TaigaUC
Aug 27, 2015, 10:36 AM
Work in progress. Waiting for more info before I do a full writeup.
In the meantime, most of the guide will be stuff pasted from the general forum post.
Note: There's a new chat command <getitem> or <gi> which shows the last picked up item.
So you can say <gi>いただきました, etc.
What is Challenge Quest?
Read this for the basics:
http://www.bumped.org/psublog/pso2s-challenge-quests-arriving-march-11th/
The shop items are all in Japanese! How do I read them?
http://www.bumped.org/psublog/pso2-jp-challenge-quest-2-interval-area-shops/
How is Challenge Quest 2 different from 1?
It's a lot more straightforward. If you're good at combat, it shouldn't be much of a problem. It also only takes about 25 minutes to complete.
When compared with an equal amount of time spent in Challenge Quest 1, the amount of Miles received is slightly less.
Etiquette:
- Don't pick up capsules, unless there is no designated time manager or you're very low on time.
- Picking up red crystal (miles) is global, so anyone can do it whenever.
- Don't choose VR capsule switches when you have tons of VR time. Go for the red Miles crystals.
- 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 or buying stuff you probably won't use.
- 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 when the timer is full). Try not to be that person.
- If enemies are targeting you, don't drag them towards people fighting other enemies/bosses.
- Don't hog all the rare items for yourself. One good weapon is enough.
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.
- Challenge Dolls NEGATE the VR energy loss from death. You can only carry 2 at once, and you can drop them for other people.
- If you have spare Grinders, 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.
- Spare weapons can be exchanged for 5 Grinders per weapon in Interval Area 1.
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.
Tips
- There are spots where multiple ranged enemies will spawn. They tend to focus on whomever is closest to them on spawn, so be very cafeful not to get focus-fired by them.
- 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.
- Hunar will power up in a fiery red blaze before unleashing his AOE death stun wave attack. Move far away BEFORE he does the attack.
Tips for Clearing
- 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.
- 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.
Group Roles
[spoiler-box]VR Manager: VR管理, en管理 (en = energy)
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 the timer is dangerously low.
This person needs to know where all the VR energy capsule locations are, including the hidden ones.
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.
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, 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.
Bomb Disabler: 爆弾 解除 (bomb defuse/disable)
During Mission 3, there will be four bombs that require disabling. Two before a fence, two after.
Surrounding these bombs will be many large packs of enemies.
The bomb disabler should wait for someone else to spawn these enemies before moving in to disable them.
See the walkthrough for more info on how to disable bombs.
http://i.imgur.com/ByjTX18.png
https://www.youtube.com/watch?v=MUqU_-GZe0Q&feature=youtu.be[/spoiler-box]
Zonde: ゾンデ (Zonde), 雷 (lightning) <- unconfirmed reference names
During Mission 3, there will be some poles that can be struck with lightning Techs.
These make some battles much, much easier. For this purpose, there should always be one person with a lightning Tech.
[/spoiler-box]
VR Energy Management Tips
[spoiler-box]There are hidden (ie. not glowing and not visible on map) VR capsules on Mission 3 and 5.
Use this image as reference for when to pick up the VR capsules:
http://i57.tinypic.com/2j2bwcl.png
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.
[/spoiler-box]
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), en (energy), or just 管理 or sometimes かんり = VR manager
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, 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.
- Planning ahead is important because some stuff can only be obtained early on.
- Casters will suffer from poor PP regen until you can get PP Charge Revival.
- Some weapons may seem weak earlier but strong later. The opposite is also true.
- All Interval 1 weapons except the Dual Blades can be upgraded to 11 stars at Interval 2.
Recommended Weapons + Skills
1. Katana, Guren Tessen, Sakura Endo, Weak Stance, Katana Combat (not as important)
2. Dual Blades (relies on rare drops for better weapon), Disperse Shrike, Photon Blade Fever, Heavenly Kite
Mission walkthrough:
You may want to decide roles before you begin. Possible roles to decide:
- VR Manager (picking up VR energy capsules)
- M2/4 Aggro/Hate/Threat (grabbing and holding enemy attention)
- M2 Photon Cannon (at Mizer, two people go left to use/defend the cannon, two people go right to activate the switches/buttons)
- M2 Lilipa and M5 Beize split (4 groups for north, south, east, west)
- M3 Zonde user
- M3 Code Avoid Rush (to go over the gap quickly and shoot the Gel Bulf. 2 people for higher guarantee of success)
- M4 Bomb Disabler
- Interval rush (wait at the exit to stop the timer)
Mission 1 (Tundra)
[spoiler-box]http://i59.tinypic.com/21j8ygn.png
Pretty straightforward. Kill enemies, don't die.
Note that Piercing Shell can aim straight through large enemy's bodies for multiple hits.
If possible, save Snatch Step and Guren Tessen for everybody to deck themselves out with Katana.
Guren Tessen can also drop throughout M1 and M2, so if you don't have a Katana, don't use Lv1 immediately, because Lv3 may drop later.
Regular drops: Grinder
Yellow box: Alva Cruncher (Knuckles), Alva Katana, Alva Rifle, Alva Jet Boots
Green box: Quake Howling (Knuckles PA), Guren Tessen (Katana PA), Piercing Shell (Rifle PA), Gran Wave (Jet Boots PA), Zonde (Lightning Tech)
Blue box: Sub/Adstamina d, Sub/Adwall
Boss drops: Cruel Coffin, Vyfe Rose, Rear/Brofil, Arm/Brumoiya a, Leg/Brandaidos a, Step Advance Lv3, Dive Roll Advance, Perfect Keeper Lv1, Attack PP Restorate Lv3, Snatch Step, Attack Advance Lv5, Heal Share Lv5.
It Begins:
Break the first box for some consumables.
Yetis and Gulfuls will spawn. Punch them with your mighty bare fists.
For more efficiency, attack Yetis from behind (their butt is their weak point).
A random weapon should drop from the second box. Equip this.
In an organized group, the players intending to handle the M2 switches may want to trade for Rifles.
At this point, Katana > Knuckles > Rifle > Jet Boots.
Giant Yetis and Friends:
A Giant Yeti will spawn, surrounded by many enemies.
From here on out, always aim for the Giant Yetis first, so that they don't enrage.
Their weak point is their butt. Attacking it tends to interrupt their attacks, too.
Make sure you are not standing in front of them when they are bending over to hurl snowballs, or you will die.
The third box will give two random disks. Drop unwanted disks for other players.
If you still can't get a usable PA, you can make do with regular attacks.
More trash mobs will spawn, including Galfuls, Fangfulfuls, Yetis, and Marmos.
Don't stand in front of the Marmos when they are charging. Dispose of all enemies.
Moving on, you'll find another box that drops two Sub units. Don't forget to equip the units.
When you reach the top, more trash mobs will spawn.
These include a Giant Yeti, Galfuls, Fangulfuls and Yetis will spawn.
Three Galfuls will spawn at the base of the crates. Dispose of all enemies and move on.
De Marmos and Friends:
Two Giant Yetis will spawn to the left and right, along with more trash mobs and a De Marmos behind all of them.
Take out the Giant Yetis first (from behind, of course), followed by the trash mobs, and then De Marmos.
Until the trash is down, try to keep De Marmos away from everyone else, as it can charge around and make a mess.
A moment after all mobs are cleared, a Kartago will spawn on the far off cliff and shoot a laser at the multi.
Some El Adas and Dagans may also spawn (there seems to be a bug where they don't always all spawn).
Be careful not to get hit by the laser. Dispatch all enemies before moving on.
Snow Banther and Friends:
Moving on, you'll encounter another Giant Yeti on the upper left, and more trash mobs.
On the right, Snow Banther will spawn. Its head has high defense until broken.
You can stun lock it by breaking each leg one by one, but note that breaking a leg during stun will not cause stun.
Don't forget to pick up all loot and any remaining VRs.
[/spoiler-box]
Mission 2 (Mines)
[spoiler-box]http://i60.tinypic.com/2rz9sgx.jpg
Again, pretty straightforward. Kill enemies, don't die.
The lights will flicker on and off, making things a little more difficult.
If you have to, use the map or lock on to see in the dark.
The spikes can deal a lot of damage, so try not to stand on them.
Quake Howling is great here for stunning all the ranged enemies.
Regular drops: Grinder
Barbalilipa drops:
Green box:
Red box: Challenge Doll
Boss drops: Rear/Saitegrall a, Arm/Saitarojiram a, Leg/Saitoregna a
First Pack:
Two sets of Spaldan A will spawn, along with some Signoguns.
Beware the ranged enemy shots. They can stunlock you to death.
Stunning these enemies helps greatly.
The Buttons:
There'll be two buttons.
Left is a box with another weapon and a disk. Right gives Miles.
Most multis will pick the left. If you're doing an organized run, pick the Miles.
Second Pack:
More Mechs will spawn, including Custgardins and Signoguns.
The Custgardins that can pull you towards the spikes, so be careful.
There will also be two Gilnatchs that may heal the others.
Again, watch out for the spikes. Note that you can walk around the spikes by clinging to the sides.
Code Rescue:
Moving on, you'll encounter Code Rescue (Lilipa held by Gilnas).
The multiparty should spread out and try to kill enemies as they spawn.
Signoguns will spawn around the Lilipas. You'll want to stun/kill these before they attack.
After the initial enemies spawning around the Lilipas, they will only spawn at the 3 surrounding paths.
Do not attack the Lilipas.
Succesfully completing the Code rewards a Challenge Doll.
Some people will suggest skipping the Lilipa by intentionally failing.
This is not recommended, as there is plenty of VR time and the Doll is very useful.
Transmizer Time:
There are two ways to deal with the Transmizer.
One is to simply beat the crap out of it. Avoid its swings and pummel its butt core when it opens.
This is faster, but only if the multi is competent at dodging and dealing damage.
Beware the range of its swings when the lights go out.
The other method requires a lengthy explanation, and tends to take longer to accomplish:
1-2 players can head right and attack switches on the wall, above spikes.
When the switches are enabled, a button atop the back wall can be pressed.
This summons a Photon Cannon on the opposite side of the map. A notice will confirm this.
1-2 other players can head left and wait for the cannon to be activated.
Avoid the spikes around the cannon. Sitting on the Cannon spawns two Gawonda/Guwonda, blocking the way with their shields.
If you're fast, the cannon can be used to shoot the Gawonda/Guwonda (aim at the floor in between them).
Alternatively, have a second player knock down or change the facing direction of the Gawonda/Guwonda.
Once they're down, the Cannon can then shoot towards the Mizer in the distance (watch the damage numbers).
Loot Mizer (who has a somewhat high chance of dropping nothing) and take the teleporter when you're done.
Barbalilipas, Toy Darkers and Decol Maluda:
There'll be two Barbalilipas on the ramp up ahead.
At the top is a toy house Darker, "Orota Biketta", and two fat toy rabbit Darkers, "Bigda Rabitta".
One person can tag all the enemies and keep them atop, whilst everyone else goes straight to Decol Maluda.
Once Decol Maluda is down, the multi can exit. Note, however, that the regular enemies sometimes drop useful stuff.
The fat rabbit Darkers will charge at people and occasionally reveal their weak point.
Be careful not to get rushed by them.
The house toy Darker will spawn three heads. One of them has a red weak point.
Striking this weak point will play a "correct" jingle, and you can freely attack the weak point for a short while.
Attacking the wrong head will cause all heads to retract, and an "incorrect" jingle will play, followed by a possible frontal attack.
