Wandering Dungeon Guide by Kashell Triumph
Copyright 2012 Philip Traylor
TABLE OF CONTENTS
1. Legal Information and Introduction
2. At a Glance
3. Preparing for the Wandering Dungeon
4. Pick your Vacation Package
5. Understanding the Oddities of Odd-Numbered Floors
6. Getting Dolled Up for the Even-Numbered Floors
7. Enter! If You Dare
*1. LEGAL INFORMATION AND INTRODUCTION*
First off, if you want this guide to be put on your web page or anything else,
just email me and ask for my permission. Should I find out who took this guide
without my permission, the law will deal with you. The use of this guide on
any web site other than GameFAQs.com is a violation of copyright. All
trademarks and copyrights are owned by their respective trademark and
copyright holders. If you find something from here and it's on another site
without the proper credit given, let me know.
Also let me know if I have made a mistake. I am human, so I make mistakes at
times. Yes I know it's hard to believe that the fabulous, glamorous me
is human, but what can you do?
Greetings, readers! Welcome to my Star Ocean: The Last Hope Wandering Dungeon
guide! In this guide you'll find all you need to know about the most despised
bonus dungeon in all of tri-Ace history: the Wandering Dungeon. Everything
that you have heard about it is true: it sucks and shows no mercy. Thus, this
guide will hopefully make your voyage through its 20 floors a bit more
bearable. Use ctrl+F if there is a particular topic you're looking for.
Chances are you'll find it because I am pretty sure I covered as much as I
could. Now then, onto the guide!
*2. AT A GLANCE*
So, you want to try the Wandering Dungeon, eh? The Wandering Dungeon is the
second of two postgame dungeons. To gain access to it, you’ll have to defeat
Gabriel Celeste in the Cave of the Seven Stars, which is the first postgame
dungeon. Warp to the Elevator Room on EN II. Select to go to the Old Road
Sanctuary. Talk to the man you see and pick the answer that says you're ready.
The Wandering Dungeon is awful. Seriously. In order for you to have a
successful journey, you need to realize what you're getting into. Unlike the
enjoyable Cave of the Seven Stars, the Wandering Dungeon involves painful
tasks and difficult bosses to match. There are several factors that make the
Wandering Dungeon difficult, even with this guide:
- The floors' layouts are randomly generated, so I can't guide you with
- Every floor has an objective that needs to be completed in order to
proceed. Each odd-numbered floor requires that one of three possible
objectives be completed, and each even-numbered floor requires that a
boss be defeated. I will describe the objectives and the bosses in
- There are no save points or recovery spheres, so you have to come in
fully stocked with healing supplies and put aside enough of your time
to deal with the 20 floors. You’ll need at least two hours if you’re
lucky; however, if you’re unlucky, you’ll need five or more hours to
- All enemies appear as black corpses surrounded by smog, so you won't
know which type of foe you're about to face until you get into battle.
- Nearly every item in the game can be obtained from random treasure
pods that appear all over the place. These treasures can include
worthless ingredients like Empty Bottles and Raw Fish or amazingly
rare items like Dragonblood Crystals and Lezard’s Flasks. In addition,
some items can be obtained only in the Wandering Dungeon, and such
items appear exclusively on specific floors. There is no
guarantee that they’ll appear during any given trip through the
dungeon, though. Some of those exclusive items are weapons, which
you’ll need to find if you want to complete your Weapon Data.
- Unlike the Cave of the Seven Stars, where you can skip levels once
you’ve cleared them, the Wandering Dungeon completely resets every
time you exit. When you re-enter it, all of the floor layouts,
locations and contents of the treasure pods, and objectives on odd-
numbered floors will be re-randomized. All of the bosses on even-
numbered floors will be revived, and you’ll have to start all over on
the first floor.
One more word of caution: be careful using Arumat's Dragon Roar. As awesome as
this skill is, especially for dealing with hordes of foes, it has a tendency
to cause the game to freeze between ambushes. At least that's how it was in my
experience and in those of many other players. The last thing you want to
happen is to be on floor 19 and to have your game freeze all of a sudden.
If all of this scares you, stop reading now. If not, then proceed on to go
over some preparations.
*3. PREPARING FOR THE WANDERING DUNGEON*
Before heading to the Wandering Dungeon, I suggest getting to level 200 or so.
Maxing your level at 255 is even better if you feel inclined to do so. In my
personal experience, I was at level 255 due to farming Metal Scumbag kills for
Come with 20 of each healing item, especially Perfect Berries, Ripe Berries,
and Resurrection Units. These three items can be made via Item Creation or
they can be found at harvesting points or purchased at the shops of En II. For
item creation, the required ingredients can be purchased from Li’l Vending
Machine No. 1. Don’t forget MP restoration items!
You must have all seven elemental rings, including the Water Ring from behind
Gabriel Celeste's platform in the Cave of the Seven Stars. You’ll want 20
Disintegration Stones before you enter. During your time in the Wandering
Dungeon, you may have to recharge the rings several times by using the
Disintegration Stones with Lymle’s level 10 Charge skill. Disintegration
Stones can be mined in the Pulsating Bog, the second part of Aeos, the Miga
Insect Warren, and the EN II Sanctuary. If you aren't having much luck with
mining, consider using Magical Clay to make copies of what you do have. Next,
head to a sorceress and have her recharge all of your magic rings.
DON'T USE YOUR DISINTEGRATION STONES FOR RECHARGING YOUR RINGS!!!
While some of the monsters in the Wandering Dungeon drop Disintegration Stones,
farming for them means fighting more battles and spending more time in the
Wandering Dungeon than is necessary.
Character choice is up to you for building your battle party, but I suggest
having Myuria with Fast Cast and Faerie Star. If you gave Faerie Star to
someone else, include that person in the party.
For equipment, you'll obviously want the strongest available weapons. I
preferred to synthesize them with HP Damage% factors, which you can get from
bombs. This bonus doesn’t affect damage output when skills are used, but by
this point in the game, I had all of my characters at 9999 ATK. If you aren’t
reaching 9999 ATK, you might be better synthesizing your weapons with Saber-
Tooth Tiger Fangs.
