Showing posts with label SaGa Frontier. Show all posts
Showing posts with label SaGa Frontier. Show all posts

Monday, October 9, 2023

SaGa Frontier - Emelia: Chapter 4

We've spent a lot of time farming for items and monster abilities there, but it's now time we fully complete Mu's Tomb and claim the VictoryRune within. Trying to enter the eastern-side of the fork at the entrance of the Tomb greets the character with a warning in English, German, AND Spanish. Ignoring the theatrics, enter anyway and slip by the two bug monsters and search the stone door to your lower-left to proceed.

Just past the room with two bug-types, you'll find a smaller one with a slime monster and a treasure in the left-side corner holding a ShadowDagger weapon. If you didn't recruit Mesarthim, or have one dropped from a Shadow enemy, this is your first of this weapon. At only +9 attack, it is almost useless offensively, but has the added benefit of a +3 to a character's Psychic making it a decent choice for one of your mystic's unused weapon slots, for now. This weapon also holds the unique ShadowHold ability, which simply attempts to paralyze the target, and isn't of much use, in my opinion.

Exit south, then down a set of stone stairs, passing a mystic and beast, and into a room with multiple exits and monsters. Using the steps to your right, you can exit to the south, or further southeast. Before deciding, take the treasure positioned between the paths for a Katana. Buyable in Koorong with a +34 in attack, it will likely be your go-to katana-type weapon with stronger ones being very rare finds. Remember the stairs heading south, as these lead to the boss and VictoryRune, but the exit to the right of the Katana takes us to more treasures. Southeast, snatch up the Credits bag worth 200 and windup the stone steps nearby; taking the lower-left stairs into the next area that is to your west of the upper-portion of the room.
 
The following area has four nearby doors that lead to the same interconnected room. There's a bag of 500 Credits to pick up and a chest with a BloodChalice accessory. Besides the outrageous cost of 4000 Credits in Manhattan, the BloodChalice is a forgettable piece with a +5 to Psychic and protects characters from instant-death attacks (But not all), at the expense of lowering your heat, force, and status resistances by -15. The exit to the upper-right takes you back out to the area you came from (A one-way door), which is ideal for returning to the the area that leads toward the VictoryRune. You could, however, if wanting to fight some more or needing to heal at the Shrike inn, go back out to the narrow corridor and venture further west on a linear path that eventually places you outside of a crypt (Another one-way door) near the entrance.

To find the VictoryRune, retreat back to where you found the Katana and take the steps down. For whatever reason, there's a completely empty large structure in the center of the room, so turn southwest to a corridor that is flooded with monsters. Fight your way through and into the doorway at the end. The next room looks like it should hold some kind of treasure, but is void of such, so just exit to the north and into the boss room. Before reaching the center, make sure to save and bring a character with the JackalSword equipped and any mystics that have learned GlassShield to make this battle rather simple. If you want to be totally prepared, equip any FireCrystal accessories or the SeaStone for some extra heat-based protection, the Shield spell, and any gun-users that know the CrossShot ability, but these are not really necessary.
 
Approaching the VictoryRune throws the party into a battle with...a pile of bones? The thing is totally immune to all attacks in the first round, so use your supportive abilities; Shield, GlassShield, VitalityRune, PsychoArmor: whatever you would like. When the round ends, the Skulldrake roars (literally) to life. A bit later in the game and coming with the JackalSword, this thing is easy. Use DirtyFang to prevents its 1000 HP regeneration each turn and deploy your gunners to use CrossShot for heavy damage. The majority of the Skulldrake's attacks are physical, so any mystics that are targeted with GlassShield intact will launch a devastating counterattack on it. If you get unlucky, you may get sprayed with fire-based attacks instead, but it shouldn't be anything you can't recover from. Overall, not a challenging boss unless faced early in the game.
 

Although not necessary, try to snag another excellent EMES Tag accessory, that we talked about in the previous chapter, from the boss. The drop isn't incredibly rare, but be prepared to reload your save a few times to get it. Afterwards, the party secures the VictoryRune and only the HideRune remains to obtain the Rune magic gift. 
 
If you fought your way through every monster in the Ruins, you've likely pushed past rank 6 and on your way to 7 now, so let's take a break and farm a few items and monster abilities as the next dungeon will be another trek that will be filled with battles. The good news is 6 is the final rank you need concern yourself with specifically stopping your game progress to look for rare items. Once you reach the maximum rank of 9, rank 7 monsters will still be available, albeit rarer than 8 and 9 ones. For rank 6, let's start by looking for male mystics. My preference is Owmi's Lord's Manor basement or the Shingrow Ruins, taking the right pathway from the entrance.
 
We're searching for Gremlins whom have two rare items to drop and some abilities, as well. The most likely, and useful item, is the SilverSpread sword. Its +22 attack is decent, but it also grants the same number in bonus to a character's Psychic. In terms of statistical bonuses, the SilverSpread is, arguably, the best weapon in the entire game for a mystic to equip as the +22 to their Psychic will aid their magic abilities greatly. I would try to get one for each mystic in your party, but thankfully, there are more opportunities to find this later on, however, you're likely to get a few searching for the next item... 
 
Note: The SilverSpread has a special ability when combined with the Arcane-based Fool spell, however, I will cover this when we obtain the Arcane gift.
 
The Gremin's SplashSword is one of the rarest drops in the game to acquire; so be prepared for a potentially long grind. The thing is strong, however, at a +49 attack, and gives you the additional ElementDissolve ability that attempts to instantly destroy an enemy. It's very nice for a mec, as well, providing them a +100 in HP and +20 to Strength/Psychic. Be vigilant in trying to get one to drop!

The Gremlin has the Junk accessory that is a 100% chance to drop if it does not cough up one of its other items. You'll find one as treasure, and it is also a common item from the Junk Shop in Scrap, so this is only noted if you wanted to pick up multiple of it. It has a +2 defense against all types, with a +12 to status defense, so it's not totally "junk". While searching, bring your monsters and grab the Chop ability from the Gremlin; it can be a bit of a rare find later, also, its GremlinTouch ability can wreak havoc upon mec-type monsters and is easy to procure from the winged critter.
 
Note: Gremlins show up fairly frequently with other creatures at later ranks, but with the SplashSword being so rare, you don't want to have to depend on trying to find one later.

Look for a plant-type monster, next. There are several at the very bottom of the Lord's Manor and also a very easy to find one right at the entrance of the Ancient Ship in Shingrow. Pick a fight with a Treant and have your monsters absorb its Beat ability. Nothing fancy here: just a basic, physical attack, but it's surprisingly rare.

Head for Koorong and into its backstreet sewers (By the demented Dr.'s office) to find two human-types wandering around we want to hunt. The dangerous Gunbird is our target in this awful place. Be wary: if the Gunbird decides to use his ReactionShot ability, he can put a hurting on the entire party AND cancel their attack if he is targeted. We need to hunt him down for his KillerRifle, though, and it's surprisingly common to drop. It has a +25 attack, which isn't much better than lower-end, purchasable, guns like the TroopRifle, but Emelia can only obtain one through drop.
 
Gunbirds also hold two buyable-only weapons to drop, too: the AGUNI-MBX and the LethalGun; the latter being the best, or second best, depending on ammo count, gun in the entire game. I would try to get at least one of each to outfit your gunners and save some Credits, otherwise, they are buyable back in Koorong.
 
Now, let's take a quick look at some suggestions for your Mystic weapons at rank 6. Recommended weapon type absorb, for the ability, is in parenthesis.
  • Manticore (Beast): +16 Strength, Will (Glove)
  • Treant (Plant): +18 Intelligence, Psychic (Sword)
  • Trisaur (Aquatic): +20 Strength, Vitality (Boots)
  • Slugger (Bug): +18 Strength, Vitality (Sword/Boots)
  • Wyvern (Bird): +17 Strength, Quickness (Boots!)
  • Ankheg (Undead): +15 Strength, Quickness (Sword!)
Monster Abilities:
  • Treant (Plant): MagicHeal (Sword)
  • Trisaur (Aquatic): Tremor (Boots)
  • Slugger (Bug): Bloodsucker (Sword), Quicksand (Boots)
  • Wyvern (Bird): Assassinate (Boots)
  • Ankheg (Undead): GriffithScratch (Sword)
To find the last RuneStone we need to return to Koorong and the alleyway outside Gradius' hideout. Exit out to the lower-left and you'll be on the northern-side of the city's drenched backstreets. Attempting to climb down the stairs has our hero confronted by two muggers who want us to pay 100 Credits to get by. Yeah, right. Refuse and you'll have to fight a BlueFighter (What happened to the other one?).
 
