World 1: Ronka Ruins
Five sets of guns defend the Ronka Ruins. You must defeat the two groups of guns on the left and right before the main boss Sol Cannon appears. There are a couple points to remember before engaging in battle. The first is that after every battle you can return to the ground, heal and save before continuing. To return, fly away from the Ruins. Eventually you return to a normal altitude. The other point to remember is that all these monsters are weak to lightning. Plan accordingly.
hp: 2,500boss battle: Rocket Launcher
About the only good thing about this battle is that you can learn the Rocket’s Missile attack. You may go through your own private hell to get it though. The gun hits hard and fast. It either uses the aforementioned Missile, which is similar to Gravity in that it reduces your current hit points by a fixed amount: ¾. That hurts. The good part about Missile is that it leaves your wits about you. Not so with the Rocket Launcher’s Rocket Punch attack which halves your current hit points and casts Charm to boot.
For those of you who remember the ribbon you got back in Karnak that claims to prevent “most” status effects—most does not include Charm apparently. You still end up cuckoo for cocoa puffs slapping your teammates silly. There is no way to prevent this effect.
Fortunately this battle can be over in a hurry. Rocket Launchers have a considerable weakness to Bolt elemental magic just like all of the bosses and sub-bosses outside of the Ronka Ruins. The Ninja’s Thunder Scroll, which does from 1,900-2,000 points of damage, is one of the more effective lightning attacks. A mystic knight with the Two-Handed ability, and a Coral Sword enchanted with Thundara deals around 2,000 points of damage as well. Take away the Two-Handed ability to cause a still-sizable 1,300 points of damage. I had mixed results with Ramuh. At one point it did 900 points of damage, then it inflicted 1,450. The rest of them, a Ranger wielding a Lightning Bow or a Black Mage casting Thundara, caused 800-900 points of damage. Be sure to bring along a couple accomplished White Mages who have reached level 4 and can cast the indispensable Esuna spell.
hp: 2,400boss battle: Flame Thrower
These are the easier of the two sub-bosses. They don’t have any devastating attacks that charm allies into attacking themselves or their cohorts. The Flame Thrower’s sole attack is the learnable blue magic Flame Thrower. Flame Thrower inflicts around 180 points of fire-based damage. If you are extremely rich and powerful, then you can purchase Flame Rings so that you bask in the warm wave of fire instead of roasting in it. At 50k a pop though, that’s a huge investment.
A quick way to end the fight is to toss Lightning Scrolls at the Flame Throwers. These cause about 2,000 points of damage. The guns only have 2,400 hit points, so the fight should be brief. Any lightning-based damage you prefer will work effectively to make an end to this lesser gun.
hp: 22,500; 10,800; 10,800boss battle: Soul Cannon, Launcher (top), (side)
After taking out all four sets of guns a large gun descends from the middle of the ruins. Fly up to it and face Soul Cannon and two Launchers. The rule of thumb for this battle is to get it over as quickly as possible. To facilitate this, you can cast Level 5 Death to immediately dispatch the Launchers. Soul Cannon begins a countdown to its devastating Wave Cannon attack. You have about seven rounds until he fires it. After you see the message “Energy Cells 128% Capacity” worry. You have only one more round until your entire party gets blasted. You cannot protect against the attack. It deals out 300-450 damage points and causes your hps to drop. Supposedly both Soul Cannon and the Launcher have an attack that instantly causes death, but I have yet to see it.
As previously mentioned, the Launchers are susceptible to Level 5 Death. If you didn’t learn this blue magic spell then hit with Lightning magic. As usual the Ninja’s Thunder Scroll inflicts the most damage causing 800-900 to the Launchers and 1,900-2,000 to the Soul Cannon. It’s imperative that you take out the launchers quickly because their Missile Attack hits for vast damage—over 400 and causes its target to age. When you age your stats decrease so eventually you do everything from hitting to regenerating less effectively.
The Soul Cannon has a massive amount of hit points, 22,500 to be exact. You want to reduce them as quickly as possible. I mentioned that the Thunder Scroll is the most effective attack. Casting Ramuh while wielding a Thunder Rod is almost as effective, coming in at around 1,500 damage points. Whichever your preferred method of killing, make it quick. A Time Mage casting Haste is an excellent asset to this fight. Once again be sure you have an accomplished healer or two. Soul Cannon will almost certainly blast you with Wave Cannon at least once. Subsequent firings of Wave Cannon occur more quickly than the first, so heal often!
