Post-Game - Secret Dungeons
Palace of Creation
Now that you have the "key" (that is to say now that you have a Game Clear Data saved on your storage device; see notes at the bottom of the previous page), the doors on the sides of the Audience Chamber have been unsealed. Reload your last save, in the Audience Chamber itself, and proceed through the left door first: the first optional boss fight of the post-game starts!
Optional Boss Fight - Undying Dragon
This boss has about 1,900,000 HP (can be scanned), is resistant against Fire and weak against Water. Honestly the final bosses were much stronger than this puppy, so spam Berserk and your most powerful attacks to get rid of him.
Here is its monster data:
- Monster Data # 109/154 (MID # 109) - Undying Dragon
You will get the Darkness Ring as a 100%-drop at the end of the fight (it can also be stolen, for what matters). Yours at last! The Darkness Ring comes with 0/3 charges. Well, it's still better than the Light Ring.
The other room in the Audience Chamber contains a one-way-only teleporter to the Calnus. You probably remember that in Area 6 of the Palace of Creation there was a "light barrier" that is ready to be destroyed with the Darkness Ring, and there is also a Darkness-Ring-requiring chest in the Halls of Termination area of Nox Obscurus, just before entering the Palace of Creation. Since neither of them offers anything worth your time, and you're going to come back here later anyways (you probably remember that in Area 6 there is also a Water-Ring-requiring chest), my advice is to leave them here and use the teleporter to the Calnus right away. For your information, the chests available with the Darkness Ring contain Meteorite x 1 (in Area 6) and Skill Manual "Plasma Cyclone" for Myuria (in Halls of Termination) -- the latter looks cool, but ask yourself how often you use offensive spells. Yea, it can definitely wait.
================================= Before the Cave of the Seven Stars =================================
After using the teleporter to the Calnus (to Ravine of Extinction actually, but it's just outside the Calnus), use the "old" teleporter at the Ravine of Extinction to return to En II - Elevator Room. We're going to complete some minimal preparations before entering the Seven Stars Cave dungeon, and opening some Darkness-Ring-requiring chests is part of this preparation.
=================================
Planet En II
=================================
Monitor Rooms
From Monitor Room C take the elevator up to Monitor Room B, and examine the last "disc" on your right to find that the last spaceship data has been added:
- Spaceship Data # 22/22 (SID # 011) - Calnus (USTA Transport)
If this is your 22nd Spaceship Data you will unlock:
Reach Monitor Room A next. Speak with Giotto, the only guy here as usual, and he'll tell you about "Jessica", the wife of the man of Quest 130 "The Last Letter". With this step done, we're ready to complete that quest, but we'll do it later, also on the way to the Water-Ring-requiring chest. They're not going to run away after all.
Make a stop in Centropolis to recharge your Rings (the sorceress is in the Inn), including the new Darkness Ring (it takes 20,000 Fol to recharge it), then take the elevator to the Old Road to the Sanctuary.
Old Road to the Sanctuary
Chest checklist:
P - Skill Manual "Godslayer" [Darkness Ring required to open]
This is the first "serious" chest you can open with the Darkness Ring; follow this route to reach it. As you're going to find out sooner than later, most of the Darkness Ring chests contain the most powerful attacks of your characters. Most of the time this is only true for the rough power of the attack, since the ratio power/CP used is usually quite bad. Godslayer for instance is a very powerful attack for Bacchus, but it costs 6 CP and is really not worth it.
After getting the content of this chest, backtrack to the elevator and reach Planet Aeos.
=================================
Planet Aeos
=================================
Southern Reaches
Chest checklist:
K - Light Charm x 1 [Light Ring required to open]
The Darkness-Ring-requiring chest of Aeos is in the Miga Insect Warren, but don't forget to open a Light-Ring requiring chest on the way. This chest is in the Southern Reaches area, all the way West in the large "shore area" past (South of) the Save Point and Healing Point. It was available earlier too of course, but if you remember there was another Light-Ring-requiring chest before this one, so you were out of charges back then. It's the very first chest you can possibly come across after the Save/Healing Points, if you need a reference.
Of course you don't want to miss this opportunity to get items from the Harvesting and Mining Points.
Then keep going until you enter the Miga Insect Warren cave.
Miga Insect Warren: B4
Chest checklist:
N - Skill Manual "Dragon Roar" x 1 [Darkness Ring required to open]
Here's the path to the chest. Dragon Roar will become your most favourite attack for Arumat as soon as you see it being used. Immediately invest your SP to max it to level 10, and set up chains of this tremendous attack with all the CP you can throw in. At this point Arumat is with no doubt the most favourable Leader for most of the fights, especially when his strength is increased with the modified Stallion Snaps which let him enter Rush Mode very often (this gives him the "perfect No Guard" status).
Backtrack outside after opening it, and make your way back to the teleporter. Next destination: Planet Roak - Tatroi.
=================================
Planet Roak
=================================
Astral Caves
Chest checklist:
R - Burning Claws x 1 [Darkness Ring required to open]
Reach Tatroi, and then enter the Astral Caves from Tatroi (the entrance is Northwest) to be in the "B2" area of the Astral Caves. From B2 take the only exit, Northeast, to reach B3.
In B3 go South and reach the Southeastern-most area, where the local Darkness-Ring-requiring chest is. It contains the Burning Claws, a good weapon for Meracle:
- Weapon Data # 071/147 (WID # 083) - Burning Claws
We're talking about ATK +1,933 here, no kidding.
As far as I'm concerned, this is all you want to get now with your Darkness Ring. For your information, there are still four more Darkness-Ring-requiring chests in:
- Lemuris - Alanaire Citadel (Skill Manual "Trinity Blaze", offensive spell for Lymle)
- Roak - The Purgatorium (Skill Manual "Savage Sparrows", attack for Reimi)
- Nox Obscurus: those two we mentioned earlier (Skill Manual "Plasma Cyclone", offensive spell for Myuria, and Meteorite x 1)
Even if Reimi is in your main party, by now you should have figured that Crimson Squall chains are your best offensive setup against bosses, so getting Savage Sparrows now would just be a waste of time (you would still need to return to the Purgatorium with the Water Ring later). Same goes for Trinity Blaze, a spell you wouldn't naturally use located in a place that you'll need to revisit later (for a quest). Therefore all these chests will be obtained and detailed later.
Return to Tatroi.
Tatroi
Chest checklist:
I - Physical Stimulant x 3 [Wind Ring required to open]
Recharge your Rings (at least the Fire, Light, Wind and Darkness Rings) by speaking with the sorceress outside the usual Lovesong Accessories shop as you head for the Colosseum.
There is an old Wind-Ring-requiring chest in Tatroi, on the East side of the street just before the entrance of the Colosseum. Get it on your way to the Colosseum itself.
Inside the Colosseum, save the game.
================================= End of "Before the Cave of the Seven Stars" =================================
What's after "before the Seven Stars Cave" ? That's right, the Cave of the Seven Stars!
Before going to this "dangerous" place, make sure that you have full EXP-bonus equipment. If you still don't have it, you might as well wait until you reach the seventh floor of the Seven Stars Cave to find the Duplication skill, which will make it much quicker. However, be prepared for some tough fights between you and that chest.
If you are at level 50 or higher, I'd say you're ready to proceed with this dungeon, but I hope for your sake that you got the EXP-bonus equipment earlier, which means that your natural level is now well beyond level 50, and your journey won't be too hard.
When you feel ready, proceed clockwise into the Colosseum to reach its Northwestern side, where you can break a barricade with your Darkness Ring. Then you can finally enter the first bonus dungeon of the post-game.
=================================
Cave of the Seven Stars
=================================
An in-game message will welcome you to this place, which is said to be able to satisfy your thirst for a challenge. We'll see about that.
The Cave of the Seven Stars is made up of seven "Basement" levels that can be grouped into two groups: from B1 to B4 and from B4 to B7. On every level you will find an elevator and a warp that can take you back to the entrance. One of the two elevators links floors B1 to B4, while the other one links floors from B4 to B7. Of course to reach B7 from the entrance you will need to ride one elevator down from B1 to B4 first, then ride the other elevator from B4 to B7.
As you can imagine, you'll need to clear every floor before unlocking the lower levels with the elevator. Every floor has a mini-boss that you have to defeat in order to continue, and some very interesting chests that you want to open. Some of the chests contain a "Stone Fragment", a key item required to continue to the lower floors. You'll need to put these Stone Fragments in the walls of the small area around the elevator in order to restore its power and use it to proceed.
Every floor also has one "floating orb", marked in-game with a " ! " icon; these will become obtainable after clearing the seven Basement levels, and will be required to access the final area (the "Inner Sanctum") as we're going to see.
Since the elevator system is very effective and handy, going back to the Colosseum to save the game (and rest/restock in Tatroi maybe) after clearing every floor is a good idea. It's not a bad idea to save the game before even fighting the local mini-bosses if you don't feel very confident with the strength (and endurance, most of all) of your party. I can assure you though that you will have almost no problems clearing this dungeon even if you are only at level 50, provided you have the correct skills and equipment (especially the modified Stallion Snaps with 4x "Rush Gauge charge rate +2" Factors, Dragon Roar, Chain Combos and Berserk maxed out on Arumat, and Burning Claws for Meracle).
The common enemies in the Cave of the Seven Stars are much more powerful than you may expect. With a party at the minimum level I wrote earlier (50 on average) they will often be more powerful than the boss fights themselves due to their overwhelming number. For this reason, you should try your best to avoid all the enemy encounters (set the "Elusion" skill on Sarah; it costs only 100 CP to max it out, and can be a life and time saver). Do not engage enemy fights, not even to get their monster data. Your goal is to speedrun to the lower levels (B6 in particular) where you will finally be able to find the Metal Scumbag enemies, your golden ticket to crazy amounts of EXP and Fol. Then, once you're much stronger and you'll have your hands on the Duplication skill (and not only that), you can come back and take your revenge and the monster data too.
If you want to fight, at least try to get a pre-emptive attack to your advantage, although this may not make much difference with the large groups of enemies that are typical of the local monsters. A combination of Black Hole Sphere (Bacchus) and Dragon Roar (Arumat; after Berserk of course) is a good way to tackle most of the enemies, hoping that they're dead or close-to-death before they go into Rush mode (that is to say when Black Hole Sphere can't keep them busy anymore). If you have to, control Bacchus and Arumat alternatively to cast Black Hole Sphere and Dragon Roar x 3 instead of waiting for the AI-controlled-characters to do this for you. On the first levels, the Crater Perytons and Treant enemies are probably the most rewarding in terms of EXP/effort.
On a "technical" note, in all the maps I will indicate the elevator that connects the floors of the Cave of the Seven Stars with a blue circle, the warp device that takes you back to the entrance with a white circle, the chests that contain Stone Fragment items with a dark-yellow color, and the spots where the Stone Fragments must be placed with a dark-yellow " X " . I will also use the usual "dark-color" background to highlight the correct path to chests and key items better.
Cave of the Seven Stars: 1F
Take the warp down to B1.
Cave of the Seven Stars: B1
Cave of the Seven Stars - Map of B1.
Chests checklist:
A - Aquaberries x 2
B - Platinum x 1
C - Bracteate x 1
D - Cane x 1
E - Stone Fragment x 1
New enemy data:
- Monster Data # 110/154 (MID # 110) - Gust Hornet (95,807 HP, 4,193 EXP, 382 Fol)
- Monster Data # 111/154 (MID # 111) - Bone Knight (94,685 HP, 6,695 EXP, 443 Fol)
- Monster Data # 112/154 (MID # 116) - Guiafairo (104,435 HP, 4,657 EXP, 385 Fol)
- Monster Data # 113/154 (MID # 113) - Crater Peryton (109,943 HP, 6,579 EXP, 532 Fol)
- Monster Data # 114/154 (MID # 115) - Leonblade (116,146 HP, 4,967 EXP, 441 Fol)
- Monster Data # 115/154 (MID # 112) - Winged Nightmare (97,913 HP, 7,151 EXP, 630 Fol)
- Monster Data # 116/154 (MID # 126) - Temple Guardian (Boss)
Open the poor-in-content chests on this floor, ignore the " ! " (it's the first "floating orb", which you can't currently grasp) in the Southeast and enter the room to the far South to engage the first mini-boss, the Temple Guardian.
Cave of the Seven Stars Boss (B1) - Temple Guardian
This boss has about 960,000 HP (can be scanned), it's strong against Water and weak against Thunder. It hits a bit hard (not too much), but thankfully it will go down rather quickly if you abuse Berserk + Galvanic Shock chains (try to Blindside too) with a weapon like the Vulcan Discharger which is imbued with the Thunder element. Meracle's X Claw (after Blindside) is also very good of course. The good thing about this fight is that the enemy will often "fall" as you beat it down, thus reducing the frequency of its attacks.
Should you still have problems, spam Arumat's Dragon Roar while he's equipped with the modified Stallion Snaps (if you made it earlier via item synthesis; again, it's the one with 4x "Rush Gauge charge rate +2"): with only two Dragon Roars his Rush Gauge will reach 100/100, so you can unleash a Rush Combo along with another character and deal hundreds of thousands HP of damage in all safety. Berserk will make all of this much more effective of course.
After defeating the enemy, loot the last chest in the room where you fought and get the Stone Fragment. Backtrack to the elevator you used to come here, put the Stone Fragment in the wall in the corner where it's missing (Southeast) and continue to the next floor (read: return to Tatroi, rest, restock, then come back and continue to the next floor).
Cave of the Seven Stars: B2
Cave of the Seven Stars - Map of B2 (lower zoom here).
Chests checklist:
A - Ripe Berries x 1
B - Evil Spirit's Bow x 1 [Light Ring required to open]
C - Stone Fragment x 1
D - Moonstone x 1
E - Gnomestone x 1
F - Stone Fragment x 1 [Wind Ring required to open]
New enemy data:
- Monster Data # 117/154 (MID # 114) - Treant (166,288 HP, 25,960 EXP, 871 Fol)
- Monster Data # 118/154 (MID # 127) - Blue Eagle Ranger (Boss)
- Monster Data # 119/154 (MID # 128) - White Eagle Ranger (Boss)
- Monster Data # 120/154 (MID # 129) - Black Eagle Ranger (Boss)
- Monster Data # 121/154 (MID # 130) - Red Eagle Ranger (Boss)
Other enemies: Guiafairo, Leonblade, Gust Horner, Crater Peryton, Bone Knight, Winged Nightmare.
One of the chests has a great weapon for Reimi (ATK +1,857); it's still not enough to deserve a spot in the main party, unless you're just used to her:
- Weapon Data # 072/147 (WID # 035) - Evil Spirit's Bow
Don't bother using the Charge skill to recharge the Light Ring of course, you'll go back to Tatroi to recharge it before/after the next boss fight.
The Moonstone is a VERY precious item. You can obtain more units of this item only in the Wandering Dungeon. It's a key item for powerful item creation recipes, so it's better if you do not consume it now and save it for item Duplication, so you can then use its copies and always leave one copy spared in your inventory for potential future needs.
The boss fight on this level is probably the most troublesome of the whole dungeon, so if you did something important after the last save (like if you farmed some enemies to level up) I suggest backtracking to Tatroi and save. Recharge your Light Ring too while you're there. Give the "Rush Gauge accessories" (modified Stallion Snaps) to all your characters (or at least the strongest ones).
When you're ready, trigger the boss fight in the room on the West side.
Cave of the Seven Stars Boss (B2) - Blue Eagle Ranger, White Eagle Ranger, Black Eagle Ranger, Red Eagle Ranger
The main difficulty in this fight is represented by the number of enemies more than their individual strength. They can all be scanned, and they have elemental affinities that you can guess from their color: the "Blue" is strong against Water and weak against Fire, vice versa for the "Red"; the "White" is strong against Light but weak against Darkness, vice versa for the "Black". The "Red" has the least HP (about 760,000 HP); the "Blue" has the most HP and should be your last target (about 916,000 HP); the other two have about 840,000 HP each. Since the "White" enemy gives his companions a DEF boost, he's your number one target. The "Red" enemy gives an ATK boost instead, so he should be taken down right after the "White". Remember that you can lock onto a target by pressing LS while targeting it.
The enemies are very fast, so your best attack will be Meracle's X Claw (after Blindsides). If your level is too low and you don't have this attack, then do it the cheap way with Dragon Roar and Rush Combos.
After succeeding, use the Wind Ring to unseal the last chest and get the second Stone Fragment in this area. Backtrack to the elevator, put the two Stone Fragments acquired here in the Northeast and Southeast corners and continue to the third level.
Cave of the Seven Stars: B3
Cave of the Seven Stars - Map of B3 (lower zoom here).
Chests checklist:
A - 180,000 Fol
B - Gold x 4
C - Stone Fragment x 1 [Fire Ring required to open]
D - Sylphstone x 2 [Wind Ring required to open]
E - Disintegration Stone x 2
F - Stone Fragment x 1
Other enemies: Gust Hornet, Bone Knight, Guiafairo, Leonblade, Treant, Winged Nightmare, Crater Peryton.
From this level on you will also find some magic "blocks" that stand in your way. In order to remove them from the path and continue you must examine a yellow symbol on one of their four sides. Once examined, the block will shift somewhere else, where it usually won't block any other path (in other words you don't have to worry about obstructing another path while clearing a path by moving a block; this isn't true for a single block on B6, but it won't be a problem either). On this level they represent no problem since the "symbol" side of the block is always available easily. Beware that exiting and re-entering the levels will reset the position of the blocks.
After looting all the chests in the Southeastern/Eastern regions, proceed North. The room with the local boss fight is the room to the North, and he's weak enough that you don't really need to save before fighting him.
Cave of the Seven Stars Boss (B3) - Sahariel Shtayim
This monster is a Grigori. It doesn't belong to the monster data collection. The fight works just like the previous fight against the "original" Sahariel, so it's all a matter of Berserk + Galvanic Shock abuse while the enemy is charging the V-Beam/Voltage Blast attacks. The boss has a powerful fire-based attack too, so it helps if you can absorb this element (otherwise just dodge away when you see it coming). He will give you the same look of satisfaction that he gave you the first time: one or two Galvanic Shock Chains on the weak spot and he's already done for.
Since there won't be a boss fight on the next floor (the next will be on B5), feel free to continue all the way until you're ready to tackle B5's boss instead of going back to save now.
Cave of the Seven Stars: B4
Cave of the Seven Stars - Map of B4 (lower zoom here)
Chests checklist:
A - Skill Manual "Sunflare" x 1 [Darkness Ring required to open]
B - Stone Fragment x 1
C - Basil x 2
D - Green Beryl x 1
E - Stone Fragment x 1
F - Stone Fragment x 1
G - Poison Relief Unit x 2
H - Stone Fragment x 1
I - [Water Ring required to open]
New enemy data:
- Monster Data # 122/154 (MID # 120) - Sydonaist Delta (99,261 HP, 4,678 EXP, 542 Fol)
- Monster Data # 123/154 (MID # 118) - Flying Ice (145,584 HP, 8,695 EXP, 9,752 Fol)
- Monster Data # 124/154 (MID # 117) - Queen Mandragora (141,851 HP, 7,758 EXP, 431 Fol)
Other enemies: Treant, Guiafairo, Leonblade.
The path is relatively linear and easy to follow without any particular indication. You'll have to ignore the chest to the Northeast for now since it's protected by the last of the barriers you can't remove yet. After getting the four Stone Fragments required, activate the elevator on the West side to access B5.
Cave of the Seven Stars: B5
Cave of the Seven Stars - Map of B5 (lower zoom here).
Chests checklist:
A - Unicorn Lance x 1
B - Stone Fragment x 1
C - Shadow Rose x 1 [Light Ring required to open]
D - Fresh Sage x 3
E - Stone Fragment x 1
F - [Water Ring required to open]
Other enemies: Treant, Flying Ice, Queen Mandragora, Sydonaist Delta, Leonblade.
The first of the chests you can open has a good weapon for Sarah:
- Weapon Data # 073/147 (WID # 094) - Unicorn Lance
The boss fight on this level will trigger when you access the room on the West side, and it's another hard fight against multiple enemies which can be made easier by the Rush Gauge accessories. Open the five chests available outside of that room, then backtrack to rest and save, then come back to fight the next bosses. Many of the attacks of the enemies are element-based, but there are a bit too many elements involved to be protected against them all (this will cease to be true very soon).
Cave of the Seven Stars Boss (B5) - Shadow Reimi, Shadow Arumat, Shadow Sarah
The "Shadow" enemies' power is not related to the strength of your own characters, in case you wonder. They can all be scanned, and none of them belongs to the monster data collection.
Shadow Sarah should be the first one to die (283,349 HP), since she can cast healing spells, protective spells, and even offensive spells, all without a second of casting time. Then you want to focus on Shadow Reimi (299,388 HP), and finally on Shadow Arumat (411,658 HP) who is the strongest but also not as annoying and fast as Shadow Reimi.
The enemies hit hard, but they don't have a "No Guard" status, which means that you can keep them busy while pulling off your offense. They also have a slow Rush Gauge, which means that they will be stopped even more frequently. The problem is that they are just too fast when they attack. X Claw can really bring the fight to your advantage here. If you still don't have it, "cheat" the fight with the Rush Gauge accessories: with such low HP these enemies just can't keep up with your damage output in a few Rush Combos.
When you finally win, you can celebrate: the Metal Scumbags are available on the next floor, and between you and the Duplication skill there are only two more boss fights.
Cave of the Seven Stars: B6
Cave of the Seven Stars - Map of B6 (lower zoom here)
Chests checklist:
A - Skill Manual "Scintillant Stream" x 1 [Darkness Ring required to open]
B - Stone Fragment x 1
C - Stone Fragment x 1
D - Stone Fragment x 1
New enemy data:
- Monster Data # 125/154 (MID # 121) - Moonlight Lady (142,527 HP, 10,218 EXP, 827 Fol)
- Monster Data # 126/154 (MID # 125) - Hades Crab (186,754 HP, 27,738 EXP, 733 Fol)
- Monster Data # 127/154 (MID # 124) - Metal Scumbag (149,913 HP, 82,184 EXP, 558 Fol)
- Monster Data # 128/154 (MID # 123) - Spirit Archbishop (137,436 HP, 8,616 EXP, 729 Fol)
- Monster Data # 129/154 (MID # 122) - Spriggan (145,920 HP, 8,900 EXP, 832 Fol)
- Monster Data # 130/154 (MID # 119) - Sydonaist Gamma (115,380 HP, 4,923 EXP, 545 Fol)
Other enemies: Sydonaist Delta.
