Gensou Suikoden 5 - Strategy Guide (Page 09)
Below are the cheat codes, hints and help for Gensou Suikoden 5 - Strategy Guide (Page 09).
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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
Rewards: None
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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--- War Battles ---
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The War Battles in this game are rather few. Some people are glad of this,
others are sad, but they are all required, and thus, this section exists.
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War Battle 1 -The Defense of Rainwall-
Rewards: (Victory+) 5,000 Potch, Hungry Wolf Tactic
Battle Goal: Destroy all enemies.
Defeat Conditions: Hero is killed.
Foes: Infantry x2(100 HP), Archer (100 HP)
Note: Try to reduce casualties in War Battles as much as possible. It will
affect your recruitment of a character later on as well as how much Potch you
recieve after the battle ends.
The game gives you very basic units in this battle. With Sialeeds, you have a
Rune Archer, with Boz you have a Spearman, and with your Hero/Leon you have an
Infantry. You will also have two NPC Infantry to control as well.
This War game, like the Duels, are a rock-paper-scissors. The Infantry Units
deal more damage to Archer types, but are weak towards Calvary (there are no
Calvary in this battle.) The Archer Types are strong versus Calvalry but weak
versus Infantry. Calvary Units are strong versus Infantry, but weak versus
Archery.
Also, remember to note each special skill. In this battle, Hero/Lyon has 3
Charges. Charge allows you to damage the enemy without damaging yourself.
This is an extremely useful ability. Sialeeds has Cyclone, which is much the
same as Charge, except that it is magic. Remember to use these skills, but
also remember that you have them limited in number.
The battle goal here is rather simple: destroy all foes. You must also not
allow your Heroes group to be destroyed, but because he has the ability to use
Charge three times, this is unlikely. Also, try to exploit your enemies
weakness, while not allowing them to exploit yours. Its not too smart to have
your Archers run at the Infantry because they are weak towards ground battles.
Since this is pretty much a brawl, with the enemies immediately charging at
you, and you charging at the enemies, you need to be cautious. Send two
Infantry at the Archers, and they will take them down quickly. Attacking the
other Infantry is tricky. Use the special skill "Charge" with Boz and the
Hero/Lyon to reduce the amount of damage that you take. Also, Sialeeds can use
her Wind Rune to deal damage without taking it as well, so that will be
effective against the Infantry.
As long as you use all of the special skills you have at your disposal, the
battle will be over quickly. this is more of a tutorial War Battle than
anything else.
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War Battle 2 -Intercepting Lugor's Fleet-
Rewards: (Victory+) 6,000 Potch, Luck Ring
Battle Goal: Halve Brahm's ship's HP or neutralize all others.
Defeat Conditions: Hero is killed or the Dahak is destroyed.
Foes: Ram (HP: 150), ComShip x2 (HP: 150) ArchShip x2 (HP: 150), Bahram (HP:
200)
This time, you have quite a bit more caracters to control. Ship battles work
much the same as the ground battles, and you should treat them as such.
Remember to not let your weakness be exploited, and always exploit the enemies
weakness.
In this battle, you have control of 7 ships, including the large Dahak. The
enemy also has quite a few ships, but after a few seconds of approaching you,
a few ships will sink, and Braham's fleet will be effectively halved. This
makes the battle considerably easier for you.
There are two goals in this battle. One is two halve the HP of Bahram, the
second is to kill every ship other than Bahram. While killing Bahram is the
easier choice, you should also note that you will get some rare items, such as
a Flowing Piece, from the other ships when killed. You will also sustain more
casualties when fighting more enemies.
One thing to note is that Boz will do the most damage to Bahram. Since he is
your only Ram at this point, he should continually charge at Bahram. Boz will
also remain useful when taking on most of the other ships as well, so make
sure to use him effectively. I also highly suggest being careful with your
ComShips in this battle, as they will almost be detrimental because there is
nothing that they are strong against here.
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War Battle 3 -Rainwall Defense Campaign Part 2-
Rewards: None
Battle Goal: Draw the Enemies in the Southern Forest.
Defeat Conditions: Hero is killed.
Foes: Archer (HP: 100), Infantry (HP: 100), Calvalry (HP: 100), Dilber (HP:
100)
Unlike the previous battles, the goal here is not to approach your enemies at
all. You need to head south down into the forest. After a few seconds of all
of your troops "fleeing" into the forest, Dilber will comment that you are
fleeing. This shows that you are doing the right thing. Once your entire
army is in the forest, starts heading west. It's somewhat hard to see, but
you can head west under the mountains.
