6. Disc Three Walkthrough
Disc Three Walkthrough
Devour Village
Map of the area
Item checklist:
- ??? (I # 283)
- ??? (I # 284)
- ??? (I # 285) [These three are not named for spoiler related reasons. They are added automatically to your collection]
- Magical Fortification Elixir (I # 067)
- Sahlia's Cookie (I # 017)
- Cookie Recipe (I # 330)
- Medals x 7
Monster checklist:
- Eat-Yeet (M # 271)
Shu will be able to use the Flee command from now onwards.
In a Private House (P1 on the map) there's The Tale of Valon the Wizard Part 27.
In another Private House (P2 on the map) there's a chest with a Magical Fortification Elixir.
In a third Private House (P3 on the map) there's The Tale of Valon the Wizard Part 28.
In the Spell Shop you can find The Tale of Valon the Wizard Part 29, 30, 31, 32, 33, 34, 35 and Portrait of a Machine Part 48, 49, 50.
Then there are several drawers to loot for some common items, but nothing is new.
Warp Device # 16/23 - Devour Village
Shops
- Medicine, Mega Medicine, Ultra Medicine, Magical Medicine, Mega Magical Medicine, Ultra Magical Medicine, Light Crystal, Grand Light Crystal, Shadow Crystal, Grand Shadow Crystal, Phoenix Talon, Antidote, Deodorant, Mobility Balm, Steadiness Salve, Princess' Kiss, Stone-Be-Gone, Mental Surge, No-Ghost Device, Fresh Garlic, Stout Garlic, Kelolon Elixir
- Diamond Bracelet - 5,000 G (I # 175)
- Diamond Necklace - 5,500 G (I # 240)
- Cure Paralysis, Zephyra, Shina, Grounda, Extracta, Shadowa, Quicka, Kelolon, Attack Up, Trapfloora, Resista, Walla
- After the scenes opening the disc, head downstairs and then out
- Go to the "plaza" (red " F " on the map)
- Head to the exit of the village for a short scene, then head towards the exit again for a longer scene
- Examine the big tree in the main square (" T " on the map) to trigger a boss fight
Boss Fight # 22 - Eat Yeet
Give your worst and get defeated.
- Go towards the Inn, then enter it for some scenes
* MISSABLE ACHIEVEMENT # 10 - ??? *
Button-smash the " A " button to fill the gauge three times. This achievement triggers after the next event and will be listed at the end of this section. If you are not fast enough you will only fill the gauge twice and miss the achievement.
- Go to the spot marked with exclamation marks: a button-smashing missable achievement will be available there
- After the button-smashing minigame and achievement, a fight will trigger. Smash your opponent with regular attacks until a special command, "Corporeal", will appear above the Attack in your battle menu. Use it to finish the fight with a cool XBox-sponsoring move
- After more scenes, save and examine the big tree again to trigger a serious boss fight
Boss Fight # 23 - Eat Yeet
If you have any anti-paralysis item, equip it on Shu. The fight is pretty much Shu vs Eat Yeet, but you can have item support by the others. The others are also important because they can damage the "hands" of the main boss: even the smallest damage will be enough to take them away and allow you to smash the boss directly on the face with Shu. Go with Flarus Sword of course. Every attack on the boss will cause the hands to take part of the fight in order to protect its face: this means you want to alternate an attack by Shu (on the face) with an attack by anyone else (on the hand). Have the others defending instead of attacking to deal few useless HP of damage; if they have to heal Shu, do so. Don't worry if they die (especially after the hit-all attack of the boss), just try to have one alive. Three Flarus Sword will be enough.
The boss has 1,700 HP.
- More scenes will follow: go towards the exit for another scene at the end of which you'll receive Sahlia's Cookie
Speak with Sahlia again (she will be near the entrance) to get the Cookie Recipe.
- Exit the village, maybe after resting at the Inn
Here's the missable achievement # 10:
Continue playing to unlock this secret achievement. (Secret)
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World Map - Near Devour Village
Item checklist:
- Shadow Crystal
Monster checklist:
- Kelolon Defender (M # 152)
- Sleeper Moth (M # 054)
The two enemies here have very low HP and Mow Down should be enough for their lines.
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Devour Forest
Map of the area
Item checklist:
- Flower Shard (I # 345)
- Lv 6 - Curse (I # 138)
- Crystal Earring (I # 269)
- Sacred Tree Shard (I # 346)
- Mirror Necklace (I # 238)
- Crystal Ring (I # 209)
- Grand Emerald, The Way of the Thief, Ancient Feather, Crystal Bracelet, Repeater Weed, Power-Swap Dart, Flawless Emerald, Grand Amethyst, Iridescent Wind, Sleep Powder, Stone Shoes, Part of Eternal Engine
Monster checklist:
- Razor-Wing Skimmer (M # 109)
- Blue Skeleton (M # 080)
- Stupefying Ghost (M # 184)
- Ravenous Acornivore (M # 105)
- Zombie Monkey (M # 167)
- Skeleton Monkey (M # 169) (*)
- Scavenger Wolf Ghost
Barriers available:
- Green Barrier - Stone Shoes
(*) This monster appears only in battle as a consequence for a monster fight between the Zombie Monkey and the Scavenger Wolf Ghost.
Despite the weak situation of your party, all the enemies can be one-shotted by your "leader". Actually, most the enemies will be alone in the party, and the few times there is more than one is when there are three together which you can probably take out at once with Mow Down. If you can trigger a monster fight between the Scavenger Wolf Ghost and the Zombie Monkey in the second half of the area, the Zombie Monkey will turn into the Skeleton Monkey. The only lifelong monster of the area is the Stupefying Ghost which spawns in front of the two chests you must open to proceed: use Shina Sword and it will be gone (it has a bit more than 800 HP). You can also trigger a monster fight between the Stupefying Ghost and the Ravenous Acornivore, but honestly it's easier to take their parties alone.
Don't bother with the screaming things from the ground.
You will find Toripo: he runs away after you quit the shop menu (you have to speak with him this time, there's no automatic scene).
- Go east to find a chest guarded by a Stupefying Ghost (it will spawn as you approach it): defeat it and open the chest to get the Flower Shard
- Use this key item to activate the switch-machinery: this will remove the roots from the path and allow you to proceed forward
- Go east again to find another chest guarded by another Stupefying Ghost to defeat before looting the chest itself for the Sacred Tree Shard
- Use this key item to activate the other switch-machinery and remove the other roots from the way, then exit the area
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World Map - Giant Snow Fields, Near Noluta Village, Noluta Village - West
Map of the area
Item checklist:
- Grand Ruby, Medals x 13, Broken Eternal Engine, Medals x 9, Medals x 7, Medal, Prismatic Crystal, Devee Elixir, Flawless Amethyst, Ancient Fossil, Flawless Emerald, Mega Magical Medicine, Medals x 3
Monster checklist:
- Armaneedle (M # 159)
- Haunting Pelican (M # 119)
- Polar Lazy Bear (M # 206)
- Glacier Turtle (M # 147)
- Azure Scorpion (M # 250)
The enemies here are more dangerous than in the Devour Forest. I suggest to speedrun to Noluta Village, your destination.
- Go south to reach Noluta Village
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Noluta Village
Map of the area
Item checklist:
- Medals x 7
In Frado's house you can find a drawer with Medals x 8 inside and a book: Portrait of a Machine Part 51.
Warp Device # 17/23 - Noluta Village
- Speak with Frado as you enter, then with his father on the way to his house, and then with his mother in the house itself
- Enter the Old Man's House on the left and speak with both him and the girl
- Speak with the four children past the little bridge
- After these three events, three fights will start
- The fights will end when you will use "Corporeal": you should have no problems with the first one (heal to keep up with the damage taken); during the second one the boss can only halve your HP, so keep attacking; during the third one keep healing, maybe use Meditation if you have it; else go with healing items and unleash Corporeal when ready
You can skip the Corporeal animation pressing the Start button, like any other cutscene.
- The warp net has been restored, but don't leave yet: examine the device which has appeared in the square before the bridge to trigger few scenes at the Inn
- Warp to Jibral
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Jibral Castle Town
Map of the area
Item checklist:
- Grand Tribes' Ring (I # 204)
- Grand Tribes' Earring (I # 264)
- Broken Eternal Engine, Medals x 9, Grand Tribes' Necklace
- Speak with the King in his quarters
- Speak with the Mad Chief Researcher in the basement (you don't have to remember the password. It is "Kirkarkla Aynayangian Modolo Moday Birol Mahayoco Shin" if you want to think about it, but I don't think it holds any secret)
You can enter Cafe Jibral to listen to some rumors. One character will speak about the Lal Mountains to get the Radiant Flour: we'll get there soon. Another will mention the Killer Bandit's treasure.
In the House by the Fountain you can speak with Lau and Fana to get a Mega Invisibility Elixir. This is only available if you told them to rent this house earlier in disc two.
You can finally enter the Shady Room. Here you will find "The Tale of Valon the Wizard" Part 36. There are a couple of drawers and four chests containing a Broken Eternal Engine, Medals x 9, Grand Tribes' Ring, Grand Tribes' Earring, Grand Tribes' Necklace.
You can pay a visit to Talta Village if you want. There will be some glowing objects you can chase: they are Iridescent Cyclone/Wind items, nothing special.
- When you're ready, warp back to Noluta Village
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Noluta Village
Monster checklist:
- Azure Sentinel (M # 269)
- Activating the device in the middle of the square will trigger a boss fight
Boss Fight # 24 - Azure Sentinel
You can steal a Bellybutton Ring of Earth from this boss (it is not a unique item).
Attacking with fire-elemental attacks will lower its defense, but also cause a very heavy counter (it causes damage by the 80% of the character's max HP; max HP, not current). It's still worth doing is a few times. The key of the fight is pretty much hitting with Flarus Sword (and possibly something similar with Marumaro), healing with Jiro/Kluke and waiting for the Corporeal moves to be ready: the gauges fill also taking damage and deaths, so it's all good. The boss has also an Earth attack which can damage everyone, but it shouldn't deal more than max 100 HP of damage each (less if you're well equipped). His standard hit doesn't deal that much damage after all: his strengh lies in its high HP.
The boss has 7,000 HP.
