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The Legend of Dragoon WalkthroughChapter Four: Moon and Fateby Lassarina Aoibhell Table of Contents Part I: Death Frontier Items: Healing Breeze, Moon Serenade, Healing Fog, Healing Rain, Gladius, Recovery Ball, Power Down, Sun Rhapsody, Healing Potion, Bandit Shoes This place is really complicated, and I do mean really complicated. From the start, save if you wish. Then head down, left, down, right, up to get a Healing Breeze. Jump into the sandfall at your left to get a Moon Serenade. Leave this cave and you'll be back at the Save Point. Now go down, left, down, down, right, down, left for a Healing fog. Jump into the sandfall to the north to get a Healing Rain. You'll be back in the same cave. Head back out to the Save Point. Now head down, right, down, down, down, right, up, and finally right to get to a recovery point and Save Point. It would be a good idea to level up here if you wish. Now head right, up, right, down down for the Gladius weapon. Jump into the sandfall to the left to get a Recovery Ball, then head back to the area with the save and recovery points. Now go up, left, up, up to get a Power Down. Jump into the sandfall to your right to get a Sun Rhapsody. Head back to the area with the save and recovery points, then head up, right, up, left, up, up to get to yet another area containing a save point and a recovery point. Try leveling up here if you wish. When you're ready to move on, go left, up, up, right, right to get a Healing Potion. Jump into the sandfall to the south to get the Bandit's Shoes. Head out of this cave, then go up, right, up, left, up, and up. You should now be in the second save point/recovery area. Save. Now head left, up, up, right, and up to get to the last part of the desert. Exit is to the north. You can level up quite a bit at this part of the World Map. Part II: Spring Breath Town Ulara Items: Sun Rhapsody, Moon Serenade In the first screen, speak to the gatekeeper, Caron. Head north and take the left-hand path. Examine the rose beds for a Stardust. Take the left-hand path to get to the Weapon and Items shops. Check the left-hand jar on the north wall for another Stardust. Leave and head back to the area where the roses were. Take the right-hand path and the right-hand fork. Go north. See those big red flowers? Go right and up the stairs, then check the "dead" one for another Stardust. You should now have 48. Now take the left hand path. When talking to Charle, ask all three questions and a fourth will appear. After the conversation, take the teleporter at the right for a Moon Serenade. Leave and you will get a scene. Take the lower-left path and go straight down. Take the teleporter to find Miranda and Haschel. Take the teleporter again. Head left and down to find Meru. Then head north to the roses. Take the right path. Albert and Kongol are in the weapons shop. Go back to where you found Meru. In the morning, head to the teleporter. Part III: Running Around the World Map Items: None In the Home of Gigantos, try to pick up as many Sachets as you can from the Piggy enemies and use them against the Blue Birds on the World Map. Head back through the Valley of Corrupted Gravity to Fletz. If you wish, and if you can afford it, go to Lohan and pick up some Legendary Armor and Legend Casques. Even Miranda is worth using when equipped with these. While your'e there, you may wish to fight the 00Parts enemies in the area for quite a bit of extra cash - 600G apiece. When you're done, head back to Fletz and board the Queen Fury. Part IV: Frontier Village Rouge Items: Vanishing Stone (Martel), 100G, Wargod Calling, Satori Vest When you arrive, climb the ladder to your right. Go up past the Save Point and through the north door. If you have at least 48 Stardust, Martel will be able to heal her daughter. Outside Martel's door, in a pot, is the last Stardust. Give Martel all 50 Stardust and she will give you the Vanishing Stone. The chest near the Stardust contains 100G. Go back to the large room to speak to the Mayor. Take the lower-right exit to get a Wargod Calling. Take the right-hand ladder for a Satori Vest. Head back to the large area where the Mayor was and go down the left-hand ladder. Talk to the people at the north end of the dock to shop. Then head south. After a few minor incidents, a new path will be open. Head to the dock and take the small boat to Aglis. Part V: Magic City Aglis Items: Burn Out, Gushing Magma, Magical Hat, Moon Serenade, Angel's Prayer, Sun Rhapsody, Healing Fog, Healing Rain, Psych Bomb/Psych Bomb X, 200G, Healing Breeze, Pretty Hammer Speak to your party if you wish, then open the door. Use the transporters to enter the main part of the city. To the left is a locked door. Head north to move on. In the next screen, take the teleporter. The treasure chest contains a Burn