Legend of Legaia - Part 29 - Final Preparation
Welcome back to Legend of Legaia. Last time, we stopped Songi’s evil ambitions once and for all, and saved the Seru Kai… for now. Today… we’re gonna do a bit of cleanup! While we can head to Rim Elm and enter endgame from there, I feel now’s an appropriate time to check out what’s left in this game.
And I’ll start off… at exactly where we ended in the last part: Mt. Rikuroa! As you can see, this was the Genesis Tree where Noa met Terra for the first time.
By examining the tree, a voice will call out to Noa! Hari tells Noa and Terra that Tieg will give them newfound powers. Terra levels up once again, but what’s more:
Noa will have the ability to summon Ra-Seru Terra in battle! This can only be accomplished only if Noa has learned every regular arts, hyper arts, and miracle arts. Super Arts are not required to gain this.
I know what you’re thinking at this point, and yes: we can also get Ra-Seru Meta and Ozma as summons as well! Let’s get Ozma next. Head to East Voz Forest, and go all the way to the Genesis Tree there, where Ozma first awakened to Gala.
If you have all the required arts, Ozma should level up and you should gain access to him as a summon.
Getting Meta’s a little bit weird, though. It’s still the same method. You’d think we should go back to the Genesis Tree in Rim Elm, and- oh, wait, that Genesis Tree’s dead.
Instead, you must go to the
Genesis Tree in Sol. There, Meta will
level up and be a summon for Vahn. Maybe Gaza had some kinship with Vahn or something, through the Astral Sword, maybe? I dunno, I'm stretching things probably.
Anyway, Ra-Seru summons are incredibly powerful. Despite being only at lvl 1, they managed to deal about 4000 damage to regular enemies. Imagine how powerful it gets when I level them up!
As I probably mentioned before, there are Ra-Seru summons we can get that are hidden all over the world. I won’t be getting all of them in this playthrough, since some of the requirements for getting them are incredibly grind heavy, but I’ll at least make mention of where they all are.
The next one we can get is another easy one. Head back to West Voz Forest, and make your way to the deceased Genesis Tree there.
You’ll find a treasure chest that wasn’t there before. Inside it is a Dark Stone. What’s interesting about this accessory is its description: a broken ra-seru found by Songi. I feel that in an alternate universe, Songi would’ve been a playable character, and this would be his ra-seru.
Anyways, take it to Zalan back in Jeremi, and he’ll refine the Dark Stone into a Dark Talisman, an accessory that allows the user to summon Ra-Seru Jedo.
Well, we got Meta, Terra, Ozma, Horn, and Jedo. Those are all the easily available Ra-Seru summons. As for the other ones… they’re not so easy to attain. Ra-Seru Palma is an earth elemental seru that can be obtained in Sol’s Muscle Dome. To get the Earth Egg needed to summon this Ra-Seru, you must buy it at a cost of 100000 coins.
it should appear here once you have 100000 coins |
It doesn’t appear at first in the exchange counter, but apparently, it only appears once you gather up that much coins.
Another grind-heavy Ra-Seru to get is Mule. Mule is water elemental, and can be obtained in the fishing lake next to Buma.
Much like Palma, the Water Egg only appears in the exchange points screen once you accumulate 20000 fishing points.
There’s one more seru summon you can get. I don’t think I can call it a Ra-Seru summon, as it doesn’t quite fit that category, but back at Ratayu castle, there’s a door that led to Juggernaut’s chamber, where the Seru brides were once taken to.
The way is blocked off by guards, but there is a way to get in there. You must reach level 99 first, then Saryu will allow you access to Juggernaut’s chamber. In there is a chest containing the Evil Talisman, allowing the user to summon Juggernaut itself!
That’s it for all the Ra-Seru summons. Now, how do you feel about superbosses? Legaia kinda has one, and we can find it in Mt. Dhini.
save your game before attempting this
As you reach the top, make sure to take the save point and save your game before attempting this. Once you’re ready, head to the summit of the mountain, and you’ll get into a random encounter.
Except this random encounter is the superboss Lapis! Lapis will always get the first initiative, and will always start off the fight using Lapis Wave, a move that reduces everyone’s max MP to 0.
This effectively means that you must fight this boss with no magic whatsoever. Lapis is extremely, extremely powerful, with its regular attacks able to reach as high as 3000 damage. It's also very fast and will outspeed your entire party every time unless you have a Speed Chain or really, really high speed.
