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Phantasy Star Universe (PC/PS2/Xbox 360)
FAQ/Walkthrough
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July 28, 2012
Version 1.0
Written by: Diogo Ribeiro
Email:
[email protected]
Email Policy:
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If you find any problems in this FAQ/Walkthrough, such as wrong
or missing information, or if instead you'd like to share some
additional info (hints, tips) not found here, drop me an email.
I will give full credit and update the document accordingly.
Before emailing me, check the Frequently Asked Questions section
to make sure you won't contact me about info already written here.
To contact me about this walkthrough, use "PSU Guide" on your
email subject.
Notes
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The most recent version of this FAQ can be found at:
http://www.gamefaqs.com/
This Document is Copyright 2012 by Diogo Ribeiro
Phantasy Star Universe is Copyright by Sonic Team/Sega
I am not affiliated with Sonic Team, Sega, or anyone involved in the creation
of this game. This FAQ may be posted on any site as long as its contents are
not changed and I am contacted about this decision. You may not charge for,
or profit in any way from this FAQ.
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Table of Contents:
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[PSUINTRO] Phantasy Star Universe - Introduction
[PSUABOUT] About this Guide
[PSUREFER] Reference Guide
[PSUSTATS] Character Statistics
[PSUPARTN] Partners in Phantasy Star Universe
[PSUSTRAT] General Strategies, Tips and Hints
[PSUPCCFT] PC Configuration and Troubleshooting
[PSUFRAQS] Frequently Asked Questions
[PSUGUIDE] Phantasy Star Universe - Walkthrough
[PSUCHA01] Chapter 1 - Of Light and Darkness
[PSUTRI01] Trial 1: Linear Line Platform
[PSUTRI02] Trial 2: Destroy the SEED-Vance
[PSUCHA02] Chapter 2 - Typical Lives
[PSUSTO01] Story Mission 1: "Meadow Purify"
[PSUTRI03] Trial 3: Purify the SEED
[PSUTRI04] Trial 4: Defeat Gol Dolva
[PSUCHA03] Chapter 3 - Relics
[PSUFMI01] Creature Discomfort: Exterminate the creatures en route!
[PSUSTO02] Story Mission 2: "Relics Inquiry"
[PSUTRI05] Trial 5: Clear the Lakeshore Area
[PSUTRI06] Trial 6: Defeat the De Ragan
[PSUOPTI1] OPTIONAL: Further into the RELICS site
[PSUTRI07] Trial 7: Defeat the Svaltus
[PSUCHA04] Chapter 4 - Rogues
[PSUSTO03] Story Mission 3: "The Milate 04"
[PSUTRI08] Trial 8: Defeat the DG
[PSUTRI09] Trial 9: Defeat the Gohma Dilla
[PSUTRI10] Trial 10: Regain control of the train rear
[PSUTRI11] Trial 11: Defeat the Vol brothers
[PSUCHA05] Chapter 5 - The Divine Maiden
[PSUSTO04] Story Mission 4: "Rescue the Maiden"
[PSUTRI12] Trial 12: Purify the SEED and hurry to the crash site!
[PSUTRI13] Trial 13: Defeat the Onmagoug!
[PSUCHA06] Chapter 6 - Captives of Moatoob
[PSUSTO05] Story Mission 5: "Kidnapper Inquiry"
[PSUTRI14] Trial 14: Clear the canyon area and hurry to the coal mine!
[PSUTRI15] Trial 15: Watch out for traps and head for mine's inner core!
[PSUOPTI3] OPTIONAL: Further into the Galenigare Mines
[PSUTRI16] Trial 16: Defeat the Grinna Betes
[PSUCHA07] Chapter 7 - Photon Stealing
[PSUSTO06] Story Mission 6: "Karen's Rescue"
[PSUTRI17] Trial 17: Clear the swamp area with the floader!
[PSUTRI18] Trial 18: Defeat the Onmagoug! (II)
[PSUTRI19] Trial 19: Defeat the Adahna Degahna!
[PSUCHA08] Chapter 8 - In Mellvore's Wake
[PSUSTO07] Story Mission 7: "In the Ruins"
[PSUTRI20] Trial 20: Exterminate the SEED
[PSUTRI21] Trial 21: Defeat the SEED-Forms!
[PSUTRI22] Trial 22: Rendezvous with Tomrain
[PSUTRI23] Trial 23: Defeat the De Ragnus
[PSUCHA09] Chapter 9 - Hot SOS
[PSUSTO08] Story Mission 8: "Search for Lou"
[PSUTRI24] Trial 24: Ride the Lunga, clear the desert area!
[PSUTRI25] Trial 25: Go through the cave and hurry to the Landeel!
[PSUOPTI4] OPTIONAL: Further into the East Kugu Desert
[PSUTRI26] Trial 26: Defeat the Magas Maggahna!
[PSUCHA10] Chapter 10 - Rite of Divination
[PSUSTO09] Story Mission 9: "Divination Escort"
[PSUTRI27] Trial 27: Defeat the Kagajibari!
[PSUTRI28] Trial 28: Purify all of the SEED Cores!
[PSUOPTI5] OPTIONAL: Further into the Agata Islands
[PSUTRI29] Trial 29: Defeat SEED-Magashi!
[PSUCHA11] Chapter 11 - Unification Point
[PSUSTO10] Story Mission 9: "Defend the Gates"
[PSUTRI30] Trial 30: Reach the confinement system with the striker!
[PSUTRI31] Trial 31: Defeat all creatures in Area A!
[PSUTRI32] Trial 32: Defeat the Dimmagolus!
[PSUCHA12] Chapter 12 - Life Choices
[PSUSTO11] Story Mission 10: "Guardian's Calling"
[PSUTRI33] Trial 33: Follow Hyuga and Maya's distress signal!
[PSUOPTI6] OPTIONAL: Further into the HIVE
[PSUTRI34] Trial 34: Stop the Carriguine!
[PSUFINAL] Final Battle: Defeat Dulk Fakis!
[PSUPOSTG] Phantasy Star Universe - Post Game
[PSUNAMES] Phantasy Star Universe - Naming Characters
[ENDGUIDE] End of the Guide
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[PSUABOUT] Phantasy Star Universe - Introduction
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Phantasy Star Universe is a Japanese Role-Playing Game, or JRPG for short,
released for PC Windows, PlayStation 2 and Xbox 360. Created by Sonic Team
and published by Sega, PSU is a spin off of Phantasy Star Online, itself a
sidestep in the Phantasy Star series originally released for 8 and 16-bit
Sega consoles. Primarily an online game, PSU also has an offline Story Mode
and an Extra Mode. Eventually, the servers for the PC and PS2 versions were
closed in 2010, leaving only Xbox 360 users with the ability to play the
game online - everyone else will have to stick with the offline modes.
At its core, PSU is your standard Action JRPG, with fast combat, characters
with outrageous fashion sense and level grinding. In itself, this is not a
bad thing, but most fans and critics weren't very receptive of Universe.
It's hard to disagree with them, though, since the game's good ideas are
buried under some questionable design decisions, a teenybopper story and
what doesn't feel like the step up from Phantasy Star Online that it should
have been.
So why a guide? Most guides for PSU simply cover the basics of the Story
Mode or the S-Rank Missions, with not much guidance elsewhere. Not that PSU
has much more to offer, but there are aspects of the game that simply
aren't that well covered or lack clarity in other guides.
The aim of this FAQ/Walkthrough is to provide a more concise guide to the
Story Mode of Phantasy Star Universe, including enemy and boss strategies,
special mission guides and their respective rewards. This guide was written
for the PC version of the game but will largely apply to both PS2 and Xbox
360 versions as well.
For a list of things covered in this guide, consult the "About This Guide"
section. For a list of things this guide will often refer to, check the
"Reference Guide" section.
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[PSUABOUT] About this Guide
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What this guide provides:
-A detailed guide for PSU's Story Mode, along with hints and tips;
-Hints and strategies for enemy and Boss encounters;
-List of all rewards found on every Chapter;
-List of item drops found on every Chapter, both fixed and random;
-A detailed guide for Trials, which includes their rewards for Ranks.
What this guide doesn't provide yet, but will do so in future updates:
-A detailed guide for PSU's Free Missions, along with the rewards for
their respective Ranks.
-Hints, tips and general strategies for PSU's Extra Mode.
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[PSUREFER] Reference Guide
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The following Reference Guide is a list of words and terms used throughout
the guide, with an explanation of their meanings.
PSO -- Phantasy Star Online, or PSO, mentioned a couple of times in this
guide. It can be considered PSU's older brother, and in some ways,
still better than it.
PSU -- Phantasy Star Universe, obv.
Story Mode -- A mode that follows the adventures of Ethan Waber, as close
to a lead character as one can find in PSU. Unlike PSO, PSU's
Story Mode does not allow you to create your own character
and explore the story and gameworld at your own pace.
Extra Mode -- A mode that allows you to create your own character from
scratch, giving you a choice of male or female Humans, CASTs,
Beasts and Newmans. Unfortunately, there is no story to follow
in this mode, and it even removes some of the NPCs found in
the Story Mode, turning it into a sort of "ghost town" focused
on doing almost nothing but side missions.
The benefit of Extra Mode, other than letting you try out the
different races and types, is that you create your very own
character, which can then be imported into PSU's expansion,
Ambition of the Illuminus. Note, however, that you can only
do this from PSU to AOTI; it's impossible to do the reverse.
Also, every Free Mission and Partner Card unlocked during
Story Mode will be available in Extra Mode.
Network Mode -- The "meat" of PSU for most players. Play, interact and
adventure with friends online. This guide, suffice to say,
does not cover that mode.
Chapter -- Also unlike PSO, PSU is divided into "chapters", with a clear
beginning and end, and which only allow you to explore some
predetermined sections of the world. Once completed, you cannot
return to them.
Missions -- Every chapter has a primary mission, usually played across
several stages ("acts") and sometimes with multiple objectives.
Other missions are optional, and are called Free Missions.
If you played any Phantasy Star before, and/or Phantasy Star
Online, these work out more or less like Quests found in the
Hunter's Guild.
Free Missions -- Special missions unlocked during the course of the game,
which can then be replayed at your own leisure. They are
all based on sections found during Story Mode missions,
ocasionally making adjustments to level layout, enemy
numbers and difficulty.
Trials -- At certain points during the game, several challenges ("Trials")
will be presented to the player. Some of these will later be
adapted into Free Missions, while others will be exclusive to the
Story Mode.
Also, Trials during Story Mode have different top tier rewards
than those found in Free Missions. Other than special rewards,
you'll get experience points, money and Mission Points.
Finally, Trials in Story Mode can only be played once.
S-Rank -- Every Trial and Free Mission awards the player with one out of
four possible Ranks. From worst to best, these are C, B, A and
S. All ranks award the player with experience points, money and
Mission Points, but only S-Rank awards him or her with a prize.
Mission Points -- Special points which improve a character's designated Type.
These are distinct from Experience Points.
Experience Points -- Points awarded for killing enemies, that improve a
character's overall level. These are not the same as
Mission Points.
PM -- Partner Machinery, or PMs, are personal robots which serve several
functions. If you played around with MAGs in PSO, or have at least
heard about Tamagotchis, you're qualified to operate one.
In Story and Extra Mode, you can feed your PM with items found,
bought or manufactured during the game to improve its abilities.
Its two main functions, other than talking (in Story Mode) and
allowing you to store items inside it, is to synthesize items and
to join you in battle as a companion.
Synthesizing -- In PSU, it's possible to create ("synthesize") a large number
of items, equipment and weapons. The process is quite simple,
but not without caveats. The basic method involves finding a
Board (a recipe), slotting it into the PM, storing materials
inside it, then tell it to make the item.
The success of synthesis depends on item Rank and the PM's
own skill in synthesizing. All items require materials, some
of which are hard to find - to the point where you may find
Boards early on but only have the means to create their
respective items during the later stages of the game.
Partner Card -- During the course of the Story Mode, several NPCs will offer
their "cards". To put it simply, Partner Cards let you invite
other characters into your party. You can form a party of up
to four characters - three NPCs plus Ethan Waber. You need to
unlock all of them in Story Mode first in order to use them
in Extra Mode.
Partners -- Partners are basically companions that follow you around either
in Story or Extra Mode. Alas, their artificial intelligence tends
to be bad. They may stand still next to enemies, stare at walls
or shout that they are about to engage in combat when every foe
has already been beaten. Overall, you shouldn't rely too much on
them, but they are still useful in some cases.
Also, partners can reward you a special Photon Art if you S-Rank
a Free Mission or Trial in Story Mode while they're in the party.
Photon Arts -- PSU's name for special skills linked to weapons. At their most
basic, Photon Arts (PAs) are special attacks which you can use
as long as they are linked to compatible weapons, and you have
enough Photon Points to spend.
PAs level up with use, and their growth is based on effective
use against enemies. They are divided into Skills (for melee
weapons), Bullets (for ranged weapons) and TECHNICS (for
casting weapons).
All Photon Arts come in Disc form and must be learned before
they can be linked to weapons. Whether you bought or received
them, you must first access your inventory, "learn" the PA
(by using the Disc), then choose a weapon, select "Link Photon
Art" and choose which one you want, if you have one adequate
to your weapon.
You can only learn a total fo 36 Photon Arts in PSU; any more
beyond that number have to overwrite a previously learned one.
Photon Points -- Photon Points, or PPs as they're abbreviated, are the points
spent on activating Photon Arts. Every weapon has a fixed
amount, which can be improved with weapon grinding. Also,
different weapons have different PP recovery rates.
TECHNICS -- Not to be confused with the advanced line of LEGO creations,
Techniques - referred to as TECHNICS in PSU - are what you may
call as spells for Force types. As expected, their uses range
from healing and direct attacks to area of effect (AoE) spells.
SUV -- Exclusive to CASTs, SUVs are satellite-based weapons with a high
destructive power. Their high damage is somewhat balanced by the fact
they can only be used if equipped on line lhields with an "extra"
armor slot. These are available to CASTs starting at level 20.
Nanoblast -- PSU's version of Super Furry Time. At level 20, all Beasts gain
the ability to temporarily evolve into a stronger form that
turns them into killing machines, akin to what an SUV does for
a CAST. Nanoblasts can only be executed by using a tattoo named
Blast Badge.
Type -- PSU's name for character jobs or classes. There are three types
available: Hunters are geared towards melee attacks, Rangers are best
suited to ranged attacks, and of course, Forces are great with TECHs.
Each race also has statistical modifiers, from bonuses to penalties,
which make it easier or harder for them to choose one Type. Unlike
PSO, however, nothing prevents a CAST from trying some spells - this
just means they won't be as good as a Newman at it. Some equipment is
accessible to every Type, while some is exclusive to them.
Players can also switch between Types by travelling to the GUARDIANS
branch in Clyez City and paying a fee.
Drops -- Items left behind defeated enemies. The term originated in RPGs to
describe items that enemies "drop" on the ground after being killed,
though it may also refer to items left by destroyed crates, boxes or
containers.
King version -- During the game you'll come across enemies with a slightly
different appearance than others in the same species or ones
which are simply more resistant than others similar to them.
These enemies are known as the "King" variant, or version,
and you can identify them by the crown shown on their name tag
when fighting them.
Rewards -- Items, functionalities and Free Missions that are found or become
available in each new Chapter.
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[PSUSTATS] Character Statistics
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Like in other games of its kind, characters in Phantasy Star Universe have
statistics (stats), which determine how well they perform in combat. These
affect many things, from accuracy (chances to hit enemies) to blocking
attacks. In PSU, players don't get to decide about character development or
growth, but they can influence them. Also, a given value in a stat is
required before a character can equip a weapon.
Base stats are influenced by race, gender, type, level and items; meanwhile,
modified stats are the total of a character's base stats plus any other value
added, or subtracted, through the use of equipment or items.
Here are the base and modified stats in PSU, respectively:
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Stats | Description
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HP: Ye olde Hit Points. It measures how much damage a character
can receive before being incapacitated. It's also the only
stat that cannot be modified by equipment, but will change
upon switching between Guardian Types (which can increase or
decrease the maximum number of HPs).
(Hit Points do not have a modified stat)
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ATA: Attack Accuracy. This influences the chance of a physical or ranged
attack hitting its target.
ATA is a stat requirement for ranged weapons, such as handguns,
longbows or cannons.
ACC: The sum of a character's base ATA and stat modifying equipment,
such as weapons, line shields or units.
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ATP: Attack Power. Determines the amount of damage an enemy will suffer
with a physical or ranged attack. When you hit, this value will
dictate how much damage will be dealt.
ATP is a stat requirement for melee weapons, such as sabers, long
swords or daggers.
ATT: The sum of a character's base ATP and stat modifying equipment,
such as weapons, line shields or units.
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DFP: Defense Power. It calculates just how much damage a character will
receive from an enemy attack, whether physical or ranged.
DFP is a stat requirement for equipping line shields.
DEF: The sum of a character's base DFP and stat modifying equipment,
such as weapons, line shields or units.
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EVP: Evade Power. This regulates the chances of the character being
evasive enough to successfully dodge a physical or ranged attack.
EVA: The sum of a character's base EVP and stat modifying equipment,
such as weapons, line shields or units.
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TP: TECHNIC Power. This stat governs how much damage a TECHNIC will
cause when used against an enemy.
TP is a stat requirement for casting weapons, such as a staff or
rod.
TECH: The sum of a character's base TP and stat modifying equipment,
such as weapons, line shields or units.
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MST: Mental Strength. This stat is best described as Defense Power for
TECHNICS, since it calculates how much damage you suffer when on the
receiving end of an enemy's TECHNIC.
MENT: The sum of a character's base MST and stat modifying equipment,
such as weapons, line shields or units.
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STA: Short for "Status Abnormality Resistance", as stated in PSU's manual
(but often refered to as Stamina in the game), this governs your
chances of being inflicted with status ailments such as confusion,
poison or paralysis.
END: The sum of a character's base STA and stat modifying equipment,
such as weapons, line shields or units.
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[PSUPARTN] Partners in Phantasy Star Universe
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The following is a list of all party members ("Partners") that will join up
with you during the Story Mode. Some will also be present in Extra Mode,
while others will only join during specific missions in Story Mode. Also,
some will give you a Partner Card, meaning you can later take them with you
on Free Missions, if they're available.
Note: Some Partners will randomly reward you with special Photon Arts if
you S-Rank a mission while they are in your party at the same time.
The only Partners who do this are also the most important ones to the
story - all those who belong to the Guardians, basically. As far as I
know, there's no specific method to gaining the PAs.
Photon Art names, and the weapon type they are used on, is mentioned below.
Name: Partner Card: Joins when: PA Reward:
No Vol No Chapter 1 -none-
Do Vol No Chapter 1 -none-
Hyuga Ryght Yes Chapter 2 Gravity Strike
(Sabers)
Assault Crush
(Dual Sabers)
Karen Erra Yes Chapter 2 Renkai Buyou-zan
(Twin Daggers)
Moubu Seiren-zan
(Twin Daggers)
Dr. Dorson No Chapter 3 -none-
(Warren Darren)
Lucaim Nav Yes Chapter 4 Bogga Danga
(Knuckles)
Renzan Seidan-ga
(Twin Claws)
Maya Shidow Yes Chapter 5 Dizas
(Rods)
Rentis
(Rods)
Leogini S. Berafort Yes Chapter 6 Spinning Break
(Swords)
Dus Robado
(Spears)
Tonnio Rhima Yes Chapter 6 Buten Shuren-zan
(Daggers)
Senten Kanzan-ga
(Claws)
Liina Sukaya No Chapter 7 -none-
Mirei Mikuna No Chapter 7 -none-
Lou Yes Chapter 8 Spiral Dance
(Double Sabers)
Kou Taragi No Chapter 8 -none-
Dr. Kanal Tomrain No Chapter 8 -none-
Pete Yes Reaches Lv.30 -none-
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[PSUSTRAT] General Strategies, Tips and Hints
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Gunslinger, Photon style:
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One of the additions made to Phantasy Star Universe is the option of a
first-person view in order to use ranged weapons. Players can simply lock
onto an enemy and use pistols, cannons or bows, among others, but this
perspective - even if unwieldy - has the advantage of letting you target
specific body parts. This works very well against flying enemies, including
bosses like Onmagoug and Dimmagolus, since you can target their wings.
With a strong enough attack, they will fall to the ground, giving you the
chance to rush in for melee attacks.
This also works on other enemies, with "weak spots" that can render them
temporarily useless or which are more vulnerable. Further, most enemies
with a charge attack will stop on their tracks when hit, including with
ranged weapon attacks - easier to pull off than melee blows when something
is running in your direction.
Farming for profit:
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Like it or hate it, PSU is one of those JRPGs where combat is the bread and
butter of the game. This means that character growth, and finding regular
or even rare items, is mostly done by mowing the opposition. But other than
Free Missions, main missions can also be repeated - with a few exceptions
and preparations.
All you have to do is get to know a mission. Save before it, play it, and
make notes of times when going back is impossible. Take the first official
mission under Guardian scrutiny, Meadow Purify, as an example. The first
block, Areas A-1 to A-4, can be repeated just as long as you get to the
door at the end of A-4 which leads into the fire SEED area. Instead of
going ahead, go all the way back to the start of A-1 and choose to return
to Holtes City. Come back later: all enemies will be there again.
Note that this only happens with missions taken from a planet's Flyer Base.
Those taken from Linear Lines don't allow you to do this. Additionally,
most main missions will almost always give you the chance to return to the
city from which you came, then let you resume from your last point. Taking
Meadows Purify as an example again, if you leave just before fighting the
Gol Dolva, when you resume the mission you won't go back to the beginning,
but to the door and save point right before the Boss.
This has no negative impact on mission rating or outcome.
For Pete's sake:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If you're playing Story Mode and want to evolve Pete fast enough so you can
start producing items and/or take it into combat, consider not selling
surplus items right away. Depending on your playstyle, it's possible to
start feeding it the necessary items for specialization early on. It helps
if you replay side missions and get weapon drops, or save enough money to
buy the required items.
Unlike Network Mode, there doesn't seem to be a strict feeding time for
PMs in Story Mode. This means you can keep feeding it for as long as you
have the money and ingredients, instead of having to wait several hours.
This also applies to Extra Mode, with the upside that unlike the chapter
restrictions of Story Mode, your PM can be fed right away (then again, you
won't have items to feed it from the start).
Know your arsenal:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
It should go without saying, but every weapon and Photon Art are best
suited to different situations. Ideally, all Types should have weapons
for as many situations as possible, from attack to support. Here are some
examples:
Groups of slow enemies are best dealt with PAs that cover more ground
or have an AoE, such as Tornado Breaks (Swords), Renkai Buyou-zan
(Daggers), and any of the Gi-class TECHS (Gibarta, Gizonde, etc.).
Barta and Zonde are a great help for fast moving enemies, since it can
freeze them on the spot or prevent them from attacking for a couple of
seconds.
A good weapon combo for quick attack and evasive maneuvers relies on a left
hand and right hand weapon. A Ranger can have a slower but powerful Rifle
as a primary weapon, but also consider a Saber and Handgun for faster
enemies. The idea is to use ranged attacks but to resort to a quick melee
alternative that lets him/her hit enemies, just enough to gain distance
between then and continue shooting. Other variations include a slower
two-handed weapon, but Dual Daggers with PAs like Renkai Buyou-zan can hit
all enemies who get close enough. Forces and Hunters can do the same.
Forcing it a bit:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Enemies resistant to the Ice attribute can still be frozen: if Barta or
Ice Bullets kick in and they are paralyzed, be ready to have a TECH or gun
with Fire Bullets.
Forces should also consider carrying multiple Staves or Rods into combat.
There are two purposes for this. First, you can take a wider selection of
TECHS into battle instead of just running into danger with a single Staff
or Rod with just a couple of TECHS. Second, should PPs run out in one of
your casting weapons, you'll have more to fall back on. A good Force is
always active in battle. Try pairing up casting weapons with handguns that
share the same elemental types (such as Zonde with Plasma Shot, etc.).
This is very useful if you're facing enemies weak to a given element, since
you'll have more options in combat and unlike some TECHS, handguns are
easier to lock onto enemies.
Also, be quick to adapt. If you manage to stun one or several enemies, or
prevent them from attacking temporarily, and your party needs help, take
the chance to use restorative items or TECHS like Resta; if you feel they
are performing badly, seize the moment to cast your Jellens, Zalures and
otherwise needed TECHS.
Fictional intelligence:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If you play PSU for long enough, you'll probably come to despise the NPCs
in your group thanks to their erratic behaviour in combat. This can range
from wasting special attacks on enemies which are temporarily impervious to
it, getting stuck somewhere or simply admiring the decor, or healing you
only when a fight is over. Most glaring of all, they rarely display a sense
of self-preservation: watch them run into environmental hazards like fire
or ice.
They stick very closely to your character, to the point where they'll gloss
over immediate danger a few steps away from them, unless it's in their
faces. Their attack patterns can be exploited, in a sense, by "leading"
them into enemies. You'll want your melee fighters - by far the most common
kind of NPC in your group, there are no Rangers - to be active, don't start
attacking on your own from afar. Run up to a single target or enemy group
in a way that makes party NPCs "bump" into enemies. They will react right
away in most cases; otherwise, they'd just stand there behind you watching
you fight.
Solo vs. Party:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
NPCs can, some times, be helpful. But one overlooked consequence of having
them around, though, is that your character growth can suffer from bringing
a party. If only your character hits and kills an enemy, you'll get full
experience points for the kill. However, if you hit an enemy but a party
member is the one to kill it, then the total amount of XP for the kill is
reduced.
But just how much?
As a little test, I decided to replay some side missions, alternating
between doing them solo, and taking NPCs with me while only hitting some
enemies and killing others. Results for the mission Evacuation:
Condition: -- Result:
Playing solo, killing everything -- 1099 XP
1 NPC, hit 30 enemies, hit and kill 20 enemies -- 678 XP
3 NPCs, hit 20 enemies, hit and kill 20 enemies -- 552 XP
Needless to say, no enemy killed nets you 0 XP. Then I tried a harder
mission, Annihilation:
Condition: -- Result:
Playing solo, killing everything -- 7233 XP
1 NPC, hit all enemies just once -- 4736 XP
3 NPCs, hit 20 enemies, hit and kill 20 enemies -- 3885 XP
More tests with similar patterns in other missions showed pretty much the
same: when taking on one to three party members, depending on their battle
performance, final XP values for a mission could get as low as half of the
total XP one would get if playing it solo. Sometimes, even less.
I won't post results for the HIVE mission because that would be cruel.
Note that some numbers are approximate, since in the heat of battle, with
enemies jumping at you or smaller enemies behind larger ones, it's harder
to keep tabs on who was hit at least once. But they're pretty indicative
of what to expect. It's "damned if you do, damned if you don't". I'm still
trying to gather some values, to see if the game takes into account the
exact number of hits or gives an estimation, but that's probably taking it
too far. Besides, playing RPGs shouldn't be about numbers, although they
provide nice insights.
Both offline modes are reportedly easier than Network Mode - which was also
true of PSO - so the dangers of going solo aren't that big, but endgame
missions like HIVE and Absolute Zero are too risky to pull off alone until
you reach higher levels.
While you don't have much of a choice in Story Mode, what with all the
missions requiring someone to tag along, Free Missions and Extra Mode are a
better way of making up for this, so long as you go in prepared.
No Meseta? No problema:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Starting out in any RPG is tricky. Finding a method to gain a big money
influx is the norm. PSU is no different. It all comes down to repeated runs
on Free Missions, for the most part. While some story missions, or some
areas in them, can be repeated, farming money and experience will be better
through these side adventures.
One example of this can be seen in the 3rd Chapter, Ruins. This is when
Free Missions open up, although you will only be able to select "Creature
Discomfort". But by the time you get to it, your power, Type and PA levels
will generally be too low to S-Rank it.
Still, item drops in it go from Meseta to synthesis materials, which will
be very useful later on. What this mission does help with is in building PA
levels and hoarding Star Atomizers, Moon Atomizers, Monomates, Dimates and
Scape Dolls. These can be sold for quite some Meseta at the GRM shop in
Holtes City. Just get some, sell them, then restock at the mission again.
Atomizers and Scape Dolls are your best bet: 10 Star Atomizers sell for
7500, while 10 Moon Atomizers go for 25000. 10 Scape Dolls sell for 50k.
While not a very complex strategy, it applies to all Free Missions you will
have access to. Some rare materials and boards can only be found on them;
you can also S-Rank Free Missions repeatedly and sell the special reward at
the end if you don't need it.
-------------------------------------------------------------------------------
[PSUPCCFT] PC Configuration and Troubleshooting
-------------------------------------------------------------------------------
The PC version of PSU if fairly stable and problem free, but there have
been some known issues regarding configuration and performance. Here are
some of them, along with possible solutions:
______________
Configuration:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-SEGA still seems to stumble a bit when it comes to gamepad configuration
on PC games (then again, so do many japanese game studios). Most current
gamepads can be used with this game, including an Xbox 360 controller.
But configuring it might be somewhat of a hassle. First, boot up PSU, then
choose "Options" and you'll be taken to a window with several graphics,
sound and input options. All are fairly obvious but "Game pad settings"
is where you need to go.
Click on it and it'll display a list of functions, along with their keys.
As expected, pressing a button ("key") will result in the linked action.
But to what buttons do they correspond on the gamepad? Without closing
the window, go to Windows > Start > Control Panel. There, click on the
"Game controllers" icon. This window will display all currently plugged
in game accessories on your PC, including an X360 pad. Click on the name
of the controller, then click on "Properties".
See where this is going? This next tab shows you the number each button
corresponds to. Press your controller's buttons and write down what numbers
they correspond to, then switch back to PSU's window and double-click on
the Button/Key you want to modify accordingly.
If you're used to playing on
an Xbox 360 and/or want a familiar button configuration, then choose the
"Default Pattern 2" on PSU's pad configuration.
The only downside is that the Left and Right triggers seem to be switched
and the program is picky about what buttons to use.
________________
Troubleshooting:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-PSU uses GameGuard, an anti-cheating program that is required for the game
to run. I won't dwell over how (un)effective it is, nor how it makes PSU
unplayable for anyone without an internet connection. Instead, here's some
basic maintenance regarding GG. The first time you start PSU, GameGuard will
download its own updates then "authenticate" your version of PSU.
However, there are times when for some reason - one that INCA Internet's
own customer support itself doesn't fully explain - GG will be unable to
launch PSU due to an unknown error. This may happen once in a lifetime, or
repeatedly. One known way to solve this, temporarily at least, is to go to
PSU's installation folder. It should be something like this, if you chose
the default installation folder:
C:\Sega\PHANTASY STAR UNIVERSE
Go to that folder and find another folder called "GameGuard" and a file
called "GameGuard.des" (without quotes, obviously). Make sure you're not
running the game, and simply delete the GameGuard folder. Do not delete the
file, just that folder. After that, start up PSU and GameGuard will download
its updates again, basically recreating the folder as if it were a "clean"
installation.
-PSU isn't, by today's standards, a very CPU or GPU intensive game, but
sometimes it may suffer from reduced framerates. Playing in Full Screen will
be the best choice, since in Windowed Mode, PSU forces the game to "wait"
for V-Sync, meaning it won't let the game's framerate go beyond that which
is currently set for your monitor's refresh rate. Some monitors may only
support up to 60Hz or 75Hz, for instance; this makes it so the game will
synchronize ("sync") its framerate to the same level. However, it may still
stutter in any display mode when other applications (programs) or Windows
Services are running simultaneously. You should turn these off; anti-virus
software in particular may become a problem if it's active.
-Also, the game may slowdown briefly when there are many particles on screen
for effects like spells or enemy kills. If that's the case, go to Options
and try bringing down the Detail Level slider down a notch.
-GameGuard is picky about using ALT-TAB (switching between windows). It seems
INCA believes anyone trying to do so is a filthy hacker or somesuch, and
assumes Alt-Tabbing is only happening because players are trying to use
trainers or hacks simultaneously - at which point it will close PSU. When
writing this walkthrough, I had to play in Windowed Mode since switching
into a text processor terminated the application itself. However, framerates
went from very stable to pretty poor. After some tests, I realized the
problem could also be related to how PSU places the game's window on the
screen.
This may seem weird, but try it if you're getting framerate drops and all
else fails. When you start up PSU in Windowed Mode, it's possible the game's
window will not be centered. You know how you can alter the size of Window
Explorer's windows and drag them away? Same thing here. Try clicking and
dragging PSU's window so that it's fully visible and centered in your
monitor. Every time I tried this, the framerate went back to being stable.
-Other helpful tips can be found in SEGA's official page for PSU, though
many are for Network Mode:
http://phantasystaruniverse.com/support_troubleshoot.php
===============================================================================
[PSUFRAQS] Frequently Asked Questions
===============================================================================
Q: What are the differences between PSO and PSU?
A: Several, from character Types to Photon Arts, Photon Points replacing
Technique Points, to faster combat and a new playable race. Consult the
appropriate section to see a larger list.
Q: Is this online? Offline? F2P (Free-to-play)?
A: PSU, when the servers for the PC version were active, required a montly
fee to play online but could - and still can - be played offline.
Playing offline is always free, though you still need to have an active
internet connection so GameGuard can validade the game.
Q: Can I customize my character's appearance?
A: In Story Mode, not so much since you play with a predefined character;
all you can really change are clothing items. You can fully create and
customize your character's appearance in Extra Mode, though.
Q: I bought a Photon Art, but when I try linking it to a weapon, the game
says it can't find any. What gives?
A: After you purchase a Photon Art, you need to learn it. Go the consumable
items tab in your inventory, select the Photon Art, then choose "Learn".
Q: Is this game playable on Windows Vista?
A: Yes.
Q: Are there any mods/trainers/cheats for this game?
A: There are no mods that I know of. There are Trainers for the game, but
these won't be mentioned in this guide. As for cheats, none, unless you
consider Achievements to be "cheats" like many gaming sites do.
Q: What do you mean by "Story Mode"?
A: Unlike PSO, PSU's main single-player component is a Story Mode divided
into 12 Chapters. They revolve around galactic peace keepers known as
Guardians and the main character, Ethan Waber. Unlike PSO, PSU's story
heavilly cuts down on exploration - it's a string of missions and events
surrounding the Gurhal System and its four main locations.
Q: Are there any references to past Phantasy Star Games in PSU?
A: Some. Most items and TECHS retain lovable and weird names, like Monomate
and Foie. Character names also continue the same tradition, while some
creatures in PSU are updated versions of creatures found in past games.
Aside from the new Beast race, PSU's races are also the same featured
in older games: Human, Newman and CAST.
Q: Do I have to play older Phantasy Star games to understand PSU?
A: No. Although sharing similar themes and naming conventions, PSU is quite
separated from the rest of the series. It's not a sequel at all, more
like a spin-off of the series. Still, you should play Phantasy Star IV
and PSO, for the simple fact they're both excellent.
