In this Lost Odyssey strategy guide, you'll find: ○. COMBAT // Basic combat strategy and other tips, including info on avoiding a nasty bug. ○. WALKTHROUGH. Lost Odyssey Prima Official bestthing.info - Ebook download as PDF File .pdf), Text File .txt) or Pokémon Black and Pokémon White Official Game bestthing.info Lost Odyssey at IGN: walkthroughs, items, maps, video tips, and strategies.
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Some quests are more elaborate than others. The item locations are typically invisible. At a certain point into your journey. Some items are easier to locate than others—treasure chests and large pots are obvious places to look. You should speak to everyone you come across.
The value of the items themselves is pretty good incentive. Note that the way items are concealed is consistent within an area—if you find something by kicking a tree trunk. The hidden items could be anything from accessories to recovery items to spells for your Spell Book. After you get your clue. What the Pipots like the most. Pipots can also upgr ade MP-recovery items. Pipots—str ange little creatures with long r abbitlike ears— have taken up dwelling in pots.
The Pipots will offer to tr ade items for more-powerful items. Sometimes the more items you tr ade. You can tr ade Seeds for weapons and accessories. Pipot in Saman Solid Seed to Pipot in Uhr a Tough Seed to. At such times.. Consult the appendix for a full list of the dreams and how to trigger them. Complete the chain of events by giving each Seed to the correct Pipot to earn the Br acelet of Efficiency..
Special Seeds Spiky Seed to.. In addition to regular Seeds. Pipot in Numar a Fuzzy Seed to. Pipot in the White Boa Puffy Seed to. While much less frequent.
To begin the event sequence detailed below.. More often than not. Understanding how to use every available combat technique is essential for your survival. If you come across a save point deep within a dungeon.
If you cast a spell that takes more than one turn to complete. You can roughly predict that using items and defending will happen at the beginning of a turn.
The one action that every character can perform in battle is to attack with a weapon. Each member of your party has a speed rating that serves as a baseline for when they will perform their maneuvers. There are also more-powerful rings that combine several of these skills. Bear in mind how much damage your fighter has been inflicting to determine how to best utilize his resources. But some characters. You can swap your weapons in battle to great effect. When fighting multiple monsters of the same type.
With the right attacker. Since ring effects trigger only on an attack. Your party members can wear only one ring at a time. Many rings improve your fighting. Attacking an enemy consists of more than a brute-strength assault. Ring Assembly For the most part. Once all your moves have been set and the battle sequence starts. Using Rings in Battle To get the full use out of your equipped rings. Hold down the right trigger RT at the start of the count to form a circle that will shrink onto the first one—then let it go when the circles align.
Ultra rings are no more powerful than their normal equivalents. Ultra rings increase the size of the timing circle during attacks. Ultra Rings For every kind of ring you can make. Another important element of ring usage is swapping them in battle. At the very least. You must have enough of each of the necessary components before you can make a new ring.
Not only will you earn ring components for winning in battle. And remember to look for ringmakers who can convert excess rings into more-powerful rings that have combined skills.
Pretty much everything a mortal knows how to do except attack and defend comes from a skill—even the ability to cast spells is considered a skill. Skills are the primary factor in differentiating mortal from immortal characters.
An immortal can link to any skill that a mortal already knows. For an immortal to truly learn the skill. For mortals. For immortals. Not all skills provide characters with moves that they can perform manually during battle.
With skills you can create powerful combinations. Instead they must learn the skills from their mortal allies through Skill Linking. Skills have varying degrees of effectiveness. Skills operate a lot like spells: Skills serve all kinds of functions. They can never forget any of the skills they have learned except for skills they know due only to an equipped accessory. Some skills grant their effect automatically.
The wild-card spell group is Spirit Magic. Many spells perform the same function. Since you can equip only as many skills as you have slots and immortals will learn far more skills than they have room for. There are 48 Slot Seeds in all—enough to give each immortal character 12 of them. It takes a while to see how Spirit Magic spells can integrate into your battle strategy. White Magic involves mostly healing and status-recovery spells. There are three main classes of spells: White Magic.
Black Magic spells are offensive for the most part. Black Magic. Since they can select from numerous skills amongst numerous mortal allies. Skills have SP Skill Points. When an immortal equips an item. To increase the number of skill slots an immortal has. Spells serve a number of purposes. Mortal characters tend to be proficient in only one type of magic—Mack is a specialist in Spirit Magic.
Composite Magic gives spellcasters the ability to combine two spells that they already know into one greater force. Like the other spell classes, Composite Magic has multiple levels of proficiency— even if you know the two spells that go into making a composite spell, you must have the necessary skill level to cast it. Composite Magic tends to work best for immortal characters, who can learn multiple groupings of spells relatively easily.
