Treasure Chests (宝箱, Takarabako?), also simply known as Chests, are found throughout the world in all Final Fantasy games except Final Fantasy VIII, in various shapes and sizes. They usually contain items, but sometimes they are monsters in disguise. In some games they can be traps with a monster-in-a-box hidden with the treasure.
Treasure chests come in various colors, depending on the terrain they are found in. Treasure chests in the game tend to only hold extremely rare and valuable items that cannot be gotten anywhere else, such as the Ice Armor or Flametongue. It is common that such chests have spiked tiles surrounding them, forcing the player into a battle against powerful enemies.
In some dungeons, certain items may be found in two or more chests, however in these circumstances, once the player opens one of these chests and receives the item, the other chests in the dungeon that contain the same item will also open, and its contents removed.
In the NES version of the game, treasure chests appear in a variety of colors, while in the 3D versions, treasure chests appear as red boxes. Treasure chests usually contain items or money. An exclamation point hovers over the character when approaching a chest.
- See also: List of Final Fantasy IV Hidden Items
Treasure chests change their appearance in various dungeons as in the NES releases. This tradition is ceased in subsequent games. In Eblan Castle and the Lunar Subterrane, monsters-in-a-box are very common.
In the sequel of Final Fantasy IV, the treasure chests are the same.
In the sequel of Final Fantasy IV, the treasure chests are the same.
Treasure chests hold items, but can also be monsters in a box, or even secret levers needed to be pressed. In the Ghido's Cave and in a section of the Sealed Temple, the player has to place a weight inside a chest in order to proceed through the dungeon.
Treasure Chests appear as normal chests. In a few early areas of the game, Narshe, South Figaro Cave, and South Figaro, what is inside the treasure chests will change depending upon when the player opens it. For example, if a player opens a certain chest in Figaro Cave during their first visit, they will get an Ether. But when they return during Locke's story, they will get a Thunder Rod instead.
On the Floating Continent, there are no treasure chests. Items are instead found inside bright blue orbs that vanish when "opened".
Treasures appear as either little yellow boxes or white bags. These will often contain gil, status items (such as Soft or Maiden's Kiss) or Potions. Also, Materia may appear on the ground as brightly colored spheres.
Every few moments, a quick shine will pass over boxes or bags (a twinkle appears for Materia) possibly to allow players to distinguish it from static background images.
Once opened, treasures will not reappear. As most rare items obtained from treasure boxes or bags (including the Ribbon) can also be morphed from enemies, nearly everything but missed Materia can be obtained should the player pass over the items in unrevisitable locations.
Treasure Chests are commonly silver. However there are rare chests that contain rare items or gil, these are colored blue and gold. On a few occasions opening a chest triggers a battle.
The lack of treasure chests was intentional, as the developers decided to replace them with draw points. Two treasure boxes are still found in the game: One at the bottom floor of D-District Prison for a Combat King magazine, and one in the waterway in Ultimecia Castle for a Rosetta Stone.
Treasure chests appear throughout the game, containing items, money or Tetra Master cards. In Burmecia, Mimics can sometimes masquerade as chests, fooling the player into combat. There are two types of chests: Gaian and Terran.
The Gaian chests are regular wooden chests, where as Terran chests are blue. Terran chests can be found from all Terra-related locations: The Invincible, Iifa Tree, Oeilvert, Ipsen's Castle, Mount Gulug and Terra itself.
There are two types of chests: regular wooden chests, and Al Bhed chests (which have a blue lid). Chests can be found in most locations in Spira. In the Moonflow and the Bikanel Desert, there's a chance a chest labeled "???" will appear in battle. Stealing from it will take its treasure, while ignoring it and attacking the enemies accompanying it will end the fight with the chest left behind. When stolen from, some chests in the Omega Ruins will morph into one of four types of Mimic.
Unlike the previous game, Final Fantasy X-2 has only one type of treasure chest. They are found throughout the Spira, and refill at every location each chapter.
Treasure chests are found throughout the game, some with differing names depending on the circumstances (e.g. Treasure Casket, Armory Crate, Sturdy Pyxis, etc.). In some areas, they are revealed to be a Mimic after inspection; one such monster of the Mimic family is aptly named Treasure Chest.
While some types of chest are easily opened merely by walking up to them and pressing the button, other chests require more demanding measures to cough up their contents.