- Scenes will follow and you will get the White Device
Map of the area
Item checklist:
- White Device (I # 370)
- Aurora Droplet (I # 013)
- Crystal Necklace (I # 239)
- Medals x 9, Medals x 5
Shops
- Medicine, Mega Medicine, Ultra Medicine, Magical Medicine, Mega Magical Medicine, Ultra Magical Medicine, Light Crystal, Grand Light Crystal, Shadow Crystal, Grand Shadow Crystal, Phoenix Talon, Antidote, Deodorant, Mobility Balm, Steadiness Salve, Princess' Kiss, Stone-Be-Gone, Mental Surge, No-Ghost Device, Fresh Garlic, Stout Garlic, Kelolon Elixir
- Diamond Ring - 5,200 G (I # 210)
- Diamond Earring - 4,400 G (I # 270)
- Scarf - 6,000 G
- Stone Shoes - 3,500 G
- Diamond Bracelet, Diamond Necklace
- Cure Paralysis, Zephyra, Shina, Grounda, Extracta, Shadowa, Quicka, Kelolon, Attack Up, Trapfloora, Resista, Walla
In the Spell/Accessory Shop you can find "The Tale of Valon the Wizard" Part 37. As you exit the village, on the right there will be a glowing object you will examine to get the Aurora Droplet. Toripo will appear immediately after that and you will give him the Aurora Droplet (you can't really refuse); he'll give you a Crystal Necklace in return, plus his service selling the usual items. He'll stay here for a short while.
Now you have the White Device we can hunt the White Barriers. If you want to proceed with the story, exit the village the opposite side from where you came and skip the following section.
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White Barriers Hunt
Item checklist:
- Lv 5 - Shellus (I # 153)
- Lv 5 - Slowus (I # 134)
- Lv 6 - Trapfloorus (I # 155)
- Gravitic Ring (I # 212)
- Lv 6 - Groundus (I # 119)
- Ballet Shoes (I # 300)
- Belt of Hermes (I # 304)
- Champion's Belt (I # 306)
- Lv 6 - Quickus (I # 137)
- Lv 6 - Zephyrus (I # 102)
- Prismatic Crystal, Flawless Emerald, Medals x 9
You already came across all the white barriers of the game.
1. Ancient Hospital Ruins - 3F - Wall
Behind the barrier wall there's a chest with Lv 5 - Shellus.
2. Ancient Hospital Ruins - 1F - Wall
Behind the barrier wall there are two chests, one with Lv 5 - Slowus and one with Lv 6 - Trapfloorus.
3. Mural Town - Gravitic Ring
4. Jibral Castle - Basement Hallway - Lv 6 - Groundus
5. Ancient Factory - Ballet Shoes
6. Ancient Prison - Moat - Belt of Hermes
7. Ancient Prison - Moat - Champion's Belt
8. Pachess Town - Lv 6 - Quickus
9. Pachess Town - Lv 6 - Zephyrus
10. Pachess Town - Underground - Wall
Reach this location from Pachess Town (see image above). Behind the wall you'll exit to the World Map - Pachess Plateau for a disappointing couple of chests. Still, at least remove the barrier for the achievement related to them.
11. Devour Village - Medals x 9
- To proceed with the story, warp to Noluta Village and exit through the gate closer to the warp device
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World Map - Near Noluta Village, Northern Lal Mountains, Lal Highlands
Map of the area
Item checklist:
- Ultra Magical Medicine, Flawless Amethyst, Medals x 7
Monster checklist:
- Rock Hermit Crab (M # 017)
- Blue Infantry (M # 138)
- Boreal Raptor (M # 127)
- Mega Beak (M # 123)
- Piper (M # 113)
- Bloodsucker (M # 102)
- Go south: though it's not required for the story, step by the Sheep Tribe Camp here
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Sheep Tribe Camp - Lal Mountains
Map of the area
* MISSABLE ITEM # 6 - Eyepatch *
Speak with the Traveler character on the left as you enter. This will let you get the Eyepatch item later. If you don't do so now, he will be gone and you won't be able to get this item anywhere else.
Item checklist:
- Kimono Sash (I # 303)
- Forbidden Crystals (I # 014)
- Mirror Bracelet (I # 173)
- Flawless Sapphire, Medals x 10, Medals x 1, Cure-All
Warp Device # 18/23 - Sheep Tribe Camp - Lal Mountains
The Monkey will give you the Forbidden Crystals in return of a Banana: I will assume you got a Banana to exchange in order to add the Forbidden Crystals to your item collection. You can find a Banana in Jibral Castle Town - Bodyguard Office (on the main street) and you can also steal more from the monkeys in Devour Forest.
The Traveler will be important for a quest soon, speak with him now or he won't be here anymore.
The Fortuneteller is a bad-informed character who should supposedly tell you how many barriers are there in the game. The numbers aren't however correct (they refer to the barrier chests alone and not the walls; moreover, there are 8 red barrier chests and not 7 as "she" says).
You can speak with a young member of the tribe around the fire (behind a bigger one): she will suggest you to speak with her grandpa from the back. Do this to make him remembering the events of the story so far, with an anticipation on the future.
Shops
- Medicine, Mega Medicine, Ultra Medicine, Magical Medicine, Mega Magical Medicine, Ultra Magical Medicine, Light Crystal, Grand Light Crystal, Shadow Crystal, Grand Shadow Crystal, Phoenix Talon, Antidote, Deodorant, Mobility Balm, Steadiness Salve, Princess' Kiss, Stone-Be-Gone, Mental Surge, No-Ghost Device, Fresh Garlic, Stout Garlic, Kelolon Elixir
- Leather Belt - 4,500 G
- Kimono Sash - 4,000 G
- Diamond Bracelet, Diamond Ring, Diamond Necklace, Diamond Earring, Scarf, Stone Shoes
- Cure Paralysis, Zephyra, Shina, Grounda, Extracta, Shadowa, Quicka, Kelolon, Attack Up, Trapfloora, Resista, Walla
Quest note: you can do a short quest to get the Mirror Bracelet now. Speak with the Knitting Sheep Tribeswoman here in the Lal camp. Then warp to the Forest camp and speak with the Knitting character here: she'll tell you how to proceed with knitting. Report back to the Knitting character in Lal camp: she'll be stuck again. Warp to the Wilderness camp and speak with the Knitting character here too to know how to proceed. At last, report to the Knitting character in the Lal camp again and she'll give you the Mirror Bracelet.
- When you've done everything, exit and proceed south in the world map
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World Map - Lal Highlands, Southern Lal Mountains, Great Desert
Map of the area
* MISSABLE MONSTERS # 24 and # 25 *
You must come across the Rockwind Wolf Ghost on the World Map path. You must let it split into two different monsters: Gale Wolf Ghost and Stone Wolf Ghost. This is the only way to fight these two and add them to your collection.
Item checklist:
- Autographed Manuscript (I # 333)
- Kelolon Necklace (I # 249)
- Medals x 9, Medals x 3, Gorgo Elixir, Ancient Feather, Prismatic Crystal, Cure-All, Phoenix Wing, Medals x 7, Medals x 3
Monster checklist:
- Blue Soldier (M # 145)
- Rockwind Wolf Ghost (M # 264)
- Gale Wolf Ghost (M # 041) (*)
- Stone Wolf Ghost (M # 042) (*)
- Mega Beak, Piper, Blue Infantry, Rock Hermit Crab, Bloodsucker, Boreal Raptor
- Rolling Barb (M # 094)
- Dulcet Katydid (M # 046)
- Yellow Chiroptrident (M # 193)
- Sandworm (M # 249)
- Chief Rolling Barb (M # 095)
- Skillsucker (M # 103)
(*) These monsters can only come from the "Split" skill of the Rockwind Wolf Ghost: allow him to do so.
Before proceeding is your last chance to get the Designer Vases in Jibral (read about them in the disc two walkthrough), if you didn't do that earlier.
The second group of monsters belongs to the Great Desert area. The Autographed Manuscript is what the Traveler in Lal Mountains wants, but we'll take care of that soon.
The Kelolon Necklace is a great accessory, but is not so good if you don't combine it with something like the Ballet Shoes which will nullify its malus (you start every battle in Kelolon status without something preventing it).
- Proceed until you find the boss on the way: the reference to "missable monster" is for him. It might be useful to turn off the counterattack abilities to prevent an early kill which could prevent you from letting the boss split, missing the two monsters he's made of
Boss Fight # 25 - Rockwind Wolf Ghost
This fight works very similary to the Icefire Wolf Ghost one. If you see a dusty vortex, the boss will have earth element; if you see a green-ish vortex, he'll have wind element. This monster will not change its element as a counterattack. Damage him a bit, but let him split into the two separate monsters: this is the only way to fight them.
When they're split, use Windus on the Rock Wolf Ghost and Groundus Sword on the Gale Wolf Ghost.
The main boss has 6,000 HP. The Gale Wolf Ghost has 2,300 HP and the Stone Wolf Ghost has 2,500 HP.
- Enter the Great Desert area and go south to approach the giant glass objects: a long scene will trigger
- Get on the Mechat and head north (towards the Southern Lal Mountains part of the world)
- Another scene will trigger
At this point you have your personal Mechat with which you can fly. The rules are explained in-game, but I want to remind you that if you warp somewhere the mechat will follow you outside. This is also a good way to "find" the mechat again if you wander too much.
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World Map
On the world map now there will be several marks. Most are related to optional areas, and they are the yellow ones. Then there's a purple one, north-west: that's your story destination. There's also a blue one, east near the Lal Mountains camp, the Mechat Dock. Another one is on the desert, but it doesn't mark anything new. Let's have a quick overview of them.
World Map
Mechat Dock
You can land "inside" this place to enter it. In here you will be able to use the upgrading parts to boost your mechat's power. There will be more shooting minigames ahead, and the enhancements you can find and apply in the dock itself will help a lot.
Lal Mountains
Nothing much here, but now it's time to give the Autographed Manuscript back to the pirate "Traveler". He'll be there only if you spoke with him earlier. Hand it over and he'll reward you with the Eyepatch (I # 317), a good item giving SP x 2 bonus and a nice Agility +35 bonus.
There's also a black barrier chest here.
Exile Forest
It has a black barrier chest.
Sea Cube
Interesting dungeon where you will get the Black Device. More about it below.
Kelaso Village
A monster-free village with interesting secondary quests. More about it below.
Aurora Ruins
Short dungeon with a powerful enemy inside. More about it below.
Mecha Base
Easy dungeon with good rewards inside. More about it below.
Ancient Ruins - Forest
Great place to level up with many new monsters and useful items. More about it below.
Upper Mecha Base
It's better to deal with this for last, since there's a missable mechat-shooting minigame before entering. You want to have the mechat upgraded from the other areas before coming here and attempting it. More about it below.
Deserted Islands
There are four, each with new enemies and chests. It will be the next section.
