STAR OCEAN: TILL THE END OF TIME SPHERE 211 FAQ (v1.0, 9-2-04) by Edward Chang (chang dot 459 at osu dot edu) Revision History v1.0 (9-2-04) First version. TABLE OF CONTENTS 1. Introduction 2. Floor Plan Listing 3. Bosses 4. Treasure Chart 5. Credits 1. INTRODUCTION This is an expanded version of the Sphere 211 (Sphere Corporation) section of my Star Ocean: Till the End of Time FAQ/Walkthrough. In my Walkthrough I only listed the basics of the dungeon, as well as a quick listing of the bosses in it; this FAQ will go into much more detail on the actual floor plan of each level, the treasures you can find, the bosses and better strategies on fighting them, and so on. Please note that there have been minor changes to this dungeon from the original (non-Director's-Cut) version; a few treasures have been replaced, some of the items the bosses drop are different, and other treasures have been moved. The North American release is based off the Director's Cut release, so this is the proper guide to consult if you are playing the North American release. How do you access Sphere 211? After defeating Gabriel Celeste in the Cave of Trials, he'll tell you that "the seal has been broken". What this means is that you can now head to the Sphere Corporation for the secret dungeon. (However, you might want to head to Urza Cave Temple first; there are some items there that may help, and it's a nice transition dungeon between the Cave of Trials and Sphere 211). Head to the Sphere Corporation by first warping back to Gemity by taking the warp point just outside Cirlsour in the Cirlsour Hills. Then take the Gemity transporter station to the Sphere Corporation. Now work your way up to the fifth floor. Whereas previously you could go to any floor from 6-100 via the transporter here, now you'll be able to go to 6-101. You start at floor 101 and work your way up one floor at a time. As the name implies, there are 211 floors, meaning that there are 111 floors total in the "secret" part of the dungeon. Unlike the Cave of Trials, the floors here repeat in pattern. Thus even though there are 111 floors, most of them will have the same pattern. Giving a floor-by-floor walkthrough would thus be pointless, so I'll just give a general description of the floors here and point out unique floors below. The enemies change every ten floors, starting with floor 112. Thus, from 101-111 you'll encounter one set of enemies, then from 112-121 you'll encounter a different set, and so on. Obviously the enemies get MUCH harder as the floors increase in number, and towards the top you'd do well to consider pretty much every fight a boss fight. Running away is certainly key in many situations, especially once you start encountering the annoying Monjaragoras (similar to the boss you fought in the Cave of Trials). There are no save points in the dungeon save at the bottom. Luckily, once you activate an elevator, you can use that elevator up to the floor you were at. So if you take the elevator from floor 150 down to floor 6 (and then walk from 6 down to 1 to save), you'll be able to take the same elevator up as high as 150 again. Treasure Data in this guide comes from Enterbrain's Final Guide mook (ISBN 4-7577-1491-2), a highly-recommended strategy guide. Other information is of my own devising. 2. FLOOR PLAN LISTING There are eight general floor plans. In most cases you'll be able to determine which floor plan a floor follows as soon as you arrive, based on the surroundings of the entry point. Plan 1 You enter into a cross-shaped hallway; the north corridor has doors going both east and west. There are four potential treasure chest locations: A - in the north corridor, going west; B - in the west corridor, going south; C - right next to the exit point; D - in the south corridor, going south. Plan 2 You enter into a room with an exit only going east. There are four potential treasure chest locations: A - right next to the exit; B - right next