Treasure Chests and Treasure CoffersEdit
Certain dungeon areas contain treasure chests of the 'chest' and 'coffer' varieties. Such chests may be picked by a Thief who has the proper tools; otherwise, they must be opened with a 'chest key' or 'coffer key' that randomly drops off certain monsters in that area. These chests contain gil, gems, or a piece of equipment specific to the area.
In some areas, if the player opening the chest or coffer does not already have a map of the area, they will receive the area's map instead of loot. If a chest or coffer is opened for loot, it will respawn in 30-60 minutes; otherwise it will respawn immediately. Respawns occur in a location chosen randomly from a short list. At most, only one chest and one coffer may be present in an area at one time.
When both chests and coffers occur in the same area, coffers are considered to be higher level than mere chests, giving better loot, requiring a higher thief level to pick and having their keys drop from higher level monsters. Coffers are also used in the quests for Artifact Equipment. Other than that chests and coffers work in the same way.
There is a locked Treasure Coffer in the headquarters of the Tenshodo in Lower Jeuno. It can't be picked, but re-completing Missions that have already been completed once or more in the expansions A Crystalline Prophecy, A Shantotto Ascension, and A Moogle Kupo d'Etat will give various Key Item keys that will unlock it. Inside is a random item that depends on which mission was completed.
Armory Crates are found only in events. They open easily to any member of the group participating in that event and disgorge their loot into the group's treasure pool where it may be lotted on (generally, as per prior agreement). Despite the name, Armory Crates are treasure chests, not crates.
Armory Crates appear as a reward for completing battlefields. They are never mimics.
In Limbus, players may find Armory Crates in various colors with each offering a different reward: blue chests extend time allowed in Limbus, light brown with silver fixtures restore HP, MP, and job ability timers, and dark brown with gold fixtures contain loot to be put into the group's treasure pool. Limbus crates open easily, but opening one will cause the others to disappear. Limbus crates may be mimics only if found in SW Apollyon.
Armory Crates can also be found in Salvage, where they contain cells that when used, block the Pathos of Alzadaal. Armory Crates dropped by defeating monsters in Salvage contain Temporary Items instead. Armory Crates in Salvage are never mimics.
When ordinary monsters are defeated in certain areas, they may leave behind a Treasure Casket. This casket may be either blue or brown, and can only be opened by members of the party or alliance that defeated the monster. Caskets not opened within a few minutes disappear forever.
Blue caskets may be opened easily, and once opened any member of the alliance may claim the temporary items within; the temporary items available are area-dependent and vanish from inventory upon leaving the area. These items include potions, ethers, elixirs, status recovery items, TP-replenishing wings, stealth items, and temporary enhancement medicines.
Brown caskets contain ordinary (not temporary) items including crafting items, ascent items, and equipment. However, opening a brown casket requires the player to successfully guess a 2-digit combination between 10 and 99 based on a series of clues, such as "you have a hunch that the combination is between 16 and 38" or "you have a hunch that the second digit is odd". Thieves making successful picking attempts on brown caskets are merely rewarded with extra clues rather than opening them outright.
Treasure Caskets are never mimics.
Ancient Lockboxes are the Assault version of Armory Crates. They appear next to the Rune of Release when the mission objective has been cleared. They often contain mystery items that need to be appraised by an NPC appraiser to be identified. The unidentified item goes directly into the opener's inventory, where the other items go into the treasure pool.
Ancient Lockboxes are never mimics.
Cursed Chests appear only in the Assault mission "Golden Salvage". 12 chests appear in the mission, but 11 of them are mimics. The one remaining chest contains a golden figurehead that once found, ends the search phase of the mission.
Coffers will appear upon the completion of a Campaign battle to reward the participants with the spoils of war. Each coffer is named for the Union whose spoils it carries: Adder Coffer, Bison Coffer, Coyote Coffer, Dhole Coffer, Eland Coffer. Interacting with the coffer will deliver the item(s) inside directly into inventory. Each player's items are kept separately, and once every eligible player has obtained their reward, the coffer will vanish.
Union Coffers are never mimics.
Hoardboxes and LockboxesEdit
Hoardboxes and Lockboxes appear when a Moblin Maze Mongers Maze is cleared. Hoardboxes open easily to any member of the expedition, and disburse the maze's treasures to the group. Lockboxes open only to the maze owner, and their rewards go directly into the maze owner's inventory. Lockboxes appear only if the owner had accrued Cave Conservation (C.C.) points prior to starting the expedition, and the quality of their rewards are dependent on how many C.C. were used.
