¡Vamonos, Adventure Time!
|Dungeon 3||Sea Floor Dungeon|
Once you make it to the dungeon entrance (which is apparently aboveground on the shore), you meet Shiroma, who magically appeared on the other side of the shore. No, she used the submarine as a bridge across, since it has a pair of mechanical arms on the sides. From here you can choose if you want to begin exploring or not. To be on the safer side, it's best to return to the village to see if things have already passed to do more sidequests.
Village Sidequest: The Return
Ben the Sculptor Behemoth
Once the house is cleaned out, he and his wife reconcile and the roof of the house changes appearance. If you've already seen that, he'll be at the second statue, which looks kinda unrecognizable and weird. What you need here is an ultra-rare stone. In a stroke of luck if you ever got ahold of a Bahamut Stone (trust me, you'll probably find one in Cid's Tower...at least I did, but I lost it), you can give it to him and come back from another run. You'll get the Asura summon.
Monster Bestiary Hall
You may find that there is now a basement level in the Research Facility. Inside are statues of monsters you already defeated. Each statue shows their abilities, a personal quote from each monster's level, strengths and weaknesses, and a count of how many you've killed and how many times they've defeated you. The very back room shows the boss statues and summon statues.
Le Tonberry Bistro
If you haven't done the "special sauce" part, don't fear. The first few levels of the Sea Floor Dungeon are ripe with octopi to extract essence from, as the chef will also take Octopus Essence. Sadly, the Juice Bar part would have to be done in the next dungeon...
Underwater Fantasy Trek
Pretty straightforward. Nothing much happens until you hit the 15th floor. Having Shiroma in your party is a huge advantage, because of her "heal once per floor" ability. She can hit hard, but she's not fit to be a meatshield in later floors. Keep her alive.
So, for the first few floors. If you're at a distance from a Sahagin, it will cast Blizzard against you, otherwise its physical hurts a little. Your source of income is the Land Turtle from the previous dungeon. You get 200 Gil when you kill it in its shell. The Devilfish shoots ink at you, which reduces your vision and prevents you from seeing enemies ahead of you. This can be cured with Eye-drops or a Remedy, but the latter is rare. On the 2nd floor, if you can walk on water with the Waterwalk Collar, morphed into a Sahagin via a trap, or are suffering from Toad status, you can check the corners for a secret floor. This will take you underwater on the next floor, which is teeming with Devilfish. The Devilfish have an added ability to steal items from you in this floor, but they lose the ink shooting ability.
When you hit the 5th floor, you get a maze format similar to the ones in Cid's Tower. The floors get a little more dangerous and depressing at the same time. Bombs will gather steam and follow you when low on HP and explode if you let their gauge fill up. Puppeteers can summon a random related monster on the floor its in, and can pick you off with a long-range attack using its crow. Otherwise, it is weak. On the 8th, you will meet Magmen, which appear from the ground and attack. When low on HP, it will burrow down the ground again, but you can still hit it for one more turn before disappearing. The Pudding has an uncanny ability to split into two. Be sure to dispatch it before it is able to do so. You can tell it will do so if it starts jiggling about slowly. Lastly, you can get 200 Gil from Magic Pots, but killing it is tricky as it warps away at a random part of the floor a turn after it pops out its head and spots you.
The trek gets dangerous once you hit the 11th floor. The Black Sorceror can hit with more powerful spells as the Black Magician from the first dungeon, but as usual goes down in one hit. The Lamia is a force to be reckoned with. Its slap attack is very strong, and it has a chance of inflicting Confusion with its kissing charm. A good tip to avoid wasting turns when under Confusion is to cast a spell at her instead of attacking physically. If your spells are strong enough, you could get rid of her in one hit. When you get to the 14th, prepare yourself against the Ogre, as he is VERY STRONG. He has a strong punch attack, and an even stronger jump-stomp which takes two turns to pull off. Using a Drain Book might help you get back lost HP.
So, on the 15th floor, you'll see a giant set of stoves. If you've lost Shiroma at any time before you reach the 15th floor, there will be a glitch (intentional?) where you'll get her back on this floor, or the floor after with full HP. This is because this floor is an important plot floor. Move through the path and Bahamut will pop in front of your face. He calls you a "mysterious organism" because of your fated meeting from before. It's here that you find out that the girl he's talking about is Shiroma. He warns her to turn back and mentions that the dungeon and "he", doesn't belong in the present time. As long as "they" don't awaken, then the village is safe and their doubt against the humans will pass. When Shiroma presses further, Bahamut says he doesn't know as he's just a powerful, omniscient bystander who conveniently remembers and forgets things. He leaves, and you can move on.
It gets much harder from here on. The Neon has an ability to "possess" nearby enemies when low on HP for an instant level-up. You'll know it will possess someone if it suddenly flees from you. You'll still encounter Ogres and Black Sorcerors until you hit the 20th floor. The wind-elemental Jelly is encountered here as well. It's quite strong. Watch your step and take your time. Once you hit 20, you'll encounter Gargoyles and Zombies. The Zombies can use a breath that inflicts Slow. This is a very dangerous combo when a Gargoyle is in the same area, as they hit hard and fast. Gargoyles are like the Skeletons you met in the first dungeon: they de-petrify from their stone state and chase after you. The only difference is that they don't change back. Once they morph, they will wander the floor.
