Final Fantasy V Walkthrough
Written by Djibriel
Contributor
1.11: North Mountain
Enemies: Rock Slug, Gaelicat, Cockatrice, Headstone, Magissa, Forza
Treasures: Gold Needle, Phoenix Down
Rock Slugs are boring. They do battle, and they're weak to Fire-elemental attacks, including and solely limited to your
Gaelicats are the most prolific enemies on the mountain, and by their very nature of being freaky sentient cats who try to employ leaves as primitive wings, they are Floating, which is still of no concern to you. They may evade your physical attacks, so if you have unblockable attacks to favor, favor them. Their Special is called !Cat Scratch and is essentially the same attack as the most powerful physical attack Final Fantasy VI's Wild Boy Gau was able to perform. It's much weaker here, though.
Cockatrices are the most dangerous enemies here, since they have a 33% chance every turn to use, next to Attack, !Dive (which is merely a stronger version of their physical attack) and Beak. Beak sets the Petrify status ailment, which renders the target unable to take action, unable to be targeted by any 'attack' that doesn't remove the Petrify effect, and is marked as 'defeated', which means that the character in question won't obtain ABP or Experience when he exits the battle Petrified, and that a team full of Petrified characters will get you a Game Over. Cure Petrified characters with a Gold Needle as soon as you can. You can steal them from the Cockatrices themselves, too.
Headstone are the most interesting enemies to face around here as they'll be nice to you if you know how to work them. First off, they have common










If you have a Thief, there's no reason to skip on !Stealing 4



This is a very simple and straightforward path leading up, alternating through caves and slopes. The first room contains two chests containing a Phoenix Down and a Soft. After a slope and another cave you'll wind up on a slope filled with purple plants about which we have been warned by a Carwen NPC; these little guys are poisonous. Indeed, stepping on them will set the Poison status ailment on every character in your party, so avoid them at all costs. If you take a wrong turn immediately heal up with your White caster's

You now pass through a cave with a Save Point. Use it, there's something exciting about to happen. On the next slope, Lenna will spot her father's

Meet Magissa, a powerful sorceress of some sorts who came looking for the Wind Drake in order to kill it and sell its horn, together with her freakish mutant 'husband'. She blocks your path by letting a part of the mountain crash down, but this isn't enough to stop Faris. She finds a way there and soon enough you'll be facing the magical mistress herself.
Oh! Look at that outfit!
Magissa Bestiary #246 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
Humanoid | 8 | 650 | 200 | 0 | 0 | 30 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
14 | 5 | 1 | 0 | 0 | 0 | 1 | |
Stolen Items |
Dropped Items |
||||||
None | Common: ![]() | ||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control | None | ||||||
Elemental Absorb | Elemental Weakness | ||||||
None | None | ||||||
Blue Magic | Status Immunities | ||||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | |||||||
Strategy | |||||||
Magissa uses primarily magic, with only a 33% chance of a physical attack every other turn. She will call Forza into the battle once she hits 300HP or less; Forza is a physical brawler. The former can be silenced, and the latter can be put to sleep. Using ![]() | |||||||
Forza Bestiary #247 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
Humanoid | 8 | 850 | 100 | 0 | 0 | 37 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
14 | 9 | 0 | 0 | 3 | 5 | 0 | |
Stolen Items |
Dropped Items |
||||||
None | Common: Power Drink | ||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control | None | ||||||
Elemental Absorb | Elemental Weakness | ||||||
None | None | ||||||
Blue Magic | Status Immunities | ||||||
None | ![]() ![]() ![]() ![]() | ||||||
Strategy | |||||||
Magissa uses primarily magic, with only a 33% chance of a physical attack every other turn. She will call Forza into the battle once she hits 300HP or less; Forza is a physical brawler. The former can be silenced, and the latter can be put to sleep. Using ![]() | |||||||
When Magissa has 300 Hit Points left or less, her first action will consist out of calling her hubby. I'm not sure of a seven-foot elemental golem or whatever the hell Forza is counts as a hubby, but surely any woman who takes a liking to whips can be counted on to spend her life with some guy who listens to her every command so even if Forza is human, he's still dead on the inside. At any rate, as soon as Forza has entered the battlefield Magissa's first action is casting

Note that it is entirely possible to not see Forza at all if you manage to shave off Magissa's remaining 300 HP before she is able to take a turn, in which case you'll be screwed out of Forza's admittedly unimportant 100% drop, as well as his Bestiary entry.
Forza just uses physical attacks, either 66% Attack or 33% !Tackle, which is 150% times as strong. His physical attacks are quite powerful, especially !Tackle. Thieves and Monks had better beware.
How to take care of them? Magissa falls to the Silence status ailment, so any White Mage or other character with the level 2 White command may cast it on her to stop all of her spells. Forza is vulnerable to



After the vicious beauty and the beast have been dispatched, you'll obtain up to two future-oriented items: a


The

Walking on gets you to a cliff where Hiryu, the last Wind Drake of this world is resting. Lenna'll casually throw her life away to heal the Wind Drake, but thankfully the Wind Drake has restorative powers previously not mentioned. Silly Lenna and her silly antics, walking in poisonous flowers like that. Bartz' acrophobia is subject to everybody's hilarity; remember to kill them all when they least expect it.
You automatically take off. This is the Wind Drake modus transporti of this game. The Wind Drake can't land in deserts, the sea, forests, mountains and the handicapped zone. What you can do is fly a circle around Carwen to show everybody the guy who tipped us off was telling the truth. Sure enough, entering Carwen and talking to the guy reveals that he's swimming in narcissistic him- love, but he'll do that even if you didn't flex your Wind Drake so we are not to blame.
Walse lies to the south. Engage!
Caves of Narshe: Final Fantasy V
Version 6
©1997–2025 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.
Version 6
©1997–2025 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.