Jumat, 09 Mei 2008

Walkthourgh -Chapter 14: Finale-

Sol-Falena Siege

Required Party: Hero
Enemies: None
Bosses: Sialeeds
Items: None
Characters: None
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War Battle 12: -Sol-Falena Siege-
Rewards: (Victory+) 80,000 Potch, Karaya Armband
Battle Goal: Get the Dahak into Sol-Falena.
Defeat Conditions: The Dahak [is] Destroyed.
Foes: Cavalry (HP:300), Rune Archerx3 (HP:300), ArcShp (HP:300), Rune ArcShp (HP:300), Ram (HP:300), ComShip (HP:300), Zaahak (HP:500), Alenia (HP:500)

This time, it's mostly an all out ship battle, with only a few ground forces.

Beavers and Dragon Cavalry are useful since they can go on both land and water when needed.
Well, ideally, you only need to get the Dahak into Sol-Falena. So technically, you will not need to deal with the ground forces at all if you are fast enough. Make a mad dash right through the center with the Dahak and clear a path with the other characters, and use the Star Rune Zerase) near the end on the last enemies to make them run away. That will give you a clear entry to Sol-Falena, if you want to take the quick way through the battle.

You can of course, kill the enemies normally and get their treats though. So it all depends on how you want to win the battle. Making a direct charge towards the port will win the battle more quickly, but also net you with less gifts.

This battle is not difficult, as long as you keep your party together, and break the passage open for the Dahak.

Head downstairs off the Dahak (add some party members with Luserina) and exit the Dahak. Speak with Logg and Lun who will take you to Sol-Falena.
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Boss: Sialeeds (Part 2)
Rewards: Magic Bracelet
Once again, Sialeeds uses the Twilight Rune like crazy, so abilities like Canopy Defense will work to your advantage to protect you from status effects that it can cause. Protecting yourself against statuses and being able to cure status effects is imperative to winning against Sialeeds.The most damaging ability Sialeeds has is an area ability that will hit all of your members with damage ranging from 100-300 (or more depending on magical defense). Being able to reduce damage, or protect yourself from this this attack is imperative to stopping character deaths. If you're using Georg, he'll probably end up dead from one hit of this spell.

The same with the last battle, Sialeeds tends to be weaker towards physical attacks than magical attacks. In fact, she takes around half damage from even the strongest magical attacks, so physical attacks are definitely the way to go. Unfortunately, she also tends to evade your physical attacks more, yet being a long range character, she will not parry and counter.
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Watch the scenes.
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War Battle 13: -Sol-Falena Siege 2-
Rewards: (Victory+) 100,000 Potch, Fortune Piece
Battle Goal: Get the Hero to Sol-Falena.
Defeat Conditions: Hero is killed.
Foes: Ram (HP:300), ComShipx2 (HP:300), Rune ArcShip (HP:300), ArcShpx2 (HP:300), Rune Archer (HP:300), Spear (HP:300), Zahhak (HP:500), Alenia (HP:500)

This battle will mainly be a pain because of the lack of saving between the Sialeeds battle and this one (hopefully you were able to save on the Dahak before this battle though.) Another thing that is somewhat a pain about this battle is the lack of control you have over your units. Most of your units you are stuck with at least 1-2 characters, so you can't make your own.

Putting two Ram type units on the right side of your characters (in the water) will help considerably, since there are three archers. All archers are weak to Rams. Anything less than two Rams will make this -extremely- difficult to survive if you have less than two Recovers. Its possible, but hard.This battle takes place on a rather small area, so your ground troops are
extremely limited, much like the battle in Lelcar. Because of this small area, the "Charge right through to the end and use the Dawn Rune" strategy will not work to reach the Sun Palace.

Also, you may have some trouble with the ship battles, since the ships outnumber you considerably. The ground battles will be easy, since you outnumber the enemy until you reach Alenia and Zahhak. And once you reach Alenia and Zahhak, all you need to do is have a few characters distract them while your prince runs into the palace. Easier said than done, but possible nonetheless.
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Sol-Falena
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Required Party: Hero, Miakis, Lyon
Bosses: Alenia, Zahhak, Raging Alenia, Raging Zahhak
Items: Sun Ring, Advanced Magic
Speak with Luserina to change party members.
Note: Luserina will remain in Sol-Falena from here on out, and will NEVER head back to your Headquarters. So if you want to do some mini-quests like the Bath scenes you are going to have to run back and forth from Sol-Falena to the Castle.

