Onboard the Queen Fury, the party splits up for some relaxation as the ship heads for the town of Furni in Mille Seseau after Lenus and the Moon Dagger. You'll first be in control of Shana, and you'll be spending a lot of time running around the ship with the different characters talking with one another. Start by using the stairs near Shana's location to go below ship where Kongol is. Search the cart used for moving coal in the bottom-right corner to pick up a Stardust.
Go back topside and use one of the three doors to the north to enter inside the ship. Search the pipe on your right-side, just off the stairs, to pick up a second Stardust. You can find Albert inside the sitting room just above from where you entered.
The door on the left-side of the hallway leads to a kitchen where your can play a simple Julienne-style mini-game with any of your characters. It's just for fun; whether you win or lose, you receive just 1G.
Continue north down the hallway to locate the crew quarters where Meru is squirming about, bored. You can also check the wardrobe with each character for humorous reactions to whatever may be inside. If you continue up the stairs, you'll find the ship's engine room, but there is nothing there.
Return and use the stairs near where you picked up the second piece of Stardust, then use the following flight to be topside again. Haschel is here, but move past him and enter the Queen Fury's bridge. Talk to Dart who is lost in thought. They'll briefly discuss their relationship and Shana will run off, leaving you in control of Dart who is looking for Rose now. Climb the large, nearby ladder and ascend it up to the crow's nest to talk with Rose about the Black Monster. Rose, mysterious as always, will then want to go for a walk once Dart leaves.
Rose, seeing Haschel just below the bridge, wants to speak with him. You'll see a flashback from Haschel's rigorous training of his daughter, Claire, and her subsequent running away. Shaking it off, Haschel will want to go and mess with Kongol, who if you recall, is below deck at the front of the ship where Shana starts/is. Upon speaking with Kongol, you'll then be in control of him, who wants to talk to the "King of Human", Albert about Doel. Albert is in the sitting room near where you found your second Stardust. Inside, Albert will tell Kongol about what it means to be friends. He will then exit, leading Albert to hear Meru nearby and want to see what she is up to.
Walking in to the crew quarters and a pillow to the face, Albert will question Meru about her intentions for continuing to travel with them. She'll dodge the question, then want to go and hang with Dart who is back on the bridge. When you approach him, Dart will have the option to answer who he thinks it is surprising him. Rose and Haschel are the most comical choices, but select whichever you like. Afterwards, Dart joins with Meru to explore the ship. You can return to the other party members for scenes, but your goal is to speak with Rose back up in the crow's nest.
Meru will attempt to talk with Rose when the ship's lookout will spot a mysterious vessel approaching the Queen Fury. A movie will play as the infamous Phantom Ship makes its ways towards our ship; colliding with it and causing major damage. Shana will be separated from the rest of the group, found onboard the Phantom Ship and surrounded by vengeful ghosts, but saved by a pair of equally-mysterious ghost knights. At Shana's urging, and with time to spare while the Queen Fury is repaired, Dart will agree for the party to explore the ghost ship.
When you retake control of Dart, exit to the left, by a locked door, and use the action icon near the edge of the two ships to jump back onboard the Queen Fury. The party can use the lower-left exit, near one of the crew members, to rest, and descend the stairs to find a weapon and item shop. It's very important to note that this is a one-time shop and is only available while exploring the Phantom Ship. Once it's cleared, a number of these items will become missable. Make sure to pick up a Glaive for Albert/Lavitz, and a Warrior Dress if you sold the one you found in the Barrens; both will become missable items. You can still get the Beast Fang weapon from the Lizard Man back at the Nest of Dragon and the accessories in Fletz.
In the item shop, not only is the Dancing Ray item extremely useful for this dungeon, but it's also the last place you will see it for sale. You will find a single one later, in a treasure chest, but after that, it becomes a missable item; not dropped by any enemy, so I suggest you stash one away in your inventory. For this dungeon, consider buying some additional Angel's Prayer items, too. Although a short dungeon, the Phantom Ship's enemies are quite a challenge, but you will only be forced to fight them if you touch one of the blue pyres around the ship. The Death enemy frequently uses an instant death attack, so consider a Talisman on one of your characters. If using Shana, and I highly recommend you do for this dungeon, reequip her with the Sparkle Arrow. I would shy away from Meru, as her low physical defense and fire elemental magic of the enemies puts her in a lot of risk. However, due to the rest facilities and ease of encountering enemies, the Phantom Ship makes for a great place to build levels, Gold, and your additions, but keep in mind that it is a one-time dungeon and you cannot return once the boss is defeated, so make sure to explore thoroughly.
The Skeleton monsters onboard the Phantom Ship carry Dart's initial weapon, the Broad Sword, as a drop in case you want to pick up multiple of them. Besides an extra you found in Helena Prison, this is the only other place in the game you can obtain more than one of this weapon.
