📿 Final Fantasy 5 - Week 1

Final Fantasy 5 Beginner Club W01

Week 01 2026-09-18T15:00:00Z
Next week 📿 Final Fantasy 5 - Week 2
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Vocabulary sheets, transcriptions etc.:

Please be extra-mindful of spoilers, as these games become more and more plot-driven it’s important to avoid revealing even minor details of future events, characters and locations. If you’re not sure if something is spoilery or not, better just throws it in a [spoiler] just in case.

Stopping point

After crossing the canal and finding your way back to the world map on the other side.

週刊完璧主義通信

As these games get more and more complex, it gets harder and harder for me to keep track of all missable content. I’ll try my best in those threads, but if you truly want a 100% playthrough you may want to double-check that I’m not forgetting anything with external guides like for instance this page but of course that also means a lot more potential spoilers.

In particular I won’t bother pointing out every single missable chest (there are way too many of those since many locations eventually become unrevisitable in this game) or every single rare piece of gear that can be stolen from or dropped by specific enemies that are only temporarily accessible.

Missable enemies

Canal

You can only encounter two types of enemies in the canal, but they’re both unique and this location can’t be revisited so you’ll have to make sure to defeat both to get a full bestiary:

Akashelia’s quest

There’s an episodic subquest running through most of FFV: you can learn to play the piano. Well, your party members can. In most towns there will be a piano available, sometimes in plain sight, sometimes hidden or hard to reach. If you manage to play all pianos in the game, you’ll unlock a reward.

This week we have access to a first piano in Toul’s 酒場. You’ll have to figure out how to reach it, however…

The hero and the chicken

So this isn’t really missable but some people might want a heads up for this: much later in the game we’ll have the opportunity to acquire one (and only one) of two weapons: the Brave Blade or the Chicken Knife. They are both extremely powerful weapons, but each comes with a gimmick:

  • The Brave Blade starts off extremely strong but gets weaker every time you flee.
  • The Chicken Knife starts off extremely weak but gets stronger every time you flee (up to a certain limit).

I will talk more about these weapons when they become relevant but I thought I’d mention them at the start of the game because they consider the total number of times you fled throughout the entire game, not from the time you acquire them. In other words, if you intend to get the Brave Blade, you probably don’t want to ever flee an encounter.

Note that both weapons (at max power) are about equally as strong. In fact the Chicken Knife has a small advantage overall, so you won’t get punished for fleeing as long as you pick the right weapon when the time comes.

青魔法コレクター会報

For the blue mage enjoyers in the audience I’ll try to list the blue spell that become available every week. Naturally this week we can only start learning magic after getting the Blue Mage job, so you may have to backtrack to get some of the spells.

If you’re grinding for a specific 技, remember that the blue mage party member (or one with the Learn ability active) must be hit in order to learn it, so turning your entire party to blue mages will usually increase the likelihood of success.

Also note that some/most of these spells can also be learned later, many all the way to the end of the game, I’m just listing them when they first become available.

Caves

  • 吸血きゅうけつ from the スティールバット

Wind Shrine

  • ゴブリンパンチ from the ブラックゴブリン
  • アエロ from the モールドウインド
More details

Unfortunately once more we start of with some unpausable text. Don’t worry though, it’s pretty much the only time it’s going to happen in this game. Look up the spreadsheet or a youtube video if you struggle to keep up.

To summarize: the king of Tycoon notices that the wind seems to be weakening, so he decides to go check on the wind Crystal, leaving his daughter Lena in the castle. When he arrives in the Wind shrine, he realizes that the Crystal is shattering. Meanwhile, a meteor crashes. A lone adventurer and his chocobo are nearby and decide to go investigate.

That’s right, we’re doing Crystals again.

You’ll gain control on the world map, surrounded by mountain ranges. You can only reach one location: the impact site to the East.

Note that on the Super Famicom version the main character doesn’t have a default name in game (much like FF1, FF2 and FF3) but he does have a canonical name: バッツ.

Once you’re done there, you can return whence you came. This time you want to take your chocobo to the North West to trigger the next events.

You’ll regain control once again on the world map, where you just have to continue northward to a nearby cave.

That’s right, we’re doing caves again.

