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Not a bad Saturday, all things considered. I've probably made a decent amount of extra money (which will go straight into the bank), and I get to have more awesome cooking for dinner and pudding. And I've started reading a fascinating book on statistics! My life. It's either reading, writing, exercising or learning guitar.


Last time, you had three choices as to where to go next. Like the Interdimensional Rift, I'll detail the 'end' of the dungeon before I deal with the superbosses. At the Hall of Tranquility, head south and examine the glowing warp.

Sealed Temple[]


Lethe Court[]

Enemies[]

Items[]

Head south and right to find a Mutsunokami. No go left to find an Elixir and continue on the south path leading northeast to a warp. In the next area, go southeast then north to the next warp. Follow the warp path to a split.

Go east first to a chest containing a Robe of Lords. Return to the split and take the left path north. At the end you'll find a glowing thing. It's another boss.

Boss Battle: Guardian
WaveCannon-ffv-ios

Level: 97
HP: 55,000
MP: 60,000
ABP: 30


Steal: Cottage
Drops: Crystal Orb


Weakness: Fire, Ice, Lightning, Wind
Immunity: -
Absorbs: -

Difficulty: Medium
Strategy:

It's an homage to Final Fantasy VI, and a dodgy palette-swap of the Soul Cannon from before. The Launchers and Wave Cannon attack as you'd expect -- with Missile and Wave Cannon. Unfortunately, the Wave Cannon uses its namesake attack twice in a row, which will take out the party instantly. Slightly more fortunately, it's easy to destroy the Wave Cannon before it ever gets to use it.

The Launchers and Wave Cannon have 20,000 and 22,000 HP respectively, so spam Bahamut or go crazy with Rapid Fire. With this strategy I won the fight without taking anything more than two Missiles.

Continue to the final room, appropriately titled The Void. This is where Enuo, the original Big Bad of Final Fantasy V (though ironically absent from the original SNES version) resides. He's one of the three superbosses of the game, and requires a little thought (and a lot of levels) before taking on.

You want four Freelancers, with every available Job mastered (to increase the Freelancers' stats and innate abilities). Equip each with a Ribbon, a Black Garb and a Protect Ring. All four should have Rapid Fire, and their secondary abilities should contain Time Magic, White Magic and Blue Magic. You could try Spellblade for added damage.

Optional Boss: Enuo
Enuo-ffv-ios

Level: 97
HP: 60,000
MP: 65,000


Difficulty: Hard

Strategy:
He has two untargetable arms that use their own attacks, allowing it to pull off three moves per turn. The arms also absorb Rapid Fire attacks, so stick to Flare Spellblade for about 9,000 damage per round. Obviously, start with Hastega and Mighty Guard to avoid being overwhelmed.

Spam Flareblade and regular physicals. This is the biggest test of the battle -- if you can survive his onslaught now, you can bumrush him later without too much trouble. After removing his first 60,000 HP, he'll change to his second form. This form has 60,000 more HP, inherent Protect and Shell and the ability to use Dimension Zero, which ignores Defence and causes massive damage, as well as a slightly redundant Sap. Luckily his second form lacks the extra limbs to take away Rapid Fire shots, so this is the perfect time to spam him to death.

It's also got Almagest and Grand Cross with which to annoy you. Hence the Ribbons.

You've defeated Enuo, master of the Void! You end up back at the beginning of the Sealed Temple, where the final Job shard appears. It's the Necromancer Job, which you should start levelling now for extra power to the Freelancer. Luckily, there's a scene after obtaining the Job where you get a chance to test it out. Defeat the Mindflayer with a Necromancer to obtain the Drain Touch Dark Art.

The Necromancer's skillset is like Blue Magic, except the Necromancer has to defeat the relevant enemy in order to learn the skill. Here's a handy list for you:

Ability Learned from Location
Drain Touch Mindflayer Sealed Temple
Dark Haze Lemure Phoenix Tower
Deep Freeze Assassin, Dark Elemental Sealed Temple
Evil Mist Unknown (Vomit Mound) Great Sea Trench
Meltdown Liquid Flame Phoenix Tower
Hellwind Objet d'Art Castle Bal Underground
Chaos Drive Mini Satana Sealed Temple (Hall of Souls, Hall of Doubt)
Curse Ironclad Sealed Temple (Heart of Ronka, The Void)
Dark Flare Exdeath's Soul Sealed Castle
Doomsday Hades Sealed Temple (The Void)

The things I copy and alter subtly do for you :3

What's next? Well, leaving the Sealed Temple to grab some of the Dark Arts is a start. By the time you've made your way back to the Hall of Tranquility, you should have all of the Dark Arts bar Doomsday, which is practically next door.

Next up -- the super, superbosses. I hope you're ready...


← Home
← Part 37: Fiddler's Elbow
→ Part 39: The Alpha and the Omegas.

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