Inside the Ronka Ruins
The Ronka Ruins look much like the other ruins you were running around in. You are in for a few surprises in this mazelike dungeon. I strongly suggest using a thief, or equipping the Find Passages ability. There are many bridges throughout that are invisible to the untrained eye. Another helpful ability is the geomancer’s innate “Detect Trap Holes.” There are some tricky holes at critical spots. These holes won’t kill you, but they are irritating.
The monsters within the Ruins know many blue magic spells, some you may already have. Others, like the Enchanted Fan’s White Wind are new and may help tremendously while you run through this maze. You can learn two spells from the Enchanted Fan. The first he will teach you freely: Aera. In order to learn White Wind, a healing spell that cures the entire party equal to the caster’s hp, you must control the Enchanted Fan.
At some point you probably encountered an enemy and learned Pond’s Chorus, but if you haven’t, here’s your chance. Much like all of the other toads, Archeotoad love to sing this ditty and change one of your party members into a multicolored frog. Fortunately this malady is easily cured by the white magic Esuna spell, a Maiden’s Kiss item, or the black magic spell Toad.
The mermaid-like Lamia enemies can teach you he powerful 1000 Needles spell. Be happy Lamias don’t cast this spell willingly; you’ll have to control them to learn it. 1000 Needles causes 1,000 damage to a single target. At this point in the game I certainly don’t have 1,000 hit points. 1000 Needles almost always hits, and always does 1,000 points of damage.
The first level contains nothing of interest. It simply sets the mood of the dungeon. It should look very similar to the ruins you were just wandering through. Walk around the horseshoe and continue through the northwest corner to the door.
If you haven’t heeded my advice and equipped the Passages ability, this room may immediately look like a dead end. A tantalizing treasure chest lies to the south and it can be yours if you just walk (much like Indiana Jones in The Last Crusade) over the invisible bridges. Head to the right and then cross the invisible bridge south and head west. The lovely treasure box holds Golden Armor. Collect it and exit south.
Third & Fourth Level
The Maze begins here. You enter the third level in the center of the room. From here there is only one way to go, down over another invisible bridge (best get used to them) and then to the left. Head north, where you will encounter four long thin bridges all of which appear to be missing sections. Take the second bridge from the right. Cross over to the left when you near the end of the bridge and snatch the Elixir hiding in the chest. Go back to the south and continue across the bridge to the far left.
Unfortunately now you have three choices to make to continue on. Ignore the first set of stairs for now, go up the middle flight of stairs to reach a consecrated circle. Once you’ve saved, you may open the treasure chest for a disappointing Phoenix Down (they can’t all have Golden Armor in them).
Keep ignoring the leftmost door and continue south on the narrow walkway to the right of the treasure chest. Enter the doorway to a small section of the fourth level. You can only go down and through the door…that leads back to the third level just south of where you came from.
Go to the right and walk all the way to the top of the room. Head left and claim the Golden Shield, which you’ve been able to see all this time but could not reach. Aren’t you going to be a snappy dresser in your Golden Armor and Golden Shield? I feel a set coming on… Venture all the back the way you came, up that narrow walkway, and through the door I told you to ignore earlier.
The first part of this trek is straightforward. Wind around through the fourth level. Then wind around the top of the third level. Then wind around back in the fourth level (are you dizzy yet?). Go straight down from this door. You have finally reached somewhere new.
Fifth & Fourth Level
Walk to the right. Go through the doors to the south and exit the room using the stairs. The stairs lead you back to the familiar fourth level. Walk to the north and you will spy a treasure chest. Jimmy it to get a Hi-Potion. Once again you have a choice about which way to go to proceed. Ignore the door for the moment and take the stairs. These take you back to the fifth level. Travel south and take some more stairs. You have now hit the mother lode. Five treasure chests gather in one room. Surely there must be a trap? This is where the geomancer comes in handy. If you walk directly forward without a geomancer you will plummet (somehow) from the fourth level up to the fifth level. Perhaps gravity differs in this game. The fall is only a minor inconvenience, but since you can easily prevent it, take measures to do so. The treasures are—from right to left —Power Armlet, Moonring Blade, Ancient Sword, Shuriken and 5,000 Gil. Backtrack once again until you reach the door on the fourth level you previously ignored.
Go through the door and exit all the way south. Pass through the fifth level and back to the fourth level. All this level switching does get a bit monotonous. There is only one direction to go, so follow the path south through the door, skirting the pitfall, and through the doors to the west. Continue through the door to the north and finally exit down the stairs.