to the entrance; C - after leaving the entry room, heading south, then taking the southwest door and following the path; D - after leaving the entry room, heading south, then taking the south path and looping around noth. Plan 3 You enter into a room with doors going both east and south. There are five potential treasure chest locations: A - right next to the entrance; B - going east two rooms from the entrance; C - going east two rooms, south one, then east again; D - going south two rooms from the entrance; E - going south two rooms, then east once. Plan 4 You enter into a cross-shaped hallway with the south corridor branching into southeast and southwest doors. There are five potential treasure chest locations: A - in the west corridor, heading north; B - taking the southeast door, then heading south, west, and north again; C - taking the southwest door, then southwest again, southeast, then going northwest in the next cross's west corridor; D - same as C, only going east in the second cross's east corridor; E - going southeast from the beginning, then south, east, and east again. Plan 5 You start in a cross-shaped hallway with the north, west, and south corridors all having doors going west. There are three potential treasure chest locations: A - taking the west door in the north corridor and following it; B - next to the exit; C - taking the west door in the south corridor and following it. Plan 6 This plan is indistinguishable from Plan 8 at first glance. You start in a cross-shaped hallway, with the west corridor having a door going southwest. Upon entering the door, if there are no enemies, the floor is Plan 6. There are five potential treasure chest locations: A - from the entrance, going: southwest, north, nortwest, northeast, north, west, south, west, south, south; B - going southwest, then north, the chest is in the west corridor; C - immediately north of the entrance; D - after going southwest, going east in the next hallway; E - taking either the south or east doors in the first cross-shaped hallway. Plan 7 This floor starts in a single room with doors going west and south. There are four potential treasure chest locations: A - going one room west; B - going west, south, then south again; C - going south then south; D - going west, south, south, south, then west. Plan 8 This plan is indistinguishable from Plan 6 at first glance. You start in a cross-shaped hallway, with the west corridor having a door going southwest. Upon entering the door, if there are enemies, the floor is Plan 8. There are five potential treausre chest locations: A - going southwest, north, northwest, northeast, north, west, at the end of the hallway; B - one room south from A; C - going southwest, north, northwest, northeast, then southeast; D - going southwest, then east; E - immediately north of the entrance. Here are the quickest routes to get to the next floor. Keep in mind that this may skip some treasure chests, so if the floor you are on has a unique treasure (see below) you may want to comb the floor to find it. 1. Upon transporting in, check where you are. A. If you are in a room: I. If you can go west, take that door, then go west again, south, then east. (Plan 7) II. If you can go east and south, take the south, then south again, then east, east, east, south, west. (Plan 3) III. If you can only go east, take that door, then go northeast, south, northeast, west. (Plan 2) B. If you are in the center of a cross-shaped hallway: I. If the hallway to the south splits into southeast and southwest, take the southwest, then southwest, southeast, and then east in the next cross's southern part. (Plan 4) II. If the hallway to the north has a door going east and west, take the east, then go south, and then loop around east again. (Plan 1) III. If the north, west, and south hallways all have doors going west, take the west hallway's west door, then go north, east, then loop around west. (Plan 5) IV. If the hallway