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- Seiken Densetsu 2 (Secret of Mana)
- Platform: Snes / SFC
- Released (d.m.y):
- 06.08.1993 (J)
- 03.10.1993 (NA)
- 24.11.1994 (PAL)
- Based on: NTSC-J-version (SHVC-K2)
- Game Basics
- - SD2/SoM is turn-based/Action-RPG hybrid. While you engage enemies
- directly on the field with no transition screen, attacking requires
- an ATB charge.
- - In typical RPG fashion, subjects that take part in battle have stats
- that define their performance. The playable characters (PCs) exhibit
- stat growth as they level up. Leveling up occurs once a character has
- gained a certain amount of Experience Points (Exp). Exp is gained from
- killing enemies, with all active characters gaining the same amount
- regardless of who kills the enemy. Killing enemies also gives you money,
- with the in-game currency being called Lucre, and sometimes enemies
- leave behind a treasure chest with an item (or a trap).
- - Expect to do a fair bit of leveling up (or 'grinding') on a somewhat
- regular basis.
- - In many RPGs, there's at least some random variation in stat gains,
- and leveling up beyond the "intended" level gives you a significant
- advantage. This is not the case with SD2. It does mean you can fight a
- lot of enemies without the enemies becoming trivial as a result of all
- the xp you're gaining. Some people may prefer that.
- - The "intended" level is generally the same level as the enemies are,
- if the enemies actually have a level stat, as they do in SD2. I prefer
- to be above the intended level.
- - Derived stats are affected by your base stats as well as your equipped
- weapon and armor. There are three different armor types: body, headwear,
- and handwear. You'll need to buy new armor as you progress through the
- game. Some enemies may drop armor as well.
- - Most RPGs have you buying new weapons as well, but Secret of Mana uses
- a weapon upgrade system instead. There are 8 different weapons that you
- can upgrade once you've obtained an "orb" for a specific weapon, typically
- from defeating a boss. Upgrading weapons does cost money, thus making it
- functionally similar to buying new weapons.
- - While enemies have the same base stats as you, most of their derived
- stats (all except ATP) are defined arbitrarily.
- - Two of the three PCs are able to use magic for the purpose of healing,
- support, and offense. However, using magic consumes MP, so you'll need
- to use it sparingly.
- - Bosses can be defeated very easily with the help of offensive magic,
- but I find them much more interesting without the use of any magic.
- - When you level up or defeat a boss, your HP is restored. Your MP,
- however, is not.
- - If all characters are dead, it's game over.
- - The game doesn't feature the typical save points that are objects you
- step on or interact with. Instead, certain characters (mainly innkeepers
- and Nikita) will offer to save your game. You will rarely be able to save
- the game in dungeons. This can lead to some frustration, as a game over
- means losing all your progress since the last save (with a few exceptions).
- - Stats:
- HP | Hit Points (needed to stay alive)
- MP | Magic Points (needed to cast magic)
- Chikara (Str) | Base ATP (Attack Power)
- Subayasa (Agi) | Base Hit% (Agi/4), base Evade (Agi/4)
- Tairyoku (Con) | Base DFP (Defense Power)
- Chisei (Int) | Magic damage & base Magic Hit% (Int/4) (Sprite)
- Seishin (Wis) | Base MDF (Magic Defense), base Magic Evade (Wis/4),
- Magic damage & base Magic Hit% (Wis/4) (Girl)
- - Total ATP = base + weapon ATP
- - Total DFP/MDF = base + armor DFP/MDF
- - Total (Magic) Hit% = base + weapon/spell Hit% (75)
- - Total Eva = base + armor bonus
- - Magic Evade is a hidden stat.
- - Physical damage calculation is based on ATP - target DFP with the
- following modifiers:
- Hit roll
- - Hit% vs Target Eva (Hit > Eva/2~Eva)
- Success: Proceed.
- Fail: Do not proceed. Target evades. Only possible if Hit<Eva.
- ATP modifiers
- 1 Charge attack: ATP = (1,0 + l*0,5)ATP
- l = Charge level
- 2 Saber enchantment bonus
- ATP = ATP + (ATP/(10-MLv)) [no bonus at MLv0]
- 3 Hit% roll (vs 0,101) (fail: stat < roll)
- Success: ATP = ATP + ME^2 + 0,((ATP + ME^2)/16 - 1)
- Fail: ATP = ATP*Hit/100
- ME = Mana Energy
- 4 If ATP>999, then ATP=999
- Target DFP modifiers
- - Evade roll (vs 0,100)
- Success: Target DFP = DFP + 0,(DFP/16 - 1)
- Fail: Target DFP = DFP*Eva/100
- Final damage
- 1 ATP*c - Target DFP
- c: Critical hit bonus (2,0)(can exceed 999)
- 2 If Dmg>999, then Dmg=999
- - The calculations use integers only. Figures are rounded down as needed.
- - If damage towards a PC is less than 1, an evade animation occurs.
- - All enemies have 99 Hit%. As such, the initial evade roll only really
- applies to attacks made by PCs.
- - All enemies have either 0 Evade or 99 Evade (with one exception).
- - Enemies don't have any ME.
- - Critical hit rate = (Weapon Skill Lv*3 + 5)/256
- - Enemies can do critical hits as well with certain attacks, but the odds
- are very low.
- - Enemies (including bosses) can have 99 MP at most. All bosses have 99
- MP unless otherwise specified (a few have infinite MP).
- - Normal enemies have two "weapons," often just two of the same. When
- they're not the same, the enemy will briefly "switch" weapons to execute
- a different attack. Bosses can have multiple different "weapons." Enemies
- can inflict ailments like poison with their attacks.
- - Later in the game, enemies start getting ATP multipliers. The enemy
- list with xp and Lucre figures and the walkthrough already show the
- multiplied values.
- - The four melee weapons have a few different normal attacks, but they
- all have the same ATP. Eg. the knuckles can do a punch or a kick, and the
- sword can do a slash or a thrust. It's kind of random, but the enemy's
- position relative to yours is also a factor.
- - Elemental sabers do *not* cause your attacks to inflict elemental
- damage. They merely provide a proportional ATP bonus and also allow you
- to inflict status ailments. Technically, they *do* add an element to
- your attacks, but this value is not used in physical damage calculation.
- - Some weapons are suggested to deal increased damage to certain types
- of enemies ("Effective against x"), but this attribute is non-functional,
- likely intentionally as with the saber elements. Were it functional,
- those weapons would also deal less damage to some other type of enemy.
- - Elevation is a factor in hit detection. Some areas feature different
- levels of elevation, and you won't be able to hit enemies with melee
- weapons unless they're on the same level as you (the whip being a possible
- exception, whether intentional or not). The three ranged weapons - bow,
- boomerang, and javelin - can hit enemies regardless of elevation. The
- boomerang is the slowest of three, as you have to wait for it to return
- before cooldown begins, but, in contrast to the bow and javelin, it can
- hit multiple enemies and pass through walls and other obstacles.
- - Besides elevation, hit detection is very simple and two-dimensional:
- a hit occurs so long as the attack hit box makes visual contact with an
- opponent's body hit box. Eg. one boss has very long legs that aren't part
- of the boss's body hit box, but you can still easily hit the boss with
- melee weapons by simply aiming at the body.
- - Many enemies can only face left or right, which doesn't affect their
- movement, however. Some enemies have sprites for all four cardinal
- directions, while some (mainly bosses) only have one, south-facing sprite.
- - There are a few enemies that can only be physically damaged by hitting
- them in the "back." For instance, if the enemy is facing south, you need
- to hit the top portion of their sprite, meaning you're basically aiming
- at the head. The three ranged weapons ignore these immunities.
- - Whenever you attack, you may get a delay of up to 5 or so frames before
- the action is executed. This is because of the 'action metronome' that
- dictates when an action can be executed. When you enter an attack command,
- the game has to wait for the character's metronome to tick before running
- the action. The metronome aims to tick every 5 frames, but it can stretch
- to 6-7 due to technical limitations. Each subject has their own metronome,
- and they're mostly out of sync to reduce CPU load or something like that.
- Such a small delay isn't easy to notice, but it's there. The metronome
- also applies to receiving damage.
- - Magical damage calculation:
- 1 MagOffense = (1 + MLv*0,5)(Mag1 + base\Mag2)
- MHit = base (75) + (Mag1)/4
- e = Elemental variable (1,0; 0,5; 2,0)
- p = Potency modifier
- n = Number of targets
- 2 MHit roll (vs 101)
- Success: MagOffense = MagOffense + ME^2 + 0,((MagOffense + ME^2)/16 - 1)
- Fail: MagOffense = MagOffense*MHit/100
- 3 MagOffense = MagOffense * e / p / n
- 4 If MagOffense > 999, then MagOffense = 999
- 5 Target MEva roll (vs 101)
- Success: Target MDF = MDF + 0,(MDF/16 - 1)
- Fail: Target MDF = MDF*MEva/100
- 6 Dmg = MagOffense - Target MDF
- - Using magic (or items) does not cause or require an ATB charge.
- - All spells have a base power value. Enemies don't use it, however.
- They use their secondary magic stat instead. Check the magic list for
- more information spells.
- - An additional potency modifier is used for healing and status effects.
- Eg. Heal Water potency is doubled at the end.
- - When a spell inflicts a status ailment or status effect, the duration
- is determined by the spell's potency, much like damage. Both stat up and
- stat down effects ignore magic defense, as do healing spells.
- - Using draining attacks on undead enemies is not a good idea.
- - There are eight elements in the game: the three opposing pairs - Fire
- and Water, Wind and Earth, Light and Dark - as well as Moon and Dryad.
- Most enemies have an elemental affinity that determines their elemental
- resistance. Eg. a Water-affinity results in the enemy being weak to Fire
- (2,0x power) and resistant to Water (0,5x power). No enemy is weak to
- Moon or Dryad, but they can still be resisted. The elemental variable
- applies even to the duration of status ailments and effects.
- - There's no way to get elemental resistance for PCs.
- - Below your HP is the ATB/cooldown gauge. After attacking, you have
- to wait 117 - Agi/2 frames (about 1-2 seconds) for the meter to charge.
- Attacking while in cooldown results in a severe ATP and accuracy penalty.
- The percentage figure seen only roughly represents a build up of power,
- and you have to wait until it disappears before you can avoid the penalty.
- Attacking when the figure is at or near 100% gives you, at best, 50% ATP,
- usually around 25%. If you're not even close to 100%, you get around
- 5-10% ATP. Once enemies start having more than 0 Evade, you won't even
- be able to hit them if you attack them during cooldown. Until then, you
- could feasibly use semi-powered attacks to finish off enemies very low
- on health.
- - Normal enemies also have an ATB charge: 100 - Agi/2 frames. The formula
- is technically the same for both player and enemy alike, but there are
- some extra steps beyond the ATB calculation that adds about 17 frames
- for the player and possibly the enemy as well, not that the enemy has
- a habit of attacking at the earliest frame possible.
- - Each character has weapon skill levels that determine critical hit rate
- (3*SLv/256) and the maximum level of a charge attack. You can increase
- the skill level up to the current level of the weapon, and each level
- requires 100 SP (Skill Points). All characters gain weapon SP when an
- enemy is killed with a physical attack. The amount equals 9 - SLv for
- the character that deals the finishing blow and half of that for the
- other two characters. SP is also halved if the character is at a higher
- level than the enemy.
- - Critical hit rate is halved for the three ranged weapons (boomerang,
- bow, javelin).
- - There's one special occasion at the end of the game where Randi's
- weapon skill levels have a drastic impact on his damage output. For
- this reason alone, he should level up many different weapons.
- - If you're above the enemy's level and the character that lands the
- killing blow has a weapon skill level above 5, other characters won't
- gain any SP ((9-6)/2 = 3[,5]. 3/2 = 0[,5]).
- - Hold down the attack button (I set it to Y) to perform a charge attack.
- Each charge level takes as long as your regular ATB charge. You move slow
- while charging, leaving you rather vulnerable. Hold L or R while charging
- to hold the direction you're facing at.
- - You could use a charge attack if you're coming up to a particularly
- tough enemy that you want to take out as quickly as possible, or if you
- just happen to feel like it. You should at least use them against bosses
- who are invulnerable or out of reach at times and enemies with such high
- DFP that your normal attacks are doing little to no damage (not too many
- enemies like that, though).
- - Many charge attacks feature more than one strike, but they can't
- actually hit a single enemy more than once (with the boomerang and
- javelin having some exceptions).
- - Magic skill levels increase from simply casting spells. The amount
- of SP you gain from each casting is 9 - current level. The amount is
- halved in areas where your weapons aren't drawn. Max level of magic
- is defined by the number of Mana Seeds you've found.
- - Receiving damage results in hitstun. There are two types of hitstun:
- stun and knockdown. The latter occurs when the damage is greater than
- 1/4 of one's max HP. Your characters will be pretty much knocked down
- even when the damage is less than 25% of their max HP, but if it's
- greater than 25%, they'll be knocked down even harder.
- - The enemy's knockdown recovery time is 105 frames minimum (1,75s),
- but can last longer if damage is substantial enough (176+). In that
- case, the number of 5 frame "ticks" (5-7f; again, it's not always
- consistent due to technical limitations) required to recover equals
- dmg/8.
- - Enemies are often immune to physical damage when stunned or knocked
- down, stun immunity being much more common. It would be optimal for
- you to learn which enemies are invulnerable when under hitstun.
- - Flying enemies can't be stunned and will be knocked down from any
- damage. Some enemies aren't visibly knocked down when you break the
- 25% threshold, but the usual knockdown rules still apply.
- - If a stunned or knocked down subject receives further damage before
- the damage figure disappears (which takes 105 frames), the damage gets
- queued and isn't sustained until the damage figure disappears. Landing
- multiple hits during this period will add up all the damage, which is
- then sustained in one "hit." If an enemy is going through an extended
- hitstun recovery with no queued damage, hitting them after the damage
- figure has disappeared will damage them instantly and cancel the hitstun.
- - If you attack an enemy just as they're knocked down, you'll perform
- a different type of attack (identical to the Lv1 charge attack). It's
- just as powerful as a normal attack, however. The window for triggering
- this attack is quite short, at only 30 frames (0,5s).
- - Bosses only exhibit one type of hitstun or none at all and they tend
- to be invulnerable during it. As such, and with three characters, many
- of your attacks will be inconsequential, since you can only land one hit
- per 'cycle.' However, one character can cover for another one if they got
- hit or the boss evaded the attack. If you're not getting evaded much, you
- should also get in some charge attacks. That's the best way to increase
- dps (damage per second) against a boss (besides using magic, which I do
- *not* recommend).
- - The chances of getting a chest from an enemy are 4/64. Each enemy has
- two items they can drop: common and uncommon (7/64). The dropped chest
- may also give you a trap, in which case the content is lost. Traps vary
- depending on enemy level and become more dangerous as you progress in the
- game. The odds of getting a trap are determined by a roll involving the
- character's Agility value. Since the Boy has the highest Agi, you should
- generally use him to open any dropped chests. If the character's Agi is
- high enough, there's no chance of getting a trap. There's also a spell
- that can be used to disable traps.
