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== Lockgun/Railgun usage on HUcaseal and HUcast ==
==== Area 15 ====
[[HUcaseal]] can equip [[Lockgun]] at the start of the stage, but [[HUcast]] can not. Neither class can equip [[Railgun]] at the start of the stage. It is possible for a HUcaseal to equip a Railgun before the fight with [[Olga Flow]] if she gains enough levels and feeds her [[Mag]] enough [[Antiparalysis]] and [[Antidote|Antidotes]]. HUcasts will not be able to equip Lockgun before the fight with Olga Flow by Mag feeding alone. [[Marksman/Arm]], [[General/Arm]], or [[Elf/Arm]] units can drop in this stage to help players equip these weapons. If a [[RAnger|Ranger]] is present in the party, they can swap Mags with a HUcaseal to give her earlier access to Railgun, or with a HUcast to help with equipping a Lockgun or Railgun.
{| class="wikitable"
|+Additional stats required to equip Railgun on HUcaseal (no Mag swap)
!
!Level 23
!Level 24
!Level 25
!Level 26
!Level 27
!Level 28
!Level 29
!Level 30
!Level 31
!Level 32
!Level 33
|-
|Total DEX level on Mag
| colspan="2" |3 (+0)
| colspan="2" |4 (+1)
|3 (+0)
|5 (+2)
|4 (+1)
|3 (+0)
|6 (+3)
|5 (+2)
|3 (+0)
|-
|ATA-boosting units equipped
| colspan="2" |[[General/Arm]] + [[Marksman/Arm]]
|[[Marksman/Arm]]<nowiki/>x2
| colspan="2" |[[General/Arm]]
| colspan="3" |[[Marksman/Arm]]
| colspan="3" |None
|}
 
* Note that by Level 31 HUcaseal is able to equip Railgun without the assistance of Arm units as long she has fed enough Antidotes and Antiparalysis for her Mag to reach a total of 6 DEX. In a 4 player party, this would require feeding all 4 players' starting Antidotes and Antiparalysis and finding an additional 3 Antidotes or Antiparalysis. This would take a total of 9 Mag feeding cycles, and could be achieved no earlier than when the stage timer is at 31:30.
 
{| class="wikitable"
|+Additional stats required to equip Lockgun on HUcast (no Mag swap)
!
!Level 23
!Level 24
!Level 25
!Level 26
!Level 27
!Level 28
!Level 29
!Level 30
!Level 31
!Level 32
!Level 33
|-
|Total DEX level on Mag
| colspan="4" |3 (+0)
|4 (+1)
|5 (+2)
|4 (+1)
|3 (+0)
|6 (+3)
|5 (+2)
|3 (+0)
|-
|ATA-boosting units equipped
| colspan="2" |[[Marksman/Arm]] x3
|[[General/Arm]] + [[Marksman/Arm]]
|[[Elf/Arm]]
|[[Marksman/Arm]]<nowiki/>x2
| colspan="3" |[[General/Arm]]
| colspan="3" |[[Marksman/Arm]]
|}
 
