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- General
- I recommend Copying this into a word processor of your choice and formatting it for readability (like color coding characters)
- Center the camera behind your party with LT.
- Switch characters with RB & LB in the menu.
- Hold LB or RB in battle to see your parties status / buffs /debuffs.
- You can skip the 'area intro' cutscenes with start.
- You can skip the 'inn sleeping' cutscenes with start.
- Throwing Stumbomb into walls will cause it to explode faster.
- If you lose track of your gold you can check it in the top right when menuing / shopping
- See runs for more specific details on item locations and enemy dodges
- Money route here is probably overkill as its based off the any% and I haven't bothered to fix it that much.
- See https://pastebin.com/47NeSHLV for disk 1 monster data.
- Pastebin last updated: 23th October 2022.
- Money Thresholds:
- Wilderness Camp: 830g (guaranteed from selling)
- Drill Machine: 1248g (193 - 423g before selling)
- Forest Camp: 924g
- Mural Town: 6237g
- Jibral Town: 3875g
- New Game
- Normal
- Time starts on storage device selection
- Disk 1
- --Prelude--
- Skip opening credits with Start once Akira Toriyama's credit shows up.
- *Thorn Grass - Pick up from rock next to spawn
- *Thorn Grass - Pick up from rock next to fence (right side)
- Run into back right corner to start title sequence
- -
- Fushira section
- Talk to Jiro’s farther
- Talk to Jiro’s mother
- (order doesn't matter)
- Run back past Chief
- 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.
- --Talta Village 1--
- //Menu//
- /Settings/
- Text speed to very fast
- Run into Landshark (aim to right side)
- Attack x2
- (Mash through Dialogue)
- Attack Weak spot
- Don't mash cutscene skip, try to time the skip just before the scene changes to Shu's sword breaking
- Talk to Jiro
- Run into LandShark (left side)
- Don't mash start to skip Shu walking forward towards 'trapped' landshark. Time it for just after Shu walks past Kluke.
- --Ancient ruins Caverns--
- Run right, into Jiro / Kluke (not forward into the landshark)
- 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)
- <Poo Snakes>
- Hp 8
- Exp 3
- Chest: Thorn Grass (Don't open the chest until the after battle cutscene plays otherwise you'll softlock)
- <Poo Snake>
- Thorn Grass
- Chest: Medicine
- <Poo Snake>
- Thorn Grass
- Chest: Light Crystal
- <Poo Snake>
- Thorn Grass
- Chest: Medicine
- Chest: Phoenix Talon
- --Flying Fortress 1--
- Chest: Creature Compendium
- <Nene>
- Defend
- Notes: fight takes 2 - 4 defends depending on turn order
- Chest behind you: Light Crystal
- <Mecha Robo>
- Hp 10
- Exp 6
- SP 1
- Attack x2
- Try to prevent the Robo's from taking a turn if possible.
- --Crash Site--
- 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.
- Push down debris
- Chest: Stone Bracelet
- Accessory Tutorial
- --Near Mechat Crash Site--
- Run front left towards chest
- Enemy Encounter Tutorial
- Front Left Chest: Stone Ring
- Monster Battle Tutorial
- --Lot Wilderness East--
- Stay away from cliff with chest on top to avoid a cutscene, aim for rock on far side.
- After rounding the corner, when you get to the dead tree attack into the 'bad feeling' dialogue. See runs
- After rounding the next corner, aim for the cliff edge and attack onto the dirt (cutscene trigger)
- Shadow class tutorial
- *Fresh Garlic from dead tree stump before fresh garlic chest, (1 Fresh Garlic in inventory)
- Last Chest Fresh Garlic before camp, (2 Fresh Garlic's in inventory)
- --Sheep Tribe Camp Wilderness--
- Right Chest: Sleep Powder
- Chest Behind Item shop: The Way of the Thief
- $Spell shop$
- Sell
- Light Crystal x2 (Sold for 250g each)
- Sleep Powder x1 (Sold for 250g)
- The Way of the Thief x1 (Sold for 325g)
- +1075G
- Buy
- Lv1 Flare (Cost 600g)
- -600G
- $Accessory shop$
- Buy
- Stone Ring x1 (Cost 80g)
- Stone Necklace x1 (Cost 150g)
- -230G
- Remaining total Gold 245+ extra from Poo Snake's and Mecha Robo's.
