Quest 3 Milestone 1 Milestone 2 Milestone 3 Milestone 4 Milestone 5 search for jiro and kluke The next night will be a restless one for most of your party. Shu will wake up to find Jiro and Kluke missing, and will go searching for them in the middle of the night.
When they finish tending to the sick, follow them up to the overlook to wait for the morning sun. But while your heroes were curing the afflicted, the Devee were discovering the source of the plague, and all signs point to Nene.
The Devee people do not have much in the way of riches to share, but they will do all that they can to repay your party. After the dancing stops, head towards the village gates to trigger an event in which the Devee Elder points you towards your next destination and teaches Marumaro the dance necessary to open the way.
Other Devee will do what they can to help. Zephyr can heal your entire party in one shot, making it a must-buy spell for White Magic users. Barrier Magic users will find Wall to be their best spell yet. To complete it, pray once at each Devee altar, then pray at the giant Town House altar to receive a Fire Ring reward.
Defeating the Lazy Bear who guards the entrance to the Gul Highlands should be a cinch for you now, and defeating the Lazy Bears in the area beyond will be even easier. With so many Monster Fights, looting the region and reaching the entrance to the Gul Mountains should be a snap.
Poison Powder 2. Grand Emerald 3. Mega Invisibility Elixir 4. Flawless Ruby 5. Grand Sapphire 6. Lv 2 - Dizzy 7. Wind Bracelet 8. Earth Earring 9. Medals x 5 Medals x 7 Flawless Sapphire Lv 2 - Resist Power-Swap Dart Ancient Fossil Light Crystal Flawless Amethyst Medals x 9 Ordeal Necklace Medals x 40 Chain B1. He finances his adventuring by selling Hearts and Elixirs for Medals, and you can score one of each for 2 Medals a piece.
But after you buy any item, its price will increase by two, so you may not be able to buy more than one or two copies of each item at this point. Instead, spend most of your medals on Elixirs and use them immediately to give your characters permanent stat boosts while it matters most. The big prizes in this dungeon are the Dizzy and Resist spells which are not yet available in stores , a Phoenix Wing, a series of flawless gems, and a total of 21 Medals. Follow the chests in numerical order to secure all the loot in the shortest amount of time.
Stone Poo Snakes have hard shells that give them an impressive physical defense stat, but you can soften them up with a Water spell. If it sees you, it will cause a whiteout that leaves you nearly blind. The enemies in the valley include Mountain Crabs, which can be sent belly-up with a Ground spell, and Snakefaces, who like to leap out of the ground to surprise you. Keep an eye out for Snakweens, a rarer and more powerful version of the Snakeface.
Ancient Phonograph 3. Medals x 7 4. Lv 3 — Winda 5. Medals x 8 6. Medals x 9 7. Broken Eternal Engine 8. Medals x 1 9. Then descend to the rickety rope bridge, activate the Warp Device, and save your game.
Magic Sword attacks work best, but stay away from Shine-series attacks—Mad Eye is not an Undead creature, and is completely immune to light-type damage. However, the Shina spell is a godsend against the skeletons, since it can hit them all and possibly cause some stun effects.
Finish him as quickly as possible, because this is when he tends to use his Tempest spell, which can hit everyone in your party for over hit points! Iridescent Wind 4. Medals x 7 5. Ultra Magical Medicine 6.
Thorn Branch 7. Lv 4 — Cure Paralysis 8. Ancient Feather 9. Medals x 2 Gorgo Elixir Flawless Ruby Medals x 4 Grand Light Crystal Iridescent Cyclone Water Bracelet Flawless Emerald Fire Earring Medals x 8 If the Hawk Eyes are pestering you and there are no Murals nearby, fire up a Field Barrier and let them throw themselves to their deaths.
To reach all the treasure chests with the least amount of backtracking, take the northern path until you open Treasure Chest 5, then return to the first bridge and collect the chests on the southern path. Stay on that until you reach chest 15, then cross back to the northern track to collect chests 15 and Cross over again at chest 17, and head south to hit chests 18 through But tread carefully; that set of chests is guarded by a Misfortune Mural and several Shrike Cockatrices.
Misfortune Murals are quite a it tougher than their Evil brethren. Part of Eternal Engine 2. Ancient Feather 3. Gorgo Elixir B1. Black Belt B2. Gravitic Ring B3. You can also get more backstory details from the living murals, who are thousands of years old.
