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SOTET WT

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  1. Star Ocean - Till the End of Time
  2.  
  3. Platform: PS2
  4. Release dates (d.m.y):
  5. 27.02.03 (Japan, original)
  6. 22.01.04 (Japan, DC)
  7. 31.08.04 (NA)
  8. 01.10.04 (PAL)
  9.  
  10. Based on: PAL-version (SLES-82028, SLES-82029)
  11.  
  12.  
  13.  
  14. General Notes
  15.  
  16. - If you're new to the series and appreciate the mechanical nuances
  17. of Action-RPGs, I recommend you play the earlier installments first,
  18. starting with Tales of Phantasia.
  19. - A single save file takes 173 kb of space. Battle Trophy data takes
  20. 1167 kb, but is not required to play the game.
  21. - Be very. VERY. *VERY* careful if you have save files on multiple
  22. memory cards. When saving the game, the game automatically places the
  23. cursor on the current save file if it's on that memory card. If it's not,
  24. it will place the cursor on the most recent save on that memory card.
  25. - Text scrolling speed in the game is very slow. You can speed it up by
  26. button mashing, which can get fairly frustrating, but you'll just have
  27. to get used to it.
  28. - Items in your inventory are sorted automatically, and there's no way to
  29. manually sort them. Items are always sorted alphabetically during battle.
  30. In the field menu, they're sorted by type by default but can also be
  31. temporarily sorted alphabetically.
  32. - As before, you can carry at most 20 units of a particular item.
  33. - The selling price for items is only 20%.
  34. - Item Creation is covered when it first becomes available in Peterny.
  35. - The Attack and Defense skills do *not* increase your ATP or DFP. They
  36. merely affect the behavior of AI-controlled characters.
  37. - Do *not* use only Fayt during battles. Try controlling other characters
  38. as well.
  39. - Private Actions (or PAs) and character affinity are still present, of
  40. course, although PAs can be rather elusive this time.
  41. - Within towns, there are many objects (books and such) that you can
  42. examine for some additional flavor text. It often has little to nothing
  43. to do with the main story, but it can still be interesting. You might
  44. even find some references to previous games made by tri-Ace.
  45. - Regarding the PAL conversion, the speed is optimized, while the aspect
  46. ratio / resolution isn't.
  47. - Sadly, the game does not feature dual audio.
  48. - If you're playing the game a lot, I suggest you keep the discs in
  49. regular CD/DVD jewel cases. Just make sure you keep them away from
  50. sunlight (and not just direct sunlight).
  51. - Once you've become familiar enough with the game, I strongly recommend
  52. speedrunning it (at least a couple of times).
  53. - Notes on the emulated versions on the PS4:
  54. - Higher resolution, lower framerate.
  55. × Skip-canceling is still present in the PAL-version.
  56. × The PAL-version now uses the correct aspect ratio.
  57. × If you're not from a PAL-region, you may want to create a European
  58. PSN account, so you can get the PAL-version and thus be able to do
  59. skip-cancels.
  60. × The game automatically creates Battle Trophy data on both virtual
  61. memory cards. As a result, whenever you load the game, you have to
  62. choose which memory card you'll load the data from.
  63. × These versions suffer from crashing to highly varying degrees. You
  64. could easily play the game for 20 hours without a single crash, and
  65. then get three of them over the course of a relatively short period
  66. of time. Changing the map size from small to large is the single most
  67. common cause of crashing. Aside from that, you just have to save often.
  68. × Some of the visual effects are not emulated properly. As a result,
  69. some enemies don't display a purple aura when using unblockables.
  70.  
  71.  
  72. Essential Optimizations
  73.  
  74. - Play the PAL-version
  75. - Use Cancel Chains.
  76. - Use the best waza (Air Raid, Mirror Slice, Infinity Kick, Kaboom,
  77. Raging Helmet, Hand of Doom).
  78. - Use quick, minimalistic cancel fodder.
  79. - Learn how to delay a chain to avoid wasting hits when the enemy is
  80. knocked down.
  81. - Don't use elemental weapons or skills indiscriminately, if at all.
  82. - Use No Guard.
  83. - Use Auto targeting.
  84. - Use the Homing counter aura.
  85. - Don't let the AI cast any spells.
  86. - Don't use attack magic (except Thunder Flare).
  87. - Expect characters casting magic to be targeted by any nearby enemies
  88. and make sure they don't get interrupted.
  89. - Get Regeneration Symbols for all three characters.
  90. - Use SP to increase the MP skill to Lv5 for Fayt, Cliff, Roger and Albel.
  91. Put the rest of your SP into HP, and possibly Attack if the character is
  92. in AI control (the Attack and Defense skills do *not* increase attack
  93. power or defense power). Keep Defense at Lv1 to avoid enabling self-
  94. preservation, which does more harm than good.
  95. - Get familiar with enemy attacks, their timing, duration, area of effect,
  96. whether you can block them or not. Use this knowledge to create opportunities
  97. to punish the enemy (whiff punish, block punish, evade punish, distract
  98. punish).
  99. - Get accessories that block status ailments (Amulet of Freedom, Anti-
  100. Freezing Amulet).
  101. - On Disc 2, customize your weapons with Blue Talismans, Red Talismans
  102. and Rings of Mental Power.
  103. - Equip Bunny Shoes or Rings of Haste to increase movement speed (or
  104. customize your weapons with RoH if you don't mind farming some money).
  105. - Minimize Sophia's (or Adray's) casting time with Quick Symbol and a
  106. Star Necklace.
  107. - Create a bunch of Healing Devices, especially if you don't have Sophia
  108. or Adray in your active party.
  109.  
  110.  
  111.  
  112. Battle System & Mechanics
  113.  
  114. - I suppose I should preface this by pointing out that the game features
  115. a *very* substantial margin of error. You certainly don't need to become
  116. particularly familiar with the game's systems in order to make progress,
  117. but you might enjoy the game more if you do. If nothing else, you should
  118. at the very least have a look at the AI sections to learn about things
  119. like self-preservation, stealth, and magic attract.
  120.  
  121.  
  122. Contents
  123.  
  124. Normal Attacks Parrying
  125. Fury Frame Advantage
  126. Targeting Damage Calculation
  127. Skill Setup Death
  128. Canceling / Chaining Healing
  129. Skip-Canceling Misc.
  130. Blocking Status Ailments
  131. Sidestepping Characters
  132. Magic Battle Bonus
  133. AI Battle Trophies
  134. Enemy AI Difficulty Levels
  135. Hitstun Bugs
  136.  
  137.  
  138. Normal Attacks
  139.  
  140. - There are two attack buttons - Do you follow? - assigned to Confirm
  141. and Cancel (commonly referred to as 'Minor' and 'Major' or 'weak' and
  142. 'strong'). Aside from the two buttons, attacks will vary depending on
  143. the distance to the enemy. Most characters also have attacks that are
  144. triggered when the target is in the air.
  145. - Attacks performed with Confirm are fast but can be blocked. Many of
  146. them have a base damage multiplier of 1,0 (meaning, the base damage is
  147. simply the difference between your ATP and the enemy's DFP). Attacks
  148. performed with Cancel are stronger and unblockable but also slower.
  149.  
  150.  
  151. Fury
  152.  
  153. - All actions consume Fury. Your max Fury is 100 and cannot be increased.
  154. You will quickly recover Fury at a rate of 100 per second while "resting,"
  155. as in, while you're standing still and doing nothing. If your guard is
  156. broken, it takes two seconds before you start to recharge. You will also
  157. slowly recover Fury when flinching, at a rate of about 10 per second.
  158. It's possible to reduce Fury consumption with certain skills and equipment.
  159. Killing an enemy gives you 30 Fury. Enemies don't always recover their
  160. Fury when standing still. When moving, max Fury is 99.
  161. - There are many attacks that can deal Fury damage. Fury damage done by
  162. enemies is always 50.
  163. - During battle, you can see the enemy's Fury as indicated by a green bar.
  164. Try to learn to acknowledge the enemy's Fury at least when it's full.
  165. - Enemies have a minimum Fury value of maybe 10, meaning they can always
  166. perform certain attacks without running out of Fury.
  167.  
  168.  
  169. Targeting
  170.  
  171. - When using Auto targeting, you will automatically target the closest
  172. enemy during battle. Manual targeting requires you to switch targets
  173. manually by pressing the Disintegration button. The action will not
  174. pause while doing so. As a result, you should *absolutely* stick to
  175. Auto *unless* you're using ranged attacks that don't easily hit multiple
  176. enemies, or you're up against a boss fight with multiple enemies and
  177. you need to focus on a specific one.
  178. - If you have the battle menu open, you can press and hold the Disinte-
  179. gration button to check the targets.
  180.  
  181.  
  182. Skill Setup
  183.  
  184. - You have four slots for battle skills (SR Confirm, LR Confirm, SR
  185. Cancel, LR Cancel) and two slots for support skills. Once a skill has
  186. been set (and it's something that actually requires activation), you
  187. can initiate it by holding down the corresponding button (as the game
  188. keeps reminding you) at corresponding range. The activation occurs once
  189. the button has been held down for about 0,2 seconds.
  190. - Just like with normal attacks, battle skills performed with Confirm can
  191. be blocked, while those performed with Cancel cannot be. Unlike before,
  192. using battle skills now (typically) consumes HP. Skills set to Cancel
  193. gain an additional multiplier, but also consume more HP/MP and Fury, the
  194. HP/MP consumption being proportional to your max HP/MP. With moves that
  195. use HP, it's no big deal; if you're running low, all you need is a quick
  196. healing spell (either during or after a battle). When it comes to moves
  197. that use MP, though, you need to be more mindful.
  198. - The power or activation rate of battle skills increases as they are
  199. used and gain levels. Lv10 damage multipliers are 1,5 times that of the
  200. base Lv0 values (which are never used, since moves start at Lv1 and
  201. already have a 5% bonus). Most skills require 1674 uses to reach Lv10.
  202. Reaching Lv10 organically takes a good while. Grinding is, of course,
  203. an option, and you can get to Lv10 in 2-3 hours or so. This kind of
  204. boosting is certainly not necessary, however.
  205. × Charge and Aerial do not increase in power as they level up.
  206. - All battle skills use a certain amount of CP. CP maxes out at 15 and
  207. there's no way to increase it beyond that.
  208. - A small number of skills have range restrictions. Specifically, the
  209. following skills are limited to SR only: Charge, Aerial, Lightning Blast,
  210. Earth Glaive, Efreet, and Southern Cross.
  211. - Just like in previous installments, in order to truly excel in battle,
  212. you need to take full advantage of hissatsuwaza / battle skills (or at
  213. least the good ones). You can find my assessment of all the waza in the
  214. misc file. Everyone has their favorites, though, so, regardless of what
  215. I may say about them, I encourage you to experiment with different moves
  216. and different characters yourself. Just make sure your setup allows you
  217. to chain properly (explained below).
  218. - The single most useful support skill is No Guard, without which many
  219. of your chains would be interrupted.
  220.  
  221. - SP is not allocated into IC-related skills this time around. Instead,
  222. they are used for the four status skills: HP, MP, Attack and Defense.
  223. It bears repeating: the Attack and Defense skills do *not* increase your
  224. ATP or DFP. They merely affect the behavior of AI-controlled characters
  225. (see the AI section a few pages below). This is probably the simplest
  226. and most common misconception people have about the game.
  227. - I consider HP to be the highest priority, although I do raise most
  228. fighters' (all except Nel and Maria's) MP to Lv5 before focusing on HP.
  229. After maxing out HP and MP, I go for Attack. I keep Defense at Lv1 so
  230. as not to enable self-preservation, which simply isn't useful.
  231. - SP gained per level is about the same as your level figure up until
  232. Lv39. After Lv39, it's about 0,55 times the character's level.
  233. - You can reach max HP and MP skill levels around Lv45 (HP at Lv31-32).
  234. The total boost is 6850 HP and 1260 MP. You can have HP, MP, and Attack
  235. maxed out by Lv70+ (all four by Lv87+).
  236.  
  237. - Tactical skills are the only ones you can customize mid-battle. These
  238. include things like Anti-Attack Aura and Berserk.
  239. - Berserk is eventually learned by every character and greatly increases
  240. your offensive capabilites at the cost of a DFP penalty. The DFP penalty
  241. makes little difference until you start customizing your weapons with BoP,
  242. which shouldn't be until the post-game. Berserk is particularly vital for
  243. AI-controlled characters, whose chaining ability is severely crippled
  244. without it.
  245. - Then there's Scan Enemy and Taunt, which are used through the Tactical
  246. Skills menu during battle.
  247.  
  248.  
  249. Canceling / Chaining
  250.  
  251. - Activating battle skills in succession will allow you to greatly
  252. increase damage thanks to the cancel chain multiplier. Doing so simply
  253. requires you to input the command for the next move during the current
  254. move. However, there's a pattern that needs to be followed.
  255.  
  256. 175% 200% 250% 300% (max)
  257. a. Confirm normal -> Confirm waza -> Cancel waza -> Confirm waza ->Cancel waza
  258. b. Confirm waza -> Cancel waza -> Confirm waza -> Cancel waza (etc.)
  259.  
  260. - As you can see above, a chain can only be started with a Confirm attack
  261. whether it's a normal attack or a battle skill. If it's a normal attack,
  262. it can be followed by a Confirm skill. Beyond that, you just alternate
  263. between Confirm and Cancel.
  264. - Battle skills and blockable normal attacks have a cancel window (or,
  265. possibly, multiple cancel windows) and a cancel queue window. The cancel
  266. queue window is the entire time window from the very start of the move
  267. up to the start of the actual cancel window. During this window, you can
  268. input the command for the next move in the chain, but the move is not
  269. ended. The cancel window is the time during which inputting the command
  270. will indeed initiate the next move in the chain. If the command was queued,
  271. the move is initiated as soon as the cancel window begins. Eg. Nel's
  272. Shisentou is 1,6 seconds long with a cancel window that starts at the
  273. 1,1s mark. Keep in mind, it takes about 0,2 seconds to input a waza
  274. command, so you have to take that into account. If you start holding
  275. down the button when there's less than ~0,2s left on the window, then
  276. it's too late.
  277. × Attacks do *not* have a cancel queue window in the NTSC-versions.
  278. If you're not holding down the button for the next move during the
  279. actual cancel window, nothing happens.
  280. - Many of the best moves cause knockdown, so delaying the canceling will
  281. be needed to avoid losing hits due to knockdown invincibility.
  282. - Once the target is dead, you can't chain any further.
  283. - Besides just straight up multiplying damage, chaining is also useful,
  284. since it cuts recovery time and is more cost efficient, as the resource
  285. consumption (HP/MP, Fury) stays the same.
  286. - Since blockable attacks are a significant liability, it's preferable
  287. that your blockable battle skills are quick and minimalistic, with low
  288. CP and Fury costs and no knockdown. The term 'cancel fodder' is often
  289. used to refer to these moves.
  290. - A typical chain involves using the 'heavy hitter' (the move set to
  291. Cancel) twice, first at 200%, then 300%. Using it a third time in the
  292. same chain (in a so-called 'triple chain') is possible in some cases,
  293. but many of the top moves require the Fury use -2 or -3 factor to pull
  294. that off.
  295. - Fury use -x stacks up to -4. The most you can get out of a single
  296. factor is -3, but -3 is fine. -4 would mainly be useful for multi-hit
  297. moves that consume Fury continuously.
  298.  
  299.  
  300. Skip-Canceling
  301.  
  302. - Skip-Canceling involves exploiting the cancel window bug that is
  303. *only* present in the PAL-version (or, at the very least, only reliably
  304. exploitable in the PAL-version). Performing it is rather simple. There
  305. are two requirements:
  306. 1. Must input the commands for the next two moves in the chain during
  307. the cancel queue window of the current move. The Cancel button must
  308. be held at the end of the cancel queue window, whereas Confirm must
  309. not be.
  310. 2. Must be in optimal range for the next move (the move you want to
  311. skip) at the end of the cancel queue window.
  312.  
  313. - When these two requirements are met, the next move in the chain is
  314. essentially skipped, and you will instead initiate the one after that.
  315. This is useful because it allows you to skip cancel fodder and, thus,
  316. eliminate the possibility of getting blocked. The skipped move is not
  317. ignored, however; it will still consume HP/MP and Fury, but it will
  318. also increase the cancel multiplier (and gain proficiency). The only
  319. difference is that the move ends *very* quickly after it's initiated.
  320. - Skipping the initial cancel fodder can be tricky because of the small
  321. cancel queue windows that normal attacks have. You'll need to work on
  322. your timing and technique. Do *not* use the default button settings.
  323. I use Square as Confirm and X as Cancel myself. You can simply hold
  324. down both buttons and, when the normal attack begins, release Confirm.
  325. I myself only hold Confirm and then do this kind of wavy motion with my
  326. thumb.
  327. - 'Heavy skipping' involves skipping the first heavy hitter instead of
  328. the cancel fodder. In some cases, this could result in higher DPS than
  329. normal skip-canceling, although the difference is small. It's also harder
  330. to pull off, since you need to convince the enemy to not interrupt you
  331. when you're going through the double cancel fodder (although No Guard
  332. helps).
  333. - If you queue up a skip cancel and then switch to another character,
  334. the skip will not occur.
  335. - Charge and Aerial cannot be skipped, although the same skip-canceling
  336. method can be used to trigger, and possibly exploit, the Charge bug,
  337. which you can read about in the last section.
  338.  
  339.  
  340. Blocking & Counter Auras
  341.  
  342. - Blocking occurs when anyone with 100% Fury is hit by a blockable
  343. attack. For every hit blocked, the attacker loses 30 Fury. Unblockable
  344. attacks are easy to recognize, as the enemy is surrounded by a purple
  345. aura when using them, just like your characters.
  346. - Aside from not taking any damage, blocking results in the subject emitting
  347. a counter aura or Anti-Attack Aura / AAA (if they have one). There are 7
  348. different ones, most of which are obtained from Textbooks that are found
  349. throughout the game, while one of them requires an accessory.
  350. × Selling a Textbook doesn't make you lose any counter auras that have
  351. already been learned. However, this will prevent any future characters
  352. from learning that aura.
  353. - The most common counter aura used by the enemy is the basic one that
  354. stuns you (for 4 seconds or until you get hit with a physical). Enemies
  355. with damaging counter auras (Homing and Wide Area Homing) become common
  356. after Disc 1. Getting blocked by these enemies can result in some pretty
  357. devastating self-ownage. If you gain control of your character before they
  358. hit you, you can potentially avoid the damage by sidestepping.
  359. - The first counter aura you get is indeed the basic stun one. However,
  360. inflicting stun on a tougher enemy doesn't mean it's safe to attack them.
  361. Force resistance still applies, meaning they could easily attack you the
  362. moment your attack lands.
  363. - I find the best counter aura to be Homing (obtained quite early), which
  364. not only reflects half of the damage you would have received, but, more
  365. importantly, also floats the enemy, rendering them pretty much completely
  366. vulnerable, if only for a short while.
  367. - Some attacks are not actually interrupted when blocked.
  368. - Magic and counter auras cannot be blocked.
  369. - If anyone at 100% Fury is hit by an unblockable attack, their guard
  370. is broken and they lose 50% Fury.
  371. - There are situations where you may want to use a PC as a "shield;" set
  372. them on Manual and simply have them stand next to an enemy while you attack
  373. them with another character.
  374. - A blockable attack can break a subject's guard if the subject is
  375. inflicted with any type of special stun (such as grapple or the spinning
  376. effect of Whirling Heat).
  377. - If an elemental attack is blocked and the blocker would have fully
  378. absorbed the damage, the counter aura will deal no damage. While the
  379. elemental variable is taken into account when an attack is blocked, the
  380. resulting counter aura is always non-elemental.
  381.  
  382.  
  383. Sidestepping
  384.  
  385. - Sidestepping makes your character invulnerable to physical attacks
  386. and counter auras for a very short period of time (about 0,25 seconds),
  387. allowing you to avoid damage when used skillfully. The invincibility
  388. occurs at the very beginning of the sidestep. As a whole, the sidestep
  389. is about 0,65 seconds long.
  390. - While hardly vital for your survival, sidestepping is a nice, little
  391. tool, nonetheless. Anytime you get hit when not in the middle of an
  392. action or not flinching, know that sidestepping could have allowed you
  393. to avoid the hit. It's less useful against multi-hit moves, but even
  394. avoiding one hit is still something.
  395. - While sidestepping will not protect you from magical damage, it does
  396. prevent you from flinching from it. This allows you to eg. avoid getting
  397. your guard broken by Fire Bolt or (mostly) avoid Lightning Strike.
  398. - By default, sidestepping requires you to hold L2 while moving the
  399. analog stick, but you should switch it, so that it's set to the d-pad.
  400.  
  401.  
  402. Magic
  403.  
  404. - Aside from the usual method of casting magic through a menu, it's now
  405. possible to set spells as battle skills, albeit only offensive magic
  406. and only for Sophia (and Adray to a *very* limited degree). When set as
  407. battle skills, spells can be used without any casting time, although
  408. there's still a slight delay (1,5s). The Major multiplier for spells
  409. is always 1,3. Even when set to Confirm, spells can't be blocked.
  410. - Magic is not a good source of damage except possibly for Sophia and
  411. Adray. Other characters will learn some offensive spells as well, but
  412. they should not be used. Disable them in the Symbology menu, so the AI
  413. won't cast them. They should be disabled for Sophia and Adray as well.
  414. If you want them using offensive magic, it should be set as battle skills.
  415. Disabling a spell in the Symbology menu won't prevent the AI from using
  416. it when set as a battle skill.
  417. - Adray can only set five spells as battle skills: the four most basic
  418. elemental spells and Southern Cross (who Adray can learn by leveling up,
  419. unlike Sophia, who doesn't get it until the post-game). By comparison,
  420. the only spell Sophia can't set as a battle skill is Crush.
  421. - Unlike physical skills, spells will remain active when cancelled.
  422. - Casting time can be reduced at most by 75% (with both a Star Necklace
  423. and Quick Symbol). However, because of the way the animations work (ie.
  424. the actual casting time being only a part of process), spells with a
  425. short casting time don't really get much, if any, faster.
  426. - When casting spells through the menu during battle, it's possible to
  427. try casting a spell even if you don't have enough Fury to do so. In this
  428. case, the spell will fail. Enemies will never start casting a spell
  429. without having enough Fury, but you can still force the spell to fail
  430. by dealing Fury damage.
  431.  
  432.  
  433. AI
  434.  
  435. - Fighters have five AI settings (found in the Tactics menu):
  436. 1. Attack enemy with all your might (AWAYM)
  437. 2. Act in a well-balanced manner
  438. 3. Conserve Fury
  439. 4. Focus your attacks (FYA)
  440. 5. Don't use coups de grace (ie. battle skills)
  441. 6. Off (manual)
  442.  
  443. - As always, don't expect much from the AI. Aside from the Tactics setting,
  444. you can alter the AI's behavior by spending SP on the Attack and Defense
  445. skills, which does make them suck less (at least Attack does), but even
  446. then, their performance leaves much to be desired. Then again, if the AI
  447. was actually competent, then the game would be playing itself to a large
  448. extent. A fundamental issue in party-based Action-RPGs.
  449. - Increasing Attack gradually makes chaining more likely for the AI, but
  450. it doesn't become consistent until very high levels. It takes a *lot* of
  451. SP to get there, however (820 SP to Lv10), and if you're not putting that
  452. SP into HP (and MP) instead, your characters will be rather fragile, with
  453. tougher enemies easily taking out huge chunks of your health with even a
  454. single, solitary attack. As such, I strongly recommend you max out HP and
  455. MP before you move on to Attack.
  456. - Increasing Defense above Lv1 enables self-preservation (on settings
  457. other than AWAYM), and I *have* to recommend keeping it at Lv1. The AI's
  458. efforts at self-preservation are far too often meaningless, with many
  459. enemies easily being able to catch the sidestepping AI characters.
  460. especially once they hit a wall. Besides that, it's just a pain in the
  461. ass to try and keep the AI above the thresholds, mainly because of the
  462. MP threshold that's simply too high, possibly even higher than the
  463. character's max MP. And taking a couple of sidesteps away from the enemy
  464. when low on Fury just isn't necessary when using chains that leave the
  465. enemy knocked down.
  466. - Below, you can see the effects that some specific levels have.
  467.  
  468. Atk Lv2 | - May sidestep during self-preservation. (w/ Def Lv3)
  469.  
  470. Atk Lv6 | - Refrain from attacking invincible enemies
  471.  
  472. Atk Lv10| - Chain without fail when the attack deals damage
  473.  
  474. Def Lv2 | - Self-preservation (HP/MP)
  475. - Avoid enemies targeting you (Sophia & Adray)
  476.  
  477. Def Lv3 | - Avoid enemies when low on Fury
  478. - Avoid enemy when casting magic (for a while)
  479. - May try to avoid unblockable attacks with either a sidestep
  480. or normal movement. While Def Lv3 enables this, the odds of
  481. it happening are defined by the Attack level. At Lv1, it
  482. never occurs. After Lv3, override variable c starts to occur,
  483. and the character has a chance of attacking the enemy in
  484. retaliation. At Lv6, it pretty much always happens.
  485.  
  486. - At the beginning of battle, the AI chooses an enemy as its main target
  487. and will not seek a new main target until the current one has been dis-
  488. patched. However, the AI can also temporarily target and attack an enemy
  489. as a result of one of the five 'override' variables seen below. The de-
  490. tection range for these variables is a bit larger than the area of effect
  491. of the Explosion spell.
  492. a. An enemy flinches
  493. b. An enemy attacks them with a blockable attack
  494. c. An enemy attacks them with an unblockable attack (req. DefLv3 & AtkLv3+)
  495. d. An enemy is stunned
  496. e. An enemy is casting a spell
  497.  
  498. - Due to variables a and b (and possibly c), the override target is indeed
  499. often the same as the main target.
  500. - Variables a, b, and c will not activate if the incoming attack can't
  501. deal any damage.
  502. - The AI trying to avoid an unblockable in variable c is admirable, but,
  503. again, far too often meaningless, as they might not even succeed in avoiding
  504. the attack (it's usually just one sidestep after all) or they'll just end
  505. up interrupting the attack. Either way, variable c isn't triggered all
  506. that much.
  507. - Flags for healing and support spells will also override main targeting.
  508. - When backing away to cast attack magic, a fighter may give up on the
  509. spell and use a physical attack instead (and not because of override
  510. targeting).
  511. - A fighter's avoidant behavior when casting magic stops after a little
  512. while into a battle, but can be briefly re-triggered by changing AI settings.
  513. - A fighter won't back away from the enemy when casting spells with limited
  514. effective range (ie. Ice Needles, Lightning Blast, Earth Glaive).
  515.  
  516. - When searching for a new main target, the AI ignores enemies that are
  517. moving or immobilized by a status ailment. The exception is when using FYA.
  518. - When using FYA, the AI will choose a new main target from the enemies
  519. your controlled character has recently attacked. This allows a degree
  520. of control over the AI's targeting, as you could potentially attack an
  521. enemy once just to paint it as a target for the AI. However, the logic
  522. here seems to have some issues, as sometimes the AI enters a state where
  523. they fail to acknowledge any painted targets, but they may still respond
  524. to override variables a and b. This issue will remain even if you switch
  525. AI settings. This doesn't happen very often, though.
  526. × Switching characters also results in target painting.
  527. × Until you attack any enemy, FYA AI will target enemies normally.
  528.  
  529. - One of the AI's biggest flaws is Fury management, which severely
  530. impacts both their offensive and defensive capabilities (ie. chaining
  531. and blocking).
  532. - On most settings, the AI is set to act when above 39 Fury (the nFUp
  533. threshold, as seen below). As such, they don't really let their Fury
  534. recharge much higher than 40. While the AI may well idle for longer than
  535. needed (maybe the enemy is (temporarily) invincible or the AI is waiting
  536. to acquire a new main target or there's some other delay caused by the
  537. intricacies of the action logic), generally, they don't have more than
  538. 40-50 Fury to work with. That means they can only boost their heavy hitter
  539. to 175 or 200% (with Berserk). That's not *terrible*, but it could clearly
  540. be better (with the possible exception of moves that are difficult to chain
  541. beyond 200 anyway). There's nothing you can do to completely fix this,
  542. though. You can remedy it to a fair degree with Max Fury or you can just
  543. try to manually compensate. Max Fury is unfortunately often mutually
  544. exclusive with No Guard, which is far more important.
  545. - There's a separate Fury threshold when it comes to using "follow up"
  546. attacks, ie. chained attacks or continuation attacks. Furthermore, if
  547. the character's Defense skill is at least Lv3, the character will get
  548. away from enemies targeting them when below a certain threshold. They
  549. generally don't move as far away as with health self-preservation.
  550. - Once you've gotten your Attack level up, you should probably start
  551. using Well-balanced or FYA. A common problem with AWAYM is that the AI
  552. will use their leftover Fury after a chain for the cancel fodder move.
  553. You won't see that all that much on Well-balanced or FYA. You do have
  554. to be more mindful of the AI's MP, though, due to self-preservation (if
  555. enabled, which you shouldn't).
  556. - The AI may ignore Fury recharging if override targeting occurs.
  557. - The AI has no explicit blocking logic.
  558.  
  559. Fighter Mage
  560. FUp SelfP nFUp FUp SelfP nFUp
  561. 1 | - .| <25 | <40 | any | - .| <40 | <40 |
  562. 2 | <25 | <40 | <40 |
  563. 3 | <60 | <50 | <50 |
  564. 4 | <25 | <40 | <40 |
  565. 5 | <25 | <40 | <40 |
  566.  
  567. - When not attacking through override targeting, the AI will always use
  568. unblockable attacks on an enemy with 100% Fury. They'll primarily use
  569. unblockable attacks when the enemy is between 80-99% Fury, but also have
  570. a small chance of using a blockable (and this isn't because of an override
  571. variable (although that does happen as well)). Below 80%, the AI will only
  572. use blockable attacks (unless chaining occurs). For enemies casting magic,
  573. the AI will use unblockable attacks regardless of the enemy's Fury.
  574. - The insistence to try and break the enemy's guard is another one of
  575. the AI's great flaws, resulting in the AI spamming unblockables, often
  576. without even succeeding in breaking the enemy's guard. This is *horribly*
  577. inefficient. It's particularly regrettable for characters who can easily
  578. deal Fury damage at short range. If you're controlling a character who
  579. can easily deal Fury damage, consider softening up the enemy with some
  580. Fury damage to help the AI perform. The only other way to remedy the issue
  581. is to take matters into your own hands. At Attack Lv10, all the AI needs
  582. is that first blockable hit.
  583.  
  584. - The AI treats anti-air normal attacks as follow up attacks to floater
  585. normal attacks and will use them regardless of the enemy's Fury. Indeed,
  586. this often results in the character getting blocked, since those floaters
  587. are unblockables. Fayt, Cliff, and Mirage have normal attacks that enable
  588. this behavior. Fayt at least has a chance of using his unblockable anti-
  589. air attack (which can also deal Fury damage).
  590.  
  591. - If available, fighters will frequently use attack magic regardless
  592. of the enemy's Fury. As noted, this is very crippling to a character's
  593. performance. Therefore, it is best to disable the spells in the Symbology
  594. menu (out of battle only).
  595.  
  596. - The AI won't move from short range to long range in order to use long
  597. range skills (although it happens incidentally if attack magic is available
  598. and the character has Def Lv3+). As such, the only fighters who can be
  599. (*somewhat*) effective at long range in AI control are Maria and Adray.
  600.  
  601. - As already mentioned, increasing Attack makes the AI more likely to
  602. utilize cancel chains. At Lv1, they will only occasionally do so. At
  603. Lv10, the AI will not fail to cancel a move so long as it deals damage
  604. to anyone. This consistency is double-edged, as the AI will indeed never
  605. cancel if there's no damage (either because of a miss, knockdown invin-
  606. cibility, special attack invincibility, high DFP or elemental resistance).
  607. Even at lower levels, canceling is only possible when damage is dealt.
  608. × Moves that knock the enemy down are indeed problematic for the AI,
  609. although usually they won't have enough Fury to continue the chain
  610. anyway. If they do have enough and you're not too preoccupied. you can
  611. try to manually compensate.
  612. × There are some moves that the AI never cancels.
  613. × Technically, canceling is triggered by dealing damage regardless of
  614. the method. Eg., hypothetically, if Fayt was using an elemental weapon
  615. that was absorbed and then cast a spell that wasn't absorbed, the damage
  616. from the spell would briefly enable chaining.
  617. - Berserk is all but required for the AI to use their heavy hitter in
  618. a chain (or even outside of a chain). Without it, they simply won't have
  619. enough Fury to do so, at least not with anything resembling consistency.
  620. - Because the game considers Charge and Aerial to be normal attacks,
  621. AI-controlled characters have trouble using them in a cancel chain.
  622. - The AI won't use elemental waza or magic on an enemy if the damage
  623. is nullified or absorbed unless it's in a chain (Attack level doesn't
  624. matter).
  625. - If a character is equipped with an elemental weapon, the AI will
  626. attack enemies normally even if the damage is nullified or absorbed,
  627. but they'll prioritize attacking enemies who aren't resistant, if there
  628. are any.
  629.  
  630. - Self-preservation: The AI will disengage and avoid the enemy if they're
  631. using any AI setting besides AWAYM, their Defense skill is at least Lv2,
  632. and their health falls below a certain threshold. They'll start attacking
  633. again either after one minute has passed or if they're healed above the
  634. threshold. If the timer expires, further damage will not re-trigger
  635. self-preservation unless the character is healed above the threshold.
  636. The timer will keep running even if you switch to control the character,
  637. but will reset if you change AI settings in any way.
  638. - These thresholds are:
  639. a. <17,5% HP
  640. b. <x+5% HP, where x is the amount of damage received that was between
  641. 1/8 and 2/3 mHP.
  642. c. An MP threshold that equals 0,05*HP + 0,0625*MP. At Lv255, these are:
  643. 3790 | Cliff, Roger
  644. ~3500 | Mirage, Fayt, Albel
  645. ~3350 | Nel, Peppita, Adray
  646. 3015 | Sophia, Maria
  647. d. c + (dmg/MP - 0,05)*MP
  648.  
  649. - There's no upper limit to the MP threshold, so it's very possible for
  650. it to be higher than the character's max MP (at least until you max out
  651. the MP skill).
  652. - Again, I highly recommend keeping Defense at Lv1, so you can use Well-
  653. Balanced or FYA without having to worry about the MP threshold.
  654. - When using an AI setting besides AWAYM, the AI will stop using waza
  655. when below 20% HP (even if it consumes MP, not HP).
