H1: Lufenia and the Chime
Chapter stats: 2 New Enemies | 0 Chests
A short but critical chapter. Lufenia sells the two most powerful spells in the game and holds the Chime that opens Mirage Tower. You need the Rosetta Stone from the Sunken Shrine before anyone in Lufenia will speak to you. Have 80,000 Gil ready for the two spells.
H2: Dr. Unne in Melmond
Before flying to Lufenia, land at Melmond. Find Dr. Unne in the northeast part of town near the gravestones. Show him the Rosetta Stone and he teaches your party the Lufenian language. Without this, every NPC in Lufenia speaks gibberish and you cannot progress.
H2: Getting to Lufenia
Fly to the northeastern continent. Land on the grass patch east of the desert, south of Gaia. Walk south through the forest to find the hidden city.
Overworld enemies near Lufenia: Trolls and Winter Wolves are weak to Fire. Minotaur Zombies burn to Fire and Dia. Tyrannosaurs hit hard and have high HP -- focus fire and do not waste spell charges on them. Allosaurus is a rare spawn in the forests and northeast desert; fight it for the bestiary. It does not appear anywhere else in the game.
H2: Lufenia's Magic Shops
The magic shops are outside the main town walls. Take the hidden path in the far east corner of town to reach them. These are the last two spells in the game -- both Level 8 at 40,000 Gil each.
Full-Life (White Magic): Revives a fallen party member at full HP instead of the partial recovery that Life gives. In the final dungeon, bosses hit hard enough to kill someone at half HP the very next turn. Full-Life means a revived party member can actually survive. Only White Wizards and Red Wizards can learn it. Buy it.
Flare (Black Magic): Non-elemental damage that ignores all resistances and weaknesses. Several late-game bosses resist or absorb every element, which makes your other offensive spells useless against them. Flare bypasses all of that and remains your strongest single-target damage option through the final boss. Buy it.
You should already have Holy and NulAll from Gaia. If you left those Level 8 slots open as recommended, Flare and Full-Life fill them perfectly.
If you are short on Gil, Trolls and Hill Gigas near Lufenia drop solid gold. Farm a few fights before buying.
H2: The Chime
Walk to the southwest corner of Lufenia. Find the Lufenian standing on the eastern dock area. He recognizes your party as the Warriors of Light and gives you the Chime. This item opens the sealed entrance to Mirage Tower.
H2: Before Leaving
The Mirage Tower connects directly into the Flying Fortress above with no way to leave in between once you enter the Fortress. Anything you forget stays forgotten until you clear both dungeons. Stock up heavily before flying out:
- At least 50 Potions and 30 Ethers
- A stack of Phoenix Downs (Full-Life is better but Phoenix Down as a backup)
- Several Gold Needles for Cockatrice encounters
- Make sure every caster is at full spell charges before stepping inside
Fly to the gap in the mountains south of Lufenia and land your Airship on the desert edge to enter Mirage Tower.
CHAPTER COMPLETE
Collectibles this chapter: 2 Enemies
Navigation: Previous: Sunken Shrine | Next: Mirage Tower
RELATED GUIDES
- Magic Reference -- Full list of all 64 spells including Flare and Full-Life
- Classes and Party Builds -- Best spell loadouts for the endgame