Sudeki Battle Guide V.10
by whilley
Copyright 2004

Table of Contents
-----------------
Disclaimer ............[1.0]
Contact Info ..........[2.0]
History .............. [3.0]
Overview ............. [4.0]
Tactical RPG? ........ [5.0]
Character Setup ...... [6.0]
 Tal/Buki ........... [6.1]
 Ailish/Elco ........ [6.2]
Combat ............... [7.0]
 General ............ [7.1]
 Solo Battles ....... [7.2]
 Group Battles ...... [7.3]
Conclusion ........... [8.0]
Credits .............. [9.0]

================
Disclaimer [1.0]
================

This guide may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

This guide has been distributed, by me, to these sites:
www.GameFAQs.com

If you see this guide on another site, please notify me.

==================
Contact Info [2.0]
==================

If you need to contact me for any reason concerning this guide, e-mail me at:

[email protected]

I can also be reached on the Sudeki Board on GameFAQs.

Anyone who wishes to contribute to the guide will receive full credit if their
contribution is used in the guide.

=============
History [3.0]
=============

7/28/2004 - Version .10
-Character development needs to be fleshed out.

==============
Overview [4.0]
==============

After reading over numerous posts on this board and reviews across the web, I
think I’ve finally figured out why a number of people are so put off by this
game’s battle system. Basically put, on the surface this game is just a
combination of a button masher and a somewhat shaky first person shooter RPG.
And that’s where people stop and why they think the battle system is mediocre.

What I see, however, is the first real-time, tactical battle system ever to be
put on a console. In a lot of ways, this is how Final Fantasy Tactics would
look if it were real time. Playing it in such a way makes battling a lot more
fun and a lot easier. This guide is intended to help Sudeki players fight using
a tactical approach rather than pounding out combos or strafing enemies.

===================
Tactical RPG? [5.0]
===================

First off is the leveling system. It’s created around the philosophy that no
one character can be perfect in every area. There simply aren’t enough pips to
do so. This forces me to make a choice. I can balance the characters so I have
a jack of all trades party or I can specialize my characters with specific
stats and abilities to make them excel in a particular function.

Next up is the runes enchantment system. This, in my opinion, is more important
for weapons than it is to armor (as skill strikes can accomplish just about
anything an armor rune can). I’m giving a decent number of weapons through the
course of the game such that I can task specific weapons for specific roles
(i.e. one setup for skill point regeneration, one setup for health
regeneration, one setup for statuses, etc.).

So far, what I’ve mentioned all happens outside of combat. This is the whole
“party configuration” part of a tactical RPG that can take as much time as the
combat itself (which I happen to enjoy). Now, let’s look at combat.

With a properly configured party, combat becomes more coordinating your attack
squad than it does pounding combos or strafing enemies. All of the information
about your party’s buffs, status effects, health, and skill levels are all in
one convenient place. By monitoring this information during battle you can tell
when to switch weapons to maximize health/skill point restoration, launch
healing or curative skill strikes, or let loose with a tactical skill strike
from the character you’re directly controlling. All this definitely makes this
battle system much more than a third person combo/first person shooter hybrid.
It literally becomes a real time tactical battle system.

=====================
Character Setup [6.0]
=====================

As I mentioned above, a lot of the effort that goes into winning a battle with
ease starts outside the battle with the configuration of the characters. Here’s
how I develop my characters to be a team which can deliver a world of hurt to
the enemy.

--------------
Tal/Buki [6.1]
--------------

Tal and Buki excel at being brawlers. Their roles are to keep the baddies busy
(and out of my hair) and cause as much damage as possible. As such, their
characters should be developed for the role.

Attributes:
Play to the strengths. Power should be their favored attribute. Some attention
should be paid to health as they’ll be toe to toe with their opponents. Skill
points should be enough to support two buffs before running dry. The balance of
advancement (after skill strikes) should go to essence (to make sure their
buffs stay out in combat for as long as possible and for the rare occasion
you’ll need to launch an offensive skill strike).

Health: 2000
Skill: 80
Power: Max
Essence: Balance

Skill Strikes:
Since Tal and Buki are going to be a brawler, they’re not really going to need
too many of these. The buffs, Iron Will and Spirit Wind, are a must however. A
backup, large area of effect, offensive skill strike is also a good idea. Blade
Dance and Storm Kicks, fills this category nicely.

Tal:
Iron Will
Shin Splitter (automatic)
Blade Dance

Buki:
Spirit Wind (automatic)
Path of the Warrior (automatic)
Storm Kicks (automatic)

Development:
COMING SOON!!!

Weapon Enchantment:
Tal and Buki’s weapon enchantments are constructed around the purpose of
restoring health and skill points, as well as removing buffs from an enemy. In
combat, as long as their health is doing okay, they should be trying to max
their skill points. Once they’re maxed, their weapons should be switched to the
health recovery weapons to minimize the amount they need to be healed. Once
they get their ultimate weapon, the skill and health recovery can be rolled
into one weapon. Each of them should also have a weapon configured to remove
enemy buffs if required.