to the west has a door going southwest, go in. a. If there are enemies here, go north, northwest, northeast, north, west, south, then west. (Plan 8) b. If there are no enemies here, go north, north, east, and then east. (Plan 6) 3. BOSSES Approximately every ten floors or so, you will face a boss as you head towards the exit. Some of these are unique bosses, and some are buffed up versions of bosses you have faced before. In general they are all rather tough, having both high HP and MP, but in exchange they leave great items when dropped (by and large leaving the Ultimate Weapons for each character - see my Item Creation FAQ for details). Boss: Returned Norton 帰ってきたノートン 500000 HP, 100000 MP Drops: Lilith's Kin Battle Collection Opportunities: Beat Norton with Iron Pipe Only Norton's attack patterns haven't changed at all, although his wild shooting- type attack now does MP damage, so you may want to leave characters like Roger and Cliff out. His attacks in general are fairly easy to avoid, and he has no real wide-area attack capabilities, so just spread your characters out and fight him normally. He does have 50% protection against elemental attacks so stick to non-elementals and Heraldry like Ray. He'll go down really quickly with a cancel combo'ed Kokuyousen chain. To get the Battle Collection associated with this fight, you'll have to equip Fate with the Iron Pipe (yes, his weakest weapon in the game) and take on Norton with only Fate - the other two party members must be dead. To make this possible, you'll have to upgrade your Iron Pipe considerably. You'll probably want to put on several ATK +500 factors by Synthesizing Orihalcon to it; in battle stick to non-elemental skills like Divine Weapon or Vertical Airraid. Boss: Enraged Crosel 激昂のクロセル 700000 HP, 100000 MP Drops: Tenken: Ama no Ohabari Battle Collection Opportunities: None Crosel was tough, but this guy's not that much tougher. Like all the Sphere Corporation bosses he's got a lot of HP and MP to whittle down, but he doesn't have much you have to watch out for, especially if you have fire protection, such as the Reflex armor from the Cave of Trials. Like Norton, he has 50% protection from elemental attacks. He doesn't really do much other than normal attacks, so try to keep your distance and attack with long-range battle skills. He's also very very slow, so you should be able to take him down (again, a cancel-combo Kokuyousen chain is easy enough) without taking any damage. Also new from the original, he now drops the Tenken: Ama no Ohabari, Adlai's ultimate weapon. Boss: Shadow Dragon シャドゥドラゴン 1000000 HP, 200000 MP Drops: Valor Gauntlet Battle Collection Opportunities: None He has two separate attacks (Fire Blessing and Aerial Blessing) that are fire-elemental, so come prepared with armor or accessories that nullify, or preferably absorb, fire-elemental attacks. Other than these two, the other attack to watch out for is Doom Howling, which does a fair bit of MP damage and also has a Sudden Death property. This attack can be Protect'ed, so try to keep your Guts high. If you have a Tri-Emblem, you can cut down fire damage and guard sudden death attacks at once, so he shouldn't be much problem at all. He's not much faster than Crosel (despite his boasts), so again a hit-and-run strategy is recommended. Although both Cliff and Mirage equip the Valor Gauntlet, don't worry about trying to get two from him with Get Item - Azazel and Beelzebub will drop another one later. (However, if you get two now you won't have to wait for another 60 floors.) Boss: Revenge-seeking Shelby 復讐に燃えるシェルビー 1500000 HP, 200000 MP Drops: Death Bringer Battle Collection Opportunities: None Shelby almost exclusively uses close range attacks, so using Nel and Maria to attack from afar is preferable. His Ice Breath is the biggest attack to watch out for, as it causes large amounts of HP and MP damage, though if you have protection/absorption against water-elemntal