This guide should cover pretty much everything you'll need to know for the first Challenge Quest.
If anyone has anything to add, feel free to leave such details in a reply.
What is Challenge Quest?
Read this for the basics:
http://www.bumped.org/psublog/pso2s-...ng-march-11th/
Watch this video by Z-0 to see the entire thing from his perspective:
Spoiler!
Watch this video by FireswordRus to see the entire thing from his perspective as tagger/kiter:
Spoiler!
Z-0's current spreadsheet for optimal organized Challenge runs:
Spoiler!
Etiquette:
- Don't pick up capsules unless there is no designated time manager. If you are not the VR manager, don't pick them up.
- Picking up red crystal (miles) is global, so anyone can do it whenever.
- If you're not confident with the traps, wait for someone else to disable them.
- Don't pick up items dropped by other players (white dots) unless you really need them, or nobody else is picking them up.
- EXP is limited, so try to make sure everyone is present (ie. in the same area) and alive to receive EXP.
- You can only get as far as your multi is able to. This means you need to help them so that they can help you.
- Many rare drops (disks, weapons, units) rely on players dropping them for each other, for maximum effectiveness.
- If you have unwanted disks or other rare equipment, you should drop them for others instead of scrapping them.
- If you're going to drop stuff for other people, try to announce it so that that they will know something is being dropped.
- Don't drop items right next to bosses in combat. Good places include: in front of where everyone will be headed, at intervals, and at the start of new areas.
- If you notice lots of people leaving, then someone in the multi probably screwed up (eg. picking up VR time capsules). Try not to be that person.
- If enemies are targeting you, don't drag them towards people fighting other enemies/bosses.
Crucial Points
- The speed that VR energy time decreases depends on number of players in the multi. This means that you really need to pull your weight.
- Even if someone disconnects, the VR energy time speed will not re-adjust.
- VR energy capsules restore varying amounts (check the item name). For maximum time, only pick VR energy capsules up when the meter has sufficiently depleted.
- For best results, you'll want to try and end every mission with as much time as possible. Yes, it's possible to end every mission with a full VR meter.
- Challenge Dolls NEGATE the VR energy loss from death. You can only carry 2 at once, and you can drop them for other people.
- From interval 2 and onwards, if you have spare Grinders, always keep at least one Challenge Doll on you at all times (but don't rely on it).
- The VR energy timer stops when anyone enters the Interval room. You can assign someone to wait at the exit, to leave immediately and stop the timer.
- Pick up all items that drop from enemies. Watch the map to make sure you've looted everything (green dots). VR energy capsules look like a tiny green hourglass.
- For the Gardine sentries at the start of M3 and M8, attack the center one first, so that it won't summon adds.
Important Basics
- Try to learn how to use EVERY weapon. You can learn weapons in the normal game. Buy cheap weapons/PAs, go to the first monkey quest and experiment!
- Always approach Challenge Mode with the mindset that you're a naked level 1.
- Don't take risks. Always try to avoid getting hit. Dying eats up a large chunk of VR energy. Stay alive, but also stay aggressively offensive.
- Don't forget that you can use any weapon. Just keep in mind that you need to be able to afford them, and that other players need good equip too.
- Shifta/Deband Raid (subpalette 6 and 7 by default) are fairly common. Use them when players are gathered (eg. at loot gems), before major battles, and before intervals end.
- Don't use Shifta/Deband Raid unless you know you will be safe, as it has a very long casting animation.
Tips
- As long as you're not dying a lot, level ups will occur at roughly the same locations. You can avoid wasting healing items by simply waiting for the level up.
- If you're a good player or have good equipment, take the initiative and tag/kill tough enemies ahead of everyone else. You can also pull them away from the party.
- Don't tag multiple bosses, as they will then overlap and fighting them without taking damage will become much more difficult.
- Carrying a magic weapon for Mirage Escape can help with Code Avoid or other sticky situations. Don't forget that Wand Lovers can be switched off.
- A spare gun or gunslash can be used to safely regenerate PP at a distance.
- Always try to aim for the enemy's head or other weak points.
- You can see dropped items on the map as white dots instead of green.
- Organized groups may want to designate a specific person for managing capsules or sorting all loot. Note that if this person disconnects, all their loot will disappear.
Tips for Clearing
- For best possible clear, you'll want to make use of whatever's available and only buy what's necessary.
- Don't try to be a one-man army, a single person can't do everything. If you have good stuff, distribute it evenly amongst the multi.
- You shouldn't have more than one good rare weapon, unless nobody else needs it.
- Good players won't need to buy units. You can hold out and wait for them to drop from gauntlet boxes, etcetra.
- The multi should try to conserve as many items as possible, to convert them into grinders and exchange for Chain Triggers in the final mission.
- Challenge Dolls are only really helpful to prevent deaths that end the run (ie. VR timer is low), and to save time in the final mission. A good multi shouldn't need to buy Challenge Dolls.
- For best clear score, you'll have to assign specific roles for the final mission. It's different in that it requires an organized setup for maximum efficiency.
- If you feel you might die, you should drop your Challenge Doll and then pick it up later. Don't pick up Dolls that aren't yours unless someone is intentionally giving it to you.
Group Roles
Spoiler!
VR Manager: VR管理
This person waits to pick up VR energy capsules when the VR energy time meter is low enough.
They should be the only person picking up VR energy capsules, unless they say otherwise, or unless it's mission 10 (where it's usually okay).
This person needs to know where all the VR energy capsule locations are, including the hidden ones. Refer to the VR energy capsule location section below for more details.
They can wait in a previous area for time to deplete. Note that they won't receive EXP from kills while in another area.
They need to be careful not to leave areas or take one-way jump-pads until all VR energy capsules are picked up.
This person will usually not be involved in combat until the last mission.
Any good equipment they pick up should be handed over to other players, to increase overall effectiveness.
Because this person should not be in combat and should not be dying, they can also carry 2 Challenge Dolls as spares for the rest of the multiparty.
In an organized group, they can also be the same person as the Kiter, except on Mission 5.
Loot Manager: ドロップ管理
This person should be the same person as the VR Manager.
THey will pick up any dropped loot that's left behind.
If anyone needs anything, they can request it from the Loot Manager.
Time Stopper: 先行 (rush)
This person waits at the exit to the next interval, so as to stop the timer as soon as possible and save time.
Note that this means they won't be able to loot the final encounter before the exit.
You can assign a specific person to do this, or let anyone do it. Just make sure multiple people aren't doing it at the same time.
Whoever does this should announce that they're waiting at the exit.
Boss Kiter: タゲ (tag)
Can be the same person as the VR manager, but not during Mission 5 (because of the way the teleports are set up).
There are a few places where a dangerous dragon boss gets in the way and should be kited away from the party.
This is usually done with either Barta (small chance to freeze), or Rifle with One Point. Attacking the boost infection deals more damage.
The dragon boss is usually taken south, where nobody is.
Other players should stay away from the dragon boss until the Kiter has pulled them away.
This is to ensure they don't interfere, and also because the dragon bosses have massive range on their AOE attacks.
Trap Handler, AKA Switch/Button Presser: ボタン (button) スイッチ(switch) 押し (press) 先行 (rush)
This person travels over the trip lasers in mission 3 and 8, and presses the button that deactivates the traps.
Everyone else should wait until this person has deactivated the traps. Triggering a trap summons a Transmizer, which wastes lots of time.
The best person for this is a Dual Blade user (with full PP), as they can travel through and over all the traps using 3-4 Destruct Wings.
Another option is by using trash Jet Boots, which can be used to double jump over the traps.
Note that the Tech weapon dodge, Mirage Escape, will still trigger traps.
Code Avoid Baiter: ブルフ先行 (Bulf rush)
The Gel Bulfs that spawn during Code Avoid will initially go for whoever is nearest to them.
They usually charge twice on initial spawn. They will also change targets if their current target is too far, or dies.
It's possible to minimize deaths to Gel Bulf by having a good dodger bait all of them, and then kite them away from the party.
It should be someone with either Step Advance 3 (from Mission 4's Cougar), a magic weapon with Mirage Escape, or maybe even Twin Machine Guns for Stylish Roll.
Note that Twin Dagger spin does not grant immunity to Gel Bulfs.
This person needs to make sure they stay within visible range of the turret cannon, so that the Gel Bulfs can still be destroyed.
They also need to make sure they do not run through other players.
All other players should stand far away to ensure that the assigned person will be the Gel Bulfs' only target.
Fanji: ファンジ
Can be the same person as the VR manager,.
In mission 6's West route, this person will be captured by the Fanji and forced to duel Dark Agurani while inside the Fanji.
This person is usually a Dual Blade user with Heavenly Kite, or a Twin Machine Gun user. Twin Daggers should work as well, as can Disperse Shrike.
The reason for this is so they can stay high in the sky to avoid Dark Agurani's AOE attacks, whilst simultaneously attacking both Agurani and the Fanji.
This person needs to be ready to jump into the Fanji, before it captures anyone else.
Note that both Tagamikaduchis should be killed quickly, before this person is teleported away, or else they will not receive the massive EXP.
For more details on how to deal with the Fanji, please refer to the mission 6 section of the walkthrough.
Tagger: (no official name)
Not a crucial role, but worth mentioning. A good multi shouldn't need this role.
This can be anyone with good defenses and dodging ability, and good damage. Early Grand Cross users can achieve this very easily.
Taggers can charge ahead of the multi in some areas and tag many enemies (particularly Kartagos), so that the multi will have more breathing space.
Key areas include the dark area in mission 4, and the start of mission 5.
It may be a good idea to ensure that this person is given the best units.
VR Energy Management Tips
Spoiler!
Basically, the VR manager must stay behind and wait for the bar to decrease.
When the bar has decreased sufficiently, the manager picks up VR capsules and then catches up with the multi.
Use this image as reference for when to pick up the VR capsules:
There are three types of VR capsules, and how much they refill is shown in the above image.
Small = 5%, Medium = 15%, Large = 30%
You can use the mission clear text as a ruler/reference of when to pick up capsules.
The above image uses Japanese text at 1920x1080 resolution. It will differ depending on your own setup.
- Depending on how group roles are distributed, there may be times where the VR manager won't be able to pick up capsules. Ask the multi to do it instead.
- Note that some VR capsules cannot be returned to after progressing (eg. after using a jumppad, after exiting the area). Don't forget to pick those up.