If you mean to level up, there is no better place than this, and the targets are the Metal Scumbag enemies. You can find one of them easily in the area just North of the elevator; there is another one, all alone and ready to be farmed, somewhere Southeast; I've marked it on the map. Note that sometimes other enemies will spawn instead of them, but you can still find Metal Scumbags in some other corners. You can also exit/re-enter to reset the spawning positions and hopefully they will spawn near the entrance the next time. Not that it really matters where they are...
Although they have a lot of HP and a strong tendency to flee from the battles, the Scumbag Slayer weapon will create carnage regardless of their HP/DEF in no time. Bacchus' Black Hole Sphere seems to be designed for this purpose: equip him with the Scumbag Slayer and spam this attack, which will not only catch most of the Metal Scumbags in the group before they can escape, but it will also kill them right away thanks to the many hits landed by Black Hole Sphere (each hit has a 20% chance to kill the enemies with the Scumbag Slayer).
Unfortunately there will be also other "random" enemies in the parties of the Metal Scumbags, namely the "Hades Crab" enemies, but that's no big deal: the AI with Arumat and Meracle in your party should take care of them in no time. There are no more excuses at this point: even if you tried to speedrun and fight as little as possible, now it's time to reach at least level 71 with Meracle to ensure easier fights against the upcoming bosses. If you already made the EXP-bonus equipment long time ago, the Metal Scumbags are still good news: you'll be able to reach the highest levels for your characters in just a few hours. Speaking of which, if you don't know this yet your level will cap at 200 until you have 50% or more Battle Trophies with a character, in which case that character can reach up to level 255, the real cap.
The Metal Scumbags are not the only interesting enemy on this floor. The Spriggan enemies have one of the best Monster Jewels of all. Unfortunately you will need to kill a total of 100 of them to get the 100% data on them, but when it's done you'll gain access to one of the most game-breaking Factors: ATK x 2 at the cost of HP/2. This can wait though; you will only find Spriggans in Spirit Archbishop's groups on this level, while on the next floor they will be frequent encounters on the field.
One of the chests here contains a tremendous skill for Edge, Scintillant Stream. It's so good that it's enough to let him deserve a spot in the killing group that will face the final boss of the Cave of the Seven Stars, replacing Bacchus who will be quite bad due to elemental affinities. Even if you removed Edge from your main party it will take just a few minutes to reach the same level as the other members (Meracle, Arumat, Sarah) thanks to the Metal Scumbags. Keep Bacchus for now though; I've just anticipated a substitution that will occur from after the boss of B6.
As you go back to surface to save your progress before continuing to fight the bosses on this floor, recharge your Darkness Ring (it should be out of Charges now).
When you feel ready, start exploring this B6 level. There are two boss fights here; one is in the room South, while the other is in the room West. Let's see them in this order. For the first fight, I would advise a party made of Bacchus, Meracle, Lymle/Myuria and Sarah, though Bacchus can pretty much win the fight alone.
Cave of the Seven Stars Boss (B6-South) - Wrathful Tamiel (and minions)
This boss is a Grigori, and it's not part of the monster data collection. It has about 1,500,000 HP (can be scanned); it's strong against Fire and Darkness, and weak against Water and Thunder. The main boss is accompanied by spawns of minions, just like the fight when you previously took care of him.
Meracle's X Claw combos (don't equip the Burning Claws though) will work well both on the boss and on the minions caught within the area of effect of the attack. The elemental affinities of the main boss make Bacchus' Galvanic Shock spam the best offensive here, but only because Meracle's best weapon is Fire-element based. Meracle still deals a ton of damage with Berserk + X Claw combos; equip her with the Laser Weapon to maximize her ATK, and leave the defensive phase to Lymle/Myuria (healing spells) and the resurrections to Sarah. Equip Bacchus with Black Hole Sphere only, if you mean to leave him completely to the AI (not advisable).
If you have problems, set up the usual Rush Gauge accessories on Bacchus and lock onto the boss. Use a Black Hole Sphere attack to raise your gauge to 100% at once, then launch the Rush Combo with Galvanic Shock and team-up with Arumat's Dragon Roar. Both the characters should be set to Manual and both should trigger Berserk to increase the damage of course. Your damage output should reach 600,000+ with each combo, mainly thanks to Bacchus' devastating attacks (Thunder-based, with a Thunder-elemental weapon like the Vulcan Discharger). Two/three of them and the boss is done for.
You'll need to defeat the survived minions too, like in the original fight. Unlike the original fight I wouldn't advise bothering with killing all of them but one to prevent their respawn: focus on killing the main boss as quickly as possible, and many of them will get caught in the attacks anyways.
The boss fight in the West room will be easier than the first one, but still be careful and at least make sure you are fully healed before engaging the fight.
Cave of the Seven Stars Boss (B6-West) - Custom Newt and Custom Dragoon
These two enemies have no elemental affinities. The Custom Dragoon has a bit less than 1,000,000 HP, while the Custom Newt has slightly more than 1,100,000 HP. They can both be scanned. They are not part of the monster data collection.
Any strategy that has worked fine so far can work well here too. Rush Combo abuse, X Claw spam, whatever you want really. Just be careful because the enemies have very fast Rush Gauges too.
When they are down too, grab the last chest and reach the second-to-last level in this dungeon. Don't go back up to save yet, get Duplication first.
Cave of the Seven Stars: B7
Cave of the Seven Stars - Map of B7 (lower zoom here).
Chest checklist (partial):
A - Skill Manual "Duplication" x 1
The chest with this manual is the first one available to the Northeast; there are also other chests available, but just get this one for now. After getting this amazing skill, head back to Tatroi. We have quite a bit of stuff to do with it as soon as possible.
================================= A Break to Forge the Ultimate Fighters =================================
The Plan
Duplication is a skill for Arumat, used from the main menu. It takes 280 SP to max it out to level 10, and that's the first thing to do.
So, how does it work? Simple: use it like you would use "Ocarina" from the main menu, and select the item you want to duplicate. Each duplication costs some Magical Clay (from 1 to 11 max, at level 10), and most items can be duplicated. You need to have the item to duplicate in your inventory; if it's equipped on someone, it can't be duplicated.
Magical Clay is farmed easily by stealing it from the Bone Knight enemies on the first floors of the Cave of the Seven Stars, and it's a rather quick process too. There are some things that you can make to improve the steal rate, and for reasons that we will soon explain you will use Myuria to steal instead of Meracle.
Here is an overview of the to-do list that we're going to see:
- Set up Myuria for stealing as effectively as possible
- Get an "All-Elements +20" piece of equipment to get rid of the problem with elemental attacks once and for all
- Create some excellent armor and devastating weapons for a competent offense
- Upgrade your EXP-bonus and Fol-bonus weapons and explain how to reach 99,999,999 Fol against the Metal Scumbags
- Between all of these steps there will be a massive farming of Magical Clay
The First Supplies
Tatroi - Shopping
First of all we need some supplies. While you are in Tatroi, enter the item & weapon shop building and access the item shop on the lower floor (Roomy Foods) to buy 20x units of everything. You don't need 20x of everything to be perfectly honest, but you want to have at least:
- 20x Rich Cheese
- 20x Natural Water
- 20x Raw Animal Meat
- 20x Common Egg
- 20x Vegetables
- 20x Seasonings
- 20x Fresh Cream
Ruddle's Place (the shop is available only if you completed the related quests earlier; Ruddle is near the entrance/exit of the city, on the right as you're exiting):
- 20x Sweet Fruit
- 20x Laser Oscillator
From the shop closest to the entrance/exit of Tatroi (Black Cat Material Shop) also buy:
- 20x Carbon Fiber
Astral City - Shopping
Make a detour to Astral City and enter Mobius's One-Stop Shop, the accessory shop located Southwest, to purchase:
- 20x Anti-Paralysis Amulet
- 20x Iron
- 20x Wool
- 20x Silk
We're going to use a lot of Magical Clay to make the duplications; get at least 17x units before leaving Roak. If you don't have this amount, farm it from the Bone Knight enemies on the first floors of the Cave of the Seven Stars (steal it with either Meracle or Myuria, then flee from the fight and engage the Bone Knight group again to steal more and more; remember to equip the Steal skill and use close-quarter attacks to be able to actually steal).
Then disc-swap to warp to En II.
En II - Shopping
Enter the Shopping Mall and buy:
- 1x Duel Armor in the Armor Shop
- Also buy 5x or more Feathered Robe if you don't have an un-modified (i.e. never used in synthesis) SRF Armor or Alchemist's Cloak
- 20x Silvance and 20x Alchemist's Water from one of the weapon shops
- 20x White Rice and 20x Pie Crusts from the item shop, if not just 20x of everything
- 20x Light Paint/Fine Parchment x 20 from the Masterful Materials shop (though you should probably stock-up on everything they can offer)
- 20x Mental Stimulant from the last item shop
- 20x Anti-Silence Amulet/Sniper's Bangle. The Anti Silence Amulet will also be the equivalent of the former Sacrificial Dolls (an accessory where you can put some miscellaneous bonus Factors), but more reliable since it won't disappear in case one of your characters gets KO'ed)
Also make sure that you have the Mille-feuille (Cooking) recipe, acquired from a quest back in En II (the one where you stole the recipe from the husband of a shop owner; see Quest 114 "Where's the Recipe?" in the previous page).
Customization - I
Access the Item Creation terminal and invent the following recipes (use the Invention Groups in brackets):
- Slayer's Bangle (Crafting; Edge, Meracle, Sarah)
- Japonesque Vase, Vivid Vase, Coquettish Vase, Traditional Vase (Crafting; Meracle, Myuria, Sarah)
- Laser Suit (Engineering; Bacchus, Sarah, Arumat)
- Symbol Card "Aurora Rings" + (Artistry; Lymle, Sarah, Arumat)
- Potent Attack Seeds (Compounding; Edge, Lymle, Myuria)
- Potent Defense Seeds (Compounding; Lymle, Bacchus, Myuria)
- Stamina Pie, Speed Pie, Acceleration Pie, Miracle Pie (Cooking; Edge, Reimi, Sarah)
Create:
- 1x Slayer's Bangle
- 1x Laser Suit
- 1x Symbol Card "Aurora Rings" +
The ingredients for the former are 4x Platinum, 4x Thunder Gem and 1x Bracteate; you should have them all, but if you don't then feel free to item-duplicate the missing units. If you, say, have only just 4x Thunder Gem in the inventory, I would advise making a copy of a Thunder Gem. This "always keep one unit spare" rule should be remembered for every ingredient that can't be accessed easily (basically every ingredient that is not available in shops).
The Symbol Card "Aurora Rings" + requires 6x Light Paint and 1x Fine Parchment, all available for sale.
The ingredients for the Laser Suit are 4x Laser Oscillator, 2x Gnomestone and 1x Symbol Card "Aurora Rings" +; since the Gnomestone is another material which is not easily available, make sure to have a copy spare after this item creation, i.e. make sure you have more than two Gnomestones (otherwise Duplicate the Gnomestones you have to create the extra copy/copies of course).
Also create the following items, restocking at the Li'l Vending Machine No. 2 on the Calnus when you run out of Pie Crusts (a common ingredient for these recipes):
- 10x Stamina Pie
- As many Speed Pie items as you can (depends on how many "Lemon" items you have; consume all the Lemon items you have but save one)
- 6x Acceleration Pie
- 20x Miracle Pie
Of the various "Vase" items invented, for now it's enough to make:
- 1x Japonesque Vase
- 1x Vivid Vase
Each of them requires 2x Magical Clay and 1x Mental Stimulant. Duplicate the Vivid Vase once, so you have one Japonesque Vase and two Vivid Vase.
You should already have one Potent Attack Seeds and one Potent Defense Seeds in your inventory. Since they cost 11x Magical Clay each to duplicate, and since you need to create every recipe at least once for one achievement, instead of duplicating those that you already have it's better if you Item-Create them:
- 1x Potent Attack Seeds (requires 1x Japonesque Vase, 2x Attack Seeds, 3x Natural Water and 1x Alchemist's Water)
- 1x Potent Defense Seeds (requires 1x Vivid Vase, 2x Defense Seeds, 3x Natural Water and 1x Alchemist's Water)
You should have more than two Attack Seeds and Defense Seeds to make these items. If that's not the case, then you'll have to item-duplicate in order to obtain the Potent Attack/Defense Seeds.
The Slayer's Bangle is an accessory with the "Adds one hit chance per attack" Factor. Now do the following:
- Duplicate the Slayer's Bangle twice
- Synthesize a Slayer's Bangle into a Silvance, so the Silvance-R01 (the result) gets the same Factor
- Duplicate the Silvance-R01
- Synthesize the two Silvances-R01 with each other, so you get a Silvance-R01 with two of the same Factor
- Duplicate the Silvance-R01 with two "Adds one hit chance per attack" Factors
- Synthesize the two Silvances-R01 with two Factors with each other, so you get a Silvance-R01 with four of the same Factor
- Duplicate this last Silvance-R01 (with 4x Factors), just for a backup copy
- Synthesize one of the two "unmodified" Slayer's Bangle items with the Silvance-R01 to get a Slayer's Bangle with 4x "Adds one hit chance per attack" Factors
The reason why we didn't just duplicate and synthesize the Slayer's Bangle with its copies is simple: it costs 7x Magical Clay to duplicate the Slayer's Bangle, while using a Silvance to multiply the Factors is cheaper. The last copy of the Slayer's Bangle will be useful later, as an accessory for Lymle.
Now you have the "accessory to steal" for Myuria, which will be used to loot countless Magical Clay pieces from now on.
Since we need a lot of Magical Clay already for the next steps, return to Tatroi.
Grinding Duplications - I
Before reaching the Cave of the Seven Stars again, go downstairs into the Colosseum and feed your Bunny with all the "pie" you made. Your ultimate goal is to max-out (max is 200) his three stats (Stamina, Speed, Acceleration). Each "pie" gives +3 to the corresponding statistic. The Miracle Pie gives +3 to a random statistic, if it's not already maxed-out. We're not going for races anytime soon, but it's a good idea to take every opportunity to create and then feed him with more pies. Most of the "Speed" will be maxed out by using Miracle Pies, since farming Lemons to make Speed Pies is just not worth the time.
Then reach the Cave of the Seven Stars. Deploy Myuria in your main party and control her as Leader. Equip the Laser Suit and the accessory with 3x "Adds one hit chance per attack". Equip the (maxed out) Steal and Auto Healing skills. The other members of the team can be anyone, but make sure one of them is Sarah with healing and resurrection spells turned on while the others are set on Manual. I would advise using Arumat and Lymle, so you can limit Sarah to Restoration spell only, Lymle to healing spells only (don't leave her on Manual in this case of course), and Arumat is the dummy that will hopefully take some of the hits of the enemies.
Level up with Myuria against the Metal Scumbags until she's at least in the 70s, then start stealing Magical Clay on, say, level B1 (there is a Bone Knight group Northwest or Southwest of the elevator). In order to steal efficiently, kill every other enemy on the field around the Bone Knights (there should be only one Gust Hornet group), then engage the Bone Knight fight. Try to strike a pre-emptive attack, so you can avoid bad surprises of Bone Knights mixed with Gust Hornets; it shouldn't be hard, since the Bone Knights don't chase after you on the field.
In the fight, use the LS_Forward+A attack ("close-quarters attack") in melee range while controlling Myuria as Leader: this attack hits multiple times (twice) on its own, and with all those "Adds one hit chance per attack" this means that she will steal very frequently. The primary reason why Meracle wouldn't work good is that Meracle kicks away the enemies when she attempts to steal, and this kills any plan of doing things quickly.
After stealing from every enemy, flee from the battle (set Elusion on Sarah/Lymle to speed this up), so you can engage the Bone Knight group again (and since you already killed the other enemy groups around them, nothing will disturb you). Note that the Magical Clay is not the only item you can steal (the other is the Hyper Potion); you can only steal one item from an enemy in battle, so don't try to steal Magical Clay from enemies that you already robbed, even if they didn't give you Magical Clay.
Myuria also has a Battle Trophy for absorbing a total of 99,999 MP, which is cumulative over battles. The LS_Forward+A attack is the attack she uses to absorb MP, and this is another extra reason to use her for this purpose. Equip the Laser Weapon on her to increase the damage she deals (and, therefore, the MP she absorbs); you should manage to steal succesfully before killing the enemies.
Sarah has a Battle Trophy for escaping from 100 battles and escaping from 30 battles in a row (both are credited only if she's Leader when you flee); if you want, switch Leader from Myuria to Sarah when you're ready to flee, so you can get these too (then just flee with Myuria when you don't have to grind these Battle Trophies anymore).
Lastly, give Myuria the modified Stallion Snaps, so she can enter Rush Mode at every opportunity possible and work towards other Battle Trophies (you need to enter Rush Mode a total of 255 times with her).
Keep farming Magical Clay until you can afford to duplicate items and obtain the following extra copies (if I say "two Slayer's Bangle" this means you want to duplicate it twice to have three of them in total in your inventory):
- Two Slayer's Bangle (with one Factor only) (7x Magical Clay each)
- Five Darkness Charm (1x Magical Clay each)
- Four/five armor pieces with No Factors (1x Magical Clay each); for example, 4x/5x SRF Armor, or 4x/5x Alien's Robe
- Four Moonstone (1x Magical Clay each)
If you didn't item-create them earlier, also make:
- One Potent Attack Seeds (11x Magical Clay)
- One Potent Defense Seeds (11x Magical Clay)
Also make sure to still have 2x Ultimate Bomb items (they are Usable Items); you should, if you didn't use them as suggested.
Once you've made the copies written above, farm until you have 20x Magical Clay again and exit the dungeon.
Before returning to the Calnus, restock at Roomy Foods in Tatroi to buy the ingredients for the next set of pies (Rich Cheese, Raw Animal Meat, Common Egg, Vegetables), and restock on Sweet Fruit from Ruddle's Place for the same reason. Restock on Fresh Cream too.
Customization - II
At this point it's important to introduce a concept that you might have missed so far. Every item has a "synthesis limit", which is the amount of times that item can be used as "Base Item" for synthesis. Whenever you synthesize pieces of equipment with other equipment, in addition to the Factors you also mix up the statistics of the items you are modifying. This is particularly true when you add accessories as Synthesis Items (the "second" item of the synthesis; its "official" in-game name is "Additional Item"), since they will add their ORIGINAL (= default) stats to the Base Item. The only exceptions are the Elemental Resistances, which work differently as we're going to see in a moment. When you add weapons/armor as Synthesis Items, the original stats will only be partially copied (from only 1% to 12% of the original stats), and you also copy only part (a major part) of the stats, but not all of them, when you add an accessory as Synthesis Item to a weapon Base Item. I will clarify the concept of "original stats" in the next paragraphs.
It's important that you have these two concepts in mind now, because they are the key reason why every time we make a "final" equipment piece we will choose a particular "order" of doing things. Below I will clear this all up with a few examples (just read it now; I'll tell you what to do exactly step-by-step after the examples). You can skip this "examples" section if you want, but I suggest reading it: it's always nice to actually know what you are doing instead of just doing it.
================================= Examples =================================
The first thing we're going to create is the final Armor for everyone. It will be a Laser Suit with four DEF +20% Factors. This factor can be added with the Potent Defense Seeds item only. The Laser Suit (DEF +900) has a 16 Synthesis Limit, which means you can use it as Base Item 16 times. Sixteen is also the max, for your information.
Pretend that you have 20x Potent Defense Seeds now. You could add the four DEF +20% Factors on the Laser Suit in various ways. The most direct way is using the Laser Suit as Base Item and the Potent Defense Seeds, one by one, as Synthesis Item four times. This would give you the 4x DEF +20% Factors, but also consume four Synthesis slots out of your Synthesis Limit. If you did this, you would have only 12 more Synthesis slots available. To boost the stats of your Laser Suit even further, you could use an item, like the tri-Emblem (which you currently don't have), that has these original stats: ATK +200, INT +200, DEF +100, HIT +100, GRD +100. By using the Laser Suit as Base Item and 12x tri-Emblems as Synthesis Item, you would be able to get the following stats on your Laser Suit: ATK +2,400, INT +2,400, DEF +2,100 (900 by default +1,200 for the tri-Emblems), HIT +1,200, GRD +1,200.
You could however get a better result by doing a couple of extra steps. In particular, you can (and want to) create a "host armor" piece, like the SRF Armor (which costs only 1x Magical Clay and is a No-Factors armor), and put the Potent Defense Seeds on it, so you create a "host armor" item with the 4x DEF +20% Factors you want. Then you can synthesize the Laser Suit (Base Item) with the "host armor" with the Factors you want (Synthesis Item) to obtain, consuming only one Synthesis, the same result you obtained with the more direct process. There is however a difference of course: you have 15 more Synthesis Limit available if you use this method, which means you can use three more tri-Emblems and boost your stats by an extra ATK/INT +600 and DEF/HIT/GRD +300. This may not seem too much, but it does stack up, especially when your rough stats are increased by bonuses (such as 4x DEF +20%, which means that the extra DEF of 3x more tri-Emblems is not +300, but actually +540). Moreover, this also applies to weapons and accessories, and therefore the difference made by a proper synthesis order is substantial.
