A comprehensive (and it better be) guide to the exit locations in the Deep
Dungeon in Final Fantasy Tactics. Contrary to a common belief, the exits
in the Deep Dungeon are NOT completely random; they appear only in certain
locations. For each of the first 9 levels of the Deep Dungeon, there are
5 possible spots where the "path that goes further on" may be found. All
the exit locations have been verified by me; none are hearsay. This file
is best viewed in full screen format. Word Wrap doesn't help.
§ ACKNOWLEDGEMENTS §
Thanks, once again, to Notti, and this time not just for the detailed info
in his own Deep Dungeon Guide that made my work easier. He was also able
to provide access to some Japanese information that made me feel much more
confident about the accuracy of my own list of exits. In addition, Notti
was kind enough to proof-read the first version of this Guide and provided
me with some helpful pointers. Hmm. I may have to donate a kidney to pay
this all back. :) At any rate, you still need to get Notti's Guide along
with mine; it's full of info on a variety of topics. Notti's Guide is at:
www.gamefaqs.com/console/psx/file/final_fantasy_tactics_deep_dungeon_a.txt
and his email address is: Mahgnitton@hotmail.com (That's just Nottingham
spelled backwards, FYI. ;) Thanks also to Master Daravon for his work on
the Charm method of learning Zodiac; I used a super-abbreviated version in
the END section. Master Daravon's email address is: Beefstew99@aol.com
If you think I've used some information which you originated, and I didn't
give you the proper credit, email me, Gastrifitis, at: bm92@juno.com, and
tell me about it. We'll get it done right.
§ DISCLAIMER §
This FAQ may be redistributed--unaltered. No remuneration is allowed for.
(That means ya don't get paid for passing my stuff on.)
§ THE UPDATE §
The following is a somewhat complete list of the changes I made in version
1.1 of this Guide.
- Added river terrain type, and reasons why, in how to read the maps area
- Changed the MLAPAN map to show river location
- Added an explanation of slanted squares' impact at the BRIDGE map
- Explained exact qualifications for the presence of a steep drop line
- Added Moves section to explain how to get the movement skills mentioned
in this Guide, and what each skill is good for
- Added Links section for promoting decent FFT sites (of which I'm aware)
- Improved accuracy of my description of Byblos
- Altered appearance of TIGER map to offer a better feel for what's there
and what's in the way
- Made greater use of ½ symbol, and added a suggestion for those who read
the Guide in an unusual font
Whereas in version 1.0 of the Guide, I...
- Found all the Deep Dungeon exits
- Made sharp-looking ASCII maps
- Explained how to get to the Deep Dungeon
- Explained how to read the maps
- Explained so-called story battle at END, and the two starting areas
- Gave statistics on the hidden items found using Move-Find Item
- Wrote poaching explanation
§ HOW TO GET TO THE DEEP DUNGEON §
Access to the Deep Dungeon does not become available until Chap. 4. After
you complete the series of battles at Murond Holy Place, you can enter the
Deep Dungeon from Warjilis Trade City. Walk over there, and after a silly
cut scene, the Deep Dungeon site will appear on the screen. DO NOT start
the final series of battles at Orbonne Monastery. If you do, you won't be
able to get back out and go to the Deep Dungeon or anywhere else. You'll
only be able to end the game. On the other hand, The Deep Dungeon battles
can be fought over and over again. But to gain access to the lower levels
you'll have to find the exits on each of the earlier levels. That's hard,
because...
§ WANDERING IN THE DARK §
It's pitch black in the Deep Dungeon. In fact, you can't see anything but
the characters. That changes when someone turns into a crystal, but even
with a full complement of 4 crystals lying on the ground, it's not exactly
daylight. Maps of square heights are useful in determining the dungeon's
layout, but it seems that many people get blurry-eyed from staring at rows
of figures. So I wanted to provide a map that shows more than just where
things were on the ground. I also wanted to provide a picture of what was
possible, and what obstacles there were to be faced. It's a lot to ask of
ASCII text, but I hope the results are fairly legible. Of course, some of
the symbols could use a little extra explanation. So:
§ HOW TO READ THE MAPS §
2 The basic info on all squares where you can stand: the height. Some
squares have other info as well. Most of the time, I didn't include
1½ the terrain type for the squares; it's usually just Stalactite with a
little Moss thrown in. But the river squares at MLAPAN are different
because there is a movement penalty involved. See the section labled
"~ ~" for more details. Also, those numbers on the left should look
like a 2, followed by a 1 and a half. If they don't, you might want
to consider using a different font to view this Guide.
