All rights reserved. Back to the Top. Seifer 1st. Edea 1st Time. Biggs and Wedge 2nd. BGHF2 1st. BGHF2 2nd. Seifer 2nd. Ruby Dragon. Raijin and Fujin 2nd. Mobile Type 8. Seifer 4th. Tonberry King. Jumbo Cactuar. Without Draw, you won't have any way to Draw it, and most of the "later" bosses here will prove extremely difficult with just one command besides Attack.
If you lack Siren, this is necessary regardless of which path you take, because you'll need the Draw Command in either case. Go through the door that Sphinxaur was blocking before. Step on the chandelier to make it fall, then open the nearby hatch. Down in the cellar, equip protection against Lightning, as well as giving someone access to Protect status.
Approach the giant insect-thing for an electrifying fight! Tri-Point is a bit of a "gimmick boss. Besides a basic physical, Tri-Point counters all attacks except for those of its elemental weakness with Mega Spark, which is heavy MT Spr-ignoring Lightning-elemental damage.
If it casts Scan on a character, it means they will be the target of Onrush the next turn, which ignores Vit and can hit 9, damage depending on Tri-Point's level.
Draw Siren if you still need her. After that, your strategy really depends on your Elem-Def Junction. If you at least nullify Lightning, you can just attack Tri-Point with physicals and enjoy the futility or free healing of Mega Spark. If not, you'll need to Scan it to figure out if it's weak against Fire or Ice, then use that element. From there, alternate between Fire and Ice to avoid Mega Spark. If Tri-Point uses Scan, set Protect on the target or kill Tri-Point before its next turn, because that character is about to take a beating from Onrush.
Unlock either Draw or Magic , whichever you haven't unlocked yet. If you have both unsealed, go for Item. Now return to the entrance hall use the hallway to the left of the room with the chandelier room. Take the right door this time, and head to the art gallery. Here, you must examine all the paintings, then solve a puzzle. Put Wind-elemental magic on Elem-Atk , then we have a date with an odd yellow robot.
In this battle, you'll be going up against high defenses in Trauma, alongside a powerful MT Spr-ignoring attack. Luckily, Trauma holds the key to its own demise, making this a fairly easy battle. In addition to a physical, Trauma will normally just cast Drain on its Dromas to heal itself it will also counter attacks this way. Without doing this, you'll do little damage.
Sooner or later it'll fall to your attacks. Sooner, that is. At this point, you'll be asked to unseal an ability.
Unseal Item , or else Limit Break if you already have Item. Head through the north door, and go down the stairs to the basement. In this watery area, go down the steps through the open door to arrive in a dungeon area. Give someone the Draw Command if you missed Pandemona from Fujin earlier. You need to Draw it from Red Giant , or it's permanently missed. Make sure someone either has Meltdown to cast or Doomtrain to Summon it'll speed up the next battle greatly. Grab the Prison Key and approach the massive hunk of metal.
This Iron Giant palette-swap's main calling card is its incredible defenses maxed out, in fact. Getting damage will be the main challenge here, not surviving. Below that, it uses a punch, which is unblockable. Your first order of business here is to Draw Pandemona if you don't already have it. Inflicting Darkness will reduce Gigantic Sword's accuracy as well, helping you defensively. There are two main methods of getting good damage here. The first method is simply to inflict Vit0 both Meltdown and Doomtrain 's Summon work for this.
This will reduce both its Vitality and Spirit to zero, allowing you to ravage the metallic menace in a hurry. The other method, and the one the game intends for you to use, is to use Gravity attacks until its HP is really low double digits , then finish it off. Conveniently, the boss even has Demi for you to Draw -cast, but Diablos ' Summon will also work so will Cactuar 's, incidentally, as its damage is fixed. Unlock Limit Break , or, if you already have it, GF. Return to the basement area with the waterways when you're done.
Note : At this point, if you fought Tiamat and already got the Armory Key, you can unlock the Armory right-most door and fight Gargantua now. It doesn't really give much reward, and I would advise just waiting a bit, seeing as how you have to come back here later anyway, but if you really want to do it, click here for information.
Head upstairs and walk into the green light. Check your parties, and switch control to whichever party has the most female characters. Your goal is to get that party to the left-hand elevator in the Elevator Room. If the party that just fought Red Giant is the one you're currently using, simply run left from the green light above the stairs to the dungeon, ride the right-hand elevator down, and board the left-hand one.
If not, switch to your other party who should still be in the entrance hall. Go through the left-hand door on the balcony, then go down the stairs to the next room. Follow the hallway to the next room, then go to the green light on the left and switch to your other party. From here, if the party with more males is the one in the entrance hall, follow the path to the basement right door on the balcony and to the right-hand elevator; if it's at the basement entrance, simply run left and use the right-hand scale to change parties.
However you get there, switch to the "female" party and go to the next room. Grab the shining object on the ground to get the Floodgate Key, then return with both parties to the entrance hall. From here, go through the upper door with one of your parties.
Ride the chandelier to the bottom, then examine the lever near the green light. Switch to your other party. Your next big battle Krysta is the last possible source for it. Try to raise your Spirit as high as you can, as well as Magic. Go through the main door on the balcony and cross using the chandelier as a bridge, to reach a Krysta is yet another boss with massive defense, but it simply fails to impress.
Its counter-attack game is not to be underestimated though. Its Dark Flare destroys all enemies. Ability Points Compare Tiamat to other Monsters. Elemental Vulnerability. What this point of interest is. The specific area within this location where this point of interest is located.
Mid-level spells can only be drawn from normal enemies of level 20 and above; high-tier spells can only be drawn from normal enemies of level 30 and above; ultimate spells can only be drawn from draw points and bosses. The element of the spell; the damage dealt by the spell is affected by the target's vulnerability to that element damage spells with no element are non-elemental and always deal normal damage. The status effect inflicted or removed by this spell; hover over a "Multiple" status row to see the specific status list.
The number of hit points gained by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst. The amount of strength gained by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst.
The amount of vitality gained by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst. The amount of magic gained by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst.
The amount of spirit gained by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst. The amount of speed gained by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst.
The amount of evade gained by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst. The amount of hit gained by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst.
The amount of luck gained by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; numbers shown in green indicate that these are among the best values for this spell as determined by the relative rank of all stats, while numbers shown in red are among the worst.
The percentage of status attack gained by by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; hover over a multiple status row to see the specific status list.
The percentage of status defense gained by by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; hover over a multiple status row to see the specific status list. The percentage of elemental attack gained by by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; hover over a multiple element row to see the specific element list. The percentage of elemental defense gained by by junctioning of this spell junctioning less of this spell will result in a proportionately smaller bonus ; hover over a multiple element row to see the specific element list.
A modifier to the difficulty of drawing this spell; spells with a higher draw difficulty will generally yield less stock per draw, and are more likely to have a draw fail altogether. Uncommon items can be obtained from monsters or other repeatable means; rare items can be found, refined, or obtained as rare drops; Pocketstation items are available only through the Chocobo World minigame.
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