=========================================================================
********** PHANTASY STAR ONLINE EPISODES I & II: FAQ/WALKTHRU ***********
=========================================================================
Gamecube Online RPG; released 2003 UK
FAQ/WALKTHRU (Version 1.0) 25/07/2003
Author - falsehead (Sophie Cheshire). Contact me at falsehead@aol.com
Copyright stuff; this is (c) Sophie Cheshire. If you wish to use this FAQ on
your website, feel free to do so under the following conditions. a) You email
me first and let me know where it will be appearing and b) you do not alter the
content in anyway (if you need to change the formatting slightly for display
purposes that's OK).
This guide may NOT be used as part of a restricted Pay-to-Enter website or in
print unless you are prepared to pay me for its inclusion.
If I find out that any part of this FAQ has been lifted and used without credit
to me, especially if you use it to earn money, then I will be annoyed. I didn't
type all this up for the good of my health you know.
========================================================================
********************************* CONTENTS *****************************
========================================================================
1) INTRODUCTION/REVISION HISTORY
2) THE BASICS
a) Creating a Character
b) Character Types
c) Section ID/Section ID calculator
d) Game Basics
3) GAME WALKTHRU - EPISODE ONE
a) FOREST
i) Hunters Guild Quests
ii) Defeating the Dragon/Sil Dragon
b) CAVES
i) Hunters Guild Quests
ii) Defeating Del Rol Le
c) MINES
i) Hunters Guild Quests
ii) Defeating Vol Opt
d) RUINS
i) Hunters Guild Quests
ii) Defeating Dark Falz
4) GAME WALKTHRU - EPISODE TWO
a) VR TEMPLE
i) General Strategy
ii) Defeating Barba Ray
b) VR SPACESHIP
i) General Strategy
ii) Defeating Gol Dragon
c) CENTRAL CONTROL AREA
i) Beach
ii) Jungle
iii) Mountain
iv) Defeating Gal Gryphon
d) SEABED
i) Upper Level and Lower Levels
ii) Seabed Boss - Olga Flow
5) BATTLE MODE
a) The Rules
b) Basic Info
c) Strategy
- Hunter
- Ranger
- Force
6) CHALLENGE MODE
a) Stages
b) Strategy
c) Rankings and Prizes
7) MAGS
a) Normal Mag Types
b) Raising Mags/Photon Blasts
c) Special Mags and Mag Cells
d) Mag Abilities Chart
8) WEAPONS AND EQUIPMENT
a) Weapons
b) Shields
c) Armour
d) Armour Slot Items
e) Weapons Side Quests
f) Amplifiers, Barriers and Merges
g) Photon Drops
9) TECHNIQUES
a) Simple
b) Normal
c) Hard
d) Healing
e) Support
10) ENEMY LIST
a) Forest
b) Caves
c) Mines
d) Ruins
e) VR Temple
f) VR Spaceship
g) Central Control Area
h) Seabed
i) Rare Creatures
11) ULTIMATE MODE STRATEGIES
a) General Strategies
b) Force
c) Ranger
d) Hunter
12) FAQ
a) General FAQ
b) Dreamcast Veterans FAQ
13) THE STORY OF PHANTASY STAR ONLINE
a) Episode 1 - Messages from Rico
b) Episode 2 - Conversations with Elly
=========================================================================
*************************** 1) INTRODUCTION *****************************
=========================================================================
INTRODUCTION - Well after spending much of 2002 playing and writing up a FAQ on
PSO ver. 2 for the DC, it was inevitable that I would turn my attention to PSO
Ep I & II when it finally arrived in the UK. And so I now present my
FAQ/Walkthrough for the latest incarnation of Segas online masterpiece. Some of
this guide may seem familiar; basically I have taken the relevant information
from my DC guide, rewritten it where necessary and used that as a basis for the
Episode One walkthrough and my guides to Challenge and Battle Mode. The
Weapons and Enemy listings have also been taken from that guide, but obviously
I have added lots of new information and all the new Episode 2 enemies and of
course a full guide to Episode 2.
Regarding items and weapons etc. There are literally hundreds of weapons,
items and armourments in PSO Ep I and II. All the items available in the DC
version are present and many more new ones added. I would welcome submissions
from readers of any rares you come across that I have not listed. If you can
send in the stats, description, your section ID and where you found it, I will
list it in the FAQ along with your name if you so wish! I want to try and make
this guide as comprehensive as possible, so I also welcome any strategies for
any character types in Battle/Challenge, against Bosses and in Ultimate Mode.
Especially for Episode 2. Contributions to the usual address and please mark
them PSO related or they will be overlooked. Enjoy the FAQ!
***********************************************************************
Credits: in writing this massive guide several sources have proved invaluable
for checking my findings against. If you don't find answers here check out
either of these two fantastic PSO sites.
www.pso-world.com
www.mamak.com
And also props to www.camineet.com for allowing the use of their script from
PSO Ep I at the end of this guide.
***********************************************************************
REVISIONS - (25/07/2003) Version One. This guide covers all of the offline
adventure for both Episode I & II. It also covers all character types in
detail with strategy for Battle, Challenge and Ultimate Mode.
There is a fairly comprehensive item/armour/weapon listing contained here, but
all genuine submissions of new finds are more than welcome for future addition.
Future updates will hopefully contain guides to download quests if Sega ever
gets around to offering them to online players and more detailed walkthroughs
for online only quests.
Currently I am not available for online play, but as soon as I am, I will post
it in an update along with my character names and times most likely to be
online. Before that though, it's not worth emailing me about it, I'll only
forget =)
=========================================================================
***************************** 2) THE BASICS *****************************
=========================================================================
The first thing you need to do upon beginning the game is create a character
based on one of twelve different classes. You use the colour pallets and
proportion tweaker to create a unique online identity. For those new to the
game here is a guide to the relative strengths and weaknesses of each type.
-------------------------------------------------------------------------
a) CREATING A CHARACTER
-------------------------------------------------------------------------
The most important part of any game of this type is creating a character that
you will feel comfortable playing as for long periods of time. PSO offers
three "races" and three job types, which combine to offer twelve character
types
to choose from. Each has their own strengths and weaknesses and like me you'll
probably start off trying several before settling with one or two characters
you really want to build up. You can save up to four characters to your
Gamecube memory card.
The races are as follows:
HUMAN - These are the basic "good all-round" characters. They can use magic
(techniques) and have well-rounded stat growth. They also come in all three
job flavours.
NEWMAN - These are more magic orientated characters. They tend to lack
physical power but have excellent mental faculties and good defence and can use
techniques to devastating effect. Newmans can regenerate TP if they stand
still.
ANDROIDS - These can't use any magic techniques at all, but compensate with the
ability to spot and set traps. They are also immune to poison and paralysis
(though can suffer "shock paralysis" from Zonde techs). They have high
attack power and HP and will regenerate lost HP while standing still.
The jobs are as follows:
HUNTER - Excel in close range combat. Experts in hand-to-hand combat, they can
also use pistols and techniques to add long range attacks. This is a good
class to start out in if you are new to the game. All four are physically
strong and powerful and you can make headway quickly early on in the game.
Later on though things become more challenging. The two android classes lack
of techs means they have to get up close and personal with some very powerful
enemies and can't take them down in crowds easily. HUmars can keep themselves
healed, but can be disadvantaged by the low level they max out techs at.
HUnewearls have it
easier at higher levels as they can cast defence and attack raising magic and
use attack techs to a high level.
RANGERS - The most accurate fighters in the game. Rangers provide support with
a range of high-powered rifles and pistols. Rangers excellent accuracy means
you'll rarely miss an enemy at lower levels and the long range ability coupled
with a lot of power makes the android Rangers effective. Unlike the android
Hunters in higher difficulties they can clear rooms from a distance with
powerful Shotguns. The human rangers also benefit from having attack
techniques with the RAmarl having more tech power than a RAmar, but less
strength and defence. Rangers stay pretty effective at all levels of play.
FORCE - masters of techniques, Force characters can learn magic up to the
highest levels. Can heal, cast support magic and powerful offensive spells.
Forces are a good choice for a more experienced player. They can be tricky to
keep healthy at lower levels especially when you are playing on your own. But
as they level up the awesome power of their tech abilities become apparent.
All Forces can learn all techs to their maximum level. Each Force is more
efficient with a few types of tech than others. Eg. FOmars will do about a
third as much damage again with Gifoie, but be less effective with say Rabarta.
FOmars and FOnewms have the most physical defence and attack power, so can hold
their own if need be with melee weapons. FOmars and FOnewearls compensate for
low attack, health and defence with superior casting speeds and higher mental
strength.
The twelve character types that result are listed below, along with the
approximant maximum stats each type can achieve. There is no real "best"
type; each one suits a certain style of play. For example playing as an
Android means you don't have to watch your step checking for traps, but in the
harder modes offline the inability to cast offence/defence raising magic can
slow you down a lot.
Playing as a Force means you have access to tremendous magic power, but the
lack of Hit Points can be unnerving when monsters can lay you out in one blow.
If you like to play it safe rather than getting stuck in up close then you may
prefer a Ranger, being able to blow things away from a great distance.
Whatever you choose, remember the dynamic of your character can change a great
deal from online to offline. Whereas offline your android may struggle from
lack of heal and stat raising magic, online with a Human or Newman in tow you
can get stuck in! For them having you get up close and personal means they can
stay out of physical danger and concentrate on using magic without having to
keep running away! That's an oversimplification, but it's worth bearing in
mind
if you feel you are getting nowhere with the game offline. I know I found the
whole PSO experience falling into place when I finally got online and became
part of a team.
When you create character, it doesn't matter how large or small they are, they
will still do the same damage etc. Creating an itty bitty Hunewearl and seeing
her wield a gigantic sword is always good comedy! It also pains me to say
this, but no matter what sex you are in real life, if you create a female
character, you WILL get chatted up in the online lobbies. Especially if you
have a Hunewearl character. It can be quite funny, but also annoying as well,
so be warned.
------------------------------------------------------------------------
b) CHARACTER TYPES
------------------------------------------------------------------------
a) HUcast - Hunter + Android + Male
My own personal favourite type, they look cool and kickass! Hucast's have the
highest attacking power of all the characters. They can use no techniques, but
can use a variety of different weapons. They excel with close combat ones
though. Pure brawler, a HUcast is for those of us who can't be bothered with
techs or tactics, I raised my DC HUcast (falsehead) to stupidly high levels,
and have recreated him for this Cube adventure. It's nice not to have to worry
about spotting traps or worrying about poison and paralysis, an advantage all
four androids share. With a HUcast you need to get yourself in the thick of a
fight straight away and not be afraid to take a few hits, you're the toughest,
you can take it!
Approx Max Stats
HP: 2012
TP: 0
ATP: 1611
DFP: 601
MST: 0
ATA: 191
EVP: 818
LUCK: 100
Weapons: Sabre, Sword, Partisan, Dagger, Mechgun, Handgun, Slicer, Claws
Traps: One new Damage trap every 11 levels
One new Freeze Trap every 7 levels
One new Confuse Trap every 7 levels
--------------------------------------------------------------------------
b) HUcaseal - Hunter + Android + Female
A female version of the HUcast. She hasn't quite the power of a HUcast, but has
amazing speed and a high evasion rate to compensate. She also has the highest
accuracy of all the Hunters. Fit this speed demon out with a pair of daggers or
a claw and you have a whirlwind of close combat viciousness that can't be
matched by any other character!
Approx Max Stats
HP: 1700
TP: 0
ATP: 1350
DFP: 550
MST: 0
ATA: 231
EVP: 870
LUCK: 100
Weapons: Sabre, Sword, Partisan, Dagger, Mechgun, Handgun, Slicer, Claws
Traps: One new Damage trap every 9 levels
One new Freeze Trap every 10 levels
One new Confuse Trap every 10 levels
--------------------------------------------------------------------------
c) HUmar - Hunter + Human + Male
The HUmar is probably the best character for beginners to use. They can use
close combat weapons, pistols and can learn techniques. I had a rather nifty
HUmar called Bradley whom I grew fond of in the DC version and used him a lot.
I tended to rely less on offensive techs, concentrating more on healing and
melee fighting. At the highest levels though they can suffer from being
"jack-of-all-trades, master of none", so skill is needed to get the best from
them at all points of their development.
Approx Max Stats
HP: 1670
TP: 912
ATP: 1404
DFP: 506
MST: 713
ATA: 161
EVP: 702
LUCK: 100
Weapons: Sabre, Sword, Partisan, Dagger, Mechgun, Handgun, Slicer, Fists
Techniques: All Foie, Barta and Zonde based techs to level 15
Jellen and Zalure techs to level 15
Resta to level 15
Anti to level 3
CANNOT LEARN - Deband, Shifta, Grants, Megid and Reverser
--------------------------------------------------------------------------
d) HUnewearl - Hunter + Newman + Female
Higher technique points and good offensive technique skills, low on HP though.
I have never used a Hunewearl character in my PSO gaming history, but I know
from bitter experience that they are great favourites in Battle Mode. Back in
the DC era, many of the top battlers used Hunewearls as their combination of
superior offensive techniques, speed and physical strength gave them a big
advantage over practically every other character type at higher levels. You
need to put the hours in to make a Hunewarl a formidable fighter though so they
are less popular for challenge mode.
