FFV - Walkthrough - The Great Fire Of Karnak
Enemies | Treasure | Blue Magic |
Glastos (I), Wild Dog (F), Landwort, Zuu | ???? |
When you're ready, head over to the Walz Meteor. Go on inside it and find the flashy/shiny thing that has an uncanny resemblance to the flashy/shiny thing that Galuf was standing next to at the very beginning of the game. Three of the party members warp, leaving Galuf to once again contemplate his identity.
Galuf follows his pals, and warps to Karnak Meteor. Head outside and wander around a bit to discover the new monsters roaming around. Be aware that the Wild Dogs, found almost exclusively in the forests nearby, use the spell ????. There won't be any announcemnet of them having used it on you, but it does differ from their normal attack. If the dog has perfect health, then the damage caused will be zero because ???? damages the target based on how injured the caster is (ie. if you are down 100 points, then ???? will cause 100 points of damage). So, equip everyone with the "learning" ability and hope for the best. Also, the random Zuu will drop an Elixir for you if you're a good little boy or girl.
Once you're done messing around, head west from the meteor to the mountains. Wrap around the mountains and follow them through a wooded valley to the south, and eventually you'll reach the town of Karnak and Karnak Castle.
Town of Karnak / Karnak Castle | |
Weapon Shop | Mythril Knife (450), Mythril Sword (880), MythrilHammer (1050), Fire Rod (750), Ice Rod (750), Lightning Rod (750), Flail (750) |
Armor Shop | MythrilShield (590), MythrilHelmet (550), Plumed Hat (350), MythrilArmor (700), Silver Plate (600), Silk Robe (500), MythrilGlove (600), SilvrArmBand (500) |
Magic Shop | White: Cure2 (620), Raise (700), Muddle (650), Mute (280), Protes (280), Cure (180),
Scan (80), Antdot (90) Black: Fire2 (800), Ice2 (600), Bolt2 (600), Poison (290), Sleep (300), Fire (150), Ice (150), Bolt (150) Time: Demi (620), Stop (580), Haste (320), Mute (320), Slow (80), Regen (100) |
Item Shop | Tonic (40), Antidote (30), Eye Drop (20), Maiden's Kiss (60), Cornucopia (50), Soft (150), Phoenix Down (1000), Tent (250) Piano #3 |
Strangely enough, you'll find fire burning all over the place here. From the townspeople you learn: The scholars from the Library of Ancients urged Queen Karnak to stop using the machine on the Crystal. Growing weary of their overzealousness, she kicked them out and erected a wall to the west of the castle to protect the Crystal. Professor Cid was the one responsible for the development of the infernal machine that taps and amplifies the power of the Crystals, and she justly threw him into the dungeon of the castle. Karnak Castle, however, is heavily defended and cannot be entered because of the fear the castle sentries have for the monsters roaming about. Also, a mysterious figure known as the Werewolf has been terrorizing the vicinity.
After you're all finished talking to people and playing the piano very badly, go and try to buy one of those ultra cheap items. The moment you do the coppers come out of the woodwork and arrest you under the charge of being a monster (the horror!). Apparently, somebody saw you crawl out of the Karnak Meteor and made the immediate connection between you and this Werewolf character (he crawled out of the meteor too...). Into the dungeon with you!
The room is a rather tight fit, and there doesn't seem to be a way out no matter what! Be patient. Eventually, your next door neighbour will blast through the wall, albeit the wrong wall. This strange looking individual sees his mistake and the group decides to laugh at him. Then you find out who this character is: he is the Professor Cid! Reina, never the shy one, reminds him about his Crystal amplifiers. At the mention of his machines, he becomes gloomy and says he's sorry for his contraptions.
Bartz proceeds to inform Cid that his group's cause is also to protect the Crystals. Just then, the Chanc. (I'm assuming that is supposed to be Chancellor) walks in and proclaims to Cid that he was wrong, the Crystal is beginning to crack.
After convincing the Chanc. to let Bartz and Co. out as well he hurries off to the Fire Ship to await your arrival. Walk out of the castle, talking to people along the way to learn a few things. While strolling through the burning Karnak Castle you should make a note of the all of the places that you can't reach because of the fire blocking your way as you'll soon be revisiting this place, so mark it well.
As you attempt to leave the castle, you'll witness a short scene where Werewolf tries to break in, but is easily dispatched by the gate soldiers carrying Cid's gunpowder.
The Fire Ship is the object in the ocean directly south of the castle, but don't go there just yet. Head back to the town to buy some things. Unfortunately for you, the cracking of the Fire Crystal has caused the price of the shops to increase dramatically. Buy some Mythril stuff and as many spells as you can, then head outside, collect some money, and come back to finish buying spells. After you finish buying everything you want, along with ALL of the spells, consider going back to Walz Castle now to collect Shiva and the other goodies that were left behind there. Shiva will be a great help in the fire ship if you can get her now.
Walz Water Tower / Walz Castle Basement
Enemies | Treasure | Blue Magic |
Elf Toad (I), Ice Soldier (F), Harpy (Wa) | Elf Cloak, 2000gp, Spee |
Head all the way back to Karnak Meteor, warp to Walz, hop on the dragon, and head to Walz Castle. Head inside and go back to the Walz Water Tower. Fight your way past the annoyong Elf Toads and Ice Soldiers. The tower consists of three easy floors, and a fourth floor that has Shiva in the middle. I'll let you figure out how to get up there. Once in front of Shiva (she's the green, sphere thing) you have to walk up and talk to her to initiate battle.
BOSS 6: Shiva, Ice Comandr (3) | Level | 13-14 |
Shiva and her minions are weak agaist fire. Make a party of three Black Mages and one White Mage (preferably a White Mage that is able to cast level 3 Black Magic as a secondary ability).
All Shiva does the entire battle is cast Ice2, so counter this by having your White Mage cast Cure2 every round on everybody. The Ice Comandrs are pushovers and will fall easily to a couple of Fire2's. That said, have all of your Black Mages continue to cast Fire2 at Shiva until she is toast. Sounds pretty straightforward, and it is if you don't let Shiva get the upper hand by killing somebody. Her continuous Ice2 attacks can be devastating if you are not careful, but if you watch out and immediately follow up with a Cure2, then there shouldn't be a problem. Just don't underestimate her and you should be fine. After the battle you receive the Summoned Monster: "Shiva" |
Once you get back to the castle, head outside, go to the Town of Walz, take some rest, and change your party into Thieves. Go outside and SAVE, and then head to the basement of the castle. These preparations are important because the Harpy is still down there, and will still make stewed tomatoes out of you. Your only option is to run as fast as you can - that's why the Thieves are important. Hopefully you have a Thief at level 2 that has the ability to 'Flee', so use that to your advantage! More than likely you'll be able to get away easily enough from the nasty critter before he can harm you too much, but remember max out your health after each encounter. Grab all of the treasure and get out of there!