- //Menu//
- /Shadow/
- Shu to Black Magic
- Jiro to Sword Master
- /Accessories/
- Shu: Stone Ring
- Kluke: Stone Ring
- Jiro: Stone Bracelet + Necklace
- /Formation/
- Shu + Kluke to Back row
- Second Barrel behind cart: Fresh Garlic (3 Fresh Garlic's in inventory)
- Chest: Magical Medicine
- --Lot Wilderness West--
- Run past <Green Grunt> on right side
- First Chest: Fresh Garlic (4 Fresh Garlic's in inventory)
- *Broken Stump next to Chest: Fresh Garlic (5 Fresh Garlic's in inventory)
- On the way Chest: Kelolon Powder
- <<Flamboyant Dinoram>>
- Hp 340
- Exp 40
- SP 5
- Trample: 14-16 dmg while defending
- Mow Down: 14-16 dmg while defending
- Defend: Heal 65~69
- Notes:
- Jiro: Defend if high HP. Heal with Fresh Garlic if Low Hp.
- 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.
- (4 full charge flares + 1 half charge + 1 instant flare to kill)
- You can died to this fight if <<Flamboyant Dinoram>> Crits, but it's rare.
- Gold Drop
- <140 Reset
- 140 - 190: Sell Fresh Garlic x2 & Phoenix Talon x1 in Drill Machine Shop
- 190 - 230: Sell Fresh Garlic x1 & Phoenix Talon x1 in Drill Machine Shop
- 230 - 260: Sell Fresh Garlic (can depend on gold drops from <Poo Snakes> + Mecha Robo>)
- 260 + No action
- --Overworld--
- Chest: Vitality Elixir
- Go to Drill Machine
- --Drill Machine--
- Climb the Ladder
- *Exp +50 to Jiro from large pipe behind you
- 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.
- You need 1248G (193-423G before selling) for the next shop
- 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.
- $Item Shop$
- Buy
- Antidote x7 (Costs 25g each)
- -175G
- $Accessory Shop$
- Sell
- (Fresh Garlic: based on dino gold drop, sold for 40g each)
- Magical Medicine x1 (Sold for 125g)
- Light Crystal x1 (Sold for 250g)
- Shadow Crystal x1 (Sold for 250g)
- (Phoenix Talon: based on dino gold drop, sold for 50g)
- Kelolon Powder x1 (Sold for 75g)
- Vitality Elixir x1 (Sold for 150g)
- +825G (+1055 with x2 Fresh Garlic + Phoenix Crystal)
- Buy
- Copper Ring x2 (Cost 220g each)
- Copper Necklace x1 (Cost 300g)
- -740G
- $Spell Shop$
- Buy
- Lv1 Water (Cost 450g)
- -450G
- Heal with other Robot (say no to tutorial first)
- -18G
- Remaining total Gold 57 ~ 227
- -Elevator-
- 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)
- *+50 Exp to Jiro - pick up from pipe next to second chest
- *Thorn Grass pick up from hose
- -Elevator-
- Dodge first <Medic Maintenancer> (see runs)
- **+50 Exp to Jiro - pick up from pipe next to second gauges on T junction corridor
- Unlock Assassin on Jiro
- //Menu//
- /Shadow/
- Jiro to Assassin
- Magic Sword Lv1
- /Accessories/
- Shu: Copper Ring
- Kluke: Copper Ring
- Jiro: Copper Necklace
- Dodge second <Medic Maintenancer> (See runs)
- -Elevator-
- <Winking Patroller>
- 510 hp
- Exp 68
- SP 2
- 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.
- Shu + Kluke: Full charge Flare.
- 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.
- Winking Patroller will go into a 'maintenance sequence' once under 75% hp; Maintenance: Fail, Parts Procurement-Maintenance: Success, Attack, Parts Procurement: Fail.
- Activate Warp Device
- Warp Tutorial
- -Elevator- (Rotate Camera before entering elevator so its facing the right way upon exit)
- Run past <Medic Maintenancer> on right side (see runs)
- <Mecha Robo>
- Thorn Grass
- *+50 Exp to Jiro pick up from back right corner pipe
- *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)
- <Marumaro>
- Defend
- *SP +10 to Jiro pick up from front left passenger seat
- -Elevator-
- Second chest on right Chest: Light Crystal
- --Drill Machine Exterior 2--
- Enter Ancient Hospital Ruins
- Optional / Safety - Under Drill Machine Chest: Mega MP Up Elixir
- 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
- 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.