===============================================================================
[PSUGUIDE] Phantasy Star Universe - Walkthrough
===============================================================================
Quick notes about the guide:
-At the header of each Chapter, I mention all the items you can find in it,
as well as features and missions you'll unlock.
-At the start of a story mission, I highlight item drops as best as I can.
Fixed drops (F) are item drops you are always certain to get from a specific
source. Board drops [B] are synthesis instructions. Meanwhile, enemy drops
can be common, uncommon or even rare but these are enemy based.
-Also, I include items, Meseta and Mission Points you receive at the end of
each Trial in Story Mode. I only highlight the S-Rank rewards in the header,
but you can find full results at the end of each Trial itself.
-During the game, some locations have optional areas. These can be small or
large areas; in some cases, NPCs with you will mention you're going the
"wrong way" if you venture into them but you can still go there anyway.
While not necessary to finish a mission or Chapter, they are alternate areas
where you can grind for levels and even find some items. These are labelled
as OPTIONAL.
_______________________________________________________________________________
[PSUCHA01] Chapter 1 - Of Light and Darkness
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Rewards: - Comm Terminal
- Saber
- Handgun
- Carline
- Monomate x5
- Trimate
- Trimate (S-Rank Trial 1)
- 300 Meseta (S-Rank Trial 1)
- Rising Crush (S-Rank Trial 2)
- 300 Meseta (S-Rank Trial 2)
________________
Guardians Colony
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
After all the cutscenes are over, of which you're free to skip, the game
begins. In typical JRPG fashion, the useful or more interesting areas are
off-limits at the start. The ground floor is a plaza, with NPCs you can chat
with. To the left and right side of Ethan, you can find elevators to the
Guardian Barracks, which are unimportant for now.
From your starting point, go North to the elevators. A guard by the stairs
notes that only the 1st and 4th floors are available during the Alliance
Centennial Ceremony. Pfft. Take the elevator to the top floor.
Once you reach the PPT Spaceport, Ethan's sister will point out that the
Linear Line is to the back and the right. Keep going North, then turn right.
It's hard to miss, since it's the only open gateway. It'll say "Linear Line
Platform" when you get inside. Watch cutscene.
When you regain control of Ethan, simply go north east, through the only
possible way. Once in Block A-1, keep going north. Watch cutscene, where
you're introduced to the annoying Vol Brothers. After that, watch Ethan and
Lumia going the wrong way. Get used to that nose wipe - you'll be seeing it
often. Watch another cutscene.
Back to Block A-1, go forward and back into the Linear Line, basically
retracing the steps you took when you first got here. Watch the cutscene.
When it's over, go *again* to Block A-1 and follow the fairly obvious path.
In Block B-1, keep going ahead. Watch cutscene. Talking to Leo, you will
receive the Comm Terminal and Guardians Equipment. For now, these include a
SABER, a HANDGUN, a CARLINE and 5 MONOMATES. The Saber already comes with the
Rising Strike Photon Art, which you should try to improve at least a couple
of levels. When the cutscene is over, go forward, where you'll find your
first save point. Save, then go past the door.
In Block B-2, keep walking until the cutscene. Your first taste of combat is
up ahead, with low threat enemies and combat tips via pop-ups. Do away with
the opposition, then bust open some boxes to find between 1 to 3 Monomates.
Once done, go through the door. Once all enemies are killed, you'll hear a
sort of "clang". Memorize this sound, as it represents doors being unlocked.
Leo tells you to check some containers to the north east. Follow the path to
a small, circular path and three boxes. You'll find a SWORD. Don't forget to
add it to your Action Palette. Go back, and then through the unlocked door on
the right.
In Block B-3 you'll find more enemies. You'll gain a level here, which will
show stat gains on the right side of the screen. Go onward to the next room.
Delsabans and Pannons are the main enemies here, so you should know what to
expect. Break down the boxes along the way for materials. Keep going, have
another chat with Leo, then go through the doors to Block C-1.
Hint: If you want to get some more experience and/or improve Rising Strike,
don't go through the door. Return to the area where Leo is, save your
game, then log out. Reload the save game and repeat the same sequence
up until the three Delsabans before C-1 as many times as you wish. Of
further note, the path to the Sword will be blocked off by rubble, as
it seems Sonic Team anticipated someone would try this.
Watch the cutscene. Up ahead is a save point and a healing plate. These last
ones recharge HPs for all party members near them; in the future, make sure
every party member is close to you on them, as they tend to either wander off
or get stuck along the way. After the scene go through the door ahead. If you
read the General Strategies, Tips and Hints section, you'll know by now that
XP gains tend to be lower when party members are in combat. Do your best to
take out as many enemies as possible by yourself.
Kill these next few enemies, then go through the door for another Leo chat.
The door is blocked, and it will need an Info Key. These are gained by - you
guessed it - killing enemies. When the chatter's done, a Trial will start.
_______________________________________________________________________________
[PSUTRI01] Trial 1: Linear Line Platform
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to beat: 9:00 minutes
Enemies to kill: 67
Notes: Just be fast, and feel no shame about the Vol Brothers scoring some
kills along the way.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From the start, Ethan will be with his back turned to the locked door. With
that in mind, go right and through the open door. Past the corridor, deal
with Pannons and Sendillans. When killed, the Info Key will appear. Grab it,
then go back the way you came. Four Delsabans will be here. Make short work
of them and go around to the left where the locked door is. Interact with the
terminal and the door opens. More enemies ahead, then a door to the right, a
short corridor, and more enemies in a circular room. Pass the door and enter
the next Block, C-2.
At the T-Junction, go right. Kill the 3 Pannons, and 3 Delsabans will spawn.
Killing those unlocks the nearby door. Go through it and a corridor to find
a small room with Pannons. Kill those, then the enemies that pop up. Now go
all the way back, past the T-Junction, through the door and corridor ahead.
As you enter the large room, immediately go to the left. You will enter an
empty room with three boxes. Break the very first one to have enemies appear.
Deal with those, then the spawns, grab the Info Key then go back into the
large room.
More enemies. Kill them, unlock the door, then enter the large room, fight
some more. Go through the far north door into Block C-3.
When you enter more enemies appear. After they're done, go to the left door
and follow the path to a large hall. Kill the main enemies and those that
spawn, then head towards the locked door in the back of the area. When you
approach, 7 Pannons will come up. Kill them, grab the Key, unlock the door.
Keep going, you'll arrive at the Linear Platform.
Once here, go up the stairs then take the left and go all the way to the end
of the platform, down some stairs, then to the right where the other Vol
brother is. You're done.
_______________________________________________________________________________
Trial 1: Arrived at the Linear Line Platform
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: TRIMATE, 300 Meseta
A-Rank Rewards: 200 Meseta
B-Rank Rewards: 100 Meseta
C-Rank Rewards: Nothing
Watch the scene and nose wipes. Heal up if you need to, then save.
Moving forward, there will be another scene where you'll receive ("find")
a pair of GOGGLES. These will be placed automatically on the Action Palette,
so just select and use them, which will take you to first-person mode. Look
at the debris and you'll find a sphere - target it, it's the weak point. You
know you did it right when it makes a sound and the reticule briefly turns
red. Unequip the Goggles and strike the debris three times with any weapon.
Watch another scene. Ethan will then remember Lumia is still in danger and
you'll gain control of him again.
Go forward until you reach the larger debries in the way. Use the Goggles
again, then break down the structure. In the next corridor, fight some more
foes, then continue. Ignore the two debries for now, but in the next room,
use the Goggles again, this time on the rubble to the left. You'll find a
Guardian down there, who will give you a TRIMATE.
Continue onward, break some more debries, fight more enemies. Don't bother
with the staircases, just keep going forward until you cross the door. You're
back on the Linear Line Platform where Lumia is trapped. By now, you should
be Level 4 or 5, and have Rising Strike at 5 as well. Make sure your PPs are
recharged, wait a bit if you need to. Save, then go forward.
After the scene with Lumia, be prepared for another Trial.
_______________________________________________________________________________
[PSUTRI02] Trial 2: Destroy the SEED-Vance
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to beat: 50 seconds
Enemies to kill: 1
Notes: The objective here is to kill the SEED Vance, which now serves as a
Boss but will later be a regular enemy. Concentrate on killing it as
fast as possible, and do so by spamming Rising Strike. You can attack
normally but the PA itself is stronger, and these enemies are weak to
the knockback effect of the Skill.
If you keep your distance, the SEED-Vance will use several attacks.
For the most part, it will spit out a large spore in your direction.
If you let the fight drag on, it will also cast Shifta, improving its
own attack power for a bit.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Right at the start, start by running up to the SEED. Note that it can send a
tentacle underground to hit you but if you run immediately to its stem,
you'll be safe. Just make sure that when running to it, you move to one of
its sides, or there's a chance the tentacle will come up from the front
instead, right where you are.
Once there just unleash Rising Strike non-stop. You'll rarely get hit by it
this way, if at all, and the boss will just keep collapsing on itself. You'll
probably level up Rising Strike itself this way.
_______________________________________________________________________________
Trial 2: SEED-Vance destroyed
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: RISING CRUSH, 300 Meseta
A-Rank Rewards: 200 Meseta
B-Rank Rewards: 100 Meseta
C-Rank Rewards: Nothing
After that, there will be more cutscenes. And then, Chapter 1 is over.
_______________________________________________________________________________
[PSUCHA02] Chapter 2 - Typical Lives
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Rewards: - Access to Pete's Storage Ability
- PPT Access to Parum
- Photon Eraser
- Pike (S-Rank Mission 3)
- 1500 Meseta (S-Rank Trial 3)
- Agtaride (S-Rank Trial 4)
- 1500 Meseta (S-Rank Trial 4)
If you check the Vision Phone, you'll read the same info Pete gave you about
your training mission on Parum.
____________________________
Guardians Colony, Clyez City
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Finally, you can now explore most of the Guardian Colony. Get to know the
Colony, as it will serve as the main hub of the game for a while. From the
plaza, you can access the Barracks (Ethan's room, basically), elevators
and stairs to the upper floors. For now, take the stairs to the 2nd Floor.
The 2nd and 3rd floors are Shopping Mall areas. The second floor is mostly
about the pratical side of shopping, with shops dedicated to Synthesis
(unavailable for now), Weapon, Line Shields, Items and Weapon Upgrades.
The only exception is the Room Decoration shop, which isn't really useful
in Story Mode. There's also a scene with Lumia when you reach this floor.
The third floor could be described as pandering to the social aspects of the
game. There is a Club (never available, only works in Network Mode), a Space
for Rent (a shop run by the player, also exclusive to online play), and shops
for Makeover, Clothes and Robot Parts, all three of them unavailable for now
as well. Of note, the Parts and Makeover shops will never be "available" in
Story Mode, since you can only modify Ethan's look and Parts are for CASTs.
These will be accessible in Extra Mode, however, depending on the race you've
selected for your character.
After taking in the sights, head for the 4th floor. The PPT Spaceport serves
a hub to travel between planets. There are three of them - Parum, Neudaiz and
Moatoob - and gateways to the Linear Line and Space Dock. To travel between
them you'll need upgrades to your Guardian License. For now, take the next
stairs up and into Guardian HQ.
______________________
Guardians Headquarters
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Walk up to the front desk and talk with Mina. During the scene, you're told
to take the shuttle to Parum, and visit the Guardians HQ branch over there.
As the license is upgraded, you can now travel freely to and from Parum.
Try to leave the HQ, there will be a scene with Lou, a CAST. Leave. Watch
another scene. When it's over, look to the right. You'll note there is a save
point and a new item - it's a Photon Charger, which recharges PPs on your
weapons for a measly amount of Meseta. These will be found throughout the
game, and once you factor in the large sums of money you'll be gaining, the
price is negligible.
Recharge PPs, save, then head for the Parum PPT Gate. If the languages are
messing with your eyes, the gate is to the northeast of where you are, under
a blue sign. Go inside. A map pops up. Select Parum.
The cutscene that plays out whenever you take the shuttle will be repeated
every time you travel between planets, so feel free to skip it. Another
cutscene will give a bit of background on the Mellvore catastrophe, which
will be important much later on. Once on Parum, Ethan will gawk at the size
of Holtes City, then point out that the Guardians branch is located to the
East. Go there.
__________________________
Holtes City: East District
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Of note, the East District has the Guardians Branch, a Photon Charger, and
a save point, as well as the Flyer Base. You'll get to travel on Flyers soon
enough so for now, go north then west to the HQ.
_______________________
Guardians Holtes Branch
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Head to the front desk, Sheena will be speakings with you's. You are then
told to go to the West District Open Café. When you try to leave, there will
be another scene with Lou... Or is she? Leave.
__________________________
Holtes City: East District
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Retrace your steps to the area where you first arrived in Holtes, Central
Square.
___________________________
Holtes City: Central Square
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Another scene. From there, the West District is straight ahead.
__________________________
Holtes City: West District
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When you arrive, you'll note several stores to the right and a path leading
West. The shops are for Parts, Clothes and Synthesis, while the West path
takes you to Holtes' Linear Line, useless for now.
Just go ahead and watch the scene, which introduces Waber's partner, Hyuga
Ryght, and their instructor, Karen Erra. Afterwards, you will learn about
adding and then removing characters (partners) from your group. The mission
"Meadow Purify" becomes available at the Flyer Base. Watch another scene.
When you can move again, feel free to explore the rest of the West District,
namely the GRM shop to the left.
_____________________
Holtes City: GRM Shop
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
It's not mandatory to come here, but each planet has a similar store, which
sells just about everything - items, weapons, armor, units for armor and PAs,
along with the chance to upgrade ("grind") weapons. You can skip grinding for
now, since it's too expensive for the end result. Of note, TECHNICS are not
yet available at this point.
Assuming you got Rising Crush in the first Chapter, and that you want to
develop it, buy a Twin Saber to get started. You also have a Sword, which
means you can learn and start working on Tornado Break. There are also PAs
for Daggers, Twin Daggers, Handguns and Twin Handguns. Go with whatever you
prefer.
Hint: A fair amount of enemies in the next story mission are weak to the Ice
and Fire elements. For now, Bullets are the only elemental Photon Arts
you can choose from, but the Dagger on sale here has a 20% Ice element
imbued on it.
GRM also has a new armor, the Lightline. If you want to, sell the Carline and
buy the Lightline, then go for a Power unit (+6 to ATT) or Hit unit (+6 to
ACC).
On the other hand, enemies in the next mission have a chance to drop the
Perpaline, a much better armor, but that will require getting lucky with item
drops. The same enemies will be available in a Free Mission during the third
Chapter, though.
Whether you went into the shop or not, it's time to go to Parum's surface
for the mission. Look around for Karen in the West District, add her to the
party, then leave for the Central Square.
___________________________
Holtes City: Central Square
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Look around for Hyuga near the West District entrance, then add him to the
party. Leave for the East District.
__________________________
Holtes City: East District
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Go North and you'll see the Flyer Base. Remember there's a save point here
if you need it, to the left of the Flyer Base. When ready, enter the Base,
select the mission "Meadow Purify", and you're off to Raffon Meadow.
_______________________________________________________________________________
[PSUSTO01] Story Mission 1: "Meadow Purify"
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Enemy Drops: Koltova Juice -- Koltova
Perpaline -- Distova
Brand -- Polty
Star Atomizer -- Shagreece
Vahra Nail -- Vahra
_______________________________________________________________________________
________________________
Raffon Meadow: Block A-1
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Watch the scene. Enemies are well adjusted to early levels - resilient, but
still easy to take down. Karen talks about using the Goggles to check for
weak spots in trees, so keep that in mind.
Go north, up the incline, and... Cutscene. After that, keep moving forward
to the save point. Keep going past that, watch the scene, then you arrive the
next area.
________________________
Raffon Meadow: Block A-2
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From here, go north and slightly to the west - mad Koltovas will spawn here.
After the Koltovas, look around for bale hays, which serve as containers or
boxes with items. At this point you'll start getting synthesis materials more
often, like Par Wood, Wenceline and also Photon varieties.
To the north west and east are more hale bays, and to the north are some
Koltovas and Vahras. Past the door is a small hedge corridor, and a clearing
afterwards. Vahras and Poltys will spawn when you get near the first tree.
By the way, the deforestation Karen suggested can be started with that very
tree. Goggle it, whack it. Broken trees act like containers but they may not
always drop items. If you're lucky, items like Star Atomizers can be found.
Keep going northward, whacking hale and beasts, then go through the door.
________________________
Raffon Meadow: Block A-3
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Follow the only available path until you meet up with some Vahras. Kill them
to receive an Info Key, but be sure to look north east of the map to find
three containers. Use the key on the terminal, go up then follow the next
narrow path. Examine the three along the way, then break it. Kill the next
batch of Koltova and Vahras to receive another Info Key, then unlock the gate
down the decline. Follow the path towards another locked door ahead, then
deal with more Koltova and Poltys. Before you go through the door, search
around for three more containers - if you have some trouble finding them,
look beyond the tall grass to the north west of the door. Now take the door.
________________________
Raffon Meadow: Block A-4
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The tree to the right side is breakable. Going left, you'll need to go down
into a small tunnel. At the T-Junction, first go right - follow that path to
a dead end with containers. If you destroy them, a small group of Polty will
spawn near the T-Junction. When you're done, go now the opposite way of the
tunnel, which leads you back to the surface. Before the locked door opens,
you need to deal with some Vahras. Do so, then enter.
You'll come upon another T-Junction. This time, go left first until you reach
a clearing. You'll meet Shagreeces, flying creatures. If you have a hard time
hitting them in melee, switch to your Handgun and fire off from a distance.
Kill them, then grab the nearby Info Key.
Deactivate the nearby laser gate, confront some Poltys, then look around for
a healing plate to the right. When you're done, go back to where you came
from. But before you leave, go left after you pass by the laser gate - there
will be a small, hidden path with smaller hale bays. Now exit the area, back
through the hedged-in area. Keep going past the T-Junction and you'll come
upon an area where you can see a locked door further away. Be prepared for a
larger number of Vahras, who must be killed to drop an Info Key. The second
tree here, the one closest to the locked door, is breakable.
Use the key and go past the door.
_____________________________
Raffon Meadow: AMF Field Base
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Watch a cutscene, where you'll get to know Fulyen Curtz. After the scene,
you'll be in control again. No point heading to the CAST ahead of you, since
he won't let anyone get into the AMF Base camp; ditto for the CAST at the far
left of the map. What you should do is follow the door to the right of the
path you came through, in the south east corner of the map.
________________________
Raffon Meadow: Block B-1
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Go up the hill. Watch the scenes that play out, then go down the hill to find
a healing plate and Photon Charger to the left, and another save point to the
right. Once you're ready, go down the tunnel.
________________________
Raffon Meadow: Block B-2
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Before you start, make sure you're ready. Fights will be harder, and under
the pressure of a time trial, along with invisible Seeds you need to find out
before neutralizing them, you need to be swift about changing perspectives
back and forth, as well as dealing with infected wildlife at the same time.
As soon as you can move, access your inventory and add the Photon Eraser to
your Action Palette, preferably in a slot right next to the Goggles.
From your starting position, use your Goggles and look to the right - in one
single sweep you'll spot the four Seeds surrounding the Core. Run up close to
them, use the Goggles, making sure the reticule flashes and you hear a sound,
then put them off, and use the Photon Eraser on them. Ryuga and Karen may
also use the device on them, but don't go expecting this to happen all the
time. For a better chance of them doing that, lead them close enough to the
Seeds (they may run blindy against it, taking minor damage, but will then
focus their attention on it).
Once the four Seeds are "erased", going from dark pink to gray, a sound
reveals that the core is now exposed, so take out your weapon and destroy it.
Like the debries in Chapter 1 and the trees you've whacked in Raffon Meadows,
the Cores only need three hits to be destroyed. In the interest of getting
ready for the challenge ahead, either use quick melee weapons or your handgun
so you don't waste time running up to them.
Once the Core is destroyed, it will drop an Info Key. Grab it, but before you
deactivate the nearby laser fence, be sure to destroy the grayed-out Seeds.
You won't need to destroy them later on (it's actually better if you don't
waste time trying to do so), but they might hold some items now. One thing to
remember - you can always find Seeds in those small, circular "fire pools",
meaning you know where to look for at least two out of four.
Hint: After this small tutorial on how to fight SEED Cores, you can go back
to the previous save point. This way, if you lose or quit, you don't
have to replay the tutorial again and will be ready to start the Trial
right away.
When you're ready, deactivate the fence and get ready for the next Trial.
_______________________________________________________________________________
[PSUTRI03] Trial 3: Head to the farm while purifying the Seed!
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Time to beat: 12:00 minutes
Enemies to kill: 43
SEED cores to destroy: 4
Notes: Obviously, Ice element works well here.
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Once the fence is down, just go straight ahead. Deal with the 3 infected
Vahra, then go down into the tunnel. At the crossroad, ignore the left path
and go straight ahead to deal with a group of Polty. Now backtrack to the
path you ignored, and follow it until you're outside the tunnel.
Kill the four Distova quickly - be sure to use whatever Photon Arts that pin
them to the spot, since sometimes they have a tendency to run away, taking
away some precious seconds. Once killed, a Key will drop. Take it, deactivate
the portal, and several Vahras will come from the right. Kill them, then be
ready for more Vahras spawning from the same place. Grab the next Key, take
out the Goggles and start searching for Seeds.
One is in the nearby fire pool, another is to its right. Do those then keep
going, there's another to the left of the Core (right by some flowers) and
another towards the back, in another fire pool. After they're done, whack the
Core and keep going until you spot the locked door. Access the terminal and
go through the door.
________________________
Raffon Meadow: Block B-3
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As soon as you enter Block B-3, use the Googles to spot two Seeds right away.
Deal with those, than take the path to the right of the Core. Keep going
until you see another fire pool to the left. Use the Goggles, tag the one on
the left, than look to the right until you spot the next. Get back to the
Core, destroy it, then return to the path you came from and keep going past
the Seeds. Kill three more Vahras, then take a sharp right.
You'll see another Core in the distance, and a nearby fire pool, but don't
take out the Goggles yet - run to the Core and as you get near, Distova and
Vahras will spawn. Kill them quickly, then a Key will drop but don't take it
yet. Now, take out the Seed in the fire pool you saw first, then go behind
and slightly to the right of the Core for a hidden one. There's a fire pool
directly behind the Core, and the other hidden Seed is to the right of the
Key. After they're all disposed of, take down the Core, grab the Key and go
to the next area.
Here you need to be quicker. Go along the path and take out the Vahras next
to the Core. Instead of hunting for the Seeds now, go up to the small hill at
the left. Once there, be ready to deal with Distova and a SEED-Vance. Take
out the giant Seed first, using the same tactics you used against the Boss of
Chapter 1 - in other words, hit it quickly and preferably with knockback
attacks. Beware of the Distova, since they can gang up on you.
Once they're all killed, a Key will drop down. Grab it but don't go down the
hill just yet. Grab the Key but face the Core in the distance and use your
Googles - there's a hidden Seed to the right and a Seed in the fire pool on
the left. Once they're down, go down the hill toward the right side and find
another Seed in another fire pool. The final Seed is beyond the bushes to the
left of this fire pool - from here, just look at the map and go north to find
another fire pool. Take it down, then take down the final Core.
Once that's done, head toward the locked door in the distance. As you arrive,
be ready to deal a handful of Vahras. When they're all killed, grab the next
Info Key then open the door. Go through it and you're done.
______________________________________________________________________________
Trial 3: Cleared the SEED infected area
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: PIKE, 1500 Meseta
A-Rank Rewards: 500 Meseta
B-Rank Rewards: 300 Meseta
C-Rank Rewards: Nothing
_______________________________
Raffon Meadow: Green Green Farm
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You're now in Green Green Farm, or what's left of it. Nothing to explore
around, so just go up the hill. Watch the scene and a laser fence is erected
around you. Time to milk some Koltovas! Kill them and the fence will go off.
Down the hill, there's a save point and a healing plate. Do your thing and go
through the door.
________________________
Raffon Meadow: Block C-1
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When you arrive, go left and down into the tunnel. On the other side, a new
fence will go up and Koltova attack from all sides. Once they're gone, the
fence will go down. As you walk towards the tunnel again, go to the right and
find containers behind some bushes. Leave the way you came, back to the start
of C-1.
Go left, and kill some more Koltova. Be sure to check another set of boxes
to the left of the fence that just went down. Up ahead are more Vahras, hale
bays and a door. Going through it, deal with more Koltova and Poltys, and the
fence will go down. After it, deal with more enemies to unlock the next door.
________________________
Raffon Meadow: Block C-2
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Keep going forward until the next tunnel and more foes come from the right.
After them, descend and on the T-Junction, go right to kill some more Vahras
but then go the opposite way. On the surface you'll be trapped by a laser
fence, Koltova and then Vahras. Sort'em all out, grab the Key and check the
nearby crates. Also, the nearby tree can be broken.
When done, retrace your steps into the tunnels and now follow to the end of
the path where you previously fought some Vahras. Back on the surface, as you
bring the fence down more Vahras will spawn - their deaths bring another Key.
Also note that there are more containers to the left of the fence you brought
down to get in here - with some luck, you may find in them a Star Atomizer or
a Scape Doll. Keep going, past the fence and face three waves of enemies. As
the last one goes down, the door unlocks.
Note: As before, going through this door will lock you out of the previous
areas. If you want to improve your Photon Arts - recommended, in the
case of Ice-based Bullets for this next part - don't take this door.
Return to Green Green Farm and take the Flyer back to Holtes, save,
and then come back.
When ready, go through the door into the next area.
________________________
Raffon Meadow: Block C-3
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There's a save point right here. You know you want to.
Note: You can go back to Holtes, stock up on healing items, and when you
return to the Flyer Base, just select Meadow Purify once again - you'll
arrive at this very place.
Past the door ahead, walk a bit for a scene. How's about another Trial?
_______________________________________________________________________________
[PSUTRI04] Trial 4: Defeat Gol Dolva
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Time to beat: 1 minute
Enemies to kill: 1
Notes: The thing to understand about this fight is that you're basically
dealing with an overgrown Koltova. As such, its patterns are pretty
much the same as those of smaller versions - only it hits harder.
Furthermore, it can stomp and then stun characters. Both of these are
not only heavy hitters, they cost you a lot of time.
Unlike other 'Tovas, it can't be flipped into the air or knocked down
and when it's HPs get low, it will start running around the area.
At this point, standard Handguns will barely damage it. Your best bet
is either Frozen Hit or Twin Freeze. If you got the Dagger from GRM,
or were lucky to have a Polty drop a Brand, use those - the Brand in
particular has a 16% Ice element.
In terms of Skills, Rising Crush, Rising Strike and Tornado Break do
good damage. However, the Pike received from the previous Trial is a
very good weapon. Even without PAs, it's got great speed, deals good
damage and best of all, it has range - some times, the Rising PAs
either place you to close to Gol or have a slower attack animation,
leaving you vulnerable to its shockwave or rams.
Traps are a good choice, too, but don't use Freeze Traps. Long story
short is that Bosses can be afflicted with status ailments but can't
be frozen. The Gol is vulnerable against Ice, but Freeze Traps will
never freeze it. On the other hand, Burn Traps might do less damage
individually but can affect it with the Burning status, which deals
damage over time.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Conceptually, the fight is easy. Lock onto and strafe around Gol Dolva, just
hitting it but carefully gauging distances, so that when you see it stand up
on its hind legs you can move away, then go back to pummel it. Easier said
than done, especially when it stars running away from you. Ideally you'll
avoid its front and rear, and focus on its side.
If you're leaning towards suicidal, and are fast enough, lock onto it from
the front, and hit its head, give a step back, attack it again, and so on.
If you hit it without being hit back, you should be safe. This is even more
effective if you drop Traps on its path.
If you don't mind exploiting the game's suspicious AI, try this. As soon as
Gol appears, run to one of its sides and wedge yourself between its legs.
If you attack or use PAs that don't move you out of that spot - like Rising
Strike - you can get several hits in without being damaged.
_______________________________________________________________________________
Trial 4: Gol Dolva Defeated
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: AGTARIDE, 1500 Meseta
A-Rank Rewards: 500 Meseta
B-Rank Rewards: 300 Meseta
C-Rank Rewards: Nothing
When that's over, watch the cutscenes, and that's that for Chapter 2.
_______________________________________________________________________________
[PSUCHA03] Chapter 3 - Relics
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Rewards: - Access to Type Selecion
- Access to Free Missions
- Free Mission: "Creature Discomfort"
- Hyuga Ryght's Partner Card
- Karen Erra's Partner Card
- Agtaride (S-Rank Trial 5)
- 2000 Meseta (S-Rank Trial 5)
- Gigush (S-Rank Trial 6)
- 2000 Meseta (S-Rank Trial 6)
- [B] Trimate
- [B] Dimate
- Svaltus Edge
Another cutscene opens the 3rd Chapter. Talk to Pete. As will often be the
case during Story Mode, it's possible to ask the PM about recent events in
the game, from things that happened in the previous chapter or mission
objectives in the current one. When you're done, check your Vision Phone -
you can now access the Type Select and Free Missions features. Of course, to
get these, you must renew your Guardian's License. So leave your room and go
to the 4th floor. When you get close to the Guardians HQ, Ethan will think to
himself. Once that's out of the way, enter the HQ.
______________________
Guardians Headquarters
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Walk up to the front desk and a scene with Mina will start. You're forced to
ask her about Free Missions and Type Select, so start with the first one.
When she finishes explaining, you'll gain access to them, and can now play
the mission "Creature Discomfort" from the Flyer Base in Parum's Holtes City.
Now ask her about Type Select. At the end of the conversation Ethan will now
be able to change between Hunter, Ranger or Force types. Free Missions and
Trials will now also award Type Points, which improve the base attributes of
each Type currently used by Ethan. Don't forget to check both of these
features' respective sections on this guide.
Back to the game, finish the conversation and Ethan will ask about Hyuga.
Mina will mention he was seen in front of Parum's PPT Gate. Leave the HQ.
____________________________
Guardians Colony, Clyez City
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From here, head towards the Parum gate. As you approach, a scene will play
out. You'll then exchange Partner Cards with Hyuga, meaning you can now
recruit him to your party at any time to perform Free Missions. A pop-up will
briefly touch upon the subject matter, too. To form a party, open the Menu,
go to "Party", select "Form Party", then choose which characters you want in
your group. Note that you can only have up to four characters in a party,
Ethan included.
At some points during Story Mode, some characters will be unavailable - when
it happens, I'll reference it in the guide.
For now, GRM has new stock. Rangers and Hunters will find the Powergun, along
with new PAs, while Forces can start getting into the world of TECHS too.
___________________________
Holtes City: Central Square
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When you arrive, watch the scene. You'll exchange Partner Cards with Karen.
You can now invite her to your party for Free Missions. Try visiting the
Guardians HQ in the East District, and Sheena will inf'rm you's that the
speakings are still being made. Exit the HQ.
__________________________
Holtes City: East District
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
While the negotiations are underway, go to the Flyer Base and choose the Free
Mission, "Creature Discomfort".
Since performing this Free Mission is a requisite to move the story forward,
here we go.
_______________________________________________________________________________
[PSUFMI01] Creature Discomfort: Exterminate the creatures en route!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to beat: 1:50 minutes
Enemies to kill: 25
Notes: Welcome to the first Free Mission in Story Mode. Rather than welcoming
players, it actually requires a certain level of precision and speed
and it will be nigh impossible to S-Rank it on your first try.
To start with, most of the enemies are of the Lightning element, and
at this point there is no counter or opposite element to that. At
least the Distovas and Shagreeces will be weak to Ice, so Bullets and
TECHS of that nature will be helpful. Still, Fire is a good enough
element to use on everything else.
Skills like Dus Daggas are excellent for taking out two enemies who
happen to be lined up, while Tornado Break provides good crowd control
for the Vahra trios. I recommend not using Rising Strike's third
combo though - unless you're absolutely sure the last hit will kill
a creature, you might waste time picking off strays.
One thing to keep in mind for anyone with ranged attacks or TECHS -
when the Shagreeces appear, don't waste time getting too close to
them. As soon as the first appears, start attacking it right away.
This will be easier to do the better your PAs get, as by then, they
will go down in a couple of hits.
Note that when facing the last Vahras, the second group on either side
is always stronger than the first.
Finally, a last resort for those finding it unable to get an S-Rank
here early on. Switch to the Hunter Type temporarily, since you'll hit
much harder with melee weapons and you're probably more proficient
with their PAs at this point.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______
Block 1
¯¯¯¯¯¯¯
As soon as you start, run to the north east on the map, and go through the
door. Once past it, walk a bit forward until you see two trees and some hale
bays. Two Distovas will appear but don't tango with them yet - make a quick
turn to your right (south on the map) and go along that path until it opens
to the left. Go left and a Shagreece will appear, followed by another to its
right. Take them out, then retrace your steps to the Distovas (west, then
north on the map) and deal with them.
After that, take the path north to find two Vahras coming from the left, and
two more Distovas, who will approach from the right. Kill them all then grab
the Key that drops. Go through the door and keep going left until three more
Vahras come from behind the tall grass. Dispose of them then keep going.
Turn left for two more Distovas, then follow the only path available to an
open area on your left. Here will be two patches of tall grass. First, from
the left one, will come out two groups of Vahras, one after you destroy the
other. Once these are down, two more groups - in the same pattern - will come
from the right one.
Take them all out, grab the Key that drops down and go through the door.
_______________________________________________________________________________
Creature Discomfort: Target point reached!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: PPT SHUTTLE, 300 Meseta, 20 Mission Points
A-Rank Rewards: 150 Meseta, 10 Mission Points
B-Rank Rewards: 50 Meseta, 5 Mission Points
C-Rank Rewards: 1 Mission Point
After you do it, you'll return to the East District. Go to the Guardians HQ.
_______________________
Guardians Holtes Branch
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Watch the scenes, then exit towards the East District again.
__________________________
Holtes City: East District
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to carry on with the nose wipes, so stock up, save, and go to the Flyer
Base. Enter, then select the "RELICS Inquiry" mission.
_______________________________________________________________________________
[PSUSTO02] Story Mission 2: "RELICS Inquiry"
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Box Drops: Kubara Wood (R)
Enemy Drops: Perpaline -- Distova
Powergun -- Polavohra
Polty -- Brand
Vahra Nail -- Vahra
_______________________________________________________________________________
________________________
Raffon Meadow: Block D-1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You're back on Raffon Meadow. Watch the scenes, then another Trial starts.
_______________________________________________________________________________
[PSUTRI05] Trial 5: Clear the Lakeshore Area
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to beat: 11:00 minutes
Enemies to kill: 69
Number of Dorson incapacitated: 0
Notes: Letting Dorson be defeated during the Trial will cost you 100 points,
so avoid this at all costs. Also, just about any Type will have ample
opportunities to develop PAs here.