  656. - You can press L1 and R1 to switch the character you control, in which
  657. case the AI will immediately take over the PC you switched away from
  658. (unless they're set to Manual / Do Nothing). Pressing R2 during battle
  659. will toggle the character's tactics setting between Manual (Do Nothing)
  660. and AI.
  661. - I play large parts of the main game without using the AI at all, not
  662. just because of how ineffective the AI is below Attack Lv10, but also
  663. because it gives me more stuff to do, more action. I would *not* recommend
  664. this all-manual approach to first-time players, however (except when
  665. otherwise noted).
  666.  
  667. - Mage AI settings:
  668. 1. Act in a well-balanced manner
  669. 2. Concentrate on healing/recovery
  670. 3. Concentrate on attacking
  671. 4. Support your party
  672. 5. Don't use symbology (or battle skills)
  673.  
  674. - No healing or status recovery spells on settings 3 and 4.
  675. - No support spells (Power Up, etc.) on settings 2 and 3.
  676. - On setting 3, the AI prefers to cast offensive magic normally rather
  677. than use anything set as a battle skill.
  678. - When it comes to attacking, mages have no override variables.
  679. - If a mage's Defense skill is at least Lv2, they'll move away from
  680. nearby enemies who are targeting them (the detection range is the size
  681. of the AOE of Blood Scylla). If the mage's Attack skill is also at least
  682. Lv2, they'll also use some sidesteps to get away from the enemy instead
  683. of just normal movement. This isn't really an improvement, so you should
  684. consider keeping the mage's Attack skill at Lv1. Either way, the mage
  685. can easily end up trapped against the wall, as they don't really try to
  686. circle around the enemy.
  687. - As if that wasn't bad enough, there's also the issue of mages spacing
  688. out. If a mage is trying to get away from an enemy while a flag for a
  689. spell is active, there's a solid chance the AI will space out and fail
  690. to cast the spell even if the enemy's no longer close or even pursuing
  691. them. It's even more likely to happen if the character's health self-
  692. preservation has been triggered. After a while, they'll snap out of it,
  693. but you really don't want to wait. Fighters can space out the same way
  694. as well, but it's not as likely (unless they're in self-preservation).
  695. - The practical upshot of all of this is that you simply can't rely on
  696. the AI to keep you healed. Then again, even without the above issues,
  697. it would still hardly be ideal, as it's often quite dangerous to hang
  698. around 33-50% HP. It would also negatively impact No Guard.
  699.  
  700. - When a flag for a healing or support spell is set, the AI tends to
  701. respond very quickly. However, if the AI is interrupted when casting a
  702. support spell, the flag will already be gone, and, as such, the AI won't
  703. try again (unless the flag is recreated). If a healing spell is inter-
  704. rupted, it might take a little while before the character tries again,
  705. but the healing target doesn't need to take any more hits.
  706. - If you're familiar with the conditions for casting spells, it's possible
  707. to keep your support character away from the enemy (on Manual) and control
  708. another character while still receiving support without manually choosing
  709. the spells; Switch to the support character and turn the AI on, switch
  710. back, then back again to turn the AI off, then back once more.
  711. - If you're using Maria as a healer instead of Sophia or Adray, you can
  712. generally expect her AI to do a pretty good job at healing (so long as
  713. Power Up and Angel Feather are disabled).
  714.  
  715. - Healing spells
  716. × A character becomes a valid target for a healing spell if
  717. a. the character's HP falls below 1/3, or
  718. b. the character's HP falls below 50% and the character has received
  719. damage that is greater than 10% of their max HP at some point during
  720. a given battle.
  721. × If there's more than one valid target, Faerie Light will be used instead
  722. of Healing. Faerie Light will also be used if Healing is disabled.
  723.  
  724. - Support spells: Once a condition for a support spell or spells is
  725. met, it sets a casting flag that will remain in effect for the rest
  726. of the battle (meaning the character will always re-cast the spell(s)
  727. once the effect wears off).
  728. - The AI will cast ATP boosting spells if a character deals damage that's
  729. below a certain threshold.
  730. a. Less than 1/32 mHP: Power Up.
  731. b. Less than 1/24 mHP: Angel Feather.
  732. × These overlap, so triggering a also triggers b, causing the AI to cast
  733. Angel Feather in addition to Power Up, even though it can't boost the
  734. target's ATP any further.
  735. × Echo damage and fireworks are ignored.
  736. × MP and MP damage are not taken into account. As such, attacks that
  737. deal MP damage only will trigger the flags, since they deal 0 HP damage.
  738. - A flag for DFP boosting spells can only seem to be set in response
  739. to attacks that deal MP damage. However, most enemies either don't have
  740. attacks that deal MP damage or don't have attacks that deal *enough*
  741. MP damage. The enemy's max MP also seems to be a factor. All in all,
  742. there are only a handful of enemies that can trigger the flag. As such,
  743. I highly doubt it works as intended.
  744. - Support spells won't take effect if the character is knocked down when
  745. hit by the spell.
  746. - The AI will cast Acid Rain if the mage itself has Power Up in effect and
  747. deals less than 1/30 mHP damage to an enemy. This doesn't occur with all
  748. enemies.
  749. - The AI will cast Silence on most enemies that are currently capable of
  750. casting magic (ie. the spell isn't locked behind a health threshold),
  751. but not if it's a fighter set to AWAYM. The AI doesn't care if the target
  752. is immune and, as such, can easily end up casting it in vain.
  753. - The AI will cast Gravitation on some of the fastest enemies (Centaur
  754. Statues, Imps). Even when it's used, it's used very inconsistently.
  755. - Furthermore, Acid Rain, Silence and Gravitation are only used by the
  756. AI if the enemy party is at a higher level than your party.
  757. - I've never seen the AI cast Reflection.
  758. - The flags for Power Up, Angel Feather and Acid Rain can't trigger if
  759. the attack deals no damage. On the other hand, the flags *can* trigger
  760. from magical damage (which seems like an oversight).
  761.  
  762.  
  763. Enemy AI
  764.  
  765. - Enemies are generally more likely to use unblockable (Major) attacks
  766. when they haven't received any hits from the character they're targeting
  767. during or since their previous action, and blockable (Minor) attacks when
  768. they have. Enemies also tend to switch to blockable attacks if they manage
  769. to break your guard.
  770. - When tring to predict which attack the enemy is going to use, you can
  771. possibly eliminate certain moves based on how close the enemy is trying
  772. to get to you.
  773. - Enemies are likely to target a character casting a spell as a result of
  774. an element I've dubbed 'magic attract,' which has an area of effect that
  775. is slightly larger than the AOE of Explosion.
  776. - Using magic attract to intentionally distract the enemy is certainly
  777. an option.
  778. - Some enemies are susceptible to stealth, ie. they're unable (or more
  779. like unlikely) to lock on to moving characters or characters that are
  780. in the middle of performing an action. On 4D, every enemy is susceptible.
  781. Below 4D, a good number of enemies are susceptible, although effectiveness
  782. varies.
  783. - Enemy behavior changes when their HP or MP falls below certain thresholds
  784. (usually 60%, as seen in the enemy move list). Typically, this means
  785. gaining access to additional, generally more powerful, attacks.
  786. - Most enemies have an 'anti-backstab' attack that they may use when
  787. you're performing actions or simply situated behind them.
  788. - Enemies are unlikely to cast a spell if the damage is either nullified
  789. or completely absorbed.
  790. - 4D: If an enemy is hit multiple times in a short amount of time, the
  791. enemy will enter a state during which they'll usually only use blockable
  792. attacks and will ignore stealth until they manage to hit someone. I
  793. guess we should have a name for this state. Er, how about... miffed?
  794.  
  795.  
  796. Force of impact & Hitstun
  797.  
  798. - One of the key elements driving power dynamics in many melee action
  799. games, including Star Ocean, is the hitstun caused by attacks and how
  800. it interrupts any possible current action and makes the target unable
  801. to act until they recover. Previous installments employed very simple
  802. hitstun mechanics, wherein it was possible for a subject - player or
  803. enemy - to be so overwhelmed by rapid, consecutive attacks that they
  804. would simply not be able to recover, resulting in what is known as a
  805. stunlock.
  806. - In addition to the limitations imposed by Fury, blocking, and chaining
  807. restrictions, SO3 rebalances stunlocking even further by employing
  808. hitstun RNG, wherein your attacks have varying force values and enemies
  809. have varying force/hitstun resistance values. The higher the resistance,
  810. the less likely your attacks are to result in hitstun. Bosses always
  811. have high resistance, whereas normal enemies with high resistance become
  812. more common as you progress through the game. Your average, normal enemy
  813. can still easily be stunlocked by a single character using a chain, up
  814. until the character runs out of Fury, gets blocked, or gets hit by another
  815. enemy. A single successful chain is often all it takes, however.
  816. × I wish could provide actual, hard numbers on the force values, but,
  817. sadly, no, no such data is available. The amount of damage certainly
  818. has no impact on the calculation (when it's above 0).
  819. - While your characters have no native resistance to hitstun, by using
  820. the absolutely vital No Guard support skill, a character will be able
  821. to avoid hitstun so long as the damage is physical in nature and the
  822. amount of damage incurred doesn't exceed a value that is 1/15 of the
  823. character's current HP. Eg. if a character has 15 000 cHP, any physical
  824. attack dealing less than 1001 pod will not cause them to flinch. In
  825. practice, this generally allows you to shrug off blockable attacks,
  826. most of which have a 0,8x damage multiplier and which, indeed, the
  827. enemy is most likely to respond with when you attack them. While No
  828. Guard comes with a heavy CP cost of 5, it is well worth it.
  829. × No Guard always works for attacks that deal MP damage only.
  830. × With a Blue Talisman, it's possible to resist flinching even when
  831. your HP isn't high enough. Particularly useful on higher difficulty
  832. levels.
  833. × No Guard ignores Convert Damage (which converts HP damage into MP
  834. damage or the other way around),
  835. - Not all attacks are interrupted if the subject is interrupted.
  836.  
  837. - The effects of force of impact can basically be divided into seven
  838. different kinds:
  839.  
  840. × Flinch. The most common type. The (possible) result of most attacks
  841. in the game.
  842.  
  843. × Knockdown. The target is knocked off their feet. When a subject is
  844. knocked down, they cannot be damaged until they're back up. This is
  845. often bad news if you're in the middle of a chain or a waza with
  846. multiple hits (depending on how fast the enemy gets back up). The
  847. invincibility seems to extend slightly beyond the recovery animation.
  848. × Your characters recover from knockdown in about 2 seconds with very
  849. minimal variation between different characters. Enemies have more
  850. variation, but it's still around 2 seconds most of the time.
  851.  
  852. × Float. The target is launched into the air. When they hit the ground,
  853. they will bounce a little bit before entering knockdown state (similar
  854. to Virtua Fighter). While in the air, the target can be re-floated
  855. by hitting them with another floating attack. If a subject launched
  856. in the air touches the boundaries of the battlefield or another subject,
  857. they will enter knockdown state. If a subject launched in the air is
  858. hit by an attack that doesn't cause knockdown or float, the knockdown
  859. is canceled.
  860. × Floating can occur in varying degrees depending on the attack used.
  861. Indeed, in some cases, the effect is so minimal that it's practically
  862. just a knockdown (take Hammer of Might, for instance).
  863.  
  864. × Blocking. A subject will always flinch when they block an attack.
  865. The only action it's likely to interrupt is casting a spell.
  866.  
  867. × Getting blocked. Most blockable attacks are interrupted when blocked.
  868. The ones that are not are usually of the energy projectile / blast variety.
  869.  
  870. × Body impact. Occurs if a subject falls on or is pushed against another
  871. subject.
  872.  
  873. × Parrying (see below)
  874.  
  875. - The actual flinching animation is the same in some of the above cases.
  876. - If an attack causes knockdown or float, the enemy may semi-resist it,
  877. resulting in a regular flinch.
  878. - If an attack stuns a subject, the knockdown/floating properties of
  879. the attack are ignored.
  880. - For some reason, items and spells that increase your stats or grant
  881. special conditions also seem to be affected by knockdown invincibility.
  882. - You won't flinch when taking physical hits from an enemy whose ATP
  883. is lower than your DFP or if the attack is elementally nullified or
  884. absorbed.
  885.  
  886.  
  887. Parrying
  888.  
  889. - Parrying is the possible result of a Hit vs Evade roll. When an attack
  890. is parried, no damage occurs, although the subject that parries will
  891. flinch (although enemies will only flinch if the attack had caused them
  892. to flinch if the attack hadn't been parried). On Earth and Galaxy, parrying
  893. only really occurs if there's a significant level gap.
  894. - Parrying is not possible when attacked from behind or when using
  895. certain waza. It also won't occur if the attack breaks the target's
  896. guard.
  897.  
  898.  
  899. Frame Advantage/Disadvantage
  900.  
  901. - A faster attack may beat a slower attack on an equal footing, but
  902. rather than try and beat the enemy in raw attack speed - which may not
  903. even be enough due to force resistance - you should strive to create
  904. situations where you have a more significant frame advantage (not that
  905. anyone is actually counting frames when it comes to SO3), such as after
  906. baiting the enemy into attacking (ie. feinting) and then avoiding the
  907. attack. Indeed, the simple whiff punish will likely be the single most
  908. common offensive tool you'll utilize to start your chains. Blocking and
  909. sidestepping are other options, as is simply attacking an enemy currently
  910. targeting another character. With magic attract, you can easily distract
  911. enemies that were just targeting you a second ago. Again, due to hitstun
  912. resistance (and blocking), having the advantage doesn't necessarily
  913. guarantee a successful chain, but it does still increase your odds of
  914. success.
  915. - Observe the enemy to get familiar with their attacks. Learn when and
  916. from which directions they're vulnerable. Practice some sidestepping
  917. while you're at it. Check the enemy move list for data like damage
  918. multipliers and health thresholds. There are over 400 enemies, with many
  919. enemies belonging in a certain family. Enemies in the same family have
  920. mostly, if not completely, identical movesets, but even then, the same
  921. move may have different attributes between two members. Eg. a move may
  922. be blockable for one and unblockable for another.
  923. - A higher movement speed is, of course, a significant advantage. You
  924. can increase your movement speed at most by 30% with the help of either
  925. a Ring of Haste or Bunny Shoes.
  926. - Being low on Fury doesn't necessarily serve as a disadvantage for the
  927. enemy, since, as already mentioned, enemies have at least one attack they
  928. can still use even at minimum Fury and they don't have to pull off chains
  929. like you do. Also, enemies with high force resistance can recover Fury
  930. at full speed even as you're attacking them.
  931. - When needed, you can use feinting and sidestepping to get the time you
  932. need to recover Fury. Another option is Max Fury, which will randomly
  933. fill the character's Fury to 100 when on neutral, but, like I said, it's
  934. usually mutually exclusive with No Guard, and No Guard is much more useful
  935. for general purposes. Either way, it would be more useful for the AI, not
  936. just because of their poor Fury management, but also because they can
  937. react to Max Fury activating at speeds that humans can't.
  938.  
  939.  
  940. Damage Calculation
  941.  
  942. - The physical damage calculation formula looks something like this:
  943.  
  944. ((ATP - DFP)(d + i)bmachsr)e
  945. d: Basic multiplier (typically increases with proficiency)
  946. i: Increase HP/MP Damage bonus
  947. b: Berserk multiplier (1,3)(HP only)
  948. m: Major multiplier
  949. a: Cancel bonus multiplier (1,75; 2,0; 2,5; 3,0)
  950. c: Critical hit roll a (Critical Hit HP/MP (HP: 1,5; MP: 1,2)
  951. h: Critical hit roll b (Critical Hit)
  952. s: Stun multiplier (2,0)(vs. enemies only)
  953. r: Random variable
  954. e: Elemental multiplier (1,0; 2,0; 0,5; 0; -1,0)
  955.  
  956. - Put simply, the random variable increases HP damage at most by approx.
  957. 12,5% and MP damage by about 6%.
  958. - During battle, ATP can be affected by the following (maxes out at 9999).
  959. Power Up (1,5)
  960. Angel Feather (1,2)
  961. Might Tablets (1,2; 1,4)
  962. Power Dance
  963. Anger (2,0)
  964.  
  965. × If Angel Feather is in effect, casting Power Up will replace the 1,2
  966. with 1,5.
  967. × Might Tablets remain in effect for the rest of the battle even if the
  968. character is killed. The others are temporary (unless you have Auto-Anger
  969. equipment).
  970. × As before, Anger may be triggered when an ally dies. It lasts 45 seconds.
  971.  
  972. - During battle, DFP can be affected by:
  973. Protection (1,5)
  974. Angel Feather (1,2)
  975. Acid Rain (0,5)
  976. Reducer (0,7)
  977.  
  978. - Enemies' critical hits have a small chance of inflicting Stun.
  979. - Your characters cannot perform critical hits natively, while the enemy
  980. can. Critical hits from the support skills Critical Hit HP/MP don't have
  981. a chance of inflicting stun. Enemies have varying critical hit rates.
  982. They're mostly 8%. A few of them are as high as 34%. The critical hit
  983. multiplier for enemy attacks is 4/3.
  984. - The basic multipliers for normal attacks used by enemies are usually
  985. 0,8 for blockable attacks and 2,0 for unblockable ones (as seen in the
  986. enemy move list).
  987. - Enemies generally don't have all that much DFP. Even late in the
  988. post-game, you're usually looking at figures between 50 and 200.
  989.  
  990. - If an attack has multiple elements, higher level resistance takes priority
  991. over lower level resistance (weak < halve < immune < absorb).
  992. - However, due to a programming error, neutral resistance will take priority
  993. over anything else if it occurs later in the damage calculation sequence.
  994. The four elements are processed in this order: Earth, Water, Fire, Wind.
  995. Consequently, Wind neutrality takes priority over any other elemental
  996. resistance, Fire neutrality takes priority over Earth and Water resistance,
  997. and Water neutrality takes priority over Earth resistance.
  998. - Ultimately, the bug is neither particularly useful nor harmful, and a lot
  999. of that has to do with how unreliable elemental attacks are to begin with.
  1000.  
  1001.  
  1002. Death
  1003.  
  1004. - Death, or 'incapacitation,' occurs when either HP *or* MP is reduced
  1005. to 0. Petrified characters are also considered dead, but paralyzed
  1006. characters are not (Paralysis now wears off after a while).
  1007. - The game uses the following colors to indicate damage and healing figures:
  1008. White | HP damage
  1009. Green | HP healing
  1010. Red | MP damage
  1011. Blue | MP healing
  1012. - If a character is HP killed by an attack that deals both HP and MP
  1013. damage, no MP damage is sustained.
  1014. - When using attacks that deal both HP and MP damage, you can easily
  1015. tell whether you performed an HP or MP kill, as the MP damage will not
  1016. be visible in the event of an HP kill.
  1017. - There are plenty of normal enemies on Disc 1 and Disc 2 post-game that
  1018. are vulnerable to an MP kill (those being enemies with an HP:MP ratio
  1019. well above 10:1), potentially making an MP kill (much) faster than an
  1020. HP kill. However, you also need to take your whole team's damage output
  1021. into consideration. If you have two or three fighters engaging the same
  1022. target, and only one of them is doing (significant) MP damage, the result
  1023. could easily be an HP kill. Later in the game, the old MP killers are
  1024. easily outclassed by the characters' best moves, despite mostly being HP
  1025. damage only. It doesn't even matter that only about 10 enemies on Disc 2
  1026. main game (outside of the Arena) are particularly vulnerable to MP damage.
  1027. Whether the enemies have low MP or not, the MP killers just can't compete
  1028. with the sheer dps and stopping power of the best waza.
  1029. - Whenever a character takes a lethal blow, there's a chance they'll
  1030. resist death and remain alive with 1 HP/MP. It can even occur when
  1031. you're already at 1 HP/MP, and it's more likely to occur with certain
  1032. attacks.
  1033. - If a subject is killed while one of their attacks is still active,
  1034. the attack will become harmless.
  1035.  
  1036.  
  1037. Healing
  1038.  
  1039. - The most common healing items:
  1040.  
  1041. Blueberries | 30% HP Physical Enhancer | 50% HP
  1042. Blackberries | 30% MP Mental Enhancer | 50% MP
  1043. Fresh Sage | Revive w/30% HP/MP Analeptic | Rev. w/30% (all)
  1044. Ripe Berries | 30% HP (all) Aquaberries | Poison
  1045. Perfect Berries | 60% HP (all) Basil | Paralysis
  1046. Magical Berries | 90% HP (all) Sage | Petrification
  1047. Lavender | Freeze
  1048.  
  1049. - Enhancers and Analeptics become available on Disc 2.
  1050. - The multi-target berries are only available in limited numbers.
  1051. - There's no item that would heal MP for multiple characters at the same
  1052. time (unless they're dead, and you're reviving them).
  1053. - The best way to heal moderate amounts of MP is through MP regeneration.
  1054. On Disc 1, the only source of MP regeneration is the Regeneration Symbol
  1055. accessory, which is dropped by a handful of enemies and can easily be
  1056. farmed in the second dungeon.
  1057. - Other types of healing items can be created mainly through Compounding.
  1058. Many healing items can also be refined to boost their effects, and the
  1059. Compounding Elixirs required in the process are readily available at
  1060. stores.
  1061. - There are numerous Food healing items, most of which can be created
  1062. through Cooking, but they can only be used outside of battle (with a few
  1063. exceptions).
  1064. - The support skills First Aid and Standby Healing can also heal you
  1065. (both 1 CP).
  1066. - Standby Healing heals a small amount of HP (20 at Lv1, 400 at Lv10)
  1067. every 4 seconds when on neutral. The amount is far too little, so don't
  1068. bother. You can't even level it up easily, as the proficiency gain is
  1069. capped at 8 points per battle.
  1070. - First Aid gives you a small chance of recovering 20% HP when receiving
  1071. physical HP damage. At Lv10, the activation rate is about 10%. A fairly
  1072. useful skill if leveled up, but at low levels, it makes little difference.
  1073. Fortunately, you can auto-level it easily on Disc 2.
  1074.  
  1075. - Healing spells:
  1076. Lv10
  1077. Healing | 1224 | Heal 30-38% HP (Lv1) / 80-87% HP (Lv10)
  1078. Faerie Light | 1224 | Heal 33-36% HP (all) (Lv1) / 60-66% HP (all)(Lv10)
  1079. Restoration | 269 | Revive w/ 10% HP/MP (Lv1) / 50% HP/MP (Lv10)
  1080. Antidote | - | Heal Poison
  1081. Cure Condition | - | Heal Poison, Paralysis and Petrification
  1082.  
  1083. - Healing spells gain proficiency only when cast during battle.
  1084. - Boosting your healing spell levels is helpful, but hardly necessary
  1085. (at least on lower difficulty levels). You can do it if you feel like it.
  1086. - Don't forget that casting spells consumes Fury like any other action.
  1087. - The two mages, Sophia and Adray, are the only characters who can learn
  1088. advanced healing magic. Nel is the only fighter who natively has Healing.
  1089. - You can teach Healing and Antidote to any fighter by using one of the
  1090. four Decrepit Tomes found throughout the game (two very early). To use
  1091. the spells during battle, you need to set Common Support Symbols as a
  1092. support skill (2 CP).
  1093.  
  1094. - Hypothetically, if you needed to heal your whole party non-stop, items
  1095. and magic (ie. Faerie Light) would be roughly equally effective, both
  1096. allowing you to heal every 5 seconds (with minimized casting time). Both
  1097. methods have their advantages and disadvantages.
  1098.  
  1099. Items
  1100. + Can be used by anyone.
  1101. + Locks you in place for a shorter period of time.
  1102. - Limited supply, especially for 60% and 90% heals.
  1103. - Need to be created/refined.
  1104.  
  1105. Faerie Light
  1106. - Can only be used by Sophia and Adray.
  1107. - Needs to be leveled up to reach full potential.
  1108. - Locks you in place for a longer period of time.
  1109. +/- Magic attract
  1110. + Unlimited use
  1111.  
  1112.  
  1113. Misc
  1114.  
  1115. - There are only 4 elements: Fire, Water, Wind, Earth, and Heart (?).
  1116. Elemental resistance is common as you can see in the enemy list. As
  1117. such, elemental attacks should not be used indiscriminately. If you
  1118. don't want to worry about it, just don't use any.
  1119. × Lightning is considered part of the Wind element. Ice is the same
  1120. as Water.
  1121. - There are no spells or actions that freeze time
  1122. - Body armor is the only type of armor in the game. There are no more
  1123. shields, helmets, etc. Armor is largely split into three categories:
  1124. light, medium, and heavy. Each character can only equip armor of one
  1125. of these types.
  1126. - Exp is still divided among active party members.
  1127. - The command menu during battle is rather poorly designed, as not all
  1128. commands are visible at a given time. Well, technically they are, but
  1129. because of the translucency effect, they're difficult to read. In any
  1130. case, the six commands are:
  1131. Escape
  1132. Tactics
  1133. Tactical Skills
  1134. Equipment
  1135. Items
  1136. Symbology (default)
  1137. - You still can't enable or disable spells during battle.
  1138. - You can't switch party members mid-battle.
  1139. - The following actions have a 5 second cooldown during battle: using
  1140. an item, changing equipment, and using a Tactical Skill action (Taunt
  1141. or Scan Enemy).
  1142. - As mentioned, items are sorted alphabetically during battle, which is
  1143. *far* from ideal. You also can't see the effect of an item until you
  1144. select one to bring up the sub-menu, and even then, it only shows the
  1145. effect of the currently highlighted one. If you've done some refining,
  1146. you could easily have copies of the same item with different effects.
  1147. To avoid cluttering up your inventory, you should get rid of items that
  1148. you have no use for (Fire Crystal, Eldritch Fire Stone, Battle Sphere,
  1149. Reducer, etc.).
  1150. - In a given battle, the game remembers the last selected item on an
  1151. individual character basis.
  1152. - Stamina is now a hidden stat. Post-battle recovery rate is remaining
  1153. Stamina divided by 12 when below 6500 HP and 400 MP, and Stamina / 18
  1154. when above (they change independently).
  1155. - The recovery maxes out at 2000 HP and 500 MP. Post-battle recovery is
  1156. really not that important this time around, since battle skills generally
  1157. consume HP instead of MP.
  1158. - There are no random encounters. Instead, enemies are visible on the
  1159. field, and you'll be drawn into a battle when you come into contact with
  1160. one. Enemies will usually pursue you when you get close, but some of
  1161. them are "blind" and will not react to your presence.
  1162. - Each 'field enemy' can usually give you one of two or three different
  1163. encounters (possibly including the same set of enemies in a different
  1164. formation). These encounters are rolled when you enter an area.
  1165. - If you run away from a battle, Fayt will be flashing for 3 seconds,
  1166. during which time you can touch enemies without triggering a battle.
  1167. - The time it takes to escape from battle is defined by the difference
  1168. between your active party's average level and the enemy's average level.
  1169. At equal levels, it takes 2 seconds to run away. For every level the
  1170. enemy is above yours, the time required increases by about 0,25 seconds,
  1171. up to a maximum of 7 seconds. Conversely, being just a few levels above
  1172. the enemy will drop the required time down to a minimum, which is about
  1173. a second.
  1174. - Characters temporarily immobilized by a status ailment won't be able
  1175. to escape until they recover.
  1176. - When you run away from battle, all spoils are forfeit.
  1177. - Careful not to select the Escape command accidentally.
  1178. - Some enemies (mainly bosses) have 'boss benefits' that make them
  1179. immune to Fury damage, status ailments and special stun effects, and
  1180. partially immune to scan.
  1181. - Spectacles have been replaced with the Scan Enemy tactical skill. It no
  1182. longer gives you the HP and MP values of bosses. Any level of elemental
  1183. resistance is simply referred to as 'resistant.'
  1184. - An enemy that can drop two different items can technically drop both
  1185. of them.
  1186. - Impact freeze: Time freezes during battle for a small fraction of a
  1187. second (~0,05-0,2s) when any of the following actions occur and it involves
  1188. either your controlled character or an enemy getting hit by your controlled
  1189. character: flinching, blocking, parrying, critical hits, guard break. Not
  1190. all attacks cause freezing when flinching occurs. Command input for battle
  1191. skills still registers during the freeze, which is why it can help you
  1192. with tricky skip-cancels.
  1193. - Because of all the random variables at play and your own (possibly
  1194. varying) actions, the same battle can play out in many different ways
  1195. even if you're using the exact same setup. Once you factor in all the
  1196. different characters and different skills, the posibilities are endess.
  1197.  
  1198.  
  1199. Status Ailments
  1200.  
  1201. - Stun: Unable to act. Fury drops to 0 but immediately starts to recover
  1202. at normal speed. Lasts 5 seconds. Removed if hit, and that hit will do
  1203. double damage on enemies.
  1204. - Poison: 4,166% (1/24) every 3 seconds in battle, 0,5% on the field.
  1205. - Paralysis: Unable to act. Lasts 16 seconds (resets at the end of a
  1206. battle or if killed).
  1207. - Freeze: Unable to act. Lasts 6 seconds. Most physical attacks cause
  1208. Instant Death on a frozen subject. Enemies may be resistant to being
  1209. shattered. An attack can't shatter a subject if it's an attack that
  1210. causes freezing.
  1211. - Petrification: Unable to act.
  1212. - Confusion: The subject moves randomly without doing anything else
  1213. while losing some HP and MP (1/45 mHP, 1/90 mMP, 5 times). Lasts 9
  1214. seconds. May disappear if the character is hit. If a character is
  1215. confused mid-chain, they're still able to continue the chain.
  1216. - Silence: Unable to cast spells through the Symbology menu (can cast
  1217. spells set as battle skills). Lasts 16 seconds
  1218. - Instant Death: Instant HP death. That's it. Not exactly an ailment,
  1219. but it's sort of related.
  1220.  
  1221. - Similar to before, many enemies have a chance of inflicting status
  1222. ailments with their attacks, but this time it's mostly limited to specific
  1223. attacks.
  1224. - Even if you can't see the character, you can tell when a character
  1225. has an ailment, as an icon is displayed on top of their portrait.
  1226. - Poison, Paralysis and Petrification are not removed at the end of a
  1227. battle, the others are.
  1228. - Aside from Stun, each ailment will remain on a character if they are
  1229. killed (Freeze being a possible exception; Freeze will remain if the
  1230. PC is killed by an attack that can't shatter them). You can't heal the
  1231. ailments of a dead PC.
  1232. - Equipment can protect you from the following ailments: Stun inflicted
  1233. by critical hits, Poison, Silence, Paralysis, Freeze, and Petrification.
  1234. - Using a Medicine Bottle will protect you from up to five status ailments,
  1235. starting with Poison. The effect lasts until the end of battle.
  1236. - You don't have to worry about Petrification as much as you did in
  1237. previous installments.
  1238. - A physical attack will not cause a status ailment if it deals no damage.
  1239. - Water-elemental spells can still freeze a subject even if the damage
  1240. is nullified or absorbed.
  1241. - Most enemies can be frozen and, thus, can easily be freezekilled.
  1242. - The only way to petrify an enemy is by using an item.
  1243.  
  1244.  
  1245. Characters
  1246.  
  1247. - There are 6 mandatory characters and 4 optional characters.
  1248. × Mandatory: Fayt, Cliff, Maria, Sophia, Mirage, Adray.
  1249. × Optional: Nel, Albel, Roger, Peppita.
  1250. - You can get two optional characters at most. At least one of Nel,
  1251. Albel, or Roger will join you permanently (at the beginning of Disc 2)
  1252. in every playthrough. By default, this is Nel, but you can have Albel
  1253. or Roger join you instead if you trigger an optional event at the end
  1254. of Disc 1, Early in Disc 2, you'll be given one opportunity to add
  1255. Peppita to your party. If you choose not to, you can get one of the
  1256. other characters instead.
  1257. - Your active party consists at most of three characters. With 10 different
  1258. characters, this means you can have 120 different character combinations
  1259. for your active party.
  1260. - To find out what characters you should use, you really need to just
  1261. try them all out. Don't get fixated on using only Fayt as your controlled
  1262. character, though. All the characters are good if used skillfully (except
  1263. Maria, who doesn't require any skill).
  1264. - Personally, the only three characters I'd never keep in my active
  1265. party for the entire playthrough are Cliff, Adray, and Maria. Cliff
  1266. and Adray, because they have better alternatives with largely the same
  1267. abilities. Maria, because she's just too slow and I just don't want to
  1268. use ranged attacks that much.
  1269.  
  1270. - Pros and cons:
  1271.  
  1272. Fayt
  1273. + Fastest movement speed
  1274. + Fast item user
  1275. + Air Raid is quite effective.
  1276. - Can't use Air Raid as effectively in the NTSC-versions due to the lack
  1277. of skip cancels.
  1278. - His ultimate weapon is obtained very late in the post-game and isn't
  1279. worth using unless you're feeling obsessive.
  1280.  
  1281. Cliff
  1282. - Lowest MP
  1283. + His mid-range Confirm attack always deals Fury damage.
  1284. - Said attack has the hardest skip cancel timing.
  1285. - Doesn't have any low CP cancel fodder.
  1286. + Can deal great MP damage with Aerial Assault (mainly of use on Disc 1).
  1287. - His version of Infinity Kick is almost unusable due to the high CP cost.
  1288. + His ultimate weapon is obtained early in the Sphere.
  1289.  
  1290. Nel
  1291. - Has the longest flinch of all fighters.
  1292. - Doesn't learn No Guard until Lv40.
  1293. - Third slowest item user
  1294. + Her mid-range Confirm attack has a fair chance of dealing Fury damage,
  1295. whereas the long range one always does.
  1296. + Can do juggling with Kyoumensatsu and long range HP and MP damage with
  1297. Kokuyousen.
  1298. - The AI can't make proper use of her long range skills.
  1299. + The only fighter who can cast Healing natively (unless you count Adray).
  1300. - Her strongest main game weapon is elemental.
  1301. + Her ultimate weapon is obtained fairly early in the Sphere.
  1302.  
  1303. Roger
  1304. - Lowest MP
  1305. - Slow movement speed
  1306. + Has the second shortest flinch of all characters.
  1307. + Fastest item user
  1308. + His mid-/long range Confirm attack has a decent chance of dealing Fury dmg.
  1309. - Charge is his only attack worth using until he learns Raging Helmet (Lv50)
  1310. + It's really good, though.
  1311. + Has two cancel fodder moves with special stun (Whirling Heat and Flying
  1312. Torpedo).
  1313. + His weapons have the highest ATP.
  1314.  
  1315. Maria
  1316. - Lowest HP
  1317. - Slowest movement speed by far
  1318. + Has the shortest flinch of all characters.
