With most of the game cleared, and your path into the end-game open, you will have to decide at what point you’re actually ready to enter the final dungeon. You will need a build you're comfortable with, one that you think can actually clear the final dungeon. Bear in mind that, at its longest, a trip through the Temple of Fiends Revisited (ToFR) can take ten minutes. If you’re in a race, and you wipe in ToFR, those ten minutes can mean the difference between a win and a loss. You will need to figure out the right balance, between being prepared and being over-prepared, for the flags you’re playing.
There are basic guidelines you can follow to help in your preparation for the end-game:
For the end-game you’re going to want at least one melee dealer who has the right weapon, or weapons, for the dungeon ahead. If you’re using a Black Belt, that obviously means their fists, with enough levels behind them to deal a hefty chunk of damage. For a Fighter or a Thief, you will need to find a good weapon for them, though. The best of those options are a Masamune, Xcalibur, Vorpal Sword, or Katana. Each of them have their benefits to weigh and balance:
Just because you have a weapon doesn’t mean your characters will automatically be able to use it effectively. Characters in Final Fantasy (and, thus, FFR), need certain levels to be able to effectively swing their weapons. This is because (and this is going to be just a touch technical) Final Fantasy didn’t have any kind of “Active Time Battle” system. Instead of letting characters build up their speed and take turns more often (like in the SNES, and later, games in the series), each character only gets one turn per round in the NES titles. The character’s speed (which does increase over time as they level up) instead affects how many hits with a weapon they get during their one “attack” that round. The faster they are, which is contingent on what level they are, dictates how many hits they get.
For each weapon, and each class, there are effective levels-per-hits that characters can have. We call these “break points”, meaning that at a certain level the character’s hits “break” to the next higher number of hits (from 1 to 2 to 4 to 6, etc.). When leveling you’ll want to try and get your heroes (especially those that are swinging weapons) to certain levels to gain the most effective number of hits for their chosen blade:
* Indicates a weapon requiring promotion to wield.
Note that weapon blursings will affect these numbers. When looking at the level needed you can subtract one level for every positive blursing on the weapon (so a Katana +1 requires only level 12 for its first break point instead of level 13) and add one level for every negative blursing (so a Katana -1 needs level 14 instead of 13 for its first break point).
Since we likely need to class change to use these weapons, we’ll want to go to Bahamut and get our upgrades. It is encouraged that you class change before you do a grind because, in the case of the knight and the ninja, when they class change affects when they gain spell levels. A class changed knight or ninja can start earning spell charges at level 15, and will gain one more charge per level (up to four total) at each odd level afterwards. However, they cannot earn these spell charges until they class change and they won’t get any past charges for levels missed. So, if you don’t class change until level 24 you won’t get your first spell charge until level 25 (and then 27, 29, and 31).
Note, though, that the Black Belt is the only class penalized by class change. For whatever reason, while all other classes in the game improve when they upgrade their jobs (getting new magic, new weapons, new armor), class change is a decided downgrade for the Black Belt. A Black Belt earns 4 Magic Defense (MDef) points per level while their “upgrade”, the Master, gains only 1 MDef point per level. A level 42 Black Belt effectively has enough MDef to equal the protection of a ribbon (the best magic-defense armor in the game) while a Master, leveled up the same way, could have up to a quarter of that (depending on when they class changed). Thus, it is generally better to wait on a class change until after the Black Belt has been fully charged up (if class change is even really needed at that point for the mages).
With that said, it is worth mentioning that to make up for an early class change on a Master you could give them a ribbon, but this adds its own complication: The absorb (their defense) for a Black Belt or Master is based on their level unless they wear something, and then it’s based on what they’re wearing. A vanilla, un-blursed ribbon has a base defense of 1; that means that a level 42 Black Belt / Master wearing just a ribbon would have a defense of 1 instead of their naked defense of 42. If you do put a ribbon on a Black Belt or Mastrer you’ll also want to put other armor on them (a Gold Bracelet, a ProRing) as well to make up for the hit in defense they’re going to take.
With your end-game weapons (and possibly a class change) in hand, we now need to determine how best to get levels. That means we’ll need some kind of grind, although which, and where, and how are all factors that need to be taken into account.
