Final Fantasy V Walkthrough
Written by Djibriel
Contributor
3.11: The Great Sea Trench; the Fire Tablet
Enemies: Unknown, Unknown (2), Unknown (3), Unknown (4),
Unknown, Triton, Nereid, Phobos
Treasures: Water Scroll, Dragon Fang, Ether, Phoenix Down, Flame Ring, Kaiser Knuckles
Features: Doom, Transfusion, Flame Thrower
"One rests beneath the ocean's floor, engulfed by flames..."Do you remember when I talked about the white sparkle in the middle of the ocean? The one you could see on the Submarine map? Go there! It's the Great Sea Trench, as well as the location of the Third tablet. I will not talk about Gargoyles, but they are there too.
All the enemies in the Great Sea Trench are called Unknown. That's not a gap in my knowledge, it's what the enemies are actually called. What, did you think I wouldn't know the enemies here? I know everything.
All enemies here start with Protect set; though you can remove it with the Dispel spell or by using the Judgement Staff as an item, your means of dealing damage in this area should be magical in nature anyway.
Unknown (2) looks like a fat... slime thing. It's the biggest one and weak to water. As a reaction to every !Attack, it will remove a character from the battlefield and kill itself with an attack called Possess (don't worry, your character will be fine when the battle is over, though they'll miss out on any ABP). It may use Slimer as well.
Unknown (3) is also slimy, but it looks like a worm. They use Digestive Acid and Slimer. Ukh.
Then there is Unknown. There are two types. Those that come in trios will revive each other if one or two are down. The initially surviving member(s) will then attempt to use Delta Attack, but they normally lack the MP. They should be taken out with multi-target attacks, which are vastly superior in this dungeon as a whole anyway. You can steal a rare Beast Killer Whip from this variety.
The other spore-like version of Unknown (4) is boring and will just attack physically and use Spore to set the Poison status. Sometimes, because this game hates you, three of these enemies will be of the boring variety. You can test out if you can steal a Beast Killer by killing one and see what happens.
The most sturdy opponent here is Unknown (5). They like to use the Doom spell all the time, setting a timer which will kill at 0. Blue Mages can learn this attack.
All the enemies here are weak on Magic Defense, have high Defense with inherent Protect and are Undead. Boosted Syldra summoning and Requiem are very powerful multi-target attacks in this situation. The Sage's Staff and Apollo's Harp will deal a lot of damage to a single target, killing it instantly. Blades, Knives and Swords probably shouldn't be used here unless they are the Holy Lance or Excalibur; but even they will run into the Protect status.
Welcome to B2! We can't stop here, for this is bat country. There are enemies and a chest containing a Water Scroll. Square, this is fake treasure. We don't want this! Continue. B3 features a single Save Point, which is great, I guess.
B4 has skeleton buttons. A lot of them. You'll need to press the first (but not the second!) in order to continue lava-free (or at all). The Geomancer's Light Step and the Float status circumvent lava damage, if you forgot. In the back room, there are a lot of skeleton buttons to choose from. They are all traps, with the exception of the one in the top-right corner, which will create a path. Go back to the slightly higher plateau and go up to witness the new path that leads to a chest containing an awesome Flame Ring.
If you descend the stairs out of this room, you will meet lava. You could care less about the lava, or you could return and press the second button you passed. It will drop you a level down, but you'll find yourself safely on the ground, rather than scorched in a pit of fiery death.
B5. There are pits of lava you could've fallen into from B4 and a staircase leading down to B6. Don't forget to open the chest here: it contains a Dragon Fang. Awesome. Unknown (5) starts to appear here.
B6 has more lava and more rocky pathways, but this time you can't avoid going through the lava. There are chests as well for you to open: Ether and Phoenix Down. It is all clear to us now. This is the dungeon of suck.
B7... leads to a door? With Dwarves? Dwarves!
Welcome to the great Dwarven Kingdom!
The Armor and Weapon shop here are run by the same guy. When addressed from the front or back, he'll sell armor; When addressed from the sides, he'll sell weapons. The selection here is quite excellent... but it's the selection from the Phantom Village. Had I not been this much of a spoil-sport, this is the first time you would have seen these items. Now, they are useless. Rallybo is digging a tunnel. Likely out of pure frustration over being named after a children's game from Mexico. He'll point you to the location of the Phantom Village. So there it was!
When you're done with the people of small stature... little people... I mean, the vertically challenged... Dwarves. When you're done with the Dwarves, you can exit into a lake free of encounters. There is a small dent in the bottom wall that can be used to recharge the Magic Lamp! It'll flash regardless whether the Magic Lamp recharges or not, but never more than once unless you leave and reenter. Such trivia!
At what we can call B8 or something, the second chest you see contains Kaiser Knuckles. But you can't get it. Nyah-nyah. There are buttons on this floor again, and a lot of them at that. Most are fake. The one to the far right isn't, though, and it will open up a pathway to a chest containing the Knuckles.
You could have gotten them earlier, but the chance was almost non-existent. Barehanded punches are normally based on your Level and Battle Power. However, with Kaiser Knuckles the Battle Power is inherently boosted by 50, making Barehanded punches nice enough again. In addition, they boost Strength by 5 and give more Defense than other Accessories (except for the Genji Gloves and Cursed Ring). They are for your Monk to use.
Pressing the other three buttons in this room disarms the trap behind the other chest, so when you open it, the door just opens. The chest was empty, but we can rise again to B7, where the Third tablet is already waiting for us. However, Exdeath's guardians are ever-present: namely, the three little piggies.
These three creatures were recruited as one, one of the Eleven of the Rift. Together with Wendigo and another, unknown demon, they were more than anxious to escape the Interdimensional Rift after a thousand years. And now, here they are...