While incredibly easy, these BlueFighter ruffians have a chance to spawn rank 1 monsters with it that have long since disappeared from battles. None of are particular note (No, the D-Tractor won't show up, unfortunately) except for the beast-type Rocky. The Rocky is the only enemy in the entire game your monsters can absorb the Psychout ability from. It's a useless one, but if you want your monster's maximum HP to be the highest it can, you'll need to bring them to this battle. Thankfully, Psychout is not tough to absorb; the hard part is getting a Rocky to actually spawn with the BlueFighter.

Like the Mu's Tomb chests, these muggers can be infinitely respawned and fought by drawing fortunes in Devin, so you can get Psychout absorbed with all of your monsters by doing so. To bring them back, visit the skeleton psychic in the center of Devin, near the fountain, and draw the weather being either "beautiful", "raining", "snowing", or "cloudy"; any one of these will force the muggers back out onto the rainy backstreets. Remember: you can change your fortune by simply entering and exiting Devin's skyport.
 
Note: The BlueFighter can drop a semi-rare piece of armor, the RubberSuit, you should already have one of, but there's a better place to obtain them in another dungeon.

More updates to come...

Friday, September 15, 2023

SaGa Frontier - Emelia: Chapter 3

Talking to Roufas presents Emelia with a proposition: infiltrate the Trinity Base, as part of the Base's leader, Yaruto's, harem, to get a lead on Joker and Cube. Emelia is disgusted and outright refuses Roufas' plan! She may be a model, but she's no floozy! That night, Emelia talks things over with Liza during dinner. Unfortunately, the obstinate Roufas has drugged Emelia and sent her off to Trinity Base anyway! Yikes.
 
Note: Be warned before attempting Roufas' next assignment! There are three recruitable characters in the next mission. If they join, and Emelia already has 13-15 character slots filled, the two/three characters on the back-end of the regular party will be displaced and lost forever to make room for the new ones! If this is the case, make absolutely sure to position those characters you want to lose in the final three party slots (In the third battle party) and remove all of their equipment (Or opt not to recruit the three new characters at all, but that is HIGHLY inadvisable!). This is a problem that is totally unique to Emelia's game and not found in any of the other character games.

Emelia comes to onboard the Trinity Base, already thrown into being apart of said harem, dressed in a new Dancer costume, and forced to dance with some other, possible familiar-looking, ladies. The nasty Yaruto has taken a liking to the new blonde bombshell, but so has the sinister Joker! Thankfully, before either can get their grubby mitts on her, someone, or something, has attacked Trinity Base! The lights go out, an alarm sounds, and Emelia is alone when the lights return. Exit the room to the south, then make sure you save your game before approaching the two females at the bottom of the screen! Of course, if you do not wish to recruit any of the new characters, you can ignore them.
 
Note: Emelia's new Dancer costume provides her with the same skill set as Annie. Annie's talent for guns and magic are as abysmal as Emelia's; so stick with Liza and the Pink Tiger costume for those, however, Annie and the Dancer outfit have an edge in sparking sword abilities and some martial skills that Liza and Pink Tiger do not.

Fellow "dancers" Asellus and White Rose are being attacked by monsters! The two are terrible ill-equipped for battle, which means that Emelia will have to account for the majority of the offense. If you're unlucky, and draw some tough enemies like I did above, you'll be in for a difficult battle. Hopefully you saved like I suggested and can reload your game if you get an unfavorable battle. Afterward, both Asellus and White Rose join your party! They also speculate that their ally, Zozma, is responsible for the monsters inside Trinity Base. Maybe we'll join up with him, too.
 
Note: Despite being a temporary playable character in a few other character games, White Rose is, permanently, exclusive to Emelia's game.

Asellus is easily the most unique character in SaGa Frontier. While a human naturally; she also possesses the ability to apply the same mystic statistic and monster ability bonuses to herself by way of a MysticalChange she can activate by use of a Mystic weapon that has been added to her abilities. However, while making her incredibly versatile, use of the MysticalChange during battle, like all mystic characters, prevents her from sparking new abilities and after-battle growth of any stat other than HP, WP, JP, and Charm. On the plus-side, after undergoing MysticalChange, she retains her human statistics and use of the abilities she has equipped. Of course, another downside is you'll have to waste precious ability slots equipping the Mystic weapons. Personally, I would recommend you only use MysticalChange sparingly when needed for a tough battle, but you decide for yourself what direction you would like your Asellus to take. Also, being of mystic blood, the green-haired heroine comes with the innate gift for Mystic magic, although lacks any way of developing it until much later. We will explore a way to workaround this once we get out of Trinity Base though! I'll also talk much more about mystic characters when this section is done and we have several amongst our group.
 
Both White Rose and Asellus come possessing some notable pieces of equipment, too. White Rose comes preloaded with a FlowerAmulet accessory, that you can buy in Kyo, but this freebie will save you some Credits as it is not found elsewhere. For Asellus' weapon, she has a semi-rare FiendRod sword, which is generally only available via enemy drop and will save you some effort of acquiring one. Itself, the FiendRod is barely adequate early with 13 attack, but beware not to use its special FinalStrike ability in battle or the weapon will shatter and be lost to you!

Asellus also possesses a much-rarer, and useful, ShadeRobe for armor. This armor is limited to monster drop (And one VERY unreasonable, life-threatening option!) so we're lucky to get one from her. While very light as armor, with a paltry +9 to physical defenses, but decent +24 to all others, along with a reasonable +9 to Will, its usefulness comes in the form of the MagicHeal ability. You may already be familiar with this as a monster ability, but it recovers a great amount of HP and can even heal undead monster forms, also! It's fairly useless to equip to a mec (+20 HP), however, giving them the option to recover HP with MagicHeal is certainly something to consider. Lastly, Asellus has a SilkShirt which is a limited piece of equipment in the game.

Note: Back in Baccarat, if you fought the Gargantu boss and are set to receive the "bad" ending, you can equip Asellus now with the PurpleEye accessory you received and it will allow her to cast the PhantasmShot Mystic-based spell. She can use this to begin learning Mystic magic now instead of waiting to purchase it at a later point in the game.
 
Starting the dungeon, I would recommend that you try to avoid as many monsters as you can to not only keep your BR low, but preserve your WP/JP as there are no options to recover (Besides a Sanctuary Stone) or other party members to switch out for. From the area you saved Asellus and White Rose, move to the right-side and climb the first set of stairs up to the top floor. To the left, and past the mystic monster, is a door that enters you into a reddish forge/torture (?) room with two enemies. It's only of note due to the fact it has a switch you can use that activates a crane arm. It seems to be only for show, but is sure to peak your interest as it always has mine. Enter the room directly to the left of it and you'll find someone being attacked by monsters! Defeat them and Asellus and White Rose's fellow mystic ally, Zozma, will reveal himself and join your party.
 
Zozma, one of my personal favorite characters, is notable as being the only character in the game that can cast Evil-type magic, however, because of what appears to be a mistake (?), he lacks the gift for it and will never learn more than he already knows and any others are only usable by enemy characters you may encounter. Unfortunately, not too many of these spells are that great. RavaShot is a force-type spell that attempts to stun the target and isn't bad at all for only 1 JP. Deathcurse is the exact same spell as the Arcane-based Death magic and attempts to instantly destroy a target with failure to do so depleting Zozma's LP by 1. PainDoubler takes the amount of damage that Zozma has sustained in the current battle and distributes it to all enemies; which sounds excellent, except for the fact that the damage is capped at 666 making it only useful early in the game. Easily the best of the Evil magic set is SharpPain. While not able to inflict damage, it attempts, at a very high rate, to stun all enemies, however, the best part of this spell is it ALWAYS goes first in battle! You can use this to attempt to gain a huge advantage in random battles. Zozma also comes equipped with a second FiendRod weapon and a Magicwear shirt you should already have one of from Rouge.
 
Note: The opposite school of magic for Evil is Mind, however, since mystics cannot obtain Mind magic, no decision must be made.

Note: Zozma's initial Mystic weapon absorb of the monster LiquidMetal should be kept until you can find more powerful monsters later in the game. It has better statistics than a basic LiquidMetal monster, at +15 Strength, Intelligence, Will, and Vitality.
 
Note: You may be tempted to start fighting the many enemies in the area and allocate them to your new party member's Mystic weapons, but the majority of the ones encountered in this dungeon are mystic-types and can't be absorbed at all! Once we're back out in the world, we'll do some exploration to best outfit our mystic friends, so for now, try to keep avoiding as many battles as you can.
 
