Walkthrough:Final Fantasy/BlueHighwind/Part 14
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Welcome, Welcome Space Monkies!! Once this page has been fully revised and rewritten to my specifications then the walkthrough will once again be fully under my command. Hopefully I will be able to reconvert you to the Church of BlueHighwind.
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[edit] Hellfire Chasm
The second stop on our journey through the insane mazes of these optional dungeons in the Hellfire Chasm. The Earthgift Shrine was just a mere warmup (and I'm not even that warm yet), this trek through the fires of hell itself will separate the men from the boys. Get ready!
The Chasm is located in the Bahamut Islands on an island with two separate holes in the ground. Its the Southern one with a slightly greenish-blue tint to it. This dungeon is very different from the Earthgift Shrine in that we only have to go through here twice. Unfortunately this dungeon is twice as long, so you're not going to be saving any time. On the Fifth and Tenth Floors we run into a boss battle. The floors are still random, but at least you'll only see each floor once.
| Floor | Possible Items |
|---|---|
| B1 | Remedy, Cockatrice Claw, Hermes' Shoes, Speed Plus, Stamina Plus |
| B2 | Echo Grass, Hi-Potion, X-Potion, Blue Fang, Bard's Tunic |
| B3 | Red Fang, Phoenix Down, Stamina Plus, Mind Plus, Sage's Surplice |
| B4 | 700 Gil, Giant's Tonic, Eye Drops, Turbo Ether, Silver Apple |
| B5 | BOSS LEVEL |
| B6 | Blue Curtain, Red Fang, Strength Tonic, Thief's Gloves, Luck Plus |
| B7 | Hi-Potion, Faerie's Tonic, 150 Gil, Hermes' Shoes, Twist Headband |
| B8 | Blue Curtain, White Curtain, Power Plus, Sage's Mitre, 250 Gil |
| B9 | Giant's Tonic, Ether, War Hammer, Som Drop, Emergency Exit |
| B10 | BOSS LEVEL |
God I hate having to list all my info in such tables but I don't really have a choice. Blame Square Enix for making these dungeons so fucking random. Okay here is every floor you might find yourself in, once again in no order:
[edit] Fire Maze
See that lava? Yeah its back from Mt. Gulug, but don't worry you have a lot more HP now so it shouldn't be too much to deal with. Basically just enter the door. In here is a giant maze, luckily without any lava at all. Head along the Southern wall and you'll find the exit rather quickly. However this floor is also very similar to Mt. Gulug in another way, a lot of chests:
Chest Locations:
- 1. Head all the way North to the end of the room and then coast West then go around Southeast to the fork. Head North then East to find a dead end holding a chest.
- 2. Northwest of that chest
- 3. Also Northwest of the first chest
- 4. Go back to the fork and head South, this chest can be found there
- 5. Same spot as #4.
[edit] Rocky Fire Pit
I hate this level. Its filled with lots of annoying little rocks that for some odd reason our valiant heroes can't just climb over. What? We can kill demons from the very pit of ultimate darkness but we can't climb two fucking feet (half a fucking meter)?! Just head all the way North, then all the way West. Then go South until you see that the rocks are making a nice little path heading West. Follow it to our exit.
Chest Locations:
- 1. In the very center of the map, in a dead end to the East
- 2. The Northeast corner
[edit] Lava Path 1
I find this to be a little difficult to distinguish from the other Lava Levels, really the only strategy I can offer is guess and check. Follow my instructions for one level and if they don't seem to be making any sense try a new set of guidance. Blame Square, not me. I tried my best to make this as clear as humanly possible. However that's not much in these dungeons.
In the Northeast corner there is a nice Treasure Room containing all the treasure in this whole floor. The exit is in the Eastern area along the left wall.
Chest Locations:
- 1.2.3. All in that Northeast Treasure Room
[edit] Lava Path 2
Is it just me or is all this lava starting to wear a little thin? I'm getting a tad of sick of it. From the entrance you have three paths. If you really just want out, head West and go clockwise until you've reached the exit.
