Valkyrie Profile 2: Silmeria Walkthrough :
This walkthrough for Valkyrie Profile 2: Silmeria [Playstation 2] has been posted at 10 Oct 2010 by SPARKY_1998 and is called "Boss FAQ". If walkthrough is usable don't forgot thumbs up SPARKY_1998 and share this with your freinds. And most important we have 9 other walkthroughs for Valkyrie Profile 2: Silmeria, read them all!
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Walkthrough - Boss FAQ1234567890123456789022345678903234567890423456789052345678906234567890723456789 --Character count header. :P Valkyrie Profile 2: Silmeria Boss fight guide Version 0.5 Written by crate3333 =============================================================================== [0.0.0] [section 0: legal stuff] This document is copyright (c) 2007 crate3333 (William Striegl). All trademarks and copyrights contained within this document are the property of their respective owners. This document is for personal use only. Under no circumstances can this guide be sold, awarded as a prize or bonus or used in any promotion without my permission. This guide may only be hosted on the sites listed below and cannot be altered in any way without my permission. If you would like to use this guide or any part of it, e-mail me at crate3333@yahoo.com to ask for my permission. This document is protected by international copyright law. Any breach or violation of the above terms may result in legal penalties. At the current time, this guide may only be hosted by GameFAQs (www.gamefaqs.com), its affiliated sites, and Neoseeker (www.neoseeker.com). ------------------------------------------------------------------------------- [0.0.1] Contact information If you would like to contribute to this guide, to thank me, to critique my work, to outright flame this guide, or contact me for any other reason, you can reach me at crate3333@yahoo.com I also frequent the GameFAQs Valkyrie Profile 2: Silmeria board, so if you want my input on something that may or may not pertain to this guide, feel free to ask there. I'd advise against posting there to flame me, however, seeing as that is against the ToU and will get you modded. ;) =============================================================================== [section 1: table of contents] With that business thankfully out of the way, we can get to the point of this guide, beginning with the table of contents. To look for a specific section, use the numbers in brackets. Some bosses will be not be named in the table of contents but instead will be noted by when you fight that boss or a description. This is to avoid unnecessary spoilers. As such, do not read ahead in this guide if you wish to avoid the chance of getting spoiled. Minibosses will also be covered in this guide. CONTENTS: [0.0.0] Legal stuff [0.0.1] Contact information [2.0.0] Introduction [3.0.0] Bosses and minibosses [3.1.0] Chapter 1 [3.1.x] Training Battle [3.1.1] Ballistic Rhino [3.2.0] Chapter 2 [3.2.x] Skeletons and Skeleton Soldiers [3.2.1] Primordial Ooze [3.3.0] Chapter 3 [3.3.m1] Crust Golem [3.3.1] Wyvern [3.3.om1] Cybersaurs [3.3.o1] Griffon [3.3.o2] Queen Wasp [3.3.2] Kraken [3.3.3] Evolver [3.3.om2] Greater Demon and Dragon [3.3.o3] Lady Cleo [3.3.m2] Wild Trolls [3.3.4] Hydra [3.3.m3] Muscular Stalkers [3.3.5] Dragon Zombie [3.4.0] Chapter 4 [3.4.o1] Kobold King [3.4.o2] Gigantic Wasp [3.4.1] Ull [3.4.2] Two Mages [3.4.3] Halberdier and Swordman [3.5.0] Chapter 5 [3.5.m1] Princes of Hel [3.5.1] Arectaris [3.5.2] Aesir Guards [3.5.3] More Aesir Guards [3.5.4] Dimension Beast [3.5.5] Heimdall [3.5.m2] Highlander [3.5.m3] Invasive Arsonist [3.5.6] Odin [3.5.m4] Abyss Dragon [3.5.7] White Dragon [3.6.0] Chapter 6 [3.6.m1] Slight Devils [3.6.m2] Gigantic Troll [3.7.0] Seraphic Gate [3.8.0] Notes on higher difficulties [4.0.0] Additional Information [4.0.1] Revision History [4.0.2] Credits and Thanks =============================================================================== [2.0.0] [section 2: introduction] I suppose I should explain my numbering system above first. At least, how I determined what's after the last period. Just a number means it's a mandatory boss fight. You WILL be fighting this enemy. No way around it. A lower-case "m" followed by a number denotes a mini-boss. You might find a way around these guys. A lower-case "o" signifies a fight in an optional dungeon. Seraphic Gate minibosses will not be included. By the time you get there, they should not pose much of a threat compared to the bosses. The only difficulty involved with SG minibosses is getting items from them, and that is not what I'm covering here anyway. And with that, welcome to the prelude to the bulk of this guide. I'll be including the stats that Spectacles give me for each enemy. This will always, at least in the case of RDM and RST, be slightly wrong, as each part has its own RDM/RST/elemental resistances. Nonetheless, it's the best I can get on my own and it doesn't affect the strategy for the fight in any important way, not to mention it would clutter up the guide. If you really want more accurate data, look at tri-Ace_Fanboy's full walkthrough on GameFAQs. All data will be taken from the default difficulty. For information on how higher difficulties affect enemy stats, look in Kouli's guide on GameFAQs. I'll also list each enemy's race directly after its name/leader status. I'll also be including which attacks correspond to each attack radius for each boss and which attacks are elemental--at least, I plan to do so eventually. Figuring out which attacks are elemental and which element might take some work though. And, obviously, I'll give my recommended sealstone setups, skill setups, and in-battle strategies for each boss. Enjoy. =============================================================================== [3.0.0] [section 3: bosses and minibosses] This section will cover every boss in the game and the postgame, as well as every main-game miniboss. I might