With (Or not) Zozma, continue to the left of the door you entered to find him. If you follow this section all the way to the west, there's a room filled with bunks you could, conceivably, use to recover yourself, but they didn't bother to implement it here. These rooms are also on the east-end of the dungeon, but there's nothing to find there but disappointment, too. Instead, use the stairwell on the top floor to drop down two levels to the bottom floor. Run between the mystic and aquatic monsters and into the elevator mid-way. Follow the linear path east and you'll encounter a mec-type monster guarding a door you will be forced to fight: so save first! The battle will spawn a late-BR mec-type monster, which for me, just so happened to be the BR 9 ranked R&R! Yeah, not good. The best thing you can do here, if you drew a difficult battle, is to make use of Zozma's SharpPain spell that always goes first and has a high probability of stunning the monster and canceling their turn. White Rose can cast GlassShield on herself for protection/damage, but otherwise, try to produce combos to end the battle as quickly as possible. I had a rough time with the R&R, but even with this limited party, I managed to squeak out a win! Inside the room, Emelia finds it bare and the two voyeurs gone.

Continue eastward, then take the first set of stairs downward, twice, then down the stairs to the southwest. Enter the nearby door and you'll see a glowing treasure. Save your game as this is the perfectly opportunity to obtain a rare drop! Searching the treasure is a guaranteed spawn of the LivingArmor monster whom carries a rare, and very useful, piece of armor. Living monsters are nearly impossible to frequently encounter outside of the Mu's Tomb chests, so don't waste this chance! Keep fighting the battle until you eventually emerge with the LivingArmor item. It has an excellent +26 defense across the board and is better than anything you likely have at the moment. The LivingArmor is not bad for mecs, either, with a +65 to HP and +13 Psychic and Vitality. If you don't pick this up now, it'll present a big headache for you to find it later!
 
The treasure produces the EMES Tag accessory for the party. One of the best accessories in the game, it grants a +6 defense to all types of attacks, but a +15 to force and status defense, while protecting the bearer against being turned to stone. This accessory also gives mecs a valuable +50 to HP and +10 to Vitality. The nearby, typical, chest holds another valuable SanctuaryStone to add to your inventory.

To clear the dungeon, from the treasure room, head south, curving around, past an aquatic and beast monster, and enter the elevator to the upper-part of the wall. At the bottom, you'll be surrounded by two mystic-types on both sides, but simply exit to the left of here to reach the Base's conclusion. Joker escaped once more and you are back outside the Gradius hideout with your new mystic friends having joined Emelia's entourage. As usual, go inside the hideout and talk to Roufas for 2000 Credits this time, although I'm not sure being drugged and sold-off against your will was worth it!

Asellus being apart of our group presents us an opportunity to recruit a new character; or at least obtain a very useful item. Head for the Koorong port and ship-off to Owmi. Revisit the Lord's Manor and down into the basement dungeon we previously explored. Remove the DevilSquid roadblock from the stairwell and enter the left-most door at the bottom. Approach the pool and the mystic, Mesarthim, whom is a friend of Asellus will appear. She'll offer to either join you or give you an item. I would recommend taking Mesarthim along, if at anything, because she provides another Rune mastery character that is limited to Emelia, Liza, and Annie in this particular scenario. If you decide to take the item, you'll receive the excellent, and rare, SeaStone accessory.
 
Note: In other games, the recruitment of Mesarthim can sometimes be hindered by the mystic character, Silence, if he is already in your party. Asellus' presence with Emelia should eliminate this possibility regardless of Silence being in the party, however, I am going upon memory. If I am wrong about this, please let me know. Thanks.

If recruited, Mesarthim comes with a few notable pieces of equipment. If you didn't get one from the Frillnecks in the previous chapter, she comes with a free BlueElf armor to plunder. The ShadowDagger, while very weak, can be a bit scarce. We'll find one in a chest later and there is a limited window to purchase them, as well, but otherwise is not easy to come by. You may want to stick the ShadowDagger in an empty mystic's weapon slot even if not planning to use it as it does provide a +3 to a character's Psychic that is not raised naturally. The MellowRing accessory is a piece that is exclusive to Mesarthim. It grants her a +21 defense to heat and cold attacks, and also makes her completely invulnerable to water-based ones. Because of this, switch her BlueElf armor, which is also water-proof, to another character. Remarkably, the MellowRing also grants Mesarthim the LifeRain ability that restores the entire party's HP (Minus her) at the cost of 1 LP. This is excellent for emergencies, but should be used sparingly! Even more, when Mesarthim has acquired the MysticBoots weapon, the accessory gains the ability to cast Maelstrom that you should already be familiar with from the DevilSquid. Excellent!

If you prefer the item, the SeaStone is one of the absolute best in the game. It has complete water protection, and when equipped on a mystic who has MysticBoots learned, can produce the Maelstrom ability just like the MellowRing. It also grants a +7 to a character's Psychic and Vitality along with a +3 to all defenses besides heat, cold, force, and status that receive a +23. Even though this is an outstanding accessory, don't pick it over Mesarthim lightly. The SeaStone can be farmed fairly easy a little later on.

So now, unless you picked up Silence already, we have 4 (Including Asellus) mystics in our party, so let's talk about them for a moment. For an in-depth explanation of the race, be sure to head back over to the Prologue chapter. The biggest handicap of mystics is their forced use of the MysticMail armor that cannot be removed, however, it is not without its good benefits. It protects them completely from sleep and statuses such as angry, charm, and mess and has reasonable defenses at +23 mostly, but only a +13 to heat, cold, and electric. All mystics innately posses the gift for Mystic-based magic, also. In regards to available Mystic magic, Fascination is a simple charm spell I don't think is worth a spell slot, but the other three spells in the school should be learned as soon as possible. PhantasmShot deals a fair amount of damage, but also has the ability to inflict status effects depending on the creature that is conjured up by the spell. The amount of creatures you can summon is determined by Will, Psychic, and Charm stats. At higher numbers, the spell can produce petrify and instant-death effects.
 
GlassShield is an extreme effective defense spell that moonlights as a counter-offensive attack, as well. When set up, it will completely defend a character against ANY physical attack that is directly aimed at the character alone; but only once. If said attack is one where an enemy is said to make "contact" with the character, then the glass shatters and counterattacks the foe for incredible damage. MirrorShade is a nifty spell that deploys decoy targets amongst your party. Especially effective against single-targeting monsters, it loses all usefulness if the enemy is able to damage large areas at once.

Back outside Mesarthim's pool room, let's go ahead and farm the DevilSquid for a unique drop; although if you want, you can come back and do this at anytime. The DevilSquid carries one of two rare items, but we're only really looking for one: the OgreGlove. This is a good piece of equipment for mystics handing them a +10 to their Strength, but is lacking defensively compared to the buyable CyberGlove or ShellBracer you should already have. The OgreGlove is excellent for mecs, though, providing a lofty +100 HP and +20 to Strength/Vitality. Bring your monsters along to the battles and see if they can snag Maelstrom from the obstinate Squid, too; it is one of only two enemies in the game that carry it. If you happen to get the DevilSquid's rarer item, the SH-Armlet, even better, but we can find it easier on another monster when the time presents itself.

As mentioned earlier, Asellus lacks any Mystic-based magic spells to start learning other ones she is capable of. Instead of waiting until later in the game to buy them, we can pick up an accessory that can help us overcome her deficit: the PurpleEye (Which you already have if you choose the "bad" ending in the previous chapter). You can buy the PurpleEye in Manhattan, at an overwhelming 8000 Credits, if you like, but I prefer to get mine through drops. We're in luck because a guaranteed monster encounter can drop it for us; albeit rarely. Head back to Koorong and then over to Shingrow. Enter the Ruins section to the upper-left of the area map and climb the fallen tree to the right-side of the screen into the Ancient Ship dungeon. Take the northern exit, then pass by the mec and search the door that has been overgrown with vegetation to open it and explore beyond. The following room contains special bat-type monsters and battle with them produces a varying amount of Sonicbats each time. Their rarest drop is the PurpleEye we're looking for. Equipping the PurpleEye to Asellus will allow her to cast the Mystic-based PhantasmShot spell and thus learn other Mystic magic naturally through it. On its own, the PurpleEye is a fantastic accessory to have besides the allocated magic. It has a +4 defense against all types of attacks, besides status which is at a +14, and completely protects the bearer from gaze-type attacks. In addition, the PurpleEye provides an extra +7 to Psychic and a +50 to mec HP and +10 to their Psychic stat.
 
Sonicbats have a 100% chance, if they do not drop any of their other items, to drop the BeastLeather armor, whose availability is drop-only, and this is the best place to find it in the game, as well. There are many other monsters that carry this, though, and besides being only available from enemy drop, it has no redeeming qualities as armor unless it is all you have. If we weren't handcuffed by rising battle ranks, or if you don't care, you could easily farm Sonicbats for BeastLeather and then pawn them for 100 Credits in Koorong. Sonicbats will drop other buyable accessories the BloodChalice and WingAmulets if you want to collect some of them, also, but beware your BR rising! The Supersonic and Scream monster abilities the Sonicbats carry are great additions, too.