Out. Take the next teleporter. That treasure chest contains a Gushing Magma. The next teleporter eventually takes you to a Magical Hat and a Moon Serenade. Return to the place where you found the Gushing Magma and head out the north exit. Take the teleporters to a large door with purply light coming from it. Inside this room you will find two strange magical creatures and an Angel's Prayer. Take the exit at the upper-right. The teleporter leads to a platform with four more teleporters. Take the north one to get to a platform with a Sun Rhapsody and another teleporter, which will return you to the platform with four. From there, take the left teleporter. Follow the chain of teleporters and you will enter a new room. Go out the upper left exit (near Spino). The treasure chest on the next platform contains a Healing Fog. Take the south teleporter. In the next area, you have a platform with five teleporters. Take the south one (on the right-hand fork of the "y") to get a Healing Rain. Go back to the area with five teleporters and go up to the 90° angle, then take the teleporter on the right. You will meet Savan. The "test" answers are below; you must speak to Savan to begin each test. Boss: Last Kraken/Cleones (Water) Part VI: The Dragoon Towers Items: Jade Stone, Blue Sea Stone, Golden Stone, Violet Stone See that weird stingray-type thing just outside the teleporter in Zenebatos? That is Coolon, your "wings." Hop on and head to Vellweb by way of Deningrad, Kashua Glacier, and the Snowfield. You might want to stop by Lohan on your way and pick up a Legend Casque for everyone, as well as some Legendary Armors. Visit the merchants in Vellweb if you need to and make sure you save. Head up to the Dragoon Towers and go around counterclockwise. The tower directly above where you enter the ring was Rose's; it's empty now. The tower to the left is Syuveil's. Go there first. Boss: Syuveil (Wind) Boss: Damia (Water) Boss: Belzac (Earth) Boss: Kanzas (Thunder) If you'd like to, you can level up in Vellweb for a while. Otherwise, head back out and have Coolon take you back to Zenebatos. Part VII: Law City Zenebatos Items: Flash Hall, 200G, Gravity Grabber, Spirit Cloak, Down Burst, Frozen Jet, Burning Wave, Spectral Flash, Night Raid, Rainbow Dress Head right from the entrance. You'll find a Save Point. Speak to the white Lapto. If you choose "Law Factory" you can use the Item and Weapon shops. You must choose "Legislation Center" in order to change laws, and you will need to change quite a few laws to progress. You must avoid the little white robots. Don't worry about the treasure chests right now. You will probably get caught at least once, and when you are put in the "jail", Kongol will rescue you. You'll find a Flash Hall and 200G outside the jail. At any rate, go to the Legislation Center and stand behind the Laptos. Move up as the line progresses, but make sure you stand behind the blue line until the last Lapto in front of you is done. When you are next, move forward and press X at the ! marker. Tell them it is a revision of the law, not a submission of a bill. The laws and their effects are below.
I very strongly recommend that you change law #659 first, as it will make your life just infinitely easier. Head to the Law Factory and play dodge-the-Laptos again. Inside the factory, speak to the Lapto o the left. It will give you a Law-Launching License. Go tot eh Law Launcher, where you will find the most challenging game of dodge-the-Laptos. When you've evaded, step on the disc. Having launched the law, you can now get out of here and you will no longer be arrested. The treasures are as follows: Boss: Kubila, Selebus, Vector (Dark) Part VIII: Death City Mayfil Items: Down Burst, Poison Guard, Stun Guard, Panic Guard, Protector, Frozen Jet, Active Ring, Flash Hall, Destone Amulet, Bravery Amulet, Magic Ego Bell, Healing Rain (x2), Halberd, Spectral Flash Mayfil can be very tough, but remember, you can always go back to Zenebatos to stock up if you need to. Head out of the teleporter room. In the next area, you'll find an optional boss battle with the soul of Feyrbrand. I suggest you participate in it. Boss: Dragon Spirit (Wind) Boss: Dragon Spirit (Water) Boss: Dragon Spirit (Void) Boss: Lavitz' Spirit (Wind), Zackwell (Dark) Part IX: The Divine Tree Items: Phoenix Plume, White Silver Dragoon Armor, Moon Serenade, Sun Rhapsody, Healing Rain Save and move on. In the next screen, the faint sparkle to your left is a Phoenix Plume. In the next, you'll see a fruit of the Divine Tree. Keep moving. The sparkle on the fourth screen is also a fruit of the Divine Tree. The next screen is just a bunch of pathways. Take the stream to the top. In the area where you land, the sparkle is the White Silver Dragoon Armor. The puddle is a recovery point, so you may want to level up. When you're ready, head onwards. The