Before we continue the story, let's stop by the resort city of Altamira. It's located on a small island just to the north of the southeastern continent; you'll notice the tall, cylinder-like building sticking out like a sore thumb. Upon entering, Regal requests to stay behind at the entrance for reasons not yet known.
Look to the upper-right of the entrance screen for a stray dog Colette will name Lulu. Return back toward the entrance and enter the building on your right with the pinkish-clear door. Use the elevator inside to go to the shopping area on 2F.
At the 2F shops, let's start with the item shop, going from right-to-left. Miracle Gels are for sale here, as are the new Miracle and Shell Bottles, but the latter are too expensive for their use, honestly, but add a few to your inventory.
Using the customization shop now, create an Elemental Brand for Lloyd and a Lunar Ring for Colette using the Shuriken option. Also, the Flame Dagger for Zelos. DO NOT create the Halberd or Bear Claw weapons! Doing so will cause you to lose the Crescent Ax and Iron Greaves which are one-of-a-kind weapons.
Next door is the weapon shop. Buy a Defenser, which is weaker than the Elemental Brand, but provides additional Defense, so you decide which you would prefer to use. Also, a Halberd and Bardiche for Presea and the Bear Claw for Regal; everything else here we will find in treasure chests in the near future.
There's nothing else to do in Altamira, for the moment. Also, a large portion of Altamira is inaccessible right now, so we'll come back to collect "hunnies" for Zelos later. If you're desperate for food items, go ahead and visit the snowy city of Flanoir on the northeast continent, however, we'll be visiting there after the next dungeon.
New Monsters in the Altamira area: Gentleman (Plains)
Another ridiculously-low encountered enemy is found on the grassy plains
of Atlamira: the three-piece suit-wearing Gentleman. From the large
monster icons, it's nothing special, but make sure to bring Colette and
Raine to steal and use Magic Lens so you limit the amount of times to
have to find one. If you still haven't completed the Monster List entry
of the rare Mermaid enemy, or need Mermaid's Tears, you can occasionally
find it from the large monster icons on Altamira's beaches, as well.
Note: If you haven't learned Curry from Tabatha at Altessa's House, do so now.
The location of our destination, the Temple of Earth, is northwest of Meltokio, in the mountains, at the far-tip of the continent. Outside, there is a new monster, the Giant Snail, but it'll be inside the Temple of Earth, too. Before we enter, just a quick update on suggested equipment.
- Lloyd: Elemental Brand/Defenser, Mythril Armor, Duel Helm, Claw Gauntlet, Blue Sephira/Thunder Cape, Emerald Ring
- Colette: Lunar Ring, Mythril Guard, Pretty Ribbon, Bridal Gloves, Rune Cape, Rabbit's Foot
- Genis: Shining Star, Mythril Mesh, Pointed Hat, Mythril Bracelet, Spirit Ring, Blue Talisman
- Raine: Thunder Scepter, Witch's Robe, Silver Circlet, Mythril Bracelet, Yata Mirror, Water Spider
- Sheena: Card of Ice, Silk Robe, Pretty Ribbon, Mythril Bracelet, Black Onyx, Warrior Symbol
- Zelos: Flame Dagger, Silver Mail, Cleric's Hat, Beam Shield, Flare Cape, Rabbit's Foot
- Presea: Halberd, Silver Guard, Pretty Ribbon, Claw Gauntlet, Holy Ring, Aqua Cape
- Regal: Bear Claw, Mythril Mesh, Cleric's Hat, Mythril Bracelet, Elven Boots, Guardian Symbol
You're met with a Sorcerer's Ring altar immediately upon entering the Temple of Earth. This time, the Ring effect changes to a tremor that shakes the ground. If you use it on a non-specified area, there's a chance Cave Worms will fall from the ceiling and engage you. A little farther on, use the Ring to shake down the stone pillars before the bridge. Remember the Gnomelette you met at the Toize Valley Mine? If you didn't fetch a Palma or Mizuho Potion for him, then you're not getting further in the Temple. Gnomelette series #5 isn't going to let any "losers" in until his Big Brother returns.