Another advantage to this technique is that you can "multiply" the Factors more easily, at least when they are on armor and weapons. In the previous example I told you to ignore the fact that the Potent Defense Seeds are rare items, but this is in fact a consistent problem already on its own. With the first "direct" method you would need multiple copies of the Synthesis Item to add the same factor multiple times, and this means spending more Magical Clay (MUCH more if it's a rare item like the Potent Defense Seeds, which costs 11x Magical Clay per copy). On the contrary, it's much cheaper to create one SRF Armor (just an example of "host" armor of course; it could be any armor which costs 1x Magical Clay to duplicate and has no Factors), synthesize it with one Potent Defense Seeds first, then duplicate the SRF Armor with DEF +20%, then synthesize the two SRF Armor pieces (each with 1x DEF +20%) with each other to get one SRF Armor with 2x DEF +20%, then duplicate the SRF Armor with these two Factors and ultimately synthesize these last two copies with each other to obtain a SRF Armor with 4x DEF +20%. The total cost here is only 2x Magical Clay (one to duplicate the DEF +20% armor, another to duplicate the 2x DEF +20% armor); if the Potent Defense Seeds costed 1x Magical Clay each to duplicate it would cost 3x Magical Clay to create four of them in total to get the 4x DEF +20% Factors, which is already more than 2; and since they actually cost 11x Magical Clay each, there's no doubt as to which method is better.
Long story short, when adding the Factors to a piece of equipment you "care" about (i.e. that you will probably use as final equipment for the hardest fights), don't just add the Factors directly, but add them to a "host" piece of equipment (armor, weapon, accessory, depending on what we are talking about) first, then transfer them all at once with a single Synthesis.
At this point I hope it's clear why we'll be using "host" equipment all the time. Since we need to work on quite a bunch of items, keep in mind that from now on I will use the Silvance as an example of a "host weapon", and the SRF Armor as example of "host armor". So whenever you read "synthesize the Silvance with this", what I mean is "synthesize [a weapon that costs only 1x Magical Clay to duplicate and has No Factors] with this". Another relevant characteristic of the "host equipment" is that it should have a decent Synthesis Limit value. The Silvance has an 8 Synthesis Limit, which is more than enough for a weapon. The SRF Armor has a Synthesis Limit of 16; alternatively you could also use any of the other "default armor" of your characters, like the Alchemist's Cloak (it's a good choice also because it's the first on the list of Armor if you sort them "By Name"). As a last resource for the "host armor" you could use the Feathered Robe, which has a 16 Synthesis Limit, no Factors, and can be bought in En II.
Earlier we also mentioned that the original stats of a piece of equipment used as a Synthesis Item are added to the Base Item. Now let's clarify what we mean by "original stats".
Let's use the tri-Emblems again as example. This invaluable accessory has these original stats, as we already said: ATK/INT +200, DEF/HIT/GRD +100. If you synthesize a tri-Emblem (let's call it "tri-Emblem-R01") (Base Item) with another tri-Emblem, your tri-Emblem-R01 would get these stats: ATK/INT +400, DEF/HIT/GRD +200. If you synthesize the tri-Emblem-R01 (Base Item) with yet another tri-Emblem, your tri-Emblem would now have these stats: ATK/INT +600, DEF/HIT/GRD +300. The original stats of your tri-Emblem-R01 are still ATK/INT +200, DEF/HIT/GRD +100, but its overall stats have been boosted up by ATK/INT +400, DEF/HIT/GRD +200 by the other two tri-Emblems. Nothing hard so far.
Now let's say you synthesize a Laser Suit (Base Item) with the tri-Emblem-R01 (the one which has total stats of ATK/INT +600, DEF/HIT/GRD +300). The result would be a Laser Suit with these stats: ATK/INT +200, DEF +1,000, HIT/GRD +100. This is because the Laser Suit has DEF +900 by default, and the tri-Emblem-R01 boosted its stats by ATK/INT +200, DEF/HIT/GRD +100. As you can see, only the original stats of the tri-Emblem-R01 were added. It does't matter how high the stats of the Synthesis Item are: only its original stats count. This is why by combining an armor piece with total stats of DEF +900 with an accessory with total stats of ATK/INT +600, DEF/HIT/GRD +300 doesn't mean that you will get ATK/INT +600, DEF +1,200, HIT/GRD +300.
Keep in mind that what we just saw is exactly as I said it now only when you use Accessories as Synthesis Items and Armor/Accessories as Base Items. If you use a Weapon/Armor as a Synthesis Item (or if you add an Accessory-Synthesis Item to a Weapon-Base Item), only part of the original stats will be copied. It would be too easy to get a tremendous weapon by simply Duplicating and synthesizing Laser Weapon after Laser Weapon, if adding a Laser Weapon as a Synthesis Item would mean ATK +900/INT +600. Since that's not the case, synthesizing two Laser Weapons with each other would only get you a Laser Weapon-R01 with these stats: ATK +990/INT +660 (10% stats copied).
Things are even more messy when you synthesize things like Armor (Base Item) + Weapon (Synthesis Item). In this example you would receive a DEF boost (typically small) instead of part of the ATK/INT original stats of the weapon. Same goes if you "mix up" a Weapon (Base Item) with an Armor item (Synthesis Item), or an Accessory (Base Item) with a Weapon/Armor (Synthesis Item). We will typically use Accessories and Weapons as Synthesis Items, and in any case I'll do the maths for you, don't worry.
Finally, let's explain the "exception" of the Elemental Resistances. First of all, as you might have noticed, every armor/accessory can have Elemental Resistance *STATS*. I'm not talking about Factors like "Absorb thunder-based damage as HP" or "Nullifies thunder-based symbols 20% of the time", I'm talking about Elemental Resistances counted just like stats. These values range from -20 to +20; -20 = catastrophic damage; +20 = immunity to that element. You can't raise the Elemental Resistance beyond the immunity point (+20, again) and eventually be able to absorb the elemental damage: if you want to absorb elements you must spend Factors on your equipment (on the armor, in particular).
Let's make an example to introduce and explain how the Elemental Resistances transfer from pieces of equipment now. For example, let's use the Darkness Charm accessory. This accessory has +4 Darkness Resistance (and no resistance/weakness against other elements). Let's say you have 20x Darkness Charms. If you synthesize two of them with each other you obtain Darkness Charm-R01 with +6 Darkness Resistance. If you synthesize the Darkness Charm-R01 (Base Item) with another Darkness Charm you would obtain a Darkness Charm-R01 with +8 Darkness Resistance. It's obvious that you're not just adding +4 Darkness Resistance when you consume the Darkness Charms as Synthesis Items, but you're actually adding +2. As a matter of fact, when you add a piece of equipment that has Elemental Resistance as a Synthesis Item, its TOTAL (not original!) Elemental Resistances will be halved and copied over to the Base Item.
Now let's use our usual Laser Suit as Base Item, and let's fill it up with the previous Darkness Charm-R01 (the one with +8 Darkness Resistance). The result will be a Laser Suit with +4 Darkness Resistance, just as you would expect: half the Elemental Resistance has been copied over.
This means that you can easily max-out the Elemental Resistance of your characters to +20 (we'll do it soon). Of course, because of what we saw earlier about minimizing the synthesis done to save the Synthesis Limit to boost stats, you want to add the Elemental Resistance to the "host armor" and "host accessories" instead of on the final armor/accessory directly. For example, you can make an SRF Armor item with +20 of all Elements and 4x DEF +20% Factors, then use it as a Synthesis Item on the Laser Suit (Base Item): with only one Synthesis you will get a Laser Suit with the 4x DEF +20% Factors AND the Elemental Resistance +10 that you want.
Remember that when you do the above step you get a Laser Suit with 4x DEF +20% Factors but only +10 Elemental Resistance, because only half of the +20 Elemental Resistance of the SRF Armor was transferred. Since the total Elemental Resistance of a character is given by the sum of the Elemental Resistance of his armor and his two accessories, this is not a problem: you will aslo add +20 Elemental Resistance on one of the "host accessories" (let's say the "host neck accessory"), so when you create your final neck accessory you will get also +10 Elemental Resistance on the final neck accessory, which added to the +10 Elemental Resistance of the final armor (the Laser Suit in our examples) will give you +20 Elemental Resistance.
Alternatively, later on you could also add +20 Elemental Resistance to the tri-Emblem that you will use as a Synthesis Item to boost the stats of the Laser Suit, so you create a Laser Suit that already has +20 Elemental Resistance on its own. Of course there is no difference between a character that has +20 Elemental Resistance distributed in +10 on the armor and +10 on the accessories rather than a character with +15 Elemental Resistance on the armor and +5 on the accessories or +20 on the armor and +0 on the accessory (or +20 on the armor and +10 on the accessory, since having more than +20 won't give any extra bonus than +20), so you can go with the simplest solution (i.e. add +10 on the Armor and +10 on one of the Accessories).
================================= End of "Examples" =================================
Now that you know everything you need to know about item synthesis, you should start to have a feeling of what the final customized equipment will look like. Since the intention of this walkthrough is to minimize the efforts of the player, I will tell you to make the most stereotyped equipment possible, which means using Laser Weapons and Laser Suits (both equippable on every character; customize one and you can just copy that for everybody). The accessories can always be equipped by every character too (except the Bandit's Gloves, but we won't use them), so the same "duplicate and share" process works fine for them as well.
For all the next synthesis actions the rule "make sure that you're not using the last copy of an item (unless it's easily available in shops) with this synthesis; otherwise duplicate it before making the synthesis" will always be valid. And since I've stressed this for long enough now, I won't be repeating it again anymore. Of course there is no need to duplicate the "intermediary" products of a synthesis. If we're making an SRF Armor item with 4x DEF +20% Factors (obtained with Potent Defense Seeds), what you want to check is that you have one SRF Armor and one Potent Defense Seeds left after the synthesis (and then you will also make a backup copy of the SRF Armor-R01 with 4x DEF +20%, the final result), but you don't have to also make a backup copy of the SRF Armor-R01 with 1x DEF +20% or 2x DEF +20%, which are just the steps to reach the final result.
Armor - Factors and Elemental Resistance
First of all, let's improve our Magical Clay farming efforts by boosting the defense a bit:
- Synthesize SRF Armor + Potent Defense Seeds = SRF Armor-R01 with 1x DEF +20%
- Duplicate SRF Armor-R01 with 1x DEF +20%
- Synthesize the two armor pieces with 1x DEF +20% with each other to get the SRF Armor-R01 with 2x DEF +20%
- Duplicate the result of the previous step
- Synthesize the two armor pieces with 2x DEF +20% with each other to get a SRF Armor-R01 with 4x DEF +20%
- Duplicate the SRF Armor-R01 with 4x DEF +20% to have a backup copy for the future needs
Now some elemental resistance (don't worry about the random Factors of the next armor/accessories, it will go away later):
- Duel Armor + Darkness Charm = Duel Armor-R01 (Darkness -6, other elements +2)
- Duel Armor-R01 + Darkness Charm = Duel Armor-R01 (Darkness -4, other elements +2)
- Duel Armor-R01 + Darkness Charm = Duel Armor-R01 (Darkness -2, other elements +2)
- Duel Armor-R01 + Darkness Charm = Duel Armor-R01 (Darkness +0, other elements +2)
- Duplicate Duel Armor-R01 once (it costs 3x Magical Clay)
- SRF Armor (a new one with No Factors, not the one with DEF +20%) + Duel Armor-R01 = SRF Armor-R02 (Darkness +0, other elements +1)
- SRF Armor-R02 + Duel Armor-R01 (no need to make an extra backup copy, just consume your only other one) = SRF Armor-R02 (Darkness +0, other elements +2)
- SRF Armor-R02 + Darkness Charm = SRF Armor-R02 (All Elements +2)
- Duplicate SRF Armor-R02 twice
- Synthesize these three copies of the SRF Armor-R02 (with All Elements +2) with each other = SRF Armor-R02 (All Elements +4)
- Duplicate SRF Armor-R02 once
- Synthesize the two armor pieces with All Elements +4 with each other = SRF Armor-R02 (All Elements +6)
- Duplicate and synthesize again (All Elements +9)
- Duplicate and synthesize again (All Elements +13)
- Duplicate and synthesize again (All Elements +19)
- Duplicate and synthesize again (All Elements +20)
- Duplicate SRF Armor-R02 (All Elements +20) twice
Now you can merge the two armor pieces:
- SRF Armor-R01 (4x DEF +20%) + SRF Armor-R02 (All Elements +20) = SRF Armor-R01 (4x DEF +20%, All Elements +10)
- SRF Armor-R01 (4x DEF +20%, All Elements +10) + SRF Armor-R02 (All Elements +20) = SRF Armor-R01 (4x DEF +20%, All Elements +20)
- Duplicate the final result once to create a backup copy
You now have the ready-to-go "host armor" with 4x DEF +20% Factors and maxed-out Elemental Resistance and a back-up copy of it. Now you can finally put it on the Laser Suit:
- Laser Suit + SRF Armor-R01 = Laser Suit-R01 (4x DEF +20%, All Elements +10)
This looks much like a real "final" armor, except of course for the bonus stats. Don't make copies of this Laser Suit for everyone yet, wait until we add some stats (we won't use the tri-Emblems, which are currently unavailable).
Fol and EXP-bonus Gears - Part One
Next we will make some "Fol equipment". You should already know how this works, so let's make it quick and simple:
- Item-Create 1x Mille-feuille
- Synthesize Sacrificial Doll with 2x Aquaberries (one after another) = Sacrificial Doll-R01 (it has three Factors that can't be carried over to a weapon)
- Synthesize Sacrificial Doll-R01 with Mille-feuille = Sacrificial Doll-R01 (with 3x miscellaneous factors and Fol +30%)
- Synthesize Silvance with Sacrificial Doll-R01 to get a Silvance-R01 with Fol +40%
- Duplicate and synthesize Silvance-R01 (1x Fol +40%) with its own copy to get Silvance-R01 with 2x Fol +40%
- Duplicate and synthesize the new Silvance-R01 (2x Fol +40%) with its own copy again to get Silvance R-01 with 4x Fol + 40%
- Duplicate the Silvance-R01 with 4x Fol +40% twice
At this point you should be out of Magical Clay (or almost; if you're not, make extra copies of the Silvance-R01). Before going back to Tatroi, put Edge, Reimi and Myuria in the same Invention Group to invent the Moonstone Sword (Smithery). Then create the Moonstone Sword (one is enough): with ATK +2,860 this weapon puts Edge at the top of your offensive characters, at least apparently. You need Moonstone x 2, Gold x 1 and Carbon Fiber x 2 to create it. Moreover, it only costs 1x Magical Clay to duplicate. This is its weapon data:
- Weapon Data # 074/147 (WID # 016) - Moonstone Sword
Also make these last two synthesis creations before leaving:
- Anti-Silence Amulet + Silvance-R01 = Anti-Silence Amulet-R01 (one miscellaneous Factor and 3x Fol +30%)
- Sniper's Bangle + Silvance-R01 = Sniper's Bangle-R01 (one miscellaneous Factor and 3x Fol +30%)
Finally, item-create all the Stamina/Acceleration/Miracle Pies you can (10x/6x/20x respectively), restocking at the Li'l Vending Machine No. 2 for the Pie Crusts needed.
Duplication - III
Head back to Tatroi. Go feed the bunny first, then return to the Cave of the Seven Stars.
This time you want to farm Magical Clay to duplicate the following:
- Three Anti-Silence Amulet-R01 (1x Magical Clay each)
- Three Sniper's Bangle-R01 (1x Magical Clay each)
- Various Silvance-R01; duplicate until you have a total of five Silvance-R01 (with 4x Fol +40%)
- Five Laser Weapon (11x Magical Clay each)
- Nineteen Moonstone Sword (1x Magical Clay each). Yep, get 20x of them in total
- At least two SRF Armor-R02 (1x Magical Clay each)
When you've finished farming Magical Clay for all this duplication, store 20x more units. Then buy the usual ingredients in Tatroi and return to the Calnus.
Customization - III
Fol and EXP-bonus Gear - Part II
Now we're going to make some new EXP-bonus weapons, the new Fol-bonus equipment, enhance the Laser Suits, and also a draft of the final weapons and accessories.
- By using a process similar to the last one we made (just swap the Mille-feuille with Curry Rice), make a Silvance with 4x EXP +20% bonuses (let's call it Silvance-R02). If you already made a weapon with four of these factors earlier feel free to skip this passage
- Synthesize an Anti-Silence Amulet and a Sniper's Bangle with copies of the Silvance-R02 to get a Neck and a Wrist Accessory with 3x EXP +15% each. This is not necessary if you already made similar accessories earlier, though I would advise spending a few minutes substituting the previous Sacrificial Doll with 3x EXP +15% with the Anti-Silence Amulet. You just have to make one and duplicate it after all
- Synthesize a Laser Weapon (Base Item) with a copy of the Silvance-R02 to get a powerful Laser Weapon-R01 with 4x EXP +20% bonuses
The next time you go to the Cave of the Seven Stars you will make a copy of this EXP-bonus equipment (Weapon and both the Accessories) for at least four characters in total.
Then the Fol:
- Synthesize a Laser Weapon (Base Item) with a copy of the Silvance-R01 (the one with 4x Fol +40%)
You will duplicate this Laser Weapon twice, for a total of three Laser weapons with these Factors; there is no need to make a total of four weapons with Fol-bonus, since you will probably end the Fol-farming fights with one character equipped with the Scumbag Slayer.
You should have already duplicated the corresponding Fol accessories in the last Duplication session.
Weapons - Factors and Stats
Now, for the offensive weapons:
- Synthesize Silvance with Potent Attack Seeds to obtain Silvance-R03 (1x ATK +18%)
- Duplicate and synthesize the Silvance-R03 with its own copies to ultimately obtain a Silvance-R03 with 4x ATK +18%
- Duplicate the Silvance-R03 with 4x ATK +18% three times to have three extra copies ready for synthesis
- Synthesize Laser Weapon with Silvance-R03 to obtain a Laser Weapon with 4x ATK +18%
- Synthesize Laser Weapon-R01 with 15x Moonstone Sword, one after another, to add ATK +130 for each of them
The final result will be a Laser Weapon-R01 with ATK +2,850 and 4x ATK +18%, which means that this weapon alone gives you almost ATK +5,000, and Arumat/Meracle will have no problems reaching and surpassing 7,000 ATK with this weapon equipped, even when they are only at level 70 or so. Once they are at about level 150 (that's only about 20 minutes of fighting Metal Scumbags with EXP-bonus equipment) you will surpass 9,000 ATK easily, and you will reach 9,999 ATK with the chosen one to whom you gave ATK Boost. So long, Berserk skill!
When you return to the Cave of the Seven Stars you will duplicate the Laser Weapon-R01 twice, so you have one for Meracle, one for Arumat and one for Edge. Sarah, the fourth member of the party, doesn't need any particular weapon.
On a side note, Edge could get a better weapon if you wanted to spend some time synthesizing Moonstone Swords with each other, but the result wouldn't be much better than what you already have due to the fact that the Moonstone Sword already has one Factor occupied by a dumb "Adds silence effect to attacks" (so that's one less ATK +18% for you), and most importantly it can only be synthesized 6 times instead of 16, which means much less bonus stats.
Armor - Stats
A similar process can be done to boost the Laser Suit's DEF, although it's not as effective as with the weapons:
- Duplicate until you have 16x Moonstone Sword (one of them is a backup)
- Synthesize Laser Suit-R01 with 15x Moonstone Sword
This will give you +65 DEF for every Moonstone Sword added; it's not very much, but in the long run it still means +910 DEF, that is to say the DEF of the Laser Suit is more than doubled.
The next time you are in the Cave of the Seven Stars you want to make at least four more copies of the Laser Suit-R01 with the Magical Clay, so you have a total of five copies.
The accessories for the characters are where the customization plays a more important role. Below I'll give you suggestions on the equipment to use from now on. Explanations about these choices will be given in the introduction to the Wandering Dungeon.
Accessories - Factors
Let's start with the Neck Accessory:
- Synthesize Anti-Paralysis Amulet with a Crystal (it's one of the "Other Items") to add "Increases critical hit chance"
- Synthesize Anti-Paralysis Amulet with the Silvance-R03 (the one with 4x ATK +18%) to add a couple of ATK +10% to the previous accessory
- Synthesize Anti-Silence Amulet with the modified Anti-Paralysis Amulet that you just created
This gives you the following Factors: Grants immunity to Silence, Grants immunity to Paralysis, Increases critical hit chance, ATK +10%. It's a good accessory for Arumat, Edge and Meracle, and its first two Factors also make it okay for any other character. You want to have a copy of this Neck Accessory for Arumat, Edge, Meracle and Sarah. Of course feel free to make something different for Sarah if you feel like the last two Factors are wasted on her (they are, indeed); you could make a similar accessory replacing them with 2x HP +10% for instance. To keep it simple and quick I would advise just giving her a copy of the "fighters" Neck Accessory though: having a bit more HP on a character who doesn't get involved in fighting (and when she does she will most likely die regardless of whether she has +5,000 HP or not) is just unnecessary.
There are three different Wrist Accessories to make. One of them is the old Stallion Snaps with 4x Rush Gauge charge rate +2 Factors:
- Synthesize a brand new Stallion Snaps with a Stallion Snaps that has three or four "Rush Gauge charge rate +2" Factors, so you get a Stallion Snaps with four of this Factor but also a couple more Synthesis slots left
- Synthesize the Stallion Snaps with 4x "Rush Gauge charge rate +2" Factors with a copy of the armor with +20 Elemental Resistance (SRF Armor-R02)
This gives you a Stallion Snaps with the usual four Factors and +10 Elemental Resistance, which means an overall +20/20 Elemental Resistance when paired up with the Laser Suit created earlier. This accessory will go on Arumat. You will make a copy for Sarah too -- she doesn't need these Factors, but just like the Neck Accessory she doesn't need any other better Factors either. So either do it the lazy way (it's fine, really) and give her these Factors, or make something just for her with HP/DEF bonuses. What matters is that she has 20 Elemental Resistance, one way or another.
Then for Edge and Meracle:
- Synthesize Attack Bracelet* with the Silvance-R03
- Synthesize the result with the SRF Armor-R02 to add the Elemental Resistance
*You should have one in your inventory (obtained earlier from a chest). If that's not the case, Item-Create it with 2x Gold and 1x Fire Gem. It's a Crafting recipe; invent it with Edge, Reimi, Meracle.
This accessory has a total of ATK +34% and the usual +10 Elemental Resistance. Make one, then duplicate it once to give it to both Edge and Meracle.
The third and last one is just for Lymle:
- Synthesize Slayer's Bangle with the Silvance-R03
This gives you an accessory with "Adds one hit chance per attack" and a total of ATK +30%, which should be more than enough to let you reach a very high ATK value on her. If you want you can add elemental resistances to this accessory too, but it's totally unnecessary; the Factors are what you need.