  1319. + Fastest spellcaster
  1320. + Has a few ranged dps options that even the AI might be able to take
  1321. advantage of.
  1322. - Using ranged attacks from a safe distance (or the ridiculously powerful
  1323. Scatter Beam) isn't very exciting.
  1324. + Learns Protection, Power Up and Angel Feather (which you should supplement
  1325. with a Decrepit Tome).
  1326. - Her weapons have the lowest ATP.
  1327. - Her ultimate weapon is obtained fairly late in the Sphere.
  1328.  
  1329. Albel
  1330. - Second slowest item user
  1331. - His SR skip cancel tends not to work if the enemy doesn't flinch.
  1332. - His mid-range Confirm attack and best cancel fodder are Wind-elemental,
  1333. which prevents the AI from chaining when the enemy takes no damage from Wind.
  1334. - Even in manual control, he only has one move that's consistently effective
  1335. (Goumashou / Hand of Doom (Lv45)).
  1336. + Still a solid character overall.
  1337.  
  1338. Sophia
  1339. - Lowest HP and DFP
  1340. - Slow movement speed
  1341. - Has the longest flinch of all characters.
  1342. - Slowest spellcaster
  1343. - Doesn't join until Disc 2.
  1344. + Has healing spells...
  1345. - that the AI can't be trusted to use effectively.
  1346. - Offensive magic can only do moderate HP damage at best, and most spells
  1347. are elemental.
  1348. + Offensive magic is still often good for long range interruption
  1349. (especially Thunder Flare).
  1350.  
  1351. Peppita
  1352. - Low DFP, especially later in the post-game
  1353. - Slow movement speed
  1354. + Fast item user
  1355. - Doesn't join until Disc 2.
  1356. + Can drastically increase the ATP of the entire party with Power Dance...
  1357. - which kind of breaks the game.
  1358. - The AI can't chain any of the dances.
  1359. + The only character with counters / reversals.
  1360. - Her two best moves, Kaboom and Faerie Friend, both have their issues.
  1361. - Her strongest main game weapon can't be obtained reliably (not without
  1362. Bunny Racing).
  1363. - Her second post-game weapon is obtained very late and only has 5 empty
  1364. slots.
  1365.  
  1366. Adray
  1367. - Low DFP
  1368. - Slow movement speed and godawful acceleration
  1369. + His wazas allow you to deal good MP damage from a distance.
  1370. - All of these wazas are elemental, however.
  1371. + Has healing spells...
  1372. - that the AI can't be trusted to use effectively.
  1373. - Can only set 5 spells as battle skills.
  1374.  
  1375. Mirage
  1376. + Short flinching time
  1377. - Slowest item user
  1378. - Doesn't join until late in the game.
  1379. + Her mid-range Confirm attack always deals Fury damage.
  1380. - Said attack has the hardest skip cancel timing.
  1381. - Doesn't have any low CP cancel fodder.
  1382. + Can use Triple Kick in a defensive Homing setup, if needed.
  1383. + In the post-game, she can do juggling with Infinity Kick, which does
  1384. both good HP and MP damage.
  1385. + Her ultimate weapon is obtained early in the Sphere.
  1386. + Hot
  1387.  
  1388.  
  1389. Battle Bonus
  1390.  
  1391. - Landing hits on the enemy increases the battle bonus gauge at amounts
  1392. that is relative to the growth rate figure seen next to the gauge. The
  1393. growth rate is a value between 0-300%. It's always divisible by 10 and
  1394. drops by 10 points every 3 seconds. The figure it starts off at is
  1395. dependent on the difference between your active party's average level
  1396. and the enemy's average level. For every level you're above the enemy's
  1397. level, the default rate drops by 10%. If the enemy is at a higher level
  1398. than you, the default rate increases as seen below. Average levels are
  1399. included in the encounter list.
  1400. 4+ | 110% 45+ | 210%
  1401. 8+ | 120% 54+ | 220%
  1402. 12+ | 130% 62+ | 230%
  1403. 16+ | 140% 70+ | 240%
  1404. 20+ | 150% 79+ | 250%
  1405. 24+ | 160% 87+ | 260%
  1406. 27+ | 170% 95+ | 270%
  1407. 31+ | 180% 104+ | 280%
  1408. 35+ | 190% 112+ | 290%
  1409. 39+ | 200% 120+ | 300%
  1410.  
  1411. - At 100% rate, it takes 50 physical hits or 100 magical hits to fill
  1412. the gauge (with the bonus +5 factor, it's 26 / 35).
  1413. - Hits that deal no damage won't increase the gauge.
  1414. - When the gauge hits max, you'll obtain one of four beneficial variables
  1415. depending on what type of attack was used last.
  1416. Confirm | Triple Exp
  1417. Cancel | Double Fol
  1418. Confirm waza | Increased chance of item drop
  1419. Cancel waza | Double post-battle recovery
  1420.  
  1421. - The support skill Lucky Star can also be used to fill the gauge.
  1422. - Fighting 5 battles while keeping the gauge intact will add one of the
  1423. other bonuses at random until you have all four of them.
  1424. - The Bonus Battle gauge breaks if...
  1425. × the character you control dies.
  1426. × the character you control is hit by a critical hit (even if no damage
  1427. is taken).
  1428. × you run away from battle.
  1429. × you load the game.
  1430. - Pretty much the only way to reliably maintain the bonus is to keep
  1431. the controlled character away from the action. Earlier in the game,
  1432. you can often afford that, but later you really can't, as your input
  1433. will be vital for survival. Besides, I'm sure you'd rather take part
  1434. in the action than stand in a corner.
  1435. - If the increment rate starts at 0%, then you should probably just
  1436. move on. However, if you really want that bonus, then you can either
  1437. use Lucky Star (available late in the main game) or you can bring in
  1438. a low level character to get your average level down.
  1439. - Because the game considers Charge and Aerial to be normal attacks,
  1440. using those will give you either Triple xp or Double Fol.
  1441.  
  1442.  
  1443. Battle Trophies
  1444.  
  1445. - Battle Trophies - or just BTs - are obtained by completing various tasks
  1446. and reaching certain milestones during battle. There are a total of 300 of
  1447. them and the (unimpressive) rewards for getting them are listed below.
  1448.  
  1449. 45 (15%) | Second set of costumes / skins (changed in the status screen)
  1450. 75 (25%) | Universe difficulty level
  1451. 120 (40%) | Third set of costumes
  1452. 165 (55%) | Music Mode (accessed through the BT menu)
  1453. 195 (65%) | 4th Dimension (4D) difficulty level
  1454. 240 (80%) | Fourth set of costumes
  1455. 285 (95%) | Full Active Mode (FAM)
  1456.  
  1457. - As already mentioned, the Battle Trophy data takes up 1167 kb of space.
  1458. I suspect the reason it takes up so much space is because of the useless,
  1459. little screenshot that the game takes when you obtain one.
  1460. - I won't be going into detail about many BTs, just a few here and there
  1461. (the BT guide on Gamefaqs already has a lot of good information). These
  1462. notes are collected in the BT Help section in the misc. file along with
  1463. some information on a few additional BTs I don't bring up during the
  1464. walkthrough.
  1465. - Regarding the two BTs you can get from most main game bosses ('Defeat
  1466. (boss) in under x minute(s)' (usually 1) and 'Defeat (boss) without
  1467. taking damage'), the time limit trophy regrettably counts any time you
  1468. spend in the battle menu, whereas the no damage trophy, on the other hand,
  1469. isn't as hard as it sounds. This trophy simply requires that you don't
  1470. take any damage with the character you control. Note that you will lose
  1471. the trophy if you switch to a dead character.
  1472. - In the few cases where the boss is accompanied by normal enemies,
  1473. killing the boss is the only thing required to trigger the BTs. When
  1474. going for the time limit BTs for these bosses, you might actually want
  1475. to switch to Manual targeting for once.
  1476. - The single most time-consuming BT is getting into 50 000 battles. A
  1477. typical playthrough (post-game included) is not likely to give you even
  1478. 2000 battles. If you want to reach 50 000 (semi-)organically, you really
  1479. just have to fight loads and loads of battles, at least 100 battles per
  1480. dungeon. Something along those lines. Aim at 5000 battles per playthrough
  1481. (about 2000 on Disc 1), so it'll take 10 playthroughs. If it sounds like
  1482. too much, then, yeah, just forget it.
  1483. - You can't get BTs on Easy (Earth) and you can't transfer BT stats from
  1484. an Easy save file to a Normal playthrough.
  1485. - Trophy note: You only need to get 80% of BTs for all the trophies.
  1486. This is quite easy. If you're diligent enough, you won't even have to
  1487. do post-game on higher difficulty levels.
  1488.  
  1489.  
  1490. Difficulty Levels
  1491.  
  1492. - By default, you only have access to the lower difficulty levels: Easy
  1493. (Earth) and Normal (Galaxy). Collecting BTs is the only way to gain
  1494. access to the higher difficulty levels, Universe and 4D.
  1495. - Universe is still manageable, but 4D is going off the deep end. If
  1496. you try to fight enemies on 4D, you're probably dead. I'd say the main
  1497. reason is the increased speed (it's not just their movement, their
  1498. attacks are faster as well). Even so, if you're experienced enough with
  1499. the game, you should be able to handle it without resorting to Ori, RD,
  1500. or stun bomb spam.
  1501.  
  1502. HP MP ATP DFP
  1503. Earth | 0,7 | 0,7 | 0,75| 0,8 |
  1504. Galaxy | 1,0 | 1,0 | 1,0 | 1,0 |
  1505. Universe | 1,5 | 1,5 | 1,4 | 1,4 |
  1506. 4D |~1,8 |~1,8 |~1,85| 1,7 |
  1507.  
  1508.  
  1509. Bugs
  1510.  
  1511. - The game suffers from occasional loading issues. This can result in
  1512. a crash, but it's very rare. At this point, these issues are likely
  1513. exacerbated by the deteriorating condition of the console.
  1514. - Cancel window bug (already covered).
  1515. - Attribute change bug. Some of the attributes of an attack may transfer
  1516. to another attack if the preceding attack is still active when you
  1517. perform another action. Eg. if you use Fuujin and then use a normal
  1518. attack with IHPD or Critical Hit, the Fuujin will gain the effects of
  1519. IHPD or Critical Hit but only for the duration of the normal attack.
  1520. In case of skills with a limited activation rate (like Critical Hit or
  1521. Stun), the activation roll is only made once, and the result then applies
  1522. to all hits during the normal attack.
  1523. - Cancel multiplier reset: The cancel multiplier will reset if you land
  1524. a normal hit on an enemy after canceling. Any contact with an enemy is
  1525. enough (ie. doesn't matter if the attack is blocked or nullified by
  1526. knockdown invincibility). This can only occur with characters who have
  1527. ranged normal attacks, ie. Maria, Sophia, and Adray. While not very likely
  1528. with Maria, it's sadly easily triggered when starting LR chains with a
  1529. normal attack with Sophia or Adray. You can also easily avoid it by
  1530. delaying the cancel, but that means you can't start with a skip-cancel
  1531. (not an issue in NTSC).
  1532. - Charge/Aerial bug: When Charge and/or Aerial are set to both slots, the
  1533. HP and Fury costs of the move can be transferred to the other. This happens
  1534. if you have to move before executing the attack and try to activate the
  1535. other attack before the queued move is executed. Used properly, this allows
  1536. you to increase the length of a chain while also consuming much less HP
  1537. (resulting in similar input as when skip-canceling). Another possible
  1538. (and purely cosmetic) effect is that the game displays the other attack's
  1539. name (ie. Charge becomes Aerial, Aerial becomes Charge).
  1540. - If you're using Charge or Aerial in a chain, it's possible, although
  1541. unlikely, to end up switching targets mid-chain. Another situation that
  1542. can result in mid-chain target switching is if you end up hitting another
  1543. enemy instead of the intended target. Even then, the target indicator
  1544. remains on the original target.
  1545. - If the AI uses Aura Wall, they won't use any battle skills again
  1546. during that battle unless you take control of Albel and execute some
  1547. other battle skill. Even then, as soon as the AI uses Aura Wall again,
  1548. the issue re-emerges.
  1549. - When chaining magic, the cancel bonus multiplier may reset in some
  1550. situations.
  1551. - Neutral element priority bug (already covered).
  1552. - Not really a bug, but some skill descriptions are quite inaccurate.
  1553. - If you equip the Lightstone during a battle in the Bequerel Mine, it
  1554. won't actually register unless you visit the menu or move to another
  1555. area.
  1556. - There are a few weapons that can't be refined (eg. Crest Gauntlet,
  1557. Fragile Metal Pipe).
  1558. - Jemat's Chain Smash sometimes deals absolutely ridiculous damage, as
  1559. if his ATP was increased tenfold or something.
  1560. - Defeating a beholder-type enemy during Misery Circle has a very small
  1561. chance of triggering a bug where the battle ends, but the beholder is
  1562. still seemingly alive, and you won't gain any xp or fol. Possibly the
  1563. result of receiving lethal damage and being healed on the same frame.
  1564. - It's possible to end up out of bounds, but it's incredibly rare.
  1565. It's never happened to me.
  1566. - Once, I encountered a bug where Confusion didn't wear off and didn't
  1567. do any damage after the character had been killed by Confusion damage
  1568. and then revived.
  1569. - I once saw Sophia cast Explosion even though it was disabled.
  1570. - Ghost target bug: If you kill the AI's target while the AI was casting
  1571. a spell at the enemy and also switch the AI's tactics to FYA, the AI will
  1572. fail to acknowledge that the target is down and will continue casting
  1573. magic at where the enemy used to be.
  1574. - A mage's AI can become semi-idle if you petrify an enemy mid-attack,
  1575. and the enemy was targeting the mage. The mage will act normally until
  1576. they get too close, at which point they go idle. They're supposed to
  1577. move away from the enemy, but since the enemy is petrified, it messes
  1578. it up.
  1579. - Faerie Light is misspelled as Fairie Light in the Symbology menu.
  1580. - The Striker's Lightning Blade is misspelled as Lighting Blade.
  1581.  
  1582.  
  1583.  
  1584.  
  1585. How to read the guide
  1586.  
  1587. \\\ Location(*) ||
  1588. Items: Items obtained by examining treasure chests.
  1589. Items (nc): Items obtained through means other than examining chests.
  1590. Lost & Found: Items dropped by enemies. Using the tricky Loot Item
  1591. skill, you can also steal these items (twice at most) without affecting
  1592. the drop chance in any way.
  1593. NPC: An inventor you can recruit.
  1594.  
  1595. *: More often than not, this is the title (or at least a vital part of
  1596. it) that briefly pops up in the lower left corner when you enter the
  1597. area.
  1598.  
  1599. - I've given some items tags, such as 'Unique' and 'Artifact,'
  1600. × Unique: A one-of-a-kind item that appears nowhere else in the game.
  1601. × Artifact: An item that appears in limited numbers other than one.
  1602. × Temp: An item you will lose eventually.
  1603. × Pat: An item that can be patented.
  1604.  
  1605. [SkipScene000]. One of the scenes you will have to trigger in order to
  1606. finish the main game. Before a scene starts to play, you can choose to
  1607. skip it. You can't skip a scene once it's started playing.
  1608.  
  1609. [Fixed Encounter321]. One of the relatively few non-boss battles you
  1610. will need to trigger and finish (with one exception) in order to beat
  1611. the game.
  1612.  
  1613. [AddSkipScene321]. A scene you do not need to trigger in order to
  1614. finish the main game.
  1615.  
  1616. [Add Fixed Encounter321]. Battles you'll need to trigger and likely
  1617. finish when doing optional events / stuff.
  1618.  
  1619. [SkipScene321]. (Scene trigger)
  1620. | <- Denotes that the events are connected (ie. you won't have field
  1621. [Boss] control between the events)
  1622. - HP, MP, xp, Fol, Elemental resistance (Galaxy level)
  1623.  
  1624.  
  1625.  
  1626.  
  1627. Disc 1
  1628. Grantier / Helre
  1629. Vanguard III
  1630. Pesotto Forest / Whipple / Ruins of Coffir
  1631. Elicoor II
  1632. Airyglyph Aqueducts / Airyglyph
  1633. Kirlsa / Kirlsa Caverns
  1634. Bequerel Mountain Path / Arias
  1635. Aire Hills / Kirlsa Hills / Granah Hills
  1636. Kirlsa Training Facility
  1637. Peterny (IC)
  1638. Duggus Forest
  1639. Aquios / Castle Aquaria
  1640. Bequerel Mine / Abandoned Refinery
  1641. Sealed Cavern / Shrine of Kaddan
  1642. Aquatic Garden
  1643. Ruins of Mosel / Mosel Dunes
  1644. Mountains of Barr / Barr Caves
  1645. Ruins of Barr / Urssa Lava Caves
  1646.  
  1647. Disc 2
  1648. Moonbase
  1649. Styx
  1650. The 4th Dimension
  1651. Arkives / Gemity
  1652. Elicoor II
  1653. The 4th Dimension
  1654. Sphere
  1655. Elicoor II
  1656. Shrine of Kaddan
  1657. Ruins of Mosel (Subterranean Waterway / Deepest Reaches)
  1658. Firewall / Spiral Tower
  1659.  
  1660.  
  1661.  
  1662.  
  1663.  
  1664. Disc 1 A01
  1665. ============================================================
  1666.  
  1667. - When you start a new game, you'll have a chance to tweak the initial
  1668. settings and choose the difficulty level. The difficulty level cannot
  1669. be changed once you've started playing.
  1670. - Next, you'll be asked whether or not you want to load Battle Trophy
  1671. related statistics from a pre-existing save file (if there are no
  1672. pre-existing save files, this does not occur). This includes stuff
  1673. like the number of battles and button presses. Aside from the number
  1674. of battles, you can't actually see any of these figures anywhere. The
  1675. number of battles won't be visible until after the battle simulator.
  1676. - If you've managed to unlock FAM, make sure you check your BTs before
  1677. starting a new playthrough.
  1678.  
  1679. [SkipScene001]
  1680.  
  1681. Party: Fayt Lv1 \\\ 1F Guestroom Corridor ||
  1682. Inventory: Blueberries, Quad Scanner (Unique), Communicator (Unique)
  1683.  
  1684. - Please take some time to check the Config menu. These are the settings
  1685. I use:
  1686. Skip Events Yes
  1687. Voice Subtitles only
  1688. Battle Targeting Auto
  1689. Battle Camera Fixed
  1690. Battle Camera Mode High
  1691. Battle Voices Off
  1692. Sidestepping D-pad only
  1693. Vibration Off
  1694. Button Customization
  1695. Confirm - Square
  1696. Cancel - X
  1697.  
  1698. - L1 and R1 can be used to rotate the camera on the field. Pressing
  1699. Start resets it so that it faces north. R2 changes the map setting
  1700. between small, large, off. I use the large map at nearly all times.
  1701. - In menus, L1 and R1 can be used for scrolling. L2 and R2 are used
  1702. to switch between characters.
  1703. - Whether or not to trigger any Private Actions (PA) is up to you. I
  1704. don't bother with them myself outside of the few cases where magic items
  1705. are at stake. If there's a specific ending you want, you'll want to pay
  1706. attention to the way they modify affinity values. You can always lower
  1707. affinity using some of the Compounding items, but doing PAs is the only
  1708. way to increase it.
  1709.  
  1710. Item (nc): Rossetti Performance Ticket (Unique) \\\ Grantier Resort Hotel ||
  1711.  
  1712. [SkipScene002]. This one plays when you enter the northeastern room.
  1713.  
  1714. Item (nc): Shake (Unique) \\\ Lounge ||
  1715.  
  1716. [AddSkipScene001]. Examine the machine near the fountain.
  1717.  
  1718. - Examine one of the panels on the walls to initiate some dialog with
  1719. Sophia. Once inside the simulator, choose Battle Trophies and either
  1720. start the collection (if it's your first time) or load the BTs you
  1721. already have.
  1722.  
  1723. [Fixed Encounter001] (Moa, 2× Poisonous Beetle)
  1724. |
  1725. [Add Fixed Encounter001] (2× Lunatic Bat, 2× Lonely Bat)
  1726. - Don't even bother trying to beat this one unless you're playing on
  1727. Easy. On Normal, you'll need a ton of luck, and it's just not worth
  1728. all the resetting.
  1729. |
  1730. [Add Fixed Encounter002] (Mythril Brute, 2× Dragonfly)
  1731. - If you somehow made it this far, the hard part is over so long as you
  1732. know exactly what to do. The Mythril Brute is slow, but his Earth Glaive
  1733. has a fair amount of range. He likes to use it when you move between
  1734. long range and short range. Start by taking out the bats with Fayt.
  1735. Only attack them when you're a safe distance away from the Brute. Once
  1736. they're down, use Sophia's long range Confirm attack to take out the
  1737. big guy. You can safely attack him when he's either going after Fayt
  1738. or when his Fury is very low. When he's going after Sophia, just bait
  1739. him into using EG until his Fury is down again. Only move counter-
  1740. clockwise around him when he gets too close.
  1741. - The Mythril Brute drops a Regeneration Symbol if you can manage to
  1742. dispatch him. Not bad, but, again, nothing worth resetting for.
  1743. |
  1744. [SkipScene003]
  1745.  
  1746. Party: Fayt, Sophia \\\ Game Room ||
  1747. - Sophia will soon go MIA and won't be joining your party again until
  1748. you're on Disc 2.
  1749.  
  1750. \\\ Lounge ||
  1751.  
  1752. [SkipScene004]. Exit the Lounge.
  1753.  
  1754. \\\ Evacuation Corridor ||
  1755. Items (nc): Metal Pipe (Unique), Fragile Metal Pipe (Unique)
  1756.  
  1757. [SkipScene005]. Proceed north past the save point.
  1758. |
  1759. [Fixed Encounter002] (3× Incapacitator VRSS)
  1760. - Pretty tough on 4D. You'll be fine if you feint all of them in a row
  1761. and hit the last in the back a couple of times. Repeat until you're done.
  1762. |
  1763. [SkipScene006]
  1764. |
  1765. Party: Fayt, Sophia, Peppita
  1766. |
  1767. [Fixed Encounter003] (4× Incapacitator VRSS)
  1768. - Peppita (aka Souffle) will join the party for a total of 2 battles here.
  1769. Just like Soph, she won't be joining you again until Disc 2.
  1770. |
  1771. [SkipScene007]
  1772. |
  1773. [Fixed Encounter004] (4× Incapacitator VRSS)
  1774. |
  1775. [SkipScene008]
  1776.  
  1777. \\\ Evacuation Facility ||
  1778.  
  1779. [SkipScene009]. This one plays when you enter Room 509.
  1780.  
  1781. [SkipScene010]. This one plays when you enter Room 506.
  1782.  
  1783. \\\ Room 506 ||
  1784. - Examine one of the beds to get some rest.
  1785.  
  1786. [SkipScene011]. This one plays when you opt to get some sleep.
  1787.  
  1788. \\\ Transporter Room ||
  1789.  
  1790. [SkipScene012]. Enter the transporter.
  1791.  
  1792. \\\ Central Starboard Corridor ||
  1793.  
  1794. [SkipScene013]. Enter the Lounge.
  1795.  
  1796. - Before you can trigger the next scene, you have to talk to at least
  1797. one person (or a combination of people in e) from each of the 5 groups
  1798. seen below. Now, I haven't tried every possible combination, but I'm
  1799. sure it's at least pretty close to accurate.
  1800.  
  1801. a. Peppita
  1802. b. Elderly Roakian / Elegant Tetrageniot (2nd time)
  1803. c. Male Blue Dolphin / Fox-Tail Girl / Piccolotto / Gonnella (2nd time)
  1804. d. Expelian Man / Elegant Tetrageniot / Quantestorie / Peppita (2nd time)
  1805. e. Kiosk Clerk / Flirt / Dulcinea + Gonnella or Ursus or Female Earthling /
  1806. Young Earthling + Female Earthling or Ursus or Gonnella
  1807.  
  1808. [SkipScene014]. This one plays when you enter the Lounge after talking
  1809. to the required characters.
  1810.  
  1811. \\\ Upper Starboard Corridor ||
  1812. - Talk to at least one person here and refresh the area to proceed.
  1813.  
  1814. Item (nc): Simple Sword (Unique, Temp) \\\ Emergency Passage ||
  1815.  
  1816. [SkipScene015]. This one plays when you enter an escape pod.
  1817. |
  1818. [SkipScene016]
  1819.  
  1820. Party: Fayt \\\ Pesotto Forest ||
  1821.  
  1822. - Note that you can't discard your sword nor the Metal Pipe.
  1823. - One more time: Tweak the setting in the Config menu. The default settings
  1824. are *not* recommended.
  1825. - Check the escape pod to heal yourself. You won't be able to do that
  1826. anymore after the next scene, though.
  1827. - This is the first area in the game where you can obtain a bunny model
  1828. as a reward if you can cover 99% of the map. You'll need to hug the walls
  1829. quite carefully if you want to reach figures like that. Don't just brush
  1830. by them. That's not good enough. (You have to go through a few more
  1831. scenes before you can complete this one, though.)
  1832. - Don't forget that, while you don't have any Textbooks yet, you can
  1833. still block attacks. Blocking attacks is one of the most basic aspects
  1834. of the battle system
  1835. - Fayt's 2 hit SR Confirm combo has poor tracking, which becomes most
  1836. apparent when the enemy is too close or when the enemy doesn't flinch
  1837. from the first hit.
  1838. - Note that it's often possible to use Fayt's flipkick attack twice after
  1839. floating the enemy with his LR Cancel attack. This is only possible if
  1840. you move the analog stick in any direction after the float, as this
  1841. causes Fayt to regain control faster (for some reason). Also note that,
  1842. while the attack has two hits, his anti-air Confirm attack only needs
  1843. one input.
  1844. - When wounded, the Noblemen type enemies start tripping over, which
  1845. increases the amount of Fol you get. When wounded further, they'll start
  1846. using a move called Spare Me, at the end of which they'll give you an
  1847. Idol and then run away. The Idols serve no purpose other than to be
  1848. sold. If you hit the Nobleman after they drop the idol but before they
  1849. run away, they can use it again, but you can only get two Idols at most
  1850. from one Nobleman.
  1851. - You can easily get the item drop trophy by taking advantage of Spare
  1852. Me. Note, however, that they'll only use it when between 20-50% health.
  1853. - Use Aerial (set to Cancel) at Lv4 to get the single hit exact damage
  1854. kill trophy.
  1855.  
  1856. [SkipScene017]. This one plays when you reach the village.
  1857.  
  1858. Items: Blackberries, 600 Fol, Aquaberries \\\ Whipple ||
  1859. - Triangles of different color indicate load zones on the map. Green
  1860. ones are shops, blue ones are places where you can heal up, and yellow
  1861. ones are just regular ones.
  1862.  
  1863. Item: Blackberries \\\ Village Chief's House ||
  1864. Item: Blueberries \\\ Private Home ||
  1865.  
  1866. Shop: \\\ General Store "Manybloom" ||
  1867. Blueberries 45 Fol
  1868. Blackberries 35 Fol
  1869. Fresh Sage 310 Fol
  1870. Ring Mail 180 Fol
  1871. Pomello Juice 21 500 + 1 Fol per second
  1872.  
  1873. - Buy a Ring Mail and maybe some berries.
  1874.  
  1875. Item (nc): Simple Sword (Unique) \\\ Whipple ||
  1876. - Before you can trigger the next scene, you'll need to either
  1877. a. speak to the Village Chief or
  1878. b. trigger the scene with the Adolescent Girl in the house opposite
  1879. the store.
  1880.  
  1881. [SkipScene018]. Enter Niklas & Meena's House
  1882. \\\ Pesotto Forest ||
  1883. [SkipScene019]. Approach the escape pod.
  1884. \\\ Whipple ||
  1885. [SkipScene020]. Enter Niklas & Meena's House.
  1886. \\\ Niklas & Meena's House ||
  1887. [SkipScene021]
  1888.  
  1889. Item (nc): 1/144 Scale Bunny (Artifact) \\\ Pesotto Forest ||
  1890. - Assuming you can reach a completion rate of 99%, you'll be rewarded
  1891. with a bunny model. Simply having one in your inventory increases your
  1892. movement speed in battle by 5%. The effect does not stack, and it doesn't
  1893. affect the speed of your attacks. You can sell one for 9000 fol.
  1894.  
  1895. \\\ Ruins of Coffir ||
  1896. Items: Blueberries, Blueberries, Cooking Ingredients, Blackberries,
  1897. 200 Fol, Ripe Berries (Artifact), Blackberries, Aquaberries, Aquaberries,
  1898. Aquaberries, Blueberries, Cooking Ingredients, Fresh Sage, Blackberries
  1899. Lost & Found: Beat-Up Textbook (Unique) (Makafy)
  1900. Boss(es): Buster, Makafy & Tepeki
  1901.  
  1902. - Map completion is typically not possible in dungeons until later in
  1903. the game.
  1904. - Try to activate Triple Exp before the boss fight; You'll need to fill
  1905. up the Bonus Gauge with a Confirm attack. It's no big deal if you lose
  1906. it, though.
  1907. - Young Shriekers are among the enemies who have a 34% critical hit rate,
  1908. so don't expect your Bonus Gauge to last very long when fighting them.
  1909. - Don't use Blade of Fury or Aerial. Remember that Battle Skills consume
  1910. HP (MP only in a few cases). You can't recover your HP that easily yet,
  1911. and Blade of Fury isn't even any good.
  1912. - 500 Battles Alone is a very tedious grind, one that you should obviously
  1913. combine with Chain of 500. This is pretty much the best place to do it.
  1914. You should do it on Disc 2, though, so you can kill the enemies with one
  1915. hit.
  1916.  
  1917. [SkipScene022]. Plays when you approach the bandit trio.
  1918. |
  1919. [Boss]
  1920. - 250 HP, 11 MP (Buster), 300 HP, 13 MP (Makafy), 200 HP, 9 MP (Tepeki)
  1921. - 89 xp in total (at most)
  1922. - These guys are likely to run away when below 20% health. You'll still
  1923. get the textbook even if they all run away. You should probably reset,
  1924. if any of them get away, so you don't lose kills for the enemy type BTs.
  1925. - No BTs
  1926. |
  1927. [SkipScene023]
  1928.  
  1929. - The Beat-Up Textbook allows you to emit the Standard counter aura
  1930. when blocking attacks.
  1931.  
  1932. Items: Jewel of Refuge, Fresh Sage \\\ Norton's Hideout ||
  1933. Item (nc): Music Box Parts (Unique, Temp)
  1934. PC: Cliff Lv2
  1935. Default (Cliff): Mighty Gauntlets (Unique), Ring Mail, 4 SP
  1936. Boss: Norton
  1937.  
  1938. - This is your only chance to fight a Skeleton Warrior. Don't miss it.
  1939. - There are three jewels you can use on the field to affect certain
  1940. things, as seen below. The effects of these jewels last for 36 seconds.
  1941. The jewels are mainly useful as a source of extra money (one sells for
  1942. 602 fol), but you should hold on to at least one Jewel of Refuge. There
  1943. are also a couple of dark dungeons where Jewels of Avarice might come
  1944. in handy.
  1945. × Refuge: Stop enemies.
  1946. × Alertness: Display enemies on the map.
  1947. × Avarice: Display chests on the map with blue, diamond-shaped icons.
  1948. The icon will be flashing if the chest is unopened. It only displays
  1949. the icons in the current, specific (sub-)area.
  1950. - Find Norton's "office," and examine the computer terminal to input
  1951. the password (256). If you get it wrong three times, you'll simply be
  1952. teleported outside.
  1953.  
  1954. [SkipScene024]. This one plays when you enter the prison cells.
  1955. |
  1956. Party: Fayt, Cliff
  1957. |
  1958. [Boss]
  1959. - 1600 HP, 35 800 MP, R:F, 32 xp, Decrepit Tome (Artifact)
  1960. - The time limit BT requires a kill in only 30 seconds.
  1961. |
  1962. [SkipScene025]
  1963.  
  1964. - Don't forget that the BT data is separate from actual game data.
  1965. It's not possible to lose Trophies when you load the game.
  1966. - There are only four Decrepit Tomes in the game. Using one teaches a
  1967. character three spells: Healing, Antidote, and Silence. Choose carefully.
  1968. When you do use one, note that you need to set Common Support Symbols
  1969. (2 CP) as the character's support skill in order to be able to cast them
  1970. during battle. Either way, spending a support skill slot for CSS is a
  1971. tough sell when you can easily just heal your characters with items or
  1972. with Nel (who's the only fighter who can cast Healing natively) and
  1973. considering you'll soon learn support skills that are much more useful.
  1974. However, if you feel it gives you a little extra comfort, go ahead.
  1975. Use one on Fayt. Even if you don't have CSS set as a skill, you can
  1976. always cast them outside of battle, so that's something. If nothing
  1977. else, it helps dealing with Poison early in the game.
  1978. - Visit the office one last time for the Music Box Parts.
  1979.  
  1980. [SkipScene026]. This one plays when you exit the hideout.
  1981. - You won't have access to the hideout after this.
  1982.  
  1983. \\\ Pesotto Forest ||
  1984.  
  1985. [SkipScene027]. Plays when you approach the entrance to the village.
  1986.  
  1987. Item (nc): Medecentra Pyroxene (Unique) \\\ Village Chief's House ||
  1988. - Talk to the chief to obtain the Medecentra Pyroxene, an accessory
  1989. with the factor Battle Skill HP use -30% (it also has the factor Battle
  1990. Skill HP use -20%, but these two don't stack, so it doesn't do anything).
  1991.  
  1992. \\\ Whipple ||
  1993. [SkipScene028]. This one plays when you exit the village.
  1994. \\\ Pesotto Forest ||
  1995. [SkipScene029]. Approach the cliffs west of the escape pod.
  1996. \\\ The Cutter 'Eagle' ||
  1997. [SkipScene030]. Talk to Mirage twice and Cliff once.
  1998.  
  1999. [SkipScene031]. Exit the ship.
  2000.  
  2001. PC: Nel Lv3 \\\ Airyglyph Dungeon ||
  2002. Default (Nel): Baselards (Unique), Ring Mail, 6 SP
  2003. Boss(es): Inquisitor (+ 2× Airyglyph Soldiers)
  2004. - Disable Nel's Fire Bolt, Healing and any other spells she (or anyone
  2005. else) learns. You shouldn't trust the AI with healing spells, least of
  2006. all when facing enemies that are a serious threat. You should just do
  2007. it manually. And keep in mind, spells consume Fury as well. If you don't
  2008. have the necessary Fury, the spell will fail.
  2009.  