- - The traps are:
- 1-10 | Punch Glove, Dokubari, Bomb
- 11-15 | Bomb
- 16-25 | Riot Gas
- 26-30 | Sekika
- 31-36 | Mimic Box
- 37-99 | Shinigami no Wana (7/8) or Shadow Zero (1/8)
- - There are quite a few useful rare drops near the end of the game. When
- getting these, I like to wait a bit before opening the chest. I can't
- exactly prove it helps, but if you're struggling with unfavorable RNG,
- maybe give it a try.
- - In addition to the PCs, only three "objects" (enemies, chests, NPCs,
- crystal orbs) can exist at a time on the battlefield. Even when you
- have fewer than three characters, the limit is three. Some areas have
- priority objects that always use one slot (until removed in the case
- of orbs and chests), leaving 2 slots for enemies and dropped chests.
- - Enemies have specific spawn points. Enemies will only spawn within
- your range of view upon first entering an area. Otherwise, enemies will
- spawn when they're between 2-8 tiles outside of the edge of the screen
- (on the x or y-axis). If a spawned enemy is more than 2 tiles beyond
- the edge of the screen, they can despawn in favor of another enemy. If
- it's a regular spawn, the despawn is temporary, and the game remembers
- the enemy's location, although their HP and MP will reset. If an enemy
- is despawned in favor of an enemy spawned by another enemy, the despawn
- is permanent. There are several enemies that spawn more enemies, so if
- you like killing all the enemies in an area, you'll just have to accept
- that you can't easily accomplish that in *many* areas.
- - There are a few areas where enemy spawn points can vary depending on
- which path you entered the area from.
- - With a few exceptions, enemies that spawn more enemies have a spawn
- limit. For enemies that spawn themselves, the limit is 3. For enemies
- that spawn different enemies, it's usually 10.
- - Enemies spawned by enemies and dropped chests always permanently
- despawn once beyond ~2-4 tiles off of the edge of the screen.
- - Spawns reset when you "refresh" (ie. leave and re-enter) an area.
- - You can push enemies, which is mainly useful for grouping together
- enemies, so you can hit multiple enemies with a single attack. There
- are also situations where pushing the enemy makes it easier for the AI
- to land a hit.
- - You can switch the character you control with Select.
- - Once you have more than one character, you should have a look at the
- AI settings in the Act menu. The settings are represented by a grid,
- where up or left is more aggressive and down or right is more avoidant /
- less aggressive. AI-controlled characters may also receive minor stat
- modifiers based on their position.
- - I'd recommend A2 for the Boy and the Girl and A3 for the Sprite.
- ABCD A1/4: Str +1 D1/4: Con +1
- 1 A2/3: Str +2 D2/3: Con +2
- 2 Ax: Con -1 Dx: Str -1
- 3 1x: Agi +1
- 4 4x: Agi +1
- - The AI-controlled PCs follow behind you, which often leaves them a bit
- too far away to detect and engage an enemy. To mitigate this, you need to
- herd them closer to the enemy by moving in a certain way. Simply getting
- closer to the enemy might not be safe or, even if it is, it might not be
- enough. It's often best to use perpendicular movement instead. If you just
- moved left or right, you need to move up and down. If you just moved up or
- down, you need to move left and right.
- - Limiting movement to cardinal directions also helps prevent the AI from
- getting stuck in the landscape. Sometimes you have to wiggle around a bit
- to get them unstuck. Doesn't work if there are enemies nearby, though.
- - AI-controlled characters can't move beyond the point at which the screen
- would scroll.
- - To excel in combat, you'll want to pay attention to frame advantage/
- disadvantage and act accordingly. When the enemy has the advantage, you
- can move around and stall for time or, if you're feeling brave, bait the
- enemy into attacking and dodge it. Not every attack can be dodged, though,
- and the AI isn't likely to dodge much of anything.
- - Here's some footage I captured that shows how things work:
- https://www.youtube.com/watch?v=S9ehdHCvqN0
- - Instead of a typical menu screen, the game features a ring menu with
- icons. Press up or down to switch between different rings. The four main
- rings are Status, Weapon, Magic, and Item. The Status Ring features the
- following items:
- Stat | Status screen (press Confirm for next character)
- Level | Weapon & Magic status
- Act | AI setting
- Edit1 | Button config
- Edit2 | Window edit
- Equip | Armor rings
- Target | Specify AI's target
- - Regarding button config, I like to set Attack to Y and own Menu to B.
- - Healing items:
- Manmaru Drop | 100 HP Mahou no Kurumi | 50 MP
- Pakkun Choco | 250 HP Puipuisou | Heal status
- Royal Jelly | 999 HP Tenshi no Seihai | Revive with full HP
- - Status ailments:
- Poison | Gradually sustain 19 points of damage over 7s.
- Sleep | Unable to act or move for a while. Incoming Crit% up (2x).
- Balloon | Unable to act or move for a while.
- Slow | Reduced movement speed (PCs only), minor Hit penalty
- Confuse | Directional input is reversed & can't cast magic.
- Moogle | Unable to act for a while.
- Chibikko | ATP=1 & DFP/4. Requires healing.
- Yukidaruma | Unable to act or move, invulnerable, 7s.
- Hidaruma | Unable to act or move. Gradually sustain 19+ pod over 7+s.
- Sekika | cHP halved and incapacitated for 7s.
- - Status effects:
- Saber | Augment physical attacks
- ATP Up/Down | ATP +/-25%
- DFP Up/Down | DFP +/-25%
- Hit Up/Down | Hit +/-25%
- Eva Up/Down | Eva +/-25%
- Barrier | Nullifies a certain amount of damage
- Reflect | Reflect magic
- Barrel | Invincible, unable to attack
- - When a character is chibified, their AI is set to a basic aggressive
- level.
- - When a subject is petrified, cHP (current HP) is halved first, then
- damage from the actual attack is applied.
- - Refresh removes ailments, but not status effects. The Anti-Magic spell
- can remove status effects but only from an enemy.
- - When an attack destroys a barrier (which features no visible indication),
- it doesn't deal any actual damage yet. It simply destroys the barrier.
- - The game doesn't track or show you your play time. Consider tracking
- it manually.
- - You can do a soft reset by hitting L, R, Select and Start.
- - The selling price of items is 2/3 of their retail price.
- - You can only carry up to 4 of each usable item.
- - You can carry up to 11 pieces of a particular armor type.
- - When buying the soundtrack, make sure you get an official release.
- Bugs (just a few notable ones)
- - When an enemy is off-screen to the left or right, the sounds they make
- may come from the wrong side.
- - Upgrading a weapon that's equipped and then switching the weapon with
- someone will result in the new form not actually registering. Unequip
- the weapon to solve the issue.
- - Saber glitch: The way a saber enchantment is prematurely removed (when
- switching weapons, when inflicted with certain ailments, or when hit with
- Anti-Magic) is flawed, and, as a result, the saber's ATP bonus will remain
- indefinitely. The only way to remove it is by replacing it with another
- saber effect. I would recommend against abusing it. Enemies that cast
- sabers can trigger the glitch as well.
- - There have been some scattered reports of people finding invisible
- chests that contain extra weapon orbs. I found one in the ancient ruins
- in the Empire. Others have found them in places like the Underground City.
- - This seems to be exclusive to the NTSC-J-version, but occasionally the
- game may softlock after defeating a boss. After the 'Yatta' or power up
- message, nothing happens. Whatever event is supposed to play out afterwards
- simply isn't triggered. Apparently, it has something to do with switching
- characters after opening the ring menu.
- --------------------------------------------------------------------------
- Walkthrough
- Forest Path / Potos
- Pandora Fields North / Mizu no Shinden
- Pandora / Pandora Fields West / Kippo / Youma no Mori
- Gaia no Heso
- Youma no Mori / Majo no Shiro
- Waterfall Cave
- Chitei Shinden
- Pandora no Kodai Iseki
- Gaia no Heso / Mizu no Shinden
- Daishinrin / Kaze no Shinden
- Matango / Ryuu no Ana
- Kakkara Sabaku 1 / Sand Ship
- Todo / Crystal Forest / Crystal Palace
- Kakkara Sabaku 2 / Hi no Shinden
- Teikoku Southtown / Gesui
- Teikoku Northtown / Kodai Iseki / Koutei no Oshiro
- Yami no Shinden / Ougon no Tou
- Tsuki no Shinden / Tasmanica / Manten Yama
- Underground City / Daishinden
- Mana no Seichi
- Mana no Yousai
- ¤~~~~~~¤ Forest Path ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Item: Default (Boy Lv1):
- Sabita Seiken (Sword) Kawa no Tsunagi
- - When you start a new game, you'll be asked to name the main character
- (his semi-official name is Randi).
- - Grab the sword, then head towards the village.
- - If you die here, you'll respawn at the waterfall.
- - The Rabis have three different attacks: two different jump attacks (a
- regular one and a spinning one) and a bite attack. Once below 10 HP, they
- flee from you and no longer attack.
- - The Rabi is the only enemy in the game to have an 8/64 drop rate.
- ¤~~~~~~¤ Potos ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Shop: Item: Boss:
- Kawa no Tsunagi 20 Lucre 50 Lucre Mantis Ant
- Bandana 50 Lucre
- - You'll fight the boss when you approach the elder in front of the
- northeast building, Before you do that, you should buy a Bandana and
- build up to Lv3.
- [Boss]
- - 150 HP, 20 MP, 0 DFP, 10 Exp, 100 Lucre, Sword Power Up #1
- - Attacks:
- Slash: 15 ATP
- Scythe Throw: 18 ATP + 99% Sleep (unavoidable)
- Acid Breath: 20 ATP (unavoidable)
- - Magic (Lv0, 24 base): Diamond Missile (2 MP) (unavoidable)
- - The unavoidable attacks are only used when you're not in close quarters.
- Acid Breath is only used when you're just out of reach, so try to avoid
- that position. If you're behind him, he'll jump back, so he'll be facing
- you again.
- - He has three different melee attacks, although they're functionally
- very similar: a left swing, a right swing, and a double swing. The left
- and right swings are primarily used when you're on his side. These reach
- active frames on frame 25 (about 0,42s). The double swing is primarily
- used when you're in front of him. It reaches active frames on frame 35
- (about 0,58s). The left/right swings have ~27 active frames, whereas the
- double swing has 32. Try not to just walk into the hitbox after already
- avoiding it. He can also block to become invulnerable.
- - The boss always counters after receiving damage (common for bosses).
- Otherwise, he'll attack about every 5 seconds.
- - If you die, you'll just respawn, so there's really no need to get too
- optimized, although you can still do it if you happen to feel like it.
- - The no damage approach involves staying close to avoid triggering any
- unavoidable attacks while moving away briefly to avoid his close range
- attacks.
- - Get the chest from the elder's house, then leave. You will never be
- able to return to Potos once you do.
- - There will be no more respawning. If you die, it's game over (with
- a couple of exceptions).
- ¤~~~~~~¤ Pandora Fields North ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Shop:
- Pakkun Choco 60 Lucre
- Royal Jelly 200 Lucre
- - Once you're on the field, it's time to head for the Water Palace
- (Mizu no Shinden). You can either walk or take the cannon (taihou).
- Don't bother heading south yet (unless you just want to fight more
- enemies). They won't let you into Pandora until you've been to the
- palace.
- - Don't forget that enemies have an attack cooldown as well (about 1,6s
- early in the game).
- - Only two enemies spawn at most at the same time here because of the
- Banekujako (the yellow thing).
- - Lullabuds generally don't start moving until you've attacked them or
- until you get close enough for them to hit you. Their first attack has
- no cooldown. You can try to find the sweet spot where you can safely
- attack them or you can step in briefly and faint them. Either way, you
- have to be pretty precise, since their attack reaches active frames
- almost immediately. It has a 25% chance to inflict poison. They always
- attack to the right on waking up, so they're safe to approach from the
- left. If you're close to them when they enter cooldown, they'll start
- to back away from you. If you pursue them and press them against a wall,
- they'll just do nothing.
- - Myconids have a basic tackle, a breakdance attack, and a spore attack
- (21 ATP + 99% Sleep). They may use the spore attack immediately after
- getting hit, interrupting the hitstun animation, so try to keep your
- distance.
- - Getting the Girl to join before the Sprite is optional, but I'll be
- telling you how to do that.
- - You can stop by Neko's shop (aka Nikita) to save. He has some new gear,
- but his prices are always double of what they normally are, so you should
- try and get it elsewhere if possible. Some of the stuff simply isn't
- available elsewhere, though (such as Royal Jelly or Taru). In any case,
- you'll be running into him in various locations throughout the game.
- - You'll run into some soldiers near the palace. Make sure you talk to
- them until they leave (otherwise you can't get the Girl early).
- ¤~~~~~~¤ Mizu no Shinden ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Item: Special:
- Bronze Lance (Spear / Yari) Mana Level Up (Lv1)
- - There will be some dialog options while talking with Luka. On the
- third one, you have to choose the second one.
- - You'll obtain your second weapon, the spear. It has a little more
- power and reach than the sword. The knockdown attack and Lv1 charge
- attack are fairly slow, though, and you can't use it to cut grass.
- Only the sword and the axe can cut grass. It's also a terrible choice
- for the AI, as they often fail to move close enough to the enemy and,
- thus, whiff. The AI settings don't help with that.
- -- Pandora Fields North --
- - As you head south past Nikita's shop, you should be ambushed by
- Goblins. The Girl will rescue you, then run off.
- ¤~~~~~~¤ Pandora ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Shop: PC: Girl Lv1 (Purimu)
- Manmaru Drop 10 Lucre
- Puipuisou 10 Lucre Default (Girl):
- Tenshi no Seihai 150 Lucre Kaiser Knuckle (Glove)
- Wristband 45 Lucre Kung Fu Dougi
- Kung Fu Dougi 25 Lucre
- Pretty Ribbon 55 Lucre
- - You can talk to the NPCs (non-playable characters) if you want, but
- it's not necessary unless otherwise specified.
- - Visit the castle and the Girl (aka Purimu) will join. Buy a Pretty
- Ribbon and a Wristband for her. (You can trigger this event even after
- the events at the Dwarf Village, but there's really no reason not to
- trigger it now.)
- - The Girl won't join you here if you didn't trigger the scene where
- she rescues you from the Goblins.
- - The knuckle is probably the worst weapon in the game. It has nothing
- going for it that would compensate for the lack of range.
- - You can't use Cannon Travel if you have any dead characters.
- - Keep in mind, you don't actually have to spend the night at an inn in
- order to save your game. You'll get the prompt whether you stay or not.
- - Take the path heading west from the village. Before you reach the
- entrance to Gaia no Heso, you'll find another town.
- ¤~~~~~~¤ Pandora Fields West ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- - You'll now start running into enemies with chest drops that require
- 25 Agi to open safely. The Boy won't have 25 Agi until Lv13 (or Lv12
- with the Lv2 sword equipped). The traps may not be dangerous (yet),
- but when the items are so unimpressive, it's not worth the risk.
- - Bebes use a stinger stab (23 ATP + 25% Poison) and a stinger shot
- (24 ATP + 25% Poison). The stinger shot is aimed diagonally "down."
