Final Fantasy 1 And 2: Dawn Of Souls - Strategy Guide (Page 04)
Below are the cheat codes, hints and help for Final Fantasy 1 And 2: Dawn Of Souls - Strategy Guide (Page 04).
Item: Luck Plus Where used: Out of battle What it does: Increases one characters Luck by 1 permanently Comments: Only found in SoC dungeons. Use as soon as you find it, as you see fit. Item: Lunar Curtain Where used: In battle What it does: Casts NulDeath Comments: You should have Protect Rings anyway, so this is quite useless... Item: Megalixir Where used: Both What it does: Heals the HP and MP of the whole party to the max Comments: Brilliant item. Do the ship minigame or the SoC dungeons to find them. Item: Mind Plus Where used: Out of battle What it does: Increases one characters Int by 1 permanently Comments: Only found in SoC dungeons. Use as soon as you find it, as you see fit. Item: Phoenix Down Where used: Both What it does: Revives one character from Death to 1 HP Comments: Always keep some on you. It's better to use these than the spells Life or Full-Life out of battle, as these cost no MP. Item: Potion Where used: Both What it does: Heals 150 HP on one character Comments: You'll want to keep a few of these on you at the start of the game, PARTICUARLY if you are doing a low-level game. Item: Power Plus Where used: Out of battle What it does: Increases one characters Str (and thus ATK too) by 1 permanently Comments: Only found in SoC dungeons. Use as soon as you find it, as you see fit. Item: Protect Drink Where used: In battle What it does: Raises defense for one battle, on one character. Comments: I don't know how much it raises defense - If you can find out, I'll credit you. Item: Red Curtain Where used: In battle What it does: Casts NulBlaze Item: Red Fang Where used: In battle What it does: Casts Fira Item: Remedy Where used: Both What it does: Heals all status afflictions EXCEPT death. Comments: You should always have at least 10 on you from the time when you can buy them. Item: Silver Apple Where used: Out of battle What it does: Increases one characters max HP by 5 permanently Comments: Only found in SoC dungeons. Use as soon as you find it, as you see fit. Item: Sleeping Bag Where used: Out of battle (Can only be used outdoors) What it does: Partially restores party's HP. Comments: Can be useful, but not nearly as useful as Tents or Cottages Item: Soma Drop Where used: Out of battle What it does: Increases one characters max MP by 5 permanently Comments: Only found in SoC dungeons. Use as soon as you find it, as you see fit. Item: Speed Drink Where used: In battle What it does: Raises agility (and thus evade) for one battle, on one character Comments: I don't know how much it raises AGL - If you can find out, I'll credit you. Item: Speed Plus Where used: Out of battle What it does: Increases one characters AGL (and thus evade) by 1 permanently Comments: Only found in SoC dungeons. Use as soon as you find it, as you see fit. Item: Spider's Silk Where used: In battle What it does: Casts Slow on all enemies Comments: Fairly useless Item: Stamina Plus Where used: Out of battle What it does: Raises STA for one battle, on one character Comments: Only found in SoC dungeons. Use as soon as you find it, as you see fit. Item: Strength Tonic Where used: In battle What it does: Raises ATK for one battle, on one character Comments: I don't know how much it raises ATK - If you can find out, I'll credit you. Item: Tent Where used: Out of battle (Can only be used outdoors) What it does: Partially restores party's HP and MP Comments: Try and keep a few on you at every time so that if you need emergency healing on leaving a dungeon, you can get it with this. Item: Turbo Ether Where used: Both What it does: Heals 150 MP for one character Comments: Only found in the SoC dungeons and through the ship minigame Item: Vampire Fang Where used: In battle What it does: Paralyzes one foe Item: White Curtain Where used: In battle What it does: Casts NulFrost Item: White Fang Where used: In battle What it does: Casts Blizzara Item: X-Potion Where used: Both What it does: Quite useful. An unlimited supply can be gotten from the SoC dungeons, and it means you have little to worry about when it comes to HP. 11.2) White Magic List Level 1 spells -------------- Cure What it does: Heals an ally for a small amount of HP MP: 3 Cost: 50 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard, Knight Comments: Heals a small amount of HP to one person on your team. A mainstay. Significantly more useful with the MP system, as you are able to use it more often. You should have at least one character with this at the start of the game. Dia What it does: Hits all undead foes with small damage. MP: 5 Cost: 50 gil Who can use: White Mage, White Wizard Comments: Does damage to all undead foes, does nothing to all foes that are not undead. Is used on the entire enemy party. Has some use at the start of the game, but you won't use it