* One of the squares where your party members can start the battle. On
all of the maps, your party starts the battle facing south (down).
| A drop of 6 or more. People set with Move-Find Item will not be able
| to cross this line without help. (For example, they can ride a Black
\--\ Chocobo. Black Chocobos can fly, and can carry someone who is riding
| them. You can Invite Black Chocobos that you meet in battle, or just
| breed Boco when he joins your party. See the Poaching section at the
end of this FAQ for more info on breeding. To mount a Chocobo, bring
one into battle with you. Then, when it's the turn of the person you
want to ride, tell them to move onto the square where the Chocobo is.
Say Yes. You can dismount later when it's that character's turn from
the menu.) If your Move-Find Item user doesn't get any help, they'll
have to walk around the drop. Party members who use movement skills
such as Ignore Height or Teleport can cross this line under their own
power.
### A bottomless hole, or else an unstable cliff face. No one can stand
here, no matter what their movement skill. You can jump over squares
like this if all the other conditions for jumping are met. (Height of
starting square is greater than/equal to height of target square, the
Jump movement factor divided by 2 is greater than/equal to the number
of squares being jumped over, and distance to target square is within
your character's Movement range.) You would think you could set up a
female Ninja with Jump+3 and Germinas Boots, and be able to leap over
4 pit squares in one jump, but you can't. A character's Jump factor
will never go higher than 7. I think it's a glitch. It's too bad,
too. She'd probably fly like Supergirl, with her red costume flowing
out behind her and everything.
#0# Corner squares you can't stand on (in the Deep Dungeon) are always of
height 0. Some people orient themselves by corner height, though, so
I threw in the 0 on the corner squares for reference purposes.
^^^ The rocky spires of TIGER. You can't stand on these squares, and you
^^^ can't jump over them either. You can use Fly or Teleport, or you can
walk all the way around the horrible, spiky stuff. That's it.
~ ~ A river square at MLAPAN. It's harder to move in river squares. The
~ ~ water tries to push you around. Normally, if you jump or walk into a
river square, it costs 2 movement points instead of 1. Jumping over
a river square only costs the usual 1 movement point. Several kinds
of movement skills will eliminate the river square penalty: Walk on
Water, Move in Water, Teleport, Fly, Any Ground, and Float. None of
the river squares in MLAPAN have a depth factor, so it is possible to
jump as you're walking in the river. Keep in mind that the movement
penalty doesn't apply to the Marsh squares that you can find on other
non-Deep Dungeon maps. Swamp water won't try to push you, but it may
try to poison you.
T The location of a Treasure/Trap. Characters with Move-Find Item will
be able to find a treasure here. You can find the "good" treasure if
your treasure-hunter's Brave is LOW enough. Your chances of finding
the "good" treasure are 100% - Brave. The "bad" treasure is always a
Phoenix Down. The good treasures are listed at the bottom of the map
using (x,y) coordinates. You know how to use (x,y) coordinates: you
count across the map, starting from 0, for the x number, then move up
the map, starting from 0, for the y number, and arrive at the correct
square. Most of the good treasures come highly recommended. Some of
them, you can't get anywhere else. If you stand on a treasure square
with some other movement skill than Move-Find Item, you will activate
the trap. After you've grabbed the treasure, don't try to go back to
the square for extra Phoenix Downs. You'll trigger the trap that way
too. The kind of trap for each treasure square is listed next to the
treasure. Don't worry if you don't get the treasures the first time
you fight on a level. You can always get them later, unless an enemy
with Move-Find Item grabs them first. I HATE that.
X One of five possible locations for the exit. You don't have to stand
on all of them, of course. Just keep checking until one of them says
"We found a path that goes further on!" The purpose of doing this is
not to win the battle. It's necessary in order to gain access to the
next level of the Deep Dungeon. So it's OK to win the battle without
finding the exit; you can just fight the battle again. And once you
gain access to the next level of the Deep Dungeon, it isn't necessary
to find the exit on the earlier level again. Your people know where
it is now. Keep in mind that the exit will ONLY appear in one of the
five marked squares. You don't have to search randomly. That's the
whole point of this FAQ! Remember, also, that any of your characters
can find the exit, even your Move-Find Item user. Yes, they can too.
If you don't see all five of the X's, their coordinates are listed to
the right of each map.
Location Treasure Trap
(9,9) Secret Clothes Sleeping Gas
(10,9) Elixir Death Trap
(9,8) Cursed Ring Steel Needle
(10,8) Blast Gun Death Trap
B R I D G E
See the plateau on this map? The good treasures from BRIDGE are up there.
And it looks like your Move-Find Item user will need a jump factor of 5 to
get up to them. Actually, though, that's not true. The height 12 square
that you jump up to is slanted down toward the height 7 square. The edge
that's closest to the lower area only has a height of 11, so you only need
a jump factor of 4 to climb up. This rule (that it's the closest edge of
a square that determines whether you can jump up, down or even across, and
not the height of the square itself) applies to all of the FFT maps. It's
not much help in other areas of the Deep Dungeon, but it does have a large
impact here.
