text:
Mario Kart DS/Nintendo WFC

Nintendo WFC

Mario Kart DS was the first on-line Nintendo DS game. Though the official service is now discontinued, this section of the guide remains relevant for those using 3rd party servers, as well as a historical document.

In on-line mode you can race against up to four people from around the world.

There is a choice of four modes
 * 1) Regional: Race against people from your region
 * 2) Worldwide: Race against people from around the world
 * 3) Friends: Race against people on your friends list
 * 4) Rivals: Race against people with a similar ability as yourself

Once you select a mode the game will start searching for 3 other people to race against. If 3 people can not be found you may race against fewer people.

Game Progress
The game takes place over four races. The player with the most points after the fourth race wins, but all characters can get wins and losses. You get one win for everybody you got more points than, but you also get one loss for everybody who gets more points that you. This makes it possible to get wins and losses at the same time. At this time players may choose to continue racing or quit. If two or more players choose to continue, a new game will begin with those players.

Courses
Every player gets to select a course. The course selected by the most players is the course used. If there is a tie, the course used is chosen at random.

Several of the more complex and/or obstacle-ridden courses were disabled for online play due to possible latency issues. The courses available in on-line mode shown in these tables:

title: Mario Kart DS/Nintendo WFC


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Mario Kart DS/Items

When a player runs over one of several Item Boxes found on each track, a short roulette begins, eventually stopping on an item which the player may use to his or her advantage. Which item is received is largely dependent on the player's current position in the race, and to a lesser extent the kart's item rating. Players near the front of the race tend to get items such as the Banana and Green Shell, while those near the back of the race are more likely to receive powerful items, such as the Bullet Bill and Thunderbolt.

Item List

 * Bananas: Banana peels are dropped behind karts and essentially function as roadblocks of sorts; karts that slip on peels are spun out briefly. They are usually dropped behind the kart, but can be thrown forward by holding forward direction key while dropping. They can also be dangled behind the kart as a shield.
 * Triple Banana: The same as bananas, except there are three. When activated, three bananas will appear in a row being dragged behind the kart, and can be placed on the track individually. They also function as a shield.
 * Green Shell: Green shells fly in a straight path and ricochet off walls up to five times until they break, fall off the course, or hit a kart. Getting hit by a green shell will cause a kart to flip over. Green shells can be fired forward or backwards, and dangled behind the kart as a shield.
 * Triple Green Shell: The same as green shells, except there are three. When activated, the three shells will rotate around the kart. From there they can be launched one at a time; they also function as a shield.
 * Red Shell: Red shells home in on the kart directly in front of the kart that uses it. To do this, they follow the track until the target is seen. Red Shells have a roundabout way of doing things, so they may hit racers from the side. They have the same effect on karts as green shells. Red shells can be fired forward or backward, and dangled behind the kart as a shield. However, red shells do not home in on a kart when thrown backward.
 * Triple Red Shell: The same as red shells, except there are three. When activated, the three shells will rotate around the kart. From there they can be launched one at a time; they also function as a shield.
 * Fake Item Box: Similar to banana peels; look like regular item boxes, but have no spinning question mark inside them. They cannot be used to block incoming shells, although, like shells, they can be held behind drivers. When using the close-up map view on the bottom screen, these boxes show up red.
 * Mushroom: Mushrooms give their users a short speed boost. Karts that boost into an opponent will cause them to spin out.
 * Triple Mushroom: A set of three mushrooms, which work the same as their single counterparts. If more than one mushroom is used at the same time, they do not make the kart travel at a greater speed than using one mushroom alone.
 * Bob-omb: A bomb that is thrown in front of its user and then explodes. Its effect is similar to that of the Spiny Shells. Bob-ombs are thrown forward by default, but can be dropped behind the kart as well. They can be dangled behind the kart as a shield, and this is a good idea because an explosion while dangling will not hurt the user, unless the user is next to the opponent.
 * Blooper: A squid that squirts ink on the top screen of every racer in front of its user, obscuring their view for several seconds. The player can still effectively steer by using the close-up map view on the bottom screen. This item causes computer-controlled players to move erratically as if they were unable to see the track in front of them. Mushroom boosts get rid of the ink.
 * Spiny Shell: A spiked, winged, blue Koopa shell that targets the player currently in first place, even if that player is the one launching the shell. The shell is almost unavoidable, and causes a large explosion that flips over its target and anyone caught in its blast radius. Spiny Shells will not change targets once it gets close, even if the targeted player is no longer in first place. If racers have already finished the race before the shell is launched, the Spiny goes for the closet person to finish next. The only way to avoid the Spiny Shell is to either get hit by another item that causes players to tumble over, thus negating the shell's explosion, to use a Star or Boo, or to transfer it to another person by driving right next to them as the shell homes in on the player.
 * Boo: A ghost that renders its user invisible (they cannot be affected by enemy attacks or terrain, or seen by other racers) and steals an item from another racer. If there are no opponents with items around, Boo will come back empty-handed.
 * Golden Mushroom: Gives the player an infinite amount of boosts for 7-10 seconds (depending on the kart's item stat).
 * Star: Gives its user a speed boost, invincibility, traction on any surface and the ability to knock down any racer they touch. Stars last for about eight seconds.
 * Bullet Bill: It turns its user into a Bullet Bill on autopilot, moving at high speed and smashing through anything in its way. The Bullet Bill transforms back into the kart after about 4-8 seconds (depending on the kart's item stat). This is based off of the Chain Chomp of Mario Kart: Double Dash!!
 * Thunderbolt: Targets everyone except the player who used the item. Racers hit by the thunderbolt lose any items they are carrying, spin out, are shrunk (making them easier to be knocked around), and slowed down. The thunderbolt can only be avoided if the player is off the course, or using a Star, Bullet Bill, or Boo when it is activated. Racers grow large again in reverse order of their positions when the thunderbolt was used.

Items during online play
In Nintendo WiFi Connection matches, the "Triple" items are disabled (except for Triple Mushrooms), and players cannot drag items behind their kart by holding the L button. This is most likely done to reduce the amount of sprites that game has to load, as the disabled items all appear around the racer with the item.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Mario Kart DS/Items


text:
Mario Kart DS/Karts

There are 36 karts in total in Mario Kart DS - three karts per character. At the beginning there are only two karts available per racer but as you unlock more parts of the game, you can select from more karts. If you win a gold trophy in all grand prix in all classes (including 150cc Mirror Mode) you can select from all 36 karts with any racer.

Each character has a 'standard' kart, which is just a classic Super Mario Kart style vehicle; a secondary kart which, is based on that character in some way; and a secret unlockable kart which is a usually a novelty type vehicle also based on that particular character.

Standard MR
Mario's red standard-type kart.

 * Speed - 6.5
 * Acceleration - 7.2
 * Weight - 6.5 (With Mario, varies for different characters)
 * Handling - 5.5
 * Drift - 5.6
 * Items - 6.7

B Dasher
A large, open-wheeled white racing car based on early Formula One grand prix racing cars.

 * Speed - 6.8
 * Acceleration - 7.0
 * Weight - 7.5 (With Mario, varies for different characters)
 * Handling - 5.2
 * Drift - 5.5
 * Items - 10.0

Shooting Star
A small gold kart with a star shaped front end.

 * Speed - 6.6
 * Acceleration - 7.5
 * Weight - 4.7 (With Mario, varies for different characters)
 * Handling - 6.0
 * Drift - 5.9
 * Items - 3.3

Standard LG
A dark green standard kart.

 * Speed - 7.2
 * Acceleration - 7.4
 * Weight - 6.5 (With Mario, varies for different characters)
 * Handling - 7.4
 * Drift - 3.1
 * Items - 6.7

Poltergust 4000
A vacuum cleaner shaped kart, based on the Poltergust weapon the Luigi carries in the game Luigi's Mansion.

 * Speed - 7.4
 * Acceleration - 7.6
 * Weight - 4.8 (With Mario, varies for different characters)
 * Handling - 7.6
 * Drift - 3.3
 * Items - 3.3

Streamliner
A large supercar-style kart.

 * Speed - 6.6
 * Acceleration - 7.1
 * Weight - 7.4 (With Mario, varies for different characters)
 * Handling - 7.0
 * Drift - 3.0
 * Items - 10.0

Standard PC
Pink standard kart.

 * Speed - 4.6
 * Acceleration - 7.4
 * Weight - 6.5 (With Mario, varies for different characters)
 * Handling - 4.8
 * Drift - 9.8
 * Items - 6.7

Royale
A large, pink, vintage-style car.

 * Speed - 4.0
 * Acceleration - 7.0
 * Weight - 7.6 (With Mario, varies for different characters)
 * Handling - 4.4
 * Drift - 9.4
 * Items - 10.0

Light Tripper
A small yellow kart, very similar to Mario's Shooting Star.

 * Speed - 5.1
 * Acceleration - 7.5
 * Weight - 5.2 (With Mario, varies for different characters)
 * Handling - 5.1
 * Drift - 10.0
 * Items - 3.3

Standard YS
A light green standard kart.

 * Speed - 5.5
 * Acceleration - 9.0
 * Weight - 6.5 (With Mario, varies for different characters)
 * Handling - 8.4
 * Drift - 3.8
 * Items - 6.7

Egg 1
A large, motorized Yoshi Egg with wheels.

 * Speed - 5.8
 * Acceleration - 9.2
 * Weight - 4.7 (With Mario, varies for different characters)
 * Handling - 9.0
 * Drift - 4.1
 * Items - 3.3

Cucumber
Very similar to Mario's B Dasher but dark green in colour, hence its name.

 * Speed - 4.8
 * Acceleration - 8.8
 * Weight - 7.0 (With Mario, varies for different characters)
 * Handling - 8.0
 * Drift - 3.6
 * Items - 10.0

Standard TD
Blue standard kart.

 * Speed - 3.8
 * Acceleration - 8.5
 * Weight - 6.5 (With Mario, varies for different characters)
 * Handling - 6.6
 * Drift - 6.7
 * Items - 6.7

Mushmellow
A motorized mushroom on wheels.

 * Speed - 4.4
 * Acceleration - 8.8
 * Weight - 4.8
 * Handling - 7.0 (With Mario, varies for different characters)
 * 'Drift - 7.0
 * Items - 3.3

4-Wheel Cradle
A large open-wheeled kart, with large shock absorbers and huge tyres. Looks similar to a dune buggy.

 * Speed - 3.4
 * Acceleration - 8.3
 * Weight - 7.6
 * Handling - 6.1
 * Drift - 6.5
 * Items - 10.0

Standard DK
A yellow standard kart.

 * Speed - 8.0
 * Acceleration - 4.7
 * Weight - 6.5 (With Mario, varies for different characters)
 * Handling - 3.3
 * Drift - 7.7
 * Items - 6.7

Rambi Rider
A very large wooden kart with Rambi's head on the front.

 * Speed - 7.5
 * Acceleration - 4.4
 * Weight - 8.0 (With Mario, varies for different characters)
 * Handling - 3.0
 * Drift - 7.4
 * Items - 10.0

Wildlife
A green army-style jeep.

 * Speed - 8.5
 * Acceleration - 5.0
 * Weight - 5.5
 * Handling - 3.7
 * Drift - 8.0
 * Items - 3.3

Wario

 * Standard WR - Light purple standard kart.
 * Brute - A large black kart which looks like many classic American cars.
 * Dragonfly - A big orange-red tractor.

Bowser

 * Standard BW - Orange standard kart.
 * Tyrant - A very large kart with huge tyres and three spikes on the front end. Also appears to have scaly skin.
 * Hurricane - The aeroplane used by Bowser in several of Mario's platform games.