add Seraphic Gate minibosses in the future, but only after I'm satisfied with the rest of the guide. Some of the tactics that I recommend might be a bit more complex than some other tactics that turn out to work just fine. However, I feel that my way is usually either safer or more effective. If you would like to add your own strategy for a boss, feel free to e-mail it to me and let me know you'd like it included. And, as a reminder, some of the statistical information _is_ wrong, as RDM, RST, and even elemental resistances can vary from part-to-part on an enemy. Again, tri-Ace_Fanboy's guide has more complete information if you are interested. I'll only mention discrepancies if they change the strategy for the battle. ------------------------------------------------------------------------------- [3.1.0] Chapter 1 Only one real boss in this chapter. I've included the training battle since you can't run from it, so it should be covered as far as I'm concerned. Not that either of these fights are particularly hard, of course. ............................................................................... [3.1.x] Training Battle Enemy --Skeleton x1 (leader): Unholy 96 HP, 19 ATK, 3 MAG, 4 HIT, 4 AVD, 0 RDM, 1 RST -50% fire, +20% ice, +20% earth, -50% holy, +20% darkness Attacks: Stab-- Medium/small sized fan-shaped radius in front Physical attack dealing about 15 damage. Can hit characters behind the target. Arm swing-- Small, wide, curved radius in front. Rarely used. Looks like it might be fire-elemental, but that hardly matters at this point. Tends to miss at the edge of its activation range. Can hit characters beside the target. Deals about 10 damage. Strategy: Nothing to worry about here. Just Dash behind him and let loose. Only a problem on higher difficulties, and even then it's only because it gets so much HP. Mirage Pierce, Imperious Act, Absolute Wave, and Three-way Attack can kill it in one round if you attack from the back and get all the hits in. ............................................................................... [3.1.1] Ballistic Rhino Enemy --Ballistic Rhino (leader): Giant, Beast 816 HP, 30 ATK, 10 MAG, 10 HIT, 2 AVD, 6 RDM, 1 RST No elemental resistances Vulnerable to Curse (100%), Paralysis (20%), Silence (20%), Freeze (50%), Faint (100%) and Frailty (100%) Attacks: Missile shot-- Huge, narrow radius in front, with a minimum range. Fires off one of its two missiles (arrowheads). Deals around 30 damage to one character. Must have an arrowhead to use, loses one arrowhead when used. Charge-- Medium range, very narrow radius in front. Charges forward, hitting everyone in the way. Deals around 20 damage. Stomp-- Medium/short range radius with decent width. Stomps down, hitting everyone in the attack radius. Deals about 20 damage. Tail swipe-- Medium/short range radius with decent width behind the Rhino. Swipes its tail, hitting everyone in the attack radius. Deals about 20 damage. Rhino must have tail to use this. Violent Purge-- Tiny circular radius centered on the Rhino. Targets the Rhino. Deals significant damage to anyone too close, but usually doesn't hit. It does, however, enable the next attack. Also destroys the Rhino's arm armor. Used below half health. Sealed Missile-- Medium range, almost half-circular radius in front of the Rhino. Fires off missiles, hitting everyone in the attack radius for good damage. Only used after Violent Purge. Needs arms to be used. Try to avoid getting hit by this. Strategy: The Rhino might be somewhat dangerous if it could actually hit you. Ignore any nonsense the game tells you about splitting into two groups; in all likelihood that will simply get you hurt more. Instead, just take advantage of the Rhino's terribly slow turning and movement speed. Dash behind it to attack its tail. You'll want to use vertical or linear (piercing) attacks like Mirage Pierce, Sweep Dive, Structural Shot, Smashing Swing, etc. rather than horizontal attacks like Sideswiper because horizonal attacks will probably hit the Rhino's armor. Try to break the tail ASAP to avoid any chance of being hit by the tail swipe. Even if it does hit you, it's not a big deal. You can destroy the front tips of his right and left arm armor to prevent the long range missile shot, but I wouldn't bother since it's easy to avoid getting hit entirely anyway. ............................................................................... ------------------------------------------------------------------------------- [3.2.0] Chapter 2 Two more fights in this chapter. One boss, one forced encounter. Still nothing too special, but the boss can at least put up a fight this time. ............................................................................... [3.2.x] Skeletons and Skeleton Soldiers Enemies --Skeleton x2: Unholy 80 HP, 19 ATK, 3 MAG, 4 HIT, 4 AVD, 0 RDM, 1 RST -50% fire, +20% ice, +20% earth, -50% holy, +20% darkness These are the same skeletons you saw in Chapter 1. Read the Training Battle section if you really want to know their attacks. --Skeleton Soldier x3 (one is Leader): Unholy 95 HP (114 for leader), 24 ATK, 5 MAG, 6 HIT, 6 AVD, 1 RDM, 2 RST -50% fire, +20% ice, +20% earth, -50% holy, +20% darkness Same attacks as the Skeletons, just a bit more powerful. Still not a threat. Strategy: Simple. Either kill the first two skeletons or ignore them completely and go for the leader. There's not much to say. A full party should have no trouble wiping out any of the enemies in one round. ............................................................................... [3.2.1] Primordial Ooze Enemy --Primordial Ooze (leader): Giant, Plant, Unholy 1440 HP, 40 ATK, 20 MAG, 10 HIT, 18 AVD, 5 RDM, 10 RST -20% Fire, +80% Lightning, +80% Earth, +20% Darkness Vulnerable to Curse (100%), Paralysis (80%), Freeze (50%), Faint (50%) and Frailty (100%) Attacks: Stinking Missile-- Very long, narrow attack radius. Shoots out four missiles at the target