At this point, you should be at battle rank 5 and likely pushing, or at, 6, depending on how much you fought at the Trinity Base. Let's go ahead and take a look at the rare drops and monster abilities to look for at BR 5 before we progress further. To start, we need to learn how to respawn the special small and large treasure chests in Mu's Tomb; this is where we got the GoldIngot and Magihat earlier on. To do so, we need to draw certain fortunes in Devin. This is very simple and just requires a bit of patience. Each time you exit Devin's skyport (Just the port itself, not actually flying out and in) the fortune teller's fortunes are randomized. The great thing is all the town's fortunes are interconnected and always relate to one another; that means that if one teller has a certain fortune, all other ones in the area are guaranteed to have a specific one. Look for the skeleton psychic who is in the center, fountain area of Devin. He gives a fortune based upon the weather, and since he's the closest teller to reach from the port, always talk to him to know which of the town's fortunes are being currently drawn. We need for him to predict "rain" and "hail" to reproduce the treasures in Mu's Tomb. If rain, enter the giant-type, palm-reader to the north of town (pictured) and he'll give the you the fortune of "hamster"; this will respawn the small chest immediately. For the large chest to respawn, look for "hail" weather and visit the plant psychic on the northeastern-end of town and have it draw the "blue violet" fortune. That's all there is to it: you can repeat this as many times as needed to infinitely reproduce the treasures.
 
For the moment, we only need the small chest, so head back to the treasure room in Mu's Tomb (Shrike) which is right past where you recruited Roufas. Avoid the slimes by running up the center of them and save just in front of the small chest so you can reload easily. This small chest is the only reliable way in the entire game to produce living, or artifact-type, monsters. There are other battles to be had here, and rare treasures, but the two most common encounters are a basic BR battle and a +1 BR battle; which means we can find both BR 5 and 6 living monsters here. For battle rank 5, we want the LivingSword monsters. Its BladeNet monster ability you should try to absorb before advancing your BR; it's decent enough, but becomes hard to come by later.
 
Note: Living or artifact-type monsters frequently accompany other monster parties throughout the game, but if you want to make things easier for yourself, I highly recommend that you use the small chest to try to produce these battles now. I know it's a huge hassle to have to return to Devin and respawn the chest again, but it will save you time and effort not having to look for these enemies later.
 
The two Living enemies we will be hunting, Sword and Musket, have a very unique way you can obtain their weapons besides drop. They have a special ability called Possession that, as far as I can tell, they will only attempt to use if they are accompanied by other monsters currently in the battle. If this attack is directed at a human or mec, and this character has an open weapon slot (The top four slots for mecs are only counted) the Living weapon will occupy it and the item is obtained, however, in the case of the LivingSword, that is not always ideal as you will see below. In the case of a mystic being targeted, regardless of their weapon slots, the Living enemy will "possess" one of their Mystic weapons, which contain the same abilities as they normally would if absorbed, but have differing statistical boosts, but not necessarily better, ones.

As you can see in the above screenshot, possession of the LivingSword results in the weapon, Glirandly, being locked in your character's inventory. The only way to rid yourself of it is to use its FinalStrike ability that destroys the weapon.
 
Due to this fact, if you want the item for your inventory, you'll need to get the LivingSword to drop one for you. Keep in mind that if you equip the Glirandly at any point, it will become locked on you and need to be destroyed to open the slot again. Despite its cursed status, the Glirandly is an oustanding piece of equipment, particularly for mystics and mecs, boosting all character's statistics +10 (9 for mecs)! Keep in mind though, in regards to humans, that this increase will slow the character's natural growth in their stats and is not really recommended, in my opinion. Until you can absorb some of the very best monsters in the game, the Glirandly is a great way to supplement your mystic's stats. Lost in this is the Glirandly's 42 attack power, also: not bad at all!

While searching for the LivingSword, look for its kin, LivingMusket (BR6), to show up, also. This one is much easier and without flaw: just let it possess you to obtain the LivingRifle; removable and all! It has an excellent +42 attack and +9 to Psychic, making it very useful for a mystic, as well as human. The Rifle is incredibly useful for mecs, too, boosting their stats by a +13 across the board! Try your best to absorb the monster skill, Tackle, from the Musket, too. It becomes a hard-to-find ability later, just like BladeNet.
 
Staying within Mu's Tomb, let's return to the eastern-side of the dungeon; just past the warning, that has the two bug-type monsters we farmed for monster abilities in the last chapter. This time, we want the rank 5 Battlefly and their Painpowder and Pheromone abilities for our monsters. Neither is that great, but become hard to find at later battle ranks. Painpowder is easy to absorb, but you'll need some patience for Pheromone.

We need female, mystic-type monsters now. There is one right at the entrance of Sei's Tomb, still in Shrike, and many more further inside we can use to our advantage. Again, we're looking for two monster abilities: Thrust and Assist, carried by the Mellow enemy. Thrust is an easy-to-acquire, and you likely already have, basic ability, but you'd be surprised how few monsters have it available to learn later on. Assist, however, is very rare and be prepared to put in a grind to acquire it for your monster. Unfortunately, while Assist (Same effect as a LuckyCoin) sounds like an excellent monster ability to use, after each round, the effect loses 20% of its ability until it dissipates completely; therefor you are only getting a real benefit during the round it is cast. Still, for those that want the maximum amount of HP for their monsters, it needs to be absorbed.
 
Note: If you happen to get lucky enough to pick up a SplashSword from a Mellow, make sure to save! At the next rank will we be looking for them.
 
We'll need to do some traveling for our next monsters. I prefer the basement of Owmi's Lord's Manor for the search. We need plant, and then beast-types, this time. Activate the fake treasure switch just past the DevilSquid and it'll drop you down into a room that is full of plant-type monsters. The creepy Nighthshade monster is our target for an item and monster ability. Grab the StunGaze ability with your monsters from them; it's not very useful, but has a very limited amount of options to learn it from. The parasite carries the extremely rare LifeCandy item to drop. Besides the SanctuaryStone, it is the only option in the entire game to recover a character's LP and the Nightshade, and lower-ranked Rabbat, are your only sources to obtain them. It's not as useful as you would like, though, recovering only a paltry 1 LP. Able to use in battle, they are good in an LP emergency to prevent your main character from dying, I suppose.

Note: Nightshades still show up at later battle ranks with other creatures, so gathering additional LifeCandy is not out of he question, however, it is much easier to do this with the Nightshade being the leader monster at battle rank 5.

Personally, I ran into a huge problem trying to come up with the next monster ability. I tried beast-type monsters in every dungeon I could and none of them would produce anything besides a Unicorn (BR7) enemy. Not exactly a bad problem to have considering the Unicorn's great abilities, but it wasn't what I was looking for. The Hellhound and its FlameBlast ability were the targets needed. Thankfully, these, along with Red Dragons, who also have the ability (And only two), can spawn with male, mystic-types at BR 6 and 7 (Outside of a dungeon, like the above Shingrow Ruins) and I had to resort to this method. It's doubtful you have this problem and can just find a Hellhound still in the Lord's Manor basement. The side room, two floors up from the bottom of the plant-filled one, that had a MaxCure and RubberShoes treasure inside it on the previous visit, has two beast-type monsters you can use for your search. FlameBlast is a very good ability to have! It deals more damage than FireBreath, but has a fan-style attack range extending outward from the character that can somewhat limit it.

Note: If you have interest in ShadowDaggers, which you will find in a chest soon, and have one if you recruited Mesarthim, at BR5, look for the Shadow monsters from the human-type enemies in the backstreets of the Koorong sewers to drop them.

