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Final Fantasy V Walkthrough

Written by  Djibriel
Contributor

2.4: The Lands of Gloceana to Lugor

Enemies: Subterran, Verminator, Ferry Walk, Devourer, Mandrake

Blue Magic: OPep Up

Features: Piano, endless 100 Gil machine

We've been misplaced in space and are currently residing in Gloceana. It's a long hike through monster-infested marshlands to civilization, and the kind of civilization we'll find once we get there is a mystery.

Subterrans can use Dischord to halve your effective level for the duration of the fight. That's about the extent of their powers. Verminator will use OPep Up on occasion unless they're alone like their palette swaps; we've been over this. The Devourer and Mandrake enemies will just attack you physically and throw some yucky goo your way; either Digestive Acid (Mandrake) or Slimer (Devourer). Note that Devourers absorb Lightning-elemental attacks, so your first instinct (zap aqua-things) is wrong, and Mandrakes are weak to Fire.

The most interesting enemies are the Ferry Walks. If they're struck with a OCure spell, they'll heal the entire party with a OCure3 spell. In addition, if they find that a character is dead, they'll use Paraclete to raise it as a Zombie. Neither of these things should happen to you, but knowing is half the battle and the sooner we can get rid of these things, the better.

It's not hard. Just walk all the way to the East. Stick to the Marshlands where possible; you'll definitely have an awesome !Terrain advantage there as Peat Bog will just kill the entire enemy party every time it appears.

Welcome to Lugor! It's a small town surrounded by monsters on every side. As a counter to this problem, Lugor has developed a secret weapon: Alcohol. Lugor's beer appears to be legendary. Speaking of 'legendary', to the south lies the Sealed Castle, which houses the Twelve Weapons used in a forgotten war. Let's put that on the 'to-do' list. For now, the Inn Keeper gives us a free night, so let's take a rest. There's a cutscene.

Now, exploit capitalism.

Magic Shop (White): You could've obtained OEsna earlier. Neither OBlink nor OShell is vital for anything, though both are nice to have. If you're short on Gil, I suggest you skip these spells for now.

Magic Shop (Black): These spells are all awesome. ODrain isn't all that damaging but could be useful for your Black Mage; it makes for an awesome Spellblade effect, though. OBreak sets Petrify, so when you know what's vulnerable it's a great one-hit KO move. Again, you'll be surprised how often I'm going to advise Break spellblade from now on. OBio's just a stronger Poison-elemental spell for your Black Mages. It's stronger than your boosted second-level elemental spells, so buy it. You'll be able to boost it in a short while.

Magic Shop (Time): The Time Mage finally gets some serious use! OComet is the first offensive spell the Time Mage obtains. What it lacks in power and dependable nature (it's power is rather random), it's non-elemental nature and the fact it ignores the Reflect status makes it a decent attack. OSlow2's just multi-target OSlow. OReturn is awesome. It allows the player to completely restart a battle, everything about the obtained results are erased. This can not only save you when things are looking particularly grim, it's most popular use lies in obtaining rare Steals every time from now on as even one-time only monsters can now be fought until you've gotten what you want.

Weapon Shop: These new weapons, though all-round new and powerful, won't really mean much to you at the moment. The SwordHalf Moon is nice, but most people will be using Samurai or Lancers at the moment. The KnifeHalcyon Blade is nice for Thieves and Ninjas, the SpearWind Lance is an increase for your Lancers and the WhipChain Whip is, thankfully, a new Whip with Paralyzing features. All other weapons are more or less useless now. You've - if everything went well - already obtained an KatanaKatana and one or more BowDark Bows. The AxeWar Hammer is weaker than both the AxeDeath Sickle and AxeEarth Hammer and the HarpDream Harp flat-out sucks. Dealing 1/8 current HP damage and adding Sleep. Pshsw. New Weapons should be your last priority with your Gil.

Armor Shop: Everything's peachy here. The only two things that stand out are the HelmetWizard Hat and the ArmorEarthRobe. The former shouldn't be bought if you have HelmetLamia's Tiaras as even though they have 1 point extra Defense, they're inferior in all other areas. The ArmorEarthRobe is awesome; if you haven't stolen them from Sorcerers when escaping Karnak castle, you can finally get them. They boost Earth-elemental attacks, oh yes they do, and Titan will benefit greatly from it.

One important thing to now realize is that by combining the ArmorEarthRobe and a !Summon ability high enough to summon Titan, any Robe and Hybrid Job can perform as a very powerful mage. This is an excellent opportunity to train those Jobs that normally lack this ability, such as Bards, Chemists, Dancers and White Mages. Remember, Magic Power will be upgraded together with the !Summon ability. The Dancer will even be able to replenish MP by itself due to !Dance's 25% Wonder Waltz performance.

There's a little girl between both shops who has lost her HelmetRibbon. You can talk to her by using the secret passage in the Armor Shop, but she can't be of any use to you now. People are valued by their possessions!

At the Pub, you can get on stage to Dance 4 Gil! 100 Gil isn't that much, though. If you've got Secret on you, you'll be able to see the secret passage which leads to the game's sixth piano. Play it to improve your piano skills. The biggest asset this town has to offer, though, is its awesome selection of new spells and equipment. If you lack the money to buy everything you want, training is of the essence, young padawan.

That's all, folks. I'm bored, let's travel south. You'll come across a castle! You were warned of this castle...

Caves of Narshe: Final Fantasy V
Version 6
©1997–2026 Josh Alvies (Rangers51)

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