Tal:
Recruit’s Sword (2 break buff)
Mojo (2 bat fangs)
Chain Sword (1 spirit drain, 2 spirit bites)
Runic Blade (1 vampire fang, 2 spirit drains)

Buki:
Shalizeh (3 break buff)
Melakorka (2 bat fangs)
Jakome (1 spirit drain, 1 spirit bite)
Staeysekin (1 vampire fang, 2 spirit drains)

Armor:
Here, you can configure as you wish. I usually start with preventing
curse/weaken, follow it up with preventing slow, and finish with preventing
poison as enchantment opening present themselves.


-----------------
Ailish/Elco [6.2]
-----------------

Ailish and Elco are definitely support and tactical strikers through skill
strikes. They are also ideal party members to use to coordinate your battles as
their first person view gives a good view of the field and I don’t need to
worry about timing combos which frees up some of my cycles to focus on the
strategy of the battle. I generally choose one of these two characters to be my
primary battling character and alter the development decisions of the
characters accordingly. Ailish probably makes a better choice as I have quick
access to healing and her offensive skill strike is better.

Attributes:
Again, play to the strengths. Essence should be their favored attribute. Less
attention needs to be paid to health as they’ll be engaging foes at a distance.
Skill points should be enough to give flexibility between offensive skill
striking and support/buffing striking. I favor a higher skill point value to
the character I favor in combat (Ailish) so I can use skill strikes more often.
The balance of advancement (after skill strikes) should go to power (to
maximize the recovery of health/skill points).

Health: 1000 (primary: Ailish), 1500 (secondary: Elco)
Skill: 200 (primary), 140 (secondary)
Power: Balance
Essence: Max

Skill Strikes:
Since Ailish and Elco are in a support role with potential for tactical
offensive strikes, a few more skill strikes will be needed. The buffs, Gaze of
the Wind and Nano-enhancement, are a must, as are their supports, Witch’s Kiss
and Tesla Shield. I forgo on Ailish’s Shadow Nexus because, on the rare
occasion that one of my characters is knocked unconscious, a recovery item
works just as well and doesn’t consume an advancement point (plus, they’re
rather plentiful). A large area of effect, offensive skill strike is also a
good idea. Celestial Circle (or Permaforce), fills this category nicely, but I
forgo such a skill strike on Elco as I typically won’t be in direct control of
him most of the battle.

Ailish:
Witch’s Kiss (automatic)
Gaze of the Wind
Blaze Ball (automatic)
Celestial Circle (or Permaforce)

Elco:
Cybernetica (automatic)
Plasmatica (automatic)
Tesla Shield
Nano-Enhancement

Development:
COMING SOON!!!

Weapon Enchantment:
Ailish and Elco’s weapon enchantments are constructed around the purpose of
restoring health and skill points, as well as inflicting statuses to an enemy.
In combat, Elco will typically use a health/skill point recovery weapon (once
it’s available) until he’s maxed and will then shift to a status inducing
weapon. Ailish will typically hang onto a skill point recovery weapon to
recharge her skill points for multiple offensive skill strikes (again, once
it’s available). Otherwise, she’ make use of either health recovering weapons
or status inducing weapons (depending on the situation). Each of them should
also have a large collection of status inflicting weapons. Note, however, that
only their ultimate weapons make decent skill point recovery weapons, so until
they’re available, skill recovery items will be required.

Ailish:
Royal Scepter (2 bat fangs)
Nightshadow (2 spirit drains, 1 spirit fang)

Elco:
Proton Phaser (2 bat fangs)
Plasma Launcher (2 spirit drains, 1 bat fang)

Armor:
Here, you can configure as you wish. I usually start with preventing
curse/weaken, follow it up with preventing slow, and finish with preventing
poison as enchantment opening present themselves.

============
Combat [7.0]
============

-------------
General [7.1]
-------------

The character cycling was actually done pretty well as far as the layout goes.
The character types are grouped together so I don’t have to go through the
somewhat disorienting shift from third person to first person too much. Plus,
the character cycling layout makes it really easy to get off the buffing skill
strikes in an efficient order before the battle really gets going.

Now comes the most important part of the entire system: the Quick menu. I’m
amazed whenever someone complains about this interface. I can do just about
anything from this interface: use items, launch skill/spirit strikes, change
weapons (*the* most important part of the system), etc.. This is far more
important than the Quick launch D-pad system as I have the ability to target
specific characters to receive items without switching to the character and
loosing the focus of the battle. My only complaint is that you can’t switch
characters through the quick menu. That would be fantastic!

------------------
Solo Battles [7.2]
------------------

While they are not in the majority of the game, solo fights do occur. Things
then become less tactical and more comb/shooter based. Fortunately, this is the
exception rather than the rule.

-Tal
Tal is the first character you go solo with and, at that time, things aren’t
going to be easy.

