Hoffman Island Guide
Star Ocean: The Second Story starts off easy enough, but the challenge quickly ramps up as you progress through the game. By the time you arrive in the Hoffman Island ruins, you may quickly find yourself in over your head. Don't worry; the GIA is here to help -- with this guide to the terrain and denizens of Hoffman Island.
Getting In
You'll only visit Hoffman Island at a certain point
in the story; both Rena and Claude will need to make this journey. Before
leaving on your ship, be sure to make sure your characters are properly
outfitted with the best weapons and armor you've got. Plenty of Cure
Paralysis items, as well as some HP and MP restoratives, are a boon as
well. Rena's Dispel spell is a must-have; it'll save you from the
paralysis-happy monsters you face on the island.
When you're ready to leave, return to Hilton and
tell the yellow-suited soldier outside the ship that you're ready
to leave. After a brief boat trip, you'll arrive on the island in
the northeast corner of the Expel map. Whenever you need to sail back
to Hilton, just return to the beach where you landed and talk to
the soldier again.
| Outside the ruins |
Once you arrive at the ruins, head up the ramp in
the middle of the scene (if you continue around the side of the
temple, you'll see a close-up shot with a broken pillar, but it
doesn't seem there's anything here). As you continue up the ramp,
you'll see the door of the temple; head on in.
Goodies and tidbits | |
The first few rooms of the temple don't have any
enemies in them. After Leon and your hero open the first door, proceed
through into the main hall. Enter the three doors along the northwest
and northeast walls, and collect the chests within (one of them
holds a weapon upgrade for Opera). Then take the passageway in
the southeast corner of the main hall. Use the save point, then
hop in the elevator. The elevator takes you down to the mines
underneath the real dungeon. This is the real dungeon,
and the place where you'll be seeing all the fighting.
Enemies
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Doomaxe. The grunts of Hoffman, the Doomaxes' most defining
characteristic is that they don't have one. Though they have an above-average
amount of HP, they don't have any nasty special attacks, so you
can just use physical attacks against them. Occasionally, they'll
achieve a Raided Attack and drop down into the middle of your party,
but even then you can beat them without too much trouble.
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Salamander. These are the big kahunas. Not only do
the Salamanders possess a lot of HP, they have long-range fire
breath and a tail whip that leaves characters permanently paralyzed.
This is why you need Rena's Dispel magic; once paralyzed, a character
remains so until cured by Dispel or the Cure Paralysis item (even
a rest at the inn can't cure you). Protect Rena at all costs, and
try to attack the Salamander from both sides to prevent it from
fighting back. One is no problem, but two can be a challenge. If
you end up with only one non-paralyzed characters, try running around
as a last resort and trying to lure the Salamanders into the mine
carts, while keeping your distance -- remember, if your whole team
ends up paralyzed, you lose. Range attacks, not to mention Ashton's
teleporting Leaf Slash, are also useful.
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Guarder. The Guarders' large shields block any head-on
attacks, which, when combined with their affinity for large groups,
can make them somewhat of a pain to deal with. Sneaking up behind
them is the obvious solution, but that's somewhat easier said than
done -- try ganging up on one Guarder by having one character attack
from each side. Magic, of course, can penetrate their defenses
from any side.
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Giant Bow. These bow-wielding enemies don't show up too
often, but when they do, they're usually accompanied by Guarders.
Go after the Giant Bows first; their bows give them a long striking
range, as well as the capability to poison or stun you. Fortunately,
they have very little HP, so catching up to them is all you really
need to do.
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Blackslime. Blackslimes appear even less frequently than
Great Bows. Despite their ability to replicate themselves (an ability
an RPG slime worth is weight in FOL possesses), they're quite easy
to defeat. Just use physical attacks to take them out, and don't let
their ability to temporarily stun you bother you.
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Kitty. Don't expect much of a fight from these mole-like
critters; one hit will put them out of comission, and they won't
fight back. On the other hand, they'll almost always drop Reverse
Dolls (or occasionally Pretty Idols), Star Ocean 2's equivalent of
a Goat Doll or Soul Gem.
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Mine Cart. Sure, this isn't an actual enemy, but you've still
got to watch out for it. Mine carts roll down the track in the
center of the battlefield, and any fighters unfortunate to stand
in its way will suffer massive damage, sometimes enough to kill off
a completely healthy character. Just stay out of the center when a
mine cart appears in the distance, and use Circle to switch to and
move any stragglers. Of course, you can also use the mine carts to
your advantage by luring the enemies into their path...
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Navigation
The Hoffman mines are fairly non-linear; your goal
is to simply get from the elevator to the chamber where the boss lurks,
defeat it, and leave. Getting there can be tricky, though, since
the mines are fairly mazelike -- unless, of course, you use the
handy map we've provided for you.
| Getting the Paralysis Check |
There's plenty of chests strewn about the mines,
but not all of them are really worth collecting. The only essential
ones are the paralysis-preventing Paralysis Check (collect this
right away and give it to Rena), the Sturm Ring, and the Dictionary
(a better weapon for Leon).
Don't touch! | |
You'll also encounter various levers embedded in
the wall (denoted by red dots on the map) at
various spots around the mines. Pulling these will trigger an
explosion that demolishes some of the terrain, and also damages the
party. There doesn't seem to be anything to be gained from
doing this, so just leave the dynamite alone.
The Boss
When you see a Save Point, you know you're just
outside the boss's chamber. Be careful about saving, however --
if you overwrite your main save, you might end up stuck in the
ruins without enough supplies to get out. Saving in a separate
slot is much safer.
| As a result, we were able to excavate it! |
Before continuing, heal your characters (and
restore their MP, if needed). Equip Rena with a Reverse Doll to
protect her from the bosses' thunder spells -- you'll need her
to stay alive so she can heal the others. If you've got more
than one Reverse Doll, it wouldn't hurt to outfit the rest of
your party with them too. Place Rena, Claude, and two other
fighters (i.e., anybody besides Celine or Leon) in your party.
Inside the boss's chamber, you'll find the mineral
you need -- but before Leon can grab it, a boss randomly appears.
It's actually two bosses -- a pair of Harfainxes. They both possess
identical traits, including the ability to cast a Thunderstorm
spell that does about 700 damage to all four of your characters.
It's two, two, two bosses in one! | |
The best defense here is a good defense -- as long
as you keep hitting the Harfainxes, they can't charge up their
spell. In other words, just rush the monsters, and let Rena (under
her first AI setting) take care of healing. You don't need to
conserve MP, so go ahead and set your allies to "Attack with all
MP." Long-range attacks, such as Precis's Parabola Beam, are
helpful.
Once you've beaten the boss, you'll finally get
the mineral, and you'll also receive free healing. Save the
game at your save point, then hurry back out of the ruins. Talk
to the soldier waiting on the beach and you'll set sail back for
Lacour, ready for the next chapter of the game. And so the
adventure continues...
Feature by Fritz Fraundorf, GIA
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