Wikia

Final Fantasy Wiki

Walkthrough:Final Fantasy IV/Drake/Part 14

Talk0
13,964 pages on
this wiki

< Walkthrough:Final Fantasy IV | Drake

Kiddies, I, Drake Clawfang. have an important announcement to make. I have discovered the secrets of life! I am serious, the big answers - why we're here, where we come from, where we're going, I know the answers now. It's really quite incredible, it's completely changed my way of thinking, puts everything in a new perspective. It's such a....hold on, the phone's ringing....

Whew, I'm back...hm, what was I typing up there? I forget. Oh well, whatever it was I'm sure it's unimportant.

The Fatal FiveEdit

Boss
Master Flan
MasterFlan-ffiv
HP MP Dangerous Attack
35000 N/A Flare
Steal Morph Drops
Nothing N/A Triton Dagger
Weakness Resistance Difficulty
Nothing Nothing 2/5

Okay, we're in the Cave of Trials ready to fight some bosses. Let's cover them starting in the lower-left and going clockwise. The first boss is the Gigas Worm, it just tosses out powerful physicals. You can only fight it if Captain Pussy is in the party. Just heal when needed and cast Protect on yourself to dampen the blows. Really though, you only need to fight this guy for Edward's weapon, and since he's useless you can choose to skip this guy.

The upper-left boss is the Master Flan, guarding Palom's new weapon, Triton's Dagger. It comes into battle with four Flan minions and can't be attacked until at least the front two are killed. If all four die, the Master Flan reforms them all. Kill off three of the Flans with magic then wail on the Master with physicals. Magic is out - The Master Flan casts Reflect on itself and bounces Thundaga, Flare and then Drain off itself over and over. Thundaga and Drain can be endured, but Flare is an instant KO. Heal when needed, and if you want try Twincast for a little extra spice. Otherwise, this is a job for the brawlers. Or if you really want to use magic, know that Palom's Quake can't be Reflected - use Bluff a few times and cast Quake to do upwards of 5000 damage to the enemy party.

With the Master Flan dead, it's time for the north boss. T-Rex guards Porom's Seraphim Mace. First, cast Float on the party to guard against Rexy's Earthquakes, with them neutralized all Rexy has is physicals. He also has counters to elemental magic, so make your blows count. Go all out with physicals while Porom heals. Have Palom use Bluff several times, then use Firaga to nail Rexy's weakness for upwards of 6000 damage. This will provoke a Flame attack to hit the party for 500 damage or so, easily healed. Rexy shouldn't be too hard to fell.

Boss
Storm Dragon
StormDragon-ffiv
HP MP Dangerous Attack
40000 N/A Tornado
Steal Morph Drops
Nothing N/A Hand of the Gods
Weakness Resistance Difficulty
Nothing Nothing 2/5

Next up, Cid's Thor Hammer is guarded by the Death Mech on the upper-right. DM has a patter of four attacks - Flame, Laser, Piercing Laser, and Globe199. Flame and Piercing Laser do mediocre damage to the party, while Laser and Globe199 are instant kills. Luckily, he's slow. You can easily heal while you pummel him, again use Palom's Bluff three or four times and then sic Quake on him. He'll die easily enough. Cid's new hammer is even stronger than Cecil's Excalibur.

The last boss in the lower-right guards Yang's "Hand of the Gods", aka, Godhand. The Storm Dragon has four attacks. The first is a physical, the second is two physicals, potent but easily healed. The real danger is Tornado, which can do upwards of 1000 damage, sometimes around 1500 or even more. This attack may or may not KO your mages, but your physical fighters should live. Revive the mages and heal quickly. Storm Dragon also has Maelstrom to put the party in critical status. This is dangerous, since Tornado could come along next turn and take everyone out. But luckily Storm Dragon is slow, you may get two turns while he gets one, so you should be able to heal before that happens. Just heal and wail on him and you should win with minimal trouble.

And that's it, approach the right glyph in the center of the room to teleport out. If you want you can go back through with Captain Pussy to get his weapon, but his sissy harp is still little more than that, so you don't have to waste your time.

Prepare for the Final SprintEdit

Okay, pick your party for the last dungeon. I recommend Yang, Kain, Rosa and Rydia - Cecil has to come of course. This is where the major flaw in the Advance version of this game comes into effect - in order to do everything and complete the bonus dungeon properly, you have to have everyone in your final boss battle at least once, meaning you have to go through the final dungeon three times! And this is a long-ass dungeon, easily one of the longest I can recall. So this will take some time. Pick your party, return to the moon and enter the Crystal Palace. Enter the room above, and step on the tile amidst the Crystals to warp to the path to the core.

