=======================================================================
```````````````````BREATH OF FIRE V: DRAGON QUARTER````````````````````
`````````````````````Strategy Guide & Walkthrough``````````````````````
```````````````````````Version 5.0 by DavidK519````````````````````````
```````````````````````E-mail- [email protected]````````````````````````
`````````````````````````Updated March 7, 2005`````````````````````````
=======================================================================


                          =================
                          Table of Contents
                          =================
          _________________________________________________
         /                                                 \
         |     1. Version History                          |
         |     2. Introduction and Character Bios          |
         |     3. Game Systems                             |
         |          A. The Main Menu                       |
         |          B. Equipment and Skill Threading       |
         |          C. PETS                                |
         |          D. The Battle System                   |
         |          E. The Scenario Overlay System         |
         |          F. The Dragon System                   |
         |          G. Special Note on PAL Version         |
         |     4. The Walkthrough                          |
         |          I. Lift to Bio Corp                    |
         |          II. Old Waste Shaft                    |
         |          III. Lift: Low Sector                  |
         |          IV. Corp Lab                           |
         |          V. Frozen Road                         |
         |          VI. Storage                            |
         |          VII. Industrial Area                   |
         |          VIII. Old Trade Sector                 |
         |          IX. Trinity Pit                        |
         |          X. Lifeline                            |
         |          XI. Power One                          |
         |          XII. The Final Mission                 |
         |     5. Skills                                   |
         |          A. Ryu                                 |
         |          B. Bosch                               |
         |          C. Nina                                |
         |          D. Lin                                 |
         |          E. Shield Skills                       |
         |     6. Side Quests                              |
         |          A. Fairy Colony                        |
         |          B. Kokon Horay                         |
         |          C. Party XP and Zenny Loops            |
         |          D. D-Ratio                             |
         |          E. Secret Weapons                      |
         |     7. Acknowledgments and Closing              |
         \_________________________________________________/

To quickly find the section you're looking for, hit Ctrl+F and type in
the full name of the section from the table of contents above.


=======================================================================

                         1. VERSION HISTORY

=======================================================================

(3/7/05) Updated to Version 5.0- NO! I haven't forgotten about this
FAQ. It took me a while, but I finally got around to making an update.
I did a little bit of reformatting, mainly an overhaul of the D-Ratio
areas within the walkthrough. I also added a short section under Game
Systems dedicated to the differences between the NTSC and PAL versions.
Finally, I enhanced the Fairy Colony section with an in-depth
explanation about how to make big money with your colony. That's pretty
much it for now.

(10/31/03) Updated to Version 4.0- I've made some adjustments in the
formatting, as well as completed the Shield Skill list. Some more
frequently asked questions have also been added to the D-Ratio section.
And finally, I have also switched over my listed e-mail address to my
Comcast mailbox.

(8/16/03) Updated to Version 3.0- I reformatted the entire guide,
putting in lines for all the sub sections and chapters to make things
easier to read.

(8/3/03) Updated to Version 2.0- Added tips to all the Review Board
Challenges. Added chest item, Save Token, level, and D-Counter listings
for each chapter. Added a skill missing from the skill list. Added the
steal item for the Cyclops boss.


=======================================================================

                  2. INTRODUCTION AND CHARACTER BIOS

=======================================================================

Ages ago, a terrible disaster destroyed the surface of the planet,
forcing all life to retreat underground. Humanity has been hidden below
the surface for so long that the sky has become a legendary myth. Ryu,
a low class member of the government force known as the Rangers, begins
his journey with a seemingly ordinary assignment under the wing of an
aspiring high ranking ranger named Bosch. During the assignment, Ryu
inherits the powers of an ancient dragon who reveals Ryu’s destiny: to
reach the sky. Later, Ryu meets a girl whose life is jeopardized by the
poor atmospheric conditions of their dying world and vows to save her,
even if it means committing anarchy. As Ryu and his companions climb
closer and closer to the surface, they face opposition spawned from
fear, doubt, and rivalry, and he will only be able to achieve his
destiny through the destructive powers granted to him and his own
determination.

%%%%%%%%%%
Characters
%%%%%%%%%%

Ryu-
Ryu is a ranger grunt with a D-Ratio of 1/8192 and the hero of the
story. Despite his low rank, Ryu is driven by determination and has
just the right attitude to back it. Early on, he receives the powers
of the dragon Odjn. His out of battle action is the D-Dash, which
allows him to drive through enemies without initiating a battle. In
battle, he wields a nice arsenal of close-range sword skills. Putting
that together with his practically invincible dragon powers makes Ryu
your most valuable party member.

Bosch-
With his 1/64 D-Ratio, Bosch is a high class ranger with the dream of
one day becoming a regent. However, his blind arrogance may cost him
dearly in the future. His field action is a simple kick which he can
use to initiate battles. With his initially high stats and Beast Blade
fencer, Bosch is your most valuable attacker at the beginning of the
game.

Nina-
Nina is a young girl who grows extremely fond of Ryu after he rescues
her early in the game. Although she cannot speak, her emotions and
actions convey her desire to stay under Ryu’s protection. For some
unclear reason, the rebel organization known as Trinity wishes to
capture her. Nina’s field action is the item vacuum, which allows her
to suck up loose items in an area. In battle, Nina attacks from a long
range with magic spells, making her incredibly useful at exploiting
elemental weaknesses. She can also set magical traps during battle
which can block enemies from attacking you.

Lin-
Lin is a member of the rebel organization called Trinity and joins
your party when Nina refuses to leave Ryu’s side. Since she’s part of
a group committed to anarchy, her government ranking is withheld. Lin’s
out of battle action her gun blast, which can be used to start a
battle from a distance or blow enemies away. You can lock onto enemies
by holding down R2. While fighting, Lin can attack from a distance
using various shot skills, therefore, making her very useful against
enemies that can only attack at a close range. Lin has a vast arsenal
of special attacks which can be used through combos.


=======================================================================

                           3. GAME SYSTEMS

=======================================================================

                          ----------------
                          A. The Main Menu
                          ----------------

If you press Start anytime outside of a battle or a cut scene you can
access the main menu. In the upper right hand corner is the D-Counter
(if it has been activated yet) and below that is a small box with your
D-Ratio. Underneath your D-Ratio there is a box labeled Data that
displays your zenny (money), party XP, your number of retries, and your
total game time. In the upper left corner, you’ll find a brief status
screen for all of your party members, and underneath that is the list
of main menu commands:

Item- Selecting this allows you to view, use, sort, and drop the items
in your inventory. You can also view vital items here.

Trap- Here you can view and select various traps to use outside of
battle. The number to the right of each trap is the number of traps you
have in your inventory.

Equip- This lets you view the equipment for each of your characters.
Here you can change equipment, look at equipment stats, and look at
the skills you have threaded into your equipment.

Skill- Selecting this lets you change the skills you have threaded to
your equipment. There will be more about this in the Equipment and
Skill Threading section.

Party- This allows you to view your party’s full stats including HP,
AP, core stats, equipment, skills, and experience. By using the Add XP
option, you can distribute party XP to your characters here.

Options- This command lets you adjust your game settings such as button
configuration and sound.

Quit- Selecting this allows you to make a temporary save if you
suddenly need to stop playing. There are two types of saves in this
game, and this is one of them. First off, a save you make at a
Telecorder using a Save Token (a “hard” save) is just like a normal
save you would make in other RPG’s. A temporary (or “soft”) save can be
made just about anytime and is separate from your hard save file.
However, when you load a soft save, it will be erased.

Under the command box you’ll notice an L2 option labeled emergency
Give Up. If you get into a bad situation an need to make an SOL Restore
or SOL Restart, you should use this option to do so. By using this
option as opposed to getting killed, you will retain ALL of your party
XP and zenny.

                  --------------------------------
                  B. Equipment and Skill Threading
                  --------------------------------

In this game, each member of your party has three main pieces of
equipment: a weapon, a piece of armor, and a shield. You can look at
and change your equipment by selecting Equip on the main menu. You’ll
notice that for each type of equipment there are three slots for each
character. This is because each person can carry up to three pieces of
each type of equipment. This is so that you can change equipment during
battle. However, only one piece of each type of equipment can be
equipped at once.

Although you can buy equipment, it isn’t a wise thing to do in the
early stages of the game when zenny is scarce. However, this is hardly
a problem as the enemies you fight in normal battles frequently drop
equipment. Once you find some equipment out in the field, it will be
labeled with question marks, and you must carry it in your item
inventory until you get it appraised. You can do appraisals with the
Item Storage girl found near most shops and save points. The cost to
appraise any piece of equipment is 100z. Once it is identified, it gets
placed in your Weapon Locker. Now, you can either keep it in your
locker, sell it, or take it out of the locker to carry with you.

Weapons and shields can have skills equipped or “threaded” into them.
You can do this using the Skill option on he main menu. First, select
the weapon or shield you want to thread skills onto. Although a shield
can only have one skill threaded onto it, each weapon can have up to
nine skills. For weapons, there are three levels of skills, and you
can thread up to three skills for each level depending on the weapon.
You’ll notice that each skill slot can have one of three kinds of
conditions:

No lock over the button- This means you are free to thread any skill
from your skill list you want to this slot.

Locked button with a pre-threaded skill- This means that this slot
already has a skill threaded to it. You cannot unequip these
pre-threaded skills.

Locked button with UNAVAILABLE in the skill slot- This indicates that
the slot cannot have any skills threaded into it.

Each weapon has it’s own unique configuration of available,
pre-threaded, or unavailable skill slots. In most cases, better weapons
have more available slots. And a weapon’s slot configuration does not
change with its level. For example, a normal Dragon Blade will have the
same configuration as a Dragon Blade+9. Note that you cannot thread
skills to levels other than their own. For example, you can’t equip a
level 1 skill to a level 2 slot. Likewise, you can’t thread weapon
skills to shields and vise versa.

So, how do you get skills? You can either find skills in treasure
chests, steal them from enemies, or get them pre-threaded with a
weapon. When you find a skill, it will be in the form of an item. To
learn the skill, simply use the item. Take note that when you use a
shield skill item, all of your characters learn it. Also keep in mind
that some skills (for example Violet Death and Grand Smash) that are
pre-threaded into weapons cannot be learned. Therefore, the only way
to use these skills it to have that weapon equipped.

                               -------
                               C. PETS
                               -------

Dragon Quarter has a unique enemy encounter system called the Positive
Encounter and Tactics System or PETS. In this system you can interact
with enemies on the field to gain the advantage before the battle even
begins. This is done through the employment of various traps that can
be found or purchased throughout the game and the use of your
characters’ special field actions.

Traps can be used to do various things such as attract or repel
enemies, damage enemies both in and out of battle, and induce status
changes to enemies. You can scroll through your trap list on the field
by using L1 or L2 or you can select your trap using the Trap command on
the main menu. To set your trap, simply hit the Square button. If you
want to throw your trap, hit the Square button and tap the analog
stick in the direction you want to throw it in. Keep in mind that you
can only have three traps on the field at once. You can recover your
traps simply by picking them up like a normal item. If you start the
battle with a trap on the field, you can use that trap during the
battle by walking up to it and selecting Use from your L2 battle
options. If you use a damaging trap during battle, every enemy within
the trap’s damage radius (indicated by the red circle) will take
damage.

The simplest way to gain a huge advantage in every normal fight is to
initiate the fight. To do this, all you have to do is hit the enemy
with your weapon using the X button. The character who starts the
battle will get an extra turn to attack before turn 1 even begins. You
should try to spend all of your AP during your extra turn as AP left
over from extra turns does not carry over to the next turn. Be
cautious, however, because if the enemy attacks you on the field first,
then it will get an extra turn. In some special cases, you might not
even have to initiate a battle to defeat your enemy. Some
extraordinarily weak enemies (an example would be Hychees) can be
defeated just by hitting them with your weapon on the field. Other foes
can be manipulated into situations where they can be killed outside of
battle as well.

Besides making battles easier, employing good strategy using PETS also
has another reward. As you might know, you can gain party XP after
every battle and find party XP on the field. Party XP accumulates just
like money and can be distributed to your characters outside of battle
to level them up. The amount of party XP you receive from a fight is
determined by how well you conduct yourself both in and out of battle.
It is based on many factors including how many enemies you defeated,
how quickly you defeated them, how much damage you took, and how well
you utilized PETS.

                         --------------------
                         D. The Battle System
                         --------------------

The battle system in this game incorporates some elements of real time
fighting into a turn based system. When a battle is initiated, you will
be fighting in the same exact environment that you were in on the
field. This allows the environment to play a role in battle, unlike in
most turn based RPG’s. Before starting what could be a tough battle,
think about how your surroundings could give you an advantage.

Just about everything you do in battle, from attacking to simply
moving, revolves around your AP. You start each battle with a full AP
gauge, and one AP gauge is restored after every turn. If your AP
reaches zero after an attack your turn will automatically end. However,
any AP that you don’t use during a turn will be carried over to the
next turn. For example, if your total AP is 60, and you have 10 AP left
after ending your turn, you will start the next turn with 70 AP
(Note- AP from extra turns does not carry over). You can have a
maximum of two full AP gauges, so if your AP is 60, the maximum amount
of AP you can have at any time during battle is 120.

Your freedom to move about the battlefield is controlled by your
Movement rating and your AP. You consume a good amount of AP by walking
on the battlefield, so in many cases, it’s best to let the enemy come
to you. Just how much AP you use up through walking is determined by
your Movement stat. The greater your Movement rating, the less AP
you’ll use. Your Movement also determines your Movement Radius, which
is the big green circle that limits how far you can walk from your
location at the beginning of the turn. The greater your Movement
rating is, the bigger that circle will be.

Like moving, attacking also costs AP. As you probably already know,
your attacks are divided into three levels. Level 1 attacks cost 10 AP
each, level 2 attacks cost 20 AP, and level three attacks cost 30 AP.
Obviously, you can only use a skill if you have enough AP.

The most effective way to attack is to attack in combos. To do this,
hold R2 when you want to add a new skill to your combo. Consider this
skill arrangement for Ryu for the next few examples:

Level 1 Skills:
O- Side Slash
X- Slice
[]- Rust Armor

Level 2 Skills:
O- Vert Slash
X- Crimson Raid
[]- Discharge

Level 3 Skills:
O- Deathcleaver
X- Roundsaber
[]- Deathbringer

While attacking in a combo, you can only combo into skills with the
same level or button assignment on the next level. So, if you were to
use Slice you could combo into either Side Slash, Rust Armor, or
Crimson Raid. However, if you have already used multiple skills on the
same level, you can combo into any skill in the next level as long as
it has the same button assignment as a skill you’ve used on the lower
level. For example, if you use Side Slash then Slice, you could combo
into either Rust Armor, Crimson Raid, or Vert Slash. Also, you can
never combo backwards. So you can’t use Slice then Side Slash then go
back to Slice again. Likewise, you can never combo to a lower level
skill from a higher level one. For instance, you can’t use Vert Slash
and then go down to Side Slash or any of the other level 1 skills.
Also, whenever you add a new attack to a combo, you get a 10% damage
increase bonus. Let’s say you started your combo with Discharge and
then used Deathbringer. If Deathbringer normally did 100 damage, that
10% bonus would cause Deathbringer to do 110 damage. The more
different skills you use in a combo, the higher your bonus damage
percentage will get.

The only thing that doesn’t cost AP in battle is the use of items. To
use items, hold down R2 and hit the desired button (Note- You can also
use this function to change your equipment and access the special
battle abilities of that character). As long as your AP is above zero,
you can use an unlimited amount of items in a single turn, given you
have an unlimited amount of items in your inventory. You should take
advantage of this luxury as items are the only way to heal your
characters.

Like in most RPG’s, you can also run away from battle. There are three
ways to do this. One way you can flee from battle is to get near a
door which you have opened on the field. You can then use the Retreat
option on the L2 battle menu. You can also run away by using an item
called the Escape. The last way to run form battle is to use the
Penalty Retreat, which can be accessed by pressing Start. However,
doing a Penalty Retreat will cause you to lose 10% of your zenny.

                    ------------------------------
                    E. The Scenario Overlay System
                    ------------------------------

Scenario Overlay, or SOL, is a unique system within Dragon Quarter
that lets you start over either from the very beginning of the game or
from your last save point while retaining some of the thing’s you’ve
worked so hard for. These are the things you keep and don’t keep in any
SOL situation:

Things you keep:

- Everything you have stored in the item and weapon lockers
- All equipped and carried equipment
- All the skills that you have learned
- All of your zenny and party XP *if you use the Give Up option*
- Half of your zenny and party XP *if you die*
- Five Heal Kits, one Tonic, and one Save Token

Things you don’t keep:

- All the items in your inventory
- Your Backpack pages except for the initial two you start with
- Your levels
- Your D-Counter

Whenever you die (whether your D-Counter reaches 100% or your party is
defeated) or select the Give Up option from the main menu, you’ll have
two SOL options to choose from (Note- When you die, you’ll also get a
Game Over option):

SOL Restart- This option lets you restart the game from the very
beginning. By doing this, your D-Counter is completely erased and you
return to your initial levels.

SOL Restore- This option allows you to return to the last Save Token
or “hard” save. Your D-Counter will return to what it was when you
made that save. Your characters’ levels will also return to what they
were at that save.

The SOL System serves many different purposes. First of all, by using
SOL, you can unlock cut scenes that you wouldn’t normally be able to
see. Since SOL also applies to starting over after completing the game,
some scenes can only be unlocked until you have beaten the game at
least once. Also, this system can be used to help you get out of
emergency situations such as major problems with the D-Counter.
However, its most useful purpose is gaining party XP, which is done in
a cycle called a loop. To do this simply save using a Save Token and
store anything in your inventory that you don’t want to lose in the
item locker. Then, go out and gain as much party XP as you can using
your dragon powers. Then use the Give Up option to SOL Restore. And
remember to ALWAYS USE THE GIVE UP OPTION FROM THE MAIN MENU WHEN DOING
ANY KIND OF SOL FUNCTION!

                        --------------------
                        F. The Dragon System
                        --------------------

First of all, if this section seems familiar it’s because I borrowed it
from my own D-Counter Guide. Breath of Fire V: Dragon Quarter, like all
the Breath of Fire games before it, features its own unique dragon
system. After a certain event early in the game, Ryu hosts the powers
of a dragon named Odjn. From that point on, Ryu can transform into a
dragon during battle. In dragon form, you wield incredible powers and
are able to defeat just about any foe in the game with great ease.
However, this power comes at a price. As you progress through the game
and employ your dragon powers, your D-Counter will increase. What’s the
D-Counter? It’s the icon with the little cube inside that ominously
hangs in the upper right corner of your screen. After receiving your
dragon powers, a counter appears under the cube. The counter starts at
0.00% and gradually goes up as you move through the game. It goes up
rapidly whenever you use your dragon powers. When the counter reaches
100%, your entire party is automatically wiped out, and you can
continue your game with the same Scenario Overlay options you get when
your party is defeated normally.


             THERE IS NO WAY TO DECREASE THE D-COUNTER


Learning to use your dragon powers sparingly and otherwise utilizing
methods to keep the D-Counter from rising too quickly is vital in order
to finish the game. Here is a list of Ryu’s dragon abilities and things
that otherwise increase the D-counter:

D-Dive
------
Description- Dragonized Form. Draws out the power of the Wyrm
D-Counter cost- 1.00%
Notes- Provides a great increase in stats and grants you immunity to
all negative status effects and stat lowering spells. It costs no AP
to move and your movement radius is infinite in dragon form. Weapon
range is carried over into dragon form. It costs 2.00% on the D-Counter
per turn to stay in dragon form.

Vortex
------
Description- Target: Unit, Universal Damage, Base: Attack Power x2
D-Counter cost- 1.00%
Notes- A Level 1 attack that can only be used in dragon form

Hurricane
---------
Description- Target: Spread, Universal Damage, Base: Attack Power x2
D-Counter cost- 1.25% per target
Notes- A Level 2 attack that can only be used in dragon form

Twister
-------
Description- Target: Unit, Universal Damage, Base: Attack Power x3
D-Counter cost- 1.50%
Notes- A Level 3 attack that can only be used in dragon form. It hits
the enemy twice and has a hit-back effect.

D-Charge
--------
Description- Increase Attack Power for 1 turn
D-Counter cost- 2.00%
Notes- It can be used several times in one turn to increase your
attack power tremendously. Three D-Charges will give you enough power
to defeat nearly any enemy in the game with one Twister.

D-Breath
--------
Description- Target: Line, Universal Breath Attack
D-Counter cost- Dependant on how long the breath is emitted
Notes- The range of this attack is unlimited. The longer the O Button
is held, the more damage the attack will do and the more it will count
towards your D-Counter. This attack makes the D-Counter go up very
rapidly.

D-Dash
------
Description- Grants great speed and invincibility on the field
D-Counter cost- Dependant on how long it is used
Notes- This is Ryu’s special field skill and can be used by holding
down the R2 Button. It is useful for getting past enemies when you do
not want to fight. The most effective way to use it is to approach the
enemy normally and then quickly tap the R2 Button to drive through the
enemy. Doing this only adds hundredths of a percent to your D-Counter,
whereas holding down R2 for several seconds increases the D-Counter
very quickly.

The D-Counter increases 0.01% every 9-20 steps outside of battle and
every turn in battle (not including extra turns).

                   ------------------------------
                   G. Special Note on PAL Version
                   ------------------------------

This is a VERY important note for those of you playing the PAL version
of this game. Some changes were implemented in the PAL version of the
game creating a significant difference in gameplay between it and the
NTSC version (this FAQ was written based on the NTSC version). And
since the PAL manual is (as far as I know) identical to the NTSC manual,
I'll explain the differences here.

There is NO soft save (temporary save) option in the PAL version. Don't
ask me why they removed it, I think it was a stupid idea too. As
consolation, you begin the game with 9 Save Tokens instead of just 1,
and I also believe you get 9 Save Tokens back whenever you use the SOL
System. There may also be a difference in how many hard save slots you
have available, but I'm unclear on this.


=======================================================================

                         4. THE WALKTHROUGH

=======================================================================

Here’s the walkthrough that you can use if you ever get stuck
somewhere in the game. I’ve divided the missions up into chapters to
make things more convenient. At the beginning of each chapter, I will
display a list of the treasure chest items and the number of Save
Tokens in the mission, as well as level and D-Counter recommendations
for the start of the mission. Keep in mind that the set patterns of
enemies and item boxes that you face in each mission are chosen at
random. Save for a few situations in the beginning of the game, the
enemy patterns stay somewhat consistent with each other so there
shouldn’t be too much difference in difficulty no matter what pattern
you get. Also be aware that when I am making a reference to a
direction (e.g. north, west, left, right) I am referring to that
direction on your map in the lower right corner of the screen, or the
big map you can access by hitting the O button on the field. I will
also indicate when an SOL scene will appear, but I will not go into any
detail about it.

-----------------------------------------------------------------------

                         I. Lift to Bio Corp

-----------------------------------------------------------------------

Treasure Chest items- Steal, Side Slash, Kick
Save Tokens- 2 (Including the one you start with)
Recommended level- 1
Recommended D-Counter- None

After a brief SOL scene, the game’s introduction begins amidst a scene
of the rangers Ryu and Bosch preparing for their day’s assignment. Once
the scene is over and you gain control of Ryu, head out the door at
the top of the screen. Follow this hallway and go up the stairs at the
end. In this next room, head right and go through the door at the end
of the hall (Note- If you talk to the people in this area you may get
some helpful tips). Go talk to Bosch, who’s waiting for you outside
captain Zeno’s office. You’ll then go inside and get a mission briefing
from the captain. Your mission is to protect a lift holding some
important cargo from the Bio Corp labs. Once your briefing is over,
Bosch requests to speak with the captain alone. After a brief SOL
scene, Bosch emerges from Zeno’s office and tells you to meet him up at
the Liftport. Now, leave this room and head left. Go through the door
ahead past the stairs to the left and there will be an SOL scene.
Afterwards, climb down the stairs and head left. Go through the
passageway on the left end of this area to reach a small town area
called the Low Sector Borough. Explore a little bit and pay a visit to
the item shop. You have 300z, so buy some Heal Kits. Once you’re done
here, go back to the Low Sector Junction and go through the passageway
to the right to reach Liftport. Meet up with Bosch, and you’ll discover
that the transport has broken down, and you’re going to have to walk
all the way to the lift. Bosch then joins your one man party. So now,
climb down the small stair set and go through the big passageway to
reach the path to the lift.

                    -----------------------------
                    Lift to Bio Corp 1 (-1000.0m)
                    -----------------------------

First, go through this hall picking up any items in the white boxes
along the way and go through the door at the end. Head forward past the
opening to the south and you should encounter your first Duke monsters.
These guys aren’t too tough. If you picked up some Fresh Meat from the
previous hall, use it to distract the Dukes while Bosch kicks them to
initiate the fight. With most of the enemies in this first mission,
you’re going to want to divide up their groups and fight them one at a
time. In battle, have Bosch use Snakebite and then combo up into
Lion Smash to perform his powerful Twin Wake skill. Ryu should stick to
using Deathbringer for now. Once you’ve defeated all the enemies in
your way, continue up the path and go inside the small room to the
north to find a yellow box. Take the item inside of it and head back
to the beginning of this room. Go through the southern opening and you
may encounter some little creatures with big eyes called Nuggets. You
shouldn’t have any trouble with Nuggets as they are considerably weak.
Follow this path going west and head through the door at the end.

Now, you’ll find yourself on a catwalk with a small troop of Nuggets
and maybe a Duke roaming around in the middle of it. Try to use Fresh
Meat to draw them away for the group one at a time to make the fighting
easier. Again, Ryu should use Deathbringer and Bosch should attack with
his Twin Wake combo. If you’re having trouble starting the battle with
Bosch’s kick, switch over to Ryu and have him initiate the fights with
his sword. After killing all the genics on the catwalk, a key will
appear. Throughout the missions in this game, treasure keys will appear
after defeating certain enemies. You can use these keys to unlock big
blue chests which usually contain skills, equipment, or even Backpack
pages. So pick up the key and continue into the next room. Walk west,
defeating any genics that may be in your way, and open up the blue
chest at the end of the path to get Steal, a shield skill that lets you
steal items when enemies attack you. Thread it to your shields and go
through the opening just to the north to find a band of duke genics.

Among them is the Duke Leader, who is considerably formidable. If you
can fight the leader by himself, he’s much easier to handle. Without
any other monsters around, the Duke Leader will attack you less often
and try to run away. So chip away at him while he’s trying to flee.
Once the leader’s dead, the remaining dukes should be divided and
conquered without much difficulty. Now, head east on the northern side
of this area and go through the doorway at the east end of the room.
Take this catwalk east into the next room and pick up the Save Token
in the yellow box there. Head back across the catwalk into the room you
were in before. Pick up any items in here and then continue through
the door at the northwest end of the room. In this small room you’ll
find an elevator and a girl wielding a silly green puppet. Talk to her
to get some good advice and then ride the elevator down (Note- If this
is your first time playing the game, make sure you talk to that girl
whenever you see her for helpful advice).

                    -----------------------------
                    Lift to Bio Corp 2 (-1020.0m)
                    -----------------------------

After an SOL scene, leave the elevator room and pass through the short
hallway. In order to get the treasure key in this room, you’ll either
have to fight a Deathcow or a Goo Element depending on the enemy
pattern you got. You could easily continue without fighting anything,
but then you would miss out on a really good skill for Ryu. If you see
a really big monster trying to charge you when you enter this area, it
means you have to fight a Deathcow. Check your inventory before
starting a fight with this guy, because he’s extremely tough. If you
don’t have very many Heal Kits, you may want to go back to town and
buy some before taking on the Deathcow. If you don’t have any money to
buy Heal Kits, continue on with the mission until you find some. When
fighting it, stick to your most powerful combos like Twin Wake for
Bosch and Deathbringer for Ryu. Try building AP for a turn and then do
hit and run attacks using the platform you start on to keep yourself
out of the Deathcow’s reach while you’re building AP.

Fighting the Goo Element is much easier, although you’ll have to look
carefully in the area around the chest to find it. Just keep Ryu and
Bosch as far apart as possible to avoid mass casualties from its Expand
attack. Once you’ve defeated either the Deathcow or the Goo Element,
the treasure key will appear, allowing you to get Ryu’s Side Slash
skill from the blue chest. Continue south through the next door once
you’re done in there.

Run south down this catwalk and through the next door. Keep heading
south and go through the door at the end of the path. Pass through this
small hallway and ride the elevator in the small room to the north.

                    -----------------------------
                    Lift to Bio Corp 3 (-1040.0m)
                    -----------------------------

Exit the elevator shaft to find yourself in a room flooded with Lantern
and Lil Lantern Bats. The easiest way to fight these bats is to fight
them one at a time. However you can get great amounts of party XP by
fighting them in large groups. You can get several bats into a nice
tight group simply by tossing some meat into their midst. If you do
this, keep Ryu and Bosch a good distance apart from each other as their
Flare spell can hit both of your characters at once if they’re close
together. Position Ryu so that he can hit as many bats as possible with
Side Slash. Combo up from Side Slash into Vert Slash and you can do
Ryu’s special spread combo X Blade. Also, stick Bosch in a position
where he can nail multiple targets with his Fang attack. Once you’ve
had enough bat action, continue through the door to the south.

Pass through the next two small rooms and head south all the way to a
dead end and a yellow box. Pick up the item inside, go back, and head
over to the east side of this room. Make sure to use your camera angles
to check around the corners and on the ceiling around here, because
there are some dukes lurking around in the darkness as well as some
Hychees that drop from the ceiling. Hychees are little worms that look
like capsules. Not only can these weaklings be defeated on the field
with a single hit, but they always drop a Heal Kit after they die. So,
convert the Hychees into Heal Kits and deal with any duke genics that
get in your way around here. When you’re ready to move on, exit this
room through the doorway to the south. You will emerge in a small
hallway inhabited by more duke genics with two automatic doors leading
to catwalks along the southern side. Once again, take care of any dukes
that get in your way and go through the automatic door at the far end
of the hall. Pick up the item in the yellow box there and head over to
the adjacent catwalk.

Go through the door at the end of the catwalk to emerge inside your
first danger room. Danger rooms, which you will find frequently
throughout the game, are rooms that get locked up once you enter them.
The only way to get out of a danger room is to defeat all the enemies
inside. If you venture into the darkness on the east side of the danger
room, you’ll run into a fairly large pack of dukes with a Duke Leader
among them. Fight them the same way you’ve fought them before. Remember