Dry Bones

 * Standard DB - Gold standard kart.
 * Banisher - A large skeleton kart which is a replica of Dry Bones himself.
 * Dry Bomber - A small beige tank.

Daisy

 * Standard DS - Yellow-orange standard kart.
 * Power Flower - A small, compact-style car.
 * Light Dancer - A red version of Peach's Light Tripper.

Waluigi

 * Standard WL - Dark purple standard kart.
 * Gold Mantis - A JCB-style digger.
 * Zipper - A large motorized tricycle.

R.O.B.

 * Standard RB - Black standard kart.
 * ROB-BLS - A normal-looking kart with five different coloured discs attached to it by small arms. Based on the one of the games the came with the R.O.B.
 * ROB-LGS - A very strange reverse-tricycle, which is shaped like a large pair of robotic legs with wheels attached to the bottom.

title: Mario Kart DS/Karts


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Mario Kart DS/Emblems

Mario Kart DS lets you design an emblem for your kart. This emblem is also used in online races.

You can create and edit your emblem by going to Options > Edit > Emblem > Paint. Emblems are 32x32 pixels in size.

title: Mario Kart DS/Emblems


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Mario Kart DS/Battle Courses

A list of Courses available in battle mode:
 * Block Fort (Mario Kart 64 - Mario Kart 64)
 * Nintendo DS (New)
 * Palm Shore (New)
 * Pipe Plaza (MKDD - Mario Kart Double Dash)
 * Tart Top (New)
 * Twilight House (New)

title: Mario Kart DS/Battle Courses


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Mario Kart DS/Kart Stats

Each character starts out with two karts with similar, but still slightly different statistics. The karts are rated in the following categories:
 * Acceleration: How fast a kart can reach its top speed. A kart with higher acceleration will recover from being hit by an item faster.
 * Speed: A kart's maximum speed. Higher speeds are usually associated with less acceleration and handling.
 * Handling: How sharply a kart steers. Karts with higher handling rely on their turning ability rather than their drifting ability to steer through turns, leading to a lower drift stat.
 * Weight: How heavy a kart is. This stat is also affected by what character is driving the kart. Lightweights have high acceleration, low top speeds, and have the best off-road ability, but can suffer from being attacked or throttled by heavier characters. Heavyweights are recommended to be the fastest racers, but have terrible acceleration and terrible driving off-road. Middleweights are average in all their abilities. The heavier a kart is, the slower it drives off road. Being heavy has no use in Wi-Fi play, because you cannot bump players.
 * Drift: How hard a kart turns during a powerslide. Having a higher drift rating increases the tightness of the turns a kart can drift through, but decreases its ability to turbo boost on straightaways, a technique also known as "snaking." The higher your drift, the less your miniboosts last, and the less drift you have, the longer they last. This is why R.O.B-BLS, the kart, with low acceleration and low drift, has the third longest mini turbo in the game, only outclassed by the Standard RB and the R.O.B-LGS.
 * Items: High item stats give karts a higher chance of getting powerful items, as well as making items such as stars and Bullet Bills affect the player longer. How many mushrooms a player gets in time trial mode depends on his/her kart's item stat.

title: Mario Kart DS/Kart Stats


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Mario Kart DS/Courses

Mushroom Cup

 * Figure-8 Circuit: As the name implies, the course shaped like the number eight (8), similar to the Luigi Circuit course in Mario Kart: Double Dash!! Unlike Luigi Circuit, however, part of the road is lifted off of the ground to make it a perfect eight. Playable via Wi-Fi.

 * Yoshi Falls: A lush waterfall setting that circles around a large pit. There are two lanes to the stage, one leading to the waterfall and the other leading to a bridge. Taking the inward turn (waterfall) shaves seconds off of your time, however, it is more dangerous because of the current. Playable via Wi-Fi.

 * Cheep Cheep Beach: An island inhabited by the Cheep Cheep enemies from the Mario games containing several jumps. The water rises and falls, sometimes making the jumps necessary to keep from falling down. Playable via Wi-Fi.

 * Luigi's Mansion: This track is clearly lifted from the GameCube game of the same name. In addition to the usual Boos from the game, also included in this course is red murky water and walking trees. Playable via Wi-Fi.

Flower Cup

 * Desert Hills: A desert track, the race features fireballs, tight hairpins and Pokeys. The hairpins can however be avoided by boosting over the sand hills that line them, saving valuable seconds. Playable via Wi-Fi.

 * Delfino Square: Based on Delfino Plaza from Super Mario Sunshine, this track runs through the middle of a town. The streets are narrow and twisting. One shortcut exists in the harbour; an alleyway. The alleyway contains deep mud however, and players must boost through it or lose speed. Another shortcut includes cutting through trees, and boosting over a jump to get to a dock with an item box on it. Playable via Wi-Fi.

 * Waluigi Pinball: A difficult track based on a massive pinball table, the start line leads to a massive boost ramp. After this, the track descends downhill on a tight series of hairpins. Not playable via Wi-Fi.

 * Shroom Ridge: A cliff-top roadway, this track features dangerous moving traffic and perilous un-fenced cliffs. However, nudging other rivals into the path of cars can slow them down. Not playable via Wi-Fi.

Star Cup

 * DK Pass: A huge snow-covered mountain that first needs to be ascended before a decent back to the start/finish line. A narrow and twisting path leads you onto a more open snowfield where giant snow balls can smash into you. Playable via Wi-Fi.

 * Tick Tock Clock: One of the more complex courses in the game, taken from the Super Mario 64 (DS) location of the same name. Twisting cogs, swinging pendulums and rotating clock hands line you perilous path. Not playable via Wi-Fi.

 * Mario Circuit: This twisty course has some challenging corners, but they can be the least of your worries. Goombas, Piranha Plants and Fire-Spitting Piranha Plants litter this exciting course. Playable via Wi-Fi.

 * Airship Fortress: A popular, but dangerous course, set on a warship and damaged fortress in the sky. Features Bullet Bills, Rocky Wrenches and flame throwers, players must be on their guard at all times! Not playable via Wi-Fi.

Special Cup

 * Wario Stadium: A long and bumpy course featuring pools of mud, many boosts, hills, and rotating fireballs. The sides are lined at times with various banners such as 'Wario GP', 'Waluigi GP' and 'Koopa Kart'. Playable via Wi-Fi.

 * Peach Gardens: A beautiful course with flowers, bushes and hedge mazes. However, it's not quite as sweet and innocent as it first appears; Chain Chomps run amok and Monty Moles infest the gardens. Not playable via Wi-Fi.

 * Bowser Castle: Every Mario Kart has had at least one Bowser Castle track and the DS version does not buck this trend. Thwomps, unforgiving corners, lava pools and a perilous spinning cylinder make this one of the toughest courses in the game. Not playable via Wi-Fi.

 * Rainbow Road: Every Mario Kart ends with one of these. This is one of the more popular Rainbow Road tracks to date with loop the loops, corkscrews, speed boosts and is not too long. Some areas of the track have barriers, but others don't so watch out! Playable via Wi-Fi.

Retro Grand Prix
All of these courses are remade courses from previous Mario Kart games.

Shell Cup
Mario Circuit 1

Moo Moo Farm

Peach Circuit

Luigi Circuit

Banana Cup
Donut Plains 1

Frappe Snowland

Bowser Castle 2

Baby Park

Leaf Cup
Koopa Beach 2

Choco Mountain

Luigi Circuit

Mushroom Bridge

Lightning Cup
Choco Island 2

Banshee Boardwalk

Sky Garden

Yoshi Circuit

title: Mario Kart DS/Courses


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Talk:Mario Kart DS

Page Formatting
I think this page needs to be formatted a little differently, like some of the other books on video games. I'm not sure how to do it myself though as I'm still a noob.--Ukdan999 23:29, 4 January 2006 (UTC)

title: Talk:Mario Kart DS


text: Category:Book:Mario Kart DS

title: Category:Book:Mario Kart DS


text:
User talk:2005-Fan

Welcome!
Welcome to Wikibooks, 2005-Fan!

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 * Need to rename a page? Use the move tab (is available once your account is 4 days old - until then, ask for help).
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 * User scripts can make many tasks easier. Look at the Gadgets tab of my preferences; check off the boxes for the scripts you want, and hit save!

-- Jules (Mrjulesd) 17:30, 3 June 2021 (UTC)

Undeletion scripts
Now that you're an admin, Using_Wikibooks/Scripting_and_the_MediaWiki_API gives you instructions on how to rapidly process undeletion/move/whatever requests. Leaderboard (discuss • contribs) 13:50, 28 June 2021 (UTC)

 * Thank you, I appreciate it. I'll do my best to be responsible 2005-Fan (discuss • contribs) 14:50, 28 June 2021 (UTC)

BookCat
https://en.wikibooks.org/wiki/User:1234qwer1234qwer4/BookCat.js may help you. Leaderboard (discuss • contribs) 11:51, 29 June 2021 (UTC)

 * The problem is that I don't know how to use these scripts 2005-Fan (discuss • contribs) 11:52, 29 June 2021 (UTC)
 * Assuming that you're just adding the template, you can adapt the script used for deleting to add BookCat instead. Leaderboard (discuss • contribs) 12:04, 29 June 2021 (UTC)

Importing to transwiki
This is not always needed if you know you are going to move it immediately after, unless you prefer that way. Leaderboard (discuss • contribs) 12:23, 10 July 2021 (UTC)

 * I tend to prefer it that way, and have become used to doing so, usually from adding dewikify and BookCat before moving the pages. 2005-Fan (discuss • contribs) 12:25, 10 July 2021 (UTC)
 * Also, I know that I've been importing like crazy, but I want to preserve redirected Wikipedia articles to give them a new home here (as Wikibooks appears to be willing to provide one for them now) and expand upon the newly passed strategy guide policy. I still need to get to adding some content to the Fire Emblem Warriors wikibook that I made (and I plan for it to be my own writing). 2005-Fan (discuss • contribs) 12:30, 10 July 2021 (UTC)

StrategyWiki
Please take Super Mario 63. It falls outside strategywiki scope. -- Prod (discuss • contribs) 00:49, 12 July 2021 (UTC)

 * sure, thank you 2005-Fan (discuss • contribs) 00:50, 12 July 2021 (UTC)

Uploading images
Maybe using a script would help? Leaderboard (discuss • contribs) 18:22, 12 July 2021 (UTC)

 * I agree, although it's more the manually entering the information and rationale. is there like a MultiUpload special page or something? How would the image script work? 2005-Fan (discuss • contribs) 18:25, 12 July 2021 (UTC)
 * Using a Python script where you can enter the rationale and the script will download the source image and upload it back. Leaderboard (discuss • contribs) 18:34, 12 July 2021 (UTC)
 * do you have a link to it? 2005-Fan (discuss • contribs) 18:37, 12 July 2021 (UTC)
 * Have you tried commons:Commons:Commonist? Supports uploading to Wikibooks. GUI so might be easier for you. Leaderboard (discuss • contribs) 18:50, 12 July 2021 (UTC)

Revision spam
I've undone that revision deletion. "Revision spam" is normally used when the edit summary is used for spam or personal attacks (or with some kinds of LTA/long-term abuse). The edit I saw was just petty vandalism. Leaderboard (discuss • contribs) 12:11, 14 July 2021 (UTC)