I will describe each of these places in a convenient order, but of course it's a free choice.
At this point of the game it's also time to consider some serious grinding.
The Laser Field is still the greatest way for you to level up your shadows like crazy without doing anything. For most of the next bosses your success may possibly depend on skills such as Double-Cast (Support Magic skill), Skill +8, Accessory +3 (from the Generalist; especially to add elemental resistances), Double Strike (Assassin skill) and all those useful skills such as Magic Fence (Barrier Magic), Sentinel Shield (Guardian), Quick Magic Charge (White Magic). Ideally you could level most the shadows to level 50: it won't take even that much with SP x 2 items and the Laser Field grinding.
It's also important that your spell casters (should be two) have a decent level of white and support magic regardless of their current shadow class. Support Magic becomes important thanks to Quickus, while White Magic is self explained.
The Ancient Forest - Ruins is very good to level up your "main" level.
Setting a proper equipment will also become important for many fights: I'll guide you into that, often suggesting items you get in one of these new places. This is why it's adviceable to follow "my" order below here.
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Deserted Islands
Map of the area
Western Deserted Island
Item checklist:
- Mystery Part Trois (I # 365)
- Grand Shadow Crystal
Monster checklist:
- Sea-Temple Turtle (M # 148)
- Thief Clam (M # 099)
Your goal here is to loot the chests and fight the two new monsters. There are loads of Sea-Temple Turtles, while the Thief Clams are extremely rare. The Turtles have 470 HP and are best defeated with Grounda/Groundus spells (they're weak against fire too).
I suggest taking this very boring task first for a couple of reasons. One is that the sooner you manage to kill this Thief Clam, the sooner you will be free from this tedious task which you have to accomplish eventually and won't get easier in the future. The other is that you get experience and skill points from killing the turtles, so it's a good idea to attempt this now and level up meanwhile. I highly suggest to take "breaks" as you do this: it may take even hours of fighting Turtles or simply walking away to despawn them before a Thief Clam finally appears. The "breaks" should consist in flying to the nearby southwestern deserted island to attempt to find the Platinum Poo Snake, and possibly earning some SP from there. A couple of fights there, then come back here and try your luck for some more minutes. This should refresh the spawns and your mind.
An important thing to say is that you don't *have* to kill the turtles, but probably mopping things up helps. The Thief Clams can spawn also if, say, there are two Turtles, then they "lose" you and they "bury" themselves (so now there's no enemy anymore, however the last two non-defeated were turtles). As long as there's "free space" on the island (only two monsters can be spawned at the same time, and I think the Thief Clam counts for two, so it's better if no turtles at all are spawned), the spawn can randomly include the Thief Clam. Good luck.
Southwestern Deserted Island
Item checklist:
- Sun Necklace (I # 251)
Monster checklist:
- Zebra Poo Snake (M # 009)
- Iron Poo Snake (M # 003) (*)
- Dark Poo Snake (M # 010) (*)
- Platinum Poo Snake (M # 005)
- Poo Snake, Compost Poo Snake, Pungent Poo Snake (*), Stone Poo Snake (*), Copper Poo Snake (*)
(*) Only in Poo Snake's parties.
Your business here is to take out new enemies. This is the "poo island", really. The Platinum Poo Snake is very rare, but you want to defeat one to add it to your collection. It gives a lot of SP, but is way too uncommon to be a good source for farming. It has almost 1,000 HP.
Southern Deserted Island
Item checklist:
- Kelolon Necklace
Monster checklist:
- Golden Poo Snake (M # 006)
There's an achievement for killing the Golden Poo Snake. It's a very fast monster and will flee as soon as it has a chance. To beat it, equip the Kelolon Necklace, the Ballet Shoes and possibly the Belt of Hermes too. On the same character equip the Poo Bracelet as well. Then engage this monster (it might take a long while to spawn, but it is on the island), possibly with a First Strike (if you have someone with the Assassin's "Surprise" skill, this will help too; the field skill "Stun Bomb" of the Assassin is also another good idea), and one-shot it.
Find and defeat the rare monster Golden Poo Snake.
Gold Farming
This island is also a great place to farm gold. Actually, the best. This monster, the Golden Poo Snake, will drop thousands and thousands of gold every time you defeat it. The problem is respawning it: add Stink with the usual whatever Garlic and run through the island. Eventually it will respawn: engage, kill, repeat. The suggested items for doing this are the Poo Bracelet, the Belt of Hemes and the Crown of the King Ghost. The Shoes of Hermes (guaranteed first strike in battle) are even better, there will be one soon.
Eastern Deserted Island
Your business here consists in registering a new common monster and fighting a (new) boss. It can be done easily if you can follow this setup.
Have one character (Shu is probably going to be the one) with a leveled up Sword Master class. Level 50 of the Shadow and level 35 of the character are high enough.
Skills: Boost Critical Damage (Sword Master), Critical Hit Lift (Monk), Battle Essence (Monk) will help, but aren't fundamental.
Equipment required: Ancient Warrior's Earring (because it defends against Pietrify), Kelolon Necklace (high defense and agility +50), Ballet Shoes (special accessory to avoid starting the fight as Kelolon), Shoes of the Ancients (special accessory, prevents Instant KO), Bellybutton Ring of Earth.
Preventing the pietrification and instant-ko on one character with this equipment is enough.
Item checklist:
- Heatsink Parts (I # 379)
- Medals x 30
Monster checklist:
- Lazy Spine Ghost (M # 182)
- Poleaxe Ghost (M # 236) (*)
- Ghost Yeet (M # 272)
- Midnight Ghost, Gaudy Ghost, Emerald Ghost, Melancholy Ghost, Grinning Ghost, Chain-Gang Ghost
(*) This monsters will be easily found in the party of the Melancholy Ghost.
Optional Boss Fight - Ghost Yeet
You can steal a precious Ribbon from this boss. Not the only way to get one, but more are better.
The boss can pietrify and instant-kill every character, and considering its huge health this is likely to happen more than once. Equipment against these effects is a must.
The boss is itself weak against fire, so you will be using Flarus Sword as main attack. However, the boss can enhance its resistance against fire (it will do so as soon as the fight starts for example): attack with water attacks (Waterus Sword) and it will be weak against fire again. Your strategy should be, rough but effective, fighting mainly with Shu: he's the one with the Kelolon Necklace and Belt of Hermes, so he's the one who will be able to keep up with the boss's attacks. The boss's strongest attack shouldn't deal more than 250 HP of damage if you have a defense around 320 or more: use Meditation and/or regular attacks to recover health (by means of Absorb HP). Use Corporeal only if you have a safe level of health, but definitely use it whenever you can. If the other ones die, leave them dead and keep fighting: with the powerful character suggested you can't lose the solo fight.
The boss has 13,000 HP.
* Important Item - Ribbon *
This boss will respawn if you move to a city and come back here. At this point you are not prepared to farm this opponent, but when you will have a greater equipment after taking care of some of the next areas, this will be much more accessible. The nearest warp-town is Alumaru Village.
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Sea Cube
For this dungeon's boss you want to have the usual Sword Master with Kelolon Necklace, Ballet Shoes and Belt of Hermes. You also want to put the Bellybutton Ring of Water on the character with less HP on the first line and the Infinity Ring, which you'll find in this dungeon, on the black magician. Give the Sun Necklace to somebody able to either double-strike (Assassin skill) or to use Flarus Sword: you want them alive. Double-cast is important but not strictly required.
Someone with Field Barrier 3 is also recommended, considering the lot of monsters appearing on the field.
Characters at level 40 and shadows arround 50-55 are good enough.
Map of the area
Item checklist:
- Key to Layer One (I # 347)
- Tech-Crusher Bracelet (I # 187)
- Key to Layer Two (I # 348)
- Key to Layer Three (I # 349)
- Lv 6 - Wallus (I # 157)
- Deep Sea Key (I # 350)
- Infinity Ring (I # 217)
- Black Device (I # 371)
- Laser Barrier Parts (I # 378)
- Mystery Part Deux (I # 364)
- Infinity Earring (I # 277)
- Lv 6 - Shadowus (I # 121)
- Renew Bracelet (I # 183)
- Mega Magical Medicine, Medals x 5, Ancient Fossil, Phoenix Wing, Cure-All, Grand Shadow Crystal, Medals x 5, 1,000 Gold, Medals x 15, Ultra Magical Medicine
Monster checklist:
- Armored Fish (M # 030)
- Aqua Roamer (M # 050)
- Balloon Toad (M # 153) (*)
- Crystal Giant (M # 230)
- Robber Clam (M # 098)
- Jelly Jolt (M # 021)
- Coconut Crab Poo (M # 015) (**)
- Wandering Reflection (M # 204)
- Azure Abyssal Dragon (M # 268)
- Chain-Gang Ghost, Kelolon Defender, Kelolon
Barriers available:
- Black Barrier - Wall
- Black Barrier - Wall
(*) To find this monster, engage a Kelolon Defender and kill only the Kelolon enemies in the front line; then wait for the Kelolon Defender to transform into the Balloon Toad. Some Jelly Jolt enemies have Kelolon Defenders and Kelolons in their party (in case you "run out" of Kelolon Defender parties).
(**) Found in the Jelly Jolt's party.
Warp Device # 19/23 - Sea Cube
Killing the Kelolon Defenders will spawn chests in the area. I advice to speed things up with Field Barrier, or it will take you ages to reach the end of the dungeon. Remember to let a Kelolon Defender transform into the Balloon Toad, which is a very powerful monster: beat its almost-1,000 HP quickly. The Crystal Giant has high defense and more than 2,000 HP: go hard on it.
It's adviceable to use a Fresh Garlic on someone to prevent the Kelolon Defenders to escape (the other enemies will spot you anyway). If they do, go away for a bit (walking to the next room should be enough) and return: they should have reappeared.
Grab everything and reach the end of the last (fourth) floor, the "Deepest Area". A boss fight will trigger.
Optional Boss Fight - Azure Abyss Dragon
You can steal a Bellybutton Ring of Water from this boss.
This monster has five parts of its body: you will hit and destroy them one after another -- the extra damage dealt on one will not add to the next. It has water element and has a couple of water-based attacks: the bellybutton ring of water should fix this, else just heal up. Fire attacks are what you will use. If you can cast Regenera (white spell) and Quickus (support spell), they will definitely help. Attack Up (support spell) is also more than welcome as well as Shieldus and Shellus. Wallus can be a great skill if you have time to cast it (if you have Double-Cast, you will have time). They are all not essential, but will help.