Note that the house toy Darker may spawn 3 exploding red head missiles instead, so be ready to dodge if need be.
When fighting Decol Maluda, be careful not to stand on the spikes around it.
Don't stand directly in front of it, as it will shoot feathers that kill very quickly.
Break its "spine" segments, until it reveals the weak point above its head.
At this point, it may try to rush forward and grab someone. Make sure you don't get grabbed.
Note that Maluda can be killed before the grab completes, sparing the grabbed victim from near-certain death.
When Maluda is down, exit through the dark doorway.
Don't forget to pick up any remaining VRs.
[/spoiler-box]
Interval Area 1
[spoiler-box]TheszNuts' JP to EN shop listings reference:
[spoiler-box]http://i58.tinypic.com/wsjpyp.jpg[/spoiler-box]
Most weapons here can be exchanged for 11 star weapons in Interval Area 2.
Note that only Alva D Sabers (Dual Blades) will not be exchangeable later.
Also, note that the amount of Grinders needed for exchange at Interval Area 2 is much, much higher.
You'll want to do these things now:
- Exchange unwanted weapons for Grinders (1 weapon = 5 Grinders) HOWEVER note that you need 3 random weapons to exchange in IA2.
- Get Star Atomizers and Challenge Dolls now, as they will cost too much later.
When exchanging items, don't exchange stuff that is rare or difficult to obtain.
Once you've gotten what you need, drop your spare items for other players. Try to drop them quickly.
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 later.
Recommended Setup:
Katana is currently the way to go. It's cheap, upgradable, powerful.
Grab Sakura Endo, Weak Stance and Katana Combat if you can afford them.
The 2 Grinder unit sets are reportedly effective until M5.
Weapons:
Grinder x5 - Weapon x1
Alva Claymore (Sword) - Weapon x1, Grinder x1 - 20 Light, Modulator, Power 3
Alva Tri (Wired Lances) - Weapon x1, Grinder x1 - 20 Light, Modulator, Power 3
Alva Berdiche (Partisan) - Weapon x1, Grinder x1 - 20 Light, Modulator, Power 3
Alva T Blades (Twin Daggers) - Weapon x1, Grinder x1 - 20 Light, Modulator, Power 3
Alva D Rapier (Double Saber) - Weapon x1, Grinder x1 - 20 Light, Modulator, Power 3
Alva Breaker (Knuckles) - Weapon x1, Grinder x1 - 20 Light, Modulator, Power 3
Alva Scissor (Gunslash) - Weapon x1, Grinder x1 - 20 Light, Modulator, Power 3, Shoot 3
Alva Vastall (Katana) - Weapon x1, Grinder x1 - 20 Light, Blow Resist 2, Modulator, Power 3
Alva D Sabers (Dual Blades) - Weapon x1, Grinder x1 - 20 Light, Modulator, Power 3
Alva Beam (Rifle) - Weapon x1, Grinder x1 - 20 Light, Modulator, Shoot 3
Alva Raflame (Launcher) - Weapon x1, Grinder x1 - 20 Light, Modulator, Shoot 3
Alva T Gatling (Twin Guns) - Weapon x1, Grinder x1 - 20 Light, Modulator, Shoot 3
Alva Quadrapt (Bow) - Weapon x1, Grinder x1 - 20 Light, Modulator, Shoot 3
Alva Strike (Rod) - Weapon x1, Grinder x1 - 20 Light, Modulator, Technic 3
Alva Obside (Talis) - Weapon x1, Grinder x1 - 20 Light, Modulator, Technic 3
Alva Scepter (Wand) - Weapon x1, Grinder x1 - 20 Light, Modulator, Power 3
Alva J Sliders (Jet Boots) - Weapon x1, Grinder x1 - 20 Light, Modulator, Technic 3
Units:
Grinder - Unit x2
Rear/Browile a - Grinder x2 - Stamina 1
Arm/Brimoier a - Grinder x2 - Stamina 1
Leg/Brandydos a - Grinder x2 - Stamina 1
Rear/Psitegral b - Grinder x2 - Vinculm
Arm/Psitalgiram b - Grinder x2 - Vinculm
Leg/Psitregner b - Grinder x2 - Vinculm
Sub/Add Stamina d - Grinder x1 - Stamina 1
Sub/Add Spirita d - Grinder x1 - Spirita 1
PA/Tech Disks:
Grinder - Disk x3
Zandion Lv1 - Ra Zonde x1, Disk x1 - Combination Tech. Fly around with thunder bolts striking in your wake.
Fomelgion Lv1 - Ra Foie x1, Disk x1 - Combination Tech. Laser beam.
Barantsion Lv1 - Ra Barta x1, Disk x1 - Combination Tech. Fly up to a single enemy and strike them several times.
Ignite Parrying Lv5 - Disk x1 - Sword PA. Good for building gear. When using it, "Just Guard" as an enemy attacks you to increase damage.
Heavenly Fall Lv3 - Disk x1 - Wired Lance PA. Grab an enemy, jump into the sky and then slam them. Has some AOE.
Tears Grid Lv3 - Disk x1 - Partisan PA. Multiple strikes followed by a hard strike. Hold the button to get the full attack.
Symphonic Drive Lv1 - Disk x1 - Twin Daggers PA. Home in on a target with a jump kick, and then kick them away.
Deadly Archer Lv5 - Disk x1 - Double Saber PA. Chargeable. Spins the Double Saber in front of you for big damage. Range is affected by character arm length.
Heartless Impact Lv3 - Disk x1 - Knuckles PA. Rush at a target, followed by a punch. Can knock down.
Kreisenschlag Lv5 - Disk x1 - Gunslash PA. Spin around several times whilst firing shots.
Sakura End Lv3 - Disk x1 - Katana PA. Chargeable. Does two horizontal slices in an X pattern.
Dispersion Shrike Lv1 - Disk x1 - Dual Blades PA. Float around shooting blades that hit nearby enemies.
Impact Slider Lv5 - Disk x1 - Rifle PA. Slide forwards while firing, ending with a kick that can knock down.
Rodeo Drive Lv5 - Disk x1 - Launcher PA. Ride Launcher into enemies. Does big damage if you position the finishing circle to hit multiple times.
Dead Approach Lv5 - Disk x1 - Twin Guns PA. Charge forward with a shoulder bash.
Torrential Arrow Lv3 - Disk x1 - Bow PA. Chargeable. Shoots a shower of arrows upon a small area of your choosing.
Strike Gust Lv5 - Disk x1 - Jet Boots PA. Chargeable. Spins multiple times upwards. Hit Shift to slam downwards (does not cast Shifta unless you have it).
Zan Lv1 - Disk x1 - Wind PA. Shoots a few wind boomerangs forwards. They disappear if they touch the ground. If you manually aim it slightly upwards, they will last longer.
Gi Megid Lv3 - Disk x1 - Dark PA. Rays of Dark beam downwards upon a single target. Has tracking issues on moving opponents.
Skill Disks:
Photon Blade Fever Lv1 - Disc x3 - Dual Blades Active Skill. Hit Shift to shoot blades. More gear, more blades. Lasts 30s, has 120s cooldown.
Guard Stance Lv6 - Disc x2 - Stance Skill. Reduces melee damage by 80%, increase melee defense +100. Reduces melee and ranged damage by 90%.
Weak Stance Lv10 - Disc x2 - Stance Skill. Increases damage done to weak points or matching Tech weak element by 135%. Non weak point damage is reduced by 5%.
Chase Advance Plus Lv5 - Disc x2 - Physical damage to debuffed (eg. poisoned) enemies increases by 115%.
Showtime Lv10 - Disc x2 - Active Skill. When activated, increases hate on nearby enemies. When active, increases Twin Gun gear gain rate. Lasts 45s, has 90s cooldown.
Tech Arts JA Bonus Lv5 - Disc x1 - When comboing different Just Attack PAs or Techs, increases damage by 115%.
Snatch JA Combo Lv5 - Disc x1 - Allows Snatch Step to use Just Attack (still requires Snatch Step).
Charge PP Revival Lv1 - Disc x1 - PP recovers even while casting Techs.
Katana Combat Lv5 - Disc x1 - Katana Active Skill. When active, regular attacks dash-lock onto target. Each hit increases finisher damage. Use the skill again to active AOE finisher, preferably from Just Attack. Lasts 20s, has 140s cooldown.
Rapid Shot Lv5 - Disc x1 - Bow Active Skill. When active, shoots 3 attacks per regular Bow shot, with 29% damage and +0.16 faster speed. Lasts 60s, has 150s cooldown.
Talis Fast Throw Lv1 - Disc x1 - Talis Active Skill. Increases speed of regular Talis attack. Not great.
Rapid Boost Lv5 - Disc x1 - Boots Active Skill. When active, attack speed +115%, Tech charge time 85% and Boots PA charge time 50%. Lasts 45s, has 120s cooldown.
Elemental Burst Lv4 - Disc x1 - Jet Boots Skill. Hit Shift to detonates Jet Boots with an explosion based on element. Not great.
Consumables:
Monomate - Grinder x2
Dimate - Grinder x3
Trimate - Grinder x4
Sol Atomizer - Grinder x2
Moon Atomizer - Grinder x4
Star Atomizer - Grinder x4
Challenge Doll - Grinder x7 - Self-revive, nullifies energy loss.
[/spoiler-box]
Mission 3 (Floating Continent)
[spoiler-box]http://i60.tinypic.com/2vbr85t.jpg
In this area, Dragonkin packs will often rush you whilst you are busy with items or other things.
Try not to be caught unawares.
Don't forget to pick up the hidden VR capsules.
Regular drops: Grinder
Green box:
Boss drops:
VR or Miles + Dragonkin:
Right at the start, there'll be two more buttons for either VR or Miles.
If your VR energy bar is full, go for the Miles.
There'll be a box that drops two disks. Note that one disk always drops right on top of the VR capsule. Way to go SEGA.
However, don't let these disks distract you.
4 Seto Sadinians will spawn (ranged Dragonkin).
A moment later, 4 Shiel Sadians will spawn amongst them and charge forward.
These can mess with you if you're trying to pick up or drop disks, so kill them before you do anything else.
Once they're down, either drop disks for people now, or wait until after the next group of enemies.
Take the jump pad when you're done sorting disks, etc.
More Dragonkin:
Upon landing, you may find yourself surrounded by Sol Sadinians (depending on whether someone already spawned them).
Be ready to dodge or attack them immediately, or you will likely get shot by them.
There are more Sol Sadinians closing in from the north, so be careful not to get shot by them too.
To the upper-right, near the red fence, will be two Fordrans and a Nordiran.
Try to keep them together for a faster kill. Use Reverse Tap to do so, if you have it.
From their spawn position, Sakura Endo's wide horizontal range should be able to hit most if not all of these at the same time.
Code Avoid + Attack:
Stepping on the floor ahead will drop the platform, resulting in a Code Attack.
It's possible to glide over the top without triggering the platform. Many travel PAs can do this (ie. Guren Tessen, Gran Wave, Dead Approach).
However, if you fail, even if you above the platform, the person who trigged the Code Attack will be blocked by an invisible wall.
A Gel Bulf will spawn and start to head downwards towards people caught by the fallen platform.
If you want to destroy the Gel Bulfs quickly, you'll need to get across as quickly as possible. Guren Tessen is reportedly the fastest.
Get across, hop in the cannon and shoot the Gel Bulf. If you don't make it in time, the Gel Bulf will be out of range.
If this is the case, you will have to wait until other Gel Bulfs become visible.
