Professional Documents
Culture Documents
[xx2]
[xx3]
[xx4]
[xx5]
[xx6]
[xx7]
[xx8]
[xx9]
[xx10]
[xx10]
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[xx1]
Staying
true
to
the
Tales
style,
the
Bonus
Dungeon
is
a
cavern
of
punishing
monsters
and
shiny
objects
all
wrapped
up
in
a
tiny
bit
of
subplot.
In
this
particular
case,
the
Great
Spirit
Shadow
is
squatting
in
a
Drellin
warehouse
and
our
heroes
are
the
only
ones
capable
of
putting
this
problem
to
rest.
But
before
you
can
take
on
the
source
of
this
disaster
you
will
need
to
eliminate
18
Bosses
that
range
from
level
103
to
135.
Along
the
way
you
will
gain
a
mountain
of
EXP,
collect
loads
of
crafting
materials,
and
seek
out
the
dungeons
new
currency:
Ancient
Bells.
These
Bells
can
most
notably
be
used
to
purchase
a
series
of
Transformation
Costumes,
as
well
as
one
of
Ludgers
Devil
Arms.
[xx2]
[xx3]
Well,
youre
definitely
going
to
die,
however,
it
is
not
possible
to
get
a
GAME
OVER
while
in
this
dungeon.
If
all
of
your
party
members
drop
or
if
you
fail
to
meet
an
areas
requirements,
you
will
simply
be
teleported
to
the
entrance.
It
is
worth
noting
that
your
progress
will
not
reset
should
you
leave
the
area;
you
are
free
to
come
and
go
as
you
chip
away
at
the
long
list
of
Bosses.
[xx4]
When
you
first
enter
the
dungeon,
you
will
find
yourself
in
a
room
with
all
8
other
members
of
the
group.
When
you
access
the
teleporter
in
the
Northern
tip
of
the
room
you
will
be
prompted
to
choose
any
3
of
the
characters
with
8/10!
+
Affinity
to
accompany
Ludger.
The
members
you
select
will
determine
which
Bosses
are
available
to
you;
completing
the
dungeon
requires
you
to
raise
Affinity
with
every
character.
ENTRANCE
HALL
||
ROUND
1:
The
first
area
consists
of
a
series
of
pathways,
5
locked
doors,
and
4
unlocked
doors.
Each
unlocked
door
corresponds
to
a
member
of
your
current
party
and
determines
which
Boss
you
will
face
for
the
first
round.
See
the
table
below
for
their
locations
and
party
requirements.
There
are
3
Illumination
Items
placed
near
3
randomly
selected
doors:
a
Red
Lantern,
a
Green
Torch,
and
a
White
Candle.
Collecting
these
will
award
you
with
bonus
Ancient
Bells
when
you
exit
the
area.
See
the
table
below
for
a
list
of
prizes
available
for
purchase
with
Ancient
Bells.
Entering
an
unlocked
door
will
lead
you
to
1
of
2
possible
stages
before
the
Boss
encounter.
The
table
below
lists
the
destination
for
each
door.
THE
PASSAGE
SECTIONS
||
THE
DESERT
&
HEX-RAMPS:
Each
door
will
lead
to
one
of
two
areas
during
Round
1
and
to
the
other
during
Round
2.
See
the
table
below
for
a
list
of
which
doors
lead
to
which
passage.
The
Dessert
passage
is
a
unique
sort
of
time
trial
where
you
must
complete
a
random
number
of
a
specified
encounter
in
a
set
amount
of
time.
o The
Clock
runs
continuously
unless
you
have
used
[START]
to
pause
the
game
or
have
the
dungeon
map
open.
It
will
continue
while
you
are
in
the
character
menu
(!)
and
during
the
post-encounter
Win
Quote/Exp/Gald/Ore
screen.
o The
Kill
Count
refers
to
the
number
of
encounters
you
must
complete,
not
the
actual
number
of
enemies.
If,
for
example,
you
are
told
to
hunt
Nightmares,
you
must
locate
and
initiate
encounters
with
the
roaming
horses
on
the
screen
to
gain
credit.