much, and shouldn't use the rest of the Dia series. Protect What it does: Raises the defense of one ally MP: 3 Cost: 50 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard, Knight Comments: Does what it says. This, Cure and Dia should be the Level 1 White Magic spells you get. Blink What it does: Raises the evasion of the caster. MP: 3 Cost: 50 gil Who can use: White Mage, White Wizard, Red Wizard, Knight Comments: Useless, as it can only be used on the caster. Just wait for Invis in the level 2 White magic spells. Level 2 spells -------------- Blindna What it does: Cures the status condition darkness on one ally MP: 3 Cost: 250 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard, Knight Comments: Uselss. Darkness isn't used that often by enemies, and it doesn't do much anyway. Silence What it does: Gives all enemeis the condition "Silence", which stops spell casting. MP: 5 Cost: 250 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard, Knight Comments: Comes in useful occasionally, such as against Astos. You won't use it much though. NulShock What it does: Halves damage from lightning attacks MP: 8 Cost: 250 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard, Knight Comments: Is useful occasionally. Might as well get it. Invis What it does: Raises the evasion of one member of your party. MP: 5 Cost: 250 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard, Knight Comments: Quite useful when there is one or two characters on your team you just can't let die. Level 3 spells -------------- Cura What it does: Heals an ally for a medium amount of HP MP: 10 Cost: 1000 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard, Knight Comments: A good, solid spell. At least one character should have this. Diara What it does: Hits all undead foes with medium damage. MP: 12 Cost: 1000 gil Who can use: White Mage, White Wizard Comments: To me, the least useful of the L3 White Magic spells. Cura and Heal are a must for a White Mage/Wizard, NulBlaze comes in useful, but there are more important things for a White Mage/Wizard to do than attack. NulBlaze What it does: Halves damage from fire attacks MP: 8 Cost: 1000 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard, Knight Comments: Comes in handy when facing enemies in Mount Glug, as well as in general. Heal What it does: All allies are healed for an amount of HP comparable to Cure MP: 10 Cost: 1000 gil Who can use: White Mage, White Wizard Comments: It's like a multi-target Cure, but for less MP than casting Cure four times. Useful. Level 4 spells -------------- Poisona What it does: Cures the status condition poison on one ally MP: 3 Cost: 2500 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard Comments: I'll say it right out - I don't find the L4 White Magic spells that useful. It's juast as easy to use an Antidote, and doesn't take MP which could be better used on other spells. Fear What it does: A spell that attempts to make enemies flee. MP: 10 Cost: 2500 gil Who can use: White Mage, White Wizard Comments: Fairly useless. I never used it. It's more benificial to fight them, and if you don't want to fight, it's easier to use Flee, which doesn't cost MP. NulFrost What it does: Halves damage from ice attacks MP: 8 Cost: 2500 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard Comments: I don't know why the Knight can't get this one - he can get the other two Nul spells. Is occasionally useful, and is the best of the L4 White Magic spells, but you won't be using it all that much. Vox What it does: Cures the status condition silence on one ally MP: 3 Cost: 2500 gil Who can use: White Mage, White Wizard, Red Wizard Comments: You very rarely get silenced in this game. Don't bother with it. Level 5 spells -------------- Curaga What it does: Heals an ally for a large amount of HP MP: 20 Cost: 4000 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard Comments: Great spell. Get it, now! Life What it does: Brings back one ally from the dead with 1 HP. MP: 20 Cost: 4000 gil Who can use: White Mage, White Wizard, Red Wizard Comments: Strangely enough, I'm not that big a fan. It's just as easy, if not easier, to use a Phoenix Down. Besides, you shouldn't be letting your characters get killed anyway, you should be healing them so they don't - that's the main point of having a White Mage/Wizard on your party! However, useful if you run out of Phoenix Downs. Diaga What it does: Hits all undead foes with medium-large damage. MP: 25 Cost: 4000 gil Who can use: White Mage, White Wizard Comments: There are more useful things for your White Mage/Wizard to do than attack undead. Moderately useful against Lich, but don't bother, as it is the least useful of all the L5 White Magic spells. Healara What it does: All allies are healed for an amount of HP comparable to Cura MP: 25 Cost: 4000 gil Who can use: White Mage, White Wizard Comments: Like a multi-target Cura. Great spell. You're crazy if you don't get this