Phantasy Star Online: Episode 1 And 2 - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Phantasy Star Online: Episode 1 And 2 - Strategy Guide (Page 03).
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[8B] VR Temple Boss
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The boss of the temple is a remix of the old Caves boss Del Rol Le. Although he
uses many of the same attacks, he seems easier somehow I guess he doesn't have
as much HP. The major factor in his easyness is he doesn't have that forsaken
antenna stab attack, so when he rests his head on your raft you can beat him
senseless with no fear.
His Attack Patterns
- Weird Little Piglets
Bizarre purple/blue pig like things crawl towards you on the raft,
their damage is mediocre. If you have a large weapon you can swat
all of them in one fell swoop.
- Side Spray
As he splashes up and down on the side of the boat, he'll give a quick
leap to signify that he's going to launch tons of purple projectiles at
you. Because of the transparency effects used by the game it can be
very hard to tell how to dodge this move. Since he shoots the
missiles at 2 crossing angles, walk in accordance with each one
alternately for best results.
- Antenna Poke
He goes under your raft and stabs upward, the spears do little damage,
but since they cause poison they can get on your nerves.
Your Attack Patterns
- Range Attackers can shoot him constantly, especially since he has fewer
attacks than the original. When he gets under the ship though just be
ready to cast Anti or use a Sol Atomizer/Antidote.
- All characters best opportunity is to bombard the boss when he rests his
head on the barge.
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[8C] VR SpaceShip Alpha/Beta
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This level as well as the temple is used for an arena in the multiplayer
battle modes. Spaceship is fairly linear, has decent sized rooms, and yet
another annoying combination of enemies.
Expect these guys:
- Wolves (both Savage and Barbarous)
- Gillchic
- Delsaber
- PanArms (although he doesn't seem to be physical immune this time)
- Garanz
- Dubchic
- Chaos Sorceror
For strategies on each, look to their respective levels in the Episode I
portion of the FAQ.
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VR Spaceship Alpha
- The light switch for the first dark room, is in the room reached by the
adjacent hallway.
- There is a switch to unlock one of the doors at the end of a deadend
hallway.
Difficulty: 3/10
Length: 6/10
Recommended Weapon: A weapon that can hit quickly
Bottomline: The enemies recoil a lot, so you don't need to try to fend them all
off with one swing, you just knock back each individual one with a
saber or something of good ATP
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VR Spaceship Beta
- Dubchics are in here, remember to take out the mine controlling them or you'll
be fighting forever.
- Chaos Sorcerors are top priority, they're too big of a threat. They cast
Gizonde now instead of Rafoie, so you are at a high risk of being paralyzed.
- When you find the room with the 4 switch door, you're well on your way, but
as always take the doors that open when the enemies are dead and not the ones
with more than 2 locks on them.
- You don't have any messages from Rico to follow anymore, so follow the Data
links, they're usually halfway markers for a level.
- Watch your health, it's gonna start training fast near the end of the level,
there's a room filled with poison gas, keep your health up.
Difficulty: 4/10
Length: 5/10
Recommended Weapon: A weapon that can hit quickly
Bottomline: The enemies recoil a lot, so you don't need to try to fend them all
off with one swing, you just knock back each individual one with a
saber or something of good ATP
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[8D] VR Spaceship Boss
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Well the rehashing continues at this point folks, although the arena itself is
much more detailed than the Central Dome of the past, the boss is not exactly
a polygon count beast. Fortunately for all you readers that doesn't mean he's
difficult in fact he's quite easy. It's time to kill this Dragon remix.
His Attack Patterns
- Stomp the Floor
Well this is almost as dangerous as the stomp featured in Episode I Forest,
except for the fact that it is much more obvious where the stomp damage is
occurring because of all the floor panels shooting up. Just steer clear
when he leaps into the air.
- Spew
The Gol Dragon can spew Barta, Zonde, and Foie attacks from its mouth. It
uses a side to side spraying motion and it always cycles between the ice,
lightning, and fire attacks in that order. You can be frozen/paralyzed from
the Barta and Zonde techniques.
- Spray
Again using the 3 element cycle, the Gol Dragon leaps into the air, spins
as if he were going into a dive but now random throwing tiny chips of Barta,
Zonde, and Foie. You can be frozen/paralyzed from the Barta and Zonde
techniques.