The Core of the ProblemEdit

Down here are some of the toughest monsters in the game. Giant Warriors have HP and like to self-destruct when weak, and Dinozombie and Bone Dragon are weak to Cecil's Excalibur. Also important to note is the Li'l Murderer, it will provoke you to use Thunder attacks on it, but if you do it feeds on it and zaps you back with its own tough Thunder attacks, so just use normal physicals. Later in the dungeon those Behemoths from Bahamut's cave appear as random encounters, along with super-tough Red Dragons and Blue Dragons. Be very careful. When you come here you should be at least at level 50, and if you aren't its ok, you will be by the time you finish.

First, head left through the wall to find a warp pad. Use it and go up through the door. On the other side go up and open the chest for some easy monsters-in-a-box guarding a Sage Staff for Rosa. Go left and down and teleport, then left and down again through the door. Cast Float on the party, then examine the pedestal above you.

Boss
White Dragon
WhiteDragon-ffiv-gba
HP MP Dangerous Attack
32700 N/A Maelstrom
Steal Morph Drops
Nothing N/A Murasame
Weakness Resistance Difficulty
Nothing Fire, Ice, Thunder 1.5/5

The White Dragon isn't about to hand over that sword without a fight. The really annoying part of this battle is that he likes to counter attack with Slow, making the battle longer. The White Dragon can cast Quake, but as you're floating you'll avoid that, and Ice Storm which does minor damage. Otherwise he has physicals and the ever-lovely Maelstrom to put the party in near fatal. He's not too hard to beat, attack with your brawlers while Rosa heals and Rydia summons Bahamut.

For your victory you get the Murasame, a new weapon for Edge. Cast Teleport to warp outside, save, then go back in to start again from the beginning. Heal at the healing tiles aside the entrance before you go back in. Back inside, go right through the wall to a passage that goes along the top of the screen to the left, and down to a chest. It has two Giant Warriors guarding a Black Garb for Edge. Go back to the entrance and go down to finally begin some real advancement through the dungeon.

Go down and right through a long invisible path, along the way a side path to the left leads to a Fire Whip for Rydia. Go all the way up now and left through a wall, open the chest for a Dragon Shield for Kain, then advance to the next area. Go down past the door and go right through the wall to a chest with a Dragon Helmet. Go right and down through another passage to two more chests with Dragon Mail and Dragon Gloves. Equip all this new Dragon stuff on Kain, then go back and to the next area.

Head right past the stairs down to a chest with some Artemis arrows. Head down the stairs and go left, in the door here is a small room with an Elixir. Leave, go right and down the stairs and through the door. Go up and left, then right to a chest with a White Fang. Go left for the door to the next area and an X-Potion. Go outside and open the chest for...a Behemoth! Slay the beast for a Stardust Rod. Go down the stairs now, and down the stairs in the next area. Go left for a door and a chest with...monsters! A Red Dragon and Blue Dragon, both of them toss out tough physicals, sometimes two at once, and can use powerful group attacks. Use Rydia's Bahamut summon for real damage. They leave a Crystal Shield for Cecil. Through the door now.

Go up and right through the wall for a Protect Ring, then right again. Out of the passage go down and outside and open the chest for another Behemoth, this one guarding Crystal Mail. I sure hope you're healing after these battles. Go back inside and up through the door to the next area. Outside go left and through the door, in here go around to a chest with a White Robe for Rosa, then go up. Go left to a chest with....monsters! Fortunately they're weak ones this time, guarding a Crystal Helmet.

Go right and into the room for a Red Fang. In here, if you can hunt them down, are the Flan Princesses, they drop a Pink Tail that you can trade for the best armor in the game. I never could be bothered, though, and they're rare anyway. This far into the dungeon without saving, don't risk or waste time searching for them, do it later. Go down the stairs outside to find two obvious chests with Artemis arrows and a Fuma Shuriken. Now, go down the left stairs and open the chest for a Cottage. Go down the right stairs to find the door forward. Open the chest for weak monsters guarding a Minerva Plate for Rosa or Rydia. Go through the door and down, through the first door to find....A SAVE POINT! Thank you god! Rest and save, odds are by this point you need it badly.

We'll take a break here now, next time we knock off the optional bosses down here to snag ourselves some ultimate equipment.


Drake Clawfang's FFIV Walkthrough
Previous page 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 Next page
11 - 12 - 13 - 14 - 15 - 16 - 17 - 18


Around Wikia's network

Random Wiki