The Whisperwind Cove is a Soul of Chaos bonus dungeon in the Dawn of Souls and 20th Anniversary Edition releases of Final Fantasy. The entrance to the Cove is located in the river system of the Cavern of Ice region, and can only be reached by canoe. However, it is sealed until the Fiend of Wind, Tiamat, is defeated. Within players can challenge bosses from Final Fantasy VI. It is the longest of the Soul of Chaos dungeons and features the superboss Death Gaze on its final floor.
Layout[]
The Whisperwind Cove contains fourty floors after the entrance, with all floors bar B10, B20, B30, and B40 presented in random order; the excepted floors feature the boss encounters. It is only possible to exit the Cove on the boss floors, where the player must defeat a boss in order to leave. Entering this dungeon unprepared is a common mistake, as its bosses can over twelve times as much HP as Tiamat had, with Death Gaze surpassing the final boss, but losing a battle in the Cove ejects the party to the world map rather than the title screen, retaining any items or experience they gained. Unlike other Soul of Chaos dungeons, it is possible to defeat all four bosses in a single run, though its sheer length still makes for a daunting task.
The floors are based on several different environments:
- Eight maps based on the Cavern of Ice.
- Six maps based on the Cavern of Earth.
- The boss floors and four maps based on the Flying Fortress.
- Four maps based on the Marsh Cave.
- Two maps based on the Giant's Cave.
- Two maps based on Mount Gulg; the entrance also uses a modified Mount Gulg tileset.
- Two maps based on the Waterfall Cavern.
- A flooded map based on the Western Keep.
- A floating continent.
- A swamp filled with the souls of dead monsters.
- The fairy kingdom of Feyhome.
- Five towns, including part of B30.
While some flooors are straightforward dungeons with little to worry about beyond random encounters and navigation, the are many exceptions. The simplest complications are the damage floors of the Cavern of Ice and Mount Gulg maps, with the Gulg maps in particular being almost completely covered in them.
One of the Cavern of Ice floors features a puzzle where players must speak with beavers and direct them to the left or right per the random quota of an old NPC in order to proceed. The Western Keep map is filled with fixed NPC encounters in addition to random encounters, while in the swamp the party must speak to each soul of the departed in order to proceed, two of these being the bosses Astos and Vampire which will attack the party. Feyhome is filled with fairy NPCs that upon (optionally) speaking with them can either fully restore the party's HP and MP or reduce them to 1. All of these maps still feature random encounters in addition to their other objectives.
Five maps are non-combat floors, featuring no encounters but additional objectives in order to proceed. This includes one of the Cavern of Earth floors, where the party must decipher the brogue of a group of dwarves in order to deliver the correct items to each of them in order to proceed. In an abandoned desert town filled with robots, the party must speak with the lone active robot and then find parts from the broken down robots to repair its friend. In a town filled with with children, the party is tasked with finding a child of a randomly selected hair color, made more difficult by the doors of the town acting as non-linear portals to other parts of the town. Finally, two of the non-combat floors are fairly standard towns, complete with inns and vendors, making for a much-needed respite in the lengthy dungeon.
Floor B30 is also a unique boss floor where it begins in a town full of the undead instead of a standard boss floor. The party must speak with the guard on the center island to gain access to the actual boss room. Defeating the boss will lift the curse on the town, returning the townsfolk to life, though it sadly features no amenities. Access to the next floor becomes available in the northeast of the town only after defeating the boss.
Shops[]
Two of the floors feature villages complete with shops.
Mage village[]
The village filled with mages features a static purchase list, where the party purchase every magic spell from the variety of White and Black Wizards (each wizard carrying four spells), while the Red Wizards will sell the player weapons, armor, or items.
- Weapon shop
Name | Cost |
---|---|
Wizard's Staff | 50,000 |
Thor's Hammer | 40,000 |
Healing Staff | 25,000 |
Mage's Staff | 25,000 |
Light Axe | 10,000 |
- Armor shop
Name | Cost |
---|---|
White Robe | 25,000 |
Black Robe | 25,000 |
Protect Cloak | 20,000 |
Protect Ring | 16,000 |
Gauntlets | 15,000 |
- Item shop
Name | Cost |
---|---|
Light Curtain | 1,000 |
Red Curtain | 300 |
White Curtain | 300 |
Blue Curtain | 300 |
Lunar Curtain | 500 |
River village[]
The river village contains only a single shop. However, its inventory changes depending on which floor it is encountered on.
- B1-9
Name | Cost |
---|---|
Duel Rapier | 75,900 |
Gladius | 73,900 |
Bard's Tunic | 67,300 |
Hi-Potion | 150 |
Protect Drink | 1,000 |
- B11-19
Name | Cost |
---|---|
Viking Axe | 43,300 |
Mage Masher | 69,700 |
Sage's Surplice | 70,000 |
Turbo Ether | 500 |
Phoenix Down | 500 |
- B21-29
Name | Cost |
---|---|
Kotetsu | 55,900 |
Kenpogi | 61,200 |
Zephyr Cape | 51,000 |
Wizard's Hat | 46,600 |
Remedy | 1,500 |
- B31-39
Name | Cost |
---|---|
War Hammer | 38,000 |
Ogrekiller | 37,100 |
Sage's Mitre | 45,200 |
Elven Cloak | 55,800 |
Hermes' Shoe | 6,500 |
Items[]
Treasure lists are static on each floor. The number of chests each floor has varies with up to five chests, and these are randomly sorted for each run. The flooded Western Keep map features an additional five chests for a total of ten, with the five extra chests having their own loot table separate from the chests than normally appear on every floor. Floor B40 additionally features a static chest behind Death Gaze that always contains the Ultima Weapon.
Encounters[]
Encounters (random floors) | Area | |||
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B1-9 | B11-19 | B21-29 | B31-39 | |
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Cavern of Earth |
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Cavern of Ice | |
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Feyhome |
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Floating Continent |
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Flying Fortress |
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Giant's Cave Waterfall Cavern |
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Marsh Cave |
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Mount Gulg |
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Swamp | ||
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Western Keep |
Encounters (fixed floors) | Area | |||
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B10 | |||
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B20 | |||
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B30 | |||
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B40 |
Surrounding region[]
Whisperwind Cove falls within the Cavern of Ice encounter region.
Encounter | Areas |
---|---|
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Land |
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Rivers |
Musical themes[]
In the 20th Anniversary version, a remix of the Final Fantasy VI boss battle theme plays while fighting the bosses in this dungeon.
"Dead Music" is the background theme for the village cursed by the Phantom Train.
Gallery[]
Maps[]
Notes[]
- ↑ Due to a programming oversight, the Western Keep map can never spawn on the 33rd floor. As this is the only possible way to obtain the Angel's Ring, the Ring is thus unobtainable.