Location Treasure Trap
(8,4) Grand Helmet Death Trap
(2,0) Maximillian Sleeping Gas
(8,5) Venetian Shield Death Trap
(1,3) Elixir Steel Needle
E N D
Well, there are no exits to find on this level--because it's the last one!
But a picture of what's going on is still in order. The starting position
is odd. It changes after the first time you fight here. The first battle
here is kind of a "story" battle. You have to bring Ramza, and you have a
guest fighting with you. It's a Byblos monster, and it's unique. It's of
the same general type as the Apandas you'll be facing, though. They don't
reproduce. The Byblos starts the battle on the square marked (B). In the
first battle you fight here, you can put your characters on any squares of
height 1 or height 2. But if you fight here later on, your characters may
only begin on the height 1 squares, and you won't have any guests.
For the "story" battle, you're fighting a boss called Elidibs. He has the
Serpentarius stone, which is the 13th Zodiac Stone. (And you thought that
there would only be 12 Zodiac Stones. Shows what you know.) Elidibs can
cast a spell called Zodiac, which can be learned by any human character in
the battle, if they go into battle as a Summoner and get hit by the spell,
and survive. This is the ONLY way in the game to learn the Zodiac summon,
at least initially. Once you know it, there are reliable reports that you
can teach it to others in your group. Some ways to do this include: Find
a battle with an enemy Summoner and hit him with Zodiac. If he survives,
he might cast it on members of your party, or you can kill him and hope he
turns into a crystal, and then you can learn the ability from the crystal.
Another possible method is to let the person that knows Zodiac get Charmed
by an enemy Thief. Your own party member may cast Zodiac on you, in that
case.
The best method to use when trying to survive getting hit by Zodiac (it is
a very powerful attack) is to use MP Switch. Alternatively, you could use
Magic DefendUP in combination with Shell. Both methods usually work. Oh,
I almost forgot: the Byblos will offer to join up as a playable character
when you defeat Elidibs, and of course you get the Serpentarius stone too.
Gotta collect 'em all, huh?
§ THE MOVES §
In the text of this Guide, I've made reference to a few abilities that you
may be unfamiliar with. Instead of adding a long, and possibly redundant,
explanation at each place an ability is mentioned, I've compiled a list of
skills here. Keep in mind that this is not a complete list of abilities.
It's not even a complete list of movement skills. For each ability, I've
listed which job you need to train in to learn the skill originally, which
type of skill it is, how much JP you have to earn to learn that skill, and
what the skill is good for. Hopefully, this will help you to navigate the
Deep Dungeon more easily.
Ability Job Class Skill Type JP Cost What it does
-------------- ----------- ---------- ------- ----------------------
Any Ground Geomancer Movement 220 No river penalty
Float Time Mage Spell 200 " " "
Float Time Mage Movement 540 " " "
Fly Bard/Dancer Movement 1200 " " " , sail
over top of obstacles,
scale heights & depths
Ignore Height Lancer Movement 700 Any vertical jump made
Jump+3 Dancer Movement 1000 Jump factor plus 3
Magic DefendUP Priest Support 400 Magic damage minus 1/3
Move-Find Item Chemist Movement 100 Get hidden treasures
Move in Water Ninja Movement 420 No river penalty
MP Switch Time Mage Reaction 400 Attack by others hurts
MP, not HP, as long as
you have at least 1 MP
Shell Priest Spell 70 Magic damage minus 1/3
Teleport Time Mage Movement 600 No river penalty, move
anywhere you want, can
fail if you go too far
Walk on Water Samurai Movement 300 No river penalty
Zodiac Summoner Summon (Get hit) Most powerful summon
§ THE LOOT §
Well, it's now a lot easier to find the exits. But you still have to have
Move-Find Item on one of your characters to find the treasures. It's hard
to get characters set with Move-Find Item through the obstacle course that
is the Deep Dungeon. Is it worth it? Absolutely, it's worth it! But if
you want to decide on an individual basis which treasures you'd like to go
for, here's a complete list, with stats, of all the loot you can dig up in
the Deep Dungeon. The abbreviations of the class types are the same ones
used in the game--Sq for Squire, and so forth. The evasion percentage of
the weapons helps you evade physical attacks, if you have the Knight skill
Weapon Guard set. PA and MA stand for Physical Attack and Magical Attack.
PA is the number next to the little sword icon on your status screen. MA
is the number next the little magic rod icon. When these numbers increase
it means your physical (/magical) attacks will be stronger. P-EV and M-EV
are increased chances to evade physical and magical attacks, respectively.