 * Ah I was just about to apologize, as I tried to delete the edit summary because it spammed the history page. 2005-Fan (discuss • contribs) 12:12, 14 July 2021 (UTC)
 * It's OK, though you do have to be careful because the revision deletion you made was unrelated to strategy guides, and technically out of order as a result. While we're fairly lax about this here, we still have to follow the policy, and other wikis are much stricter (I had limited adminship at Meta for a while, and they are strict about limited adminship as stewards are authorised to immediately desysop someone in that case). Leaderboard (discuss • contribs) 12:18, 14 July 2021 (UTC)
 * Alright, thank you for letting me know 2005-Fan (discuss • contribs) 12:33, 14 July 2021 (UTC)
 * While we're on it, could you take a look at WB:RFP? There's still a few more needed for CU - need to stress that it's optional though. Leaderboard (discuss • contribs) 12:37, 14 July 2021 (UTC)
 * Sure I can take a look 2005-Fan (discuss • contribs) 12:38, 14 July 2021 (UTC)

Copyvios
Courtesy notice that I've marked the following for deletion as copyright violations as they're excerpts from official game manuals: Thanks, ~ Super  Hamster  Talk Contribs 15:29, 14 July 2021 (UTC)
 * Donkey Kong Country/Story
 * Super Mario Bros./Story
 * Dragon Quest/Story

 * will delete them, thank you :) 2005-Fan (discuss • contribs) 15:30, 14 July 2021 (UTC)

Pokémon Crystal
Was thinking about starting a guide for Pokémon Crystal and saw it was deleted twice back in 2006. One appears to be vandalism, but the later one appears to have gone up for a vote. Is there any substantial content there, or is it best to start fresh? Thanks! --Mbrickn (discuss • contribs) 17:50, 25 August 2021 (UTC)

 * I undeleted the non-vandalism revisions. Apparently it is such a short guide & didn't really go anywhere. 2005-Fan (discuss • contribs) 18:49, 25 August 2021 (UTC)
 * Makes sense. Thanks! --Mbrickn (discuss • contribs) 18:50, 25 August 2021 (UTC)
 * You're welcome -- have fun editing the guide! 2005-Fan (discuss • contribs) 18:51, 25 August 2021 (UTC)

Undeletion of Talk:Super_Mario_64/Glitches
Could you undelete Talk:Super_Mario_64/Glitches? Looks like you left that page out. --Marcus Alanius (discuss • contribs) 21:26, 9 September 2021 (UTC)

 * Sure thing, is there anything you wanted to refer to specifically? 2005-Fan (discuss • contribs) 22:39, 9 September 2021 (UTC)

 * Sorry for late response and thanks for your help, much appreciated. I wanted to see whether there was further discussion about the alleged UFO in Jolly Roger Bay, as I found no online references backing it up, and no video demonstrating the glitch. Marcus Alanius (discuss • contribs) 00:54, 18 September 2021 (UTC)

title: User talk:2005-Fan


text:
Pokémon

The Wikibooks Pokémon Guide aims to be a guide for all games in the Pokémon series.

Table of contents

 * /Pokédex/: This section contains various data on Pokémon, as well as strategies on using the Pokémon.
 * /Battle Basics/: This section contains the basics to Pokémon battles in the Pokémon RPGs.
 * /Items/: This section contains a list of in-game items in the Pokémon RPGs.
 * /Breeding Basics/: This section contains the basics to Pokémon Breeding in the Pokémon RPGs.
 * /Competitive Battling/: This section contains the basics to Competitive Battling in the Pokémon RPGs.
 * /Contest Basics/: This section contains the basics to Pokémon Contests in the Pokémon RPGs.
 * Pokémon Trading Card Game: This section contains the Wikibooks Pokémon guide to the Pokémon Trading Card Game.
 * /Game Walkthroughs/: This section contains the various guides and recommended strategies for getting through each Pokémon game.
 * /Contributor's Guide/: This section contains information that should be read before contributing to the Wikibooks Pokémon guide, including the various conventions used therein.
 * Appendices
 * /Notable Limits/
 * /Trainer Card/
 * /Incorrect vs. Unofficial/

Games covered
The goal of the Wikibooks Pokémon guide is to cover every game relating to Pokémon. The games are divided into four categories, the first eight of which are collectively referred to as "the RPGs".

First Generation games
The following games are considered to be the "first generation" of games, named as such because they are associated with the first series of Pokémon games. Other equivalent terms that are used are chromatic generation, color generation, or monochrome era.

 * Pokémon Red for the Nintendo Game Boy
 * Pokémon Blue (Green in Japan) for the Nintendo Game Boy
 * Pokémon Blue (Japanese version) for the Nintendo Game Boy (Japan only)
 * Pokémon Yellow for the Nintendo Game Boy
 * Pocket Monsters Stadium for the Nintendo 64 (Japan only)
 * Pokémon Stadium for the Nintendo 64 (Pocket Monsters Stadium 2 in Japan)

Second Generation games
The following games are considered to be the "second generation" of games, named as such because they are associated with the second series of games. Other terms used include metallic generation, metal generation, or color era.

 * Pokémon Gold for the Nintendo Game Boy Color
 * Pokémon Silver for the Nintendo Game Boy Color
 * Pokémon Crystal for the Nintendo Game Boy Color
 * Pokémon Stadium 2 for the Nintendo 64

Third Generation games
The following games are considered to be the "third generation" of games, named as such because they are associated with the third series of games. Other equivalent terms that are used are gem generation, advance generation, or advanced era.

 * Pokémon Ruby for the Nintendo Game Boy Advance
 * Pokémon Sapphire for the Nintendo Game Boy Advance
 * Pokémon Colosseum for the Nintendo GameCube
 * Pokémon Box: Ruby and Sapphire for the Nintendo GameCube
 * Pokémon FireRed for the Nintendo Game Boy Advance
 * Pokémon LeafGreen for the Nintendo Game Boy Advance
 * Pokémon Emerald for the Nintendo Game Boy Advance
 * Pokémon XD: Gale of Darkness for the Nintendo GameCube (Contains a small amount of early Fourth Generation content)
 * Pokémon Mystery Dungeon: Blue Rescue Team for the Nintendo DS
 * Pokémon Mystery Dungeon: Red Rescue Team for the Nintendo Game Boy Advance

Fourth Generation games

 * Pokémon Diamond for the Nintendo DS.
 * Pokémon Pearl for the Nintendo DS.
 * Pokémon Platinum for the Nintendo DS.
 * Pokémon Heart Gold for the Nintendo DS.
 * Pokémon Soul Silver for the Nintendo DS.
 * Pokémon Battle Revolution for the Nintendo Wii.
 * My Pokémon Ranch for the Nintendo Wii.
 * Pokémon Mystery Dungeon: Explorers of Time for the Nintendo DS.
 * Pokémon Mystery Dungeon: Explorers of Darkness for the Nintendo DS.
 * Pokémon Mystery Dungeon: Explorers of Sky for the Nintendo DS.
 * Pokémon Mystery Dungeon: Keep Going! Blazing Adventure Squad!, Let's Go! Stormy Adventure Squad!, and Go For It! Light Adventure Squad! for the Nintendo Wii.

Fifth Generation games

 * Pokémon Black for the Nintendo DS.
 * Pokémon White for the Nintendo DS.
 * Pokémon Black 2 for the Nintendo DS.
 * Pokémon White 2 for the Nintendo DS.

Sixth Generation games

 * Pokémon X for the Nintendo 3DS.
 * Pokémon Y for the Nintendo 3DS.
 * Pokémon Omega Ruby for the Nintendo 3DS.
 * Pokémon Alpha Sapphire for the Nintendo 3DS.
 * Pokémon Bank for the Nintendo 3DS.
 * Pokémon Mystery Dungeon: Gates to Infinity for the Nintendo 3DS.
 * Pokémon Super Mystery Dungeon for the Nintendo 3DS.

Seventh Generation games

 * Pokémon Sun for the Nintendo 3DS.
 * Pokémon Moon for the Nintendo 3DS.
 * Pokémon Ultra Sun for the Nintendo 3DS.
 * Pokémon Ultra Moon for the Nintendo 3DS.
 * Pokémon: Let's Go, Pikachu! for the Nintendo Switch.
 * Pokémon: Let's Go, Eevee! for the Nintendo Switch.

Eighth Generation games

 * Pokémon Sword for the Nintendo Switch.
 * Pokémon Shield for the Nintendo Switch.
 * Pokémon Mystery Dungeon: Rescue Team DX for the Nintendo Switch.
 * Pokémon Brilliant Diamond for the Nintendo Switch.
 * Pokémon Shining Pearl for the Nintendo Switch.
 * Pokémon Legends: Arceus for the Nintendo Switch.
 * Pokémon Home for the Nintendo Switch, iOS, and Android.

Ninth Generation games

 * Pokémon Scarlet for the Nintendo Switch.
 * Pokémon Violet for the Nintendo Switch.

Mobile games

 * Pokémon Go for Android and iOS
 * Pokémon Masters EX for Android and iOS
 * Pokémon: Magikarp Jump for Android and iOS
 * Pokémate for FOMA 900i mobile phones
 * Pokémon Sleep (Upcoming)

Main spinoffs

 * Hey You, Pikachu! for the Nintendo 64
 * Pokémon Channel for the Nintendo GameCube
 * Pokémon Dash for the Nintendo DS
 * Pokémon Pinball for the Nintendo Game Boy
 * Pokémon Pinball: Ruby and Sapphire for the Nintendo Game Boy Advance
 * Pokémon Puzzle Challenge for the Nintendo Game Boy Color
 * Pokémon Puzzle League for the Nintendo 64
 * Pokémon Snap for the Nintendo 64
 * New Pokémon Snap for the Nintendo Switch
 * Pokémon Trading Card Game for the Nintendo Game Boy
 * Pokémon Trading Card Game 2 for the Nintendo Game Boy (Japan Only)
 * Pokémon TCG Online for Web, Windows, MacOS, Android, and iOS.
 * Pokémon Trozei for the Nintendo DS
 * Pokémon Conquest for the Nintendo DS
 * Learn with Pokémon: Typing Adventure for the Nintendo DS
 * PokéPark Wii: Pikachu's Adventure for the Nintendo Wii
 * PokéPark 2: Wonders Beyond for the Nintendo Wii
 * Pokémon Pikachu line of dedicated handheld consoles.
 * All games for the Pokémon Mini handheld.

Minor spinoffs & licensed third-party games

 * Pokémon Project Studio for Microsoft Windows.
 * Pokémon Play It! for Microsoft Windows.
 * Pokémon Play It! Version 2 for Microsoft Windows.

title: Pokémon


text:
Final Fantasy IV

Final Fantasy IV (originally titled Final Fantasy II with the North American Super Nintendo release) is the fourth game in the  series. The plot follows the quest of Cecil, as he seeks to recover the magic crystals in order to save the world from the evil that seeks to destroy it. It was first released on the Super Nintendo in 1991. Critics complained that the poor translation of the North American Super Nintendo release coupled with the less challenging gameplay made it inferior to the Japanese original.

It has since been re-released in the PlayStation compilations ' and ', on the Game Boy Advance as Final Fantasy IV Advance, and on the PlayStation Portable in the compilation title . In 2008, three years before the PlayStation Portable release, a 3D remake of the game was released for the Nintendo DS. For information on the 3D remake, see the Final Fantasy IV (3D remake) wikibook.

There are five different types of magic in the game: White, Black, Summon, Ninja, and Twin. In total, there are 24 White spells, 24 Black spells, 16 Summon spells, 6 Ninja spells, 2 Twin spells.