The stairs lead to the northwest corner of the fifth level. Go south and down the stairs to reach the save point you passed on the fourth level. Return and go through the doors exiting up the stairs to the north.
Back on the fourth level you have a choice to make again. Do you go through the door or down the stairs? The stairs will take you to treasure. Obviously treasure comes first. Be forewarned, this room is home to dangerous monsters. You may want to prepare yourself before you continue. Take the stairs and the long corridor to the south. If you still have Passages equipped you’ll note more invisible bridges obscuring your path to the loot. I was hoping for more Gold set pieces. All I got for my trouble was a Cottage and Ether. Sometime before or after collecting your plunder you will most likely encounter the bane of the dungeon: the Ghidra.
This blue serpent will teach you the blue magic Level 4 Graviga —but it doesn’t come cheap. He has only 3,000 hps but he packs a mighty wallop. To start, he is reflected. This means you can’t use magic on him unless you’d like to be hit by it yourself. Among his deadly repertoire of skills is my favorite: Poison Breath. This enchanting purple number hits all party members for 10-450 hp and of course, poisons them. The Ghidra also enjoys casting Lightning on your entire party. This spell isn’t quite so devastating. It averages 175 points of damage. To top it off, the beast uses Rush attacking a single party member for about 450 damage.
I had a difficult time figuring out how to kill the Ghidra. Every time I tried, no matter what combination I used, he was too fast and the poison ate my party alive. Eventually I settled on two monks, one with ! Blue and one with ! Chakra, a thief (you can steal a Killer Bow) with ! Time, and a white mage with a level divisible by 4 and Learning.
Of course if you feel like being cheap, an easy way to kill the Ghidra is to cast your newly learned 1000 Needles spell three times.
When the Ghidra finally dies he usually casts Level 4 Graviga. This won’t kill anyone, but your party member equipped with Learning must be a level divisible by four or this little venture was all a waste of time. If this all seems like too much work, you can always learn the spell later on from Executor, Azulmagia, Level Checker, or Level Tricker.
You may also run into a distant cousin of the Ghidra on your jaunt down this corridor, the Hydra. He is much easier. He only has 2,000 hp, is not reflected, and only casts Thunder and attacks with Rush. If you run into him first don’t be fooled!
When you’re finished collecting treasure and slaying hydras go back out to the fourth level go through the doors to the south and continue until you see a large button on the wall. Push it. A stairwell will open directly south.
The end of the dungeon, as well as a terse reunion with King Tycoon, lies up the stairs. No time for love though, you’ve got another monster to annihilate.
hp: 8,900boss battle: Archeoaevis
This dragon-like boss changes his weakness at will. However he begins the battle with a weakness to wind. Bring along a blue mage to exploit this weakness by casting Aera for 900 points of damage. Once he shifts from his wind weakness he won’t really be weak to anything. Your best bet for the remainder of the fight is just to use hard-hitting physical jobs and not worry about the ineffectiveness of your magic.
In the meantime you will be hit hard—usually by magic. If you have a Flame Ring, wear it. Archeoaevis uses a couple fire-based spells. The wyrm will char your entire party with Blaze Wing, and Blaze. He also likes to freeze the party with his Frost attack.
In his first incarnation Archeoaevis will pelt you with the now familiar Breath Wing. Unfortunately its power has seemingly increased since Wing Raptor first hit you with it. Breath Wing strikes the entire party for ¼ the target’s maximum hp. The wyrm hits a single target with Slip for around 200 points of damage. As an added bonus this attack causes the target’s hp to drop steadily.
The second shift of Archeoaevis features two new attacks. Frost is an icy tornado-like attack, which affects all party members. It usually inflicts about 250 points of damage and causes the party’s hit points to decrease rapidly for a few seconds. The second attack is a lovely number by the name of Wing Attack. Have Antidote items or the Antidote spell ready because Wing Attack poisons a single party member as well as inflicting 200 points of damage.
The third shift of this never-dying dragon involves another fire spell to the entire party: Flame. It averages out to about the same damage as well, 175-275. Of course this incarnation wouldn’t be complete without a status attack to a single target. This round it is the Tail attack. Once again one lucky party member gets walloped for about 200 points of damage and gets blinded in the bargain.