Then speak to the mural at the southeast exit, who seems interested in a different mysterious book, the Shabby Book found in the eastern segment of Mural Valley. Iridescent Cyclone 2.
Medals x 8 3. Wind Necklace 4. Medals x 2 5. Jibral Earring 6. Shabby Book 7. Medals x 7 8. Transformation Box Mega Invisibility Elixir Grand Emerald Prismatic Circle Ultra Magical Elixir Sleep Powder That mural mentioned that the raptor is weak to Wind, but that Wind also boosts its attack, suggesting that the benefits to using Wind may outweigh the negatives.
You can now use it as a ladder to reach the lower segment of the valley, after you finish collecting the remaining chests on the upper floor. A second collapsing bridge in the southeast section of the lower floor will take you down to the surface, and the entrance to the Road to Jibral. The box at Chest 14 will take Jibral Earrings from Chest 3 and transform then into a Jibral Ring if you like, and the box at Chest 20 can transform three Rubies, Sapphires, or Amethysts into a Flawless gem of the same type.
No matter—bird plus mural still equals a Monster Fight, regardless of the color of the participants. Heal at the springs and save your game, then step forward to greet a pair of bloodthirsty SteelEating Tigers.
Every attack from these ruthless beasts is likely to result in the death of a character. If you have a Barrier Magic user and the Wall spell, charge it up so it covers your entire party to negate one attack per party member. But his true weakness is Ground spells, which knock him off balance and lower his Defense. Spend your first few turns casting Ground or using Amethysts, then tear into him with physical attacks and Ground Sword spells.
But the people of Jibral have their own problems—strange cubes are appearing off the coast, and another violet storm is brewing. Use that time wisely to raid treasure chests, buy supplies for the journey ahead the shop stock is the same as it was in Talta Village , and search for items in the tents.
Magic Elixir 2. Lv 4 — Kelolon 3. Devee Elixir 4. If things go horrible wrong, run to a damaged wagon after clearing the area and press the A button to use a Repair Kit.
As a general rule you should use your Encounter Circle to engage your foes, so you can strike at them from as far away as possible. Those with the Field Barrier skill should fire it up after defeating the first group of Fat Pack Rats, so they can clear later rats by running through them.
The key is memorization—if you know exactly where your foes are going to appear, you can have the first land directly on your Field Barrier and reach the other ambushers in record time. For step-by-step instructions on how to earn a perfect score, see the Achievements section in the back of this book.
They tend to attack more quickly than the Tigers. Cure-All 2. Medals x 3 4. Poo Bracelet 1 B1 to Overworld scour the town for elixirs and accessories In a town of this size, there are literally hundreds of objects to search. Accessories offer huge stat boosts that allow you to target specific stats, and are another great reason to endure the pain of the Generalist class. The spell shop offers five great new spells including the long-awaited Revive and an opportunity to pick up any level-2 or level-three spells you missed along the way.
Power-Swap Dart 3. Grand Ruby 4. Medal 5. Ancient Feather B1. Shell Earring B2. Shell Badge B3. Lv 5 - Waterus B4. Medals x 25 2. Medals x 3 3. Medals x 4 4. Giant Amethyst 5. Ancient Fossil 6. Grand Sapphire B1. First, visit Minister Jonveeno in his office in the west wing of the second floor. The Senior Minister will escort you directly to the Throne Room. More can be found in the many ornately furnished rooms above, and in the massive piles of junk in the basement below.
But the best loot of all can be found in the garden, where several HP Up Elixirs are hidden among the flowers. The only real catch is that while the mini-game starts with the familiar A button, later pulls will require you to mash on the Y or X buttons instead. Fushira will give you 10 Phoenix Talons, and send you out to investigate. Make sure to save your game at the Bell Tower before you join Zola and the king on the roof. Lv 4 - Shadowa 2. Lv 4 — Trapflora 3. Elevator Key 4. The first order of business is to welcome Zola to the fold, and to select for her a Shadow Class and assortment of skills.
She joins with 18 ranks in Assassin and 6 in Sword Master, Black Magic, and White Magic, so you can take her in a variety of directions. Before you open it, head down the dark, dead-end tunnel to the northeast, and search at the end of it. Phoenix Wing 2. Flawless Emerald 4. Jibral Bracelet 5. Grand Amethyst 6. Cure-All 7. Supermetal Earring Shadow Crystal Supermetal Necklace Your objective here is to reach the four internal passages that lead to the Eternal Engines that power the fortress, and deactivate each one.