For the moment, ignore the door across from your access point to the Queen Fury, and move back down to the area you started the dungeon. Move toward the northeast, around the stairs leading downward, and enter the room just beyond. You'll see the visage of one of the ship's crew looking for the Captain. Once seen, back out and attempt to go down the stairs for another scene with the ghostly crew member, then descend the stairs. Dodge or fight the pyres in the hallway (They respawn) and enter the first door in the hall you saw the purplish ghost flee into. Climb the ladder and attempt to open the chest to be thrown into a battle with three Skeletons. When over, if you're a completionist, return to the Queen Fury and save your game: we'll have a lot of resetting ahead of us.
Return to the hallway and use the second-from-left door, this time. Open the chest to enter battle with two Skeletons and a Magician Bogy. The Bogy, which you can only fight two battles with, rarely drops the Magical Hat helmet, which is, in my opinion, the best headgear in the game for Albert/Lavitz and Kongol, until you can purchase a Legend Casque. Usable by everyone, however, it provides no physical defense, but highly increases your magical attack, defense, and provides the character with 50% more MP. It's useful for everyone, really, depending on how you prefer to setup your characters. Besides from the Magician Bogy, you will only find two in treasure chests later in the game. Personally, I wouldn't leave the Phantom Ship without one.
After the battle with the Skeletons and Bogy, return to the hallway, then exit to the far-right, grabbing the crate with 50 Gold in it outside before entering. Check the chest in the upper-left corner of the room, then search it again when it relocates to a corner in the bottom-left to fight three Magician Bogys this time. To defeat them quickly, have Shana use the "Special" Dragoon command and then summon the White Silver Dragon to destroy them instantly. If you don't have her final spell, use Star Children and other multi-target spells from the rest of the characters; alternately, Dancing Rays work great, too. If you don't get a Magical Hat from one of the battles, reset your game and try again. It took me roughly seven resets to get one, which isn't bad considering how long it took to get both of the Gehrich/Mappi items.
With the Bogy defeated, you'll hear the voice of the ship's Captain calling you to meet him in his quarters, which is where you first saw the ghostly appearance of the crew. Open the chest in the room for an additional 20G, then examine the sparkle in the upper-right corner. Four crew members will appear, each giving you a specific number, that you will use, or try to, very soon.
Back upstairs and around to the outside of the Captain's quarters, you'll have to fight through the pyres to enter the now-open door inside. The party will notice the portrait of a beautiful woman hanging on the wall, until confronted by the Captain's ghost. He'll plead with the party to put the souls of the crew, who were slain by the Black Monster, to rest. Afterwards, check the position where he appeared to find the Key to Ship item, then 300 Gold in the two chests. The Key unlocks the door near where the party first began the dungeon; just before the screen returning you to the Queen Fury. As you make your way there, ghost knights will appear, wanting to protect a "Princess Louvia" and attempt to attack Rose, adding further mystery to the situation.
Don't enter the locked door yet, we have to first put those numbers we saw to use; or attempt to, I guess. Enter the door across from the Queen Fury for Dart to be warned that evil will come to the one that tries to open the chest. So, here's the situation: You need three numbers to open the chest, but the ghosts gave you four, which means one is fake. Which one? There's no way to know. Okay, so there's some sort of trick to the order of the numbers, right? Nope. So...how do you open the chest? You won't without some serious luck. I know, it sucks. Also, you only have 10 tries to open the chest, with each two tries diminishing the quality of item you can receive, then when you run out, you not only have to fight three Skeletons, but have to make your way back to the bottom of the ship to get another four set of numbers. Thankfully, the rewards are nothing you cannot get anywhere else, but they include:
- Ultimate Wargod (1-2 Tries)
- Talisman (3-4 Tries)
- Magic Ego Bell (5-6 Tries)
- Panic Guard (7-8 Tries)
- Stun Guard (9-10 Tries)
These knights are adamant that you are in company of the Black Monster and aren't going to cross over to the other side easily. This is a fairly simple boss, as long as you know how it works. The four Ghost Knights need to be killed within 3 turns of killing the Ghost Commander or he will revive himself; subsequently, as long as the Commander lives, the Ghost Knights revive after every 2 turns. If you brought Shana, for an easy win, have her use the "Special" Dragoon command and summon the White Silver Dragon to devastate the battlefield. Then, followed with a casting of Final Burst and another attack should eliminate the Commander. Otherwise, just focus solely on the Commander; watching the arrow over its head until it turns red, then have a character like Meru/Rose toss a Dancing Ray and multi-target Dragoon spells to eliminate everyone. As far as attacks go, the Commander can cause Fear, which should be eliminated with a Dragoon transformation immediately, but other than being afflicted with Fear, there is little else to concern yourself with. You receive a rare Night Raid magic item upon victory.
