Final Fantasy V Walkthrough
Written by Djibriel
Contributor
2.19: Exdeath's Castle; Ascension and the Fight with Carbuncle
Enemies: Twin Lizard, Blind Wolf, Hellraiser, Reflect Mage, Magic Dragon, Black Warlock, Adamantite Golem, Bandercoeurl, Iron Fist, Blue Dragon, Red Dragon, Yellow Dragon, Imp, Oisearare, Jackanapes, Abductor (2), Carbuncle, Gilgamesh (4), Exdeath
Treasures: 8000 Gil, 9900 Gil, Diamond Shield, Elixir x2, Ether, Fuma Shuriken,
Ice Shield,
Hayate Bow,
Ice Brand,
Kotetsu,
Partisan,
Twin Lance
Blue Magic: White Wind,
Aeroga,
Off-Guard,
Level 2 Old,
Magic Hammer,
Moon Flute,
Level 3 Flare,
Lilliputian Lyric,
Pond's Chorus,
Time Slip,
Flash,
Doom
The Twin Lizards you encounter here are exactly like their counterparts you met on Crescent Island all these millennia ago, only a bit stronger: weak to Ice-elemental attacks, no special properties.
The Blind Wolf is inherently affected by Darkness; these wolves are, in fact, blind. However, they do manage to land a hit on occasion, and when the hit in question is their !Tusk attack it'll set Darkness on you as well. They only have 900 HP and are weak to Fire-elemental attacks; any serious attempt at multi-target violence will kill them.
Hellraisers are restorative bunnies like the Cure Beasts you encountered earlier. However, they will simply attack physically until they die, at which point they'll cast



Reflect Mages use










This dungeon is awesome, seriously. A lot of interesting and tough monsters, and all Jobs (much like in the flying ruins) are pretty much balanced so there's no quick way to defeat. In addition, all enemies here give really notable amounts of Experience and ABP so you may actually want to go for abilities such as !Rapid Fire and Dual Wield.
Heavy Armor characters will notice that the Dragoon and Berserker both haven't gotten any better since you left Bartz' homeworld; you're still wielding the





Mage characters will see !Black reclaim the title of ultimate offensive force. Titan is still very useful for crowd control, Golem is a good idea even versus some random encounters (such as fighting dragons) and Catoblepas will likely see a few uses in the dungeon.
Going up will get you to the second floor. Two chests are here; the left one contains an Ether, the right one a

On the third floor, you'll run into a dead end. An old friend helps us out, showing us the true form of Exdeath's Castle, which is disgusting.
Magic Dragons are neat. They're sturdy (with 2900 HP) and cast three Blue spells you may not have at this point:







Black Warlocks are your source for neat staves, and are quite dangerous in addition. They have a rare














You really want that






On the fourth floor, there's a metallic switch on the wall you'll need to flip in order to get to a chest containing an



Adamantite Golems are what you'd expect. They attack physically with great strength and take hits well. They're weak to Lightning-elemental attacks (which is odd: adamantite in our world equals diamond, and Diamond equipment halves damage done by Lightning) and can be instantly dispatched by a Gold Needle like all stone-based monsters. They make this dungeon's best Catch/Release monster for random encounters as well, performing a powerful physical attack.
On the fifth floor, there's a hidden passage which is nothing but a shortcut. It is featureless in all other regards.
Bandercoeurl... hey, did you know that the Coeurl is a fictional alien race of predators created by the late science fiction novelist A. E. van Vogt (1912-2000)? It's true. Within the Final Fantasy series, they're feared for their spellcasting abilities, most notably their tendency for Death-setting attacks which they employ with their large whiskers. These Bandercoeurls don't have visible whiskers, but they do have a Blaster attack they can use. This attack targets a single character and either sets Paralyze (good-ish) or Death (bad). They're weak to Fire-elemental attacks.
The sixth floor has lava! You can access the chest containing an Elixir without much problems, but to get to the hidden chest containing a