== FOnewm breakpoints ==
Due to [[FOnewm]]'s naturally high MST and boosted damage when using Gi and Ra [[Techniques]], both of which can drop in this stage, he is widely considered to be the strongest [[Force]] in this stage. The following table provides information on the number of casts required to defeat various enemies with certain techniques if the player has high enough MST. In this stage, MST can be boosted by using [[Mind Material|Mind Materials]], or equipping any [[Priest/Mind]], [[General/Mind]], or [[Angel/Mind]] units which drop. Equipping a [[Staff]] will also increase FOnewm's MST by 10, but will also cause FOnewm to cast Techniques at a slightly slower speed than if he were casting bare-handed.
{| class="wikitable"
|+Additional MST required
!Enemy Name
!Technique casted
!Technique level
!Number of casts
!Total MST required
!Level 20
!Level 21
!Level 22
!Level 23
!Level 24
!Level 25
!Level 26
!Level 27
!Level 28
!Level 29
!Level 30
|-
| rowspan="7" |[[Dolmolm]]
| rowspan="5" |[[Gizonde]]
|1
| rowspan="5" |3
|339
| +138
| +132
| +126
| +119
| +113
| +107
| +100
| +94
| +88
| +81
| +75
|-
|2
|317
| +116
| +110
| +104
| +97
| +91
| +85
| +78
| +72
| +66
| +59
| +53
|-
|3
|295
| +94
| +88
| +82
| +75
| +69
| +63
| +56
| +50
| +44
| +37
| +31
|-
|4
|273
| +72
| +66
| +60
| +53
| +47
| +41
| +34
| +28
| +22
| +15
| +9
|-
|5
|251
| +50
| +44
| +38
| +31
| +25
| +19
| +12
| +6
| colspan="3" |0
|-
| rowspan="11" |[[Rafoie]]
|1
| rowspan="2" |4
|221
| +20
| +15
| +10
| +5
| colspan="7" |0
|-
|2-4
|199
| colspan="11" |0
|-
| rowspan="3" |[[Dolmdarl]]
|1
| rowspan="3" |3
|239
| +40
| +35
| +30
| +20
| +15
| +10
| colspan="5" |0
|-
|2
|217
| +20
| +10
| +5
| colspan="8" |0
|-
|3-4
|195
| colspan="11" |0
|-
| rowspan="6" |[[Recobox]]
|1
| rowspan="2" |6
|223
| +25
| +20
| +10
| +5
| colspan="7" |0
|-
|2-4
|201
| colspan="11" |0
|-
|1
| rowspan="4" |5
|334
| +135
| +130
| +125
| +115
| +110
| +105
| +95
| +90
| +85
| +80
| +70
|-
|2
|312
| +115
| +105
| +100
| +95
| +90
| +100
| +75
| +70
| +65
| +55
| +50
|-
|3
|290
| +90
| +85
| +80
| +70
| +65
| +60
| +55
| +45
| +40
| +35
| +30
|-
|4
|268
| +70
| +65
| +55
| +50
| +45
| +40
| +30
| +25
| +20
| +10
| +5
|}
 
<nowiki>*</nowiki>Active/Inactive Recobox refers respectively to whether or not the Recobox is spawning Recons
 
==== Area 21 ====
{|
{|
|style="vertical-align: top;"|[[File:2ca21.png|left|frameless|629x629px]]
|style="vertical-align: top;"|[[File:2ca15.png|left|frameless|645x645px]]
|style="vertical-align: top;"|
|style="vertical-align: top;"|
P1:
The 4 Red buttons are all that’s necessary to proceed to the next area. No requirement to clear any mobs.
 
1a. Clear 2 squids, go north
 
1b. Clear, go north
 
1c. Clear, go north
 
1d. Clear, go east and warp
 
P2:
 
1f. Clear, go west
 
P2+P3:
 
1g. Clear, go north
 
1f. Ignore enemies, go southeast
 
P4:
 
1e. Wait for door to open, then go west
 
P2+P3+P4:
 
1i. Clear, go northeast (Clear one Recobox in hall to continue)
 
1j. Clear, go west
 
1k. Clear active Recoboxes, then go north
 
1l. Clear, go west


2. Clear, go south
The first three are blocked by a gate and a corresponding pressure switch right in front of it, while the last one is only obstructed by some floor traps.


3. Clear Deldepths, go west to exit
Navigate the stage and press all the red switches while avoiding all enemies then proceed to the next area.
|}
|}


==== Area 22 ====
==== Area 16 ====
{|
{|
|style="vertical-align: top;"|[[File:2ca22(drue).png|left|frameless|630x630px]]
|style="vertical-align: top;"|[[File:2ca16.png|left|frameless|630x630px]]
|style="vertical-align: top;"|
|style="vertical-align: top;"|
1. Go west
Have FO walk forward into the open area and Clear the Mericarol, then everyone continue to the next area.
 
2. Clear Squids, go south (skip Sinow in hall), warp
 
3. Clear everything but Recoboxes, then go south
 
4. Clear second Recobox on bridge to continue south (Clear hallway enemies)
 
5. Clear Sinows, go east
 
6. Break barrier, Clear Recoboxes that spawn Recons, then go east
 
7. Clear Squids and Sinows, then go north and warp
 
8. Clear Deldepths, then go north (skip Sinow in hall)
 
9. Clear active Recoboxes, then go north to exit
|}
|}


==== Area 23 ====
==== Area 17 ====
{|
{|
|style="vertical-align: top;"|[[File:2ca23.png|left|frameless|630x630px]]
|style="vertical-align: top;"|[[File:2ca17.png|left|frameless|630x630px]]
|style="vertical-align: top;"|
|style="vertical-align: top;"|
1. Clear, go east
Gi-Gue spawns near northern set item box. Clear it to spawn the portal to the next area.
 
