Guides - Stage 5 Level Maps



Stage 5 Level Maps - You can find a Printable Guide with Maps by Slon Here
Notes
- See notes on fighting episode II enemies for how to tackle bosses.

- The FO is really powerful in C5, but also pretty vulnerable. Keep your FO(s) safe and they can help a lot, if they have to dodge to survive all the time their effectiveness is much lower.

- It seems best to kill enemies in order of how dangerous they are, presuming you can't avoid them. Ganging up on one enemy, or 2 pairs of 2 players on an enemy, is strongly advisable. Kill in the following order:
Ill Gil
Delbiter
Del Lily
Merikle
Gibbles
Mericus
Mericarol
Gi-Gue
Recobox

- It the HUs / FOs are pounding a single target, the RA should keep the air free of recons (if there are any).

- Remember you can warp backwards between floors as well as forwards. Hence, you can keep going back to the heal ring in each area once reached.

- Call out items. Really important in C5, there aren't that many and they need to be shared. Give any HUcast the first Pallasch, increase the FO's DEF & HP as soon as possible (also the RA if spare items) and get guns in use ASAP.

- You don't have to kill any Recons, of course, but they can drop good weapons. If the team is new to c5, spend a minute or two killing recons on the first floor.

Mag Feeders

similar situation to C4, but a lot less time to feed. 7-8 feeds, or 3 levels or so of DEX. Guns are really useful in C5, many enemies can be harmless if you have a gun.

C4 starting ATA (without mag):
HUct = 77
HUcl = 88
RAml = 88
RAct = 89
Others = TBC

Starting mag DEX:
HU = 3 (+2ATA)
RA = 12 (+6 ATA)


Required ATA:
Mechguns = 79
Assault = 87
Lockgun = 88
Railgun = 98

Summary: Get any RA onto railguns as soon as possible, and a HUcl if you find an arm unit, swapping mags as appropriate. More to be added to this as I get chance to experiment.

ES Attack Resistances (ESP)

Numbers are Enemy = online ESP / offline ESP

Recobox = 0 / 0
Recon = 0 / 0
Mericarol = ? (High)
Mericus = ? (High)
Merikle = ? (High)
Gi-Gue = ? (High)
Gibbles = ? (High)
Del Lily = ? (High)
Ill Gil = ? (High)
Delbiter = 60 / 60

Summary: Only use Dim-type weapons on Recoboxes.

Area 28

Walkthrough

Up the Tower, 10 floors to the top. The maps will have five listings for each floor:-

Layout: Straight, Broken or Split.

Straight:

|. . .|
|. . .|
|. . .|
|. . .|
|. . .|
|. . .|
|. . .|


Broken:

|. . ..|
|. .._|
|. |_
|_. ..|
._|.. |
|. . ..|
|. . ..|


Split:

|. . .|
|. . .|
|___|
.____
|. . .|
|. . .|
|. . .|

Barriers: None, Short, Tall, Lasers, Gates. Self-explanatory, if there are any vertical barriers scattered around the floor they are noted, small or tall; Lasers spin round on the spot and spawn floor traps if touched; (Spiked) Gates do physical damage.

Boxes: Most are noted, heal rings will also be noted here.

Enemies: Wave 1. wave 2 etc.. Enemies will be noted as spawning on the Lower, Middle or Upper sections of the floor.

Tactics: Notes on how to approach the floor.


Floor 1

Layout: Straight

Barriers: None

Boxes: 5 Item

Enemies:

Wave 1 - 6 Recoboxes (Middle).

Tactics: These do not need to be killed.


Floor 2

Layout: Straight

Barriers: None

Boxes: 4 Items

Enemies:

Wave 1 - 2 Mericarol (Middle)
Wave 2 - Gibbles (Middle)

Tactics: HUs distract the Mericarol while FO kills the first, then all attack the second.


Floor 3

Layout: Broken

Barriers: Gates

Boxes: 2 Protectors, 2 Shields

Enemies:

Wave 1 - 4 Recobox, 2 Gi-Gue (1 Upper, 1 Lower)

Tactics: Keep the Gi-Gue away from the recoboxes to kill them, otherwise the Recons will distract the FO and litter the floor with bombs. Kill the Lower one by the entrance, and the Upper one by the exit.


Floor 4

Layout: Split

Barriers: None

Boxes: 4 weapons

Enemies:

Wave 1 - 10 Recoboxes (6 Upper, 6 Lower).

Tactics: Looking at your map they are arranged like this:

|. . . . |
|9 . 12|
|8 . 11|
|7 . 10|
|_____|
._____
|. . . . |
| . 4 . |
| . 3 . |
| . 2 . |
| . 1 . |

Kill 1,2,4,8,10,11,12 to open the door.


