I.
The Adventure Begins With A Deadly
Duel
There is
nothing beautiful about agony and pain, but as a gladiator in the
court of the Dark Knight, you are forced to battle monsters to
amuse the evil monarch. Your adventure begins in the ring from
which none have escaped.
1. Tales
Of Truth
The
monster is slow and moves back and forth near the top of
the den. Approach form behind him and whack him a few
times, then dodge back. The fading gladiator tells you of
the lost Gemma Knights who once protected the precious
Mana Tree. Now the Knights are gone and the Tree is
endangered.
2. One
Way Out
If
you defeat the monster, you will return to the dungeon
where a dying cohort tells you of the Gemma Knights. A
girl named Amanda and another woman tell you that the
only way to escape is through the monsters' den. So be
it. You seek your freedom.
3. The
Power Of The Mana Tree
No
sooner do you escape than you come across the Dark Knight
arguing with a man named Julius about the magical Mana
Tree. While eavesdropping, you are spotted by the Dark
Knight. He chases you to the brink of the cliff and
pushes you over.
II. The Search For Bogard & Cibba
MAP - Overworld: First Area (135 KB)
1. Travel To
Topple
Waking up at
the foot of the cliff, you are surrounded by a wilderness. Defend
yourself against the beasts and go to Topple where you can rest
at the Inn, buy items, and talk to people.
2. Rescue The
Girl, Then Seek Bogard
In a forest
near Topple, a girl and her brother are beset by beasts. You
plunge into the fray with sword drawn and rescue the pair. But
alas, the brother is mortally wounded. His final request is that
you take his sister to Wendel. At first, Bogard refuses to speak,
but he will change his mind and give you advice and the Mattock.
3. Through The
East Cave
Bogard
advises that you pass through the East Cave on your way to
Wendel. Break stones in the cave with the Mattock.
4. Great Buys
Buy the
Battle Axe in the shop beyond East Cave. Also purchase extra Keys
and Mattocks.
5. The Battle
Axe
The Battle
Axe is one of the most useful weapons and tools you can have. In
battle, it is a fearsome weapon. Normally, the Axe is swung, but
when the Attack Meter is at maximum strength the Axe is thrown
with stunning force. It also cuts down trees. Not all chopped
trees leave a stump.
6. The Mystery
Of Kett's House
When you
reach Kett's House you'll learn the Cure spell and you'll meet a
strange guard. In the night, the girl vanishes, and the next day
you'll set out to rescue er.
7. The Mirror
Two men who
are also staying at Kett's House have valuable information for
you. They tell of a mirror that reflects the true form of a man,
which is needed to save the girl. The mirror is in the Marsh
Cave, but to enter that cave requires a key, and the key is
guarded by fierce lizardmen.
8. The Key
The
Lizardmen live in a swampy nest near Kett's House, but
they won't give up their precious Bronze Key without a
fight. You'll have to battle them one by one. Make use of
the Cure Magic to recover your Hit Points when they get
low.
9. Inside
the Marsh Cave
With
the Bronze Key you can enter the cave. Once inside,
you'll meet a man who says he will help you. As you
explore the cave, hit the walls and listen for the sound
of secret passages. Your helper will aid you in battle
with the cave creatures. His fireballs will not harm you.
In many caves you will find triggers in the floor that
activate hidden doors. Search the second floor thoroughly
until you find the Sickle. You'll need it later in the
cave.
10. Battle
The Hydra
The
two-headed water dragon breathes fire. Attack the heads
from the top of the pond and use Cure to recover HP.
Victory earns you the Fire spell and Mirror.
11. Return To
Kett's House
With the
Mirror in hand, go back to Kett's, but recover your strength with
a good night's rest before challenging the guard with the Mirror.
You'll need the strength for your next quest. Restore HP and MP
by sleeping. Select the Mirror as an item. Defeat the true form of
the guard.
MAP - Kett's Dungeons (219 KB)
12. Dungeon Duties
The dungeons
beneath Kett's House are vast, but the girl is held captive
somewhere in the depths. There are triggers and secret passages,
and enemies everywhere. The girl lies, unmoving but alive, in a
casket in the lowest room.
13. The Chain
To find the
girl, you must have the Chain. At maximum power, it has a longer
reach. Cross chasms by wrapping the Chain around a post.
14. Vanquish
The Vampire
With
the girl at your side, return to the entrance and prepare
to face Mr. Lee, a vampire. Dodge the bats and attack him
in front. Bats fly out of the vampire's cloak, but they
are slow enough to dodge. Use the Chain to attack the
fiend. If you win, you will earn the spell of (SLEP).