The head of the boss has 2,000 HP and the throat has also 2,000 HP: they should be destroyed before the first turn of the boss. The chest has 2,400 HP, the belly 2,600 HP, the spine 2,800 HP and the tail 3,000 HP: attack with your most powerful hits after taking care of the healings.
Corporeal attacks are useful, but try to keep track of the damage you deal to its body: if, say, you just dealt 1,500 HP of damage to the spine, it's probably better to hold a bit and save the corporeal for the next part (that is, again, because the extra damage isn't taken by the next parts of the body).
The boss can cast Watera (deals around 250-300 HP of damage to a single line), can attack physically (about the same damage to a single target), can use Mow Down to damage a line for about 200 HP of damage and will later be able to use his water laser attack (about 300 HP of damage to a single target).
After collecting the rest of the chests, don't warp away just yet: backtrack to remove the two barrier walls (one on the "Deepest Area", another on the "Level 3") for achievement purposes and also to get another great item.
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Jibral Castle Town, Lago Village, Sheep Tribe Camp - Lal Mountains, Exile Forest, Mural Town, Devour Forest, Ancient Factory, Noluta Village
Time to collect some items.
Item checklist:
- Final War Necklace (I # 252)
- First-Aid Urn x 99 (I # 331)
- Devee Idol (I # 316)
- Missile Upgrade Part B (I # 375)
- Lock-On Upgrade Part B (I # 373)
- Eternity Earring (I # 276)
- Ribbon (I # 291)
- Shoes of Hermes (I # 296)
- Renew Earring (I # 278)
- Aurora Droplet x 10
- Bow Tie
Monsters checklist:
- Phantom Pelican (M # 118)
- Albino Mammoth (M # 238)
Barriers available:
- Black Barrier - Missile Upgrade Part B
- Black Barrier - Lock-On Upgrade Part B
- Black Barrier - Eternity Earring
- Black Barrier - Ribbon
- Black Barrier - Wall
In Jibral Castle, go to the laboratory and speak with the Mad Chief Researcher. Now you have the three "Mystery Part"s Un, Deux, Trois he'll give you the valuable Final War Necklace. This will also earn you an achievement.
Find and obtain the rare Final War Necklace.
It is also time to complete the "vase" quest. Go to the Vase Workshop and speak with the usual character to receive the First-Aid Urn (99x). You must have obtained the 99x Designer Vases to do this.
Warp to Lago Village now and speak with the chief, who is by the exit of the village as usual: accept to trade the First-Aid Vases and you will receive the Devee Idol in return (it's a special accessory), plus 10,000 Gold.
In the Sheep Tribe Camp - Lal Mountains there's a black barrier chest you can open for the Missile Upgrade Part B.
Then warp to Alumaru Village, exit and go south to enter the Exile Forest: you should know the way to the black barrier chest here which contains the Lock-On Upgrade Part B.
Warp to Mural Town and remove the black barrier from the chest here to get the Eternity Earring.
Warp to Devour Village, exit and reach Devour Forest: in the forest take the first turn left to find and open the chest under the black barrier: the Ribbon is yours. At this point you can give another character the second Kelolon Necklace to combine with the Ribbon itself.
Go to the Ancient Factory (map; note: it might be upside down in the game), avoid the Gold Mecha Robo if it's here, remove the black barrier and enter the room to get the Shoes of Hermes and Renew Earring: you will soon have a third Kelolon Necklace which you can combine with the latter. We will take care of the Gold Mecha Robo later, with a strong enough party.
Warp to Noluta Village: in the main square the will be several Aurora Droplets you can pick up; then exit through the gate near the save point and use the mechat to reach Kelaso Village west (and a bit north) from here. There's a chest on the World Map, in the region "Near Kelaso Village": a Bow Tie is inside. Fight the two new monsters too.
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Kelaso Village
Map of the area
Item checklist:
- Fireplace Key (I # 351)
- Ghost-Crusher Bracelet (I # 185)
- Coating Part B (I # 377)
- Eternal Engine Necklace (I # 243)
- Mega MP Up Elixir, Kelolon Necklace
Barriers available:
- Black Barrier - Wall
Grab the two chests up the stairs, then go around the first area (down the stairs) to find a cave with a ladder.
Inside the house, examine the fireplace, then speak with a blue-dressed character to obtain the Fireplace Key and then go down the fireplace ladder.
Warp Device # 20/23 - Kelaso Village - Underground
In the "Underground" area activate the Warp Device, get the Ghost-Crusher Bracelet and go around to trigger some scenes with Marumaro until he'll finally enter a house.
In the house speak with Feenu who will move from downstairs to upstairs several times: keep "chasing" her and speak until she narrates a tale.
Go out, remove the black barrier wall and grab the two chests behind it: Coating Part B and Eternal Engine Necklace.
Pay a visit to the General Store and buy the Eternal Engine Ring here.
In the Underground now there will be the "Elder Baum" character on the stairs (before the ladder you used to come down): speak with him, listen to his story and the dragons quest will begin. They are powerful monsters nowhere near close to what the Moody Dragon was, so we'll take care of them later. One of them, the Phantom Dragon, has a missable item you must steal from "him": that's the only way to get it. A section for the Dragons quest will follow below.
You can find the final parts of "The Tale of Valon the Wizard" and "Portrait of a Machine": two of the former are in the General Store and a third and last is in Feenu's House (Parts 38, 39, 40); the last Part (52) of the latter is in the Inn.
Shops
- Medicine, Mega Medicine, Ultra Medicine, Magical Medicine, Mega Magical Medicine, Ultra Magical Medicine, Light Crystal, Grand Light Crystal, Shadow Crystal, Grand Shadow Crystal, Phoenix Talon, Antidote, Deodorant, Mobility Balm, Steadiness Salve, Princess' Kiss, Stone-Be-Gone, Mental Surge, No-Ghost Device, Fresh Garlic, Stout Garlic, Kelolon Elixir
- Eternal Engine Ring - 7,900 G (I # 213)
- Eternal Engine Necklace - 9,000 G
- White Magic Lv 5 - Healus 4,350 G
- White Magic Lv 5 - Regenera 4,250 G
- White Magic Lv 5 - Erase 4,050 G
- Black Magic Lv 5 - Flarus - 4,300 G
- Black Magic Lv 5 - Windus - 3,800 G
- Black Magic Lv 5 - Waterus - 3,950 G
- Support Magic Lv 5 - Slowus - 4,100 G
- Support Magic Lv 5 - Paralyze - 4,300 G
- Support Magic Lv 5 - HP Max Up - 4,200 G
- Barrier Magic Lv 5 - Shieldus - 4,200 G
- Barrier Magic Lv 5 - Shellus - 4,250 G
- Barrier Magic Lv 5 - Reflecta - 4,400 G
- Cure Paralysis, Zephyra, Shina, Grounda, Extracta, Shadowa, Quicka, Kelolon, Attack Up, Trapfloora, Resista, Walla
When you've done everything, get on the Mechat and head outside to the Aurora Ruins (west from Kelaso).
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Aurora Ruins
To properly fight against the next boss you want to have the three Kelolon Necklace on three characters; one can nullify the Kelolon malus with the Ballet Shoes, another with the Ribbon, and the third with the Renew Earring. The other two characters should wear the Final War Necklace and the Sun Necklace. Characters level 40 and shadows level 50+ should be ok. If possible, add on your first-line characters anything which can resist against Fire attacks such as the Bellybutton Ring of Fire. The Belt of Hermes should be given to either your Sword Master or your black magician (you want one with high magic attack for the next boss fight).
Map of the area
Item checklist:
- Lock-On Upgrade Part A (I # 372)
- Kelolon Necklace
Monster checklist:
- Stonesaurus (M # 262)
As you enter you will find the chest with the Kelolon Necklace inside. Then proceed a bit to hit the usual checkpoint before a door: boss fight ahead.
Optional Boss Fight - Stonesaurus
Earth-based, weak against Wind attacks. Windus and Windus Sword will be your main attacks, and they should both deal more than 1,000 HP of damage each to the boss. The boss itself has 10,000 HP. The boss uses often the Fire Breath attack which damages for about 150 HP the characters on the first line. His standard physical attack is ridiculous if you are wearing the powerful necklaces found so far. It also has a weak spot, the "head", which you can hit for some extra damage.
After the fight you'll receive the Lock-On Upgrade Part A.
Toripo will stay here now and his shop is at your service.
There's a strange pipe you can examine, on the left as you enter the big circular area where you just fought. It reads "0 Gold - Carry Over". Easter egg?
Next will follow three more optional dungeons. First, the Mecha Base. NOT the Upper Mecha Base yet. Now you have the Mechat you can also reach some of the higher parts of the Canyon/Giant Ice Fields areas: here is a map of these last chests, possibly the most useless of the world map. There are also other places you couldn't reach earlier, such as the Exile Forest - North region of the world map, but there are no interesting items to loot in their chests.
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Mecha Base
To enter this place you have to be "caught" by the purple "thing" which makes circles around a huge area, dropping Roballs behind.
At this point you should have three Kelolon Necklaces combined with Ribbon, Ballet Shoes and Renew Ring, the Sun Necklace, the Final War Necklace plus a Kelolon Necklace which will take place of the Sun Necklace soon (there is another Ballet Shoes in the next area). By now you should also have very good bracelets too, and more to come.
Achievement Suggestion
Outside of this place is a very good spot where to attempt the "10+ Monsters in an Encounter" achievement: add Stink to your characters, run luring the robots (when they engage you, flee) and eventually a group of 10 or more will be ready.
Win a Multi-Monster Encounter against at least 10 enemies.
Now the Mecha Base itself.
Map of the area
Note: the red " X " mark groups of Grim Security Mecha Robos which you must defeat to unlock the current level's elevator going up and unlock some rooms.