Approx Max Stats
HP: 1558
TP: 1185
ATP: 1350
DFP: 433
MST: 986
ATA: 164
EVP: 799
LUCK: 100
Weapons: Sabre, Sword, Partisan, Dagger, Mechgun, Handgun, Slicer, Fists
Techniques: All Foie, Barta and Zonde based techs to level 20
Deband, Shifta, Jellen and Zalure techs to level 20
Resta to level 20
Anti to level 5
CANNOT LEARN - Grants, Megid and Reverser
--------------------------------------------------------------------------
e) RAmar - Ranger + Human + Male
Another balanced character type. Can use all guns and a variety of attack and
defensive orientated techniques. Like the HUmar you are probably best off using
your tech abilities for healing and support and relying on your bloody big guns
to cause damage! Unlike HUmars, RAmars can use Deband/Shifta, but they can't
learn Jellen/Zalure. They don't learn techs to as high a level as a RAmarl
though, maxing them out at level 15.
Approx Max Stats
HP: 1770
TP: 955
ATP: 1137
DFP: 531
MST: 756
ATA: 210
EVP: 737
LUCK: 100
Weapons: Sabre, Partisan, Slicer, Handgun, Mechgun, Rifle, Shotgun
Techniques: All Foie, Barta and Zonde based techs to level 15
Deband, Shifta techs to level 15
Resta to level 15
Anti to level 3
CANNOT LEARN - Jellen, Zalure, Grants, Megid and Reverser
--------------------------------------------------------------------------
f) RAmarl Ranger + Human + Female
A female RAmar, she lacks physical strength but her tech abilities are far
superior. I am actually impressed with this class, more than I thought I would
be. My RAmarl (susan) kicks serious ass, proficient with both really big guns
and techniques as long as she stays out of slashing range she can totally
dominate a room! The key is to keep her out of serious physical danger as she
lacks defence and HP so a few swipes can see her dead frighteningly quickly.
However she can use all techs bar Grants, Megid and Reverser up to level 20 and
Anti up to level 5 making her formidable at higher levels when you have some
decent armour to keep protected. And I find the daft costume (mmm, pedal
pushers and pixie boots!) to be the icing on the cake =P
Approx Max Stats
HP: 1450
TP: 1300
ATP: 1037
DFP: 501
MST: 1000
ATA: 241
EVP: 850
LUCK: 100
Weapons: Sabre, Partisan, Slicer, Handgun, Mechgun, Rifle, Shotgun
Techniques: All Foie, Barta and Zonde based techs to level 20
Deband, Shifta, Jellen and Zalure techs to level 20
Resta to level 20
Anti to level 5
CANNOT LEARN - Grants, Megid and Reverser
--------------------------------------------------------------------------
g) RAcast - Ranger + Android + Male
Excellent attack accuracy and power. Can use all guns but no techniques. Once
again the accuracy of the Ranger class makes them a great choice from the off
and the RAcast benefits from the best ATP of the ranger class. I actually like
playing my RAcast (Marvin) like a reverse Hunter, often using melee weapons to
back up my firepower. Some people get sniffy about Rangers getting into melee
combat, but like the RAmar, the RAcast has the power to pull it off to some
extent as he can soak up damage reasonably well, unlike the RAmarl and inflict
more damage than the RAcasceal.
Approx Max Stats
HP: 2214
TP: 0
ATP: 1267
DFP: 606
MST: 0
ATA: 222
EVP: 751
LUCK: 100
Weapons: Sabre, Partisan, Slicer, Handgun, Mechgun, Rifle, Shotgun
Traps: One new Damage trap every 7 levels
One new Freeze Trap every 9 levels
One new Confuse Trap every 11 levels
--------------------------------------------------------------------------
h) RAcaseal - Ranger + Android + Female
Has the best defence of the Rangers and although attack power is lower than the
RAcast, she has higher evasion. Another class I haven't personally used much,
but one that has some hard-core fans, of all the Rangers, she has the best
defence and evasion. Although some pass her over as being less powerful than
the RAcast and less accurate than the RAmar she is still a worthy choice as she
can take the knocks best and still pump out the bullets with extreme accuracy.
Approx Max Stats
HP: 2140
TP: 0
ATP: 1214
DFP: 558
MST: 0
ATA: 230
EVP: 830
LUCK: 100
Weapons: Sabre, Partisan, Slicer, Handgun, Mechgun, Rifle, Shotgun
Traps: One new Damage trap every 7 levels
One new Freeze Trap every 11 levels
One new Confuse Trap every 9 levels
--------------------------------------------------------------------------
i) FOmarl - Force + Human + Female
The most balanced of the Forces. Has the most HP and good defence. Like most
of the Human type chars with a FOmarl you are getting a character that has a
good balance of offence and defence without excelling in one area to the
detriment of others. I haven't much experience with Fomarls, but most FOmarl
players I have met online tend to play them fairly defensively, using techs to
protect the team rather than attack. The extra ranges effects for resta,
deband and anti means they can pretty much reach everyone in the room fairly
early on.
Approx Max Stats
HP: 1469
TP: 2209
ATP: 865
DFP: 480
MST: 1274
ATA: 158
EVP: 616
LUCK: 100
Weapons: Sabre, Handgun, Mechgun, Slicer, Wand, Cane, Rod
Techniques: All techniques to maximum levels.
Grants hits for half as much damage again
Deband, Resta and Anti have 2x range
--------------------------------------------------------------------------
j) FOmar - Force + Human + Female
A challenging character type. Very low in health and defence, but has
phenomenal casting speed and this speed allows for good melee combat skills.
But you have to be VERY good to survive with this character class going
toe-to-toe with a Hunter. Male characters tech casting speed is considerably
improved if they are unarmed, so if you are using your Fomar for magic, best to
dequip your weapon.
Approx Max Stats
HP: 1195
TP: 2100
ATP: 810
DFP: 400
MST: 1340
ATA: 160
EVP: 640
LUCK: 100
Weapons: Sabre, Handgun, Mechgun, Slicer, Wand, Cane, Rod
Techniques: All techniques to maximum levels.
Grants, Gifoie, Gizonde and Gibarta all hit for an extra third
Shifta and Deband have a 2x range
--------------------------------------------------------------------------
k) FOnewm - Force + Human
Has the best defence of all the Forces. Fonewms back an offensive punch with
their offensive techniques, all the Gi and Ra techs doing extra damage. With
the best defence of the forces he can take a few hits in combat and like the
FOmar his casting speed will be increased if he is bare-handed.
Approx Max Stats
HP: 1431
TP: 2430
ATP: 735
DFP: 490
MST: 1421
ATA: 141
EVP: 637
LUCK: 100
Weapons: Sabre, Handgun, Mechgun, Slicer Wand, Cane, Rod
Techniques: All techniques to maximum levels.
Gifoie/Barta/Zonde and Rafoie/Barta/Zonde hit for an extra third
--------------------------------------------------------------------------
l) FOnewearl - Force + Newman
Physically the weakest character in the game but counters that with having the
most powerful level of mental strength. These little ladies are pure, naked
tech power. As soon as you can find frames with at least two slots in, pump up
that pitiful defence and HP with plug-ins. Her MST rises so dramatically you
don't really need to boost it even at lower levels, however if you have a four
slot frame and manage to find a God/Mind that's about the only MST booster
worth sacrificing a defensive slot item for. I really only equip Canes etc if
they give a good MST boost, it's rare I have her strike out physically. If you
can keep her away from up close physical danger, you have a formidable fighter
who can lay out whole rooms with techniques even at low levels. This is
another class I enjoy playing with a lot as it is almost completely opposite to
my fave class the HUcast and that helps keep the game fresh =)
Approx Max Stats
HP: 1398
TP: 2709
ATP: 579
DFP: 401
MST: 1607
ATA: 148
EVP: 688
LUCK: 100
Weapons: Sabre, Handgun, Mechgun, Wand, Cane, Rod
Techniques: All techniques to maximum levels.
Foie, Zonde and Barta hit for an extra third damage
Resta and Anti have a 2x range
--------------------------------------------------------------------------
c) SECTION ID and SECTION ID CALCULATOR
--------------------------------------------------------------------------
Once you have named your character you will be assigned one of ten section
ID's. These ID's dictate several things in the game. First of all the layouts
of the levels can be sightly different across each section ID, mags will evolve
differently and most importantly the ID dictates which Special Weapons and Rare
items you will come across. Each ID tends to have a bias for finding certain
general weapon types, and there are some weapons that will not be available at
all on your section ID. This is to encourage trading amongst characters.
The sections IDs can also be split into Type A and Type B, this is more
relevant to mag evolutions and is covered in more detail in that section.
Type A
VIRIDIA, SKYLY, PURPLENUM, REDRIA, YELLOWBOZE
Type B
GREENILL, BLUEFULL, PINKAL, ORAN, WHITILL
Very basically this is a list of what weapons are most common on each ID.
VIRIDIA - Shotguns and Partisans
SKYLY - Swords and Rifles
PURPLENUM - Mechguns
REDRIA - A good chance of all types and good for armour as well.
YELLOWBOZE - Similar to Redria, with meseta being more plentiful rather than
Armour
GREENNILL - Rifles and Daggers
BLUEFULL - Partisans and Rods
PINKAL - All Force weapons and Technique discs
ORAN - Daggers and Wands
WHITHILL - Slicers and Mechguns
Don't get too hung up on this though. For example my HUcast is a PINKAL, he
find plenty of canes he can't use sure, but he has also found more Twin Blades
than any of my other characters as well. In the same vein, my PURPLNUM RAmarl
is always tripping over H&25 Justice's etc, but also gets some nice rare
plug-in's and Tech Discs. The best strategy is to go with the name you like
and run a few characters across different IDS. Then if you are offline only
you can still have fun trading items amongst yourself!
The section ID is calculated using the letters in the characters name, upper
and lower case letters, as well as blank spaces can affect the outcome. For
example I named my RAmarl Susan with a capital S and got the SKYLY ID. I then
scrapped her and renamed her susan with a lowercase s and she became PURPLENUM.
There are section ID calculators available at pso-world.com.
But if you want to do it your self here is how to do it. Each letter and
character has a number assigned to it. By adding up the numbers that make your
name you will get a two digit number. The second number is the one that gives
you your section ID.
A=5 K=5 U=5 d=0 n=0 x=0 7=4 $=6 <=0 _=5
B=6 L=6 V=6 e=1 o=1 y=1 8=5 %=7 >=2 ^=4
C=7 M=7 W=7 f=2 p=2 z=2 9=6 ^=8 :=8 |=5
D=8 N=8 X=8 g=3 q=3 0=7 '=9 ;=9 ~=6
E=9 O=9 Y=9 h=4 r=4 1=8 (=0 +=3 ?=3
F=0 P=0 Z=0 i=5 s=5 2=9 )=1 ==1 @=4 Any spaces have a value of 2
G=1 Q=1 j=6 t=6 3=0 *=2 -=5 [=1
H=2 R=2 a=7 k=7 u=7 4=1 !=3 ,=4 ]=3
I=3 S=3 b=8 l=8 v=8 5=2 "=4 .=6 {=3
J=4 T=4 c=9 m=9 w=9 6=3 #=5 /=7 }=4
So to give you an example take my HUcast falsehead
f + a + l + s + e + h + e + a + d
2 + 7 + 8 + 5 + 1 + 4 + 1 + 7 + 0 = 35
The final digit is 5 which gives you your section ID.
VIRIDIA = 0
GREENILL = 1
SKYLY = 2
BLUEFULL = 3
PURPLENUM = 4
PINKAL = 5
REDRIA = 6
ORAN = 7
YELLOWBOZE = 8
WHITILL = 9
So that makes my falsehead HUcast a PINKAL. This is more of a Force ID, so if
I wanted to change the ID without changing the name I could try capitalising
the F or adding spaces to the end which have a value of 2 each.
--------------------------------------------------------------------------
d) GAME BASICS
--------------------------------------------------------------------------
When writing the following walkthrough, you should bear in mind that I have
mostly played as Hunter characters in the past. Currently playing through with
a RAmarl (susan), HUcast (falsehead), FOnewearl (Shirley) and a RAcast
(Marvin). This plus my previous observations of other players online in the DC
era have hopefully provided a balanced guide to playing, whatever character you
choose to play as.
The first thing you need to think about is which Episode to begin with. For
those new to the game I recommend you play Episode One first, it will make
events in Episode 2 make more sense and it also eases you into the action
gently. If you have played PSO before on the DC the temptation is to skip over
to Episode 2 straight away. However, I would recommend spending time
revisiting Episode 1 to level up in as the difficulty curve of Version 2 is
much steeper. There is no penalty for switching between the two Episodes, so
you can keep things fresh if you are a more experienced DC era player.
When you begin a game of PSO you will have quests available to complete at the
Hunters Guild in PSO Episode 1. Completing certain missions will unlock new
ones. You don't actually have to do any of the missions, but it is highly
recommended that you do so as they help you gain valuable experience, and break
up the monotony of replaying the four areas until you have levelled up enough
to progress.
