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Submarine[edit]

The ariship hangar is visible again so dock there. Enter and go down two levels to find Cid trapped in some machinery. You rescue him and he and Mid start to work installing some new technology in your airship. When it's nearly done, Mid find Krile waiting on deck and they talk about Cid blaming himself for the loss of the crystals. Cid appears and announces that the work is done. In saying farewell, Cid says that, seeing as he can't fight himself, he's glad he could help the effort with his inventions.

When the airship is on the ocean surface, press the confirm button and then select up or down to either take off or go under water. There are four points of interest marked on the undersea world map. One is a shortcut to Moore Village, so there is nothing new there. Two others lead to the remaining two lithographs and the final one leads to the, now sunken, Walz Tower. Apparently, these can be explored in any order, so we'll start with the one leading to the Fire lithograph.

Great Sea Trench[edit]

Pilot the airship to the eastern edge of the worldmap, submerge, and head for the point marked northeast of Crescent. There is a crack in the ocean floor there; when you're above it the sub docks itself. Exit the sub to an undersea cavern. Defeat the Gargoyles as with with previous lithographs. A page from the book burns and the door is opened as before. Go in to B. 2 Floor. The monsters here are undead and there is lava around, so it's a good idea to have a Geomancer and a Bard in your party.

Treasure in Great Sea Trench
Found Container Location
Water Skill Chest B. 2 Floor, side path south.
Fire Ring Chest B. 4 Floor, press button to open bridge north.
Dragon Fang Chest B. 5 Floor, north.
Ether Chest B. 6 Floor, ledge southwest.
Phoenix Down Chest B. 6 Floor, ledge south.
KaisrKnuckle Chest B. 8 Floor, small room north. Press the switch to the right.

Follow the passage east, then south and down the stair to B. 3 Floor which has a save point. Continue to B. 4 Floor. Press the button to open a passage and follow the ledges east. There is another button here, but this actually closes the passage forward. If you press it then you're forced to either walk through the lava or go back to the previous room to reset the buttons. There will be plenty of lava you can't avoid up ahead so there's not much point in avoiding now though. Go north to the next section.

There are five buttons here arranged in a row of two to the north, and a row of three to the south. Four of these open trapdoors which land you on the next floor down, possibly in a lava pit. The one on the right in the north row opens a bridge which leads to treasure. Exit southeast or press one of the other buttons to get to B. 5 Floor.

Go around the lava pits, grab the treasure, and exit east to B. 6 Floor. There are ledges here but the floor is mostly lava. Get the treasure and exit east to B. 7 Floor.

This floor is actually a tiny village, the home of the dwarves. They say "Tally-ho!" a lot and even end their sentences with "tally". There is a save point in the center and a shop to the north, though nothing new in the inventory. There are actually two shops in one; speak the dwarf from the north or south to see armor, and from the east or west to see weapons. There as a long passage south and west and if you talk to the dwarf at the end he says there's something interesting above and you get a peek at the worldmap. This is a hint to find Mirage Village in case you haven't yet. Exit south to a pool of white water. You can refresh your Magic Lamp here if you have one; go to the nook in the southeast corner and a blue flash will let you know that the lamp is renewed. Go up the waterfall to the northeast to exit to the next area.

This section is almost completely filled with lava. The first chest only backfires on you, shoving you back into the lava. Press the button in the northeast corner to open a door to a small room with treasure. To open the way forward, press the remaining switches to the south, then open the first chest; this time it opens the doorway to the next area instead of backfiring. Go up the stairs to a new area in B. 7 Floor.

Check the lithograph and a battle begins.

Triton, Nergade, Phobos
Boss level: 39 (Phobos), 37 (Triton), 20 (Nergade), Recommended party level: 36
HP: 13333, Weaknesses: Earth (Phobos), Ice (Triton), Fire (Nergade), Nullifies: None, Absorbs: Fire (Triton), Ice (Nergade), Poison (Poison)
Gold: 0, ABP: 20, Drops: None
Description/Strategy

Note: Just for reference, Triton is the red one, Nergade is the blue one, and Phobos is the green one.

Preparation: You will need two characters with White ability for healing; a W. Mage can double as damage dealer here. A Bard will be useful for damage dealing. as well as group based spells. The new spells Flare and Holy aren't much use here because you can only target one enemy. Gravity based spells such as Demi and Missile may be useful here. Have a character with Black ability for Sleep, and Crit will be very handy since the Nightingale spell heals and removes poison.

Tactics: These aren't too bad individually, but as with some previous battles, they respawn each other if you don't take them down together. You can avoid this though by casting Sleep orStart by casting Shell and Haste on you party, starting with your healer. Meanwhile, cast Sleep on the enemy. It may taker several tries each but once all are asleep you'll have no more trouble unless you wake one up accidentally. Now use spells to do damage; Requiem does well here, doing about 2000 HP damage on each enemy. As long as one of the enemies is awake you may get hit with Bio or an attack which deals a lot of damage to one or all of your characters, so you need to keep your HP near the maximum. Use Crit if poisoned to have a chance of removing it on everyone at once.

When the battle is over you see something written on the lithograph; you get the Time spell Meteo. Use Telepo to exit the dungeon.