Episode 2: Stage 4/Guide: Difference between revisions

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==== Area 15 ====
== Lockgun/Railgun usage on HUcaseal and HUcast ==
[[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:2ca15.png|left|frameless|645x645px]]
|style="vertical-align: top;"|[[File:2ca21.png|left|frameless|629x629px]]
|style="vertical-align: top;"|
|style="vertical-align: top;"|
The 4 Red buttons are all that’s necessary to proceed to the next area. No requirement to clear any mobs.
P1:
 
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


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.
2. Clear, go south


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


==== Area 16 ====
==== Area 22 ====
{|
{|
|style="vertical-align: top;"|[[File:2ca16.png|left|frameless|630x630px]]
|style="vertical-align: top;"|[[File:2ca22(drue).png|left|frameless|630x630px]]
|style="vertical-align: top;"|
|style="vertical-align: top;"|
Have FO walk forward into the open area and Clear the Mericarol, then everyone continue to the next area.
1. Go west
 
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 17 ====
==== Area 23 ====
{|
{|
|style="vertical-align: top;"|[[File:2ca17.png|left|frameless|630x630px]]
|style="vertical-align: top;"|[[File:2ca23.png|left|frameless|630x630px]]
|style="vertical-align: top;"|
|style="vertical-align: top;"|
Gi-Gue spawns near northern set item box. Clear it to spawn the portal to the next area.
1. Clear, go east
 
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


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.
10. Clear active Recoboxes and go east


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.
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
 
12. Clear, go south, warp (warp should appear for solo player too)
 
13.  Clear, go south to exit
|}
|}


==== Area 18 ====
==== Area 24 ====
{|
{|
|style="vertical-align: top;"|[[File:2ca18.png|left|frameless|630x630px]]
|style="vertical-align: top;"|[[File:2ca24.png|left|frameless|630x630px]]
|style="vertical-align: top;"|
|style="vertical-align: top;"|
Both teams go directly to the room with the portal to the next area. Clear the Gibbles and continue to next area.
West team:
 
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 19 ====
==== Area 25 ====
{|
{|
|style="vertical-align: top;"|[[File:2ca19.png|left|frameless|630x630px]]
|style="vertical-align: top;"|[[File:2ca25.png|left|frameless|630x630px]]
|style="vertical-align: top;"|
|style="vertical-align: top;"|
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.  
1. Clear, go east
 
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


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).
7. Clear active Recoboxes, go west


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.
8. Clear 2 Sinows, go west to exit (clear Sinow in hall)
|}
 
==== 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
|}
|}


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

Latest revision as of 03:17, 3 February 2024

Lockgun/Railgun usage on HUcaseal and HUcast[edit | edit source]

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 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 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.

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 3 (+0) 4 (+1) 3 (+0) 5 (+2) 4 (+1) 3 (+0) 6 (+3) 5 (+2) 3 (+0)
ATA-boosting units equipped General/Arm + Marksman/Arm Marksman/Armx2 General/Arm Marksman/Arm 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.
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 3 (+0) 4 (+1) 5 (+2) 4 (+1) 3 (+0) 6 (+3) 5 (+2) 3 (+0)
ATA-boosting units equipped Marksman/Arm x3 General/Arm + Marksman/Arm Elf/Arm Marksman/Armx2 General/Arm Marksman/Arm

FOnewm breakpoints[edit | edit source]

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 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.

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
Dolmolm Gizonde 1 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 0
Rafoie 1 4 221 +20 +15 +10 +5 0
2-4 199 0
Dolmdarl 1 3 239 +40 +35 +30 +20 +15 +10 0
2 217 +20 +10 +5 0
3-4 195 0
Recobox 1 6 223 +25 +20 +10 +5 0
2-4 201 0
1 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

*Active/Inactive Recobox refers respectively to whether or not the Recobox is spawning Recons

Area 21[edit | edit source]

2ca21.png

P1:

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

3. Clear Deldepths, go west to exit

Area 22[edit | edit source]

2ca22(drue).png

1. Go west

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[edit | edit source]

2ca23.png

1. Clear, go east

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

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

12. Clear, go south, warp (warp should appear for solo player too)

13.  Clear, go south to exit

Area 24[edit | edit source]

2ca24.png

West team:

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[edit | edit source]

2ca25.png

1. Clear, go east

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

8. Clear 2 Sinows, go west to exit (clear Sinow in hall)

Area 26[edit | edit source]

2ca26.png

*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