Stage 3 Level Maps |
Notes |
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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.
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ES Attack Resistances (ESP) |
*Numbers are Enemy = online ESP / offline ESP
Merilla = 5 / 5 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. |
Area 15 |
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Walkthrough |
Note: You do not need to kill any enemies to progress to Area 16, only to keep yourself safe/for exp 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. 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.
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Area 16 |
Walkthrough |
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Area 17 |
Walkthrough |
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Area 18 |
Walkthrough |
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Area 19 |
Walkthrough |
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 - 4-slot cross armour (only useful to a HU who has levelled once), 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 (a repeat of the above - another gen power, 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. |
Area 20 Walkthrough |
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: Jazhara
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