Final Fantasy V - The Spirit of Heroes

Treasures

Weapon Treasure
Item Treasure

Post Game: Ruined Shrine

Ruined Shrine

Be wary of the Flaremancers you may run into along with Mini Satana. You may remember them from the magic side of the Fork Tower. Whne you hit them physically they retaliate by using an incredible powerful attack which usually inflicts 9,999 points of damage. So if you do plan on hitting them physically, be sure you can inflict at least 3,000 points of damage. Try and one shot kill them.

Hall of Souls

The Sealed Temple Corridor exits into this mausoleum. Tread carefully. There are pitfalls and secret passages throughout these austere halls. Begin tiptoeing south. At the fork in the hallway go right. Slip through the secret passage and take a Blastshot from each chest. If you feel like taking a leisurely stroll around the outside of that room you can. Don’t try strolling around the room on the left however. It is surrounded by pitfalls.

Of course there is treasure to be had in the left room. Go back to the fork in the center of the room. Go north and follow the hidden passage beneath the piller that leads west. When you reach the end of the passage turn south. Enter the room housing two more treasure chests. Pull a Blitzshot from the left treasure chest, and a Blitzshot from the right chest.

After collecting loot for your Cannoneer go back the way you came. In order to collect all of the treasure in the next area, you are going to have to go to the next area, backtrack here and then go again. So, without further ado sneak back around the hidden passage. Walk south, continuing south at the crossroads. Exit at the door.

Hall of Doubt

Take a moment to prepare your party when you arrive in this “Hall.” A particularly nasty trio of monsters roam these caves: Dark Elementals. One is weak to fire, one to ice, and one to lightning. Each casts whatever spell it is weak to. It absorbs all of the other elements. To kill one quickly, hit the Elemental with whatever spell it tried to cast on you. The catch is that they also cast Aeroga or White Wind. Aeroga hurts whoever it hits—but they take damage from it as well. I’ve found a decent strategy is to dust off your Reflect Rings and equip one on each of your characters. It may be a little slower to kill them because some of the reflected spells will heal them, but at least in the long run it drastically reduces your mana costs and frustration since you will never take a hit.

The only other monsters you will encounter in the cave are Mini Satanas accompanying Chrono Controllers. You may recall the Chrono Controllers, from the Fork Tower. If you hit them physically they cast Meteor. Make sure that if you decide to whack them you can inflict at least 2,600 points of damage unless you enjoy their meteor showers. If you try my Reflect Ring strategy it may backfire a bit when you fight this group. Mini Satanas like to cast Reflect on themselves and bounce Thundaga onto an unsuspecting party member. This can inflict upwards of 2,000 damage. I suggest you equip a piece of the Diamond set on each party member (the Diamond Helm, Plate, Armor, or Shield) since this halves the amount of lightning damage you suffer.

Now that you are suited up it’s time to wander—but not too far. Walk west until you spy a treasure chest. Pop it open and take its Ether. I recommend that that is all the exploring you do for now. If you run around and press switches and slink along the walls, eventually you will press a switch and not be able to go any further and you will miss out on two chests. Two! (You would even miss that one that is so tantalizing across the wall from the Ether you just picked up.) So that doesn’t happen to you, just exit the way you came in.

Once back in the Hall of Souls wander north to the crossroads. At the crossroads, choose west. Walk until you have another choice to make. This time walk north. I warned you about plummeting down holes. Well, this time you want to fall down the hole to the Hall of Doubt again.

Hall of Doubt—Treasure Hiking

Dust yourself off, make sure no one has broken anything or bent a sword and then walk to the west. Ignore the south branching passage for now and continue west. The path will slope south. Follow it until it ends. You are rewarded for your perseverance with a treasure chest. Jimmy the lock and when you hear the satisfying click of the tumbler pull out a Blitzshot. I never promised fantastic treasure. I just said you would miss two of them. Make a check on your list and continue your hike through the cave.

Walk north until you come to a switch. Make a beeline for the switch on the wall and press it. The wall to the east grates open revealing a path. Actually that path is optional, but I really love pressing buttons and you already missed out on one. Keep walking north until the path forks and then take the left path. Follow it to a treasure chest on a ledge. Pluck a semi-precious Elixir from the chest and tuck it into your bottomless bag.

Go back to the fork in the path and walk eastward. When you come to another split keep walking to the east. Enjoy the view of unnatural rock outcroppings along the way. The path ends at another switch. I promise we are continuing along the path it opens. Wander casually over to the switch on the wall and press it. Walk smugly south through the path opened by the sliding wall. At the split (can’t these stupid walkways just go straight?) head east and wind around and to the south. The path terminates at a treasure chest. Pull a somewhat less exciting Dark Matter from the chest. I know none of the treasures have been astounding. They’ve been rather ho-hum actually. There is one more treasure left in this area and it is worth the wait.

Wander back to the fork in the path and follow it west. Ignore the northern path. Follow the path instead to the south. Curve in a tight “U” shape and then shoot straight up to the north. There is a treasure in the room up ahead. I know, I know, there is another switch on the wall and you are itching to press it. Go ahead. Nothing happens. If you had come from the south (from the door from the Hall of Souls) it would have slid back to its current position and you would have been stuck. So, be happy you are already stuck. And walk to the north with that tantalizing chest awaiting you. Pluck your first Advance only weapon from the chest: the Mace of Zeus. This staff raises your little mage’s magic power by three and packs quite a whallop with a 78 atk.

