Otogi 2: Immortal Warriors Walkthrough :
This walkthrough for Otogi 2: Immortal Warriors [X-BOX] has been posted at 16 Aug 2010 by carlos0808 and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up carlos0808 and share this with your freinds. And most important we have 3 other walkthroughs for Otogi 2: Immortal Warriors, read them all!
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Walkthrough - FAQ/WalkthroughOtogi 2 - Immortal Warriors Version 1.2 Guide by CLLi a.k.a. sunny_d2 ----------------- Table of Contents ----------------- I. Introduction II. Basics A. Characters B. MP and Life C. Combos D. Magic III. Advanced A. Attributes B. In-Game Status C. Here and There Information D. Lock-on Dash E. Dash Jump F. Experience Sites and Gold Mines G. Mercy Orb H. In-depth Character Analysis IV. Stage Walkthroughs A. Stage Elements B. Stage Walkthroughs 0. Sanctuary 1. A Peaceful Grave 2. Sacred Grove 3. Water's Edge 4. Shrine of Idols 5. Prison of Stone 6. Valley of Mist 7. Fire Mountain 8. Byakko Palace 9. Lotus Pond 10. The Spirit Tree 11. Beneath the Earth 12. Inner Sanctum 13. Crimson Capital 14. River of Souls 15. The Blossom Trail 16. Temple of Darkness 17. Dungeon of Death 18. Tower of Bones 19. Northern Mountains 20. The Golden Sea 21. The Quiet River 22. The Frozen Lake 23. The Dead Gates 24. Tower of Hate 25. Dark Abyss 26. Gates of Heaven 27. Full Moon Rising C. Forest of Havoc 1. Ninety-Nine Arches 2. Demon's Grotto 3. Black Monoliths 4. Angel's Flight 5. Last Stand 6. Mana from Heaven 7. Grassy Meadow 8. Ghoul Hunt 9. March of Ships 10. Trapped 11. Guardian of Byakko 12. Gates of Darkness 13. Puzzle Boxes 14. Path of Worship 15. Scarlet Boxes 16. Demon Guide 17. Flood of Demons 18. A Quiet Moon V. Weapons, Magic, Accessories, Costumes and Beastiary A. Weapons B. Magic C. Accessories D. Costumes E. Beastiary VI. Miscellaneous A. Credits B. Legal C. Version History D. Contact _____________________________________________________________________________ I. Introduction Ah, the long stalled guide to Otogi 2. It's finally out - hope you find it useful. Otogi is a beautiful game series. The first game presented astounding graphics for the Xbox game system. Otogi 2 is even more impressive. Along with that, the game is also very fun. Overall storyline, little spoiling: Raikoh is summoned again and with the aid of other summoned generals, defeats demons. There is one ultimate trouble maker and that is the nine-tailed fox. The game ends in the same tranquil stasis as Otogi 1. The second game adds considerable depth into the Otogi world. There are about the same number of weapons, but spread over the different characters; there are more spells, more accessories, more levels, etc. Here is the default button layout and is what I will be using for my guide. A - Jump B - Light Attack X - Magic Y - Strong Attack L Trigger - Lock on R Trigger - Dash Left Thumbstick - Movement of Raikoh Left Thumbstick (Click) - Center Camera Behind Raikoh Right Thumbstick - Movement of Camera Right Thumbstick (Click) - Toggle Enemy Health Bar [Unused] - Black button, white button, Select, D-Pad The main menu consists of the.. Stage menu - plays available next stage(s) Equip menu - change your weapon, magic and accessory setup for all characters Shop menu - shop for magic, accessories and develops Cleared Stages menu - allows for replay of previous cleared stages Options menu - save, load, change configuration [Important] The only way to save your game is to go into the Options menu and select Save. The "saving" that you see after completing a stage only saves the condition of that stage, not your game. [Important] _____________________________________________________________________________ II. Basics A. Characters The most dramatic change from Otogi to Otogi 2 is the addition of 5 other playable characters. They are like Raikoh such that they can be equiped and leveled up, but they specialize in unique pros and cons. Raikoh - He is the main character of the story. His abilities are balanced and every stage, when applicable can be completed by using him. There is no special ability, but he is extremely versatile. Pros: Versatile, lock-on dash, ultimately the strongest Cons: nothing, hell, Otogi 1 was all about him Kintoki - The stout and strong general under Raikoh. Kintoki has the highest potential life orbs and he has the naturally highest defense. His ways of attacking reflects his nature. His light attack has the equivalent power of another character's strong attack. Furthermore, his strong attack is actually a grab, which can be followed up by a throwing of the grabbed enemy. Pros: High max life, powerful light attack Cons: Slow, no double jump or powerful magic Tsuna - Tsuna is very much like Raikoh but with more crowd control. He wields a dual-bladed sword and a blade on the left arm. At the end of some combos, he sends out a shockwave damaging enemies in a fairly wide area. Pros: Great crowd control, high combos, lock-on dash Cons: A very "horizontal" character, slow heavy attack Sadamitsu - Speed and combos are Sadamitsu's specialties. Though these come at the price of endurance and strength. Her mobility is her greatest asset. With the longest dash, she can reach enemies in a split second and combo them. Depending on what combo is done, Sadamitsu can throw her scythe or send a projectile bird that freezes enemies or just rack up tons of hits. Pros: Excellent dash, jump after attack/dash, long combos, lock-on dash Cons: Weak defense, weak attacks, slow heavy attack Suetake - Suetake is one of the two "spellcastors" of the game. He has some very unique talents. His regular attacks are weak, but they have a wide area of effect (AoE) efficient at knocking back enemies. Pros: Mobile charging, large AoE attack, walk on water, infinite jump Cons: Slow, low life, no lock-on dash Seimei - An oddball character. She is the best spellcastor; she has a weak attack; she can grab enemies. Her strength comes