2. Clear, go east, go south in hall and warp
 
West team:
 
3a. Go west and kill hall enemies
 
East team:
 
3b. Go east (ignore Recoboxes)
 
3c. Clear Squids, go northwest
 
4. Clear, go south, clear the hallway Sinow and warp
 
5. ALL PLAYERS HUG MIDDLE OF WEST WALL. Clear Squids and Deldepths to auto-warp.
 
6. Clear, go north (Clear the last hallway Recobox to continue)
 
7. Clear all except Recoboxes, go west and warp
 
8. Clear and take the warp that appears
 
9. Attack the terminal  and go east through hall


10. Clear active Recoboxes and go east
The two set boxes each have a 4-slot frame in them. It is recommended to pick these up for some set unit drops later.


11. Clear, go southeast. In the hall, let one player through the east gate so they can let the other players through the south one to warp
It is also recommended to farm Gee’s at either player spawn in attempts to get a Buster and/or Autogun with decent stats. This helps immensely with the boss fight.
 
12. Clear, go south, warp (warp should appear for solo player too)
 
13.  Clear, go south to exit
|}
|}


==== Area 24 ====
==== Area 18 ====
{|
{|
|style="vertical-align: top;"|[[File:2ca24.png|left|frameless|630x630px]]
|style="vertical-align: top;"|[[File:2ca18.png|left|frameless|630x630px]]
|style="vertical-align: top;"|
|style="vertical-align: top;"|
West team:
Both teams go directly to the room with the portal to the next area. Clear the Gibbles and continue to next area.
 
1a. Clear, go northwest
 
1b. Clear Recoboxes, go east and warp. Go east in hall to press poison switch, then go south in hall
 
East team:
 
1c. Go north
 
1d. Clear, go east
 
1e. Clear Delbiter, go north
 
1f. Clear all except inactive Recoboxes, go north (skip Sinow in hall)
 
1g. Clear Squids and Sinows, go north
 
2. Clear, press switches, go north
 
3. Clear squids, go north
 
4. Clear Sinow, go east (break hall barriers)
 
5. Clear, go east to exit
|}
|}


==== Area 25 ====
==== Area 19 ====
{|
{|
|style="vertical-align: top;"|[[File:2ca25.png|left|frameless|630x630px]]
|style="vertical-align: top;"|[[File:2ca19.png|left|frameless|630x630px]]
|style="vertical-align: top;"|
|style="vertical-align: top;"|
1. Clear, go east
Rooms 5 and 6 each have set item boxes that contain an Autogun, a General/Power, and a General/Body, and they’re both very easy to get. Simply get to the room using the corresponding warp (you can open your quick menu to avoid the auto-warps on the way to room 6), then head straight for the boxes, dodging the traps and the enemies.  
 
2. Clear, go east (ignore hallway enemies)
 
3. Clear, go south to press poison switch, then go east and clear Sinow in hall
 
4. Clear all but inactive Recoboxes, go west
 
5. Clear Delbiter, go south and warp
 
6. Clear Sinows, go west


7. Clear active Recoboxes, go west
Notably, for room 5 you can shortcut to the boxes by using the auto-warp directly to the left after warping (then open menu and run back to warp after picking up items).


8. Clear 2 Sinows, go west to exit (clear Sinow in hall)
Between farming Gees in Mountain and/or the set Autogun spawns here, you will be equipped to beat Gal Gryphon, even if the fight takes a while.
|}
 
==== Area 26 ====
{|
| style="vertical-align: top;" |[[File:2ca26.png|left|frameless|630x630px]]
| style="vertical-align: top;" |
<nowiki>*</nowiki>Open menu when going through x/o hallways. It prevents you from being auto-warped even if on the bad side 
 
1. Go through hall, clearing Recoboxes
 
2. Clear, go northwest
 
3. Clear, go northwest
 
4. Clear, go west
 
5. Clear, go north
 
6. Clear Deldepths, go east, warp
 
7. Clear Sinows, go south, warp
 
8. Clear, go southeast, press switch, then return and go northeast
 
9. Clear, go northwest, use the north hallway to auto-warp (w5) to boss
|}
|}


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{{Guides}}
[[Category:Guides]]
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