From Sol-Falena city, head all the way north to the Palace Plaza. Continue north into the Palace. In the central Palace, watch a scene.
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Boss: Zaahak, Alenia
Rewards: Viper Orb, Lion Orb
This time it's not only Zaahak or Alenia, but both together. For the final fight we must take them both down. Both Alenia and Zaahak have rather high defense, so damaging them with physical or magical attacks can be difficult, but it is nothing extrodiary.

Alenia likes to use fire magic over physical attacks, so protecting any weaker Magic Defense characters (like Georg) from magic will help considerably. Both characters are very good with Parrying and Countering, so normal physical attacks are somewhat risky if you do not have the armor to defend against their counterattacks.

Do not go all out in this battle, as there is a consecutive battle with the two right after this.
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Boss: Raging Zaahak, Raging Alenia
Rewards: Soaring Bolt Scr1, SilverWhite Emblem, Rage Piece1
Now it's the real deal. Most of what was said above applies to here as well, except now both have even higher defense towards physical attacks, so magical attacks are the way to go. Make sure you keep a tank in your front lines, but
even with a strong tank, Zahhak can deal some decent damage physically.The key is to choose who to get rid of first. Alenia, though definitely the weaker of the two, has less HP than Zaahak (though higher magical defense) and
tends to go down faster. If you take her down quickly you can deal with the physically stronger Zahhak who only has a single physical attack every round, which is not too difficult to deal with.
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Watch the scene. Note that you can not exit Sol-Falena at this time, nor can you stay at the Inn, unfortunately. Continue north to the Audience Chamber.
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Duel 7: Victor -Hero vs Gizel-
Attack: It looks like we both got a little impatient. . .
Attack: Very nice Prince, but it's not over yet!
Special: You wouldn't let yourself get defeated in just one turn would you?
Special: Time to finish you off!
Special: Very nice...now I'll show you what I can do!
Special: Very nice, but do you think you can counter this next one as well?
Special: You should have shown me a move at least as powerful as this!
Defense: I think I felt that one a little bit...

Gizel is somewhat difficult to predict, as his Special sounds like an attack at times. He tends to special most of the time, but if you match him, the battle will be over before he does much other than special.
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Watch the scenes. You gain control in the Sun Palace. Exit the Rune Room for a scene. You start in your familiar room in Sol-Falena. Exit, and Lyon joins your party. Head to the Audience Chamber (where you used to meet your mother
during the opening sequences) for a scene.
Note: Two rooms east of the Prince's, you'll find the Storage Room from the beginning of the game. The chests have refilled at this point, and now contain a SUN RING and the ADVANCED MAGIC. Also, speaking to the Maid in
Sialeeds' room will give you some insight to the story.The goal is Lunas, but there is a side area you can go to to get some fun items at first.
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West Palace
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Required Party: Hero, Lyon, Haswar, Isato, Zweig
Items: Windspun Ring, Windspun Cape, Advanced Combat, Illusion Tactic, Zen Sword Epic
The West Palace is in much the same location that the East Palace is, except to the West. Unfortunately, the game does not allow you to exit to the west, so you need to teleport to Stormfist and walk east along the road there.
The goodies found in West palace include a WINDSPUN RING, a WINDSPUN CAPE, the ADVANCED COMBAT, the ILLUSION TACTIC, and the ZEN SWORD EPIC.
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Lunas
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Required Party: Hero, Lyon, Haswar, Isato, Zweig

