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Silver_Latias

Blue Dragon Disk 1%

Jul 31st, 2021 (edited)
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  1. General
  2. I recommend Copying this into a word processor of your choice and formatting it for readability (like color coding characters)
  3.  
  4. Center the camera behind your party with LT.
  5. Switch characters with RB & LB in the menu.
  6. Hold LB or RB in battle to see your parties status / buffs /debuffs.
  7. You can skip the 'area intro' cutscenes with start.
  8. You can skip the 'inn sleeping' cutscenes with start.
  9. Throwing Stumbomb into walls will cause it to explode faster.
  10. If you lose track of your gold you can check it in the top right when menuing / shopping
  11.  
  12. See runs for more specific details on item locations and enemy dodges
  13. Money route here is probably overkill as its based off the any% and I haven't bothered to fix it that much.
  14.  
  15. See https://pastebin.com/47NeSHLV for disk 1 monster data.
  16.  
  17. Pastebin last updated: 23th October 2022.
  18. Money Thresholds:
  19. Wilderness Camp: 830g (guaranteed from selling)
  20. Drill Machine: 1248g (193 - 423g before selling)
  21. Forest Camp: 924g
  22. Mural Town: 6237g
  23. Jibral Town: 3875g
  24.  
  25. New Game
  26. Normal
  27. Time starts on storage device selection
  28.  
  29. Disk 1
  30.  
  31. --Prelude--
  32. Skip opening credits with Start once Akira Toriyama's credit shows up.
  33.  
  34. *Thorn Grass - Pick up from rock next to spawn
  35. *Thorn Grass - Pick up from rock next to fence (right side)
  36.  
  37. Run into back right corner to start title sequence
  38.  
  39.  
  40. -
  41. Fushira section
  42.  
  43. Talk to Jiro’s farther
  44. Talk to Jiro’s mother
  45. (order doesn't matter)
  46.  
  47. Run back past Chief
  48.  
  49. Don't mash start to skip the landshark cutscene as you'll open the world map, try to time the skip just before the landshark crashes into the building.
  50.  
  51.  
  52. --Talta Village 1--
  53.  
  54. //Menu//
  55. /Settings/
  56. Text speed to very fast
  57.  
  58. Run into Landshark (aim to right side)
  59.  
  60. Attack x2
  61. (Mash through Dialogue)
  62. Attack Weak spot
  63.  
  64. Don't mash cutscene skip, try to time the skip just before the scene changes to Shu's sword breaking
  65.  
  66. Talk to Jiro
  67.  
  68. Run into LandShark (left side)
  69.  
  70. Don't mash start to skip Shu walking forward towards 'trapped' landshark. Time it for just after Shu walks past Kluke.
  71.  
  72.  
  73. --Ancient ruins Caverns--
  74.  
  75. Run right, into Jiro / Kluke (not forward into the landshark)
  76.  
  77. If you get First Attack on a Poo Snake then Attack rather then using a thorn Grass. (Unless poo snake would get a turn, you'll see if this is the case if the turn arrow on the turn order at the top of the screen points to after the Poo Snake)
  78.  
  79. <Poo Snakes>
  80. Hp 8
  81. Exp 3
  82.  
  83.  
  84. Chest: Thorn Grass (Don't open the chest until the after battle cutscene plays otherwise you'll softlock)
  85.  
  86. <Poo Snake>
  87. Thorn Grass
  88. Chest: Medicine
  89.  
  90. <Poo Snake>
  91. Thorn Grass
  92. Chest: Light Crystal
  93.  
  94. <Poo Snake>
  95. Thorn Grass
  96. Chest: Medicine
  97.  
  98. Chest: Phoenix Talon
  99.  
  100.  
  101. --Flying Fortress 1--
  102.  
  103. Chest: Creature Compendium
  104.  
  105. <Nene>
  106. Defend
  107. Notes: fight takes 2 - 4 defends depending on turn order
  108.  
  109. Chest behind you: Light Crystal
  110.  
  111. <Mecha Robo>
  112. Hp 10
  113. Exp 6
  114. SP 1
  115.  
  116. Attack x2
  117. Try to prevent the Robo's from taking a turn if possible.
  118.  
  119.  
  120. --Crash Site--
  121. You gain control of the camera as the group runs towards the waterfall, one the party becomes. 'playable' camera will try to center behind the characters but you can override this.
  122.  
  123. Push down debris
  124.  
  125. Chest: Stone Bracelet
  126.  
  127. Accessory Tutorial
  128.  
  129.  
  130. --Near Mechat Crash Site--
  131.  
  132. Run front left towards chest
  133.  
  134. Enemy Encounter Tutorial
  135.  
  136. Front Left Chest: Stone Ring
  137.  
  138. Monster Battle Tutorial
  139.  
  140.  
  141. --Lot Wilderness East--
  142.  
  143. Stay away from cliff with chest on top to avoid a cutscene, aim for rock on far side.
  144.  
  145. After rounding the corner, when you get to the dead tree attack into the 'bad feeling' dialogue. See runs
  146.  
  147. After rounding the next corner, aim for the cliff edge and attack onto the dirt (cutscene trigger)
  148. Shadow class tutorial
  149.  
  150. *Fresh Garlic from dead tree stump before fresh garlic chest, (1 Fresh Garlic in inventory)
  151. Last Chest Fresh Garlic before camp, (2 Fresh Garlic's in inventory)
  152.  
  153.  
  154. --Sheep Tribe Camp Wilderness--
  155.  
  156. Right Chest: Sleep Powder
  157.  
  158. Chest Behind Item shop: The Way of the Thief
  159.  
  160. $Spell shop$
  161. Sell
  162. Light Crystal x2 (Sold for 250g each)
  163. Sleep Powder x1 (Sold for 250g)
  164. The Way of the Thief x1 (Sold for 325g)
  165. +1075G
  166.  
  167. Buy
  168. Lv1 Flare (Cost 600g)
  169. -600G
  170.  
  171. $Accessory shop$
  172. Buy
  173. Stone Ring x1 (Cost 80g)
  174. Stone Necklace x1 (Cost 150g)
  175. -230G
  176.  
  177. Remaining total Gold 245+ extra from Poo Snake's and Mecha Robo's.
  178.  
  179. //Menu//
  180. /Shadow/
  181. Shu to Black Magic
  182. Jiro to Sword Master
  183.  
  184. /Accessories/
  185. Shu: Stone Ring
  186. Kluke: Stone Ring
  187. Jiro: Stone Bracelet + Necklace
  188.  
  189. /Formation/
  190. Shu + Kluke to Back row
  191.  
  192. Second Barrel behind cart: Fresh Garlic (3 Fresh Garlic's in inventory)
  193. Chest: Magical Medicine
  194.  
  195.  
  196. --Lot Wilderness West--
  197.  
  198. Run past <Green Grunt> on right side
  199.  
  200. First Chest: Fresh Garlic (4 Fresh Garlic's in inventory)
  201. *Broken Stump next to Chest: Fresh Garlic (5 Fresh Garlic's in inventory)
  202.  