Armor should be synthesized to the max with DEF up factors. Finally, I suggest
making Super tri-Emblums for when you want to face the Ethereal Queen. During
initial runs, you should be fine without Super tri-Emblums (not to mention,
you can’t make them until you meet Santa for the first time). You will find
the instructions for Super tri-Emblums further down in the guide, but for now,
just remember that I suggest that you give one to each character. You may need
to switch out characters here and there so you might as well have them
properly geared up.
However, your characters have two accessory slots. Synthesis lets you pile on
bonuses to your accessories. The most important thing you’ll want for facing
the Ethereal Queen is something that nullifies stun. Regarding what to do with
the rest of your bonuses, here is a recommendation from DarkElf99:
“I think it’s critical for every member of your party to have an accessory
that has an anti-void factor and a “survive incapacitation via Fury” factor.
Void status wipes out ALL bonuses, including all factors that are present on
your equipped gear. The Fury factor can really save you some trouble during
the Ethereal Queen’s Supernova attack because it increases the likelihood that
you’ll survive it. In addition, I would recommend an anti-stun factor for
fighters and anti-silence for the others. Remaining slots can be filled with
DEF+ or HP+ factors.
I would use Green Talismans as base items. Use something with no factors as
your synthesis item, load it up with the factors you want, and then synthesize
that to the Green Talismans. Then synthesize any high-stat items (like tri-
Emblems) to the accessories to use up the remaining synthesize slots once they
have the factors you want.”
Finally, if you’re planning to face the Ethereal Queen, make sure you have at
least two Otherworldly Cuisines in your inventory. If attempting to obtain
Lymle’s two Ethereal Queen related battle trophies, bring three. You'll want
to make sure that she isn't setting her sights on your healer (or on Lymle).
*4. PICK YOUR VACATION PACKAGE*
One of the problems with the Wandering Dungeons is that you’ll have to re-
enter it repeatedly if you want to get everything. Various types of trips are
recommended to make it so you remain in the dungeon (as well as re-enter the
dungeon) as little as possible.
`THE SANTA TRIP `
With better equipment, you can make it through the Wandering Dungeon more
easily. This is why your first trip should be the Santa trip. Find Santa, buy
his stuff, fulfill his shop orders if you're interested, and get the heck out
of there. Starting as early as the eighth floor, you're going to want to
search boss-type rooms (further explained later) in the hopes of finding this
joker. Here are tables of what he offers for sale and what his shop orders are.
Note that the prices of the items that he sells will be discounted 10% if you
complete all of his shop orders.
| THE SANTA MARIA – Items for Sale |
| ITEM | PRICE |
| Binding Sword "Shiho Murasame" | 1,200,000 Fol |
| Fierce Bow "Reppu Shingetsu" | 980,000 Fol |
| Sky Sword "Ama-no-Murakumo" | 1,500,000 Fol |
| Nightmare Wand | 30,000 Fol |
| Divine Wand "Empyreal Reverie" | 2,000,000 Fol |
| Ogre Cannon "Legion's Howl" | 1,000,000 Fol |
| Conqueror Scythe "Asura Vajra" | 1,200,000 Fol |
| Battle Armor "God of Hellfire" | 800,000 Fol |
| Electroshock Gear "War Deity" | 1,300,000 Fol |
| tri-Emblem | 2,000,000 Fol |
| Skill Manual "ATK Boost" | 6,000 Fol |
| Skill Manual "INT Boost" | 6,000 Fol |
| Skill Manual "Divine Wave" | 1,000,000 Fol |
| Natto | 300 Fol |
| Disintegration Stone | 30,000 Fol |
| Aramid Fiber | 800 Fol |
| Carbon Fiber | 1,000 Fol |
| Rivet | 20 Fol |
| Laser Oscillator | 3,000 Fol |
| Sighting Unit | 500 Fol |
| Mystery Electronic Circuit | 1,300 Fol |
| THE SANTA MARIA – Shop Orders |
| ITEM | # REQUESTED |
| Attack Seeds | 1 |
| Intelligence Seeds | 1 |
| Defense Seeds | 1 |
| Accuracy Seeds | 1 |
| Protection Seeds | 1 |
| Health Seeds | 1 |
| Magic Seeds | 1 |
| Fermented Sushi | 10 |
Since these prices are insane, you're going to either want to do the
99,999,999 Fol trick (found here: http://www.youtube.com/watch?v=6d4zJhtHjms_)
or buy the weapons needed for your collection data and sell them back.
Depending on who you use, you may want to keep some of them. Definitely invest
in ATK Boost and INT Boost for the characters that need them. Divine Wave is a
wonderful spell for Myuria (and Faize if you have him). Also, pick up
any Disintegration Stones for your rings in case you're running low.
Most importantly, though, you'll want to buy a minimum of eight tri-Emblems in
order to synthesize what is known as a “Super tri-Emblum,” which is the best
accessory in the game. I highly recommend making a Super tri-Emblum and
duplicating it seven times so that all of the characters can equip one.
The following section, taken directly with the permission of the darling
sakurayule from her Post Game Content FAQ on GameFAQs.com, provides details
for creating a super tri-Emblum. Since they only cost one Magical Clay to
duplicate, you only need to create one. A special thanks goes to sakurayule
for this recipe.
SUPER TRI-EMBLUM CREATION
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 its 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; 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
-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 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
-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 Super tri-Emblum
-Synth all 8 tri-Emblems to your tri-Emblum; this includes the four with +10
to all Resistances.
You now have a super tri-Emblum. Duplicate it seven times with Arumat’s
Duplication skill so that you have one per character.
As you can see, both time and money will be needed in order to make these.
However, it is definitely worth it. This is why a Santa Trip is recommended
for your first Wandering Dungeon trip.
` THE WEAPON COLLECTOR TRIP `
Trying to get the Arms Addict Trophy? On your later trips through the
Wandering Dungeon, I suggest going with the intent of finding the weapons you
need for the weapon collection data. I'll list what you'll potentially find on
each floor of the dungeon during the main guide, but here’s a quick glance at
each floor’s secret weapons. I recommend doing this because if you want to
open every chest in every room, you'll be there longer than necessary. Trust
me when I say you do not want that. This is why a collector run is recommended.
Note that none of these items are guaranteed to appear at all during any given
run through the Wandering Dungeon, so you probably will have to exit and re-
enter multiple times to complete your data.