spell. Level 6 spells -------------- Stona What it does: Cures the status condition stone on one ally MP: 10 Cost: 13000 gil Who can use: White Mage, White Wizard Comments: Near useless. If it was a multi-target spell, it might be different, but it's single target, which means you could use Gold Needle's anyway, which don't cost MP to use. You start gettings Ribbon's not long after this becomes available as well, which lowers the usefulness of this. Exit What it does: Teleports you out of the dungeon you are in. MP: 10 Cost: 13000 gil Who can use: White Wizard, Red Wizard Comments: Can be quite useful when you're suffering in a dungeon, to get out quickly so you can go heal. Protera What it does: Raises the defense of the whole party MP: 20 Cost: 13000 gil Who can use: White Mage, White Wizard, Red Wizard Comments: Useful. Lowers damage Invisira What it does: Raises the evasion of the whole party MP: 25 Cost: 13000 gil Who can use: White Mage, White Wizard, Red Wizard Comments: Quite useful. Use it a few times, enemies will struggle to hit you. Pick it up. Level 7 spells -------------- Curaja What it does: Completely heals an ally MP: 35 Cost: 30000 gil Who can use: White Mage, White Wizard, Red Mage, Red Wizard Comments: Diaja What it does: Hits all undead foes with large damage. MP: 35 Cost: 30000 gil Who can use: White Wizard Comments: As I have said with the last two installments of the Dia range, there are more useful things for your White Wizard to do. While it isn't the most useless spell NulDeath What it does: Increases the whole party's resistance to death spells. MP: 28 Cost: 30000 gil Who can use: White Mage, White Wizard, Red Wizard Comments: One of the most useless spells on the White Magic list. By the time you get them, you could have Protect Rings for all of your characters, which don't need ot be cast and do the same job. Healaga What it does: All allies are healed for an amount of HP comparable to Curaga MP: 38 Cost: 30000 gil Who can use: White Mage, White Wizard Comments: Each character is healed by an amount similar to what Curaga would heal, and it costs less than 2x Curaga. Get it, it's very useful. Level 8 spells -------------- Holy What it does: Does high damage to all foes, whether or not they are undead MP: 50 Cost: 40000 gil Who can use: White Wizard Comments: I don't see why people like this spell so much. The only times it is worth using, the White Wizard could be doing more useful things. Sure, it turns the WW into a killing machine, but there are just more useful things they can do. NulAll What it does: Halves the damage recieved from spells on one character. MP: 40 Cost: 40000 gil Who can use: White Wizard Comments: Quite a good spell. Just a pity it's not multi-target. Dispel What it does: Removes the magic defense of one enemy MP: 35 Cost: 40000 gil Who can use: White Wizard Comments: You're mainly going to be attacking with physical attackers by the time you get this spell, as they simply do more damage, so don't bother. Full-Life What it does: Brings back one ally from the dead with full HP. MP: 40 Cost: 40000 gil Who can use: White Wizard Comments: A lot more useful than the Life spell, as it fully heals on revive. Get it, as it is a good safeguard. 11.3) Black Magic List Level 1 spells -------------- Fire What it does: Does a small amount of fire damage to one foe MP: 5 Cost: 50 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: Useful in the battle against Garland Sleep What it does: Puts all foes to sleep MP: 3 Cost: 50 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: You won't use it all that much, but it is useful at times. Can make the battle against the pirates a real piece of cake, among others. Focus What it does: Lowers the evasion of one foe MP: 3 Cost: 50 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: I never used it. There was just no need. Thunder What it does: Does a small amount of lightning damage to one foe MP: 5 Cost: 50 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: Just as useful as Fire against Garland. Also makes mincemeat of enemies that you face while sailing the ship. Level 2 spells -------------- Blizzard What it does: Does a small amount of ice damage to one foe MP: 8 Cost: 250 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: You won't use it much, as there aren't too many foes that are weak to ice, and it costs more MP than Fire/Thunder. Dark What it does: All foes are hit with darkness MP: 5 Cost: 250 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: I never found a use for it. Temper What it does: Raises the attack of one ally MP: 10 Cost: 250 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: Very useful. You'll be using this for most of the game. Apply it multiple times to your physical attackers in every battle. Slow What it does: Halves the number of hits all foes get MP: 5 Cost: 250 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: Less enemy attacks means less