  203. On the way Chest: Kelolon Powder
  204.  
  205. <<Flamboyant Dinoram>>
  206. Hp 340
  207. Exp 40
  208. SP 5
  209.  
  210. Trample: 14-16 dmg while defending
  211. Mow Down: 14-16 dmg while defending
  212. Defend: Heal 65~69
  213.  
  214. Notes:
  215. Jiro: Defend if high HP. Heal with Fresh Garlic if Low Hp.
  216. Shu + Kluke: Full Charge Flare on Body (70~78 damage). Depending on turn order you might be able to skip the third 'Stomp' from Dinoram by targeting the horn with the 5th Flare. If you can avoid the third stomp you only need to use up to 2 Fresh Garlics. This would also mean you can continue with a Dinoram gold drop as low as 100g.
  217.  
  218. (4 full charge flares + 1 half charge + 1 instant flare to kill)
  219. You can died to this fight if <<Flamboyant Dinoram>> Crits, but it's rare.
  220.  
  221. Gold Drop
  222. <140 Reset
  223. 140 - 190: Sell Fresh Garlic x2 & Phoenix Talon x1 in Drill Machine Shop
  224. 190 - 230: Sell Fresh Garlic x1 & Phoenix Talon x1 in Drill Machine Shop
  225. 230 - 260: Sell Fresh Garlic (can depend on gold drops from <Poo Snakes> + Mecha Robo>)
  226. 260 + No action
  227.  
  228.  
  229. --Overworld--
  230. Chest: Vitality Elixir
  231.  
  232. Go to Drill Machine
  233.  
  234. --Drill Machine--
  235.  
  236. Climb the Ladder
  237.  
  238. *Exp +50 to Jiro from large pipe behind you
  239.  
  240. Optional / safety chest by shop: Phoenix Talon. Pick up this chest if you got less then 230g drop from Dinoram or if you want a little extra safety.
  241.  
  242. You need 1248G (193-423G before selling) for the next shop
  243. If you are barely short of Gold you can buy 6 antidotes and pick up the missing antidote in Undersea Caverns from the Right barnacle immediately after the bridge you raise.
  244.  
  245. $Item Shop$
  246. Buy
  247. Antidote x7 (Costs 25g each)
  248. -175G
  249.  
  250. $Accessory Shop$
  251. Sell
  252. (Fresh Garlic: based on dino gold drop, sold for 40g each)
  253. Magical Medicine x1 (Sold for 125g)
  254. Light Crystal x1 (Sold for 250g)
  255. Shadow Crystal x1 (Sold for 250g)
  256. (Phoenix Talon: based on dino gold drop, sold for 50g)
  257. Kelolon Powder x1 (Sold for 75g)
  258. Vitality Elixir x1 (Sold for 150g)
  259. +825G (+1055 with x2 Fresh Garlic + Phoenix Crystal)
  260.  
  261. Buy
  262. Copper Ring x2 (Cost 220g each)
  263. Copper Necklace x1 (Cost 300g)
  264. -740G
  265.  
  266. $Spell Shop$
  267. Buy
  268. Lv1 Water (Cost 450g)
  269. -450G
  270.  
  271. Heal with other Robot (say no to tutorial first)
  272. -18G
  273.  
  274. Remaining total Gold 57 ~ 227
  275.  
  276. -Elevator-
  277. Optional / safety - First Chest: Mega Medicine. Only if you have no Fresh Garlic's in inventory, e.g. from selling two (skipping the third stomp on dinoram) / three Fresh Garlic's (Didn't skip the third stomp)
  278.  
  279. *+50 Exp to Jiro - pick up from pipe next to second chest
  280. *Thorn Grass pick up from hose
  281.  
  282. -Elevator-
  283.  
  284. Dodge first <Medic Maintenancer> (see runs)
  285.  
  286. **+50 Exp to Jiro - pick up from pipe next to second gauges on T junction corridor
  287.  
  288. Unlock Assassin on Jiro
  289.  
  290. //Menu//
  291. /Shadow/
  292. Jiro to Assassin
  293. Magic Sword Lv1
  294.  
  295. /Accessories/
  296. Shu: Copper Ring
  297. Kluke: Copper Ring
  298. Jiro: Copper Necklace
  299.  
  300. Dodge second <Medic Maintenancer> (See runs)
  301.  
  302. -Elevator-
  303.  
  304. <Winking Patroller>
  305. 510 hp
  306. Exp 68
  307. SP 2
  308. Jiro: Flare Sword (Water Sword?) he gets a turn before <Winking Patroller> and it isn't already overheated. Otherwise just attack unless Winking Patroller wouldn't be overheated / Short Circuited on it's next turn.
  309. Shu + Kluke: Full charge Flare.
  310. The overheat / Short Circuit action will take up ~half the turn charge bar. So you can continually block Winking Patroller's turn by taking advantage of this.
  311. Winking Patroller will go into a 'maintenance sequence' once under 75% hp; Maintenance: Fail, Parts Procurement-Maintenance: Success, Attack, Parts Procurement: Fail.
  312.  
  313. Activate Warp Device
  314.  
  315. Warp Tutorial
  316.  
  317. -Elevator- (Rotate Camera before entering elevator so its facing the right way upon exit)
  318.  
  319. Run past <Medic Maintenancer> on right side (see runs)
  320.  
  321. <Mecha Robo>
  322. Thorn Grass
  323.  
  324. *+50 Exp to Jiro pick up from back right corner pipe
  325. *If you have 1 or fewer Fresh Garlic's grab Mega Medicine pick up from front left pipe (e.g from selling 1 or 2)
  326.  
  327. <Marumaro>
  328. Defend
  329.  
  330. *SP +10 to Jiro pick up from front left passenger seat
  331.  
  332. -Elevator-
  333.  
  334. Second chest on right Chest: Light Crystal
  335.  
  336.  
  337. --Drill Machine Exterior 2--
  338. Enter Ancient Hospital Ruins
  339.  
  340. Optional / Safety - Under Drill Machine Chest: Mega MP Up Elixir
  341. Only if you get the Mega MP Up Elixir: *Thorn Vines - Pick up from Drill Machine Treads, if you get this you don't need the Thorn Vine pick up from the empty pot
  342.  
  343. Explanation: In the old route you would give the Mega MP Up Elixir to Marumaro so he would have 33Mp for King Ghost, enough for 2 Flara's. Without the Mega MP Up Elixir MM would only have 23Mp, one off being able to cast 2 Flara's. However you can skip picking up the Mega MP Up Elixir and instead pick up 15mp restore for the party from the glowing red plant next to the chest with the Elder Tree's soul. This does cost some Hp but you don't care about / fix Jiro's Hp until the next full heal.
  344.  
  345.  
  346. --Ancient Hospital Ruins--
  347. *Thorn Vines - Pick up from the empty pot
  348.  
