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{{Header Nav|game=Final Fantasy I & II: Dawn of Souls}}
{{Header Nav|game=Final Fantasy I & II: Dawn of Souls}}


Lifespring Grotto is a new 20-level Soul of Chaos dungeon added in the ''Dawn of Souls'' release of Final Fantasy I. It is an optional dungeon, located east of Melmond in the ocean (it appears as a whirlpool). Access is granted once players have defeated the Fiend of Water, Kraken.
:'''Note''': While the Lifespring Grotto is shorter and opens before the [[Final Fantasy I & II: Dawn of Souls/Whisperwind Cove|Whisperwind Cove]], the two bosses at the end are by far the hardest in the game. It is recommended that you save these two until the end, though you can still go through and get the treasures in the first ten floors at any point.


Astute Final Fantasy fans might recognize the bosses contained in Lifespring Grotto, as they all previously appeared in ''Final Fantasy V''. Players will need to run the entirety of Lifespring Grotto at least twice in order to see all four new bosses.
The Lifespring Grotto is directly south of [[Final Fantasy/Locations#Mt. Duergar|Mount Duergar]], right next to the canal that was created. Simply sail into the whirlpool to enter the Grotto. Access is granted once players have defeated the Fiend of Water, the [[Final Fantasy/Characters#Kraken|Kraken]].


It is highly recommended that you '''save your game before entering Lifespring Grotto!''' It is also highly recommended that you '''do not save inside Lifespring Grotto''', as once you enter, there is no way out except for defeating a boss.
By the time you're ready to take on the Grotto, you'll have long ago switch to the airship. As a result, your ship is probably still docked near the [[Final Fantasy/Locations#Lykion Desert|Lykion Desert]]. Since that is a long way to sail every time you want to go into the Grotto, and it's the only reason to use the ship again, you might as well dock it closer to the whirlpool - the closest place being the river mouth north of the [[Final Fantasy/Locations#Western Keep|Western Keep]]. To move your ship, land the airship at the northernmost point of the landmass south of the canal. Now, walk south, past the Western Keep, through the forests, and then turn east and head back to [[Final Fantasy/Locations#Elfheim|Elfheim]]. Continue going east until you get to the river, then canoe east and get out of the river and go into the forest. Head south and then follow the coast all the way east until you get to the Lykion Desert, and then get in your ship. Sail all the way back to where you left your airship and dock at the river mouth closest to the whirlpool. To get back to your airship simply canoe on space forward then walk north.


==Entrance Area==
Inside the Grotto entrance, a mermaid tells you that this is where mermaids and humans who fall in love with each other can come to live together. After the seal is opened, she'll tell you that the water is pure now.
A lone mermaid keeps watch over the entrance area. If you haven't defeated Kraken yet, you can't continue beyond this point. '''WARNING: Once you enter the nearby door, you will be unable to return to this area. Also, the White Magic spell Exit and Black magic spell Teleport will not function further inside!''' Enter the door when ready.


