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Jazhara
Dec 11, 2003, 09:09 AM
For actual gameplay tactics in C-mode I recommend Mosaik's TA guide (http://www.pso-world.com/sections.php?op=viewarticle&artid=1330).

Along with all the other challenge tactics guides (http://www.pso-world.com/sections.php?section=Challenge+Mode&op=viewtopsection) in the relevant section.


Challenge Stage 1:- Area 01-07 (Temple)

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Starting equipment

[Credit Guntz 348]

"Hunters: Level 5, Saber+5, Armour, Barrier, Varuna level 13 (8,5,0,0), Monomate x6, Antidote x3, Antiparalysis x3 and one Scape Doll.

Rangers: Level 5, Handgun+5, Armour, Barrier, Kalki Level 12(5,2,5,0), Monomate x5, Antiparalysis x3, Antidote x3, Trap Vision x5 and one Scape Doll.

Forces: Level 5, Cane+5, Frame, Barrier, Vritra level 13 (8,1,0,4), Monomate x6, Monofluid x6, Antiparalysis x3, antidote x3 and one Scape doll.

These were gotten from using a Humar, Hucaseal, Ramarl and Fomarl. I'm pretty sure that the starting equipment is the same for all races of each class, and that the online starting equipment will be the same. "


[Jaz] - Can confirm all characters start with same equipment as above.


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Clear Time (To open C2, i.e. B-rank)

1'20"00

Good TA Time

<45"00

----------------------------

Recommended team

Offline:
1 HUcast
1 HUcaseal
2 FOnewearls

Online:
2 HUcasts
1 HUcaseal
1 FOnewearl


Recommended IDs

Daggers (for Boss)
Best: Oran (1.75)
Next: Greenil (1.429), Purplenum (1.429)
Worst: Whitill (0.933), Bluefull (0.933)


Recommended Techs

Rag Rappy = Foie
Poison Lily = Foie / Barta
Nar Lily = Zonde
Diminean = Foie
La Diminean = Barta
So Diminean = Zonde
Grass Assassin = Foie
Hildebear = Barta
Hileblue = ?
Dark Belra = Zonde
Barba Ray = Barta (Tail segements)


Mag feeders

In order of priority, the character classes that most need to feed their mag antiparalysis / antidotes:

HUnl --> DEX 1
HUct --> DEX 1
HUm --> DEX 1
HUcl --> DEX 1
RAml --> DEX 1
RA(any)


ES attack resistances (ESP)

*Numbers are Enemy = online ESP / offline ESP

Dimenian = 10 / 10
La Dimenian = 10 / 10
So Dimenian = 10 / 10
Rag Rappy = 28 / 28
Love Rappy = 45 / 45
Poison Lily = 0 / 0
Nar Lily = 55 / 55
Hildebear = 25 / 25
Hildeblue = 20 / 20
Grass Assassin = 10 / 10
Dark Belra = 18 / 18
Barba Ray = - / -

Summary: Only use Dim on high HP enemies (Hildebear/blue, Grass Assassins & Belras) if a RA, and not at all as a FO or HU.

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Map

General notes

- Most enemies in C1 aren't too dangerous, but be careful of your HP when around Hildebears and Belras.

- Techs are very effective, don't hold back at the start if you're a FO - as you get to the later areas the non-forces will have better weapons, and find things less difficult

- Rangers shouldn't shoot Belras more than once to tag for exp if playing online (see damage cancel guides).

- If 2 HU gang up on a Belra, both should use 3xhard hit, even if the first hit misses often (see damage cancel guides). No more than 2 HU should gang up on one Belra.

- You will find Daggers towards the end of the stage. Unless you have a very good saber (i.e. >50%A.Beast with good hit%) save all your grinders until then to speed up the boss fight in Area 07.

- Don't miss the 2 extra scape dolls in Areas 01 & 05.


Walkthrough

C1 full walkthrough (http://www.pso-world.com/sections.php?op=viewarticle&artid=1348)


----------------------------

Credits

- PSOW for the C1 map.

- Guntz 348 for the starting equipment.




<font size=-1>[ This Message was edited by: Jazhara on 2004-04-25 11:49 ]</font>

Jazhara
Dec 11, 2003, 11:56 AM
Challenge Stage 2:- Area 08-14 (Spaceship)

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Starting equipment

Hunters: Level 13, Brand, Giga Frame, Giga Shield, Varuna level 22 (11,10,0,1), Monomate x8, Dimate x3, Monofluid x2, Antidote x3, Antiparalysis x3, Scape Doll x2. EXP-->lvl = 1250.

Rangers: Level 12, Handgun+5, Psy Armour, Giga Shield, Kalki Level 18 (6,4,8,0), Monomate x6, Dimate x2, Monofluid x1, Antiparalysis x3, Antidote x3, Trap Vision x5, Scape Doll x2. EXP-->lvl = 1050.

Forces: Level 11, Rod+5, Frame, Barrier, Vritra level 20 (10,3,0,7), Monomate x6, Dimate x2, Monofluid x8, Difluid x3, Antiparalysis x3, Antidote x3, Scape Doll x2. EXP-->lvl = 1150.

----------------------------


Clear Time (To open C3)

1'20"00

Good TA Time

<35"00

----------------------------


Recommended team

Offline:
2 HUcasts
1 HUcaseal
1 FOnewearl

Online:
2 HUcasts
1 HUcaseal
1 FOnewearl


Recommended IDs
(Swords for Hunters clear small rooms very quickly; % brands are needed for boss, hence ID recommendations relate to this. Guns are useful in maps but terrible for boss)

Brands
Best: Pinkal (1.733)
Next: Redria (1.705), Viridia (1.6), Whitill (1.625)
Worst: Skyly (1.368)


Recommended Techs

Gilchic = Barta
Dubchic = Barta
Savage Wolf = Zonde
Barbarous Wolf = Foie
Pan Arms = Foie
Delsaber = Barta
Garanz = Barta
Chaos Sorceror = Foie
Gol Dragon = Barta (close); Zonde (Range)


Mag feeders

In order of priority, the character classes that most need to feed their mag antiparalysis / antidotes:

HUnl --> DEX 1
HUct --> DEX 1
HUm --> DEX 1
HUcl --> DEX 1
RAml --> DEX 1
RA(any)


ES attack resistances (ESP)

Numbers are Enemy = online ESP / offline ESP

Gilchic = 5 / 5
Dubchic = 5 / 5
Savage Wolf = 15 / 15
Barbarous Wolf = 27 / 27
Pan Arms = 5 / 5
Migium = 5 / 5
Hidoom = 30 / 30
Chaos Sorceror = 20 / 20
Delsaber = 15 / 15
Garanz = 42 / 42
Gol Dragon = - / -

Summary: Spaceship is a good level for use of Dim for Rangers, particularly for Pans and Delsabers. Garanz are very difficult to kill with Dim, if these are fired at it should always be 3xES attack to avoid damage cancel. Hunters and Forces have more reliable ways to kill fast, the only really useful exception to this is a high % hit Dim Sword, used by a HUcaseal on groups of Delsabers.


----------------------------


Map

NOTE: There are two types of lighting in the long halls in graphical terms, light and black. When I refer to these please note black does NOT mean a dark room with no ability to see. It simple refers to the environmental lighting outside the hall to aid with visual recognition, and bears no effect on gameplay.

----------------------------


General

- As with Ruins in Ep. I C-mode, prioritise the nastier enemies in a mixed room. Sorcerors and Garanz should be paramount (they don't appear appear together), then Delsabers. Also watch for Gilchics a little apart from the action as they'll fire lasers.

- Don't expect enemies to play exactly as they do in Ep I C-mode. All Dubchics have Dubswitches to destroy them with, find the switch ASAP and destroy.

- On a similar note, Hunters can damage Pan Arms without any Shifta / Zalure. Hammer away, note confuse traps still ensure they will not split while confused, and save you time.

- Wolves are much more annoying, and take longer to kill, than in Ep I forest.

- Handguns are great for taking Dubswitches when still in the air.

- Sabers can drop early on, allowing Rangers and Forces to do melee damage.

- Keep your grinders for % Native weapons, preferably with hit, for the boss.

- Keep all sol atomisers for the boss, do not use in the areas.

- Don't fight enemies in corridors if the door ahead is open, just run straight past. This especially applies to the 2 Garanz in very long corridors in area 10.