HardLight620's Arks Mod Tool (http://www.pso-world.com/forums/showthread.php?t=230144) can help by extending the distance to view Gel Bulfs in the far distance.
If you're stuck on the fallen platform, you'll have to face Dragonkin riders. Dispatch them as quickly as you can.
Note that ranged players not stuck on the platform can shoot the Dragonkin from above.
As soon as the Code Attack is completed, a row of 5-6 Shiel Sadinians will spawn behind the cannon and charge towards it.
If Code Avoid is still active, there is also a very high chance of a Gel Bulf flying through the cannon.
The person on the cannon should hop off as soon as Code Attack is completed, so as to avoid getting hit.
Clear the Shiel Sadianians, and then use the cannon to shoot another Gel Bulf if needed to complete Code Avoid.
Soon after the Shiel Sadinians charge, a row of ~6 Sadinians and Sol Sadinians will spawn and fire at the multi.
Be careful not to get hit by their ranged, or any remaining Gel Bulfs flying about.
If you can see the Gel Bulf has you targeted, kite it away from other players but keep it in range of the cannon.
With all enemies down, you can head to the next jump pad and jump to the next area.
Kartagos, Sol Dinians and Bomb Disarming
Upon landing, 4 Kartagos will immediately spawn up ahead. Avoid their initial laser and take them out quickly.
Simultaneously, on the left, ~8 Sol Dinians will spawn and focus fire at their nearest target.
Be very careful not to get hit by the lasers or fireballs.
Code Judgement will also begin. A total of 4 bombs must be iffused. If the Code Judgement times out, all bombs will explode for huge AOE damage.
Before the red fence, only one bomb is accessible. If you don't know how to do the bombs, let someone else do them.
The person diffusing the bomb should not rush ahead of the multi, because they will become a sitting duck for all of the ranged attacks.
The bomb mechanism is based off this (https://en.wikipedia.org/wiki/Amidakuji) (thanks Viash).
The goal is to figure out where the final destination would be, if an unstoppable line is drawn from the glowing circle.
There are three options: top, center, and bottom. Picking the wrong one will damage and knockdown nearby players, and waste time.
According to FmT, it's possible to figure out the destination from seeing the first two vertical lines from the glowing circle.
Examples of how to disable bombs (thanks Kayarine, Stipz, Kondibon and pkemr4):
[spoiler-box]http://i.imgur.com/ByjTX18.png
https://www.youtube.com/watch?v=MUqU_-GZe0Q&feature=youtu.be[/spoiler-box]
There is a hidden VR capsule above where the Dragonkin spawned.
You can get to it by jumping up the north side of the platforms (near the edge).
Once all enemies are down, players can move forward.
Dicardas, Predicardas, Shiel Sadinians and more Bomb Disarming
Upon entering the next area, ~3 Dicardas and 4 Predicardas will spawn.
Behind them, near the red fence, 5 Shiel Sadinians will spawn and rush the multi.
Near where the Shiel Sadinians spawns is another bomb.
Again, the bomb disarmer should wait until enemies are spawned before moving forward to disarm.
Dispatch all of the enemies whilst avoiding getting hit.
Keeping them together ensures a faster kill. Knocking them down or stunning helps, too.
Don't forget that Dicardas and Predicardas have super armor during their attacks (ie. cannot be interrupted).
When all enemies are down, you can move onto the final section of this stretch.
Caterdransas, Darkers, and two more Bombs
Up ahead, walking near the bombs will spawn many shield Darkers, an El Ada or two, and two Caterdransas.
Again, the bomb disarmer should wait until enemies are spawned before moving forward to disarm.
The multi should keep the enemies away from the bombs, so as to not interrupt their disarming.
Dispatch all the enemies. Intentionally overlapping the Caterdransas can result in a faster kill.
Loot all drops and take the jump pad when ready.
Crabs, lightning, Beize, Goldradas and more
After landing, moving forward will spawn 4 Crabardas in a row, and two El Adas in front of them.
Sakura Endo can make a powerful horizontal sweep across the Crabardas' weak points.
Alternatively, have a lightning Tech user trigger the lightning poles. Makes this pack much easier.
There's a hidden capsule behind one of the poles.
A Beize will spawn behind the red fence. Once you get to it, dispatch it quickly.
However, make sure you don't get hit by its growing. The telltale sign for growth is an increase in large red particles being sucked towards the Beize.
After the Beize, ~12 Goldradas should spawn in a circle around where the Beize was (they sometimes don't, due to a bug).
Try to stay at maximum jump height and use AOE attacks to wipe out the Goldradas ASAP.
Note that even if you jump to maximum height to avoid Goldrada attacks, the elevated floor may result in you still getting hit.
If the entire multi stays together and moves to the right side, all Goldradas should run to them, making them easier to AOE>
Attacks like Reverse Tap can also help to pull the Goldradas together for a faster kill.
When all Goldradas are down, the red fence will disappear.
Just beyond the red fence, three Dragonkin riders will spawn to the left, and several Darkers to the right.
The Darkers consist of a Cochroneda, a Cycloneda, and a Gawonda shielding them.
Behind them, on the upper platform, are two Kartagos.
The multi should split into two and take all of the enemies out.
Be careful not to get hit by the Kartago lasers.
Take the jump pad when ready.
Wolgardas and Quartz Dragon
Upon landing from the jump, a Cochroneda will spawn on the left, a Cycloneda on the right.
Immediately following them will be two Wolgardas. Sometimes, Vidludas will spawn as well (the stunning cockroaches).
Five seconds later, a Quartz Dragon will spawn behind all of them.
Someone needs to grab Quartz Dragon and keep him at the opposite red fence, so as to not mess with the multi.
The rest of the multi should take out the Darkers as quickly as possible, with minimal damage received.
Be careful not to get stunned by the Vidluda's spinning attacks or projectiles.
Sakura Endo works very well for attacking both Wolgardas' eyes at the same time.
When the Darkers are down, the multi can focus on Quartz Dragon.
Its tail, wings and nose horn are breakable. Once these are broken, weak points will be revealed.
Try to focus on whatever the multi is focusing on breaking.
Watch/listen to Quartz's movements, to ensure you don't get hit by its projectiles or raining light storm.
The raining light storm is usually preceded by a unique shriek.
Loot all the drops, and take the jump pad to Mission 4.
After reaching Mission 4, you will now have access to Challenge Shop 2, where you can buy the Challenge Units and other junk.
[/spoiler-box]
Mission 4 (Tundra)
[spoiler-box]http://i61.tinypic.com/2q9dyys.png
There are two paths in this mission.
The south path unlocks a photon cannon for use with Hunar and Arms.
The north path gives a ton of Miles. It's also much faster. Most groups will do the north path.
Blue box: Rear/Tianlin, Arm/Tianen, Arm/Venthexa, Leg/Venttetra
Red box: Red, Blue, Yellow or Green Stone x3
Daru Maruri drops: Vijaya (Partisan), Jinrai (Double Saber), Yatenkouga (Katana), Frigia End (Gunslash), Avenger (Rifle), Sacred Skewer (Partisan), Asagiri Rendan (Katana), Grim Barrage (Twin Guns), Deband
Falz Arms drops: Fatiuuma (Wired Lances), Ancient Quartz (Double Saber), Judgment Hearts (Knuckles), Yasha (Katana), Red Scorpio (Launcher, Motav (Talis), Elysion (Wand)
Falz Hunar drops: Lightning Esparda (Sword), Lavis Blade (Daggers), Hyakka Ryouran (Dual Blades), Queen Viera (Gunslash), Astral Riser (Rifle), Blitz Fender (Twin Guns), Psycho Wand (Rod), Boots of Seraphy (Boots), Sacrifice Bite (Sword PA), Flash Thousand (Knuckles PA), Hurricane Sender (Double Saber PA), Chase Arrow (Bow PA), Red/Blue/Yellow/Green stone.
Placeholder:
Whee!
[/spoiler-box]
Interval Area 2
[spoiler-box]TheszNuts' JP to EN shop listings reference:
[spoiler-box]http://i57.tinypic.com/16m6glz.jpg[/spoiler-box]
Blisa set makes you virtually indestructible.
If you get Blisa set, you likely won't need Dolls or many healing items.
However, if you are good at surviving, you can focus on damage instead.
[/spoiler-box]
Mission 5 (Ultimate Lilipa)
[spoiler-box]https://pbs.twimg.com/profile_images/567446488733585408/-NfJ2SGE.png
Pretty straightforward. Kill enemies, don't die.
Enemies here DO NOT DROP LOOT.
WIP.
Placeholder:
Whee!
Congratulations, you've beaten Challenge Quest 2!
[/spoiler-box]
Thanks for reading.
Credits:
- JP swiki people (lots of info)
- Everyone.
WIP Copy Pasta:
Z-0's "stuff":
Stuff:
In M2, there are three switches to the right -- two switches to attack and one to step on. If you get all three, a Photon Cannon spawns to the west which does a lot of damage on the Mizer and makes it much faster. It has infinite range so just a few people can organise to get the cannon. Note that 2 Wondas spawn when you get in it though, so be careful.
After the warp after Mizer, you can ignore the darkers and Lilipans and go straight for Malluda. It is a good idea to set up one player to be an aggro in this case (like Start) so that all players are able to focus on Malluda without much worry.
Make sure there is one player with Zonde in Mission 3, as the totem poles are really helpful. There are also 4 hidden VRs on each island in this mission.
In Mission 4, going north is definitely the superior option, do not bother with south. One ~ Two aggro people would be recommended to hold the invincible darkers.
There are 5% VRs in the air while you pult in M5, so make sure you spam confirm as you go over. :P
Z-0's general plan:
Generally CM is always about going fast, but it's similar to CM1, where you have a certain player go into the Funji, a certain player grab aggro of bosses, etc...
This is how we have it planned up right now:
Things decided before warp
[spoiler-box]- VR Manager
- M2/4 Aggro
- M3 Wulf Rush x2
- Bomb Disabler
- M2 Photon Cannon People x2
-- Two players go left at Mizer
--- One gets into the cannon itself, another is a failsafe incase the Wondas don't both die first shot.
-- Two players go right at Mizer
--- One player gets the bottom wall switch, the other player gets the top wall switch and the button on the very top.
- 3:3:3:3 split at the M2 Lilipans and M5 Beize room (Up:Down:Left:Right)
- Zonde user
- Interval Rush[/spoiler-box]
M1
[spoiler-box]- Use the weapon you find and its associated PA from the box afterwards
-- The two players getting the switches in M2 should try to trade for rifles to make it easier. Jet Boots also works, but Rifle is faster.[/spoiler-box]
M2
[spoiler-box]- The 4 players assigned to the cannon operations make sure to do that for a faster Mizer.
- After Mizer, all players ignore the Lilipans and Darkers and go straight for Decol. The Aggro role grabs the aggro of the Darkers and Lilipans to make sure they don't follow the players.[/spoiler-box]
I1
[spoiler-box]- All players take the Katana, Sakura End and Weak Stance.
- If Reverse Tap dropped at all, it is useful for some players to take TMG (no more than 4). Preferably with Katana if rare weapons dropped, but not necessary.
- If rare weapons dropped, it's also good to hold onto 2* JBs for a Moment Gale drop in M3, another Zondeel PA.
- Grinder all your stuff at this Interval and attempt to get a 2nd doll, due to items being worth more grinders here, and items also costing less. Make sure you share Grinders if you get overflow.