- Depending on the strength of the multi, the VR manager will need to catch up to grab loot (eg. Mission 3's Cougar). In those cases, it may be okay to pick up capsules early.
- VR manager can't be in two places at once. If doing multiple roles, be at the right place at the right time, or make sure someone will pick up capsules in their stead.
- In some places, there's an optimal order of picking up VRs (eg. in M5 I go left first, thus giving the right side more time to deal with Cougar).
Communication
Work in progress. Temporary links with information:
http://www.pso-world.com/forums/showthread.php?t=227722
Roles:(copy pasted from final_attack because I'm lazy)
タゲ (Tage) = Tag
VR管理 (VR kanri) or just 管理 or sometimes かんり = VR manager
ファンジ (sometimes it's using hiragana ふぁんじ) = Fanji
先行 (senkou) = Rush (Time stopper)
ブルフ先行 (senkou) = Bulf Rush (rush ahead aggro Code Avoid Gel Bulfs)
Add "やります" after the above to say you're going to do that role.
Under Quick Menu, you can set it as your Online Status Free Message.
Other important messages:
さがってください = "stand back, please" (usually before Code Avoid, Fanji, etc)
待機 = "standby/wait here" (usually during M8's gauntlet if there isn't enough time)
More to come later.
General character setup tips
- Drops are highly random and unreliable. You may not be able to trade for the setup you want.
- For this reason, you should have an ideal setup, and a backup/minimum setup in case you can't get what you want.
- Planning ahead is important because some disks can only be obtained early on.
- Prior to interval 1, you may want to save all disks because you can get away with using normal attacks.
- Casters will suffer from poor PP regen until you can get PP Charge Revival at Interval 1. Melee or ranged weapons are probably better until then.
- Some weapons may seem weak earlier but strong later. The opposite is also true.
- Consensus seems to suggest that Twin Daggers, Twin Machineguns and Launchers become very effective after Mission 5 or 6.
- At Interval 4, it takes 5 weapons and 2 units for any Red weapon. You should save your spare units for this point.
- At Interval 5, a Red weapon and 5 Grinders are required to obtain a Blue weapon.
Recommended Weapons + Skills
General Necessities:
Elemental Weak Hit, Wise Stance, Perfect Keeper
Fury Stance (if melee), Standing Snipe (if ranged)
Melee AOE:
1. Partisan + Partisan Gear + Slide Shaker (always use in the air, it's faster and has more maneuverability)
2. Sword + Sword Gear + Nova Strike / Ride Slasher
Melee Single Target:
1. Katana + Katana Gear + Gekka Zakuro (jump and use it at lowest height possible, repeat).
2. Knuckles + Knuckles Gear + Slide Upper
3. Twin Machinegun + Satellite Aim (lacks maneuverability)
4. Dual Blades + Dual Blades Gear + Heavenly Kite
5. Twin Dagger + Twin Dagger Gear + Symphonic Drive + Twin Dagger Spin Move
Melee Aerial:
1. Dual Blades + Dual Blades Gear + Heavenly Kite
2. Twin Dagger + Twin Dagger Gear + Symphonic Drive + Twin Dagger Spin Move
3. Twin Machinegun + Satellite Aim (lacks maneuverability)
Ranged AOE:
1. Launcher + Cluster Bullet
2. Wand + Foie (use third-person shoulder cam and intentionally graze) or Ra Grants (also applies Panic)
3. Bow + Penetrate Arrow
Ranged Single Target: (not sure about this)
1. Launcher + Concentrate One
2. Tech weapon + Techs
3. Bow + Penetrate Arrow / Master Shoot
Mission walkthrough:
Mission 1 (Forest)
Spoiler!
Enemies don't do much damage here. You can get away with being hit.
If the multi is efficient, mistakes and deaths in the first 4 missions won't matter much.
It's more important to conserve Challenge Dolls and other exchangeable goods for missions 6-10.
Aside from Barta to freeze Burn Drall in Mission 2, it's not necessary to use any disks until Interval 1.
Regular attacks are enough to get through the first two missions.
Try to save all resources for the first recycle shop.
Kill the Rappy before it runs away, then hit it when it wakes up for more drops. It tends to drop disks.
Before or after the Rappy, run left and step on the buttons for access to a box with goodies.
The teleport leads back to the Rappy spawn point.
If you see people still using bare fists, you may want to drop them a weapon.
Clear out all the enemies until you reach Rockbear.
Note that Garongo's roll can be stopped by guarding (preferably Just Guard).
*Level up while clearing Darkers in the large plains area*
One person should run ahead to the left, and activate the buttons on the pillars.
This will allow access to a box that usually has 2 units or grinders.
Mission 2 (Volcanic Caves)
Spoiler!
Drop any extra units for people who might need them.
If a multi is fast, the VR manager will be stuck in area 1 waiting to pick up VR capsules.
Similarly, if the multi is fast, the VR manager can pick VR up a little early, because there will be excess time in area 2.
The multi may want to wait for the VR manager to enter area 2 before breaking any area 2 boxes.
Some Digs and Nordirans will spawn. They are easy to dispatch.
*Level up after clearing the first few Dragonkin*
First Darker pack:
Moving on, some Darkers will spawn: Gwonda/Gwanda (shields), El Ada (wasps), Kartago (lasers) and Dagash (fish).
You can use the environment to shield yourself from the Kartago lasers.
Some people should run ahead and kill the Kartagos from behind.
Foie users can also use Z-aim grazing Foie to kill Kartagos from the front.
If you're confident you won't get hit, tag the El Adas and pull them away from the multi, because having them criss-cross through the multi is bad.
The two paths:
Here, there are two paths, but it's recommended to stay together.
At this point, all drops are important, so everyone will need to loot both paths anyway.
Right path:
The combined group will usually go right first.
After the first single Dagash (fish), a Predicarda and 3 Dicardas will spawn.
They attack as they are spawning, and they hit hard. You can't interrupt them while they are attacking.
It's best to stay away from their spawn positions, so as to not get hit.
Take your time and kill Wolgarda, preferably without getting hit. Aim for its eyes. Don't get stunned by its stomp.
After the boss is defeated, pick up the large VR energy capsule. Press the button.
Pressing the buttons on both sides disables the center fence and summons Vol Dragon.
Behind the VR energy capsule, you can jump up the rocks and run around the upper ledge to pick up a small VR energy capsule.
There'll be a red miles crystal near the VR energy capsule. Grab that for some extra miles.
Left path:
Dragonkin with shields will home in on you while charging, even if you try to move away. You'll need to dodge to avoid their charge.
Also watch out for blue fireballs from the ranged Dragonkin. Especially if they spawn behind you.
Take your time and kill Caterdran, preferably without getting hit. Aim either for its head, its tail or its exposed parts while stretching.
After the boss is defeated, pick up the large VR energy capsule. Press the button when the kiter is ready to kite.
Behind the VR energy capsule, you can jump up the rocks and run around the upper ledge to pick up a small VR energy capsule.
There'll be a red miles crystal near the VR energy capsule. Grab that for some extra miles.
*Level up from defeating the second mini-boss*
Vol Dragon and Beize:
Burn Draal will spawn. One player should grab his attention and pull him away, while players destroy the Beize.
Barta can be used to freeze him. A Rifle with One Point can also suffice.
Note that when Burn Draal emerges from a burrowing, if his primary target is not nearby, he will stop using eruptions.
Instead, he will go looking for a random target, which can cause problems to players doing other things.
Beware that the Beize may grow soon after attacking it, which will deal damage if you're close enough.
A visible red particles affect will appear if the Beize is about to grow.
Keep moving so that the Beize's tendrils don't grab you.
The two buttons:
Moving forward, there will be two buttons. Stepping on one deactivates the other.
The left one has a medium VR energy capsule. The right has a Challenge Doll.
If your multi aims to clear, you should get the Challenge Doll.
However, don't pick it up until Gwanada is down. If you pick it up and die, it will be a waste.
Having someone revive you with a Moon Atomizer is much cheaper.
Gwanada:
Once a button is activated, Gwanada will spawn.
Destroying Gwanada's tentacles will cause it to reveal its belly weak point.
Note that the tentacles will immediately and quickly swing at you if you are within range.
Do not get grabbed by Gwanada, as this will very likely result in death.
If your multi has lots of firepower, letting a person get grabbed can keep Gwanada from submerging.
Burn Draal's fire geysers may erupt beneath you. They will kill instantly.
Watch carefully and run away as soon as you see signs of an eruption (glowing fire at your feet).
Note that they may be difficult to see amidst all the other stuff going on.
It's a good idea to spread out here, to make it easier to see the fire geysers.
The geysers may be focused on you. If so, stay away from the rest of the multi.
Also note that some PAs may leave you wide open during this (eg. Twister Fall).
I highly recommend not using them for this section, unless they are cancellable.
Interval Area 1
Spoiler!When exchanging items, don't exchange stuff that is rare or difficult to obtain.
For example, sometimes a weapon will drop with amazing affixes.
Another example are skill disks such as +Attack, PP Up.
Nearly everything from Cougar NX will be useful.
Other useful disks include: Heavenly Kite, Cluster Bullet, Slide Upper, Ducking Blow, etc.
Many of these are useful to drop for players before reaching intervals, as they significantly increase damage output.
Once you've gotten what you need, drop your spare items for other players.
Don't worry about saving for the next interval, because stuff will drop before then.
It's more important for everyone to max out for the next two missions.
Weapons:
Sword is a good choice if you know how to use it.
It also comes in handy in later missions, for AOE and temporary knockdowns.
Twin Machinegun isn't very effective unless you manage to get Satellite Aim from Cougar NX.
Katana relies on Gekka Zakuro dropping from enemies, but you can also obtain it from the next interval.
Rifle or Twin Daggers will be useful for attacking Barbalilipas in the following missions.
Twin Dagger becomes particularly useful in mission 9 and 10.
Wand is an effective and versatile choice. Its melee hits hard, and you can cast Techs.
Glancing Foie (shoulder-aim Foie to intentionally graze/glance enemies in a row) is very effective in earlier missions.
Note that you will need Wand Gear to use Wand Lovers (total cost of 3 disks).
If you intend to use Techs, you should also get PP Charge Revival (costs 2 disks).
If you're using Techs, make sure you have Foie and Gi Zonde. Barta is only really useful when kiting Burn Draal (Mission 5).
If you don't intend to use Wands right now, Wand Lovers is purchasable at Interval 3.
However, Wands are less useful after Mission 5.
