_______________________________________________________________ |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | | | Author: Sakura Yule | | Email: [email protected] | | Star Ocean: The Last Hope | | For the Xbox 360 | | Post Game Content FAQ | | Version 1.02 | |_______________________________________________________________| Sites permitted to host this guide o------------------------------------o | GameFAQS (www.gamefaqs.com)| | CheatCC (www.cheatcc.com)| | SuperCheats (www.supercheats.com)| | NeoSeeker (www.neoseeker.com)| | Cheat Planet (www.cheatplanet.com)| | Games Radar (www.gamesradar.com)| o------------------------------------o _ _ / \_________________________________________________________________________/ \ |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Table of Contents | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | | | | | Updates [Update1] | | | | Introduction [SakuraY] | | | | Intro to Post Game Content [ITPGCNT] | | | | Faize & Arumat [ARUFAZE] | | | | The Undying Dragon [DEDDRAG] | | | | Dispelling Holy Light Barriers [LITEBAD] | | | | Post Game Dungeon Equipment Suggestion/Preparation [POGDESP] | | | | Explanation of the Cave of the Seven Stars [EOTCOSS] | | | | Seven Star Dungeon Prep [SSDUPRP] | | | | Floor 1 [FLORR01] | | | | Floor 2 [FLORR02] | | | | Floor 3 [FLORR03] | | | | Floor 4 [FLORR04] | | | | Floor 5 [FLORR05] | | | | Floor 6 [FLORR06] | | | | Floor 7 [FLORR07] | | | | The Star Hunt [FINDME!] | | | | Inner Sanctum [BIGUHOH] | | | | FOL/EXP Trick [LOTOF$$] | | | | Dispelling The Fire Chests [FIREPRF] | | | | Explanation of the Wandering Dungeon [HWITWKS] | | | | Wandering Dungeon Map / Floor Explaination [DISSMAP] | | | | Santa [PRSNTS!] | | | | The tri-Emblem / Super-tri-Emblum [SUPAPWR] | | | | Treasures in the Wandering Dungeon [GREEDYT] | | | | Wandering Dungeon Prep [TSISWAR] | | | | Boss Strategies [HW2KILL] | | | | | | | |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | \_____________________________________________________________________________/ |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Updates - [Update1] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Jul 30th, 2009: Finished FAQ Jul 31st, 2009: Minor Corrections A little spring-cleaning Aug 13th, 2009: Revamped FAQ |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Introduction - [SakuraY] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Hello, and welcome to my Post Game Content FAQ. My name is Sakura, and I have created this FAQ for you to enhance your gaming experience. Please enjoy it to your heart's content. Any questions, comments, or critiques should be sent to the email provided at the top of the page. This guide is copyrighted to me, Sakura Yule, and is intended for private use only. Alteration of this guide is prohibited. Duplication and hosting of this guide is prohibited without my consent. Fan based sites will not be given hosting consent. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Intro to Post Game Content - [ITPGCNT] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Once you beat the game and watch the credits, you are given the chance to save "Clear Data" to your gamer profile. This doesn't erase any of your save files, it sends an 'unlock' command to all of your save files. You can access the Post Game Content with any of your save files, but the best choice is to use the save file right before you faced the final boss. The game will load up where you were when you saved the file, so you can defeat the final boss again if you choose, the only difference is that all Post Game Content will be unlocked. Post Game Content: -Allows you to play as Faize in place of Arumat in subsequent playthroughs. -Allows you to enter the doors in the hallway right before the Final Boss. (Left Door = Boss, Right Door = Portal back to the Calnus) -Defeating the Boss in the left door grants you the "Darkness Ring". -The "Darkness Ring" allows entry into the Cave of the Seven Stars. -Defeating the Seven Star Dungeon's Boss allows entry to the Wandering Dungeon. -Defeating the Wandering Dungeon's Boss is the final challenge. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Faize & Arumat - [ARUFAZE] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Faize & Arumat The Phantom Ambush is a turning point once you have Clear Data saved to your gamer profile. After the Ambush, Arumat would normally join your party. Instead, you are given the following text-menu with the option to keep Faize: ----------------------------------------------------------- |Clear data detected. You may now keep Faize in your | |party in place of Arumat, if you prefer. [This does not | |affect the story; Arumat will still appear in cutscenes.]| | | |Would you like to keep Faize in your party | |in place of Arumat? | | -Keep Faize | | -Keep Aruamt | ----------------------------------------------------------- If you want all 100 of Faize's Battle Trophies, you will have to keep Faize during at least one playthrough. Once you choose, you can not change your choice for the rest of your current playthrough. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | The Undying Dragon - [DEDDRAG] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| The Undying Dragon In the final hall of the Palace of Creation are two doors. The right leads to a Portal which transports you back to the Calnus. The left door contains a vicious dragon! You must defeat it in order to proceed to further Post Game Content. ............................................................................... BOSS: Undying Dragon Race-----------: Demon Hit Points-----: 1,896,572 EXP Given------: 41,365 FOL Given------: 31,189 Resistant To---: Fire Weak Against---: Water Drops----------: Darkness Ring Details: A dragon that has thrashed and twisted on the floor of a room in the Palace of Creation for an extended period of time. Believed to be the embodiment of a certain man's evil ambition, it decided of its own volition to hide itself away. Strategy: This dragon has a huge amount of hitpoints and will take quite a while to kill, but is much easier than Satanail was. He is able to be juggled and tossed into the air, so take advantage of this and try to Critical Hit him whenever you can. Rush Combos work great, just be careful when he goes into Rush Mode. He can fly into the air and drop down creating serious knockdown effects for your party. All in all, this boss is easy but time consuming. Make sure to keep at least one healer, and always try to keep the dragon juggled in the air with Combos; Avoid him when he goes into Rush Mode, and he will eventually fall. Once you defeat him, he drops the "Darkness Ring". Get ready for the Bonus Dungeons! ............................................................................... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Dispelling Holy Light Barriers - [LITEBAD] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Dispelling Holy Light Barriers After you obtain the Darkness Ring, you are able to dispel any Holy Barrier. Here is a list of all of them: Holy Barrier #01: Chest; Top floor of the Alanaire Citadel on Lemuris. Contains Skill Manual "Trinity Blaze". Holy Barrier #02: Chest; The Purgatorium, where you fought Tamiel on Roak. Contains Skill Manual "Savage Sparrows". Holy Barrier #03: Chest; Floor B3 of the Astral Caves on Roak. Contains the equipment 'Burning Claws' for Meracle. Holy Barrier #04: Chest; Floor B4 of the Miga Insect Warren on Aeos. Contains Skill Manual "Dragon Roar". Holy Barrier #05: Chest; In the Old Road to Sanctuary on EN II. Contains Skill Manual "Godslayer" Holy Barrier #06: Chest; In the Halls of Termination on Nox Obscurus. Contains Skill Manual "Plasma Cyclone" Holy Barrier #07: Chest; Floor 4 of the Cave of the Stars on Roak. Contains Skill Manual "Sunflare" Holy Barrier #08: Chest; Floor 6 of the Cave of the Stars on Roak. Contains Skill Manual "Scintillant Stream" Holy Barrier #09: Chest; Inner Sanctum of the Cave of the Stars on Roak. Contains Skill Manual "Max Shockwave" Holy Barrier #10: Wall of Holy Light; Palace of Creation (Area 6). There is a normal chest beyond the wall, nothing more. Holy Barrier #11: Door of Holy Light; In the back left area of the Colosseum in Tatroi on Roak. This door is the entry to the Cave of the Seven Stars. This is the first Post Game Dungeon. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Post Game Dungeon Equipment Suggestion/Preparation - [POGDESP] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Post Game Dungeon Equipment Suggestion/Preparation Now that you are in Post Game areas, you're going to want to start abusing the Synthesis ability on your ship, the Calnus. Before you begin, please hop on over to my Synthesis FAQ to learn about the basics of Synthesis and how to use the "Overflow Trick". My Synthesis FAQ: http://www.gamefaqs.com/console/xbox360/file/946860/56861 For any help creating items from your Item Creation terminal, please use my Item Creation Ingredient FAQ: http://www.gamefaqs.com/console/xbox360/file/946860/57159 There are many different pieces of equipment you can use; Typically, you'll want to buy your equipment from EN II or create it in your Item Creation terminal. For Item Creation recipes, check the bottom of my Ingredient FAQ. Here are some of my suggested equipment choices: SUGGESTED BEST WEAPONS: Edge : Imperial Sword : 10 Synth Limit Slots Reimi : Mediumistic Bow : 10 Synth Limit Slots Lymle : Laser Weapon : 16 Synth Limit Slots Bacchus : Symbol Cannon "Tempest" : 12 Synth Limit Slots Meracle : Laser Weapon : 16 Synth Limit Slots Myuria : Wizard's Staff : 09 Synth Limit Slots Sarah : Trident Harpoon : 10 Synth Limit Slots Arumat : Laser Weapon : 16 Synth Limit Slots Anyone : Laser Weapon : 16 Synth Limit Slots SUGGESTED BEST ARMORS: Edge, Faize, Arumat : Universal Armor : 10 Synth Limit Slots Reimi, Meracle : Absolute Protector : 12 Synth Limit Slots Myuria, Lymle, Sarah : Seven Star Cloak : 10 Synth Limit Slots Bacchus : Plate of the Lost Monarch : 08 Synth Limit Slots Anyone : Laser Suit : 16 Synth Limit Slots WHERE TO FIND: Imperial Sword - Item Creation Mediumistic Bow - Item Creation Symbol Cannon "Tempest" - Item Creation Wizard's Staff - Item Creation Trident Harpoon - Chest; Wandering Dungeon F09, F13, Laser Weapon - Complete quest "Trial of Might" in the Sanctuary Absolute Protector - Chest; Wandering Dungeon F11, F13, F16 Universal Armor - Item Creation Seven Star Cloak - Chest; Cave of the Seven Stars; Floor 7, West Room Plate of the Lost Monarch - Chest; Wandering Dungeon F03, F05 Laser Suit - Item Creation If you don't have access to certain items, simply create the best item you can via your Item Synthesis terminal. The equipment listed above are the best pieces of equipment that have multiple empty Factor Slots and extremely high stats. Factors can be much more effective than stats. -.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.- Customizing Synthesis Items First of all, if you have not done so yet, go read about the Overflow Trick in my Synthe FAQ. --- For customising Weapons, you'll want to buy some Observer's Swords over at the weapon shop(s) on EN II in Centropolis. For customising Armors, you'll want to get a few Alchemist's Cloaks as drops from the Cursed Horrors in the Sanctuary and the Old Road to Sanctuary. There are both Empty Factor pieces of equipment. Here are a few options/ways to prepare each of them for Customization via the Overflow Trick: WEAPON: Suggestion 1) Warning Brooch with 1 Aquaberry Synthed onto it. Suggestion 2) Warning Brooch with 1 Sacrificial Doll Synthed onto it. Suggestion 3) Sacrificial Doll with 2 Aquaberries Synthed onto it. Suggestion 4) Sacrificial Doll with 2 more Sacrificial Dolls Synthed onto it. ARMOR: 1) Sacrificial Doll with 2 Blueberries Synthed onto it. 2) Sacrificial Doll with 2 more Sacrificial Dolls Synthed onto it. Using any of these suggestions, you are given an accessory that has 3 Factors which are not transferable to the Weapon or Armor, leaving the 4th Factor Slot open for Customization. See the "Overflow Trick" section of my Synthesis FAQ. -.