It's all for now. Before leaving to return to Roak, make the usual Pies for the bunny.
Duplication - IV
When you've finished with Disc Three (Item Creation), warp back to Tatroi and go feed the bunny. Then go make a copy of all the weapons, armor and accessories you need in B1 of the Cave of the Seven Stars.
When it's all done, return to B6.
The Last Preparations
At this point you have a party which is perfect to level up and gain Fol. Levelling up is nothing special: set up Bacchus with the Scumbag Slayer and the two "EXP" accessories, equip everyone else with the EXP-bonus equipment, including the weapons, and farm against the Metal Scumbags on B6/B7. You should try to avoid "levelling parties" made only of weak characters (for example Bacchus, Lymle, Myuria, Sarah), since the Hades Crabs that accompany the Metal Scumbags must be eliminated somehow. So try your best to mix up the groups a bit; for instance, level up with Bacchus, Myuria, Meracle and Arumat; then level up with Bacchus, Edge, Reimi, Sarah; then level up with Bacchus, Lymle, Meracle, Arumat again. By doing this you will gain extra levels especially on the most used characters (Meracle and Arumat), avoiding weak "levelling parties" at the same time. If you want to optimize the income, change the Scumbag Slayer in favour of the EXP-bonus Laser Weapon on Bacchus if you see that there are Hades Crabs still alive after killing every Metal Scumbag.
One important extra note is that the Metal Scumbags are the best Mechanical enemy from which you can farm the "Robotics Drops" for Bacchus. You need to get 255 of these special drops for one of the most time consuming types of Battle Trophies. Of course you're not going to work on this now, but I just want to tell you to try to be in control of Bacchus at the end of the fight, so he gets credited for the drops (and, hopefully, for the Robotics Drops that occur). Max-out his Robotics skill too, if you haven't done so yet. The "Robotics Drop" for the Metal Scumbags is the Thorstone.
The Fol farming is a bit more tricky. If you remember, a long time ago we mentioned that the "Scumbag" enemies can steal your Fol and run away from the fight. We also anticipated that the Fol can be obtained back again if you kill them before they flee, and is given back at the end of the battle as part of the bounty. The key passage is that the Fol given back is affected by the Fol-bonuses, including the bonuses of your equipment.
The Metal Scumbags have a natural tendency of running away from the fights as soon as they can, but they will not flee if you manage to keep them busy and cause them to enter Rush Mode.
What you want to do here is the following: set up a party of characters equipped with Fol-bonus equipment; Bacchus is mandatory, and I would go with a Bacchus, Meracle, Arumat, Reimi group (switch one of them for Sarah maybe). When the fight starts, have Bacchus spam Black Hole Sphere (make sure he has No Guard by the way), and keep spamming it all the time. At one point the enemies will enter Rush Mode, and will go in melee range towards your characters to steal and attack. They will steal 3.3% of your current Fol every time (they can steal up to 99,999 Fol per time; each enemy can steal multiple times, and the stolen Fol all stack). Let them steal a few times, then (while still spamming Black Hole Sphere) switch to the Scumbag Slayer to get rid of them at once. The income at the end of the battle will be amazing thanks to the massive Fol-bonus equipment you have. Rinse and repeat, and in just a bunch of minutes you'll reach the max amount of Fol available (99,999,999). We're going to need it (far more than that actually, so this farming to 99,999,999 will be done multiple times), so go all the way to the cap.
If you wonder how long you should wait before switching to the Scumbag Slayer, there is no real answer for that. If the enemies are already stealing 99,999 Fol every time, then it might be a good idea to actually equip a "real" weapon on Bacchus, and let the fight go on until they die naturally from the hits of Black Hole Sphere. Feel free to make even longer fights, but beware that the enemies can sometimes run away from the area of effect of the Black Hole Sphere, so the longer the fight lasts the higher the chances of losing a lot of Fol due to enemies that manage to escape. The risk overall is still very low though.
When you've reached a decent level (let's say at least level 150 with Meracle, Arumat, Sarah and possibly Edge and Reimi) and obtained 99,999,999 Fol, finally adventure through B7. Just so you know that, you didn't need to get all these power-ups and grind just to get through B7 and/or beat the final boss of this dungeon, since this dungeon is still quite "easy" without this kind of gear. However, you really need a good equipment setup to survive in the Wandering Dungeon, and since we're going there right after clearing the Cave of the Seven Stars it was better to get all beefed up as soon as possible to benefit from this grinding to also clear the current dungeon.
The last thing left to do is preparing the final equipment for Lymle, which however will be used only in the Wandering Dungeon. If you feel like doing it now, make a Laser Weapon synthesized with 4x HP Damage +35% Factors (use the Ultimate Bomb item to add this Factor on a "host" weapon, then synthesize and duplicate as usual; remember to make a back-up of the Ultimate Bombs before consuming them, they are unique pieces!), then synthesize the result with 15x Moonstone Sword to boost the ATK parameter.
Regarding her Armor, any armor with four empty factors is ok (the DEF doesn't matter, you only want the Factors) and synthesize it with four Hyper Potions to add four ATK/INT/DEF/HIT/GRD +5% Factors (this is the only way to add an ATK-boosting Factor to an Armor).
Lastly, she will also need the Spriggan Jewel (Neck Accessory); the Spriggan enemy is on B6 of the Cave of the Seven Stars. We'll see more about this equipment and its use in the preparations to the Wandering Dungeon -- feel free to skip the synthesis of her equipment for now, since it's not necessary for the Cave of the Seven Stars.
================================= End of "A Break to Forge the Ultimate Fighters" =================================
The party I would go with from now until before the boss fight in the Wandering Dungeon is: Arumat (Leader; 3x Dragon Roar and Critical Hit equipped), Meracle (4x X Claw, Critical Hit and Stun), Edge (3x Scintillant Stream, No Guard), Sarah (no skills in the Chain Combos set, whatever you want as passive skill). Everyone has the buffed-up Laser Suit, and the three warriors have the buffed-up Laser Weapon; Sarah has the EXP-bonus Laser Weapon (it never hurts to get some extra level ups).
Cave of the Seven Stars: B7
Cave of the Seven Stars - Map of B7 (lower zoom here).
Chests checklist (full):
B - Star Dipper x 1 [Darkness Ring required to open]
C - Thorstone x 1
D - Seven Star Cloak x 1
E - Void Recovery Unit x 3
O - Star of Ruin x 1 [Star Dipper required to acquire]
Other enemies: Moonlight Lady, Spriggan, Spirit Archbishop, Sydonaist Delta, Sydonaist Gamma, Hades Crab, Metal Scumbag.
As you make your way around the rooms on this level, engage every Spriggan (the big ape-looking enemies) you come across. Their Monster Jewel offers a great offensive Factor, and as we said earlier you want to get your hands on it as soon as possible.
The boss fight on this level is in the room to the East.
Cave of the Seven Stars Boss (B7) - Barachiel Fallen
This monster is a Grigori. Just like the previous "copy" of Sahariel, he's just a more poweful version of the old Grigori that you fought in the Celestial Ship, back then on Lemuris. Just as a general reminder, avoid Water-based attacks, and wait for him to expose his weak spot. This happens when he sticks his "tail" in the ground (the weak spot is on the back of the tail).
The Star Dipper (contained in the chest in the room of the boss fight) is the key item that you need to catch those "floating orbs" in all the levels of the Cave of the Seven Stars. First complete the lap around this level, and get the first floating orb from the North room here on B7. Ignore the South room as you go; you need all those "floating orbs" to activate the warp circle for that room, which will take you to the very last area of this dungeon.
Then, when B7 has nothing else to offer, use the elevator and return to the previous levels to get the rest of the "floating orbs". While doing so, fight the enemies that you previously ignored - if you ignored them - to get their monster data. You will get:
- Star of Faith (B6)
- Star of Justice (B5)
- Star of Fortune (B4) (it's located in the Southeast)
- Star of Being (B3)
- Star of Life (B2) (just Northeast of the elevator)
- Star of Reason (B1) (Southeast)
After getting them all backtrack to Tatroi and save the game, just to be safe. Then return on B7.
Cave of the Seven Stars: Inner Sanctum
Cave of the Seven Stars - Map of Inner Sanctum.
Chests checklist:
A - Water Ring x 1 [Fire Ring required to open]
B - Skill Manual "Max Shockwave" x 1
Make your way to the room in the South and activate the teleporter with the seven "Star of ..." key items you just collected. The teleporter is a one-way-only warp to the Inner Sanctum. This doesn't mean that you can't come back; it means that you can't return to B7 from the Inner Sanctum, because the teleporter of the Inner Sanctum takes you directly back to the entrance of the dungeon.
In this last area you will find the Water Ring, at last. It comes with 0/10 Charges, but unfortunately it won't be the key to great treasures like you probably expected from the last Ring of the game.
The boss of this level will be quite easy if you've reached level 140+ and have the equipment suggested earlier. Meracle alone is more than enough to annihilate the poor guy. Having elemental resistances maxed out can help a bit (in particular the boss uses some Thunder-based attacks), but really makes little difference all in all. There are also some status ailment protections that can help during the fight (namely Paralysis and Void; you're not protected against the latter, but it's not a big deal).
The only important setup here is Meracle's. Set 4x X Claw skills, then Critical Hit and Stun. For this fight it's better if you give her the modified Stallion Snaps (4x Rush Charge combo rate +2), which is usually Arumat's accessory, instead of the Attack Bracelet.
Cave of the Seven Stars Boss - Gabriel Celeste
Gabriel Celeste has 4,800,000 HP. He hits hard and everything, but the strategy can rely simply on Meracle (Leader) spamming Blindsides and X Claw chains (no need for Berserk with the high ATK you should have at this point) while Arumat and Edge help dealing extra damage and Sarah takes care of the healing. If you can't keep up with the damage, add an extra healer instead of Arumat/Edge. If you stick with Meracle he'll go down in less than a minute. Activate Rush Mode every time you can (basically all the time), so you get a free No Guard status from that.
Should you still have problems, you can also spam Rush Combos instead of using the Rush Gauge to get free No Guard and increased Critical Hit rate.
By defeating this enemy you will unlock:
You will also acquire his monster and weapon data:
- Monster Data # 131/154 (MID # 131) - Gabriel Celeste
- Weapon Data # 075/147 (WID # 146) - Lance of Truth
After the fight you will also receive Gabriel Celeste's Feather x 1. This is a precious and non-duplicable item used for some item creation recipes (you will need five in total, but let's leave this for later).
Return to Tatroi with the only warp available in the Inner Sanctum.
After defeating Gabriel Celeste, the enemies in the Cave of the Seven Stars will reset. In simple words, all the bosses can be fought and killed again on every level, including the Inner Sanctum, when you come back after slaying Gabriel Celeste. The path ahead is already clear though, so the elevators are all working and you can go and fight any of the enemies on any level you want, even just Gabriel Celeste again. That's quite relieving, since you will in fact need to kill him at least four more times.
During your current playthrough the only thing that really matters is that Gabriel Celeste "respawns" if you come back here. He will not be the same though: if you noticed his "wings", this first time you fought him he had two of them, and this was his weaker form. The next time you fight him he will have twice the wings (4 total) and twice the health. If you come back and fight him a third time he will have a total of 6 wings and three times the health he had on his first form (14,400,000); this is his final form and he won't grow another pair (of wings) if you come back a fourth/fifth/... time.
Even his six-winged form is not a threat for medium-level parties. Of course there's no need to fight him now, and therefore we will proceed with the next dungeon before coming back to Gabriel Celeste. Between us and the next dungeon (which is now unlocked since you cleared the Cave of the Seven Stars) there is however some chest-looting to do and some more customization, this time for the accessories.
================================= Chests Mop-Up =================================
Cave of the Seven Stars: B4/B5
Chests checklist:
I (B4) - Bizarre Fruit x 1 [Water Ring required to open]
F (B5) - Gold Chalice x 1 [Water Ring required to open]
Before going anywhere, recharge the Water Ring (50,000 Fol from the sorceress), go back to the Cave of the Seven Stars and go down to B4.
On B4 there is a Water-Ring-requiring chest in the Northeast.
Then go down one more level to open the Water-Ring-requiring chest on B5 too. The Gold Chalice is the last of the three unique "Chalice" items; as usual, it's an item that can be used without limitations, but only once every five battles. In this case its effect is the same as a Blackberries (30% MP recovered on one character).
Return to Tatroi and go get the ingredients for the bunny pies at Roomy Foods and Ruddle's Place.
Then exit to Tatroi Area and warp to Tropp (Tropp Area); reach the Purgatorium from there.
Purgatorium - Last Chests
You can use this map for reference.
Chests checklist:
R - Lightning Sword x 1 [Water Ring required to open]
S - Recipe Memo 24 x 1 [Wind Ring required to open]
T - Anti-Void Amulet x 1 [Wind Ring required to open]
U - Sylphide's Mail [Wind Ring and Light Ring required to access]
V - Folklore Plate x 1 [Wind Ring required to access]
Z - Skill Manual "Savage Sparrows" x 1 [Darkness Ring required to open]
In the first area you can get the Lightning Sword for Edge (it's not better than what you already have) in the room to the Northwest:
- Weapon Data # 076/143 (WID # 015) - Lightning Sword
Go down to B1 and open the Wind-Ring-requiring chest here to get Recipe Memo 24 (Anti-Void Amulet). Descend to B2 and open another Wind-Ring-requiring chest to get a free Anti-Void Amulet.
Reach B3 and go Southeast to remove an ivy barrier with the Wind Ring to access a room with the "statue and urn puzzle" (light the urns in this order: East, Northeast, Southwest, Southeast). After completing the puzzle two secret passages will spawn: one leads South to a room with a Light Crystal, the other leads North towards a hallway and more rooms. You'll need to remove a Light-Ring-requiring barrier to access the chest in the next room, and solve another statue-urn puzzle to reach the last one of this level. Light the urns in this order: West, Northeast, Southeast, Southwest, Northwest, East.
Finally reach B4 to open a Darkness-Ring-requiring chest which finally has something nice (the "final skill" for Reimi, excellent against common enemies; a chain of 6x Crimson Squall is still much better for boss fights though).
At this point you should only have four more chests to open: one in Alanaire Citadel (Lemuris) and three in Nox Obscurus; three of them require the Darkness Ring, the fourth one requires the Water Ring.
Before departing for Lemuris, check your inventory and make sure that you have at least two of the following "Other Items": Angelstone, Gnomestone, Nereidstone, Salamanderstone, Shadestone, Sylphstone. If you only have one of them, use Duplication to get at least a back-up copy. You'll need to deliver one of each soon.
If you don't even have a single copy to duplicate (not very likely), check the Materials for Quests and Item Creation page to know where to find them and go get some.
When you're ready, warp to Lemuris - Woodley, then reach the Alanaire Citadel from there.
=================================
Planet Lemuris
=================================
Alanaire Citadel
Chest checklist:
M - Skill Manual "Trinity Blaze" x 1 [Darkness Ring required to open]
Reach the area where you fought the mini-boss of this dungeon (3F). Lutea is here, and if you previously spoke with her twice (you should have done so about when you did the Funeral Bouquet Private Actions) she will now give you a quest.
Quest # 131/201 Complete - Lutea's Secret Stones
Quest giver: Lutea, in Alanaire Citadel. Only after triggering the two previous dialogues with her and waiting some in-game hours after that.
Task: deliver 1x Angelstone, Gnomestone, Nereidstone, Salamanderstone, Shadestone, Sylphstone.
Reward: Lutea's Sacred Stone x 1, 2,000 EXP, 99 Party SP.
The Lutea's Sacred Stone is a Neck Accessory; it's unique, but it's nothing special.
Exit North to the Ramparts area, where you can finally open the last chest of Lemuris, which contains the "final skill" of Lymle's.
Use the nearby curtains to drop down to the Van Elm Region, take a tour of the Harvesting and Mining Points between Woodley and Triom (or even all those of Lemuris) if you want, and then/otherwise reach Nox Obscurus.
=================================
Nox Obscurus
=================================
At this point you should only be missing three more chests. There is an achievement that you might be eager to pop (the one for opening them all), but if you don't mind leaving it locked you can save the 20-minute trip through Nox Obscurus. We'll need to go back to the Audience Chamber in the future anyways (for one of Sarah's Battle Trophies), so I will not tell you to detour there now. The Water-Ring-requiring chest of Area 6 only contains Intelligence Seeds x 2 after all.
For your information, if you did open all the chests except those three in Nox Obscurus your Memory Plate (you should have put it in the M-sized spots in the Calnus by now) will mark 99.26% opened chests (400/403). If you already opened the two Darkness-Ring-requiring chests and you're only missing the Water-Ring-requiring chest of Nox Obscurus then it will mark 99.75% opened chests instead.
Now it's time to prepare for the Wandering Dungeon.
================================= Introduction to the Wandering Dungeon =================================
After defeating Gabriel Celeste, the second and last post-game dungeon becomes available. It's located on En II, in the Old Road to the Sanctuary. You will need to speak with the only NPC of the Old Road to the Sanctuary (Barago), just near its entrance, to access this dungeon.
The Wandering Dungeon is a very time-consuming location, made up of countless Floors, functionally divided into "odd" and "even".
The "odd" levels have a trial to complete in order to proceed. These trials are randomly generated every time, and you know the trial by interacting with a sort of small "obelisk" standing on a red platform on the ground. It can be one of these three:
- "Defeat our assassins": a multi-fight Ambush against the local enemies triggers, and you need to survive in order to continue. It's the quickest of all, so it's always good news
- "Destroy the abhorrent crystals": in every room of the current Floor there are some colored crystals that you need to destroy with the Disintegration Rings. They can be of any element, which means that all the Rings are required to pass this trial. Of course you also need a lot of Disintegration Stones to recharge the Rings as they run out of Charges. There are always enemies that can drop the Disintegration Stones, so you can't get "stuck" as long as you have the Charge skill of Lymle's. This trial is quite nice on small Floors, but it's tremendously boring on the bigger ones, especially if you run out of Disintegration Stones
- "Bring to us at least 8-18 Geostones": almost every enemy in the Wandering Dungeon drops this key item (Geostone) as a "special" drop (Insect enemies drop as an Entomology Drop, plants as a Botany Drop, and so on). The exceptions are the Hell Clown enemies, who can't drop it, and the Dominator Dragon, who drop it as a "General Drop". This trial usually requires quite a few minutes of farming, but it's still better than the crystals trial on the big Floors
There is also a fourth trial actually, but it's specific to every "even" floor.
The "even" levels (2, 4, 6, 8, ...) have a boss/mini-boss to defeat in order to proceed. None of them represents a threat with proper equipment (the one suggested so far) at a proper level (150+) with a proper party (Arumat, Meracle, Edge, Sarah), except of course the last one, the Ethereal Queen, on Floor 20.
Every Floor of the Wandering Dungeon is randomly generated every time. Every level contains randomly generated chests which can contain basically anything, from Geostones to SRF Protectors, from Laser Weapons to a Philosopher's Stone. The more important an item is, the less it's likely to be found of course. There are some unique items that can only be obtained from these chests, and only a few specific Floors can have a particular item. More details on these unique items will be provided later.
The Wandering Dungeon somehow "ends" with Floors 19 and 20. As a matter of fact, every "odd" Floor after 19 will be the same as Floor 19 (except for the chests, which are reset and randomly generated again), and every "even" Floor after 20 will be the same as Floor 20 (except again for the chests, and except for the fact that the Ethereal Queen becomes stronger if she wasn't already in her final form).
From Floor 10 onwards it's possible to find "Santa, Mercantilean", an NPC shopkeeper, in some of the rooms. Whether he's there or not is a matter of luck. In the average run you should encounter him once within the "end" of the dungeon (level 20). Sometimes you won't encounter him though, while other times your luck will "exceed" and you will find him on multiple Floors.
The enemies of the Wandering Dungeon are all represented on the field as dark ghouls. The only way to know which enemies are "contained" in a dark ghoul group is triggering the fight against them. If you exit and re-enter the same room, the dark ghoul spawn will be reset. To give an example, you could enter a room with two dark ghouls; you trigger the fight against the first one and you find yourself against Adephaga Prox enemies; you trigger the fight against the second one and you find yourself against Jade Golems. Then you exit the current room, return inside, and find maybe three dark ghouls this time, and after engaging them you find Myconid, Kobold Rangers and Trinity Tusks, which is completely different from the previous groups.
On the other hand, if you don't exit the room but you use the Ocarina skill to respawn the enemies, the enemies will be exactly the same. This is very important, since it means that when you find some "useful" enemies (for instance if you run out of Disintegration Stones and find the enemies that drop them, but also if you find enemies like the Damascus Fort that can drop unique items for Item Creation) you can respawn them and fight them as you want/need instead of having to explore every room in the hope of engaging the same enemies again.
In the Wandering Dungeon there are many enemies and mini-bosses that will try to add the following statuses on your characters:
- Silence
- Paralysis
- Void
- Stun
- Freeze
- Poison
A lot of enemies attack with elemental affinities too. Among the statuses that I mentioned, you can ignore Poison (not a threat), Stun (too rare to be dangerous; you rarely get affected by this status against the boss of Floor 14) and as a general rule also Void (this one could be a bit more important for the Ethereal Queen fight, but only for a specific "decoy" character; it will be Bacchus for us). Freeze is a dangerous status, but only a few enemies use it (also the boss of Floor 14, just occasionally); for most of the players it's not a priority, since the enemies will die basically always before you let them cast any spell. To give them names, the Lizard Tyrants are the common enemies that can Freeze your characters, though it makes little difference knowing who they are since everyone is cannon fodder for Dragon Roar ;p
Silence and Paralysis are negative statuses that give you no chance of survival if casted massively by your enemies, so being protected against them is a must.