Grand Cross is very powerful, but expensive. It's powerful enough to last until around mission 7, if no other alternatives.
If you really have to use Grand Cross, stick with it until at least Interval 3 or 4, to conserve items for the rest of the multi.
It may be best to designate a single skilled player to exclusively use Grand Cross.
This way, the rest of the multi will still be able to afford decent gear.
Also note that the attached Dual Blades PA, Destruct Wing, is a little difficult to control (you should always use it a short distance away from the intended target).
If you're not good at using Dual Blades, let someone else handle them.
See the weapons section below for more details.
Skills:
There are some fundamental skills such as PP Charge Revival and PP Attack Restorate.
Don't forget to grab the Gear for your weapon, if it's available. Note that all Gears become available at a much later interval.
If you intend to focus on Twin Machineguns, you should get Zero Range Advance.
Depending on what you have planned, you should grab these now, as you won't be able to later.
- If you have unwanted rank 5/popular/rare disks, you should drop them for others instead of scrapping them.
Units:
- Dot units have Spirita 2, as well as hidden +15 HP and blow resist (reduces % of physical damage taken). The set bonus is +20 SATK and 50 HP.
- Each Sai unit has +20 to each attack stat, and hidden +4 PP. The set bonus is +20 RATK and +10 PP
- Subs have high armor and defensive affixes. They also have 4% blow or shot resist. No set bonus, but they also only cost 2 grinders each.
I currently recommend holding off on exchanging units, so as to conserve materials for later missions.
If you really need units, either ask the multi for spares, or buy 1 or 2 Sub Units, as they are relatively cheap.
Mission 3 (Desert)
Spoiler!
Noteworthy random drops: Alba Katana, Alba Bow, Alba Jet Boots, Gekka Zakuro, Master Shoot, Strike Gust, Gi Zonde
Noteworthy Transzexia/Gwanada drops: Shoot Polka, Aerial Shooting, Ra Grants
Deactivating the starting fence will initiate a 120 second gauntlet.
Wait until everyone is running at the fence before deactivating it.
This is important because you need everyone together for maximum speed.
You must reach the end and clear the last pack of enemies within 120 seconds.
If you succeed, you will get extra miles and a box that often gives amazing units.
The path ahead has several triggers that will summon a Mizer.
The Mizer has no loot and wastes time. Ideally, they should never spawn.
Starting the gauntlet:
A set of Gardins/Gardinans will spawn. Melee should stand back, as it's safer.
Kill the one in the center, as it will disable the others and prevent a Mizer from spawning.
A second set will spawn after the first set is defeated. At this point, melee should be close enough to attack.
Be warned that these Gardins/Gardinans cannot be locked onto for a short time after they spawn.
Also, sometimes there will be lag and they won't spawn for a long time.
Darkers in darkness:
Up ahead will be a crazy laser trap. Don't worry, as it will simply darken the area. Avoiding it gives nothing.
As soon as the trap is tripped, move sideways from the center of the pathway to avoid the Kartago laser attack.
You can also hide behind the boxes on the left to avoid it.
Several darkers will spawn. If you can't see them, look at your radar or use lock-on.
Shooting Z-aimed grazing Foies down this path will make short work of the Darkers.
Don't run too far ahead, because some Darkers will spawn further back after the first set is killed.
There will also be one Predicarda (large mantis) that spawns around the center. Be careful not to get hit by it.
Once the darkers are cleared, the lights will turn back on.
First mech pack:
Moving on, some mechs will spawn. Behind the first Spaldion will be a Spalgun that always shoots 3-4 stun grenades.
There will be a Barbalilipa on a high platform. From now on, be wary of their ranged explosion attacks, as they can be very irritating.
Ranged should focus on these Barbalilipas, as they take a while to kill.
How to deactivate the traps:
Ahead will be ground laser traps and spiked pillars. DO NOT trigger the laser traps.
If the lasers are tripped, a Mizer will spawn and the button will turn grey.
Past the traps is a button that deactivates all traps.
The button cannot be stepped on until the Mizer is defeated.
If you're not confident, wait for someone else to get past these traps.
Ideally, a designated player should be waiting at the fence to run ahead of everyone else once the enemies are down.
To avoid the lasers, use the box on the left as reference. The laser will always return after reaching the box.
You'll want to jump over the laser as it is coming towards you, not as it is moving back or about to change directions.
Grand Cross and Jet Boots can be used to get over the lasers, as can other skills like Twin Dagger Spin Move.
If you have enough defense, you can get hit by the spiked pillars without dying, but they should be easy to avoid.
Final gauntlet pack:
Next is 2-3 Gilnatch (healing mechs), 2 Gilnas (mechs that split on death), 2-3 Signo Beats, and another Barbalilipa.
Kill the Gilnatches first to prevent healing. Watch out for the Gilnas laser attack.
Note that you cannot jump to avoid a Signo Beat rushing slice. It has a very tall hitbox.
Ranged should focus on the Barbalilipa and the Gilnas Cores.
Note that Gilnas Cores will always spawn at a set position relative to the Gilnas's death position.
Kill the Gilnas torso or legs quickly to force Gilnas Core to come down.
If you made it in time, you will now be able to access the box that often drops awesome units.
Enter the teleporter when done.
Cougar NX and the phat loots:
You will now be in a small area with a Cougar NX, a few Vidludas (cockroaches with stun attacks).
You can skip Cougar via a jump pad, but it is highly recommended to defeat it.
Defeating Cougar yields rare skills, Techs, PAs and weapons that are extremely useful.
Don't worry about VR time, as there will be a capsule to make up for it.
There are two cyclones that spawn. They always spawn in the same locations: center, then left+right (I think).
The cyclones will send you over the fence, and you cannot get back to pick up loot.
Avoid the cyclones at all costs. Always look around to make sure they didn't spawn near you.
If you start to get sucked in my a cyclone you should be able to dash or Photon Art your way out.
If you got any duplicate units from the box, hide behind something and drop them for other players.
Defeat the Vidludas quickly to prevent them from stunning players.
*Level up from killing the Vidludas*
When fighting Cougar NX, try to avoid getting hit at all. Shock can be used to stun him, but the chance is low.
Cougar NX behavior patterns:
- Cougar draws his sword, and then charges forward with a double sword swing. This has huge range and damage.
- Cougar draws his sword, and then swings his sword twice.
- Cougar dashes back back, and then starts sliding at players multiple times. Best to completely avoid him during this pattern.
- Cougar takes out his guns and starts firing. You can completely avoid this by hugging his legs. However, he tends to run away while doing this.
- Cougar starts strafing while throwing grenades. I think you can avoid them by staying close to him.
The player with maximum hate (aggro) should move him away from the cyclones.
After he is defeated, break the red box near the building for even more goodies.
It's reportedly possible to get Cougar stuck here and shoot him from afar:
http://mmoloda.com/pso2/image.php?id=54873
Be warned that if you're not standing at that position, he may circle around the building.
He will also still be able to hit you with his grenades and bullets.
Cougar may drop Zanba, Twin Yasminkov 2000H, Twinkle Rune, Nova Strike, Satellite Aim or Na Foie.
Distribute his loot amongst the multi. Nova Strike is particularly useful.
Break the red box for more loot, including Trap Shoot, Step Advance 3 and Elemental PP Restorate Field.
Rifle or other long-distance attack users should get Trap Search.
VR managers should not forget to pick up the VR energy capsule before using the jump pad.
Gwanada Nero and Transzexia:
The next area will have two Barbalilipas, a Gwanada Nero and a Transzexia.
They shouldn't spawn until someone enters that area.
Once they've spawned, they will attack each other.
Ranged should focus on the Barbalilipas, as their grenades will interfere with players attacking the bosses.
If left alone, Transzexia may switch to tank mode, which is much more difficult to deal with.
For this reason, defeating Transzexia first is a good idea. Watch out for its tank mode missile attack.
Do not get sucked into Gwanada Nero's grab.
If you have Transzexia's hate/aggro, don't change target to Gwanada Nero.
Doing so will result in bosses overlapping and becoming much more difficult to dodge.
Mission 4 (Forest)
Spoiler!
Noteworthy random drops: Alba Gein (Lances), Alba Cruncher (Knuckles), Alba Gripper (Launcher), Ducking Blow, Cluster Bullet, Ra Grants
Noteworthy boss drops: Status up 3 or 4, Hien Tsubaki, Penetrate Arrow, Gran Wave
Initial Naberius wildlife:
Drop any useful loot you don't need, so that other people can use them.
After clearing the initial monkeys and birds, break the box for some goodies.
Move on to the shallow water area.
First Darker pack:
A ton of Darkers will spawn, including Ludan Sorcerers (caster birds), several Vidludas, 2 Predicarda, 1 Dicarda, and some others.
Strong characters should quickly kill the Vidludas, Ludan Sorcerers and mantises.
*Level up from killing a few Darkers*
Dropship warning:
After clearing a few Darkers, an infected dropship will spawn.
From here onwards, infected dropships will continuously spawn and shoot homing missiles.
These are designated by the red bullseye that appear on the ground before missiles hit.
Always stop what you're doing, and dodge as soon as you see these.
Ranged should take out these dropships ASAP.
Twin Daggers with Raging Waltz/Symphonic Drive and Dual Blades with Heavenly Kite can also take them out.
Code Avoid:
Up ahead is a choke point for many multis.
A ton of Darkers will spawn, along with a single photon cannon and a Code Avoid.
The important thing to remember is to TAKE YOUR TIME here and DO NOT GET HIT.
Gel Bulfs tend to or may always target the person closest to them on spawn.
They will sometimes charge twice, so maintain maximum distance.
Rotate the camera, watch the map and keep moving. Try not to cross other players, so that they don't get hit by Gel Bulfs following you.
You may also use magic weapons or disable Wand Lovers, to spam Mirage Escape (the dodge).
If you time it right, you can simply dodge whenever the Gel Bulfs move.
Beware that Gel Bulf aggro will change when Code Avoid hits 1:00 and 0:30.
Do not sit on the initial photon cannon immediately, as a Gel Bulf always seems to spawn on top of it.
After 5-10 seconds, a second photon cannon will spawn on the opposite side.
Try to kite all enemies away from the photon cannons, so that someone else can use them.
If you kite them towards the entrance, don't take them too far, as waiting for them to come back wastes time.
Don't try to sit on a photon cannon if anything is targeting you.