Walkthrough

 * /Opening Scene/
 * /Beginning to Kaipo/
 * /Watery Pass & Antlion/
 * /Mt. Hobs to Fabul/
 * /Mt. Ordeals/
 * /Return to Baron/
 * /Toroia and the Dark Elf/
 * /Tower of Zot to the Underground/
 * /Tower of Babil/
 * /Tower of Babil - Part 2/
 * /Sealed Cave/
 * /To The Moon/
 * /Giant of Babil/
 * /Lunar Subterranean/
 * /The Final Battle/

General information

 * /Story/
 * /Gameplay/
 * /Controls/
 * /Characters/
 * /Locations/
 * /Enemies/
 * FloatEye
 * Raven
 * /Items/
 * /Armor/
 * /Weapons/
 * /Advance equipment/
 * /Black Magic/
 * FireBomb
 * Lit-Bolt
 * /White Magic/
 * /Ninja Magic/
 * /Call Magic/
 * /Twin Magic/

Miscellaneous

 * /Crystal of Water/
 * /Red Wings/
 * /Cheats/

title: Final Fantasy IV


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Final Fantasy/Black Magic

Black Magic is primarily concerned with damage and destruction. Spells that directly affect the caster or his allies are extremely rare.

Black Magic is cast by Black Mages, Black Wizards, Red Mages, Red Wizards, and Ninjas.

Level 1

 * Fire
 * Lightning (Bolt)
 * Sleep
 * Lock (Focus)

Level 2

 * Ice
 * Dark (Fog)
 * Temper (Steel)
 * Slow

Level 3

 * Fire2
 * Hold (Bind)
 * Lightning2 (Bolt2)
 * Lock2 (Focus2)

Level 4

 * Sleep2
 * Fast (Haste)
 * Confuse (Muddle)
 * Ice2

title: Final Fantasy/Black Magic


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Final Fantasy/Classes

Final Fantasy uses a class system in which the player chooses the classes of the four heroes at the beginning of the game. These classes cannot be changed after this (except for promoting them by completing the Castle of Ordeal quest). There are six classes to choose from.

title: Final Fantasy/Classes


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Final Fantasy/Enemies

Monsters are listed in alphabetical order, with their alternate names (from Final Fantasy Origins) in parentheses. Bold enemies are unique and are also covered as characters.

 * Arachnid (Tarantula)
 * Asp (Cobra)
 * Bone (Skeleton)
 * Creep (Gigas Worm)
 * Garland
 * Geist (Ghast)
 * Ghoul (Ghoul)
 * Gray Imp (Goblin Guard)
 * Gray Wolf (Warg Wolf)
 * Green Ogre (Ogre Chieftain)
 * Iguana (Lizard)
 * Imp (Goblin)
 * Kyzoku (Privateer)
 * Mad Pony (Crazy Horse)
 * Odd Eye (Goggler)
 * Ogre
 * Pirate
 * Red Sahagin (Sahagin Chief)
 * Sahagin
 * Scorpion
 * Shark
 * Spider (Black Widow)
 * Werewolf
 * Wolf
 * Zombie

title: Final Fantasy/Enemies


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Final Fantasy/Gameplay

Character Creation
To start the game, you must choose a name for each of four characters, and their character class. The available character classes are Fighter, Thief, Black Belt, and Red, White or Black Mage. These classes will determine the way the rest of the game goes, and you can't change the basic makeup of your party afterwards, so you are advised to choose carefully. Popular parties include Fighter/Black Belt/White Mage/Black Mage, and Fighter/Black Belt/Thief/Red Mage.

Getting Around
Moving your character around the world map is fairly self-explanatory. The Final Fantasy landscape consists of plains, grasslands, forests, swamps, deserts, oceans, ports, rivers, and mountains. Oceans can only be traversed by ship, and ships may only be "parked" at ports, which are usually located near towns. So, make sure you remember where you "park" your ship when you get one. Rivers may only be traversed by canoe; however, the Light Warriors are apparently able to carry the canoe with them, so it is automatically activated when you reach a river. (Rivers are shown as being the stagnant-looking narrow waterways cutting through land.) Mountains may not be traversed at all. With an airship, you can fly over anything, but can only land on plains and grasslands.

Occasionally you will reach points of interest such as towns, castles, and caves. When you step onto one of these, the game "zooms in" and you control the Light Warriors inside the point of interest. Here, you will often find people that will yield some information when you "talk" to them. Sometimes the information is useless, other times vitally important to the story. You will also occasionally find treasure chests. In towns, you will find several different kinds of shops that will exchange goods and services for money. These include item stores (sell curative and utilitarian items), White Magic stores (sell magic usable by White Mages, Knights, and Red Mages), Black Magic stores (sell magic usable by Black Mages, Ninjas, and Red Mages), weapon stores, armor stores, clinics (can revive slain allies), and inns (restores living Light Warriors to full status, and saves the game).

When wandering throughout the world map, you will occasionally fight in "random encounters". The enemies you face in these encounters depend on the area of the world you are currently travelling in and the terrain. Oceans have their own set of enemies and rivers have their own set. There are no random encounters while riding on the airship. Random encounters also occur while exploring hostile points of interest such as caves. However, sometimes in these points of interest battles are preprogrammed (usually directly in front of key items). The combat system that you must negotiate when dealing with random encounters is explained below.

Subscreen
On the subscreen you can view data relating to the Light Warriors and perform miscellaneous actions. These actions are:

 * Item: Use items such as cure potions, tents, or story-related items.
 * Weapon: Equip each Light Warrior with one (or no) weapon. Not all warriors can use all weapons; this depends on the class of the warrior. Weapons include daggers, swords, hammers, nunchuks, and staves.
 * Armor: Equip each Light Warrior with armor. A Light Warrior may be equipped with one armor, bracelet, or shirt, one shield, one helmet, and one pair of gauntlets/gloves. Again, this depends on the character class.
 * Status: View the attributes of each Light Warrior in greater detail. These attributes are explained in greater detail elsewhere. Also shows the number of experience points needed to advance to the next level. Light Warriors gain experience points from winning battles; upon reaching certain milestones (levels), they are granted higher attributes, more HP, and (possibly) more MP.
 * Magic: If your characters have magic-using capabilities, you can use them here assuming you have the requisite level of spell charges. Outside of battle, this includes mostly curative spells.

Displayed for each Light Warrior are HP and MP, compared with their maximum. HP (Hit Points) is the amount of damage a warrior can withstand before dying. It can be restored by using Heal Potions or curative spells and items, and can be restored completely by visiting an Inn.

MP (Magic Points) is a little more complicated. There are eight levels of spells, Level 1 being the weakest spells and Level 8 being the strongest. A Light Warrior, assuming he has the capacity to do so by his character class, can learn spells by buying them from a magic store. A Light Warrior may learn no more than three spells for each level; a total of 24 spells, and spells cannot be removed or sold. A Light Warrior also has a certain number of MPs for each spell level. These MPs are not interchangable between spell levels, and they are not rechargable except by staying at an Inn. For example, if a Light Warrior has 3 spell charges for Level 1 and 1 spell charge for Level 2, he may cast three Level 1 spells and one level 2 spell. He may not cast two Level 2 spells before staying at an Inn under any circumstances, until his experience level increases.

Party Order
You may change the marching order of your party. The character at the front of the line will tend to take more damage from non-magical attacks. Therefore, your leader should be the warrior with the strongest armor and highest HP value.

Combat
In combat, you are presented with your party on one side and your enemies on the other. One by one, each Light Warrior steps forth and awaits your orders. (Sometimes, the Light Warriors may be surprised by an enemy, in which case the enemy gets a free round of attacks.) Your choices are:

 * Fight: Attack a specific enemy using the equipped weapon
 * Magic: Use magic spells, either to attack an enemy or enemies, cure party members, increase the attributes of party members, or decrease the attributes of opponents.
 * Drink: Use Cure, Pure, or Soft potions on any party member.
 * Item: Some weapons and armor have special effects when used in battle.
 * Run: Attempt to flee the battle. Based on an individual warrior's Luck attribute; however, if one warrior successfully flees, all warriors flee.

After the warriors receive their orders, they carry them out one by one while the enemy also attacks using its own set of orders. If one side is incapacitated, the other side gets free rounds of attacks until this is no longer true; if one side is killed or turned to stone, the battle is over. If that one side happens to be the Light Warriors, the game is over.

title: Final Fantasy/Gameplay


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Final Fantasy/History

Wargaming
Final Fantasy is described as one of the seminal games of the electronic Role-Playing (RPG) genre, but the seeds for the genre were sown many years before. Tabletop RPGs, which entail cooperative improvisational storytelling done within complex systems of rules, grew out of the timeless practice of "wargaming" and were a prominent part of youth subculture during the 1970's. Gary Gygax is widely credited with the development of the first tabletop RPG, Dungeons and Dragons, released in 1974, but the ideas for this grew out of the dice-rolling of a clique of wargamers (including Dave Arneson, one of the "unsung heroes" of RPG history) at the University of Minnesota, as well as the gaming conference "GenCon". (Given the roots of RPGs in wargaming, it isn't surprising that, in almost all RPGs, the player characters are warriors, and the combat system is often the most sophisticated part of the game.)

Computerized Gaming
Since the same individuals who flocked to D&D also tended to be the same individuals that pursued interests in the then-fledgling field of personal computing, there would inevitably be attempts to translate D&D-style rules systems into computer programs. This alleviates the sometimes tedious calculations involved in playing RPGs, and potentially allows a single player to engage the computer as a (albeit non-intelligent) Game Master. The first widely recognized development of a computer-based RPG occurred in 1980, when a Texas teenager named Richard "Lord British" Garriott, who had developed fantasy-based computer games as a hobby for several years, arranged for a local computer store to distribute his game "Akalabeth" for the Apple II. MUDs (Multiple-User Dungeons) had existed for several years before that thanks to the availability of modems, and terminal-based games such as dnd (1974) had a strong following at universities. Also, "Rogue", a text-based "dungeon crawl" game that has to date spawned many derivatives, also appeared on Unix machines in 1980. Akalabeth was, unlike the others, graphical (though crudely so) and therefore of singular influence on modern games. (It was also more than successful enough to put Garriott through college.) Garriott would go on to create a more sophisticated game, "Ultima" (1981), which included an action element (players had to obtain a spaceship and shoot down enemy ships), but was still an RPG at heart, as players built up their (single) character, uncovered clues and solved puzzles, and proceeded to the game's final confrontation with the evil wizard Mondain. Also in 1981, three Cornell University students had their dungeon crawl game, Wizardry, published. Wizardry featured first-person graphics as opposed to Ultima's bird's-eye view, and allowed players to control six player characters (PCs).

Both Ultima and Wizardry were highly successful and have spawned numerous sequels and spinoffs (see Bard's Tale, Might and Magic). Many of these early games are completely unplayable to modern gamers, featuring plenty of plot inconsistencies, in-jokes (pop culture references abound in Ultima II), irreverence, and shallow game design. But in their time, they were hugely successful. Ultima established itself as the dominant RPG series in North America, with Richard Garriott (by this point referred to almost exclusively by his nickname of Lord British) creating his own company, Origin, to publish the third game in the Ultima series in 1983. However, it was Wizardry that would cross the Pacific Ocean and establish itself as the dominant RPG series in Japan. In Japan, Wizardry has spawned an anime and numerous spinoffs and sequels that have not been released in North America.

Console Gaming
Meanwhile, the Famicom, which would later make its way to North America in the form of the Nintendo Entertainment System, was enjoying high sales figures and being established as a very lucrative market. Being that the Japanese had taken the lead in the revival of the video game console industry, and given the popularity of Wizardry, it was only a matter of time before a uniquely Japanese, console-based RPG would be released. This came in the form of Dragon Quest, released in 1986 by Enix. Created by game design visionary Yuji Horii on a MSX computer and featuring artwork by Dragon Ball artist Akira Toriyama, Dragon Quest was so successful that, by Japanese law, new installments in the series can only be released on a Sunday to reduce truancy. Like the Ultima and Wizardry games of earlier years, Dragon Quest is prohibitively crude to modern gamers, but its popularity at the time made the video game industry take notice.