Weapon Type Can Equip Power Ev% Special
-------------- ------- ----------- ----- --- ------------------------
Blood Sword Sword Sq Kn Ge 8 5% Absorbs HP damage
Save the Queen Kn. Swd Knight 18 30% Get Protect
Excalibur Kn. Swd Knight 21 35% Get Haste, Absorbs Holy,
" Strengthens Holy
Ragnarok Kn. Swd Knight 24 20% Get Shell
Chaos Blade Kn. Swd Knight 40 20% Get Regen, Cause Petrify
Yoichi Bow Bow Archer 12 --- Range 5
Perseus Bow Bow Archer 16 --- Range 5
Mace of Zeus Staff Pr TM Su Or 6 15% PA+2, MA+1
Sage Staff Staff Pr TM Su Or 7 15% ---
Faith Rod Rod Wi Su Or 5 20% Get Faith, Cause Faith
Blaze Gun Gun Ch Me 20 5% Ice elemental
Glacier Gun Gun Ch Me 21 5% Fire elemental
Blast Gun Gun Ch Me 22 5% Lightning elemental
Koga Knife Nj. Swd Ninja 15 5% ---
Iga Knife Nj. Swd Ninja 15 10% ---
Kiyomori Katana Samurai 12 15% (Buy in stores)
Chirijiraden Katana Samurai 25 15% ---
Fairy Harp Harp Bard 15 10% Range 3, Cause Charm
Shield Can Equip P-EV M-EV Special
--------------- ----------- ---- ---- ------------------------
Kaiser Plate Kn Ar Ge Ln 46% 20% Strengthens Fire Ice Lit
Venetian Shield Kn Ar Ge Ln 50% 25% Half Damage Fire Ice Lit
Helmet Can Equip HP+ MP+ Special
--------------- ----------------- --- --- ------------------------
Grand Helmet Kn Ln Sm 150 (0) Cancel Dark, Sleep
Armor Can Equip HP+ MP+ Special
--------------- ----------------- --- --- ------------------------
Secret Clothes All but: Kn Ln Sm 20 (0) Get Transparent, Speed+2
Robe of Lords Kn Pr Wi TM Su Me 100 80 Get Protect, Get Shell,
" " " -Or Ge Ln Sm Cl- PA+2, MA+1
Maximillian Kn Ln Sm 200 (0) ---
Accessory Effect
------------ ------------------------------------------------------------
Cursed Ring PA+1, MA+1, Speed+1, Get Undead, Cancels Invitation
Item Effect
------------ ------------------------------------------------------------
Phoenix Down Used by Chemist's Item ability, Cancels Dead (buy in stores)
Elixir Used by Chemist's Item ability, Restores target's HP and MP
" completely
§ POACHING §
The Deep Dungeon is a poacher's paradise. I think you can find every kind
of monster here on some level. (Just not Wildbows. To get a Wildbow, you
have to Invite a Porky or Uribo to your side, and breed them. Walk around
from city to city and invited monsters will lay eggs, assuming you have an
opening in your group. You can never have more than 16 people or monsters
in your group, including eggs. Monsters breed other monsters of the same
type, and Uribos, Porkies, and Wildbows are the 3 teddy bear types.) You
can poach if one of your characters has the Thief's support ability Secret
Hunt. That character must kill the monster you want to poach by using the
plain old Attack option, although they can Charge their weapon too. Using
skills like Jump or Earth Slash to kill a monster won't allow you to poach
successfully. Once you poach a monster, you can take it to a Fur Shop and
buy whatever they can make out of its carcass. (Ewwww.) For some reason,
SOMEONE in your group still has to have Secret Hunt set as a support skill
whenever you go to buy at the Fur Shop. Otherwise, they just pretend they
don't have anything to sell. You can find Fur Shops at any city with the
name "(something) Trade City". Hey! Warjilis Trade City is right nearby.
How convenient. You can get things from poaching you can't get any other
way, just like the hidden treasures in the Deep Dungeon. To find out what
you can get from each monster, check out the Poaching List, by Matt Hobbs:
www.gamefaqs.com/console/psx/file/final_fantasy_tactics_poaching.txt
§ THE LINKS §
FFT continues to receive a lot of attention on the Internet, as it should.
In fact, more people are discovering the game all the time. This list of
FFT sites isn't complete, and isn't trying to be. It's a list of sites I
think could potentially be useful or entertaining to people at every level
of experience in FFT. By some strange coincidence, they're alphabetized.
I hope that's everything relevant to the topic. It probably isn't. So if
you think I've left out something crucial, let me know. If you think I've
(gasp!) made a mistake, I suppose you'd better let me know about that too.
Please try to verify potential mistakes or omissions on my part before you
pass them on to me. My email address, one more time, is: bm92@juno.com