Final Fantasy V Walkthrough
Written by Djibriel
Contributor
3.4: The Pyramid of Moore; the Earth Tablet
Enemies: Objet d'Art, Black Warlock, Bandercoeurl, Lamia Queen, Rajiformes, Ushabti, Archeosaur, Zephyrus, Mummy, Aspis, Mecha Head, The Damned, Grand Mummy, Sekhmet, Steel Fist, Gargoyle, Melusine
Treasures: 8000 Gil, 9000 Gil, 10000 Gil, 12000 Gil, Crystal Armor,
Ice Shield,
Cursed Ring,
Flame Shield,
White Robe, Dark Matter x6, Elixir x4,
Gaia Hammer, Cottage,
Black Robe,
Black Garb,
Gold Hairpin,
Ribbon,
Protect Ring
Blue Magic: 1000 Needles,
Off-Guard,
Dark Spark,
Level 3 Flare,
Aqua Breath,
Aeroga,
Missile,
Flame Thrower,
????,
Doom
As you approach the Pyramid of Moore, the door remains closed. You were warned that the slabs were protected by gargoyles, and sure enough they're here. They seem largely inanimate though. Let this be a lesson to you! Spinster's tales! Balderdash! Humbug! An undigested bit of beef, a blot of mustard, a crumb of cheese, a fragment of an underdone potato! Also, as you examine the door, the Gargoyles attack you.
Gargoyle Bestiary #288 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
Humanoid | 33 | 5000 | 300 | 0 | 0 | 34 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
58 | 9 | 50 | 10 | 13 | 12 | 50 | |
Stolen Items |
Dropped Items |
||||||
Common: Hi-Potion | |||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control | None | ||||||
Elemental Absorb | Elemental Weakness | ||||||
![]() | None | ||||||
Blue Magic | Status Immunities | ||||||
![]() ![]() ![]() | |||||||
Strategy | |||||||
Prepare to defend against mostly physical attacks, and remember that if you kill only one of them, the other will try to resurrect the first with its next turn. ![]() ![]() | |||||||
These Gargoyles are a nuisance, but nothing too difficult. The big thing you need to remember is that if one has fallen and the other is yet to act, the first thing it'll do is revive the other one. So, you can either kill them both simultaneously or completely screw with their AI script. In the meantime you'll be pelted by physical attacks like it's nobody's business.
This is an easy battle, so I won't insult your intelligence by talking too long about the Gargoyles. Throw up Golem to stop the physical attacks. The




Like I said, either use multi-target attacks or use





When the guardian gargoyles have fallen and a page from the Sealed Tome has been spent, we may enter into that most ancient of places, the Pyramid of Moore. This is quite a long dungeon, so bring plenty of items. The

Notice: after this dungeon and some other thing, your party will be once again filled to the maximum of four. Some players like to keep their levels about equal, or would rather clear the upcoming dungeon with four characters rather than three. It is perfectly doable to flee from every battle in the pyramid, avoid all chests (or at least those with guardians), fill your team back up to four characters and return here. You'll be forced to face a few Aspis snakes and I don't know it it's even possible to avoid all Mecha Heads (though you can do with fighting only one) and there's the Mummy x3 formation that you'll be forced to take on, but that's it! A Thief with !Flee will come first every battle, allowing you to get out of there before the enemy even knows what happened.
I'll give a quick yet comprehensive lecture on the opponents here. Since this is a pyramid, it's very old. All monsters therefore are either Undead or non-living to begin with; all other residents have long-since passed away (with the exception of one unique inhabitant, the mystic Sekhmet). The abundant Undead Lamia Queens are perhaps the most interesting as they occasionally drop





The most interesting encounter you can have is one with a Zephyrus, a small fairy that summons other creatures to fight for her. These creatures can be any of Adamantite Golem, Bio Soldier, Ziggurat Gigas or Tunneller, but a single Zephyrus can only summon two out of those four (this depends on the possible monster formations for a given floor). They are all different monsters than the ones you fought earlier. The only interesting difference besides improved toughness is the fact that the Tunneller as summoned by Zephyrus may randomly use


The Requiem Song is a must-have for the Pyramid of Moore, as all Lamia Queens, Rajiformes and all The Damned, Aspis and Archeosaur monsters will suffer greatly from its effects. Back !Sing up with high Magic Power. A second caster is nice to have in order to deal multi-target Lightning-elemental damage to the Ushabti enemies, but a Lightning Scroll will deal sufficient damage to one-shot them all every encounter.