that divide and conquer is always the key for easier fights, but you
get more party XP by taking on several monsters at once. After you kill
all the dukes in this hall, head over to the western side of the room.
Here, you’ll either find more dukes, or you may run into a family of
Nuggets with a big Mama Nugget among them. Unlike the smaller Nuggets,
the Mama Nugget is a formidable foe. Just stay spread out as her Jolt
spell can hit both Ryu and Bosch at once if they’re too close together.

Once again, your best bet attacks are Bosch’s Twin Wake and Ryu’s
Deathbringer. Once you’ve cleared the room of all it’s enemies, the
treasure key will appear. Pick it up and get Ryu’s Kick skill from the
chest. Continue through the next door. Pass through the next two rooms
and then head south down the hall with all the automatic doors. Take
the elevator at the end of the hall up.

                      -------------------------
                      Approach South (-1020.0m)
                      -------------------------

Head north up the next hall and open the next door. Ryu then has a
vision of an old dragon calling out to him, telling him to go to the
sky. After Ryu comes to his senses and you regain control, continue
into the next room and take the path up to discover the corpse of a
huge dragon. Once that’s over, head left and go through the next door.
Pass through the next hallway and go up the elevator at the end.

                     ----------------------------
                     Genic Accumulator (-1000.0m)
                     ----------------------------

Use the Telecorder in this next hall if you need to and then continue
into the next room. Go through the door at the very end of this next
hall and pick up all the items in the side area there. Go back into
the previous hall on go through the automatic door just to the right.
Pass through this small room into a room full of caged up genics. There
are more Hychees in this area so hunt them down and reap their Heal
Kits. There’s also an Odd Hychee in this room. Although this bigger
version of the Hychee cannot be defeated outside of battle, you should
have no problem killing it anyway. However, when you defeat these guys
they will drop a very useful Mega Aid Kit every time (Unless you use
fire magic on them, in which case they will drop an even better Trauma
Kit). After you’re finished here, continue through the northern door.

Head through the automatic door in the northeast corner of this small
room to emerge in another room cluttered with genic cages. Some of the
Nuggets, including a Mama Nugget, may be running around loose in this
room. Fight them if you wish or just avoid them. Continue through the
door to the southeast and run down this hall. There’s an Identification
girl hanging out at the end of the hall, so if there’s any equipment
in your inventory that needs to be identified, do so now. Go through
the door at the end of the hall to arrive at the lift just in time for
departure. While you’re taking it easy on the lift, Bosch tells Ryu
about his aspirations of becoming a regent, one of the top class
supreme rulers over society. But just as Bosch asks Ryu for his scores,
a Trinity soldier riding a war genic appears on the adjacent tracks
and begins attacking the lift. And just when you think they’ve given
up, the rebel fires at you with a big rocket launcher, shattering the
lift to pieces. This sends Ryu falling into the abyss below.

-----------------------------------------------------------------------

                         II. Old Waste Shaft

-----------------------------------------------------------------------

Treasure Chest items- Solid Shell+1, Weaken, G-Iceblast, There!
Save Tokens- 2
Recommended level- 7
Recommended D-Counter- None

After his fall, Ryu has yet another vision of the ancient dragon.
Following a brief SOL scene, Ryu gets up amongst the rubble from the
destroyed lift. Once you regain control, head right to find a
Telecorder and an item shop girl. If you’re somehow short on Heal Kits,
make sure that you buy some now. I’d also suggest using a Save Token to
record your game at the Telecorder. When you’re ready to continue, go
through the door there.

                    -----------------------------
                    Old Waste Shaft 2F (-1200.0m)
                    -----------------------------

Head west through this first room and through the automatic door (Also
take note of the blue chest in here). Go through the next door to enter
a large area full of junk piles. Upon his arrival, Ryu sees the war
genic that the Trinity soldier was riding carrying a poor little girl.
Suddenly, something sparks within Ryu causing him attack the monster
in a quick, fiery rage. After Ryu recovers the girl, the enraged genic
comes up behind him and your first boss battle will begin.

Boss fight: Cyclops
HP: ~450
XP- 70
Items- Ogre Slice
Recommended level- 7
Notes- For your first actual boss, this guy really isn’t that hard.
The Cyclops has a very poor Movement rating, and he uses Spiritcharge
to raise his attack power if he’s not close enough to attack you. His
attacks can do a considerable amount of damage to you, but if you have
a good amount of Heal Kits with you, you should have nothing to worry
about. In fact, if you use this guy’s poor movement to your advantage,
he might not even get a chance to touch you. During your first turn,
take a few steps back away from the Cyclops and then end your turn.
Watch the Cyclops’s Movement radius during his turn to see just how
far he can walk. He’ll make his way towards you but won’t be able to
get into attacking range. On your next turn, hit him with a
Deathbringer and then run away far enough so that he won’t be able to
reach you during his next turn. If you can keep up this hit and run
tactic, you will beat him slowly but surely, without taking any damage.

After the fight, the little girl wakes up, and Ryu assures her that
everything’s alright. Then he asks her what her name is, and she can
barely even blurt out, “Nina”. After a touching moment, Nina joints
your one man band. She starts at level 1, so it might be a good idea to
use some of your party XP on her to get her on par with Ryu. You’ll
regain control after an SOL scene. Once you do, you’ll be informed that
you can now use Ryu’s D-Dash ability. For right now, you can use D-Dash
as much as you like with no penalty towards you. Take advantage of
this luxury now, as it won’t be around for long.

Exit this room through the door in the northwest corner of the room.
In this hall, you may see some Worker Ants standing around a red box
containing a Save Token or some spider-like creatures roaming around.
You can beat the ants without much difficulty, but the Bind Spiders
are a little tougher (Note- Be aware that throughout this mission you
will find Bind Spiders on the ceiling, so be sure to look up before
blindly waltzing into a new area). You’re going to want to utilize
Nina’s G-Flare magic trap against these guys. A simple, but effective,
way to do this is to just set a G-Flare between the spider and your
party and then just let it walk right into it. If you try to duke it
out at close range with all the spiders you fight, you’ll find
yourself running out of Heal Kits fast. So just let Nina’s G-Flare do
the work for you while Ryu does hit and run attacks. After you defeat
the Worker Ants, the treasure key for the blue chest you saw back in
the room before the Cyclops appears. If you want to, hike back to the
first room and pick up the unidentified Solid Shell+1 from the chest.

Return to the room where you got the key and head west across the hall,
looking out for those pesky Bind Spiders on the ceiling (Note- You
can use D-Dash to avoid being ambushed by sneak attacking spiders).

Go inside the room at the west end of the hall and pick up all the
items from the white boxes inside. Return to the previous room and
pass through the automatic door to the south. Exit this room through
the door to the southwest to emerge in a long “L” shaped hallway.
Round the bend of the hall to find some more Bind Spiders hanging from
the ceiling. You’ll now have an even greater advantage using G-Flare
because this hallway is so narrow. However, it is still a wise idea to
fight them one at a time. Once you’re done with the spiders, go through
the door at the end of the hallway and climb up the ladder there.

                     -----------------------------
                     Old Waste Shaft 3F (-1190.0m)
                     -----------------------------

Leave this small room and pass through the “L” shaped hallway. Go
through the automatic door to the northeast and proceed through this
hall. Get any items in this small room and then return to the room with
the two automatic doors. Head through the door to the southeast and
you’ll be ambushed by the Trinity soldier who attacked the lift. She
demands that you hand Nina over to her. But once she sees that Nina
refuses to leave Ryu, she proposes that you cooperate for now, and she
joins your party (adding a page to your item list, which should be
quite a relief). You’ll then see a scene of Bosch reporting back to
captain Zeno back at the Ranger HQ. Bosch then gets strict orders to
eliminate the cargo you were guarding. After regaining control,
continue through the door to the east.

In this room, you’ll find a Goo Element in the far corner maybe amongst
a few white boxes. Fight it if you wish, then continue through the
automatic door to the northeast. Pass through this short hallway to
emerge in a room containing two or three Hermit monsters. To initiate
a battle with them, walk close enough to them to get them to pop out
of their shell, then attack them. Since they can only be harmed by
magic, the best way to kill them is to have Nina set a G-Flare behind
the Hermit, and then have Lin use her Outta My Way skill to knock it
into the trap. If you’re lucky, one of the Hermits will drop Nina’s
Jolt spell. Once you’re done fighting the Hermits, head through the
next door and climb up the ladder.

                    -----------------------------
                    Old Waste Shaft 4F (-1180.0m)
                    -----------------------------

Exit this small room and you’ll immediately emerge inside a danger room
full of Bind Spiders. This room is divided into two parts by a wall
with a small doorway. Hold down R2 and use D-Dash to lure all the
spiders into one side of the wall. You can even use Fresh Meat to do
this if you need to. Now that all the spiders are on the other side of
the room, stand in the doorway and initiate a battle whenever one of
them gets close. This way, you can just stick G-Flares in the doorway
and use Lin’s Outta My Way skill to keep the spiders out of your side
of the room. While Nina repeatedly sets up G-Flares to block and damage
the spiders, have Ryu build AP and do hit and run attacks every other
turn. Once you’ve cleared the danger room, there will be an SOL scene.

After it’s over, continue through the door to the northeast and pass
through the next hall. In here you’ll find little bug-like creatures
called Baby Rustphages. Beat them during your extra turn, because
they’re quick and like to do hit and run attacks. On your map you’ll
notice a door with a lock on it in the middle of this room. This
happens to be your first D-Ratio door, so ignore it if this is your
first time through the game, and check it out if you’ve already beaten
the game once before.

____________
           \
D-Ratio Area \______________________________________________
                                                           \
When you enter this room, you’ll probably get charged by    |
Skull Diggers, who are incredibly similar to the Skeletons  |
you fought in Power One. However, you only have to defeat a |
Lesser Karon to get rid of all these guys. You’ll find the  |
Lesser Karon lurking around on the west side of the room.   |
Use D-Dash to ward off any Skull Diggers as you make your   |
way over there. Although it’s just a Lesser Karon, still    |
finish it quickly before it gets a chance to nail you with  |
Pre-Primus. Once you kill it, all the Skull Diggers will    |
vanish, and the treasure will materialize, allowing you to  |
pick up Weaken from the chest.                              |
____________________________________________________________/


Exit this room through the door to the west and walk through this hall,
fighting any enemies that may be hanging round. When you reach the
southwest area you’ll encounter more Bind Spiders. Once again, kill
them off using G-Flare tactics. Head west in this area and then proceed
through the door to the north. Pass through the junk filled room and
you’ll find some ants guarding a red box. Kill them off and take the
item from the red box. Continue east down the hall. Go through the door
at the end of the hall to emerge in a large room. Exit through the
eastern door and ascend the ladder there.

                     -----------------------------
                     Old Waste Shaft 5F (-1170.0m)
                     -----------------------------

Head east out into the bigger hall and then walk north. Watch the
ceiling in this area, not for Bind Spiders, but for some helpful
Hychees. At the very north end of the room there is another D-Ratio
door as well as a couple dead end halls yielding an item box or two.
However, there’s also a powerful DeVolve genic hanging around there as
well. The DeVolve will charge at you very quickly if you get too close,
so be prepared. The best way to fight it is to use Lin’s Outta My Way
skill to keep the DeVolve at bay while Nina sets G-Flares in its path
and Ryu carries out hit and run attacks. Again, if this is your first
time through the game, just ignore the D-Ratio door.

____________
           \
D-Ratio Area \______________________________________________
                                                           \
Amidst the junk piles to the north, you’ll find a large     |
group of Soldier Ants. Among them is a much bigger Boss     |
Ant. You can either try to divide up the group to make the  |
fighting easier, or go for big party XP by bunching them up |
into a tight group using Fresh Meat and killing them as     |
quickly as you can with spread attacks. Once you’ve taken   |
down the Boss Ant, the treasure key will appear. Get        |
G-Iceblast from the chest at the south end of the room and  |
then go through the door to the northeast. Pass through the |
short hall and then go through the door to the south.       |
                                                           |
You’ll find a mixed group of Soldier and Worker Ants        |
standing around in this area. Fight them as you will, you   |
should know how to deal with them. Go through the door at   |
the west end of this area and get the item in the red box   |
there. Go back and exit this area through the D-Ratio door  |
to the south.                                               |
____________________________________________________________/


Continue by taking the southernmost hall on the east side of the room.
Go through the door there and you’ll find an Odd Hychee hanging from
the ceiling. Kill it and reap its Mega Aid Kit. Continue across the
hall and go through the door at the end of the hall. Pass through this
big room and climb up the ladder inside the small room to the north.

                     -----------------------------
                     Old Waste Shaft 6F (-1160.0m)
                     -----------------------------

Run through the junk filled room ahead and then go through the door to
the left once you emerge in the bigger hall (Note- You may find another
Hermit in the junk filled hall. If you missed out on getting Jolt from
the previous Hermits, you may want to consider fighting this one).
Look around this room for a dead DeVolve body. Inspect it and a bunch
of Baby Rustphages will scatter out of the body, creating a danger
room. Luckily, these guys aren’t very tough. Fight them the same way
you have fought them before. After you beat the danger room, pick up
the treasure key that appears and go through the door to the north. Run
through this small hallway and pick up Lin’s There! skill from the
chest.

Now, head back to the big hall before the danger room. Walk east and
you may encounter some more Hermits. Again, if you haven’t gotten Jolt
yet, I highly suggest you fight them. You may also find another DeVolve
at the east end of the room. Use the same G-Flare tactics on it that
you used on previous DeVolves. If there wasn’t one there, go through
the door at the east end of the room to find one standing inside a junk
filled room. To beat this DeVolve easily, have Lin initiate the battle
from far away and, once again, use her hit-back skill to keep it at a
safe distance while Nina sets up G-Flares in front of it. Pick up any
items there are in here and return to the previous room.

Head through the remaining door on the west side of the room to emerge
in a large area. Grab any items scattered about in here. Now, you can
either continue through the door at the north end of the room, or you
can fight all the Worker Ants in the northern area. If you defeat all
the Worker Ants, another danger room will initiate. This time you have
to do battle with a Boss Ant, who is quite a tough foe. If you have
any damaging traps, such as Dynamite or Bombs, use them to damage the
Boss Ant as much as you can before you initiate the battle. As you’ll
soon find out, the Boss Ant prefers to pound you with powerful long
range attacks rather than fight in close. So, have Ryu stay close to
the Boss Ant and pester it with his sword attacks. Lin and Nina should
strike from afar, standing on opposite sides of the Boss Ant at all
times to avoid mass casualties from its spread attacks. Be aware that
it can also cast Sleep, which is another reason you should keep your
party as spread out as possible.

When the Boss has gone to ant heaven, go through the door at the north
end of the room. Pick up the Save Token from the box in this room and
proceed through the next door. After an SOL scene, you will arrive in
the End Sector Borough.

                     -----------------------------
                     End Sector Borough (-1160.0m)
                     -----------------------------

You’ll find everything you need to prepare yourself for the next
mission in this lonely town. Have all of the equipment you found in the
Old Waste Shaft identified and be sure to sell the equipment you don’t
want. If you have a good amount of zenny in your pocket, you may want
to consider buying some better equipment from the local weapon shop,
but still make getting all the healing items you need your first
priority. Also be sure to make a save at the Telecorder in the lower
section of town. Once you’re fully prepared to go, head through the
big entranceway near the Identification girl.

-----------------------------------------------------------------------

                        III. Lift: Low Sector

-----------------------------------------------------------------------

Treasure Chest items- Joltball, Blow up!, Rust Armor, Backpack
Save Tokens- 2
Recommended level- 9
Recommended D-Counter- 2-6%

As your group is walking through the End Sector lift port, Bosch shows
up, much to your surprise. It turns out that he has come to take care
of the cargo you were guarding. Unfortunately, that cargo is Nina!
Instead of answering Ryu’s inquiries as to what’s going on, Bosch loses
his patience and impales Ryu right through the knee with his Beast
Blade. Just as Bosch is about to go after Nina, Ryu struggles against
him once again, only to be stabbed right through the neck this time.
This is the straw that breaks the camel’s back. Ryu suddenly has
another fiery awakening which unleashes the power of the Wyrm!

Boss fight: Bosch and the Rangers
HP: Bosch- 360, Battler and Gunner Grunt- 160 each
XP- 600
Items- Fang, 6000z, 300z, Ranger Shell+1, 300z, N/A
Recommended level- 9
Notes- After a cool transformation sequence, Bosch and his two lackeys
attempt to attack Ryu in his new form, but they fail miserably. With
Ryu in his dragon state you can crush Bosch like an empty beer can.
Although you may be tempted to drag out the fight so that you can steal
some of those items, keep in mind that YOUR D-COUNTER HAS BEGUN
TICKING. The longer you wait to end this fight, the more you’ll pay
via your D-Counter. If you really want some of that stuff (especially
the 6000z), you can make a hard save back at the Telecorder in the End
Sector Borough and turn this fight into a money loop. Otherwise, you’ll
want to end this fight in one turn. First have Nina and Lin inflict as
much damage as they can to the two ranger grunts. Then when Ryu gets
his turn, have him smack Bosch with a Twister, which should be enough
to take him down, and then have him use Vortex on each of the grunts.

After the battle, Ryu passes out and later awakens with Nina hovering
over him with concern. He then asks Lin why Trinity wants Nina so
badly. She, however is more curious about that power he just awakened.
That aside, Lin says that you can probably find out more about Nina by
going to the Bio Corp laboratory. To get there you have to get back to
Low Sector.

                     -----------------------------
                     Lift: Low Sector 1 (-1140.0m)
                     -----------------------------

This is a fairly small area so take some time to get acquainted with
it. Pick up any items that may be lying around and head down to the
area to the southwest. There you’ll find a Telecorder, and to the west
of the Telecorder you’ll find an item shop and a yellow box containing
a Save Token. Pick it up and buy some more healing items if you happen
to be low on them. When you’re ready to go, walk back north and go down
the stairs in the northeast corner of this room.

                     -----------------------------
                     Lift: End Sector 1 (-1150.0m)
                     -----------------------------

Go through the door ahead of you and take this path south to another
door. Go through it and pick up the item in the yellow box in this
small area. Now, return to Lift: Low Sector 1 and this time go down
the stairs in the northwest corner of the room. Head through the first
door and through this short hall to emerge in a room crawling with
Rustphages. These guys are just like the baby ones that you fought in
the Old Waste Shaft except they’re quite a bit tougher. However,
similar tactics work well here. If you have Lin initiate the battle
from a distance while standing on the white platform, you can set some
G-Flares in front of the small stair set to block the Rustphages while
you pluck away at a distance. Just don’t expect to go unscathed, as
Rustphages have very high speed and movement. Once you’re done with
those guys, continue through the door to the south.

Pass through this hallway going east to emerge on a catwalk running
parallel to another catwalk to the south. You’ll notice that there are
tons of Lil Lantern and Lantern Bats swarming the adjacent catwalk.
Head east across the catwalk and then south in the next area. Go
through the automatic door to the west to reach the other catwalk
(Note- If you follow this catwalk west you can get back to End Sector
Borough). In order to get the treasure key for this area, you’ll have
to take down all the bats. By now you should be confident enough to
take on large groups of these bats for some big party XP. Use Fresh
Meat to bunch all the bats up into a tight group and then pound them
with spread attacks. Ryu’s X Blade and Nina’s Jolt work especially well.

Once you’ve killed all the bats, pick up the treasure key that appears.
Also make sure you pick up all the Dynamite and Bombs the bats dropped.
Head east from the southern catwalk and go through the door there. In
here you’ll find the blue treasure chest, but you have to get by a
Deathcow and a Beak (lesser Deathcow) to reach it. First, toss some
meat their way, and while they’re distracted, pelt them with all the
explosive traps you have. The more damage you can cause before the
actual fight begins, the easier it will be. Once you initiate the
battle, have Ryu use Deathbringer while Nina and Lin attack from a
distance. Both of these guys are weak against electric attacks, so
Nina’s Jolt spell is quite effective here. Get Joltball from the chest
once you’ve defeated them. Then, return to Lift: Low Sector 1 once
again and proceed to Lift: Low Sector 2 via the stairs in the southeast
corner of the room.

                     -----------------------------
                     Lift: Low Sector 2 (-1130.0m)
                     -----------------------------

Open up the first door in front of you and pass through this short
hall. In this area, you’ll find a group of two Duke Lancers and two
Duke Hunters roaming around on a white platform on the east side of the
room. You’ll also notice that there’s a blue treasure chest in the same
area. Walk over and stand near the edge of the platform to get the
dukes’ attention. When they all start charging you at once and bunch
up, initiate the battle. Since they’re up on that platform, the Duke
Lancers won’t even be able to touch you if you keep your distance from
the edge of the platform. That only leaves you to deal with the long
range onslaught of the Duke Hunters, and that’s not even much to worry
about. Have Ryu stand away from the platform to build AP while Lin and
Nina carry out a long range assault of their own. After building up
some AP, Ryu should carry out a hit and run attack, using X Blade on
them as many times as he can afford to (just make sure you leave him
with enough AP to get away from the platform). Once you defeat them
all, the treasure key will appear on the platform. Don’t worry about
it for now and exit this room through the door to the south.

In this room, you’ll find more Duke Hunters and Lancers, and perhaps
even some Duke Magi. Have Nina keep the Lancers away with G-Flare while
Ryu takes out the Hunters at close range. The Duke Magi aren’t really
anything special. Just don’t bunch up, because they use Flare. Once
you’re done here, continue through the door on the east side of the
room.

Right when you enter this next room you’ll encounter a little guy
called a Trickster. These guys aren’t too powerful. Just stay spread
out, because he likes to use Side Slash. Venture further into this room
and, sooner or later, you're bound to run into a giant Duke Battler.
Not only does the Duke Battler deal a great amount of damage with its
attacks, it also has a special armor that only breaks after several
physical or shot attacks. Until then, its defense is quite high, not to
mention it also counterattacks at close range. To beat this guy without
taking too many casualties, you’re going to want to use more G-Flare
tactics. Have Lin initiate the battle from a great distance and begin
hitting the Duke Battler with level 1 attacks. Also be sure to save
some AP to use to back up a little. Then, Nina should set up G-Flares
in front of the Duke Battler while Ryu stays back building AP and Lin
keeps shooting away at long range. You should also have the party back
up every once in a while to keep it from getting too close to you. Once
you’ve cracked the Duke Battler’s armor, have Ryu run in and use
Deathbringer as many times as he can in one combo while Nina and Lin
back him up with long range attacking.

Once you’ve defeated the Duke Battler, head through the door at the
northeast end of the room. Pass through this next hallway to emerge on
the platform where the blue chest is. If you’ve already defeated the
four dukes in this area, pick up the treasure key and open the chest to
get Blow up!, a very useful skill for Lin. Now, return to the room
where you fought the Duke Battler and continue through the door to the
southeast.

                    -----------------------------
                    Lift: Low Sector 3 (-1120.0m)
                    -----------------------------

Proceed through this next hallway going south to emerge in a room with
spider genics hanging from the ceiling. Among a few Bind Spiders there
are also some Black Widows which like to induce poison on your party.
Fortunately, the same G-Flare tactics that are effective against the
Bind Spiders also work against these guys. After you’re done dealing
with the spiders, go inside the little sub-room in the southwest
portion of the room to find a Goo Element hanging around. Remember that
magic is most effective against it. Once the Goo Element has been
defeated, the treasure key will appear. Pick it up and take either of
the two catwalks going south into the next room (However, there are
one or two Black Widows hanging on the ceiling above the west catwalk).
Grab Ryu’s Rust Armor skill from the chest at the east end of the room
and then descend the stairs to the west.

                    -----------------------------
                    Lift: Low Sector 4 (-1130.0m)
                    -----------------------------

Follow this next path around to a door in the northeast corner of the
room. Go through it and head left to reach a big group of Hychees on
the ground. Turn them all into Heal Kits and cross over to the north
side of the room. Head right and you’ll find an Odd Hychee and another
Duke Battler. You’ll want to defeat this Duke Battler the same way you
beat the last one. Break its armor from long range and then have Ryu
run in and quickly finish it with a close range assault. Remember to
use Nina’s G-Flare to help block him. After you’re done fighting them,
continue through the door head. You’ll probably encounter a few enemies
in this hallway such as Duke Lancers and another Odd Hychee. Fight them
off and continue through the next door to enter a danger room.

In here you’ll have to fight two Duke Battlers along with a few Duke
Magi and Lancers. You’ll want to hunt down the lesser dukes before
taking on the Duke Battlers to make things easier. If you accidentally
initiate a fight with a Battler and a lesser duke at the same time,
it’s really not too much of a problem. However, fighting two Battlers
at once is a BIG problem. Avoid this situation at all costs. Once
you’re up against the Battlers, use the same strategy as before. Just
keep the Battler out of striking distance by using G-Flare and having
the party back up ever once in a while. Have Lin break its armor from
a distance and then have Ryu run in and finish it off. After you clear
the danger room, pick up the Save Token in the yellow box in this room
and also retrieve the treasure key that appears. Open up the treasure
chest to get a Backpack, which will add a page to your item inventory.
Then, ride the elevator to the south.

                     -----------------------------
                     Low Sector Borough (-1000.0m)
                     -----------------------------

After a scene with Bosch and Zeno at the Ranger HQ, you see another
scene involving an assembly of the regents. It seems that even the most
revered members of society have cause for concern over this situation.
Once all that is over, you’ll arrive in the Low Sector Borough, the
little town near the Ranger HQ. Get reacquainted with the place and
make sure to buy some more healing items and some Antidotes before you
continue. When you’re ready to move on, go down the stairs near the
item shop.

                     ----------------------------
                     Corp Lab Entrance (-1010.0m)
                     ----------------------------

First, check out the area to the southwest to find two small rooms. The
first one contains some items while the other contains... a fairy!?
When you choose to open this door you’ll meet a fairy who thanks you
for releasing her by letting you build an underground colony. Choose to
go to the colony and then learn all about it in the Information topics
(you can also learn more about it in the Fairy Colony section). Once
that’s over, go through the east door in this area and take this path
to a locked door. Examine the door and then return to Low Sector
Borough to find that it’s been flooded with nerve gas. It turns out
that three rangers have ambushed you and are using nerve gas to weaken
you. So get ready to fight the rangers.

Boss fight: Ranger Goons
HP: Battler Lieut- 600, Gunner Lieut- 500, Mage Lieut- 520
XP- 1050
Items- Ranger Edge+2, 500z, Handgun+1, 800z, Magic Wand+1, 500z
Recommended level- 12
Notes- This can be a tough fight, but you should be able to handle it
without using your D-Dive. Because of the nerve gas they released, your
party will be induced with poison every round. You can heal the poison
during the fight if you wish, but make sure to save at least three
Antidotes to use for after the fight. The Mage Lieut is the guy you
want to worry about the most, because not only are his attacks the most
damaging, he also heals his comrades with items. Once you defeat him,
the fight is much easier. No specific element is particularly effective
here, so have Nina attack with any spell she’s got while keeping a
good distance form the action. If she isn’t making any headway with her
attack spells, she should set down G-Flares. After building some AP,
Ryu should run in and start attacking the Mage. If the other goons are
standing close to the Mage, Ryu should use X Blade to get them caught
up in the attack as well. Have Lin use Blow up! from a distance. This
should hit all three of them for a good amount of damage. Just remember
to keep everyone’s HP above 100 at all times to avoid instant death
from the Mage’s Hundredgears spell. Also make sure to keep your party
spread out as the Mage’s Iceblast can strike in a line and the Gunner
likes to use Spread. Once you’ve taken down the Mage, work on the
Battler, as he can deal out much more damage than the Gunner. After
he’s dead, you should have no problem taking down the Gunner.

When the fight is over, the remaining ranger will turn up the gas,
bringing the pollution to a dangerously high level. After Ryu tells Lin
and Nina to move to higher ground, he attempts to turn off the gas but
faints in the process. Then, Nina runs down to try to help him. When
Ryu won’t wake up, a strange blue light envelopes them and the gas is
dispersed. Once Ryu wakes up and you regain control, heal any poison
you have and pick up the Bio Corp ID card near the empty gas tank.
Then, head back to the Corp Lab Entrance. Go through the door to the
east and there will be an SOL scene. Return to the door that was locked
before and go through it. Follow this path and you’ll end up in an
area with an item and weapon shop, as well as an Identification girl
and a Telecorder. Take care of any business here and continue through
the big door in this area.

-----------------------------------------------------------------------

                            IV. Corp Lab

-----------------------------------------------------------------------

Treasure Chest items- G-Inferno, Roundsaber, Blunt, Backpack
Save Tokens- 1
Recommended level- 13
Recommended D-Counter- 10-15%

After an SOL scene, Lin returns after scouting the area ahead. The
answers to your questions lie at the top of the Bio Corp complex, so
it’s time to get going.

                        ----------------------
                        Corp Lab 1F (-1010.0m)
                        ----------------------

First, head east and go through the door there. Head through any of the
two automatic doors in this next hall and pick up the items inside
this small room. Go back out into the hall to find a D-Ratio door to
the south leading to quite a large side area. If this is your first
play through, then just skip past it.

____________
           \
D-Ratio Area \______________________________________________
                                                           \
Ride down the elevator and leave this small room. In this   |
hallway you’ll find several Goo Plasma, Ruby, and Sapphire  |
hanging from the ceiling. Try to throw some Fresh Meat on   |
the ground under them and then walk towards them. When they |
drop from the ceiling, they’ll go for the meat, and then    |
you can attack them. Remember to use Nina’s spells to       |
exploit their elemental weaknesses while fighting them.     |
When you’re done with them, go inside the room to the west  |
via one of the two automatic doors. In here, you’ll run     |
into a greater version of the Hychee called the Bon         |
Appetits. Have Nina initiate the battle and kill them       |
easily with her spells. You also may run into a single Goo  |
hanging from the ceiling in here so watch out for it.       |
                                                           |
Next, head through the door to the west and continue west   |
into a room containing some Odd Hychees and a few Bon       |
Appetits. Once again, eliminate them with Nina’s magic and  |
pick up the healing items they drop. Then, go back to the   |
previous room and through the southern door. There are more |
Goos in this area. Defeat them all (including any that are  |
hanging out near the chest in the small room to the         |
southeast), and the treasure key will appear back in the    |
room to the north. Pick it up, return to the small room to  |
the southeast, and get G-Inferno from the chest. Return to  |
the outermost hallway (where all the Goos were on the       |
ceiling before) and head west along the north end of the    |
hall. Take this path all the way to an elevator and ride    |
it down.                                                    |
                                                           |
Pass through the next hallway to emerge in a room with a    |
few Kanaphages and a big group of Rafflesia in the          |
southeast corner of the room. Have Lin get up close to the  |
Kanaphages and use Shatter! so that you can defeat them in  |
one hit and get 10000z off each one! If you want to earn    |
some extra party XP, use Nina’s magic to charge up the      |
Rafflesia and then have Ryu and Lin go in for the kill.     |
                                                           |
Once you’re done here, continue through the northeast door  |
and pass through this hallway going south. This room        |
contains two sleeping machines called Armstrongs. Not only  |
do they have really high defense, but they also             |
counterattack if you attack them up close. For some reason, |
Lin’s attacks seem extremely ineffective against these guys |
so have Ryu stick to his strongest combos while Nina uses   |
spells from a distance. After beating those two, head       |
through the door to the west. Pass through this tiny area   |
to enter a room with two smaller rooms alongside of it.     |
Pick up the items in the west area and then pay a visit to  |
the southern room. Examine the doll on the table and you’ll |
