Sunday, May 11, 2008

Walkthrough

Highlands of Wohl
When you're battling the tank, alternate your attacks between the left and right units.
The opening sequence is basically an introduction to the game's turn-based combat; you'll be fighting a legion of Magic Khent Soldiers, but don't worry, you can't be defeated by them. Eventually you'll be tackling a mini-boss of sorts in the form of a heavy tank. The tank has two units, one on the left and one on the right. Attacking one side boosts that side's defense, but attacking the other side negates said boost, so alternate your attacks from left, right, left and so forth. Don't worry too much about being defeated, since you'll be automatically revived with partial HP (Kaim actually deserves the title of "Immortal" here, but this in the only section of the game where you can rely on such divine intervention).
Shortly thereafter you'll be on your own, fighting off Insane Khent Soldiers in random battles as you wander around the field screen. Simple attacks will kill them instantly. Move forward on the linear path, kicking the various objects with purple lights floating around them for treasures; the first one nets you a Bruiser Ring, which you should equip immediately. Keep moving, avoiding the patches of lava, until you've reach the Uhra camp. There, board the armored car, where you'll meet Seth Balmore for the first time. She won't be joining your party just yet, but she will shortly.

City of Uhra
Check barrels (and posters, pots, cupboards, junk, rocks, etc.) for hidden items throughout the game.
The capital city of Uhra isn't quite as big as it looks from the outside. You'll start off at the Great Gate, so head along the path, kicking open barrels and probing pots for various items. Ride the lift up to the monorail and take it to the station, then follow the guards through the city to the council chambers. After the discussion, head back down the street to the Inn, but be sure to swing into the Tavern first for some items. Scour the Inn for items, then speak with the owner at the front desk to stay the night. Doing so unlocks the first of Kaim's lost memories, "Hanna's Departure."
In the morning you'll receive word that you've been summoned to Gongora's manor at the north end of town. Leave the Inn and trek up there, again checking the barrels and even behind posters on the walls for treasure. At the manor, go down the left hallway first and check the door at the back to find a secret treasure room. Now head into the lift room and ride it up to Gongora's quarters. Listen to the dialogue, then leave the manor and return to hte Inn. There you'll be ordered to travel back to the Great Gate via the monorail, so return to the station to do so. Before catching the rail, speak with the girl on the bench on the 2nd floor to unlock another memory, "Little Liar."
At the Gate you'll meet up with Seth again, as well as the drunken Jansen. Pay attention during the "Skill Link" tutorial, as it's absolutely vital to the game. Head south afterward to find Barkus the Salesman, buy any items you need, then exit south. On the world map, select "Ipsilon Mountains - North" as your next destination.

Ipsilon Mountains
The path here is pretty straightforward, but be sure to check out the fringes of the traversable terrain for pots containing treasure and trees you can ram for more items. You'll probably raise a couple levels here as you fight and kill the local wildlife, and be sure to keep setting Kaim and Seth's learned skills and linking up new ones to Jansen. You'll come across a hut with a save point in it, as well as a bed that revives your HP when you rest, so roam around outside this area to gain a couple levels. Try to get at least to level 13. Be on the lookout for piles of rocks, as they can be kicked over to reveal items. You'll also pick up the "Upstreamers" memory around here. When you're ready, proceed to the peak of the mountain, where you'll fight your first boss.
Cast Jansen's Flare spell repeatedly on Grilgan to weaken its defense.
Boss: Grilgan
HP: 1,660Grilgan is an air-elemental creature, so fire is the way you want to go here. Have Jansan cast his Flare spell every turn; this will knock off large chunks of Grilgan's HP, as well as lower his defense. Kaim should use his regular physical attack (timed perfectly, of course), while Seth heals every turn (you'll need it). Grilgan's got a nasty Poison Claw attack that poisons its receiver, so be sure whoever's got Cure Poison (you probably all do if you've been keeping up your Skill Linking) casts it immediately. Keep up the Flare spells and Grilgan will go down.
Use the save point after the battle and continue your descent down the mountainside, pushing carts out of your way and climbing down the ladders until you're back on the world map. There, select your next destination: the Grand Staff Construction Base.

Grand Staff Construction Base
Not much to do here. Check out the northeast corner of town and check the pot there to find a Pipot. You can store the Seeds you've been picking up here, as well as exchange 5 Healing Medicines for a Healing Herb or 2 Mana Herbs for a Mana Capsule. You'll start receiving items once you've delivered the Pipot a certain amount of Seeds, as listed below:
20: Adamantis, Adamantis Ring
40: Earth Charm
60: Power Bangle
80: Gigantes Brooch
99: Pipot Collar
Now head to the northwest corner next and speak to the two guards there on either side of the area with the ladder. When they're not looking, push and pull the two boxes out of the way, then descend the ladder to find a hidden warehouse where you can find a Seed and Turn-Tail Shoes, as well as a salesman where you can buy new weapons, items, and the Barricade spell. Continue into the Engineer's Resting Room and rest for free at the beds, then leave. Continue south through town, stopping by the Temporary Laboratory for information on the Grand Staff, then exit town to the south. Choose the Sea of Baus as your next stop.

Sea of Baus
Move along the path, kicking open clamshells for items and kicking over the pieces of debris when they're not emitting sparks (lest you end up in a battle where the enemies have the initiative). Proceed across the beach and up the steps to the save point. Heal your party fully, save your game, then continue up the rest of the path to the Grand Staff, where a creature has been wreaking havoc on the machinery. A creature you'll be facing in battle!

The Bogimoray draws the MP for its massive attack from the lesser Magic Insects, so have Kaim and Seth killing them off every round.
Boss: Bogimoray
HP: 1,830The Bogimoray is accompanied by five smaller Magic Insects that charge up magic energy, which in turn the Bogimoray sucks up to fill its magic meter. When the meter is filled, it will unleash a powerful attack on your party, so you'll want to do everything in your power to keep the Magic Insects' numbers down! Kaim and Seth should be attacking them every round. They'll gradually respawn, but you'll be all right if you can keep their ranks down to one or two. As for Jansen, he should be casting Aqua on Bogimoray, but first make sure to cast All-Shield and All-Barrier on your party to protect them from the oncoming attacks. Keep this up and the Bogimoray will go down…only to be followed by another Bogimoray. Same situation: keep the Magic Insects in check with Kaim and Seth, and keep casting Aqua to kill the second Bogimoray.
After the battle, walk into the purple cloud to replenish your HP, then run around the area, inspecting the leaks in the machinery until General Kakanas of Numera shows up and attacks you. You'll have to fight off 5 Numera Soldiers and a Numera White Magician, so kill the Magician first with magic, then take out the soldiers one at a time. When they're all dead, you'll be captured with your party imprisoned in separate cells, which unlocks the "They Live in Shells" memory. When you regain control, switch to Jansen and inspect the rat, then try to kick it. Switch to Seth next and try the same, and you'll be carried aboard the Numera warship, the White Boa.

