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The Rosetta Stone and the Water Crystal are both inside the Sunken Shrine. This is the longest dungeon so far: five floors, 32 chests, and Kraken guarding the crystal at the bottom. Level 35-38 is comfortable for the full clear.
Sunken Shrine
Thunder-based magic dominates this dungeon. The aquatic enemies (Sahagin Prince, White Shark, Sea Snake, Sea Scorpion, Sea Troll, Deepeyes, Water Naga) are all weak to Thunder; Thundaga wipes entire groups in a single cast. Ghosts, Mummies, and King Mummy burn to Fire and Dia as usual. Water Elementals and Pyrolisks are weak to Blizzard instead, so bring both elements. Cockatrices have no elemental weakness but can petrify, so keep Gold Needles on hand.
Water Naga and Ghost are both rare spawns here. Water Naga can also appear in the Chaos Shrine later, but Ghost is easier to find on the lower floors of this dungeon. Fight them when they show up for the bestiary.
Upper floors
3F. You arrive here. Two chests on this floor: 9,900 Gil in the west room and 2,000 Gil in the small southeast room. Two staircases lead out. Take the northeast stairs first; they lead up to the treasure-filled upper floors.
4F. Five rooms branch off a zigzag corridor. From the stairs, head south into the C-shaped room for 1,300 Gil. The northern room has Diamond Armor (put it on your Knight; it also resists Thunder). Southwest room: Light Axe, which casts Diara when used as an item and deals bonus damage to undead. Center south room: Mage's Staff, which casts Fira as an item. 12,350 Gil in the southeast. Take the stairs on the east side up to 5F.
5F. No random encounters on this floor, just mermaids who mention the crystals and Mirage Tower. Head into the room directly north of the stairs for 9,000 Gil, 1,760 Gil, and Diamond Armlet (solid mage defense upgrade). The southeast room has Diamond Shield, which resists Thunder on top of its raw defense. Work your way around the remaining perimeter rooms for an Antidote and several Gil chests. The northeast room is the important one: take the northwest corridor and follow it off-screen to the left, where it wraps around to the other side of the map. Inside are Diamond Helm, Diamond Gloves, and the Rosetta Stone.

The full Diamond set gives your Knight Thunder resistance and a major defense boost. Once you've cleared every room, head back down to 3F. Cast Teleport to exit and rest at an Inn before tackling the lower floors. Restock on Potions and make sure your Black Wizard has Thundaga charges left; you'll need them for Kraken.
Lower depths
3F (return). Take the northwest stairs down this time. The path winds through a few short connector floors. On 3F's second section, grab 1,110 Gil and 1,450 Gil from the long room before heading down to 2F.
2F. Walk north along the damaged walkway to the stairs, then continue through 3F and 4F (both just pass-throughs) until you reach 2F's second area with four treasure rooms. Clear them south to north.
Southeast room: 7,690 Gil (guarded by 3 Water Elementals) and 8,135 Gil. Southwest room: 5,450 Gil, 1,385 Gil (more Water Elementals), and the Giant's Gloves, guarded by a mixed pack of Mummies, King Mummy, Pyrolisks, and Cockatrices. Holy and Blizzaga clear them fast. The Gloves cast Saber when used as an item; save them for the Kraken fight.
Northwest room: a second Light Axe, guarded by sea monsters. And the northeast room is the big one: a Ribbon (put it on your Black Wizard; your White Wizard already has one from the Waterfall Cavern), plus 9,900 Gil, 7,340 Gil, and 2,750 Gil. Head northwest to the stairs down to 1F.
1F. No treasure. Head north through the large room, following the path west and then back north to the Water Crystal chamber. But heal up before approaching the crystal.
Kraken
Kraken has 1,800 HP and eight physical attacks per turn that can inflict Blind. He's weak to Thunder and resists Fire, Ice, and Earth. Open with Protera and Invisira to cut the physical damage, use the Giant's Gloves to cast Saber on your Knight, then Haste your main attacker. Black Wizard casts Thundaga every turn. White Wizard stays on Curaja.

Kraken's Blind can reduce your physical attackers' accuracy, but it won't affect magic damage. If Blind lands, just lean harder on Thundaga and Curaja. Defeat him and the Water Crystal is restored. Use the portal that appears to warp out of the Sunken Shrine.
Back in Onrac, fly to Melmond and find Dr. Unne near the gravestones in the northeast. Show him the Rosetta Stone and he teaches you the Lufenian language. You'll need it to enter Lufenia, the ancient city on the southern continent.