49. Showdown

ISKAN DU BAL HP: 350,000
Strategy:

Most of Bal's attacks are telegraphed long enough for you to get out of the
way... which you should or face fearsome damage. Getting behind Iskan's back is
often times best medicine to avoid his attacks, except for uppercut slash jump,
and forward slash which ends with a shockwave.

I usually pointed Capell behind Iskan while he was charging one of his moves
and spammed Regin on his ass until he bit the dust. Don't forget tapping Y for
healing requests, as other party members are sure to be taking a beating.

SITUATION BONUS [Didn't finish off Iskan via Capell.] yields extra 35000 EXP!

After scenes have ended, make three parties - my party A was Capell, Aya, Rucha and Komachi. Walk E and sniff behind the warp pad for BSCH with SOLAR NECKLACE, then hop into the warp.

1ST FLOOR

The rest of the dungeon is extremely straightforward. You basically just follow your nose, opening doors as you go, and defeating a set of enemies in order to unlock the way further, then collecting the chest, and hopping into warp to next floor. Your foes on this floor are several Fountain Beaks and two Garms. Reward is BSCH with FEEBLE CAPE.

2ND FLOOR

This is a boss floor.

2x VELD THE EVIL EYE HP: 120,000
Strategy:

Not very different from Kron way back in Vesplume Tower, except more HP and there being two of them. They love to warp thus making you waste MP for missed attacks, but you'll get them in the long run. Healthy supply of status recovery items will keep you going until both bastids are history.

Reward in BSCH is PHOENIX FEATHER JACKET.

3RD FLOOR

A couple of Order Experts, Order Sorceresses, Order Officers, Order Snipers, and Frost Gigases are here to meet you. Prize from BSCH is FEEBLE WRISTBAND.

4TH FLOOR

This is a boss floor.

TARASQUE HP: 167,250
Strategy:

This is not a hard battle, as Orthros has only two moves: Snakesnap for continuous flame damage around it, and Charge for physical damage. I was having Capell stand just out of reach of flame spewing and spammed Regin until Tar went into history.

No rewards from chests this time.

5TH FLOOR

You'll face some Queen Wasps and two Lava Gluttons. Reward from BSCH is PHOENIX FEATHER HOOD.

6TH FLOOR

This is a boss floor.

GREED HP: 277,777
Strategy:

Greed is a bit different from Envy pal - it'll often summon Ribs to act as a shield for it, and they can also be used as a very potent and dangerous move Sword Dance. Hence I recommend spamming Grinn or Regin on Greed, with former being much more efficient as it's faster and covers wider area. Don't forget Y button.

Side Combatant/s: FLYING SWORDs, RIB FORAGERs [18000 HP], SKULL WARRIORs
Environmental Hazard: None

Reward from BSCH is PHOENIX FEATHER BOOTS.

7TH FLOOR

Finally SPN, and Genma's usual service of rest or buying provisions. BSCH has AMARLISTA inside.

8TH FLOOR

This is a boss floor.

KRAKEN HP: 287,250
Strategy:

Whee, a new boss foe, not a recycled one! Fairly easy boss, stay behind its back and use Grinn or Regin until it falls. Be ready to take some damage when it uses a move which damages everyone around the boss, and heal afterwards.

BSCH award is SOVEREIGNTY RING. If you want, return to 7th floor to save your game - there are two more bosses to plow thru before next SPN.

9TH FLOOR

Walk forth and hold onto your closest babes! Fix up some favorite party and off I go.

KARATHOS HP: 250,000
Strategy:

Stay behind its back and use Grinn or Regin. Frontal attacks are not recommended because of very high attack power of Kar's bites. It'll often KO a chr, so you're likely to burn thru some revival items. When it decides to start spinning around, seek cover behind pillars or stay close to outer perimeter.

Boss spits out KARATHOS HELMET when smoked.

ENVY HP: 300,000
Strategy:

Din is surrounded by six Chainspikes, which need to be destroyed. Grinn is a perfect offensive move for that, and Din can be attacked after all are destroyed.

He has a couple of dangerous moves in arsenal - shooting out a whip in straight direction, then slashing with it twice; XIIIth Word which makes several chains protrude from ground below your chrs; VIIth Violation which makes chains appear on his back and start swaying back and forth damaging everyone they touch (parry these to stun him); and finally ZERO Revolution - big energy ball, which deals extreme damage when it hits the ground.

Rucha and Aya were dealing good amounts of ranged damage with their arrows and spells, while Komachi and Capell took care of close quarters business. Keep on Y button as well - don't neglect healing.

Side Combatant/s: CHAINSPIKEs
Environmental Hazard: None

SITUATION BONUS [Didn't finish off Dinoel via Capell.] yields extra 40000 EXP! You also get an achievement <VENGEANCE AT LAST>.

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