Final Fantasy V Walkthrough
Written by Djibriel
Contributor
1.34: The Flying Ronka Ruins
Enemies: Ra Mage, Ronkan Knight, Stone Mask, Enchanted Fan, Lamia, Archeotoad, Hydra, Ghidra, Archeoaevis
Treasures: 2000 Gil, Ancient Sword, Cottage, Elixir, Ether,
Golden Armor,
Golden Shield,
Moonring Blade,
Power Armlet, Shuriken
Blue Magic: Flash,
Aera,
White Wind,
1000 Needles,
Pond's Chorus, Potion,
Level 4 Graviga


Ra Mages cast level 2 elemental spells:




Ronkan Knight are meatshields and fairly proficient at it as well. They'll often survive a single shot of even your most powerful attacks and while they don't cast any lethal spells their physical attacks, especially !Sling, hurt when absorbed in succession. A common Hi-Potion Steal is worth a shot, they're pretty good at this point of the game. They're vulnerable to Mini, which completely shuts them down; in addition, they have 20% Evasion but cannot evade Aerial attacks so Whips and Bows will never miss.
Stone Masks attack physically only and will never use

Enchanted Fan is a feast for your party. They're annoying to fight due to the fact they absorb what's pretty much your best attack at this point - !Gaia's Wind Slash - but they make up for it in resource potential. First off, they randomly drop




Lamia also has two fabulous prizes for you, though both are harder to obtain. There's the Blue spell






Quick note on

Archeotoad is pretty much an Elf Toad on steroids. Weak to Ice-elemental attacks like other lizards. It'll randomly use

Hydra is the light-greenish multi-headed dragon. It's more or less Lightning- elemental; it absorbs the element and may use Lightning every even turn. Remember Lightning, the max HP/4-damage dealer much like Blaze and Breath Wing? Hydra's are remarkably sturdy but pose little threat overall as their attacks aren't all too powerful. They can drop a rare Dragon Fang, but for your sanity's sake, don't try.

I'm going to tackle Ghidra in a special way, because there are so many things notable about it. It's a very strong monster that holds treasure.
- Ghidra absorbs all elements except for Fire and Holy. In addition, it is inherently Reflective. Damaging a Ghidra calls for physical attacks, Flame Thrower or
1000 Needles. Be careful with weapons that cast random spells (
Blitz Whip,
Ancient Sword and most importantly the
Death Sickle) as those spells will be Reflected onto your party. Also note that a Ghidra can not be Controlled. The Ghidra is Undead, so you can use Potions to damage it. This dragon is the worst nuisance on the beach!
- Ghidra will use physical attacks, Lightning and Poison Breath, an multi-target Poison-elemental attack that may set the status ailment. It's power is more or less random as it can deliver between 10 and 100% of its full potential. - When a Ghidra dies, it'll cast
Level 4 Graviga, a Blue spell which reduces the current HP of every struck target by 75%. However, it'll only hit targets whose level is divisible by 4, so if your Blue Mage wants to learn the attack it better have an appropriate level. The Ghidra will not use the attack if it is Paralyzed when it dies.
- You can Steal a rare Killer Bow from Ghidra; it's an even better bow than the
Dark Bow which has an 8% chance of flat-out killing the target. Good luck on that one.
- The Ghidra is vulnerable to Paralyze, so a Whip or the Remora spell can halt it while you're pounding on it. Make sure to keep track of its HP though, since if you want to learn
Level 4 Graviga the Ghidra shouldn't be Paralyzed upon defeat. Darkness also works.
If you manage to learn

Pass through the first room. On the second level, there are invisible stepping tiles. They're entirely logical as you can see where they start (where the grassy bits aren't there), but you can use the Thief's Passage ability to actually see them. There's also a chest containing a

On the third level there's a chest you can reach only by some less-than-logical stepping tiles. It contains an Elixir; I kinda recommend the Find Passages ability here. Cross to the other side of the room to see three exits here. Go to the far right (chest!) which takes you to a chest with a


The path takes you quite easily to a new chest containing a Potion in the end. Another split now; there's a door and a stairway. The stairway takes you to treasure! The treasure room has trap holes in it, which are the center and center-right tiles in front of the inverted "v" shape of the chests.
The chests contain, from left to right, 2000 Gil, a Shuriken, an