- Make sure the 2 Wulf Rushers both have Guren Tessen to get over the attack quickly. (it must be Guren, other options are too slow and will cause the Wulf to either hit you, or disappear under the floor and be out of range until the attack is over)
- Make sure the Zonde user has Zonde.[/spoiler-box]
M3
[spoiler-box]- The two Wulf Rush people both attempt to go over the attack at the same time. One will hit an invisible wall and the other will make it over. The one that makes it over gets in the cannon and gets rid of both Wulfs, the other drops down and helps with the attack.
- There's a lightning pole after the wulfs, make sure you use it.
- Make sure you use the lightning poles after the Ransas, too.
- After the Beize, all players head right to gather the Golds at the gate (and hopefully get Tapped or Galed).[/spoiler-box]
M4
[spoiler-box]- All players go north.
- The Aggro role grabs the aggro of Hunar, the other players kill the Arm and then go over to Hunar afterwards.[/spoiler-box]
I2
[spoiler-box]- All players upgrade to Sange (or Yasha) and get Step Advance if they don't have it.
- Depending on stones from Hunar, it's good to get the following if possible:
-- Ilzan
-- Chaos Rizer (make sure a Double Saber is available, either from the Hyakka trade-in or a Falz drop)
- Grinder all your stuff and attempt to get Dolls if necessary.[/spoiler-box]
M5
[spoiler-box]- Nothing special... just make sure you split right after the Beize and basically kill everything as fast as you can and you're done.[/spoiler-box]
Before complaining the mission is too easy, try to do it with a full mile clear. It gives you pretty much double the miles and is a lot harder and more fun.
Lisk's simple guide to 5000 mile clears:
Here's a simple guide for 5000 mile clears based on how I've been doing them (since day 1!). I rely on Massive Otome for braindead play in the main game, so little dexterity is required. I don't play Braver either. Do beware that this guide advocates almost only using a single PA and weapon type for the majority of the run. It also doesn't touch on roles.
[spoiler-box]M1: Share any disc from the 3rd box for which you don't have a 2nd box weapon for. Don't vainly hold onto Guren Tessen without a katana. Learn a PA for the weapon you got until IA1, as that's a bit too far away to just hang onto regular attacks like in CM1. Defeat king yedes before little yedes to avoid their rage mode. Watch out for the kartagot laser while collecting the De Malmoth's loot.
M2: Be wary of your hit range to not damage the gilnas while protecting the lillipan. If you have a rifle, use TPS or shoot while jumping to headshot the spargun/zyle-type enemies. Split up properly in the 4 directions in that room. Remember that there are sparguns that spawn a bit further away than the sparzyles and can throw those explosive thingies. In the section after Mizer, beat up the barbarians on the way up, but ignore the house and bears. None of these enemies require to be defeated to progress, but the barbarians can drop Guren Tessen. Although if you have a knuckle and quake howling, consider stunning the bears as you pass by, perhaps even keeping them up there the whole time malluda is taken care of.
IA1: Get a vita katana, Sakura End, and Katana Combat. If you got Guren Tessen, then that'll be your main PA for the rest of the quest, but if not, make do with only Sakura End. Consider getting Weak Stance if you have discs in excess. If you are stuck with only Sakura End and got ahold of Snatch Step, get Snatch JA Combo as well. If you have Guren Tessen, leave Snatch Step discs for those who don't. Other discs worth learning can be the likes of PP Restorate, Killing Bonus, and PP Slayer. Step Advance has little use for katana, but learn it if you want if it's in excess. Trade in extra weapons for grinders. Prioritize getting the Bro units over challenge dolls. With their defensive stats, you'll be preventing death in the first place. Remember to share drops at these interval areas.
M3: Watch out for charging sil dinians and shooting sol dinians that do so when they spawn. Just Guard, move sideways, or maybe even flinch them before they get to act. The falling platform before wulfs can be flown over with Guren Tessen to get to the cannons sooner. Deal with dirandals' riders with Sakura End to avoid knocking the mounts over. Have Katana Combat Finish ready for the goldrahda room. The quadruple sliding El Ahdas that spawn with catadransa seem to sometimes hit through Just Guard (although the gear stills kicks on), so maybe avoid trying to do so against them.
M4: De Malmoth's fin can be reached with Guren Tessen by jumping off the little hill. Take the northern route after that. Watch out for the cyclops' slam at the first wall and the shield darkers charging forward at the last one. Watch out for the shield darkers' red shockwave attack as you head towards the teleporter as well. Break a finger for the knockdown and take out the Falz Hand first. Keep attacking Hunar while he's readying for his shockwave attacks. He'll flinch and die without being able to unleash them. (Have some PP ready for PA spam before this phase starts.)
IA2: Get the katana upgrade and star atomizers (use these to save people, and aoe healing takes less time than everyone individually using mates). Learn discs and maybe consider picking up rare weapons as side arms, but stick to the katana by default. If you got a stone from hunar, turn it into a Brisa unit or consider getting discs instead. As examples, Combat Escape can be of use against upside-down Anga if the fights gets to that point and End Attract might be of use coupled with Astral Riser against Anga as well.
M5: Watch out for the 2nd room's mechs' pewpewpewpew. You can use Combat Finish for the mechs here and still have Katana Combat's cooldown back up for Anga phase 2 (although do start it up while still in the banther room). After Guranzo falls, watch out for the kartagot lasers from behind and be careful of the cyclops. Preferably clear all the ground enemies before taking on Anga. In Anga's 2nd phase, if it doesn't die before flipping upside down, Katana Combat can be used to chase its core in the air for Guren Tessen, but prioritize guarding its slashes over recklessly attacking to avoid doing some floor licking. However, do attack recklessly if you have Combat Escape. The quest is cleared when Anga dies. Yay 5000 miles![/spoiler-box]
tl;dr use katana and spam guren tessen the whole way through
Adios' how to beat Anga:
btw I bought snatch JA combo but it didn't work with a katana... am I missing something or is that a bug?
Anga has the following sets of patterns to watch for assuming you have aggro, specifically.
non-rage modes:
-bits shoot lasers at you from his actual body every 3-5 seconds (can step when they aim 1s beforehand to avoid damage or block them entirely)
-bits leave his body and shoot at you from random angles (doesn't happen often and can be annoying due to hit stun)
-slowly rotates like a big ferris wheel, hurling his butt at you 3-4 times (just block, can't do anything else when it's doing this).
-flips himself over and smacks you 5-6 times (total smacks increases with a big mpa and aggro person loses aggro which randomly happens for now reason)
-short alarm sound followed by his stun attack (easy to block) followed by 1-2 wb shower which you can easily step away from if you successfully blocked the stun
-quickly flips over and dive bombs the ground 2-3 times depending on your position (if in phase2, he does these dive bomb attacks, then sweeps around the ground a few times before doing it again).
rage modes (depends on both the day and run):
day dependence: When anga rotates 90 degrees to shoot shit out of his butt, he will do 1 of the 3 following attacks depending on the day (changes every 24 hours and changes based on block iirc):
1) shoots a semi-opaque bomb that splits off into smaller opaque bouncing orbs that knock-back your char if they hit you (smaller bombs do not home in, they just fall in random directions)
2) shoots 3 bright small orbs that track the person with aggro (if they miss you, they can loop around once and still hit you)
3) shoots giant laser that blows your character back and onto the ground
run dependence: every run, when anga rotates 90 degrees to shoot these various attacks, he will either
1) not teleport between every attack
2) teleport before/after every attack
from what I've noticed, this depends just on the run, not the day; a coin flip basically.
Think I got most of it there.
Z-0's shop listings:
Second box in M1 gives a set weapon and the third box gives 2 set PAs though. . .
Shops:
[spoiler-box]http://puu.sh/jP7gh/71a1da0258.png[/spoiler-box]
Messy formatting, I also couldn't be bothered putting the prices in for everything.
Naoya Kiriyama and Sora3100's shop listings:
In case someone's interested, here's translations of the items in i1 and i2 shops, thanks Sora3100 for the screenshots and cirnopedia for reference.
Interval 1
[SPOILER-BOX]
Weapons
- Alva Claymore
- Alva Tri
- Alva Berdiche
- Alva T Blades
- Alva D Rapier
- Alva Breaker
- Alva Scissor
- Alva Vastall
- Alva D Sabers
- Alva Beam
- Alva Raflame
- Alva T Gatling
- Alva Quadrapt
- Alva Striker
- Alva Obside
- Alva Scepter
- Alva J Sliders
Units
- Rear/Browile a
- Arm/Brimoier a
- Leg/Brandydos a
- Rear/Psitegral b
- Arm/Psitalgiram b
- Leg/Psitregner b
- Sub/Add Stamina d
- Sub/Add Spirita d
PAs
- Zandion
- Fomelgion
- Barantsion
- Ignite Parrying
- Heavnely Fall
- Tears Grid
- Symphonic Drive
- Deadly Archer
- Heartless Impact
- Kreisenschlag
- Sakura End
- Dispersion Shriek
- Impact Slider
- Rodeo Drive
- Dead Approach
- Torrential Arrow
- Strike Gust
- Zan
- Gimegid
Skills
- Photon Blade Fever
- Guard Stance
- Weak Stance
- Chase Advance Plus
- Showtime
- Tech Arts JA Bonus
- Snatch JA combo
- Charge PP revival
- Katana Combat
- Rapid Shot
- Talis Fast Throw
- Rapid Boost
- Elmental Burst
Consumibles
- Monomate
- Dimate
- Trimate
- Sol Atomizer
- Moon Atomizer
- Star Atomizer
- Challenge Doll[/SPOILER-BOX]
Interval 2
[SPOILER-BOX]
Weapons
- Sangeyasha
- Tenimusou
- Daisy Chain
- Glorious Wing
- Trident Crusher
- Sacrifice Darker
- Absolute Blade
- Weiss Comet
- Mechanic Sword Mech Katar
- Sange
- Infinite Corundrum
- Final Impact
- Missouri M13
- Southern Cross
- Rabbit Wand
- Dream Master
- Precious Sword Balmung
- Rose Flotz
Units
- Rear/Brisa Aeri
- Arm/Brisa Oggi
- Leg/Brisa Magni
Disc shop
- Photon Blade Escape
- Jet Boots Escape
- All Guard
- DS Wing Parrying
- Twin Dagger Spin Move
- Knuckle Gear Boost
- Dive Roll Shoot
- Charge Escape
- Step Advance
- Dive Roll Advance
Red Stone Shop
- Weak Bullet
- Hunter Gear Boost
- Guard Stance Advance
- Over End
- Other Spin
- Volg Raptor
- End Attract
- Il Foie
Blue Stone Shop
- Chain Trigger
- Limit Break
- High Time
- Bloody Sarabande
- Chaos Riser
- Back Hand Smash
- Satellite Aim
- Il Megid
Green Stone Shop
- Shifta Strike
- Deband Toughness
- Talis Tech Bonus
- Combat Escape
- Rapid Shoot Mastery
- Slash Rave
- Kanran Kikyou
- Banish Arrow
- Il Barta
Yellow Stone Shop
- Shifta Air Attack Boost
- Deband Attack PP Restorate
- Photon Blade Fever Up
- Rapid Boost JA Bonus
- Heavenly Kite
- Cosmos Breaker
- Vinto Gigue
- Zanverse
- Il Zan
Consumibles
- Monomate
- Dimate
- Trimate
- Sol Atomizer
- Moon Atomizer
- Star Atomizer
- Challenge Doll[/SPOILER-BOX]
TheszNuts' PAs/Skills shop listings image:
[spoiler-box]http://i58.tinypic.com/wsjpyp.jpg[/spoiler-box]
[spoiler-box]http://i57.tinypic.com/16m6glz.jpg[/spoiler-box]
In the meantime, most of the guide will be stuff pasted from the general forum post.
