Decent grinding spots & must-have abilities.

SeraphicFeather

High Judge of the Seraph
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Blue Magic Mastery

Completing Final Fantasy 5 can be a challenge, but there are ways to lower the difficulty for you, while still playing fairly. The trick to this is !Blue. Blue Magic seems rather pointless, especially as you can only learn the not-too-powerful Goblin Punch. However, 2 spells, Lv5 Death & Death Claw both have brilliant effects. There are also many other various Blue magics that have brilliant effects.
  • Lv5 Death - Inflicts Death status on all enemies with levels that a multiple of 5 (e.g. 5, 10, 15, 20, 25, etc.). The most useful thing is that this ignores the enemies immunity to Death status, making it useful against bosses too. How to obtain: The easiest way is to just level to a multiple of five & go to the Library of the Ancients. From there, fight an enemy that looks like a blue devil's head. The enemy will use Lv5 Death eventually, killing all members of your team that are of level 5 multiples. Make sure that not all of your characters are affected (e.g. Other characters lv36, whereas Blue Mage is lv35). Then, before defeating the foe, use a Phoenix Down, Raise or Arise on the KO'd Blue Mage. Then, make sure you complete the battle with the Blue Mage intact & voila! Lv5 Death is yours. With this spell, !Blue will become one of the most valuable commands on the game.
  • Death Claw - Reduces one foe's HP to single digits (e.g. 1-9) & also inflicts Paralyze status on the foe. It only hits one enemy at a time, but proves just as useful as Lv5 Death, seeing as it can be used on some bosses too. Note that bosses will be unaffected by the Paralyze status. How to obtain: The earliest stage in the game that this can be learnt is just after the destruction of the Fire Crystal, when Castle Karnak is collapsing. Seeing as you have a time limit to this section, you may want to reconsider, but I wouldn't advise missing such a valuable spell. As you leave through the front gate of the castle, make sure your characters are either Blue Mages or have the Learning passive ability equipped. Leave & you should start a battle. Fight off the Wild Naks first & then just keep hitting the Captain until he changes to Death Claw. Then he should use Death Claw upon one of your team. If they all have ways of learning Blue Magic, then you should have the ability from turn 1. From there, just defeat him within the time remaining & leave. Voila! Death Claw is under your control.
  • Goblin Punch - Deals an attack at a Goblin's strength. This attack has its uses, surprisingly. It grows with the caster, becoming more powerful with later levels, it costs 0MP to cast, so its always available & it isn't affected by row damage differences, meaning that dealing damage to enemies in the back row is just the same as hitting in the front row. Its the easiest Blue Magic to get on the entire game, so theres no reason why you shouldn't. How to obtain: Immediately after obtaining the first batch of jobs, make all of your characters Blue Mages & fight a goblin. Just wait for him to use Goblin Punch on someone & then just wail on him. Voilà! Goblin Punch is in your hands.
  • ??? - A spell that inflicts damage onto one enemy equal to the difference between your maximum & current HP. This means that it will do 0 damage if used at full HP & it also means that you will be able to deal up to 9998 damage, if you're lucky. This spell isn't the most useful in the world, but it has its moments. Its MP cost is low too. How to obtain: Near the Karnak area (first world), there is a forest. Enter a forest with a set of Blue Mages & fight a wolflike enemy. They should use 2 attacks. A normal attack & an unusual, 3 hit, louder attack. This attack doesn't have a box at the top to show its use. As soon as you've been hit with it, defeat the enemies. Voilà! ??? is under your command.
  • Aero - A wind-elemental spell & a basic alternative to Fire, Blizzard & Thunder.
  • Silver Wind - A spell that restores the HP of all teammates, equal to the casters current HP (e.g. Caster: 777HP > Restored HP: 777). It is a good spell for characters like Knights to use, as they have high HP counts. Its a good way of backing up a healer too, should they fall. How to obtain: The earliest point of which you can learn Silver Wind is at The ruins of Ronka. You must have the Beastmaster Lv2 ability, !Control to do this, at any point in the game. Find an enemy that looks like a fan & use !Control on it. After this, make sure you make the controlled foe use Silver Wind at least once on the team. After that, you can just defeat the foe. Note: The same enemy wields the Blue Magic, Aera, which can also be learnt.
I'm tired of writing my text wall nau. Updates soon.
If you have any tips or such to suggest, please do.
 
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Next up...summons? Okay~

Quite a few summons are very easily missed throughout FF5. In short, you have to get a few because of storyline purposes, But I'll explain what each does & how to get them.