Deactivating each Eternal Engine will remove a laser barrier elsewhere, allowing you to proceed through the floor in a counterclockwise direction. A human party leader would need to carefully time the movements of the beams and run under them at the exact right spot, but clearing them is snap for the diminutive Marumaro. Put him in the lead spot by opening the Main Menu and pressing the right bumper until the star lands by his data box.
No other item will do the trick. Blast him with spells and spell items instead. Watch out for crossed swords! But when Sai gets cocky and starts tossing bombs up and down, you have a chance to target the bomb with a Fire-type spell and detonate it prematurely for a nice chunk of damage.
You can douse the flames with a weak Water-spell. Attack: 10 Mag. Zola will find the last engine, leaving the remaining heroes to blunder into a Mechat Bay guarded by Szabo himself. Szabo fights with a pair of Security Mecha Robos, who allow him to charge his powerful Chest Laser more quickly. Defense: 30 Mag.
Forget the Barrier and Support spells and go nuts with Watera spells and Sapphires. But only in Normal Mode do you have a shot at the 30G achievement for a perfect victory. Nene will circle around to attack from the sides and rear—follow him closely so he can never get a surprise hit against you! Blast them to protect yourself and earn missile refills. After the battle, Castle Jibral will be a non-stop party.
That will end the party, the quest, and Disc 1. You have only one shot at this item, so do not miss it! The first well-wisher is Toripo, who will hand over a Grand Light Crystal before offering his usual stock of Elixirs and Hearts.
Continue into town to soak up more gratitude and rewards from the villagers. The snooty Accessory Shop owner is now willing to open up his stock of Jibral Bracelets and Rings to the likes of Shu and his party. Once again, your slumber will be interrupted, but this time by more pleasant events. The snooty Accessory Shop owner will offer to help, triggering a competitive ring-making mini-game between Shu and Jiro. Each gem affects your stats by boosting some and lowering others.
After the gem is added, you can sell back the leftover powder to earn gold with which to buy your next gem. Instead, alternate big stat boosts with big stat reductions to make the most money, while picking up both HP and MP boost abilities as the opportunities arise. If possible, try to bankrupt Jiro by buying out a lot of the cheap stuff early he tends to buy the most expensive gems he can afford. The path south is the Road to Jibral that you lead the wagon through, which you can now thoroughly search for nothings and minor items.
Why bother? Well, those seeking the Monster Record achievement will find two rare enemies that appear nowhere else: The Land Crab and Poison Helmet.
Kill one of each to earn their Encyclopedia entries. Before you proceed south in search of Sura-Sura, search the rocks and massive weapons for a few bucks, a few nothings, and 10 SP. Gorgo Elixir 2. Flawless Sapphire 3. Scarf B1. Alacrity Elixir B2. You can knock their shields away with a successful critical hit. Save and stay at the inn if necessary before you enter, because there are some tough monsters in the storehouse below.
Flawless Sapphire 2. Gorgo Elixir 8. Stomach-Band Medals x 30 Medals x 1 Bellybutton Ring of Earth Part of Eternal Engine DiamondEncrusted Ring Ancient Feather In the tunnels, a wrong turn will often spawn a pair of Gold-Eating Tigers.
For example, at the first fork the light will go right, but there are three chests to the left. After two tigers appear in an event at point C, slowly make your way towards the giant, keeping an eye on the tigers to dodge their pounces.
During the fight, focus your attacks on weakening the tigers and count on them to take out the giant. Jeelala fights from the back row, forcing your attackers to defeat all of his henchmen before they can get a shot at him. If you have the magical capabilities to pull it off, ignore the henchmen entirely and focus on blasting Jeelala with Flara and Shadowa spells—you can defeat him before he ever draws his blade! Loot his treasure room, then head up the stairs and give the manor a thorough scouring too.
Medals x 1 B1. Epistle of the Ghost King B2. Instead of using area effect spells that might hurt Guru-Guru, target each Poison Mist with a Fire-type spell individually. Even standard Flare may be able to fry these fire-weak creatures!
The enemies here are harsh and relentless, especially if you skipped the Chapter side quest. There are no Monster Fights to help you, so use a Field Skill like Stealth to slip around tough foes and avoid potentially deadly Orange Soldier ambushes. Aim instead for critical hits that will knock the blades out of their hands.