- There are several poison mist rooms - always find the switch and turn off the mist as a matter of priority.

- Many rooms have switches that turn lights OFF - generally it's a good idea to clear a room of enemies before you push any switches when you're learning the stage (but see next point).

- In a lot of areas the team will warp in at different places, as with standard Spaceship - in most cases it's easy to meet up, sometimes the team will stay split. It appears players 1 and 3, and 2 and 4, will always be together in pairs if there are enough players.

----------------------------

Walkthrough

Full C2 walkthrough (http://www.pso-world.com/sections.php?op=viewarticle&artid=1960)

----------------------------


C2 - Area 14: BOSS, Gol Dragon

A full level-up walkthrough can be found here (http://www.pso-world.com/sections.php?op=viewarticle&artid=964).

Some of my own notes:

- Biggest tip: Read the in-depth guide and learn his attack patterns, then choose when to close and damage wisely.

- Share out the sol atomisers you find equally for when shocked.

- Under no circumstances get in front of the Dragon's Ice breath - there is no time to freeze-break and heal before the second hit unless you are a freeze-break master.

- When the dragon goes in the air, run away if you're close. The slam down on the ground when he lands again is unavoidable and hurts.

- The collision boxes for his feet / legs are not on the model when he is moving, they are a bit behind. If you're attacking the feet and not hitting, try the air just behind his legs instead.

- In general, but particularly when there are two dragons, prioritise not taking damage over giving it. If you're going to take damage, do something about it.

----------------------------


Credits

- PSOW for the boss strategy guide.




<font size=-1>[ This Message was edited by: Jazhara on 2004-04-03 04:58 ]</font>

Jazhara
Dec 11, 2003, 12:07 PM
Challenge Stage 3:- Areas 15-20 (CCA)

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Starting equipment

Hunters: Level 15, Brand, Soul Frame, Giga Shield, Varuna level 24 (11,10,1,2), Monomate x8, Dimate x3, Monofluid x2, Antidote x3, Antiparalysis x3, Scape Doll x2. EXP-->lvl = 1579.

Rangers: Level 13, Autogun, Giga Frame, Giga Shield, Kalki Level 20 (6, 4, 8, 2), Monomate x6, Dimate x2, Monofluid x1, Antidote x3, Antiparalysis x3, Trap Vision x5, Scape Doll x2. EXP -->lvl = 1250.

Forces: Level 13, Rod+5, Giga Frame, Barrier, Vritra level 22 (10,4,1,7), Monomate x6, Dimate x2, Monofluid x7, Difluid x3, Antiparalysis x3, Antidote x3, Scape Doll x2. EXP-->lvl = 1250.

----------------------------


Clear Time (To open C4, i.e. B-rank time I think):

1'20"00

Good TA Time:

<15"00

----------------------------

Recommended team

Offline:
1 HUcast
2 HUcaseals
1 FOnewearl

Online:
1 HUcast
1 HUcaseal
1 RAcaseal
1 FOnewearl


Recommended IDs
At least one high % A. Beast Buster is essential; this is best obtained in the Mountain area.

Buster (Mountain stats, Seadside are all equal at 1.17)
Best: Redria (1.268), Whitill (1.209)
Next: Viridia (1.182), Yellowboze (1.182), Purplenum (1.169)
Worst: All others (1.156)

Lockgun (Mountain stats, Seadside are all equal at 1.17)
Best: Redria (1.268), Whitill (1.209)
Next: Viridia (1.182), Yellowboze (1.182), Purplenum (1.169)
Worst: All others (1.156)


Recommended Techs
Meritas = Foie
Merilla = Barta
Ul Gibbon = Zonde
Zol Gibbon = Zonde
Gee = Barta
Mericarol = Barta
Mericus = Barta
Merikle = Zonde
Gi-Gue = Zonde
Gibbles - Barta
Sinow Berrill = Foie
Sinow Spiegell =
Gal Gryphon = Zalure first; Barta (close, head / feet); Foie (range)



Mag feeders

The best approach to mag feeding in C3 requires a RA to be present. The RA should feed their mag, and be ready to swap to a HU if necessary to allow them to equip an autogun. If no RA is present, the HUs should feed in the same order as C1 / C2.



ES attack resistances (ESP)

Numbers are Enemy = online ESP / offline ESP

Merilla = 5 / 5
Meritas = 21 / 21
Ul Gibbon = 5 / 5
Zol Gibbon = 30 / 30
Gee = 5 / 5
Mericarol = 90 / 75
Mericus = ? / ?
Merikle = ? / ?
Gibbles = 85 / 75
Gi-Gue = 85 / 75
Sinow Berrill = 17 / 17
Sinow Spigell = 39 / 39
Gal Griffon = - / -

Summary: Dim weapons aren't much use in C3. The enemies that are weak to Dim attacks can be killed quite easily by all classes anyway. It is theoretically possible to kill a mini-boss with Dim in C-mode, but it's a very slim chance and not worth the hassle caused damage cancelling. Ditch Dim weapons in C3.
----------------------------


Map

C3 - Area 15

This is the only complicated area in C3. There are 4 rooms / clearings in Jungle north, each with a pressure floor switch that has to be pressed in order to drop a barrier. Behind each of the 4 barriers there is a one-touch floor switch. These four one-touch switches collectively open the warp to Area 16.

NOTE: YOU DO NOT NEED TO KILL ANY ENEMIES TO PROGRESS TO AREA 16, ONLY TO KEEP YOURSELF SAFE / FOR EXP

C3 - Area 15 (Jungle North) - Navigation

I will briefly describe how to get to each of the four rooms, then the clearing / cave containing the one-touch floor switch for each.

From the start point, you will exit from a hollow log. Ahead of you and slightly to the left is the first barrier / switch combo - this will be referred to as "Switch 1".

To your right as you exit the log, there is a large vine extending into the next clearing, not marked on the map, as with normal Jungle North maps. If this doesn't sound familiar, play some normal Jungle before you start. This vine leads to "Switch 2".

To the extreme left of the log exit there is a rock blocking your path. Hit the rock 6 times to open the path to the clearing ahead, a large open space containing "Switch 3".

From the large clearing containing the barrier to Switch 3, you will again need to break rocks (see switch description below for full details). Head down the steps and into the final clearing containing "Switch 4".

If you have 4 players in the team, split into 2 groups - one pair go for Switches 1 & 2, the other get 3 &4, then all meet at the warp.


C3 - Area 15 (Jungle North) - Walkthrough

Switch 1 - On exiting the log, there is a small area to your right, near the vine that leads to switch 2, containing boxes. Break the rocks in front of the boxes to access them (3 hits to break).

There are 3(?) Merilla and 2 Ul Gibbons here, you don't have to kill them but you can if you wish - a new wave will spawn. It's safest to kill all but one of the Merilla, and leave it at that.

The pressure pad ahead and slightly to the left of the log opening (start point) on the floor lowers a barrier. One player should go through the barrier, leaving their team-mate to dodge / kill enemies until they return. Once through the barrier you will see lots of Gee incubators. Run straight past the first few, and look left. There is a computer-like terminal on the left wall (seen at the end of an area in normal Jungle) - the incubator under / next to this needs to be hit twice, relieving the first one-touch floor switch. Stand on this and exit the way you came in.

Both (all if less than 4 in team) players can now head for Switch 2.


Switch 2 - Head over the vine leading from the Switch 1 clearing. On the vine you will meet 3 Merilla, kill and continue into the Switch 2 clearing. Damage traps in here, careful if you can't see them.

There are 2 or 3 Gee here, and 2 or 3 Merilla. We have found killing all but one of the Merilla the safest way to go - the next wave contains a Zol Gibbon, which can be awkward to dodge while waiting for your team-mate to return.

The pressure floor switch is directly ahead of where you enter - head straight for it. One player should go through (only). Descending the steps ahead you will meet 2 Ul Gibbons, and there's a damage trap in the air. You don't have to kill the Gibbons, but there are Fire Traps on the way out, and it can get a little messy. Light, Light Hard x2 with a HU is generally enough to connect and damage enough to kill an Ul.

Once the Gibbons are dead, stand on the floor switch at the bottom of the steps. On the way back out you will face 3 fire traps coming from the floor that will need to be dodged or destroyed (3 hits to destroy, not 2 as in Temple) - only dodge if your team-mate that needs to let you out is well prepared, otherwise you'll take damage. The first is in the middle of the steps as you run back up, the second comes out of a rock to the left of the path, and the third from a rock to the right of the path, right by the gate.

