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Story

The story begins on a day when the world's wind currents begin to slow and stale. Deeply troubled by this occurrence, the king of Tycoon makes ready to travel to the Wind Shrine on the back of his drake, quelling the worries of his daughter, Princess Lenna. Upon arriving at the Shrine, the king bears witness to the Wind Crystal shattering before his eyes.

 

Meanwhile, a young traveller named Bartz, resting in the woods near Tycoon, witnesses a meteorite plunge to the planet's surface just outside the castle. Bartz promptly investigates, discovering Lenna lying unconscious from attack. After rescuing her, they discover an old man in the debris with partial amnesia named Galuf. Lenna explains that she had been on her way to the Wind Shrine after her father. Galuf suddenly recalls that it was his original destination as well, opting to accompany her. Though the trio part ways, Bartz soon encounters Lenna and Galuf again assaulted by monsters in a quaking valley. The three travel together, finding all land routes blockaded by the upheavals caused by the meteorite's fall. Exploring an underground cavern, they encounter a den of pirates and their leader, Faris. With the help of the pirate captain, the group makes its way to the Wind Shrine to discover the shattered Crystal, but no sign of the missing king. The shards react to their presence, however, and an image of Tycoon appears, explaining to them that they must protect those Crystals that yet remain. 

 

Eventually, the party comes to discover that the Crystals formed a seal upon Exdeath; with them destroyed, not only would the dark essence be released, but over time the planet itself would become uninhabitable. The party attempts to save the crystals of Water, Fire, and Earth; but by the machinations of human folly or the influence of the sealed Exdeath, they fail. Having been freed, Exdeath defeats the party and returns to his homeworld. Galuf's granddaughter Krile arrives by meteorite, restoring Galuf's memory completely; he recalls he originated from the same world as Exdeath, pursuing him back home with Krile. Bartz and the others resolve that the fight is not Galuf's alone, together traveling to the distant planet world, where Exdeath is already wreaking havoc in pursuit of that world's Crystals. The trio is captured, but Galuf rescues them and defeats Exdeath's lieutenant, Gilgamesh, in the process. They are blown to a distant continent when a magical barrier is activated during their escape, but make their way to Val Castle, Galuf's kingdom. 

 

The party meets Xezat, one of Galuf's companions and a former Warrior of Dawn, and learn that Bartz's father was part of their group. Joining forces, they deactivate the barrier around Exdeath's castle, but at the cost of Xezat's life. They then learn of Exdeath's origins, traveling to the Guardian Tree to dispel the seals. Exdeath anticipates the party's actions and torches Moore Forest, ensnaring the group. Krile arrives to help, but is herself trapped by the warlock's powers. At the sight of his granddaughter's capture, Galuf frees himself and battles Exdeath to the point of death, refusing to fall until the creature flees. Collapsing from his wounds, Galuf dies despite the party's efforts to save him, imparting his abilities to Krile.[21] The party pursues Exdeath to his tower and defeats him, but the remaining Crystals shatter and the worlds are reunited.

 

For a time, it seems Exdeath has been truly destroyed, and the party celebrates in Tycoon. Bartz, however, is contacted by the sage Ghido. Meeting with him, a thorn suddenly leaps from Faris' palm, manifesting as Exdeath, now resurrected and fully in command of the Void. With it, he removes entire towns and kingdoms from existence, tossing them into a tear in reality.

 

Fortunately for the party, the reunification of worlds has opened the pathways to ancient sites where weapons and powers used to quell Enuo's rise a thousand years past lay in wait. So armed, the party enters the Rift, seeking out Exdeath at the center of the inter-dimensional nexus where they, too, fall prey to the Void. With help from their fallen allies, the party survives and is returned before Exdeath, now manifested as a demonic sylvan, battling him until he weakens and is swallowed by his own power. He then transforms into Neo Exdeath, intent on destroying the very essence of reality, himself with it. Exdeath is ultimately defeated, and, using the power of the Crystal shards, the heroes seal the Void once more and restore the reunified world and its Crystals. The game's ending varies based on how many party members are still alive at Neo Exdeath's defeat, detailing the events after the world's resurrection. At the end, the remaining group visits the Guardian Tree, and find that the fallen party members have returned to life.

Warrior (Fighter) — A specialist in heavy weapons and armor who can withstand tremendous amounts of punishment. Can become the Knight later in the game, who is able to use the most powerful weapons and some White Magic spells.

 

Monk (Black Belt) — A martial arts expert who is best left fighting empty-handed, but may also wield nunchaku, and the most basic of staves. Does tremendous amounts of damage in combat, but cannot wear heavy armor. Can become the Master later in the game. In the original Famicom/NES version a high level, barehanded Master who is unencumbered by armor, can do more damage in a single attack than any other character type; a party of four Masters can defeat the final boss monster in less than two full rounds. A rather weak class in the beginning, but you never have to buy much weapons/armor for him.

 

Thief — A high evasion/accuracy finesse fighter with very limited weapon and armor selection, but greater agility and luck (ability to escape from combat). However, the ability to flee is bugged in versions before the Origins release. Later in the game, the Thief can be upgraded to the Ninja class. Ninja can use almost every weapon and most armor, and can use many Black Magic spells.

 

White Mage — A specialist in White Magic. Not a good fighter, but can use hammers for physical attacks. Can be upgraded into a White Wizard, which allows the character to use the most powerful White Magic spells in the game.

 

Black Mage — A specialist in Black Magic and a very weak fighter. Becomes the Black Wizard later on. Black Wizard is the only character who can cast Flare (NUKE in the original North American localization), one of the two damaging spells that retain full effectiveness against Chaos (the White Wizard can cast Holy, the other spell, but it is less powerful than Flare).

 

Red Mage — A jack-of-all-trades character, able to use most but not all of both White and Black Magic, and possessing fighting abilities similar to but not quite as good as the Fighter. Becomes the Red Wizard later in the game.

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