HP Up Elixir 2. Iridescent Cyclone 3. HP Up Elixir 4. Broken Eternal Engine 5. Dog Collar 7. Thorn Branch 9. HP Up Elixir Devee Elixir Grand Sapphire Ultra Magical Medicine The best place to hunt moles is near Chest 4, where they appear in droves. B1 B2 1. Generalist Heart 2. Barrier Magic Heart 3.
Broken Eternal Engine 4. Light Crystal B1. Magic Shoes B2. Generalist Heart B3. Barrier Magic Heart B4. Flawless Sapphire B5. Services include free healing, free MP recovery, and the erasure of status conditions. Of course you can get all three from a dose of Electro-Wave Healing at the hotel, which is also free.
A robot in the upper floor of the Hotel will give you some Radiant Flour, a bot in the upper floor of the General Store will will hand over some Zephyr Chocolate, and you can find a Barrier Magic Heart in a Rebuilding Garage drawer. You can meet the leader of Baroy by entering the Temple in the northern part of town. After meeting to Yasato and Hineto, Number 99 will move from his post at the entrance to the Gate Room the yellow dome on the east side of town , allowing you to enter and speak to Number 42 about the Blue Barriers.
The side door leads to the basement, and Yasato will lead you from there to the terminal where the Blue Device is stored. You can douse those flames with repeated uses of Water-type spells and attacks, but the Kirin can restore them at any time with its Ablaze move. After gathering the chests in the Temple basement and thoroughly searching the objects on the perimeter of the room , return to the surface and use your device to clear the Blue Barriers in the Waiting Room, the house by the General Store, and the house near the Temple.
See Quest 3-X at the end of the walkthrough for details. You can also deactivate the eight Blue Barriers you saw earlier in your quest, earning all sorts of great loot.
Some of the freed Robots have set up shop, selling ancient equipment like Attack Up and Walla spellbooks. But the most important item for collectors is the Supermetal Bracelets and Rings that are unavailable anywhere else. Buy them now or regret it later! Max out the rank for all Phoenix classes.
To get it you have to open the red-barrier chest read about barriers below in the Exile Forest optional area to retrieve the Epistle of the King Ghost, and then go to the Forest of the Dead and "insert" the letter into a special treasure chest found behind a green-barrier wall.
You can find this in the walkthrough of disc two page. The best place is the "Southern Deserted Island" available near the end of the game; it's a region of the world map against the enemy "Golden Poo Snake".
You may also need the Poo Bracelet found in a blue-barrier chest in the first area of Jibral and possibly equipment which increases agility Belt of Hermes, Shoes of Hermes and others , since this enemy is very fast and will flee as soon as he can. I don't suggest running through the island: you will probably get more spawns if you just wait a couple of seconds in a place on the island, then move a few steps somewhere else and wait there too, then move a bit again and wait, etc.
You may even just wait in the same place. Don't worry if you occasionally get 0 Gold from the fights: it just happens sometimes. Here's the achievement you will eventually earn:. Got 1,, Gold Save your Gold: You need 1,,! After a few story events you will learn that in this game there are several classes. According to your current class, "shadow" class if you want, your character's status will change.
Leveling up the shadows can net even better results than leveling up the "normal" level of your characters, and it will let you learn new skills.
You can learn a new class every five levels of your "normal level", and there are no requirements such as "to unlock the support magic you must have mastered the black magic".
The default classes are more than enough to get through most of the game with ease, but if you want to optimise your time and effort, then you want to change something. The main change I suggest doing during the story is changing Jiro's class to Barrier Magic as soon as you can unlock it.
Then stick with it and if you get any extra SP for example while examining objects , give it all to him. On the other hand you also want Kluke to take the responsability of both magical damage and magical healings; that is to say she has to change her class from White Magic to Black Magic, leveling these two about together, and while she's a White Mage you will add the Black Magic skill to her skillset, and viceversa you will add the White Magic skill when she's a Black Magician: this way she can both heal rarely happens and attack.
Without thinking too much about it, you could make a dungeon as black mage and the next as white mage. This is made more do-able thanks to the fact that the game is quite easy overall, except for a few particular fights, and that's why you can afford having a character Jiro who will basically sit there in the fights all the time. The payback will come when you will reach the Laser Field in disc two: by then you will have learned the precious Field Barrier 2 skill with Jiro, and you will be able to start leveling up your shadows including the Barrier Mage with little effort; also because soon after the Laser Field area you will be able to get as many Black Belts as you want from the Corrosive Poo enemy this will all be explained in the walkthrough of disc two if you need more details.