================ Preparation for the Wandering Dungeon - Characters Equipment and Stats ================
Before saying anything, let me anticipate that we're going to attempt Lymle's Battle Trophy # 100 (known as the "hardest Battle Trophy of the game") on the first run through the Wandering Dungeon, with minimal equipment that will result as more than good enough to succeed, despite all the "don't even try this before being at level 255 with maxed out stats" that you can read on the internet when searching tips for this Battle Trophy. This means that we're not going to create the "famous" "super tri-Emblum" (a tri-Emblum synthesized with 7x tri-Emblems to boost its stats by +1,400 ATK/INT and +700 DEF/HIT/GRD). That's not what you need now and I'm not going to suggest you waste 3 hours finding the tri-Emblems and then exit the Wandering Dungeon maybe in the room next to the Ethereal Queen because "you're not ready". You *will* be ready, and it will take maybe half an hour to prepare everything for a golden ticket to your success.
In fact, if you've made all the equipment suggested so far you're almost ready to go. The primary characters to use through the first 19 Floors are Arumat, Edge, Meracle and Sarah. During the Ethereal Queen fight you will replace Meracle with Bacchus, and just at the end of the fight Lymle will join in, replacing any of the characters available.
All the characters should be at level 150+ before entering the dungeon, which means level 170-180 by the time you reach the Ethereal Queen. Despite this, level 200 is more advisable for obvious reasons. I would even personally reach the level cap (200 or 255) just to avoid all the level up messages at the end of every single fight in the Wandering Dungeon.
The parameters (stats) are what count of course, not really the bare level itself. We'll discuss them right after a recap of the equipment.
Arumat
Weapon: Laser Weapon. Factors: 4x ATK +18%. Extra stats: imbued with 15x Moonstone Sword.
Armor: Laser Suit. Factors: 4x DEF +20%. Extra stats: imbued with 15x Moonstone Sword; +10 Elemental Resistance.
Neck Accessory: Anti-Silence Amulet. Factors: Grants immunity to Silence (default), Grants immunity to Paralysis, Increases critical hit chance, ATK +10%.
Wrist Accessory: Stallion Snaps. Factors 4x Rush Gauge charge rate +2 (one is by default). Extra stats: +10 Elemental Resistance.
Edge
Weapon: same as Arumat's.
Armor: same as Arumat's.
Neck Accessory: same as Arumat's.
Wrist Accessory: Attack Bracelet. Factors: ATK +4% (default), 3x ATK +10%.
Meracle
Everything like Edge.
Bacchus
Weapon: doesn't matter.
Armor: same as Arumat's.
Neck Accessory: doesn't matter.
Wrist Accessory: doesn't matter. If you want to give him something, go with an Anti-Silence Amulet with Grants immunity to Paralysis/Void and maybe HP +10%.
Sarah
Weapon: doesn't matter. I gave her the EXP-bonus weapon, just to gain some extras on the way.
Armor: same as Arumat's.
Neck Accessory Factors: same as Arumat's. As we already said earlier, what matters is the resistance against Silence and Paralysis; the rest doesn't matter, but you're welcome to add DEF and HP boosts if you have to.
Wrist Accessory Factors: Factors don't matter again, but make sure she has +10 Elemental Resistance here too, so she has +20/20 Elemental Resistance overall. I gave her a copy of Arumat's Neck Accessory.
Lymle
Weapon: Laser Weapon. Factors: 4x HP Damage +35% Factors. Extra stats: imbued with 15x Moonstone Sword.
Armor: Laser Suit with 4x ATK/INT/DEF/HIT/GRD +5% Factors (read below). No need to boost its stats with the Moonstone Swords. No need to boost the Elemental Resistances. It's fine with just the four Factors.
Neck Accessory: Spriggan Jewel (read below), with its four default Factors.
Wrist Accessory: Slayer's Bangle. Factors: Adds one hit chance per attack (default), 3x ATK +10%.
Lymle's Armor can be anything with four emtpy Factors, since her DEF doesn't matter very much. The ATK/INT/DEF/HIT/GRD +5% Factor is given by the Hyper Potion, which you certainly have maxed out in your inventory while farming Magical Clay (it's the other item that can be stolen from Bone Knights). What you want is actually just the ATK +20% (total) given by those four Factors; the extra INT/DEF/HIT/GRD is just an extra. It's the only way to put an ATK Factor on Armor.
Lymle's Neck Accessory requires a Monster Jewel and 100% monster data on the Spriggan enemy of the Cave of the Seven Stars. If you forgot, the Spriggan is the "big ape" enemy. You can engage two groups of them on the field easily on B7, right on the way to the teleporter that takes you to Gabriel Celeste. It shouldn't take more than half an hour to defeat 100 of them and therefore "unlock" the possibility of creating the Spriggan Jewel with a Monster Jewel. If you somehow ran out of Monster Jewels, get them at the "Colosseum shop" (it's a cheap item, it only costs 200 Battle Coins; fight a few rounds against the enemies of the Colosseum to get the required amount). It has some devastating Factors that lower Lymle's health by a quite big amount, but it's ok.
Results of this setup
With this setup Lymle should be very close to 9,999 ATK even at "low" levels (around 9,500 ATK at level 150). Any result above 9,000 ATK is ok, don't worry about maxing out. With this setup, every regular attack will deal 36,000 HP of damage.
Arumat, Edge and Meracle should all be at 9,999 ATK too. It's very important that Arumat and Edge both have 9,999 ATK. If that's not the case, level up a bit to reach these values; you should hit these values from any level above 160-170.
The resulting DEF should range from 6,000 to 7,000 for Arumat/Edge/Meracle. Bacchus' DEF should reach much higher values (more than 8,000 with the "special" Laser Suit alone).
The HP of the characters should approximately be around 50,000; more for Edge and Arumat, less for Meracle and Sarah. Bacchus' HP should be higher too, and it's a good idea to equip HP Boost on him (level it up to level 10 to get a +10,000 HP bonus). He'll be fine with more than 50,000 HP.
MP is another not-so-important parameter, but it's nice to have MP Boost on Meracle. The thing is, with 4x X Claw and Critical Hit equipped she already consumes 17 CP. There's no room for No Guard (your CP caps at 19, and will go up to 22 only after getting all the Battle Trophies of the related character) since it requires 3 CP, while MP Boost requires only 2 CP. The reason why MP Boost helps is that she will consume a ton of MP fighting at full force through the dungeon, and having more max MP means recovering more MP with the Pink Bonus Tiles at the end of every fight (those awarded for killing an enemy with Special Arts only); this, of course, reduces the amount of supplies (Blackberries, etc.) that you will need to use to go through the dungeon. Not that you really run the risk of running out of Blackberries (actually you may not even have to use them at all), but since you have 2 CP left you might as well equip MP Boost after all.
HIT is not a very important value to raise, so leave it as it is.
GRD is totally useless for the upcoming fights (if it's high enough it can actually be a problem and a waste of time, because you would spend many seconds of battle-time guarding the enemies' attacks instead of just taking their little damage and countering).
INT is just as useless.
================ Preparation for the Wandering Dungeon - Characters BEAT ================
Set BEAT B on everyone. The higher the level of BEAT B, the better for your HP. This is only particularly important for Bacchus. Arumat and Edge should be set to BEAT B even if it's still at level 1, since it provides its most important bonus by default (I'm talking about "Increased Critical Hit chance during Rush Mode"). Arumat's BEAT B should be at least at level 5, since its second bonus is also very important for him (it's "Rush Gauge increase up").
================ Preparation for the Wandering Dungeon - Characters' Skills ================
Level up Restoration and all the healing spells of Sarah. Boost Critical Hit to level 10 on Arumat, Edge and Meracle, as well as every "special drop" skill (Entomology, Parapsychology, etc.; every character has one). Also make sure that Dragon Roar, Scintillant Stream and X Claw are maxed out on the respective characters.
Arumat will use Dragon Roar x 3 and Critical Hit.
Edge will use Raging Strike/Scintillant Stream x 3, Critical Hit and No Guard. Raging Strike is more indicated for common fights and some specific boss fights; Scintillant Stream is for the harder fights.
Meracle will use X Claw x 4, Critical Hit and Stun/MP Boost (the latter is suggested).
Also make sure that nobody else has any skill set in his/her "Chain Combo" values. This is especially important for Sarah: you don't want her to participate in Rush Combos instead of other characters.
Turn off all the spells of Lymle, all the offensive spells of Myuria, all the spells of Sarah's except Healing, Faerie Healing, Cure Condition and Restoration (they are the weakest of their kind, but also the first that are used; being quick is what matters the most). Also make sure that neither Edge nor Arumat have spells turned on.
================ Preparation for the Wandering Dungeon - Items ================
There are some items that you must have before proceeding:
- 20x Disintegration Stone for the crystals trial (you should have a lot of them now; duplicate the extra ones that you need with the Magical Clay; each costs 1x Magical Clay)
- 20x Magical Clay. This is your "Disintegration Stone reserve": should you run out of Disintegration Stones, instead of farming them you can copy them. This gives you a total of virtually 40 Disintegration Stones, which is more than enough even if you're unlucky with the crystals trial
- 20x Blackberries/Bigberries/Physical Stimulant/Mental Stimulant/Fresh Sage/Resurrection Elixir/Fainting Potion. They can all be purchased on En II
Some item-creation must be done too. Invent the following recipes:
- Resurrection Unit (Compounding): Lymle, Myuria, Arumat
- Otherworldly Cuisine (Cooking): Reimi
- Sukiyaki (Cooking): Edge, Reimi, Sarah
- Fermented Sushi (Cooking): Reimi, Lymle, Meracle
Most of the ingredients are available for sale at the usual shops in Tatroi/En II, and you should already have some spare units of the other ingredients that are not for sale (the Ripe Berries can be bought at the "Colosseum shop", but you should already have them really).
Make at least 5x Resurrection Units; feel free to Duplicate them for 1x Magical Clay each to get more of them quickly. It's not a bad idea to get 20x of them, since you will probably need them later on (for the first run through the Wandering Dungeon five should be more than enough).
Make 4 Otherworldly Cuisine (make one and Duplicate it for 1x Magical Clay). You want to have three of them for the Ethereal Queen fight; the one is a reserve that will be duplicated quite largely in the future.
One Sukiyaki is enough. You will use it to boost Lymle's ATK for the Ethereal Queen fight (you may not need it if you've already reached 9,999 ATK).
Make 10x Fermented Sushi. This is one of "The Santa Maria" shop orders, the shop in the Wandering Dungeon.
The other shop orders of The Santa Maria require you to get one of each of the "normal Seeds": Attack Seeds, Intelligence Seeds, Defense Seeds, Accuracy Seeds, Protection Seeds, Health Seeds, Magic Seeds. You should already have more than one of these in your inventory. One of each is what you need, along with the ten Fermented Sushi. If you don't have them, save the game, use a Bizarre Fruit on any of your characters and a "Seeds" item will be randomly generated. Reload the game if you get the wrong ones.
If you have everything written in this preparation section, you're ready to go.
================================= End of "Introduction to the Wandering Dungeon" =================================
=================================
Planet En II
=================================
Reach En II, enter the Capsule Resort inn, rest and recharge the Rings inside, then save the game. Finally take the elevator down to the Old Road to the Sanctuary and speak with Bargo to enter the Wandering Dungeon.
=================================
Wandering Dungeon
=================================
You should know most of what you need to know about this dungeon from the previous introduction. The next paragraphs will explain "how to play" in the Wandering Dungeon.
Generically speaking, the enemies you can encounter are divided into four groups, and will change after 5 floors. Since the HP/EXP/Fol values are not important anymore, I will write the race of the enemies instead. This is a piece of information to keep in mind, because when you need to farm the Geostones you want to deploy the "correct" character to get the special drop of the enemies. For instance deploy Arumat if you're farming them against the Adephaga Prox, which are Insects; deploy Myuria if you're farming them against the Trinity Tusks, which are Demons. Since there are four characters that you can deploy, and since Arumat and Meracle have the best attacks with large area of effect, you will replace Edge when necessary (for instance replace him with Myuria when farming against Demons).
To give you a rough idea, the enemies all have about 200,000-300,000 HP, and give about 10,000 EXP on average. The Dominator Dragon is a bit above the average, with about 470,000 HP, but he still goes down with a couple of chained attacks.
When you don't need to farm Geostones, deploy your best team (Arumat, Meracle, Edge, Sarah) and avoid the enemy encounters by all means, unless it's to acquire their monster data for the first time. All the fights should be fought at full force while controlling Arumat as Leader to spam Dragon Roar chains. The enemies won't manage to get close to you most of the time, since the damage output is tremendous and the knockdown effect of Dragon Roar, along with its massive area of effect, is a plus that you don't want to miss. Edge isn't a very useful fighter, since he will usually have time to throw in just a couple of hits before you can kill the enemies with Dragon Roar; that's why he's the character that you should replace when farming Geostones. Meracle's X Claw attack is a nice extra to crowd-control the enemies.
Against the bosses you only have to switch to Meracle to spam Blindsides and X Claw. This is particularly important against the boss on Floor 10, while against the other bosses you can also control Arumat and spam Dragon Roar instead. The only "special" fight which requires a specific strategy will be the Ethereal Queen.
These are the enemies that you can expect to find on the four sets of floors:
Floors 1-5:
- Monster Data # 132/154 (MID # 132) - Adephaga Prox (Insect; Arumat)
- Monster Data # 133/154 (MID # 133) - Acid Gerel (Plant; Reimi)
- Monster Data # 134/154 (MID # 138) - Myconid (Plant; Reimi)
- Monster Data # 135/154 (MID # 134) - Trinity Tusk (Demon; Myuria)
- Monster Data # 136/154 (MID # 136) - Jade Golem (Demon; Myuria)
- Monster Data # 136/154 (MID # 135) - Misfortuner (Undead; Lymle)
- Monster Data # 138/154 (MID # 137) - Kobold Ranger (Animal; Sarah)
The Jade Golem enemies can drop Disintegration Stones too.
Other interesting drops:
- Moonstone (Jade Golem)
Floors 6-10:
- Monster Data # 139/154 (MID # 139) - Ghostkeeper (Undead; Lymle)
- Monster Data # 140/154 (MID # 140) - Arch Spellmaster (Undead; Lymle)
- Monster Data # 141/154 (MID # 141) - Antlered Tortoise (Animal; Sarah)
The Ghostkeeper enemies can drop Disintegration Stones too.
The Arch Spellmaster provides a Monster Jewel which is very interesting because it can double the INT (it's basically the "magic version" of the Spriggan Jewel). It's not important at the moment, but it can become important later.
You can still encounter the Myconid, Jade Golem, Misfortuner enemies up to Floor 10.
Floors 11-15:
- Monster Data # 142/154 (MID # 142) - Augmentoid (Undead; Lymle)
- Monster Data # 143/154 (MID # 143) - Little Mutant (Demon; Myuria)
- Monster Data # 144/154 (MID # 144) - Damascus Fort (Demon; Myuria)
The Damascus Fort enemies can drop Disintegration Stones too.
Other interesting drops:
- Micro Heavy Ion Collider (Little Mutant)
- Philosopher's Stone (Damascus Fort)
You can still encounter the Ghostkeeper, Arch Spellmaster and Antlered Tortoise enemies up to Floor 15.
Floors 16-20:
- Monster Data # 145/154 (MID # 145) - Lizard Tyrant (Animal; Sarah)
- Monster Data # 146/154 (MID # 146) - Bloodtail (Insect; Arumat)
- Monster Data # 147/154 (MID # 147) - Grim Reaper (Undead; Lymle)
- Monster Data # 148/154 (MID # 148) - Hell Clown (Race doesn't matter: can't drop Geostones!)
- Monster Data # 149/154 (MID # 149) - Dominator Dragon (Demon; Geostones are not Demonology Drop though!)
The Dominator Dragon enemies can drop Disintegration Stones too.
Other interesting drops:
- Lizardskin (Lizard Tyrant)
- Philosopher's Stone (Grim Reaper)
- Valkyrie's Garb (Dominator Dragon; this is its Demonology Drop)
- Dragon God Scale (Dominator Dragon)
You can still encounter the Little Mutant enemies on these floors.
Special Treasures
Below will follow a list of the treasures that can be found on some of the levels of the Wandering Dungeon. Please keep in mind that this is not a definite list, and it's almost impossible to determine exactly all the floors where an item can be found. In other words, it's possible that you will find one of these items also on different Floors than those written here (for what I know you may find the Li'l Vending Machine No. 3 on the 14th Floor), and you're definitely not going to find them all on the first attempt. As we said earlier, they are random and rare treasures, so getting them is a matter of luck.
First of all, these are the unique weapons found in the chests. They are a must to complete the weapon data collection:
- Artifact Bow: Floor 4/6
- Blazing Wand: Floor 7/8
- Infinity Saber: Floor 7/11
- Trident Harpoon: Floor 9/13
- Hidden Claws "Crimson Falcons": Floor 10/12
- Blood Scepter: Floor 14/15
- Ultimate Cannon: Floor 16/18
- Demon Sword "Levantine": Floor 17/19
These are their weapon data entries:
- Weapon Data # 077/147 (WID # 036) - Artifact Bow
- Weapon Data # 078/147 (WID # 061) - Blazing Wand
- Weapon Data # 079/147 (WID # 047) - Infinity Saber
- Weapon Data # 080/147 (WID # 095) - Trident Harpoon
- Weapon Data # 081/147 (WID # 084) - Hidden Claws "Crimson Falcons"
- Weapon Data # 082/147 (WID # 105) - Blood Scepter
- Weapon Data # 083/147 (WID # 073) - Ultimate Cannon
- Weapon Data # 084/147 (WID # 017) - Demon Sword "Levantine"
There are also two armor pieces, but they are not strictly necessary for the completion of the achievements of this game:
- Plate of the Lost Monarch: Floor 3/5
- Absolute Protector: Floor 11/13/16
Finally there is also this item here:
- Li'l Vending Machine No. 3: Floor 5/8/9/?*
*Some people reported that they found it on deeper floors too, specifically on Floor 18. I can't confirm this information myself though.
Special Rooms
In addition to the many "random" rooms, five shapes of rooms are specifically designed to contain bosses and "Santa, Mercantilean". Whenever you are on an even-numbered Floor you want to enter these rooms to have a chance of finding the local boss fight. Similarly, from Floor 10 onwards you want to explore all of these rooms to have a chance of finding "Santa, Mercantilean" (also on odd-numbered Floors).
Here is a picture of said rooms. Note that they can be found rotated in any of the four directions (90° clockwise, 90° counterclockwise, 180° degree): it doesn't matter, since it's the shape that is important and not their position. You will soon figure out that they are also always the last rooms on a path; in other words they only have one entrance/exit. This doesn't mean that they are the only possible rooms that end a path of course, since there other other shapes of rooms that can "fit" too. For a text description of the five "Boss and Santa" rooms:
- One of them looks like a " + "
- One of them has four pillars, represented on the in-game map as small empty squares
- One of them has a sort of empty space with the shape of a celtic cross (with all the four "arms" of the same length). Its surface looks a bit like a sort of sharp "C"
- One of them looks like it's made up of three squares
- The last one is quite irregular. It's quadrangular in shape. On each of the three sides where there is not the entrance/exit there are two "holes" in the lines that limit its extension
Santa, Mercantilean
When you enter a room with Santa, you will notice his presence on the map too because the yellow icon typical of an NPC will be displayed. Of course you must be in the same room as him in order to have him displayed on the map, but that yellow icon is still a nice thing since you can quickly look at your in-game minimap instead of double-checking every side of the room to make sure that he's not there. Though honestly you should really see him :p This is how he will look. Note that he won't disappear if you exit/re-enter the room: if he's there he will stay there until you leave the level (then he might decide to show up on the next floors or not, depending on your luck). For the same reason there is no point in trying to "spawn" him by exiting and re-entering one of the rooms where he can appear: if he's not there he's just not there.
The items for sale are all very expensive, and you will run out of Fol even if you have 99,999,999 Fol. It's important to know that he will apply a discount of -10% on all the items for sale if you complete his easy shop orders (you need to exit and re-enter the shop after completing them for the discount to be applied). Considering the cost of the items for sale, this is a very important deal: make sure to take advantage of it by completing the shop orders before purchasing anything!
The must-buy items are of course the weapons, since they are unique pieces with their own Weapon Data (the Nightmare Wand is an exception, since you should have got one earlier in the Pulsating Bog area of Nox Obscurus; no need to buy another one). None of the other items are fundamental, but you should get at least one of every piece of equipment to make the future Battle Trophies much easier (especially those for adjusting your ATK to exact - or almost - values). Even if you don't feel like you need to buy those armor pieces with negative stats, *buy them*. It really, really helps.
Also make sure to buy 20x tri-Emblems, not only because they help in boosting the stats for future fights, but also and most importantly because they can be used to greatly modify the ATK parameter for the same Battle Trophies mentioned a moment ago.
Another very interesting item for sale is the Disintegration Stone: it's relatively cheap, and it's basically a free recharge for all of your Rings: if you had crystal trials before (or maybe even on the same floor) finding Santa, make sure to recharge all of your Rings with the Disintegration Stones and stock up at 20x again before leaving the shop.
The Divine Wave manual is interesting mainly because it's unique (it's for Myuria), so buy this one too. Also buy 3x INT Boost and 4x ATK Boost manuals if you care about learning every possible skill with every character.
In addition to the "minimal shopping" recommended above, if you're high on Fol you should stock-up on Conqueror Scythe "Asura Vajra" and Battle Armor "God of Hellfire", since they are both good items to modify the ATK with Item Synthesis.