  349. *+100 Exp to Jiro pick up from medical instruments (tower) left of bed
  350. *+2 SP to Jiro pick up from medical instruments (boxes) right of bed
  351. *+3 SP to Jiro pick up from medical instruments (tower) right of bed
  352. *Mega Medicine pick up from drawer behind medical instruments (tower)
  353.  
  354. Interact with Healing Machine (Heals Shu)
  355.  
  356. Chest behind bed: Invisibility elixir
  357.  
  358. (Bed gives 10hp heal)
  359.  
  360. -Stairs to 2F-
  361.  
  362. -Stairs to 3F-
  363.  
  364. Dark room
  365. *+2 Sp to Jiro pick up from medical machine (tower)
  366. *Mega Medicine pick up from cabinet next to tower
  367.  
  368. Chest: Medal x5 (5)
  369. *+100 Exp to JIro pick up from medical instrument behind chest
  370.  
  371. (This menu can be done at anytime before Icefire Wolf Ghost)
  372. //Menu//
  373. /Heal/
  374. Mega Medicine / Fresh Garlic to Jiro. Recommend using a Mega Medicine to avoid having Stink for Undersea Caverns
  375.  
  376. -Stairs to 2F-
  377.  
  378. Hit computer switch at bottom edge to avoid ghosts (see runs)
  379.  
  380. -Elevator to 3F-
  381.  
  382. Bait Fire Wolf far side of elevator to turn right to run past left side
  383.  
  384. <<IceFire Wolf Ghost>>
  385. 800hp
  386. Exp 110
  387. SP 12
  388.  
  389. Jiro: Defend or heal self with Mega Medicines if needed
  390. Shu + Kluke: Water on Fire mode, Flare on Water mode
  391. Jiro being burnt or frozen is usually a loss, as is IceFire wolf Ghost criting.
  392.  
  393. X2 Water + x2 Fire to beat
  394.  
  395. (A safer but slower Strat is to just defend with Jiro and use Shu / Kluke to heal with mega medicines)
  396.  
  397. Gold Drop
  398. <100 pick up optional 500 chest unless bad gold from Flamboyant Dinoram then pick up optional chest: [Iridescent Wind] (undersea cavern)
  399. 100 - 400 fine
  400. 400 + Good
  401.  
  402. You can buy more fresh garlic from item shop in Sheep Tribe Camp - Forest (furthest merchant away from entrance, bottom of his inventory) if you use extra’s on this fight (you should only need to use 1 garlic, maybe 2 if bad ((but not terrible)) turn order).
  403.  
  404. Shu unlock Support Magic
  405. Kluke unlock Barrier Magic
  406.  
  407. Activate Warp device
  408.  
  409. Medicine from container (Right side of room see runs)
  410.  
  411. There is a back up phoenix talon in the Urn room; Back alcove 3rd from the left, middle cupboard (by the 6 medal urn)
  412.  
  413.  
  414. --Largo Village 1--
  415.  
  416. Drill Machine breaks scene
  417.  
  418. Walk into the Devee crowd
  419.  
  420. Another 'don't mash' cutscene, wait until subtitles appear
  421.  
  422. Enter Village Hall
  423. Exit Village Hall
  424.  
  425. Nene cutscenes
  426.  
  427. Activate Warp Device
  428.  
  429. Chest to left of cave entrance: Medal x9 (14)
  430.  
  431. Talk to Marumaro (MM)
  432.  
  433. MM joins
  434.  
  435. MM flashback
  436.  
  437. Exit town hall
  438.  
  439. Run into the guard
  440.  
  441. Exit Largo Village
  442.  
  443.  
  444. --Overworld--
  445. Head right out of Largo Village
  446.  
  447. Field abilities Tutorial
  448.  
  449. In the canyon path 'Near Lago Village' is usual for 2 monsters to spawn at the bend.
  450.  
  451. Wetlands Chest: Grand Amethyst (see runs)
  452.  
  453.  
  454. --Undersea cavern--
  455.  
  456. If no gold from IFWG and bad gold from FD, grab optional Chest [Iridescent Wind] next to save point which can be sold for 425G at Sheep Tribe Camp - Forest
  457.  
  458. Jump past Jellyfish, watch out for stun (See runs)
  459. Jump through Cutlass Fish on 'bridge' as it spawns (see runs)
  460.  
  461. //Menu//
  462. /SHADOW/
  463. Shu to Support Magic
  464. Black Magic LV1
  465. MM to Black Magic
  466. Kluke to Barrier Magic
  467. Black Magic LV1
  468.  
  469. /ITEMS/
  470. Heal
  471. Medicine x2 on Jiro
  472.  
  473. Support
  474. Invisibility Elixir
  475.  
  476. (Optional / Safety) Enhancement
  477. (Optional / Safety) Mega MP Up Elixir on MM
  478.  
  479. /FORMATION/
  480. MM to back
  481.  
  482. Shu, Kluke and MM all need to have at least 10Mp for the Hydrattler fight. This shouldn't be an issue, but is something to be aware of
  483.  
  484.  
  485. First Attack <Broadsword Fish>
  486. Hp 330
  487.  
  488. <Magic Jellyfish> (x2)
  489. 55Hp
  490.  
  491. Total Exp 59
  492. Total SP 3
  493.  
  494. Jiro: Thorn Vines on <Magic Jellyfish>
  495. Shu / Kluke / MM (whoever's turn comes first): Wind over 60% charge
  496. Other two: Full charge Flare on <Broadsword Fish>
  497.  
  498.  
  499. Chest: Fish-Shaped Key
  500.  
  501. Back Attack <Cutlass Fish> on bridge
  502. Flee (Pray it works, remember Shu can't flee)
  503. Alternatively it is possible to dodge past <Cutlass Fish> but I have found it to be highly inconsistent. Messing up can mean you get surprise attacked, which usually means a game over.
  504.  
  505.  
  506. Lure Crab Poos out until they stop
  507. Run around them, watch out for Jellyfish stun (see runs)
  508.  
  509. Jump past right side of <Broadsword Fish>
  510.  
  511. Chest: Hexagonal Crystal
  512.  
  513. *SP +5* to Shu pick up from coral behind chest
  514.  
  515. Jump past right or left side of Broadsword Fish (attack and flee if crab is in the way)
  516.  
  517.  
  518. Use right side invisible wall next to bridge to sneak up and First Attack the <Cutlass Fish> (See runs)
  519. Flee (pray)
  520. Alternatively it is possible to dodge past <Cutlass Fish>, See runs. It's more consistent dodging past <Cutlass Fish> going this way then on the way back.
  521.  
  522. Raise bridge (you don't need to mash after the bridge start to rise as there isn't any more dialogue)
  523.  
  524. (The barnacle with the extra antidote pick up is immediately on the right side after the bridge if you needed it)
  525.  
  526. //Menu//
  527. /SHADOW/
  528. Shu to Black Magic
  529. Support Magic LV1
  530.  
  531. If someone died while fleeing or Jiro has less than 52 HP
  532. /Heal/
  533. Light Crystal
  534.  