When you go deeper, you might find a Necromancer here and there. It's basically a stronger version of Puppeteer, but it summons undead instead of just monsters.
En route between the 21st and 22nd floor, you'll meet with Bahamut again in a crystalline room. He chastises Shiroma for daring to go further. He repeats his whole spiel about being a keeper of time, investigating an out-of-time anomaly. He devises that the dungeon is from the distant, technologically-advanced future where man created a superweapon against a certain threat in a war where many have died. Lamenting the fallen, man created a device that traveled through time in order to save them. Following cliche patterns, the humans lose the war and they proceed to get slaughtered by the Imps. While all this is happening, one man tried to save his baby girl from certain extinction using the time travel device. His efforts were in vain when "he" came in with his Imp army, and this "he" was transferred with the child and the dungeon to that time, which is the present.
Said baby girl was Shiroma, who ended up being raised by people from the Monster Village, while the army, the weapon, and this so-called feared one slept dormant within the earth. With this whole reveal set up, Bahamut leaves. You press on.
The next floor looks familiar, doesn't it? You will see the Skeleton's older brother, the Blood Skeleton, here. There's a chance that the Blood Skeleton will use its Poison Gas against you in between slashes. The Mummy, on the other hand, is slow, but he drains energy from you and has a chance to curse all your worn equipment each time he attacks. You might also find Malboros here. Their Chaos Breath attack only inflicts confuse. Otherwise, they're a slightly moderate enemy.
Between the 24th and 25th floor, Shiroma gets ambushed by a Blood Skeleton. Chocobo tries to stop her, but she presses on. They get to a glass hallway and they stop to admire the ocean view outside. The Theme of Love plays and Shiroma asks Chocobo why he travels with Mog. Then she asks if he likes Mog (totally not a furry thing going on). Chocobo doesn't know. Shiroma shares her thoughts about the whole reveal. She obviously knows that she was adopted, but not because she was human. She reminisces of a time when everyone in the village was nice to her. She chose to delve into the dungeon because she wanted things to be normal again. She talks about the desire to care and love for someone (the part of the game's forced motif to add to the cuteness), and doesn't care whether or not she truly is from the future, so long as she can give and take sugary hugs and kisses from everyone.
So, carrying on. The floor doesn't really change. You have two more floors to go through before reaching the end of the dungeon. Teleport out if you don't feel you're ready yet and do a couple more dungeon runs. It won't hurt to do a few more just for the sake of getting something rare and valuable.
Before or once you hit the 27th floor, you'll be at an enclosed island area when Ultros appears.
Yeah, that about explains the encounter. There's not much to say. At least Level 27 is good. 25 is pushing it. Make sure you're prepared with a stash of books and stones, particularly Thunder Books and Ramuh Stones. A good amount of potions is good too (at least 3 Hi-Potions should do).
|Boss||Ultros & 2x Ultros Hand|
|1600 HP |
800 HP each
Whether or not you've played Final Fantasy VI, Ultros isn't weak against Fire. If your Thunder level is at level 9, you can dish out about 100 points of damage or more per book. If you've got Ramuh stones, use those. Hell, any stone will work here. When you start the battle, keep your distance and spam your magic because the tentacles will always be together. If you go too close to the shore, both tentacles will attack before you can take a turn again. Make sure Shiroma doesn't go to close to the shore either as she will get a pretty nasty gangbang (for lack of a better word). You need her to heal you. When Ultros keeps his distance, he will take two turns to use Drain against you. It hurts. When both tentacles die, Ultros will close in on the shore, and if you're too close, he'll munch on you. That hurts too, but not as much as two tentacles hitting you on consecutive turns. You can be bold from here, but only if you can dish out a decent attack with a strong claw. Otherwise, spamming your magic is more sensible.
So you hit the bottom of the dungeon after that fight (or at least I think it's the bottom) and you encounter a peculiar room.
It's the exact same room as the first dungeon when you hit the bottom, only everything looks brighter. Shiroma gets panicky about opening the door to the inner room, so she goes looking around for a switch. Just follow her and talk to her all the while. She'll move about and suddenly, two Imps will appear next to Shiroma and drag her within. She wanted to go in, after all. Try to examine the door and Chocobo will try to kick it, but it won't budge. Move around some more and then examine the door again. While Chocobo tries to get inside, you'll see the Imps presenting the little girl to some huge, creepy guy named Glass Goth.
When Chocobo manages to get in, Glass Goth, in his infinite hatred, vows to destroy everything before warping out. Chocobo will find Shiroma's pendant, which is an important plot device for the next dungeon.
So, you make it back to the village and Mog wonders what's up because he doesn't see any treasure. Cid conveniently pops in an drops the next entire plot right on top of you: Bahamut pulls another one out by telling you that the monster kidnapped the girl and took her to Snow Mountain.
Mom Bomb expresses her motherly love by saying the girl deserved to be kidnapped and Cid admonishes her before leaving, telling Chocobo to come meet up with him outside the village.
You heard the guy. Get out there and go save your heal chick!