Triton Bestiary #293 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
Undead | 37 | 13333 | 10000 | 0 | 0 | 35 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
55 | 11 | 20 | 0 | 0 | 25 | 20 | |
Stolen Items |
Dropped Items |
||||||
Common: Iron Draft | |||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control | None | ||||||
Elemental Absorb | Elemental Weakness | ||||||
Blue Magic | Status Immunities | ||||||
Strategy | |||||||
All three of these little creeps are undead and not heavy, so curative and life-restoring options will cause damage, including instant death in the case of something like a Phoenix Down. However, they can also revive each other when knocked out, so the better option is to use something like Requiem to hit them all at once. Carbuncle is a good choice for defensive setups, and you can even cheat a bit with Odin or the Samurai's !Iainuki. | |||||||
Nereid Bestiary #294 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
Undead | 20 | 13333 | 10000 | 0 | 0 | 40 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
54 | 11 | 20 | 0 | 0 | 25 | 20 | |
Stolen Items |
Dropped Items |
||||||
Common: Power Drink | |||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control | None | ||||||
Elemental Absorb | Elemental Weakness | ||||||
Blue Magic | Status Immunities | ||||||
None | |||||||
Strategy | |||||||
All three of these little creeps are undead and not heavy, so curative and life-restoring options will cause damage, including instant death in the case of something like a Phoenix Down. However, they can also revive each other when knocked out, so the better option is to use something like Requiem to hit them all at once. Carbuncle is a good choice for defensive setups, and you can even cheat a bit with Odin or the Samurai's !Iainuki. | |||||||
Phobos Bestiary #295 |
Type |
Level |
HP |
MP |
Gil |
EXP |
Speed |
Undead | 39 | 13333 | 10000 | 0 | 0 | 45 | |
Strength |
Attack Mult. |
Magic Atk. |
Evasion |
Defense |
Mag. Def. |
Mag. Evade |
|
55 | 11 | 20 | 0 | 0 | 25 | 20 | |
Stolen Items |
Dropped Items |
||||||
Common: Goliath Tonic | |||||||
Command Immunities | Elemental Immunities | ||||||
Catch, Control | None | ||||||
Elemental Absorb | Elemental Weakness | ||||||
Blue Magic | Status Immunities | ||||||
None | |||||||
Strategy | |||||||
All three of these little creeps are undead and not heavy, so curative and life-restoring options will cause damage, including instant death in the case of something like a Phoenix Down. However, they can also revive each other when knocked out, so the better option is to use something like Requiem to hit them all at once. Carbuncle is a good choice for defensive setups, and you can even cheat a bit with Odin or the Samurai's !Iainuki. | |||||||
What? So... they are babies that go 'oink' and are named after mythological creatures. Make up your mind! What are these things? They are demons from the Interdimensional Rift, which means they don't have to make sense, I guess. They have little swords and capes as well. I just hope this isn't some sort of crazy Japanese reference to Hero Babies or the like.
This fight is essentially the three Unknown fight on crack. All three targets are Undead and not Heavy, so you can kill them any way you like. Raise spells, Phoenix Downs, Curaga, all that jazz. If one of them falls, however, the others will revive him with full HP and a Delta Attack will take place. This is not good.
They are Undead, so Requiem works great. None of the targets absorb Syldra or multi-target Thundaga spells, so go with those. You'll want to damage all targets equally to avoid revival, so Titan's Gaia's Wrath is a no-go. Don't attack physically, not even !Kick (as Nereid will take half damage).
Carbuncle can help you avoid a lot of attacks should it come to that. Firaga, Bio and Blizzaga are Reflectable, as well as Delta Attack. Combine with Golem and/or Mighty Guard for a lot of protection.
For a cheap victory, Odin's Zantetsuken or the Samurai's !Iainuki can instantly end the fight by killing them all in a single shot. You can !Flirt with the mutant babies (but you won't want to), cast Curaga, Graviga, Death Claw or Missile on them all to inflict damage, then finish them off with Syldra. Your choices are endless.
When you're done, you will recieve the ultimate !Time spell, Meteor. It is basically a non-elemental attack, only it attacks four times. It is very powerful on a single target, but wasteful on multiple ones. It deals random damage as well, and every shot is considerably affected by Magic Defense, so low-powered blows may even get you 0 damage. I'm making the spell sound bad; believe me, it's quite powerful. It's just random.
Once you've defeated the babies, learned Doom and obtained every treasure, there is no reason not to Teleport out. I should not have to remind you that you can now take three more Sealed Weapons from the relevant castle. Now that you have Holy, the Sage's Staff becomes an attractive option for White Mages and Chemists, Time Mages and Red Mages with Holy spells.
It's time to find the last of the four tablets, the one hidden behind Istory Falls. Take the airshupmarine to river leading up to Istory Falls, both of which are located to the northwest. Now, land in the sea just south to it and submerge your vessel. Somewhere here (the map indicates this with a white dot) lies the entrance to a cave on the Sea Floor where the Ironback and Druid still roam.
You can Catch an Ironback for a great one-time Release attack and steal Angel Rings from the Druids, but you already knew that. When you reach the surface, you'll be in front of a piece of desert.
Hey, old encounters! That Javelin you can only obtain by stealing it from a Sand Bear is available again, so that's possibly good news. When you're done playing in this sand pit, walk over the other end of the desert to reach the entrance of the strange coiling caves behind Istory Falls.
Caves of Narshe: Final Fantasy V
Version 6
©1997–2024 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.
Version 6
©1997–2024 Josh Alvies (Rangers51)
All fanfiction and fanart (including original artwork in forum avatars) is property of the original authors. Some graphics property of Square Enix.