Disc 1 - 5. Sea of Baus
|Enemies:||Reef Worm||Floating Fish|
|Aqua Sphere||Mad Carpace|
|Numara Soldier||Numara White Magician|
|Important Items:||Treasure Glasses||All-Shield [Spell]|
|Seed (#21)||Yellow Band|
|Seed (#22)||Seed (#23)|
|Slot Seed||Apprentice Earrings|
As soon as you enter the area take a sharp left and head down the path towards a watchtower that's there. At the base you'll find a save point that you can use, but more importantly you'll find a pair of [Trasure Glasses] which can be used to reveal the items that an enemy is carrying. With them, head north from where you entered the area, and cross the bridge to reach a beach area. On the left side of the beach you'll find a large clam that you can kick; you'll be rewarded with a Healing Medicine. Also note that at this time, you'll start encountering random battles. There are a lot of Reef Worms around, which are basic enemies susceptible to Ground magic. The only thing that's tricky about them is that they come in groups. They aren't a big problem though. With a bruiser ring, you should be able to drop them in one hit -- and if not, you will be able to by the time you leave the area -- and the same goes with Jansen's Ground spell. You may also see some Floating Fish or Aqua Spheres. They aren't too tough either. Just don't be fooled by the Aqua Sphere's appearence. If you've played Final Fantasy you'll notice they look really familiar. They're actually not all that weak against magic though. Physical attacks will work better. So let Seth and Kaim take them out while Jansen focuses on the Floating Fish. There are also Mad Carpaces. They're big, but actually not hard to beat; A few attacks and a ground spell will take them down on your first turn. They just have a decent physical attack, and can hit you for greater damage if they use their Downswing ability. The final possible enemy, which you'll most likely see in the later areas of the Sea of Baus, is a Granshaker. They don't take damage too well, but they make up for it by having over 700 HP. It will take a couple of physical attacks and a Ground spell to drop one, and in that time they may get some damage in on you. Still, you can take them.
Keep heading forward and cross the bridge that you come to and head down the path to your right on the other side. Doing this will bring you to a clam that contains [4 Sticky Tapes]. Head back to the bridge and take a left, next. You'll find a machine over there that is glowing yellow. If you touch it while it's glowing, you'll be tossed into a battle. Not only that, your enemy will get a free turn at the start of the battle. The goal, however, is to examine the machine when it's safe. That will earn you [3 Insect Innards]. Back on the bridge, you'll find a treasure chest containing the white magic spell [All-Shield]. Open that, then ram down the deteriorating door to the right of it to open the path forward. The next screen can be reached by walking forward from there.
Begin following the winding trail of sand in front of you, until you come to a clam sitting on the ground. Pop it open for a [Seed], then keep moving until you reach water. Instead of turning to the right, step across the water to find another glowing machine. When it's safe, ram it and you will get a [Yellow Band]. Walk to the right, past the rock in the water to reach the next sand bank and you'll find another machine on your right. You can ram it for an [Anti-Paralysis Herb]. Walk across the next few isles of sand in the water to reach a clam containing a [Mana Herb], then head between the two large rocks on your right to reach the next screen.
You will immediately notice a whole bunch of glowing machines in the area, and not much else. The very first one in front of you contains a [Seed]. In the others, scattered around the area, you'll be able to find all of the following items: [Anti-Paralysis Herb], [Power Drink], [Seed], [Angel's Plume], [Slot Seed], [Apprentice Earrings] and a [Ground Bomb]. With all of the machines knocked over, and all of the items plundered, head to the next screen. There you'll find a whole bunch of stairs, a treasure chest to the left of them that contains [4 Pumice of Despairs], and a save point at the top. There's also a treasure Now, to be honest, you'll want to save your game and turn the console off. Why? Because when you reload your save, you will have full HP and MP, and trust me, you are going to want it for the upcoming battle. You'll also want to get Anti-Paralysis on one, if not both, of your immortals, and then equip your Yellow Band to Jansen. If you really don't want to wait for both immortals to learn it, just use the enemies in the area to help one do so -- it really will make all the difference. You can face the Magic Insects that appear on this screen to get the SP that you need. They're only worth 1 a piece, but they're very easy to beat, because they like to waste turns using their Charge ability, and that's really not useful to them. See, ahead you'll see them in the boss battle and they'll use this ability to the boss's benefit. But on their own, it's no good to them.