Note: There's a new chat command <getitem> or <gi> which shows the last picked up item.
So you can say <gi>いただきました, etc.
What is Challenge Quest?
Read this for the basics:
http://www.bumped.org/psublog/pso2s-challenge-quests-arriving-march-11th/
The shop items are all in Japanese! How do I read them?
http://www.bumped.org/psublog/pso2-jp-challenge-quest-2-interval-area-shops/
How is Challenge Quest 2 different from 1?
It's a lot more straightforward. If you're good at combat, it shouldn't be much of a problem. It also only takes about 25 minutes to complete.
When compared with an equal amount of time spent in Challenge Quest 1, the amount of Miles received is slightly less.
Etiquette:
- Don't pick up capsules, unless there is no designated time manager or you're very low on time.
- Picking up red crystal (miles) is global, so anyone can do it whenever.
- Don't choose VR capsule switches when you have tons of VR time. Go for the red Miles crystals.
- 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 or buying stuff you probably won't use.
- 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 when the timer is full). Try not to be that person.
- If enemies are targeting you, don't drag them towards people fighting other enemies/bosses.
- Don't hog all the rare items for yourself. One good weapon is enough.
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.
- Challenge Dolls NEGATE the VR energy loss from death. You can only carry 2 at once, and you can drop them for other people.
- If you have spare Grinders, 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.
- Spare weapons can be exchanged for 5 Grinders per weapon in Interval Area 1.
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.
Tips
- There are spots where multiple ranged enemies will spawn. They tend to focus on whomever is closest to them on spawn, so be very cafeful not to get focus-fired by them.
- 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.
- Hunar will power up in a fiery red blaze before unleashing his AOE death stun wave attack. Move far away BEFORE he does the attack.
Tips for Clearing
- 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.
- 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.
Group Roles
[spoiler-box]VR Manager: VR管理, en管理 (en = energy)
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 the timer is dangerously low.
This person needs to know where all the VR energy capsule locations are, including the hidden ones.
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.
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, 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.
Bomb Disabler: 爆弾 解除 (bomb defuse/disable)
During Mission 3, there will be four bombs that require disabling. Two before a fence, two after.
Surrounding these bombs will be many large packs of enemies.
The bomb disabler should wait for someone else to spawn these enemies before moving in to disable them.
See the walkthrough for more info on how to disable bombs.
http://i.imgur.com/ByjTX18.png
https://www.youtube.com/watch?v=MUqU_-GZe0Q&feature=youtu.be[/spoiler-box]
Zonde: ゾンデ (Zonde), 雷 (lightning) <- unconfirmed reference names
During Mission 3, there will be some poles that can be struck with lightning Techs.
These make some battles much, much easier. For this purpose, there should always be one person with a lightning Tech.
[/spoiler-box]
VR Energy Management Tips
[spoiler-box]There are hidden (ie. not glowing and not visible on map) VR capsules on Mission 3 and 5.
Use this image as reference for when to pick up the VR capsules:
http://i57.tinypic.com/2j2bwcl.png
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.
[/spoiler-box]
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), en (energy), or just 管理 or sometimes かんり = VR manager
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, 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.
- Planning ahead is important because some stuff can only be obtained early on.
- Casters will suffer from poor PP regen until you can get PP Charge Revival.
- Some weapons may seem weak earlier but strong later. The opposite is also true.
- All Interval 1 weapons except the Dual Blades can be upgraded to 11 stars at Interval 2.
Recommended Weapons + Skills
1. Katana, Guren Tessen, Sakura Endo, Weak Stance, Katana Combat (not as important)
2. Dual Blades (relies on rare drops for better weapon), Disperse Shrike, Photon Blade Fever, Heavenly Kite
Mission walkthrough:
You may want to decide roles before you begin. Possible roles to decide:
- VR Manager (picking up VR energy capsules)
- M2/4 Aggro/Hate/Threat (grabbing and holding enemy attention)
- M2 Photon Cannon (at Mizer, two people go left to use/defend the cannon, two people go right to activate the switches/buttons)
- M2 Lilipa and M5 Beize split (4 groups for north, south, east, west)
- M3 Zonde user
- M3 Code Avoid Rush (to go over the gap quickly and shoot the Gel Bulf. 2 people for higher guarantee of success)
- M4 Bomb Disabler
- Interval rush (wait at the exit to stop the timer)
Mission 1 (Tundra)
[spoiler-box]http://i59.tinypic.com/21j8ygn.png
Pretty straightforward. Kill enemies, don't die.
Note that Piercing Shell can aim straight through large enemy's bodies for multiple hits.
If possible, save Snatch Step and Guren Tessen for everybody to deck themselves out with Katana.
Guren Tessen can also drop throughout M1 and M2, so if you don't have a Katana, don't use Lv1 immediately, because Lv3 may drop later.
Regular drops: Grinder
Yellow box: Alva Cruncher (Knuckles), Alva Katana, Alva Rifle, Alva Jet Boots
Green box: Quake Howling (Knuckles PA), Guren Tessen (Katana PA), Piercing Shell (Rifle PA), Gran Wave (Jet Boots PA), Zonde (Lightning Tech)
Blue box: Sub/Adstamina d, Sub/Adwall
Boss drops: Cruel Coffin, Vyfe Rose, Rear/Brofil, Arm/Brumoiya a, Leg/Brandaidos a, Step Advance Lv3, Dive Roll Advance, Perfect Keeper Lv1, Attack PP Restorate Lv3, Snatch Step, Attack Advance Lv5, Heal Share Lv5.
It Begins:
Break the first box for some consumables.
Yetis and Gulfuls will spawn. Punch them with your mighty bare fists.
For more efficiency, attack Yetis from behind (their butt is their weak point).
A random weapon should drop from the second box. Equip this.
In an organized group, the players intending to handle the M2 switches may want to trade for Rifles.
At this point, Katana > Knuckles > Rifle > Jet Boots.
Giant Yetis and Friends:
A Giant Yeti will spawn, surrounded by many enemies.
From here on out, always aim for the Giant Yetis first, so that they don't enrage.
Their weak point is their butt. Attacking it tends to interrupt their attacks, too.
Make sure you are not standing in front of them when they are bending over to hurl snowballs, or you will die.
The third box will give two random disks. Drop unwanted disks for other players.
If you still can't get a usable PA, you can make do with regular attacks.
More trash mobs will spawn, including Galfuls, Fangfulfuls, Yetis, and Marmos.
Don't stand in front of the Marmos when they are charging. Dispose of all enemies.
Moving on, you'll find another box that drops two Sub units. Don't forget to equip the units.
When you reach the top, more trash mobs will spawn.
These include a Giant Yeti, Galfuls, Fangulfuls and Yetis will spawn.
Three Galfuls will spawn at the base of the crates. Dispose of all enemies and move on.
De Marmos and Friends:
Two Giant Yetis will spawn to the left and right, along with more trash mobs and a De Marmos behind all of them.
Take out the Giant Yetis first (from behind, of course), followed by the trash mobs, and then De Marmos.
Until the trash is down, try to keep De Marmos away from everyone else, as it can charge around and make a mess.
A moment after all mobs are cleared, a Kartago will spawn on the far off cliff and shoot a laser at the multi.
Some El Adas and Dagans may also spawn (there seems to be a bug where they don't always all spawn).
Be careful not to get hit by the laser. Dispatch all enemies before moving on.
Snow Banther and Friends:
Moving on, you'll encounter another Giant Yeti on the upper left, and more trash mobs.
On the right, Snow Banther will spawn. Its head has high defense until broken.
You can stun lock it by breaking each leg one by one, but note that breaking a leg during stun will not cause stun.
Don't forget to pick up all loot and any remaining VRs.
[/spoiler-box]
Mission 2 (Mines)
[spoiler-box]http://i60.tinypic.com/2rz9sgx.jpg
Again, pretty straightforward. Kill enemies, don't die.
The lights will flicker on and off, making things a little more difficult.
If you have to, use the map or lock on to see in the dark.
The spikes can deal a lot of damage, so try not to stand on them.
Quake Howling is great here for stunning all the ranged enemies.
Regular drops: Grinder
Barbalilipa drops:
Green box:
Red box: Challenge Doll
Boss drops: Rear/Saitegrall a, Arm/Saitarojiram a, Leg/Saitoregna a
First Pack:
Two sets of Spaldan A will spawn, along with some Signoguns.
Beware the ranged enemy shots. They can stunlock you to death.
Stunning these enemies helps greatly.
The Buttons:
There'll be two buttons.
Left is a box with another weapon and a disk. Right gives Miles.
Most multis will pick the left. If you're doing an organized run, pick the Miles.
Second Pack:
More Mechs will spawn, including Custgardins and Signoguns.
The Custgardins that can pull you towards the spikes, so be careful.
There will also be two Gilnatchs that may heal the others.
Again, watch out for the spikes. Note that you can walk around the spikes by clinging to the sides.
Code Rescue:
Moving on, you'll encounter Code Rescue (Lilipa held by Gilnas).
The multiparty should spread out and try to kill enemies as they spawn.
Signoguns will spawn around the Lilipas. You'll want to stun/kill these before they attack.
After the initial enemies spawning around the Lilipas, they will only spawn at the 3 surrounding paths.
Do not attack the Lilipas.
Succesfully completing the Code rewards a Challenge Doll.
Some people will suggest skipping the Lilipa by intentionally failing.
This is not recommended, as there is plenty of VR time and the Doll is very useful.
Transmizer Time:
There are two ways to deal with the Transmizer.
One is to simply beat the crap out of it. Avoid its swings and pummel its butt core when it opens.
This is faster, but only if the multi is competent at dodging and dealing damage.
Beware the range of its swings when the lights go out.
The other method requires a lengthy explanation, and tends to take longer to accomplish:
1-2 players can head right and attack switches on the wall, above spikes.
When the switches are enabled, a button atop the back wall can be pressed.
This summons a Photon Cannon on the opposite side of the map. A notice will confirm this.
1-2 other players can head left and wait for the cannon to be activated.
Avoid the spikes around the cannon. Sitting on the Cannon spawns two Gawonda/Guwonda, blocking the way with their shields.
If you're fast, the cannon can be used to shoot the Gawonda/Guwonda (aim at the floor in between them).
Alternatively, have a second player knock down or change the facing direction of the Gawonda/Guwonda.
Once they're down, the Cannon can then shoot towards the Mizer in the distance (watch the damage numbers).
Loot Mizer (who has a somewhat high chance of dropping nothing) and take the teleporter when you're done.
Barbalilipas, Toy Darkers and Decol Maluda:
There'll be two Barbalilipas on the ramp up ahead.
At the top is a toy house Darker, "Orota Biketta", and two fat toy rabbit Darkers, "Bigda Rabitta".
One person can tag all the enemies and keep them atop, whilst everyone else goes straight to Decol Maluda.
Once Decol Maluda is down, the multi can exit. Note, however, that the regular enemies sometimes drop useful stuff.
The fat rabbit Darkers will charge at people and occasionally reveal their weak point.
Be careful not to get rushed by them.
The house toy Darker will spawn three heads. One of them has a red weak point.
Striking this weak point will play a "correct" jingle, and you can freely attack the weak point for a short while.
Attacking the wrong head will cause all heads to retract, and an "incorrect" jingle will play, followed by a possible frontal attack.
Note that the house toy Darker may spawn 3 exploding red head missiles instead, so be ready to dodge if need be.