Floor 5

Layout: Straight

Barriers: Lasers (Freeze)

Boxes: 2 Weapons, 2 Protectors

Enemies:

Wave 1 - 2 Gibbles (Lower)
Wave 2 - 2 Mericarol (1 Upper, 1 Lower), 1 Gi-Gue (Middle)

Tactics: As you enter the stage, run straight ahead down the very left-hand edge of the floor, the Gibbles will spawn behind you. If any player sets off the laser barrier traps, destroy them ASAP. Keep the Gibbles together, allowing the FO to Barta both at once. For wave 2, kill the Lower Mericarol first, then the Gi-Gue, then finally the Mericarol by the exit.


Floor 6

Layout: Straight (lights out)

Barriers: Tall

Boxes: 2 Protectors, 2 Shields

Enemies:

Wave 1 - 1 Ill Gil (Middle)

Tactics: HUs enter first, and freeze Ill Gil. Shifta and Zalure are vital from the FO.


Floor 7

Layout: Broken

Barriers: Lasers (Foie)

Boxes: None

Enemies:

Wave 1 - 6 Recobox (3 Upper, 3 Lower), 1 Del Lily (Middle). Only the Lily needs to be killed.

Tactics: Kill the Recobox on the right as you head towards the Lily, don't run between them. Move forward and kill.


Floor 8

Layout: Straight

Barriers: Short

Boxes: Heal ring

Enemies:

Wave 1 - Mericarol, Merikle, Mericus (Middle)
Wave 2 - Gi-Gue (Lower), Mericarol (Middle), Gibbles (Upper)
Wave 3 - 2 Del Lily (1 Middle, 1 Upper)

Tactics: Distract the plant bosses for the FO, who kills the Mericarol and then the Mericus. Finally all party members attack the Merikle. Make sure you do not get hit by the Merikle's missile attack, as it can freeze you.


Floor 9

Layout: Split (by fixed, non-trap laser barriers) - you can warp into the middle of this floor if you wish.

Barriers: None

Boxes: None

Enemies:

Wave 1 - 2 Ill Gil (1 Upper, 1 Lower).

Tactics: The FO can kill the first Ill Gil very safely. Stand on the left as you go in, such that the broken section of the floor is between you and the Ill Gil, i.e.:

|. . . |
| . ._|
| . |_
| . IG|
._| . |
|P1 .|
|. . .|

(P1 = Player (FO / gun user; IG = Ill Gil)

If done correctly, the Ill Gil will be trying to move straight towards you across the missing fenced off section of floor, allowing you to Foie from a distance and kill. The second Ill Gil can also be killed from this spot, but it takes forever - you need to Zonde all Recoboxes out of the way and then Zonde it. The trick with the first one can be set up with the second, but to reach the warps to do so the FO must cross the area occupied by the Ill Gil. It's much more practical to have the HUs close, freeze and kill as with Floor 6.


Floor 10

Layout: NA (Boss room)

Barriers: NA

Boxes: None

Enemies:

Wave 1 - Delbiter

Tactics: On entering, a Delbiter charges from around the warp you enter by. You have a second or two to adjust your position - get away from the warp, and be ready to dodge the Biter's charge (1-hit kill for a FO). The Force in particular should be as far away from the warp entrance as soon as possible.

 
Area 29
Walkthrough

Back down the Tower this time, starting on floor 10.

Floor 10

Layout: NA (Boss room)

Barriers: NA

Boxes: 2 Weapons, 2 Protectors, 5 Items, 1 Scape

Enemies: None

Tactics: Make sure you grab these boxes.


Floor 9

Layout: Broken

Barriers: Tall

Boxes: None

Enemies:

Wave 1 - 5 Recobox (Middle).

Tactics: Recos are arranged like this:


|. . . |
|. . . |
| .1. |
| .2. |
| .3. |
| .4. |
| .5. |
|. . . |
|. . . |

I am certain 1,3,5 need to be killed; 4 needs to be killed as it's blocking your way; currently unsure on 2. Until I can confirm, kill all.


Floor 8

Layout: Straight

Barriers: Gates (and lots of them)

Boxes: 4 items

Enemies:

Wave 1 - 2 Gibbles (Lower)
Wave 2 - 4 Mericarol (2 Upper, 2 Lower)

Tactics: Keep the Gibbles together, frozen if possible. Kill the Upper Mericarol first, then the ones by the exit.