- Shop: \\\ Kippo ||
- Kusari no Choker 120 Lucre
- China Dress 350 Lucre
- Elbow Pad 90 Lucre
- - China Dress, Kusari no Choker, (2 Elbow Pads) = 470 Lucre (+ 180)
- ¤~~~~~~¤ Gaia no Heso - Field ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- - In order to actually keep the Girl in your party, you must *not*
- enter Gaia no Heso (Gaia's Navel) yet. You need to keep heading north
- to Youma no Mori. If you do enter the cave, you'll be given the choice
- to either keep going (in which case the Girl will leave) or turn back.
- If you enter while controlling the Girl, you'll turn back automatically.
- If she leaves, you can pick her up again at Youma no Mori, but you'll
- have to fight two Werewolves. These are normal enemies, but at this
- point they can be incredibly tough. This is also what happens if you
- never met the Girl or you didn't hook up with her at Pandora.
- - If the Girl didn't join you in Pandora and you pick her up at Youma
- no Mori without getting the Sprite, then get rid of her by entering
- Gaia no Heso without checking the blocked path, the Girl will leave,
- and you'll have to fight the Werewolves *again*. That will be the last
- time, though, and you won't have to check the blocked path.
- -- Youma no Mori --
- - Porons attack by using a bow and will flee when you approach them.
- - In the second area, try to attack the skull things blocking your way.
- After that, you can enter Gaia no Heso without the Girl objecting.
- ¤~~~~~~¤ Gaia no Heso - Cave ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Shop: Items:
- Punk Suit 260 Lucre Mahou no Rope
- Chibikko Robe 22 Lucre Poron no Yumiya (Bow)
- Headgear 70 Lucre Dwarf no Ono (Axe)
- Rabi no Boushi 45 Lucre
- Power Wrist 150 Lucre PC: Sprite Lv1
- Boss: Default (Sprite):
- Bud (+ 2× Blood Ropers) Boomerang
- Chibikko Robe
- - Batlers are pretty passive. They can cast Lv0 Balloon.
- - The Green Slime is the first enemy with more than 0 DFP and 99 Eva.
- Combined with their splitting habit, they can be a nuisance. They can
- poison you (80% chance) and also deal damage when splitting. No need
- to fight them if you don't feel like it.
- - Goblins start off unwary, so you can easily get the jump on them.
- They mostly attack with their axe, but may rarely use a boomerang as
- well (31 ATP), which does not cause an ATB charge.
- - This is the first dungeon where you'll encounter switches that are
- triggered by attacking (instead of stepping on them).
- - The Mahou no Rope can be used to warp out of dungeons. Try not to
- use it unintentionally during a long dungeon.
- - Hitting the second switch allows you to access the Dwarf Village.
- This is the one place in the game where you *might* want to hit that
- mute button.
- - 2 Punk Suits, Headgear, Rabi no Boushi, 3 Power Wrists = 1085 Lucre
- × You should also get at least a couple of Tenshi no Seihais.
- - Go talk to Watts and have him work on your sword (100 Lucre).
- - You can catch a show for 50 Lucre in one of the dwellings. You'll
- have to give 100 Lucre more at the end of the show (if you have that
- much - doesn't matter if you don't). Afterwards, go backstage to get
- your money back. The boss will then appear.
- [Boss]
- - 315 HP, 45 ATP, 0 DFP, 80 Exp, 132 Lucre, Spear Power Up #1
- - Blood Roper: 78 HP, 40 ATP + 33% Poison, 0 Exp, 0 Lucre
- - The boss will burrow up from one of three possible spots. It's not
- vulnerable until it pops out from its shell and starts attacking. It
- attacks by spitting out pumpkin bombs that bounce around and home in
- on the character who was closest to the boss when the boss launched
- the bomb. They blow up when close to a PC, and the explosion reaches
- active frames on frame 5 and lasts a total of 40 frames (active until
- the end). It starts off small and reaches full size after 15 frames.
- You can still avoid the blast if you're not too close to the center
- when they go off.
- - The boss goes back underground after taking a hit. You can't reach
- it with the knuckles.
- - Accompanying the boss are one or two small sub-units that reach out
- to you with long vines that damage on contact.
- - The Sprite (aka Popoi) will join after the battle, and you'll also
- receive the Bow.
- - Talk to Watts and buy the Axe for 100 lucre. The axe can be used
- to smash rocks and those things that were blocking your path in Youma
- no Mori. Upgrade your spear before leaving. You can either take the
- shortcut or go back the way you came from. The Sprite could use a few
- levels, so I suggest the latter. Even then, though, you can expect him
- to deal the least damage while receiving the most. If you just can't
- keep him alive, then don't. Either way, you should level up near the
- area where you found the Magic Rope. Let the slimes divide as much as
- you can. Or just fight whatever you want. It doesn't have to be that
- precise.
- ¤~~~~~~¤ Youma no Mori ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- PC: Boss:
- (Girl) (2× Werewolf)
- - As I already explained, if you didn't get the Girl to join you, you'll
- fight two Werewolves when you take the teleporter to the second area,
- and she'll join after that. Not an easy fight, even with two characters.
- The main issue is that they like to use combos that hit you multiple
- times and, thus, stunlock you. They can cast Lv0 Heal Water (74 HP) and
- Rush (ATP +25%, ie. 43 to 52). At least Nikita's there to save your game
- right before the battle.
- - The forest consists of four areas. There's a teleport that takes you
- to the Water Palace in the third area, but you can't reach it until you
- take out the next boss.
- - The Eye Spy starts spawning Porons once fully visible on screen. They
- attack using an eye beam and also damage you on contact when spawning
- Porons (50% chance of Moogle). They can also cast Lv0 Heal Water (64 HP)
- and Refresh but only on one specific Poron (HW when below 50% HP).
- ¤~~~~~~¤ Majo no Shiro ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Items: Boss: Party:
- 50 Lucre Tiger Chimera Lv10-13
- Kawa no Muchi (Whip)
- - You need to be careful with both the Werewolves and Magical Chairs.
- As I'm sure you noticed if you fought them in the forest, Werewolves are
- fast and highly aggressive, and you can't stunlock them easily. Magical
- Chairs attack by jumping forward once or twice. The double jump covers
- a fair distance, so move out of the way rather than backing away.
- - You have to fight two Werewolves at the same time in the area before
- the cells. You might want to just run past them if you see the opportunity.
- - Once you've saved the soldiers, you can activate the switch in the
- previous area. Buy some supplies from Nikita and have him save your
- game before venturing forth. The boss is not far.
- [Boss]
- - 520 HP, 21 MP, 0 DFP, 210 Exp, 288 Lucre, Boomerang Power Up #1
- - Attacks:
- Chew: 52 ATP Fire Breath: 54 ATP + 99% Burn
- Pinball: 53 ATP + 50% Sleep Fire Cocktail Lv2: 66 base + ATP Down
- Sky Drop: 55 ATP + 33% Sleep (3 MP) (-25%)
- - You'll get chewed if you get close, but you might want to trigger that
- intentionally just to avoid the alternatives that will likely hit multiple
- characters and knock you out. You can even hit him during the attack unlike
- with the others. Give the AI the bow or boomerang and let them handle the
- attacking while you keep the boss rooted in place for as long as you can.
- - Fire Breath and Fire Cocktail are unavoidable. He only uses them when
- he's up on the platforms, where you can only hit him with ranged weapons.
- He's invincible during the attack animations for both of them, so time
- your attack well. You can't rely on the AI here, so position yourself so
- that the AI will draw the attacks (he attacks the closest character).
- - The ATP Down from Fire Cocktail wears off so fast that it's irrelevant.
- At best, you might be able to attack once while it's still in effect.
- - The enemies will be gone after the boss (happens a lot in this game).
- - Grab the two chests, then talk to Elinise again to warp out.
- - The whip can be used to cross small gaps by attaching to a pole on
- the other side. This allows you to reach the aforementioned portal in
- Youma no Mori.
- - The game claims that certain weapons (such as the Chakram) are
- particularly effective against certain types of enemies. As already
- mentioned, this attribute is non-functional.
- ¤~~~~~~¤ Waterfall Cave ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Item: Special: Boss:
- Spear (Javelin) Undine Pakkun Otama / Pakkun Tokage
- - Head to the cave east of the temple.
- - Get a few levels by fighting the Garfish (35 xp). They can be a bit
- on the tough side, but they're certainly easier than the enemies in the
- Underground Palace. They have two attacks: a body slam (53 ATP) and a
- water splash (54 ATP). You can't push them, but they do spend a moment
- being dazed after recovering from hitstun. When below 16 HP, they might
- look like they've given up, but they'll still attack you if you get close.
- They might rarely cast Acid Storm Lv1 (73 base + DFP Down).
- [Boss]
- - 600 HP, 57 ATP | 770 HP, 6 MP, 210 Exp, 348 Lucre, Glove Power Up #1
- - Gulp: 62 ATP. Heal Water (<50% HP): 184 HP.
- - Otama just bounces around and hits you if you get close. Once below
- 50% HP, it'll turn into Tokage.
- - Pakkun Tokage only attacks by swallowing you up, but can't do anything
- until he spits the character out. He'll spit the character out if you
- attack him, the swallowed character attacks him, or if you just wait
- a moment.
- - If you stand in the right spot diagonally from the boss, he'll do
- nothing, and you can just attack him without any resistance.
- - Afterwards, you'll meet the elemental spirit of water, Undine. With
- her powers, the Girl and the Sprite can now cast magic. Each spirit
- (Seirei) will usually give you 3 new spells for each character.
- Girl MP Sprite MP
- Refresh | 1 | Heal status Freeze | 2 | 61b
- Heal Water | 2 | Heal HP, 61b Supoito | 2 | 43b, drain
- Ice Saber | 2 | Freeze Acid Storm | 3 | 43b + DFP Down
- - Spamming any boss with the Sprite's offensive magic (and what few
- offensive spells the Girl learns) is a path to an easy victory. If
- you want a bit of a challenge, you could try using as little magic
- as you can (at least in bosses). Wouldn't recommend it for your first
- playthrough, though, not that it's that hard, not if you can get past
- the next four bosses.
- ¤~~~~~~¤ Chitei Shinden ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Special: Boss:
- Gnome Fire Gigas
- Mana Level Up (Lv2)
- - This place can be accessed from the Dwarf Village, from the room with
- lava and a Crystal Orb. Crystal Orbs can be activated with specific spells,
- this one with Freeze.
- - Again, some pretty tough enemies. Goblin Lords will spawn Goblin Guards,
- and both of them like to spam you with their boomerangs, easily resulting
- in a stunlock. For whatever reason, the boomerang attack has no cooldown.
- That's what makes it so dangerous. It does have lower ATP (47\48) than
- their regular axe attack that they use at point blank range, but that's
- not much of a consolation. If you don't think you're up for it, just make
- a run for it. The dungeon consists of five areas and the last three are
- very small.
- - The Goblin Lord's spawning limit is 10, but they're able to spawn the
- goons for free as they wake up, since the limit isn't active yet. Possibly
- an oversight.
- - The Unicorn Heads attack by jumping at you. If they cast Quick (or even
- attempt to cast it with insufficient MP), they'll enter a frenzy, where
- they ignore cooldown and attack nine times in rapid succession. The spell
- itself has no effect on cooldown, so it's just an AI script thing. Either
- way, it's not a big concern. If you keep the pressure on, you should be
- able to keep them stunlocked. Maybe start with a charge attack, since they
- have some DFP.
- - You'll start running into higher level traps again; you'll need 33 Agi
- to open the chests safely (Lv22).
- - You can hear enemies off-screen in the small areas. I believe it's
- because the small areas are technically part of the same 'map,' for the
- sake of convenience.
- - You can't trigger the boss if the Sprite isn't alive.
- [Boss]
- - 850 HP, 66 MP, 0 DFP, 45 MDF, 326 Exp, 360 Lucre, Axe Power Up #1
- - Smash: 59 ATP. Fire Breath: 65 ATP + 50% Burn. Magic: 216 base / n.
- - He has three Lv4 spells (Fireball (2 MP), Explode (4 MP), Lava Wave
- (3 MP)), but they all deal the same amount of damage. However, the ones
- with longer animations may allow him to attack in succession without giving
- you a chance to heal.
- - Fire Gigas follows a cycle where he dematerializes and then rematerializes
- after a little while. He's completely invulnerable when immaterial, but he
- doesn't attack during that time either. He uses the smash very consistently
- if you're up close when he rematerializes, and sometimes uses Fire Breath
- when you're at a distance. The smash is always followed by magic, whereas
- Fire Breath is not. He's mostly invulnerable during Fire Breath. You have
- to get the hit in very early.
- - Fire Gigas and some other bosses always multi-target their magic.
- When magic is multi-targeted, its power is divided. With only one living
- character, the damage could easily kill you in one hit. With two living
- characters, you're looking at 50-75 pod. While the Sprite has the lowest
- HP and MDF, keeping him alive would be optimal, since it results in the
- lowest total damage.
- - Either way, you probably can't put up with those spells for long, so
- you need to capitalize on your main opportunity to deal damage, that
- being when he rematerializes. Don't attack right away, though. You need
- to wait until he's no longer blocking with his arms. Don't set the AI
- to charge, since they won't do that when he's immaterial.
- - If you're going for a no magic victory, this is going to be a bit of
- a challenge. Start by building up to at least Lv16 and getting all the
- healing items you can, including Chocolate and Jelly from Neko. You'll
- want to optimize your healing as well. This involves letting a character
- die occasionally, so you can make use of your Angel Grails. You can't
- save them for last, since you could easily end up dying at the same time.
- Also note that you can start charging your weapon after using a healing
- item without having to attack (just keep holding down the button).
- - After the battle, you'll obtain Gnome.
- Girl MP Sprite MP
- Protect | 2 | DFP Up Speed Down | 1 | ?
- Quick | 3 | Eva Up + Hit Up Daiya Missile | 2 | 43b
- Stone Saber | 4 | Petrification Earthquake | 3 | 61b
- - Examine the seed (Shushi) before leaving. You'll need to do that in
- every palace. The enemies are gone, so you should use the Mahou no Rope.
- -- Pandora --
- - Talk to the blue-haired girl (Pamela) in the southern part of town.
- After she disappears, follow the southern path to the ruins.
- ¤~~~~~~¤ Pandora no Kodai Iseki ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Boss: Room Guarder (+2× Guarder's Eyes)
- - The enemies in this dungeon are quite annoying. If they're giving you
- too much trouble, just run through the whole thing. It's not long.
- - You're immediately greeted by a Dark Priest, an enemy with such high
- DFP that you can only take them out with magic, charge attacks, or an
- unlikely critical. Furthermore, this is the first enemy whose sprite is
- partially immune to melee attacks; you need to hit the priest itself,
- not the thing they're flying on. Unless you're attacking them from the
- south, that shouldn't be much of an issue. A ranged weapon will ignore
- the immunity, but the only one you can charge to Lv2 at this point is
- the boomerang. They don't attack physically, but they can spawn up to
- 10 Zombies and can cast Lv2 Fireball (92b) and Protect (not on self).
- - Zombies can poison you (25% chance) and cast Lv1 Speed Down.