see an SOL scene. Inspect the doll again after the scene is |
over to receive the Buki, a secret weapon for Nina.         |
____________________________________________________________/


From here, head back to where you started from and go through the door
to the west. Pick up all the items in the side room along the path and
then ride the elevator at the end.

                        ----------------------
                        Corp Lab 2F (-1000.0m)
                        ----------------------

Leave the elevator room and pass through this next hall. Go through the
automatic door just to the south and pick up any items in this small
room. Continue through the door to the south to emerge in a large area
with two catwalks running parallel. As you’re walking across this
catwalk, you may encounter bug-like genics called Buzzes. These guys
are especially vulnerable to shot attacks, so use Lin to defeat them
without much difficulty. Go through the door at the end of the catwalk
to and you’ll be pounced upon by some big plant-like creatures called
Rafflesia. Quickly toss out some Fresh Meat to distract them while you
can prepare yourself for battle. Try to fight them one at a time as
they can be difficult to beat. Unless you’re very confident in your
ability to win fights, refrain from hitting these guys with any kind
of magic (including traps), as it makes them stronger. However, it also
increases the amount of XP you receive from them. You’ll also want to
build AP on your first turn because the Rafflesia can regenerate HP.
Once you’ve killed all the Rafflesia in this room, pick up the treasure
key that appears. Now, you have two choices of what to do next. You
can either hike through a side area to get a skill that’s not even
very useful, or you can finish up this floor and continue on with the
mission. If you’re kind of short on healing items, I don’t suggest you
visit the side area. If you’re skipping the side area, then read ahead.

Go through the automatic door to the east and continue into the hallway
to the south. There will be two guards called Patrollers roaming this
hallway. These guys are quite easy to beat, however, you’ll probably
want to avoid them. Why? Because when you kill them, they’ll request
backup, which make incredibly large groups of much harder guards called
Bouncers appear later on. So, Pick up any items in this hall and
continue through the door to the east. If you killed the Patrollers in
the previous room, this hall may be overrun with Bouncers. If you have
enough healing items, you might be able to fight your way through them.
Just try to divide them up as much as possible. If they’re just too
much for you to handle, either give up on the side area or D-Dash
through them. Either way, pass through this hall and go down the
elevator at the end.

Proceed through this next hall to enter a danger room full of Goo
Plasma and Goo Rubies. They’ll either be spread out amongst the cages
or all sitting around in one big group. Divide and conquer is the best
strategy here. While in battle, make sure you stay spread out to avoid
having everyone get hit by their level 2 spells. Try to defeat a Goo
Ruby early on so that you can have Nina learn the Flare skill that they
drop. Then use Flare on the Goo Plasma to exploit their weakness
towards flame attacks. Once the danger room is clear, pick up the
treasure key that materializes. Then go inside the room to the
northwest and pick up Blunt from the chest (Note- There‘s a giant
Armstrong enemy asleep in this room. If this is your first game or the
danger room just wore you down, then I wouldn‘t suggest fighting it,
because it is quite strong). Now that you’re done here, return to Corp
Lab 2F.

Go back to the area near where you got the treasure key and take the
east catwalk back to the north side. Along the way, you’re bound to
encounter a very large group of Buzz enemies. If you’re bold enough,
throw some Fresh Meat towards them to get a bunch of them huddled into
a tight group. Then have Lin start the battle and use Blow up! to cause
a good deal of damage. If you can finish them off quickly after the
extra turn, you’ll get a hefty amount of party XP as a reward. Now, go
through the door at the end of the catwalk and head inside the small
room to the left. Kill off the pack of Hychees and the Odd Hychee
hanging from the ceiling in here and then pick up Roundsaber, a really
good skill for Ryu, from the chest. Return to the previous room and go
through the east door. Pick up all the items in here and then ride the
elevator in the southeast corner of this area.

                     ---------------------------
                     Corp Lab 3F North (-990.0m)
                     ---------------------------

Head through this first hall into the next room. Some genics called
Kanaphages reside in this room along with a few trios of varied
elemental Goos. You can receive large a amount of zenny from the
Kanaphages, given you defeat it in as few hits as possible. The amount
of zenny the Kanaphage drops is cut in half every time you hit it with
an attack. If you defeat it in one hit, you’ll get a whopping 10000z.
Unfortunately, if this is your first game, you won’t have any attacks
powerful enough to accomplish this (that’s assuming you don’t want to
use D-Dive). Ryu’s Deathbringer is probably your best bet for picking
up a few thousand zenny here. Now, the Goos in here are in groups of
three, with a Goo of each element in each group. Try to split them up
so you can exploit their elemental weaknesses without inadvertently
using the wrong element on the wrong Goo. After you’re finished up
here, continue through the door at the west end of the room and
collect the items in this small room. Then, head through the next door.

                     ---------------------------
                     Corp Lab 3F South (-990.0m)
                     ---------------------------

Pick up any items that are lying around in this next hall and go
through the next door. Run across this catwalk and go through the door
at the end. Walk south down this hall and open the door leading to the
other catwalk on the west side of the hall. Here you’ll find another
swarm of Buzz genics, but this time, there is a Queen Buzz among them.
While the Queen Buzz is around, the others become tougher to beat. So
try to fight the Queen separately from the others, and then take out
the rest of them. Again, you can pick up a good amount of party XP by
fighting them in large groups. Continue into the next room after taking
care of the Buzzes and get all the items in this small area. Then go
back across the catwalk. Go through the southern door in this hall and
pass through the tiny room. Head through the automatic door in this
next area to emerge in a Bio Corp operating room.

After an extremely brief SOL scene, a Bio Corp scientist comes in and
inquires as to what you want. Through his tactless remarks about Nina,
you discover that Nina was a Low-D girl who was turned into an
experimental anti-pollution mechanism. Disgusted by the scientist’s
indifference towards Nina as a human being, Ryu gives him a knuckle
sandwich dragon style. He then tells you that Nina will eventually die
from the air pollution, so Ryu then vows to take her to the sky where
the air is clean. Once that’s over, Exit this room through the door to
the southeast and ride the elevator at the end of this hall.

                        ---------------------
                        Corp Lab 4F (-980.0m)
                        ---------------------

Proceed through this next hallway to find yourself in a hall with two
Patrollers walking around. Since you already know what will happen if
you fight them, you can decide whether to fight them or try to sneak
past them. I’d suggest trying to get around them if this is your first
game. However, it’s going to take some fancy maneuvering and maybe
even some D-Dash to get around these guys. For now, ignore the little
room near the middle of the hallway and just concentrate on getting
through the door at the west end of the area. Once you manage that,
breeze through the next two halls. In the next room, you’ll find two
more Patrollers. But there’s also a Goo Prism sneaking around here as
well. Like its weaker cousin, the Goo Element, the Goo Prism is
transparent but turns visible from time to time. Usually it hangs out
in the small room where all the cages are or in the corner where the
hallway bends. After you start the battle, just use Nina’s spells to
kill to without much trouble. Pick up the treasure key that forms after
the Goo Prism’s defeat and return to other hall where the two
Patrollers were.

Now, you’re going to want to make your way into the small northern
room near the middle of the hall. If the Patrollers see you before you
get there, then just keep running and tap R2 when they get close to
you. Now, pick up the Backpack in the chest. Chances are, if they saw
you, the Patrollers have followed you into this room. Don’t panic.
Watch your map out of the corner of your eye so you know where they
are at all times. Then when the time is right, bolt out of that room
towards the western door. Again, use D-Dash intelligently if you have
to. Return to the room where you got the treasure key and go through
the door to the northeast. Pass through the next two hallways and ride
the elevator at the end.

                        ---------------------
                        Corp Lab 5F (-970.0m)
                        ---------------------

You’ll be happy to know that there are no enemies on this floor. So,
go inside the room alongside of this first hall. Get the Save Token
from the yellow box as well as any other items lying around. Head
through the next door and continue through the door at the west end of
this area. Follow this path and you’ll end up in a small room with a
Telecorder and the item/weapon/locker girls. Stock up on some more
healing items and even buy some weapons if you want. You should have a
decent amount of zenny by now, so buying some equipment wouldn’t be a
bad idea. This is also a perfect time to check on your Fairy colony if
you’ve already forgotten about it. So, do whatever needs to be done
here, return to the center room on this level, and go through the big
door there.

-----------------------------------------------------------------------

                           V. Frozen Road

-----------------------------------------------------------------------

Treasure Chest items- Greetings, Feint, Cleaner, Fragball
Save Tokens- 1
Recommended level- 14
Recommended D-Counter- 11-25%

First, collect any items that may be lying around in this entranceway
and then head through the next door. Follow this path, go through the
door at the end, and climb up the ladder there.

                       ------------------------
                       Frozen Road 1F (-960.0m)
                       ------------------------

Exit this small room and walk west to a fork in the path. Continue
west to reach a small room full of item boxes and two new enemies
called Gar Snipers and Gar Pikes. These guys are very similar to the
Duke Lancers and Hunters that you fought back in the lower sectors
except they’re a lot tougher. Like most of the enemies you’ll find in
here, these guys are weak against electric attacks and resistant
towards ice attacks. So, have Nina use spells like Jolt and Lightning
while Ryu and Lin attack with electric based weapons if you happen to
be carrying them. Clean up all the items in here after doing away with
the Gars and then continue through the northern door. In here you’ll
either find a large group of Goo Sapphires among an Ice Goo or a few
Goo Sapphires and several little Drillbug creatures walking around.
Regardless, they’re all vulnerable to electric attacks. The Ice Goo is
just a bigger, more powerful version of the Goo Sapphire, so separate
it from the rest of the group and nail it with Nina’s electric spells.

The Drillbugs are a bit of a nuisance as they like to put you to sleep
and attack you AP, so try to waste them on your extra turns. Once
you’re done here, go through the door to the east. This room contains
a very large group of flying frog-like creatures called Aggrossers with
their leader, the Frogressor, in the middle of the pack. You can either
approach them slowly or throw some meat towards them to bunch them up
into a tight group for some extra party XP. Once again, electric
attacks are effective here. Lin’s shot attacks also inflict a lot of
damage to these guys as well. Defeat them all and pick up the treasure
key that appears. Take Greetings from the chest and return to the
previous room. Head north and climb up the ladder at the end of the
room.

                       ------------------------
                       Frozen Road 2F (-950.0m)
                       ------------------------

In this next area, you’ll find a couple of average looking item boxes
that you can’t break open. Among them is a giant white box. These
things are actually genics called Jack-Boxes, and the giant one is the
Big Jack-Box. These enemies can potentially drop a lot of zenny
depending on the amount of times you hit them before they die. The more
times you hit them, the more zenny they’ll drop. Otherwise, they’re
relatively easy to beat with Ryu’s physical attacks. Get the treasure
key by defeating the Big Jack-Box and continue east into the next room
(Tip- If you‘re having trouble getting the Jack-Boxes to pop out, try
standing next to them and placing some Fresh Meat on the ground. When
it comes out, quickly hit X twice to retrieve the meat and initiate the
battle at the same time).

The treasure chest lies within this room, but you must battle through
a few Gars, a Beak, and two Deathcows to reach it. First, take care of
the Gars. By now you’ve seen what they can do, so either divide and
conquer or fight them in groups, whichever you’re most comfortable
with. Once you’ve taken out the Gars, slowly approach the Beak and the
two Deathcows so that the Beak will start chasing you without the big
guys even noticing. If you haven’t fought Beaks before, all you need to
know is that they are a much weaker version of the Death Cow. Kill it
up close, because it likes to use Howling to Bind your party. Next,
approach the two Deathcows the same way, except make sure you walk
towards them from a side so you won’t risk having both of them charge
at once. Unless you’re extremely confident in your abilities (or just
don’t mind using D-Dive), then taking on both of them at once can be
deemed as suicidal. Chances are you’ve fought one or two Deathcows
already, so you should have a good idea about how you want to fight
them. If you’re skilled at using Nina’s traps, then you can put
Joltball to good use here. After fighting through all those foes, you
can reach your rewards which include the Fient skill from the chest and
a Save Token from the yellow box. Then, go through the door at the
north end of the room and ascend the ladder there.

                       ------------------------
                       Frozen Road 3F (-940.0m)
                       ------------------------

Run through this next room to emerge in a room containing a family of
Goo Sappires led by a big Ice Goo. Again, Ice Goos are just bigger and
stronger versions of the Goo Sapphires, so tactics that are effective
against the small ones are just as potent against the big guy. Take the
Ice Goo down with electric attacks and it will drop the next treasure
key. Pick it up and collect any other items lying around in this area.
Then, continue into the next room. In here you’ll find more of those
annoying Drillbug monsters mindlessly wandering around. Among them is
their superior, the Bug Leader. First, kill off all the Drillbugs
before going after the Leader. This is because the Bug Leader becomes
harder to cope with in battle if it witnesses one of its little friends
going to Drillbug heaven. The big guy doesn’t differ much from the
little ones besides the fact that it is bigger and stronger. Once you
defeat it, it’ll drop Leech Power, a very useful shield skill. Now, get
the Cleaner from the chest in the northwest end of the room and
continue through the eastern door to emerge in a danger room.

This danger room is home to a few Aggrossers who are hanging from the
ceiling, as well as two Beaks. Throw some meat under the Aggrossers and
then approach them until they drop from the ceiling. Instead of trying
to ambush you, they’ll go for the meat, so attack them while they’re
distracted. When it comes time to fight the Beaks, approach them
slowly. The second one of them begins to charge at you, put some Fresh
Meat down and run the other way. Then run back and hit it while it’s
eating. Just rely on close range attacks from Ryu and long range spell
casting from Nina to deal the most damage. Once those two are out of
the way, you’ll only have a few more Aggrossers to deal with. Just kill
them using the same tactis as last time. Clear the room and there will
be an SOL scene. Afterwards, go through the next door and up the next
ladder.

                       ------------------------
                       Frozen Road 4F (-930.0m)
                       ------------------------

Leave this small room and head right to find another group of Gars and
possibly more Jack-Box enemies. Take out the Gars first so you can
focus all of your attention on the Jack-Boxes when the time comes to
fight them. Just remember to split them up if you’ve been having
trouble with them up until now. Once you’re done here, head through
the door at the north end of the path. Veer to the right to stumble
upon a small area with some Hychees and a few Odd Hychees hanging from
the ceiling. Kill them, take their healing items, and continue through
the door to the left. Now in order to get the treasure key for this
floor, you’ll have to defeat all five Beaks roaming around on the
metal walkway. Unless you’re certain you can take them on in groups,
divide and conquer is the best strategy. Approach them carefully, only
letting one of them see you at a time, and then use Fresh Meat to
distract them until you’re ready to start the fight. Kill all of them
and get the treasure key they drop. Pay a visit to the small room to
the south and pick up any items that are in there. Go inside the small
room to the north to reach the chest containing Fragball.

Proceed through the next door at the east end of the room and take this
path to a Telecorder and the item/locker girls. Appraise any equipment
that’s taking up space in your inventory and then fill that space up
with healing items. You’ll need them for what comes next. I’d also
recommend making a save at the Telecorder as well. When you’re fully
prepared to move on, ascend the ladder at the northeast end of the
room.

-----------------------------------------------------------------------

                             VI. Storage

-----------------------------------------------------------------------

Treasure Chest items- None
Save Tokens- 2
Recommended level- 15
Recommended D-Counter- 11-26%

Head north in the next hallway and go left at the junction. As your
group enters the main room of the Storage area, you’ll be ambushed by
a platoon of high class rangers led by Bosch and Captain Zeno. After
Bosch throws some insulting comments in Ryu’s direction, Zeno will step
in and try to reason with you. She tells Ryu that he’s linked with a
Bio Corp experiment, causing him to go crazy. But a voice in Ryu’s mind
assures him that she’s lying. And when Ryu refuses to cooperate with
Zeno, she has her troop of rangers attack you.

Boss fight: Ranger Platoon
HP: Lead Battler- 750, Battler Capn- 620, Lead Gunner- 720,
Gunner Capn- 520
XP- 3981
Items- Ranger Shell+3, 500z, Counter, 800z, Dent Weapon, 550z,
      Third Eye, 800z
Recommended level- 15
Notes- This is definitely the hardest battle yet. There are three
groups of formidable rangers surrounding you. The group that you have
to worry about the most consists of two Battler Capns and the Lead
Gunner. The Lead Gunner annoyingly casts support spells on the Battler
Capns while they wail on you with powerful physical attacks. They also
have a special shield that can sometimes greatly reduce that damage you
inflict on them. First off, you’ll want Nina to get away from the
action until Ryu and Lin have taken care of the Battler Capns. Then
have Ryu stay where he is at the moment and have Lin back up towards
Ryu a bit. This is so that the Battler Capns will run right up near
you, but they won’t be able to get within attacking range. Then on the
next turn, go all out on the Battler Capns and maybe the Battler
Leader if you want to get him out of the way first. You’ll want to get
rid of those swordsmen as quickly as you can. If they bunched
themselves up while moving towards you, use spead attacks like Ryu’s
X Blade and Lin’s Blow up! to take them down quicker. Nina should stay
away from the fighting for now and carry out hit and run magic assaults
every other turn to help quicken the Battlers’ demise. Once all the
Battlers are gone, the fight gets much easier. Now the combined efforts
of your party should be able to take down at least one or two Gunners
per turn. However, you’ll want to eliminate the Lead Gunner first, as
he tends to run away once all the other ranger have been killed. Just
remember to heal very often, especially at the beginning of the fight.
If one party member falls victim to too many attacks in one turn, it
could be fatal if you never get a chance to heal. Having plenty of
healing items is the key to winning this fight. If you find yourself in
a tough spot and your D-Counter is considerably low, then simply D-Dive
and give the Battlers a few good thrashings with Vortex. Just don’t go
overboard.

Since the rangers failed, a giant robot then emerges from one of the
lifts. It’s time for another battle.

Boss fight: Asimov
HP: 1400, Annex HP- 200
XP- ~1500 (dependant on how many Annexes are defeated)
Items- Take this!, Generator, Battery Pack
Recommended level- 15
Notes- Compared to the last battle, this fight is quite easy if you use
the right strategy. You’ll notice that the Asimov stars the battle
behind a bunch of junk. If you can keep it trapped there, it’ll rarely
attack you. To do this, have Nina constantly place Fragballs in front
of Asimov throughout the entire battle. Every turn the Asimov will
create two little machines called Annexes, which attack you with Jolt if
given the opportunity. If you put Fragballs in the right places, the
Asimov will release the Annex right on top of the trap, causing it to
take massive damage. The Annexes are also weak towards Lin’s shot
attacks, so have her use Blow up! every round to eliminate them and
get the big robot caught in the crossfire. Ryu should move into a
position where he can attack the Asimov without being an obstruction to
Nina’s Fragballs. Eventhough your main goal should be to take down the
big guy quickly, you should also kill off the Annexes before they get
a chance to attack. Once Asimov’s HP reaches 1, you’ll no longer be
able to harm it (unless you use dragon form). It’ll then initiate a
countdown to self destruct in three turns. In the meantime, continue
fighting as usual. Keep it trapped behind the machines and continue to
eliminate the Annexes it produces. But, when there’s only one turn left
until it blows up, have everybody get as far away from it as possible.
You’ll be safe as long as you’re out of its Movement Radius.

After the giant robot goes out with a bang, Zeno finally decides to
step in and kill you herself.

Boss fight: Zeno and the Mage Capns
HP: Zeno- 1600, Mage Capn- 580
XP- 3840 (both Mages defeated)
Items- Valor, V, Magic Wand+2, 450z
Recommended level- 16
Notes- This can be quite a tough fight. Zeno is capable of dealing out
a lot of damage through multiple strings of attacks, and the Mages like
to cast Iceblast which can deal over 50 damage to anyone in its wake.
You’ll want to keep your party spread out for the entire battle to
avoid having multiple characters being hit at once with Iceblast and
Zeno’s spread attacks. The first thing you’ll want to do is have Nina
set up a Fragball right in Zeno’s path. Half the time, Zeno refuses to
run into magical traps, so if you can position Fragball so that Zeno
can’t get by it, she may try to reach you by walking around the big
junk pile instead. It’ll take her about three turns to reach your party
if she does this, so use those three turns wisely by preparing for her
arrival. If you didn’t manage to set up a good Fragball, that’s OK.
Just have Ryu focus all of his attacks on Zeno, while Lin and Nina
combine their efforts to kill off one of the Mages. Once you’ve killed
one of the Mages, begin attacking the other one but don’t kill it. As
soon as both Mages die or Zeno is down to half HP, she’ll use Last
Resort. This not only increases her attack power, but it also sets up
a special shield, very similar to the ones the Battler Capns had when
you fought the rangers. After this point, Zeno will also begin using
her Violet Death skill, which is incredibly devastating. Make sure
everyone’s at full HP before Zeno’s turn. Well, once she uses Last
Resort there’s no need to keep the remaining Mage alive anymore, so
kill him off and then go all out on Zeno. If you’re running out of
healing items, you can D-Dive and use a Twister (and maybe a Vortex as
well) as a finishing move for only a few percent towards your
D-Counter.

Once Zeno is dead, Bosch flees, and Ryu hears the voice of the Odjn
once again. Then Lin suggests that it’s time to go to Trinity’s
headquarters. To reach the Trinity area, you’ll have to hike through
the industrial zone ahead. When you regain control, inspect the sword
that Zeno left lying on the ground to receive the Violet Blade. Make
sure you head back to the end of the Frozen Road now to have it
identified, as well as restock your healing items. The Industrial Area
is a long mission, so be sure to bring plenty. Then, return to the
main Storage area and go inside the small room to the northwest to
reach a bunch of items, including two Save Tokens. Now, continue
through the middle door on the west side of the area and head north at
the junction in this next hall. Then, climb up the ladder in the small
room at the end of the path.

-----------------------------------------------------------------------

                        VII. Industrial Area

-----------------------------------------------------------------------

Treasure Chest items- Reflect, Let's dance!, Fireball, Spiritcharge,
Too slow!!
Save Tokens- 2
Recommended level- 17
Recommended D-Counter- 20-31%

After an SOL scene, you will arrive on the first floor of the
Industrial Area’s first zone.

                       -----------------------
                       Indust One 1F (-890.0m)
                       -----------------------

Leave this small room and pass through the short hall ahead. In the
next area you’ll encounter some new enemies called Bandits and
Highwaystars. Although the Bandits are pretty easy to beat, they will
steal from you if they get the chance, so kill them to recover any
items that get stolen from you. Also, if they see you they’ll chase
you relentlessly, so be prepared. The Highwaystars aren’t much harder
to defeat. Just make sure to keep everybody in a wide formation
because they like to use spread attacks. When you’re done with them,
continue along the metal path and go through the door in the northwest
corner of the room. You’ll find several Odd Hychees in this small area,
so convert them into healing items and return to the previous room.
Head through the door to the southwest and go through the automatic
door at the end of this short path.

This room contains some bats called Ebonfires, and among them is their
leader, the Baphomet. Like many of the enemies you will face in this
mission, these guys are weak against ice attacks, so use Nina’s Frost
and Iceblast spells. They’re also vulnerable to Lin’s shot attacks, so
her Blow up! skill is ideal here. While the Ebonfires are not too
difficult to kill, the Baphomet is quite a formidable foe. Not only
does it regenerate a small fraction of its HP every round, but it also
likes to hit your party with annoying spells like Silence and
Fireblast. To keep the bad effects of both of these spells to a
minimum, keep your party as spread out as possible. Also, before the
fight even begins, lure the Baphomet in as close to the walkway as you
can with Fresh Meat so that Ryu can get into attacking range. Once
you’ve defeated them, Continue through the door in the northwest
corner of the room and ride the elevator there. You’ll arrive on the
second floor after an SOL scene.

                      ----------------------------
                      Indust One 2F West (-880.0m)
                      ----------------------------

Head east through the small room ahead. You may come across some
machines called Capeks in this next area. Use Nina’s ice spells and
Ryu’s sword attacks to defeat them without much trouble. If you follow
the metal walkway to the southeast corner of the room there may appear
to be a blue treasure chest there. Don’t be fooled. This is an enemy
called the Wonder Box, which is very similar to the Jack-Boxes you
fought back at the Frozen Road. Instead of zenny, however, you can get
some good items from it depending on how much damage you deal to it
before it commits suicide at the end of the first turn. So, bring it
down to a sliver it its HP, and then let it kill itself to get your
prize. Now, go through the automatic door to the east. If you didn’t
see any Capeks in the previous room, you’ll definitely see them in
here, along with another Wonder Box. Get rid of the Wonder Box and
then divide and conquer the Capeks. If you do manage to fight several
of them at once, try to line them up so that Nina can hit the lot of
them with Iceblast. After defeating them all, you’ll have clear access
to the D-Ratio door at the south end of the room.

____________
           \
D-Ratio Area \______________________________________________
                                                           \
This door empties you out into a danger room containing     |
either a large group of Petrophages or a combination of     |
Capeks and Petrophages. If you’re dealing with both         |
Petrophages and Capeks, go after the Capeks first. Either   |
split them up for easy fighting or battle them in groups    |
for more party XP. If you’ve managed to leave the           |
Petrophages undisturbed, them you can finish off this       |
danger room without even having to fight them. Stand behind |
the short fence and have Lin use her charged shot on the    |
Petrophages. They’ll then charge at you and get flipped     |
over as they crash into the fence. Then hit them while      |
they’re flipped over to kill them without even initiating a |
fight. If you got the danger room with all Pertophages, you |
can clear it without having to fight a single battle using  |
this tactic. So, clear this room and pick up the treasure   |
key that appears. Go through the automatic door to the      |
southeast and get Reflect from the chest in this small      |
room. Exit this area through the southern door.             |
____________________________________________________________/


Continue through the next door and pass through this short hall to
reach the east wing.

                      ----------------------------
                      Indust One 2F East (-880.0m)
                      ----------------------------

Pass through this short hall and into the next room. Here you’ll run
into more Capeks as well as some new enemies called Petrophages. These
guys are similar to the Rustphages you fought earlier on in the game,
however, they’re much faster and stronger. The best way to deal with
these guys is to simply defeat them outside of battle. If you quickly
run in front of them or get their attention by using Lin’s charged
shot, they’ll charge at you. Quickly move out of the way to make them
hit a wall, flipping them over. If you attack them while they’re
flipped over, you can kill them outside of battle. So first take out
the Capeks roaming around and then use Lin’s charged shot to kill the
Petrophages safely from the metal walkway. However, there’ll probably
be two Petrophages you can’t reach from there, so walk down to the
lower area and run past them to make them charge and run into the metal
walkway. Then quickly take them out while they’re flipped over. Once
you’ve killed them all, the treasure key for this wing will appear.
Retrieve it, go through the automatic door in the northeast corner of
the room, and head through the door at the end of this hall.

Proceed inside the small sub-room just ahead to encounter some Fire
Goos and Goo Rubies. You’ve seen the Goo Rubies before, and the Fire
Goos are simply a stronger version of them. Use Nina’s Frost and
Iceblast spells to weaken their attacks and wipe them out easily. Grab
Let’s dance! from the chest and continue to the west side of this area.
There may be a family of Goo Rubies lead by a Fire Goo in the lower
area amongst a few item boxes, or you’ll find a variety of enemies
you’ve seen here before. Defeat them, grab all the items, and exit
this room through the southeast door. Pass through this hall, and
you’ll find more Bandits and Highwaystars. Unlike when you met them
before, the Highwaystars in this area are as aggressive as the Bandits
on the field. After dealing with them, take the metal walkway in the
middle of the room left to find a pair of Petrophages near the next
door. Quickly pass in front of the so they charge into the railing,
allowing you to eliminate them outside of battle. Go through the door
and pass through the short hall there.

            --------------------------------------------
            Indust One 2F West (-880.0m) *Southern Area*
            --------------------------------------------

Breeze through the first two small rooms. You’ll emerge in a room with
a bunch of Petrophages sitting around in the lower area. Have Lin get
their attenion from the safety of the metal walkway using her charged
shot. Then shoot them again when they’re flipped over to easily defeat
them without even starting a fight. Once you’ve gotten rid of them all,
go down the the lower area and clear out any Bandits that may be
hanging around. Get the Save Token from the yellow box and then ride
the elevator behind the door to the southwest.

                       -----------------------
                       Indust One 3F (-870.0m)
                       -----------------------

Exit the elevator shaft and you’ll face yet another danger room. This
time you’ll have to kill another family of Ebonfires led by a Baphomet.
Use the narrow hallway they’re in to your advantage. First, lure the
Baphomet into the doorway so that you can initiate the battle with your
party outside the hallyway while keeping the Baphomet trapped in. Ryu
can run in and attack it from inside the hallway if you wish while Lin
and Nina strike from outside. Remember to keep a spread out formation
as the Baphomet’s worst attacks hit over a large area. Once the big
guy’s out of the picture, you can rack up some party XP by killing off
the Ebonfires in large groups. Or you could just split them up if it’s
easiest for you. If you’re after party XP, toss some meat towards them
to get them into a compact group. This will allow you to nail them all
at once with your spread attacks. Keep in mind that Nina’s ice spells
are extra effective here.

After an SOL scene, continue through the door at the northeast end of
this area and pick up all the items in this next room. Exit through the
door to the east to emerge in a large room with a bunch of Capeks
roaming around. They tend to stay pretty spread out by themselves, so
dividing them up for easy victories shouldn’t be too difficult. Just
remember to use ice spells on them. Get the treasure key that appears
in the small room to the northeast and get Fireball from the chest
there. Now, pick up all the trap items from the small rooms on the east
side of this area and continue by riding the elevator on the east side
of the room. Following an SOL scene, you’ll reach the second zone of
the Industrial Area.

                       -----------------------
                       Indust Two 1F (-860.0m)
                       -----------------------

This next room is littered with the bodies of dead rangers who were
probably trying to ambush you. Examine some of the bodies and the
locked doors to the north and south. Then take a look around in the
lower area to find a drunk looking guy standing there. Talk to him,
and you’ll find out that he’s the one who killed all the rangers so
that he could fight you one on one. It’s time for another battle!

Boss fight: Tantra
HP: 1800
XP- 2001
Items- C’mere!, 300z
Recommended level- 17
Notes- This guy isn’t nearly as hard as he is annoying. Not only will
he hit you with Sleep, but he also frequently uses his trademark spell,
Forcacion, which literally drains the victim of their abilities.
Anyone hit with spell basically becomes a nearly useless attacker for
three turns. If his status change spells weren’t bad enough, Tantra
can also use Multi Strike and Drain to heal himself for as much damage
as he deals out. First off, get your party into wide formation
surrounding Tantra so that he can’t hit your entire party with Sleep.
Then, have Ryu get in close and unload on him with level 3 skills such
as Deathbringer and Violet Death, while Nina and Lin attack from a
distance. If it suits your fighting style, you can even have Nina lay
down magic traps while Lin knocks Tantra into them. Have anyone who
gets hit with Forcacion test out their attacks on Tantra afterwards to
see if you can still manage to deal some decent damage with them. If
not, just have that character bide their time away from the fighting
until their three turns are up. You may even want to have Lin get
right up close to Tantra while Ryu and Nina get far away at the very
beginning of the fight so she’ll fall victim to Forcacion instead of
Ryu and Nina, who are your best attackers in this fight. I really
wouldn’t suggest using dragon form on him, but if you feel you
absolutely need to D-Dive, give him no more than a D-Charge and a
Twister.

Once you’ve bested Tantra, Lin tells you that he’s a highly trained
assassin, obviously working outside the government ranks. Pick up the
IndZone 2 ID card that he dropped and then go through one of the two
locked doors. No matter which door you choose, you’ll fight a sub-boss
and eventually end up in the same place. If you want, you can come back
here after fighting one sub-boss so that you can take the other path
and fight the other sub-boss as well. However, if this is your first