it's nothing to worry about. He has 50% protection from all elements. Though he can move somewhat quickly, just keep him busy with one party member while you snipe at him afar with the others. Boss: Frenzied Biwig 狂-垂フビウィグ 2000000 HP, 300000 MP Drops: Kirakuten Shell Battle Collection Opportunities: None The opposite of Shelby, he focuses on long-range attacks. You'll want to keep close to him and keep him busy so he can't do much. He's no longer weak against Earth like his previous incarnation, and indeed he now is protected against all elements 50%. Once his HP dips below 60%, he'll start using Enchant Rifle, which gives elemental effects to his attacks; however, if you have protection against elements, this makes him actually weaker, plus the fact that he's a total sitting duck while he uses the move. Just keep on him and he won't be able to do anything. Not much to watch out for. Boss: Monjaragreen モンジャラグリーン 2500000 HP, 400000 MP Drops: Cross Helm Battle Collection Opportunities: None He's basically Bigfoot from the Cave of Trials with a different color. He has the same sort of attack patterns; a close-range whirlwind that's quite dangerous, and a long-range ice beam that can freeze your characters. Come prepared with protection against water-elemental and/or freeze effects. Conversely, he's weak against fire-elemental attacks, so come in with Sophia's Explosion or similar attacks. Have at least one character at long range that won't get caught up in the whirlwind in case you need to heal. Though a little tough, he still goes down easily enough with some Cancel Bonus comboes. Boss: Archdemon アークディーモン 3000000 HP, 500000 MP Drops: Dragoon Laser Battle Collection Opportunities: None He's got wide-ranging HP and MP damaging attacks, and his Yami no Maken also has a chance for Sudden Death, so be sure you have protection against that. He has protection against all elements, 50%, like most bosses, so try to snipe at him from long range with non-elemental attacks. This is easier said than done, since he can teleport as well, so make sure you keep moving no matter what you do. Regardless this is where the bosses in Sphere 211 really start to get challenging. He drops the Dragoon Laser for Maria - if you have the patience, I suggest trying to get an extra copy of it (via Get Item) so you can have one as Maria's 'real' weapon, and use the other to refine the Enemy Attack +100% / Fol x 10 factors onto it - this way you'll have an easy way to make Fol for your future item creation. Boss: Angered Azazel and Furious Beelzebub ご-ァ のアザゼル&憤怒のベルゼベル Azazel: 261030 HP, 11865 MP Beelzebub: 3000000 HP, 500000 MP Drops: Valor Gauntlet Battle Collection Opportunities: None Azazel is ridiculously weak; just hit him with a few Kokuyousens to get him out of the way so you can focus on Beelzebub. Beelzebub has several nasty tricks, including poison, petrification, and freeze-inducing attacks, as well as a tendency to start sucking up your HP and MP when his health gets low. You should probably be around level 200 by this point if you don't want a long protracted fight, and make sure you have protection against status ailments. Nevertheless, I didn't find Beelzebub as threatening as the Archdemon. Boss: Reckless Belial -メ進のベリアル 3000000 HP, 500000 MP Drops: Angelic Cape Battle Collection Opportunities: None He's not paired with Beelzebub, thankfully, but his missiles still hurt, a lot. He'll also try to run away from your characters, so have at least two melee characters to try and pin him down. He's lost his vulnerability to wind-elemental attacks, unfortunately, so you'll just have to focus on regular attacks. Have a third character at range that can heal, but make sure it's a fast moving character (Nel or Fate) that can outrun the homing missiles. He also has a tendency to do a quick invincible step, so stay away from the multi-hit battle skills like Uraouka: Sakkou/Infinity Arts, as he has a nasty tendency to