Some of you may be worried about gil at the moment, but not to worry. To complete the game, we only need 250000 more gil, which actually will not be too difficult to acquire. Trust me. If needed we can always kill a few NPCs and rob them. Hooray for being civil!
The Sunken Shrine: First Run[]
Using the submarine takes you directly down to the Sunken Shrine, a shrine that has... well, sunk. As you can easily predict, the enemies here are all water-based, so Thundara and Thundaga will be your best friends here, as shall Black Wizard be. Let me put this in perspective; this dungeon has fifteen basic enemies, and nine are weak to Lightning. On top of that, you have three undead enemies that are weak to Fire and Dia and two enemies weak to Ice. There is only one enemy without a weakness, and that's just the puny little cockatrice. Below, the first two rows are weak to Lightning, the third row is weak to Fire and Dia, and the bottom row is weak to Ice.
Also, remember the Gauntlets we found in the Citadel of Trials? Having a party member use them in battle casts Thundara. If your White Wizard isn't doing anything, this is a good choice of action. Now, the Sunken Shrine actually has two objectives: retrieve the Rosetta Stone and defeat the Fiend of Water. The submarine drops us off on the middle floor, F3, so let's head to the top where the Rosetta Stone is. There are quite a few empty rooms on this floor, and there are two with treasure. When you walk in along two lines of pillars, take a turn at the first four-way intersection, where two pillars are damaged. Walk east to find a room with 2000 gil. Now return to the pillar line and continue north until the pillars end their line. Head west, and then south when prompted. Along this south past is an immediate treasure chamber, in which is 9900 gil. Claim it, and return north and east to the end of the pillars. Head east and north to find stairs. Take them, and ignore the doors beside you.
B4 is tricky to navigate. Head south and to the west of an empty treasure room. Head north at the north-south fork, and you'll notice along the path that you are walking along the north wall of a treasure chamber. Follow the room's wall around to a south-facing entrance in. Collect the mediocre 20 gil, then leave the room. Now head north and walk a bit to your left, and follow the path northeast along a rocky wall to find a treasure chamber with Diamond Armor! Give this to your Knight, and return southwest along the rock wall path. Now head south, which will pass you briefly between two holes of water, and then head southwest. Follow this path as south as possible, and then move west when you hit a dead-end to find a treasure chamber with a Light Axe. Don't equip, but know that it casts Diara if used in battle, like the Gauntlets. Heading east will reveal two eastern passages. The upper path leads to a treasure room with the Mage's Staff; don't equip it, but it casts Fira in battle. The lower path leads to a treasure room with 12350 gil and the stairs to F5.
Treasure galore on this floor; I can make a rhyme anytime! Er, anyway, this floor is like one back in the Marsh Cave, with rooms in a 4x4 grid, though one is missing and happens to be where the stairs you just came out of are instead. Head directly north to a treasure room with 9000 gil, 1760 gil, and a Diamond Armlet which goes to Black Wizard. Exit the room and walk in a straight line east, until you are one spcace away from the west wall of a room and the wall. From this point, walk straight up past two treasure chambers. Now walk east, ignoring that first treasure chamber. The second has 2750 gil, and then you'll need to move south through the passage to the right of that chamber. Walk a few steps to the right to head back up through the next right passage. The room to the left of you contains 10000 gil and 10 gil, and a cryptic mermaid. Now head back down through the passage you just came up through, and you'll be between two rooms. The left room contains 4150 gil and the right room contains 5000 gil. From the passage between these rooms, head south past one room and you'll be between two empty rooms. Walk east and south to find a room with the Diamond Shield; give to Knight. Return back northwest to that four-way intersection and head south this time; the chamber to your right contains an Antidote.
After getting that Antidote, make a straight shot up north past two rows of rooms. Now move into the vertical passage to your left instead and move north across a third row of rooms. Move into the next vertical passage to your left, and move north past the final row of rooms. Follow the path through the walls, and you'll be led to a special area, with a room containing a Diamond Helm, Diamond Gloves, and the Rosetta Stone! The only thing to be equipped is the Diamond Helm to Knight.
Now here's the sad reality of RPG life: without gil, you cannot buy stuff. And we like stuff. We want stuff, we need stuff, we cannot live with stuff, namely spells. There are two more levels of spells to fill that require about 250000 gil, and we only have about 160000, give or take a few ten thousand. My suggestion is you walk out of this dungeon, not use Exit. However, this floor has no enemies, so use Black Wizard's Teleport spell. Back on F4, return west across the bridge to the crossroads with two eastern paths. Continue due west along the rock wall, then north to another rail-coated passage. At the fork, take the right (not left) northern passage, then head east. Continue east through a four-way intersection, then head north at a north-south fork. Continue north to right of an empty treasure room, and there are the stairs.
