Central Control Area: Difference between revisions
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The Central Control Area (CCA) is the third area introduced in Episode 2. It is notable for being the | The Central Control Area (CCA) is the third area introduced in Episode 2. It is notable for being the only area of Episode 2 to deviate from the rectangular chamber-and-hallway map arrangements found in Episode 1 areas, and combines the addition of the VR Temple's hidden paths with the VR Spaceship's elevation changes. As such, players can expect to traverse paths and rooms hidden behind vines, along tree roots, or around corners obscured by the game camera. | ||
In free play mode, players are initially placed at the entrance to the abandoned CCA complex. The area's subsections, listed below, can be reached with the nearby red teleporter. In order to progress into the complex and reach the area's boss encounter, players must first activate the security switches scattered amongst these subsections. | In free play mode, players are initially placed at the entrance to the abandoned CCA complex. The area's subsections, listed below, can be reached with the nearby red teleporter. In order to progress into the complex and reach the area's boss encounter, players must first activate the security switches scattered amongst these subsections. | ||
The CCA facility also contains | The CCA facility also contains multiple [[Control Tower|control tower]] areas that can be accessed during [[Quests#Tower|specific quests]]. | ||
__TOC__ | __TOC__ | ||
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===Central Control Area=== | ===Central Control Area=== | ||
{{AreaLayoutsCCA|layouts=1|AreaSubName=Central Control Area}} | {{AreaLayoutsCCA|layouts=1|AreaSubName=Central Control Area}} | ||
Though players will start in this section in free play mode, it is the last area that can be explored, and contains the teleporter that leads to the CCA's boss encounter. It is largely linear, but has two secret areas that can be accessed in some Episode 2 quests via green warp pads: a long balcony broken into sections by force field doors, and then a series of disconnected platforms placed atop the | Though players will start in this section in free play mode, it is the last area that can be explored, and contains the teleporter that leads to the CCA's boss encounter. It is largely linear, but has two secret areas that can be accessed in some Episode 2 quests via green warp pads: a long balcony broken into sections by force field doors, and then a series of disconnected platforms placed atop the complex's reservoir. | ||
===Jungle Area North=== | ===Jungle Area North=== |
Latest revision as of 21:00, 12 March 2025
Central Control Area | ||||
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Attributes
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Native, A.Beast, Machine |
The Central Control Area (CCA) is the third area introduced in Episode 2. It is notable for being the only area of Episode 2 to deviate from the rectangular chamber-and-hallway map arrangements found in Episode 1 areas, and combines the addition of the VR Temple's hidden paths with the VR Spaceship's elevation changes. As such, players can expect to traverse paths and rooms hidden behind vines, along tree roots, or around corners obscured by the game camera.
In free play mode, players are initially placed at the entrance to the abandoned CCA complex. The area's subsections, listed below, can be reached with the nearby red teleporter. In order to progress into the complex and reach the area's boss encounter, players must first activate the security switches scattered amongst these subsections.
The CCA facility also contains multiple control tower areas that can be accessed during specific quests.
Map and layouts
Central Control Area
Central Control Area Layouts | |
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Though players will start in this section in free play mode, it is the last area that can be explored, and contains the teleporter that leads to the CCA's boss encounter. It is largely linear, but has two secret areas that can be accessed in some Episode 2 quests via green warp pads: a long balcony broken into sections by force field doors, and then a series of disconnected platforms placed atop the complex's reservoir.
Jungle Area North
Jungle Area North Layouts | |
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Forest 1 is the first area accessible in Episode 1; owing to that fact, it is also the area many players first encounter on their initial playthrough of PSO. Appropriately, its difficulty is much lower than the later areas in the game - on a free adventure in the starting difficulty, Normal, it contains no enemies that use ranged attacks, inflict status effects, cast techniques, or even do enough damage to kill a full-health level 1 FOnewm, the most frail class, without landing a critical hit.
Jungle Area East
Jungle Area East Layouts | |
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Forest 1 is the first area accessible in Episode 1; owing to that fact, it is also the area many players first encounter on their initial playthrough of PSO. Appropriately, its difficulty is much lower than the later areas in the game - on a free adventure in the starting difficulty, Normal, it contains no enemies that use ranged attacks, inflict status effects, cast techniques, or even do enough damage to kill a full-health level 1 FOnewm, the most frail class, without landing a critical hit.
Mountain Area
Forest 1 is the first area accessible in Episode 1; owing to that fact, it is also the area many players first encounter on their initial playthrough of PSO. Appropriately, its difficulty is much lower than the later areas in the game - on a free adventure in the starting difficulty, Normal, it contains no enemies that use ranged attacks, inflict status effects, cast techniques, or even do enough damage to kill a full-health level 1 FOnewm, the most frail class, without landing a critical hit.
Seaside Area
Seaside Area Layouts | |
---|---|
Forest 1 is the first area accessible in Episode 1; owing to that fact, it is also the area many players first encounter on their initial playthrough of PSO. Appropriately, its difficulty is much lower than the later areas in the game - on a free adventure in the starting difficulty, Normal, it contains no enemies that use ranged attacks, inflict status effects, cast techniques, or even do enough damage to kill a full-health level 1 FOnewm, the most frail class, without landing a critical hit.