that each deal rather small damage, but the attack as a whole deals decent damage. The missiles each hit once, but they may hit different characters if others are close to the target. The least dangerous attack in the battle, apart from the Ooze's "counter." The Ooze must have at least one tentacle to use this. Tentacle Swipes-- Medium-sized almost semi-circular attack radius. Swipes four times at everything in the attack radius. Again each hit deals rather low damage, but the potential total damage from this attack can be pretty high since it can hit sixteen times (four hits on each party member). Somewhat dangerous, but it's easy to minimize the damage. Obviously, at least one tentacle is needed to use this attack. Evasive Maneuvers-- Primordial Ooze's "counter." Simply backs up and turns to face the attacker. Regeneration-- Targets self. Regenerates broken tentacles, then slams the ground to deal high damage to a large radius. Only used if at least one tentacle is broken. Try not to trigger this attack. Definitely the most dangerous attack in the fight, but the easiest to avoid. Lightning-elemental. Lock-on-- Targets self. Does nothing except set up for the next attack. Only used at or below half health. Washout-- No displayed attack radius. Has infinite range. Shoots a poisonous (earth- elemental?) ball at the target, hitting the target and any surrounding characters for decent damage and potentially poisoning them too. Annoying but should never be fatal, since you have plenty of warning. Always used immediately after Lock-On and never used any other time. Strategy: I recommend having Alicia in the party to use that new Crest Estoc's Soul Crush, since it deals pretty good damage. Plus Mirage Pierce is an excellent attack as always. Dash _directly_ behind the Ooze and start attacking. You should be hitting the body and _not_ the tentacles with most attacks, since you want to avoid triggering Regeneration if you can. Make sure to choose an attack setup that lets you get 100 Heat and thus allows Alicia's Soul Crush at the end. If you do end up breaking one of the Ooze's tentacles, I recommend immediately getting away from the Ooze and then trying to trigger the Regeneration attack. You can either use items until the Ooze uses Regeneration, or send in one character in his/her own group to attack until the Ooze uses Regeneration. You'll take some damage this way, but it's better than potentially losing two or three characters (or getting a Game Over) to the attack. After each attack chain you'll probably have to regain AP. If the Ooze has the Stinking Missile attack radius, simply run around it, staying inside the attack's minimum range. If it's using the tentacle swipe radius, you can try to just run around the Ooze, but I recommend playing it safe and splitting one character into his or her own party temporarily and having that character take the hit while you keep the rest of your party safely away (Dashing helps here). If you see the Ooze use Lock-On, check your party's HP. Use a Dwarf Tincture if you need to. If you want to minimize the damage you'll take from Washout, split into two groups of two. As long as you don't lose multiple party members to Regeneration this is a pretty simple fight. Don't be stingy with Dwarf Tinctures if you need them. On a side note, the pipes at the sides of the battle arena can break. They can't be targeted and I don't think breaking them does anything. ............................................................................... ------------------------------------------------------------------------------- [3.3.0] Chapter 3 This chapter is bloody LONG. With potentially _eight_ bosses in the chapter, this could take a while. Not to mention that this is where the real game starts--as such, the bosses take a significant step up in difficulty. Without good strategies, expect healing items to burn a hole in your wallet here. Of course, I'm here so you don't have to worry. Most bosses can be exploited in one way or another. ............................................................................... [3.3.m1] Crust Golem Enemies: --Crust Golem (leader): Giant 1380 HP, 90 ATK, 50 MAG, 25 HIT, 10 AVD, 20 RDM, 12 RST -50% Lightning, +100% Earth Vulnerable to Paralysis (50%) and Freeze (50%) Attacks: (from tri-Ace_Fanboy's guide; to be rewritten later) -Double Claw: 2 hit combo with wide range from the front, needs at least 1 Claw. -(Back pincers attack): Medium range from behind, 2 hit attack on the party for low damage, needs at least 1 back pincer. -Poison Blow: Medium range on the front. Earth elemental spell, average damage on the party, causes poison often. Used when the claws are gone. --Kobold x2: Stats later. Same as the ones you've been running into in the rest of Serdberg. Strategy: Set the Masochist Wrath on a dais so it affects the area, since that can't hurt. Then take out the Kobolds first. Although they will probably hit you some, they don't do too much damage. If you're using Lezard, Fire Storm is a good way to get around the Kobolds' armor by launching them. Then just get behind the Crust Golem and start swinging. It does have an attack that can hit you, but it needs its tail-things to do it, so if you go all-out from behind you'll probably break those fast. At any rate, just keep your HP at a reasonable level and the fight is a cinch. ............................................................................... [3.3.1] Wyvern Enemy --Wyvern (leader): Giant, Scaled 1920 HP, 95 ATK, 80 MAG, 34 HIT, 28 AVD, 23 RDM, 5 RST +20% Fire, -20% Ice Vulnerable to Paralysis (20%), Poison (20%), Doom (50%), Freeze (75%), Confusion (20%), Stone (20%) and Faint (50%) Attacks: Wing Flapping-- Large, almost semi-circular radius in front. Flaps wings to send out a gust that hits everyone in the attack radius and even farther out for low damage, though it can hit multiple times. Also has a huge knockback. Slashing Tail-- Small circular radius. Hits anyone within the attack radius and even a bit outside the radius for decent damage. Tail attack-- Same as Slashing Tail, but a bit weaker. Spit Fire-- Small fan-shaped radius in front. Spits fire at the ground near the target, hits everything in a small area. Deals decent damage. Fire-elemental I assume. Firebreath-- Narrow, medium-ranged radius. Spits a fiery breath at the target, hitting several times for very high total damage. Fire-elemental? Misses if you're close enough to the Wyvern. Schism-- Used at half health. Splits into Upper Lizard (leader) and Lower Lizard. _______________________________________ Upper Lizard (leader) Same as Wyvern, but without Slashing Tail or tail attack. _______________________________________ Lower Lizard: Scaled 850 HP, 110 ATK, 40 MAG, 25 HIT, 10 AVD, 25 RDM, 5 RST -50% to all Vulnerable to all statuses. 