damage to you. Quite useful. Level 3 spells -------------- Fira What it does: Does a medium amount of fire damage to all foe MP: 15 Cost: 1000 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: A good spell. Tears holes in Undead enemies (Including the Vampire, and does moderate damage to Lich), and can clear a battlefield fairly fast. Hold What it does: One foe is paralyzed MP: 10 Cost: 1000 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: I bought it, but I never used it. Your Mages/Wizards/Ninja's have better things to do. Thundara What it does: Does a medium amount of lightning damage to all foes MP: 15 Cost: 1000 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: Lays waste to enemies on the ship. You can gain money very quickly by sailing around on the ship, and using this liberally. One shot is almost guaranteed to OHKO any enemy party you face while on the ship, so it's an easy win, which makes it easy money. Only useful for a while though, as later on enemies get more HP, and you can get items which cast Thundara. Focara What it does: Lowers the evasion of all foes MP: 10 Cost: 1000 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: I've never used it. Didn't see a need for it. If anyone has a good use for it, email me, but otherwise don't bother. Level 4 spells -------------- Sleepra What it does: Puts one foe to sleep, but with more accuracy than Sleep MP: 15 Cost: 2500 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: Yes, I know that this spell targets LESS enemies than it's predecessor. However, the effectiveness has been bumped up a few notches. Haste What it does: Doubles the amount of hits one ally gets MP: 15 Cost: 2500 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: I'll make a bold statement here, and say that this is the most useful spell in the entire game, with Saber a close second. You can get it very early on in the game, and it makes the power of your physical attackers skyrocket. This is a must-have item. Confuse What it does: Confuses all foes, causing them to hit themselves or each other MP: 15 Cost: 2500 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: Can be useful against large enemy groups, if you need a turn to heal, but you won't use it all that much. Blizzara What it does: Does a medium amount of ice damage to all foes MP: 18 Cost: 2500 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard, Ninja Comments: As it costs more MP than Fira/Thundara, and very few foes are weak to Ice, you won't use it much. Level 5 spells -------------- Firaga What it does: Does a high amount of fire damage to all foe MP: 30 Cost: 4000 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard Comments: Decent spell. If your level is high enough to get it before fighting Lich, do so, as it takes chunks out of him. However, not necessary by any stretch of the imagination. Scourge What it does: Kills all foes in one shot MP: 28 Cost: 4000 gil Who can use: Black Mage, Black Wizard, Red Wizard Comments: Only useful against random encounters, as everything else has too much resistance, so it's not too useful at all. Teleport What it does: Teleports your party to the previous level of the dungeon you are in MP: 5 Cost: 4000 gil Who can use: Black Wizard, Red Wizard Comments: This spell has become infinately more useful with the MP system, as by the time you get it, 5 MP is very little to you. Get it Slowra What it does: Halves the number of hits one foe gets, but with more accuracy than Slow MP: 18 Cost: 4000 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard Comments: Like Sleepara, it no longer multi-targets, but it is more accurate, meaning it's better for boss battles and the like. Lowering the damage you receive is always useful. Level 6 spells -------------- Thundaga What it does: Does a large amount of lightning damage to all foes MP: 35 Cost: 13000 gil Who can use: Black Mage, Black Wizard, Red Wizard Comments: Looks very useful, but you won't be using it much anymore. Does extra damage to Kraken, but you'll be busy layering Haste and Temper on your physical attackers against Kraken, so not that useful. If you want a hard-hitting multi-target spell, use Firaga, as it costs less MP. Death What it does: Kills one foe instantly MP: 30 Cost: 13000 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard Comments: Anything worth using it on is immune to it. Don't bother. Quake What it does: Kills all foes in one shot, but with more accuracy than Scourge MP: 32 Cost: 13000 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard Comments: A powered-up Scourge. Can be useful, but you'll barely use it. Stun What it does: One foe is paralyzed, with more accuracy than Hold MP: 20 Cost: 13000 gil Who can use: Black Mage, Black Wizard, Red Mage, Red Wizard Comments: The enemies that it is useful to use it on are either immune or have high magic resistance. I wouldn't bother.
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