Enemy listEnemies
Chest listChests
Mirage Tower connects directly into the Flying Fortress above. Together they hold 51 chests, two bosses, and the Wind Crystal at the top. You can't save inside either dungeon, so stock up before heading in. Level 40 is comfortable for the full clear.
From Lufenia, fly into the desert on the northeastern continent. Park your airship on the southeast side, near the gap in the mountains.
Mirage Tower
Mirage Tower is three floors with 18 chests. Most enemies here fall to Blizzard: Chimeras, Hellhounds, Nightmares, and Pyrolisks all go down fast. Undead groups (Mummies, King Mummy, Vampires) burn to Fire and Dia. Black Knights and Medusas have no elemental weakness, so rely on physical attacks or Flare against them. Guardians are weak to Thunder.
1F. Enter through the first door into the large center room. Eight chests sit inside, mostly Gil. The Aegis Shield (center group, leftmost) guards against Stone and Poison; put it on your Knight. Healing Helm (gap between the right walls) casts Heal when used as an item, which saves spell charges in longer fights. Don't miss the lone chest tucked in the northeast corner, away from the main cluster. Head south and take the left door to the stairs up to 2F.
2F. Circle the outer ring counterclockwise until you hit a gap in the wall. Pass through two gaps heading south to reach the treasure room with 10 chests in two columns. Thor's Hammer (left side, middle) casts Thundara as an item; give it to your White Wizard for free Thunder damage between heals. Sun Blade (right side, middle) deals bonus damage to undead and pairs well with your Ninja. Dragon Mail (right side, bottom) resists both Fire and Ice, a straight upgrade for your Knight over Diamond Armor. The rest is Gil and a Cottage. Head back north past the robot (sorry, robot) and up the stairs to 3F.
3F. Walk south into the only room. Sabertooth is a rare spawn on this floor; fight one for the bestiary if you haven't already from the Citadel of Trials area. The Blue Dragon guards the teleporter at the back of the room.
Blue Dragon has 454 HP and 200 Magic Defense, making spells nearly useless. Buff your physical attackers with Haste and Temper while the White Wizard casts Protera and Invisira. Focus entirely on melee damage. The fight is straightforward if your Knight is wearing Dragon Mail from the floor below.
Proceed to the red teleporter in the middle of the room. Use the Warp Cube to reach the Flying Fortress.
Flying Fortress
The Flying Fortress is five floors with 34 chests and tougher enemies. Black Flans, Earth Medusas, and Vampire Lords are weak to Fire; Fire Hydras and Nightmares go down to Blizzard. Mindflayers can instant-kill a party member, so keep your Ribbons equipped. Rakshasa, Dark Fighter, and the Golems have no weakness; physical damage is your best option against them.
1F. Three treasure rooms branch off the main hallway. Head south first for the Razer, a saber that casts Scourge when used as an item. The west room holds four chests (Gil), and the east room has five, including a Protect Ring and a second Healing Helm. Head north to the teleporter.
2F. Six rooms ring the floor, three on each side. Start west and work counterclockwise. The southwest room has the Adamantite, a key item you'll need to forge Excalibur after this dungeon. Ribbon in the east room goes on your Ninja for full status immunity. White Robe (southeast, left chest) guards against Fire and instant death and casts Invisira as an item; equip it on your White Wizard. Black Robe (southeast, right chest) resists Ice and time-based effects and casts Blizzara; put it on your Black Wizard. Diamond Gloves and Diamond Shield in the northeast and east rooms fill out the rest of your armor set. South to the teleporter.
3F. Check the giant orb in the center for a scene about the Wind Crystal. Soldier is a rare spawn on this floor; keep fighting until you find one for the bestiary. Three rooms hold the chests: north (4), east (6), and west (4). Protect Cloak (east room) takes a shield slot but works well on your Black Wizard for extra defense. Sasuke's Blade (west room) is a strong Ninja weapon if you didn't give them the Sun Blade earlier. Grab the west room last since it's closest to the teleporter path heading south.
4F. This floor has no chests. The layout is a grid of square holes you walk between. Head north twice, then west twice to reach the teleporter in the northwest corner.
5F. Heal up and restore MP with Ethers before taking a step on this bridge. Every random encounter here has a small chance to spawn Warmech, a superboss tougher than Tiamat herself. Walk north across the bridge to reach the Wind Crystal.
Warmech
Warmech has 2,000 HP and a 4.7% encounter rate on the 5F bridge. He hits harder than Tiamat and opens with Nuke, a fire-based attack that can wipe your party in one shot. Cast NulBlaze immediately, stack Invisira, NulAll, and Protera, then Haste your fighters and go all-out. Lightning is the only element Warmech doesn't resist. He's needed for the Field Research - Professional trophy but entirely optional. But some players walk the bridge for hours before he shows up.

Tiamat
Tiamat has 2,400 HP and resists every element: Fire, Ice, Thunder, and Earth. She attacks with Blaze, Icestorm, Thunderbolt, and Poison Gas, hitting the whole party each turn. Stack Nul spells (NulShock, NulBlaze, NulFrost) or cast NulAll, buff your fighters with Haste and Temper, then focus on non-elemental damage. Flare, Holy, and physical attacks do full damage.

Defeat Tiamat and the Wind Crystal is restored. All four crystals now shine. Use the portal to exit.
Return to Mt. Duergar
Take your airship and fly to Mt. Duergar on the western continent. Time to turn that Adamantite from 2F into something useful.
Find Smyth the blacksmith in the northern room. Show him the Adamantite and 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, it's time for the final dungeon. Buy 99 Potions, 99 Ethers, and a stack of Phoenix Downs; you'll burn through them. Your next destination is the Chaos Shrine, where the game began.