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    Post Game Content FAQ by sakurayule

    Version: 1.02 | Updated: 08/13/09 | Printable Version | Search This Guide

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