Get back and go through the door. It's all straight-forward for a while until - confound it all - another split. The stairs go to a Save Point, so follow the door. Eventually, there's another split. The stairs take you to two chests, one containing an Ether and one containing a Cottage (a superior version of the Tent).
Now, trace back and get into the only other lead you have, which'll take you to King Tycoon and some monster. A winged snake-monster. Those things don't go together at all in real life! Didn't really think this one through, really. So King Tycoon gives you an order and you readily comply; however, being a guardian of the Earth Crystal isn't Archeoaevis an ultimately positive force to you? Oh well, logic was never your strong suit. How's killing monsters with bells going for you lately?
Archeoaevis Bestiary #262 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
None | 21 | 1600 | 2000 | 0 | 0 | 30 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
39 | 7 | 1 | 10 | 30 | 6 | 1 | |
Stolen Items |
Dropped Items |
||||||
None | Common: Goliath Tonic | ||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control, Scan | ![]() | ||||||
Elemental Absorb | Elemental Weakness | ||||||
None | ![]() | ||||||
Blue Magic | Status Immunities | ||||||
None | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
Notes | |||||||
Fought four times at 1600HP, then revived with 2500HP. | |||||||
Strategy | |||||||
Hasted Berserkers with Two-Handed can physically pierce Archeoaevis' strong defenses. Released monsters can also be potent, and magic can be effective as well if you keep track of Archeoaevis' shifting elemental absorptions. Once you get to the final form, stop using magic. | |||||||
Archeoaevis is a monster which switches elemental properties. The only way Final Fantasy V is capable of performing this feat is by switching monsters altogether. You won't see it happen, but let me assure you you've killed five monsters by the time you've given Archeoaevis his face full of damage. Every subsequent incarnation has lower Defense but higher Magic Defense than the previous form. Archeoaevis changes forms in this order:
HP Cap | Absorbs | Weakness | Inflicts | Attacks | |
1 | 1600 | None | Wind | !Sap | Breath Wing |
1 | 1600 | Ice | None | !Wing Attack: Poison | Frost |
1 | 1600 | Fire | None | !Tail: Darkness | Blaze |
1 | 1600 | Lightning | None | !Claw: Paralyze | Lightning |
1 | 2500 | None | None | !Tusk: Confuse | Breath Wing, Frost, Blaze, Lightning, Maelstrom, Entangle |
To simplify a little, you'll have to deal at least 8900 HP damage before you've destroyed the serpent altogether. And you'll find that Archeoaevis is a difficult guy to hurt...
First off, Archeoaevis has quite a lot of Defense and Magic Defense. You can keep track of its HP and know at all moments which elements aren't absorbed. By always boosting the spell cast, Summoners and Black Mages can deal around 800 HP damage with third-level elemental spells and elemental summons. Since the first form is weak to Wind-elemental attacks,

The big damage dealers are Released monsters (Ronkan Knights attack for over 1500 damage, Mini Dragons cast






If you're able to let your party revolve around the aforementioned Berserkers, install one or two







When the first four Archeoaevis' have been destroyed, the creature will appear to die off but revive in an instant. This is the final version; Defense is actually mediocre as opposed to high in this form, but Magic Defense is soaring so lay off any spells. He can use all four of the elemental multi-target spells the previous forms could use, but adds Maelstrom to the list. Maelstrom is an attack that reduces the target's HP to a single digit, much like Tail Screw. The problem is that it's multi-target. Be sure to heal up ASAP from Maelstrom. Entangle is annoying but not all that dangerous. The final form is vulnerable to


For your troubles, you obtain no item worthy of mentioning.
Know that once you've followed King Tycoon into yonder room, you won't be able to come back to a lot of places for a long time with all four characters, some of them permanently. If you have any business left in this world, I suggest you attend to it now; take a quick peek at chapter 1.38 for more information.
Once you're in the next room, things go quite poorly indeed. Escape is of the essence.
The new Crystal shards contain Dragoon, Samurai, Chemist and Dancer. The Dragoon uses Lances, weapons that cannot be wielded with two hands (an oddity, if you ask me), but can do double damage with the !Jump ability, inherent to the Dragoon. It has the oddity of being the only meatshield Class that removes itself from the battlefield to attack, making it a rather poor damage sponge.
The Samurai right now equips Katanas, which is awesome. Katanas inflict critical hits like Barehanded punches sometimes do; the downside of Katanas over Swords is that !Spellblade cannot affect them. The Samurai's !Zeninage ability costs money, but deals sickening amounts of non-elemental and purely level-based damage.
The Chemist is an odd utility Job that cannot equip Rods and has trouble dealing damage; after 60 ABP it'll learn the !Mix ability, which grants you access to all kinds of powerful attacks, buffs, debuffs and other game-breaking techniques that break this game.
Since the Chemist can double its maximum and current HP with the Goliath Tonic, !Blue is a good action ability since



The Dancer has poor stats, and !Dance is random. However, the Dancer can equip the



Caves of Narshe: Final Fantasy V
Version 6
©1997–2025 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
©1997–2025 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.