The White Boa
Dash past the security eyes when their backs are turned.
Again, you'll be imprisoned, and catch an interesting cut scene between Jansen and Gongora. When you gain control of Jansen, throw the little sphere at the guard outside the cell to erase his memory, then save your game at the save point in the hall. Just ahead, you'll have to move stealthily through the halls, avoiding the security eyes floating around. Just run past the first one, kick the can and run behind the second one, and run to the right and throw the switch when the third one is inside the room, trapping it inside.
In the next area, walk slowly past the sleeping guard over the security panels, then head right and climb the ladder to the catwalk above. Walk slowly over the panels there, then climb down the other side. Go right and look under the catwalk there for a switch; hit it to unlock the nearby door, then climb up the ladder to that catwalk. Hit the switch to lower the ladder there, then go down and examine the device next to the door to open it. Go through and ride the elevator up to the water garden. Use the save point here, then approach the door at the top of the room for some dialogue. You'll take control of Jansen at that point, so lead him up to Queen Ming Numara's chambers for a cut scene. When it ends, run back to the door, then back again to the rear of Ming's chambers to find some stairs. Go down, then run up to the engine for another cut scene.

Numara
These five knights aren't too difficult to kill; just go into the fight with full HP and cast All-Shield right off the bat.
When the ceremony ends, exit the throne room and head into the city. Take some time to look around, rest at the Inn, buy new items at the item shop, play games with the cat-eared girl, and speak with the locals. Eventually you'll come across Canal Street. Continue along this route to the port, and then west to the Ghost Town.

Ghost Town
Soon you'll come across a couple children, Cooke and Mack. They'll be harassed by some Numaran soldiers, so you'll have to step in and save them. As long as you go into this fight with full health, you should be all right; just make sure Jansen casts All-Shield on his first turn to protect yourselves from the soldiers' rather strong attacks. When they're defeated, head further into the town and enter the house with the blue door on the left. Watch the important cut scene that follows until perspective shifts to Tolten.
When lighting the villagers' torches, watch which direction they move their torch, then press the button that corresponds with that direction.
As Tolten you'll be attacked by some of Gongora's Mud Puppets; a single Cut Down can take them all out. Next you'll have to deal with a hypnotized Chairman Roxian. You can only choose to "Inquire" for a few rounds of this battle, but once you're given the option to fight, nail him with a few Power Hits to end his life.
After more cut scenes, perspective will shift back the little girl, Cooke. You'll need to find 10 white flowers for the funeral; they're scattered around town and are easy to find. Bring them back to the funeral director and you'll then take control of Kaim again. Now you'll have to locate 10 torches, which are long white sticks lying on the ground. You don't need to find all 10, but try to locate as many as you can, and bring them back to the funeral director.
The funeral will then commence, and the little boy, Mack, will have to help light the villagers' torches. Press the button that corresponds to the movements of the villagers' torches to light them, using the analog stick for more precise lining-up. NOTE: There is currently a bug in the game where it will sometimes not register when your torch is lined up with a villager's. When all the torches have been lit and the funeral ends, Mack will run off to the Crimson Forest, and you'll have to go find him there. Return to the port and continue east until you're back on the world map, then head on over to the Crimson Forest.

Crimson Forest
Rush past the Golems when their arms are raised or you'll be forced to fight them!
Before you get rolling, make sure Cooke is properly equipped, and be sure to Skill Link Kaim and Seth to her to learn her skills. There are plenty of glowing mushrooms here that can be kicked for items, so be sure to do so. Head north through the first part of the forest and ram through the fallen tree to reach the second screen. Here, continue north, then northeast into the Sorcerer's Shrine.

Sorcerer's Shrine
Save your game at the save point, then stand on the glowing circle to be taken down to the lower level. Take the northwest exit and climb the stairs, quickly dashing to the platform on the left to avoid the boulder rolling down. If you get knocked off, just stand on the glowing circle to be taken back up. Descend the middle set of stairs to find another save point, an HP/MP replenisher, and a door that seems to be sealed shut. Run north and south past the golems for some treasure if you like, then head up the center staircase again to the green pillar. Stand on the south side of it and push it north as far as you can, then climb up the rest of the stairs to get a boulder rolling down. It will crash through the sealed door, opening the way ahead, so go back down, save at the save point, and go through. There you'll find Mack, possessed by the forest. Cooke will get then get captured by the mysterious creature, and that's your cue to fight!
During the second phase of the fight, don't attack Mack; cast Sleep on him instead.
Boss: Obsidian Miasma
Obsidian Tentacle A - HP: 300Obsidian Tentacle B - HP: 300Obsidian Tentacle C - HP: 520Obsidian Tentacle D - HP: 300Obsidian Miasma - HP: 930
First Phase
There are four tentacles in all you'll have to take down, and one (Obsidian Tentacle C) has Cooke in its grasp. That tentacle has about 500 HP, so save it for last. The other three tentacles only have about 300 HP or so, so take them out one at a time, having Kaim and Seth use magic and Jansen casting spells. You'll need to move quickly, because the tentacle will be sapping away Cooke's HP with every turn. Don't bother healing or throwing up defensive spells, just keep attacking and casting offensive spells until all four tentacles go down.
Second Phase
The second part of this fight starts with your team standing against...Mack. He's still possessed, so don't hurt him! Instead, use this turn to heal up from the previous battle's injuries and cast Sleep on Mack. That will bring out the true villain here, the Obsidian Miasma, which has about 900 HP or so. It's strong against physical attacks, so you'll want your whole team casting a spell like Ground at it every turn. Occasionally Mack will wake up and you'll need to put him to sleep again, after which just keep up with the offensive spells. The Miasma should go down fast this way.
Now that you have Mack, the Spirit magic he uses will activate the two lifts that were not operational in the beginning. After using them, you'll find the Demon Sword and Demon Ring for Kaim. The ring is particularly helpful, as it contains the Level 1 Machine Killer, Level 1 Monster Killer, and Level 1 Magic Killer skills.
Collect 19 crystals if you haven't done so by now, and head back to Namura, you'll be able to trade them to the artist in town for a bracelet that will boost any character's HP.

Numara, Part 2
Once you get back to the town, head to the fountain in White Square and watch the cut scene. Afterward, try to head to Main Street and you'll be apprehended by Kakanas's guards and brought to the palace. Not ones to be pushed around, Kaim & Co. will have to fight their way out of the palace. You'll be battling some pretty easy soldiers, but you'll probably want to take out the harder-hitting Heavy Corps guards first. Soon you'll have Cooke and Mack back in your party; Mack starts out in the front row, but you should slot him in the back. Make sure to Skill Link up to him as well. Continue through the Corridor Garden, running past your pursuers if you don't wish to fight them. There are treasures to be found here, but if you're only looking to escape, use the three elevators in this order: east, north, and west. Take the exit to the south after you've saved and healed up (hopefully by now you've hit level 20) and you'll face off against the Magic Heavy Tank.