With this in mind I have laid out this guide with quest walkthroughs for each
area, the final part of each section guide is advice on killing that Boss
character so you can unlock the next area, this include Boss tactics per
difficulty mode. I have noticed a certain "randomisation" in map layouts as
well, which is why the guides are not detailed room-by-room walkthroughs (I got
very lost following one in a DC PSO version 1 FAQ, when I realised I had
actually started in a different position to the author).
In fact most quests are very simple, you must progress to a point decreed by
your Employer. On the way you must unlock rooms by either clearing them of all
enemies or activating buttons or switches in nearby rooms. The Area map is
your best friend; use it to return to doors and rooms with switches you may
have missed if you find your progression is halted.
Protecting NPC's in the Episode I missions is very important. If you die you
both go back to the medical bay, but if they die, it's mission failed. Most
NPCs can only heal themselves a limited amount of time, so if you are an
android you'll need Star Atomizers on hand to heal them. If you are out of
them warp back to the medical bay and as long as you are not at full health,
you will noth be healed.
You also need to fight some NPC's in a few missions. The common mistake is to
cast Resta on yourself while battling them. DON'T do this; you will cure your
opponent as well. When in combat with an NPC, always cure yourself with mates,
or the fight will never end!
The joy of PSO is in exploring and finding new weapons and items. You can also
use the items you collect to sell on to raise meseta to fund purchases of
things like recovery items. Most weapons and armour you should pick up as you
adventure. I never bought stuff from the weapon or armour shop. But as a keen
Mag raiser (see MAG section) I spent a fortune on items to feed them with.
Make sure you have plenty of telepipes especially when exploring large areas
like the caves and ruins, as you will want to telepipe back to sell up and
stock up many times.
=========================================================================
******************** 3) GAME WALKTHRU - EPISODE ONE *********************
=========================================================================
As you explore the first three areas, you'll come across a strange pillar in
each one. To access the fourth and final area of Episode One you need to have
activated all three, so to save time later do it as you explore early on. The
columns will not appear during the Quests however, only during normal
exploration.
-------------------------------------------------------------------------
a) FOREST
-------------------------------------------------------------------------
As your first area to explore the Forest is straightforward. There are two
sections, with the second half of Forest 2 being accessible only via a warp
pad.
********************** a) HUNTERS GUILD QUESTS *************************
1) BATTLE TRAINING
You are hired to find a data disk and a young hunter called Ash. You should
first talk to Kireek the HUcast by the door, then return and talk to Zid. Now
you both warp down. The purpose of this quest is mainly to give you
instructions in how to battle.
Kireek will explain how to perform combo hits and also how to use the target
colours to decide on the most effective attacks. As you progress, check your
area map and Ash will show up as an arrow. Make your way over and talk to him,
then walk towards the glowing object. Collect the disk and fight off the
wolves then return to Ash. Talk to Kireek and then use the pipe to return to
the ship. Talk to Ash and Zid then claim your reward.
--------------------------------------------------------------------------
2) CLAIMING A STAKE
You are hired to find a man called Racton who has gone down to Ragol. Warp
down to Forest 1 and as you get close by you'll see an arrow appear on you map.
This is Racton. Talk to him and he will only come if you can find three
capsules he has left lying about.
Head up and right to acquire the first capsule, which is, a glittery object
lying on the ground. Go back to the area with Racton in it and go past him and
to the left into the next area. Work you way round until you find the next
capsule.
Finally the last capsule is located by the teleport to Pioneer 2, collect it
and return to Racton. Talk to him, then uses the telepipe to return to the
ship. Talk to his son and claim your reward.
--------------------------------------------------------------------------
3) A MAGNITUDE OF METAL
This quest is designed to introduce you to the concept of Mags and to
introduce a couple of PSO NPC's. First you'll talk to Garon who will tell you
that he has lost a valuable commodity down on Ragol.
Warp down and explore Forest 1 until you come across a pink RAsceal called
Eleanor. Talk to her and answer "I was looking for it". She will now join you
and as you explore she will tell you more about mags (see Mag section for more
details on Mags).
Return to the Pioneer teleport area and you'll see a glittery object on the
ground nearby. Walk up to it and you'll have found the missing Mag. Talk to
Eleanor again, then return to Pioneer 2 and talk to Garon. Visit the Guild
counter to complete the quest.
After completing this mission further ones will open up. Now you can play
"Journalistic Pursuit", "Fake in Yellow", "Native Research"
and "Gran Squall".
--------------------------------------------------------------------------
4) VALUE OF MONEY
This is a quick quest. Basically you must go and persuade a reluctant man not
to spend all his cash on weapons. Go and find him pacing in the shop area.
Answer "I don't understand" and "Because you're a fool". Now return to the
wife talk to her, then return and talk to him. Finally return to the wife and
you can then collect the reward.
(This quest won't appear until you have accessed the Caves)
--------------------------------------------------------------------------
5) JOURNALISTIC PURSUIT
Your mission is to squire about a young journalist called Nol around the Forest
areas without letting her get killed. She is pretty good at keeping her self
healed as long as you don't let her get overwhelmed by monsters.
First make your way through Forest 1, as you go Nol will halt and make
observations. Soon you'll reach a red transporter, which will take you to a
new area, Forest 2. Use it and carry on exploring.
You'll pass an area with a "weather station" in it, Nol will point it out to
you. You can't get across yet as the bridge is out. In the next area a switch
(a red glowing post) can be activated to bring the bridge up. Return to the
weather station and examine it. Walk away from it and Nol will decide its time
to return to Pioneer 2. So use the pipe back and collect the reward.
--------------------------------------------------------------------------
6) THE FAKE IN YELLOW
This is another easy quest. The only enemies you have to face are Rag Rappies.
Warp down and take out all the Rappies, you'll keep coming across one you can
talk to. Each time though he will disappear. Work your way around taking out
the Rappies as you go until finally you will be able to talk to the last rappy
and he won't disappear. Keep talking to him until he reveals himself to be the
Professor you were sent to find.
Now use the pipe but before you claim your reward, pipe back again and you will
see three Rappies staring at a wall. Talk to them and then approach the wall.
A tiny Chao will appear and reward you for finding her by registering the
mini-game "Tiny Chao Garden" to your character.
Now when you return to the Hunters Guild to collect your reward a GBA link up
machine will have appeared and if you can link your GBA up to your cube you can
download and play a Chao mini-game! Finally talk to the lab assistant then
collect your meseta reward.
--------------------------------------------------------------------------
7) NATIVE RESEARCH
Alicia the scientist has hired you to collect data on the five types of
creature that roam the forest area. For this you must visit Forest 1 and 2 and
kill enough of each type within 20 minutes. Basically it works out at about 10
Boomas 9of any type), 8 Savage Wolves, 5 Rag Rappies, 2 Monests and 1
Hildebear.
In Forest 1 you can find the Rag Rappies and Booma's easily. But don't miss
the
Monest that appears in a dead end section with a blue force field. When you
get to Forest 2 you can find the second Monest in one of the small areas off
the big "lakeside" section. Kill everything in the main body of that section
to gain access to the lakeside and you'll meet a Hildebear. Kill that and its
mission complete and handily there is a transporter back to Pioneer 2 nearby.
Talk to Alicia then collect your Reward.
You can now access the new mission "Forest of Sorrow"
--------------------------------------------------------------------------
8) FOREST OF SORROW
Now Alica wants you to take her down to Ragol. Again you should protect her,
but she can heal you if things get bad and keep herself healthy as well.
First take her to Forest 2. Once there lead her to the area with the bridge
and weather station. Go into the next area to activate the bridge and also go
into the small area leading off it where you will find an injured baby
Hildebear (doh, cute!). "Talk" to it and it will disappear.
Now return to the weather station and examine it. Alicia will make some
comments about the animals. Now make your way to the large lakeside area and
make for the area off to the left that usually contains the warp up to the
upper section of Forest 2. You'll be attacked by about six Hildebears, after
you have fought them off, head down to the far end and you'll find the baby
Hildebear again. Alicia will ask you if she should take it back to the ship. It
doesn't matter what you answer, she won't do it. Now return to Pioneer 2, and
collect the reward.
--------------------------------------------------------------------------
9) GRAN SQUALL
This is a fairly straightforward quest. You are contracted to find survivors
of a ship the "Gran Squall". As you progress you will find all is not what it
seems. First make your way through Forest 2 until you find a RAmar called
Bernie. He is found usually in one of the dead end areas. Talk to him and say
you believe the story. He will join you. You need him anyway as soon you will
come to a jammed door and only Bernie can open it.
Warp to Forest 2 and make your way to the warp pad that takes you up to the
raised area. You will face a heavy wave of enemies, but Bernie is pretty tough
and in the early difficulties, quite powerful. Once you have cleared the area
make you way to where the dragon teleport usually is. You'll see a girl lying
unconscious. Bernie says he will take care of it, so use the pipe back to
Pioneer 2 and claim your reward... you'll meet Bernie again.
Once you complete all the Forest Quests and defeat the Dragon, new quest
"Letter from Lionel" becomes available.
--------------------------------------------------------------------------
10) LETTER FROM LIONEL
This is a fairly straightforward quest. Poor old Lionel the android has been
pulled to pieces. It's your job to find all his bits!
After you take the quest, read the clue to where his first bit is in the Quest
Board. His first two bits are actually in two one of the side areas to the
large area in Forest 2. The third is in Forest 1, but only findable after you
find his head, the next part is in the Caves and the final bit is found on
Pioneer 2!
You'll notice when you arrive there that one area stays locked. You need to go
and talk to the RAmar in the area that usually contains a warp up to the raised
area. Now warp up and then down, and you will see a sparkly object. Its
Lionels Head and one arm! You can talk to it now in the Quest board.
His other parts are found in the following places:
1) Talk to Lionel's head and he will say he is in a monsters stomach. Return
to
the previously locked room in Forest 2 and kill the Hildebear/Hidelt that
appears. This will give you one of Lionel's arms.
2) Talk to the arm (cos the face ain't listening.. ahem), and then go and find
the Legs in the River in Forest 1.
3) Return to Forest 2 and go to where the Dragon Warp usually is, this time
you'll warp to Caves 1. Make your way through into Caves 2, Lionel's other leg
is about three rooms in. Talk to Lionel's Leg BEFORE returning to Pioneer 2.
4) Return to Pioneer 2 and find the RAmar up there. Talk to him to get
Lionel's torso. If he is not by the Hunters Guild, go back down to the surface
and talk to Lionel's Bits then return and he should be there.
Now go to the Hunters Guild and talk to the restored Lionel before claiming
your reward!
**************** b) DEFEATING THE DRAGON/SIL DRAGON ********************
Before taking on any boss, drop a telepipe just before the Boss Warp. This
will save time returning to battle if you get killed. Keep dropping one each
time you have to go in and confront it.
DRAGON (Normal/Hard/V.Hard) - This first boss is fairly straightforward and I
was around level 5 (Hunter) when I took him out. Its attack pattern is slow
and predictable. It will land and walk towards the middle of the arena, if you
run around the side of it you will avoid being blasted by its fire breath. It
will then sit itself down so make sure you aren't underneath it or you will get
squashed. The dragon has targets across its body, but you will find its legs
the easiest to attack. (Although its head is the weakest). Get in close and
hack away with your most powerful weapons/techniques (Barta seems to be the
best tech to use). After a minute or so it will rise up and fly into the air,
if you are packing a long-range weapon you can keep hitting it as it rises.
It will dive down under the ground and burrow out from the middle at high
speed; you can track its progress on your radar. Just keep moving and you
should avoid taking a hit. Once it reappears, just repeat the steps above.
You should make sure you stay to the right of the dragon as when it dies it
will topple over to the left and can squish you. Once it is dead walk around
the outside of the area and collect the items from the boxes then use the
teleport to return to Pioneer 2.
Once back you MUST go and talk to the principal, this is the only way to gain
access to the next area, the Caves.
SIL DRAGON (Ultimate) - Although this dragon looks pretty impressive in the new
snowbound arena, its actually virtually identical in tactics to the Dragon. It
moves faster and is tougher obviously but it shouldn't cause you too much
grief. However just watch out for it when it dives under ground. As well as
burrowing out it a straight line, it will also spiral inwards under ground as
well. Also it now has ice breath and can freeze you if you don't avoid its
frontal attacks.
-------------------------------------------------------------------------
b) CAVES
-------------------------------------------------------------------------
The Caves are the largest area in the game. Three large maps to navigate
Around and not as many shortcuts across unlike the Ruins. Plenty of telepipes
are recommended as you get deeper inside. You will also face traps here for
the first time. These take the form of floating mines that can explode in your
face or poison you. Androids can see and target them. Everyone else won't see
them until they are right up close, so Trap Vision is a must. Make sure you
search Caves 2 thoroughly and activate the column, this will save you time
later in the game.
There is one thing to be aware of; on your first time through the Caves it is
likely you will do the Quests in order. However the Ruins quest "Soul of
Steel" has two different endings. To get the "good" ending, you need to leave
two of the caves quests (Waterfall Tears/Black Paper) until after you have done
two Mines Quests (Doc Osto's Research + Unsealed Door). But you can choose to
do this on another difficulty setting if you wish.
