Walkthrough
Chapter 7Zeto's DungeonMore...

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!


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