Final Fantasy IV Walkthrough
Written by Sabin
Contributor
18. Edge's Trial
| Enemies: | King Bomb, Goblin Prince, Palace Guard, Lamia Queen, Lunar Ifrit |
| Treasures: |
True to form, this one is, as Edge puts it, "a playground for ninjas." As you see the camera pan around the area, you’ll probably figure out this one isn't going to exactly be easy. So many doors, it’s a pretty big puzzle. Edge gets a bit over-zealous and heads into a door which turns out to be a pitfall. You’ll have control from there on out. Look around, if you like. You may notice a big blue door to a tower to the right. This is locked, and it’s your objective to get the blue key if you want to get in there. This entire trial is a bit confusing, due to the wide variety of pathways, so have your GBA right here next to our text for easiest use.
Find the building where there are two main doors. Hit the one to the left to start things out. You’ll notice a door in the stone wall with two switches next to it. Hitting the one on the left triggers a fight, but it’s easily dispatched. Every time you hit this switch, you will fight a Palace Guard. After each fight, you will get a
When you open the doors again and head back up the stairs to accost him, you’ll find the path is now blocked by a tower of flames. Edge finds his way through a trick wall only to fall through another floor. When you reach the new level, you’ll see a red switch on the floor. Hit it to move on. But be careful, the cracks on the floor around the switch signify a weak floor that you could fall through. If you do, you’ll wind up in a cavernous dungeon. If you take the time to investigate, you’ll find a series of passages for some treasure. You’ll find a warp point that’ll lead you to the exit of the dungeon. When you come out, you’ll find yourself at the door to the right at the beginning of the hall. Back in the room with the red switch, you may also notice a paper on the wall reading “Right 4”. This signifies that there is a hidden passage and that it goes four paces to the right. This essentially leads nowhere, but may come in handy sometime in the near future. Don’t go any more past the four steps right or you’ll end up back in the dungeon.
Hit the red switch and go through the door. You’ll find more of the weak steps. Be careful and know that you can only step on them once. If you step on them again, you will fall through to the dungeon. Following along the path, you’ll see a hall leading down, a set of stairs, and a teal door. The stairs lead nowhere but back where you came from. The teal door is locked. So head down, and you’ll step across a weakened step to another paper on the wall, pointing out a hidden passage. If you follow it, you’ll find another paper with the schematic of another invisible hallway. This one is a bit more elongated. Take your time and walk the specific steps to get to the next area.
When you reach the next hall, you’ll see 3 sets of stairs, a teal door, a blue door, and if you keep going down, a blue switch on the floor. The first staircase leads only to an HP fill pot. But to get in and out of it, you’ll have to use a key that you won from the fights from the first room. The second staircase leads to a dead end. The third set of stairs leads to a room with a throne, but is just another dead end. Go to the blue switch and step on it. You may notice the floor you just stepped over weakened, waiting for you to step on it and fall to the dungeon. But if you head down, you’ll find a door. The door leads to a dead end, but when you step back in the floor will be reset, giving you another step across safely. Jut across and head through the newly opened blue door. A teal switch is in the room. Notice that both steps are cracked, so you’ll unfortunately have to take the plunge after you hit the teal switch. Just make your way back from the beginning. When you get back to the invisible hallways, you can now make your way into the open teal door. Do not go back through that door as it will start you back at the beginning of the hallway.
When you go through that door, you’ll find yourself in another courtyard. The open door leads to a dead end in which you need a Key to get back to the courtyard. Take the steps into the water and find the door at the bottom. You’ll notice you won’t be able to see very well. You just have to go in every direction until you find the correct direction to go in. The first door you come across is nothing. Move left from there to find the other hall. There are a number of ways to go from this hall. You could end up free falling into the dungeon, finding a step that incurs a tough fight, or find a way to the hallway. If you do find the right way, you’ll see yourself pop out from behind the white stone walls. There’s a short hop on the wall to the right which you will see a door and a set of stairs. The door you’ll need a key for, but once you’re in, you’ll find nothing to waste the key for. The steps lead to the second level that you were just on. Go back to the hidden pathway you started in and try to find another hallway more toward the bottom left, below the fighting step. You’ll come out on a hidden pathway that appears like you’ll fall to the dungeon. You’ll hotstep your way across the hall which leads up to a door that you need a key to get into. When you’re in, you’ll be in the next section of the map. If you go to the left and down, you’ll see a door which you need a key for. This leads absolutely nowhere, so save the key. The pot to the right recovers your MP. Go up the hall and find another door that requires a key. At first it looks like an empty room. But check the wall to the left to find the hidden passage. Then head up and the right where you’ll find yet another hidden hall, but this one leads up and out.
Go in the big door and you’ll find yourself back in the throne room facing the “king”. He’ll commend you for remaining alive, and claiming how “fun” this battle was going to be.
Lunar Ifrit ![]() Bestiary #: 250 Boss Monster | Type | HP | GP | EXP | Attack | Hit % | |
None | 110000 | 65000 | 65000 | 198 | 0 | ||
Magic Atk. | Speed | Defense | Evade % | Mag. Def. | Mag. Ev. % | ||
40 | 0 | 2 | 0 | 35 | 0 | ||
Level | Dropped/Stolen Items | Dropped Item % | |||||
0 | Steal/Common Drop: Grimoire LI | 0 | |||||
Special Attacks | Resistance | ||||||
None | |||||||
Absorb | Weakness | ||||||
Strategy | |||||||
This guy is one tough customer. So much so that his “big attack” is really the least of your worries. His big attack happens when he turns red. It'll look bad, but it's only a mid-level Flame attack which will be lucky if takes off any more than 1500. This guy counters everything. If you strike him physically, he'll counter with his very powerful physical attack. If you think you're smart to throw an ice elemental spell at him, he'll counter with a crushing Glare. As his HP runs down, he'll change up his attack scheme to include a punishing This battle is about attacking smart. Because of the brutality of his physical attack, just laying into him is a bad idea. If all your guys are on the lower half of their HP, refrain from attacking until you get the HP back over half. The fire spells really shouldn't get you, unless you're dumb enough to use ice spells and get blasted by Glare. If Porom or Rosa is with you, a casting of | |||||||
When you have defeated him, you’ll find the
Caves of Narshe: Final Fantasy IV
Version 6
©1997–2026 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.
Version 6
©1997–2026 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.