from the many different ways she can kill enemies. Seimei also has a sort of, infinite jump, her grab projects her upward and spamming this means she'll gain altitude. Pros: Strong magic, grab, lock-on dash, jump after attack/dash Cons: Extremely weak attack, inefficient heavy attack B. MP and Life Every character has an MP meter and a life meter. The meters are represented by the two fans, red for life and blue for MP. There are also beads that also represent life. The current life fan represents one bead. Like all other games, as you take damage, your life goes down, but your life regenerates really quickly when you're not taking hits. When the meter on a fan is all the way down, then it permanently takes away a life bead (in that stage). So you have less life beads to work with. So avoid taking heavy damage in quick succession. When you run out of life beads, stage over. MP has two main purposes in the game. First, used to cast magic. Second, to sustain your summoned body in this world. What this means is that your MP will always go down. Once you have no more MP, your life starts to degenerate slowly until you obtain more MP, complete the stage or die. It is also used to keep you "afloat" on top of water, lava, etc. It is represented by the blue fan beneath the red life fan. The fire "burns" away the fan which is a lame abstraction of your MP degeneration. Personally, I think that's a bad design because I can't even see where my MP meter is at, except when I have Sustain MP. These two meters must work in unison. Always pay attention to both of them. C. Combos Three commands can be used in a combo. Light attack, heavy attack and magic. Using them in a specific order may unleash certain unique moves otherwise hidden. Generally, light attack is a filler attack, it's a move where you build other attacks off of. Heavy attack and magic usually ends the combo. There is a special universal combo that is important. It's the magic combo, referred to as mCombo from now on. It is a varying string of light attacks followed by a magic spell, BUT, the magic spell is equivalent to a charged up spell. This not only is faster than standing and charging, but it also has the light attacks to lead up to it. There are many combos in the game. Each character has a different set. Since I'm sure you would rather play the game than read this guide to learn all the combos, I will just list some combos that stand out. Raikoh Light Attack - Heavy Attack Light Attack - Light Attack - Light Attack - Heavy Attack Kintoki Light Attack - Light Attack - Heavy Attack Tsuna Light Attack - Light Attack - Heavy Attack (airborne) Light Attack - Light Attack - Light Attack - Heavy Attack Sadamitsu Light Attack - ad infinitum Light Attack - Light Attack - Heavy Attack Light Attack - Light Attack - Light Attack - Heavy Attack Light Attack - Light Attack - Light Attack - Light Attack - Heavy Attack Suetake N/A Seimei Light Attack - Heavy Attack D. Magic I talked about magic a lot already, but what is it? Magic is divided into four categories, houses they are called. Each are unique and have their pros and cons. Each have four levels of power, four being the most powerful. Dragon Spell (House of Soryu) The Dragon spell releases homing dragons that track down the enemy. A charged spell releases fewer dragons, but does more damage over a bigger AoE. Because of the spell's versatility, it has a high MP cost. Dragon Level 4: Blue Storm This spell is totally different from it's same house counterparts. Imagine Force Push from Fable, but constantly. If you don't know what that is, the spell is a shield of whirling magic that repels everything, projectiles and enemies. Too bad destructibles don't budge. Chimera Spell (House of Byakko) The Chimera spell calls down a ring of lightning surrounding you. It hits multiple times and does mild damage. MP costs are the lowest, but it is slightly difficult to aim with ring of lightning. A charged spell calls a giant lightning strike right on you, severly damaging enemies close to you. Chimera Level 4: Cosmos Again, the level 4 spells are very different. This spell is very damaging. You shoot three crystal centipedes in an arc to a predestined position in front of you. A charged one shoots one giant one. However, the range is poor. Phoenix Spell (House of Suzaku) The Phoenix spell releases three phoenixs that spread out from the castor. This spell also sets the enemy on fire upon impact, dealing more damage. A charged spell releases a giant phoenix that flies directly in front of you. The MP cost is high. Phoenix Level 4: Golden Spider The demon spider king uses this. It summons strings of fire to come down around you. It damages enemies and sets them on fire. A charged shot just does more damage. Butterfly Spell (House of Genbu) The Butterfly spell releases butterflies that flutter outward. The damage is mild but the knockback effects are good. A charged spell releases bigger butterflies. Butterfly Level 4: Ice Fang Like the butterfly series, Ice Fang is defensive. It shoots dragons that travel on the ground straight ahead. It freezes enemies upon impact, and there are lots of dragons. So it is possible to immobilize an entire group. _____________________________________________________________________________ III. Advanced A. Attributes Attributes make up what a character is capable of. They are raised whenever you level up, I think, and through various actions in stages. What these attributes do are my speculations. The in-stage ways to increases these attributes kind of conform to your play stay. If you whack more enemies and destroy lots of debris, then your strength and vitality will go up.. But there are also ways to decrease your attributes e.g. casting spells in succession will decreases strength.. Strength - Determines damage done by physical attacks Vitality - Determines damage taken by physical attacks Intelligence - Determines damage done by magical attacks Resistance - Determines