The easiest, and most effective, grind is the kind that you don’t even really think about. When you’re exploring later dungeons, such as the Sea Shrine (aka Sea Cave, Ocean Palace, Sunken Shrine, Kraken’s House, etc.) and Mirage Tower / Sky Palace (aka Sky Cave, Cloud Castle, Desert Tower, Dragon Hut, etc.) you can take fights as you go through these dungeons. As these are the last two main dungeons of the game they also feature some of the toughest (and thus, when it comes to experience, the most lucrative) enemies in the game. Some packs to look for in these dungeons include:
For speed, taking fights along the way is better than sitting in one spot and grinding. We call this a “walking grind,” and we encourage these, when you can, because in the process of taking fights you’re also clearing dungeons, meaning you’re still making forward progress. This can put you ahead of a player that decides to sit in one spot to grind, although they may be able to gain faster levels, and can catch up quicker afterwards.
Sometimes the stationary grind is better than a walking grind. This comes into play when you need a lot of levels (due to having a Black Belt in your party, or high scaling of boss fights, or both) and thus have to take the time to really get levels as effectively as possible. A stationary grind can be done in a couple of different ways:
The first is via Spike Tiles. These are tiles in the dungeons with fixed enemy fights. A couple of fights in the vanilla game were found in mid-game dungeons (Agamas in Volcano, Eyes in Ice Cave) and could be used to get the levels needed to clear the rest of the game. The randomizer, of course, allows for the shuffling, and even randomizing, of these tiles, meaning there are some fights that are more effective than others, especially if you can find them early in a dungeon, where you can grab it quickly along your path:
Along with these two vanilla spike tiles, the randomizer’s other possible fights (depending on the flags) could also be worth taking:
You can also take a stationary grind in the Mirage Desert. Mirage sits at the intersection of four encounter zones, each of which have a few lucrative packs. If you have a short walk before your first encounter you can try any of the four zones around Mirage (go into a zone, save, hard reset). You want to find a good fight within the first battle or two in a zone and you want it to come within the first few seconds after your hard reset. Anything more than that, or if there are only bad fights initially, would make this grind less desirable than other methods. These fights are good to see for a desert grind:
Finally, if all else fails, there’s the ToFR Floor 3 grind. Once you have access into ToFR, go down through two staircases until you reach the big, square, third floor. This floor has a ton of great, very lucrative fights, almost all of which are worth taking. Fights to keep an eye out for:
Note, though, that unless you have EXIT, WARP, or the ToFR Exit flag on, you won’t be able to leave ToFR once you enter past the Black Orb. You really do want to save your grind when you’re done so only do the ToFR Floor 3 grind if you have a way back out from the dungeon.
At that point, then, you just need to determine what level you should be going into ToFR. There are some factors to consider, from the length of the final dungeon (Short, Mid, or Long ToFR, which we’ll discuss further below) to the scale of the enemies. In most cases (and this is just a simple guide as there will always be instances where this isn’t always right) you can grind to somewhere between level 21 and 24 and be good enough. What you really want is your next breakpoint for your primary weapons, as well as having at least 401 HP on your key characters (your melee as well as your life caster). NUKE can do, at max, 400 HP, so to truly be safe and survive a round of magic, you need more than that.
Once you hit those key points, you can consider stopping your grind at any point after that. Again, there will always be instances where this loose rule won’t apply (a particularly bad, gate-keeping boss, for example), but you won’t really know if you’re good or not until you try.
Finally, we should note that experience is only assigned to living, active party members. If a character is dead, or turned to stone, or simply doesn’t exist (i.e., that slot is a none) then the game will split the experience only among the other characters. This is why you will often see, in races, a player has most of their party die so that the experience from battles is funneled onto the key, surviving member of the crew. This is also why nones can be useful; they aren’t party members, and an empty slot can’t do anything, but that experience that would otherwise be going onto an active party member across the whole of the game is directed towards the other, living members instead.
Before you take your big dive into ToFR you’re going to want to make sure you have your gear together. We already discussed weapons, but you also need to consider all your other gear:
Finally, you need to have your magic in order as well. As we noted earlier in this guide, there are certain spells you want to have for your characters so they are able to handle ToFR efficiently. If you can learn these, you’ll want:
The spells are essentially must haves; if you can use them, they’ll speed up your journey substantially. Being able to get them on your melee characters as well provides a little extra redundancy in case the worst happens and you lose other party members. Getting through Chaos with a single warrior (what we call “man mode”) is much easier if that one character has a bunch of magic to aid them.