- - Evil Swords are immune to frontal melee attacks, but they're so small
- you can easily hit the hilt when you're close. Add the fact that they
- only have 0 DFP and Eva, and they're much easier to deal with than the
- priests. They deal damage when they "wake up," so approach them with
- caution. They can cast Lv0 Moon Saber.
- - Once you enter the area where you trigger the boss (after the second
- long corridor with a number of turns), you can't go back or exit using
- the Magic Rope.
- [Boss]
- - 920 HP (main), 300 HP (sub), 15\13 DFP, 580 Exp, 720 Lucre, Bow Power Up #1
- - The left eye uses Heal Water (150 HP) on the main eye (no threshold;
- it's just random), the main eye uses Revive (10 MP), and the right eye
- uses Freeze and Supoito (75b, 2 MP, single), all Lv3. The left and right
- eyes act every 14-16 seconds with both active, every 8-10 seconds solo.
- - The left eye uses a couple of physical attacks, but they're nothing to
- worry about: Flash Beam (44), Omori Nirami (55 + 50% Slow)(unavoidable).
- - The sub-eyes' hitboxes aren't where you might expect. They're closer to
- the sides, around the spots with the little corners on the wall.
- - The main eye is invulnerable to physical attacks when closed. Also, this
- is the first boss with 99 Evade, so even when it's vulnerable, about 40%
- of your attacks will just miss.
- - The main eye can revive the sub-eyes, but only with a measly ~25 HP and
- only up to 9 times. If you take out both sub-eyes, the wall will start
- moving, and you'll have little time before you're crushed. While you can
- damage the main eye more easily during this time, if it's still at or close
- to max HP, you likely won't make it, at least not without magic.
- - Without magic, this could get a little iffy, but really all you need to
- do is focus on the main eye with Lv1/2 charge attacks. That should do the
- trick. I used the spear (Girl \ Lv2), sword/axe (Boy \ Lv1), and boomerang
- (Sprite \ Lv2). Try to avoid hitting the sub-eyes. If the AI goes for them,
- take manual control and bring them back in line.
- - If you take out the right eye (from your perspective), you'll take less
- damage, but the boss will get healed more.
- - If you take out the left eye, the boss won't get healed, but you'll have
- to put up with a barrage of attack magic that will hinder your efforts all
- the same. Try to draw those spells with the Girl, since she'll take the
- least damage. If you have enough heals and aren't attacking the main eye
- very effectively, the sub-eye will run out of MP after a while, and you
- can wrap things up with little to no resistance.
- - Talk to Jema after the battle.
- -- Pandora --
- Items: Shop:
- 50 Lucre Sword Power Up #2 Cobra no Udewa - 280 Lucre
- 50 Lucre Spear Power Up #2
- 50 Lucre 50 Lucre
- - You can now buy Cobra no Udewas from the other shop, although you may
- want to keep using the Power Wrists for a while longer because of the Str
- bonus (2 DFP, 3 MDF difference).
- - Go talk to the king to gain access to some treasure.
- ¤~~~~~~¤ Gaia no Heso ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Item: Boss:
- Whip Power Up #1 Guardian
- - Return to Gaia no Heso. Go down the new hole in the Dwarf Village to
- reach a ship of some kind.
- [Boss]
- - 900 HP, 18 MP, 11 DFP, 61 MDF, 686 Exp, 650 Lucre, Javelin Power Up #1
- - Attacks:
- Swing: 56 ATP + 33% Moogle Bash a: 56 ATP + 33% Moogle
- Spin: 65 ATP + 33% Moogle Bash b: 61 ATP + 33% Moogle
- - Magic (Lv1): Rush (ATP +25%)
- - Try to keep your distance. His attacks are so fast you can't really
- avoid them if you're in range. Don't let the AI engage.
- - The boss gets a significant speed boost once below 50% HP. You might
- still be able to avoid him even when charging.
- ¤~~~~~~¤ Mizu no Shinden ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Item: Boss:
- Whip Power Up #2 Jabberwocky
- - Save your game at Nikita's place before heading into the palace.
- [Boss]
- - 950 HP, 90 MP, 12 DFP, 15 MDF, 800 Exp, 768 Lucre, Bow Power Up #2
- - Attacks: Bite a: 38 + 99% Sleep Doku Gas: 82 ATP + 99% Poison \all
- b: 61 (unavoidable)
- c: 65 + 50% Poison
- d: 70 + 50% Sleep
- - Magic (Lv3): Acid Storm (272b + DFPd \all), Heal Water (544 HP)(<25% HP)
- - An attack is rolled every 3,8s.
- - Doku Gas and Acid Storm are mainly used when you're at a distance,
- the former being much more common. Stay close and you should have little
- trouble.
- - The boss has two heads that can lunge out and hit you from a fair
- distance. The attacks are quite fast and not easy to avoid. A single
- attack might even hit you twice. With rolled bite attacks, only one head
- can attack at a time, and the target tends to be whoever is closest to
- the body. The head used depends on which side the character closest to
- the body is: left head for the left side, right head for the right side.
- - Both heads will retaliate with a bite whenever he takes damage unless
- it occurs within ~80 frames after an attack roll or ~20 frames before.
- - You can interrupt a non-counter bite attack if you simply attack the
- boss during the attack. Given how much the heads flail around, though,
- you might not have enough time to react, and your attack might just miss.
- Then again, unless you have the AI doing charge attacks, things will be
- a bit too hectic to take advantage of it intentionally. Which is not to
- say I'd recommend having them use charge attacks. The AI's charging can
- easily get interrupted if they take damage and get pushed too far away
- from the boss or the lead character or if you simply move too far away.
- If you can manage to avoid that, then it's fine. Try keeping your lead
- character right in front of the boss, so the AI is less likely to get
- targeted.
- - The left head dies once he's below 476 HP. It stays dead even if the
- boss heals himself. The remaining head won't attack if the closest target
- is on the left side unless it's in retaliation.
- - Once he's below 25% HP, he can randomly cast Heal Water. It could take
- 10 seconds or it could take over a minute.
- - Talk to Jema afterwards to receive another power-up.
- - Talk to Luka and check the seed. The cannon near Potos can now take
- you to the Daishinrin, located in the Upper Land (Ue no Daichi).
- - Go through the Youma no Mori to get to Gaia's Navel (the cannon near
- Potos won't shoot you there anymore). You could also use the cannon in
- the Daishinrin.
- Item: Chibikko Hammer \\\ Gaia no Heso ||
- - Talk to the elder to receive the Chibikko Hammer.
- ¤~~~~~~¤ Daishinrin ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Items: Special: Party: Lv18-24
- Glove Power Up #2 Jinn
- Axe Power Up #2 Mana Level Up (Lv3) Boss: Axebeak
- Shop: Haneboushi - 220 Lucre
- A----B A: Winter E: Cannon A
- | | B: Fall F: Moogle Village
- |G F| C: Summer G: Wind Palace (& boss)
- -D----C-E D: Spring
- - The Exp is good here, so get a bunch of levels. Make good use of the
- Youma no Yari and you can take out the enemies without too much trouble
- (or don't, if you prefer the challenge).
- - Rabilions can cast Lv0 Supoito, Acid Storm (59b), and Heal Water.
- - Sahagins can throw their tridents, which you can avoid if you're nimble
- enough. Or you can just approach them diagonally or hit them fast enough
- to interrupt them. They can easily nail you when they're off-screen. Their
- other attack is a spinning move with a narrower area of effect than what
- it looks.
- - Blood Owls cast Silence and will attack a confused character non-stop
- with no regard for attack cooldown.
- - Death Crabs attack by throwing their claw, which orbits around them, and
- by releasing bubbles (75 + 99% Sleep). They can also cast Thunder Saber
- Lv4 (ATP +12). They move mostly sideways.
- - Chests dropped by Lv16-25 enemies can give you a gas trap (Sleep, Chibi,
- or Moogle). Again, it's really not worth the risk. The Boy can open these
- chests safely starting Lv22.
- - Initially, you'll find Watts in A and Nikita in D, both later in F.
- - Talk to one of the moogles in A, then go kill the Molebears in the
- Moogle Village (accessed from C). Talk to one of the moogles in the
- village, and the Sprite will tell you how to reach the Yousei no Mura:
- "Walk the seasons from spring to winter, spring again and we can enter."
- In other words, just keep going counter-clockwise (DCBAD) and the path
- will open. Another boss awaits.
- - The Moogle no Tsume is pretty good, but you have to watch out for enemies
- that are immune to physical damage when knocked down (such as the Molebears).
- Again, you could refrain from using it if you don't want to incapacitate
- enemies that easily.
- [Boss]
- - 720 HP, 51 ATP, -¤ DFP, 105 MDF, 1090 Exp, 864 Lucre, Boomerang Power Up #2
- - He mostly just jumps around and deals damage on contact. When he jumps on
- the elevated platforms, his ATP is boosted to 79 (for less than a second).
- - Magic (Lv4): Air Blast, Thunderbolt (264b \all), Balloon (8-16s)(single),
- Silence (6,5s)(all).
- - He blocks all frontal melee attacks. Either hit him in the back or use
- the javelin or bow. If the AI fumbles too much, tell them not to engage.
- - If you're at the northern-most boundary where the path appears when the
- boss dies, you'll end up stuck, and the game will be soft-locked.
- - In the palace, you'll obtain Jinn. Don't forget to examine the seed to
- increase your Mana level.
- Girl MP Sprite MP
- Detect | 1 | Scan / Disarm Silence | 2 | Confuse
- Balloon | 2 | Balloon Air Blast | 2 | 43b
- Thunder Saber | 3 | - Thunderbolt | 4 | 61b
- - Detect can be cast on
- × Enemies to reveal stats (HP, MP, Exp, Lucre) and elemental weakness
- × Treasure chests to disable traps. Won't work in some cases if the
- spirit level is too low. Lv3 is enough until the very end of the game.
- Level it up right away just to get it over with.
- × Crystal Orbs to clue you on which spell to use. It won't tell you
- exactly which spell needs to be used, but it tells you which spirit
- it is.
- - With Jinn's magic, you can proceed west from D. Deeper in the forest,
- you'll find a second cannon, currently out of service, and a cave that
- leads to a town inhabited by friendly Myconids.
- ¤~~~~~~¤ Matango ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Shop:
- Hade na Tsunagi 675 Lucre Pakkun Choco 30 Lucre
- Tetsu no Kabuto 180 Lucre Mahou no Kurumi 500 Lucre
- Haneboushi 110 Lucre
- Wolf Band 400 Lucre (Agi +5) Item: Javelin Power Up #2
- - 3 Hade na Tsunagis, Tetsu no Kabuto, 3 Wolf Bands = 3405 Lucre
- - Even if you're below Lv22, the Wolf Band should boost your Agi high
- enough (33) that you can open chests safely. It'll soon get replaced,
- but you should be hitting Lv22 around that time as well.
- - This is (pretty much) the last shop that carries Manmaru Drops. If you
- want to restock on those during the next five or so dungeons, you'll have
- to use cannons to return here or farm it from enemies.
- - Note that you can walk through the wall in the inn to get behind the
- counter. There's nothing there, though.
- - Talk to the king to gain access to Ryuu no Ana.
- ¤~~~~~~¤ Ryuu no Ana ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Party: Boss:
- Lv21-27 Great Boa
- - The longest dungeon so far. It's still largely linear, though.
- - Garashas spawn Molebears (up to 10) and can cast Thunderbolt, Air Blast
- (100b), and Silence Lv2. They don't attack physically.
- - Molebears attack by spinning and jumping at you or by spinning in place
- and throwing dirt around them (66 ATP).
- - You'll eventually find a crystal orb. After activating it, you can take
- the stairs down in the previous area to reach the boss.
- [Boss]
- - 1330 HP, 8 MP, 69 ATP, 0 DFP, 81 MDF, 1410 Exp, 1056 L, Sword Power Up #3
- - Magic (Lv5): Daiya Missile (119b, single)
- - He moves pretty fast and tries to run you over. He deals damage on
- contact and may also swallow a character (88 ATP + 99% Chibi). Use the
- whip with your lead character. Give the AI melee weapons, since they
- struggle to hit the boss with ranged weapons and they'll get too close
- anyway. Don't leave characters under Chibi or they'll take severe damage.
- It might not be worth keeping the AI alive, though. At least magic isn't
- much of a concern.
- - This is the last boss with 0 Evade.
- - After finding Flammie, you can take the nearby cannon in the forest
- to either Kakkara Desert or the Ice Country (Koori no Koku). I suggest
- you visit Kakkara first.
- ¤~~~~~~¤ Kakkara Sabaku 1 ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- H Boss:
- | | | Machine Rider
- -E-G-F- A: Start
- | | H: Destination
- -C-B-D-
- | | |
- A
- - This region of the desert only consists of seven areas, but it loops,
- so it can get rather confusing. You won't be able to return here later.
- - You won't be able to restock on supplies before the next boss, but
- it's not a difficult boss at all.
- - Death Scorpions can poison you (25% chance) and cast Lv3 Protect.
- - Spider Legs are fairly tough and not really worth engaging. They hide
- in quicksand pits and won't reveal themselves until you're close enough
- to get hit. Their normal attacks are nothing to worry about, but they
- like to spam you with Earthquake Lv3 (125b, single). Move diagonally
- to get out of the quicksand. You can't damage them when they're under
- Fuusen or Sleep, so that won't help.
- - Pumpkin Bombs try to get close to you, then self-destruct and cast
- Burst Lv3 (145b, single), but they mostly produce duds. If one does
- self-destruct, you won't get any spoils. Not much of a loss. Either
- way, it's unlikely they survive long enough to use Burst.
- - The Burst spell does *not* kill the user. That's just an arbitrary
- thing they did with a couple of enemies.
- - Go to H, and you'll be picked up by a ship of some kind. You'll be
- separated from the other characters. Talk to Serge twice, then talk to
- the guards. Find the Sprite, then the Girl. A boss fight soon ensues.
- [Boss]
- - 980 HP, 18 MP, 9 DFP, 65 MDF, 1595 Exp, 1055 Lucre, Whip Power Up #3
- - He moves up and down the side trying to horizontally align himself with
- you. There's a 30 pixel wide strip where you're considered aligned. One
- specific character (usually your controlled character) is used as the
- point of reference.
- - He has a 3,75s ATB charge. His primary action has him try to run over
- you (77 ATP + 33% Sleep). His secondary action involves casting Quick Lv3
- (3 MP, 20s) or, if Quick is in effect, launching three homing missiles
- (93 ATP).
- - If you align with him during his ATB charge, he'll stop, rev his engine,
- and wait for his ATB to charge. If you're aligned when the ATB finishes,
- he'll perform his primary action. If not, he'll do his secondary action.
- If you align very early in his ATB charge (in the first ~0,8s), then move
- out of the way, he'll start moving again, but the above rules still apply.
- - If you don't align with him during his ATB charge, he'll act very quickly
- once you're aligned (a mere 10f delay). The same rules technically still
- apply. As such, you'll most likely trigger a primary this way, but it's still
- possible to trigger a secondary if you move out of the way during the second
- half of the delay. If you move away during the first half, he'll continue
- moving.
- - He'll counter if attacked during a neutral state. Again, if you're aligned,
- he'll perform his primary action, otherwise secondary.