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When you regain control of Ethan, go north east and you'll see a path to the
right. Go through it. At the T-Junction, go left and follow the path to the
clearing. As soon as you enter, go left and then deal with four Distovas.
An Info Key will drop down. Pick it up but don't open the nearby door.
Directly opposite of the door (behind you, if you're facing it) is a path
hidden by bushes. Take it and at the end are three containers. Break the one
on the back, then leave - three Vahras will come up at the exit. Once they're
killed, return to the locked door.
Unlock it, enter and rush forward to find bale hays. When you get to them,
destroy the one on the bacl and a batch of Polty will spawn behind you. Make
mincemeat of the lot, then exit the same way you came through, taking a sharp
right and retracing your steps back to the T-Junction you passed by.
Once there, take the open door up ahead. When you enter, a couple of Vahras
will come from the right. Kill those, than run left in the direction of the
locked door in the distance. More Vahras will come up from the right; as you
fight those, four others will come up. After they're all defeated, hug the
wall to the left of the locked door, following that path north on the map.
When you get near the tree and bale hays, make a sharp turn to the right and
you'll see a teleporter. Get on top and activate it.
Here grab the Info Key in front of you, then run back to the teleporter.
When you teleport back, follow the path back to the locked red door. Follow
the path, through the door, and deal with the group of Koltova and Vahra on
the other side. When they're disposed of, the nearby locked door will open -
it's to the north side of the map, directly to the left of the door you used
to enter this area. Go through that one.
________________________
Raffon Meadow: Block D-2
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Here, follow the path all the way to the locked door, only to trigger more
enemies when you get closed. Once they're killed, enter the door and follow
the narrow corridor - at the end, turn left in the direction of the trees,
then take another sharp turn to the left. Deal with the Vahras and take the
teleporter up ahead. If you can't quite see it, it's beyond the bushes.
In this next area, three waves of Polty will attack. Take them all down, grab
the Info Key that drops and step on the next teleporter.
As soon as you're back, run forward and take the path you ignored earlier
but don't unlock the door to your left - go right instead into the clearing.
As you approach the tree, Koltova will spawn nearby so you know what to do.
Once they are gone, go back to the locked door and open it.
Another group of Koltova and Vahra, so hurry bringing them all down. A Key
will drop but don't catch it yet - instead, follow the long west path on the
map to find a door. In this area, follow the path outside and three Vahras
will come up from the bushes. Kill those and *then* go all the way back to
the Info Key and locked door.
After unlocking it and crossing both doors up ahead, keep going forward -
some Vahra will spawn, followed by a group of Koltovas around you when they
die. When they're all dead, the nearby door unlocks. Take the exit, and that
concludes the Trial.
_______________________________________________________________________________
Trial 5: Lakeshore Area cleared
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S-Rank Rewards: AGTARIDE, 2000 Meseta, 60 Mission Points
A-Rank Rewards: 1000 Meseta, 30 Mission Points
B-Rank Rewards: 500 Meseta, 10 Mission Points
C-Rank Rewards: 5 Mission Points
When it's done, you'll be back in familiar territory.
_____________________________
Raffon Meadow: AMF Field Base
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You've reached the place where you first met Curtz. Go forward, then left and
up towards the base. It's deserted and with nothing to see inside, so ignore
it and go along its right side. You'll see a healing plate and save point in
the distance. When you're done, go down the path and through the green door
ahead.
________________________
Raffon Meadow: Block E-1
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Once here, keep running towards the tree and some Vahras will spawn. Share
some pain with them, then go behind the bushes they came from for materials
if you wish. Otherwise, go up to the hill. Just follow the path to find some
Distova and a laser fence. When you're done, go down the hill and then to the
right. Watch the scene, then go through the door.
________________________
Raffon Meadow: Block E-2
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Giant footprints and a save point? Things that make you go "hmmmm!".
If you need to stock up, now is a good time to return to Holtes - as before,
if you quit and leave, the game will let you carry on from here. When ready,
save, and get ready for a Trial and Boss combo as you go through the door.
_______________________________________________________________________________
[PSUTRI06] Trial 6: Defeat the De Ragan
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Time to beat: 1:30
Enemies to kill: 1
Notes: PSO fans should feel right at home, including how easy the battle is.
The De Ragan is what I like to call an optical disillusion - that is,
it looks great, but is actually not all that. You may have noticed how
the Gol Dolva had multiple body sections that could be hit. De Ragan
has more, and they're all fairly obvious: heads, wings, neck, sides
and tail. Barta works wonders here, though Zonde is alright too.
Rangers should use Frozen Hit or Twin Freeze on its head; cookies if
you do this in first-person mode. Hunters should use PAs like Rising
Crush and Rising Strike. If you want to zerg rush De Ragan, go under
its head and let loose those melee PAs on the neck; if you're having
trouble, whack its two tails instead, though be advised he can fling
them around.
If you take too long, the De Ragan will lift off, fly around the area
and then spit out homing fireballs. He'll spit some fire while on the
ground too, and has a tendency to turn around, doing damage to anyone
in the party within its melee range. It may also stand up and release
a shockwave like the Gol Dolva.
When it hunches over, belly on the ground and spreads its wings, get
out of the way since it will thrust itself forward - sometimes, it
will do this at the start of a battle.
It's not a hard battle by any means but don't let it get to your head.
Just be on the lookout for its attacks.
_______________________________________________________________________________
Trial 6: De Ragan defeated
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S-Rank Rewards: GIGUSH, 2000 Meseta, 60 Mission Points
A-Rank Rewards: 1000 Meseta, 30 Mission Points
B-Rank Rewards: 500 Meseta, 10 Mission Points
C-Rank Rewards: 5 Mission Points
And then, a cutscene.
________________________
Raffon Meadow: Block C-3
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Watch all of the scenes.
There's not much to do here, but preparations are in order. It's likely you
already have everything Bruce is trying to sell, but if not, buy it now. Once
that's done, don't forget to link PAs to any new weapons you may have bought.
To Bruce's left is the Holy Triumvirate of healing plate, Photon Charger and
save point. Pray unto them, then enter the RELICS site.
________________________
Raffon RELICS: Block A-1
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Go forward then watch the scene where you'll learn about Stateria. Don't
bother going right, just go up the stairs. Watch the scene, then go down and
left to the door in the distance. Some Badira will spawn - just Barta for a
safe passage with them (see what I did there?). Keep going.
________________________
Raffon RELICS: Block A-2
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Go forward then take the stairs on the left. Golmoros will come up. Barta and
Zonde work very well; otherwise, tag them with your firearms since they like
jumping around too much, then whack you when you least expect it. Further
ahead, some more Badira need to be killed for an Info Key. Take it, then
unlock the fence on the right. Follow the narrow pathway then down a flight
of stairs to face off more Badira. Go left, fight some more Golmoros and take
another Key. There's some containers behind a wall ahead. Open the door and
go along the corridor.
Forget about the left path for now and keep going. You'll reach a small room
with more Badiras. When they're defeated, a Polavohra will come up. This one
is large and has attacks similar to the Gol Dolva, but it shouldn't cause you
too many problems - just remember to keep your distance. It's slow but it can
rush you. If you're feeling adventurous, and if you bought Traps, lay some on
its path then stand back and watch the show.
After that's handled, grab the Info Key and return to the corridor, this time
turning right at the intersection. In the next room fight off some Badiras,
Golmoros and another Polavohra, which spawns at the end of the room, near the
door. Kill'em all, take the key and leave for the next area.
________________________
Raffon RELICS: Block A-3
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There are containers behind the faux wall on the left. Either way, your path
is to the right. Smash the crate in front of the door to be surrounded by a
pack of Golmoros. Hunters can time their attacks and unleash a Tornado Break
or Renkai Buyou-zan when they decide to gang up and attack. Then, go through
the now unlocked door.
Kill the Badiras at the T-Junction, then take the right, killing off another
pair. Keep going and enter the next room. Each box you destroy spawns enemies
and you need to do this with all boxes to get an Info Key. Leave and take the
other path at the T-Junction. At the end there will be a large room. Note
that there's a laser fence to the left and boxes up ahead. Smash the center
one at the back, then fend off more enemies. Three more will spawn later,
then another three. Afterwards, grab the key, bring the fence down and take
the stairs.
More enemies here. Kill the two groups, then head for the laser fence where
two Polavohras will appear. Focus on one of them, then on the other. Since
they're slow, you can actually spam Barta several times while they're walking
towards you. When that's out of the way, grab the key and bring down the
fence.
Down the stairs there will be a healing plate, and a door. Take it to reach
the next area.
________________________
Raffon RELICS: Block B-1
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Go left than walk along into the hallway. Watch the scene and you will learn
more about Stateria. When it's over, fight off the ambush then go further
into the hallway to fight more enemies. Watch another scene, then go through
another door.
Note: When you go through, you'll be locked out of the last few areas you
went through in the Relics site.
________________________
Raffon RELICS: Block B-2
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When you enter, there are three things to notice. One is the healing plate
and save point just ahead. The second is the large hall to the right of both
of these. Third and last, there is a narrow path to the right of this room's
entrance with a door at the end.
Should you want to explore more of the RELICS site, read the next section.
If you just want to continue with the game, skip it.
_______________________________________________________________________________
[PSUOPTI1] OPTIONAL: Further into the RELICS site
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Follow the long corridor to the right and enter the door at the end.
________________________
Raffon RELICS: Block C-1
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You'll arrive at a large room. Keep going forward to find a group of no-
gooders, then bash the first container on the right for more of them. This
unlocks the door at the end of the room, so go there. In the next room,
Badiras will charge from the left. Follow the wall to the other side of the
room to fight some more Golmoros, then take the door nearby. Kill the enemies
at the door, then some more will spawn in the back of the room, including a
Polavohra. Traps are still a good choice here. Once the door at the back
opens, go through it.
This next room starts out simple then gets trickier. First of all, note that
there's an open door to the left - we'll get to that shortly. A small group
of enemies will give way to spawns, with another Polavohra. Don't waste all
your tricks, though, just keep it cool. If you still have some Traps, go for
it.
When you can breathe, grab the Key and bring the fence down at the far right.
Up, and then down the stairs will be crates. These usually have healing items
and Photon Charges. When you're done, take that first door you saw when you
entered... Which will take you to the start of this area. Take the door on
the far right and you'll return to the save point and large hall.
You can repeat this area as many times as you wish, since enemies respawn.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Use the healing plate and save point; if you've been spending PPs and don't
have Photon Charges, wait until your weapons are recharged. When ready, just
go to the right of the save point and into the large hall. Watch the scene.
Oh, about those Stateria? Time for a live demo, with a Trial included.
_______________________________________________________________________________
[PSUTRI07] Trial 7: Defeat the Svaltus
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Time to beat: 1 minute
Enemies to kill: 1
Number of Dorson incapacitated: 0
Notes: Like the last Meadows Trial, it's imperative to keep Dorson "alive"
so you don't lose those 100 points, thus getting the S-Rank.
Svaltus has some strong attacks. He'll use that giant sword like a
hammer, bringing it down against the floor, or do a swirling attack
that will hit everyone within melee range. He does this many times,
but you can see it coming fairly well. He will launch an energy wave
that can stun you and use Foie on ocasion. He will also erect a shield
in front of himself that blocks attacks, or reduces their damage.
Hunters and Rangers should alternate between melee and ranged attacks.
Dus Daggas provides a good balance of range and attack power, while
firearms are best used if the rest of the party is dealing good damage
and you want to support them while dealing damage.
Forces should go with Foie or Zonde here, but since he moves around a
bit, try to use them in good judgement. Karen and Hyuga will get his
attention fairly often in the fight, so while he's pounding them, use
it to your dvantage.
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Yes: Svaltus' Achilles' heel is his back. Not that it makes him terribly
vulnerable, though, but it's where you should focus your attacks. There's not
much to suggest here. Just stay focused on how he moves his arms, since you
can tell what he will do. His swirling blade will also hit those behind him,
so keep that in mind.
Note that his sword attacks may inflict Zalure, bringing your defense down
for a while. If you feel your Skills aren't hitting hard enough, use the
Agtarides - if you got them from previous Trials and haven't sold them.
_______________________________________________________________________________
Trial 7: Svaltus defeated!
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S-Rank Rewards: SVALTUS EDGE, 2000 Meseta, 60 Mission Points
A-Rank Rewards: 1000 Meseta, 30 Mission Points
B-Rank Rewards: 500 Meseta, 10 Mission Points
C-Rank Rewards: 5 Mission Points
Watch the scene. Ethan will have to escort Dorson out on his own.
________________________
Raffon RELICS: Block B-3
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How about a reprise? That's what you'll get here. When you enter, a Svaltus
will spawn from the left. You don't have to fight it, but experience points
and some bragging rights never hurt anyone (and since this isn't a Trial,
you don't have to worry about the doctor's safety). Also, be aware that some
Golmoros will appear nearby. Fight or flee, continue onward through the room
and take the door further ahead.
________________________
Raffon RELICS: Block A-1
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The door will lock behind you. Follow the narrow path ahead, then watch the
scene. There's nothing left to do here, so turn back, go down the stairs and
then take the ones on the right. Watch the long cutscene where you'll meet
Magashi, then watch another one, and we're done with Chapter 3.
_______________________________________________________________________________
[PSUCHA04] Chapter 4 - Rogues
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Rewards: - Access to Type Selecion
- Free Mission: "Evacuation"
- Free Mission: "Burning Plains"
- Free Mission: "The Mad Beasts"
- Synthesis Kit
- Access to Item Synthesis
- [B] Trimate
- Sweet Berry
- Ether Acid
- Trimate
- Lucaim Nav's Partner Card
- Greasegun (S-Rank Trial 8)
- 2500 Meseta (S-Rank Trial 8)
- Hourglass (S-Rank Trial 9)
- 2500 Meseta Points (S-Rank Trial 9)
- Breaker (Trial 10)
- Scape Doll (S-Rank Trial 10)
- 2500 Meseta (S-Rank Trial 10)
- Neta Note (S-Rank Trial 11)
- 2500 Meseta (S-Rank Trial 11)
Cutscene. After that, feel free to ask Pete about current events. If you
ask about Warren Darren he will give you a choice to ask about the Endrum
Collective. Be sure to check the Vision Phone for updates on Free Missions.
You now have access to three new ones - one on Clyez City's Linear Line, and
two others on the Flyer Base on Holtes.
Keep in mind that from now on, Shops will have better equipment and Photon
Arts for sale at the start of every new Chapter. Be sure to check them from
time to time. For now, leave the room.
___________________________________
Clyez City 1st Floor: Central Table
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Once outside, another scene. Following Lumia's lead, go to the Clothes Shop
on the 3rd floor. You can't use the elevator again, so take the stairs.
_____________________________________
Clyez City 3rd Floor: Shopping Mall B
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Once here, go right and enter the second shop, with the red symbol.
________________________________________
Clyez City 3rd Floor: East Shopping Area
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Watch the scene. Lumia now wants to go to the Armor Shop. You'll be outside
the Clothes Shop, so take the stairs to the second floor.
_____________________________________
Clyez City 3rd Floor: Shopping Mall A
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Here, go around the stairs to your right and keep walking - the Armor shop is
the last one on your left.
________________________________________
Clyez City 2nd Floor: West Shopping Area
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Another scene. Lumia now wants to visit the Weapon Shop. Once outside, go to
your right, since it's the shop right next to the Armor one.
________________________________________
Clyez City 2nd Floor: West Shopping Area
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Another scene. The guy behind the counter will recommend the Synthesis Shop.
Once outside there will be another scene. Ethan and Lumia will then discuss
his last mission. Lumia will then wander off, and return with a present.
You receive a Synthesis Kit, meaning you can now start developing Pete if
you want to. Consult the Synthesis section to get a better handling of the
system, and possible variations of your Partner Machinery.
After the scene Ethan will be back in his room. Pete will give a very brief
outlook about the synthesis process, and you can now beging item synthesis.
You can then ask about several synthesis topics to Pete; they explain the
basics. If you've been collecting the Boards in the game so far, you should
start looking into them. Either way, you'll receive another [B] Trimate,
along with the ingredients to make one. What follows is a tutorial of sorts
behind the process, which is mandatory.
Remember to place the ingredients on Pete's storage first - giving them
directly to the PM simply wastes them. Follow the procedures to craft a
Trimate. Store the items, access his P-Machinery Functions, select the
"Synthesize an item" option, then Insert the [B] Trimate Board. Select
"Synthesize", then he will show the Board currently inserted into him.
Just select it again, then choose to craft one (that's all you can craft
now, really). Say you want to begin synthesizing, and you're done.
You, sir/madam, are now the proud owner of a TRIMATE!
When that's done, try to leave the room. Ethan will receive a message from
Karen. Your next assignment for the Story Mode is once again in Holtes, on
planet Parum. Note that you can play more Free Missions now, so feel free
to try them out - they're a good way to keep developing Ethan.
Regardless of what you do, keep reading once you're ready to follow on with
the story. To begin with, travel to Parum from the PPT Spaceport once again.
___________________________
Holtes City: Central Square
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Your objective is the Guardians branch here so when you arrive, just head to
the East District, then the HQ.
_______________________
Guardians Holtes Branch
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Sheena's vocabulary has now expanded to exploit internet memes. During the
scene, your license will be upgraded and your are taken to the meeting room.
The mission involves protecting cargo aboard the Milate 04. Karen mentions
that there's some time until the train is ready, and that the trio will be
joined by Lucaim Nav, headmaster of the Guardians Training School.
___________________________
Holtes City: Central Square
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Once the scene is over, you'll be back on Holtes' Central Square. Another
cutscene will come up, introducing Nav. He'll mention a couple of tidbits
about the mission. Unlike other missions so far, the Milate 04 is a train -
there's no getting off to return to Holtes. The "The Milate 04" mission is
now available to carry on with the story. You'll also receive Lucaim Nav's
Partner Card.
As usual, make preparations. If you want to start synthesizing, the Colony's
Synthesis Shop has more Boards; if you want to stick to what's available on
the market, visit GRM.
The problem with synthesizing right now is that at this point, you only have
access to the basic Photons. If you got the Gigush in the previous Chapter,
don't bother synthesing one now, since the one you got has a 16% Ice element
and the one you manufacture will be element neutral.
For almost everything else on offer, you should have enough materials to make
the Twin Brand, Ryo-Stizashi and Gudda Brana. Even if you need materials for
them, the final cost will be cheaper than buying them at the market. You can
always try getting Boards for the Gigush and Twin Brand for free in the next
story mission, but these drop randomly from containers - then again, you can
replay the section where they drop as many times as you wish.
Rangers have it somewhat easier with the Blaster, since Im-Photons are common
and the "secret" Wood material it needs is Par Wood - pretty easy to get a
hold of as well. Only downside is there are no Rifle PAs at this point.
GRM has new things for sale, mostly for Hunters; if you're into Twin Daggers,
the shop has one with a 20% Ice element. Rangers can get the Twin Powerguns,
however, a marginal but recommended improvement over the Twin Handguns. As
for line shields, the Perpaline is still the better choice for this next
mission, as many enemies will be Fire-based.
Forces will have more options too, with Fire, Lightning and Ice receiving not
only the Ra-class of TECHS (slower but stronger, and with a certain AoE), but
a selection of buffs and debufs for each element too. Reverser, a Light-based
TECH that cures status abnormalities, is also available.
When ready, recruit Karen, Ryuga and Nav, then head to the West District in
Holtes City. Once there go left then take the ramp down to the Linear Line.
Select the mission "The Milate 04", watch the cutscene and you're off.
_______________________________________________________________________________
[PSUSTO03] Story Mission 3: "The Milate 04"
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Box Drops: Breaker (F)
Board Drops: [B] Gigush
[B] Twin Brand
[B] Perpaline
Enemy Drops: Stella / Power S -- Dilla Griena
White Glove -- Rogue (Jasse), Rogue (Ogg)
Inverter Circuit -- Gohma Dilla
_______________________________________________________________________________
__________________
Milate 04: Onboard
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After all the scenes, you'll reach another area of the train.
________________
Milate 04: Car 1
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Watch the scene, where things go wrong. You're tasked with defeating several
Dilla Grienas on board. When the scenes are over, just go through the doors
and into Car 2. Get ready for a Trial.
_______________________________________________________________________________
[PSUTRI08] Trial 8: Defeat the DG
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Time to beat: 1:10 minutes
Enemies to kill: 3
Notes: Dilla Grienas are basically spruced up versions (reskins, mostly) of
the SEED-Vances you fought earlier and the same rules still apply -
melee PAs with knockdown effects work the best. Forces should stick
with Barta or Rabarta, while Rangers should go with Freeze Shot. Just
make sure you pay attention to those undeground tentacles and dodge
the spore it spits out.
Grienas are Fire-based, which makes Ice an obvious choice of element
to use. They can improve their attacks with Shifta, so act quickly.
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The first area has one Dilla Griena. Make short work of it, then proceed to
the next wagon. Another Dilla will appear to the left - once it's defeated,
keep going onward towards the darkened area at the back of the wagon, and the
final Dilla will appear to the right.
That's all there is to it.
_______________________________________________________________________________
Trial 8: DG defeated!
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S-Rank Rewards: GREASEGUN, 2500 Meseta, 70 Mission Points
A-Rank Rewards: 1200 Meseta, 40 Mission Points
B-Rank Rewards: 700 Meseta, 20 Mission Points
C-Rank Rewards: 10 Mission Points
Ethan will then regroup with Karen and Hyuga.
________________
Milate 04: Car 4
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Watch two more scenes, then you're free to play. There's a healing plate and
save point nearby. Don't bother to check the two doors behind you, just go
through the door ahead, then the door at the end of the next room.
________________
Milate 04: Car 3
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Watch the scene, then another Trial starts.
_______________________________________________________________________________
[PSUTRI09] Trial 9: Defeat the Gohma Dilla
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Time to beat: 4:00 minutes
Enemies to kill: 15
Notes: Ghoma Dillas are robots with several noteworthy patterns. They are
small but fairly mobile, use lasers when you're far away from them,
and will momentarily release an electrical blast that will Shock you,
thus preventing you from attacking. One variant of the Dillas has a
cannon on top of its head - beware, as these shoot homing missiles.
Also, be aware that these machines - as well as subsequent versions
later on in the game - will explode when defeated. The blast radius
may cause Burning effects, so avoid it when possible. If you manage to
land a final blow on them when they're down, they will disintegrate
without exploding.
Ice is a no brainer, though Lightning is useful if you're planning to
Shock them as well.
A good weapon combo for Forces, if you get lucky with the elemental
effects, is the Freeze Shot on your left hand and a Staff with Barta
on your right. Using Tornado Break when Dillas are ganged up, and a
fast PA when they're separated will be a good way to go for Hunters.
Freeze Shot and Twin Freeze is pretty clear-cut for Rangers.
Finally, the two mounted turrets that appear are optional, and do not
not count towards enemy kill count.
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As soon as you start, three Ghoma Dillas will appear in front of you. After
you destroy them, go forward to find two more. Enter the next area, and deal
with three more Ghomas. Walk towards the door but be ready for two mounted
sentry guns, one to each side of the door. Don't be caught off guard by their
crossfire. Enter the next area.
________________
Milate 04: Car 2
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Three more Ghomas will welcome you here. Destroy these, then cross the door
ahead to a darkened area. Another set of three Ghomas appears; take them
down then keep going. You'll see a red plate on the floor, just in time for
the last two remaining Ghomas to spawn. Step on the portal to activate the
lights if you wish - otherwise, just focus on the mechanical menace.
That ends the Trial.
_______________________________________________________________________________
Trial 9: Gohma Dilla defeated!
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S-Rank Rewards: HOURGLASS, 2500 Meseta, 70 Mission Points
A-Rank Rewards: 1200 Meseta, 40 Mission Points
B-Rank Rewards: 700 Meseta, 20 Mission Points
C-Rank Rewards: 10 Mission Points
Watch the scene. From your starting point, walk behind Karen find yourself at
the front of the train - there's a healing plate and save point. When you're
done, resume the path onward, past Karen, into the next wagons.
________________
Milate 04: Car 2
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Your new enemies are just up ahead. Rogues come in fast with their swords,
but they're pretty easy. In the next wagon, you'll meet female Rogues. These
trade swords for handguns and are a bit more acrobatic, but are not hard -
simply make sure you don't lose sight of their movements. After these two
Rogues, deal with the four Gohmas that spawn up ahead, then go through the
door.
________________
Milate 04: Car 3
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More Gohmas. Deal with those, then find three Rogues in the next corridor.
After you kill these, don't go forward just yet. In case you haven't noticed,
there are two control devices right at the beginning of this corridor, one on
the left of the corridor, and another on the right. Activating these will
lower the laser fences at the end of the corridor, which guard two containers
and a healing plate. Afterwards, move on to the next area.
________________
Milate 04: Car 4
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In this next wagon, a Dilla Griena and two Ghoma Dillas will appear. Remember
the Griena's patterns and make short work of it, then focus on the Ghomas.
After that, watch the scene. Bruce is back, and near a healing plate and save
point. Stock up if you need to. While you can go through any of the doors
ahead, I recommend taking the left one.
________________
Milate 04: Car 5
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When you enter, another Trial will start. Nav alerts that Rogues are focusing
their attacks on Car 7, which is your destination.
_______________________________________________________________________________
[PSUTRI10] Trial 10: Regain control of the train rear
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Time to beat: 10:00 minutes
Enemies to kill: 32
Notes: This trial isn't hard, but may confuse you the first time around
because you'll receive Info Keys and find several locked doors. It's
also possible to finish this the first time and completely miss out on
one hidden enemy.
You can get a Breaker (Sword) in this Trial, but it might compromise
your S-Rank. I'll give you directions on how to get both, but if you
are not interested in the Sword, then just take the first Info Key but
only use it on the second locked door. Just rememeber that the Sword
has a 16% Earth element, and if you skip on it during the Trial, it
won't be available during the rest of the entire mission (though you
can find one later).
Like before, Barta is the primary elemental choice, with Zonde a good
second. If you got the Greasegun in Trial 8, its low power but high
speed shots work as a last resort if you've spent all PPs in other
firearms, but you don't have access to any PAs for it right now. Also,
don't save on Resta if you're taking a beating.
Some Gohmas will have bomb launchers on their top - if they stop and
raise their heads, be quick and dodge. The damage is tolerable, but
yoy may be hit by several in a row, which will cost you Hit Points and
several seconds.
And finally, if you already have 10 Scape Dolls in your inventory, you
won't receive the S-Rank reward at the end, since it's a Scape Doll.
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Assuming you entered through the left door, deal with the three Gohmas in
front of you. Then move on up to the next wagon, where you will find three
more Gohmas with a difference. Note these have launchers in their heads, so
be quick about defeating them. Once done, keep going along the wagon, where a
Griena and two Gohmas will spawn.
Once they're dead, *DO NOT* go through the nearby open door. Instead, go back
to where you came from, where the Trial started. Keep walking towards the end
of the room, and a Griena will spawn. Kill it, then grab the Info Key. With
that out of the way, return to the next room. When you enter, make a sharp
turn to the right, and unlock the door. The BREAKER will be on the last box
on the left side. Once you have it, exit this place and then keep going
forward into the next area.
________________
Milate 04: Car 6
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More Rogues here, so dispatch them. Then keep going, past the door, to meet
another Griena and two Rogues in a dark area. Kill these, then move forward
for three more Rogues. Once they're dead, grab the second Info Key, then run
to the back of this room, towards the locked door. Unlock it, and deal with
three Rogues inside. Once they're gone, go back to the previous room, towards
the place where you got the second Info Key, and go through any of the doors
ahead.
________________
Milate 04: Car 7
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Deal with three Rogues, then pick any of the doors ahead.
This room has a central pathway, with two platforms on both the left and
right sides, each with two enemies. Whatever way you go, defeat the first
pair, then go towards the end of the platform you're on, then down and up
onto the one on the other side. As you go from one to the next, you'll notice
another Griena spawns in the center of the room, but focus on clearing the
platforms first while eluding any spores or tentacles it may send your way.
Once you've cleared them, go down and face the Griena on the middle of the
room, along with two other female Rogues. And you've made it.
_______________________________________________________________________________
Trial 10: Took back control of the rear of the train!
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S-Rank Rewards: SCAPE DOLL, 2500 Meseta, 70 Mission Points
A-Rank Rewards: 1200 Meseta, 40 Mission Points
B-Rank Rewards: 700 Meseta, 20 Mission Points
C-Rank Rewards: 10 Mission Points
After all that, watch another scene. You now need to travel back across the
train. As you start, a Photon Charger, healing plate and save point are right
in front of you. Once that's that, just keep going forward, past the doors
and an empty room, and then through another set of doors.
________________
Milate 04: Car 6
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A Rogue and two Ghomas will open festivities here, and beyond them will be
one Gohma and two Rogues. The door on the left leads to three more Rogues,
while the right one will spawn three bombing Gohmas. The right side will take
you to a closed off area but one where you can turn on the lights for the
next wagon. The left door takes you to where you need to go.
________________
Milate 04: Car 5
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Three more bombing Gohmas will appear, while two regular ones and a Griena
await you at the back. Passing through the right door, you'll be confronted
with another Griena, this time accompanied by two bombing Ghomas. They will
drop an Info Key; if you're interested, check out the locked door in the
previous room for some containers which can drop Boards.
Note: If you did not get the Breaker during the Trial, it won't be there now.
Back on track, take either door to the next wagon.
________________
Milate 04: Car 4
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You're in the same wagon as Bruce again, so take the time to bring yourself
back into shape.
Note: If you're inclined to do so, you can save here and return all the way
back to Huyga, then return to Bruce. The path will respawn enemies so
you can get some more levels and, depending on your luck, get materials
and Boards from containers.
Either way, your destination is through the door at the far end of Car 4. As
you get near the door, a scene will play out, then another Trial will start.
_______________________________________________________________________________
[PSUTRI11] Trial 11: Defeat the Vol brothers
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Time to beat: 1:20 minutes
Enemies to kill: 3
Notes: Anything goes, really. If you have the Greasegun, it's low power but
high rate of fire is useful to hit any of them from a distance without
suffering major attacks.
Hunters ought to use melee PAs that push enemies away so they don't
have to deal with all three at the same time. Forces in trouble are
expected to make use of Jellen, Zalure or Zoldeel, then unleash their
Barta on Hiru, Foie on No, then whatever is their highest level TECH
on Do. If you're fast, you can hit all the three brothers right at the
start with a Ra-class TECH since they're together.
Unless you've spent just about everything else, avoid using Zonde on
Do, since Lightning is his element.
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This fight isn't as hard as it might seem at first, even if you're on your
own. Your first target should be Hiru, since he can cast Jellen on everyone
and knock you back. After he's down, focus on No Vol, the one with firearms.
All that's left is Do Vol, who's strong but slow.
_______________________________________________________________________________
Trial 11: Vol brothers defeated!
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S-Rank Rewards: NETA NOTE, 2500 Meseta, 70 Mission Points
A-Rank Rewards: 1200 Meseta, 40 Mission Points
B-Rank Rewards: 700 Meseta, 20 Mission Points
C-Rank Rewards: 10 Mission Points
________________
Milate 04: Car 1
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Watch the following scenes, then Chapter 4 ends.
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[PSUCHA05] Chapter 5 - The Divine Maiden
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Rewards: - Extra Mode unlocked
- Free Mission: "Ruler of the Plains"
- Free Mission: "What is in the Ruins"
- PPT Access to Neudaiz
- Maya Shidow's Partner Card
- Photon Reflector
- Autogun (S-Rank Trial 12)
- 7500 Meseta (S-Rank Trial 12)
- Harisen Battle Fan
- Rising Fury (S-Rank Trial 13)
- 7500 Meseta (S-Rank Trial 13)
First of all, completing Chapter 4 unlocks Extra Mode.
As always, talk to Pete about current events if you want. Checking the Vision
Phone, you'll now have two new Free Missions available from the Flyer Base in
Holtes City. When you leave Ethan's room, go up to the 4th floor then enter
the Guardians HQ.
____________________________________________
Clyez City 5th floor: GUARDIANS Headquarters
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When you enter, go talk to Mina at the reception desk, then watch the scene.
Your new mission will be on Neudaiz, further discussed in the meeting room.
Nav will tell you to renew you Guardians licence at the counter, so do it
after the scene.
Talk once again to Mina at the counter, and you will now be able to travel
to and from Neudaiz.
___________________________________
Clyez City 4th floor: PPT Spaceport
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Watch the scene with Lumia and Karen. Once that's done, follow Karen - just
go right, then forward to the PPT gate up ahead. Another scene will play out
between Ethan and Karen.
Since two new Free Missions are available, take the time to explore them if
you wish. New equipment in the stores is also something to be on the lookout.
New armor is available, and if you skipped out on the Ra-classes of TECHS,
this is a good time to take some.
After all that, travel to Neudaiz.
_____________________________
Ohtoku City: Central District
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When you arrive on Neudaiz, the trio will talk about the planet. After that,
there will be several cutscenes. Look at all the Japa--uh, I mean enlightened
space elfs, of course. Then the group will meet Karen's "sister", Maya.
_______________________
GUARDIANS Ohtoku Branch
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Another scene.
_________________
Maya's Laboratory
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Another scene, and a pretty bad one at that. Anyway, Maya reveals to be a
scientist for the GUARDIANS. All her inventions seem to be terrible, though
her weapons of mass distraction seem to be successful. A radio transmission
will come in and the mission "Rescue the Maiden" will now available from the
Ohtoku City Flyer Base. You also receive Maya Shidow's Partner Card.
All three partners are necessary for the mission, so keep that in mind. Once
it's all over, leave the Guardians Ohtoku Branch.
_____________________________
Ohtoku City: Central District
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There will be a Photon charger and a save point right outside the building.
Some directions are in order. On the side you are currently on, you'll find
the Ohtoku Flyer Base, and Parts, Clothes and Synthesis shops to your left.
Across the bridge in front of you are the PPT Spaceport, the Communion of
Gurhal building (not important now, but will be in the near future), and the
Yohmei Shop.
Yohmei is one of the three main conglomerates in the game. By now, you have
probably visited GRM, so you know what to expect. Yohmei has a good range of
equipment, one which privileges Forces, though it carries good weapons for
other Types. New Photon Arts of note are Diga, the Ground-based element, and
further TECH classes for other elements. All ranged weapons now have more
Bullets and these include the Grav effect, based on Ground.
Synthesis is still a bit ho-hum at this point. You still don't have access to
elemental Photons, so anything you make will be neutral, and you still can't
make line shields either. Hunters are worse off right now since a good amount
of weapon Boards need Kubara Wood - one of the rarest materials in PSU. You
can get it from the "What is in the Ruins" Free Mission, now available, but
it's a random drop from boxes. If you do find one, don't waste it making a
Harisen Battle Fan since you'll get one for free in the next story mission.