  2010. [Boss]
  2011. - Inquisitor: 1300 HP, 40 MP
  2012. - Airyglyph Soldier: 400 HP, 18 MP
  2013. - 30 xp in total
  2014. - No BTs
  2015. - Consider doing MP kills with Aerial and/or Blazing Sword.
  2016. - 4D: You can safely hit Inquisitor in the back when he does his unblockable.
  2017. |
  2018. [SkipScene032] (delay)
  2019.  
  2020. \\\ Airyglyph Aqueducts ||
  2021. Party: Fayt, Cliff, Nel
  2022. Items: Worm-Eaten Tome (Artifact), Blueberries, Ring Mail,
  2023. Warrior's Bracelet, Fresh Sage, Blueberries
  2024. Lost & Found: Regeneration Symbol (Skeleton Soldier)
  2025. Boss: Giant Crab
  2026.  
  2027. - The ladder in the third area is a bit hard to see. Run against it to
  2028. use it.
  2029. - Put the Warrior's Bracelet into good use (ATP +20, ATP +5%).
  2030.  
  2031. - Again, don't bother using Blade of Fury, Sphere of Might, or Shockwave.
  2032. They're basically just cancel fodder. Normal attacks will get the job
  2033. done just fine at this point in the game.
  2034. - Many of the enemies are weak to Fire, but using Blazing Sword will
  2035. quickly drain your MP. I'm sure you can handle them without it.
  2036. - Don't miss the kill for Bogle Leader a. They appear alongside Bogle
  2037. Soldiers, but not every time, so it could take a few battles. They might
  2038. also run away, so there's that too.
  2039.  
  2040. - You should fight the Skeleton Soldiers until you score at least one
  2041. Regeneration Symbol. I get three myself (one for each character). It's
  2042. an accessory that regenerates 3% MP every 5 seconds in battle. It also
  2043. increases DFP by 6, which is enough to make a difference early in the
  2044. game. You should be able to get them pretty easily even without the bonus,
  2045. but if you get the Osprey Dagger from town, you can quickly take out the
  2046. enemies with Nel's long range dive bomb attack (boosted by IHPD) with
  2047. minimal risk of losing the bonus.
  2048.  
  2049. - If you're not controlling Nel, it's probably best to keep her on
  2050. Manual and away from the action, so she can just support the party with
  2051. Healing. Nel can't spam her blockables as fast as Fayt or Cliff and she
  2052. has a long flinching time (the longest among all fighters), so she
  2053. easily soaks up more damage than the guys when in AI control. Another
  2054. substantial contributing factor is magic attract. As already explained
  2055. in the battle system guide, casting spells makes the character a magnet
  2056. for the enemy's attention unless the character is really far away. Use
  2057. the Loose Line formation, so Nel starts off in the corner. If an enemy
  2058. starts heading for Nel (either just randomly or because of magic attract),
  2059. you'll get a good opportunity to attack them, that is, if you're not too
  2060. preoccupied. Or maybe there are just multiple enemies and you can't take
  2061. them all on at once. Indeed, you'll have to get used to moving your
  2062. support character around in order to keep them safe.
  2063. - I use the Guard formation myself and mostly control Nel. I don't bother
  2064. controlling Fayt until he learns Shotgun Blast (which won't even happen
  2065. if I don't keep him in my party. I might).
  2066.  
  2067. - Don't forget about sidestepping. Eg. you can use it to avoid damage
  2068. from Bio Bullet if you don't have enough Fury to block it. But really,
  2069. you can use it to avoid damage from any physical attack *and* counter
  2070. auras.
  2071.  
  2072. - Both Fayt and Cliff (and especially Cliff) could use an MP boost. Get
  2073. their MP skill to Lv5 or so before focusing on and maxing out HP.
  2074. - Again, I do *not* recommend putting any SP whatsoever into Defense.
  2075.  
  2076. - I suggest using a Slime to get the consecutive block BTs. If you're
  2077. close enough, you can block all 16 hits from Bio-Bullet. Turn off your
  2078. counter aura and remove the other two characters from the active party.
  2079.  
  2080. - Hold Cancel to walk, so you don't slip on the ice.
  2081.  
  2082. [SkipScene033]. Plays when you proceed north past the second save point.
  2083. |
  2084. [Boss]
  2085. - 3500 HP, 80 MP, W:F, 55 xp
  2086. - Go for an MP kill with Blazing Sword (or Aerial if you don't have that).
  2087. It's best to set your other characters on manual (by hitting R2) and
  2088. either keep them away from the action or use one as a shield.
  2089. |
  2090. [SkipScene034]
  2091.  
  2092. [SkipScene035]. This one plays when you exit the aqueducts.
  2093.  
  2094. \\\ Royal City of Airyglyph ||
  2095. Items: Blueberries, Cooking Ingredients, Ripe Berries, Ripe Berries,
  2096. Compounding Elixirs, Perfect Berries (Artifact), Compounding Elixirs,
  2097. Blackberries, Cooking Ingredients
  2098.  
  2099. Item: Aquaberries \\\ Private Home ||
  2100. Item: Cooking Ingredients \\\ Inn "Wyvern's Tail" ||
  2101.  
  2102. Shop: Basil; Sage; Lavender - 20 Fol \\\ Outfitter "Dragon's Dungeon" ||
  2103. - Pick up some healing herbs. Check the details with the Menu button.
  2104.  
  2105. Item: Ripe Berries \\\ Private Home ||
  2106. Item: Blackberries \\\ Private Home ||
  2107. Item: Blueberries \\\ Private Home ||
  2108. Item: 2000 Fol \\\ Tavern "Dragon's Breath"||
  2109. Item: Perfect Berries \\\ Abandoned Temple ||
  2110.  
  2111. Items: Blueberries, Blackberries \\\ High-Quality Armorer "Tiamat" ||
  2112. Shop: Osprey Dagger - 15 100 Fol
  2113. - If you sell the 1/144 Scale Bunny and some other stuff, you should
  2114. be able to afford the Osprey Dagger. The other weapons should be passed
  2115. up on in favor of IC weapons. By no means is this necessary, however.
  2116. On the contrary, you're not "supposed to" buy this weapon until late
  2117. Disc 1. Even if you stick to the intended weapons, you can still easily
  2118. take out enemies with a chain or two once you get some decent skills
  2119. (starting with Kagebarai and Hammer of Might at Lv10).
  2120. - 4D: The Osprey Dagger alone isn't enough. You need to get the Superior
  2121. Chain Mail as well. You can afford it if you complete a couple of more
  2122. maps and get the money from the Mountains of Barr. You should be able
  2123. to get past the Earth Smasher even if you haven't fought a single normal
  2124. battle on Elicoor II yet.
  2125.  
  2126. \\\ Armorer "Left-Handed Lizard" ||
  2127. Shop: Superior Chain Mail - 26 800 Fol
  2128. - You can get one of these for Nel later when you can afford it. Again,
  2129. this is hardly necessary (until late Disc 1), but it's your call.
  2130.  
  2131. \\\ Traum Mountains ||
  2132. Items: Jewel of Alertness, Ripe Berries, 400 Fol, Blueberries, Blackberries
  2133.  
  2134. [SkipScene036]. This one plays when you cross the bridge.
  2135.  
  2136. - If you need to go back to Airyglyph, do your best to avoid the Dragon
  2137. Brigade Soldiers. They can kill you quite easily. Eventually, you'll want
  2138. to kill at least one of them for the enemy type BTs, but you'll get a
  2139. good chance later during a side quest.
  2140.  
  2141. [SkipScene037]. Approach the entrance to Kirlsa.
  2142.  
  2143. [SkipScene038]. This one plays when you enter Kirlsa.
  2144.  
  2145. \\\ Mining Town of Kirlsa ||
  2146. Items: Aquaberries, Perfect Berries, 520 Fol, Blueberries, Blackberries,
  2147. Ripe Berries, Perfect Berries
  2148. - There's some new gear, but I suggest you skip them.
  2149.  
  2150. Items: 1400 Fol \\\ Private Home ||
  2151. Item: Blueberries \\\ Tavern "The Iron Stomach"|
  2152.  
  2153. Item: Compounding Elixirs \\\ Mining Town of Kirlsa ||
  2154. - Talk to the man in the southwest corner of town. Doing so will make
  2155. Nel appear at the small graveyard north.
  2156.  
  2157. [SkipScene039]. This one plays when you approach Nel.
  2158.  
  2159. - Head north into the mines.
  2160.  
  2161. \\\ Kirlsa Caverns ||
  2162. Items: Scale Armor, Blackberries, Blackberries, Charm of Insight,
  2163. Ripe Berries, 5000 Fol, Fresh Sage, Falchion, Earth Pixie
  2164. Lost & Found: Decrepit Tome (Artifact) (Earth Smasher)
  2165. Boss: Earth Smasher
  2166.  
  2167. - Once Nel reaches Lv10, you can start owning enemies with Kagebarai.
  2168. (Shadow Wave). If you're playing the PAL-version, you'll want to use
  2169. skip-canceling. Set Shisentou (Shockwave) to SR Confirm and Kagebarai
  2170. to SR Cancel. You did change the button settings, right? Right, so,
  2171. the easiest way is to hit Confirm, then immediately hold down both
  2172. Confirm and Cancel. Once the normal attack begins, release Confirm.
  2173. That should do it.
  2174. - Battlefields in caves and the Mountains of Barr feature random,
  2175. rolling boulders. These boulders deal proportional damage based on max
  2176. HP that's modified by size and momentum.
  2177.  
  2178. [SkipScene040]. This one plays when you proceed west past the save point.
  2179. |
  2180. [Boss]
  2181. - 3600 HP, 163 MP, 40 xp, 1495 Fol
  2182. - No BTs
  2183. |
  2184. [SkipScene041]
  2185.  
  2186. - Pull the lever after the battle. Now, make your way to the third area,
  2187. where you saw those ovens or whatever. You'll have to ride a hauler
  2188. beast in order to make it through.
  2189. - The Aggressive hauler can be used to break down the three rock walls
  2190. that block your path on the east side. It can turn even when above the
  2191. speed limit, but it can't stop or turn left at the first junction.
  2192. - The Whimsical hauler will turn randomly.
  2193. - When you make a stop, the camera will be set in a certain angle, so
  2194. try not to accidentally leave right away.
  2195. - Make sure you get a kill for each enemy. The Giant Bat only appears
  2196. alongside Huge Spiders (found in the area west of where you fought the
  2197. boss). Four of the enemies can only be fought in the areas accessed
  2198. with a hauler. Just fight all the enemies in the first two stops and
  2199. you're good.
  2200.  
  2201. Blackberries | Stop.
  2202. Charm of Insight| Right, stop.
  2203. Ripe Berries | Right, left (wall), stop.
  2204. 5000 Fol | Right, left (wall), left (wall), stop.
  2205. Fresh Sage | Right, right, left, left (wall), stop.
  2206. Falchion | Right, right, right, stop.
  2207. Aquaberries | Left, left, jump, jump, stop.
  2208. Earth Pixie | Left, right, left (or right), right, long jump, stop.
  2209. × The Earth Pixie can only be reached by using the Whimsical hauler.
  2210. I suggest you skip it and spare yourself from the frustration.
  2211.  
  2212. - In order to proceed: left, right, left, left, left. Once you've gotten
  2213. through once, you can choose Automatic to get through instantly.
  2214. - If you use the Ill-natured hauler, you only have to slow down at the
  2215. second and last junctions.
  2216.  
  2217. \\\ Bequerel Mountain Path ||
  2218. Items: Blackberries, Ripe Berries, Crafting Materials,
  2219. Writing Materials, Aquaberries, Compounding Elixirs
  2220. Item (nc): 1/144 Scale Bunny
  2221. - Don't forget to use SP to boost MP for Cliff and Fayt.
  2222. - You can't handle the enemies in the Mountains of Barr yet. There is
  2223. one chest there, though, that you might want to pick up if you're feeling
  2224. daring. The chest is in the northwest part of the first cave and contains
  2225. 18 100 Fol. There's an enemy in the room that you can only avoid by using
  2226. a Jewel of Refuge. If you don't have one, you likely won't make it. If
  2227. you venture a little farther, you can easily grab the Steeled Earth while
  2228. you're at it (on the west side in the areas after the cave).
  2229.  
  2230. [SkipScene042]. This one plays when you reach Arias.
  2231.  
  2232. \\\ Riverfront Village of Arias ||
  2233. Items: Ripe Berries, Multi-Flask (Unique), Cooking Ingredients, Aquaberries
  2234.  
  2235. Shop: \\\ General Store "Jack Potato" ||
  2236. Broadsword 120 Fol
  2237. Steel Gauntlet 120 Fol
  2238. Long Dagger 110 Fol
  2239.  
  2240. - You'll find a Steel Chain Mail and a Long Dagger very soon, so don't
  2241. buy them. Nel's going MIA for a while anyway. You'll also find a Steel
  2242. Gauntlet, but it's not that close, so you should just buy it unless
  2243. you're planning on avoiding battles until you get Nel back (which is
  2244. what I do).
  2245.  
  2246. Item: Perfect Berries \\\ Private Home ||
  2247. Item: Blackberries \\\ Bedroom ||
  2248.  
  2249. \\\ Lord's Mansion ||
  2250.  
  2251. [SkipScene043]. This one plays when you enter the Conference Room.
  2252.  
  2253. - De-equip any useful accessories Nel might be wearing.
  2254.  
  2255. \\\ Guest Room ||
  2256.  
  2257. [SkipScene044]. This one plays when you examine the bed, and choose
  2258. "I can barely keep my eyes open," or talk to Cliff twice and choose
  2259. "I'm getting kinda sleepy."
  2260.  
  2261. \\\ Lord's Mansion ||
  2262. [SkipScene045]. Enter the Conference Room.
  2263. \\\ Arias ||
  2264. [SkipScene046]. Approach the entrance to Aire Hills.
  2265.  
  2266. \\\ Aire Hills / Kirlsa Hills ||
  2267. Items: Blueberries, Blackberries, Blueberries, Jewel of Refuge,
  2268. Compounding Elixirs, Blueberries
  2269. Item (nc): 1/144 Scale Bunny
  2270.  
  2271. - Once again, I'd like to remind you how useful sidestepping is. Learn
  2272. to use it, and it'll help you shave off some damage. Take the horsemen,
  2273. for instance. Their strong attack is fast and horizontal. If you're
  2274. close, you may not be able to get away from it by simply running away.
  2275. However, if you sidestep (with the right timing), you'll avoid getting
  2276. hit (while also creating an opportunity to start a chain).
  2277. - Once you reach Kirlsa, take the path south. And don't forget about
  2278. the Superior Chain Mail in Airyglyph (27k).
  2279.  
  2280. \\\ Granah Hills ||
  2281. Items: Blackberries, Blueberries, Steel Chain Mail
  2282. Item (nc): 1/144 Scale Bunny
  2283. Lost & Found: Charm of Insight (Young Shrieker, Elder Shrieker)
  2284.  
  2285. [SkipScene047]. Enter the Kirlsa Training Facility.
  2286. |
  2287. [Fixed Encounter005] (3× Black Brigade Soldier a)
  2288. |
  2289. [SkipScene048]
  2290.  
  2291. \\\ Kirlsa Training Facility ||
  2292.  
  2293. \\\ Living Quarters ||
  2294. Items: Blueberries, Cooking Ingredients, Anti-Poison Amulet (pat),
  2295. Blackberries, Long Dagger, Aquaberries
  2296.  
  2297. - If you're planning on doing a lot of IC when you reach Peterny, you
  2298. should complete the map here (the bunny sells for 36k). It's a little
  2299. tricky, but very much possible. Pay attention to the map to see the
  2300. bumpy spots that will likely cause you to break contact with the wall.
  2301. - Blazing Sword and Hammer of Might work well against most enemies here.
  2302. They don't have the best harmony, though, seeing as Blazing Sword will
  2303. mostly do MP kills while using Hammer of Might will result in HP kills.
  2304. Either way, you should set them to Confirm to conserve HP and MP. It
  2305. really helps if you have a Regeneration Symbol for Fayt.
  2306. - You should probably avoid the Animated Armors, as they're fairly tough
  2307. and immune to Fire. Nel could take them out easily with Kagebarai, but
  2308. she won't rejoin until you're almost done with the dungeon. That said,
  2309. if you don't want her to fall behind in levels, you should run through
  2310. and get her back as soon as possible.
  2311.  
  2312. \\\ Training Area (2F) ||
  2313. Items: Blackberries, Cooking Ingredients, Cooking Ingredients,
  2314. Cooking Ingredients, Blueberries, Aquaberries, Neglected Textbook (Unique)
  2315.  
  2316. - The Neglected Textbook allows you to use the Homing counter aura
  2317. that reflects half of the damage you would have received as well as
  2318. floats the enemy. This is the counter aura I use the most myself.
  2319. - Getting the AAA BT is tricky, as you need to do a whole bunch of hits
  2320. for it to count. Better save it for later when you have access to counter
  2321. auras that do multiple hits per block.
  2322. - Don't miss the kill for Bogle Leader c. They only appear alongside
  2323. the Horned Wolves on the west side on this floor.
  2324.  
  2325. \\\ Prison (3F) ||
  2326. Items: Symbol of Courage, 8000 Fol, Cooking Ingredients,
  2327. Compounding Elixirs, Steel Gauntlet, Blueberries, Blackberries
  2328. Item (nc): Cuprite Key (Unique)
  2329.  
  2330. - Talk to Mayu to obtain the key you can use to access the elevator
  2331. (in the northeast corner on the first floor).
  2332.  
  2333. PC: Nel \\\ Living Quarters ||
  2334.  
  2335. [SkipScene049]. Plays when you reach the elevator.
  2336. |
  2337. [Fixed Encounter006] (3× Black Brigade Soldier a)
  2338. |
  2339. [SkipScene050]
  2340.  
  2341. \\\ Training Area ||
  2342. Items: Worm-Eaten Tome (Artifact), Compounding Elixirs
  2343.  
  2344. Item (nc): (1/60 Scale Bunny) (Artifact) \\\ Arena ||
  2345. Boss(es): Shelby (+ 4× Black Brigade Soldiers)
  2346.  
  2347. [SkipScene051]. This one plays when you proceed south past the save point.
  2348. |
  2349. [Fixed Encounter007] (4× Black Brigade Soldier a)
  2350. |
  2351. [SkipScene052]
  2352. |
  2353. [Boss]
  2354. - 5100 HP, 13 816 MP, A:I
  2355. - 175 xp, 37 Fol in total
  2356. |
  2357. [SkipScene053]
  2358.  
  2359. \\\ Aire Hills / Bequerel Mountain Path ||
  2360. [SkipScene054]. Plays upon returning to Arias.
  2361. \\\ Lord's Mansion ||
  2362. [SkipScene055]. Enter the Conference Room.
  2363.  
  2364. \\\ Palmira Plains ||
  2365. Items: Blueberries, Ripe Berries, Aquaberries, Cherubic Bust (Unique),
  2366. Jewel of Refuge
  2367. Item (nc): 1/144 Scale Bunny
  2368. Lost & Found: Wind Charm (Plains Spider)
  2369. - Hopefully you've figured out cancel chains by now. If not, you really
  2370. should.
  2371.  
  2372. [SkipScene056]. This one plays when you reach Peterny.
  2373.  
  2374. \\\ Trading Town of Peterny ||
  2375.  
  2376. Items: Blackberries, Blackberries, Aquaberries, Blueberries, 3400 Fol,
  2377. Blueberries, Cooking Ingredients
  2378. Item (nc): Maiden of Irisa (Unique)
  2379.  
  2380. - DO NOT TALK TO THE BUNNY ON THE WEST SIDE! This NPC is a merchant,
  2381. and checking his wares at certain times will make him return to Sanmite
  2382. while freezing his selection. His wares change over time (he's not
  2383. actually selling anything as of right now). Wait until Disc 2, and
  2384. you'll be able to get the good stuff.
  2385.  
  2386. [SkipScene057]. Approach the temple and choose to rest.
  2387.  
  2388. - Note that the accessory you receive will be equipped automatically.
  2389.  
  2390. Item: Blackberries \\\ Private Home ||
  2391. Item: Ripe Berries \\\ Ameena's Home ||
  2392.  
  2393. Shop: \\\ Armorer "Summit Street" ||
  2394. Bastard Sword 750 Fol
  2395. Fine Gauntlet 700 Fol
  2396. Silver Dagger 660 Fol
  2397. Heavy Armor 950 Fol
  2398. Anointed Chain Mail 3500 Fol
  2399.  
  2400. - Get these instead of the IC stuff if you'd like to keep the game more
  2401. balanced (or if you just can't be f*#ked with IC). That's what I do.
  2402.  
  2403. \\\ Craftsman's Guild ||
  2404. Items (nc): 1000 Fol, Compact Communicator (Unique)
  2405.  
  2406. [AddSkipScene002]. Approach Welch and reply "Yes, I am."
  2407.  
  2408. NPC Unlock: Damda Mooda, Milenya, Mayu
  2409.  
  2410. \\\ Workshop ||
  2411. - Assuming you joined the guild, you can start doing some Item Creation
  2412. (aka IC). This particular workshop is in bad shape, though, so open up a
  2413. single line and Smithing. Set your characters on the line, choose SMTH,
  2414. then go save the game before doing anything else.
  2415.  
  2416. Smithery 3000 F Writing 5000 F Line 1 1000 F
  2417. Crafting 8000 F Alchemy 2000 F Line 2 2000 F
  2418. Engineering 6000 F Compounding 4000 F Line 3 3000 F
  2419. Synthesis 9500 F Cooking 1000 F
  2420.  
  2421. - The creation process does not consume materials, only money (as well
  2422. as time and patience). Each character has a pool of items that they are
  2423. (technically) able to create, skill levels as well as time and/or cost
  2424. modifiers (only three characters have neutral modifiers, Fayt being one
  2425. of them). These are all fixed and can't be changed.
  2426.  
  2427. - Now, you can't see what item you're going to try and create; you can
  2428. only see its cost. You can try to figure out what the item is based on
  2429. that figure (use the IC file). How easy or hard this is depends on the
  2430. amount of overlap. Indeed, in some cases, you just can't tell for sure.
  2431. - To re-roll the item, simply press Confirm twice while the cursor is
  2432. on one of your characters. When an item is rolled, its cost is defined
  2433. using the following formula:
  2434.  
  2435. (1+a+b)x
  2436. × where x is the base cost (which itself is 10% of the total item value)
  2437. × a is the cost modifiers combined
  2438. × b is the random variable (-0,05; -0,04; -0,03; -0,02; -0,01; 0; 0,01;
  2439. 0,02; 0,03; 0,04 or 0,05)
  2440.  
  2441. - Non-integers are rounded properly (ie. 10,4 becomes 10; 10,5 becomes 11).
  2442.  
  2443. - Your initial chance of success is determined by this formula:
  2444.  
  2445. c+d-e
  2446. × c: Skill levels combined
  2447. × d: IC item bonus (20) (eg. Multi-Flask)
  2448. × e: Item rating
  2449.  
  2450. - Once you begin the process, you'll see the time bar increasing
  2451. gradually. Once it fills up (which takes 7,2s by default), you'll lose
  2452. the money, and the characters' icons will change depending on whether
  2453. or not they succeeded: happy faces for success, sad faces for failure.
  2454. The time bar will then reset and start filling up again, while the
  2455. quality bar decreases. You can continue trying to create the item and
  2456. even make multiple copies. However, as the quality bar decreases, so
  2457. do your chances of creating the item. Seeing as you're not likely to
  2458. be sitting on a huge stash of cash at this time, unless it's a cheap
  2459. item, you should quit after a few attempts, then load the game if you
  2460. failed.
  2461.  
  2462. - Let's have a couple of examples. The Gatling Gauntlets will appear as
  2463. 3990, 4032, 4074, 4116, 4158, 4200, 4242, 4284, 4326, 4368, 4410 with a
  2464. neutral cost modifier. The Radiant Sword will show up as 2496, 2470, 2522,
  2465. 2548, 2574, 2600, 2626, 2652, 2678, 2704, 2730. Both weapons have a
  2466. rating of 70. With Fayt, Cliff and Nel, you'll have a total Smithing
  2467. skill level of 85. That gives you an initial success rate of 15%.
  2468.  
  2469. - Here's what you're aiming for:
  2470. Mythril Plate (55+5 DFP) 140 F (60)
  2471. [Searing Sword] (150 ATP) 4000 F (40)
  2472. Radiant Sword (200 ATP) 2600 F (70)
  2473. [Damask Gauntlets] (190 ATP) 1450 F (50)
  2474. Gatling Gauntlets (250 ATP) 4200 F (70)
  2475.  
  2476. - If you're having too much trouble with the Radiant Sword and Gatling
  2477. Gauntlets, go with the easier alternatives.
  2478.  
  2479. - If you need money, create and sell Rune Blades (5250 F \ 20). You'll
  2480. profit 5k for each.
  2481.  
  2482. - Use Compounding to get these: Fruity Potion (13), Syrupy Potion (20),
  2483. Berry Potion (21), Aqua Potion (22), Sweet Potion (40), Resurrection
  2484. Elixir (140), Resurrection Mist (210).
  2485. - Some of these are very cheap to refine, so definitely consider doing
  2486. that, if not now, then maybe later.
  2487.  
  2488. - Not much use for cooking. As always, food items can't be used during
  2489. battle (with a few exceptions), but they can still help you conserve
  2490. combat items (especially for MP and reviving). If you still have money
  2491. left after the above, you can create these: Tuna Salad (15), Gratin (50).
  2492. There's also Natto, Cold Soba and Fresh Spring Rolls (all 40), but they
  2493. overlap with five other items. It's cheap, though, so it's worth a shot.
  2494. If you don't create them now, Mayu could easily end up snatching their
  2495. patents. It's not that big a deal, though.
  2496. - Better hang on to some Spicy Cakes (86) or Discordant Desserts (6).
  2497. They let you MP kill a character outside of battle, so they might come
  2498. in handy for a few Battle Trophies.
  2499. - The healing effects of food don't refine the same way as the effects
  2500. of items you can use during battle, and they also have different costs.
  2501. For instance, Revive with 30% only refines to 60% and costs 400 Fol.
  2502.  
  2503. - Learn to re-roll the item as quickly as possible without missing the
  2504. figure(s) you're looking for. I use my index finger myself when doing
  2505. so. I also usually go for only one item at a time, as I find it difficult
  2506. to try and catch more than one figure.
  2507.  
  2508. - Occasionally, you may see a character's icon change as soon as you
  2509. start the creation process. What this means is that the character is
  2510. excluded from the process. Whenever this happens, you should probably
  2511. quit right away (unless it's a character with an abysmal skill level).
  2512.  
  2513. - Specify Plan is used to modify the factors an item has (often referred
  2514. to as refining). The process uses materials in addition to money. The
  2515. initial success rate is not affected by skill level, but it does affect
  2516. the rate at which the quality bar drops, which negatively affects the
  2517. success rate. For a lot of factors, the initial success rate is in the
  2518. 10-20% region.
  2519. - The number in brackets at the end of a factor indicates the number of
  2520. possible results when modifying. During a session, each factor can be
  2521. modified once. Only the factors present at the beginning of the session
  2522. are eligible for modification. Whenever a factor is successfully modified,
  2523. the session has a chance of ending. The session will end if each factor
  2524. has been modified. The session may continue even if all 8 slots become
  2525. filled.
  2526. - Refining is often very costly, so, once again, when you have limited
  2527. funds, you'll want to load the game whenever you fail. You also can't
  2528. easily obtain more materials until you reach the end of Disc 1 (with
  2529. the exception of Compounding Elixirs and Cooking Ingredients). Once
  2530. your Fol is in 7 digit figures (probably not until post-game), you can
  2531. definitely afford to give it multiple runs.
  2532. - Each factor has a certain monetary value. These are listed in the IC
  2533. file. The cost of refining is determined by the following formula:
  2534.  
  2535. (1+a+b)y/n
  2536. - y is the total value of all the factors combined
  2537. - n is the number of factors
  2538. - a is the cost modifiers combined
  2539. - b is the random variable (-0,05; -0,04; -0,03; -0,02; -0,01; 0; 0,01;
  2540. 0,02; 0,03; 0,04 or 0,05)
  2541.  
  2542. - Synthesis can be used to add factors to weapons. The process never
  2543. fails, and the factors are always added in order from first to last
  2544. (one factor per run). You can leave out the remaining factors if you
  2545. quit midway through. A weapon can have 8 factors at most. If 8 are
  2546. already present, the weapon can't be selected for Synthesis. There is
  2547. no way to just remove or replace factors (the ultimate weapons being
  2548. the only exceptions, as they start off with many debilitating factors
  2549. that you can remove by refining).
  2550. - The cost of Synthesis is determined by the following formula:
  2551.  
  2552. (1+a+b)(v+t)/m
  2553. - v is the total value of all the factors combined in the consumed item
  2554. - t is the total value of the receiving item (ie. base item value + y)
  2555. - m is the number of factors in the consumed item
  2556.  
  2557. - In other words, whenever you synth, you have to pay the cost of the
  2558. resulting item. As a result, there are a few things you can do to optimize
  2559. the process and thus potentially save a considerable amount of money:
  2560. 1. Synth the factors in order from the cheapest to the most expensive.
  2561. 2. Leave the factor partially unrefined and refine it after synthing.
  2562. 3. Synth all the factors into a cheap carrier weapon and then synth
  2563. that into the actual weapon. It'll cost you an extra synth kit, but
  2564. it's well worth it in the post-game.
  2565. - Again, you can find a list of all the factor values in the IC file.
  2566. There's also a list of all Synth Material kits in the misc. file. You
  2567. can get about 20 kits on Disc 1, 60 on Disc 2, and 40 in the post-game.
  2568. A couple of infinite sources become available in the post-game as well,
  2569. but it's rather unlikely you'll end up needing them. You might if you
  2570. end up customizing weapons for more than three characters.
  2571.  
  2572. - In order to get the best items, you'll need to recruit NPC inventors.
  2573. There are 28 of them in total, and they become available in groups of 3
  2574. as you progress in the game. However, don't just recruit anyone and
  2575. everyone. You shouldn't fill up all the workshops, as an empty one is
  2576. faster to load. The earliest NPC inventors are hardly of use anyway.
  2577. I'll be pointing out the ones I consider worth recruiting.
  2578.  
  2579. - NPC inventors, whether recruited or not, will try to create items
  2580. periodically as you spend time on the field and when you're inventing
  2581. (the rate is faster when you're inventing). At most, 15 inventors will
  2582. be active at a given time. Recruited inventors will use your money to
  2583. work. Seeing as there's no guarantee they'll create anything useful, I
  2584. suggest you set them on standby in order to save money. When working on
  2585. their own, NPC inventors are able to create any items in their pool even
  2586. if it's normally beyond their skill level. A recruited inventor is still
  2587. able to work even if the workshop they're assigned to doesn't have the
  2588. necessary facilities.
  2589.  
  2590. - Don't forget to patent the items you create (or find, in some cases)
  2591. through the Invention Info menu. If the item is equipped, it can't be
  2592. reviewed. If you're up for it, you could try to create and patent as
  2593. many different items as you can. There's nothing you'll get from it,
  2594. though, aside from the items themselves and a sense of accomplishment,
  2595. I suppose. If you're going to do it, you should make a copy of the IC
  2596. file and mark the items you've created.
  2597.  
  2598. - After an item is patented (either by you or an NPC), it will then
  2599. become available in limited quantities in specific stores once you've
  2600. spent 6 minutes on the field (ie. the timer won't run if you're in a
  2601. town, in the menu, or in battle).
  2602. - If you patent 32 items without spending enough time on the field to
  2603. have any of them cleared out, patenting another item will cause the
  2604. first item on the queue to become immediately available, with the newly
  2605. patented item taking its place.
  2606. - This stock is shared between all shops that carry them. The stock may
  2607. increase if an inventor creates more of it (doesn't matter who the patent
  2608. holder is). The restocking primarily occurs with low-rate items. Creating
  2609. items manually never increases the stock.
  2610. - Items patented by you or NPCs working for you will be available at a
  2611. lower price, while items patented by non-recruited NPCs will have a higher
  2612. price. Any items patented by NPCs before you recruited them will still
  2613. have the higher price.
  2614. Own | (0,4 - 0,002c)y
  2615. Other | (2,0 - 0,01c)y
  2616.  
  2617. × y: base retail value
  2618. × c: number of said item in stock
  2619.  
  2620. - The creation process is in no way affected by who the patent holder
  2621. might be.
  2622.  
  2623. - You should use the workshop in Peterny for pretty much all of your IC,
  2624. since no other workshop has a save point that close to it.
  2625.  
  2626. - Every 30 minutes on the field, you receive an insubstantial amount of
  2627. money based on your accomplishments in IC (likely a 4-digit figure). I
  2628. have no idea what the details are, but it seems play time and Fayt's
  2629. ranking are significant factors.
  2630.  
  2631. - Going into the Invention Info screen will sometimes trigger scenes
  2632. involving Welch that you can't skip. There are 8 of them in total. The
  2633. first two come after 4 hours each while the remaining ones come every
  2634. 8 hours.
  2635.  
  2636. \\\ Luxury Inn "The Front Door" ||
  2637.  
  2638. [SkipScene058]. Talk to the lady at the counter.
  2639. \\\ Peterny ||
  2640. [SkipScene059]. Approach Ameena's house.
  2641. \\\ Luxury Inn "The Front Door" ||
  2642. [SkipScene060]. Talk to Nel and reply "Yeah, I'm done."
  2643.  
  2644. [SkipScene061]. Exit the inn.
  2645.  
  2646. - Your next destination is west.
  2647.  
  2648. \\\ Sanmite Steppe ||
  2649. Items: Smithery Materials, Blackberries, Blueberries, Cooking Ingredients,
  2650. Perfect Berries
  2651. Item (nc): (1/144 Scale Bunny)
  2652. Lost & Found: Winking Sage Cider (pat) (Moonshadow Clan Member)
  2653.  
  2654. - Avoid the enemies beyond the small bridge unless you got the IC /
  2655. Airyglyph gear *or* if you're just really confident in your skills.
  2656. If you can keep the bonus on, you could get quite a few levels there
  2657. (not that it's needed).
  2658. - If you got the hang of skip-cancels, you should try it with other
  2659. skills as well, such as Nel's Touga. Don't forget to turn on Berserk
  2660. to enable longer chains (Nel Lv16, Cliff Lv17, Fayt Lv21, Roger Lv18).