- - Quick probably has zero impact on his Hit and Eva, since they're already
- 99. Either way, the missiles are pretty much impossible to avoid and they
- don't just despawn, so try to avoid triggering it. You can avoid it if you
- hit him during his primary. If you're near the opposite end of the field,
- you can easily avoid the primary even while charging. You can then hit him
- while he's moving against the wall. You could also hide behind one of the
- rocks or the larger cacti and hit him while he's running by.
- - If he runs out of MP and Quick is no longer in effect, he'll fruitlessly
- still try to cast it.
- - If a missile hits you during his regular attack, it may have the properties
- of the regular attack. This is unintentional.
- - After the battle, talk to one of the soldiers and choose 'yes,' then
- head north to find the town. Don't bother exploring the desert.
- -- Kakkara --
- - Shoot yourself to the Ice Country (Koori no Koku).
- - You can already go check out the Fire Palace, but you can't get far
- because of a crystal orb you can't activate yet.
- ¤~~~~~~¤ Todo ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Shop:
- Gin no Chest 1000 Lucre
- Ougon no Vest 2250 Lucre
- Kin no Kamikazari 350 Lucre
- Araiguma Hat 550 Lucre
- Gin no Udewa 525 Lucre
- - 3 Ougon no Vests, 3 Araiguma Hats, 3 Gin no Udewas = 9975 Lucre
- ¤~~~~~~¤ Crystal Forest ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Item: Special: Boss:
- Spear Power Up #3 Salamander Otyugh Face
- K
- J A: Todo
- I| C: Santa's House
- H B-A E: Cannon
- | | G: Boss / (Un)frozen town
- G C I: Nikita
- | | K: Palace
- F--D-E
- - The first area of the forest is not just a good place to level up
- (240 xp for each Jackal), but also features some of the most intense
- and satisfying action in the whole game. I'd recommend at least Lv30.
- - Jackals only have one physical attack and sometimes cast Speed Down
- Lv4, but they can start running, so you need to react quickly.
- - One of the Jackals in D spawns inside the trees for some reason.
- - Tortoise Knights can cast Lv4 Ice Saber (ATP +18 + 25% Freeze) and
- Heal Water (264 HP). Their shell attack has 110 ATP and, while it causes
- cooldown, it can be used during cooldown. When below 21 HP, they'll
- hide inside their shell and take no damage as a result, but they'll
- pop out if you approach them. The saber's freeze effect is lost when
- they use the shell attack, but the ATP boost remains.
- - This will likely be your first encounter with spectral enemies, who
- can move through walls and are completely immune to physical attacks.
- Aside from freezing you with their breath, Gas Clouds can cast Lv3
- Freeze and Acid Storm (125b). They can only aim the breath attack left
- or right. If their HP falls to 80 or below (basically any damage that
- doesn't kill them), they'll despawn and spawn a new cloud with full
- health. If there aren't any available slots, they'll just... despawn.
- - Even if you're not using magic on bosses, I suggest you use it on
- ghosts, so you'll get *some* use out of it. You can easily afford to
- buy walnuts at this point, so don't hesitate to use those. Try not to
- kill them when they're out of bounds. Otherwise, you can't reach their
- chest drops.
- - Now it's time to decide whether to upgrade the spear or not. Being
- able to inflict Fuusen makes normal enemies much easier to deal with,
- but perhaps you want more of a challenge.
- - If you have minmaxing tendencies, you should keep some of the Girl's
- and Sprite's weapon skills at lower levels (below 5). This will be useful
- at the end of the game for reasons I'll get into once we get there.
- - You'll encounter the boss after the first area with Gas Clouds.
- [Boss]
- - 1100 HP, 12 MP, 113 ATP, 13 DFP, 161 MDF, 2245 Exp, 1040 L, Bow Power Up #3
- - Blood Roper: 78 HP, 40 ATP + 33% Poison, 0 Exp, 0 Lucre.
- - Mag-Lv4: Heal Water (234 HP \a), Burst (441b \a), Sleep Flower (\a)(<50% HP)
- - The first reused boss. Like the previous one, he pops up from under
- the ground and spits out pumpkin bombs. You do have more space to move
- around this time, and you can take body contact damage if you get too
- close when he's inside his shell.
- - When avoiding bombs, it's rather difficult to avoid pulling the AI
- characters into them. It might be best to just tank them with the Boy,
- since he has the highest DFP. Don't forget to take the knockback into
- consideration.
- - For some reason, his Heal Water potency is sometimes not doubled. Also,
- it's possible he was supposed to use Heal Water when below 50% HP, not
- Sleep Flower. There are a few other enemies that can also use Heal Water
- at full health, though.
- - The Ropers are the exact same, so they can't even touch you.
- - You'll find yourself in a town seemingly unaffected by the climate.
- Approach the guy by the stove, then open the stove to obtain Salamando.
- Girl MP Sprite MP
- Flame Saber | 2 | Burn Fireball | 2 | 52b
- Fire Cocktail | 3 | 43b + ATP Down Lava Wave | 3 | 43b
- Blaze Wall | 4 | 32b + Burn Explode | 4 | 61b
- - In the next area, there are two paths north. Take the left one to
- find Nikita and the right one to reach the Crystal Palace.
- ¤~~~~~~¤ Crystal Palace ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Party: Lv35 Bosses:
- 3× Pakkun Otamas / 3× Pakkun Tokages
- Item: Glove Power Up #3 Frost Gigas
- - The enemies will be gone once you complete the events here.
- - If you die in this dungeon, you'll respawn at beginning.
- - When entering the very first area from the south, you may have to move
- forward a bit before the screen will scroll south (if you want to turn
- back right away for some reason). Otherwise, you can't reach the load zone.
- - Don't fight the Blue Bavarois's if they give you too much trouble.
- They're not worth it. They have an 80% chance of freezing you. At least
- you can't take damage while you're a snowman, but, still, it's pretty
- annoying.
- - When you find two doors, take the right one to reach the Glove Orb.
- - Specters have no physical attacks. They cast Lv3 Freeze and Supoito
- (117b), the latter only when below 101 HP. You can't hit their weakness,
- so a single multi-targeted spell won't be enough.
- - Beyelders can mooglify you (25% chance) and cast Lv3 Saint Beam (140b).
- - At full health, Magic Books use Lv4 Freeze, Thunderbolt, and Air Blast
- (153b). If they've taken any damage, they'll use Supoito. Their highest
- priority is keeping their Tinkle Barrier up. The barrier takes 190 pod
- to destroy, so they can be quite resilient. Occasionally, their pages
- reveal something rather... exhilarating.
- [Boss]
- - 600 / 770 HP each, 630 Exp, 1044 Lucre in total
- - This is the same guy you fought back in the waterfall cave. They won't
- pose a threat. The actual boss is not far, in the area after the three
- Beyelders.
- [Boss]
- - 1140 HP, 37 DFP, 121 MDF, 3045 Exp, 1200 Lucre, Boomerang Power Up #3
- - Magic (Lv6, 300b \all): Acid Storm, Freeze, Ice Saber.
- - Slam: 134 ATP. Freeze Breath: 134 ATP + 99% Freeze.
- - Don't worry. This one's much easier than Fire Gigas.
- - He casts Ice Saber on *you*, which gives you a 12,5% ATP boost for 11
- hits. If a character is frozen, you'll get the saber glitch.
- - As already explained, while physical attacks can be elemental, it plays
- no part in the actual damage calculation formula.
- - You'll need to take the seed back to the Fire Palace.
- ¤~~~~~~¤ Kakkara Sabaku 2 ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- A I
- |
- ¤ B-C-D A: Kakkara
- | | | | ¤: Hi no Shinden
- H-G-F-E
- - No looping in this region of the desert, but it's full of Spider Legs.
- - Duck Soldiers can spawn an infinite number of Pumpkin Bombs and attack
- by launching explosive eggs at you.
- ¤~~~~~~¤ Hi no Shinden ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Items: Special: Boss:
- 1000 Lucre Mana Level Up (Lv4) Minotauros
- 1000 Lucre
- Axe Power Up #3
- - The enemies will be gone after you defeat the boss.
- - Porobin Foots can cast Flame Saber Lv4 (ATP +17 + 25% Burn). Once on
- fire, you can end up taking massive damage. Don't give them the chance.
- Use a ranged weapon of your own.
- - Trap levels are going up again. If you don't have 41 Agi (Lv32 for the
- Boy), don't open any chests left behind by Porobins (unless you disable
- the trap). You might end up petrified otherwise.
- - Dark Smogs attack with a fire breath, Lv4 Blaze Wall (141b + Burn),
- and occasionally Fireball. They won't do the respawn thing that the Gas
- Clouds did. The fire breath technically has a burning effect, but the
- chances are 0.
- - Red Marshmellows can set you ablaze as well (80% chance), but at least
- they can't do it from a distance. They're still quite pesky, as slimes
- tend to be.
- - You'll need to use Salamander on the first two orbs, Undine on the
- last one. The boss is right after the last one.
- [Boss]
- - 1200 HP, 21 DFP, 150 MDF, 3348 Exp, 1440 Lucre, Javelin Power Up #3
- - Attacks Punch: 103 ATP Smash: 131 + 99% Sleep
- Gore: 117 ATP Bull Charge: 127 + 33% Sleep
- - Magic (Lv7, 180b): Earthquake, Protect (DFP +5)
- - Phase 1: Punch, Gore, Smash.
- - Phase 2 (<601 HP): Smash, Bull Charge.
- - Earthquake really hurts, and it's only used when you're out of range.
- You'll take less damage at close range unless you end up in a smash loop,
- where he knocks out your whole party repeatedly. It's used at point blank
- range and hits you instantly. Stay close, but not *too* close. Try to keep
- him facing south. If you can predict it, gore is fairly easy to avoid.
- He'll likely attack after taking damage. Punch can technically be evaded
- as well, but it covers a larger area, so it's much harder. He can also
- block to become immune to physicals.
- - Punch and Gore reach active frames in 10f or 15f. Gore has two separate
- active frame periods on the x axis, the first one only a few frames and
- the second one starting about 40f in.
- - The stakes go up a bit in phase 2. Bull charge is too fast to avoid at
- close range, so keep some distance and use a ranged weapon. After taking
- damage, he'll charge if you're in his line of sight. Evade it, then hit
- him after the charge (he's invincible during the charge) and try to keep
- up the loop. Consider controlling the Girl, as the Boy does ok in AI
- control and can soak up more damage. The Sprite will likely get bulldozed
- pretty bad, but that's acceptable. If the Boy alone ends up in a smash
- loop, he should be okay, and it does give you a chance to attack with
- another character.
- - Once you've received the seed's power, go back to town and take the
- cannon to the Empire (Teikoku).
- ¤~~~~~~¤ Southtown ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Shop:
- Ruby no Muneate 4500 Lucre
- Porobin Hood 700 Lucre
- Golem Ring 750 Lucre
- - The shop is on the second floor of the inn, however, I'd advise against
- upgrading your equipment. There's better stuff in the next town, and all
- you need to do is get through the sewers (not that long).
- - Talk to the woman in the house on the west side. She'll give you the
- password (634) that allows you to access the sewers on the east side.
- ¤~~~~~~¤ Gesui ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- - As I said, not a long dungeon. It's six areas full of Blue Slimes and
- Killer Fish. The fish have two physical attacks (body slam: 127; missile:
- 122) and may rarely cast Lv3 Acid Storm and Freeze (132b).
- - The Youma no Yari should guarantee safe passage (if you still have that).
- The Trident is another weapon that balloons enemies. Of course, it only
- hits one enemy at a time, but it's not a bad choice.
- - If you're just running past the enemies, you'll need to swap between
- the characters at times in order to get past the terrain.
- ¤~~~~~~¤ Northtown ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Shop:
- Tiger Bikini 7100 Lucre
- Tora no Nuigurumi 6375 Lucre
- Tiger Cap 1100 Lucre
- Snowman Ring 1200 Lucre
- - 2 Tora no Nuigurumis, Tiger Bikini, 3 Tiger Caps, 3 Snowman Rings = 26 750 L
- - The Snowman Ring makes you immune to freeze. There are some Blue Slimes
- in the next dungeon, but they likely can't even damage you anymore.
- - You'll find Watts downstairs in the inn.
- ¤~~~~~~¤ Kodai Iseki (Teikoku) ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Items: Bosses:
- Spear Power Up #4 Satan Wall (+ Satan's Eye a & b)
- Bow Power Up #4 Vampire
- Sword Power Up #4
- - Once again, the enemies will be gone after the events here.
- - Ghouls use a bite attack (121) and poison breath (129 + 25% poison)
- at close range (the bite being much more common), and a body slam (121)
- otherwise. They can cast Quick Lv7, which gives them a speed boost, and
- Speed Down.
- - Wizard Eyes spawn Beyelders and cast Lv6 Heal Water (336 HP), Refresh,
- and Anti-Magic. Their attack causes Moogle (25% chance).
- - Chibi Devils attack by throwing a trident and have a fire breath with
- a 50% chance of inflicting burn (left or right directions only). Their
- spells consist of Lv5 Fireball, Explode, and Fire Cocktail (171b).
- - Dark Bats can attack without an ATB charge, but they're fairly passive
- and don't seem to use any magic, so they're nothing to worry about.
- - This is one of the few dungeons in the game where you can get a Mimic
- trap. Unless you can balloon them right away, I suggest you flee. They
- can you turn you into a pulp in no time. Rarely, they'll use Lunatic Lv8.
- - You can minimize damage by controlling the Girl and drawing offensive
- magic to her.
- - This is easily the biggest dungeon so far, although still mostly linear.
- The second floor side paths in the first area lead to the first two orbs.
- The last orb is beyond a door blocked by spikes in the area that's about
- as large as the first area.
- - Your path is blocked by spikes at times, but you can retract these spikes
- by stepping on a switch somewhere. There are three of these ground switches
- in this dungeon, and the first boss is soon after the last one. The second
- boss comes right after the first one, although you *can* technically leave
- the dungeon after the first one.
- [Boss]
- - 1180 HP, 162 ATP, 33 DFP, 81 MDF, 4750 Exp, 648 Lucre, Whip Power Up #4
- - Sub: 425 HP, 40 DFP, 100 MDF
- - Main: Revive Lv5 (85 HP, 10 MP), Rakuban, Stone Prison.
- - Right: Supoito, Thunderbolt Lv5 (171b)
- - Left: Omori Nirami: 130 ATP + 50% Slow. Konran Ring: 75 ATP + 50% Moogle,
- Heal Water Lv5 (342 HP)(on main eye).
- - Taking out both of the sub-eyes is still a bad idea. While the boss won't
- crush you, it'll start spamming its two physical attacks. While they have
- the same ATP, Stone Prison is more concerning, as it puts the character
- on a 6 second time out thanks to the long animation. It's only used if all
- three characters are in front of the eye, but it's kind of hard to avoid
- that, at least with two AI characters. It usually targets whoever is the
- farthest away from the boss.
- [Boss]
- - 2550 HP, 20 DFP, 70 MDF, 5148 Exp, 696 Lucre, Boomerang Power Up #4
- - Attacks: Slash: 141 + 99% Poison Nemuri Ring: 146 + 99% Sleep
- Chew: 146 Drop: 150 + 33% Sleep
- - Magic (Lv4, 174b): Freeze, Supoito
- - His physical attacks are pretty easy to avoid (except for the Ring).