Floor 4: Artifact Bow
Floor 6: Artifact Bow
Floor 7: Infinity Saber and Blazing Wand
Floor 8: Blazing Wand
Floor 9: Trident Harpoon
Floor 10: Hidden Claws “Crimson Falcons”
Floor 11: Infinity Saber
Floor 12: Hidden Claws “Crimson Falcons”
Floor 13: Trident Harpoon
Floor 14: Blood Scepter
Floor 15: Blood Scepter
Floor 16: Ultimate Cannon
Floor 17: Demon Sword “Levantine”
Floor 18: Ultimate Cannon
Floor 19: Demon Sword “Levantine”
One thing to point out during your quest for 100% weapon completion is that
during the later floors, usually starting at floor 15, the treasure pods start
to carry some better items. People have found Philosopher’s Stones, Red Dragon
Scales, Symbol Boosters, Laser Weapons and many more goodies.
` THE ETHEREAL QUEEN TRIP `
If you want to fight the Ethereal Queen, then this is the trip where you will
get through the floors as quickly as possible. Ignore treasures. Ignore
monsters unless you need Geostones. Efficiently go from floor to floor and
knock out the bosses as quickly as possible.
The Ethereal Queen appears on the 20th floor and on every even floor beyond
that, should you venture deeper. The first time you meet, she will have two
wings, her weakest form and the least amount of HP. The second time, you will
see her with four wings signifying her increased capabilities. From the third
point on, she will have six wings and will be a flying nightmare to the
unprepared. Preparations and strategies can be found in the section below that
describes Floor 20.
Regardless of what type of trip you wish to take, the tasks and voyage through
the Wandering Dungeon will be the same. Let’s go over the nuances of the
*5. UNDERSTANDING THE ODDITIES OF ODD-NUMBERED FLOORS*
As mentioned above, the odd-numbered floors will have one of three randomly
assigned objectives explained to you by the obelisks. As soon as you examine
them, you'll hear what needs to be done in order to advance.
1. DEFEAT OUR ASSASSINS: When you get this objective, you'll thank whichever
deity you worship. This simply entails fighting anywhere from four to eight
battles in a row. No strings attached and simple to do. If you’re going for
battle trophies, consider putting in characters whose rare “–ology” drops
align with the enemies you’re fighting, which will also make for easy Geostone
2. DESTROY THE ABHORRENT CRYSTALS: Remember those crystals outside the Palace
of Creation? You had to use your Earth Ring and then they would vanish. Well,
that is sort of how it is here, except that each room on the particular floor
(except for the entrance and exit) will have anywhere between one and four
crystals that must be destroyed, and each crystal will be color-coded to
indicate which ring must be used to destroy it. Thus, if you get this
objective on later floors, you'll be using your magic rings like there’s no
tomorrow. This is why it's crucial to have 20 Disintegration Stones. Remember,
the Light Ring has only one charge and the Darkness Ring only has three. On
the initial floors, this isn't bad. However, as you progress, you'll have to
pay careful attention to which rooms you have and have not entered. Otherwise,
you'll drive yourself crazy searching for crystals that you’ve missed.
Systematically go through each room and make a mental note of where you have
3. BRING TO US AT LEAST <X> GEOSTONES: This is, in my opinion, the worst task
you can get. Geostones are rare drops from many of the enemies in the
Wandering Dungeon. Botany, entomology, parapsychology, demonology and zoology
Geostone drops can all be found in the WD. Thus, if you do get this objective,
you'll want to make sure your active party includes characters that have
corresponding “-ology" skills, especially if you also want to make a dent in
the -ology drops battle trophies. You'll also want to get surprised and
ambushed as much as possible in order to have more enemies in battle. Having
Meracle with Ocarina isn’t a bad idea either so you don’t have to exit a room
and come back. Geostones can also be found randomly in some of the treasure
pods scattered throughout the Wandering Dungeon. They cannot be duplicated, so
get ready to buckle down and fight it out when given this task.
Here’s another note about Geostones. You cannot efficiently hoard Geostones to
save yourself time later. For example, if the floor you’re on requires 8
Geostones, you might feel ambitious and obtain 20 so that you’ll have a 12-
Geostone head-start for the next objective that requires Geostones, especially
if you’re on an early floor where the enemies are relatively easy.
Unfortunately, activating the obelisk while possessing the required number of
Geostones in your inventory will completely wipe out any remaining Geostones.
To add insult to injury, any Geostones you may have will vanish whenever you
leave the Wandering Dungeon.
One more thing to mention about Geostones: while they are considered rare
drops and can help with acquiring battle trophies, I do not recommend using
them for obtaining Sarah’s zoology drops. There are much weaker enemies to
fight if you’re trying to obtain as many battle trophies as possible.
*6. GETTING DOLLED UP FOR EVEN-NUMBERED FLOORS*
On every even-numbered floor there is only one task: bring the obelisk a
Seraphic Doll. Where can you get one, you ask? Well, by defeating the boss on
that particular floor, of course. Find it, kick its butt, and pull the doll
from its cold, scaly hands. Okay, not really, it'll be available as a drop.
Luckily, bosses are only found in one of five types of rooms. Thanks to the
loverly (yes, I said “loverly”) sakurayule for these descriptions.
The Cross Room: shaped like a...wait for it...cross!
The Four Pillar Room: a large room with four pillars. Look for four dots on a
The Three Square Room: three squares come together to look like a shamrock.
The C-Shaped Room: this room looks like a jagged, crude letter C.
The Popsicle Room: a room that looks like an ice-cream bar. No, seriously!
For more information, check out this link:
*7. ENTER! IF YOU DARE*
The first floor of the Wandering Dungeon will give you your first objective,
as well as a general idea of what to expect. Notice those giant cubes that are
periwinkle in color and clear? Those can be removed simply by examining the
circle emblem on them; a habit you may want to get into when the objective
involves destroying the crystals.
Adephaga Prox: An insect enemy that resembles those you found on Aeos. Nothing
to worry about, unless you fear the poison status. They are excellent targets
for farming Arumat’s Entomology drops because they drop Geostones frequently.
Trinity Tusk: A chimera type enemy that can freeze you. Avoid Blindsides
because of its scorpion tail. Attack from a distance with Reimi or with a
Jade Golem: A stone-demon enemy. These are great for farming Myuria's
Demonology drops. They also drop Moonstones from time to time.