Floor 7

Layout: Broken

Barriers: Lasers (Gifoie)

Boxes: 2 Ogre / Power, 2 General / Body

Enemies:

Wave 1 - 2 Del Lily (Middle), 6 Recobox (Middle). Only need the Lilys.

Tactics: Kill one Recobox to allow you to get through. Fight sensibly, and avoid setting off the Gifoie traps. The Del Lily 1HP attack and Recons are a nasty combination, watch your HP. Close with the Lilys ASAP to prevent Megid spitting.


Floor 6

Layout: Broken

Barriers: None

Boxes: Heal ring

Enemies:

Wave 1 - 16 Recobox (Spread evenly), 1 Gi-Gue (Middle). Only need the Gi-Gue.
Wave 2 - 2 Gi-Gue (Middle)
Wave 3 - 3 Gi-Gue (Upper, Middle, Far)

Tactics: Split, 1 or 2 players (including the FO) should take out the Gi-Gue, while 2 HUs take out some or all of the Recoboxes. The Recons make it difficult for the FO to kill the Gi-Gue, clearing the boxes makes the final wave of Gi-Gue much faster. None of this applies if you have a gun in the party (see Gi-Gue enemy tips). Go back to the heal ring on the previous floor if you wish.


Floor 5

Layout: Straight (lights out)

Barriers: None

Boxes: 2 Weapons, 2 Protectors

Enemies:

Wave 1 - 2 Delbiters (Lower)

Tactics: As you spawn in, IMMEDIATELY move right, NOT forwards at all. One of the two Delbiters is further back than the other, hence you can fight them one at a time if you wish. If you have a gun, the first Delbiter can be killed by shooting from a distance. The quickest way to kill them is draw both to you end of the room, confuse them both (must be both) first them use freezes to batter to death.


Floor 4

Layout: Straight

Barriers: None

Boxes: None

Enemies:

Wave 1 - 12 Recoboxes (6 Upper, 6 Lower).

Tactics:

|4 . 1|
|5 . 2|
|6 . 3|
|. . . |
| .7.. |
| .8.. |
| .9.. |
| 10. |
| 11. |
| 12. |

Layout as above, kill 1,2,4,6,7,8,9,10,12.


Floor 3

Layout: Straight (Door is Open)

Barriers: Gates

Boxes: 4 Items

Enemies:

Wave 1 - 2 Ill Gil (1 Middle, 1 Lower).

Tactics: The door is open, you do not need to kill these enemies. It's ok to run past them, and obviously faster, but two things to be aware of. First, the FO can get 1-hit killed running to the exit. If the FO is good they should be able to dodge the Ill Gil, if they are weak they will need escorting. Second, not killing the Ill Gil makes it very difficult to backtrack to the heal ring. Doing so costs time, but it can make the difference between a pass or a fail, at least at first.


Floor 2

Layout: Straight

Barriers: None

Boxes: None

Enemies:

Wave 1 - Mericarol (Upper), Gibbles (Middle), 2 Del Lily (1 Middle, 1 Lower), Gi-Gue (Lower)
Wave 2 - 2 Ill Gil (1 Upper, 1 Lower)
Wave 3 - Delbiter (Middle)

Tactics: Fight your way down the floor. I suspect certain enemies in wave 1 trigger the enemies in wave 2, e.g. the Gibbles and Gi-Gue trigger one Ill Gil each, but this is TBC. For now, the enemy priority list at the top of this post applies.


Floor 1

Layout: Straight

Barriers: None

Boxes: None

Enemies: Epsilon

Tactics: Very easy if played correctly. Epsilon has 2 modes, and alternates between them.

The first mode he is fully closed, and moves around tracking one player with a laser, casting Rafoie. He will always cast three Rafoie before moving to mode 2 - dodge these attacks.

The second mode sees the 4 shield parts of Epsilon's casing split apart, and spin around him:

- The shield parts have an elemental attack, which varies - this can be easily determined by looking at the colour of the top of the shields. Purple for Megid, blue for Barta, yellow for Zonde and red for Foie.

- The shields spin around the main core, and have a halo of light displayed when they will cause damage. They alternate between all 4 causing damage, and just 2.

- Barta and Megid attacks are much more dangerous than Zonde or Foie. Don't try and melee / Zalure Epsilon when the attacks will be Megid or Barta unless you know what you're doing.

- Give melee HUs all sol atomisers to cure shock if necessary.

- The central core of Epsilon is the damageable section. If using a melee weapon, standing next to him as the shields split off is by far the best approach (also for FOs wanting to cast Zalure).

- If the shields are already spinning, step in to attack when only 2 of them are capable of hurting you.

- The FO's priority should be on Shifta, then Zalure, then Resta.

Credits: Jazhara