Final Fantasy V - The Spirit of Heroes

Treasures

Weapon Treasure
Armor Treasure
Item Treasure
Time Magic Treasure
  • Meteo 
  • Magic Location Meteo

    Obtained after defeating the three bosses at the end of the trench

Weapon Shop

Earth Hammer
12,800
Ichimonji
14,800
Magic Bow
10,000
Mace
7,800
 

Armor Shop

Circlet
4,500
Black Hood
6,500
CrystlHelmt
10,500
CrystlShield
9,000
Crystalmail
12,000
White Robe
8,000
Black Robe
8,000
BlackCostume
9,000
 

World 3: Great Sea Trench

Great Sea Trench

After freeing Cid from the machine he repays the party by turning the airship into a working submarine. All of Cid’s gadgets would do Bond’s Q proud. With this new submersible you can tackle the third lithograph. It lies at the bottom of the sea northeast of Crescent. It appears as a blinking plus sign on the underwater map. Head towards the spot and you’ll see a tear over the ocean floor. Venture inside and you emerge in an underground grotto.

Guarding the entrance to the dungeon proper are two familiar characters, a pair of Gargoyles. Nothing has changed. These are the same as the last two sets you’ve beaten. Go to.

After dispatching the stone guardians, you may want to shuffle your jobs around. Every random monster inside is undead. They are also all weak to holy power. If you have Excalibur, equip it. If you have a Holy Lance, that’s also an option. The Sage Staff, which increases holy magic, works wonders both as an aid in casting the white magic spell, and for bonking bad guys. Requiem casting bards quickly dispatch enemies. Geomancers are essential due to the magma-coated floors you’ll be traipsing across.

Basement Level 2 & 3

The dungeon starts off straightforward enough. Trudge forward until you reach a fork in the path. When you hit the fork, go south. Pick up a Water Scroll from the chest and then keep walking. Admire the shimmer of the shifting magma, the sheer cliffs.

The next room contains a consecrated circle. It seems a little premature to me. No boss lurks in the next room. I suggest using it as a back up measure, but if you don’t I won’t roll my eyes with disdain.

Basement Level 4

Your love hate relationship with skull switches begins in this room. You must press the first switch to create a bridge to the rest of the room. However, the next switch does just the opposite. It removes an otherwise functional bridge forcing you to wade through lava to continue forth. Actually you don’t have to walk through the lava if you press the switch. You can wander all the way around it. But you must get your feet wet soon.

The next section contains a slew of switches. Most of them won’t help your cause. I know, you’re eyeing that chest on a pedestal surrounded by lava. One of them will get you to it. The rest of them will unceremoniously dump you down to the fifth floor in your own personal lava sauna. Bring a geomancer. It hurts. Don’t make the author’s mistake and assume it’s the one directly in front of the chest. It should be so easy. The switch you want is the northeastern-most switch. It lies down the stairs and off by itself. Press it and a bridge miraculously appears to the lone chest. Pluck a Flame Ring from it and then either fall down to the next floor or use the exit like everyone else.

Basement Level 5

You may be quite familiar with this room by the time you actually get around to walking down here. If so, glare at the pools of lava as you skirt by. If not, just wonder why they would be sporadically placed throughout the room. Shrug. Collect the Dragon Fang from the chest. Keep on walking.

Basement Level 6

You really can’t shun your little geomancer anymore. While they’re rather useless in battle throughout this dungeon, you simply can’t wander through this floor without one. The whole room is a giant lava bath with a couple of crags interspersed for ambience.

Walk straight down to the south into the lava flow. Keep going until you see a chest, then spring at it. Claim your Ether. Curl around north. Take the rightmost stairs and continue in an easterly direction. Descend into the lava once more and make for the other treasure chest. Try not to roll your eyes at the uninspiring Phoenix Down.

Basement Level 7

Here are the dwarves! If you talked to the wizard in Crescent he mentioned that dwarves make excellent weapons and armor. They do. He’s not sure where they exist, but is sure they must exist somewhere. Won’t he be happy when you tell him you’ve found the Dwarven village?