  535. Right path Chest: Flara
  536.  
  537. <<HYDRATTLER>>
  538. Hp 1380 (345 per head)
  539. Exp 248
  540. SP 7
  541.  
  542. Jiro: Grand Amethyst
  543. Shu + Kluke + MM: 60% or higher Charge Water
  544. It should be dead before it's second turn
  545. If you do die don’t forget to pick up Flara again.
  546.  
  547. GOLD DROP
  548. <700 might work if other drops were good + sell some stone accessories & grab and sell right Hydrattler chest: Sapphire (100G)
  549. 600 - 1000 bad, sell stone accessories if needed
  550. 1000 - 1500 fine
  551. 1500 + good
  552.  
  553. First Left chest: Cure-All
  554. Second Left chest: Water Necklace
  555.  
  556.  
  557. --Island of the Dead--
  558.  
  559. Go to Sheep Tribe Camp Forest
  560.  
  561.  
  562. --Sheep Tribe Camp Forest--
  563.  
  564. Pick up *Invisibility Elixir* from first barrel behind cart
  565. Chest behind cart: [Grand Ruby]
  566.  
  567. Money needed: 924g
  568.  
  569. $Accessory Shop$
  570. /BUY/
  571. Silver Ring x2 (Cost 450g each)
  572. -900G
  573.  
  574. Sleep at Inn
  575. -24G
  576.  
  577. Chest next to horse: Invisibility Elixir
  578.  
  579.  
  580. --Forest of the Dead--
  581.  
  582. Right path
  583. Pick up *Mega Medicine* from falling seed
  584. Pick up *Antidote* from falling second seed
  585.  
  586. Chest next to second seed: Thorn Branch
  587.  
  588. Right (upward) path
  589. Chest behind Fat Rat: Grand Emerald (unguarded)
  590. Chest on path: Light Crystal
  591.  
  592. Right before bridge to pick up guarded chest
  593.  
  594. Back Attack <Purple Skeleton> (see runs)
  595. Hp 305
  596. Exp 18
  597. SP 3
  598.  
  599. Insta kill with a Phoenix Talon
  600.  
  601. Or if you sold both or used them:
  602. Jiro: Defend
  603. Shu: Fully Charged Flara
  604. MM: Attack (needs MP for KG)
  605.  
  606. Guarded Chest: Spirit of the Elder Tree
  607. *Pick up the 15Mp restore from the glowing red plant next to the chest. If you used the Mega MP Up Elixir on MM you don't need to do this.
  608.  
  609. Left of Bridge Chest: Earth Bracelet
  610.  
  611. Go through poison fog
  612.  
  613. //Menu//
  614. /ACCESSORIES/
  615. Shu: Silver Ring
  616. Jiro: Earth Bracelet + Water Necklace
  617. Kluke: Silver Ring
  618.  
  619. /HEAL/
  620. Mega Medicine or Fresh Garlic on Jiro. If you do use a Fresh Garlic be aware that stink will cause the Thief Ghosts to detect you earlier meaning you need to take a wider path around them. Also Scavenger Wolf Ghosts will no longer flee from you on the overworld.
  621.  
  622. Antidote on everyone
  623.  
  624. <Grinning Ghost>
  625. Hp 620
  626. Exp 62
  627. SP 3
  628.  
  629. Jiro + Kluke: Defend
  630. Shu + MM: Half to Full Charge Flara (time together to avoid counter, recommend full charging the first Flara to avoid under damaging)
  631.  
  632.  
  633. Talk to tree
  634.  
  635. Back the way you came
  636.  
  637. Over bridge
  638.  
  639. -Grotto-
  640. //Menu//
  641. /Shadow/
  642. Kluke to black magic
  643.  
  644. /Heal/
  645. Mega Medicine or Fresh Garlic on Jiro
  646. Antidote on everyone
  647.  
  648. <<KING GHOST>>
  649. Hp 1300
  650. Exp 520
  651. SP 8
  652.  
  653. Jiro: Defend through KGs first 2 turns, then Attack if possible, Heal (Fresh Garlic / Mega Medicine) if King Ghost gets an attack off before Jiro’s turn. REMEMBER IF YOU HEAL THAT THE CURSOR DEFAULTS TO THE LOWEST HP CHARACTER STARTING FROM THE LEFT (SO SHU IN THIS CASE)
  654.  
  655. Shu + Kluke + MM: High/Full Charge Flaras
  656. Your goal is to let no more than 1 Full Flara hit KG before his 2nd turn, 2 Full Flara's after KG's second turn, then hit him with 3 more Full Flaras to kill him before he summons, for a total of 6 Flara's.
  657.  
  658. If KG does summon use Grand Ruby to clear the Summoned Shooter Ghosts and Thief Ghosts, BUT make sure you have Flara's charged up for when KG rejoins the battle as KG will use Earthshock on it's next turn, wiping the party.
  659.  
  660. GOLD DROP
  661. <3000 Both 2000 chests, 500 chest, Devee Elixir, Power-Swap Dart, Ancient Fossil x2, Iridescent Wind
  662. 3000 - 4000 Gul 2000 chest, Devee Elixir, Power-Swap Dart, Ancient Fossil x2
  663. 4000 - 5000 Devee Elixir, Power-Swap Dart, Ancient Fossil x2
  664. 5000+ fine
  665.  
  666. Unlock Generalist on Jiro
  667.  
  668. Grab Gabo plants
  669.  
  670. Warp back to Largo Village
  671.  
  672. -Largo Village 2-
  673.  
  674. Enter Town Hall
  675.  
  676. Exit house and go back to Town Hall (walk forward after entering to trigger cutscene)
  677.  
  678. Leave Lago
  679.  
  680.  
  681. --Gul Highlands—-
  682.  
  683. <Lazy Bear> 1:
  684. Jump past left side (See runs)
  685.  
  686. Optional Chest besides <Lazy Bear>: Devee Elixir
  687.  
  688. //Menu//
  689. /SKILL/
  690. Jiro: Stun Bomb
  691.  
  692. /FORMATION/
  693. Shu to back
  694.  
  695. (Optional extra meaning: If an enemy spawns near 2nd <Lazy Bear>)
  696. /Item/
  697. Support
  698. Invisibility Elixr
  699.  
  700. Equip Stun Bomb in circle
  701.  
  702. Lazy Bear 2:
  703. Stun Bomb and push up (See runs, remember Stunbombing the wall will cause the Bomb to explode faster)
  704.  
  705. Lazy Bear 3:
  706. Stun Bomb and push up
  707.  
  708.  
  709. --Gul Highlands--
  710.  
  711. Optional Chest by save point: Poison Powder
  712.  
  713. $Toripo$
  714. /BUY/
  715. Assassin Heart x3
  716. Barrier Magic Heart x1
  717.  
  718. (14 used)
  719.  
  720. Left path at warp point (don’t activate)
  721. The crystal on the first inner corner has a back up Mega Medicine you can pick up.
  722.  
