Phantasy Star Online: Episode 1 And 2 - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Phantasy Star Online: Episode 1 And 2 - Strategy Guide (Page 01).
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|P H A N T A S Y S T A R O N L I N E |
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| E P I S O D E S I & II |
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____________________
/ Game by SonicTeam \
/ FAQ by DarkNightwing \
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This FAQ is copyrighted by DarkNightwing, you can not use any part of it
without DarkNightwing's express permission, this FAQ is not to be linked to,
copied in whole or in part, or even profited from in any form. At the
current time it is only ok for it to be posted at CheatCC, GameBunker,
GameFAQs, IGN, PSO Hunter's Guild and PSOLife.com and Ragol.co.uk
and it will probably stay that way. If you have any questions feel free to
ask DarkNightwing.
V1.69 4/28/03 Added a tidbit to the credits section about the
plagiarism of my FAQ. Also added a new site that
is allowed to host my FAQ. New Olga Flow tips.
New question in the FAQs section.
V1.61 3/9/03 New Hints for Ultimate Mines and Ruins. Also some misc.
Info. On a side note, I was in the Emergency Room
yesterday getting an ultrasound. It looks like I
may be ok, but I'm still a little shaken up.
v1.6 2/16/03 More Olga Flow strategy.
v1.5 1/9/03 Yet more FAQs, also some of the more commonly asked
questions are going to now be addressed in multiple
parts of the FAQ, since no one seems to read the
FAQs section... New stuff in item descriptions,
fighting.
v1.4 12/31/02 More FAQs, Ultimate Caves tips.
v1.3 12/29/02 More FAQs, I got asked a lot of the same questions,
and the message boards are bombarded with the same
things.
v1.2 12/12/02 Tips on the Ultimate Difficulty's Sil Dragon, as
well as some fixed information on the Luck Stat. A brief
outline of character classes.
v1.1 12/8/02 A lot of corrections mainly, but also new item stats
and Gal Gryphon help for V.Hard.
Added Credits section.
v1.0 Full Walkthrough and Background on PSO Episodes I & II
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Table of Contents
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(1) An Introduction to PSO (Phantasy Star Online)
(2) Game Modes
(3) Fighting
(4) Stats/Techniques/Items/MAG/Class Overview
(5) Questing and Why You Don't Care
(6) Walkthrough Episode I
(7) Episode I Ending **SPOILERS**
(8) Walkthrough Episode II
(9) Episode II Ending **SPOILERS**
(10) FAQs
(11) About DarkNightwing
(12) Corrections and Credits
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(1) An Introduction to PSO
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Phantasy Star Online is an RPG styled game that plays more in the vein
of Diablo II or Everquest. Many people play the game online but it is just
as enjoyable offline. The main goal is to 'train' your character and bash
hordes of enemies as you pick up nice shiny items to taunt your friends.
PSO was originally released on the Dreamcast, it had a sequel on that
system and since then has had an incarnation on the Gamecube, XBox, and
PC.
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(2) Game Modes
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Phantasy Star Online can be played in 3 different modes, all of them
can be played alone online or offline. Battle and Challenge Mode
require other players to play. Here's a quick idea of
what each mode does for ya.
Normal Mode
- The player progresses through the story and levels alone or with
friends. Fighting hordes of enemies and chatting with no danger
of being killed by fellow players. There are level requirements
to advance to the next difficulty. The hierarchy is as follows:
- You must be Level 20 to go into Hard
- You must be Level 40 to go into Very Hard
- You must be Level 80 to go into Ultimate
These only apply when you're playing online, or with your
friends offline. When you're alone level requirements are not
in place.
Battle Mode
- Up to 4 players are pit against each other in organized battles,
set up through the guild hall. Sometimes battle mode is used to
enable Player Killing, when you go into normal levels in this mode
other players can kill you and take the weapon you have equipped.
Challenge Mode
- This mode temporarily sets your level to a preset, and pits you
and 1-3 friends against harder versions of the normal levels.
Each Challenge is split up into 9 stages, depending on how fast
you clear all the stages you will get rewarded with a better item
of your choice to give back to your Normal character. If any of
your party members die in this mode, the level ends, thus it's a
challenge.
***SPECIAL NOTE ON LEVEL PROGRESS***
You cannot access the next stage in the series in multiplayer
until you have beaten the preceding stage in singleplayer.
For example you cannot go to Caves 1 without beating
the Forest boss on your own and then talking to the principal.
You can never start at anything but level 1 of each stage
unless you are playing a quest. This means that every-time
you play you have to beat Forest 1 and then Forest 2 to fight
the boss, this way you can't just benefit from the thousands
of experience points you'd get from an easy boss kill.