When the knights see Shana they will recognize her as "Princess Louvia" and disappear, with the door to the next room opening. Grab the Bravery Amulet in the chest where you fought the boss, then enter the nursery through the newly-opened door. Open another chest with a Dancing Dagger weapon for Rose, then inspect the rocking cradle for more scenes.
The ghost of a nanny will appear, also recognizing Shana as the Princess from the country of Mille Seseau. Upon seeing she is well, the nanny can finally rest in peace, causing the rest of the pyres on the ship to extinguish and the beginning collapse of the ship. The Queen Fury, now conveniently fixed, will be ready to leave as soon as Dart and the others arrive. Everyone manages to make it onboard, except for Dart and Rose, who fall overboard and into the dark, night ocean.
That night, Rose holds Dart close; him reminding her of the former Red-Eyed Dragoon, and lover, Zieg. You'll then be treated to a movie showing the climatic battle between Melbu Frahma, the leader of the Winglies, and the Dragoons and their Dragons. Melbu Frahma casts a stone curse upon Zieg, causing Rose to reach for his dying hand, much like she did Dart's falling from the Queen Fury. In the morning, a local, Pete, and his dog Pooch, find the two and bring them back to the small village of Lidiera.
Pete introduces the duo to his sick mother and, after an awkward conversation about Dart and Rose's relationship, reveals they are near the town of Fueno in Illisa Bay where the Queen Fury and their friends are likely located. Saying goodbye, have Dart use the boat and direct it toward the pier. Move toward the right-side of the screen, then, beyond the large ladder, behind a small fence, is a chest with a Healing Potion.
Go back and climb the ladder to the top of the wooden walkways, then halfway down, descend the ladder to enter the below house. Search the chest of drawers you can only reach from the ladder, to pick up a piece of Stardust. There's another secret in this town, but we can't access it at the moment, so attempt to leave town near the Healing Potion chest. Pete will stop Dart and ask him to take his sick mother with them to Fueno. Dart will gladly agree, although I think it was kind of crummy for them not to have offered to do so in the beginning. Anyway, out on the world map, enter the nearby Undersea Cavern, then cross through to the city of Fueno.
Entering Fueno, Dart and Rose say farewell to Pete and his mother, only after he manages to stir the ire of Rose with his continued lovers talk. The shops are on Dart's left, but we'll come back to them once we've regrouped with our party members. For now, follow Pete and his mother into the hospital with the save point outside. Inspect the painting, just off the flight of stairs, to find a Stardust.
Enter the inn, which is to the northwest of the hospital, and search the nearby wine barrels for a second piece of Stardust. Strangely, the inn seems to already be fully booked for the night.
Just outside the inn is a set of stairs that leads downward to the city's bazaar, then you can use another staircase to the north to enter the port area where the Queen Fury and Kayla await. Kayla will inform the two that your friends are staying at the inn and you should go and see Shana immediately. As you return up the stairs, you'll bump into Meru who also ushers you back to the inn quickly. At the inn, you'll be reunited with your fellow party members; absent Shana, who is worried sick about Dart on the second floor. Visit her for an emotional-turned-laughable scene with their friends all spying on them outside the door. Together again, the party will need to search around Fueno for clues about Lenus.
Go back down to the port area to find Commodore Puler who will tell you about how the Sea Dragon appeared at the Prison Island in Illisa Bay right alongside the timing of the abduction of Princess Emille. Everyone will agree our next destination should be the Prison Island that is located beyond the Undersea Cavern. Also, at the entrance to Fueno, a drunkard, "Drippy", will be telling two townsfolk about how the Dragon destroyed his ship; although appears to be milking it for free drinks.
The weapon and item shops are just at the entrance of Fueno. The item shop isn't anything special, but Burn Out items are for sale again for the first time since the beginning of the game. At the armory, purchase a Falchion for Dart, but for the moment, stick with the Heat Blade as the majority of the enemies, including the upcoming boss, will be water elemental. If you've been picking up rare drops, you should already have the Bemusing Arrow and Morning Star weapons. Pick up Sparkle Dresses for Shana, Rose, and Meru, but I recommend you keep the current Chain Mails for Albert/Lavitz, while picking up Knight Helms to replace their Armets. The Chain Mails offer magic defense that the Plate Mail does not and is desperately needed for Albert/Lavitz, unlike Dart. While you may consider keeping the Armets over the Knight Helms for them, I think that the increase in physical defense, that the Armet does not have, along with a vast boost in magical attack, plus an SP regen upon being magically attacked, edges this over the extra magic defense the Armet provides. In case you're curious, I currently have my Magical Hat equipped on Kongol.