Origin of Final Fantasy

And that's where the story of Final Fantasy begins.

Square began in 1983, a division of the Denyuusha software company. Their Famicom game development efforts began in 1985 with an undistinguished shooter called Teguzar, and in 1986 a game called King's Knight was released. A confusing mix of platform action and RPG, King's Knight's poor sense of game controls destined it for failure. With this lack of success on the Famicom and dwindling finances, Square began to get desperate. They began experimenting with packing 3-D glasses with their games. This can be seen in 3-D Worldrunner, a fiendishly difficult and innovative action game, and Rad Racer, a well-done racing game. Square still faced the prospect of going out of business, and Hironobu Sakaguchi, director of Planning and Development, was faced with one last chance to save the company. Square had experimented with Wizardry-style RPGs before on the Famicom Disk System, and the success of Dragon Quest made the prospect of developing a fantasy RPG game quite appealing. Sakaguchi decided that the (possibly) final project of Square would be a fantasy game, which is the source of the Final Fantasy name (and, presumably, the inherent contradiction in a game with "Final" in the title having numerous sequels). To make a long story short, Final Fantasy was more commercially successful than Sakaguchi predicted.

The original Final Fantasy game would make its way to North America three years later, when Nintendo picked the game up and began marketing it very aggressively. At the time, American NES fans had few RPG options; the first NES RPG was a very poorly done port of Ultima III, followed shortly by the behind-the-times Dragon Quest (released as Dragon Warrior). Outdated at the time it was released, Dragon Warrior was made moderately successful but not a hit, and Nintendo was reduced to giving away copies of the game to sell subscriptions to its magazine, Nintendo Power. Enix came to America to release Dragon Warrior II, but were forced to censor portions of its storyline (due to religious allusions) by Nintendo, and, with a relatively limited marketing campaign, failed to generate significant interest. For the NES, Final Fantasy was the first RPG that was both marketed well and had sufficient depth to capture players' imaginations, leading to it being far and away the most successful RPG in the console's history.

Given this, it is often argued that Final Fantasy has been a more influential RPG series than Dragon Quest. While Dragon Quest has stuck mainly to its Dragon Ball roots in terms of aesthetics, Final Fantasy has shown more eclecticism, which has been reflected in its numerous descendants. The battle system, gameplay mechanics, and plot devices have been copied endlessly. Final Fantasy's most direct ancestor is most likely Ultima III; both broke new ground in allowing players to control multiple PCs and both are relatively nonlinear. Final Fantasy, however, improved on Ultima III by offering a more streamlined battle system and a greater sense of structured questing. Final Fantasy has its weaknesses; the appearance of the Light Warriors to open the game is very poorly explained, there are a few annoying "fetch quests", the game is poorly paced (players spend much more time fighting in repetitive random battles than exploring and developing strategies), and has its fair share of bugs and game design shortcomings (there are supposed to be special weapons that have increased effects on different monsters, but this was not actually implemented). However, at the time these kinds of issues appeared in almost all other RPGs. Moreover, Final Fantasy is different from most other console RPGs in its relative nonlinearity; while most players would defeat Lich first, then Kary, before obtaining the airship and undergoing transformation, there is no reason why players could not also obtain the airship first and take on Kraken or Tiamat directly afterwards.

And Final Fantasy's influence continued, as it has continued into today. When bringing its Romancing SaGa series to the U.S., Square opted to market it under the name Final Fantasy Legend. The first successful RPG for the American Super NES was Final Fantasy IV (released as II), and Final Fantasy VI (released as III in North America) remains the favorite game of numerous RPGers. Square has re-released the original game on PlayStation (under the name Final Fantasy Origins).

To end this with a bad pun, one could say that the success and influence of this game has been beyond any of Hironobu Sakaguchi's final fantasies.

title: Final Fantasy/History


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Final Fantasy/Locations

Locations:

 * 1) Coneria (Cornelia)
 * 2) Crescent Lake
 * 3) Elfland (Elfheim)
 * 4) Gurgu Volcano (Gulg Volcano)
 * 5) Matoya's Cave
 * 6) Melmond
 * 7) North Bridge
 * 8) Northwest Castle
 * 9) Pravoka (Pravoca)
 * 10) Temple of Fiends (Temple of Chaos)

title: Final Fantasy/Locations


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Final Fantasy/Characters

Characters in Final Fantasy, listed alphabetically.

 * 1) Arylon
 * 2) Astos
 * 3) Bikke
 * 4) Chaos
 * 5) Four Fiends
 * 6) *Lich
 * 7) *Kary
 * 8) *Kraken
 * 9) *Tiamat
 * 10) Garland
 * 11) Jane, Queen of Coneria (Queen Jayne)
 * 12) King of Coneria
 * 13) Light Warriors
 * 14) Lukahn (Lukin)
 * 15) Matoya
 * 16) Pirates
 * 17) Prince of Elfland
 * 18) Sara, Princess of Coneria (Princess Sarah)

title: Final Fantasy/Characters


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Final Fantasy/Enemy Abilities

Some enemies have special attacks named enemy abilities in addition to or instead of physical attacks or the ability to cast White Magic and Black Magic.

 * Gaze

title: Final Fantasy/Enemy Abilities


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Final Fantasy/Status Effects

There are a number of adverse status effects in Final Fantasy:

 * Darkness
 * Mute
 * Paralysis
 * Poison
 * Sleep
 * Stone

title: Final Fantasy/Status Effects


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Final Fantasy/Story

Until 400 years ago, the world benefitted from the governance of the four classical elements (Air, Fire, Earth, and Water) by four glowing orbs. Mankind prospered as civilizations were established on each corner of the earth. The people of Onrac lived in massive palaces in the middle of the ocean, scouring the depths with submarines that enabled its crew to survive underwater. A reclusive nation of scientific-minded individuals lived in the forests of Lefein, using the nearby desert to build towers that reached to the heavens, then castles suspended in the heavens, and teleporters to connect the two, all with the usage of the enigmatic Floater Stone. Melmond preferred to develop a simple farming society on the broad, lush plains of the west, while a group of respected sages made a crescent-shaped lake in the east a center of learning. The seamen of the world gathered in Pravoka to trade, while a peculiar race of elves sang and glided through the forests and marshes of the south. The most powerful nation in the world, Coneria was centrally located on a peninsula overlooking the vast inland sea. The people of Coneria believed they were descended from men who had, thousands of years before, destroyed a great evil in the now-ruined nearby temple. It was never clear what the origin of the legends were, however, and over time they became the material of fairy tales.

On one day 400 years ago, all of this changed. A tentacled monster, the Kraken, attacked Onrac and sunk its palaces, forcing a handful of survivors to try to adapt to life on land. A dragon, Tiamat, drove the Lefeinish out of their Sky Caslte and reprogrammed its security systems, which included a virtually indestructible walking tank called WarMech, to defend himself. The Water and Air orbs darkened, causing their natural balance to be upset and causing unpredictable storms and winds across the earth. With sea-based trade at the mercy of the elements, piracy ruled the waves, especially in the great inland sea.

200 years later, the two other orbs went dark. The undead, guided by their leader Lich, took up residence near Melmond as the formerly lush plains turned to rock and marsh, while a powerful eight-armed knight named Kary was seen near Crescent Lake near a giant volcano. With fire on the horizon, the chief sage of Crescent Lake, Lukahn, looked to the sky and foretold the coming of four Light Warriors who would bring light to the orbs.

As the story begins, Coneria is faced with its brilliant but erratic knight, Garland, who kidnaps Princess Sara and heads to the abandoned Temple of Fiends. Shortly thereafter, four children appear outside the city walls of Coneria, each holding a dark orb.

title: Final Fantasy/Story


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Final Fantasy/Trivia

< Final Fantasy

 * The game borrows very heavily from the tabletop game First Edition Dungeons and Dragons. The list of monsters to fight is nearly identical to the bestiary from that game. The possible character classes are similar (Fighter = Fighter, Black Belt = Monk, Thief = Thief, White Wizard = Cleric, Black Wizard = Magic-User). The magic system is similar, with many analogous spells and the same level-based spell charge system.

 * In the 1990 NES release, you could obtain a world map by pressing B and Select at the same time. This is a hint given to you early on in Matoya's Cave; take what the brooms have to say and spell it backwards.

 * The Nintendo Power strategy guide for this game stated that certain weapons did additional damage to certain enemies (Coral Sword vs. water enemies, for example). This is not true in actual gameplay. It is not clear whether Nintendo/Square intended to actually implement this and forgot, or whether the Nintendo Power information was completely fabricated. (Note this only applies to the original NES version; these weapons perform their intended effects in subsequent versions of the game)

 * Along the same lines, there are certain spells that do nothing at all! These include the Black Magic spells TMPR, SABR, and LOCK. LOK2, a supposedly more powerful version of LOCK, in fact does the opposite of what it was intended to do--it makes the enemies harder rather than easier to hit. (These bugs apply only to the original NES version; these spells perform their intended effects in subsequent versions of the game (Wonderswan Color and Game Boy Advance)

 * Nintendo Power ran a contest in which the object was to obtain a photograph of a battle screen on which WarMech was shown. WarMech is an enemy that appears randomly and very rarely along the long bridge leading to Tiamat in the Sky Castle. He is very difficult to defeat and can't be escaped. It is believed that WarMech started the tradition of placing very difficult but optional enemies towards the end of a Final Fantasy game.

 * Fire, earth, air and water are the Classical Elements, which were believed by the ancient Greeks to be the constituents of the universe. However, the concept of classical elements likely began earlier. A fifth element, "aether" was added to describe stellar objects. The Hindus also had the same concept of classical elements.

 * Likely a programming glitch, there is an invisible woman in Coneria Castle.

 * Arylon the Dancer, the price of the Power Staff, and the tombstone of Erdrick are intended to be answers to questions in a sort of "scavenger hunt" contest by Nintendo Power that appeared shortly after Final Fantasy came out in the U.S.

 * Erdrick is the hero of legend in Dragon Warrior, explaining how his tombstone showed up in another Nintendo-produced game. In the Japanese and Dawn of Souls versions, Link (of Legend of Zelda) was the name on the tombstone.

 * The humor website Seanbaby.com named the AMUT spell one of the "Most Useless Powerups in Video Game History", along with such classics as the Feather from Milon's Secret Castle and the Cloak of Invisibility from Wizards & Warriors. Contrary to what is implied by the article, there are enemies that use the MUTE spell in the game, but they are so rare as to make an anti-MUTE spell useless.

title: Final Fantasy/Trivia


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Final Fantasy/Coneria Walkthrough

In Coneria Castle, you learn that Garland has kidnapped Princess Sara and the King is looking for the Light Warriors. Before heading to the Temple of Fiends where the Princess is held, you need to build up your Light Warriors. Go to Coneria Town just outside the castle. You begin with 400 gold, so you should have enough money to buy the following weapons/armor combinations for each Warrior:

 * Fighter: Rapier/Chain
 * Thief: Rapier/Wooden
 * Black Belt: Nunchuks/Wooden
 * Red Mage: Rapier/Chain
 * White Mage: Hammer/Cloth
 * Black Mage: Dagger/Cloth

Next comes level-building. Leave town, step outside the gates, and walk around. Most of the enemies you'll fight are Imps, who are easily dispatched. Grey Imps are slightly stronger, but still not much of a challenge. Wolves and their large packs will present a little more resistance. Mad Ponies are the toughest here, and may require you to run away the first couple of times. Build your characters up to Level 2 or 3, and use the gold obtained from your battles to buy a few Heal Potions in Coneria. You may also want to buy a Tent for resting up outside the Temple, but it's doubtful you'll need it. If you have spellcasters, focus on getting CURE and RUSE for your White Magic while considering HARM for later, and FIRE and SLEP for the Black, while keeping LIT in the back of your head for later.