It really isn't THAT difficult of a concept.
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(3) Fighting (It's better you learn now than later)
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Since the bulk of the gameplay in PSO is the fighting a lot is expected
out of you in terms of battle prowess. Instead of throwing you into my
confused jumble of lingo, I'll lay down the ground rules of battling
that I DEMAND YOU FOLLOW for your own safety and enjoyment.
- Never bite off more than you can chew. If the enemies are knocking you
off your feet everytime they hit you, backtrack and level up at least 5
times before you go back into that level alone.
- Know the enemies. Most enemies are simple melee attackers than will
lumber up to you and attack, you need to be aware of what enemies are
capable of what.
- Know how you can cure status defects. When frozen, alternately
hit left and right on your control stick, if you complete this
about 3 times you'll be free much faster than usual. For other
conditions use a Sol Atomizer or a corresponding healing item;
Antidote for poison, Antiparalysis for paralysis.
In the forest use a partisan or another weapon that can hit multiple
targets, you'll easy repel all of them at once since the only ranged
attacker is Hildebear.
In the caves be wary of the sharks they get extremely fast
in hard difficulties. Also the lilies will paralyze you,
just stand at a distance and wait for them to poison you,
at this point you can cast Anti to reverse the poison and be back
to normal condition.
In the mines take out Sinow Gold's as fast as you can, they cause
decent damage and can heal their friends. Dubchics won't die until
you've taken out the Control Mine (which appears after seriously
injuring one of them). Garanz bots' missiles can do insane
damage, get them to chase you and then run the missiles right
into the Garanz.
In the Ruins be ready for the tough Dimenians they make the Sharks
look weak. Take out the Chaos guys first, they can cause massive
damage with their techniques and huge weapons. If the Chaos
Sorceror freezes you in the middle of even 2 dimenians you are
almost guaranteed to die.
Episode II enemies are not incredibly different, they do use a
few nasty tricks though, the biggest threat I noticed was that
many of them can poison, freeze, or even kill you with a simple
attack, always carry ample Sol Atomizers (it's a cure-all).
- Worst case scenario you can't handle a certain enemy without
healing yourself several times, when it comes to this, get a
friend with a different character class to help you, even
a buddy that's 20 levels lower will be a great help.
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(4) Stats/Techniques/Items/MAG/Class Overview
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[4A] Stats
[4B] Techniques
[4C] Items
[4D] MAG
[4E] Basic Weapon Stats
[4F] Character Classes
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[4A] Stats
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Your character has the following stats that you need to keep
track of:
HP - Health points, these empty and you're dead.
TP - Technique points, these empty and you can't cast anything.
ATP - Your 'attack power', determines the weapons you can use,
and how hard you swing them.
ATA - Your attack accuracy, doesn't affect techniques because
they always hit, but don't always damage.
DFP - Your defensive ability, this reduces damages.
EVP - Your evasion ability, helps you dodge attacks.
MST - Helps you learn magic abilities and do more damage with them.
LCK - Your luck, the lowest stat, very difficult to raise and very
mysterious, apparently affects your chances at getting a
'critical' hit (more damage).
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[4B] Techniques
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You need to know what all items and techniques do, so when
some clown is spamming a room demanding you Resta him you
know what he is talking about instead of casting everything
until he shuts up.
Forces are the main technique users, although hunters/rangers
can learn a vast array of techniques theirs are very limited.
Techniques are broken down into 5 categories:
Normal Attack
Foie - A simple fire attack that shoots only one
enemy.
Barta - Ice attack that attacks a row of enemies
directly in front of you.
Zonde - Lightning attack strikes from the air, only hits one
enemy but it hits them instantly.
Medium Attack
Gifoie - Fire starts from the caster and then spirals outward,
hits multiple enemies.
Gibarta - A flurry of ice is shot in front of the caster, hits
multiple enemies and can freeze them.
Gizonde - Chain lightning attack, attacks as many enemies as
the caster is looking at instantly.
Strong Attack
Rafoie - Caster creates an explosion on one enemy that can
hurt a few others.
Rabarta - Aura of ice surrounds caster for a brief instant.
Razonde - Aura of lightning surrounds caster for a brief instant.
Grants - Force only tech that uses the light element.
Megid - Force only tech that uses the dark element.
Support
Shifta - Boosts attack of caster and later on, his party members.
Deband - Boosts defense of caster and later on, his party members.
Jellen - Lowers enemy attack power (more enemies per level).
Zalure - Lowers enemy defensive ability (more enemies per level).
Ryuker - Opens a 'telepipe' back to the Pioneer 2, it stays open
until the caster uses it to return to the level he left.
