Where's it located: B1 Entrance of the Melda Ore Plant
What is needed to get it: Melda Key
What's found with it: Three Figure Tokens and a deactivated Meltdown
What's it guarded by: Two Duckbill Moles
Things to have before this challenge: 8 Sub-Tanks, Reverse Fire,
Infinate Resist, 7-8 Gain Hypers (agumenting Hyper Modes with Build
Hypers works good), Ice Weapons, Fire Guards and Resists, Mega and
Ultra Blizzards
Level to be at: Level 55-60
Recommended Team: Zero, Axl (for his Hyper Mode/Action Trigger), and
Marino. X is okay to use, but DO NOT use his Hyper Mode or Action
Trigger.
Duckbill Mole x2
Level
|
Type
|
LE
|
Power
|
Armor
|
Shield
|
Speed
|
Fire Damage
|
Water Damage
|
Thunder Damage
|
Zenny
|
EXP
|
FME
|
Drop Items
|
Steal Items
|
Attacks
|
Notes
|
60
|
Boss
|
58000
|
155
|
65
|
75
|
80
|
Absorb
|
150%
|
100%
|
4000
|
15000
|
1800
|
Power Charge (100%), Figure Token (100%)
|
Ultra Fire (25%), Fire Resist (20%)
|
Ultra Giga Fire, Mega Fire, Break Shield,
Kamakazi Drill (+50% Power, Armor and Shield -25%), Quake Hammer (+50%
Power Fire attack), Mantle Assualt (Fire Attack all)
|
Loses power when hit with ice causing him to not
be able to use certain moves.
|
Before the Battle: As you can see, Duckbill Mole (both of
'em) LIKE using Fire, so you can see why I said not to use X's X Fire
Hyper Mode. It's also why you need Fire Resists, and for the one who
gets a Reverse Fire (Axl, anyone?), put a Bait Sub-Weapon on 'em to
protect the others from the fire attacks. However, make SURE you load
up with as many Fire Guards and Resists as you can, since these attacks
can HURT. If a character can handle it without going into the danger
zone, put the Infinate Resist on a character (not Zero, since he's only
got two slots. Either X or Axl (if on Axl, make sure to have some
Neutralizers on him as well). This is because when the Duckbill Mole
uses its Kamakazi Drill, your Armor and Shield are going to be chopped
down by 25% each time, and that's a bad thing since it means you'll
take more damage as the battle continues. Also take note of the fact
that a Duckbill Mole will likely use a Mega Fire to heal itself. When
this happens, watch out, since it'll gain the ablity to use new
attacks. Solution? Whack 'em with an Ice attack to cool him down
(litterally!). Good ones for these are Marino's Ice Stella (so you can
hit both of the Duckbill Moles at the same time), Zero's Ice Saber, and
X's Ice Busters (either variation, though a stronger one is better).
However, the real secret to winning against these two will be Axl, his
Hyper Mode/Action Trigger, and the Bait/Reverse Water combo.
How to Beat Them: Okay, now that you're prepped for
battle, here's what you need to do. First off, before going into the
battle, make sure to load up on Fire Defense and Water Offense (as well
the Resists to protect your Armor and Shield high) as well as some Gain
Hypers (especially for Marino and Axl). You do NOT want to use X's X
Fire Hyper Mode, since if he attacks, you'll just be powering up the
Duckbill Moles so they can use their more powerful attacks. X's Action
Trigger (in his normal mode) also slows you down because he won't be
able to attack for a while, and you want to be able to attack both
Duckbill Moles quickly. If you can do Zero's Action Trigger (believe
me, I couldn't), use it. Marino's Quicksilver is EXCELLENT for this,
since she can do a TON of damage using her Ice Stella and Mega/Ultra
Blizzards. Make her Steal if you want the Ultra Fire and Fire Resist
from each of the Duckbill Moles. Now, why'd I stick Axl into the
recommended team? It has to do with the fact that he has a very useful
Hyper Mode as well as a useful Action Trigger, and if you've augmented
him to where he has even more rounds before recharging, he'll
definately help out in keeping your other characters from being hurt
nearly as much. Axl's Action Trigger is also great, and since he can
turn into Silver Horn, it is one of the main attacks to hit both of the
Duckbill Moles for a good amount of damage. However, a word of caution.
Just because you might not hit them with Fire attacks doesn't mean that
Duckbill Mole won't use a Fire attack to power himself up. He'll use a
Mega Fire to heal and power up. As soon as he does this, hit him with
an Ice attack to knock them outta the powered up mode and force them to
heal rather than attack their next turn. Also, beware of the Kamakazi
Drill attack. This nasty attack does not only a lot of damage, but it
also knocks both the Shield and Armor down by 25%, which is why I also
said to keep a Resist (or if a character can handle it, an Infinate
Resist) on the characters. Once both of them go down, you'll get two
Figure Tokens and two
Power Charges, and you'll also gain the Absolute Zero Hyper Mode. Check
the character section to see what it's all about.
