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Deep Dungeon

Deep Dungeon.

A lighthouse built to prevent ships sailing the Bugross Sea from running aground. It suffered damage during the Fifty Years' War.

Description
Deep Dungeon 3

Midlight's Deep when 2 or more crystals are active.

Midlight's Deep (ディープダンジョン, Dīpu Danjon?, lit. Deep Dungeon), also known as Deep Dungeon, is an optional dungeon in Final Fantasy Tactics that serves as a sidequest. Located on an island east of the Port City of Warjilis, it consists of ten levels of caves, each of which consist of an independent battlefield. It is home to the most difficult enemies in the game, and the best treasure through the Treasure Hunter ability. This sidequest is needed to be passed in order to recruit the Byblos.

Midlight's Deep can be unlocked after completing the battles in Mullonde. When the player enters Warjilis again, a scene will play, and then Midlight's Deep appears on the world map. From the start, only one of the ten levels can be accessed. In order to get deeper, the player must fight a battle, all of which function like random battles with random enemies to face. Simply defeating every enemy on the screen will not work, instead, the player must find a passageway which leads to the next level.

This passage is always hidden in one of five different squares on each floor. To find the exit, a unit needs to step on that square. The Treasure Hunter ability is not required, but equipping it is highly recommended to find rare items. After finding the next passage, the heroes must defeat all enemies on the current level to complete the current battle and unlock the next one.

Every battlefield is completely dark, though the player can see the units and the movement squares. To light the areas, the player must kill enemies to create crystals, which light up the area slightly. When there are five crystals on the ground, the area is completely lit.

The tenth level is special in that it holds a regular storyline battle with the secret Lucavi demon Elidibus. Following that battle, it can be accessed as a normal level like all the others.

Battle information[]

Midlight's Deep (Tactics)
Front view:
[[File:{{{front img}}}|300px]]
Back view:
[[File:{{{back img}}}|300px]]
Side view:
[[File:{{{side img}}}|300px]]
Back side view:
[[File:{{{back side img}}}|300px]]
Overhead grid:
[[File:{{{grid img}}}|300px]]
Units
Enemies

5 (Elidibus, 4 Reaver)

Guests

Byblos

Formation

. . X X
. X X X
X X X X
X X X .
X . X .

Additional info The Byblos joins the party after this battle, if it survives.
Conditions Defeat Elidibus.
Weather None
Enemy level ? Recommended level 40 - 50
Team capacity 4 + Ramza Number of teams 1
Battle Trophies None Hidden items Zodiark Summon
Terrain Stone Outcropping, Stalactite, Darkness Geomancy Tremor, Sandstorm


Random Battle Enemies[]

The Crevasse (NOGIAS)[]

Nogias

'Beginning' usually happens over trifles. Even if it's a coincidence.

PlayStation description

The light fades as one begins the descent into this great earthen rift.

War of the Lions description

The Stair (TERMINATE)[]

The Stair(TERMINATE)

Let's assume the best solution is to forget your duty. But, that's only if you know the meaning of 'preparation'.

PlayStation description

An ancient stair leads deeper into the earth, but the footing is treacherous in the dark.

War of the Lions description

The Hollow (DELTA)[]

The Hollow(DELTA)

When you lose your way in life, time may solve problems. What if you can't find your way? Laugh, but quietly.

PlayStation description

An expansive cavern opens in the inky blackness, deep within the bowels of the earth.

War of the Lions description

The Catacombs (VALKYRIES)[]

The Catacombs(VALKYRIES)

Another person's life is saved in exchange for yours. In other words, yours is saved in exchange for another person's.

PlayStation description

The final resting place of many who once called Midlight's Deep their home.

War of the Lions description

The Oubliette (MLAPAN)[]

The scent remains, even if everything is gone. It stays deeply in one's memory forever.

PlayStation description

Without a light to guide one's way, there could be no escape from the steep, sheer walls of this chasm.

War of the Lions description

The Palings (TIGER)[]

The Palings(TIGER)

Does man become wild if all rationality is taken away from him? The answer is NO. This is because he doesn't have grace.