Boss: Magic Heavy Tank
Magic Heavy Tank - HP: 1,580Cannon - HP: 1,490Cannon Unit - HP: 740Tank Unit - HP: 740
There are four parts to this boss: the Magic Heavy Tank, the Cannon, the Cannon Unit, and the Tank Unit. These are mechanical-type enemies, and as such you should equip Kaim with a ring like the Demon Warrior or Jamming Ring. Start off by taking out the Cannon Unit and Tank Unit; they have less HP and by destroying them you'll be making the tank itself that much weaker. Use physical attacks until both are defeated, and have Jansen cast All-Shield. Enhance your physical attackers' offense, then go to town on the Cannon, and finally the Magic Heavy Tank itself.
Now leave town and re-enter at Numara Port. Head east into the hangar to find Kakanas's new ship, the Slantnose. Climb aboard and ride it out of town. Northwest leads to the Numera Atoll, which is the home of some very powerful monsters you won't be able to defeat until much later in the game. However, you can use the Turn-Tail ability to run away from all the fights there and just pick up the swell treasures for now, including the Regenerate Spell and a Bronze Spirit Band. To advance the story, head northeast to the southern coast of Tosca.

Tosca
Start exploring the town. When you cross the bridge to the northern half of the village you'll receive the Magic-Powered Locater Lv1. A dot will appear on your mini-map to the southwest, so go climb the watchtower there and hit the A button to search around; you should uncover a Dark Crystal Ring and a Dark Crystal Staff for Jansen. Now go stay the night at the Inn to learn the way to Gohtza. At this point you can undertake a sidequest to pay respects to the Kelelon statues, or just head out of town. When you're on the world map, you can check out the Northern Cape for the Lion Heart accessory, but your next stop should be the Old Sorceress's Mansion.

Old Sorceress's Mansion
The enemies in here are considerably stronger than the last batch you faced, so you may want to spend some time to raise a couple levels before venturing in too far. Some enemies, like the Unidentified Life Forms, are immune to all elemental damage, so keep your Force and Gamble spells handy. Other enemies, like the Soul Armors, can only be damaged by magic, so you'll want your team loaded with diverse means of dealing damage. Check out the western hallway to find a mirror with a gem-shaped indentation next to three doors. Open the middle door, fight the monsters that attack you there, then pick up the Large Mirror Jewel and place it in the mirror to the south to open a time portal. Go through and you'll travel back in time.
Before you head down the hallway, move the statue. This will allow you access to a chest when you travel back to the future. Follow the hallways around and head upstairs. Take note of the four symbols on the wheel, particularly their order. Turn the wheel so that the arrow points to the pot on the right to unlock the doors on the second floor, as well as a treasure chest containing a Red-Copper Band. Check out the rooms on the second floor for memories and treasures, including the Wheat Plate, which you'll recognize from that wheel you were told to memorize. Return to the room with the statue and mirror. Push the statue over and continue down the long corridor to the mirror at the end. Go through to reach the east wing, where another mirror will take you back to the present day mansion.
Open the chest that was previously blocked for the Celestial Plate, then go through the entrance to the courtyard. You'll find the Pot Plate and Bow Plate here, so you'll have to place them in their proper locations in the diagram on the ground. Place the Pot Plate in the northern slot, the Wheat Plate in the eastern slot, the Celestial Plate in the southern slot, and the Bow Plate in the western slot to open the gate. Doing so nets you entrance to the Sorceress's Hermitage. Take the stairs there and read the obelisk to make a plate in the diagram behind you light up. You'll have to use the mirrors to warp to the four corners of the hermitage and step on the corresponding plates, four in all. Once you've stepped on the four plates and destroyed the obelisk, head through the door to face the Sorceress in battle. If you'd rather save first, head back to the mansion to do so!

Boss: Old Sorceress
HP: 1,550 each
You'll be facing four Bodies of Thought here, and they'll be constantly attacking the Old Sorceress. Once her HP goes, it's Game Over for you, so you'll need to work fast. Each Body of Thought is aligned to a different element, but every time the Old Sorceress screams, their elements will change, so just forget about trying to hit them with a spell of the opposing element. Instead, enhance your physical attacks and use those, as well as the non-elemental spells Gamble and Force. Each Body of Thought has 1,550 HP, so take them out one at a time without stopping.
Instead of going straight on to the Black Cave, first return to Tosca and speak to the Innkeeper. He'll tell you about some treasure at the entrance to the Old Sorceress's Mansion, where you'll find the Virus spell. You can also learn of a treasure at the Northern Cape; head there to find the Ailment Void spell. When you're ready, proceed to the Black Cave.

The Black Cave
You'll begin in the Maze of Darkness, where you should head to the northwest corner to find a fallen soldier. Next go east and jump over the pit, then continue east to the Foul Swamp. There are firefly nests here, so reach into them to bring one along with you to light the way. Note that they can't make it across the high-wind areas, so you'll have to go grab another one if you lose one. Also, stay out of the green water here, or you'll start to take damage from it. Head north as far as you can to find the way into the Great Hall of Foul Creatures. Proceed around the upper level, grabbing the Scroll of Dissection to the southwest before going east to the Helltrap.
Make sure you've got a firefly on you at all times here to illuminate the pits in the floor; if you fall into one you'll be dropped back to the Foul Swamp, so avoid them! You can find the Refresha spell past the first deviation in the main path, behind a wind tunnel, if you don't mind losing your firefly. Make your way to the southwest exit, which brings you to the lower level of the Great Hall of Foul Creatures. Check the short path off to the right for some treasure, then kick over the obstacle blocking the way ahead. Rough Eaters will start running around the room, and you'll need to kill three groups of them to make the Queen appear. Go find her (she's represented by a red triangle on your mini-map) and attack, making sure you're healed up and equipped with wind-elemental rings.

Boss: Rough Queen
Rough Queen - HP: 1,560Rough Servant - HP: 1,360 each
Level 27 is a good place to be for this battle. The Queen is accompanied by four Rough Servants, all weak to Wind magic. Start off by having Kaim and Seth attacking the Servants while Jansen casts Winda, Cooke uses Casting Support on Ming, and Ming casts All-Wind every turn. Remember to have someone steal her Slot Seed from her at some point. The Queen will send one of her Servants into a frenzy, causing it to perform brutal Rush attacks against you. Target these Servants first before going after the others. Keep killing the Servants even when the Queen summons more to keep her busy; your Wind spells should be chipping away at her life. If she escapes when her HP is low, chase after her and fight her again, taking the opportunity to steal her Slot Seed again, of course.
After the horrors of the Black Cave, it's on to the city of Saman.