When fighting Decol Maluda, be careful not to stand on the spikes around it.
Don't stand directly in front of it, as it will shoot feathers that kill very quickly.
Break its "spine" segments, until it reveals the weak point above its head.
At this point, it may try to rush forward and grab someone. Make sure you don't get grabbed.
Note that Maluda can be killed before the grab completes, sparing the grabbed victim from near-certain death.
When Maluda is down, exit through the dark doorway.
Don't forget to pick up any remaining VRs.
[/spoiler-box]
Interval Area 1
[spoiler-box]TheszNuts' JP to EN shop listings reference:
[spoiler-box]http://i58.tinypic.com/wsjpyp.jpg[/spoiler-box]
Most weapons here can be exchanged for 11 star weapons in Interval Area 2.
Note that only Alva D Sabers (Dual Blades) will not be exchangeable later.
Also, note that the amount of Grinders needed for exchange at Interval Area 2 is much, much higher.
You'll want to do these things now:
- Exchange unwanted weapons for Grinders (1 weapon = 5 Grinders) HOWEVER note that you need 3 random weapons to exchange in IA2.
- Get Star Atomizers and Challenge Dolls now, as they will cost too much later.
When exchanging items, don't exchange stuff that is rare or difficult to obtain.
Once you've gotten what you need, drop your spare items for other players. Try to drop them quickly.
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 later.
Recommended Setup:
Katana is currently the way to go. It's cheap, upgradable, powerful.
Grab Sakura Endo, Weak Stance and Katana Combat if you can afford them.
The 2 Grinder unit sets are reportedly effective until M5.
Weapons:
Grinder x5 - Weapon x1
Alva Claymore (Sword) - Weapon x1, Grinder x1 - 20 Light, Modulator, Power 3
Alva Tri (Wired Lances) - Weapon x1, Grinder x1 - 20 Light, Modulator, Power 3
Alva Berdiche (Partisan) - Weapon x1, Grinder x1 - 20 Light, Modulator, Power 3
Alva T Blades (Twin Daggers) - Weapon x1, Grinder x1 - 20 Light, Modulator, Power 3
Alva D Rapier (Double Saber) - Weapon x1, Grinder x1 - 20 Light, Modulator, Power 3
Alva Breaker (Knuckles) - Weapon x1, Grinder x1 - 20 Light, Modulator, Power 3
Alva Scissor (Gunslash) - Weapon x1, Grinder x1 - 20 Light, Modulator, Power 3, Shoot 3
Alva Vastall (Katana) - Weapon x1, Grinder x1 - 20 Light, Blow Resist 2, Modulator, Power 3
Alva D Sabers (Dual Blades) - Weapon x1, Grinder x1 - 20 Light, Modulator, Power 3
Alva Beam (Rifle) - Weapon x1, Grinder x1 - 20 Light, Modulator, Shoot 3
Alva Raflame (Launcher) - Weapon x1, Grinder x1 - 20 Light, Modulator, Shoot 3
Alva T Gatling (Twin Guns) - Weapon x1, Grinder x1 - 20 Light, Modulator, Shoot 3
Alva Quadrapt (Bow) - Weapon x1, Grinder x1 - 20 Light, Modulator, Shoot 3
Alva Strike (Rod) - Weapon x1, Grinder x1 - 20 Light, Modulator, Technic 3
Alva Obside (Talis) - Weapon x1, Grinder x1 - 20 Light, Modulator, Technic 3
Alva Scepter (Wand) - Weapon x1, Grinder x1 - 20 Light, Modulator, Power 3
Alva J Sliders (Jet Boots) - Weapon x1, Grinder x1 - 20 Light, Modulator, Technic 3
Units:
Grinder - Unit x2
Rear/Browile a - Grinder x2 - Stamina 1
Arm/Brimoier a - Grinder x2 - Stamina 1
Leg/Brandydos a - Grinder x2 - Stamina 1
Rear/Psitegral b - Grinder x2 - Vinculm
Arm/Psitalgiram b - Grinder x2 - Vinculm
Leg/Psitregner b - Grinder x2 - Vinculm
Sub/Add Stamina d - Grinder x1 - Stamina 1
Sub/Add Spirita d - Grinder x1 - Spirita 1
PA/Tech Disks:
Grinder - Disk x3
Zandion Lv1 - Ra Zonde x1, Disk x1 - Combination Tech. Fly around with thunder bolts striking in your wake.
Fomelgion Lv1 - Ra Foie x1, Disk x1 - Combination Tech. Laser beam.
Barantsion Lv1 - Ra Barta x1, Disk x1 - Combination Tech. Fly up to a single enemy and strike them several times.
Ignite Parrying Lv5 - Disk x1 - Sword PA. Good for building gear. When using it, "Just Guard" as an enemy attacks you to increase damage.
Heavenly Fall Lv3 - Disk x1 - Wired Lance PA. Grab an enemy, jump into the sky and then slam them. Has some AOE.
Tears Grid Lv3 - Disk x1 - Partisan PA. Multiple strikes followed by a hard strike. Hold the button to get the full attack.
Symphonic Drive Lv1 - Disk x1 - Twin Daggers PA. Home in on a target with a jump kick, and then kick them away.
Deadly Archer Lv5 - Disk x1 - Double Saber PA. Chargeable. Spins the Double Saber in front of you for big damage. Range is affected by character arm length.
Heartless Impact Lv3 - Disk x1 - Knuckles PA. Rush at a target, followed by a punch. Can knock down.
Kreisenschlag Lv5 - Disk x1 - Gunslash PA. Spin around several times whilst firing shots.
Sakura End Lv3 - Disk x1 - Katana PA. Chargeable. Does two horizontal slices in an X pattern.
Dispersion Shrike Lv1 - Disk x1 - Dual Blades PA. Float around shooting blades that hit nearby enemies.
Impact Slider Lv5 - Disk x1 - Rifle PA. Slide forwards while firing, ending with a kick that can knock down.
Rodeo Drive Lv5 - Disk x1 - Launcher PA. Ride Launcher into enemies. Does big damage if you position the finishing circle to hit multiple times.
Dead Approach Lv5 - Disk x1 - Twin Guns PA. Charge forward with a shoulder bash.
Torrential Arrow Lv3 - Disk x1 - Bow PA. Chargeable. Shoots a shower of arrows upon a small area of your choosing.
Strike Gust Lv5 - Disk x1 - Jet Boots PA. Chargeable. Spins multiple times upwards. Hit Shift to slam downwards (does not cast Shifta unless you have it).
Zan Lv1 - Disk x1 - Wind PA. Shoots a few wind boomerangs forwards. They disappear if they touch the ground. If you manually aim it slightly upwards, they will last longer.
Gi Megid Lv3 - Disk x1 - Dark PA. Rays of Dark beam downwards upon a single target. Has tracking issues on moving opponents.
Skill Disks:
Photon Blade Fever Lv1 - Disc x3 - Dual Blades Active Skill. Hit Shift to shoot blades. More gear, more blades. Lasts 30s, has 120s cooldown.
Guard Stance Lv6 - Disc x2 - Stance Skill. Reduces melee damage by 80%, increase melee defense +100. Reduces melee and ranged damage by 90%.
Weak Stance Lv10 - Disc x2 - Stance Skill. Increases damage done to weak points or matching Tech weak element by 135%. Non weak point damage is reduced by 5%.
Chase Advance Plus Lv5 - Disc x2 - Physical damage to debuffed (eg. poisoned) enemies increases by 115%.
Showtime Lv10 - Disc x2 - Active Skill. When activated, increases hate on nearby enemies. When active, increases Twin Gun gear gain rate. Lasts 45s, has 90s cooldown.
Tech Arts JA Bonus Lv5 - Disc x1 - When comboing different Just Attack PAs or Techs, increases damage by 115%.
Snatch JA Combo Lv5 - Disc x1 - Allows Snatch Step to use Just Attack (still requires Snatch Step).
Charge PP Revival Lv1 - Disc x1 - PP recovers even while casting Techs.
Katana Combat Lv5 - Disc x1 - Katana Active Skill. When active, regular attacks dash-lock onto target. Each hit increases finisher damage. Use the skill again to active AOE finisher, preferably from Just Attack. Lasts 20s, has 140s cooldown.
Rapid Shot Lv5 - Disc x1 - Bow Active Skill. When active, shoots 3 attacks per regular Bow shot, with 29% damage and +0.16 faster speed. Lasts 60s, has 150s cooldown.
Talis Fast Throw Lv1 - Disc x1 - Talis Active Skill. Increases speed of regular Talis attack. Not great.
Rapid Boost Lv5 - Disc x1 - Boots Active Skill. When active, attack speed +115%, Tech charge time 85% and Boots PA charge time 50%. Lasts 45s, has 120s cooldown.
Elemental Burst Lv4 - Disc x1 - Jet Boots Skill. Hit Shift to detonates Jet Boots with an explosion based on element. Not great.
Consumables:
Monomate - Grinder x2
Dimate - Grinder x3
Trimate - Grinder x4
Sol Atomizer - Grinder x2
Moon Atomizer - Grinder x4
Star Atomizer - Grinder x4
Challenge Doll - Grinder x7 - Self-revive, nullifies energy loss.
[/spoiler-box]
Mission 3 (Floating Continent)
[spoiler-box]http://i60.tinypic.com/2vbr85t.jpg
In this area, Dragonkin packs will often rush you whilst you are busy with items or other things.
Try not to be caught unawares.
Don't forget to pick up the hidden VR capsules.
Regular drops: Grinder
Green box:
Boss drops:
VR or Miles + Dragonkin:
Right at the start, there'll be two more buttons for either VR or Miles.
If your VR energy bar is full, go for the Miles.
There'll be a box that drops two disks. Note that one disk always drops right on top of the VR capsule. Way to go SEGA.
However, don't let these disks distract you.
4 Seto Sadinians will spawn (ranged Dragonkin).
A moment later, 4 Shiel Sadians will spawn amongst them and charge forward.
These can mess with you if you're trying to pick up or drop disks, so kill them before you do anything else.
Once they're down, either drop disks for people now, or wait until after the next group of enemies.
Take the jump pad when you're done sorting disks, etc.
More Dragonkin:
Upon landing, you may find yourself surrounded by Sol Sadinians (depending on whether someone already spawned them).
Be ready to dodge or attack them immediately, or you will likely get shot by them.
There are more Sol Sadinians closing in from the north, so be careful not to get shot by them too.
To the upper-right, near the red fence, will be two Fordrans and a Nordiran.
Try to keep them together for a faster kill. Use Reverse Tap to do so, if you have it.
From their spawn position, Sakura Endo's wide horizontal range should be able to hit most if not all of these at the same time.
Code Avoid + Attack:
Stepping on the floor ahead will drop the platform, resulting in a Code Attack.
It's possible to glide over the top without triggering the platform. Many travel PAs can do this (ie. Guren Tessen, Gran Wave, Dead Approach).
However, if you fail, even if you above the platform, the person who trigged the Code Attack will be blocked by an invisible wall.
A Gel Bulf will spawn and start to head downwards towards people caught by the fallen platform.
If you want to destroy the Gel Bulfs quickly, you'll need to get across as quickly as possible. Guren Tessen is reportedly the fastest.
Get across, hop in the cannon and shoot the Gel Bulf. If you don't make it in time, the Gel Bulf will be out of range.
If this is the case, you will have to wait until other Gel Bulfs become visible.
HardLight620's Arks Mod Tool (http://www.pso-world.com/forums/showthread.php?t=230144) can help by extending the distance to view Gel Bulfs in the far distance.