game, I strongly suggest you only fight one of them. After leaving the
room, Tantra will suddenly wake up in a brief scene. Then, you’ll see
a scene of the regent meeting during which the leader announces his
plan to send the Dark Rangers after you. After an SOL scene, you’ll
arrive on the second floor of zone two.

                    -----------------------------
                    Indust Two 2F North (-850.0m)
                    -----------------------------

Exit the elevator shaft and go through the automatic door at the end
of the short path. Follow this path and go through the door to the
northeast to reach another danger room. This one is home to Deegon, a
quick monster with a long reach. Deegon is capable of inducing a wide
variety of status changes to your party, so come packing plenty of
Multimeds and Wake Ups. It can also counterattack with the powerful
Sledgehammer skill and hit your party with Fireblast. Keep Lin and Nina
just within attacking distance on opposite sides of Deegon and have
Ryu stay up close to minimize the casualties from Fireblast. Since
Deegon will counterattack Ryu after each of his attacks, have Ryu
attack in one long combo each turn. Not surprisingly, Deegon has a
weakness towards ice attacks, so have Nina unleash her most powerful
ice spells on him. Defeat Deegon, and its spirit will fly out of its
disintegrating body. Pick up the treasure key it drops and get
Too slow!! from the chest in the southwest corner of the room. Then
ride the elevator in the northeast corner of the room.

                 -------------------------------------
                 Indust Two 3F (-840.0m) *From Deegon*
                 -------------------------------------

Pass through the small room ahead and into a room full of items to the
east. Be sure to pick up all the items in this room, and when you’re
ready, proceed through the door to the south. You’ll end up in the last
room of the Industrial Area where the other path also empties out into.
Skip down to the path from Geegagis to continue.

                    -----------------------------
                    Indust Two 2F South (-850.0m)
                    -----------------------------

Exit the elevator shaft and you’ll immediately emerge inside another
danger room. The sub-boss you must fight in here is Geegagis. This guy
has very high defense, so rely on Nina’s ice magic to do the most
damage to it. Since it likes to use Fireblast occasionally, make sure
your party is spread out in a formation surrounding Geegagis. Have Ryu
use Rust Armor until it has no more effect and then pound away with
level 3 skills. For the most part, Lin’s attacks do miniscule damage
to Geegagis, so have her use attacks that ignore defense. After taking
a good amount of attacks from you, Geegagis will begin charging up for
its special attack. When it begins to gather fury, you’ll want to have
everybody move as far away from it as possible. The next turn,
Geegagis will unleash it special attack which does damage depending on
how close you are. Once that’s over, run back in and attack until
Geegagis prepares to use it again. After the fight, its spirit will fly
away. Collect the treasure key it drops and get Spiritcharge from the
chest to the southeast. Continue through the next door and go through
the door at the east end of this next room. Then ride the elevator
there.

                ---------------------------------------
                Indust Two 3F (-840.0m) *From Geegagis*
                ---------------------------------------

Follow the metal walkway in this next room and go through the door
inside the small sub room at the end of the path. Now you’ll be in the
room where the two paths meet. In here, you’ll find more dead rangers,
and much to your surprise, Tantra returns with his dead companions
with him now. He’ll then absorb his deceased comrades and become
stronger than ever. It’s time for the final show down against Tantra
(He’ll be in one of three forms depending on whether you fought Deegon,
Geegagis, or both of them).

Boss fight: Tantra+Deegon
HP: 2000
XP- 2802
Items- Brainquake, 7th Sense
Recommended level- 19
Notes- If you thought Tantra was tough the first time you fought him,
then you’re really in for it now. Not only has Tantra retained his most
annoying attacks such as Sleep, Drain, and Forcacion, but he’s also
inherited Deegon’s speed and ability to counterattack. But unlike
Deegon, Tantra can counterattack from a distance, making even Lin
susceptible to it. Once again, you’ll want to keep a formation
surrounding Tantra. Ryu and Lin should build up plenty of AP before
attacking Tantra in the form of long combos to keep the number of times
Tantra counterattacks you to a minimum. Since Tantra can now attack as
many as four times in a single turn, make sure you keep your party
healthy at all times. Also, if you have any stat boosting items, such
as a Power or Magic Boost, this would be a great time to use them. You
may even want to snatch that 7th Sense from Tantra to use for this
fight. This will help make the fight go faster. As long as you have
enough healing items, you should be able to out last Tantra and pull
off another victory without D-Dive. However, if you deem it necessary,
give him no more than a D-Charge and one (maybe two) Twisters.

Boss fight: Tantra+Geegagis
HP: 1600
XP- 3000
Items- Blunt, 7th Sense
Recommended level- 18
Notes- This is probably Tantra’s easiest form. Although he inherits the
defense of Geegagis, it won’t cut down the damage of your physical
attacks nearly as much as the original Geegagis did. Otherwise,
Tantra’s skill set is basically the same. He comes back packing his
trademark Forcacion spell, as well as Sleep, Multi Attack, and Drain.
However, he does also have Geegagis’s special attack, so when Tantra
begins to gather fury, move far away from him. Then, after he unleashes
the attack, go back in and start pounding on him again. Once again,
Ryu should get up close and use his most powerful combos or level 3
attacks, and Lin and Nina should strike from long range. Since Tantra
frequently uses Drain, make sure you are always dealing more damage
than he’s draining from you. To help quicken Tantra’s defeat, you can
steal his 7th Sense an use it on your best attacker, probably Ryu.
There’s really no need for dragon form in this battle, but if you want
to use it, a D-Charge and one or two Twisters should do him in.

Boss fight: Tantra+Deegon+Geegagis
HP: 2400
XP- 3600
Items- Crimson Raid, 7th Sense
Recommended level- 23
Notes- Oh man are you in for a tough battle. Tantra now has the speed
of Deegon, and high defense like Geegagis. He comes packing a
frightening arsenal of spells and skills including Pre-Primus and
Hundredgears, as well as some old not-so-favorites such as Forcacion,
Sleep, Multi Strike, and Geegagis’s Take That ability. Not only that,
but Tantra can also counterattack from long range using Drain. If this
is your first game, the odds of you winning this fight without D-Dive
are slim. But even if this isn’t your first game, don’t expect this to
be a walk in the park. The key to winning this battle is healing items,
and lots of them. As long as you can go into each of Tantra’s turns
with your characters at full (or near full) HP, then you should be
fine. First, surround Tantra, keeping Lin and Nina at a good distance
while Ryu moves in close. Then use any stat boosting items that will
be of help to you, especially Power Boosts for Ryu and Magic Boosts for
Nina. Unless you’re at a higher level, don’t even bother with Speed
Boosts, Tantra’s just too fast. It would also be a very good idea to
steal Tantra’s 7th Sense to use during the fight. Make sure to have
Ryu and Lin attack in lengthy combos to take his counterattack ability
out of the fight as much as possible. If you really want to crack down
on Tantra’s counterattacking, then have Ryu and Lin attack only every
other turn with two full AP gauges. Also, if you want to pick up a
nice skill for Ryu, snatch Crimson Raid from him. But to really
humiliate Tantra, D-Dive and D-Charge twice. Then use Twister to kill
him in one hit!

Now that the crazy drunk, Tantra, is finally pushing up daisies for
real, go through the automatic door to the south and get the Save
Token, among other items, in this room. Then exit the Indusrtial Area
through the northeast door. After an SOL scene, you will arrive in the
middle sector.

                       -------------------------
                       Mid Sector Mall (-840.0m)
                       -------------------------

Well, this isn’t exactly your average mall, but you will find
everything you need to continue your journey here including a
Telecorder, the Item/Weapon/Locker girls scattered about town, as well
as a fairy (in case you managed to lose you Fairy Drops somewhere
between here and the Bio Corp labs). Stock up on healing items and get
all the equipment you found in the Industrial Area identified. Then,
if you have some spare change, check out the weapon shop for some good
upgrades. When you’re ready to leave, walk over to the far side of
town, past the weapon shop, to reach the entrance to the Old Trade
Sector.

-----------------------------------------------------------------------

                        VIII. Old Trade Sector

-----------------------------------------------------------------------

Treasure Chest items- Backpack, Circle Stage
Save Tokens- N/A
Recommended level- 20
Recommended D-Counter- 25-35%

Upon reaching the old Borough, there will be an SOL scene. Afterwards,
head left over the broken path and down the stairs there.

                     ----------------------------
                     Old Trade Sector A (-840.0m)
                     ----------------------------

First, go through the door in front of you to emerge in an area
overrun with enemies called Zombies. No matter how many times you
defeat the Zombies in battle, they will not go away until you kill
their host, the Brokenheart. The Brokenhearts are the little green
ghosts floating around. In battle, you’ll find these guys to be
extremely evasive. However, using ice spells on them freezes them
solid, allowing you to easily beat them with Ryu and Lin’s attacks. As
you go about hunting Brokenhearts, you may also find some Worm-Men in
the east and west areas. Be sure to use their poor movement to your
advantage. Also keep your party spread out to keep damage from their
Circle Stage attack to a minimum. That’s it for the enemy run down for
this first area. So, from the beginning, head north and go through the
doorway on the left at the end of the room. Walk south and get the item
from the red box at the southwest end of this area. Now, return to the
beginning again and go through the doorway just to the right. Make your
way around the shelves in this area and go through the eastern door.

Walk east across this next hallway and you may run into a small group
of Brokenhearts near a junction in the path. Eliminate them with a
combination of Nina’s ice spells and Ryu’s physical attacks. Head
north at the junction and go through the door at the end of the
hallway. Walk up into the open part of this room to find more Zombies
and Brokenhearts. Also, make sure you look before rounding the corner,
because there may be a Bandit hanging from the ceiling waiting to
ambush you. Be sure to hunt down all the Brokenhearts in here before
continuing through the door to the west. The next room is large and
cluttered with shelves. You can find many different enemies lurking
round amongst the shelves including Worm-Men, Zombies, Brokenhearts,
and even some Bandits. Do what you will with the other foes, but make
sure you defeat all the Brokenhearts before continuing. In the small
sub-room at the north end of the room you’ll find some Rustphages, as
well as the treasure chest for this floor. The Rustphages should be
simple to defeat at this point, just don’t let them ambush you.

Continue through the door at the west end of the room to emerge in a
room containing more Zombies and Brokenhearts. Dodge the Zombies and
eliminate the all Brokenhearts to get a message saying the treasure
key has appeared. Return to the previous room and go inside the
sub-room to the north. Pick up the treasure key in here and get the
much needed Backpack from the chest in this room. Go back to the room
you where just in and go through the door to the southwest. This
corridor contains some more Worm-Men, as well as a few Rustphages.
Kill them and climb down the ladder to the south.

                     -----------------------------
                     Old Trade Sector In (-850.0m)
                     -----------------------------

The In is a small network of corridors that’s not too hard to navigate
once you’ve got the entire floor revealed on your map. Since the enemy
patterns are a little more random than usual, just please refer to the
following enemy synopsis for a run down on how to fight the enemies in
this area. You’re bound to see some of the same old monsters such as
Zombies and Brokenhearts, but you may also encounter a few old enemies
and a new one as well. One old foe you may encounter is the Kanaphage.
Remember to defeat them with as few hits as possible to get some big
zenny. You may even be able to beat them in one hit with a Spiritcharge
Deathbringer combo from Ryu. Be sure to check around corners as you
turn them so you won’t get ambushed by Petrophages. It may be more
difficult in these narrow hallways, but still attempt to defeat them
outside of battle. If you can’t, then use fire attacks on them in
battle.

The new enemy you’re certain to meet sooner or later is the Trilizard.
These guys are both tough and annoying because their elemental
weaknesses change every turn. However, since the Trilizard is most
likely to go first (yes, even before Nina, scary huh?), you can
determine their elemental weakness depending on what attack they use.
For example, if it uses Flare, then hit it with ice magic that turn
(Note- Its weakness is always electric during the extra turn).

Now, exit this small room and head north in this next hall. Fight off
any enemies that may be around here and head right at the junction.
Continue east and go through the door at the end of the hallway. Keep
going east until you reach another fork in the path. Head south from
here and climb up the ladder at the end of the path. Get the item from
the red box in this small area and then go back down the ladder. Walk
back to the fork in the path and head north. Go through the door at
the end of the path and ascend the ladder at the end of the next
hallway.

                     ----------------------------
                     Old Trade Sector B (-840.0m)
                     ----------------------------

Leave this small room and head south to find some Brokenhearts hanging
out at the south end of the hall. Defeat them and continue through the
door to the west. This room contains a few Worm-Men, as well as some
Petrophages hiding amidst the shelves. Unless you’ve found the Worm-Men
to be extremely easy to cope with so far, I’d suggest you split them
up and fight them individually. Just keep a careful eye out for the
Pertophages, as they can cheaply charge at you right through the
shelves. Once you defeat all the Worm-Men in here, pick up the
treasure key they drop and get Circle Stage from the chest. Now,
return to Old Trade Sector In and pass through this hallway going
south. Head west at the junction and go back through the door to the
west. Turn right and go through the door to the north. Take this
hallway north and then west to another junction. If you haven’t
encountered a Trilizard yet, you’ll probably find one around here.
Once you’re done here, continue up the ladder to the northwest.

Exit this small room and head south. Fight the Brokenhearts hanging
around near the puddle of water at the south end of the hallway if
they’re there. Go east from the junction and go through the door there.
Continue to the east, and then north to reach a big door leading to
Trinity’s headquarters.

-----------------------------------------------------------------------

                           IX. Trinity Pit

-----------------------------------------------------------------------

Treasure Chest items- Enfeeble, Discharge
Save Tokens- 1
Recommended level- 21
Recommended D-Counter- 28-36%

Upon your arrival at Trinity’s headquarters, Nina is in bad shape, so
Lin calls for help. Once the situation is under control, Lin suggests
that Ryu take a look around while she keeps an eye on Nina. So after
regaining control of Ryu, go explore the base. The layout of the base
is somewhat confusing, so make sure you take some time to familiarize
yourself with the place. Go into the office near where the three
Trinity soldiers are having a briefing to meet Mebeth, Trinity’s
leader. After having a chat with him about Nina, there will be an SOL
scene.

Now, you have two options of what to do next. You can either continue
on with the game, or you can do a fairly long side quest with just Ryu
and Lin in your party. Before you decide on what to do, you should know
that you’ll mostly be fighting a combination of enemies native to the
Old Trade Sector, as well as some foes you fought back a while ago. It
might be a little difficult without Nina in your party, but you will
get quite a few good items out of this, among them is an excellent
skill for Ryu. Even if this is your first game, I’d highly recommend
that you do this side quest. To start the side quest, go talk to Lin
and get her back in your party. Then climb down the ladder near the
room where you can choose to rest (Note- If you want to do the side
quest, do NOT rest until it’s finished).

                     ----------------------------
                     Old Trade Sector 2 (-860.0m)
                     ----------------------------

Leave the ladder room and pass through this next hallway. In these
initial halls you’ll probably encounter some Aggrossers hanging from
the ceiling. These guys should be easy enough to defeat, as you fought
them way back at the Frozen Road. However, in the next area, you’ll
face some much tougher enemies. Among them is a new genic called the
Gigantis, which looks just like the Cyclops boss you fought at the very
beginning of the game. Just hack away at them normally in battle and
heal after their potentially high damaging attacks. Also, make sure
not to get too close to them on the field, or they will charge at you
with great speed. Other than that, you’ll encounter some more old
friends in this area including some Worm-Men and Gars (whom you also
battled back at the Frozen Road). The Gars shouldn’t give you any
trouble, but be sure to divide and conquer the Worm-Men. Once you’ve
dealt with all the monsters, head east in this room. Go south down the
hallway at the east end of the room and climb down the ladder at the
end.

                     ----------------------------
                     Old Trade Sector C (-870.0m)
                     ----------------------------

First off, you’ll be fighting a lot of Brokenhearts in the side
corridors of both sectors C and D. Since the enemy patterns are chosen
at random, it may be hard to say where exactly they will show up. I’ll
just indicate where I’ve known them to be. Without Nina’s ice spells,
you may have to take a different approach to fighting these guys. Try
using attacks that favor accuracy, such as Lin’s Too slow!!. Ryu’s
Third Eye skill followed up by a good level 3 attack like Roundsaber
or Deathbringer works beautifully in this situation.

Now, from the ladder, head up this next hallway and turn left at the
junction. Go through the door at the end of the path and pick up all
the items in this area. Return to the junction in the previous hallway
and go through the door to the north. Fight the Brokenhearts in this
next hall and make a left at the junction. In the next room, you’ll
find a bunch of Petrophages, a Wonder Box, and probably a few Zombies
lurking around. Remember, the best way to eliminate the Petrophages is
to run in front of them so that they’ll charge and hit a wall, allowing
you to kill them outside of battle. The Zombies aren’t very hard to
dodge due to their ridiculously slow gate, but be careful not to
accidentally run into them while you’re trying to exterminate the
Petrophages. The Wonder Box is easy enough to beat as well. Just deal
as much damage as you can, then let it kill itself to hopefully get a
good item, such as a Gold XP. Once you’re done in here, go back to the
junction in the hallway outside. Head north and descend the ladder at
the end of the path.

                     ----------------------------
                     Old Trade Sector D (-880.0m)
                     ----------------------------

Exit this small room and head up this next hallway. Go left at the
junction and go through the door at the end of the hall. You’ll now be
in a fairly wide hall. There’s a flock of Aggrossers flying around in
the middle of this area, and a Gigantis on either side of the
Aggressors. Draw the Aggrossers in with Fresh Meat and kill them in
large groups with spread attacks. Then, go after the two Gigantis.
Remember to keep on your toes, because they’ll charge at you with a
lot of speed if they see you. Pick up the treasure key that they drop
and get Discharge from the chest to the north. Continue through the
big door to the south and climb up the stairs.

             -------------------------------------------
             Old Trade Sector C (-870.0m) *Central Area*
             -------------------------------------------

Go through the door in front of you and pick up the items lying around
in the small area just to the west. Continue to the south and go
through the door at the end of the room. Retrieve all the items in the
area to the west and return to where you found Discharge back in Old
Trade Sector D. Go back into the hallway to the far east and go through
the door to the north of the junction. Pick up any items in this area
and then hike all the way back to Old Trade Sector 2.

              ----------------------------------------
              Old Trade Sector 2 (-860.0m) *Continued*
              ----------------------------------------

Exit this small ladder room and head up this path back into the open
portion of this area. Walk left and go through the door to the north
in the middle of this room to emerge in a big network of hallways,
much like the Old Trade Sector In. You won’t run into too many enemies
while roaming these halls, but be sure to peek around corners to avoid
getting ambushed by some Gars or maybe even a Gigantis. Moving on, run
up this hallway and make a right at the junction. Follow this path all
the way to a red box. Pick up the item it holds and return to the
intersection you were just at. Head west from there and go through the
door to the north. Continue to the east at the next junction and go
through the door at the end of this path. Head left in this next
hallway and climb down the ladder to the north.

            --------------------------------------------
            Old Trade Sector D (-880.0m) *Northern Area*
            --------------------------------------------

Go south down this next hallway and then head west. Open the door at
the end of th path to emerge in a danger room overrun with Gars. There
are two groups of them. One group is made up of a few Gar Pikes and a
big Gar Sniper, and the other consists of a couple Gar Snipers lead by
a big Gar Pike. Without Nina’s spells, you won’t be able to exploit
their weakness to electricity, unless you have an electric based
weapon. However, you should be able to take them on anyway without too
much trouble. For big experience, bunch them up with Fresh Meat and
defeat them quickly with your best spread attacks, such as Roundsaber,
Violet Death, X Blade, or Blow up!. Once you clear the danger room,
there will be an SOL scene. Now, return to Old Trade Sector 2. Head
south from the ladder room and continue west at the intersection. Go
through the next door and head north at the next junction. Climb down
the ladder at the end of the path to emerge back in sector D. Leave
this small room and head south to a junction. Pick up any items in the
hall to the east and continue through the door to the south. Keep going
south, making sure to get any items that may be in the dead end hall to
the east of the next junction. Then, continue up the ladder at the
south end of the hallway.

              ----------------------------------------
              Old Trade Sector C (-870.0m) *Continued*
              ----------------------------------------

Head south from the small ladder room and fight any Brokenhearts that
may be hanging around in this hallway. Continue east at the
intersection and go through the door there. To win the key for the
treasure chest in this room, you’ll have to do battle with four
Worm-Men. Unless they’ve been really easy to beat so far, you should
probably stick to fighting them one at a time, as multiple unanswered
Circle Stages from them could mean trouble. They’ll probably start out
in a neat little line, so to divide them, throw some food off to the
side of the group so that it’s just close enough to get the attention
of the Worm-Man on the end. It also helps if Ryu initiates the battle,
because Lin is usually capable of bringing distant enemies into the
fray. After you’ve beaten them all, pick up the treasure key they drop.
Grab Enfeeble from the chest and return, once again, to Old Trade
Sector 2. When you get there, exit the ladder room and head west at the
junction to the south. Get the Save Token from the red box at the end
of this path and then return to Trinity’s base.

Take care of any unfinished business, such as stocking up on healing
items, when you return to the base before you rest. Once you’re ready
to move on, go inside the room near where you entered the Old Trade
Sector side quest and then talk to the guy sitting at the desk to rest.
During your little break, Ryu ponders upon his dragon powers, wondering
why he was chosen to have such power. But then, a sudden yelp from Nina
interrupts Ryu and Lin’s conversation. It turns out that some Trinity
soldiers are trying to attack Nina, so now it’s time to come to the
rescue!

Boss fight: Trinity Attack
HP: Trinity!?- 800, Trinity??- 700, Servu- 600, Trinity!!- 800
XP- 2841
Items- Heavy Suit+3, 600z, Magic Wand+4, 650z, Slave Clothes+6, 1000z,
      Ruby Maser+3, Legwarmers
Recommended level- 21
Notes- Overall, this fight isn’t too bad, but it can prove difficult
at first. Unlike in previous boss fights, you now have victory
conditions that you must meet in order to win the fight. In this case,
it’s too keep Nina alive at all costs. If Nina gets knocked out, you’ll
automatically lose. She starts the fight surrounded by a Trinity
fighter (!?) and a Trinity mage (??) with the Silence status condition.
First off, cure her Silence with a Multimed and then have her get as
far away from the Trinity fighter as possible. It’s highly unlikely
that you’ll be able to get her out of range of the mage’s Iceblast
attack, but Nina should be able to survive it. While Nina is fleeing,
have Ryu and Lin run up and intercept the two Trinity members. Have
them both gang up on the fighter to kill him quickly, as his attack
combinations can spell death to Nina in a single turn. Once he’s dead,
the mage can easily be taken care of. He’ll target Nina with Iceblast
every turn, but as long as you heal Nina after each of his blasts, she
shouldn’t ever run the risk of dying. As Ryu and Lin attack, Nina
should continue to make her way into the corner near the door where
Ryu and Lin came in. Once you’ve killed off those guys, two more will
come to attack you. Fortunately, they start off very far away from you,
giving you a turn or two to prepare for their arrival. If you like,
have Nina place a trap or two out in front of the doorway in the outer
hall where your assailants will be coming from. Then, plant either Ryu
or Lin right in the middle of the doorway, so that if one of those
guys get can inside the room where Nina is, it’ll have to be over their
dead body, literally. Although Servu can use Flare to attack Nina from
a long range, it doesn’t do too much damage. When you’ve gotten
everybody set up, just stand and wait for them to come. Ryu should
stick to his most power level 3 skills, unless there’s already a good
combo that you’re comfortable with. Blow up! and Let’s dance! are Lin’s
best bet here. Just make sure to keep Ryu and Lin healed as much as
possible, as they are your line of defense for Nina, and a combined
effort from these two Trinity goons can cause a hefty amount of damage.
And just so she’s not sitting back letting Ryu and Lin do all the work,
have Nina carry out hit and run magic attacks whenever she’s got two
full AP gauges. Since you’re dealing with multiple enemies, using
D-Dive here can potentially add a lot of unwanted points to your
D-Counter. I’d suggest not using it at all, but if you must, simply
use it to eliminate the two initial soldiers.

Afterwards, Mebeth steps in and confesses that he ordered this attack.
It turns out that he did it to try to make Ryu think that the rangers
were responsible, so that Ryu would join Trinity’s fight against the
government. Somewhat disgusted with Mebeth‘s actions, Ryu and company
stick to their decision to find the sky. Surprisingly though, Mebeth
accepts this and gives you the M-Key, which you need in order to
unlock the mystery to the sky. Now, it’s time to head onward. Go get
plenty of healing items and other supplies that you may need from the
local shop and maybe even make a save on the Telecorder in the base if
you haven’t updated your hard save file in a while. When you’re ready
to go, ride up the elevator near where Mebeth is standing to reach the
Lifeline.

-----------------------------------------------------------------------

                             X. Lifeline

-----------------------------------------------------------------------

Treasure Chest items- That's It!, Slapper+3, How's That?, Backpack,
Reversal, Kidding!
Save Tokens- 3
Recommended level- 22
Recommended D-Counter- 31-39%

                    -----------------------------
                    Lifeline Low Sector (-800.0m)
                    -----------------------------

Head west from the elevator across this first hallway and go through
the automatic door to the south. Continue west and go through the
automatic door to the north at the end of this path to find yourself
facing some Bandits or a few Gigantis genics. You’ve dealt with
Bandits before, and they should be quite east to defeat, but if you
didn’t do the side quest back at the Trinity Pit, this will be your
first encounter with the Gigantis. Be careful approaching these guys,
as they’ll charge at you very quickly if they see you. Their fighting
style is very much like that of the Cyclops, the first boss you fought.
They like to attack at close range, and if they can’t get into
attacking distance, they’ll power up with Spiritcharge. You can either
defeat them the slow way by using hit and run tactics, or you can just
hack away from up close and take the hits the Gigantis dishes out.

If you’re fighting Bandits instead of Gigantis, then you’ll meet a much
tougher thief called the Shadowplayer at the end of the hallway. The
Shadowplayer is fast and likes to use status changes on your party,
especially Blindness and Poison. If you can drag a Bandit into the
fight along with the Shadowplayer, it’ll use Command on you instead of
attacking.

However, if you faced Gigantis in the hallway, you’ll encounter a
couple of those annoying Trilizards at the end of the hall. Remember
that their elemental weaknesses change each turn, so watch what attacks
they use to determine their weakness. Their weakness during the extra
turn is always electricity. After clearing all the enemies around here,
pick up any items lying around at the north end of the hallway and
open the D-Ratio door to the left.

____________
           \
D-Ratio Area \______________________________________________
                                                           \
This broken down elevator shaft is the game’s smallest      |
D-Ratio area. In here you’ll find either four more          |
Trilizards, or four DeVogues. Due to their slow gate, the   |
Trilizards should be easy to divide up, but the DeVogues    |
will charge at you as soon as you enter the room. The       |
DeVogues aren’t too difficult to beat, just lay into them   |
with Ryu’s physical attacks and Nina’s level 2 spells. For  |
the Trilizards, just exploit their elemental weaknesses,    |
but remember that they change every turn.                   |
____________________________________________________________/


Now, go back to the area to the south and head east. Go through the
door at the east end of this room and get the Save Token from the red
box just ahead. Continue to the west and go through the first
automatic door on the south side of this room. Go through the door at
the end of this path to emerge in a small room containing four DeVogues
lead by a Gigantis. If you get too close to them, they’ll all charge
at once. Unless you’re very confident in your abilities, I wouldn’t
suggest taking on all five of these guys at once. To separate them,
approach the group from the side so that they’ll charge you one at a
time. Each of these guys by themselves shouldn’t be too hard to beat,
but don’t take the Gigantis lightly. Once you kill the Gigantis, pick
up the treasure key that appears and return to the previous room. Get
That’s It! from the chest in the middle of this area.

Chances are you’ve already noticed the big band of thieves standing
around in this area. All of them are Bandits except for one
Shadowplayer. Once again, try to initiate the fight with the
Shadowplayer with at least one Bandit in the mix so that he’ll waste
his turns telling the Bandits what to do instead of attacking your
party. Then, focus all of your attacks on the Shadowplayer. Get all
the items from the dead end hallway to the south and continue by riding
the elevator to the west (Note- There’s a D-Ratio door that leads to a
path that runs parallel to the normal route. I’ll go through the normal
path first and then the D-Ratio path).

                      ---------------------------
                      Lifeline Mid East (-760.0m)
                      ---------------------------

After leaving the elevator shaft, grab any items along this next path
and continue through the door to the west. Head west in this next room
and double back around the big pipe running down the center of this
room to find some Hychees and Odd Hychees hanging from the ceiling.
Turn them into healing items and proceed into the next room. At the
west end of this room, you’ll encounter a barricade of Trilizards,
along with a DeVogue, blocking the next door. You’re going to have to
fight your way through them, because they’re so close to the door that
you can’t even D-Dash past them. The only good chance you have to avoid
fighting the lizards is to first take out the DeVogue, then toss some
bait off to the side of the path to draw them away from the door. You
might be able to sneak by this way. To make these fights easier,
approach the group slowly so that they’ll come after you one at a time,
because fighting a group this big can prove deadly if you’re not
careful. Get rid of the DeVogue first and then take out the Trilizards
one by one. Again, let Nina get the extra turn so she can hit them
with Lightning to deal some major damage. And always keep in mind that
their element changes each turn.

When you defeat them all, continue through the door they were guarding
and pass through this short hallway.

                      ---------------------------
                      Lifeline Mid West (-760.0m)
                      ---------------------------

Go through this next short hallway. In this next room, there will be a
couple of Goo Prisms lurking around. Since they constantly stay
invisible on the field, initiate the battle by having Lin target them
and then kill them easily using Nina’s magic, any element will do. At
the far end of the hall you’ll find a Wonder Box shuffling around
aimlessly. Do as much damage to it as possible without killing it and
them let it kill itself to get a good item like a Gold XP. Now, go
through the next door. There are three Gigantis lined up on the left
side of this next room. If you really don’t want to fight them, you
can actually get by them if you hug the right side of the hall as you
walk by. Otherwise, divide them up and fight them individually by
approaching them slowly. Have Ryu slice away with his best level 3
skills or whatever combos that work best for you, while Lin and Nina
strike from a distance. Then, head inside the next room. Get all the
items lying around in here and ride the elevator to the west.

____________________________________
                                   \
D-Ratio Area: Lifeline Mid East/West \______________________
                                                           \
Pick up all the items in this first hallway and head        |
through the door to the west. You may be pounced upon by    |
some Bandits as soon as you enter this room, but you should |
still be able to get the extra turn as long as you’re       |
paying attenion. Once you’re done with them, go take care   |
of the Bandits and another Shadowplayer at the far end of   |
the room. Remember, the Shadowplayer is less aggressive     |
when there are Bandits around during the fight. Now,        |
continue through the next door. In this room you’ll find a  |
large group of Trilizards hanging around at the far end of  |
the room. If you want some big experience at the cost of a  |
tougher fight, group as many of them together as you can    |
with Fresh Meat and have Nina initiate the battle, so you   |
can start dealing some big damage with Lightning or         |
Valhalla. If the Trilizards are still a pain at this point, |
then just divide and conquer. When they’re done for,        |
proceed through the next door and pass through the next two |
short hallways.                                             |
                                                           |
Get all the items in the small room to the far west and     |
continue through the door in the middle of this room. Be    |
careful making your way into this next hallway, because     |
there is a Gigantis standing on either side of the          |
intersection. Use you camera angles to look around the      |
corner, so you can then quickly run out and start the       |
battle before they get a chance to charge at you. Kill both |
of them and grab any items there may be at the east end of  |
