Enemy list
Chest list
Hidden items
Head north from the Ancients' Maze exit. The Crystal Tower is the final dungeon complex: Eureka sits inside the first floor and holds the strongest weapons in the game, and the tower itself climbs nine floors to Xande's throne. Forty-two chests and twenty-four new bestiary entries fill every corner.
Eureka, the Forbidden Land
Enter the Crystal Tower and go north to the mirror. Use the Eureka Key to warp inside. Five regular enemies patrol the floors, with two more appearing from B5 onward.
Sleipnir inflicts nasty status ailments across the party; keep Ribbons and Remedies handy. Haokah travel in groups and spam Lightning, so kill them fast before the damage stacks. Acheron and Oceanus won't appear until B5, and both are tankier than anything on the upper floors.
B1. Four chests sit in the first room, two on each side. Loop around left for Bomb Arm and Heavenly Wrath (323/367), then right for Arctic Wind and Elixir (325/367). Take the stairs south.
B2. Head south to a four-way split. The west room holds a Bomb Arm (326/367); the east room has Arctic Wind, Heavenly Wrath, and a Phoenix Down (329/367). South of the left room, look for a crack in the wall. The hidden path leads to a chest, but opening it triggers a boss fight.
The Ribbon blocks all status ailments. Equip it on your healer immediately. Exit the hidden path and head south down the left stairs to B3 for a Shuriken (331/367). Return to B2, cross to the right stairs, and take those down to the other side of B3 for an Elixir, another Shuriken, and a Phoenix Down (334/367). Continue down to B4.
How to beat Amon
Amon has 23,000 HP and uses Barrier Shift to rotate his elemental weakness, the same gimmick Hein used. But your party can brute-force through the shifting defenses now. A Magus with Bio or Quake bypasses the elemental rotation entirely; Summoners with Bahamut deal non-elemental damage that ignores Barrier Shift altogether.
Equip the Moonring Blade on a Dark Knight immediately. It's also excellent on the Ninja job you'll unlock shortly. Head down the stairs to B5.
How to beat Kunoichi
Grab the Phoenix Down (335/367) west of the fork on B5 before approaching the katanas on the east altar. Kunoichi has 19,000 HP and the lowest defense of the sealed weapon bosses. She relies on physical attacks and Aeroga, which is her only dangerous spell. Unload everything you have; she'll fall in a few turns.
Dual-wield the Masamune with the Moonring Blade on a Dark Knight for devastating damage. It's the strongest dark sword in the game. Pick up the Phoenix Down (336/367) near the south stairs and head down to B6.
How to beat General
Follow the bridges east on B6 to a sword embedded in stone. General has 25,000 HP but wastes turns on Drain (which barely heals him) and Death (which fails more often than it hits). Bio does unimpressive damage. His physical attacks are the real threat but nothing a Curaja cycle can't handle. If Death does connect, use a Phoenix Down or Arise and keep pushing.
Excalibur grants +5 to all stats on top of strong base damage. Backtrack to the B6 entrance and take the left path this time. The bridges look broken, but invisible paths connect the gaps. Follow them down to B7.
How to beat Scylla
Two weapons wait on B7, one left and one right. Fight the left one first (the staff). Scylla is the most dangerous Eureka boss at 25,000 HP. She casts Flare, Holy, Thundaga, and Curaja, a relentless barrage that can brutalize your party if healing falls behind. There's no trick here; the fight tests whether your damage output can outpace her spellcasting. Hit her with everything.
Defeating Scylla grants the Elder Staff and unlocks two jobs: Sage and Ninja. Sage combines Magus, Devout, and Summoner into one job with access to every spell and summon in the game; the only downside is a slightly smaller MP pool than dedicated casters. Ninja can throw items for massive damage (Shurikens hit 9,999+) and equip nearly everything, including the Excalibur. Both are worth switching to immediately.
How to beat Guardian
Approach the right weapon next. Guardian has 23,000 HP and leans heavily on physical attacks with occasional Quake and Reflect. If you switched to Ninja after Scylla, throwing Shurikens ends this fight in two or three turns. Otherwise, watch for Reflect bouncing your spells back and stick to physical attacks.