- --Ancient Hospital Ruins--
- *Thorn Vines - Pick up from the empty pot
- *+100 Exp to Jiro pick up from medical instruments (tower) left of bed
- *+2 SP to Jiro pick up from medical instruments (boxes) right of bed
- *+3 SP to Jiro pick up from medical instruments (tower) right of bed
- *Mega Medicine pick up from drawer behind medical instruments (tower)
- Interact with Healing Machine (Heals Shu)
- Chest behind bed: Invisibility elixir
- (Bed gives 10hp heal)
- -Stairs to 2F-
- -Stairs to 3F-
- Dark room
- *+2 Sp to Jiro pick up from medical machine (tower)
- *Mega Medicine pick up from cabinet next to tower
- Chest: Medal x5 (5)
- *+100 Exp to JIro pick up from medical instrument behind chest
- (This menu can be done at anytime before Icefire Wolf Ghost)
- //Menu//
- /Heal/
- Mega Medicine / Fresh Garlic to Jiro. Recommend using a Mega Medicine to avoid having Stink for Undersea Caverns
- -Stairs to 2F-
- Hit computer switch at bottom edge to avoid ghosts (see runs)
- -Elevator to 3F-
- Bait Fire Wolf far side of elevator to turn right to run past left side
- <<IceFire Wolf Ghost>>
- 800hp
- Exp 110
- SP 12
- Jiro: Defend or heal self with Mega Medicines if needed
- Shu + Kluke: Water on Fire mode, Flare on Water mode
- Jiro being burnt or frozen is usually a loss, as is IceFire wolf Ghost criting.
- X2 Water + x2 Fire to beat
- (A safer but slower Strat is to just defend with Jiro and use Shu / Kluke to heal with mega medicines)
- Gold Drop
- <100 pick up optional 500 chest unless bad gold from Flamboyant Dinoram then pick up optional chest: [Iridescent Wind] (undersea cavern)
- 100 - 400 fine
- 400 + Good
- 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).
- Shu unlock Support Magic
- Kluke unlock Barrier Magic
- Activate Warp device
- Medicine from container (Right side of room see runs)
- There is a back up phoenix talon in the Urn room; Back alcove 3rd from the left, middle cupboard (by the 6 medal urn)
- --Largo Village 1--
- Drill Machine breaks scene
- Walk into the Devee crowd
- Another 'don't mash' cutscene, wait until subtitles appear
- Enter Village Hall
- Exit Village Hall
- Nene cutscenes
- Activate Warp Device
- Chest to left of cave entrance: Medal x9 (14)
- Talk to Marumaro (MM)
- MM joins
- MM flashback
- Exit town hall
- Run into the guard
- Exit Largo Village
- --Overworld--
- Head right out of Largo Village
- Field abilities Tutorial
- In the canyon path 'Near Lago Village' is usual for 2 monsters to spawn at the bend.
- Wetlands Chest: Grand Amethyst (see runs)
- --Undersea cavern--
- 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
- Jump past Jellyfish, watch out for stun (See runs)
- Jump through Cutlass Fish on 'bridge' as it spawns (see runs)
- //Menu//
- /SHADOW/
- Shu to Support Magic
- Black Magic LV1
- MM to Black Magic
- Kluke to Barrier Magic
- Black Magic LV1
- /ITEMS/
- Heal
- Medicine x2 on Jiro
- Support
- Invisibility Elixir
- (Optional / Safety) Enhancement
- (Optional / Safety) Mega MP Up Elixir on MM
- /FORMATION/
- MM to back
- 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
- First Attack <Broadsword Fish>
- Hp 330
- <Magic Jellyfish> (x2)
- 55Hp
- Total Exp 59
- Total SP 3
- Jiro: Thorn Vines on <Magic Jellyfish>
- Shu / Kluke / MM (whoever's turn comes first): Wind over 60% charge
- Other two: Full charge Flare on <Broadsword Fish>
- Chest: Fish-Shaped Key
- Back Attack <Cutlass Fish> on bridge
- Flee (Pray it works, remember Shu can't flee)
- 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.
- Lure Crab Poos out until they stop
- Run around them, watch out for Jellyfish stun (see runs)
- Jump past right side of <Broadsword Fish>
- Chest: Hexagonal Crystal
- *SP +5* to Shu pick up from coral behind chest
- Jump past right or left side of Broadsword Fish (attack and flee if crab is in the way)
- Use right side invisible wall next to bridge to sneak up and First Attack the <Cutlass Fish> (See runs)
- Flee (pray)
- 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.