- He spends a lot of time in the air and invulnerable to physicals. This
- is when he uses his spells and Nemuri Ring. Control the Girl and try to
- draw the spells to her while building a charge attack. Even if he doesn't
- switch attack modes, you'll get brief opportunities to deal damage when
- he lowers his guard for a moment.
- - Back in town, visit the resistance hideout, then head for the castle.
- ¤~~~~~~¤ Koutei no Oshiro ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Items: Bosses:
- 1000 Lucre Whip Power Up #5 Metal Mantis
- Axe Power Up #4 Kaze no Taiko Machine Rider 2
- - Once you talk to the emperor, you'll be stuck in the castle until
- you complete the events there. After that, you won't have access to
- the castle anymore, so don't miss any of the chests (3 in total).
- - You'll fight the first boss at the beginning.
- [Boss]
- - 1220 HP, 40 MP, 15 DFP, 95 MDF, 4749 Exp, 1464 L, Glove Power Up #4
- - Attacks: Slash: 138 ATP Scythe Throw: 147 + 99% Sleep
- Fire Beam: 150 + 99% Burn
- - Magic (Lv6, 528b \all): Daiya Missile, Rush (ATP +25% for 80-90s)
- - Fire Beam is pretty easy to avoid, but it does make him invincible.
- - Magic and Scythe Throw are used at long range.
- - Try not to get trapped in any of the nooks.
- - Controlling the Sprite would be ideal, since the Boy and Girl can
- tank more hits. In case you didn't bother with the no damage approach
- with Mantis Ant, you'll want to stay close enough to avoid long range
- attacks and then just evade and attack. Like many other bosses, he
- always attacks after taking damage, so you can easily anticipate his
- attacks.
- - You don't actually have to free the resistance members. The gate will
- open on its own even if you don't open it. They'll be fine.
- - I suggest you get some levels by fighting the Tarmen. They don't hit
- too hard, but they do have a 25% chance to inflict burn and occasionally
- cast Lava Wave Lv4 (171b). They always attack upon spawning and after
- recovering from knockdown. These have no cooldown, but their regular
- attack does.
- - Armor Knights hit pretty hard, but slow. They rarely cast Protect Lv6
- (DFP +3).
- - We got Ninjas. They move fast and attack fast, but tend to idle for
- a moment after recovering from hitstun. Their basic attack is active
- on frame 7, but it's still possible to avoid it if you're fast enough.
- There's also a blind spot on the horizontal plane. They like to cast Lv2
- Flame Saber (ATP +19 + 25% Burn). They also have Quick and Speed Down,
- but you're not likely to see those. They can hide behind a screen, which
- makes them invisible and immune to physicals, but it takes a while before
- they're fully hidden, and they're still vulnerable while only partially
- hidden. They have two other physical attacks, but you don't see them much.
- They can fly through the air sword first a la the Boy's sword power attack
- from SD1 and they can throw shurikens (142 ATP), which has no cooldown.
- Below 78 HP, they'll cast Burst (190b) and self-destruct (or just self-
- destruct if they don't have enough MP). Unless you have 49 Agi, don't
- touch their chest drops.
- - The Ninja is the first enemy that can give you a Shinigami trap, which
- either kills you or leaves you with 1 HP. Occasionally, you might get a
- Shadow Zero, which does nothing, but you still lose the item. This is
- the only trap you can get from new enemies going forward. Unless your
- Agi is high enough or you're willing to cast Detect, just don't bother.
- - Take the door on the opposite side when you reach the castle entrance.
- It leads to a dead end with the other two chests. The middle path from
- the entrance leads to the boss.
- - At the end, there's a switch on the wall you have to hit. A little
- hard to notice.
- [Boss]
- - 1258 HP, 30 MP, 15 DFP, 53 MDF, 6013 Exp, 1500 Lucre, Javelin Power Up #4
- - Attacks:
- Straight Charge: 148 + 33% Sleep Missile: 180 ATP
- Side Charge: 132 + 33% Sleep Hadouhou: 236 ATP (<50% HP)(unavoid.)
- Wavy Charge: 152 + 33% Sleep Quick Lv5 (30-35s)(3 MP)
- - Same deal as last time. He'll use primary actions (on the left) if
- you're aligned, secondary actions (on the right) if you're not. His
- ATB charge is now 4 seconds.
- - You could dodge his charge runs and hit him while he's still in the
- attack animation to avoid counters... or you could just run straight up
- to him and give him a smack with the Girl or Sprite, and he'll likely go
- through you without hitting you. The charge runs can't seem to hit you
- while you're in an attack animation. You could hit him as he's coming at
- you. Do that when you're held back by a knocked out character. You can
- use the Boy as well, but he has to get closer, since his i-frame period
- is a little shorter. Or maybe it's a hitbox thing. Either way.
- - The hit box of the charge runs is in front of him, so if he evades your
- attack when he's in place (and the AI doesn't trigger a counter), you can
- avoid the hit by moving inside his sprite.
- - Once again, you can't really prevent the AI from getting hit, but you
- don't really need them, since the boss has no offensive magic.
- - Side Charge isn't really an attack in itself. He just transitions
- into it from a regular charge after getting hit or after hitting you.
- - You can drop off Truffle at Matango (in the southwest), but this is
- completely optional.
- - Now that you have Flammie, there are some new locations available.
- First, head to the island northeast of Matango.
- - Press L/R while flying to switch the point of view. Press Start to
- access the map and L/R to toggle between the two maps. They both load
- kind of slow, though.
- ¤~~~~~~¤ Golden City ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Shop: Party:
- Battle Suit 30 000 Lucre Lv40-50
- Bara no Leotard 21 000 Lucre
- Duck Helmet 11 250 Lucre
- Dragon Helm 7500 Lucre
- Unicohelm 5625 Lucre
- Lapis no Udewa 8800 Lucre
- Protect Ring 5100 Lucre
- - 3 Battle Suits, Dragon Helm, 2 Duck Helmets, 3 Lapis no Udewas = 146 400 L
- - The Bara no Leotard gives the Girl Poison and Sleep immunity.
- - Talk to the old man on the wall.
- -- Southtown --
- - Talk to Marista to obtain the key to the Golden Tower. You can now
- choose between that and the Palace of Darkness, with the latter being
- the intended next dungeon. There's a spear orb right at the beginning
- of the tower, but you should get that later, since the new spear has
- a sleep effect, which does more harm than good.
- -- Kame no Tou --
- - You'll find this small island south of Kakkara. Talk to one of the
- NPCs to obtain an Amefurashi no Shippo.
- -- Kakkara --
- Item: Moogle Belt
- - Give the tail to the king and you'll obtain the Moogle Belt.
- ¤~~~~~~¤ Mandala ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Shop:
- Mahou no Yoroi 11 500 Lucre
- Circlet 2300 Lucre
- Otyugh Ring 1875 Lucre
- - This place is in the mountains west of Pandora.
- - The Otyugh Ring gives you Poison and Sleep immunity. You should buy
- two or three of those even if you already got the Golden City gear.
- ¤~~~~~~¤ Manten Yama ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- - The entrance to the palace is just outside of town. You can also head
- up the mountain to see Jach, or rather his assistant, but nothing will
- happen there yet. He'll just direct you to your next objective.
- - Blood Pansies cast Lv5 Sleep Flower and, rarely, Supoito (227b).
- - Bomb Bees have a stinger stab (159 ATP + 25% poison) and a stinger
- bomb (153 ATP + 25% burn).
- - Cockatrices can petrify you (25% chance).
- - Okay, this is completely inconsequential, but I thought I'd point it
- out anyway. If you open the ring menu just outside of town, you'll see
- a wooden fence on the north edge of the screen. It actually consists of
- the type of poles you can latch onto with a whip, but they're too far
- away to reach with a whip. Other ranged weapons can reach them, though,
- and hitting them freezes you for a moment as the game checks something,
- but nothing actually happens. I stumbled upon this while searching for
- the fifth Bomb Bee that spawns out of bounds and off-screen (south of
- the second staircase from the left, too far away to reach with anything).
- - Nikita is supposed to appear in the larger area, near Jach's place,
- but he's not a priority object, so he might not even spawn. Either way,
- he's selling the same stuff as they have in Mandala. You might run into
- a bug, where you can talk to an invisible Nikita in some other spot.
- - Another inconsequential thing that may or may not be an oversight: the
- background layer in the larger area isn't positioned consistently. When
- coming in from the south, you can't see the sky at all even at the top,
- whereas when coming out of Jach's place, it's pretty much the opposite,
- as you can't see any ground in the background at all at first.
- ¤~~~~~~¤ Yami no Shinden ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Items: Special: Boss:
- 1000 Lucre Shade Hyuupo Slime
- Glove Power Up #5 Mana Level Up (Lv5)
- Lost & Found:
- Mahou no Yoroi / Gauntlet (Dark Knight)
- - There are a few switches you need to activate to reach the boss. The
- gate at the beginning leads to a room with the Glove orb. Don't forget
- to pick that up later.
- - Dark Knights actually have less HP than Armor Knights, but they're
- faster. They can cast Counter Magic Lv4, but you shouldn't be using
- magic on them anyway.
- - Demon Heads attack with a mouth beam (174 ATP + 60% chibi). They also
- spawn Dark Bats and may cast Lv5 Explode, Lava Wave, or Dark Force (241b).
- - There's a Demon Head that spawns inside the wall on the north side of
- the second area, near the chest with the money.
- - If you want Gauntlets, you have to get them before the boss (the enemies
- will be gone as usual). It's end-game gear, so getting one now would make
- you almost unstoppable. I think I'd recommend against it, but it's your
- call. If you don't have 57 Agi, you have to use Lv3 Detect to disarm the
- trap.
- [Boss]
- - 3470 HP, 218 ATP, 31 DFP, 400 MDF, 8000 Exp, 3000 L, Javelin Power Up #5
- - Magic (Lv5, 259b, infinite MP): Dark Force, Evil Gate, Anti-Magic
- - The boss is a large slime that shrinks as it receives damage. It attacks
- by launching blobs that fall down from above, but they're slow and easy
- to avoid. The attacks can have an added effect of 66% Freeze, 66% Burn,
- 99% Poison, or nothing. The boss randomly changes color between blue,
- red, green, and black, which then defines the added effect. The change
- happens as it attacks (although it could just be the same), but the
- color it had before changing color is what corresponds to the added
- effect. Eg. if the boss changes from blue to red, the attack that was
- launched when the boss went from blue to red has freeze, whereas the
- next attack will have burn.
- - His magic is strong, but with a little luck, he won't use it much.
- If you have the gear from the Golden City, it's not much of a concern.
- - Afterwards, you'll obtain Shade.
- Sprite MP
- Dark Force | 2 | 61b
- Evil Gate | 8 | Dmg = (cHP+mHP)/(2*(10-MLv/n) (1 on bosses)
- Anti-Magic | 4 | Dispel
- ¤~~~~~~¤ Ougon no Tou ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Items: Special: Bosses:
- Spear Power Up #5 Will-o'-Wisp Bio-Chimera
- Axe Power Up #5 Mana Level Up (Lv6) Gorgon Tauros
- - A very short dungeon, but the bosses might give you trouble.
- - The Beast Zombie is a bit more aggressive than the Jackal. They can
- cast Lv7 Acid Storm (252b) and Speed Down.
- [Boss]
- - 1980 HP, 54 DFP, 250 MDF, 9150 Exp, 3840 Lucre, Boomerang Power Up #5
- - Attacks:
- Chew: 248 ATP Moogle Nirami: 210 + 99% Mog (unav.)
- Pinball: 252 ATP + 50% Sleep Acid Bubble: 262 (unavoidable)
- Sky Drop: 259 ATP + 33% Sleep Fireball Lv6: 296b
- - The attacks on the right are used when he's on the platforms.
- - Sleep immunity really helps.
- - A fake death animation occurs when he falls below 1/3 HP. This doesn't
- change his behavior, though.
- - Note that there's a spot at the very south end of the battlefield
- that will reset your charge if you walk on it (it's where the load
- zone would be). Same thing in the next boss.
- - Grab the Axe orb, then return to save. Might want to fly to Nikita's
- place, so you can restock on Jelly.
- [Boss]
- - 2470 HP, 57 DFP, 290 MDF, 9755 Exp, 4800 Lucre, Bow Power Up #5
- - Attacks:
- Punch: 280 ATP / 328 ATP Sekika Gas: 270 + 99% Petrif. (unav.)
- Gore: 308 ATP Smash: 336 + 99% Sleep
- Charge: 328 ATP + 33% Sleep Dash Strike: 346 + 33% Sleep
- - Magic (Lv8): Earthquake (770b \all), Protect (DFP +14)
- - Phase 1: Punch a, Gore, Charge, Smash, Sekika Gas
- - Phase 2 (<50% HP): Punch b, Charge, Smash, Sekika Gas, Dash Strike
- - Likely the toughest boss yet. Try to loop him into using his Charge
- or use charge attacks with the Girl while the Boy is distracting him.
- So long as you have strong gear, you can let the Sprite stay dead, but
- do *not* go solo. Keep the pressure on and don't go too far to avoid
- triggering spells. In a worst case scenario, he'll cast Earthquake
- multiple times in a row. When healing the AI, you may need to distract
- him with your controlled character while the AI is going through the
- healing animation. You may not be able to do that without getting hit,
- but it's still better than triggering magic.
- - Afterwards, you'll obtain Wisp (aka Lumina).
- Girl MP
- Holy Saber | 5 | -
- Tinkle Barrier | 4 | Barrier (max: mHP)
- Saint Beam | 8 | 61b
- ¤~~~~~~¤ Tsuki no Shinden ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Special: Luna, Mana Level Up (Lv7)
- - The Moon Palace is in Kakkara, surrounded by what looks like space.
- Land on the edge of it, then ride the ferry. Inside, find the Crystal
- Orb (just go left from the first Grell) and cast Saint Beam on it.
- You'll then obtain Luna.
- Girl MP Sprite MP
- Rush | 2 | ATP Up & EvaDown Absorb | 1 | 43b, drain MP
- Energy Ball | 2 | Crit (1+MLv hits) Body Change | 5 | Polymorph
- Moon Saber | 3 | Drain Lunatic | 8 | Various effects
- ¤~~~~~~¤ Tasmanica ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Shop: Item:
- Tortoise Mail 14 850 Lucre Sword Power Up #5
- Kin no Bracelet 3750 Lucre
- Royal Jelly 100 Lucre
- - Go see the king, then defeat the Dark Stalker. Afterwards, you'll
- receive a Sword Orb.
- - The shop appears after the events, but it's mostly the same gear as
- what's available in Golden City.
- - The Kin no Bracelet grants immunity to Petrification.
- ¤~~~~~~¤ Manten Yama ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Boss: Shadows
- - Climb Manten Yama near Mandala to meet Sage Joch. Assuming you've
- reached Mana Level 7 (by clearing Yami no Shinden, Ougon no Tou and
- Tsuki no Shinden) and resolved the situation at Tasmanica, you'll be
- instructed to proceed into the cave for a test of courage.