Myconid: A mushroom enemy. Have Reimi pick them off with her bow for Botany
Acid Gerel: Like most Gerels, they can multiply and spray a small diameter
with acid. Having Reimi in the party makes them worth killing because the
Geostones that they drop count toward her Botany drops.
Misfortuner: An undead grim-reaper. These appeared the least for me. They can
cause void status, so try to eliminate them quickly.
Kobold Ranger: Typical kobold type of foe. Quick, but rather weak. They always
appear with Trinity Tusks and can be easily taken down with a few strong
attacks from a melee fighter.
None, thankfully. Move on to the next floor.
As mentioned above, every even-numbered floor requires you to defeat a boss
and use the Seraphic Doll you obtain from the boss to advance.
Same as floor 1.
Again, nothing to look for. Find the boss room so you can get out of here.
BOSS: Prehistoric Psynard
For a first boss, this giant bird should give you little trouble. I suggest
controlling a melee fighter and constantly Blindsiding it. If you're not
having much luck with that, switch to a symbol user for healing duty or switch
to Reimi and blast away while your front line fighters absorb most of the
damage. Heal when necessary, which shouldn't be often seeing as though this
boss is similar to the Sand Bird you fought back on Roak and the Pysnards you
found in the EN II Sanctuary.
Your second odd-numbered floor. You're not getting tired yet, are you? We're
Same as floor 1. I will point out that Jade Golems seem to appear more
frequently here than they do on floors 1 and 2.
Plate of the Lost Monarch. This is a piece of armor for Bacchus. Since it
doesn't add anything to your collection data, it won't be that big of a deal
if you happen to never find one. Furthermore, the status upgrades it adds
aren't as beneficial as some of the armor pieces you can make via Item
Creation. Seek it out if you want to. Otherwise, finish your objective.
Looks like the floors are getting larger, doesn't it? Head towards those boss-
type rooms I mentioned above if you want to fight the boss as quickly as
Same as floor 1.
Artifact Bow. This is a wonderful weapon for Reimi. Her Mediumistic Bow
requires a Philosopher's Stone, something you won't find until further down
the dungeon. Thus, if you enjoy having Reimi in your active party, consider
looking through each chest in hopes of finding this weapon.
BOSS: RING BEAST (+2 Lizard Tyrants)
Another easy boss battle. Due to its size, it is very easy to have multiple
party members beat the crap out of it all at once. I usually take Arumat or
Meracle and Blindside it. Then, I just spam his/her attacks while everyone
else goes to work. The Ring Beast does not fight alone. It comes with two
Lizard Tyrants. If you want, consider putting Sarah in the active party in
hopes of getting Geostones when the battle ends. Other than that, just a
standard fight with a foe you're quite familiar with. The Ring Beast is weak
to darkness, but I don't recommend spamming Shadow Needles due to its slow
We are about a quarter of the way done! Well, floor-wise, anyways.
Antlered Tortoise: If you engage these beasts from the front, you'll be able
to juggle them. Don't bother attacking from the back due to their hard shells
The rest of the enemies are those you encountered on the previous floors.
Plate of the Lost Monarch. Again, no biggie if you miss it.
If you're attempting to obtain as many battle trophies as possible, floor 6 is
the perfect spot for Lymle's parapsychology drops. The Misfortuners from
before are still around. You'll also meet two new foes alongside
the Antlered Tortoises you met on the fifth floor.
Ghostkeeper: A slow moving zombie type of enemy that is covered in black mist.
Terribly weak, these are perfect for Lymle's 999 undead kills as well as the
parapsychology drops that come with them. They drop Disintegration Stones
Arch Spellmaster: Typical undead wizards that love to cast Terra Hammer,
Thunder Flare, and other high level spells. They have a very useful Monster
Jewel for magic users, too. Take them out first.
Artifact Bow. If the fourth floor didn't have one, maybe the sixth floor will.
Never hurts to look.
BOSS: CHIMERA BEAST (+2 Arch Spellmasters)
Another chimera type of enemy that does what you'd expect. It will charge at
you, try to freeze you, try to burn you, and it has a tail that makes for
difficult Blindsides. It also fights alongside two Arch Spellmasters. Take out
these two wizardly foes first, and then focus on the chimera. Long range
attacks work best. If you are using Faize, use his earth magic in a chain
combo in order to cause extra damage. In all honesty, if you have fought one
chimera before, you've fought them all. It shouldn't be difficult as long as
you keep it at a distance.
Chances are that the floors are getting more and more labyrinthine. Stay
Same as floor 6.
Blazing Wand. This wand for Lymle is a good piece of equipment if you are
trying to enhance her fire magic. It adds fire to each attack, +15% for fire
symbols and shoots a blast of fire when attacking. However, for the Ethereal
Queen battle, you will want to equip something without an elemental property
since she is immune to all elements.
Infinity Saber: If you have Faize in your party, this is a good choice for him.
More importantly, this is a wonderful weapon for synthesis. It can be
duplicated for only one piece of Magical Clay so even if you don't have Faize,
the Infinity Saber is a great find.
Alright, another boss floor. Let's get that Seraphic Doll!
Same as floor 6.
Blazing Wand. Hopefully you can get this if you didn't get it on the previous
BOSS: IMPERFECT ARMAROS
If you are trying to get Faize's “Defeat 55 Grigori” battle trophy, I suggest
bringing him in for this fight. Imperfect Armaros starts with a hard shell
that will slowly deteriorate as you damage him. My strategy involves taking a
fighter like Arumat or Meracle, performing a Blindside, performing a combo on
his shell while he has the “?!” above him and repeating. He will attack with
his tendrils and with a laser beam, but neither of these attacks will be very
damaging. When you deal enough damage to him, half of his shell will be gone
and his special spot will be exposed. Use earth magic or continue your attacks
as normal. You'll see a huge increase in damage as long as you hit his weak
point. This battle isn't hard, but it can be a bit long because of the foe's
The floors keep getting bigger and bigger, don't they? *sigh* Anyway, this
floor is an important one. Read below to find out why.
Same as floor 6.
Trident Harpoon. For some reason, I had the trickiest time getting this weapon
for Sarah. While not very good in comparison to her Victory Lance, it still
adds to the weapon collection data and, in my experience, is a rare find.
