Main Walkthrough

Danger Level: 50

A small dungeon in the depths of the Wildlands, the Ivory Ravine is located at the 'bottom' of the Western Gravell Wilds. To reach the dungeon you need to look for a ladder, which is most easily spotted if you're headed west, away from Gravell. The ladder is beneath a rope bridge. Swing south from the bridge and you'll find a second, smaller bridge that will take you to the top of the ladder. Going down the ladder will bring you to another ladder, which serves as the entrance to the Ivory Ravine.

In all likelihood you'll be entering the Ivory Ravine to complete The Missing Girl Side Story, which is assigned to the party in Gravell by a Worried Mother. You can't do so without defeating the dungeon's boss, so let's get started.


  • Ancient Birdian V - Weak to Sword, Polearm, Axe, Lightning - Dreamy Flower
  • Ancient Birdian VI - Weak to Polearm, Axe, Dark - Drop / Steal Inspiriting Plum (M)
  • Ancient Birdking I - Weak to Sword, Polearm, Staff, Lightning - Drop / Steal Inspiriting Plum (M)
  • Ancient Birdking II - Weak to Polearm, Dagger, Axe - Drop / Steal Dreamy Flower
  • Ancient Birdking III - Weak to Sword, Polearm, Staff, Lightning - Drop / Steal Energizing Pomegranate (M)
  • Dark Remnant - Weak to Sword, Polearm, Axe, Light - Drop / Steal Energizing Pomegranate (M)
  • Dark Revenant - Weak to Sword, Bow, Staff, Light - Drop / Steal Inspiriting Plum Basket
  • Deep One (must defeat boss first) - See below for weaknesses - Drop / Steal Revitalizing Jam
  • Wild Moleking III - Weak to Axe, Staff, Ice - Drop / Steal Inspiriting Plum (M)

To the south of the entrance ladder you'll see a bridge on your right. Ignore it and look to the left. There's a ladder down here, and it will put you on a path to a chest containing a Lost Tribe's Axe. Put this on someone wearing a Blessing in Disguise and it will be a powerful weapon.

Head back to the entrance and take the bridge leading east. It will bring you to another bridge, further south, as well as a ladder. Go down the ladder first to find a chest containing a Bottle of Befuddling Dust. Across the bridge and to the west you'll see a chest up north. The chest contains an Evening Mist.

To the south of the chest you'll find a save point. The stairs to the right of the save point lead down to the bottom of the ravine, where you'll find water flowing through the area. Check to the west when you hit dirt and you'll find a chest containing a Giant's Club. To the north in the water you'll see a woman standing by herself on a small island, though if you try to canoe out to her you'll quickly run into trouble.

Deep One

Shields: 10 / 13
  • Sword, Axe, Fire, Light (first phase)
  • Polearm, Dagger, Bow, Ice (second phase)
Drop: Eye of Calamity
Steal: Nothing

A surprisingly brutal boss for a fairly innocuous dungeon, The Deep One can maul your party pretty badly if you aren't prepared. Building up towards a true calamity, the Deep One gets progressively more dangerous as the battle wears on, to the point that you must be ready to end things by a certain point. The Deep One uses the following attacks:
  • Normal melee attacks
  • Strike of Despair, a powerful strike against a single character that can render them Unconscious and / or Silent
  • Terrifying Blow, a powerful strike against a sinble character that can inflict Terror
  • First / Second / Third / Fourth / Fifth / Sixth Calamity, a Dark attack with a secondary element against the whole party - Sixth Calamity reduces everyone to 1 HP
  • Mutation, which changes the Deep One's weaknesses, gives it an extra attack per round, and raises its shields to 13
  • Call of the Sea, an attack that damages the whole party and restores some health to the Deep One
  • Slow Motion, a debuff to your entire team's speed
  • Counterattack, which allows the Deep One to retaliate against physical attacks
  • Great Calamity, a charged attack that will OHKO the entire party
Roughly half of the battle against the Deep One consists of strong physical attacks. The Deep One can do lots of damage with any of its strikes, and will occasionally inflict either Unconscious, Silent, or Terror on your characters. Later in the fight it will also use an attack called Call of the Sea which can restore some of its health, at the expense of your party. It receives two attacks per round, and this amount will rise to three once the Deep One changes its weaknesses.

Throughout the battle the Deep One will also utilize a series of Calamity attacks against your whole party. Each Dark in nature, the Calamity attacks will count up from one to six, becoming progressively more powerful each time. Once the Deep One has used Sixth Calamity, which reduces your whole party to 1 HP, it will begin charging up to Great Calamity, an attack that inflicts 9,999 HP to everyone on the team. Unless somebody is outfitted with a means of revival when they're knocked out, this is a Game Over. If you Break the Deep One after it begins charging it will use Sixth Calamity upon emerging, then begin charging again.

You want to spend as little time as possible healing away damage, so Blind the Deep One early and often to hinder its physical attacks, then whittle away its shields. Aggressive Slice is great at Breaking the Deep One during the first phase, while Precise Shot works well in the second phase. Once the ancient cephalopod is Broken you can use your most powerful attacks to wipe out its HP en masse, though make sure you save BP for its waking periods. Putting a Conjurer on your team to give everyone added elemental effects whenever they use physical attacks will make Breaking the Deep One a cake walk.

Ideally you want to keep the Deep One Broken, which will prevent it from moving up the Calamity chain to its OHKO charged attack. This is especially important later on, as the Deep One can instantly move from charging up to using Great Calamity should its turns come one after the other. If you find yourself taking too much damage from the Calamity attacks then consider equipping accessories that lower damage from elemental attacks, particularly Dark Amulets and Void Amulets. Any turn spent healing is one not spent attacking, and you need to be on the offensive as much as possible in this fight.

Defeating the Deep One will earn you a Cloudy Crystal Bracelet, a quest item. This will also allow you to slip by and speed over to the Lost Girl on the island, who was looking for her sister. Give her the bracelet, then use a Path Action to put her in your party. Take her back to her mother in Gravell to earn your reward: 15,000 leaves and a Sisters' Amulet.

Main Walkthrough