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Final Fantasy V Walkthrough

Written by  Djibriel
Contributor

3.17: Interdimensional Rift; the Ruins

Enemies: Ronkan Knight, Stone Mask, Enchanted Fan, Lamia, Archeotoad, Ghidra, Grenade, Baldanders, Death Dealer, Level Checker

Treasures: SwordBlood Sword, Cottage, Dark Matter, Elixir x2, Ether

Blue Magic: OSelf-Destruct, ORoulette, OAeroga, OLevel 5 Death, OLevel 4 Graviga, OLevel 3 Flare, OLevel 2 Old

Few facts are mentioned about the ancient civilization, though we know that 1000 years ago they were the ones to conquer Enuo with the twelve now-legendary weapons and that a branch still existed until a short time ago, when the Ronkan city was forcibly lifted up into the air to hasten the shattering of the Earth Crystal. And now, we encounter a part of their culture in the Interdimensional Rift; what does this portend?

Every rare formation is a blast from the past; formations from the Flying Ruins, in this case. This is something you'll see more often in the other areas of the Interdimensional Rift as well. I will not discuss these simple monsters.

The Grenades will simply attack physically, though you'll want to beware when casting spells; any Blue, White, Black, Time or Summon spell will be countered by OSelf-Destruct. They are vulnerable to all status ailments except for the sprite-altering ones, so use it to your advantage. You can nab a rare ShieldFlame Shield if you are able to Steal.

There are Enchanted Fan upgrades here, and they're called Baldanders. They may randomly use OAeroga every turn, so watch out. Halt their assault with any status ailment you can think of, as they won't be immune. Enchanted Fans have some great items: a common Turtle Shell steal, a rare AccessoryAngel Ring steal and a rare BellRune Chime drop!

The BellRune Chime is the best weapon for Freelancer mages, as it boosts both the elements of the RodMagus Rod (Fire, Ice, Lightning, Poison, Earth, Wind) and Holy. This makes it the best option for anybody combining !Black and !White, or using !Combine or !Predict. In addition, its damage formula functions like an Axe; it works when Mute is in effect (as opposed to the BellDiamond Bell) and deals half damage from the Back Row. If a Freelance mage has the Strength of a Monk, the BellRune Chime will even be a formidable physical attacking weapon! Note that Mimes cannot equip the thing, so that's too bad for them.

Death Dealer is a Heavy Humanoid, halting clever Odin usage right there. They'll use ORoulette all the freaking time, which is frustrating. OSilence, Frog and OBerserk stop this nonsense.

Level Checker is a creature you could've encountered earlier in the sunken tower of Walse. It checks your level, then disregards that information and drives into walls. Seriously, it does not modify its level-based attacks at all. It's just curious or something. Level Checker will then cast either OLevel 5 Death, OLevel 4 Graviga, OLevel 3 Flare or OLevel 2 Old on the target it previously targeted with Search. Search can be Reflected! When Level Checkers are tricked into casting the spells on each other, only OLevel 2 Old and OLevel 3 Flare will actually do anything. The enemy may rarely drop an Elixir. With 5000 HP and no elemental weakness, they can linger. Fortunately, they're not Heavy, so Odin takes care of your problems.

All things here are vulnerable to OConfuse and OStop, so anyone with the !Sing ability can really help out. Odin can kill everything except those blasted Death Dealers, which is another thing to remember. Boosted Syldra cleans major house whenever Odin opts for his lame Gungnir. If you walk around with AccessoryReflect Rings, you'll be protected from any OAeroga a Level Checker or Baldanders may fire at you; ArmorBone Mail helps against ORoulette (the attack will fully heal the 'undead' target).

Hop on and off the chain to lower yourself into the ruins. The room you enter first contains a few chests: an Ether to the left and a Cottage to the right. Pass through two doors and find two more chests containing an Elixir and some Dark Matter. Leave the room.

This new room takes you to three ever-revolving chains; the right-most one will lead you to a chest containing another Elixir. Ignore the middle one and take the left-most chain to get to the exit of this room. If you wish to obtain one or more BellRune Chimes, this is the room with the highest odds of running into Baldanders, so there you go.

In the third room, your party will find themselves facing two sets of stairs; take the right stairway to find a chest containing a SwordBlood Sword. Take the other stairway to find another revolving chain; it'll take you out of these ruins and into... the Phantom Village?

You can't talk to the NPCs or draw fake mustaches on their faces or anything, so that's a bore. You can't shop, sleep in beds or do anything, for that matter. You can drink from the grey pot with healing water though, so seize the opportunity to fully restore your characters! Keep on going: you can't play the piano, you can't take the KnifeThief Knife (since the bartender blocks your path), you can't even interact with the crate in the Armor Shop to open up the path to the second Armor Shop. Boring, boring. Leave this place only to find yourself in the forest, which shouldn't be too surprising, since the Phantom Village in the normal time stream also rested amidst the trees.

Caves of Narshe: Final Fantasy V
Version 6
©1997–2025 Josh Alvies (Rangers51)

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