  2661. - Also, you should *definitely* be using No Guard (Cliff Lv8, Fayt Lv16,
  2662. Roger Lv16). The CP cost is pretty heavy, but it is *well* worth it.
  2663. Nel doesn't get it until Lv40, so she'll just have to make do.
  2664. - With No Guard on, you'll have to choose between First Aid and Critical
  2665. Hit HP as your second support skill. If both were at Lv10, I'd recommend
  2666. First Aid (critical hits are nice, but staying alive is more important).
  2667. For now, though, you should go with CHHP, as you really shouldn't have
  2668. much, if any, trouble surviving early in the game. Neither makes much of
  2669. a difference at low levels, but you can easily auto-level First Aid to
  2670. max later.
  2671.  
  2672. \\\ Duggus Forest ||
  2673. \\\ Area 1 ||
  2674. Items: Compounding Elixirs, Aquaberries, Blackberries,
  2675. Compounding Elixirs, Blackberries, Blueberries, Compounding Elixirs
  2676. Lost & Found: Regeneration Symbol (Blue Slime)
  2677.  
  2678. - Before you can proceed further into the forest, you'll need to find
  2679. some glittering water for the fairy.
  2680. - There are five Grapebinds in the first area, but you only have to
  2681. take care of one in order to be able to proceed. The three Grapebind
  2682. encounters in the second area are all mandatory. This is where you can
  2683. also pick up Roger if you want to.
  2684. - The Grapebinds have an unblockable attack you can't avoid by simply
  2685. moving. Sidestepping is one way to avoid it.
  2686. - Note that Fayt is actually invincible while running towards the enemy
  2687. when he's using his LR Cancel attack.
  2688.  
  2689. [Fixed Encounter008] (Grapebind 1)
  2690.  
  2691. [Add Fixed Encounter003, 004, 005, 006] (Grapebind A-D)
  2692.  
  2693. \\\ Area 2 ||
  2694. Items: Perfect Berries, Blackberries, Blueberries, Wind Pixie,
  2695. Orb of Alertness (Unique), Limited-Edition Doll (Unique), Aquaberries,
  2696. 12 000 Fol, Alchemy Materials, Crafting Materials, Water Shielding (Unique)
  2697. Item (nc): Gold Figure (Unique)
  2698. PC: Roger Lv6 (18 SP)
  2699. Boss: Moonshadow Clan Chief
  2700.  
  2701. - The Orb of Alertness alters your map so that the enemy's size is
  2702. displayed more accurately.
  2703. - Don't miss the kill for Bogle Leader d. They appear alongside the
  2704. Bogle Soldiers (in the area with the first Grapebind).
  2705.  
  2706. [Fixed Encounter009] (Grapebind 2)
  2707.  
  2708. [Fixed Encounter010] (Grapebind 3)
  2709.  
  2710. [AddSkipScene003]. This one plays if you enter the area with the house.
  2711. |
  2712. [Add Fixed Encounter007] (MS Clan Member a, MS Clan Member b)
  2713. |
  2714. [AddSkipScene004]
  2715.  
  2716. - At this point, you are presented with two options:
  2717. 1. Ask Roger to help. <---
  2718. 2. Turn down his offer to help.
  2719. - If you take him along, you can
  2720. a. Fight the Moonshadow Clan Chief and give his two BTs a shot.
  2721. b. Initiate the Ancient Book side quest.
  2722.  
  2723. - If you refuse, you'll never see him again.
  2724. - If you're planning on using Roger, you should level him up to Lv18
  2725. by fighting the Grapebinds in the misty area. Kagebarai takes them out
  2726. very quickly, but if you're not confident you can keep Triple Exp on
  2727. while engaging them, you can just control Roger and stay away. For his
  2728. weapon, you can either pick up a Broad Axe at Airyglyph (16k, 400 ATP)
  2729. while you're doing the Ruddle & Rumina side quest or you can create a
  2730. Shark Helm (575 F, 350 ATP). A more restrained option for now would be
  2731. a Ranger's Helm (125 F, 100 ATP).
  2732.  
  2733. [AddSkipScene005]. This one plays upon leaving the hideout.
  2734. |
  2735. [Boss]
  2736. - 5500 HP, 250 MP, 35 xp, 16 Fol
  2737. |
  2738. [AddSkipScene006]
  2739.  
  2740. [Fixed Encounter011] (Grapebind 4)
  2741.  
  2742. Item: Heavy Armor \\\ Area 3 ||
  2743. Boss: Mudman
  2744.  
  2745. [SkipScene062]. This one plays when you approach the misty spring.
  2746. |
  2747. [Boss] FWIE
  2748. - 8000 HP, 500 MP WA
  2749. - 1200 xp, Synthesis Materials
  2750. - He'll likely (try to) cast Healing to heal about 50% of his HP when
  2751. he's below 40% HP.
  2752. |
  2753. [SkipScene063]
  2754.  
  2755. - You can only fight the Carnivorous Plant after the boss.
  2756.  
  2757. [SkipScene064]. This one plays when you reach the flower field.
  2758.  
  2759. \\\ Ameena's Home ||
  2760.  
  2761. [SkipScene065]. Exit the bedroom.
  2762.  
  2763. - You're now supposed to head north to Aquios, but there are a couple
  2764. of optional events you should take care of first.
  2765. - Head northwest from Sanmite. If you feel like doing the Ruddle & Rumina
  2766. side quest first (covered after the trip to Surferio), note that you
  2767. can't find them right away. You have to refresh the entire town first.
  2768.  
  2769. PC: Roger \\\ Lost City of Surferio ||
  2770. Items (nc): Ancient Book 1; Ancient Book 2; Ancient Book 3;
  2771. Ancient Book 4; Ancient Book 5; Ancient Book 6; Ancient Book 7 (Unique)
  2772.  
  2773. [AddSkipScene007]. This one plays if you approach Roger (only appears
  2774. | if you fought the Moonshadow Clan Chief).
  2775. - Cooperate. <---
  2776. - Refuse to cooperate.
  2777.  
  2778. - Initiating the Ancient Book side quest allows you to obtain 7 hidden
  2779. items found in various locations (but only on Disc 1).
  2780. - Also, keep in mind, this doesn't mean that Roger is now flagged as a
  2781. future permanent party member. As I already mentioned, you won't be able
  2782. to set that flag until late Disc 1.
  2783. - Roger may have a high Crafting skill level, but he also has a high
  2784. chance of dropping out of the session.
  2785.  
  2786. Shop: \\\ General Store "The Faerie Tear" ||
  2787. Basil 20 Fol
  2788. Sage 20 Fol
  2789. Lavender 20 Fol
  2790. Fresh Sage 310 Fol
  2791.  
  2792. Item: Aquaberries \\\ Private Home ||
  2793. Item: Machinery Materials \\\ Private Home ||
  2794. Item: Blueberries \\\ Private Home ||
  2795. Item: Smithery Materials \\\ Private Home ||
  2796.  
  2797. - Going west from Surferio takes you to the Mosel Dunes. The enemies
  2798. are (likely) too much for you to handle, but if you think you can avoid
  2799. them, you could try getting the chest in the southeast part of the desert
  2800. (22 400 Fol) as well as the Alchemist's Stone in the northwest.
  2801.  
  2802. \\\ Duggus Forest ||
  2803. Item (nc): Health Berries (Unique) (Ancient Book 1)
  2804. - Examine the rock near the spring where you fought Mudman to find the
  2805. first hidden item. Keep in mind, you can't get these items if you haven't
  2806. started the Ancient Book side quest.
  2807.  
  2808. \\\ Luxury Inn "The Front Door" ||
  2809. - Back in Peterny, go to Room 102 at the inn to trigger a scene involving
  2810. Rumina the Tomboy & Ruddle the Traveler. You'll be presented with the
  2811. following dialog options:
  2812. × You should take the north gate.
  2813. × Go east, of course.
  2814. × It's south. Didn't you know that? <---
  2815. × West. No question about it.
  2816. - To complete the quest, you need to keep heading southwest and encounter
  2817. Ruddle & Rumina in each town. If you can afford the Superior Chain Mail,
  2818. you can pick one up while you're at it (or two if you're planning on
  2819. using both Nel and Maria).
  2820.  
  2821. \\\ Inn "The Dozing" ||
  2822. - You'll find Ruddle & Rumina at the inn in Arias.
  2823. × Go out through the northwest gate. <-
  2824. × Easiest way is through the southwest gate. <---
  2825. × Actually, you should go east.
  2826. - Now, you need to run all the way back to Airyglyph. Drop by at the
  2827. Kirlsa Caverns on your way.
  2828.  
  2829. Item (nc): Magi Berries (Unique) (Ancient Book 2) \\\ Kirlsa Caverns ||
  2830. - Examine the torch opposite the hauler switches.
  2831.  
  2832. \\\ Traum Mountains ||
  2833. - If you didn't kill one earlier, do make sure you kill one of the Dragon
  2834. Brigade Soldiers here.
  2835.  
  2836. \\\ Airyglyph - Inn "Wyvern's Tail" ||
  2837. - One more time:
  2838. × You already passed Kirlsa. <---
  2839. × You're almost at Kirlsa.
  2840. - Head back to Kirlsa.
  2841.  
  2842. Item (nc): Blueprints (Unique) - 5000 Fol \\\ Tavern "The Iron Stomach" ||
  2843. Shop: Regeneration Symbol - 4100 Fol
  2844. - Buy the Blueprints from Rumina, as they're needed to acquire the
  2845. Engineering NPC Izak. A few Regeneration Symbols would be nice, too,
  2846. if you don't already have them.
  2847. - Now that we're done with that, travel north from Peterny.
  2848.  
  2849. \\\ Irisa Fields ||
  2850. Items: Jewel of Alertness, Magical Berries (Artifact), Blackberries
  2851. Item (nc): 1/144 Scale Bunny
  2852.  
  2853. - There are some flying enemies here and in the next dungeon. Charge is
  2854. useless against those unless you hit them with a counter aura. Better
  2855. if you use something that can hit them as is. Cliff could still stick
  2856. to Charge (although EF is a fine alternative), but if you're controlling
  2857. him, you'll want to switch to another character when there are only flyers.
  2858. - West, you'll find the entrance to the first optional dungeon, the
  2859. Aquatic Garden. You're probably not ready for that yet.
  2860.  
  2861. [SkipScene066]. This one plays when you enter Aquios.
  2862.  
  2863. Items: Perfect Berries, Synthesis Materials \\\ Irisa Fields 2 ||
  2864. Item (nc): 1/144 Scale Bunny
  2865.  
  2866. \\\ Sacred City of Aquios ||
  2867. Items: Compounding Elixirs, Aquaberries, Cooking Ingredients,
  2868. Ripe Berries, Synthesis Materials, Compounding Elixirs
  2869. NPC Unlock: Eliza, Grats, Stanice
  2870.  
  2871. Item: Aquaberries \\\ Private Home ||
  2872. Item: Smithery Materials \\\ Doctor's House ||
  2873. Item: Aquaberries \\\ Private Home ||
  2874. Items: Synthesis Materials, Blackberries \\\ Private Home ||
  2875. Items: 1800 Fol \\\ Private Home ||
  2876.  
  2877. \\\ Sacred City of Aquios ||
  2878.  
  2879. [SkipScene067]. This one plays when you approach the castle.
  2880.  
  2881. \\\ Castle Aquaria 1F ||
  2882. - You can talk to Nel twice to warp to the second floor.
  2883.  
  2884. \\\ Castle Aquaria 2F ||
  2885.  
  2886. [SkipScene068]. Talk to Nel (twice/once), or enter the audience chamber.
  2887.  
  2888. Item: Blackberries \\\ Guest Room ||
  2889. Item: Aquaberries \\\ Guest Room ||
  2890. Item: Fire Shielding (Unique) \\\ Clair Lasbard's Room ||
  2891. Items: Compounding Elixirs, Jewel of Refuge, Ripe Berries \\\ Storehouse ||
  2892. Item: Magical Berries \\\ Queen's Bedroom ||
  2893. Items: 4700 Fol \\\ Runological Weapon Research Lab ||
  2894. Items: Blackberries, Jewel of Alertness \\\ Runological Weapon Storehouse ||
  2895.  
  2896. \\\ Great Temple of Castle Aquaria ||
  2897. - Talk to Cliff.
  2898.  
  2899. \\\ Castle Aquaria 1F ||
  2900. - Approach Nel by the entrance.
  2901.  
  2902. [SkipScene069]. Enter the Guest Room.
  2903.  
  2904. \\\ Runological Weapon Development Lab ||
  2905.  
  2906. [SkipScene070]. Approach the Research Lab.
  2907.  
  2908. - Your next destination is the Bequerel Mine. If you missed the Ruddle &
  2909. Rumina side quest earlier, you should probably do it now.
  2910. - If you're using IC or Airyglyph weapons, consider synthing them with
  2911. Regeneration Symbols to free up an accessory slot.
  2912.  
  2913. NPC: Stanice (Limited Edition Doll) \\\ Surferio - Mayor's House ||
  2914.  
  2915. \\\ Arias ||
  2916. - Check that you have a decent supply of Basil before heading into the mine.
  2917. - You can use the southwest gate again after the fixed encounter.
  2918.  
  2919. [SkipScene071]. This one plays when you approach Clair and friends.
  2920. |
  2921. [Fixed Encounter012]
  2922. - 2× Legion Dragon a: 6500 HP, 800 MP, I:I
  2923. - The wyvern's unblockable fire breath is pretty nasty, since it covers
  2924. a large area. If you don't think you'll make it away in time, try to
  2925. sidestep through it. You could also synth the Fire Shielding you just
  2926. picked up.
  2927. - These two enemies are technically the same, but one of them is given
  2928. boss benefits (immune to Fury damage and status ailments, limited scan,
  2929. and boss death animation).
  2930. |
  2931. [SkipScene072]
  2932.  
  2933. \\\ Bequerel Mine ||
  2934.  
  2935. Items: Cooking Ingredients, 15 000 Fol, Blackberries, Aquaberries,
  2936. Amulet of Freedom (pat)
  2937. Items (nc): Lightstone (Unique), Key to Barred Door (Unique),
  2938. Copper Ore (Unique, Temp)
  2939. Boss: Cockatrice
  2940.  
  2941. - Paralysis lasts for 16 seconds. The counter resets at the end of a battle.
  2942. - Don't forget that Berserk doesn't increase MP damage (not directly).
  2943. - Light the torch, then approach the gate to trigger a fixed encounter.
  2944.  
  2945. [Fixed Encounter013] (2× Brass Dragon a)
  2946.  
  2947. - Equip the Lightstone right away. This is the only dungeon where it
  2948. does anything.
  2949.  
  2950. [Fixed Encounter014] (may vary)
  2951. [Fixed Encounter015]
  2952. [Fixed Encounter016]
  2953.  
  2954. - Once you reach the large room with two torches around the middle,
  2955. light them both and stand between them.
  2956. - Next, you'll need to chase a dragon with a key.
  2957.  
  2958. [Fixed Encounter017] (2× Brass Dragon a)
  2959.  
  2960. - De-equip the Lightstone in the next area, and put out the torch near
  2961. the door as well.
  2962. - In the last shadow puzzle room, you're supposed to step on the switch
  2963. in the middle, and then examine two of the dragon ornaments, so that
  2964. the door you want to pass through will not come in contact with your
  2965. shadow. The west gate takes you to the abandoned refinery and the north
  2966. gate takes you to the boss, although you can also reach the boss from
  2967. the refinery.
  2968. - Don't miss the Amulet of Freedom. From the third shadow puzzle room,
  2969. go north, then take the eastern path north.
  2970.  
  2971. [SkipScene073]. This one plays when proceed north past the save point
  2972. | (or east past the other one).
  2973. [Boss] FWIE
  2974. - 15 500 HP, 431 MP II
  2975. - 1200 xp, 2000 Fol, Synthesis Materials
  2976. |
  2977. [SkipScene074]
  2978.  
  2979. [SkipScene075]. Approach the pile of stones.
  2980.  
  2981. - You can't leave the mine on foot the way you came from at this point.
  2982.  
  2983. \\\ Abandoned Refinery ||
  2984. Items: Compounding Elixirs, 23 600 Fol, Blackberries, Ripe Berries,
  2985. Worm-Eaten Tome (Artifact), Synthesis Materials, Magical Berries
  2986. Item (nc): Demonbane Cross (pat) (Ancient Book 6)
  2987. Lost & Found: Synthesis Materials (Demetrio)
  2988. Boss(es): Demetrio (+ 2× Legion Dragon b)
  2989.  
  2990. - Examine the tree north to find the Demonbane Cross.
  2991. - Talk to the soldier near the mine cart to return to the entrance (or
  2992. talk to the runologist so you can rest first).
  2993.  
  2994. [SkipScene076]. This one plays after you choose to ride the hauler.
  2995. |
  2996. [Fixed Encounter018] (2x Airyglyph Soldier b, 2x Ag Soldier c)
  2997. |
  2998. [SkipScene077]
  2999. |
  3000. [Boss]
  3001. - 14 800 HP, 17 776 MP, A:I
  3002. - 3000 HP, 192 MP, I:I (Legion Dragon b)
  3003. - 1960 xp, 4216 Fol in total
  3004. |
  3005. [SkipScene078]
  3006.  
  3007. - Feel free to return to the refinery / save point after the battle
  3008. (you can't use the save point near Kirlsa Caverns).
  3009.  
  3010. Lost & Found: War God's Symbol (Albel) \\\ Bequerel Mountain Path ||
  3011. NPC Unlock: Gossam, Mackwell, Rigel
  3012. Boss: Albel (+ 2× Black Brigade Soldier b)
  3013.  
  3014. [SkipScene079]. This one plays when you approach the entrance to Arias.
  3015. |
  3016. [Boss]
  3017. - 26 000 HP, 2600 MP
  3018. - 4220 HP, 192 MP (Black Brigade Soldier b)
  3019. - 2560 xp, 6508 Fol in total
  3020. - No traditional BTs. Don't forget to switch to non-damaging counter
  3021. auras when going for Albel's BTs.
  3022. |
  3023. [SkipScene080]
  3024.  
  3025. \\\ Moonlit Bridge ||
  3026.  
  3027. [SkipScene081]. This one plays when you enter Aquios.
  3028. \\\ Runological Weapon Development Lab ||
  3029. [SkipScene082]. Approach Dion & friends.
  3030. \\\ Inn "Solon's Guidance" ||
  3031. [SkipScene083]. Approach the second floor room.
  3032.  
  3033. PC: (Adray) Lv18 \\\ Audience Chamber ||
  3034. Default (Adray): Shichishitou (Unique), 180 SP
  3035. - You can get the old man with the dragon tattoo to join you for the
  3036. rest of Disc 1 if you visit the audience chamber. If you're actually
  3037. using him, fix him up with a Demon Slayer. He's not going to get any
  3038. armor until Disc 2 (unless Grats or Lias happens to create something).
  3039. - Adray has terrible acceleration, but otherwise moves slightly faster
  3040. than Sophia. He also has a much faster sidestep and is a slightly faster
  3041. spellcaster.
  3042. - Personally, if I was planning on using Adray, I wouldn't get him
  3043. until Disc 2, as I wouldn't really have use for him on Disc 1. If you
  3044. get him on Disc 1, you can't have him in the first two dungeons on Disc
  3045. 2. If you don't get him on Disc 1, you can get him after the first
  3046. dungeon on Disc 2.
  3047.  
  3048. [AddSkipScene009]. This one plays if you approach the throne and then
  3049. try to leave the audience chamber.
  3050.  
  3051. - This is your LAST CHANCE to start the Ruddle & Rumina side quest. The
  3052. follow-up PAs will still be available, but the time window for the first
  3053. PA is closing right now.
  3054.  
  3055. \\\ Palmira Plains ||
  3056. [SkipScene084]. This one plays when you reach Arias.
  3057. \\\ Arias ||
  3058. [AddSkipScene010]. This one plays if you approach Dion.
  3059. \\\ Lord's Mansion ||
  3060. [SkipScene085]. Enter the Conference Room.
  3061. \\\ Guest Room ||
  3062. - Talk to Cliff or examine the bed to go to sleep.
  3063. \\\ Conference Room ||
  3064. [SkipScene086a]. This one plays when you talk to Clair and reply "Yes."
  3065. \\\ Arias ||
  3066. [SkipScene086b]. This one plays when you go through the southwest gate.
  3067.  
  3068. Boss: Vox \\\ Aire Hills ||
  3069. - There are some enemies here you can only fight during this event,
  3070. so try not to miss them. Since you can't leave, you can't respawn the
  3071. enemies. Airyglyph Soldiers b and d use swords, c uses a halberd. The
  3072. Dragon Brigade Soldiers appear after the boss.
  3073.  
  3074. Enemies: HP MP ATP Exp Fol FWIE AAA
  3075. Airyglyph Soldier b| 4100 | 192 | 153 | 85 | 10 | W | 2W |
  3076. Airyglyph Soldier c| 4225 | 192 | 150 | 85 | 7 | W | Nrm |
  3077. Airyglyph Soldier d| 3500 | 192 | 140 | 80 | 8 | W | - |
  3078. Lum Knight a | 5600 | 5000 | 170 | 80 | 3 | I | - |
  3079. Dragon Brigade Soldier b4000 | 196 | 164 | 90 | 4 | | 2W |
  3080. Dragon Brigade Soldier c4200 | 196 | 150 | 90 | 10 | | 2W |
  3081.  
  3082. [SkipScene087]. Approach Vox.
  3083. |
  3084. [Boss]
  3085. - 30 000 HP, 20 000 MP, A:I, 2700 xp, 5200 Fol
  3086. - No BTs
  3087. |
  3088. [SkipScene088]
  3089.  
  3090. [SkipScene089]. This one plays when you approach Arias.
  3091. \\\ Dion's Room ||
  3092. [SkipScene090]. Approach Dion.
  3093. \\\ Inn "Solon's Guidance" ||
  3094. [SkipScene091]. Approach Mirage.
  3095. \\\ Dion's Room ||
  3096. [SkipScene092]. Approach Dion.
  3097.  
  3098. PC: Maria Lv20 \\\ Conference Room ||
  3099. Default (Maria): Microblaster (Unique), Steel Chain Mail, 190 SP
  3100.  
  3101. - This is where I *used* to always swap out Fayt for Maria, but nowadays
  3102. I'm very likely to leave her on the bench. All I really do with her is
  3103. use Charge, and it's a good move, but it's not very suitable for bosses,
  3104. much less the AI.
  3105. - Definitely use a Decrepit Tome on Maria. Don't forget that you need
  3106. to set Common Support Symbols as a support skill in order to use the
  3107. spells during battle.
  3108. - When using Maria in battle, you should move her by sidestepping, as
  3109. it's faster.
  3110. - Maria is one of three characters who learns Critical Hit MP instead
  3111. of Critical Hit HP. It multiplies MP damage by 1,2, which really isn't
  3112. much, but if you end up using her Charge a lot, then you still might as
  3113. well use it.
  3114. - Maria doesn't learn No Guard until Lv58 (later than any other character),
  3115. but she doesn't really need it when using her long range skills.
  3116.  
  3117. \\\ Audience Chamber ||
  3118.  
  3119. [SkipScene093]. Approach the Queen.
  3120.  
  3121. Items (nc): 10× Disintegration Hammers \\\ Great Temple ||
  3122.  
  3123. [SkipScene094]. Approach the High Priestess.
  3124.  
  3125. - Talk to the Priestess to obtain some Disintegration Hammers.
  3126.  
  3127. - You should create a weapon for Maria through Engineering (if you're
  3128. actually using her). Your choices are:
  3129. Power Blaster: 70 ATP, 580 F, 30 (81)
  3130. Pulse Needle: 120 ATP, 1280 F, 50
  3131. Photonic Blaster: 160 ATP, 5950 F, 70
  3132. - I'd recommend the Pulse Needle. Consider creating some stun bombs while
  3133. you're at it.
  3134. - You should also try your luck with the Bangle of Accuracy, Blue / Red
  3135. Talismans and Ring of Haste. Using Roger gives you decent odds, although
  3136. he does have a fair chance of dropping out. You should at least be able
  3137. to make the bangle. Refine it right away. If you manage to make a Blue
  3138. Talisman, you can go ahead and refine that as well. Once you do, it will
  3139. negate HP damage 30% of the time. *Quite* useful. The Red Talisman does
  3140. the same for MP damage, but MP damage isn't a big concern on Disc 1. If
  3141. you have the money, you can also refine the RoH up to 20%.
  3142.  
  3143. Bangle of Accuracy | 222 | 20 | (600 F to 30%)
  3144. Blue Talisman | 260 | 20 |
  3145. Red Talisman | 260 | 20 |
  3146. Ring of Haste | 1100 | 60 | (10k to 10%, 30k to 20%)
  3147.  
  3148. - If you need Crafting Materials before getting the RoD, the best source
  3149. is the Bogle Soldier at Duggus Forest. Not a particularly good source,
  3150. but, yeah, you'll get them, slowly, but surely.
  3151. - You now also have a decent chance of creating a Tattered Tome, which
  3152. teaches a character the tactical skill Convert Damage. That one can give
  3153. you a bit of an advantage when fighting bosses who only do HP damage.
  3154. - I suggest using the workshop in Peterny since the save point is right
  3155. next to it.
  3156. - Buying from the Retail Rabbit at this time won't make him leave Peterny.
  3157. If you want a Blaze Gun for some reason, now's your chance. If nothing
  3158. else, you could use it to boost Maria's skill levels.
  3159.  
  3160. \\\ Sealed Cavern ||
  3161. Items: Blueberries, Cooking Ingredients, Earth Shielding (Unique),
  3162. Blackberries, Anointed Chain Mail, Lunar Talisman (pat)
  3163. Items (nc): Intellect Berries (Unique) (Ancient Book 3), 1/60 Scale Bunny
  3164. Lost & Found: Regeneration Symbol (Bronze Brute)
  3165. Boss: Flying Knight
  3166.  
  3167. - The Bronze Brutes are worth good xp (900 with Triple xp). You can
  3168. fight two of them at a time in the shrine. You should be able to keep
  3169. Triple xp on if you use Nel's Touga. Cliff (or Roger) can easily take
  3170. care of the Mages with Charge or EF. Using Power Up is an option. I
  3171. usually get myself to (at least) Lv32 (if I already haven't), so I can
  3172. get my HP to Lv10.
  3173. - Now, I know I'm starting to sound like a broken record, but please try
  3174. and learn to play the game with some degree of skill. It's really not
  3175. that hard (otherwise, I would never have figured it out).
  3176. - Also, learn to use L1 and R1 in the menus.
  3177. - Examine the statue in the room with the Bronze Brute to find a switch.
  3178. - The walls you can break are fairly easy to spot. When you have the
  3179. Disintegration menu on, the walls will be highlighted when you're close
  3180. to them.
  3181. - Hit the lever at the end of the stairs after the first breakable wall
  3182. to open up a short cut that makes it easier to get through the place.
  3183. - Examine one of the tombs in the room south from where you found the
  3184. Lunar Talisman to find another Ancient Book item.
  3185.  
  3186. [SkipScene095]. This one plays when you proceed west from the room
  3187. | northwest of the save point.
  3188. [Boss]
  3189. - 17 000 HP, 240 MP, 900 xp
  3190. - No BTs
  3191.  
  3192. \\\ Shrine of Kaddan ||
  3193. \\\ Area 1 ||
  3194. Items: Compounding Elixirs, Saint's Stone (Artifact, Temp),
  3195. Shabby Textbook (Unique), Blackberries, Cooking Ingredients,
  3196. Heavy Armor, Compounding Elixirs, Hammer Charm (pat),
  3197. Book of Prophecies 1 (Unique), Synthesis Materials, Synthesis Materials
  3198. Items (nc): Saint's Stone (Artifact, Temp), Saint's Stone (Artifact, Temp),
  3199. Saint's Amulet (Unique)
  3200. Boss: Crystal Cerberus
  3201.  
  3202. - The Flying Knights are also worth 900 xp, but you may find them more
  3203. difficult to handle than Bronze Brutes, at least if you're trying to
  3204. keep Triple xp on. MP damage takes them out quickly, but you could
  3205. still easily end up taking a hit in the process. If it looks like you're
  3206. about to get hit, switch to another character.
  3207. - The enemies will be gone after the last boss. The ones in the Sealed
  3208. Cavern will remain, though (for the time being).
  3209.  
  3210. - Cliff will likely have learned Aerial Assault (Lv25) by now. It's a
  3211. great move, but you shouldn't forget about Charge (or EF). AA can do both
  3212. HP and MP kills, but it's better suited for the latter. Charge does better
  3213. HP damage, but, as usual, only when used manually. You can boost his
  3214. Attack skill to Lv4 to make him a bit more effective in AI control
  3215. (if you got his MP to Lv6, that should be decent enough for now).
  3216.  
  3217. - If you're the patient type and are using Nel, you may want to consider
  3218. boosting Whirlwind / Fuujin (Lv25) to Lv9 by fighting a Nobleman. This
  3219. takes 50 minutes with skip-cancels and an hour without. Once you hit Lv9,
  3220. you should start boosting CHHP, IHPD and IMPD by fighting the triple
  3221. Chameleons in the Duggus Forest. Just use it at short range there. No
  3222. need to chain it. If you got the Superior Chain Mail, you'll be taking
  3223. 0 damage, but even without it, you can still bring damage down to 0 if
  3224. you turn off Berserk. All in all, if you get those to Lv10 as well,
  3225. it'll take about 2 hours. If this sounds a little too tedious, you can
  3226. definitely pass up. If you go through with it, note that you don't need
  3227. to cancel Fuujin when doing MP kills, since IMPD ignores the cancel
  3228. multiplier. Either way, it gives you about 0,3x MP damage.
  3229.  
  3230. - When hit, the Centaur Statue type enemies have a good chance of using
  3231. a counterattack that makes them invulnerable for a moment. They can even
  3232. do it in mid-air. This really takes the edge off of your multi-hit moves,
  3233. and the attack itself could easily interrupt you, at least without No Guard.
  3234. Even if their attacks don't interrupt you, your chains will still likely
  3235. die, since they move around so much. They're annoying, but not really
  3236. that dangerous.
  3237.  
  3238. [Fixed Encounter019] (Crystal Statue 1)
  3239.  
  3240. [SkipScene096]. Plays when you approach the dead soldier.
  3241.  
  3242. [Fixed Encounter020] (Crystal Statue 2)
  3243.  
  3244. - Head south from where you fought the second Crystal Statue. You'll
  3245. reach a small, empty room. Wait for a while and a quake will occur.
  3246. This will weaken the walls in four nearby locations.
  3247. - Once you've acquired all three Saint's Stones, you can create the
  3248. Saint's Amulet at the workshop.
  3249.  
  3250. [SkipScene097R]. This one plays when you proceed north past the save point.
  3251. |
  3252. [Boss] FWIE
  3253. - 30 000 HP, 3500 MP, 3500 xp IIII
  3254. - The boss will be invincible if you don't have the Saint's Amulet.
  3255. - Electric Fists works great here. Normally, you'd use that with SoM as
  3256. skip fodder, but in this particular case, you can drop No Guard and just
  3257. chain it with itself. Since Cliff moves forward while using it, he's able
  3258. to attack and simultaneously avoid the boss's attacks quite well. It also
  3259. helps him stay in range.
  3260.  
  3261. \\\ Area 2 ||
  3262. Items: Blueberries, Aquaberries, Blackberries, Cooking Ingredients,
  3263. Orb of Foe Finding (Unique), Blackberries, Alchemy Materials,
  3264. Anti-Stone Amulet (pat)
  3265.  
  3266. - The next quake can be triggered by examining one of the empty chests
  3267. in the treasure room.
  3268. - You'll eventually find an area with a statue. If you examine it, you
  3269. can fight four solo battles for an Anti-Stone Amulet. The third one is
  3270. the hardest, and the fourth one is the easiest. If you die, you won't
  3271. get a game over.
  3272. × On 4D, I'd recommend: 1: Roger (Charge), 2: Nel (Touga), 3: Cliff (AA),
  3273. 4: Maria (Charge).
  3274. HP MP ATP Exp Fol FWIE AAA
  3275. Stalker b | 9000 | 1000 | 200 | 120 | 50 | W | - |
  3276. Dark Rider | 9000 | 1000 | 200 | 120 | 55 | I | - |
  3277. Unholy Terror | 9000 | 1000 | 200 | 120 | 55 |I I| - |
  3278. Ghostly Hag a | 9000 | 1000 | 200 | 120 | 60 |I IW| - |
  3279.  
  3280. [Add Fixed Encounter008] (Stalker)
  3281. |
  3282. [Add Fixed Encounter009] (Dark Rider)
  3283. |
  3284. [Add Fixed Encounter010] (Unholy Terror)
  3285. - You can avoid the second hit of his unblockable pretty consistently
  3286. by moving in a straight line.
  3287. - Starts casting Thunder Flare (~385 pod) once below 40% health.
  3288. × For some reason, you can avoid the first hit of Thunder Flare with a
  3289. sidestep. Doesn't make much of a difference, but it's still something.
  3290. |
  3291. [Add Fixed Encounter011] (Ghostly Hag)
  3292. - This one mostly does MP damage.
  3293.  
  3294. \\\ Area 3 ||
  3295. Items: Blackberries, 54 000 Fol, Celestial Pixie, Smithery Materials,
  3296. Alchemy Materials, Compounding Elixirs, Compounding Elixirs, Blueberries,
  3297. Cooking Ingredients
  3298. Item (nc): 1/1 Scale Bunny (Artifact)
  3299. Boss(es): 4× Vendeeni Soldier c
  3300.  
  3301. - The last quake will be triggered once you touch the red gem.
  3302.  
  3303. [SkipScene098]. Approach the door leading to the Sacred Orb.
  3304.  
  3305. [SkipScene099]. This one plays when you reach the Sacred Orb.
  3306. |
  3307. [Boss]
  3308. - 7400 HP, 336 MP. 2400 xp, 2000 Fol in total.
  3309. - No BTs
  3310. - Only one of them actually has boss benefits.
  3311. - Note that it's possible to use a petrified character as a shield;
  3312. they can still get hit, but they won't take any damage.
  3313. |
  3314. [SkipScene100]
  3315.  
  3316. - If you get the 1/1 Scale Bunny, you'll want to sell that as quickly
  3317. as possible (it's worth 82k). Having it in your inventory reduces the
  3318. movement speed of your characters by 50% during battle. (Synthing it
  3319. gives you a Movement speed -30% factor, in case you're wondering.)
  3320.  
  3321. [SkipScene101]. This one plays when you reach the entrance of the shrine.
  3322.  
  3323. NPC Unlock: Misty Lear, Lias, Dejison
  3324.  