the hallway. Go through the door at the west end of the     |
hallway to enter a small room containing a Goo Crystal.     |
Like Goo Prisms, the Goo Crystal cloaks itself on the       |
field, so use Lin to target it. Physical and shot attacks   |
do miniscule damage to the Goo Crystal, so rely on level 2  |
spells from Nina to do the most damage. Also, make sure to  |
keep your party spread out, as the Goo Crystal likes to     |
attack you with Expand, as well as a full arsenal of level  |
2 spells. Once it’s dead, pick up the treasure key it drops |
and head through the automatic door to the west. Now, you   |
can either go inside the small room to the south to fight a |
couple of Trilizards and a Cerebus for some extra           |
experience (and perhaps a 7th Sense as well), or you can    |
continue through the door to the west. Once you decide to   |
move on, pass through this next hallway and get the         |
Slapper+3 from the chest at the east end of this room.      |
Then, ride up the elevator to the west.                     |
____________________________________________________________/


                      ---------------------------
                      Lifeline Top East (-720.0m)
                      ---------------------------

Regardless of whether you came from the D-Ratio path or the normal
path, leave the elevator shaft and pass through this next hallway. At
the north end of of this next area you’ll find another band of Bandits
led by a Shadowplayer. Defeat them as you have throughout the entire
mission and pick up the treasure key that the Shadowplayer drops. Now,
go through the door at the south end of this room and get all the items
from the boxes in the area to the east. Behind the big line of boxes
you’ll run into some worm-like creatures that look just like Hychees.
These guys are called Bon Appetits, and unlike the Hychees, they can’t
be defeated on the field. However, they are easily eliminated in battle
with Nina’s magic. Pick up all the Aid Kits they drop and head through
the door to the west. Pass through this next hallway. Take caution
going into the next hallway, because there are two Gigantis lurking
around waiting to ambush you. Peek around the corner using your camera
angles to spot the Gigantis before they spot you. Once you defeat them,
head over to the far end of this area to find some more Bon Appetits
and a few Sebons, or big versions of the Bon Appetits. They are also
easily killed with magic.

Now, return to where you got the treasure key and continue through the
door to the north. Get all the items from the boxes lined up in the
dead end hallway to the east. You’ll probably notice that there’s a
monster behind the boxes that looks like a black Trilizard. This is
the Cerebus, a much weaker three headed creature. Just use Nina’s ice
spells and Ryu’s sword skills to beat it without much difficulty.
These guys usually drop a 7th Sense so be sure to pick it up after the
fight. Then, proceed through the door to the west. Follow this next
path and go through the door at the end. Go through the southeastern
door in this room and get How’s That? from the chest in here. Return
to the previous room and go through the door to the west to reach the
Top Sector Junction. As you enter the junction, you’ll find that Bosch
has been waiting for you. As he turns and reveals himself, you’ll see
that Bosch has gone through a transformation by grafting a D-Construct
arm to himself, for the sole purpose of taking you down. Get ready for
round two against Bosch!

Boss fight: Rebuilt Bosch
HP: 2000
XP- 9000
Items- Thrust, Mega Panacea
Recommended level- 24
Notes- This could very well be the toughest fight yet. Bosch comes into
this fight packing his trademark Twin Wake attack, and now it does more
damage than ever. He has some new tricks up his sleeve as well. His
Kirin Flight attack can be devastating if your characters are standing
too close together, and Dragonslayer is a high damaging attack that
can even penetrate your mighty dragon form. If Bosch’s new arsenal of
powerful skills wasn’t enough, he also regenerates a good amount of HP
every turn. Fortunately, as Bosch’s HP gets lower, he won’t regenerate
as much, however, he does get more dangerous as his HP decreases.
Since Bosch can strike multiple targets in a line, make sure to keep
your party spread out. He’ll exclusively attack Ryu unless Lin or Nina
attack him directly, so use this to your advantage and equip Ryu with
the skill Discharge. As long as you have plenty of healing items,
especially Aid Kits and Tonics, you should be able to pull off a
victory without resorting to D-Dive. During the first round have Lin
and Nina spread out away from Ryu, while Ryu just sits back and waits
for Bosch to walk right up to him, building up two full AP guages in
the process. Then, unleash all of his AP during the next turn in the
form of your best skills and combos. Don’t use Discharge just yet,
because it’s best to wait until Ryu has taken more punishment. To
maximize the damage you deal with this assault, use a Power Boost or
7th Sense on Ryu for this turn. You should deal more than enough damage
to override Bosch’s HP regeneration. Now, just attack with all of your
AP each turn, as opposed to building up two AP gauges. As long as Ryu’s
attacks are consistently outdoing Bosch’s HP regeneration and your
healing items are holding up well, then refrain from having Lin or
Nina attack so that Ryu can continue to build up damage for Discharge.
But if Ryu just isn’t doing enough on his own, feel free to have Lin
and Nina help him out. Once Bosch starts going out of control, it’s
time to end the battle as quickly as possible. Lin and Nina should
begin attacking with everything they have if they haven’t begun
attacking already. Ryu should continue to attack in the biggest, most
powerful combos you can muster, but now he should throw Discharge into
the mix to deal some insane damage. If you find Bosch to be just too
much for you, or you run out of healing items, there’s no shame in
employing D-Dive in this battle. Two D-Charges and a Twister should do
him in.

Even after being defeated, Bosch still refuses to give up. But suddenly
his D-arm goes out of control, causing him to fall off the junction
platform. Despite Ryu’s efforts to help him, Bosch disappears into the
abyss below. While your party is leaving the junction, a voice calls
out to Bosch down below, and his D-Construct arm drives itself right
through his neck. Following an SOL scene, you’re now faced with a
decision. You can either continue up the elevator to the northwest to
reach the next town, or you can take on the game’s final D-Ratio area,
which is a five floor side dungeon. You have to have a pretty good
D-Ratio to get in (1/256 I believe), so if this is your first game,
just ignore this place. Along with some good items, you’ll also get a
nice preview of the tough enemies you’ll be up against if you ever
decide to venture into the Kokon Horay dungeon. If your D-Ratio is
high enough, I’d highly suggest going in, but if the fight with Bosch
wore you out, you can go get some healing items from the next town
beforehand. When you’re ready to move on, go through the door to the
southwest and ride the elevator there. Exit the elevator shaft and go
through the door to the south. Head through the automatic door at the
south end of this next room and continue through the automatic door to
the northeast. Pass through this next room and go through the D-Ratio
door at the end of the path.

________________________
                       \
D-Ratio Area: Main Shaft \__________________________________
                                                           \
Ride the elevator in here up to reach the first floor of    |
the Main Shaft dungeon. Leave the elevator shaft and pass   |
through this small room. Take this path east until you      |
reach a fork, where you’ll find a bunch of white            |
Hychee-looking creatures squirming around. These guys are   |
exactly like Hychees, except they drop Med Kits instead of  |
Heal Kits. So, turn them all into Med Kits (believe me,     |
you’ll need them) and go through the door to the southeast. |
Follow the catwalk in this next room and you’ll run into a  |
bunch of little ghosts that look like red Brokenhearts.     |
These guys are called Crushedhearts. Like their green       |
cousins, they are quite evasive, so use high accuracy       |
attacks like Ryu’s Third Eye. Nina’s electric spells also   |
seem to work pretty well against them. If you’re fighting   |
them in groups, make sure you try to defeat them all at the |
same time, because if a Crushedheart witnesses the death of |
a friend, it’ll use the potentially deadly Twin Strike.     |
                                                           |
Make your way around the shaft in the middle of this area   |
and you may run into some of this dungeon’s toughest foes,  |
the Duke Knights. The Duke Knights have a special armor     |
(just like that of a Duke Battler’s) where you can only     |
break it by hitting them with several physical attacks. Not |
only that, but their attacks do 100+ damage. Definitey      |
divide and conquer these guys. Fighting more than two Duke  |
Knights at once can prove foolish if you’re not up to it.   |
Spread out and surround the Duke Knight, as they can use a  |
spread attack. Have Ryu go in and hit it with as many level |
1 attacks as his AP will allow. Then have Lin follow up     |
with some level 1 shot attacks. You’ll need to hit the Duke |
Knight around 15 times before its armor breaks. Once its    |
armor cracks, run in and kill it. After you’re done         |
fighting in here, keep following the catwalk going east.    |
Then ride up the elevator at the end of the path.           |
                                                           |
Follow the catwalk going south from the elevator shaft all  |
the way to a red box containing a Save Token on the west    |
side of this room. Head around the big post here and        |
you’ll encounter a flock of Ebonfires led by a new enemy,   |
the Mahadevan. Like their relative the Baphomet, the        |
Mahadevan regenerates a good amount of HP every turn.       |
Electric attacks are most effective against it, so use      |
spells like Lightning and Valhalla. Shot attacks work well  |
here also, so have Lin use her most powerful skills like    |
Shatter!. For the most part, it’s attacks aren’t too        |
devastating, however, if there aren’t any Ebonfires around, |
the Mahadevan will nail you Blizzard. So, defeat the        |
Mahadevan and then take out the Ebonfires with ice magic    |
and shot attacks. Pick up the treasure key the Mahadevan    |
drops and continue through the door to the west. Around the |
next big post in here you’ll find some more Crushedhearts   |
and maybe a few Duke Knights at the far end of the area     |
guarding the treasure chest. There’s also a Goo Crystal     |
roaming the catwalk around the big post, so don‘t let it    |
surprise you. It really helps if you have the Tracker item  |
so you can see invisible enemies on the map. Remember,      |
magic works best against them. Fight off the rest of the    |
enemies as you have done before and get the Backpack from   |
the chest at the north end of the room. Then, proceed by    |
riding the elevator to the southwest.                       |
                                                           |
Along this next path you’ll find both old and new foes.     |
There’s probably a Kanaphage or two running around in this  |
area, so hunt them down to get some extra zenny. Remember   |
to kill them in as few hits as possible to get the most     |
money from them. On the square platform in the middle of    |
the path you’ll enounter a few creatures that look like     |
dark Worm-Men. These are Nerve-Men, and they’re very        |
similar to their relatives the Worm-Men, except their       |
attacks do a lot more damage and it takes longer to bring   |
them down. Stay spread out while fighting them, because     |
their Circle Stage attack does a good amount of damage. Ryu |
should attack up close while Nina uses spells from a        |
distance. If Lin has Shatter!, get up close and blow them   |
away with it. Unless you’re a fine tuned veteran at the     |
game, don’t try fighting too many of these guys at once.    |
Once you’re done with them, continue through the door to    |
the east and take this next catwalk up to the north end of  |
the room.                                                   |
                                                           |
Here you’ll see a bunch of insect-looking creatures         |
hovering around called Buzz Militants. These guys are       |
pretty easy to beat if you distract them with meat and get  |
the extra turn. Pound away with spread attacks during the   |
extra turn if you’re fighting a group of them, and then     |
have Nina follow up with Lightning. You may also find a few |
Worm-Men around here as well, but compared to the           |
Nerve-Men, these guys should be no problem. Go through the  |
door to the west to emerge on a short path leading up to    |
this floor’s treasure chest. As you approach the chest, a   |
towering Nerve-Man will stand before you. Don’t let its     |
size scare you, because this goliath Nerve-Man is no        |
stronger than the ones you previously fought. Pick up the   |
treasure key it drops after you defeat it and get Reversal  |
from the chest.                                             |
                                                           |
Return to the previous room and you’ll find that not only   |
have more Buzz Militants appeared, but there’s also a giant |
version of the Kanaphage called the Kanaphage DX sitting in |
the middle of the path. The Kanaphage DX is a fast and      |
powerful foe who’s not to be taken lighly. Its hit and run  |
attacks with Inferno can be devastating, so try to take it  |
down as fast as possible. Have Lin use Shatter! while Ryu   |
uses Spiritcharge followed up by your strongest level 3     |
attack. However, if you don’t mind adding a few points to   |
your D-Counter, you can D-Dive, and then use one D-Charge   |
and a Twister to kill the Kanaphage DX in one hit and get   |
the most zenny out of it. Once you’re done here, ride the   |
elevator at the east end of this area.                      |
                                                           |
Exit the elevator shaft and head over to the west end of    |
this area, where you’ll find three doors and another flock  |
of Ebonfires headed by a Mahadevan. Remember to take down   |
the Mahadevan first with Nina’s electric spells and Lin’s   |
shot attacks and then go after the Ebonfires to avoid       |
getting hit by powerful spells, such as Blizzard. Beat them |
all and proceed through the middle door at the west end of  |
this room. Along with a bunch of Crushedhearts scattered    |
about this area, you’ll find three Duke Knights hanging     |
around near the large shafts. You’ll have to beat them all  |
in order to win the final treasure key for this D-Ratio     |
dungeon. Unless you’re very confident in your abilities,    |
avoid fighting more than one or two of these guys at a      |
time. Fortunately, Duke Knights are quite easy to split up, |
especially if you have some kind of food to lure them with. |
Hack away at them with level 1 attacks until you’ve hit     |
them about 10-15 times. Then when the Duke Knight’s armor   |
cracks, run in and kill it quickly. Also make sure to keep  |
your party in a fairly wide formation to avoid mass damage  |
from their Spread attack. Once you kill them all, pick up   |
the treasure key they drop. Collect Kidding! from the chest |
in the middle of this area and return to the previous room. |
Go through the northwestern door and ride the elevator at   |
the end of this next path.                                  |
                                                           |
The last obstacle you’ll face in this dungeon is a line a   |
several Nerve-Men blocking this next catwalk. Since there’s |
no treasure key to get here, you can either fight through   |
them all for some experience, or you can D-Dash through     |
them all, which will only cost less than a percent towards  |
your D-Counter. After you get past them, go through the     |
door to the east. Head north at the fork in this next path  |
and get the Save Token from the box in the middle of the    |
path. Continue through the door at the east end of the room |
and ride the elevator there. Following an SOL scene, exit   |
the elevator shaft and walk north in this next area to      |
reach the Top Sector.                                       |
____________________________________________________________/


                     ----------------------------
                     Top Sector Borough (-680.0m)
                     ----------------------------

This is the last town in the game, so make sure you come out of here
fully prepared. You’ll find everything you need here: item and weapon
shops with excellent wares, a locker girl, a Telecorder, and even a
fairy who’s hanging out at the top end of town. Stock up on plenty of
healing items and maybe even buy some better equipment if your budget
allows it. The layout of the town may be confusing at first, but once
you have a look around you’ll be able to figure it out. The only really
tricky thing is reaching the weapon shop. To get there, go through the
passageway near where the two people are talking and make your way
down the little hallway to the right to reach it. Once you’re ready to
go, continue through the small door at the top of town (just left of
where the fairy is) to reach the Top Sector power plant.

-----------------------------------------------------------------------

                            XI. Power One

-----------------------------------------------------------------------

Treasure Chest items- Backpack, Divine, Crossviper, Shatter!
Save Tokens- N/A
Recommended level- 25
Recommended D-Counter- 35-42%

                        ----------------------
                        Power One 1F (-660.0m)
                        ----------------------

Pass through this first small room to emerge in a large room crawling
with speedy Skeleton monsters. The Skeletons will charge at you with
incredible speed if they catch sight of you, however, they are
incapable of changing direction. To dodge them, simply take a few
steps out of the way as they’re coming towards you. Like the Zombies
back in the Old Trade Sector, the Skeletons will not go away until
their host has been killed. In this case, their host is the tiny Karon,
who likes to hang out either in the northwest corner of the room, or
along the catwalk to the south. Don’t let the Karon’s size fool you.
With attacks like Pre-Primus and Death, and the ability to regenerate
HP, the Karon is a force to be reconed with. It’s weak against flame
attacks, so have Nina use attacks like Flare and Fireblast while Ryu
hacks away with his best combos. However, if you have purchased Nina’s
Holy Heart weapon from the fairy colony, you can use its Kyrie skill
to kill these guys in one hit. After you defeat the Karon, pick up the
treasure key that appears at the northwest end of this room.

Continue across the catwalk at the south end of the room where you’ll
find a bunch of little red ghosts called Crushedhearts. Like their
green look-a-likes the Brokenhearts, these guys are quites evasive
towards physical and shot attacks, so use accuracy skills like Ryu’s
Third Eye and Lin’s Too slow!!. Also, Nina’s electric spells are very
effective against them. If you fight them in groups, make sure you try
to kill them all at once, because if one of them dies, the others will
use Twin Strike on you, which does damage equal to their remaining HP.
Once you’re done here, go through the door at the southeast end of this
area.

Right when you enter this room, get the Backpack from the chest just to
the north and go through the door in the northwest corner of this area.
Pick up all the items along this dead end path and return to the
previous room. At the east end of this room you’ll find a large family
of Nugget-type genics hanging out between two automatic doors.
Although you don’t have to fight them, you should for the experience.
The little Nuggets and Mama Nugget shouldn’t cause you any difficulty,
but now there’s a Papa Nugget in the mix, who’s quite a formidable foe.
Not only is he really fast, but his attacks are powerful and he has a
lot of HP. Fire is the most effective element to use here, so employ
Nina’s best fire based spells while Ryu and Lin chip away with their
most powerful skills. Just don’t use electric attacks, as it makes
them stronger. When you’re done with them, you can continue by taking
either the northern path, which leads to the second floor, or the
southern path, which leads to the third floor. Whichever you choose,
you’ll eventually end up at the fourth floor, however, you can go back
after taking one path to explore the other. I’ll do the northern path
along with the second floor first, and then the southern path and the
third floor.

                              ----------
                              North Path
                              ----------

Go through the next door in this small room and pass through this next
hall to emerge inside of a danger room full of Skeletons. Among them
is the single Karon you need to defeat to clear the entire room. Dodge
the Skeletons and go after the Karon. Remember, stick to Nina’s best
fire spells and Ryu and Lin’s best combos to beat it. Once again,
having Nina’s Holy Heart weapon will make this fight pathetically easy.
After you clear the danger room, continue through the door to the west
and ride the elevator there.

                        ----------------------
                        Power One 2F (-650.0m)
                        ----------------------

Exit the elevator shaft and pass through this small room. In this area,
and in many other areas as well, you’ll find a bunch of machine enemies
roaming around. The blue, four-legged robots are called Karels, who are
very similar to the Capeks you fought back at the Industrial Area.
However, their attacks are much more devastating, so beat them quickly
using a combined effort of Ryu’s best combos and Nina’s strongest ice
magic. Where there are Karels, you’re also bound to find little
post-like robots called Rescue Mechs. As long as there are Karels
around, the Rescue Mechs won’t attack you. Instead, they’ll assist the
Karels by healing their HP and AP. If you catch them by themselves,
they’ll hit you with Lightning. Take this opportunity to steal the
Transfer skill that they carry, as it will prove as a very useful
skill in fights to come. So fight all the Karels and Rescue Mechs in
this area and head through the door to the east.

This hallway contains even more Karels and Rescue Mechs. Be alert right
when you enter the room, because the Karels will charge at you
relentlessly if they see you. Fight off all the robots in here and
continue through the next door in the middle of the west side of this
hallway.

Follow this next path to the south end of this room, where you’ll find,
yes you guessed it, more Karels and Rescue Mechs. Unlike in the
previous hallway where you had little room to maneuver, here you
should have plenty of room to move around and split these machines up
to make the fighting easier. Just remember to refrain from using
electric spells. Spells like Iceblast are very effective here. When
you’re done cleaning up the enemies here, head over to the southwest
corner of the room where you’ll find two doors right near each other.

Go through the western door (as opposed to the southern door) to
emerge in a hallway containing more Skeletons, the single Karon host,
and maybe a few tiny Crushedhearts hanging out near all the item boxes
in the middle of the hall. Defeat the Karon to eliminate the Skeleton
pests and pick up the treasure key that appears. Then go after any
Crushedhearts there may be in this room. Remember to use accuracy
weighted attacks and Nina’s electric spells to beat them easily. Now,
retrieve Divine from the chest at the north end of this hallway and
return to the previous room. Go through the southern door and pass
through this small room to reach the elevator leading to the fourth
floor (Note- Now I’m going to cover the southern path back on the first
floor and then the third floor).

                              ----------
                              South Path
                              ----------

Pass through this small room and proceed through this next hallway to
enter a danger room. This danger room is home to another Nugget family,
featuring both a Mama and a Papa Nugget. The lesser Nuggets and the
Mama Nugget should be easy to defeat, it’s the Papa Nugget you have to
worry about. Fire is the best element to use against him, so have Nina
cast Flare and Fireblast, while Ryu gets up close and uses his best
combos. If there are a lot of other Nuggets caught up in the battle as
well, have Lin use long range spread attacks like Blow up! to take
care of them while getting the Papa Nugget caught up in the assault.
His attacks can do quite a lot of damage so keep an eye on your HP and
heal when you need to. Once you’ve cleared this danger room, go through
the door to the west and ride the elevator there.

                        ----------------------
                        Power One 3F (-640.0m)
                        ----------------------

Leave the elevator shaft and pass through the next two rooms. In here
you’ll find a plethora of machine enemies. The ones that look like blue
Capeks are called Karels, and the little post-like robots that follow
them around are Rescue Mechs. The Karels like to use long range spread
attacks, so fight them up close using Ryu’s best combos and Nina’s ice
magic. While the Karels are attacking you, the Rescue Mechs will heal
them. However, once the Karels are out of the picture, they’ll start
hitting you with Lightning (Note- You should try to steal Transfer from
the Rescue Mechs, which is a very useful skill for Nina). At the far
end of the hallway, you’ll find a huge version of the Karel called the
Proto-Karel. Not only does this guy have a lot more HP than the normal
Karel, but it also can use the nasty Pre-Primus attack if you make it
angry. Regardless, the same tactics work just fine here. Rely on Nina’s
Iceblast to do a tremendous amount of damage. Once you defeat it, pick
up the treasure key it drops. Get all the items from the small room to
the north and continue through the door at the southwest end of this
hallway.

Take this next path west and continue going west at the 3-way
intersecton. Go inside the small room at the end of the path to find
yet another group of Nuggets and some Lightning Goos. You should know
how to deal with the Nuggets by now. The Lightning Goos are just big
versions of the Goo Plasma that you fought way back at the Corp Lab.
To beat them, simply use your strongest fire spells to both weaken
them and cause massive damage. Once you’ve cleared this room of its
foes, gather up any items that may be lying around in here. Return to
the intersection in the previous room and head north. Go through the
door at the end of this path to emerge inside another hallway full of
Karels and Rescue Mechs. The Karels may be lined up along one of the
walls, so approach them carefully, as they tend to charge without
warning in this situation. If you’ve already done the second floor,
this will be your last chance to steal Transfer from the Rescue Mechs,
so if you haven’t gotten it yet, do so now. After you’re finished here,
head through the door at the southwest end of this hallway and go
inside the small room to the west to reach the treasure chest
containing Crossviper. Go back inside the northern hallway and ride up
the elevator to the west to reach the fourth floor.

                        ----------------------
                        Power One 4F (-630.0m)
                        ----------------------

The first part of this floor can be difficult, but the path is very
straightforward. No matter which floor you came from, you’ll eventually
end up in the same place, which is the eastern room. To get there,
you’ll have to make your way through a few hallways. Along the way,
you may run into a Proto-Karel, so defeat it using Nina’s best ice
magic. In the latter halls, you’re bound to run into some Skeletons.
They may be harder to dodge in these confining halls, so do the best
you can. It helps if you have some extra Fresh Meat or other food
traps. Just toss some meat off to the side right when you enter a room
cluttered with Skeletons, so you can run by while they go after the
meat. Once you reach the eastern room, you’ll come face to face with
the hosts of all these Skeletons. Not only are there two Karons, but
there are also two Lesser Karons to deal with as well. While the
Lesser Karons don’t have the HP to last very long against you, their
attacks are still a threat, so kill them during the extra turn. Again,
you can beat them all quickly and painlessly if you have Nina’s Holy
Heart weapon. When they’re done for, continue through the door in the
middle of this area.

There are two small groups of Crushedhearts in this next room. For some
big party XP, to can toss some Fresh Meat out into the middle of the
intersection to merge the two groups together. While fighting them,
remember to use accuracy skills along with Nina’s electric spells.
Ryu’s Third Eye followed up by Roundsaber or Violet Death is a great
way to deal huge damage to multiple Crushedhearts. After you defeat
them all, pick up the treasure key they drop and go collect all the
items in the hall to the south. Continue into the northern room and
you’ll find a bunch of little white worms on this next path. These
guys are just like Hychees, so defeat them on the field to turn them
into Med Kits. Proceed through the next door and follow this next path
all the way around to the treasure chest containing Shatter!. Be sure
to equip it now. Then ride the elevator on the west side of the room.

                       ------------------------
                       Power One Roof (-620.0m)
                       ------------------------

Climb up the stairs in this next room to reach the Power One Transport
area at the very top of the power plant. Ascend the next set of stairs
to reach the very top. As you’ll learn in this next scene, the portal
ahead leads directly to the Centre, the home of the regents. But
suddenly, someone appears on the transport. One of the regents, who
holds one of the keys that you need, has come from the Centre to
challenge you to a fight. So get ready to fight the regent, Deamoned!

Boss fight: Deamoned
HP: 3800
XP- 16002
Items- Anger, Pump Muscles
Recommended level- 27
Notes- For a regent, this guy isn’t all that tough as long as you can
quickly adapt to a new style of fighting. Along with just about every
single boss you’ll fight from now on, Deamoned has Absolute Defense,
which is a shield that prevents you from even damaging him until you
break it. You must deal enough damage to get through the Absolute
Defense before you can actually damage his HP bar. In this case,
Deamoned’s Absolute Defense rating is around 200, so you must deal 200
damage to his Absolute Defense before his HP will start to drop. Since
this shield regenerates after every string of attacks, the only way to
effectively break through it (outside of dragon form) is to attack in
very lengthy combos. Besides his Absolute Defense, Deamoned isn’t all
that scary. He’ll use Spiritcharge to power up if he’s not in range to
attack and occasionally cast Howling to Bind your party. Besides Multi
Strike, which you’ve seen before, the only other attacks you really
have to watch out for are Meta Impact and Fatal Strike (or as I like
to call it, Not-so-Fatal Strike, as it reduces your HP to 1). Just
make sure to heal anyone who get its by Fatal Strike with a Med Kit or
two. The basic strategy for beating Absolute Defense bosses is to build
AP for a turn, then attack in one long combo the next turn. Deamoned
starts the battle a very good distance from your group, so on the first
turn, simply stand there and build AP, letting Deamoned come to you.
If you have any stat boosters, it would be a good idea to use them for
your second turn. Now on your second turn, unleash all the AP you’ve
built up in one huge combo. Ryu should begin his combo with all of his
level 1 skills, then work up and use all his level 2 skills, and go
into his level 3 skills. This way, by the time you begin using your
most powerful attacks, you’ll have a very high bonus damage percentage
to boot. Just remember to skip skills on the lower levels that you
can’t combo out of, such as Spiritcharge and Third Eye. If Ryu takes a
lot of damage after one of Deamoned’s turns (especially from Fatal
Strike) have him throw Discharge into the combo. Nina should use the
same 1,2,3 method (as I like to call it) as Ryu. Have Lin get as close
to Deamoned as she can and use her new Shatter! skill repeatedly, which
should deal huge damage. Afterwards, just repeat the process of
building up AP for a turn and then attacking the next turn. If you got
the Transfer skill for Nina, you can actually give all of her AP to Ryu
or Lin so that they can attack every turn. You really shouldn’t have to
move around all that much in this fight, because if you just stay where
you are, Deamoned won’t play chase because he can only attack at close
range. And he doesn’t really use his hit-back attack all that much
either. Although D-Dive really isn’t necessary in this fight, don’t
let me stop you if you’ve got plenty of leeway on your D-Counter and
feel like giving this guy a good dragon beating. Two (no more than
three) D-Charges and a Twister should suffice.

There will be an SOL scene after the fight. Once it’s over, Pick up the
D-Key that Deamoned dropped. Now, if there is any unfinished business
that you need to attend to, do it now. Because once you use that portal
and reach the Centre, there’s absolutely no turing back. If you need
healing items, then don’t worry, because there is an item shop and a
locker right at the Centre’s entrance. So when you’re ready to go, step
on the portal and teleport to the game’s final confrontation.

-----------------------------------------------------------------------

                       XII. The Final Mission

-----------------------------------------------------------------------

Treasure Chest items- Backpack, Angel Coat+4, Princess Gard+4, Inferno,
Blizzard, Drop dead!, Snatch, Hyper Kick, Lag Valhalla
Save Tokens- N/A
Recommended level- 30
Recommended D-Counter- 40-45%

Well congratulations! You’ve made it to the game’s final mission. The
road ahead isn’t long, but it certainly isn’t going to be easy if you
haven’t been conserving your D-Counter up to this point. However, if
your D-Counter is a good deal less than 50%, then this may be the
easiest final mission you’ve ever faced. There are a total of five
bosses in this mission that you must best in order to beat the game,
and if your D-Counter is low enough, you can simply waste each and
every one of them using your dragon powers. If not, then you have some
extremely tough fights coming up. Regardless, you should buy a very
hefty supply of healing items from the shop in this first room, as the
random battles in the Centre can be considerably hard. If you are low
on zenny, now would be a good time to sell any unwanted equipment that
you have in your weapon locker. So make any last minute preparations
in this entrance hall and continue into the Centre.

                         -------------------
                         Centre 1F (-500.0m)
                         -------------------

First off, as you explore the Centre make sure you use your camera
angles to check around corners, behind staircases, and such as there
are a lot of item boxes in discrete locations such as these. Now, head
east along either the north or south paths in this room and go through
the door at the end of the path. In this room, you’ll find a bunch of
bug-like creatures called Buzz Militants hovering around in the lower
area in the middle of the room. You can easily get them into tight
groups by tossing some food their way. Then have either Ryu or Nina
initiate the battle from up close. Ryu should use multiple X Blades,
while Nina casts Lighting and Lin uses her strongest spread attacks,
like Blow up! from a distance. You’ll want to defeat these guys before
they get a chance to cast Shield, which will greatly reduce the
effectiveness of Ryu and Lin’s attacks.

If you look around the lower area carefully, you’ll spot a monster
that looks like a puddle. This is a Creepstalker, and they like to
disappear when you get too close to them, so initiate the battle with
Lin. Although the Creepstalker is incredibly weak against physical
attacks, it is also incredibly evasive towards them. However, if you
use Nina’s ice magic on it, it’ll lose its evasiveness making it very
easy to kill. Just watch out though, because once you anger the
Creepstalker it’ll cast the devastating Quake spell on you. Once
you’ve defeated the Creepstalker, pick up the treasure key it drops and
continue through the eastern door (Note- There is a Telecorder in the
small room to the west in case you need to use it).

In here you’ll find some Darkstalkers, which are very similar to the
Creepstalker, except they aren’t nearly as evasive. This makes them
relatively easy to beat, but don’t let them live too long or else
they’ll steal from you. After you’re done with them, head over to the
small pavilion-like room to the east and get the Backpack from the
chest there. There may be a big Creepstalker sitting in front of the
chest, but it’ll vanish as you walk towards it. When you’re done here,
you have a big decision to make. In the upper area of the room, there
are two portals that are just like the the one on the Power One roof.
Once you use one of them, there’s no going back. The two portals here
lead to two different paths on the second floor, which lead to two
different bosses. It doesn’t make too much difference which path you
take if you plan on using D-Dive on the boss, however, the treasure
chest items and monsters are different for each path. If you want to
get the easier boss (in my opinion), then take the northern path.
However, I’m putting down the southern path first.

                      -------------------------
                      Centre 2F South (-480.0m)
                      -------------------------

In this first room, go down the staircase to reach the lower area,
where you’ll find a huge, golden, armor clad monster guarding a door.