Before you use a photon cannon, make sure Gel Bulfs don't have you targeted, and are at a distance so you can see them coming.
Use the photon cannons to destroy the Gel Bulfs, or the Darkers if you're safe.
Shooting at the ground doesn't seem to work (the shot disappears).
Once the Gel Bulfs are defeated, you'll gain access to 2 large VR energy capsules.
Hold out on using these as long as possible, for maximum time.
Traps galore:
The elevated section of the next area is filled with containment and explosion traps.
If these traps hit you, you will probably die instantly.
Note that you can jump out of containment traps within 2 seconds of their activation.
Ideally, players who obtained Trap Search from Cougar can clear these out from a distance.
Alternatively, you can use Mirage Escape or take the long route, which has less traps.
Double Rockbear action:
It's a good idea to use Shifta Raid and Deband Raid before entering the next section.
A large amount of Naberius wildlife and two Rockbears will spawn.
There's a containment trap atop the large rock in the center, and an explosion trap on the right side near the tree trunk.
The dropship will also likely reappear and fire missiles at everyone.
Have a player pull the Rockbears away or into corners, so that they won't mess with players clearing the trash mobs.
Remember, don't take risks. Avoid getting hit.
Darkers in darkness - buttons:
There are ~3 containment traps on the right side of the flat ground leading to the next area.
The lights will go out. You'll need to step on THREE buttons to turn them back on.
The button placement is random. Look for the glowing floor panels.
Possible locations: Under the Kartago spawns, in grass, near the red fence to the right, and up on an elevated rock on the far wall.
4-5 Kartagos, 3 Cyclonedas (chain+mace guys), 2 Goldradas and 1-2 mantises will spawn.
These are all very painful to deal with when you can't see.
Watch out for the initial Kartago lasers. Take these out as soon as possible.
Tough players can tag as many enemies as possible to prevent them hitting other players.
Ra Grants can also be used to panic them.
Again, watch out for the dropship missiles.
*Level up from clearing these Darkers*
Activating the switches will also disable barriers surrounding red boxes, and VR capsules.
The red boxes may drop a rare Katana, Dual Blades, Rifle or Bow. These are all great and last for a long while.
Zonde and Grants may also drop. Zonde can be useful for shocking Cougar NXs.
If you happen to obtain one of them and you're not going to use it, drop it for the multi to use.
Darkers in darkness - wall switches:
When these Darkers are dispatched, the lights will go out once players move on.
Before this happens, it may be a good idea to use Shifta Raid and Deband Raid again.
The next area contains several containment traps, and a few explosive traps.
A dropship will still be firing missiles. Be very careful not to get caught or hit by anything.
Two Wolgardas will spawn. Keep them far apart from each other to avoid casualties.
Note that when Wolgarda beats his chest, he will enter "enraged" mode and likely spam diving attacks.
The lights will turn back on if the two Wolgardas are defeated.
This is the fastest method, but also the most risky as it is difficult to see in the dark.
The other way to turn the lights back on is to activate 5-6 wall switches by attacking them.
Their positioning is also random. Check all of the surrounding walls, and try tabbing through lock-on targets.
Possible locations: Far back wall, left/right wall near the entrance, left/right of the fence leading to the next area, and on the vertical surface of the rock on the floor.
Beware of traps near the wall switches.
Fang Time:
As soon as the Wolgardas are down, use another Shifta Raid and Deband Raid while players are looting.
The next enemies are Fang Banther and Fang Banshee. There will also be the control tower for the dropships.
This is another choke point for many multis.
You can completely ignore the tower. Destroying the control tower is not necessary to proceed.
However, the dropships can mess with people. You can simply destroy the dropships instead, though.
Note that if Banshee is left alone, it will sometimes attack the control tower.
The multi split should split the Fangs up so that they don't cross-over. Take advantage of the map size.
If your multi is coordinated, focus fire on each leg to chain stun them. Alternatively, focus fire on their heads.
Fang Banshee requires a face break before taking full head damage, but Fang Banther's head can be attacked immediately.
Note that breaking a leg during the stun animation will not result in a stun.
Again, avoid getting hit at all. If you see them rearing up for their shout, back away, dodge or Just Guard.
When they are using diving attacks, stay away.
As soon as they're down, wait for someone to exit the area, and then pick up the remaining VR energy capsules.
Interval Area 2
Spoiler!Use this time to decide who will go left, and who will go right.
You may also want to start deciding who does what during Mission 10.
Units:
The units here are either the same as or not as good as Interval Area 1. If you really need units, get Adstamina b.
You should keep your spare units for Interval 4, as Red weapons are quite strong and can be upgraded to Blue.
Weapons:
Note that if you picked up any +5 common weapons, they can be strong enough for the next few missions.
Knuckles is great for taking out right side mech enemies (lightning element) and any folllowing Cougar NXs.
Bow with Penetrate Arrow is very good for tagging or destroying large groups of enemies.
Wand is still a versatile and decent choice.
It's recommended to avoid using Assault Rifle, Jet Boots or Wired Lance for the next mission, as they are too weak.
Skills:
It's highly recommended to get Cluster Bullet, for later use throughout Missions 6 through 10.
All Gears only cost 1 disk, so you may want to grab some for future use.
Everyone should get Elemental Weak Hit for possible +3% damage.
Gun users should probably get Dive Roll Shoot.
Bow users can get Rapid Shoot, and Talis users may get Talis Tech Bonus.
HOWEVER, note that higher level versions of these two skills will be available in Interval 4.
Note that Knuckle users may want to wait for Slide Upper to drop, instead of getting Ducking Blow.
Ducking Blow has invincibility at the start, but Slide Upper is faster.
Consumables:
A good multi shouldn't need to buy any Challenge Dolls.
You should already have one from Mission 2.
If you're low on potions, ask the multi to drop some for you.
Mission 5 (Volcanic Caves)
Spoiler!
Noteworthy random drops: Vita Partisan, Vita Dual Blades, Slide Shaker, Heavenly Kite, Destruct Wing, Aiming Shot.
Noteworthy boss drops: Wild Round, Slide Upper, Divine Launcher, Sa Megid.
Burn Drall: Vol Scale, Finbolg, Vol unit set, Flame Tech S Charge.
Note that the Fanji person will need Heavenly Kite. Drop it for them if you get it, and DO NOT pick up and use it if you are not the Fanji person.
First Darker pack:
As soon as you enter and move forward, 3 El Adas will spawn and charge the multi.
After their charge, 2-3 Kartagos will spawn and shoot lasers.
The combination of these two attacks is often fatal. Be ready for them and dodge accordingly.
You can hide behind rocks and mounts to the right.
Vatallus also points out that when Mission 5 starts, you can run straight down the center and the El Adas will miss you.
Shortly after the Kartagos, a Dicarda, a Predicarda, a 2 Goldradas, and 2 more Kartagos will spawn.
Take these out carefully. Don't forget to pick up loot.
Note that if you tag these and then jump up the cliff face, they will have trouble getting to you and repeatedly jump at the cliffside.
However, also note that once the first few enemies are dead and you reach the top of the climb, 3 El Adas will spawn and charge at whoever is closest.
You can avoid these by dashing through them or dropping down so that their charge misses.
*Level up from killing a few Darkers*
Kartago laser assault:
Once all enemies are dead, scale the cliff and a row of 4-5 Kartagos will spawn and shoot lasers.
Dodge or hide to avoid thieir lasers, and then get behind them to take them out.
After all these are down, 4 more will spawn over a wider range. Repeat.
The map will now split into two paths. There are fences on both sides that won't deactivate until enemies of both paths are clear.
For this reason, the multi will need to split up. There isn't enough time to run back and forth between both paths.
Tough players who can deal with Code Avoid should be on the right.
Ra Grants casters, Launchers and other decent AOE should go left.
As the left is easier, I've been told that a good split ratio is 4 left, 8 right.
Note that the more people on the right, the more Gel Bulfs there will be.
It's recommend to have the left clear up to Arms, and then run back to help the right clear Cougar, before teleporting over to Arms.
The right side should try to pick up all loot from the left side, before teleporting to Vol.
Left path: Note: Recommended for players using AOE weapons.
Wolgarda and friends:
Wolgarda will spawn, along with two El Adas and possibly a Kyukuronada.
There will be 2 Solza Blardas on the upper cliff, along with a corrupted turret. Sometimes, one Blarda will fall down into the lava.
Defeat all enemies and proceed. Make sure the multi loots all of these enemies before teleporting to the final area.
Goldrada army:
Several Goldradas will spawn. Soon after this, two rows of Goldradas will spawn across the area, along with one rare version.
When fighting Goldradas, try to stay at maximum jump height to avoid most of their attacks.
You can also take advantage of the surrounding environment to stand above their attack height.
Effective strategies here include Bow Penetrate Arrow, Wired Lance Wild Round, Sword Nova Strike, RaGrants, and Z-aim grazing Foie.
At this point, left group should run back and help right group defeat Cougar NX. The entire multi will then be able to teleport to Falz Arms.
If you need to, pick up VR capsules on the left before heading over to the right, but don't run too far forward because it will trigger Arms.
VR manager should leave left for later if the multi is fast, or they may get stuck at Cougar's 30% after Arms dies.
Falz Arms:
The area will turn dark, and 2 Falz Arms will spawn.
There is a button to disable the darkness in the back-left of the room, but the darkness will return after a few seconds.
For this reason, someone should remain station at the button.
These 2 Arms are 2 separate entities, and they can split into a total of 4.
Be warned that after splitting, they may combine into a tower and swing around, which has huge range and does massive damage.
The easiest way to avoid this is probably either to guard it, or use a magic weapon and Mirage Escape through it.
Avoid standing in lava as you attack Arms. You may want to aim for their legs instead of their butts.
Arms can be stunned by destroying each of its fingers.
Once both Arms are defeated, players on that path will be able to teleport to the opposite path to assist.
Right path: Note: This is definitely the more difficult route. Recommended for players good at bossing and dodging.
Rockbear and friends:
Rockbear will spawn on the immediate right. The multi may want to kill him before splitting up.
There is a Barbalililpa atop the cliff. Be careful not to be hit by his projectiles. Ranged can take him out from ground level.
2 Fordrans will spawn, followed by 2 Garongos. You may want to spawn them early, to take them out faster.
For those who don't know, breaking Fordrans' large horns will disable their magic barrier.
Knock the Garongos down or have them charge into a wall or guard, to prevent them rolling all over the place.