Exit this area and head for the switch 3 clearing. On the way back across the vine, a fire trap will appear. As you step off the vine look to your right - boxes have appeared on the edge of the area. Get these if you need them.


Switch 3 - As you come into this clearing you'll see 4 Ul Gibbons ahead, and three Merilla in the ground by some rocks. Those rocks are your exit, and take 6 hits to break - you need to move the Merilla out of the way. Let one player through the barrier towards the one-touch floor switch, and deal with the enemies in the room as you choose, either fight or dodge doesn't matter other than EXP.

The player who goes for the floor-switch should be a Hunter, at least at first try. After going past the barrier you will move through a narrow corridor and come out into a small cave. The one-touch floor switch is visible ahead. After stepping on the switch the lights will go out, the room is dark. 2 or 3 Zol Gibbons spawn, and there are three freeze traps coming out of the floor (the ones that fire at you not float in the air). I recommend you use the map to navigate and just run straight back out of the room, dodging left and right to avoid the traps shooting at you.

Once the one-touch switch has been pressed, head for the switch 4 clearing. On the way down the steps, after the first player passes, a fire trap will come out of the floor. More rocks to break at the bottom of the steps to access the final clearing in this area.


Switch 4 - The simplest one. There is a long path leading away from the clearing, at least 2 players (if present) should take that. On the left of the path, there is a hidden opening leading to a small clearing containing boxes - don't let enemies follow you in here, it's tough to get back out otherwise.

At the very far end of the path there is the last one-touch floor switch. On the way there, you will see one of the electrical traps that closes on your from the floor, trapping you. Dodge round it. As you close with the floor pad, there is another one of these traps, and it's hidden - move down the very right-hand edge of the path to and from the switch to avoid getting caught. On the way back, a freeze trap comes up from the floor to fire at you - dodge this. Finally, a Sinow Berrill will drop in the middle of the path - ignore it completely and head for the warp to the next Area.


C3 - Area 16 (Jungle East)

On entering this area, there are 4 item boxes directly behind your starting point, and a pathway to the rest of the level. Grab the boxes, ignore the path, and head the way you were facing when you spawned in. You will come into a single clearing. There is one Mericarol in this glade - kill this and exit to the next Area via the warp that appears. One character should get the item boxes marked on the map via the narrow path, as one is guaranteed to be a weapon.

If you're not used to fighting these enemies, be very, very careful - they can be deadly. Suggest reading up on Mini-boss strategies (http://www.pso-world.com/sections.php?op=viewarticle&artid=976)(but for level up play), and stats (http://www.pso-world.com/sections.php?op=viewarticle&artid=305).

For Mericarol, you need to follow the "Not cheap method" in the strategies. Main tip is: If the Mericarol is targeting you, don't try and attack it, let your team mates do it. Ideally one HU should distract its missile attacks while the FOs pound it with Barta. If it closes its claws in on itself and makes squealing / bleeping noises, run away - a high-level Megid cloud will come out from it. Also, when attacking it, be aware it can charge at you. I would recommend all players stay on full health at all times - this is the hardest mini-boss in C3.


C3 - Area 17 (Mountain)

Players will be start off split apart, half at the top of the mountain and half at the bottom. The FO should ignore all enemies and move to the middle of the mountain, where it gets dark (i.e. if you start at the bottom of a slope move uphill, if you start at the top of the slop move downhill). If you go fast enough you will leave all the enemies behind.

On reaching the dark area, the FO will see a Gi-Gue floating around - this must be killed to reach the next area. Have the FOs hammer it with Zonde. Don't try and close, just use Zonde from a distance. Be careful of its protective shield - when it makes a hissing / squeaking noise it will surround itself with a pink globe - don't attack until that goes away, otherwise he will fire a ball at you, which is effectively a good-level Rafoie and can 1-hit kill.

Also, there are moving barriers with spikes on to be avoided while fighting the Gi Gue, another reason to leave it to the FOs. You can see the spikes coming from the barriers, the best place to practice dodging these is the Tower quests (in level up play).

While the FOs are killing the Gi Gue, one Hunter should get all the orange boxes near the bases of the spiked barriers - there are some vital fixed items here - 1xGeneral HP, 1xResta 3 disk and 2xSoul Frame (4-slot). You MUST get these items to have a good chance at beating the boss. The other players should group on the upper slope of the mountain and kill as many Gee as possible before the Area clears, if any busters, autoguns or lockguns drop be sure to check the % and call out to your team what you have found.

Once the Gi-Gue is dead and you have the box items, you face a choice. The boss is far, far easier with a decent Buster for at least one of the HUs (note that's a Buster, NOT a Brand). I would recommend clearing this area, levelling in the process, until at least one decent A. Beast Buster drops.

We have explored the rest of mountain - there are no other vital fixed drops, just lots of Gibbons and Gees, and general boxes. It's not worth getting / killing all these IMO, but you can if you want.


C3 - Area 18 (Seaside)

The team again spawns apart, but only at opposite ends of the same room. One half of the team will spawn by 2 Ul Gibbons - ignore them, turn round and head back into the medium sized clearing. A Gibbles will spawn here.

Again, if done correctly, this is easy. Barta is extremely effective from FOs. For HUs, fight as a Hildebear - avoid the Gibbles' right side, run around it clockwise to its left. This should keep it turning on the spot while the FOs Barta it to death. If you have a freeze trap left, use it to pound it a little quicker. If the Gibbles does manage to leap into the air, run like hell and make sure you're on full health if you were close to it when it took off.

Once it dies, the warp appears to area 19. Don't take it yet (at least not everyone) - head back to where the 2 Ul Gibbons were and down that path. In the boxes at the far end of the next clearing there is another General HP, again a fixed drop. Make sure you get this if you have either 2 FOs or a RA with you (Basically you only don't need this if you have at least three HUcasts, and got the earlier General / HP).

Clearing Seaside is also an excellent way to find better weapons for the boss, although it's tougher fighting (more Gibbons) the drops seem to be a little better.


C3 - Area 19 (Central Control)

You spawn next to the boss warp, and have the option of heading back to the start of CCA or going straight to the boss. Be careful, there's a Sinow Berrill in every room - in the final room there are three Berrils in one wave, so watch out. There's also a healing ring here.

The main area of interest in CCA is the lower sections (first seen in Seat of the Heart), with three sets of fixed drop boxes, but surrounded by minibosses. Each lower platform is accessed individually via a warp in the room directly above - only ever send one person into each lower section. The safest way to get the items is to go and do the furthest one first (warp 6 on the map). There's a Gi-Gue when you warp down, and three moving spiked barriers. Before progressing, turn round and attack through the rock / wall behind you - you will break three boxes you can't access yet if done correctly. The barriers only move through 180 degrees, so each has a 'safe' side. Move down the safe side, don't attack the Gi-Gue. Get the boxes at the end - Warrior Body, a General Power and an Autogun +5. If you want to play it safe, just get these and head back to the boss. Otherwise, head for warp 5.

As with the Gi-Gue room, you have the option of turning around as soon as you warp and breaking the boxes you can't reach yet through the rock / wall behind you. Run across the room to the items ahead (they shouldn't be in boxes as you opened them from the Gi-Gue area). If possible, drop a freeze trap in the middle of the room (where the red floor switch is marked on the map) to freeze the incoming Gibbles as it lands. Grab the items (similar to the above - another gen power, a 4-slot cross armour and autogun +5) and turn round and run out following the line indicated by the grey and red markers on the map above. If you don't follow the markers you will get stuck in a warp loop and could well end up under the Gibbles. Once you are back at the lower warp 5 take it back up top.

Finally, you have the option of warp 4 which leads to more items. There's a Mericarol in here, and they're dangerous. You have three options - dodge it for the items (not recommended), freeze it (ok if you can get it), or kill it - to kill it, 2 players should go down, 1 HU and 1 FO. The HU should distract its missiles from range (not easy in the tight space), while the FO bartas. Under no circumstances try for these items without breaking the boxes in advance from the Gibbles area first.

On the whole, the Gi-Gue items are definitely worth getting as its very safe; the Gibbles items are good if you need the autogun, but probably not worth just for the gen / pow alone; the Mericarol items are overkill IMO, and an unnecessary risk. Of course, the Gi-Gue items take the longest to get.

