Dark Cloud 2 - Weapon Basics - Guide for Dark Cloud 2
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********************************************* * * ** DARK CLOUD 2 - PLAYSTATION 2 ** * * ** FAQ - WEAPON BASICS ** * * ** by: KitKatt (Kay Allan) ** * * ** Version 1.0 Completed Dec 10, 2003 ** * * ********************************************* > THIS PORTION OF THE FAQ IS INTENDED TO BE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= A REFERENCE GUIDE NOT A WALKTHROUGH =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > Use Ctrl+F to find what you need. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * * TABLE OF CONTENTS * * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* 1. Dark Cloud 2 Weapon Build-Up. * Weapon Upgrade Definitions. * Weapon Abilities & Attributes. * Other Weapon Definitions In This FAQ. 2. Types of Weapons. * Right-Hand Weapons. * Left-Hand Weapons. * The Ridepod. * Monster Badges. 3. Weapon Stats. * Weapon Guages. * The Status Screen (Attributes). * Attribute Descriptions. * The Build-Up Screen (Upgrades). * Accessing The Weapon Status Screen. 4. Building Weapons: The Synthesis Process. * 'End-of-Line' Weapons. * 'Spectrumize' and 'Synthesize'. * Synthesis Points. * Items That Can Be Synthesized. * Making a Weapon into a Synth Sphere. * Steps in the Synthesizing Process ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ + + + 1. DARK CLOUD 2 WEAPON BUILD-UP + + + +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ > Max's Ridepod and Monica's Monster Transformations are treated as weapons in this FAQ. > Why bother to build up weapons? >> Max and Monica are only able to increase their HP and their defense through Power-Up Items. + These come only as the georamas are put together. + The increase in either HP or defense comes slowly. >> In order to reduce the chance of damage in battle, the faster the monster can be taken out, the better. + For a monster to be killed with only one or two blows, it is ESSENTIAL to build up weapons as quickly as possible. + The problem is this process requires a lot of battles: - Each weapon being upgraded needs to kill a lot of monsters. - For full success in the game, there really is no way around it. *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** Weapon Upgrade Definitions ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* > The game uses two terms: 'Leveling Up' and 'Building Up'. - The two terms have quite different meanings. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Leveling Up =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > This refers to the process of increasing the stats of the current weapon. >> As it 'levels up', the weapon's name remains the same. >> A weapon starts at level 'zero' (no number attached to the name). >> As the levels increase, the weapon's name has + and a number added to its name, for example: + A Stinger Wrench that is at the 5th level: - 'Stinger Wrench+5'. + A Destruction Armlet at the 12th level: - 'Destruction Armlet+12'. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Building Up =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > This refers to the process of changing the current weapon to a new one that is better and stronger. >> The new weapon has a different name without any + amount (the level of the new weapon is zero). >> The new weapon has to be leveled up again. >> You will probably have to level up more times each time you build up to another weapon as the weapon becomes stronger. + For example (these numbers are approximate): - Classic Gun --> Trumpet Gun ....... may only need +2 to +3. - Trumpet Gun --> Grenade Launcher .. may need +5 to +8. - Grenade Launcher --> Dark Viper ... may need +12 to +15. - Dark Viper --> Supernova .......... may ned +18 to +22. *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** Weapon Abilities & Attributes ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* The Manual describes 'Special Abilities' and 'Abililties'. > That does not really distinguish between the two. >> The word 'Attribute' is a better word to: + Describe the characteristics the Manual calls 'Abilities'. + Makes a better distiction between the two. >> The Word 'Ability' describes the characteristics the Manual calls 'Special Abilities'. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Ability =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > For this FAQ: >> 'Ability' means 'something the weapon is able to do'; for example: + If the weapon has the ability 'Bandit', it is able to sometimes steal an item from a monster. + If the weapon has the ability 'Wealth', it is able to force the monsters to give up more gold. >> There are 12 abilities but a maximum of 8 can be added to any weapon. + An ability is usually added to the weapon by synthesizing a coin. + The ability remains (apparently without change) unless you synthesize its opposite to the weapon at which point the ability disappears. For example: - If a weapon has the Ability 'Poverty' (fewer gilda), synthesizing a 'Wealth' coin to that weapon, simply wipes out the poverty aspect. # This restores the collection of guilda to 'normal'. # If you want more gilda from the monsters, then you'd have to synthesize a second 'Wealth' coin to the weapon. # A'Poverty' coin would wipe out 'Wealth'. >> The strength of an ability does not seem to be changed by either leveling up or building up the weapon. + The ability does NOT come into effect every time you use the weapon - It seems to be random. + It is possible that the ability comes into effect more frequently as the weapon builds up, but there is no way of knowing that. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Attribute =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > 'Attribute' is a special elemental characteristic (magic attribute) of a weapon. >> There are 10 possible attributes, all of which can be applied to any weapon. + Attributes can be added to the weapon by synthesizing crystals or other items. + The attribute's strength can be increased as the weapon levels up and is built up again. + The strongest elemental attribute is ALWAYS in effect, every time the weapon is used. + If there are two attributes of equal strength, the major attribute of the weapon is the first in the list. - For example, Flame is listed first, followed by Lightning, Chill, and Cyclone in that order. - If Flame and lightning have the highest number (say 100 each), the major attribute defaults to Flame. - If you want the weapon to have the lightning attribute, Lightning must be increased to above 100. >> The elemental attribute can be changed by increasing that attribute until it is the strongest. For example: + If one of Monica's armbands has an 'Fire' attribute level of 34; and a 'Lightning' attribute level of 25; - The armband will shoot fire balls. + Increase the 'Fire' attribute to 40 and the 'Lightning' attribute to 45; - The armband will shoot lightning bolts. >> Although building up to a new weapon doesn't require all attributes to be increased: + There are circumstances where you may want to build a particular attribute. + For example, in Rainbow Butterfly Wood Floor 1, there are a lot of Skeleton Soldiers (undead). - Throwing a 'Holy Water' after locking on kills the soldier fast but you generally don't have many. + Most weapons at this point are not strong against the undead. - Synthesize 2 or 3 'Holy Crystal' to the weapon to increase the 'Exorcism' attribute. - More damage is done to the undead. *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** Other Weapon Definitions in this FAQ ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* > Terms used in this FAQ: 'Start-Up' weapons ....... The weapons that Max or Monica have at the beginning of the game. - Some of the later weapons found are 'start-ups' of a new line. 'End-of-Line' weapons .... End product of any weapon; the highest upgrade a weapon can reach. 'Line' or 'Path' ......... The steps for getting from a start-up weapon to an end-of-line weapon. 'Attribute' .............. Characteristics of a weapon that allow elemental (magic) or non-elemental (physical) or a combination damage to be done to a monster. 'Level Up' ............... The process of strengthening a particular weapon. - The weapon's name remains the same. - The level of the weapon increases from zero (no level number) to +1, +2, etc., up to +15 or more, for example: # A Stinger Wrench that is at the 5th level is 'Stinger Wrench+5'. # A Destruction Armlet at the 12th level is 'Destruction Armlet+12'. 'Build Up' ............... The process by which a weapon is upgraded to a new and stronger weapon. - The attributes of the weapon increase. - The weapon's name changes and there is no longer a + amount (the level of the new weapon is zero). - The new weapon has to be leveled up again. - You will probably have to level up more times for the next upgrade before you will be able to build up again. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ + + + 2. TYPES OF WEAPON + + + +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** Right-Hand Weapons ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* > Max's Right-Hand Weapons. >> Since Max is a 'fix-it' person, his right-hand weapons are based on the tools of Wrenches or Hammers. >> There are two basic 'start-up' weapons: + The Battle Wrench. + The Turtle-Shell Hammer. + Later you get Kubera's Hand which is a more advanced hammer, but still a start-up level of weapon though stronger. >> There are three end-of-line weapons: + The GRADE ZERO which is a wrench. + The LEGEND which is a hammer. + The BIG BUCK's HAMMER. > Monica's Right-Hand Weapons. >> Although Monica is a warrior from the future; her right-hand weapons are swords. >> There are four basic 'start-up' weapons. + The Long Sword. + The Baselard. + The Gladius. + The Bone Rapier. + Later she gets the Holy Daedulus Blade, a more advanced weapon, but still a start-up weapon. >> There are five 'end-of-line' weapons. + ISLAND KING. + CHRONICLE 2. + The ATLAMILLIA SWORD. + MURAMASA. + DARK CLOUD. >> Two very strong, but not 'end-of-line' swords are: + 7th HEAVEN. + GRIFFON FORK. *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** Left-Hand weapons ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* > Max's Left-Hand Weapons. >> Max's left-hand weapons are guns with the 'ammunition' being bullets, missiles, or beams. + You don't have ammunition but each weapon has WHP. + To restore WHP, use 'Gun Repair Powder'. >> There are