This is it. This is the end. When you're ready to finish the game, head toLunas (you can teleport there quickly with Viki.) Watch a scene in Lunas.
Note: From here on, if you are not on a New Game+, you can not use Georg in your party. Sorry.
Head into the Oracle's Conclave and exit the far western side. Head south down the stairs, and follow the slope through the door into the Purification Fountain. Watch a scene. Isato and Haswar leave your party. Head north
through the door. Follow the strange path to the Ashtwal Mountains.
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Ashtwal Mountains -- Ruins
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Required Party: Hero, Lyon, Zweig
Suggested Level: 55
Enemies: Visage Box, Wyvern, Raging Assassin, Billion Eyes, Copper Sun, Elite
Troop (Bow), Elite Troop (Sword), Terror Armor
Mini-Boss: Nemesis (Windspun Armor, Lightning Ring, ?Large Statue, 55,000 Potch, 100 Party SP)
Bosses: Girtabulu, Gudalim, Enmesharra, Final Boss
Items: Dragon Inscence, Hunter Orb, Blinking Rune Piece, Mixed Herbs, Sun Boots, Gray Hat, Royal Garb, Sun Armor, Sun Gloves, Fantasy Half Coat

Follow the path east for a scene, and save at the Orb. At the intersection, take the eastern path, and then head south. Follow this path along the path until you reach the far eastern wall. Follow this path north until you can head west, where you open can the chest for a DRAGON INSCENCE. Go back to the intersection and continue west and go north when you can. Open the chest up here for a HUNTER ORB. Head back and continue west until you can go north
again. Follow the path northeast over the gap.Over here, press against the eastern wall and head all the way east (across the first intersection) until you can go south. Open the chest here for a BLINKING RUNE PIECE. Now head back west to where you first entered this second area, and continue west and southwest (pressing against the
southwestern wall). You'll eventually come across another chest, this one containing some MIXED HERBS. Head north, and follow the northeastern path and you'll come across the ruins, which is where you need to be.
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Like most Sindar dungeons, this place is going to be. . .not so fun. We need to split into three parties (-_-) for this. Make sure each party is capable of fending for themselves in this section, since they will need to be fighting their own battles.

I suggest having at least one mage/healer and one tank in the group so that you can survive with ease. Make sure that everyone has their weapons at LEAST past level 10, level 12 will be better.
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You start with your Hero. Set your formation and follow the eastern path through the door. Switch parties with the O button, since you can't go further.
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Once again, set your formation and follow the path through the door. Switch parties.
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Set your formation and follow the path through the door. Continue north and step on the switch. After doing this, head north and open the chest for some SUN BOOTS. Now head east and stop once you see one of those switch doors, and switch parties twice.
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In control of Lyon's party, head north and you're brought up to the next level. Step on the switch up here. Continue north (you'll go down) and follow the path to the chest at the end for a GRAY HAT. Head back to where you went down, and right to the west of it you'll find a door. Change parties here to your Hero's.
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Controlling the Hero's party, head north and up the path. Continue north, and down. Keep going north until you step on a switch. Switch back to Lyon's Party.
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Back in Lyon's Party, head west and Up. Continue north and step on the switch. Have Lyon continue east and go Down. Keep going east until you can go east no longer and switch parties to Zweig.
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With Zweig, head east through hte newely opened path. Go up, and continue east, down, and you'll reach an intersection. Go south and step on the switch at the end. Open the chest for some ROYAL GARB. Head back north to the intersection and take the northern fork. Go up the "elevator," continue north and west, go down, go north, open the chest for some SUN ARMOR. Continue west and step on another switch. Head north all the way and switch parties.
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In control of the Hero, head north and Up. Continue west and follow the path until you go down. Head east and change parties.
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In control of Lyon, head east and go up. Follow the path north and west until you go down. Here, head west and open the chest for some SUN GLOVES. Head back to the intersection (you'll need to go back up and down) and head North.
Step on the switch here and change back to your Hero's party.
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Back controlling the Hero, head east, up, continue east, and step on the switch. Continue north and down. Head west and open the chest for a FANTASY HALF COAT. Head back to the intersection and continue north, where you should
change to Lyon's party.
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Controlling Lyon, head through the newely opened northern path and you are forced to fight a boss.
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Boss: Girtabulu
Rewards: Immortal Medicine, Tachibana Greaves

Hopefully you have a decent party here. I suggest characters who can use Earth spells if you do not have the best armor for everyone, since Earth magic is good for preventing damage. The boss has very strong physical attacks, so make sure you either have a decent tank, or you have someone healing every single round (I actually had Lyon tanking it, and with decent gear she was taking around 250 damage ; ;)

The boss has strong physical and magical defense, so denting him will be rough. Either works, though the boss pretty much halves damage from all magical attacks.