Item checklist:
- Lv 6 - Magic Atk Up (I # 139)
- Lv 6 - Previve (I # 103)
- Ancient King's Bracelet (I # 176)
- Ancient King's Necklace (I # 241)
- Gravitic Earring (I # 272)
- Eternity Bracelet (I # 181)
- Ancient King's Earring (I # 271)
- Brawler Elixir (I # 064)
- Prismatic Cyclone Bracelet (I # 192)
- Gravitic Bracelet (I # 177)
- Missile Upgrade Part A (I # 374)
- Renew Ring (I # 218)
- Medals x 3, Medals x 7, Medals x 8, Medals x 5, Ballet Shoes, Phoenix Wing, Medals x 5, Medals x 5, Grand Shadow Crystal, Medals x 3, Belt of Hermes, Medals x 7, Medals x 4, Medals x 9
Monster checklist:
- Sharkfly (M # 024)
- Grim Security Mecha Robo (M # 171)
- Black Double Axe (M # 218)
- Bomber Mecha Crab (M # 037)
- Spellcaster (M # 223)
- Gold Scything Skull-Spider (M # 274)
- Roball, Iron Poo Snake (in other parties)
Barriers available:
- Black Barrier - Ballet Shoes
- Blue Barrier - Wall
- Red Barrier - Wall
- White Barrier - Wall
- Black Barrier - Belt of Hermes
- Black Barrier - Eternity Bracelet
There are many valuable items to get in this place. On some floors, especially the second one, there will be some lasers: you can get through them without triggering the alarm if you wait for them to raise up enough, but you can also ignore the enemies which will spawn from the alarm. You will come across all the enemies as you proceed to loot the chests. The Spellcaster is an automatic fight as you approach the big circular area on the third floor: it has more than 2,000 HP but will go down easily with fire attacks. At last on floor 5 there is a boss fight.
Optional Boss Fight - Gold Scything Skull-Spider
The boss has high defense, but only 6,720 HP. If you come here with all those Kelolon Necklaces this fight will be extremely easy. The boss can instant-kill your characters with a charged attack, and then revive them as "zombies" (they will attack your party) if you don't revive them before his next turn. The boss probably has a light weakness against Earth, but it doesn't really matter: you should destroy it just blinking.
After the fight grab the Renew Ring, give it to one of your magicians and warp away (to the Sheep Tribe Camp - Forest maybe). Next area: Ancient Ruins - Forest.
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Ancient Ruins - Forest
Map of the area
Item checklist:
- Shadowstep Shoes (I # 298)
- Ancient King's Ring (I # 211)
- Weapon Parts (I # 380)
- Magic Life-Crusher Bracelet (I # 186)
- Gravitic Necklace (I # 242)
- Prismatic Crystal, Medal, Iridescent Wind, 10,000 Gold, Magic Elixir, Black Belt, Flawless Sapphire, Medals x 50, Iridescent Cyclone, Flawless Amethyst, Part of Eternal Engine
Monster checklist:
- Masked Skimmer (M # 111)
- Blood-Sucking Beetle (M # 089)
- Golden Scarab (M # 091)
- Howling Leopard (M # 228)
- Gorgon Hydrattler (M # 248)
- Braineater (M # 101)
- ??? (M # 278)
- Soyo-Soyo (M # 131)
- Fire Archer (M # 197)
- Zebra Poo Snake
This is the easiest of the new areas. There are seven switches to activate to unlock a chest as well as new monsters and items. An optional boss fight will trigger as you proceed.
Optional Boss Fight - ??? (Monster ID # 278)
You can steal a Bellybutton Ring of Wind from this boss.
The boss is weak against the water element and has 5,100 HP. If you come here after the other areas I've described earlier the boss probably won't have time for a single turn. Otherwise it will still be a breeze as long as you are using some decent equipment and spam Waterus and Waterus Sword.
After looting the last chests warp to the Sheep Tribe Camp - Lal Mountains, exit from there and enter the Mechat Dock.
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Mechat Dock
There's not much to say: equipping all the special parts on the mechat nets you an achievement and a more powerful mechat with which you can tackle a couple of achievements more easily. You still can't have the Coating Part A, since it's in the next dungeon, but so found you should have found:
- Lock-On Upgrade Part A (Aurora Ruins, defeat the optional boss Stonesaurus)
- Lock-On Upgrade Part B (Exile Forest, in a black barrier chest)
- Missile Upgrade Part A (Mecha Base - 4F)
- Missile Upgrade Part B (Sheep Tribe Camp - Lal Mountains, in a black barrier chest)
- Coating Part B (Kelaso Village, behind a black barrier wall)
- Laser Barrier Parts (Sea Cube - Deepest Area, after the optional boss fight against Azure Abyssal Dragon)
- Heatsink Parts (World Map - Eastern Deserted Island, after the optional boss fight against Ghost Yeet)
- Weapon Parts (Ancient Ruins - Forest, after the optional boss [Monster ID # 278] )
Equip all these, then save your game somewhere in the south-west part of the world map. If you land on the "Coastal Road" area and see a dragon, please ignore him (or at least look at the Dragons quest in the section after the Upper Mecha Base).
* MISSABLE ACHIEVEMENT # 11 - Mechat Shooting Stage 2: Perfect *
The shooting stage will trigger as soon as you decide to enter the Upper Mecha Base. This is harder than the other one, but still quite easy: you can take damage, but you need to destroy all the guns of the area, and there are really many. It is important to have all the offensive upgrades.
Now that you're alerted, let's deal with it.
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Upper Mecha Base
* Missable Achievement # 11 - Mechat Shooting Stage 2: Perfect *
What you need to know is how the stage works. It's divided in two parts. If it asks, don't play on easy, as usual.
In the first part you will have to deal with guns and red circular "things" shooting missiles at you. This part ends when you destroy all the red circular objects: don't do so until you're sure you destroyed all the minor guns (shooting weak projectiles at you). When you're sure (take your time if you want) there are no more minor guns, finish off the red circular cannons.
In the second part you will have to deal with more guns, with big "blocks" which will reveal red circular objects when destroyed and, finally, with a yellow turret. This part ends when you destroy the yellow turret: don't do so until you're sure you destroyed everything else.
Since you can take damage and time, all you need is patience. Don't rush and if you're not sure if you destroyed the minor guns wait tapping B to try to target something: you can go around the base as many times as you want. When you're sure you destroyed everything, destroy the key part(s) of the current part of the stage and proceed.
Continue playing to unlock this secret achievement. (Secret)
Time for the last optional area. As for the preparation, since it's the last area, you should have all those good Kelolon Necklaces and items collected so far. You must have the Black Device (obtained in the Sea Cube) to proceed.
Map of the area
Item checklist:
- Mystery Part Gamma (I # 362)
- Life-Crusher Bracelet (I # 184)
- Eternity Necklace (I # 246)
- Eternity Ring (I # 216)
- Infinity Bracelet (I # 182)
- Shield Badge (I # 309)
- Lei (I # 290)
- Coating Part A (I # 376)
- Infinity Necklace (I # 247)
- Renew Necklace (I # 248)
- Grand Shadow Crystal
Monster checklist:
- Clawed Bomber (M # 115)
- Red Defender (M # 176)
- Thief Roball (M # 076)
- Squinting Cyborg (M # 063)
- Sonic Sharkfly (M # 025)
- Security Electrogue (M # 214)
- Electrogue Part A (M # 210) (*)
- Electrogue Part B (M # 212) (*)
- Soaring Globe (M # 224)
- Steel Giant (M # 270)
- Rolling Ripper, Chief Rolling Ripper, Rolling Barb (all four in other monster's parties), Black Double Axe
- Blue Barrier - Wall
- Red Barrier - Wall
- White Barrier - Wall
- Blue Barrier - Wall
- White Barrier - Wall
- Black Barrier - Wall
(*) Damage the Security Electrogue enemy for about 1,700 HP of damage, so he splits into these two monsters.
On Floor 1 in every room (except where you start and the elevator room) there are enemies you must defeat (all of them) to unlock the elevator.
On Floor 2 you can't pass through the lasers without triggering the alarm, and if you trigger more than four alarms (four is still tolerated) you'll be sent back at the elevator on Floor 1. I've tracked with a light-blue line the path to reach the chest of this area (the other room is empty) and with a red line the path to reach the opposite side of the area. You will have to go back at least once: take the chest first, get kicked, then go to the elevator room.
The rest of the levels is linear and there are no requirements to activate the elevators, so feel free to skip the fights (collect at least the new enemy datas though). The Soaring Globe has 6,300 HP but is an easy fight.
Then the boss on the fifth floor.
Optional Boss Fight - Steel Giant
The fight will start with this guy casting a reflect barrier: don't use spells or they'll come back at you (Magic Sword attacks are ok). It is a bit stronger against fire than the other elements, and has a light weakness against Earth, so go with Groundus Sword and similar attacks. With the great equipment you must have by now this will be easy.
The boss has 10,200 HP.
Grab the last chest of this area, then warp away to the Sheep Tribe Camp - Lal Mountains.
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Mechat Dock, Jibral Castle Town
Item checklist:
- Ultimate Weapon Bracelet (I # 189)
In the Mechat Dock equip the last part (Coating Part A) you got and get the achievement for the fully upgraded mechat.
Continue playing to unlock this secret achievement. (Secret)
In Jibral Castle go to the basement and lend the other three Mysterious Parts (Alpha, Beta, Gamma) to get the Ultimate Weapon Bracelet and an achievement for it.
Find and obtain the rare Ultimate Weapon Bracelet.
Before taking care of the last six powerful optional monsters of the game there are some collectibles to take care of.
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World Map - Coastal Road
Monster checklist:
- Land Crab (M # 035)
- Poison Helmet (M # 106)
This place is here. Your first task here is to kill the two new (weak) enemies to collect their datas. There's also a chest with an Ultra Magical Medicine somewhere. The Poison Helmet are best found on the "path" part of the area, not on the sea-sand part.
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Five Dragons Quest
* MISSABLE ITEM # 7 - Nene's Earring *
(Don't worry about spoilers, they just gave this item this random name).
This item must be stolen from the Phantom Dragon since it's the only one of the game and the dragons won't respawn.
Item checklist:
- Nene's Earring (I # 275)
- Phantom Dragon's Fang (I # 356)
- Amethyst Dragon's Fang (I # 359)
- Blizzard Dragon's Fang (I # 358)
- Spark Dragon's Fang (I # 357)
- Dragon Bracelet (I # 188)
Monster checklist:
- Phantom Dragon (M # 255)
- Amethyst Dragon (M # 257)
- Blizzard Dragon (M # 256)
- Spark Dragon (M # 253)
Three of the dragons are on the World Map, two are inside two dungeons (one of the latter is -- pardon, was -- the Moody Dragon). Note that you have to land the Mechat to be able to see them. You can take a bit of advantage from the world map ones since you can get a First Attack or even a Back Attack
To start this quest you have to speak with the Elder Baum in Kelaso Village (read above if you haven't already). Only the Moody Dragon spawns before speaking with that character (this dragon is in the Underground River; if you missed it, read about it in the disc two walkthrough page). Each time you defeat a dragon you want to collect his "Fang" to add it to your collection and, especially, to receive the best accessory of the game in return after getting all the five of them.