Healing
Resta - Heals caster and later on, his party members.
Anti - Cures status defects for caster and later on, his party
members.
Reverser - Revives that bozo on your team that died kamikazing
into the boss.
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[4C] Items
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The list of basic items is fairly compact, you need to know these definitions
though to get through the game.
Meseta - It's MONEY.
Mono, Di, Tri - These are prefixes that go before a few items, mono is
the worst, tri is the best.
Mates - The primary healing item, they restore more HP
depending on the difficulty and the prefix of
the one you used.
Fluids - Technique Point (TP) healing items, just like the mates,
the healing is instant. These also come in Mono, Di, and Tri.
Sol Atomizer - Cures status defects.
Star Atomizer - Replenishes all of your HP and one party member.
Moon Atomizer - Revives a party member who bit it.
Antidote - Cures poison.
Antiparalysis - Cures paralysis.
Trap Vision - Shows all traps in the room (cause traps are normally
invisible).
Grinder - Pumps up that happy + value at the end of your weapon name, each
weapon has a different 'max grinder' but it's usually 30 or lower,
for each point grinded you gain 2 ATP (Attack Power).
Disk _____ Lv X - Teaches a certain technique of an X level. You don't need
to know earlier levels of the spell to get the advanced
ones, but you do have to have enough MST.
There's been some confusion surrounding slot items as of late and I'm
going to try to clear it up here. To find out if an item is socketed,
simply pull it up on the menu (if you don't own the item, then just
hit R while it is highlighted in the shop). Accessing the second
page of the item's information will detail its stats for you, near
the bottom of the second page is the text 'Slot' followed by a
numerical value. This value can range from 0 to 4, 4 being the best.
Each slot can store one item and one item only, the item can only
be of the slot type *recognizable by an egg like symbol on the left
of the name*
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[4D] MAGs
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You'll also notice when you begin you have this thing named MAG equipped,
it's a little robot dealie that evolves like a Pokemon and eats like a pig.
You feed it edible items, and it will grow stats accordingly. Certain items
will boost certain stats. I only offer a generic listing here, because there
is a very nice FAQ out already by noZedive13. It is for the Dreamcast version
though, so maybe later I can collaborate with him.
It's like this:
Your MAGs different stats are POW, DEX, MIND, DEF, IQ, and Synchro.
When he gains a level in POW, your character benefits 2 ATP points.
When he gains a level in DEX, your character gets a fraction of an ATA
point.
When he gains a level in DEF, your character gains a DFP point.
When he gains a level in MIND, you earn 2 MST points.
According to Nintendo Power, a MAG requires 100 'points' in an area
to get a level up for that area. Different items will give you different
amounts of these points. The higher evolution your MAG is the more
diversified the item intake's effect becomes. Meaning that a MAG
centric on POW, is probably not going to want to eat MIND boosting items
like fluids.
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[4E] Basic Weapon Stats
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A lot of FAQs are floating around with information on all the rare,
hard to find weapons. Many times you find yourself using a basic weapon
before you get these godly items. So it is for this reason that I bestow
upon you, statistics on the basic weapons. I will list the item's family,
its name then the stats it boosts and the stat it requires. Most items
in the lists start out as green, then higher levels are blue, purple,
red, and gold colored. I'll try to add another category for each update,
I got many more written down already, just not the complete set,
and I hate updating parts of a part.
=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]
Sabers
- Saber ATP +45 ATP required 30
ATA +30
- Brand ATP +100 ATP required 90
ATA +33
- Buster ATP +160 ATP required 155
ATA +35
- Pallasch ATP +220 ATP required 233
ATA +38
- Gladius ATP +280 ATP required 296
ATA +40
=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]=[]
Daggers, pistols, mechguns, swords, maces and all other items are coming
soon.
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[4F] Character Classes
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When you begin the game you're given a bunch of choices. You got 12
different possible classes to choose from, and a very common topic
on the message boards tends to be "What Class should I use?" here
I'll attempt to end these topics.
--NOTE-
The word Hunter in this FAQ and the game
is used interchangeably with the name of the Hunter
class. All players of PSO are Hunters,
regardless of them being in the Hunter class or not.
--
Keep in mind these generic rules:
- Androids can't learn techs, they can only use traps
- Newman classes are the best in techniques
- Cast/Caseal are the best in physical stats like ATP/DFP and max
HP, since they are androids they make up for the lack of techs
with these great stats.
- Humans are balanced in all sorts of skills, but the scales
are slightly tipped in favor of the major class they're in.
