Chapter 6: The Sunleth Waterscape
Encounters:
Flandragora
HP: 7290
MA: 53
ST: 107
Stag: 150%
CP: 32
Garchimacera
HP:3510
MA:132
ST:71
Stag:120%
CP:48
Hedge Frog
HP: 513
MA: 152
ST: 598
Stag: 120%
CP: 8
Gremlin
HP: 896
MA:86
ST: 48
Stag: 130%
CP:16
Scalebeast
HP:37125
MA:245
ST:200
Stag: 115%
CP: 160
Mud Frog
HP: 9450
MA:126
ST:121
Stag:160%
CP:48
Wyvern
HP:48600
MA:88
ST:171
Stag: 200%
CP: 128
Treasures
Mysterious Fluid (X8)
Belladonna Wand
Procyons
Doctor’s Code
Iron Shell(X15)
Librascope
Scaled Wing(X10)
Metal Armband
Aqua Ring
Game Play
So we start out as Sazh and Vanille. Yay! Use all that CP that
we’ve gained as Light and Hope, then if you wish save your game. (I told you
it’s a guiding rule) Anyway with Vanille I would work on her Medic level first
then Ravager, then Saboteur. With Sazh work on Ravager and Commando first then
Synergist. Synergist gives Sazh an extra accessory slot and with Vanille you
want to unlock Cura and Ensuna in her medic role and Poison in her Saboteur
role.
You want to have the undermine Paradigm with Saboteur role and
Ravager, Dualcasting and slash and burn again this time around. Flandragora are
immune to physical damage, so be sure to have dualcasting or undermine on hand.
The war and peace for healing with a medic and commando or Yin and Yang with A
medic and Ravager. Either works for healing.
Now after all that we are ready to move on! Welcome to the
Sunleth Waterscape. Isn’t it pretty? From the save point just jump across to
the next island and keep going like that for a while. If you go to the left
after the blue jump rings you’ll find a sphere waiting of the plundering. Grab
it and get back to the way you were going.
Be on the look out for a sphere in the Sun-dapple trail area, on
the left early on it contains the Belladonna wand for Vanille. On the round
about with all the Flandraora there is a sphere, containing a new weapon for
Sazh, a pair of zprocyons. Equip these if you wish before moving on.
If you got to the left and fight a group of Gremlins there is a
sphere to collect back there. Watch the cut scene and get ready to be sad. Very
sad only. Anyway pick yourself up and dry you eyes, and let’s carry on.
Continue down the path, save if you wish or shop or upgrade at
the Save point.
Ok so like the game says, you’re going to be facing Scalebeasts.
These guys are easy to sneak up on, but they wont take damage till they are
staggered so keep that in mind going forward. That being said they do yield 160
CP each time. They are harder to beat, but if you keep your health up and
stagger the buggers fast a couple of times they are yours. There is a sphere to
the left of where we start after the cut scene that is guarded by a Scalebeast,
it’s treasure is Iron Shells(X 15). Other than that you can avoid the
Scalebeasts unless you just wanna fight them.
Pick up the sphere on your way down the trail on the left past
the Scalebeasts but before the Gremlins. (Gremlins sound like my ferrets
chittering when they’re mad at me.) take out the next group of gremlins and
collect your sphere. (at this point for me all my character roles were at the
Crystarium caps. You may want to think about doing this too, before the end of
the chapter)
Anyway at the big tree there is another cut scene, apparently we
needed some down time. Anyway go look for Sazh! ( I need a moment. *Sniff* Ok
let’s carry on)
OK now it starts to get a little weird. Here you get to control
the weather, sort of. At the Save point save again if you wish, and read
thought the tutorial the game gives you on the weather control spheres.
So in the rain you will encounter Mud frogs, Hedge Frogs, and
scalebeats. In sunny weather you will encounter Wyverns and Flandragora and in
either condition you will meet both Gremlins and Garchimacera.
So stick with rain for the first orb. At the second switch to
dry conditions. Each time you change the conditions you respawn the baddies in
the area. Anyway sticking with rain then dry will pit you against a set of
flandragora to get to a treasure sphere instead of a scalebeast. So take the
right hand path after the second orb to avoid the Wyvern. It’s a nasty beastie
that can be a challenge to beat. If you feel up to it or need the CP then go
for the battle other wise the Flandragora are a much easier set of critters to
take out. Touch the third weather sphere to switch back to rainy.
If you decide to fight the Wyvern, use Esuna to remove protect
from the creature. And be sure to buff up yourself. Keep and eye on your hp and
just hit it till it staggers then hit it some more.
By pass the Scalebeast, if you want or take it out, up to you.
Once inside what seems to be a cave go to the left and switch to dry conditions
again. This time it’s easier to fight the Flandragora again than a scalebeast.
Collect the sphere neary by and carry on after switching back to rain. Alright!
The control by the scalebeast is the last one. You might want to switch it back
to dry before moving on. Save at the save point and if you haven’t hit the
level caps for your roles yet, you might want to think about grinding till you
do. Either way get ready for this chapter’s boss fight.
A little set up before hand. Have tide turner in your Paradigm
deck.( Synergist And Saboteur) Make regular use of War and Peace in the up
coming fight or you may not make it. You also what Dual casting in your deck.
So your Paradigm deck should be Tide Turner, Dualcasting, Slash and Burn, and
War and Peace.
Also having your Crystarium maxed out for this point in the game
is a great way to make sure you have all the abilities needed to beat these
guys. OK preparations are complete, here we go.
Boss fight
Enki and Enlil
Enki
Hp:-75600
MA:171
ST:133
Stag:150%
Cp:500
Enlil
HP:75200
MA:185
ST:120
Stag:150%
CP:500
OK so start with Tide Turner. Debuff Enlil and let Sazh cast his
protective spells on the party. It might be a good idea to choose the abilities
you want to cast as Saboteur, You want deportect, deshell and poison on Enlil
and you don’t want auto-hinder to change targets on you with out warning.
USE LIBRA OR LIBASCOPE! These guys have weaknesses. Enki is weak
to Lighting and immune to water and Enlil is weak to water but Immune to
lighting. So keep that in mind!
Now that we have our buffs and debuffs in place lets start
kicking some butt. Use Slash and Burn to bump the stagger gauge on Enlil to
about 40%. Once there switch to Dual casting to stagger the beastie quickly.
Once Enlil performs bellow be ready for things to get harder.
Bellow bestows a bunch of buffs on Enlil that make things just a
bit harder of you. It also means an attack called Raging Tempest. You should be
able to stop this with him on screen and by attacking him before he can preform
the attack. Keep healing and don’t worry, he’ll fall.
Enraged is an attack that will more or less claw you. Both
creatures preform this attack. Both will preform Bellow too. The buffs are the
same for each creature. Enki goes down easier than his friend.
You get 1000 cp and an Crystarium expansion after the battle.
Take a moment it upgrade what you can and get ready to move on.
Hey guess what? Next Chapter!
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