damage taken by magical attacks Agility - Determines jump height, dash length and run speed [This is outside of the guide. But if anyone knows what Endurance or Body or Knowledge anything of the non-listed attributes does, please contact me. I am puzzled because none of those show up statistically in the game.] B. In-Stage Status Raised Attack - Attack is greatly increased for a period of time Raised Defense - Defense is greatly increased for a period of time Sustained MP - MP degeneration stops, infinite mana for a period of time Red Flames - Life goes down for about 3/4 of a life orb Blue Flames - Life goes down for about 3/2 of a life orb Drain MP - MP degeneration speeds up for a period of time Frozen - Immobile C. Here and There Information -standing on deep water requires MP, so it will drain faster -an attempt at standing on deep water with no MP will kill you -shallow water does not affect MP -lava acts just like deep water, and also will set you on (red) fire -enemies drop 2 things, gold in a small golden sphere and MP in a gold/white/green cloud -getting knocked back is not extra damage, but colliding with something is -enemies don't get knocked back... they bounce, like a ball -landing in water puts you out when you're on fire -dashing a lot when on fire also puts you out D. Lock-on Dash This dash is a special kind of dash. Normal dashing stays consistent in distance whichever way you aim. When you lock-on, your movement changes. Dashing aside, you side step to strafe the lock-on enemy, you "tip-toe" backwards. So naturally, dashing is more aggressive. Controlling the dash is fairly simple; you have 8 directions to work with. I will use the standard NESW directions to describe the Analog Stick. North (N) is up, Southwest (SW) is down left, etc. N - Dash straight at the lock-on enemy. This allows you to close in fast, depending on the character. Sadamitsu has the longest N Dash, then Seimei, Raikoh, Tsuna, Suetake and Kintoki. E and W - Dash left or right, respectively. This is just strafing the target. S - Dash backwards. I believe the distance dashed is the same as a regular dash. The game assumes that when you are locked-on, you're attacking. NE and NW - Dash upwards right or left, respectively. The altitude gained always amazes me. This allows you to have a bird's eye view of the enemy. Kintoki can't dash worth beans, but he can sure dash upward fast.. SE and SW - Dash downwards right or left, respectively. Same as the north counterparts, but downwards. E. Dash Jump Dash Jump or dJump for short is when you press Dash (R Trigger) and an attack (B or Y Button) simultaneously. It counts as a dash, but it has an attack with it. dJumping is usually some attack that projects you upward, so it is used to reach high places. Remember that it's a dash, MP is spent doing this. F. Experience Sites and Gold Mines Stated below, it is extremely difficult to beat the game without replaying stages. Replaying stages allows you to get missed items, spirits, and accumulate EXP and gold. Now a new feature is in Otogi 2. The more times you play a certain stage, the less exp you get for what you did. Tower of Bones (Stage 18) - infinite Sword Demon Fox This is the prime stage to level up. Tower of Hate (Stage 24) - many skeletons Lots of exp here, but a bit difficult for some characters. Prison of Stone (Stage 5) - many stone golems These don't grant much experience after level 10, but this place is good for increasing your strength and vitality attributes. The Frozen Lake (Stage 22) - kill Adara and Kudara They provide decent experience, but with the Jeweled Goblet on, you get 37k gold each time. G. Mercy Orb / Attribute Orbs Mercy Orbs increase the maximum number of beads you can have. When found in a level, a mercy orb is available to purchase in the shop. They are dropped by the Mercy Orb Symbol. Attribute Orbs are orbs that you find in cleverly hidden places in stages. They grant the character who finds the orbs the immediate bonus of the attributes and they are also added into the shop for purchasing. H. In-depth Character Analysis Here is where I talk about each character. The little introduction in the basic section is shallow stuff. Onward! Oh, and if you don't like long paragraphs, you will not be able to read this next section. ***************************************************************************** Raikoh ***************************************************************************** Raikoh in this game wields only single bladed swords. His swordsmanship has been kept to par this long time he's been slumbering. So.. doing certain combos will allow you to do certain things with the enemies being hit. Four light attacks will not knock back the enemy and will do little damage. However when doing one light attack and one heavy attack, it does considera- ble more damage. It pushes the foe forward. Now if you were close to a wall, you could push enemies into terrain. However, in the air, one light attack and one heavy attack is a downward smash that sends the enemy downward. Raikoh's second combo is two lights and one heavy. On the ground, it slams the enemy right into the earth. But in the air, it pushes the enemy forward. Raikoh's third variation is three light attacks and one heavy attack. It is the most damaging combo and it knocks enemies in all directions depending on where they were. Raikoh spins and hits enemies in 360 degrees. But there are no multiple hits, so one enemy cannot be struck twice by Raikoh's spin. Now, a light attack on ground and in air is of... quick speed. So if you wish to destroy things quickly, Raikoh's quick strike may be of use. A single heavy attack on ground is of... medium speed. In air, a heavy attack is a vertical slam that goes down to whatever is down there. It carries the enemy with you too. Upon impact (if), there is a small AoE effect so nearby enemies or destructibles will be hit. This attack is very useful but be careful of its effect on your