the enemies you can expect to find within are constant throughout that domain. The world map: LAND: RIVER: (0,0) (255,0) (0,0) (255,0) N N X O O X N N B B B B B B B B W W C O O D D E B B B B B B B B W W - C - D D E B B B B B B B B - - - F F V - E A A A A A A A A - R V V S P P M A A A A A A A A R R R V - V M M A A A A A A A A - - M V V M L L A A A A A A A A - - - M V M L L A A A A A A A A (0,255) (255,255) (0,255) (255,255) each letter represents type of domain and its relative position on the world map. For instance the 'B' in the center corresponds to a domain that spans a territory from x:(128,159) and y:(128,159) Domain Label Enemies found there LAND: - IMP S IMP, GrIMP, MADPONY F (GrIMP,IMP), CREEP, SPIDER, MADPONY, BONE P OGRE, IGUANA, MADPONY, CREEP, (WOLF,GrWOLF), (GrIMP,WOLF,GrWOLF,IMP) V (OGRE,CREEP), (GrWOLF,WOLF), ASP, ARACHNID, GrIMP M (GrIMP,WrWOLF), (OGRE,CREEP), GEIST, ARACHNID, (GrWOLF,WOLF), SCORPION R (GHOUL,GEIST), (GrOGRE,OGRE), (ARACHNID,SPIDER), SHADOW, TIGER, (OGRE,HYENA) L (TROLL,BULL), (COBRA,SCORPION), GIANT, PEDE C MANTICOR, R.ANKYLO, OCHO, WYRM O (Saber T,CATMAN), SAURIA, WYRM, SPHINX, (HYDRA,OCHO) W ANKYLO, (CEREBUS,WzOGRE), (Saber T,TIGER), (FrGIANT,FrWOLF) N (HYDRA,OCHO), WYVERN, TROLL, GrPEDE, (FrGIANT,FrWOLF), MANTICOR X (HYDRA,OCHO), Sand W, WYVERN, CATMAN, (GIANT,IGUANA) E (ZomBULL,TROLL), (FrGIANT,FrWOLF), GIANT, TYRO D (TYRO,WYVERN), ANKYLO, Sand W, R.ANKYLO, T REX RIVER: A (HYDRA,OCHO), CARIBE, (OCHO,CARIBE), (CARIBE,GATOR) B (HYDRA,GATOR), (FrGATOR,R.CARIBE), NAOCHO, (OCHO,CARIBE,GATOR) OCEAN:(only one domain) (OddEYE,SAHAG), (SAHAG,R.SAHAG), (SHARK,R.SAHAG), KYZOKU - - - - - - - - - - COORDINATES of IMPORTANT LOCATIONS - - - - - - - - - - - - Astos's Castle..........:(102..103,185..186) Castle of Ordeal........:(129..130,44..45) Coneria.................:(151..154,160..162) Coneria Castle..........:(152..153,157..159) Crescent Lake...........:(218..220,216..218) Dragons of Cardia.......:(79,49),(92,48),(105,59), (93,58),(96,51),(116,66) Dwarves Cave............:(100,155) Earth Cave..............:(65,186) Elfland.................:(134..137,221..222) Elven Castle............:(135..136,220..221) Gaia....................:(221..223,27..28) Gurgu Volcano...........:(188..189,203..204) Ice Cave................:(197,183) Lefein..................:(234..236,98..99) Marsh Cave..............:(102,236) Matoya's Cave...........:(168,117) Melmond.................:(81..82,159..160) Mirage Tower/Sky Castle.:(194,57..58) Oasis...................:(29,49) Onrac...................:(61..62,57..58) Pravoka.................:(209..211,149..150) Sarda's Cave............:(30,190) Temple of Fiends........:(129..130,122..123) Titan's Tunnel..........:(42,174) - (30,175) Waterfall...............:(54,29) MONSTER LAIR DOMAINS: (F = floor, B = basement) Temple of Fiends: 1F:(BONE,SPIDER), ZOMBIE, CREEP, GARGOYLE, GHOUL, (WOLF,GrIMP), (GrIMP,WOLF,GrWOLF,IMP) Marsh Cave: B1:(ZOMBIE,GHOUL), SHADOW, (BONE,CRAWL), SCUM, MUCK, (ARACHNID,SPIDER,SCUM) B2,B3:SCUM, GARGOYLE, (R.BONE,BONE,CRAWL), (WrWOLF,GrWOLF), (ZOMBIE,GHOUL), (ARACHNID,SPIDER,SCUM), SCORPION Earth Cave: B1:(ARACHNID,SPIDER), (GrOGRE,OGRE), BULL, COBRA, GARGOYLE B2:(TROLL,BULL), (GrOGRE,OGRE), (WrWOLF,GrWOLF), ASP B3:MUMMY, (WrWOLF,GrWOLF), (SPECTER,GEIST), COCTRICE, (GrOGRE,OGRE), WIZARD B4:IMAGE, COCTRICE, WIZARD, (SPECTER,GEIST), (GrIMP,WrWOLF) B5:(TROLL,BULL), ARACHNID, IMAGE, MUMMY, GIANT Titan's Tunnel: 1F:GrWOLF, TIGER, (GrOGRE,OGRE), OOZE Gurgu Volcano: B1:(BULL,SCORPION), SPHINX, R.GOYLE, MUCK, PEDE, (WzOGRE,GrOGRE,HYENA) B2:PEDE, MUCK, R.HYDRA, GARGOYLE, (WzOGRE,GrOGRE,HYENA), PERILISK, (GIANT,IGUANA) B3:(GIANT,IGUANA), PERILISK, (WzOGRE,GrOGRE,HYENA), R.HYDRA, CEREBUS B4:Grey W, CEREBUS, BULL, R.HYDRA, R.GIANT, Red D, (WzOGRE,GrOGRE) B5:R.GIANT, AGAMA, Red D, BULL, (CEREBUS,WzOGRE) Ice Cave: B1:(COCTRICE,MUMMY), WIZARD, R.BONE, WRAITH B2:(IMAGE,WRAITH), (WRAITH,IMAGE,SPECTER,GEIST), MAGE, SORCEROR, (FrGIANT,FrWOLF) B3:R.BONE, GrPEDE, Frost D, (FrGIANT,FrWOLF), MAGE, SORCEROR, WRAITH Castle of Ordeal: 1F:nothing 2F:(MUMMY,WzMUMMY), ZomBULL, SORCEROR, MANCAT, R.GOYLE, MEDUSA 3F:NITEMARE, (MUMMY,WzMUMMY), R.GOYLE, SORCEROR, MEDUSA Waterfall: 1F:(MUMMY,WzMUMMY), NITEMARE, MudGOL, PERILISK Sea Shrine: 2F:nothing 1F:(GrSHARK,SHARK), SeaSNAKE, GHOST, WATER, (WzSAHAG,R.SAHAG) (entrance)-> B1:(GrSHARK,SHARK), (NAGA,WATER), (WzSAHAG,R.SAHAG), SeaSNAKE, (GrSHARK,WzSAHAG), (SeaTROLL,LOBSTER) B2:GHOST, (SeaTROLL,SeaSNAKE), (WzSAHAG,R.SAHAG), (GrSHARK,BigEYE), LOBSTER B3:(GrSHARK,BigEYE), WATER, (SeaTROLL,LOBSTER,SeaSNAKE) Mirage Tower 1F:(NITEMARE,BADMAN), GUARD, VAMPIRE, CHIMERA and Sky Castle: 2F:(WzMUMMY,MUMMY,COCTRICE,PERILISK), GUARD, CATMAN, CEREBUS, CHIMERA, VAMPIRE 3F:(WYVERN,WYRM), (Saber T,MEDUSA), Blue D, CATMAN, CEREBUS, VAMPIRE, (WzMUMMY,MUMMY,COCTRICE,PERILISK) 4F:BADMAN, GrMEDUSA, (GrNAGA,AIR), EYE, SLIME 5F:CHIMERA, RockGOL, (GrNAGA,AIR), (NITEMARE,EVILMAN), EYE, GrMEDUSA, MANTICOR 6F:R.HYDRA, (MANCAT,MEDUSA), MANTICOR, WzVAMP, SENTRY, CHIMERA, RockGOL 7F:(MANCAT,MEDUSA), AIR, WzVAMP, (GUARD,SENTRY), NAOCHO, (MudGOL,SORCEROR) 8F:R.HYDRA, SLIME, NAOCHO, WarMECH, (MudGOL,SORCEROR) Temple of Fiends: 3F:(MAGE,FIGHTER), Gas D, BADMAN (revisited) 2F:(FrGIANT,FrWOLF), Zombie D, SLIME, (CHIMERA,JIMERA) (entrance)-> 1F:WORM, Frost D, CHIMERA B1:EARTH, (MudGOL,RockGOL), GrMEDUSA B2:FIRE, Grey W, (R.GIANT,AGAMA) B3:WATER, (GrSHARK,WzSHARK), (SeaTROLL,LOBSTER,SeaSNAKE) B4:AIR, RockGOL, WORM, (WzVAMP,VAMPIRE), IronGOL, (Zombie D, WzVAMP), SORCEROR, (NITEMARE,EVILMAN) B5:nothing* (* excepting, of course, the end of all life as you know it) - - - - - - - - - - - the ACTIONS AVAILABLE in BATTLE: - - - - - - - - - - - - FIGHT: attack an enemy DRINK: use a HEAL or PURE potion on another warrior MAGIC: cast magic ITEM: use an item in that warrior's weapons or armor inventory as an item in battle. Using items in this way doesn't destroy the item. It is not necessary to equip the item or even to be able to equip it in order for a warrior to be able to use it as an item RUN: run away from battle. If any warrior in your party does this successfully, your entire party escapes all actions which end up being targeted to dead or stoned characters are ineffective. Any action which is ineffective still uses the resources put into the action, such as a spell charge or potion. An action which is interrupted due to incapacitation of the actor or early termination of battle is considered to have never happened, and thus the resources put into it are not wasted - - - - - - - - HOW MONSTERS CHOOSE THEIR ATTACK STRATEGIES: - - - - - - - - - for each action, a monster may do one of four things: ATTACK, use MAGIC, use a special attack, or RUN. If the monster doesn't run away, it chooses among the other three options by a process I'm not sure of if it chooses to attack, it chooses a target warrior if it chooses to use magic(if it has that capability), it casts the next spell available in its cycle. Each monster has a unique circular list of magic spells that always begins in the same place. For example, the monster WzVAMP uses the (AFIR,MUTE,ICE2,ICE2,LIT2,LIT2,FIR2,FIR2,...) magic cycle. This means that the first time WzVAMP casts magic, it will always be AFIR. The next time it casts a spell, it will cast MUTE. After it gets around to the second FIR2 spell, the WzVAMP would begin anew with AFIR (the next time it chose to cast magic). The monster's current position in its magic cycle is completely independent of its current position in its special attack cycle if it chooses to launch a special attack(if it has this capability), it does the next one available in its cycle of special attacks. This cycle works just like the magic cycle. Both cycles may run simultaneously but they don't affect each another. For example, TIAMAT (the temple of fiends version) has the magic cycle (BANE,ICE2,LIT2,FIR2,...) and the special attack cycle (THUNDER,POISON,BLIZZARD,BLAZE,...). If the monster chose the strategy: A,S,M,M,S,M,A,A,M,M, then it would attack, use THUNDER, cast BANE, cast ICE2, use POISON, cast LIT2, attack, attack, cast FIR2, and cast BANE if the action was an attack, or a magical or a special attack that was directed towards a single warrior, the monster generates a random number, x = (1..8). If x:(1..4) the target of the attack is the warrior in front. If x:(5..6), the target is the second warrior. x = 7 is the third warrior and x = 8 is the fourth warrior. If the target chosen in this way is dead or stone at the time of the choosing, choose x again - - - - - - - - - HOW DAMAGE IS CALCULATED FROM AN ATTACK: - - - - - - - - - - if the attacker is a warrior, the maximum number of hits that can be landed per attack is N(h) = [H%/32]+1 for all classes, except... = 2 x ([H%/32]+1) for an unarmed Bb/Ma when the attacker is an enemy, I presume it works the same way, but since I have no way to test this, for each enemy I just give the value of N(h) now, as some function of the attacker's H% and the defender E%, some of the hits may be dodged... I don't know how this works for each hit that gets through, damage done = (D..Dx2) - A, using the attacker's D and the defender's A. If the attacker is an enemy, there may be a special effect when a hit is landed on a target warrior such as hit to stun, hit to slay, etc... I'm not sure what the chances of this happening are either, but it is determined independently for each hit, so the more hits that are made, the greater the chance that the defender will be afflicted with something. For any hit which does damage<1, damage done=1. Now, if by chance the hit was a critical hit, add Dx2 to the damage done. I'm not sure what the chances of getting critical hits are, but it increases with LV and basic stats. Getting a critical hit at least once per attack is in fact pretty hard to avoid in the later stages of the game - - - - - HOW DAMAGE IS CALCULATED FROM MAGIC OR A SPECIAL ATTACK: - - - - - - every magical or special attack that does damage has a base power, call it M. From this, the actual damage done = ([M/4]..M). This damage cannot be absorbed with armor. If the target is resistant to the attack, damage done = ([M/8]..[M/4])*. If the target is weak against the attack, damage done = ([3M/8]..[3M/2]). Magical and special attacks which inflict damage never miss *BUG: if a target is weak vs. a certain elemental, giving that target resistance has no effect - damage done is still applied as if the target was weak vs. that elemental. For example, if a WzVAMP casts AFIR on a VAMPIRE, the VAMPIRE will still take extra damage from fire - - - - - - - - - - - - HOW XP AND GOLD IS REWARDED: - - - - - - - - - - - - - XP gained from battle is the direct sum of all XP values of monsters killed. If there are N warriors which are not stoned or dead, each one of them gets [(total XP)/N] experience points. if this number = 0, XP gained = 1. If XP for any warrior exceeds 999999 at any time, XP = 999999 GOLD gained from battle is the direct sum of the GOLD values of all monsters killed. This is added to the party's GOLD supply. If the GOLD supply exceeds 999999 at any time, GOLD = 999999 - - - - - - RELATIVE SPEEDS OF VARIOUS VEHICLES ON THE WORLD MAP: - - - - - - walking ( = canoe speed) = 2.1 steps/second shipspeed = 7.5 steps/second airspeed = 15 steps/second - - - - - - - - - CONDITION