  3325. NPC: Mackwell (Book of Prophecies 1) \\\ Library of Theology ||
  3326. - Feel free to recruit Mackwell if you're interested in grabbing some
  3327. Alchemy patents. Aside from that, he's not really needed. Don't forget
  3328. to set him on standby unless you want him to try and create stuff on his
  3329. own (using your money).
  3330.  
  3331. \\\ Audience Chamber ||
  3332. [SkipScene102]. Approach the Queen.
  3333. \\\ Radish Lounge ||
  3334. [SkipScene103]. Talk to everyone (Jessie twice).
  3335.  
  3336. [SkipScene104]. Approach Jessie after talking to the Guy Who Looks Like a
  3337. Scientist and the Seraph Boy.
  3338.  
  3339. \\\ Castle Aquaria 2F ||
  3340. [SkipScene105]. Enter the Audience Chamber.
  3341.  
  3342. - Your next destination is the Ruins of Mosel. However, if you haven't
  3343. done the Aquatic Garden yet, you should be able to handle the enemies now.
  3344. As for the puzzles, well, only one way to find out.
  3345.  
  3346. \\\ Aquatic Garden ||
  3347. Items: Crafting Materials, Eldritch Fire Stone, Symbol of Courage,
  3348. 8200 Fol, Blackberries, Blackberries, Synthesis Materials,
  3349. Smithery Materials, Holy Sword, Fresh Sage, Earth Charm,
  3350. Anointed Chain Mail, Blueberries, 15 000 Fol, Wind Absorption (Unique),
  3351. Paracelsus's Table (Unique)
  3352. Item (nc): (1/1 Scale Bunny)
  3353. Boss(es): Sculpture Lord & 2× Sculpture Guards
  3354.  
  3355. - Notice how the connecting paths widen at the end. Don't miss those
  3356. little nooks if you're going for map completion.
  3357. - If you get hit by the Harpy's Wing Cutter, you can sidestep to avoid
  3358. further hits, except with Nel, thanks to her long flinch.
  3359. - The dungeon features three areas with block puzzles. It's nothing really
  3360. demanding, except for one item in the last one.
  3361. - In the second puzzle area, you have to start from the south if you want
  3362. to go north (where you find the Holy Sword). To proceed west, you have
  3363. to start from the east.
  3364. - The hardest puzzle is getting the Wind Absorption in the third puzzle
  3365. area. It's a synthesis item, but it's hardly necessary, since you can
  3366. easily get the same effect by synthing an Elven Cloak. If you don't feel
  3367. like cracking it yourself but still want to get it, here's the solution:
  3368.  
  3369. ------- |
  3370. |¤# # |
  3371. | O |
  3372. | ##N#####A|
  3373. | # M |
  3374. z# FEI |
  3375. # BCDzK |
  3376. L J H|
  3377. ## ### G |
  3378. # z |
  3379.  
  3380. [AddSkipScene008]. This one plays when you proceed west past the save point.
  3381. |
  3382. [Boss] FWIE
  3383. - Lord: 40 000 HP, 30 000 MP RA
  3384. - Guard: 11 000 HP, 3200 MP A
  3385. - 2080 xp, 26 360 Fol in total
  3386. - The balls don't have boss benefits.
  3387. - No BTs
  3388.  
  3389. - Don't forget to sell the 1/1 Scale Bunny (if you got it).
  3390.  
  3391. Shop: \\\ Peterny - Armorer ||
  3392. Scholar's Bracelet 2750 Fol
  3393. Warrior's Bracelet 3250 Fol
  3394.  
  3395. Boss: Schweimer (+ 2× Legion Dragon b) \\\ Sanmite Steppe ||
  3396.  
  3397. [SkipScene106]. This one plays when you approach the small bridge.
  3398. |
  3399. [Boss]
  3400. - 16 800 HP, 1400 MP, A:I
  3401. - 1660 xp, 3266 Fol in total
  3402. - No BTs
  3403. |
  3404. [SkipScene107]
  3405.  
  3406. \\\ Passage from Parch to Plenty ||
  3407. Items (nc): (Map of Mosel Dunes) - 10 000 Fol, 1/144 Scale Bunny
  3408.  
  3409. - You can buy a map of the desert from the old man for 10 000 fol, but
  3410. you should save your cash. Either way, don't try to explore the dunes
  3411. right away. Wait until you have the Aqua Veil. The entrance to the ruins
  3412. is around the northeast part of the desert.
  3413. - Keep an eye on cases where an MP kill is significantly easier than an
  3414. HP kill.
  3415.  
  3416. \\\ Ancient Ruins of Mosel ||
  3417. Items: Blackberries, Blueberries, 40 000 Fol, Aquaberries,
  3418. Aqua Veil (Unique), Blackberries
  3419.  
  3420. - Had you come here before, nothing would've happened in the first room,
  3421. where you need to step on the switch in the middle.
  3422. - The Imps are among the most annoying enemies in the game. At worst,
  3423. there are four of them. Usually two. Feel free to run away when there
  3424. are four.
  3425.  
  3426. [SkipScene108]. Proceed south past the second save point.
  3427.  
  3428. \\\ Mosel Dunes ||
  3429. Items: Fire Pixie, Alchemist's Stone (Unique), Aquaberries,
  3430. Cooking Ingredients, Perfect Berries, Machinery Materials,
  3431. Synthesis Materials, Smithery Materials, Blueberries, 22 400 Fol,
  3432. Aquaberries, Blackberries
  3433.  
  3434. \\\ Sanmite Steppe ||
  3435.  
  3436. [SkipScene109]. This one plays when you reach Peterny.
  3437.  
  3438. - You can now access new areas in Kirlsa, so check them out on your way
  3439. to Airyglyph or when you go there to pick up the Blades of Ryuusen.
  3440. Also, if you still haven't bought the Blueprints from Rumina, get them
  3441. too. On Disc 2, it'll be too late.
  3442.  
  3443. NPC Unlock: Killer Chef, Cornelius, Balbados \\\ Airyglyph ||
  3444.  
  3445. [SkipScene110]. This one plays when you approach the castle.
  3446.  
  3447. \\\ Airyglyph Castle, 1F ||
  3448. - You can talk to Woltar twice to warp.
  3449.  
  3450. PC: Albel Lv24 \\\ B1F Guard Room ||
  3451. Default (Albel): Iron Claw (Unique), Padded Armor (Unique), 205 SP
  3452.  
  3453. [SkipScene111]. Enter the dungeon.
  3454.  
  3455. Item: Synthesis Materials \\\ Food Storehouse ||
  3456. Item: Compounding Elixirs \\\ Kitchen ||
  3457. Item: Blueberries \\\ Fallen Soldier's Room ||
  3458. Item: Jewel of Avarice \\\ Armory ||
  3459. Item: Smithery Materials \\\ Watchtower ||
  3460. Item (nc): (Letter from King of Airyglyph) (Unique) \\\ 2F Audience Chamber||
  3461. - The letter involves a sequence of Private Actions you don't need to
  3462. bother yourself with. I avoid the scene myself.
  3463. Item: Magical Berries \\\ King's Private Quarters ||
  3464. Items: 1100 Fol \\\ Oddeye's Cave ||
  3465.  
  3466. \\\ Kirlsa - Storm Brigade Garrison ||
  3467. Items: Aquaberries, Cooking Ingredients, Ripe Berries
  3468. Items: Blackberries, Synthesis Materials \\\ Storeroom ||
  3469. Item: Fire Pixie \\\ Guest Room ||
  3470. Item: Blackberries \\\ Official Office ||
  3471. Item (nc): Blades of Ryuusen (Unique) \\\ Mansion of Count Woltar (2F) ||
  3472. - This is a weapon for Nel. It has an elemental side effect (May shoot
  3473. powerful balls of ice when using normal attacks), but it shouldn't be
  3474. much of an issue.
  3475.  
  3476. - At this point, you can "flag" one of the following three characters, so
  3477. that he or she will permanently join your party at the beginning of Disc 2.
  3478.  
  3479. × Nel: Do neither of the ones below. (default)
  3480.  
  3481. \\\ Luxury Inn "The Front Door" ||
  3482. × Albel: Stay at the inn in Peterny and choose 'Not really.'
  3483.  
  3484. [AddSkipScene011]. This one plays if you spend the night here.
  3485.  
  3486. \\\ Surferio ||
  3487. × Roger: Trigger an event in Surferio. (only available if you started
  3488. the Ancient Book side quest)
  3489.  
  3490. [AddSkipScene012]. This one plays if you enter the house opposite the shop.
  3491.  
  3492. - It's possible to trigger both of these scenes. In that case, the more
  3493. recent flag will overwrite the previous one.
  3494.  
  3495. - If you're planning on keeping and using Albel, get him the Steeled
  3496. Earth from the mountains (might as well take out the boss while you're
  3497. at it, since he's just around the corner), then go build him up to Lv32
  3498. in the Sealed Cavern. Air Slash (Kuuhazan)(Wind) is good for HP kills,
  3499. and Aura Wall (Mashouheki)(Earth) is good for MP kills. If both elements
  3500. are resisted or an MP kill is too slow, you can use his normal blockable
  3501. attack that you can chain until you run out of Fury (try doing some
  3502. Fury damage first with his mid-/long range blockables). For more force-
  3503. resistant enemies, though, you'll need something else. It's not until
  3504. Lv45 that he learns a non-elemental move that works well on bosses
  3505. (Goumashou) and is also (relatively) AI-friendly. That'll have to wait
  3506. until Disc 2, though.
  3507.  
  3508. \\\ Bequerel Mountain Path ||
  3509.  
  3510. [SkipScene112]. Plays when you enter the Mountains of Barr.
  3511.  
  3512. \\\ Mountains of Barr / Barr Caves ||
  3513.  
  3514. Items: Smithery Materials, Smithery Materials, Blackberries,
  3515. Aquaberries, Writing Materials, Superior Chain Mail, 46 000 Fol,
  3516. Wind Shielding (Artifact), 18 100 Fol, Blueberries, Writing Materials,
  3517. Ripe Berries, Steeled Earth (Unique)
  3518. Items (nc): Elven Slippers (pat) (Ancient Book 5),
  3519. Dragon's Windpipe (Unique, Temp), Dragon Bone Flute (Unique)
  3520. Lost & Found: Pulse Gun (Artifact) (Blue Dragon Zombie)
  3521. Boss: Blue Dragon Zombie
  3522.  
  3523. - At the end of the first outdoors area is a place with a dragon flying
  3524. around (too high for you to fight). Hang around and it'll grab you and
  3525. take you to its nest. Examine the pile of bones in the nest to find the
  3526. Elven Slippers.
  3527. - Trophy note: You have to fight the dragon that carries you away. Wait
  3528. around without being picked up, and it'll come down.
  3529.  
  3530. [SkipScene113]. This one plays when you enter the cave behind the
  3531. | waterfall (north from the save point).
  3532. [Boss] FWIE AAA
  3533. - 30 000 HP, 2500 MP, 270 ATP IIII RW
  3534. - 3500 xp, 10 500 Fol
  3535. - As you may have already noticed, the Undead Dragons emit gas whenever
  3536. they're hit. It's MP damage only, so No Guard would allow you to avoid
  3537. getting interrupted by it. If you can't handle all that MP damage, go
  3538. with moves that don't involve direct contact.
  3539. - Obviously, the boss wouldn't have been here had you come here earlier.
  3540. |
  3541. [SkipScene114]
  3542.  
  3543. - Return to the workshop (where Misty hangs around) so you can fix up
  3544. a Dragon Bone Flute. Now, head into the caves and locate the "gigantic
  3545. relief painting that looks like a happy dragon." Play the right tune,
  3546. and it'll vanish. The way you press X determines the melody. If you
  3547. screw up, you'll be forced to beat up a dragon. If a door has multiple
  3548. moods, you have to play the tunes in correct order (fail and you have
  3549. to start over), but you don't need to get all the tunes in during a
  3550. single cycle.
  3551. - PS4 note: Hold L2 to emulate a hard press.
  3552. Happy (yellow) | Light, fast
  3553. Playful (green) | Light, long
  3554. Sad (silver) | Hard, fast
  3555. Angry (red) | Hard, long
  3556.  
  3557. \\\ Ruins of Barr ||
  3558. Items: Masterwork Plate, Magical Berries, Damask Plate (Unique),
  3559. Blackberries, Spirit Stone (Unique), Wind Charm, Wind Pixie,
  3560. Synthesis Materials
  3561. Item (nc): Dragon's Cranium (Unique)
  3562. Boss: Robin Wind a
  3563.  
  3564. - After examining the big door in the central room, go examine the
  3565. tubes in the operation room to find the cranium.
  3566.  
  3567. [SkipScene115]. Plays when you enter the operation room.
  3568.  
  3569. - Light all the panels then stand on the middle panel in the central area
  3570. to gain access to the lava caves.
  3571. - You can use the Spirit Stone to recruit Misty Lear. She would allow
  3572. you to create Orichalcum, which can then be synthed to give a weapon the
  3573. ATP +500 factor. I would advise against using it unless you feel that
  3574. you really need or want it. Even on 4D, you should be able to manage
  3575. without it.
  3576.  
  3577. [SkipScene116]. This one plays when you approach the lava caves.
  3578. |
  3579. [Boss]
  3580. - 50 000 HP, 1800 MP, 490 ATP, A:I, 6500 xp, 25 350 Fol, Synthesis Materials
  3581. - Aerial Slash is your main concern. He only uses it between 50-70%
  3582. health.
  3583. - All his special attacks are Wind-elemental.
  3584.  
  3585. \\\ Urssa Lava Caves ||
  3586.  
  3587. Items: Crafting Materials, Damask Gauntlet, Cooking Ingredients,
  3588. Blackberries, Book of Prophecies 2 (Unique)
  3589. Items (nc): Rabbit Ears Chalice (Unique) (Ancient Book 7),
  3590. Rabbit Ears Key (Unique), Gutsy Bunny (Unique), 10× Disintegration Bombs
  3591.  
  3592. - Most of the enemies here have 320 DFP (256 on Easy) and can deal heavy
  3593. MP damage. IMPD works well.
  3594. - Magma Man can heal itself, and an MP kill is not really an option.
  3595. Nel's Touga takes them out quickly. Scatter Beam works, too. So does
  3596. Pulse Blast if you've leveled it up. If you *haven't*, now's a good
  3597. chance to do so. You can get it to Lv4 in about 10 minutes. That's when
  3598. it gets the first bullet count increase, thus doubling the damage.
  3599. - The key is hidden behind the bunny statue, whereas the chalice can be
  3600. found by examining one of the torches in front of it.
  3601. - Here's a recap of the Ancient Book items:
  3602. Duggus Forest | Health Berries
  3603. Kirlsa Caverns | Magi Berries
  3604. Abandoned Refinery | Demonbane Cross
  3605. Sealed Cavern | Intellect Berries
  3606. Mountains of Barr | Elven Slippers
  3607. Urssa Lava Caves | Rabbit Ears Chalice
  3608. - There should be only one Ancient Book item left now, but I strongly
  3609. suggest you forget about it. To get it, you'd have to complete the
  3610. second optional dungeon before the end of Disc 1 (normally you'd do
  3611. it around the end of Disc 2). You can't get any of the AB items after
  3612. Disc 1 even if Roger joins you at the beginning of Disc 2. There's no
  3613. additional reward for finding all 7 items, and the item in question is
  3614. far from worth the effort (Strength Berries: increases Str by 2). Unless
  3615. you're madly obsessed (or looking for a good challenge), just let it go.
  3616. - You can use the Rabbit Ears Chalice to get the exact damage BTs. If
  3617. you equip it and input the Konami code, the character will explode and
  3618. deal damage that equals half of their current HP. You have a good chance
  3619. of getting them by just playing normally, but if you don't, you can use
  3620. the chalice. You can get your HP down to the right value by adjusting
  3621. your DFP so you'll only take minimal damage from an enemy. You can also
  3622. use the flying rocks in the Kirlsa Caverns.
  3623. - Once you find Vanilla, he / she will eventually ask how much you're
  3624. willing to pay for the RoD.
  3625. 1000 Fol -> No deal
  3626. 10 000 Fol -> Ring of Disintegration & Gutsy Bunny
  3627. 30 000 Fol -> Ring of Disintegration & Gutsy Bunny
  3628.  
  3629. NPC: Misty Lear (Spirit Stone) \\\ Mountains of Barr ||
  3630.  
  3631. \\\ Airyglyph Aqueducts ||
  3632. Item: Glowstone (Unique, Temp), Anti-Freezing Amulet (pat)
  3633. - Blast your way north in the first room to find this one.
  3634. - Go grab the Anti-Freezing Amulet with the bombs you have left. The
  3635. chest is in the room right after the area where Fayt first noticed the
  3636. ice on the floor (ie. east from the save point).
  3637.  
  3638. \\\ Urssa Lava Caves ||
  3639. Item (nc): Ring of Disintegration (Unique)
  3640. - The Ring of Disintegration - or just the RoD - allows you to obtain
  3641. new items in most previous dungeons. These items are mostly of little
  3642. importance, however, so I don't actually recommend getting them, at
  3643. least not now. I myself only get the Synth Materials and a few other
  3644. items on Disc 2 when I'm close to them. Either way, if you're having
  3645. trouble finding some of these items, try using a Jewel of Avarice.
  3646.  
  3647. ---> RoD clean-up
  3648.  
  3649. \\\ Bequerel Mine ||
  3650. Items: Synthesis Materials, Ripe Berries, Silver Dagger, Perfect Berries,
  3651. Perfect Berries, Alchemy Materials, Trading Card EX3 (Unique),
  3652. Crafting Materials
  3653. \\\ Abandoned Refinery ||
  3654. Items: Ripe Berries, Battle Sphere (pat), Water Pixie
  3655. Item (nc): (1/60 Scale Bunny)
  3656.  
  3657. - Regarding the 'Hit with Battle Sphere 5 times' Battle Trophy, you should
  3658. create a save file in the Kirlsa Caverns specifically for the purpose of
  3659. trying to trigger this elusive, unintuitive BT (I doubt it works properly).
  3660. Load it up every now and then and give it a go. In any case, you have a
  3661. small chance of getting it when you hit one of the larger boulders with a
  3662. sphere.
  3663.  
  3664. \\\ Airyglyph Aqueducts ||
  3665. Items: Anti-Freezing Amulet (pat), Magical Berries, Synthesis Materials,
  3666. Ripe Berries
  3667. Item (nc): (1/60 Scale Bunny)
  3668.  
  3669. \\\ Kirlsa Caverns ||
  3670. Items: Ripe Berries, Perfect Berries, Magical Berries, Trading Card EX4,
  3671. Ripe Berries, Synthesis Materials, Water Pixie, Antique Jewelry (Unique),
  3672. 3000 Fol
  3673. Item (nc): (1/60 Scale Bunny)
  3674. - You can use the Antique Jewelry to recruit Balbados at Mosel Dunes,
  3675. but I don't bother with it, since we're so close to getting Sophia and
  3676. Peppita.
  3677. - Hauler routes:
  3678. Synth Materials | Stop.
  3679. Water Pixie | Right, stop.
  3680. Antique Jewelry | Left, right, stop.
  3681. 3000 Fol | Left, left, jump, jump, stop.
  3682.  
  3683. \\\ Kirlsa Training Facility - Living Quarters||
  3684. Items: Cooking Ingredients, Decrepit Tome (Artifact), Magical Berries,
  3685. Ripe Berries, Perfect Berries
  3686. Items: Synthesis Materials, Compounding Elixirs \\\ Training Area ||
  3687.  
  3688. \\\ Duggus Forest ||
  3689. Items: Crafting Materials, Alchemy Materials, Smithery Materials,
  3690. Crafting Materials, Smithery Materials, Magical Berries, Compounding Elixirs,
  3691. Trading Card EX5, Ripe Berries
  3692. Item (nc): (1/60 Scale Bunny)
  3693.  
  3694. \\\ Shrine of Kaddan ||
  3695. Items: Blueberries, Ripe Berries, Enchanted Pen (Unique),
  3696. Compounding Elixirs, 22 000 Fol, Magical Berries, Synthesis Materials,
  3697. Jewel of Avarice, Blackberries, Alchemy Materials, Jewel of Refuge,
  3698. Aquaberries, Jewel of Avarice
  3699. - The Pen is in the long corridor two screens from the place where you
  3700. found the Orb of Foe Finding.
  3701.  
  3702. \\\ Mountains of Barr / Barr Caves ||
  3703. Items: Synthesis Materials, Writing Materials, Cooking Ingredients,
  3704. Writing Materials, Compounding Elixirs, Smithery Materials,
  3705. Smithery Materials
  3706. Items: Perfect Berries, Cooking Ingredients, Ripe Berries, Blackberries
  3707. Item (nc): (1/1 Scale Bunny)
  3708.  
  3709. <--- RoD clean-up
  3710.  
  3711. - If you need more Crafting Materials or Smithery Materials, go blast
  3712. stuff with your RoD at the Kirlsa Training Facility. Once there, find
  3713. an object that will only cost you 1 "Disintegration Point" (such as the
  3714. wooden fence blocking your path to the Cooking Ingredients). Disintegrate
  3715. it, then hit Select to activate Retry. This will instantly bring the meter
  3716. down to zero, and you'll obtain either Cooking Materials, Smithery Materials
  3717. or Crafting Materials.
  3718. - In order to recharge the ring, go to one of Vanilla's colleagues
  3719. hanging out at every inn in each town. A full recharge will cost you
  3720. 10 000 Fol.
  3721.  
  3722. - Trophy note: You're going to have to do Deepest Reaches now for the
  3723. last Ancient Book. There's no way in hell you'll get those BTs (without
  3724. Ori, that is), so after getting the trophy, load a save from before you
  3725. fought the Aurora Monster.
  3726. × Amoeba Giant: MP kill with Kokuyousen. Avoid Mudman Punch by side-
  3727. stepping. Remove the other two characters so you don't have to waste
  3728. items reviving them. If you synth your weapons with Blue Talismans, an
  3729. HP kill with your full party is certainly possible with a little luck
  3730. (same for the Aurora Monster).
  3731. × Aurora Monster: Kokuyousen, again. Once he starts using Energy Pulse,
  3732. only chain Kokuyousen during his slow unblockables.
  3733. × Spirit Trio: This one's not as hard as you might think. I just used
  3734. Aerial Assault with Cliff and synthed him Wind absorption and Fire
  3735. immunity. I used AD -> MF with Maria a little as well. All my characters
  3736. were on Manual. Take out Aquaregia last.
  3737.  
  3738. Bosses: Crosell, Crosell 2 \\\ Urssa Lava Caves ||
  3739.  
  3740. [SkipScene117]. This one plays when you enter Crosell's lair.
  3741. |
  3742. [Boss] FWIE
  3743. - 29 000 HP, 4200 MP, 280 ATP R RR
  3744. - 7000 xp, 10 000 Fol
  3745. - Doom Raid covers a massive area, but it's blockable. Any character
  3746. set on Manual is guaranteed to block it (barring a critical stun). If
  3747. your controlled character doesn't have enough Fury to block it, it's
  3748. time for some sidesteps.
  3749. - You can get the BTs from either battle.
  3750. |
  3751. [SkipScene118]
  3752. |
  3753. [Boss]
  3754. - 62 000 HP, 6000 MP, 380 ATP, 12 000 xp, 35 000 Fol, Ring of Vigor (Artifact)
  3755. |
  3756. [SkipScene119]
  3757.  
  3758. NPC Unlock: Mishell, Gusto, Vanilla \\\ Aquios ||
  3759. NPC: Mishell (85 000 Fol)
  3760. - With both Mishell and the Enchanted Pen, you could technically create
  3761. a Moldy Tome (Max Fury) and a Brittle Tome (Quick Symbol), but the odds
  3762. are only about 10% and there's plenty of overlap. Feel free to give it
  3763. a shot, but I wouldn't spend too much time on it.
  3764. - Incidentally, you can't get the pen now, as Fayt will refuse to enter
  3765. the Sealed Cavern.
  3766. - I'm usually a little above Lv40 at this point.
  3767. - Return to the garden after talking to all of your party members.
  3768. De-equip any vital equipment from everyone except Fayt, Cliff and Maria.
  3769. The PC you flagged as your first permanent optional character (Nel,
  3770. Albel, or Roger) will be MIA for only a short period of time.
  3771.  
  3772. Nel | In her room
  3773. Mirage | Guest room
  3774. Maria | Great Temple of Aquios
  3775. Cliff | Castle Aquaria 1F
  3776. Albel | Main street
  3777. Roger | Grocer "Aire's Blessing"
  3778. Adray | Clair Lasbard's room
  3779.  
  3780. \\\ "White Dew" Garden ||
  3781. [SkipScene120]. Approach Maria and Mirage.
  3782. \\\ Upper Deck, Diplo ||
  3783. [SkipScene121]. This one plays upon entering the bridge.
  3784.  
  3785.  
  3786.  
  3787. Disc 2 A02
  3788. ============================================================
  3789.  
  3790. [SkipScene122]. Insert Disc 2.
  3791.  
  3792. - Before Maria will contact you on the lower deck (after which you can
  3793. trigger the next scene), you'll need to talk to Maria and at least one
  3794. person from each of the following four groups:
  3795. 1. Maria
  3796. a. Lancar / Lieber
  3797. b. Quark Fighter A / C (Storeroom)
  3798. c. Cliff / Mirage (Transporter Room) / Steeg (Transp. Room)
  3799. d. Quark Member (Engineering Team) (Lower Deck) /
  3800. Quark Member (Support Team) (Lancar's Room)
  3801.  
  3802. [SkipScene122]. This one plays when you approach Cliff and co,
  3803. | and reply "I'm ready."
  3804. [Fixed Encounter021] (2× Vendeeni Soldier d)
  3805. |
  3806. [SkipScene123]
  3807.  
  3808. - You'll be in the Kirlsa Training Facility, but you can't leave. Go pick
  3809. up the Synth Materials from the southwest corner on the 2nd floor and
  3810. the Decrepit Tome on the first floor. You should hoard up on Crafting
  3811. Materials while you're at it.
  3812. - From now one, you'll be consistently running into enemies who may be
  3813. a little too much trouble to be worth killing (Mechaflies, Proclaimers,
  3814. Robogunners, Polyhedrons). Remember: you don't *have* to fight them.
  3815. You have the option of avoiding them. Use it.
  3816. - Also, you'll be running into enemies using damaging counter auras
  3817. more often (Homing, Wide Area Homing). If you gain control of your
  3818. character before they hit you (much more likely with Homing than WAH),
  3819. you can sidestep to avoid the damage.
  3820. - The encounters will go back to normal afterwards, so don't miss the
  3821. kills for Vendeeni Soldier d and Mechafly XP.
  3822.  
  3823. Lost & Found: Ring of Vigor (Biwig) \\\ Arena ||
  3824. PCs: Sophia Lv1, Nel / Albel / Roger
  3825. Default (Sophia): Crescent Rod (Unique), Robe (Artifact)
  3826. Boss(es): Biwig (+ 2× Vendeeni Soldier d)
  3827.  
  3828. [SkipScene124]. Proceed south past the save point.
  3829. |
  3830. [Boss] FWIE
  3831. - 26 000 HP, 13 816 MP RR W
  3832. - 1090 xp, 1262 Fol in total
  3833. |
  3834. [SkipScene125]
  3835.  
  3836. - This is where I swap out someone for Sophia. I find her Restoration
  3837. (Lv22) and Faerie Light (Lv32) spells to be quite essential. Thunder Flare
  3838. (Lv30) is also useful for getting the leg up when fighting enemies that
  3839. are too dangerous to approach otherwise (ie. Wisps and Valkyries).
  3840. - Using three fighters may work fine on Disc 1, but things are about
  3841. to get a lot tougher. If you go on with three fighters, there's a high
  3842. probability that you'll constantly find yourself stuck on healing duty
  3843. (at least without Ori). If you bring in Sophia, you'll still have to do
  3844. healing manually, since you can't rely on the AI, but it'll be faster,
  3845. since you'll be healing both fighters at the same time.
  3846. - To reiterate, you *have* to keep Sophia (or Adray) on manual. It's
  3847. the only way to keep her safe. The AI usually has her at the edge of the
  3848. short range field (on account of the AI using her normal attacks), which
  3849. is simply too close. Never mind how easily she'll get targeted, enemies
  3850. on Disc 2 have area attacks that can easily hit her even when she's not
  3851. the target. Start getting used to manually moving her out of harm's way
  3852. (if you haven't been doing that before). Try to keep her outside of the
  3853. magic attract range. The enemy can and will still target her, but not as
  3854. frequently. If an enemy does go after your mage, that gives you a good
  3855. opportunity to attack said enemy (although if the enemy doesn't flinch,
  3856. they might go out of range and, thus, kill your chain). If you don't feel
  3857. like switching targets or the enemy is just too fast to intercept, you
  3858. can try to shake off the enemy using stealth (ie. by moving non-stop).
  3859. - If you're still planning on continuing with a party of three fighters,
  3860. at the very least level up one of the mages a bit, so you'll have access
  3861. to Restoration.
  3862. - Consider leveling up your healing spells to some extent at some point.
  3863. Once you've minimized casting time, you can cast one 10 times a minute.
  3864. If you end up boosting battle skill levels (more on that later), you'll
  3865. be doing a fair amount of healing at the same time, so keep that in mind.
  3866. Both Healing and Faerie Light reach Lv10 at 1224 proficiency.
  3867. - Restoration heals 10% HP & MP at Lv1 and 50% at Lv10 (269 uses).
  3868. - Sophia has the worst sidestep of all characters. It's pretty slow, so
  3869. she can't really escape multi-hit attacks the way other characters can.
  3870. It doesn't really matter that much, though, since she should be staying
  3871. away from the action anyway.
  3872.  
  3873. - MP damage is nowhere near as useful in Disc 2 main game as it was on
  3874. Disc 1. Not only are there few enemies with high HP:MP ratios, but with
  3875. force resistant enemies becoming more common, you really need to just use
  3876. the stuff with the best stopping power (Air Raid, Kyoumenstatsu, etc.).
  3877.  
  3878. \\\ Central Corridor, Aquaelie ||
  3879. [SkipScene126]. Enter the room Maria's staying in.
  3880. \\\ Private Room ||
  3881. [SkipScene127]. Approach / examine the bed, and choose to 'hit the sack.'
  3882. \\\ Central Corridor, Aquaelie ||
  3883. [SkipScene128]. Enter the bridge.
  3884. \\\ Aft Long-Distance Transporter Room ||
  3885. [SkipScene129]. Enter the teleporter.
  3886.  
  3887. \\\ Moonbase ||
  3888.  
  3889. \\\ Transporter ||
  3890. [SkipScene130]. Exit the transporter room.
  3891. \\\ Recreational Zone ||
  3892. [SkipScene131]. Approach the center of the zone.
  3893.  
  3894. Shop: \\\ Shopping Center ||
  3895. Physical Enhancer 800 Fol (Heal 50% HP)
  3896. Mental Enhancer 1000 Fol (Heal 50% MP)
  3897. Analeptic 3000 Fol (Revive multiple characters)
  3898.  
  3899. - The new healing items will certainly come in handy. And, no, you'll
  3900. never get anything that heals MP for multiple characters (unless they're
  3901. dead). With MP regeneration and Red Talismans, you'll scarcely need it.
  3902.  
  3903. Items: 32 000 Fol \\\ Bar "The Red-Eye" ||
  3904.  
  3905. \\\ Armorer "Rokumundo Antique Shop"||
  3906. Shop:
  3907. Ceramic Sword 32 000 Fol Titanium Claw 35 000 Fol
  3908. Ceramic Gauntlet 35 000 Fol Clown Shoes 32 200 Fol
  3909. Ceramic Dagger 32 000 Fol Magician's Rod 21 000 Fol
  3910. Flaming Gun 37 000 Fol Ablative Armor 33 200 Fol
  3911. Carbonite Armor 30 000 Fol
  3912.  
  3913. - You'll find better gear very soon, so you could pass up on these.
  3914.  
  3915. - If you're having trouble with a single tough enemy (such as the upcoming
  3916. Proclaimer) or even multiple enemies, you may want to play defense and
  3917. set all your characters on manual. Your damage output may go down, but
  3918. at least you won't have all three characters a55pounded at the same time.
  3919. - When going one-on-one, you can either use long range attacks from a safe
  3920. distance or get a safe opening for short range attacks by using Homing
  3921. or possibly Thunder Flare. In case of multiple enemies, you'll have to
  3922. do some micro-managing and frequently switch between characters.
  3923. - You may also want to consider creating elemental weapons in order to
  3924. take advantage of elemental weaknesses. I never do it myself, but know
  3925. that you have that option. Mechanical enemies are all weak to Water.
  3926. You'll find nothing but those here and more of them in the next dungeon,
  3927. but after that, it's not going to be consistent. If you're using Nel,
  3928. you don't actually have to do any synthing, since Ice Blades is elemental
  3929. by default.
  3930.  
  3931. PC: Peppita Lv1 \\\ Habitation Zone / Recreational Zone 2 ||
  3932. Default (Peppita): Cape of Assault (Unique), Robe, Heavy Bracelet (Unique)
  3933. Boss: Proclaimer a
  3934.  
  3935. [SkipScene132]. This one plays when you pass the center of the zone.
  3936. |
  3937. [Boss] FWIE AAA
  3938. - 50 000 HP, 50 000 MP, 600 ATP RRWR Hom
  3939. - 6000 xp, 4900 Fol
  3940. - Proclaimers love to spam their devastating unblockable (at least when
  3941. above 40% health). This one will do about 600 pod per hit, so No Guard
  3942. should still help you here (you need 9000 HP for 600 pod, 7500 HP for 500
  3943. pod, etc.. Just multiply the damage by 15). Her regular blockable has
  3944. an unusually high HP damage multiplier of 2,5, so there's no way you'll
  3945. No Guard that (unless Blue Talisman kicks in).
  3946. - If a more direct approach fails, try sniping her with Aiming Device,
  3947. or exploit her elemental weakness with Nel's Fuujin or Raikou or Albel's
  3948. Kuuhazan.
  3949. - If she happens to cast Dark Sphere, that'll give you a good opportunity
  3950. to attack, although she'll only use it above 80% health.
  3951. - Dark Sphere covers a very large area and causes Instant Death. The
  3952. chance of success is affected by the difference between the caster's
  3953. level and the target's level. If you're more than 10 levels higher than
  3954. the enemy casting it, it's nothing to worry about.
  3955. - Divine Wave (used above 80% and below 40%) is very slow and blockable.
  3956. |
  3957. [SkipScene133]
  3958.  
  3959. - After the boss, Peppita will join the party, and very soon you'll
  3960. need to decide whether or not to keep her. If you don't take her, you
  3961. can get Albel, Nel or Roger instead.