Grind there a bit and you will reach level 50 with the Barrier Magic class, unlocking Field Barrier 3 which is an amazing skill. With this skill you can then start grinding even all the way to level 99 with your shadows. It doesn't take that much either, but obviously this will make the game much easier. Field Barrier 3 is also a great way of getting through many dungeons without fighting too much.
Especially near the end of the game you won't want to keep fighting hordes of enemies, spending hours to clear some normal dungeons. Field Barrier 3 will speed things up for you. Both Field Barrier 2 and Field Barrier 3 are skills used on the field yep, as you're walking and they will create a barrier around your character, instant-killing most of the enemies you already killed at least once.
Sometimes you have to kill an enemy more than once five times for example before the barrier can instant-kill them on the field. The large-sized enemies will break the barrier as well as enemies more powerful than you, but these are the few exceptions. The intersting side is that, besides dispatching of the enemies, Field Barrier 2 will earn you half the SP that enemy is worth, while Field Barrier 3 will earn you all the SP of that enemy.
This typically means 2 SP with Field Barrier 3, rarely 3, even more rarely 4, but of course they will stack when you find a place where enemies respawn endlessly. The main problem is that these abilities consume MP when they kill a monster.
That's why it's so much better, that's why the developers put this skill available only at level 50, and that's why you want it. Another change I suggest doing is turning Shu into a Monk, but just for a short while: let him reach level 13 as Monk to learn Charged Attack, Meditation and Counterattack Boost, then turn him back into a Sword Master. The Monk seems more powerful, but most of the enemies of this game have elemental weaknesses, and the Sword Master uses these elements to deal a lot of damage.
For the same reason I also suggest turning another character he'll be introduced to you soon in the story , who is a Monk by default, into a Sword Master for just a bit: stop at level 8 to learn Magic Sword 2, then turn him back to Monk.
There will be even another character introduced "much" later: leave this one on the default class Assassin since you will need somebody able to steal items for example to get the Black Belts from the Corrosive Poo, or even missable items to steal from bosses. The hospital ruins has enemies as well as a.
The stairs to 2F is in the north, past the surgical theater. If everyone's Sword Master class is rank 5 or more, add the skill Mow Down 1 to quickly destroy the Intercept. Electrogues those small gun robots quickly. Explore the hospital 1F methodically for extra gold and items. The Shine spell from the shop will be the most potent attack against the various ghost enemies.
Although you can cast. Heal or Heala on them, Shine is cheaper to cast. Midnight Ghosts and Wandering Wraiths appear to ambush your party. Luckily, there is a medical robot on the first floor inside the surgical room that restores all of your party's HP and MP for. Don't forget, as you long as you don't leave the hospital ruins, enemies killed on all three floors will not re-appear.
If it's too dark to see, look for a red switch on the walls. These are light switches. Alternately, you can crank up the. On 2F, there is a hallway leading to the head doctor's office.
Before going in though, check for the Head Doctor's Key in. This unlocks more treasures in the office. Ghosts will ambush your party; attack all of them in an encounter circle. If you use up a lot of MP and HP, use the robot. The head doctor's office has a safe key behind a painting. Get it and use it to unlock the White and Black hearts in the. The locked chest unlocks a chest with a helpful accessory.
Getting that acccessory will spawn more ghosts, which. There are stairs to 3F past the next few dark rooms with ghost ambush. There is a save point on the 3F, right after the. Save there and explore the 3F as throroughly as possible. There is a Magic Crystal Necklace in a locked chest. The key is in another chest at a dead end patrolled by the ghost. Use the encounter circle to get them all in one encounter to cancel each other's element out so you fight the.
Although you earn less points, you suffer less damage. From 3F you find stairs back down to 2F. This leads to a security room that turns power on to the central elevator.
How to Prepare: Place Kluke, Jiro, or both in the back rank and heal the forward fighter guess who likes you. Use the strongest not weakest classes for boss fighting and ditch extra skills like Regenerate MP or Mow Down. If you've. How to Kill It: The boss has attacks that are both fire and water, so any fire or water spells will heal it. This is a straight up, no-nonsense fight,.
If you have opted for Barrier magic, now would be a good time to use Shield or Shell. After the boss fight, check the large room's treasure chests for a Magic Crystal Bracelet. Don't miss the wreckage those. Follow Marumaro to the Urn Room.
