Final Fantasy V Walkthrough
Written by Djibriel
Contributor
3.22: Interdimensional Rift; the Dimension Castle
Enemies: Mythril Dragon, Mini Magician, Galajelly, Mammon, Blind Wolf, Hellraiser, Magic Dragon, Red Dragon, Yellow Dragon, Sword Dancer, Death Claw, Fury, Yojimbo, Iron Giant, Ramuh, Azulmagia, Alte Roite, Jura Aevis, Catastrophe, Halicarnassus, Twintania
Treasures: Thor's Hammer, Hermes Sandals, Man-Eater, Rainbow Dress, Red Slippers
Blue Magic: Death Claw, Level 3 Flare, Dark Spark, Off-Guard, Goblin Punch, Mind Blast, Aeroga, Doom, Roulette, Aero, Level 2 Old, 1000 Needles, Level 5 Death, Level 4 Graviga, Mighty Guard, Vampire, Lilliputian Lyric, Flash, ????, Aqua Breath, Aera, Flame Thrower, Pond's Chorus, Missile, Magic Hammer, Time Slip, White Wind, Self-Destruct
That's a lot of stuff, isn't it? This is the final area of the Interdimensional Rift before we dive into the very Void itself. Halicarnassus rules the Dimension Castle, and four of the Eleven of the Rift are still alive. Throw open those heavy doors and meet your destiny.Sword Dancers are the graceful foot soldiers of whatever civilization was imprisoned together with the Dimension Castle. They can attack physically, use !High Kick (which is more powerful) and Danse Macabre, which sets Zombie to a single character. Angel Rings help protect against this move (but Ribbons won't), and note that any status ailment can work on them (including Toad, which just prevents the possibility of the enemy using Danse Macabre). Sword Dancers are Humanoids, not Heavy. You can nab some Enhancers from them, which are both sweet swords for your Blue Mages (if you don't plan on using !Attack at all) and the best enchantable blades for Mystic Knights.
Death Claws use Death Claw all the freaking time. They're notable since they can't be Controlled, I guess. They are weak to Water and not Heavy, so those with Leviathan and Odin will have no trouble killing them. They have a rare Thor's Hammer for you; you'll be able to find one in a chest here as well.
Iron Giants are the worst Giants. They attack with powerful physical swings from that grand blade, and they use Rocket Punch to deal 50% of a character's current HP in damage and set the Confuse status. When struck with an !Attack, a Iron Giant will counter with a powerful !Takedown. It goes without saying that this should be avoided: !Takedown is unblockable and ignores Defense, making it quite potent. They look very intimidating, but these Giants are vulnerable to Death and Petrify and are not Heavy, so take advantage of that fact rather than trying to plow through their 18000 HP.
Throw open the heavy doors and meet your destiny. Here, in the main hall, are seven exits. You appeared out of one. Another one is a staircase in the middle of the room going up, but the doors there are closed. Going around the staircase will lead you to the stairs going down to the basement, but we'll get there later. To the left, the visible the door leads to an otherwise featureless little room packed with spears you can't pick up. The other one takes you outside to a small tower. Here, in a chest, you can pick up a Thor's Hammer, which is a bit less powerful than the Titan's Axe but Back Row OK and therefore better against random monster formations. It is also an Aerial weapon; you actually throw this thing around, much like the weapon of the comic book hero Thor. Or so I've been told, comics are for total geeks.
Go back to the main hall. The visible door to the right will get you nowhere like the other one, so go outside. Another small tower houses a chest containing Hermes Sandals. Now go back to the main hall and circle around the staircase to find the stairs going down to the basement.
There are no random encounters in the basement. There are quite a few NPCs running around here, though. To the left is Azulmagia, one of the Eleven of the Rift. To the right, Catastrophe the beholder is holding a girl captive; Catastrophe is another one of the Eleven, though apparently it loathes working together with Azulmagia (or the other way around). A total of six old men are locked away in their cells as well. What a mess.
You can engage the old men through the bars if you must. This way, you don't have to open the door and can nicely pick them off at your leisure.
Alte Roite Bestiary #302 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
Humanoid | 58 | 6000 | 1000 | 0 | 0 | 45 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
45 | 20 | 5 | 70 | 45 | 60 | 5 | |
Stolen Items |
Dropped Items |
||||||
Common: Healing Staff | |||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control | None | ||||||
Elemental Absorb | Elemental Weakness | ||||||
None | None | ||||||
Blue Magic | Status Immunities | ||||||
None | |||||||
Strategy | |||||||
Oh... my aching back!