This is not going to be a walk in the park though. I highly recommend going after this task with a party made stronger by the last accessories found in the optional dungeons. The shadow classes to use are a bit up to you, but you seriously want to have the support and white magicians with you. The skill Double-Cast will help a ton the spell casters and the melee strikers should have either Double Strike or (possibly "and") Magic Sword Lv 6.
Coming to the equipment, you should now have:
- Necklaces: four Kelolon Necklaces and a Final War Necklace
- Earrings: Eternity, Gravitic, Infinity, Renew Earring for four characters and the still good Ancient King's Earring for the fifth. The Renew Earring will fit well on one of the four who are wearing the Kelolon Necklaces
- Rings: Eternity, Gravitic, Infinity, Renew, Ancient King's Earring
- Bracelets: Ultimate Weapon Bracelet on your primary tank, then the Eternity and Renew on the other two melee characters (should be Shu, Marumaro and Zola); give the other powerful ones to the spellcasters, at least to increase the agility a bit
- Special accessories: everyone should possibly wear a Ribbon. It doesn't take much to farm and get 4 more of them from the Ghost Yeet, plus the one you got from a black barrier chest. The two Belt of Hermes should go to your tank and your white magician
Your HP should be at least around 800. Your character's level should be 40-45 at least, and your shadows should not be under level 50. I will use strategies implying especially the use of Barrier Magic and White Magic which you should have well upgraded. The Support Magic helps, especially for Quickus.
Other specific preparations will be described dragon-by-dragon.
I suggest to keep track of the damage you deal while fighting, so you can make better choices on how offensive you should play.
Let's start with the Phantom Dragon, the one with the missable item to steal. Save before him and be sure you have Steal and Treasure Hunt.
This dragon uses Wind elemental attacks and has a weakness against Wind itself. He will absorb every physical attack (the Magic Sword attacks are NOT absorbed, so Windus Sword all the way), he can be "Cursed" with the Curse spell of the Support Magician and obviously doesn't take damage from earth elemental attacks. Spells such as Extract will have the opposite effect: he will heal, your status will be drained.
You must have Magic Sword on your melee characters, and a black mage is very important. To resist against wind you have the Bellybutton Ring of Wind, the Kerchief, the Shoes of Hermes (you could give these to your thief, since they make him/her strike first in battle), Shadowstep Shoes and the good old Belt of Hermes. The Ribbon also works decently. Remove any counterattack skill to avoid healing him with it.
Optional Boss Fight - Phantom Dragon
First of all attempt to steal: if you get the Ancient Feather, quit and reload to try again.
When you finally succeed, start using a Winda Sword to lower his defense (Winda, not Windus), then spam Windus and Windus Sword (at this point I assume you have at least Shu and Kluke with the third-grade spells and magic sword attacks) to take down his health. Don't use Ground/Extract/Shine/Shadow because they either miss or heal him. Even the Corporeal attacks will be absorbed by him. The boss is decently slow, especially at first, and you can weaken his offensive power a bit with the spell Curse if you want. You should also cast Quickus on everyone, Shieldus on the first-line characters. Enhancements such as Attack Up and Magic Atk Up are also nice to have after casting the previous ones. Shellus isn't very important. Of all these, Shieldus (and Quickus) on the "tank" able to use Windus Sword is probably the most important.
You should deal around 700 HP of damage with Windus and more than 1,000 with Windus Sword.
The boss has two fundamental attacks: the Fearsome Tornado (wind damage, requires loading time) which should be no problem if you're protected, and a triple physical attack on a single target, dealing around 250 HP of damage with each hit (700-750 in total), and that's why you want Shieldus. Moreover, it also has an attack which deals less damage and adds Slow +50%: Quickus heals this.
The Defense Down effect of Winda Sword will probably vanish before the health of the boss, so you should probably renew it when you think it's over.
Other than this, the fight is just long: the boss has a bit more than 20,000 HP and shouldn't create you too much problems (apart from stealing the Nene's Earring).
Get his fang from the chest spawning behind him warp to the Forest Camp: rest at the Inn to refill your HP and MP, then exit and fly to the Coastal Road to take care of the Amethyst Dragon. You should also substitute the Ancient King's Earring with the Nene's Earring since it's a bit better.
The Amethyst Dragon is much stronger, so you will need more power, especially when defending. The boss attacks with wind element: Bellybutton Ring of Wind and company are welcome to say the least. Add equipment to prevent the Paralysis status (Ribbons and Ballet Shoes for example).
A good strategy uses a Barrier Magician with the Bellybutton Ring of Wind and a White Magician; one of the two should also have Black Magic, if possible. Then have one with Windus Sword available and the other two can be pretty much whatever.
Optional Boss Fight - Amethyst Dragon
Try to get a First Strike/Back Attack and as soon as possible cast Shieldus on the ones on the first line (the first receiving it should be the one using Windus Sword), using your best attacks until you see that (after 2-3 of your turns max without the boss having a turn) your next turn will be after the boss's. At this point, Defend with who, on the first line, isn't the one who uses Windus Sword. If you have more than a character able to do so, choose one who will be your main offensive character for the fight.
Don't bother with Winda Sword to lower his defense.
The boss will become very fast after a couple of turns where he seems slow. He has a single target hit (wind based) which deals 350-400 HP of damage (with the gear I've suggested) and can add paralysis, plus an attack (wind based) which deals 150-200 HP of damage to everyone (depending on Wind resistence). You will need to use Zephyr(a/us) every time the latter happens. His regular physical attack deals 250 HP of damage three times.
The strategy consists in protecting the "tank" on the first line with Wallus (only after you cast Shieldus and Shellus, in this order) without worrying too much on the other two (who you still want to protect at least with Shieldus): they will receive healings if their HP will drop below 400-500, altogether, with Zephyra/Zephyrus (if you have a spare turn feel free to cast Heal Up with the Barrier Mage). Doing this will allow you to safely keep up with the damage the boss will inflict you: sure the fight won't end very quickly, but you won't be in danger either.
Corporeal attacks should also be available by the end of the fight.
The boss has 25,000 HP.
Get his fang from the chest which will spawn, warp to Pachess Town, rest at the Inn and exit to head nearby Kelaso Village to fight the Blizzard Dragon. This one has water element and is weak against fire attacks. Bellybutton Ring of Water, Flip-Flops and Scarf should be given to characters on the first line since they'll take water damage. A good setup is the same used for the Amethyst Dragon, but the next will be easier. The major difference is that you won't rely on black magic because the Blizzard Dragon will cast Reflect on himself.
Optional Boss Fight - Blizzard Dragon
Flara Sword will Power Down the boss. He will counter your offensive spell (the first one you use) casting Reflect on himself: load a good Flarus as much as possible, then never use it again. Or simply don't use a black mage at all.
His Ice Breath attack hits only the first line, and is water-based: it doesn't deal much damage, but unfortunately it adds the Frozen status (occasionally). Just wait for it to wear off, you can't heal it. His attack Blizzard deals water based damage on everyone, but isn't too strong (150-200 HP of damage). He can add Element Down too, but if you're paying attention to healings it won't affect you too much. Then he has his usual 250*3 physical attack to a single target.
Your Corporeals should be quickly ready thanks to his zone attacks. Keeping up with the healings should be easy, especially if you're still using Shieldus on the first line, and the rest will come natural
The boss has a bit less than 20,000 HP.
Get his fang and warp to the Gul Mountains. The next dragon uses both earth-based and wind-based attack, but he definitely prefers the wind one; he is again weak against wind, and he's the strongest of the dragons. Here's a map of the Gul Mountains. He can add the Sleep status: prevent it with Ribbons and Ballet Shoes.
To turn him into the easiest of the dragons, give the Bellybutton Ring of Wind to your tank able to use Windus Sword, and give him also your best accessories (especially to raise his/her Agility).
Optional Boss Fight - Spark Dragon
The boss is very fast and has several powerful attacks. However, for some reason he will keep using Black Wind (wind based) if you let your characters dying. This will continue even if you have a character, the last one standing alive, with the Bellybutton Ring of Wind. The dragon will simply continue casting Black Wind over and over, and you will absorb all the damage. Meanwhile you will also use Windus Sword to deal about 1,500 HP of damage every turn (Winda Sword lowers his defense a bit, but don't bother with it), and it will be only a matter of time before this solo fight will be won without caring at all about your four dead characters.
The boss has 23,700.
Trivia: this last chest containing the Spark Dragon's Fang will spawn without blocking your character in the animation. If you quickly tap " A " you may open it before it completely appears. The result would be something like this. And my character's health is the result of the above strategy ;p
Grab the last dragon's fang and you will unlock an achievement:
Continue playing to unlock this secret achievement. (Secret)
Warp to Kelaso Village.
Speak with Elder Baum nearby where you arrive and you will receive the great Dragon Bracelet and the achievement for it:
Find and obtain the rare Dragon Bracelet.
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King Poo and Gold Mecha Robo
Item checklist:
- Golden Poo (I # 085)
- Autograph Paper (I # 334)
- Golden Poo
- ??? (I # 335)
- Golden Eternal Engine (I # 074)
Monster checklist:
- King Poo (M # 013)
- Gold Mecha Robo (M # 074)
These are going to be the two last (and by far most powerful) optional enemies of the game. They are far stronger than the dragons, so I have to suggest an intense level up before attempting them. You have an achievement for reaching lv 99 with all your characters and an achievement for reaching lv 99 with all your shadow classes after all, so this won't be wasted time. Remember not to use the [Class] Hearts to level from 98 to 99 or you will miss those achievements!
I suggest starting with the shadows training, leveling up the Sword Master class to the max with Shu, Marumaro and Zola and the Support Magic class with Jiro and Kluke. Actually it doesn't really matter what you choose to bring up to level 99 with the spell casters, but the Support Magic class has good stats (highest Magical Attack). Now some specific requirements, besides Skill +8 and Accessory +3 which I consider acquired. The reason why I suggest bringing to 99 the Sword Master is the same: better stats.
Double-Cast will be essential in the next fights, therefore your spell casters should level up the Support Magic class up to level 35. It won't take much time at all with the Black Belts on everyone and the Laser Field farming method explained in the disco two walkthrough page. Two master white mages are fundamental, and so are two master barrier mage (that is to say: learn White Magic Lv 6 and Barrier Magic Lv 6 with two characters, probably Jiro and Kluke) since defending and healing is top priority against the two most powerful enemies of this game. Support Magic Lv 6 will come naturally as you acquire Double-Cast.