You've met the Red and Yellow variety (probably), but the Blue Dragon is a new one. This Ice-elemental dragon has no elemental weaknesses but uses and absorbs Ice-elemental attacks. Frost and Ice Storm are both powerful multi-target Ice-elemental attacks, and the Blue Dragon may also attack physically. With 6900 HP, it'll be a while before you can kill it with straight attacks. However, the Blue Dragon is vulnerable to Death, Petrify and Stop and lacks a Heavy nature, so while you can keep them at bay with Romeo's Ballad and the like, Catoblepas casting Demon Eye,

The Red Dragon was a powerful guardian of two Barrier Tower chests earlier, but even now that they're random encounters they haven't weakened in the slightest. You'll be a bit more fit to take them on head-to-head, but they can still pose a good amount of problems. If you haven't learned



Iron Fists simply attack physically and may counter your Attacks with a 33% chance of using !Counter, which is unblockable, ignores Defense and sets HP Leak, so don't let them. For all their impressive looks, they're kinda weak when it comes down to it. They also take double damage from the big three, Fire, Ice and Lightning. You can occasionally steal


The seventh floor: a mini-game! But first, know that from the 7th to the 9th floor, you'll be encountering the elemental dragons. You can't really do anything against the Yellow Dragon's Lightning, but the

Anyway, there are two chests here, one path you'll need to take to continue and walls. Stand on the skull tile to send the bridge hurrying across the hole. Press the action button to stop the thing. When you hit a wall, a monster comes out! The left chest contains an




Consider the wall tiles numbered from left to right one to four. If you hit them, you get this:
- Abductor (2) or Imp
- Oisearare or Abductor (2)
- Jackanapes or Abductor (2)
- Abductor (2) or Imp
Note that these are not the exact same monsters you encounter someplace else in the game; Oisearare, for example, won't have that awesome rare steal you'll be able to get later, nor will any fight you complete here make an addition to your Bestiary. They perform much like their counterparts, though. Should you want to walk back, standing on the skull tile on the other end will instantly put the bridge in the right position for you to walk over.
There's a Save Point here, leading you to a room where dragons roam. There are powerful creatures you'll definitely want to prepare for. !Control is awesome, and equipping

Yellow Dragons lack elemental weaknesses, but they also lack the Heavy property. Make sure you can exploit this weakness, as the fact they can continuously spam Lightning is a recipe for disaster (though those with Diamond equipment will only take half damage). Throw Death Potions, Dark Elixirs,








"I'll join you - if you're stronger than me. Come on, show me what you got!"
Carbuncle Bestiary #283 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
Magic Beast | 44 | 15000 | 10000 | 0 | 0 | 50 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
50 | 2 | 50 | 70 | 50 | 50 | 50 | |
Stolen Items |
Dropped Items |
||||||
Common: Turtle Shell | |||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control | ![]() | ||||||
Elemental Absorb | Elemental Weakness | ||||||
None | None | ||||||
Blue Magic | Status Immunities | ||||||
None | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
Strategy | |||||||
Carbuncle starts in a reflective state and bounces spells off of itself onto you. After three turns of this, it will switch to a healing phase; at this point its defenses go down, including reflect, and you can pound on it until it starts casting offensive spells again. The lower its HP gets, the more dangerous its offensive spells get. | |||||||
Carbuncle will cast any of the Black third-tier elemental spells for three turns... on himself. Since these spell bounce off, they'll hit one of your characters instead. After three offensive spells, he'll turn into another monster. There will be no visible evidence of this change; it's just the AI that transforms. This other form - I'll call it his healing form - will cast








Here's the deal. Carbuncle is almost impossible to damage by any large extent. His Defense and Magic Defense are both extremely high, he has no elemental weaknesses, is immune to Titan's Gaia's Wrath and is inherently Reflective. However, his healing form is when the getting's good. He'll drop a lot of status immunities, his Heavy nature, his Reflect status and his defensive and evasive properties will plummet; he'll just keep 10% Evasion and a bit of Defense.
You'll just have to sit back and heal and buff up when Carbuncle is in his offensive mode. Casting




Once Carbuncle has cast










When you're done, descend. You'll get onto another skull warp tile. Get back to the skull tile platform, avoid the pitfalls, stand on the bottom tile and continue.
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.