CoN 25th Anniversary: 1997-2022
Final Fantasy IFinal Fantasy IVFinal Fantasy VFinal Fantasy VIFinal Fantasy VIIFinal Fantasy IXFinal Fantasy TacticsChrono Trigger
 
 

Final Fantasy V Walkthrough

Written by  Djibriel
Contributor

1.34: The Flying Floating Ruins

Enemies: La Mage, RonkaKnigt, Stoned Mask, Fan Wizard, Lamia, ArcheoToad, Hyudra, Aquaus, Archeoavis

Treasures: 2000 Gil, SwordAncient Sword, Cottage, Elixir, Ether, ArmorGoldArmor, ShieldGold Shield, BoomerangMoon Ring, AccessoryPower Wrist, Shuriken

Blue Magic: OFlash, OAero2, OWhitWind, OBlowFish, OToadSong, Potion, OL4 Qrtr

It's one of those typical break-point dungeons! There is nice and elusive equipment, some of the Blue spells are very nice (especially OWhitWind...OWhitWind, I love you) and the monsters are tougher than anything you've seen so far. As for strategies, it's nice to have the following. You can Steal two nice items, though they are a rare steal. !Earth will often use either Wind Slash or Sonic Boom, both of which are very useful. Wind Slash especially has great offensive capacities versus everything but the Fan Wizards and the Aquaus enemies. !Critt will have a decent (40%-ish) percent of summoning a Nightingale which heals a decent amount. The other results are also helpful. Having a character summoning Animals all the time will pretty much take care of the defensive aspect of the dungeon.

La Mages cast level 2 elemental spells: OFire2, OIce2 and OBolt2, always on the entire party. They're quickly disposed of with physical attacks. They may rarely drop an Elixir, though their common Steal ArmorPoet Robe is less than stellar.

RonkaKnigt 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 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.

Stoned Masks attack physically only and will never use OFlash normally, unlike their Stone counterparts. They'll be able to cast the spell when Controlled though, so if you still haven't learned the attack this is another opportunity.

Fan Wizard 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 - !Earth's Wind Slash - but they make up for it in resource potential. First off, they randomly drop BowDark Bows, which are stronger Bows for your Hunters which sets Darkness 2/3 of the time when possible. Second, they'll often use OAero2, so if you didn't pick up the Blue spell from either Page 32 or Gigas, here's where you can hardly avoid it. Lastly but most importantly, Fan Wizards wield the mighty OWhitWind, a healing spell for your Blue Mage which heals the entire party for the amount of the caster's current HP. You'll need to OMuddle or Control them to have them cast it on your Learning character(s), though.

Lamia also has two fabulous prizes for you, though both are harder to obtain. There's the Blue spell OBlowFish, which causes 1000 HP damage every casting. However, since it's an offensive spell there's only one way to learn it; by means of the Trainer's !Cntrl. Have Lamia cast it on him/her, revive the Learning character and you're set. The second one is an awesome piece of headgear: the HelmetLamia's Tiara. It's got 1 more Defense than the HelmetPlumed Hat, 5 more Magic Defense and raises the character's Magic Power by 3. In addition, it can only be worn by Magic Jobs. It also boosts the success rate of Sword Dance coming out of the !Dance ability, but since you have no access to it yet it shouldn't matter at this point. It's but a rare Steal though, and if you take a moment to think back to the horror of obtaining ArmorEarthRobe and/or the SpearJavelin, this'll be just like it. Lamia, on the offense, will try to use Entice on your male characters (she'll see through Faris' deceptive clothing and never target her) to set OMuddle and may !Slap a person as well.

Quick note on OBlowFish; not even regarding the fact that 1000 damage is quite decent at these levels, the spell will always work. This means that it's a great way of damaging those pesky unkillables; SkullEaters, Prototypes, Harpy, you name it.

ArcheoToad is pretty much an Elf Toad on steroids. Weak to Ice-elemental attacks like other lizards. It'll randomly use OToadSong, so you can learn it if you haven't earlier; just make sure you've got some Maiden'sKisses lying around. An unassuming enemy.

Hyudra 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? Hyudra'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. OL5 Doom works nicely to take them out in a single shot.

I'm going to tackle Aquaus in a special way, because there are so many things notable about it. It's a very strong monster that holds treasure.
  • Aquaus absorbs all elements except for Fire and Holy. In addition, it is inherently Reflective. Damaging a Aquaus calls for physical attacks, Flame Thrower or OBlowFish. Be careful with weapons that cast random spells (WhipShock Whip, SwordAncient Sword and most importantly the AxeDeath Sickle) as those spells will be Reflected onto your party. Also note that a Aquaus can not be Controlled. The Aquaus is Undead, so you can use Potions to damage it. This dragon is the worst nuisance on the beach!
  • Aquaus 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 Aquaus dies, it'll cast OL4 Qrtr, 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 Aquaus will not use the attack if it is Paralyzed when it dies.
  • You can Steal a rare from Aquaus; it's an even better bow than the BowDark Bow which has an 8% chance of flat-out killing the target. Good luck on that one.
  • The Aquaus 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 OL4 Qrtr the Aquaus shouldn't be Paralyzed upon defeat. Darkness also works.
The Aquaus is difficult to deal with. Approach with caution.