Summons
Chocobo - An old summon to the Final Fantasy series, Chocobo is the easiest to get on FF5, despite being vastly inferior to the other summons.
Effect - Chocobo Kick - Attacks a single enemy for small, non-elemental damage. At higher levels, theres almost no reason for this at all, seeing as normal attacks will indefinitely deal more damage. Note: There is a very small chance that you will summon the Fat Chocobo instead.
Location - The Chocobo summon can be bought at Walse (first world).

Fat Chocobo - A rare summon, usable only by luck. Using it once won't let you use it by choice though. Its all up to luck.
Effect - Fat Chocobo - Attacks all enemies for moderate, non-elemental damage. Although it is nice to use Fat Chocobo, due to its rarity, it really isn't something to go out of your way for.
Location - The Fat Chocobo summon is only accessibe through randomly using the Chocobo summon, cannot be bought or freely used.

Sylph -
A summon originating from Final Fantasy 4, the Sylph are shy little fairies that hold power over wind.
Effect - Whisperwind - Attacks a single enemy with small wind-elemental damage. Restores HP to every member of the party equal to damage given.
Location - The Sylph summon can be purchased at Walse Magic store. (First world)

Odin
- A recurring Summoned monster in the Final Fantasy series. Odin is widely known for his amazing sword skills & his use of a lance.
Effect - Zantetsuken - Slashes through the foes, inflicting instant KO status on all enemies. This attack may seem incredibly useful, but unfortunately isn't much. Zantetsuken searches the entire enemies side & if an enemy with an immunity to Death status. If one is found, the entire attack is nullified & switched to the alternative move.
- Gungnir - Deals large, non-elemental damage to a single enemy. This attack isn't too powerful, so it has little use in later game, opposed to Leviathan or Bahamut.
Location - Castle Val - Basement. Defeat Odin within one minute to win & recieve the Odin summon.

Bahamut
- A recurring Summoned monster in the Final Fantasy series, Bahamut is once again the king of the dragons & the most powerful spell available on the game.
Effect - Mega Flare - Damages all foes for large, non-elemental damage. This summon is the most valuable attack summon on your arsenal.
Location - The Dragon Mountain, third world. Bahamut is awaiting your arrival from the second you complete the Desert Sands dungeon. At the summit, you must defeat Bahamut before being able to summon him.

(I shall update when I have the time.)
 
TIPS FOR THE DAY
Training Hotspots

- For ABP purposes, there is no better way of levelling your jobs than the bottom of Castle Val, where you can fight Odin. The statues there, (forgot the names) can give either 4 or 8 ABP per battle. Both of which are brilliant numbers. When you first come to this spot, no doubt you'll find these enemies to be a struggle. They're level is 20, which makes them vulnerable to the Blue Magic Lv5 Death. At 22MP each cast, dividing the spell between your characters is a brilliant way of defeating stacks of these enemies quickly. (Advised to MASTER Blue Mage with all characters to gain the use of !Blue whilst in another job.

Mastering abilities
You all know that levelling a Job up lets you gain abilities that can then be used in other jobs, but did you know that gaining all of the abilities in a class, mastering the job, causes the instant passive effects that the mastered job had, to be added to both the Mimic & Freelancer jobs. So, for example, you won't need to equip the Learning Passive ability on these 2 classes anymore. You'll be able to Cover your weakened allies from damage after mastering the Knight. And you'll always Counter immediately upon being hit by a physical attack after mastering the Monk. NOTE: This effect ONLY works on FREELANCERS & MIMICS. Other jobs are unaffected.
 
Regarding the castle val basement and the statues therein, you can kill them easily by casting the item Soft on said statues, if you don't have the blue magic. One each though, so you might end up using 5 softs in one fight. Val castle has a shop though, so it's not really that much of a hassle and you get enough gil to rebuy.
 
Regarding the castle val basement and the statues therein, you can kill them easily by casting the item Soft on said statues, if you don't have the blue magic. One each though, so you might end up using 5 softs in one fight. Val castle has a shop though, so it's not really that much of a hassle and you get enough gil to rebuy.

Whereas thats true, the enemies tend to cast Break on you as well, which'll either consume MP or Softs/Maiden Kiss', which could, in the end, increase your bill by a bit.

But as you said, thats still not much of a problem, as both the inn fare & the ammount of Gil should suffice to backup your cash.

That being said, this training spot is purely for the sake of Abilities. EXP wise, they're below average for their difficulty.
 
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