Both types of boxes may contain items (Maze Runes and/or Augmented Equipment) and when opened will award Maze Marbles and Experience Points. The Lockbox may award points of Fishing skill when opened ("Aquatic Depopulation Team" mazes only).
Hoardboxes and Lockboxes are never mimics.
Forcers and Reinforced CratesEdit
A Forcer is an attackable wooden crate that appears in a Moblin Maze Monger maze. When destroyed it leaves behind a ??? point that when clicked on awards a random temporary item. A Reinforced Crate is the same thing, but it has four temporary items.
Forcers and Reinforced Crates are never mimics.
This chest in Ru'Lude Gardens is part of the Trials of the Magian system. The base weapons for weapon trials (other than the trials to upgrade Relic Weapons, Mythic Weapons, or Empyrean Weapons) can be removed from this chest as often as desired. These weapons are very weak and cannot be sold, however, so they are of no use except for completing trials.
The Splintery Chest is unfortunately never a mimic (amusing as that would be to contemplate).
In Abyssea, players may find Sturdy Pyxides of various colors: blue, red, and gold. Some such pyxides appear just lying around, having apparently spawned randomly, but most appear after an Abyssean fiend has been dispatched. Pyxides can only be opened by members of the group that killed the monster (randomly spawned chests are claimed upon examination). Pyxides are only mimics if they were randomly appearing chests, and attempting to claim them triggers the reveal of their mimic status.
Blue pyxides must have their dials twisted to a certain two-digit number a certain number of times within a certain number of guesses and contain exp, cruor, time extensions, or temporary items. Red pyxides must have their air pressure correctly adjusted by manipulating a lever and contain various colors of light, affecting player's radiance (which in turn affects rewards from Abyssean fiends dispatched). Gold pyxides must have their combination guessed successfully much like Treasure Caskets, and may contain crafting items, spell scrolls, augmented equipment, powerful temporary items, or Key Items. Gold pyxis rewards are area-dependent, but the other two pyxis types are not.
Whether opened or not, a pyxis disappears 3 minutes after appearing (or being claimed) or once all its contents have been looted. Besides attempting to open their pyxides, players may also 'peer between the cracks' to find out what is inside, or destroy the pyxis unopened for Cruor.
After successfully defeating their foe in Voidwatch operations, a Riftworn Pyxis will appear. Players who participated in the operation will then have five minutes to retrieve their individual spoils from the pyxis. The pyxis will disappear at the end of this time, or once all eligible players have retrieved or forfeited their spoils.
Riftworn Pyxides are never mimics.
Upon defeating a monster in Adoulin, a Soul Pyre may appear. This isn't a treasure chest, but a strange mirage that conceals treasure--but only if examined from the proper distance and direction. Players may make six attempts at obtaining the Soul Pyre's contents; if all six fail or if too much time expires, it disappears. Each time the player attempts to obtain the contents, a percentage amount of distortion is displayed.
The farther the player is away from the proper position to obtain the contents, the higher the distortion will be, so essentially the player is playing a sort of Hot or Cold-type minigame. Soul Spectacles, obtainable in Adoulin, can be used up to get a free distortion level check. Treasures include Bayld, various crafting materials (some quite worthless) and items needed to enter the Skirmish and Delve events.
Soul Pyres are never mimics.
- Main article: Treasure (Final Fantasy XII)
The chests randomly spawn with random treasure. Once a chest has been collected, it can be respawned by going three areas away and returning. Certain chests contain specific items and do not respawn once opened. This is true for the chest containing the Zodiac Spear, as well as the chests which cause it to disappear ("forbidden chests").
There are many random elements in place. First, a chest has a certain chance to spawn (to even appear). If the chest spawns, it has a certain chance to give a variable amount of gil. If the chest does not contain gil, it will contain items. While some of the best items are hidden in respawning chests the chances to get them can be brutally low, with as low as 0.1% chance. The accessory Diamond Armlet affects the item content when the chest (1) spawns (2) is not gil. Two items are available, usually splitting the chance in a 90-10 fashion, with the 90% chance usually being a Knot of Rust.
Several types of chest appear. In the field, pale brown pots appear, and in dungeons chests, more elaborate urns, or pots appear. Some of the latter unfold to become Mimics. In the Great Crystal, treasures are represented by large colored gemstones. A special type of treasure urn colored gold and green holds the area map for dungeons, or in larger dungeons, a candle that reveals new areas on the map.