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.- Side Section; tri-Emblem stat maxing: Please read the [SUPAPWR] section of this FAQ to understand the tri-Emblem before you read this section. Control +F is your friend. Some of the better weapons and armors have a much higher ATK, INT, and DEF stat than the Laser Eqiupment, but a lower number of Synth Limit Slots. When you use them without stat maxing them with tri-Emblems, the other pieces of equipment are usually better, but when you stat-max them, the amount of Synth Limit Slots gives every other stat a much higher boost. For example, the Universal Armor VS the Laser Suit. -Both using 1 Synth Limit Slot for choosing Factors, then maxing the stats with tri-Emblems. The stats are compared as follows: Original Laser Suit-----: DEF = 900 Original Universal Armor: DEF = 3,300 In this case, the universal armor would be the obvious choice. But when you max the Synth Limit out with tri-Emblems, the stats become this: -------------- ------------------- | Laser Suit | | Universal Armor | | ATK: 3,000 | | ATK: 1,800 | | INT: 3,000 | | INT: 1,800 | | DEF: 2,400 | | DEF: 4,200 | | HIT: 3,000 | | HIT: 900 | | GRD: 1,500 | | GRD: 900 | -------------- ------------------- Notice that while the DEF stat is still much higher, every other stat on the Laser Suit outdoes the Unviersal Armor. Every Weapon and Armor is the same; Weapons with the ATK or INT stat, and Armors with the DEF stat. The tradeoff is worth it if your other stats are lacking, but the choice is ultimately yours and boils down to the question, "Which stats are more important to you?" (If you don't have access to tri-Emblems, then Ashlay Bernbeldt Jewels have very nice stats for Synth Stat Maxing.) The following sections are some Factors and Combinations that I believe to be the best. -.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.- Notable Equipment Factors: WEAPONS Adds one hit chance per attack - Slayer's Bangle (wrist) +20% EXP after each battle - Oyakodon/Curry Rice +40% FOL after each battle - Mille-feuille MP cost -25% in battle - Caesar Salad HP damage +20% - EM Bomb HP Damage +35% - Ultimate Bomb Increases critical hit chance - Crystal ATK/INT/DEF/HIT/GRD +5% - Hyper Potion ATK +18% - Potent Attack Seeds HIT +25% - Potent Accuracy Seeds INT +18% - Potent Intelligence Seeds ARMOR Increases chance of surviving incap via fury - Green Talisman (neck) Nullifies HP Damage 25% of the time - Blue Talisman (neck) Restores 3% of MP periodically in battle - Regeneration Symbol (neck) Restores 3% of HP periodically in battle - Healing Band (wrist) DEF +20% - Potent Defense Seeds GRD +25% - Potent Protection Seeds Maximum HP +20% - Potent Health Seeds Maximum MP +20% - Potent Magic Seeds ATK/INT/DEF/HIT/GRD +5% - Hyper Potion ACCESSORIES Grants immunity to poison - Anti-Poison Amulet (neck) Grants immunity to stun status - Anti-Stun Amulet (neck) Grants immunity to frozen status - Anti-Freezing Amulet (neck) Grants immunity to paralysis - Anti-Paralysis Amulet (neck) Grants immunity to silence - Anti-Silence Amulet (neck) Grants immunity to fog status - Anti-Fog Amulet (neck) Grants immunity to curse status - Anti-Curse Amulet (neck) Grants immunity to pumpkin status - Anti-Pumpkin Amulet (neck) Grants immunity to void status - Anti-Void Amulet (neck) Increases chance of surviving incap via fury - Green Talisman (neck) Nullifies HP Damage 15% of the time - Blue Talisman (neck) Restores 2% of MP periodically in battle - Regeneration Symbol (neck) Restores 2% of MP periodically in battle - Faerie Band (wrist) Adds one hit chance per attack - Slayer's Bangle (wrist) Restores 2% of HP periodically in battle - Healing Band (wrist) Rush Gauge charge rate +2 - Stallion Snaps (wrist) +15% EXP after each battle - Oyakodon/Curry Rice +30% FOL after each battle - Mille-feuille ATK/INT/DEF/HIT/GRD +3% - Hyper Potion MP cost -15% in battle - Caesar Salad ATK +10% - Potent Attack Seeds DEF +12% - Potent Defense Seeds HIT +15% - Potent Accuracy Seeds GRD +15% - Potent Protection Seeds INT +10% - Potent Intelligence Seeds Maximum HP +10% - Potent Health Seeds Maximum MP +10% - Potent Magic Seeds Increases critical hit chance - Crystal -.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.- Equipment Suggestions: ............................................................................... WEAPONS EXP Weapon: Factor 1: +20% XP Factor 2: +20% XP Factor 3: +20% XP Factor 4: +20% XP FOL Weapon: Factor 1: +40% Fol Factor 2: +40% Fol Factor 3: +40% Fol Factor 4: +40% Fol Low ATK Attack Weapon (Fighters): Factor 1: ATK +18% Factor 2: ATK +18% Factor 3: ATK +18% Factor 4: ATK +18% Low ATK/effect Weapon (Fighters): Factor 1: ATK + 18% Factor 2: ATK + 18% Factor 3: Adds Stun effect to weapon Factor 4: HP Damage + 35% Low ATK/effect Weapon (Fighters): Factor 1: ATK + 18% Factor 2: ATK + 18% Factor 3: Adds Stun effect to weapon Factor 4: Increase Critical Hit Chance Low INT Attack Weapon (Mages): Factor 1: INT +18% Factor 2: INT +18% Factor 3: INT +18% Factor 4: INT +18% Low INT/effect Weapon (Mages): Factor 1: INT + 18% Factor 2: INT + 18% Factor 3: INT + 18% Factor 4: MP Cost -25% in battle Healer Weapon (Mages): Factor 1: ATK/INT/DEF/HIT/GRD +5% Factor 2: ATK/INT/DEF/HIT/GRD +5% Factor 3: ATK/INT/DEF/HIT/GRD +5% Factor 4: ATK/INT/DEF/HIT/GRD +5% Healer Weapon 2 (Mages): Factor 1: MP cost -25% in battle Factor 2: MP cost -25% in battle Factor 3: MP cost -25% in battle Factor 4: MP cost -25% in battle Effect Weapon (Fighters): Factor 1: Adds Stun effect to Weapon Factor 2: Increases critical hit chance Factor 3: HP Damage +35% Factor 4: MP cost -25% in battle Effect Weapon 2 (Fighters): Factor 1: HP Damage + 35% Factor 2: Adds Stun effect to weapon Factor 3: Increase Critical Hit Chance Factor 4: Adds one hit per attack chance ............................................................................... ARMORS Low DEF Armor: Factor 1: DEF + 20% Factor 2: DEF + 20% Factor 3: DEF + 20% Factor 4: DEF + 20% Low HP Armor: Factor 1: HP + 20% Factor 2: HP + 20% Factor 3: HP + 20% Factor 4: HP + 20% Low DEF/HP Armor: Factor 1: DEF + 20% Factor 2: DEF + 20% Factor 3: HP + 20% Factor 4: HP + 20% Regeneration Armor: Factor 1: Restores 2% of HP periodically Factor 2: Restores 2% of HP periodically Factor 3: Restores 2% of HP periodically Factor 4: Restores 2% of HP periodically Survival Armor: Factor 1: Increase chance of surviving incap via Fury Factor 2: Increase chance of surviving incap via Fury Factor 3: Increase chance of surviving incap via Fury Factor 4: Increase chance of surviving incap via Fury Medium DEF/HP/effect Armor: Factor 1: Nullifies HP Damage 25% of the time Factor 2: Increase chance of surviving incap via Fury Factor 3: DEF + 20% Factor 4: HP + 20% Eternal Magic Armor: Factor 1: Maximum MP +20% Factor 2: Maximum MP +20% Factor 3: Maximum MP +20% Factor 4: Restores 3% of MP periodically in battle Eternal Life Armor: Factor 1: Nullifies HP Damage 25% of the time Factor 2: Increase chance of surviving incap via Fury Factor 3: Restores 3% of HP periodically in battle Factor 4: Restores 3% of HP periodically in battle ............................................................................... NECK ACCESSORIES EXP Neck Accessory - [Base = Blue Talisman] Factor 1: Nullifies HP Damage 15% of the time Factor 2: +15% EXP after each battle Factor 3: +15% EXP after each battle Factor 4: +15% EXP after each battle FOL Neck Accessory - [Base = Blue Talisman] Factor 1: Nullifies HP Damage 15% of the time Factor 2: +30% FOL after each battle Factor 3: +30% FOL after each battle Factor 4: +30% FOL after each battle Anti-Ailment Neck Accessory - [Base = Anti-Paralysis Amulet] Factor 1: Grants immunity to paralysis Factor 2: Grants immunity to stun status Factor 3: Grants immunity to silence Factor 4: Grants immunity to poison Warrior's Neck Accessory - [Base = Blue Talisman] Factor 1: Nullifies HP Damage 15% of the time Factor 2: Increases critical hit chance Factor 3: Adds one hit chance per attack Factor 4: Rush Gauge charge rate +2 (or +3) Eternal Magic Neck Accessory - [Base = Regeneration Symbol] Factor 1: Restore 2% of MP periodically in battle Factor 2: Restore 2% of MP periodically in battle Factor 3: MP Cost -15% in battle Factor 4: Maximum MP +10% Eternal Life Neck Accessory - [Base= Green Talisman] Factor 1: Increases chance of surviving incap via fury Factor 2: Restores 2% of HP periodically in battle Factor 3: Restores 2% of HP periodically in battle Factor 4: Nullifies HP Damage 15% of the time Supportive Neck Accessory - [Base= Anti-Silence Amulet] Factor 1: Grants immunity to silence Factor 2: Grants immunity to stun Factor 3: Restores 2% of MP periodically in battle Factor 4: Rush Gauge charge rate +2 (or +3) Supportive Neck Accessory 2 - [Base= Anti-Silence Amulet] Factor 1: Grants immunity to silence Factor 2: Grants immunity to stun Factor 3: Nullifies HP Damage 15% of the time Factor 4: Increase chance of surviving incap via Fury All-Round Stat Neck Accessory - [Base = Blue Talisman] Factor 1: Nullifies HP Damage 15% of the time Factor 2: ATK/INT/DEF/HIT/GRD +3% Factor 3: ATK/INT/DEF/HIT/GRD +3% Factor 4: ATK/INT/DEF/HIT/GRD +3% Life-Giving Neck Accessory - [Base = Blue Talisman] Factor 1: Nullifies HP Damage 15% of the time Factor 2: Maximum HP +10% Factor 3: Maximum HP +10% Factor 4: Maximum HP +10% Defensive Neck Accessory - [Base = Blue Talisman] Factor 1: Nullifies HP Damage 15% of the time Factor 2: DEF +12% Factor 3: DEF +12% Factor 4: DEF +12% Offensive Neck Accessory - [Base = Blue Talisman] Factor 1: Nullifies HP Damage 15% of the time Factor 2: ATK +10% Factor 3: ATK +10% Factor 4: ATK +10% Intellectual Neck Accessory - [Base = Blue Talisman] Factor 1: Nullifies HP Damage 15% of the time Factor 2: INT +10% Factor 3: INT +10% Factor 4: INT +10% ............................................................................... NON SYNTH ACCESSORIES Arch Spellmaster Jewel - Neck Accessory MP cost -15% in battle DEF -70% INT doubled but maximum MP halved (Great Factor!) Spriggan Jewel - Neck Accessory Increases critical hit chance Grants immunity to stun status DEF -40% ATK doubled but maximum HP halved (Great Factor!) Solo Champion Medal - Neck Accessory (Easy Accessory to obtain) Rush Gauge charge rate +2 ATK +10% Grants immunity to poison Mullified HP damage 15% of the time Team Champion Medal - Neck Accessory (Easy Accessory to obtain) Nullifies MP damage 15% of the time Adds one hit chance per attack MP cost -5% in battle Nullified light symbols 20% of the time Ashlay Bernbeldt Jewel - Neck Accessory Adds one hit chance per attack (ATK 77, INT -23, DEF 129, HIT 72, GRD 57) tri-Emblem: - Wrist Accessory Rush Guage charge rate +3 Grants Immunity to Paralysis MP cost -15% in battle Adds two hit chances per attack (ATK 200, INT 200, DEF 100, HIT 100, GRD 100) Tri-Emblem - Can be Synthed for its full value onto any weapon, armor, or accessory (200 ATK/INT, 100 DEF/HIT/GRD). Weapons will only get the ATK/INT/HIT, however. Also useful for Rush Gauge charge rate +3 Ultimate Super-tri-Emblum - Wrist Accessory Hit +2 Rush Gauge charge rate +3 Grants Immunity to Paralysis MP cost -15% in battle (ATK 1,602, INT 1,602, DEF 801, HIT 801, GRD 801) (+20 to All Resistances) ............................................................................... WRIST ACCESSORIES Super-tri-Emblum This Accessory has it's own section in this guide. Control + F the section: [SUPAPWR] No other Wrist Accessory can hold a candle to it. For people who do not have access to tri-Emblems, simply use a suggestion from the Neck Accessory section; those Factors can be put on Wrist Accessories just as easily. -.