Just like the energizer bunny, Archeoaevis keeps going. Round four involves a different element at least. This form’s signature spell is Lightning. Like all of the other spells that target the entire party, this one causes between 175-275 points of damage. The status effect for the round is everyone’s favorite: paralysis. Somehow this mighty 9-lived wyrm causes paralysis with his Tail attack and inflicts the standard 200 points of damage.
When you hear the exciting death throes of Archeoaevis, ignore them. He arises from the dead just to piss you off. This incarnation has more pizzazz than the others. He offers several different attacks as opposed to the previous incarnations, which sported two. There are two different status effects this time: confuse and paralayze. Archeoaevis’ Tusk attack causes confuse and Entangle aptly paralyzes its target for a few rounds. Archeoaevis’ new nasty attack is Mælstrom. This reduces party members to single-digithp. The rest of his attacks you’ve seen before, Blaze, Breath Wing, Lightning and Frost.
The easiest way to dispose of the last form of Archeoaevis is to cast Level 5 Death since he is level 20. If this spell isn’t an option, hit fast and hard. Remember that 1000 Needles is also extremely powerful albeit costly.
The Earth Crystal
After Archeoaevis finally dies, the path to the earth crystal is clear. Follow King Tycoon inside. Several events unfold within the confines of the crystal room. Ultimately you gain four new jobs: Samurai, Dragoon, Dancer, and Chemist as the last crystal shatters. The party wends their way to the airship as the ruins shudder and collapse.
Earth Crystal Aftermath
A final meteorite hurtled toward the land bringing with it Galuf’s granddaughter, and as a result of her presence the return of Galuf’s memory. Galuf and his granddaughter Krile utilized the remaining power from the meteorite to send them back to their world. Your party has dwindled to three, but popular consensus seems to be finding a way to follow Galuf and Krile and carrying on the struggle to ensnare the new enemy Exdeath once more. The question arises how to get to Galuf’s world? The obvious answer involves a meteorite. Start with the Tycoon Meteorite because that is where you will find Professor Cid.
The grandfather and son science team have hijacked your black chocobo and ridden him over to the meteorite. The adamantite began emitting strange energy, so Cid and Mid decided to take it back whence it came. They realized that the adamantite restores power to the meteor. Unfortunately the meteorite needs more power before you can attempt to travel to Galuf’s world. There are three other meteorite that contain adamantite. You must seek them out and recharge them with the ore.
User Submitted Strategies
Make sure you don't equip Galuf with any rare items! I equipped him with the Ancient sword and gold armor before I knew he would leave, and he took them with him.
Posted at 10:35 PM on June 25, 2009 by southy
I suggest getting an archer and using animals to heal your characters while they attack him
Posted at 5:14 PM on June 4, 2009 by Collin
get a ninja.buy a few swords.throw them at the aevis.he will die afterwards
Posted at 5:08 AM on December 13, 2008 by lugia
Use the time mage and put everyone in fast. Then using moon song, have everyone go beserk. Once i did this i was not attacked again until the boss was dead. Just make sure that noone has any rod equipped or you run the chance of healing him.
Posted at 7:35 PM on October 10, 2008 by AJ
Killing ArchaeAvis wasn't too hard for me. It's a good idea to completely forget using black magic in this battle, it's too much hassle and you don't want to accidently heal him, do you? I had one Ninja, one Mystic Knight, one Time Mage, and one White Mage for this battle. I had my TM buff up my ninja and knight with haste and regen, then I just pounded him until he died, frequently healing with my TM and WM. Shuriken are pretty good too, but use them sparingly. This would work with any good party with two fighters, just equip one of your magic users as a TM, you'll be glad you did.
Posted at 11:46 AM on June 24, 2007 by Alex
Use the blue spell Vampire on Soul Cannon when your health is low. You do absorb much from him, also regaining your health
Posted at 9:11 PM on May 4, 2007 by spikedog123
just set Faris into a Ninja type class and buy several shurikens. when encountering irritating monsters, don't use the shuriken. you'll use the shuriken to defeat Ghidra. Then set Galuf and Lenna into the Blue Mage class. cast Aera several times because Archaeoaevis is weak to wind. Then set Bartz into the hunter class (but make sure the bow you must use to defeat Archaeoaevis must be the Killer Bow w/c should be stolen from Ghidra). You must set Bartz on the back row and use the two-handed ability as the second command. The damage points will increase.