(i.e. a HUmar is good with techs and normal weapons, but being
a Hunter he is better off with a weapon)
Hunters are the melee dudes. If you like being the guy that runs
up to everyone and bashes them senselessly with a huge sword then
you want a HUmar. In general they have higher HP/DFP/ATP but lower
TP/MST. But they do have a certain aura of balance to them.
HUmar - (Human-male) these are the most common class. If you want
to be different this is not the way to go. The character
is fairly balanced, while he has a proficiency in power
he can also cast a fair amount of techniques, he CANNOT
learn Anti above Lv. 5, Grants, Megid, Shifta or Deband,
or Reverser however.
HUnewearl - (Newman-female) HUnewearls sport the lowest HP of the
Hunters. But as with all newmen they have a great
understanding of techs.
HUcast - (Android-Male) Highest ATP of all the classes. The
final word in laying the smackdown when it comes to
close up combat.
HUcaseal - (Android-Female) More ability in ATA and EVP than
ATP really, but having Hunter ATP with great ATA
creates a healthy mix for those who don't like to miss.
Rangers are supposed to be used for ranged combat (with guns
and other 'ranged' weapons). But in many cases you'll find
their high ATA makes them great for close combat if you need
the extra damage. Worst for casting techs.
RAmar - (Human-Male) Unlike some of the Hunters RAmar can
use Shifta and Deband, this is great to have a
passive ATP/DFP boost as you fight, but due to the
lower MST of the RAmar you might consider being more
dependent on healing techniques than support or attack.
RAmarl - (Human-Female) Newman/earl are not in the Ranger class
so that gives RAmarl the rank of best Ranger techniques.
It's safer to use attack techs with them, but if you
really want to cast a lot just use a Force.
RAcast - (Android-Male) Best ATP of the rangers. And as with
all Androids he's got good all round stats, he can
take a beating and he can dish one out, but he can't
cast a single tech.
RAcaseal - (Android-Female) Best DFP of the rangers. More
accurate, less power, and overall they just look
less clunky.
Force types are the uber magic users of the game. If
you like the idea of chunking large balls of fire/ice/lightning
at hordes of enemies then this is the class for you. You'll
occasionally use other weapons but you're mostly going to
be creating a light show, not beating someone with your cane.
Overall they're bad in close-up fighting and have low HP.
Forces learn techs far beyond the max levels of other classes.
FOmar - (Human-Male) Bad DFP/HP. Great balance of slightly
above average techs, also has melee fighting skills.
FOmarl - (Human-Female) Better in support techniques like
Shifta/Deband/Jellen/Zalure. Being a human they
have acceptable ATP... for a Force.
FOnewm - (Newman-Male) Very good techniques, but slightly
lower max TP than the FOnewearl, the only advantage
of FOnewm over FOnewearl is the slightly better
melee powers.
FOnewearl - (Newman-Female) Best max TP in the game. Probably
the ultimate in casting classes.
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(5) Questing and Why You Don't Care
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Phantasy Star Online has always offered a healthy about of side quests that
aren't needed to beat the game. In the GCN game you have many of the quests
from the Dreamcast Episode I. The Episode II quests must be downloaded.
You're only going to need the quests for these reasons:
- Quest rares (see the nice guide by LordKarasuman)
- Quick Meseta
- Offline you can use quests to refresh the normal levels.
- To trade in Photon Drops for rares (Episode II, so offline people don't
need them for the most part).
If you really want to engage in some shoddily put up little quests that
supposedly further the story, be my guest, but the most enjoyment I ever got
out of them was filling my CheckRoom with precious MESETA.
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(6) Walkthrough Episode I
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[6A] Forest
[6B] Dragon/Sil Dragon
[6C] Caves
[6D] De Rol Le/Da Ral Lie
[6E] Mines
[6F] Vol Opt/Vol Opt V2
[6G] Ruins
[6H] Dark Falz
*WHEW* I'm glad we're through with the educational stuff, by the time you're
reading this I assume you know how to fight, train, feed your mag, and
generally survive. If you have any questions please refer to the prior
sections, although I will have special pointers as I go along.
The game starts you off in the Pioneer 2, depending on whether you're going
solo or with friends you'll start in the Principal's Office or the Hunter's
Guild respectively. The ship itself has weapon shops, a tekker (who
identifies items for you), a medical center, a CheckRoom (for storage), and
a teleporting platform (for getting to levels).
Your first goal is to go down to Ragol, through the portal that you find
behind the large garage style door between the medical center and the guild.
***QUICK TIP***
A red portal takes you forward, as long as you step into the red portal you
will never backtrack, a blue portal takes you backward, and a green one takes
you to a different part of the same stage.