Orange treasure chests appear in certain locations, and in some missions the objective is to collect the treasures within them. Sometimes a Mimic will impersonate chests. Only party leaders can open chests.
Treasure Chests appear as large floating spheres that hover above the ground. They cannot be opened while the party is in the field of vision of an enemy, and usually contain synthesis materials, gil and other items, though they can also contain Shrouds and weapons.
Often hidden by the terrain, treasure spheres are accompanied by a light humming noise. This allows for the player to seek out spheres with unusual ease; possibly because most of the game is unrevisitable, to prevent a player from worrying about missing important items (due to all items from spheres being available in shops, however, this is not too much of a concern).
Once opened, a notification will appear on the screen informing the player of the spheres contents, and it will then fall to the ground, with the "opening" turned back into the C-shaped spine which holds the sphere. A circular icon will then appear on the map as a notation of where a sphere once was, and the humming tone will cease.
Treasure spheres are identical to those in Final Fantasy XIII except that, when opened, a different notification appears. There is also another kind of treasure, a treasure box that appears due to a paradox. The treasure spheres and boxes can also be opened by Mog, who can be thrown to reach out-of-reach objects.
Treasures can also be phased out, in which case Mog is needed to reveal them. Phased out treasures are mostly invisible, but reflecting light and their outlines are somewhat visible revealing their locations. The treasures with a golden aura are locked treasures that Mog can reveal only after gaining the Improved Moogle Hunt ability.
Treasure spheres contain either abilities, gil, or accessories. Opening a previously opened treasure sphere in a New Game+ that contained an ability, will contain gil instead. Opening one that contained an accessory will upgrade the accessory; this can be done up to three times. The treasure boxes are similar to the treasure box in Final Fantasy XIII-2 except that they possess a white "shine" effect. Treasure boxes are granted by Hope after each day when Lightning returns to the Ark.
In Luxerion, for the "Suspicious Spheres" quest Lightning will be given a password to open three glowing red spheres. In Yusnaan, for the "Play It For Me" quest Lightning will be given the Musical Sphere Treasure Key to open three treasure spheres containing Nostalgic Scores. Some treasure chests are locked and need a certain amount of EP to open.
Some areas have wooden containers that can be broken apart with the field attack command and sometimes contain medals or even quest items.
Treasure chests look like regular chests, with some varying decoration for those related to beast tribes and the primals. Chests may spawn at random during battlecraft Guildleves, often rewarding gil and equipment, including Aetherial gear. Other chests may be found inside the instanced dungeons and after defeating their bosses. Most treasure loot requires cast lots on a Need or Greed basis, but some minor loot are distributed randomly like item drops.
In 1.xx, Guildleve chests have three different colors based on their content, blue (common), red (semi-rare) and golden (rare); after clearing a faction guildleve, there's a very high chance of a chest spawning where the last enemy was defeated. Chests could also be found inside the beast tribes strongholds, however these chests are locked and can only be opened if a player possesses the proper key. Keys can only be used once, but chests will be refilled after every emptying. Those keys can be obtained in several different ways, such as by defeating enemies or fulfilling certain objectives on quests. Only one type of each key can be carried at a time.
Patch 2.1 added the Treasure Hunt system, where players can find old maps and dig up a Treasure Coffer in the overworld. Attempting to open the coffer would trigger a trap, summoning monsters that must be defeated before the loot could be safely taken. These maps for the most part can be obtained through high-level gathering, but can also be sold to other players on Market Boards.
After an ally's death counter reaches zero, it may do one of two things: crystallize or drop a treasure chest. An ally must move onto the square containing the chest in order to obtain the treasure, which varies on the skill level of the fallen adversary.
While placing location symbols on the World Map, the newly placed location and its surrounding areas will shake, signaling the availability of a Treasure Hunt. The player may simply move to the location and select the option "Treasure Hunt" to unearth a treasure. The rewards may vary from common Potions to rare and powerful weapons such as the Zeus' Mace.
Generally, a symbol will yield greater treasures the more locations that already exist around it and the similarity between those locations. For example, a Jagd placed in the midst of four towns will reveal a coveted Ribbon item.
There are two types of treasure chests. The first is an unassuming brown color and holds curative items such as Potions and Eye Drops. Multiple chests of this type can be on the battlefield at the same time.
The second type is blue and is of a more ornate style, and holds much more valuable treasures such as rare weapons and armor. Blue chests only appear during specific, non-repetitive missions, and if a chest is not collected during that mission the treasure within it is lost forever.
