Pyramid of Moore


The Pyramid of Moore rises from the desert near the Sealed Castle. Inside, you'll find three of the six stone tablets needed to unlock the Legendary Weapons. The dungeon is loaded with treasure, but watch your step; spike traps and mummies make this place dangerous.

Getting There

Fly to the desert in the southwest region of the merged world. The Pyramid sits prominently; you can't miss it. Land nearby and enter through the main entrance. Save before going in.

Dungeon Overview

The Pyramid spans eight floors. Most floors have multiple paths and hidden rooms. Step on floor switches to open doors, but be aware that some switches trigger spike traps instead. Look for discolored floor tiles; those are usually trap triggers.

Enemy Notes

  • Mummy - Undead; weak to Fire and Holy. Can inflict Curse.
  • Machine Head - Mechanical; weak to Lightning. High defense.
  • Ushabti - Stone enemies; Soft or Break work instantly.
  • Zephyrus - Flying enemy; uses Aero spells.
  • Archeosaur - Dragon type; decent EXP.

Bring a Black Mage or someone with !Black for Firaga. The undead enemies here melt to fire magic. And stock up on Holy Water or Phoenix Downs; the mummies love inflicting status ailments.

Floor-by-Floor Guide

1F - 2F: Entry Floors

The first two floors introduce you to the Pyramid's mechanics. Grab the Ice Shield from the left wing and the Flame Shield from the right on 1F. Both are excellent defensive options. The 2F has the White Robe and Black Robe in separate chambers; don't miss either.

3F - 4F: Traps and Treasure

Floor 3 gets tricky. The Thornlet in the southeast is a cursed item; it's powerful but drains HP constantly. Only take it if you know what you're getting into. Dark Matter, however, is worth grabbing.

On 4F, the center chest contains a Ribbon but triggers a Monster-in-a-box fight. The enemies aren't too tough if you're prepared. That Ribbon provides immunity to most status effects, making it invaluable.

5F - 6F: Deep Pyramid

The Protect Ring on 5F blocks instant death attacks. Keep it on your squishiest party member. The Gold Hairpin halves MP costs; give that to your primary caster.

Floor 6 holds the first tablet on a central pedestal. Collecting it triggers a small event but no boss fight. Continue upward.

7F - 8F: Final Stretch

The second tablet is on 7F, guarded by more traps than enemies. Take your time and watch for floor switches. The path requires some backtracking if you trigger the wrong switch.

Boss: Melusine

The third tablet is guarded by Melusine on the top floor. She's not optional.

Melusine
HP: ~20,000

A shapeshifting lamia who constantly changes her elemental weakness.

Strategy

  • Melusine rotates through four barrier states, each weak to a different element
  • Cast Libra or use a spell to test her current weakness
  • !Spellblade makes this fight trivial; cycle through elements as she changes
  • Physical attacks work regardless of her barrier, just slower
  • She counters with physical attacks, so keep HP above 1000

Rewards: 10,000 EXP, 0 Gil, Third Tablet

After defeating Melusine, grab the third tablet and exit the Pyramid. You now have half the tablets needed. Head to the Sealed Castle to claim your first set of Legendary Weapons.

Treasure Chests

Ice Shield
1F, left wing
Flame Shield
1F, right wing
White Robe
2F, northwest chamber
Black Robe
2F, northeast chamber
Elixir
2F, hidden alcove
Thornlet
3F, trapped chest (cursed helm)
Dark Matter
3F, southeast
Crystal Armor
4F, west path
Ribbon
4F, center (Monster-in-a-box)
Elixir
4F, east path
Protect Ring
5F, before boss area
Gold Hairpin
5F, hidden room
Cottage
5F, side chamber
8000 Gil
6F, left
9000 Gil
6F, right
First Tablet
6F, central pedestal
Second Tablet
7F, after clearing traps
Third Tablet
8F, boss room

Next Steps

With three tablets in hand, visit the Sealed Castle and pick your first nine weapons. Then move on to Fork Tower for the fourth tablet.