Stage 1 Level Maps |
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.
|
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.
|
Area 1 |
|
Walkthrough |
- 2 rappys, 3 dimineans; Fight and exit south
- 2 Lilys, boxes east and west; Fight (FOs, are best vs Lilys, so they shouldn't
get boxes here) and exit south
- Switch on floor nearest entrance (yellow on map) drops barrier ahead. One
person head through here, all others should head West. The person headed through
the barrier needs to break one of the 4 walls directly in front, then stand on
the button inside. This will activate fire traps, these, like all others in temple
take 2 hits to break. If you're unpractised at this, any players with ranged attacks
may wish to help the player activating the floor button. Once activated, the pair
nearest the level start should go through the door (red on map) to the West.
- Mothmant 1; Kill this to open the door to the warp to the north, take that
route. Press the switch and warp back to room 3.
- All players can now head east through the open (orange) door. Players from
the blue side route need to beware any traps still present.
- First wave 4 Dimenians, second wave 2 Dimenians and 2 Lilys, third wave 1
Assassin. Boxes at far end if desired. Kill enemy and head north.
- First wave 2 Rappies, 2 Lilys, second wave 2 Dimenians 2 Lilys.Kill the enemies
and leave. The item detours to the west and north are only worth it if you aren't
worried about your time just yet.
- 3 La Dimenians.. The box seems to only ever be a Monofluid or a Monomate,
and there is a falling trap above it so be careful. Kill the enemies and head
south.
- Step on the button to raise the bridge. One person should stand on the floor
button and let all other players into the warp. That person then heads east, breaks
a wall and kills 6 Dimineans, finally heading south to rejoin the team.
- For the rest of the party, after warping (warp 2), kill the pair of Assassins
and head south.
- Draw the Hildebear over to the wall opposite the entrance. Don't try and fight
him near the destructible barriers as you go in or you risk your aim being spoilt
by the barriers., then head east.
- 3 So Dimenians. Once this room clears the other team member can rejoin and
all can head for area 02 to the south.
|
|
Area 2 |
|
Walkthrough |
- At the start head into the first room, break the boxes and kill the enemies,
opening the door to the east.
- Long room, traps and enemies (e.g. Rappies, and Hildes as last wave) Long
room with enemies, Hildes again. After it clears either head straight east, or
take the west detour for items. Beware traps if you take the side route.
- A long room, various enemies. There is a Scape to the north of this room,
if you wish to obtain it send a Force to the north west corner immediately as
this is a short area. Kill the enemies and head east, avoiding the traps in the
corridor.
- (SCAPE DOLL)The route to the Scape has 4 Lilys in the small room to the north
of room 1, but there is also a Healing Ring to the east of the room, opposite
where the player enters. The Lilys do not need to be killed to access the ring,
making it very easy for the FO to kill swiftly with Foie, grab the Scape and rejoin
the party.
- Long room with enemies, 2 Hildes as the last wave again. After it clears head
north to area 03. Beware traps if you take the side route.
|
|
Area 3 |
|
Walkthrough |
A very, very straightforward area - there are many side routes with boxes
down them, it's up to the team opinion whether to go for time or items.
- Fight, north exit. Boxes via west detour accessible via south door.
- Fight, north exit.
- Long room ,enemies both sides. BEWARE - there is a falling trap as the players
step onto the outside path that leads to the other side of this divided room,
the trap does significant damage, especially to a Force. Have a team-mate break
the trap or ensure you have full HP before going outside the initial hall. Items
to the east, kill all enemies on both sides on the divide and progress west. It
can help to leave one player on the side the team enter until the room is clear,
especially if you have few ranged attacks available.
- One player stands on the first switch (yellow) to allow the rest of the team
through - this should be a droid class character with a gun if at all possible.
The rest of the team take the second switch (blue) briefly to allow the solo player
to head north. The rest of the team head south, stand on the cyan floor switches,
and head West. Note there is a healing trap to the south, stand under it and allow
it to go off to restore your HP.
Blue 1 - As you enter here, be very careful. There are many floating traps,
both shock and damage types. Clear the traps with a gun, kill the lone Hildebear
then head west. The items to the north are accessible by pressing the left-hand
switch.
Blue 2 - Change to "Stand on the floor switch to raise the bridge.
2 fire traps will rise from the floor, both lightly behind you, one left and one
right. Dodge their initial shots and then destroy. As you go over the bridge,
first one Hildebear then 2 will spawn. An easy way to kill the bears is to stand
at one end of the bridge, in the corner, and shoot them. If done correctly, the
bears will get stuck on the bridge trying to walk towards you and be easy to pick
off. To clear the pair of bears quickly, drop a confuse trap and let them fight
each other while you shoot from a distance. Use all your traps if you need to,
there's a heal ring after the next room of Lilys. Exit the room to the West to
rejoin the rest of the party.
