📿 Final Fantasy 5 - Week 3

Final Fantasy 5 Beginner Club W03

Week 03 2026-10-02T15:00:00Z
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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 entering the town of Crescent and witnessing the cutscene.

週刊完璧主義通信

Missable enemies

カルナック城

This location can’t be revisited, so you have to make sure to get there entries this week:

The Iron Claw is a missable unique enemy, read the details below if you want the details.

青魔法コレクター会報

火力船

  • フラッシュ from the クルーダスト

If you didn’t get the ability from the enemies in the Northern Mountain last week, you have another chance here, and this time you won’t have to waste an ether. They will only use the ability while alone.

  • 自爆じばく from the モトルトラップ

You have to use a lightning spell on them to trigger the skill.

  • ミサイル from the モトルトラップ〔操る〕

You have to use the 魔獣使い’s 操操る ability for this one, so you have to return to the ship after getting the job and unlocking the skill. From now on I’ll denote the skills you must obtain this way with the 〔操る〕 tag.

Note that you need 60ABP to unlock 操る, so you’ll have to grind for a while to get it. It may be less tedious to just give one of your party member the 魔獣使い job and continue through this week’s content, you’ll probably reach the threshold naturally this way and you can always backtrack at that point to complete your blue magic arsenal.

カルナーク城

  • エアロラ from the ギガース
  • デスクロー from the アイロンクロー

Getting these spells here is tricky and probably not worth it, we can get them both later.

砂漠

This is in the desert on the world map between カルナーク and 古代図書館

  • アクアプレス from the ドルムキメイラ

古代図書館の地域

You can find this monster in the forest around the library.

  • 融合ゆうごう from the ミスリルドラゴン〔操る〕

古代図書館

  • エアロラ from the 32ページ (this is your 2nd chance to get it if you didn’t get lucky with the Gigas in the castle)
  • レベル5デス from the 64ページ (see note below)
  • ガードオファ from the 256ページ〔操る〕
  • 月つきの笛ふえ from the 256ページ
  • マジックハンマー from ビブロス (a bit annoying to get here, can be acquired later easily)

The “level 5 death” skill will target the entire party and kill anybody whose level is a multiple of 5 (that is, if their level ends in 0 or 5). So in order to get it you need to have your blue mage with a level that’s a multiple of 5 (at this point in the game, probably 20 or 25) so that they will get hit by the spell, but also you need to have at least one party member that’s not at a level multiple of 5 otherwise your entire party will die and it’s Game Over.

This is a pretty useful spell to get because it functions exactly the same way on enemies and can be used to easily dispatch some powerful foes whose level happens to be a multiple of 5.

イストリーの地域

  • 黒くろの衝撃しょうげき from the ブラックフレイム

クレセントの近くある島

  • 火炎放射かえんほうしゃ from プロトタイプ

You can also get ミサイル from this enemy if you didn’t get it earlier.

More details

Last week we failed to save the Water Crystal, and we reached Karnack, where the fire crystal is kept, but it’s already showing cracks. We need to shut the fire-powered ship down to stop draining its power.

火力船

Make sure that you got the new spells from Karnack before boarding the ship and finding your way to the engines. It’s a fairly intricate dungeon, but the enemies are mostly harmless so it shouldn’t be too much of a trouble. The boss is week to ice, quite obviously (although the hand form isn’t oddly enough), so make sure you buy blizzara before going in, it’ll make the fight a lot easier.

Once you’re finished you’ll end up back in Karnack.

カルナック城

No time to rest, as soon as the cutscene ends we have another dungeon sequence, and it’s an intense one.

So, we have 10 minutes to exit the castle. That part isn’t too bad, but also this is our only chance to get the treasures in the castle before it’s destroyed!

On the Pixel Remaster you can disable encounters and use the sped-up autobattle mode to make it a lot easier to get all treasures, but if you do it the normal way you’ll have to be efficient. Obviously you’ll want the thief’s ダッシュ ability to move faster. The enemies you’ll encounter aren’t very strong, but you want to be able to dispatch them quickly. The monk’s 蹴けり is pretty decent for crowd control.

