Danger Level: 40
An easy dungeon to miss, the Forsaken Graveyard is located just off to the side of the town of Montwise, on the east coast of the Crestlands. If you look south of the Provisioner's home in the middle of town you'll see a small well, at the bottom of some stairs. Near the well is a ladder. The ladder will take you down to the Forsaken Graveyard. Piece of cake.
Enemies
- Dark Spiny Shrew - Weak to Polearm, Axe, Dark - Drop / Steal Healing Grape (M)
- Devourer of Dreams (must defeat area boss) - See below for weaknesses
- Horned Fly - Weak to Polearm, Bow, Ice, Wind - Drop / Steal Inspiriting Plum (M)
- Puppet Bones - Weak to Staff, Fire, Light - Drop / Steal Bottle of Befuddling Dust
- Vagrant Ratkin V - Weak to Sword, Bow, Light, Dark - Drop / Steal Grape Leaf
- Vagrant Ratkin VI - Weak to Polearm, Axe, Staff, Dark - Drop / Steal Inspiriting Plum
- Vagrant Ratking I - Weak to Polearm,Staff, Lightning, Light - Drop / Steal Inspiriting Plum
- Vagrant Ratking II - Weak to Polearm, Staff, Lightning, Light - Drop / Steal Grape Leaf
- Vagrant Ratking III - Weak to Sword, Dagger, Dark - Drop / Steal Healing Grape Bunch
- Winged Serpent - Weak to Polearm, Bow, Wind - Drop / Steal Inspiriting Plum (M)
There's a save point right by the entrance. Start by looking south of the save point. You'll see a bridge that leads west. Cross it and you'll find a chest on the other side, sitting in front of a candlelit statue. Inside the chest is a Grail of Life. Snag it - these things are great for getting you out of emergency situations - and head back to the save point.
You'll find nothing if you take the eastern path from the save point, so follow the path of candles south. Keep to the main, lit path until you go down a small set of stairs and see a pair of benches on your right. East of the benches is a chest containing a Vivifying Stone, and west of the benches is a chest containing a Dark Slasher.
Return to the benches and head southwest. The path divides here, though regardless of your choice you can find the ruins of a house to the northwest. Climb to the upper floor via the ladder inside the house to open a chest containing a Fire Soulstone (L). Then return to the candlelit path and carry on south. There's one last set of stairs, leading up to a chest, and when you approach the sense of danger will be overwhelming. Ready?
Devourer of Dreams
Weakness:
- Sword, Axe, Staff, Wind (first phase)
- Polearm, Bow, Staff, Wind (second phase)
- Fire, Ice, Wind (third phase)
Steal: Nothing
- Invitation to Dream, which prevents you from seeing the move order of your characters on the timeline
- A normal melee attack
- Darkness, a Dark attack against the whole party
- Terrifying Blow, a melee attack that can inflict Terror on a single target
- Deadly Blow, a melee smack which has a chance of OHKOing its target
- Nightmare, which does damage to the whole party and can inflict Confuse and Sleep
- Vorpal Cloud, a charged attack that hits the whole party for heavy damage
- Eclipse, a stronger Dark attack against the whole party
The Devourer of Dreams starts off with two attacks per turn, and will promptly make things annoying by obscuring the order of actions for your party members on the timeline at the top of the screen. It will then spend the first half of the battle hitting your party with melee attacks, Darkness, Terrifying Blow, and the occasional Deadly Blow. After a while it will charge up, and if you don't Break the Devourer it will use Vorpal Cloud to do heavy damage.
The battle gets challenging in the second half. Changing its weaknesses in mid-attack, the Devourer will start to use Nightmare, an AOE attack that can inflict Confuse and Sleep. This move will prove deadly to a party if your luck is poor - though on the, uh, plus side, the Devourer will often dispel the status effects by hitting the party with another AOE attack immediately after, either Darkness or Eclipse.
Past this point it's a race to stop the Devourer from using Vorpal Cloud, which happens quite often in the second half of the battle. The Devourer doesn't change its tactics, but it will change its weaknesses one last time before the end. This becomes particularly annoying since all of the Devourer's weaknesses are element-based, so if you came in with a melee-heavy team you may have significant difficulty Breaking the boss before Vorpal Cloud goes off.
The first half of this fight is no big deal. Break the Devourer and heal away damage. The trouble starts once Nightmare comes out, and this is where you want Castti in your party. She can use Cleansing Leaf and Diffusing Serum in a Concoction to instantly cure your whole party of status ailments, putting them back into the fight. Preserve your BP when you aren't chipping away at the Devourer's shields so you can quickly Break it again once it comes back out.
The final phase of the battle can be very irritating if you don't have significant methods for targeting elemental weaknesses. A BP-charged Elemental Barrage is by far the best way to obliterate the Devourer's shields at this point, though you have other options available, as well:
- Temenos's Latent Power allows him to get rid of shields, regardless of the types of attacks he's using
- Castti's Concoctions allow her to target Wind weaknesses and get rid of two shields per turn
- Throné and Hikari both have Latent Powers that allow them to go twice in a single turn
- Many Summons can target elemental weaknesses when called up