FOR STOOPING OVER IN BATTLE: - - - - - - - - - - - if a warrior's HP<[MHP/4], that warrior will adopt a kneeling posture ================================ 2:CONDITIONS ================================ so far as I know, there are 7 conditions which show up as a status ailments during battle. In order of those of increasing severity towards the bottom of the list, they are: MUTE (silenced) ASLEEP (asleep) STUN (paralyze) DARK (darkness) POISON (poison) STONE (stone) ' ' (slain)(dead) The condition which will be listed on the status line will be the most severe one. Some of these conditions are not permanent and disappear at the end of battle: these will be denoted 'nP'. Others are permanent and stay with the warrior until the condition is remedied, even if the warrior visits an inn or saves and reloads: these are denoted with 'Pm'. Any warrior which finishes a battle with a permanent condition such as POISON, STONE, or death is automatically switched with the warrior in the back of the party MUTE(nP): all ITEM, MAGIC, and DRINK actions of a muted warrior will be ineffective (including the AMUT spell). All magical or special attacks of a muted enemy will be ineffective ASLEEP(nP): a warrior or enemy that is ASLEEP may only take action to try to break out of this condition. A sleeping warrior will stoop over STUN(nP): same as being ASLEEP DARK(nP): seems to have no effect POISON(Pm): outside of battle, a poisoned warrior will lose 1 HP with every step, whether the step is taken inside or outside (HP may not sink below 1 from this)(this damage is taken in addition to every HP that is lost from stepping onto a damage square). In battle, the warrior loses 2 HP every round and may die because of this. A poisoned warrior will stoop over STONE(Pm): a stoned warrior may take no actions and may not be the target of enemy actions. A stoned enemy dies instantly. If all warriors become STONE or dead, your party perishes. Stoning a warrior removes POISON (slain)(Pm): a dead warrior may take no actions and may not be the target of enemy actions. Killing a warrior removes POISON. To be dead is to lie face to the ground. Death automatically sets HP = 0 - - - - - - - - - - - - - - RESURRECTION and INN RATES - - - - - - - - - - - - costs for staying at an inn to restore all SL charges and HP for all warriors (that are not stoned or dead) remains constant at a given location, no matter what levels your warriors are at. Resurrection is the same as casting the LIFE spell on the dead warrior, and the cost of this also remains constant throughout the game at any given location Town: Coneria Pravoka Elfland Melmond CrescentLake Onrac Gaia Lefein RESURRECTION 40 80 200 --- 400 750 750 --- INN 30 50 100 100 200 300 500 --- ================================== 3:MAGIC =================================== the capability to buy a particular magic spell for use in casting is determined by character class. The classes which are eligible to learn the spell are listed in the 'Who' column. Some spells have different effects based on whether combat is ensuing or not. 'Cb' in the 'Use' column means that the described effect only happens if the spell is cast in combat. 'nC' means that the effect only happens outside of combat. If there is no 'Cb' for a given spell and you attempt to cast it in combat, the spell will be ineffective. FF1 will not allow you to cast a 'Cb' spell outside of combat damages listed in the 'Use' column are base magic powers. Damages inflicted from actual use are determined in the way explained in section 1. An elemental listed before the base power of the spell means that the spell has that element associated with it. i.e.: F20 means a power 20 magical fire attack - - - - - - - - - - - - - - - - - WHITE MAGIC - - - - - - - - - - - - - - - - -SL 1- Who Cost Use CURE Kn/Rm/Rz/Wm/Wz 100 Restore (16..32)HP to a single warrior(nC/Cb) HARM Wm/Wz 100 80 to all undead enemies(Cb) FOG Kn/Rm/Rz/Wm/Wz 100 boost a warrior's A by 8(may be repeated)(Cb) RUSE Kn Rz/Wm/Wz 100 boost your own E% by 40% (repeatable)(Cb) -SL 2- LAMP Kn/Rm/Rz/Wm/Wz 400 removes dark from one warrior(Cb) MUTE Kn/Rm/Rz/Wm/Wz 400 mute all enemies(Cb) ALIT Kn/Rm/Rz/Wm/Wz 400 give all warriors resistance to lightning(Cb) INVS Kn/Rm/Rz/Wm/Wz 400 boost a warrior's E% by 20% (repeatable)(Cb) -SL 3- CUR2 Kn/Rm/Rz/Wm/Wz 1500 restore (32..64)HP to a single warrior(nC/Cb) HRM2 Wm/Wz 1500 160 to all undead enemies(Cb) AFIR Kn/Rm/Rz/Wm/Wz 1500 give all warriors resistance to fire(Cb) HEAL Wm/Wz 1500 restore (12..24)HP to all warriors in equal amounts(nC), restore (6..24) to each warrior independently(Cb) -SL 4- PURE Rm/Rz/Wm/Wz 4000 remove poison from one warrior(nC/Cb) FEAR Wm/Wz 4000 induce enemies to run away(Cb) AICE Rm/Rz/Wm/Wz 4000 give all warriors resistance to ice(Cb) AMUT Rz/Wm/Wz 4000 removes mute from one warrior(Cb) -SL 5- CUR3 Rm/Rz/Wm/Wz 8000 restore (64..128)HP to a single warrior(nC/Cb) LIFE Rz/Wm/Wz 8000 removes death from one warrior, sets HP=1(nC) HRM3 Wm/Wz 8000 240 to all undead enemies(Cb) HEL2 Wm/Wz 8000 restore (24..48)HP to all warriors in equal amounts(nC), restore (48..96)HP to each warrior independently(Cb)* *BUG: this spell is quite a bargain, considering that you get the power of a HEL3 spell in a SL-5 slot! -SL 6- SOFT Wm/Wz 20000 remove stone from one warrior(nC) EXIT Rz Wz 20000 jump outside of a monster lair to the point on the world map from which you entered the lair(nC) FOG2 Rz/Wm/Wz 20000 boost all warriors' A by 12(repeatable!)