Just because there's six of them doesn't mean they're not serious business. They'll attack physically, which isn't too bad, or use Encircle 33% of the time to remove a character from the fight. That's an issue, and you can't really stop it. Berserk works, but you don't want to set it due to the fact that, after defeating the old man, he transforms into the creature you're probably here for: the Jura Aevis! If you set Berserk, kill him with a counterattack or use Chaos Cannon to kill him, he won't transform. If you use a Gold Needle on Alte Roite, it seems he is cursed with a petrified spine; he'll return the favor by healing himself completely, then go on attacking. Craziness! His Evasion and Magic Evasion is through the roof, as is his Magic Defense and, to a slightly lesser extent, his Defense. Bio and Flare bunch through nicely, as does Holy. After 6000 HP...
Alte Roite reveals his true form!
Jura Aevis Bestiary #303 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
Aevis | 61 | 15000 | 1000 | 0 | 0 | 40 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
65 | 10 | 45 | 20 | 35 | 30 | 45 | |
Stolen Items |
Dropped Items |
||||||
Common: Dragon Fang | |||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control | |||||||
Elemental Absorb | Elemental Weakness | ||||||
None | |||||||
Blue Magic | Status Immunities | ||||||
None | |||||||
Strategy | |||||||
Unlike Alte Roite, Jura Aevis is not Heavy, so the fight could end as quickly as you want it to. Otherwise, keep it paralyzed and slowed as much as possible. | |||||||
Blast, he became a lot harder. On the upside, he lost his Heavy nature, which is absolutely the path to his destruction. You want this thing to appear because it has a rare Dragon Lance for you. The Dragon Lance is the strongest Lance in the game (outside of the added GBA content), and is the key to the defeat of some very nasty critters. You can also get them later in a random encounter, but this thing is here now! His many HP-based attacks are a pain, but you can keep him busy with Paralyze: Whips and the Remora summon help out there, as well as Mind Blast. Slow also helps. Since his level is 61, the Dark Spark/Level 5 Death combo works; but, since he isn't Heavy anyway, you might want to forego this bothersome technique and just cast Banish or summon Odin instead.
Obtaining a Dragon Lance is very nice, especially if you plan on defeating the Magic Pot and that Famed Mimic Gogo fella later. However, with every Reset spell you cast, you'll have to plow through another old man; waiting for the Crystal Dragon later may provide for quicker farming.
The three old men in the bottom jail cell were running around a chest containing a Rainbow Dress; the three old men in the other one guarded some Red Slippers.
Now that you have all the Dragon Lances you'll ever need (or not), walk to the left. There's a chest there you can't reach yet, but there's also Azulmagia waiting for you. The towering fiend is optional, but nets you a new item and a Save Point, so why not? He's a righteous detective, this one, inquiring into your business like a noisy no-good. Good boys don't lie, but good guys also get punished in the Dimension Castle. Proclaim your heroism and face Azulmagia, monstrous mage of the Eleven of the Rift.
Azulmagia Bestiary #301 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
None | 57 | 27900 | 50000 | 0 | 0 | 45 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
65 | 21 | 50 | 10 | 30 | 70 | 50 | |
Stolen Items |
Dropped Items |
||||||
Common: Black Cowl | |||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control | None | ||||||
Elemental Absorb | Elemental Weakness | ||||||
None | |||||||
Blue Magic | Status Immunities | ||||||
Doom, Roulette, Aqua Breath, Level 5 Death Level 4 Graviga, Level 2 Old, Level 3 Flare, Pond's Chorus Lilliputian Lyric, Flash, Time Slip, Death Claw Aero, Aera, Aeroga, Flame Thrower Goblin Punch, Dark Spark, Off-Guard, Mind Blast Vampire, Magic Hammer, Mighty Guard, Self-Destruct ????, 1000 Needles, White Wind, Missile | |||||||
Strategy | |||||||
This guy does nothing but cast blue magic, and he knows virtually all of it. There are a few spells you can teach him, though, and if you do, he will then use them back on you. This works the best with Level 3 Flare assuming that you have a party who can not be hit by it. Use Mighty Guard, Hastega, and Shell for defense. | |||||||
Azulmagia uses Blue Magic, and I mean a lot. Like, all the time. He's telling us he can quit whenever he wants, but we can tell he's not too sure himself anymore. Azulmagia lacks a few Blue spells, though! Azulmagia doesn't know and doesn't care about either Moon Flute or Transfusion. The attacks Aeroga, 1000 Needles, Level 3 Flare, Aqua Breath, Magic Hammer and Self-Destruct, however, are Blue spells Azulmagia never got his ginormous hands on that he'd be more than happy to test out on you should he learn them in the course of the battle.