Outside Fueno, nearest the Undersea Cavern, a new special monster is encountered: the Treasure Jar. This is basically the same exact battle as the Blue Bird with one exception: now the special monsters are immune to physical attacks, so magic has to be used to damage them instead. Still having 5 HP, this can be very frustrating with the Dragoon transformations and spell animations eating up time, only to have them flee. You can, of course, use magic items, but I'll leave that decision up to you. Use the same strategy you have been: let the Treasure Jar waste a turn attacking you, use magic on it, then have a character throw the Magic Signet Stone, and that coupled with him attacking one more time after it wears off, should be plenty of turns to defeat it.
Unfortunately, the Treasure Jar is a rather useless special monster to hunt besides to pick up the Ruby Ring accessory you could have bought in Fletz, but this will have saved you 1000 G. While you get no EXP or Gold, it is guaranteed to drop a Ruby Ring each time that you can defeat it and you can sell it for 500 Gold.
As you saw when you first passed through, you can't get through to the Prison Island because of the high tide inside the Undersea Cavern. To fix this, return to Lidiera and talk to the Mayor who is out on the terrace playing Mahjong (Probably) with his buddies. Tell him that you "Need to see the monster" for him to grant you access to the room that controls the tide. Cross back over to Pete's house, then skip over the stones to the cave entrance to the northeast. Inside, pick up the chests containing a Healing Fog and Rain, then use the wheel near the treasure horde (?) to lower the tide and grant you access through the Undersea Cavern. Make sure you pick up the two chests inside because once Dart exits the cave, you cannot enter this room again.
You'll notice that the tide has gone down in the Undersea Cavern allowing you to cross through the middle to the other side, where an Attack Ball treasure is now uncovered. On the following screen you can collect a Jeweled Crown helmet for Shana and Meru just to the right-side. This helmet provides a small magic defense increase, but no physical defense, along with a much higher boost in magic attack than the Tiara. It's a tossup whether the magic attack bonus is worth the defense drop, but I prefer to go ahead and use the Jeweled Crown, myself. Don't sell your extra Tiara helmets though, their +10% magic accuracy will be useful later on. Note: The Mermaid enemy may drop Spirit Potions, which are generally not of much use, but don't discard them, they'll be useful for our soon-to-be new Dragoon upcoming.
From the Jeweled Crown, follow the path heading westward, ignoring the downward slope. Then, continue to follow the spiraling path on the next screen up to a Recovery Ball treasure. Grab it, then make your way back to the slope you passed up.
Move down the slope, then to the upper-left corner of the screen to plunder a Gushing Magma, before exiting to the northeast. Follow the path you're currently on to the northwest to enter the below portion of the screen you found your first Recovery Ball at the top of. At the bottom of the path, near the water, is yet another Recovery Ball.
Return to the previous screen, and you'll see a glowing light on the right-side of the center rock formation that you'll need to use some stepping stones to reach. Enter it, then have Dart jump across the gap to a Burn Out treasure, then follow the twisting stairs to another Attack Ball chest, then a save point. Make sure to save and prepare your party as a boss fight is imminent.
Crossover to the stormy Prison Island to find Lloyd and Lenus. Now having both the Moon Gem and Dagger, Lloyd will taunt the group to follow him to Mille Seseau, but Lenus, the Blue Sea Dragoon and her Dragon, Regole, will stand in your way.
There may be two enemies this time, but this battle is a lot easier than the previous one with Lenus. Regole is very susceptible to magic, while Lenus is more easily effected by physical attacks. Like the other Lenus battle, have Dart begin the battle by using the "Special" Dragoon command to give you a tremendous advantage. Focus Final Burst and other magical attacks at Regole to finish him off quickly. Then, use Dart's remaining MP casting magic on Lenus, with the other Dragoons using physical attacks. Once your Dragoon form expires, throw the Gushing Magma and Burn Out items you picked up. The water duo do have some powerful magic, of which Dart will be particularly harmed by without the Red-Eyed Dragoon aura active, but Healing Breezes should be more than enough to keep the party going. For winning you receive a Frozen Jet magic item, which is the most powerful water-based magic item and fairly rare, and you may also get a second Jeweled Crown. If you don't get the Crown, don't bother resetting: we'll be able to purchase these before long.
Having given her life for Lloyd, Lenus will attempt to one final attack on Dart, which is thwarted, before surrendering the Blue Dragon DS to Meru. Now, with all of the Dragoons finally together, we need to return to the Queen Fury in Fueno and report to King Zior back in Fletz. You may, however, take this time to boost Meru's Dragoon lvl to at least 2, of which the said Spirit Potions will be helpful.