Also note that the boss has one really -really- nasty move that targets all party members. Depending on the gear you got for your party (it so expensive to get the best for everyone, so its doubtful everyone has it), it will probably do around 200 or more to your -entire- party as well as causing the horrid Stun status. If everyone get's stunned, you may end up dead if you're weak.
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Killing the boss is much like a switch in itself. But continue north into the ruins with Lyon first. Follow the path to the next screen. Lyon is now finished (finally!)
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You automatically switch to Zweig. Heal your party up, and head north into the square.
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Boss: Gudalim
Rewards: Immortal Medicine, Wind Ring

Once again, the strategy here depends on your battle party. I actually had the easiest time with this boss because I had all of my overpowered characters in this party. This boss is still very strong physically though, even with a
great tank, and can do some decent damage. He tends to rely on physical attacks, and it very slow. Fire magic does not work as well on him as it should, but Lightning works fine.Like the previous boss, this one has an area attack. This one is not as nasty though, and will probably only do around 100 to all members. It also does not cause Stun. Keep your HP above 250 at all times.
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Head north into the Ruins again. Follow the path and you automatically switch to the Hero.
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Head north into the square to encounter the final of the three mini-bosses.
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Boss: Enmesharra
Rewards: Immortal Medicine, Water Ring

This boss deals with Line-type attacks and has incredibly physical defense and average magical defense. It also has very high speed, so expect it to attack before you. The main problem with this boss is its high stats, defense,
speed, and magical defense. Try using Earth Magic (Earthquake) on it to hopefully stun it for a round to prevent damage.This battle is much of a mix between the previous two, except, all in all, a bit harder.
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Continue north into the ruins. Follow the path into the central room where everyone meets up.
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Choose your party (note that EVERYONE has been healed) but note that it can ONLY be chosen of the people you have brought with you. I suggest bringing quite a few people, just in case.Rearrange your party, and head north. Speak with Dolph, it's time to get revenge! I suggest Duelling Lyon against him, just because it fits the story more.
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Duel 8: Rivalry -Lyon vs Dolph-
Attack: In your condition, this should be enough to do you in.
Attack: Well well, what a surprise, I didn't think you'd be able to counter that!
Special: Still standing huh? Will you be able to handle this?
Special: You did very well, I guess I should stop going easy on you. . .
Defense: Let me give you the chance to realise the shape you're in . . .
Defense: The more time you waste the more pain you'll be in you know!

Dolph is very, very hard to predict. He is quite vague with his comments and
it's easy to confuse them for one another. Also note that Dolph has another
Special other then what I have here, but I wasn't able to mark it down on
time, it's close to the "Still standing Huh?" though.
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Watch a scene. Continue north into the next room.
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Boss: [Final Boss] Sun Rune Incarnation, Guardian Heat Spring, Guardian Light Spring
Fun Fact: Falena means Moth in Italian, and that's why the final boss is a moth.

Each of the three targets has its own separate attacks and abilities, though they all have around the same defense.
I suggest using Earth spells (Canopy Defense) that protect versus magic to stop the damage on the first few rounds of battle. If you have two-three damageless rounds, then you can probably win with less problem than if you are
struggling right from the outset. This battle is not really hard, it is just long. Ignore the Sprites, unless you are using area-of-effect attack. The boss will just regenerate them the turn after you kill them, so there is really little point in killing them in the first place. As long as you can focus on the final boss itself (the Sun Rune Incarnation) while ignoring the other foes, you will be fine. The key thing to worry about is the main bosses attacks. They attack a large
line of characters for some decent damage (upwards to 200) so if you can protect yourself from the damage then you'll be okay. Any characters with magic defense minus Runes will be slaughtered by the boss in this battle, so
be absolutely sure to take off those runes before entering the battle. Also, low magical defense characters will not do too well here.If you have decent levels and gear, this is a surprisingly easy battle, especially compared to the previous three battles.
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There are a few endings. If you choose to go with Georg is one, going back home is another (which is considered the "True" ending) and also the endings without getting 108 Stars of Destiny.

A few things to note about the ending: If you were too mean to Lym at the beginning of the game, you will not be given the option to return home to the Sun Palace, and instead will be forced to go onto the journey with Georg.

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