Tal on his initial quest:
On the first trip to Brightwater, Tal’s going to be low level with few
supporting abilities. Furthermore, he will typically find himself taking on 8
opponents by himself. Since taking any kind of hit interrupts a combo build,
you’ll need to make sure that the combos you do get off count.

For the most part, you can rely on two combos to take you through to New
Brightwater: the Whirlwind Smash (XAA) and the Tornado Spin (XXA+AAA). First,
identify if there are any ranged attackers around. If so, lead off with a
Whirlwind Smash (this will stun the melee attackers around you) and then chase
down the ranged attacker and hit them with the Tornado Spin. If there are
multiple ranged attackers, don’t juggle the Tornado Spin: you’ll most likely
get hit by another ranged attacker. Repeat the above process until all of the
ranged attackers are down.

Once the ranged attackers are down, it’s time to take out anyone else. Start
with the Whirlwind Smash to get everyone off your back and then single out a
melee opponent and let loose with a Tornado Spin, juggling to the max. Repeat
until you are opponentless.

Tal in general:
In situations were there are enemies that can’t be stunned, make sure you take
out those that can first. The fewer enemies taking shots at you, the more
successful your combos will be. If none of the multiple attackers can be
stunned, rely on skill strikes.

One on one fights (typically boss fights) generally involve finding the enemy’s
pattern and taking advantage of it. In these situations, combos generally are a
sure fire way to get yourself whacked. Hit and run tactics coupled with skill
strikes are generally your best bet. Remember to try to find out how to avoid
getting hit by your opponent’s special attacks. This is generally the key to
easy boss fights (status cure/prevention is always nice, too).

Tal should employ status cure/protection items in solo missions with backup
from health and skill recovery items for emergencies.

-Buki
Buki is just like Tal except you’ll never be at a pathetically low level when
you have to go solo. All the same rules apply for solo tactics (against groups
and bosses) and supporting items.

-Ailish
Ailish fights in a first person shooter mode, so you won’t need to worry about
combos. The one thing you do need to know with this mode is that you *must*
keep moving. If you stand around, someone is going to get behind you and cause
you all sorts of pain. Make sure to use the map so you don’t trap yourself in a
corner accidentally.

Ailish’s offensive skill strike, Celestial Circle, is a complete powerhouse and
should be used whenever you have maxed out your skill points. Simply run into
the middle of an enemy group and let it fly.

Ailish should employ status cure/protection and, until she has her ultimate
weapon, skill recovery items in solo missions as her healing spell will take
care of her health.

-Elco
Elco plays the same as Ailish solo. Cybernetica and Plasmatica work well
against groups when his skill points are high.

Elco should employ health and skill point recovery items until he has his
ultimate weapon in solo missions.

-------------------
Group Battles [7.3]
-------------------

Generally, when wandering around the world, Tal will be my lead character as
this makes chaining buffs when a battle starts very efficient.

As a battle starts, you can generally tell if it’s going to be an easy one or
not by the enemy warp-in effect. If it’s an easy fight, continue to the next
paragraph , otherwise… Tal’s leading off the buff charge. I bring up the quick
menu right away and switch my weapon to skill recovery. Quick menu again and
fire off the buff. Cycle to Buki (one white) and repeat. Cycle to Elco (one
white) and buff. Cycle to Ailish (again, one white) and buff. Now I’m read to
go.

I typically stick with the ranged attackers as I can get a better view of the
battlefield and, since I don’t need to worry about comboing, I have more cycles
to watch your other character’s health/skill/statuses. If I’ve got a lot of
skill points available, I’ll jump in and let loose an area effect skill strike
(and shift to a skill recovery weapon, if available). If health starts getting
low on anyone, I’ll launch a heal. If statuses are inflicted, I’ll do a quick
switch to Elco and launch a cure/buff. Otherwise, I try to recharge my health
or skill points (depending on the situation), launching an area effect attack
as skill points permit. Also, if we’re fighting a particularly tough critter,
I’ll cycle to a status weapon and give it a go. While doing this, I always keep
an eye on my other characters health/skill. If someone needs to max his/her
skill, I cycle over and switch weapons. If skill is maxed, shift back to health
items. If we’re fighting someone with buffs, I’ll cycle over and shift to an
effect dispeller.

Using this technique, battles become more about tactics and coordination than
button mashing/shooting and provide for a *much* more enjoyable (and easier)
experience. As party groups change, I simply adapt my tactics as required. A
Tal/Buki combination is my weakest set which is why I have the Blade
Dance/Storm Kicks skills so I can keep the battles on a tactical level
(although I do tend to need a lot of skill recovery items to keep them viable).


================
Conclusion [8.0]
================

While some people will treat this game as a button masher/fps hybrid RPG where
you need to “baby-sit” your characters, proper development of your
characters/equipment and strategic execution of battles make Sudeki a brand new
type of RPG: the real time tactical RPG where strategy and quick thinking rule
the day.


=============
Credits [9.0]
=============

Thanks go out to Climax for developing an awesome game, and Microsoft for
publishing it.