attributes. Raikoh's mCombo is three light attacks and a spell. Both of Raikoh's dJumps are vertical upward attacks. Now movement. Raikoh is quick in his movements. I don't know the programming of the game, but I think Raikoh's collision size is very small. He can squeeze between objects and enemies without "touching" anything very easily. His jumping power will always be one of the best. The recovery time after a dash is also fairly short so you won't lose much altitude. ***************************************************************************** Kintoki ***************************************************************************** Kintoki handles large axes that sometimes acts more like a huge mace than a hacking weapon. Kintoki has three slots for doing combos. Kintoki's single light attack is a powerful horizontal sweep. It is very versatile. Two light attacks and three light attacks command Kintoki to do spinning attacks with his axe. Now a light attack and a heavy attack is a horizontal slash and a downward smash with an AoE. With 2x lights and a heavy, it's the same thing. Kintoki's grab is useful. If he's midair, he will gently lower in altitude. The length of the grab depends on how powerful the enemy is. You can adjust the throw's arc by tilting the analog. Kintoki's light attack is ideal for pounding everything. It is rather slow and if you accidentally press more than once, his 2x light combo is time consuming. mCombo is done with 2x lights. The dJump is surprisingly quick. Doing it multiple times can gain you some height. Movement is where Kintoki lacks the most. His recovery time from most things is long. After a combo, after a dash, after he dJumps, etc. The collision size is obviously fairly big, so don't expect to jump through thin gaps. Also with a large collision size, landing is also a challenge. Sometimes you notice when you try to land on an edge or hill, Kintoki keeps falling. You need to find a big enough area for his big feet to plant. ***************************************************************************** Tsuna ***************************************************************************** Tsuna is a serious fighter. He wields a double bladed sword which can be separated and a blade on the left arm. But when he strikes enemies, the sound effect sounds so childish. Tsuna has some very interesting combos. His single heavy attack is slow and horizontal, even in air. A light attack and a heavy attack shows off Tsuna's sword skills. Two lights cause Tsuna to make his first shockwave. The shock- wave acts as a heavy attack that pushes everyone away. It does far less than a regular hit, so it's more of a utility move. When Tsuna does this combo in the air, he slams down vertically then does the shockwave. His 3x light and heavy combo is just more regular hits, plus the same shockwave move. The fastest way to send out a shockwave on the ground is to jump a smidge, and then do the 2x light heavy combo. The difficult thing with this character is that most of the attacks are horizontal ones. There is only one vertical attack and that is the 2x light heavy combo. So lock-on dashing is recommended to get to enemies. Falling or dJumping is too slow. Tsuna's light attack is a vertical swing of his weapon. His heavy attack is horrible because it takes such a long time to execute. The fastest heavy attack is the heavy dJump where he uses the blade on his arm, but that requires MP. Tsuna's mCombo is done with 3x light attacks. Tsuna's movement is average. Nothing stands out nor debilitates him. He has a medium size body, decent jump, decent dash and decent recovery time. ***************************************************************************** Sadamitsu ***************************************************************************** A fragile lady should not use a scythe, maybe small knives or a gun I dunno. Imagine the possibilities if she had a gun! Okay, Sadamitsu has many interesting combos. First off, she can go for about 8x light attacks before restarting her string. She'll give a yelp when she starts from the beginning. One light attack and a heavy gives her a basic twirl of the scythe. 2x lights give her a twirl plus at the end, she throws her scythe like a boomerang. The range isn't long, but it's still added distance. 3x lights allow her to do a damaging combo and at the end, she releases a bird (crow?). This bird will freeze any enemy upon impact. You can imagine its usefulness. The last official combo is 4x light attcks. This deals quite a lot of damage and to top it off, she uppercuts the enemy with the scythe at the end. This can be followed up by more combos or what I like to do, a single vertical slam attack. Any other heavy attack that follows light attacks over 5x will just be a basic spin. Sadamitsu like Raikoh, has the vertical slam move as a midair heavy attack. This comes in handy a lot, but should not be abused. A single light attack has a very small range, it's a simple diagonal slash so you have to aim carefully. To do a horizontal heavy attack in midair, you must use her heavy dJump. Her light dJump is horrendously slow, so use her natural jumping ability to reach higher places. Her mCombo is 3x light attacks. This is where Sadamitsu shines. Her movement is flawless. She is small so she can land wherever she pleases. Her jumps are very high and her double jump is just as high as her first. Her dashing is the best; her lock-on dash can zoom her half way across the stage. Recovery time after a dash is usually slow for more characters, but since Sadamitsu can jump after any attack/dash, you can interrupt that recovery time by jumping. ***************************************************************************** Suetake ***************************************************************************** The design for this character is so out there. A human infused his spirit in a tree trunk, thus the tree-like appearance. But he has a ship's helm floating