The same goes for the quest for the Soul Eater weapon don't do Waterfall Tears
until you have done Doc Osto's Research and Unsealed Door. These also require
these quest to be undertaken in this order. You also can't acquire the Soul
Eater, or see the good ending to Soul of Steel in the same difficulty mode.
(see "Special Weapons Quests" in the Weapons Section)
The key event is whether or not you tell Sue your name in the quest "Doc Osto's
Research". Tell her and you can see the true end of "Soul of Steel", don't
tell her and you can get Soul Eater weapon. Please refer to the weapons side
quests section in the Equipment listings and/or the Soul of Steel quest guide
in the Mines section for full step-by-step details.
********************** a) HUNTERS GUILD QUESTS *************************
1) ADDICTING FOOD
This is a simple quest, but a long one. You have to make your way through the
caves, into Caves 3. Once in caves 3 you need to hunt down the Cake Sisters.
They are found in one of the large (one exit bottom, two exits top) rooms
located on the right side of the map.
This can be a challenging quest as it throws about three times the normal
amount of enemies at you, so its great for leveling up in. However if you are
new to the Caves you may want to play "The Graves Butler" first which is a bit
gentler on a new player.
When you get to Caves three you'll walk into one of the larger rooms and there
are two exits, if you go through one exit it will say "a sweet smell", this
means that is the fastest way to the Cake sisters. You can take the other way
if you like, Caves 3 is more of a "square" shape, with most of the rooms
interlocking via shortcuts. Once you find them, buy a cake off them and return
via a pipe. Talk to the girl and get your reward at the counter.
--------------------------------------------------------------------------
2) THE LOST BRIDE
This is another simple quest, but can become tricky in higher difficulty modes.
You have to chaperone a fat woman called Cicil down into one of Caves 2
waterfall caves. She says she has got fat using recovery items so would like
to get down there without using any.
So you have to keep Cicil out of trouble. She can actually use magic and heal
herself, but if you let her die then its mission failed. Try and let her
sustain as little amount of damage as possible as she may declare the
mission over if she has to heal up too many times. The easiest way is to stay
close to doorways, so she will be out of harms way. It may result in slow
progress, but her health drops alarmingly when surrounded vicious Pal Sharks or
the Lilies on Ultimate difficulties that like to Megid you. If you are a
Hunter, I recommend you get a good long distance weapon. You'll need it!
Once you reach the right cave Cicil will let you know. Just use the pipe to
return and talk to the newly slim Cicil to end the mission and then claim your
reward.
--------------------------------------------------------------------------
3) SECRET DELIVERY
This is a bit more complex than the missions thus far. You are instructed to
find an android who has stopped transmitting or something and input YN-0117.
You have 45 minutes in which to do it. You want to get yourself down to Caves
2 as quickly as possible. In caves 1 you'll meet Bernie again who'll mutter
about another code. To get access to the warp down to caves 2 you need to find
a room with a green arrow in it (an android in an alcove). You can talk to the
androids you find, YN-0117 will have no effect and using the code Bernie gave
you - EM-05, will make them attack. Best leave them alone. However past this
first android you'll find the warp down to Caves 2.
You will spot the missing android in Caves 2 fairly quickly, she is lying
slumped across the water in one of the waterfall rooms and the door that would
appear to lead around to her is locked off by two forcefields.
But to get to her you must access a warp point. If you travel across the
Southwest corner of the map you'll find a maze of small rooms with androids in
and switch rooms off to the sides. Switch all the switches then return to the
room across from where you saw the stricken android. Go through the door and
you'll be able to warp over and get to her.
Input YN-0117 and you'll wake the android up. It's Eleanor! She'll thank you,
then disappear. Use a Pipe to return to Pioneer 2, talk to the scientist and
then claim your meseta!
--------------------------------------------------------------------------
4) THE GRAVES BUTLER
This is a very straightforward Quest and you will have Matha for help (can cast
Foie and Anti). Simply follow the Butlers messages (the lights on the ground)
down into Caves 2. The final message is located in the small circular waterfall
cave. Once its read open the next door and walk into the corridor. Your
companion will decide to finish the mission, so return and claim your reward.
Once you complete all the initial Cave's Quests, new quest "Soul of a
Blacksmith" will open up
--------------------------------------------------------------------------
5) SOUL OF A BLACKSMITH
Basically the blacksmith wants you to bring him three items to make a weapon.
The items are Miwonite, dragons fang and a mineral. Warp down to Forest 1,
you'll find the Miwonite by the river. Carry onto the Dragon Boss. You'll
gain the Dragons Fang when you kill it.
Finally go to the caves. You will find Red mineral in caves 1, Green
mineral in caves 2 and Blue mineral in caves 3. Return to the Blacksmith when
you have the mineral you want and he will make a weapon for you. The further
you travelled for the mineral, the better the weapon.
Getting the Blue mineral is a bit of a chore, but can be worth it. Basically
the blue mineral is located in caves 3 in one of those small circular rooms
that run off from the large greeny oblong rooms. You'll see these rooms are
covered in blue crystals, but to get them to sparkle so you can collect it, it
appears (I am not 100% sure about this) that you need to kill EVERY SINGLE
enemy in the forest, but not the caves. Once done, search both of the small
crystal rooms and one should have sparkly mineral in it.
When you return with the Blue Mineral the Blacksmith will comment that you
found a very rare mineral. So instead of the low-level weapons you get from
the other two you'll get something a bit better. On Normal mode he made a very
nice pair of 4 star Havoc Mechguns with good % on them! Once you have your
weapon, collect your meseta from the guild counter to end the quest.
In Ultimate Mode finding the Blue Mineral will give you the choice of a rare
weapon, choosing Sword will get you a GODHAND, gun will give you SUPPRESSED GUN
and Wand will get you a BLAH. However you can only get one per character,
replaying the quest will only get you a normal weapon once you have one of
those three.
--------------------------------------------------------------------------
6) WATERFALL TEARS
Your mission now is to locate Kroes twin sister a hunter who has gone missing
in the caves. When you beam down two people will attack you. They are weak and
a few hits will take down the first and both will disappear. The next room is
FULL of traps, so make sure you have trap vision. In fact as your quarry Anna
is a trap setter, be prepared for a high number on this quest.
Make your way to caves 2, and check your Area Map. You will see three arrows
on the map. Make you way to the Yellow Arrow and you will find Anna. She will
attack you, so defeat her, talk to her, then take the pipe back for a reward.
Now you can access the quest "Black Paper"
--------------------------------------------------------------------------
7) BLACK PAPER
Kroe has a message for you. She is down in the caves, so read the instructions
on the quest board. She is in the caves room "where I can see a big hall that
looks outside". So make your way down to caves 2. When you reach the small
room with rocks and four exits in it, take the east one. You'll wind up going
north to a small waterfall room. You'll see Kroe, Black Paper and a Hunter.
Krow and Black Paper will run off, so defeat the Hunter then carry onto caves
3.
Check your map and you will see some arrows right ahead. When you reach the
room though they will rush off again. Check your map to see they have moved
eastwards. Work your way around until you reach that room. Here you'll find
Kroe who has defeated Black Paper. Talk to her, then pipe back for the reward.
(If you are having trouble beating the NPCs it's worth remembering that any
beneficial magic you cast on yourself will affect them as well! So DON'T use
Resta etc, you'll heal them as well! Heal using mates or you'll never defeat
them, this goes for Kireek as well in the SOUL EATER side-quest).
************************** b) DEFEATING DE ROL LE *********************
DE ROL LE (Normal/Hard/Very Hard) De Rol Le drove me completely mad when I
first played the game. Fighting him often involves standing around dodging
stuff, until you get a chance to hit him, it's basically a war of attrition.
You will be on a small raft running at speed. De Rol Le takes the form of a
big beetley-snake thing. He will race at speed behind, in front and to the
sides of you. If you have long-range magic and weapons you can target him and
hit him then. When he is front and behind he will put spiky things onto the
raft, which you must destroy before they blow up. As he passes down the sides
he will fire purple gas at you which you should dodge.
After this attack pattern he will beach his head on the raft, so time to take
out your most powerful close range weapon (this is about the only time Hunters
can really be effective against him). Hack away at his head but try and dodge
the antennae he will thrust into you. At higher levels if you are a Hunter, a
good slicer weapon such as one of the DISKA's or a RAPPY's FAN can be effective
targeting him during his run's alongside the raft. In the earlier difficulties
though your low accuracy probably makes attacking with one pointless. Rangers
can use Rifles and Shots, Forces should use Foie attacks if they have the
range.
Then the lights will go out and he will float above you pummelling you with
rocks, if you stand at one of the very corners of the raft you have a good
chance of avoiding them. After that he will fire the spiky things onto the raft
first a group of five, of which you only need to destroy the nearest and then a
group of three that will follow you and need to be destroyed before they
explode. Finally he will rear up behind the raft and fire a purple beam at you
about three/four times, so you need to keep moving to be fast enough to dodge
it. After the second beam attack the lights will come back on.
Rangers probably have the easiest time here, powerful rifles mean they can
target him at most points of his attack run. Forces tend to suffer most
from De Rols powerful physical attacks, so cast Deband. Foie and Rafoie tend
to work well at a distance, when he beaches you should keep using your techs
but try and time the casting so you don't eat tentacle! You'll know you are
making progress when his skull head or back armour starts to break off.
DAL RE LIE - (Ultimate) Well phooey, after the impressive changes made to the
look of the Dragon, I expected better than this. Basically he looks like DE
ROL LE but without his skull head from the start. Obviously tougher, with more
HP, he has no new attacks; just his old ones ramped up to super destructive
levels. I hate this Boss, so take plenty of Scape Dolls and hopefully you have
a mag by now that can invince you otherwise you may have problems.
Once again, go to the Principle after you defeat him, or you won't be able to
get into the next area, the MINES.
-------------------------------------------------------------------------
c) MINES
-------------------------------------------------------------------------
Now you must face the mines, there are many traps here and androids should
beware, they can be afflicted by Shock Paralysis here. For some reason there
seems to be more grinders here than in other areas and you are more likely to
find new mags as well.
********************** a) HUNTERS GUILD QUESTS *************************
1) KNOWING ONES HEART
This mission is a straightforward one. Elly has got messages from a person
called Calus and wants to find out what has happened to him. She accompanies
you on the mission. You will start at once side of Mines 2 and you must work
your way across the map to the far end. There are four pressure pads located on
four areas surrounding a square area with some boxes. Stand on any of these
areas and you'll see the others across the gaps. You must work you way around
to activate them all.
Once those are all depressed they will open a small room with a switch that
opens the room furthest right on the map. This has a computer in it. Once it
and Elly have talked its mission over and back to Pioneer 2 for a reward.
--------------------------------------------------------------------------
2) DR. OSTO'S RESEARCH
Now you have to find Dr. Ostos research contained on a computer in Mines 2.
You first need to find Sue who will show up as an arrow on the map. You will
need her help to open a jammed door a bit further on (in one of the large
square rooms). Make your way through Mines 2. I remove the purple barriers
blocking access to the computer room (its at the end of the room full of
tubes), use the switch found in a small room off the top of the large room that
connects to the tube room.
Once you have collected the data, Sue will ask you your name. If you don't
tell her, you can access the extra quest for the "Soul Eater" weapon. If you
do tell her your name then you can find out more about her and Bernie in the
same quests as the soul eater ones, but instead you will be able to see the
true ending to the "Soul of Steel" download quest. You can do one path in one
difficulty mode and one in another though.
Now pipe back up to claim your reward.
Now you can access the quest - "Unsealed Door".
--------------------------------------------------------------------------
3) UNSEALED DOOR
Now you have to return to the computer again, this time with Dr. Mome in tow.
He is a total pain. He likes to wander in front of enemies, has a lame little
gun and is terrible at healing himself. If you are an android its time to
break out the Star Atomizers to keep him healthy.
First quickly make your way back to the computer you and Sue visited. You'll
find both Bernie and Sue here depending on what path of that story you are
following. Once Mome has examined the computer you are to head up to Mines 1.
There is a warp in the small room a couple of rooms back. Take it and your in
Mines 1.
Now you must work your way though Mines 1 until you reach a warp marked
"Underground Passage". This will send you into battle against De Rol Le so make
sure you are ready for a fight.
Thank goodness though that Mome decides to act sensibly and falls to the floor
playing dead, now you can concentrate on Del Rol Le without needing to worry
about our wannabe Ranger. You are stronger now so our most unfavourite worm
should be easier to beat. Once he is defeated, collect the items and then go
back to the Hunters Guild and talk to Mome and the other scientist before
collecting your reward.
[In the DC version, Mome needed to be kept alive in the fight against De Rol
Le. With one tentacle hit almost killing him, you can imagine what fun it was
to work your way to the end of the quest only to have Mr. Deathwish snuff it in
the final battle.. argh!!!]
*********************** b) DEFEATING VOL OPT **************************
VOL OPT (Normal/Hard/Very hard)
Vol Opt is an easy boss to beat. He will circle you via the screens; shoot the
red screens until he disappears. Also shoot down the thing on the ceiling as
well. When pillars rise up, shoot the red one. When they lower shoot the
central structure again. Vol Opt will reappear on the screens, so repeat until
all the screens blow out.