City of Saman
As with all cities, explore thoroughly. There's a Pipot here where you can deposit your Seeds, as well as a crow named Dandy who will sell you random items for 50 gold a piece; keep buying items until you get the great Awakening Bracelet, which gives you three extra skill slots. You'll also want to check out the Item Shop for the Secret Ledger and another Slot Seed. Be sure to buy new equipment for your party, as well as the Magic Trial Record so you can learn Composite Magic, then try to exit to the east. Turns out you'll need to bring the Captain with you, so head back to the Inn to find him, then return with him in tow. Board the ship and prepare yourself for another boss battle!

Boss: Mantalas
Mantalas - HP: 3,050Manta - HP: 620 each
Equip yourselves with Earth-elemental and Anti-Paralysis rings. The Mantalas will have three Mantas at its side and will remain off the battlefield until they're all dead, but one cast of Grounda should kill them all. Make sure to hammer the Mantalas with Grounda or All-Grounda when it returns! The Mantalas has only 3,000 or so HP, so a few rounds of this should see it to its doom.
Watch the memory after the battle, then sail on to the Experimental Staff.

Experimental Staff
First thing's first: rest on the cot on the ship and save your game at the save point there. You can also buy the Barricadus and Shieldus spells from Damiroh. Step off the ship to the Marine Division, then continue on to the Power Division. You'll want Anti-Poison and Anti-Seal skills set here to stymie the Uhran guards' efforts to muck up your status. The Uhran Guardsmen each possess a Gate Pass that you can take via the Steal skill in battle. You'll need five of these passes to get past the five energy barriers in the Operations and Upper Divisions, so steal them every time you encounter a Guardsman! You can also use the Bent Needles the defeated Guardsmen drop to make Pickpocket Rings, which allow you to steal while attacking.
In the Operations Division, there is a platform on the northernmost walkway that takes you to the center platform. Use the switch there to reach the Aqua Mine spell, then continue west to the first barrier. Use a Gate Pass to get through, then take the elevator there to the Upper Division. There, head west through the barrier to find the Lotus Ring and White Lotus, then go to the center of the Division and ride the platform there to the right. Use the switch to lift the crate, then ride the platform left, lower the crate, then ride the platform into the crate again to reach the path on the left. Take it to a switch to drop a crate on another platform, then head back to the right path and ride that platform into the crate you just dropped. Go south now through the barrier to reach the Outer Division.
Take the stairs up to find a save point, and use it. You can continue on to the Glass Chamber now, or if you want the materials needed to make a Hammer Ring, go back into the Upper Division the way you came and take the elevator to the east down to Operations. Head into the door across from the elevator and descend the ladder to find a Technician. Deliver his message to another Technician below him. To reach him, push the crate off the edge, lower the platform, drag another crate to the side with the switch, raise the platform, then push that crate off the edge. Lower the platform, give him the message, then deliver his message to the third Technician, who is located down the ladder past the save point in the Outer Division. He'll give you 11 beat stones which can be used to make the hammer ring which inflicts 2x GC damage.
In any case, head into the Glass Chamber to find Gongora. You'll engage him in battle, but you can't win. You can lose, though, if you die within the first five turns of the battle, so cast All-Barricade, All-Generate, and Wall to protect yourselves. You'll then have 12 minutes to get out of the Experimental Staff. The elevators are out, so use the Outer Division stairs to reach the Power Division. Go right, jump over the pit, and continue to the exit, opening the chests along the way for a Red Snake and Snake Ring. Return now to the newly-revived city of Saman.

City of Saman, Part 2
The citizens of Saman are back to normal, and there are a few new things to check out in town. Head to the back of the merchant Oreego's building to find the Auction House, where you can buy items and treasures you've missed in your travels. Next head to Riordan's house and give the man outside it the Secret Ledger. When you enter Riordan's house again you'll find an inspector who'll give you a Spartan Ring and Solid Spartan sword for your work. Try to leave the city and Cooke and Mack will suggest a brief rest, so after you talk strategy, leave the room to sleep for the night. The next day you can speak to the villagers for more memories, then head to the item shop, where some villagers are accusing Talio of being a thief. Proclaim Talio's innocence, listen to who he thinks is the real thief, then head to Dandy the Crow's old stall to find the missing goods. Return them to their rightful owner for a General's Pen. Finally, speak to Sighing Zamilo in the Tavern for a treasure tip, as well as Easygoing Valle in Audun's Item Shop. Speak to Talio back in his usual spot to the west to learn the location of the Splitter spell, then exit the town and head for the Ice Canyon.

Ice Canyon
The enemies here love to target your back-row characters, so make sure you heal after every battle to keep them strong and prepared. Head through the first part of the dungeon, building up your level so that it's at or near 30. The Elmon enemies here can steal your items and make off with them; if you want them back, take the upper path at the east end of the Ice Gorge and challenge the Elmon Leader for them. Continue to the Blizzard Peak, trying not to slide down the icy slopes (although some treasures can only be reached this way) lest you have to backtrack.
You'll eventually see a penguin. When you do, keep going west to find the entrance to its cave. When the penguin slides off, open the chest there for a Warm Vest and leave the cave. Go east past where you first saw the penguin and slide down the first slippery hill there. Grab the penguin to claim its Amulet, which has the helpful Absorb Attack skill attached to it. Continue forward to the wind tunnels and wait for the wind to subside before making your jump over the gaps; you'll obtain the Earrings of Wisdom for your troubles. Next you'll want to jump over the ledges to the west to reach a large pile of snow. Push it over the edge to cause an avalanche that blocks the wind tunnel below, allowing access to the save point. Save there, heal up, and head forward to this dungeon's boss.

Boss: Dinozaoro
HP: 20,160
As stated earlier, you'll want to be at least at level 30 for this boss, probably closer to 31 or 32. The Bio Ring Ultra's a great ring to have equipped since this boss is an Organic, and the Spartan Ring's a good choice as well. Absorb Attack is a fantastic skill to have set to your Immortals, so hopefully you've let Kaim and Seth learn it prior to this. You'll want Sarah, Ming, and Mack in the team because Dinozaoro will use an attack that pulls everyone to the front row, so you'll want characters who can take a beating (or at least have spells that will allow them to take a beating). When the fight begins, have your mages cast All-Shield and All-Generate, followed by Reduce Casting Time and Mental Stability to speed themselves along, as well as Cover on themselves. Mack should cast Powerus on your attackers and Speedus on your mages, and dedicate one mage to cast Zephyr every turn. After the prep work, have the mages casting offensive spells every turn while your fighters go to town with Power Hit. The Dinozaoro has a whopping 20,160 HP, but if you use this strategy you shouldn't be worried.
After defeating Dinozaoro, head to the northeast to find a hidden passage. This will head up above revealing the location of a Royal Seal and a treasure chest containing the Elmon Crown. Note this location for later. You can return to break the Seal as well as find an invisible chest after you complete the ninth cubic music score. For now you have an optional boss you can face.