New Monsters in the Temple of Earth: Giant Snail, Clay Golem, Cave Worm, Earth Element, Neviros, Dragon
Several new monsters are scurrying around the Temple of Earth; with two being particularly noteworthy. The plentiful Earth Elements can add to our collection of different-colored Quartz. Colette can lift, and they also drop, Yellow Quartz that add the earth element temporarily to a character's attack. You can use a Rune Bottle on a Yellow Quartz to more-easily obtain Green Quartz, as well.
The Gargoyle-like Neviros monster will occasionally drop the statistical item, Saffron, and it's the only basic enemy that carries it in the game. It permanently boosts a character's Evade by 1 and you can use a Rune Bottle to improve it into the +3 Evade Red Saffron. In addition, you can pick up Fine Pellets as a steal or drop from the Giant Snails, with Clay Golems dropping Super Pellets.
Start by descending down the slope just off the right-side of the bridge. Having to pass through several monsters, it winds down to a door at the bottom. Cross the bridge and crack open the chest with a Mythril Circlet for Raine. It's important that we pick this up first, as proceeding father in the dungeon will eventually result in this treasure becoming missable! Also, while it looks like there are silhouettes of chests to the sides of this one, there's nothing else here, but it's awfully suspicious.
Return top-side and use the path leading north, this time. To the south of the signpost, as seen in the screenshot, use the Sorcerer's Ring's new, ground-shaking effect to create a slope down to a new section.
Use the path directly to your right, across the chasm, and exit through the door. Follow the linear path downward, raiding the chest with a Mythril Bracelet for your fifth character along the way, and viewing a scene with Raine at the, apparent, dead end.
Hike back to the previous room, then look for a rocky pillar to the lower-left of the slope you created. Shake the ground to topple the pillar and collect the Mythril Guard for either Colette or Presea to equip.
Back up the created slope, continue to the top of the area, passing the signpost, and enter the door. Cross the bridge and use the path leading to the upper-left, near the campfire pit, to find a Bellebane treasure. Use a Rune Bottle to transform it into a Red Bellebane, if you have one to spare.
There's another boorish Gnomelette guarding the bridge to the lower-left; #4 in the series, this time. You're either going to have to fight him or cook up some Curry to get by; the former not being a real choice, unfortunately. If you don't have the Curry recipe, you need to go back to Altessa's House and talk to Tabatha for it. Whomever you decide to prepare the Curry will receive a boost in affection for Lloyd, so make your selection based upon this fact. The Gnomelette doesn't even know what Curry tastes like, so it doesn't make much difference who prepares it for him.
Beyond #4, is Gnomelette #3, who promises to show you a secret passage if you meet him at the bottom. To get to the bottom, we've got to use the Sorcerer's Ring to create tremors that will break the platform underneath us, but to collect all the treasure, we have to be precise on which one we choose.
Start by picking the very first wooden platform off the Temple's surface. You'll drop down to a chest containing an EX Gem Lv3. The following three stops are barren, so just drop down until you're presented with another three-stage platform.
Tremor the middle platform to drop down just before another set of platforms with the Ancient Rod for Raine awaiting on the other end.
Next, use the Ring on the platform opposite of the one next to the Ancient Rod treasure. You'll drop down near another chest with a Bardiche inside. We bought one of these in Altamira, but this one will be used for customization. You can then use the remaining platforms to reach the bottom. Our Potion-loving friend, Gnomelette #1, is to the lower-left of the bottom floor and will open the secret passage for us.
Roaming around the bottom of the cliffs is a unique dragon monster icon. Encountering it will throw you into a battle with a monstrous Dragon! As you can imagine, it's much tougher than any regular enemy, but not quite the level of a boss, either. Activate your Unison Attack to drop its HP quicker.
Defeating it rewards the party with 10,000 Gald! Or 20,000 if you have the Blue Sephira equipped! This is, easily, the best place in the game to pad your Gald stash as you can just exit the room, then reenter, and fight the Dragon again.