- Split
As a desperation tactic the dragon duplicates itself, forcing you to fight
both at once, but since he isn't the speediest thing that ever lived, you
will do fine. The clone dies really fast anyway.
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[8E] Central Control Area
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Technically this area is split up into 7 stages. But since the areas are so
small the Lab only directly teleports you to the Central Control Area. All
the sub areas contain plethoras of new enemies and super shiny graphics that
make all the previous levels look like the garbage they are. You main goal
is to go through the 3 sub levels, deactivate the security (through a computer
at the end of the stage) and return to the small CCA stage, and then fight the
boss.
Here are some must knows for this area as a whole:
- The new enemy attack patterns are more diverse than those of the Episode I
enemies.
- More and more enemies have the ability to freeze/paralyze you.
- The stages themselves have very high densities of enemies, if you're
anything like me you may accidentally skip a large group and have to
backtrack, make sure an area is clear before you leave it, since the doors
aren't as clearly marked as they were in Episode I you might actually get
stuck here a few times, be on the lookout for logs and large deposits of
water to be walkable ground.
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[8F] CCA Boss Gal Gryphon
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A Gryphon is a big ugly demi-bird with horns and hooves. And this
particular Gryphon is quite nasty, he moves faster than most of the bosses
you're used to, but he can be taken down fairly easily if you avoid his
stomp attack.
His Attack Patterns
- Scamper
Gal runs around for about 6 seconds in a small circular pattern. The
damage is pretty scary, but the attack is very easy to dodge.
- Wail
After standing still too long, Gal transitions into a new attack by
rearing back and stomping the ground impossibly hard. This is his
most damaging attack, but it is also the easiest to dodge. Just
keep out of his immediate area.
- Head Beam
Using those big ol' horns, Gal sprays a beam of nice looking electricity
if you can stop staring at it long enough to attack his feet, you'll
have no problem, he doesn't move at all during this attack, just fires
a simple beam right in front of him.
- Head Beam (Very Hard)
In Very Hard, Gal's beam now covers some of his body as well as the area
in front of him. The best way to avoid being hit while still attacking
is to go for his heels on the back two feet.
- ThunderStorm (Very Hard)
When landing from flight in V Hard, Gal rains lightning everywhere,
the damage isn't anything to ignore but the attack is fairly dodgeable,
keep moving.
- Wing Touch
Before touching back down from flight, Gal tends to swoop low at you,
if you stay near the sides of his torso you'll avoid the wings, if
you stand anywhere else you'll probably be victimized by the large wing
span. Only minimal damage.
- Tornado!
While in the air Gal fires these little pellets at you, they're easy
to avoid but don't stand still between each evasion, because each pellet
creates a small whirlwind that chases you around, just keep moving,
you can attack later.
Your Attack Patterns
- Don't attack Gal when he's flying, even if you're weapon has ludicrous
range.
- When Gal lands, move in just before his 'Wail' attack animation begins.
By the time you get into attacking range, he will have finished the move
and you can get in 6-7 hits before he starts moving again.
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[8G] Seabed Upper/Lower Levels
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Seabed Upper Levels
Seabed uses a lot of mirror and water reflections to create a nice eerie
destroyed ship look. The enemies are a lot tougher in here, and the cramped
hallways and dozens of intersections make navigating repetitive. You're
going to have a much tougher time here than you did in the Central
Control Area. And here's why:
- Dolmolm/Doldmarl are these squid creatures that move along at an
average speed, they're the primary enemy so be ready to fight swarms of
them. The best tricks are to strike them quickly, and run the second
they surround you, because even the fastest weapons will be too slow
to hit them before they attack you again. They whip you constantly
with their tentacles so if you're alone you're gonna have to play the
stamina game as if you were fighting a boss.
- Delbiter this is a strange wolf like creature that moves very quickly,
can shoot beams out of its mouth and wound you mortally with its
extremely high ATP. They are the most dangerous enemies in the Seabed.
- RecoBoxes create little bear like heads that bounce around the room,
launching tiny explosive bombs at you. They're not incredibly dangerous
but they do take a lot of damage.
- Recons are the bear heads that come out of the boxes, they just get in
the way of you unlocking doors, if you can't see the box they're coming
out of, backtrack and work your way around to an alternate route, there
are several times when the RecoBoxes will be on a lower floor.
- Security lasers like the ones found in the Central Control Area will
activate some very annoying trap turrets. They fire Gibarta and Foie
at you, destroy them if the alarm goes off.