just sidestep them and shoot missiles at you while you attack empty air. Boss: Super Brea ブレア超人 4000000 HP, 600000 MP Drops: Demon Sword Levantine Battle Collection Opportunities: None She's got plenty of radius attacks around her, so try not to get too close, or at the very least make sure whoever is is buffed up protection wise; Cliff or Roger might want to use Balance Condition to preserve their MP. She uses Thunderstruck a lot so you'll want to invest in something that'll absorb wind-elemental attacks. Using Stun on your attacks is preferable as she doesn't really stagger; Gravity Bullet is also great for lock-down purposes. She's got protection against all elements so stick to non-elementals. Boss: Lenneth レナス 7000000 HP, 700000 MP Drops: Valkryie Garb Battle Collection Opportunities: Defeat Lenneth, Defeat Lenneth Taking No Damage, Defeat Lenneth in 10 Minutes, Defeat Universe Lenneth, Defeat Universe Lenneth Taking No Damage, Defeat Universe Lenneth in 15 Minutes, Defeat FD Lenneth, Defeat FD Lenneth Taking No Damage, Defeat FD Lenneth in 20 Minutes, Defeat Lenneth Using Only Strong Attacks, Defeat Lenneth Using Only Heraldry, Defeat Lenneth Using Only Charge, Defeat Lenneth Using Iron Pipe Only, Defeat Lenneth Alone Hey, it's Lenneth from Valkyrie Profile, only in ultra-cute chibified form. Ridiculously tough. She uses both Rock Rain and Thunderstruck so you'll want elemental protection of some sort. Nibelung Valesti's range is ridiculously large; if she uses it in the middle of the battlefield, there's almost nowhere to stand to avoid it. Come prepared with Stun Bombs, and try to lure her to the edge of the field, so that Nibelung Valesti will leave some open areas. On the plus side, she drops Valkyrie Garb, the strongest armor in the game, equippable by Nel, Souffle, and Maria. If you're not in a totally fatal fight against her, try equipping Get Item so you can get two-three of them. You'll need to be pretty close to maximum level with maxed out refined weapons to stand much of a chance, so return to the level 170s or so to level up if you need to. Boss: Iseria Queen イセリアクイーン 10000000 HP, 2000000 MP Drops: Lilith's Kin Battle Collection Opportunities: Defeat Iseria, Defeat Iseria Taking No Damage, Defeat Iseria in 10 Minutes, Defeat Universe Iseria, Defeat Universe Iseria Taking No Damage, Defeat Universe Iseria in 15 Minutes, Defeat FD Iseria, Defeat FD Iseria Taking No Damage, Defeat FD Iseria in 20 Minutes, Defeat Iseria Using Only Weak Attacks, Defeat Iseria Using Only Counter Aura, Defeat Iseria Using Only Battle Skills, Defeat Iseria Alone, Taunt Iseria 10 Times, Defeat Iseria 5 Times I actually found her a lot easier than Lenneth. For one thing most of her attacks are linear, not circular, so they're a lot easier to avoid. Also, her super technique (Celestial Star) doesn't have nearly the range Nibelung Valesti does, and she can get hit out of Shin no Sabaki easily with a Counter Aura. Watch out for Lunatic Field, which can trap your character's in a gold aura that cannot be escaped or protected against. Nevertheless she does have more HP and MP than Lenneth so it will take you awhile. You can fight Iseria as many times as you want by coming back, so don't feel the pressure to get as many battle collections as possible. After defeating Iseria Queen, you're done with Sphere 211. Just like the Cave of Trials, the building will now be cleared of enemies and you can roam around as you wish. (Once you exit though, the monsters will be reset). Iseria also drops a gem, which you can take to Crosel's Lair back in Urza Lava Cave to find... Boss: Freya フレイ 20000000 HP, 3000000 MP Drops: Divine Weapon: Ether Frozen Battle Collection Opportunities: Defeat Freya, Defeat Freya Taking No Damage, Defeat Freya in 15 Minutes, Defeat Universe Freya, Defeat Universe Freya Taking No Damage, Defeat Universe Freya in 20 Minutes, Defeat FD Freya, Defeat FD Freya Taking No Damage, Defeat FD Freya in 60 