- - You're looking at a single large area full of Grenade Bombs and
- Shapeshifters. The path is mostly linear. Both enemies have high DFP,
- especially the Grenade Bombs, who you can't damage at all without charge
- attacks, criticals, or magic. It's probably best to make a run for it,
- unless you're really stubborn. If you wipe out during the trial, you'll
- respawn at Jach's.
- - Grenade Bombs may start off with Lv7 Counter Magic. They prefer to
- keep some distance and spam Sleep Flower. If you approach them and pin
- them down, they'll cast Burst (382b). If a character is hit with Sleep,
- they'll approach, use Burst, self-destruct, and spawn a Pumpkin Bomb.
- Sometimes they'll produce a dud, though. Better keep the Sleep immunity
- gear on. They don't attack physically. When going through the self-destruct
- sequence, their MP is set to 99.
- - Shapeshifters don't attack at all. They can spawn six different enemies:
- Chaos Sorcerer, Duck General, Beast Zombie, Mimic-kun, Shapeshifter, and
- Rabi. They have no spawn limit. They'll spawn another Shapeshifter if
- there are two empty slots. When they spawn an enemy, they get moved to
- another slot, which resets their HP to max, whether intentional or not.
- Sometimes, they might despawn when they spawn an enemy, in which case
- no empty slot is needed. I doubt it's intentional. Either way, it's not
- that common unless they just spawned another Shapeshifter.
- - Now that you have better armor, Mimics shouldn't be much of an issue.
- You'll most likely get Chaos Sorcerers. While they don't attack you,
- they can spawn Needlions, who can wreck your shit easily. Most likely,
- though, there's no more room for additional spawns, so you should be
- okay. Don't forget to aim at the priest itself (or use ranged weapons).
- If you do end up getting a Needlion, you need to flee or pump them full
- of magic.
- [Boss]
- - 999 HP / 800 HP / 800 HP, 210 ATP, 20 DFP, 999 MDF
- - You don't necessarily have to beat them up. If one of your characters
- dies, the corresponding shadow will die as well. If you go in with any
- dead characters, the corresponding shadow(s) will indeed die immediately.
- If all your characters die, you'll still wipe out, though.
- ¤~~~~~~¤ Daishinden ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Special: Boss:
- Dryad Mega Xorn
- - This place is in the middle of the coral reef northeast of Todo.
- [Boss]
- - 3016 HP, 15 DFP, 97 MDF, 11 050 Exp, 1800 Lucre, Spear Power Up #6
- - A pretty simple boss. He switches between a bipedal and a legless
- form. When switching forms, he flies up and tries to land on you. You
- get hit if you get close (350 ATP), and the only other physical attack
- is the pinball attack (330 ATP) he may use in his legless form. Magic
- is used in the bipedal form.
- - Magic (Lv7): Burst (324b), Counter Magic, Sleep Flower
- - Go check the seed and you'll obtain Dryad.
- Girl MP Sprite MP
- Counter Magic | 6 | Reflect Sleep Flower | 2 | Sleep
- Revive |10 | Revive Burst | 4 | 100b
- ¤~~~~~~¤ Underground City ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Item: Bosses:
- Boomerang Power Up #6 Hydra
- Death Machine
- Lost & Found:
- Mahou no Yoroi / Gauntlet (Dark Knight)
- Pakkun Choco / Gauntlet (Metal Crawler)
- Mahou no Kurumi / Cockatrice Helm (Basilisk)
- Pakkun Choco / Ninja no Kote (Dark Stalker)
- Tenshi no Seihai / Beyelder Ring (Chaos Sorcerer)
- - It's time to head beneath the temple. Note that, although your Mana
- Level shows 0, it's still actually 7.
- - There are a few Shapeshifter here too, so watch out for Needlions.
- - The Metal Crawler is easily the most dangerous enemy around. They can
- easily hit multiple characters with their spinning flying attack (294 ATP
- + 25% Poison). They like to use it twice in a row with no cooldown upon
- first spawning, but subsequent ones feature cooldown. You might not have
- enough space to avoid it, but even if you do, the AI is just meat for the
- grinder, as usual. Besides that, they have a tail smack (294 + 25% Poison)
- and a fire breath (296 ATP + 33% Burn) and can cast Lv6 Counter Magic. You
- might score a Gauntlet from them unintentionally.
- - Metal Scorpios can inflict poison (25% chance) and use Lv4 Protect and
- occasionally Daiya Missile (291b).
- - The only thing Siren Grells do is cast Lv7 Absorb.
- - Garasharamus spawn Metal Crawlers and are quite resilient thanks to
- their high DFP. Use charge attacks or cast something like Daiya Missile
- or Energy Ball. They can also cast Lv6 Silence, Supoito, Freeze, Air Blast,
- and Thunderbolt (372b). Silence is the only thing they use on the Girl
- and the Sprite, and Supoito is only used if they've taken damage.
- - Basilisks have a jump attack (307 ATP) and a petri-breath (280 ATP +
- 25% Petrification). They can also spawn Cockatrices and cast Lv4 Daiya
- Missile, Earthquake (309b), and Speed Down.
- - You'll fight the first boss after getting through the large area with
- the streams. It's a tough one.
- [Boss: Hydra]
- - 3382 HP, 90 DFP, 400 MDF, 12 439 Exp, 3600 Lucre, Whip Power Up #6
- - Attacks: Bite a: 297 ATP Fire Breath: 303 + 99% Burn (all)
- b: 309 ATP + 50% Poison Uzushio: 249 + 50% Sleep (all)
- c: 324 ATP + 50% Sleep
- d: 228 ATP + 99% Sleep
- - Magic (Lv1): Acid Storm (187b \all), Heal Water (374 HP)(<25% HP)
- - As with the previous one, have the AI use charge attacks while you
- (try to) interrupt the bite attacks with regular attacks. Don't let
- the boss push you too far south or you might get pinned down. While
- you don't need to move, you don't want the AI on the north side.
- - Ranged weapons can't hit the boss at all.
- - Acid Storm may deal only 1 pod, but it'll still inflict DFP Down.
- - One of the heads (usually the left one) gets destroyed periodically,
- but it'll quickly grow back.
- - If you had trouble with the boss, head out and restock on supplies.
- - After the first escalator, you'll find a room with four NPCs, including
- Watts and Chris, who can heal your HP. You may need to leave and re-enter
- the room to make Chris spawn.
- - Duck Generals like to throw eggs from a distance and, if you approach
- them, they'll cast Lv5 Explode (315b).
- - Dark Stalker is the second enemy in the ninja family. They have the
- same three attacks, but use shurikens (300 ATP, no cooldown) much more
- frequently. They don't hide behind a screen like the first one, but they
- can move quickly as a shadow. They cast a lot of Lv6 Ice Saber (ATP +25%
- + 33% Freeze), occasionally Anti-Magic and Acid Storm (324b). Don't forget:
- the saber glitch negates the saber's added effect (if any), while making
- the ATP boost last indefinitely.
- - This is where I get a Cockatrice Helm. There's a Basilisk that spawns
- right next to you in the area before the second escalator. The helm grants
- immunity to petrification, which isn't a huge concern, but it's a good
- choice for the Girl. You'll need 65 Agi (Lv60) to avoid the trap. You'll
- likely have to use Detect and, again, it has to be at least Lv3.
- - The subway platform is a good place to score a Ninja no Kote if you're
- interested. It's also one of the less useful rare drops. It grants immunity
- to Slow and Agi +5. You'll need 57 Agi (Lv51) to avoid the trap.
- - The Beyelder Ring is hardly useful (grants immunity to Moogle). If you
- still want it just for your collection, get it from the Chaos Sorcerer at
- the end of the sub. Use ranged weapons to hit them more easily. If they
- spawn a Needlion, you'll want to leave and try again. Even with the rare
- drops, they'll deal pretty heavy damage.
- - Even if you get some of the rare drop gear, maybe hold off on equipping
- it until you reach Mana Holyland to maintain balance.
- - You'll fight the second boss soon after the sub.
- [Boss: Death Machine]
- - 1230 HP, 33 MP, 30 DFP, 282 MDF, 15 555 Exp, 3360 Lucre, Bow Power Up #6
- - The boss wields a chainsaw and only has two attacks: a basic one (367
- ATP + 33% Sleep) and a spin attack (380 ATP + 50% Sleep). Again, they're
- too fast to avoid (or at least the spin is). His ATB charge is about 4
- seconds, but, as always, there are also counters. He's rather slow at
- first, but, once again, gets a speed boost below 50% HP.
- - His HP total may seem rather low, but that's because he likes to cast
- Lv5 Tinkle Barrier (476 HP)(4 MP). He'll gladly re-cast it even if it's
- still fully intact. He may also cast Rush (ATP +25%).
- - Attacks with melee weapons will be blocked unless they hit his back,
- which means you'd have to attack him from behind or hit the back side
- of his sprite from the side. None of that is necessary if you just use
- ranged weapons. Furthermore, if you get blocked in phase 2, something
- weird happens with his hitbox, and it becomes even harder to score hits
- with melee weapons until you manage to land a hit again (whether it's
- melee or ranged). Some charge attacks work well, but it's just simpler
- and easier to use a ranged weapon.
- - Once you emerge, it's safe to leave and save. The landscape has changed
- a bit, so you can take the alternate entrance to the Grand Palace without
- going through the city again.
- ¤~~~~~~¤ Daishinden ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Item: Bosses:
- Sword Power Up #6 Pakkun Dragon
- Lamian Naga
- Machine Rider 3
- Lost & Found:
- Tenshi no Seihai / Resist Ring (Element Sword)
- Mahou no Kurumi / Devil Cap (Hell Magazine)
- - There are 7 Crystal Orbs here, each activated by a different element.
- The orb might despawn because of the Devil Magazine's Chibi Devil spawns,
- but you just have to re-enter the area to get it back.
- - Hellhounds can spawn two Jackals or two Beast Zombies or a mix in
- separate batches. Beyond that, they prefer to keep some distance and
- cast Lv5 Blaze Wall (276b + Burn). Once a character is set ablaze,
- they'll go on the offensive. They rarely attack physically otherwise,
- and even then, it's not the jump attack, so it might not even connect.
- - Gremlins hit pretty hard and throw two forks at a time. They also have
- a frost breath (330 ATP + 25% Freeze), but don't seem to use any magic.
- - Element Swords always start off with Lv2 Stone Saber (ATP +29 + 25%
- Petrify), sometimes Flame Saber (ATP +29 + 25% Burn).
- - Turtlances use a basic spear swing, shell attack, and a car attack
- (left or right only). The last two have no cooldown and have 295 ATP.
- The car attack is always used if their target is in the left or right
- direction. Sometimes they end up stuck with their base ATP (ie. their
- primary weapon) for a while. Not a big difference. They occasionally
- cast Lv5 Moon Saber or Holy Saber (ATP +58). Just like with the Dark
- Stalker, the saber is lost if they use anything other than their basic
- attack, which then triggers the saber bug *unless* they're stuck with
- their primary weapon.
- - The Devil Magazine can spawn Chibi Devils and casts Lv5 Counter Magic,
- Anti-Magic, and Evil Gate.
- - No need to bother with the Devil Cap (Int +5). If you still want it,
- there's a good spot on the second floor.
- - Don't bother with the Resist Ring, either.
- - You can go south from the area with the switch on the wall. This is
- where you find the Sword Orb, but the chest might not spawn or it might
- spawn out of bounds (if you're coming from one of the rooms rather than
- the previous floor). Just keep trying.
- [Boss: Pakkun Dragon]
- - 1215 HP, 6 MP, 565 ATP, 105 DFP, 407 MDF
- - 19 200 Exp, 12 480 Lucre, Javelin Power Up #6
- - The boss is nothing special, his massive attack power aside. Like the
- previous one, he only has one attack and will cast Heal Water (Lv5, 462
- HP) when below 50% HP.
- - You can use the main entrance now.
- - One more time: once you defeat the remaining bosses, you will no longer
- have access to the previous two dungeons.
- [Boss: Lamian Naga]
- - 3465 HP, 69 MP, 81 DFP, 323 MDF, 20 103 Exp, 14 400 L, Whip Power Up #7
- - She just spams Chibikko Nirami (302 ATP + 99% Chibi) and Lv6 Anti-Magic.
- You'll also get hit if you get close (302 ATP).
- [Boss: Mech Rider 3]
- - 4327 HP, 38 MP, 117 DFP, 323 MDF, 21 104 Exp, 16 000 L, Spear Power Up #7
- - Attacks:
- Straight Charge: 315 + 33% Sleep Magic
- Side Charge: 291 + 33% Sleep Hadouhou: 462 ATP
- Wavy Charge: 321 + 33% Sleep Kakusan Hadouhou: 390 ATP (<50% HP)
- - Magic (Lv5): Counter Magic (7x)(6 MP), Quick (3 MP)
- - Again, he uses primary actions (the left ones) when you're aligned and
- secondary actions (the right ones) when you're not aligned.
- - You're not actually likely to see any of his damaging secondary actions.
- He starts off with Counter Magic, resulting in a very unproductive loop,
- as any Quick spells he uses will then be reflected on *you* (if you're
- close enough). A highly aggressive approach will quickly drain his MP
- and, thus, render him quite harmless.
- - If you'd rather not abuse his AI script like that, you can just use the
- same strategies as with the previous ones.
- - Kakusan Hadouhou is weaker than the regular one. Perhaps it was meant
- to hit all characters?
- Shop: \\\ Daishinden ||
- Protector 65 500 Lucre
- Needle Helm 30 000 Lucre
- Gauntlet 37 500 Lucre
- - Afterwards, you'll find Nikita outside the palace. This is the best
- gear you can buy. It grants a total defense of 470. You'll need it.
- - Head to the island east of Todo.
- ¤~~~~~~¤ Mana no Seichi ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Lost & Found:
- Pakkun Choco / Griffin Helm (Griffin Hand)
- Royal Jelly / Dragon Ring (Puchi Poseidon)
- Royal Jelly / Chibi Devil Ring (Ghost)
- Tenshi no Seihai / Beyelder Ring (Chaos Sorcerer)
- Bosses: Party: Lv~70
- Dragon Worm Red Dragon
- White Dragon Thunder Gigas Special:
- Hell Phoenix Blue Dragon Mana Level Up (Lv8)
- - You will no longer have access to this dungeon once you complete the
- events here.
- - There are three shrines here that act as save points. To pass through
- the shrine, you have to defeat a boss nearby.
- - Darth Matangos tend to start off with Lv5 Counter Magic. Besides that,
- they use the same attacks as the Myconid, only they're faster and more
- aggressive.
- - Griffin Hands can hit multiple characters with their flying claw attack,
- but they're pretty easy to stunlock. They can cast Lv6 Silence. Sleep
- Flower, and Balloon, in that order.
- - Needlions have the same attacks as the Molebear. Needle Spin has 504
- ATP + 25% Petrify. It's not too common, though. They can also cast Lv7
- Earthquake (585b).
- - Puchi Poseidons throw three tridents at a time and pretty far, but they
- have such low ATP you don't have to worry about them, not even if they hit
- you with Lv7 Acid Storm (594b). Other enemies will benefit from it, but
- they don't use it much. They also have Heal Water (999 HP) and Ice Saber
- (ATP +1/3), but they only use them on other enemies.