  723. Right path at T junction
  724.  
  725. For Optional Fog Chest: 2000g, take path with <Chain-gang ghost>. (If <<King Ghost>> drops less then 3k)
  726.  
  727. Otherwise continue down path (not chain-gang ghost path)
  728.  
  729. First chest on right: 1000g
  730. Optional Second chest on right: Power Swap Dart
  731.  
  732. Cutscene
  733.  
  734. Crystal on right Pick up *SP +5* to Jiro
  735.  
  736. Optional Chest in front: Ancient Fossil
  737. To the Right First Chest: Light Crystal
  738. To the Right Second Chest: Grand Amethyst
  739.  
  740. Fog area
  741. Straight ahead, then right path down ledge (See runs)
  742.  
  743. Right crystal pick up *SP +5* to Jiro
  744.  
  745. T junction Take chain-gang ghost path
  746.  
  747.  
  748. --Near Talta Village--
  749. Left wall chest: Fire Necklace (you can grab it on way out of Talta if enemy spawns are bad)
  750.  
  751.  
  752. --Talta Village 1--
  753.  
  754. Get Fushira's Letter in workshop (this is mandatory)
  755.  
  756. If less then 2000g from KG you can grab the Optional Chest: by tree right coming out of workshop: 2000 Gold
  757.  
  758.  
  759. --Mural Valley West--
  760.  
  761. <Evil Mural>
  762. Hp 235
  763. Exp 50
  764. SP 5
  765.  
  766. Half Charge Flara
  767. Optional Chest Grand Ruby (250G) if use you used the Grand Ruby to in the KG or <2k from <<King ghost>>
  768. This Ruby can also be picked up if your going to go for the sleeping powder strategy in the 4 Steel-eating Tiger fight.
  769.  
  770. Optional Chest past bridge [500 Gold] <3000 from <<King ghost>>
  771. Optional Chest next to bridge near side Iridescent Cyclone (425G)
  772. Optional Chest next to bridge far side Ancient Fossil (500G)
  773.  
  774.  
  775. --Mural Town—-
  776.  
  777. Area intro Cutscene
  778. Single start press to skip cutscene on entering town
  779.  
  780. Left wreckage pick up *SP +5* to Jiro (A Woman Mural can make it difficult to interact with rubble if she's in the wrong place)
  781.  
  782. //Menu//
  783. /ITEMS - Enhancement/
  784. Assassin Heart x2 on Jiro
  785.  
  786. /SHADOW/
  787. Jiro to Black Magic
  788. Negotiate
  789.  
  790. Storyteller
  791. Don't mash after the fade to black after the 'war' mural as you speak to Storyteller again
  792.  
  793. You need 6237g for the next shop, Sell back up gold items if your short on gold.
  794.  
  795.  
  796. $Item Shop$
  797. /BUY/
  798. Phoenix Talon x10 (Cost 50g each after negotiate)
  799. Optional if you’ve run out Fresh Garlic x1 (bottom of shop list)
  800. -500G (Negotiate)
  801.  
  802. $Accessory Shop$
  803. /BUY/
  804. Mithril Bracelet x4
  805. Mithril Ring x4
  806. Mithril Necklace x2
  807. -3500G (Negotiate)
  808.  
  809. //Menu//
  810. /ACCESSORIES/
  811. Jiro: Mithril Bracelet + Mithril Ring + Mithril Necklace
  812. Kluke: Mithril Necklace + Mithril Bracelet + Mithril Ring
  813. MM: Mithril Ring + Mithril Bracelet + Fire Necklace
  814. Shu: Water Necklace + Mithril Bracelet + Mithril Ring
  815.  
  816. Sleep at Inn (after equipping accessories)
  817. -12G
  818.  
  819. $Spell Shop$
  820. /BUY/
  821. Wall (Bottom of shop list
  822. Ground
  823. Winda
  824. Slow
  825. -2225G (Negotiate)
  826.  
  827. Talk to Man Mural by exit
  828.  
  829. --Mural Valley East--
  830.  
  831. <<FLAME RAPTOR>>
  832. Hp 2000
  833. Exp 86
  834. SP 8
  835.  
  836. Shu: Cast instant Slow (missing more than once is bad)
  837. Instant Winda's for the rest of the battle
  838. Charging Winda will not deal more damage
  839.  
  840. No checkpoint for this fight, begin the 'stun lock' for the boss before reviving Jiro if the boss crit's.
  841.  
  842. Half way Down first bridge then turn back
  843.  
  844. Wait for Ruby Halbird to despawn, then go across bridge from right side and climb down.
  845. If the Ruby Halbird isn't immediately heading towards the cliff face then you can get past it without waiting for it to despawn. But it's random based off its spawn / pathing.
  846.  
  847. Runners Decision: On the bottom level the first chest contains Sleep Powder which can be used during the 4 Steel-Eating Tiger fight at the end of Wagon Defence to minimise attacks from Tigers. But this strategy is dependant on turn order as you need to use a Grand Ruby on the Tigers before the Sleep Powder in order to kill the Tigers with a full charged Ground (as any damage will wake the Tigers up and return them to their original turn order).
  848.  
  849. Optional: the second chest has a Broken Eternal Engine that can be sold for 1000G if you're short on Gold.
  850.  
  851. --Road to Jibral—-
  852.  
  853. //Menu//
  854. /SHADOW/
  855. Kluke to Barrier Magic
  856. Jiro to assassin
  857.  
  858. /FORMATION/
  859. All in front
  860.  
  861. *SP +10* from rock to Jiro
  862.  
  863. //Menu//
  864. /Shadow/
  865. Jiro to black magic
  866.  
  867. DRINK WATER (full heal)
  868.  
  869. <Steel-Eating Tiger>
  870. Phoenix Talon x2 on whoever dies
  871. High Charge Ground and 50% Charge Water
  872.  
  873. <<DULLAHAN>>
  874. Hp 1200
  875. Exp 570
  876. SP 8
  877.  
  878. Jiro = Phoenix Talon, Ground when nobody is dead
  879. Kluke = Wall
  880. Shu + MM = Ground
  881.  
  882. 50% ground does ~55 damage before defence/magic defence down & ~110 after defence/magic defence down
  883. 100% ground does ~70 Damage before defence/magic defence down & ~160 after defence/magic defence down
  884.  
  885. Dullahan will use Sonic Blade (will always go first), Charge, Charge, Defend, Sonic Blade, Charge, charge, defend, etc until it's Hp triggers Steel Prayer or Last Resort.
  886.  
  887. Dullahan ALWAYS Charges the character with the lowest HP relative to their max HP
  888.  
  889. Dullahan will use Steel Prayer (heal + invincible until it's next turn) between 50% and 40% Hp (or 600 and 720 damage done)
  890. Dullahan will use Last resort when under 30% Hp (840 damage done)
  891.  
  892. The goal is to skip both Steel Prayer (Priority) and Last Resort (bonus), Recommend counting Dullahan's Hp (or damage done) and adjusting depending on how the fight is going
  893.  