The secret passage takes you back near the entrance of the Temple. Gnomelette #3 is here, too, but ignore him and return to the room with the platforms to collect the remainder of the treasure. Break the platform farthest to the left, then the next one, to be placed near the EX Gem Lv2 chest.
Shaking the single platform nearby will cause you to automatically fall through the one below it, passing a chest, but being deposited next to another one with an EX Gem Lv1.
Around this time, you should start seeing some new skits pop-up; they being: "Earthquake!", "Greedy People", and "Gnomelette". Before you talk to Gnomelette #3 outside the secret passage, make absolutely sure that you've got the Mythril Circlet chest already! It will become missable soon after.
When ready to finish with the dungeon, you'll have to walk alongside Gnomelette #3, clearing any monsters in his way, toward the door at the bottom of the winding path. If a monster makes contact with him, you'll have to give him a Potion to continue on. If you don't want to go back to Mizuho, you can get Mizuho Potions as either a steal or drop from the Cave Worms that fall from the ceiling when you use the Sorcerer's Ring. At the bottom, on the bridge just before the Mythril Circlet chest, you'll need to time use of the Ring with the Gnomelette's jump to bring it down. After the "three" in his countdown appears, count off three more seconds and activate the Ring to be in unison with his jump. Once successful three times, the bridge will fall, allowing access to a save point and Gnome's altar up ahead. Consider equipping the Flare Cape and Stone Charms (But not the Card of Earth) to reduce damage during the upcoming boss.
The aloof Summon Spirit of Earth, Gnome, doesn't care for Sheena's formalities in requesting a pact, but since the one it had with Mithos is broken, I guess you have to fight and stuff, right? Considering the Winged Dragon boss, Gnome isn't too bad, and is quite similar, in fact. Its most dangerous attack is to try to stun any characters in range by casting Ground Dasher, then dig into them with its spinning "ribbon" for big damage. Even if you Guardian Ground Dasher, you're still going to get hit with the spinning attack, so if at all possible, try to backstep out of the way when the cracks form in the ground signaling the incoming spell. Other than the Ground Dasher and follow-up attack, Gnome is mostly physical, so casting Field Barrier/Permaguard or usage of Guard Bottles, with well-timed guarding and Unison Attacks is recommended. It's also not weak against wind, so any elemental magic other than earth works fine. For winning, the party receives the Holy Symbol accessory that regens 3% of a character's HP at intervals in battle. I switched this with Presea's Holy Ring.
Considering Mithos defeated it single-handedly, Gnome isn't impressed by your 4v1 trick used to defeat him, but still forms the pact with Sheena. She learns new techs T. Seal: Earth, that temporarily adds the earth element to a character's attack, and Summon: Earth, an Overlimit-only spell that causes huge earth-based area damage and temporarily boosts the party's physical defense. Proof of the pact in the form of the unique Ruby accessory is also given. It gives permanent earth element to a character's attack and provides defense against earth elemental attacks. You can use both the Ruby and T. Seal: Earth to extend Lloyd, Kratos, and Zelos' Fierce Demon Fang tech into the earth-based Grave Blade, too, after 200 usages.
If Sheena forged a pact with Sylph back in Sylvarant, the trio will appear with Gnome and signify that another mana link between the two worlds has been cut. Only two more left. Afterward, look for the new skit: "Ribbon" to occur. At the entrance, another earthquake shakes Tethe'alla; a result of the severed mana link, no doubt. Our next destination is the snowy continent to the northeast to find the Summon Spirit of Ice, Celsius. Note: For this next section, switch Sheena's weapon to the Card of Fire.
New Monsters in the Flanoir area: Ice Spider, Penguinist, Sliver
We need to spend a bit of time outside the city of Flanoir before we enter. To complete the next dungeon, we need to collect three of the Penguinist Quill accessory. Colette can steal them from the guy-in-a-suit Penguinist enemy, and they will drop them frequently, too. This is the only place in the game you can find this accessory. Having a few extra of it is recommended, as well, with its protection against ice-based attacks.