Use the save point and the warp point otherwise, you can never. Inside the Urn Room, avoid checking the urns for the medicine. Check the shelves first. The medicine is in an urn in the. When it is found, the party is taken to Lago Village. Incidentally, the large rock blocking the way there is. Before entering the main building in the middle of the village, loot the chests near the Drill Machine first.
Inspect the. There will be a cut-scene of the Nene guy. After cutting through the plot which absolutely does not get in the way of the. Locate him by heading up the ramp to the cave and then asking him to join you.
As you. Visit the shops and swap the copper and stone accessories for the silver stuff. Shift Jiro and Kluke to back rank and start. The Generalist class would be the one shadow. Don't forget to loot the stores you head into. Visit the spell shop, who is inside the big building. She's the DeeVee near. Buy all the spells to have them around.
Now you can head out into the overworld and start. With the hospital ruins finished, the party should be in better shape to fight off the Gotsu-Gotsu and Lazy Bear. Although the immediate goal is to head southeast and explore the Undersea Cave, there are better. Past the Lazy Bears, there is a. Keep in mind that all the shadows should be levelled to rank 12 or more the ones you don't use, can be ranked up later,. Note spells can do some serious hurt on enemies in rows or groups, but flying enemies are invulnerable to the Ground.
Looting the other chests will get some more items. Moving on, venture down the ramp to the sea. Don't be shy in exploring the wetlands area and levelling up your party,. There are chests there with stuff. If you're not interested in cleaning house and. Head into the Undersea Cave when ready. The undersea cave has a save point at the start. It's fairly straight forward -- it has only one floor.
But there are many. By now, your party should have the Black Magic shadows at rank 8. The regenerating MP should give you the ability to heal your party complete with spells, so there is no excuse for lack of. Broadsword Fish will be the toughest customers apart from the annoying poison spewing Poo Crabs ; however, get the. Not exploring all the nooks and crannies is impossible, since you need the Hex Crystal to progress.
Find it in a chest. The locked chests holds the Hex Crystal, which in turn, leads to a boss and. Beforehand, you will want to loot the cave of all items and gold by inspecting the anemones and coral. How to Prepare: The boss is vulnerable to fire. Use the Flara spell found in the dungeon and roast all four heads. For classes, Maromaru's charge attacks come in handy. Couple this with the Ordeal Bracelet or spread the.
Jiro and Kluke need the black and white magic skills, along with any other magics you can cast on the back row. Put the spell casters to one side of the formation so they can reach the front people on the opposite side with their. How to Kill It: The boss has attacks that posion or stun, so attack ferociously and don't let up.
Charging the flare. Each head takes a few hundred damage, so go overkill on the Flare Sword and Flara and the boss dies easily. After kill the boss, loot the treasure chests and get some nifty new accessories. They will help as you go deeper and. The party appears near a village. Go and get the warp point, then loot the place. There should not be any real new items. The White Magic spell Shine is. There is a villager who offers "Heaving Herb" for a buddy in the Wilderness camp.
Do the back and forth warping a few. The guy at the Wilderness camp is the coughing guy. Reunite the friends and one will give you an accessory for. Warp out and save if you like. Warp back in and check all the red light plants before approaching the obvious flower. How to Prepare: Maromaru and Shu must be shaped into killer fighters.
Kluke and Jiro are better as magic-users. Plug one of the mages as a pure White Magician for now to access all the Shine spells. Any left over healing. Scan for new accessories and adjust your skills for boss fighting only. Mow Down should be included this time, but.
How to Kill It: The boss has an ability to summon numerous ghost allies. You can interrupt the summoning by. Apart from that one tactic, continue using Shine and Shine Sword on the boss' body and you get rid of the smiling. Note that if the boss summons allies, they will be three ranks deep and you need to hack through the.
Having defeated the boss, grab the Gabo plant and warp back to Lago village. No, you cannot control the actions of all. There is a mini-quest to do before leaving the village. Locate all six DeeVee altars, then pray to the DeeVee god.
The six altars are in the houses. Go into the houses by going down the ladders from. There are also new spells from the spell selling DeeVee in the main building. Buy her out and sell extra stuff you don't. The most important spell from the village spell shop would probably be Zephyr, which. Get the White Magic skill up, or the party will be dead when facing against a boss with mass kill. Go east first and loot all the chests. Note the water in the cave is poisonous and drains HP.
