Final Fantasy V - The Spirit of Heroes


Weapon Treasure
Armor Treasure
Item Treasure

World 3: Island Shrine

Island Shrine

Fortunately this dungeon isn’t as tedious as the Pyramid. It does have a couple noteworthy enemies. If you’ve been having trouble attaining any of the level based blue magic spells, here’s your shot at them. Executor willingly casts Level 2 Old, Level 3 Flare, Level 4 Graviga, and Level 5 Doom. All you have to do is be the correct level. Unfortunately if you are the correct levels these spells will hurt…the things you do for blue magic. If you feel like thieving, you can pick up some good loot. The Oiseaurare (scary flashback to the Jackanapes in Castle Walse’s basement) carries a Mirage Vest as a rare steal. It may not be worth the effort, but it is a fairly rare item. The Shadow Dancer has Dancing Daggers as a rare steal. This is the only other method of obtaining more than one. The Tot Aevis, besides being a terror with 33,090 hp carries around the Aevis Killer bow. If you’re trying to get all of the weapons and armor you must either steal or win the bow from the bird. You can’t get it anywhere else.

The shrine begins just like the pyramid, with a boss battle. In fact it begins with the same boss battle. You should remember how to get rid of the two Gargoyles. Hit them simultaneously with your favorite attacks and you should have no problems.

First Floor

Make sure you have a thief, or the Passages ability equipped. Once inside the shrine there’s a passage leading off to treasure. Your first chest contains 12,000 Gil. I hope you brought a big wallet. Having plucked your prize, exit through the western door.

You don’t have much choice about where to go next. The next room contains a pneumatic tube. Once in front of it you get whisked off to a barren room. There’s no exit from this room…except back the way you came. But on the north wall there are two green orbs resembling switches of a sort. These control the airflow of the tube.

Before flipping the switches and going on a wild ride, go to south of the room. On either side of the pipe there are two treasures hiding in the walls. Search the bottom right wall to retrieve an Iron Draft. Search the left wall (a little higher this time) for a Hi-Potion. With those super secret treasures in hand it’s time to examine the switches to the north.

When both switches are in the down position, you get flung headfirst into a couple of broken pillars. Before taking stock of your bruised ribs and twisted ankles open the treasure chest. It contains 9,000 Gil. Exit back through the tube.

When the left switch is up and the right switch is down you get dumped unceremoniously into another small room with a chest. Fortunately there were no sharp columns jutting in front of your landing. And treasure always makes a tumble worth it. Pluck the Elixir from the chest and be on your way.

The last combination right switch up, left switch down, takes you to a room with both a chest and a door. Before you plunge headlong after the chest, you should know that a monster lies in wait. Either you will encounter Covert or Pantera. Covert is a stealthy ninja with a 25% evd. He’s not too tough though, weighing in at 7,000 hp. He doesn’t use any dramatic attacks. Wind Slash and Blaze are his worst assaults. I’d keep a healer on standby for them, but he shouldn’t pose a threat. If you are terribly unlucky you’ll face Pantera instead. Like his lesser cousins, this four-legged foe casts Blaster, instantly killing its target. Unlike his cousins, he also splits into three separate monsters. And he hits insanely hard. Just pray you get the sissy ninja. But if you don’t, take advantage of Pantera’s fire weakness. After winning the fight you gain the Rising Sun, the best thief weapon available.

Advance through the door. Save like a good little gamer at the save point and then emerge into the yawning room ahead.

Second Floor

You’re finally out of the pipe maze. March yourself north past all of the pillars up to the chest. Before you open in, know that this chest also contains a monster. However, this monster is one you should have mastered killing: the Mecha Head. Bring your mystic knight for a quick kill using a thundaga enchanted sword. Then claim another Protect Ring. You can never have too many of those.

Venture east and slightly south. There’s a passage through the wall on the right. Walk through it and then go north until you reach another treasure chest. Pick the lock and snatch a Crystal Helm from its grasp.

Walk all the way west and north for another treasure chest. This one isn’t nearly exciting, housing only an Ether. But treasure is treasure. That’s all there is of interest in this huge room. From the Ether chest continue to the right to reach the exit to the third floor.

Third Floor

Before rushing off after that tantalizing secret passage to the right of the entrance, make someone into a geomancer. You’ll soon find that you can’t use the passage. It has a trap directly in front of it that drops you back to the second floor. Instead, open the door directly in front of you and steal the Beast Killer from the chest inside. Then wind around to the left and north to the door at the top of the room. There’s nothing else in here.

Fourth & Fifth Floor

Wander through the fourth floor. There’s nothing of import in it. There are two treasure chests in plain sight on the fifth floor. Don’t approach either chest from the front. There are trap doors in front of them that drop you down to the fourth floor. Instead approach them from behind. Retrieve an Ether from the left chest. Take the Dragon Fang from the right chest. Don’t even bother with the right and left wings in this room. They lead down to the fourth floor (where you would drop if you hadn’t been careful and fell in front of either chest).

Sixth & Seventh Floor

The sixth floor looks very similar to the one after the pipe maze. That is, it’s a room with a single consecrated circle. If you ignored the other one, don’t ignore this one. The next floor features a boss battle.