Once you reach the point under the mountains, a scene plays. At this point,
STOP! Don't go any further. This portion of the battle is over, and you have
won.
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War Battle 4 -Rainwall Defense Campaign Part 3-
Rewards: (Victory+) 8000 Potch, Guardian Boots
Battle Goal: Halve Jidan's force's HP or destroy all other units.
Defeat Conditions: Hero is killed.
Foes: Calvary x3 (HP: 200), Jidan (HP: 300)
You have an ally in Dilbert now. At Lucretia's suggestion, DO NOT MOVE YOUR
ARMY! Leave them where they are, and let your allies do all the dirty work.
This will save you casualties. If you find your allies slaughtered, then and
only then should you go into the battle. The deaths of your allies do not
count against you in both your total score, and for recruiting a certain
character.
To win this battle, you need to either halve the HP of Jidan (Archers work
best, so you can use Rune Mages from your party, if you're willing to risk
it...Josephine and Sialeeds in a party together will give you three spells to
work with) or kill everyone else. Killing everyone else will give you more
rewards (such as a Lancer Armor) than just going after Jidan, but it will
also be quite a bit harder.
Since the Calvary in Dilber's army will get literally slaughtered by Jidan,
you may need to have one person act as a decoy while everyone else, hopefully,
is able to run at Jidan himself. If you do choose to bring your own army into
it, make sure that you don't send just one party in alone, make sure that they
have backup. You don't want unneccesary casualties.
The battle ends with either half of Jidan's HP gone (easiest done with Rune
Magic) or taking everyone else but Jidan out.
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War Battle 5: -Hatred Fortress Siege-
Rewards: (Victory+) 12,000 Potch, Thunder Helm
Battle Goal: Destroy all enemies.
Defeat Conditions: Hero's unit or the Dahak are destroyed.
Foes: ComShip x3 (HP: 200), ArcShip x3 (HP: 200), Ram x2 (HP: 200)
Once again, the goal of this battle is not to kill all enemies on screen even
though the game tells you to. After killing a select number off (when your
foes have around 500 left), the battle will automatically end. They key to
winning this battle is to having a nice balance of Archers (Rune Archers are
nice...), Rams (you should have two, Boz with one and Lordlake's party in the
second) and ComShips.
The enemies are a nice balanced set, so make sure that you are able to counter
any foe at any time. It will help to have at least two of each type of ship.
Also, while keeping your characters close together, clustering them in one
large pile is a bad idea because they will just slow each other down.
They key thing to remember in this battle is your battle skils. Skills like
Recover will be invaluable at any time, as is Barrage. Also remember that you
have the Dawn Rune to use now, which will be excellent.
They key in this battle is keeping your characters separated from one another
and making sure you don't gain the attention of all of the enemies at once.
This is hard at times, but doable if you're careful. When it does become an
all out brawl (it will, eventually) you need to make sure that you have a wide
selection of ship types to choose from so that you can always exploit the
enemies weakness and protect your own.
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War Battle 6: -Defending Lelcar-
Rewards: (Victory+) 15,000 Potch, Guardian Chain
Battle Goal: Push enemy ground forces back from Lelcar.
Defeat Conditions: Hero is killed.
Foes: Infantry (HP:120), Spear (HP:150), Archerx2 (HP: 150), Cavalry (HP:150),
Zahhak (HP:200), Rune ArcShp (HP:200), ArcShp (HP:200), ComShip (HP:200), Ram
(HP: 200)
This will be the largest war battle yet, and will be extremely annoying since
you have so many units to control so spread out from each other (both land and
sea units.) If you are having trouble, press select to pause it, and
choose "View Map" to move the cursor while it's paused and then unselect where
you want to control your characters at. This makes it quite a bit easier to
execute commands.
With your ground units, the largest danger is getting stuck on the bridge.
This is a common occurence and will cause both sides to get slaughtered, and
the less deaths the better. The bridge will stop your characters from running,
so make sure that you do not move onto it to intercept the ground army.
To win this battle, all you need to do is severly damage Zahhak's unit, but if
you do that, you'll miss out on all sorts of other goodies. Also note that you
actually don't even HAVE to deal with the ship part of the battle if you
finish the ground portion quickly enough, since the ships are far enough away
that it takes quite some time for your opponents to reach them. That is your
choice though, since you get goodies for killing the ships.
Remember to effectively use skills like Charge and your Rune Magic to make
your enemies run. Also, play defensive. DO NOT approach the second bridge
unless you want to die, since you will get caught and slaughtered on it. The
Dawn Rune will be especially helpful when the enemies are clustered together
on the bridge, so don't be afraid to use that.