Spell levels are essentially skills, and are learned the same way—mortals earn the ability to cast more-powerful spells as they gain levels, and immortals learn spell levels from Skill Linking. The other two are found as items somewhere in the game. The good news is that everyone in your party uses the same Spell Book, so if you find a spell, everyone who knows the skill for its level will be able to use it right away.
For example, Zephyr and Zephyra both heal your entire party, but Zephyra restores about four times as much HP per character. Immortals can learn spells either via Skill Linking or by wearing accessories that teach them the spell just as they can with other skills. Most of your characters can cast spells at one point or another, but some characters are better suited to it than others.
MP Each spell costs a certain amount of MP to cast; typically, the more powerful the spell the more it costs to cast. And remember that skills and spells draw from the same pool of MP, so plan your spellcasting strategy accordingly. Casting Time Every spell requires a certain amount of time to cast, and that duration is sometimes longer than one turn.
In general, you can tell which spells take the longest by seeing how many allies or foes the spells affect: You can get a rough idea of when in the turn a spell will be cast by looking at its casting speed—a number and a letter that tell you when your spell command will be executed.
The number represents how many turns must pass before the spell gets cast. The letter in the casting time indicates when within the turn a spell will be cast, with S spells going off earliest, followed by A through H.
For example, if you cast a spell with a 2-G casting time, you must wait one full turn, and on the next turn you will execute the spell. The farther through the alphabet the letter is, the later it will go off during the turn. You can change your mind if you choose to not continue to cast a multiturn spell— after every turn, you have the option to take a different action.
A lot can change over the course of a single turn, and your original plans might not be optimal. In that case, cancel the spell and change direction to better serve your needs.
Modifying Casting Time There are a number of ways to modify when a spell will be cast. Certain accessories will accelerate the process, as will some skills. These modifiers can make a big difference—many spells that would take two rounds to cast will be shortened to one round, allowing you to get off a power spell when you need it the most.
The time it takes to cast a spell may be delayed if an enemy attacks in midspell. If you get hit before you can get your spell off, occasionally it will push the execution back a full turn.
Using Healing Spells Most spells are designed strictly for use within battle, but you can use HP-restoring spells outside of combat. Any member of your group can cast healing spells—even those who are not in active formation.
The big advantage is that using an item is usually the first thing that happens during a round, even before melee attacks. In such instances, items can be a good option in a push to end a battle—especially elemental items that have the same effect as spells such as a Ground Bomb, which is the equivalent of a Ground spell. On the other hand, the ability to use items is limited to items in your inventory.
Immortals will come back to life on their own. Team positioning is largely intuitive, but there are some key aspects you should be conscious of. You are permitted to have only five active members in your battle formation—the rest of your party will have to watch from the sidelines. You can distribute your party members between the front and back row any way you please. The best strategy is to put your stronger melee attackers in the front row and your magic users in the back.
The Guard Condition GC system protects the back line of your party from taking as much damage as the front line. When your GC is high, attacks against the back line will suffer far less damage than the same attacks against the front line—this goes for spells as well as melee hits.
As your front row takes damage, the GC wears down.
The more the GC deteriorates, the more susceptible to damage your back line becomes. The GC wears down in increments from 4 to 0—a full GC is at level 4 and gradually wears down to 0 as you take damage. You can restore GC in other ways—via certain skills, for example. Guard Condition applies not only to attacks and spells, but also to damage-causing status ailments. However, if you treat the ailment during battle, the GC will return in full.
Enemy GC Enemy GC works exactly the same as party GC— to hit a back row of enemies effectively you should first wear down their front row. Quite often, the enemies will align similar to how you would, putting the high-magic, weak-defense fighters in the back row. As soon as you can do any real damage, pounce on back-row enemies. You can usually download more-powerful weapons at the shops in each town. Most of the members of your party have only a small selection of weapons that they are allowed to use—Mack can use only discus-shaped weapons.
You can even steal an item from an enemy. The value of swapping out items in midbattle cannot be understated— it is one of the most important techniques you can employ.
There are even rings that can help you steal more often and more effectively. If you get into battle against a Fire-type foe. You can change your equipment any time you want. Every enemy has a weakness. Your party can use a host of weapons in battle.
Some characters eventually learn skills that allow them to share the ability to wield their specific weapons with other players. If you want to see if an enemy is carrying a rare item.
Some items will change the appearance of the character that wears them.
