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Stage 3-1: Poisonous Swamp

Enemies
Zombie
Level Lv6
Special Zombie Juice Lv2

Geo Symbols - Purple panels only

  • Four Purple Symbols 'Encroach' on Purple Panels
  • Null Symbol 'Ally Damage 20%' on Purple Panels

The way this stage is set up, it's easy to just take on one or two Zombies at a time with any number of your forces. If you keep your eyes open for 20% Damage panels and the Zombies' poison attacks, and this should be an easy and simple stage. Buy some Fairy Dusts from the General Shop if you don't have a Healer with the Espoir spell.

Stage 3-2: Dangerous Refuge

Enemies
Mothman (x7) Messenger
Level Lv6 Lv6
Weapon N/A Goblin Claw (Red)
Special Hell Pollen Lv2 Hell Pollen Lv2

Geo Symbols - Yellow panels only

  • Moving Blue Symbol 'HL +50%' on Yellow Panels
  • Moving Red Symbol 'EXP +50%' on Yellow Panels
  • Moving Green Symbol 'Mana +50%' on Yellow Panels

If you use Adell to toss over an attacker to destroy any one of the moving Geo Symbols on your first turn, the resulting chain will kill all eight Mothmen and raise your Bonus Gauge to at least level 6. You won't gain any battle EXP or mana this way, but it's a quick way to clear the stage and earn some nice bonuses. If you choose to clear the stage this way, you'll rank up a geo combo high enough to unlock the "Make a Strange Old Man" Dark Assembly Bill. If you pass this bill, you can create characters of the Geomancer class.

Even if you choose to do this stage the hard way, the enemies shouldn't be difficult to take down, and there aren't many tricks in the stage. You'll only have to fight about half of the forces per turn, and they don't have any equipment to boost their stats. Just be careful of their poison-inducing Hell Pollen special, as it can affect three different panels.

Baiting with a durable character on the first turn is effective, but they're likely to be poisoned. Winged's RES is roughly double their DEF, so magic attacks won't be as effective on these foes, but magic attacks should still be worthwhile if you target elemental weaknesses.

Stage 3-3: Corpse Garden

Enemies
Warslug (x3) Warslug (x3) Voldianoi
Level Lv9 Lv10 Lv12
Weapon The Weak (Blue) The Rotten (Blue) The Dead (Blue)
Armor 1 N/A N/A Common Orb (Orb)
Armor 2 N/A N/A Dark Rosary (Emblem)
Special 2 Electric Shock Lv2 Electric Shock Lv2 Electric Shock Lv2
Special 2 N/A N/A Plasma Charge Lv2

The enemies are this stage are a step above the other foes you've been facing recently, so you may want to level up or buy advanced equipment before you start this battle. The Aqua Demons on this will often use INT-based special moves, and have comparatively weak physical attacks. If you have Orbs or other items that increase RES, equip them now to help defend against their magical attacks. Avoid ice-based attacks, as Aqua Demons will take no damage from ice elementals.

Like the previous battles in this episode, this stage is fairly straightforward. Just attack hard when you can, and try to draw in as few enemies as possible.

After the Battle

Before moving on to the next stage, you'll have to accept a Subpoena from the Post Officer and gain a Felony by going through the Item World. View the Dark Court and Item World sections of this guide for more information.