Editing Episode 2: Stage 1/Guide
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* Ignore enemies in the hallways unless otherwise directed. | * Ignore enemies in the hallways unless otherwise directed. | ||
* HUcasts can use a [[Handgun]] at Level 6 instead of Level 7 if they feed their [[Mag]] a combination of 7 [[Antidote|Antidotes]]/[[Antiparalysis]]. Since HUcasts start with only 3 [[Antidote|Antidotes]] and 3 [[Antiparalysis]], they will need another player to drop one of these items, or to find an additional Anti type item to feed their Mag | * HUcasts can use a [[Handgun]] at Level 6 instead of Level 7 if they feed their [[Mag]] a combination of 7 [[Antidote|Antidotes]]/[[Antiparalysis]]. Since HUcasts start with only 3 [[Antidote|Antidotes]] and 3 [[Antiparalysis]], they will need another player to drop one of these items, or to find an additional Anti type item to feed their Mag. | ||
* Save [[Monogrinder|Monogrinders]]/[[Digrinder|Digrinders]]/[[Trigrinder|Trigrinders]] for the best set of [[Dagger|Daggers]] you can find with hit or A.Beast to use in the boss fight against [[Barba Ray]]. | * Save [[Monogrinder|Monogrinders]]/[[Digrinder|Digrinders]]/[[Trigrinder|Trigrinders]] for the best set of [[Dagger|Daggers]] you can find with hit or A.Beast to use in the boss fight against [[Barba Ray]]. | ||
* [[Zonde]] and [[Resta]] Techniques can be useful for a Force if found. As Resta 3 does not drop in this stage, other players will have to rely on Monomates to heal. | * [[Zonde]] and [[Resta]] Techniques can be useful for a Force if found. As Resta 3 does not drop in this stage, other players will have to rely on Monomates to heal. | ||
* Keep track of how many [[Knight/Power]] units your party has and make sure they are distributed accordingly. On a similar note, keep track of how many slots each player has available. Even Forces can benefit from the increased ATP, as a [[Saber]] is preferable for them to techniques during the fight against Barba Ray | * Keep track of how many [[Knight/Power]] units your party has and make sure they are distributed accordingly. On a similar note, keep track of how many slots each player has available. Even Forces can benefit from the increased ATP, as a [[Saber]] is preferable for them to techniques during the fight against Barba Ray. | ||
* The pillars that stomp deal 50 set damage. There is | * The pillars that stomp deal 50 set damage. There is one stomping pillar in Area 6 that deals 100 set damage. | ||
== FOnewearl breakpoints == | == FOnewearl breakpoints == | ||
* With starting stats, one cast of Foie deals enough damage to a [[Poison Lily]] to send it into its spiraling animation. A minimum of 146 MST is required for a FOnewearl to instantly kill a Poison Lily with one cast of Foie. This is possible at Level 7 if the player has used 5 [[Mind Material|Mind Materials]], or at Level 8 if the player has used 4 Mind Materials. | |||
* Although [[Dark Belra]] has a lower resistance to Zonde type attacks, the [[Foie]] LV3 that FOnewearl starts with deals more damage than [[Zonde]] LV1 until the player reaches a minimum of 150 MST. | |||
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* Although [[Dark Belra]] has a lower resistance to Zonde type attacks, the [[Foie]] LV3 that FOnewearl starts with deals more damage than [[Zonde]] LV1 until the player reaches a minimum of 150 MST. | |||
==== Area 1 ==== | ==== Area 1 ==== | ||
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|style="vertical-align: top;"|[[File:2ca6.png|left|frameless|630x630px]] | |style="vertical-align: top;"|[[File:2ca6.png|left|frameless|630x630px]] | ||
|style="vertical-align: top;"| | |style="vertical-align: top;"| | ||
1. Clear | 1. Clear, go south | ||
2. Press button, have one team use the west warp which allows the other team to use the east warp | |||
Team A (west warp/w1): | |||
3a. Press southwest switch, Clear. Go west when door opens and press south switch, then continue west when door opens | |||
3b. Clear, go south | |||
Team B (east warp/w2): | |||
3c. Go west when door opens, then press south switch. Continue west when next door opens and press north switch, then continue west to 4 | |||
4. Clear, go west | |||
5. | 5. Press switch to allow one player to warp, then that player presses switch to allow others to cross bridge. Clear, go southeast | ||
6. Clear, go east | 6. Clear, go east | ||
7. Break the third barrier from the door to proceed to the south wall and warp | 7. Break the third barrier from the door to proceed to the south wall and warp | ||
8. Clear | 8. Clear, go north, warp | ||
9. Clear, go west | |||
10. Clear, go north | |||
11. Clear, go east (ignore hallway Monest) | |||
12. Clear | 12. Clear, go east | ||
13. Clear | 13. Clear, go north to boss | ||
|} | |} | ||
__NOTOC__ | __NOTOC__ | ||
[[Category:Guides]] | [[Category:Guides]] |