Code Avoid + Transmizers:
Once the fence is deactivated, moving forward will trigger Code Avoid and 2 Transmizers.
The less players nearby, the less Gel Bulfs there will be. If you have around 8 players, there'll be around 3 Gel Bulfs.
Remember that Gel Bulfs tend to or may always target the person closest to them on spawn.
Note that if you are out of their range (eg. fall off the cliff) they will lose interest in you and switch targets.
They will sometimes charge twice (usually on spawn), so maintain maximum distance, but stay within range of the photon cannon.
Rotate the camera, watch the map and keep moving. Try not to cross other players, so that they don't get hit by Gel Bulfs following you.
You may also use magic weapons or disable Wand Lovers, to spam Mirage Escape.
If you time it right, you can simply dodge whenever the Gel Bulfs move.
Note that the turret cannon here seems to be a little buggy. Even if you shoot correctly, sometimes nothing happens.
Do not use the cannon if Gel Bulfs are on top of you.
Beware that Gel Bulf aggro will change when Code Avoid hits 1:00 and 0:30.
Here is my recommended strategy for handling this:
Before moving forward, designate a single person for the Code Avoid to focus on. Everyone else should stay back, near the lava.
This person should be good at dodging (eg. has Mirage Escape, Step Advance 3, is good at Knuckles dodge, etc).
Send this person up alone to trigger everything. When the Gel Bulfs and Mizers spawn, they should focus on that person.
This person should then run around in clear view of the cannon (stay in range), so that other players can destroy the Gel Bulfs.
Other players should tag and split up the Transmizers until Code Avoid is down. Keep them away from the cannon.
Each player should avoid building hate with both Transmizers, because they will then criss-cross and it'll be a mess.
In other words, each player should only focus on a single Transmizer. Don't hit the other one if you've already hit one.
Cougar NX and friends:
After the next fence deactivates, Cougar NX will spawn along with 3 Barbalilipas on pillars, and around 5 Spalzails (suicide bomber mechs).
Be careful not to get killed by the suiciding mechs. Even if you defeat them, their death explosion can still damage you.
The Barbalilipas take a long time to kill (two can be reached by melee), so it may be best to pull the Cougar NX away and fight him outside of their range.
Depending on setup, it is possible to deal damage to Cougar, then hop onto a Barbalillipa pillar. Cougar will then keep jumping into the pillar without attacking.
After the room is clear and everyone focuses on Cougar, ranged attackers may be able to climb onto a pillar to attack safely from a distance.
Once Cougar is defeated, players on that path will be able to teleport to the opposite path to assist.
If you are VR manager, do not use the teleporters after both Cougar and Falz are defeated.
They will teleport you to the final area, and you won't be able to go back to pick up VR capsules.
The final battle:
*Level up from defeating Arms+Cougar*
With both Arms and Cougar down, players will now be able to teleport to the next area.
Burn Drall will appear, along with Caterdran, Caterdraal and at least 10 trash mobs including Windiras (flying Dragonkin) and Dirandals (charging mounted Dragonkin).
Ideally, you'll want to have players split into four groups: Caterdran, Caterdraal, trash mobs, and Burn kiting.
Defeating Caterdran or Caterdraal will disable fences in the north-west that lead to 2 VR energy capsules. Use these efficiently throughout the upcoming battle.
When you're clearing trash mobs, be careful not to hit bosses because they may start attacking you.
Watch out for Windira laser attacks and Dirandals charging around. These can really interfere with other players and should be dealt with immediately.
Windiras will keep spawning for a while after each one is killed. Keep killing them until they stop spawning.
Burn Draal will spam his fire geysers and shoot fireballs across the map. All players need to be constantly moving and avoiding the front of Burn Drall.
Have a player kite him away until everyone is ready (Maninblue says the right side is good, but I often see people pull him to the entrance).
Barta is useful for freezing Drall.
Note that when Burn Draal emerges from a burrowing, if his primary target is not nearby, he will stop using eruptions.
Instead, he will go looking for a random target, which can cause problems to players doing other things.
Some groups like to tag Caterdran/Caterdraal to spawn on top of each other, which can result in a faster kill.
However, beware that this means they may overlap their attacks, which can be fatal.
Once Caterdran and Caterdraal are down, focus on attacking Burn Draal's tail to reset his form and stun him.
Watch out for his tail swipes and fire breath attacks. Always watch out for his fire geysers.
Also beware if he burrows and comes up. He should only come up under the person with maximum hate.
When Burn Draal is stunned from tail break, chain stun him by repeatedly breaking his facial weak points, so that he cannot recover.
For those that don't know, his other weak points are the horn on his head, the horn on his back, and his face.
Ignore the horn on his back, as it's not worth breaking.
Note that every tail break has increased HP, so you want to make sure that he does not get up after the first tail break.
*Multiple level up from defeating lv70 Burn Draal. Congratulations!*
Interval Area 3
Spoiler!At this point, you should decide who will be abducted by Fanji.
The multi's best units should be given to your designated Fanji victim.
The most effective weapon for Fanji is Dual Blades with Dual Blade Gear and Heavenly Kite.
Other weapons can do the trick, but are not nearly as effective. Speed and survival are very important.
You should also decide who will go to which corners of Mission 7.
Upper-Left is Caterdrall. Needs ~3+ people.
Upper-Right is Aronagarda. Needs ~3+ people.
Down-Right has Goldradas. Needs ~1-2 people.
Down-Left has two Dirandals. Needs 1 person.
You'll also need to decide who will kite Vomos.
Units:
The units here are better than before, but you will get the Blitz set very early in the next mission, so don't bother buying units.
Again, you should keep your spare units for Interval 4, as Red weapons are quite strong and can be upgraded to Blue.
Weapons:
Try not to buy weapons if you can do without, but if you have to, the 7 star Launcher and Partisan aren't bad.
The Dual Blades with Disperse Shrike are not very effective, and I recommend avoiding them.
Gunslash with Aiming Shot is reportedly effective, if that's your kind of thing.
Note that common weapons from mission 5 are good enough for mission 6 and 7.
Vol's sword can also be used through to mission 9, but watch for common swords dropping during mission 6 and 7.
Carino Light (Wand) and Gravel Core (Knuckles) are still useful until Interval 4.
Skills:
Everyone should try and get Wise Stance and Perfect Keeper. Don't forget to activate Wise Stance.
If you're not sure what disks may be needed later, exchange unwanted disks, and then hold onto the disks for later.
This is best done with disks that only cost 1 per exchange.
Distribute Heavenly Kite, if it dropped. It's very effective later on. Destruct Wing is good, but not necessary.
If there is a lack of Heavenly Kite, the multi will likely end up using Twin Daggers instead. For this reason, Twin Dagger Spin Move is a must.
Katana users should get Katana Combat. If there is no Katana user, assigning a single player to use Katana Combat can help later on.
Zonde may be useful in mission 10 for possibly shocking Cougar NX Ace.
For those without Cluster Bullet, Nova Strike and Slide Shaker are good for mobbing.
If you don't have/want Nova Strike, you can hold out for Ride Slasher in mission 8.
Make sure you have the Gears for your respective weapon.
Consumables:
A good multi shouldn't need Challenge Dolls, but if you really have to, feel free to purchase some.
Don't forget that you can ask for extras from other multi members.
Mission 6 (Forest)
Spoiler!
Noteworthy random drops: Vita Sword, Vita Rifle, Vita Rod, Sonic Arrow, Piercing Shell, Sa Megid
Noteworthy boss drops: Vita Sword, Vita Rifle, Vita Rod, Status up Lv5-6, Bandersnatch, Tornado Dance, Ein Raketen, Justice Arrow, Gi Barta
Rockbear/Wolgarda drops: Gloam Rain, Able Book
Dark Agurani/Falz Hunar drops: Coat Edge D
From here on out, it is literally a Time Attack. Conserve as much time as possible.
It's highly recommended to take the left path, and stepping on the left button to release Tagamikaduchi.
Animal attack:
In the open area up ahead, many Naberius wildlife will spawn.
Use AOE attacks like Cluster Bullet to dispatch them quickly.
Break the boxes for some consumables, and then take the left path.
Right path: Note: Only take this path if you have no time and just want to get as far as you can before time runs out.
Wolgardas and Hunar:
There will be two Wolgardas and Falz Hunar. Defeating the Wolgardas will spawn a Photon Cannon that can be used to attack Hunar.
Have someone tank Hunar and keep him away from the Photon Cannon and Wolgardas.
The other players should beat up the Wolgardas as quickly as possible.
When Hunar prepares for his large AOE attacks, DO NOT stand next to him and get killed.
Also, DO NOT charge the Photon Cannon if Hunar is likely to hit you out of it.
Once Hunar is defeated, you'll be able to go straight to Mission 7.
Note that, with this route, you will miss out on great units, a ton of EXP, and other goodies.
Left path: Note: If you intend to clear Challenge, you should take this path.
First dark tunnel:
There's a VR capsule here. The VR manager should take it when needed. The others can be picked up by the Fanji victim.
Dagans will burrow out of the ground. Use AOE to dispatch them quickly.
When the Dagans are gone, move forward together.
This is important, as the multi needs to destroy the Tagamikaduchis before the Fanji'd person is teleported away.
If you don't destroy them in time, The Fanji abductee will not get the level ups or units.
Tagamikaduchis with units vs random luck box:
The VR manager should ignore capsules from here onwards, unless the multi is desperately low on time.
As you approach the two switches, a Fanji will spawn.
The designated abductee should step on the left button, and then move in front of the Fanji and jump until they are abducted.
In case of lag, the rest of the multi should keep their distance, preferably to the left side of the map.
That should give the abductee time to chase after the Fanji if needed.
In case something happens, always watch the Fanji and run away if you're not designated to deal with it.
From the left, the multi should still be able to attack the Tagamikaduchis.
Both Tagamikaduchis should be defeated before the Fanji abductee is teleported away, or they will not receive the units or EXP.
The Tagamikaduchis will drop the Blitz Arm or Leg. It's a two piece unit set.
Everyone should drop and share unneeded Blitz units, so to maximize the amount of people with the set bonus.
*Level up x4 from defeating Tagamikaduchis*
Instead of Tagamikaduchis, you can hop on the right button to gain access to a red box.
However, this is highly unrecommended, as you won't get the units or EXP.
The red box also relies highly RNG, and none of its items are particularly necessary for a clear.