Ultimate Armor
So, you've defeated the Duckbill Moles and think
you're set to get the
Ultimate Armor Hyper Mode? Well, think again, because the ones who
guard it are some of the toughest of all the bosses you'll have to
face. If you've gotten to the end of the Eternal Forest's hardest path,
you've likely faced the three Belladonnas. This boss has two of them
and another one who'll gain a TON of LE back, so here are a few
precautions before facing this boss:
- You need to be at level 75-80 for this (because the main boss is at
level 77).
- You need to make sure you have a TON of defense for this one, which
means decking out on both the Thunder and Water defense.
- Make sure NOT to use Spread attacks. You'll see what I mean in a
moment.
- Absolute Zero is a MUST for this battle.
- You will want a full amount of Sub-Tanks (as many as you can get
before taking on the final bosses) all the way full, a full compliment
of Gain Hypers, a full compliment of Backups, and a full compliment of
Reboots for this battle. I'm not kidding when I say this either.
Because they also have attacks to Bind and Beserk, make sure to have a
full compliment of Cure Ones, Cure Alls, Coolers, and Anti-Locks as
well (although with Absolute Zero, healing him will knock him outta his
Beserk mode).
Where's it located at: Tianna Camp Maze Area 1 (locked door)
What is needed to get it: Tianna Key
What's found with it: Tank Parts, Deactivated Radar Killer, and two
Figure Tokens
What's it guarded by: Rafflesian and two Belladonnas
Things to have before this challenge: 8 Sub-Tanks, Reverse Thunder,
Reverse Water, Thunder Resists, Thunder Guards, Water Guards, Water
Resists, 9 Gain Hypers, 9 Backups, 9 Reboots, Absolute Zero,
Neutralizers (if needed),
Level to be at: Level 75-80
Recommended Team: Zero, Axl (for his Hyper Mode ONLY), and
Marino. X is okay to use, but DO NOT use his Action
Trigger.
Now, let's look at the femine fatales who guard this treasure.
Rafflesian
Level
|
Type
|
LE
|
Power
|
Armor
|
Shield
|
Speed
|
Fire Damage
|
Water Damage
|
Thunder Damage
|
Zenny
|
EXP
|
FME
|
Drop Items
|
Steal Items
|
Attacks
|
Notes
|
77
|
Boss
|
31500
|
115
|
75
|
65
|
70
|
100%
|
100%
|
100%
|
10000
|
22000
|
3000
|
Tank Parts (100%), Figure Token (100%)
|
Build LE (25%), Force Tomahawk (25%)
|
Standard Strike, Deep Impact, Riot, Terra
Thunder, Ultra Giga Blizzard, Sunburst (attack all)
|
Restores LE and grows in power a little every
turn.
|
Belladonna x2
Level
|
Type
|
LE
|
Power
|
Armor
|
Shield
|
Speed
|
Fire Damage
|
Water Damage
|
Thunder Damage
|
Zenny
|
EXP
|
FME
|
Drop Items
|
Steal Items
|
Attacks
|
Notes
|
44
|
Boss
|
20500
|
145
|
60
|
60
|
110
|
100%
|
100%
|
100%
|
2000
|
4000
|
600
|
Resist (100%), Turbo Clock (100%)
|
Force Missiles (25%), Build Speed (25%)
|
Standard Strike, Fatal Attack (Guarenteed
Critical), Electromagnetic Field (Bind All), Ultra Giga Blizzard,
Energy Capture, Bold Beam
|
Restores LE every turn and gets slightly
stronger every time she's attacked.