One of the rarest encounters in the game is found in the snowy lands, from the large monster icons, also: the giant Sliver worm. It's a formidable opponent, but is otherwise only noteworthy because of its rarity. You can pilfer a Rune Bottle from it, though.
There are a pair of light ring skits to find on the snowy continent. From outside Flanoir, head southeast, then around the mountain, into a small alcove near the coast. There's a ring of light for Zelos here. Reply: "Very unlike you to be brooding." to increase Zelos' affection with Lloyd or "Whatever." for no change.
Again, from Flanoir, move southwest and look for another ring of light. It's for...Kratos?! Lloyd can say: "...What're you doing?!" to increase his affection with Kratos or "I'll leave him alone." to leave things the same. This is the final skit ring in Tethe'alla, to note. It also becomes missable later on in the game, so activate it as soon as you get the chance. When finished outside, enter Flanoir.
In snowy Flanoir, the inn is just to your left, with a stray dog for Colette to name, Poochi, wandering around outside the building.
To the upper-right of the inn, you'll notice a wounded man in front of the tall building. Speaking to him with the Evil Eye weapon from the Toize Valley Mine will trigger a very important scene. His name is Abyssion and he senses you are in possession one of the "Devil's Arms". He's, apparently, afflicted with a family curse caused by the defeat of a guy named Nebilim by his ancestor. Nebilim possessed Abyssion's ancestor's nine weapons, becoming the Devil's Arms, and laid a curse upon all of his descendants. The only way to break the curse is to gather the nine weapons and seal them away. Lloyd and Colette, of course, despite Presea having a bad feeling, agree to gather the weapons for him. He turns over Lloyd's Devil's Arm, Nebilim, and the Nebilim's Key that allows us to open the special chests housing the Arms.
Leaving Abyssion, use the stairs to the right-side and you'll be stopped by a merchant asking to purchase a Celsius' Tear. He explains that in order to handle the Tear, you need Penguinist Gloves, made from Pengunist Quills, and the old man from the item shop can fashion them for you. He promises to pay nicely if you return with a Celsius' Tear. Continue north and pass by the doctor's house to the left-side. There's a second dog for Colette to name here, Penny!
There's a grocer shop next to the vegetable cart in the area, too. Satay spices are, finally, back for sale here. Flanoir Potion is also newly for sale here, which acts the same as a Flare Bottle, but slightly cheaper.
Exit to the left of the vegetable cart, then enter the shop just before the ice sculptures on the following screen. The shop's customization isn't open, currently, but we can access other options. The Grade Shop for materials is particularly important. Besides a limited-time dungeon, this is the only place in the game you can regularly acquire Mythril and Metal Spheres. Later, you will only be able to acquire White Silver from these shop, too. Trade for four Mythril and five Metal Spheres for future uses.
The weapon/armor shop holds, mostly, outdated equipment since we already visited Altamira. Purchase an additional Silver Guard, for customization, and one Elder Cloak for your inventory, since it is inferior to the Mythril Mesh, but skip the Ancient Robe; we will find one in the next dungeon. You may also consider a second Duel Helm for either Lloyd/Zelos. Note: Later in the game, the contents of this shop will change; resulting in every piece of equipment sold here currently becoming missable! I will warn you with this is about to happen, however.
When done in the shop, climb the stairs you passed previously and enter the accessory shop on the hill. Talk to the older gentleman near the fire, and if you have three Pengunist Quills in your inventory, he will create the one-of-a-kind Penguinist Gloves for the party. While weak as armor, it does provide great protection against ice attacks, and is required to complete the Temple of Ice.
The accessory shop holds some great stuff! Most of these items you should already have, but are finally for sale like the Heal/Spirit Bracelets and Black Onyx. The Moonstone, which will be dropped by a later boss if you don't want to spend the Gald now, boosts your maximum TP by 30% and provides an additional +5 to Intelligence. You'll need to purchase a Talisman to return to your inventory, if you used a Rune Bottle to transform it into a Blue Talisman. At this point, I made several changes to my character's accessories. I switched Genis' Spirit Ring with the Moonstone. I bought two extra Talisman and turned them into Blue Talisman (+15% Defense), giving them to Raine and Regal over their Water Spider and Guardian Symbol, respectively. In fact, you could create Blue Talisman for the entire party, which is a great idea, but I still like to keep a bit of variety, personally.
