Sealed Cave: Upper Floors
Fly to the mountain-ringed cave north of Tomra. Before entering, heal, save, and check your supply of ItemRevives a KO'd ally. Can appear as loot from a FloatEye and Eagle formation southwest of Baron. and Cabins. Leave room for treasure. If the bag is full of equipment nobody is wearing, this is a good time to visit Fat Chocobo rather than discover the problem three floors down. At that storage stop, retrieve any 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. you intend to use against the boss; don’t leave that decision until the cave’s save room. You’ll also find WeaponEquippable by Edge (Throw only). Power 80; Acc 99%. Attack element: Projectile. Consumed by Edge’s Throw; not an equippable hand weapon. among the B2F treasures.
At the entrance, use Necklace on the seal. The doors beyond it have their own ideas about admission. Most involve trying to kill somebody.
Area Enemies
Fire works well against Were Bat and VampLady groups. Use a spell strong enough for the remaining enemies rather than spending MagicBlack Magic in Tellah's post-trial menu, costing 30 MP. Its effect has not yet been tested on this run. on something a normal attack will finish. Rosa can Pray during an easy fight, but check the menu afterward: a healing command queued when the last enemy died may never have resolved.
Screamer and Mantcore are more dangerous than the bats. Keep the casters in the back row and concentrate attacks instead of spreading damage around. Mantcore’s Blaze can leave several characters badly hurt. Heal before starting another encounter, particularly after a back attack.
The Door Problem
Examining a TrapDoor starts a fight. It has 5,000 HP and uses Target followed by the instant-KO attack Dmension. Full HP is not protection against that attack. Have someone ready to revive the victim while the others keep dealing damage.
Use strong physical attacks and Rydia’s single-target damage. Finish decisively rather than chipping away at the last sliver of health: a weakened door can give way to Mantcore or Yellow D, turning a nearly finished fight into another problem. If it changes, recover as needed and defeat the replacement; the room still becomes accessible afterward.
This is not a good place to spend several turns trying to steal a Potion. Keep Edge attacking or using recovery items. Heal and revive everyone before examining the next door. Some doors guard nothing at all; the route below identifies those so you can decide whether the extra fight is worth it.
B1F: First Treasure Room
Cross the rope south to the first door. Defeat it, then enter the room for Equipment: Ninja swordsEquippable by Edge. Power 40; Acc 90%. in the western chest and Ether1 in the eastern chest. If Edge already has Equipment: Ninja swordsEquippable by Edge. Power 48; Acc 90%; Strength +5. and WeaponEquippable by Edge. Power 40; Acc 85%. Attack element: Projectile., keep that setup for now; collecting Equipment: Ninja swordsEquippable by Edge. Power 40; Acc 90%. doesn’t oblige you to equip it.
Back outside, take Bestiary from the chest south of the room. Continue around to the northwestern door and defeat that TrapDoor too.
Inside the northwestern corridor, collect HiPotion on the west side and Ether1 on the east. The two doors along its northern wall lead to empty rooms. Fight them if you want the experience or are checking every room, but there is no treasure behind either one.
To continue, go around the central rock and take the southeastern stairs. The southwestern opening returns to the outer B1F walkway; it is not the way down. The five pickups listed above complete B1F.
B2F: Ropes and Six Doors
At the next floor’s arrival, take the long left rope down to the lower path, then go southeast for StarVeil. Climb back up and cross the eastern bridge for ItemRevives a KO'd ally. Can appear as loot from a FloatEye and Eagle formation southwest of Baron.. Continue north to the row of six doors.
Count from the right, so the rightmost door is number 1:
| Door | Behind it |
|---|---|
| 1, far right | Empty room; optional fight. |
| 2 | Light sword. |
| 3 | WeaponEquippable by Edge (Throw only). Power 80; Acc 99%. Attack element: Projectile. Consumed by Edge’s Throw; not an equippable hand weapon., Elixir, and StarVeil. |
| 4 | Empty room; optional fight. |
| 5 | Save point. Clear this door first if you need recovery. |
| 6, far left | Equipment: Ninja swordsEquippable by Edge. Power 40; Acc 90%. and 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.. 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. is headgear for Edge. |
Every entrance in that row is a TrapDoor, including the save room. Visit door 5 early, use a Cabin, and save. Then work through the treasure rooms, returning for recovery whenever needed. The third door can produce Yellow D rather than Mantcore; don’t assume every weakened door becomes the same enemy.
Keep Equipment: SwordsEquippable by Cecil (Paladin), Kain. Power 105; Acc 90%. Reusable Item spell: Armor. on Cecil if that was your setup coming in. Light is worth retaining, but its name is not proof that it improves every displayed stat. We’ll compare the useful new equipment at the next safe checkpoint.
After the northern rooms, take the southwestern door. Defeat it and collect Ether1 along the passage before taking the stairs onward. That completes nine B2F pickups, counting each chest rather than each distinct item name.