If you're stuck on the fallen platform, you'll have to face Dragonkin riders. Dispatch them as quickly as you can.
Note that ranged players not stuck on the platform can shoot the Dragonkin from above.
As soon as the Code Attack is completed, a row of 5-6 Shiel Sadinians will spawn behind the cannon and charge towards it.
If Code Avoid is still active, there is also a very high chance of a Gel Bulf flying through the cannon.
The person on the cannon should hop off as soon as Code Attack is completed, so as to avoid getting hit.
Clear the Shiel Sadianians, and then use the cannon to shoot another Gel Bulf if needed to complete Code Avoid.
Soon after the Shiel Sadinians charge, a row of ~6 Sadinians and Sol Sadinians will spawn and fire at the multi.
Be careful not to get hit by their ranged, or any remaining Gel Bulfs flying about.
If you can see the Gel Bulf has you targeted, kite it away from other players but keep it in range of the cannon.
With all enemies down, you can head to the next jump pad and jump to the next area.
Kartagos, Sol Dinians and Bomb Disarming
Upon landing, 4 Kartagos will immediately spawn up ahead. Avoid their initial laser and take them out quickly.
Simultaneously, on the left, ~8 Sol Dinians will spawn and focus fire at their nearest target.
Be very careful not to get hit by the lasers or fireballs.
Code Judgement will also begin. A total of 4 bombs must be iffused. If the Code Judgement times out, all bombs will explode for huge AOE damage.
Before the red fence, only one bomb is accessible. If you don't know how to do the bombs, let someone else do them.
The person diffusing the bomb should not rush ahead of the multi, because they will become a sitting duck for all of the ranged attacks.
The bomb mechanism is based off this (https://en.wikipedia.org/wiki/Amidakuji) (thanks Viash).
The goal is to figure out where the final destination would be, if an unstoppable line is drawn from the glowing circle.
There are three options: top, center, and bottom. Picking the wrong one will damage and knockdown nearby players, and waste time.
According to FmT, it's possible to figure out the destination from seeing the first two vertical lines from the glowing circle.
Examples of how to disable bombs (thanks Kayarine, Stipz, Kondibon and pkemr4):
[spoiler-box]http://i.imgur.com/ByjTX18.png
https://www.youtube.com/watch?v=MUqU_-GZe0Q&feature=youtu.be[/spoiler-box]
There is a hidden VR capsule above where the Dragonkin spawned.
You can get to it by jumping up the north side of the platforms (near the edge).
Once all enemies are down, players can move forward.
Dicardas, Predicardas, Shiel Sadinians and more Bomb Disarming
Upon entering the next area, ~3 Dicardas and 4 Predicardas will spawn.
Behind them, near the red fence, 5 Shiel Sadinians will spawn and rush the multi.
Near where the Shiel Sadinians spawns is another bomb.
Again, the bomb disarmer should wait until enemies are spawned before moving forward to disarm.
Dispatch all of the enemies whilst avoiding getting hit.
Keeping them together ensures a faster kill. Knocking them down or stunning helps, too.
Don't forget that Dicardas and Predicardas have super armor during their attacks (ie. cannot be interrupted).
When all enemies are down, you can move onto the final section of this stretch.
Caterdransas, Darkers, and two more Bombs
Up ahead, walking near the bombs will spawn many shield Darkers, an El Ada or two, and two Caterdransas.
Again, the bomb disarmer should wait until enemies are spawned before moving forward to disarm.
The multi should keep the enemies away from the bombs, so as to not interrupt their disarming.
Dispatch all the enemies. Intentionally overlapping the Caterdransas can result in a faster kill.
Loot all drops and take the jump pad when ready.
Crabs, lightning, Beize, Goldradas and more
After landing, moving forward will spawn 4 Crabardas in a row, and two El Adas in front of them.
Sakura Endo can make a powerful horizontal sweep across the Crabardas' weak points.
Alternatively, have a lightning Tech user trigger the lightning poles. Makes this pack much easier.
There's a hidden capsule behind one of the poles.
A Beize will spawn behind the red fence. Once you get to it, dispatch it quickly.
However, make sure you don't get hit by its growing. The telltale sign for growth is an increase in large red particles being sucked towards the Beize.
After the Beize, ~12 Goldradas should spawn in a circle around where the Beize was (they sometimes don't, due to a bug).
Try to stay at maximum jump height and use AOE attacks to wipe out the Goldradas ASAP.
Note that even if you jump to maximum height to avoid Goldrada attacks, the elevated floor may result in you still getting hit.
If the entire multi stays together and moves to the right side, all Goldradas should run to them, making them easier to AOE>
Attacks like Reverse Tap can also help to pull the Goldradas together for a faster kill.
When all Goldradas are down, the red fence will disappear.
Just beyond the red fence, three Dragonkin riders will spawn to the left, and several Darkers to the right.
The Darkers consist of a Cochroneda, a Cycloneda, and a Gawonda shielding them.
Behind them, on the upper platform, are two Kartagos.
The multi should split into two and take all of the enemies out.
Be careful not to get hit by the Kartago lasers.
Take the jump pad when ready.
Wolgardas and Quartz Dragon
Upon landing from the jump, a Cochroneda will spawn on the left, a Cycloneda on the right.
Immediately following them will be two Wolgardas. Sometimes, Vidludas will spawn as well (the stunning cockroaches).
Five seconds later, a Quartz Dragon will spawn behind all of them.
Someone needs to grab Quartz Dragon and keep him at the opposite red fence, so as to not mess with the multi.
The rest of the multi should take out the Darkers as quickly as possible, with minimal damage received.
Be careful not to get stunned by the Vidluda's spinning attacks or projectiles.
Sakura Endo works very well for attacking both Wolgardas' eyes at the same time.
When the Darkers are down, the multi can focus on Quartz Dragon.
Its tail, wings and nose horn are breakable. Once these are broken, weak points will be revealed.
Try to focus on whatever the multi is focusing on breaking.
Watch/listen to Quartz's movements, to ensure you don't get hit by its projectiles or raining light storm.
The raining light storm is usually preceded by a unique shriek.
Loot all the drops, and take the jump pad to Mission 4.
After reaching Mission 4, you will now have access to Challenge Shop 2, where you can buy the Challenge Units and other junk.
[/spoiler-box]
Mission 4 (Tundra)
[spoiler-box]http://i61.tinypic.com/2q9dyys.png
There are two paths in this mission.
The south path unlocks a photon cannon for use with Hunar and Arms.
The north path gives a ton of Miles. It's also much faster. Most groups will do the north path.
Blue box: Rear/Tianlin, Arm/Tianen, Arm/Venthexa, Leg/Venttetra
Red box: Red, Blue, Yellow or Green Stone x3
Daru Maruri drops: Vijaya (Partisan), Jinrai (Double Saber), Yatenkouga (Katana), Frigia End (Gunslash), Avenger (Rifle), Sacred Skewer (Partisan), Asagiri Rendan (Katana), Grim Barrage (Twin Guns), Deband
Falz Arms drops: Fatiuuma (Wired Lances), Ancient Quartz (Double Saber), Judgment Hearts (Knuckles), Yasha (Katana), Red Scorpio (Launcher, Motav (Talis), Elysion (Wand)
Falz Hunar drops: Lightning Esparda (Sword), Lavis Blade (Daggers), Hyakka Ryouran (Dual Blades), Queen Viera (Gunslash), Astral Riser (Rifle), Blitz Fender (Twin Guns), Psycho Wand (Rod), Boots of Seraphy (Boots), Sacrifice Bite (Sword PA), Flash Thousand (Knuckles PA), Hurricane Sender (Double Saber PA), Chase Arrow (Bow PA), Red/Blue/Yellow/Green stone.
Placeholder:
Whee!
[/spoiler-box]
Interval Area 2
[spoiler-box]TheszNuts' JP to EN shop listings reference:
[spoiler-box]http://i57.tinypic.com/16m6glz.jpg[/spoiler-box]
Blisa set makes you virtually indestructible.
If you get Blisa set, you likely won't need Dolls or many healing items.
However, if you are good at surviving, you can focus on damage instead.
[/spoiler-box]
Mission 5 (Ultimate Lilipa)
[spoiler-box]https://pbs.twimg.com/profile_images/567446488733585408/-NfJ2SGE.png
Pretty straightforward. Kill enemies, don't die.
Enemies here DO NOT DROP LOOT.
WIP.
Placeholder:
Whee!
Congratulations, you've beaten Challenge Quest 2!
[/spoiler-box]
Thanks for reading.
Credits:
- JP swiki people (lots of info)
- Everyone.
WIP Copy Pasta:
Z-0's "stuff":
Stuff:
In M2, there are three switches to the right -- two switches to attack and one to step on. If you get all three, a Photon Cannon spawns to the west which does a lot of damage on the Mizer and makes it much faster. It has infinite range so just a few people can organise to get the cannon. Note that 2 Wondas spawn when you get in it though, so be careful.
After the warp after Mizer, you can ignore the darkers and Lilipans and go straight for Malluda. It is a good idea to set up one player to be an aggro in this case (like Start) so that all players are able to focus on Malluda without much worry.
Make sure there is one player with Zonde in Mission 3, as the totem poles are really helpful. There are also 4 hidden VRs on each island in this mission.
In Mission 4, going north is definitely the superior option, do not bother with south. One ~ Two aggro people would be recommended to hold the invincible darkers.
There are 5% VRs in the air while you pult in M5, so make sure you spam confirm as you go over. :P
Z-0's general plan:
Generally CM is always about going fast, but it's similar to CM1, where you have a certain player go into the Funji, a certain player grab aggro of bosses, etc...
This is how we have it planned up right now:
Things decided before warp
[spoiler-box]- VR Manager
- M2/4 Aggro
- M3 Wulf Rush x2
- Bomb Disabler
- M2 Photon Cannon People x2
-- Two players go left at Mizer
--- One gets into the cannon itself, another is a failsafe incase the Wondas don't both die first shot.
-- Two players go right at Mizer
--- One player gets the bottom wall switch, the other player gets the top wall switch and the button on the very top.
- 3:3:3:3 split at the M2 Lilipans and M5 Beize room (Up:Down:Left:Right)
- Zonde user
- Interval Rush[/spoiler-box]
M1
[spoiler-box]- Use the weapon you find and its associated PA from the box afterwards
-- The two players getting the switches in M2 should try to trade for rifles to make it easier. Jet Boots also works, but Rifle is faster.[/spoiler-box]
M2
[spoiler-box]- The 4 players assigned to the cannon operations make sure to do that for a faster Mizer.
- After Mizer, all players ignore the Lilipans and Darkers and go straight for Decol. The Aggro role grabs the aggro of the Darkers and Lilipans to make sure they don't follow the players.[/spoiler-box]
I1
[spoiler-box]- All players take the Katana, Sakura End and Weak Stance.
- If Reverse Tap dropped at all, it is useful for some players to take TMG (no more than 4). Preferably with Katana if rare weapons dropped, but not necessary.
- If rare weapons dropped, it's also good to hold onto 2* JBs for a Moment Gale drop in M3, another Zondeel PA.
- Grinder all your stuff at this Interval and attempt to get a 2nd doll, due to items being worth more grinders here, and items also costing less. Make sure you share Grinders if you get overflow.