- Raise bridge (you don't need to mash after the bridge start to rise as there isn't any more dialogue)
- (The barnacle with the extra antidote pick up is immediately on the right side after the bridge if you needed it)
- //Menu//
- /SHADOW/
- Shu to Black Magic
- Support Magic LV1
- If someone died while fleeing or Jiro has less than 52 HP
- /Heal/
- Light Crystal
- Right path Chest: Flara
- <<HYDRATTLER>>
- Hp 1380 (345 per head)
- Exp 248
- SP 7
- Jiro: Grand Amethyst
- Shu + Kluke + MM: 60% or higher Charge Water
- It should be dead before it's second turn
- If you do die don’t forget to pick up Flara again.
- GOLD DROP
- <700 might work if other drops were good + sell some stone accessories & grab and sell right Hydrattler chest: Sapphire (100G)
- 600 - 1000 bad, sell stone accessories if needed
- 1000 - 1500 fine
- 1500 + good
- First Left chest: Cure-All
- Second Left chest: Water Necklace
- --Island of the Dead--
- Go to Sheep Tribe Camp Forest
- --Sheep Tribe Camp Forest--
- Pick up *Invisibility Elixir* from first barrel behind cart
- Chest behind cart: [Grand Ruby]
- Money needed: 924g
- $Accessory Shop$
- /BUY/
- Silver Ring x2 (Cost 450g each)
- -900G
- Sleep at Inn
- -24G
- Chest next to horse: Invisibility Elixir
- --Forest of the Dead--
- Right path
- Pick up *Mega Medicine* from falling seed
- Pick up *Antidote* from falling second seed
- Chest next to second seed: Thorn Branch
- Right (upward) path
- Chest behind Fat Rat: Grand Emerald (unguarded)
- Chest on path: Light Crystal
- Right before bridge to pick up guarded chest
- Back Attack <Purple Skeleton> (see runs)
- Hp 305
- Exp 18
- SP 3
- Insta kill with a Phoenix Talon
- Or if you sold both or used them:
- Jiro: Defend
- Shu: Fully Charged Flara
- MM: Attack (needs MP for KG)
- Guarded Chest: Spirit of the Elder Tree
- *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.
- Left of Bridge Chest: Earth Bracelet
- Go through poison fog
- //Menu//
- /ACCESSORIES/
- Shu: Silver Ring
- Jiro: Earth Bracelet + Water Necklace
- Kluke: Silver Ring
- /HEAL/
- 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.
- Antidote on everyone
- <Grinning Ghost>
- Hp 620
- Exp 62
- SP 3
- Jiro + Kluke: Defend
- Shu + MM: Half to Full Charge Flara (time together to avoid counter, recommend full charging the first Flara to avoid under damaging)
- Talk to tree
- Back the way you came
- Over bridge
- -Grotto-
- //Menu//
- /Shadow/
- Kluke to black magic
- /Heal/
- Mega Medicine or Fresh Garlic on Jiro
- Antidote on everyone
- <<KING GHOST>>
- Hp 1300
- Exp 520
- SP 8
- 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)
- Shu + Kluke + MM: High/Full Charge Flaras
- 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.
- 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.
- GOLD DROP
- <3000 Both 2000 chests, 500 chest, Devee Elixir, Power-Swap Dart, Ancient Fossil x2, Iridescent Wind
- 3000 - 4000 Gul 2000 chest, Devee Elixir, Power-Swap Dart, Ancient Fossil x2
- 4000 - 5000 Devee Elixir, Power-Swap Dart, Ancient Fossil x2
- 5000+ fine
- Unlock Generalist on Jiro
- Grab Gabo plants
- Warp back to Largo Village
- -Largo Village 2-
- Enter Town Hall
- Exit house and go back to Town Hall (walk forward after entering to trigger cutscene)
- Leave Lago
- --Gul Highlands—-
- <Lazy Bear> 1:
- Jump past left side (See runs)
- Optional Chest besides <Lazy Bear>: Devee Elixir
- //Menu//
- /SKILL/
- Jiro: Stun Bomb
- /FORMATION/
- Shu to back
- (Optional extra meaning: If an enemy spawns near 2nd <Lazy Bear>)
- /Item/
- Support
- Invisibility Elixr
- Equip Stun Bomb in circle
- Lazy Bear 2:
- Stun Bomb and push up (See runs, remember Stunbombing the wall will cause the Bomb to explode faster)
- Lazy Bear 3:
- Stun Bomb and push up
- --Gul Highlands--
- Optional Chest by save point: Poison Powder
- $Toripo$
- /BUY/
- Assassin Heart x3
- Barrier Magic Heart x1
- (14 used)
- Left path at warp point (don’t activate)
- The crystal on the first inner corner has a back up Mega Medicine you can pick up.