|Boss: Bogimoray x2||HP: 1,830 each|
Ideal preparations for this battle:
- Yellow Band on Jansen (A MUST)
- Lv 2 White Magic on Seth/Kaim
- Guard Heal on Seth/Kaim
- Anti-Paralysis on Seth/Kaim
The fight will start with one Bogimoray and a bunch of Magic Insects fighting along side it. Each turn the Bogimoray will use Absorb to gain energy from the Magic Insects. If the Magic Insects spend their turn to attack you or use Force, consider yourself lucky. If they use Charge Magic, that's not so good. See, when the Bogimoray absorbs them, he gains significantly more energy from the Magic Insects that have charged themselves; and if the big guy fills his Draw MP metere, shown in the upper-left, he'll hit you with Para-Flare, a vicious move that damages and paralyzes all of your party members (if they have Anti-Paralysis it only does damage.) The best way to handle him is to follow the old phrase of 'the best defense is a good offense; Have Kaim and Seth attack him each turn while Jansen repeatedly casts Aqua. This should allow you to have him down in two or three turns. The fight will not be over yet though. A second Bogimoray will appear already with a full Draw MP meter. Because of this, you may want to have one of your party members use Zephyr to restore your team's HP before you take down the first Bogimoray. On your first turn with the second Bogimoray, have Seth and Kaim, on the front line, use Defend. If you have Guard Heal as a skill, all the matter. You'll gain some HP. Jansen, on the back line, have just use Aqua. Seth and Kaim should take 150 to 200 points of damage, while Jansen takes less than 100 due to your GC. As soon as you make it through Para-Flare, use Kaim and Seth to cast Zephyr and heal your party up. You don't want to make Jansen do it, because by using Aqua, he is your heaviest hitter. Now on its next turn, Bogimoray may use a second Para-Flare; it just depends on whether or not enough of the Magic Insects have used Charge Magic. If he hits you again your party's HP will be really low. The good thing, however, is that all of the Magic Insects will then be out of their charge. So again, have Seth and Kaim use Zephyr while Jansen casts Aqua. Once you find yourself safely in a position where you have HP and there is no Para-Flare coming the next turn, you can have them physically attack. With two physical attacks and an Aqua, you should be able to hit at least 650. So when Bogimoray's HP gets low, just go all out on him. This battle can be one of the most difficult in the game. There's a lot of luck involved. If all of the Magic Insects choose to charge at once before the Bogimoray's turn, you're screwed -- it will probably fill his Draw MP bar. On the other hand if they don't charge at all, the Bogimoray will take many turns to fill the gauge. So long as you can keep Jansen alive, though, the battle will be in your favor, and thankfully Seth and Kaim do a good job of shielding him from Para-Flare -- at least for the first couple of times. It may take a couple of tries, but you'll be able to beat the Bogimorays with this strategy at level 16 or so. Note that you don't have to defeat the Magic Insects to end the battle.
After the fight ends, Seth will tell you to check around for damages on the Grand Staff. Well before you do that, open the chest to your right for a [Sage's Protection]. Once you have it, head to the lower-left corner of the area and approach the large pipe. Look for an area that you can examine, and press the A button. That's one of the three areas you have to check down. Head to the exact opposite side of the area, and look for another large pipe that you can examine: that makes two. Step onto the bridge, and you'll find a glowing blue sphere. Step into it to restore your HP and MP; do NOT forget to do this! The final pipe to examine is on the bridge. If you examine it (or you wander around and don't examine it for a long enough period of time) Seth will call over to you. After a cutscene you'll find yourself tossed into another battle. And that's precisely why you should have healed your HP and MP.
The battle starts off with you at a big disadvantage. There are five soldiers, and then a magician that casts Shield and Heals. The soldiers don't have high attack, but the number of them makes it collectively damaging. The key is to focus on one at a time. Each turn have Seth and Kaim attack the same soldier while Jansen casts Flare on him. You'll see one die every turn. After the first round of turns, however, you'll see a cutscene interrupt the battle. After that, every few turns some arrows will rain on your party doing between 50 and 120 damage to all of your characters. Because of this, when you are down to 3 soldiers, have your characters all use Zephyr to get your HP up. You can then return to beating down your enemies. Just make sure to target the magician on the second to last turn; you don't need to beat him for the battle to end, but if you don't beat him you won't get the Circlet accessory that he holds.
When the battle ends, you'll see some more cutscenes, only to find yourself locked in a cage. Run around fopr a bit (you may have to press the A button against the sides of the cage as well), and Kaim will recall a memory. Check it out, then press the A button to start a conversation with Jansen. You'll then get a visit from the general, and you'll hear more dialogue. Afterwards ram the cage with the A button. You'll then be given the chance to switch characters to either Jansen or Seth. They can ram their cages as well, but it won't do any good. There's nothing you can do. Just switch to Kaim, ram the door and select "Nevermind," and then wait it out until the dialogue starts up again. After another few cutscenes, you'll find yourself on the large ship, the White Boa. Unfortunately, isntead of riding first class you're locked in a prison cell.
Ram the old door on the crashed ship to reach the next area.
Follow the winding path and haed to the next screen.
Head north to reach the crater, and climb up all the stairs.
Defeat the Bogimorays.
Examine the leaky pipes at Grand Staff.
Defeat the Numara soldiers.
Proceed through the scenes of dialogue at the Troop Camp.