Optional Boss: Elmon King
HP: 6000
You may have fought the king earlier to regain your stolen goods. However, if you wish to face him for real, you must allow the elmon to first steal the recently acquired crown from you. After having the crown taken from you, return to the King and talk to him in order to engage in a final showdown. He is harder then he was previously so be prepared. He still has 4 minions shielding him and now will cast all-aquara which can deal some serious damage to you. Just do the same as you did before and he'll soon be defeated. You'll regain the crown along with any other stolen goods. You'll also be rewarded with Mind Bangle which teaches MP Max Up 2. The elmon will also no longer steal from you.
To continue onto the industrial city of Gohtza, leave the area to the northwest of where you fought Dinozaoro.

Gohtza City
This will be your only time to fully explore Gohtza City, so don't head to Gohtza Station until you're sure you've seen and done everything you want to. Start off your visit by buying supplies from the shop in Middle Town, including enough ring components from Sigrum's Weapon Emporium to make the Level 2 rings. Loot every building and street of items, though this should go without saying by now. In Low Town, talk to the Khent soldiers by the Abandoned Apartment, then deliver their message to the guards at the Gates of Khent (you'll have to return to the world map to reach it). You'll receive an Obsidian Spirit Band for your troubles. Be sure to open the chest for an Awakening Bracelet before you return to Gohtza. Check out the Abandoned Apartment next for several items, and be sure to visit the Gamblers' Hideout and make some money with the gambler asking for a loan. Lend him 10,000 gold and he will pay you 50,000.
When you've looted the whole city, head to Middle Town and ride the elevator to Gohtza Station. You won't have the proper identification to get through, so go north and take the lift to High Town for a cut scene. Kaim and Sarah will split away from the party, as will Cooke and Mack, dividing your posse into three parties.
Seth-Ride the elevator to High Town and Ming will get you past the guards there. Proceed to the palace and Ming will be put to the test by the king. Use the A button to clear the barriers he sets for her.
Kaim-Follow the man in the hood to the Abandoned Apartment building, then ride the elevator to Floor 7. You'll find the hooded man there in one of the rooms.
Cooke-When you're past the ticket-taker, save at the save point and loot the rest of the city (there should be three more treasures here). Now take the escalator to Platform 1 to find a Circular Dance Discus and Circular Dance Ring for Mack. Go to Platform 3 next and speak to the old woman about the Aurora, then return to Platform 1 and board the train.
Seth-Go to Gohtza Station to find Kaim's party, then let Kaim get you past the ticket-taker and the guards on Platform 2. There you'll split up again.
Kaim-Head back to Platform 2 for a couple of items, then proceed to Platform 3 to watch the events with the elderly folks. You'll then be thrust into battle. In the first fight, have Kaim equip the Lotus Ring and use physical attacks while Sarah casts offensive magic. In the second battle, the enemies will be too far away to attack physically, so have Kaim use offensive magic (or just toss some Bombs). Make sure you destroy the External Engine Unit last, because it will release energy that recovers your MP every turn until it's defeated. The final battle will be against an Armored Train with 5,500 HP. It can make itself immune to physical attacks, so make sure Kaim can still cast offensive spells like Gamble.
Seth-When the cut scenes end, you'll be controlling Gongora of all people. Head to the podium so he can give his speech, then take the portal to Grand Staff. Use all your spells on the acolytes to test them, paying close attention to which spells kill which color acolyte.
Kaim-Heal up and save your game at the save point, then head into the first car to fight a Glacier Beast and Glacier Fragment. Use Ground spells against them and equip Kaim with the Planet Ring to make his attacks more effective. Move quickly through the next car to avoid the encroaching ice, pushing the metallic crates out of your way. Press on through the cars, pushing more crates out of your path, until you reach the car with a note in it. Read it to learn that the door to the caboose needs a password. This password can be obtained by reading the four notes on the wall. For the lazy, the password is 9240. Heal up before you go through, because there are three Glacier Beasts there.
After all that madness, you will be in control of Seth and Tolten in the back alleys of Uhra.

Uhra Back Alleys
You'll start off in the Central Station Square, which triggers the appearance of several guards who don't take too kindly to your presence. Seth and Tolten should have no trouble mowing them down. Make sure you link up Seth to Tolten's skills! Once you're in the back alleys, save, heal, and start looking for the multiple treasures stashed around the area. When you've nabbed them all, climb the ladder to the east to the Main Street. Enter the first door to Tolsan's Inn and you'll meet someone who teaches Tolten how to open royal seals and gives you the Talisman. Equip it immediately to start learning Absorb Magic. Exit via the back door and descend into the city sewers. Head west and close the sluice gate there, then open the sluice gate to the southeast to drain the water. This should reveal some stairs that will take you over the gates to the north. Proceed to the northwest corner and take the exit there to reach the back alley near the castle.
Once again, there are many, many items to obtain here, so search the alley thoroughly. Climb the ladder in the middle of the area and cross the rooftops until you find another ladder, and climb down that. Enter the dark alley to find a Royal Seal which nets Tolten a Royal Knight's Sword and a Royal Knight Ring. Return to the rooftops and keep heading northeast to the ladder there. Climb down, then take the exit to the northeast. Save at the save point, then head east into the Amphitheater of the Sky.
There's a full-scale battle going on here between Uhra and Gohtzan, and you'll have to nudge your way through to the gray prisoner area to the north. You'll have to fight some battles which involve soldiers from both sides, and they'll more than likely attack each other before they attack you. Kill one soldier from one side, then switch to the other and do the same; keeping their numbers even like this prevents them from automatically attacking you. Make sure to heal yourselves after each battle; you'll have to fight a battle with six soldiers just before you reach the prisoner area.

Old Gohtza
Frozen Trail
As Cooke, head south to find Mack, then go north into the wind to the save and heal points up the ladder. Make sure Cooke's equipped with a ring that lets her cast Black Magic spells, then move on to the east.

Gohtza Ruins
Now you're in control of Jansen in the ruins of Gohtza. Save and rest up at the bed if need be, then head outside to find Ming. Place Jansen in the front row now to protect Ming and equip him with the Sword Teaching and Amulet accessories; he'll need their skills to survive the enemies here. The gambler's still in the Abandoned Apartments if you want to make more money via the loan trick , and if you speak to the man outside the casino you'll receive a treasure tip that leads you to a Scroll of Balance.
In any case, exit Low Town on the eastern bridge to reach the Eastern District, jumping over pits and climbing ladders as you head west. Keep going until you're at the Frozen Trail. You'll switch back to Cooke and Mack, so keep walking into the wind until you switch backs again to Jansen and Ming. Keep walking until the two parties meet up for a boss fight.