The Santa Maria:
- Binding Sword "Shiho Murasame" (Weapon for Edge; ATK +5,999, INT +999, DEF -1,999, HIT -999, GRD -999; No Factors) - 1,200,000 Fol
- Fierce Bow "Reppu Shingetsu" (Weapon for Reimi; ATK +2,999; Adds Wind element to attacks) - 980,000 Fol
- Sky Sword "Ama-no-Murakumo" (Weapon for Faize; ATK +4,999, INT +3,199, DEF -1,999, HIT -999, GRD -999; No Factors) - 1,500,000 Fol
- Nightmare Wand (Weapon for Lymle; ATK +401, INT +356; Adds Darkness element to attacks) - 30,000 Fol
- Divine Wand "Empyreal Reverie" (Weapon for Lymle; ATK +1,499, INT +3,399; INT +10, MP cost -25% in battle) - 2,000,000 Fol
- Ogre Cannon "Legion's Howl" (Weapon for Bacchus; ATK +5,999, INT +999, DEF -1,999, HIT +999; HP damage +10%, Adds stun effect to attacks) - 1,000,000 Fol
- Conqueror Scythe "Asura Vajra" (Weapon for Arumat; ATK + 6,499, INT +999, DEF -1,999, HIT -999, GRD -999; +20% damage to humanoids) - 1,200,000 Fol
- Battle Armor "God of Hellfire" (Armor for Edge/Arumat; ATK -999, INT -999, DEF +4,999, HIT -999, GRD -999, Earth/Water/Fire/Wind/Thunder +2, Light/Darkness -8; No Factors) - 800,000 Fol
- Electroshock Gear "War Deity" (Armor for Bacchus; ATK -999, INT -999, DEF +4,999, HIT -999, Earth -8, Wind +4, Thunder +8; Absorbs Thunder-based HP damage) - 1,300,000 Fol
- tri-Emblem (Wrist Accessory; ATK +200, INT +200, DEF +100, HIT +100, GRD +100; Rush Gauge charge rate +3, Grants immunity to paralysis, MP cost -15% in battle, Adds two hit chances per attack) - 2,000,000 Fol
- Skill Manual "ATK Boost" - 6,000 Fol
- Skill Manual "INT Boost" - 6,000 Fol
- Skill Manual "Divine Wave" - 1,000,000 Fol
- Natto - 300 Fol
- Disintegration Stone - 30,000 Fol
- Aramid Fiber - 800 Fol
- Carbon Fiber - 1,000 Fol
- Rivet - 20 Fol
- Laser Oscillator - 3,000 Fol
- Sighting Unit - 500 Fol
- Mystery Electronic Circuit - 1,300 Fol
Quest # 132/201 Complete - "The Santa Maria" Shop Order: Attack Seeds
Task: deliver Attack Seeds x 1.
Reward: 2 Fol, 9,999 EXP, 50 Party SP.
Quest # 133/201 Complete - "The Santa Maria" Shop Order: Intelligence Seeds
Task: deliver Intelligence Seeds x 1.
Reward: 2 Fol, 9,999 EXP, 50 Party SP.
Quest # 134/201 Complete - "The Santa Maria" Shop Order: Defense Seeds
Task: deliver Defense Seeds x 1.
Reward: 5 Fol, 9,999 EXP, 50 Party SP.
Quest # 135/201 Complete - "The Santa Maria" Shop Order: Accuracy Seeds
Task: deliver Accuracy Seeds x 1.
Reward: 1 Fol, 9,999 EXP, 50 Party SP.
Quest # 136/201 Complete - "The Santa Maria" Shop Order: Protection Seeds
Task: deliver Protection Seeds x 1.
Reward: 3 Fol, 9,999 EXP, 50 Party SP.
Quest # 137/201 Complete - "The Santa Maria" Shop Order: Health Seeds
Task: deliver Health Seeds x 1.
Reward: 10 Fol, 9,999 EXP, 50 Party SP.
Quest # 138/201 Complete - "The Santa Maria" Shop Order: Magic Seeds
Task: deliver Magic Seeds x 1.
Reward: 5 Fol, 9,999 EXP, 50 Party SP.
Quest # 139/201 Complete - "The Santa Maria" Shop Order: Fermented Sushi
Task: deliver Fermented Sushi x 10.
Reward: 2,000 Fol, 999 EXP, 5 Party SP.
Two final suggestions
As a general tip, get a pen, paper and a calculator (or simply a computer, if you have it near your gaming station). It's always a good idea to write down the position of the obelisks that give you the trials. Say you're exploring a whole level to destroy all the crystals here and there and come across the obelisk but you're not ready to leave yet and therefore you need to continue in other rooms. It would be a bad idea to rely only on your memory to remember where the obelisk was. It's much easier to write a generic indication like "NW" if it's somewhere Northwest, so you can read it back and find it again more easily without relying on memory. I know you're tempted to think "I'm not going to forget something that I saw two minutes ago", but trust me when I say that you'll be very bored, and your attention span (and therefore capacity of memorizing and recalling things) will be very low. You're going to spend 2-3 hours in a dungeon with rooms that are all basically the same after all.
The other reason why you need pen and paper (and the calculator) will be clear as soon as you read the info on the Ethereal Queen fight.
The very last suggestion is to try to optimize your time spent here to start working on the "special drop" Battle Trophies of your characters. All you have to do is ending the battle while controlling the "correct" character as Leader if you are farming the Geostones. For example, if you're farming against Insects, control Arumat at the end of the fight to add some "Entomology Drops" to your Battle Trophy progression. If you're farming against Undeads, control Lymle at the end of the fight (fight with Arumat or whoever you prefer as Leader, but switch to Lymle before killing the last enemy) to progress through her "Parapsychology Drops" Battle Trophies.
Now let's finally see some bare minimum info about the Floors to put an end to this dungeon.
Clearing the Wandering Dungeon
Floor 1
Considering that you can easily exit and re-enter, it's a good idea to start off on the right foot. The first thing I do when entering the Wandering Dungeon is open the map and look at the areas. If I see that there are too many rooms (more than 6), I exit and enter again to try for better luck. The reason why I do this is that it seems that there is a correlation between the first Floor and the next Floors. In most of my runs through the Wandering Dungeon I noticed that when the first floor was small the next floors would be small too; when the first floor was big the next floors would be big too. This correlation seems to be reverted in the last floors: when the first room is small the last two floors would be huge, and vice versa. Note that I'm talking of general impressions and "most of my runs". It's not a rule, so feel free to continue if you see an eight-room first Floor (ugh, good luck).
Also to start off on the right foot, I also prefer to exit the Wandering Dungeon and enter again if the trial is not the "Assassins" trial. Do not think that "if I start with the crystals trial then I have less chances of having this trial later on". Just don't. It's quite the opposite actually: I usually find the trials of the first and third level repeated much more through the run. It's not necessarily balanced by equal odds, that's what I mean. To give you a couple of examples, these were the requirements of the odd-Floors of my last two runs:
- Assassins; Assassins; Geostone x 12; Assassins; Assassins; Geostone x 13; Assassins; Assassins; Crystals; Crystals
- Assassins; Crystals; Crystals; Crystals; Assassins; Assassins; Crystals; Geostone x 12; Geostone x 12; Assassins
That's why you shouldn't think "oh there is a crystal trial in the first smaller floor, now it's less likely to happen later". Of course feel free to ignore these tips and just move on with whatever fate gives you.
It's advisable to fight the first fights with Arumat (Leader) only, leaving the other characters on Manual at first. This allows you to work more easily on the Pink Bonus Tiles (kill enemies with skills only; use Dragon Roar of course). Once you've filled the bonus board, possibly with at least 6-7 Pink Bonus Tiles, let Meracle and Edge attack too -- you should now recover enough MP at the end of every battle to not have to use items to recover them. Should you need recovery at all costs, remember that Arumat and Edge can use Convert, while for Meracle you can use the Gold Chalice once every five battles.
Floor 2
The "trial" of this level, like every even-numbered Floor, is to show the obelisk a Seraphic Doll. It's a 100%-drop rate from the boss on this Floor, so the task can be read as "defeat the boss".
The boss on this level is the "Prehistoric Psynard". It has about 1,500,000 HP; very easy fight. This is its monster data:
- Monster Data # 150/154 (MID # 150) - Prehistoric Psynard
Floor 3
Nothing relevant here; you can start looking for the Plate of the Lost Monarch in the chests if you want.
Floor 4
The boss on this level is the "Ring Beast", accompanied by a couple of Lizard Tyrants. It has about 1,500,000 HP; very easy fight, but watch out for the Freezing status caused by the Lizard Tyrants. The main boss' monster data:
- Monster Data # 151/154 (MID # 151) - Ring Beast
Make sure you open all the chests to have a chance of getting the Artifact Bow.
Floor 5
Nothing special here. If you still haven't gotten the Monster Data from MID 132 (Adephaga Prox) to MID 138 (the Myconid), spend a couple of minutes fighting some random encounters and complete your collection.
Keep trying to open the chests to hopefully get the Li'l Vending Machine No. 3 (or also the Plate of the Lost Monarch).
Floor 6
The boss on this level is the "Chimera Beast", accompanied by a couple of Arch Spellmasters. It has about 2,000,000 HP; very easy fight. Here's its monster data:
- Monster Data # 152/154 (MID # 152) - Chimera Beast
The Arch Spellmaster enemies (you start finding them as common enemies from this Floor on) have a very interesting Monster Jewel for INT boost, as anticipated earlier; if you feel like doing this, kill 100+ of them to obtain 100% monster data on them.
Keep opening all the chests, especially if you didn't find the Artifact Bow on Floor 4 earlier.
Floor 7
Open all the chests to look for the Blazing Wand and Infinity Saber.
Floor 8
The boss on this level is "Imperfect Armaros", a powered-up version of Armaros (the boss of Aeos - Northern Coast). This boss is a Grigori.
Its shell is quite tough this time, so make sure to spam Dragon Roar (possibly while in Rush Mode, to increase the Critical Hit chances) on the shell (the right side of the enemy) instead of blindly attacking him in the face. Sometimes the shell just won't seem to break, and you might even defeat this boss without breaking it. This enemy doesn't belong to the monster data collection.
Open the chests to start looking for the Li'l Vending Machine No. 3 and the Blazing Wand, if you didn't get it earlier.
Floor 9
Look for the Trident Harpoon/Li'l Vending Machine No. 3 in the chests on this level.
Floor 10
The boss on this level is "Armaros Manifest II", a powered-up version of Armaros Manifest (the boss of Aeos - Miga Insect Warren). This boss is a Grigori. Before the battle starts you'll be asked two questions: your choice doesn't matter, so pick whatever you want.
In this fight there will also be "Bloodtail" spawns (minions). All the enemies can add the Silence status, as well as Poison, and they try to cast these attacks massively along with a ton of Earth-based spells. Being unprotected against Earth element and Silence will make this fight very hard and dangerous. Vice versa, with the proper protection it should end in a single Blindside. In this fight use Meracle as Leader; Blindside and spam X Claw on the weak spot of the boss (the tail, exposed with Blindsides as you probably remember). If the AI assists you well you won't need another Blindside; otherwise the fight will be over with the second assault for sure. This boss doesn't belong to the monster data collection.
Open the chests to try to get the Hidden Claws "Crimson Falcons".
Also make sure to enter all the rooms where Santa, Mercantilean could be; this is valid from now on. When you do, purchase at least one of every weapon (except the Nightmare Wand which isn't necessary) to get their weapon data:
- Weapon Data # 085/147 (WID # 018) - Binding Sword "Shiho Murasame"
- Weapon Data # 086/147 (WID # 037) - Fierce Bow "Reppu Shingetsu"
- Weapon Data # 087/147 (WID # 048) - Sky Sword "Ama-no-Murakumo"
- Weapon Data # 088/147 (WID # 062) - Divine Wand "Empyreal Reverie"
- Weapon Data # 089/147 (WID # 074) - Ogre Cannon "Legion's Howl"
- Weapon Data # 090/147 (WID # 112) - Conqueror Scythe "Asura Vajra"
Floor 11
Open the chests to try to get the Absolute Protector and/or the Infinity Saber.
From this level on you can find the Little Mutants, who drop the Micro Heavy Ion Collider (you need two of these items for Item Creation), and the Damascus Forts, who drop the Philosopher's Stone (it's a rare drop; you need 12x of them in total; it costs 11x Magical Clay to duplicate them, but Duplication might still be the fastest way to get more if you're not lucky with the drops).
Floor 12
The boss on this level is the "Runaway Dragon". This foe has 3,836,566 HP and can be more dangerous than he looks due to the strength of his attacks. It's a good idea to avoid any risk and use Dragon Roar a couple of times to fill your Rush Gauge meter and then use a Rush Combo to take away more than a million HP from his health in all safety. Feel free to fight without Rush Combos though; the fight isn't really very dangerous, just a bit more risky than the average so far. This monster doesn't belong to the monster data collection.
Open the chests if you still need to get the Hidden Claws "Crimson Falcons".
Floor 13
Open the chests if you still need to get the Trident Harpoon.
Floor 14
The boss on this level is Kokabiel Risen, accompanied by the Kokabiel Risen Spawns. This boss is a Grigori.
The fight is exactly like the fight against Kokabiel in En II, except that now you have Dragon Roar taking care of the annoying spawns. Beware that the boss can Freeze your characters with the Arctic Impact spell, and the Kokabiel Risen Spawns will "often" Stun your characters with their rapid attacks. Activate Rush Mode as soon as the gauge is full, so you avoid falling victim to repeated attacks that would prevent you from countering. When the boss goes in his "energy sphere" status, exposing his weak spot, spam Dragon Roar and possibly quickly switch to Meracle to spam X Claw too (basically try to manually attack with both Arumat and Meracle). If you do it correctly (tap LB/RB to switch continuously between the two characters, and button-mash LT/RT to use their special attacks) you should manage to eliminate the boss immediately. Otherwise do your best to resist another round. These monsters do not belong to the monster data collection.
Open all the chests you find to have a chance of obtaining the Blood Scepter.
Floor 15
Keep opening the chests if you didn't find the Blood Scepter on the previous floor.
If you didn't obtain at least one Micro Heavy Ion Collider from the local enemies yet, please make sure to do so before proceeding.
Floor 16
The bosses on this level are three "Shadow" characters. Shadow Edge has 919,735 HP, Shadow Bacchus has 1,104,061 HP, Shadow Myuria has 601,969 HP. If you're protected against the elements then Myuria's attacks will be mostly ineffective on you; otherwise she might be a serious threat due to the frequency of her attacks. Bacchus can hit hard too, but it's all relative to how quickly you dispose of him.
Note that each character has a Battle Trophy for defeating his own "Shadow" (it only counts if you're controlling them as Leader, as usual). This was also true in the Cave of the Seven Stars, though it's easy to get those for obvious reasons and therefore I didn't mention it earlier when you were also probably a bit too weak to attempt it the proper way. Here in the Wandering Dungeon you should at least consider the idea of getting a few of these Battle Trophies out of the way, so you don't have to come back for them later. Scanning the enemies is possible, and you should do so to have a better knowledge of how far they are from death.
Start the fight by locking onto Shadow Edge; fill him with Dragon Roar and X Claw, and then when you see that he's about to die (350,000 HP left) set Arumat and Meracle to Manual. Then control Edge as Leader and spam Raging Strike until Shadow Edge dies.
Remain in control of Edge and leave Meracle and Arumat on Manual to avoid them killing Shadow Myuria whilst you're working on Shadow Bacchus. Lock onto Shadow Bacchus and attack with Raging Strike chains until he's about to die (150,000 HP). At this point unequip everything from Edge and change him for Bacchus; give Bacchus Edge's former equipment, and launch a few Galvanic Shock attacks on Shadow Bacchus, who should die after only a few hits.
Finally you can try to do the same with the remaining Shadow Myuria, this time controlling Arumat to take her HP down. With only her left you should have no problem taking her down to minimal health, hit by hit: take her down to 200,000 HP with Dragon Roar attacks - do not chain them, or you will deal too much damage with the 180% bonus damage! - and then use simple AAA combos or regular melee attacks to take her down to 30,000 HP or so. Unequip everything from Bacchus, change him for Myuria (who will equip what Bacchus just wore) and finish Shadow Myuria off as Myuria, even with just standard melee attacks.
If you can't do all of this, at least make an effort to kill the last of the shadows with the "correct" character: you will need to come back to the Wandering Dungeon later anyways (at least two more times, one of which in another playthrough), so it's no big deal if you miss a kill now, but it is quite a waste if you miss killing the last of the shadows left alive with the right character.
None of the "Shadow" enemies belong to the monster data collection.
As for the chests on this floor, you can get the "old" Absolute Protector and the "new" Ultimate Cannon from them, so open them all.
From this level on you can obtain some other unique items from the enemies drops. The Lizardskin at this point of the game can only be found from the Lizard Tyrants here, and 12x of them are required for Item Creation. The Philosopher's Stone can be obtained from the Grim Reaper enemies of these levels too, if you didn't get it earlier. The Dominator Dragon can drop a very good armor item (which can also be item-created), though it's not very important to get it. It's more important to get the other drop of the Dominator Dragon, the Dragon God Scale; you will need 10x of them in total for Item Creation (it can be Duplicated).
Floor 17
Open the chests to try to get the Demon Sword "Levantine".
Floor 18
The bosses on this level are the last three "Shadow" enemies. Shadow Meracle has 837,654 HP, Shadow Lymle has 617,138 HP, Shadow Faize has 771,174 HP.
These Shadows are quite dangerous, especially Lymle who is strong and quick at casting a lot of annoying spells one after another, a bit like Shadow Sarah. You should have a good time with her if you're protected against Fire, but some of her attacks will still hit you and waste your time.
For obvious reasons you can't get Faize's shadow-related Battle Trophy right now, so Shadow Faize can go down first.
Next take care of Shadow Meracle; it should be easy to eliminate her with an assault of X Claw of the "real" Meracle.
Finally work on Shadow Lymle's HP carefully with Edge's Raging Strike only, and when she's about to die (150,000 or less HP) switch to Lymle and use her "Ethereal Queen slayer" gear to eliminate Shadow Lymle.
The chests on this floor offer the Ultimate Cannon again.
Floor 19
You have another chance to get your hands on the Demon Sword "Levantine" from the chests.
Floor 20
Before going anywhere, open the main menu and fully heal the HP of all your characters and make sure that the MP of Arumat and Edge are restored as well.
Deploy Arumat, Edge, Bacchus, Sarah in your active party; set the first three to Manual and set Bacchus as Leader. Turn off Cure Condition on Sarah (leave only Healing/Faerie Healing/Restoration turned on). Switch Edge's 3x Raging Strike for 3x Scintillant Stream.
Use an Otherworldly Cuisine (Food) on Sarah, Lymle and Edge; this helps preventing them from being targetted by the Ethereal Queen, at least as long as they don't attack her in the first place. Of course Lymle and Edge *will* attack the Ethereal Queen, but the bonus of the Otherworldly Cuisine still gives a small window of safety to begin with, and it's nice to have it.
Also use a Sukiyaki on Lymle if you want/need to boost her ATK a little more (it gives ATK +30% for the next five battles).
Also double-check that the equipment is all set in place. Make particularly sure that Arumat's, Edge's and Lymle's equipment are exactly as I described them. Then read the following text/watch the following video before looking for the Ethereal Queen in your own game, so you can literally see what to expect.
Wandering Dungeon Boss (Floor 20) - Ethereal Queen
Here is a video of a sample fight that shows how to proceed to defeat her and get Lymle's Battle Trophy # 100 (Defeat the Ethereal Queen within 10 minutes; you must land the finishing hit as Lymle, while controlling her as Leader of course).
The Ethereal Queen, like Gabriel Celeste, has three forms. Her weakest form is the two-winged form, and she has 13,000,000 HP in this form; this is the best chance you have to get Lymle's Battle Trophy # 100.
Only a few of her attacks are not deadly, while most of them consist of long combos or instant-kill moves. The typical attacks that you will come to know are Divine Wave (you should already know it from the final boss battle) and Supernova, the most deadly attack of the entire game. One of her attacks is capable of draining the MP of a character as well, but that's the last of your problems.
Her behavior during the fight changes dramatically twice. Until she has more than 66% of her health she can be beaten with no problems. She doesn't even have a No Guard status, so you will knock her down with all your attacks.
At one point she will be surrounded by a circle of light (this happened with Gabriel Celeste too), and her strength starts to increase, especially because of a more "active" Rush Gauge.
The real problems start when she drops below half of her health, and starts using Supernova, while staying in an almost continuous Rush Mode which makes it impossible to knock her down efficiently. Supernova is a non-elemental spell that kills everybody (HP and DEF do not matter) who is not under the effect of a Fainting Potion. She can abuse it, but it's important to understand that she doesn't always use it, and it's possible to prevent her form using it by giving her something else to play with.
The mechanism that seems to trigger her Supernova attack is the distance from her target and the lack of a target to beat up. In other words, if you can make sure to give her a character that can stand near her and take the hits of attacks like Empress Massacre and other single-target melee combos, she will do so instead of spamming Supernova non-stop.
If I had to define the Ethereal Queen in the second half of the battle, I would say that she is "capricious and hysterical". I mean it, and it's important that you understand what I mean by that. The fact is, if you don't let her let off the steam for being taken down to half of her health she will never give you a break. So let's see what we can do now.
As soon as the fight starts, attack the Ethereal Queen once as Bacchus to catch her attention, then immediately run for the upper-left corner of the battlefield. She will come after Bacchus (she will probably use a Divine Wave attack on the way, but then she'll reach him in melee range), and that's what you want.
When you see that she's near the corner where Bacchus is, switch to any of the other characters (let's say Sarah) and use a Fainting Potion on Bacchus. Sort the items to use in alphabetical order by the way, with all the nerves you'll have for Lymle's Battle Trophy you don't need to get even more stressed because you can't find the item that you want.
At this point the Ethereal Queen will start attacking Bacchus, who will take no damage, and you can switch to Arumat and start working. The basic strategy of the fight is this: Dragon Roar, Dragon Roar, Rush Combo between Arumat (Dragon Roar) and Edge (Scintillant Stream). Since Arumat and Edge are the only characters with skills in this battle, you will always get the same combo of Dragon Roar and Scintillant Stream, which deals 1,500,000 HP of damage alone on average. The first two Dragon Roar attacks of Arumat's add an extra 200,000-300,000 HP of damage. You'll need to repeat this pattern of attacks about 7 times.
After using this combination of attacks about 3-4 times the Ethereal Queen will start noticing Arumat. She should still be vulnerable to your attacks though, so you should have enough time to throw in another combination before she can get to you. If she manages to reach Arumat before you can launch another Rush Combo, run away a few steps and stand still for a moment so she gets near you and starts a combo attack; then immediately run away when you see that she's started her attack, and use Dragon Roar again to fill your Rush Gauge meter and launch the Rush Combo attack.
At one point she will almost inevitably use Supernova. Due to the mechanism of the Rush Combos you will have both Arumat and Edge near her when this happens, which of course means that they will die. This is ok. In fact, this is exactly what you want: feed her with some deaths, so she stops being so damn angry for being taken down to half of her health.