With the current battle rank items and abilities out of the way, let's talk about some useful Mystic weapon absorbs we can take advantage of at this rank, as well. At battle rank 5, in terms of statistical boosts, I'll list some monsters worth specifically tracking down to absorb into your Mystic weapons with recommend weapon for their most useful ability in parenthesis. Note, again, that Zozma's initial LiquidMetal absorb should be kept!
  • ApeRider (Beast): +10 all stats but Charm. (Glove)
  • Hellhound (Beast): +12 Strength, Quickness, Vitality (Sword)
  • Scorpion (Bug): +11 Strength, Will, Vitality (Boots)
  • Axebeak (Bird): +15 Strength, Vitality (Boots)
  • Gaeatoad (Aquatic): +30 Vitality (Sword/Boots)
  • LivingSword (Artifact): +20 Strength, Intelligence (Boots!)
  • LivingMusket (Artifact): +25 Will (Boots!)
Recommend Abilities:
  • LivingSword (Artifact): Assassinate (Boots)
  • LivingMusket (Artifact): Assassinate (Boots)
  • FrillNeck (Aquatic): SpreadBlaster (Glove)
  • Unknown (Slime): SpreadBlaster (Glove)
  • DevilSquid (Lord's Manor): TigerRampage (Glove), Thunderbolt (Boots)
  • Sonicbat (Ancient Ship): Oscillation (Sword)
  • WhipJelly (Slime): MagicHeal (Sword)
  • IceCrystal (Slime): Crystalizer (Glove) 
  • Zombie (Undead)/Gaeatoad (Aquatic): Bloodsucker (Sword)
Before we head off for the next dungeon, let's make a quick stop over at Scrap's Junk Shop to pick up the, hopefully, final pieces of the low-end items here. Still at 1000 Credits if your main character's HP is below 600, search the location in the screenshot above and try to come out with a BeamCannon weapon. This is the only place, in any character's scenario, to pick this weapon up. It is serviceable, with a +20 attack, along with +80 HP and +15 to Will and Vitality for your mecs. If you have all of the other items here from the previous two chapters, use your additional two picks to search the "junk armor" just below the barrel to your left that is across from the box that had the BeamCannon. With some luck, you'll come away with an ElectroArmor, too, that you can purchase in Shrike, but is an excellent addition to try for. To recap the Junk Shop, you should have the below items in your inventory from here now:
  • Knife (If you didn't recruit Lute)
  • BroadSword (If you aren't going to recruit Gen)
  • KukriBlade
  • WaterCannon
  • HardLeather (If you didn't recruit Lute or BR9 System Data Mei-ling)
  • BeamCannon
  • LightBazooka (If you wanted more than the one you got in Despair)
  • BrokenBumper
With the exception of the BrokenBumper, all of these items will eventually be displaced by the rising ranks of the item pool, however, as mentioned before, this does not make them missable as you can manipulate a glitch in the game to have them be available here again (See the Prologue chapter). Now we're ready to proceed with the Rune quest again, so make your way back to Shrike and return to Mu's Tomb.

Wednesday, February 1, 2023

SaGa Frontier - Emelia: Chapter 2

Once you've accepted the Rune gift quest in Devin, and having already obtained one of the RuneStones, the next time you try to ship-out from Koorong's port you'll find yourself riding in the unique vessel above; unfortunately, this thing is fated to end up in the belly of the between-regions creature known as Tanzer. The good news is the Vitality Rune is inside the beast! You're warmly greeted by some thugs working for a crime boss named Nomad who is making this fleshy hellhole her base. A nice-looking, monk fellow will run them off and implore you and the other ship residents to follow him to his lair.
 
The beginning area through Tanzer is linear, only needing to continually head south/southwest. There are no treasures, monsters, or deviations, so just follow the monk to the room with the large, pulsating heart, and find him waiting for you at the southern exit to his hideout. In one of the lair rooms you can rest, but for whatever reason, it only restores your LP, and another has a lady cooking up Tanzer-style kidney pies. There's a guy outside the right-most room that threatens to "karate chop your ass", which means we must be close to the bald-headed monk's room. Inside, you're introduced to Fei-on, who will ask you to help him fight back against Nomad. If you agree, he'll join your party, but if not, he'll still take you to the Vitality Rune. Even if you agree, you won't end up having anything to do with Nomad. If recruited, he comes with a free SteelAmulet and a Budowear shirt, but make sure you give him a piece of torso armor. If you carried over your System Data from a battle rank of 9, Fei-on comes with a plethora of great fighting abilities already learned. Whether he joined or not, tell Fei-on you are ready to venture to the Vitality Rune and he'll begin to lead you there.

Our journey truly begins now with the first dungeon we don't have to dodge monsters. Going forward, I will say this so that we try to remain around the same battle rank and thus you have the same opportunities to farm rare items and abilities along with me: Fight one of every monster icon you find in the dungeons starting now, but if you want to stretch it with a couple more because you got a good item/ability, that is okay too, but don't get too crazy! It will be VERY frustrating at first, but eventually, battle rank will no longer matter and we can fight to our heart's content. Be vigilant for now! Also, since you can only restore LP at the Tanzer inn, be frugal with your WP/JP because you will need it for the boss! If you run low on WP/JP, switch your battle parties; the characters not fighting will regen a little for each battle they are on the sidelines.

Note: You can return to the beginning screens of Tanzer and monsters have taken up residence there now if you want to do some extra fighting. Tanzer is also a one-time dungeon, but since there are no treasures, it's a bit redundant to say.

If Rouge is in your party, have him cast Realm magic during battles and you'll have a chance for him to learn the tremendous VermilionSand magic afterward. If you took my advice and picked up FlashFire for him, or another character, it's not necessary, but will be a great help during the upcoming boss and the entire game. Also, Liza has great potential to quickly learn one of the best attacks in the game, the Dream Super Combo (DSC), and you should begin to develop the abilities necessary to use it. The worst of it will be using the Punch default to spark the Sliding ability; which can take a while, but is necessary for the combo. Use AirThrow to learn Suplex (If she didn't start with it) and GiantSwing, and lastly, Suplex to spark BabelCrumble. Equipping all four of these fighting abilities at once unlocks the use of the Dream Super Combo in battle and it is devastating! Liza has the best potential for this, but any character can eventually use it.

Exiting the lair, Fei-on is waiting for you by a rope ladder to the north. Climb it, then the one on the following screen, and get sucked into the, uh, cavity (?) to the upper-left. This places you in the area of the screenshot above with a mec and fairy monster (Apologies for the dark screens, but as you can tell, the area itself is dimly-lit like a lot of dungeons in SaGa Frontier). Exit to the north and don't get near the cavity to the right-side or you'll be taken back near the entrance; in fact, all detours will take you back to early areas unless stated. Continue north, climbing a vein to the northeast, to the next area.
 
You'll see Fei-on near another cavity above you. Cling to the right-side and work yourself around to him; otherwise you're likely to get sucked into the other cavity along the way. Next, stick to the left-side of the area and pass by the skeleton monster into the next Tanzer cavity; hopping in the next one just to the north of the cliffside. You'll then be on a left-sided cliff with a mystic monster; dispatch it and get sucked further into the beast.

You're now here. There's a purplish-wormhole-thing to your south you can actually use to visit Nomad's hideout, but there's nothing you can do there but talk to her minions. It only plays a role in Riki's story. Instead, head east, past the skeleton, and into the cavity Fei-on is near. Next, run by the bird enemy and into another cavity; following up by jumping down the wormhole to your lower-right.
 
We're almost to the end, but this slime pool is a bit of a mess. Save and try to avoid battles as the slimes here will infinitely respawn and we still need to protect our BR, somewhat. Descend any of the "slides" down to the bottom of the pool. If for whatever reason you want to go back to early areas, there's a wormhole to the bottom-right you can access for that purpose. Instead, there's a doorway at the bottom-center of the pool we can enter that takes us to another set of "slides" on the opposite-end.

This place seems like an endless loop going nowhere, but there is actually a place you can jump over to another section. From the top of the second-tier of "slides", go down left, then left again, and position yourself in the location of the screenshot. Use the run button and your character will leap over to the other side and you can continue down. Fei-on will give you a warning, so save first, then you can slide down to the Vitality Rune.
 
Put any characters that have multi-target attacks in your party. Gunners, like Roufas or Emelia that have TotalShot, any swordsmen that might have learned GaleSlash, Rouge or another mage with FlashFire/VermilionSand, or Thunder if it still possesses its GroundHit ability. A character lacking any of these can equip the Magihat to drop MagicStones. Without any of these you're in for a long, tough battle.
 
A wall of HugeSlimes and a BigSlime are creating a barrier to keep you from getting to the Vitality Rune. They're relativity harmless; tossing out water-based attacks that whomever possesses the Mizukagami shield will be immune too, but they can poison and wear you down. The problem is: if you defeat any of the HugeSlimes, one of them will respawn each turn, with the BigSlime, itself, respawning after several turns pass.
 
The goal isn't to defeat the Slimes, but make use of a unique "Touch" command each human or mystic have for this battle and use it on the unguarded Rune target. As suggested above, use any multi-target abilities you have all at once to defeat as many HugeSlimes in one turn and, eventually, the BigSlime, revealing the VitalityRune target. Once the BigSlime is gone, you just need one of the other HugeSlimes defeated to Touch the Rune; with either the first, fourth, or fifth character slots depending on which of the other HugeSlimes are alive. Beware, after a few turns pass, the BigSlime is respawned and you'll have to do it all over again! So be vigilant and use all of your WP/JP. Once the Rune is Touched, the battle ends and you'll then pick up your second of four RuneStones.