Head north through the door. Four chests in the final room hold two Elixirs and two Shurikens (340/367). Two Sages stand between them selling the most powerful magic and summons in the game.
Eureka shops
The left Sage sells Level 8 magic: Arise (full-HP revival), Holy, Flare, Tornado, Meteor, and Death. Buy Arise first; it's the single most important spell for the final stretch. Holy and Flare are strong offensive options if your Sage has the MP to spare. Death isn't reliable enough against bosses to justify the price.
The right Sage sells summon spells (Odin, Leviathan, Bahamut) in case you want duplicates for a second Sage. But the real prize is behind the hidden button on the north wall between them. Press it to reveal a passage leading to a third Sage who sells Shurikens at 65,500 Gil each and Crystal equipment. Spend every Gil you have on Shurikens. A Ninja throwing one deals 9,999 damage against any enemy in the game, including the final boss.
Cast Teleport or use an Ottershroom to exit. Back at the Crystal Tower 1F mirror room, it's time to climb.
Crystal Tower
Thirteen new bestiary entries fill the tower, and several only appear on specific floors. Miss the rare dragons and you'll have to re-climb.
Glasya Labolas on 4F can inflict Confuse, which is dangerous if it hits your healer. Keep a Ribbon equipped. Shinobi also appears from 2F onward but should already be in your bestiary from the Falgabard boss fight. Red Dragon on 7F hits at 170 ATK with every -aga spell; treat it like a boss encounter and stay on top of healing.
Use the Syrcus Key on the north door of 1F. Before heading up, loot both sides of the floor.
1F. Go west down the winding path for a Shining Curtain (341/367). Halfway back up, push through the crack in the wall for White Musk (342/367). Return to the mirror room and go east for the mirrored layout: Shining Curtain and White Musk (344/367), then through the east wall crack for Chocobo's Wrath and Earthen Drums (346/367). Grab Chocobo's Wrath and Lilith's Kiss (348/367) flanking the north door. That's eight chests on this floor alone.
2F. Head left through winding paths to an Elixir (349/367) at the western edge. Go south and right through a crack in the crystal wall, then northeast for a Phoenix Down (350/367). Return south to the stairs, grabbing an Elixir (351/367) just west of them.
3F. Go north to the wall, right through two consecutive cracks, then south. Pick up the Elixir (352/367) above the stairs and head up to 4F.
4F. New enemies from here. Follow the linear path to Phoenix Down and Elder Staff (354/367) at the south end. The Elder Staff casts Curaga when used as an item (a solid backup heal). Continue west, loop clockwise, and take the stairs back down to 3F. Grab the Phoenix Down (355/367) immediately north, then head west and through two cracks to reach two Elixirs (357/367) flanking the stairs back up to 4F. On 4F again, go south to the 5F stairs.
5F. Yellow Dragon territory. Farm it before moving on; it can inflict Silence, so have Echo Herbs ready. Follow the path west, south, east, south at the split, then west to the 6F stairs.
6F. Green Dragon here. Powerful physical attacks, so Protect helps. Grab Phoenix Down and Crystal Mail (359/367) from the chests flanking the swirling paths, then head south to 7F.
7F. Red Dragon is the final regular bestiary entry. Two forks branch left and right with four chests total: Crystal Shield and Crystal Gloves (361/367) on the west, Crystal Helm and Phoenix Down (363/367) on the east. That's the last Crystal gear in the game. Head north to 8F.
Interact with the mirror. A long scene plays, and you'll land on 9F.
How to beat Xande
Xande has 38,000 HP and spams Meteor, Quake, and every -aga spell in the game. A battle of attrition is suicide. Go full offense: Shurikens deal 9,999 per throw, Bahamut hits hard, and physical attackers should swing every turn while a single Sage or Devout keeps the party alive with Curaja and Arise.
After Xande falls, the Cloud of Darkness attacks your party. This fight is scripted and unwinnable; Particle Beam will wipe everyone regardless of level or gear. You can kill your own party members to speed up the inevitable. Doga and Unei appear after the defeat, sacrifice their power to revive you, and send you to the World of Darkness for the true final battle.