==Basements 1-4==
== Floors ==
The basements are randomly-ordered from a set group of different basement layouts.
{|{{prettytable|sortable=1}}
==Basement 5 (Boss Floor)==
|-
This basement is a fixed layout and contains no random enemies. One of the four new bosses, Gilgamesh, resides on this level. Gilgamesh's location is random somewhere on this level. Upon locating and defeating him, the player may choose to proceed deeper into Lifespring Grotto or may choose to exit to the surface.
!Floor||Map||Treasure||[[#Castle|Castle]] treasure*
===Gilgamesh===
|-
Located somewhere random on B5.
|1||[[#Random|Random]]||200 Gil, Dry Ether, Echo Grass, Hi-Potion, Phoenix Down||Dry Ether, Feathered Cap, Hermes' Shoes, Mind Plus, Red Curtain
==Basements 6-9==
|-
The basements are randomly-ordered from a set group of different basement layouts.
|2||[[#Random|Random]]||400 Gil, Ether, Eye Drops, Giant's Tonic, X-Potion||Genji Shield, Golden Apple, Lunar Curtain, Mind Plus, White Fang
==Basement 10 (Boss Floor)==
|-
This basement is a fixed layout and contains no random enemies. One of the four new bosses, Atomos, resides on this level. Approach the flame and press A to engage Atomos. Upon defeating him, the player may choose to proceed deeper into Lifespring Grotto or may choose to exit to the surface.
|3||[[#Random|Random]]||3000 Gil, Potion, Speed Plus, Spider's Silk, Tiger Mask||Elixir, Light Curtain, Remedy, Soma Drop, White Curtain
===Atomos===
|-
Located in front of a doorway on B10.
|4||[[#Random|Random]]||Ether, Hi-Potion, Red Fang, Speed Drink, Strength Tonic||Dry Ether, Emergency Exit, Hermes' Shoes, Phoenix Down, Power Plus
==Basements 11-19==
|-
The basements are randomly-ordered from a set group of different basement layouts.
|5||[[#Floor 5|Floor 5]]||None||N/A
==Basement 20 (Boss Floor)==
|-
This basement is a fixed layout and contains no random enemies. Two of the four new bosses, Omega and Shinryu, reside on this level. Approach one of the flames and press A to engage a boss. Upon defeating either boss, the player is forced to exit to the surface.
|6||[[#Random|Random]]||123 Gil, Blue Fang, Cockatrice Claw, Emergency Exit, Faerie Tonic||Crystal Ring, Elixir, Giant's Tonic, Luck Plus, Silver Apple
===Omega===
|-
Located in the western room on B20.
|7||[[#Random|Random]]||Golden Apple, Phoenix Down, Protect Drink, Spider's Silk, Vampire Fang||32000 Gil, Megalixir, Speed Plus, Strength Tonic, X-Potion
===Shinryu===
|-
Located in the eastern room on B20. A treasure chest containing a Hero's Shield is located nearby.
|8||[[#Random|Random]]||300 Gil, Hermes' Shoes, Light Curtain, Speed Drink, Turbo Ether||4464 Gil, Mind Plus, Remedy, Silver Apple, Stamina Plus
|-
|9||[[#Random|Random]]||Blue Curtain, Faerie Tonic, Hermes' Shoes, Silver Apple, X-Potion||Deathbringer, Elixir, Eye Drops, Power Plus, Protect Drink
|-
|10||[[#Floor 10|Floor 10]]||None||N/A
|-
|11||[[#Random|Random]]||Cockatrice Claw, Orichalcum, Protect Drink, Silver Apple, White Fang||Elixir, Lunar Curtain, Soma Drop, Speed Plus, Strength Tonic
|-
|12||[[#Random|Random]]||5000 Gil, Ether, Light Curtain, Mind Plus, Remedy||Giant's Tonic, Hermes' Shoes, Megalixir, Power Vest, X-Potion
|-
|13||[[#Random|Random]]||Blue Fang, Power Plus, Red Curtain, Strength Tonic, Vampire Fang||Elixir, Megaelixir, Stamina Plus, Turbo Ether, White Curtain
|-
|14||[[#Random|Random]]||Faerie Tonic, Hermes' Shoes, Hi-Potion, Phoenix Down, Silver Apple||Emergency Exit, Gaia Gear, Mind Plus, Luck Plus, Soma Drop
|-
|15||[[#Random|Random]]||Asura, Blue Curtain, Echo Grass, Potion, Spider's Silk||Golden Apple, Power Plus, Speed Drink, Stamina Plus, X-Potion
|-
|16||[[#Random|Random]]||800 Gil, Elixir, Giant's Tonic, Protect Drink, Turbo Ether||40000 Gil, Hermes' Shoes, Kenpogi, Light Curtain, Speed Plus
|-
|17||[[#Random|Random]]||Hermes' Shoes, Phoenix Down, Sage's Mitre, Spider's Silk, X-Potion||Crystal Shield, Dry Ether, Elixir, Gigantaxe, Mind Plus
|-
|18||[[#Random|Random]]||Feathered Cap, Hi-Potion, Lunar Curtain, Remedy, Strength Tonic||14464 Gil, Crystal Ring, Faerie Tonic, Luck Plus, Soma Drop
|-
|19||[[#Random|Random]]||Ether, Hermes' Shoes, Phoenix Down, Sage's Surplice, Speed Plus||Elixir, Golden Apple, Light Curtain, Power Plus, Stamina Plus
|-
|20||[[#Floor 20|Floor 20]]||Hero's Shield||N/A
|-
|}
:<nowiki>*</nowiki><small>While most maps have a maximum of five treasures, the [[#Castle|Castle]] map has ten chests, so there are five additional items available on with that map.</small>
 
One [[#Bosses|boss]] is located on the fifth and tenth floors, and the other two are located on the twentieth floor.
 
The treasures listed are potential chests. The actual number of chests is determined by the specific [[#Maps|map]] and the floor number. The deep into the dungeon you go the more chests will appear. If the map has less than five chests, treasures will be randomly chosen from the list.
 