Having taken the Vitality Rune, Tanzer gets a bellyache and decides to spit out the ship you came in on; which I guess you managed to make it back to somehow, and then you're back in Koorong. In all the commotion, you might not have noticed a bluish Slime monster sneaking his way out of the slime pool and forcing himself into your party and there's nothing you can do about it! Being locked into the Rune quest from the start, Emelia doesn't have the flexibility that other characters do in filling up all their party slots before being forced to enter Tanzer, so just except the little guy!
 
With Tanzer out of the way, we should be around the 3-4 battle rank mark, and since we have the possibility of a good number of monsters joined: Slime, Cotton, Thunder, and Riki, let's take a timeout to gather a few rare monster abilities that are available at this battle rank to increase their maximum HP. Note that any of the next suggested abilities are not missable; so don't fret over any later-joining monsters you may recruit like Sei, Suzaku, or Kylin missing out of them, but going ahead and getting them for the monsters you have currently will save you A LOT of headache later! Trust me on this.

We're hunting slimes first, and if you'll recall, there's the three-slime room with the chests in Mu's Tomb back in Shrike. Save your game before engaging battle and look for the WhipJelly monster to appear; if you don't get one, or don't absorbed the right ability after taking out all three slime enemies, reload your game and try again to preserve battle rank. Absorb both the Sweep and Coils abilities for your monsters from the WhipJelly; the latter is a bit rare, but be persistent. Remember: even if the ability isn't useful, your monster gets a +4 maximum HP bonus for every new ability they absorb.
 
Next, stay in Mu's Tomb, and from the entrance, use the lower-right exit that warns you about entering. There's two bug-type monsters just inside. Save, and look for KillerBees. Absorb the SpiderNet ability from them, or if you get lucky and get the rarer BladeNet, that is great, too, but there's a better chance to get that ability later on. Lastly, we need a plant-type enemy. Fly to Koorong, then over to Shingrow. Enter the Ruins of the Ancient Ship dungeon to the northwest of the map. There's a plant monster on the entrance screen that we can fight, exit, then go back in and fight again. We're searching for Mandrakes at this battle rank. Try to absorb SleepGas from them, but if you happen to acquire Scream or MagicHeal instead, keep them as they are great abilities to have!

Note: If Fei-on joined your party, you can view a scene with him if you talk to the girl near the northern exit of the street in central Shrike. Also, before the next event, make sure Emelia is equipped with the Mizukagami shield and the best physical defense armor you have. In my case, that would be: ArmorVest, Hyperwear, LaserScope, and JetBoots.
 
Return to Koorong and the Gradius hideout. Enter Roufas' room on the right-side of the downstairs corridor and a story scene will occur. Roufas asks for a volunteer to infiltrate a masked event in Shingrow that Joker is rumored to appear. Air-headed Emelia foolishly thinks because it is masked that it is a Masque of the Red Death-style party and accepts.
 
Note: To actually advance Emelia's story and trigger events in Roufas' room, you need to use the training room via the middle room in the corridor.

Emelia and Liza are automatically whisked away to Shingrow Palace and all your characters are temporarily dumped from your party. Liza regretfully informs her that this is actually a masked martial arts tournament and Emelia is forced to change into a Lucha Libre-style outfit to compete, despite her objections. You can't fly out of the Shingrow port, or visit any of the nearby dungeons, so save, line Emelia up behind the rest of the goons joining the tournament, and enter as the Pink Tiger!

Note: The Pink Tiger costume, along with a few others Emelia can wear, are not for just for show! When donning the Pink Tiger outfit, Emelia's default talent for sparking techs becomes identical to Liza's; meaning you can spark martial art, gun, and some sword skills, much easier. Due to this change, I recommend emptying most of Emelia's ability slots, besides MindHeal or a strong offense one, to spark new abilities in the tournament.

Emelia's first opponent is the MaskCat. As you can tell from the screenshot, I actually sparked the great LocomotionG ability against him almost immediately thanks to the costume! The MaskCat has a decent amount of HP, but his attacks are weak and most will be blocked if you equipped the Mizukagami. You may use this chance to learn the DodgeTail ability from it, but not totally necessary. Punch, Punch, Punch to learn new martial arts abilities and cast MindHeal if your HP gets near 100.
 
Note: Because Emelia is just a supermodel, and this is her first real mission, you're not suppose to get far in the tournament. The only benefit is potentially sparking some new abilities and earning some Credits, but the Credits aren't worth having to keep redoing the entire tournament if you fall, in my opinion. There are no extra scenes or anything from winning, either; the story continues the same way regardless of your success.
 
The second battle is against a deadly CrimeLady and you are only going to make it past this round if your Mizukagami comes through to block her attacks. If you were lucky enough to survive, Emelia then faces a Titania in the semi-finals. This fight is incredibly difficult to overcome due to the Titania using Bloodsucker to deal tremendous damage AND recover their HP. Emelia sparking DodgeDrain immediately is your only real chance to survive. The finals pits you against a MaskedGiant that you know well if you've played Red's scenario. He's gonna beat the tar out of you physically and dodge your attacks frequently. Casting of MindHeal, if you still have the JP, and lucky Mizukagami blocks are absolute musts. If you do somehow manage to deplete the MaskedGiant's HP, he will flee from the battle, but I wouldn't suggest frustrating yourself to get that far.

Regardless of the tournament outcome, talk to Roufas and he, Liza, and Annie will join your party to track down Joker inside the Palace. Enter the bottom-left exit and follow the corridor around to a giant staircase. If you visited here previously, the areas on the top floor were inaccessible, but are now unguarded and you can exit north. Step down off the platform to the right-side, enter the upper-right door, and take the SanctuaryStone item out of the coffer. These extremely rare items restore the entire party's WP, JP, and LP outside of battle. Do not use these unless it's an absolute emergency! You'll want to save them for the final dungeon that you cannot leave from.

Go back out and to the center of the room and ascend to the top of the Palace. One of the servants in the room will completely recover your party and Emelia will interrogate the fanned man as to the location of Joker. Emerging back out into the lower room, you'll now see Joker standing in front of the exit to the bottom-right of the screen. Follow him and two YellowFighter enemies will drop down from the ceiling to engage your party. They will respawn if you leave and then re-enter the room, also. Have Emelia search the pedestal to the left of the door to activate a switch and uncover a secret staircase. Descend the stairs and look for another hidden switch on the wall near the glowing treasure and gap in the floor. The switch bridges the gap allowing you to take the CeramicSword, with a power of 22, and you can continue on via the right-side door.

Note: YellowFighters have RubberSuits to drop if you'd like to take some time to outfit your party with any extras beside the one you found in Owmi, but I would not recommend fighting too much since the rest of your party is absent.
 
Heading eastward will take you through the exterior of the Palace and a passage flooded with YellowFighters. Defeat them and engage the mini-boss in the adjoined room. You're up against two YellowFighters and a unique Goblin enemy. This battle is a joke unless you came here immediately after leaving Despair. If you have it equipped, Roufas can cast Spellbound on the Goblin to render him useless, but not necessary at all. With some luck, the Goblin will drop you an extra Buckler shield at the battle's conclusion.

Joker managed to escape, but we'll get him next time, surely.
 
You're then back outside the restaurant on the streets of Koorong with your original party intact. Go back downstairs into the hideout and speak with Roufas to bank 1000 extra Credits and talk to the orange-haired NPC in the left-side room. They can be used to change into any of the past outfits Emelia has obtained. Emelia's default costume is actually the worst character in the entire game for sparking abilities, but you can alter this with some of the costumes, but not all of them. Emelia's dialogue color will also change with different outfits, but that's just a neat cosmetic touch.

Note: After the Shingrow Palace events, you can still access the areas that you pursued  Joker; including the free healing on the top floor (Which will be helpful when we explore the other Shingrow dungeons later), or if you didn't get the two treasures there, but the YellowFighters are no longer loitering around.
 
With some extra Credits, fly back to Devin and pick up a Rune spell for Emelia, Liza, and Annie; any of them are fine, as long as they have one, but Vitality or Victory are best. When receiving a magic gift, each character must have one spell of the gift's base type learned to actually receive it; so you need to purchase one of the spells for the ladies before we collect all four RuneStones. If you don't already have it, pick up the Arcane-based Shield spell for one of your favorite characters, too, but try to save 600 Credits.

Let's make a trip back to the Junk Shop in Scrap, next. If Emelia's HP has exceeded 300, the price has gone up to 600 Credits, unfortunately, but we still need to pluck items from here before it goes even higher! I reiterate: you don't have to get these items now; they are available throughout the game, but the amount of Credits charged increases, as does the item pool, making getting what you want rarer and more expensive, and you can only find these items for your inventory here. Make sure to save first!