10 minutes isn’t a lot of time, but I managed to make it out with all treasures and the optional Iron Claw encounter without fleeing any fight on the original version with 01:25 left on the clock. The only thing I didn’t bother farming are the two new Blue Magic spells available here, we’ll have another opportunity to get them very soon.

Here’s a step-by-step guide I found online (I have added the content of each chest between brackets):

  1. Go back one room and heal from the pot. Then go back to the save point and SAVE.
  2. Head straight north and get the chest in the jail cell [2000GIL].
  3. Go around to the NE side of the room for a chest with monsters and an [ELIXIR]. Then exit to the NE.
  4. In the library-ish room, head east, open a chest [SHURIKEN] for a monster fight. Then do the same on the left side [RIBBON].
  5. Keep following the path until you get to the main hallway with the ornate carpet. Then head to the NW room. Grab the chest with [2000GIL] then enter the nearby stairs.
  6. Follow the path to another monster chest [ELVEN MANTLE]. Then return to the previous chest.
  7. Here, there are two more chests in this room with monsters and [ELIXIRS]. Head south through the door, then u-turn up to the next room
  8. Grab all the chests in this room [ELIXIRS]. You should have 12/15 before you leave. Head through the stairs to the NE.
  9. Follow the path to another monster chest with a [MAIN GAUCHE]. Then return to the room with a bunch of open chests and head south.
  10. Go along the east[LIGHTNING TECHNIQUE] and west [ESUNA] to get the last two chests. Make sure you have 15/15. Make sure you check this in your in-game map now, because you won’t be able to later. Hopefully, you have some time left to spare.

When you exit the castle a fixed encounter will trigger that resembles one of the random encounters you can get within the castle:

There’s a special trick however: normally the 軍曹 flees if you kill all the dogs, but this specific one turns into a different enemy (the Iron Claw).

This is the only Iron Claw you can encounter in the game, so if you’re collecting the bestiary entries you’ll have to make sure to kill the dogs and then wait for the transformation.

カルナック

We can chill for a bit now. You can return to the 火力船 to talk to Cid, then follow him back to Karnack Town. You’ll find Cid above the pub. You can’t do much more here, so time to leave town and continue South now that the path is open. You’ll have to cross a desert, be careful that you’ll encounter powerful chimeras there (although that’s also the opportunity to learn the rather powerful “aqua breath” blue spell). Eventually you’ll find a building in the middle of a forest, enter it.

古代図書館

On the 2nd floor you can find a pot that will restore your health. Once you’ve had your fill of NPC dialogue, head to the basement to enter the dungeon proper. There’s some good blue magic to be found here, in particular the Level 5 Death spell that’s going to be very useful for this week’s optional dungeon. Read the blue magic section above to find out more.

Once you’re done here you’ll want to return to カルナック and go talk to Cid above the pub, then return to the 火力船.

ウォルス城・地下1階〔任意〕

You may remember that a while ago I told you to skip the dungeon in the basement of Wolse Castle because it was too hard. It may still be, but if you get the Level 5 Death blue magic from the library we can use it to cheese those annoying ガルキマセラ who happen to be level 20 and will therefore die instantly to the spell. I also recommend getting a thief in order to protect from the back attacks. Be careful not to run out of MP before you get out though…

イストリーの村〔任意〕

Now that we have a ship we can explore a bunch of new locations. Before moving the story forward let’s explore the North West corner of the map, where the town of Istory is located:

You can explore the village. In the corner you can run around the flower circle (square?) to trigger an event.

There’s a bard at the very top of the map, in a hard-to-reach place. They’ll teach you a song.

Finally you’ll find a women telling you that there’s a 変なじいさん in a forest to the East. Indeed, if you walk in the forest right next to the village you’ll trigger a rather difficult encounter, and if you’re successful you’ll earn an item that you can use to gain a summon. If it’s too difficult at this point, we’ll come back a bit later.

古代図書館〔任意〕

So we don’t really know where we’re supposed to go next to continue the story. We can visit Cid and Mid in the library to get a hint: we should investigate a crescent-shaped island.

クレセント

The island of Crescent is located to the South East of the map. Before going there you may want to explore a smaller island located below it (it’s the 2nd island from Crescent when you follow the archipelago to the South West):

It doesn’t look very interesting but don’t let the looks deceive you: it’s home to the Prototype enemy.

