Related
Treasures
6 (3 locked)
Average Encounter
80 Exp., 31 gil
Monsters Encountered
Black Widow, Ghoul, Gigas Worm, Goblin, Goblin Guard, Skeleton, Warg Wolf, Werewolf, Wolf, Zombie
The Temple of Chaos has a very simple layout consisting of a central room and four corner Treasure rooms. The rooms on the east side are locked with the Mystic Key, and can be ignored until later when you have it. Both of these rooms are guarded by Gargoyles, and they contain some interesting swords and a Gold Needle. The first time you come here, however, you can find a Leather Cap, a Potion, and a Tent. If you haven't yet gone back to town, the Tent can be useful for restoring the hit points gained when you hit level 2 (or 3), but it's hidden deep enough in the temple that this may not be feasible, and a Sleeping Bag purchased in Cornelia is more cost-effective. You may be tempted to give the Leather Cap to someone with low defense, but because your first two party members take 75% of Monsters' attacks, it is generally prudent to maximize their Defense first.
Garland occupies the central room. You can rush right in and defeat him at level 1 with a little luck, but since doing so earns you a free warp back to the castle, it makes sense to get the Treasures first so you don't need to make a return trip. Garland himself is a bit of a pushover. Just hit him with everything you have and you should win the day. There's no reason to hold back since you don't need to walk back home.
Later on you can return with the Mystic Key to open the eastern Treasure room and pick up two nice swords and a Gold Needle. Both Treasure rooms are guarded by Gargoyles, which are just as annoying as they were in the Marsh Cave, except this time there's no reason to hold back your Spells. Blast them with your best damage-dealing Spells to take care of them quickly. Note that in order to get the Gold Needle in the northeastern Treasure room, you'll have to fight the Gargoyles twice (once coming and once going).
The only common encounter to worry about in the Temple of Chaos is the lone Ghoul. He has enough HP and Defense that it will take a concentrated effort to take him down, and his triple hit Paralyzing attack can do quite a lot of damage to anyone wearing light Armor. Gigas Worms are also a threat, with high stats through and through. It may be prudent to run from them, especially if you find a pair. If you do stand and fight, Fire1 can make a big difference. The Warg Wolves that appear in a few encounters have a lot of HP but no Defense, but their damage output is low enough that you can take out softer targets first. The more enemies there are, the more likely it is that someone will hit your Shirt-wearing mages.
The rare encounter in the Temple can feature up to two Werewolves, which are extremely dangerous at level 1. On the whole they're similar to Warg Wolves, except they can Poison your party members. It is unlikely that you will have any way to cure Poison on your first trip to the Temple, so pray you don't run into any Werewolves. You can try to flee, but they will likely get the jump on you before you can try.
Garland occupies the central room. You can rush right in and defeat him at level 1 with a little luck, but since doing so earns you a free warp back to the castle, it makes sense to get the Treasures first so you don't need to make a return trip. Garland himself is a bit of a pushover. Just hit him with everything you have and you should win the day. There's no reason to hold back since you don't need to walk back home.
Later on you can return with the Mystic Key to open the eastern Treasure room and pick up two nice swords and a Gold Needle. Both Treasure rooms are guarded by Gargoyles, which are just as annoying as they were in the Marsh Cave, except this time there's no reason to hold back your Spells. Blast them with your best damage-dealing Spells to take care of them quickly. Note that in order to get the Gold Needle in the northeastern Treasure room, you'll have to fight the Gargoyles twice (once coming and once going).
The only common encounter to worry about in the Temple of Chaos is the lone Ghoul. He has enough HP and Defense that it will take a concentrated effort to take him down, and his triple hit Paralyzing attack can do quite a lot of damage to anyone wearing light Armor. Gigas Worms are also a threat, with high stats through and through. It may be prudent to run from them, especially if you find a pair. If you do stand and fight, Fire1 can make a big difference. The Warg Wolves that appear in a few encounters have a lot of HP but no Defense, but their damage output is low enough that you can take out softer targets first. The more enemies there are, the more likely it is that someone will hit your Shirt-wearing mages.
The rare encounter in the Temple can feature up to two Werewolves, which are extremely dangerous at level 1. On the whole they're similar to Warg Wolves, except they can Poison your party members. It is unlikely that you will have any way to cure Poison on your first trip to the Temple, so pray you don't run into any Werewolves. You can try to flee, but they will likely get the jump on you before you can try.
With seven floors of nasty enemies, the Temple of Fiends Past is the longest singular dungeon in the game. Sure, it's an eight-floor trek to reach TIAMAT starting from the Mirage Tower, but these floors are all huge, and you'll visit several of them more than once. There is little Treasure to be had here, though the Masmune on the second-to-last floor is far and away the best Weapon in the game. It's worth visiting just to grab it then EXIT out and save.