There are only five inhabitants. One dwarf has dug himself a very long tunnel. If you’ve already visited Phantom Village his insights are yesterday’s news. Otherwise take note. That’s where the hidden town lies. The merchant is tricky. He sells both armor and weapons. Though it’s not readily apparent. If you approach him from the front or back he offers you armor—very good armor too. If you approach him from either side he offers you weapons. All the weapons and armor he sells can be purchased at Phantom Village which is much more accessible than these little guys.

Basement Level 8

Of course they save the tricky part for last. If you make a run for the obvious treasure chest you’ll find it’s a trap! Try to open it and it turns the stairs into a slide (ala Scooby Doo episodes) and you find yourself on your rump in the lava below. There must be a way through the rock wall…Worry about it in a minute.

From your vantage point you should spy another (inaccessible) chest to the right. It’s also hiding behind a rock wall. Walk all the way to the northeast corner of the room until you come to a switch. Press the switch and with a grating rumble the door opens revealing the inaccessible chest. Gleefully climb the stairs to it and free the Kaiser Knuckles hiding within. These happy talons increase their bearer’s str by 5, def by 8 and also increase bare-fist attack power. So if you’re still using monks, give them some knuckles. The only other way to get these is to pray that a Steel Fist in Istory Falls drops them.

Now try to open that door by the tricky chest. I may be very wrong about how to do it. I think it requires you to have pressed the switch for the Kaiser Knuckles. After pressing that switch, the next switch you touch (regardless of which one) will make the satisfying rumble that usually means something has shifted and opened. But that’s a bit misleading. You have to open the bottom left (rumbles), top left (no rumble), and right (no rumble). Then proceed back to the tricky chest. Open the chest and the rock wall opens—just like it did for Ali Baba.

Basement Level 7

Here lies your treasure, the third lithograph. Of course when you touch it a boss will appear. Best prepare for the inevitable first.

hp: 13,333Boss Battle: Triton, Phobos, Nereid

TritonThey don’t look like pigs to me. I don’t quite understand the oinking scene. They look like rather angry multicolored Oompa Loompas . Regardless, Exdeath sent them to kill you. Dispatch.

It’s best not to dally with this trio. They pack a wide range of attacks. While their physical attacks are laughable, ranging from 25-400 points of damage (usually on the lower end of that scale), they pack a bit of a magical wallop. Triton (the pink one) casts fire-based spells. Phobos (the green one) leans toward poison and status effects, Nereid (the purple one) casts ice-based spells. Protect against what you can with rings and shields. Rings are generally more effective since you should probably use mostly mages in this battle.

NereidEach incarnation only uses a couple spells. Triton, when not physically attacking, casts Firaga. Usually this hits all party members for about 550 points of damage. Triton also uses the blue magic Flame Thrower against a single target for about 300 points of damage. You can absorb the damage of both attacks with a Flame Ring or Flame Shield.

Phobos’ attacks are slightly more irritating and more difficult to defend against than Triton’s. He casts Bio against all party members for around 375 points of damage. When He tires of that he throws out Rainbow Wind. That horrific spell causes darkness, mutes, and causes hp to drain from its target.

PhobosNereid’s elemental forte relies on ice-based spells. He brings to the soiree the Ice Storm attack. The storm he unleashes hits for about 600 or more points of damage. In short, it hurts. His Frost attack is also ice-based. To round out his chilling display Nereid tosses in Blizzaga. You can protect against these spells with the Flame Ring, which nullifies damage from the spells, or you can absorb the damage with an Ice Shield.

Each of the three touts a different weakness as well. Triton is weak to ice, Phobos to earth and Nereid to fire. Before rubbing your hands together excitedly and plotting their elemental demise, take note that like the gargoyle battles, these three will revive one another if not killed simultaneously. Also, when they revive, they cast Delta Attack. If you are familiar with other games in the Final Fantasy series, this information may be enough to strike fear in your heart. In this game it’s not too terrible; it inflicts minor-moderate physical damage and turns its target to stone. I hope you brought Gold Needles.

So what’s an adventurer to do? The easiest method is to use one or more bards and sing Requiem repeatedly. It inflicts about 3,000 points of damage. If you’re intent on trying out that new set of Kaiser Knuckles, you may favor using a monk with his kick ability for a paltry 850 points of damage. But the monk hits Phobos (in the front row) for about twice as much damage, which is not a good thing since you’re trying to kill them simultaneously. For cheese factor you can resort to ! Zeninage. That hits everyone evenly for over 8,000 points of damage. Of course then you’re wasting precious money. Other spells to which the monsters do not share a weakness are valid options, but they’re slow. Conjuring Aeroga or Ramuh, only deals 600-800 points of damage. Remember that since they are undead you can hurl Curaga spells at them for a little more than 1,000 points of damage per casting.