You'll know you're nearing the exit as you pass datalinks and wrecked
bridges.
Difficulty: 7/10
Length: 6/10
Recommended Weapon: A high damage weapon
Bottomline: Group up the enemies in front of you, don't get surrounded
no matter how high of a level you are. Make sure you
destroy every RecoBox so you can advance.
centaurs first
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Seabed Lower Levels
The lower levels add a few more new types of enemies, the difficulty
jump is enormous here, a character just getting into Very Hard Episode 1
is probably the lowest level character that should go in here.
Keep these points in mind:
- Gibarta turrets appear in some doorways even if an alarm is not set
off
- A new enemy called Morfos (dark) starts appearing in here. It resembles
a large flying X. It will lob powerful beams at you that
are impossible to dodge if you're taken offguard.
- Two forms of Sinow robots appear here: Zoa and Zele. They can both
cloak, look for their reflections in the water if you can't tell
where you're being hit from. Watch your weapon, Zele will disarm
you everytime it hits you, you won't drop the weapon to the ground,
but you will have to open up your menu and re-equip it.
Difficulty: 9/10
Length: 7/10
Recommended Weapon: A fast weapon
Bottomline: Try to separate the enemies, be ready to heal at all times
some enemies do huge damage.
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[8H] Seabed Boss Olga Flow
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Inside the deep underground super secret Subject Disposal
Area, your final challenge awaits. Two stage boss this time.
His Attack Patterns (Stage 1)
- Green Spray
Similar to the balls shot by Del Rol Le and all his incarnations,
Olga Flow shoots about 16 of these green orbs in different
directions. They aren't very fancy and they aren't very dangerous,
just know where they're gonna land.
- Green Wave
I haven't found a way to avoid this attack. However one of my readers has
blessed us with a technique. When Olga Flow takes his
crossbow like weapon and begins to charge, run to the edge of the platform,
but hang around to one side of Olga Flow, then chase the beam until the attack is over.
The actual attack unleashes an increasing larger beam on you, he then uses it
to push you around the arena in a circular motion, this attack is pretty
dangerous, the sooner you finish Stage 1 of the battle the sooner
you can quit worrying about this attack.
- Sword Swipe
This is a quick strike that is difficult to see coming, the only real hint
is that Olga Flow is upside-down, but since that's frequently, a bit of a
problem is presented. The way to avoid it would be to stand farther from
the boss, and melee characters don't have that option. Damage is moderate
to low, and seems to be a desperation move towards the end of Stage 1.
- Shockwave
As a desperation move, just before you've finished Stage 1 Olga,
you'll notice him falling for awhile creating blue streaks in his
wake, this is your warning that a Shockwave is comin'.
Next he'll float under the elevator you're standing on, and send
light spikes up through the floor, the outer rim of the elevator is the
safest place to be.
- Light Blast
A linear attack that comes unexpectedly, just have your health at
full so you can survive.
Your Attack Patterns
- In-Betweener
Most guns will reach Olga from wherever you are standing, get in
shots whenever you can, you'll have plenty of opportunities.
- Close-up
Olga frequently comes up close to the platform, he doesn't look
like he's in melee range, but he usually is. Any high power
weapon will do, freestyle on his face.
.............................
Olga has now fallen down the shaft, you find yourself at the bottom
with him, and his spirit floats around the room aimlessly. Heal
yourself now, then touch the spirit to trigger Stage 2. Olga Flow
is now standing on his feet and similar to Dark Falz he will use
some assistants.
His Attack Patterns (Stage 2)
- Pure Evil
Olga Flow steals your body and places it inside his chest, he turns
orange and transparent while you turn into a really old Heathcliffe
Flowen. As with the Dark Falz move, everytime you hit the orange
Olga Flow, you will take damage instead. This attack can last
for unwieldly amounts of time, and the way to end it is not exactly
clear. In my experience, if you sustain a lot of damage, eventually
Olga Flow gives up (like he is taking damage from his own attacks).
- Snakes
Strange Claw like snakes float around the room dropping 'Giel'
bombs than can paralyze you. You can kill all of the assistants,
but they all can come back. Take out the Giel so you don't have
to worry about paralysis everything else is no problem.
- Quake
1/2 of the arena (from one side to the other) gets a fatal hit.