The good news is that this game has a lot more dungeon diversity than FF4, they’re just meeting the cave quota early. There’s a spring that heals you early in the cave, so you can familiarize yourself with the combat system at your leisure. We can only たたかう at this point though, so there isn’t much depth… You can also flee by holding the trigger buttons together, like in FF4.

Navigating the cave shouldn’t be too difficult. On the other side, you’ll be able to sail a ship. Eventually a crewmate will propose to take you to the Wind Shrine, if you say “no” you’ll just have to find your way there by yourself but it doesn’t change anything. There’s a town on the West shore we could explore as well, but there isn’t much to do there at this point so I recommend leaving that for after.

The Wind Shrine

Once inside the shrine, go immediately left to the room with all the NPCs. You can talk with them to get some information about the situation in the temple. At the bottom of the room there’s a 壺 that heals you. When you’re ready, take the stairs on the right side and find your way to the top.

After the cutscene you can walk behind the altar to teleport out. At this point you’ll get a small tutorial on the job system. I give more details about the mechanics in the “gig economy” section below if you want to have a look. I also have an individual entry for every job.

So what’s next? There’s a canal South of the shrine but the gate is locked, so the only place left to visit is the town of Toul on the West shore.

Toul

The town has various shops, in particular you probably want to buy your first white and black spells here. You can often find good gear in dungeons but most spells can only be bought in shops (except for blue magic that’s learned from enemies). Besides, unlike some previous games, this time the spells are handled at the party level: If you learn a spell then the entire party knows it. There are also no limitations to the number of spells you can learn, your entire party can eventually know all the spells in the game. What limits your ability to use them is the job system.

If you go upstairs in the pub you’ll be able to trigger a strange cutscene that has interesting lore implications. There’s also a piano on the first floor that you can play.

There a house West of the town’s entrance where you can get all sorts of tutorials if you say that you’re a 初心者.

Finally you can visit the mansion on the other side of the river to the North to obtain the key to the canal.

Note that you can revisit the pirate cave at this point for additional dialogue if you want, although it’s perfectly optional and you’ll have plenty of other opportunities to revisit the location later if you prefer.

Canal

It’s pretty straightforward, just follow the path. Eventually you’ll reach another section that you have to explore on foot. There are a few treasures to be found, in particular after the scripted campfire scene you can find the World Map key item which does exactly what it says.


As always the Pixel Remaster comes with a world map by default so it’s not quite as useful as in the original version but it does also show you unvisited locations if you use it from the menu.

If you struggle with the boss: she has two forms, living and undead. The living form has high magic resistance and low physical resistance, the undead version is the other way around. Also the undead version is especially weak to fire as well as healing spells

Map

Miscellaneous

You may want to wait after the Wind Shrine to read this:

The gig economy

Jobs

FF5 brings back the job system introduced with FF3. If you’re not already familiar, it means that you can assign classes such as “black mage”, “thief” or “monk” to individual party members. Jobs can be reassigned at any moment (outside of combat) from the menu without any penalties, so you can experiment at your leisure.

Assigning a class to a party member changes:

  • Their attributes: for instance black mages have high intelligence so their spells are powerful, thiefs are agile so they move faster and are better at avoiding attacks, monks are strong and have a lot of health.
  • Their commands: black mages can cast black magic, thieves can steal, monks have the 蹴けり special attack.
  • Passive/innate skills: those are not actions you can pick in combat but are automatically activated. Monks can counter-attack, thieves find hidden paths, knights will defend weak party members.
  • The gear they can use: black mages can use rods and wear robes, thieves can use boomerangs and wear light armor, monks fight empty-handed and can only wear light armor as well.

You start the game as a 素すっぴん (Freelancer in English) who has no special skill, has average stats but can equip all the gear in the game.

So far, it’s very similar FF3, and if you’ve played that game you know that its system is a bit limited and unbalanced. Some jobs tend to be much better than other and so you often end up using the same lineups as everybody else. But FF5 introduces a small tweak that adds a huge amount of depth to the system: abilities

Abilities

A character has two levels: their actual level that goes up when you accumulate experience points (EXP) and the level of their current job that increases with the ability points (ABP) which you also gain when winning encounters.