- Right path at T junction
- For Optional Fog Chest: 2000g, take path with <Chain-gang ghost>. (If <<King Ghost>> drops less then 3k)
- Otherwise continue down path (not chain-gang ghost path)
- First chest on right: 1000g
- Optional Second chest on right: Power Swap Dart
- Cutscene
- Crystal on right Pick up *SP +5* to Jiro
- Optional Chest in front: Ancient Fossil
- To the Right First Chest: Light Crystal
- To the Right Second Chest: Grand Amethyst
- Fog area
- Straight ahead, then right path down ledge (See runs)
- Right crystal pick up *SP +5* to Jiro
- T junction Take chain-gang ghost path
- --Near Talta Village--
- Left wall chest: Fire Necklace (you can grab it on way out of Talta if enemy spawns are bad)
- --Talta Village 1--
- Get Fushira's Letter in workshop (this is mandatory)
- If less then 2000g from KG you can grab the Optional Chest: by tree right coming out of workshop: 2000 Gold
- --Mural Valley West--
- <Evil Mural>
- Hp 235
- Exp 50
- SP 5
- Half Charge Flara
- Optional Chest Grand Ruby (250G) if use you used the Grand Ruby to in the KG or <2k from <<King ghost>>
- This Ruby can also be picked up if your going to go for the sleeping powder strategy in the 4 Steel-eating Tiger fight.
- Optional Chest past bridge [500 Gold] <3000 from <<King ghost>>
- Optional Chest next to bridge near side Iridescent Cyclone (425G)
- Optional Chest next to bridge far side Ancient Fossil (500G)
- --Mural Town—-
- Area intro Cutscene
- Single start press to skip cutscene on entering town
- 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)
- //Menu//
- /ITEMS - Enhancement/
- Assassin Heart x2 on Jiro
- /SHADOW/
- Jiro to Black Magic
- Negotiate
- Storyteller
- Don't mash after the fade to black after the 'war' mural as you speak to Storyteller again
- You need 6237g for the next shop, Sell back up gold items if your short on gold.
- $Item Shop$
- /BUY/
- Phoenix Talon x10 (Cost 50g each after negotiate)
- Optional if you’ve run out Fresh Garlic x1 (bottom of shop list)
- -500G (Negotiate)
- $Accessory Shop$
- /BUY/
- Mithril Bracelet x4
- Mithril Ring x4
- Mithril Necklace x2
- -3500G (Negotiate)
- //Menu//
- /ACCESSORIES/
- Jiro: Mithril Bracelet + Mithril Ring + Mithril Necklace
- Kluke: Mithril Necklace + Mithril Bracelet + Mithril Ring
- MM: Mithril Ring + Mithril Bracelet + Fire Necklace
- Shu: Water Necklace + Mithril Bracelet + Mithril Ring
- Sleep at Inn (after equipping accessories)
- -12G
- $Spell Shop$
- /BUY/
- Wall (Bottom of shop list
- Ground
- Winda
- Slow
- -2225G (Negotiate)
- Talk to Man Mural by exit
- --Mural Valley East--
- <<FLAME RAPTOR>>
- Hp 2000
- Exp 86
- SP 8
- Shu: Cast instant Slow (missing more than once is bad)
- Instant Winda's for the rest of the battle
- Charging Winda will not deal more damage
- No checkpoint for this fight, begin the 'stun lock' for the boss before reviving Jiro if the boss crit's.
- Half way Down first bridge then turn back
- Wait for Ruby Halbird to despawn, then go across bridge from right side and climb down.
- 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.
- 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).
- Optional: the second chest has a Broken Eternal Engine that can be sold for 1000G if you're short on Gold.
- --Road to Jibral—-
- //Menu//
- /SHADOW/
- Kluke to Barrier Magic
- Jiro to assassin
- /FORMATION/
- All in front
- *SP +10* from rock to Jiro
- //Menu//
- /Shadow/
- Jiro to black magic
- DRINK WATER (full heal)
- <Steel-Eating Tiger>
- Phoenix Talon x2 on whoever dies
- High Charge Ground and 50% Charge Water
- <<DULLAHAN>>
- Hp 1200
- Exp 570
- SP 8
- Jiro = Phoenix Talon, Ground when nobody is dead
- Kluke = Wall
- Shu + MM = Ground
- 50% ground does ~55 damage before defence/magic defence down & ~110 after defence/magic defence down
- 100% ground does ~70 Damage before defence/magic defence down & ~160 after defence/magic defence down
- 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.
