Citadel of Trials and Dragon Caves
With the Airship at hand, you’re free to roam the entire world. Before we restore the next crystal, let’s grab a major power spike. This chapter contains 23 chests and 15 new bestiary entries.
Getting to the Citadel
Fly directly south until you wrap around to the north part of the map. Land on the grass between the two deserts. 10 bestiary entries are split across the desert east of the Citadel and the grasslands north of it. These are first encounters; several show up more reliably in later dungeons, so tap any card to see every other spot it spawns. Allosaurus (#083) and Tyrannosaur (#103) are rare spawns.
New Enemies
Stick to the outer path heading southwest through the desert until you reach the Citadel of Trials.
Citadel of Trials
New Enemies
The Citadel has 10 chests across 3 floors. Inside, approach the elder in the center. He’ll recognize the Crown and let you undergo the trials. After speaking with him, walk to the top left corner and sit on the throne. This teleports you to 2F.
2F. Maze of portals. Take this exact route:
- Room 1: Only one portal
- Room 2: Only one portal
- Room 3: Take the bottom portal
- Room 4: Only one portal
- Room 5: Take the bottom portal
- Room 6: Only one portal
- Room 7: Take the right portal closest to you
- Room 8: Take any right and go through the door at the end to pick up a Potion. Exit the room, walk south and take the southernmost teleporter, then walk up the stairs to 3F
3F. Walk north and you’ll come across a Minotaur Zombie. After beating it, grab the Healing Staff from the chest in front of you. Take a left and pick up three more chests. After collecting those, go south until you see 4 chests (the first is guarded by monsters). Continue right and open the last chest for the Rat’s Tail.
The boss blocks the exit: a pair of Dragon Zombies.
How to Beat Dragon Zombie
After the fight, sit on the throne to teleport back to the first floor and leave the Citadel.
Dragon Caves
Back at your Airship, fly northwest to a cluster of five small islands. These are the Dragon Caves, and they hold 13 treasure chests between them. No random encounters inside the caves.
Start with the rightmost island. In the first room closest to you are three chests containing Gil. The second room contains four more chests. Exit the cave and get back into your Airship.
Skip the small island nearby; it has a dragon NPC, no treasure. The marshlands island has 3 chests: an Elixir, Cottage, and 1,000 Gil. The leftmost island holds a Tent upstairs and a Dry Ether plus Gold Needle downstairs. That’s all 13 chests.
Board your Airship and take the eastern entrance on the northern island. Walk through the tunnels until you reach Bahamut. Show him the Rat’s Tail and he grants your entire party the class upgrade.
Class Changes
Class change is the biggest power spike in the game. Each class transforms into an advanced form with new spell access and equipment options.
White Magic up to Level 3. Can equip the best gear in the game.
Black Magic up to Level 4. Gains access to almost any weapon and armor.
New equipment options but still hits hardest bare-handed. Remove his weapon if you haven't already.
Both schools up to Level 7. Finally learns the spells Red Mage was locked out of.
Level 7 and 8 White Magic, including Full-Life and Holy.
Level 7 and 8 Black Magic, including Flare.
Visit each town and update your spell loadout. Your Knight should learn Cure and Protect from Cornelia; your Ninja should grab Fire and Thunder from Elfheim. Pick up Exit from Crescent Lake as it lets you teleport out of dungeons.
With your newly upgraded party, head to Gaia on the northeast continent.