Guido's Cave


Sage Guido is an ancient turtle who knew the Dawn Warriors. He's been alive for centuries and has knowledge about Exdeath, the Elder Tree, and the crystals that nobody else possesses. Finding him is essential for understanding what comes next. ## Locating the Cave Guido's Cave is underwater, accessible only by submarine. If you don't have the submarine yet, this chapter may be out of sequence for your playthrough. The exact timing depends on which barriers you've destroyed and how the plot has progressed. Once you have submarine access, dive near the indicated location on the world map. The cave entrance is on the ocean floor, marked by air bubbles rising from a rocky formation. ## Inside the Cave The cave is short compared to other dungeons. A few screens of underwater corridors lead to an air pocket where Guido resides. Enemies here are aquatic types; Thundera and Thundaga wreck them due to water weakness. Treasures are scattered along the side paths. The Water Scroll teaches a Ninja ability; pick it up even if you're not using Ninja currently. The 10000 Gil is hidden behind a false wall that looks solid but isn't. ## Meeting Guido Guido is a massive turtle sage who speaks slowly and deliberately. He's old even by turtle standards. The party asks him about Exdeath and the seals, and he provides crucial backstory. The Elder Tree in Moore Forest is the source of life energy for this world. Exdeath was born from evil spirits sealed within that tree centuries ago. When those spirits accumulated enough malice, they gained sentience and became the warlock you're fighting. The crystals were used to seal Exdeath because ordinary methods couldn't contain him. He's not really alive in the normal sense; he's accumulated malevolence given form. Destroying him might not be permanent unless you address the source. ## The Merged World Guido explains that if Exdeath succeeds in his plans, the two worlds will merge back into one. They were split apart ages ago to contain the power of the Void. If they rejoin, the Void becomes accessible again. The Void is nothingness itself. Not empty space; actual non-existence. Exdeath wants to control it and erase everything. His goal isn't conquest; it's annihilation. This sets up World 3. When the worlds merge, locations from both will combine. Towns might appear in new places; familiar dungeons might connect to unfamiliar ones. The geography changes entirely. ## Preparation Advice Before the worlds merge, make sure you've collected anything missable from World 2. Some locations become inaccessible or change significantly. The Barrier Tower sequence should be complete. Any shops you wanted to visit should be visited now. Job levels should be progressing well. Aim to have at least one job mastered per character if possible. Mastered jobs contribute their stat bonuses to Freelancer and Mime, making those classes extremely powerful later. Recommended jobs to prioritize: - **Thief** - Mastery gives permanent Agility boost - **Monk** - Mastery gives permanent Strength boost and Barehanded ability - **Summoner** - Level 5 gives the Call ability for emergency summons - **White Mage** - Level 6 gives MP +30% passive ## After Guido Guido's information points you toward the final confrontation with Exdeath in World 2. The path forward leads to his castle, but with the barriers weakened, a direct assault is now possible. The party steels themselves. Galuf's sacrifice can't be in vain. Krile carries his will. Bartz, Lenna, and Faris have reasons to fight. Exdeath has to be stopped before the worlds merge and the Void becomes his weapon. World 2's story climax is approaching. Make sure your party is ready; the fights ahead are the toughest yet. ## Treasure Chests
Ether
Cave entrance, side path
Water Scroll
Underground lake area
Phoenix Down
Near Guido's chamber
10000 Gil
Hidden alcove past main hall