Li’l Vending Machine No. 3. Yes, that's right. There is a third vending
machine for the Calnus. While it doesn't add anything out of the ordinary, it
is essential for making Symbology Cards. You know, the 80-some spell cards you
can make with Lymle's artistry skill? This vending machine has all the
necessities: paints, parchments, brushes, etc. One of the shops on EN II asks
for a variety of these cards and instead of having to go back and forth to get
the ingredients, Li’l Vending Machine No. 3 has all you will need. It only
appears on this floor so be thorough in your search if you want to get this
Halfway floor! Awesome! Hopefully your eyes aren't getting tired yet. One
thing that I will mention about this floor is that Santa first appeared for me
in one of the boss-type rooms. Some stated that they got him as early as floor
eight, but I never had that happen to me. Thus, now is a good time to start
looking for Santa if you need him. Remember, tri-Emblems are only found in his
Same as floor 6.
Hidden Claws "Crimson Falcons." These are an excellent pair of claws for
Meracle. If you enjoy using her, these are absolutely worth hunting down. They
grant high attack power and increase critical hit chance; perfect for the
BOSS: ARMAROS MANIFEST II (+ Bloodtails)
No matter what you say, you have to fight this boss. This fight can go either
way. Some people suggest fending off the Bloodtails that accompany the boss,
but I find that to be counterproductive because Armaros Manifest II will
create more. Therefore, I suggest the following. Take your favorite fighter
and give him/her something that prevents silence. In my case it was Arumat.
Put Sarah in your party and make it so her only available spells are Cure
Condition, Faerie Light, and Resurrection. Give her something that prevents
silence, too. The other two characters are up to you. When the battle begins,
lock your fighter onto the boss. Taunt it if necessary, and Blindside it. Now,
unleash as many hits as you can. With each Blindside, Armaros Manifest II's
tail is exposed, which happens to be the weak point. If you are successful,
you'll be able to repeat this process over and over until the foe falls. I was
able to finish her off in five minutes with this tactic. Remember, ignore the
Bloodtails and make sure you don't get silenced. If you get poisoned, Sarah
should be able to help with that. If you continue to have trouble, you may
have to synthesize some gear that prevents both silence and poison. No Guard
comes highly recommended because of the boss’ wide attack radius.
Alright! Let's keep this pace up! On this floor, you'll encounter a bunch of
new enemies and the potential to obtain Philosopher's Stones.
Damascus Forts: These demons are similar to those cyclops, pinwheel things
that you first encountered in the Astral Caves. With Myuria or Meracle, you
can try to steal Philospher's Stones from them. Or, you can fight them in
groups and continue to get ambushed by them. As long as Myuria is in your
party with maxed out Demonology, you should be able to get a few Philosopher's
Stones. They are resistant to magic, so take them out with powerful physical
attacks. To create everything in the game, you will need a total of twelve
Little Mutant: Another demon, only they resemble those little alien buggers
you saw on Alternate Earth. Weak and prone to being tossed around, these
aren't much to worry about. They may try to silence you, so try to get rid of
them quickly. Keep Myuria in the party while fighting them. These losers will
drop Micro Heavy Ion Colliders. These are used for Bacchus' final item
creations, and you’ll need two to create everything that uses it.
Augmentoid: A crawling demon corpse that loves to poison foes. Oddly enough,
they aren't weak to light. Take them out as you normally would with a swift
Blindside, followed by a few critical attacks.
Infinity Saber. If you missed it before, hopefully you can get it now.
Remember, this is a great weapon for synthesis.
Absolute Protector. Definitely worth hunting down, despite the fact that it
doesn't add anything to collection data. This powerful piece of armor is great
for Reimi or Meracle.
Don't you love it when the only objective on the floor is to kill a boss and
to use a Seraphic Doll?
Same as floor 11.
Hidden Claws "Crimson Falcons." If you missed this on floor 10, hopefully you
can get them now. Meracle just isn't the killing machine she could be without
BOSS: RUNAWAY DRAGON
After Armaros Manifest II, this boss comes as a relief. Like any dragon, it
can leap into the air and come crashing down, shoot some energy spheres, and
charge. That said, this big doofus can be easily killed with Blindsides and
water magic. You can take control of a melee fighter, take control of Myuria
and spam Ice Needles endlessly, and/or take control of Reimi while your
frontliners do the dirty work. The dragon has a ton of HP, but the damage it
causes is nothing to worry about and its huge size makes it easy to juggle.
Yay, lucky number 13! Hanging in there?
Same as floor 11.
Absolute Protector. Feeling lucky? Well, hopefully your feelings are correct!
Whether or not you found this set of armor on the other floor, having two is
awesome. I’m a fan of having both Reimi and Meracle in my party, therefore I
made sure to have them both equipped with one.
Trident Harpoon. Only worth hunting down for the collection data if you missed
I think by this point I was starting to get angry with the creators at tri-Ace.
Seriously, these floors are getting to be too damn big. One save point
wouldn't have hurt at all!
Same as floor 11.
Blood Scepter. This is a nice weapon for Myuria. Since the Wizard's Staff
requires Philosopher's Stones, you may want to hunt this down if you enjoy
controlling Myuria. Some enemies in the Wandering Dungeon are weak to ice, so
having this will help.
BOSS: KOKABIEL RISEN
Before you do anything to this foe, ask yourself if you want to get 100% of
the battle trophies. If the answer is yes, then read on. If no, then go to the
next paragraph. You will want to switch everyone to manual and take control of
Bacchus. For one of his battle trophies, he needs to kill 100 Kokabiel Spawn,
the enemy that this boss spews. If you missed your chance at the Sanctuary,
now is the time to try again. Kokabiel Risen usually lets five to ten spawn
loose at a time, so getting to 100 shouldn't take very long. I didn't have
much luck with Black Hole Sphere. Instead, spam skills like Termination and
Blessed Buster. With everyone on manual and Bacchus only focusing on the
spawns, this should let you get 100 of them quickly.
If you don't care about battle trophies and the like, take control of a heavy
hitting melee character. Lock on the boss, and continue to Blindside it. Once
behind the foe, let loose your favorite combos. Sometimes, there won't be any
damage due to the fact that you have to get rid of the boss' minions first.
Keep doing the above tactic and you'll eventually kill her. Her attacks are so
weak, they hardly do any significant damage. She can cast Arctic Impact, so
put on some Anti-Freezing Amulets if you’re worried about freezing. Still,
because of her lack of power, you don’t have to worry about damage.