GRM makes up for this, sort of. Hunters equipped with a Busterline and a Twin
Buster gain a set bonus, giving them +95 to ATT, +80 to ACC, +15 to DEF and
+10 to EVA. Note that this only happens when the line shield is equipped and
the weapon is your active one; if you have equip the Busterline but change to
a different weapon, the bonuses will go away.
Rangers are in luck... Somewhat. They can create an Autogun and a Compadri,
but you can get the former, along with a Tengoh Bow (a better Bow than the
Compadri, and one Forces can also use) in this Chapter's story mission. The
same applies to a Blaster Board, a random box drop in this next segment. Then
again, the longer you wait for a Blaster or Bow, the longer it will take you
to develop their Photon Arts. It's your call.
Forces looking to make the Batnara and Slyrod, if they have been scavenging
materials, only need to worry about Dianaline and Aporaline. Speral for the
Slyrod is gained by using Soural with a Metal Converter C -> B, by the way.
Elemental weapons you should keep an eye out for are a Breaker with 16% Earth
element (the same type that was available on the Milate 04) and a Twin Knife
with 20% Ice element on GRM; and the Brekaud, a Sword with 18% Fire element,
on Yohmei. The Breaker won't be of any use, but the other two will. As for
line shields and units, Yohmei's units are geared towards Forces while GRM's
are more on par with the needs of a Ranger and Hunter.
Finally, every Type should carry with them a ranged weapon to handle a tricky
Boss fight at the end of the Chapter. You can take one now or later, as you
get the chance to return to Ohtoku prior to it.
Once you're done, go to the Flyer Base and select the "Rescue the Maiden"
mission.
_______________________________________________________________________________
[PSUSTO04] Story Mission 4: "Rescue the Maiden"
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Box Drops: Harisen Battle Fan (F)
Board Drops: [B] Blaster
[B] Sta-senba
Enemy Drops: Sta / Mind -- Gohmon
Stina-zashi -- Goshin
Compadri -- Ollaka
Tengoh Bow -- Tengohg
_______________________________________________________________________________
_________________________________________
Mizuraki Conservation District: Block A-1
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Watch the scene. Take the wide, right path and you'll come upon a save point.
Use it if you want, then go through the door.
_________________________________________
Mizuraki Conservation District: Block A-2
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Follow the left path past the containers and be greeted by the enemies, the
Ageetas. Further along the path, Ollakas and a Goshin will appear.
Goshin and their variants are one of the more annoying enemies in the game -
they're like miniature SEED-Vances who can burrow and travel underground,
come up close to the party and attack them or retreat into the distance. They
also cast Jellen along with Foie. When they start burrowing they'll be immune
to any attack as well. You can see where they're going by looking at the map.
They might seem insignificant but they'll soon start to attack in packs.
Keep following the path until some Ageetas appear. Knock'em out to get an
Info Key, then go past the laser fence. Further ahead, deal with more of
them, then three Goshins will appear (I told you so). When that's over, grab
the Key to the left and follow the path to the locked doors in the distance.
Unlock the first one and enter the small tunnel.
At the end, four Ollakas are waiting, followed by three more Goshin. Before
picking up the Info Key they drop, note that there are containers to the far
right side of the area. Regardless, your objective is the locked door beyond
the Key. Unlock it, then enter the next area to fight two more Ollakas and a
Goshin. Grab the new Key, take the open door and go up the path, killing more
Ageetas along the way. You'll leave through the previously locked door - now
that you have the right Key, keep going forward to the laser fence.
Once you're through it, all you have to do is take the far open door at the
end of this area.
_________________________________________
Mizuraki Conservation District: Block A-3
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Keep going left through the only path available, meeting more enemies halfway
through it. At the top, walk a bit to the left to have two Goshins appear.
After those, move to the door in the distance and take down more Ageetas.
Grab the Key, go through the door, then another one to reach a clearing with
a pack of these coming from various sides. Be prepared to kill three more
Goshin right after them.
Go through the door on the far right, where you'll reach a more open field.
Ollakas and Goshin will appear. You now have two choices - the forward or
right path (east and southeast on the map, respectively). Choose the first
one to deal with more Ageetas, taking their Key and opening the door nearby
to reach a small cave with containers. Go back outside then retrace your
steps, taking the left to the other path, with another door at the end.
In this wide area, keep going until you get near the containers - more foes
to deal with. The containers sometimes drop Photon Charges. After you grab
they Key, bring the fence down and follow that path down. This circular area
caps off with Ollakas and Goshins, and the usual Info Key for the door ahead.
Go through it when it's over.
_________________________________________
Mizuraki Conservation District: Block A-4
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Watch another scene, where you'll meet a new enemy - the Tengohg. Karen and
Maya won't be able to help, though. These guys are fast, hardy and they fly,
and you should be aware of their swoops. But at this point in the game, you
should be high level enough to quickly dispose of them - when the battle
starts, if you start using ranged weapons it should go down quickly before
it even gets close. Otheriwse, Ice the perp.
After the battle there will be another scene. When it's over, just take the
door in front of you.
_________________________________________
Mizuraki Conservation District: Block B-1
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Another scene, this time with Curtz again. After all that, you'll be near a
save point and healing plate. If you need to return to Ohtoku, go north on
the map to find the door at the far end. Otherwise, make sure you save then
go through the door in front of you and get ready for a tutorial and a Trial
soon enough.
Note: Once you go through this door, you can't return to the previous areas
in the Mizuraki District.
_________________________________________
Mizuraki Conservation District: Block B-2
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Watch the scene. The next mission is similar to the SEED purification on
Raffon, except the Seeds are already visible - what you need to do is search
and find hotspots on the ground, only from which you can target and then
neutralize the nearby Seeds. Maya will give you a Photon Reflector and a
tutorial on how to do this.
The hotspots are fairly easy to spot, since they're of a warm color among
cold ones, and looks like a targetting reticule. Also, while on top of the
hotspot, it's easier to face the Seeds if you use first-person mode.
_______________________________________________________________________________
[PSUTRI12] Trial 12: Purify the SEED and hurry to the crash site!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to beat: 15:00 minutes
Enemies to kill: 58
Number of purified SEED-Cores: 4
Notes: As soon as you finish the tutorial, run to the door to get a head
start.
Fire time! Depending on how well prepared you are, this Trial may be
a breeze or quite hard. Fire variants, from Bullets to PAs, will be a
huge help against all enemies here. The opposition will be stronger
and numerous, they can *all* use freeze attacks on you and you'll be
under the pressure of time. Also, like the previous contamination
mission, there will be small "pools" on the ground, except these can
freeze you, which may leave you vulnerable to even more Ice attacks.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From the starting point of the ice contamination, go through the door ahead,
then another one to meet some Gohmon. These can, as expected, use Ice attacks
that freeze you on the spot.
Once they're down, go left and down the hill to fight two more Gohmons and
harder, icy varieties of Goshin. When they're down, face another batch of
Gohmons and Goshin, then take the Key they drop and hurry to the locked door
to the right and up. When you enter, hurry to the teleporter on the right.
In this area, four Gohmons will attack, and then deal with two Goshin and an
Ice variant of a Tengohg. When they're down take the next teleporter, east on
the map.
Here, go forward to find the first Core but deal with two Gohmons first. When
you can, get near the iced, spiky pool and scan around just ahead of it, just
very slightly turned west on the map. As you get near the hotspot, three more
enemies will appear. Kill'em quick but don't go after the Key just yet.
Get on top of the hotspot to get rid of the two nearby Seeds. After that, you
will notice the Core itself is surrounded by Seeds - one to the left, another
to the right. Go to the left one first, then goggle the ground near the two
frozen plants to find the hotspot and take out the Seed. As soon as you do,
don't budge - from this *exact* spot, use the Goggles again to find the next
hotspot to the left of the Seed on the other side. Tag it, then take out the
Seed and finally, this Core. After that, go grab the Key and take the door.
Here, three Gohmon, two Goshin and then two Tengohg are all that stands in
the way of unlocking the door to the next area.
_________________________________________
Mizuraki Conservation District: Block B-3
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As soon as you enter, use the Googles and look to the right - there is one
hotspot next to the Seed. Tag it then do away with the Seed. The next hotspot
is between the Core and the Seed with two icy pools next to it. When you can
use it take out the two Seeds around it. To find the last spot for this Core,
run up the hill - it's a little bit to the left of the Seed and its pool,
close to the bush. Tag it, use it, destroy it, rush to the Core and whack it.
Now go back up the hill again and rush to the left path. Kill the Gohmon on
the way, then keep running along the path.
The next hotspot is before the first Seed itself; if you use the Goggles
before reaching it, it will seem as if it's to its left. Handle that, then
look for the next spot to the left of the second Seed, in the same direction
as the Core is in but a bit before it as well. Note that while you can see
two Seeds, you can only take out the second one. To find the last spot for
this area, stand still on that hotspot and look with the Googles to the right
of the Core, then get near it so it can be tagged. After you do so, you can
either quickly take the down these two Seeds and the Core, or take care of
the enemies that appear in the background so there are no surprises.
Concerning the enemies, you'll find three Gohmon and one Tengohg, then three
Goshin. After them two door are unlocked, take the one that is facing south
east on the map - the other one has a dead end with containers.
When you enter, kill the two Gohmon that appear and find the first hotspot
to the left of the first Seed. Still standing over it, use the Goggles
to look to the right of the second Seed down there - that's where the next
hotspot is. When you start descending towards the Seed, three more Gohmons
will spawn. Deal with them, the spot and the Seed, but instead of going
forward, go to the south west on the map, and take the teleporter.
In this next area, fend off against Gohmons, then Tengohgs, and when they're
dead, take the door that opens, then take the teleporter inside.
Once you're back into the main area, proceed forward past the Core - the next
hotspot is right between the two Seeds. Before tagging it, deal with two
Gohmon and a Tengohg. Then finish off the Seeds, the Core, grab the Key, and
take the door. In this next area fight off more of the same: Gohmon, Tengohg
and two Goshin.
Rush to the the next door and the Trial ends.
_______________________________________________________________________________
Trial 12: Ice contamination area cleared!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: AUTOGUN, 7500 Meseta, 80 Mission Points
A-Rank Rewards: 3000 Meseta, 50 Mission Points
B-Rank Rewards: 1000 Meseta, 30 Mission Points
C-Rank Rewards: 20 Mission Points
__________________________________________________
Mizuraki Conservation District: Shuttle Crash Site
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Watch the scene, then notice the healing plate, Photon charger and save point
to the right. Then follow the only nearby path to the crashed shuttle. Watch
another scene, then go left along the long path, and enter the door.
_________________________________________
Mizuraki Conservation District: Block C-1
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Take the path upwards to find a locked door guarded by enemies, which are now
the regular, non-Ice type. Defeat the two Gohmons and a Tengohg, take the Key
and go through the door. There are two containers to the far west of the map,
by the way.
In the next section, go forward and take on more Gohmons, then three Ollakas.
Their deaths activate a teleporter to the far end of this path, which you
need to take anyway.
Here, take a few steps forward then stop and look behind you - there are two
teleporters, which will be important in a bit. For now, keep going forward
and notice a left and right path up ahead. As you get closer to the center of
the area, two Ollakas and the Tengohg will drop by. Killing them will drop a
Key and activate the teleporters you came from.
Head back to those and take the one on your left. You'll be in a narrow area
with some containers - just follow the path to find an Info Key and another
teleporter. Take the Key then the teleporter. You'll be back in the main area
again. Now just deactivate the laser barrier on the right side, and keep
going until you see three containers. The HARISEN is on the right one, and
smashing the others will summon several Gohmon that surround you.
Make short work of them, then retrace your steps out of this area and towards
the other laser fence.
Now, just deactivate the one on the left and follow the path upwards. Several
Ollakas will appear in the distance and run in your direction. After they're
dead, keep going. The left path has two more containers, while the right one
goes up the hill and to a locked door. Be ready for two more Gohmons and a
Tengohg, then grab the Key and enter the next area.
_________________________________________
Mizuraki Conservation District: Block C-1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Go right and up the hill to find more containers and enemies. After that,
keep following the path upward. Killing the two Ollakas and the Tengohg net
you yet another Key, so proceed as usual. Keep moving, dealing with two more
Gohmons, then go right and follow the only path available to some more
containers and two Gohmons, followed by three Ollakas. The door on the left
will open, so go through it, but don't forget the locked door to the far
right.
Go down, take a right and there will be a laser fence. Several Gohmons will
come down from the right - kill them, then the fence goes down. Sometimes
it's possible to find a [B] Blaster on the containers to the left of the
fence, too, so take a look to be sure.
Now explore the way they came from - at the end of the small cave, grab the
Key then go back down. Follow the long path the fence was blocking to find
another cave, if you wish; inside are two small rooms with containers. Note
that breaking containers in the farthest room will spawn three Gohmons once
you leave the cave, and two Ollakas plus a Tengohg spawn a bit after that.
Otherwise, return to the locked door you saw moments ago. From where the last
laser fence was, go forward and up through the door, then left. Unlock it,
then move towards another locked door to be greeted by three Gohmons, which
are followed by three Ollakas. Once they're dead, go through the door.
Note: This door also leads you into an area that locks you out of these past
sections in Mizuraki. If you want to get item or box drops from them,
retrace your steps to the Shuttle Crash Site, save, then reload.
_____________________________________________
Mizuraki Conservation District: Onmagoug Nest
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First thing to do here is to save. You can return to Ohtoku if you want to,
just go back the way you came. When you're ready, keep walking past the save
point for another scene, then a fight with three Tengohgs. After that comes
a Boss and a Trial.
_______________________________________________________________________________
[PSUTRI13] Trial 13: Defeat the Onmagoug!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to beat: 2:00 minutes
Enemies to kill: 1
Notes: Onmagoug may be hard if you're underpowered. That shouldn't be the
case, but it's a possibility. Its patterns are many, and nearly all
catastrophic for the team. It flies, first of all, which means it's
tricky to get a lock on him. Spitting fire and throwing rocks (or
Ollakas, which amount to the same) are other things to expect.
It will also land from time to time, but doesn't stay on the ground
for long. As expected, that's the best time to attack it.
Its weak spot, as with any flying creature, are the wings. Onmagoug
is very strong, but shooting the wings can make it drop like a stone
on the ground - it will take a bit to get up, and is the best time to
go in for the kill. If you're fast enough at the start, you can hit
them so he stumbles, giving you a better chance to get some hits in.
As long as you deal damage quickly, there souldn't be any problems in
getting the S-Rank.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Three things to keep in mind during this Trial. First, you need to act fast.
Second, any Type should come here equipped with at least one ranged weapon.
Third, you can only count on Hyuga as a backup partner at the start, though
Maya arrives shortly after.
Handguns, Twin Handguns, the Autogun you (hopefully) received from the last
Trial, or the Tengoh Bow (if you managed to get one from Tengohgs) are all
good choices, better yet if you use appropriate Bullets.
A better weapon here would be the Blaster, which you can either buy or make
if you found a Board in the last area, but one which only Hunters and Rangers
can use. Everyone absolutely needs to use the Ice element, as that's another
of his weaknesses.
Do your best to clip its wings, then blast away with everything you have.
_______________________________________________________________________________
Trial 13: Defeated the Onmagoug!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: RISING FURY, 7500 Meseta, 80 Mission Points
A-Rank Rewards: 3000 Meseta, 50 Mission Points
B-Rank Rewards: 1000 Meseta, 30 Mission Points
C-Rank Rewards: 20 Mission Points
After all that, watch the following scenes and that's a wrap for Chapter 5.
_______________________________________________________________________________
[PSUCHA06] Chapter 6 - Captives of Moatoob
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Rewards: - Access to Clothes Shop
- Free Mission: "Cargo Train Rescue"
- Free Mission: "Mizuraki Devastation"
- PPT Access to Moatoob
- Tonnio Rhima's Partner Card
- Leogini S. Berafort's Partner Card
- Kubara Wood (S-Rank Trial 14)
- 9000 Meseta (S-Rank Trial 14)
- Palasra (S-Rank Trial 15)
- 9000 Meseta (S-Rank Trial 15)
- Stella / Power S (S-Rank Trial 16)
- 9000 Meseta (S-Rank Trial 16)
Watch the scene. You'll learn that your next mission is in Moatoob. Later,
another scene, this time between Pete and Ethan. After the dialogue, you'll
gain access to the Clothes Shop. A transmission from Hyuga directs you to
the Central Table, so go there when ready.
___________________________________
Clyez City 1st Floor: Central Table
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Just head to the center of the plaza. Get near Hyuga and a scene will start.
And no, it's not possible to renew the Guardian's License beforehand so Ethan
isn't talked down by Tonnio. After that, take the elevator to the 4th floor,
then enter the Guardians HQ.
____________________________________________
Clyez City 5th Floor: GUARDIANS Headquarters
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Go to the counter and talk to Mina - you'll renew your License and are now
able to travel to and from Moatoob. When all is done, leave.
___________________________________
Clyez City 4th Floor: PPT Spaceport
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Go to the Moatoob PTT Gate and travel there.
_____________________________
Dagora City: Central District
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Watch the scene. From your starting point, you'll find Clothes, Parts and
Synthesis Shops to the left path, along with the third and last conglomerate,
Tenora Works. Following the right path, you'll find the Guardians branch, a
Photon charger, a save point and the Flyer Base. There is also Gawik's Pub
at the end of the path to the left of the save point - it's irrelevant until
a certain chain of events during the last Chapter.
When you feel like it, drop in the Guardians branch.
_______________________
GUARDIANS Dagora Branch
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Watch the scene, then the next one in the Meeting Room. You'll meet another
scientist, Dr. Tomrain. You'll need to investigate some mines in the Moatoob
desert. The mission "Kidnapper inquiry" is now available at the Flyer Base
in Dagora. You'll then receive Tonnio and Leo's Partner Cards. After that,
exit the branch.
_____________________________
Dagora City: Central District
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
So what to do now?
From this point on, synthesis becomes much more viable since Fire, Lightning,
Ice and Ground-based photons are now available. Some of the advanced weapons
and line shields now on sale across all three Synthesis Shops will be made
available later on, but as always, you have a chance to make some now, with
the bonus of applying elemental damage or defense on them and learning any
associated PAs sooner.
Players interested in Claws and Knuckles should consider the Misaki and Gudda
Brana. The Brana can be bought from Tenora Works but it's one of the easier
weapons to create, as items for it are widely available and affordable. The
Misaki requires Peparian and Neu Ash, but fret not, since these are easy to
obtain. Peparian can be made with a Metal Converter C -> B and inserting some
Carlian, while Neu Ash is created with a Wood Converter C -> B and choosing
Neu Wood as the ingredient.
Those looking for Shotguns can either buy a Shigga Wadda at Tenora or buy a
Board for the Shigga Bigul. The Bigul is a better choice, and to get some Mot
Ash, all you have to do is buy some Wood Converter C -> B, then use Mot Wood
with it. Meanwhile, the Repeater is a step up from the Greasegun and is easy
to create as well, so long as you have Par Ash. If not, use the same kind of
process described above for Mot Ash, but replace Mot Wood with Par Wood.
Advanced line shields now available are the Megaline, Me-senba and the Rabol
Mega. These might stump you for a moment, since they require Nanocarbon. It's
entirely possible you found none until now, or only a very short amount. The
item description mentions it's found on Parum but your best chance of finding
some is by killing Ageetas in "Mizuraki Devastation", a Free Mission unlocked
at the start of the current Chapter. A handful of runs might net you around
20 or so, more than enough.
Regardless, what really matters when creating them is that during this next
story mission, the most damaging elemental attack will be Fire. Enemies are
varied, though, and their weaknesses range from Fire to Ice and Ground. So
whatever you do, be sure to remember that when crafting equipment. I suggest
just going with Fire as your line shield attribute; I created a Rabol Mega
with 60% Fire element on my first try and never once was afflicted with the
Burning effect, despite being hit with Fire regularly.
When you're ready, go to the Flyer Base to the right of the branch, select
the mission, and off you go.
_______________________________________________________________________________
[PSUSTO05] Story Mission 5: "Kidnapper Inquiry"
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Board Drops: [B] Gudda Brana
[B] Ryo-Stizashi
Enemy Drops: Shigga Wadda -- Kog Nadd
Stella / Power S -- Lapucha
White Glove -- Rogue (Jasse), Rogue (Ogg)
Rabol Stella -- Vanda
Inverter Circuit -- YG-01Z BUG
Soda Brekka -- Gohma Methnas
_______________________________________________________________________________
____________________________
Galenigare Canyon: Block A-1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Watch the scene. As soon as you can move, look to the left for a save point.
Your path is between the mountais ahead, so start moving. Pretty much every
enemy here will use fire-based attacks, and you'll get your first taste of
that with the two Vandas that come up ahead. Keep following the path until
the two laser fences. Lapuchas, owl-like enemies that can burrow underground,
will also come up.
When they're gone, both fences will go down. First, take the one to the left.
Up the path, Lapuchas will be joined by Jishagaras. Note the three containers
nearby. Once that's done, go back to the other fence and enter that area
beyond it. As you cross the fence, three Vandas will start coming down the
rocky bridge to the right. Finish them, then move up ahead to meet more
Jishagaras and Lapuchas. Kill them, grab the Key and bring down the fence
nearby. There are some containers to the right of this area, on the other
side of the faux rock wall you saw when crossing the bridge. When ready,
cross another bridge and deal with more Varas.
Another splintered path. To the right is an open space with some rocky
formations, up ahead is another area going up. Go to the right first, past
the rocks to meet more Vandas, then follow the path down for six Lapuchas and
three containers. Go back to the open area and take the high path now. As you
start going up, a group of Vandas will come down. You should pay attention to
the King version, who - much like the Vahras - will act as a leader of sorts.
During combat, his friends will surround him and then create a wall of fire:
the "leader" will cast Shifta while the "troops" will spit out fire, as if
from a flamethrower, into several directions. This kind of group is fairly
common around here, so be alert to this maneuver. Take them down, grab the
Key then deal with another fence.
Up ahead, more Vandas, then containers and a door to the left (north east on
the map). Go through the door.
____________________________
Galenigare Canyon: Block B-1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Make use of the healing plate and save point ahead if you need to, though a
Trial will start as soon as you follow the path up.
_______________________________________________________________________________
[PSUTRI14] Trial 14: Clear the canyon area and hurry to the coal mine!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to beat: 15:00 minutes
Enemies to kill: 84
Notes: When the Trial starts, forget about going back - a laser fence will
block your path.
This section isn't very long, but enemies that hit hard, multiple
paths and the need to retrace your steps conspire to make this one of
those Trials where you need to stay focused.
In the final area of the Trial, there will be three rooms with enemies
inside them. If you destroy the lefthand boxes on the middle room, an
Info Key will drop down. My advice is to ignore it, since it merely
unlocks a room with containers and it's a waste of time.
Finally, Boards for the Gudda Brana and Ryo-Stizashi are found during
this Trial in some boxes. It's your call if you want to get these.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Go up the path and deal with the Lapuchas and Vanas that appear. There will
be two rocky bridges nearby, one straight ahead and another to the right.
Take the bridge to the right, take down the two Vandas and deal with a group
of them on the plateau with the rocks. Kill those then go behind the rocks
to find an actual bridge. Run to the other side to find four Lapuchas, coming
from the left. Now go back to where the Trial started and take the other
bridge.
Taking the second bridge, go down and deal with a group of Vandas, then go
right to fight Lapuchas and a new enemy, the Kog Nadd. If you looked at it
and thought "that looks tough" or "I bet it can ram and stun me", well,
you'd be right on both. Kill it and its pals to get a Key. Deactivate the
fence nearby and go up the bridge to find two Vanas. Once you reach the end,
another Nadd will appear, surrounded by Lapuchas. Deal with those, then take
down the fence to the right with the Key they drop.
Cross another bridge now, then prepare for a Vanda group amidst the rocks
ahead. Once they're down, you'll notice a laser fence straight ahead - for
now go right, across another bridge. Two more Vandas, then another Nadd and
Lapuchas await you on the other side. Boards for the Ryo-Stizashi and Gudda
Brana can usually be found in the containers behind this group of enemies.
Take the group down, grab the Key and return to the fence.
Up the path, four Lapuchas will make an appearance, followed by two Nadds.
As usual with creatures of this type, focus on one of them first, then deal
with the other. Grab their Key, unlock the door then go through it.
____________________________
Galenigare Canyon: Block B-2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Run forward. At the bridge's T-Section, go right first. When you get off
the bridge, deal with another Vanda group. To the left will be a laser
fence so go forwad and up the path ahead. When you defeat another Nadd and
two Jishagaras, just ignore their Key and retrace your steps back to the
bridge you used to get here.
Once on it, just go forward, in the direction you ignored earlier. Vandas
and Jishagaras will be on the other side. After those, move forward for two
more Vandas but note that more will start appearing from the far right, and
a Kog Nadd joins the fray soon enough as well. Grab the key, go across the
bridge, then another Vanda group comes up. Once they're out for the count,
cross another bridge. Take the left path first, with the teleporter at the
end.
Once on the other side, keep moving then meet another Nadd and two Jishagaras
at the end. They'll drop a Key when dead - once you have it, return to the
teleporter. By the way, the containers to the right may drop Photon Charges.
When you teleport back, take the left side of the bridge and unlock the door
at the end. Use the healing plate to the right of the door *ONLY* if you
think it won't cost you too many seconds. Once you go in, a lone Vanda will
come up at towards the end of the corridor. After he's gone, take the exit
ahead.
You'll be outside again. To the left is a path with doors nearby. In order,
take the first one to find two Vandas, the second one to find another Vanda,
then the third for a Nadd who will generate an Info Key when it's killed.
Take it then from this last door, exit then go right towards the locked door
at the far end of this area. When you get closer, two Vandas and a Nadd drop
by to say "RRARGH". Kill them, unlock the door with the Key, then go through
it - you've finished this Trial.
_______________________________________________________________________________
Trial 14: Canyon area cleared!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: KUBARA WOOD (don't waste it!), 9000 Meseta, 90 Mission Points
A-Rank Rewards: 3500 Meseta, 60 Mission Points
B-Rank Rewards: 1200 Meseta, 40 Mission Points
C-Rank Rewards: 30 Mission Points
____________________________________
Galenigare Canyon: Old Mine Entrance
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
And breathe. Then keep walking forward for a scene.
__________________________
Galenigare Mine: Block A-1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When you enter, note both the save point and healing plate to your left.
Diga will start to come on their own here. Very useful against every
Lightning-based enemy, naturally, but will also reveal itself as one of the
more damage-dealing TECHS in the long run. It will be useful against several
robotic enemies along the way, and a Boss later on.
From here, you'll see an open door to the far right and a locked one to the
farther left. Follow the path ahead but before you can go anywhere, Vandas
spawn in front of you. Deal with those, then more Vandas and two Jishagaras
will come from the left. Kill'em and grab the Key but go back to the first
unlocked door you saw. Follow the path to a room with five Lapuchas in it.
Mow those down then check the boxes if you will. Now, go all the way back to
the locked door.
Once through it, follow the path down. Two Vandas will appear here, and going
all the way down you'll confront some Lapuchas. As you fight these, a group
of Vandas will appear further ahead - don't move towards them, just hold your
ground fighting the Lapuchas so that the Vandas will come to you. This avoids
getting the captain's attention, but feel free to get it once you've dealt
with his troops. Grab the Key after all that and bring down the fence.
At the next crossroads, go right and take the double doors at the end to
reach a room with Lapuchas and Jishagaras. Kill them to reach the Key nearby,
then exit and take the other path in the crossroads. At the end, be ready for
some more opposition, then keep following the only possible path down. Now,
go right at the end and a group of Vandas will attack. Dispatch them quickly,
grab the second Key you need for this door and go through.
__________________________
Galenigare Mine: Block B-1
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There's a save point ahead but don't cross the bridge for the healing plate.
Doing so starts another Trial, so use any items or TECHS you may have, and
then save. Also note that besides the Trial, there will be two Boss fights -
all of this without being able to save between them.
When ready, just cross the bridge.
_______________________________________________________________________________
[PSUTRI15] Trial 15: Watch out for traps and head for mine's inner core!
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Time to beat: 13:00 minutes
Enemies to kill: 70
Traps destroyed: 8
Notes: Another tricky challenge. Besides a high bodycount, you also need to
find Traps laying about in the mines. It took me a while to figure
out what the game meant by "traps" because while the attention is
solely focused on the hidden mines, the actual traps you need to take
down are the turrets.
Of course, the mines are also an issue, but only because they chip
away at your HPs. I'll point out where they are, since several fights
will be in close proximity to them. If you want to be faster, just
ignore the mines, focus on the turrets but don't forget to heal up as
you go.
Much like the contamination Seeds, you have to find the mines with
your Goggles, tag them and then destroy them. Be careful because in
some areas, enemies will try to draw your attention - or worse, that
of party members, who might run blindly ahead and detonate the mines.
When you find and tag one, take it out with ranged attacks.
Enemies from the Milate 04 mission will return in these areas, and
packing more of a punch. Rogues are back, and the robots will be
upgraded - so will the explosions that knock you away when they are
destroyed.
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After you cross the bridge, there will be two paths - one left, another
straight ahead.
Take the one straight ahead and a turret (1) will appear. Deal with it, then
open the door but DON'T rush in. Take out your Goggles and find a mine in
front of you. Once it's destroyed, place yourself where it was then goggle
the rest of the path - there will be three more, right down to the one near
the boxes. Once they're gone, go to the boxes and hit the one on the front to
bring out some Gohma Methnas.
These are pretty much the same as before - mobile robots, but now using
flamethrowers. Once they're scrap metal, ignore the door that opens nearby
and rush back to where the Trial started. Once you're there, another mounted
gun (2) will come up as you arrive at the door.
Open the door but don't rush in - stop, take out the Goggles and spot another
mine in the air. Destroy that one, then carry on. On the other side you'll be
attacked by five Rogues, three swordsmen and two gunners. More Methnas will
arrive from the left, so make short work of them to receive another Info Key.
Use it on the locked door further down.
Open the door and goggle for another mine right in front of you. Once it's
clear, go along the path - another mounted gun (3) will be around the corner,
in front of a door. Ignore the door for now and go left at the crossroad.
Use the Goggles before coming out of this small corridor, as the next Trap
can be found hovering near the boxes further ahead. Take it apart, then hit
the first box - more Methnas will spawn. Kill them, take the Info Key, then
go back to the open door where the turret was.
Once inside, fight off the three swordsmen Rogues and several Methnas to the
right of the room, which will unlock the nearby door. Once inside, don't run
towards the gunning Rogues. Get to about halfway of the room and pelt them
with ranged attacks; once they're gone, find another mine towards the end of
this corridor.
Run into the large cavernous hall and fight six Rogues, then some more
Methnas. Once they're gone, an Info Key will drop down near the far away
door. Before taking it, go to the door opposite the one on the far back -
you already have the key, after all. Enter and deal with the turret (4)
ahead. Look to the right path with your Goggles to spot another mine, then
run to the crates in the round room ahead to finish off another turret (5).
Destroy it, then return to the large hall. Grab the Key then go through
the door.
__________________________
Galenigare Mine: Block B-2
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Once here, there's a door straight ahead and a bridge to the right.
Take the right path first but before you cross the bridge, use the Goggles
to spot two more mines ahead. As you are about to reach the other side,
a group of Methnas will appear. Short circuit them then grab the Info Key.
Now go back to the open door, on the far right side, and hack away at two
more turrets (6, 7). Once again, open the door and spot two Traps in front of
you with the Goggles. Dispose of them, then carry on. In the next large area,
confront several Rogues. A Key will drop when they're terminated. Take it,
then you're left with the choice of going forward or right.
Go forward first. The last turret (8) will appear ahead and after that, there
will be another area with Rogues; during the fight,the swordsmen variety will
pop up. Be careful not to get anywhere near the boxes as there is a mine
above them - ditto for the crates to the left. Try handling these enemies
without entering the larger part of the cave, since party members, for some
reason, tend to to run up to the boxes.
Once that's done, return to the previous area and bring the laser fence down
and find another mine floating a few steps ahead.
There are three other mines close by. One is hovering near the set of boxes
just to the right, while the other two are close to the Rogues and Methnas
further down and to the left - one on each side of the cave walls.
Try drawing the enemies close to you without having to fight near the mines,
though it's possible to tag and destroy them, then continue the fight. Once
they're down, walk towards the door and another group of Methnas will appear.
Take these out, then grab the Key and open the door.
Going through it ends the challenge.
_______________________________________________________________________________
Trial 15: Arrived at the mine's inner core!
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S-Rank Rewards: PALASRA, 9000 Meseta, 90 Mission Points
A-Rank Rewards: 3500 Meseta, 60 Mission Points
B-Rank Rewards: 1200 Meseta, 40 Mission Points
C-Rank Rewards: 30 Mission Points
___________________________
Galenigare Mine: Inner Core
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Before continuing, know that there will be two Boss fights in a row. If you
want to, return to the previous two areas where the Trial took place and bust
open any crates you left untouched for supplies - enemy drops will also be
on the ground. If you're out of Photon Charges, just stand still for a while
while your PAs recharge. It takes a while but it's better than charging in
with your pants down.
Also remember that there was a healing plate at the start of Block B-1.
Assuming you're ready and are in the Inner Core, walk forward and another
scene starts. The Vols are back for another fight. There's no Trial involved,
which is good news. On the other hand, they are all tougher than before -
hopefully, so are you. Same patters still aplly, so just focus on Hiru first,
then deal with the others.
Tip: If you have the Ra-class of TECHS at a fairly high level, it's quite
possible to take out Hiru and Do simply by spamming any of them at the
start. Since those TECHS have an AoE and the brothers take a few seconds
to start moving, they'll hit Hiru and Do fairly well - No is the only
one that poses any kind of threat since he moves around more.
After that, another scene and another Boss fight. The YG-01Z Bugs seem hard
but don't be fooled by seeing too many - they all share the same hitbox, so
hitting one is the same as hitting all of them. There will be three swarms,
all weak against Diga though Foie is a good second call. After they're done,
watch another scene and deal with yet another swarm.
Several scenes will play out, and then Ethan and Tonnio will be joined by
Liina.
__________________________
Galenigare Mine: Block C-1
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You're back on Block C-1. There's a save point ahead, finally, along with a
Photon charger and healing plate. Use what you need, then continue through
the door ahead.
In the next room, deal with two YG-01Z Bugs then go down the narrow rocky
bridge. There are some containers to the left of a passage. Following in this
trail, a variant of the bugs will appear - the YG-01K BUGGE. Deal with those
than continue onward to the bridge ahead. Once on it, ignore the right path
leading to the door and go to the other side to find three more swarms of
YG-01Z. The containers here may drop Photon Chargers. After that, get on the
bridge again and take the other path to the door.