Any spread weapons are great for this, as is Razonde which will hit the screens
for multiple damage. You will need some Sol Atomiser on hand to heal the shock
paralysis as it can be hard to avoid taking a few hits. If you are a Hunter
you'll need to be quick, switching between a good gun to take down the ceiling
zapper and then to a sword or partisan to attack the screens in close. Once
enough damage has been done to the screens there will be a huge explosion.
Now a big mechanical creature will appear. He will fire three missiles at you,
which will miss if you keep running. Next he will target you with a laser
beam, keep running and three legs will stomp down one after the other. Stay
moving and they will miss. He will do this twice. Now run up and shoot him or
smack him up with Razonde or a powerful melee weapon.
When the centre section powers up, run away from the energy ball it fires at
you. If it hits you, you'll get stuck in a cage and be unable to attack. Now
repeat the process, attacking when you can. When his sides fall off, you are
near to the end of the fight. Once Vol Opt is dead, warp to the next area.
If you activated all the columns in the previous areas the entrance to the
Ruins will be open. If you didn't then you'll have to go back and switch them
on and fight Vol Opt again to gain access to the Ruins Entrance.
VOL OPT ver 2 (Ultimate). Well phooey again, Vol Opt 2 is more or less
identical to Vol Opt 1. Tougher and faster, but his attacks and attack
patterns are still all the same. He looks a bit knobblier in his final form,
but its not big difference.
If you activated all the Columns then you can warp from Vol Opts lair to a
place where you can access the Ruins. If the door is still blocked then you
need to go back and find the ones you missed. So long as you don't end your
gaming session or undertake a quest you can return here to access the Ruins and
not have to fight Vol Opt again. You can get a clue of which one you missed
from the lights on the door, I am pretty sure the top light is Forest, bottom
light is Cave and left light is Mines.
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d) RUINS
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Just to recap: To access the Ruins find the column in each of the three areas.
They have some randomisation but always turn up in Area 2. So look in Forest
2, Caves 2, Mines 2. The forest one tends to be either by the lake, in a small
room off the main lake area or near where the warp up to the second level is.
The caves one is often found in one of the waterfall caves or one of the small
rooms towards the exit to caves 3. The Mines one can be a bit harder to find,
but search thoroughly. Once you have activated the last column (they vibrate
and
light up), fight Vol Opt. Once he is dead, warp to the passage and walk into
the newly opened entrance to the ruins. Once you are in they will be added to
the destination list on the main Pioneer 2 Transporter.
The Ruins contain some ferocious enemies and traps that fall from the ceiling
which need a friend to get you out of with out damage, at the end of the ruins
is the final Boss Dark Falz. Luckily the ruins also have lots of great items,
especially on higher difficulties!
********************** a) HUNTERS GUILD QUESTS *************************
1) THE RETIRED HUNTER
This is a simple Quest. You are hired by Donoph a hunter who wants you to help
him defeat 99 enemies. He says he has 30 minutes to live, so you must defeat
all the enemies in that time. Answer "!!" to his question.
Follow him down to Ruins 3 and methodically clear all the rooms of enemies.
The final room requires you disable three force fields that have switches
dotted about the level. There is plenty of time so you should have no trouble
if you have to do a bit of back tracking. One area in the Ruins is locked off.
There aren't really any things for you to look out for, he is strong and can
heal you and cure status ailments, just be careful if you are an android and he
gets paralysed, you'll have to cure him at the Hospital on Pioneer 2.
You shouldn't have too much trouble with the time limit, but be aware the final
section which has about 30 enemies in it is blocked off by three force fields.
To switch them off you have to run all over Ruins 3 so be aware you'll be doing
a lot of running about and backtracking as well as fighting.
Once you have killed the 99 enemies you will cut back to the warp to Pioneer 2.
Donoph will collapse, and you should return and collect your meseta.
--------------------------------------------------------------------------
2) DOC'S SECRET PLAN
Big hatted Doc. Montague has a job for you. He wants you and Elenor to warp
down to Ruins 1 and kill lots of monsters in three designated test areas. Make
sure you are up to taking on masses of powerful monsters as you will get
everything thrown at you here!
Basically proceed through the Ruins and when Elenor declares a test area is
reached, destroy everything that comes at you. Elenor is tough and strong but
is reluctant to leave a battle once started. So keep plenty of Star Atomizers
to hand if you're a droid and watch both your health levels.
There are only three test areas, although they do throw everything the Ruins
has to offer in multiples! Fairly soon you should have all the info Doc. Needs
and its time to telepipe back for your reward.
After you complete this quest, you will unlock the quest "Soul of Steel"
--------------------------------------------------------------------------
3) SOUL OF STEEL
Now before you play this quest if you wish to see the true ending you need to
have played through the SUE storyline and finished all quests. This is what
you need to have done to see the full ending (and in the same difficulty level)
1) When doing the quest, "Dr. Osto's Research", tell SUE your name, (this means
you can't now get the Soul Eater in this difficulty). Then complete the quest.
2) In the quest "Unsealed Door" first talk to Bernie, then find SUE, and talk
to her. Then go back to the beginning of Mine 2 and talk to Bernie again.
Choose to tell him what SUE told you. Complete the quest.
3) Now do "WaterFall Tear", first speak to Sue on Pioneer 2 and ask her about
Black Paper. Now in the caves you will have to find Bernie. Talk to him, and
complete the quest.
4) Go and do "Black Paper". First talk to Sue on Pioneer 2, it doesn't seem to
matter what you ask her. Then go to the caves and Bernie should be in the
middle of nowhere, waiting for you. Talk with him, and finish the quest.
5) Do the Quest "Docs Secret Plan".
As well as all that, while playing Soul of Steel you must also get the MAG you
are given to "move" three times as you go through the Mines, after all this you
can get the extra, proper ending.
Once you choose to do the Soul of Steel Quest, you will find yourself reunited
with Doc. Montague and Eleanor. Your task is to rescue Elenors twin sister
Ult. AS you leave to go down to the Mines you will be confronted by a Soldier
from WORKS who will warn you off. Then Elenor will give you a MAG CELL. Now
you all warp down to the Mines.
The first room is small and throws everything at you, Gilchics, Canadines,
Sinows and Garanz. Luckily Doc. Montague and Eleanor are both strong and
powerful. The Doc will heal you and Elenor and even cure paralysis. But keep
an eye on them and have healing to hand as if either die it's mission over.
Once that's been cleared, head into the next large area and talk to the
soldier. Whatever you answer, he won't let you pass. Go find the Doc, who has
gone into a side room. Talk to him and he will create a diversion. You should
all go up to the opposite corner and wait for the soldier to leave. Once he
has done, all sneak down through the barrier and into the next area.
Examine the computer, and Doc will tell you some stuff. Then the Mag will move
for the first time. Now you should walk forwards to the end of the room. When
the screen fades to black briefly and there is a rumble you should check your
map to see doc and Elenor have moved. Go to where they are and a cut scene
will occur. Doc will tell her more about her special mag. Then the mag you
are carrying should move for the second time. You can go talk to them or carry
on looking for Ult.
You'll encounter Ult. Now. Your task is to follow her. She walks slowly so
this task is not hard. Once you have followed her far enough press the red
light switch to open the door and she will be on the other side. Now Doc and
Elenor will arrive. She will disappear again. Unlock the purple gate and carry
on alone through the next few rooms. You have to make like Solid Snake and
sneak past three sets of patrolling androids. Watch their patrol patterns on
the map and make sure you don't get in their line of sight.
Once they have been avoided, you'll be in an open area where you must battle a
WORKS soldier and two androids. There are also a few Gilchics to take out.
Once they are dealt with carry on to find Doc and Elenor. If you did the Sue
stuff and got the mag to move twice, then a short cut scene will occur. Sue
will talk to Doc and Elenor, then warp down to the mines. The Mag you are
carrying will move again and a glow will follow you briefly.
WORKS have now activated the self-destruct and its up to you to disable it.
You Elenor and Doc all warp to the Ruins. Here you need to find the room that
is a hollow square with the raised area with a computer on it. Now destroy all
the rocks blocking one pathway.
Carry on that path way and you'll find a room with a red force field blocking
the way. You need to disable this using a timer switch in another location.
Return to the square room and find a side room with a warp point in it. This
takes you to a small room. Leave this one and battle through the next one.
You'll end up in a room with a red switch gate. Before you press it, use the
touch lamp switches to open the exit to the room. Now press the timer switch
and run as fats as you can to the room with the red force field. You may need
a couple of goes, but you have plenty of time. Once through the force field,
you can warp up to the PC and Doc will disable the self-destruct.
Now you must catch Ult. She is shown as a blue arrow. Use the warp points to
catch her on the long, thin section. Talk to her. Now at this point two
things can happen.
If you did not complete the "Sue" events in the game, you will get the short
ending. There will be a big explosion and you will wake up in the infirmary.
All you can do now is read the letter from Doc. Montague and collect your
meseta reward.
If you did do the "Sue" events CORRECTLY then you will get some extra stuff.
Now all hell will start breaking loose. When you are offered choices. Choose
"Rescue Eleanor" and "No" x 3. You can't really do anything but watch events
unfold. Soon you'll end up in the medical centre. Talk to the nurse walking
about then leave. As you do a cut-scene occurs in the Hunters Guild. Now go
to the desk and claim your meseta.
- SOUL OF STEEL - CODA
You can get an extra bit of ending. As long as you said "No" to Doc. Montague
three times. Choose to do the "Soul of Steel" Quest again and this time you'll
be greeted by a woman who says you have been asked for via the BEE system.
Warp down to Forest 1 and meet Eleanor in the place she was in "Magnitude of
Metal". Talk to her about everything. Then she will leave. Pipe back up after
her and enjoy the groovy music playing as you collect your meseta reward.
--------------------------------------------------------------------------
4) SEEK MY MASTER
Time to team up with another sexy female android, Shino. Shino has lost her
master down on Ragol and needs you to accompany her down there. You'll warp
down to Ruins 1, and pretty soon Shino will say he is not on this level. So
seek out the warp to Ruins 2. Shino is quite weak and also has a tendency to
stay put in a big fight. The best option is to try and keep her safe in a
doorway, while you destroy the enemies. If she dies, its mission over.
At some point during the Mission, pipe back to Pioneer 2 and talk to the Tekker
standing by the shops. He will tell you about the legendary swords. Now when
you reach Zoke, you should get his third blade (see Weapons Side Quests -
Agito).
Once you make it to Ruins 2 keep exploring. The rooms will shake as you get
closer and soon Shino will find his missing Swords. Zoke is lying injured is a
huge room, just before that room is another injured Ranger (Bernie?).
Get ready for a big fight. The enemies won't appear until you get close to
Zoke. Try edging forward the running back as they appear to keep Shino out of
harms way as she can die quite easily, especially if you can't boost her
defences with Deband/Shifta.
Once you have taken out the last lot of dark gunners you can talk to Zoke.
After that its time to pipe up and claim your meseta.
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5) FROM THE DEPTHS
This quest sees you penetrating the depths of the Ruins in search of a missing
research team. You should make your way through Ruins 2, on the way you'll
meet strange possessed humans (is it me, or does the Fomarl who attacks you in
the large room Matha from the Graves Butler?).
Carry on through Ruins 2 to Ruins 3. You'll meet up with an old friend - Ash!
Remember him? You and Kireek rescued him waaay back in the Battle Training
Quest. He is stronger now, armed with a Twin Blade and a worthy companion.
With him in tow make you way to the room with a raised area in the centre.
This has a computer on it you need to access. Look for switches nearby to open
the door leading to the warp you need to use to warp up there. Once up there,
use the computer and then talk to Ash. With that your mission is over and time
to pipe back up to claim your reward!
Now you will find that if you have completed all the quests, they will all
become available to replay as much as you like. This is useful for getting
Akikos Frying Pan!
********************** b) DEFEATING DARK FALZ *************************
DARK FALZ - (Normal) Dark Falz on normal mode is pretty easy to beat. As a
rough guide I took him out at around level 28 as RAmarl armed with a Sniper and
around level 25 HUcast with a Brand.
First spinning spikey things will surround you. Destroy the pink ones to avoid
damage. When they are gone, Dark Falz will appear. He has three heads on his
lower body so concentrate your strongest attacks on the right hand head. This
head throws out mines so you can quickly destroy them.
When the head is killed he will take a second form. A huge fan will grow out
of his back. He will begin to move round the perimeter of the area. Chase
after him and attack the bulbous base when he stops. He will attack with his
arms and with a purple light field. They are tricky to avoid, and can hit for
about 150HP each time. Keep close to him or the firebomb attack will strike
twice and kill you! He will also fire out a Barta based attack at you that has
a high chance of freezing you immobile. You can track the fire bomb on the
radar as well.
Keep at it and soon Dark Falz will fall. Collect the
goodies and step into the Warp. There is no proper ending, damn! After the
credits roll save and you can start again in the next difficulty level!
DARK FALZ - (Hard/V.hard/Ultimate)
Dark Falz first two forms behave in the same way as in Normal mode, so the same
tactics apply. However once you kill the second form a new and far nastier
third form will appear!