  3962. - If you're not keeping Peppita, go create a Philosopher's Stone (12)
  3963. at the workshop before she leaves.
  3964. - The Incapacitators are worth good xp and should go down easily. This
  3965. is pretty much the best way to level up in Disc 2 main game. I don't
  3966. really level up much yet, though, as I don't want Mirage to be too far
  3967. behind.
  3968.  
  3969. \\\ Recreational Zone (R1) ||
  3970.  
  3971. [AddSkipScene013]. Enter the bar with Peppita in your party.
  3972.  
  3973. \\\ Storehouse ||
  3974. Items: Runic Cloak (Unique), Ablative Shield, Battle Armor,
  3975. Spike Shoes (Unique)
  3976.  
  3977. H2-H1
  3978. / \ \
  3979. S1----S2 R1
  3980. / /
  3981. S3-R2
  3982.  
  3983. \\\ Habitation Zone (H1) ||
  3984. Items: Cooking Ingredients, Ripe Berries, Ablative Armor, Trading Card 1
  3985.  
  3986. Items: Trading Card EX1, Blackberries \\\ Habitation Zone 2 ||
  3987. Item: Life Saver \\\ Inside Building ||
  3988.  
  3989. \\\ Research Zone (S1) ||
  3990. Items: Sunrise Dictionary (Unique), Synthesis Materials (s)
  3991.  
  3992. \\\ Research Zone 2 ||
  3993. Items: Carbonite Armor, NC Program Disk (Unique)
  3994.  
  3995. [SkipScene134]. This one plays when you reach the
  3996. Symbological Genetics Research Center Scissors 61.
  3997.  
  3998. \\\ Research Zone 3 ||
  3999. Items: Magical Berries, Jewel of Alertness, Ripe Berries, 19 000 Fol
  4000. Items: Magical Berries, Ripe Berries \\\ Research Facility ||
  4001. Items: Laser Weapon, Synthesis Materials \\\ Research Facility ||
  4002. Items: 24 000 Fol, Perfect Berries \\\ Research Facility ||
  4003. Item: Aquaberries \\\ Recreational Zone 2 ||
  4004. Item: Mind Saver \\\ Inside Building ||
  4005.  
  4006. \\\ Recreational Zone ||
  4007.  
  4008. [SkipScene135]. This one plays upon reaching the center of the zone.
  4009.  
  4010. - Now you need to choose whether or not to take Peppita as your second
  4011. and final optional party member (Mirage and Adray will join later regardless).
  4012. I always keep her myself, even though I never actually use her in battle.
  4013.  
  4014. \\\ Central Corridor, Aquaelie ||
  4015.  
  4016. [SkipScene136]. Enter the bridge.
  4017.  
  4018. [SkipScene137]. Return to the bridge after resting in your room.
  4019.  
  4020. \\\ Aft Long-Distance Transporter Room ||
  4021.  
  4022. [SkipScene138]. Enter the teleporter.
  4023. \\\ Shuttle Calnus ||
  4024. [SkipScene139]. Exit the shuttle.
  4025.  
  4026. Item (nc): Authentication Disk (Unique) \\\ Planet Styx ||
  4027.  
  4028. - As if fighting one Proclaimer wasn't bad enough, you can now run into
  4029. them as normal enemies, and there will usually be two of them. Unless you
  4030. have a death wish (or are adequately skilled), I highly recommend you avoid
  4031. them.
  4032. - Once below 50% health, Enforcers start using an attack called Disaster (U).
  4033. It's a ranged, multi-hit attack that homes in on all characters, deals
  4034. both HP and MP damage, and has a chance of inflicting Petrification.
  4035. Without something that significantly increases your movement speed, you
  4036. may not be able to outrun it (except with Fayt, of course). You don't
  4037. necessarily have to move away from the Enforcer to avoid it, though. The
  4038. homing isn't perfect, so you might be able to throw it off by making a
  4039. sharp turn.
  4040.  
  4041. [SkipScene140]. This one plays when you approach the strangely
  4042. | familiar structure.
  4043. [Fixed Encounter022] (6× Security Service Member)
  4044. - Careful with this one on higher difficulty levels. I used Loose Line
  4045. with Cliff in the middle (Aerial Assault, No Guard, Blue Talisman) and
  4046. Nel at the bottom (Kokuyousen). When you get a chance to attack, they
  4047. do go down very quickly because of their low HP and MP.
  4048. |
  4049. [SkipScene141]
  4050.  
  4051. \\\ Arkives ||
  4052. Item: Jewel of Alertness \\\ Private Home ||
  4053. Item: Physical Enhancer \\\ Private Home ||
  4054. Item: Cooking Ingredients \\\ Private Home ||
  4055. Item: Ripe Berries \\\ Private Home ||
  4056. Item: Ripe Berries \\\ Private Home ||
  4057. Item: 35 000 Fol \\\ Private Home ||
  4058.  
  4059. \\\ Spacetime Station ||
  4060. [SkipScene142]. Enter the station.
  4061. \\\ Inside Station ||
  4062. [SkipScene143]. Exit the station at Gemity.
  4063.  
  4064. \\\ Gemity Theme Park ||
  4065.  
  4066. Items: Ripe Berries, Book of Prophecies 5 (Unique), Rapid Invocation
  4067. Item: Synthesis Materials \\\ Tavern "Come Together Pub"||
  4068.  
  4069. Shop: \\\ Outfitter "Muscle Garden" ||
  4070. Life Saver 4800 Fol
  4071. Mind Saver 4800 Fol
  4072. Rapic Invocation 22 400 Fol
  4073. Keen Kitchen Knife 55 000 Fol
  4074.  
  4075. - You'll want to buy two Keen Kitchen Knives eventually (one for Killer Chef,
  4076. the other to keep). For now, though, you should save your money for IC.
  4077.  
  4078. Shop: \\\ Armorer "Remul's Workshop of Weaponry" ||
  4079. Laser Weapon 42 500 Fol
  4080. Ablative Shield 46 000 Fol
  4081.  
  4082. - No need to buy any new gear. You'll be able to buy and create better
  4083. stuff when you return to Elicoor II.
  4084.  
  4085. - You'll find the Arena on the north side of the park.
  4086. - Unlike before, item use is not restricted, and you can keep any items
  4087. dropped by enemies.
  4088. - In Single Battle, you can win the prizes in ranks D and C once with
  4089. each character. The others are one-time only. Don't bother with anything
  4090. above rank C yet.
  4091. - Trophy note: I wasn't able to get the Single Battle trophy with Mirage
  4092. for some reason.
  4093.  
  4094. Single
  4095. D Rank: Magical Berries
  4096. C Rank: Mallet Charm (pat)
  4097. B Rank: Bunny Shoes (Artifact)
  4098. A Rank: Star Guard (Artifact)
  4099. S Rank: Imposing Scroll (Unique)
  4100.  
  4101. - In Team Battle, you can win the prizes in ranks D and C six times. The
  4102. others are one-time only. You might be able to handle this one right away,
  4103. but the rewards are unimpressive.
  4104. × The Scumbag Slayer has a fair chance of instantly killing Scumbags.
  4105.  
  4106. Team
  4107. D Rank: Synthesis Materials
  4108. C Rank: Tri-Emblum
  4109. B Rank: Scumbag Slayer
  4110. A Rank: Star Splash (Unique)
  4111. S Rank: Ring of Slaughter (Unique)
  4112.  
  4113. - Beating Ranking Battle gives you a nice accessory, but that'll have
  4114. to wait too.
  4115. - The enemies in Ranking Battle are fairly susceptible to stealth.
  4116.  
  4117. - Feel free to try out Runic Chess as well. The problem here is that
  4118. you simply can't win most of the time. If you can tell that right away
  4119. (and it can be hard to tell), you'll want to cancel in order to get
  4120. your money back and, more importantly, avoid wasting your time.
  4121. - You can win each prize four times. The flask has no real use. You can
  4122. sell them for 100k each. I'm sure you're tempted by the money, but Lv9
  4123. and S are too hard to be worth it if you're asking me (except on 4D).
  4124. Late in the post-game, you might need Synth materials, so you can come
  4125. and grab those then (Lv10 is fairly easy). Other than that...
  4126.  
  4127. Lv1: Blueberries Lv6: 5000 Fol
  4128. Lv2: Blackberries Lv7: Strength Berries
  4129. Lv3: 1100 Fol Lv8: Perfect Berries
  4130. Lv4: Synthesis Materials Lv9: 50 000 Fol
  4131. Lv5: Ripe Berries Lv10: Synthesis Materials
  4132. LvS: Lezard Flask (Artifact)
  4133.  
  4134. - And don't bother with the c*nting Bunny Races.
  4135. - Trophy note: (Groan)... Use a turbo controller. It's the only sane way.
  4136. I used a Hori Fighting Commander. You'll get about 130 points in 10 hours.
  4137. All in all, it'll take about 75 hours and half a mil.
  4138.  
  4139. \\\ Eternal Sphere Terminal Reception ||
  4140. NPC Unlock: Ansala, Puffy, Aqua & Evia
  4141.  
  4142. [SkipScene144]. This one plays when you choose to enter the Eternal Sphere.
  4143.  
  4144. [SkipScene145]. Talk to all PCs then talk to Maria.
  4145.  
  4146. - You can now use the terminal to return to the following locations:
  4147. Vanguard III
  4148. Elicoor II
  4149. Moonbase
  4150. Styx
  4151.  
  4152. \\\ Ruins of Coffir ||
  4153. Items: 35 000 Fol, Bunny Shoes, Trading Card EX16, Perfect Berries,
  4154. 65 000 Fol, Earth Pixie
  4155. Item (nc): 1/60 Scale Bunny
  4156.  
  4157. \\\ Pesotto Forest / Kirlsa Hills / Moonbase / Styx ||
  4158.  
  4159. [SkipScene146]. Plays when you warp out of the ES.
  4160.  
  4161. \\\ Inside Station ||
  4162.  
  4163. [SkipScene147]. Approach the teleport device in Gemity.
  4164.  
  4165. Item: Smithy Hammer (Unique) \\\ Flad's House ||
  4166. - Return to Arkives to find this elusive one.
  4167.  
  4168. - You should now return to Elicoor II to get some new gear.
  4169.  
  4170. \\\ Kirlsa ||
  4171. - Go talk to Woltar (no need if you already have Albel).
  4172.  
  4173. \\\ Bequerel Mine ||
  4174. - If you need Synth Materials, there's one in the second area.
  4175.  
  4176. \\\ Mountains of Barr ||
  4177. - You can find Synth Materials in the area immediately after the first
  4178. cave. You can also get there by using the shortcut in the area littered
  4179. with bones.
  4180.  
  4181. - If you didn't get Peppita, you can get one more of the Elicoorians
  4182. to join your party.
  4183. × Albel | Urssa Lava Caves.
  4184. × Nel | Castle Aquaria.
  4185. × Roger | Surferio.
  4186.  
  4187. PC: (Albel) \\\ Urssa Lava Caves ||
  4188. NPC: Vanilla (30 000 Fol)
  4189. Items: Writing Materials, Writing Materials, Ripe Berries,
  4190. Trading Card EX12, 25 500 Fol (ne), Compounding Elixirs,
  4191. Writing Materials, Compounding Elixirs
  4192. Item (nc): 1/60 Scale Bunny
  4193. Boss: n× Albel 2
  4194. - If you talked to Woltar in Kirlsa, you'll find Albel in the lava caves.
  4195. Beat him in a duel and he'll offer to join unless you took Peppita, in
  4196. which case you can just fight him. If you refuse to let him join, he'll
  4197. join without a choice if you fight him again and win.
  4198.  
  4199. [AddSkipScene014R]. Approach / Talk to Albel.
  4200. - The first time around, you only need to approach him. After that, you
  4201. have to talk to him.
  4202. |
  4203. [Boss]
  4204. - 50 000 HP, 10 000 MP, 700 ATP, 3000 xp, 13 000 Fol, Demon's Symbol (Artif.)
  4205. - Solo with Fayt.
  4206. - No traditional BTs
  4207. - I very much doubt Albels 2, 3 and 4 all count towards 420 enemy types,
  4208. but there's no easy way to confirm that.
  4209. |
  4210. [AddSkipScene015Ra] (win)
  4211. [AddSkipScene015Rb] (lose)
  4212.  
  4213.  
  4214. NPC: Gusto (60 000 Fol) \\\ Peterny (south) ||
  4215. NPC: Aqua & Evia (20 000 Fol) \\\ Temple ||
  4216. \\\ Peterny (west) ||
  4217. Shop:
  4218. Ice Falchion 61 500 Fol Battle Armor 49 500 Fol
  4219. Gravity Laser 35 500 Fol Battle Chain Mail 38 000 Fol
  4220. Adept's Staff 29 500 Fol Wizard's Robe 19 000 Fol
  4221. Lunatic Shoes 36 000 Fol
  4222.  
  4223. - The Retail Rabbit is now selling the best gear money can buy. If or
  4224. when he/she leaves, you can find him / her in Surferio.
  4225. - Ice Falchion, Gravity Laser, Adept's Staff, (Battle Armor),
  4226. 3 Battle Chain Mails, Wizard's Robe = 309 000 F
  4227. - The Lunatic Shoes are the strongest main game weapon you can easily
  4228. obtain for Peppita.
  4229.  
  4230. - Best IC stuff.
  4231. Mythril Gauntlets (1000 ATP): 450 Fol
  4232. Veinslay (1000 ATP): 400 Fol
  4233. Ice Blades (880 ATP, Water): 6800 Fol
  4234. Claw of Judgment (900 ATP): 6200 Fol
  4235. Paladin's Helm (1200 ATP): 400 Fol
  4236. Elemental Leather (R:all): 6720 Fol
  4237. Astral Armor (320 DFP): 4530 Fol (+ I: Petrify, Freeze)
  4238.  
  4239. - You should create the following accessories.
  4240.  
  4241. Bangle of Accuracy | 222 | 20 |
  4242. Blue Talisman | 260 | 20 |
  4243. Red Talisman | 260 | 20 |
  4244. Bangle of Intellect| 300 | 20 | Sophia, Aqua
  4245. Faerie Ring | 600 | 80 | Sophia
  4246. Emerald Ring | 600 | 90 | Fayt, Mirage
  4247. Anti-Incap Amulet | 601 | 60 |
  4248. Ring of Erudition | 640 | 70 | Sophia
  4249. Ring of Haste | 1100 | 60 | Sophia
  4250.  
  4251. Blue / Red Talisman Bangle of Accuracy Ring of Erudition
  4252. 10% +10% +10%
  4253. 20% | 600 Fol +30% | 600 Fol +20% | 5400 Fol
  4254. 30% | 1800 Fol
  4255.  
  4256. Ring of Haste Faerie Ring / Emerald Ring
  4257. +5% -20%
  4258. +10% | 10 000 Fol -30% | 5000 Fol
  4259. +20% | 30 000 Fol -40% | 15 000 Fol
  4260. +30% | 90 000 Fol -50% | 45 000 Fol
  4261.  
  4262. - If you're not using Sophia or Adray or have no interest in using their
  4263. magic for damage, you can skip the Bangle of Intellect and Emerald Ring.
  4264.  
  4265. - Here's what I synth the weapons with, in this particular order:
  4266.  
  4267. Amulet of Freedom 4000 (only for Fayt)
  4268. Blue Talisman 5900
  4269. Red Talisman 5900
  4270. Ring of Mental Power 2400
  4271. Ring of Animosity 36 000 (not for PAL Peppita, Roger, or NTSC Albel)
  4272. Faerie Ring 45 000
  4273. Ring of Haste 90 000
  4274.  
  4275. - RoMP isn't available yet, and you definitely want to save RoH for last
  4276. because of the high value of the factor (don't forget: you have to pay
  4277. the value of all pre-existing factors, the item itself and the value of
  4278. the new factor whenever you add another factor). As such, there's no need
  4279. to refine the RoHs yet, which is pretty expensive.
  4280. - For now, you should settle for synthing Blue and Red Talismans for
  4281. your fighters. For Fayt, Cliff, and Roger, it'll only cost about 10k a
  4282. piece, but for others it's around 50k.
  4283. - Also, if you're planning on doing post-game, you should create a double
  4284. xp weapon, which will cost 100-260k depending on the weapon used. If you
  4285. run out of money before you can finish it, you can either move on and just
  4286. finish it later or you can go and spend more time on Moonbase. If you're
  4287. planning on using Mirage, you should just move on.
  4288. - Double xp: 100k (Crescent Rod) / ~210k (Adept's Staff) / ~260k(Laser Weapon)
  4289. - On the other hand, if you're intent on getting all 300 Battle Trophies,
  4290. not using a double xp weapon would help you on your way to 50 000 battles,
  4291. since it would give you a(nother) reason to fight more battles.
  4292. - Refining success rate is around 15% for a lot of the factors you'll be
  4293. working with. Skill levels don't affect the odds of success in refining,
  4294. in case you forgot. The odds do diminish with each successive cycle, so
  4295. even if it's something cheap, it's best to give up after 10 or so cycles.
  4296. - Use Stanice and Adray (and some third character, of course) when refining
  4297. accessories. Using Adray will increase the costs a bit, but it's worth it
  4298. for the speed boost. You'll want to use him when refining in other fields
  4299. as well.
  4300. - Just a reminder that Maria's weapons are refined through Engineering,
  4301. not Smithery.
  4302. - While far from necessary, if you're feeling obsessive enough about it,
  4303. you could create a weapon for Soph that allows her to take out the Robo
  4304. Gunners in the next dungeon solo, so she can catch up in levels with the
  4305. other characters. If you're using Mirage, that won't be necessary, since
  4306. she has more of a need to catch up and can easily carry Sophia in a two
  4307. character party. But, yeah, if you already have your full team together
  4308. and don't mind spending a couple of hours (and some synth kits) on it,
  4309. here's what to do. Get a cheap carrier weapon in Kirlsa or Arias: Long
  4310. Dagger, Longsword, whatever. Get a bunch of them. You'll need more later.
  4311. Synth the accessories listed below into it, then synth that into an
  4312. Adept's Staff. Also, refine a Bangle of Intellect. Bunny Shoes as the
  4313. other accessory. Again, though, this is hardly necessary. The level gap
  4314. will slowly but surely narrow down as Exp requirements go up.
  4315.  
  4316. Regeneration Symbol 2100
  4317. Regeneration Symbol 2100
  4318. Aqua Ring (+50% dmg) 2500
  4319. Mind Saver 2800
  4320. Blue Talisman (30%) 5900
  4321.  
  4322. - If you're using Albel, don't forget that the AI can't use Aura Wall.
  4323. - If you're confident in your skills, you should be able to beat Rank B
  4324. at the Arena now (Convert Damage really helps with Chimera). First-time
  4325. players should probably forget about it for now.
  4326. - If you're already set on which characters to use and have them in your
  4327. party now, I highly recommend auto-leveling First Aid to max with the
  4328. help of the Porcupines in the Traum Mountains. I don't do it yet, since
  4329. I'm using Mirage. Either way, you can indeed just leave the game on while
  4330. you go do something else for a while. You can get to Lv10 in a few hours.
  4331. Keep in mind, this method will no longer work once your Evade is too high
  4332. (above 420). It also doesn't work on Easy, as the Porcupines are just
  4333. not aggressive enough. If you're not doing post-game, you don't need
  4334. to bother.
  4335. × Leveling up First Aid is kind of pointless for characters who can't
  4336. even use that with No Guard, those being Mirage and Nel, who are indeed
  4337. the two fighters I use. I still like to do it anyway, just in case.
  4338. × You could potentially boost Max Fury at the same time, but that one
  4339. levels up much slower than First Aid. It would take about twice as long
  4340. to max that. Maybe you haven't even managed to create any Moldy Tomes
  4341. yet. It'll be easier to create after the Kaddan revisit. Either way,
  4342. it's not a skill I'd recommend, since it's often mutually exclusive
  4343. with No Guard. Even when it's not (mainly for Peppita, Roger, and Albel),
  4344. I'd rather just use First Aid or CHHP.
  4345. - Incidentally, the Porcupines are also a great way to get the tricky
  4346. Remain with Fury 15 consecutive times BT. Just synth a weapon with Ori
  4347. and an Illegible Book. Load the game afterwards to get your synth kits
  4348. back.
  4349. - Don't forget about the '500 Battle Alone' and 'Chain of 500' BTs. If
  4350. you're determined to get them, get it over with now, on Vanguard III.
  4351.  
  4352. PC: (Nel) \\\ Castle Aquaria ||
  4353. NPC: Ansala (Philosopher's Stone)
  4354.  
  4355. [AddSkipScene016]. Plays if you enter Nel's room.
  4356.  
  4357. PC: Adray \\\ Audience Chamber ||
  4358. - If you didn't have Adray in your party on Disc 1, you can pick him up now.
  4359.  
  4360. [SkipScene148]. Approach the throne, then try to leave.
  4361.  
  4362. PC: (Roger) \\\ Surferio ||
  4363. NPC: Killer Chef (Keen Kitchen Knife)
  4364.  
  4365. [AddSkipScene017]. Plays if you approach Roger (Village Chief's House).
  4366.  
  4367. NPC: Rigel (Golden Curry) \\\ Kirlsa - Grocer ||
  4368. - Note that some of the exotic food has a chance of not being consumed
  4369. when used.
  4370.  
  4371. \\\ Inside Station (Gemity) ||
  4372. Boss: Azazer
  4373. - Once you teleport to the Sphere Company, you won't be able to leave
  4374. until you finish the events there.
  4375.  
  4376. [SkipScene149]. This one plays when you travel to Sphere Company.
  4377. |
  4378. [Fixed Encounter023] (4× Security Force Member)
  4379. |
  4380. [SkipScene150]
  4381. |
  4382. [Boss] FWIE AAA
  4383. - 99 000 HP, 9000 MP, 1200 ATP WR R Rgn
  4384. - 15 000 xp, 78 000 Fol, Charm of Tranquility (Artifact)
  4385. - A potentially brutal boss. His attacks are fast and he moves fast.
  4386. However, he deals MP damage only, so any character using No Guard will
  4387. be unfazed by his attacks. With this advantage, you should have little
  4388. to no trouble cutting through his HP with something like Hammer of Might
  4389. and/or Shotgun Blast.
  4390. - To avoid getting screwed over by stealth, use another character as
  4391. a decoy. Otherwise, he could run off and leave you hitting the air.
  4392. Conversely, if you actually *need* him to get off someone's back, just
  4393. move around. (You did read about stealth at the beginning of the guide,
  4394. right?)
  4395. - I would recommend against Convert Damage, as it's difficult to cast
  4396. healing spells due to his high speed (unless the caster has No Guard).
  4397. - If you see no other choice, synth a Rainbow Diamond weapon. It's not
  4398. that expensive. You could also feed him 5 ES Hybrid Bombs.
  4399. |
  4400. [SkipScene151]
  4401.  
  4402. \\\ Sphere 211 (Entrance) ||
  4403.  
  4404. - I might end up avoiding the enemies here, since I'm close to getting
  4405. my standard party together.
  4406. - The next save point is on the fifth floor.
  4407. - Nel's Ice Blades work well here. Don't try to combine it with any of
  4408. her Wind-elemental skills, though. Because of the neutral element bug,
  4409. they won't do double damage. Hardly that big a deal. You can just use
  4410. her other skills instead.
  4411. - If you made the Water-boost weapon for Sophia, just have her chain
  4412. Ice Needles -> Deep Freeze on the Robo Gunners on 2F. You can encounter
  4413. two of them at a time on higher floors, but she might not be able to
  4414. handle that. She likely can't kill them in one chain, so she *will* be
  4415. eating some missiles in the process.
  4416.  
  4417. Items: Cooking Ingredients, Perfect Berries \\\ 2nd Floor ||
  4418. Items: Mental Enhancer, Ripe Berries, \\\ 3rd Floor ||
  4419. Synthesis Materials, Analeptic
  4420. Items: Dremela's Tool Set (Unique, Temp), \\\ 4th Floor ||
  4421. Physical Enhancer, Wind Pixie
  4422.  
  4423. Items: Laser Weapon, Mental Enhancer, Trading Card 2, \\\ 5th Floor ||
  4424. Ripe Berries, Ceramic Gauntlet, Synthesis Materials
  4425. Items (nc): Uninstaller (Unique), 5× Blueberries, 5× Blackberries,
  4426. 2× Fruity Potions (pat), Verdurous Potion (pat),
  4427. 2× Resurrection Elixirs (pat), AI Program (Unique)
  4428. Boss(es): Berial & Belzeber
  4429.  
  4430. [SkipScene152]. This one plays when you pass by the corridor
  4431. leading to the research facility.
  4432.  
  4433. [SkipScene153]. Enter the research facility.
  4434.  
  4435. - Before you go any further, talk to Shar, and then Leiria to obtain
  4436. some items (one of them is required to get Izak, the best Engineering
  4437. NPC in the game). You can can buy items from her after that.
  4438.  
  4439. [SkipScene154]. This one plays when you enter the room west.
  4440. |
  4441. [Boss] FWIE AAA
  4442. - Berial (rl): 70 000 HP, 5000 MP, 720 ATP RWR Hom
  4443. - Belzeber (whip): 62 000 HP, 30 000 MP, 710 ATP R RW Rgn
  4444. - 18 000 xp, 35 000 Fol in total
  4445. - Berial is the greater threat, but it won't take many Aerial Assaults
  4446. to take him down. Air Raid and Kyou work fine as well (as they always do).
  4447. - The battlefield is fairly small, so casting healing spells is tricky.
  4448. |
  4449. [SkipScene155]
  4450.  
  4451. - Next, you'll need to activate the teleport elevators.
  4452.  
  4453. Items: 15 000 Fol, Trading Card EX2 \\\ 3rd Floor ||
  4454. - Use the elevator to reach these two chests.
  4455.  
  4456. - The floors through 6 and 100 are optional and of little interest
  4457. aside from the items listed below. There are also a bunch of jewels
  4458. and synth materials, but I won't be listing those (although the synth
  4459. kits are listed in the misc. file).
  4460. - The teleports can only take you either up or down, but this isn't
  4461. really an issue. If you want to go up, but are near a downgoing teleport,
  4462. just go down a floor to get to an upgoing teleport.
  4463.  
  4464. 13 | Silver Chalice (Unique) (SW)
  4465. 16 | Trading Card EX7 (last room)
  4466. 18 | Intellect+ Berries (Artifact) (S)
  4467. 30 | Book of Prophecies 4 (Unique) (SE1)
  4468. 47 | Intellect+ Berries (S)
  4469. 50 | Trading Card EX8 (last room)
  4470. 85 | Book of Prophecies 3 (Unique) (SW)
  4471. 86 | Intellect+ Berries (SE)
  4472.  
  4473. Items: Celestial Pixie, Dilapidated Textbook (Unique) \\\ Top Floor ||
  4474. Item (nc): (1/1 Scale Bunny)
  4475. Bosses: Proclaimer b, Enforcer b, Convictor a
  4476. - You can complete the map if you come back after the following events.
  4477. - Sophia can't participate in the first two bass bottles, but will
  4478. automatically join in the third one if you leave an empty slot. In the
  4479. mean time, you should probably set Healing for one of your fighters (if
  4480. you're not using Nel).
  4481. - Again, when the enemy is using nasty area attacks, you should consider
  4482. setting all or most of your characters on manual to avoid getting annihilated.
  4483.  
  4484. [SkipScene156]. This one plays when you proceed north past the save point.
  4485. |
  4486. [Boss: Proclaimer b] FWIE AAA
  4487. - 65 000 HP, 4000 MP, 700 ATP IRRW Nrm
  4488. - 12 000 xp, 23 400 Fol
  4489. - No BTs
  4490. - Her normal attacks deal MP damage only.
  4491. - Hit her with Aerial Assault (or something) when she's casting Dark Sphere.
  4492. |
  4493. [SkipScene157]
  4494. |
  4495. [Boss: Enforcer b] FWIE AAA
  4496. - 82 000 HP, 35 000 MP, 800 ATP RIWR WAH
  4497. - 15 000 xp, 24 Fol
  4498. - No BTs
  4499. - This one doesn't have boss benefits.
  4500. - His tentacle stab area attack is nasty, as always, but even if it
  4501. interrupts your chain, it shouldn't kill you, so you can just disengage,
  4502. heal up and try again. If you'd rather not risk it, you can go with a
  4503. more conservative approach and use either a defensive Homing setup (ie.
  4504. only attack him after floating him with Homing) or ranged attacks (like
  4505. Kokuyousen).
  4506. |
  4507. [SkipScene158]
  4508. |
  4509. [Boss: Convictor a] FWIE AAA
  4510. - 120 000 HP, 10 000 MP, 850 ATP IIRW Rgn
  4511. - 24 000 xp, 46 300 Fol
  4512. |
  4513. [SkipScene159]
  4514.  
  4515. \\\ Planet Styx ||
  4516.  
  4517. [SkipScene160]. Proceed south.
  4518.  
  4519. [SkipScene161]. Plays when you reach the southern cliffs.
  4520.  
  4521. PC: Mirage Lv30 \\\ Diplo - Bridge ||
  4522. Default (Mirage): Ceramic Gauntlet, Carbonite Armor, 250 SP
  4523. - Before Mirage will hook up with you, you need to talk to the people
  4524. in 1-4 as well as A, B, C, or D.
  4525.  
  4526. 1. Mirage (Bridge)
  4527. 2. Cliff (Cliff's Room)
  4528. 3. Quark Member (Support Team) (Conference Room)
  4529. 4. Quark Member (Medical Specialist) (Sick Bay)
  4530. A. QM (Science Officer) (Bridge) + QM (Engineering Team) (Storeroom)
  4531. B. QM (Science Officer) (Bridge) + Peppita (Private Room A)
  4532. C. QM (Engineering Team) (Storeroom) + Nel (Private Room B)
  4533. D. Nel + Peppita
  4534.  
  4535. [SkipScene162]. Talk to Mirage.
  4536.  
  4537. - This is where I finally get to start using my standard party: Mirage,
  4538. Nel and Sophia.
  4539. - Mirage is very similar to Cliff. They use the same weapons and share
  4540. many waza. Mirage's main advantages over Cliff are being able to use No
  4541. Guard more easily with Infinity Kick and learning Triple Kick.
  4542.  
  4543. - You'll now find new enemies in many locations on Elicoor II.
  4544. - The Moths can be rather annoying if you're not using No Guard. Keep
  4545. your characters on Manual and hit them with Thunder Flare (Sophia / Nel)
  4546. to make them vulnerable. Fayt's Lightning Blast should work too.
  4547. - If you need to level up Mirage or anyone else, I'd still go with the
  4548. Incapacitators (or Destroyers) back on Moonbase. The Blood Monsters and
  4549. Enforcers on Palmira Plains are good too (just watch out for Disaster).
  4550. - Either way, I don't think you should spend all that much time leveling
  4551. up before the post-game. Lv100 tops. After that, you really want to get
  4552. to the post-game, where you can get much better xp.
  4553. - I level up Mirage to either Lv56 or Lv62. Acrobat Locus should be her
  4554. waza of choice (for now).
  4555. - This is also where I max out First Aid.
  4556. - Hypothetically, if you're using CHHP with Mirage (which, again, I don't
  4557. recommend, since it's mutually exclusive with No Guard), you should boost
  4558. it to Lv5 by using Hammer of Might with a Water-elemental weapon on the
  4559. Young Shriekers at Granah Hills. Beyond that, it'll level up just fine
  4560. organically.
  4561.  
  4562. - Visit the main street of Aquios to unlock three more NPC inventors.
  4563.  
  4564. NPC Unlock: Meryl, Count Noppen, Boyd
  4565.  
  4566. - Also, if you f*#ked up with the Retail Rabbit's wares, you can now
  4567. buy the same stuff from Ruddle & Rumina. You can find them in a house
  4568. on the west side of Aquios. They'll be there regardless of whether or
  4569. not you did the Ruddle & Rumina side quest on Disc 1.
  4570.  
  4571. NPC: Meryl (Dremela's Tool Set) \\\ Peterny (east) ||
  4572. - Ultimate Bomb (Meryl, Cliff, Mirage)(*: overlap):
  4573. 162, 164, 166, 167*, 169, 171, 173, 175, 176*, 178*, 180.
  4574.  
  4575. NPC: Dejison (Ultimate Bomb) \\\ Airyglyph ||
  4576. - Dejison can be found in the southern parts of the town.
  4577.  
  4578. \\\ Airyglyph Castle, 2F Audience Chamber ||
  4579. Item (nc): (Crimson Scourge) (Unique)
  4580. NPC: Count Noppen (150 000 Fol)
  4581. - If Albel was the first optional character to join you permanently,
  4582. you can now trigger a scene here to get the Crimson Scourge.
  4583.  
  4584. [AddSkipScene016]. Approach the throne.
  4585.  
  4586. PC: (Adray) \\\ Surferio ||
  4587. NPC: Izak (Blueprints, AI Program, Meryl, Vanilla, Dejison)
  4588. - Check the mechanoid near the Village Chief's House to recruit Izak
  4589. (if you meet the requirements).
  4590. - If you had Adray in your party on Disc 1, you can pick him up at
  4591. Surferio now.
  4592.  
  4593. [AddSkipScene017]. This one plays when you approach the entrance to
  4594. Parch if you had Adray in your party on Disc 1.
  4595.  
  4596. - Here's some stuff you should make in Engineering. If you don't have
  4597. Sophia or Adray in your active party, you should get a full stock of
  4598. all Healing Devices. I make around 10 of them myself.
  4599. - Don't bother leaving Izak and Meryl active in the hopes that they'll
  4600. make some Healing Devices on their own. They might make a few, but even
  4601. then, it won't be worth all the money they'll be burning constantly.
  4602.  
  4603. Healing Device Mk1 | 201 | 50 |
  4604. EM Stun Explosive | 211 | 60 | Maria, Meryl, Izak
  4605. EM Stun Explosive MP | 211 | 60 | Maria, Meryl, Izak
  4606. ES Hybrid Bomb | 231 | 70 |
  4607. Healing Device Mk2 | 401 | 70 | Peppita, Meryl
  4608. ES Hybrid Explosive | 431 | 80 |
  4609. Healing Device Mk3 | 801 | 100 | Meryl, Izak
  4610. Beguiling Device | 1001 | 80 | Vanilla, Meryl
  4611.  
  4612. Boss: n× Albel 3 \\\ Urssa Lava Caves ||
  4613. Lost & Found: Philosopher's Symbol (Artifact)(Albel 3)
  4614. - 120 000 HP, 60 000 MP, 800 ATP, 6000 xp, 26 000 Fol
  4615.  