At this point, set Sarah on Manual, so she's ready to use items when you say so. If Bacchus managed to survive Supernova (i.e. if he's still under the effect of the Fainting Potion), make sure that the Ethereal Queen notices him again (take control of him and attack her until you can lure her into a corner again), and then use another Fainting Potion on him too. Should she use another Supernova, or manage to kill him somehow anyways, do not panic: it's all right. With three of your characters dead and only Sarah alive on the battlefield, the Ethereal Queen should start flying around near the corpse of your warriors, waiting for you to revive one of them and continue the carnage.
Instead of reviving a character, now select Bacchus (dead) and change him for another character (not Lymle of course), let's say Meracle. IMMEDIATELY after making the change, open the battle menu again and switch to Sarah to use a Fainting Potion on the new entry (Meracle). The Ethereal Queen won't have enough time to kill Meracle before the Fainting Potion lands (unless you're really, really unlucky; in this case just switch Meracle for Myuria), and therefore she will start doing what she was doing with Bacchus in the first part of the fight.
At this point you can wait until you can use items again (after using the Fainting Potion, that is) and throw a Resurrection Unit to revive everyone, including the reserve members (like the dead Bacchus), at once. Don't be cheap, don't use Fresh Sages "because it's not an emergency": being fast is the key, and I told you to make Resurrection Units to be fast, not as a backup plan for emergencies.
Now that you've restored the situation from the beginning of the fight you can restart the previous procedure again: Dragon Roar, Dragon Roar, Rush Combo.
Depending on your luck you may or may not need to let her steam off again (most likely not): should she cast another Supernova, you know what to do (let her kill the three warriors, then make a quick change followed by a Fainting Potion, then resurrect everyone and start again).
"When she's about to die", deploy Lymle and use regular attacks from long distance to kill her and get the Battle Trophy.
The whole point of this strategy lies between the quotation marks. How do you know when the Ethereal Queen is about to die? That's the hard part of the Battle Trophy. Killing her within 10 minutes is not hard, but making sure not to damage her too much and kill her prematurely is a consistent problem.
There is only one way to make sure that everything works. That way is, of course, counting the damage you deal. This is not possible if you fight in any other way different to this: you would kill her much more quickly if you deployed a party like Arumat/Meracle/Reimi at full force, but go figure when she's about to die.
With this method counting the damage is particularly easy. The damage from the Rush Combo is displayed on the screen and you have plenty of time to pause the game (open the battle menu) and write it down. The damage from Dragon Roar is also very easy to note if you know how to do it.
Dragon Roar usually hits either 5 or 6 times. You can see this value in the "HIT" value displayed on the right of the screen. There's plenty of time to read that number (after pausing the game) and take a note. The damage it deals with 9,999 ATK is the same on average. In particular:
- First Dragon Roar - Normal Hit: 16,500
- First Dragon Roar - Critical Hit: 30,500
- Second Dragon Roar (+160% Bonus Damage) - Normal Hit: 26,300
- Second Dragon Roar (+160% Bonus Damage) - Critical Hit: 48,900
By "second" I mean the Dragon Roar that you combo-chain after the first one of course.
With the Critical Hit skill equipped, the Critical Hits will not only be more frequent, but also notified on the left of the screen by the "Critical Hit" message. Therefore on the right side of the screen you can read the HIT and know how many hits landed; on the left side of the screen you can read how many of those hits were Critical. At this point it should be easy to calculate: if you read 5 HIT and two Critical Hit, and this was the first Dragon Roar of the chain, you know that you've dealt 16,500*3+30,500*2 HP of damage. To have enough time to take note of this, pause the game (open battle menu) as soon as the hits land, and quickly take a look at the two sides of your screen to know what happened. Write down the numbers, then un-pause and repeat.
In case you wonder, the battle time doesn't count when the battle menu is open, so take all the time you want/need.
To give you an example, this is what I was typing during the pauses in the video:
16500*6+26300*5+48900+1613000 = 1892400
16500*5+3*26300+2*48900+1469000 = 1728200
16500*4+2*30500+4*26300+48900+1605000 = 1886100
16500*4+2*30500+5*26300+48900+1518000 = 1825400
[Supernova; 16500*4+30500*2=127000]
16500*5+30500+3*26300+2*48900+1582000 = 1871700
[Sub-total: 1871700+1825400+1886100+1728200+1892400+127000 = 9330800]
16500*5+30500+3*26300+3*48900+1494000 = 1832600 (11163400)
1836000 to go -- just less than another round
16500*6+4*48900+26300*2+934000 = 1281200
554800 to go -- just another couple of Dragon Roars
16500*4+30500*2+4*26300+48900 = 281100
273700 to go -- Lymle time
36,000 per attack -- about 7.6 attacks required to kill (Ethereal Queen dies on the 8th hit as expected)
As you can see, this calculation is very accurate, and leaves only a few thousand HP of error (which will mostly be compensated by over- and under-approximations).
It also helps to know that the maximum damage you can make with the first Dragon Roar is 30,500*6 (183,000, but realistically I would say that 3 Critical Hits are already too much, so you should never deal more than 141,000 HP of damage), while chaining the first and the second too can deal about max 366,000 HP of damage (including the first attack too). This tells you that if the Ethereal Queen's HP are around 400,000 you are going to use a single Dragon Roar before switching to Lymle; if she has around 500,000 HP you should also use only a single Dragon Roar; if she has around 600,000 HP then you can safely chain the second Dragon Roar too. If the Ethereal Queen's HP are less than 350,000, by all means switch to Lymle.
You can work on the Ethereal Queen's HP with Dragon Roars and Rush Combos until she has 2,000,000 HP left. When she has less than that, either use only Dragon Roar combos (if she has less than 700,000 HP left) to prepare her for the final attacks of Lymle's, or also use Rush Combos and abort them before their end (I did this to quickly land about 1,000,000 HP of damage, and it was a safe choice since I knew that she still had about 1,800,000 HP left).
Lymle alone can deal about 36,000 HP of damage per hit with the setup recommended, and she can attack at a relatively fast pace: even if the Ethereal Queen has still 500,000+ HP you will be able to take them all down with Lymle before she notices her (though I strongly advise trying your best to lower her health down to 250,000-300,000 HP). For this reason you can start using Lymle alone from when you see The Ethereal Queen shouldn't notice Lymle for a short while (thanks to the Otherworldly Cuisine effect). In the video you can see that I switched Arumat for Lymle; this is because the Ethereal Queen was still after Meracle (under the effect of the Fainting Potion). If the Ethereal Queen noticed my Arumat (it could happen to you) when it was Lymle time, I would have used a Fainting Potion on Arumat and switched Edge for Lymle instead. So yea follow what I did but use your brain too and be ready for a change of plan of this kind.
Most importantly, I will repeat this again one more time: let her steam off! When she's angry she's not going to stop chasing you until you die. The sooner you let her kill you, the better. Don't waste time running away, maybe even towards Sarah thus putting her in danger too. Stay close to the group of the three fighters, and let her have her small revenge with a few Supernovas. Then you can start working on her again.
With this strategy, if everything goes right, the real battle time should be around 6 minutes long, which means that you have FOUR minutes of "margin of error", in case she casts too many Supernovas or things like that. This is very unlikely if you do as I said and let her have her revenge, but everything is possible.
The most important thing is of course the damage calculation. Don't make mistakes when writing and don't forget to note down any attacks. If you do everything correctly you will know exactly when to switch to Lymle, and you can read how accurate the estimation was in the notes that I previously reported.
https://www.trueachievements.com/ExTempest.htm has reported that this strategy will work also on Universe difficulty (the damage she takes is the same, but she has 16,900,000 HP instead of 13,000,000), i.e. you have more than enough time to do this slow but calculated strategy even on Universe.
By defeating the Ethereal Queen you will unlock:
You will also get her monster and weapon data:
- Monster Data # 153/154 (MID # 153) - Ethereal Queen
- Weapon Data # 091/147 (WID # 147) - Crescent of Pluto
In addition to this you will receive the Ethereal Queen's Feather x 1 item (like Gabriel Celeste's Feather this is a non-Duplicable item for Item Creation).
If for any reason you missed Lymle's Battle Trophy # 100, don't worry about it too much: you will get it later by reloading the last save you made, and for now you can continue and make a separate save. After all, you should already know that the Battle Trophies (and all the other "data") are saved and loaded on a common hidden file, so you can just reload the last save (before entering the Wandering Dungeon for the first time, when you didn't fight the Ethereal Queen yet), go down the 20 floors again and have another shot at her 2-Winged form.
After defeating the Ethereal Queen you can either exit or proceed with the "looped floors" (Floor 19 and 20) to fight the Ethereal Queen again. The only case in which you shouldn't exit yet is if you found Santa in one of the rooms on Floor 19/20 (you may have to still look for him here on Floor 20). If you found him on Floor 20, go back to him and speak with him to receive Recipe Memo 27 (unlocks the tri-Emblem as a Crafting item; don't get excited, it costs also 2x Ethereal Queen's Feathers to make one =/ ), an extra reward for defeating the Ethereal Queen. If you found him on Floor 19, go down to Floor 21 to find him again in the same room where you found him on Floor 19, and speak with him to receive the same reward. If you weren't lucky enough to find him on either of these Floors, don't worry: you'll get this recipe the next time you find him, in one of your future runs (hopefully the only other run).
Just so you know this, you need to defeat the Ethereal Queen at least five times to obtain the five Ethereal Queen's Feathers for Item Creation. I wouldn't advise doing it now, especially if your run through the Wandering Dungeon was profitable (if you found Santa, farmed other ingredients, etc.), and especially if you succeded with Lymle's Battle Trophy # 100.
Back on En II, speak with Barago after defeating the Ethereal Queen to receive Recipe Memo 04 (used to make the Valkyrie's Garb).
Post Game - The Colosseum
Now that you've cleared the Wandering Dungeon, the only "entertaining" thing left to do is clear the Colosseum fights in Tatroi.
The Colosseum consists of three main modes. Solo and Team are those that interest you, while Survival does not offer anything important from the achievement point of view.
The "interesting" thing about Team mode, the one that we're going to challenge in this page, is the top-rank battle against the "Wandering Swordsman". Unfortunately in order to fight this enemy you have to beat the lower-rank enemies first. Defeating the Wandering Swordsman (the name of the opponent is "Ashlay Bernbeldt") earns you the last monster data.
Solo mode will be a much more boring grind, sadly related to the Battle Trophies of your characters. In particular you'll have to win 200 Solo battles as every character (you can choose any battle; you can - and will, for most of them - even get it by defeating the lowest-rank enemies over and over), and also 50 Solo battles in a row with every character. This will be discussed again in the Post-Game page related to the Battle Trophies.
There are also three achievements for reaching the Top-30, Top-10 and Top Rank in either Solo or Team mode; we'll go for them in Team mode to minimize the effort.
As you defeat the enemies (any mode) you will also earn some "Fight Coins", with which you can purchase items in the Colosseum "shop" (the desk on the right, in the Colosseum). This is what's up for sale.
Fight Coin Exchange:
- Ripe Berries - 20 Fight Coins
- Monster Jewel - 200 Fight Coins
- Dragon Scale - 300 Fight Coins
- Wild Arc - 1,500 Fight Coins
- Mithril Rapier - 1,900 Fight Coins
- Crested Spear - 2,200 Fight Coins
- Mithril Sword - 2,500 Fight Coins
- Dragon Claws - 2,800 Fight Coins
- Inferno Sickle - 9,000 Fight Coins
- Earthcrest Guard - 3,200 Fight Coins
- Crystal Armor - 3,900 Fight Coins
- Mystic Robe - 4,200 Fight Coins
- Darkblood Chainmail - 11,000 Fight Coins
- Dark Elf's Robe - 12,000 Fight Coins
It goes without saying the most of this stuff is useless at this point (after the customized gear, that is), but for the usual achievement-related reasons you want to buy at least a copy of all the weapons. This means that you need to earn 19,900 Fight Coins.
The higher the rank of the enemy you fight compared to your own rank, the higher the reward in terms of Fight Coins. Notice that I didn't mention the rank of the enemy alone: your own rank matters too, so you can't just fight the same-rank enemies over and over to farm Fight Coins, but you always want to fight the highest-ranked enemy available.
There is a way to avoid part of this Fight Coins farming if you want, but it's not necessary. As you know by now (and as reminded in the last paragraphs of the Wandering Dungeon), there is a common save file where the data of your collections, including the Weapon Data, is saved. Therefore you could do this:
- Get 9,000 Fight Coins
- Save the game
- Buy the Inferno Sickle
- Save the game on a different save slot to add the Inferno Sickle weapon data to your collection (on all the saves of course)
- Reload the first save (where you still have 9,000 Fight Coins, but now you have also "leeched" the Inferno Sickle weapon data; not the weapon itself of course) and buy the other weapons that you can afford
- Save the game on a different save slot again to add these weapon data entries to your colletion as well
- Reload and repeat again to get the last weapon data entries
Note that you will earn a ton of Fight Coins (about 30,000) by completing the Bunny Race achievements, so you really don't need to use this method.
Since you need to clear Team mode anyways in order to get the last monster data, Team Mode will be the first to be described. When fighting in the Colosseum keep in mind that:
- You can't access the "Config." menu (i.e. no change of skills/equipment) from the battle menu
- The items that you can use are preset and *given for free*. You won't use them most of the time (when grinding the Battle Trophies there will be exceptions), so feel free to just pick the first one you see
- If you die it won't be game over
- You gain EXP and Fol (irrelevant for now), but the enemies won't drop anything
- The only enemy that belongs to the monster data collection is Rank # 001 of Team mode
The suggested party to use for all the fights of Team mode is the same that went through the Wandering Dungeon: Arumat (Leader), Meracle, Edge, Sarah. Same equipment, same skills set. Same of everything, really.
As you fight you will notice that your Rank increases. You can fight enemies up to 3 Ranks above yours. Until about Rank 50 you will rank-up quite fast, so you can skip half the fights (for example after defeating Rank 097 you can go directly against Rank 095) of the "easy half" of the enemies. From Rank 50 to Rank 1 you'll have to defeat every Rank of enemies to rank-up and continue your leaderboard climbing. In any case, always select the highest possible rank of opponents to speed things up.
In order to fight the Rank 001 enemy it won't be enough to be Rank 004, and not even Rank 002. You need to keep gaining "leaderboard EXP", so to speak, a hidden value which increases as you fight the opponents in the Colosseum. Simply keep defeating the highest-rank enemy that you can tackle (Gemini Dragons will be the one) until the Wandering Swordsman fight becomes available.
Below will follow a list of the enemies in the Colosseum fights, just to give you an idea.
Colosseum - Team Mode
Team Rank # 100 - Tailchopper
Tailchopping Warrior (Animal; 4,753 HP) x 4
Team Rank # 099 - Bugs, Bugs, Bugs!
Carapace Bug (Insect; 5,119 HP) x 2, Helmed Beetle (Insect; 5,558 HP) x 4
Team Rank # 098 - Guardians of the Forest
Forest Elder (Plant; 5,035 HP) x 2, Megalith Soldier (Demon; 6,197 HP) x 1
Team Rank # 097 - Cradle to the Grave
Wizened Wizard (Undead; 3,796 HP) x 1, Spry Sorcerer (Humanoid; 3,873 HP) x 3
Team Rank # 096 - Ultimate Super Duo
Risky Dreamer (Humanoid; 4,090 HP) x 1, Wanted Scumbag (Humanoid; 3,272 HP) x 1
Team Rank # 095 - Shocking Stench
Putrescent Warrior (Undead; 4,580 HP) x 3, Electrocuter (Undead; 4,090 HP) x 2
Team Rank # 094 - Army of the Future
Future Soldier (Humanoid; 8,612 HP) x 4
Team Rank # 093 - They Make Great Pets
Bat Wrangler Scumbag (Humanoid; 3,445 HP) x 1, Tamed Bat (Bird; 4,737 HP) x 5
Team Rank # 092 - Stray Beasts
Errant Beast (Animal; 9,046 HP) x 2
Team Rank # 091 - Shellfish Delish
Salt Crab (Insect; 6,784 HP) x 3, Sand Turtle (Animal; 5,518 HP) x 2
Team Rank # 090 - Country Bumpkins
Bumpkin Scumbag (Humanoid; 4,739 HP) x 6
Team Rank # 089 - Germinator
Germinator Large (Plant; 9,479 HP) x 1, Germinator Medium (4,739 HP) x 2, Germinator Small (Plant; 3,886 HP) x 2
Team Rank # 088 - Sweet Honies
Killer Honey (Insect; 5,017 HP) x 7, Golden Honey (Insect; 4,014 HP) x 1
Team Rank # 087 - Servants of a Dark God
Demon Freak (Humanoid; 5,017 HP) x 4, Infernal Bishop (Humanoi; 6,021 HP) x 1
Team Rank # 086 - Not Quite Extinct
Small Dodo (Bird; 5,825) x 6
Team Rank # 085 - Blazing Stars
Red Corpse (Undead; 6,354 HP) x 4
Team Rank # 084 - Stones of Sorrow
Giant Cairn (Demon; 8,917 HP) x 1, Shattered Rock (Demon; 6,688 HP) x 2
Team Rank # 083 - Rain, Rain, Go Away
Black Rain (Undead; 6,131 HP) x 1, Night Bat (Bird; 5,016 HP) x 5
Team Rank # 082 - Lords of the Sky
Twin Wings (Bird; 5,266 HP) x 3, Buzzer (Insect; 4,681 HP) x 2, Flapping Lady (Bird; 5,383 HP) x 1
Team Rank # 081 - Rise From Your Grave
Dead Centurion (Undead; 7,021 HP) x 2, Land Lunger (Insect; 11,702 HP) x 4
Team Rank # 080 - Essential Nutrients
Caloric Gel (Plant; 8,581 HP) x 3, Liquid Vitamin (Plant; 7,355 HP) x 3
Team Rank # 079 - P. troglodytes roakii
Handclapper (Animal; 8,091) x 1, Footstomper (Mech; 9,807 HP) x 3
Team Rank # 078 - Scarabaeus Incursio
Legatus (Insect; 9,583 HP) x 2, Legionarius (Insect; 10,405 HP) x 2, Veneficus (Insect; 6,845 HP) x 2
Team Rank # 077 - Royal Fungus Family
Imperial Retainer (Undead; 7,667 HP) x 1, Mushroom Prince (Plant; 6,571 HP) x 5
Team Rank # 076 - Sniper Wolves
Fanged Wolf (Animal; 5,640 HP) x 2, Horned Wolf (Animal; 6,345 HP) x 4
Team Rank # 075 - Melancholic Regret
Silent Devotee (Humanoid; 3,525 HP) x 2, Shadowy Gentleman (Humanoid; 3,878 HP) x 1
Team Rank # 074 - Vicious Hooks
Hooked Peryton (Bird; 7,981 HP) x 5, Ultrasound (Bird; 13,060 HP) x 1
Team Rank # 073 - Lizard de Guerre
Lizard Aide-de-Camp (Animal; 8,707 HP) x 1, Lizard Capitaine (Animal; 9,432 HP) x 1, Lizard Combatant (Animal; 8,707 HP) x 2
Team Rank # 072 - Dual Dragon Force
Brutal Dragon (Demon; 12,647 HP) x 2
Team Rank # 071 - Revenant Things
Baron Subzero (Undead; 12,647 HP) x 1, Obscure Crawler (Undead; 8,695 HP) x 2, Walking Bones (Undead; 8,853 HP) x 2
Team Rank # 070 - Tiny Braves
Wild Hound (Animal; 9,408 HP) x 4, Purple Eyes (Humanoid; 15,395 HP) x 2
Team Rank # 069 - Gold Rush!
Mirroring Scumbag (Mech; 17,106 HP) x 1, Famous Matsutake (Plant; 8,211 HP) x 5
Team Rank # 068 - Six of Crabs
Bubble Crab (Insect; 11,962 HP) x 5, Black Crab (Insect; 22,084 HP) x 1
Team Rank # 067 - Dried Ice
Ice Beast (Animal; 12,146 HP) x 1, Chilled Man (Undead; 14,722 HP) x 1, Cracked Ice (Demon; 20,243 HP) x 1
Team Rank # 066 - Bats From Space
Lunar Emissary (Demon; 9,850 HP) x 1, Moon Bat (Bird; 8,865 HP) x 5
Team Rank # 065 - Thaumaturgid
Lizard Sorcerer (Animal; 9,062 HP) x 3, Thaumaturge (Humanoid; 11,820 HP) x 1
Team Rank # 064 - Squeaky Clean
Mr. Polish (Mech; 14,698 HP) x 1, Cleaner Gel (Plant; 13,649 HP) x 4
Team Rank # 063 - Germinator 2
Germinator Grande (Plant; 29,397 HP) x 1, Germinator Tall (Plant; 12,599 HP) x 2, Germinator Short (Plant; 20,998 HP) x 2
Team Rank # 062 - Kobold Komrades
Kobold Farmer (Animal; 12,242 HP) x 2, Kobold Warrior (Animal; 11,129 HP) x 2, Domesticated Bug (Insect; 13,355 HP) x 1
Team Rank # 061 - Earplug Advocates
Shrieker (Plant; 11,129 HP) x 3, Screamer (Plant; 13,355 HP) x 2, Screecher (Plant; 10,907 HP) x 1
Team Rank # 060 - Cold Daemon
Massive Metal (Demon; 16,463 HP) x 4
Team Rank # 059 - Ghoul Horns
Crustacean (Insect; 11,759 HP) x 4, Chestkeeper (Undead; 12,935 HP) x 1
Team Rank # 058 - Crisis Corps
Draconic Trooper (Animal; 16,107 HP) x 1, Rotten Trooper (Undead; 17,346 HP) x 2, Masked Trooper (Humanoid; 12,390 HP) x 1
Team Rank # 057 - Just Deserts
Desert Fist (Animal; 28,644 HP) x 2, Desertoise (Animal; 16,926 HP) x 2
Team Rank # 056 - Forrest of the Forest
Forrest (Plant; 16,926 HP) x 1, Lester (Plant; 26,040 HP) x 2, Furious Bird (Bird; 23,436 HP) x 1
Team Rank # 055 - City Boys
Lying Scumbag (Humanoid; 13,650 HP) x 3, Cheating Scumbag (Humanoid; 10,920 HP) x 3
Team Rank # 054 - Let My Lizards Go!