PlayStation description

There are thresholds man was never meant to cross. These palings may quite possibly number among them.

War of the Lions description

The Crossing (BRIDGE)[]

The Crossing(BRIDGE)

Though there are many possible ways, "Bridge" made it into one. This is a serious matter.

PlayStation description

This hazardous crossing is the only route forward, but a single misstep could send one spiraling into the void.

War of the Lions description.

The Switchback (VOYAGE)[]

The Switchback(VOYAGE)

Other than finding an answer. [sic] Is anything else to be gained from a journey?

PlayStation description.

Those who would venture deeper into the abyss are funneled into this winding passageway.

War of the Lions description

The Interstice (HORROR)[]

The Interstice(HORROR)

It's impossible to describe horror. But one may be able to know it if one tells quietly...

PlayStation description.

The stale air and stifling darkness make the walls of this narrow passage all the more oppressive.

War of the Lions description.

Terminus (END)[]

Terminus(END)

There is no reason why things end. Were it not so, all would be meaningless.

PlayStation description.

At depths unfathomable, the passage at last comes to an abrupt end.

War of the Lions description.

Treasures[]

The Crevasse (NOGIAS)[]

The names of the Blaze and Glacial Guns are swapped in the PlayStation version.

The Stair (TERMINATE)[]

  • Phoenix Down/Save the Queen (0,1 on a panel of height 1)
  • Phoenix Down/Elixir (2,10 on a panel of height 9)
  • Phoenix Down/Elixir (4,0 on a panel of height 0)
  • Phoenix Down/Blood Sword (6,7 on a panel of height 6)

The Hollow (DELTA)[]

  • Phoenix Down/Zeus Mace (1,6 on a panel of height 0.5)
  • Phoenix Down/Elixir (2,15 on a panel of height 1.5)
  • Phoenix Down/Elixir (5,3 on a panel of height 1.5)
  • Phoenix Down/Yoichi Bow (7,9 on a panel of height 4.5)

The Catacombs (VALKYRIES)[]

  • Phoenix Down/Elixir (2,12 on a panel of height 7)
  • Phoenix Down/Rod of Faith (8,4 on a panel of height 4)
  • Phoenix Down/Fairie Harp (9,5 on a panel of height 4)
  • Phoenix Down/Kaiser Shield (10,5 on a panel of height 4)

The Oubliette (MLAPAN)[]

  • Phoenix Down/Elixir (0,0 on a panel of height 1)
  • Phoenix Down/Iga Blade (0,11 on a panel of height 7)
  • Phoenix Down/Excalibur (2,8 on a panel of height 18)
  • Phoenix Down/Elixir (6,11 on a panel of height 11)

The Palings (TIGER)[]

  • Phoenix Down/Ninja Gear (0,9 on a panel of height 5)
  • Phoenix Down/Elixir (0,10 on a panel of height 5)
  • Phoenix Down/Cursed Ring (1,9 on a panel of height 5)
  • Phoenix Down/Blaster (1,10 on a panel of height 5)

The Crossing (BRIDGE)[]

  • Phoenix Down/Elixir (4,4 on a panel of height 12)
  • Phoenix Down/Staff of the Magi (4,10 on a panel of height 13)
  • Phoenix Down/Koga Blade (4,12 on a panel of height 12)
  • Phoenix Down/Elixir (4,14 on a panel of height 10)

The Switchback (VOYAGE)[]

  • Phoenix Down/Elixir (2,10 on a panel of height 3)
  • Phoenix Down/Ragnarok (3,8 on a panel of height 3)
  • Phoenix Down/Lordly Robe (6,7 on a panel of height 3)
  • Phoenix Down/Perseus Bow (8,6 on a panel of height 3)

The Interstice (HORROR)[]

  • Phoenix Down/Venetian Shield (4,8 on a panel of height 2)
  • Phoenix Down/Grand Helm (5,8 on a panel of height 8)
  • Phoenix Down/Elixir (6,1 on a panel of height 2)
  • Phoenix Down/Maximillian (9,2 on a panel of height 4)

Terminus (END)[]