Boss: Living Ice
HP: 6,350
Have as many party members as you can equip things like the Water Charm and Warrior's Armband, and be sure Ming has learned the Status Analysis skill (if not, then equip someone with the Search Glasses). Spend the first few turns of the battle casting your defensive spells like All-Shield, All-Barricade, and Cover on the front row characters, Mindus on Jansen and Ming, and Powerus on Mack. Start casting Grounda until you've gotten the Living Ice to around 1,600 HP and then stop; it will soon cast Reflect on itself, so you'll need to start attacking physically or tossing Ground Bombs at it until it's dead. Recast Cover on Jansen and Mack, your front row characters, every time the Living Ice casts All-Aquara, and your GC should be fine.

Uhra Sewers
The magic engines that you come across here will disable the attacks of the Magic Tower enemies in the immediate area, so be sure to find them as soon as you can. Your ultimate goal is Conduit #2, but you can check out the smaller areas for treasures. From Conduit #2, head to the Treatment Plant. Descend the ladder straight to the north, then head west. Push the crates to form a bridge, open the chest in the pipe for a Holy Guard, then go back over the bridge and head southeast to a switch. Hit it and go east, then up to a ladder. Climb it. Save your game at the save point, buy some items from the salesman, then head over the bridge to the south. Hit the button to close the northern sluice gate, then open the side gate by hitting the switch to the southwest. Hit the button again so you can cross the gate to the ladder, then climb down into the tank. Take the stairs up, then go north into the Magic Tank. There, descend the ladder and head northeast. Take the southeast bridge and have Sed repair the magic engine, then hit the nearby button to rotate the bridge to make it head southeast. Cross the bridge, climb the ladder, then go east in Conduit #3. Proceed through the conduit to the northwest door, head up the ladder, then exit northeast for a boss fight.

Boss: Magic Beast
HP: 10,550
Rather than attacking the boss directly in this battle, you'll want to attack the dock crane in the background around eight times to make it crash down on the Magic Beast, ending the fight then and there. You won't receive the boss item this way, though. If you want the Crystal Fragment it drops upon attacking it and defeating it the normal way without having to do all that work, just steal the item from it before it's dead.

Gohtzan Refugee Camp
Begin your visit by heading to the northwest corner of town, noting the location of Sonya nearby. You'll find a man there who hasn't had his daily Meal Ration, so agree to get it for him, and quickly dash down to Sonya to grab one before she runs out (you really do have to be quick about this). Return it to him to obtain the Spiky Seed, which you should give to the Pipot here in town .Press valuable,and read the information given and give it to the pipot they ask you to give to. There are some other tasks you can do for the locals while you're at it, so do so at your leisure.
One of these tasks is from the vendor, he'll tell you about a creature called Don Laploss that can be faced on the Frozen Trail. This is an important fight if you want to complete all the treasure hunts. You can't get clue #7 unless you kill Don Laploss.

Optional Boss: Don Laploss
Hp: ??? To face the Don, return to the frozen trail where you found Cooke and Mack. Run around this area until you encounter a bunch of Laplyos. These are the dinosaur looking creatures. The trick now is to allow them to use 'Cry' to summon reinforcements. Eventually, one of the reinforcements will be the Don. Once summoned, defeating the Don shouldn't be much trouble. He has 3 or 4 times the hp of the regular creatures and hits harder. Make short work of him and return to the refuge camp. After talking to the vendor again, head to the medical tent and talk to one of the men on the bed to get the clue to treasure hunt #7. The treasure can be found by nearby hot spring. You reward is the Spire Commander & Ring.
Stock up at the storehouse, and when you're ready to leave, take the north exit to find a drunk who has seen the wreckage of Kaim's train ahead. Continue onward to the Crashed Magic Train Site and the Burning Cave.

Burning Cave
The train's empty, but there are still items around you can collect, particularly the All-Barricadus spell by the entrance to the cave. Spend some time leveling up here to the mid-to-high-30s, then head inside. You'll need to move deftly over the geysers whenever they aren't erupting, but some of them actually contain items; the northeastern geyser has the Cure-All spell in it. When you reach the area filled with noxious gas, run right into it to find the Forcea spell, then quickly run back out. The next batch of poison can be blocked off at the source by knocking a boulder off the ledge above, so do that before trying to make your way through the fumes. Continue forward on the path until you fall into some water, then ramp the pillar to make a treasure chest fall down to your level. Open it, then continue to the save point. Heal and save up, then go north to face this dungeon's boss, the Ice Magic Beast.

Boss: Ice Magic Beast
HP: 10,360
Try to be at level 38 or so for this boss, and have the Planet Ring and Creature Ring equipped. Mack will pretty much be taking down this 10,000+ HP boss by himself, while your other characters will be supporting him, so place him alone in the front row. Make sure you've all got the Water Resistance and Anti-Freeze skills set, and give Mack the Power Bangle. This boss will be Reflected the entire battle, so spells are out. Since Mack is the only physical attacker in this party, he'll be dealing all the damage with his Combo skill. Load him up with the Powerus spell and have him Combo the Ice Magic Beast every turn. The rest of your party should set up All-Shieldus, All-Barricadus, and Covera, and cast healing White magic whenever you sustain damage. If by some chance they get a spare turn, toss a Ground Bomb the boss's way for extra damage.

Great Ancient Ruins
Cross over the large moat on the floating platforms, then head back over some different platforms to reach a chest with a Tablet Fragment in it. Proceed to the Astral Square and walk past the first magic platform to find a Royal Seal that Tolten can unlock; do so for a Golden Gauntlet. Now head back to the platform and use the switch to move it. The next platform's switch is too far away to reach, so your party will split up, with Kaim, Mack, Cooke, and Sarah going forward and Seth, Tolten, Sed, Ming, and Jansen staying to throw the switch (that must be some switch).
In control of Kaim's party, you'll come across a platform that you'll send Seth's way. Take the Magical Lock Key, then take the next platform to the center level of the ruins. Ride the next platform there to the bottom level, then head to the end of the lowest floor. Look in the corner behind the ruined column for the Magic Analysis Book, which opens up the Lv3 Composite Magic skill. Now switch to Seth's party.
Follow the path forward to the lower level, up again, and forward to a red seal on the floor. Keep going east to find a platform you can send Kaim's way, then switch back to Kaim.
Let Kaim's party ride the platform up to join Seth, then activate the platform and ride it to the Hanging Corridor. Heal up and save there, then proceed to the Lunar Palace.
You'll start on the seventh floor and split up into parties again. Have both groups head right and put Kaim's party the platform while Seth's throws the switch to activate it. Kaim's party should check the nearby room for the Dragon Scales, then ascend the western stairs to the top floor of the Lunar Palace. Kick the platform down to Seth's party there.
Switch to Seth's party and head to the other end of the seventh floor to find the platform Kaim's party sent down, then ride it to the sixth floor. Drag the obelisk onto the platform and you'll drop to the fifth floor. Head over the eastern bridge to find a chest with a Trooky Talisman in it. There's another platform to the south that you can drag an obelisk onto to reach the fourth floor, so do so, then head north to a platform with two obelisks on it. Pull one of the obelisks off to make the platform rise.
Switch to Kaim's party and head down to the fourth floor, taking the platforms and stairs to get there. You'll find the one-obelisk platform Seth's party sent up, so drag the obelisk to the platform on the other side and ride down to the third floor. Go to the southwest corner for a Tablet Fragment and stand next to the immovable obelisk.
Switch to Seth's party now and head down the center stairs to the first floor. Go to the southeast corner for the Twin Cross in a treasure chest, then head west. Pull the obelisk off the platform there to send it Kaim's way, then switch to Kaim's party.
Push the obelisk onto the platform Seth's party sent up and ride it down to reunite the parties. Before moving on, you can head back to save and heal as well as fight an optional boss.