(Cb) INV2 Rz/Wm/Wz 20000 boost all warriors' E% by 40% (repeatable)(Cb) -SL 7- ARUB Rz/Wm/Wz 45000 gives all warriors immunity to RUB,SQUINT, and XXXX(Cb) HEL3 Wm/Wz 45000 restore (48..96)HP to all warriors in equal amounts(nC), restore (48..96)HP to each warrior independently(Cb) CUR4 Wz 45000 restore one warrior to MHP(nC/Cb) HRM4 Wz 45000 320 to all undead enemies(Cb) -SL 8- FADE Wz 60000 320 to all enemies(Cb) WALL Wz 60000 give one warrior resistance to F,I,L, and P, as well as immunity to RUB,XXXX,SQUINT,BRAK, GLANCE,HOLD,SLOW,SLO2,SLEP,GAZE,MUTE(Cb) XFER Wz 60000 removes special immunities granted by armor and spells from a single target(Cb) LIF2 Wz 60000 remove death from one warrior and restore to MHP(nC) - - - - - - - - - - - - - - - - - BLACK MAGIC - - - - - - - - - - - - - - - - -SL 1- Who Cost Use FIRE Ni/Rm/Rz/Bm/Bz 100 F40 to a single enemy(Cb) LIT Ni/Rm/Rz/Bm/Bz 100 L40 to a single enemy(Cb) SLEP Ni/Rm/Rz/Bm/Bz 100 make all enemies asleep(Cb) LOCK Ni/Rm/Rz/Bm/Bz 100 no effect(Cb) -SL 2- ICE Ni/Rm/Rz/Bm/Bz 400 I80 to a single target(Cb) DARK Ni/Rm/Rz/Bm/Bz 400 darkness to all enemies(Cb) TMPR Ni/Rm/Rz/Bm/Bz 400 no effect(Cb) SLOW Ni/Rm/Rz/Bm/Bz 400 divide target's H% by 2 (ineffective if H% is already half its normal value)(Cb) -SL 3- FIR2 Ni/Rm/Rz/Bm/Bz 1500 F120 to all enemies(Cb) LIT2 Ni/Rm/Rz/Bm/Bz 1500 L120 to all enemies(Cb) HOLD Ni/Rm/Rz/Bm/Bz 1500 stun one enemy(Cb) LOK2 Ni/Rm/Rz/Bm/Bz 1500 boost the E% of all enemies by 20%(Cb) -SL 4- ICE2 Ni/Rm/Rz/Bm/Bz 4000 I160 to all enemies(Cb) FAST Ni/Rm/Rz/Bm/Bz 4000 double a single warrior's H% (ineffective if H% is already twice its normal value)(Cb) CONF Ni/Rm/Rz/Bm/Bz 4000 confuse all enemies so that they attack each other(Cb) SLP2 Ni/Rm/Rz/Bm/Bz 4000 put one enemy to sleep(Cb) -SL 5- FIR3 Rm/Rz/Bm/Bz 8000 F200 to all enemies(Cb) SLO2 Rm/Rz/Bm/Bz 8000 same as SLOW, directed to one enemy(Cb) WARP Rz Bz 8000 jump back to the previous floor in a monster lair. It you are on the first floor, then the effect is the same as EXIT(nC) BANE Rm/Rz/Bm/Bz 8000 slay all enemies(Cb) -SL 6- LIT3 Rz/Bm/Bz 20000 L240 to all enemies(Cb) RUB Bm/Bz 20000 slay one enemy(Cb) QAKE Bm/Bz 20000 slay all enemies(Cb) STUN Bm/Bz 20000 guaranteed stun of one enemy with MHP<=300. Ineffective if target's MHP>300(Cb) -SL 7- ICE3 Rz/Bm/Bz 45000 I280 to all enemies(Cb) BRAK Bz 45000 stone one enemy(Cb) SABR Bz 45000 no effect(Cb) BLND Bm/Bz 45000 darkness to a single enemy(Cb) -SL 8- STOP Bz 60000 strongly stun all enemies(Cb) ZAP! Bz 60000 slay all enemies(Cb) XXXX Bz 60000 slay one enemy(Cb) NUKE Bz 60000 400 to all enemies(Cb) ================================== 4:ITEMS =================================== - - - - - - - - - - - - - - - - - WEAPONS - - - - - - - - - - - - - - - - - - contrary to what nintendo power says, weapons have no elemental attributes or race multipliers in FF1. i.e. the flame sword deals no extra damage to a Frost D and the coral sword deals no extra damage against SHARKs. Most of the 'specialty' swords are actually completely useless and should be sold immediately when they are found. Weapons may have abilities when they are used as items; this info is listed in the 'Use' column as the spell which has the same effect. Cost represents resale value, which is half of the buying price if the weapon can be bought. If the weapon can't be bought, there will be a '!' after the resale value. Weapons Who Cost +D +H% Use BANE(sword) Kn/Ni/Rz 30000 ! 22 20 BANE CATCLAW Kn/Ni/Rz/Bz 32500 22 35 CORAL(sword) Fi/Kn/Th/Ni/Rm/Rz 4000 ! 19 15 DEFENSE(sword) Kn/Ni/Rz 20000 ! 30 35 RUSE DRAGON(sword) Fi/Kn/Th/Ni/Rm/Rz 4000 ! 19 15 FALCHON Fi/Kn/Th/Ni/Rm/Rz 225 15 10 FLAME(sword) Fi/Kn/Ni/Rm/Rz 5000 ! 26 20 GIANT(sword) Fi/Kn/Ni/Rm/Rz 4000 ! 21 20 GREAT(axe) Fi/Kn/Ni 1000 ! 22 5 HAND(axe) Fi/Kn/Ni 275 16 5 HEAL(staff) Ni/Wm/Wz 12500 ! 6 0 HEAL ICE(sword) Fi/Kn/Ni/Rm/Rz 7500 ! 29 25 IRON(hammer) Fi/Kn/Ni/Wm/Wz 5 9 0 IRON(nunchuck) Ni/Bb/Ma 100 16 0 IRON(staff) Fi/Kn/Ni/Bb/Ma 100 14 0 KATANA Ni 30000 ! 33 35 LARGE(dagger) Fi/Kn/Th/Ni/Rm/Rz/Bm/Bz 87 7 10 LIGHT(axe) Fi/Kn/Ni 5000 ! 28 15 HRM2 LONG(sword) Fi/Kn/Ni/Rm/Rz 750 20 10 MAGE(staff) Ni/Bm/Bz 12500 ! 12 10 FIR2 MASMUNE all classes 30000 ! 56 50 POWER(staff) all except Th,Rm,Rz 6172 ! 12 0 RAPIER Fi/Kn/Th/Ni/Rm/Rz 5 9 5 RUNE(sword) Fi/Kn/Th/Ni/Rm/Rz 2500 ! 18 15 SABRE Fi/Kn/Th/Ni/Rm/Rz 225 13 5 SCIMITAR Fi/Kn/Th/Ni/Rm/Rz 100 10 10 SHORT(sword) Fi/Kn/Ni/Rm/Rz 275 15 10 SILVER(axe) Fi/Kn/Ni 2250 25 10 SILVER(hammer) Fi/Kn/Ni/Wm/Wz 1250 12 5 SILVER(dagger) Fi/Kn/Th/Ni/Rm/Rz/Bm/Bz 400 10 15 SILVER(sword) Fi/Kn/Ni/Rm/Rz 2000 23 15 SMALL(dagger) all except Bb,Ma 2 5 10 SUN(sword) Fi/Kn/Ni/Rm/Rz 10000 ! 32 30 THOR(hammer) Kn/Ni/Wz 20000 ! 18 15 LIT2 VORPAL Kn/Ni/Rz 15000 ! 24 25 WERE(sword) Fi/Kn/Ni/Rm/Rz 3000 ! 18 15 WIZARD(staff) Bz 25000 ! 15 15 CONF WOODEN(nunchuck)Ni/Bb/Ma 5 12 0 WOODEN(staff) all classes 2 6 0 XCALBER(sword) Kn 30000 ! 45 35 - - - - - - - - - - - - - - - - - - - ARMOR - - - - - - - - - - - - - - - - - armors may have special abilities, such as granting the wearer automatic resistance to certain elements, or immunities to certain spells. resistances are denoted by an 'r' before the element. i.e. rF means that the armor grants resistance to fire. In addition, some armors can be used as items in battle. This info is all listed in the 'Use/special' column. Most armors decrease E% somewhat, so all E% values listed are negative. There are four types of armor: armor(A), shirt(T), and bracelet(B)(all three are types of body armor), shield(S), hat(H), and gauntlets(G). What kind of armor that each piece is is listed in the 'Armor/Type' column Armor/Type Who Cost A -E% Use/special AEGIS S Kn 20000! 16 0 rP, stops POISON(jimera),STINGER BLACK T Bz 1 ! 