This enemy is extremely strong but can be cheesed with the 魔獣使い’s 操る skill and then using the 自爆 command, insta-killing it.

This makes it a good enemy to farm:

  • It gives out 500XP, which isn’t too shabby
  • It gives out 4ABP, which is quite good
  • You can steal ethers from him (it’s common steal too)
  • You can learn the 火炎放射 blue magic from it (as well as Missile if you haven’t found it alrea)
  • It drops Dark Matter, a very powerful item (although we can’t use it yet)

At any rate the next objective is to visit the village of Crescent. Sail there, enter the village, watch the cutscene then exit to save on the map. We’re done for this week!

Map

Miscellaneous

募集・忍者
  • Number of levels to master: 5
  • ABP to master: 690

Ninja have the familiar throw ability and a few interesting 忍術 abilities.

The highlight however is the 二刀流にとうりゅう (dual-wield) ability, that lets you equip two weapons at once and attack with both.

When describing the knight I said that their “two-handed” ability would get outclassed eventually, and the time is now. The two abilities are not exactly the same, there are pros and cons for both, but what gives dual-wield a strong advantage is that it’s a passive ability of the ninja while two-handed wastes an ability slot. So for instance the ninja can dual-wield and use black magic, while a knight two-handing can’t do anything else.

The passive dual-wield ability carries to the freelancer upon mastery.

募集・魔獣使い
  • Number of levels to master: 4
  • ABP to master: 460

This job can be powerful but is a bit tricky to use. Its base offense gimmick is the 捉とらえる ability that lets you catch a monster and then subsequently release it, triggering a powerful summon-like effect. You can only capture one enemy at a time however, then you have to release it and catch another one, this isn’t Pokemon.

The catching process can be tricky since you need to drop the enemy’s HP to below 1/8th of the max for the capture to function. This does create interesting synergies with the blue and time mages however, since they both have abilities that can drop enemy HP without ever killing them (Gravity and Missile, for instance). Later we can find an accessory that lets you catch enemies who are below 1/2HP instead, making the process significantly easier.

There is another very important job synergy with the blue mage: at level 2 the Beastmaster learns the 操あやつる ability which lets you control an enemy and use (some of) its moves. This is extremely useful for learning blue magic, especially since it gives you access to moves the enemy wouldn’t normally use (or wouldn’t use on the party, like heals/buffs). The 操る command has a flat 40% success rate on enemies that aren’t immune to it, and it can be increased to 75% with an accessory we’ll find later.

募集・風水師
  • Number of levels to master: 3
  • ABP to master: 175

The Feng Shui Master is back! The 地形ちけい command, like in FF3, casts a random magic attack based on the current environment for no MP.

The power of the attack is based on the character’s magic stat, so it can be very powerful when used by a black mage for instance.

The 風水師 also has passive abilities to discover trapped tiles and let you walk on damaging ground (lava, spikes etc…) which can be useful in some dungeons but usually you can emulate the effect with the time mage’s levitate magic.

It does have a very low ABP cost to master though and a very decent magic stat, so you can also opt to master it for that reason alone.

Track of the week

古代図書館

Participation

  • I’m playing along
  • I will catch up later
  • I’m a filthy preplayer but I’m here for the discussion
0 voters
Cool Crew

By the way when I first read the name of this enemy I thought it was “Cool Dust” which seemed silly, and indeed it’s apparently supposed to be Crew Dust, which makes thematic sense.

However I was amused to find that I’m not the only one struggling with this reading given that some fan translations and even the original “Anthology” PS1 translation made the mistake:

Quoth the fanwiki:

In the early version of the RPGe fan translation, the name of the Fire-Powered Ship version is transcribed as “Cool Dust”, and the version summoned by Metamorph is transcribed as “Crew Dust”. In the Anthology release, both names are transcribed as “CoolDust”. In all other versions, both names are transcribed as “Crew Dust”.

I am very grateful for the ジョブ write-ups last week. I still don’t understand the battling in this game… It seems that the bad guys are taking shots at me the entire time I’m reading and “thinking”. I haven’t experienced much at all with changing jobs and leveling various classes up, yet.

