Legend of Legaia - Part 26 - Bringing Down the Fort
Welcome back to more Legend of Legaia. Last time, we traveled back in time to retrieve the Nemesis Gem needed to open the way to Jette’s Absolute Fortress. And today, we are going to break into said fortress and bring an end to the mist once and for all!
But before we do that… you may be wondering why I’m back here in Soren Camp. Since we’re heading to the final stronghold of the forces of the mist, I feel we should do a little bit of cleanup before we head there.
One thing I completely forgot to do a couple of parts back is to deliver the Soren Secrets to this guy. With it, he can now teach our party members new arts. Though, at my point, I’ve already learned every regular art, so this won’t be too useful. He will teach Pyro Pummel for Vahn, Tempest Break for Noa, and Electro Thrash for Gala. And with that, those are all the arts the game will teach you! The rest, you need to learn by yourself.
Back at Sol once again, we can try the Muscle Dome again. This time, I’m gonna go for the expert level. In this level, along with the item ban rule, you must fight with no equipment (aside from accessories). It’s definitely a step up in difficulty compared to the beginner course. The monsters here you’ll face are:
Round 1:
Black Piura
Round 2: High Gomboo
Round 3: Dark Ogre!
Round 4: Gold Bison!
Round 5: Ironman
Round 6: Caruban
Round 7: Aluru
Round 8: Xain
The first 2 rounds should be easy enough, but they hit you with the toughest 2 monsters in the next 2 rounds! Dark Ogre and Gold Bison hit like a truck, since you have no armor. It would be a good idea to rush them down with magic or miracle arts before they do too much damage. Rounds 3 and 4 are the hardest rounds in this course, so don’t worry too much about wasting your MP here.
Round 5 is a bit easier. Ironman does hit pretty hard, but nowhere nearly as much as the previous opponents. It does have a bit of HP to take down, but otherwise, nothing to worry about. The last 3 rounds are much easier than the previous ones; Caruban should go down in one combo, Aluru a couple of turn. And with Xain, despite having no armor, the main challenge here is draining out his massive HP pool. Xain’s attacks in your current level aren’t too powerful, so this last fight should go fine.
By beating the Expert Course, we are awarded 1532 tokens! That’s almost twice the amount we’d get from beating the Beginner Course.
I think that’s enough cleanup for now. Let’s head back to the Conkram area. We can get there by talking to Luctes back in Soren Camp, and he’ll give us a ride there.
now entering: Jette's Absolute Fortress
It’s time to storm Jette’s Absolute Fortress, and bring an end to the dreaded mist once and for all! Our heroes reach the entrance to the fortress, and find nothing but a giant wall blocking them.
| I like how she winds up the throw like a pitcher |
This must be the Gate of Hell, the impenetrable wall protecting the fortress. But with the Nemesis Gem our heroes have, it should open the way inside. Noa rushes towards the wall and tosses the Nemesis Gem into it. The gem immediately reacts with the wall, creating a giant hole in where the Gate of Hell once was. And with that, we are free to enter the lair of the last mist generator! Let’s head inside.
Through the entrance, we’re greeted by a spacious cavern. If we head further in, we’ll soon find a save point and a healing spring.
totally safe to drink from (really!)
As for monsters we’ll face here: much like the mist generator dungeons we’ve gone through, all the enemies here are serus. Such as this Barra lvl 2.
It’s not that much different compared to the first Barra we’ve fought, but this one’s got a multicutter attack, which damages everyone, so watch out for that. These enemies usually appear in the beginning area here.
Another foe we’ll be facing here is this seru: Gilium. This looks like a beefed up Viguro, and acts like one too. It’s got pretty high agility, so it can attack multiple times. It also has a special attack Thunderstorm, which damages all party members with lighting damage. As per the usual with flying monsters: low attacks do nothing.
If you’re trying to catch this seru, I highly, HIGHLY suggest bringing Ivory Books to capture it. I said before that seru catch rate can go as low as 1%. Well, this is the 1% catch rate, right here. Gilium has a 1% base chance of capturing. Ivory Books raises the catch rate by an additive 30%, so equipping it gives you a 31% capture rate. It’s still quite low, but you’ll spend far, far less time hunting for it compared to not having it equipped. And you should get this seru, at least for Gala. Gilium’s magic is one of the strongest regular seru magic in the game!
We’ll face more seru foes as we progress in the fortress.
To the right of the save point, there’s a chest containing a Life Armband. With that, let’s progress deeper into the cavern. Our heroes stop at a giant opening.
They find a huge pool of mist underneath them. They look to the top and find a giant tube in the ceiling pouring mist into the giant reservoir. The Mist Generator must be above, so let’s find a way up there.
If you look inside the pool of mist, there’s something inside… whatever it is, I don’t think I wanna jump down and see.
To the right of here is a chest containing another Rainbow Jewel. Now that we got that, let’s head left and go around the lake to find another opening. Follow through this tunnel and we should find ourselves back at the mist lake, in another area.
Our heroes take a closer look in the mist lake, and find that there is something underneath. They hear a giant roar and something tossing about inside the lake. That’s when they realize:
the thing underneath the lake is Juggernaut! The roaring eventually stops. Perhaps Juggernaut is sleeping inside? Whatever the case, let’s not stay here any longer than necessary.