Here is a list of what it can drop:
Heretic End, Heretically, Storm Shade, Heretic Saw, Guilty Break, Holding Current, Slide End, Orchestra, Illusion Rave, Flash Thousan, Slash Rave, Kazan Nadesico, Kestral Rampage, Inpact Slider, Cosmo Breaker, Elder Rebellion, Last Nemesis, Vint Jeeker, Il Zonde, Voltech PP Save, Quick Mate.
Fanji and Dark Agurani: This info applies only to the Fanji abductee.
The Fanji abductee should have Dual Blades (common or rare), Dual Blade Gear, and Heavenly Kite.
Try to tab cycle lock onto Agurani's core behind its head.
From there, simply spam this combo: Heavenly Kite -> Photon Blades -> regular attack -> repeat.
You must stay in the air, so as to not get hit by Agurani's attacks.
If Agurani hops away, focus on breaking out of the Fanji ASAP.
Beware that Agurani can hop onto a high surface and spam projectiles that will hit you inside the Fanji.
If possible, try to defeat Agurani near the center of the area, so that the multi can pick up the loot easily.
Once Agurani and the Fanji are down, pick up the Miles crystal and step on the button.
I think you can also break Dark Agurani's loot gem, and the rest of the multi will be able to loot it (needs confirmation).
You can now run backwards throughout the level, stepping on buttons to deactivate the tunnel spawns.
The buttons will also create teleports that lead to the exit. Don't use the teleporters yet.
Run all the way back to the Tagamikaduchis, picking up drops and VR capsules on the way, until you get your Blitz units.
Note that if the Fanji abductee was teleported before Tagamikaduchis were defeated, Blitz units will not drop for them.
You can then teleport back and head to Mission 7.
Second dark tunnel:
The rest of the multi will need to head towards the Fanji abductee, defeating enemies along the way.
Three Kyukuronedas (pillar darkers) will spawn. Break their crotches to weaken them.
In the lit area ahead, 3 Garongos will spawn, followed by another 3.
Guard or dodge their initial attack, then knock them over and attack their underside.
Third dark tunnel:
Several Predicardas will spawn. Watch out for their spawning attack.
Knock them down and beat them up. Move on.
Triple Rockbears:
Up ahead are three Rockbears.
Dispatch them however you like, as long as you don't get hit.
Final dark tunnel:
Kartagos will spawn. Get behind them (near the red fence) and take them out.
Several more will spawn. Clear those as well.
Onwards to the exit:
If your Fanji abductee is fast, you should have been able to skip the final tunnel.
If you're at Rockbear, take the teleport and then run to Agurani's loot gem and loot him.
If you're already at the final tunnel, just run to Agurani's loot gem and loot him.
You can now head to Mission 7.
Mission 7 (Volcanic Caves)
Spoiler!
Noteworthy random drops: Vita T Dagger, Vita T Machinegun, Vita Wand, Assassin Claw, Braolett Zero, Agito, Niren Agito, Symphonic Drive, Heel Stab, Gi Barta
Noteworthy boss drops: Imperial Pick, Sacred Duster, SSPN Launcher, Demonic Fork, God Staff Tsukuyomi, Ride Slasher, Diffuse Shell, Ra Foie
This is a more difficult version of Mission 2.
Again, be as quick as possible to conserve as much time as you can.
You should have already decided who will go where.
VR managers take note: VR capsules in Mission 7 do not glow.
Dragonkin at the entrance:
A bunch of Dirandals (Dragonkin riding horned Dragonkin) will appear and start charging back and forth.
Well-placed Cluster Bullets can take them out. You can also knock them down and then beat them up.
Darkers in the center area:
2 Goldradas, 2 Solza Blardas, a Gwonda and Gwanda and some other Darkers will spawn.
The real danger to watch for here are the 2 El Adas who will charge forward soon after they spawn. Be sure to not get hit by their charge.
Goldradas are easily stunned by attacking their face or behind their head. Don't stand near them if they detonate.
There is a VR capsule in the center island. Don't forget to pick it up.
When all Darkers are down, the multi can split up.
Splitting into two groups:
Left:
Three Windiras will spawn, along with a few other Dragonkin.
Defeat them to unlock the barriers.
Right:
Some Kartagos, El Dagans and mantises will spawn.
Defeat them all, and be careful not to get hit by any of them.
One Kartago will spawn late in the lava. Dispatch it quickly.
After they're all g one, the barriers will open.
Splitting into four groups:
Down-Left:
Two Dirandals will spawn. Attack the rider to defeat them more quickly.
Pick up the Miles capsule while stepping on the button, then run north to help with Caterdrall.
Don't forget to loot your side of the map.
Upper-Left:
Caterdrall will spawn. Kick his butt. Tail. Thing.
Or simply attack his unarmored area when he stretched himself.
Knuckles, particularly Slide Upper, should be effective on him.
When you're done, loot your side of the map.
Step on the button when the kiter is ready.
Don't forget to pick up the VR capsule on the upper ledge, as well as atop the button.
Down-Right:
There'll be a Solza Blarda and a Goldrada or two.
Once you're done with them, step on the button and then help with Aronagarda if you can.
Don't forget to loot your side of the map.
Upper-Right:
Aronagarda will spawn. Dual Blade with Heavenly Kite and Dual Blade Gear Photon Blades makes him trivial.
Knuckle also works well on him, especially lightning Gravel Core with Element Weak Hit.
When you're done, loot your side of the map.
Step on the button when the kiter is ready.
Don't forget to pick up the VR capsule on the upper ledge, as well as atop the button.
Kiting Vomos:
The kiter should be positioned and waiting for Vomos to spawn, just like Mission 2.
However, when kiting Vomos, be warned that there is no time to pause - you must keep moving.
Vomos will appear once all 4 buttons have been activated.
The kiter should tag him with a ranged weapon, and drag him south.
The rest of the multi should avoid Vomos, because of hate/aggro issues, and his AOE.
Vomos will always precede his large AOE swing by flying up first.
Use this as a warning on when to dodge if it looks like you'll get caught by the AOE.
If you have to, carry a magic weapon for Mirage Escape.
It is possible to kite Vomos to the hidden VR at A2 (atop the cliff).
Staying there will cause the AI to jump up and down repeatedly.
Destroying the Beize:
After Vomos has been kited south, the multi can destroy the Beize.
The kiter will want to kite Vomos to other parts of the map while the multi fights Gwanada Nero.
Pick up the VR capsule under the Beize as soon as it's destroyed.
Darkers at the exit:
Don't worry if the multi was too slow and the Beize exploded, just finish the map as normal.
There'll be two button, as before. Pick up groups will likely require the VR capsule.
If you are in a good organized run, aiming for the highest score possible, take the Challenge Doll.
Regardless, if it looks like you don't need the VR capsule, then just take the Challenge Doll.
Once you step on a switch, Gwanada Nero will spawn alongside 2 sets of Darkers on either side of it.
Each set includes 1 El Ada, an El Dagan or two, and an ultimate version of the Dagan.
Ignore Gwanada Nero and avoid the El Ada, and then dispatch the Dagans.
You can now focus on Gwanada Nero. Destroy its tentacles, then attack the belly.
Note that you don't need to worry about fire geysers, because Vomos does not use them.
*Level up for killing Gwanada Nero*
As soon as Gwanada Nero is down, have someone exit.
Everyone else should now run back and pick up their loot from the other side of the map.
Be careful not to run into Vomos as he is being kited around.
Interval Area 4
Spoiler!Immediately drop all goodies obtained in the last two missions. There should be many.
Finish deciding who will be doing what in Mission 10.
You'll also need to start scrapping unwanted items, because there won't be enough time next Interval to do so.
Make sure the items are truly unwanted before scrapping them.
Units:
Distribute any extra Blitz, Flame or Vol units. Scrap any unwanted ones.
Weapons:
If your multi is short on Dual Blades with Heavenly Kite, stock up on Twin Dagger with Symphonic Drive.
You'll need also AOE. Everyone should have either:
- Partisan with Gear and Slide Shaker. Raizenoch, Imperial Pick or even a common Partisan. Note that Bruunak tends to drop in Mission 8.
- Sword with Nova Strike or Ride Slasher. Vol's Scale, Coat Edge D, or Vita Sword if you have to. Only get Red Sword if you're stuck with a Zanba level weapon.
- Launcher with Cluster Bullet. Ridoltiv or even a common Launcher is fine. Don't get a Red one, because Panzer Fausts often drop in Mission 9.
- Bow with Penetrate Arrow. A common one is probably fine.
Skills:
Melee should get Fury Stance, as it gives 110% melee damage, but only 101% ranged damage.
Ranged can go for Standing Snipe instead, which gives 115% after standing still for one second.
Gi Barta can freeze Goldradas in Mission 8 and 10, but is otherwise not much use. Necessary for small multis.
Rapid Shoot and Talis Tech Bonus are higher levels than previous Intervals.
Make sure you get the Gears you need, and exchange leftover discs for Gears you may need later.
Consumables:
No need for Challenge dolls if your multi is good enough.
You may want to stock up on some Star Atomizers for the end of Mission 9.
If you can, try to distribute them evenly throughout the multi.
Mission 8 (Desert)
Spoiler!
Noteworthy random drops: Bruunak (Partisan), LuidBrova (Double Saber), Fromeberou (Gunslash), Dio Grevarn (Jet Boots), Sakura End, Gravity Point, Moment Gale, Ra Foie
Blue box drops: Grinder, Vent unit set (arm and leg).
This is a more difficult version of Mission 3. Unlike Mission 3, there is no room for mistakes.
Deactivating the starting fence will initiate a 110 second gauntlet.
Wait until everyone is running at the fence before deactivating it.
This is even more important than before. HOWEVER, if VR is low, start ASAP.
You must reach the end and clear the last pack of enemies within 110 seconds.
If you succeed, you will get extra miles and a box that often gives amazing units.
The path ahead has several triggers that will summon a Mizer.
The Mizer has no loot and wastes time. Ideally, they should never spawn.
If your multi won't make it in time, simply wait at the area before the tripwire lasers.
After a short time, a teleporter will appear and allow you to teleport to the next section.
However, if you move forward into the next area, you will need to clear all enemies before the teleporter appears.
If you do decide to use the teleport skip, make sure your VR manager picks up the VR capsules in between the tripwire lasers.
Starting the gauntlet:
Wait for everyone to be standing at the fence before you deactivate it, otherwise the gauntlet will likely fail.