Assassin’s Creed Odyssey Wiki & Strategy Guide
The same goes for immortals— if you choose to assign the learned skill in a skill slot. One of the most effective is the Relax skill. Similar to Skill Linking with mortals. If the situation is particularly dire. When all else fails and it appears your chances of winning the battle are slim. If you flee. It sounds counterintuitive. Give it to one of your back-row spellcasters and defend when you get into an easy battle. Some skills make defending a much more valuable tool in battle.
Just remember to heal before you wander into another battle. Like rings. Once you get the skill Turn-Tail. And if your entire party becomes petrified. The duration of status ailments also varies— sometimes a status ailment will last only one turn. Status ailments adversely affect performance in battle by preventing the target from casting spells or by putting him to sleep. In all cases. Some enemies particularly bosses have immunities to status ailments. When you get hit by the Petrification status ailment.
Some monsters will turn you to stone instantaneously. Some status ailments persist until you take care of them through spells or items. You can protect yourself from status ailments by using skills that provide resistance.
Monster types describe some physical aspect of your foe. Some monster types are helpful in determining how you should attack them. Monsters have both types and elements that denote their strengths and weaknesses.
Hardened types are tough to hit with physical attacks. Elemental spells are effective against nonelemental foes. Since you can swap out rings during battle without burning a turn. You can deal extra damage against monsters of certain types by equipping type-specific rings. Elemental enemies are easier to fight than enemies that have no element. There are only four elements. These items are almost always ring components.
You will very rarely get great items like Slot Seeds from battle.
When you go to a new location. Going up a level not only raises your stats. This does not scale the way Experience Points do. Most importantly. But when the soldiers realize just how screwed they are.
Kaim is surrounded by an army of soldiers who are too weak to break through his defenses. In the first. You can pick any target you like.
Even K aim may not be entirely sure how he got there. To defeat it. Whichever one you hit will raise a shield to defend against your next attack. Mana Herb C. The Insane Khent Soldiers that wander the Highlands offer a good opportunity to practice your timing. Whetstone x4 E. Healing Medicine B. Kaim finds himself in the Hypocenter area of the Highlands. Healing Medicine D. Mana Herb E. Bruiser Ring C. The area is littered with the shattered husks of Khent war machines.
Mana Herb to Hypocenter When Kaim attacks with a ring equipped. While in the car. Before you take them up on it. Then open the two treasure boxes in the camp.
Proceed north down the thin path near the Bruiser Ring. Magma Fragment D. Seed B. K aim can gather valuable items. Rigging see point 2 B. Whetstone E. In the time between that meeting and his next assignment. Before following the guards into the station. Antidote B.
Lost Odyssey - Walkthrough (PDF)
Move the camera with the right stick to get a closer look. When you ride the elevator yourself. Healing Medicine E. Kick the garbage can on top to reveal the first of 99 hidden Seeds. There are five such posters in the monorail station. Four more trash cans await near the entrance to the tower.
Return it to Colen for an Antidote Brooch. Before you slumber. Continue into the Central Station Square. Wind Seal Leaf F. Whetstone x2 B. Investigate the Grand Staff construction site with fellow immortal Seth Balmore. Take that ring downstairs to the lost-and-found counter on the west side of the station. Healing Medicine A.
Seed C. Mana Herb D. Engraved Ring C. Cold Water Stone B. Seed E. While they round her up. Wind Seal Leaf B. Mana Herb J. Aqua Bomb C. Whetstone x2 I. Magma Fragment C. Healing Medicine F. Holy Knight Charm A. Antidote G. If only all literature worked that way! When you finish watching it. After a conversation with the soldier there. You can view it now. Leave the tavern and reenter. Kaim will remember a second dream.
Seed K. Be sure to stop and talk to the moms on the playground benches to trigger two events. Berserker Necklace E. Wind Bomb G. The first is a new dream. Magma Fragment x2 S A. Cold Water Stone J. Seed I. After that event. Whetstone x3 E. Hawk Eye F. Quality Iron Sand x2 B. Seed H. Make your way to the Magic Research Lab at the center of the mansion.
When you speak to the guards. Give her the Name Plate you found there. On the next bench over. Continue north through the Residential Area.
After you meet with the councilman. A order. As your merry party heads toward the open road. You can download plenty of bombs and recovery items for your journey.
Barkus the long-absent owner of the weapon shop will drive up to meet you. Before you leave. Head north from the Magic Research Lab and hit the three treasure boxes. You can then slip behind it to discover a fourth chest full of Magma Fragments. To line them up. To return to the Great Gate. The monorail to the Great Gate departs directly across from them.