50% vulnerability to Doom, Confusion, and Faint. Attacks: Poison Tail-- Small fan-shaped radius in front. Stabs target with its tail, can poison. Decent damage. Scale Missile-- Very narrow, long range radius in front. Shoots off several missiles at the target. High total damage. Needs tail to use. Heavy Press-- I haven't seen this attack myself yet. Short range, average damage on party. (info on Heavy Press from tri-Ace_Fanboy's guide) Strategy: You really can ignore almost everything I've written up above, unless you want to make the fight hard on yourself. You see, this can be one of the harder fights in the chapter, if you actually try to whittle down the Wyvern's HP. On the other hand, it's one of the easiest if you just take advantage of a simple fact--you can Transfer the Wyvern. Sure, this gives no EXP or OTH, but you can make up for that easily in a few random battles which are MUCH easier. So just pick out a Heavy Warrior with an attack that can push back (it'll say in the description to hold the button to launch the enemy), set that attack as the first attack, and go into the battle. Split your Heavy Warrior into his own group and Dash up to the Wyvern's side. Hack away until you push it off the stage. Simple. If you insist on doing it the hard way, you'll want to take out the Lower Lizard ASAP. It takes a lot more damage than the Upper Lizard. Also make sure to get as many SCs in as you can--at least Rufus and Alicia can SC by now if you got the Gandeeva from behind the Crust Golem. Also make sure to carry Sword Blessing into the fight. I'm not going into more detail than that, though, since Transfer is really much easier. ............................................................................... [3.3.om1] Cybersaurs Enemies --Cybersaur x4 (one is leader) Stats to be added later. Lots of RDM. Vulnerable to Paralysis (20%), Poison (20%), Freeze (75%), Confusion (100%), Stone (20%) and Faint (20%) Attacks to be added later. Strategy: You _definitely_ want Poison Pin Blessing for these guys. Their crazy RDM makes it tough to damage them otherwise. Elemental attacks and spells are also nice, since they will definitely deal some damage. Alicia's Mirage Pierce also works, since it ignores RDM. Note that only attacks that deal damage can poison. Make sure you don't get hit, ever. The Cybersaurs hit absurdly hard. On the plus side, they're very easy to dodge indefinitely as long as you only get one attacking you at a time, since they're pretty slow. Also, if you get far enough away from the spot where the Cybersaurs start, they'll just run back to that area so you can wait and hold L3 to let poison drain their HP. To win, just poison a Cybersaur, let the poison eat away at its HP, then finish it off once it gets to 1 HP. It'll be a long but easy fight. Go ahead and add in spells if you want--I was hitting about 100 total with Mithra's Frigid Damsel at level 5. Since the chance to poison is calculated per hit, Lightning Bolt is a great spell to cause poison, and Lezard's Thunder Storm hits seven times and can hit all of them at once. These are great attacks for this battle. ............................................................................... [3.3.o1] Griffon Enemy --Griffon (leader): Giant, Beast 3360 HP, 480 ATK, 350 MAG, 54 HIT, 45 AVD, 24 RDM, 15 RST +20% Lightning, -20% Earth Vulnerable to Curse (100%), Silence (10%), Poison (100%), Freeze (25%), Stone (25%), Faint (50%) and Frailty (100%) Attacks: (All damage values assume Sheathed Power Wrath is on a dais. If not, all attacks deal very high to instantly fatal damage.) Call Lightning-- Long, narrow radius in front. Calls down a lightning strike on the target. Can damage characters near the target. Lightning-element. Deals medium damage. Slashes-- Small, fan-shaped radius in front. Slashes with one claw, then the other. Can hit multiple characters. Deals medium damage. Charge-- Medium range, very narrow radius in front. Charges forward, hitting everything in its path. Deals medium damage. Malicious Gust-- Large, almost semi-circular radius in front. Forms a whirlwind that hits everything in the area. Deals medium to low damage. Sudden Descent-- Haven't seen this myself yet. Short but very wide range, very high damage on the party, can miss if you're VERY close. (Sudden Descent info from tri-Ace_Fanboy's guide) Strategy: This fight is definitely possible without Sheathed Power Wrath (I actually did it that way on my first run) but there's no reason to fight it that way. By setting Sheathed Power Wrath on a dais, you change the Griffon's attacks from "instant kill" to "medium damage at most." Thus, you can get hit and survive. The Griffon is vulnerable to poison, so you should bring Poison Pin Blessing in with you too. Then, try to take advantage of Griffon's slow turning speed to refill AP when you need it. Set Beast Bludgeon if you have it for a 1.5x damage boost for that character. Attack from behind, stay healed (Dwarf Tinctures do nicely) and this battle is a snap. If you want, you can keep running circles around Griffon