Meet the Pantagruel, who is capable of using some fearsome magic if
you give it the chance. Not only that, but it also has a little bit of
Absolute Defense, so make sure to attack in long combos. Once you
break through the Pantagruel’s Absolute Defense, you’ll find that
Ryu’s physical attacks will quickly deplete its HP. Magic is
ineffective here, so Nina should transfer all of her AP to Ryu (that
is, if you have her Transfer skill). After you defeat the Pantagruel,
go through the door it was guarding to emerge in a small area with a
flock of Ebonfire bats along with their leader the Mahadevan in the
middle of the area. Make sure to fight the Mahadevan with at least one
Ebonfire in the mix, as the presence of Ebonfires prevents the
Mahadevan from using its powerful Blizzard spell. The Mahadevan is
weak against electric attacks, so have Nina use Lightning, while Lin
gets up close and uses Shatter!. Keep in mind that it regenerates HP,
so do as much damage as possible to override the HP regeneration. Once
the Mahadevan is dead, go after the Ebonfires. Since they are
relatively weak, group them all together with some Fresh Meat and kill
them quickly with spread attacks to get some big party XP. Now, pick up
the treasure key the Mahadevan drops and return to the previous room.

Head back up the stairs and continue along the path going east. On the
small balcony on the left side of the path you’ll find an item box that
has the Silence status change. This is really an enemy called the
Pandora Box. Although Ryu can possibly defeat it during his extra turn,
it drops different items depending on how many turns you let it live.
Be warned, however, because the Pandora Box can inflict some major
damage to your party if you let it attack. When you’re done here,
continue through the door to the east and go through the automatic
door at the end of this next path. Walk north in this room and go
through the door to the northeast. Get the Angel Coat+4 from the chest
here and use the portal to the southeast to reach the third floor.

                      -------------------------
                      Centre 3F South (-460.0m)
                      -------------------------

Exit this small portal room to emerge in a room with a few Rafflesia
hanging around. You fought these guys way back at the Corp Lab, so
they shouldn’t give you any trouble. However, you could try powering
them up with magic to increase the amount of XP they give you. When
you're done with them, head up the stair set to find a bunch of
Trilizards in this upper area. Remember to use their elemental
weaknesses against them, keeping in mind that it changes every turn.
If you initiate the battle with Nina, use electric attacks during the
extra turn. Continue through the next door to enter a danger room with
three Cerebus inside (Note- The danger room will only initiate if you
defeated all the enemies in the previous room). These guys are very
easy to defeat with Ryu’s physical attacks and Nina’s ice magic. Not
only that, but they drop a valuable 7th Sense most of the time. Once
you clear the danger room, pick up the treasure key that appears and
collect Inferno from the chest in the middle alcove. Proceed through
the door to the east and pass through this next room. Use the portal
at the northeast end of the room to reach the domain of the regent
Hortensia. She holds another key that you need, and she’s not about to
hand it over without a fight. So prepare to battle Hortensia.

Boss fight: Hortensia
HP: 3500
XP- 16002
Items- Bangle+4, Save Queen+4
Recommended level- 30
Notes- Hortensia can be very tough to beat, especially on your first
play through. But an effective strategy and a good supply of Med Kits
and Tonics in this unique fight will make things a lot easier. At the
beginning of each turn, Hortensia will cast Fortune, which changes the
layout of the colored square tiles on the floor. Later in the round,
she will cast Hymn, which has different effects depending on what color
square you’re standing on. Green will heal you, red will cut your HP
in half, and white has no effect. She’ll follow up Hymn with some very
powerful spells, which can do 150+ damage per casting. Not only that,
but Hortensia will never move, nor can she be moved, which forces you
to use up valuable AP walking to her. Make sure you equip armor that
offers as much movement as possible. Since Hortensia only attacks with
magic, heavy and defensive armor is completely worthless here. Nina
should equip a shield that cuts down magical damage. After each casting
of Fortune, you’ll want to move everybody to either a green or a white
square. You may want to use some items that boost your Movement and
Speed to make this easier. Once you get into attacking range, wait
there and build AP. Hortensia has some high Absolute Defense, so you’ll
want to attack with as much AP as possible. It really helps if you
have Nina’s Transfer skill, so you can feed Ryu some much needed AP,
as he is probably your most valuable attacker in this fight. Just make
sure to leave some AP to use for moving. When Ryu and Lin are right
near Hortensia with two full (or near full) AP gauges, have Ryu
unleash all his AP using the 1,2,3 combo method (using all level 1
skills, then all level 2 skills, then level 3 skills). Lin should
repeatedly use Shatter! as close to Hortensia as possible. After
taking a good amount of abuse, Hortensia will cast Divine Shell, which
pushes all of your characters back to the edges of the battlefield. As
annoying as this is, there’s nothing you can do now except hike back
over to where she’s standing to attack again. Remember that getting on
a green or white square should be your top priority, as anyone who
takes damage from Hymn and is then the target of Hortensia’s follow up
magic is certain to die. However, if you go into each of her spell
castings with full health, courtesy of the green squares, a Med Kit
should be all you need to restore those hit with her follow up magic.
If you’re just going to use D-Dive, three D-Charges and a Twister is
usually enough to kill her.

After the fight, pick up the H-Key that she was holding and teleport
using on of the portals in this room. The left portal will take you to
the Centre 4F Main, and the right portal will take you to the Centre 4F
South. These two paths, once again, lead to two different bosses. Refer
to the proper fourth floor section (after I do the north path for the
second and third floors) to continue. The stats for both bosses will
follow the four fourth floor sections.

                      -------------------------
                      Centre 2F North (-480.0m)
                      -------------------------

Leave this small portal room and head down the stair set in this area
to reach the lower level, where you’ll find a monster called a
Gargantua guarding a door. Not only does this guy have a very strong
physical attack, but it also has an Absolute Defense of around 500. In
order to get by that huge Absolue Defense, you’re going to have to
attack in big combos. Have Nina transfer all of her AP over to Ryu,
and have Lin get right up next to the Gargantua and use Shatter! as
many times as she can. Once you’ve defeated it, go through the door it
was guarding. In here you’ll see a huge group of Ebonfires hanging out
in the middle of this area along with their leader, the Mahadevan. The
Mahadevan’s attacks are considerably powerful, and it regenerates HP
every round. As long as there are Ebonfires around, the Mahadeven will
refrain from using its most powerful attacks, so kill it before you
take out all the lesser bats. Nina’s electric magic and Lin’s best shot
attacks, such as Shatter! and Blow up! are most effective here. After
you kill all the enemies in here, pick up the treasure key that the
Mahadevan drops.

Go back into the previous room and climb back up the stairs into the
upper area. Walk down the path going east, and you’ll notice a
suspicious item box that is Silenced. This is actually a monster called
the Pandora Box, which drops different items depending on how many
turns you kill it in. Just be careful, as it is a foe to be reckoned
with. I’d simply kill it before it gets a chance to attack, because
that way you’ll still get a 7th Sense. Now, proceed through the door
to the east. Pass through this next room and go through the door at
the southeast end of this area. Grab the Princess Gard+4 from the chest
and teleport using the portal to the northeast.

                      -------------------------
                      Centre 3F North (-460.0m)
                      -------------------------

Exit this portal room and go through the door in the northeast corner
of this next room. Pass through this hallway, picking up any items that
may be in the alcoves off to the side of the path, and go into the next
room, which is overrun with Ice, Fire, and Lightning Goos. There are
three of each type roaming around, and unfortunately, they’re all mixed
up. However, do the best you can to exploit their elemental weaknesses.
Divide and conquer if you must, or just rely on spread attacks from Ryu
and Lin.

Once you’ve defeated all the Goos in here, return to the previous
hallway to find yourself in a danger room. Unlike the southern path’s
danger room, this one yields some incredibly powerful foes. In two of
the alcoves you’ll find your toughest adversaries, the Goo Kings. Not
only do physical and shot attacks do miniscule damage to them, but they
also have a terrifying array of area affect spells including, Inferno,
Pre-Primus, Primus, and Expand. Surround the Goo King in a wide
formation to minimize the casualties from its attacks. Although their
attacks won’t do too much damage, Ryu and Lin should still attack
anyway with their best skills while Nina uses spells to inflict some
decent damage. In the middle of the hallway (between the two Goo Kings)
there’s a Goo Crystal lurking around, so don’t let it take you by
surprise. Once again, magic of any element works best here. After you
clear the danger room, pick up the treasure key that appears and get
Blizzard from the chest in the middle alcove. Now, go back to the room
where all the Goos were before and use the portal at the southeast end
of the room. Here, you’ll meet a kid who actually turns out to be a
regent. And when Ryu refuses to give up his quest to save Nina, the
regent Cupid has no choice but to eliminate you.

Boss fight: Cupid
HP: 3200
XP- 16002
Items- Silver Arc+4, Divine Coat+4, Celtis+9, Superheavy+3
Recommended level- 28
Notes- This fight shouldn’t be too hard, but still don’t take it
lightly. For the most part, Cupid will just run away from you, letting
her powerful pet Gargantua, Oncotte, do all the attacking for her.
However, she will annoy you with skills like Push and Shadowstitch to
make chasing her down more difficult. Oncotte cannot be damaged (even
with dragon form) so never even bother to attack it. However, its
attacks can do around 200 damage, so be prepared to heal after its
assaults. A Bari shield, or any shield that will cut down on physical
damage will be a tremendous help in this fight. Otherwise, light armor
will be helpful since you’ll be playing chase the whole battle. While
Ryu and Lin chase down Cupid, Nina should follow close behind, feeding
them AP with her Transfer ability. Once you get within attacking range
of Cupid, unleash everything you have in the form of long combos. The
1,2,3 combos work best for Ryu, while Lin’s best bet is to use Shatter!
as many times as she can. Cupid’s Absolue Defense is about average
(around 200-250) so breaking through it and inflicting decent damage
shouldn’t be too much of a problem for Ryu and Lin. You’ll notice that
Cupid will occasionally use Command on one of your party members, which
will cause Oncotte to target that character. If you really want to
avoid taking a lot of damage, you can have whoever gets targeted by
command run away, and while Oncotte is chasing that character, your
other two members can focus on Cupid. Then when someone else gets
targeted, have that person run while the former target comes back to
help attack Cupid. If you do this, make sure you’re not running towards
your other two party members, because Oncotte will attack other
characters if the targeted member is out of range but someone else is
in range. It also helps if you use a Movement Boost to increase that
character’s Movement Radius. Two D-Charges and two Twisters, or Three
D-Charges and a Twister is enough to end the fight if you just want to
use dragon form. But remember to only attack Cupid, because Oncotte is
indestructible.

When Cupid is dead, get the C-Key lying on the ground and then use one
of the two portals in this room. The left one leads to the Centre 4F
North and the right one leads to the Centre 4F Main. Both paths yield
different bosses. To continue on with the walkthrough, refer to the
proper fourth floor section just ahead. The stats for both bosses will
come after the fourth floor sections.

                      -------------------------
                      Centre 4F South (-420.0m)
                      -------------------------

When you leave the portal room, you’ll emerge in a room with a bunch
of Buzz Militants hovering around in the balcony-like area ahead. If
you found the Buzz Militants to be hard when you fought them back on
the first floor, then fight them in small groups or individually if
you can manage it. If you’re bold enough, you can group as many
together as you can and defeat them quickly for some huge party XP.
Remember to use Ryu and Lin’s spread attacks while Nina casts
Lightning. Once you’re done here, continue through the door to the
southeast. In this hallway, you’ll find a giant Kanaphage know as the
Kanaphage DX. This guy is not to be taken lightly, as its hit and run
attacks with Inferno can really hurt. The more times you hit the
Kanaphage DX, the less zenny it will drop, so use your most powerful
level 3 skills. For Ryu, a Spiritcharge followed by Deathbringer is
very effective here. However, if you want the most zenny, you can use
D-Dive to kill the Kanaphage DX in one hit. After you defeat it, go
through the door to the east. This last room yields a few Creepstalkers
who are roaming around in the open part of the room. Among them is a
giant Creepstalker, who holds the treasure key for this floor. If you
get too close to it, it’ll vanish, so have Lin target it from far away
to initiate the battle. Then use her C’mere skill to drag the
Creepstalker towards your party. Use Nina’s Frost or Iceblast attack to
take away the Creepstalker’s evasiveness, so you can then run in and
easily defeat it with Ryu’s physical attacks. Kill it and pick up the
treasure key it drops. Return to the previous room and get Drop dead!
from the chest in the midde of this hall. Now, go back to the room
where the Creepstalkers were and head over to the northeast end of the
room. Here you’ll find a bunch of little white worms on the ground.
Turn them into Med Kits and use the portal to the southeast to reach
the next boss: the regent Vexacion.

                      -------------------------
                      Centre 4F North (-420.0m)
                      -------------------------

Leave this portal room and you’ll encounter a large group of Buzz
Militants flying around in the area ahead. If you were comfortable
fighting them before, then try using some food to bunch them up into
large groups for some really big party XP. Otherwise, fight them in
smaller groups. Remember that Nina’s electric attacks work best, along
with spread attacks from Ryu and Lin such as X Blade and Blow up!.
Continue through the door to the northeast once you’re done with them
and head up this hall. There’s another Pandora Box sitting in the
middle of this path. I’d just kill it during your extra turn and reap
the 7th Sense it drops, but it you want to draw out the battle for
another item, then don’t let me stop you. Just be careful of its
powerful spells. Proceed into the next room and you’ll find a few
Darkstalkers hanging around in the open portion of the room. You’ll
want to go after the oversized Darkstalker, as it holds the treasure
key for this floor. The Darkstalkers seem to be less skiddish than the
Creepstalkers, so try to initiate the battle up close. Then cut them
down using physical attacks and Nina’s ice magic.

After you defeat the giant Darkstalker, pick up the treasure key it
drops. Return to the previous room and get Snatch from the chest in
this hall. Head back inside the room where you fought the Darkstalkers
and walk over to the southeast end of this area, where you’ll find a
bunch of white worms on the ground. Kill them, reap their Med Kits,
and use the portal at the northeast end of this room. After a scene,
you’ll fight your next boss: the regent Jezuit.

              -----------------------------------------
              Centre 4F Main (-420.0m) *From Hortensia*
              -----------------------------------------

Exit the portal room and go through the door at the east end of this
hall. Continue east in this next room and head north into the middle
of the room, where you’ll find a line of Duke Knights blocking the
path. If you haven’t fought these guys before, know now not to take
them lightly. Not only are their attacks very powerful, they also have
armor (like that of a Duke Battler) which can only be broken through
multiple physical strikes. You’re going to have to hit the Duke Knight
about a dozen or so times before it’s armor will crack, so spend you
first turn chipping away at its armor. You’ll want to keep your party
in a fairly wide formation, as the Duke Knight can use a spread attack.
Once its armor breaks, keep pounding away with your best attacks and
combos until it dies. After you fight your way through all the Duke
Knights, you’ll come face to face with the greatest of all Dukes, the
Duke Lord, who’s sleeping at the end of the path. The Duke Lord is
just like the Duke Knight, except the Duke Lord has a little bit of
Absolute Defense to break through. Regardless, defeat it using the
same stategy you employed against the Knights. Then, pick up the
treasure key that appears and grab Hyper Kick from the chest on the
balcony behind where the Duke Lord was standing.

Continue through the door at the northeast end of the room and teleport
using the portal at the end of this path to reach the regent Jezuit.

                -------------------------------------
                Centre 4F Main (-420.0m) *From Cupid*
                -------------------------------------

As soon as you leave the portal room, you may find yourself surrounded
by Darkstalkers and Creepstalkers. You can fight them if you wish, but
know that they do not hold the treasure key for this floor. If you do
decide to fight them, remember to freeze up the Creepstalkers with
Nina’s ice magic to make them less evasive. Then defeat them quickly
with physical attacks. Once you’re done here, climb down the stair set
on the right side of the path. Go through the door inside the small
pavilion-like room to the east to emerge in an extremely narrow
corridor with some Nerve-Men standing around along the path. Nerve-Men
are very similar to their relatives the Worm-Men in the way they fight,
however, their attacks are much stronger. Since you can’t really make
a wide formation in this narrow hallway, surround the Nerve-Men to
avoid having multiple people getting hit by their Circle Stage attack.
They aren’t particularly weak against anything, so just use your most
powerful attacks. Ryu should stick to his best combos, while Lin uses
Shatter! from up close, and Nina uses spells from a distance. Once you
defeat them all, pick up the treasure key that appears in the middle
of the corridor and continue through the door to the east. Ascend the
stair set just ahead and get Lag Valhalla from the chest at the west
end of this path. Proceed by using the portal to the east and you’ll
reach the regent Vexacion.

Boss fight: Vexacion
HP: Vexacion- 4200, Ryked- 2400, Nalaka- 2600
XP- 30000
Items- Terabreak, Mandau Blade+9, Strong Sword+9, Solid Shell+7,
      Strong Sword+5, Solid Ring+8
Recommended level- 32
Notes- Vexacion is quite hard, especially since you have his two
bodyguards to deal with as well. Ryked will specifically target Lin,
and Nalaka targets Nina, while Vexacion will go after Ryu. Nalaka and
Ryked will assault their targets with Twin Wake and Kirin Flight, as
well as go into counterattacking mode every few turns. Nina’s magic
and Lin’s shot attacks are ineffective against their respective
assailants, so keep this in mind before you attack. At the start of the
fight, Ryked and Nalaka will come after you, while Vexacion will stay
where he is and build AP for a turn or two. While Vexacion is building
AP, you’ll want to dish out as much damage to his two lackys as
possible. Since Nina is your weakest character defensively, you’ll
probably want to put all of your efforts into taking out Nalaka first.
Nina should use Transfer to feed all of her AP to Ryu, so he can pull
off 1,2,3 combos every turn against Nalaka. While that’s going on, Lin
should get right up next to Nalaka and blast away with Shatter!. If you
have any Power Boosts, now would be a good time to use them, as getting
rid of Nalaka before Vexacion joins the fight would be a huge help.
After a turn or so, Vexacion will approach your party and begin hitting
Ryu with Snakebite, Lion Smash, and Kirin Flight. However, every so
often he’ll use the most deadly attack you’ve faced yet, the fearsome
Quint Wake, which randomly hits everone within its range with five
powerful strikes. Keep your party somewhat close together so that the
strikes of Quint Wake aren’t focused all on Ryu, because not even Ryu
has a chance of surviving this attack if he’s taking all the hits. Just
be prepared to use a Trauma Kit to heal up your group after each Quint
Wake. Eventhough Vexacion has joined the fight, you should still take
out Nalaka and Ryked before going after the big guy himself. Just let
Ryu take the hits from Vexacion as they come, because if you have the
Discharge skill, you can pay him back once Nalaka and Ryked are dead.
Once Nalaka is out of the way, you can either have Lin begin attacking
Vexacion, or she can help Ryu take down Ryked. Just keep in mind that
her attacks won’t do as much damage against Ryked. By the time Nalaka
and Ryked are both out of the picture, Ryu will have probably taken a
great deal of damage from Vexacion. Now, have Ryu use 1,2,3 combos, and
be sure to include Discharge within the combo to cause some major
damage. Vexacion’s Absolute Defense is pretty high (around 300), so
you’re going to want to do as much damage as possible with each combo.
Nina should continue to feed Ryu and Lin AP by using Transfer. While
Ryu is pulling off his huge combo strings, Lin should just get right
up next to Vexacion and pound him with Shatter! repeatedly. As long as
you have pleny of healing items, you should be able to outlast him, as
long as you can get through the initial toughness of the fight. If
you’re just going to go dragon on his behind, then three D-Charges
should give you enough power to take out Vexacion and each of his two
cronies with a single Twister. However, if your AP won’t allow for
three Twisters, then just give Vexacion a Twister and use Vortex once
or twice to take out Nalaka and Ryked.

Boss fight: Jezuit
HP: 3600
XP- 16002
Items- Excel Suit+9, Solid Ribbon+8
Recommended level- 31
Notes- Jezuit is pretty tough, but you should be able to handle him.
He comes into this battle packing a bunch of mean attacks, including
Stun Gun, Pre-Primus, Primus, and his trademark Backflip attack. All
of his skills do a very good deal of damage, and he can pull off three
to four attacks in a single turn. Not only that, but Jezuit will
always go first, so make sure your party is healed before ending each
round. You’ll probably need to bring some Tonics along, as Jezuit’s
assaults may prove too much for your weaker characters (especially
Nina) to handle. His only downfall is his pathetic Absolute Defense,
which is only around 50. At the very beginning of the battle, Jezuit
will use Shadowwalk, which makes him completely untouchable. The ONLY
way to break him out of this invincible state is to make him walk into
one of Nina’s magical traps. If you don’t have any magic traps equipped
to Nina’s weapon, it is pretty much impossible to win this fight.
After Jezuit makes his first move, have Nina plant a magic circle
right in front of him. There’s really nothing more you can do now, so
just have Ryu and Lin build AP and end the turn. On the second turn,
Jezuit will walk into the trap, forcing him out of his impervious
state, and will begin attacking your party. Although getting past his
Absolute Defense is hardly a problem, long 1,2,3 combos from Ryu and
multiple Shatters! from Lin are still most effective in this fight.
Since Jezuit’s defense is kind of high, those damage percentage bonuses
will help out a little. If you’re still not happy with the damage
you’re doing, you can always use a Power Boost or 7th Sense to increase
your attack power. Eventhough it isn’t absolutely necessary in this
battle, if it seems that Ryu or Lin is doing a great deal more damage
than Nina, then just have Nina transfer her AP to that character. Every
few turns, Jezuit may go back into his Shadowwalk form. When this
happens, have Nina set a trap or two and then move your party members
behind them. Then just wait for Jezuit to run into the magic circles
so you can begin attacking again. If you just want to use D-Dive for
this fight, first shatter Jezuit’s Shadowwalk form, and then hit him
with three D-Charges and a Twister, or two D-Charges and two Twisters
if you’re really trying to be conservative.

Once you’ve defeated your second regent of the mission, regardless of
who it was, pick up the key they dropped and step onto the portal
ahead. You’ll then be transported to a very familiar location: the
meeting hall of the regents. Pass through this room and use the next
portal to leave the Centre and reach the Cemetery. In this area there
are three stone monuments with key holes in them. Inspect one of them,
and together, your party unlocks the three huge doors ahead. In the
next room, there stands a single red monument. Examine it and you will
insert Mebeth’s key to unlock the final security door before you, all
in dramatic fashion.

This next area is home to all three shop girls, as well as a Telecorder
(Doesn’t that beat all?). I’ll warn you right now...

THIS IS THE ABSOLUTE LAST CHANCE YOU’LL HAVE TO SAVE AND PREPARE FOR
                          WHAT LIES AHEAD!

Beyond this point is the game’s final confrontation, so do not continue
until you are ready. If you still need to conserve your D-Counter, then
I’d highly suggest that you buy all the healing items you can. Scrap
together all the zenny you can by selling any equipment that you don’t
need. Check up on your fairy colony if you haven’t done so in a while.
However, if your D-Counter is low enough to wipe out the remaining
bosses, then store all of your important items in the locker. Store
nonpurchaseable items, such as 7th Senses and Gold XP, first. Then, if
you have room left, store some of your better healing items. Once you
are positive that you’re ready to move on, go through the next door
(to the left of the Telecorder).

After an SOL scene, you will arrive at the terminal (Note- This goes
without saying, but there are some major SPOILERS ahead, so read at
your own risk).

                     ---------------------------
                     Geovator Terminal (-370.0m)
                     ---------------------------

In this area, climb up the stair sets just ahead to reach the elevator
that will take you up to the main gate at Geo Front. Go inside the
little control room to the left and activate the lift. The Geovator
will then begin its ascent to Geo Front. There will then be another
SOL scene. But just as you were beginning to relax a little, the lift
is suddenly attacked and everything goes dark. Then (in quite an
awesome cut scene) Elyon, the Origin and highest of the regents,
appears and challenges you to a battle. This is your last test to prove
that Ryu truly is a Chosen. Prepare yourself, for it’s time to do
battle against the Origin, Elyon!

Boss fight: Elyon
HP: 6000, Alter Ego HP- 3000
XP- Dependant on how many Alter Egos are defeated
Items- Tonic, 7th Sense
Recommended level- 35
Notes- You’re in for one heck of a battle if you don’t use dragon form.
First of all, you MUST defeat Elyon within 20 turns or the game is
over. But since this battle actually gets HARDER as it goes on, chances
are you won’t be able to win if you need the whole 20 turns to beat
him. Because of this, the key to winning this fight is to beat Elyon
as quickly as possible. There are four different stages to this fight.
In the first stage, Elyon will begin the battle (and I do mean “begin”
as Elyon will ALWAYS go first) by creating two shadows of himself
called Alter Egos. Although each of them has no Absolute Defense and
only half as much HP as Elyon does, their attacks are just as potent
as his. And unlike Elyon who will only attack once per turn, the Alter
Egos will pull off two attacks each turn. Fortunately, their attacks
aren’t too bad, for now at least. Their Jolt and Sledgehammer attacks
don’t do too much damage, but the attack you really need to watch out
for is Pentastroke, which does loads of damage. As long as you stay
healed with Med and Aid Kits, the only person who shoud have the risk
of dying from this attack is Nina. During your first turn, you should
move in close to Elyon and his two shadows. As long as you don’t move
too much, Elyon and his pals will stay relatively close together,
making them vulnerable to spread attacks. For now, you should focus
your assaults on Elyon, but try to get the Alter Egos caught in the
crossfire. Ryu should stick to his 1,2,3 comboing method, ending his
combos with multiple level 3 spread attacks like Roundsaber or Violet
Death to damage the Alter Egos. After taking a good amount of
punishment, Ryu should also throw Discharge into his combo. Elyon’s
Absolute Defense is quite high, but his normal defense isn’t all that
high, so using items like Power Boosts and 7th Senses will make
breaking through the Absolute Defense and causing decent damage easy.
Nina’s not going to be able to do very much damage with her spells, so
have her use Transfer on Ryu every turn. Lin should, once again, use
Shatter! repeatedly. Since this is a spread attack, you should try to
get the Alter Egos caught up in it as well. To make the fight easier,
don’t kill off both Alter Egos until you reach the second stage of the
fight. Because if both Alter Egos die before you reach world two, then
he’ll create two more.

After five turns Elyon will cast the most powerful spell in the game,
Karma, on a random character. Whoever gets cursed with this dreaded
Karma circle is certain to die when the timer above their head runs out
(unless that character has well over 10000 HP, because that's how much
damage the spell does :P). Anyone standing within the circle will also
be killed when the attack goes off, so when your timer is about to run
out, quarintine that character away from the others and just let them
die, it’s inevitable. However, once Elyon casts this horrible trap,
he’ll spend three turns charging up for the attack. Kill off any
remaining Alter Egos at this time and then unleash everything you have
at Elyon. Now is a better time than ever to end this fight, so use any
stat boosters that will help you take him down quickly. Nina should
continue to feed Ryu AP using Transfer, while Lin uses Shatter!. If
you really want to maximize your damage output, you should use an AP
Charge or a Full AP on either Ryu or Lin, preferably the one who is
doing the most damage.

After three more turns, Elyon will unleash his Karma attack and then
proceed to nail your party with Primus every round. Now, you should
spread out so that Elyon can’t hit all three characters at once. Around
round 12, you’ll enter the final stage of the fight, and if you haven’t
won by now then you’re really in for it. Elyon will now start creating
Alter Egos again. Elyon will then continue to cast Primus, and the
occasional Focus, which draws all your party members close together.
Meanwhile, the Alter Egos will attack with Stinger and Valhalla,
sometimes using the latter of the two twice in one turn! Needless to
say, that will leave your party holding on by a thread, so be ready to
use some Trauma Kits and Tonics. At this point, you should just try to
take down Elyon as quickly as possible, because the fight will end once
he dies. Well, if you’re just going to use dragon form for this fight,
D-Charge three times and then use Hurricane on Elyon and his two
shadows. Then Twister Elyon to seal the deal. Whew! That was long!

After the fight, the Geovator stops at the top terminal and Elyon
openly accepts his defeat. Once you regain control, go down the stairs
to the right, heal up, and then go through the door to the left.
Following the game’s last SOL scene, you will reach the Geo Front gate.
Excited that this is the last leg of the journey, your party runs down
the entranceway to bask in awe under huge gate above. This is it!
You’ve reached the final gate. There’s not much more between you and
the sky now. But then, footsteps are heard coming down the entranceway.
You are then shocked to see that Bosch has returned once again! But
don’t be fooled by his calm composure. This is definitely not a joyous
reunion. It turns out that Bosch has linked with a dragon and he’s
looking for another rematch. So get ready to fight Bosch, again!

Boss fight: Bosch
HP: 2400
XP- 10002
Items- None
Recommended level- 35
Notes- If you could handle Elyon, then you should have what it takes
to bring down Bosch, given your healing items hold out. Bosch comes
back with the same old tricks, but he also has some new moves up his
sleeve, as well as some Absolute Defense. His Twin Wake attack is no
more devastating than it was the last time you fought him, however,
Bosch is now capable of pulling off two Twin Wakes in one turn. Not
only that, but he also comes wielding a new combo called Tri Wake,
which is quite deadly, even to Ryu. Bosch can also cast Blizzard,
which does a good deal of damage, so keep your party spread out. I
hope you have a good amount of Tonics on hand, because you’ll need
them. Although Bosch’s Absolute Defense isn’t all that impressive, it
is still a factor, as he has good regular defense. Stick to your basic
Absolute Defense boss strategy of building up two full AP gauges and
then attacking in huge combos. The 1,2,3 method works best for Ryu,
while multiple Shatters! are still Lin’s best bet. Once again, Nina
proves to be a mediocre attacker, so she should feed AP to Ryu and Lin
by using Transfer. Since Bosch can easily wipe out Nina with his
powerful attacks, she should stay far away from him, while Lin and Ryu
take the hits as they come. If Ryu has Discharge, be sure to include
it in your combo after taking substantial damage. Use any of your
remaining Power Boosts or 7th Senses if you feel the battle is going
by too slowly. If you’re just going to use D-Dive, then two or three
D-Charges and a Twister should get the job done. Just make sure your
D-Counter is LESS than 90% coming out of this fight. I don’t mean
around 90% or at 90%. I mean LESS THAN 90%.

You’ll send Bosch flying into a wall upon his defeat. Just when you
think it’s finally over, Bosch disappears, and then reappears in his
dragonized state. He’s not holding anything back now, so prepare for
the final bout against Bosch!

Final boss fight: D-Bosch
HP: 5000
XP- 65535
Items- None
Recommended level- 37
Notes- Well, who would have thought that this bitter rivalry would
escalate into the game’s final conflict? Bosch comes into this fight
with an 0-3 record standing against him, and now it’s time to finish
this once and for all with a four fight sweep. You will need to use
three D-Charges and two Twisters in order to take him down. If you
can’t spare the 10% needed to completely own Bosch, then your chances
of winning this fight are slim. Bosch cannot be damaged with non-dragon
attacks, unless his dragonized form is first shattered by one of Wyrm’s
attacks. And even then, he will only remain vulnerable for a turn
before he regains his non-dragon attack resistance. Not only that, but
he has some pretty brutal attacks. His Quake spell can nearly kill all
of your party members instantly, and he also has an attack that
inflicts tons of status changes. However, if you have enough healing
items and at least a few percent on your D-Counter to work with, then
there is still hope. First have Nina transfer all of her AP over to
either Ryu or Lin. Then have Ryu D-Dive and hit Bosch with D-Breath
for just a split second, using less than a percent on the D-Counter
barring the transformation cost. Revert out of dragon form and then go
all out with 1,2,3 combos. Lin should follow up by using Shatter! as
many times as you can. If you have any stat boosters, preferably 7th
Senses, then use them. Bosch’s defense is kind of high, so you’ll need
all the extra power you can get. Once the turn ends, repeat the whole
process of shattering his dragon form and then attacking. I know this
is a long shot, but it’s the only way if you don’t have 10% to spare.

Defeated once again, Bosch is now at your mercy. Unfortunately for him,
Ryu isn’t exactly feeling merciful after four attempts to kill you. As
Bosch gradually approaches his final moments, Ryu speeds things along
by impaling him right through the chest. But after he dies, Chetyre,
the dragon whose powers Bosch was hosting, literally comes tearing out
of him. Don’t worry though. All you have to do now is use D-Breath
until you hit 100% on your D-Counter. As crazy as this may sound,
believe me, it’s what you’re supposed to do. Afterwards, the final
clash between Odjn and Chetyre will commence. Who will emerge
victorious? You’ll have to see for yourself. So enjoy the ending and
the credits. Make sure to save your game after the credits are over to
get your new D-Ratio.


=======================================================================

                              5. SKILLS

=======================================================================

Here’s a list of character skills that I’ve arranged in alphabetical
order within each skill level for each character.

                               ------
                               A. Ryu
                               ------

--------------
Level 1 Skills
--------------

Act Delay
~~~~~~~~~
Target: Unit
Physical attack with an Attack Power of 80%.
Reduces enemy Speed by 5%.

