Part I: Death Frontier
Part I: Death Frontier
Part I: Death Frontier
Items: Healing Breeze, Moon Serenade, Healing Fog, Healing Rain, Gladius, Recovery
Ball, Power Down, Sun Rhapsody, Healing Potion, Bandit Shoes
This place is really complicated, and I do mean really complicated. From the start, save if
you wish. Then head down, left, down, right, up to get a Healing Breeze. Jump into the
sandfall at your left to get a Moon Serenade. Leave this cave and you'll be back at the
Save Point. Now go down, left, down, down, right, down, left for a Healing fog. Jump into
the sandfall to the north to get a Healing Rain. You'll be back in the same cave. Head back
out to the Save Point.
Now head down, right, down, down, down, right, up, and finally right to get to a recovery
point and Save Point. It would be a good idea to level up here if you wish. Now head right,
up, right, down down for the Gladius weapon. Jump into the sandfall to the left to get a
Recovery Ball, then head back to the area with the save and recovery points. Now go up,
left, up, up to get a Power Down. Jump into the sandfall to your right to get a Sun
Rhapsody. Head back to the area with the save and recovery points, then head up, right,
up, left, up, up to get to yet another area containing a save point and a recovery point.
Try leveling up here if you wish. When you're ready to move on, go left, up, up, right, right
to get a Healing Potion. Jump into the sandfall to the south to get the Bandit's Shoes. Head
out of this cave, then go up, right, up, left, up, and up. You should now be in the second
save point/recovery area. Save. Now head left, up, up, right, and up to get to the last part
of the desert. Exit is to the north. You can level up quite a bit at this part of the World Map.
Part II: Spring Breath Town Ulara
In the first screen, speak to the gatekeeper, Caron. Head north and take the left-hand path.
Examine the rose beds for a Stardust. Take the left-hand path to get to the Weapon and
Items shops. Check the left-hand jar on the north wall for another Stardust. Leave and
head back to the area where the roses were. Take the right-hand path and the right-hand
fork. Go north. See those big red flowers? Go right and up the stairs, then check the
"dead" one for another Stardust. You should now have 48. Now take the left hand path.
When talking to Charle, ask all three questions and a fourth will appear. After the
conversation, take the teleporter at the right for a Moon Serenade. Leave and you will get a
scene. Take the lower-left path and go straight down. Take the teleporter to find Miranda
and Haschel. Take the teleporter again. Head left and down to find Meru. Then head north
to the roses. Take the right path. Albert and Kongol are in the weapons shop. Go back to
where you found Meru. In the morning, head to the teleporter.
Items: None
In the Home of Gigantos, try to pick up as many Sachets as you can from the Piggy
enemies and use them against the Blue Birds on the World Map. Head back through the
Valley of Corrupted Gravity to Fletz. If you wish, and if you can afford it, go to Lohan and
pick up some Legendary Armor and Legend Casques. Even Miranda is worth using when
equipped with these. While your'e there, you may wish to fight the 00Parts enemies in the
area for quite a bit of extra cash - 600G apiece. When you're done, head back to Fletz and
board the Queen Fury.
When you arrive, climb the ladder to your right. Go up past the Save Point and through the
north door. If you have at least 48 Stardust, Martel will be able to heal her daughter.
Outside Martel's door, in a pot, is the last Stardust. Give Martel all 50 Stardust and she will
give you the Vanishing Stone. The chest near the Stardust contains 100G. Go back to the
large room to speak to the Mayor. Take the lower-right exit to get a Wargod Calling. Take
the right-hand ladder for a Satori Vest. Head back to the large area where the Mayor was
and go down the left-hand ladder. Talk to the people at the north end of the dock to shop.
Then head south. After a few minor incidents, a new path will be open. Head to the dock
and take the small boat to Aglis.
Speak to your party if you wish, then open the door. Use the transporters to enter the main
part of the city. To the left is a locked door. Head north to move on. In the next screen, take
the teleporter. The treasure chest contains a Burn Out. Take the next teleporter. That
treasure chest contains a Gushing Magma. The next teleporter eventually takes you to a
Magical Hat and a Moon Serenade. Return to the place where you found the Gushing
Magma and head out the north exit. Take the teleporters to a large door with purply light
coming from it. Inside this room you will find two strange magical creatures and an Angel's
Prayer.