- Dullahan ALWAYS Charges the character with the lowest HP relative to their max HP
- Dullahan will use Steel Prayer (heal + invincible until it's next turn) between 50% and 40% Hp (or 600 and 720 damage done)
- Dullahan will use Last resort when under 30% Hp (840 damage done)
- 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
- Simplified Dullahan
- 3 100% Grounds (~360 damage done including the reduced damage before defence/magic defence down)
- 2 50% Grounds (or 1 uncharged and 1 70% if a character would die before getting a 50% charge ground off) (~580 damage done)
- Give Dullahan a turn
- 2 70% (or a 100% and a 40%) Grounds (~770 damage done)
- Give Dullahan a turn
- Kluke use the Flawless Amethyst (920 damage done)
- 2 100% Grounds (~1190 damage done)
- 1 uncharged Ground
- 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.
- 100% Charge Ground to trigger Dullahan's defence/magic defence down
- Two 50% charges
- One 100% charge (this should bring Dullahan to just above 50% Hp)
- Make sure Dullahan gets a turn here to not trigger Steel Prayer
- Two 100% charge's Should put Dullahan at just over 30% Hp
- Make sure Dullahan gets a turn here to not trigger Last Resort
- Highest charge you can get without giving Dullahan a turn and have Kluke use the Flawless Amethyst
- 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.
- Do not heal with Light Crystals, as someone surviving a Charge and being in the back row is very bad (starts using Blast)
- If Dullahan does use Last Resort have Kluke use Flawless Amethyst
- Try to time Walls for after Sonic Blade (turn after he defends)
- Make sure you have a Wall on everyone before he uses last resort (Unless you can get the kill)
- Unlock Generalist on Shu, Kluke & MM.
- --Camp--
- Enter large tent behind Shu
- Run back to fire
- No to save
- Yes to Confirm
- --Wagon Defence—-
- //Menu//
- /SHADOW/
- Jiro to Assassin
- Stun Bomb + Black Magic LV1
- Kluke to Generalist
- Black Magic LV1
- Equip Stun Bomb in circle
- (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)
- Stun Bomb First Attack all enemies except Multifights
- In the first few attack spamming Rat fights, be wary of turn order to kill the faster Rat first if needed
- Left rock second corner <Fat Pack Rat>
- Hp 175
- Total Exp 34
- Total SP 3
- Spam attack (defend with one non-Jiro character)
- Right side trees after first wagon passes <Fat Pack Rat>
- Spam attack (defend with one non-Jiro character)
- Just before wagons reach chest double spawn both sides of first wagon
- <Steel-Eating Tiger>
- Hp 245
- Exp 72
- SP 3
- Full Charge Ground + 50% Water
- <Fat Pack Rat>
- Hp 175
- Total Exp 34
- Total SP 3
- Spam attack
- //Menu//
- /SHADOW/
- Kluke to Barrier Magic
- From here until Multifights, Defend with Kluke and let the others spam attack
- Try to have Jiro attack each Rat once to minimize attack animations
- Push down three rocks blocking path
- Immediately after third rock is down two <Fat Pack Rat> spawn
- <Fat Pack Rat>
- Hp 175
- Total Exp 34
- Total SP 3
- Spam attack
- <Fat Pack Rat>
- Hp 175
- Total Exp 34
- Total SP 3
- Spam attack
- Stay at back of wagons
- Next corner triple spawn front and back of first wagon and back second wagon
- <Fat Pack Rat>
- Hp 175
- Total Exp 34
- Total SP 3
- Spam attack
- <Fat Pack Rat>
- Hp 175
- Total Exp 34
- Total SP 3
- Spam attack
- <Steel-Eating Tiger>
- Hp 245
- Exp 72
- SP 3
- Shu = High Charge Ground x1
- High Charge Water x1
- Push rocks, spawns after pushing third rock over
- <Steel-Eating Tiger>
- Hp 245
- Exp 72
- SP 3
- Shu = High Charge Ground x1
- High Charge Water x1
- Use Stun Bomb to push and fight both rats
- Multifight <Fat Pack Rat> x2
- Hp 175
- Total Exp 68
- Total SP 6
- Kill first group with Thorn Branch (with Jiro) and 2 attacks (one on each Fat Pack Rat)
- Have Shu or MM Charge up a 100% Ground for the second group
- Recommend taking a moment during the next menu to check your current gold, you need 3875G for the next shop.