24 2 ICE2 BUCKLER S Fi/Kn/Th/Ni/Rm/Rz 1250 2 0 CAP H all except Bb,Ma 40 1 1 CHAIN A Fi/Kn/Ni/Rm/Rz 40 15 15 CLOTH A all classes 5 1 2 COPPER B all classes 500 4 1 COPPER G Ki/Kn/Ni 200 2 3 DRAGON A Kn 30000! 42 10 FLAME A Fi/Kn/Ni 1500 ! 34 10 rI FLAME S Fi/Kn/Ni 5000 ! 12 0 rI GLOVES G all classes 30 1 1 GOLD B all classes 25000 24 1 HEAL H Kn/Ni 10000! 6 3 HEAL ICE A Fi/Kn/Ni 15000! 34 10 rF ICE S Fi/Kn/Ni 5000 ! 12 0 rF IRON A Fi/Kn/Ni 400 24 23 IRON G Fi/Kn/Ni 375 4 5 IRON H Fi/Kn/Ni 225 5 5 IRON S Fi/Kn/Ni 50 4 0 OPAL A Kn 30000! 42 10 rL OPAL B all classes 32500! 34 1 OPAL G Kn 10000! 8 3 OPAL H Kn 5000 ! 8 3 OPAL S Kn 7500 ! 16 0 rL POWER G Fi/Kn/Ni/Rz 5000 ! 6 3 SABR PROCAPE S all except Bb,Ma 10000! 8 2 stops XXXX, RUB,SQUINT PRORING G all classes 10000 8 1 stops XXXX, RUB,SQUINT RIBBON H all classes 1 ! 1 1 rF,rI,rL,rP, stops FLASH,HOLD,GLANCE,DARK,INK,STINGER,POISON(jimera),STOP SILVER A Fi/Kn/Ni/Rm/Rz 3750 18 8 SILVER B all classes 2500 15 1 SILVER G Fi/Kn/Ni/Rz 1250 6 3 SILVER H Fi/Kn/Ni 125 6 3 SILVER S Fi/Kn/Ni 1250 8 0 STEEL A Fi/Kn 22500 34 33 WHITE T Wz 1 ! 24 2 INV2 WOODEN A Fi/Kn/Th/Ni/Bb/Ma/Rm/Rz 25 4 8 WOODEN H Fi/Kn/Ni 50 3 3 WOODEN S Fi/Kn/Ni 7 2 0 ZEUS G Kn/Ni/Rz 7500 ! 6 3 LIT2 - - - - - - - - - - - - - - - - - OTHER ITEMS - - - - - - - - - - - - - - - - items listed here are not carried by any one paricular character and thus have a storage place other than that of either weapons or armors. Following my convention in the armor section, 'nC' denotes a use outside of combat, and 'Cb' is for the use of the item if it is used during combat What Cost Use HEAL 60 CURE(Cb), one warrior recovers 30 HP(nC) PURE 75 PURE(nC/Cb) SOFT 800 SOFT(nC) (TENT, CABIN, and HOUSE may only be used outside): TENT 75 all warriors recover 30 HP, and then the option to save the game is given(nC) CABIN 250 all warriors recover 60 HP, and then the option to save the game is given(nC) HOUSE 3000 all warriors recover 120 HP, and then the option to save the game is given; if the game was saved, all warriors then recover all of their SL charges(nC)* *BUG: magic is not restored until after the game is saved, so the benefits of using the HOUSE are not saved; if you reload the game, it will go back to the point before all SL charges were restored, and thus you will have wasted a HOUSE. To avoid this, save the game twice by using a TENT or CABIN immediately after using the HOUSE. If you have to reload later, you will then return to a point where you had full magic power - - - - - - - - - - - - - - - - SPECIAL ITEMS: - - - - - - - - - - - - - - - - What Use Comments LUTE opens a path to the lower levels recieved as a gift after you when you revisit the temple rescue the Princess from of fiends GARLAND CROWN allows you to fight ASTOS found on B3 of the Marsh Cave CRYSTAL trade to Matoya for the HERB recieved after defeating ASTOS HERB wake the Elf Prince see CRYSTAL KEY opens certain locked chests recieve from the Elf Prince after waking him with the HERB TNT give to a dwarf to open a canal found in a locked treasure chest at Castle Coneria RUBY give to the Titan to pass him found on B3 of the Earth Cave ROD opens a path to the lower levels receive from Sarda who is of the Earth Cave beyond the Titan's Tunnel FLOATER uncovers the AIRSHIP when used in found on B2 of the Ice Cave, the desert south of Crescent Lake but only if you have talked to a man in Crescent Lake after you defeat KARY TAIL if given to Bahamut, all warriors found on 3F of the Castle of will recieve a promotion Ordeal BOTTLE releases a fairy buy for 50,000 gold at the Oasis OXYALE allows entry into the Sea Shrine recieve from the freed fairy (it's not necessary to have this at the pond in Gaia to enter the Waterfall) SLAB give to Dr.Unne in Melmond to found on 2F of the Sea Shrine learn the Lefeinish language CHIME allows entry into the Mirage Tower recieve from a man in Lefein CUBE allows entry into the Sky Castle found at the Waterfall ADAMANT if given to a dwarven blacksmith, found on 5F of the Mirage you will get the XCALBER sword Tower/Sky Castle - - - - - - - - - - - - - - - - - - VEHICLES - - - - - - - - - - - - - - - - - SHIP travels on the open sea, but you recieve from defeating the may only disembark onto a port(or PIRATEs in Pravoka river if you have a CANOE)*. This is not carried with you when you walk on the world map CANOE travels on the river, and is carried recieve from the sages in with you wherever you walk Crescent Lake after beating LICH in the Earth Cave AIRSHIP travels anywhere, but it may only found in the desert south of land on grassland squares. This is Crescent Lake if you use not carried with you when you walk the FLOATER there (* if you have a CANOE and a SHIP, it is possible to visit the Castle of Ordeal before you get the AIRSHIP, although this doesn't help much since you can't reach Bahamut without the AIRSHIP. In any case, the equipment there may improve your chances in the Ice Cave) ================================= 5:ENEMIES ================================= - - - - - - - - - - - - - - - SPECIAL ATTACKS - - - - - - - - - - - - - - - - as is described in the battle algorithm section, some monsters have the capabilities to launch special attacks. There are two attacks that are called POISON but which have different effects. One of them is used only by JIMERA and is labelled as such. Effects are explained using the same conventions as in the magic section What Effect BLAZE F220 to all warriors BLIZZARD I200 to all warriors CREMATE F100 to all warriors CRACK slay all warriors DAZZLE stun one warrior FLASH darkness to all warriors FROST I100 to all warriors GAZE stun one warrior GLANCE stone one warrior HEAT F50 to all warriors INFERNO F384 to all warriors