Because
this
is
encounter
based,
even
if
the
fight
contains
8
Nightmares,
the
count
will
only
decrease
by
one
at
the
end
of
the
battle.
Also,
it
is
worth
noting
that
you
must
initiate
encounters
with
the
map
version
of
the
target
to
gain
credit.
Unlike
the
Contracts
system,
if
these
horses
appear
during
encounters
with
other
creatures,
the
kill
count
will
not
decrease.
o Once
you
have
killed
the
set
amount
of
creatures,
the
timer
will
stop,
and
you
are
free
to
farm
materials
or
proceed
to
the
next
area.
o The
Shadow
Bacura
can
be
found
in
several
Desert
Areas.
Defeating
this
enemy
is
the
only
way
to
gain
Ancient
Bells
outside
of
completing
an
area
and
defeating
a
boss.
Like
other
Bacuras,
using
a
Dark
Bottle
will
cause
it
to
not
flee
at
the
sight
of
you.
o This
area
also
contains
a
Red
Lantern,
a
Green
Torch,
and
a
White
Candle
that
can
be
collected
to
raise
your
award
of
Ancient
Bells.
The
Hex-Ramps
ask
you
to
cross
through
3
Illuminated
Platforms
located
randomly
around
the
area.
This
will
require
you
to
canvas
the
area
and
use
select
jump
points
to
navigate
the
various
paths.
o This
area
has
no
time
limit
or
kill
count.
o Like
other
areas,
you
can
acquire
a
Red
Lantern,
a
Green
Torch,
and
a
White
Candle
to
gain
extra
Ancient
Bells.
BOSS
CHAMBER
||
ROUND
1:
After
you
complete
a
Passage
Section
you
will
find
yourself
in
a
much
smaller
room.
Moving
your
character
forward
will
trigger
a
small
scene
and
begin
the
encounter,
so
make
any
needed
preparations
before
advancing.
After
the
encounter,
the
northern
teleport
platform
will
advance
you
to
the
next
area.
Note:
Bosses
do
not
respawn
immediately
and
the
room
will
be
empty
if
the
encounter
was
recently
completed.
ENTRANCE
HALL
||
ROUND
2:
This
room
functions
exactly
the
same
as
it
did
during
Round
1,
however
the
enemies
will
be
significantly
stronger.
The
Lantern,
Torch,
and
Candle
will
be
in
new
locations,
and
the
same
set
of
doors
will
be
unlocked.
See
the
table
below
for
descriptions
on
where
each
of
the
doors
lead
during
Round
2.
THE
PASSAGE
SECTIONS
||
ROUND
2:
If
you
select
the
same
door
as
you
did
in
Round
1,
you
will
be
taken
to
the
other
Passage
Section.
The
enemies
here
are
significantly
harder
than
in
the
last
round,
but
they
award
much
more
valuable
items.
Many
of
the
materials
required
to
unlock
the
Sealed
Weapons
can
only
be
found
here.
BOSS
CHAMBER
||
ROUND
2:
This
room
is
exactly
as
before,
however,
the
Boss
will
be
~30
Levels
stronger.
If
you
have
not
defeated
all
18
Bosses,
the
northern
teleport
will
return
you
to
the
entrance.
Party
members
must
be
linked
in
order
to
deal
damage
while
inside
the
dungeon.
Without
Linking
you
will
only
deal
1
damage
per
attack.
Exploit
the
Weakness
System.
Activate
Ludgers
Reconnaissance
Skill,
and
use
R1
to
view
each
enemys
strength
and
weakness.
This
is
especially
useful
early
in
your
exploration,
as
many
of
the
bosses
hit
like
a
truck,
but
can
effectively
be
shut
down
by
using
the
proper
attacks.
If
you
have
not
already
made
use
of
the
HP
Surge
and
TP
Surge
skills,
now
is
an
excellent
time
to
begin.
Your
party
members
will
likely
have
a
hard
time
not
falling
over
during
your
early
exploration,
and
it
is
extremely
valuable
to
return
them
to
fighting
condition
as
soon
as
possible.