Optional Boss: Trooky Queen
HP: 4,840In order to face the Trooky Queen for real, you must first allow one of the Trooky creatures to steal the Trooky Talisman from you. The best place to do this is around the save point and healing sphere. Once the talisman has been taken from you, you can find the Trooky Queen at the bottom of the Lunar Palace in the north east corner.
She has four of Trooky minions. They don't have much health and neither does the Queen. The fight is pretty easy with the only danger coming from the Queen's item blast ability that can hit for a few thousand points of damage. Victory rewards you with a Sorcerous bracelet that teaches Mp Max Up 3. You'll also regain the Trooky Talisman and any other stolen items. Additionally, the Trooky will no longer steal from you.
When ready, you can enter the Throne of the Sun to face the Ancient Fiend.

Boss: Ancient Fiend
HP: 15,880Come into this battle at no less than level 42. The Ancient Fiend will change your formation around in battle, so you'll only want your strongest characters along for this fight. Give your spellcasters abilities that boost their Max HP and Defense, and don't try to change your formation once it's been altered; it will most likely change again. Start off by equipping Goring Rings with Hardened Killer Lv3; this will make attacking and killing the boss's Keystones relatively easy. They've got 6,690 HP each, but they'll fall quickly. Once they're down, switch to a ring with Spirit Killer to make your attacks effective on the Ancient Fiend. Don't try attacking it until those Keystones are dead, though, or it will reflect/counter your attacks right back at you! Have your mages cast All-Barricadus, All Shieldus, and Powerus on your fighters at the start of the battle to further counter the boss's offense.

Numara, Part 3
Numara Bay
Boss: Arthrosaurus
HP: 14,370This battle will have you racing against time, so you can't waste time casting defensive spells; this should be all about offense! Go into the battle with skills like Fire Protection Up, Absorb Attack, Double Items, and Combo. Persistence is another good one, and if you bring in all your Immortals, then everyone can have it! Have your physical attackers use Combo every round, and your mages cast Winda.
After you take down the first Arthrosaurus, you'll have to contend with four more as they approach the city. You must prevent them from entering Numara, or its game over for you. If you do fail, you can retry the event and will begin again facing the four beasts. You can cast Sleep on them to stop their movement for awhile. This is very helpful, especially if you want to grab the available treasure. During this event, there will be small areas you can scan with the Nautilus to get some treasure. After fighting an Arthrosaurus, new areas will appear to scan. (*To be added here: exact treasure available*).
There are several viable strategies to finishing this event. You can sleep the pair on the north or south first, then rush over to the second two and finish them off before returning to kill the slumbering pair. You could also kill one of the pairs, sleep one, kill one, and then kill the last sleeping one.
Regardless of how you kill the four, having succeeded in saving the city, you will return to Numara.

Numara City
When you're safely inside the city, head to the Inn and tune the harp there to obtain 19, count 'em, 19 Capes of Illusion. Use them to upgrade your Baron Thief Ring to a King Thief Ring. Next, speak to everyone in the lobby to learn the location of the Refreshus spell (by the central fountain). Next, head to the Port of Numera entrance and proceed to the Sanuman Family House for another treasure hunt tip that points you to the Reversa Spell. If you head to the back room of the Main Street weapon shop, pull the crate out and examine the bookcase for three Purgatory Ores. Apart from that, stock up on items, heal up, save, then head to Numera Palace for a boss fight!

Boss: Kakanas
Support Heavy Tank A - HP: 4,840Support Heavy Tank B - HP: 4,840Kakanas Heavy Tank - HP: 5,200Kakanas Cannon - HP: 4,160Bring your three best fighters into this battle and two mages that can cast All-Generata and All-Shieldus. Your fighters should have the following skills set: Absorb Attack, Crisis Defense, and Weapon Guard. There are four targets to choose from at the start of the battle, but you should first take down the Cannon, which deals the most damage of any of them. Once the Cannon has been destroyed, take on the Kakanas Heavy Tank. The tank will be draining MP from you constantly, so make sure your fighters are only using physical attacks and no special techs.

White Boa, Part 2
After the battle, be sure to buy the new items from the new shop at the end of the path under the Canal Street bridge. You can also speak to Rona on Main Street and save a trapped bird for six Ancient Statues. When you're ready, get on the White Boa and have the guards open the western gate. There's some nice treasure aboard the White Boa, so search it well before disembarking.
This is a great time to finish the game's several sidequests, since the White Boa can break through the ice blocking several landing points. When you're ready to proceed to the game's final challenge, head to the Grand Staff, breaking through the ice in the Sea of Baus to reach it.

Grand Staff
Once you enter Grand Staff, there's no turning back, so be sure to save aboard the White Boa, and leave a separate save slot for use in this area. The first section of Grand Staff will have you crossing some pipes with hot steam periodically blasting across them thanks to some overhead fans, so you'll need to time your movements to get past them, lest you get knocked down a level (the fans can be shut off at various terminals on each floor, so be sure to keep an eye out for them).
Beyond the save point, cross the bridge and climb up the ladder on the right to find the first terminal. Use it to shut off the fans here, then keep moving, keeping an eye out for another ladder on the right that will take you to the Aquaus spell. Continue to the elevator and ride it to the Second Boiler. The next elevator takes you to the Armory, where you can examine the tanks to battle an enemy known as Experiment No. 1, though the only reason for doing so is to obtain the White Charm item they sometimes (but not too often) drop. Head to the lower area of the Armory and drop through the shaft, then use the nearby terminal to shut off the fans. Next, leap to the platforms on the left and then to the pipe. It's quite slick, so walk carefully across it by holding down the B button. Then ride the lift to the northern area of the Armory for the Shinus spell. Ride the platform back and fall down the shaft until you're back at the Second Boiler, then open the chest for a Sorcerer's Discus for Mack. Take the horizontal platform back to the elevator to return to the Armory, then head past the shaft and ride the next elevator to the First Boiler. You can descend the ladder across from the elevators and proceed to another ladder that takes you to the next terminal. Shut off the fan, then climb down the ladder to the right of the pipe to find some trash cans holding the Godly Dragon Tears and the Groundus spell. Ascend the ladder and go north over the pipe now. Before trying to cross the next pipe, descend the ladder left of it, shove the block into the hole in front of the terminal, then cross over and use the terminal to shut off the fan. Head back to the two elevators now and ride the right one to the First Boiler. At the end of this path are some trash cans with items in them, so grab them and return to the elevator. This time climb the ladder on the left and go right past the tanks and elevator shaft to another ladder. Climb the ladder to find some items, then get on the elevator.
As soon as you get off the elevator at the Central Connector, open your menu and heal up your entire party; you have a boss coming up just a few steps ahead. Prepare by creating a party with two physical attackers in the front row and three spellcasters in the back. Make sure you've got as many of them set with the following skills as you can: Absorb Water, Absorb Earth, Absorb Fire, Absorb Wind, Absorb Magic, Auto Barrier, Ailment Resistance, and Nullify All Elements.