Take the exit at the upper-right. The teleporter leads to a platform with four more
teleporters. Take the north one to get to a platform with a Sun Rhapsody and another
teleporter, which will return you to the platform with four. From there, take the left
teleporter. Follow the chain of teleporters and you will enter a new room. Go out the upper
left exit (near Spino). The treasure chest on the next platform contains a Healing Fog. Take
the south teleporter. In the next area, you have a platform with five teleporters. Take the
south one (on the right-hand fork of the "y") to get a Healing Rain. Go back to the area with
five teleporters and go up to the 90 angle, then take the teleporter on the right. You will
meet Savan. The "test" answers are below; you must speak to Savan to begin each test.
Kongol: "Take Dart's sword."
Miranda: "For the world," then "I cannot die now."
Albert: "I...cannot do that."
Meru: "I still cannot die!"
Haschel: "I couldn't stop her."
Rose: ----- (No choices given.)
Dart: "I will save Shana no matter what!"
When the test is over, head to the left. Grab any of the teleporters to move on. If you
answered all the test questions correctly, you will receive the Psych Bomb X, an awesome
multiuse item. If you messed up, you'll get a one-use Psych Bomb. In the next area, the
first treasure chest contains 100G. Take the teleporter. The treasure chest to your right
contains a Healing Breeze. Take the next teleporter to move on, then make sure you
SAVE.
Items: Jade Stone, Blue Sea Stone, Golden Stone, Violet Stone
Shops: Weapons, Items
See that weird stingray-type thing just outside the teleporter in Zenebatos? That is Coolon,
your "wings." Hop on and head to Vellweb by way of Deningrad, Kashua Glacier, and the
Snowfield. You might want to stop by Lohan on your way and pick up a Legend Casque for
everyone, as well as some Legendary Armors. Visit the merchants in Vellweb if you need
to and make sure you save. Head up to the Dragoon Towers and go around
counterclockwise. The tower directly above where you enter the ring was Rose's; it's empty
now. The tower to the left is Syuveil's. Go there first.
If you'd like to, you can level up in Vellweb for a while. Otherwise, head back out and have
Coolon take you back to Zenebatos.
Items: Flash Hall, 200G, Gravity Grabber, Spirit Cloak, Down Burst, Frozen Jet, Burning
Wave, Spectral Flash, Night Raid, Rainbow Dress
Shops: Weapons, Items
Head right from the entrance. You'll find a Save Point. Speak to the white Lapto. If you
choose "Law Factory" you can use the Item and Weapon shops. You must choose
"Legislation Center" in order to change laws, and you will need to change quite a few laws
to progress. You must avoid the little white robots. Don't worry about the treasure chests
right now. You will probably get caught at least once, and when you are put in the "jail",
Kongol will rescue you. You'll find a Flash Hall and 200G outside the jail. At any rate, go to
the Legislation Center and stand behind the Laptos. Move up as the line progresses, but
make sure you stand behind the blue line until the last Lapto in front of you is done. When
you are next, move forward and press X at the ! marker. Tell them it is a revision of the law,
not a submission of a bill. The laws and their effects are below.
Law Effect
#
339 Allows or disallows you to use the shops
410 Allows or disallows the use of the teleportation device to go to Mayfil (cannot be
used until after you've defeated Kubila, Selebus, and Vector)
640 Allows or disallows you to do things without lining up
659 Allows or disallows you to move around Zenebatos without being thrown in jail
666 Enables or disables random enemy encounters
703 Allows or disallows you to go to the Signet Sphere
I very strongly recommend that you change law #659 first, as it will make your life
just infinitely easier. Head to the Law Factory and play dodge-the-Laptos again. Inside the
factory, speak to the Lapto o the left. It will give you a Law-Launching License. Go tot eh
Law Launcher, where you will find the most challenging game of dodge-the-Laptos. When
you've evaded, step on the disc. Having launched the law, you can now get out of here and
you will no longer be arrested. The treasures are as follows:
Law Launcher: Gravity Grabber, Spirit Cloak, Down Burst
Legislation Center: Frozen Jet, Burning Wave
Law Factory: Spectral Flash, Night Raid, Rainbow Dress
Now you must change Law 703. Follow the same process as before. Head back to the
teleporter and speak to the the Lapto. Once you are at the Signet Sphere, make sure you
save.