If you manage to learn OL4 Qrtr, note that it works on RonkaKnigt, Fan Wizards, Lamias as well as Stoned Masks. Sweet!

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 ArmorGoldArmor. Finally, we can get our Heavy Armor characters in actual Heavy Armor again!

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 ShieldGold Shield. Equip it if you can (30% Evasion...it's almost as good as an AccessoryElf Cloak now!). Get back to the split. The one leading into the middle of a wall takes you to a Save Point, so that makes only the remaining one the one to take.

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 SwordAncient Sword, another BoomerangMoon Ring and a AccessoryPower Wrist. The SwordAncient Sword has a 33% chance of casting OOld (sets the ailment) while the AccessoryPower Wrist simply raises Strength by 3. It's not really that noticeable (maybe a damage increase of 10%) but it has superior Defense to your current 'Light' Relics.

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 Archeoavis an ultimately positive force to you? Oh well, logic was never your strong suit. How's killing monsters with bells going for you lately?
Archeoavis
Archeoavis
Boss Monster
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: Giant Drink
Command Immunities
Elemental Immunities
Catch, Control, Scan
Earth
Elemental Absorb
Elemental Weakness
None
Wind
Blue Magic
Status Immunities
None
PoisonMiniToadPetrifyDeathSilenceBerserkConfuseParalyzeSleepOldStop
 
Notes
 
Fought four times at 1600HP, then revived with 2500HP.
 
Strategy
 
Hasted Berserkers with 2-Handed can physically pierce Archeoavis' strong defenses. Released monsters can also be potent, and magic can be effective as well if you keep track of Archeoavis' shifting elemental absorptions. Once you get to the final form, stop using magic.
 



Archeoavis 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 Archeoavis his face full of damage. Every subsequent incarnation has lower Defense but higher Magic Defense than the previous form. Archeoavis 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 Archeoavis is a difficult guy to hurt...

First off, Archeoavis 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, OAero2 can be used for some decent damage, as can the !Earth ability. After it loses its elemental edge, it becomes worthless.

The big damage dealers are Released monsters (RonkaKnigts attack for over 1500 damage, MiniDragons cast OHoly for about 2000 damage), but these can only be used once and I'm not assuming you've got four powerful monsters stored just for the occasion. OBlowFish is a great way of dealing damage as well. You'll be hard-pressed to reach this number with most other skillsets, it's unblockable and is never absorbed. The most useful tip I can give you, though, is the Berserker. Barrier-piercing properties, anyone? Normally, he'll deal anywhere between 300 and 800 damage with the AxeDeath Sickle and between 200 and 600 damage with the AxeCleaver. You can double that with the obvious 2-Handed support ability; were you considering anything else on a Berserker anyway? Support a Berserker with a AxeDeath Sickle held with both hands with a OHaste spell and it'll be able to take down Archeoavis by itself. A thing of beauty, say true.

If you're able to let your party revolve around the aforementioned Berserkers, install one or two OCure2 (preferably also OEsna) casters and you're set. Heal up Darkness should it hit your Berserker(s). OSlow isn't all that useful as it's dispelled every time you 'kill' an Archeoavis, so just keep focused on healing your main offense. Clothes characters are best off throwing Water Skills; Archeoavis will never absorb Water-elemental attacks and their physical attacks are useless anyway. Should your Clothes characters be able to use !Blue, OBlowFish is by far the best attack option. The same goes for Mages; next to healing, OBlowFish is the strongest attack you can use. If the spell isn't learned, or black elemental spells when you know they won't be absorbed help out. Any Heavy Armor charcter that misses both 2-Handed and a AxeDeath Sickle or AxeCleaver should bow his head in shame and revert to the Knight for damage output. It'll suck.

When the first four Archeoavis' 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 OL5 Doom, so if your Blue Mages are sick of OBlowFish, this spell will get the job done nicely.

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.

The cutscene is long and disastrous. To recap: Like we could have expected, King Tycoon has been under X-Death's control ever since we saw him in the ruined town of ERROR. Before X-Death manages to kill you using Alexander Tycoon's body, a young girl enters the scene. Krile, granddaughter to Galuf, enters the flying ruins of Ronka using a meteorite. And even though her infantile spellcasting has released X-Death's hold over Alex, the Earth Crystal still shatters. Bollocks.

X-Death comes, zaps you a couple of times to demonstrate his power. He then leaves for his mission; return to Galuf's world which he left 30 years ago and take control over it. The Crystal shards remain under the evil influence of the dark mage. Alex sacrifices himself to save the shards and eventually bestow upon you the all-but final Jobs of the game. Then, the Ronka ruins crumble, having lost its power source. Escape is of the essence.

The new Crystal shards contain Lancer, Samurai, Chemist and Dancer. The Lancer 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 Lancer. 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 Barefist punches sometimes do; the downside of Katanas over Swords is that !Spellblade cannot affect them. The Samurai's !$Toss 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 O????, OWhitWind and OExploder use HP to calculate effect.

The Dancer has poor stats, and !Dance is random. However, the Dancer can equip the HelmetRibbon to compensate for its poor stats. The HelmetLamia's Tiara increases the chances of !Dance its most powerful outcome, Sword Dance, from 25% to 50%, but it's either the Tiara or the HelmetRibbon so choose wisely.

Caves of Narshe: Final Fantasy V
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.