Whether
it
is
through
magic
or
through
items,
resurrection
and
replenishment
requires
someone
to
stand
still
and
take
their
attention
off
the
Boss.
Continue
to
the
next
page
for
the
Encounter
table
[xx6]
Encounter
Level
Required
Member
Door
Location
Passage
Notable Trash
Notable
Trash
Drops
Judes
Shadow
[Xillia
Attire]
105
Milla
1St
Round
||
Northwest
Hex-
Ramps
S.
Mandragora,
S.
Skull,
S.
Plant
Griffon
Claw,
Magical
Ore
Millas
Shadow
[Xillia
2
Attire]
135
Milla
2nd
Round
||
Northwest
Desert
S. Crab Man,
Millas
Shadow
[Xillia
Attire]
105
Jude
1St
Round
||
Northeast
Desert
S.
Sol,
S.
Skull,
S.
Bacura
Judes
Shadow
[Xillia
2
Attire]
135
Jude
2nd
Round
||
Northeast
Hex-
Ramps
S. Sentry
Nachtigals
Shadow
105
Rowen
1St
Round
||
East
-
Above
Desert
Rowens
Shadow
135
Rowen
2nd
Round
||
East
-
Above
Hex-
Ramps
S.
Butterfly,
S.Skull,
S.
Plant,
S.
Bacura
Gentleshadow
Libavius
Ore,
Aquatic
Jelly,
Ancient
Coral
Navi
Metal,
Magical
Ore,
Griffon
Claw
Libavius
Ore,
Fragrant
Silver
Scales
Magical
Ore
Jaios Shadow
105
Elize
1St
Round
||
East
-
Below
Hex-
Ramps
S.
Sylvan,
S.
Skull,
S.
Shade
Elizes Shadow
128
Elize
2nd
Round
||
East
Below
Desert
S. Leaf, S. Bacura,
Maxwells
Shadow
105
Muzt
1St
Round
||
Southeast
Hex-
Ramps
S. Chill
10
Muzts
Shadow
135
Muzt
2nd
Round
||
Southeast
Desert
11
Winguls
Shadow
105
Gaius
1St
Round
||
Southwest
Desert
12
Gaiuss
Shadow
135
Gaius
2nd
Round
||
Southwest
Hex-
Ramps
S.
Gentlemundine,
S.
Leaf
Spiritcorps
Seargants
S.,
S.
Plant,
S.
Treant,
S.
Skull
S.
Battlecorps
Sergeant,
S.
Dragon,
13
Pressas
Shadow
105
Alvin
1St
Round
||
West
-
Below
Desert
14
Alvins Shadow
135
Alvin
2nd
Round
||
West
-
Below
Hex-
Ramps
15
Agrias Shadow
105
Leia
Hex-
Ramps
S. Djinn, S. Plant
16
Leias Shadow
135
Leia
Desert
S. Crab Man
Ancient Coral
17
Juliuss
Shadow
103
Ludger
1St
Round
||
West
-
Above
2nd
Round
||
West
-
Above
1St
Round
||
Center
Hex-
Ramps
S. Beak, S. Skull
Magical Ore
18
Ludgers
Shadow
135
Ludger
2nd
Round
||
Center
Desert
S.
Gatekeeper,
S.
Bacura,
19
20
140
The
encounter
with
Cress
and
Stahn
unlocks
after
all
18
Shadow
Bosses
have
been
defeated.
The
encounter
is
accessed
after
defeating
every
2nd
Round
boss
and
is
repeatable.
Unicorn
Horn,
Pheasant
Tail,
Ancient
Coral
Rewards
1,000,000
Gald
(repeatable)
S.
Basilisk,
S.
Mine
Plant,
S.
Skull,
S.
Bacura
S.