The damage is almost always fatal (meaning your MAG or scape doll
is the only way to survive it) and the only real ways to dodge the
attack is to not be on that side of the arena, or to be behind one
of the huge stones he's knocked down. Use the debris for cover and
you're almost guaranteed to get out alright. This attack comes
from his 'MAG' snakes. If they're dead he can't do this move.
- Plasma Rain
An exact duplicate of Dark Falz's rain attack. The radius is
small for this attack and Olga will freeze for about 6 seconds
before doing it, it's no threat at all if you're paying attention.
When he begins to charge, just run.
- Elf Shoes
Those pointy shoes are the most painful boss attack I've ever
seen. Melee attackers are in serious danger, they'll be attacking
the feet all the time, just be aware that Olga thinks he's a
professional walker.
Your Attack Patterns (Stage 2)
- Fancy Footwork
While Olga flails around, get to his heels and unleash the fury of
hell. Take a quick weapon that can only hit one enemy. Gun users
won't have to contend with his constant stomping at least. There is
never a time where Olga isn't vulnerable so just let loose.
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(9) Episode II Ending
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***SPOILERS AND DRAMATIC PARTING***
It has indeed been the government's own ambition that caused all
this evil. Olga Flow drops its blade, which slowly disentigrates
as a body (It's Heathcliffe Flowen, the hero that everyone wants
back) flees the dead shell. How will life go on under the corrupt
government? Will the hunters rebel? Will this game ever get a sequel?
Chances are yes, because this game has always been popular. The ending
does have a certain element of sadness to it though, because it is the
end of my time writing this, my first FAQ and finally reaching out to
the PSO community.
***CLOSE TEAR SESSION***
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(10) FAQs
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This is the section where I predict what kind of questions people
might ask me, and with my magic crystal ball, I conjure up the
answers.
Q: What is this Booma's Claw (or any other enemy body part) I
found? And what do I do with it?
A: Ah a common question. All "enemy weapons" are made from
enemy body parts, and in many cases the body parts are a
player's first rare. To convert your enemy body parts,
you must have beaten all the quests, this will give you
free access to the quest "Unsealed Door". Since you have
beaten "Doc's Secret Plan" by this point, you can revisit
"Unsealed Door" and find Montague in the lobby. Hold the
items you want to convert, and when you talk to Montague
he'll ask for one. Simply select the item you want converted
and he'll give you the new weapon/shield immediately.
Q: I remember a Dressing Room feature in the Dreamcast version
of PSO. Is this feature still I the Gamecube game, and if
so how can I access it?
A: If you have more than 10,000 meseta that you're willing to
spend yes you can access the Dressing Room. It allows you
to change your hair type/color as well as your costume.
Simply carry around the 10,000 meseta on your character,
NOT your checkroom stash. Quit the game, and return to
the character select screen, hit 'A' on the character
holding the meseta. Alongside the "Confirm" message is
a "Dressing Room" option. Enjoy!
Q: Is there any truth to this Beat-Time-Rares business?
A: Well I must admit I was very skeptical at first. But
after numerous tests I can say that the time of day has
at least some effect on the amount of rares you find.
For instance, just before I finished this version of the FAQ
I had done a Mines run with my Bluefull and my friend's
Yellowboze. We had found only one or two rares in the
last 5 hours of playing. But within 5 minutes of the Mines
we found 6 rares! Shortly afterwards we were back to finding
no rares again. This is more than enough proof for me.
When I have some more concrete information, I'll post it
here. Until then, feel free to reach me on AIM with
your stories with beattime rares.
Q: How can I tell if an item has slots?
A: You cannot tell simply by the color of an item's text.
You have to pick it up and examine its item screen's 2nd
page. It will tell you plainly with this text "Slot #"
When shopping the same process can be used.
Q: How come I can't reach the next stage?
A: If you beat a full set of stages (That means you have to beat
ALL of the Forest or ALL of the Caves, not just Forest 1 or
Caves 1) you talk to the principal and then you can advance.
If you beat a set of stages in multiplayer, your progress
through the stages is not saved. You have to progress in
singleplayer to start at the later levels in multiplayer.
Q: What is the fastest way to escape being frozen without items?
A: I've heard all the theories too, but the one method that gets
you out faster is hitting left and then right alternatively and
repeatedly on your control stick. You can time it for yourself
it helps a great deal, whereas ice duration is normally around
6 seconds, when hitting left and right you can get out in less
than 1!