Treasure chests in the game can be opened by attacking them. Items from the chests are expelled and dropped to the floor, requiring players to pick them up. Healing items such as Carrots and Potatoes, Potions and Elixers, Magicites, Scrolls and Gil can be spewed out from chests.
In Multiplay, chests are rewards from missions. The fake Alhanahelm will reach into the chest and throw out many items which are scattered around the area, requiring players to pick up the most they can in a certain time limit.
Consumable items and ammo are found within the brown wooden chest which respawn when exiting to the world map. The red chest contains either weapons, armor, spellbooks, or key items within them.
Some treasure chest are drop by enemies, containing mostly items or very few armor. Once a treasure chest is open, it'll stay on the field until the player hits it with one of the equipped weapon. An easy way to get the best equipment at the end of the game is to have a full inventory of items since items and equipment have a different inventory. If the player gets an enemy to drop a treasure chest when their item inventory is full and the treasure chest contains an item, the player will get the "Your inventory is full" message. The player can ignore this message and keep trying to open the chest until they get the piece of equipment instead.
The treasure chests use same sprite for Final Fantasy Legend III. Treasure chests holds weapons, armor, items, spellbooks, and Monster-in-a-box.
Treasure chests holds weapons, armor, items, magic spells, event items, and Talon units.
Regular treasure chests are colored red and are a staple of the game's dungeons. They are indicated on the bottom screen map by icons which disappear once the chest is opened. The Divining Rod support ability, learned by Freelancers at job level 3, displays the number of unopened treasure chests within a dungeon area on the map screen. Chests located at the end of Hidden Passages also remain visible.
A series of blue-colored chests, one per dungeon, contain powerful weapons and are initially locked as a result. The Chest Key used to open them is obtained on Grandship at the start of Chapter 6.
Treasure Chests are usually red in color. They commonly contain items, and occasionally, exclusive weapons.
Treasure chests appear on the game boards. They initially come in two different colors: brown and blue, depending on the rarity of the item. Once a chest has been opened, subsequent appearances are colored red. Often, chests won't appear until certain conditions are met, such as defeating battle pieces or completing the storyline chapter a first time.
After a chest is opened, it will still appear on subsequent playthroughs of the chapter. However, rather than containing the original item, they will reward the player with a varying amount of PP. Rare chests, however, do not reappear in subsequent playthroughs once they have been opened. Such chests only appear behind Special Locked Areas, or when a four-star completion bonus is achieved.
In addition to the normal and rare chests appearing in gateways, normal chests appear on the world map and may contain gil, chain skills or items, but vanish after being collected and do not reappear on subsequent playthroughs. Rare chests now respawn on subsequent trips through the gateway, and contain rare equipment or trade accessories.
The opened chest is repurposed, and now opening one initiates a battle with a high-level enemy that yields a piece of equipment or trade accessories. Both the rare chest and red chests only appear in Confessions of the Creator.
Treasure chests contain weapons of varying rarities. They are rewarded for dealing damage to an Esper, defeating an Esper, winning or losing against another brigade, placing in a certain rank and by trading CP, which is obtainable from events. The contents of these treasure chests can be determined via their outward appearance. They come in many colors, signifying the rarity of their contents.
Wood chests contain weapons of N-N+ rarity, Bronze chests contain weapons of N-N+ rarity, Silver chests require 100 CP to be obtained and contain exclusive or regular R weapons pertaining to the ongoing event, also giving out regular R weapons or scrolls II of each variety, Gold chests require 1,000 CP to be obtained and contain exclusive or regular R and R+ weapons pertaining to the ongoing event and Platinum chests require 2,500 CP to be obtained and contain exclusive or regular R+ and SR weapons pertaining to the ongoing event.
In the Final Fantasy Special Event: Shattered World, Crystal chests are made available, which require 50,000 CP to be obtained and contain exclusive SR or above weapons, or a Lusterless weapon that may be reforged into a Crystal weapon. It also requires a Crystal Chest Key to be opened.
Treasure chests are found randomly throughout the dungeons. They come in brown and red, to signify the quality of the item inside.
Chocobo can open brown chests just by approaching the chest while in order to open a red chest, Chocobo needs to use a specified spell. The brown chests usually contain potion flasks, cards, tags and other items of a lower rarity. The red chests usually contain weapons, saddles, summon stones and other items of a high rarity.
Treasure is a concentration of riches, often one which is considered lost or forgotten until being rediscovered.