- //Menu//
- /ITEMS/
- Enhancement
- Assassin Heart x1 on Jiro
- /SHADOW/
- Jiro to Black Magic
- Negotiate + Ninja Swiftness
- Push final rock
- Multifight <Fat Pack Rat> x2
- Hp 175
- Total Exp 68
- Total SP 6
- Kill first group with Grand Ruby and 2 attacks (one on each Fat Pack Rat)
- Have Shu or MM Charge up a 100% Ground for the second group
- If you get poisoned, stay still to avoid falling too low on HP and actually losing the Tiger fight
- <Steel-Eating Tiger>
- Defend with Zola and/or at the start if you can to possibly save a Phoenix Talon
- Revive Kluke and any 2 of MM/Shu/Jiro. (Remember this is just a disk 1 run)
- Full Charge Ground and 50% Water
- 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.
- 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.
- If everyone is alive for the tigers fight, the Ku fight and the Mai fight then give the Fire Necklace to Zola.
- If everyone lived on the tigers fight, then just Zola died on Ku give the Fire Necklace to Jiro
- 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.
- Note: If you didn't get summon skip on King Ghost exp will be different and as such the above may not be accurate.
- --Jibral 1--
- 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.
- $Spell Shop$
- If you have less then 3875G then sell gold items
- /BUY/
- Lv 3 - Watera
- -1075G (Negotiate)
- $Accessory Shop$
- /BUY/
- Jibral Necklace x4
- -2800G (Negotiate)
- Talk to Fushira outside of inn
- -Jibral Castle 1-
- Go to Minsters office, right side room on 2nd floor
- Talk to king Jibral by stairs
- Balcony: Leave
- Talk to Zola in Basement
- Talk to Zola in her room (you get taken there)
- -Jibral 2-
- *Pick up the Shadow Crystal from the crates behind the Inn sign
- Go into the inn
- -Jibral Inn-
- Talk to Fushira (A - up - A) and sleep
- Chest by stairs [Leather Belt]
- -Jibral Castle 2-
- Run to Jibral Castle balcony
- Minigame
- Talk to Zola by balloon
- --Flying Fortress 2--
- //Menu//
- /ITEMS - Enhancement/
- Barrier Magic Heart x1 on Kluke
- /SHADOW/
- Zola: Black Magic
- Stun bomb
- Kluke: Black Magic
- Barrier Magic LV2 + Accessory1
- /ACCESSORIES/
- Zola: Remove Jibral Ring
- MM: Jibral Necklace
- Kluke: Jibral Necklace + Leather Belt
- Jiro: Jibral Necklace + Jibral Ring
- Shu: Jibral Necklace
- Zola: Mithril Ring
- *Lv 4 - Shadowa* at the end of dark corridor (see runs)
- <Hover Patroller>
- Hp 150
- Exp 56
- Sp 3
- Instant Watera with Jiro
- Guarded Chest: Elevator Key
- Elevator
- Right path out of elevator (relative to camera)
- //Menu//
- /ITEMS/
- Support
- Invisibility Elixir
- Door on left after hover patroller
- 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.
- First Attack <Flying Mecha Robo>
- Hp 280
- <Mecha Robo>
- Hp 10
- <Winking Medic>
- Hp 90
- Total Exp 160
- Total Sp 4
- Zola: Instant Water on front row to get rid of reflect
- Grand Emerald
- Shu / Kluke / MM: 10%+ Watera
- //Menu//
- /HEAL/
- Light Crystal x1 (skip this if water is reflected only onto Zola)
- /FORMATION/
- Reverse formations (Zola Front, everyone else back)
- Disable Eternal Engine 1
- On the way back pick up the previously mentioned Shadow Crystal.
- Chest in large room: Grand Amethyst
- ---
- <<SILENT KU>>
- HP 2420
- Exp 410
- Sp 6
- Recommend Counting Hp (or damage done)
- Ku will start the fight with the following pattern:
- 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.
- 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)
- 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.
- If Ku hasn't taken his second turn yet you can charge the other characters for red spot.
- 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.