== Maps ==
 
{|{{prettytable|sortable=1}}
|-
!Floor||Type*||Layout**||Environment||Size||Starting point||Max. Chests
|-
|[[#Castle|Castle]]||Dungeon||Field||Castle||Very Large||Fixed||10
|-
|[[#Dancers' Village|Dancers' Village]]||Town||Closed||Town||Small||Fixed||4
|-
|[[#Dark Bahamut's Lair|Dark Bahamut's Lair]]||Minigame||Closed||Dragon Lair||Small||Fixed||0
|-
|[[#Fortress A|Fortress A]]||Dungeon||Closed||Fortress||Medium||Random (2)||4
|-
|[[#Library|Library]]||Town||Closed||Town||Medium||Fixed||3
|-
|[[#Marsh A|Marsh A]]||Dungeon||Closed||Marsh||Large||Random (3)||5
|-
|[[#Shrine A|Shrine A]]||Dungeon||Field||Shrine||Large||Random (3)||4
|-
|[[#Temple A|Temple A]]||Dungeon||Closed||Temple||Medium||Random (2)||4
|-
|[[#Floor 5|Floor 5]]||Town||Closed||Shrine||Medium||Fixed||0
|-
|[[#Floor 10|Floor 10]]||Dungeon||Closed||Shrine||Large||Fixed||0
|-
|[[#Floor 20|Floor 20]]||Dungeon||Closed||Shrine||Small||Fixed||1
|-
|}
:<nowiki>*</nowiki><small>Dungeon = fighting, Town = interact with people, Minigame = solve puzzle</small>
:<nowiki>**</nowiki><small>Closed = area with defined rooms/sections, Field = open area, Endless = no edges</small>
 
=== Random ===
 
==== Castle ====
[[Image:FFI map LSG Castle.png|thumb|left|100px|Castle<br />(click for larger view)]]
One of the largest and most complicated maps, this one isn't particularly difficult; it just requires going slowly. The catch is that most of the floor consists of very narrow walkways of invisible tiles. The tiles will occasionally flicker so you can see where they are, then disappear again. Just move very slowly and wait if you're not 100% sure where the next tile is located. If you misstep you are sent back to the beginning of the floor (though there is no other penalty, such as taking damage). It would be a good idea to turn of auto-dash if you're using it so you don't accidentally overshoot your target. You start in the northwest and the exit is in the northeast, but you have to go through the southern part to get to it. To get straight to the exit from the start take the following branches at each fork: north (from the starting point), east, south, south, west, north, exit the room from the north, north, north, north, continue along to the exit.
 
Note that this is the ''only'' map in the Grotto where ten treasure chests can appear, so you can get [[#Floors|extra items]]. The ten chests will always appear, regardless of which floor you get this map.
{{-}}
==== Dancers' Village ====
 
This floor is simply three out of five possible "rooms" filled with those dancers that can be found in various towns. Don't bother talking to any of them as they have nothing importaint to say. Unfortunalty you can only get up to three of the possible four treasure chests on this floor because of the random room selection.
 
'''Part 1'''
:'''Room A''': This room is always the starting room. There a two rows of dancers going back and forth, so simply move through the upper line first to check for a possible chest then go through the lower line to the warp tile.
 
'''Part 2'''
:'''Room B''': This room is a bit more complicated than the first, but still easy. There are three huts with dancers moving clockwise around them. Simply get into an opening and follow them around until you get get to the next circle, and then the third to check for a chest in the southeastern most section, then go back to the second circle and exit at the south end to find the warp tile.
:'''Room C''': Similar to Room B, but there is only one house, and single, massive dancer circle going around. Just grab a spot and follow the dancers around to the warp tile on the south end. If there's a chest in the northeast corner you'll see it as you move through the circle.
 
'''Part 3'''
:'''Room D''': This area is one long hallway that switchbacks five times. Two of the colums are filled with dancers meandering about aimlessly. Simply push your way through the crowds until you get to the stairs.
:'''Room E''':
 
==== Dark Bahamut's Lair ====
A very simple floor, this is simply a string of fights. You start off standing in front of Dark [[Final Fantasy/Characters#Bahamut|Bahamut]]. Talk to him and he'll tell you that you have to fight his servants (dragons) in order to prove yourself ready to pass on to the next floor. He'll then give you a list of specific dragon types you have to defeat (e.g. Red Dragons, Silver Dragons, etc.) and the room will fill up with a bunch of dragon characters wandering about. Talk to on to start a fight. You'll fight a random type of dragon, and once you defeat it, continue talking to dragons until you kill all of the ones on the list. Once you kill all the necessary ones you can talk to Dark Bahamut again and he'll let you pass. After you talk to him to finish the minigame you can't fight any of the remaining dragons, so you might want to kill them all first for EXP and Gil. There a three of each type of dragon, which means you get 84,162 Gil and 80949 EXP if you clear out the entire floor.
 