Boss: Nefarious Saints
HP: 1,510 Each Saint is susceptible to only one kind of attack, revealed by their color:
Red: Weak to Fire
Yellow: Weak to Ground
Green: Weak to Wind
Blue: Weak to Water
Gold: Weak to physical attacks
White: Weak to Shadow
Black: Weak to status ailments
Whoever Gongora killed last when you played as him will be gone from this battle, so you'll only be facing six of the above. Start off with the red, yellow, green, and blue Saints first, casting single-target spells on them with the proper element. After that, pummel the gold Saint with regular physical attacks, the white Saint with Shadowus, and the black Saint with Stone.
You'll have the opportunity now to go back out into the world and explore/complete sidequests. When you're ready, follow after the Grand Staff, which has moved to the northern continent in the mountains west of Tosca (check the icon on your map and sail just west of it). Sail the Nautilus into the small inlet along the southwest edge of the mountains. This will trigger another prompt warning that you will not be able to return from this point.

Grand Staff Part 2
Once again in Grand Staff, you'll begin in the Upper Connector. Go south and hit the switch to power up the Transportation Lift, then ride the elevator up and hit the button on the console to shift the platforms. Go east next for some treasure, then ascend the ladders to the Transportation Lift itself. The lift can be rotated into three different positions to access various treasures, as well as travel from floor to floor. You can obtain an Enchanted Necklace on the first floor by heading east past the controls without touching them yet. Return to the controls after that and choose to Rise to the next floor. Rotate the lift in either direction to reach the two treasure chests here, then continue to the next floor. To reach the treasure here, first rotate the lift left to reach the switch and flip it so that you can bring the platform with the treasure on it within range.
On the top level, open the chest at the end of the catwalk for some Lord Earrings, then go up the ladder to the southwest to reach Magic Control. Examine the terminal, then climb down the southern ladder. Push the red buttons to start the pistons, open the chest for the Ambrosia, then head back to the Transportation Lift. Take the northwest ladder now and use the terminal to stop the moving derrick when it's reached its lowest point. That way you can leap across it to find a chest with the Reflect spell in it. Jump back, turn the derrick back on, then return to the Transportation Lift. Ascend the southwest ladder again, then ascend the ladder to the southeast to find three terminals. Use them to stop the three wheels so that their cross bars all end up in a horizontal row, then take this new path to a chest with a Wyvern's Tail in it.

Sub-Boss: The Generals
HP: 4,050 eachThere's an elevator on the northwest catwalk in Magic Control, so take that to the Glass Chamber. Head up the stairs to the save point, then climb down the nearby ladder to the Magic-Powered Unit. When you get near the switch you'll split up into two parties each allowing only 2 characters. Each team of two has to kill an enemy known as the General, and each party has to kill their respective General on the same turn as the other party. To do this, form one party with Kaim and Mack and the second party with Seth and Tolten. (*One melee and one caster immortal is probably easier, one strong melee hit followed by a correct damage up spell cast should kill a General*) Sed will be joining both parties but not as a combatant. Team #1 needs to kill their General first, then Team #2 needs to kill their General the very same turn, or it's Game Over for you (yeah, harsh!). Between turns you'll have the option to use Sed to "Adjust Output," which prevents the next party's General from regaining any HP (once per turn). The Generals have 4,050 HP and are of the Wind/Earth elements, so attack accordingly.
Once both Generals are down, you can take the eastern elevator to the "lower floors" to find some treasure in the Mechanical Lift, or you can return to the Glass Chamber and ride the west elevator back to the "upper floors." Be ready, another boss fight awaits upon your return to the Glass Chamber.

Boss: Magic Beast
HP: 26,790 HP This is the same type of creature fought at the end of the Uhra sewers section. Unfortunately, there is no crane readily available to drop ontop of this one. Its a pretty straight forward boss fight that shouldn't pose much of a challenge. It's nothing the All-Powerus spell and some Combo attacks won't wipe out in a jiffy.
When it's dead, ride the elevator up to the Control Room to find Gongora, who will attack you. To make matters worse, he'll grab one of your teammates and use them to protect himself; when this happens, don't attack him, just keep Defending every turn until this "battle" is over. At that point, you'll have 8 minutes to get your bad selves out of Grand Staff! Its the Experimental Staff all over again. Just keep running back toward the Nautilus, using the Turn-Tail ability to run away from every battle so you're not slowed down.
Back on the Nautilus, you'll be outside the Tower of Mirrors. This is your last chance to go complete any of the game's sidequests, raise levels, or purchase items & equipment, so make sure you're fully prepared (with your party in the low-50s) before you enter the tower for the final confrontation.

Tower of Mirrors
Final Boss: Gongora
Luminous Magic Beast - HP: 55,860Gongora - HP: Unknown
First Phase
Don't go into the battle with Gongora with your level at anything less than the low-50s. Like the fight with the Nefarious Saints, you'll want to have the Absorb Wind, Water, Earth, and Fire skills set, as well as Absorb Magic, Ailment Resistance, Ultimate Analysis, Walla, and Combo. Bring along all your Immortals, and Tolten, too. These skills should protect you from most of the attacks thrown at you in the first part of the fight. Have Sarah and Ming cast All-Generata and All-Powerus right off the bat, then start hammering the Luminous Magic Beast with physical attacks and offensive spells. Once the Beast uses its Ultimate Ray attack, stop casting spells at it, as it will only absorb them. Cast Walla when your GC goes down, and have someone healing whenever your HP starts to dip around the halfway mark. After Gongora shows up, you'll only have your four Immortals to face him, but don't fret when he casts some ridiculously powerful spell upon you; one of your mortal allies will show up to save your bacon every time. Pound Gongora with Combo and your best offensive spells, paying no mind to your MP, as it will soon be refilled.
Second Phase
Now it really is down to your four Immortals! Here's where your Ailment Resistance comes in handy: it will completely block Gongora's Manipulate and Petrification skills. Use the Ultimate Analysis skill every time he shifts elemental types so you know what will work best against him, and nail him with the appropriate spell. At this point, with these skills set to every character, is it nigh impossible to lose. Keep attacking and casting spells until Gongora is finally defeated.

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