When you use any of those Blue spells on him, he'll learn them from you and change his AI script accordingly. This is a lot of information, but it's really pretty interesting that he's set up to run this way.
Normal AI Script:
- First Set:
- 33% Dark Spark
- 33% Off-Guard
- 33% Mind Blast
- Second Set:
- 33% Doom
- 33% Roulette
- 33% Level 2 Old
- Third Set:
- 33% Level 5 Death
- 33% Level 4 Graviga
- 33% Mighty Guard
- Fourth Set:
- 33% Lilliputian Lyric
- 33% Flash
- 33% ????
- Fifth Set:
- 33% Aera
- 33% Flame Thrower
- 33% Missile
- Sixth Set:
- 33% Time Slip
- 33% Death Claw
- 33% White Wind
Learned Level 3 Flare!
- First Set:
- 66% Level 3 Flare
- 33% Dark Spark
- Second Set:
- 66% Level 3 Flare
- 33% Off-Guard
- Third Set:
- 66% Level 3 Flare
- 33% Goblin Punch
- Fourth Set:
- 66% Level 3 Flare
- 33% Mind Blast
- Return to normal AI Script
Learned Aeroga!
- First Set:
- Second Set:
- Third Set:
- Fourth Set:
- 66% Aeroga
- 33% Level 2 Old
- Return to normal AI Script
Learned 1000 Needles!
- First Set:
- 66% 1000 Needles
- 33% Level 5 Death
- Second Set:
- 66% 1000 Needles
- 33% Level 4 Graviga
- Third Set:
- 66% 1000 Needles
- 33% Mighty Guard
- Return to normal AI Script
Learned Vampire!
- First Set:
- 66% Vampire
- 33% Lilliputian Lyric
- Second Set:
- Third Set:
- Return to normal AI Script
Learned Aqua Breath!
- First Set:
- 66% Aqua Breath
- 33% Aera
- Second Set:
- 66% Aqua Breath
- 33% Flame Thrower
- Third Set:
- 66% Aqua Breath
- 33% Pond's Chorus
- Fourth Set:
- 66% Aqua Breath
- 33% Missile
- Return to normal AI Script
Learned Magic Hammer!
- First Set:
- 66% Magic Hammer
- 33% Time Slip
- Second Set:
- 66% Magic Hammer
- 33% Death Claw
- Third Set:
- 66% Magic Hammer
- 33% White Wind
- Return to normal AI Script
Learned Self-Destruct!
- Self-Destruct (ashes to ashes, dust to dust)
Phew! I'm not normally a fan of direct AI transcript, but since you may want to learn a Blue spell or two here, the specific circumstances of their appearance may be relevant to you. Azulmagia's quite absent-minded, that much is true; when you teach one Blue spell followed by another Blue spell, you can then teach him the first Blue spell again! He'll regain his enthusiasm for the spell as well.
If your level allows you to dodge Level 3 Flare, teaching him that spell is the safest option for you. If that is not a possibility, the Magic Hammer routine is also a great one. Aggravating Azulmagia into using Aeroga or Vampire is a bad idea: Aeroga deals about 1800 damage, and Vampire and the ???? spell in that list are very dangerous on a creatures with over 20000 HP. Another neat thing to consider is Reflect + Level 3 Flare; everything in that potential AI list except for Goblin Punch is Reflectable, Level 3 Flare hurts Azulmagia and Dark Spark and Off-Guard are super-duper when they connect on Azulmagia.
People may tell you to use Self-Destruct to end the battle! Possible, it does work, but you'll lose out on ABP for a single character as Azulmagia will take a character with him.