He will rise up into the air, a sort of blue thing with big arms. He will be
in the middle of a hoop of light, which is what you will be standing on. His
attacks take this pattern. He will float down at your level for a few seconds
where you can attack him with melee weapons. He will swipe at you with his
huge bladed hands. He will then rise up and fire energy balls at you, which
can be dodged. He will also zap you with a powerful Grants attack, which seems
to be undodgeable. As the fight progresses he will also do a nasty attack
where he drags your "soul" out of your body. When this happens no-one should
attack him as this will result in death! Wait until your spirit returns then
attack him.
He will also go all shiny and this is when he is invulnerable to physical
attacks. You can still hurt him with techs, Foie being his weakness. So you can
only attack him with weapons when he is dark blue, when he goes all shimmery,
forget it.
This can be a nasty fight, especially if you are on your own. Scape Dolls and
a
high level mag that can cast invincibility and revive you are good items to
have especially when taking him on it V.Hard and Ultimate. I would recommend
Level 80 as a good guide for taking him on in V.Hard. I managed to beat him at
level 63 (thank you Soniti mag), but found myself totally outclassed in
Ultimate mode by everything... even the Mothverts!
=========================================================================
******************** 4) GAME WALKTHRU - EPISODE TWO *********************
=========================================================================
Episode II is a brand new "sequel" to the original Dreamcast PSO ver. 2. You
can play either episode from the start, but I recommend that you spend some
time playing the Forest missions in Episode I to gain a few levels as Episode 2
has a higher difficulty curve and can be a bit overwhelming in single player
for a newbie. There are no Hunters Guild missions (although I assume
downloadable ones will be made available as there is a guild counter), it's
just a case of clearing the areas and fighting the Bosses to progress.
You'll be introduced to a new lot of shifty Pioneer 2 scientists who are trying
to track down the cause of a breakdown in a research complex on the island of
Gal Ral. You'll meet Elly Person from the Episode I mission "Knowing One's
Heart" and find out more about the mysterious genetic experiments that Red Ring
Rico had begun to uncover and Sue and Doc Motague refer to in "Soul of Steel".
Before you can beam down to explore however you have to pass your Hunters exam.
This takes the form of the two Battle Arena's, Temple and Spaceship with a
mixture of Episode I enemies and a couple of remixed Bosses.
--------------------------------------------------------------------------
a) VR TEMPLE
--------------------------------------------------------------------------
1) GENERAL STRATEGY
First of all be aware that you will be facing a selection of enemies of all
different types, so you will need to make sure you have weapons with photon
efficiencies for NATIVE, A.BEAST and DARK. If you are very familiar with these
enemies from Episode I be aware that many of the enemies now have different
tech weaknesses and also some have more HP than you would expect at that
difficulty level and others have less.
There are two layers to the Temple and many of the doors need to be opened
using concealed switches. Some are hidden behind rocks that you need to break
up and others on balconies that do not register on the maps. So if you have
reached what looks like a dead end, check the outward sides of the rooms for
balconies and paths to new rooms.
Enemies can also attack you in corridors and there are a lot of cramped spaces
to fight in with those crushing ceiling traps from the Ep. I caves to make life
more difficult. As you progress always make sure to speak to the floating
pods, Elly will fill you in on background details and you can read assessments
of the enemies as you defeat them. Basically you need to hack and slash your
way though the Temple Maze until you reach the Boss transporter which will take
you to Barba Ray.
2) DEFEATING BARBA RAY
Barba Ray looks familiar... hmm its Del Rol Le, again! Actually he is nowhere
as cheap and annoying as his Episode 1 counterpart and can be defeated without
too much stress.
He will attack you with lots of mini-rays that glide across the raft in two
waves and can be easily avoided. When he dives under the raft look out for a
golden twinkling near your feet, he will shoot up tentacles through the bottom
of the raft which will damage you and cause poison on non-androids. Also in
V.Hard and higher, one of the mini-rays in an attack wave will be coloured
gold; this one can cause confusion if it hits you. He will also rear up and
fire a beam at you and fire gold energy balls out of his side, both of which
can be avoided with some skilful dodging.
He is weakest against Zonde techs so blast away at him with whatever strength
of tech you have. Rangers should be able to pummel him with rifle shots for
most of his attack runs, melee fighters need to wait until he beaches on the
raft, then you can attack his head. He won't attack you while beached. His
type is A.BEAST so make sure you have decent photon percentages on your weapon.
Once he is defeated talk to the communications pod, then warp up and talk to
the Natasha and the guy on the left. Now return to the simulator and access
the next area, the Spaceship.
--------------------------------------------------------------------------
b) VR SPACESHIP
--------------------------------------------------------------------------
1) GENERAL STRATEGY
Similar to the VR Temple really, only here you will face enemies across all
four "photon" types who are again different from their Episode I selves in the
matter of tech weakness and HP etc. Like the temple there are paths that don't
show up on the map and lots of traps to be avoided. One nasty room towards the
end fills up with purple poison gas that drains your health so you need to
switch it off or suffer severe health depletion.
Like the Temple there is no real challenge except to fight your way though the
two layers until to reach the Boss Transporter, which will take you to the
Spaceship Boss, Gol Dragon.
2) DEFEATING GOL DRAGON
The Gol Dragon can be a frustrating opponent at first, not so much due to his
power, which isn't great, more to do with the angle you view the fight from.
With all the monitors and rotating floors and the fact the Dragon can shift and
split into two separate dragons means you will have to spend a while working
out how to run in the right direction!
Once you have got your bearings, this dragon should be approached more or less
like the Episode 1 dragon. His feet and legs are his weak point for melee
fighters who must get close to him, Rangers have an easier time using Rifles
and shots and Forces should pump up their defences before attacking him with
Barta based techs. His photon alignment is NATIVE.
The Gol Dragon tends to mix up the following attacks: he will move to the
centre and breathe out lightening, fire and ice, so try to run around beside
him to avoid getting frozen or shock paralyzed. He will jump in the air and
land back down hard, causing all the floor tiles around him to rise up and
knock you down. He will fly in the air and spin round rapidly firing out
lightening, fire and ice bolts that you will have trouble dodging as they fly
in most directions. And finally he will split in two and try and trap you
between himself and his double and breathe fire/ice/lightening breath at you.
If you can effectively attack from distance then its best to keep to the edge
of the arena and keep pumping bullets into him. He can sort of "shift" towards
you quite quickly so keep moving and firing to stay away from his front.
If you are going for him with a bladed weapon you should avoid his breath
attacks by staying round his feet but as soon as he rises in the air, run a
short distance away or you will be badly hurt by the shockwave when he hits the
ground again.
You will know when the battle is close to ending when his doppelganger
disappears. You may die a few times to begin with but once you have got the
hang of the annoying shifting angles in the arena, you should have no trouble.
Once he is dead, talk to Elly via the floating green pod, and then return to
the lab and talk to Natasha and then Elly herself at the right-hand desk. Once
they have clued you in you can take the other door down to Central Control and
start Episode II proper!
--------------------------------------------------------------------------
c) CENTRAL CONTROL AREA
--------------------------------------------------------------------------
You main objective is to search each area for computer terminals whose logs you
must search for message fragments. You need to collect them all to assemble
four messages from Heathcliffe. You also need to deactivate the security
terminals at the end of each section (in the case of the Jungle its at the end
of the second section), and defeat a mini-boss.
You first beam down to a misty room with a locked gateway and one teleporter up
to the lab and another to the three main area of the island. First check the
computer terminal and search the logs. Now talk to the green pod to be told by
Elly that you need to turn off the security mode in each area. You can also
use the green pods to check how many messages you have found and read them.
Now step into the red transporter and choose a location. I recommend the Beach
first if you are new to the game, but you can do them in any order you like.
1) BEACH
The beach is stunning, water laps up on the shore and to start with only a few
annoying flying enemies will attack you. Pick off the Gee's and you'll get
your first taste of how Episode II enemies are faster and harder to hit. They
will fire stings at you that cause slowness. Depending on your ID you may get
Merilla's or Gibbons as well, once you have finished them off you'll see the
next area open up.
Unlike the previous areas, this is a more sprawling design and "doorways" take
the form of overhung tunnels. The beach area is not large, make sure you log on
and download message logs in any computer terminals you come across. Soon
you'll reach an area with lots of Gees in it as well as brown poisonous lumps
on the ground. Here you'll fight a mini-boss Gi-Gue.
Gi-Gue takes the form of a large insect who will fire out energy ball type
attacks at you. Basically all you need to watch out for is when it spreads out
a sort of shield from the base of its body. If you attack it then it will
retaliate with a very powerful yellow energy attack that might be Foie based.
Otherwise your main problem will be the Gees that will slow you down with their
stings, so keep taking them out when you can't attack Gi-Gue.
When Gi-Gue is dead, move into the last area and turn off the computer near the
transporter. This will get the Beach out of Security Mode. Now you will
teleport back to the first room and you can move onto the Jungle or Mountain.
2) JUNGLE
The Jungle is split into two areas. In places it is not clear where to go next
but there are places with water you can cross and thin logs you can walk along
to access new "rooms". There are mostly only Merillas and Mertitas to worry
about here, they move slowly and are pretty weak but the Meritas can poison
you. As before download any logs you find from terminals.
When you reach the end of the second Jubgle area there is another mini-boss to
fight. A giant plant like creature called Mericol. This isn't to challenging
it will physically whip at you and try and poison you, but beware of its
charging attack. It will rush at you down the hillside and has on occasions
killed my character dead on collision. So be wary of that attack, otherwise
its not any particular challenge. Again once it is dead, move to the final
area, power down the security system and transport back.
3) MOUNTAIN
The mountain can be the trickiest of the three areas simply due to the fact the
most prevalent enemies here are the Zol and Ul Gibbons. These will use Foie and
Barta breath on you and you have a high chance of being frozen. They are also
very fast, have erratic attack patterns and will beat the ground to cast
Deband/Shifta on themselves. So you may find yourself getting overwhelmed
quickly if you are alone. Work your way around slowly and don't get cocky and
try to take on too many at once; there is a healing ring near the end of the
level.
When you reach the mini-transporter make sure you are fully healed and tooled
up as this will take you into the toughest sub-boss fight yet. You'll have to
face.. GIBBLES! OK I know it doesn't sound scary, but he is a mean S.O.B. He
will jump into the area like a Hildebear and its advisable to move fast or he
will land on top of you. He is an incredibly physically strong ape/bear thing
that will punch your lights out. He likes to jump on top on you and smash you
into the ground and he is very fast. You best bet is to take him out as fast
as you can as the Gibbons in the area will start to attack as well and if you
get frozen that's you dead! Luckily his HP is not too high and if you dodge
just as he starts his punch combo you can safely attack him while he flails at
thin air.
When Gibbles is dead, move on and once again make sure you have deactivated the
Security system and downloaded all the logs then teleport back out.
Talk to the Calus pod by the security door and choose to read back the logs,
which contain four messages from Heathcliffe Flowen. If you have retrieved
them all Elly should tell you the main door is open and you can go through.
The ext area is very small and you have to kill off a few Sinow monsters, just
beware the one that disarms you with a successful hit. Make your way down the
long walkway, try to avoid setting off the traps. Heal up and drop a pipe
before stepping on the Boss Transporter.
--------------------------------------------------------------------------
4) DEFEATING GAL GRYPHON
--------------------------------------------------------------------------
Gal Gryphon is a truly spectacular Boss and my favourite in the whole game. He
just looks incredible and he isn't too cheap either so although you might die
first time, he is pretty easy to figure out and defeat. He has several attacks
and unlike the Episode 1 Bosses he will mix them up a bit so I shall list them
with what to look out for.
Gallop - Gal Gryphon gallops around in a series of small circles. If he
manages to trample you underfoot you will take huge physical damage. It's a
good idea to back off and use long distance attacks. If you are melee
fighting, DON'T. Wait until he stops, going in close will just get you killed.
Stomp - Gal Gryphon will stand still for a while which gives melee fighters a
chance to come in close and whack his legs. But keep watching his head, he
will begin to rear back, this is your cue to run away fast as he will stomp
back down on the ground sending out a shockwave that will kill you most likely
if you are still by his feet.
Lightning - Gal Gryphon will stand still and fire lightning out of his horns.
It's easy to avoid, just don't be in front of him! In very hard and ultimate
the beam will issue from around his front body as well, so keep attacking round
his back legs to avoid damage.
Flight - Gal will take off and fly around. It's almost impossible to target
him with anything other that a top of the range rifle/handgun. As he comes in
to land you should watch where you are standing. If he lands on you, you'll
get hurt. If you stand some distance away he might catch you with his wing,
but it doesn't do much damage. In V.Hard/Ultimate when he lands he will rain
down lightning bolts, which you need to dodge to avoid some hefty damage.
Tornadoes - While flying Gal Gryphon will fire down mini tornadoes that you can
also track on the map. Keep moving and they will subside after a short time.
Gal Gryphons most weak against Foie techs, so Forces should blast away with
those. His photon alignment is A.BEAST so weapons users should pack melee and
long-range weapons with the appropriate efficiencies. There are no real tactics
to speak off, it's probably a good idea to carry a couple of scape dolls just
in case you get caught by the stomp attack. Gal Gryphon is faster than he
looks, but if you know what to expect most of his attacks are easily avoidable
and he isn't difficult to score damaging combos on.