Just be careful of Holy Dragons, which can maul even a level 50 [[Final Fantasy/Classes#Warrior/Knight|Knight]]. Black dragons cast instant death spells, so it is advisable not to attempt to fight them unless you have [[Final Fantasy/Armor#Protect Ring|Protect Rings]], or even better [[Final Fantasy/Armor#Ribbon|Ribbons]]. The rest of the dragons are run-of-the-mill, and you're probably at a high enough level that even their special attacks cause trivial damage.
 
:'''Dragon types''' (see the [[Final Fantasy/Enemies|Final Fantasy enemies]] and [[Final Fantasy I & II: Dawn of Souls/Enemies|DoS enemies]] pages for details)
{|{{prettytable|sortable=1}}
|-
!Type||Special Attack||HP||Attack Power||Gil||Exp||Also found
|-
!|Black
||[[Final Fantasy/Magic/Black#Doom|Kill]]
||1600
||95
||4000
||3000
||
|-
!|Blue
||Thunderbolt
||454
||92
||2000
||3274
||[[Final Fantasy/Locations#Tower of Mirage|Mirage Tower]]
|-
!|Green
||Poison Gas
||352
||72
||5000
||4068
||[[Final Fantasy/Locations#Temple of Chaos (Past)|Chaos Shrine (Past)]]
|-
!|Holy
||[[Final Fantasy/Magic/White#Holy|Holy]]
||1374
||100
||5055
||5505
||
|-
!|Red
||Blaze
||248
||75
||4000
||2904
||[[Final Fantasy/Locations#Mt. Gulg|Mount Gulg]]
|-
!|Silver
||
||200
||53
||2000
||1800
||[[Final Fantasy/Locations#Hellfire Chasm|Hellfire Chasm]]
|-
!|White
||Snowstorm
||200
||53
||2000
||1701
||[[Final Fantasy/Locations#Ice Cavern|Cavern of Ice]]
|-
!|Yellow
||
||500
||50
||3000
||2400
||
|-
!|Zombie
||
||268
||56
||999
||2331
||[[Final Fantasy/Locations#Citadel of Trials|Citadel of Trials]]
|-
|}
 
==== Fortress A ====
[[Image:FFI map LSG Fortress A.png|thumb|left|100px|Fortress A<br />(click for larger view)]]
Long, winding hallways reminisent of the [[Final Fantasy/Locations#Flying Fortress|Flying Fortress]], this is a fairly simple map, though a bit large. If you are interested in treasure, run around to all of the different rooms and dead ends to find chests, otherwise just head straight to the southeast corner of the map for the exit tile.
{{-}}
==== Library ====
[[Image:FFI map LSG Library.png|thumb|left|100px|Library<br />(click for larger view)]]
A small, but crowded floor that involves you trying to get past annoying townsfolk who are in your way. There is no puzzle to solve; just want for them to move out of your way so you can get to the exit in the northeast.  
{{-}}
==== Marsh A ====
[[Image:FFI map LSG Marsh A.png|thumb|left|100px|Marsh A<br />(click for larger view)]]
Based on the [[Final Fantasy/Location#Marsh Cave|Marsh Cave]], this floor is a fairly open dungeon, however you have to navigate through a maze of rocks. Most of the treasure chests are on the way to the exit, but two are off in the northern section. The exit is in the southeast, but you have to get to it by going through the hallway-room from the southwest.
{{-}}
==== Shrine A ====
[[Image:FFI map LSG Shrine A.png|thumb|left|100px|Shrine A<br />(click for larger view)]]
Very similar to the fifth floor of the [[Final Fantasy/Locations#Sunken Shrine|Sunken Shrine]], you're in a large area with numerous small rooms. Additionally, there are two very long rooms that serve as hallways, connecting the west and east sides of the map. The upper hallways connects to the northeast section and the lower hallway to the southeast section. The exit is in the very northwest corner of the floor, behind a room with no door.
{{-}}
==== Temple A ====
[[Image:FFI map LSG Temple A.png|thumb|left|100px|Temple A<br />(click for larger view)]]
This floor consists of one large open area, a small room with a treasure chest, and numerous narrow hallways. The exit in in the very southeast corner of the map, in one of the hallways.
{{-}}
 
=== Fixed ===
 
==== Floor 5 ====
 
==== Floor 10 ====
A large, but simple floor, with the boss [[#Atmos|Atmos]] standing in front of the only door available from the start. Smack him around a bit to get the Judgment Staff, a weapon that casts [[Final Fantasy/Magic/Black#Flare|Flare]] when used as an item. Once Atmos is dead, go into the massive room that he was blocking. Head along the eastern wall to get to the transporter that takes you to the surface or along the western wall to get to the stairs to floor 11. It should be noted that this is the last chance to exit without dying, unless you beat Omega or Shinryu - the two strongest bosses in the game. If you aren't at a very high level, you might want to just leave and go enjoy abusing the free Flare spells you now have.
 