INK darkness to all warriors NUCLEAR 400 to all warriors POISON P260 to all warriors POISON(jimera) poison all warriors SCORCH F30 to all warriors SNORTING darkness to one warrior SQUINT slay one warrior STARE 80 to one warrior SWIRL 256 to all warriors STINGER poison all warriors THUNDER L300 to all warriors TRANCE stun all warriors - - - - - - - - - - - - - - - - - ENEMY STATS - - - - - - - - - - - - - - - - the 'D' column has info about the basic attack power of the enemy, the number of hits it makes per attack, and special effects of the attack, such as: hit to stun(S), hit to sleep(A), hit to poison(P), hit to put in darkness(D), hit to stone(T), and hit to slay(K). For example, K:1x9 means that the enemy attacks with 9 hits, each hit having a damage base of 1 and having the capability of slaying the target instantly (this would be a pretty nasty attack) the 'Strategy' column tells what extra actions are available to the enemy (magic(M), or special attack(S)) and the cycle(s) that the monster follows, as explained in the battle algorithms section. All enemies have the option to attack the 'Weak/Immune' column refers to spells and elements which the enemy is especially vulnerable to. i.e. wL means the enemy is weak vs. lightning attacks, and w(STUN,SLEP) means that the enemy is especially vulnerable to the spells of STUN and SLEP. Also listed are element which the enemy resists, and spells which are ineffective against that enemy. For example, rI means the enemy resists ice attacks and i(BANE) means that the enemy is immune to BANE. All undead enemies have weak/immune of wF,rI,i(RUB,BANE,BRAK,STUN,SLEP) as is denoted in shorthand by a '#' in this column Ref#:What MHP D A XP/GOLD STRATEGY WEAK/IMMUNE ------------------------------------------------------------------------------ 1a:IMP 8 4 4 6/6 b:GrIMP 16 8 6 18/18 2a:WOLF 20 8 0 6/24 b:GrWOLF 72 14 0 93/22 c:WrWOLF 68 P:14 6 135/67 d:FrWOLF 92 25 0 402/200 S(FROST...) wF,rI (undead): 3a:ZOMBIE 20 10 0 24/12 # b:GHOUL 48 S:8x3 6 93/50 # c:GEIST 56 S:8x3 10 117/117 #,i(SLOW) d:SPECTER 52 S:20 12 150/150 # (undead): 4a:BONE 10 10 0 9/3 # b:R.BONE 144 26 12 378/378 # 5a:SPIDER 28 10 0 30/8 b:ARACHNID 64 P:5 12 141/50 6a:CREEP 56 17 8 63/15 wF b:CRAWL 84 S:1x8 8 186/200 7a:GARGOYLE 80 12x4 8 132/80 i(QAKE) b:R.GOYLE 94 10x4 32 387/387 rI,rF,i(QAKE) M(FIR2,HOLD,FIRE,FIRE...) 8a:GARLAND 106 15 10 130/250 9a:MADPONY 64 10x2 2 63/15 b:NITEMARE 200 30x3 24 1272/700 S(SNORTING...) wI,rF,i(QAKE, RUB,BANE,STUN,SLEP) 10a:IGUANA 92 18 12 153/50 b:AGAMA 296 31x2 18 2472/1200 S(HEAT...) wI,rF c:SAURIA 196 30 18 1977/658 S(GLANCE...) w(MUTE) ------------------------------------------------------------------------------ Ref#:What MHP D A XP/GOLD STRATEGY WEAK/IMMUNE ------------------------------------------------------------------------------ 11a:ASP 56 P:6 6 123/50 b:COBRA 80 22 10 165/50 c:SeaSNAKE 224 35 8 957/600 wL,rF,i(QAKE) 12a:OGRE 100 18 10 195/195 b:GrORGE 132 23 14 282/300 c:WzOGRE 144 22 10 723/723 M(RUSE,DARK,SLEP,HOLD,ICE2...) 13a:PIRATE 6 8 0 40/40 b:KYZOKU 50 14 6 60/120 i(QAKE) 14a:SAHAG 28 10 4 30/30 wL,rF,i(QAKE) b:R.SAHAG 64 15 10 105/105 wL,rF,i(QAKE) c:WzSAHAG 204 47 20 882/882 wL 15a:OddEYE 10 4 0 42/10 S(GAZE...) wL,rF,i(QAKE) b:BigEYE 304 30x2 16 3591/3591 S(GAZE,FLASH...) wL,rF,i(QAKE) 16a:SHARK 120 22 0 267/66 wL,rF,i(QAKE) b:GrSHARK 344 50 8 2361/600 wL,rF,i(QAKE) 17a:SCORPION 84 P:22 10 225/70 b:LOBSTER 148 P:35x3 18 639/300 wL,rF,i(QAKE) (undead): 18a:SHADOW 50 D:10 0 90/45 #,i(QAKE) b:IMAGE 86 S:22 4 231/231 #,i(QAKE) c:WRAITH 114 S:40 12 432/432 #,i(QAKE) d:GHOST 180 93 30 990/990 #,i(QAKE) 19a:SCUM 24 P:1 250 84/20 wI,wF,rL,i(*) b:MUCK 76 30 7 255/70 wL,rI,rF,i(*) c:OOZE 76 32 250 252/70 wI,wF,rL,i(*) d:SLIME 156 P:48 250 1101/900 wF,rI,rL,i(*) (* = QAKE,RUB,BANE,BRAK,STUN,SLEP) 20a:WIZARD 84 30x2 16 276/300 rI,rF,i(BANE,BRAK,STUN,SLEP) b:SORCEROR 112 K:1x3 14 822/999 S(TRANCE...) ------------------------------------------------------------------------------ Ref#:What MHP D A XP/GOLD STRATEGY WEAK/IMMUNE ------------------------------------------------------------------------------ 21a:ASTOS 168 26 40 2250/2000 M(RUB,SLO2,FAST,FIR2,LIT2,SLOW,DARK,SLEP...) b:MAGE 105 26 36 1095/1095 M(RUB,LIT3,FIR3,BANE,SLO2,FIR3,STUN,LIT3...) c:FIGHTER 200 40 36 3420/3420 M(WALL,XFER,HEL3,FOG2,INV2,CUR4,HEL2,CUR3...) (undead): 22a:MUMMY 80 A:30 20 300/300 # b:WzMUMMY 188 A:43 20 984/1000 # 23a:TROLL 184 24x3 12 621/621 wF b:SeaTROLL 216 40 20 852/852 wL,i(QAKE) 24a:BULL 164 22x2 4 489/489 (undead): b:ZomBULL 224 40 14 1050/1050 # 25a:TIGER 132 22x2 8 438/108 b:Saber T 200 24x2 8 843/500 26a:GIANT 240 38 10 879/879 b:R.GIANT 300 73 20 1506/1506 wI,rF c:FrGIANT 336 60 16 1752/1752 wF,rI 27a:EARTH 288 66 20 1536/768 wF,rI,rL,i(*) b:FIRE 276 50 20 1620/800 wI,rF,i(*) (* = QAKE,RUB,BANE,BRAK,STUN,SLEP) (undead): 28a:VAMPIRE 156 76 24 1200/2000 S(DAZZLE...) #,i(QAKE) b:WzVAMP 300 S:90 28 2385/3000 S(DAZZLE...) #,i(QAKE) M(AFIR,MUTE,ICE2,ICE2,LIT2,LIT2,FIR2,FIR2...) (undead): 29a:LICH 400 40 40 2200/3000 # M(ICE2,SLP2,FAST,LIT2,HOLD,FIR2,SLOW,SLEP...) b:LICH* 500 40 48 2000/1 M(NUKE,STOP,ZAP!,XXXX...) # -> ** (* = temple of fiends version) (** not weak vs. fire) 30a:PEDE 222 P:39 20 1194/300 b:GrPEDE 320 73 25 2244/1000 wF,rI ------------------------------------------------------------------------------ Ref#:What MHP D A XP/GOLD STRATEGY WEAK/IMMUNE ------------------------------------------------------------------------------ 31a:HYDRA 212 30x3 14 915/150 b:R.HYDRA 182 20x3 14 1215/400 S(CREMATE...) rF,wI 32a:CARIBE 92 22 0 240/20 wL,rF,i(QAKE) b:R.CARIBE 172 37 20 546/46 33a:GATOR 184 42x2 16 816/900 wL,rF,i(QAKE) b:FrGATOR 