Your accessories are gonna be what’s going to make or break this fight. One character needs to be a dedicated healer (I gave that role to Gala). Whoever is the healer should have Speed Chain and a Luminous Jewel. That way, the healer can toss out healing berries whenever one party member takes damage. Lapis can only damage one party member a turn, so damage control isn’t terribly difficult. Everyone else should have either a Luminous Jewel or any accessory that raises light resistance. As for the rest of the accessory slots, I had a War God Icon for Vahn (I’ll explain where I got this later) and War Soul for Noa so they can dish out tons of damage on the boss. Once you have the battle under control, this fight’s honestly not that bad.
By defeating Lapis, you are rewarded with the Evil Medallion.
Boss didn't even have the courtesy to restore everyone's MP back! Rude...
This accessory casts berserk on the wearer, making them do random arts or not attack at all. The damage variance is insane, from what I’ve seen, but personally, I’ll stick to my own skills.
The next thing I wanna cover isn’t really a superboss, but I’d consider it as hard as one. And to do that, let’s head back to Sol one last time.
Back in the Muscle Dome, there were 3 courses we can take. We went through the Beginner course and the Expert course, and now: let’s take on the Master course! Along with the Expert course rules (no items, no equipment except for accessories), the Master course also adds a magic ban to the list. This is a very tough challenge, and here are the list of enemies we’ll face:
Round 1:
Ironman
Round 2: Viguro lvl 2
Round 3: Gold Bison
Round 4: Caruban
Round 5: Zeto
Round 6: Berserker
Round 7: Xain
Round 8: Dohati!
Round 9: Lu Delilas
Round 10: Che Delilas
Round 11: Gi Delilas
Round 12: Zora!
Round 13: Jette!!
Before I even talk about the enemies you’ll face in here, I gotta talk about the accessories you need. I went with a guide and it recommended the 3 following accessories: Life Grail, Wonder Amulet, and Defender Chain. Without magic, your only source of healing is through the battle intermissions, and that is simply not enough to get through some of the later rounds. Life Grail restores 200HP every turn, so there’s your other source of healing. Wonder Amulet is there because several bosses in this course cast status problems that you cannot recover from inbetween fights. Plus, you REALLY don’t want to get a petrify status in the second-last round. Defender Chain is there to increase block rate, which will be useful in later rounds.
The first 7 or so rounds shouldn’t be much trouble. Ironman as a first opponent is a bit intimidating, but nothing you haven’t dealt with otherwise. Dohati is where the rounds may start slowing down to a crawl. The bosses from this point on have such a huge HP pool, it’ll take a while to take them down.
The Delilas family are also there, but you’ve already fought them one-on-one, so this shouldn’t be any different. Remember their 3-turn attack pattern, and they should go down pretty easily. Zora is certainly a jump up in difficulty, however. Her regular attacks can reach as high as 1000 damage, so you need to wait till your HP is high enough to safely land a hit in. Also, be careful of her Darkness Typhoon.
The last opponent is Jette. Yes, THAT Jette. His regular attacks can do as much as 1400 damage, and his Shadow Break can throw a huge wrench in the fight. The safest strategy here is to spirit up until Jette wastes all of his Shadow Break attacks (he can only use a finite number of them), make sure your HP is high enough (about 2000), then unleash your miracle arts. Sometimes, it’s not easy to keep your HP high, as Jette can sometimes outdamage your Life Grail healing with his regular attacks, but be persistent. Eventually, you'll get turns where you'll outheal his damage input. Also, don’t bother on fighting off his other clones; there’s apparently a glitch where Jette cloning himself resets his MP to max, resulting in more Shadow Breaks. Besides, the damage the clones do is insignificant anyway. Fortunately, the game auto-targets the real Jette, so you don’t have to worry too much about figuring out who the real one is.
By clearing the Master course, you will be rewarded with an astounding 13830 coins, as well as the War God Icon, an amazing accessory that allows the user to attack twice in one turn! The cool thing about this accessory is that the second attack doesn’t use up any AP! I’d say that’s worth the trouble.
That’s about everything for optional content. The rest of this part is gonna be miscellaneous stuff I just wanna show off.
Since Nivora Ravine got thawed out ever since we stopped Koru, the place is looking a lot greener now… and also brown. Just some nice detail I forgot to point out.
I’ve been wanting to show off the file select screen at least once. Each save slot has a small character portrait assigned to it. I didn’t want to show it immediately, as there may have been spoilers for meeting a character we haven’t met, but since we’re approaching the end of the game, here it is in full. I’m also showing this to show I’ve been saving on multiple save files in the case a recording goes wrong. Sure, I could use save states for that, but I kinda like my saves official, if that makes any sense. The character portraits are in this order: Vahn, Noa, Gala, Tetsu, Mei, Nene, Cara, Grantes, Songi, Hari, Gaza, Che Delilas, Gi Delilas, Lu Delilas, and Cort.