In summary, if you already have good weapons don't bother with the lower areas. If you have at least one HUcaseal without an effective weapon, it's well worth getting at least one autogun.


C3 - Area 20: BOSS, Gal Gryphon

Gal Gryphon FAQ

The Gal Gryphon plays very differently in C-mode compared with level up play.

- Many of the Gryphon's attacks are physical, and as such can cause critical hits. Be aware of this if a normal hit is close to killing you, a critical definitely will.

- Forces should equip at least one General HP to be able to survive a standard hit from his Winged Attack and Stomp, and 2 Gen HP to have a hope of surviving a critical for these attacks. RAs need one or two gen hp to survive a critical, dependent on their race / gender.

- Learn his attack patterns, and what threat they are for your character class. E.g. a Winged Attack will never kill a HUcast even on a critical hit, but it can kill a RA with a critical.

- Do not be near the Gal Gryphon when he uses his Shockwave - EVER. The whole of the boss fight can be made very easy by getting good at avoiding this attack.

- The Shockwave attack kills all classes instantly if even slightly close. The shockwave damage does have a small radius effect, HUs at the very edge of the wave can sometimes survive.

- The FO is very important in this fight. It is vital the FO keeps the boss Zalured when he's on the ground (see below for best way to do this), and the high damage characters with Shifta. Don't blindly Shifta - only if it's worth it. E.g. any character with an autogun is worth it, as is any Hunter with a good brand or Buster; but don't bother with a HUnl using a 0% brand unless you can cast on them at the same time as others. Resta is also important.

- If TP & casting time are available, FOs should use Barta if they know how to target with it, or Zonde if they don't. Zonde can also be used when the Gryphon is in the air. Support and healing techs are the top priority. Only cast when it's safe to attack, as with a HU.

- HUcaseals / HUmars with autoguns, and Rangers, should shoot his head.

- HUcasts / HUnewearls should attack the legs with the best melee weapon they have, preferably a %AB Buster. Be especially careful of the shockwave attack if you're using melee weapons.

- Other than the Shockwave, his Stomp attack does the most damage. This can be hard to dodge, but you can minimise the damage a little. The more directly under the final jump-->land animation you are, the more damage will take, so try and stop him landing directly on you.

- Don't bother trying to shoot him in the air, you will do 0-2 damage at best.

- When the Gryphon is in the air, and begins a swoop to make a Winged Attack, the safest place to be is directly under him at the edge of the arena. The FO should always be here, and should Zalure the boss whilst in the air / as he starts to swoop. This one casting of Zalure will last the entire time he lands on the ground. Melee weapons users are also fine here, and if the party is grouped together here it's a good time to cast Shifta.

- If you're using a gun on the head, the correct position to take during the Winged Attack is more complicated. You have three options - Wait with the FO; wait at the opposite end to the boss' starting flight point; wait exactly half-way along his flight path at the edge. The boss will make a long swoop, or a short one. On a long swoop, he will return and land to face his starting point of flight. On a short swoop, he will land and face away. If you're under the start point, the head is exposed on a long swoop but not a short one; vice versa if you stand opposite it. The best place to be is halfway, giving you the option of always moving to hit the head - it's also the most dangerous, as it's hardest to avoid the Winged Attack, which has heavy critical hit damage. Also try and ensure you are making it as easy as possible for the FO to Shifta you before he lands.

- If at any point you're using a gun and can't get at the head without risking running into a Shockwave, target the wings.

- Keep your HP full as much as possible, many of his attacks do 95% damage or greater and if you're 10 HP short of max you could lose a scape.

- Already said above, but worth saying again - Stay away from that Shockwave!!!"

----------------------------


Credits

- PSOW for the boss guide, damage calculator and enemy stats.






<font size=-1>[ This Message was edited by: Jazhara on 2004-04-13 06:47 ]</font>

Jazhara
Dec 12, 2003, 09:07 AM
*Disclaimer*

All of this info has been compiled with less than a full team, and offline only, and mostly whilst drunk. As such, some may be partial / complete BS. http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_wink.gif

I'll try and add more and improve as things go on, but Xmas is in the way.

<font size=-1>[ This Message was edited by: Jazhara on 2004-02-22 14:55 ]</font>

Jazhara
Dec 14, 2003, 11:40 AM
Challenge Stage 4:- Areas 21-27 (Seabed)

----------------------------

NOTE: Before playing E2C4 I strongly recommend taking your highest-level character through Seabed on NORMAL, to watch and learn Olga Flow's attack patterns. Defeating him without being hit is very different to defeating him playing level up, and it takes a long to get there in C-Mode. You won't be too popular with your teammates if you lose all your scapes as soon as form 2 appears!

----------------------------


Starting equipment

Hunters: Level 23, Buster, Cross Armour, Hard Shield, Rudra level 38 (18,13,3,4), Monomate x10, Dimate x5, Monofluid x3, Antidote x3, Antiparalysis x3, Scape Doll x3. EXP-->lvl = 4266.

Rangers: Level 19, Lockgun, Cross Armour, Hard Shield, Kalki level 30 (8,7,12,3), Monomate x7, Dimate x5, Monofluid x3, Antidote x3, Antiparalysis x3, Trap Vision x5, Scape Doll x3. EXP-->lvl = 2754.

Forces: Level 20, Stick, Soul Frame, Soul Barrier, Vritra level 34 (15,7,2,10), Monomate x8, Dimate x5, Monofluid x10, Difluid x5, Antiparalysis x3, Antidote x3, Scape Doll x3. EXP-->lvl = 3105.

----------------------------


Clear Time (To open C5)

2'00"00

Good TA Time

<55"00

----------------------------

Recommended team

Offline:
1 HUcast
2 HUcaseals
1 FOnewearl

Online:
1 HUcast
1 HUcaseal
1 RAcaseal
1 FOnewearl


Recommended IDs

For Olga form 1, the HUcast should be on mechs or a lockgun and the HUcaseals with railguns. All IDs have equal chances of finding railguns, so mech IDs seem to be best at present. Railguns & Pallasches are needed for form 2, which are again equal drop chance. Hence:

Buster / Pallasch
All equal (1.17 Upper, 1.3 Lower)

Lockgun / Railgun
All equal (1.17 Upper, 1.3 Lower)

Mechgun / Assault (Upper / Lower)
Best: Purplenum (1.17 / 1.3)
Next: Whitill (0.9 / 1)
Worst: Skyly (0.54 / 0.6), Viridia (0.54 / 0.6)


Recommended Techs

Recon = Foie
Recobox = Foie
Domdarl = Zonde
Dolmolm = Foie
Deldepth = Foie
Delbiter = Foie
Sinow Zoa = Foie
Sinow Zele = Foie
Morfos = Foie
Olga Flow Form 1 = Foie (Close); Zonde (Range)
Olga Flow Form 2 = Support techs on team & Olga


Mag feeders

The 'correct' character to feed their mag doesn't really exist in C4. There are a host of options, which all centre around getting the best guns in use across the non-FOs for the boss. It's totally dependent on a) team composition but also b) Arm units found. This is probably easier expressed as a set of requirements to be met, which the mag will contribute to. A HU mag can generally be fed to DEX level 6, giving 3 extra points of ATA. Swapping a Ranger mag to a HUcaseal is enough to equip a railgun, as it starts at DEX 12 (+6 ATA).

Some of the numbers here need confirming in-game, and as such may not be 100%. Those that are NOT confirmed are marked with *.

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

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

C4 approx base ATA at boss fight:

(Level 30)
HUnl = 80*
HUct = 82
HUmr = 88*
HUcl = 94

(Level 29*)
RAml = 96
RAct = 96
RAcl = 99*
RAmr = 103*

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

Summary: The main aim is to give yourselves options to equip guns once you reach Olga based on what weapons and arm units you have found. It's best for one HU to feed their mag as much as possible, and everyone be prepared to swap mags at the end if necessary.