Erdas
Aquatic
Jelly,
Ancient
Coral,
Pheasant
Tail,
Navi
Metal
Ancient
Coral,
Magical
Ore
Great
Trees
Fruit,
Fragrant
Silver
Scales
Ancient
Coral,
Navi
Metal,
Griffon
Claw,
Fragrant
Silver
Scales,
Great
Trees
Fruit
Griffon
Claw,
Libavius
Ore,
Unicorn
Horn,
Ancient
Coral,
Navi
Metal
Griffon
Claw,
Magical
Ore
Great
Trees
Fruit,
Aquatic
Jelly,
Ancient
Coral,
Navi
Metal
Navi
Metal,
Griffon
Claw
While
the
majority
of
trash
monsters
can
be
found
almost
anywhere,
a
few
enemies
will
only
spawn
in
specific
areas.
The
list
I
have
compiled
is
not
meant
to
be
absolute,
but
it
will
hopefully
offer
assistance
as
you
are
grinding
Contracts
and
materials
to
unlock
the
Cameo
Weapons.
I
have
also
bolded
the
text
if
an
individual
resource
is
exceptionally
plentiful
in
that
area.
[xx7]
The
Desert
sub-levels
are
a
race
against
the
clock
to
defeat
a
specified
amount
of
a
target.
The
kill
count
will
be
chosen
at
random,
and
the
target
will
be
chosen
from
any
of
the
monsters
available
to
that
specific
area
(with
the
exception
of
the
Shadow
Bacura).
1The
Timer
is
continuous
unless
the
area
map
has
been
opened
or
you
have
completely
Paused
the
game
(by
pressing
the
START
button).
It
will
run
while
the
player
menu
is
open,
during
combat,
and
it
will
also
run
throughout
the
Win
Quotes
and
post-fight
Gald/Exp/Ore
counts.
Once
the
goal
is
met,
however,
the
time
stops
and
you
will
be
free
to
either
farm
the
area
for
materials
and
experience,
or
make
your
way
to
the
exit.
[xx8]
Ancient
Bells
can
be
acquired
by
defeating
Bosses,
gathering
Illuminating
Items
throughout
the
areas,
and
by
defeating
Shadow
Bacuras.
These
mini-bosses
will
reward
1-2
Ancient
Bells,
though
tracking
them
down
can
be
challenging.
It
is
recommended
that
you
keep
a
stack
of
Dark
Bottles
on
hand
as
this
will
cause
them,
as
well
as
any
Bacura,
chase
you
instead
of
flee.
2Collecting
Illuminating
Items
will
award
you
between
2
and
6
Ancient
Bells
during
each
non-boss
area
(not
counting
any
Shadow
Bacuras
defeated),
which
includes
the
Entrance
Halls
and
any
Desert
or
Hex-Ramp
stages.
The
in
game
message
you
receive
after
selecting
your
dungeon
party
offers
instructions
on
how
to
maximize
these
rewards:
2
Bells:
Collect
any
1
or
2
Illuminating
Items,in
any
order.
4
Bells:
Collect
all
3
Illuminating
Items
in
any
order
(other
than
the
instructed
order).
6
Bells:
Collect
all
3
Illuminating
Items
in
the
instructed
order:
1. Red
Lantern
2. White
Candle
3. Green
Torch
3In addition to rewarding additional Ancient Bells, collecting these items in the
proper
order
will
increase
the
chance
of
receiving
Silver
Dice
and
Gold
Dice.
Unlike
the
number
of
Bells,
receiving
these
items
is
never
100%
certain,
however,
collecting
more
Bells
in
the
proper
order
dramatically
improves
your
odds.
These
itmes
can
be
used
during
the
Poker
matches
in
Duval
(Silver
Dice
ensure
that
1
of
the
5
cards
you
are
dealt
will
be
a
Joker;
Gold
Dice
ensure
that
you
will
be
dealt
a
Flush).
Once
you
have
gathered
a
significant
amount
of
Ancient
Bells,
approach
the
floating
ball
of
red
fire
in
the
center
of
the
dungeons
first
area
and
you
will
be
able
to
exchange
them
for
prizes.