Lastly in Flanoir, continue to climb the stairs and enter the Church of Martel at the ascent. In the upper-left corner of the Church, examine the out-of-place item to unmask the Wonder Chef. He teaches you the recipe, Quiche, this time, which cures the party of the curse condition.
Zelos' "Hunny" Count in Flanoir: 11
Before we visit the Temple of Ice, the scene with Abyssion has unlocked a few new things for us to do. Fly back to Altessa's House, and in the lower-left corner of his home, the missing Gnomelette, #2 in the series of 5, is camping out here. Talk to him and he'll return to the Temple of Earth and his brothers.
Return to the bottom of the cliff area, where you find the Dragon, in the Temple of Earth. On the right-side of the lower path, the Gnomelettes have gathered. #2 will reunite with his brothers and they go running off somewhere, allowing you to access the chest further along. You'll use the Nebilim's Key to unseal the Gates of Hell Devil's Arm for Sheena. As stated before, these are practically useless until much later on.
Next, back to the Gaoracchia Forest. Remember the black, sealed chest we couldn't open there? We can now with the Nebilim's Key. Entering from the Ozette side, head northwest twice, past the save point, then look for it on the right-side of the next screen; the chest which was concealed by vines previously. With the Key, you'll obtain the dagger-style Devil's Arm, Fafnir, for Kratos/Zelos. Upon obtaining the Arm, Presea will begin to feel sick. Lloyd will be given the option to respond: "Just bear it for now, okay?" that raises affection with Colette and slightly Presea, but lowers it for Genis, Raine, Sheena, Zelos, and Regal, while saying: "Should we stop collecting them?" greatly boosts affection for Presea, and slightly for Genis, Raine, and Zelos. For whatever reason, Sheena takes a hit in affection no matter what choice you pick.
Since we're in the Gaoracchia Forest, let's go ahead and tie-up a loose end in the form of the second battle with the Sword Dancer. If you'll recall, his skull monster icon is located just to the southwest of the Fafnir treasure. To prepare, equip Lloyd with the Saint Rapier and Presea, if she's being used, with the Crescent Ax; both light-based weapons. Also, I recommend bringing Colette, Genis/Raine, and having Sheena cook Seafood Stew in preparation. Note: This battle needs to be completed before the start of the second disc, or else you will be unable to fight the third, and final form of the Sword Dancer, and a weapon will become missable as a result.
The Sword Dancer is still weak against light, so with our light elemental weapons and magic, we're already got a big advantage. While physically tougher than he was last time; including an annoying tail whip that can send you flying, he's added magic to his repertoire, which ends up making him a lot easier than he was. Like last time, distance from his physical attacks is key to victory; which is why we brought Colette, Raine, and/or Genis. Have Colette cast Holy Song on the party, then pepper the Sword Dancer with the light-based Angel Feathers or Judgment. Genis, if he's high enough level, and on the Strike side of the T/S line, can cause huge damage by casting Prism Swords, too. Raine should cast Field Barrier/Permaguard on your characters in between healing and castings of Photon or Ray/Holy Lance. If Genis and Raine are both on the Technical line, use a Unison Attack combining Ray and Ground Dash/Cyclone for a ridiculous amount of light-based damage with the special Prism Stars compound tech!
This time, thankfully, the Sword Dancer will often stray from his onslaught of physical attacks and chant magic; which is actually a good thing! You can knock him out of his casting with a well-timed Unison Attack, also. Keep Lloyd close, chipping away with combos when it begins casting a spell, and playing defensively when it is physically attacking, allowing your mages to deal most of the damage. Make good use of the now-purchasable Miracle Gels and Guard Bottles, also. Note: Colette can still pilfer an EX Gem Lv3 from the Sword Dancer, if you want to take the risk. For winning, the party receives the unique Yasakani Jewel accessory that prevents all physical status effects. The skit "Elite from the Underworld Returns" automatically occurs afterward, then we are free to leave for the Temple of Ice southwest of Flanoir.