ES attack resistances (ESP)

Numbers are Enemy = online ESP / offline ESP

Recobox = 0 / 0
Recon = 0 / 0
Dolmolm = 15 / 15
Dolmdarl = 24 / 24
Sinow Zoa = 25 / 25
Sinow Zele = 20 / 20
Morfos = 15 / 15
Deldepth = 10 / 10
Delbiter = 70 / 60
Olga Flow = - / -

Summary: Dim-type weapons can be very useful in Seabed if used correctly. Basic Dim won't really work apart from on Recoboxes, but Shadow can be found and are good if used correctly - I've seen a lot of Shadow Rifles in the C4s I've played. Enemies that can only be hit once in a while (e.g. Deldepths) should be frozen before trying the 1-hit kill. Shadow is particularly useful for Recoboxes, Morfos and Sinow Zele for RAs, and is even handy for FOs on Recoboxes. A Dark Sniper with hit % is a dream weapon, Shadow Shot with hit % rocks too (e.g. I've killed two Morfos in a single shot http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_biggrin.gif).


----------------------------


Map

- If you have a RA in the team, a HUcl and another HU, the other HU should exchange mags with the RA and the HUcl should mag feed.

- Save all grinders for your boss form 2 pallasch. If the pallasch is fully ground, grind railguns next.

- Lots of Deldepths in the first few rooms, stand still when they're moving round on the floor. They're too hard to dodge, if you stand still you are pretty likely to block their attacks.

- Delbiters need ranged attacks, but only have to be fought in Seabed Lower - run past them in Seabed Upper. If you have to melee them, fight like a Hildebear on steroids - keep moving around it in a circle to ITS LEFT, attacking when you're at least 90 degrees round it anti-clockwise from its face, and never more than 2 hits in your combo.

- Make the most experienced Hunter or Ranger player 1 - they have to solo the longest. If a FO is player 1 they will burn a lot of TP.

- There's a scape at the end of area 22 - hit the orange switch by the warp, break the destructible wall and use the warp near where you started the Area.

- There is a Scape Doll in the 'hidden' area in area 26, accessed by standing on a glowing electric ball. When you get to the first of several barriers where you go left or right (one way warps you to enemies one doesn't) turn round, it's the door behind you.. There are also fixed HP mats, TP mats, POW mats, DEF mats, General Power, Warrior Body etc - get this room!

- Guns, guns, guns. Ranged attacks are by far the best in Seabed.

- Swords / Partisans / Slicers / confuse traps should be used on Dolmolm & Dolmdarl where possible.

- As in normal Seabed play, the fire traps coming up from the floor need 4 hits to break, so avoid the laser gates if you don't want to annoy your team-mates.

- Sinow Zoa / Zele - Wait for them to warp, then move off the spot turn round and hit. Nice and easy once practiced.

- Sinow Zoa and Zele do not start disappearing and reappearing until they get close. Hence, the easiest and fastest way to kill Seabed Sinows is from a distance, i.e. with guns or techs. Foie works wells on Zoas, but techs are less effective on Zeles.

- Freeze Deldepths when they first appear. If you think a droid teammate has dropped a freeze trap when Deldepth spawn, wait a second or so before you hit the Del - otherwise you could drive it back to ground and cause it to miss the freeze effect. Droids entering rooms with 2+ Deldepth on 0 freeze traps should call this out to their team, so flesh characters know to hit the Dels immediately.

- Damage traps are excellent in C4, as almost every enemy is weak to Foie. 4 damage traps on a group of 3 Zoas inflicts over 1200 points of damage in total! They can also be a very good way for low-ATA HUcasts to fight Deldepths safely on their own.

- Confuse traps are also very useful in C4 - large groups of enemies in small areas make Seabed susceptible. Confuse lasts longer than freeze, and high ATP enemies like Sinows can make a real mess of each other when confused, while you hit them in the back. As enemy numbers in the wave reduce a little, then's the time to drop a freeze to finish off.

- Don't let your guard down in C4, always keep alert. Corridor traps, Recon bombs and enemy missile attacks can catch you with your guard down really easily, and many enemies do massive damage.

- Get your DEF as high as possible, as soon as possible. Equip Brave Barriers at the start, and ensure you share and equip DEF boosting armours. Most enemy attacks in C4 are physical, but also pay attention to your EIC (Ice resistance) as both Sinows and Deldepth can 1-hit kill with double-hit freeze attacks when playing online.

- Many / most of the rooms with Recoboxes don't require any / all of the boxes to be killed to open the door (only the ones that produce recons for a start). In small, square, flat-floored rooms there will be Deldepths that trigger the door; in small, square rooms with raised areas and just recoboxes, kill the Recos near the exit first; in long hallways ignore the Recos completely.

- High % machine Shots are devastating to Recons in rooms full of recoboxes, RAs should use to cover HUs if possible.

- Always fight Recoboxes 1v1, or 2 HU max - don't gang 4 people up on 1 box, it just takes longer (damage cancel).

- In the last area (26), the final long hall has 2 Delbiters to fight, and 2 Morfos in the room. There is a fixed 4-slot hyper frame in here, don't miss it.



C4 - Area 27: BOSS, Olga Flow

Olga is tough when you first get to him, especially if you don't play level up Seabed much. The PSOW FAQ doesn't give enough specifics for C-mode, so here we go:

General notes

- Spend enough time talking before the fight such that you're ALL sure you have the best kit available. Don't be selfish, if you're a HUmar with arm units and a railgun, and the HUcast can't equip a lockgun, give him some ATA - it's in your own interests. Out of all the teams I've played C4 in, the most common cause of failure is selfishness / impatience / recklessness (i.e. stupidity) on the part of one person (usually a HUmar if there's one around).

- Always stay on full HP unless you *really* know what you're doing, if you need to use this info in the first place you also need to be on full HP. If the FO goes down, or you think you're too far, use mates.

- Scapes are precious, more so than any other boss fight. Don't lose one when you can run away.


Form 1

The first form has Olga flying around you on a falling platform. He will move around the outside of the platform using various attacks.

- Use the map. I cannot stress this enough, keep your eye on the map in the top-right of the screen so you know where Olga is.

- If you're the FO, use techs in the following order of priority:
Resta (even if someone has lost only a little HP)
Shifta
Deband
Zalure
Jellen
Foie (if boss close)
Zonde (if boss at range)

- If you're a RA, HUcaseal or HUmar you should use the most powerful (vs. dark) gun you have available. Note this isn't always railgun, it could be lockgun if you're unlucky with weapons. A 40% lockgun is (roughly) the same base power as a 0% railgun.

- If you're HUcast or HUnewearl, you may not have enough arm units or mag dex to equip a lockgun, especially if there's no RA in the team to steal their mag. If this is the case, you have a couple of options... Mechguns can be used when he's at medium distance, and can be excellent on a HUcast if they have hit %; when he's really close a sword can hit multiple parts; a good pallasch can do big damage when he's close too.

- A HU that knows how to avoid form 1 attacks, and has a gun, should be given the 4-slot hyper, all general powers and enough knight powers to fill remaining slots.

- All characters should have a minimum of 200 HP, preferably 220 to avoid being killed by a single hit from Tail, Sword and Sky Sword / Under Floor Sword attacks.

- The FO should equip Body units if slots available.

- DO not grind guns, save grinders for a pallasch in form 2.

- The rest of fighting form 1 is down to knowing his attacks. These next tips relate to the names given to the attacks in the PSOW faq (http://www.pso-world.com/sections.php?op=viewarticle&artid=1001).

I am not 100% on the physical / mental / fixed damage attack classifications for each attack yet, so please feel free to post and discuss.

Attacks

Physical: Affected by Deband and Jellen.
Mental: Affected by Elemental Resist stats (EFR, EIC, ETH, EDK, ELT).
Fixed Damage: Does a set amount of damage.


Diffusion Bullet
(Green RA-style energy shots)
Type: ?
Initiated: When at your eye-level

An easy one, and not that lethal. Standing close to Olga they go over your head, at a distance dodge between them.


Sword (aka Sword Beam)
(Lunging attack straight across the platform)
Type: Fixed damage
Initiated: When at your eye-level

Dangerous, but easy to dodge. When Olga is hovering around the outside of the platform never stay directly in front of his right arm (i.e. the one on YOUR right too, as he's upside down).


Charge Laser
(Green constant beam, moves around platform clockwise or anticlockwise)
Type: Physical
Initiated: When at your eye-level

Also easy to dodge. Run towards the beam if Olga is moving anticlockwise, or away from it if he's moving clockwise. If this hits you right at the start, heal - the FO is risking it to stop to Resta. It can hit you a second time in one pass and kill you.