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Explanation of the Cave of the Seven Stars - [EOTCOSS] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| In the back of Tatroi's Colosseum is a Holy Light Barrier. If you use your Darkness Ring on it, the way to the Cave of the Seven Stars is opened. I will refer to this area as the "Seven Star Dungeon" from now forward. The Seven Star Dungeon has 7 floors, plus an Inner Sanctum. Each floor in the dungeon has: - A (broken) elevator that can take you down to the next level - A symbol that can take you to the surface - Treasures to collect (including Stone Fragments) - A boss to defeat [One floor has 2 bosses, one floor has none] - A mystical Star Every floor's elevator is, conveniently, broken. To fix them, you need to collect "Stone Fragments" on each floor. These are typically scattered everywhere on the level in random chests. Once you have all of the Stone Fragments on your current floor, you take them back to the walls around the elevator in the center of the area, place them where they go, and watch the elevator activate. Take the elevator down and do it all over again. Once you get to the 7th floor, the boss will drop a "Star Dipper". This allows you to pick up the mystical Stars that you'll be seeing on every floor. Each floor has one and only 1; You will need to collect all 7 to open the way to the Inner Sanctum. The path to the Inner Sanctum is in the South Room of the 7th Floor. Beware the Sanctum's Celestial Guardian, Gabriel Celeste. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Seven Star Dungeon Prep - [SSDUPRP] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| If you can handle yourself in the Palace of Creation, you can handle yourself in the Seven Star Dungeon. The enemies are a bit tougher, but they aren't anything you can't handle. For Equipment Preparation, make sure to focus on Factors that buff your active stats, like DEF (everyone) and ATK (fighters). Potent Defense & Attack seeds are great for this. By the time you reach the next dungeon, you're going to want to get as close to 9,999ing your stats as possible. If you find yourself getting slaughtered in here, go back to your Item Creation terminal and craft something stronger, and take a look through the equipment suggestion/preparation section for some Factor ideas. You're going to want to be around level 60 or 70 for this dungeon, and around level 100 for the final boss of it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Floor 1 - [FLORR01] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| First of all, a reminder: Ignore the ethereal/mystical stars that you can't even grab. You will be able to get these much later. This floor, as well as the next 2 floor, have a very annoying, and very deadly enemy roaming around; The Gust Hornet. Avoid this bee-creature, as it is capable of decimating even a Lv100 party with ease. If you choose to tackle them, just make sure they don't surprise you. This enemy is designed to fool you into thinking that the rest of the dungeon's enemies are hard; Do not be fooled. So onto the hunt for this floor's Stone Fragments; It looks as though the only one is in a chest in the south room. You'll rarely find a Stone Fragment alone without a guard or boss, and this one is no exception either. You'll be facing the "Temple Guardian". ............................................................................... BOSS: Temple Guardian Race-----------: Mech Hit Points-----: 958,949 EXP Given------: 110,000 FOL Given------: 3,270 Resistant To---: Water Weak Against---: Thunder Drops----------: Basil Void Recovery Unit Poison Relief Unit Details: An ancient robot discovered inside the Cave of the Seven Stars. The Cave Guardian was apparently a work in progress after all; this Temple Guardian is believed to be the final, completed product. However, parts of it seem to remain incomplete, leading some to theorize that this is actually a test model. Strategy: As with every Boss, make sure you stock up on anti-ailment items, healing items, and resurrection items. This guy is a beefed up version of the Cave Guardian. Being Lv60+ is recommended. Critical Hits will keep him knocked down for a good portion of the battle, so be sure to use the Critical Hit Skill or Weapon Factor. His close range attacks are much less dangerous than his ranged attacks, so get your fighters up close and personal, and dish out your strongest attacks. Having a healer stand in a corner away from the action can also save your butt if you get in a pickle. This boss is basically a boss to test your survival ability for the following bosses in the Cave. If you can beat this boss easily, you'll do fine the rest of the way down. If you are having trouble, simply beef up your ATK and DEF, then add some good Factors to your equipment that can help you. Every boss in the Cave of the Seven Stars is in one of the side rooms to the North, South, East, or West, so it's easy to exit the dungeon and save before each battle; Take your time, learn the tactics, and try, try again. ............................................................................... Once you defeat him, claim your prize chest, and return to the center room to place the Stone Fragment in the wall around the elevator. You can now take the elevator down a level. This elevator will always stay active and always grant you entry to any floor that you've already been to, so don't worry about not being able to get back in a heartbeat, because you can! FLOOR 1 CHEST CHECKLIST [ ] Aquaberries *2 [ ] Platinum [ ] Bracteate [ ] Cane [ ] Stone Fragment =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Floor 2 - [FLORR01] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Floor 2 introduces the annoying Treants, which block your path, forcing you to do battle with them. Be sure to kill the Gust Hornets which accompany them first. You'll be coming across a "Moonstone" in one of the chests here. Make sure to save it for the upcoming "Duplication" skill, as they are very hard to come by. The 2 Stone Fragments are both on the west side; One out in the open, one in the west room guarded by... ............................................................................... THE EAGLE RANGERS BOSS: Red Eagle Ranger BOSS: Black Eagle Ranger Race-----------: Humanoid Race-----------: Humanoid Hit Points-----: 763,531 Hit Points-----: 839,884 EXP Given------: 40,000 EXP Given------: 40,000 FOL Given------: 3,364 FOL Given------: 3,364 Resistant To---: Fire Resistant To---: Dark Weak Against---: Water Weak Against---: Light Drops----------: Fire Gem Drops----------: tri-Emblum BOSS: White Eagle Ranger BOSS: Blue Eagle Ranger Race-----------: Humanoid Race-----------: Humanoid Hit Points-----: 839,884 Hit Points-----: 916,237 EXP Given------: 40,000 EXP Given------: 40,000 FOL Given------: 3,364 FOL Given------: 3,364 Resistant To---: Light Resistant To---: Water Weak Against---: Dark Weak Against---: Fire Drops----------: Light Gem Drops----------: Ice Gem Red Eagle Ranger: Details: The leader of the Mighty Multi-Colored Bald Eagle Rangers, and the oldest of the four brothers. His eagle tattoo is red. A genius when it comes to thievery, he prepares intricate plans to steal the treasure he wants and executes them with a mix of brilliance and flair. Also know as "Red the Elusive". Black Eagle Ranger Details: The youngest of the Mighty Multi-Colored Bald Eagle Rangers. His eagle tattoo is black. When it's time to make a clean getaway, he takes up the rear, diverting attention with his bombastic behavior. Out of the four brothers, he is the one seen most often. Since they all look alike, many people believe all of the group's crimes are committed by the Black Eagle. Also known as "Black the Baiter." White Eagle Ranger Details: The second-youngest of the Mighty Multi-Colored Bald Eagle Rangers. His eagle tattoo is white. The massive cache of large props and small gadgets he has created has been invaluable in the brothers thieving work. Also known as "White the Sly." Blue Eagle Ranger Details: The second-oldest of the Mighty Multi-Colored Bald Eagle Rangers. His eagle tattoo is blue. A master of disguise, he infiltrates locations before heists and opens the path for the rest of his brothers. Also known as "Blue the Hidden." Strategy: As with every Boss, make sure you stock up on anti-ailment items, healing items, and resurrection items. The key to this battle is to focus on one Ranger at a time; It doesn't matter which one you focus on, just kill them one at a time. Blindsides are your key to winning this battle. Critical Hits from Blindsides will keep them on the defensive. They will gang up on you, so try switching between each character to lead them away from your main attacker; Switch back to your attacker, blindside one of them, then attack like there's no tomorrow. The battle becomes easier once you start killing them each off; Make sure you have a good ATK and DEF stat before this battle. I recommend being Lv80+ for this battle. ............................................................................... Once you have your Stone Fragments, head back to the middle and travel down a floor. FLOOR 2 CHEST CHECKLIST [ ] Ripe Berries [ ] Evil Spirit's Bow (Darkness Chest; Need Light Ring) [ ] Moonstone [ ] Gnomestone [ ] Stone Fragment [ ] Stone Fragment =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Floor 3 - [FLORR01] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Floor 3 introduces the moving blocks. These are blocks that can be pushed out of the way if you touch them from the correct side. If you are not on the correct side, they simply wont move and will block your path. There is a Stone Fragment in the Southeast area, and one in the north room guarded by... ............................................................................... BOSS: Sahariel Shtavim Race-----------: Other Hit Points-----: ?????? EXP Given------: 160,000 FOL Given------: 41,400 Resistant To---: Fire, Wind Weak Against---: Water, Thunder Drops----------: No Drops Details: A stronger version of Sahariel. Strategy: As with every Boss, make sure you stock up on anti-ailment items, healing items, and resurrection items. For this battle, you only truly need one fighter, so feel free to use 3 support characters like healers or casters. Sahariel's weak point is exposed when he leans back on his hind legs, so make sure to stand in front of him, and just keep wailing on him until he rears his ugly shiny-spot. All in all, this is not a difficult battle; Just keep your distance until you have an opening to inflict serious damage on him. I recommend being Lv90+ for this battle. ............................................................................... Take your Stone Fragments back to the center area, and travel on down to Floor Number Four. FLOOR 3 CHEST CHECKLIST [ ] Disintegration Stone (2 [ ] 180,000 FOL [ ] Gold *4 [ ] Sylphstone *2 (Ivy Chest; Need Wind Ring) [ ] Stone Fragment [ ] Stone Fragment (Ice Chest; Need Fire Ring) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Floor 4 - [FLORR01] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| This Floor, as you'll notice, is a bit different. You have a lot more room to breathe and outrun enemies. The floor acts as a sort of hub between two elevators. The elevator that brought you here can only take you between Floors 1 and 4. The other elevator on the west side can take you between Floors 4 and 7. There is no boss on this Floor, but you'll need to find 4 Stone Fragments. There's one in the Northwest area, two in the Northeast area, and one in the Southwest area. Grab all of them and head into the west room to take the elevator down to Floor 5. Do note; The enemies on Floor 4 are a bit more dangerous than those on previous Floors; however, there are no bosses on this floor. FLOOR 4 CHEST CHECKLIST [ ] Skill Manual "Sunflare" (Holy Light Chest; Need Darkness Ring) [ ] Basil *2 [ ] Green Beryl [ ] Bizarre Fruit (Fire Chest; Need Water Ring) [ ] Poison Relief Unit *2 [ ] Stone Fragment [ ] Stone Fragment [ ] Stone Fragment [ ] Stone Fragment =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Floor 5 - [FLORR01] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Floor 5 tries to confuse you with the minimap; You must make sure to push all of the blocks that you see to clear the path around the whole area. There are Stone Fragments in both the East and West rooms; the West room being Guarded by a trio of Shadow Doppelgangers... ............................................................................... DOPPELGANGER GROUP 1 BOSS: Shadow Reimi BOSS: Shadow Arumat Race-----------: Other Race-----------: Other Hit Points-----: 299,388 Hit Points-----: 411,658 EXP Given------: 70,000 EXP Given------: 70,000 FOL Given------: 3,530 FOL Given------: 3,530 Resistant To---: No Element Resistant To---: No Element Weak Against---: No Element Weak Against---: No Element Drops----------: Seraphic Doll Drops----------: No Drops BOSS: Shadow Sarah Race-----------: Other Hit Points-----: 299,388 EXP Given------: 70,000 FOL Given------: 3,530 Resistant To---: No Element Weak Against---: No Element Drops----------: No Drops Details: Shadow doppelgangers of your party... Strategy: As with every Boss, make sure you stock up on anti-ailment items, healing items, and resurrection items. Shadow Reimi can be taken care of with a close-range attacker; Shadow Arumat is a beast and should be taken care of with a ranged attacked; Shadow Sarah can be taken out with any type of character. Focus on Sarah first, as her Symbology can really hurt, and she has zero casting time; That makes her a very big thread. Reimi is the next easiest target, though Arumat is the biggest threat. Take your pick, and focus on one character at a time; They are merely copies of your characters, so their abilities should come as no surprise. ............................................................................... Bring your Stone Fragments back to the center area and move down to Floor 6. FLOOR 5 CHEST CHECKLIST [ ] Unicorn Lance [ ] Shadow Rose (Darkness Chest; Need Light Ring) [ ] Fresh Sage *3 [ ] Gold Chalice [ ] Stone Fragment [ ] Stone Fragment =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Floor 6 - [FLORR01] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Floor 6 introduces the Moonlight Lady. Getting into a fight with her can be Dangerous, as she boost the DEF of every monster on the field by 300% for every Moonlight Lady in play. With multiple Moonlight Ladys, you'll need to score Critical Hits to do any damage at all. Metal Scumbags star appearing frequently; They give a huge deal of EXP, and can also be used to max out your FOL. See the "FOL/EXP Trick" section. There are 3 Stone Fragments around; One in the Northeast area, and two in rooms gaurded by bosses. One boss lies in the West room, and the other in the South room. ............................................................................... BOSS: Custom Newt BOSS: Custom Dragoon Race-----------: Demon Race-----------: Mech Hit Points-----: 1128848 Hit Points-----: 1,015,963 EXP Given------: 115,000 EXP Given------: 115,000 FOL Given------: 3,739 FOL Given------: 3,739 Resistant To---: No Element Resistant To---: No Element Weak Against---: No Element Resistant To---: No Element Drops----------: No Drops Drops----------: No Drops Details: A stronger version of a Dragon Newt and a Dragoon. Strategy: As with every Boss, make sure you stock up on anti-ailment items, healing items, and resurrection items. Go for one of these two guys at a time. They aren't very difficult so long as you keep your distance, constantly blindside, and keep a healer in the corner to help you stay alive. Make sure you have a high DEF stat for this fight, as they can potentially hit you very hard. I recommend being Lv95+ for this battle. ............................................................................... ............................................................................... BOSS: Wrathful Tamiel Race-----------: Humanoid Hit Points-----: 1,505,869 EXP Given------: 210,000 FOL Given------: 51,750 Resistant To---: Fire, Dark Weak Against---: Water, Thunder Drops----------: No Drops Details: A stronger version of Tamiel. Strategy: As with every Boss, make sure you stock up on anti-ailment items, healing items, and resurrection items. This is actually a pretty tough battle compared to the other bosses on the other levels. Always make sure to take of the Sydonaists that he spawns first. Battling him 4 on 1 is much easier than having a swarm of minions coming after you while you try to focus. Beware of his Rage Reflection, and always keep a healer or two in each of the corners of the battlefield. Resurrection items will save your butt if you're having trouble. Keep the heat on him, and use Rush Combos at any chance you get. I recommend being Lv95+ for this battle. ............................................................................... FLOOR 6 CHEST CHECKLIST [ ] Skill Manual "Scintillant Stream" (Holy Light Chest; Need Darkness Ring) [ ] Stone Fragment [ ] Stone Fragment [ ] Stone Fragment =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Floor 7 - [FLORR01] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| There's no more Stone Fragments to collect; You've opened the elevator for continuous travel permanently. Pat yourself on the back. For this floor, we have a boss that is guarding the Star Dipper in the East room. ............................................................................... BOSS: Barachiel Fallen Race-----------: Other Hit Points-----: ?????? EXP Given------: 260,000 FOL Given------: 16,221 Resistant To---: Earth, Water Weak Against---: Fire Drops----------: No Drops Details: A stronger version of Barachiel. Strategy: As with every Boss, make sure you stock up on anti-ailment items, healing items, and resurrection items. This boss is simple, but he can hit hard, so keep a healer or two in the corners of the battle area. Spam your Rush Combos at every chance, and nail his weak point when he reveals it. Blindsiding this Boss is also very effective. I recommended being Lv100+ for this battle. ............................................................................... Once you defeat the boss and have your Star Dipper, raid the area of it's chests to find the (arguably) best skill in the game "Duplication". For the cost of 1 - 11 magical clay (at Lv10 maxed), you can Duplicate any item in the entire game except for Skill Manuals, Celestial Feathers, and Living Creatures. You can farm Magical Clay in the Sanctuary by taking the teleporter there; Simply return to the Calnus on Nox when you need to respawn the Nodes. Now that you can duplicate, you can abuse the Item Creation to it's fullest extent. Once you have at least 1 of every Ingredient, you effectively have infinite Item Creation Ingredients. Make sure to look over the Ingredient FAQ to find them all: Item Creation Ingredient FAQ: http://www.gamefaqs.com/console/xbox360/file/946860/57159 FLOOR 7 CHEST CHECKLIST [ ] Skill Manual "Duplication" [ ] Star Dipper [ ] Thorstone [ ] Seven Star Cloak [ ] Void Recovery Unit =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | The Star Hunt - [FINDME!] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Now that you have the Star Dipper, you need to return to every floor of the Seven Star Dungeon and collect the stars that you couldn't touch before. [ ] Star of Reason - Floor 1 - East area [ ] Star of Life - Floor 2 - East area; By the exit symbol [ ] Star of Being - Floor 3 - North area [ ] Star of Fortune - Floor 4 - Southeast area [ ] Star of Justice - Floor 5 - North room [ ] Star of Faith - Floor 6 - North room [ ] Star of Ruin - Floor 7 - North room Once you have all Seven Stars, return to Floor 7 and head into the South room. The symbol on the ground is now active and can transport you to the Inner Sanctum. Save your game! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Inner Sanctum - [BIGUHOH] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| The Inner Sanctum is a bit different than the rest of the Dungeon; Perhaps it even exists on a different plane of existence. You'll notice a large pillar of light in the middle; It contains the Celestial Entity, Gabriel Celeste. Head around back behind the platform and nab the two chests for a skill and a new Disintegration Ring which you'll need for the next dungeon. To engage the fight, simply approach the front of the barrier. You can exit the dungeon and Save before the fight, and it is highly recommended to do so. Approach the barrier to fight... ............................................................................... BOSS: Gabriel Celeste Race-----------: Other Hit Points-----: ?????? EXP Given------: 400,000 FOL Given------: 3,776 Resistant To---: Earth, Water, Fire, Wind, Thunder, Light, Dark Weak Against---: No Element Drops----------: Gabriel Celeste's Feather Details: A divine messenger waiting deep inside the Cave of the Seven Stars, charged with punishing and destroying the proud and boastful. He uses his spear and variety of hand-to-hand moves to attack. When he sees his opponent is among the strongest in the land, he bathes himself in the lightning of the gods, making himself all the more powerful. After that, all that remains is for him to thrust his spear until his adversary is defeated. Estimated Hit Points: 2 Wing 4,800,000 HP (Galaxy), 6,240,000 HP (Universe), 8,160,000 HP (Chaos) 4 Wing 9,600,000 HP (Galaxy), 12,480,000 HP (Universe), 16,320,000 HP (Chaos) 6 Wing 14,400,000 HP (Galaxy), 18,720,000 HP (Universe), 24,480,000 HP (Chaos) Strategy: This guy is one tough cookie; He is the second hardest Boss in the entire game. First of all, go stock up on healing and resurrection items. Resurrection Units are of great use here, as they have a party-revive effect. Duplicate them if you don't have enough base materials to create 20. You're going to want to Synth some nice gear to defeat him, but heed my warning, do not use any weapon that has an elemental attack; Gabriel is immune to elements and your weapon will do 0(zero) damage if you bring one like that. Gabriel can be defeated without Synthed equipment, but it makes him so much easier. Here is my list of equipment suggestions: WEAPON: Increases critical hit chance HP Damage +35% Adds Stun Effect to Weapon MP cost -25% in battle (or ATK +18% if ATK is not maxed) ARMOR: Nullifies HP Damage 25% of the time Increases chance of surviving incap via fury Restores 3% of HP periodically in battle (or DEF +20% if DEF is not maxed) Restores 3% of HP periodically in battle (or HP +20% if HP is not maxed) NECK ACCESSORY: Grants immunity to paralysis [Base Item: Anti-Paralysis Amulet] Grants immunity to stun status Increases chance of surviving incap via fury (or DEF +20% if DEF is not maxed) Increases critical hit chance (or HP +20% if HP is not maxed) WRIST ACCESSORY: Adds one hit chance per attack [Base Item: Slayer's Bangle] Restores 2% of HP periodically in battle MP cost -15% in battle (or DEF +20% if DEF is not maxed) Increases critical hit chance (or HP +20% if HP is not maxed) Strategy: (Continued) Gabriel is vulnerable to Stun status; He inflicts Paralysis and Stun. Make sure to bring a weapon that inflicts his weakness, and also be sure to grant yourself immunity to his ailment attacks. Make a few Otherworldly Cuisines (food), which have the "anti-targeting" effect; This prevents Gabriel from targeting you, and is a great thing to feed to your healers. Bring two healers; In their spell menu, use the X button to turn off all offensive spells/symbology except for the effective healing spells; This prevents the healers from dashing into combat; They instead hang back and just heal you. Stick your healers in the corners of the battlefield, in opposite corners; This way, if most of your party dies, at least one healer will survive, allowing you to resurrect everyone. There are two effective ways of killing Gabriel. The first is just spamming Rush Combos and avoiding his attacks. During a Rush Combo, the enemy can not attack, and you are capable of dishing out damage in the millions. If you're using this strategy, set everyone to BEAT:B to keep your rush gauge filling fast. The other way is using Blindsides and then mercilessly attacking him. Meracle is most effective against him, as her blindside animation makes her nearly invincible; Her X-claws chained together dish out ungodly amounts of damage. Because he is vulnerable to Stun and Knockdown, getting Critical Hits and Blindsiding him is extremely effective, as he is always taking double damage, being flung around in the air, or standing there being stunned. One player has even solo-ed