Upon moving forward, the map will become dark. There will be a Barbalilipa standing in the middle of the path.
Melee should stand back. DO NOT move forward.
The Barbalilipa basically serves as a trap to bait people into moving forward.
Up ahead, a set of Gardins/Gardinans should spawn. Be warned that they cannot be locked onto for a short time after they spawn.
Attack the one in the center ASAP, so that they won't summon a Mizer. Preferably with ranged. You can also use a barehanded Foie to achieve this.
[B]Once the middle one is stunned, melee can move forward. However, DO NOT move beyond the set of Gardins/Gardinans.
A second set of Gardins/Gardinans will spawn to the left, behind a wall. If you're too close, you will trigger the alarm.
Depending on server lag, the Gardins/Gardinans may see players before players see them, and a Mizer will instantly appear.
Again, take the center one out, preferably with ranged. As soon as it's stunned, everyone can move forward.
It is possible for someone fast enough to stun both of the center ones before an alarm, but it's so iffy (especially in lag) that I stopped risking it.
When the Gardins/Gardinans are down, you can take out the Barbalilipa.
There will be a hidden VR capsule on the left of this area.
Darkers in darkness:
Moving forward, Kartagos will spawn up the path ahead. They will shoot lasers down the center, as before.
Again, you can hide behind boxes on the left, but because there's less time, it's better to keep moving forward while dodging the lasers.
Ranged should stand and wait where the boxes are, and use attacks like Cluster Bullet, Penetrate Arrow, grazing Foie.
Several Darkers will spawn along the path, including Ultimate versions.
After defeating the initial Kartagos and the Darkers, more Darkers will spawn, and Kartagos will teleport in, next to the boxes.
Beware, the Kartagos will be facing whoever is closest to them.
Optimally, you want them to be facing north, so that ranged can easily shoot their weak points from behind.
After they are all cleared, the multi can move forward.
Mechs, Barbalilipa:
Moving on, lots of mechs will spawn, including Gilnas and Spalzile suicide bombers.
There will be a Barbalilipa on a high platform in the upper right corner.
Next to the Barbalilipa is a switch that turns the lights on temporarily.
There will also be a VR capsule next to him. You'll need a skill like Symphonic Drive or Heavenly Kite to reach these.
After all the enemies are down, the fence surrounding the VR capsule will be disabled.
At this point, your multi should have a rough idea of if there is time left to complete the gauntlet.
If your multi won't make it in time, simply wait at the area before the tripwire lasers.
After a short time, a teleporter will appear and allow you to teleport to the next section.
However, if you move forward into the next area, you will need to clear all enemies before the teleporter appears.
If you do decide to use the teleport skip, make sure your VR manager picks up the VR capsules in between the tripwire lasers.
Tripwire laser traps:
Ahead will be ground laser traps and spiked pillars.
If you're not very confident, wait for someone else to get past these traps.
Past the traps is a button that deactivates all traps.
If the lasers are tripped, a Mizer will spawn and the button will turn grey.
The button cannot be stepped on until the Mizer is defeated.
Note that the lasers are hard to see without the lights turned on.
Ideally, a designated player should be waiting at the fence to run ahead of everyone else once the enemies are down.
To avoid the lasers, use the box on the left as reference. The laser will always return after reaching the box.
You'll want to jump over the laser as it is coming towards you, not as it is moving back or about to change directions.
Grand Cross and Jet Boots can be used to get over the lasers, as can other skills like Twin Dagger Spin Move.
Final gauntlet pack:
Up ahead will be a circle of exploding ice barrels, and Barbalilipa on top of a platform.
There is another barrel next to the Barbalilipa, atop the platform.
Upwards of 8 Goldradas will spawn around the entire area.
The ideal strategy here is to have the laser jumper enter the area, stand at the mile crystal, and detonate the barrels.
What will happen is the Goldradas will spawn, run to the laser jumper, and then get destroyed by the barrels.
The mile crystal is a safe spot. Standing literally on top of the mile crystal will ensure safety from barrel explosion.
The chain explosion should kill or severely weaken the Barbalilipa.
Note that if someone else runs up before detonation, the Goldradas will split, and the above strategy won't work.
However, if you do not use this strategy (due to disorganized PUGs or whatever), you can simply use AOE to kill the Goldradas.
But be warned that killing them without the barrels will take much more time.
If you completed the gauntlet within 110 seconds, you will now be able to access the box that often drops even more awesome units.
At the start of Mission 9, you may want to drop excess units for people to complete their set.
Don't forget to pick up any remaining VR capsules or mile crystals.
Enter the teleporter when ready.
99 Goldradas:
There'll be a VR capsule before the teleporter. There is another hidden one to the right.
VR manager take care to pick both up before jumping.
Don't use the jump pad until most players are there and ready to jump with you.
After jumping over the fence, you will have to fight 99 Goldradas. These Goldradas don't have much HP.
They will spawn horizontally across the field. There are ice barrels that can be detonated to kill them.
Do not stand near them when they explode, as you will take damage. Only the area near the fence is safe from barrels.
Ranged should stand by the fence and fire Penetrate Arrow or Cluster Bullet.
Melee can move forward to attack Goldradas as they spawn. Move away from defeated Goldradas, so as to not get caught in their suicide bomb.
Partisan with Slide Shaker is recommended for this, because of its range, damage and maneuverability.
With Partisan, simply camp where you can reach the most spawns, while staying out of bomb range.
You may even be able to avoid explosions if you're at maximum jump height (unconfirmed).
If the multi is having trouble, melee can help protect the ranged from rushing Goldradas.
There are also two photon cannon turrets in the left and right corners next to the fence.
You can use these to help, although I personally find it difficult to hit many Goldradas with the slow-moving laser.
It should be faster to simply use regular weapons.
When all the Goldradas are destroyed, you can move forward to Mission 9, hopefully with nearly full VR energy.
DO NOT detonate the final barrel in the center when players are heading to the next map.
There will be one more VR near the exit, to the left. Pick it up before moving on.
Mission 9 (Forest)
Spoiler!
Noteworthy random drops: Fighting Beat, Panzerfaust, Evil Cursed, Heavenly Fall, Heartless Impact, Concentrate One, Na Zan
Noteworthy red box drops: Grinder, Fegali unit set (rear, leg)
Noteworthy boss drops: Akane (Twin Daggers), Holy Ray, God Staff Amaterasu, Shunka Shunran, Kamikaze Arrow, Vint Jeeker
Fang Banshee: Kay Traitor
Banther Donna: Chrotov M238 (innate Elder Rebellion)
Banther Ong: Hyurio Sangoku (innate Hatou Rindou)
This is a more difficult version of Mission 4.
You'll want to clear this as quickly as possible.
For best results, try to finish this with maximum time for Mission 10.
VR managers take note: VR capsules in Mission 9 do not glow, and their position will be randomized to one of three places per map cell, hidden in bushes.
During Mission 9, it's a good idea to let the multi pick up capsules if they find them.
See the above image for information on where the capsules may be.
Traps, Naberius wildlife:
Pick up the VR capsule at the entrance if necessary.
You may want to drop spare units so that other people can complete their unit sets. But do it quickly.
Moving on, DO NOT jump atop the rocks. There are many big explosive traps that need to be disabled first.
Preferably, have someone with Trap Search shoot these from afar.
Once the traps are clear, the multi can destroy the Naberius wildlife that spawn, and then move on.
There will be a VR capsule hidden in this area, in one of three random positions. Don't forget to pick it up before moving on.
Gwondas and Gwandas:
As you reach the pool of water, 6-7 Gwondas and Gwandas will spawn, as well as a Predicarda mantis or two.
An infected dropship will also appear and start firing missiles at the multi.
Beware that there are still explosive traps in this area that will detonate if you get close.
Gwondas/Gwandas can be taken out by well-aimed Cluster Bullets.
I like to aim so that the Cluster Bullet explosion hits the weak point behind them, but it is difficult to hit all at once.
You can also get behind them and beat them up. Alternatively, knock them down with a PA or Tech.
If possible, destroy the infected dropship before you move on.
There will be a VR capsule hidden in this area, in one of three random positions. Don't forget to pick it up before moving on.
Code Avoid
Moving on, Code Avoid will spawn, along with many Darkers.
These including Vidludas (stunning cockroaches), Ludan Sorcerers (mage birds), Cyclonedas (one-eyed ball'n'chain), Kyukuronadas (one-eyed pillar) and a Lanz Vareda (large bird).
Watch out for the Vidluda stuns, Sorcerer scythe projectiles/magic, and Cycloneda ball and mace attacks.
Beware that there are still explosive traps in this area that will detonate if you get close.
Note that the photon cannon turrets have changed position and will now be placed at the far end, opposite to each other.
The Code Avoid Gel Bulfs will likely also spawn near them, so you'll have to kite them away before getting a chance to fire.
Again, don't kite the Gel Bulfs out of cannon range, because it'll waste time. Time is of the essence here.
Beware that Gel Bulf aggro will change when Code Avoid hits 1:00 and 0:30.
If possible, destroy the infected dropship before you move on.
Agnis and more traps
Six Agnis will spawn around the map. All of them need to be defeated before moving on.
Beware that there are many explosive traps in this entire area that will detonate if you get close.
Symphonic Drive does a great job of incapacitating the Agnis (by knocking them down).
The fence will disable once they're down, allowing the multi to proceed.
There will be a VR capsule hidden in this area, in one of three random positions. Don't forget to pick it up before moving on.
Ultimate Naberius wildlife
Tons of Ultimate Naberius wildlife will spawn, along with regular Garongos.
Bombard these with AOE, and they will go down quickly.
In general, it's a good idea to have melee in front and ranged behind them.
If possible, destroy the infected dropship before you move on.
Dark Ragne in the dark
The area will turn dark again. No explosive traps in this area.
Several Kartagos and Ludan Sorcerers will spawn, followed by Dark Ragne.
There will be a weight/wait switch in the center. The multi should try to stand on this as much as possible.
However, all of these enemies have attacks that make standing still difficult. Dispatch them all as quickly as possible.
If you have enough people with Symphonic Drive/Heavenly Kite, you won't need to break Ragne's legs - just go for the core.
The weight/wait switch will disable the fence, allowing access to a VR capsule, and a red box.
The units in the red box aren't crucial, but sometimes you'll get some leg units.
Priority should go to players who weren't able to complete any previous unit set.
Depending on the multi and time remaining, you may want to completely ignore the weight/wait switch.