- Kluke + MM + Zola: Flara, Phoenix Talons if / when needed
- Shu + Jiro: Flara
- //Menu//
- /HEAL/
- x1 or 2 Fresh Garlic / Mega Medicine on Zola (Zola needs at least 130Hp for the next fight)
- /FORMATION/
- Reverse Formation (Zola Back, Everyone else front)
- Disable Eternal Engine 2
- ---
- <<TURBULENT MAI>>
- HP 2000
- Exp 460
- Sp 6
- Everyone: Full charge Flara
- After everyone has landed a Flara, the next character (usually Jiro) uses an instant Flara to win the fight
- (Physical Attacks hitting during Anticipate will cause a counter)
- Disable Eternal Engine 3
- Past laser, door on right, then left path
- If you picked up the Shadow crystal in the <Flying Mecha Robo> room you don't need this one in the chest.
- Left chest (closest to heal machine) Chest: Shadow Crystal
- //Menu//
- If you want, swap to Zola as the over-world character as you menu to shadow (saving one input on formation)
- /Accessories/
- 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.
- /FORMATION/
- Zola to front (everyone in front)
- Equip Stun Bomb in circle
- Use Heal Machine, take care not to interact with save point
- Stun Bomb <Double Axe>
- Hp 965 HP
- Machine Gun Crab
- Hp 250
- <Winking Medic>
- Hp 90
- Total Exp 265
- Total Sp 5
- Try not to attack with Jiro to conserve mp for Sai
- Jiro / Zola: Grand Amethyst
- Shu / Kluke / MM: x1 Full Flara on Double Axe
- Shu / Kluke / MM: x1 Full Watera
- At some point Zola will get enough exp to Unlock generalist, this will depend on how many fights she lived in.
- Disable Eternal Engine 4
- ---
- <<HEAT-WAVE SAI>>
- HP 3700
- Exp 410
- Sp 9
- Recommend counting Hp (or damage done)
- 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.
- If Zola is Level 17 she has a good chance of living one throw bomb.
- Kluke: Wall, only Shadowa when Wall is good or you can get the kill, Talon in emergency
- Shu + Jiro + MM + Zola: Shadowa, Phoenix Talons when needed
- Light Crystal if Superheated Breath (you shouldn't need to)
- 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).
- Sai will not use Superheated breath if it's been hit by 5 attacks before it's 5th turn.
- 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.
- Before Wall goes up time Shadowa's before Sai's turn. (Instant Shadowa's are fine)
- 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)
- Don't attack his bomb and make sure Wall is ready for Throw Bombs (or kill before throw bombs if possible)
- 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)
- If you are confident in the fight, you don't need to revive Zola if she dies on or after Sai's third turn.
- Use Heal Machine
- Teleporter to Flying Fortress - Engine Room 5
- ---
- <<RAGING KESU>>
- HP 2200
- Exp 460
- Sp 8
- Shu: Instant Slow, then High Charge Shadowa
- Jiro + Kluke + MM + Zola: High Charge Shadowa
- Use a Cure-All if someone is Paralyzed or Silenced
- 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
- Kesu will only and just use Knife Storm when under 20% Hp (440 Hp or 1760 damage done)
- !!! MENU IMMEDIATELY AFTER FIGHT !!!
- //Menu//
- /SHADOW/
- Zola to White Magic
- Optional - /Accessory/
- Optional - If you gave the Fire Necklace to anyone other then Zola, swap it back to the Jibral Necklace.
- /HEAL/
- Shadow Crystal
- Have Zola use heal spell to full Heal everyone but herself
- Don't heal poison, it will disappear after Zola leaves
- ---
- <<SZABO>>
- HP 1900
- Security Mecha Robo
- 380 HP
- Total Exp 712
- Total Sp 10
- Szabo's pattern is:
- Summon (will always go first), Shoot, Shoot, Dispelling Punch, Charge, Chest Laser, Shoot, Punch, Summon, then repeats.
- High Charge Watera on Jiro's first turn
- Jiro = High Charge Shadowa
- Kluke = Wall, everyone needs Wall after Szabo does Power Charging, otherwise High Shadowa at the end and Talons
- Shu + MM = High Charge Shadowa and Talons
- ---
- Play Mechat in Easy Mode
- No to tutorial
- 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)
- 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
- Optimally you can do the below.
- 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.)
- Hit Nene with 4 missile's when he's at the front (with a missile refresh)
- 4 missile's when Nene is behind you
- 1 missile to the left
- 1 missile to the right
- Phase 2
- 2 missiles to end the minigame
- ---
- -Jibral Castle 3-
- Feast
- Talk to Zola twice
- Say yes
- End of disk 1
- Timing ends when 'Save content before changing discs?' appears.
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