|
Before the Battle: Now, as you can see, if you were to
use spread shots against these three, you'd be in for some SERIOUS
hurting as well as being defeated quicker than two shakes of a lamb's
tail. This is why X must NOT use his Charge Shot Action Trigger (he can
use his X-Fire's Action Trigger if he likes). This is also why Axl
can't use any of the Action Triggers that will attack all enemies. This
elimates Silver Horn, Mad Nautilius, Incentas, and Mach Jentler. You
CAN however
use Wild Jango. You'll also want to stay in Hyper Modes as
much as you can since they provide a bit more defense compared to the
normal modes, and in the case of Axl, invunerablity. Since Both
Rafflesian and Belladonnas have elemental attacks, you'll want to be
prepared for them, but take note that they also have Bind and Beserk
attacks as well. You want to be able to get rid of these aliments as
soon as they happen since you do NOT want to be hit with all that power
you pumped into a Belladonna when you attacked her. You can chance the
Bait/Axl's Hyper Mode Combo, but be warned when he gets to where he
can't use it to NOT do it again. Absolute Zero is a MUST for this
battle because of the damage he can rack up using his Calmitous Arts
attack. The more WE he can get before he activates it, the more damage
he can do. Marino will also be useful for this since her Hyper Mode
keeps no one from attacking for about six turns (unless one of the
bosses is faster). Even with all this preparation, you will want to
have a full amount of Sub-Tanks (about 8 at this point, unless you want
to wait and take these three on after you do some more pounding on some
bosses, but you'll have to wait til after you beat the game to get back
to them, so I wouldn't chance it.) as well as a full compliment of
Backups and Reboots. You can also put Decoys on if you've got either
one of the Reverses on a character. One final note about Absolute Zero
before we get into how to beat these three. If he goes below 25% LE,
he'll go beserk. You DO NOT want him going Beserk against these three,
so make sure to heal him asap before his next turn comes up.
How to Beat Them: See why I said to keep these for last?
Not only are they pretty tough, but you'll going to have to beat them
ONE-BY-ONE unlike the Duckbill Moles. This is because the Belladonnas
GAIN power each time they're struck, so you wouldn't want them
attacking you after you pumped all that power into them, would you? I
think not. First off, let's concentrate on Rafflesian. Why her, you
ask? Well, compared to the other two, she's more damagerous. She gains
a little more power each round AND she restores a lot of LE each turn.
If that wasn't bad enough, Rafflesian also has the Riot attack, and as
you know, this'll cause all characters to go beserk (if you've got a
slot to spare, it wouldn't be a bad idea to put a Berserk Block on a
character), and if a character goes beserk, they'll attack ANYONE,
including one of the Belladonnas, which you do NOT want to happen.
That's why I said to pack a full compliment of Cure Alls, Cure Ones,
and Coolers in case that does happen. She also has a nasty Sunburst
attack which attacks all and doesn't have an elemental property to it.
She's the only one with both Thunder and Ice attacks, but she rarely
used the Thunder attack on me. Now, before you start attacking any one
of these three, make sure that your characters are in Hyper Mode. If
you've got Marino in her Hyper Mode, she can do a LOT of damage in a
hurry before she needs another Gain Hyper. Absolute Zero is going to be
another one of your main hitters mainly because of how much damage he
can do with his Calmitious Arts Action Trigger. As for Axl, he'll be
attacking as well, but he'll also have the Bait Sub-Weapon on him while
in Hyper Mode so when it DOES come to Rafflesian attacking, she won't
be able to damage the other characters (provided she uses a
single-character attack). X in X-Fire is good as well, since his Charge
Collider Action Trigger does INSANE amounts of damage when at 100%. For
all purposes, until you take down Rafflesian, leave the Belladonnas
alone. It's MUCH easier to get hit by a Belladonna who hasn't been
powered up than by one who has. If Marino still has some Hyper Mode
rounds left plus you've got a few Gain Hypers (you'll need all 9 of
'em, trust me), try to steal to get the Force Tomahawk and Build LE.
Now that Rafflesian has been taken down, you can work on the
Belladonnas. Like Rafflesian, they gain back EXP, but UNLIKE
Rafflesian, they gain power from being attacked (see why I said no
spread shots?) which means you've gotta take them down one at a time
again. They have the Electromagnetic Field, which can Bind up your
characters causing them to miss turns, and you don't want to be slowed
down after you've pumped a lot of attacks into one of the Belladonnas.
A lucky shot from one of these after being attacked for several rounds
can easily KO a character, which is why you need to make sure to have
plenty of Backups and Reboots on hand to revive characters (a Decoy
Force Metal can alievate this problem as well without having to skip a
character's turn to attack). The main attack you wanna watch out for
when facing the Belladonnas is their Bold Beam move. This is the attack
that all your attacks go into. It is NOT a move you wanna be hit with.
It's sorta like the Preon S Face's Discharge move, only it can happen
at ANY time. If you wanna steal from them, they have Force Missiles and
Build Speed for the taking. You want to have full Sub-Tanks (as even
while still being careful, you'll still end up getting attacked and
likely knocked down a bit in your LE), but it's ESPECIALLY important
for Absoluter Zero. If he goes below 25% LE, he'll go beserk. You DO
NOT want him going Beserk. Once all three of them are down, you'll get
a Figure Token, Tank Parts, two Turbo Clocks, two Resists, and Axl gets
Rafflesian's DNA for his Hyper Mode. Afterwards, you can pick up two
addtional Figure Tokens as well as the Ultimate Armor Hyper Mode. Check
the character section to see what it's all about.