Pay attention to your items’ magic as there’s a solid chance you will be able to get at least a couple of items that can provide some of this magical assistance. Magic items in Final Fantasy (and, thus, FFR) are usable in battle and come with unlimited charges, so enjoy casting these to make your battles far easier:
It is suggested that you put your casting items, defensive and offensive, in the front slot when organizing your equipment on characters. When you go to use an item in battle, the first slot is the top slot. Having the item in the first slot means you can navigate to it quickly and efficiently. Efficiency, as always, is important for winning races.
And with that (we assume) you have gotten strong enough to kill Chaos. You reach him, talk to the boss three times, and the fight starts up, and then you battle until one side (hopefully yours) is done. You’ll know you’ve won when you got the “Terminated” message in the battle and Chaos slowly fades out of existence. You can now watch the credits, see how you did in the game, and enjoy the splendor of success.
And then go roll another seed when you’re ready and go again. The fun of the randomizer is that, even with the same flags, no two adventures are the same. You can always find a new seed, a new option, and a new quest to play. So go forth and enjoy, traveler!
While the randomizer originally started with only the standard, vanilla-length Temple of Fiends Revisited (what we now call “Long ToFR”), our developers have since added in newer options to play with as well. The first was “Short ToFR”, which removes all of the floors between the Black Orb behind Garland and Chaos’s floor. Just go in, hit the plate blocking the path with the LUTE (like El Kabong), go through the locked door right beyond that (using the KEY), and you’re off to Chaos.
Then there’s the more recent addition of Mid ToFR. This features a slightly shortened version of the dungeon. Once you go through the Black Orb you’ll see the first floor of ToFR, but instead of having to navigate a path through the next few floors before reaching a fiend floor, the stairs will immediately take you through to the fiend floors, cutting out half the dungeon. Even better, three of the fiend floors will feature shortcuts, trimming down the amount of time you have to spend on those floors as well.
Note: If you have “Fiend Refights” (under Goal) set to “Two Paths” then ToFR will feature stairs on both sides of the first floor. Two fiend floors will follow on each side before leading to Chaos’s floor. Setting it to “All” makes you fight through all four floors of the dungeon. This applies to both Long and Mid ToFR. Meanwhile, for Short ToFR, setting “Fiend Refights” to “Two Paths” will put two spike tiles on the path before Chaos on each side, making you fight two different of the four fiends in the lead up to the final fight, while the “All” option forces you to fight all four bosses, back-to-back in a big grind.
While the traditional elemental fiends of the game are Lich, Kary, Kraken, and Tiamat, they aren’t the only fiends you can battle against. The randomizer features the Alternate fiends option, which has a collection of bosses taken from across the series (with more getting added regularly). These bosses aren’t just palette or sprite swaps of the monsters; they feature entirely new pools of magic inspired by what the bosses could do in their original games. These bosses can be varied and interesting, and the powers they bring with them (pulled from Final Fantasy’s vanilla pool of magic and skills) can add new twists to the ToFR diving experience.
Along with Alternate Fiends you can also turn on the options for Alternate Final Bosses as well. This option switches out Chaos for a collection of other packs, from Two WarMechs and some friends to a whole wagon full of Sahags, some of which can be quite difficult. This is a hard-mode option for the final fight, so be prepared for what’s to come:
Made as a joke one year for Halloween, “Lich’s Revenge” (under the Goal tab) reinvents aspects of the game for a nightmare, undead apocalypse. Talking to NPCs around town will reveal them to be zombies ready to eat your face. Key item NPCs, and many of the sub-bosses in the game, have been replaced with undead, buffed versions just to show how far the zombie plague has spread. And Lich has taken over the world, kicking Chaos to the curb to be the new (buffed up) final boss. Just be warned, Phantom (aka Lich 1) and WarLich (aka WarMech) will be there, guarding final Lich at the Chaos spot, so you will have three fights, back-to-back-to-back to contend with right at the end.
This mode is a lot of fun but it does up the challenge of the base game. Make sure you’re prepared, especially towards the end-game, for all that is to come when you turn “Lich’s Revenge” on.