  894. Simplified Dullahan
  895. 3 100% Grounds (~360 damage done including the reduced damage before defence/magic defence down)
  896. 2 50% Grounds (or 1 uncharged and 1 70% if a character would die before getting a 50% charge ground off) (~580 damage done)
  897. Give Dullahan a turn
  898. 2 70% (or a 100% and a 40%) Grounds (~770 damage done)
  899. Give Dullahan a turn
  900. Kluke use the Flawless Amethyst (920 damage done)
  901. 2 100% Grounds (~1190 damage done)
  902. 1 uncharged Ground
  903.  
  904. It's possible to do enough damage the the uncharged last ground isn't needed for the kill, but the damage ranges needed could push you into steel prayer / last resort range.
  905.  
  906.  
  907. 100% Charge Ground to trigger Dullahan's defence/magic defence down
  908. Two 50% charges
  909. One 100% charge (this should bring Dullahan to just above 50% Hp)
  910. Make sure Dullahan gets a turn here to not trigger Steel Prayer
  911. Two 100% charge's Should put Dullahan at just over 30% Hp
  912. Make sure Dullahan gets a turn here to not trigger Last Resort
  913. Highest charge you can get without giving Dullahan a turn and have Kluke use the Flawless Amethyst
  914.  
  915. If a 50% charge triggered Dullahan's first defence/magic defence down then you will need to to three 50% charges to avoid over damaging Dullahan and triggering Steel Prayer.
  916.  
  917. Do not heal with Light Crystals, as someone surviving a Charge and being in the back row is very bad (starts using Blast)
  918.  
  919. If Dullahan does use Last Resort have Kluke use Flawless Amethyst
  920.  
  921. Try to time Walls for after Sonic Blade (turn after he defends)
  922. Make sure you have a Wall on everyone before he uses last resort (Unless you can get the kill)
  923.  
  924. Unlock Generalist on Shu, Kluke & MM.
  925.  
  926.  
  927. --Camp--
  928.  
  929. Enter large tent behind Shu
  930. Run back to fire
  931.  
  932. No to save
  933. Yes to Confirm
  934.  
  935.  
  936. --Wagon Defence—-
  937.  
  938. //Menu//
  939. /SHADOW/
  940. Jiro to Assassin
  941. Stun Bomb + Black Magic LV1
  942. Kluke to Generalist
  943. Black Magic LV1
  944.  
  945. Equip Stun Bomb in circle
  946. (Be slightly mindful of Jiro's MP you want to have at least 14 mp by the final Wagon defence fight, but it shouldn't be an issue)
  947.  
  948. Stun Bomb First Attack all enemies except Multifights
  949. In the first few attack spamming Rat fights, be wary of turn order to kill the faster Rat first if needed
  950.  
  951. Left rock second corner <Fat Pack Rat>
  952. Hp 175
  953. Total Exp 34
  954. Total SP 3
  955.  
  956. Spam attack (defend with one non-Jiro character)
  957.  
  958. Right side trees after first wagon passes <Fat Pack Rat>
  959. Spam attack (defend with one non-Jiro character)
  960.  
  961. Just before wagons reach chest double spawn both sides of first wagon
  962.  
  963. <Steel-Eating Tiger>
  964. Hp 245
  965. Exp 72
  966. SP 3
  967.  
  968. Full Charge Ground + 50% Water
  969.  
  970. <Fat Pack Rat>
  971. Hp 175
  972. Total Exp 34
  973. Total SP 3
  974. Spam attack
  975.  
  976. //Menu//
  977. /SHADOW/
  978. Kluke to Barrier Magic
  979.  
  980. From here until Multifights, Defend with Kluke and let the others spam attack
  981. Try to have Jiro attack each Rat once to minimize attack animations
  982.  
  983. Push down three rocks blocking path
  984.  
  985. Immediately after third rock is down two <Fat Pack Rat> spawn
  986.  
  987. <Fat Pack Rat>
  988. Hp 175
  989. Total Exp 34
  990. Total SP 3
  991. Spam attack
  992.  
  993. <Fat Pack Rat>
  994. Hp 175
  995. Total Exp 34
  996. Total SP 3
  997. Spam attack
  998.  
  999. Stay at back of wagons
  1000. Next corner triple spawn front and back of first wagon and back second wagon
  1001.  
  1002. <Fat Pack Rat>
  1003. Hp 175
  1004. Total Exp 34
  1005. Total SP 3
  1006. Spam attack
  1007.  
  1008. <Fat Pack Rat>
  1009. Hp 175
  1010. Total Exp 34
  1011. Total SP 3
  1012. Spam attack
  1013.  
  1014. <Steel-Eating Tiger>
  1015. Hp 245
  1016. Exp 72
  1017. SP 3
  1018. Shu = High Charge Ground x1
  1019. High Charge Water x1
  1020.  
  1021. Push rocks, spawns after pushing third rock over
  1022.  
  1023. <Steel-Eating Tiger>
  1024. Hp 245
  1025. Exp 72
  1026. SP 3
  1027. Shu = High Charge Ground x1
  1028. High Charge Water x1
  1029.  
  1030. Use Stun Bomb to push and fight both rats
  1031.  
  1032. Multifight <Fat Pack Rat> x2
  1033. Hp 175
  1034. Total Exp 68
  1035. Total SP 6
  1036.  
  1037. Kill first group with Thorn Branch (with Jiro) and 2 attacks (one on each Fat Pack Rat)
  1038. Have Shu or MM Charge up a 100% Ground for the second group
  1039.  
  1040. Recommend taking a moment during the next menu to check your current gold, you need 3875G for the next shop.
  1041.  
  1042. //Menu//
  1043. /ITEMS/
  1044. Enhancement
  1045. Assassin Heart x1 on Jiro
  1046.  
  1047. /SHADOW/
  1048. Jiro to Black Magic
  1049. Negotiate + Ninja Swiftness
  1050.  
  1051. Push final rock
  1052.  
  1053. Multifight <Fat Pack Rat> x2
  1054. Hp 175
  1055. Total Exp 68
  1056. Total SP 6
  1057.  
  1058. Kill first group with Grand Ruby and 2 attacks (one on each Fat Pack Rat)
  1059. Have Shu or MM Charge up a 100% Ground for the second group
  1060.  
  1061. If you get poisoned, stay still to avoid falling too low on HP and actually losing the Tiger fight
  1062.  
  1063. <Steel-Eating Tiger>
  1064. Defend with Zola and/or at the start if you can to possibly save a Phoenix Talon
  1065. Revive Kluke and any 2 of MM/Shu/Jiro. (Remember this is just a disk 1 run)
  1066. Full Charge Ground and 50% Water
  1067.  
  1068. If two characters (usually Zola and Jiro) would get turns before the Steel-Eating Tigers attack you can have the first character use a Grand Ruby and the second use Sleep Powder. This will put all the Tigers to sleep avoiding bite / revive animations and allowing you to kill them with a full charge Ground. You have to use the Grand Ruby first as the Tigers will return to their original turn order once they wake up.