Monsters
Name | Attribute | HP | ATP | DFP | MST | ATA | EVP | LCK | EFR | EIC | ETH | EDK | ELT | ESP | XP | DAR | Drop Type |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Merillia | A.Beast | 190 | 213 | 65 | 0 | 93 | 85 | 8 | 10 | 45 | 30 | 15 | 30 | 5 | 14 | 30 | Weapon |
Meriltas | A.Beast | 391 | 299 | 105 | 0 | 100 | 90 | 8 | 75 | 15 | 75 | 30 | 20 | 5 | 16 | 35 | Weapon |
Gee | Native | 169 | 170 | 25 | 0 | 160 | 175 | 5 | 55 | 10 | 80 | 20 | 10 | 5 | 13 | 30 | Weapon |
Ul Gibbon | Native | 275 | 265 | 37 | 56 | 130 | 219 | 8 | 75 | 25 | 10 | 10 | 20 | 5 | 15 | 30 | Weapon |
Zol Gibbon | Native | 530 | 350 | 111 | 88 | 150 | 232 | 10 | 25 | 75 | 15 | 15 | 20 | 10 | 19 | 35 | Barrier |
Sinow Berill | Machine | 424 | 321 | 97 | 67 | 142 | 222 | 10 | 60 | 25 | 60 | 38 | 50 | 15 | 24 | 40 | Weapon |
Sinow Spigell | Machine | 555 | 420 | 144 | 92 | 139 | 250 | 0 | 39 | 70 | 56 | 42 | 75 | 20 | 27 | 45 | Frame |
Gi Gue | Native | 1250 | 455 | 180 | 0 | 150 | 120 | 5 | 80 | 30 | 30 | 100 | 20 | 100 | 66 | 80 | Barrier |
Gibbles | Native | 1980 | 767 | 97 | 0 | 135 | 120 | 10 | 50 | 15 | 85 | 100 | 10 | 100 | 67 | 80 | Unit |
Mericarol | A.Beast | 1330 | 480 | 159 | 0 | 95 | 70 | 5 | 95 | 15 | 30 | 100 | 15 | 100 | 61 | 80 | Unit |
Merikle | A.Beast | 1005 | 360 | 92 | 0 | 95 | 235 | 5 | 75 | 95 | 95 | 100 | 75 | 100 | 65 | 80 | Frame |
Mericus | A.Beast | 1750 | 550 | 200 | 0 | 170 | 100 | 5 | 25 | 25 | 95 | 100 | 25 | 100 | 71 | 80 | Barrier |
Gal Gryphon | A.Beast | 9000 | 500 | 100 | 0 | 250 | 120 | 5 | 79 | 65 | 85 | 1000 | 90 | 100 | 1950 | 100 | None |
Rare drops
Box drops
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Jungle Area North | |||||||||
Cannon | Blaster | Breaker | Glaive | Repeater | Staff | Cutter | Blade | AddSlot | Cutter |
1/1820.44 | 1/1820.44 | 1/1820.44 | 1/1820.44 | 1/1820.44 | 1/1820.44 | 1/1820.44 | 1/1820.44 | 1/1170.29 | 1/1820.44 |
Glaive | Blade | Blaster | Pole | Blade | Glaive | Cannon | Breaker | Red Barrier | Repeater |
1/1820.44 | 1/1820.44 | 1/1820.44 | 1/1820.44 | 1/1820.44 | 1/1820.44 | 1/1820.44 | 1/1820.44 | 1/1170.29 | 1/1820.44 |
Red Barrier | Red Barrier | Amplifier of Gizonde | AddSlot | Amplifier of Gizonde | Red Barrier | Amplifier of Gizonde | Red Barrier | ||
1/1170.29 | 1/1170.29 | 1/1170.29 | 1/1170.29 | 1/1170.29 | 1/1170.29 | 1/1170.29 | 1/1170.29 | ||
Red Barrier | Amplifier of Gizonde | Red Barrier | Red Barrier | ||||||
1/1170.29 | 1/1170.29 | 1/1170.29 | 1/1170.29 | ||||||
Jungle Area East | |||||||||
Mag | Mag | Mag | Mag | Mag | Mag | Mag | Mag | Mag | Mag |
1/113.78 | 1/113.78 | 1/113.78 | 1/113.78 | 1/113.78 | 1/113.78 | 1/113.78 | 1/113.78 | 1/113.78 | 1/113.78 |
Amplifier of Gifoie | Amplifier of Gifoie | Amplifier of Gifoie | Yellow Barrier | Amplifier of Gifoie | Yellow Barrier | AddSlot | Yellow Barrier | AddSlot | |
1/1170.29 | 1/1170.29 | 1/1170.29 | 1/1170.29 | 1/1170.29 | 1/1170.29 | 1/1170.29 | 1/1170.29 | 1/1170.29 | |
Yellow Barrier | Yellow Barrier | Amplifier of Gifoie | Amplifier of Gifoie | ||||||
1/1170.29 | 1/1170.29 | 1/1170.29 | 1/1170.29 | ||||||
Yellow Barrier | |||||||||
1/1170.29 |
CollapseAreas | ||
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Pioneer 2 | Check Room • Hunter's Guild • Lab • Medical Center • The Principal • Shopping District (Arms Shop • Tools Shop • Guards Shop • Tekker) | |
Episode 1 | Forest (1 • 2) • Cave (1 • 2 • 3) • Mine (1 • 2) • Ruins (1 • 2 • 3) | |
Episode 2 | VR Temple (Alpha • Beta) • VR Spaceship (Alpha • Beta) • Central Control Area (Jungle (North) • Jungle (East) • Mountain • Seaside) • Seabed (Upper • Lower) • Control Tower | |
Episode 4 | Crater (East • West • South • North • Interior) • Subterranean Desert (1 • 2 • 3) |