MAP - Overworld: Second Area (139 KB)
1. Revelations
Much is
revealed in the temple, first by Cibba, then by a visitation from
the girl's mother. Now the girl is revealed as a great power, as
her mom was before her.
2. The Betrayal
Even more
surprises await you at Cibba's temple. Julius, the man who helped
you in the Marsh Cave, kidnaps the girl and sets monsters loose
on the town! Cibba gives you Heal magic before you set off in
pursuit of Julius.
3. The Mouth Of
Gaia
To pursue
Julius's airship into the west, you must enter Gaia--a living
dungeon of earth and stone. Gaia has a taste for silver, and
won't swallow anything else. Luckily, there's a silver mine
nearby. with the aid of Watts, a dwarf, you'll get the silver and
get Gaia to "swallow" you. First visit the Dwarf cave
to learn about Watts and the trolley car in the mine that you
must use. Buy oil in the shop in the south to lubricate the mine
trolley, which hasn't been used in ages. Once you get into the
mine, select the Oil as an item. Get ready for a wild ride
through the mine!
4. Make The
Switch
As the
trolley zips at breakneck speed along the narrow tracks in the
mine, you'll pass three switches. Use the Sickle to hit the switches and change your track. Ignore the first
switch, but hit
the second and third. The Sickle gives you the best chance to hit
the switch as you rocket past. The end of the line is a black
pit. You'll fall to the bottom, but that's what you want.
5. Watts Is
Waiting
At the bottom
of the mine shaft, you'll be greeted by Watts, a dwarf who has
come to look for silver. If you find the silver, he'll make you
armor and a sword.
6. Bop The
Megapede
A giant
megapede guards the treasure of silver at the end of the mine. He
races out one of four tunnel holes and snakes across the open
space. Wait for him at the next hole and bop him. Aim for the
Megapede's head cause it's the only spot that can weaken him.
7. Tastefully
Equipped
Give the
silver to Watts and he'll fashion some fine armor and a silver
sword back at the Dwarf Cave. Equip yourself with these items,
then go to the Mouth of Gaia and enter. Unless you're equipped
with silver, Gaia will spit you out.

MAP - Overworld: Third Area (93.2 KB)
1. Below Deck
Make your way
through the first hold, battling monsters and unlocking doors.
the girl is in the second hold, but you can't reach her. There
must be another way. Go outside to the gangplank where you can
reach the girl. Go ready for another fall. No sooner do you reach
the girl's window then Julius shows up and pushes you off the
airship.

MAP - Overworld: Fourth Area (174 KB)
1. The Town Of
Menos
After
crashing into the heart of Menos, your old friend Amanda nurses
you back to health, the disappears with the pendant that the girl
gave you aboard the airship. Treachery? Perhaps she has a good
excuse. Amanda does not seem like a traitor.
2. The Road to
Jadd
Strange tales
of a creature called a Chocobo send you searching the northern
forest for a giant egg. No sooner do you find the egg than a
hatching Chocobo appears and mistakes you for its mother.
3. The Town of
Jadd
The castle
city of Jadd is ruled by Davias. Rumors in town indicated that
Davias is not to be trusted. One boy requires bribe of the Bag
of Fang before he reveals his clue. Get the Fang in battle in the
desert.
4. Medusa's Cave
The clue
"Palm trees...and 8" means you should go to the
oasis with the figure eight shaped pond and walk around
the two palm trees in a figure eight. The animated gif to
the right shows how you should walk around the palm trees
in a figure eight. The entrance to Medusa's Cave will
open. Inside, Amanda helps you find the Ice Spell and
Medusa. Medusa's teardrop will uncurse the parrot. Use
the Ice Spell to freeze enemies into snowmen. Push it
over the door trigger. In the battle with Medusa, Amanda
is wounded. A tragedy occurs.

1. Return To
The Castle
The path to
the Dark Castle passes through several caves and across a bridge
of no return. Be sure to find the Morningstar, a powerful mace
that is used against Golem. Once you pass over the bridge to the
castle, the bridge will crumble and you must go on.
2. Inside The
Castle
Worm your way
through the sewer into the castle and find the girl. She will be
your helper in this crucial stage, but you will also need the
help of the might Blood sword. Another fall awaits you!
3. Bogard Is
Back
After the
fall, you'll find Bogard waiting, and a scientist who can
transform your faithful Chocobo into a Chocobot--a sort of
submarine. Then Bogard bids you to visit Cibba once more.
4. The Frozen
Town
Monsters have
frozen nearly everyone in this town, but one man tells that the
monster Kary is responsible. You must go to Kary's cave and
battle the fiend, but that is only the beginning of a series of
dangerous quests.
5. Kary And
The Guardian's Cave
The flame
weapon will help you defeat Kary. Cibba will then tell you the
legendary "Rusty" sword is in the Guardian's Cave. You
should return to Cibba with it and learn of the Crystal that must
be broken.
6. Liche's
Island
Liche, the
Earth Fiend, is one of the most powerful enemies you'll face, but
you must defeat him to get the Nuke spell that breaks the
Crystal. By now your levels should be in the forties.
7. The Mystic
Sword
There are
many Crystals, but only one will reveal a new cave when Nuked.
Inside that cave you will find the power to restore the legendary
strength to your mystical sword. Look for the Mystic Symbol.

1. Falling Up
Finally, it
is your turn to follow Julius up the waterfall. Talk to Cibba
first. Here, before the final battles, you prepared to learn
whether you are indeed a Light Warrior. After you talk to Cibba,
stock up on keys and cure items because you're going to need
them.
2. The
Last Dungeon
Pay very close attention to where
you are going because some paths bring you back to where
you started. There are several dead ends so remember to
keep on checking for walls that could be broken down.
3. The Last Battle
There are three
rounds you have to go through fighting against Julius. It
shouldn't take too long to finish him. Just remember to
keep on having the girl heal you while you make Julius
eat cold steel.
4. The Ending (Spoiler)
The ending isn't that
long. The girl's mom comes and tells her that she must
become the Mana Tree and you must protect her so no evil can get
to her. So that concludes the Final Fantasy Adventure . . .

The
End
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