  1069.  
  1070. Take note of who is dead at the end of the fight, as the lost exp/sp will effect who to give the Fire Necklace to for the Sai fight.
  1071. If everyone is alive for the tigers fight, the Ku fight and the Mai fight then give the Fire Necklace to Zola.
  1072. If everyone lived on the tigers fight, then just Zola died on Ku give the Fire Necklace to Jiro
  1073. If some other combination you're just going to have to compare % Hp on the characters after the Double Axe fight or just play super safe and give the Fire Necklace to Kluke.
  1074. Note: If you didn't get summon skip on King Ghost exp will be different and as such the above may not be accurate.
  1075.  
  1076. --Jibral 1--
  1077.  
  1078. There is a Prismatic Crystal that sells for 325g in the vase on the right side of the first door to the "spell & Accessory" shop if you are short on gold.
  1079.  
  1080. $Spell Shop$
  1081. If you have less then 3875G then sell gold items
  1082.  
  1083. /BUY/
  1084. Lv 3 - Watera
  1085. -1075G (Negotiate)
  1086.  
  1087. $Accessory Shop$
  1088. /BUY/
  1089. Jibral Necklace x4
  1090. -2800G (Negotiate)
  1091.  
  1092. Talk to Fushira outside of inn
  1093.  
  1094.  
  1095. -Jibral Castle 1-
  1096. Go to Minsters office, right side room on 2nd floor
  1097.  
  1098. Talk to king Jibral by stairs
  1099.  
  1100. Balcony: Leave
  1101.  
  1102. Talk to Zola in Basement
  1103.  
  1104. Talk to Zola in her room (you get taken there)
  1105.  
  1106.  
  1107. -Jibral 2-
  1108. *Pick up the Shadow Crystal from the crates behind the Inn sign
  1109.  
  1110. Go into the inn
  1111.  
  1112. -Jibral Inn-
  1113. Talk to Fushira (A - up - A) and sleep
  1114.  
  1115. Chest by stairs [Leather Belt]
  1116.  
  1117.  
  1118. -Jibral Castle 2-
  1119. Run to Jibral Castle balcony
  1120.  
  1121. Minigame
  1122.  
  1123. Talk to Zola by balloon
  1124.  
  1125.  
  1126. --Flying Fortress 2--
  1127.  
  1128. //Menu//
  1129. /ITEMS - Enhancement/
  1130. Barrier Magic Heart x1 on Kluke
  1131.  
  1132. /SHADOW/
  1133. Zola: Black Magic
  1134. Stun bomb
  1135. Kluke: Black Magic
  1136. Barrier Magic LV2 + Accessory1
  1137.  
  1138. /ACCESSORIES/
  1139. Zola: Remove Jibral Ring
  1140. MM: Jibral Necklace
  1141. Kluke: Jibral Necklace + Leather Belt
  1142. Jiro: Jibral Necklace + Jibral Ring
  1143. Shu: Jibral Necklace
  1144. Zola: Mithril Ring
  1145.  
  1146. *Lv 4 - Shadowa* at the end of dark corridor (see runs)
  1147.  
  1148. <Hover Patroller>
  1149. Hp 150
  1150. Exp 56
  1151. Sp 3
  1152.  
  1153. Instant Watera with Jiro
  1154.  
  1155. Guarded Chest: Elevator Key
  1156.  
  1157. Elevator
  1158. Right path out of elevator (relative to camera)
  1159.  
  1160. //Menu//
  1161. /ITEMS/
  1162. Support
  1163. Invisibility Elixir
  1164.  
  1165. Door on left after hover patroller
  1166.  
  1167. In the room with the <Flying Mecha Robo> left side corner as you enter the room, the Large crate further from the entrance has a shadow crystal you can pick up instead of the later chest shadow crystal. I recommend picking it up on the way back.
  1168.  
  1169. First Attack <Flying Mecha Robo>
  1170. Hp 280
  1171.  
  1172. <Mecha Robo>
  1173. Hp 10
  1174.  
  1175. <Winking Medic>
  1176. Hp 90
  1177.  
  1178. Total Exp 160
  1179. Total Sp 4
  1180.  
  1181. Zola: Instant Water on front row to get rid of reflect
  1182. Grand Emerald
  1183. Shu / Kluke / MM: 10%+ Watera
  1184.  
  1185. //Menu//
  1186. /HEAL/
  1187. Light Crystal x1 (skip this if water is reflected only onto Zola)
  1188.  
  1189. /FORMATION/
  1190. Reverse formations (Zola Front, everyone else back)
  1191.  
  1192. Disable Eternal Engine 1
  1193.  
  1194. On the way back pick up the previously mentioned Shadow Crystal.
  1195.  
  1196. Chest in large room: Grand Amethyst
  1197.  
  1198. ---
  1199. <<SILENT KU>>
  1200. HP 2420
  1201. Exp 410
  1202. Sp 6
  1203.  
  1204. Recommend Counting Hp (or damage done)
  1205.  
  1206. Ku will start the fight with the following pattern:
  1207. Double Shot (targeting highest HP% going from left to right if there is a tie), Double Shot, Gunman Mode, Gunman Mode Release, Double Shot / Multi-shot, Double Shot / Multi-shot, Gunman Mode, Gunman Mode Release. You should be able to kill Ku before Ku can use a second Gunman Mode.
  1208.  
  1209. In general charge Flara's for before each of his turns, except when Ku uses Gunman Mode then charge for after his turn if possible (especially with Jiro)
  1210.  
  1211. Advanced: If Jiro goes first (Immediately after Ku's first Double Shot) and Ku is in or over the red spot on the charge bar, Jiro can get a full charge Flara off, otherwise aim for Red spot.
  1212. If Ku hasn't taken his second turn yet you can charge the other characters for red spot.
  1213. If Ku is under ~40% of the turn bar when it's going to use Gunman Mode you can full charge Flara's and they will hit after Ku exits Gunman Mode.
  1214.  
  1215. Kluke + MM + Zola: Flara, Phoenix Talons if / when needed
  1216. Shu + Jiro: Flara
  1217.  
  1218. //Menu//
  1219. /HEAL/
  1220. x1 or 2 Fresh Garlic / Mega Medicine on Zola (Zola needs at least 130Hp for the next fight)
  1221.  
  1222. /FORMATION/
  1223. Reverse Formation (Zola Back, Everyone else front)
  1224.  
  1225. Disable Eternal Engine 2
  1226.  
  1227. ---
  1228. <<TURBULENT MAI>>
  1229. HP 2000
  1230. Exp 460
  1231. Sp 6
  1232.  
  1233. Everyone: Full charge Flara
  1234. After everyone has landed a Flara, the next character (usually Jiro) uses an instant Flara to win the fight
  1235.  
  1236. (Physical Attacks hitting during Anticipate will cause a counter)
  1237.  
  1238.  
  1239. Disable Eternal Engine 3
  1240.  