You now have two choices. One is to go through the door ahead, towards your
objective - Liina will confirm you're on the right path by saying that the
exit will take you to the door. Another is to explore an optional branch of
the Galenigare Mines, to the far right, to gain some more experience.
If you want to get on with the program, just skip this next section; if not,
read on.
_______________________________________________________________________________
[PSUOPTI2] OPTIONAL: Further into the Galenigare Mines
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While still in Block C-1, go to the far right, east on the map, to confront
two swarms of YG-01K. After that, go through the door - Liina will say this
path just leads to a "dead end", but pay no attention.
__________________________
Galenigare Mine: Block D-1
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Follow the path right, then down to meet some more YG-01Ks. When you dispose
of them, a Key will drop down. Grab it, then take the bridge to the left -
you still need another Key to open the door after the bridge on the right.
At the end of the bridge, fight off three more YG-01K swarms then proceed to
the right. Two more choices again. Ignore the right path for now (but
forget there's a locked door in there ) and go straight forward, then up.
At the top, deal with a Kog Nadd and four Lapuchas. Take the Info Key then
go back down the path, returning to the bridges instead.
At the end of the other bridge, use both Keys on the door then go inside.
A group of Lapuchas will come up, and a couple more will spawn moments later.
When they're done, follow this cave's only path towards some boxes and a
locked door. Halfway there, another Nadd and three Lapuchas appear. Kill
them to unlock the door, then go through it.
Here, three YG-01K swarms will come up from the right. When that's done,
follow the left path across the rocky bridge to confront a Nadd and four
YG-01K groups swars. Just make sure you're now surrounded - you're better off
focusing on the Nadd first since the swarms take a few more seconds to become
active in battle.
After those, a Key will drop and it's time to backtrack a bit. You need to
return to the previous areas, across both bridges and finally take that path
to the locked door I told you to remember. If you check your map, you should
see a locked door or undiscovered pathway to the north east - just follow the
only available course through the level and get there. Once you arrive, fend
off three more YG-01K groups, then enter the next section for yet another
swarm of three YG-01Ks, and some containers - Photon Charges may be found on
these.
Nothing more to do here. When you want to leave, just return to the bridges -
after you go through the first, take the path right and up, north west on the
map, and back onto Block C-1.
Like the optional section in the RELICS site, this one can also be repeated.
Note that when returning to C-1, all enemies of that block will respawn, so
remember that if you plan on going back to the healing plate and save point.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When you're ready, go through the door to the dock.
_____________________________
Galenigare Mine: Landeel Dock
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Watch two scenes, then get ready for a Boss and Trial combo.
_______________________________________________________________________________
[PSUTRI16] Trial 16: Defeat the Grinna Bete S
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Time to beat: 2:00 minutes
Enemies to kill: 3, but the game only counts time spent on the Trial.
Notes: Diga plz!
Time and timing are very important here. Diga works wonders against
the Grinna Betes, with Jellen, Deband and Zalure being obvious choices
as buffs/debuffs. I wouldn't bother with Shifta since only Tylor will
be on your team when the fight starts, and the atrocious AI will make
sure he'll miss more than hit.
If you don't have Diga, just stick to using your highest level TECHS,
even the Lightning element, if that's all you got. The Nos-class of
TECHS might seem a nice idea but you will likely waste a lot of time
waiting for it to tag and damage the Grinnas. I'd also avoid using the
Dam-class of TECHS since they require you to be close to the target.
Rangers should use Ground Bullets; a Shotgun would be a good choice
if you manage to get the Grinnas close together, such as at the start
of the fight. Just remember they will split up soon after. Handguns
and Machine Guns are good weapons too, and so are fast melee weapons
and Skills. If you have Spinning Break, use that instead of Tornado
Break.
Meanwhile, Hunters should have strong weapons and PAs ready for a
single Grinna, and a more agile backup for times when they might be
surrounded. Twin Sabers are effective; the Palasra from the previous
Trial is a good choice too, provided you got it.
The Grinna S with blades will, of course, try to slash you but it will
also dash around the area, eluding your blows. The other two will jump
around, fire rockets and use machineguns.
Other party members will arrive around the one minute mark, but don't
count on them doing all the work.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There's no best course of action in this battle other than being quick about
it. Not just because of the Trial - the Grinnas are fast and if you're not
being effective, you'll be punished hard.
At the start of the fight, all three of them will be hunched together. Take
advantage of this either to attack or buff yourself, since they'll separate
soon after. Otherwise, avoid engaging the Grinnas from the front since they
can push you back with rockets, likely incapacitating you, and make you lose
time with their machineguns.
Ideally, you should take down the Grinna Bete with the blades first, since
it's the more agile and dangerous one. Try luring it away from the other
Grinnas with ranged attacks, then unleashing everything you got. Of course,
the other Grinnas can attack from a distance, but their ranged attacks have
limits - they can't attack from the far side of the screen, for instance.
Just don't take them for granted and you will do fine.
______________________________________________________________________________
Trial 15: Defeated Grinna Bete S!
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S-Rank Rewards: STELLA / POWER S, 9000 Meseta, 90 Mission Points
A-Rank Rewards: 3500 Meseta, 60 Mission Points
B-Rank Rewards: 1200 Meseta, 40 Mission Points
C-Rank Rewards: 30 Mission Points
Watch the scenes that follow the battle, then Chapter 6 comes to an end.
_______________________________________________________________________________
[PSUCHA07] Chapter 7 - Photon Sealing
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Rewards: - Free Mission: "Frozen Woods"
- Free Mission: "The Pandemonium"
- Able to select hotspots on each planet
- Innocent Slacks (S-Rank Trial 17)
- 10000 Meseta (S-Rank Trial 17)
- Double Saber (S-Rank Trial 18)
- 10000 Meseta (S-Rank Trial 18)
- Real Hand Gun
- Twin Real Handgun (S-Rank Trial 19)
- 10000 Meseta (S-Rank Trial 19)
Another scene opens up Chapter 7. You can ask Pete about recent events and
check the Vision Phone as well - more Free Missions are now available. Once
you're ready, leave the room.
___________________________________
Clyez City 1st Floor: Central Table
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Watch another scene, this time with Lumia. After that, go to the 4th floor.
___________________________________
Clyez City 4th Floor: PPT Spaceport
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One undocumented feature of the game is that you can now travel to hotspots
on each planet, even on the Guardians Colony. Just select Neudaiz - you can
now choose between Central District, Yohmei Shop or the Guardians Branch.
Each main location of the game will allow you to do the same. For now, go
visit the Guardians in Neudaiz.
_______________________
GUARDIANS Ohtoku Branch
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Watch the scene.
___________________________
Ohtoku Branch: Meeting Room
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And two more scenes. The mission "Karen's Rescue" is now available from the
Flyer Base in Ohtoku. Leave the meeting room and head outside.
_____________________________
Ohtoku City: Central District
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Before heading out to the Shikon Islands, do the usual rounds.
Regarding equipment, both the market and synthesis shops have nice additions,
although they're not all useful.
Hunters can create a Double Saber right away; there's one for free later in
this Chapter but it will be element neutral. Only downside is that there are
no PAs available for it just yet. Meanwhile, the Ryo-Stizashi is a good set
of Twin Daggers but it's a GRM product, meaning it's balanced between similar
offerings from Yohmei and Tenora. Check to see if it's up to your tastes; if
not, choose a different model.
The Jitseen is a good Saber for both Hunters and Rangers, and it's got a set
bonus with the Zeetline, a line shield on sale at GRM. When the armor is
equipped and the weapon is your active one, you get +120 to ATT, +60 to ACC
and +80 to DEF.
GRM also has a Shooter for sale, a step up from the Blaster, and Rangers can
now create the Laser Cannon and the Beamgun. You can use Zepotite for the
Cannon's "???" material, and Giganite for the Beamgun's "???" material. Both
can be bought or found on Free Missions such as "Mizuraki Devastation", the
same where you could find Nanocarbon, and "The pandemonium", unlocked at the
start of the current Chapter. Like the Double Saber, there are no PAs for the
Cannon yet.
You might spot the Real Hand Gun and the Real Twin Handguns in the Synthesis
Shops. You can get both for free in this Chapter - one in a box, the other
by S-Ranking a Trial. I'd advise against making a Real Hand Gun either way,
since it's inferior to the Beamgun. As for its Twin version, Yohmei's set of
Twin Handguns, the Ryo-Louktore, has more PPs but less ATT and ACC, so it's
really up to you.
Yohmei now also has the final TECH variety, Megid, and B-Rank versions of a
lot of weapons, including Swords, Spears, Twin Sabers and Bows, among others.
As for Tenora, they have B-Rank versions of other weapons such as Knuckles,
Shotguns and Crossbows. The Slyrod and Cubo Upinde in here are tempting,
though you can either buy them now or try to get lucky with enemy drops in
this Chapter as well.
As for elements, a fair number of enemies in the next story mission heavilly
use Ice attacks, while others are Ground-based and can use Fire. This Chapter
ends with a Boss based on the Light element, however. Good time for Forces to
start working on Megid, though Rangers and Hunters won't have any elemental
advantage over it, since there are no Dark-based Photons or Bullets yet.
When you're ready to carry on, form a party with only Hyuga and Maya, then
head for the Flyer Base. A scene will play out, then you'll be dumped in the
Mission Counter - you can leave the Counter if you still have things to do,
though. Otherwise, time to carry on by selecting "Karen's Rescue".
_______________________________________________________________________________
[PSUSTO06] Story Mission 6: "Karen's Rescue"
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Box Drops: Real Handgun (F)
Board Drops: [B] Misaki
[B] Shigga Bigul
[B] Repeater
Enemy Drops: White Glove -- Armed Servant (Taguba), Armed Servant (Ozuna)
Slyrod -- Bysha type-Koh21
Cubo Upinde -- Bysha type-Otsu32
Sta / Mind -- Gohmon
Stina-zashi -- Goshin
Giga / Legs S -- Kamatoze
Compadri -- Ollaka
_______________________________________________________________________________
_________________________
Shikon Islands: Block A-1
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Watch the scenes. You can pretty much guess what comes next. Anyway, look to
the far west side of the map for a save point. Use it, then ask Bruce for
some explanations on how to use the Floader. After that, get on it and ride
away in another Trial.
_______________________________________________________________________________
[PSUTRI17] Trial 17: Clear the swamp area with the floader!
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Time to beat: 2:30 minutes
Enemies to kill: -none-
Notes: Mini-game time! There's not much to suggest here. Just go as fast as
you can while avoiding the moving mines. The yellow power-ups give
speed boosts. You should do your best to chain these together to go
even faster - but there's also a chance you can't dodge some mines at
high speed.
I'll give directions, but you'll probably need to replay this section
anyway since it's something better played than explained.
Also, hitting one or two mines isn't problematic, but too many blows
will force you to restart - if you do, you'll start over on Block A-1,
with the timer still ticking.
Finally, if you fail and have to start over, open your map when you
reach an area - you'll see where you passed through before and will
get a general idea of where to go next.
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From your starting point, speed up while turning to the right. Keep going the
long path then turn left. You should see the first mine ahead, so do your
best to avoid it while making a soft turn to the left, making sure you grab
the first power-up.
Keep following the path, then turn to your right and go straight ahead, in
the direction of the lamp in the distance. There will be three mines on the
way - it might be a good idea to slow down and go around their left. After
that, go right to find another mine. If you're confident, take the first left
turn while dodging the mine, then grab the power-up and swerve to the right
to dodge the explosive; otherwise, take the second left, dodge the mine but
try grabbing the power-up to cut down on a couple of seconds.
Either way, continue past both of them into the next area.
_________________________
Shikon Islands: Block A-2
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Drive straight ahead in the direction of the big rooted tree in the distance,
but note that the two mines ahead have an X-shaped trajectory, with the one
drawing the horizontal line being the toughest to dodge. After them turn
right, then make a soft curve to the left. Ahead and slightly to your right
is a narrow path between two big trees; there's also a smaller path to the
left.
Ignore the one between the trees and take the one on the left. Take that
power-up then go at full speed into a narrower path straight ahead. As soon
as you get near the narrow opening, slow down and steer left to avoid the
mine at the center of the round section of the path, then speed up again
through the exit, grabbing another power-up.
When you're out of that last path, turn slightly left than go to the right.
A power-up will be close to the wall on the left, do your best to take that
and keep going north on the map until you reach the end of the area between
two large trees.
_________________________
Shikon Islands: Block A-3
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This will get slight tricky. There are three mines ahead and a power-up
sitting right between their paths. You can risk grabbing it if the Floader's
HPs are pretty high, though. In any case, go right after the mines then there
will be a choice - a forward, narrow path (north and very slightly east on
the map) or a wider canal to the right (east on the map).
Go forward, grab the power-up, then keep sliding to the left again, heading
for the mine and power-up between two more large trees.
At this point you're somewaht safe - if you keep going forward, you'll reach
the next area and the end of the Trial. Just watch for those mines.
_______________________________________________________________________________
Trial 17: Swamp area cleared!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: INNOCENT SLACKS, 10000 Meseta, 100 Mission Points
A-Rank Rewards: 4000 Meseta, 70 Mission Points
B-Rank Rewards: 1500 Meseta, 50 Mission Points
C-Rank Rewards: 40 Mission Points
_________________________
Shikon Islands: Block A-4
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Another cutscene with the party, then you'll be on dry land once again.
After the next scene, keep walking forward then turn right to discover some
Ageetas. These are the same you met in the Mizuraki District, complete with
Ice abilities, except at a higher level - this applies to most enemies in
this area. After them, keep going along and some Gohmons will spawn near the
containers. Once they're gone, go through the now unlocked door on the right.
Follow along to the left until you leave the small cave. A group of Ageetas
will be waiting for you, and four Gohmons will spawn soon after those are
dead. Kill them to bring down the laser fence behind them, then keep going.
Go round the small circular section with trees and containers to fight off
three Ageetas, then go down in the direction of the locked door in the
distance.
A new enemy, a Kamatoze, will appear. These are like knights, if knights had
their flesh fused with their mounts. Just be carefull with its two blades,
charge attacks and icy shockwave that lasts for a while - he's easy if you
use knockdown PAs. When he's dead, take the door at the end of the area.
_________________________
Shikon Islands: Block B-2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
First thing you'll see here is a locked door in the distance. Slightly to the
left of where you entered, a junction will lead right to the door, or left.
For now, go left and take the teleporter at the end.
Here, be ready to fight three Goshin. If you're fast, a high level PA with an
AoE can take them out quickly, or at least leave them weak enough. When
they're down for the count, grab the Info Key and leave via the teleporter.
Once back, just stick to the left path until you reach the locked door. Once
you do, turn right (south on the map) and bust open the container to the
right - four Gohmons will spawn behind you. Kill those, take another Key and
now unlock the door.
On the other side, go a bit to the left then more Gohmons will spawn in the
crossroad - two of them ahead and two others to the right. Kill the ones in
front of you then take down those on the right. Follow this path on the right
to find another set of three containers - the one on the right will spawn
three Goshin when broken. Take these out, grab the Key that drops, then take
to the crossroads again, this time turning right in the direction of the
locked door. Five Gohmons, including a King variety, will spawn nearby. Take
them out to deal with another Kamatoze, then it's time to grab the second Key
and go through the door.
_________________________
Shikon Islands: Block C-1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Immediately save when you reach C-1. If you need to return to Ohtoku, do so
now - you won't be able to do so for a while after this next section. When
ready, run to the cave ahead. Time to meet an old enemy and another Trial.
Watch the scene first.
_______________________________________________________________________________
[PSUTRI18] Trial 18: Defeat the Onmagoug! (II)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to beat: 1:30 minutes
Enemies to kill: 1
Fall frequency of Mirei: 0
Notes: It's Onmagoug again. You know how it goes - be fast. Try hitting its
wings when it's airborne, then rush it with your highest level PAs.
The only thing you need to watch out for is Mirei, since all it takes
is for her to be incapacitated once to lose 100 points, stopping you
from getting that S-Rank.
All previous tactics when you fought him the first time still apply,
including its weakness against the Ice element.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
It's the same fight as before, except Onmagoug is harder. Still, you know how
it goes. Ranged attacks on its wings, then once it collapses rush it with
everything you have. Keep an eye out on Mirei, too.
_______________________________________________________________________________
Trial 18: Onmagoug defeated!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: DOUBLE SABER, 10000 Meseta, 100 Mission Points
A-Rank Rewards: 4000 Meseta, 70 Mission Points
B-Rank Rewards: 1500 Meseta, 50 Mission Points
C-Rank Rewards: 40 Mission Points
_________________________
Shikon Islands: Block D-1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A healing plate will be to the left of where you enter. Follow the path ahead
of you, past the pair of lamps, to reach a larger field where several Gohmons
appear. Defeat them, which unlocks the laser fence to the left, then follow
that path. A group of Ageetas will come up right after where the fence was,
and a Kamatoze will then spawn near the door. Kill him for a Key, then go
through the door.
After the rocky corridor, keep walking forward so that four more Ageetas
will spawn from the left path. Defeat them, then take the right path first.
Just keep following the path to its end, fighting Ageetas along the way. When
you get near the end, four Gohmons and a Kamatoze will interrupt the walk in
the woods. Be careful of the Gohmons' freeze attacks. Once they're worm food,
grab the Info Key. Now go back all the way to the start of D-1 and take the
left path.
As you get close to the locked door, more Gohmons will appear. Keep in mind
that more of them will spawn as you kill the previous ones. Once finished,
grab another Key than go through the door.
_________________________
Shikon Islands: Block D-2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Once here, go left then righ towards another locked door. Ollakas will appear
close by; you'll spot three right ahead, while a fourth will be over to the
right of the door. Killing them unlocks the door, so go through it.
Inside the cave, prepare for four more Ollakas and then two Kamatozes will
appear further in the back of the cave. Once they're all gone, an Info Key
will drop on the right side, near a laser fence. Bring it down then cross
over to the outside to find another batch of Ollakas, who will present you
the Key necessary to open the door inside the cave.
Note that if you go to the far north of this outside area, you will see a
teleporter. Taking it brings you to the small area right in front of you with
three containers. These usually drop Scape Dolls and Star Atomizers.
Once you go back and open the cave door, several Ageetas will come from the
right; more of them will spawn after you kill the first ones. Follow this
path to the closed door ahead, where two Ollakas and a Kamatoze come out of
hiding. Killing them grants you passage across the door; meanwhile, going
eastward on the map will take you to three more containers. When ready, go
through the door.
_________________________
Shikon Islands: Block D-3
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Take the only path available to the left, toward the locked door, and then
confront some more Gohmons. Once they're done, go right to grab the Key they
dropped and do away with the fence. After that, keep going for another locked
door and three Gohmons. Killing them brings out three Goshin, and killing
those unlocks the door up ahead.
Going through it, you'll find yourself inside a cave again, where a Kamatoze
and some Goshin are waiting. Adding them to your already impressive murder
statistics will drop an Info Key. Pick it up, leave the cave, then retrace
your steps to the first locked door you saw outside. Unlock it, then go along
the inner path - once you're outside again, a scene will play out.
After it, move towards the Hakura Temple - three Gohmons will be outside,
while two others and a Kamatoze will spawn afterwards. Killing them all
unlocks the door to the temple, so go inside.
____________________________
Old Hakura Temple: Block A-1
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It's possible to return to Ohtoku City from here, if you want to. Otherwise,
there is a saving point, healing plate and Photon charger up ahead. When you
are ready, press onward.
At the T-Junction, go right first. Here you'll meet a new robotic variant,
the Bysha Type-Koh21. Unlike past versions, these are weak against Diga, so
Zonde them all on sight. Don't forget to stay clear of their explosions when
they die, and pay attention to their lightning attacks as well. Of special
note, they can cast Gidiga - basically, an earthquake - that can deal some
hefty damage. Grab the Key they drop then take to the corridor again, this
time taking the path further down.
Deal with more Byshas here, grab another Key but before you take down that
fence, enter the room ahead - you'll find three containers. Destroy the one
on the back to have three Bysha Type-Otsu32 spawn. These are pretty much like
the Koh21 except they spit fireballs. Once they're defeated, return to the
previous room, disable the fence and carry on.
More Otsu32's will come from the stairs in front of you - killing them gives
another Info Key. Go up the first flight of stairs, then take the one to the
right. Cracking the boxes on the right side might reward you with either of
the Boards mentioned in this Chapter's header.
Now cross to the opposite flight of stairs, then go along the platform until
you find some stairs down. Take them, then confront a Koh21 and two Otsu32.
By destroying these, you'll get another Key which will open the door right in
front of you.
____________________________
Old Hakura Temple: Block A-2
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To the right, battle against three more Koh21's, then go through the door
that unlocks. At the junction, go straight ahead. Move along the path and
engage three more Koh21s. Kill them, grab the Key and unlock the door at the
end for three containers. The one on the left will have the REAL HAND GUN.
Basically, it's a pistol shaped like a gloved hand reminescent of Sonic. But
one that's very capable, and likely better than any other single handgun you
have now.
Destroying the crate on the right spawns two Otsu32s, by the way.
When ready, retrace your steps back to the junction and take the other path.
In the next room, three Koh21s will attack you, followed by three Otsu32s.
See the locked door on the right? Once they're trashed, go left and down the
stairs, destroy four more robots, then go up the other set of stairs. Now
grab the Key on the floor then go back - on the way, several Koh21s will
spawn at the top of the stairs, so take them out. When you're ready, take
the door.
In this room, deal with the now-too-constant Otsus, then face another trio of
Kohs. When they're all defeated, go through the nearby door that unlocks.
Hint: You won't be able to return to Othoku from this point onward. Also, if
you want to find the Boards on the containers, return to Block A-1,
save, then quit the game. When you reload, all enemies and boxes will
be restored.
____________________________
Old Hakura Temple: Block A-3
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Watch the scene. Hyuga will leave the party for the time being, so it's only
you, Maya and Mirei.
In this next block, deal with three Oshus then go down the stairs and up the
next flight, ignoring all other paths for now. Enter the door.
________________________________
Old Hakura Temple: Dohgi's Study
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Watch another scene, then take advantage of the save point and healing plate
in the room. Return to the temple.
____________________________
Old Hakura Temple: Block B-1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Another scene. In case you haven't guessed, you'll be fighting many Armed
Servants. The Taguba variety will often employ Barta, while the Ozuna kind
will use Foie.
After the first two are done, go down the stairs. Ignore the right path and
the stairs in front of you. Go left, up the stairs and fight more Servants at
the top. To open the locked door ahead, enter through the door on the right
and finish off three robots. Grab the Key and return outside to use it.
____________________________
Old Hakura Temple: Block B-2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
At the crossroad, going right leads you to a dead end with some Otsu32s and
three boxes. The path that extends further ahead leads to some boxes. It's
possible you'll make three Armed Servants spawn by breaking them, but they'll
be out of your reach - for now.
The left path has a large hall with some stairs going up and an annex to the
right. As you enter, several waves of Servants will come down so deal with
them. Up the stairs are three containers that may drop Star Atomizers and
Scape Dolls, while to the right you'll find a locked door, along with laser
fences protecting a healing plate and some boxes. After you dispatch the
Otsu32s and Servants, the fences will go down and you'll receive a Key for
the door.
Once you go through it, you'll see a bridge, and the three Servants that were
out of reach. Kill them, then keep going along the bridge for a Key - use it
to unlock the door right in front of you. Inside, several Servants will
welcome you. After them, more Otsus spawn in - killing these unlocks the door
on the right. After another small room with containers, another group of
Servants is waiting in the adjoining room. Deal with those, which unlocks
another door, which leads to the next sector.
____________________________
Old Hakura Temple: Block B-3
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Save, then go through another door on the right.
____________________________
Old Hakura Temple: Block C-1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Watch the long scene, then it's time to fight another Boss under a Trial.
_______________________________________________________________________________
[PSUTRI19] Trial 19: Defeat the Adahna Degahna!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to beat: 2:00 minutes
Enemies to kill: 1
Notes: The Adahna Degahna isn't particularly hard, but has several patterns
worth paying attention to. The right arm has a built-in machine gun,
while it will use an energy whip that can stun you with the left.
It can fire off some missiles, erect a force field, dash and teleport
around the battlefield. When it stops and you hear a high-pitched
sound, it's going to fire off a laser cannon from its lower half.
It also uses Resta on itself.
Hunters should use PAs with a wider area of attack, vertically or
horizontally. Forces with Megid TECHS will have an easier time, so
long as they're quick and have good timing. While Megid isn't an
extremely necessary TECH, it's the one the Degahna is weak against.
Out of all of them, I'd suggest going with Megid or Ramegid. Dammegid
will only be useful if you take advantage of times where it's standing
still at the expense of having to waste several seconds waiting for
that to happen, and Nosmegid may be too fickle thanks to its homing
ability. Outside of Megid, just use the highest level TECHS in your
portfolio - I found Noszonde pretty good.
Rangers don't have access to Dark-based Bullets yet, but they will be
fine with Machinegun/Dagger and Handgun/Saber combos, or a Spear with
with a good PA. Rifles, Bows and Cannons are slower but come off as
good secondary choices.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When the battle starts, skip the cutscene to buy yourself more seconds, then
run towards it.
Degahna's main weakness is its back. It's an easy, wide area to hit but don't
just focus on it since it has multiple body parts. The arms are trickier to
hit but tend to take more damage, for instance. Go for the back - if you can
not, hit anything you can.
The AI has a "blind spot" of sorts. It will constantly turn around to keep
you within its sights, so if you place yourself on its back or right behind
its elbow, it will keep turning but take you along with it. If it can't find
you, it will spin continuously on the spot.
Also, if you hit its middle section - the one resembling a humanoid figure -
there's a chance the machine will momentarily collapse on itself. This is
best done with firearms in first-person view or with Skills that cover more
ground, whether through elevation (Spinning Break, Rising Strike) or through
a wider attack area (Dus Daggas, Shousen Totsuzan-ga).
Finally, avoid stepping on the light circles around the arena since they can
damage and knock you back.
_______________________________________________________________________________
Trial 19: Adahna Degahna defeated!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: TWIN REAL HANDGUN, 10000 Meseta, 100 Mission Points
A-Rank Rewards: 4000 Meseta, 70 Mission Points
B-Rank Rewards: 1500 Meseta, 50 Mission Points
C-Rank Rewards: 40 Mission Points
That's it - no more Doghistyle! Watch all the scenes, and that concludes
Chapter 7. And make a save at the end of this Chapter, just in case.
_______________________________________________________________________________
[PSUCHA08] Chapter 8 - In Mellvore's Wake
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Rewards: - Free Mission: "The Demons Above"
- Free Mission: "Defend Islands"
- Scape Doll (S-Rank Trial 20)
- 7500 Meseta (S-Rank Trial 20)
- Lou's Partner Card
- Jitseen
- Innocent Jacket (S-Rank Trial 21)
- 7500 Meseta (S-Rank Trial 21)
- Grinder A+4 (S-Rank Trial 22)
- 7500 Meseta (S-Rank Trial 22)
- Asami-Zashi (S-Rank Trial 23)
- 7500 Meseta (S-Rank Trial 23)
Watch the introduction scene...
_____________________
Food Plant: Block A-1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
...Then watch another scene, then it's time for a Trial.
_______________________________________________________________________________
[PSUTRI20] Trial 20: Exterminate the SEED
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to beat: 8:00 minutes
Enemies to kill: This Trial doesn't count enemies killed, just the time it
takes.
Notes: You only have Ethan at the start of this Trial.
This plays out more or less like the first Trial in the game, when
you needed to reach the Linear Line Platform. The scenario and the
enemies will be the same (albeit higher level). It's not hard, though.
Also, while there are no points earned from killing a specific number
of enemies, you have to kill most groups in order to get Keys or open
doors anyway.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From your starting point, ignore the locked door to the left and go right.
In this next room, there will be three containers straight ahead - ignore
those, and go to the left of the room for four others. Hit the one in the
front to spawn Sendillans. Kill them, take the Key and unlock that door you
saw moments ago.
In this next room, kill the four Delsabans ahead then keep walking towards
the fence in the back - five Pannons will spawn nearby. Kill those, grab
another Key and bring that fence down. Go through the door on the other side.
_____________________
Food Plant: Block A-2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Tonnio and Leo join up, but don't wait for them to finish talking, just keep
going.
Now, this room will have several paths, so stay focused - it helps to check
out the map. From your starting point, make a left turn and go towards the
door there. Three Sendillans will be there - kill them to get a Key. Now go
back to the main room and go left again. You'll see a fence and a path to the
right; said path also has two doors nearby, one straight ahead (east on the
map) and another to the right (south on the map).
Take the one to right first and bring down three Dellsabans along with three
Pannons. Grab the Key they drop and take the door at the end of the room, to
the left of the containers. Killing the four Delsabans here will bring three
Sendillans into the fray, and killing those brings another Key. Now retrace
your steps and leave these two rooms, and take the other path you ignored
earlier, to the east of the map.
Another empty room with boxes - in the two sets, destroy the first box on the
right. More Delsabans and Pannons will creep up; their demise drops another
Key. With all four now in your hand, return to the main room with the fence.
Bring it down and carry onward.
_____________________
Food Plant: Block A-3
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
In this final area, keep walking to the left and a SEED-Vance will spawn.
Same tactics as before, give preferencial treatment to PAs with knockdown,
and be quick to avoid its spore and tentacles. When you kill the Vance, two
others will spawn - one to the left and another to the right of where the
first one was.
Kill them and that's that.
_______________________________________________________________________________
Trial 20: Exterminated the SEED!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: SCAPE DOLL, 7500 Meseta, 110 Mission Points
A-Rank Rewards: 3000 Meseta, 80 Mission Points
B-Rank Rewards: 1000 Meseta, 60 Mission Points
C-Rank Rewards: 50 Mission Points
Watch all the scenes that follow and you'll be taken to the PPT Spaceport.
Ethan will say he should return to his room, so do it.
Once there, talk to Pete. When you finish discussing both topics available,
choose to talk again later and Ethan will give his opinion on the SEED attack
that just took place. Ehtan will then point out he should have a talk with
Headmaster Nav. Once that's done, check the Vision Phone to see what new Free
Missions you received.
Leave the room.
___________________________________
Clyez City 1st Floor: Central Plate
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Watch the scene with Lumia, then go to the Guardians HQ.
____________________________________________
Clyez City 5th Floor: GUARDIANS Headquarters
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Watch the scene between Ethan and Nav, then it's time for some more dialogue.
After all that, you'll learn Hyuga won't be available for this next story
mission, and your partners will be Maya and Lou, along with a third person,
unknown for now. Try leaving HQ and another scene will play out between
Hyuga, Ethan and Lumia. Now you're free to leave.
___________________________________
Clyez City 4th Floor: PPT Spaceport
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The game will kinda jerk you off now. If you head to any PPT gates, another
scene will play out with Lou, then you'll be taken immediately to Parum.
___________________________
Holtes City: Central Square
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Watch the scene with Maya, and then Lou will arrive. Your next mission is in
Mellvore, the ruined capital. The mission "In the Ruins" is now be available
from the Flyer Base at Holtes, and you'll receive Lou's Partner Card. After
that, you're free to explore new Free Missions and consider equipment for the
next story mission.
Unlike the previous Chapter, item synthesis this time is all about the line
shields. Other than the Vullseye (a Rifle for Rangers, which requires Par Ash
in the "???" material) and the first PA for Double Sabers (Tornado Dance, on
sale in shops), your attention should go to the advanced set of armors now
available. The Gigaline (GRM), Rabol Giga (Tenora), and Gi-senba (Yohmei) can
now all be manufactured.
The only problem is they all require specific elemental Photons, meaning you
can't craft one tailored to your elemental needs. The Gigaline will protect
against Fire, the Gi-senba offers protection vs. Ice, and the Rabol Giga will
be Ground-based. Fire, Electricity, Ice and Light are the dominant elemental
affinities of enemies in the next story mission, but they rarely or never
use attacks based on their elements, so it's hard to suggest one line shield
above others, though it's easier to forget about the Rabol Giga.
Also, the Boss at the end of this Chapter will use both Fire and Ice as its
main elemental attacks, which makes it tough since both the Gigaline and the
Gi-senba would be useful. In a final analysis, the Gi-senba might be a better
choice overall, because one particular enemy and the Chapter's Boss will use
high level Ice attacks, and being frozen leaves you much more vulnerable than
being burned. The only downside is that the Boss' Fire attacks will deal even
more damage to you, since the line shield has the opposite element.
Rangers can now use advanced traps, the Trap G variety, found on all item
shops. While you can only carry 15 of them - as opposed to 30 normal traps -
these can be set off when you wish. A final note here, is that GRM now has
Photon Arts for Cannons and Rifles, all based on the Fire, Ice, Lightning and
Ground elements.
Whenever you're ready, form a party with Maya and Lou then take off from
Holtes' Flyer Base. A cutscene plays out.
_______________________________________________________________________________
[PSUSTO07] Story Mission 7: "In the Ruins"
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Box Drops: Jitseen (F)
Board Drops: [B] Gigaline
[B] Mukrudi
[B] Baybari
Enemy Drops: Asami-zashi -- GSM-05 Seeker
Laser Cannon -- Jarba
Star Atomizer -- Special Ops (Solda)
Vahra Nail -- Vahra
Mega / Knight -- Volfu
_______________________________________________________________________________
______________________________
Outskirts of Old Mellvore City
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
And another when you land. Soon you find out who will be accompanying your
party. This time, it's Kou Taragi, another A-Photon scientist.
____________________________
Underground Plant: Block A-1
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Take advantage of the save point to the left, then cross the bridge to find a
group of Vahras waiting on the other side. There is a door on each side of
the room - for now, take the right one. The lights will go out when you get
near the end of the corridor, the lights will go out. The Volfu will premiere
in the next room. If want to see what you're hitting, there is a light panel
on the ground, underneath the boxes on the left side. Take them out and then
return to the previous large room.
Now take the other door and you'll find another crossroad. Here, just go left
first to a room that will showcase another new enemy, the Jarba. Careful with
these. They are tough, can engage in melee, jump around and have Dambarta,
Megid and Retier at their disposal. In other words, it can resist your blows,
jump away from them, hit you hard, freeze you and boost its own TECH energy.
Worse of all is Megid's chance to instantly kill anything it hits. Yet, it's
weak against the Ice element.
Take it out as well as the Volfus nearby; as before, the light switch can be
found under the boxes, this time positioned straight ahead of the entrance.
After that, go back to the corridor and take the other path.
Another Jarba and two two Volfus are in this room, and killing those will
spawn two more Jarbas. Taking these out will bring down the fence protecting
the ramp on the left and unlock the door to the right. Take this door to find
and fight against a Vahra and two Volfus, then return to the previous room
and go up the ramps. To the right will be some containers, and going left
instead will take you to a section closed off with another fence, three
Vahras, containers to the left and a teleporter to the right. Once you have
taken out the trash, take the teleporter.