When you enter the Pyramid, there are two paths open to you to the left. You'll want to take the left-most one first. Go up to find spikes popping up from the floor. These damage tiles deal 1/24 maximum HP damage to your party and add the Poison status, even to those wearing the

Your path will now be blocked by a sand stream. You have no choice but to cross its path and be swept away. Below lies a chest guarded by four The Damned enemies.
These opponents are durable and powerful, but they do nothing but physical Attacks, which is a blessing. They're Undead like so many creatures in this place, so Requiem hurts them a lot, (outright killing them tends to as well). They can teach you the Blue



Go up and follow the path. You'll walk past the sand stream, now safely on the other side. On the 2nd Floor, there are a few hidden passages your Thief can spot. Two Aspis snakes are released here. When you leave this place, you'll find an upright sarcophagus. When you stand in front of it, it will open and the Grand Mummy will walk out.
The Grand Mummy has 6000 HP and uses physical attacks and Dancehall Daze, an attack that sets Sleep. He's weak to Fire-elemental attacks and isn't Heavy, so he's really not that much of a pain to take down. A single boosted



When you're done, you can grab a



Return and take the right path. Your path will be clear to you. You'll encounter two more Aspis snakes on the 2nd Floor. The second floor is, by the way, devoid of random encounters. On the 3rd Floor are three chests you can grab, all protected by monsters. The left one contains a


The Archeosaur has 9960 HP and can use physical attacks, !Claw (sets Poison), Poison Breath and Zombie Breath. The thing is Heavy, a Dragon and Undead, so... Boosted





The


To the right, you can see a stairway turning light and turning dark again. When light, you'll slip off the stairs into the spikes, which, like the ones you saw earlier, deal damage and poison you.

On the 4th Floor, Mecha Heads roam the place rather than random encounters. I suggest you clear out the room first. There's a total of 6 Mecha Heads (and two Aspis that are released in the meantime).
Mecha Heads are machines that employ the standard machine attacks (Flame Thrower and

Lacking a Heavy nature and being weak to Lightning-elemental attacks opens up the possibility to take down Mecha Head with Thundaga spellblade effects. Boosted




Anyway, when all is clear, go to the far left. Push a button to remove the spikes leading up to the chest and release two Aspis. Kill them and open the chest, which is guarded by an Archeosaur. It contains a


There are two sarcophagi in the room. The two chests around the right sarcophagus contain Elixirs. Opening the right sarcophagus releases a Mummy. You can fight it if you want. They're easy as long as you attack them simultaneously; when alone, a Mummy may use Danse Macabre, which sets Zombie to a single character (which just plain sucks). Past the fight lies a chest with a


On the 5th floor doth Sekhmet appear, one of the Brothers (though Sekhmet, the Egyptian Goddess he's named for was, you know, a goddess). He's a formidable warrior, and once you defeat him he won't appear again. The trick here, however, is not defeating him until you really want to. He has a rare





Sekhmet is quite the brawler in the meantime, so don't underestimate him. Darkness and




"You may have defeated me, but my brother in the tower will - gahhh!"
For fun, Catch Sekhmet and !Release him later against his brother!
There are three paths you can take here. Go up to find two chests. The left one contains a Dark Matter guarded by The Damned x4. The right one contains a


You'll want to fight the latter, as even if you still really want a


Barehanded punches are normally based off your Level and Battle Power. However, with




Now, climb the stairway you have yet to explore.
Multiple sand streams appear on the 6th Floor, but there are buttons within reach to stop them. Without a running sand stream, however, you can't enter the hole which leads you to some treasure chests. The first sand stream takes you to a chest with a Dark Matter guarded by The Damned x4. Get the chest and head back. The second button stops the second sand stream, which would have taken you back to the