Chest Locations:
- 1. Go along the Southern path from the entrance to find this guy
- 2. Just North from #1.
- 3. The Eastern edge of the area
- 4. Along the way to the exit, we need more chests like this guy
[edit] Torched Ruins
This is like the Sunken Shrine's bizzaro; instead of water we have fire. Bats fly around everywhere and just generally get in the way. The big problem in this level is that if you step on the red tiles you'll take damage as if they were lava. So its just things that are painted red that kill us now? Our team is getting weaker by the second. You are right now in the Northeastern corner. To leave this cursed place head all the way South, then a bit to the East and North. Now just follow the path to the exit.
Chest Locations:
- 1.2. From the starting spot head South then West. The Room here contains two chests
- 3.4. From that spot move West then North. This next Treasure Room also contains two chests
[edit] Cavern
This is the simplest level in the whole dungeon. You can appear anywhere on the map but it doesn't matter; its totally linear. Just head South any way you want and you'll eventually find the exit.
Chest Locations:
- 1. Just South of the Northwestern most position.
- 2. In a little outcropping on your way South
- 3. Just a bit South of #2.
[edit] Authorized Personnel Only
Okay this is one fucked-up level. Everywhere there is a large group of weirdos who somehow traversed the many perils and dangers of this dungeon just to call you an asshole. Apparently they own this land. What could the property values of a constantly shifting dungeon level possibly be? They're just a bunch of grumpy old men, trying to spread a bit of discontent before Death tolls for them. Whatever, the fun part of this place is that you won't run into any enemies unless you step on the sparkling ground. What fun! The exit is on the East side of the level towards the North.
Chest Locations:
- 1. Far West of the map
- 2. Treasure Room in the Western portion of this area
- 3. In a little niche South of #2.
- 4. Southeast portion of the map surrounded by a gaggle of grumpy old men
[edit] Overworld
Now this is my favorite level in this whole dungeon. Its certainly on my top ten for all the levels in all of the Soul of Chaos. Somehow the dark creatures of evil that run this dungeon managed to squeeze an entire overworld map into the Hellfire Chasm. Now that is what I call trippy. There are three possible variations for this map, and each contain a Pirate Ship, an Airship, and a Pirate named Thule.
[edit] Variation 1
You will recognize this one by the fact that you're standing in a forest just to the North of a swamp. Head directly Southeast to find the Pirate Ship. With this all you have to do is circumnavigate the continent clockwise until you see two islands. Land on the Eastern one and go into the hole to leave this place. If you want to find the Treasure just ignore the ship and march all the way South past the desert to a fork. Head East and then go into the peninsula jutting West to find Thule. Now go to the Ship and sail to the islands in the North. Go to the Western one and talk to the palm tree to find the Airship. From here you can gather the Treasure and fly to the exit.
Chest Locations:
- 1. A large crescent shaped island East of the Airship
- 2. Southeast of the Airship in a thick jungle
- 3. In the middle of a swamp on the island just South of where you found the ship
- 4. West of the third chest, in a large lake
- 5. On an island directly East of Thule
[edit] Variation 2
This world is much choppier and split up than the last Variation. You're on an isthmus in the Northeast. Head all the way South through a mountain pass to find a desert in the middle of a crossroads. Head East to find the Ship. Sail it around counter-clockwise past a forest island and a large cape to find another island where Thule is hanging. Now sail all the way to the Northern tip of the continent where you'll find a dock. Land here and walk around the West then South to find a desert. Talk to the palm tree and the Airship will be yours. Now take it directly West to an island in the center of the world, which will be your exit.
Chest Location:
- 1. East of that desert cross-roads
- 2. Just next to Thule
- 3. On a cape directly North of Thule's island
- 4. South of the Airship on a mountainous cape
- 5. Directly West of the exit in a little valley, really easy to miss
[edit] Variation 3
This is my favorite mini-continent because its so linear. You'll find yourself in a swampy valley. Head East to a river system, if you want out row Southeast directly to the exit. If you want the Treasure row directly South to the Ship. Just to the West of you is Thule in a little valley with its own dock. East of you is another dock. Walk and row through the lake to find a desert with a Palm Tree. Our Airship. Fly directly North to the exit.