Tail
(Very quick arcing swipe in front of him)
Type: Physical
Initiated: From Around the edge, slightly below the platform (and not attackable)

A nasty one to dodge, he will start doing this once he's taken a little damage. You need to be on the opposite side of the platfrom to Olga (you can't hit him anyway). The arc has less range when you're to his sides as opposed to in front.


Sky Sword / Under Floor Sword
(A large circular bolt of energy moving around the platform)
Type: Fixed damage, with radius
Initiated: From above or below, the large dot that represents Olga will be directly over the platform.

Stand at the very edge of the platform. If his attack hits you at all, it will not kill you. Do not ever run into the middle, damage is greater the closer you get to the center of the energy bolt.


Form 2

The second form has Olga on the ground, walking around generally kicking your ass.

- Don't run straight into the fight. Swap the 4-slot to the Pallasch user (see below), along with the General Powers.

- When you do start the fight, don't do it from your spawn point. Move over to Flow's body and stand by his feet ready to attack.

- AT LEAST one HU should use a pallasch (the HU with the highest base ATP). The best pallasch has high % in 3 areas, hit or otherwise - NOT dark % (form 2 has a random attribute, which changes). Grind the hell out of it.

- Give the Pallasch user several scapes, and plenty of mates. All party members should have at least one scape.

- Same also applies to gun users, you're better off using a gun with 3 good % rather than 1 high one.

- Rangers should use a sniper, even if the damage is a little lower, and stay completely away from Flow. Keep as much distance as possible, and watch out for Gael / Giel blocking you in. Keep an eye on the map. Expert RAs with weak HUs in the team may wish to use a Buster on Flow's feet, but this should only be done if the player's good enough to not get hit.

- The FO has a hard job in form 2. The first priority is survival, but it's absolutely vital you keep the melee HUs Shifta'd and Olga Zalured. Resta melee HUs when you run in to Zalure if you can. Tech casting priority:
Shifta
Zalure
Resta
Jellen
Gi / RA techs on the Gael & Giel

- For the FO, Olga is also vulnerable to a random tech, and this changes. It is simply not worth trying to damage him as a FO, concentrate on the support techs in the order listed above.

- As ever, form 2 is easy if you know the correct response to each attack, but can be a nightmare if you don't.


Attacks

Walk
(Physical movement of boss)
Type: Physical
Initiated: Between move sequences

While not technically an attack, you can be damaged from it. Avoidance is obvious, just don't get under his feet. More importantly, understanding how the walk works is the key to an easy fight. Olga starts out in a straight line, but turns in a relatively tight circle as he walks and will stop facing a direction you don't tend to expect (at least at first). As the key to avoiding every attack that follows the Walk is to be behind him, predicting where he'll be facing when he stops is much needed.

Sword Energy
(Arcing energy wave that travels along the ground)
Type: Fixed damage (TBC)
Initiated: At the start of the fight, and then a random chance of occurence the end of a walk pattern.

3 important points to deal with this:
- First, to recognise when it's coming. Olga will walk around (he turns a lot on the spot, don't chase him - predict where he will stop) stand still, leaning towards the ground, his right foot behind him.
- Second, how to avoid - stand behind his right foot, it will never hit you. Running away from it will not generally save you, and take you too far from the action. Get behind him.
- Third, be aware you might make a mistake (usually due to getting disorientated by his turning walk) - ALWAYS be on full HP if you think there's a chance you'll get hit by this, it does significant damage, 90% of a HUct's HP, and many teams fail because they lose scapes to this attack. There really is no excuse for dying on this attack with mates in your inventory, if a player does so more than once in a game tell them to use mates (chat select if not the same language setting as you). If the FO is a good player, they should be stood in the safe spot ready to resta the HUs if they get hit.


God's Punishment
(Rain of red light from the sky, lethal)
Type: Fixed damage / ELT-based attack (TBC). Possible radius effect, needs testing.
Initiated: After Sword Energy. He never does this without doing Sword Energy first, knowing this is important (see 'Walk').

This attack will 1-hit kill any character on full HP 99% of the time. If you have a lot of HP mats drop, once all chars are 220 HP+ feed the remaining HP mats to the HUcast.
Olga will stand still, raise his arms in the air and make a guttural shouting noise. Listen for the noise he makes (I play C-mode with music off, helps IMO), and learn to recognise it. When you hear this noise, you have 2 options.
The easy option, and the one for all characters not using a pallasch, is to just run away. The radius isn't huge.
The harder option is for melee HUs only unless the party's getting desperate. When you hear the noise that signals the attack is on the way, wait a little then run into Olga's feet or a Gael / Giel, or a shock trap as a last resort (NOT freeze, or you're dead!). When the rain lands, if done correctly, you're invulnerable and still recovering from the get up when the rain lands and you will not lose a scape.


Mine
(Multiple small floating bombs)
Type: Physical
Initiated: When standing still

Mine rise out of the ground, they damage and can have shock or freeze effects. Avoid the freeze at all costs - there's no knock down / invulnerability when you're frozen, so the damage piles up. Rangers a bit distant from the action can really help the HUs by shooting these (and also the Gael / Giel). Need 50% HP to be sure of avoiding being killed as FO / RA, or 33% as HU.


Rock Slide
(Boulders drop from the sky)
Type: Physical / fixed damage (TBC)
Initiated: When Olga stands still

Rocks fall from the sky. Make sure you're on full HP, or very close to it.


Stomp (aka Trample)
(Leaping attack with body)
Type: Physical
Initiated: After a walk, instead of Sword Energy
Olga jumps directly forwards across the arena.

You should always be behind him after a walk anyway, this attack shouldn't hit you. Need to be on 75% HP if you're going to get hit.



Boss Summary

- FO should concentrate on Resta then support techs first and foremost on form 1; Shifta / Zalure on form 2.

- Guns are needed for form 1, get as many good guns in use as you can.

- Stack the highest ATP HU with lots of mates, a good pallasch (3 different % if possible) and scapes if they are not practiced at avoiding God's Punishment. This character should pound away on the feet of Olga, it is their job to do 3/4 of the required damage. For a fast clear, 2 HUs should attack one foot each (NEVER the same foot (damage cancel)) - but only if they are both quite practiced, otherwise scapes and mates will get burnt too quick.

- Communicate, and be ready to drop items / cast techs to help teammates. Don't let someone fail you the stage with 2 scapes in your inventory!

- Have fun, don't stress if you fail, just learn from mistakes and try again. This stage is not easy, but it will raise your game if you can get into it. http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_wink.gif








<font size=-1>[ This Message was edited by: Jazhara on 2004-04-02 07:53 ]</font>

Jazhara
Jan 7, 2004, 07:43 AM
Updated C4:

- Recommended party & IDs
- General enemy tips


Do people want me to keep going with this? I realise it's not much use and there's not much interest atm, but as soon as C3 is released everyone will be playing it...

KingChaos
Jan 7, 2004, 01:41 PM
i wanna c wot prizes u get

-Geshtar-
Jan 8, 2004, 07:58 AM
Did you fight Olga Flow in C4? or is C5 a continuation of Seabeds?

Just curious about it cause C5 better not be a tower o.o

PJ
Jan 8, 2004, 08:24 PM
C5 would be a stupid way to continue the seabed... I beleive there are only 2 areas left... 1 for Seabed Lower and one for Olgy? I don't think so =/

And the Towers would rock! The ultimate strategy would be needed! Not to mention going through it TWICE!

And yes, I think we'd all like it if you continued your Ep2 CMode Walkthrough n_n

Soukosa
Jan 9, 2004, 12:58 AM
I'm pretty sure Control Tower is part of Ep 2 C-Mode. In a video that someone linked a while back for Ep 3 and Ep 1 & 2 Plus, they showed some of Ep 2 C-Mode and part of it was Control Tower.

Jazhara
Jan 9, 2004, 02:44 PM
Inaccurate, deleted.



<font size=-1>[ This Message was edited by: Jazhara on 2004-04-03 04:58 ]</font>

KingChaos
Jan 9, 2004, 07:02 PM
well epsilon should be pretty easy

and good luck for next time you try

Nai_Calus
Jan 10, 2004, 06:31 AM
Epsilon doesn't deserve to be his own area, lol.

Whoo, this'll hurt like mad. XD Hmm, need to re-do C1 with things like maps, a team of more than two people and the intent to do more than simply go through and clear it, lol. Wonder when C2'll come out.