Every time a job levels up, the party member unlock new abilities. Let’s take a concrete example: if you give Lena the black mage job, she immediately gains the 黒魔法くろまほうL6 command that lets her cast any black magic spell (you still have to buy/unlock the spells however). Then if you gain 10 ABP you’ll level the black mage job up, which will give Lena the 黒魔法くろまほうL1 ability. This ability lets you cast level 1 black magic only.

So, what’s that about? Black mages can cast all black magic, and then you unlock the ability to cast level 1 black magic, what’s the point? Well you see, once unlocked these abilities can be equipped even if you change jobs. So for instance now if I wanted I could reclass Lena into monk and still give her the ability to cast low level magic spells:

Doing this will also increase the Lena’s MP and intelligence beyond what the monk would usually grant, since it’s not a spellcasting class.

The more you level up the black mage job, the stronger the ability becomes. Eventually you’ll be able to grant another job the ability to cast all black magic spells, but only if you keep training the black mage job.

This ability to mix and match job abilities is what grants the FF5 job system its flexibility and depth.

Jack of all trades, master of some

When you’ve learned all abilities from a job, it becomes “mastered” and something important takes place: the 素っぴん (Freelancer) starting class inherits the passive abilities of the mastered job (with some exceptions) and stat bonuses of the mastered job (unless they already got a bigger bonus from a different mastered job).

So if you master the Monk, the Freelancer will gain a big bonus in Strength and Stamina as well as the “counter-attack” ability. If you then master the thief job with the same character, the Freelancer will gain a big Agility boost as well as the ability to detect hidden paths. Note that this is always per-character, not for the entire party.

In other words, the more jobs you master, the more powerful the 素っぴん becomes. But if you switch to the 素っぴん to make use of this power, you’re no longer training any job, so there’s a tradeoff there too.

Battle formations

Like in previous games, you can organize your party members across two rows. Backrow members receive less damage from physical attacks but also deal less physical damage themselves. As a result you generally want your spellcasters and ranged fighters on the backrow and your melee fighters on the front row.

募集・ナイト
  • Number of levels to master: 6
  • ABP to master: 690

This job has the passive 庇かばう (cover) ability that protects critical party members. They can use knight swords and heavy armour which are generally quite powerful. At level three they learn the 両手持ち (two-handed) ability that lets you two-hand a weapon for double damage. It’s quite good, although it will eventually be ouclassed by another job’s related ability later.

It’s not bad, especially in the early game, but you may want to move on to more interesting jobs eventually.

募集・モンク
  • Number of levels to master: 7
  • ABP to master: 700

The monk has the highest Strength and Stamina in the game (and will therefore grant the highest bonus for these attributes to the Freelancer upon mastery). Their innate abilities are カウンター (counter-attack) and 格闘かくとう (bare-handed combat).

At job level 2 you unlock 格闘 for use with other classes, which is really good even if those other classe are not fighting bare-handed because it also grants a big strength bonus regardless of the weapon used. Not really useful for a knight who already has high base strength, but makes a huge difference for classes that are normally physically underpowered.

Any party member who’s a mainly a physical fighter will want to master the monk eventually, and even for spellcasters the high Stamina (and therefore HP) can be interesting. That said, they can be really fragile, especially in the early game. All offense, no defense.

募集・シーフ
  • Number of levels to master: 7
  • ABP to master: 635

The thieves have the highest Agility bonus of any job, so they act the fastest. They can steal items from enemies and bosses (which includes some really powerful items in this game).

They have some interesting passive abilities:

  • ダッシュ (dash): lets you run in towns in dungeons
  • 隠し通路 (hidden path): displays secret paths in towns and dungeons
  • 警戒 (vigilance): prevents back attacks

In terms of active abilities they have 盗む(steal) by default and can learn ぶんどる (mug) later, which replaces normal attacks with an attack+steal combined action. There’s also とんずら (flee) that lets you escape a battle immediately (unless the battle in inescapable, like most bosses).

Being able to see secret paths in towns and dungeons can be helpful to find hidden treasures, especially during a first playthrough, although this is less powerful in the Pixel Remaster given that you have access to full maps of every level that often reveal treasures anyway.


