H1: Mirage Tower and the Flying Fortress
Chapter stats: 51 Chests | 15 New Enemies | 3 Bosses
Fly into the desert on the northeastern continent and park near the gap in the mountains south of Lufenia. Use the Chime to open the tower entrance. Mirage Tower leads directly into the Flying Fortress above -- the two dungeons are connected and you cannot leave between them without losing your progress through the Fortress. Level 40 is comfortable for the full clear. Stock up on Potions and Ethers before entering.
H2: Mirage Tower -- Floor 1
Enemy notes: Chimeras, Hellhounds, Nightmares, and Pyrolisks all fall to Blizzard. Mummies, King Mummies, and Vampires take heavy damage from Fire and Dia. Guardians are weak to Thunder. Black Knights and Medusas have no elemental weakness -- use physical attacks or Flare against them.
Eight chests sit in the large center room on 1F. Key pickups: Aegis Shield (guards against Stone and Poison status -- equip on your Knight), Healing Helm (casts Heal as item, saves White Wizard spell charges). One chest sits in the northeast corner away from the main cluster -- do not miss it. Head south and take the left door to 2F.
H2: Mirage Tower -- Floor 2
Circle the outer ring counterclockwise until you reach a gap in the wall. Move through two gaps heading south to reach the main treasure room with 10 chests in two columns.
Key items on 2F:
- Thor's Hammer -- casts Thundara as item, useful for your White Wizard between heals
- Sun Blade -- deals bonus damage to undead, strong for your Ninja
- Dragon Mail -- resists both Fire and Ice, a direct upgrade over Diamond Armor for your Knight
The rest is Gil and a Cottage. Head back north past the robot and up to 3F.
H2: Mirage Tower -- Floor 3 and the Blue Dragon
Walk south into the only room. One rare Sabretooth may appear here -- fight it for the bestiary if you skipped it near the Citadel.
Boss: Blue Dragon
- HP: 454
- Attack: Physical hits, moderate threat
- Magic Defense: 200 (spells are nearly useless)
- Weakness: None
Strategy: Magic barely dents this enemy. Buff your Knight and Monk with Haste and Temper. Your White Wizard casts Protera and Invisira for defense. Focus entirely on melee attacks every turn. The fight ends in 3 to 5 rounds at level 40.
Rewards: 2,331 EXP, 2,000 Gil
After the fight, this is a good time to cast Exit or Teleport, save outside, and restore spell charges with a Cottage before entering the Flying Fortress. You cannot save inside the Fortress.
Use the Warp Cube on the red teleporter to warp up to the Flying Fortress.
H2: Flying Fortress -- Floors 1 and 2
Enemy notes in the Fortress: Black Flans, Earth Medusas, and Vampire Lords are weak to Fire. Fire Hydras and Nightmares go down to Blizzard. Mindflayers can instant-kill -- Ribbons protect against this. Rakshasa, Dark Fighter, and Golems have no weakness.
1F chests: Razer (casts Scourge as item), Protect Ring, second Healing Helm, Gil across three branching rooms. Head north to the teleporter.
2F chests: Six rooms, three per side. Start west and work counterclockwise.
Key items on 2F:
- Adamantite (southwest room) -- a key item you need after this chapter to forge Excalibur
- Ribbon (east room) -- put it on your Ninja for full status immunity
- White Robe (southeast, left chest) -- resists Fire and instant-death, casts Invisira as item. Equip on your White Wizard
- Black Robe (southeast, right chest) -- resists Ice and time effects, casts Blizzara as item. Equip on your Black Wizard
- Diamond Gloves and Diamond Shield in northeast and east rooms
Do not leave 2F without the Adamantite. Head south to the teleporter.
H2: Flying Fortress -- Floors 3, 4, and 5
3F: Three chest rooms (north, east, west) hold 14 chests total. Key pickups: Protect Cloak (for your Black Wizard's defense), Sasuke's Blade (strong Ninja weapon). Soldier is a rare spawn here -- fight one for the bestiary. Take the path south to 4F.
4F: No chests. Navigate the grid of holes: head north twice, then west twice to reach the teleporter in the northwest corner.
5F: Before crossing the bridge, restore HP to maximum and make sure your White Wizard has Curaja and NulBlaze memorized. Every step on this bridge has a 4.7% chance to encounter Warmech.
H2: Warmech (Optional -- Bestiary and Trophy)
Warmech is a rare encounter on the 5F bridge and the hardest fight in the game.
Warmech Stats:
- HP: 2,000
- Attack: Opens with Nuke (fire-based, hits the full party for massive damage)
- Weakness: Thunder (the only element it does not resist)
Strategy: Cast NulBlaze immediately on turn one. Follow with Invisira, NulAll, and Protera to build up defenses. Haste your main fighters. Your Black Wizard uses Thundaga. Everyone else attacks physically or uses Flare. Use Full-Life when party members fall -- losing someone here for the rest of the fight is bad. Warmech is entirely optional but required for the 100% bestiary and the platinum trophy.
Rewards: 2,000 EXP, 32,000 Gil
Walk north across the full bridge and approach the Wind Crystal. Heal to full before engaging Tiamat.
H2: Boss -- Tiamat
Boss Stats:
- HP: 2,400
- Attack: Blaze, Icestorm, Thunderbolt, and Poison Gas -- all target the full party
- Weakness: None
- Resistance: Fire, Ice, Thunder, Earth
Strategy: Cast NulAll on turn one to halve all elemental damage, or stack NulShock, NulBlaze, and NulFrost individually for the same effect. Buff your fighters with Haste and Temper. Your Black Wizard casts Flare every turn -- non-elemental damage bypasses all of Tiamat's resistances. Your White Wizard casts Holy when not healing, and Curaja whenever anyone drops below 200 HP. Tiamat's breath attacks hit the whole party every turn. With Nul spells up the damage is survivable. She falls in 6 to 9 rounds.
Rewards: Wind Crystal restored, 5,496 EXP, 6,000 Gil
After the battle a portal appears. Exit the Flying Fortress.
H2: Forging Excalibur
Fly to Mt. Duergar on the western continent. Find Smyth the blacksmith in the northern room and give him the Adamantite. He forges Excalibur -- one of the strongest swords in the game. Equip it on your Knight immediately.
With all four crystals restored and Excalibur in hand, the final dungeon waits. Return to the Chaos Shrine.
CHAPTER COMPLETE
Collectibles this chapter: 51 Chests | 15 Enemies | 3 Bosses
Navigation: Previous: Lufenia | Next: Chaos Shrine
RELATED GUIDES
- Mirage Tower Chests -- All chest locations across 3 floors
- Flying Fortress Chests -- All 34 chest locations
- Blue Dragon Boss Guide -- Full stats and strategy
- Warmech Boss Guide -- Full stats and hunting strategy
- Tiamat Boss Guide -- Full stats and strategy for the Wind Fiend