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[6A] The Forest
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From this point you'll be thrust into 'Forest 1' with your character class'
standard equipment, although your character is a little weak, your weapons
will not need replacing for awhile.
The levels layout is simple, there are a few key things to look for in
finding the goal:
- Do not go to the bottom room on the map, its door is a barrier of lasers,
if you want items then it's ok to go in there, but it's really just a
waste of your time usually.
- Walk up to locked doors. A few of the enemies that you need to kill to
unlock the next area won't appear until you're in vicinity of the door.
- The goal usually appears in the middle of the room with the river, if
it isn't in there take the door on the shorter side, instead of the one
the long ways across, because that just leads you back to the beginning.
The only enemies here are melee attackers, the wolves can jump but since
they take so much recoil from your attacks they're not even as big of a
threat as a Booma.
Difficulty: 1/10
Length: 1/10
Recommended Weapon: Use a gun, you can stay at a distance and slaughter
EVERYTHING.
Bottomline: This is the beginner level, even in the hardest difficulties the
enemies do not pose the slightest threat. When you're just
starting off though, it's ok to return to town to get more
healing items.
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Forest 2 believe it or not can give you some problems if you're not careful.
You're going to run into Hildebears here, they have attacks that do roughly
3x the damage of the other enemies and they can shoot Foie out of their
mouths.
***QUICK TIP***
For optimum safety, approach a Hildebear from an angle, get him to swing his
arm at you, retreat, come back during the attack animation and get one normal
attack in, repeat until you've killed it.
Do not leave Forest 2 without hitting the huge brown column you see standing
around. This thing is vital to your completing the game, it can appear in a
few different rooms, but wherever it is, it will NOT be on your way to the
goal. You simply have to clear the entire level. Make sure that you know
the following:
- The column can either be behind the light blue door (near central dome,
it is a darker room you access from the huge area with 6 doors), or around
the small lake.
- Hildebears and GigoBoomas start appearing here, they will inflict more pain
and take more damage than the enemies you're used to at this point,
be prepared to hit and run if you're a little low on the experience points
side of things.
- The goal is always at the same place, but to get to it, you use a green
warp, this warp can either be in the large room at the very bottom right
hand corner of the map, or the room in the very bottom left. In both cases
it will be behind a laser barrier within the room. Once you take the
warp, you'll be on 'Central Dome', kill all the enemies in the immediate
area, go through the only door that's there. You'll find 4-6 enemies in
the next room, at least one is always a Hildebear so be prepared. When
you've killed the 2nd group in this room, the red portal will be
accessible and you can advance to the boss.
Difficulty: 1/10
Length: 2/10
Recommended Weapon: Use a gun, you can stay at a distance and slaughter
almost everything.
Bottomline: This doesn't offer a great challenge either, just keep far from
the hildebears and you'll be fine.
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[5B] The Forest Boss Dragon/Sil Dragon
-------------------------
The dragon is the first boss you'll have to contend with, and although he
may seem invulnerable to a first time player, I'll see to it that you can
beat him down even at the lowest levels.
His Attack Patterns:
- Walking
As the dragon walks he can and will step on you, the damage resulting
is the next to worst he can do, so if you're taking 80% HP damage every
hit you might consider training some more. Best way to remedy the dragon
walking is to take it off its feet, by repeatedly attacking them.
- Crushing
When the dragon takes about 1/4 worth of his HP damage in his feet he'll
fall to the ground. If you're too close you'll take damage, but it's the
least he can dish out.
- Walking/Spewing Fire
If you're in the dragon's sight before he decides its fun to take off,
he'll spread a continuous wave of flames over a large area. Just run away
to avoid this one, straight flight, nothing fancy. The damage is average.
- Aerial Stomp
After flying around for a decent amount of time the dragon will stomp
the ground. You'll receive a damage if you're within a few steps of his
torso range, just stay at least clear of his wings, after he lands you
can rush in for the attack. This attack is the dragon's most dangerous.
- Flying/Spewing Fire
When flying, the dragon shoots out 5 balls of fire in a spread fashion.
They're fast and somewhat hard to dodge. If you stay right under him he
won't have a chance to hit you, when his flight path starts changing get
out from under him or you'll be in for a stomping.
- Flying/Burrowing
After taking 3/4 of his life away, the dragon will use a desperation
attack, he starts flying but instead of lobbing fire at you, he's going
to make a quick shift in speed and altitude, and then drop straight down
THROUGH the ground. The ground will begin to shake and he'll dig in
random directions. In mid movement he will change his direction to come
towards you. Stay moving towards him, but constantly along the walls so
you can avoid this one. This is the next to most damaging move in the
dragon's arsenal.
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