In this small section, you'll have to deal with several Vahras, then four
Volfus and finally two more Jarbas. This brings down the previous laser fence
while also opening the way to more containers, and unlock the door beyond the
bridge. Take it to reach the next area.
____________________________
Underground Plant: Block A-2
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A scene will play out and then - more robots! Welcome the GSM-05 Seeker, the
newest addition to the robot family. No surprises here regarding the previous
versions, though this version uses a rocket launcher. Go down the ramp and
finish both of them off. This large room may seem confusing but it's actually
very simple. To carry on, you need to defeat two more groups of robots. Check
your map - the next batch is between both cylinders at the top, and the third
group is to the north east, by the ramp. This last group also introduces a
new robotic variant, the GSM-05B Bomalta. This one uses electrical attacks to
hit and stun the party, so beware.
Once they're all down, a scene will play out. There are some containers here,
if you feel like vandalizing them. When the scene ends, you'll be facing the
ramp - the containers are behind you (west on the map, a bit past the left
cylinder) and to your right (far south on the map.
When you're ready, take the ramp, use the healing plate if you need to, then
go through the the door.
____________________________
Underground Plant: Block B-1
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Walk forward a bit and a scene plays out. Taragi will mention the control
switches, of which there are nine to activate. From this first one, go down
the ramp and follow the left path. At the crossroad, three Seekers will
attack. Dispose of them, then activate the nearby switch (1). Once that's
done, take the left path. You'll see a ramp to the right and a control switch
but before you can get to them, another new enemy will appear. Take out the
Special Ops (Solda), activate the switch (2) then and go up the double ramps.
Take a left first, activate the switch (3), then take the opposite way to the
right - there will be two switches here, one immediately in front of you (4),
and another just a few steps to the left (5). In the opposite direction of
that last switch (west on the map) will be another set of ramps. Go straight
ahead to activate another switch (6) behind some crates, then down the ramp
to fight off three Seekers. Kill them, grab the Key they drop, then activate
another switch (7).
Now retrace your steps back to the crossroad where you fought the three
Seekers - along the way you'll encounter more Special Ops, this time the
Assault variety. Once you're at the crossroad, ignore the fence for now and
take the long path to the left of it. Behind the three Soldas that spawn will
be another switch (8) and if you keep following that path, you'll find two
more Assault enemies to, followed by the last switch (9) behind two boxes.
After the last one is activated, return to the fence. Deactivate it and go up
the ramp to find five Seekers. Kill them, then go to the lar left of the
platform and across the bridge. For now, forget about the path blocked by the
fence and go through the door ahead. Once you enter this large room you'll be
ambushed by several Seekers, Soldas and Assaults. Defeat them then go through
the door ahead. Once past the corridor, the next room will have more Seekers
and Soldas. Grab the Key they drop once killed then go trough the door at the
back of the room.
____________________________
Underground Plant: Block B-2
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Move toward a bit for a scene. Taragi mentions there are more switches, so
time hunt for those.
When you can move, go right and up the ramp. Take another right and follow
the path to a teleporter. Take it, then find a switch (1) between two boxes.
Flip it then keep going around the path for another teleporter. Take this
one, and from here go left for another switch (2). You should see another one
on the other side. Simply go around the platform and past another set of
ramps to reach that one and activate it (3). Once that's done, you'll note
there's a small section between these two platforms and a locked door. Go
there and face off against a group of Seekers. When they're destroyed, the
door unlocks. Go through it.
Soldas and Assaults will be inside this pitch black room. The light switch is
beneath the set of containers to the right, and the next control switch (4)
is in plain sight. When done, return all the way back into the entrance of
Block B-2, where Taragi mentioned the second set of switches.
When you get there, take the north door behind the switch Taragi activated.
Follow the inverted L-shaped corridor until you reach the next room. As soon
as you enter, look to the left for another switch (5). Ahead of you is a ramp
going down followed by another going up. Go down but instead of taking the
next one up, stop for a bit. Looking to the right, you'll notice a fence;
if you look to the left again, you'll spot another switch (6).
Now take the ramp up and notice another switch (7) straigh ahead, but engage
in combat with two Seekers and two Soldas before activating it. Once it's
activated you can either take the left or right door. Take the left one, then
activate another switch (8) then deal with four Assaults. Then, return to the
previous room and take the other door. The final switch (9) is here, to the
right. Flip it and be prepated to deal with a group of Soldas, followed by
five Bomaltas.
Grab the Info Key after the fight and return to the section with the laser
fence. If by some chance you forgot some switches, Taragi will mention that
and will not let you proceed. Otherwise, keep going. Bring the fence down and
take the teleporter behind it. In this area, follow the path ahead to reach
three containers - the one in the front has a JITSEEN, a single handed blade.
Afterwards, follow the rest of the path to reach another teleporter. Take it.
You're back at the base of the ramp, next to where the fence was. Now go up
the ramp and deal with several Assaults and a couple of robots. Defeat them
all, grab the Key and unlock the nearby door to reach the next area.
____________________________
Underground Plant: Block C-1
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Run to the left and confront five Seekers, and five Bomaltas will come next
after the first group is destroyed. They drop an Info Key, which will let you
unlock the door to the right. Go through the next corridor and watch a scene.
When that's over, use the healing plate and save point in the far back of the
room, then enter the next door.
____________________________
Underground Plant: Block C-2
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And we interrupt this guide for another Trial.
_______________________________________________________________________________
[PSUTRI21] Trial 21: Defeat the SEED-Forms!
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Time to beat: 1:00 minute
Enemies to kill: This Trial doesn't count enemies killed, just the time it
takes, but you'll have to kill 10 enemies anyway.
Fall frequency of Dr. Taragi: 0
Notes: Although this Trial doesn't count enemies killed, you still need to
kill the first wave so that the last enemy appears.
This Trial is pretty random, in the sense that it pits you against
SEED forms that, although seen before in the game, seem to have little
to no context if one considers the last few areas. In any case, when
it starts, you will be attacked by Delsabans and Pannons. A total of
nine SEED forms are the first opponents - killing them all spawns the
last enemy, a SEED-Vitace.
If that name brings back memories of the SEED-Vances, you're right on
the money. There is, however, one crucial difference: Vitaces cannot
be knocked down. Other poignant differences include their ability to
burrow undeground and move across the map, along with using Infection
to poison the party. Finally, Vitaces also like to use high level Foie
in a three hit combo.
If you got Rising Fury, obtained by S-Ranking the Onmagoug at the end
of Chapter 5, a fully charged Machine Gun with this PA will make the
battle a breeze.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Trial isn't really hard as long as you're fast, have high level Photon
Arts and don't let Taragi become incapacitated.
_______________________________________________________________________________
Trial 21: SEED-Forms defeated!
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S-Rank Rewards: INNOCENT JACKET, 7500 Meseta, 110 Mission Points
A-Rank Rewards: 3000 Meseta, 80 Mission Points
B-Rank Rewards: 1000 Meseta, 60 Mission Points
C-Rank Rewards: 50 Mission Points
__________
Lake Denes
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Another scene.
_______________________
Denes RELICS: Block A-1
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A save point ahead preceeds your return to another RELICS site. It's also
possible to return to Holtes now and come back later. When ready, go down the
stairs and start another Trial.
_______________________________________________________________________________
[PSUTRI22] Trial 22: Rendezvous with Tomrain
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Time to beat: 10:00 minutes
Enemies to kill: 72
Fall frequency of Dr. Taragi: 0
Notes: Just be ready to deal with the same kind of enemies you've fought in
the RELICS site, along with Jarbas, and keep an eye on Taragi - in
the heat of battle, it's easy to lose track of him.
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Once down the ramp, confront the Golmoros and Badiras ahead, and the Jarba
that spawns after them.
When they're down, you can take the door ahead or the one on the right. For
now, go straight ahead, through the corridor, until you reach the room with
four boxes in the center. As you get near them, some more Golmoros and a
Jarba will circle you. Dispose of them, then return to the previous room.
Now go right and take out several Golmoros in this place. Note a locked door
on the far left, but ignore it for now and take the unlocked door straight
ahead. Past the corridor, enter the room - once you reach its center, several
Badiras and a Jarba will spawn. Kill them, grab the Key and go back to the
previous room.
As you get near the door, four Bajiras and another Jarba will come out of
hiding, and two more Jarbas will spawn when you deal with the previous group.
Once they're all dead, take the second Key you need for this door and unlock
it.
_______________________
Denes RELICS: Block A-2
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As soon as you enter here, go to the open door on the left side of the room.
After the small corridor, face off four Volfus wandering around. After you
put them down, the laser fence to the right of the room will disappear. Go up
the stairs beyond it and follow the narrow platform to reach a teleporter at
its end. Go through it.
Here, be ready to face eight Badiras, followed by five Volfus and finally, a
single Jarba. Once they're all dead, the nearby fence goes down - take the
Info Key and the teleporter beyond it. You'll be back at the platform that
took you here in the first place, so now retrace your steps to the first room
of Block A-2. When you enter it, you'll see the locked door on your left -
before unlocking it, take down five Badiras that spawn in the room when you
get close to the door. Take them out, then go through the door.
When you enter this room, several Volfus and Badiras will get in your way.
After they're dead, the way is through the narrow path through the left side
of the room. Just keep following the path until it opens up again into a
larger section. Avoid heading towards the four ornaments on the right, even
if party members go there - go left instead, up the stairs and then take the
teleporter at the end of the path.
In this next segment, fight another set of eight Badiras, five Volfus and two
Jarbas. Once that's out of the way, the fence will disappear - go that way to
grab another Key and take another teleporter at the end. Once back here, go
right and down the stairs towards the four ornaments. A couple of Volfus and
a Jarba will spawn near the locked door on the right. Slay them, grab the Key
and go through the door for the next area.
________________________________
Denes RELICS: Power Control Room
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Just run forward!
_______________________________________________________________________________
Trial 22: Rendezvoused with Tomrain!
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S-Rank Rewards: GRINDER A+4, 7500 Meseta, 110 Mission Points
A-Rank Rewards: 3000 Meseta, 80 Mission Points
B-Rank Rewards: 1000 Meseta, 60 Mission Points
C-Rank Rewards: 50 Mission Points
Watch the following scenes. When they're over, time to get cracking. You will
only have Maya as a backup, and you need to escort Tomrain. You will find
Bruce and a save point behind the machinery Taragi and Lou are operating.
Bruce sells Photon Charges and other recovery items, along with a couple of
weapons. When you're ready, just go down the stairs behind him and make your
way to the door at the end of the path.
_______________________
Denes RELICS: Block B-1
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Ignore the locked door on the righ for now and go up the stairs on the left.
After dealing with the five Badiras, be ready to fight a different kind of
Stateria, the Galvapas. Aside being able to rush and stomp enemies, it can
swipe with its tail and cast Zonde. Nonetheless, its element is Light - just
serve him some Megid, or your highest level Bullets and Skills. Grab the Key
it drops then go down the stairs, defeat the three Golmoros then go through
the door.
In this corridor, just keep going forward since the left path leads to a
locked door. Once you reach the next room, note the laser fence on the right.
Now, make short work of the Golmoros and Badiras on the left, grab the Key
and bring down the fence. Take the teleporter. Defeat the Galvapas in this
next room, grab the Key and take the only door. You'll come out through the
locked door on the corridor - retrace your steps to the previous room. Once
you're back, five Badiras will come out and play. Wipe them out then take the
door.
At the end of the corridor lies another large room. Go left to fight more
Badiras, then right to fend off Golmoros, then be ready to take down two
Galvapas. It's possible they'll rush at you when they appear, so just dodge,
then hit them hard. After all that, the door unlocks, so take it.
_______________________
Denes RELICS: Block B-2
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Follow the path until the locked door - when you get near, Golmoros will
appear all around you. Their deaths unlock the door, taking you into another
corridor. This time, it's the right path you should ignore because of the
locked door, so just go straight ahead. In the next room, go up the stairs to
fight a pack of Volfus. Putting these out of their misery brings down the
laser fence on the right. Go through the narrow path to the right, then
meet an Orgdus - a Svaltus variant, if you will, with a weakness to Megid.
Keep going along the path to find and fight another one, then follow the only
possible way down some stairs.
There is a locked door to the right and another laser fence ahead. First of
all, kill the pesky Golmoros, followed by a couple of Volfus. The door then
unlocks but pay no mind to it - it's the locked door you passed by on the
corridor, so go up the next flight of stairs. There is a set of stairs to the
left and a laser fence on the far right (south on the map). For the moment,
go towards the fence and kill off the Golmoros, then find another teleporter
next to the fence. Take it.
In this mini-arena, you will fight some Golmoros, an Orgdus, some Volfus and
finally, another Orgdus. After all them, the fence you saw shuts down. Take
the stairs to the north of the map, grabbing the Key on your way up, then go
towards the right when you're back on top. Go down another flight of stairs,
then slightly to the right to stomp some more Volfus, then left. Unlock the
door to the next area.
_______________________
Denes RELICS: Block C-1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Use the save point dead ahead. Then go up the stairs and around the column to
find some containers and some stairs. Take them down to fight more Golmoros
and a Galvapas. When they're gone, just keep going forward, then take the
stairs up in the back of the room for a Boss battle with some Trial on the
side.
_______________________
Denes RELICS: Block C-2
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Cutscene, then it's time to fight.
_______________________________________________________________________________
[PSUTRI23] Trial 23: Defeat the De Ragnus
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Time to beat: 2:00 minutes
Enemies to kill: 1
Notes: De Ragnus is basically a sturdier De Ragan.
One head will spit fire while the other exhales ice, and both heads
can do this either independently, targetting different areas, or in
unison, concentrating on the same area or target. Tail swipes, flight
and ground stomps are other things you shouldn't neglect, since the
dragon is at a high enough level to instantly kill (or severely wound,
at least) underdeveloped characters.
All characters used to exploiting an enemy's elemental weakness will
have a harder time here, since De Ragnus is element neutral. Yes, even
the heads! However, it has a weakness: the head that breathes Ice has
lower defense than the one that spits fire. So when possible, use this
to your advantage.
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Just about any tactics you used against De Ragan work here. The neck, wings
and heads should be your primary targets here, although the tail is a viable
weak point as long as you keep a healthy distance from it since the dragon
can swing it.
Just focus on your highest level Photon Arts, and try to predict its moves.
_______________________________________________________________________________
Trial 23: De Ragnus defeated!
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S-Rank Rewards: ASAMI-ZASHI, 7500 Meseta, 110 Mission Points
A-Rank Rewards: 3000 Meseta, 80 Mission Points
B-Rank Rewards: 1000 Meseta, 60 Mission Points
C-Rank Rewards: 50 Mission Points
After that, watch all the cutscenes that follow. Bon voyage, Chapter 8!
_______________________________________________________________________________
[PSUCHA09] Chapter 9 - Hot SOS
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Rewards: - Free Mission: "Annihilation"
- Free Mission: "Grove of Fanatics"
- Grinder A+5 (S-Rank Trial 24)
- 10000 Meseta (S-Rank Trial 24)
- Dual Slasher
- Vullseye (S-Rank Trial 25)
- 10000 Meseta (S-Rank Trial 25)
- Tero / HP Restore (S-Rank Trial 26)
- 10000 Meseta (S-Rank Trial 26)
Watch the scene between Maya and Ethan on Neudaiz. As Ethan will then think
to himself, first thing to do is return to his room in the Colony, so go to
the PPT and take a shuttle there, directly to the Barracks.
__________________
GUARDIANS Barracks
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Watch the scene that plays out. Talk with Pete about current events if you
wish, or check the Vision Phone to see the two additional Free Missions you
received. Anyway, your next destination is the Guardians' HQ in the colony,
so go there.
____________________________________________
Clyez City 5th Floor: GUARDIANS Headquarters
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Head to the reception counter and talk to Mina.
____________________________________
GUARDIANS Headquarters: Meeting Room
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Watch the cutscene. You'll learn more about Lou, even if it was a bit obvious
from the start, and about your next mission, which will take place on the
East Kugu Desert in Moatoob. When all is said, leave HQ and take the shuttle
directly to the GUARDIANS Branch in Moatoob.
_______________________
GUARDIANS Dagora Branch
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Watch the scene. The mission "Search for Lou" will now be available to take
from the Flyer Base in Dagora. Leave the Guardians branch and do your best to
go in prepared. But how prepared should you be?
This next story mission is where difficulty starts to ramp up. Generally, PSU
isn't that hard a game, but still... You will be up against stronger enemies,
and a nightmarish Boss at the end of the Chapter. If you plan on levelling
up, "Grove of Fanatics" is the most rewarding Free Mission right now.
Regarding synthesis, the last two Photon varieties - Light and Dark - are now
available, which opens up some nifty possibilities... Or they would, if both
were not largely pointless for this Chapter. The Synthesis Shop in Parum has
a Board for the Durandal, a Saber; the one in Neudaiz has a recipe for the
Assino-zashi, a Twin Dagger; and the one at the Colony has a Board for new
Knuckles, the Gudda Ribat.
As for what's on the market... GRM now has all PAs for Cannons and Rifles
available; the Gatling, a new Machine Gun; and the Cresline, a line shield,
which has no unit slots and is element neutral. Tenora's selection at this
point is more varied. Several B-Rank weapons are on display, while their new
line shield - the Rabol Patte - is also element neutral, but does have three
slots to compensate for that.
Your best bet in terms of protection might just be sticking with the armor
already available in the previous Chapter, specifically with the Gigaline,
since Fire will be the most commonly used element in the next story mission.
If you haven't created one, do so now, and do your best to get a high Fire
percentage on it.
Regarding Photon Arts, I strongly suggest having all your favorite ones at
level 21, or on their way to reaching it. Reasons are obvious: most Skills
get an additional combo, Bullets get increased chances of triggering status
effects and/or additional shots, and TECHS increase in power.
Finally, this Chapter's Boss is weak against Ground. For the fight, every
Type should take a ranged weapon with Ground PAs; Hunters and Rangers can
also take melee weapons with the element.
When ready, take the mission from the Flyer Base, and remember you will not
be able to return to the city during its duration.
Watch the cutscene, and then...
_______________________________________________________________________________
[PSUSTO08] Story Mission 8: "Search for Lou"
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Box Drops: Dual Slasher (F)
Board Drops: [B] Mukrudi
[B] Gigaline
Enemy Drops: Me / Concentrate -- Bil de Vear
Shigga Wadda -- Kog Nadd
Mega Wall -- Naval
Rabol Stella -- Vanda
Vullseye -- Zoona
_______________________________________________________________________________
___________________________
East Kugu Desert: Block A-1
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That didn't go so well. The group is now stranded somewhere in the East Kugu
Desert, and Tinno suggests using Lungas to reach the touchdown point quickly.
___________________________
East Kugu Desert: Block A-2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Just follow the cave until you come outside. Some Lungas are prancing about;
all you have to do is get near one and "use" it to start another scene. After
that, a tutorial will explain how to ride the Lungas so when you're ready,
exit the explanation, get on the Lunga and ride it out into the exit right in
front of it to start a Trial.
_______________________________________________________________________________
[PSUTRI24] Trial 24: Ride the Lunga, clear the desert area!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to beat: 6:00 minutes
Enemies to kill: 21
Notes: While you can use the Lunga's breath to attack the enemies that will
be present in this next challenge, it's a weak move - you'll take too
long to dispose of each group, and time is imperative in any Trial.
Also, using the Lunga that way leaves it open to enemy attacks.
The best way to achieve an S-Rank here, besides being fast, is to
dismount the Lunga when an enemy group comes up, kill the opposition,
mount it quickly and then carry on. You really only need to use the
Lunga's breath against some walls (to open up the way) and some trees,
since they leave goodies that restore its health.
About those trees, nearly all of them have a restorative item. Not all
do, so be fast and try to keep its health above 50 HPs.
Finally, if your Lunga dies, a new one will spawn at the start of each
block, so avoid that - it's a long walk.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
___________________________
East Kugu Desert: Block A-3
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Go forward, then take a right and keep going - notice the large tree between
the mountains? Take it out with the Lunga's breath. Go through the opening,
then take a left to meet your first enemies here, two Vandas. Once they're
gone, keep riding the Lunga left to find another large tree. Take it out then
enter the next section.
Follow the path left and confront three more Vandas. After those, just keep
going straight (south and west on the map) to find another large tree. Taking
it down opens the way to the next section. Here, just go right, fight off
three more Vandas, then take out the next large tree at the end. Then all you
have to do is go forward and take the exit to the next area.
___________________________
East Kugu Desert: Block A-4
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Forward, and a bit to the right, is another large tree. After you dispose of
it, head for the small tree up ahead - four Vandas will spawn around it, so
take these out. When ready, ignore the larger path on the right since it
leads to a dead end, and go left until you come to another large tree, taking
it down. Follow the only path available, turning right for another large tree
and another section.
Ride the Lunga in the direction of the double lamps in the distance - more
Vandas will attack on sight. Deal with those then ride to the left to find
another large tree. Past that, go towards the small tree ahead to meet three
more Vandas, then follow the long path left until more Vandas pop up. After
them, carry on to the large tree in the distance, burn it and go through.
Now just go right, find another large tree and the Trial will end when you
burn it.
_______________________________________________________________________________
Trial 24: Desert area cleared!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: GRINDER A+5, 10000 Meseta, 120 Mission Points
A-Rank Rewards: 4000 Meseta, 90 Mission Points
B-Rank Rewards: 1500 Meseta, 70 Mission Points
C-Rank Rewards: 60 Mission Points
_________________________________
East Kugu Desert Caves: Block A-1
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Once here, you can find a save point to the left of the entrance.
To proceed, go past the save point and down a small passage. At the end, be
ready to face more Vandas and a new enemy, the Naval - just your average
ankle-biting creature, a reskin of the Badiras. Follow the path to the right
to find more Vandas, including a King version, who must be killed in order to
unlock the door behind them. Make a mental note of the laser fence to the
right of it, then go through the door. The path will split once again. Go
straight ahead, then left to find some containers. Break the one on the right
to spawn several Navals around you. Kill them to get a Key, then leave the
way you came.
If you take the left path (east on the map), you'll find yourself in a large
chamber where two Navals and a Kog Nadd will appear, followed by Vandas in
front of you (including another King) - another set of Vandas will appear
further behind you when you kill the first batch. It's a little optional room
with nothing else in it but enemies and three containers.
Whether you went there or not, now that you have a Key it's time to return to
that laser fence you saw earlier. So retrace your steps and bring the fence
down - two Navals will spawn ahead, followed by two others close behind. When
they're done, follow the path to find a locked door. Since you can't take it
for now, go to the right (south west on the map) across the narrow, rocky
bridge, then left again for three more Vandas.
The door in front of you leads to a small room with two Vandas, while the
left path will take you across a bridge and through another door. Open it and
find a Nadd inside along with several containers. A Key will drop inside the
room once the beast is killed. With it in your possession, go back through
the bridge. At the end, several Navals will come up, followed by more as you
kill off the first group. Now return to the previous locked door, unlock it
and go through to reach the next area.
_________________________________
East Kugu Desert Caves: Block A-2
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There will be two paths to choose from again, left or right. Left leads to
several optional enemies, while right is the way to go.
Going left from the start of Block A-2: go along the path until you find two
Navals, followd by two more of them and a Vanda up ahead. As you near the end
of this path, Zoonas will appear. When they're down, go forward to find two
containers. When destroyed, the left one has a chance to drop several Boards.
Going right from the start of Block A-2: follow the path down, past the door
find three Vandas. After those, go left to deal with more Navals. Kill them
to bring down the laser fence, then cross the bridge. As soon as you get to
the end, go right then around the large rock to grab an Info Key, then go
left to kill some Navals and a Zoona. Doing so rewards you with another Key.
The path straight ahead leads to a small closed off area with two containers,
by the way.
From this point, go back across the bridge and to the locked door. Unlock it,
then follow the path to meet more Vandas. Once at the split path, take the
right side first. Once through the door, kill the two Zoonas inside to get
yet another Key. Now exit and take the other path. At the end, bring down the
laser fence and walk forward to be greeted by a Zoona and some Vandas. Once
they're down, bring down the fence on the left to access all the containers.
The left one holds a DUAL SLASHER.
Now turn back and head to the back of the area to find another Zoona and some
Navals closed to the locked door. Another Key will drop down after their
demise, so grab it to unlock the door and move to the next area.
____________________________
East Kugu Desert Caves: Exit
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Just keep walking for another scene. You'll then be ambushed by some enemies,
the Special Ops (Kanohne), but they're a pushover. After that, another scene
plays out.
___________________________
East Kugu Desert: Block B-1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There's a save point to the right, and a healing plate and Photon Charger to
the far left. Use them as you see fit, though I recommend saving. When ready,
just go in the direction of the locked door in the distance.
Four Vandas will appear halfway, followed by three Bul Bunas. These look and
attack the same as the Goshin, so be ready to deal with their Foie attacks,
chance to lower your attack power and burrowing underground. Next up, meet
and beat the Bil de Vear. PSO veterans will recognize them as PSU's take on
Hildebears.
These jump great distances, bridging the gap between the party and themselves
very well. Other than that, he can stun with a bodyslam, use Zalure and do a
devastating spin attack. That last one is the most dangerous of his moves,
even more so because it's almost always a counterattack to any PAs you use on
him.
Once he's down, the door unlocks. Go through it to reach another wide open
space with the same enemy groups as the last section - a group of Vandas just
ahead of you, followed by three Bul Bunas to the left and another Bil de Vear
further to the left. Their deaths give you another Key, used to unlock the
door at the far end of the area.
___________________________
East Kugu Desert: Block B-2
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In this large cave, two laser fences can be found, one to the right (east on
the map) and another straight ahead (to the far north on the map). Anyway,
just go forward for now until more Vandas appear. Killing these results in
another de Vear, and two more Vandas at his sides, close to the laser fence.
After they're dead, a Key will appear to the right of the cave (east on the
map), so go there, taking down the fence near it.
Going through the door at the end of the path takes you to a small open area
where three Bul Bunas attack, and a de Vear will pop up right after the trio
is killed. Dispatching the de Vear awards you with Key necessary to nullify
that other fence inside the cave. Go back inside, smashing three more Vandas
along the way, then bring the fence down. Follow the path it was blocking to
arrive outside again.
Once there, go north east on the map to find another similar enemy pattern:
a group of Vandas, three Bul Bunas, then a de Vear - only this time, with
four Vandas as sidekicks. After this killing spree, grab the Key and pass
through the door at the back of the area.
___________________________
East Kugu Desert: Block B-3
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Just follow the path ahead for another scene. You'll deal with that crimson
mech soon enough, don't worry.
___________________________
East Kugu Desert: Block C-1
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Healing plate and save point to your right, objective dead ahead.
Head towards the far end of this section to spot two Bomaltas and a Solda,
whose deaths unlock the door ahead. Go through it, past the small corridor
to reach another open area. To the left (west on the map) you'll see a rocky
archway; you'll find three rocky containers and three Bomaltas.
Otherwise, going straight ahead offers a small string of fights. Two Bomaltas
and an Assault will come running; after those, keep moving to find two Soldas
and an Assault, and finally three Assaults. Now head north east on the map,
pick up the Key, bring down that fence and take the exit.
___________________________
East Kugu Desert: Block C-2
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Just take the wide open path ahead of you, heading slightly right towards the
wreckage to trigger another scene. After it, your objective is that door in
the distance. Crossing it will take you to a small area with a healing plate,
Photon Charger and save point. Make good use of all them, then head through
the nearby door to take up another Trial.
_______________________________________________________________________________
[PSUTRI25] Trial 25: Go through the cave and hurry to the Landeel!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to beat: 9:00 minutes
Enemies to kill: 76
Number of times Lou incapacitated: 0
Notes: Lou can't be Incapacitated throughout the entire Trial. Do your best
to either nab enemies before they become a threat to her, or have a
casting weapon with Resta ready for an emergency. Failing that, use
Star Atomizers if you really need to.
Other than that, the most important thing here is the order in which
you kill enemies on Block B-2 and when you take the teleporter near
the end of the Trial.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_________________________________
East Kugu Desert Caves: Block B-1
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Watch the scene, then get cracking.
From the starting point, go right towards the containers in the distance.
Your first target are the three Jishagaras that spawn near them; take these
out then rush back to the starting point, taking the path across the bridge.
Once you reach the end, run forward to face off two more Jishagaras and a
Zoona, then go through the bridge on the right. Take the left quickly to deal
with two more Jishagaras, then go the left again to beat down the Vanda group
that spawns nearby. Take the Info Key they drop and unlock the door on the
right. Follow the corridor to a dead end where three Zoonas will spawn. Take
them out quickly, grab another Key then rush outside to take down the fence.
Cross the bridge, defeat three more Jishagaras and another duo after the trio
is finished, then keep going in the direction of the bridge further ahead.
Instead of taking it, however, confront four Vandas to the right, then four
others that spawn soon after. Go through the door that unlocks.
_________________________________
East Kugu Desert Caves: Block B-2
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Just run forward. Before you can get to the bridge, three Navals will drop by
so deal with them quickly. Now take the bridge, kill the four Vandas when you
reach the end, then proceed to the path on the right.
At this next split path, ignore the left side with the locked door and go to
the right, following the long path down until you see a pool and a couple of
containers. Head in their direction to kill off several Vandas, then the ones
that spawn as you kill the previous ones. A Key will drop down further back
on the path - good, since you have to go back to that locked door up there.
On your way back, be ready to fend off three Vandas and then three Navals.
Unlock the door. Once through it, note the teleporter on the right of this
cave. DO NOT go through it just yet - for now, go left to kill three Vandas,
then go further left then right in this next section to kill three Zoonas.
Go through the unlocked door on the right and then down into another cave.
Kill all Zoonas and Navals that spawn inside. A Key will drop down but don't
bother getting it - just backtrack *all* the way to the teleporter you saw
earlier and take it.
In this closed off area, four Navals will surround you and then three Zoonas
will spawn nearby. Kill them, then take the teleporter when the fence goes
down.
You'll now appear behind that fence you ignored. Follow the path down to face
a group of Vandas, with a second team spawning very close to where the first
one was. The door will then unlock - go through it to finish the Trial.
_______________________________________________________________________________
Trial 25: Cave area cleared!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: VULLSEYE, 10000 Meseta, 120 Mission Points
A-Rank Rewards: 4000 Meseta, 90 Mission Points
B-Rank Rewards: 1500 Meseta, 70 Mission Points
C-Rank Rewards: 60 Mission Points
____________________
Landeel Landing Site
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You're close to the end of this story mission. If you keep running forward,
you'll find a Photon Charger, healing plate and save point. To the far right
side of where you enter, though, is an optional area. Read this next section
to see what's in that area; if you're not interested, just skip it and keep
reading.
_______________________________________________________________________________
[PSUOPTI3] OPTIONAL: Further into the East Kugu Desert
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Just take the door at the far right of the Landeel Landing Site. Liina will
complain but don't mind her, keep going.
___________________________
East Kugu Desert: Block D-1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Just run towards the lamps in the distance. Past the stone arch, deal with
the three Vandas, then the next five that arrive once you kill the first
group. Grab the Key that drops but first, note the following things around
you: a teleporter to the left which you should ignore, a laser fence ahead,
and a door to the right of this area. If you go to the right of the ramp,
you'll find three containers.
The door on the right leads to some Navals - more will come as you kill off
the previous ones.
When ready, deactivate the fence and go up the path. At the top, take out the
four Navals and a Bil de Vear will appear behind them. When this giant dies,
four more Navals will run up to you. Past all this, keep going along the only
possible path, then down the slope to find three Vandas.
After them is another slope - take it, then take out another de Vear and some
more Vandas. Notice the Key that drops on the south east of the map? Grab it
and keep moving in that direction until you come upon the laser fence to the
right. Bring it down then go up another ramp to find several containers -
these usually carry healing items, a good way to replenish your stock.
When done, go back down and head to the other laser fence - the barrier will
go down when you lay waste to the group of Vandas that spawns near it, and
once that's done, take the teleporter up.
To leave, just go through the arch ahead and then take the door at the back.
Like previous areas of the same nature, you can repeat it as long as you wish
since all enemies respawn when you reenter it.
_______________________________________________________________________________
When you're ready, just head towards the Landeel, past the save point.
______________
Landeel Bridge
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Watch the scene, then get ready to fight that crimson mech you saw earlier
under the strain of a Trial.
_______________________________________________________________________________
[PSUTRI26] Trial 26: Defeat the Magas Maggahna!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to beat: 2:00 minutes
Enemies to kill: 1
Notes: If you could hear Sonic Team giggling when you fought the Degahna,
then the Maggahna is the equivalent of them performing Trololol.
Its patterns are pretty much the same as the Degahna, except it hits
harder and moves much faster. Furthermore, its lower section can be
destroyed, at which point it will move around supported by two blades
which can highly damage any character it touches, along with lowering
their attack power. When that happens, switching to first-person view
and hitting the middle section will be your best course of action.
There are other differences, too. Instead of an energy whip, it uses
a giant sword with which it can charge forward, spin in a 360 degree
move and thrust it twice. It can also stun the party when it hits
the ground with both arms, and launch energy balls that lower your
defense.
Keep only two things in mind: hit and run.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
It might seem impossible to S-Rank it the first time. And the second time.
And the third. Thankfully, the Maggahna has one elemental weakness - Ground.
Hunters have it clear cut for a while. Just about any weapon is good for
close combat, as long as you use fast PAs (Spinning Break instead of Tornado
Dance on Swords, for instance). When it's lower section is blown off, switch
to Handguns or Rifles and focus on the torso.
Rangers can go melee too, but they should use ranged attacks for as long as
possible, if not from the start of the fight. Shotguns let them target the
Maggahna's torso and arms while the mech is one piece, which is a plus. With
the exception of Shotguns, don't bother with any ranged weapon that doesn't
have first-person view.
Forces shouldn't waste too much time trying to use status ailments on the
behemoth, just focus on boosting their defense (Deband, Dizas) or TP and MST
(Retier). For the first stage of the mech, your best TECH choices are Nosdiga
against the lower section and Diga against the arms; when the base is gone,
switch to a Bow or Handgun with a Ground PA and attack the torso.
_______________________________________________________________________________
Trial 26: Magas Maggahna defeated!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: TERO / HP RESTORE, 10000 Meseta, 120 Mission Points
A-Rank Rewards: 4000 Meseta, 90 Mission Points
B-Rank Rewards: 1500 Meseta, 70 Mission Points
C-Rank Rewards: 60 Mission Points
Watch the cutscenes, then Chapter 9 is done and gone.
_______________________________________________________________________________
[PSUCHA10] Chapter 10 - Rite of Divination
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Rewards: - Free Mission: "Endrum Undeground"
- Free Mission: "Tunnel Infestation"
- Vulcan
- Gudda Breba (S-Rank Trial 27)
- 10000 Meseta (S-Rank Trial 27)
- Grinder S+4 (S-Rank Trial 28)
- 10000 Meseta (S-Rank Trial 28)
- Te / PP Generate (S-Rank Trial 28)
- 10000 Meseta (S-Rank Trial 29)
After the cutscenes, leave the GUARDIANS Dagora Branch.