I’ve also hinted something way, way back in part 5 that there was a certain exploit I wanted to try out with Nighto’s magic on a certain boss. So let’s rewind time and go back to Jeremi, just before we revived the Genesis Tree there.
Let’s fight Berserker again! Now, as I said before, Nighto’s magic Hell’s Music is a non-damaging attack that can either confuse or OHKO an enemy. Bosses are normally immune to such status effects, but Berserker is one of the only exceptions to that rule. I’m not sure if this was an oversight or something, but it’s possible to kill Berserker in 1 hit with Nighto’s magic! Mind you, the instant death rate is quite low (10% chance at lvl 9). This is just a neat exploit I wanted to try out.
Last, but not least, I’ll write down the entire art list for every character here. I’ve been kinda secretive about it, as there are probably some who wanna try to figure out button combinations by themselves, but since we’re approaching endgame, I think it’s fair to reveal it all now. This list will include all the regular arts, hyper arts, super arts, and miracle arts for every character. A reminder: Hyper Arts cannot be used until you learn them through their respective book, Super Arts will not be added to the game’s art list, and Miracle Arts can only be used once you’ve learned every regular and hyper arts.
Legend:
^ = up
> = right
V = down
< = left
number after command list = AP needed to execute art
Vahn
Regular
arts
Hyper Elbow - <>< - 18AP
Charging Scorch – V>^ - 18AP
Somersault - ^V^ - 18AP
Slash Kick - ^V< - 18AP
Power Punch - <<V – 18AP
Cross Kick – VVV^ - 24AP
Pyro Pummel - <>^< - 24AP
Spin Combo - ^V>< - 24AP
PK Combo – V^^< - 24AP
Hurricane - ^^VV – 24AP
Cyclone – V^^^ - 24AP
Hyper arts
Tornado Flame - >>< - 30AP
Fire Blow - >>V< - 40AP
Burning Flare - >V<V< - 50AP
Super arts
Power Slash – V>^V^V< - 54AP
Fire Tackle - <><<V>^ - 54AP
Maximum Blow – V>^V<<V – 54AP
Tri-Somersault - ^V^^^V^ - 60AP
Rolling Combo - ^V><<V^^< - 66AP
Miracle
arts
Vahn’s Craze - >V<^<^>V< - 99AP
Noa
Regular
arts
Lizard Tail - ^V^ - 18AP
Acrobatic Blitz - ^VV – 18AP
Sonic Javelin - >V> - 18AP
Blizzard Bash - ><V – 18AP
Mirage Lancer - >>^^ - 24AP
Dolphin Attack - >><> - 24AP
Bird Step – VVV^ - 24AP
Swan Driver – V^^^ - 24AP
Tough Love – V^V<> - 30AP
Rushing Gale - ^^<V> - 30AP
Tempest Break - >><^^^ - 36AP
Hyper arts
Frost Breath - <<>> - 40AP
Vulture Blade - <<><> - 50AP
Hurricane Kick - <^^^^V> - 70AP
Super arts
Super Javelin - ^^<V>V> - 48AP
Dragon Fangs - ^V^^^VV – 56AP
Triple Lizard – VVV^^^V^ - 66AP
Super Tempest - >><>><^^^ - 60AP
Love You - >>^^V^V<> - 72AP
Miracle
arts
Noa’s Ark - <^>V^<^V> - 99AP
Gala
Regular
arts
Flying Knee Attack - ^V< - 18AP
Battering Ram - <>V – 18AP
Ironhead - ^VV – 18AP
Back Punch - <>< - 18AP
Guillotine - <^< - 18AP
Head-Splitter - <^^ - 18AP
Side Kick – VV^^ - 24AP
Black Rain - ^<VV – 24AP
Neo Raising - <<>^< - 30AP
Electro Thrash - ^<V>< - 30AP
Bull Horns - <^>V< - 30AP
Hyper arts
Thunder Punch - >>< - 30AP
Lightning Storm - >>^< - 40AP
Explosive Fist - >><<< - 50AP
Super arts
Rushing Crush - <>V^<^^ - 54AP
Super Ironhead – V^<^^VV – 54AP
Back Punch x3 - ^VV^<>< - 54AP
Heaven’s Drop – V^<^^<VV – 60AP
Neo Static Raising - <><^<<>^< - 66AP
Miracle
arts
Biron Rage - >>V^V^V<< - 99AP
And with that, I think I’ve covered everything I wanted to look at before heading into endgame. There isn’t much postgame content outside of probably going for the Ra-Seru summons or fighting Lapis. The part where we reach the end of the game will be the final part of the playthrough, and it will be coming very soon. But anyways, next time: we head back to Rim Elm and stop Juggernaut!
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