With
the
exception
of
Ludgers
Devils
Arm
Pistols
and
some
various
kitty
consumables,
the
items
being
sold
will
transform
a
party
member
into
a
character
from
the
Tales
Universe.
While
this
is
entirely
cosmetic,
it
does
allow
for
some
incredibly
eccentric
party
compositions.
Continue
to
the
next
page
for
the
Illusionary
Darkness
Vendor
items
3
Credit:
Crimson
Fantom
[GameFAQs
Messageboard]
[xx9]
EX Dungeon Vendor
Price Description
Origin
50
Equipment
50
Transformation: Elle
Tales of Xillia 2
20
Transformation: Ivar
Tales of Xillia
20
Transformation: Wingul
Tales of Xillia
20
Transformation: Jaio
Tales of Xillia
20
Transformation: Pressa
Tales of Xillia
Mademoiselle Travis
20
Transformation: Agria
Tales of Xillia
Waymarker Progenitor
50
Tales of Xillia 2
Presiden of Spirius
20
Tales of Xillia 2
10
20
Transformation: Rideau
Tales of Xillia 2
11
40
Tales of Xillia
12
40
Tales of Xillia
13
40
Transformation: Celsius
Tales of Xillia
14
40
Transformation: Nova
Tales of Xillia 2
15
40
Transformation: Vera
Tales of Xillia 2
16
Swordsman of Time
20
Tales
of
Phantasia
17
Unicorn Cleric
50
Tales
of
Phantasia
18
20
Tales of Destiny
17
Lens Hunter
50
Tales of Destiny
18
Hero of Neuestadt
20
Tales of Destiny
17
Kitty Krisps
Kitty Consumable
18
Gummy Fishies
Kitty Consumable
17
Catnip
Kitty Consumable
18
Kitty Toy
Kitty Consumable
17
Royal Feast
10
Kitty Consumable
18
Win Stick
Consumable
[xx10]
Before
spending
any
significant
time
farming
the
later
areas
of
the
dungeon,
it
is
worth
the
time
to
acquire
equipment
and
utilize
any
skills
that
raise
your
enemies
item
drop
rate.
4
The
effects
from
equipment
are
additive,
while
Leias
skill
appears
to
be
multiplicative,
and
all
are
based
off
of
the
initial
drop
chance.
This
essentially
means
that,
while
not
entirely
worthless,
the
benefit
of
Leias
skill
pales
in
comparison
to
the
potential
benefits
of
a
set
of
equipment.
The
Monocle
and
Hunters
Monocle
are
accessories
that
raise
this
percentage
by
15%
and
30%
respectively
whenever
the
wearer
defeats
an
enemy.
Also,
each
character
can
equip
their
Joke
Weapon
which
can
be
acquired
through
the
Kitty
Dispatch.
These
weapons
have
substantially
inferior
stats
to
other
end-game
weapons,
so
it
may
take
some
time
before
your
party
is
at
a
level
where
every
character
can
have
them
equipped.
Party
Member
Kitty Destination
Weapon Name
1a
Ludger: Swords
Trigleph
Cat Tails
1b
Ludger: Hammer
Marksburg
1c
Ludger: Pistols
Helioborg
Research
Laboratory
Meow Blasters
Alvin
Xian Du
Scratching Post
Elize
Hamil
Foxtail
Gaius
Kanbalar
Catana
Jude
Fennmont
Rollo Mittens
Leia
Leronde
Gimme-Dat!
Milla
Nia Khera
Cat Stack
Muzt
Kitty Pin
Rowen
Sharilton
Fishing Rod
[xx11]
1.01
September
7th,
2014
Corrections:
Behavior
of
the
Desert
Timer;
thanks
to
Hylianz
Additions:
Illuminating
Items
order
and
rewards;
thanks
to
LightOfJudgement
Illuminating
Items
reward
Silver
and
Gold
Dice;
thanks
to
Crimson
Fantom
Information
about
Monocles
and
Cat
Weapons,
thanks
to
SolidusDiabolos
1.00
September
3rd,
2014
Initially
Posted
on
GameFAQs.coms
Xillia2
Message
Board