142 56x2 20 1890/2000 wL,rF,i(QAKE) 34a:OCHO 208 P:20x3 24 1224/102 wL,rF,i(QAKE) b:NAOCHO 344 P:35x3 32 3189/500 35a:HYENA 120 22 4 288/72 b:CEREBUS 192 30 8 1182/600 S(SCORCH...) rF,wI 36a:PERILISK 44 20 4 423/500 S(SQUINT...) wI,rF,i(QAKE) b:COCTRICE 50 T:1 4 186/200 i(QAKE) 37a:Grey W 280 50 30 1671/400 wI,rF,i(QAKE) b:Sand W 200 46 14 2683/900 S(CRACK...) i(QAKE) c:WORM 448 65 8 4344/1000 i(QAKE) 38a:Red D 248 75 14 2904/4000 S(BLAZE...) wI,rF,i(*) b:Frost D 200 53 10 1701/2000 S(BLIZZARD...) wF,rI,i(*) (undead): c:ZombieD 268 S:56 30 2331/999 # (* = QAKE,BANE,BRAK) 39a:SPHINX 228 23x3 12 1160/1160 i(QAKE) b:MANTICOR 164 22x2 8 1317/650 S(STINGER...) i(QAKE) 40a:KARY 600 40x6 40 2475/3000 w(STUN,SLEP),rF,rI, M(FIR2,DARK,FIR2,DARK,FIR2,HOLD,FIR2,HOLD...) rL,i(BANE,BRAK) b:KARY* 700 50x5 60 2000/1 S(FIR3,RUB...) w(STUN,SLEP), rF,rI,rL,i(BANE,BRAK) (* = temple of fiends version) ------------------------------------------------------------------------------ Ref#:What MHP D A XP/GOLD STRATEGY WEAK/IMMUNE ------------------------------------------------------------------------------ 41a:EYE 162 30 30 3225/3225 i(QAKE) M(XXXX,BRAK,RUB,LIT2,HOLD,MUTE,SLOW,SLEP...),S(GLANCE,SQUINT,GAZE,STARE...) (undead): b:PHANTOM 360 S:120 60 1/1 #,i(QAKE) M(STOP,ZAP!,XFER,BRAK,RUB,HOLD,MUTE,SLOW...),S(GLARE...) 42a:CATMAN 160 P:30x2 16 780/780 b:MANCAT 110 20 30 603/800 rF,rI,rL,i(QAKE, M(FIR2,SLOW,DARK,SLEP,FIRE,LIT,CURE,SLEP...) BANE,BRAK,STUN,SLEP) 43a:MEDUSA 68 P:20 10 699/699 S(GLANCE...) w(MUTE) b:GrMEDUSA 96 S:11x10 14 1218/1218 S(GLANCE...) wF,rI,i(QAKE) 44a:WYVERN 212 P:30 12 1173/50 i(QAKE) b:WYRM 260 40 22 1218/502 i(QAKE) 45a:R.ANKYLO 256 60x3 36 1428/300 b:ANKYLO 352 98 40 2610/1 46a:NAGA 356 P:9 8 2355/2355 wL,rF,i(QAKE) M(LIT2,LOCK,SLEP,LIT,LIT2,HOLD,SLOW,DARK...) b:GrNAGA 420 P:7 20 3489/4000 M(RUSE,MUTE,SLOW,DARK,SLEP,FIRE,LIT,HEAL...) 47a:WATER 300 69 20 1962/800 wI,rF,i(*) b:AIR 358 53 4 1614/807 i(*) (* = QAKE,RUB,BANE,BRAK,STUN,SLEP) 48a:MudGOL 176 P:64 8 1257/800 M(FAST...) rL,rI,rF,i(*) b:RockGOL 200 70 16 2385/1000 M(SLOW...) rL,rI,rF,i(*) c:IronGOL 304 93 ? 6717/3000 rI,rF,i(*) (* = QAKE,RUB,BANE,BRAK,STUN,SLEP) 49a:KRAKEN 800 50x8 60 4245/5000 S(INK...) wL,rF,i(QAKE) b:KRAKEN* 900 60x8 70 2000/1 M(LIT2...),S(INK...) rI,i(QAKE) (* = temple of fiends version) 50a:TYRO 480 65 10 3387/502 b:T REX 600 115 10 7200/600 ------------------------------------------------------------------------------ Ref#:What MHP D A XP/GOLD STRATEGY WEAK/IMMUNE ------------------------------------------------------------------------------ 51a:GUARD 200 S:25x2 36 1224/400 i(*) b:SENTRY 400 102 48 4000/2000 wL,rI,rF,i(QAKE,*) (* = RUB,BANE,BRAK,STUN,SLEP) 52a:CHIMERA 300 30x4 20 2064/2500 S(CREMATE...) wI,rF,i(*) b:JIMERA 350 40x4 20 4584/5000 S(CREMATE,POISON,...) wI,rF,i(*) (* = QAKE) 53a:BADMAN 260 44x2 36 1263/1800 b:EVILMAN 190 55 28 2700/3000 i(RUB,BANE,BRAK,STUN,SLEP) M(XFER,NUKE,XFER,XXXX,BLND...) 54a:Blue D 454 92 20 3274/2000 S(BLIZZARD...) wF,rL,i(QAKE) b:Gas D 352 72 20 4068/5000 S(POISON...) rI,i(QAKE) 55a:WarMECH 1000 128x2 64 32000/32000 S(NUCLEAR...) 56a:TIAMAT 1000 49x4 64 5496/6000 w(BANE,BRAK),rF,rI,rL,i(QAKE) S(THUNDER,POISON,BLIZZARD,BLAZE...) b:TIAMAT* 1000 70x4 90 2000/1 rF,rI,rL,i(QAKE) M(BANE,ICE2,LIT2,FIR2...),S(THUNDER,POISON,BLIZZARD,BLAZE...) (* = temple of fiends version) 57a:CHAOS 2000 100x2 100 0/0 rI,rF,rL,i(QAKE,BANE, M(ICE3,LIT3,SLO2,CUR4,FIR3,ICE2,FAST,NUKE...) BRAK,STUN,SLEP,ZAP!) S(CRACK,INFERNO,SWIRL,TORNADO...) - - - - - - - - - - - INDEX of ENEMIES (alphabetical) - - - - - - - - - - - - AGAMA 10b GATOR. 33a MANTCORE 39b SeaTROLL 23b AIR 47b GEIST 3c MEDUSA 43a SENTRY 51b ANKYLO 45b GHOST 18d MUCK 19b SHADOW 18a ARACHNID 5b GHOUL 3b MudGOL 48a SHARK 16a ASP 11a GIANT 26a MUMMY 22a SLIME 19d ASTOS 21a GrPEDE 30b NAGA 46a SORCEROR 20b BADMAN 53a GrMEDUSA 43b NAOCHO 34b SPECTER 3d BigEYE 15b GrOGRE 12b NITEMARE 9b SPHINX 39a Blue D 54a GrIMP 1b OCHO 34a SPIDER 5a BONE 4a GrNAGA 46b OddEYE 15a TIAMAT 56a BULL 24a GrSHARK 16b OGRE 12a TIAMAT* 56b CARIBE 32a GrWOLF 2b OOZE 19c TIGER 25a CATMAN 42a Grey W 37a PEDE 30a T REX 50b CEREBUS 35b GUARD 51a PERELISK 36a TROLL 23a CHAOS 57a HYDRA 31a PHANTOM 41b TYRO 50a CHIMERA 52a HYENA 35a PIRATE 13a VAMPIRE 28a COBRA 11b IGUANA 10a R.ANKYLO 45a WarMECH 55a COCTRICE 36b IMAGE 18b R.BONE 4b WATER 47a CRAWL 6b IMP 1a R.CARIBE 32b WrWOLF 2c CREEP 6a IronGOL 48c Red D 38a WIZARD 20a EARTH 27a JIMERA 52b R.GOYLE 7b WzMUMMY 22b EVILMAN 53b KARY 40a R.GIANT 26a WzOGRE 12c EYE 41a KARY* 40b R.HYDRA 31b WzSAHAG 14c FIGHTER 21c KRAKEN 49a R.SAHAG 14b WzVAMP 28b FIRE 27b KRAKEN* 49b RockGOL 48b WOLF 2a Frost D 38b KYZOKU 13b Saber T 25b WORM 37c FrGATOR 33b LICH 29a SAHAG 14a WRAITH 18c FrGIANT 26c LICH* 29b Sand W 37b WYRM 44c FrWOLF 2d LOBSTER 17b SAURIA 10c WYVERN 44a GARGOYLE 7a MADPONY 9a SCORPION 17a ZOMBIE 3a GARLAND 8a MAGE 21b SCUM 19a ZombieD 38c Gas D 54b MANCAT 42b SeaSNAKE 11c ZomBULL 24b ============================ 6:TIPS,TRICKS,ETC... ============================ to get to the puzzle game within FF1, board the SHIP and press A,B at the same time, 55 times in a row. You may return to the main game at any time by pressing B to view the entire world map and your location on it, push and hold B, then press SELECT. This only works if you are outside if you have a Bb/Ma character in your party, the armor BUG explained in the algorithms section can be helpful or disastrous. If your Bb/Ma is at a low level, but has a lot of armor on, and you put him in front, the next time he gains a level, the BUG will take effect, lowering A to A = LV of the Bb/Ma. In other circumstances this bug can work to your benefit: if you want to have the advantages of the RIBBON and PRORING for your Bb/Ma but also want a reasonably high ABSORB value without having to equip body armor, just equip the PRORING and RIBBON and then take a LV up. As long as you don't check your armor screen, the A of your Bb/Ma will be equal to his level. You will also still have space left over for armors that can be used as an items in battle. Just be sure that the armos are all in the proper places before taking the LV up for cheap HP restoration, use TENTs whenever possible near the beginning of the game. Later, collect the HEAL(staff) and 2 HEAL(helmet)s in order to heal HP during battles against weak enemies. And if you can, buy the HEL2 spell. Due to the BUG explained in the magic section, this spell has the effects of a HEL3 spell if you cast it in battle. This makes it a very useful spell to have during the middle of the game when you fight enemies with strong attacks due to a BUG in the domain mapping on the world map, it is possible to fight ZomBULLs, FrWOLFs, and other strong enemies at the northernmost tip of the peninsula east of Pravoka. This peninsula is directly south of Lefein and is the point of closest approach between the southern and northern continents. If you have the spells of FIR2, HRM2, and a bunch of TENTs, you can gain lots of GOLD and XP here very quickly early in the game to gain experience rapidly and safely later in the game (after you have the AIRSHIP), first equip all your warriors with PRORINGs. Now go back to the Ice Cave to the point where you found the FLOATER. As you will remember, this was guarded by the EYE. Since a battle with the EYE always ensues whenever you step onto the square before the treasure, you can fight the EYE repeatedly as often as you want without having to go anywhere. With all warriors wearing PRORINGs, the XXXX spell that the EYE uses will be ineffective, and you can easily kill the EYE with weapon attacks in the first round. There is some danger that one of your warriors will fall prey to GLANCE, but you can protect yourself against this as well, if you equip your warriors with RIBBONs. At a rate of four battles won every minute, you can expect to LV up for all warriors every ten minutes IMHO, the RIBBON is easily the most useful piece of armor in FF1. There are 3 of them to be found: one in the Waterfall, one on B2 of the Sea Shrine, and one on 5F of the Mirage Tower/Sky Castle. The RIBBON grants the wearer automatic resistance to all four elements, and this can mean the difference between life and death near the end of the game - - - - - - - - - - Pros and Cons of the 6 character classes - - - - - - - - - Fi/Kn: characters in this class have phenomenonally high A values, thus they are good to have in the lead positions where most of the attacks land. They are pretty good at attacking, and have usually have the highest MHP. They are expensive to equip in the first half of the game, which can really slow down the action, and later on, if you have too many Fi/Kn characters in your party, you may find that you have no free spaces in your weapons and armor inventory to put new stuff. The Kn class can learn the AFIR and ALIT spells, which are useful sometimes Bb/Ma: this character class is very cheap to equip and fights incredibly well when UNARMED. At level 50, a FAST Bb/Ma can theoretically do 20 hits for 8000 points of damage to a single target, and thus kill CHAOS with a single attack! Open spaces on the inventory screens mean lots of space to put extra armor and weapons that can be used as items or resold. A Bb/Ma cannot use magic, has a below average armor level, and an above average MHP level Wm/Wz: this character can use of of the WHITE magic spells and is most useful for restoring HP or preparing defenses in a hurry. The Wz is much valued for his ability to cast the EXIT, LIFE, and LIF2 spells, which are indispensible for long journeys into monster lairs. A Wm/Wz has a low attack power and armor level, and an average MHP level Bm/Bz: this character is very useful for his BLACK magic elemental damage spells in the early parts of the game. If this magic is used properly, it is possible to defeat bands of enemies much stronger than your own party and thus gain loads of experience very quickly. The Bm/Bz class can also use FAST, which is very useful against boss type enemies. A Bm/Bz has a pathetic attack and armor level, as well as very little MHP, making his class the least survivable class there is Th/Ni: this character has the best chance of trying to RUN away in battle. There isn't much else to say in favor of this class until it gets promoted to the Ni class. The Ni has an above average armor level and an average attack power. Like the Kn, you may find that the Ni frequently has no space to carry spare pieces of armor. The Ni can cast FAST, which helps a little. The Ni has an average MHP level There are no really good reasons that I can think of to include this class in your party, but if you really want to, it doesn't hurt you Rm/Rz: this class is just about the most useful spellcaster you can have in your party(but not good enough to be substituted for the Wm/Wz class). The Rm/Rz can cast EXIT, LIFE, HEL2, FAST, all of the elemental damage spells, FOG2, AFIR, AICE, and ALIT, to name a few useful spells. The Rm/Rz has an average attack power and armor level. MHP for this class initially rises quickly, but levels off sharply, resulting in a below average MHP level overall. IMHO, this class is superior to the Bm/Bz class, and unless you really like the idea of being able to cast a spell with the name NUKE, you're better off using this class instead