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The ORB of Wind
Page
2
Use the CHIME to enter the Mirage Tower, collecting Treasure and learning that you need the CUBE to proceed further.
The ORB of Fire
Page
1
Travel to Crescent Lake where the Circle of Sages give you the CANOE so that you can pursue the Fiend of Fire.
The ORB of Water
Page
3
Use the OXYALE to explore the upper floors of the Sunken Shrine to find the SLAB and other Treasures.
The ORB of Water
Page
4
Descend to the bottom of the Sunken Shrine to face KRAKEN and restore the light of the ORB of Water.
The Final Battle
Page
2
Return to the Temple of Fiends and warp to the Temple of Fiends Past to begin your final quest.
The Sunken Shrine is really two dungeons in one. The eastern stairs from the starting floor (3F) lead upwards to the 5F Treasure room where you will find some nice items and the Rosetta Stone. The western stairs eventually lead down to 1F and Kraken. I recommend completing the upper path first, since the rewards are great and it is both shorter and easier. The Warp2 Spell will put you directly outside Onlak, where you can use the Inn to rest up before returning to the Shrine.
Almost every enemy in the Sunken Shrine is new, and with the exceptions of the Aquos and Ghost enemies, they are all vulnerable to Lightning. You will run into a lot more large groups of moderate enemies than the smaller groups of beefy physical attackers you've seen in other dungeons, and there is a refreshing lack of unfair encounters (though you should be careful with the Ghosts).
The Treasures found here are the best yet, including a full suit of Diamond Armor for your Knight, a number of spellcasting Weapons, and the incomparable Giant's Gloves. You will also find the first of three Ribbons here, which will make a character virtually immune to Special Attacks and Spells.
Kraken is the first Fiend you've fought that doesn't have a lot of tricks. He can inflict Darkness on the party with Ink, but the real danger comes from his eight powerful attacks. If you can manage to Slow him, the fight will be quite a bit easier.
Almost every enemy in the Sunken Shrine is new, and with the exceptions of the Aquos and Ghost enemies, they are all vulnerable to Lightning. You will run into a lot more large groups of moderate enemies than the smaller groups of beefy physical attackers you've seen in other dungeons, and there is a refreshing lack of unfair encounters (though you should be careful with the Ghosts).
The Treasures found here are the best yet, including a full suit of Diamond Armor for your Knight, a number of spellcasting Weapons, and the incomparable Giant's Gloves. You will also find the first of three Ribbons here, which will make a character virtually immune to Special Attacks and Spells.
Kraken is the first Fiend you've fought that doesn't have a lot of tricks. He can inflict Darkness on the party with Ink, but the real danger comes from his eight powerful attacks. If you can manage to Slow him, the fight will be quite a bit easier.