| TREASURES | |||
|---|---|---|---|
| Griffin's Talons | Great Sage's Secret | Phoenix Tear | Nostrum |
| Tonic | Wizard King's Secret | Celestial Armor | Sprite Dew |
| Glorious Lance | Wyrmfang Ring | Sorcerer's Soul | |
| CREATURES | |||
| Splatterhorn | Elegantiger | Paladin Partridge | Neolith |
| Tropical Bubbud | Mahanaja | Astralynx | Sinister Sovereign |
| Hymnpaler | Bone Baron | Manic Magimech | Magimech Master |
| Mermite | Aye-Aye Catcher | Sharp-Hooter | Beam-Man |
| Tokotocold | Demoliceros | Honky-Tonker | Nightshade |
| Medixx | Magimech | Magimech Sentry | |
Welcome to the last dungeon in the story, which is home to plenty of dangerous enemies and a few nice treasures. Go all the way to the end of the first hall to find a Retreat and a Waystone, as well as two paths leading west and east. Take the west path and follow the inside section to the end for a purple chest, which contains some Griffin's Talons.
Now, head along the outside ring and go south, taking the path to an outer room with a red chest, which houses Celestial Armor. Go north now and you should see another hallway, which leads to a teleporter. Take it to appear on a balcony with a red chest, which has a Great Sage's Secret.
Go back to the center, using the Waystone to heal back up if needed, then go on the east side. None of the paths lead to any treasure, so go to the outer ring and north, then take the path there that leads to another hallway. Note that one of the statues will come to life here and attack you, but it's not too bad a normal fight.
Take the teleporter to the next area, noting another Magimech will come to life. There's a red chest at the end of this large hallway with a Sprite Dew, which is guarded by another Magimech. Backtrack and take the path which leads to a north-south hallway.
Go all the way north to find a Phoenix Tear in a red chest, then go south to find a ledge you can shimmy on, which leads to a small area where you can hit a green chest, which contains a Glorious Lance. Back at the hallway, go south to find another small ledge you can shimmy across, which leads to a Waystone. Heal and save, then continue on to a boss fight.
| BOSS: GALLUS |
| Gallus has a lot of HP and some damaging attacks, with Terra Infirma being his default spell in his base form, which only hits one target. Not long into the fight, though, he will reveal his true nature, which is to change elemental affinities, with the aura around him dictating the element. If you steal with Swaine, all you'll get is a Jumbo Moondrop. If he has the blue aura, then he is strong against water and weak against fire; his main attack here will be Absolute Zero, which hits everyone. If the aura is green, then he strong against storm and weak to fire; his attack here is Bolt of Judgement, which shoots down three bolts of lightning that have markers on the ground. A red aura means he is strong against fire and weak against water; his attack here is Fire Trident, which shoots three lines of fire in front of him. The strategy here is to hit him between his big attacks when he has his aura, although you need to watch out for Terra Infirma. Thankfully, he's not big on damage outside of his spells, so you should have plenty of time to heal up between them. Note that he always does a spell after he teleports, so you should always know when one is coming. |
Your reward after the battle is a new wand, Astra! Note that you should leave the dungeon (Vacate) and go back to Ara Memoriae. Go to the little pedestal at the north end and use Spirit Medium to speak with the NPC there. It turns out to be Horace, so answer his riddle with Wizard's Robes to get the Astra spell.
Go back inside the Ivory Tower and back to where you fought Gallus, taking the teleporter. There are Magitech Masters in this hallway, so be careful with them. Go east at the split, then go south on the inner ring to find a Nostrum in a red chest. Go farther east to the outer ring, then north to find a blue chest with a Wyrmfang Ring in the passage.
Head back and down the west path now. There's nothing on the inner ring, but there's a Tonic in a red chest on the southern end of the outer ring. Go north, through a small hallway, then through a larger one with Magitech Masters to take the teleporter.
There's a path to the south that leads to a curved hallway, with a Sorcerer's Soul at the southern far end. The northern ledge you can shimmy across leads to a Wizard King's Secret in a red chest. Go north and through the hallway, being careful of the Magitech Sentry, then take the teleporter at the end. Save at the Waystone and then go through the door to the final boss!
| BOSS: CASSIOPEIA |
| Cassiopeia doesn't have much HP, so that's one good thing, as she has a couple of nasty spells. Fallen Star hits everyone, which is her biggest spell. Pillar of Darkness and Star Bolt only really hit one target, which shouldn't be too much trouble. Once her HP reaches 50%, she'll use Nightshade, which summons a barrier around her, and increases her magic power. It also makes her more vulnerable to damage, so keep at her until she goes down. If you get time to steal, do so for a Diva's Mantle. |
After the battle, she'll transform and you'll go straight into the next fight.
| BOSS: MONSTER OF MANNA |
| You're thrown into this battle straight from the last one without any chance to recover HP or MP. Try and steal the Werewolf Claws if you can, then start concentrating on damaging her. Death Drop is a move that hits around her, while Wrathful Rush and Harrowing Horns hit straight ahead, so they are easy to avoid. Her biggest move is Annihilation, which Drippy will mention is coming before she even does it. She charges up, jumps back and unleashes a large laser that sweeps across the whole field. Either try to interrupt it or defend against it; it seems physical in nature so someone like a Dinoceros will mitigate the damage a lot. Overall, the entire battle is pretty easy, as all but one of her attacks can be easily avoided. The only thing is eating away at her HP, as she has close to 10,000. Try to go all out, as you won't need to worry about your MP. |
Queen Cassiopeia is restored back to her old self, however, things aren't quite finished yet...
| BOSS: THE ZODIARCHY |
| Your HP/MP is restored for this battle and you have a guest that joins you. The Zodiarchy opens the battle with Chaos, which should immediately be defended against, as it deals a lot of damage unguarded. It also summons four Satellites, which will be a thorn in your side. If you went and got Astra from Horace in Ara Memoriae, three castings of it will take out the Satellites. Cassiopeia is your friend in this battle, as she will attempt to cast Nix on the boss, which will give you a chance for free hits against it. She will also cast Ashes of Resurrection should anyone be knocked unconscious, so try and let her take care of that. As for the boss itself, it has a few tricks up its sleeve. Piercing Gaze will lower the attack of whoever it hits, while Sigh of Sorrow is a sleep spell that targets in front of the boss. Its only other damage spell besides Chaos is Shockblast, which does a good bit of damage, but it only hits around the boss, so try to stay away. As long as you keep your health up and guard against Chaos, the battle should go smoothly, thanks to not much in the way of damage from the boss and the help of Cassiopeia. If the Satellites get summoned again, take them out as quickly as possible, as they can easily gang up on someone and kill them. |
Congratulations! You have completed the story of Ni no Kuni: Wrath of the White Witch!


