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Sidequest: The Deepest Dungeon

Guide by  Neal
Fanart Editor & Data Manager
Edited by  Rangers51
CoN Webmaster

You might find yourself living in a deep dark dungeon. You might ask yourself, "How did I get here?!" The answer is that you came looking for a bunch of complicated battles that will open the door to acquiring a bunch of equipment, experience and JP, and possibly an extremely rare party member and summon spell.

Midlight's Deep is a completely different area of the game because it offers the player an opportunity to get the best items in the game. To unlock Midlight's Deep, you must have cleared the events in Mullonde (Battle 51).

After that, go to Warjilis where a conversation will occur in a bar. Midlight's Deep is then unlocked, as a long path to an island is now accessible on the world map.

Remember in Midlight's Deep that there are ten levels, and defeating all the enemies on one level does not guarantee access to the levels below it. You must find an "exit" randomly placed on one out of five possible locations in each level to continue on (you do not need to be equipped with Treasure Hunter to do so: any unit can find the exit).

Also remember in Midlight's Deep that your character searching for the rare items should have as low of brave as possible, since the chances of finding these items is (100-Bravery)%. If this equation fails, you will get a ItemPhoenix Down instead of the rare item, and the opportunity to get the rare item at this location will be lost forever.

Additionally, it's dark in there! While our maps call out the locations of items and possible exits, you won't be able to see the map the same way in-game. You can create light in the dungeon by defeating enemies that crystallize; each crystal makes it a bit lighter until you hit full brightness. Until then, you are feeling your way around as best you can; using the cursor to move from tile to tile or count what coordinates you're at can be very helpful.

Finally, keep in mind that when each walkthrough section refers to the origin, it's referring to the spot where the coordinates equal (0,0) and when it speaks of stairs, it means areas where it's easy to access areas with higher heights.

The Crevasse

(0,6): ItemElixir
(9,4): KatanaKiyomori
(2,2): GunGlacial Gun
(0,9): GunBlaze Gun

The origin (0,0) is located at the very bottom, away from the stairs.

 

The Stair

(0,4): ItemElixir
(10,6): ItemElixir
(7,2): SwordBlood Sword
(1,8): KnightswordSave the Queen

The origin (0,0) is at the bottom right, if you are facing up towards the higher areas.

 

The Hollow

(0,2): ItemElixir
(12,5): ItemElixir
(6,7): BowYoichi Bow
(9,1): StaffZeus Mace

The origin (0,0) is at the bottom right, if you are looking towards the area closer to the high peaks.

 

The Catacombs

(12,8): ItemElixir
(4,2): RodRod of Faith
(5,0): ShieldKaiser Shield
(5,1): HarpFaerie Harp

The origin (0,0) is at the very bottom, away from the stairs.

 

The Oubliette

(0,0): ItemElixir
(6,11): ItemElixir
(0,11): NinjaIga Blade
(2,8): KnightswordExcalibur

The origin (0,0) is at the bottom left, if you are looking up towards the higher area.

 

The Palings

(10,9): ItemElixir
(9,8): RingCursed Ring
(9,9): ClothesNinja Gear
(10,8): GunBlaster

The origin (0,0) is at the side where you begin, but at the opposite end, where you can easily walk to.

 

The Crossing

(4,4): ItemElixir
(4,14): ItemElixir
(4,10): StaffStaff of the Magi
(4,12): NinjaKoga Blade

The origin (0,0) is in the corner where it dips down quite a bit.

 

The Switchback

(2,10): ItemElixir
(3,8): KnightswordRagnarok
(6,7): RobeLordly Robe
(8,6): BowPerseus Bow

The origin (0,0) is in the corner next to the lower section, in the area that can't be walked on.

 

The Interstice

(1,3): ItemElixir
(2,0): ArmorMaximillian
(8,4): HelmetGrand Helm
(8,5): ShieldVenetian Shield

The origin (0,0) is in the bottom right, if you are facing towards the wall that has a high height.

 

Terminus

(5,10): ItemElixir
(5,12): KatanaChirijiraden
(7,10): KnightswordChaos Blade
(7,12): ItemElixir

The origin is in the corner where the stairs begin to go up.

This can be a difficult battle because the Reavers are really tough. Bring along someone who knows Holy, or someone powerful like Orlandeau, and be very cautious while going up the stairs. Focus on one Reaver at a time but don't get too close to the others, or you might get petrified or frogged. Once you've made your way up the stairs, you'll face Elidibus, provided he hasn't come down after you yet. He can be difficult, but if you stay spread out and continuously attack him, he'll eventually fall. The battles on the way here are exquisite for grinding up your party and also getting them some high-quality equipment, so by the time you get here you should be able to withstand whatever is coming your way.

One of the Reavers is a special one! Its name is Byblos and it will fight as a guest on your side. If it stays alive through the entire fight, it will offer to join you permanently. At this point in the game, it's maybe not the most useful addition, but it's a symbol that you completed the dungeon at least once!

If you can get Elidibus to cast Zodiark on a Summoner, and the Summoner survives it, the Summoner will learn the spell. This sounds easy but Zodiark is an intensely powerful spell. Bumping up the character's magic defense through equipment or magic can help, as can reducing the character's faith via Beowulf or Orator skills. This is the only place to learn it in the game from an enemy - if you really want other characters to have it, you can have the original character get charmed and then cast it on the rest of your summoners, but, do you really want to jump through those hoops? No. You do not.

Caves of Narshe: Final Fantasy Tactics
Version 6
©1997–2025 Josh Alvies (Rangers51)

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