Question: If I level a job up on one character, can other characters jump into that leveled-up job, even if they haven’t been that character class before?
… In Final Fantasy 3, it got so complicated that I had to keep notes on who had been what and what their good skills were. I didn’t play 4, yet… So I missed any gameplay developments from there. (Yes, I can go read an FFVwiki to try to find things out)

Question: I didn’t know what those ability screens were when I tried changing jobs. I think I now appreciate that I need to go select which ability to permit that job to take advantage of… But it raises many questions: Does it remember my choices across job changes? Can I change which ability to take advantage of any time later? Etc

Make sure that the バトルモード is set to ウェイト so that time pauses while you’re selecting spells/items etc:

I think it’s the default in all versions but it doesn’t hurt to check…

The time will still continue advancing when you’re in the top menu with たたかう・まほう⋯, before you select anything, if you want to take the time to think then enter a sub-menu (even just the アイテム menu) and it will effectively pause:

If I wait here the enemies will keep attacking.

If I enter the item menu the time stops. You can stay here as long as you want and the enemies won’t attack. It’s the same with the magic menus, special abilities like まほうけん etc…

Each character trains their own jobs, so for instance Garaf can be a level 4 Black Mage with a bunch of Black Magic skills unlocked, but that won’t carry to Lena or Faris, they have to train the job themselves if they want access to that.

When you level jobs, you unlock abilities. Once unlocked, you can “equip” those abilities to a different job when you change, for instance having Black Magic available while using a Knight job.

That’s all there is. You can change job and equipped abilities at any moment for any reason, the only thing that matters is that only the currently active job is being trained and received ABP.

Let me know if this isn’t clear, I’m not sure if I fully understood your question.

The one thing that does carry over between characters is magic. If you buy Fire, everyone has access to it as long as they can cast Black Magic. Big QoL update over I-III where everyone had individual spell lists.

Thank you Simias and Grimoire

Simias, your explanations are even better than I found in the Wiki! Thank you.
I will do a little grinding, I think, to level up a few jobs on various players… And I guess the “non-job”, as well… Since it can use lots of abilities in the late-game…

I wasted a lot of time early on trying to use a blue mage with no spells…

It’s great to be able to just buy all the spells as soon as they’re available, so they are already “on hand” when I decide to use a job that can utilize them.

I guess the only time I can’t change a job is during a battle… But I can just lose the battle and then change jobs and redo the battle (if I save at the right time)

I think that it was a complete fluke when I beat the tower boss (water crystal?)… So far, I’ve been dying quickly in the fire realm.

In the Pixel Remaster, it’s nice to be able to “cheat” by turning off encounters to skip battles… But then nobody is leveling up… So it’s good to use sparingly and mostly just play the game.

Now, once I understand it, as Simias explained… Then this article (in English) on Medium link about why the author loves FFV jobs as compared with FF1 and FF3 was also a little useful

That first dungeon sure was something… I definitely understand why you postponed it to this week.

By the way, has anyone noticed that adding a magic ability (like white magic) to a character’s extra ability slot increases their MP significantly? I was worried about Galuf not having much MP since I use him as a monk but also as a backup white mage. But turns out that’s not a problem at all.

I have a plan (for job mastery)

Alright, I have a new plan for Bartz. I’ve had him almost exclusively on Knight and Mystic Knight so far. Turns out that Mystic Knight is tied for second best agility in the game. Knight doesn’t have the best strength (that’s Monk), but it’s a pretty close second (and it’s what I already have a lot a ABP for him), and it has decent stamina. Then he just needs magic to make the magic sword attacks more useful. Well, Geomancer is really quick to master and has a respectable magic stat.

At that point, Bartz can probably kick ass as a freelancer, using two-handed attack and magic sword as needed. Don’t get me wrong, this will still take a while (even with double ABP) as I need 400 for Mystic Knight, 500 for Knight, and 175 for Geomancer. Regardless, I figure I can jump back and forth between Mystic Knight and Knight and mostly just pick whichever will be more useful for bosses. I’ll deal with the Geomancer part later, unless there’s an easy section where I can afford to lose my best damage dealer.