Posted at 7:25 AM on February 10, 2007 by Miguel
If you need to kill the canons then try summoning ramuh while making a blue mage use missile (fire powered ship) or flame thrower (Flame thrower boss) also having thunder based wepons helps. NOTE: Ramuh will hit ALL three targets on the soul cannon dealing more than 800 to the main cannon and around 200 to the back parts.
Posted at 10:04 AM on January 21, 2007 by Shine
hey to kill archeoavis just use the atack of 1000 needles 4 times, and when he revives just ude the lvl 5 death
Posted at 12:46 PM on December 31, 2006 by ??? (richard)
hey to kill the soul cannon easily you need to get 12 thundr scrolls, make all your characters job to be ninja( or use the throw ability) then when the fight starts just throw the scrolls, in the first 5 or 4 hits the launchers will be destroyed, and hen you throw the last scroll the soul cannon will die, and it wil not be able to atak with missile because the launchers were destroyed fast, and the soul cannon will die before attacking you.
Posted at 8:47 PM on December 30, 2006 by ???
hey something strange, it only went to round 2 and then dies, now that I remember, with ong raptor I kill it rapidly and never changed, and the siren i got defeated the first time, but in the second it didnt use its undead mode, cool.
Posted at 7:29 PM on December 29, 2006 by ???
To get missle very easily go back to the airship base and go into the fire ship. You must have control and use it on the motor traps so you can use it on your blue mage or someone equipped with learning. This will let you kill the evil guns without regret of not learning the blue magic.
Posted at 4:37 PM on December 28, 2006 by Moogle
To easily smash the Soul Cannon just turn all in your group to ninja, equip each one with 2 Ninja Knives, take along 15 Thunderskills and throw the hell outa it. It'll explode before the preparation of the cannon is done (so you won't even see the loading message of the Wave Cannon ^^)
Posted at 2:38 PM on December 26, 2006 by Hammerit
I used a Ninja with blue magic,Mystic knight,red mage,and tim e mage Well killing the hard boss first you can use L.5 Doom then cast Thundara on a mystic knight. Then use the red mage and use thundara and time mage haste.Then i used moon flute and watched the boss die before getting hit =D
Posted at 7:38 PM on November 12, 2006 by Valerie
I found a very easy way to kill this "difficult" boss. It may take some tuneing up but I'm sure everyone can mold their characters to get the right effect. I found that 3 monks (with learning, blue magic, or white magic as their secondary ability) and a white mage (whith black or blue magic) kill ArchaeAvis quite quickly. Once you have killed the first incarnation, shouldn't take long with the high crit rate of monks, just dont forget to heal quite often, you use "Lv5 doom" from the library on his second form (which is level 20). He is usually dead within 2 minute for me, if not 1 minute. Hope it works for everytone else
Posted at 8:50 PM on August 11, 2005 by Jeffrey
|hp: 760||mp: 200|
|exp: 370||gil: 198|
|Steal: Poet Robe
|hp: 860||mp: 0|
|exp: 380||gil: 201|
Steal: Power Drink
|hp: 450||mp: 20|
|exp: 320||gil: 204|
|hp: 1,000||mp: 200|
|exp: 470||gil: 207|
|Drop: Dark Bow|
|hp: 900||mp: 100|
|exp: 490||gil: 210|
|Steal: Maidens Kiss
|hp: 800||mp: 100|
|exp: 390||gil: 213|
|hp: 2,000||mp: 1,000|
|exp: 1,800||gil: 216|
|Drop: Dragon Fang|
|hp: 3,000||mp: 1,000|
|exp: 3,108||gil: 219|
|Drop: Phoenix Down|
|hp: 2,400||mp: 125|
|Drop: Speed Drink|
|hp: 2,500||mp: 200|
|Drop: Hard Body|
|hp: 22,500||mp: 1,000|
|Drop: Dark Matter|
|Launcher on the top|
|hp: 10,800||mp: 1,000|
|Launcher on the side|
|hp: 10,800||mp: 1,000|
|ArcheoAvis the fourth form|
|hp: 1,600||mp: 2,000|
|Drop: Hard Body|
|ArcheoAvis the first form|
|hp: 1,600||mp: 2,000|
|Drop: Giant Drink|
|ArcheoAvis the third form|
|hp: 1,600||mp: 2,000|
|Drop: Speed Drink|
|ArcheoAvis the undead form|
|hp: 2,500||mp: 2,000|
|Drop: Hero Drink|
|ArcheoAvis the second form|
|hp: 1,600||mp: 2,000|
|Drop: Power Drink|