Head west afterwards and. If you see ghosts ahead, they will be thieves; temporarily change Jiro or Kluke to the White. Notice the red forcefield in the cave -- there is a dangerous enemy past it if you come back here during disc 3, but. When the screen goes white, it's a Mistwalker enemy use a Ground spell to get rid of it quickly.
Use the encounter. Shine and Shine Sword attacks should shut it down in a hurry. With Shu and Mole up front, that's not a problem. There is no. Avoid the obvious checkpoint and the coughing guy. You will find an Ancient Phonograph in Kluke's house, as well as. Loot the whole village note the wreckage has items in the debris! How to Kill It: The boss will guard after summoning skeleton allies to fight for it. Mad Eye loves using mass kill. Shu and Maromaru can attack the boss normally with charged attacks.
Jiro and Kluke can use Shina or Shine to. Unless someone is taking considerably more damage than the rest, a few Shell spells should be enough to protect. Kill the boss and free the innkeeper for an item. Loot the place and locate the letter in the workshop of Shu's. Be sure to check out all the green rest stops on the way to the Mural Village. The green areas have Hawk Eye.
And despite what Jiro says about saving time, defeating all the Mural enemies. Reach the Mural Village after cleaning the place of anything valuable.
Save the game there and start exploration. How to Prepare: Wind attacks power it up, so fall back on Water damage instead. Make sure to have Magic. The enemies here are annoying, but levelling a little in this section of the.
An average of characters at level 25 and their shadows around rank 15 to 17 puts them in a good position for the next. There is a transformation box as well as a new transformation box that takes three items and makes one mega item. The Jibral Earring found in a mural chest can be changed to a ring, but the magic defence is better than magic offence. But since you can buy more Jibral Earrings in the next town; if you want to, transform this item now for enchanced.
While walking around, a bridge should collapse. A good thing; use the collapsed bridge as a ladder. Once the first bridge collapses, don't go down yet. Explore the rest stop and grab the Shabby Book. Show it to the. A second bridge collapse leads down to the valley floor and the exit. While wandering this east area, loot and clean the.
Even if you made trades with Toripo earlier, exploring the debris gets your medal total back to about or. After the cut-scene with the party, investigate that last rock and then head outside. The party needs to push over the rocks to let the wagons keep moving. After the small clearing of rocks have been. There is a rock that bars the way to the cut-scene.
Once that rock is toppled, the next section starts and you will need to. The bosses are again the Steel Eating Tigers. This time, an ally man-woman Zola huah! Just keep everyone alive with Heal and Zephyr; cast Sleep when you get the chance, and the counterattack and charge. Defeat all the tigers and move to the fortress town of Jibral.
Look for the Grandpa at the inn building next to the castle bridge. Check the inn's insides for the special accessories. Now you know the reason for picking the Generalist early on. The castle's events can be run without fear of missing anything. In fact, after man-woman Zola huah!
Go into the castle and speak to the minister on the left; the senior minister the room on the 2F right side. Speak to the. Loot the place, talk to man-woman Zola huah! Don't miss the castle's garden and its kitchen.
There're about 50 or more "nothings" in the castle, so chances are if. When done with the castle, go to the inn and talk to the Grandpa for a free inn stay. Before that, you may want to save. The Flying Fortress is a once per game dungeon. Be sure to check all objects on the ship for gold, items, and. The inside of the Flying Fortess is massive like last time and there are instances of infinite enemies. Luckily, there is a. Keep the party spread out for mass combat Mow Down instead of Magic Sword and install the Steal skill to grab some.
You will only need to steal items from two bosses on disc 3; every other. From the first save point, look for an unlocked door. Get the elevator key from the hanger and head into the ship proper. The path forward is fairly linear, since all the extra doors are locked. Still, check them and their panels for "nothings". The goal is to disable the six Eternal Engines by going into the central shaft like in the Death Star but without Obi-Wan. Once an eternal engine is shut down, the blue laser barrier will turn off and allow the party to proceed deeper into the.
After the first engine is disabled, your party will be in danger of facing some mecha robo bosses. Regenerate MP is great for exploration, but not for fighting bosses. Be sure to swap that skill out for a more. There will be chests in the siege gun rooms with handy accessories you should hand to man-woman Zola huah! Maromaru, Shu, Jiro or Kluke. Your main White Magician should keep a special accessory to prevent status change the. Ballet Shoes. This should prevent that character from being silenced or dizzy to keep casting spells to keep everyone.