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War Battle 7: -New Queen's Campaign-
Rewards: (Victory+) 20,000 Potch, Spun Silver Armor
Battle Goal: Get Roy's unit to Lymsleia's position.
Defeat Conditions: Roy's unit is destroyed.
Foes: Archerx2 (HP:200), Cavalryx3 (HP:200), Spearx2 (HP:200), Zahhak
(HP:300), Alenia (HP:300), Lymsleia (HP:300)
Rather then your Hero's unit, Roy's unit will be the one playing the key role
in this battle. Once again, the goal is not too destroy the enemies, but to
get Roy up to Lym and the Knights. What you should do is have everyone but
one or two units (Roy's and another for backup) head north while Roy stays
somewhat south or in the middle area. Once all of the enemies charge your
main force, then Roy needs to make a run right through the center to the Queen.
This battle is quite easy compared to some of the previous battles, but note
that you will need to get your hands dirty this time. Fortunately, pretty
much every enemy drops a goody, and you will WANT to kill the foes here, as
you get rare items like Guardian Gloves, Rage Pieces, Mother Earth Pieces, and
so on.
The battle ends once Roy gets within atack range of Zahhak and Alenia.
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War Battle 8: -Lelcar Defense Campaign 2-
Rewards: 5,000 Potch
Battle Goal: Halve total enemy forces or survive for 10 minutes.
Defeat Conditions: Hero's unit or the Dahak are destroyed, or the enemy
reaches Lelcar.
Foes: Cavalryx2 (HP:200), Rune Archer (HP:200), ComShip (HP:200), Ram
(HP:300), ArcShip (HP:300), Bahram (HP:400), Childerich (HP:300), Dilbert
(HP:300)
This battle takes place on both the ground and the water. Unlike the first
battle of Lelcar, this one does not take place in the town, rather it takes
place outside of it.
This is literally a "Protection" battlke. If the enemy reaches Lelcar, the
game is over, so make sure you fend them off. You need to keep a defensive
stance somewhat away from the town, but not too far. Keep your allies close
together, and only go forward a bit, but far enough from Lelcar, so that it
takes the enemy a longer time to reach you (you only need to survive for 10
minutes.) You only need to get Godwin's troops down to 1,200, but that takes
quite a bit of work on its own. So how you want to work the battle in your
favor is your own choice.
A few things to note: When group troops are near the water, you can target
them with abilities like Barrage. But so can the enemies. So keep your
allies away from the water, but try to push the enemies near it, giving you
some free damage. This also works with abilites like Recover, and the Flowing
and Dawn Runes.
I find what works best in this battle is to focus on both the ships and the
ground units. If you take down the ships and half of the ground units, then
the battle will end and you won't have to deal with the stronger story
characters.
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War Battle 9: -The Recapture-
Rewards: (Victory+) 30,000 Potch, Fog Robe
Battle Goal: Halve Total enemy forces.
Defeat Conditions: Hero's unit or Raja's unit are destroyed.
Foes: ArcShip (HP:200), ComShip (HP:200), Archer (HP:200), Maha (HP:300),
Childerich (HP:300), Jidan (HP:300)
Like many battles before this, this battle takes place on both land and in
Ceras Lake. Fortunately, the odds are more tipped in your favor at this
point, because the enemy barely has more forces than you.
Note: Dragon Horse Cavalry can go on Land AND Water, much like the Beavers.
Very useful.
You start off very far from the enemy forces, and you should also note that
you have forces on the lake. Hopefully you have a few Archers or Rune Archers
on the lake so that you can pick off the ground forces once the Ships are
taken down. Picking off enemies with Barrage from the sea is a nice way to
dent their forces without taking damage to your own.
If you pick them off with Arrows from the lake while at the same time have
your ground units slaughtering them and pushing them back up noth, you can
probably get through the battle with less than 100 Casualties if you do it
properly. Not a hard battle at all.
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War Battle 10: -Childerich Pursuit Battle-
Rewards: (Victory+) 35,000 Potch, Windspun Cape
Battle Goal: Get the Hero to Doraat.
Defeat Conditions: The Hero or the Dahak are destroyed.
Foes: Archer (HP:300), Rune Archer (HP:300), Cavalry (HP:300), Rune ArcShip
(HP:300), ArcShip (HP:300), ComShip (HP:300), Ram (HP: 300), Dilber (HP:400),
Bahram (HP:400), Childerich (HP:400)
Like the previous Doraat battle, you must fight this one on both land and
water. Your forces are fairly balanced of Land and Water, so make sure you
take advantage of both groups of forces. Remember certain special groups of
characters (the Dragon Calvary, Beavers, etc) can go on both land and water to
suit your needs, so make sure you use them. Also remember that you can target
land forces with your Barrage and certain spells. That will help considerably.