Return Trips[]
On F3, head southwest to the opening of the two rows of pillars. Head south between them, and continue south until you reach the barrel ("submarine"). Make sure your wizards are Level 33 or higher upon leaving. I love the little transition scene you get, heh heh. Don't heal up yet; instead, head out of Onrac and re-enter it. Take the tile path south, and you'll be able to see the magic shops. Purchase Healaga from the White Magic Shop, and nothing from the Black Magic Shop. Now, exit Onrac and, through forest and marsh, walk south back to the airship. Open up the map and fly to Gaia. From Gaia's magic shops, which are right at the entrance, purchase Blizzaga from the Black Magic Shop, as well as Curaja and Diaja from the White Magic Shop. Your gil should be reducted to 50000-70000 at this point. Between now and the next few dungeons, you need to have 160000 to finish your purchases for the entire game. The end is drawing near!
Anyway, now fly back to that area south of Onrac and walk back into town. Head south past the magic shops to a long horizontal road. Across a bridge near this road is the Inn; heal here. Now head east along the road back to the barrel/submarine, which shall now be known as the barrelmarine. Save before entering the deathtrap of a sub, and reenter the Sunken Shrine.
The Sunken Shrine: Second Run[]
This time, instead of ascending to F5, we're descending to F1, the lowest point of the Sunken Shrine. Head north through the rows of pillars to their end. This time when they end, head all the way west and then north to find the downward stairs. The next floor is rich in treasure, but is made of two areas; the one you are on has no treasure. Instead, head a bit northwest to find a northern passage leading to an empty room. To the right of this are some upwards stairs. Take them, and then take the next set of upward stairs. From here, move around the empty room to the southeastern stairs. Enter the door near you now, and claim the 110 gil and 450 gil. Exit the room at the southern end, to the left of which are stairs that lead back to 2F with treasure!
You can see that just below you is a treasure chamber. Head west and south to move around the wall to access it, rewarding you with 7690 gil and 8135 gil. The former is guarded by three Water Elementals--notice the new appearance, but it is still just as vicious as the previous Elementals. These guys are weak to Ice, so bust out that new Blizzaga spell. Their Attack stat is very high, so it might be best for White Wizard to defend herself. Exit this room and head west along a path to another treasure room, this time with 385 gil, 5450 gil, and Giant's Gloves. DO NOT EQUIP THESE GLOVES. The Giant's Gloves cast Saber, which nearly triples attack power. Knight and Ninja will need this in the next fiend battle.
From this room, head north up the path, not taking any deviations, to a room with a second Light Axe. Walk east from here, and ignore, for now, the northern path. Continue east to the final treasure room, with 9900 gil, a Ribbon, 7340 gil, and 2750 gil. Give the Ribbon to Black Wizard, so both wizards have Ribbons. Now, you need to take that northern passage to your left, and then west to the final staircase.
Altar of Water[]
No treasure on B1, as usual. Head north to a rectangular room, and exit out the western end. Now move a bit south until you find a bridge to the west; take it, and follow the path into a large room. There are four holes of water in this room. Move past the first three, then move west and south to exit the room. From here, take the path that starts leading to the northwest, and S-T-O-P when you see a door. Before entering this door, make sure everyone is at full HP and that nobody is wielding the Giant's Gloves, Flame Sword, or Gauntlets. Give the wizards Ethers to make sure their MP is at full strength. Save, save, save.
Enter the altar, which is the simplest yet best one yet. Get ready to speak to the shining blue orb, and it shall transform into a mighty Kraken of the Seas, the Fiend of Water! Yes, the thing that killed Jack Sparrow. Anyway, moving along, another taunt:
Hmph. You humans do impress... I would not have thought to see you here.
But do you really think you can defeat the Fiend of Water here in my own domain?
Fools! These dark depths shall be your tomb!
Knight will then restore the Water Crystal, and the Kraken statue shall be ejected from the Lifespring Grotto. I'm really wondering where these statues are going... Anyway, three down, one to go! Now that a Water Crystal adorns your menu screen, you can trace the walls of the altar to get to the portal in the back. For some reason, you land outside of Onrac, and I guess the barrelmarine just magically gets back to Onrac's port. Pretty special treatment for a barrel. That's right mermaids, I'm on to you and your deathtrap submarines!
We've come pretty far, readers, but I'm off again. Only a few parts left, so stick around!
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