To conclude your tour of the Hall of Doubt return south. Go west at the next intersection. Then take the next northern path. Walk north until you see the hole in the floor. Who knew you were such avid spelunkers? Get a running start and fall through the hole…into the Hall of Watchmen.

Hall of Watchmen

You don’t really want to wander too much for now. There is no treasure in this area, and the guy to the north can’t help you at present moment. You are really just passing through. Head west until you see a door. That door leads you to the Titans’ Grotto.

Make Way for the Behemoth Carrier!

You still aren’t allowed to dilly-dally here. You have a Behemoth to deliver. Just run all the way to the east of the room. In the corner a strange green orb pulses. It looks terribly like a summon monster waiting to attack you. It’s all right, it’s just a warp point. Sate your curiousity and answer yes when it asks “Will you warp?” It will deposit you just where you need to go: The River of Souls.

The Softening Serum

You finally get to explore this room. There isn’t much to see. Walk up the middle corridor and onto the platform where another marching sage awaits you. Before you eagerly accept his potion that will “make anything in the world jelly-soft for hours on end!” know that it actually only lasts for five minutes. Which means you have a race ahead of you. At the end of that race you also have a difficult (in my opinion) boss battle. That stone statue in the Arena once softened becomes the Grand Aevis. And he does not give you a chance to change into appropriate jobs, abilities, and equipment before angrily confronting you. You can either equip before taking the serum or hope that you have enough time after you get to the statue to juggle your super hero costume changing. (I will talk about it more at Grand Aevis’ section. Flip ahead if you want to equip now) A couple things that will make your mad dash easier: Either use a freelancer who can ! Sprint or equip ! Sprint as an ability. You need to rush. Lowering your encounter rate along the dash is quite handy as well. I hope you have someone who has mastered the oracle’s Read Ahead ability. Use it. It drastically cuts down on the number of beasts you will have to battle. Some people like to equip ! Flee. If you have Read Ahead equipped you really shouldn’t need to flee.

Once you accept the potion dash south and then turn east and take the warp point to the River of Souls. Immediately run north and exit the door to the Sealed Temple—Dungeon. Keep up the pace and run all the way west and out the exit. You are almost there! Run east to the central doors and burst inside. Run west taking the south fork and then north, east, then south through the two small rooms. Exit east to the central chamber. Right ahead is the statue—Grand Aevis.

User Submitted Strategies

Shouldn't the Titan's Grotto be finishes because it only has a few chest and is rather linear? Also to get the softening serum you need to talk to the statue first.

Posted at 3:47 AM on January 31, 2007 by Exdeath's_Soul

The Ruined Shrine can be accessed after bringing the man a captured Behemoth. Before you can get very far, you'll have to face Grand Aevis, however. Beyond him is an area with an immensely large collection of treasures - consider using Find Passages in some way. If you use the ropes, you'll be able to access a teleporter to the entrance of the entire dungeon. When you pass a staircase, you'll continue into another cave, but it is rather linear; eventually you'll find an area without monsters and a save to the north.

Posted at 12:30 PM on December 25, 2006 by Gestahl

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Area Enemies

MechaHead
MechaHead
hp: 7,210 mp: 5,000
exp: 0 gil: 0
Steal: Ether
Steal: Gauntlet
Drop: Speed Drink
DeemMaster
DeemMaster
hp: 2,600 mp: 1,000
exp: 900 gil: 480
Steal: Tonic
Steal: HealingStaff
Drop: Potion
Flare
Flare
hp: 3,000 mp: 1,000
exp: 1,100 gil: 486
Steal: Elixir
Steal: Shock Whip
Drop: Poet Cap
LevelCheckr
LevelCheckr
hp: 5,000 mp: 500
exp: 1,520 gil: 624
Steal: Tonic
Steal: Ether
Drop: Elixir
Fury
Fury
hp: 5,000 mp: 1,000
exp: 2,250 gil: 630
Steal: Wall Ring
Steal: Hex Ring
Drop: Black Robe
Mind Flare
Mind Flare
hp: 4,700 mp: 500
exp: 0 gil: 800
Steal: Green Beret
Steal: HuntingKnife
Drop: White Robe
Mini Satana
Mini Satana
hp: 6,500 mp: 1,000
exp: 12,000 gil: 785
Steal: Potion
Drop: Potion
Dark Elemental (Fire)
Dark Elemental
hp: 5,500 mp: 10,000
exp: 7,000 gil: 757
Steal: Buckshot
Drop: Blastshot
Dark Elemental (Ice)
Dark Elemental
hp: 5,500 mp: 10,000
exp: 7,000 gil: 757
Steal: Potion
Drop: Potion
Dark Elemental (Thunder)
Dark Elemental
hp: 5,500 mp: 10,000
exp: 7,000 gil: 757
Steal: Ether
Drop: Ether
Exoray
Exoray
hp: 6,000 mp: 5,000
exp: 4,000 gil: 724
Steal: Potion
Drop: Potion