Head through the tunnel up ahead. There’s a side room you can take which has a chest containing a Golden Claw, a new weapon for Noa. Follow the path ahead.
Eventually, you’ll reach this cliffside area with something on the upper floor. The next room has a door up ahead and sets of stairs on both sides. If you take the stairs behind you, you can reach the upper area of the previous room.
There are tiles that take you from one place to another, leading to a Wonder Amulet.
In this area, we’ll also be encountering lvl 2 Slippery. This enemy’s a bit more dangerous than the previous version we’ve faced. Along with the poisonous breath move it has, it also has Big Wave, Zeto’s attack! Unlike Zeto though, this seru can use it without needing to charge up a turn.
Back to the room with the stairs. Head into the door in the lower floor and it will lead you to a cleaner looking room. In here is a chest containing an Unholy Icon. There’s another door back at that previous room in the upper floor.
There’s also a save point here, so be sure to save your game.
Through this door, you’ll find yourself in that same room, only on the upper floor. A strange mechanism lies in the middle of the room, with levers you can pull. But before you go touching it, there’s another chest to the right side of the room, containing a Wonder Elixir.
Now, let’s look at these levers. By pulling one of the levers, it changes one of the tiles in a previous room. This will lead us deeper into the fortress!
As we’re about to leave the room, we’re interrupted by a laughter. The voice reveals himself as Jette, Cort’s right hand man! He appears in a puff of smoke behind our heroes, and flips the switch back to its original position. He then taunts our heroes about how Juggernaut would wipe the floor out of them, if not for the fact that it’s currently resting within the lake of mist. Jette seems to remember our heroes, though, recalling his first meeting with them back in Conkram. He jumps up and transforms with his sim-seru, now donning a black armor.
look at this showoff, making a clone of himself
He explains his plans with the mist and Juggernaut while he shows off by teleporting and cloning himself. After that quick demonstration, it’s time to fight!
Jette’s a bit of a tricky foe. He’s really fast, being able to outspeed Noa. He’s also got great agility, so he can attack up to 7 or 8 times in one move. As he demonstrated before we fought, Jette can clone himself, making another copy.
They’re identical in appearance, so you really need to pay attention to which one is the real one. The good news is that the copy version is significantly weaker, only attacking once for negligible damage.
| he also makes weird sounds when using this attack |
Jette has another special attack: Shadow Break. He spreads the darkness across the ground, and stabs it with his blade, causing pillars of flames to hit our party for about 800+ damage. I’ve seen it do at least 1000 damage, but I guess I leveled up quite a bit since last time. No tell for this attack, so keep everyone’s HP up at all times.
The most annoying part of this fight is when he makes a clone of himself, as you can easily waste your moves on the wrong target. I leveled up Gilium a bit here to do some good damage, and it managed to wipe out all the clones in one hit. If you don’t have Gilium at this point, Slippery could be a good alternative. It also seems like the party will auto-target the real Jette if he clones himself on the same turn, so that’s a good indication of finding out who’s the real one. Other than that, just hit him hard till he goes down.
Before he dies, Jette sees into our heroes’ future, exclaiming to them that only despair awaits them. His body shatters, and we are left to continue on with the dungeon.
Before we actually continue forward, flip the right switch. Head to the room with the floating tiles, and it should lead you to a Great Axe for Gala. You could probably get this before fighting Jette… whoops.
At this point, I would suggest heading back to the healing spring at the beginning of the dungeon and heal up. We still got a bit of the fortress to get through, so let’s get ready. Once you’re done healing up, head back to the control panel, and flip the left switch. This should allow us to progress further into the fortress. Let’s head to the room with the floating tiles and continue onward.
Another tunnel to cross through, and we’ll find ourselves outside, where we can see the tube spraying the mist below. It’s mostly a linear climb upward, but while we’re here, we can encounter new enemies.
Iota returns in its lvl 2 form. Along with its long string of attacks, it now has a new paralyze wave move, which casts numb on one party member. It’s rather annoying, so take it down as soon as you can.
Puera returns as well, now lvl 2. It’s got pretty fast speed, even able to outspeed Noa. But here’s an important note: Puera’s Death Game attack got even more dangerous!
Of the 4 cards you must pick from, 2 of them is the “your character dies” card! Again, pay attention to where the card you want lands.
If you’re trying to capture Puera, I should say that this place is the best place to capture this seru, so do it now when you can! I won’t go much into details for now, but later places that have Puera make it much, much harder on you to trying to capture it.
In the spiral path upward, there’s another chest to look out for.
This chest here contains a Warrior Icon.
Once you reach the top, there’s an elevator that will take you even higher. It looks like we’re getting closer and closer to the Mist Generator.
Before you head any further, check behind the elevator in the upper floor. There’s a chest containing a Lost Grail!
| save your game |
Once you head to the next room, you’ll find a room with what looks like marble flooring. Up the stairs is another save point, or rather: the last save point of this dungeon. Save your game – I don’t think it’s a spoiler to say we got a big boss coming up soon.
And I think I’m gonna save that for next time. I believe what’s going to happen next deserves its own part. Will our heroes stop the final Mist Generator and finally rid the world of Legaia from mist once and for all? Find out next time!
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