Gabriel with Meracle at Lv60 with the blindsiding tactic, so consider using it during your encounter. If you are using this tactic, set your blindsiding character to BEAT:S and everyone else to BEAT:B. When he gets down to critical HP, he goes all out against you, so expect to die; Have your healers ready with resurrection items and just keep dishing out the damage as quickly as you can. Because you can save right before this battle by exiting the dungeon and returning, this battle is easy to learn from. Try out a strategy, and if it doesn't work like you would like, try another. Fiddle around with your equipment and use what works best for you. Beat him in his 2-winged form, and he becomes a 4-winged Gabriel. Beat him in his 4-winged form, and he becomes a 6-winged Gabriel. He remains in 6-winged form for the rest of your playthrough. ............................................................................... INNER SANCTUM CHEST CHECKLIST [ ] Skill Manual "Max Shockwave" [ ] Water Ring (Ice Chest; Need Fire Ring) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | FOL/EXP Trick - [LOTOF$$] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| On Floors 6 and 7 of the Seven Star Dungeon roam an enemy called the Metal Scumbag. These enemies offer insane amount of experience if you can defeat them, and can be used to trick the game into maxing your fol at 99,999,999 in under 10 minutes. You'll want to read the Synth FAQ to understand the Overflow Trick and how to create customized gear with multiple EXP and/or FOL Factors. The EXP trick: This one isn't really a trick; It's merely creating the right Equipment, and slaughtering Metal Scumbags over and over using Meracle's Ocarina to respawn them. You'll want Weapons for everyone with 4 Factors, all being +20% EXP, and you'll want to same Factors on both of your Accessories (only 3 Factors are choosable on ACCs). This brings a total of 10 Factors granting extra EXP per character. Use those on all 4 characters in your party for a total of 40 Factors granting extra EXP. Go out into an area with weak enemies and get Critical Hits (Critical Hit Skill or Blindsides) to get extra Blue Tiles on your Bonus Board, which also grant extra EXP. Once you have these insane modifiers, go slaughter the Metal Scumbags for around 5 levels per fight. Use Bacchus' "Black Hole Sphere" to keep them from fleeing. The FOL trick: This requires gear that grants everyone +40% Fol on all of their Weapon's Factors, as well as their Accessories' Factors. Maxing out the bonus board with Yellow Tiles (Get Multi-Kills) also helps greatly. This trick requires a bit of setup. You will need: -To set everyone in your party to "Don't do anything" via the Tactics menu. -Make sure Bacchus' Black Hole Sphere is set to one of the triggers. -Wear FOL gear on everyone. -Have very protective armor on everyone The basic idea behind this trick is this: Metal Scumbags have 2 unique skills that other enemies do not; "Steal" and "Escape". "Steal" allows them to steal a certain percentage of your FOL and "Escape" allows them to flee battle with it. If you manage to kill a Metal Scumbag after it steals FOL from you, you get all of the FOL back, but here's the catch- You get it all back, but any multipliers you have add to the amount you get back. The more they steal, the more you get back. For this to work, we need to allow the Scumbags to steal from you, we need to keep them alive to do so, we need to survive their attacks, and we need to prevent them from ever escaping. Survival is easily accomplished by wearing your best armor. Since Armor can not have any +FOL Factors, feel free to Synth anything you want to it. +DEF Factors are suggested. The easiest way to prevent the Scumbags from fleeing battle is to use Bacchus' Black Hole Sphere skill. This keeps the Scumbags in a constant attack state until they hit rush mode. Since you're using a weak weapon with only +FOL Factors on it, you shouldn't be able to kill them very fast, and that is good. Have Bacchus continue to spam Black Hole Sphere during the entire battle. Once a Scumbag reaches Rush Mode, they will be immune to the knockback of the skill, and will start attacking and/or stealing FOL from you. They will not try to escape during Rush Mode. Whether they steal from you or not is up to pure luck, so put your hands together and pray. Once they exit Rush Mode, keep spamming Black Hole Sphere until they enter Rush Mode again. Keep this up until they have stolen a huge amount of money from you. Once you're ready to kill them, switch everyone's tactics to "Fight freestyle!" so they'll begin the slaughter. Since you have weak weapons, it may take a few minutes, but you will prevail. The Scumbags steal FOL based on a percentage of your total, so you will need to fight around 5 battles, 10 minutes each, to get your FOL up in increments, enough that they will eventually be stealing 99,999 FOL each attempt. Once it reaches that point, a single 10 minute battle will net you around 50 million FOL. 99,999,999 FOL is the max, so have fun and enjoy! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Dispelling The Fire Chests - [FIREPRF] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| The backside of the platform that Gabriel Celeste resides on in the Inner Sanctum of the Cave of the Seven Stars is a chest that contains the Water Ring. This ring is capable of dousing the Fire Chests so you can claim their prizes. You do not need to defeat Gabriel to claim this ring; You can simply grab it and leave if you choose. There are only 4 Fire Chests in the game, and here they are: Fire Chest #01: Palace of Creation (Area 6) Contains *2 Intelligence Seeds Fire Chest #02: Top floor of the Purgatorium in the room sealed with the Darkness Barrier. Contains a Lightning Sword Fire Chest #03: Floor 4 of the Cave of the Stars on Roak. Contains a Bizarre Fruit Fire Chest #04: Floor 5 of the Cave of the Stars on Roak. Contains a Gold Chalice =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Explanation of the Wandering Dungeon - [HWITWKS] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Once you defeat Gabriel Celeste, Bargo will appear in the Old Road to Sanctuary right next to the elevator. Speak to him and he will send you in to the dungeon. The Wandering Dungeon has a few unique features that set it apart from any other dungeon. - Every floor in the dungeon is randomly generated from a pre-selected group of room types - There are no Save Points in the dungeon - You can exit the dungeon from any floor, but you can not return to previous floors - All treasure chests are randomly placed and contain random items - Bosses/Santa can spawn in one of five types of rooms; Boss/Santa Map: http://www.gamefaqs.com/console/xbox360/file/946860/57168 - Every odd numbered floor has a quest to complete - Every even numbered floor has a boss to defeat =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Wandering Dungeon Map / Floor Explaination - [DISSMAP] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| ================================================================ | Floor 01 - Random Quest - [Assassins - Crystals - Geostones] | | Floor 02 - BOSS: Prehistoric Psynard | | Floor 03 - Random Quest - [Assassins - Crystals - Geostones] | | Floor 04 - BOSS: Ring Beast | | Floor 05 - Random Quest - [Assassins - Crystals - Geostones] | | Floor 06 - BOSS: Chimera Beast | | Floor 07 - Random Quest - [Assassins - Crystals - Geostones] | | Floor 08 - BOSS: Imperfect Armaros | | Floor 09 - Random Quest - [Assassins - Crystals - Geostones] | | Floor 10 - BOSS: Armaros Manifest II | | Floor 11 - Random Quest - [Assassins - Crystals - Geostones] | | Floor 12 - BOSS: Runaway Dragon | | Floor 13 - Random Quest - [Assassins - Crystals - Geostones] | | Floor 14 - BOSS: Kakabiel Risen | | Floor 15 - Random Quest - [Assassins - Crystals - Geostones] | | Floor 16 - BOSS: Shadow Clones (Edge/Myuria/Bacchus) | | Floor 17 - Random Quest - [Assassins - Crystals - Geostones] | | Floor 18 - BOSS: Shadow Clones (Lymle/Meracle/Faize) | | Floor 19 - Random Quest - [Assassins - Crystals - Geostones] | | Floor 20 - BOSS: Ethereal Queen | ================================================================ Even Numbered Floors after Floor 20 repeat Floor 20 exactly, indefinitely. Odd Numbered Floors after Floor 20 repeat Floor 19 exactly, indefinitely. Each floor has an obelisk; This obelisk is the entrance to the next floor. On Even Numbered floors, the obelisk will give you one only one quest: "Show us a Seraphic Doll" -For this quest, you must defeat the Boss of the floor. The Boss will always drop a Seraphic Doll. Simply defeat the Boss, bring it back to the obelisk, and it will transform into the entrance to the next floor. On Odd Numbered floors, the obelisk will give you one of three quests: Obelisk Quest #1: "Defeat our assassins" -As soon as the obelisk gives you this quest, you are sent into a battle with multiple ambushes. You must survive and defeat all of the enemies to be allowed to move on. Once you win, the obelisk will transform into the entrance to the next floor. Obelisk Quest #2: "Destroy the abhorrent crystals" -For this task, you must go around destroying elemental crystals with your Disintegration Rings until there are none remaining. You will know that this is your quest before you even get to the obelisk because these crystals will be in every room. Lymle's "Charge" skill can recharge your Rings at the cost of Disintegration Stones. Once you destroy every crystal, the obelisk will transform into the entrance to the next floor. If you run out of Stones to recharge your Rings, you can always find them from certain enemies as drops. Here is a list of those drops: =============================================================================== Floors Number-: Monster Race Type of drop --------------- ------------------ ------ --------------------- Floors 01 - 05: Jade Golem - Demon - Regular Drop (Common) Floors 06 - 10: Ghostkeeper - Undead - Regular Drop (Rare) Floros 11 - 15: Damascus Fort - Demon - Regular Drop (Common) Floors 16 - 20: Bloodtail - Insect - Regular Drop (Common) Floors 16 - 20: Dominator Dragon - Demon - Regular Drop (Rare) =============================================================================== Obelisk Quest #3: "Bring us (8-18) Geostones" -The task here is to bring back a random number of Geostones (8 through 18) to the obelisk. Every enemy in the Wandering Dungeon (except Hell Clowns) drop them as an -ology drop (with the Dominator Dragon being the exception, dropping it as a normal drop). Every character has a special skill that allows enemies of certain types to drop their rarest drop. Once you bring back the required number of Geostones, the obelisk will transform into the entrance to the next floor. Here is a list of every enemy that drops Geostones, and which character/skill you need to obtain that Geostone drop. =============================================================================== Floors Number-: Monster Race Type of drop Character --------------- ------------------ ------ -------------------- ------------- Floors 01 - 05: Adephaga Prox - Insect - Entomology Drop; Faize/Arumat Floors 01 - 05: Acid Gerel - Plant - Botany Drop; Reimi Floors 01 - 05: Trinity Tusk - Demon - Demonology Drop; Myuria Floors 01 - 05: Misfortuner - Undead - Parapsychology Drop; Lymle Floors 01 - 05: Jade Golem - Demon - Demonology Drop; Myuria Floors 01 - 05: Kobold Ranger - Animal - Zoology Drop; Sarah Floors 01 - 05: Myconid - Plant - Botany Drop; Reimi Floors 06 - 10: Ghostkeeper - Undead - Parapsychology Drop; Lymle Floors 06 - 10: Arch Spellmaster - Undead - Parapsychology Drop; Lymle Floors 06 - 10: Antlered Tortoise - Animal - Zoology Drop; Sarah Floors 11 - 15: Augmentoid - Undead - Parapsychology Drop; Lymle Floors 11 - 15: Little Mutant - Demon - Demonology Drop; Myuria Floors 11 - 15: Damascus Fort - Demon - Demonology Drop; Myuria Floors 16 - 20: Lizard Tyrant - Animal - Zoology Drop; Sarah Floors 16 - 20: Bloodtail - Insect - Entomology Drop; Faize/Arumat Floors 16 - 20: Grim Reaper - Undead - Parapsychology Drop; Lymle Floors 16 - 20: Dominator Dragon - Demon - Regular Drop (Rare) =============================================================================== Do keep in kind that all monsters appear as dark ghosts on the main map, so you never know what you'll be facing. If you find a group/mob of monsters that you want to fight again, simply use Meracle's Ocarina skill to respawn them. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Santa - [PRSNTS!] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Once you get to Floor 08 of the Wandering Dungeon, Santa has a random chance of appearing in the same types of rooms that the bosses appear in. Here is the map again: http://www.gamefaqs.com/console/xbox360/file/946860/57168 He is always floating on a sled in the middle of the room, and is a character you can interact with. When you talk to him, he offers items for sale. Here is his shop information: =============================================================================== Area--: Wandering Dungeon Shop--: Santa Maria ------------------------------------------------------------------------------- ITEM NAME - FOL COST - ITEM TYPE ------------------------------- --------------- ------------------------------- Binding Sword "Shiho Murasame" - 1,200,000 FOL - Weapon Fierce Bow "Reppu Shingetsu" - 980,000 FOL - Weapon Sky Sword "Ama-no-Murakumo" - 1,500,000 FOL - Weapon Nightmare Wand - 30,000 FOL - Weapon Divine Wand "Empyreal Reverie" - 2,000,000 FOL - Weapon Ogre Cannon "Legion's Howl" - 1,000,000 FOL - Weapon Conqueror Scythe "Asurea Vajra"- 1,200,000 FOL - Weapon Battle Armor "God of Hellfire" - 800,000 FOL - Armor Electroshock Gear "War Deity" - 1,300,000 FOL - Armor tri-Emblem - 2,000,000 FOL - Neck Accessory Skill Manual" ATK Boost" - 6,000 FOL - Usable Item Skill Manual "INT Boost" - 6,000 FOL - Usable Item Skill Manual "Divine Wave" - 1,000,000 FOL - Usable Item Natto - 300 FOL - Food Disintegration Stone - 30,000 FOL - Other Item Aramid Fiber - 800 FOL - Other Item Carbon Fiber - 1,000 FOL - Other Item Rivet - 20 FOL - Other Item Laser Oscillator - 3,000 FOL - Other Item Sighting Unit - 500 FOL - Other Item Mystery Electronic Circuit - 1,300 FOL - Other Item ------------------------------------------------------------------------------- Most of his equipment pieces have incredible stats in one area, but have other stats that go very far into the negative, so the trade-off is something to ponder on. The two items that he sells that are of note are the Disintegration Stones, which can charge your Disintegration Rings, and the tri-Emblem, the strongest accessory in the entire game. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | The tri-Emblem / Super-tri-Emblum - [SUPAPWR] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| ............................................................................... STATS RESISTANCES FACTORS .............. .................. ................................... . ATK: + 200 . . EARTH----: +00 . . Rush Gauge charge rate +3 . . INT: + 200 . . WATER----: +00 . . Grants immunity to paralysis . . DEF: + 100 . . FIRE-----: +00 . . MP cost -15% in battle . . HIT: + 100 . . WIND-----: +00 . . Adds two hit chances per attack . . GRD: + 100 . . THUNDER--: +00 . ................................... .............. . LIGHT----: +00 . . DARKNESS-: +00 . .................. Synth Limit: 3 ............................................................................... The tri-Emblem is an accessory that is best used as a Synthesis item, as the stats can copy over, in full, to any piece of equipment. At the price of 2-million FOL, this accessory is the most expensive in the entire game. It is; however, worth it. For FOL maxing, see the FOL/EXP Trick section, so you can buy 20 of these during every trip into the Wandering Dungeon. The unfortunate reason that you must buy them everytime is because the tri-Emblem is one of the few items in the game that can not be Duplicated via the Duplication skill. When you have a piece of equipment that already has all four Factor Slots full, but still has Synth Limit Slots remaining, you can use tri-Emblems to fill the remaining Synth Slots, as the stats from the Emblems will copy over, and with the stats being in the hundreds, it makes the Emblem the absolute best piece of equipment in the entire game to use as a Synth item. For Weapons, only ATK, INT, and HIT stats copy over; For Armor and Accessories, all five stats copy over. (If you don't have access to tri-Emblems, then Ashlay Bernbeldt Jewels have very nice stats for Synth Stat Maxing.) There is another item that can be used for creating an ultimate wrist accessory that has insane amounts of stats, even greater than the tri-Emblem; It is the tri-Emblum (with a "U", not an "E"). The tri-Emblum is an Anthropology Drop from the Thieving Scumbags on Roak. You must have Edge in the party to get this drop. Here are it's stats: ............................................................................... tri-Emblum STATS RESISTANCES FACTORS .............. .................. ................................... . ATK: + 2 . . EARTH----: +00 . . HIT +2 . . INT: + 2 . . WATER----: +00 . ................................... . DEF: + 1 . . FIRE-----: +00 . . HIT: + 1 . . WIND-----: +00 . . GRD: + 1 . . THUNDER--: +00 . .............. . LIGHT----: +00 . . DARKNESS-: +00 . .................. Synth Limit: 8 ............................................................................... The stats and factors on this accessory are absolutely horrible; It is a truly cheap immitation of the real tri-Emblem, but it has one special trait that no other accessories in the game; It has a Synth Limit of 8, instead of the normal limit of 3 or 4 that every other accessory in the game has. If you Synth 8 of the regular tri-Emblems onto a tri-Emblum, you create what I like to call a "Super-tri-Emblum". Here are it's stats: ............................................................................... Super-tri-Emblum (tri-Emblum-RXX) STATS RESISTANCES FACTORS ................ .................. ................................... . ATK: + 1,602 . . EARTH----: +00 . . HIT +2 . . INT: + 1,602 . . WATER----: +00 . . Rush Gauge charge rate +3 . . DEF: + 801 . . FIRE-----: +00 . . Grants immunity to Paralysis . . HIT: + 801 . . WIND-----: +00 . . MP cost -15% in battle . . GRD: + 801 . . THUNDER--: +00 . ................................... ................ . LIGHT----: +00 . . DARKNESS-: +00 . .................. ............................................................................... Notice the stats in the thousands. Normal accessories have a Synth Limit of only 3 or 4, so no other accessory has the ability to gain stats this high; Even the normal tri-Emblem has a Synth Limit of only 3, so Synthing together regular tri-Emblems wouldn't bring the stats as high as this accessory can. When synthing this accessory, you even get the first three factors of the original tri-Emblem copied over. This accessory can be duplicated for only 1 magical clay for every single character in your game. For Ultimate Equipment, this item should definitly be included in your checklist. Don't even think about trying to use this Ultimate Accessory as a Synth item for other items; As the Synth FAQ points out, you can not use Synthed items as a Synth item. If you do, only the base stats would copy over to the new item. Example: If you were to use a Super-tri-Emblum as a Synth item onto another item, only the original stats of the tri-Emblum, before you synthed it, would copy over. ATK 2, INT 2, DEF 1, HIT 1, GRD 1, and the HIT +2 Factor. That is all. -.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.- Here's another little trick you can do with with Synthesis; "Adding +20 to all resistances on your Super-tri-Emblum" This is completely optional, but makes your Super-tri-Emblum truly "Super". (Side Note- If you are looking to put +20 Resists to other types of Equipment, check out my Synthesis FAQ's section about Resistance Maxing.) Before you Synth your 8 tri-Emblems onto the tri-Emblum, you can 'prepare' them by adding high resistances to them before you Synth. Remember, Resistances are the only thing that can travel down through multiple Synths; Stats can not. If you Synth high enough resistances onto your tri-Emblems for you Synth those to your tri-Emblum, then your final Super-tri-Emblum will have +20 to all resists. Preparation: Duplication Skill - Found on Floor 7 of the Cave of the Seven Stars (max out at Lv10) Magical Clay - To use the Duplication Spell (Farm in the Sanctuary) Alchemist's Cloak - Cursed Horrors in the Sanctuary drop them very commonly. Duel Armor - Sold on EN II in Centropolis' Armor Shop. Darkness Charm - Item Creation; Crafting Section 8 tri-Emblems - Buy from Santa 1 tri-Emblum - Drop from Thieving Scumbags (Edge's -ology drop) Note- The following strategy can be applied to any Armor or Accessory to bump up it's resistances, and you can use any accessory besides the tri-Emblem that has no negative resistances. This strategy is explained using specific examples for simplification purposes. Step 01) Creating an Armor with +20 to all Resistances that can be duplicated with only 1 magical clay. The Duel Armor has +2 to all Resistances except Darkness. The Darkness element has -8 (Negative Eight). We need to bump this up to +2 to match the other Resistances. This is where the Darkness Charm comes into play; It has a +4 to Darkness, and because the Duel Armor and the Darkness Charm both only have 4 Synth Limit Slots, we'll need to abuse the Duplication Skill. -Take a Darkness Charm, Duplicate it, and Synth it onto the original Darkness Charm. You now have a Darkness Charm with +6 to Darkness. -Duplicate this new charm 4 times. You now have 4 Darkness Charms with +6 to Darkness. -Synth all four of these charms onto your Duel Armor. You now have a Duel Armor with +2 to all Resistances. -Duplicate your Duel Armor (the one with +2 to all Resistances) so you have two of them. -Synth both of those Duel Armors onto your Alchemist's Cloak. The reasons we do this instead of using the Duel Armor is because the Duel Armor takes 3 Magical Clay to Duplicate, while the Alchemist's Cloak only takes 1. Once you do this, you'll have an Alchemist's Cloak with +2 to all Resistances. -Duplicate your Alchemist's Cloak (the one with +2 to all Resistances) TWICE. You now have 3 Alchemist's Cloaks with +2 to all Resistances. -Synth two of those Alchemist's Cloaks onto the third Alchemist's Cloak. You now have an Alchemist's Cloak with +4 to all Resistances. -Duplicate the +4 Cloak, and Synth it back onto the original +4 Cloak. You now have a Cloak with +6 to all Resistances. -Duplicate the +6 Cloak, and Synth it back onto the original +6 Cloak. You now have a Cloak with +9 to all Resistances. -Duplicate the +9 Cloak, and Synth it back onto the original +9 Cloak. You now have a Cloak with +13 to all Resistances. -Duplicate the +13 Cloak, and Synth it back onto the original +13 Cloak. You now have a Cloak with +19 to all Resistances. -Duplicate the +19 Cloak, and Synth it back onto the original +19 Cloak. You now have a Cloak with +20 to all Resistances. Make absolutely sure to create a duplicate of this Cloak, as it will be used quite often in this strategy. Step 02) Synth a bunch of the "+20 Cloak"s to your tri-Emblems. The 8 tri-Emblems will be used to power up your tri-Emblum, and since we can use this to add resistances, we need to change the resistances of them. Since Resistances are always cut in half through every Synth, we need to make the 8 tri-Emblems hold a total of +40 to all Resistances; This is because when they are Synthed onto the tri-Emblum, the Resistances are cut in half, down to +20, which is the maximum Resistance you can have. For this, we will need 4 (four) of the "+20 Cloak"s. So... -Duplicate the "+20 Cloak" 4 times. -Synth one of them onto tri-Emblem #1. You now have a tri-Emblem with +10 to all Resistances. -Synth one of them onto tri-Emblem #2. You now have two tri-Emblems with +10 to all Resistances. -Synth one of them onto tri-Emblem #3. You now have three tri-Emblems with +10 to all Resistances. -Synth one of them onto tri-Emblem #4. You now have four tri-Emblems with +10 to all Resistances. You now have 8 tri-Emblems to be used as Synth items for your Super-tri-Emblum, and they all have a combined total of +40 to all Resistances. Step 03) Finalize your tri-Emblum - Synth all 8 tri-Emblems to your tri-Emblum; This includes the four with +10 to all Resistances. You now have this: ............................................................................... Super-tri-Emblum w/ Resistances Maxed (tri-Emblum-RXX) STATS RESISTANCES FACTORS ................ .................. ................................... . ATK: + 1,602 . . EARTH----: +20 . . HIT +2 . . INT: + 1,602 . . WATER----: +20 . . Rush Gauge charge rate +3 . . DEF: + 801 . . FIRE-----: +20 . . Grants immunity to Paralysis . . HIT: + 801 . . WIND-----: +20 . . MP cost -15% in battle . . GRD: + 801 . . THUNDER--: +20 . ................................... ................ . LIGHT----: +20 . . DARKNESS-: +20 . .................. ............................................................................... Congrats; You now have a Super-tri-Emblum with insane stats and +20 to every Resistance in the game. There is much usefulness in this. Having +20 to all Resistances grants you immunity to elements. Not only do you take zero damage from elemental attacks; Any normal attack with an added elemental to it will also do zero damage. In addition to this, the 'mini-knockback-effect' that spells usually have on your characters is nullified. You can be in the middle of a huge explosion or elemental attack, and it will be like there is nothing there; You can just keep on walking or attacking without being hampered in battle. This isn't just limited to a Super-tri-Emblum either; You can use any accessory with a positive Resistance value as your base, and put it on any Armor or Accessory in the game to max your Resistance. Neat, eh? For information on how to apply Max Resistances to any piece of equipment, see my Synthesis FAQ. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Treasures in the Wandering Dungeon - [GREEDYT] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| The chests in the Wandering Dungeon are completely random, and every item in the entire game is capable of appearing in any chest on any floor. Some items, like items from the "Usable Item" and "Other Item" sections, are much more common to find, while "Food" items are less common, and Equipment is extremely rare to find. Each floor has a specific item that can only be found in the Wandering Dungeon, and only on that specific floor. Here is the list of Floor Specific Treasures: ============================================ | Floor 01: [no floor specific treasure] | | Floor 02: [no floor specific treasure] | | Floor 03: Plate of the Lost Monarch | | Floor 04: Artifact Bow | | Floor 05: Plate of the Lost Monarch | | Floor 06: Artifact Bow | | Floor 07: Blazing Wand | | Floor 07: Infinity Saber | | Floor 08: Blazing Wand | | Floor 09: Li'l Vending Machine No. 3 | | Floor 09: Trident Harpoon | | Floor 10: Hidden Claws "Crimson Falcons" | | Floor 11: Absolute Protector | | Floor 11: Infinity Saber | | Floor 12: Hidden Claws "Crimson Falcons" | | Floor 13: Absolute Protector | | Floor 13: Trident Harpoon | | Floor 14: Blood Scepter | | Floor 15: Blood Scepter | | Floor 16: Absolute Protector | | Floor 16: Ultimate Cannon | | Floor 17: Demon Sword "Levantine" | | Floor 18: Ultimate Cannon | | Floor 19: Demon Sword "Levantine" | | Floor 20: [no floor specific treasure] | ============================================ Note: As stated earlier, the treasures in the Wandering Dungeon are random, so it may take multiple runs through the Dungeon to get one of these treasures to appear. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Wandering Dungeon Prep - [TSISWAR] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Required items for the Dungeon: Earth Ring - Chest; Alternate Earth. Chest; EN II, Centropolis, outside the inn. (The 2nd chest only contains it if you miss the first one.) Water Ring - Chest; Inner Sanctum of the Cave of the Seven Stars Fire Ring - Obtained through normal gameplay Wind Ring - Obtained through normal gameplay Thunder Ring - Obtained through normal gameplay Light Ring - Obtained through normal gameplay Darkness Ring - Defeat the Undying Dragon (required to get to this point) Reimi--: Botany Skill - Buyable skill on ENII in Centropolis Lymle--: Parapsychology Skill - Buyable skill on ENII in Centropolis Myuria-: Demonology Skill - Buyable skill on ENII in Centropolis Sarah--: Zoology Skill - Buyable skill on ENII in Centropolis Arumat-: Entomology Skill - Buyable skill on ENII in Centropolis Faize--: Entomology Skill - Buyable skill on ENII in Centropolis You need every one of the Disintegration Rings for one the Crystal-Quests in the Dungeon, as well as the -ology skills for most of your characters to obtain Geostones for the Geostone-Quests. Recommended Items for the Dungeon & Bosses: 20 Disintegration Stones -For recharging your Disintegration Rings via Lymle's Charge skill. 20 Magical Clay -To duplicate Disintegration Stones and/or Geostones and/or HP/MP Items 20 Resurrection Elixirs -To survive Boss battles 20 Resurrection Units [Party Effect- Most important item when facing EQ] -To survive Boss battles 20 Fresh Sage -To survive Boss battles 20 Physical Stimulants (or any other HP restorative items) -To Restore Hitpoints 20 Mental Stimulants (or any other MP restorative items) -To Restore Magicpoints 20 of every Status recovery item (Aquaberries, Red Herbs, etc) -To Restore Status-Ailment 10 Otherworldly Cuisines -To prevent being targeted in battle (Best used on Healer Mages) 20 of your favorite stat-boosting Food. -Food stat bonuses do not stack, and only 1 bonus is ever active at any given time. Once a character dies in battle, the bonus wears off.) Suggested Skills: Lymle's Charge skill - To recharge the Disintegration Rings Arumat's Duplication skill - To duplicate Disintegration Stones and/or HP/MP Items Meracle's Ocarina skill - To re-summon the same enemy group Arumat's Dragon Roar skill - Arumat's strongest attack Reimi's Savage Sparrows skill - Reimi's strongest attack =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Boss Strategies - [HW2KILL] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| ............................................................................... BOSS: Prehistoric Psynard Race-----------: Bird Location Found-: Wandering Dungeon; Floor 02 Hit Points-----: 1,504,988 EXP Given------: 230,000 FOL Given------: 20,047 Resistant To---: Earth, Water, Fire, Wind, Thunder, Light, Dark Weak Against---: No Element Drops----------: Seraphic Doll Details: An ancestor of the Early Psynard with tremendous fighting power. Legends tell of heroes flying through the air on the back of one; many would-be riders have tried it since, but the Psynard has reduced them to had-beens, tearing limb from limb those who would usurp its master's place. Seeking a more tractable variant, scientists performed symbological analysis and duplication to create the Early Psynard. Strategy: As with every Boss, make sure you stock up on anti-ailment items, healing items, and resurrection items. After you've beaten Gabriel, this Boss should pose almost no threat to you. The Psynard has a couple of deadly attacks, but keep a healer in the corner and you'll be good to go. Dragon Roar him to the great beyond. I recommend being Lv110+ for this battle. ............................................................................... ............................................................................... BOSS: Ring Beast Race-----------: Demon Location Found-: Wandering Dungeon; Floor 04 Hit Points-----: 1,582,849 EXP Given------: 260,000 FOL Given------: 12,164 Resistant To---: Light Weak Against---: Dark Drops----------: Seraphic Doll Details: A beast that guards the Wandering Dungeon and crushes invaders with its superior strength. Its gleaming metal body and overwhelming skill in battle suggest that it guards a great treasure, and many adventurers have met an untimely fate attempting to challenge it. Over the years, it came to be called the "Ring Beast" -people believed that defeating it would grant the victor the splendor of the ring. Until a certain band of intrepid adventurers discovered the truth... Strategy: As with every Boss, make sure you stock up on anti-ailment items, healing items, and resurrection items. This battle is ridiculously easy. The Lizard Tyrants are easy support enemies to kill, and the Ring Beast himself enjoys jumping around for half the battle. Like the Ring Guardian in the Purgatorium, this Boss is a cake-walk. Avoid the jumps, use ranged attackers and Rush Combos to deliver the killing blow to this silly beast. I recommend being Lv115+ for this battle. ............................................................................... ............................................................................... BOSS: Chimera Beast Race-----------: Demon Location Found-: Wandering Dungeon; Floor 06 Hit Points-----: 1,994,019 EXP Given------: 290,000 FOL Given------: 8,195 Resistant To---: Earth Weak Against---: No Element Drops----------: Seraphic Doll Details: The boss of the Trinity Tusks. Unlike the other synthesized beasts whose lifespans were deliberately set to be very short, the Chimera Beast has a fairly long life expectancy. Believed to be part of the first wave of experimental creatures created. Strategy: As with every Boss, make sure you stock up on anti-ailment items, healing items, and resurrection items. This Boss has a couple of Arch Spellmasters (normal enemies) supporting him, so taking them out first is a good idea. Keep the Chimera busy by blindsiding him with your main fighter, and have your other support characters wailing on him from a distance. Keep a healer in the corner to keep yourself alive and this battle shouldn't give you too much trouble. I recommend being Lv120+ for this battle. ............................................................................... ............................................................................... BOSS: Imperfect Armaros Race-----------: Other Location Found-: Wandering Dungeon; Floor 08 Hit Points-----: ?????? EXP Given------: 330,000 FOL Given------: 8,276 Resistant To---: Water, Wind Weak Against---: Earth Drops----------: Seraphic Doll Details: A stronger version of Armaros. Strategy: As with every Boss, make sure you stock up on anti-ailment items, healing items, and resurrection items. This Boss can hit hard with some nasty effects, and he has some serious armor protecting him. You'll want to hit hard and fast with Rush Combos and Chain Combos to break open his armored shell; Once his shell is opened, his weak point becomes exposed and he will fall extremely quick. Having some elemental resistances will help in this battle. Keep a healer in the corner and keep your HP topped off so you don't fall prey to the nasty attacks. I recommend being Lv125+ for this battle. ............................................................................... ............................................................................... BOSS: Armaros Manifest II Race-----------: Other Location Found-: Wandering Dungeon; Floor 10 Hit Points-----: ?????? EXP Given------: 340,000 FOL Given------: 12,529 Resistant To---: Earth Weak Against---: Wind Drops----------: Seraphic Doll Details: A stronger version of Armaros Manifest. Strategy: As with every Boss, make sure you stock up on anti-ailment items, healing items, and resurrection items. This Boss is the second hardest Boss next to the Ethereal Queen. He hits hard and fast and can kill your party very quickly. Having maxed out DEF and ATK stats will help you immensely. This boss uses mainly Earth Elemental attacks and abilities, so maxing out your Earth Resistance will help you immensely by granting you immunity to 90% of the attacks. The Bloodtail Minions that he summons are also very deadly, but Earth Resistance/Immunity will also protect you from them. The trick to