- - Get a Griffin Helm for the Boy. The Dragon Ring isn't really necessary
- (it has no special attributes whatsoever), but if you feel like it, then
- go for it. This is the only time you can get these. The Griffin Hand,
- Puchi Poseidon, and Ghost only appear in this dungeon.
- [Boss: Dragon Worm]
- - 3525 HP, 90 DFP, 474 MDF, 24 290 Exp, 17 460 Lucre, Axe Power Up #7
- - Attacks:
- Regular: 423 ATP Fuusen Ring: 544 + 80% Balloon
- Swallow: 468 + 50% Chibi & Mog Sekika Gas: 549 + 99% Petrify
- Earthquake Lv8: 610b
- - It's hard to avoid contact, but it doesn't really matter. The close
- range attacks will do little to no damage.
- - Ghosts use Lv7 Freeze and Supoito (427b). Lucent Beam takes them out
- in one hit starting from Lv6.
- - I recommend you get at *least* one Chibi Devil Ring. It prevents the
- wearer from being set ablaze (such as from the Hellhound's Blaze Wall).
- Ablaze isn't really dangerous, but it can certainly be annoying. If it
- doesn't bother you that much, then you can settle for just one. In any
- case, the best place to get them is near the first shrine. If you haven't
- got max MP yet, you should probably try to get some of the other drops
- first. Once you do have max, I suggest you keep resetting, so you don't
- have to fly out to rest and restock. Using the walnuts, you can take out
- 36 Ghosts before you have to reset. It's possible for a chest to end up
- out of reach if the Ghost dies when it's outside the boundaries.
- - First shrine.
- [Boss: White Dragon]
- - 2800 HP, 88 DFP, 474 MDF, 26 588 Exp, 18 360 Lucre, Bow Power Up #7
- - Attacks:
- Tail Stab: 605 ATP Fuusen Ring: 409 + 80% Balloon
- Breath Wing: 612 ATP (all) Freeze Breath: 595 + 99% Freeze
- Freeze Lv7: 576b
- - A pretty tough boss if you're not using magic. He's invincible when
- using his special attacks (he doesn't use his normal attack much). He'll
- fly off-screen, then come back and attack. He'll most likely target the
- character you're controlling, so you'll have to switch in order to hit
- him before he's gone. He'll attack again after getting hit. Try to keep
- him still for as long as you can. Don't bother keeping the Sprite alive
- unless he's actually doing a good job tanking.
- - You likely already have some experience with Chaos Sorcerers. They
- spawn Needlions (occasionally Rabis) and cast Lv7 Tinkle Barrier on
- themselves and Protect on others.
- [Boss: Hell Phoenix]
- - 2800 HP, 88 DFP, 474 MDF, 27 784 Exp, 20 400 Lucre, Javelin Power Up #7
- - Attacks:
- Contact: 490 ATP Nemuri Gas: 490 ATP
- High Jump: 616 ATP Chouonpa: 490 ATP
- - Magic (Lv7, 558b): Fireball, Fire Cocktail (ATP Down), Lava Wave
- - Use ranged weapons or hit him in the back like with the previous one.
- - Perhaps the special attacks were meant to inflict ailments?
- - Second shrine.
- [Boss: Red Dragon]
- - 3000 HP, 88 DFP, 474 MDF, 29 000 Exp, 21 800 Lucre, Glove Power Up #6
- - Attacks:
- Tail Stab: 605 ATP Nemuri Ring: 175 + 50% Sleep
- Breath Wing: 612 ATP (all) Fire Breath: 595 + 99% Burn
- Explode Lv7: 558b
- - Use the same approach as with the first dragon.
- - The boss may end up stuck, in which case you can take him out with no
- resistance.
- [Boss: Thunder Gigas]
- - 4462 HP, 90 DFP, 474 MDF, 30 277 Exp, 30 600 Lucre, Sword Power Up #7
- - Attacks: Smash (544 ATP), Dengeki Breath (954 ATP)
- - Magic (Lv7, 562b): Air Blast, Thunderbolt, Silence, Thunder Saber (ATP +1/3)
- - You know the script. Dengeki Breath hurts a lot. Stay close to bait
- him into using Smash instead.
- - Third shrine.
- [Boss: Blue Dragon]
- - 3200 HP, 88 DFP, 474 MDF, 31 570 Exp, 28 560 Lucre, Boomerang Power Up #7
- - Attacks:
- Tail Stab: 605 ATP Konran Ring: 175 + 50% Moogle
- Breath Wing: 612 ATP (all) Dengeki Breath: 595
- Thunderbolt Lv7: 567b
- - Once you proceed past the third shrine, you can never return here.
- - After the events, you can access the final dungeon, the Mana Fortress.
- Just get Flammie close to it and stay still.
- - Spirits will gain SP even after reaching Lv8. Lv8 is special, however.
- Reaching Lv8 only gives you a *chance* of casting the Lv8 version of a
- spell (easily identified in case of offensive magic). Otherwise, the spell
- will still be Lv7. The more SP a spirit has gained after reaching Lv8,
- the more likely you are to trigger the Lv8 version of a spell.
- - If you missed any Sword Orbs, you'll now have all of them.
- ¤~~~~~~¤ Mana no Yousai ¤~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~¤
- Lost & Found:
- Pakkun Choco / Ninja no Kote (Dark Stalker)
- Vampire Manto / Axe Power Up (Satan Head)
- Protector / Bow Power Up (Metal Crab)
- Demon Ring / Spear Power Up (Hell Water)
- Plasma Suit / Javelin Power Up (Metal Beyelder)
- Seirei no Udewa / Glove Power Up (Wolf Fiend)
- Seirei no Manto / Boomerang Power Up (Master Ninja)
- Seirei no Oukan / Whip Power Up (Terminator)
- Bosses:
- Vampire Lord Dark Lich
- Wispo Slime Shinjuu
- - You can't use the Magic Rope here.
- - The final dungeon is no doubt the best place to level up. You can't
- move around very easily, though, because of the obstacles. As such, I'd
- say the best method would be to kill the first Hell Water and not go
- farther than that. Let it divide and keep picking them off with a long
- range weapon (such as the Javelin). You can get 250k in about 10 minutes.
- - Certain enemy spawns are quite elusive thanks to permanent despawns.
- - I recommend you don't bother with the weapon orbs unless you're feeling
- obsessive (or using save states). There are some weapons you shouldn't
- even upgrade to Level 9: the bow, whip, and axe. The first two because
- of a crit bonus, the axe because it has Str +5.
- - If you do get Lv9 weapons, you can potentially gain SP beyond Lv8, but
- Lv9 can never be reached. It maxes out at 8:99. Gaining SP at Lv8 could
- be useful for the Boy (in the final battle), but it does nothing for the
- Girl or Sprite. You can still gain SP at Lv8 if your levels are low enough,
- but they won't stay low enough for long if you keep fighting enemies here.
- Instead, you should take advantage of shared SP. If the Girl and Sprite
- have low weapon skill levels (below Lv6), you use those to get SP for the
- Boy regardless of his level. Again, none of this is in any way necessary,
- but if you're feeling compulsive, then have at it.
- - The armor doesn't offer much of an improvement, but they're all common
- drops, so they're not hard to get. Don't forget about the space limit:
- 11 per type.
- - There's one lone Basilisk in the final dungeon, so it's technically
- still possible to get a Cockatrice Helm. There are also Element Swords
- and Devil Magazines.
- - The Element Swords here can use Thunder Saber, which never happens in
- the Grand Palace. A minor difference.
- - Satan Heads spawn Dark Stalkers and approach quickly to attack with a
- poison breath (99% Poison). They can also cast Lv7 Lava Wave, Dark Force,
- and Explode (603b).
- - Metal Crabs cast Lv7 Holy Saber (ATP +111). They start off using their
- bubble breath (340 ATP + 99% Sleep), but all subsequent attempts at using
- the attack fail, as the move is curiously canceled after 8 frames. Either
- way, they're not likely to harm you because of their low ATP.
- - Hell Waters can cast Lv7 Freeze, Acid Storm, and Supoito (594b).
- - The Wolf Fiend would be formidable, but they waste a lot of time casting
- magic. They use Lv7 Heal Water (548 HP), Rush (ATP +25%), and sometimes
- Moon Saber (ATP +1/3).
- × There's a good spot to farm Wolf Fiends at the northwest end of the
- first interior area. There are just a couple of Hellhounds in the way.
- There's also a little trick that lets you spawn the Wolf Fiend faster.
- When you take the door north from the little dead end room, move to the
- left side first. For whatever reason, this causes the Wolf Fiend to spawn
- right away. If you go through the right side of the door, you'll have
- to move all the way to the left to trigger the spawn. Either way, I hope
- you got those Chibi Devil Rings...
- - The Metal Beyelder casts Lv7 Counter Magic, Sleep Flower, and rarely
- Earthquake (589b). Their eye beam has a 99% chance to mooglify you.
- - You'll fight the first boss when you use the first teleport panel.
- [Boss: Vampire Lord]
- - 4200 HP, 100 DFP, 323 MDF, 35 686 Exp, 22 200 Lucre
- - Attacks: Slash: 549 + 99% Poison Bat Seeker: 616 ATP
- Drop: 581 + 33% Sleep Omori Nirami: 549 + 99% Slow
- Chew: 567 ATP
- - Magic (Lv7, 585b), Freeze, Supoito, Dark Force, Anti-Magic
- - When he's hit and about to counter, stay under one of his arms to bait
- him into using his slash attack, then move away to avoid it just as he
- recovers (14f to hit). If you're in front of him, you'll get the chew
- attack, which is unavoidable. It has a 20f delay, but it doesn't matter.
- He'll grab you from any distance. If you're too far for either of those
- two, he'll do the drop attack. Sprint to avoid it.
- - You'll fight the second boss when you take the teleport in the next area.
- [Boss: Wispo Slime]
- - 5000 HP, 200 DFP, 500 MDF, 37 000 Exp, 26 400 Lucre
- - Magic (Lv7, 585b, infinite MP): Acid Storm, Saint Beam, Burst, Fireball,
- Explode, Freeze, Supoito, Daiya Missile, Earthquake, Air Blast, Thunderbolt
- - A fairly tricky boss. Its defense is high and it keeps getting bigger.
- Eventually, you won't be able to move. If you're using physicals only,
- make sure you get stuck in a position where you can still reach the boss.
- Careful with charge attacks that move you around (eg. Whip Lv8 on x axis).
- - The boss slowly moves towards you while spamming Acid Storm. The other
- spells are only used as counters for the same spell.
- - Avoid attacking during Acid Storm or your hits won't register.
- - The next area is the only area where you'll find Master Ninjas and
- Terminators. After that, you'll reach the area where you fought Machine
- Rider 3. This is the point of no return. If you haven't done so after
- fighting Wispo Slime, leave to save the game.
- - Terminators have high DFP and like to cast Tinkle Barrier, occasionally
- Saint Beam (Lv7, 612b).
- - Master Ninjas can cast Lv7 Stone Saber (ATP +186 + 50% Petrify) and
- Counter Magic. The saber enchantment gives them 744 ATP and makes them
- the most dangerous enemy in the game. The petrification effect is lost
- when they use their shurikens, but, again, the ATP bonus remains. If they
- pull off that saber, you need to be careful. There's a room with three of
- them near the end. Consider using a Lv8 charge attack. If you're doing no
- magic on bosses, you don't want to use too many healing items before the
- final battle.
- [Boss: Dark Lich]
- - 6666 HP, 200 DFP, 423 MDF
- - Attacks: Magic (Lv8, 700b):
- Wave Shock: 703 ATP + 99% Sleep Evil Gate
- Doku Gas: 570 ATP + 99% Poison Dark Force
- Nemuri Gas: 570 ATP + 99% Sleep Anti-Magic
- Fuusen Ring: 570 ATP + 99% Balloon Freeze
- Konran Ring: 570 ATP + 99% Confuse Supoito
- Chibikko Nirami: 570 ATP + 99% Chibi Thunderbolt
- Omori Nirami 570 ATP + 99% Slow Earthquake
- Sekika Beam: 570 ATP + 99% Petrify
- Freeze Beam: 584 ATP + 99% Freeze
- - Thanatos can inflict almost any ailment with his physical attacks,
- but these attacks aren't very powerful (with one exception). Out of his
- spells, Evil Gate is the one that will deal the most damage thanks to
- its unusual formula (maybe 200-300).
- - Every now and then, he'll disappear under the ground and stick his
- hands out to spam the highly dangerous Wave Shock. High level gear can
- protect you from a lot of ailments, but not sleep. The hands can only
- move up and down, so step away towards the side or you'll likely get
- stunlocked to death. If you're unlucky, he'll do a combo where he'll
- immobilize you during the regular phase and then switch phases, so you
- can't get away unless you switch characters.
- - Use a ranged weapon and you can do some damage even during the Wave
- Shock phase, since he'll sometimes stick his head out. Pay attention,
- though, as you can't damage him if it's just a quick peek.
- [Boss: Shinjuu]
- - 9990 HP, 450 DFP, 999 MDF, infinite MP
- - Attacks: Magic (Lv8, 720b):
- Mana Breath: 657 ATP Saint Beam
- Front Dive: 573 ATP Counter Magic
- Side Dive: 564 ATP
- - You'll need to cast Dryad's Mana magic to resurrect the Mana Sword.
- The Mana Sword has an ATP of 127 and Str +5. With 99 Str, you'll get
- an ATP of 226. That alone isn't enough to cut past the final boss's
- defense. However, the Mana Sword also comes with an ATP multiplier bonus
- determined by the Boy's weapon SP and skill levels. Specifically, the
- bonus is (combined current SP)/100 + (combined weapon skill levels)/8.
- If you haven't used a wide enough range of weapons throughout the game
- or don't happen to have a bunch of high current SP values, you may not
- be able to damage the boss properly.
- - Eg. if you have all weapon skills at Lv6, you'll get a multiplier of
- 4 (1 + 6/2), giving you 904 ATP. You'll be doing 500-550 pod per hit.
- A 4,5 multiplier would be enough to get you to max ATP (999).
- - If you've made it this far without using magic in bosses, it's time
- to make an exception. You are explicitly meant to use the Mana magic
- in this fight, and while it's not technically necessary, there's no way
- you can take out the boss (legitimately) without magic of *some* kind.
- - Both the Girl's and the Sprite's Mana magic has to be active to unseal
- the Mana Sword. They both have their individual timers calculated the
- same way as the timers for other support magic. At Lv0 and with Lv90+
- characters, the spell lasts about 30 seconds, but it already starts
- counting down when the spell hits (the animation is about 9 seconds).
- Each level above 0 gives you about 9 seconds more time (less at lower
- levels). Lv0 is enough, though, so long as you time it right and cast
- the two spells simultaneously.
- - The final boss follows a strict pattern of: Mana Breath, Front Dive,
- magic phase, Side Dive, repeat. You can only hit the boss during the
- magic phase, a 28 second window. Cast Mana magic either before Front
- Dive or right after it. So long as you still have a good supply of
- healing items, you should be fine. Have the other two characters use
- Lv8 charge attacks. It's not much, but it's still something.
- End of file.
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