The 7th Floor contains more treasure, though you'll have to work for it. Pass up on the stairway and enter the left door. With Find Passages, you'll discover a long hidden passage which takes you to a total of three chests: a

The tiles on the 8th floor switch around. Stand a while to observe which tiles are 'safe' (which never disappear). If you drop down, you'll be able to open a chest containing an Elixir. You'll want to fall at least once for the treasure. The three chests in the room contain a



On the stairway to the door in the middle, the light tiles slide you down. Take care. On the 8th Floor, you'll able to finally obtain one of the four tablets. You'll taken to the top of the Pyramid, where the Dragon King Bahamut will rise beneath the peninsula where you left the airship to warp to Galuf's world. Bahamut is the most powerful summon spell in the game; sadly, it appears you'll still have to seek him out before you'll be able to call him forth in battle. The airship also floats in your direction. Good news all around!
....surprised there's no boss, aren't you? Heh.
You'll want to get to the airship, so head east. Walk through the patch of forest to engage in a cutscene. Lenna has escaped the Void, which is awesome news, but the effects of her time there are less then positive and things turn for the worse very quickly. While you are incapacitated by your friend's powers, Exdeath commands the Void to consume the Library of the Ancients, its scholars and Ghido. After Exdeath has returned to the Interdimensional Rift to continue its work on mastering the Void, Hiryu dives down in a kamikaze attack to rescue Lenna from the demon that's possessing her. Success.
Melusine is one of the Eleven of the Rift, Exdeath's elite force of unstoppable demons. Each a soul filled with malice, they were recruited with the promise of a world ruled by demons. Locked away for a 1000 years, their madness, rage and power are overflowing. Eleven Satanic rules of the Earth, Eleven the fool's amount, Eleven the first of the Master numbers...
Melusine Bestiary #287 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
None | 29 | 20000 | 500 | 0 | 0 | 50 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
49 | 15 | 5 | 10 | 90 | 0 | 5 | |
Stolen Items |
Dropped Items |
||||||
Common: ![]() | Common: Maiden's Kiss | ||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control | ![]() ![]() ![]() ![]() ![]() | ||||||
Elemental Absorb | Elemental Weakness | ||||||
![]() ![]() | ![]() | ||||||
Blue Magic | Status Immunities | ||||||
None | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||||||
Strategy | |||||||
She starts the battle weak to fire, so if you can hit her heavily with fire-based attacks immediately, you can knock off a great deal of HP before she executes her first Barrier Change and her weakness becomes random. After that, you'll need to either figure out the weakness and hit it before she changes again, or use barrier-piercing attacks throughout. As usual, Golem and Carbuncle are huge boons. | |||||||
Melusine's "thing" is her Barrier Change attack, which calls into existence another form of herself. HP is transferred, but statuses aren't. Elemental properties are swapped around, and there's no set pattern as Melusine will call forth a random other Melusine. Her AI script isn't that difficult; she will simply randomly use physical attacks, use level 5 !Black spells or switch to another form.
Melusine has incredible amounts of Defense in all but one of her forms. Her Magic Defense is normally 0, but since she nullifies all elements and she swaps around her reaction to Fire, Ice and Lightning it's difficult to take advantage of that. When her Defense is turned down to 0, her Magic Defense soars to 90, so her 'weakness' becomes physical in that state; in addition to having 0 Defense, so will also become unable to avoid Aerial attacks such as Whips and Bows.
Her first form is weak to Fire-elemental attacks, so if you know what you're doing you can kill her before she even moves to another form. Two-Handed





The battle is easy if you have what it takes. A combination of Golem and Carbuncle completely shuts down Melusine's offenses, as does all-round application of the Dragon Shield (mix Ether + Dragon Fang) combined with Golem. If you focused on physical characters, this is an incredibly nasty battle as you can hardly touch Melusine. The




Lenna joined the party...
Use a Cottage to bring back Lenna. In the meantime, while you're traveling to the Sealed Castle of Kuza, Exdeath uses the Void it controls more and more to erase the town of Walse and Castle Walse, the town of Istory, the Moogle Village, and Bartz' hometown, Lix. Bartz throws a hissy fit. Jeesh, he's not thrilled about all the side-quests or anything.
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.