Dream-seekers should opt for the latter. You can then take the elevators yourself to a treasure chest with a Platinum Gauntlet accessory. Slot Seed I. Magma Fragment x2 in tree B. Barricade [spell] F. Flare Bomb E. Antidote x2 L. Mortal Jansen has only a fr action of the strength of K aim and Seth. Whetstone x2 in tree G. Seed in tree H. Seed in tree C. Flare Bomb J. Ground [spell] E.
When an immortal first learns a skill from Jansen.
Split the Slot Seeds you find evenly between Kaim and Seth. On the hard road to come. Be sure to approach each tree and attempt to ram it with the A button. B Kelolina HP: Skills from accessories typically take longer to learn. Slot Seeds increase the number of slots an immortal has for equipping skills. Stealing has a low success rate. From that. Having Jansen cast Wind spells against Earth-type Diacorns is a good way to quickly eliminate the strongest foe in most enemy parties.
Kaim should be able to kill a Dagger Bird with one hit if you can score a Good or Perfect with a ring. Earth-type foes are weak to Wind.
While any party member has Factual Analysis equipped. As a general rule. Jansen will gain plenty of MP as he levels up. Wind-type foes are weak to Fire. Fire-type foes are weak to Water. When your foes are at the brink of defeat. Mana Herb B. Healing Medicine C. Power Drink E. Search Glasses if light is on C. Guard Heal. Keep an eye out for rock piles on the way. Make sure to light the torches near the stairs on the ground floor. The Mountain Hut offers a welcome opportunity to rest up.
If you tire of the grind. When your immortals are free to attack. Your healing items and spells are simply too weak to turn a losing battle around at this point. To avoid that situation.
Tunnel Entrance B. Slot Seed C. Use the A button to have Kaim latch on. It contains the third invaluable Slot Seed. Continue past the bridge on the other side. The bridge is out in the southern slope.
Man Eater HP: Knock them aside to reveal a chest that holds a pair of Novice Earrings. Poison [spell] D. But the respite will be a brief one.
Turn-Tail Shoes B. You should have all the spells and accessories already. You can pick up a few more items in that room. Time it so the first guard is on his walking route too. If not. Speak to both guards to get them moving. Slip out before the guard catches you. Shimmy down the ladder into the storage room.
Try to use the spell that best suits your situationdont use the strongest spell in your arsenal if a weaker spell will get the job done. And remember that skills and spells draw from the same pool of MP, so plan your spellcasting strategy accordingly. Casting Time Every spell requires a certain amount of time to cast, and that duration is sometimes longer than one turn.
In general, you can tell which spells take the longest by seeing how many allies or foes the spells affect: spells that deal damage to an entire batch of enemies at once tend to take at least two turns to pull off, while single-target spells are much quicker.
You can get a rough idea of when in the turn a spell will be cast by looking at its casting speeda number and a letter that tell you when your spell command will be executed. The number represents how many turns must pass before the spell gets cast.
The letter in the casting time indicates when within the turn a spell will be cast, with S spells going off earliest, followed by A through H. For example, if you cast a spell with a 2-G casting time, you must wait one full turn, and on the next turn you will execute the spell.
The farther through the alphabet the letter is, the later it will go off during the turn. You can change your mind if you choose to not continue to cast a multiturn spell after every turn, you have the option to take a different action. A lot can change over the course of a single turn, and your original plans might not be optimal.
In that case, cancel the spell and change direction to better serve your needs. Modifying Casting Time There are a number of ways to modify when a spell will be cast. Certain accessories will accelerate the process, as will some skills. These modifiers can make a big differencemany spells that would take two rounds to cast will be shortened to one round, allowing you to get off a power spell when you need it the most.
Casting Spells You can hasten your own casting speed with the Concentrate skill. For spells that take longer than one round to execute, the spellcasters icon in the turnorder queue will display the number of remaining rounds. If the rest of your party has trimmed away a good number of enemies, theres no need to cast a group spell when a single-enemy spell will be just as effective.
The time it takes to cast a spell may be delayed if an enemy attacks in midspell. If you get hit before you can get your spell off, occasionally it will push the execution back a full turn. The upside is that spell delays dont affect only youif you suspect a monster will cast a spell, you can focus your attacks on that monster in an effort to delay the spells execution. Some skills and items minimize the likelihood of your spells getting delayed, as well as increase the chances of delaying a monsters spellcasting.
Your Guard Condition also affects the likelihood of a spell being interrupted, as detailed under The Guard Condition later in this section. Spells affecting an entire group usually take more than one round to execute. Any member of your group can cast healing spellseven those who are not in active formation. Use your reserve members MP first when healing your party, and save your active players MP for the battlefield.