Three-quarters of the way there in terms of floors!
Same as floor 11.
Blood Scepter. See above. Try to get this if you enjoy using Myuria and
haven't had the chance to craft her best staff yet.
The home stretch! New enemies and new treasures and a new chance for some
Lizard Tyrant: The standard, armored lizard foe with a giant meat cleaver for
a weapon. You already fought a pair of these guys with the Ring Beast on floor
4. Nothing to worry about, but they have a high drop rate for their Geostones.
Have Sarah in the party if you need some Geostones.
Grim Reaper: This is the second enemy that drops Philosopher's Stones. They’re
weak to light, and they have an arsenal of magic at their disposal. However,
they fall relatively quickly. If you want some of those stones, put Lymle in
Bloodtail: Remember those annoying insects that would silence you when facing
Armaros Manifest II? Well, they're a regular enemy now. Arumat/Faize needs bug
kills, so you might as well take them on with him. There shouldn't be a need
to wear anti-silence gear as long as you're efficient in killing them.
Hell Clown: Ick. I can't stand these types of enemies. If you have faced these
demonic morons before, you know what to expect. They will roll you over with
their balance balls, throw confetti that will turn you into a pumpkin, and
throw a ring that can paralyze you. If you ever face these, focus on them
first. They don't even drop Geostones, so don't bother facing them unless you
really, REALLY want their Monster Jewel.
Dominator Dragon: No dungeon is complete without giant dragons! Make sure you
have Myuria in the party while facing these enormous foes. First, they are the
only enemies that drop Dragon God Scales, an ingredient required for the best
armor in the game. They can be duplicated for one Magical Clay, so once you
get one, you don't have to worry about getting more. For those who really want
complete monster data, their demonology drop is Valkyrie's Garb. Fans of
Valkyrie Profile: Silmeria will squeal in delight when they see how this armor
looks and, more importantly, how awesome its defense is. Any of the females
can equip it. So, if you are in the mood for some extra time in the Wandering
Dungeon, keep Myuria in the party and fight your heart out against the
Absolute Protector. Third time's the charm, am I right? If you are getting
frustrated grinding for Valkyrie's Garb, another Absolute Protector will do
Ultimate Cannon. This mighty weapon for Bacchus grants high ATK but lowers DEF
by 300. I say it’s a fair trade. If you're a fan of Bacchus, this will do very
well until you can make his ultimate weapon.
BOSS: DOPPELGANGERS- SHADOW EDGE, SHADOW MYURIA, SHADOW BACCHUS:
By now, you probably realize that every character will get a battle trophy for
killing their respective shadow. Of the three fights to do so, this was the
easiest. Controlling a heavy hitter like Edge, Arumat or Meracle, begin the
battle by going all-out on Shadow Myuria. When her HP gets low, set everyone
to Manual and put Myuria in the party. Use Enlighten and/or Mind Flare if you
feel it necessary, and let loose with a barrage of Ice Needles and Lightning
Blasts. She'll go down without much of a struggle since the only attack she
seems to use is Lightning Blast. Turn everyone back on to Auto and keep track
of the other two foes' HP. When they start dwindling, put in the respective
team mates. For Edge, a Blindside plus Raging Strike after Raging Strike will
do his shadow in. Bacchus should use Termination followed by Blessed Buster
for his shadow. As long as you kill Myuria first, this battle won't be very
difficult. If you don't care about the battle trophies, then turn your party
on to Auto and have a blast as you kill these foes.
Phew, only four more floors!
Same as floor 16.
Demon Sword "Levantine." Much to my dismay, this is not Edge's best weapon.
Furthermore, it has Darkness attached to it. Most foes at this point have some
sort of resistance to Darkness. Still, it can be worth hunting down if you are
sick of Edge's Moonstone Sword and/or have yet to make the Imperial Sword.
So close! Can't you just taste the sweetness of victory? No? Well, your loss.
Same as floor 16.
Ultimate Cannon. Again, if you missed it before, it will hopefully be here on
this floor. I never cared for Bacchus in my party, but I still prefer him to
have only the finest in equipment. If you enjoy using him, this is good to
BOSS: DOPPELGANGERS - SHADOW LYMLE, SHADOW FAIZE, SHADOW MERACLE
This is the most difficult of the alter-ego battles. Take Arumat or Edge and
start beating the living tar out of Shadow Lymle. If you want Lymle's shadow
battle trophy, put her in and have her chain Fire Bolt over and over when her
shadow is running low on HP. Volcanic Burst won't juggle her shadow if she's
in Rush Mode, and her other spells take too long to finish. If you wish, you
can use Cerberus to finish her off. I just had more luck with Mind Flare
followed by non-stop Fire Bolts. With Lymle gone, things become more
manageable. Shadow Meracle is easy to defeat with Meracle, especially if you
got her exclusive weapon in the Wandering Dungeon. A Blindside, followed by
non-stop X Claws, will take care of her in no time. That leaves Shadow Faize.
Personally, I prefer to take Meracle or Edge and lower his HP. Faize isn't
effective at killing a foe with his rapier, but with a chain of Mind Flared
Stone Rains and Ice Needles, it should go down without much trouble. Remember,
do this only if you want to get some battle trophies. If not, then take your
favorite melee fighter and have everyone set to go all out. Pick off Shadow
Lymle first, and the rest will fall.
Your last floor with a crazy objective! By now, you're probably praying for a
"Defeat our assassins" request. I got lucky in all my travels through the WD
and got this each time I got to floor 19.
Same as floor 16.
Demon Sword "Levantine." The sad thing about this sword is that you have to
travel alllllll the way down to find it. If you missed it before on floor 17,
pray to whatever it is you pray to in hopes of getting this here.
We’re here! Finally! Now then, we need to go over some things before facing
the Ethereal Queen.
First things first: preparation. Initially, I highly recommend having enemy
voices turned on and having the voices be set to English. I know, I know: the
voice actors aren't great, but you'll want to make sure that you understand
what the boss of this floor is saying when you face her.