while he's poisoned as long as you use only a single character who is fast enough. This is the simplest method to win without Sheathed Power Wrath--poison the Griffon, split into two groups of three/one, run the lone character around Griffon as long as possible, letting the other three die if Griffon attacks them. But you shouldn't have to worry about that as long as you use Sheathed Power Wrath. ............................................................................... [3.3.o2] Queen Wasp Enemies --Queen Wasp (leader): Giant, Insect 5280 HP, 198 ATK, 163 MAG, 47 HIT, 36 AVD, 42 RDM, 37 RST -20% Fire, -20% Earth Vulnerable to Curse (100%), Paralysis (20%), Silence (70%), Freeze (70%), Stone (50%), Faint (20%) and Frailty (100%) --note that some of the Queen's parts actually have much more RDM. Attacks: (from tri-Ace_Fanboy's guide, to be updated later) -(Double attack): Short range on front, 2 hits on all characters for heavy damage. Needs middle arms to use. -Imitation Eye: Long range on front, hits the party for average damage and causes Confusion (not dangerous). Needs wings to use. -Variation Alpha: Very short range, Earth elemental attack, causes high damage and poison on party. -(Charging): Targets self, just a preparation for Variation Omega. Used when low on health. (Below 50%) -Variation Omega: Earth elemental. Reaches party anywhere, hits up to 8 times for extreme damage and causes poison. Can only be avoided by hiding behind walls. My strategy avoids triggering this attack. Wasp Nest x2: Ghost, Insect 1200 HP, 160 ATK, 125 MAG, 33 HIT, 26 AVD, 1 RDM, 1 RST -100% Fire, +80% Ice, +60% Lightning, +40% Earth, +80% Holy, +80% Darkness Attacks: Schism-- Targets self. Splits into two Wasp Nests, each with the same current HP as the original pre-split Wasp. Regular attack-- Small, fan-shaped radius in front. Hits target three to four times. Deals decent damage. Can cause poison. Strategy: I HIGHLY recommend bringing Lezard and Alicia into this fight, even if they're both at their starting level. They are the two best characters in the game for this fight in my opinion. In fact, the entire strategy below is much, much less effective with other characters. A Heavy Warrior with the Kraadicator can replace Alicia, and another mage with Fire Storm can replace Lezard, but short of that the strategy fails unless you use Alicia and Lezard. Make sure Alicia's first attack is Mirage Pierce. Give her the weapon with the highest ATK you have--Hildr's Sword is great since you'll only be using Mirage Pierce anyway. Do NOT carry Brimstone Law with you, and do NOT set it on a dais. Leave it in the shell where you find it. First order of business is to kill those Wasp Nests. There will be one pretty close by where you start, so split Lezard into his own group and have him start Fire Storming it. Once it's dead, another Wasp Nest will spawn from one of the eggs scattered about the field, but that's okay since it _won't_ be right in front of you this time. Well, kinda. It spawns from the eggs close by, so you'll have to kill that one too. However, leave the next Wasp Nest be for the time being. You'll want to kill the eggs behind the Queen before they turn into wasps, so just use some Dashing to get back there. Kill off the eggs with physical attacks. Each egg has 300 HP. Now leave everyone but Lezard in that little niche behind the Queen. Send him out alone to wipe out the two remaining Wasp Nests. Keep an eye on the Queen though, since you do NOT want her trapping your team in that niche! If she starts to get too close, get everyone out of there and as far away from the Queen as possible. Once the Wasp Nests are dead, get Lezard back together with the rest of your party. Now split Alicia into her own group. Get Alicia behind the Queen and use Mirage Pierce. Then use it again. And again. When you run low on AP, make sure the Queen has a small attack radius, then start circling her. She should try to turn to attack Alicia and fail. Then go straight back to Mirage Pierce. Make sure you _only_ attack from behind. Why? Well, you're actually hitting a vital part with Mirage Pierce. And it has less than half the Queen's HP. So by killing her this way, you completely avoid the most dangerous attack, Variation Omega! And you need Mirage Pierce to do this because the Queen has incredibly high RDM and Mirage Pierce ignores RDM. You should be hitting a vertical segment of the tail. This is actually the Queen's "back" and has 1760 HP. This strategy makes this an incredibly easy fight--you shouldn't get hit at all. It also takes a long time, but that's not too bad since this fight just takes a long time anyway. You might want to use a Double-Check. Even though you won't be getting any crystals at all with my strategy, you'll still end up with 65,000 EXP or so. That's a lot of EXP. ............................................................................... [3.3.2] Kraken Enemy --Kraken (leader): Giant 6000 HP, 155 ATK, 130 MAG, 42 HIT, 32 AVD, 40 RDM, 15 RST -20% Fire, +20% Ice, -50% Lightning Vulnerable to Paralysis (75%) Attacks: Rumble-- Medium/short ranged, circular radius. Hits the entire area several times. Good total damage and can cause paralysis. Double Knuckle-- Medium/short, wide attack radius in front. Hits the area up to five times for very high total damage. Long Hand-- Medium/long range, wide fan-shaped radius (roughly a quarter-circle) in front. Hits the area multiple times for high total damage. Frigid Damsel-- Medium/long fan shaped radius in front. Hits an area three times for high ice damage. Can freeze. Water Lance-- Long, narrow radius in front. Several ice shards rain down upon the entire area for medium ice damage. Tidal Wave-- Medium ranged circular radius. Great Magic. Hits the entire party for high ice-elemental damage. Only used below half health. Strategy: Set Chasm Wrath on the dais and bring in Sword Blessing. The first thing to do is to drain the