Try searching around the box seen in the above screenshot to find a WaterCannon weapon. It's not great, with a power of 20, but we can only obtain one here. It will provide mecs a +70 to HP and a +10 to Will and Vit, also. If you wanted more than one (From Despair), you can look in the same box and occasionally pick up LightBazookas.
 
For those that didn't recruit Lute or a battle rank 9 System Data Mei-ling, we need to look in the location above for the HardLeather armor. It's better than the FiberVest, at +12 slash, +22 pierce, +16 blunt physical defenses, and a +12 to all other defenses. If you already have one from Lute and/or Mei-ling, you can skip this armor and try to pick up one of the other four rare items I talked about in the previous chapter: Knife, KukriBlade, BroadSword, or BrokenBumper accessory. Try to get, at least, two of the needed items in one session to preserve your Credits, if not, do a quick reset/load.
 
Note: As precaution, I wouldn't leave here until you have the Knife (Without Lute), BroadSword (If not going to recruit Gen), HardLeather (No Lute or BR 9 System Data Mei-ling), and WaterCannon all in your inventory. While not technically missable because you can manipulate the Junk Shop's available inventory (See Prolouge), these four items will eventually be unobtainable because of the rising rank of the item pool.

After the events at the Shingrow Palace, we're very likely to be firmly on battle rank 4, so let's take another timeout and gather some rare things now available. First, fly to Shrike and enter Sei's Tomb again. On the very first screen is a fairy-type monster. We're looking to encounter the Banshee monster and have our monsters absorb its Bloodsucker ability. This is a decent monster ability; especially if your monster is of the undead-type, but will become semi-rare later in the game.
 
The following two items aren't totally necessary, but are useful and noteworthy. We can easily find them both in the same location we farmed for the Bumper accessory earlier: the sewers in the Koorong Backstreet outside the spooky Doctor's office. We're searching for the Soldier enemy from the two human-based icons on the right-side of the screen. They can drop the awesome ExcelShield; which you will find one as treasure, but otherwise will have to farm from the Junk Shop for a high price late in the game. Although it doesn't block any elements but physical ones, it's the best easily-found shield in the game. It also provides an excellent +100 HP and +20 to Strength and Vitality for mecs. Farming a few of these now will make a big difference going forward.

Note: If you happen to get any extra AGUNI-CP1 from battling the Soldiers, save them, and make sure your gunners each have two guns equipped to use the incredible TwoGun ability when it's learned. Also, if you get lucky and the Soldier drops a KillerRifle, save it, too! It's a very rare weapon, but we can get find it a little easier from another enemy.

Any players that aren't planning to recruit the mystic, Mesarthim (Who comes pre-equipped), or just want more than one, will need to pickup the next item for their inventory. There are three aquatic-type monsters hiding out in the depths of the sewers we can draw out and battle. Frillneck monsters are what we are looking for from them. Although rarely, they will drop the useful BlueElf armor, that besides being removed from Mesarthim, can only be obtained from two specific monsters. At late battle ranks, it is still possible to obtain this armor from another, but trust me: getting it dropped from the Frillneck will save you a lot of time and effort! The BlueElf completely negates water-based attacks, provides a +20 to physical and status defenses, and +25 to elemental defenses, so it's likely to be better than most armors you already have. It's a decent piece for mecs, too, with a +100 to HP and +15 to Intelligence and Psychic.
 
Note: Frillnecks drop the water-nulling PearlHeart accessory, too, which are very useful. Also, while farming Frillnecks, although it is quite rare, see if you can get a monster to absorb its Stampede ability. It's very useful, but not necessarily hard to find later.
 
Note: When searching for Frillnecks, you'll probably see plenty of Platoonpuses. They can drop unpurchasable CottonShirts as well as the very rare Egg Hat helmet. There is a better place to get the Shirts, and late in the game, you'll likely end up with more Egg Hats than you need, but they are worth noting for now.
 
Our next destination is to head back to Owmi and the Lord's Manor. Not only is there some good equipment to snag in its basement, but there's also a weapon that has a special ability we can use to either recruit a new character or obtain a very powerful sword more easily. The entrance to the basement dungeon is in the eastern-wing of the Manor, behind a large wooden door found just after descending the stairs.

After climbing down the first set of stairs, you'll be in a room full of monsters and two glowing treasures on raised platforms. One is the JP-restoring Magi-Water and the other is a SanctuaryStone. Exit to the lower-left, next to where you found the latter item.
 
There are aquatic-types guarding two more treasures in this room: An extremely rare RottenMeat item and JetBoots leg gear armor. RottenMeat attempts to inflict poison and paralysis on an enemy during battle, but absolutely don't use them! There are only two RottenMeat items in the entire game, normally, but some other characters can get more in their games. Purchasable in Koorong, JetBoots are good all-around defensively, with a +5 to Quickness and giving resistance to Tremor/Quake-type attacks, but they also make you weak against anti-air attacks as a consequence.
 
Using the stairs to the bottom-right of the screen puts you face-to-face with a giant Squid blocking the stairwell! Before engaging the beast, if you have Rouge, make sure he has the Implosion spell and the Mizukagami shield equipped. If you picked up a BlueElf armor, or PearlHeart accessory from the Frillnecks, equip them to other characters also to be immune to the Squid's devastating water attack.

The DevilSquid is a tough customer, but entirely beatable at this point in the game even without more than one character having immunity to water. Its first attack will be Maelstrom that is likely to do 300+ damage to any characters without the Mizukagami, BlueElf, or PearlHeart. If any characters have the MindHeal spell, cast it immediately afterward to recover, or for a monster, they can make use of Bloodsucker or HPDrain. The DevilSquid will use Maelstrom again, unfortunately, but only after several turns of  the much-weaker Feeler. You can cast Shield to soften the blow from these attacks, as well. Otherwise, the DevilSquid is vulnerable to instant-death, so Rouge's Implosion has a chance to destroy it if only he, with the Mizukagami, can survive Maelstrom.
 
Note: The DevilSquid will respawn to block the stairwell again when you leave the room; this is actually to our advantage, though! It has a rare drop, plus some nice monster/mystic abilities to learn, but we'll be back to this location before long.

After cleaning away the calamari, grab at the faux treasure to be dropped to the bottom floor of the dungeon automatically (If the DevilSquid is still on the screen he'll mock the party!). The basement is completely bare, but is filled with plant and slime-type monsters which makes for an excellent farming place for these types of monsters; in fact, this entire dungeon is a great place to find all sorts of monster types going forward. Anyways, take the stairs out of the basement to the lower-left of the room. The next room is flooded with even more creatures, but houses a LeatherBoots treasure (To the far-left-corner) and a free PearlHeart accessory on the raised platform. Besides the immunity to water, the PearlHeart only has minimal defense, and makes you slightly weak to electric attacks, so it's more of a situational accessory. Exit to the southeast.
 
Immediately duck out of the next room and into a semi-hidden extension at the bottom of the screen. You can plunder a RubberShoes and a MaxCure on opposing sides of the room. RubberShoes have a nice +25 electric defense and +2 to Quickness, but are otherwise inferior to the JetBoots and for purchase in Koorong. Back into the previous room, there are four treasures to be found: another MaxCure near the stairs to the right-side, a ShellBracer on the northern platform, an ArmorGlove to the center, and a hidden one. The ArmorGlove is a nice piece; also purchasable in Koorong, with a +8 to slash defense, +12 to pierce and blunt, and +5 to all other elements. It also has a respectable +75 to a mec's HP and +15 to Strength and Vitality. The ShellBracer is a one-of-a-kind armor you won't find anywhere else in the game, but is sadly worse than the ArmorGlove in every way, but is still better than the basic LeatherGlove.

For the dungeon's prominent item, search around off-screen, on the platform across from where you found the ArmorGlove, to discover another one-of-a-kind item: The JackalSword. At +33 attack, it's a good sword at this point in the game, but its true worth is found in its hidden skill: DirtyFang. While not overly impressive in power, DirtyFang has the unique effect of stopping an enemy's regenerative abilities. Besides the pieces of armor we found, it was the main reason we came to this dungeon as we'll be using it to make a boss fight much easier. The stairs next to the MaxCure treasure takes you back up to where the DevilSquid is waiting again. Take it out and return back to Koorong.
 
Head back to Gradius' hideout, and if you haven't yet, have Emelia do her training from the center room, and then trigger her next story event in Roufas' room. Roufas asks the heroine if she wants to relax at the casino, Baccarat. She's hesitant until she learns that Joker is up to some dirty business there and then she's all-in. Cut to Baccarat where Liza and Annie have provided Emelia with the traditional Bunny outfit all of the other female casino workers are wearing. Like the previous event in Shingrow, your party has been left back in Koorong, so Emelia is left to search for Joker all by her lonesome.

