Route Phoenix Place

Route Phoenix Place is a dungeon in the sequel that can be unlocked after completing Route Maxwell Ruins. It has 31 floors, of which 30 have monsters to fight. The final floor merely has some friendly monsters to talk to and, on your first run, allows you to collect the phoenix feathers that you came for.

In order to unlock the dungeon, you must bring a Fire Grimoire to the Drunken Slime in Coco's cafeteria. Talk to her to get the option to read the fire grimoire to her, and read it three times. Depending on how many charges your book has, you may need to bring multiple books. After blasting her with fire for the third time, she'll unlock the dungeon for you.

In addition to items being unidentified, this dungeon has the additional complications that you cannot bring in any friends at all, and can only bring in five items. The five item cap isn't just five inventory slots, as is the case elsewhere when getting a flight from Puree. Rather, items inside of bags count toward the limit, as do the bags themselves. It does still allow you to bring in a good sword, shield, and bracelet, as well as two other items of your choice.

After the ninth floor of the dungeon comes the Meowacosanti rest area. In addition to offering a vendor to whom you can sell items, it has a baker Dragon who sells Burnt Bread and Cold Bread. It also offers a vendor who will sell Revival Fruit to you for 10k each. The early floors are easy, so there's no need to bring in your own revival fruit. Rather, you can save bracelets and relatively expensive swords and shields to sell to a vendor at the rest area, then use the cash to buy one or two revival fruit.

Nearly half of the floors in the dungeon are very hot, which reduces your natural health regeneration rate. This effect can be countered for several floors by eating a cold bread, though it's really not that important to do so.

This dungeon does have Alpha Monsters that often appear on the later floors of the dungeon. As your own friends cannot be particularly powerful; as they were only recently recruited, you'll need to have some items available to handle Alpha Monsters (such as a Quarter Staff).

One notable danger is that floors 13-16 introduce Vampire, whose Demon Eye skill can compel you to use, throw, or unequip an item on your next turn. As this consumes your next turn, she can then use the same skill on you for several turns in a row while you can't do anything about it. This is tremendously dangerous, as it can effectively lock you up and take you from healthy to dead before you get a turn, even destroying revival fruits in the process. Vampires will often summon Were Bats as you approach, so the sound of snapping fingers warns you that a vampire is there.

Another notable danger is that floors 28-30 introduce Red Fang, who is decently strong but not overwhelmingly so. The problem is that her Blow Off attack can knock you back off of a cliff. This doesn't instantly kill you, but rather, will cause you to respawn in a random place on the map, like eating a Teleport Fruit. The problem is that this separates you from your friends, who are likely to easily be defeated without your being their to defend them. The knockback effect can be countered if you stand between the enemy red fang and a friend, so that she only knocks you into your friend. Alternatively, if this fails, then a Grimoire of Convocation or Party Teleport Grimoire can reassemble your party.