water. See those chains in the back? Get to those and hack away. They have 800 HP each. After destroying both, there will be a cutscene and the fight will begin again, but with no water in the center. Now the Kraken can leave the center area. And, as unintuitive as it may sound, that's exactly what you want. Get over to the steps, waiting a bit to the side for Kraken to start ascending them. You see, it can't turn while climbing up the steps. As such, it shouldn't be able to hit you, leaving you free to whack away until it gets to the top. Once it does get to the top, start running away. Get around a corner, and wait for Kraken. Just like with the steps, Kraken can't turn while going around a corner. It's a bit trickier to take advantage of this since it isn't actually "stuck" for very long, but if you're careful you should be able to hit it safely. Once it rounds one corner, run off to the next, and keep repeating this until you win. If you get hit, just use a Dwarf Tincture. If someone is dying in one attack, I recommend equipping a Lily (from Villnore) to increase his/her HP. If that's not enough, then you might have to use some Union Plumes too. Note that you should have at least one archer or mage in the party for this so you can have a larger attack radius. ............................................................................... [3.3.3] Evolver This is a two-part battle, though the strategy for each part is the same. Enemy --Evolver (leader): Giant 7800 HP, 285 ATK, 185 MAG, 55 HIT, 45 AVD, 50 RDM, 15 RST +100% Fire, -50% Ice, +50% Earth. Unaffected by status ailments. Attacks: Flame Lance-- Medium range, roughly quarter-circlular radius. Shoots four fireballs into the air that rain down for high fire-elemental damage. Less accurate at longer range. Hug-- Small, wide attack radius. Leans forward and "hugs" the target area. Decent damage. Fire-elemental if hands are broken. Big Splash-- Small, wide attack radius. Smacks the target area with its lava hand for high fire-elemental damage. Only used after a hand breaks. Strategy: Carry in the Negate Light Damage sealstone--you'll need it for the second half of the fight. Lifeforce Blessing and Sword Blessing are also good. Putting Ice Blessing on a dias is a good idea if you restored it. Achromatic Law is good on a dias if you're not using Ice-element attacks. Do NOT carry Iceberg Law into the fight. DO NOT. It will reduce your damage AND make you take more damage. Anyway, for the first part of the fight, there's not much to say other than to get behind the Evolver and start attacking. He can't hit behind him, so there's no danger of getting hit unless you mess up. _______________________________________ Second half of the fight. Enemy --Evolver (leader): Giant 8640 HP, 300 ATK, 200 MAG, 60 HIT, 50 AVD, 45 RDM, 20 RST Absorbs Fire, -80% Ice, +20% Earth. Unaffected by status ailments. Attacks: Flame Lance-- See above. Big Splash-- See above. Heatwave-- Medium range, roughly quarter-circular radius behind Evolver. One hit of decently powerful fire damage, plus gives self 50% ATK boost. Used after being attacked from behind. Flame Shower-- Medium range circular radius. Many hits of small fire damage, plus a random number of hits of large fire damage from the meteors. With the Negate Light Damage sealstone, the small hits should be negated. Without that sealstone, this attack is almost certainly fatal. With it, it can still deal very high damage or low damage, depending on your luck. Firebreath-- Evolver's counterattack. Short range, good damage, can cause frailty. Strategy: Pick out your strongest character. Make sure he/she has enough HP to survive Heatwave. Split that character into his/her own group, and get behind Evolver. Attack until you run out of AP. If you get hit by Heatwave afterward, use a Warrior's Arcanum to heal. Same for Flame Shower. If you get killed by Flame Shower, bring in your other group to revive your dead character and then resume your attacks. As long as you keep three of your party members safely out of range, you shouldn't possibly lose this fight, though it may take a while to win. ............................................................................... [3.3.om2] Greater Demon and Dragon Enemies: --Greater Demon (leader) Attacks (from tri-Ace_Fanboy's guide; to be rewritten): -Reclaim Soul: Targets self, boosts MAG by 50%. -Cleanse Evil: Long range, used from far away. Moderate damage on party. Either Holy or Lightning elemental. -Deathgrip: Medium range. 2 weak hits on one character, second hit causes Doom. Darkness element, quite dangerous. -Thunder Storm: Circular range. Lightning spell, chance of causing paralysis. --Dragon: Dragon, Giant, Scaled 35000 HP, 250 ATK, 200 MAG, 65 HIT, 30 AVD, 80 RDM, 120 RST +20% to all. Attacks (from tri-Ace_Fanboy's guide; to be rewritten later): -Photon Breath: Long, narrow range. Heavy damage and silence on a straight line. -Charge: Medium range. Heavy damage on a long straight line, will most likely hit everyone. -Claw Claw Bite: Short range, 3 hit combo, average damage on party. -Fire Storm: Fire spell, hits 2 or 3 characters at most for average damage. Strategy: Bring along a Heavy Warrior. Give him as much critical-rate-boosting equipment as you can. Set Descaling Might if you have it. If you don't, then set Magician Slayer. If you have neither, Giant Killer is still okay. First thing to do is to hack off the Dragon's tail. Sweep Dive from behind did this nicely for me. Then equip that shiny new Dragon Slayer and find an attack that hits the Dragon's legs. Get a critical to make the Dragon fall down, safely out of comission for the rest of the battle. From here, feel free to hack away at it at leisure. For the Greater Demon, you'll just want to dodge his attacks as much as possible. I recommend splitting up, as many of his attacks are area-effect and dangerously powerful. Better yet, don't win this fight at all. Seriously, the