Azulmagia's has a lot of attacks, some of which are very dangerous. Throw up Mighty Guard and Hastega; Shell will reduce damage dealt and reduce the hit rate of status ailment spells as well. Cast Magic Hammer or possible Level 3 Flare, and the battle is yours. Bio spellblade is very powerful; Bio is not a very powerful spell, so that Poison-elemental weakness is much better exploited with Mystic Knights. Set Berserk for added effects; if you have one or two casters to heal and clear bad effects, possibly boost levels or stats through !Sing or !Mix, a Mystic Knight can take Azulmagia down by itself.
Titan's Gloves are a bit better than Kaiser Knuckles for those not punching Barehanded; they have better Defense, boost Stamina (for Regen) and protect against Mini. Oh, joy. They can only be equipped by Heavy Armor Jobs, and they decrease Agility and Magic Power by 5. They're unique though!
There's a Save Point here now, so that's beneficial. Do your thing with it, then look around to see what's the buzz. If we are to continue, we'll have to get past the beholder, Catastrophe. You can't open the door, but you may gaze into Catastrope's Evil Eye...
Catastrophe Bestiary #304 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
None | 71 | 19997 | 19997 | 0 | 0 | 45 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
67 | 18 | 20 | 15 | 40 | 20 | 20 | |
Stolen Items |
Dropped Items |
||||||
Common: Gold Needle | |||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control | None | ||||||
Elemental Absorb | Elemental Weakness | ||||||
None | |||||||
Blue Magic | Status Immunities | ||||||
None | |||||||
Strategy | |||||||
Catastrophe hates things that float and will try to pull them down to earth every turn so it can use an earth-based attack. Even having one floating party member will make him forget anything but pulling that member down, so if you cast Float before battle and then put on a Reflect Ring you'll take absolutely no damage. Do this, as the Earthshaker attack is nasty and you don't want to see it, nor do you want to see its petrifying Evil Eye. | |||||||
Catastrophe is not intelligent enough to put up a decent fight like, say, Azulmagia; C. packs the punch but doesn't know how to deliver it. He'll attack randomly with physical attacks, stare at you with his Evil Eye to set Petrify to a single target or use Earth Shaker to deal anywhere between 900 and 1100 damage across the board. He won't even counter stuff, but he will get mad at you if you cleverly avoid his Earth-based attacks with Float. If you elect to do so, he'll stop attacking and use 100 Gs to pull you down to the castle's floors.
So, you know, casting Float every turn will have him use 100 Gs every turn, which would be useless to you except for the fact that you still have three other characters eligible for the dealing damage department. In addition, you could even set Float outside of battle, then waltz in there with Reflect Rings; 100 Gs reflects, so you will have just won the battle right there, as Catastrophe won't ever attack again unless you Dispel your own Reflect/Float status. It only takes a single character with the Reflect Ring/Float thing to make Catastrophe completely fixated on pulling him or her down, so the other three can use all those other Relics you like so much.
Aegis Shields and Ribbons protect against Evil Eye, but if you let Catastrophe attack, Evil Eye really isn't the worst of your problems; Earth Shaker is very powerful and can take you down fast unless you Curaga or White Wind it up every single turn following the move. Since Catastrophe doesn't have any elemental weaknesses, crippling status immunities or exploitable properties to take advantage of, just throw out your most powerful attacks. His level is 71, so after a successful Dark Spark he will become vulnerable to Level 5 Death. Something to remember!
Look at that. Eye haven't seen such an easy fight in ages, but it's not polite to stare. Enough with the eye puns, it looks more like an evil spud anyway. Receive your reward from the girl. What's a girl like that doing in a place like this? Don't ask her, she'll think you're hitting on her. When you go up, you'll find yourself outside! If you let old man Ramuh wander the forests near Istory all those chapters ago, you can find him here, outside, as the rarest encounter. Otherwise, a Mythril Dragon takes his place.
Find now the Fury; they are supermages that are able to cast two spells every turn; normally, they'll combine either Death, Berserk or nothing with Stop, Drain or nothing. When alone, they get especially mad at you and combine either two top-tier black elemental spells or Silence, Toad or Mini with Comet, Slowga or Bio. That's a lot of spells. They're weak to Water, so Leviathan is quite effective. They're Heavy, however, so there's no other easy way of getting rid of them. Silence, Death and Break do work when Leviathan is not at your disposal, though. If you want more Cursed Rings for who knows what, get 'em from these guys.
