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Walkthrough | Chapter 7 | Zeto's Dungeon | More... |
ITEMS TO GET: Healing Leaf (x10), Thunder Book I, Healing
Leaf, Healing Flower, Fury Boost, Healing Bloom (x2), Short
Sword, Shield Elixir, Phoenix, Medicine, Burning Jewel,
Tempest Jewel, Door of Light, Mettle Ring
Back at Biron, Gala is excommunicated
for using a Seru, but your party remains welcome at the
monastery. Go talk to Maya and she'll give you 10 Healing
Leaves before she leaves. The stores also stock new
equipment; as always, you won't be able to buy anything,
but at least try to upgrade your weapons and get Gala some
actual armor.
If you're in the market for new Arts,
Kin has some to teach you. You can also pick up another
technique for Gala by taking him back to the book in Drake
Castle that you read to acquire Arts for Vahn and Noa.
And all the way back in Rim Elm, Tetsu will teach you
more Arts as well. You can also speak to Mei in Rim Elm;
she'll yell at you if you sold your Hunter Clothes. This
event may affect the ending (Legaia has several of 'em),
but we're not sure at this point.
Your next destination is Zeto's Dungeon,
located in the valley formerly covered by mist. Be sure
to come well prepared, as it is home to one extremely
powerful boss (none other than Zeto himself). Once at the
Dungeon, enter the main pyramid and descend the stairs.
The first basement of the dungeon is
home to Zenoirs, a new species of Fire Seru (capturing
these guys can be a bit tricky), and more Level 2 Gimards
and Theeders. Now that Gala finally has a Ra-Seru, give
him the Ivory Book and let him go to work assimilating.
Head east across the first bridge,
then south. Pick up the Thunder Book I from the chest
and use it on Gala to teach him his first Hyper Arts, Thunder
Punch. Cross the bridge to the east and go both north
and south for two chests, then continue west until you
reach another chest. This one contains the all-important
Fury Boost, which basically puts a character in Spirit
for the rest of the battle. Save it for emergencies;
they're hard to come by.
Proceed up the ramp in an orderly fashion,
then continue west. Follow the straightforward path until
you're called upon to go left or right. First, go left for
a Healing Bloom, then go right a couple platforms and you'll
see a doorway. Go through and hop in the elevator. It
will take you down to the second basement, where you'll face
more Zenoirs, and also Veras and Nightos. Again, have Gala try
to grab them both (especially the Vera) with the aid
of the Ivory Book.
Before leaving the room with the elevator,
walk around behind it and open the partially-concealed chest
for a Short Sword. Equip it on Vahn, save, and head south
into the maze. Proceed until you reach the first turn to
Vahn's left. Go down that hall and into the room for a
Shield Elixir. Head back to the main path and continue
to the next side passage. Go north, get the Phoenix from
the chest in that room, then continue again. At the next
fork, you can either go left and get some Medicine, or just
forget about it and go south. Continue south past the turn
to the east and you'll reach a room with a Magic Leaf in
a chest. After getting the Leaf, go back north and take
that turn to the east. It will lead you down a hallway,
and into a separate screen.
Here, you'll find several doors off to
the side, each leading to a room with a chest. Go to
all four rooms, then make use of the Memory Statue. Heal
Gala, then proceed west into the large room. Songi will
hop down and challenge Gala to a duel.
Hopefully you've picked up a Vera for
Gala already, because you'll need it here. Basically,
start off by using Spirit. Songi will either attack,
doing little damage, or use Hyper Wave for about 250 HP
damage. Attack him back with a combo (right, right, left,
right, down works well). Then use Spirit again to charge
up, etc. Spirit boosts your defense as well extending
your agility bar, so you shouldn't take too much damage.
Whenever necessary, heal with Vera's Mystic Care -- Gala
should be faster than Songi, so he'll get to go first.
Songi only has about 750 HP, and will consequently go down
pretty quickly (we took him out with four combos). You'll
be rewarded with the Mettle Ring for defeating him.
If you think that's the end of the dungeon,
though, you're wrong -- the fun has only just begun. Continue
west into another elevator room and descend down to the third
basement, populated by Zenoirs (still) and Gizams. You may
have to wander around for a bit to get them to appear (there
don't seem to be any fights in the elevator room itself),
but if you wanted to be complete and catch one for Gala too,
now you can.
Save your game at the save point in the
elevator room (this is very important, unless you want to
fight Songi 10 times), then check your status. You
should be at about level 10 or 11; if you're
under 10, the upcoming battle may be impossible -- use a
Door of Light to leave and go find some enemies to fight.
Vahn needs to be equipped with Mei's Pendant, and should
have most of his MP -- use a Magic Leaf on him if need be.
Have Noa heal everyone with her magic; she'll die quickly in
the battle, so you should expend her MP now. When you're
think you're ready, leave the elevator room and go
north to face Zeto.
This battle may seem impossible at first,
but it can be won. On Vahn's first turn, have him
use the Fury Boost on himself (this is essential!), while
Noa and Gala attack with their best combos. Keep attacking
until he uses Call Wave, then have Noa (because she's fastest)
use Mystic Care on Vahn to make sure he's healthy before the
wave hits, while Gala does the same (Gala's slow, so his heal
will come after the wave). The first Big Wave will kill
Noa, and possibly Gala. If Gala's still alive, have him
attack with Thunder Punch and heal himself. He's not essential
though, just Vahn. All you have to do is have Vahn use two
Flame Tornadoes in a row (thanks to the Fury Boost, he's in a
permanent Spirit boost) when his HP is above 575, and summon
Vera to heal himself when he's not. Zeto can never do more than
575 damage in one hit, so as long as you stay that high, you're
safe. When your MP drops under 30, use a Magic Leaf on your
next available attack opportunity (i.e., when you're not healing)
to bolster your MP. Zeto's got 5000 HP, but as you long as you
keep up your HP, you stand a good chance of winning -- not
necessarily on the first try, but within a reasonable number
of attempts.
An alternate strategy many people have
suggested is to use Spirit on the turn after Zeto uses Call
Wave, thus reducing the damage it deals. We haven't had a
chance to try out this strategy yet, but it's been reported
as very effective, so give it a shot first.
When you finally manage to beat Zeto,
he'll die, and then you'll see a brief FMV clip of the Mist
Generator being destroyed. Take a break -- you've earned
it! [next chapter] » Ancient Winds | | | |