==== Floor 20 ====
 
== Enemies ==
:''See the [[Final Fantasy I & II: Dawn of Souls/Enemies|enemies]] page for details on each monster.''
Castles, towns, and the library do not have random encounters and the Dragon Lair only has non-random dragon encounters.
{|{{prettytable|sortable=1}}
|-
!width="%"|Enemy
|width="%"|Fortress
|width="%"|Marsh
|width="%"|Shrines
|width="%"|Temples
|-
!Black Goblin
|{{yes}}
|{{yes}}
|{{yes}}
|
|-
!Death Elemental
|{{yes}}
|{{yes}}
|{{yes}}
|
|-
!Desertpede
|
|{{yes}}
|
|
|-
!Python
|
|
|{{yes}}
|
|-
!Skuldier
|
|{{yes}}
|
|
|-
!Yellow Ogre
|
|{{yes}}
|
|
|-
|}
 
== Bosses ==
 
The Lifespring Grotto has four new bosses, which Final Fantasy fans might recognize from ''[[Final Fantasy V]]''. Gilgamesh is hiding on the [[#Floor 5|fight floor]], Atmos guards a door on the [[#Floor 10|tenth floor]], while Omega and Shinryu are on the [[#Floor 20|lowest level]].
 
'''Note''': All bosses are strong against Quake, Stone, Death, Time, and Poison. Additionally, you will receive no Gil or EXP for defeating them.
 
{|{{prettytable}}
|-
!width="16%"|
!width="21%"|Gilgamesh
!width="21%"|Atomos
!width="21%"|Omega
!width="21%"|Shinryu
<!--
|-
!|
||[[Image:FFI boss Gilgamesh.gif|150px]]
||[[Image:FFI boss Atomos.gif|150px]]
||[[Image:FFI boss Omega.gif|150px]]
||[[Image:FFI boss Shinryu.gif|150px]]
-->
|-
!|HP
||8888
||
||
||
|-
!|Attack
||70
||
||
||
|-
!|Accuracy
||110
||
||
||
|-
!|Defense
||50
||
||
||
|-
!|Agility
||20
||
||
||
|-
!|Intelligence
||20
||
||
||
|-
!|Evasion
||10
||
||
||
|-
!|Magic Defense
||220
||
||
||
|-
!|Resistance<br /><small>(see note)</small>
||
||
||
||
|-
!|Weaknesses
||
||
||
||
|-
!|Treasure
||Genji Gloves
||
||
||
|-
!|Location
||Floor 5, random location (talk to the mermaids for clues)
||Floor 10, in front of the exit door
||Floor 20, west room
||Floor 20, east room
|-
|}
 
=== Atmos ===
Atmos' has two main attacks: a fairly weak physical attack and casting [[Final Fantasy/Magic/Black#Fire3|Firaga]]. While the physical attack can be neutralized by casting [[Final Fantasy/Magic/White#Blink|Blink]], for some reason [[Final Fantasy/Magic/White#NulFire|Nulblaze]] does nothing to protect against Firaga like it should. In addition to those to he will occasionally cast Comet, a very powerful spell that can do 500+ damage to even a high-leveled character, so immediately use [[Final Fantasy/Magic/White#Cure4|Curaja]] or [[Final Fantasy/Magic/White#Cure3|Curaga]] after someone gets hit with it (or [[Final Fantasy/Magic/White#Life2|Full-Life]], if necessary). Aside from that he also does Wormhole, an instant death spell, somewhat frequently. However, if you have three or four [[Final Fantasy/Items#Ribbons|Ribbons]] then this is a worthless attack.


{{Footer Nav|game=Final Fantasy I & II: Dawn of Souls|prevpage=Hellfire Chasm|nextpage=Whisperwind Cove}}
{{Footer Nav|game=Final Fantasy I & II: Dawn of Souls|prevpage=Hellfire Chasm|nextpage=Whisperwind Cove}}

Revision as of 02:26, 25 July 2008

Note: While the Lifespring Grotto is shorter and opens before the Whisperwind Cove, the two bosses at the end are by far the hardest in the game. It is recommended that you save these two until the end, though you can still go through and get the treasures in the first ten floors at any point.