  1241. Past laser, door on right, then left path
  1242.  
  1243. If you picked up the Shadow crystal in the <Flying Mecha Robo> room you don't need this one in the chest.
  1244. Left chest (closest to heal machine) Chest: Shadow Crystal
  1245.  
  1246. //Menu//
  1247. If you want, swap to Zola as the over-world character as you menu to shadow (saving one input on formation)
  1248.  
  1249. /Accessories/
  1250. Equip the Fire Necklace to which ever character has the lowest % hp. Usually Zola or Jiro. If you're not certain leave this until after the Double Axe fight and do an extra menu to check. Alternatively give it to Kluke to all but guarantee she gets wall off.
  1251.  
  1252. /FORMATION/
  1253. Zola to front (everyone in front)
  1254.  
  1255. Equip Stun Bomb in circle
  1256.  
  1257. Use Heal Machine, take care not to interact with save point
  1258.  
  1259. Stun Bomb <Double Axe>
  1260. Hp 965 HP
  1261.  
  1262. Machine Gun Crab
  1263. Hp 250
  1264.  
  1265. <Winking Medic>
  1266. Hp 90
  1267.  
  1268. Total Exp 265
  1269. Total Sp 5
  1270.  
  1271. Try not to attack with Jiro to conserve mp for Sai
  1272. Jiro / Zola: Grand Amethyst
  1273.  
  1274. Shu / Kluke / MM: x1 Full Flara on Double Axe
  1275. Shu / Kluke / MM: x1 Full Watera
  1276.  
  1277. At some point Zola will get enough exp to Unlock generalist, this will depend on how many fights she lived in.
  1278.  
  1279. Disable Eternal Engine 4
  1280.  
  1281. ---
  1282. <<HEAT-WAVE SAI>>
  1283. HP 3700
  1284. Exp 410
  1285. Sp 9
  1286.  
  1287. Recommend counting Hp (or damage done)
  1288. Kluke has a good chance of living one throw bomb, if you want, for safety you can guarantee Kluke lives by giving her the Fire Necklace.
  1289. If Zola is Level 17 she has a good chance of living one throw bomb.
  1290.  
  1291. Kluke: Wall, only Shadowa when Wall is good or you can get the kill, Talon in emergency
  1292. Shu + Jiro + MM + Zola: Shadowa, Phoenix Talons when needed
  1293. Light Crystal if Superheated Breath (you shouldn't need to)
  1294.  
  1295. Sai's Throw Bomb has a preference for targeting the lowest % Hp character. Assuming I've done the math right it's either 71% to target the lowest % hp character or 63% (depending on how the targeting checks work).
  1296.  
  1297. Sai will not use Superheated breath if it's been hit by 5 attacks before it's 5th turn.
  1298. Sai will use 'double punch' on it's next turn if it is hit by 5 attacks before Sai's 5th turn, then on the turn after Sai will start juggling a bomb and then will use Throw Bomb's on the turn after.
  1299.  
  1300. Before Wall goes up time Shadowa's before Sai's turn. (Instant Shadowa's are fine)
  1301. After Wall Goes up you can charge Shadowa as high as you can (unless the character is at risk of being hit without wall up on Sai's next turn)
  1302.  
  1303. Don't attack his bomb and make sure Wall is ready for Throw Bombs (or kill before throw bombs if possible)
  1304. Sai will use Rolling Punch on the 3rd turn after it goes below 40% hp (1480 Hp or 2220 damage done), So make sure Wall is up! (Or kill before Sai uses it)
  1305.  
  1306. If you are confident in the fight, you don't need to revive Zola if she dies on or after Sai's third turn.
  1307.  
  1308. Use Heal Machine
  1309.  
  1310. Teleporter to Flying Fortress - Engine Room 5
  1311.  
  1312. ---
  1313. <<RAGING KESU>>
  1314. HP 2200
  1315. Exp 460
  1316. Sp 8
  1317.  
  1318. Shu: Instant Slow, then High Charge Shadowa
  1319. Jiro + Kluke + MM + Zola: High Charge Shadowa
  1320.  
  1321. Use a Cure-All if someone is Paralyzed or Silenced
  1322.  
  1323. Kesu will use Chop up on its 5th turn, Chop up tends to target the character with the lowest HP relative to their max HP and does ~90 damage
  1324. Kesu will only and just use Knife Storm when under 20% Hp (440 Hp or 1760 damage done)
  1325.  
  1326.  
  1327. !!! MENU IMMEDIATELY AFTER FIGHT !!!
  1328. //Menu//
  1329. /SHADOW/
  1330. Zola to White Magic
  1331.  
  1332. Optional - /Accessory/
  1333. Optional - If you gave the Fire Necklace to anyone other then Zola, swap it back to the Jibral Necklace.
  1334.  
  1335. /HEAL/
  1336. Shadow Crystal
  1337. Have Zola use heal spell to full Heal everyone but herself
  1338.  
  1339. Don't heal poison, it will disappear after Zola leaves
  1340.  
  1341. ---
  1342. <<SZABO>>
  1343. HP 1900
  1344.  
  1345. Security Mecha Robo
  1346. 380 HP
  1347.  
  1348. Total Exp 712
  1349. Total Sp 10
  1350.  
  1351. Szabo's pattern is:
  1352. Summon (will always go first), Shoot, Shoot, Dispelling Punch, Charge, Chest Laser, Shoot, Punch, Summon, then repeats.
  1353.  
  1354. High Charge Watera on Jiro's first turn
  1355. Jiro = High Charge Shadowa
  1356.  
  1357. Kluke = Wall, everyone needs Wall after Szabo does Power Charging, otherwise High Shadowa at the end and Talons
  1358.  
  1359. Shu + MM = High Charge Shadowa and Talons
  1360.  
  1361. ---
  1362. Play Mechat in Easy Mode
  1363. No to tutorial
  1364.  
  1365. Fire missiles one at a time. Make sure you get a refresh (by destroying Nene's missiles) before Nene moves to another side. (Nene will go: front, back, left, right)
  1366.  
  1367. In phase 2 debris from Nene's Mechat can block your Missiles so you need to wait for it to stop shedding debris before using missiles
  1368.  
  1369. Optimally you can do the below.
  1370. However Mechat Chase isn't completely understood, so the safer route is to wait for a missile refresh when Nene is to the right of you before going into phase 2 with full missiles (So shoot Nene's missile down, and then fire a missile before your missiles are fully restocked.)
  1371.  
  1372. Hit Nene with 4 missile's when he's at the front (with a missile refresh)
  1373. 4 missile's when Nene is behind you
  1374. 1 missile to the left
  1375. 1 missile to the right
  1376.  
  1377. Phase 2
  1378. 2 missiles to end the minigame
  1379.  
  1380. ---
  1381. -Jibral Castle 3-
  1382. Feast
  1383.  
  1384. Talk to Zola twice
  1385. Say yes
  1386.  
  1387. End of disk 1
  1388. Timing ends when 'Save content before changing discs?' appears.
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