Final Fantasy V Walkthrough
Written by Djibriel
Contributor
1.24: Jachol Environs
Enemies: Bomb, Doublizard, Bio Soldier, Nutkin, Skull Eater
Treasures: Blitz Whip, Shuriken, Tent
Blue Magic: Self-Destruct
Features: Piano
Don't be deceived by your gut instinct or even prior Final Fantasy knowledge; Bomb is not a Fire-elemental monster which is weak to Ice or something silly like that. All it does is attack physically and use
Doublizards are weak to Ice-elemental attacks, as you'll find most lizard-like and dragon-like enemies to be. They're kinda sturdy but generally unassuming. When they turn around, exactly nothing happens; all that happens is that they will use a Battle attack when they're facing you with their 'normal' face, and when the turn around to attack with their lower face (the one they don't start with, I mean...all this trouble to refrain from using the word "Ass-face" isn't worth it) they'll use !Slip, which adds the Sap status.
Bio Soldier is the strongest enemy here and has the potential to be very very dangerous. When they're with another Bio Soldier all is well, as they'll just use Battle. However, when a lone Bio Soldier is damaged, it'll counter with a





Jachol's a town of adventurers, of which the armor and weapons are known throughout the world. It's a village inhabited by descendants of the ancient Ronka civilization, and many rare treasures are said to be found in the surroundings. It's a good place for us.
Armor Shop: It's fairly straightforward here. Buy






Weapon Shop: Quite a few new and powerful weapons, but most of them are fairly redundant. The









Magic Shop: Missed any White spells in Karnak? You can buy them here.
Item Shop: Well, you know. Same old.
The Pub houses several NPC's all talking about the Cave of Jachol to the north. That's very interesting. There's a piano on the stage, which you should totally play. Also, you can dance with the lady, but the subsequent scene is so mind-numbingly stupid it just might wake you up from this dreamworld and make you realize you're playing a game again. So don't.
There's very little to do in this town besides gathering up stuff for the Cave, so let's go to the Cave. I hear there's treasure. It's handy to have some Phoenix Downs handy; the monsters in the Cave of Jachol might decide to randomly kill characters and you want to be prepared.
Welcome to the Cave of Jachol. Here's what's going down. There are a few treasures here, and random encounters of the bizarre kind. They're either Nutkins (those Regen-squirrels you met around the Wind Shrine at the very start of the game) and Skull Eaters. Concerning the latter, you either destroy them with the very limited range of attacks capable of destroying them, or you'll probably die hoping for them to use Flee rather than 1600-damage dealing physicals.
The Nutkins pose no threat whatsoever. !Kick is very efficient at dealing with them in a single attack as it costs no MP. Whatever-you-have also works. The Skull Eaters are an entirely different story. They have exactly 1 HP, but their defenses are both 90, meaning they're almost impenetrable. They will 'counter' any Magic spell they survive by summoning five other Skull Eaters around them, effectively spelling your doom. Physically, they're incredibly powerful; their Special !Front Teeth is both barrier-piercing and unblockable and will deal around 1600 damage to a Front Row character. Undeniably the best way to deal with them is using !Gaia. It'll either summon a Stalactite attack which kills the Skull Eater (it's a very powerful attack) or use Ignus Fatuus, which will confuse it sometimes. With Fire element up, it may even kill it. If it uses !Front Teeth on itself, it's dead. If not, it's Battle, re-directing Skull Eaters attention to you without dealing any damage. Try again! Note that you won't get a listing from a Skull Eater in your Bestiary until you actually kill one. Also note that the Cave of Jachol is somewhat of an ABP goldmine, since the Skull Eaters give 5 ABP and you'll see them often. This could be a good time to learn, say, the Beastmaster's !Control.
The skull switch next to the entrance does nothing now and is only meant to open the entrance if you want to back-track. Pressing the other skull switch pushes back a large rock wall, freeing the path to a line-up of skull switches. Once you reach it, you could go pressing skull switches like some kind of moron, but that's not the way to go. Simply wait, and eventually the 'true' skull switch will be the only one not to disappear. Quickly press it before the other ones come back (making the skull switch ineffective) and another path opens. The door here won't open, but there's a button in the opened chest next to it to open it.
Ugh, another opened chest even in this new room. However, all other chests contain items! There's a Shuriken and a Tent in the two chests you can easily reach to the left. Walk around to the third (and final) chest, and you may be able to open it for a

The





This is all. You can climb out of the north wall to enter the Overworld Map (possibly to use a Tent or to Save). Simply track back by logical means. You have no business in Jachol either anymore, so let's get back on the Fire-Powered Ship!
Now, sail to the south-west until you've gone around the continent and continue up north until you come across some grasslands with a town near a river on it. It's Istory, town of waterfalls, another summon beast and a new Black spell!
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.