Once he is dead, talk to the pod then return to the lab and talk to Natasha and
Elly. Then its time to go to the final area of the game, the seabed.
--------------------------------------------------------------------------
d) SEABED
--------------------------------------------------------------------------
1) SEABED UPPER AND LOWER LEVELS
OK this is getting tough. In any difficulty this places is a challenge, and
can remain scary even for level 150+ characters in Ultimate mode. Never get
cocky, make sure you drop telepipes every now and then to save a lot of
backtracking.
The actual layout of both seabed levels are quite complex. There are a lot of
thin interconnecting tunnels with plenty of two-level rooms. A lot of the time
you can only get to the bottom half of a room by taking a detour down through a
passage that does not show up on the map. With so many rooms and tunnels
cramped and confined you can easily get overwhelmed. Tunnels are no safe
havens here, you can be attacked while walking between rooms.
On the first level you'll meet strange squidlike creatures called Dolmolm and
Dolmarls. Although they are not tough or strong they attack at amazing speed
making it hard to get even one hit in let alone a combo, so you need to either
keep backing off or equip those fast daggers.
Next up are Recons and Recoboxes. Recoboxes fire out teddy-bear like heads at
you which explode. Though not very damaging, the Recoboxes themselves have a
lot of HP and they do need to be destroyed like any other enemy.
There are two new Sinow robots, Zoa and Zele, these are as annoying as Central
Controls Berril and Spigells. They can cloak, cast GiBarta and disarm you.
Once again hit them hard and fast and learn to re-equip your weapon quickly.
Finally as you reach the end of the level you'll be attacked by a black doglike
monster called Delbiter. This can do heinous amounts of damage to you, but is
rather similar to the Ep I Ruins monster Chaos Bringer in that if its charge
misses, you have some time when it is confused to attack it.
Keep talking to Elly via the Calus Pods and downloading messages from the
terminals as you go. Although the map makes it look like you have been
doubling back on yourself, you will know when you are nearing the end of the
upper level as their will be more wrecked walkways and smashed up computer
terminals.
Once you warp down to the Lower Level, be prepared for all the monsters listed
for the Upper level plus some REALLY nasty ones. However they are all still
mostly DARK so you don't need weapons covering all photon efficiencies.
Deldepths are odd spinning black creatures, when they stop still they grow into
humanoids and attack, before spinning off. Like the Death Gunners in Ep I you
can only physically harm them when they are still. They may also be the
creatures that can keep you trapped in a blue forcefield for a few seconds (but
I am not sure if that's them or one of the Sinows).
Most tiresome of all (if you are a melee fighter) are the Morfos. These
resemble floating "X's". You can only hurt them when they turn around.
Something they are not inclined to do if you get close to them.
You know you are nearing the end when the messages from the terminals and from
Elly become just "..........." Also the flooding gets more severe as you
progress until you are wading around up to your knees. When you reach the Boss
transporter make sure you drop a pipe and have some scape dolls on you. Its
unlikely you'll make it through the next fight without being killed at least
once.
--------------------------------------------------------------------------
2) DEFEATING OLGA FLOW
--------------------------------------------------------------------------
This is it, the meanest toughest, baddest looking Boss yet. Shame it's
actually hard to see what he looks like for most of the fight! Olga Flow takes
on two forms, both of which have an unknown Photon alignment. You should have
a good gun on hand even if you are a melee fighter, he is tricky to reach for
most of his first forms attack run.
Now you'll begin plunging downwards on a circular platform. Olga Flow will
descend with you, floating above you and attacking from the sides as well. In
his first form he will do the following:
Green Energy Balls - Olga Flow fires out green balls similar to Del Rol Lee's.
Just run around and try and avoid them (like duh). They aren't too damaging.
Green Energy Wave - If you get a look at Olga Flow and see him hefting his
crossbow be prepared for a green energy attack that is quite hard to avoid. If
you get to the edge of the platform you may be able to "chase" the beam around
in a circular motion until it runs out, but it can be a nasty one.
Light Wave - he unleashes a white energy wave that travels round the platform
like a clockhand. You can sometimes avoid it entirely by standing right on the
edge of the platform. Otherwise keeping running in front of it before it can
catch up.
Sword Attack - Olga Flow will hover in front of you rather than above, giving
melee fighters their best chance to attack him. It's hard to predict and avoid,
so if you need to attack I close, you may just have to be prepared to take a
hit.
Your attack strategy should be to keep pumping bullets into him as he floats
around and above you and target him with Foie and Barta based techs when you
can. If you fight best up close, you can only get him when he hovers at the
platform edge and he doesn't do it for long so pack in the best and most
damaging combos you can. Keep plugging away and healing, he is very fast, but
has no REALLY deadly attacks. Don't waste to many mates if you are an android,
you'll need all the healing you have for the next form he takes.
Once the first form is defeated you'll both crash down to the base of the hole
you were plunging down. Olga Flow is lying in a crumpled heap. Heal up and
then when you are ready walk towards him. He'll ride up in his new, even huger
form and this is the final battle with him. He attacks in the following way:
Stomp - He walks around pretty much constantly in circles, if you are in close
attacking his feet you run the risk of being trodden on and hurt badly so try
and attack his feet from the back and sides rather than the front.
Snakes - weird turdlike snakes will appear round his feet and start dropping
bombs that can paralyse you. They don't do so much damage in themselves, but
it is advisable to kill them off fast as they can unleash the following attack
on you:
Shockwave - Basically the snakes unleash an earthquake wave that affects one
half of the arena. If you are not in that half you will be OK, if you are in
that half you will die. It's as simple as that.
Energy Rain - Similar to that pulled by Dark Falz, Olga Flow will pause then
energy will "fall" down on you in a small circular radius. If you watch for
his pause and keeping weaving around it should miss you, although its generally
not fatal if you are fully healed up.
Soul Steal - Again similar to Dark Falz move, your soul will be dragged into
Olga Flow's body and any damage done to him during that time will affect you.
Just stay out of his way until he returns it back to you.
You can attack him pretty much constantly. Unlike other Bosses he seems to
have no periods of invulnerability and he stays pretty much central in the
arena. Of course he has huge amounts of HP and can kill you in a couple of
hits, but you don't have to spend ages waiting for a chance to get a few hits
in on him. As usual melee fighters will be in most danger from his stomping
feet, Rangers and Forces can back off and keep pumping bullets into him. As
regards techs, he is pretty tough against all techs but he has a weakness
against Grants so make sure you have plenty of fluids in your inventory!
After a hard fight he will die. As per Episode I there will be lots of boxes
to open and a tiny chance of getting a rare weapon after his death. Once you
have got all you need, step in the Boss transporter and the end credits will
play out. After that its time to take it on in the next difficulty, good luck!
========================================================================
*************************** 5) BATTLE MODE *****************************
========================================================================
Now I haven't had a lot of experience in Battle Mode, but I plan to add more
strategy in the future. For now this is your basic Battle Mode information.
First of all to set up a Battle Mode game you must create a team. When it asks
you to select Play Mode, select it to bring down a list of options and choose
Battle. Once inside the game you can set rules to play by, listed below.
--------------------------------------------------------------------------
a) THE RULES
--------------------------------------------------------------------------
RULE ONE - There are no changes to the player's levels and there are enemies on
the map. You get points for killing your opponents, but lose them for being
killed.
RULE TWO - All start at level one with no items. No enemies on the map. Can
find weapons/items on map. Will lose points if killed gain them for killing.
Dying will see your level jump by five
RULE THREE - Warp battle. You can only change rooms via the warps. You start
at level 1 and have no items. There are enemies on the map and you can gain and
lose points for killing/being killed by them. Dying will see your level jump by
five
RULE FOUR - Meseta Battle - Basically, kill people and take their meseta.
Person with the most meseta at the end wins. Dying will see your level jump by
five.
RULE FIVE - Meseta Team Battle - This time you keep your level, but can't use
your mag. When you die you will not be automatically revived, a teammate must
revive you. The team with the most Meseta wins.
RULE SIX - Players start at level 20 and must use the weapons they find.
RULE SEVEN - Meseta Race - Another Meseta Battle, but this time it only shows
up at the back of the map so you must race to get to it.
RUKE EIGHT - Most kills wins, but the map is very heavily mined.
--------------------------------------------------------------------------
b) BASIC INFO
--------------------------------------------------------------------------
Who ever is in the lead will have glowing purple lines radiate out of them.
In some battles when you are killed you will jump up a few levels.
Androids tend to be at a disadvantage in pure one-on-one battles due to lack of
stat raising and healing techniques.
If you are playing Rule 1 any items you lose will be returned to you at the end
of the game.
You may decide to create your own rules, if playing with people you know. For
example, no spread needles, no casting deband/shifta and Jellen/zalure. Or
sticking to Force vs. Force, Hunter vs. Hunter, even Android vs. Android
--------------------------------------------------------------------------
c) BATTLE MODE STRATEGIES
--------------------------------------------------------------------------
- HUNTERS
Hunters tend to be far and away the favourites for playing Battle mode with.
Hunewearls in particular with their ability to use Deband/Shifta. The
combination of access to Techs and both ranged and melee weapons make them
forces to be reckoned with. Hucasts are popular in the battles that see you
start at Level one as the range of magics are limited for other Hunters at low
levels and brute strength more important.
If you like to play a brutal game, then Hunters are the best choice. If you
can catch the Forces or Rangers their low defence and HP will crumble against
your strength, which is the Hunters great advantage at low levels. If you are
playing rule one, things even out a tad for the non-androids. If you are a
HUcast playing Rule 1, all your badass power counts for nothing if a Force
minces up and hits you with Jellen/Zalure and a face full of Megid. So
sneakier tactics are required for androids in a Rule 1 fight if you are
allowing stat raising magic to be used. My way of punishing magic users is to
find a handy Del Sabre and let him whack my HP down to almost nothing, this
activates the invincibility on my Mag and of course allows me to then take out
as many opponents as I can before it wears of, mwahahah! Also ALWAYS keep Sol
Atomizers on tap as they can negate the effect of Jellen/Zalure on you.
- RANGERS
Rangers seem to be the least popular choice of character to play in Battle
Mode. Mainly because you have two android classes who don't really start to
get the benefits of powerful rifles until higher levels, making them poor
relations to Hucasts in Level 1 Rules and victims of lack of Techs in the Rule
1 battles. The RAMar and RAmarl has more of an advantage, being able to use
techs in Rule 1 fights and also they can use their powerful rifles to pick off
Hunters at long range on some of the more open maps such as the Temple. The
higher accuracy of the Ranger class means they will hit more often with the
basic pistols in Level 1 battles, but the lack of auto-targeting often makes
life just as difficult for them as for other classes. In general, Rangers are
just rather dull to use as they are most effective from long range, which may
suit a sneakier type. But isn't so great for the rest of the battlers.
- FORCES
Forces seem to do best in Force on Force battles. I have seen some of these in
action using Rule 1 and it can be ferocious with so much naked tech power
flying around! With Forces in full battle mode using rule 1, its time to make
sure you have equipped all your best elemental defence armour especially if you
are a Hunter or Ranger caught in the crossfire. With Forces able to learn
Techs to double the power of other magic users many battles become all out
Level 30 Megid/Grants bloodbaths, or rooms fill with swirling
Fire/Ice/Lighting. If you are not a Force you need to be pretty good at dodging
to be able to run in and hit them very hard with your best weapons as they
still
lack HP and defence even at high levels. Forces in level 1 battles are at much
more of a disadvantage, only by being killed a few times will they level up
enough to access better spells, and low power and accuracy means its hard to
target opponents and kill them before they get a sabre or sword in the face.
========================================================================
************************ 7) CHALLENGE MODE ****************************
========================================================================
Challenge mode can be played Online as normal or offline in multi-mode, using
split screen.
Challenge Mode is the ultimate test of teamwork and skill. Your task is to
play through the game starting at Level 1. Your character will begin with a
level 5 mag, and basic equipment. The challenge is divided into nine sections
and you can only tackle the next ones after you complete the ones before. If
several of you get together and are all at different stages you will begin at
the lowest stage reached.
To make matters worse, you cannot pipe back to Pioneer 2. If anyone in the
team dies and has no Scape Doll, the challenge is failed. However, unlike
Normal mode offline there are a lot of Grinders, scape dolls and stat raising
materials available from the word go.
Basically to stand any kind of chance you need to be in a team of four and you
need to play and share items wisely. There is no use hogging the fluids and
mates if it results in another team member's death. Tactics need to be thought
out as you decide who should raise what photon blasts for their mags. If you
have Force characters, you'll need to keep them protected until they can learn
the powerful magic that will benefit you all later in the game.
--------------------------------------------------------------------------
a) CHALLENGE MODE STAGES
--------------------------------------------------------------------------
C1 is forest1 to forest2, with the Dragon at the end
C2 is caves 1
C3 is caves 2
C4 is caves 3, with Del Rol Le at the end
C5 is mines 1
C6 is mines 2, with Vol Opt at the end
C7 is ruins 1
C8 is ruins 2
C9 is ruins 3, with Dark Falz at the end
--------------------------------------------------------------------------
b) STRATEGY
--------------------------------------------------------------------------
Succeeding in Challenge Mode is pure Teamwork. No one should hog items,
everything should be shared equally and the strong MUST protect the weak. The
various stat-raising materials you find should be shared out thusly for best
results:
HP/TP/Mind - Forces (To get the best Techs as soon as possible)
DEX/EVP/DFP- Hunters (they are on the frontline, need more protection)
POW - Rangers (To make those long range attacks really hurt)
Always check how close you are to getting to a next level. If a HUmar is only
a point or two off getting the MST needed to learn a new tech and nowhere near
levelling up then of course give them a MST raiser. Keep talking to your
comrades so no Stat boosters are wasted and you all get to the next levels as
soon as possible without one or two of you drawing ahead.