PJ
Jan 10, 2004, 08:52 AM
On 2004-01-09 11:44, Jazhara wrote:
Area 29 - Epsilon


How could he have his own area? On normal Control Tower he would just be another floor.

Maybe they'll give him a boss intro and give him more bossly details...

Naaaawwwww, that'd be stupid. http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_smile.gif (I wish ST had a machine-boss in Episode 2...)

Jazhara
Jan 10, 2004, 11:03 AM
On 2004-01-10 05:52, SUPAH_CHAO wrote:
How could he have his own area? On normal Control Tower he would just be another floor.


Good point. http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_biggrin.gif

Well, for now I dunno - another session next week, we should get Olga this time, getting a lot better at C4. If so we'll at least know what 28 is...

I'll get the C2 walkthrough in good shape for the C2 release.

Capricornus
Jan 10, 2004, 08:46 PM
Seems like these ep2 final stages are a real pain in the ass to clear.
Makes me really looking forward to those last ep2 stages (I just love hard challenges)to clear up the disappointmentof ep2C1 (much too easy and too long)
Hope you will be able to clear those last stages Jaz, and good luck (I know its hard to clear Cmode stages when the majority of the team is not used to play cmode)

Jazhara
Jan 11, 2004, 09:04 AM
On 2004-01-10 17:46, Capricornus wrote:
Seems like these ep2 final stages are a real pain in the ass to clear.
Makes me really looking forward to those last ep2 stages (I just love hard challenges)to clear up the disappointmentof ep2C1 (much too easy and too long)


C3 and C4 are great (C2 is a lil' better than C1, too), fighting in EpII VR isn't much different to EpI IMO...

drizzle
Jan 12, 2004, 02:30 PM
I'd expect area 28 to be the east tower, and area 29 the west tower with Epsilon, something like that... but we'll see. Keep 'em coming http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_smile.gif

Mixfortune
Jan 12, 2004, 05:02 PM
On 2004-01-12 11:30, drizzle wrote:
I'd expect area 28 to be the east tower, and area 29 the west tower with Epsilon, something like that... but we'll see. Keep 'em coming http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_smile.gif




That could be the case.
As for Epsilon's difficulty, it could go either way.
Chances are scapes will be lessened by the mid-boss salvos in conjunction with Megid (if Del Lillies are included). You may need a good strategy to avoid the Rafoie Beam, and especially careful near the Megid Shredders. Guns, anyone?

KingChaos
Jan 20, 2004, 05:05 PM
well online it will be easier as offline is split screen

Jazhara
Jan 22, 2004, 05:20 AM
Online is a piece of cake, the other gamers there actually play PSO, unlike my offline C-mode team. http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_biggrin.gif

Malkavian
Jan 22, 2004, 09:53 AM
Seabed is really painful http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_eek.gif

Me and 3 friends, all good PSO players tried to all ep2 cmode in one day... and of course we failed >.<
Gal gryphon alone took us many hours retrying. he doesn't follow a pattern, so you never know when he will do the shockwave attack. Soon we skipped the idea to go close to him and use autoguns from a far distance only.
And Jazhara what you say about the jellen it didn't work for us. Well there is the added problem that in offline you can't know if an enemy has jellen and zalure on, is not showed more than the graphical effect on its body. But in a big boss that is not seen neither. Anyways I casted jellen on him everytime he came down and any of us with 3 lv ups survived the shockwave attack once. Only some times being far away where damage is reduced, so it doesn't count.

Then we went to Seabed a bit tired from the 10+ C3 retries. And what we found? Enemies that kill ine one hit if there is no deband and jellen on. And the force can still die. Many team splittings where the team with no FO wasted an insame amount of mates and dolls. And thw worse... warps that separate the team randomly. Letting the force alone >.<

We didn't pass 3rd Upper Seabed area. Maybe another day we will try to finish it. But im waiting to get more ideas o how to solve all those problems. I think it can be recommended to go 3-1 in normal splittings. And the3 players do it all and open the door for the solo player to continue without fight.
In the random split hope to get 2-2 or 3-1 with force in the team of 3 and do the same. he team with force do it all and the other 2 or 1 wait to be rescued.

PStar2cadet
Feb 19, 2004, 10:02 AM
Hi!I have the import PSO Plus,and i had thought i had seen someone make a post on this site that the ep.2 challenge mode has new s-ranks that episode 1 did not have...has anyone else here confirmed that?(I don't remember who said it,wondered if anyone else knew).Thanks for your time.

Gazzafett
Feb 19, 2004, 08:18 PM
me and my m8 are very close to completeing offline ep2 ch i will post the weps as soon as i know what they are.

Jazhara
Feb 22, 2004, 06:09 PM
UPDATE:

- Full C2 walkthrough now in place, corresponds to PSOW maps up very shortly.

- Minor edits of C1 and C3; will revise these fully sometime soon.

- Added some more C4 General info.

- Added recommended techs for all areas, need to double-check one or two.

- No C4 walkthrough added as yet, as it's really long and will be very time consuming. Can answer individual questions on C4 by PM if people have PSO+ and are playing offline, otherwise will get something written for C4 online release.



Walkthrough needs:

- Hildeblue tech vulnerability

- C3 RA stats

- Proof-reading, feel free to point out typos

- Improved boss strategies

- Improved item gathering, sharing and usage strategies (e.g. is there a 2nd autogun in C3? IF so, where? TIA)

- General strategy suggestions, e.g. where to split a team etc.

- C4 walkthrough, I don't want to do it. http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_biggrin.gif







<font size=-1>[ This Message was edited by: Jazhara on 2004-02-22 15:23 ]</font>

Jazhara
Feb 22, 2004, 06:10 PM
On 2004-01-22 06:53, Malkavian wrote:
Seabed is really painful http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_eek.gif

Me and 3 friends, all good PSO players tried to all ep2 cmode in one day... and of course we failed >.<
Gal gryphon alone took us many hours retrying. he doesn't follow a pattern, so you never know when he will do the shockwave attack. Soon we skipped the idea to go close to him and use autoguns from a far distance only.
And Jazhara what you say about the jellen it didn't work for us. Well there is the added problem that in offline you can't know if an enemy has jellen and zalure on, is not showed more than the graphical effect on its body. But in a big boss that is not seen neither. Anyways I casted jellen on him everytime he came down and any of us with 3 lv ups survived the shockwave attack once. Only some times being far away where damage is reduced, so it doesn't count.

Then we went to Seabed a bit tired from the 10+ C3 retries. And what we found? Enemies that kill ine one hit if there is no deband and jellen on. And the force can still die. Many team splittings where the team with no FO wasted an insame amount of mates and dolls. And thw worse... warps that separate the team randomly. Letting the force alone >.<

We didn't pass 3rd Upper Seabed area. Maybe another day we will try to finish it. But im waiting to get more ideas o how to solve all those problems. I think it can be recommended to go 3-1 in normal splittings. And the3 players do it all and open the door for the solo player to continue without fight.
In the random split hope to get 2-2 or 3-1 with force in the team of 3 and do the same. he team with force do it all and the other 2 or 1 wait to be rescued.



Malk, you still trying this? If so will reply with some tips...

kevlar_pso
Feb 26, 2004, 12:41 PM
Can any1 tell me what the latest challenge is that came out for Ep II on GCN? My HL ran out and I've been only on Xbox PSO for a while now. I need to get back on GCN PSO so I can get the Ep II c mode down. Also, what is a decent time for Stage 1, and what would a TA time be for Stage 1?

Jazhara
Mar 2, 2004, 10:21 AM
Episode II Challenge Stage 3, Areas 15-20 / 29.

C4 should be out soon.

C1:
Good time <1hr
TA time <45min
(Approx)

http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_wink.gif

Malkavian
Mar 17, 2004, 08:53 AM
On 2004-02-22 15:10, Jazhara wrote:
Malk, you still trying this? If so will reply with some tips...


No. Considering how much easier is online and that I feel green&blue ring will be online prizes too i'll pass. I rather play mario Kart, F-Zero or Smash bros with my friends instead of that pain in the ass.