After you’ve killed them utilizing your favorite method, you gain the ultimate time magic spell: Meteor. Where the hell was it while you were trying to kick butt? Regardless, you have the third tablet. Take it and teleport on out of there.

User Submitted Strategies

i used float on my party to walck through the lava without damage

Posted at 9:42 AM on April 27, 2010 by Rafael

Three bards and a Geomancer makes this dungeon very easy. =) The only important steal in here is the BeastKill from Unknown... in case you didn't get it on X-Death's castle...

Posted at 11:46 PM on July 19, 2009 by Victor

This is possibly the easiest boss fight I have ever done. All you have to do is get Odin early,* and use it on them. They get their asses canned in one hit. *Actually, I got Mighty Gaurd, Odin and the Mime job early...

Posted at 5:42 PM on June 2, 2009 by Matt

What about this magic lamp? Where do I find it? Where do I put it?

Posted at 6:50 PM on January 11, 2009 by Santa Clause is dead

Just to confirm that Odin works. I beat the fight in one round this way.

Posted at 9:50 PM on August 10, 2008 by SephKatana

the red Nereid casts fire spells and absorb fire spells. the Blue Nereid casts ice spells and absorb ice spells. the Green Nereid casts poison and Poison heals him. Use the Blizzaga to attack the red one and then use Firaga to attack the blue one. to attack the green one, summon Titan. Shurikens and rapid fire attacks also come in handy.

Posted at 8:26 AM on February 10, 2007 by Miguel

summon odin and hope he uses his zantetsuken

Posted at 11:46 PM on January 15, 2007 by blabber

You can also have a Time Mage cast Float on your whole party to avoid the damage that the magma floor causes, if you don't want to waste a slot on the Geomancer's trap floor ability. Also, the trio seemed to be especially weak to Leviathan and Bahamut, if you so happen to have it - I merely had my 2 Summoners buffed with Haste, with Magic-boosting equipment. It was all over in 2 rounds.

Posted at 10:21 AM on December 26, 2006 by Xinoen

The true easiest method for finishing this fight in a round is summoning Odin. They are not inmune to death, and you won't have to worry for their Magic and status attacks... like me the first time.

Posted at 9:31 AM on September 23, 2006 by Nibelheim Spell

It's cheesy and it's not cheap, but roughly two shots with the Samurai's GilToss ability drops all three of these guys. There's not much point in messing around with any other strategy if you can spare the money.

Posted at 12:59 PM on March 14, 2006 by Laguna's Love Child

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Area Enemies

Unknown ????
Unknown
hp: 2,500 mp: 0
exp: 1,200 gil: 525
Steal: Beast Killer
Drop: Nothing
Unknown blob-shaped
Unknown
hp: 3,500 mp: 500
exp: 1,080 gil: 519
Steal: Tonic
Steal: Potion
Drop: Giant Drink
Unknown worm-shaped
Unknown
hp: 2,500 mp: 500
exp: 1,350 gil: 522
Steal: Tonic
Steal: Potion
Drop: Power Drink
Unknown slime-shaped
Unknown
hp: 2,500 mp: 500
exp: 1,200 gil: 525
Steal: Tonic
Steal: Potion
Drop: Speed Drink
Unknown skeleton-shaped
Unknown
hp: 6,500 mp: 500
exp: 2,000 gil: 528
Steal: Tonic
Steal: Potion
Drop: Hard Body
Gargoyle
Gargoyle
hp: 5,000 mp: 300
Steal: Tonic
Steal: Phoenix Down
Drop: Potion
Triton
Triton
hp: 13,333 mp: 10,000
Steal: Soft
Steal: Elixir
Drop: Hard Body
Nergade
Nergade
hp: 13,333 mp: 10,000
Steal: Soft
Steal: Elixir
Drop: Power Drink
Phobos
Phobos
hp: 13,333 mp: 10,000
Steal: Soft
Steal: Elixir
Drop: Giant Drink