  4616. \\\ Castle Aquaria 2F ||
  4617.  
  4618. [SkipScene163]. Enter the Audience Chamber.
  4619.  
  4620. PC: (Adray) \\\ Audience Chamber ||
  4621. - If you didn't have Adray in your party on Disc 1 and didn't come here
  4622. earlier on Disc 2, he'll join your party now.
  4623. - If you still have Peppita or Adray at default level, you can use one
  4624. of them to easily get the 'Win by a margin of x HP' BTs by adjusting
  4625. their DFP so they'll only take 1 pod from an enemy on Vanguard III.
  4626. Specifically, you can give Peppita an Elven Cloak and a Charm of Insight
  4627. (or refine the Elven Cloak once) to get her to 19 DFP (Young Slimes
  4628. have 20 ATP) or you can give Adray two Yellow Talismans to get him to
  4629. 39 DFP (Scumbags have 40 ATP).
  4630.  
  4631. Boss: Lesser Eye \\\ Sealed Cavern ||
  4632. - A good place to finish leveling up Scatter Beam and/or Pulse Blast if
  4633. you didn't already max them out earlier. The Flaming Zombies don't pose
  4634. much of a threat once you've extinguished their flames with anything
  4635. Water-elemental. After that, you just blast one with a Fire-elemental
  4636. weapon.
  4637.  
  4638. [SkipScene164]. Plays when you enter the room leading into the shrine.
  4639. |
  4640. [Boss] FWIE AAA
  4641. - 230 000 HP, 56 000 MP, 1000 ATP AAAA RW
  4642. - 30 000 xp, 84 500 Fol, Synthesis Materials
  4643. - No BTs
  4644. - The Beholders are back but don't pose as much of a threat as they did
  4645. back in ToP and SO1. They do take a while to beat down (unless you hit them
  4646. with two triple chains at the same time), so once you start encountering
  4647. them as normal enemies, you may want to avoid them.
  4648. - The Beholder's eye beam has maybe a 25% chance of petrifying you. You
  4649. can easily avoid by moving around him. Personally, I like to sidestep it
  4650. just for the heck of it.
  4651. - While Misery Circle will quickly drain your MP, it can't actually MP
  4652. kill you, at least not directly. To get MP killed, you'd have to get hit
  4653. by their anti-backstab (which they rarely use) or their counter aura
  4654. (usually Ring Wave).
  4655.  
  4656. Item (nc): Sacred Orb (Unique) \\\ Shrine of Kaddan ||
  4657. Bosses: 3× Dark Armors, Crystal Statue b, Dark Eye
  4658.  
  4659. [SkipScene165]. Plays when you proceed north past the first save point.
  4660. |
  4661. [Boss: 3x Dark Armor]
  4662. - 67 000 HP, 6000 MP, 1250 ATP, I:F, 30 000 xp, 117 000 Fol
  4663. - Without Convert Damage and elemental resistance (Hammer Quake is
  4664. Earth-elemental), you won't last long in close quarters. Thunder Flare
  4665. really helps as well.
  4666. - If a more direct approach fails, you'll have to go solo with a ranged
  4667. fighter. You can revive the other two characters once only one remains.
  4668.  
  4669. - In the second map area, pick up the Enchanted Pen (in the corridor
  4670. with spiked walls), some money (in the room where you found the Orb of
  4671. Foe Finding) and Synth Materials (in the southeast area)(if you didn't
  4672. get these earlier).
  4673. - Gold Armor has the highest DFP of all the enemies in the game (950).
  4674. × You can easily level up Maria's IHPD using these guys (if you're
  4675. using attribute transfer with Gravity Bullet). Not that there aren't
  4676. other enemies that work fine as well (such as the Biochimera).
  4677.  
  4678. [SkipScene166]. This one plays when you approach the Crystal Statue.
  4679. |
  4680. [Boss: Crystal Statue b] FWIE AAA
  4681. - 168 000 HP, 10 000 MP, 1300 ATP IIII Nrm
  4682. - 15 000 xp, 33 Fol
  4683. - Go with Triple Kick, Aerial Assault and Dimension Door.
  4684.  
  4685. - You won't find another save point before the next boss, so head back
  4686. to the previous one if you want to save.
  4687.  
  4688. [SkipScene167]. This one plays when you enter the room with the statue.
  4689. |
  4690. [Boss: Dark Eye] FWIE AAA
  4691. - 330 000 HP, 56 000 MP, 1300 ATP AAAA RW
  4692. - 50 000 xp, 110 000 Fol
  4693.  
  4694. [SkipScene168]. Examine the Sacred Orb.
  4695.  
  4696. - As you exit the dungeon, the last three IC NPCs will be unlocked.
  4697.  
  4698. NPC Unlock: Chilico, Osman, Louise
  4699.  
  4700. \\\ Aquios ||
  4701.  
  4702. [AddSkipScene018]. This one plays when you approach the guards if you
  4703. left the main street.
  4704.  
  4705. \\\ Castle Aquaria 2F ||
  4706.  
  4707. [SkipScene169]. Enter the Audience Chamber.
  4708.  
  4709. \\\ Surferio ||
  4710. NPC: Chilico (82 000 Fol) \\\ General Store "The Faerie Tear" ||
  4711. NPC: Louise (90 000 Fol) \\\ Private Home ||
  4712.  
  4713. Lost & Found: Boots of Prowess (pat)(Albel 4) \\\ Urssa Lava Caves ||
  4714. Boss: n× Albel 4
  4715. - 340 000 HP, 120 000 MP, 1500 ATP, 20 000 xp, 130 000 Fol
  4716. - Well, here's a tough one. If you haven't been using Fayt, you can forget
  4717. about it. Your main concern is his Charge, which is now unblockable. He
  4718. likes to use it 2 or 3 times in a row and can even use it at long range.
  4719.  
  4720. NPC: Osman (Strange Book) \\\ Airyglyph - Abandoned Temple ||
  4721. - Osman has three exclusive books, two of which are of possible interest.
  4722. × Damaged Tome (Lucky Star). Lucky Star allows you to fill up the bonus
  4723. gauge without attacking the enemy. This is the only way to get the bonus
  4724. if the enemy is more than 8 levels lower than you.
  4725. × Increase MP (Fading Tome) is something you may want to consider giving
  4726. to Sophia if you haven't leveled up her First Aid.
  4727. - Aside from that, using Osman is the best way to get Moldy Tomes (Max
  4728. Fury) and a Brittle Tome (Quick Symbol). The other two should be Noppen
  4729. and Maria to get rid of a few unwanted results.
  4730. - While you're still in Airyglyph, you should go get the Synth Materials
  4731. in the aqueducts if you didn't get them earlier.
  4732.  
  4733. - One more time: I highly recommend auto-leveling First Aid (and Max
  4734. Fury) with the help of the Porcupines. Without maxing it out, First Aid
  4735. is *very* ineffective (just like CHHP, but that one should level up ok
  4736. organically, at least once you get past the first few levels).
  4737.  
  4738. \\\ Peterny ||
  4739. - With Chilico's help, you can create a bunch of new accessories, such
  4740. as the following:
  4741. Earring of Accuracy | 220 | 40 |
  4742. Ring of Mental Power | 220 | 80 | (1200 F to 6%)
  4743. Blazing Pendant | 380 | 30 |
  4744. Berserker's Pendant | 490 | 70 |
  4745. Ring of Animosity | 700 | 70 |
  4746. -1
  4747. -2 | 6000 Fol
  4748. -3 | 12 000 Fol
  4749. Boots of Prowess | 2480 | 99 |
  4750. 5%
  4751. 10% | 20 000 Fol
  4752. 30% | 42 000 Fol
  4753. Star Necklace | 4100 | 80 |
  4754.  
  4755. - Now I get to finish my weapon customization. Here's the list again:
  4756.  
  4757. Amulet of Freedom 4000 (only for Fayt)
  4758. Ring of Mental Power 2400 6% MP regen
  4759. Blue Talisman 5900 30% chance to negate HP damage
  4760. Red Talisman 5900 30% chance to negate MP damage
  4761. Ring of Animosity 36 000 Fury use -3 (excl. PAL Pep, Rog,NTSC Albel)
  4762. Faerie Ring (40%) 45 000 Battle skill HP use -40%
  4763. Ring of Haste (20%) 90 000 Movement rate +20%
  4764.  
  4765. - If you haven't synthed anything yet, start with the cheapest factors first.
  4766. - Refining the RoH to 30% after synthing saves you a good amount of money
  4767. (it costs less to synth *and* refine). If you can refine the Faerie Ring
  4768. to 50% at the same time, that's a nice bonus, but it's a little tricky, and
  4769. I wouldn't consider it a high priority. At 40%, you're already getting the
  4770. most of it. You certainly don't want to refine the Faerie Ring separately
  4771. after already refining the RoH, since Movement rate +30 has a value of
  4772. 270 000 (HP use -40% has a value 120 000).
  4773. - Ring of Animosity allows you to do triple chains with Infinity Kick,
  4774. Mirror Slice, Air Raid, and Goumashou.
  4775. × Maria won't need a RoA or Faerie Ring if you mainly have her in a
  4776. support role.
  4777. × NTSC Peppita also needs a RoA to do triple chains with Kaboom, since
  4778. she'll be using Instanto Blast as fodder.
  4779. × On the other hand, NTSC Albel won't need one, since he should be using
  4780. Kuuhazan as fodder.
  4781. × The Berserk Fury multiplier is applied before the effects of Fury
  4782. cost reducing gear. As such, having both Berserk and a RoA will indeed
  4783. reduce the Fury cost of some attacks down to 1, which is the minimum.
  4784. - If I don't get the Victory Trophy now (and I do tend to), I synth a
  4785. RoMP and a Star Necklace into Sophia's double xp weapon. If I do get the
  4786. Victory Trophy early, I'll add a Blue Talisman into it instead (in which
  4787. case, the Blue Talisman really should go in before the RoEs). With the
  4788. Aqua boost weapon that I mentioned earlier, you should just slap a Star
  4789. Necklace on it (unless you got the VT).
  4790.  
  4791. - If your weapon customization is similar, if not identical, to the
  4792. above, you'll need about 2 million fol. If you're a little short
  4793. (which is likely), go fight the enemies in the Passage from Parch to
  4794. Plenty. If you're controlling your support character, you can probably
  4795. keep the Bonus on, but even if you can't, you're still often getting
  4796. 18k per battle.
  4797. - If you don't feel like farming that much, you can pass up on synthing
  4798. Rings of Animosity and Faerie Rings. They're hardly vital. The other
  4799. four, though, are a must.
  4800. - If, for whatever reason, you need *millions* of fol at this point in
  4801. the game, you'll want to hit the waterway at the Ruins of Mosel (which,
  4802. incidentally, we were heading for next anyway).
  4803. - If you need Synth materials, you should get them at Gemity. You can
  4804. get six from Team Battle Rank D and four from Runic Chess Lv4 and Lv10
  4805. each. There's a full list of all Synth materials in the misc. file.
  4806.  
  4807. - Use Chilico, Peppita and Mirage when creating Rings of Mental Power.
  4808. - I refine two BoPs at this point. I give each stage 2-3 runs. In the
  4809. post-game, I give both stages five runs, so it doesn't try my patience
  4810. as much. I usually have a Charm of Insight in my second accessory slot
  4811. (when status immunity isn't needed). If you only have one of them, you
  4812. can easily score another one by fighting the Shriekers at Granah Hills.
  4813. It gives you a 5% critical hit chance, which doesn't do much, but I'd
  4814. rather not just equip another ATP +30% accessory.
  4815. - Boyd is all but guaranteed to create the Damask Cape sooner or later,
  4816. but if you've already customized the Lunatic Shoes extensively, you
  4817. should pay it no mind.
  4818. - Fully refining a Blazing Pendant is one of the most difficult things
  4819. to do in IC, possibly taking several hours. You may need one eventually
  4820. just for a couple of BTs. Instead of doing it in one go, you should
  4821. make it an ongoing project. Spend a little time grinding it every now
  4822. and then. Hopefully, you'll be done or almost done by the time you need
  4823. it (which will be in late post-game).
  4824. - Refine a bunch of Medicine Bottles, so you can get Paralysis immunity
  4825. without using an accessory slot. You should use them when fighting the
  4826. final boss and Gabe.
  4827. - Refine some healing items while you're at it (Berry Potions, Aqua
  4828. Potions, Fruity Potions and maybe some Syrupy Potions).
  4829.  
  4830. - You could try beating Rank B at the Arena now. Chimera's pretty nasty,
  4831. though, so even with a custom weapon, inexperienced players will likely
  4832. have a hard time. It's the next storyline boss, so you should go fight
  4833. it normally first, so you'll know what to expect.
  4834. - In any case, the safest way to handle it is to use a defensive setup
  4835. with either Mirage or Fayt. Block the tail to float it, then hit it in
  4836. the air with Crescent Locus -> Triple Kick or Blade of Fury -> Air Raid.
  4837. You can't use No Guard with BoF -> Air Raid, but that's okay.
  4838. - Both Triple Kick and Air Raid work quite well on Dragon Zombies, but
  4839. you can also opt to use ES Hybrid Bombs / Explosives. If you die after
  4840. using them, load the game, so you'll get them back.
  4841. - If you can do Rank B, you should be able to handle Rank A as well.
  4842. A straight up offensive setup might work, although it's quite risky with
  4843. the Demon Beast.
  4844. - When going fully solo (whether it's at the Arena or anywhere else),
  4845. taking a critical hit could potentially spell doom if it stuns you. The
  4846. odds are low, but it *will* happen occasionally. Equipping a Mallet /
  4847. Hammer Charm can prevent it. It can be a little hard to even notice the
  4848. enemy's critical hits. They do have a sound effect, but it's pretty
  4849. subtle.
  4850.  
  4851. - If you're up for a challenge, you could try beating the Ranking Battle
  4852. at the Arena at this point. Normally, you wouldn't do so until post-game,
  4853. and while it's certainly tricky, it's not *that* hard. The accessory you
  4854. get is pretty nice but nothing huge. You may have trouble with some of
  4855. the enemies on your way to the top (Undead Lords, Robin Winds), but you
  4856. can just choose the ones you find manageable. Once you're at rank 3, you
  4857. need to beat the Dragoon Knights twice to get to number 1. One of your AI
  4858. fighters should keep the Crystal Dragon busy while you try to freezekill
  4859. the Dragoon. Deep Freeze (Sophia, Adray, Fayt) is the ideal freezing
  4860. method. Forget about Ice Needles, though. That one just doesn't work
  4861. well. You could also use Bitter Potions, but you'd need to get fairly
  4862. lucky to not run out. Either way, once frozen, you have about 50% chance
  4863. of shattering him. Once he's down, you've practically won. The Crystal
  4864. Dragon will take a good while to beat into submission, but he's doesn't
  4865. really pose that much of a threat.
  4866. - Once you reach rank 1, you should be able to leave and save without
  4867. dropping in rank. The next time you choose Ranking Battle, you'll be
  4868. offered to fight Dirna & Solon. A regular, aggressive approach could
  4869. very well be sufficient here. An AI fighter should be able to keep Dirna
  4870. busy and keep her from casting Explosion much while you handle Solon,
  4871. who has much less health. While he does have high Agility, you don't
  4872. necessarily have to attack him from behind, since he could easily end
  4873. up turning his back on you on his own, especially after he starts using
  4874. Sword Wave. If you want to make things simpler, you can just feed Solon
  4875. 20 ES Hybrid Explosives. Anyway, once he's done, you've pretty much
  4876. secured your victory. So long as you have Blazing Pendants, Dirna shouldn't
  4877. be much of an issue.
  4878. - I recommend giving the Victory Trophy to your mage. I wouldn't give
  4879. it to a fighter, since then they'd quickly freeze anything they touch,
  4880. which trivializes things a bit too much.
  4881. - Insect Lords is a good battle for getting 500 hits.
  4882.  
  4883. - And, lastly, if you're feeling motivated enough, you could grind your
  4884. battle skill levels up. If you don't do that, they might not reach their
  4885. fullest potential until pretty late in the post-game. By no means is
  4886. this necessary, though. If you're not up for it, that's fine. I don't
  4887. do it myself until I get Infinity Kick.
  4888. - If you're doing it, then you'll need to create two Earth-elemental
  4889. weapons (or three if you're using three fighters). You'll be using those
  4890. on the Bestials in the Aquatic Garden. You should also petrify one (with
  4891. Malodorous Potions or Super Potions), so you can skip-cancel without
  4892. getting interrupted, I recommend the setups below (for a manually
  4893. controlled character). Equip a Ring of Animosity and a Faerie Ring.
  4894. No need to start with a normal attack when you're skipping SR C (F:
  4895. Confirm. C: Cancel).
  4896.  
  4897. Nel Mirage Fayt
  4898. SR F Kyoumensatsu (skip) SR F Infinity Kick (skip) SR F Air Raid
  4899. SR C Kagebarai SR C Sphere of Might SR C Air Raid
  4900.  
  4901. Albel Roger Peppita
  4902. SR F Goumashou (skip) SR F Whirling Heat SR F Kaboom
  4903. SR C Kikoushou SR C Raging Helmet (skip) SR C Kaboom (skip)
  4904.  
  4905. Maria Peppita
  4906. SR F Gravity Bullet (skip) SR F FaerieFr(skip)
  4907. SR C Scatter Beam SR C Kaboom
  4908.  
  4909. - The other fighter(s) should be in AI control. The AI will, of course,
  4910. not boost anywhere near as effectively as you do, but it's still better
  4911. than having them sit idly by. The AI should probably be fighting another
  4912. Bestial, who isn't petrified. That way the AI can get interrupted. If
  4913. the AI is attacking a petrified Bestial, don't forget to take the enemy's
  4914. Fury into account. You'll want the AI using the skill as a blockable for
  4915. the lower HP cost, so the enemy can't have very high Fury. You can easily
  4916. just deal some Fury damage if you switch to a non-elemental weapon.
  4917. - With skip-cancels, you can get to Lv10 in 90 minutes. If you don't feel
  4918. like going all the way, I'd say Lv8 is good enough.
  4919. - Boosting in the NTSC-versions will, of course, be slower, especially
  4920. for moves with long animations. It could take up to three hours (with
  4921. Kyou and IK). You can speed it up by fighting enemies that can easily
  4922. interrupt you, like the Robo Gunners or Toadspawn.
  4923.  
  4924. - Stock well on supplies before heading for the final dungeon.
  4925.  
  4926. Boss: Chimera \\\ Passage from Parch to Plenty ||
  4927.  
  4928. [SkipScene170]. This one plays when you enter the desert.
  4929. |
  4930. [Boss] FWIE AAA
  4931. - 200 000 HP, 28 000 MP, 1200 ATP R R Nrm
  4932. - 17 000 xp, 5000 Fol
  4933. - A very c*nty boss unless you go in with No Guard and Paralysis immunity.
  4934. That way, you don't have to worry about the tail, which does minimal
  4935. damage but hits you on contact and may inflict paralysis. No need to
  4936. go defensive unlike at the Arena.
  4937. - It's possible to lock him against the wall using Ring Wave or Star Guard
  4938. but he may manage to get free after a while.
  4939. - If all else fails, go with RD or ES Hybrid Explosives.
  4940.  
  4941. Boss: Stone Golem \\\ Ancient Ruins of Mosel ||
  4942.  
  4943. [SkipScene171]. Proceed south from the other save point.
  4944. |
  4945. [Boss] FWIE AAA
  4946. - 300 000 HP, 20 000 MP, 1500 ATP IIII Hom
  4947. - 60 000 xp, 71 000 Fol, Synthesis Materials
  4948. - Both Flaming Blow (used above 50% but not often) and Flaming Kick (used
  4949. between 30-50% health) will quickly kill any characters within range.
  4950. Neither of them are actually Fire-elemental, of course. Resort to ranged
  4951. attacks if you can't quickly get past the Flaming Kick phase. If you
  4952. don't have a good ranged option, then you should go one-on-one, block
  4953. the blockables, sidestep the heavies and sneak a hit in when you have the
  4954. chance (I'm... sure you haven't forgotten about sidestep invincibility?).
  4955.  
  4956. - You should now complete the optional dungeon here (take the right
  4957. stairs from the round table).
  4958.  
  4959. \\\ Subterranean Waterway ||
  4960. Items: Blueberries, Blueberries, Cooking Ingredients, 160 000 Fol,
  4961. Smithery Materials, Ripe Berries, Trading Card EX6, Synthesis Materials,
  4962. Star Talisman (pat), Ring of Vigor, Perfect Berries
  4963. Bosses: Amoeba Giant, Aurora Monster
  4964.  
  4965. - Equip Anti-Freezing Amulets or Astral Armors and Elemental Leathers.
  4966. - The first area only has two chests with Blueberries (at the moment).
  4967. The first boss is also in this area, but to get to the specific location,
  4968. you'll have to circle around from the north with the help of the aquatic
  4969. hauler.
  4970.  
  4971. [Boss] FWIE AAA
  4972. - 220 000 HP, 25 000 MP, 1150 ATP WA WAH
  4973. - 18 000 xp, 33 000 Fol, Synthesis Materials
  4974. - As usual, he can use Healing.
  4975. - No BTs
  4976. - This is the only boss fight in the game that can be a surprise attack.
  4977.  
  4978. - The Synth Materials are in the second chest you can find after the
  4979. water's drained (around the middle of the area).
  4980. - The chest with the Ring of Vigor can be reached by climbing up a tall
  4981. piece of rock in the southeast corner of the northern area.
  4982. - To trigger the next boss, you need to lead the Rainbow Core to the
  4983. thingie at the south edge of the southern area.
  4984.  
  4985. [AddSkipScene019]. This one plays when the Rainbow Core reaches the thing.
  4986. |
  4987. [Boss] FWIE AAA
  4988. - 285 000 HP, 212 025 MP, 1200 ATP AW WAH
  4989. - 35 000 xp, 52 000 Fol
  4990. |
  4991. [AddSkipScene020]
  4992.  
  4993. \\\ Deepest Reaches ||
  4994. Items: Smithery Materials, Synthesis Materials, Magical Berries,
  4995. Trading Card 4, Synthesis Materials, Star Guard (Artifact),
  4996. Decrepit Tome (Artifact), Blemished Textbook (Unique), Synthesis Materials
  4997. Item (nc): (1/1 Scale Bunny)
  4998. Lost & Found: Demon's Symbol (Robin Wind b)
  4999. Boss(es): Robin Wind b, Aquaregia d & Nova Blaze c (Spirit Trio)
  5000.  
  5001. - Follow the inner path to find the first Synth Materials. The other
  5002. two are in the treasure room.
  5003.  
  5004. [AddSkipScene021]. Plays when you proceed west from the save point.
  5005. |
  5006. [Boss] AAA
  5007. - Robin Wind b: 120 000 HP, 30 000 MP, 1000 ATP, A:I 2W
  5008. - Nova Blaze c: 135 000 HP, 40 000 MP, 1150 ATP, A:F Nrm
  5009. - Aquaregia d: 115 400 HP, 50 000 MP, 1200 ATP, A:W 2W
  5010. - 44 500 xp, 49 650 Fol in total
  5011. - If you just can't get the time limit BT, come back later.
  5012. |
  5013. [AddSkipScene022]
  5014.  
  5015. - Afterwards, beat count Mattalun in a simple game of Runic Chess to
  5016. gain access into the treasure room.
  5017.  
  5018. Items: Perfect Berries, Synthesis Materials \\\ Ancient Ruins of Mosel ||
  5019.  
  5020. [SkipScene172]. This one plays when you take the left stairs
  5021. | from the round table.
  5022. [SkipScene173]
  5023.  
  5024. - Take the exit from Firewall to reach the two items.
  5025.  
  5026. Item (nc): (1/60 Scale Bunny) \\\ Firewall ||
  5027. Boss: Battlecopter
  5028. - Different doors will be open depending on which door you enter an
  5029. area from.
  5030. - The door to the boss is right next to the save point. To open the
  5031. door, follow the path north from the save point to find a switch, then
  5032. come back the same path after activating the switch.
  5033.  
  5034. [SkipScene174]. This one plays when you proceed west past the save point.
  5035. |
  5036. [Boss] FWIE AAA
  5037. - 200 000 HP, 30 000 MP, 1100 ATP RW Hom
  5038. - 20 000 xp, 53 000 Fol
  5039. - You're looking at HP damage only (unless you get blocked), so, once
  5040. again, consider using Convert Damage.
  5041. - The boss likes to fly up high, where few attacks can reach it. If you
  5042. went through the trouble of leveling up Nel's Raikouha, now's a good time
  5043. to use it.
  5044. - If you can finish the battle with the bonus on, try to keep it, so you
  5045. can have Triple Exp on Blair. Blair herself is only Lv65 (lower than the
  5046. other bosses around here), so you probably can't get the bonus there.
  5047.  
  5048. [SkipScene175]. Use the teleporter near the second save point.
  5049.  
  5050. \\\ Spiral Tower ||
  5051.  
  5052. Items: Trading Card 3, Blackberries \\\ Level 1 ||
  5053.  
  5054. \\\ Level 2 ||
  5055. Bosses: Pseudo Blair, Ruktogias, 3× Chimera Hawks, 2× Death Monsters
  5056.  
  5057. - The battlefield on this floor is fairly small (although it's not used
  5058. in the Blair fight), so it's very unlikely you can avoid magic attract.
  5059. Do try and take advantage of it, then.
  5060.  
  5061. [SkipScene176]. This one plays when you proceed north from the save point.
  5062. |
  5063. [Boss] FWIE AAA
  5064. - 100 000 HP, 13 992 MP, 800 ATP AAAA Hom
  5065. - 150 000 xp, 85 000 Fol
  5066. - Like I said, you really want to have Triple Exp here. Even if you
  5067. have bonus gauge growth in this battle, you'll likely have to switch
  5068. to weaker weapons to be able to fill the gauge without killing her.
  5069. - No BTs
  5070. |
  5071. [SkipScene177]
  5072.  
  5073. [SkipScene178]. Proceed north from the sealed elevator.
  5074.  
  5075. - After the scene, you'll need to take care of three boss battles
  5076. triggered by examining the strange objects.
  5077.  
  5078. [Boss: Ruktogias] (north) FWIE
  5079. - 280 000 HP, 30 000 MP, 1200 ATP ARRR
  5080. - 70 000 xp, 47 000 Fol
  5081. - Watch out for Explosion (only used above 60%). Anyone caught in the
  5082. center of the blast will take 15 000 pod. Anyone outside of the center
  5083. will take 10 000 or 7500 depending on how close they are. With Blazing
  5084. Pendants, you don't have to worry about it.
  5085. - Chain Smash has a bit of a delay between the first and second hits
  5086. (0,9s), allowing you to sidestep away from it and avoid most of the hits.
  5087. - His Dark Eruption is unblockable.
  5088. - No BTs
  5089.  
  5090. [Boss: 3× Chimera Hawks] (west)
  5091. - 85 000 HP, 28 000 MP, 1100 ATP, A:I
  5092. - 60 000 xp, 126 000 Fol
  5093. - No BTs
  5094. - Blizzard Attack (0,8x, W) and Heat Impact (2,0x, U, F) can really
  5095. f*#k you up if all of them are using them at the same time. Blazing
  5096. Pendants would really help you out here too. At the very least, use
  5097. Anti-Freezing Amulets. Convert Damage is also an option.
  5098.  
  5099. [Boss: 2× Death Monsters] (east)
  5100. - 120 000 HP, 30 000 MP, 1100 ATP, A:F
  5101. - 40 000 xp, 84 000 Fol
  5102. - No BTs
  5103.  
  5104. [AddSkipScene023]. This one plays if you approach the elevator after
  5105. breaking the seals but before seeing Blair.
  5106.  
  5107. [SkipScene179]. Return to Blair after breaking the seals.
  5108.  
  5109. [SkipScene180]. Approach the elevator.
  5110.  
  5111. \\\ Level 3 ||
  5112. Items: Efreet Crystal (Artifact), Efreet Crystal, Blackberries,
  5113. Worn-out Textbook (Unique), Fenrir's Crystal (Artifact),
  5114. Fenrir's Crystal, Perfect Berries, 62 700 Fol, Bunny Shoes
  5115.  
  5116. - Ram Guardians have WAH, so watch out for those blocks.
  5117. - Use the RoD to change the color of the crystals. If you fail to
  5118. change it to the right color within the number of uses indicated on
  5119. the crystal, you'll be drawn into a battle and have to try again. If
  5120. you reach the right color on the last hit, this will not only allow
  5121. you to proceed but also make a treasure chest appear. Make sure you
  5122. get the order right. For instance, in the last one, use the RoD on
  5123. the *Blue* pedestal first (14 times), *then* hit the red one.
  5124. 2 -> Red 1, Blue 1
  5125. 10 -> Red 9, Blue 1
  5126. 6 -> Red 3, Blue 3
  5127. 9 -> Blue 8, Red 1
  5128. 16 -> Blue 14, Red 2
  5129.  
  5130. \\\ Level 6 ||
  5131. Items: Synthesis Materials, Ripe Berries, Compounding Elixirs,
  5132. Synthesis Materials, Blackberries, Compounding Elixirs,
  5133. Magical Berries, Fire Absorption (Unique)
  5134.  
  5135. Item (nc): (1/60 Scale Bunny) \\\ Level 10 ||
  5136. Bosses: Luther, Luther 2
  5137. - The final save point. I'm usually around Lv80 at this point.
  5138. - I have Mirage fight the Biochimera here solo a bit and then with Sophia
  5139. to get their levels to match Nel's. This doesn't actually make much of
  5140. a difference. It's more of an OCD thing.
  5141. - Either way, the Biochimera is a great source of Fol, so you should
  5142. definitely grab a mil or two (or five) while you're still here. I get
  5143. the money for the two Tri-Emblems at this point (9 mil).
  5144.  
  5145. [SkipScene181]. This one plays when you approach the gigantic door.
  5146. |
  5147. [SkipScene182]
  5148. |
  5149. [Boss] FWIE AAA
  5150. - 200 000 HP, 60 000 MP, 1100 ATP RRRR Rgn
  5151. - No BTs
  5152. |
  5153. [SkipScene183]
  5154. |
  5155. [Boss] FWIE AAA
  5156. - 400 000 HP, 120 000 MP, 1300 ATP, 150 DFP RRRR Rgn
  5157. - F*#k my a55, this guy is hard!
  5158. - Normal attack: 0,8x, 1-2 hits, knockdown.
  5159. - Normal attack (fast, U): 2,0x. 1-4 hits, medium area, knockdown.
  5160. - Normal attack (slow, U): 2,0x, Fury dmg, 1-4 hits, long range, kd.
  5161. - Normal attack (anti-back)(U): 0,8x HP, 0,05x MP, kd. Effect: Paralysis.
  5162. - Laser Beams (spell): ~1350 pod, 5 hits, large area.
  5163.  
  5164. - Expansion Force: 1,5x HP, 0,2x MP, ~4 hits, large area, knockdown.
  5165. Effect: Confusion.
  5166.  
  5167. - Flaming Divide: 1,5x HP, 0,1x MP, ~4 hits, very large area, knockdown.
  5168. There's a brief pause after the first two hits, allowing you to potentially
  5169. avoid further hits by sidestepping (if caught off guard).
  5170.  
  5171. - Perfect Symmetry (U): 1,5x HP, 0,1x MP, ~10 hits max. large area, kd.
  5172. Chance of Paralysis. Grants Luther temporary invincibility. Run behind
  5173. him to avoid it (or far away). He'll readjust his aim just before
  5174. releasing the blast. Instead of moving your characters away from it,
  5175. you could also try and have him throw the blast in a direction where it
  5176. won't hit anyone. This can be pretty difficult to pull off, though, as
  5177. you might not know for certain who he's targeting, and even if you do,
  5178. your movement needs to be quick and precise. Audio cues really help.
  5179.  
  5180. - Insanity Prelude (U): 2,0x HP, 0,2x MP in both fixed areas (constant:
  5181. 3 hits per second) and random areas. Grants Luther temporary invincibility.
  5182. Chance of Instant Death. Standing on the edge of the field might help
  5183. you avoid hits (in the NTSC-versions, the blasts won't hit you there,
  5184. but this was changed in the PAL-version). Just don't touch the spikes
  5185. (or that thing in the middle). They come out at 1, 3, 5, 7, 9, and 11
  5186. o'clock. You can move around your characters, and they'll stay where
  5187. you leave them even without setting them on Manual (so long as they
  5188. have Attack Lv6+). If you have stun bombs, consider using those. You
  5189. need to get it in pretty quickly, though. It won't work anymore once
  5190. the lighting goes down. A damaging item will interrupt him as well, but
  5191. without stun, nothing is stopping him from using it again right away
  5192. while you're still in item cooldown.
  5193.  
  5194. - Phase 1: everything except FD, PS and IP.
  5195. - Phase 2 (<80%): + Flaming Divide & Perfect Symmetry
  5196. - Phase 3 (<30%): + Insanity Prelude
  5197.  
  5198. - I recommend Triple Kick, Kyoumensatsu, Air Raid, Gravity Bullet, Kaboom,
  5199. Goumashou and Raging Helmet (with No Guard, of course).
  5200. - He has *very* high force resistance. Even Thunder Flare is largely
  5201. ineffective.
  5202. - You should have two or three characters on manual. When you attack him,
  5203. he's likely to try and interrupt you with a blockable (at least from the
  5204. front). Block that with another character to get an opening. Attacking
  5205. him from behind after PS is indeed a bit risky due to his unblockable
  5206. anti-backstab, but I'd say it's worth trying your luck.
  5207. - If you got those refined Medicine Bottles, now's the time to use them.
  5208. Otherwise, you'll have to spend both accessory slots on status protection,
  5209. since you've got Instant Death to worry about as well.
  5210. |
  5211. [SkipScene184]
  5212. |
  5213. [Ending - 39:25] (length may vary)(can't be skipped)
  5214.  
  5215. - After the general ending, the game runs the individual character
  5216. endings. If you got one of the pair endings, that character's solo
  5217. ending will not be played. In regards to optional characters, you'll
  5218. get the endings of the ones who joined you permanently (although Roger
  5219. does get a short scene if you never even rescued him).
  5220.  
  5221. - After the ending and credits, you can add cleared status to your save
  5222. file. This allows you to access the post-game dungeons: the Maze of
  5223. Tribulations and the Urssa Cave Temple. After completing MoT, you can
  5224. explore new areas in the Sphere.
  5225. × This is *not* a proper save. Any changes in your stats (regarding
  5226. Proficiency, number of battles, number of enemy types killed) or
  5227. inventory will not be saved.
  5228.  
  5229.  
  5230.  
  5231.  
  5232. End of file.
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