Greater Demon hits hard enough that unless you kill it fast you might be taking some serious damage. Getting into the fight and grabbing the Dragon Slayer is enough. ............................................................................... [3.3.o3] Lady Cleo Enemies: Trash Demon x2: Demon 1700 HP, 265 ATK, 180 MAG, 38 HIT, 45 AVD, 32 RDM, 12 RST -50% Holy, +20% Darkness. Attacks might be added in a future version. Berserker: Giant 7800 HP, 300 ATK, 50 MAG, 65 HIT, 45 AVD, 35 RDM, 10 RST Neutral to all elements. Vulnerable to Curse, Paralysis (50%), Silence (40%), Poison (100%), Doom (40%), Freeze (50%), Stone (50%), Faint (20%), Frailty (100%) Attacks: Magic Cutter-- Long, narrow radius in front. Has a minimum range as well as a maximum range. Sends two energy waves at the party. Two hits, each for medium damage. Can poison. Magic Blade-- Small, roughly quarter-circular radius in front. Swings a sword with energy trailing it. Deals high damage. Sword Attack-- Small, roughly quarter-circular radius in front. Does a sword combo on the party. High damage. Lady Cleo (leader): Unholy, Magic 8160 HP, 200 ATK, 280 MAG, 58 HIT, 50 AVD, 10 RDM, 50 RST -50% Lightning, +100% Earth, +50% Holy. Spirit (the main body) has -80% Fire/Ice/Lightning, Earth/Darkness -50%, Holy -100% Vulnerable to Paralysis (50%), Freeze (20%) and Confusion (50%) Attacks: Sap Power-- Medium/short ranged, very wide attack radius in front. Casts Sap Power on the party. Holy Ray-- Medium/long ranged, very narrow attack radius in front. Sends out a beam of Holy-elemental damage. High damage. Light Reflector-- Short range, very wide (almost semicircular) radius. Deals extremely high Holy damage on the party. Gravity Control-- Targets self. Sends entire party into the ceiling for varying damage. Only used below half health. Prismatic Missile-- Medium ranged, fan-shaped radius. Casts Prismatic Missile. High damage. Strategy: First, note the difference in Cleo's resistances. The -80% Fire makes Einherjar archers very good here. The -80% Lightning/Ice makes Rufus very good as well. Lightning Bolt is probably the overall best spell, since it can get extra damage on any part of Cleo. Carry Sword Blessing in with you. If you're using Einherjar archers with Flame Shot/Flare Blast (Phyress, for example), also carry Fire Blessing. Shield Blessing is pretty pointless since Cleo deals much more damage than the Berserker. Start off by killing the Trash Demons. A Heavy Warrior with the Dragon Slayer or Flamberge will make this pretty easy. Well, really pretty much anything makes this easy, but those make it even easier. Then turn to the Berserker. Although he's not the main threat, you don't want to have Magic Cutter sniping you all battle long. Get behind him to ensure you don't hit his swords, then swing away. If he has the Magic Cutter radius, try to stay as close to him as possible. For the other two attacks, you can split up if you think you're going to take a hit. Make SURE Cleo doesn't hit you while killing the Berserker. Light Reflector can be a game over depending on your party's HP. You'll get the Harpe for defeating him, but it's worse than the Spider Fighter. Finally, turn to Cleo. Hitting the Spirit and not the Projector is a bit tricky, but worth it for Flame Shot. You'll want to attack from close to the front if you think it's safe, but be careful--Light Reflector HURTS. It's safer to attack from the side, but harder to hit the Spirit. If you're not using Flame Shot or similar attacks, just attack from the back; it's the safest. Always, always, always keep 15 AP left after an attack string to Dash away. Otherwise, you may realize you're about to be hit by Light Reflector, with no way out, and get a Game Over for it. Gravity Control isn't bad, so don't fret if you see Cleo prepare to use it. A Dwarf Tincture will almost certainly heal the damage. Although Cleo can deal massive damage with Light Reflector, you can also deal lots back because she has very little RDM and those massive weaknesses to exploit. If you can manage to avoid Light Reflector, the fight should be pretty easy. Avoiding Light Reflector isn't a cakewalk, but it's certainly possible. ............................................................................... [3.3.m2] Wild Trolls Enemies: Wild Troll (leader): Stats to be added later. Attacks to be added later. Shaman Chief x2: Stats to be added later. Attacks to be added later. Strategy: By far the best strategy is to ignore this fight completely. The Trolls guard nothing important. If it really bothers you, come back later to get the items behind them. If you do want to fight, make sure you have a way to reliably Silence both Shamans. That should be the first thing you do. Target Throat works well, as does Dampen Magic. If you have neither, I strongly recommend ignoring the fight. Also, Magician Slayer is an incredibly useful skill here, as it makes criticals instantly break the Shamans. If you can't silence, this is your next-best bet. If you have neither Magician Slayer nor silence available to you, seriously, don't bother. The Shamans can cast Heal and Invoke Feather, not to mention a plethora of dangerous attacks. You can't really kill them both without Silence or Magician Slayer, and you can't really ignore them either. The Troll itself is pretty easy, once you get rid of the Shamans. You'll need to inflict Frailty to stop its healing--Arngrim's Wild Break attack does that the easiest, but there are items that can do so as well. Poison also slows down the healing process as a last resort. The Trolls are slow so getting behind and attacking should be no problem. ............................................................................... [3.3.4] Hydra Enemy --Hydra (leader): Giant, Scaled 13200 HP, 348 ATK, 212 MAG, 64 HIT, 30 AVD, 60 RDM, 56 RST -50% Ice, +50% Lightning, Absorbs Earth, +50% Darkness Vulnerable to Freeze (50%) and Faint (20%) Attacks: Poison Breath-- Long