Like the previous battle in Doraat, the goal is to JUST get your Hero's unit
there, not to kill everyone. Killing everyone is just a bonus that gives you
treats. Be VERY careful with Dilber's unit though, he is quite strong.
Remember to save the Dawn Rune until you get close to the gates to clear a
path so that the Prince can make a run for them and end the battle.
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War Battle 11: -Stormfist Siege-
Rewards: (Victory+) 60,000, Master's Garb
Battle Goal: Get the Hero to Stormfist.
Defeat Conditions: Hero of the Dahak are destroyed.
Foes: ArcShipx2 (HP:300), Rune ArcShp (HP:300), Ram (HP:300), ComShp (HP:300),
Archer (HP:300), Cavalry (HP:300), Infantry (HP:300), Dilber (HP:400),
Childerich (HP:400)
You are quite outnumbered here, but the goal is only to get the Hero to
Stormfist. Still, that is going to be quite the challenge. Remember your
trusty Dawn Rune when making a run for it near the end. . .The problem is that
there are so many characters protecting Stormfist picking them off is
difficult without a whole lot of Rune Archers and boats with Barrage.
When you start approaching the enemies, a familiar face from early in the game
shows up to help you. He adds a good 200 allies to your cause and helps you
drive back the enemies. Unfortunately, he is right in the enemies path and
may have some trouble surviving unless you run for it from the start.
Like most battles previous, this takes place on both land and water. Using
Beavers and/or the Dragon Cavalry in the water will help considerably. The
beavers are amazing in the water because of their speed and the Gnaw ability,
so I highly suggest using them.
In this battle, Archer's won't do too much good, surprisngly. This is true
because the Cavalry here tend to stay behind, and the main foes are on foot,
which is what Archers are weak to. Any type of Cavalry will be godly though,
such as the Lindwurm Mercenaries.
Note that when you finally are able to break through to the city, you feel the
true brunt of the Twilight Rune, and the battle ends.
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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.
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War Battle 13: -Sol-Falena Siege 2-
Rewards: (Victory+) 100,000 Potch
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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--- Duels ---
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Duel 1: The Sacred Games - Hero vs Shoon
Attack: Here I come!
Attack: I cant let you keep getting the best of me!
Attack: Not good enough, eh? Here I come again!
Special: I'm going to give it all I've got, be sure you're ready!
Special: Now its my turn, Ill show you what my full power is like!
Special: Here comes another one, and this time I'll do it right!
Guard: You come at me too, Prince.
Guard: I can't believe you turned my best move back on me!
Whether you win this battle or not does not affect the outcome of the game. It
is more of a duel tutorial. Remember to Attack when Shoon Guards, Guard when
he Specials, and Special when he Attacks.
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Duel 2: The Dawn Rune - Hero vs Chuck
Attack: That was nothing, but you're really gonna get it now!
Attack: I'm really gonna pound you, so get ready!
Special: This one's for the young lady!
Special: No Way!! You haven't seen the last of my strength yet!
Defend: I don't like picking on the weak.
Defend: I...I need a little break here...
Chuck tends to use a balance of attacks and defense, and it is also quite
difficult to predict what he is going to do sometimes, as his more ferocious
quotes are actually for his normal attacks.
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Duel 3: Testing - Lorelai vs Hero
Attack: Hmm...I guess I'll just warm up a little first...
Attack: You still standing? I'll hit you with another one then!
Attack: I'm still fine, I can still fight!
Special: What do you think you have to hold back or something? Don't insult me!
Special: I guess I'll settle this thing right here and now!
Special: Don't let that swell your head, I'm only just getting started!
Special: Not bad, but wait 'til you feel this!
Defense: Ugh you're stronger then I thought!
Defense: You underestimate me. . . (I didn't get this one all the way ; ;)
Defense: What did you do, give up? You gotta come at me to!
Lorelai has a huge range of attacks, and they are hard to predict at times.
Lorelai sounds like she is going to attack with she is actually defending (or
vice versa) at times as well, so you need to be careful. Though, a lot of the
time you can win this battle by defending alone because she does a lot of
Specials.
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Duel 4: Doppelanger -Hero vs Roy-
Attack: Is that the best you can do? Guess it's my turn now!
Attack: Well, I'm not going to hit you with my best moves right away am I?
Special: Hmm...maybe I'll hit you with my best moves right away!