Alternatively, you can have one player move forward to tag Bayari and pull him to the switch.
Bayari in the dark
There are several explosive traps in this area.
Bayari will spawn. He is basically Rockbear.
You can pull him back to the wait/weight switch, or fight him where he stands.
As before, there are switches on the walls to turn the lights back on, but there is no time for these.
Simply lock onto Bayari's head and beat him up.
Beware that getting hit by his attacks tends to debuff you with a reduced max HP debuff.
When he's down, don't forget to check if the final VR capsule was randomly placed before the fence.
Wait for everyone to gather at the jump pad, throw Shiftaraid and Debanraid if you want, and then jump together.
Fang Banshee, Donner and Ong
As soon as everyone enters the area, go all out and try to kill the Fang Banshee immediately.
When Fang Donner and Ong arrive, the multi should move to the corner between the dropship control crystal and the fence.
From that position, everyone should spam AOE attacks, preferably Ride Slasher, Nova Strike or Slide Shaker.
Katana Combat + Gekka Zakuro also seems to work if they are overlapping.
Don't separate from the rest of the multi, because the Banthers should be kept together.
Players with Star Atomizer should throw them when the multi takes hits, so as to prevent deaths.
As soon as they're down, loot them and head to the exit.
There will be a VR capsule hidden in this area, in one of two random positions (the third being before the fence). Don't forget to pick it up before moving on.
Interval Area 5
Spoiler!You'll find there isn't much time to sort everything here.
Quickly drop all the stuff you don't need, so that it can be distributed or scrapped.
Hopefully, you were able to scrap some unwanted stuff for Grinders in Interval 4, to save time.
Make sure the items are truly unwanted before scrapping.
If you can, you'll also want to have decided who will focus on which enemies.
You may also want to decide who will use Chain Trigger and in what order.
Weapons:
Dual Blades + Heavenly Kite is the general best overall option.
If possible, have someone with Katana Combat and save it for the trash in the last room.
You can convert Red weapons into Blue weapons, at the cost of some Grinders.
If your multi was lucky, you should have obtained many rare weapons, and shouldn't need to exchange for many Blues.
If your multi was unlucky, I recommend having lots of Twin Dagger + Symphonic Drives.
If you have any common Rifles or Twin Machineguns, they can help for building up Chain Trigger.
Only get a Red/Blue Twin Machinegun if you intend to finish the Chain with Satellite Aim.
Units:
Distribute all obtained Blitz, Vent and Fegali units.
Try to have as many people with set bonuses as possible.
Skills:
Only Chain Trigger is available. You'll want to get as many as possible.
Priority should be on players most confident on how to use it.
There are usually players who don't know how to use it, or don't want to.
Still, make sure you have as many people using it as possible.
Consumables:
You can get Moons or Challenge Dolls, but a good multi shouldn't need them.
However, since this is the final mission, if you are short on Challenge Dolls, you should stock up.
Mission 10 (Volcanic Caves)
Spoiler!
Noteworthy random drops: Autumn-themed Extreme Quest weapons, Assault Buster, Acro Effect, Thrillerplode, Heavenly Kite, Gi Megid
Noteworthy boss drops: Autumn-themed Extreme Quest weapons. Status Lv8-9, Kaiser Rise, Backhand Smash, Sphere Laser, Na Megid
No time to mess around, you'll have to go all-out offense. Ignoring the loot is a good way to save time.
Only pick up loot if you are personally super-fast at navigating menus, or the multi's gear is exceptionally bad.
VR managers note that there are 4 hidden VR capsules here.
Agurani + Darkers:
There's a VR capsule hidden behind the entering cave.
Have someone immediately run straight down the middle, up the cliff, and tag Agurani as it spawns.
There will be a VR capsule where Agurani spawns, pick it up immediately if you're low on time.
Try to keep Agurani up top, so that it doesn't mess with everyone else.
The rest of the players should get rid of the Kartagos quickly, so that their lasers don't interfere with anybody.
A few people should help kill Agurani, while the rest of the multi cleans up the Darkers.
Beware the Ultimate version of Goldrada, as it hits very hard.
When you're done, move on.
*Level up from killing Agurani and Darkers*
Kartagos, Arms and Aronagarda:
At the top of the cliff, around 4 Kartagos will spawn along the sides.
Once they are cleared, 4 more will spawn up ahead, along with Falz Arms.
A few seconds later, 2 more Kartagos will spawn on the left and right.
A few more seconds later, an Aronagarda and 4 more Kartagos will spawn behind the players (ie. south).
Take out Arms as quickly as possible, before it splits into two and uses the revolving tower attack, which can destroy the multi.
Be careful not to get hit by any of the Kartago lasers, and dispatch them as quickly as possible.
Those not on arms or Kartagos should attack Aronagarda. The eyes are its primary weak point.
Arms can be stunned by destroying each of its fingers.
When all enemies are down, preferably wait for a designated person to jump into the next area and aggro all the enemies.
That will make things much easier for the rest of the multi.
VR managers (or if you're short on time, anyone) must pick up the VR capsule before taking the jump pad.
There will also be a hidden VR capsule to the right of the jump pad.
Tranzexias, Code Avoid, and Ultimate Goldradas:
Upon entering the area, Code Avoid will trigger, and there will be a Tranzexia at the bottom and top of the area.
There will also be around 3 Ultimate Goldradas.
If you had one person run ahead, they should now have all aggro.
Halfway up the path, there will be a cave on the left. Inside is a hidden VR capsule.
The initial person can run there, which allows players time to use the cannons on the Gel Bulfs.
Beware that Gel Bulf aggro will change when Code Avoid hits 1:00 and 0:30.
Having 1-2 people on Gel Bulf cannon duty, while the rest of the multi should split between the Tranzexias, and Goldradas.
Approximately 8 seconds after Code Avoid ends, around 12 Ultimate Goldradas will spawn along the path leading north.
Dispatch these with AOE, and then move on.
VR managers (or if you're short on time, anyone) must pick up the VR capsule before taking the jump pad.
Spalzails, Barbalilipas and Cougar NX Ace:
Entering the next area will cause the lights to go out.
There is another VR capsule hidden to the right of the entrance fence, in the lava.
Around 8 Spalzails will spawn around the entire map, along with a Cougar NX Ace up north.
To the right, three Barbaliipas will spawn in a vertical row.
Have around ~3 people on the Barbalilipas, ~2 on the Spalzails, and everyone else on Cougar NX.
Stay close to him, at his feet, to reduce the chances of getting gunned down or grenaded.
When close, all you need to do is watch for his unsheathing his blade, or his sudden dash backwards into slide.
When you see these, either Just Guard them or dodge sideways out of his attack range, then get back to hugging his feet.
Do not try to attack him with melee while he is sliding back and forth, as his entire body becomes a huge hit box.
Once all enemies are down, move on.
VR managers (or if you're short on time, anyone) must pick up the VR capsule before taking the jump pad.
The final, final battle:
The final area is similar to Mission 5's. Two Caters at the north-east and north-west corners, Burn Drall at center, and Dragonkin trash mobs.
For Burn Drall, the usual works: tail, front horn, face, top horn. Attacking his boost infection deals extra damage.
However, once Burn Drall is down, Vomos will arrive and wreck havoc on the multi with his annoying AOE attacks.
Defeating the Caters allows access to the remaining VR capsules. This should be a top priority if low on time.
If you're aiming for maximum score, you'll have to time when to pick these up, so that you end with as full a VR time bar as possible.
There are a few different ways to do this final room.
Fundamentally, you'll need some people on Cater and Burn Drall. Then you need to decide what to do with the trash.
Once Burn Drall is down, trash mobs will no longer spawn, so it's recommended to defeat Burn Drall quickly.
The trash mobs do not need to be killed to complete Challenge Quest.
An effective way to deal with the trash is to have someone run in first, aggro them (with/without Katana Combat), and then kite all of them south.
Do not touch or kill the enemies. That person can then run around south forever, while the rest of the multi beat up the bosses up north.
You can also have the multi wait at the start, send a single person aggro Burn Drall, pull him back and beat him up at the entrance.
However, you will then to have people run up and defeat the Caters during Vomos.
*Level up from killing Burn Drall*
Vomos' behavior patterns:
- He will follow whoever has top hate/aggro/threat.
- Early on, when he is on the ground, he'll either spit fireballs that explode into pillars, swing around to hit with his tail or hop to slam the ground.
- I've forgotten if he has a charging or frontal melee attack.
- He often flies into the air, hovers for about 2 seconds, and then lands and spins for large AOE damage. This is his primary attack.
- If his target his far away, he can travel across the entire map with his flying.
- When his health gets low, he will fly into the sky for about 8 seconds and spit fireballs everywhere, which explode into pillars.
- After spitting fireballs everywhere, he can travel the entire length of the map to catch up with his target as he lands.
- Destroying both his wings will prevent him from flying and stun him briefly.
- When his health is low, he will shoot random lasers from his head horn that erupt into huge explosions. Destroying the horn may prevent this.
Chain Trigger users should try and break his wings immediately. I recommend using Rifle or Twin Machinegun to build Trigger.
You can then use Symphonic Drive, Heavenly Kite or Satellite Aim to Chain Finish. Symphonic Drive is more guaranteed to hit.
Everyone should try to learn and get used to these behavior patterns, to make Vomos an easy battle.
Defeating Vomos completes the Challenge Quest.
*Level up from killing Vomos*
Congratulations, you've beaten Challenge Quest 1!
Weapon tips & info, Interval Shop Listings
Moved to another post because of post size limitations.
Thanks for reading.
Credits:
- JP swiki people (lots of info)
- Rakurai (eruption tip that I forgot, various Burn Drall stuff)
- Maninbluejumpsuit (Burn Drall tips, etc)
- Dammy (suggestions)
- Renderless (Cougar tip)
- Cyclon (various tips)
- Dycize (Knuckles tips)
- AIDA (advertising)
- Aine (timer stop tip, Mission 9 weapons tip)
- Sora3100 (various tips)
- Zakvvv666 (shop clarity suggestion)
- final_attack (various tips)
- Z-0 (various tips, strategies, info)
- Vatallus (Mission 5 running tip)
- jiasu73/Tomia (helping people)
- Everyone else that's been contributing in this thread.
...and a big F.U. to the JP organizer (name starts with M) who secretly blocked me for no reason, whilst lying to everyone's faces and blaming his own friends.
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