The Lifespring Grotto is directly south of Mount Duergar, right next to the canal that was created. Simply sail into the whirlpool to enter the Grotto. Access is granted once players have defeated the Fiend of Water, the Kraken.

By the time you're ready to take on the Grotto, you'll have long ago switch to the airship. As a result, your ship is probably still docked near the Lykion Desert. Since that is a long way to sail every time you want to go into the Grotto, and it's the only reason to use the ship again, you might as well dock it closer to the whirlpool - the closest place being the river mouth north of the Western Keep. To move your ship, land the airship at the northernmost point of the landmass south of the canal. Now, walk south, past the Western Keep, through the forests, and then turn east and head back to Elfheim. Continue going east until you get to the river, then canoe east and get out of the river and go into the forest. Head south and then follow the coast all the way east until you get to the Lykion Desert, and then get in your ship. Sail all the way back to where you left your airship and dock at the river mouth closest to the whirlpool. To get back to your airship simply canoe on space forward then walk north.

Inside the Grotto entrance, a mermaid tells you that this is where mermaids and humans who fall in love with each other can come to live together. After the seal is opened, she'll tell you that the water is pure now.

Floors

Floor Map Treasure Castle treasure*
1 Random 200 Gil, Dry Ether, Echo Grass, Hi-Potion, Phoenix Down Dry Ether, Feathered Cap, Hermes' Shoes, Mind Plus, Red Curtain
2 Random 400 Gil, Ether, Eye Drops, Giant's Tonic, X-Potion Genji Shield, Golden Apple, Lunar Curtain, Mind Plus, White Fang
3 Random 3000 Gil, Potion, Speed Plus, Spider's Silk, Tiger Mask Elixir, Light Curtain, Remedy, Soma Drop, White Curtain
4 Random Ether, Hi-Potion, Red Fang, Speed Drink, Strength Tonic Dry Ether, Emergency Exit, Hermes' Shoes, Phoenix Down, Power Plus
5 Floor 5 None N/A
6 Random 123 Gil, Blue Fang, Cockatrice Claw, Emergency Exit, Faerie Tonic Crystal Ring, Elixir, Giant's Tonic, Luck Plus, Silver Apple
7 Random Golden Apple, Phoenix Down, Protect Drink, Spider's Silk, Vampire Fang 32000 Gil, Megalixir, Speed Plus, Strength Tonic, X-Potion
8 Random 300 Gil, Hermes' Shoes, Light Curtain, Speed Drink, Turbo Ether 4464 Gil, Mind Plus, Remedy, Silver Apple, Stamina Plus
9 Random Blue Curtain, Faerie Tonic, Hermes' Shoes, Silver Apple, X-Potion Deathbringer, Elixir, Eye Drops, Power Plus, Protect Drink
10 Floor 10 None N/A
11 Random Cockatrice Claw, Orichalcum, Protect Drink, Silver Apple, White Fang Elixir, Lunar Curtain, Soma Drop, Speed Plus, Strength Tonic
12 Random 5000 Gil, Ether, Light Curtain, Mind Plus, Remedy Giant's Tonic, Hermes' Shoes, Megalixir, Power Vest, X-Potion
13 Random Blue Fang, Power Plus, Red Curtain, Strength Tonic, Vampire Fang Elixir, Megaelixir, Stamina Plus, Turbo Ether, White Curtain
14 Random Faerie Tonic, Hermes' Shoes, Hi-Potion, Phoenix Down, Silver Apple Emergency Exit, Gaia Gear, Mind Plus, Luck Plus, Soma Drop
15 Random Asura, Blue Curtain, Echo Grass, Potion, Spider's Silk Golden Apple, Power Plus, Speed Drink, Stamina Plus, X-Potion
16 Random 800 Gil, Elixir, Giant's Tonic, Protect Drink, Turbo Ether 40000 Gil, Hermes' Shoes, Kenpogi, Light Curtain, Speed Plus
17 Random Hermes' Shoes, Phoenix Down, Sage's Mitre, Spider's Silk, X-Potion Crystal Shield, Dry Ether, Elixir, Gigantaxe, Mind Plus
18 Random Feathered Cap, Hi-Potion, Lunar Curtain, Remedy, Strength Tonic 14464 Gil, Crystal Ring, Faerie Tonic, Luck Plus, Soma Drop
19 Random Ether, Hermes' Shoes, Phoenix Down, Sage's Surplice, Speed Plus Elixir, Golden Apple, Light Curtain, Power Plus, Stamina Plus
20 Floor 20 Hero's Shield N/A
*While most maps have a maximum of five treasures, the Castle map has ten chests, so there are five additional items available on with that map.