` CHARACTER SETUP SUGGESTIONS `
If you’re planning to give your healers (Sarah and/or Myuria) an Otherworldly
Cuisine, it only lasts for three battles, so you're going to want to avoid all
enemy encounters here as you search for the boss. Set Myuria on Manual and
make sure her HP is as high as possible. Sarah should have all of her spells
turned off except for Faerie Light and Resurrection. Have her AI set to "Stay
Out of Trouble” and make sure her HP is as high as possible, too. Some folks
think that having two healers is unnecessary. I suggest trying your luck with
one healer if you feel this way. For me, having two folks keeping my party
alive wasn’t overkill; it was a necessity.
If you want to use Meracle, increase her defense and set her to Beat S. Some
prefer to use Beat B, but I’d rather have Meracle perform a Taunt, and then
have the ability to Double Blindside. I like having her only skill be X Claw.
Also, give her No Guard and Critical Hit. Hopefully her attack is at 9999.
If you want to use Reimi, you may want to consider feeding her an Otherworldly
Cuisine. Set her to Beat B and crank her ATK power up as high as possible. The
skills I enjoy using with her are Crimson Squall and Savage Sparrows. Having
her battle trophies at 100% allows you to put more skills in her slots, but if
you don't have 100%, it's not a big deal. Critical Hit works wonders with
Reimi if you don’t feel like using Focus every 30 seconds. Reimi works well at
stunning the Ethereal Queen.
If you want to use Edge, set him to Beat B. Like everyone else, you'll want to
make sure his HP and DEF are as high as possible. Avoid having skills that
involve multiple hits like Rising Blade and Scintillant Stream. Raging Strike
and Aura Spark are good choices.
If you want to use Bacchus, put him on Beat B. Skills don't matter too much
because he'll be the one who, hopefully, gets most of the attention. Just
avoid Black Hole Sphere.
If you want to use Arumat, put him on Beat S and make sure his ATK and DEF are
super high. Some people like to have Dragon Roar in three slots so it can gain
the 180% damage bonus. Personally, I prefer to have Unholy Maelstrom followed
by two Dragon Roars. This way, I was able to fit No Guard in a skill slot.
I suggest not using Faize or Lymle. Of course, if you want to obtain Lymle's
two Ethereal Queen battle trophies, you'll need to make sure she's ready to
put on the hurt. Feed her an Otherworldly Cuisine, put her on Beat B, and make
it so her only skill equipped is Hound Grenade. Also, set her to Manual. You
don't want her running around when you switch characters. Make sure her INT is
as close to 9999 as possible. Kokabiel Spawn Jewels, INT Boost, etc. are the
way to go.
As for Faize, well, I'll leave that to you if you really want to use him. His
AI has a tendency to rush into the fray despite the fact that he has an
arsenal of non-elemental spells, his attacks are weak, and his defense tends
to be on the lower side. I know that one of his battle trophies involves
defeating 130 types of enemies, but if you were diligent from the start of the
game, you should have this by now and shouldn't need to make the Ethereal
Queen your 130th kill.
Same as floor 16.
Some say that this floor, and later floors, has the possibility of carrying a
Demon Sword “Levantine” for Edge. I never bothered to look because I wanted to
get the hell out of there.
BOSS: THE ETHEREAL QUEEN
It wouldn't be tri-Ace without two things: bonus dungeons and the angelic
bosses that reside within. The most powerful foe in the game, The Ethereal
Queen, is more than happy to kick your butt. So, let's get started on what to
expect and what to do to finish her. The Ethereal Queen has a variety of
` ATTACKS `
Divine Wave: A non-elemental spell that will be cast in the blink of an eye.
Obviously, this will knock you down. However, if you are in Rush Mode, you
will remain on your feet and can continue your assault. You'll be happy to see
this when you're nearing the end of the fight.
Empress Massacre: A ruthless combo on a character. You will hear her say "Face
the dance of death!" before she begins her assault. This is easy to dodge, but
your AI won't be as smart. If it looks like your character is hurting, get
ready to heal and/or revive.
Seraphic Wings: This attack does both HP and MP damage. She will send out
energy beams around her that move in an erratic pattern. This is a pain
because you will need as much MP as possible. It covers a semi-wide radius, so
if you see the skill pop up on the screen, dash away, wait for it to finish,
and resume your assault.
Supernova: *sigh* The attack that will make you wish for a Save Point. The
worst part about this is that she will start to use it frequently when she
gets to about three-fourths to one-half of her HP. When you hear her say,
"Cease to be!" you will want to take your character and run as far away from
her as possible. Supernova summons dark clouds above the Ethereal Queen that
cause instant death to a huge area. It is for this reason that you want your
healers as far away from the action as possible and your fighters to be the
ones with all of the attention. Supernova's range is variable. Even if you are
far away from the attack, you may still get sucked into it and one hit KO'd.
When she starts using Supernova, wait until you see her next attack before you
decide to use a Resurrection Unit. If by chance your character survives
Supernova, have Myuria ready with Faerie Star. Or, simply use a set of Ripe or
` STRATEGY `
As soon as the battle begins, take control of Myuria and put her as far into a
corner as possible. Again, make sure she's on Manual. You'll be switching to
her frequently to Fast Cast Faerie Star. Next, take Sarah to another far
corner. She'll be hanging out until a friend needs healing or reviving. Unlike
Myuria, the computer will do a good job of keeping her safe. Myuria has a
tendency to rush into the action and attack with her staff if she’s not set to
Manual. I know, I know; the fact that she’s made of cardboard doesn’t stop her
from running into the fray.