This class is fine. The stats are pretty average (the extremely high agility is good but it mostly only increases the rate at which your ATB gauge fills up) but the jobs has a lot of potentially useful abilities if you want them. Once mastered the passive abilities and high agility are passed to the Freelancer, which is nice too.

募集・白魔道士
  • Number of levels to master: 7
  • ABP to master: 580

Is white mage. Can use white magic. High magic bonus naturally, but significantly lower than the black mage (+25 versus +31 respectively). You probably want at least one party member being able to cast white magic though.

Note that some spells that were classified as white magic in earlier games have been reclassified as “spacetime magic” here and therefore won’t be available with this job. That includes spells like haste, levitate, slow or teleport.

You can multicast some white spells on your entire party by moving the cursor towards the right of the screen.

募集・黒魔道士
  • Number of levels to master: 7
  • ABP to master: 730

Highest magic bonus of any job. Can use all the black magic in the game.

The main issue with the black mage is managing MP depletion and you don’t unlock non-elemental attack spells (Flare) until the very highest levels. If you end up against a boss without elemental weaknesses, it can be a bit tricky. Many bosses and enemies do have weaknesses though, and in those cases the black mage can often out-damage the physical attackers. Be careful with enemies that use reflect however…

Note that some spells that were classified as black magic in earlier games have been reclassified as “spacetime magic” here and therefore won’t be available with this job. That includes spells like meteor, slow or mute.

You can multicast some black spells on all enemies by moving the cursor towards the left of the screen.

募集・青魔道士
  • Number of levels to master: 4
  • ABP to master: 350

Up until now you may have noticed that the Wind Crystal gave us the same jobs as the starting classes in FF1, but this one is the exception: instead of the Red Mage, we get a Blue one instead.

So what’s Blue magic? It’s spells you learn from enemies. This game introduces the concept but it’ll come back in many future games, although the specifics of how the spells are learned vary from game to game. In FF5 to learn a Blue spell you have to have an enemy successfully use the corresponding ability on the blue mage (or a party member with the blue mage’s “Learn” ability active), then you must win the battle (i.e. not flee).

So for instance the goblins we can encounter this week sometimes use the “Goblin Punch” attack. This happens to be a blue spell. If a Goblin lands a Goblin Punch on a blue mage, the party will learn the Goblin Punch blue magic. Note that the spells are shared by the entire party, only one of them has to learn it for everybody (it’s true for all spells/summons in this game, not just blue magic).

Blue mages can become extremely powerful because some blue spells are borderline overpowered. There’s a blue spell that casts protect, shell and levitate at once on the entire party for instance. The problem is that learning the spells can be tricky, especially if you’re not using a guide. You need to find the right enemies and make sure that those enemies use the right attacks, which can be difficult. I’ll attempt to assist with the 青魔法コレクター会報 section in these weekly threads (see above), but even then getting some spells will require patience and dedication.

If that sounds fun to you, go for it, otherwise ignore it and never look back.

La fiesta

If you already played FFV and want to spice things up a bit, you can try a “Four Job Fiesta” run. The website for the challenge is here:

https://www.fourjobfiesta.com/

There’s an official charity event held yearly (the next one in June), but you can use the website to start an “offseason” run at any time if you want: Off Season Fiesta Runs

The idea is that when you press “Submit Query” at the bottom of the page you’ll be given a list of 4 jobs (with default settings) and those are the only 4 jobs you can use. Furthermore, from the point you unlock a job on the list, at least one of your party members must use the job at any given time. You can have all the details of the ruleset here: Help - Final Fantasy Five Four Job Fiesta

Track of the week

Participation

  • I’m playing along
  • I will catch up later
  • I’m a filthy preplayer but I’m here for the discussion
0 voters
  • I have played this game before (in part or in full) in English
  • I have played this game before (in part or in full) in Japanese
  • I have never played this game before
0 voters
  • I have taken part in the FF1 club
  • I have taken part in the FF2 club
  • I have taken part in the FF3 club
  • I have taken part in the FF4 club
  • It’s my first participation in one of these clubs
0 voters
Which version are you playing?
  • Super Famicom
  • Pixel Remaster
  • PlayStation
  • GBA
  • Other
0 voters

I wrote way too much in the top post but there was a lot of ground to cover with a lot more optional stuff to keep track of. The game is fairly intuitive overall, feel free to ignore my ramblings and just experiment. None of the missable stuff is really important unless you really care about getting a 100% save or are hunting for cheevos.