Test Subject (Undead; 19,993 HP) x 2, Imprisoned Lizard (Animal; 17,137 HP) x 1, Lizard Prisoner (Animal; 18,565 HP) x 1
Team Rank # 053 - Tiny Braves Turbo
That Certain Kobold (Animal; 14,280 HP) x 3, Juiced-Up Alien (Demon; 25,705 HP) x 3
Team Rank # 052 - Nectar Collectors
Flower Syrup (Plant; 14,612 HP) x 3, Searcher Wasp (Insect; 14,165 HP) x 3
Team Rank # 051 - Beauty and the Beasts
Glowlips (Demon; 15,398 HP) x 1, Enraged Beast (Animal, 13,858 HP) x 4
Team Rank # 050 - Brute Synthesis
Failed Synth Beast (Animal; 55,432 HP) x 2, Planetary Destroyer (Animal; 23,097 HP) x 1
Team Rank # 049 - Survival of the Fittest
Prey (Undead; 19,062 HP) x 4, Predator (Animal; 31,770 HP) x 1
Team Rank # 048 - Apprentice Fools
Neophyte Stagehand (Humanoid; 16,372 HP) x 1, Dark Jester (Demon; 21,284 HP) x 2
Team Rank # 047 - Ultra Monkeys
Sand Ape (Animal; 36,019 HP) x 2, Autumn Ape (Animal; 26,195 HP) x 2
Team Rank # 046 - Entomancipation
Team Rank # 045 - Bats out of Hell
Princess Tiara (Demon; 37,095 HP) x 1, Battler Bat (Bird; 37,095 HP) x 5
Team Rank # 044 - Bitter Honies
Bitter Sweet (Insect; 35,240 HP) x 5, Bitter Tears (Insect; 17,620 HP) x 3
Team Rank # 043 - Shellriders
Shell Mount (Animal; 39,497 HP) x 2, Guerrilla Fighter (Animal; 39,497 HP) x 3
Team Rank # 042 - Nasty Bones
Yawning Bones (Undead; 25,140 HP) x 2, Soulless Cadaver (Undead; 35,615 HP) x 4
Team Rank # 041 - Jester's Revenge
Masked Avenger (Demon; 27,235 HP) x 4
Team Rank # 040 - Storm of Penitence
Atoner (Humanoid; 12,183 HP) x 1, Repenter (Humanoid; 11,075 HP) x 2
Team Rank # 039 - Open Stance
Magma Giant (Demon; 60,715 HP) x 2, Diving Attacker (Bird; 23,352 HP) x 1, Larva Dracos (Demon; 30,358 HP) x 1
Team Rank # 038 - Circus of Tears
Silver Tusk (Demon; 43,201 HP) x 4, Garish Clown (Demon; 46,704 HP) x 2
Team Rank # 037 - Legendary Batmaster
Wild Wings (Bird; 22,862 HP) x 1, Ruler of the Knight (Bird; 49,700 HP) x 4
Team Rank # 036 - Marionette Madness
Marionette (Mech; 42,157 HP) x 3, Shadow Conjurer (Undead; 47,427 HP) x 1
Team Rank # 035 - Twixt Mountain and Sea
Ocean King (Insect; 63,236 HP) x 1, Land Conqueror (Plant; 52,696 HP) x 2, Seasider (Animal; 52,696 HP) x 2
Team Rank # 034 - Missionaries of Shadow
Mirage Wasp (Undead; 36,200 HP) x 1, Bloody Cyclone (Demon; 50,123 HP) x 3
Team Rank # 033 - Clawscratch Crew
Little Squealer (Demon; 52,820 HP) x 3, Rockclutcher (Bird; 29,344 HP) x 3
Team Rank # 032 - Wandering Ghost
III Will (Undead; 88,033 HP) x 1
Team Rank # 031 - Living Forest
Animated Tree (Plant; 86,358 HP) x 2, Forest Wasp (Insect; 58,600 HP) x 4
Team Rank # 030 - Sticky Situation
Delicious Stew (Plant; 42,042 HP) x 2, Meltdowner (Plant; 67,915 HP) x 2, Dark Muck (Plant; 32,340 HP) x 2
Team Rank # 029 - Dances With Dragons
Lizard Sergeant (Animal; 32,510 HP) x 1, Dragon Colonel (Demon; 45,937 HP) x 1, Lizard Captain (Animal; 70,673 HP) x 1
Team Rank # 028 - Hell's Heinous Heat
Blazing Caldera (Demon; 98,622 HP) x 2, Flame Spirit (Undead; 45,518 HP) x 2
Team Rank # 027 - Spiritual Exorcism
Dust Slime (Plant; 43,254 HP) x 3, Sparkling Body (Demon; 95,159 HP) x 2
Team Rank # 026 - Ultrabeast Revival
Genome Survivor (Animal; 118,036 HP) x 1
Team Rank # 025 - Beast and the Beauties
Cruel Beast (Demon; 93,286 HP) x 1, Lunagirl (Demon; 100,850 HP) x 3
Team Rank # 024 - Outrageous Fortune
Murderous Revenant (Undead; 74,875 HP) x 2, Tragic Revenant (Undead; 112,312 HP) x 1
Team Rank # 023 - Le Pierrot Assassinant
Masked Murderer (Demon; 128,956 HP) x 4
Team Rank # 022 - Vagrant Story
Wandering Dragon (Demon; 256,549 HP) x 1
Team Rank # 021 - Meet the Corpses
Mrs. Corpse (Undead; 93,377 HP) x 1, Mr. Corpse (Undead; 124,503 HP) x 1, Corpse Jr. (Undead; 77,814 HP) x 1, Billy Corpse (Undead; 124,503 HP) x 1
Team Rank # 020 - Her Majesty Cometh
Crying Queen (Plant; 184,051 HP) x 1, Queen's Guard (Undead; 167,319 HP) x 4
Team Rank # 019 - Symbol Liberation Front
Violent Wizard (Undead; 181,932 HP) x 2, Support Master (Humanoid; 163,738 HP) x 3
Team Rank # 018 - Beetlemania
Cannibal Insect (Insect; 196,544 HP) x 3, Buster Whip (Insect; 196,544 HP) x 3
Team Rank # 017 - Beast Kingdom
Summoned Beast (Demon; 316,735 HP) x 1, Prehistoric Beast (Animal; 158,368 HP) x 1
Team Rank # 016 - Apes of Wrath
Chestpounder (Demon; 225,770 HP) x 4
Team Rank # 015 - Netherworld Guardians
The Watcher (Demon; 362,652 HP) x 1, Hades Gatekeeper (Humanoid; 217,591 HP) x 3
Team Rank # 014 - Gigaton Fists
Triplehead (Animal; 323,299 HP) x 2, Meteorite Monster (Demon; 333,562 HP) x 1
Team Rank # 013 - Space Cowboys
Scumbag Cowboy (Mech; 271,404 HP) x 6
Team Rank # 012 - Creepy Crawlies
Land Creeper (Plant; 300,513 HP) x 3, Creeping Bug (Insect; 286,203 HP) x 3
Team Rank # 011 - Lumps of Mortification
Black Rock (Demon; 391,297 HP) x 2, Splitter (Plant; 316,048 HP) x 3
Team Rank # 010 - Bird of Shangri-La
Bird of Paradise (Bird; 316,570 HP) x 1, Chick of Paradise (Bird; 174,113 HP) x 3
Team Rank # 009 - Tiny Aggressors
First Star (Humanoid; 301,941 HP) x 3, Supernova (Demon; 301,941 HP) x 3
Team Rank # 008 - Extermination Crew
Creature Eater (Insect; 178,066 HP) x 3
Team Rank # 007 - King-Sized Pair
Stiff Beast (Demon; 883,878 HP) x 1, Gigantic Dragon (Demon; 678,196 HP) x 1
Team Rank # 006 - Rainbow Blight
Barach of the Earth (Demon; 338,451 HP) x 1, Tycia of the Depths (Demon; 457,677 HP) x 1, Tandem the Infinite (Demon; 537,160 HP) x 1, Rizo of the Frost (Demon; 537,160 HP) x 1
Team Rank # 005 - Darkstalkers
Deep Red (Undead; 507,610 HP) x 2, Dark Creeper (Undead; 518,061 HP) x 3
Team Rank # 004 - The World Ends With Two
Eraser Machine (Demon; 919,352 HP) x 1, Developer (Undead; 538,704 HP) x 1
Team Rank # 003 - Nubile Wenches
Judgment Wing (Bird; 590,445 HP) x 2, Vampire Lady (Demon; 659,347 HP) x 2
Team Rank # 002 - Gemini Dragons
Gemini Dragon Brother (Demon; 1,051,597 HP) x 1, Gemini Dragon Sister (Demon; 1,251,597 HP) x 1
Team Rank # 001 - Wandering Swordsman
Ashlay Bernbeldt (Humanoid; 5,200,000 HP) x 1
Once you finally defeat Ashlay Bernbeldt you will get his monster and weapon data:
- Monster Data # 154/154 (MID # 154) - Ashlay Bernbeldt
- Weapon Data # 092/147 (WID # 141) - Moonflax
If Ashlay Bernbeldt is your 154th Monster Data you will unlock:
You will also unlock the achievements for reaching the Top-30/10/1 in the Colosseum:
Lastly you will also receive the Team Champion Medal (Neck Accessory). Quite shabby to be honest.
By the time this is done you should have approximately 5,600 Fight Coins. This means that you need 3,400 more to reach 9,000 Fight Coins, the minimum to get all the weapon data from the shop.
Ashlay Bernbeldt has an interesting Monster Jewel (not very interesting on its own, but useful to modify the ATK efficiently for the usual Battle Trophies that we mentioned earlier too), so it's advisable to fight him at least six more times to get 100% monster data on him.
Moreover, Edge has an easy Battle Trophy for defeating Ashlay within 5 minutes. It works exactly like Lymle's Battle Trophy # 100, except that of course it's much easier.
Solo Mode is related mainly to Battle Trophies, so you can ignore it for now if you want.
Remember that when selecting the character with whom you want to play the Solo fights, the list of the characters will be sorted in the same way as you have your party. In other words, if you want to play as Arumat, make sure that Arumat is the first character in your main menu, so you don't have to scroll up/down every time you want to choose him to start the Solo fights.
For your information, you get the Solo Champion Medal (Neck Accessory) if you get to Rank 1 with any character; it's really nothing special (ATK +20, DEF +132, mediocre Factors), you can live without it.
You also get a "special award" outside the Colosseum: if you look at the statue in the middle of the main street of Tatroi, you will see a statue of the current Rank-1 character.
Below is a list of the enemies in this other mode.
Colosseum - Solo Mode
Solo Rank # 100 - Bitter Tearflower (Plant; 3656 HP)
Solo Rank # 099 - Jelly Dust (Plant; 5,119 HP)
Solo Rank # 098 - Sharp Hooks (Insect; 7,746 HP)
Solo Rank # 097 - Ice Hound (Animal; 3,098 HP)
Solo Rank # 096 - Spore Sprinkler (Plant; 3,353 HP)
Solo Rank # 095 - Heavy Golem (Demon; 6,543 HP)
Solo Rank # 094 - Rabid Canine (Animal; 4,306 HP)
Solo Rank # 093 - Genomic Lizard (Animal; 5,598 HP)
Solo Rank # 092 - Heterogenetaur (Animal; 9,046 HP)
Solo Rank # 091 - Fierce Pecker (Bird; 4,975 HP)
Solo Rank # 090 - Dis Dweller (Undead; 5,213 HP)
Solo Rank # 089 - Kid Scumbag (Humanoid; 3,792 HP)
Solo Rank # 088 - Burning Cosmo (Humanoid; 9,031 HP)
Solo Rank # 087 - Scarlet Corpse (Undead; 6,021 HP)
Solo Rank # 086 - Surprising Shrub (Plant; 6,354 HP)
Solo Rank # 085 - Schwarzwind (Bird 5,825 HP)
Solo Rank # 084 - Junk Rock (Demon; 6,688 HP)
Solo Rank # 083 - Jiggly Mushroom (Plant; 5,350 HP)
Solo Rank # 082 - Metalface (Mech; 8,192 HP)
Solo Rank # 081 - Rising Star (Animal; 7,021 HP)
Solo Rank # 080 - Lava Boulder (Demon; 15,936 HP)
Solo Rank # 079 - Maneating Flower (Plant; 6,007 HP)
Solo Rank # 078 - Misery (Undead; 7,530 HP)
Solo Rank # 077 - Weirwood (Plant; 13,690 HP)
Solo Rank # 076 - Spirit Crusader (Humanoid; 7,050 HP)
Solo Rank # 075 - Blind Sucker (Bird; 6,345 HP)
Solo Rank # 074 - Wingbeater (Bird; 6,675 HP)
Solo Rank # 073 - Moonlit Man (Undead; 7,255 HP)
Solo Rank # 072 - Twin Fangs (Animal; 7,114 HP)
Solo Rank # 071 - Anonymous (Undead, 11,066 HP)
Solo Rank # 070 - Local Menace (Animal; 11,290 HP)
Solo Rank # 069 - Optimum Fangs (Demon; 85,528 HP)
Solo Rank # 068 - Mandragora Prodigy (Plant; 20,243 HP)
Solo Rank # 067 - Dark Nebula (Demon; 16,563 HP)
Solo Rank # 066 - Survivalist Wolf (Animal; 19,700 HP)
Solo Rank # 065 - Cutting Nipper (Insect; 12,805 HP)
Solo Rank # 064 - Cosplay Trooper (Humanoid; 20,998 HP)
Solo Rank # 063 - Deep Wanderer (Bird; 9,449 HP)
Solo Rank # 062 - Butt Biter Bug (Insect; 11,129 HP)
Solo Rank # 061 - Li'l Toxic Shroom (Plant; 22,258 HP)
Solo Rank # 060 - Solid Mountain (Animal; 15,287 HP)
Solo Rank # 059 - Dragonkin Youth? (Demon; 18,815 HP)
Solo Rank # 058 - Lizard Deserter (Animal; 14,868 HP)
Solo Rank # 057 - Miracle of Tatroi (Bird; 14,322 HP)
Solo Rank # 056 - Soldier Bug (Insect; 15,624 HP)
Solo Rank # 055 - Headlong Scumbag (Humanoid; 13,650 HP)
Solo Rank # 054 - Fatal Corpse (Undead; 14,280 HP)
Solo Rank # 053 - Demon's Page (Humanoid; 17,137 HP)
Solo Rank # 052 - Skeleton Warrior (Undead; 25,348 HP)
Solo Rank # 051 - Beetle Stage (Insect; 15,398 HP)
Solo Rank # 050 - Bigfoot (Mech; 24,637 HP)
Solo Rank # 049 - Iceberg (Demon; 34,947 HP)
Solo Rank # 048 - Beast Lady (Bird; 16,372 HP)
Solo Rank # 047 - Winged Tengu (Bird; 32,744 HP)
Solo Rank # 046 - Grand Sorcerer (Undead; 16,999 HP)
Solo Rank # 045 - Devil Eyes (Demon; 33,386 HP)
Solo Rank # 044 - Powerful Feet (Demon; 55,643 HP)
Solo Rank # 043 - Dynamic Sludge (Plant; 23,698 HP)
Solo Rank # 042 - Bloody Edge (Animal; 27,235 HP)
Solo Rank # 041 - Stygian Soldier (Undead; 41,900 HP)
Solo Rank # 040 - Sorcerous Creature (Animal; 44,302 HP)
Solo Rank # 039 - Woebegone (Undead; 30,358 HP)
Solo Rank # 038 - Smashing Wisp (Insect; 46,704 HP)
Solo Rank # 037 - Angler Shell (Animal; 49,700 HP)
Solo Rank # 036 - Mountain Ogre (Animal; 57,966 HP)
Solo Rank # 035 - Raider Hornet (Insect; 25,031 HP)
Solo Rank # 034 - Man-Faced Tree (Plant; 77,969 HP)
Solo Rank # 033 - Catastrophic Dawn (Insect; 70,426 HP)
Solo Rank # 032 - Gerel Dracos (Plant; 38,148 HP)
Solo Rank # 031 - Noxious Beetle (Insect; 61,685 HP)
Solo Rank # 030 - Captured Lizard (Animal; 29,753 HP)
Solo Rank # 029 - Killer Chicken (Bird; 63,606 HP)
Solo Rank # 028 - Black Rock (Demon; 83,449 HP)
Solo Rank # 027 - Rusty Nail (Demon; 43,254 HP)
Solo Rank # 026 - High Priest (Humanoid, 84,311 HP)
Solo Rank # 025 - Turf Protector (Insect; 95,807 HP)
Solo Rank # 024 - Stimulated Bacteria (Plant; 57,596 HP)
Solo Rank # 023 - Adept Necromancer (Undead; 116,060 HP)
Solo Rank # 022 - Songstress (Bird; 121,148 HP)
Solo Rank # 021 - Lizard King (Animal; 155,629 HP)
Solo Rank # 020 - Shiny Scumbag (Mech; 167,319 HP)
Solo Rank # 019 - Tri-Headed Beast (Animal; 136,449 HP)
Solo Rank # 018 - Surprise Fool (Demon; 127,754 HP)
Solo Rank # 017 - Asuran Apeman (Animal; 168,926 HP)
Solo Rank # 016 - Longevity (Undead; 180,616 HP)
Solo Rank # 015 - Wild Gerel (Plant; 253,857 HP)
Solo Rank # 014 - Executioner (Undead; 250,172 HP)
Solo Rank # 013 - Lord of the Mountains (Demon; 251,049 HP)
Solo Rank # 012 - Nue (Animal; 360,616 HP)
Solo Rank # 011 - Demonic Guru (Demon; 300,998 HP)
Solo Rank # 010 - General Saurus (Demon; 569,826 HP)
Solo Rank # 009 - Smashing Feet (Demon; 167,745 HP)
Solo Rank # 008 - Dancing Fool (Demon; 356,133 HP)
Solo Rank # 007 - Max Pressure (Demon; 489,808 HP)
Solo Rank # 006 - Crusher Ape (Demon; 397,419 HP)
Solo Rank # 005 - Princess Moonlight (Demon, 418,061 HP)
Solo Rank # 004 - Deathbringer (Undead; 438,704 HP)
Solo Rank # 003 - Great Solar Phoenix (Bird; 1,040,000 HP)
Solo Rank # 002 - Ultrabeast Gedoran (Animal; 1,560,000 HP)
Solo Rank # 001 - Lord of Dragons (Demon; 2,600,000 HP)
================================= Bunny Races =================================
There is not much to say about the Bunny Races. By now you should have almost maxed out your Bunny Stats (Stamina should be at the top, Acceleration should be quite high, Speed maybe not so much if you weren't lucky with the Miracle Pies), so you should only make another few trips to the Calnus to make the last pies necessary to reach 200/200 in all its three parameters.
Once the bunny is maxed out, your goal is to win 100 of the "Class 100" races. Each race takes less than two minutes to complete (including the menu time; the race itself can end within a minute and fifteen seconds or so), and each race won earns you +300 Fight Coins (+400 actually, but you have to pay 100 Fight Coins to be able to join the race in the first place).
Winning the races is simple; tedious, but simple. You will see that there are two commands available:
- B to jump
- A to dash
Jumping is a useless waste of time: it can stun the nearby bunnies, but only if they have their feet on the ground in the exact moment when your bunny stomps on the ground. Never use it.
Dashing is the key to the victory. With all the Stamina you have, you can afford to dash "every two hops" (see your bunny's feet), which means you press A when, say, he touches the ground with his feet for the first time, then you don't dash when he touches the ground again, then you dash when he touches the ground for the third time, etc. It should only take a couple of races to understand the timing and automate it with your fingers. You should always see some white bubbles above the head of your bunny, which indicates he's always dashing.
If you do everything correct, the race should end in 1:17 if you get stunned by other bunnies only once; it should end in about 1:25 if you get stunned twice (quite likely). You should even have some Stamina left (the Stamina is the yellow gauge on the left side of the screen) at the end of the race, even with all these dashes.
Keep in mind that you can't control the direction of your bunny with LS, so don't bother trying to avoid him walking into other bunnies. Your only command is the dash button, literally.
Don't expect the races to end without being stunned. In the average race you will get stunned a couple of times by your fluffy rivals, and still win the race with a large margin. Those pies were worth it after all.
Also remember that you don't have to wait for all the other bunnies to finish the race: once you complete it (it's three-laps long by the way) you can press A to skip directly to when they arrive.
Beware that if you run out of Stamina you will self-stun your bunny (you recover some Stamina though). This should never happen if you get the timing down correctly.
You also receive a Neck Accessory for winning this competition in the Colosseum: it's the Bunny Champion Medal.
When you have enough Fight Coins, get all the weapons from the Fight Coins Exchange "shop" on the upper level of the Colosseum, along with their weapon data:
- Weapon Data # 093/147 (WID # 031) - Wild Arc
- Weapon Data # 094/147 (WID # 045) - Mithril Rapier
- Weapon Data # 095/147 (WID # 088) - Crested Spear
- Weapon Data # 096/147 (WID # 011) - Mithril Sword
- Weapon Data # 097/147 (WID # 079) - Dragon Claws
- Weapon Data # 098/147 (WID # 108) - Inferno Sickle
These will be the two achievements earned after 50 and 100 victories in the "Class 100" races:
Now that you've cleared the post-game dungeons and the Colosseum (sorta), what's left of this game is a massive grind. The three main things left to do are:
- Complete the Quests
- Complete the Item Creation
- Get all the Battle Trophies
The first two entries will be discussed in the next page; the third one will be part of a separate page.
Find anything you think is wrong with this walkthrough? Help us fix it by posting in its
Walkthrough Thread.
This walkthrough is the property of TrueAchievements.com. This walkthrough and any content included may not be reproduced without written permission. TrueAchievements.com and its users have no affiliation with any of this game's creators or copyright holders and any trademarks used herein belong to their respective owners.