Once you can beat Mad Ponies without too much trouble, head northwest to the Temple of Fiends. Buy a few Pure Potions first.

title: Final Fantasy/Coneria Walkthrough


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Final Fantasy/White Magic

White Magic is primarily concerned with healing and restoration. Spells that directly affect the caster's foes are extremely rare. There are a number of spells that do attempt to destroy undead, however.

White Magic is cast by White Mages, White Wizards, Red Mages, Red Wizards, and Knights.

Level 1

 * Cure
 * Harm (Dia)
 * Fog (Shield)
 * Ruse (Blink)

Level 2

 * Lamp
 * Mute (Silence)
 * AntiLit (NulBolt)
 * Invisibility

Level 3

 * Cure2
 * Harm2 (Dia2)
 * AntiFire (NulFire)
 * Heal

Level 4

 * Pure (Esuna)
 * Fear
 * AntiIce (NulIce)
 * AntiMute (Vox)

title: Final Fantasy/White Magic


text:
Final Fantasy/Temple of Fiends Walkthrough

The Temple of Fiends isn't very big, but there still exists the potential for some dangerous random encounters. Bones and Spiders are easy to get rid of. If you did buy HARM at Coneria, use it on the Ghouls. Grey Wolves and Werewolves are where the most trouble lies; both have lots of HP (around 70) and the Werewolf can poison you. You'll probably be inclined to run away, but if you're feeling brave, try SLEP on the wolves.

There's one optional destination here: the treasure room in the lower left. You'll pick up a Cabin, Heal Potion, and a Cap. The other rooms are locked for the time being. This is your call; the Cabin will be useful on the upcoming long hike to Pravoka, the other two items you can take or leave.

The reason you made this trip, of course, is the battle against Garland. Just march straight up to the center of the temple and take him on. Despite his cool hat, Garland is only a little worse than the strongest random monsters you've dealt with so far. He has around 100 HP and a moderately powerful attack. SLEP sometimes works on him, but you shouldn't need it. FIRE takes a lot out of him, and RUSE is very useful since it makes Garland miss on his attacks quite often. Just fight and heal as necessary and he'll go down.

Talk to Sara after the battle, and get warped back to Coneria. Talk to the king, and he'll build the bridge to the northeast that will enable you passage to the greater world. Buy some tents, pick up anything you intended to get but didn't, then start what will be a pretty long hike to the eastern town of Pravoka.


text:
Final Fantasy/Agility

The Agility score of a hero is the level of physical dexterity that character has. High Agility scores make it easier for the warrior to dodge enemy attacks as well as increasing the character's ability to accurately hit his foe. Thieves, Ninja, Black Mages, and Black Wizards all have relatively high Agility scores.

title: Final Fantasy/Agility


text:
Final Fantasy/Armor Shops

Armor stores are where armorers sell their wares. Some basic armor stores provide only the simplest of chest protection, while others have been known to sell complete suits of mail, helmets, shields, and gauntlets.

The armor stores and their wares are:

 * 1) Coneria
 * 2) * Cloth
 * 3) * Wooden Armor (Leather Armor)
 * 4) * Chain Mail
 * 5) Pravoka
 * 6) * Wooden Armor (Leather Armor)
 * 7) * Chain Mail
 * 8) * Iron Armor (Steel Plate)
 * 9) * Wooden Shield (Leather Shield)
 * 10) * Gloves (Leather Gauntlets)
 * 11) Elfland
 * 12) * Cap (Leather Cap)
 * 13) * Iron Armor (Steel Plate)
 * 14) * Iron Shield
 * 15) * Copper Bracelet (Copper Armlet)
 * 16) * Wooden Helmet (Helmet)

title: Final Fantasy/Armor Shops


text:
Final Fantasy/Armor

Body armor is perhaps the most common form of protection against the attacks of foes. Body armor typically covers at least the torso of a hero, though some forms can cover much more to provide better protection. As an alternative to standard body armor, enchanted shirts or bracelets can be worn. Each adventurer may carry up to four pieces of armor (including helmets, shields, and gauntlets as well) but may only equip one piece of body armor.

Shirts

 * Cloth

Bracelets

 * Copper Bracelet (Copper Armlet)

Armor

 * Wooden Armor (Leather Armor)
 * Chain Mail
 * Iron Armor (Steel Plate)

title: Final Fantasy/Armor


text:
Final Fantasy/Black Mystic

Black Mystics are locations where spells, specifically Black Magic spells, are sold. This is the only way for magicians to learn new spells. Black Mages, Black Wizards, Red Mages, Red Wizards, and Ninja are all able to use the services of the Black Mystics.

The locations of the Black Mystics and the spells that each sells are:

 * 1) Coneria
 * 2) * Fire
 * 3) * Sleep
 * 4) * Lock (Focus)
 * 5) * Lightning (Bolt)
 * 6) Pravoka
 * 7) * Ice
 * 8) * Dark (Fog)
 * 9) * Temper (Steel)
 * 10) * Slow
 * 11) Elfland (first store)
 * 12) * Fire2
 * 13) * Hold (Bind)
 * 14) * Lightning2 (Bolt2)
 * 15) * Lock2 (Focus2)
 * 16) Elfland (second store)
 * 17) * Sleep2
 * 18) * Fast (Haste)
 * 19) * Confuse (Muddle)
 * 20) * Ice2

title: Final Fantasy/Black Mystic


text:
Final Fantasy/Gauntlets

Gauntlets are armored gloves worn by warriors to protect their hands in battle. Each adventurer may carry up to four pieces of armor (beware, this includes armor, helmets, and shields as well) but may only equip one piece of body armor.

Gloves

 * Gloves (Leather Gloves)

title: Final Fantasy/Gauntlets


text:
Final Fantasy/Healer

Healers are locations at which fallen heroes may be revived. If a hero's health drops to 0, that hero will die. There are two ways of reviving the dead hero: a powerful mage can use a Life spell or the party can visit a healer.

Healer Locations and Prices:

title: Final Fantasy/Healer


text:
Final Fantasy/Helmets

Helmets are considered by many heroes to be necessary to survival when adventuring, as they protect the warrior's head from attacks. Most characters cannot wear stronger helmets than the Cap, though Fighters and Ninja have access to three helmets and the Knight to five. Each adventurer may carry up to four pieces of armor (beware, this includes armor, shields, and gauntlets as well) but may only equip one helmet.

Headgear

 * Cap (Leather Cap)

Helmets

 * Wooden Helmet (Helmet)

Heavy Helmets
In Final Fantasy Origins, Helmet refers specifically to the Wooden Helmet.

title: Final Fantasy/Helmets


text:
Final Fantasy/Inns

Inns are places in which heroes are able to rest and recover from their adventures. Any adventurer who stays at an inn will heal all of his wounds as well as getting a good night's sleep. Magical powers will also be fully restored. The game can be saved after staying at an Inn.

Later in the game, after obtaining the airship, it is best to save money by visiting the inn at Coneria.

Inn Locations and Prices:

title: Final Fantasy/Inns


text:
Final Fantasy/Intelligence

Intelligence is the statistic that determines the effectiveness of magical attacks. All forms of mages and wizards have high Intelligence scores, with the Black Mage and Black Wizard possessing exceptionally great quantities of Intelligence. The Fighter and, to a lesser extent the Knight, has a terrible score.

It is widely believed that, due to a design mistake, Intelligence score has no actual effect on gameplay.

title: Final Fantasy/Intelligence


text:
Final Fantasy/Item Shops

Item stores are convenient locations for heroes to stock up on restorative items that can assist them in surviving the trials of the wilderness. Some of the item stores have very limited selections, while others will sell nearly all of the items.

The item stores and their wares are:

 * 1) Coneria
 * 2) * Heal Potion (Potion)
 * 3) * Pure Potion (Antidote)
 * 4) * Tent (Sleeping Bag)
 * 5) Pravoka
 * 6) * Heal Potion (Potion)
 * 7) * Pure Potion (Antidote)
 * 8) * Tent (Sleeping Bag)
 * 9) * Cabin (Tent)
 * 10) Elfland
 * 11) * Heal Potion (Potion)
 * 12) * Pure Potion (Antidote)
 * 13) * Cabin (Tent)
 * 14) * House (Cottage)
 * 15) * Soft Potion (Gold Needle)

title: Final Fantasy/Item Shops


text:
Final Fantasy/Luck

Luck is an attribute that comes into play when no other statistic applies. The most important function of Luck is the ability to run away from a difficult fight; it is no surprise that the Thief has exceptionally high Luck scores. Often, the Thief is included in a party simply for his ability to escape to safety.

Being able to run away from battles is extremely useful in the game's final challenge, the marathon Temple of Fiends.

title: Final Fantasy/Luck


text:
Final Fantasy/Key Items

Key Items are items that are essential to moving the storyline forward. Occasionally, the quest items must be used, similar to regular items, but more often it is only necessary for the Light Warriors to possess the quest item.

 * Ship
 * Crown
 * Crystal
 * Herb
 * Key
 * TNT
 * Rod
 * Lute
 * Canoe
 * Floater (Levistone)
 * Tail
 * Bottle
 * Oxyale
 * Slab
 * Chime
 * Cube
 * Adamant (Adamantium)

title: Final Fantasy/Key Items


text:
Final Fantasy/Shields

Shields are large metal sheets worn on the left hand of a warrior. The shield is used to fend off enemy attacks. Many warriors owe their lives to their shields, as the shield takes many hits that otherwise could kill the hero using it. An adventurer may carry one shield.

Shields

 * Iron Shield
 * Wooden Shield (Leather Shield)

Knight Shields
In Final Fantasy Origins, Shield is also the name of the spell Fog.

title: Final Fantasy/Shields


text:
Final Fantasy/Strength

Strength is the statistic that measures a warrior's physical power. Higher Strength ratings allow a hero to do more damage with physical attacks. Fighters and Black Belts rely primarily on their Strength attributes, as do Knights and Masters. Black Mages and Black Wizards are extremely weak, with abysmal Strength scores.

title: Final Fantasy/Strength


text:
Final Fantasy/Items

There are very few usable items in Final Fantasy. They are:

 * Heal Potion (Potion)
 * Pure Potion (Antidote)
 * Soft Potion (Gold Needle)
 * Tent (Sleeping Bag)
 * Cabin (Tent)
 * House (Cottage)

Note also that some quest items need to be used in the proper location in order to have their effect. Also, some equipped items can be used during battle.

title: Final Fantasy/Items


text:
Final Fantasy/Vitality

The statistic Vitality is a measure of how much damage a hero can take before being slain. It is necessary to have a high Vitality score for any warrior who intends on engaging foes in hand-to-hand combat. Fighters, Knights, Black Belts, and Masters tend to be extremely tough, and the White Mage and White Wizard are also fairly resistant to enemy assaults. The Black Mage and Black Wizard have low Vitality scores and are thus more likely to be killed quickly in a melee.

title: Final Fantasy/Vitality


text:
Final Fantasy/Weapon Shops

Weapon stores are the business portion of a blacksmith's operation. The weapons that the smith creates are sold to adventurers for their use in destroying monsters and villains. Each smith has different abilities, and so the availability of weapons in each weapon store will depend on its location.