- Make sure the 2 Wulf Rushers both have Guren Tessen to get over the attack quickly. (it must be Guren, other options are too slow and will cause the Wulf to either hit you, or disappear under the floor and be out of range until the attack is over)
- Make sure the Zonde user has Zonde.[/spoiler-box]
M3
[spoiler-box]- The two Wulf Rush people both attempt to go over the attack at the same time. One will hit an invisible wall and the other will make it over. The one that makes it over gets in the cannon and gets rid of both Wulfs, the other drops down and helps with the attack.
- There's a lightning pole after the wulfs, make sure you use it.
- Make sure you use the lightning poles after the Ransas, too.
- After the Beize, all players head right to gather the Golds at the gate (and hopefully get Tapped or Galed).[/spoiler-box]
M4
[spoiler-box]- All players go north.
- The Aggro role grabs the aggro of Hunar, the other players kill the Arm and then go over to Hunar afterwards.[/spoiler-box]
I2
[spoiler-box]- All players upgrade to Sange (or Yasha) and get Step Advance if they don't have it.
- Depending on stones from Hunar, it's good to get the following if possible:
-- Ilzan
-- Chaos Rizer (make sure a Double Saber is available, either from the Hyakka trade-in or a Falz drop)
- Grinder all your stuff and attempt to get Dolls if necessary.[/spoiler-box]
M5
[spoiler-box]- Nothing special... just make sure you split right after the Beize and basically kill everything as fast as you can and you're done.[/spoiler-box]
Before complaining the mission is too easy, try to do it with a full mile clear. It gives you pretty much double the miles and is a lot harder and more fun.
Lisk's simple guide to 5000 mile clears:
Here's a simple guide for 5000 mile clears based on how I've been doing them (since day 1!). I rely on Massive Otome for braindead play in the main game, so little dexterity is required. I don't play Braver either. Do beware that this guide advocates almost only using a single PA and weapon type for the majority of the run. It also doesn't touch on roles.
[spoiler-box]M1: Share any disc from the 3rd box for which you don't have a 2nd box weapon for. Don't vainly hold onto Guren Tessen without a katana. Learn a PA for the weapon you got until IA1, as that's a bit too far away to just hang onto regular attacks like in CM1. Defeat king yedes before little yedes to avoid their rage mode. Watch out for the kartagot laser while collecting the De Malmoth's loot.
M2: Be wary of your hit range to not damage the gilnas while protecting the lillipan. If you have a rifle, use TPS or shoot while jumping to headshot the spargun/zyle-type enemies. Split up properly in the 4 directions in that room. Remember that there are sparguns that spawn a bit further away than the sparzyles and can throw those explosive thingies. In the section after Mizer, beat up the barbarians on the way up, but ignore the house and bears. None of these enemies require to be defeated to progress, but the barbarians can drop Guren Tessen. Although if you have a knuckle and quake howling, consider stunning the bears as you pass by, perhaps even keeping them up there the whole time malluda is taken care of.
IA1: Get a vita katana, Sakura End, and Katana Combat. If you got Guren Tessen, then that'll be your main PA for the rest of the quest, but if not, make do with only Sakura End. Consider getting Weak Stance if you have discs in excess. If you are stuck with only Sakura End and got ahold of Snatch Step, get Snatch JA Combo as well. If you have Guren Tessen, leave Snatch Step discs for those who don't. Other discs worth learning can be the likes of PP Restorate, Killing Bonus, and PP Slayer. Step Advance has little use for katana, but learn it if you want if it's in excess. Trade in extra weapons for grinders. Prioritize getting the Bro units over challenge dolls. With their defensive stats, you'll be preventing death in the first place. Remember to share drops at these interval areas.
M3: Watch out for charging sil dinians and shooting sol dinians that do so when they spawn. Just Guard, move sideways, or maybe even flinch them before they get to act. The falling platform before wulfs can be flown over with Guren Tessen to get to the cannons sooner. Deal with dirandals' riders with Sakura End to avoid knocking the mounts over. Have Katana Combat Finish ready for the goldrahda room. The quadruple sliding El Ahdas that spawn with catadransa seem to sometimes hit through Just Guard (although the gear stills kicks on), so maybe avoid trying to do so against them.
M4: De Malmoth's fin can be reached with Guren Tessen by jumping off the little hill. Take the northern route after that. Watch out for the cyclops' slam at the first wall and the shield darkers charging forward at the last one. Watch out for the shield darkers' red shockwave attack as you head towards the teleporter as well. Break a finger for the knockdown and take out the Falz Hand first. Keep attacking Hunar while he's readying for his shockwave attacks. He'll flinch and die without being able to unleash them. (Have some PP ready for PA spam before this phase starts.)
IA2: Get the katana upgrade and star atomizers (use these to save people, and aoe healing takes less time than everyone individually using mates). Learn discs and maybe consider picking up rare weapons as side arms, but stick to the katana by default. If you got a stone from hunar, turn it into a Brisa unit or consider getting discs instead. As examples, Combat Escape can be of use against upside-down Anga if the fights gets to that point and End Attract might be of use coupled with Astral Riser against Anga as well.
M5: Watch out for the 2nd room's mechs' pewpewpewpew. You can use Combat Finish for the mechs here and still have Katana Combat's cooldown back up for Anga phase 2 (although do start it up while still in the banther room). After Guranzo falls, watch out for the kartagot lasers from behind and be careful of the cyclops. Preferably clear all the ground enemies before taking on Anga. In Anga's 2nd phase, if it doesn't die before flipping upside down, Katana Combat can be used to chase its core in the air for Guren Tessen, but prioritize guarding its slashes over recklessly attacking to avoid doing some floor licking. However, do attack recklessly if you have Combat Escape. The quest is cleared when Anga dies. Yay 5000 miles![/spoiler-box]
tl;dr use katana and spam guren tessen the whole way through
Adios' how to beat Anga:
btw I bought snatch JA combo but it didn't work with a katana... am I missing something or is that a bug?
Anga has the following sets of patterns to watch for assuming you have aggro, specifically.
non-rage modes:
-bits shoot lasers at you from his actual body every 3-5 seconds (can step when they aim 1s beforehand to avoid damage or block them entirely)
-bits leave his body and shoot at you from random angles (doesn't happen often and can be annoying due to hit stun)
-slowly rotates like a big ferris wheel, hurling his butt at you 3-4 times (just block, can't do anything else when it's doing this).
-flips himself over and smacks you 5-6 times (total smacks increases with a big mpa and aggro person loses aggro which randomly happens for now reason)
-short alarm sound followed by his stun attack (easy to block) followed by 1-2 wb shower which you can easily step away from if you successfully blocked the stun
-quickly flips over and dive bombs the ground 2-3 times depending on your position (if in phase2, he does these dive bomb attacks, then sweeps around the ground a few times before doing it again).
rage modes (depends on both the day and run):
day dependence: When anga rotates 90 degrees to shoot shit out of his butt, he will do 1 of the 3 following attacks depending on the day (changes every 24 hours and changes based on block iirc):
1) shoots a semi-opaque bomb that splits off into smaller opaque bouncing orbs that knock-back your char if they hit you (smaller bombs do not home in, they just fall in random directions)
2) shoots 3 bright small orbs that track the person with aggro (if they miss you, they can loop around once and still hit you)
3) shoots giant laser that blows your character back and onto the ground
run dependence: every run, when anga rotates 90 degrees to shoot these various attacks, he will either
1) not teleport between every attack
2) teleport before/after every attack
from what I've noticed, this depends just on the run, not the day; a coin flip basically.
Think I got most of it there.
Z-0's shop listings:
Second box in M1 gives a set weapon and the third box gives 2 set PAs though. . .
Shops:
[spoiler-box]http://puu.sh/jP7gh/71a1da0258.png[/spoiler-box]
Messy formatting, I also couldn't be bothered putting the prices in for everything.
Naoya Kiriyama and Sora3100's shop listings:
In case someone's interested, here's translations of the items in i1 and i2 shops, thanks Sora3100 for the screenshots and cirnopedia for reference.
Interval 1
[SPOILER-BOX]
Weapons
- Alva Claymore
- Alva Tri
- Alva Berdiche
- Alva T Blades
- Alva D Rapier
- Alva Breaker
- Alva Scissor
- Alva Vastall
- Alva D Sabers
- Alva Beam
- Alva Raflame
- Alva T Gatling
- Alva Quadrapt
- Alva Striker
- Alva Obside
- Alva Scepter
- Alva J Sliders
Units
- Rear/Browile a
- Arm/Brimoier a
- Leg/Brandydos a
- Rear/Psitegral b
- Arm/Psitalgiram b
- Leg/Psitregner b
- Sub/Add Stamina d
- Sub/Add Spirita d
PAs
- Zandion
- Fomelgion
- Barantsion
- Ignite Parrying
- Heavnely Fall
- Tears Grid
- Symphonic Drive
- Deadly Archer
- Heartless Impact
- Kreisenschlag
- Sakura End
- Dispersion Shriek
- Impact Slider
- Rodeo Drive
- Dead Approach
- Torrential Arrow
- Strike Gust
- Zan
- Gimegid
Skills
- Photon Blade Fever
- Guard Stance
- Weak Stance
- Chase Advance Plus
- Showtime
- Tech Arts JA Bonus
- Snatch JA combo
- Charge PP revival
- Katana Combat
- Rapid Shot
- Talis Fast Throw
- Rapid Boost
- Elmental Burst
Consumibles
- Monomate
- Dimate
- Trimate
- Sol Atomizer
- Moon Atomizer
- Star Atomizer
- Challenge Doll[/SPOILER-BOX]
Interval 2
[SPOILER-BOX]
Weapons
- Sangeyasha
- Tenimusou
- Daisy Chain
- Glorious Wing
- Trident Crusher
- Sacrifice Darker
- Absolute Blade
- Weiss Comet
- Mechanic Sword Mech Katar
- Sange
- Infinite Corundrum
- Final Impact
- Missouri M13
- Southern Cross
- Rabbit Wand
- Dream Master
- Precious Sword Balmung
- Rose Flotz
Units
- Rear/Brisa Aeri
- Arm/Brisa Oggi
- Leg/Brisa Magni
Disc shop
- Photon Blade Escape
- Jet Boots Escape
- All Guard
- DS Wing Parrying
- Twin Dagger Spin Move
- Knuckle Gear Boost
- Dive Roll Shoot
- Charge Escape
- Step Advance
- Dive Roll Advance
Red Stone Shop
- Weak Bullet
- Hunter Gear Boost
- Guard Stance Advance
- Over End
- Other Spin
- Volg Raptor
- End Attract
- Il Foie
Blue Stone Shop
- Chain Trigger
- Limit Break
- High Time
- Bloody Sarabande
- Chaos Riser
- Back Hand Smash
- Satellite Aim
- Il Megid
Green Stone Shop
- Shifta Strike
- Deband Toughness
- Talis Tech Bonus
- Combat Escape
- Rapid Shoot Mastery
- Slash Rave
- Kanran Kikyou
- Banish Arrow
- Il Barta
Yellow Stone Shop
- Shifta Air Attack Boost
- Deband Attack PP Restorate
- Photon Blade Fever Up
- Rapid Boost JA Bonus
- Heavenly Kite
- Cosmos Breaker
- Vinto Gigue
- Zanverse
- Il Zan
Consumibles
- Monomate
- Dimate
- Trimate
- Sol Atomizer
- Moon Atomizer
- Star Atomizer
- Challenge Doll[/SPOILER-BOX]
TheszNuts' PAs/Skills shop listings image:
[spoiler-box]http://i58.tinypic.com/wsjpyp.jpg[/spoiler-box]
[spoiler-box]http://i57.tinypic.com/16m6glz.jpg[/spoiler-box]