defeating this nasty spider is having a high ATK stat, and constantly blindsiding him; His tail is his weak point, and attacking it will inflict huge damage on him. Consider leaving the dungeon if you are not at least Lv130+, because this boss really can kill you, and you could potentially loose many hours worth of gameplay by dying down here. Keep the minions under control by slaughtering them, as they are more dangerous than the actual boss himself. Make sure you have one or two healers in the corners with resurrection items on hand for critical moments. As stated before, Lv130+ is my recommendation for this Boss. Be ready for a hard battle. ............................................................................... ............................................................................... BOSS: Runaway Dragon Race-----------: Demon Location Found-: Wandering Dungeon; Floor 12 Hit Points-----: 3,836,566 EXP Given------: 16,852 FOL Given------: 390,000 Resistant To---: Fire, Wind, Thunder Weak Against---: Earth, Water Drops----------: Seraphic Doll Details: A stronger version of a Dragon. Strategy: As with every Boss, make sure you stock up on anti-ailment items, healing items, and resurrection items. The Runaway Dragon is simply a beefed up version of the Undying Dragon, so expect a long, drawn out battle. This guy has a lot of life, but isn't too threatening. Keep healers in the corners, Critical Hit him at every chance, and spam your Rush Combos like there's no tomorrow. Avoid him when he goes into rush mode or when he flies into the air for his earthquake attack. I recommend being Lv135+ for this battle. ............................................................................... ............................................................................... BOSS: Kokabiel Risen Race-----------: Other Location Found-: Wandering Dungeon; Floor 14 Hit Points-----: ?????? EXP Given------: 439,972 FOL Given------: 42,480 Resistant To---: Earth, Water, Fire, Wind, Thunder, Light Weak Against---: Dark Drops----------: Seraphic Doll Details: A stronger version of Kokabiel. Strategy: As with every Boss, make sure you stock up on anti-ailment items, healing items, and resurrection items. This Boss is child's-play. Other than a few boosted stats, this boss is exactly the same as the Kokabiel you fought in the Sanctuary. Use Area-of-Effect spells to take out the Kokabiel Spawns, then focus on Blindsiding Kokabiel and Critical Hitting him until he falls. There aren't very many horribly damaging attacks that he can use on you, so don't worry too much. Keep a healer in the corner if you need the extra support. I suggest being Lv140+ for this battle. ............................................................................... ............................................................................... DOPPELGANGER GROUP 2 Location Found-: Wandering Dungeon; Floor 16 BOSS: Shadow Edge BOSS: Shadow Myuria Race-----------: Other Race-----------: Other Hit Points-----: 919,735 Hit Points-----: 601,969 EXP Given------: 160,000 EXP Given------: 160,000 FOL Given------: 21,406 FOL Given------: 21,406 Resistant To---: No Element Resistant To---: No Element Weak Against---: No Element Weak Against---: No Element Drops----------: Seraphic Doll Drops----------: No Drops BOSS: Shadow Bacchus Race-----------: Other Hit Points-----: 1,104,061 EXP Given------: 160,000 FOL Given------: 21,406 Resistant To---: No Element Weak Against---: No Element Drops----------: No Drops Details: Shadow doppelgangers of your party... Strategy: As with every Boss, make sure you stock up on anti-ailment items, healing items, and resurrection items. This is a pretty easy battle; Your characters should be at a high enough level that these Shadow Clones will barely damage you. They have very low Hit Points, and Arumat's Dragon Roar can wipe them out in just over a minute. If you're having trouble, make sure to kill Shadow Myuria first; Her symbology can be dangerous. Keep a healer on the sidelines; I recommend being Lv145+ for this battle. ............................................................................... ............................................................................... DOPPELGANGER GROUP 3 Location Found-: Wandering Dungeon; Floor 18 BOSS: Shadow Lymle BOSS: Shadow Meracle Race-----------: Other Race-----------: Other Hit Points-----: 617,139 Hit Points-----: 837,654 EXP Given------: 190,000 EXP Given------: 190,000 FOL Given------: 21,716 FOL Given------: 21,716 Resistant To---: No Element Resistant To---: No Element Weak Against---: No Element Weak Against---: No Element Drops----------: Seraphic Doll Drops----------: No Drops BOSS: Shadow Faize Race-----------: Other Hit Points-----: 771,174 EXP Given------: 190,000 FOL Given------: 21,716 Resistant To---: No Element Weak Against---: No Element Drops----------: No Drops Details: Shadow doppelgangers of your party... Strategy: As with every Boss, make sure you stock up on anti-ailment items, healing items, and resurrection items. As with the previous Shadow Clones, these ones are very easy to kill. These three are the weakest of the bunch, and you should have absolutely no trouble here. Rush Combos will typically take out each character as soon as you use them. Blindside them if you need to, just be careful of Lymle's symbology; She can be dangerous. I recommend being Lv150+ for this battle. ............................................................................... ............................................................................... BOSS: Ethereal Queen Race-----------: Other Location Found-: Wandering Dungeon; Floor 20 Hit Points-----: ?????? EXP Given------: 900,000 FOL Given------: 4,449 Resistant To---: Earth, Water, Fire, Wind, Thunder, Light, Darkness Weak Against---: No Element Drops----------: Seraphic Doll Details: The ultimate angel of destruction, granted absolute, overwhelming strength. The blistering scythe she wields is just the beginning; If she deems her opponent worthy, she wreaths herself in the flames of destruction and begins a devastating run of carnage. She often unleashes her emotions, making her destruction all the more complete. Those explosions of emotion become more frequent over time, until at last they become permanent... Estimated Hit Points: 2 Wing 13,000,000 HP (Galaxy), 16,900,000 HP (Universe), 22,100,000 HP (Chaos) 4 Wing 26,000,000 HP (Galaxy), 33,800,000 HP (Universe), 44,200,000 HP (Chaos) 6 Wing 39,000,000 HP (Galaxy), 50,700,000 HP (Universe), 66,300,000 HP (Chaos) Strategy: This is the hardest battle in the game; and it plays out much the same way as the battle with Gabriel does. She is much more vulnerable to Stun status, and that's a good thing. Like Gabriel, she is immune to elements, so don't use Weapons with elemental Factors. Bring some Otherworldly Cuisines (food) for your healers to keep the Queen away from them; Stick your healers in opposite corners so at least one character will always be alive. Disable all offensive spells that your healers have with the X button in your menu; You do not want them rushing in to fight with you instead of healing you when you need it. Keep a very healthy supply of healing and resurrection items on hand, specifically the Resurrection Units. As with Gabriel, there are two effective ways of killing her; Spamming rush combos and blindside/attack spamming. For rush combo spamming, you'll want to make sure that your healers do not have any skills set to their triggers, as that will move them into the line of fire when they use them. Using rush combos stops the Queen from attacking, and allows you to dish out serious damage. For blindsiding, you'll want to use the great and mighty Meracle, as her invincible blindside animation allows for wonderful Queen-kabob. Using the blindsiding tactic, set your main character to BEAT:S. Using the rush combo tactic, set your characters to BEAT:B. The Queen's abilities can mostly be nullified with maxed out DEF and protective equipment Factors; however, she has a spell called "Supernova" which will kill everyone within a huge radius around her. The area of effect is nearly half the battlefield, so make darn sure to have 2 healers, one in each opposite corner. Many times during the battle, 3 of your characters will die, so having a fourth character in an opposite corner able to throw in a Resurrection Unit to revive your party is a must. When she gets down to 50% health, she will start spamming it quite frequently, so be prepared. I suggest the following Battle Skills: Critical Hit, Survive Incap via Fury, No Guard, Auto-Healing. Any combination of those are great to use, but I recommend that everyone have Auto-Healing. When the Queen gets to 5% health, she goes into Perma-Rush mode, and unleashes her most deadly attacks constantly, so try to keep her in a Rush Combo until she dies. This battle will take a long while to finish, so be prepared for a battle that will last, because it won't be easy without a lot of practice, and with a 5 hour trip down to just face her, preparation is just as valuable as practice, so Synth your best equipment and prepare for the battle of all battles. Here are my suggestions for equipment versus the Queen; take note, that if you aren't using the tri-Emblem stat-maxing method to max out your stats, then replace some of my Factors with ATK +18% or DEF +20%. I very much recommend finding Santa, buying tri-Emblems, and maxing your stats before trying to face the Queen. My Suggestions: WEAPON: Increases critical hit chance HP Damage +35% Adds Stun Effect to Weapon MP cost -25% in battle ARMOR: Nullifies HP Damage 25% of the time Increases chance of surviving incap via fury Restores 3% of HP periodically in battle Restores 3% of MP periodically in battle NECK ACCESSORY: Grants immunity to paralysis [Anti-Paralysis Amulet] Increases chance of surviving incap via fury Grants immunity to stun status Rush Gauge charge rate +2 WRIST ACCESSORY: Restores 2% of HP periodically in battle [Base Item: Healing Band] Increases chance of surviving incap via fury MP cost -15% in battle Increases critical hit chance ............................................................................... Once you beat the Queen, congratulations! You've truly finished the game! Now come back and face her again for an even harder challenge; The second time you face her, she will have 4 wings instead of 2, and comes buffed up with stronger attacks and much more life. Defeat the 4-winged form, and she will grow yet another 2 wings, for a total of 6. This is the ultimate form of the Queen, and will take a lot more to kill than the 2-winged form. Try defeating the Queen on Universe and Chaos difficulty as well for some extra challenge. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Copyright - [CpyRght] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| This document is Copyright (c) 2009 Sakura Yule. This FAQ was written for the intended purpose of aiding people for no cost, any intention of selling this guide is strictly prohibited and will be dealt with. This guide is solely to be hosted at GameFAQs (www.gamefaqs.com) and all other websites which have received permission from the author to host this guide. I encourage people to send me feedback, but only emails regarding this guide or the game it was written for will be read, all other mail will be deleted upon arrival. Thank you, Sakura Yule |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Credits - [Creds42] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Microsoft for creating the Xbox360 Signum7, for helping out as always. ^___^ GameFAQs! |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| | | Final Words - [Goodbye] | | |~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|~| Thank you for taking the time to read my FAQ! If you have another spare moment, please send a quick thank you in my direction. It really makes the time spent creating this well worth it. I appreciate you all and wish you a wonderful gaming time and a joy filled life. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -Sakura Yule -End of Document