You dont need to worry about spells that cure status ailments, because all status ailments are expunged automatically at the end of every fight. The big advantage is that using an item is usually the first thing that happens during a round, even before melee attacks. If youre concerned that one more hit will take down an ally, its better to use an item to heal him than to wait for a spell to do it which would force you to weather an entire round of attacks.
Items can also take the place of spells when youre low on MP or youve been hit with a status ailment that prevents spellcasting. In such instances, items can be a good option in a push to end a battleespecially elemental items that have the same effect as spells such as a Ground Bomb, which is the equivalent of a Ground spell.
On the other hand, the ability to use items is limited to items in your inventory. You wont find merchants inside dungeons, so conserve items until you really need them. Money is never hard to come by; dont hesitate to stock up on restorative items before you enter a new area.
First, Angels Plumes dont give your party members much HP to get you back on your feetmore often than not, youll get knocked down as soon as you stand up. Second, immortal char acters come back to life on their own after two turns they are immortal, after all , and when they return theyll be given more HP than what an Angels Plume provides. The best time to use Angels Plumes is toward the end of a battle, as only the surviving and non-petrified members will earn experience. After you gain the Double Item skill, which lets you use two items consecutively, Angels Plumes become more effective because you can resurrect multiple char acters, increasing the odds that one will survive.
Finally, at the end of battle all char acters come back to life as well as lose all status ailments so you wont need to use Angels Plumes outside of combat. Youll be able to get items that heal status ailments long before youll learn the equivalent spell.
Hes back in the fight! By using items instead of attacking, characters that dont have strong magic abilities can still be effective against enemies that have tough physical defense. If youre going to use an Angels Plume, save it for the mortals. Immortals will come back to life on their own. Team positioning is largely intuitive, but there are some key aspects you should be conscious of. You are permitted to have only five active members in your battle formationthe rest of your party will have to watch from the sidelines.
You can distribute your party members between the front and back row any way you please. The best strategy is to put your stronger melee attackers in the front row and your magic users in the back. Your heavy hitters dont get an advantage for being closer to the action, but their higher Defense and HP serves to protect the entire party because of the Guard Condition system.
Jansen might not like being stuck behind a girl, but Seths high HP will save his life more often than hed like to admit. The Guard Condition GC system protects the back line of your party from taking as much damage as the front line.
When your GC is high, attacks against the back line will suffer far less damage than the same attacks against the front linethis goes for spells as well as melee hits. As a result, its best to put characters with weaker defense in the back row to preserve their lives.
The starting strength of the GC is determined by the total combined HP of the characters in the front row, so youll want to enter every battle with your front-row fighters at or near full HP. As your front row takes damage, the GC wears down. The more the GC deteriorates, the more susceptible to damage your back line becomes.
The GC wears down in increments from 4 to 0a full GC is at level 4 and gradually wears down to 0 as you take damage. Your GC falls every time your party gets hit, but the inverse isnt true healing characters doesnt restore GC.
You can restore GC in other waysvia certain skills, for example. In short battles, GC isnt much of a factor because the battles are usually over before it can make any difference. However, its important to keep your GC up in long, drawn-out battles so that your back row doesnt get battered by attack after attack.
Your GC level also has an effect on casting interferencethe likelihood of a spell getting delayed in midcast will increase as the partys GC dwindles. Enemies understand GCyour front line will be targeted more heavily early in battle. But once you get into battle its not so easy. Kaim is our first beleaguered soul.
In the first few hours of Lost Odyssey, he is portrayed as a quiet loner, with little persona. But around six or seven hours in to Lost Odyssey, we get our first significant revelation about Kaim and suddenly the character opens up and we learn the pains of being immortal. Though Kaim must reclaim his memories to save the world, he would prefer they never be recovered. A thousand years brings a lot of regret and a lot of pain.
This melancholy touches each of the immortals, but none as poignantly as Kaim. Though the main story is a throwaway, it's the personal stories of Kaim and his band of not-so-merry men that will live on after the last bad guy's been slain. Combat in Lost Odyssey is about as traditional as you will find in a modern-day game. It is completely turn-based with a menu system that seems taken straight from Everything you would expect is included.Heal up in the few steps between battles.
Learning a spell level means that youll also learn all the spell levels below itfor example, if a character learns Level 5 Black Magic, she will also gain the knowledge of levels 1 through 4. Many rings improve your fighting.
Skills have varying degrees of effectiveness, and like spells, the ones you acquire later in the game tend to be much more powerful than the ones you have toward the beginning. Rough Eaters and Rough Servants cause the Curse ailment with their physical attacks. Return to Canal Street and head toward Main Street. Descend at the first ladder you pass point 2 and turn into a darkened alleyway to find the first Royal Seal.
After a Gate Pass is inserted.
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