Before wandering up and snatching the tablet from its resting place, flank the sides. The left treasure chest yields Dark Matter. The right divulges a Circlet. Now, when you’ve gotten up your courage, march down the aisle and pluck your lithograph.

hp: 20,000Boss Battle: Wendigo

WendigoThis battle is more irritating than threatening. There are four different Wendigos. Only one of them can be damaged. If you attack all of them at once you risk being counterattacked by Frost. It only inflicts about 250 points of damage. You should survive even when all of them decide to cast it in succession. For those who plan their battles, equipping an Ice Shield prior to fighting Wendigo would be wise since it will absorb the Frost attack. Even a Flame Ring is useful, since it will nullify the attack. That way your easiest attack would be to cast spells aimed at all targets. Just don’t hit them with water. They absorb it. Or at least one of them will.

If you don’t take that route, you risk Wendigo’s other attacks. He enjoys using the blue magic Mind Blast and rendering a target into a paralyzed lump. Be sure to have a capable healer or two on standby to cure confused party members as well. As an added bonus, Wendigo casts Hurricane, reducing its target to single digit hp. As if you weren’t having enough trouble just hitting him.

After defeating the Wendigos, you can claim your lithograph. When you do, the scene shifts revealing that the Fork Tower barrier has been lifted. You can now enter, at your own risk of course. Before you do, go back to Kuza, the Sealed Castle and free three more weapons from their eternal slumber.

User Submitted Strategies

For my second time around for this guy, I didn't have Faris' serphant or any Mirage Village items. And it was a piece of cake. The key to Wendigo, I learned, was patience. Any magic attack you attempt on this guy is taking a major risk. Hit one of his clones, and you get sucker-punched with Frost right in the kisser. One of the things his clones don't react to, however, are PHYSICAL ATTACKS. What I did was hit all of Wendigo's clones in numerical order with phisical attacks, starting from closest to farthest. With my Hunter, Monk and Dragoon I used the physical attacks, and with my black mage, who wasn't the greatest attacker, I kept the party alive. Every time I hit the sucker with a physical attack we would hide like a baby, so I only used those with good attack power. After a few turns of this Wendigo went down, along with all of his other clones.(A few things to add. Appearently Coral Rings and other accesories like it provide a stunning magical defense to the point were I'm not even affected by attacks! This might just be my game though... [GBA] Another thing to add is that if you have a magic-based character like my Black Mage, and you don't want to waste a turn defending, cast Break once in a while on one of the Wendigos. If its a clone, it'll die then reappear. If not, it probably wont work. Then you know that's the real one.)

Posted at 4:57 PM on July 30, 2009 by Matt

Mind Blast, albeit an annoying spell, it's quite useful when you use it to your favor... here's the first chance to learn it and you shouldn't miss it... paralyzing enemies is quite rare on Final Fantasy...

Posted at 11:39 PM on July 19, 2009 by Victor

This is a pathetic strategy, but equip a samurai with an ice shield and use zeningage 5ish times and you will win with one person left.

Posted at 3:44 AM on June 19, 2009 by james

These guys dont really do much damage- a single mind blast can easily be healed with a single hit from a healing staff. Just keep up a golem so you wont need to worry about their annoying physical attacks, and keep whacking them until they die. Also try using Fast2, because if you keep hitting the right one, they'll try to switch around, and that will waste their next turn.

Posted at 7:28 PM on August 24, 2008 by David

woops! sorry... lvl 5 death doesn't work effectively... perhaps it's all about illusions.

Posted at 6:32 AM on May 8, 2007 by spikedog123

Use Blue magic Lvl 5 Death to eliminate the illusions of the wendigoes.

Posted at 6:30 AM on May 8, 2007 by spikedog123

The room on the 1st floor with the two switches is not as barren as it seems. There are two treasures in the lower the walls.

Posted at 11:08 PM on January 5, 2007 by Green

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Area Enemies

hp: 7,210 mp: 5,000
exp: 0 gil: 0
Steal: Ether
Steal: Gauntlet
Drop: Speed Drink
The Damned
The Damned
hp: 1,980 mp: 0
exp: 1,200 gil: 471
Steal: Holy Water
Drop: Holy Water
hp: 2,000 mp: 10,000
exp: 1,300 gil: 462
Steal: Ether
Drop: DimndArmBand
Red Harpy
Red Harpy
hp: 1,900 mp: 100
exp: 1,250 gil: 465
Steal: Potion
Steal: Mirage Vest
Drop: Holy Water
hp: 4,480 mp: 100
exp: 1,550 gil: 468
Steal: Power Wrist
Steal: Dancing Dirk
Drop: Cornucopia
hp: 2,400 mp: 0
exp: 1,400 gil: 474
Steal: Katana
Steal: Ice Shield
Drop: Kotetsu
Tote Avis
Tote Avis
hp: 33,090 mp: 1,000
exp: 0 gil: 0
Steal: Ab Splitter
Steal: Ether
Drop: Ab Splitter
hp: 7,000 mp: 1,000
Steal: Ninja Suit
Steal: Black Hood
Drop: Nothing
hp: 18,000 mp: 1,000
Steal: Phoenix Down
Steal: Elixir
Drop: Nothing
hp: 5,000 mp: 300
Steal: Tonic
Steal: Phoenix Down
Drop: Potion
hp: 20,000 mp: 8,192
Steal: Dark Matter
Drop: Nothing