For those of you on the Super Famicom version, are you playing the original release or one of the rom hacks?

I told a buddy I was thinking of playing FFV on SF, and he was really trying to sell me on the idea of playing an enhanced version of the game. Just curious if anyone here is into that.

I’m playing vanilla. I was considering doing a Four Job Fiesta, but since I also have to write the guide every week I think I’ll just play normally. I don’t really play romhacks as a rule.

I, for one, appreciate all the effort you put into these. As a Blue Mage main in FFXI, I’ll probably be using the tips you gave for that pretty often. I was also thinking of doing a Fiesta run but since I’ll already be struggling with the text, I think that’s enough challenge for one run. lol I tried to do one before but I think I got bored and quit or something. Someday I’ll do one. Maybe.

I’ll probably put off starting my run for the club until Monday since I’ll be busy over the weekend but I’ll peek into the thread every now and then. Unsurprisingly, I’ve beaten this one multiple times as well so I’m looking forward to the conversation.

Finding blue magic can get tricky, especially later where you need weird tricks. The Abilities tab of the spreadsheet has a section on Blue Magic. There, I wrote down which enemy teaches it first in the game, and the method to get it if applicable. I also made a note on some enemies in the Enemies tab that teach blue magic, but its not comprehensive.

I just want to share with you guys my pain from the first time I played in English

I’m pretty sure I missed that last chest during this first week segment :smiling_face_with_tear: If your going for all chests, be extra careful this game >_<

I’m super excited to play though, I’ll start when I’m home from work. I might randomly assign everyone certain jobs to mix it up a bit but not fully restrict myself like the fiesta :eyes:

Ouch. I thought that would happen on the previous titles, but in each case there was a weirdly long delay after getting the final chest before it popped.

Oh, starting on this game I included the goofy FFV Advance official translation in the spreadsheet. Even if you’re so amazing you don’t need the help, I think that particular translation is weird enough to be worth checking out for curiosity’s sake.

I’m already dreading having to manage the different jobs.

Main Theme

I guess I can already start the discussion on the Track of the Week, given that it’s the first thing you hear when you boot the game.

I really like it. It sets the tone for the game very well. You can really feel Uematsu developing his style now that he has access to better hardware, and he’s warming up for the masterpieces that are FF6/7/8/9’s soundtracks.

I think I already said that twice already but I’ll say it again: I really prefer the original Super Famicom versions of the tracks over the Pixel Remaster who, in my opinion, remove some of the character of many tracks.

The PR version of the main theme isn’t too bad though: https://youtu.be/TVF69E-Zk38

I still feel like it’s sacrilegious to tone down the bassline/percussions in a Uematsu track.

Get a job

I intend to give job recommendations in future threads, I didn’t bother for this week because frankly anything goes.

If you really want a premade party try: knight, monk, white mage, thief. The blue mage is probably not worth bothering with if you don’t like messing with the job system too much.

Don’t forget to put mages on the back row.

The trick is to choose who looks the coolest for each job, obviously

I’ve only played the GBA version previously so I’ve been very curious about the Japanese script. Looking forward to doing some line by line comparisons so I appreciate the inclusion.

Yeah there are some well hidden secrets in some of those towns and dungeons, I won’t bother mentioning them in my posts unless they lead to a really valuable item because I think it’s more fun to figure that stuff out on your own. Players looking for a 100% chests/items run will probably want to look up maps and more detailed guides.

Honestly, bumping up the AP gain to 4x doesn’t make the game any worse. The thing I dreaded when I played this the first time was that if I wanted to try a different job, it would take forever to unlock stuff, so I tended to stick to a few stronger jobs. Leveling jobs faster just lets you experiment with other abilities without spending hours grinding.

This game is thankfully a lot more job switching friendly than other RPGs I think, especially compared to FF3 was, it also spaces then out a bit better in my opinion. I also agree, there’s no harm using the AP multiplier, I’m glad that it’s in the PC version now!

This for real though, the outfits in this game are great

Yeah, that’s a good idea. I’ll want to stick close to intended for exp as with FF4, but if AP just unlocks the job abilities or whatever that seems fine.