Note: Before you complete the Temple of Ice, make absolutely sure you have finished your business in Ozette (Aside from Presea's house). For a list of things that become missable in Ozette after the next dungeon, see the last section of Chapter 12.
New Monsters within the Temple of Ice: Ice Warrior, Feather Magic, Lobo, Bigfoot
The monsters of the Temple of Ice can vary depending on whether you are fighting inside the caves or out. The Ice Spiders and Penguinists, from the world map, are both here; the latter having a pink, female version that is rarely encountered, but is the same according to the Monster List. The dangerous Ice Warriors hold our last Quartz item, Blue, that Colette can steal and they also will drop. While adding the ice element, temporarily, to a character's attack, it is also important as using a Rune Bottle on it will transform it into a Red Quartz. Once you no longer have access to the Triet Ruins, this will become the only reliable way in the game to acquire Red Quartz.
The Temple of Ice is a short-and-sweet dungeon; hopefully you came with the Penguinist Gloves (Don't have to equip) or else you won't be able to complete it, though. Start by heading up and around the mound of snow, and pile of logs blocking your path, to an alcove on the right-side. There's a Defenser and Ancient Robe, only for Raine, to be found. If Raine had the Silk Robe, make sure to slide it over to Sheena. While I had you purchase a Defenser earlier, this one we just found will be used for customization. Almost directly across from the chests, to the left-side of the screen, near the frozen water, is another treasure with a Mythril Shield for Zelos.
With the three treasures, enter the ice caves to the upper-right. Examine the Sorcerer's Ring altar nearby to change the effect to a blast of ice-cold air before ascending the icy slopes further down. Partially-obscured by a stalagmite, there's a chest on the first level of the slope containing an Ice Coffin weapon for Zelos. It's ice elemental, and weaker than the Flame Dagger (Although has longer reach), so it's just for your inventory. A bit further north, also slightly-hidden, is another chest with a Mythril Gauntlet. While having slightly higher Defense than the Claw Gauntlet, I would pass on equipping it and losing the +50 to Attack the Claw Gauntlet offers.
Inside the ice caves are two new monsters from the cat-looking monster icon. The first is the wolf-like Lobo, that often comes in pairs. Colette can pilfer, and they also drop, Super Pellets. Since they're huge enemies, Colette can easily target them for theft. In my opinion, this is the best place in the game to farm Super Pellets for completing the Figurine Book later on.
The other monster is the rarely-encountered Bigfoot (Surprise!). Most players will never encounter one, unless trying, since there are only three beast monster icons in the entire dungeon. There's nothing special about it, but use a Magic Lens and get its dropped items to complete the Monster List entry.
Near the top of the slope; just after the Mythril Gauntlet, cross the frozen bridge to the eastern-side of the screen. Circle around to the upper-right corner and use the Sorcerer's Ring new effect to freeze the dripping water into a moveable block of ice. Push it over into the cavity that you passed through in order to access the other side.
At the edge of the sheer cliff, you'll get the above scene that we will need to solve an upcoming puzzle. Back across to the right-side, there's more melting ice we can use to create a cube in the lower-right corner. Push it into the gap to the west to get across.
Try to use the freezing effect of the Sorcerer's Ring on the outflow of water to get a missable scene with Genis. He'll ask Lloyd three, fairly-easy questions about the Celsius' Tear. Pick whatever you'd like, as this does not alter Genis' affection in any way, but it is easily missed since most players go straight to find the Celsius' Tear first. Around this time, you should see two new skits appearing: "When You Get Older..." and "Cold Weather". They only occur once you've spent some time in the dungeon, so you may need to wait a while for them to pop-up.