_____________________________
Dagora City: Central District
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Take a shuttle back to the GUARDIANS HQ in the Colony.
____________________________________________
Clyez City 5th floor: GUARDIANS Headquarters
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Talk to Mina at the counter. Watch the scenes that follow, then leave HQ.
___________________________________
Clyez City 4th floor: PPT Spaceport
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Another scene, this time with Lumia. Now return to Ethan's room. Feel free to
discuss current topics with Pete, though the only point of interest here is
to check up on new Free Missions - you have two new ones.
When ready, take a shuttle to Neudaiz's Central District.
_____________________________
Ohtoku City: Central District
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From your starting point, just go to the adjacent section of the city on the
right to find the Communion of Gurhal building - it's the only one with two
spinning, magic circles in front of it. As you go up the stairs, a scene will
play out.
_______________________
GUARDIANS Ohtoku Branch
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
And the next story mission, "Divination Escort", will be now available at
Ohtoku City's Flyer Base. Leave the branch.
_____________________________
Ohtoku City: Central District
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There's not much to suggest for the next story mission, other than buying or
crafting better gear, and working on PA levels. Numerous enemies, some of
which will be King versions, will use Fire and Ice attacks. While mostly all
elements will come into play, those two are your main worries, so consider
both when it comes to elemental bonuses and resistances in your equipment.
The Light and Dark elements will be useful against some tough critters, but
they're entirely optional.
If you go shopping, GRM has the Maser Cannon, and good line shield units, the
Giga / Skill PP Save and the Giga / Bullet PP Save. In short, the Skill unit
decreases a striking weapon's PP cost by 80% but increases any firearm's PP
consumption by 200%, while the Bullet unit does the reverse. The shortcoming
might seem huge but you can simply switch between units when you feel like
it, and it's a great way to improve PAs. You might spot the Safety Heart for
sale but it's actually inferior to the Tero / HP Restore, so only buy it if
you did not get the Tero.
Yohmei now has all TECHNICS available, along with good units for Forces, the
Gi / Smart and Gi / Magic. The former decreases TECH range by 60% but reduces
their casting by 50%, while the latter boosts TP and MST.
All corporations have a nice assortment of B-Rank weapons, too.
Synthesis fans have some new items as well. Parum's Synth shop has the Vulcan
(which you can also get for free in this Chapter), and the Teroline line
shield; the Te-senba line shield is found on Neudaiz's Synth shop; and both
the Shigga Stam (a Shotgun) and the Rabol Tero can be bought at the Synth
shop in Dagora.
Regrettably, the line shields you can construct are of dubious worth since
they once again require specific elements and they aren't much better in
terms of stats over the previous versions.
The Teroline will protect against Lightning, the Te-senba against Light and
the Rabol Tero against Dark. Not many enemies will use these elements, and
those that do usually have neutral attacks or can use other elements as well.
While the Rabol Tero is a nice choice for the Chapter's Boss and some nasty
SEED-Vitaces along the way, a Gigaline is overall a better line shield for a
certain section of the mission.
When you're ready, invite Lou to the party and select the "Divination Escort"
mission from the Flyer Base in Neudaiz.
_______________________________________________________________________________
[PSUSTO09] Story Mission 9: "Divination Escort"
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Box Drops: Vulcan (F)
Board Drops: [B] Death Dancer
[B] Bulletmaster
Enemy Drops: Sta / Mind -- Gohmon
Compadri -- Ollaka
Giga / Legs S -- Kamatoze
Hanmateri -- Grinna Bete C
_______________________________________________________________________________
________________________
Agata Islands: Block A-1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Watch the cutscene. Ethan, Tomrain and Lou are joined by Karen.
________________________
Agata Islands: Block A-2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Use the save point, then go through the door. Enemies here are weak against
Fire.
Once outside in the forest, ignore the right path since it only leads into a
dead end. Go forward, facing some Ageetas. Keep going forward and you'll see
two locked doors - one to the right, another further ahead, north on the map.
Keep going onward to meet some hardy Olgohmons. After those, more will appear
accompanied by Ageetas. Taking these out unlocks the door to the north. Go
through it.
Follow the small cave until you return outside again. Towards the left is
another locked door but for now, just go towards the center of the area to
fight a Kamatoze, who drops down a Key. The door unlocks; inside are boxes
that usually drop Photon Charges. Anyway, grab the Key and return to the last
area, where you fought the Olgohmons. When you reach it, head to the door on
the left side, unlock it and go through another small passage.
Outside again. Follow the path and some Olgohmons will arrive from the left.
Dispose of them, then proceed. Another Kamatoze, surrounded by Ageetas, will
make itself known as you near the locked door. Note that more Ageetas will
spawn nearby as you take out the first ones. Once they're all dead, the door
unlocks. Go through it.
________________________
Agata Islands: Block A-3
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Follow the path left, then right, and deal with three more Ageetas, including
a King. Then, go forward to face Ollakas, including a King version. Next up,
another Kamatoze and two more Ollakas will come up ahead - kill them to open
the door to the their left (north portion on the map).
If you take the door, there will be a teleporter towards the end of the small
cave. It will simply take you to an area with a lone Kamatoze, and another
teleporter that brings you back to the first teleporter.
Your objective is through the long path ahead, east on the map, to the right
of the door. Keep going until three more Ollakas and a King version of them
appear, then after killing them, take the left path towards the locked door
in the distance. The path will splipt up again - the right side leads to a
dead end, while the left one will spawn a Kamatoze. Its death brings another
Key - a perfect fit for the door ahead. Go through it.
________________________
Agata Islands: Block A-4
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In this large cavern, there is a path to the left and one straight ahead. Go
forward first, taking out three Olgohmons.
If you want access to an area with containers that often drop Star Atomizers,
go to the left side of this cave. Don't be confused by what seems like some
other path - if you check your map, you'll see it's just a slight detour and
both lead to the same place. At the end, grab the Key. Doing so will make an
Olgohmon and two Ageetas come up behind you.
Whether you got this Key or not, go north on the map to go outside the cave.
Once there, four Ageetas will come from the right. Tackle them, then ignore
the door on your left and keep going forward. Killing the two Olgohmons and
the two Ageetas that come up brings down the laser fence behind them. Take
that path until your reach a circular area with another locked door on your
left. Some Ageetas will come from the bushes on the right, then be prepared
to deal with a Kamatoze and several Olgohmons all at the same time. Kill them
and another Key will drop.
If you got the previous Key from the large cave, you can unlock this door on
the left. If not, grab the Key that just dropped and return to the previous
door you passed by on your way here. Unlock it and go through.
You can see the Temple entrance at the end of this area. More Olgohmons will
come from the right, and as you get near the Temple door, another Kamatoze
and two more Olgohmons will try to stop you. Don't let them, and the door
will open. Go inside.
________________________
Kokura Temple: Block A-1
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Watch the scene.
Go down the stairs and take the long path to the left, then go left again and
up the stairs for a save point, healing plate and Photon charger. When ready,
take the door.
________________________
Kokura Temple: Block A-2
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Fire will be your most used element here as well, of course.
This room has a locked door to the right and a laser fence straight ahead.
Walk towards the fence then dispatch the Olgohmon and the Ageetas that spawn,
thus bringing down the laser. Go into the next section.
Go down the stairs then go left to fight off three Ageetas, then keep going.
When you reach the T-Junction, go left first. Keep following that path, take
out more Ageetas along the way, and take the teleporter at the end. You'll be
greeted by two Ageetas and a Olgohmon; take them out, and then go left for a
Key and a teleporter. Take it.
Back at the first teleporter, return to the T-Junction and take that other
left path. As your get near the end, three more Olgohmons drop by; behind
them is another teleporter. Taking it will drop you off in another straight
path. The containers on the left usually have Star Atomizers. Keep going and
three more Ageetas will get in your way. Past them, to the right, is another
Key. Grab it and take this teleporter.
You'll now have to backtrack to the first room, the one with the locked door.
Just go forward, left and up the stairs, and find the door to your left in
the room. Going through it, you'll reach another room where various Olgohmons
will spawn. Don't get caught in their Barta crossfire, take them out and the
door on the left unlocks.
On the other side, go along the bridge and kill the three Ageetas that drop
by as you turn left. Once at the T-Junction, going straight ahead leads to a
healing plate; going right gets you off the bridge, into a section with a new
enemy, the Dilnazen. This bipedal insect-like creature shares characteristics
with Jarbas and Bil de Vears, so you know what to expect. Rangers should be
alert as these beings are more resistant to ranged attacks, so either exploit
its elemental weakness (Dark) or use melee attacks.
Once it's dead, the door on the left unlocks. On this next section, several
Olgohmons are waiting for you - once again, be wary of their Ice attacks.
After they're rubbed out, grab the Key, take down the fence and cross the
bridge. At the end, another Dilnazen is joined by four Olgohmons - I suggest
taking out the Olgohmons first, then focus all your attacks on the insect.
Once this group is down, take the door on the right to reach the next area.
________________________
Kokura Temple: Block A-3
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Looking left and right, you'll notice there are two stairways. Both lead to
the same place but take the left one since it's quicker, then take another
flight of stairs on the left to go up. An Olgohmon, surrounded by Ageetas,
is waiting for you. Cut them down then take the door on the right.
Once you get to the crossroads, you'll have several choices. The left path
is optional, leading you to a room with a healing plate and some containers.
Your main objectives are the forward (north on the map) and right (east on
the map) paths. For now, take the right one, fighting a lone Olgohmon in the
corridor as you go.
At the end of the corridor, you'll come to a room where a Dilnazen will come
down a flight of stairs. Take it out to get another Key. Up the stairs and to
the right are containers with materials; to the left are containers with Star
Atomizers and on one of them, you can find a VULCAN.
Return to crossroads and take the north path, now on your right, then go down
some stairs will have you fighting against more Olgohmons and one Dilnazen -
their demise brings another Key.
When done, return to the start of Block A-3 - back through the crossroads,
taking the path south on the map, then going down the stairs on the left -
and head to the center of this room. Fight off the three Ageetas then bring
down the laser fence up ahead. Go up this new set of stairs, terminate some
more Olgohmons, then take the left door.
At the end, be ready for another Dilnazen, two Olgohmons and two Ageetas,
whose deaths unlock the door on the right. Through it is the next area.
________________________
Kokura Temple: Block A-4
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When you enter, there will be a laser fence to the right. Take the door on
the left and you'll come to a room with stairways on both the left and right
sides. Doesn't matter which one you take - at the top, go to the platform on
the center and take the Key, then return to the fence.
When it's down, go across the bridge. If you get near the containers on the
left path, which have Photon Charges in them, some Ageetas will appear behind
you. Otherwise, your objective it through the door at the end of the bridge.
Beyond are several Ollakas and Ageetas, which you must kill to unlock that
door on the left.
Follow the corridor, killing the lone Ollaka along the way, then you'll reach
a room with five Ollakas. After killing them, enter the next room for four
more Ollakas and a Dilnazen. When they're gone you'll notice more multiple
paths - stairs to the left, right and up. Taking the left path leads you to
two platforms, each with containers at the end, while the right set of stairs
takes you to a healing plate.
The way forward is up the flight of stairs straight ahead. Take it, then go
right along the platform and finally go down again, to the right - a Dilnazen
and two Ollakas will be there. Killing them spawns even more Ollakas, so be
on the lookout.
Once they're all dead, take the door on the left. When the path splits, just
go left since the right leads to a dead end.
_________________________________________
Agata Islands: Outside the Sacred Grounds
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And you're done with the Temple, with a save point dead ahead.
Note: If you want the Bulletmaster and Death Dancer Boards, but didn't get
them during the Kokura Temple, then *DO NOT* save and log out. If you
save and reload your game from here, you won't be able to return to the
temple. Instead, you can save now but return all the way to Block A-1,
save there instead, then do the usual logging out and reloading. It's
a long trek, but it's the only way to redo the entire Temple.
When you're ready to carry on, go through the door. Watch the scene then it's
time for a Trial.
_______________________________________________________________________________
[PSUTRI27] Trial 27: Defeat the Kagajibari!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to beat: 2:00 minutes
Enemies to kill: 1
Notes: The Kagajibari is basically a Bil de Vear counterpart. It shares all
the same basic patterns, right down to the spin attack and jumps with
a chance to knock you back.
However, there is one crucial difference: any elemental attack you use
against this creature will be countered with the same element. Let's
say you use Barta or Ice-based bullets - the Kagajibari will react by
using both Barta and Gibarta against you. Yes, both of them. The same
applies to any other element you use.
This makes it harder to exploit its elemental weakness - Dark - since
it will counter with Megid and Ramegid. Of further note, touching its
shield will damage and push you back.
If you knock it down, it'll push you back with a spinning attack too.
Don't worry about Karen; if she gets Incapacitated, it does not count
towards the Trial's rank.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Despite all of the shortcomings, there is a sort of weakness - that elemental
counterattack will only be launched if you use a TECH while its shield is
active. So if you're planning on using any TECH, do your best before the
Kagajibari activates the shield.
Ideally, non-elemental weapons and PAs would be a good idea but chances you
have anything elementally neutral are slim to none. Hunters can use Damage
Traps, and Rangers can go with Damage Trap G's, though Rangers have a slight
advantage as they can trigger these. While any weapon works, Machine Guns do
have the best stopping power thanks to their higher rate of fire.
Try not to use Skills with a knockback effect as it'll counter with a heavy
spin attack when it gets back up. If you use Skills with that ability, don't
use them all the way up to their final combo (ie, use Dus Daggas up to its
second combo, use Gravity Strike's first combo only, etc.).
A good tactic here is to use any element provided you're equipped with a line
shield of the same element - this means you can, for instance, cast Foie or
shoot Fire Bullets against it, but its Foie counterattacks will do little to
no damage. This is the only moment in the entire Chapter where the Rabol Tero
is useful if you plan on using Dark TECHS or Bullets against it.
Finally, another method is to simply use Diga against it, and there are two
reasons behind this suggestion. First, is that unlike all other TECHS at its
disposal, Diga is the only one which will not be fired from a downward angle.
You'll note how the likes of Foie and Megid will be launched from its body,
and move down towards you - Diga doesn't. Second, unlike other TECHS, Gidiga
does not have any status effect and it's cast with an AoE with the caster as
its epicentre, which is great since you can keep your distance. Alternatively
you can also use Barta since it's easier to dodge as well.
_______________________________________________________________________________
Trial 27: Defeated the Kagajibari!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: GUDDA BREBA, 10000 Meseta, 130 Mission Points
A-Rank Rewards: 4000 Meseta, 100 Mission Points
B-Rank Rewards: 1500 Meseta, 80 Mission Points
C-Rank Rewards: 70 Mission Points
Watch another scene.
_______________________
The Altar of Divination
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Another scene.
________________________
Agata Islands: Block B-1
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First of all, access your inventory and place your Goggles and Photon Eraser
on the Action Palette. Then save, because there's another Trial on the way.
When ready, go through the door then watch the scene between Ethan and Lou.
And here we go.
Tip: If you go back in the opposite direction of the door, through the cave,
you can return to Ohtoku City to stock up.
_______________________________________________________________________________
[PSUTRI28] Trial 28: Purify all of the SEED Cores!
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Time to beat: 16:00 minutes
Enemies to kill: 57
SEED Cores to purify: 6
Notes: This Trial could be described as "This is BARTA!". Obviously, the Ice
element will be the best one for Rangers and Forces during this event.
Everyone should be ready to deal with several SEED-Vitaces, the Vance
version that cannot be knocked down.
Finally, you only have Lou to keep you company. Although she's one of
the more capable fighters, it's still a bleak scenario if you are not
up to snuff.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From your starting point, things will look like a mess - and they are.
Start by running forward, in the direction of the containers. Several Ageetas
will appear as you get close, but they're fairly easy. When they're killed,
take a left towards the first Core but stop as soon as you pass by the pair
of lamps on this narrow path. Take out your Goggles and spot three Seeds in
the area - one to your left in the fire pool, and two others to the right of
the Core. With that in mind, enter this section and three Gohmons will come
in from the right. Kill them quick, then get to tagging and destroying those
three Seeds.
Where's the fourth one? Go to left of the Core, north on the map - it's right
at the start of the path that leads to a locked door in the distance, near
the small set of trunks. Once they're all taken out, don't bother destroying
the Core just yet - instead, keep following the path where the fourth Seed
was, towards the north and slightly east on the map. As you get near the door
three Gohmons will get in your way. Defeat those and two more Gohmons, along
with a SEED-Vitace, will appear behind them. As usual, avoid the Vitace's
tentacles and the spore it spits out. Killing them all unlocks the door to
your left. Go inside the small cave to find three containers and an Info Key.
Grab the Key and make haste to the first Core. Take it out and another Key
will drop in front of the laser fence - bring it down and continue. Take the
only path available to the left, and you'll find three more Gohmons and two
Ageetas. Kill those then keep moving forward. As you get near the door and
another fence, four more Ageetas and another Vitace will appear. Destroy
them quick, then go through the fence to find a teleporter. Take it.
In this next section, run forward to fend off a Gohmon and four Ageetas that
appear before you reach the containers. Going to the left you'll find another
Core - as before, take out the Googles before you get near the fire pool to
get a general idea of where the Seeds are. You'll find the first Seed in the
fire pool to the right of the Core, but don't do anything yet - go beyond it
to deal with four Gohmons and another Vitace first. After that, the second
Seed is behind the Core, beyond the bushes (south on the map). The third Seed
is to the right of the Core, in the fire pool, and the fourth one is hiding
behind the third one, to the left of the containers (south west on the map).
Once they're all tagged and trashed, take out the second Core. Grab the Key
that drops and unlock the door ahead. Follow the cave to get another Key and
then take the teleporter at the end.
You'll return to the first teleporter. From here, just go up the small path,
through where the laser fence was and unlock the door on the right to reach
the next area.
________________________
Agata Islands: Block B-2
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Immediately go to your left and the path will split. Since the right side has
another laser fence, take the left side until you find an Ollaka and two more
Ageetas. Kill them to get a Key, then go back and unlock the fence. When you
do, don't go to the other side yet. The Core is fairly easy to see from this
distance, so take out your Goggles and look directly at it with them to see
three Seeds: the first is in the fire pool to the left, the second is found
in another fire pool very close to the Core itself, and the third is to the
right of the Core. Put the Goggles away and move to that Seed on the right
side - four Ollakas will barge in from the right. Take them out, then go Seed
stomping. The fourth of them is hidden behind and slightly to the left of the
Core itself, north of the map.
Now a Key will drop down on the east side of the map, right next to another
locked door. It's a perfect fit, so go through it. Once inside, just go along
the path; when it splits up, take a right through another door. What do we
have here? A Kagajibari with four Ageetas. Take the fiery ones out first and
then focus on the giant. All Seeds are fairly easy to find here. Assuming you
are looking at the Core from the door with your Goggles on, there's one in
the fire pool to your left, one in another fire pool to the left of the Core,
another behind the Core itself and another to your right. After taking out
the Core, another Key will drop near the door. Take it, then rush back inside
the passage, going forward non-stop. Unlock the door at the end of the path.
Once outside again, go forward until some Ollakas and Ageetas get in the way.
Take them out, then follow the path left (south east on the map). As you pass
the two trunks, you'll spot the fifth Core further ahead. With the Goggles,
find the Seeds: one in the fire pool to the right, another behind and to the
right of the Core, another to the left of the Core and the last one in yet
another fire pool on the right. No enemies will attack you while dealing with
the Seeds and the Core, so you can breathe a bit.
Another Key will drop after you take out the Core, near the containers on the
left. Grab it then rush to the door straight ahead - five Ageetas will drop
in, followed by two Ollakas and another Kagajibari. You'll receive one more
Key after you dispose of them. The path to the left will drop the laser fence
but it only leads to a healing plate; your objective is through the door.
________________________
Agata Islands: Block B-3
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The sixth and final Core is plain to see. Relax, since no enemies will bother
you as you purge the SEED.
Use the Goggles and notice three Seeds: one on your left (north west on the
map), another dead ahead in a fire pool (north) and the third behind and left
of the Core (north east). As for the fourth one, go to the left of the Core
itself and close to the edge of this area to find it.
Take them Core down and you're done.
_______________________________________________________________________________
Trial 28: All SEED Cores purified!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: GRINDER S+4, 10000 Meseta, 130 Mission Points
A-Rank Rewards: 4000 Meseta, 100 Mission Points
B-Rank Rewards: 1500 Meseta, 80 Mission Points
C-Rank Rewards: 70 Mission Points
Watch another scene...
________________________
Agata Islands: Block C-1
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...And another. As usual, stock up on anything you need from Bruce. He has
several good weapons on offer, although it's likely you have better versions
of some of them.
When ready, use the healing plate and save point to the left, then just keep
moving. Go past Bruce and into the section ahead, and you'll be attacked by
three swarms of YG-01U BUGGES, a rare variant of the previous bugs you've
faced in the past. Note that they can cast Megiverse like the YG-01K version.
After them, time to face three GSM-05M Tirentos, also a variant of previous
robots you've met before. Aside hitting harder, they are the same kind of
enemy.
When all of them are scrap metal, you'll receive a Key which unlocks the door
straight ahead. However, there is an optional area in the Agata Islands if
you take the path to the right instead. If you want to know more about it,
then read the next section; if not, skip it to continue.
_______________________________________________________________________________
[PSUOPTI4] OPTIONAL: Further into the Agata Islands
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Ignore the Key and take the long path to the right of the door. You'll know
you're going the right way when Lou complains this is the "wrong way". After
a bit you'll spot another locked door. Head toward it and you'll be jumped
by a Tirentos and two swarms of Bugges, and when they're down be ready to
fight a Grinna Bete C.
Killing them all unlocks the door into a different area.
________________________
Agata Islands: Block D-1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Note: All enemies here are based on the Lightning element, so Diga that.
You'll be inside a large cave, with three containers further ahead of you.
To the right of those is a long, twisting path. Take it to arrive outside,
where three swarms of Bugges will attack you, followed by four Tirentos. When
they're done with, keep going onwards (west on the map) in the direction of
the locked door. Three Tirentos will be waiting, and their deaths bring out
another three sets of Bugges. Killing them brings down the laser fence on the
left. Go that way until you come to a small section with two Tirentos and a
Grinna Bete C. Disposing of them rewards you with a Key; take it, then return
to the locked door, then take the next door to exit this small passage.
Outside, move to the locked door further ahead. Before you reach it, another
group of Bugges and a Tirentos will appear, followed by two Grinna C's. Once
they're destroyed, the door unlocks. If you go through it, you will find a
teleporter at the end of the passage, which will take you outside the cave
with the twisty path.
And that's that - to leave, follow the passage back into the large cave, then
exit back to Block C-1.
As before, you can repeat this section as many times as you want. The amount
of enemies may seem few, but they give away nice chunks of experience and
Meseta. Also note that when you leave, all enemies from Block C-1 will be
there as well.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Key in hand, unlock the door and go inside the passage. When the path splits,
going forward leads you to three containers with Photon Charges inside them,
while going right takes you closer to your objective.
When you cross the door, you'll be back outside and with a Grinna C and two
sets of Bugges to deal with. Once gone, go to the north west of the map and
you'll find three Tirentos. Dispatch them, then go through the door.
________________________
Agata Islands: Block C-2
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Go through the door. Watch the scene, then it's Boss time with another Trial
thrown in.
_______________________________________________________________________________
[PSUTRI29] Trial 29: Defeat SEED-Magashi!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to beat: 2:00 minutes
Enemies to kill: 1
Notes: You're screwed.
Actually, not as much as other players would have you think. It's true
that SEED-Magashi has a bevy of moves that are both infuriating and
damaging. Think of it as a Bil de Vear or Kagajibari in terms of raw,
physical power. He also shares their ability to jump great distances
and knock you back. Further, he can dash, shoulder charge and teleport
around the area, so don't be too surprised if you find yourself losing
more time trying to track him than fighting him.
His more devastating moves are a high level Megid, and a roundhouse
kick which he can perform randomly or when getting up after being
knocked down. Said kick can Confuse characters. Be aware that he will
also do various kicks in a row.
Finally, his element is Dark, so consider using any Light-based weapon
in your arsenal.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Another battle without a specific method. While tricky, it is possible to
knock him down, but watch out for that roundhouse.
Your best choice is to hit with everything you've got every time you get the
chance. Hunters are at their best with Double Saber, Twin Blade and Spear
PAs. Rangers should focus on using Light-based Bullets; a good backup choice,
though one which may work just as it might fail, are the Trap G's. Forces
should stick with their highest level TECHS.
If you have at least one ranged weapon with Light-based attacks on it, then
use it as best as you can. Machine Guns are a good choice in this case, but
Cannons aren't a bad idea if you can handle their slughish rate.
_______________________________________________________________________________
Trial 29: SEED-Magashi defeated!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: TE / PP GENERATE, 10000 Meseta, 130 Mission Points
A-Rank Rewards: 4000 Meseta, 100 Mission Points
B-Rank Rewards: 1500 Meseta, 80 Mission Points
C-Rank Rewards: 70 Mission Points
Watch the scenes that follow the fight, and Chapter 10 is no more.
_______________________________________________________________________________
[PSUCHA11] Chapter 11 - Unification Point
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Rewards: - Free Mission: "Two-Headed Sentinel"
- Free Mission: "Woodland Flames"
- Free Mission: "Temple of Ice"
- Scape Doll (S-Rank Trial 30)
- 18000 Meseta (S-Rank Trial 30)
- Thunder Cannon (Optional)
- Grinder S+5 (S-Rank Trial 31)
- 18000 Meseta (S-Rank Trial 31)
- Mugungri (S-Rank Trial 32)
- 18000 Meseta (S-Rank Trial 32)
After all the cutscenes, Ethan will be back in his room. A transmission from
Nav directs Ethan to the HQ on the Colony. Before you leave, Pete has some
new topics to discuss and consulting the Vision Phone, you'll find new Free
Missions.
When ready, leave the room and go to the GUARDIANS branch in Clyez.
____________________________________________
Clyez City 5th Floor: GUARDIANS Headquarters
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Watch the scene with Lumia when you enter, then go and talk to Mina at the
counter. Several moments later, you'll learn your next mission is on Moatoob.
Once the briefings are all over, you'll be back at HQ. Leave.
___________________________________
Clyez City 4th Floor: PPT Spaceport
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Take a shuttle to the GUARDIANS Branch on Moatoob.
_______________________
GUARDIANS Dagora Branch
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Once here, talk to Mana at the counter. You'll then be taken to the Meeting
Room for another scene. The mission "Defend the Gates" will then be available
at Dagora's Flyer Base. Leave.
_____________________________
Dagora City: Central District
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Two things to know about the next story mission. One, it will feature a very
demanding section because it's a Trial with a large enemy contigent that may
even catch high level characters off guard. Two, you can't create the line
shields that would be better suited to the mission itself.
To expand on that last one, you could make the Hardline (good vs. Fire), the
Har-senba and the Rabol Hard, the last two able to be made with any element
you want... If Sonic Team hadn't decided they all needed one item that you
can only get in the last Chapter. Or to be more precise, in the last area of
the game. Another questionable move is that Ether Acid, the second component
necessary to make Trimates, is now available in Synth shops. Yes, it's not
like they have been widely available for free in the game, is it? Oh wait.
Good show, Sonic Team!
Not all synthesis is bad, though. The Ascalon (Saber), Sava-zashi (Dagger)
and Dual Railgun (Twin Handgun) are very good weapon types that are not too
expensive to make. If you found the Bulletmaster and Death Dancer Boards in
previous Chapters, they both also require Kerseline; the Twin Handgun also
needs some Chicotite in its "???" material.
For shoppers, GRM has the Falcon (a new Rifle) while Yohmei has the Canara,
a new Wand. Tenora has the Rabol Danga, a good line shield with a Body and
Extra slot, but it's exclusive to Hunters. Meanwhile, both Tenora and Yohmei
have new units that boost STA and END, respectively.
While all elements will have a chance to shine, the next story mission is
all about Fire and Ice-based weapons, line shields and PAs. Their importance
can't be understated, as you will be subjected to tough enemies, nearly all
capable of casting Barta at one point. As you should know by now, Freeze is
the worst status effect you can suffer.
Not much else to suggest for now, other than the final Boss of this Chapter
requires at least one ranged weapon and is vulnerable to Diga.
When ready, go to Moatoob's Flyer Base and select "Defend the Gates".
_______________________________________________________________________________
[PSUSTO10] Story Mission 10: "Defend the Gates"
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Box Drops: Thunder Cannon (F)
Board Drops: [B] Death Dancer
[B] Granarod
Enemy Drops: Vullseye -- Zoona
Rabol Stella -- Vanda
Mega Wall -- Naval
Me / Concentrate - Bil de Vear
Giga / Legs S -- Vanda Merha
_______________________________________________________________________________
___________________________
West Kugu Desert: Block A-1
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Watch the scene. You're now in the West Kugu Desert. In the next segment,
you'll get to drive an AMF Striker during a Trial.
Note: There's no save point right before the Trial, so if you want to, return
to Dagora, save your game, then return here - if you fail, you won't
have to go through the cutscene again.
When you're ready, ask the AMF soldier how to operate the tank, then get on
board and roll out into the desert.
_______________________________________________________________________________
[PSUTRI30] Trial 30: Reach the confinement system with the striker!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to beat: 3:30 minutes
Enemies to kill: 12
Notes: Sturdy, though not always easy to maneuver, the Striker's advantage is
its firepower. Unlike the Lunga, the Striker is a war machine - you
don't need to get off the vehicule, kill the enemies on foot, then
board again to continue.
This Trial is pretty similar to the Lunga one, with some differences.
Here you have to destroy rocks instead of trees in order to proceed,
and there are now two gauges to keep track of. One is the health bar,
replenished by green containers found in the Trial; the other is the
ammo bar, depleted with each shot fired by the Striker and recovered
with red containers.
Finally, those ammo and health reserves can often be used as waypoints
so you now where to go next, but this is probably the easiest Trial in
the entire game.
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From your starting position, head to your right (north west on the map).
After you pass between the two trees, you'll find a large rock with a glowing
spot. Destroy it with the Striker, then pass through the opening.
In this section, keep moving to your right again (north east on the map)
until your first line of opposition arrives - three Vanda Merhas. Kill them,
then maintain your course to find another large rock. Blow it up and pass
through the opening.
Keep to your right once again (now east on the map), past the green container
and tree, until you find three more Merhas. After those, head to your left
until you see another glowing rock. Kaboom, go through.
Here do a 180 degree turn, grab the ammo container and as you pass the tree,
take a left turn and keep going.
___________________________
West Kugu Desert: Block A-2
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From here, go left past the ammo box and face two Merhas and a Bil de Vear.
Don't worry, the Striker can take a de Vear down with one shot. Right after
you kill them, look to your right - there's another shiny rock on the closed
off area to the right. Blow it up and go through.
And to the right we go once again. Grab the ammo box, make another turn to
the right, then keep going until another de Vear and two Merhas pop up. Deal
with their sorry hides then look for another shiny rock towards the right
(south east on the map). Kaboom once more.
Now go left in the direction of the ammo container, then to the right of the
tree beyond it and you'll spot another suspicious wall. Tear it down and go
through - you've cleared the Trial.
_______________________________________________________________________________
Trial 30: Arrived at the confinement system!
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S-Rank Rewards: SCAPE DOLL, 18000 Meseta, 140 Mission Points
A-Rank Rewards: 7000 Meseta, 110 Mission Points
B-Rank Rewards: 3000 Meseta, 90 Mission Points
C-Rank Rewards: 80 Mission Points
___________________________
West Kugu Desert: Block A-3
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Watch the scene.
_____________________________________________
West Kugu Desert: Confinement System Exterior
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And another. Tomrain will leave the group and Lou will now join. You'll be
back outside the Confinement System, with a save point to the left and the
vast Kugu desert straight ahead of you. If you want to return to Dagora,
turn back and enter the door behind you. Otherwise, go into the hot sands.
___________________________
West Kugu Desert: Block B-1
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From the door, look to the left and you'll see a laser fence. Go there and
eliminate the group of Navals. After them, a Drua Gohra will appear with four
more Navals around it. Gohras use charging attacks and can knock characters
down with tail swipes, but the most noteworthy moves are their ability to
cast Foie very quickly and rotate themselves very fast when attacked from the
sides. However, they can be tipped over, leaving them open for attacks.
Once these are dead, watch out for the four Vanda Merhas that appear behind
you. Their deaths reward you with a Key. Bring the fence down and go through
it, then down and left to fight several groups of Navals until you reach the
next laser fence. Once you kill them all, another Key will drop down, so take
down this next fence.
Go up and a Gohra will appear. Its death will bring out some more Navals:
first from the right, then from the left. Use the Key that falls down after
the last one is slain to bring down the fence on the left. As soon as it goes
down, several Merhas (including a King) will spawn right in front of you.
Kill them, then be prepared to deal with the Gohra and Navals to the right,
followed by another Gohra and more Navals to the left. Once they're all taken
care off, yet another Key will drop down. Use it on the door north east on
the map.
___________________________
West Kugu Desert: Block B-2
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Move closer to the tree and notice your surroundings. You can see two exits
to your left and one is blocked with a fence; and further ahead of you, to
the right, is an Info Key lying about. Totally not suspicious! Head for the
Key and fight off five Navals, then three more. When the dust settles, grab
the Key and turn back, this time heading to the right and taking the open
path.
As you enter, four Merhas and a Gohra will appear. Take them out for another
Key, and now go to the fence in the previous section. Bring it down and keep
going. A small group of Navals will be waiting for you, but after you deal
with those, another Gohra escorted by two Navals will appear in the distance.
Don't keep them waiting. When they're dust, another Key will appear in front
of another fence, both of them to the right (north east on the map). Going
past this one, you'll reach a wider area - a Gohra and four Navals will come
up from the left.
After them, head to the door in the distance; about halfway through, you'll
be ambushed by two Gohras and a handful of Mehras. Do the usual slicing and
dicing, then use the next Key on the door close by. After the small passage,
a large group of Mehras will be waiting. Disposing of them brings out another
pair of Gohras, surrounded by Navals. Kill them off, paying attention to more
Navals that spawn as you take out the first ones, then when it's over... Yes,
time for another Key and lock to the left of where the Gohras appeared.
_______________________________________________
West Kugu Desert: Inside the Confinement System
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Watch the cutscene.
____________________________
West Kugu Desert: Field Base
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During this next scene, Lou will reveal that you'll be facing a battalion of
creatures. When you can move again, look to your left to find the three usual
suspects - a healing plate, Photon Charger and save point. If you want to go
back to Dagora, follow the path further to the left.