sparkle in the next screen is, once again, another fruit. The following screen has a Save Point at the upper right. Remember that critter that Kongol woke up? It ain't a morning bug. Boss: Caterpillar, Pupa, Imago (Void) Part X: Personal Battles Items: Frozen Jet, Down Burst, 200G, Spectral Flash, Indora's Axe, Golden Dragoon Armor, Flash Hall, Night Raid, Burning Wave, Gravity Grabber, Detonate Arrow, Dragon Buster After the little scare over the birth of the Virage Embryo, head right for a Frozen Jet. When you move on, you'll be in a grassland. Keep going and you'll find yourself in a snowfield. Miranda will run off and you will see a cinema, then get into a battle. Boss: Death Rose (Void) Boss: Claire (Lightning) Boss: Indora (Earth) When you control Dart and Rose, head out to the North. To your right is a chest with a Night Raid. Head north again. Take the right-hand path to get to a Burning Wave (beyond the steps.) Head north to fight Michael. Make SURE Rose is equipped with the Dark Dragoon's Armor. Boss: Michael, Michael's Core (Dark) Boss: Dark Doel, Light Sword, Shadow Blade (Lightning) Boss: Archangel (Light) Boss: Super Virage (Void) Boss: Zieg Feld (Fire) Part XI: The Final Battle I VERY strongly suggest that you put Miranda in your party. Your choice of the third party member is your decision, of course. I chose Albert because I'm rather fond of his Additions and his defensive spell. Do not equip Miranda with the Detonate Arrow, as this will hinder you rather than help you. I strongly suggest having a Legend Casque and a Legendary Armor for everyone. Give Miranda the Physical Ring to help out her not-so-great HP's. Dart should have the Attack Badge or the Giganto Ring. Give Albert the Bandit's Ring, or give him an Attack/Guard Badge and the Bandit's Shoes. If you're using Meru, give her something to help her HP out; ditto for Rose. Haschel should get a Giganto's Ring. I also suggest equipping Dart with the Bandit's Shoes and Miranda with the Dancer's Shoes. You want your party to be as fast as possible. First Form. This form invovles Frahma and four Tentacles. Take the Tentacles out first, as they can do quite a bit more damage than you can really handle. Frahma has very strong physical and magical attacks. Don't use Dart's new Dragoon Magics just yet. It costs a lot less to have Miranda cast Gates of Heaven, and believe me, you'll want the hard-and-fast power of the Dragoon Magics later. After you have damaged him enough, he will switch forms. Second Form. Frahma has better defense and offense in this form, as well as some very powerful damaging attacks. He will occasionally suck one of your party members into his body. You can still attack him when this happens; basically the only effect is that you lose the use of your party member for a while. After a few rounds he will expel the captured member, causing damage to both that party member and another. Guard and heal when necessary. Conserve your MP and SP; Additions are still your best bet. After he has taken sufficient damage, he'll switch forms again. Third Form. In this fight, Frahma can summon Bomb Stars to help him out. They explode and cause serious damage to you. The setting of this battle switches from day to night. During the day, Frahma's attacks will be fire-based. Make sure your characters are at full SP and MP; just keep blasting Frahma with your Additions. When you've damaged him enough, you'll get to his final form. Final Form. When Frahma summons Monsters, do everything you can to take them out fast. If Frahma curls up into a little lump, your Dragoon offense and defense will be severely reduced. Do not use your Dragoon form when this happens. This is the time to throw everything you've got at Frahma. I suggest using the Divine Dragon Cannon magic. Use Rose Storm to protect your party and generally use your strongest attacks. Make sure everyone has plenty of HP, as Frahma has some vicious attacks that can just destroy your party. Well, that's it. Sit back and enjoy the ending--you've earned it! I hope this walkthrough has been helpful to you. If you have questions, comments, suggestions, or criticisms, please email me at rina@rpgplace.net and let me know. Back to the Index of this walkthrough Lassarina Aoibhell's Contributor Page The RPG Place is copyright Lassarina Aoibhell, 1998-2012. The games featured on this site are copyright the companies who made them and the webmaster is in no way affiliated with these companies or games. All original work on this site, however--guides, reviews, fanfiction, etc--is copyright its author and may not be posted without the author's permission; refer to the recent Supreme Court decision about electronic publishing of news articles without the journalist's consent. If you would like to use material from this site, please contact the author of the material in question. |