The weapon stores and their wares are:

 * 1) Coneria
 * 2) * Wooden Staff (Staff)
 * 3) * Small Dagger (Knife)
 * 4) * Wooden Nunchaku (Nunchaku)
 * 5) * Rapier
 * 6) * Iron Hammer (Hammer)
 * 7) Pravoka
 * 8) * Iron Hammer (Hammer)
 * 9) * Short Sword (Broadsword)
 * 10) * Hand Axe (Battle Axe)
 * 11) * Scimitar
 * 12) Elfland
 * 13) * Iron Nunchaku
 * 14) * Large Dagger (Dagger)
 * 15) * Iron Staff (Crosier)
 * 16) * Silver Sword (Mythril Sword)
 * 17) * Sabre (Saber)

title: Final Fantasy/Weapon Shops


text:
Final Fantasy/Weapons

Weapons are the primary means of doing damage to foes. Each hero is able to carry up to four weapons at any time, but may only have one equipped.

Axes
Axes are large, bulky weapons that use brute force to slam through enemies. Axes typically have a large, sharp blade attached to a wooden rod. They are commonly wielded with one hand, requiring an amount of strength exhibited only by Fighters, Knights, and Ninja. They are among the most powerful weapons, though are highly inaccurate and tend to be slow.

 * Great Axe
 * Hand Axe (Battle Axe)
 * Light Axe
 * Silver Axe

Daggers
Daggers are bladed weapons similar to but smaller than swords. Daggers are typically intended for piercing and stabbing attacks. They are among the most accurate weapons, though often lag behind others in damage capability. Nearly all daggers may be used by all character classes except White Mages or White Wizards, who are unable to use any edged weapons due to religious inhibitions.

 * Catclaw
 * Large Dagger (Dagger)
 * Silver Knife
 * Small Dagger (Knife)

Hammers
Hammers are large weapons that can be swung with great force in attempts to bludgeon foes. Because they are extremely simple to use and do not violate religious prohibitions against the use of edged weapons, hammers are usually the weapons of choice for White Mages and White Wizards. They are usually powerful if a solid blow can be achieved, but are notorious for their inaccuracy. It is rumored that the god Thor used a hammer that was ensorcelled to be more accurate than normal.

 * Iron Hammer (Hammer)
 * Silver Hammer
 * Thor's Hammer

Nunchaku
Nunchaku (the word is both singular and plural) are exotic weapons that are commonly used by the Eastern monks known as Black Belts. The nunchaku is basically two wooden sticks or iron rods attached together by a short rope or chain. The difficulty in using such a weapon without the wielder hurting himself is so great that few are able to master it. A small sect of Ninja has been rumored to have learned the secret of the nunchaku from the Black Belts.

 * Iron Nunchaku
 * Wooden Nunchaku (Nunchaku)

Staves
The Staff (plural Staves) is often simply a tall stick and serves as a status symbol for the mages of the world. However, staves are often enchanted with magical powers or increased strength. Some are iron-shod, while others seem to have magical energy concentrated at their striking ends. In any case, the staff is almost always wielded by a spell caster who has no need of weaponry to cause destruction.

 * Heal Staff
 * Iron Staff (Crosier)
 * Mage Staff
 * Power Staff
 * Wizard Staff
 * Wooden Staff (Staff)

Swords
Swords are among the most common weapons in the world. They are typically longer than daggers. Most swords are two-edged and used for slashing attacks rather than piercing ones. However, the term "sword" is a fairly loose one and covers everything from the standard short sword to the exotic katana and the holy masamune. The sheer variety of these weapons ensures that there is one for almost any occasion.

 * Bane Sword
 * Coral Sword
 * Defense
 * Dragon Sword
 * Falchon
 * Flame Sword
 * Giant Sword
 * Ice Sword
 * Katana
 * Long Sword
 * Masamune
 * Rapier
 * Rune Sword
 * Sabre (Saber)
 * Scimitar
 * Short Sword (Broadsword)
 * Silver Sword (Mythril Sword)
 * Sun Sword
 * Vorpal
 * Were Sword
 * Xcaliber

title: Final Fantasy/Weapons


text:
Final Fantasy/White Mystic

White Mystics are locations where spells, specifically White Magic spells, are sold. This is the only way for magicians to learn new spells. White Mages, White Wizards, Red Mages, Red Wizards, and Knights are all able to use the services of the White Mystics.

The locations of the White Mystics and the spells that each sells are:

 * 1) Coneria
 * 2) * Cure
 * 3) * Harm (Dia)
 * 4) * Fog
 * 5) * Ruse
 * 6) Pravoka
 * 7) * Lamp
 * 8) * Mute (Silence)
 * 9) * AntiLit (NulBolt)
 * 10) * Invisibility
 * 11) Elfland (first store)
 * 12) * Cure2
 * 13) * Harm2 (Dia2)
 * 14) * AntiFire (NulFire)
 * 15) * Heal
 * 16) Elfland (second store)
 * 17) * Pure (Esuna)
 * 18) * Fear
 * 19) * AntiIce (NulIce)
 * 20) * AntiMute (Vox)

title: Final Fantasy/White Mystic


text:
Final Fantasy/Classes/Fighter

The Fighter is a member of a class of warriors that conduct warfare through the use of heavy armor and strong weaponry. Fighters disdain the use of magic while instead focusing their attention to combat tactics and strategy. They often do a great deal of damage but a number of creatures have armor that can block even the strongest of physical blows.

Fighters tend to be limited only by price when choosing equipment. A fully armored Fighter is often wearing thousands of G worth of armament, and those who cannot afford that much suffer from inferior goods. Especially in the early going, a Fighter that takes the time to buy the best equipment is practically invincible.

Fighters upgrade to Knights.

Initial statistics
The Fighter is a warrior that depends mainly on dealing damage quickly to his foes while being able to withstand their attacks. Strength is the highest statistic for the Fighter, with Vitality also being important.

title: Final Fantasy/Classes/Fighter


text:
Final Fantasy/Classes/Knight

The Knight is an upgraded cousin of the Fighter. He is able to use nearly all of his equipment and can cast a limited number of The White Magic spells.

title: Final Fantasy/Classes/Knight


text:
Final Fantasy/Classes/Thief

Thieves are adventurers who make their living by their agility and cunning. This has ensured that their reputation as heroes is always challenged; however, many thieves do indeed use their skills (mostly) in the defense of the common good. Nevertheless, it does not pay to relax one's guard when near anyone with as much stealth as a thief possesses.

Having a thief in the party increases the chances of striking enemies first and decreases the chance of being ambushed. The thief's quickness often allows him to strike the first blow in a battle. However, the thief is not able to cast any spells and cannot use most of the stronger equipment.

The Thief upgrades to the Ninja. Despite the Thief's weakness early on, the Ninja is possibly the best upgrade of the six character classes.

Initial Statistics
Thieves depend mainly on Luck to get them through battles. They are average in most of their other statistics, with a minor boost in Agility.

title: Final Fantasy/Classes/Thief


text:
Final Fantasy/Classes/Ninja

The Ninja is the upgraded Thief. Ninja have a much greater selection of equipment than Thieves, including almost all weapons and armor, as well as the ability to cast all Black Magic spells up to Level 4.

title: Final Fantasy/Classes/Ninja


text:
Final Fantasy/Classes/Black Belt

The black belt, also referred to by some as a monk, is a vicious hand-to-hand warrior. The black belt declines to wear any armor more complicated than a cloth shirt or wooden armor, preferring to trust to his own natural swiftness to protect him in battle. Some have been known to carry nunchaku into combat though most are more comfortable with the secret martial arts techniques that they learn in their youth.

This martial training occupies the black belt's time entirely, leaving no opportunity for him to study the casting of magical spells.

Black Belts are unique in that they gain empty-handed fighting ability with experience. Therefore, they are best equipped with nunchaku early on, but fight better with no weapons by experience level 8 or 9.

Black Belts upgrade to Masters.

title: Final Fantasy/Classes/Black Belt


text:
Final Fantasy/Classes/Master

Masters are upgraded Black Belts. They get no new equipment nor any ability to cast spells of any kind. The upgrade is purely aesthetic.

title: Final Fantasy/Classes/Master


text:
Final Fantasy/Classes/Red Mage

A Red Mage is a versatile sorcerer who is able to cast both black and white spells. This allows him to be useful both in curing wounded allies and in destroying enemies with magical destruction. The Red Mage is also relatively versatile when it comes to equipment; he can use many swords as well as a number of protective devices usually forbidden to mages.

However, the Red Mage's drawbacks come in that he is unable to access any high-level spells and has a limited selection of mid-level spells.

Red Mages upgrade to Red Wizards.

title: Final Fantasy/Classes/Red Mage


text:
Final Fantasy/Classes/Red Wizard

The Red Wizard is an upgraded Red Mage. The Red Wizard is able to use a small amount of new equipment, but gains access to a large number of new spells. Red Wizards still are not able to cast as much Black Magic as a Black Wizard or as much White Magic as a White Wizard, but is able to use both types of magic.

title: Final Fantasy/Classes/Red Wizard


text:
Final Fantasy/Classes/White Mage

The White Mage is a sorcerer devoted to the restorative power of white magic. She is capable of casting many powerful spells that can restore allies to combat readiness even after sustaining grave wounds. The White Mage is also able to cast a limited number of offensive spells, mainly targeting the abominations known as undead.

The White Mage's religion forbids her from using edged weapons of any kind (save only the holy Masamune sword). The focus on spell casting prevents her from gaining the skill necessary for wielding nunchaku. Because of this, the White Mage typically is seen swinging staves or hammers.

White Mages upgrade to White Wizards.

Initial Statistics
White Mages are primarily dependent on Intelligence, as the power of their spells is based upon that statistic. However, White Mages are more rounded than Black Mages and even have relatively high Vitality ratings, which help the mage stay alive long enough to cast healing spells.

Spells
White Mages cast only White Magic spells.

title: Final Fantasy/Classes/White Mage


text:
Final Fantasy/Classes/White Wizard

White Wizards are upgraded White Mages. They have full access to all the spells of White Magic, including the awesomely powerful Fade.

title: Final Fantasy/Classes/White Wizard


text:
Final Fantasy/Classes/Black Mage

Black Mages are wielders of the destructive black magic. They use the elements of the world, poison, and mental attacks to destroy their foes. The nature of the spells cast by the Black Mage often causes observers to wonder if the Black Mage is not just as evil as the creatures that he fights.

Black Mages have no religious restrictions in their choice of weaponry, but often have no skill in using anything more complicated than a staff or dagger.

Expert Final Fantasy players question the value of the Black Mage/Wizard. The Black Mage can be useful early on, but later in the game become liabilities due to their physical weakness. Also, almost all useful Black Magic spells are available to the Red Wizard.

Black Mages upgrade to Black Wizards.

Initial Statistics
The Black Mage is the most specialized of all of the classes when it comes to statistics. None are more Intelligent than the Black Mage, but at the same time none have less Strength or Vitality. The Black Mage does have above-average scores in Agility and Luck, however.

Spells
Black Mages cast only Black Magic spells.

title: Final Fantasy/Classes/Black Mage


text:
Final Fantasy/Classes/Black Wizard

The Black Wizard is an upgraded Black Mage. Black Wizards have full access to every Black Magic spell known to man, including the devastating Nuke.

title: Final Fantasy/Classes/Black Wizard


text:
Final Fantasy/Gauntlets/Gloves

Gloves are simple gauntlets made of leather. Any hero is able to wear them, but they provide minimal protection from attack. They do not interfere with the gestures mages need to cast spells.