- A long hall, clear it and move on to the West.
- Enemies here, healing trap in the middle. Clear and head north.
- Items available on the outer walkway, but beware traps. Another long room,
full of dropping bomb traps so beware, clear and take the north exit
- The enemies in here clear the exit to the north; the floor switches (orange)
open the door to the west (orange) that leads to a healing ring.
- Clear this room of enemies and move into the final room in the area, through
the east exit.
- A relatively simple set of switches, but potentially dangerous. The safest
approach is for all but one party member to move around the outside, stepping
on buttons and moving past barriers when they become available. The solo player
moves through the first east-facing barrier and into the middle with more switches.
Step on right, left, right switches moving forward then head for the east exit.
Players moving round the outside can break the boxes - DO NOT WARP! (It's really
tempting).
- One wave, of 3 Hildebears. A good cheap way to save freeze traps (you need
them badly in area 04) is to drop one confuse trap in the middle before they spawn,
such that it goes off when they land. Keep your distance and shoot at them, they'll
reduce each other's HP significantly and allow you to finish them off easily.
Once they're dead, head for Area 04.
|
|
Area 4 |
|
Walkthrough |
There are 4 switches in the opposite corners of the map that need to be pressed.
If there are 4 players in the team ,send one each way; if there are 3 people in
the team, take switches 1, 2, and 3 and meet up for 4. At every switch there is
a warp that takes you back to the level start. As there is no 'perfect route'
on the PSOW map to trace here, I'll go through the switches in order 1 - 4.
- Switch 1 -Characters with a gun are almost essential for this route. Head
West, South, West, South from the start. The last South room will have enemies
to fight (I think 3 So Dimineans, not sure). Clear the room and continue west.
If your chracter class can't see traps, there are 3 - one in front of each rock.
You don't need to activate the traps to clear them, hit the right-hand side of
the first rock, the left of the second, and the right of the third to avoid setting
them off. In the long room, tactics depend on your character class - there are
lots of fire traps in here, plus two waves with 5 or 6 Lilys. Hunters are good
if you're not great at dodging fire shots as they can remove them quickly (Males
more so than females due to their forward lunge 2nd-saber hit). RAs are obviously
best for the traps, but kill slower. FOnewearls (only) can kill the Lilys *really*
quick - just use one Foie on the first 3-4 you attack, and let them kill themselves
with their spinning death animation. The last few you will need to use 2 Foie
per Lily. However, FOs, particularly females, have the worst time with traps unless
you spend a lot of TP. The traps come out of the scenery at the side of the room,
not the ground, so beware. Once clear go north, get the touch-switch and take
the warp back to the start. Go 2 rooms to the west (4 barriers together to the
north) and wait if in a 4-player team, or head for switch 4 if in a 2-3 player
team.
- Switch 2 - Send your weakest / lowest skilled character, unless your Force
is desperate for TP. Head East - South - South from the start, fighting enemies
in the southernmost room. There is a healing ring on the outer corridor leading
from the southernmost room. Once clear, continue East, stand on the left-hand
switch, press the touch-switch, and warp. Go 2 rooms to the west (4 barriers together
to the north) and wait if in a 4-player team, or head for switch 4 if in a 2-3
player team.
- Switch 3 - This is tricky. Go East, South, East from the start into the long
double-sided room. On the way you will pass through a narrow corridor with crushers
at either end, barriers blocking the entrance and exit, and a Belra to top it
off. If you're a droid, a confuse trap can be very helpful. For non-droids, once
in the corridor draw the Belra towards you. When he's out of the way, step under
the crusher blocking your exit and hit if four times. Step back, wait for the
crusher to fall. Step back under hit and hit the barrier with 5 hits, the final
(6th) hit of the second combo will move you forwards and into the long hall. There
are So Dimenians and then 2 Hildebears in here. Make sure you clear the fire traps
down the centre before you leave. Kill the enemies and head out the opposite end
to where you entered. Get the touch-switch, and warp. Go 2 rooms to the west (4
barriers together to the north) and wait if in a 4-player team, or head for switch
4 if in a 2-3 player team.
- Switch 4 - The best hunter in the team goes this way, and preferably a droid
with plenty of traps. Head one room to the east from the start. First, 4 switches
on the ground to be activated. If you're in a reliable team I *think* its quicker
over all to have the players heading for switches 2 and 3 to help you with these,
need to test online with TA friends, but if unsure get them yourself. Once the
4-switch door opens head north. A small room with enemies has boxes on the outer
walkway - get these while enemies are spawning to save time, if at all. You are
on the longest route, so any time wasted stops your three team-mates from progressing
- hence only get boxes if you're low on supplies. Clear the room and head east.