I already mentioned my plan with Lena to be a Summoner + White Mage, but I have no real plan for Galuf or Faris.

Yeah, slotting in command abilities affects your stats too which is nice. That way if you put Black Magic on someone, you don’t have to worry about them being on a job that’s completely terrible at magic. They’ll get some boosted proficiency thanks to the time spent on Black Mage.

But have you considered leveling up other jobs to make Freelancer even stronger???

Of course, but I could use the freelancer setup for bosses. :slight_smile:

I think that’s one of the best elements of game design here by the way, it’s completely opaque as far as I can tell (the game doesn’t tell you what stat it’s going to boost when you equip an ability) but it Just Works. You can trust that the game is going to do something sensible to make sure that the ability remains usable no matter what job uses it.

You can find all the details by looking at the fanwiki of course, but it’s not at all necessary to play the game.

More general FFV impressions after week 3

I guess we are now far enough that I can discuss some more general impressions I have of this game. I already mentioned that I think this game was overlooked by western audiences because it only released with an official English translation much later, well into the PS1 era, and as a result it didn’t stand out too much. But I really think that when you play it in the correct release order, as we’re doing now, it’s quite impressive.

I think the whole structure of the game is extremely modern, down to the small details. Take this random NPC in Karnak:

So he tells you that there’s a scary creature in a desert, and indeed that’s the desert where you can find the chimera. But that’s not even a subquest, it’s just good worldbuilding. If you want a challenge and the opportunity to get a powerful blue magic spell, you can go see what that’s about. If you don’t want that you can heed the warning and take the long way around the desert instead. Or you didn’t speak to this NPC and you’ll have to find out about the chimera the hard way.

This stuff is going to become commonplace in future entries, but we almost never had this in previous games. Same thing with the Prototype lurking on a remote island (overpowered enemies on hard-to-reach map locations are also going to become a common occurrence).

And then you have the ATB gauge, gear auto-equip, unlimited inventory, high-concept dungeons, all the banter among the main party, the simplified spell system…

None of this would have been noteworthy in 1998 when the game finally released in the West, but in 1992 it was quite revolutionary I think. It’s the first game where there aren’t any significant gameplay differences between the original and Pixel Remaster versions, the only notable difference for me is the lack of auto-battle in the OG (and the cheat stuff, but that doesn’t count IMO).

What does date this game for me is the whole Crystal thing which is extremely overdone by now. Every game but 2 has had the same gimmick so far, and it’s wearing really thin.

The gear auto-equip is so important. Switching jobs would be miserable without that.

You’re almost free!

Indeed, although it’s kind of wild that they decided to go with crystals again after FF4’s “woops all crystals” story.

At least I think this time the writers do a better job of not making the heroes feel completely useless.

I mentioned it in another thread but I feel that the pro-environmentalism message makes it feel a bit more modern to me. Sure, having it be due to “the hubris of man” instead of a mustache-twirling villain isn’t much of a shakeup in the grand history of storytelling but you can definitely see the genesis of the ideas for FFVI and FFVII here with mankind trying to control forces of nature leading to disastrous results. I definitely understand where you’re coming from but I’m looking forward to reexamining those games through that lens of linear progression when we get to them.

It’s definitely the best execution of the concept since 1 I think, but it’s still a little boring.

I agree that we’re seeing the blueprint of what’s to come though.

Guys if you don’t like the story revolving entirely around people trying to get their hands on little magic crystals I have some bad news for you about the next coupla games.

What do you mean? Replacing crystals with espers and mako completely changes everything! I say that but there’s at least more going on in the narrative besides just the MacGuffin hunt. There was some character drama in IV and there’s been a little bit in V so far if you go looking for it but they’re certainly not as multifaceted as upcoming stories. Personally I enjoy them for what they are but I understand the complaint about the stale framing device, especially since two games back to back are “go protect the crystals but fail to do so every single time”.

Replacing crystals with materia and magicite. Same thing. The powers of magic, created by nature, coveted by man. They just do a better job framing it. (if you call the entire meat of the story ‘framing’)

Most JRPG stories revolve around collecting or destroying mcguffins at one point or another, that’s not really my issue. The problem with crystals (and it became glaring in FF4 IMO) is that it feels like a waste of time because nothing interesting happens when you get to them, it’s a checklist you have to complete before unlocking the rest of the game.

