Final Fantasy V Walkthrough
2.4: The Lands of Gloceana to Regole
Enemies: Tunneller, Birostris, Fairy Orc, Devourer, Mandrake
Blue Magic:
Transfusion
Features: Piano, endless 100 Gil machine
We've been misplaced in space and are currently residing in Gloceana. It's a long hike through monster-infested marshlands to civilization, and the kind of civilization we'll find once we get there is a mystery.
Tunnellers can use Dischord to halve your effective level for the duration of the fight. That's about the extent of their powers.
Birostris will use
Transfusion on occasion unless they're alone like their palette swaps; we've been over this. The
Devourer and
Mandrake enemies will just attack you physically and throw some yucky goo your way; either Digestive Acid (Mandrake) or Slimer (Devourer). Note that Devourers absorb Lightning-elemental attacks, so your first instinct (zap aqua-things) is wrong, and Mandrakes are weak to Fire.
The most interesting enemies are the
Fairy Orcs. If they're struck with a
Cure spell, they'll heal the entire party with a
Curaga spell. In addition, if they find that a character is dead, they'll use Paraclete to raise it as a Zombie. Neither of these things should happen to you, but knowing is half the battle and the sooner we can get rid of these things, the better.
It's not hard. Just walk all the way to the East. Stick to the Marshlands where possible; you'll definitely have an awesome !Terrain advantage there as
Bottomless Bog will just kill the entire enemy party every time it appears.
Welcome to Regole! It's a small town surrounded by monsters on every side. As a counter to this problem, Regole has developed a secret weapon: Alcohol. Regole's beer appears to be legendary. Speaking of 'legendary', to the south lies the Sealed Castle of Kuza, which houses the Twelve Weapons used in a forgotten war. Let's put that on the 'to-do' list. For now, the Inn Keeper gives us a free night, so let's take a rest. There's a cutscene.
Now, exploit capitalism.
Magic Shop (White): You could've obtained
Esuna earlier. Neither
Blink nor
Shell is vital for anything, though both are nice to have. If you're short on Gil, I suggest you skip these spells for now.
Magic Shop (Black): These spells are all awesome.
Drain isn't all that damaging but could be useful for your
Black Mage; it makes for an awesome Spellblade effect, though.
Break sets Petrify, so when you know what's vulnerable it's a great one-hit KO move. Again, you'll be surprised how often I'm going to advise Break spellblade from now on.
Bio's just a stronger Poison-elemental spell for your Black Mages. It's stronger than your boosted second-level elemental spells, so buy it. You'll be able to boost it in a short while.
Magic Shop (Time): The
Time Mage finally gets some serious use!
Comet is the first offensive spell the Time Mage obtains. What it lacks in power and dependable nature (it's power is rather random), it's non-elemental nature and the fact it ignores the Reflect status makes it a decent attack.
Slowga's just multi-target
Slow.
Return is awesome. It allows the player to completely restart a battle, everything about the obtained results are erased. This can not only save you when things are looking particularly grim, it's most popular use lies in obtaining rare Steals every time from now on as even one-time only monsters can now be fought until you've gotten what you want.
Weapon Shop: These new weapons, though all-round new and powerful, won't really mean much to you at the moment. The
Sleep Blade is nice, but most people will be using
Samurai or
Dragoons at the moment. The
Orichalcum Dirk is nice for Thieves and
Ninjas, the
Wind Spear is an increase for your Dragoons and the
Chain Whip is, thankfully, a new Whip with Paralyzing features. All other weapons are more or less useless now. You've - if everything went well - already obtained an
Ashura and one or more
Dark Bows. The
War Hammer is weaker than both the
Death Sickle and
Gaia Hammer and the
Dream Harp flat-out sucks. Dealing 1/8 current HP damage and adding Sleep. Pshsw. New Weapons should be your last priority with your Gil.
Armor Shop: Everything's peachy here. The only two things that stand out are the
Wizard's Hat and the
Gaia Gear. The former shouldn't be bought if you have
Lamia's Tiaras as even though they have 1 point extra Defense, they're inferior in all other areas. The

Gaia Gear is awesome; if you haven't stolen them from
Sorcerers when escaping Karnak castle, you can finally get them. They boost Earth-elemental attacks, oh yes they do, and
Titan will benefit greatly from it.
One important thing to now realize is that by combining the

Gaia Gear and a !Summon ability high enough to summon Titan,
any Robe and Hybrid Job can perform as a very powerful mage. This is an excellent opportunity to train those Jobs that normally lack this ability, such as
Bards,
Chemists,
Dancers and
White Mages. Remember, Magic Power will be upgraded together with the !Summon ability. The Dancer will even be able to replenish MP by itself due to !Dance's 25%
Mystery Waltz performance.
There's a little girl between both shops who has lost her
Ribbon. You can talk to her by using the secret passage in the Armor Shop, but she can't be of any use to you now. People are valued by their possessions!
At the Pub, you can get on stage to Dance 4 Gil! 100 Gil isn't that much, though. If you've got Find Passages on you, you'll be able to see the secret passage which leads to the game's sixth piano. Play it to improve your piano skills. The biggest asset this town has to offer, though, is its awesome selection of new spells and equipment. If you lack the money to buy everything you want, training is of the essence, young padawan.
That's all, folks. I'm bored, let's travel south. You'll come across a castle! You were warned of this castle...
Caves of Narshe:
Final Fantasy VVersion 6
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