Yojimbo's !Wring sets both Poison and Darkness: an annoying combo. It was supposed to set Paralyze, but it doesn't. These nuisances carry a Murakumo as a rare steal, which, despite being a stronger Katana than the Masamune lacks any special features. Set Mini or whatever, who cares how you beat them, anything goes.
Ignore the door you first see and walk over to the left wing of the Dimension Castle. You'll find yourself in an apparently featureless room, but Thieves know better: there's a passage to the right. Go in, follow the trail until you reach the hitherto unreachable chest containing a Man-Eater. If you didn't use Thieves, these are a total of three Dancer-only pieces of equipment you see for the first time. Trace back your steps, and enter the second floor of the Dimension Castle.
There are no random encounters here in the throne room, but, if you descend in the middle of the room, there will be random encounters in the staircase. Flip the switch to open the doors; these doors will be closed again once you leave this room, so, unless you forgot something on the other side, there's little point in going through the heavy wooden doors.
The throne has but a single seat... a lonely king, this castle has. If you try to go to the exit once, you'll be pulled onto the throne; try twice and Halicarnassus of the Questionable Gender appears to kill you. Well, you know, he/she tries. If you wanna be a smart-ass, cast the Toad spell on all characters not equipped with a Ribbon or Genji Gloves. You'll understand how this helps out when the battle starts.
Halicarnassus Bestiary #305 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
None | 97 | 33333 | 5000 | 0 | 0 | 40 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
65 | 12 | 250 | 0 | 10 | 20 | 250 | |
Stolen Items |
Dropped Items |
||||||
Common: Elven Mantle | |||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control | None | ||||||
Elemental Absorb | Elemental Weakness | ||||||
None | None | ||||||
Blue Magic | Status Immunities | ||||||
None | |||||||
Strategy | |||||||
Every offensive summon will result in a counter that will kill one of your party. The damage you will inflict is not worth this, so summon only Carbuncle. Watch out for Dispel, though, because every seventh turn results in a casting of Holy, and this too will kill any un-reflected characters unless you are also Shelled and have insanely high HP. | |||||||
The King-Queen of the Dimension Castle will start the battle with the Alchymia's Ribbit attack, toggling the Toad status on all party members. Those not protected by the Ribbon or Genji Gloves will find themselves looking small, green and delicious in the eyes of the strange old men in Quelb (also, the French). Those who entered the fight as a frog will find themselves restored. Sweet!
Halicarnassus will muck about for quite a few turns, using physical attacks and the odd buffs (Haste or Shell), Reverse Polarity or Dispel. On every seventh turn, the boss will use a Holy spell cast at a single party member, which will kill the target if they are not using the Reflect status (it does about 9500 damage, or half that with Shell in place). After the Holy spell, Ribbit will be used again; Toads not cured from the first attack will now be restored (and vice versa). The last thing to know is that Halicarnassus hates third parties entering into the arena; Summon magic will be punished by Strong Fight, which kills a character.
This is a simple battle. Dispel can be used to remove Haste and Shell if they give you pain. Don't use Summon Magic. Halicarnassus does have an odd status vulnerability to Mini though, with a level of 97, it is almost impossible to set. !Combine a Mallet with any type of shot and you'll have a straight 75% chance of inflicting the status; nNote that Strong Fight is not affected by Mini's debilitating effects. Another good option is using !Mix to put together an Eye Drops and a Dark Matter; the resulting Dark Gas sets Darkness, which really hinders the physical onslaught. Silence can be set, but it lasts only a short while. Silence spellblade is an option, but not necessarily better than, say, Flare spellblade.
With his/her Holy spell being the only intimidating factor in the battle, you could summon Carbuncle to help out; since Halicarnassus is not the target of this summon spell, he/she won't counter. Black spells bouncing off four targets are always a sweet deal. Just be careful Dispel doesn't remove one of the four barriers.
If you never got a Staff of Light, here's your chance. It's still obtainable if you neglect to pick it up here, but waiting for the rarest encounter to drop a rare drop is not a lot of fun. The Aegis Shield is a great thing to have!
Behind the throne room, there is a back room containing only some stairs leading to the top of the castle. There's a unique encounter pattern, though! At the top of the Dimension Castle, the last guardian between you and the Void will make itself known; Twintania, the most terrible weapon of mass destruction the Void has ever sealed within.