on his back. It doesn't make sense, but he works. Suetake doesn't really have fancy looking combos. In fact I can barely call them combos. His basic light attack has a huge swing. Any subsequent light attacks just add more of those swings at different angles. You can top those light attacks with a heavy attack, but everything still feels as though they are independent of each other, instead of a combo. Suetake's heavy attack is very useful, except when it gets blocked. It's AoE is so large that it can hit enemies to the side and a little behind him. dJumping is nonexistent with Suetake. His heavy dJump is a forward thrust of the wheel while the light dJump is a completely vertical swing of the wheel. mCombo is 3x light attacks. Trees are large and heavy so Suetake is slow. Wood also floats! So Suetake should be able to sustain himself above water without any MP costs. His infinite jump is of great help to his character design. You can adjust the altitude of Suetake very easily by letting him fall and tapping or mashing the jump button. Dashing is where Suetake takes the hurt the most. It's not very long and the recovery time is appalling. Suetake drops several feet! This however can be countered by jumping immediately after dashing. ***************************************************************************** Seimei ***************************************************************************** Seimei is very powerful. Like I said, powerful because she can attack in so many ways. Combos are terrible for Seimei. She has three slots for attacks and a hidden fourth slot when doing mCombo. Her light attack does absolutely terrible damage even with the Needle of Fury. It is primarily a filler. Now one light attack and one heavy is Seimei's basic heavy attack. Her single heavy is a grab. The most physically damaging combo is her 2x light and heavy combo. She smacks two times with the fan, grabs the enemy then throws it down. Now the star feature of Seimei. Her mCombo is two hits! It's very quick. But the even better part, she can double cast her mCombo! 2x lights and 2x charged magic spell. Sure you have to press X twice. Imagine that, 2 back to back dragons or cosmos or golden spiders. This of course drains your MP very fast. Also, in the middle of the two spells, you can slightly turn Seimei so she aims for something else. A Phoenix tailgating another Phoenix is less smart than two Phoenicis going in different directions. Her heavy dJump is just a normal grab. Her light dJump is an upward thrust of her fan. mCombo was already explained. Seimei's movement is very similar to Sadamitsu's. It's just a little bit less. Her jump feels rather stiff, she probably doesn't project herself forward as much as other characters but then it just might be that she doesn't do any flips for her single jump. Her recovery time can be interrupted by her continuous jumping ability, just like Sadamitsu. _____________________________________________________________________________ IV. Stage Walkthroughs A. Stage Elements Time - time taken to complete stage, important for acquiring special items Destroyed Objects - percent of objects destroyed, highest grade is A Spirits - spirits hide in objects, destroying the object releases them Bonus EXP - exp given based on that page's accomplishments The Pictures on the Bottom - enemies of each type killedS Before we begin, remember these things.. -Playing through the game without replaying any completed stages will be very difficult -Don't expect to get an A in destruction, 100% spirits, and every special item the first time you play the stage -The object destruction grade is a percent -All locations of spirits are not catelogued -Destructibles that are essential to the level respawn everytime -I sometimes use North-East-South-West directions, learn them cuz I'm not explaining The recommended character if each stage is for low level playing. Later on, all characters can be effective in most stages, but low level playing needs to use each character's unique strengths. The stages come in what I like to call purification sections. They are groups of stages that appear together on the overworld map. They can be completed in any order and to move on, you must complete them all. However, when one character completes a stage in a purification section, he/she/tree cannot be used again in that same section. Once the section is complete, then all characters can be used again. If anyone can tell me what the number after "Purification " does, please contact me. I cannot figure it out.. e.g. Prison of Stone and Valley of Mist are listed as "Purification 4". B. Stage Walkthroughs The "++" in front of the stage number indicates the stage difficulty. One + being the easiest and Seven + being the hardest. +0. Sanctuary Objective - get Seimei to the tree Creatures - Ravens This is just a prelude to the first level. It is actually A Peaceful Grave in reverse. Destrutibles respawn and there are no spirits. This is just an area where you can practice movement and attack. +1. A Peaceful Grave Objective - kill the Ravens Creatures - Raven Yasha Recommended Character - Raikoh A In Destruction (AiD) - stones, torches, arches, lanterns, bridges, stone pillars ice stalagmite/ctites Spirits (6) - stalagmite in start area x2, stalagmite right of 4th arch, lantern by bridge, torch in middle area, bridge Status Orbs - Restores MP (R.MP), Raises ATK (R.ATK), Restores LIF (R.LIF) Special Item - none So much for original first level. This level closely mirrors its predecessor. This is a linear stage, go forward and Raikoh will encounter Ravens. After all the Ravens are defeated, a new batch will burst through the roof, kill those to finish the level. ++2. Sacred Grove Objective - kill the 6 Ghouls Creatures - Ghoul, Moon Ghoul Recommended Character - Sadamitsu, Raikoh AiD - walls, walkway, water lanterns, rocks, lamps, boxes, support beams Spirits (6) - lamp by start, south walkway, north walkway, Cure Status