Now, take your two other characters and go to work. As a user of Arumat, I
made sure to taunt the Ethereal Queen often so Arumat was the primary
target. Taunt her 10 times and you’ll get a battle trophy, which is always
nice to have. My other character was Reimi, set to “Gang up on foes with full
You’ll be happy to know that, unlike Gabriel Celeste, the Ethereal Queen
flinches from getting hit. Thus, attacking from the front can be done. However,
I don’t recommend it. Begin the battle with a ruthless assault. Your
controlled character needs to be the one she focuses upon. Taunt, attack, and
do whatever it is you need to do in order to get her attention. You’ll then
want to Blindside her and unleash a furious combo. Arumat should use Dragon
Roar. Meracle should use X Claw. Edge should use Aura Spark followed by Raging
Strike. If Reimi is in the party, she should be lending support with an
endless assault of arrows. Bacchus should be using skills like Irradiation and
Termination if he’s fighting at a distance OR using Godslayer if he’s the one
performing the Blindsides. Continue this Blindside/super combo assault until
she breaks away. She’ll enter Rush Mode in a matter of seconds, but keep
performing a Blindside. She’ll flinch as long as the “?!” is above her halo-
wearing noggin. Keep this up. With Super tri-Emblums equipped, you can expect
your rush gauge to increase drastically. Don’t enter a Rush Mode Combo unless
you need a break. Staying in Rush Mode will allow you to do more damage and
not get pushed back by her Divine Wave. When you see your HP start to fall a
bit, switch to Myuria for a quick Faerie Star. Sarah’s Faerie Light will help,
When her HP starts to fall, you’ll notice that her rush gauge will increase
quicker and quicker. In fact, once half of her energy is gone, the rush gauge
will increase without you even touching her. This will also be the time when
you see her start to use Supernova. Remember to keep your healers as far away
as possible. In terms of what to do if caught by Supernova, watch to see which
character Sarah revives first. Immediately switch to Myuria and have her use a
Resurrection Elixir/Restoration spell on the other character. In the event
three of your four characters get hit by the Supernova, let the remaining
character use a Resurrection Unit after you ensure her next attack is a Divine
Wave, Empress Massacre or Seraphic Wings. Usually, she would fly around
because of the Otherworldly Cuisine I used on my healers combined with the
distance they were from her. If all four of your characters get hit, switch
the one furthest away from her to someone with high HP. Have that character
dodge and back up as far away as needed in case she uses Supernova again.
Immediately have that person use a Resurrection Unit.
You’ll know when you’re near the end of the fight when her rush gauge is stuck
and she remains in Rush Mode the rest of the fight. Continue to keep her
sights on one character as you fight away from your healers. Blindsides are
still potent, but if she uses Supernova, you’ll get caught in the blast.
Remember, knowing that her gauge is permanently stuck means that you’re
nearing the home stretch. With two healers and two attackers, you should be
able to kill her. It’ll be a tough fight, but if you have the essential items
and gear, you can survive.
` LYMLE’S TWO ETHEREAL QUEEN BATTLE TROPHIES `
If you’re going for Lymle’s two Ethereal Queen-related battle trophies, you’ll
want to put Lymle in for someone else when the queen’s gauge stops moving and
she’s in Rush Mode constantly. For me, it was Reimi since you don’t want
anyone attacking. Have her run away from the Ethereal Queen and use Hide,
followed by Mind Flare. Take your only melee character and have him/her lure
the Ethereal Queen towards a corner. Perform a Blindside, and let loose with a
few more powerful attacks. Switch this character to Manual, and have him/her
equip something that prevents void status. Hopefully, the Ethereal Queen will
use something like Divine Wave or Empress Massacre. Have Sarah or Myuria use a
Fainting Potion on this character.
At this point, she will be trying to get rid of this character, but the
Fainting Potion will nullify all damage. Supernova won’t damage him/her either
because void is nullified. If Supernova is used, Lymle might get caught in the
blast. Let Sarah revive her if this happens. Using Lymle, chain nothing but
Hound Grenade. Trust me, I tried attacks like Hatchet Reel and Trinity Blaze,
but Hound Grenade is the only one capable of actually hurting the Ethereal
Some people have tried to give Lymle a Laser Weapon with %HP Factors and use
her regular, long-range attack. That didn’t work for me. Others will tell you
to use Extinction+ Cards on her in-between Hound Grenades. If you have them,
you’re welcome to try it. For me, using non-stop Hound Grenades did the trick
and finished her off. I got both of these trophies on my first try with a
level 255 Lymle.
If you have trouble killing her in ten minutes, I recommend leaving the
Wandering Dungeon, saving the game over a different slot, and trying again
with her weakest form. If you’re having trouble in general with the Ethereal
Queen, I suggest increasing everyone’s attack and defense as close to 9999 as
possible with synthesis. For attack increases, use Saber-Tooth Tiger Fangs.
Faeries of Aggression work, but they require rare ingredients. For an increase
in protection, use Red Dragon Scales. You can use Faeries of Fortification but,
again, they require rare ingredients. Levels help a bit, but gear is the key
to success. This is why I recommend a Santa Run before heading to battle this
With the Ethereal Queen defeated, you’ll get an Ethereal Queen’s Feather. Now,
you have two options.
- Exit the Wandering Dungeon so you can save your progress. Once you exit,
talk to the man who took you there. He’ll give you a recipe memo that teaches
you how to make Valkyrie’s Garb.
- For those of you who are brave, or perhaps foolish, enough to continue down,
every even-numbered floor beyond 20 will house another Ethereal Queen. Each
subsequent even-numbered floor will have the same layout as floor 20 whereas
the odd-numbered floors will have the same layout and objectives as floor 19.
If you’re looking to get 100% item creation, you’ll need to beat her four more
times in order to get the five Ethereal Queen’s Feathers required to make
everything. Another thing to point out is that you need to find Santa again.
With the Ethereal Queen defeated, you’ll get a recipe memo from Santa that
shows how to make tri-Emblems.
Regardless of what you do, one thing remains certain: you finished the most
obnoxious dungeon in all of tri-Ace creation! Those who are trying to get all
of the trophies will have to go in again and again to find the exclusive
weapons and to obtain enough Ethereal Queen’s Feathers. The same strategies
will apply, but by this time, you should have plenty of new equipment.
- Myself, for being sadistic enough to write this thing and go through the
dungeon a few hundred times. Well, not “a few hundred” but it was still more
times than I cared for.
- sakurayule, for allowing me to use some amazing information from her guide.
Be sure to check out some of her other guides on GameFAQs.com!
- o0Zero0o, for editing my spelling errors, making the guide seem more “flowy,”
and for contributing some excellent information that I forgot to mention.
- DarkElf99 for providing the guide with GORGEOUS tables for Santa’s shop,
adding some awesome information, and contributing to the feng shui of the
guide. He’s got some great work on GameFAQs.com, so check it out!
- The folks on the Star Ocean: The Last Hope -International- board for being
some of the most helpful and responsive group of posters I have seen on
GameFAQs.com in a while. They were my motivation for getting the platinum
- The Brady Games guide. Despite all of its errors, there is some good
information in there.
- tri-Ace, for making a hit! Next time, though, make it so your bonus dungeons
aren’t so despicable? Thanks!
- GameFAQs.com, for still being the number one website on the Internet.