range, nearly semi-circular radius in front. Deals light earth-elemental damage to everyone in the attack range. Also poisons. Dark Breath-- Long, narrow attack radius in front. Deals medium to high earth-elemental damage to everything in the radius. Tail smack-- Small, roughly quarter-circular radius in back. Smacks the ground to hit everyone nearby for medium physical damage. Used after being attacked. Can be done without tail. Eternal Pain-- Medium/short range circular radius. Deals medium to low damage to everyone in range and inflicts Frailty. Used below 50% HP. Head combo-- Short range, fan-shaped attack radius in front. Smacks the target and nearby characters with its heads. Damage depends on number of heads remaining. Regenerate-- Targets self, restores one head. Only used if at least one head has been broken. Strategy: Put Lightning Blessing on a dias! Putting the Turn to Earth sealstone on a dias isn't a bad idea either, if you can beat the troll to get it. However, the trolls are harder than the Hydra anyway, so if you can get Mudbank Law you should be able to win this easily. Putting Earth Blessing on a dais isn't a great thing, but it's not too bad either; I usually end up doing it because I don't have many sealstones Restored to use in place of it. Equipping Vegetable Seeds and getting poisoned before the battle is not a bad idea if you have them. If possible, stay out of the water. You move way too slowly there. On the other hand, it's easy to break multiple parts for a possible Break Mode when attacking from behind. Anyway, if you can, try to attack the Hydra from that rock platform that extends out into the middle of the water. The Hydra, being poorly-programmed, will usually just ignore you as you walk out there, trying to go around to climb up the rock itself. Take advantage of this to launch an attack from the side. Remember to save 15 AP if possible for a Dash away if needed. As for attacks, don't bother dodging Poison Breath; it's weak and the poison is not very dangerous anyway. Do heal the poison if you get a chance, whether with Honeysuckle Dews or Normalize. Eternal Pain is the second-least dangerous attack. It deals rather low damage. The Frailty can be a major pain or just a minor nuisance, depending on how much longer the fight will last. If it's near the end of the fight, there's nothing to worry about. If he gets you with it when he's right at about 50% HP, then you might want to use some Idun's Apples to cure it. Dodge Dark Breath; it hurts and it's easy to dodge. Same with the head combo. Not much you can do about the tail smack other than heal afterward. When you need to restore AP, try to get the Hydra to start going around the rock platform in one direction, then go to the other side and get it going that way. Repeat this as needed. As long as you're on dry land, you can outmaneuver the Hydra, especially with its stupid AI programming. If you venture into the water, you want to save 45 AP or more to Dash to dry land afterward, so I advise staying out and letting the Hydra come to you rather than you going after the Hydra. Dwarf Tinctures should still be sufficient healing if needed, and by this point you may well have someone with Heal too. Go ahead and use both liberally. On the whole, there's nothing too troublesome about this fight. ............................................................................... [3.3.m3] Muscular Stalkers Enemies: --Muscular Stalker x2 or 3 (1 is leader): Giant 5300 HP (leader has 6360), 550 ATK, 180 MAG, 65 HIT, 45 AVD, 73 RDM, 23 RST No elemental resistances --Other enemy x0 or 2 Attacks: To be added later. Muscular Stalkers are very similar to the Berserker in the Lady Cleo fight but without the ranged attack. If there are two of them they will be accompanied by 2x of one other enemy that can appear in the Palace. Strategy: This is really a very simple fight, each of the times you do it. If you can, set Stone Hurler Wrath on a dais to make it even more of a cinch. Then get to the back of the room, on the steps. Lead the enemies around this in a square, attacking when you have full AP, then running when you don't. They won't catch you unless you mess up. ............................................................................... [3.3.5] Dragon Zombie Enemy: --Dragon Zombie (leader): Dragon, Giant, Unholy 22200 HP, 495 ATK, 362 MAG, 82 HIT, 44 AVD, 57 RDM, 39 RST -50% Fire, +50% Ice, +100% Earth, -50% Holy, +50% Darkness Vulnerable to Silence (60%), Freeze (60%) and Stone (60%) Attacks: Insanity Eye-- Medium, fan-shaped radius in front. Deals medium damage and causes confusion. Dark Displacement-- Long, narrow radius in front. Shoots out a beam that deals darkness-element damage and causes poison. Foul Stench-- Medium circular radius. Causes a gas to damage everyone in range. Deals medium Earth-elemental damage and causes Frailty. Discomfort-- Short, almost semi-circular attack range in front. Smacks the ground to deal medium damage to everyone in range. Maleficient Harm-- Large circular range. Great Magic. Deals high earth-elemental damage to the entire party. Only used below 50% HP. Strategy: Fire attacks are VERY good here, so bring along Fire Blessing if you have it. The Dragon Slayer is a great weapon for Heavy Warriors, and put any Bloody Patches you have to use by equipping them to your most-damaging characters. Try to give everyone a critical skill if you can. With three choices, it shouldn't be too hard to do that. Before you can deal much damage to the Dragon, you have to break three orbs. They are located in a triangular formation around the room, one to your right, one to your left, and one behind the Dragon. The ones to your right and left are hidden behind walls. The walls have 500 HP, the orbs twice that. Just |
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Another Valkyrie Profile 2: Silmeria Walkthrough :
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