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X    #   Monster          Rk     HP   MP  ATK  DEF     Max Gil  Weakness (4)
Final Fantasy II

X # Monster Rk HP MP ATK DEF Max Gil Weakness (4)

Detailed walkthrough for Final Fantasy II's Semitt Falls dungeon, including enemy stats, item locations, and boss strategies for the Land Turtle.

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Detailed walkthrough for Final Fantasy II's Semitt Falls dungeon, including enemy stats, item locations, and boss strategies for the Land Turtle.

The inside of Semitt Falls is probably the first real challenge your party will encounter. Be sure you have plenty of items along to heal your HP, just in case your MP runs dry.

Lastly, the Teleport spell will bring your party straight out of any dungeon or cave. This is extremely useful when you're very low on both HP and MP. Just go to any Inn and heal up. Keep in mind that you'll have to start the dungeon from the beginning, but all the chests you've opened will stay opened, so skip over them to save yourself time. Also, keep in mind that Teleport will lower its caster's HP down into the red zone, so you'll have to keep an eye on that character's HP.

Semitt Falls B1

Upon entering Semitt Falls, head west and make note of the blue block that sits inconspicuously. You'll use it later when Josef enters the party. Continue on west until the path splits. Head west and then north to pick up 200 GIL. Go back and head south until the path splits to an east-west split. Head east and pick up 400 GIL, then head all the way west to go downstairs.

Semitt Falls B2

Get out of the water and head north, and then head northwest as far as you can to pick up some EYE DROPS. Head east (you'll have to backtrack a bit) and you'll go through some water and pick up a POTION. Go south and you'll be able to either go back upstairs or head down a righthand path. Take the righthand path and keep going straight. Pick up the HI-POTION and stop at the four doors. The left-most door leads downstairs. The other three lead into Monster Rooms that contain nothing more except a lot of random battles. Stay away unless you want to up your stats.

Semitt Falls B3

You'll end up heading down a set of stairs before you turn up at the north-eastern corner of B3. Go straight south for 200 GIL. Backtrack north and then head west. You'll see a door to the east; ignore it (it's a Monster Room) and go across the southern bridge for 250 GIL. You don't have to go farther than the first bridge, as there's nothing below it anyways. Go back north and west until you reach three doors, and you should take the left-most door once again to continue on.

Inside the room you'll find the prisoners that were taken from Salamand. Included in the mix is Paul (remember him from Altair?) and Nelly, Josef's missing daughter. Talking to Paul will allow the prisoners to escape, and open up the way to the next floor down. Take the stairs at the eastern part of the room to continue.

For the record, if you plan on using the Teleport spell, now is probably as good a time as any to do so. After Teleporting out, you can go back to Salamand and everyone there will be singing you exuberant praises. You'll also be able to talk to Josef, who will finally open his damn pie hole and tell you more about the location of Mythril, as well as give you an update about the Dreadnought.

Keep in mind, going back to Salamand has no bearing on your current mission. You don't need to talk to Josef to advance the storyline at all.

If you decide to move on, you'll find the exit to the southeast corner of the prisoner room.

Semitt Falls B4

Take the bridge directly north and pick up the FIRE TOME. Then go back (don't backtrack across the bridge) and head east across a small bridge and stop in the crossroads. From there, go north and follow the path around until you find a stairway going down.

Semitt Falls B5

The path you're supposed to take isn't even across the bridge, it's above the entrance, using the left-hand door. If you do decide to go across the bridge, skip the door and SAVE before the treasure chest. It also helps to heal up as well. Once you open the treasure chest, you'll obtain a TELEPORT TOME and fight:

MINIBOSS - Land Turtle #013Rank3
HP140WeaknessIce
MP0ResistanceLightning, Poison
ATK35AbsorbsNone
ACC2-65%
DEF35
Evasion0-0%
Magic Defense2-50%
Gil37-300
TreasuresMythril Shield

The Land Turtle is your reward for obtaining the Teleport Tome. The first thing you should do is have Minwu up your party's Defense by using the Protect spell. Then have everyone with the Blizzard spell use it since a Blizzard 2 (or 3) spell will hit harder than a Fire 7 (yes, I've tested this). Even a measely Blizzard 1 spell will hit harder than just about any Fire spell you can muster. The Land Turtle is tough, but hardly invincible. Just keep your HP up and the Blizzard spells going.

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