Twintania Bestiary #306 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
Magic Beast | 39 | 50000 | 10000 | 0 | 0 | 35 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
90 | 14 | 7 | 0 | 30 | 16 | 7 | |
Stolen Items |
Dropped Items |
||||||
Common: Tinklebell | |||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control | None | ||||||
Elemental Absorb | Elemental Weakness | ||||||
None | |||||||
Blue Magic | Status Immunities | ||||||
Strategy | |||||||
Twintania is another monster with two forms that are visually identical. The first starts the battle, and the second appears when charging Gigaflare. The second one lacks Heavy, so you can end the battle right there. If you want the steal and drops from it, though, you'll need to survive it either by having massive HP or Shell status, or by turning Twintania into a toad. | |||||||
Twintania is an outright jerk. He'll attack with several powerful multi-target attacks, so I'll begin with those. Wind Slash and Atomic Ray aren't that powerful, so forget about them. Mind Blast is a neat trick of Twintania's; unlike any other foe or character in this fine game, he can multi-target the thing, setting Paralyze to all four characters (unless protected by Genji Gloves or Hermes Sandals). Ice Storm is just powerful stuff in general. He'll start with two turns of either Atomic Ray, Ice Storm or a physical. Then, he'll use multi-target Mind Blast, followed by two turns of Wind Slash. After this, he will charge Gigaflare, but I want to talk about his counters first.
Twintania may counteract any magical attack (this means anything coming from The !Red, !White, !Black, !Time, !Blue or !Summon classes) with Mega Flare; any other attack can provoke a 33% shot at Tidal Wave, which deals impressive Water-elemental damage. Coral Rings, unsurprisingly, help out against this move.
Book of Magic, Volume 14: "The secret of Gigaflare... When storing power for this magic, you become utterly defenseless for a moment... Casters, be wary."
When Twintania starts going for Gigaflare, he'll change into another monster.
First off, note that Twintania became vulnerable to instant death through Holy spellblade, Odin's Zantetsuken, Death spells, Banish spells, Death Claw, the works. In addition, Toad can be set! Since Twintania also changes his drop and steal items, there's something to consider. The normal Twintania may rarely drop a Tinklebell: it's the only one in the game, so you'll likely salivate all over the idea of getting one even though it's not very good. It's also likely, however, you'll want that second Titan's Axe, what with it being only the second Titan's Axe in the game! So, ideally, you'll want to a) have Twintania change form and steal a Titan's Axe b) survive Gigaflare somehow c) kill the normal Twintania and hope for a Tinklebell.
So, how to survive Gigaflare? You can set Toad, which causes Gigaflare to do nothing. After another turn, Twintania's normal sprite will suddenly appear in place of the frog; this signals the normal Twintania's return. Kill with the usual violence.
If you can set Shell and take a punch of about 1550 HP on one or more characters, you can survive Gigaflare straight up; Goliath Tonic may help out if it's necessary. Without Shell, Gigaflare deals over 3000 HP damage, which is too much for you (unless, again, Giant Drinks).
When fighting Twintania, keep on the defensive on the first two turns, as Ice Storm is quite powerful and there is no need to swallow a Tidal Wave or Mega Flare. When Twintania begins signaling the Gigaflare attack, Steal! Before either setting Toad or bracing for impact, whichever option you chose. When the normal Twintania is back, pound it for the sake of justice (also, possibly a Tinklebell).
Since Twintania is weak to both Water and Holy, damaging him needn't be a chore; your best bet is probably summoning Carbuncle and spamming spells. If he counters with Megaflare, he'll just hurt himself (Megaflare is deflectable). Another option is equipping Coral Rings across the board and going with anything other than spells; you'll keep yourself healed throughout the fight due to Twintania's torrents.
How about a few notes on the Tinklebell? The Gaia's Bell functions like a Back Row OK Hammer, the Rune Chime like a Rune weapon (such as the Rune Blade). The Tinklebell is the only other bell besides the Diamond one that actually functions as a bell; it deals unblockable, non-elemental magical damage from the Back Row and doesn't function when Mute (but not pre-set Mute) is in effect. There you go. Feel happy with it? You're not using Geomancers, it's not powerful and it doesn't aid in spellcasting, so nobody wants to hold it.
When you're done, walk on up and scroll on down to read the final chapter of this long and epic struggle.
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.