As for Shu, Marumaro and Zola, learn Magic Sword Lv 6 in the process and level up the Assassin class of everyone to give them the "Ninja Swiftness" ability which will increase your agility when you won't be in the assassin class anymore. Same for the "Battle Essence" ability of the Monk (for your physical attack). You won't regret if you also get the Resurrection skill from the White Magic class with these three characters too.
Remember to re-equip the skill Accessory +3 and the Black Belts/Eyepatch when you change class.
Since you have to do almost nothing except pressing A and changing some shadows and skills, feel free to level up the shadows as much as you want. Even the Guardian class could finally have some sense if you decide to level it up all the way to a good level, but we will do without it.
The characters training is much slower and requires an active farming, so I won't ask you to do it. Sure it helps if you wear your Lei(s) and go fighting the group of Zebra Poo Snakes at the entrance of the Ancient Ruins - Forest over and over, especially because you will have to do this eventually. Wear up Mow Down and Black Magic to cast Ground and these 150-HP-ed enemies will die very quickly netting you some thousands of experience. Anyway, I will only assume that you are around level 40-45 (which should be your level without doing any training at this point) to use the following strategies.
King Poo is stronger than Gold Mecha Robo, so "he" will be the real test, and therefore he'll be the first. You can escape from both the fights, just for your information.
King Poo
This enemy is available in the Ancient Ruins - Caverns after beating the Jumbo Poo and Corrosive Poo. If you killed them earlier, the King will be already here. If you didn't, kill them and go towards the exit to spawn the King Poo Snake. Save before approaching it. Your party should be made of:
- Jiro and Kluke with Double-Cast, White Magic Lv 6, Barrier Magic Lv 6, Support Magic Lv 6, Quick Magic Charge (from the White Magic class), Spell Duration +50% (from the Support Magic class), Resurrection (from the White Magic class). One of them should also have Black Magic, but isn't fundamental at all
- Shu, Marumaro and Zola possibly as Sword Masters lv 99 with Battle Essence and Ninja Swiftness (unless they are Monks or Assassins), Critical Hit Lift (from the Monk class), Boost Critical Damage (from the Sword Master class); possibly also Resurrection
Give them your best accessories and do so that the melee characters have 999 Atk (or anything close to that), which should be automatic with a leveled up class and Battle Essence. Give your two Belts of Hermes to your most powerful melee characters. Lure a Poo Snake (add Stink to one of your characters) near the King and engage a linked fight.
Strategy: during the first fight of the two, the one against the Poo Snakes, cast Quickus, Wallus and Previve on all your characters. Start double-casting Quickus on the two spellcasters, then every turn of theirs add Previve and Wallus on the three melee characters -- Previve can be avoided if they have Resurrection. Double-cast Quickus on everyone else at last and you're finally ready. Remember to re-cast Wallus if meanwhile a Poo Snakes attack. When these enhancements are set, cast Ground and get rid of the poo snakes (that's the only reason why I suggested the Black Magic). I remember you that if you load spells such as Wallus, the effect will cover a wide range giving this to more characters (saving precious turns).
King Poo is extremely fast and can (will) attack multiple times in a row. His standard physical attack deals around 1,000 HP of damage, and without protections or particular enhancements from the Guardian class this means death. That's why you set Previve and Wallus. He also has an attack (single target) which can Erase your statuses and add Poison/Pietrify, plus an attack which hits everyone for about 600 HP of damage.
Your best attack is Shadowus Sword (Waterus deals a bit less), and the spell casters should constantly renew the spells which will wear off after the death of the other characters. You can also cast Curse on the boss to lower his offensive power a bit as well as Anchor. Hopefully the boss won't attack physically the same character twice in a row: if he does, revive; if he doesn't, re-cast Wallus. If he uses his Erase attack renew the spells and if he uses his zone dark attack heal/cast Wallus again. Hopefully you will land many critical hits, but if you stick with this route you should be able to dispatch of the boss without the luck factor.
The boss has 15,870 HP.
Find and defeat the rare monster King Poo.
Three chests will spawn: two contain a Golden Poo, while the third is the Autograph Paper. The former is nothing valuable other than an item for your collection, while the latter...
Warp to Pachess Town, exit and go north-east to the Aurora Ruins and in here speak with Toripo: he will give you the "Item # 335" which you can "view" pressing " A " twice on it in the Encyclopedia > Valuables list.
Rest at some inn, then warp to the Ancient Factory.
Gold Mecha Robo
Move your magicians on the first line: they need Wallus too.
You can steal the Golden Eternal Engine (you get one for defeating this monster) and escape from this fight, farming this item as much as you want. The purpose, theoretically, would be to increase your agility by 3 units everytime you succeed. Then warp to the Ancient Factory again, exit nearby to the Underground River and enter the Ancient Factory again (this is to reset the item situation of the enemy) to get to the Gold Mecha Robo and steal more of this item. A single Golden Eternal Engine is not valuable, but if you farm and get some dozens then you will definitely notice the difference in your Agility. This is not relevant to the completion of the game and achievements, take it just as a side note.
You want to use the same strategy used with King Poo, including the linked fight with, for instance, a Coordinator nearby. Cast all the enhancements such as Previve, Quickus, Wallus.
This guy isn't as fast as the King Poo, and is indeed easier. Use Waterus Sword to attack and you really can't go wrong with Quickus, Wallus and Previve "just in case". He has a powerful single-target physical attack as well as a multi-target attack which is very powerful (1,000+ HP of damage without good protections), and that's why you want Wallus on the spellcasters too.
The boss has 18,000 HP.
Find and defeat the rare monster Gold Mecha Robo.
Open the chest spawning nearby for a Golden Eternal Engine.
This was the last of the optional areas available at the end of the game. All you have left now is, besides grinding mostly Exp and Gold, finishing the game.
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World Map - Northern Giant Ice Fields
* MISSABLE ACHIEVEMENT # 12 - Mechat Shooting Stage 3: Perfect *
The next missable achievement is part of the story, as soon as you proceed.
- Head north-west with the mechat and approach the giant crater: a scene will follow, then you'll be asked to save and if you want to "Enter the Deep Zone". This is not a non-return point, but a missable achievement is ahead (mechat shooting type), starting after many scenes
* Missable Achievement # 12 - Mechat Shooting Stage 3: Perfect *
This one requires you to take no damage. It will be quite easy if you spam your missiles everywhere and pay attention to the land mines the boss will drop in the first fase and then the missiles he'll shoot afterwards. When the boss is loading a laser from its "head", attack with the automatic machine and the missiles (you can take damage from this "laser" if it only eliminates one of your five shields, as I'll show in the video). It should be very quick and easy if you got the upgrades for your mechat. Don't play on Easy if it asks, as usual.
Continue playing to unlock this secret achievement. (Secret)
- After more scenes you will be flying on the mechat again in a "new" place. On the left there's a yellow and grey cube, while on the right (a bit far away) there's another cube inside a globe (green and light blue colors): the one is the "town" of the Cube Worlds and the other is the "dungeon". Stop by the one on the left first
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Mecha Robo Cube
Map of the area
Item checklist:
- MP Boost Elixir, MP Boost Elixir, Mega HP Up Elixir, Mega MP Up Elixir
Barriers available:
- Black Barrier - Mega HP Up Elixir
- Black Barrier - Mega MP Up Elixir
Warp Device # 21/23 - Mecha Robo Cube
Please note that there are three warp devices in this last big place (one in the Mecha Robo Cube, two more in the other cube), but this is an "internal service" for the Cube Worlds.
Shops
- Medicine, Mega Medicine, Ultra Medicine, Magical Medicine, Mega Magical Medicine, Ultra Magical Medicine, Light Crystal, Grand Light Crystal, Shadow Crystal, Grand Shadow Crystal, Phoenix Talon, Antidote, Deodorant, Mobility Balm, Steadiness Salve, Princess' Kiss, Stone-Be-Gone, Mental Surge, No-Ghost Device, Fresh Garlic, Stout Garlic, Kelolon Elixir
- Radiant Flour - 150 G
- Zephyr Chocolate - 180 G
- Vitality Elixir - 300 G
- Magic Elixir - 500 G
- Banana - 877 G
- Eternal Engine Bracelet - 8,000 G (I # 178)
- Eternal Engine Earring - 8,000 G (I # 273)
- Eternal Engine Ring, Eternal Engine Necklace
- Lv 6 - Cure-All - 5,100 G
- Lv 6 - Extractus - 5,300 G
- Lv 6 - Curse - 4,800 G
- Lv 6 - Resistus - 4,900 G
- Healus, Regenera, Erase, Flarus, Windus, Waterus, Slowus, Paralyze, HP Max Up, Shieldus, Shellus, Reflecta
Some robots will give you random items or various information, nothing relevant. There's even the "Nothing Mecha Robo", marked with the " N " on the map, and Toripo (green " T ").
For Inn-like services speak with the three robots in line with the save point and warp device: they'll heal your status ailments, HP and MP.
- On this cube there isn't much to do as for the story is concerned; you can proceed to the other cube (get on the mechat again and fly to it)
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Primitive Cube
Map of the area below
* MISSABLE MONSTERS # 26 and # 27 *
The Cursed Spine Ghost and Sanguine Slasher can only be summoned by the Wandering Sage, an enemy which doesn't respawn after you open the chests behind it. The same Wandering Sage can summon both these monsters, randomly, in the same fight. Be patient and let this happen.
* MISSABLE ITEM # 8 - Nene's Ring *
Don't worry about the spoiler, it's again just a name they gave to this item. You have to steal this unique item from one of the last bosses (monster # 282).