Items: Down Burst, Poison Guard, Stun Guard, Panic Guard, Protector, Frozen Jet, Active
Ring, Flash Hall, Destone Amulet, Bravery Amulet, Magic Ego Bell, Healing Rain (x2),
Halberd, Spectral Flash
Mayfil can be very tough, but remember, you can always go back to Zenebatos to stock up
if you need to. Head out of the teleporter room. In the next area, you'll find an optional boss
battle with the soul of Feyrbrand. I suggest you participate in it.
Items: Phoenix Plume, White Silver Dragoon Armor, Moon Serenade, Sun Rhapsody,
Healing Rain
Save and move on. In the next screen, the faint sparkle to your left is a Phoenix Plume. In
the next, you'll see a fruit of the Divine Tree. Keep moving. The sparkle on the fourth
screen is also a fruit of the Divine Tree. The next screen is just a bunch of pathways. Take
the stream to the top. In the area where you land, the sparkle is the White Silver Dragoon
Armor. The puddle is a recovery point, so you may want to level up. When you're ready,
head onwards. The sparkle in the next screen is, once again, another fruit. The following
screen has a Save Point at the upper right. Remember that critter that Kongol woke up? It
ain't a morning bug.
Items: Frozen Jet, Down Burst, 200G, Spectral Flash, Indora's Axe, Golden Dragoon
Armor, Flash Hall, Night Raid, Burning Wave, Gravity Grabber, Detonate Arrow, Dragon
Buster
Shops: Items, Weapons, Clinic, Inn
After the little scare over the birth of the Virage Embryo, head right for a Frozen Jet. When
you move on, you'll be in a grassland. Keep going and you'll find yourself in a snowfield.
Miranda will run off and you will see a cinema, then get into a battle.
When you control Dart and Rose, head out to the North. To your right is a chest with a
Night Raid. Head north again. Take the right-hand path to get to a Burning Wave (beyond
the steps.) Head north to fight Michael. Make SURE Rose is equipped with the Dark
Dragoon's Armor.
I VERY strongly suggest that you put Miranda in your party. Your choice of the third party
member is your decision, of course. I chose Albert because I'm rather fond of his Additions
and his defensive spell. Do not equip Miranda with the Detonate Arrow, as this will hinder
you rather than help you. I strongly suggest having a Legend Casque and a Legendary
Armor for everyone. Give Miranda the Physical Ring to help out her not-so-great HP's. Dart
should have the Attack Badge or the Giganto Ring. Give Albert the Bandit's Ring, or give
him an Attack/Guard Badge and the Bandit's Shoes. If you're using Meru, give her
something to help her HP out; ditto for Rose. Haschel should get a Giganto's Ring. I also
suggest equipping Dart with the Bandit's Shoes and Miranda with the Dancer's Shoes. You
want your party to be as fast as possible.
First Form. This form invovles Frahma and four Tentacles. Take the Tentacles out first, as
they can do quite a bit more damage than you can really handle. Frahma has very strong
physical and magical attacks. Don't use Dart's new Dragoon Magics just yet. It costs a lot
less to have Miranda cast Gates of Heaven, and believe me, you'll want the hard-and-fast
power of the Dragoon Magics later. After you have damaged him enough, he will switch
forms.
Second Form. Frahma has better defense and offense in this form, as well as some very
powerful damaging attacks. He will occasionally suck one of your party members into his
body. You can still attack him when this happens; basically the only effect is that you lose
the use of your party member for a while. After a few rounds he will expel the captured
member, causing damage to both that party member and another. Guard and heal when
necessary. Conserve your MP and SP; Additions are still your best bet. After he has taken
sufficient damage, he'll switch forms again.
Third Form. In this fight, Frahma can summon Bomb Stars to help him out. They explode
and cause serious damage to you. The setting of this battle switches from day to night.
During the day, Frahma's attacks will be fire-based. Make sure your characters are at full
SP and MP; just keep blasting Frahma with your Additions. When you've damaged him
enough, you'll get to his final form.
Final Form. When Frahma summons Monsters, do everything you can to take them out
fast. If Frahma curls up into a little lump, your Dragoon offense and defense will be
severely reduced. Do not use your Dragoon form when this happens. This is the time to
throw everything you've got at Frahma. I suggest using the Divine Dragon Cannon magic.
Use Rose Storm to protect your party and generally use your strongest attacks. Make sure
everyone has plenty of HP, as Frahma has some vicious attacks that can just destroy your
party.
Well, that's it. Sit back and enjoy the ending--you've earned it! I hope this walkthrough has
been helpful to you. If you have questions, comments, suggestions, or criticisms, please
email me at rina@rpgplace.netand let me know.
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