Again, the long room has enemies, and a box detour - same logic applies. Be particularly
careful of the fire traps that spawn when the room clears if playing offline due
to the limited camera perspective they can be hard to see. Clear the room and
leave by the south exit. One more room, which is the time-consuming one, although
not difficult. Three waves of Monests, first 1, then 2, then 3. Use a damage traps
as the single one lands to kill the Mothmants and allow you to attack the plant
- use 3xhard hit. For the pair, one damage and one freeze trap will make things
pretty quick. Finally, for the 3 Monests, drop a confuse trap when they land,
confusing the large group of Mothmants they spawn. Keep them confused until one
Monest dies, then drop a freeze trap and finish off. Now you're able to enter
the double-sided room to the south. Move in, clear the mixed wave of enemies,
head west to hit touch-switch 4 and warp. Go 2 rooms to the west (4 barriers together
on map) and head through the open door to the north.
- Final - the last room of the area has a floor switch that raises the bridge,
and enemies to fight. Clear the room and head for area 05.
|
|
Area 5 |
|
Walkthrough |
A very simple map, doesn't need much explaining on the whole.
- Fight, clear, go south.
- Fight, clear, go west. Beware traps.
- A long room with crushers on and around the bridge. Several waves of enemies,
finishing with a Belra. Items accessible via the exit in the north-west of the
room, by pressing the right-hand switch. Head south and warp.
- After warping head north. Beware traps. Take the two simultaneous floor switches
to open the north door, also make sure you break the boxes in the west alcove
- the second Scape is here.
- More traps, more fighting. Exit is north, heal ring to the west.
- Long double-sided room. Kill the first wave, then split the team with half
on each side of the divide. Clear the room and head east to the final mapped area.
|
|
Area 6 |
|
Walkthrough |
Arg! Not too straight forward. Will try and be brief:
- Kill enemies, head south. Box on outer walkway.
- Beware traps. One person (quite skilled) should stand on the first floor switch
dropping a gate, allowing the rest of the party to take warp 2. That person then
goes solo via warp 1.
Warp 1 route (solo player) - Key thing is to get the switch in the south-west
of the room (pink on the map) as fast as you can to allow the rest of the party
to progress. They will then open your exit to the west (blue on the map) - ignore
the box detour unless desperate. Press the first switch on your left as you enter
the corridor, and no others. Continue west into the long divided room and pick
off enemies from the doorway. You don't have to clear this room, survival is more
important, but it will help the party a little later the more you kill. You cannot
get to the boss from this side of the room, so don't try going north - wait for
the rest of the party to open the south exit for you.
Warp 2 route (rest of party) - Through the barrier opened for you, and
ignore the first set of touch-switches. Head to the second set and get the left-hand
switch, then through the next gate and get the right-hand switch. Move into the
room to the west and clear the enemies. Note there is a healing trap in the south-west
corner of the room. As you might be low on mates here, don't be selfish let your
team-mates know you're after the trap so they can all benefit when it goes off.
Exit west.
- The party should be back together now, and in a long vertical room with a
bridge in the middle. Stand on the nearest switch as you enter for all but one
of the players to warp. You now have access to the southern switch, allowing the
players in the north to progress across the bridge - but beware fire traps and
enemies, have handguns ready. Kill the enemies and get the remaining player over
the bridge. A spare player in the south should get the boxes while this is happening,
or head for the next room if TA - which is to the east.
- A long horizontal room, fight and clear. A confuse trap will help on the wave
of 3 Hildebears. The boxes in the north-west alcove (behind the barrier) are well
worth getting, as they are guaranteed weapons, the ones in the north-east alcove
are not. Head east once the door opens.
- As you run into the next room, break the THIRD wall along from the entrance
- don't get the first, it will make La Dimineans spawn and waste you time. Take
the warp (marked no 4).
- Work your way around the outside walkway, being careful of the crushers, kill
the Lilys and take the north exit towards warp 5. After warping, head east. You
will enter the second half of the doubled-sided room the solo player entered earlier.
Once clear, head WEST unless you need the healing shower in the mazed room to
the north-east.
- "An empty room, head north. The floor switch in the middle activates
the door to the west leading to boxes, but also activates fire traps. Your choice
to get or not.
- Fight, clear, head east.
- Get boxes, avoid traps, continue east.
- One wave, three Belras. Confuse traps work best, a Zalure from the FO is handy
too.
|
|
Area 7 Walkthrough |
Defeat Barba Ray. A full in-depth FAQ.
Some notes:
- Don't fight Pig Rays, dodge them
- Don't run too close to your team-mates when the spikes come out of the floor
- Stay away from Barba Ray's Head when he's landing on the raft, a purple cloud
comes out from his impact that's quite damaging
- Attack the head unless you have a sword, use % daggers if available
- Same as any C-Mode boss - communicate. Don't let your team-mates lose a Scape
as they're out of mates when you have 6.
|
Connect With Us