Note: Emelia's new Bunny costume is purely cosmetic and provides no changes.

Head in a counter-clockwise motion around the casino, climbing the stairs upward, and the fellow Bunny ladies will either say they haven't seen Joker or that he went up to the next floor. Eventually, you'll be told the masked man hopped in one of the elevators and went down to the parking lot. Continuing the chase to the garage, you'll find a manhole has been uncovered leading to the underground Gnome Cave and Liza and Annie will join up with Emelia to go further below in the search.
 
Note: If you're curious, the seemingly never-ending hotel floors eventually end at room 1001 and you are prevented from going any further. There's nothing to see there, either.
 
There is no treasure to be found in the Gnome Cave and we'll venture through here again with our complete party later, so I recommend that you avoid all of the monsters and complete the events with no battles. From the ladder, hug the left-side of the path and you'll pass under the rocky platform to the other end, then you can continue left and exit to the southwest. Immediately upon exiting, before the plant monster, exit to your left which is cleverly hidden. Climb down the ladder, pivot around the mystic monster, and enter the opening to the north to find Joker talking with the Gnome owners of Baccarat about business. Emelia draws her gun, but Joker throws gold at her, causing the greedy Gnomes to swarm and surround her and allow Joker to make his escape.

It's at this point that you will decide the outcome of Emelia's storyline; although it does not change the progression of the story; only the ending. After seeing the event with Joker in the Gnome's lair, simply leave the Caves and return to the parking lot to receive the "good" ending where Ren will reunite with Emelia. However, if you choose to chase Joker deeper into the Gnome Cave, you will fight a boss and be put on the path of the "bad" ending where Ren does not survive at the story's conclusion. Fighting said boss does net you a good, although purchasable, accessory, though.

For the "bad" ending, outside of the Gnome's den, exit south past the mystic. Proceed east, beyond the plant monster and stairs heading upward, and just past the first torch on the wall, move under the platform above you and use the exit there. Move to the southwest exit, past two mecs and beast monsters, and Joker will call the trio fools for falling into his trap in the room littered with bones. You'll have to fight a unique, but silly-looking Gargantu monster. It hits REALLY hard, but its low HP makes it a reasonable battle. Make use of MindHeal and Cure items from the Backpack if you need to, and with some luck, shields will block most of this behemoth's attacks, but a few 3-way combos will down him easily. Afterward, Emelia finds a PurpleEye accessory, that she had given to Ren, and is also for sale in Manhattan, and the scenario comes to a close.

Whichever ending you opted for, Joker will have eluded you again upon your return to the parking garage below Baccarat and you're back in Koorong with your regular party. Like usual, hit Roufas up for an extra 1500 Credits. If your humans don't yet have the MindHeal spell from Kyo, or Emelia, Liza, and Annie having bought one Rune spell in Devin, prioritize them with your Credits. A character with the Arcane spell Shield in Devin, and the light-based StarlightHeal from Luminous should be considered, also. When you're ready, head over to Shrike and back to Sei's Tomb and let's finish it up.
 
If you've yet to visit Sei's Tomb previously, head back to Chapter 1 on how to pick up the two previous items: the Murakumo sword and Mizukagami shield. To find the third, and last item, return to the central area of the Tomb with the multitude of exits and hidden floor traps that drop you into the basement. Take the lower-right exit, followed by the one to the upper-right of the proceeding corridor. Move down the stairs and look for the crescent-shaped item in the alcove off to the right-side-corner; touch it, and you'll have to battle two additional DeadKnights to claim the Magatama accessory. Unlike the other two Sei's Tomb items, the Magatama is fairly lackluster, with only a +1 to physical defenses and +11 to the others. There are several other passages to take inside the Tomb, but no treasures to be found, but plenty of battle opportunities.

With the three items, proceed to the antechamber back towards the Tomb's entrance. You'll see three glowing pedestals to place the unique items you found. At this point, you have a decision to make: do you place the objects, losing the one-of-a-kind items permanently, to open the door to Sei's resting place and a chance to recruit a monster character or obtain a powerful sword, or do you keep them in your inventory? Personally, I always pick one of the seven main characters to keep the trio, for completionists sake, but none of the equipment pieces are near the best in the game; although the Mizukagami will continue to be one of the best shields late into the game.

Deciding to place the relics, prepare for battle when you search the sarcophagus in the adjacent room. Make absolutely sure one of your characters has the JackalSword equipped, each character should have a shield, and bring any multi-enemy attacks you have such as FlashFire, VermilionSand, GaleSlash, TotalShot, the Magihat to drop MagicStones, ect., but bring your best single single-target attacks, also.
 
The DeathLord is surrounded by four DeadKnights; all five targets have effective shields, can Deflect physical attacks, and regenerate HP after each turn due to Deathsynthesis. They also get a free shot at the group at the start of battle! Normally, this would be an incredibly difficult hill to climb early in the game, but we have an advantage: the JackalSword! Its DirtyFang ability completely stops their HP regeneration when it connects; ceasing the overwhelming HP the DeathLord restores each turn. Devote the character with the JackalSword to hitting all the DeadKnights with DirtyFang, except ONE! It's imperative that one DeadKnight remains alive during the entire battle. If you leave the DeathLord by himself, he'll pummel the entire party every turn with the powerful MinionStrike. To this point, we need to be conservative in using our multi-target attacks less we kill the entire lot of DeadKnights in one turn. Unfortunately, the DeathLord's ability to use CharmGaze can throw a monkey wrench into our battle strategies, so be prepared to attempt this battle a few times if things go awry.

Start by having two characters use multi-target spells; particularly FlashFire and/or VermilionSand (Physical ones like GaleSlash and TotalShot can be blocked, but work if they are all you have). One character attacks with DirtyFang, and the other two use their strongest single-target attacks on one DeadKnight. If Roufas has learned Lifewave, your swordsmen have CrossSlash, or gun users have CrossShot, they are extremely effective against our undead adversaries. Focus on eliminating one DeadKnight at a time; particularly the two out in front of the DeathLord which will allow us to target him directly and hit with DirtyFang as soon as possible. Exposed and without his HP regeneration, try to combo your attacks to prevent his excessive shield-blocking and whittle down his HP. Like always, Shield is a fantastic spell to use and MindHeal will recover your HP.

Defeated, not only coughing up the highest single-battle Credit drop in the entire game (1000+), King Sei will offer to either join your party or to give you a powerful sword: the non-katana Kusanagi. King Sei is one of my favorite characters in the game, but despite his unique, but only slightly above-average special DeathLord form, he's not much different than any other monster-type character. Alternately, the Kusanagi, with a power of 66, has a special battle animation in place of its basic attack (Requiring WP), but this attack cannot cannot spark abilities, which is a bit of a negative (Using abilities can still spark, however); the Kusanagi also has unique look when drawn in battle. 
 
While the easiest to obtain of the game's most-powerful swords, it is marginally outclassed by others that are much more difficult to acquire, however, perhaps the best usage of the Kusanagi is for any sword-using mecs. It provides a +250 to HP and +25 to Strength and Quickness whose combination is one of the very best of any weapon in the game, in my opinion. Sword mecs, with generally high Strength, can get the best use of the Kusanagi's special attack without the need for ability sparking, and can be a devastating blow when combined with a program like PluralSlash. Needless to say, if Sei isn't your cup of tea like he is mine, take the Kusanagi and let the guy go back to sleep!
 
If you decide to take the great King along, note his default abilities. He's the only monster in the game that can have the Kusanagi one; and if you overwrite it, you can kiss it, and his DeathLord form, goodbye. Also, Sei's MinionStrike, which is above-average, is limited to him, also, unless you are playing Red's game. Sei's unique DeathLord form, while very average statistic wise, comes preloaded with the Mizukagami shield; meaning immunity to water-based attacks, and the chance to block physical and heat attacks. He also has a KrisKnife accessory that helps with elemental defense, but not sure why he doesn't have the Magatama, too. If wanting to maintain the DeathLord form, with few changes in between, make sure to keep Kusanagi, SacredSong, and Deathsynthesis in his list. Since DeathLord is undead, HPDrain is recommended, too, since most healing items and magic are ineffective on him (Will remedy later, though).

Also with Sei, depending on where your battle rank falls at the moment, I highly recommend you go back and try to absorb the monster abilities that I talked about previously in the chapter. As stated, these aren't missable, but if you can still pick them up now, it will save you a lot of headache later in the game (He does not need to absorb Bloodsucker, however). You may want to go and splurge on some of the Credits you picked up from the battle, too, but I advise waiting until after the next mission. When done, head back to Koorong, put Emelia through her training at the Gradius hideout, and speak with Roufas in his room to continue the story.