Special: All right, this one is gonna put you outta your misery!
Special: You got me....I gotta take a break...haha! Did you really believe me?
Special: Hmph, what if I really get serious?
Special: Hmph, you think that hurts? you gotta do something more like this!
Special: Grr you really piss me off, you know that!?!
Defend: Damn you...You really got me!
Defend: What are you waiting for? Come at me!
Roy uses specials most of the time. Also, he has a fake guard with that
special, so don't play into it, make sure you read the entire text before
actually selecting the command (which is not neccessary all the time.) Roy
tends to special most of the time in this battle (seeing as his most of his
attacks are specials) though sometimes determining which are specials and
which are attacks is tricky.
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Duel 5: Loyalty -Hero vs Miakis-
Attack: Okay...Here I come.
Attack: Ow, ow! Now its my turn!
Special: Ouch that hurt, I'll get you this time!
Special: Time for you to go beddy-bye!
Special: Now I'm going to get really serious!
Defend: Ow ow, you've really got your eyes open prince!
Defend: Hey that really hurt, are you trying to make me cry?
Miakis is a rather predictable enemy in the Duel, and she does not have any
particular pattern of attack. She is rather balanced, so just make sure to
watch her carefully.
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Duel 6: -Murderer- Hero vs Childerich
Attack: Gah!
Special: Gaaaahh!
Defense: Gunh Gunh Gunh Gunh Gunh. . .
Well... Childerich makes no direct comments so you have to judge him through
the emotional state he's in. His heavy breathing means that he is going to
defend, and the longer AAAAH's mean a special. He tends to prefer specials
over anything in the battle, and sometimes will special the entire battle away.
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Duel 7: Victor -Hero vs Gizel-
Attack: It looks like we both we a little impatient. . .
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!
Defend: 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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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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===============================================================================
--- Recruitable Stars of Destiny ---
===============================================================================
This section will go over the characters you can recruit that are OPTIONAL.
Note that there will be NO story characters in this section, as to avoid
spoilers. There's nothing worse then looking for a Star of Destiny and being
spoiled in the meantime. This section goes in the order of events in the
game. So if the current event has not happened yet, you will not be able to
get this Star of Destiny. These little blocks are also in the main text of
the Walkthrough.
--------------------------------
Character: Cornelio
Location: Haud Village
Prerequesite: None
Time to Recruit: After the Defense of Rainwall
How to Recruit:
Head to Haud Village and enter the large mansion to the southeast. A battle
with ReMiFa, MiFaSo, FaSoLa, SoLaTi, and LaTiDo starts. After winning the
battle, choose either option, and you must help Cornelio now. He temporarily
joins your party.
Now, you need to run around Haud village trying to catch the DoReMi elf. In
this battle, defend with your Hero and Lyon while Cornelio uses his DoReMi
Rune.
After doing this, ReMiFa and Cornelio join you.
Also note that you should not wait to long to recruit Cornelio, as he will
leave his house soon after thise first events and not come back. He is a
missable character.
--------------------------------
Note: ReMiFa and all other DoReMi elves (such as FaSoLa) are not Stars of
Destiny, rather, they are just fun little optional characters.
--------------------------------
Character: FaSoLa
Location: In a random encounter in the forest to the southeast of Rainwall.
Prerequesite: Must have Cornelio in party.
Time to Recruit: After the Defense of Rainwall
How to Recruit:
With Cornelio in your party, run around the forest to the very far southeast
of Rainwall. I found him in one tree closest to the river. Have your other
characters in the battle defend while Cornelio uses his DoReMi Rune. This
will recruit the little green bugger.
--------------------------------
--------------------------------
Character: Sairoh
Location: Raftfleet, Inside the Trading Post
Prequesite: None
Time to Recruit: After the Defense of Rainwall
How to Recruit:
Sairoh is a hard character to get, if not the most annoying in the game.
First, you need to get him to ask you to lower the price of Salt. This can be
a pain as it is. The first chance he will do this is after you have defended
Raftfleet.
To get him to ask you to lower the price of salt, you'll have to wait until
the game RANDOMLY raises the salt price in the first place. There is no way
to control this, though you may want to try to buy all the salt out of
multiple locations and then sell it back a few times to try and influence it a
bit.
After Sairoh has asked you, you need to buy at least 6 Salts, and then wait
until the "Price of Salt has skyrocketed!" when checking the rumors in the
Trade shops. Then, sell all the salt that you have (5 or 6, to be safe) to
that shop to lower the price. Head back to Sairoh and he will join you.
Note: Sairoh is not missable, so you can recruit him throughout the game.
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