One boss is located on the fifth and tenth floors, and the other two are located on the twentieth floor.

The treasures listed are potential chests. The actual number of chests is determined by the specific map and the floor number. The deep into the dungeon you go the more chests will appear. If the map has less than five chests, treasures will be randomly chosen from the list.

Maps

Floor Type* Layout** Environment Size Starting point Max. Chests
Castle Dungeon Field Castle Very Large Fixed 10
Dancers' Village Town Closed Town Small Fixed 4
Dark Bahamut's Lair Minigame Closed Dragon Lair Small Fixed 0
Fortress A Dungeon Closed Fortress Medium Random (2) 4
Library Town Closed Town Medium Fixed 3
Marsh A Dungeon Closed Marsh Large Random (3) 5
Shrine A Dungeon Field Shrine Large Random (3) 4
Temple A Dungeon Closed Temple Medium Random (2) 4
Floor 5 Town Closed Shrine Medium Fixed 0
Floor 10 Dungeon Closed Shrine Large Fixed 0
Floor 20 Dungeon Closed Shrine Small Fixed 1
*Dungeon = fighting, Town = interact with people, Minigame = solve puzzle
**Closed = area with defined rooms/sections, Field = open area, Endless = no edges

Random

Castle

Castle
(click for larger view)

One of the largest and most complicated maps, this one isn't particularly difficult; it just requires going slowly. The catch is that most of the floor consists of very narrow walkways of invisible tiles. The tiles will occasionally flicker so you can see where they are, then disappear again. Just move very slowly and wait if you're not 100% sure where the next tile is located. If you misstep you are sent back to the beginning of the floor (though there is no other penalty, such as taking damage). It would be a good idea to turn of auto-dash if you're using it so you don't accidentally overshoot your target. You start in the northwest and the exit is in the northeast, but you have to go through the southern part to get to it. To get straight to the exit from the start take the following branches at each fork: north (from the starting point), east, south, south, west, north, exit the room from the north, north, north, north, continue along to the exit.

Note that this is the only map in the Grotto where ten treasure chests can appear, so you can get extra items. The ten chests will always appear, regardless of which floor you get this map.

Dancers' Village

This floor is simply three out of five possible "rooms" filled with those dancers that can be found in various towns. Don't bother talking to any of them as they have nothing importaint to say. Unfortunalty you can only get up to three of the possible four treasure chests on this floor because of the random room selection.

Part 1

Room A: This room is always the starting room. There a two rows of dancers going back and forth, so simply move through the upper line first to check for a possible chest then go through the lower line to the warp tile.

Part 2

Room B: This room is a bit more complicated than the first, but still easy. There are three huts with dancers moving clockwise around them. Simply get into an opening and follow them around until you get get to the next circle, and then the third to check for a chest in the southeastern most section, then go back to the second circle and exit at the south end to find the warp tile.
Room C: Similar to Room B, but there is only one house, and single, massive dancer circle going around. Just grab a spot and follow the dancers around to the warp tile on the south end. If there's a chest in the northeast corner you'll see it as you move through the circle.

Part 3

Room D: This area is one long hallway that switchbacks five times. Two of the colums are filled with dancers meandering about aimlessly. Simply push your way through the crowds until you get to the stairs.
Room E:

Dark Bahamut's Lair

A very simple floor, this is simply a string of fights. You start off standing in front of Dark Bahamut. Talk to him and he'll tell you that you have to fight his servants (dragons) in order to prove yourself ready to pass on to the next floor. He'll then give you a list of specific dragon types you have to defeat (e.g. Red Dragons, Silver Dragons, etc.) and the room will fill up with a bunch of dragon characters wandering about. Talk to on to start a fight. You'll fight a random type of dragon, and once you defeat it, continue talking to dragons until you kill all of the ones on the list. Once you kill all the necessary ones you can talk to Dark Bahamut again and he'll let you pass. After you talk to him to finish the minigame you can't fight any of the remaining dragons, so you might want to kill them all first for EXP and Gil. There a three of each type of dragon, which means you get 84,162 Gil and 80949 EXP if you clear out the entire floor.