If you are about to level up, and need healing don't waste a Mate or Fluid.
Levelling up refills both bars. You need to Level your Mags up as well. AT
level 10 each type will get a Photon Blast, Mylla&Youlla on the Force mag,
Pilla on the Hunter mag and Golla on the Ranger one
If time is of the essence (i.e. you are going for under seven hours) then make
sure you have spent time in the lobby planning tactics. Create chat shortcuts
for things like "I need mates/fluids/healing" etc. When you are clearing a
room in earlier levels, let the Force stay out of immediate danger and
concentrate on healing, support and collecting items. Then the Force can share
out the goodies once danger is passed from that room.
When picking a team it is vital to have a Force, Hunter and Ranger when you
start off. At least one should be an android, as androids are not affected by
poison and can see traps making progress a lot faster. All character classes
have their pros and cons. All Hunters tend to be a fave due to high ATA and
ATP, the Hunewearls lower ATA balanced out by better Tech usage. Racasts and
Racasceals are preferred over Ramars due to better ATA and balanced stat
growth. Forces become very useful in later stages with their support, healing
and offensive magic. The FOnewearl is probably least recommended as she is the
hardest to raise to a HP level of over 141 (Dark Falz big attack will do a set
140 damage in Challenge Mode).
Later on many people will use more specialist teams. Indeed many prefer to go
with a team of four Hunters, relying on brute strength and basic magic support
from Hunewearls and Humars. However this does seem to be missing the point of
Challenge Mode somewhat and it is a much better experience with all three
character classes represented.
--------------------------------------------------------------------------
c) RANK REQUIREMENTS AND PRIZES
--------------------------------------------------------------------------
Completing Challenge Mode in a certain time, gives you an end rank. If they
are good enough you will get a reward. You don't have to do all the levels in
one go either! But if you take on a new team member, you can't jump them ahead
if they have not finished the same number of levels as you. Say for example
you had gone as far as C5 and wished to tackle C6 next, if the new team member
had only got as far as finishing C4 then they couldn't join you in C6. Which
is why it tends to be better sticking to the same team throughout.
Different prizes are available depending on whether you finished C-Mode offline
or online.
Offline Requirements and Prizes are:
B Rank - 13 Hours or more, GOD's SHIELD GENBU
A Rank - Less than 13 hours, more than 7 hours - GOD's SHIELD SEIRYU
S - Rank - Less than 7 Hours - One of the weapons listed below
TOY HAMMER
CRAZY TUNE
SAMBA MARACA's
CHAMELEON SCYTHE
FLOWER CANE
AKIKIO's WOK
HARISEN BATTLE FAN
BROOM
Online Requirements and Prizes are:
B Rank - 13 Hours or more, GOD's SHIELD BYAKKO
A Rank - Less than 13 hours, more than 7 hours - GOD's SHIELD SUZAKU
S - Rank - Less than 7 Hours - One of the weapons listed below:
WEAPON REQUIREMENT STAT BOOSTS USABLE BY
Sabre ATP 800 ATP 150, ATA 50 Hunters
Sword ATP 800 ATP 200, ATA 35 Hunters
Blade ATP 800 ATP 10, ATA 35 Hunters
Partisan ATP 800 ATP 38, ATA 40 Hunters
Twin ATP 800 ATP 50, ATA 40 All except FOnewearl
Claw ATP 800 ATP 80, ATA 55 All except FOnewearl
Slicer ATP 800 ATP 10, ATA 35 All except FOnewearl
Handgun ATA 180 ATP 10, ATA 45 All except FOmar and FOmarl
Mechgun ATA 180 ATP 10, ATA 20 All except FOmar and FOmarl
Rifle ATA 180 ATP 10, ATA 60 Rangers
Shot ATA 180 ATP 10,ATA 40 Rangers
Cane MST 800 ATP 10, ATA 40, EVA 5 Forces
Wand MST 800 ATP 10, ATA 40, MST 45 Forces
Rod MST 800 ATP 10, ATA 50 Forces
========================================================================
****************************** 8) MAGS *********************************
========================================================================
"A monomate a day, keeps the Doctor away"
------------------------------------------------------------------------
a) NORMAL MAGS
------------------------------------------------------------------------
When you begin the game you'll notice a small floating thing behind you. This
is your Mag. You mag functions as a stats boost. Depending on what healing
items you feed your mag, it will develop and level up various stats. How you
choose to build you mag is up to you. For example you may choose to build a
mag that helps smooth out some weaknesses, ie. More power for a Force
character, more accuracy in a Hunter. Or you may decide to build the mag up to
complement you strengths, expending most of your mags 200 points on one
attribute.
As you raise your mag, it will evolve and learn photon blasts. As you hit
enemies or get hit by them your mags photon gauge will charge. Once it reaches
100 you can launch powerful attacks or cast some status magic (see section b).
Here you should watch the development of your mag carefully. What it will
evolve into next and ensure it won't be a type that learns a photon blast the
mag already knows. Android characters don't require mental strength so you can
ignore the Mind stat if you like, but it may be worth spending a few points on
raising it so the mag can learn the Photon blast Mylla and Youlla, which casts
Deband and Shifta. These can be invaluable to an android in offline games.
Mags evolve at levels 10, 35 and 50. With each evolution they change shape.
Level 50 is their last evolution, but they can be raised to level 200. If the
stats ratio changes after level 50, they will change shape/type every five
levels, but won't learn any new photon blasts until level 100 and then only if
you have previously only learned two. As well as their level, they have two
other stats, Synchro and IQ. The higher these are, the faster your photon
gauge will fill and the more likely that your mag will cast useful magic on you
in dangerous situations.
Below is a chart of which mags evolve into what. > means greater than. So for
example Varuna would evolve into Rudra if it's Power stat is greater than Mind
and Dexterity. Your section ID also determines a Mags appearance on its final
evolution.
CLARIFICATION: For the early mags if it says POW > MIND + DEX, that means power
needs to be a higher than mind and higher than dexterity, but not higher than
the sum of Mind and Dexterity (hope that's clear..uhhh).
--------------------------------------------------------------------------
Type A
VIRIDIA, SKYLY, PURPLENUM, REDRIA, YELLOWBOZE
Type B
GREENILL, BLUEFULL, PINKAL, ORAN, WHITILL
--------------------------------------------------------------------------
HUNTER MAGS
Level | Section ID | MAG Name | ALIGNMENT
------------+------------+--------------+--------------
Level 10 | BOTH | Varuna | N/A
------------+------------+--------------+--------------
Level 35 | BOTH | Rudra | POW > MIND + DEX
------------+------------+--------------+--------------
Level 35 | BOTH | Marutah | DEX > POW + MIND
------------+------------+--------------+--------------
Level 35 | BOTH | Vayu | MIND > POW + DEX
------------+------------+--------------+--------------
Level 50 | A | Varaha | POW > DEX > MIND
------------+------------+--------------+--------------
Level 50 | A | Bhirava | POW > MIND > DEX
------------+------------+--------------+--------------
Level 50 | A | Ila | DEX > POW > MIND
------------+------------+--------------+--------------
Level 50 | A | Nandin | DEX > MIND > POW
------------+------------+--------------+--------------
Level 50 | A | Kabanda | MIND > POW > DEX
------------+------------+--------------+--------------
Level 50 | A | Ushasu | MIND > DEX > POW
------------+------------+--------------+--------------
Level 50 | B | Kama | POW > DEX > MIND
------------+------------+--------------+--------------
Level 50 | B | Apsaras | POW > MIND > DEX
------------+------------+--------------+--------------
Level 50 | B | Garuda | DEX > POW > MIND
------------+------------+--------------+--------------
Level 50 | B | Yaksa | DEX > MIND > POW
------------+------------+--------------+--------------
Level 50 | B | Bana | MIND > POW > DEX
------------+------------+--------------+--------------
Level 50 | B | Soma | MIND > DEX > POW
**********************************************************
RANGER MAGS
Level | Section ID | MAG Name | ALIGNMENT
------------+------------+--------------+--------------
Level 10 | BOTH | Kalki | N/A
------------+------------+--------------+--------------
Level 35 | BOTH | Surya | POW > MIND + DEX
------------+------------+--------------+--------------
Level 35 | BOTH | Mitra | DEX > POW + MIND
------------+------------+--------------+--------------
Level 35 | BOTH | Tapas | MIND > POW + DEX
------------+------------+--------------+--------------
Level 50 | A | Kama | POW > DEX > MIND
------------+------------+--------------+--------------
Level 50 | A | Bhirava | POW > MIND > DEX
------------+------------+--------------+--------------
Level 50 | A | Bhirava | DEX > POW > MIND
------------+------------+--------------+--------------
Level 50 | A | Kama | DEX > MIND > POW
------------+------------+--------------+--------------
Level 50 | A | Varaha | MIND > POW > DEX
------------+------------+--------------+--------------
Level 50 | A | Apsaras | MIND > DEX > POW
------------+------------+--------------+--------------
Level 50 | B | Madu | POW > DEX > MIND
------------+------------+--------------+--------------
Level 50 | B | Kaidabha | POW > MIND > DEX
------------+------------+--------------+--------------
Level 50 | B | Kaitabha | DEX > POW > MIND
------------+------------+--------------+--------------
Level 50 | B | Varaha | DEX > MIND > POW
------------+------------+--------------+--------------
Level 50 | B | Kabanda | MIND > POW > DEX
------------+------------+--------------+--------------
Level 50 | B | Durga | MIND > DEX > POW
**********************************************************
FORCE MAGS
Level | Section ID | MAG Name | ALIGNMENT
------------+------------+--------------+--------------
Level 10 | BOTH | Vritra | N/A
------------+------------+--------------+--------------
Level 35 | BOTH | Sumba | POW > MIND + DEX
------------+------------+--------------+--------------
Level 35 | BOTH | Ashvinau | DEX > POW + MIND
------------+------------+--------------+--------------
Level 35 | BOTH | Namuci | MIND > POW + DEX
------------+------------+--------------+--------------
Level 50 | A | Naraka | POW > DEX > MIND
------------+------------+--------------+--------------
Level 50 | A | Ravana | POW > MIND > DEX
------------+------------+--------------+--------------
Level 50 | A | Ribhava | DEX > POW > MIND
------------+------------+--------------+--------------
Level 50 | A | Sita | DEX > MIND > POW
------------+------------+--------------+--------------
Level 50 | A | Naga | MIND > POW > DEX
------------+------------+--------------+--------------
Level 50 | A | Kabanda | MIND > DEX > POW
------------+------------+--------------+--------------
Level 50 | B | Marica | POW > DEX > MIND
------------+------------+--------------+--------------
Level 50 | B | Naga | POW > MIND > DEX
------------+------------+--------------+--------------
Level 50 | B | Garuda | DEX > POW > MIND
------------+------------+--------------+--------------
Level 50 | B | Bhirava | DEX > MIND > POW
------------+------------+--------------+--------------
Level 50 | B | Kumara | MIND > POW > DEX
------------+------------+--------------+--------------
Level 50 | B | Ila | MIND > DEX > POW
--------------------------------------------------------------------------
b) RAISING MAGS/PHOTON BLASTS
--------------------------------------------------------------------------
Raising mags can be a long and expensive process. Mags love recovery items and
the more effective the item the better they like it. Although I have seen huge
charts dedicated on exactly what does what for which mag, I go by a few basic
rules. Fluids Raise Mind, Mates raise Power, Antidotes and Anti-paralysis
raise Dexterity and high level mates and fluid add defence as well. Sol
Atomisers raise Power/Defence, Moon Atomisers raise Dexterity/Mind or vice
verse and Star Atomisers raise a bit of everything.
When you start to raise a Mags Synchro, note that getting killed will drop your
synchro by 5%.
The higher the mag evolves the less effect each item will have. The exception
is with the special Mags listed in the next section. These often become faster
to raise once evolved as higher level healing items add big boosts.
The photon blasts each mag learns are listed below, use this and the charts
above to ensure your mag learns three different blasts.
1) MYLLA and YOULLA
Description: A pair of cute looking Chao things appear and cast Deband and
Shifta. This is a great Photon Blast for Androids to have access to.
Learned by: Ila, Vayu, Kabanda, Tapas, Naga, Namuci, Madhu, Kaitabha
2) PILLA
Description: A big Pillar thing swirls out and hits all enemies in the
vicinity.
Learned by: Garuda, Mitra, Marutah, Ashvinu, Kama, Sita, Bhirava, Marica
3) LEILLA
Description: A weird angel thing appears and cast Resta, pretty lame actually.
Learned by: Vritia
4) FARLA
Description: A big snake wins around you, hitting everything near