Otherwise, it's time to proceed. Go through the unlocked door on the right
and get ready for one of the hardest Trials in the game.
__________________________
West Kugu Desert: Area A-1
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Walk towards the right side of this area and a Trial starts.
_______________________________________________________________________________
[PSUTRI31] Trial 31: Defeat all creatures in Area A!
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Time to beat: 13:00 minutes
Enemies to kill: The game doesn't provide an enemy count at the end, but
you'll have to kill 150 under the alloted time.
Notes: This Trial is best described the same way as Gunstar Heroes' fifth
stage objective - "Destroy them all!"
During this Trial, my instructions will be a bit different. The only
objective here is to be lightning fast and kill all the creatures as
fast as you can. Due to the chaotic nature of the battlefield, I will
only provide cardinal directions - north, south, east and west - since
I can't be certain that you'll be facing a certain direction when I
tell you to go there.
As expected, the Fire element will be your best ally here. Don't rely
too much on Partners, be precise with your Photon Arts, and don't be
stingy - if you need to use healing items or TECHS, go for it.
The most dangerous thing here will be the successive Barta waves that
the enemies will cast. If you're not careful and are caught between
them, you'll burn through your Scape Dolls like a hot knife through
butter.
An alternative suggestion to deal with this Trial: if you think the
following directions are too verbose, don't read them. It seems I'm
contradicting myself, but the best way to handle this place (with a
couple of exceptions) is to simply check your map at all times as you
will get a clear idea of where enemies are coming from.
Finally, you can get a free Thunder Cannon during this Trial. Like the
Trial in the Milate 04, getting this optional weapon will either be
hard or a breeze. I'll give directions to get both the weapon and the
S-Rank, but feel free to disregard it if you feel roughly 30 seconds
might damage your performance. Besides, you can also buy one in GRM
in the next Chapter but it'll cost you 40k Meseta.
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Four Navals will spawn from the north east. Take them out then head north to
fight two Bil de Vears. Go north and slightly east for a group of Vandas,
then more Vandas and Navals will come from the north. Watch it as more Navals
will spawn nearby.
After that, two more de Vears will come from the east, followed by another
group of Vandas further east, with a King version included. Be careful as yet
more Vandas will spawn in the same area, leading to attacks behind your back.
After those, a Key will drop to the east. Use it to go through the door.
Several groups will come from the north east in the following sequence -
a de Vear and some Navals, then two de Vears, followed by a de Vear and four
Vandas, and finally a King Vanda surrounded by Navals. Note that more Navals
will spawn around you as you take down the previous ones.
Now head east to fight a Vanda and two Navals, then a group of Vandas led by
a King. Two more Vandas will spawn near this group.
After this point, focus all your attentions to the west as three de Vears
will come from that direction. Enemies will seem to have stopped spawning but
what you have to do now is to head all the way west to find the next groups.
Run west direction to find another Vanda group led by a King, and take care
as three more Vandas will spawn to replace the last ones you finished off.
Now grab the Key further west, then rush east then north and go through the
door.
__________________________
West Kugu Desert: Area A-2
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Note the locked door straight ahead, then go north eash. A batch of Navals
will appear, and another group of them with a Gohra will come from the west.
After they're dealt with, a Vanda group will appear north, in front of the
door. Focus your attention on the King first, then the rest. Grab the Key
they drop and go through the door.
As soon as you enter, confront the Gohra and four Navals to the north, then
fight off two more Gohras to the east. Tonnio will comment that you've beaten
100 enemies.
After that, run to the east and destroy the group of Vandas and Navals, then
another group of Vandas and Gohras to the north. Two more Vandas and two more
Gohras will appear to the south, right behind you; after those, the next Key
will drop to the south and slightly to the east. Go through the door ahead.
Run south east, then a bit to the east, to fight four Navals and a Gohra.
To the east of where you fought this group, next to a tree, is a ramp going
down. If you go down the ramp, then head west, you'll find three containers.
The one on the left has the THUNDER CANNON. If you came here, just retrace
your steps - east, then north up the ramp.
After that move further to the east and confront five Vandas with a King in
the group. Another set of four Vandas a Gohra will appear from the same
direction.
Now head south, kill off two Gohras and some Navals, followed by three Gohras
and two more Navals. Finally, rush further south and exterminate the group
of Vandas - besides a King among them, a few more Vandas will spawn as you
kill the last ones.
Don't bother picking up the Key that drops down - as soon as you hit the 150
mark, the Trial ends.
_______________________________________________________________________________
Trial 31: All creatures successfully defeated!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: GRINDER S+5, 18000 Meseta, 140 Mission Points
A-Rank Rewards: 7000 Meseta, 110 Mission Points
B-Rank Rewards: 3000 Meseta, 90 Mission Points
C-Rank Rewards: 80 Mission Points
____________________________________________
West Kugu Desert: Area A Defensive Perimeter
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Watch the scene.
____________________________
West Kugu Desert: Field Base
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And another scene. Take what you need from Bruce (notice how his shop seems
to have more ranged weapons than melee), then go to your right to find a
healing plate, Photon Charger and save point. You can return to Dagora if you
wish but your objective is to head down to Block B - it's the only open door
so it shouldn't be hard to find.
__________________________
West Kugu Desert: Area B-1
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In this area, ignore both the right and left sides - go directly to the base.
Four Jishagaras will appear ahead; make short work of them so that three Bul
Bunas come out of hiding, then defeat those as well. A Key will drop, right
in front of the laser fence. Take it down and go through.
You'll find three more Jishagaras on the right; send them packing, then use
their Key to pass through another fence. Go down the ramp, taking out another
four Jishagaras, then head left to terminate three more Bunas. Another Key
will drop to the right of them, near another ramp and face.
Once past it, two more Jishagaras and a Gohra are waiting for you topside, so
go meet them. Now go left, north west on the map, to find another Gohra. When
it's dead, a lone Jishagara will run up to you. Kill it, then just continue
on this path to find two more of them.
To the left from here (south west) is a path where you can find three boxes
with Atomizers or Scape Dolls. To the right side (north west) is the exit.
Head there and you'll see a locked door. When you get near, you will find a
Gohra, followed by three more Bunas. Whack them to get a Key, then cross the
door on the mountain.
__________________________
West Kugu Desert: Area B-2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
In this area, ignore the path to the left. If you go right, you'll come upon
three Zoonas and three containers to the left of them. Anyway, your objective
is dead ahead, into another AMF fortification. A Bil de Vear and four Navals
are inside, and to their right is a laser fence protected by another group of
Navals. Take them out and go through the fence with the Key.
In this next section, look to the left to find a laser fence. You can't do
anything about it now, so go right to trigger two Zoonas, then follow that
path. A couple of seconds later, two Bil de Vears will appear, and then five
Navals will grant you another Key when they're dead. Use it on the fence to
the left and go through it. As soon as you deactivate it, a de Vear and four
Navals will spawn in and attack you. Take these down to receive another Key,
one that will let you go through the door ahead.
However, if you want to explore a teensy bit of this area - namely, the fence
you left behind - just go all the way left from here until you find three
Zoonas. Take them out of the skies, grab the Key then go back inside the AMF
fort. Go right until you spot the fence then take it down. On the other side
are five Navals; more will pop up as you kill the first group. Further to the
back of this area are two sets of boxes, each behind the parked Strikers -
the left set usually drops Dimates and Trimates, while the right set will
have Atomizers.
Whether you went back for this area or not, your objective is through that
locked door on the north east side of the map. Unlock it to access the next
area.
________________________________________
West Kugu Desert: Distress Signal Origin
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
First of all, save your game. Then head towards the beaten down Striker and
fallen AMF soldiers for a cutscene.
_______________________________________________________________________________
[PSUTRI32] Trial 32: Defeat the Dimmagolus!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time to beat: 1:30 minutes
Enemies to kill: 1
Notes: Yes. *Again*. The same Boss as before, but with a different name and
set of colors. Dimmagolus is pretty much the same as the Onmagoug,
only it now has a large amount of hitpoints when compared to its
older version.
Along with patterns you should be familiar with by now are also some
novelties. When a dark aura surrounds it, it will launch some organic
material that will Confuse you, while a blue aura means an electrical
attack is on the way.
Its melee attacks are also more powerful, so beware.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As before, its weak points are the wings. Target them with ranged attacks in
first-person view, then rush it when it goes down. Dimmagolus is weak against
the Lightning element, so anything Ground-based is your best line of attack.
Not much to recommend other than being fast and using any Skills that target
several body parts. Ground-based Bullets and/or TECHS are useful, though not
really crucial if your PAs are high level enough.
_______________________________________________________________________________
Trial 32: Dimmagolus defeated!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
S-Rank Rewards: MUGUNGRI, 18000 Meseta, 140 Mission Points
A-Rank Rewards: 7000 Meseta, 110 Mission Points
B-Rank Rewards: 3000 Meseta, 90 Mission Points
C-Rank Rewards: 80 Mission Points
Watch the following scenes. And hey, here's another chapter for you.
_______________________________________________________________________________
[PSUCHA12] Chapter 12 - Life Choices
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Rewards: - Free Mission: "Absolute Zero"
- Free Mission: "Terror in the Desert"
- Scape Doll (S-Rank Trial 33)
- 18000 Meseta (S-Rank Trial 33)
- Hanzo
- Death Dancer (S-Rank Trial 34)
- 18000 Meseta (S-Rank Trial 34)
Another cutscene opens up Chapter 12. When it's over, you will return to the
GUARDIANS HQ in the Colony. Head to the exit and a new scene will play out
between Ethan, Tonnio and Leo. After that, leave.
___________________________________
Clyez City 4th Floor: PPT Spaceport
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
So let's find us a Curtz. Take a shuttle to the West District in Holtes City,
or take it to GRM then leave the shop. Whatever you do, head towards the AMF
Base - it's the enormous enclave with a CAST guarding the door. Approach him
to start a cutscene.
______________________________
AMF Headquarters: Meeting Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Watch the scene between Ethan and Curtz.
__________________________
Holtes City: West District
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Head towards the Central Square, and another cutscene will play out, this
time with Lou.
___________________________
Holtes City: Central Square
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From here, take a shuttle to Moatoob. Just select the planet, you can't make
any other choice for now.
_____________________________
Dagora City: Central District
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Watch the scene. To Gawik's Bar it is. Just go right, up the ramp and to the
left of the photon charger and save point. At the end of the path and down
some stairs is the bar.
___________
Gawik's Pub
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Watch another cutscene.
_____________________________
Dagora City: Central District
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
To the Communion, then. Take a shuttle to Neudaiz's Central District.
_____________________________
Ohtoku City: Central District
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From here, just go right - as you approach the guard outside the building,
several scenes will play out. After all that, the group now has a chance to
go to the HIVE. The mission "Guardian's Calling" is now available from the
Space Dock in the Colony. The game is misleading - while it says Ethan can
accept this mission without partners, you actually *have* to accept it alone.
___________________________________
Clyez City 4th Floor: PPT Spaceport
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You'll be taken back here. Before getting further into the story, drop by
Ethan's room and check the Vision Phone to see what new Free Missions are now
available.
As for everything else... This is the last story mission. Some of the harder
enemies in the game are in the Hive but it's also one of the shortest areas
in the game. Still, while it doesn't really seem to build up on challenges as
previous Chapters did, the increased difficulty comes down to most enemies
being capable of using multiple elemental attacks.
Every weapon, line shield, units and materials are now available. However,
remember that Nanoresin is only found on the Hive, randomly dropped by Bel
Pannons.
There are two good weapons you can find in the Hive that are also possible to
create before you head there. These are the Hanzo and the Death Dancer. The
primary disadvantage of creating them now is that it will be costly in terms
of materials, though if you've replayed Free Missions for fun and profit, you
should have enough Mesetas to buy a small country. The tremendous advantage,
though, is obvious: in a place plagued with Dark-based enemies, Light-based
weapons are undoubtedly useful.
Then again, the final mission is very short, and since it will be available
to replay once you complete it, Light-based weaponry is not a matter of life
or death.
Other noteworthy weapons you can create before going there are the Assassin
(A-Rank Rifle), the Shintsuki-zashi (A-Rank Double Dagger), the Bulletmaster
(A-Rank Double Handguns), the Beam Vulcan (B-Rank Machinegun), the Beamgun
(B-Rank Handgun) and the Shigga Bigul (B-Rank Shotgun, but you had access to
it since Chapter 6). You can also create the Mugungri; you may have already
received one during a Trial in the previous Chapter but it was neutral.
Meanwhile, if you manage to S-Rank the "Absolute Zero" Free Mission, you'll
receive the Board for the Svaltus Edge, an S-Rank Sword. Considering that it
requires somewhat easy materials, it's a great choice for Hunters. The only
"downside" to making this weapon is that it requires Kubara Wood, the rarest
material in PSU's Story Mode, but also one you can find in the "What is in
the Ruins" Free Mission... If you don't mind repeating it a lot. But that
mission is much easier to handle now so repeated runs are quicker.
Forces can also create very good weapons at this point, though the selection
is limited to the Cometara (an A-Rank Wand) and the Granarod (an A-Rank Staff
also found in Board format on the Hive).
If you prefer buying weapons, there are several S-Rank weapons to choose
from across all three conglomerates for all Types, but at this point the only
Light-based weapon on the market will be the Gudda Greta (B-Rank Knuckles).
So consider it a generous trade-off - you can either buy highly effective and
destructive S-Rank weapons, or create some B and A-Rank weapons that can have
the Light element on them.
Finally, the best line shields will also be on offer, along with specialized
units. Suggestions regarding these are moot, as it all comes down to player
choice about DEF and EVA. While it's possible to create armor with the Dark
element, so they protect better against critters in the Hive, not only are
their stats lower but Hive enemies will use more than Megid.
Keep in mind that some weapons in shops have a corresponding Board in the
Synth Shops, so be on the lookout for that - Boards are cheaper, and you can
scavenge for materials yourself.
Note: Once you start the next and last story mission, you cannot leave until
you complete it.
Whenever ready, go to the Space Dock at the Colony's PPT Spaceport, select
the "Guardian's Calling" mission, and off you go.
_______________________________________________________________________________
[PSUSTO11] Story Mission 11: "Guardian's Calling"
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Box Drops: Hanzo (F)
Kubara Wood (R)
Board Drops: [B] Death Dancer
[B] Bulletmaster
[B] Granarod
Enemy Drops: Dagger of Serafi -- Bel Pannon
Whitill Wing -- Deljaban
Nanoresin -- Bel Pannon
_______________________________________________________________________________
Watch the scene that follows and then talk to everyone in the ship's bridge.
More scenes will play out, the Karen is back.
__________________________
Inside the HIVE: Block A-1
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Watch the scene between the party. Leo, Tonnio and Lou will go into an area,
while Tylor and Liina look after the Landeel. Ethan and Karen join up and go
into a different area.
Go across the door straight ahead and a Trial will start.
_______________________________________________________________________________
[PSUTRI33] Trial 33: Follow Hyuga and Maya's distress signal!
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Time to beat: 6:50 minutes
Enemies to kill: 47
Notes: Not much to say for this one. By now you've most certainly gotten the
hang of combat and the need to keep moving, and this is no different.
Just keep in mind that, while Forces have no direct damage spell based
on the Light element, direct damage and status ailments from other
TECHS are a viable option.
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__________________________
Inside the HIVE: Block A-2
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When you reach this area, keep moving forward until you meet Two Deljabans
and two Bel Pannons, the first line of offense. Take them out, then proceed
through the door straight ahead. Three Deljabans will be inside this room -
when you kill them, five more will spawn from the right side. After they're
dead, take the door to the right.
The path splits between left and right in this next section. First, take the
left path and go along it until you find three Bel Pannons. Killing these
spawns even more Bel Pannons and a Deljaban across the room, and two more
Deljaban will appear after them. Once that's done, the door ahead of you
(north) opens. Take it to find a room with four containers - as you get near
them, four Bel Pannons will appear behind you. When they're terminated, four
Deljabans will appear, along with a Gaozoran.
These are very dangerous, even even for high level characters. They can cast
Foie, Gibarta and Ramegid, but can also warp around a room - making it tricky
to keep a lock on them. Also, the King version can use Megiverse, so take
care. A good tactic against them is to use Diga or Ground-based Bullets since
those can silence the Gaozoran. Also, it's very weak against knockdown, so
do your best to pin it to the ground and maul it.
Now leave this room and return to the split path - as you get there, three
Bel Pannons will drop by. Kill them, then take the right path (south east).
Follow another long path to find three Deljabans and another Gaozoran. During
this fight, be prepared for a fair number of Deljabans and Bel Pannons to
spawn inside the room as you keep trying to bring the Gaozoran down. Once
they're all defeated, go through the door that opens to the far right (east)
of the room.
__________________________
Inside the HIVE: Block A-3
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Follow the path right, past the containers, to trigger a scene - and that's
it, Trial done.
_______________________________________________________________________________
Trial 33: Found distress call origin!
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S-Rank Rewards: SCAPE DOLL, 18000 Meseta, 150 Mission Points
A-Rank Rewards: 7000 Meseta, 120 Mission Points
B-Rank Rewards: 3000 Meseta, 100 Mission Points
C-Rank Rewards: 90 Mission Points
_____________________________
Inside the HIVE: Laboratory A
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Watch another scene, and Maya and Hyuga will join the party.
__________________________
Inside the HIVE: Block A-3
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You'll return to Block A-3. From your starting point, head to your left into
another large room. Wipe out the two Deljabans and a Gaozoran, then take the
door to the left (north). In this next room, four Deljaban will be waiting
for you, then two others will come out once you kill the first ones.
When the duo is done for, another four Deljabans will appear in the back of
the room, guarding a SEED-Vitace. Remember that these are fairly mobile and
can Infect the party, so watch it. After the ensuing chaos, go through the
door up ahead, located towards the east side on the map.
__________________________
Inside the HIVE: Block A-4
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Go along this long room to find a Bel Pannon and two Deljabans; three other
Pannons will spawn further behind the first enemies. Take them all out while
being alert against any strays, then keep going along the room. Towards the
end are two doors - one to the left and another straight ahead - along with
two more Bel Pannons and two other Deljabans. Three more Deljaban and another
Gaozoran will appear soon after you kill the previous group, so be ready.
What door to take after they're all gone? First, take the door ahead of you
(on the east side) and you'll come to a room with a container behind a laser
fence. Once you get halfway through the room, three Gaozoran will attack -
this is a tricky fight, sure enough, made worse by the fact that one of them
is a King version.
I found the best thing to do here is to deal with one at the time, preferably
leading it away from the others. Knockdown PAs, such as those for Double
Sabers and Single Sabers, are recommended so you can push one of them into a
corner and attact it repeatedly. Rangers should rip them apart with Rising-
type Bullets and knockdown Skills as well, or even whip out a Shotgun as soon
as they appear and try to hit all three at the same time. Forces are best
using their highest level TECHS - remember that status effects are usually a
life saver.
Killing them all brings the fence down, and cracking open the container will
reveal the HANZO, an A-Rank Sword.
Once done, return to the previous room and go through the other door, heading
north. Several Deljaban will be waiting in the next room, and once they're
down, grab the Key they leave behind. Then take the door further ahead, to
the north side of the room.
Inside this next room will be a laser fence and five Bel Pannons. When the
Bels are gone, four Deljabans and a Gaozoran will appear from the back of the
room. Killing them all takes down the fence - take that path.
__________________________
Inside the HIVE: Block B-1
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First thing to notice is the healing plate and save point dead ahead.
There's a locked door to the left, so forget about it - for now. There's an
open door straight ahead, and a long path to the right. Going forward will
continue the mission, while the right path leads into an optional area, with
some enemies and healing items.
If you want to learn more about this optional area, read the next paragraphs.
If not, skip them to continue with the story mission.
_______________________________________________________________________________
[PSUOPTI5] OPTIONAL: Further into the HIVE
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From the save point and healing plate on Block B-1, take the right path along
the corridor. This leads into a very large but vacant room, with three boxes
to the left - which have healing items - and another pathway to the right.
Follow that corridor to its end. Karen will say there's nothing in this area,
but keep going.
__________________________
Inside the HIVE: Block C-1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
While you'll notice this room has a path to the left and to the right, they
both lead to the same places. Still, ignore the right path for now.
Go left and along the narrow passage. You'll come to a room with a Deljaban
and two Sendillans. Kill them, then cut down the three Sendillans that spawn
after them. A Key will drop - when you grab it, you'll notice it belongs to
a set of two. Now head north east on the map, following another narrow path.
At the T-Junction, two Sendillans will appear. Notice the path to the left?
Don't go there yet; keep going forward along the corridor.
When you exit the corridor, you'll come to another room, this time with two
Deljabans and a Sendillan further ahead and to the right. Killing these will
spawn three more Deljabans behind you. After they're gone, another Key drops
down. Grab it and unlock to the east of this room, where the first group of
enemies was. Go through it.
A Deljaban and some Sendillans will be expecting you; meet their expectations
and take them out. Next up, five more Deljabans appear, and three others will
drop in as you kill the previous ones. Don't leave - wait a couple of seconds
and a Dilnazen will appear near the door and move towards the center of the
room. This one is obviously stronger than the version you encountered in the
frozen Temple in Chapter 10, and has a tendency to block melee attacks a lot
more. His death rewards you with a Key, the second in the set.
Now return to the T-Junction you passed by moments ago.
Nore: Another Sendillan duo *might* be back at the junction; if not, they'll
very likely appear once you return here when leaving the next room.
Now take the path you ignore before to find a locked door. Once you use both
Keys, go through it to reach a room with eight containers. They might not
seem a great reward, but it's an easy way to restock on healing items and
Photon Charges without having to pay for them.
Now return to the beginning of this area (the southernmost room on the map),
and find three Deljabans and a Dilnazen. After you kill them, that's it for
this optional area.
To go back to Block B-1 and continue with the story, just take the exit right
there. As with previous optional rooms, this one can be visited as many times
as you wish, since enemies will respawn when you leave and reenter.
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When ready, go through the door beyond the save point and keep going along
the corridor.
_____________________________
Inside the HIVE: Laboratory B
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Watch the scene, then time for a Trial.
_______________________________________________________________________________
[PSUTRI34] Trial 34: Stop the Carriguine!
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Time to beat: 1:00 minute
Enemies to kill: 1
Fall frequency of Maya: 0
Notes: The Carriguine is pretty much the same as the Kamatozes you found on
Neudaiz. That is, its charges and sword swipes can knock characters
down, and it can leap around. It can also use Gifoie and Damfoie for
damage, and Deband to boost its own defense. Finally, it's impervious
to knockdowns.
Its most dangerous offensive maneuver, however, is the ability to cast
Megid three times in a row.
Other than that, keep an eye on Maya - if she's Incapacitated, you
won't get the S-Rank.
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Not much to say for this one. Like the Kamatoze, do your best to dodge away
from his charge attacks, then hit it with everything you've got. Just be fast
and make sure Maya doesn't get snuffed out.
_______________________________________________________________________________
Trial 34: Stopped the Carriguine!
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S-Rank Rewards: DEATH DANCER, 18000 Meseta, 150 Mission Points
A-Rank Rewards: 7000 Meseta, 120 Mission Points
B-Rank Rewards: 3000 Meseta, 100 Mission Points
C-Rank Rewards: 90 Mission Points
Watch another scene, then a broadcast from Lou will come through. Your new
objective is to destroy the central control room, which pretty much goes hand
in hand with stopping the space beholder -- er, satellite. However, Hyuga
will take Maya to the Landeel, so only Ethan and Karen remain.
__________________________
Inside the HIVE: Block B-1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Just go through the door ahead of you. It seems Bruce found his way into the
satellite. Use him as you see fit, then save your game. Remember when you got
here and the door to the left, west on the map, was locked? It isn't anymore.
Go through it.
__________________________
Inside the HIVE: Block B-2
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As you go further into the room, note there are two laser fences, one to the
left and another to the right. Two Deljabans will appear as you move closer
to them; deal with them and after those, two more Deljabans will drop in the
room along with a new enemy, the Jusnagun. While its appearance is somewhat
new, it owes a lot to the Tengohgs you fought on Neudaiz.
Its patterns are pretty much the same. On the ground, it can attack with its
claws; while flying, it can swoop down on characters. The main thing to worry
about is that it also uses Megid, so keep an eye out on that purple ball it
launches towards you. Fortunately, it also has the same weak points as the
Tengohg - while it may resist melee blows, it's vulnerable to ranged attacks
and knockdown effects.
Once you kill it, both laser fences will go down. If you take the right path,
you'll go through a corridor and a door to the right; past it will be a small
room with Deljabans and Bel Pannons, along with containers. Photon Charges
are usually found on them. If you go here, note that two more Deljabans will
appear in the room where the fences were.
If you take the left, you'll continue with the mission so go that way.
Before the path turns left again, three Bel Pannons will jump you. Smash'em
to bits, then keep on your left and at the end, take the door on the right.
Inside this large room, three Deljabans and two Bel Pannons step into the
fray. Kill them, then deal with another Jusnagun accompanied by two more
Pannons. When they're disposed of, the door on the far end of the room will
open. Go through, then keep to the right on the next room after the small
passage. Three Bel Pannons and a Deljaban will be there, and another pair of
Deljabans and a Jusnagun will appear afterwards. After you've added them to
your bodycount, take the door on the west side of the room.
__________________________
Inside the HIVE: Block B-3
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Go to the right side to fight more Deljabans, then keep on that direction and
cross the open door. This next room has two more directions to choose from,
but for now, focus on the Deljabans lying in wait. After them, go towards the
north east of the room to fight more Deljabans and a Gaozoran.
When they're dead, you can either take the door found west on the map, or the
one to the north east. If you take the one headed west, you'll find a stray
Deljaban in the corridor, then the next room will have two more Deljabans, a
Jusnagun and some containers.
Going through the door located north, it will get hellish. Four Deljabans and
a Gaozoran will be here, followed by two more Deljabans. After those, a group
of three Deljabans and two Jusnaguns will appear a bit beyond the center of
the room - if you get too close to them, a Gaozoran will be there as well, so
try to take out the others ones first, then deal with the Gaozoran.
Once they're all defeated, go through the door at the far north of the room.
__________________________
Inside the HIVE: Block B-3
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Save your game, then keep going forward. When you get near the passageway, a
scene will play out. Lou gets in touch again to say the control room is up
ahead. Ethan goes in alone.
_____________________________________
Inside the HIVE: Central Control Room
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Watch the scene. Ethan will be joined by Karen, Leo and Tonnio. And then,
Boss time.
_______________________________________________________________________________
[PSUFINAL] Final Battle: Defeat Dulk Fakis!
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Notes: While this isn't a Trial, it deserves a section of its own.
Long time fans of the series, or even just those that played PSO, will
recognize this entity as Dark Falz, or Dark Force as it's commonly
known in the series. Fakis is the largest SEED form in the game, and
while not a breeze, it's underwhelming. In fact, lower level players
might have a harder time getting here than actually beating it.
Its patterns are diverse but fairly easy to keep in mind. It can cast
all the Ra-class of TECHS, all of them used at random. Like the Adahna
Degahna and Magas Maggahna, it can fire off a far-reaching laser, use
its arms to push back or slam players, and can also erect a shield in
front of it. The tentacles to its sides will also cast a lower level
Megid, so keep an eye on those.
Fakis also has two forms. While the first is immobile, the second one
zips across the battlefield and uses a long tail to swipe at you, and
can also use beam attacks and charge. Finally, it's capable of using
a devastating comet attack.
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______________________
Dulk Fakis: First Form
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
From the start, you'll see Dulk Fakis at the end of the ramp in front of you.
Hunter aficionados have it pretty clear cut - just run up to it and unleash
your most devastating PAs. Since it's rooted to the spot, weapons like the
Spear, Claws, Double Saber and Sword provide the largest hit ratio across
its multiple body sections without lauching you across the battlefield. The
Double Saber in particular is very good for this fight.
Rangers will probably want to keep their distance and use any Rising-based
Bullets, while Forces should buff the party and themselves, then use their
highest level TECHS. As mentioned several times, a Handgun/Staff combo lets
you remain pretty versatile in combat, but Bows are also a nice choice.
In its first form, Fakis may launch a purple wave, which will push the party
down the ramp. For the most part, characters will simply be pushed back and
block any damage, but if anyone has their backs turned to the wave when it
hits, it will damage them.
There's also a slight chance it will fire off three yellow energy balls from
its torso, which can also push you down the ramp.
_______________________
Dulk Fakis: Second Form
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The previous tactics work just as well, with some differences. In this second
form, Fakis will move on the ground but also stay slightly above it at times.
Eventually, it will dart around and fly across the arena.
Ranged weapons are a boon for those times, but even more important is that
you consistently maintain your lock-on, as it moves around a lot more.
The spot easier to hit is the head on its scorpion-like extension. Just make
sure you know where it is at all times, specially when it moves around the
circular platform. Of note, it can encircle the party as if it were a snake,
and turn upside down.
If the camera zooms out a bit it will briefly disappear, only to do a charge
attack across the area. However, if the fight freezes and the camera zooms
out very far away, you can expect a meteor hitting the party. This is deadly
to lower level characters and near fatal to higher level ones, even moreso
because any regenerative effects (like those from Giresta or equipment with
Auto Recovery) will not activate until the animation ends - you'll just have
to sit and stare at an explosion while everyone slowly burns away.
Fun fact: Fakis' tail is very similar to the De Rol Le, another Boss players
encountered during PSO. A Boss with the same name, but a slightly different
appearance, can be found in Phantasy Star Portable 2 for the PSP.
_______________________________________________________________________________
Dulk Fakis defeated!
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Watch the following scenes, then you'll be on the Landeel again. Ethan will
notice Karen is missing. You can talk to any character here, including the
Vol Brothers. Just head through that open door in the back when you feel like
it. Watch the final scene, then pat yourself in the back - you have finished
the game!
After the credits, you can make a save that lets you retain all of Ethan's
statistics and equipment at the end of the final mission. It will be called
"Game Clear" on the loading menu, and reloading it places you in his room at
the Colony, ready to undertake the endgame mission once more.
You can also fully explore Extra Mode now, so be sure to check its section to
learn more about it.
-------------------------------------------------------------------------------
Phantasy Star Universe - Post Game [PSUPOSTG]
-------------------------------------------------------------------------------
When you finish Phantasy Star Universe's main Story Mode, there are some
things after the endgame to keep in mind.
*The game will make a save just prior to the final mission. Ethan will
retain the level he had when you finished the game, and keep all items,
weapons, equipment, Partner Machinery levels, Photon Arts, Bullets and
TECHNIC levels as well. The satellite will still be there, waiting, as
if you still hadn't finished the game. You can finish the game again, then
get another "Clear" save indefinitely, so if you want to farm synthesis
materials, or find the elusive Whitill Wing or Dagger of Serafi in the Hive,
you are free to do so.
*Hyuga Ryght, Maya Shidow and Karen Erra will *not* be available as Partners
for any Free Mission even after reloading the final save in Story Mode. If
you still haven't received their special Photon Arts by S-Ranking a mission
with them on the team, your only choice is to replay the last area of the
game again, since there are Trials there and they'll be in the party.
*Extra Mode now has all Free Missions available, and includes two extra
missions not found in Story Mode. These are "Goliath in the Desert" and
"The Dark Satellite". The first is the Moatoob desert segment where you
fight Magashi's giant crimson mech, while the second is the final area
of Story Mode, where you fight Dulk Fakis.
*Trials exclusive to the Story Mode - like riding Lungas - are not present
in Extra Mode.
*You can now develop a character in Extra Mode, and later import it into
Ambition of the Illuminus - if you have the expansion, of course.
*While it's kind of pointless, seeing as a player just finished the game,
all S-Rank weapons are now available as well. Still, these can be useful
if you've yet to tackle Free Missions like "Absolute Zero". Or just want
to burn away all the millions you've been earning.
-----------------------------------------------------------------------------
[PSUNAMES] Phantasy Star Universe - Naming Characters
-----------------------------------------------------------------------------
Often in role-playing games, players interested in keeping in line with a
game's theme or setting might have a difficult time naming their characters.
Some games and wikis provide good sources for this, listing names that have
either been used in a series or that adopt naming conventions of a specific
title.
What follows is a small list of names based on PSU's naming conventions for
players who want to call their characters something else than "KillerB0B",
"Elite_Spinazz" or "furry_qte". Long time fans of Phantasy Star might even
recognize a couple of them from past games as well.
Ramel Odare Ghola Tersu Burwor
Nole Kroe Evee Mieu Nandra
Ovieve Rauga Nox Geric Nagisa
Tryce Kinta Rento Geris Volt
Skaphe Ilis Rishar Gerke Julato
Enouk Garwal Erzulie Ruija Zenza
Raggi Fau Shir Abani Sozu
Troval Silia Dacci Gekizel Tonzlar
Valletta Racten Loicun Detrio Sedge
Rixen Sprahe Mahlia Pateru Kara
Jadoor Deries Barin Teivos Tylon
Notz Luah Pollpa Dusis Briella
Kainz Rebinia Letara Ryal Fuidan
Ashure Surei Foren Gryz Demi
Tianii Zelne Berce Rudo Rindle
Starn Raira Buran Guwen Obel
Camuel Elenor Fortun Mnina Alman
Doromu Lapard Zirski Mota Gaval
Castor Olga Rico Emiria Rumia
Rafal Bebbal Hegel Gorum Pardi
Nem Neesa Daed Gantz Koton
Ruje Lavier Vogel Tyze Bunce
Orie Inell Junko Ona Catrice
Delina Leniyar Maida Zessie Hirawel
Naming PSU characters isn't particularly hard, and names in line with the
setting are also easy enough. "Raira Buranguwen", or variations of it, is a
name I've used for female Humans in the game. Actually, this is the name
used for Alys Brangwin, one of the main characters of Phantasy Star IV.
When in doubt, feel free to check up on names used across the series, both
their original and translated ones.
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[ENDGUIDE] End of the Guide
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*That's all for now. As stated before, a future version of this guide will
provide added information on Free Missions and Extra Mode. As it stands now,
it will hopefully be of good use to first time PSU players interested in the
offline mode.
*I'd like to thank myself for writing this. No member of any Sega or Phantasy
Star Universe community was receptive to the idea of a FAQ/Walkthrough for
this game, and provided no help at all when requested.
*I should probably thank Sega and Sonic Team for the game, because without it,
I wouldn't write this FAQ/Walkthrough at all.
*Thanks to GameFAQs for letting me host this guide on their servers.
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This Document is Copyright 2012 by Diogo Ribeiro
Phantasy Star Universe is Copyright by Sonic Team/Sega
I am not affiliated with Sonic Team, Sega, or anyone involved in the creation
of this game. This FAQ may be posted on any site as long as its contents are
not changed and I am contacted about this decision. You may not charge for,
or profit in any way from this FAQ.