box, water lanterns by tree x2 Status Orbs - Cures Status (Cure), Sustains MP (S.MP) Special Item - none The second stage is a sharp spike in difficulty. Last stage was jumping and attacking. This stage, you have to chase down fast enemies, dodge fire, break through guards, deal with silence.. When the level first starts off, try to corner a couple ghouls to save you some time. Go up into the building and starting destroying everything. Ghouls will cast projectiles at you which silence you upon impact. Easiest way to catch them, lock on and dash, it's much quicker than a regular dash. ++3. The Water's Edge Objective - kill the 6 giant spiders Creatures - Carapace Spider, Blaze Spider, Stone Spider, Fire Spiderlings Recommended Character - Kintoki, Suetake AiD - rocks, houses, crystal lamps, trees, water platforms, crystals, fences, jars Spirits (6) - rock at start of stream, rock in stream cave, crystal in bottom end area, crystal lamp in upper end area, lower village fence, house Status Orbs - R.MP, R.LIF, Raises DEF (R.DEF), S.MP Special Item - none By the way, this is a gorgeous looking level. The spiders wandering about don't pose much of a threat. Since they have the ki of fire inside them, they die with a bang. So put some distance between you and them when they die by either running away or knock them away. +++4. Shrine of Idols Objective - kill all the ghouls Creatures - Ghoul, Stone Ghoul, Warrior Ghoul, Berserker Ghoul Recommended Character - Suetake, Raikoh AiD - lamps, hanging lanterns, pillars, boxes, statues Spirits (5) - start area lamp, 3rd room floor/ceiling, center room statue, right room statue Status Orbs - S.MP, R.LIF, R.MP, Cure, R.ATK Special Item - none This level is a chase level. Ghouls as you have found out in Sacred Grove, love to run away when you come near. Well that hasn't changed, and actually never will. This level consists of large rooms filled with ghouls running about. They however can possess destructible statues and fight you. They are much harder to kill than the ghouls so good luck. Their backs and sides are the weak spots. However, the largest of the statues is extremely resistant to physical damage, so you must cast magic. If you replay the stage with all the statues destroyed, the ghouls have nothing to possess! ++5. Prison of Stone Objective - release Masakado and kill the Golems Creatures - Stone Golem, Skeleton, Stone Sentinel Recommended Character - Tsuna, Raikoh AiD - support arches, rocks, spores, lamps, barrels, boxes, lantern Spirits (6) - support arch, stairs, barrel, box, lamp near skeletons, lantern in final room Status Orbs - R.ATK, R.LIF, Cure Special Item - Ogre Gourd. Get at least a 3000-hit combo. Bouncing enemies is a good idea. Low MaA with butterfly or chimera works. Tsuna with Ogre Parasite works. Honestly, there are so many similar levels in Otogi 2 to Otogi 1. Think Spirit Wood. The level is a bit claustraphobic, but keep moving ahead. You will face golems of different sizes and types. The ones to watch out for is the spellcastor golems, they shoot what looks like Butterfly Lvl 4 spells. The last chamber is a circular room with a chained column in the middle. Destroy the chains and kill some golems. The level will not finish until you kill a certain number of golems. ++6. Valley of Mist Objective - destroy all ghoul ships and protect the barrier Creatures - Ghoul, Moon Ghoul, Fire Ghoul, MOS Recommended Character - Sadamitsu, Suetake AiD - bridge, trees, large ship decorations Spirits (5) - bridge x2, right trees x2, left tree Status Orbs - N/A Special Item - Needle of Fury, beat the level within 2:30. I suggest Sadamitsu for her speed. Equip the Horn of the Ogre Seal to make her attacks quicker. For the large ships, try to squeeze yourself between the ship's medallion and the ship so when you get knocked back, you won't go far. Surprise surprise, Needle of Fury is obtained in the 6th stage.. Excuse me for all the Otogi 1 references. This level is quite devoid of destructibles. So just complete your objective. The ship's weakness is the medallion. They require the power of a heavy attack to be hurt. There are numerous small ships that require one heavy attack and there are three large ships that require three heavy attacks to destroy. +++7. Fire Mountain Objective - destroy all the fire spiders' eggs Creatures - Demon spiders Recommended Character - Suetake, Sadamitsu AiD - bridge, arches, statue parts, rock pillars, torches Spirits (6) - cave1 torch, cliffside torch x2, rock pillar outside cave3, bridge in final cave, head of statue Status Orbs - Cures, R.LIF, S.MP, R.MP Special Item - none The level consists of various small rooms filled with spider eggs which need to be destroyed before you start on the final, large room with lots of eggs. The spider eggs are hard to miss. they break with a heavy attack. However, watch out for the red eggs (which you also need to destroy) because they break with a bang. The small rooms are quite simple to find, consult the map to be doubly sure. Once all four rooms are cleared, the way to the large egg room is open. The one catch about the room is that there are eggs on the ceiling! And, they require heavy attack. If you MP is low for dJumping, the spiders drop enough to finish the level. ++++8. Byakko Palace Objective - kill Masakado Creatures - Masakado, Spirit rider Recommended Character - Any AiD - walls, rocks, walkway, bamboo, lanterns, sand piles, jars, bridges, tower, trees Spirits (??) - Not even going to try... just destroy everything... one in tiger statue, east bamboo, south rock Status Orbs - R.ATK, R.LIF Special Item - Kintoki's Blazing Axe. Clear the stage with Kintoki. This is a boss level. A fight against Masakado on horseback and on foot. His first phase is his horseback form. He rides around and once in awhile, tries to run you down. Stay in the air and slam him downward when he comes close. Soon he will position himself on towers and summon spirit riders and