KingChaos
Mar 30, 2004, 10:50 AM
I Wonder How Much Time You Need To Get SRank

PStar2cadet
Mar 31, 2004, 11:48 PM
Heya,does anyone else here who have the import PSO Plus finish the ep.2 challenge mode yet?I wanted to know if indeed the tower levels and Epsilon are in the ep.2 challenge mode....I've been levelling up my PSO Plus characters,but my pals still haven't had time yet to play ep.2 challenge with me yet...lol... tahnks for any info you can pass along.^_^

Jazhara
Apr 2, 2004, 11:09 AM
Big update, lots added, all walkthroughs improved - it will take a little while for the PSOW FAQs for C1 and C2 to be updated, Lolita has the changes. I have linked to these now anyway, when they are updated I will post that news.

Once they're all up to date, they can be considered accurate and useful guides rather than 'first-look' walkthroughs. As it stands, my C1-C3 info on the PSOW maps is a little wrong. This should be fixed soon.

Of particular use in the updates above should be the C3 and C4 C-mode boss FAQs, and the C4 playing tips.

I will do C4 mapped walkthroughs as soon as we have the maps up.

Also, in related news, we cleared C4 offline, yay!

C5 is VERY cool, floor-by-floor walkthrough should be in place by the time of online release. Only had a brief go after clearing C4, playing to clear it next Wednesday...

Insane exp, way more than Ult - a Gibbles is 1500 exp! My FO levelled almost every floor all the way up... Lots of traps for the HUs due to levelling, droids needed to freeze enemies.

Area 28 - You go up 10 floors, fighting Gibbles, Mericarol, Gi-Gue, Ill Gill and Del Lily - the first Delbiter is in the 'boss' room where Epsilon normally is.

Area 29 - NOT West Tower as claimed by some. You go back down the tower, we got to the fourth floor down before getting caught out by a pair of Del Lily surrounded by Recoboxes. It's definitely 10 floors down, and likely to be Epsilon at the end - hopefully confirmed soon!




<font size=-1>[ This Message was edited by: Jazhara on 2004-04-03 04:57 ]</font>

Jazhara
Apr 14, 2004, 11:45 AM
An early C5 walkthrough.

I will be adding a section on fighting EpII enemies in general to this thread, similar to that found for EpI in Mosaik's TA guide (http://www.pso-world.com/sections.php?op=viewarticle&artid=1330).

----------------------------

Challenge Stage 5:- Areas 28-29 (Control Tower)

----------------------------


Starting equipment

Hunters: Level 23, Buster, Cross Armour, Hard Shield, Rudra level 38 (18,13,3,4), Monomate x10, Dimate x5, Monofluid x3, Antidote x3, Antiparalysis x3, Scape Doll x3. EXP-->lvl = 4266.

Rangers: Level 19, Lockgun, Cross Armour, Hard Shield, Kalki level 30 (8,7,12,3), Monomate x7, Dimate x5, Monofluid x3, Antidote x3, Antiparalysis x3, Trap Vision x5, Scape Doll x3. EXP-->lvl = 2754.

Forces: Level 20, Stick, Soul Frame, Soul Barrier, Vritra level 34 (15,7,2,10), Monomate x8, Dimate x5, Monofluid x10, Difluid x5, Antiparalysis x3, Antidote x3, Scape Doll x3. EXP-->lvl = 3105.

----------------------------


Clear Time

1'00"00

Good TA Time

<30"00

----------------------------

Recommended team

Offline:
1 HUcast
1 HUcaseal
1 RAcaseal
1 FOnewearl

Online:
1 HUcast
1 HUcaseal
1 RAcaseal
1 FOnewearl


Recommended IDs

No drop info available


Recommended Techs

Recon = Foie / Zonde
Recobox = Foie (close); Zonde (range)
Mericarol = Barta
Mericus = Barta
Merikle = Foie
Gi-Gue = Zonde
Gibbles = Barta
Del Lily = Barta
Ill Gill = Foie
Delbiter = Foie


Mag feeders

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

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

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


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

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


ES attack resistances (ESP)

Numbers are Enemy = online ESP / offline ESP

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

Summary: Only use Dim-type weapons on Recoboxes.


----------------------------


Map

General Notes

- See notes on fighting episode II enemies for how to tackle bosses.

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

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

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

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

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

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



C5 - Area 28

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

Layout: Straight, Broken or Split.

Straight:

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


Broken:

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


Split:

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

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

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

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

Tactics: Notes on how to approach the floor.


Floor 1

Layout: Straight

Barriers: None

Boxes: 5 Item

Enemies:

Wave 1 - 6 Recoboxes (Middle).

Tactics: These do not need to be killed.


Floor 2

Layout: Straight

Barriers: None

Boxes: 4 Items

Enemies:

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

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


Floor 3

Layout: Broken

Barriers: Gates

Boxes: 2 Protectors, 2 Shields

Enemies:

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

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


Floor 4

Layout: Split

Barriers: None

Boxes: 4 weapons

Enemies:

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

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

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

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


Floor 5

Layout: Straight

Barriers: Lasers (Freeze)

Boxes: 2 Weapons, 2 Protectors

Enemies:

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

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


Floor 6

Layout: Straight (lights out)

Barriers: Tall

Boxes: 2 Protectors, 2 Shields

Enemies:

Wave 1 - 1 Ill Gil (Middle)

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


Floor 7

Layout: Broken

Barriers: Lasers (Foie)

Boxes: None

Enemies:

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

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


Floor 8

Layout: Straight

Barriers: Short

Boxes: Heal ring

Enemies:

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

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


Floor 9

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

Barriers: None

Boxes: None

Enemies:

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

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

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

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

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


Floor 10

Layout: NA (Boss room)

Barriers: NA

Boxes: None

Enemies:

Wave 1 - Delbiter

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


C5 - Area 29

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

Floor 10

Layout: NA (Boss room)

Barriers: NA

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

Enemies: None

Tactics: Make sure you grab these boxes.


Floor 9

Layout: Broken

Barriers: Tall

Boxes: None

Enemies:

Wave 1 - 5 Recobox (Middle).

Tactics: Recos are arranged like this:


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

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


Floor 8

Layout: Straight

Barriers: Gates (and lots of them)

Boxes: 4 items

Enemies:

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

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


Floor 7

Layout: Broken

Barriers: Lasers (Gifoie)

Boxes: 2 Ogre / Power, 2 General / Body

Enemies:

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

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


Floor 6

Layout: Broken

Barriers: None

Boxes: Heal ring

Enemies:

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

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


Floor 5

Layout: Straight (lights out)

Barriers: None

Boxes: 2 Weapons, 2 Protectors

Enemies:

Wave 1 - 2 Delbiters (Lower)

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


Floor 4

Layout: Straight

Barriers: None

Boxes: None

Enemies:

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

Tactics:

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

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


Floor 3

Layout: Straight (Door is Open)

Barriers: Gates

Boxes: 4 Items

Enemies:

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

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


Floor 2

Layout: Straight

Barriers: None

Boxes: None

Enemies:

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

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


Floor 1

Layout: Straight

Barriers: None

Boxes: None

Enemies: Epsilon

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

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

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

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

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

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

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

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

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

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




<font size=-1>[ This Message was edited by: Jazhara on 2004-04-14 18:41 ]</font>

Jazhara
Apr 14, 2004, 12:18 PM
Arg, notepad line diagrams don't work too well in BB code! Have made the best I can of them by inserting dots.

Hopefully you can see where the recoboxes you need to kill are anyway. http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_wink.gif

Anisha__J-Hunter
Apr 17, 2004, 07:55 AM
Nice work Jaz ^ - ^

Will you be online around Tuesday so we can start owning C5 together? (*sees himself dead on the floor begging for dolls already*)

Jazhara
Apr 20, 2004, 08:52 AM
On 2004-04-17 05:55, Anisha__J-Hunter wrote:
Nice work Jaz ^ - ^

Will you be online around Tuesday so we can start owning C5 together? (*sees himself dead on the floor begging for dolls already*)



Of course, 3 down, 13 to go. Hurry up and finish your lunch. http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_biggrin.gif

Deus-Irae
Apr 21, 2004, 03:40 AM
awesome write ups, very detailed. im sure they"ll come in handy, thanks much.http://www.pso-world.com/psoworld/images/phpbb/icons/smiles/icon_smile.gif

Sitka
Feb 11, 2005, 06:33 PM
There is some real good information on this old thread - the walkthrough on E2C5 should be posted in front of every newish player to that stage.

I forgot this thread even existed - so I bumped it so some of the xboxers trying c-mode can read it over for some good strategies.

Looking forward to running with you guys this weekend.

Nice work Jazhara.