Just be careful of Holy Dragons, which can maul even a level 50 Knight. Black dragons cast instant death spells, so it is advisable not to attempt to fight them unless you have Protect Rings, or even better Ribbons. The rest of the dragons are run-of-the-mill, and you're probably at a high enough level that even their special attacks cause trivial damage.

Dragon types (see the Final Fantasy enemies and DoS enemies pages for details)
Type Special Attack HP Attack Power Gil Exp Also found
Black Kill 1600 95 4000 3000
Blue Thunderbolt 454 92 2000 3274 Mirage Tower
Green Poison Gas 352 72 5000 4068 Chaos Shrine (Past)
Holy Holy 1374 100 5055 5505
Red Blaze 248 75 4000 2904 Mount Gulg
Silver 200 53 2000 1800 Hellfire Chasm
White Snowstorm 200 53 2000 1701 Cavern of Ice
Yellow 500 50 3000 2400
Zombie 268 56 999 2331 Citadel of Trials

Fortress A

File:FFI map LSG Fortress A.png
Fortress A
(click for larger view)

Long, winding hallways reminisent of the Flying Fortress, this is a fairly simple map, though a bit large. If you are interested in treasure, run around to all of the different rooms and dead ends to find chests, otherwise just head straight to the southeast corner of the map for the exit tile.

Library

Library
(click for larger view)

A small, but crowded floor that involves you trying to get past annoying townsfolk who are in your way. There is no puzzle to solve; just want for them to move out of your way so you can get to the exit in the northeast.

Marsh A

File:FFI map LSG Marsh A.png
Marsh A
(click for larger view)

Based on the Marsh Cave, this floor is a fairly open dungeon, however you have to navigate through a maze of rocks. Most of the treasure chests are on the way to the exit, but two are off in the northern section. The exit is in the southeast, but you have to get to it by going through the hallway-room from the southwest.

Shrine A

Shrine A
(click for larger view)

Very similar to the fifth floor of the Sunken Shrine, you're in a large area with numerous small rooms. Additionally, there are two very long rooms that serve as hallways, connecting the west and east sides of the map. The upper hallways connects to the northeast section and the lower hallway to the southeast section. The exit is in the very northwest corner of the floor, behind a room with no door.

Temple A

Temple A
(click for larger view)

This floor consists of one large open area, a small room with a treasure chest, and numerous narrow hallways. The exit in in the very southeast corner of the map, in one of the hallways.

Fixed

Floor 5

Floor 10

A large, but simple floor, with the boss Atmos standing in front of the only door available from the start. Smack him around a bit to get the Judgment Staff, a weapon that casts Flare when used as an item. Once Atmos is dead, go into the massive room that he was blocking. Head along the eastern wall to get to the transporter that takes you to the surface or along the western wall to get to the stairs to floor 11. It should be noted that this is the last chance to exit without dying, unless you beat Omega or Shinryu - the two strongest bosses in the game. If you aren't at a very high level, you might want to just leave and go enjoy abusing the free Flare spells you now have.

Floor 20

Enemies

See the enemies page for details on each monster.

Castles, towns, and the library do not have random encounters and the Dragon Lair only has non-random dragon encounters.

Enemy Fortress Marsh Shrines Temples
Black Goblin Yes Yes Yes
Death Elemental Yes Yes Yes
Desertpede Yes
Python Yes
Skuldier Yes
Yellow Ogre Yes

Bosses

The Lifespring Grotto has four new bosses, which Final Fantasy fans might recognize from Final Fantasy V. Gilgamesh is hiding on the fight floor, Atmos guards a door on the tenth floor, while Omega and Shinryu are on the lowest level.

Note: All bosses are strong against Quake, Stone, Death, Time, and Poison. Additionally, you will receive no Gil or EXP for defeating them.

Gilgamesh Atomos Omega Shinryu
HP 8888
Attack 70
Accuracy 110
Defense 50
Agility 20
Intelligence 20
Evasion 10
Magic Defense 220
Resistance
(see note)
Weaknesses
Treasure Genji Gloves
Location Floor 5, random location (talk to the mermaids for clues) Floor 10, in front of the exit door Floor 20, west room Floor 20, east room

Atmos

Atmos' has two main attacks: a fairly weak physical attack and casting Firaga. While the physical attack can be neutralized by casting Blink, for some reason Nulblaze does nothing to protect against Firaga like it should. In addition to those to he will occasionally cast Comet, a very powerful spell that can do 500+ damage to even a high-leveled character, so immediately use Curaja or Curaga after someone gets hit with it (or Full-Life, if necessary). Aside from that he also does Wormhole, an instant death spell, somewhat frequently. However, if you have three or four Ribbons then this is a worthless attack.