It’s also annoying that we fail to protect the crystals every…single…damn…time. It definitely got ridiculous in FFIV, as some of you pointed out, when people kept entrusting us with protecting the crystals. We had a 0% success rate. I understand the desire to hammer home the stakes with a race against time with impossible odds stacked against us but it’s really demoralizing when we can’t get a single win. It also becomes predictable so it ironically makes it harder to be invested in the plot when you just walk in expecting to lose and move on not really feeling anything about it since it was a plot-mandated defeat. At least the games try to inject some levity between those moments so it’s not completely dire.

Accidentally hit the post button after barely writing anything. Second try…

Jobs

Jobs this week all have uses, but only some remain useful.

Beastmaster: Terrible class for actually using, though their ultimate weapon isn’t terrible and I think whips can be used from the back row. Their irreplaceable utility is what makes them useful. Their default あやつる lets you control enemies, which is 100% necessary to be able to learn many blue magic spells. Many enemies simply won’t cast their blue magic unless you force them to. Sometimes this is magic that can’t be cast on enemies (like you), so you also have to put reflect on the enemy before casting the spell on itself…but you don’t have the Reflect spell until late in the game…tricky tricky. You can also control certain powerful enemies to kill them with their own powerful spells, when you are too weak to fight them.

The second ability, とらえる, can capture enemies and use their unique abilities later. Some of these abilities are nuts, and can’t be had as player magic or blue magic, and can trivialize tough enemies and bosses.

Geomancer: Okay for grinding through without using MP. Decent as a side ability on a better job. I’ve seen sonic boom hit for 9999 inexplicably. You can just float over lava and such, making their side ability pretty useless.

Ninja: Sounds good at first, but their signature ability, wielding two weapons, is something Freelancer can do, since they can wield anything, right? Throw is alright, and these are a decent mid-game class.

The other two fire crystal jobs are picked up in the crescent area, and you could easily grab it during this week:

Ranger: Awful class… except that if you master it, みだれうち can combine with a melee class to do 8 attacks (if you dual wield). This is why Magic Fencer is often better at exploiting weakness than black mage, because you can attack eight times with an element instead of once (twice with dualcast). Side note, magic fencer-based status effects hit really often (silence, sleep, petrify), while the actual black magic spell misses like crazy. Many bosses can be shut down entirely by putting a status spell on your sword.

Bard: Never use it… except that there’s a song that temporarily stops the enemy. This happens for such a short time that it doesn’t seem useful. But, what if you used three bards chain casting the song to permanently stop even the hardest bosses? Use a powerful fourth, like the aforementioned magic fencer + quad attack, and you can auto-battle your way to victory even against superbosses.

Word of the Week

Nothing too amazing, so I’ll go with 賞金稼ぎ, “bounty hunter”. A great fiction word, like “cat burglar” from last week.

魘される (うなされる) I first saw this in the very first few lines of Link’s Awakening. Such a specific word, which took me a while to memorize; “crying out in your sleep”.

FFV Advance Translation

Pretty boring this week, actually.

When Cid uses the common まいった to express despair, the English version uses “Oh, horsefeathers!”. Pretty good.

古代図書館の人が、クリスタルの力を使うなと言ってきたそうです。
Those crackpots from the Library of the Ancients have been saying we should stop using the crystal.
(so judgmental)

左すみの羊には、話しかけないほうがいいわよ!すぐ人を蹴飛ばすの。
Better stay away from that sheep in the left corner of the pen, or it’ll kick you! It’s really got a baaad attitude.
(sheep joke)

東にある大きな滝は見たかい? すっげえだろー! イストリーの滝ってえんだ! That’s Istory Falls! Pretty impressive, huh? Still, every time I see those millions of gallons of water, I kinda feel this…urge…
(to pee)

Strange old man

Ramuh in the forest would be a difficult encounter, but if you have the summon Ifrit from the next area, he’ll join you without a fight. I don’t recall if you have to cast it first.