Minutes, Defeat Freya Using Only Weak Attacks, Defeat Freya Using Only Battle Skills, Defeat Freya Alone, Defeat Freya 5 Times She uses her special attack, Shinki: Ether Strike right off the bat, and it hurts, a lot. Unlike the original, Ether Strike now counts as a strong attack, meaning you'll have to be very careful and try to interrupt it at all costs. She moves very fast, and also uses Thunderstruck and Rock Rain like Lenneth, so come with items that'll soak that damage. Again, Stun Bombs are the key to interrupting her special attacks. After defeating Freya, she'll drop the Divine Weapon: Ether Frozen, a great weapon for Sophia. (Too bad you couldn't get it earlier!) You can come back and fight Freya as many times as you want, though you get nothing new for it other than one BC, and as many Divine Weapon: Ether Frozens as you want - you can Synthesize them to whatever you want for ATK +1000, though it's a little late for that if you can defeat Freya in the first place. 4. TREASURE CHART This chart will tell you what treasures are on what floor, and in what location. Refer to the Floor Plan section above for what the Floor Plan numbers and the Treasure Chest location letters mean. Many treasure chests in the Sphere 211 dungeon are empty; I've left these off the list completely. Finally, unique or excessively rare items are in ALL CAPS, and new items that weren't present or have changed location since the original version are in ***ALL CAPS AND WITH ASTERISKS*** Floor Plan Treasure 001 - - 002 - Very Ripe Berry, Cooking Materials 003 - Ripe Berry, Resuscitation Medicine, ***TRAPPING CARD EX 2*** 12000 Fol, Synthesis Materials, Mind Stimulator 004 - Vitality Stimulator, DRAMERA TOOL SET, Wind Fairy 005 - Synthesis Materials, Ceramic Guarder, Ripe Berry, ***TRAPPING*** CARD 2, Laser Weapon, Mind Stimulator 006 1 B: Synthesis Materials 007 2 - 008 3 - 009 4 - 010 1 C: Synthesis Materials 011 5 - 012 6 - 013 1 C: Safety Jewel 014 2 - 015 3 - 016 2 D: ***TRAPPING CARD EX 7*** 017 4 A: Synthesis Materials 018 7 C: Alert Jewel D: INT SEED+ 019 3 A: Treasure Jewel 020 5 - 021 6 A: Synthesis Materials B: Synthesis Materials 022 8 - 023 2 A: Treasure Jewel 024 1 - 025 4 - 026 3 - 027 5 B: Synthesis Materials C: Treasure Jewel 028 1 B: Synthesis Materials 029 7 - 030 4 B: ***PROPHECY BOOK 4*** 031 2 B: Synthesis Materials 032 5 C: Synthesis Materials 033 3 C: Synthesis Materials 034 7 - 035 5 - 036 6 - 037 4 D: Synthesis Materials 038 7 C: Synthesis Materials 039 8 C: Synthesis Materials 040 3 - 041 8 - 042 2 B: Treasure Jewel 043 6 - 044 5 - 045 4 B: Alert Jewel D: Synthesis Materials 046 1 - 047 7 B: INT SEED+ 048 6 - 049 2 B: Synthesis Materials D: Alert Jewel 050 1 C: ***TRAPPING CARD EX 8*** 051 3 D: Synthesis Materials 052 7 C: Synthesis Materials D: Synthesis Materials 053 5 - 054 5 - 055 7 - 056 6 - 057 7 - 058 4 - 059 1 B: Synthesis Materials D: Synthesis Materials 060 8 - 061 6 D: Synthesis Materials 062 3 - 063 2 - 064 4 - 065 1 - 066 8 E: Synthesis Materials 067 7 - 068 2 - 069 8 - 070 3 C: Synthesis Materials 071 2 C: Treasure Jewel 072 3 - 073 5 A: Treasure Jewel B: Safety Jewel 074 3 - 075 1 C: Synthesis Materials 076 8 - 077 4 - 078 6 E: Alert Jewel 079 7 - 080 8 D: Synthesis Materials 081 4 E: Synthesis Materials 082 6 - 083 3 - 084 1 - 085 2 A: Synthesis Materials B: Alert Jewel C: ***PROPHECY BOOK 3*** D: Synthesis Materials 086 7 A: Safety Jewel C: INT SEED+ 087 4 - 088 5 - 089 6 - 090 1 C: Safety Jewel 091 5 A: Alert Jewel 092 7 D: Synthesis Materials 093 8 - 094 6 - 095 2 C: Synthesis Materials 096 3 - 097 2 - 098 8 - 099 4 - 100 3 C: Alert Jewel 101 5 B: Synthesis Materials C: STR SEED+ 102 7 A: GOLD GRAIL C: Treasure Jewel 103 7 B: Alert Jewel D: INT SEED+ 104 5 B: Synthesis Materials 105 1 A: High Grade Earth Spirit C: Synthesis Materials 106 2 B: VALIANT MAIL C: MAG SEED+ 107 1 B: CON SEED+ 108 2 B: SOUTHERN CROSS 109 6 B: ***TRAPPING CARD EX 17*** 110 8 E: DEX SEED+ 111 4 A: DRAGON LEATHER B: Treasure Jewel D: DEF SEED+ 112 1 B: Synthesis Materials C: Treasure Jewel 113 6 A: Treasure Jewel C: Synthesis Materials D: Alert Jewel 114 5 A: STR SEED+ B: ISERIAL BLAST C: STAR GUARD 115 7 - 116 8 B: Treasure Jewel C: Alert Jewel 117 3 E: AGL SEED+ 118 6 A: Alert Jewel B: SERAPHIC GARB C: AGL SEED+ 119 2 A: High Grade Earth Spirit C: MAG SEED+ 120 8 A: DRAGON LEATHER B: Safety Jewel 121 3 - 122 5 A: STR SEED+ B: VALIANT MAIL 123 6 C: Alert Jewel 124 8 D: DEX SEED+ 125 4 A: Alert Jewel E: DEF SEED+ 126 7 A: DREAM COMBO D: INT SEED+ 127 3 A: DRAGON LEATHER C: AGL SEED+ 128 7 B: Treasure Jewel C: Safety Jewel D: VALIANT MAIL 129 4 D: DEF SEED+ 130 8 B: Synthesis Materials C: Treasure Jewel 131 5 A: High Grade Earth Spirit B: STR SEED+ C: Treasure Jewel 132 7 - 133 6 C: AGL SEED+ 134 7 B: INT SEED+ 135 4 A: MUGEN SOUHAZAN B: DEF SEED+ 136 8 A: SERAPHIC GARB D: DEX SEED+ 137 4 B: Treasure Jewel C: Synthesis Materials E: Safety Jewel 138 6 B: Alert Jewel 139 8 A: Safety Jewel E: Synthesis Materials 140 2 B: Synthesis Materials C: ***TRAPPING CARD EX 18*** 141 6 B: Treasure Jewel D: ***TRAPPING CARD EX 19*** 142 7 A: SERAPHIC GARB B: High Grade Earth Spirit C: Safety Jewel 143 1 A: CON SEED+ 144 5 A: Synthesis Materials C: Alert Jewel 145 2 D: MAG SEED+ 146 3 B: Alert Jewel C: Synthesis Materials E: AGL SEED+ 147 4 B: Synthesis Materials 148 5 B: STR SEED+ 149 2 A: Alert Jewel C: Synthesis Materials 150 8 A: MAX EXTENSION B: DEX SEED+ E: Alert Jewel 151 1 D: Safety Jewel 152 7 B: Synthesis Materials 153 3 A: Safety Jewel B: Synthesis Materials 154 6 - 155 8 C: DEX SEED+ 156 2 D: ***EMOTION TORRENT*** 157 5 A: STR SEED+ C: Safety Jewel 158 4 B: Safety Jewel E: High Grade Earth Spirit 159 1 A: CON SEED+ 160 6 C: Alert Jewel D: AGL SEED+ 161 8 C: DEX SEED+ 162 5 A: Synthesis Materials C: STR SEED+ 163 7 B: Alert Jewel D: INT SEED+ 164 4 B: Alert Jewel C: DEF SEED+ 165 2 B: Synthesis Materials D: MAG SEED+ 166 6 B: AGL SEED+ E: STAR GUARD 167 8 A: Safety Jewel B: DEX SEED+ C: Treasure Jewel D: High Grade Earth Spirit 168 4 B: DEF SEED+ 169 3 D: FUUJIN SEIRAIHA 170 5 A: STR SEED+ 171 2 - 172 3 C: Treasure Jewel D: High Grade Water Spirit 173 6 A: ***TRAPPING CARD EX 20*** D: Synthesis Materials 174 1 D: Alert Jewel 175 4 A: Safety Jewel D: Treasure Jewel 176 8 A: DEX SEED+ B: Synthesis Materials E: Synthesis Materials 177 1 C: Treasure Jewel D: CON SEED+ 178 3 C: ***CANNON BLAZE*** D: AGL SEED+ 179 8 A: CRYSTAL GRAIL C: DEX SEED+ 180 5 B: Safety Jewel C: Alert Jewel 181 7 C: INT SEED+ 182 4 D: DEF SEED+ 183 1 C: Safety Jewel 184 8 E: Synthesis Materials 185 3 A: High Grade Fire Spirit 186 7 A: Treasure Jewel B: INT SEED+ 187 6 A: Alert Jewel C: RADIATION DEVICE D: Treasure Jewel 188 1 C: ***TRAPPING CARD EX 21*** 189 8 C: DEX SEED+ E: Safety Jewel 190 7 A: Synthesis Materials C: Safety Jewel D: Synthesis Materials 191 2 D: Synthesis Materials 192 4 B: DEF SEED+ 193 6 B: Alert Jewel C: AGL SEED+ 194 2 A: MAG SEED+ 195 3 D: Safety Jewel 196 1 B: Alert Jewel 197 5 B: Synthesis Materials 198 4 B: DEF SEED+ 199 8 E: ***TRAPPING CARD EX 22*** 200 2 B: Alert Jewel 201 4 B: DEF SEED+ C: Synthesis Materials 202 6 B: AGL SEED+ C: STAR FALL D: Treasure Jewel 203 3 A: High Grade Wind Spirit C: Synthesis Materials D: Synthesis Materials E: Alert Jewel 204 1 C: Synthesis Materials D: CON SEED+ 205 5 A: STR SEED+ B: ***PROPHECY BOOK 6*** 206 7 B: INT SEED+ 207 1 A: Treasure Jewel D: Safety Jewel 208 3 A: High Grade Star Spirit D: Alert Jewel E: AGL SEED+ 209 2 B: GREMLIN LAIR 210 5 A: STR SEED+ C: METEOR SWARM 211 - Star Fairy, COUNTER AURA BOOK (RING WAVE)** **These treasures on floor 211 can be retrieved on your first visit to Sphere 211. 5. CREDITS Thanks go to: tri-Ace and Enix for the best RPG I have ever played. This FAQ Copyright 2004 to Edward Chang. Redistribution in any form, including reprinting in electronic or print media, without express permission of the author is strictly forbidden.