Brainquake
~~~~~~~~~~
Target: Unit
Physical attack with an Attack Power of 80%.
Reduces enemy Magic Power by 5%.

Cutspace
~~~~~~~~
Target: Unit
Physical attack with an Attack Power of 80%.
Reduces enemy Move Power by 5%.

Dent Weapon
~~~~~~~~~~~
Target: Unit
Physical attack with an Attack Power of 80%.
Recuces enemy Attack Power by 5%.

Kick
~~~~
Target: Unit
Physical attack with an Attack Power of 75%
and a hit-back power of 2.5M.

Ogre Slice
~~~~~~~~~~
Target: Unit
Accuracy -50%.
If it hits, it causes a critical attack of 75%.

Rust Armor
~~~~~~~~~~
Target: Unit
Physical attack with an Attack Power of 80%.
Reduces enemy Defense Power by 5%.

Side Slash
~~~~~~~~~~
Target: Spread
Physical attack with an Attack Power of 80%.
Accuracy -20%.

Slice
~~~~~
Target: Unit
Physical attack.
Normal physical attack.

Third Eye
~~~~~~~~~
Ensures that the next attack will always hit.

Thrust
~~~~~~
Target: Unit
Physical attack with an Attack Power of 25%,
regardless of enemy Defense Power.

--------------
Level 2 Skills
--------------

Bladesmack
~~~~~~~~~~
Target: Unit
Normal Physical attack.
Adjusts Attack Power so that enemy HP will not become 0.

Crimson Raid
~~~~~~~~~~~~
Target: Unit
Normal Physical attack.
Restores HP to you equal to 10% of the damage dealt.

Discharge
~~~~~~~~~
Target: Unit
Physical attack.
Records the damage received during battle,
and returns it in this attack.

Fang
~~~~
Target: Line
Physical attack with an Attack Power of 40%,
regardless of enemy Defense Power.

Hazecut
~~~~~~~
Target: Unit
Physical attack with an Attack Power of 120%.
Accuracy +50%.

Hex
~~~
Target: Unit
Causes no damage.
Increases XP value of attacked enemy by 10%.

Hyper Kick
~~~~~~~~~~
Target: Unit
Physical attack with an Attack Power of 120%,
and a hit-back power of 4.0M.

Reversal
~~~~~~~~
Target: Unit
Physical attack.
Varying damage according to the amount of your remaining HP.

Skullsplit
~~~~~~~~~~
Target: Unit
Physical attack with an Attack Power of 125%.
Deals damage to enemy’s AP.

Spiritcharge
~~~~~~~~~~~~
Attack Power multiplied by 1.5,
for the next turn (attack) only.

Vert Slash
~~~~~~~~~~
Target: Unit
Physical attack with an Attack Power of 130%.
Accuracy -20%.

Wild Swing
~~~~~~~~~~
Target: Unit
Physical attack
Randomly multiplies damage between x0.5 to x2.0.

--------------
Level 3 Skills
--------------

Circle Stage
~~~~~~~~~~~~
Target: Circle
Physical attack.
Normal physical attack.

Crossviper
~~~~~~~~~~
Target: Unit
Hit-and-run Physical attack.
Critical Chance +75%.

Deathbringer
~~~~~~~~~~~~
Target: Unit
Physical attack with an Attack Power of 125%.
If it hits, a Critical Attack is 100% assured.

Deathcleaver
~~~~~~~~~~~~
Target: Unit
Physical attack with an Attack Power of 200%.
You receive 10% of the damage you deal.

Great Smash
~~~~~~~~~~~
Target: Unit
Normal Physical attack.
May cause a one-shot kill.
(“Legend Blade” skill)

Roundsaber
~~~~~~~~~~
Target: Spread
Physical attack with an Attack Power of 150%.

Terabreak
~~~~~~~~~
Target: Unit
Normal Physical attack.
Damage ignores enemy Defense Power.

Violet Death
~~~~~~~~~~~~
Target: Spread
1st hit: Attack Power 20% regardless of enemy Defense Power.
2nd hit: 100% Critical.
(“Violet Blade” skill)

                              --------
                              B. Bosch
                              --------
--------------
Level 1 Skills
--------------

Snakebite
~~~~~~~~~
Target: Unit
Physical attack with an Attack Power of 80%.
Poisons enemy.
(“Beast Blade” skill)

Thrust
~~~~~~
Target: Unit
Physical attack with an Attack Power of 25%,
regardless of enemy Defense Power.

--------------
Level 2 Skills
--------------

Fang
~~~~
Target: Line
Physical attack with an Attack Power of 40%,
regardless of enemy Defense Power.

Lion Smash
~~~~~~~~~~
Target: Unit
Physical attack with an Attack Power of 110%,
and accuracy -20%.
(“Beast Blade” skill)

                               -------
                               C. Nina
                               -------
--------------
Level 1 Skills
--------------

Blunt
~~~~~
Target: Unit
Reduces enemy Attack Power by 10%.

Chop!
~~~~~
Target: Unit
Normal physical attack.
(“Slapper” skill)

Divine
~~~~~~
Target: Unit
Reduces enemy Move Power by 10%.

Enfeeble
~~~~~~~~
Target: Unit
Reduces enemy Magic Power by 10%.

Flare
~~~~~
Target: Circle
Fire Magic Attack Lv. 1.

Frost
~~~~~
Target: Circle
Ice Magic Attack Lv. 1.

G-Flare
~~~~~~~
Fire Magic Circle Lv. 1++
A magic wall that blocks the movement of some enemies.

Jolt
~~~~
Target: Circle
Electric Magic Attack Lv. 1.

Joltball
~~~~~~~~
Electric Magic Circle Lv. 1+
Magic trap that paralyzes (Stuns),
enemies that come into contact with it.

Slow
~~~~
Target: Unit
Reduces enemy Speed Power by 10%.

Weaken
~~~~~~
Target: Unit
Reduces enemy Defense Power by 10%.

--------------
Level 2 Skills
--------------

Fireball
~~~~~~~~
Fire Magic Circle Lv. 2+
Magic trap that Stuns enemies,
that come into contact with it.

Fireblast
~~~~~~~~~
Target: Spread
Fire Magic Attack Lv. 2.

Fragball
~~~~~~~~
Ice Magic Circle Lv. 2+
Magic trap that freezes (Stuns),
enemies that come into contact with it.

G-Iceblast
~~~~~~~~~~
Ice Magic Circle Lv. 2++
A magic wall that blocks the movement of some enemies.

Iceblast
~~~~~~~~
Target: Line
Ice Magic Attack Lv. 2.

Lightning
~~~~~~~~~
Target: Line
Electric Magic Attack Lv. 2.

Mirage Bomb
~~~~~~~~~~~
Sets up the Nina doll.
Goes out with a bang when,
enemies mistake it for Nina and attack it.

Teleport
~~~~~~~~
Switches position with a companion.

Transfer
~~~~~~~~
Gives 20 AP to a companion.

--------------
Level 3 Skills
--------------

Blizzard
~~~~~~~~
Target: Circle
Ice Magic Attack Lv. 3.

Death
~~~~~
Target: Unit
One-shot kill Magic.
Kills creatures with one shot.
(“Demonscythe” skill)

G-Inferno
~~~~~~~~~
Fire Magic Circle Lv. 3++
A magic wall that blocks the movement of some enemies.

Inferno
~~~~~~~
Target: Circle
Fire Magic Attack Lv. 3.

Kyrie
~~~~~
Target: Circle
One-shot kill Magic
Very effective on the undead.
(“Holy Heart” skill)

Lag Valhalla
~~~~~~~~~~~~
Electric Magic Circle Lv. 3+
Valhalla is launched at the end of the turn.
Requires one turn to charge.

Mirage Blast
~~~~~~~~~~~~
Sets up the Nina doll.
Goes out with a bang when,
enemies mistake it for Nina and attack it.

Ragnarok
~~~~~~~~
Lock-on Magic Lv. 3+++
Requires 3 turns to activate.
(Cannot move for 3 turns)

Shazam
~~~~~~
Target: Circle
Hit-back magic.
Affects enemies over a wide area, sending them flying.

Valhalla
~~~~~~~~
Target: Circle
Electric Magic Attack Lv. 3.

                                ------
                                D. Lin
                                ------
--------------
Level 1 Skills
--------------

C’mere!
~~~~~~~
Target: Unit
Non-damaging attack.
A vacuum that sucks in enemies.

Greetings
~~~~~~~~~
Target: Unit
Shot attack with an Attack Power of 75%.
Feint Attack.

Hey, hey!
~~~~~~~~~
Target: Unit
Shot Attack.
Adds effects to successive attacks.

How’s That?
~~~~~~~~~~~
Target: Unit
Shot Attack.
May change into an ability-reducing attack,
depending on the preceeding attack.

There!
~~~~~~
Target: Unit
Shot attack with an Attack power of 70%.
Gives weight to Critical Chance.

Too slow!!
~~~~~~~~~~
Target: Unit
Shot Attack with an Attack Power of 70%.
Gives weight to Accuracy.

--------------
Level 2 Skills
--------------

Go on!
~~~~~~
Target: Unit
Shot Attack.
Adjusts Attack Power so that enemy HP will not become 0.

Keep at it!
~~~~~~~~~~~
Target: Line
Shot Attack with an Attack Power of 120%.
Gives weight to penetration.

Kidding!
~~~~~~~~
Target: Unit
Shot Attack.
Either misses or has a Reverse effect.

Outta My Way
~~~~~~~~~~~~
Target: Unit
Shot Attack.
Hit-back shot.

Stay here!
~~~~~~~~~~
Target: Unit
Shot attack with an Attack Power of 110%.
Reduces enemy Move Power.

Take this!
~~~~~~~~~~
Target: Unit
Shot attack with a 60% Attack Power,
regardless of enemy Defense Power.

That’s It!
~~~~~~~~~~
Target: Unit
Shot attack with an Attack Power of 130%.
Adds effects to successive attacks.

--------------
Level 3 Skills
--------------

A Present!
~~~~~~~~~~
Target: Unit
Copies previous attack or misses.

Blow up!
~~~~~~~~
Target: Spread
Shot attack with an Attack Power of 150%.

Drop dead!
~~~~~~~~~~
Target: Unit
Shot attack with an Attack Power of 60%,
regardless of enemy Defense Power.

Let’s dance!
~~~~~~~~~~~~
Target: Circle
Shor attack with an Attack Power of 150%.

Shatter!
~~~~~~~~
Target: Spread
The closer you are, the more damage it deals.

                           ----------------
                           E. Shield Skills
                           ----------------

Anger
~~~~~
Equip AP cost: 5
When you are hit, Spiritcharge activates automatically.

Counter
~~~~~~~
Equip AP cost: 10
Counterattacks physical and shot attacks.
Nina cannot use it.

Duststorm
~~~~~~~~~
Equip AP cost: 10
Blows attacking enemies away.

Explosion
~~~~~~~~~
Equip AP cost: 0
When you are hit, it explodes and reduces enemy HP to 1.
You lose your shield.

Feint
~~~~~
Equip AP cost: 10
Blocks an enemy attack once during a battle.

Leech Power
~~~~~~~~~~~
Equip AP cost: 0
Recovers 5 AP whenever you are hit by an enemy attack.

Mag.Def-25%
~~~~~~~~~~~
Equip AP cost: 10
Reduces Magic Attack Damage by 25%.
("Astral" series skill)

Mag.Def-50%
~~~~~~~~~~~
Equip AP cost: 20
Reduces Magic Attack Damage by 50%.
("Astral" series skill)

Phys.Def-25%
~~~~~~~~~~~~
Equip AP cost: 10
Reduces Physical Attack Damage by 25%.
("Solid" series skill)

Phys.Def-50%
~~~~~~~~~~~~
Equip AP cost: 20
Reduces Physical Attack Damage by 50%.
("Solid" series skill)

Reflect
~~~~~~~
Equip AP cost: 20
Counterattacks magic attacks.
Nina cannot use it.

Shield Boost
~~~~~~~~~~~~
Equip AP cost: 5
Every time you are hit, your Defense increases by 1%.

Snatch
~~~~~~
Equip AP cost: 15
Cuts damage by 25%.
Steals items from attacking enemies.

Steal
~~~~~
Equip AP cost: 5
Steals items from attacking enemies.

Univ.Def-25%
~~~~~~~~~~~~
Equip AP cost: 15
Reduces all Damage by 25%.
("Barrier" series skill)

Univ.Def-50%
~~~~~~~~~~~~
Equip AP cost: 30
Reduces all Damage by 50%.
("Barrier" series skill)

Valor
~~~~~
Equip AP cost: 10
Can recover from being Unconscious once during a battle.

Weapon Boost
~~~~~~~~~~~~
Equip AP cost: 5
Every time you are hit, your Attack increases by 1%.

Willguard
~~~~~~~~~
Equip AP cost: 15
Reduces all Damage. Varies according to remaining HP.
("Soul" series skill)


=======================================================================

                           6. SIDE QUESTS

=======================================================================

#######################################################################

                           A. Fairy Colony

#######################################################################

When you return to the Low Sector Borough after going through the Low
Sector Lift, you will have the opportunity to start your own Fairy
Colony. You can do this by freeing the fairy trapped in one of the
rooms at the west end of the Corp Lab Entrance. Although the colony
does require some initial investment on your part, once you start
running it efficiently, it’ll prove to be worth the trouble. The very
first thing you should do when you begin developing your colony is to
go through all the information help topics that are available. These
will give a basic idea about how the colonly works. Nonetheless, the
following is a rundown of the colony basics.

First of all, your entire colony is run by the ants that you hire, and
time in the colony passes by the number of enemies you defeat. To hire
ants, talk to ones standing near the sign to the right of where the
fairy is. When you talk to them, you can see their stats, their age,
and their wages. Their stats determine how well they can do certain
jobs:

HP........ Excavation, Explorer, The Daily
Smarts.... Market, Laboratory, Bank, The Daily, Review Board
Taste..... Cafeteria, Concert Hall, The Daily, Stockhouse

Each ant has a unique set of stats which grow as they get older. The
ants you hire are generally young, anywhere from age 1-20 usually.
However, when ants get too old (around 40-60 depending on their job)
they will die. There’s really nothing you can do about this except
hire more ants to take their place. When you first start developing
your colony, the most important factor in deciding which ants to hire
is their wages. The ants you have working are payed 10% of their cost
for each enemy you defeat outside the colonly. So, if a certain ant’s
wages are 10z, then that ant would be payed 1z for every enemy you
kill. Ants are payed from the colony funds, and if there is no money
in the colony funds, then the ants will not work and your colony will
fall apart. So don’t hire too many ants at first or you won’t be able
to pay them. This is why you should continue to put money from your
own pocket into the colony funds until the colony begins to make money
by itself. You should keep at least a few thousand zenny in the colony
funds at all times.

Now that you’ve hired some ants, it’s time to put them to work. To do
this, talk to the fairy and select Orders. You’ll then be faced with a
menu with a few different sections that you should be aware of. At
first, the only sections you can really deal with are the Team and
Free sections. The Free section is where you’ll find the ants you just
hired. From there you can move them to either an excavation team or a
job. The box marked Team is where you can put your ants to work on
excavation. Excavation allows you to uncover rooms where you can then
run jobs. You can make three different digging teams by placing ants
under the three flags. The more ants you have on a team, the faster
they can dig. After you assign ants to excavation, you’ll be able to
select where you want them to dig each time you enter the colony. You
can do this by selecting one of the flags on the colony map. The more
enemies you defeated before coming into the colony, the more your ants
will be able to dig that session. While digging, you can uncover rooms,
but you can also run into traps such as rocks and Ant Lions. Getting
hit by traps and fighting Ant Lions will damage your ants’ HP. If their
HP reaches 0, then they can’t work until it gets restored. Now, here’s
a crude map that you can refer to for excavation:

       -----
       |   |
       |   |   --------    ---------------
       |   |   |      |    |             |       --------
Room---    ---Room    -----|  Main Room  |----   |      |
           |               |             |   |   |  -----
    Prize---               ---------------   -----  |
                                  |                 |
                                  |                 |
                         ---Room--------------      |
                         |                   |      ---Ant Lion
                         --------            |                 |
                                |            |--Room   ---------
                                |            |         |
             ---Prize           |            |         |
             |                  |            |         |   -------
             |                  |            |         |   |     |
      Room----                  |            |         |   |     |
             |               ----            |         -----     |
             |               |        Room-------Room            |
             -----------------                                   |
             |                                --------------------
           ---                                |
           |                                  |
           |                                  ----Water Trap------
           |        ---------------------------                  |
          Room      |                         |                  |
                    |                         |                  |
                    |                         |                  |
                    |                         |                  |
                    |                         ------Ant Lion -----
                    --------Secret Dungeon
                              Kokon Horay

Once you uncover some rooms, you can begin to create jobs. Your rooms
are shown along the bottom of the Orders menu screen. To assign a job
to a room, simply select the icon on the left side of the room space
and select a job from the list that appears in the upper right corner
of the screen. You only start out with two jobs, but you can unlock
many other jobs by doing research in the Laboratory. After you select
which job you want, that room will go under construction. The next time
you visit the colony, the construction will be complete and you can
start placing ants in that room to work. To visit a room and check up
on the job there, Exit the Orders menu and select Move.

The Info box in the upper right corner of the menu displays your
funding information. The long thin box at the top displays the amount
of zenny you have in the colony funds. Under that, there’s a box
displaying Income and Spending. Income is the money that your jobs are
making and Spent is the money that your jobs are spending. Your balance
is shown at the very bottom of the box under the white line. You can
view the financial information of each particular job by highlighting
it with the hand cursor. As long as your colony balance is positive,
your colony funds will grow. But if your balance is negative, your
colony funds will deplete.

Also, after you leave the colony for the first time, you’ll receive an
item called the Fairy Drops. You can use the Fairy Drops to return to
the colony at any time, as long as there are no enemies around.
Although the Fairy Drops will never run out by using them, you can
lose the Fairy Drops if you perform an SOL function without first
storing them in the item locker. In order to get your Fairy Drops back,
you’ll have to talk to the fairy that appears in End, Low, Mid, and Top
Sector Boroughs.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                               Job List
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~
Market
~~~~~~

Here you can set up four different kinds of shops that sell various
equipment and skills. At first you have a very limited selection, but
over time the shops will have more and more items for sale. This is a
very good job to have, especially since some of the things that you
can find in these shops can’t be found anywhere else in the game.
Here’s a list of wares for all of the shops:

Ryu’s Shop                     Nina’s Shop
----------                     -----------
Impact Gear+3- 4680z           Antenna+5- 1800z
Bari Shell- 5000z              Impact Check+3- 3900z
Ruby Maser+2- 3600z            Bari Ring- 5000z
Plasma Maser+3- 3900z          Holy Heart- 20000z
Bari Guard- 15000z             Deluxe Antenna- 6800z
Sapphire Maser+4- 4200z        Bari Loop- 15000z
Protect Suit+1- 66000z         Divine Coat+1- 52800z
Strong Sword+8- 2700z          Demonscythe- 20000z
Chobham Plate- 36000z          Platinum Arc- 9000z
Legend Blade+1- 88000z         Wizard Wand+1- 88000z

Lin’s Shop                     Skill Shop
----------                     ----------
Flameblaster+2- 3840z          Hex- 240z
Bari Ribbon+1- 5500z           Fireblast- 240z
Impactproof+2- 3690z           Iceblast- 240z
Thunder Rifle+3- 4160z         Lightning- 240z
Ice Cannon+4- 4480z            Weapon Boost- 240z
Bari Bangle- 15000z            Shield Boost- 240z
Quick Garter+6- 6240z          Cutspace- 240z
Save Queen+1- 59400z           Divine- 240z
Lightwave- 9000z               Slow- 240z
Grenade+1- 129800z             Skullsplit- 240z

~~~~~~~~~~
Laboratory
~~~~~~~~~~

This job lets you research new jobs and items. You should open up a
lab as soon as you can when you first start developing your colony so
you can create new jobs quickly. Once you have all the jobs, you can
research items. While studying items, every once in a while your lab
will create an item and then give it to you for free! Here’s the list
of items you can get (Note- Once you’ve gotten all the items, you can
close the lab and then reopen it to get all the items again. You can
do this as many times as you like):

-Junk
-Gold XP
-Stuffed Toy
-Present
-Mirage Bomb
-Tracker
-Slapper
-Mirage Blast

~~~~~~~~~
Cafeteria
~~~~~~~~~

A café where ants can eat. This job doesn’t have any rewards besides
making money for your colony. It’s probably a good job to have if you
are having problems keeping your colony funds up, but once you get some
real money making jobs, like the Bank, the Cafeteria becomes pretty
useless.

~~~~~~~~
Explorer
~~~~~~~~

Here you can send ants out to explore the different sectors, looking
for items. Although exploration in previous Breath of Fire games was
extremely profitable, the Explorer job in this case is extremely
useless. Exploration failure rates are high, and when ants actually
come back alive, they usually either find very ordinary or poor items,
or they don’t find anything at all. This is a job that is best left
untouched, unless you’ve already developed an incredibly efficient
colony and you’re just bored.

~~~~~~~~~~~~
Concert Hall
~~~~~~~~~~~~

This job lets you play all of your favorite music from the game. You
start off with very few tracks, but as time goes on, you’ll end up
getting just about every single song in the game on your list. Not
only that, but put qualified ants in this job and it’ll actually make
a decent profit. This is a great job to have if you loved the game’s
music, but don’t want to dish out $40 for the soundtrack (like I did).

~~~~
Bank
~~~~

Now here’s your cash cow job. You can store money in the Bank under a
variety of Checking and Savings accounts, and you can make literally
millions of zenny through the Foreign currency exchange. To do this,
first wait until you are allowed to use the Foreign exchange option.
Then buy “mils” when they are priced low (around 100z or less). Check
up on your colony often and then sell your mils when they are priced
high (200z or higher). Once you get a good amount of zenny doing this,
start trading mils by the hundreds (or even thousands) and you’ll be
well on your way to becoming a millionaire. Not only that, but if you
fill your Bank with highly intelligent ants, it’ll make huge profits
for your colony funds.

~~~~~~~
Trainer
~~~~~~~

This is a gym where you can train ants in a particular stat. While in
training, the stat under which the ant is training will grow very
rapidly. This is a great thing to have if you wish to maximize the
efficiency and income of your jobs. The best way to utilize the Trainer
is to set up the following cycle. First train ants until the desired
stat is maxed out (or nearly maxed out). Then put them into the job
you’re training for, while hiring new ants and placing them in the
trainer. In most cases, by the time the ants in your job die, the ants
in your Trainer will be ready to take their place.

~~~~~~~~~
The Daily
~~~~~~~~~

This is a newspaper run by a team ants. Although a top class newspaper
team offers the most income of any job, it is a huge hassle to manage
an efficient newspaper team. It involves training three ants, one in
HP, one in Smarts, and the other in Taste, which can be difficult to
keep up. Not only that, but ants seem to die at a very young age in
this job, making it even harder to run effectively. I wouldn’t
recommend pursuing this job, unless you want to add some challenge to
your colony management.

~~~~~~~~~~~~
Review Board
~~~~~~~~~~~~

Here you can view various statistics such as how many battles you’ve
fought, how many enemies you’ve killed, and how many times you’ve
saved, among others. Besides that, there are also several challenges
that you can take to win prizes. Take note that you cannot do more
than one challenge at a time. You will not get credit for completing a
challenge that you weren‘t going for (Example- You won‘t get credit for
Goo Slayer if you were going for Duke Hunter) And also keep in mind
that you cannot use D-Dive to complete Hard Puncher.