The first clue about the four robot bosses is the checkpoint in the large storage bay. Ready the party by getting rid of. How to Prepare: Place ballet shoes on one magician, and a second pair on your primary fighter. Add Magic. Keep that fighter and the support crew alive.
It should be. Shut off Eternal Engine 2 after defeating Silent Ku. Use the long walkway in the central shaft to "Regenerate MP" and. There is a checkpoint shortly after. Heal up now, instead. In doing so, you'll pride yourself on being a smart-ass, instead of a dumb-butt.
How to Prepare: This boss is annoying since it changes your party's formation back row to front row and vice. This means you need some more defence for your magicians, or at the very least, wasting an action to. You need to keep at least one person in the front rank or everyone defaults forward and gets. There's not much to prepare for, but stack attacks and damage to one or two guys Shu and Maromaru most.
Keep Absorb HP on the fighters so they last a little. Use the Quicka or Quick spell and affect the whole party. Time the Walla or Wall spells to protect the party as well. Turn off Eternal Engine 3 after the second boss. Check the siege gun room past the laser barrier for an accessory.
Switch up the accessories in your party to have. A lone Double Axe guards the central shaft to Eternal Engine 3. Before that, there is a save point with a robot recharge. The Double Axe is a regular enemy, but is a mini-boss since it has about HPs. It also has some support from the. Winking Medic. Isolate the Double Axe with spells and drop the s.
Once the Double Axe is dead, head back. Turning off the Eternal Engine 4 will cause the robot boss Heatwave Sai to appear at the room with the save point and. If you didn't recharge beforehand, you will find the boss tough to take on. How to Kill It: This boss has straight forward attacks. It throws a single explosive to any person and causes about.
Luckily this robot boss is vulnerable to water and wind. Use the Quicka or Quick spell and. Focus on charged magic sword attacks on the boss and keep everyone alive with Heal and Zephyr. Barrier magic. Keep everyone's HP high because if the boss juggles a bomb, it will unleash a. Hitting the hand juggling the bomb will prevent the attack, but. Use the recharge point to get everything back after the boss fight. Clear the rest of the hallway and you notice you're. There is a "Warp Device Hall" opposite the room with the alarm lasers; that's the exit.
Take the opportunity now to clear the Flying Ship of enemies, recharge for free , and change the accessories from. Zola will not be present for the last boss fight and she is unavailable immediately after the next boss fight the. Make sure all of her most potent accessories are. Exit through the Warp Device Hall and take the time to loot the vents in the Eternal Engine 5 room before approaching. How to Prepare: Place ballet shoes on Jiro and Kluke or the spell casters and be ready to use some items to.
Jibral Castle: Lv6-Groundus 3. Ancient Factory: Ballet Shoes 4. Pachess Town: Belt of Hermes 6. Pachess Town: Lv6-Zephyrus 7. Pachess Town: Lv6-Quickus 8. Devour Village - Medals 9. After you have taken enough damage, and you yourself have inflicted damage, there should be an option above the attack that reads 'Corporeal'. It basically turns you into a real monster for a short while, and you will auto kill anything around.
You can find the hidden Boss, Moody Dragon, while leveling up your characters in the Underground River. This Boss is found at random, so this may take some time. Try being at level 27 or above to defeat this Boss. Just use physical attacks, or anything except Shadowa.
He has about 2, HP. Upon defeating this boss, you will get a nice reward. If you are looking for the All Item Achievement, you will be looking for all the "nothings" and trading them to the Nothing Man in Jibral or the Nothing Robo Mecha in Split Worlds for items; exploring every other chest in the game will pretty much help augment your item collection.
However, there are two accessories you must steal from two different bosses or you will not complete your item collection. Be sure to steal from the Phantom Dragon south of the Glass Spires on disc 3 for one accessory.
Immediately after the scene where the strange voice tells your characters to swallow the light spheres after fighting the land shark , there is a chance to gain at least three or four levels in both class rank and character level. You have the choice to escape using the Mechat machine, but do not. Instead, fight the horde of robot enemies. This may take awhile, but the experience gained can really help your characters for what lies ahead. The Underground River area on Disc 2 is a good location to level up your characters fairly easily.
Go to the end of the area where you can find lots of the Kelelon things then just battle them again repeatedly. They will always respawn.
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