Chest Location:
- 1. Northeast of the ship
- 2. Right next to Thule
- 3. In a valley in the Southeastern peninsula
- 4. Northeast of the exit just South of the Mountain range, unfortunately there is no landing place close to this chest so it takes a bit of a walk
- 5. On a tiny little island Southwest of the main continent
[edit] Boss Battles Part 1
This is always the fifth level no matter what. In this level there is a fork, to the North you'll find Scarmiglione, and to the South is Cagnazzo. All of the bosses here are ripped-off from Golbez's Elemental Archfiends from Final Fantasy IV.
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Strategy: This guy's first form is nothing to be afraid about. Although his "Thunder" kinda hurts, just put "NulShock" on and kill him with any strong physical attackers. Well that was easy, I'm disappointed. Let's go walk a few feet innocently this way and forget that Scarmiglione was able to revive himself in FFIV. There's no way that's going to happen this time! | |||||||||||||||||
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Strategy: Man Scarmiglione, if you were that ugly you should have kept on the sheet. His worst move is "Poison Gas" which can Poison you. I hope you brought along some Antidotes for that problem. Remember "Poison Gas" is also a real jackhammer of an attack, its not just the Poison you have to worry about - its the HP loss. Lucky for us, now that Scarmiglione is undead, White Magic hurts that much more. "Holy" his ass whenever your White Mage has nothing to do. "Firaga" is also extremely effective. | |||||||||||||||||
Now when you're going through this dungeon for the second time take the other path to fight this dude:
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Strategy: This guy isn't that much more difficult than his undead (well now dead-dead) comrade we just killed off. His worst attack is "Tsunami" which is his badass attack. He also has a real punch so "Protera" as soon as possible. Thanks to his Water element, shock him to death with "Thundaga". Unlike the FFIV battle, he's weak to Thunder all the time instead of only a few times. Cagnazzo can also "Haste" himself to boost his physical attacks, however he often does it so late into the battle it doesn't make a difference. You should be able to handle this boss by now. Kick his ass extra hard because of what he did to Polam in FFIV. | |||||||||||||||||
[edit] Boss Battles Part 2
Same deal as the last Boss Level. This one always appears last as the Final Tenth Level. Half-way through the level you'll find a fork. The Northern path takes you to Rubicante, the South leads to Barbariccia. Rubicante is easier so we're going to him first.
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Strategy: I feel bad taking on the last of the Archfiends first, but since Rubicante has an element, that makes him so much easier. This is a fire based monster, so put up "NulBlaze" as soon as possible. All of his attacks are fire type in order of power: "Scorch", "Firaga", "Fira", and a tough of physical attack. Be sure to "Protecta" as well. This guy has a shit load of HP, the most we've ever faced before, but by this point you should be able to take it. "Bizzaga" is a life saver in this fight. Just keep up your traditional strategy and this guy should go down eventually. For winning you'll get a Kikuichimonji and a Ribbon. Both awesome. | |||||||||||||||||
On your second run through head South to run into the worst that this dungeon has to offer:
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Strategy: Ah the finest piece of ass that we'll find in all of these of dungeons is here (though some say its Ultros). "NulAll" and "Protera" are needed as always, I don't even know why I must type that every time. Her magic can hit for 300 but with "NulAll", Barbera can't do much. One thing I advise is to go and buy the "Slowra" spell just for this battle. She is highly vunerable to it, and makes the fight much easier. The worst fucking attack in her arsenal is "Ray", which can turn one of your characters to Stone. Heal that immediately and restore your spells on that revived character. For winnning this fight you'll get a copy of the movie Braveheart and the sword Braveheart. | |||||||||||||||||
Two dungeons down and my hands are cramping. So tune in next page for the next of more and more pages of this Final Fantasy I Walkthrough.





