Chapter 2 checklist
- Warp/meteor path to Karnak region
- Karnak Castle jailbreak / fire crystal plot; Fire-Powered Ship timed escape
- Fire Crystal jobs unlocked
- Library of the Ancients: Ifrit, book bosses, Byblos
- Crescent / Jachol / sand path as needed for Ronka access
- Catapult / Adamantite if on path; Ronka Ruins full clear
- Earth Crystal jobs; King Tycoon scenes; warp to Galuf’s world
- Big Bridge / Gilgamesh (Ch.3)
Karnak & the Fire-Powered Ship
- Enter Karnak; story imprisons you; escape the castle with Cid/Mid threads as PR presents them.
- Fire Crystal under stress from Queen Karnak / crystal amplifiers.
- Board the Fire-Powered Ship — timed dungeon. Move efficiently; still open key chests.
- Bosses on the ship (Liquid Flame etc.): watch elemental shifts.
- Crystal shatters: Beastmaster Geomancer Ninja Ranger Bard unlock.
Ninja Dual-Wield is a mastery priority for the entire rest of the game. Park ABP here when safe.
Library of the Ancients
- Travel to the Library (desert / crescent path).
- Books attack; Ifrit optional/forced encounter teaches Fire summon path.
- Solve page/room gimmicks; full chest clear.
- Boss: Byblos — Fire weak; Blue Magic opportunities nearby.
- Scholar lore: Exdeath and the first war explained.
Ronka Ruins & end of World 1
- Raise / enter the flying Ronka Ruins (catapult / sandworm / Gohn plot as directed).
- Multi-floor ancient dungeon; strong randoms; excellent ABP.
- Boss chain including Archeoaevis / crystal guardians.
- Earth Crystal shatters: Dragoon Dancer Samurai Chemist and late set (Mime available later via mastery path / story).
- Meteor / Galuf’s world warp — Chapter 3 begins on the Big Bridge.
What to master before World 2
- Blue Mage: as many spells as you have seen
- Time Mage: Haste, Slow, old spells
- Mystic Knight: Spellblade ranks
- Thief: Find Passages / full mastery for later
- Ninja: Dual-Wield ASAP after Fire crystal