Gloves may be worn by:

 * Fighter / Knight
 * Thief / Ninja
 * Black Belt / Master
 * Red Mage / Red Wizard
 * White Mage / White Wizard
 * Black Mage / Black Wizard

title: Final Fantasy/Gauntlets/Gloves


text:
Final Fantasy/Characters/Arylon

Arylon is the stage name of a world-famous dancer and entertainer. Her true name has not been ascertained. She is currently on tour, though the term is perhaps misleading. Arylon has been stuck in Coneria since the North Bridge collapsed.

title: Final Fantasy/Characters/Arylon


text:
Final Fantasy/Enemies/Astos

Astos is an evil dark elf who stormed the castle of Elfland five years before the Light Warriors began their quest. Astos cursed the Prince of Elfland with a never-ending sleep and stole everything in the treasury that wasn't locked with the Mystic Key. He is said to be in disguise hiding somewhere near Elfland, possibly in the creepy Northwest Castle.

title: Final Fantasy/Enemies/Astos


text:
Final Fantasy/Characters/Bikke

Bikke, a self-styled "great pirate", is the leader of a small gang of pirates that invaded the city of Pravoka. Bikke set up his headquarters in a large, opulent house in the northwest corner of town and began robbing citizens, claiming that the stolen money was "taxes" to pay for "protection". When the Light Warriors arrived to liberate the town, Bikke sent his gang of pirates to attack them. After the pirates were slain, Bikke surrendered. He gave up his grip on the town and offered the Light Warriors his ship for their use.

title: Final Fantasy/Characters/Bikke


text:
Final Fantasy/Enemies/Chaos

Chaos is an evil demonic abomination created 2,000 years before Lukahn's prophecy by the four fiends using Garland's body, who in turn were sent to the present by him, thus creating a time loop paradox. The Light Warriors can break the paradox by traveling backwards in time to the Temple of Fiends and defeating Chaos.

title: Final Fantasy/Enemies/Chaos


text:
Final Fantasy/Enemies/Garland

Garland is a former knight of Coneria. After being dismissed from his post as a knight, Garland decided to take his revenge by kidnapping Princess Sara. Relying on the prophecy of Lukahn, the King of Coneria commissioned the Light Warriors to hunt Garland and retrieve the Princess.

Garland was holding the Princess in the Temple of Fiends to the northwest of Coneria. The Light Warriors stormed the Temple, slew Garland, and rescued Sara.

In the last dungeon, Garland has transformed into Chaos.

Return to People Return to Final Fantasy

title: Final Fantasy/Enemies/Garland


text:
Final Fantasy/Characters/Queen Jane

Jane is the Queen of Coneria. She is married to the King of Coneria and has two daughters, the elder of whom is Sara.

When Sara was kidnapped by Garland, Jane locked herself into her chambers and refused to leave. She did accept visitors, however, and exhorted them to save her daughter.

Final Fantasy Origins: Queen Jayne

title: Final Fantasy/Characters/Queen Jane


text:
Final Fantasy/Characters/King of Coneria

The King of Coneria has ruled over the hereditary monarchy of Coneria for many years. He has a wife, Queen Jane, and two daughters. One of these daughters, Princess Sara has been kidnapped by a former knight named Garland. Following this kidnapping, the King has been unable to focus on his duties as a ruler and effective management of the city has fallen to his other daughter.

The King sent messengers far and wide searching for the Light Warriors, a group of heroes whom Lukahn has prophesied will rescue the Princess and return balance to the world. After the Light Warriors successfully rescued the King's daughter, he commissioned the repair of the North Bridge, allowing the Light Warriors to travel to the continental mainland.

Return to People Return to Final Fantasy


text:
Final Fantasy/Characters/Light Warriors

The Light Warriors are the heroes of Final Fantasy. They are a group of four warriors who are destined to save the world from destruction. Lukahn, the sage, has foretold that the Light Warriors will begin their quest by traveling from Coneria to the Temple of Fiends and rescuing the kidnapped Princess Sara from the former knight Garland.

The Light Warriors must also liberate Pravoka from Bikke and his gang of Pirates and break the curse that Astos has placed upon the Prince of Elfland.

Completion of the Light Warriors' mission involves the destruction of the four Fiends and the dark force behind them, known only as Chaos.

title: Final Fantasy/Characters/Light Warriors


text:
Final Fantasy/Characters/Lukahn

Lukahn is a wise and knowledgeable sage. He formerly lived in Coneria, but fearing for his life during the troubles with Garland, Lukahn escaped to the settlement at Crescent Lake. He prophesied that the Light Warriors would return peace and balance to the world, beginning with the rescue of Princess Sara and culminating in the defeat of the four Four Fiends and Chaos itself.

Final Fantasy Origins: Lukin

title: Final Fantasy/Characters/Lukahn


text:
Final Fantasy/Characters/Matoya

Matoya is a blind witch who needs the Crystal in order to be able to see. She lives in a cave north of Coneria with her animated, speaking brooms. She is said to be the only person capable of creating the potent remedy of Herb needed to break the curse that Astos cast upon the Prince of Elfland, but is unable to do so without the power of sight. Since her Crystal has been stolen, Matoya is unable to help the Prince.

title: Final Fantasy/Characters/Matoya


text:
Final Fantasy/Enemies/Pirate

The Pirates are a gang of nine corsairs employed by Bikke. They are ruthless killers, though fairly inept sailors. The gang captured the city of Pravoka, terrorizing the city and turning it into a ghost town virtually overnight. Their ship was docked just to the south. They ran their operations out of a large mansion in the northwest section of town until the Light Warriors liberated the town, slaying all nine of the pirates but sparing Bikke's life.

title: Final Fantasy/Enemies/Pirate


text:
Final Fantasy/Characters/Prince of Elfland

The Prince of Elfland rules over the realm of Elfland. He was entrusted with the safekeeping of the Mystic Key by the rulers of Coneria when they sealed their Treasury to protect its contents from the Four Fiends 400 years ago.

He was cursed by Astos five years before the Light Warriors began their quest. The curse took the form of a deep sleep from which the Prince cannot awaken until cured with the Herb, which only Matoya is able to prepare.


text:
Final Fantasy/Characters/Princess Sara

Sara, the Princess of Coneria, is the elder daughter of the King of Coneria and Queen Jane. As the eldest child, Sara is heir to the throne. She has a sister. Sara holds the Lute, an heirloom of the royal family that has been handed down for two thousand years and is thought to have some sort of magical power.

Sara was kidnapped by the rogue knight Garland and held captive in the Temple of Fiends. Her father organized a search party that became known as the Light Warriors to rescue her, promising to rebuild the North Bridge to allow them to reach the mainland if they would do so. Realizing that the Light Warriors, in rescuing Sara, had proven themselves to be the heroes of Lukahn's prophecy, she gave them the Lute.

Final Fantasy Origins: Princess Sarah

title: Final Fantasy/Characters/Princess Sara


text:
Final Fantasy/Locations/Coneria

Coneria, named Cornelia in later releases, is a small town protected by a castle. It is sometimes referred to by locals as the dream city. Rivers run through the town and the surrounding area is lightly wooded. It is located on a peninsula that juts into the Inner Sea in the middle of the Southern Continent. Coneria is cut off from the mainland of the continent by mountains and the Northern Strait. A bridge used to connect the Conerian peninsula to the mainland, but it fell into disrepair and was useless until repaired as a reward for the Light Warriors. Coneria is west of Pravoka.

Coneria has all of the amenities of modern living, including a well and a fountain. Business thrives despite Coneria's isolation. However, many goods are of low quality because Conerians generally have no need of the implements of warfare. The local weaponsmith sells an assortment of basic weaponry and the armorer provides only the basics in body armor. The Conerian sorcerers have developed some enchantments which, while not powerful, are quite useful to fledgling warriors out to make names for themselves. Arylon, the world-famous dancer, performs in Coneria.

History
The city of Coneria was founded soon after the Time of Chaos as a military outpost to prevent the nearby Temple of Fiends from ever again being used as a base for the forces of evil. As time passed, however, the people of Coneria forgot their mandate. They became soft and complacent, and when the Four Fiends returned 1600 years later the Conerians were not ready. The Conerians quickly realized that they were no longer a match for the elemental powers of the Fiends and decided to seal all of their most powerful artifacts in the Treasury. The Mystic Key to the Treasury was given to the Elves for safekeeping in the hidden realm of Elfland. Due to fear of the Fiends, few people have traveled in the centuries after their return. Thus the North Bridge which connected Coneria to the mainland was neglected and eventually crumbled. Despite all of this, the city itself has managed to remain relatively peaceful under the small guard of the knights who remember the millennia-old purpose of Coneria's existence.

Coneria's peace has only recently been shattered. Lukahn, the sage who spoke the prophecy of the Light Warriors, left Coneria for Crescent Lake. As Lukahn predicted, a former knight known as Garland kidnapped Princess Sara. The trauma of the kidnapping caused Queen Jane to lock herself into her room. The King of Coneria tried to continue governing, but could not think of anything other than his missing daughter. Many of the day-to-day activities of the realm were conducted by Sara's sister until the Light Warriors rescued Sara. Following this, the King ordered the North Bridge to be repaired so that the Light Warriors could leave the peninsula.

title: Final Fantasy/Locations/Coneria


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Final Fantasy/Locations/Crescent Lake

Crescent Lake is a town on the shores of the lake from which the town gets its name. The sage Lukahn moved to Crescent Lake from Coneria after prophesying that Garland would kidnap Princess Sara and that the Light Warriors would eventually rescue her.

title: Final Fantasy/Locations/Crescent Lake


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Final Fantasy/Locations/Elfland

Elfland is a secluded and hidden realm. It is home to the Elves and ruled by the benevolent Prince of Elfland. As far as any human is able to discern, the city has no logical layout. Paths branch off at random intervals, and not all paths lead to anything at all. There is a castle in Elfland, but the city is not protected by walls of any sort. Instead, the elves depend on the surrounding forest for protection.

Like most major cities, Elfland has an Inn and a Healer. In addition, the elves have established numerous shops, including a Weapon Shop that sells the powerful Silver Sword among its other wares, an Armor Shop stocked with magical Copper Bracelets, and an Item Shop that sells Houses. Being mystical creatures, the elves operate not only one but two of each Black Mystics and White Mystics for a total of four spell vendors. There is also a graveyard deep in the woods of Elfland.

The Mystic Key to the Treasury of Coneria is hidden in the castle of Elfland for safekeeping. The Prince holds the Key, but has been asleep for five years after being cursed by the evil Dark Elf Astos. No one has seen where Astos went after attacking the castle and raiding the treasury, stealing everything that was not protected by locks that can only be opened by the Mystic Key. He is said to be in disguise somewhere nearby. Some speculate that he may have something to do with the spooky Northwest Castle. Regardless of Astos's current location, if the Prince does not awaken soon, the dark elves will be able to conquer Elfland. The wise elves attending the Prince say that the only thing that can waken him is the Herb. Rumor has it that Matoya is able to prepare the Herb.

Final Fantasy Origins: Elfheim

title: Final Fantasy/Locations/Elfland


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Final Fantasy/Locations/Gurgu Volcano

Gurgu Volcano is a large, active volcano in the middle of a large mountain range on the southern continent. It is to the south of Pravoka.

Final Fantasy Origins: Gulg Volcano

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Final Fantasy/Locations/Matoya's Cave

Matoya's Cave is an isolated cave in the mountains north of Coneria and northwest of Pravoka. Matoya, the blind witch, lives alone in the cave along with her animated, speaking brooms.

Treasure

 * Heal Potion x 2
 * Pure Potion

title: Final Fantasy/Locations/Matoya's Cave