Final Fantasy V - The Spirit of Heroes

Post Game: ??? Cave

??? Cave

After the credits have rolled you have the option of saving the game and continuing your quest in the bonus dungeon. The game loads and you find yourself outside of Tule with your Airship. If you thought to waltz into Tule for a parade since you have brought harmony and crystals back to the world, you must have been playing another game. There seems to be a bit of a continuity issue, or maybe saving the world was all a dream. Everyone is still terrified of the Void, and come to think of it all of the towns that were released from it have been sucked back into it.

You will recall that last time you entered the ??? Cave you couldn’t enter any of the doors and the switch was broken. After beating Neo Exdeath and watching the credits a message appears that “A new passage has opened beneath the waves.” That is your cue to head back to the strange cave to hunt new and more irritating monsters for your incomplete bestiary and find scintillating treasures.

Before you head off into certain danger, you may want to stock up on staple healing items: tents, hi-potions, and the like. While you can return from the areas below the waves, you cannot teleport out, and your ragtag bunch may get a bit tired on the trek back to the submarine. There are few consecrated circles and many monsters that do considerable damage and cause all manner of status effects.

Once inside the cave press the switch on the central pillar. The room spins. The movemenet of the cave aligns the leftmost door with the new dungeon. Enter at your own risk.

A consecrated circle dances merrily inside the next room. Use it before continuing. The monsters in the coming sections are vicious. If you are unfamiliar with them, they may wipe your party out in one fell swoop. Without further ado exit the cave into the long-awaited bonus dungeon.

User Submitted Strategies

The best place for lvling abp by far is the last floor of the rift. All of the random encounters give an average of 20 abp, and there's always a chance of encountering movers, which is 199 abp if you kill them fast enough. The only thing is that there is no exp, but them abp is definatly worth it, imo

Posted at 1:36 PM on November 22, 2009 by Cory

The best place for lvling abp by far is the last floor of the rift. All of the random encounters give an average of 20 abp, and there's always a chance of encountering movers, which is 199 abp if you kill them fast enough. The only thing is that there is no exp, but them abp is definatly worth it, imo

Posted at 1:35 PM on November 22, 2009 by Cory

The post game stuff is only available in the Advance version.

Posted at 7:00 PM on June 12, 2009 by Jennifer Schmidt

Is this post game stuff only available in the advanced version, or in the SNES version as well?

Posted at 1:39 PM on June 11, 2009 by Kaelthorn

one other thing is that movers well move around and change order ad any dead movers will be revived. to prevent this they are susceptable o confusion so if you have alluring air (confusing song) sing like a rockstar man.

Posted at 5:41 PM on June 25, 2007 by defeater

before you beat the game make sure you take note of this. magic pots are trumped when it comes to job training by movers which can only be found in the end zone. magic pots give 100 abp and movers give 199 abp and you dont have to throw elixers at them (though you could they are undead).

Posted at 9:21 PM on June 22, 2007 by defeater

If you want to level up your ABP, then you should go to the lake in Crecent with the lake in the middle of the circle looking land. It's really good.

Posted at 5:11 PM on February 14, 2007 by Mimi

Once you go down the rip in the sea, go in and press the switch the room will move

Posted at 6:20 PM on January 1, 2007 by Lust

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