Chicken Runner
--------------
Description- Run away from battle 9 times in a row.
Prize- C’mere
Tips- You can really do this challenge anywhere where you can initiate
a battle with a door nearby. Or you could store all of your zenny in
the fairy colony Bank or funds and just use the Penalty Retreat 9 times
in a row.

Combo Master
------------
Description- Use 9 different skills in one combo.
Prize- Auto Rifle+9
Tips- You can only do this challenge if your character has 9 different
skills and at least 90 AP. Get into a battle with an enemy that has a
lot of HP and/or Defense Power (like a Trilizard or a Duke Knight) and
just build up AP until you have at least 180 AP. Then attack with one
massive combo, using all of your level 1 skills, then all of your
level 2 skills, and then all of your level 3 skills.

Goo Slayer
----------
Description- Defeat 9 Goo enemies in a row.
Prize- 30000z
Tips- The best places to to this are the Corp Lab and the Centre 3F
North, as those areas are home to large groups of Goo enemies.
Remember to use their elemental weaknesses to your advantage.

Technician
----------
Description- Win 9 battles in a row without being damaged.
Prize- Bladesmack
Tips- This is best completed on a second play through, especially in
the game's earlier missions. Hunt down weak enemies and kill them
quickly.

Duke Hunter
-----------
Description- Defeat 9 Duke enemies in a row.
Prize- 1000 party XP
Tips- Do this at the Lift: Low Sector, because that area has the most
Dukes.

1-Round Warrior
---------------
Description- Win 9 battles in a row in one turn.
Prize- Kidding!
Tips- This is very similar to trying to get the Technician. Just split
up and fight weak enemies that can be defeated easily within a turn.

Tri Buster
----------
Description- Defeat 9 Rafflesia, Trilizards, and/or Cerebus in a row.
Prize- Angel Coat+6
Tips- The only really good place to do this is at the Centre 3F South,
where Rafflesia, Trilizards, and Cerebus are abundant.

Hard Puncher
------------
Description- Deal over 999 damage with a single character in one round.
Prize- Celtis+9
Tips- Use Fresh Meat to bunch up a large group of weak enemies, such as
Odd Hychees or bats, and hit them with powerful spread attacks. A
really good way to do this is to hit three Odd Hychees at once with
Lin's Shatter! ability at close range. Another common method is to cast
Kyrie from Nina's Holy Heart weapon on the Karons at Power One.

Robocrusher
-----------
Description- Defeat 9 machine enemies in a row.
Prize- Chobham Plate
Tips- Without a doubt, Power One is the best locaion for this
challenge. Go up to the second of third floors and beat up on the
Karels and Rescue Mechs.

~~~~~~~~~~
Stockhouse
~~~~~~~~~~

Here you can buy a nugget and then raise it to sell later on. You
should buy a nugget when the market price for them is low, and then
sell them when the market price is high. However, the market price
changes very slowly. To raise a nugget you have to pay for its feed
from the colony funds. Raising your nugget on the more expensive feeds
yields better stat growth. This can be a fun way to make some decent
money if you have the patience to wait for the market to change.
However, profits are usually only in the thousands, whereas trading
mils at the Bank will eventually make you millions.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                    Building an Efficient Colony
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

So you're familiar with all of the colony basics? Dug out all of the
rooms and unlocked all the jobs? Good. Because now you're ready to turn
your colony into a sinfully efficient zenny-making machine! Using the
following method, you'll be able to produce more money than you'll
know what to do with and establish a positive colony balance in the
hundreds. The best part about all of this is that you can get it going
in a relatively short amount of time, and everything is extremely
simple to maintain. Ok, enough of me sounding like a infomercial. Let's
go through the process.

                           ~~~~~~~~~~~~~~~
                           Getting Started
                           ~~~~~~~~~~~~~~~

There are two particular jobs that act as the foundation of an efficient
money-making colony: the Bank and the Trainer. A bank staffed with 3
ants with max (or near max) Smarts will contribute a few hundred zenny
of positive income to your colony funds. That's overkill for overall
colony stability. To establish this and maintain it, just follow this
cycle:

1. Set up a Bank and a Trainer.
2. Hire 3 ants and train them under Smarts.
3. Once those 3 ants are nearly maxed out in Smarts, place them in the
  bank. At the same time, hire three more ants to replace the ones you
  just took out of training.
4. When the ants in the bank die, replace them with the ants in
  training. Once again, hire more ants to replace the ones who left
  training.

As long as your colony is running decently when you begin this process,
you should be able to start it and maintain it without much or any
trouble. Just make sure to keep a few thousand zenny in the colony
funds to be safe. You'll be able to use any extra money in the next
part of the process. And if you don't think the one bank you've set up
is making you enough money, then just build another bank and trainer
and do the same thing. You'd probably end up doing this anyway later
down the road to further expand your financial horizons, but there's no
harm in starting early.

               ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
               Playing the Foreign Currency Exchange
               ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Now that you've established a virtually permanent, positive flow of
money into your colony funds, you can take all the excess "safety"
money you've been holding in the colony funds for so long and begin
trading mils with it. The stock exchange becomes available a brief time
after you start running your first bank, so it should be open by the
time you get your training-bank cycle going. Even though there are both
dals and mils to trade, dals are pretty much worthless since their
price is more or less constant compared to mils. So only trade with mils.

The main question you have to face when trading mils is when to buy and
sell them. Generally, you should go by these parameters when you first
start out in order to get a nice pile of money quickly:

- Buy when the price is about 100z. NEVER buy above 120z.
- Sell when the price is about 250z. NEVER sell under 200z.

This way you'll at least double your money each time you sell. Initially,
you'll want to invest all of your excess colony funds along with all
the money you're willing to put in from your own pocket. When you decide
that you want to buy, don't hold back. Put in all the money that you're
willing to spend and get as many mils as you can. The same goes for
selling. When you sell, sell everything. As your money continues to
double, start getting more and more picky about buying and selling
prices. Let greed and good judgement be your guide. Set standards for
yourself like "I'm not buying at anything more than 100z", and stick
to those standards. You may have to wait longer to make your trades,
but you'll end up with much bigger profits this way. Just check your
colony often and you'll eventually hit the prices you want.

And on that note, I'd like to mention the extremes. If you get lucky and
the price for mils hits an extreme low or high, you'll want to buy/sell
like crazy. If you buy at an extreme low and sell at an extreme high,
you will more than triple your money. The extremes are as follows:

- About 80z or less is an extreme low.
- About 300z or more is an extreme high.

                  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                  Where Everything Goes From Here
                  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This has all been pretty simple so far, right? Well, once you've begun
trading mils and accumulating a lot of cash, everything pretty much
stays that simple. After only a few big trades in the stock market you
should have a couple hundred thousand zenny available to you. You'll
soon find yourself buying up and selling mils by the hundreds, and later
by the thousands! Before you know it, you'll have a few million zenny
piled up in front of you. From here, it'd be wise to fill up your
checking and savings accounts with a few million zenny each. Those
savings account payouts will be huge now. Start investing millions into
mils at a time. When it comes time to sell, you'll have more money
than you could have ever imagined. Ultimately, you can max out your
colony funds, bank accounts, and your own pocket with 9,999,999z each.
You'll end up running out of places to hold all the money you're making.
And to think money is so scarce early in the game!


#######################################################################

                           B. Kokon Horay

#######################################################################

Once you begin developing your fairy colony, and you dig all the way
to the bottom of the map, you’ll uncover a secret dungeon called Kokon
Horay. The dungeon consists of 50 floors with progressively harder
danger rooms on each floor. After clearing each room, a treasure key
will appear, allowing you to open the chest on that floor. When you
enter the dungeon, your character’s levels are set to 1 and your
D-Counter is set to 0.00%. But don’t worry, because when you exit the
dungeon all of your stats will return to what they were before you
went inside. If you get killed inside Kokon Horay, you’ll lose all of
your items. However, there is a fairy you can talk to every five floors
that allows you to escape. The trip through Kokon Horay is hellish and
long, but items you can find in here are worth the trip. First, here
are a few tips:

-Bring a good amount of party XP. Since you start the dungeon at level
1, you should use some party XP to bring your characters up to a decent
level. If you plan on going through the entire dungeon, level 25-30 is
ideal. However, be aware that you will not get back any party XP that
you use inside Kokon Horay when you leave. Regardless, you should still
use some.

-Bring plenty of healing items. Enemies don’t drop items in Kokon Horay,
so the only healing items you’ll be able to use throughout the entire
dungeon are the ones you bring with you. I’d suggest bringing a few
stacks of Aid Kits and Tonics, several stacks of Med and Trauma Kits,
and one or two stacks of Multimeds. I also strongly recommend that you
bring at least one stack of bait, whether it be Fresh Meat or a status
changing mushroom. It may also be wise to bring along a Tracker if you
have one. Even though you’ll eventually pick up a Tracker in one of the
later floors of Kokon Horay, it will prove beneficial to have one
earlier on.

-Store ALL of your money in the fairy colony Bank or colony funds. You
won’t have any use for money in Kokon Horay anyway. And by doing this,
you can use the Penalty Retreat as much as you like for free.

-Take on Kokon Horay near the end of the game. Why? Because you’ll have
the most Backpack pages then. Since the majority of the items you’ll
find in Kokon Horay are unidentified pieces of equipment that you must
lug around in your inventory, you’ll need all the space you can get.

-Don’t get in over your head. There are no save points in Kokon Horay,
so a stupid mistake can cost you hours of hard work. If you encounter
some enemies that you haven’t fought before, don’t just charge into
battle against them. Split up hard enemies and use the Penalty Retreat
whenever you need to. Fight wisely and think about what you’re going
to do before you do it. If you get tired, make a temporary save and
take a break for a while.

Now, here’s the list of all the 50 floors of hell. I’ve put down the
types of enemies and the reward you’ll get for each floor. I don’t have
the exact number of each type of enemy for each floor, but be aware
that, in most cases, floors with very little enemy variation usually
means a greater concentration of the enemies that are present. And due
to some cases of equipment being of the same type and level, I did
refer to the Brady Games Official Strategy Guide to organize some of
the items that were duplications.

Kokon Horay B1 (-1510.0m)
Enemies- Nuggets, Mama Nugget, Papa Nugget
Item- Present

Kokon Horay B2 (-1520.0m)
Enemies- Dukes, Duke Leaders, Goo Element
Item- Impact Gear+4

Kokon Horay B3 (-1530.0m)
Enemies- Aggrossers, Lantern Bats
Item- Magic Wand+6

Kokon Horay B4 (-1540.0m)
Enemies- Duke Battler, Duke Hunters, Duke Magi
Item- Blind Gear+4

Kokon Horay B5 (-1550.0m)
Enemies- DeVolves
Item- Bladesmack

Kokon Horay B6 (-1560.0m)
Enemies- Duke Lancers, Duke Hunters, Wonder Boxes
Item- Blind Check+5

Kokon Horay B7 (-1570.0m)
Enemies- Deathcows, Beaks
Item- Auto Rifle+7

Kokon Horay B8 (-1580.0m)
Enemies- Duke Battlers, Duke Magi
Item- Sleep Check+5

Kokon Horay B9 (-1590.0m)
Enemies- Goo Rubies, Goo Plasma, Goo Element
Item- Stun Proof+4

Kokon Horay B10 (-1600.0m)
Enemies- Ebonfires, Baphomet, Mahadevan
Item- Teleport

Kokon Horay B11 (-1610.0m)
Enemies- Beaks, Bon Appetits
Item- Sapphire Maser+5

Kokon Horay B12 (-1620.0m)
Enemies- Black Widows, Rafflesia
Item- Bind Check+4

Kokon Horay B13 (-1630.0m)
Enemies- Gigantis, DeVolve, Rustphages
Item- Strong Sword+6

Kokon Horay B14 (-1640.0m)
Enemies- Worm-Men, Aggrossers
Item- Impact Check+4

Kokon Horay B15 (-1650.0m)
Enemies- Guard Ants
Item- Duststorm

Kokon Horay B16 (-1660.0m)
Enemies- Duke Knights, Gar Pikes
Item- Gold XP

Kokon Horay B17 (-1670.0m)
Enemies- Duke Magi, Gar Snipers, Kanaphages
Item- Bari Ribbon+3

Kokon Horay B18 (-1680.0m)
Enemies- Worm-Men, DeVolves
Item- Flame Blaster+5

Kokon Horay B19 (-1690.0m)
Enemies- Aggrossers, Primas, Odd Hychee
Item- Lightwave

Kokon Horay B20 (-1700.0m)
Enemies- Armstrongs, Black Widows
Item- Act Delay

Kokon Horay B21 (-1710.0m)
Enemies- Gar Snipers, Gar Pikes, Beaks
Item- Excel Suit+4

Kokon Horay B22 (-1720.0m)
Enemies- Goo Prism, Kanaphage, Kanaphage DX
Item- Lockproof+4

Kokon Horay B23 (-1730.0m)
Enemies- Duke Knights
Item- Fireproof+5

Kokon Horay B24 (-1740.0m)
Enemies- Trilizard, Worm-Men
Item- Mirage Bomb

Kokon Horay B25 (-1750.0m)
Enemies- Duke Lord, Trilizards, Gar Snipers
Item- A Present!

Kokon Horay B26 (-1760.0m)
Enemies- Gigantis, Petrophages
Item- Platinum Arc

Kokon Horay B27 (-1770.0m)
Enemies- Cerebus, Ebonfires, Baphomets
Item- Mandau Blade+5

Kokon Horay B28 (-1780.0m)
Enemies- Gigantis, Worm-Men
Item- Angel Coat+8

Kokon Horay B29 (-1790.0m)
Enemies- Gar Pikes, Gar Snipers, Trilizard
Item- Stinger

Kokon Horay B30 (-1800.0m)
Enemies- Worm-Men, Nerve-Men
Item- Weaken

Kokon Horay B31 (-1810.0m)
Enemies- Armstrongs, Nerve-Men
Item- Chobham Plate+2

Kokon Horay B32 (-1820.0m)
Enemies- Karons, Lesser Karons
Item- Talisman+6

Kokon Horay B33 (-1830.0m)
Enemies- Gar Snipers, Gar Pikes, Crushedhearts
Item- Holy Heart

Kokon Horay B34 (-1840.0m)
Enemies- Kanaphage DX, Goo Prism
Item- Protector+3

Kokon Horay B35 (-1850.0m)
Enemies- Goo Kings, Crushedhearts
Item- Cutspace

Kokon Horay B36 (-1860.0m)
Enemies- Mahadevans, Ebonfires
Item- Hymnal+6

Kokon Horay B37 (-1870.0m)
Enemies- Duke Knights, Crushedhearts
Item- Impact Gear+8

Kokon Horay B38 (-1880.0m)
Enemies- Nerve-Men, Goo Prism
Item- Tracker

Kokon Horay B39 (-1890.0m)
Enemies- Duke Lords, Crushedhearts
Item- Wizard Wand+7

Kokon Horay B40 (-1900.0m)
Enemies- Duke Knights, Gargantua
Item- Deathcleaver

Kokon Horay B41 (-1910.0m)
Enemies- Nerve-Men, Duke Knights
Item- Demonscythe

Kokon Horay B42 (-1920.0m)
Enemies- Fire Goo, Lightning Goo, Ice Goo, Goo Element, Goo Prism,
        Goo Crystal, Goo King
Item- Riot Guard+7

Kokon Horay B43 (-1930.0m)
Enemies- Creepstalkers
Item- Save Queen+5

Kokon Horay B44 (-1940.0m)
Enemies- Crushedhearts
Item- Wizard Wand+9

Kokon Horay B45 (-1950.0m)
Enemies- Pantagruel, Duke Knights, Duke Lords
Item- Valhalla

Kokon Horay B46 (-1960.0m)
Enemies- Kanaphage DX
Item- Superheavy+7

Kokon Horay B47 (-1970.0m)
Enemies- Darkstalker, Nerve-Men, Creepstalker
Item- Buki+7

Kokon Horay B48 (-1980.0m)
Enemies- Cerebus, Duke Lords
Item- Grenade+9

Kokon Horay B49 (-1990.0m)
Enemies- Duke Knights, Duke Lords, Pantagruel, Gargantua
Item- Legend Blade+9

Kokon Horay B50 (-2000.0m)
Enemies- Dover
Item- Ragnarok

When you reach the bottom this huge dungeon you’ll encounter its final
boss, the anti-dragon program, Dover. This fight will either be very
easy or very hard depending on both your D-Counter and your remaining
healing items. If you have 50% or so to spare on your D-Counter, then
this should be an easy fight, that is if you have just enough Med Kits
and Tonics to last you two or three rounds. On your first turn, you
should have Nina use Transfer to feed Ryu and Lin AP. Come Ryu’s turn,
use D-Dive and D-Charge ten times (yeah, you heard me). Then smack
Dover with a Twister, which should do a surprisingly small amount of
damage, considering you charged up ten times. After being hit with a
dragon attack, Dover will begin to resist dragon attacks for the rest
of the turn. However, this makes him extremely vulnerable to non-dragon
assaults. Now, cool down out of Wyrm form and pound Dover with your
strongest combos. The 1,2,3 combo method works best for Ryu (which is
using all of you level 1 skills, then using all of your level 2 skills,
then using your level 3 skills). Meanwhile, Lin should get up close to
Dover and use Shatter! as many times as she can. Once the first turn is
over, Dover will begin resisting non-dragon attacks again, so simply
repeat what you did the first turn. Dover has a nasty area effect
breath attack, so you should keep your party in a wide formation
surrounding Dover, which shouldn’t be very difficult since Dover is so
big. He has 16000 HP, so it may take two or three turns to take him
down this way. If your D-Counter is high coming into this final floor,
then you’re in for a slightly longer fight. You’ll want to use the same
tactics, but instead of using ten D-Charges and a Twister, just use one
Vortex.

#######################################################################

                     C. Party XP and Zenny Loops

#######################################################################

If you read the Scenario Overlay section, you should have a basic idea
about what a “loop” actually is. A loop is a term used to describe the
utilization of the SOL system to accumulate great amounts of party XP
and/or zenny in fairly short amount of time. Here are the basic steps
to doing a loop:

1. Make a save at a Telecorder using a Save Token.

2. Go out and gain party XP and/or zenny by any means necessary (which
will usually involve employing D-Dive).

3. Store all of your items in the item locker.

4. Use the L2 Give Up option from the main menu and choose to SOL
Restore.

5. You will be brought back to the point at which you saved along with
all the party XP and zenny you gained, and your D-Counter will be
reset to what it was when you saved.

6. Repeat steps 2-4 to rapidly accumulate party XP and zenny.

This whole process may seem a bit fishy, but I assure you that using
the SOL system to perform loops is NOT cheating. As you know, the
number of enemies you can fight are limited without the SOL system,
therefore, the only way to continuously level up your characters is to
use loops. However, keep in mind that you do not have to use loops to
beat the game, and abusing loops can rob the game of its challenge.

#######################################################################

                              D. D-Ratio

#######################################################################

If this is your first time playing through the game, you may be
wondering what exactly D-Ratio is all about. Your D-Ratio (not to be
confused with your D-Counter) is the fraction which represents your
social ranking. The D-Ratio that you start the game with is 1/8192,
and it goes up after beating the game according to how well you
performed in certain aspects of the game. Please refer to the D-Ratio
FAQ at Game FAQs to get more information on the categories that
determine your new D-Ratio at the end of each game. So what is your
D-Ratio good for anyway? Well, throughout the game you’ll come across
doors leading to side areas that you cannot open unless your D-Ratio
is high enough. By going through these side areas you’ll have access
to more items, enemies, and even more cut scenes. Not only that, but
the higher your D-Ratio is, the higher level some of the game’s secret
weapons will be at. Now, here are some frequently asked questions and
concerns about D-Ratio which should clear up a lot of misconceptions
and confusion:

Q: Is there any way to increase my D-Ratio besides beating the game?

A: No, you have to beat the game and save after the ending credits in
  order to receive a new D-Ratio.

Q: I just beat the game and my D-Ratio went up, but the title screen
  D-Ratio is still at 1/8192. What’s up with that?

A: The title screen D-Ratio always stays the same. Just don’t worry
  about it, because it doesn’t affect anything.

Q: Will everyone still keep calling me a grunt and a “low-d” even
  after my D-Ratio gets high?

A: Yes, and it actually makes some of the dialogue quite funny.

Q: I’ve already beaten the game, but there are still some doors that I
  can’t open. Why can’t I open them?

A: If you can’t open a door that actually checks your D-Ratio, then
  your D-Ratio is not high enough. If you find a locked door that
  doesn’t check D-Ratio, then that door simply can’t be opened.

Q: How many times do I have to beat the game in order to see all of
  the game's extra SOL cut scenes?

A: The number of times you beat the game doesn't have anything to do
  with unlocking SOL scenes. In order to have access to all of the
  game's SOL scenes, you must earn a D-ratio of 1/256, regardless of
  how many times you beat the game.

Q: Do I really have to get a perfect score in all those categories to
  get the best D-Ratio?

A: No. If you read the D-Ratio FAQ at Game FAQs carefully, you’ll
  notice that there are 110 possible points that you can earn, and
  you only need 100 points to earn a perfect score of 1/4.

Q: If I open all the treasure chests in one play through, I won’t have
  to open them all again in another game, right?

A: Wrong. D-Ratio points you earn from one play through have no effect
  at all on the points you earn in another play through. So to get
  credit for those chests in your next game, you’ll have to open them
  again. This also goes for all the other categories as well.

Q: When I started a new game, my time from my previous play through
  carried over on the clock. Will this affect my D-Ratio?

A: No, don’t worry about that. Your time in a previous play through
  doesn’t count against you. So, if your time in your first game was
  30 hours, and the clock at the end of your next game reads 45 hours,
  then you’ll get points for 15 hours, not 45 hours.

Q: Do soft (temporary) saves count against my D-Ratio score?

A: No. The only time you can be penalized for saving is when you
  actually use a Save Token. This also means that using SOL Restore
  or SOL Restart will not count against you either, because you do
  not use a Save Token.

Q: Does the time I spend in the Kokon Horay dungeon count against me?

A: Yes. The time you spend inside will, indeed count toward your time
  for D-Ratio.

Q: Do I really have to get all 100 points in a single play through to
  earn a perfect D-Ratio?

A: Yes. The points you earn for D-Ratio are not cumulative, so you
  must earn all 100 points in one game to get a perfect score.

Q: What if I do really badly in a game. Will my D-Ratio go down?

A: No. D-Ratio can never go down. So even if you do very poorly in a
  game, you’ll retain whatever D-Ratio you’ve earned so far.

Q: So what’s so special about getting the 1/4 D-Ratio anyway?

A: Mainly bragging rights. Getting the perfect D-Ratio is a great
  accomplishment, but it has very few concrete benefits.

Q: I keep trying, but I can’t seem to get the 1/4 D-Ratio. Do you have
  any advice?

A: The best way to get the 1/4 D-Ratio is to earn as many points as
  possible in the categories that you are good at. Build up plenty of
  party XP and think up a plan for getting those 100 points that
  suits you best before you make a run at getting 1/4. Remember that
  you don’t have to be perfect in everything.

#######################################################################

                          E. Secret Weapons

#######################################################################

Within the game, there are a few weapons that are attained differently
from all the other equipment in the game. Some of these can only be
acquired after beating the game at least once, and their levels depend
on different factors. Keep in mind, like all the equipment you find on
the field, you will have to get these weapons identified.

%%%%%%%%%%%%
Violet Blade
%%%%%%%%%%%%

After you defeat Captain Zeno in the Storage area, she’ll drop her
sword. Pick it up and you’ll receive the Violet Blade, which proves to
be an excellent weapon for Ryu throughout the rest of the game, if it
is your first play through that is. Every time you beat them game, the
Violet Blade’s level will increase by 1. Since you get a normal Violet
Blade in your first game, Zeno will drop a Violet Blade+1 in your
second game, a Violet Blade+2 in your third game, and so on.

%%%%%%%%%%%%
Dragon Blade
%%%%%%%%%%%%

When you’ve beaten the game at least once, walk right at the junction
in the Genic Processor where Odjn’s corpse is hanging. Head down to
the lower area beneath Odjn’s body and look around until you come
across a twinkling sword. Pick it up to acquire the Dragon Blade, Ryu’s
best weapon. The level of the Dragon Blade depends on your D-Ratio. The
higher your D-Ratio is, the better the Dragon Blade will be. It maxes
out at the Dragon Blade+9 for D-Ratios of 1/8 or 1/4.

%%%%
Buki
%%%%

If you fully explore the D-Ratio basement area inside the Corp Lab,
you’ll find a stuffed doll on top of an operating table. Inspect it
and you will see an SOL scene. After the scene, examine the doll again
to get the Buki, a weapon for Nina. Like the Dragon Blade, the Buki’s
level depends on your D-Ratio. You can also get a Buki+7 from the 47th
floor of the secret dungeon, Kokon Horay.


=======================================================================

                   7. ACKNOWLEDGMENTS AND CLOSING

=======================================================================

I’d like to thank the following for either help or inspiration on my
FAQ:

Capcom- For making such a great game and such a great series.

Game FAQs- For providing a website where gamers can share their secrets
and expertise with others.

All the contributors to Game FAQs- The site wouldn’t exist without
those who put time and effort into writing the FAQs.

IGN- Another great gaming site.

The Brady Games Official Strategy Guide- Which I used as a reference
for organizing some of the Kokon Horay items.


----------------
COPYRIGHT NOTICE
----------------

This document Copyright 2003 David Kovaz. This document is not to be
reproduced and/or distributed in any way for profit. It is not to be
reproduced and/or distributed at all without the author's prior written
consent and approval. This document is not to appear anywhere without
the author’s alias (DavidK519, DKK5, or David Kovaz) in or attached to
it. This document is not to appear anywhere in an altered or
incomplete form. This document is not to be used as a reference for
any publication unless proper credit is given to the author and the
source.


Most recently updated versions of this guide can be found at:

http://www.gamefaqs.com
http://faqs.ign.com
http://www.neoseeker.com