And away we go

Week 1

What an intro - love the cinematic panning shot over the castle at the start. Plus the dramatic scene of the king leaving his daughter behind. The text there wasn’t too difficult, felt like I had plenty of time to read it so I was happy enough. Also the scene with the crystal exploding was fun and had me intrigued to find out what caused it

The presentation has definitely taken a leap forward and it looks good. The environments in particular look pretty mint. And in this first week alone we’ve already had more dungeon variety than all of 4. Of course there’s the obligatory cave, but we also had a canal, a haunted ship graveyard, and a temple. And they all have distinct tilesets and identities. Much better

While on the subject of presentation, I also want to discuss the text itself. There’s now kanji in the SFC release and it’s lovely. I really like the font they used, and I find it’s very readable (not too pixelallated and it’s a good size for reading even when not right up next to the screen. Though I do find it interesting which kanji were and were not included. Like 海賊 being written as 海ぞく here. Was the 賊 part too much for the memory? But then there’s other kanji that don’t seem like they’d get as much mileage so I can’t believe they chose based on frequency in the script. Maybe simplicity? Anyway, a fun side-effect of being in kanji territory now is that you also get readings next to some words

I do enjoy how quick you are to form your party here - the game gets straight into it. First dungeon wasn’t an issue, and then the wind temple was alright but ファリス did die at the boss because I didn’t use my potion soon enough. This leads to unlocking the job system, and the idea of the ability stuff is very cool. Being able to essentially mix-and-match to make the jobs more personal is a nice idea, so I’m eager to see how it plays out. I do want to have バッツ be a blue mage, but I didn’t get any of the spells yet. I do now have the Learning ability so I’ve set him to be a knight in the meantime until I get a chance to get some spells for blue mage

I do think we could’ve done with a smidgen more guidance after the wind temple though - you just kind of have to wander around until you get to トゥール. Once we got there the little bit with ファリス going to the tavern but then popping back to the party whenever you went to the shops or out of town was funny

I think I missed one of the enemy types in the canal so I guess no full bestiary for me. Not that I really care. The more important thing is シルドラ, nooooo!!!

Ship graveyard was very cool as a location, and the boss didn’t provide too much trouble. I had グラフ as a monk so he got counterattacks despite being slowed for the entire battle. レナ kept everyone topped up on health as a white mage, and provided some nice damage during the undead phase

Overall a fun first week, and looking forward to seeing where we go from here

reply

I like the font too! And I thoroughly welcome the arrival of kanji after 4 full-kana games…

There are definitely still memory limitations. It’s only with the PS1 that we’ll get “normal” kanji usage. As for the kanji selection, I suspect that there are several factors: the frequency of a kanji, the difficulty of parsing the word without kanji, the importance of the vocab within the story (I could imagine a kanji like 淵 making it in just for the “cool” factor).

This intro really feels like “FF3 done right”, and in fact it’s amusing that the structure resembles loosely that of the 3D FF3 remake (you start with a rando orphan and you meet the 3 other party members in quick succession through small scenes that build their character).

I think the job system forces some constraints on the party system, since it doesn’t really make sense to swap party members in and out like in FF4. I’ve seen people criticize the game for this, but frankly I don’t mind at all.

It’s weird because I had the same impression playing through this section on the Super Famicom last week while preparing this thread, but I don’t remember experiencing that a couple of months ago on the Pixel Remaster. I have a very vague memory of a piece of dialogue in the PR telling us to go fetch the canal key in that town, but maybe I made it up? I can’t find anything resembling that in the spreadsheet. Mysterious.

I’m fairly certain that there’s no such thing in the original version, so no one will know!

Week 1 Part 1

I played up until getting the jobs tonight. I was thinking about randomizing what jobs I give people, but then Faris rolled White Mage and I was like “Galuf HAS to go in slot 4” so that idea didn’t last long lol.

For now I gave Bartz Knight, Lena Thief, Faris Blue Mage, and Galuf White Mage. Once I get what I need from Faris I’ll switch em to Black Mage, I already have the Blue Mage achievement so I’m not terribly concerned about it, I’ll just go for spells that I think are useful.

These four are such dorks I love them lol. Definitely one of my favorite FF groups.