Q: What does an Amplifier of Resta/Zonde/Foie/Barta/Anti do?
A: These rare items have to be used in conjunction with corresponding
merge shields. A zonde type amplifier needs to be used with a
yellow barrier. Equip the barrier and then click use on the amp.
Use Foie with RED, Barta with BLUE, it's pretty easy to figure out
just kinda hard to get both the amp and the shield.
Q: Are there new items in this game?
A: Yes, there are lots of new rare weapons and armors and a few
new items like the Amplifiers.
Q: How come everytime I play I have to start over? It seems
No matter how many times me and my friends beat Forest we always
have to go back there.
A: Level progress is not saved in multiplayer offline! You have to beat
the levels on your own when you're offline for the progress to be
saved. Also, no progress is considered to be made unless the boss
has been killed. Thus you cannot go on to Caves 1 until you
have beaten the Dragon (Boss of Forest 2). You always have to
start at stage 1 of a level, you cannot just jump into 2.
But you can go into the next SET of levels.
Q: What is new in the GCN version as far as gameplay?
A: This took some people by surprise, but you can hit the columns
in mid level just like I instruct in the FAQ. In the DC
version you had to beat the level before you could activate
the column.
Q: If a weapon has a max grinder of 30 how many Digrinders can I
use on it before I hit the max?
A: 15. The max grinder is the max grinder value, not the max
amount of grinders you can use on the item.
Q: Can I find rares offline?
A: Yep, as far as I know there isn't a single rare that you
can't find offline.
Q: What do photon drops do?
A: Using an online quest you trade them in for items, see
the nice Photon Drop FAQ at
Q: What color item boxes represent what?
A: Armor, slot items, and MAGs come in blue boxes.
Weapons come in orange boxes, even if they have to be identified
to find out their mod.
All rare things come in red boxes.
Green boxes house disks, healing items, and grinders.
Q: How come some weapons are different colors?
A: Weapons colors display their power, in the beginning of the
game you'll find green items, stronger than that are blue ones,
and then purple, red, and finally gold.
Q: Should I get this game if I'm not going to play it online?
A: Definitely, I only play offline and it is a blast.
Q: What can't I do offline?
A: Download Episode II quests.
Q: How come you left so much information out of your FAQ?
A: Much of it was covered by other FAQs, but my updates to
this one will fill in a lot of the gaps.
Q: How long did v1.0 take to write?
A: 3 days. Not bad, but I'm insanely addicted to this game
so that made it easier.
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(11) DarkNightwing
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DarkNightwing is an aspiring game developer that owns more than 500
Nintendo products. And since he's me I can tell you he's a very nice
man and likes to play games so much that his birthday parties usually
end up being Super Smash Bros. Melee tournaments. If you ever feel
the need to contact me about games or this FAQ please don't hesitate:
AIM: NightwingGrey
If you take any interest in other stuff I do, you might like to know
I'm making a Zelda fangame. The website is here:
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(12) Corrections and Credits
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[12A] Corrections
[12B] Credits
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[12A] Corrections
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In v1.1 the following corrections were made:
- Fixed really obvious numbering error
- Fixed information on Dark Falz's invincibility
- Changed 'spoiler' in Episode II to be correct
- New information on Olga Flow's Quake attack
- Changed Level requirement info's location
and Ultimate's req to 80.
v1.2 brought about these changes
- Luck was confirmed to boost critical hits
and not item finding %s.
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[12B] Credits
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Paul Johnson (PSO Life Webmaster) - for clearing up the little
crisis we had with one "Vulcan T90" when he stole my FAQ
and then emailed me with accusations saying that I stole
HIS work, laughable. Without Paul's integrity this
stunt would have still been going on.
H24.X51 - For some Olga Flow strategy (dodging the crossbow beam)
KI-Revenant - sent the most organized and helpful email I've
seen in a while. He provided the info on
Olga Flow's Quake attack, I confirmed this earlier
the same night. He also invited me to a clan, you
guys should check it out
Hamm - For backing me up on the change from the DC version that
lets you hit columns before beating a level.
PSOGCN Board members - For being patient with me as I update,
instead of trying to drag me down.
HoorayforPunkRock - He's got a flamboyant personality but
he keeps the PSO site I use most, check
it out
EVERY HUNTERS OF PSO
FAQ is copyright DarkNightwing 2002-2003.
Game is copyright Sega and SonicTeam.
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