Having been questioned by Genis, exit out of the caves to the upper-left of the screen; after crossing back across the frozen bridge. Just before the cave exit is a chest with a Mythril Armor for either Lloyd or Zelos. Outside, you can use the frozen vein of water to the west for an easy return to the entrance, but for now, freeze the droplet of water before the gap to cross over to the southeast and enter the cave below. Crack open the chest for an EX Gem Lv2, then examine the plant to obtain the Celsius' Tear. Of course, if you don't have the Penguinist Gloves in your inventory, you won't be able to.
This time, use the frozen water to slide down to the entrance and exit back to Flanoir. Talk to the merchant on the eastern-side of the first screen and agree to share some of your Celsius' Tear to gain a quick 5000 Gald (The Celsius' Tear stays in your inventory). This can be done at anytime, however, and I mainly led you back to Flanoir to rest and save as there is not a save point before the upcoming boss.
Rested, make your way back to the ice caves and use the Celsius' Tear near the outflow of water to permanently freeze the water; allowing you to slide across it now. Enter the ice from where I have Lloyd positioned in the screenshot above. From there: left, up, right, down, left, and open the chest for a Rosemary (Transform to Red Rosemary with a Rune Bottle).
Next, enter the ice from the above position. Then: up, left, down, right, up, right, up, and procure the Ex Gem Lv3 in the chest. Examine the tablet near the door for a small scene with Raine. To open the door, we need to rotate the pillars, which always gives me deja-vu of Glaive Le Gable from Wild Arms 2, to face the directions that were indicated on the cliff overlook. The upper pillar needs to be facing west, the lower and left pillars facing east, and the right one, facing south. Refer to the earlier screenshot if you need to. The door will then slide open and just beyond is the altar of Celsius.
In preparation, I recommend bringing Genis, Zelos with his Flame Dagger, and equipping Lloyd with the Shiden weapon. Equip everyone with a Penguinist Quill and/or Aqua Cape, and Sheena with the Card of Fire and Penguinist Gloves.
Unlike Gnome, Celsius was smart and brings its own familiar to make it 4v2! Both are weak against fire, with Fenrir having an additional weakness to lightning. Celsius has plenty of ice magic to use, which you should be well-protected against, so you only need to be concerned by its martial art attacks. Focus on Fenrir, who is mostly an annoyance, to start, and you should deal heavy damage if you equipped Lloyd with the Shiden. If Sheena enters Overlimit, which she should at least once, unleash Efreet for huge effect, as well. A well-timed, fire-based Unison Attack such as Fiery Beast (Lloyd: Beast and Genis: Flame Lance/Eruption) or Arch Wind (Zelos: Hell Pyre and Presea: Any Punishment tech) can potentially take Fenrir out instantly if you're high enough level. With Fenrir down, throw a Guard Bottle on Lloyd and defend against Celsius' physical attacks while your party fights from a far with magic such as Eruption/Flame Lance, Spiral Flare, or Explosion. Overall, with the significant ice protection, this battle is simple. Celsius drops the Spirit Symbol accessory upon defeat that regens 3% of maximum TP during battle. I swapped this with Genis' Moonstone.
Seeing Sheena's power, and the pact with Mithos being broken, Celsius grants its power to her. Once the pact is formed, Efreet will appear, assuming you forged his
pack already. The mana link between the two opposing forces has been
severed, bringing about another earthquake. That leaves us with only one link left between the worlds. New techs for Sheena are: T. Seal: Ice that temporarily adds the ice element to a character's weapon and Summon: Ice. In overlimit, this calls Celsius who sends out waves of ice shards from the ground in four different directions and boosts the party's Accuracy, temporarily. Sheena's new pact also rewards you with the one-of-a-kind Sapphire accessory. Not only providing a +20 to Defense, it also gives ice-based attack protection and permanent ice element to the character's weapon. Lastly, if she formed the pacts with Efreet and Sylph in Sylvarant, she obtains the title of Elemental Summoner (Int: 40%, Acc: 30%, TP: 20%) now, too. On your way out of the Temple, look for a new skit entitled: "Zelos' True Nature".