lightning orbs at you. Seimei says to destroy the tower by throwing a demon into it; don't listen to her.. you can get up there by dJumping and attack Masakado directly. Masakado will flee to another tower and do the same thing. To make things quicker, you can destroy the other 3 towers when he is on one of them. The third phase is his most dangerous phase. He gets off his horse. His simple sword strokes aren't too difficult to dodge and they can be parried. When he stands still, in a stance, stay airborn at all costs. Because milliseconds later, he will dash (only on the ground) quickly at you, severly damaging you and knocking you back. ++++9. Lotus Pond Objective - kill Chitou, the demon spider king Creatures - Chitou, Demon spiders Recommended Character - Tsuna, Sadamitsu AiD - lantern, rock, arches, statues, stairs Spirits (4) - rock in start, arch end of chase, statue, rock Status Orbs - R.ATK, R.DEF Special Item - Tsuna's Thunder. Clear the stage with Tsuna. Quite the task you got here, back to back boss battles. Chitou is the spider king, he is easily identified by his long flowing white hair. You are dropped right in front of him and ordered to kill him. After beating the so-thought Chitou, you must run away. The next part is simple, keep running back, dash once in awhile and jump over/through the broken arches. Try to conserve your life for the next part. Thank the stars the water is shallow. Chitou has a nasty charging move, so either dash backward or go upward. Whack him in the face like no other. Nothing too difficult until you get to the point of his casting of Golden Spider (Phoenix Lvl 4). This stuff hurts and sets you on fire. Land in the water to put yourself out. At this stage, give it all you got, don't dash away and try to regenerate life because he'll charge at you or jump at you and cast Golden Spider. There are I believe an infinite amount of minion spiders. +++10. The Spirit Tree Objective - protect the tree's seal Creatures - Ghouls army Recommended Character - Suetake, Kintoki AiD - trees, rock slabs, cobwebs Spirits (6?) - tree right above ghouls, three in right-back canyon, high up tree in side canyon, cobwebs Status Orbs - R.ATK Special Item - none Probably the most pointless stage to play. And in terms of getting spirits and AiD, more difficult than Otogi's Restless Sea. The ghouls send the kamakazi Kodoku at you. They aim only for the seals on the tree. When they die, they pause for a few and explode horrendously. And, if any fellow Kodokus are nearby, it will cause them to explode also. The tree can take ~4 blasts depending on the blast strength. The Kodoku come from two canyons. The main one directly in front and the side left one (that actually branched from the main canyon, consult map). Five come from the main canyon, then three from the side, then four from main, two from side. To top it off, at the end, a whole ring of Kodoku appears right in front of the tree. It is essential to knock them back because you don't want a chain reaction right in front of the tree. +++11. Beneath the Earth Objective - kill Chitou, the demon spider king Creatures - Chitou, Demon spiders Recommended Character - Tsuna, Sadamitsu AiD - torch, rock pillar, web fence, cobwebs, wall light, rock spire, eggs Spirits (7) - torch start, torch spiral room, rock spire lower water room, wall light upper water room, rock spire lava room, rock pillar boss room Status Orbs - R.LIF, R.MP, R.ATK Special Item - Golden Spider (Phoenix Level 4). Kill all the miniature spiders behind the waterfall. My god this level is long. Almost four +'s, but three simply because you can choose not to fight the normal enemies. Chitou is protected by 4 barriers created by 4 human corpses. The first human is on the right side of the main hall. The circular room has a spiral ramp. Head through the first exit going down the ramp to reach a water room with a waterfall. The human is behind the water fall. Proceed through the exit that the bridge intended. Follow that path to reach a lava room with the human at the very back. Coming back, hug the right wall to reach the lower water room. The human is somewhere in the shallows. Chitou is now available for killing. Drop down to commense a boss fight. His normal attack is a homing fireball that turns invisible! To hurt the thing, you must destroy the green legs that extend from the main body. They are on either side of Chitou. Once they are destroyed his health does not regenerate. Again, he uses Golden Spider. So it's a race against the clock (hardly, you have plenty of time) to kill him. ++12. Inner Sanctum Objective - retrieve the White Pearl Creatures - Skeleton, Golems (fire, ice, stone) Recommended Character - Any AiD - column, wall lamp, support beam, hanging lantern, lantern, walkway, divider, arch, stairs Spirits (6) - wall lamp start, lantern 2nd room, walkway, floor 7th room, lantern orb room, door to east most room Status Orbs - R.ATK, R.MP, R.LIF Special Item - none This is quite the easy stage. Your task is to run through a temple which bears a striking resemblance to the Shrine of Idols. The only thing to watch out for are the Ice and Fire golems, they pack quite a punch so dodge accordingly. Once you reach the orb, traps are set up on the way back. The first trap is for you to jump to the second level. Drop back down to find a room with Indiana-Jones-poison-dart fireballs which can be easily avoided by dashing in midair. The next room is a room with a lowering ceiling with spikes. You can either dash through or destroy the ceiling (!!) by heavy dJumping. The final room has you throwing a demon into the yellow glass door. +++13. Crimson Capital Objective - destroy all three towers Creatures - Ghoul army Recommended Character - Seimei AiD - debris, tree, wall, house, ship decor Spirits (4) - house SE, debris SWW, wall W, tree N Status Orbs - none Special item - none Character choices are quite limited. Seimei is highly recommended. The three rotating, floating