  • Phoenix Down/Elixir (5,10 on a panel of height 15)
  • Phoenix Down/Chirijiraden (5,12 on a panel of height 15)
  • Phoenix Down/Chaos Blade (7,10 on a panel of height 15)
  • Phoenix Down/Elixir (7,12 on a panel of height 15)

Exit locations[]

Each map has upwards to 5 different locations for the possible exit to the next floor, barring the END floor which is the final floor. The locations for each of the exits are as follows:

The Crevasse (NOGIAS)[]

(1,1), (3,1), (8,3), (9,0), (9,6)

The Stair (TERMINATE)[]

(0,0), (0,9), (1,4), (6,1), (8,0)

The Hollow (DELTA)[]

(1,1), (3,11), (7,8), (8,2), (8,8)

The Catacombs (VALKYRIES)[]

(2,2), (3,4), (4,1), (6,0), (10,7)

The Oubliette (MLAPAN)[]

(1,2), (3,4), (4,2), (6,0), (6,4)

The Palings (TIGER)[]

(0,0), (2,1), (2,5), (7,2), (9,0)

The Crossing (BRIDGE)[]

(0,14), (2,8), (2,13), (4,2), (5,6)

The Switchback (VOYAGE)[]

(0,13), (1,10), (1,13), (8,5), (10,10)

The Interstice (HORROR)[]

(1,0), (2,10), (4,2), (6,0), (8,2)

Other appearances[]

Pictlogica Final Fantasy[]

Castle Cornelia PSThis section about a location in Pictlogica Final Fantasy is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

War of the Visions: Final Fantasy Brave Exvius[]

The Midlight's Deep is available during the second Final Fantasy Tactics collaboration. It is a 10-floor dungeon using the exact same floors as the original and replicating the darkness mechanics. It plays under the same rules as The Porcelain Tower event with the player's units HP/TP/AP values, remaining skill uses, and KO'd or petrified units carrying over floors, but with the player being able to switch party members before entering a floor, and also being able to restore all units to full capacity, once each 24 hours.

Unlike the original, the player is only required to defeat all enemies present to progress rather than find a secret exit. The enemies present in each floor are also vastly different than those in the original. The player earns rewards purely through clearing the floors rather than having to scavenge for them.

Player's can earn the Lesalia Royal Guard Standard-Issue Sword and the necessary materials to awaken it in full.

Behind the scenes[]

The concept of the dungeon was inspired by the Palace of the Dead from the game's spiritual predecessor, Tactics Ogre.

The Deep Dungeon in Final Fantasy XIV alludes to the Midlight's Deep.

Etymology[]

Deep Dungeon is a series of role-playing video games developed by HummingBirdSoft. The first two installments were released on the Family Computer Disk System by Square's label DOG; the third one was released on the regular Family Computer by Square directly and the final one by Asmik.

The names for each level from the original Japanese version and the PlayStation translation pertain to the movie Apocalypse Now, with order to the plot:

    • "NOGIAS" is "Saigon" spelled backwards, which happens to be the opening location for the movie.
    • "TERMINATE" refers to the orders given to Captain Williard to "terminate" the rogue Colonel Kurtz.
    • "DELTA" is the "Mekong Delta", the first step on Williard's journey.
    • "VALKYRIES" is a reference to the song played during a helicopter attack on a VC village, Richard Wagner's "Ride of the Valkyries".
    • "MLAPAN" is a "napalm" spelled backwards, a reference to the classic line "I love the smell of napalm in the morning" spoken by Lt. Colonel Bill Kilgore after the helicopter attack.
    • "TIGER" refers to an event during Williard's journey up the river, in which one of his men leaves the PBR for mangoes, only to be attacked by a wild tiger.
    • "BRIDGE" refers to the chaotic passage past the Do Long Bridge, which is under siege by North Vietnamese forces.
    • "VOYAGE" refers to the last leg of the journey to Colonel Kurtz's jungle hideout.
    • "HORROR" is a reference to Colonel Kurtz's famous last line: "The horror... the horror..."
    • "END" is the end of the movie, as well as a reference to The Doors' song "The End", which is used prominently during the movie.
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