Sealed Cave: The Depths
The six-door corridor is behind us. There are five more ordinary treasure chests before the final approach, and another save point before the boss. Keep following the Sealed Cave battle plan: strong finishes against doors, recovery between fights, and no assumption that a selected healing spell actually resolved before victory.
B3F: Upper Path
In the first room, collect HiPotion and ItemRevives a KO'd ally. Can appear as loot from a FloatEye and Eagle formation southwest of Baron. from the two eastern chests. The western TrapDoor leads to an empty room. It’s another optional fight, not a hidden treasure requirement.
Follow the passage south to the larger chamber. Cross the bridge and head toward the northeast for MuteBell. The nearby northeastern door also guards an empty room. If you’re here for the treasure rather than every possible door battle, leave it alone.
Go to the long central rope and climb down. Its foot is still on B3F. You’ve changed height within the room, not reached the next floor or somehow returned upstairs.
B3F: Lower Path
From the bottom of the rope, go east to the southeastern door. Heal before examining it. This one is worth fighting: inside are Ether2 in the southwestern chest and X-Potion in the northeastern chest.
Return outside and go west along the lower path to the stairs leading to the B4F save room. There is no need to climb the central rope again unless you’re deliberately going back for something.
The B3F checklist is HiPotion, ItemRevives a KO'd ally. Can appear as loot from a FloatEye and Eagle formation southwest of Baron., MuteBell, Ether2, and X-Potion. If you have all five, keep going. An empty side room is not a reason to spend another ten minutes walking into its walls.
Cabin, Equipment, Save
Use a Cabin at the seal and make a normal in-game save. If Rydia and Rosa have spent a lot of MP on doors, a ItemField/save-point recovery, restoring up to 1,000 HP and 100 MP. At higher levels, check your remaining deficits before continuing. may not finish the job. Check their bars before leaving instead of treating the sleep animation as a guarantee of full recovery.
Compare the equipment you picked up above:
| Character | Equipment and tradeoff |
|---|---|
| Cecil | Keep Equipment: SwordsEquippable by Cecil (Paladin), Kain. Power 105; Acc 90%. Reusable Item spell: Armor. and a shield for the coming boss. Light can raise Strength and Will, but replacing Equipment: SwordsEquippable by Cecil (Paladin), Kain. Power 105; Acc 90%. Reusable Item spell: Armor. loses its substantial Vitality benefit. In this setup, Equipment: SwordsEquippable by Cecil (Paladin), Kain. Power 105; Acc 90%. Reusable Item spell: Armor. also gives better displayed Attack and Defense. Keep Light in reserve. |
| Edge | Try Equipment: HeadgearEquippable by Everyone except Cecil (Dark Knight). Def 5; Eva +4%; Mag Def 1; Mag Eva 1%; Strength +3, Agility +3, Vitality +3. Protects against Sleep. in the Head slot, replacing Equipment: HeadgearEquippable by Everyone except Cecil (Dark Knight). Def 3; Eva +2%; Mag Def 1; Mag Eva 1%; Strength +5, Vitality +5.. Better Agility, Defense, and evasion at the cost of some Strength and Vitality. Keep Equipment: HeadgearEquippable by Everyone except Cecil (Dark Knight). Def 3; Eva +2%; Mag Def 1; Mag Eva 1%; Strength +5, Vitality +5. for later comparisons. |
Keep Kain fully equipped for now. We still want his damage for the boss. Rydia and Rosa should remain in the back row, with enough MP for sustained offense and healing. If you completed the optional summon challenges, SummonBattle-menu summon learned from Leviatan. All-target offense is unsafe while CPU's Attacker must survive. is available to Rydia. Check the Equipment: ThrowablesEquippable by Edge (Throw only). Power 40; Acc 99%. Attack element: Projectile. Consumed by Edge’s Throw; not an equippable hand weapon. or WeaponEquippable by Edge (Throw only). Power 80; Acc 99%. Attack element: Projectile. Consumed by Edge’s Throw; not an equippable hand weapon. already in your inventory, including the WeaponEquippable by Edge (Throw only). Power 80; Acc 99%. Attack element: Projectile. Consumed by Edge’s Throw; not an equippable hand weapon. from B2F’s third northern door counted from the right. This is a good time to use them rather than save them for a hypothetical more deserving emergency. Anything left with Fat Chocobo would require a trip back out; this save point has no storage access. Throwables are an option, not a requirement to continue.
Final Approach
Leave the save room southward, follow the next chamber around to its southern stairs, then continue north across the bridge on B5F toward the final door. Defeat the TrapDoor, which can turn into Yellow D, and heal again after the fight.
The Crystal Room contains Dark Crystal, shown as Dark in the pickup message. Taking it commits you to the upcoming sequence. EvilWall attacks on the return across the bridge, not simply when you enter the Crystal Room. Read the next page’s preparation before collecting the Crystal.
Exit does not work in this dungeon, and Warp does not work on B5F. Don’t plan on grabbing the Crystal and using a spell to skip the return encounter. If you want to leave for more supplies or finish an optional detour first, turn back before taking it.