towers have 4 trendals that extend downward. They can only be destroyed by knocking an enemy into them. So you can imagine the difficulty when enemies are high up, towers are high up and moving and you are high up. With Seimei, she can jump after dashing/throwing. This level cannot be complete without MP. +++++14. River of Souls Objective - guide your spirit to the realm exit Creatures - Onibi, Blood skeleton Recommended Character - Raikoh, Seimei, Tsuna AiD - rock piles, lanterns, boats, rock pillar Spirits (5) - boat NW, rock pillar end, lantern in canyon, boat start, rock pile canyon Status Orbs - Cure, R.ATK, R.LIF, S.MP, R.MP Special Item - none Standard for all games, guide and protect mission. Raikoh's spirit hovers toward fire/light. So that means lanterns on land, boats on water and the flaming Onibi oddly enough. Blood skeletons are difficult to kill so your best bet is to knock them into water. There are two paths you can take, the water/boat path is a lot safer, but you have to watch your mana extremely carefully. The land path is quicker, but is swarming with skeletons. To get Raikoh's spirit to travel the boat path, you need to destroy the nearby land lanterns so he doesn't wander over. There is nothing dangerous in the water but if you stray too far out, black spirits drain your MP. Toward the end, the two giant ships will drop tons of MP. Fun part about this level, you can hurt your own spirit, bummer. So swing that weapon carefully. ++15. The Blossom Trail Objective - kill the fox demon Creatures - Skeletons, Sword demon fox Recommended Character - Kintoki, Suetake AiD - rock, walkway, tree, rock statue, plywood, supports Spirits (5) - tree behind start, rock on path, rock statue, rock final area, tree final area Status Orbs - R.DEF, S.MP, R.LIF, R.MP Special Item - none This is a very simple level. Navigate through the canyon, killing skeletons and arrive at a precipice where the boss awaits you. The Fox blocks a lot, but keep hitting him and it will go through. Dodging him is not hard, but he does break your lock-on. His one killer attack is his blue fireballs. The slow skull spell is easy to dodge, but the fireballs are fast and the fire is blue. And try not to fall off... ++++16. Temple of Darkness Objective - free yin and yang and return to the living world Creatures - Yin, Yang, Demon spiders, Shiranui Recommended Character - Sadamitsu, Raikoh AiD - lamps, columns, support beams, railing, stairs, organic columns, wall notches Spirits (7) - stairs, lamp near black walls, support column west wing x3, support column east wing Status Orbs - R.MP, R.LIF Special Item - none The layout of the stage might be confusing, but think of it as the letter 'M'. You start at the middle apex of 'M'. Yin and Yang are positioned at the ends of the letter. As you move forward past the living world "elevator", black walls will come up to block you. Avoid attacking those because they release MP draining spirits. Instead, break through the wall directly in front of you. Choose either to go left or right to reach each spirit. Once you release one, you will end up back in the main room. You have to release the second guardian with the first guardian chasing you. ++++17. Dungeon of Death Objective - kill Masakado Creatures - Skeleton, Masakado Recommended Character - Tsuna, Raikoh AiD - jars, lamps, support arches, stairs, walls, spore, skulls, railing Spirits (5) - lamp start, support arch Masakado 1st, support beam Masakado 2nd, lamp Masakado 4th, skulls final room Status Orbs - R.DEF, R.LIF, R.ATK, R.MP Special Item - Demon Caller. Clear Stage with Kintoki. Kintoki can't jump well so you have to corner Masakado even better. When he's in the narrow passage, dash from above toward him. Prison of Stone stage. You must chase the magic casting Masakado to the final chamber. He moves to the next segment once you hit him. Once in the final chamber, your hits can finally damage him! His movement is very predictable but his attack is quite large. Lock on to him and strafe his attacks. He circles around you, going whatever way is away from you. It takes awhile for him to about turn so attack him then. I advise you to stay in the middle of the platform. Once you kill that phase, he will corner himself in a hallway and shoot very painful energy orbs. Even a high level will take a couple of life orbs when hit. To avoid them, stick to the ceiling or right side. Once you reach Masakado, it will be easy because he flinches when hit. +++++18. Tower of Bones Objective - destroy the Tower of Bones Creatures - Sword demon fox Recommended Character - Suetake, Sadamitsu, Raikoh AiD - bridge, tree, ramp, tower parts, water rock Spirits (7) - bridge, ramp x2, tree x2, water rock x2 My god this stage is difficult. Tsuna is freed by destroying the core to the crystal tree way up on that cliff. First, you must destory the trees that are in the water, deep water. The trees are fed electricity by the tower of bones every few seconds. When the electric orb lands in a tree, it creates a field of electricity that greatly damages you and knocks you back - and the field is large enough that even Suetake's heavy attack can barely hit it. The strategy here is to wait until a field subsides, dash in and heavy attack the tree. There are other ways to destroy destructibles as you might of observed previously. You can knock enemies into the trees or fire a charged spell into them. Do this for every tree until the spell shield on the tower is destroyed. Then you must go up a ramp, which probably is broken already so dJump up there. Destroy the purple core of the tree. OOOoo second paragraph, you know this stage is hard then. Hoorah, the enemies in this stage are limitless. They are the sword demon foxes, you fought ONE of them in Blossoming Trail as a boss remember? They are slightly less aggressive, but they pack quite a punch. They also block, which means that if |
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