Item checklist:
- Kelolon Necklace
- Ancient Emblem - Moon (I # 352)
- Monk's Heart (I # 077)
- Himiko's Necklace (I # 244)
- Ancient Emblem - Sun (I # 353)
- Support Magic Heart (I # 082)
- Assassin Heart (I # 078)
- Prismatic Wind Bracelet (I # 191)
- Ancient Emblem - Void (I # 354)
- Guardian Heart (I # 076)
- Himiko's Earring (I # 274)
- Black Magic Heart, Grand Shadow Crystal, Grand Light Crystal, MP Boost Elixir, Broken Eternal Engine, Part of Eternal Engine, HP Up Elixir, Generalist Heart, Ultra Magical Medicine, MP Boost Elixir, Mega HP Up Elixir, HP Up Elixir, Monk Heart, Phoenix Wing, Cure-All, Grand Light Crystal, Cure-All, Barrier Magic Heart
- Sword Master Heart (I # 075)
- Nene's Necklace (I # 245)
- Himiko's Ring (I # 214)
- Nene's Bracelet (I # 180)
- Himiko's Bracelet (I # 179)
- HP Up Elixir, HP Up Elixir, White Magic Heart, Black Magic Heart
- Nene's Ring (I # 215)
- All Heart (I # 084)
- Mega HP Up Elixir, All Heart, Mega MP Up Elixir
Monster checklist:
- Mechosaur (M # 279)
- Blazing Moth (M # 052)
- Jumbo Poo
- Land-Temple Turtle (M # 149)
- Wandering Sage (M # 202)
- Cursed Spine Ghost (M # 186) (*)
- Sanguine Slasher (M # 199) (*)
- Spin-Laser Defender (M # 178)
- Robber Ghost (M # 190)
- Immortal Wings (M # 135)
- Fanatic Eye (M # 157)
- Hot Hot Hydra (M # 246)
- Bowa-Bowa (M # 130)
- Riot Puppet (M # 173)
- Mad Scarlet Spear (M # 220)
- Scowling Dynamo (M # 216)
- Spike-Arm Sentry (M # 215)
- Pyro Dragon (M # 254)
- Red Infantry (M # 139)
- Tornado Raptor (M # 125)
- Flame Gunner (M # 240)
- Red Razor Ghost (M # 185) (**)
- Pink Soldier (M # 143)
- Mechataclysm (M # 222)
- Sneeezing Cyclops (M # 221)
- ??? (M # 282) [Not named for spoiler reasons]
Barriers available:
- Black Barrier - Wall
- Black Barrier - Wall
(*) These monsters can only be summoned by the Wandering Sage enemies.
(**) Read about a "big blue " R " " in the Level 2 part below.
This honorable last dungeon is made of three levels including the entrance. The space between the items and enemies in the list marks their location (entrance, level 1 or level 2), except M # 282 and Nene's Ring which are just after level 2 (the item is not in a chest but must be stolen from that boss, being missable for this reason) and the last four items are in the Cauldron Chamber. Some are found in both the levels.
Entrance
The entrance itself is a very simple place with only a chest containing a Kelolon Necklace, located on the left side. As you enter, after few steps, there will be a boss fight against the Mechosaur and Jumbo Poo. Other than this there is only a save point before the passage to the next part of the area and then the mechat to go back if you want.
Boss Fight # 26 - Mechosaur
You can steal a Belt of Hermes from this boss.
If you are coming from the victory against the Gold Mecha Robo and King Poo the boss will just have time for his automatic turns at the beginning of the fight, then he will immediately die. The Jumbo Poo is weak against Water, while the Mechosaur is weak against Ground and has a weak spot, the eye, for a bit of extra damage. Mechosaur has 6,500 HP, Jumbo Poo 2,250.
Then you enter the real dungeon which is a bit complicated, so let me explain it and the map.
Level One
Map of the area
On the first level there are three key items you need to pick, and to reach these and some more optional chests you will have to activate some devices which I've numbered. If you see a red number not surrounded by a green square, that's a device. The red numbers surrounded by green squares are pieces of floor which will move from one position to the other one and viceversa as soon as you touch the related device (red number, again).
Then there are some dark-brown " D "s which mark the position of other devices which can rotate the room (or your character, depending on which you consider standing). These rotating rooms have, luckly, only two possible positions: the default one and the one which results from activating the device. Touching the device again restores the default position. On one position some rooms are available, on the other position other rooms are available (that's because some doors will be on the "walls", and when you rotate then they become on the floor). It's quite easy to understand when you see it by your own. The dark-brown lines mark the rooms which are available after rotating the device itself.
The red lines and big red letters are locked doors which will open using the Ancient Emblems (Moon, Sun and Void).
At last, the orange circles mark internal warp devices which will send you to the orance circle marked with a "plus"; it's just a shortcut.
- In the first region of this level activate in the order #1, #2 and #3 to access all the items, including the Ancient Emblem - Moon required to proceed
- In the second region of this level (west) activate in the order #4, #5, #6, #5 again and #7: you will reach the Ancient Emblem - Sun chest.
There are two rotating rooms in this region, and you will need to rotate each of them twice to collect all the items (once to access some of the chests, and one more time to restore the default position and proceed).
- In the third region of this level (east) you will have to rotate the room immediately after the sun-sealed door to be able to proceed and actually reach this third region
- Once you're there, activate in the order #8 and #9 to reach the Ancient Emblem - Void
Activate #10 to make it possible to reach the black barrier wall. To reach it you will have to backtrack a bit to where the Prismatic Wind Bracelet is located and then east from here. If you manage to read the map you won't have problems (basically, the lower " 10 " is the default position, then when you activate the switch #10 you move it to its second, upper position, creating the bridge you need). This is the last barrier of the game you can access. if you removed all the other ones so far the achievement will pop up:
Remove all barriers in the game.
- Back at the center of this level, enter the room to trigger a boss fight
Boss Fight # 27 - Hot Hot Hydra
With this name it can only be weak against water: use Waterus and similar attacks and you will destroy this enemy in no time. It has 10,000 HP in total.
- After the fight proceed ahead trying not to get hit by the fireballs (they hurt quite much), use the warp here and proceed to the second level
Level Two
Map of the area
Warp Device # 22/23 - Primitive Cube - Level 2
The red circles are switches to turn on in order to pass through the red-lined door.
The big blue " R " marks the position of a special Bowa-Bowa: engage his party to find the Lazy Spine Ghosts too inside, then wait their turn so they can become one and transform into the Red Razor Ghost.
The rest of the area works the same way as level 1, but the puzzle is slightly more complicated. To get everything in the second region of this level, do this in this order:
- Get Nene's Necklace
- Activate #1, #2, #3, #4
- Get the Himiko's Ring
- Activate #4, #3, proceed north and go around to get Nene's Bracelet and Himiko's Bracelet
- In the next region of the area get the Black Magic Heart
- Activate #5, #6, #7
- Fight the Mechataclysm boss on the left
- Activate #8
- Activate #9, #10, #11, #9 again
- Fight the Sneezing Cyclops boss on the right
- Activate #12, #9 again (third time), #11 again (second time), #13
Quickly, the first three mini-boss fights of the area are:
Boss Fight # 28 - Scowling Dynamo
It has 6,500 HP. Use Water/Earth-based attacks to deal more damage.
Boss Fight # 29 - Spike-Arm Sentry
It has 8,000 HP. Same as above.
Boss Fight # 30 - Pyro Dragon
It has 15,000 HP and can deal some "serious" damage compared to the previous two ones, but this is still a very easy fight. In the "dragons leaderboard" he would be only above the Moody Dragon, to give you an idea. Use water attacks and keep the healings up if he manages to have a turn.
Then the two mini-boss fights of the rest of the area:
Boss Fight # 31 - Mechataclysm
This one absorbs water and is weak against fire. It has 8,990 HP.
Boss Fight # 32 - Sneezing Cyclops
This one absorbs fire and is weak against water. It has 7,720 HP.
* MISSABLE ITEM # 8 - Nene's Ring *
The next and last missable item of the game is Nene's Ring. You must steal this from the next boss (monster # 282), found ahead past the bridge made of five blocks you moved activating platforms #8 and #13. Save before the fight, then come back here.
- After saving and making sure you have someone able to steal (Treasure Hunt helps as usual), head to the warp-out on level 2 to reach the "Sanctuary". Keep going and past a door the fight will trigger
Boss Fight # 33 - ??? (Monster ID # 282)
First of all try to steal the Nene's Ring: if you fail, reload.
This is another level of difficult compared to the mini-bosses you met so far. This boss has 25,000 HP and can hit "hard" especially on the long run, but every Zephyra/Zephyrus you will cast will nullify the danger. If you could beat Gold Mecha Robo and even King Poo you don't have anything else to read about strategy for this game. Otherwise, by this point you probably don't need advices anyway. Keep the defenses up, attack and heal...really, there's not much else to say. Ground attacks may deal more damage, but you can use pretty much whatever you want.
This is the last enemy recorded in the game: if you came across all the other ones your achievement will pop up.
Grab the four chests after the fight, then activate your last warp device.
Warp Device # 23/23 - Primitive Cube - Cauldron Chamber
Activate all of the Warp Devices.
Next will follow the last boss fights of the game. It's a good idea to warp back to the Mecha Robo Cube, speak with the nearby two-three robots and let them recover your status. Then save and warp back to where you were a minute earlier.
Ahead is the non-return point of this game!
Final Battle # 1
Not a real fight, keep attacking until the second turn of the boss comes and ends the fight.
Final Battle # 2
Nothing new. The boss has 10,000 HP.
Final Battle # 3
You will be fully healed before the fight starts. After a first phase of the fight, the boss can heal itself and some "engines" will be involved in the fight too: destroy them, then go back on the main enemy (note that this phase may not occur if you kill the boss quickly enough). The boss can nullify your shadow effect, basically making that character worthless, and can also damage your MP. Take this fight more seriously than the other ones so far in this big final dungeon (it's still nothing compared to King Poo or even the Gold Mecha Robo, especially for the Agility which is much more bearable in this fight). This boss has 15,000 HP.
You'll be given the chance to save now: do so on another slot, you don't want to run the risk to be unable to finish the game because you're too weak to beat the last enemies.
Final Battle # 4
Skip the turns defending: this boss is not very lifelong and if it dies it's game over. The battle ends at the third turn of the boss.
Final Battle # 5
This is even more serious then final battle # 3. The boss can use a powerful zone attack (hits everyone) at the end of which it will expose the Right Eye and Left Eye. It will use several line/zone attacks: be careful and heal constantly, casting enhancements such as Quickus and barrier magic defenses. Let's be clear though: this boss isn't any close to the difficulty of the usual two (Gold Mecha Robo and King Poo) and is also weaker than most the dragons of the quest. If you went through them, this boss can't be a problem. It has 23,150 HP.
- When it'll be over, behind you there's a warp gate: proceed as it will come natural
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Epilogue
- Once you take control of your character again you will have to get a story-related item (I # 337)
This is the last item you can get in the game: if you got everything else, the achievement for item completion will pop up. Note that this item won't carry to your next playthrough since there's no save point ahead, so this is bound to be your last item before the achievement.
When you will "land" again, at night, before proceeding turn back and go all the way to find "somebody" behind a tree. Moreover, around the place where you're headed there will be the Nothing Man: there are just few more Nothings in this place, they may make the difference for you to get an item...for your next playthrough maybe!
- Enjoy the last scenes of this game
Congratulations on completing it and thanks for reading!
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