two basic 'start-up' weapons. + The Classic Gun. + The Dryer Gun. + Later you get Jurak's gun, a more advanced start-up weapon. >> There are three 'end-of-line' weapons. + The LAST RESORT (bullets). + The SIGMA BAZOOKA (missile). + The SUPERNOVA (beam) > Monica's Left-Hand Weapons. >> Monica's left-hand weapons are armbands; they may be are called 'brassards', 'armlets', or 'bangles'. >> There is only one original 'start-up' weapon: + The Magic Armlet. + As she progresses through the dungeons, she gets additional armlets that begin with higher levels of attributes. >> There are two 'end-of-line' weapons. + LOVE. + FIVE-STAR ARMLET. + Because these are magic-based and there are four different elemental attacks, - Monica could end up with four different variations of each of the two end-of-line weapons. - LOVE with either fire, electrical, ice or wind. - FIRE-STAR Armlet with either fire, electrical, ice or wind. *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** The Ridepod ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* > Although Cedric calls the Ridepod 'Steve', it is a mechanical being meant for riding, >> You can only use the Ridepod in the dungeon floors. + It is a riding weapon. >> After the Ridepod gains enough experience to buy Core upgrades and stronger weapons, the Ridepod becomes quite strong. >> Steve is particularly useful in beating the time limits in Starlight Canyon. >> Max can invent a number of Ridepod Items and Weapons. *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** Monster Badges ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* > The Badges Monica collects (12 altogether) provide Monica with Monster Transformations. >> The Monster Transformations can only be used in the dungeon floor. >> Eventually, Monica could transform into a total of 12 different monsters. + Before she can transform, she needs to hold the appropiriate Badge. + The Badges increase in strength VERY slowly but the Monster in the Badge eventually evolves into a quite strong transformation for Monica. + Because of the time it takes, you may want to concentrate on evolving only one or two of the Badges. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ + + + WEAPON STATS + + + +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ 'Stats' refers to the various measures that can show the weapon's current condition. > These are: >> Weapon Guages (WHP & ABS). >> The Status Screen (attributes). >> The Build Up Screen (upgrades). *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** Weapon Guages ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Right- and Left-Hand Weapon Guages =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > There are two guages, one for each equipped weapon (right-hand & left-hand). >> See Dungeon Screen (see page 18 of the Manual): + Top right side of the Dungeon screen are the guages for the two currently equipped weapons. - The upper icon with its guage is for the right-hand weapon. - The lower icon with its guage is for the left-hand weapon. + Each guage is divided: - The upper half of the guage shows red and displays the Weapon Hit Points or WHP available. - The lower half of the guage shows blue and displays the Absorption Points or ABS gained during each fight. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Accessing the Weapon Status Screen =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= >> Item Menu Screen (page 10 of the Manual): + The left half of the screen shows Max's (or Monica's) status. + The items numbered 6 in the illustration are the two weapon guages. + In the illustration: - Both weapons have a maximum WHP of 36. - The red guage of each weapon is full. - The blue ABS guage of each is empty. - The numerical values for the WHP are attached to the guages: # The weapon displayed on the left is the right-hand weapon. -- The numerical WHP values are attached to the icon BELOW the WHP and ABS guage. # The weapon below and on the right is the left-hand weapon. -- The numerical WHP values are attached to the icon ABOVE the WHP and ABS guage. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= WHP (Weapon Hit Points) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= >> The numerical WHP values. + The number of (points left)/(maximum number of points) are also displayed. - An example of the WHP Points is 56/82. # The first number shows how many hit points are left in the weapon (in the this example, there are 56). # The second shows the maximum number of hit points the weapon can hold (in this example, there are 82). # The maximum number of WHP begins, for early weapons at 36 and increases as the weapon levels up/builds up. >> When the WHP is low, the weapon bar flashes and a yellow caution sign is displayed. >> When the WHP is zero: + The weapon is broken. + The guage flashes red. + You cannot use the weapon until it is repaired with either: - Repair Powder (yellow bag for the right-hand weapons and the Ridepod's weapon). - Gun Repair Powder (green bag for Max's guns). - Armband Repair Powder (orange bag for Monica's armbands). *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** The Status Screen (Attributes) ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Weapon Status Screen =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= +++ See page 12 of the Instruction Manual. +++ > Looking at the illustration: >> On the right is the Item Bag, on the left is the Weapon Status Screen. + The upper portion on the left shows a picture of the selected weapon. - The icon numbered 1 (just above the WHP guage) is the 'Ability' of this weapon. - The icon shown is 'Fragile', that is, the weapon is more easily broken (WHP are used up more quickly). - As soon as you get an Indestructible Coin, use it to remove 'Fragile'. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Weapon Attribute Screen =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > Looking at the same illustration: >> The lower portion on the left is the Attribute Screen. + The manual refers to the 10 listed items as 'abilities'. + 'Attribute' is a better word and will be used in this FAQ. NOTE: The attributes of 'Exorcism' and 'Cyclone' on the Manual Page 12 are reversed from the real order in the game itself. - 'Cyclone' should be directly above 'Exorcism' (See Manual Pages 14 and 16). >> Most weapons require only some of the attributes to be increased. Attribute Screen Info ____________________________ Attack __ | Durable __ Flame __ | Chill __ Lightning __ | Cyclone __ Smash __ | Exorcism __ Beast __ | Scale __ + The top six are elemental (magic) attributes. + The bottom four are non-elemental (physical) attributes. NOTE: The '__' represents the value of the attribute, which, depending on the weapon, may be as little as zero, or a s much as 250. >> The example on Page 12 should show the Attributes in the following order: ____________________________ Attack 24 | Durable 26 Flame 0 | Chill 10 Lightning 0 | Cyclone 0 Smash 0 | Exorcism 10 Beast 0 | Scale 0 >> There is a limit to how high the attributes may go for each named weapon (discussed below). *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** Attribute Descriptions ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Attack =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > The higher the attack number, the more damage that can be done. >> Attack always increases when the weapon levels up. >> To build Attack more quickly, synthesize a Power Crystal (+2 points). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Durable =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > An attribute that helps increase the WHP as the weapon levels up. >> The higher the durable number, the greater the increase in the number of WHP when the weapon is built up. >> Since one hit equals reduction of one WHP, the higher the WHP number, the slower the WHP guage is reduced (that is, the durability of the weapon is greater). >> Durability increases more slowly than Attack. >> To increase Durability, synthesize a Protection Crystal (+2 points). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Four Elemental (Magical) Attributes =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > Whichever of these elemental attacks has the highest value determines which major attribute is held by the weapon. + That is, which attribute is used by the weapon against the enemy. Flame ....... the Fire attribute. Lightning ... the Electrical attribute. Chill ....... the Ice attribute. Cyclone ..... the Wind attribute. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Other Attack Attributes =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > These are non-elemental or physical: Smash ...... adds power to the effect of the weapon. Beast ...... against forest creatures and animals. Exorcism ... against the undead. Scale ...... against reptiles such as turtles, Snakes, dragons. >> These contribute to the physical effect of the weapon. >> 'Smash' has an effect against most enemies. >> The other three make the weapon particularly effective against the indicated monster. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Minimum Attribute Levels for Upgrade =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > Before a weapon can be upgraded, there are miminum levels that must be reached for certain attributes. >> What the required attributes are vary with the different weapons. >> In order to build up to the new weapon, all required attributes MUST be increased to the minimum level. >> You can increase an attribute above the minimum level but there ia a limit. >> You can add attributes not required if you choose. + For example, the Classic Gun does not need 'Exorcism'. + But there are a lot of Skeleton Soldiers in the Rainbow Butterfly Wood. + By increasing the 'Exorcism' attribute, more damage can be done to these undead soldiers. *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** The Build-Up Screen (Upgrades) ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Weapon Status Screen =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > In the Weapon Status Screen, the pointer is on the picture of the weapon. >> The example on Page 12 shows a Spheda Rod. >> When you press [X], the question 'Build Up? is displayed. >> Pressing [X] again, displays the build-up choice screen (see the bottom picture on page 15). + The current (named) weapon is shown on the left. + On the right are from one to three choices for building up (the illustration has two). >> Until the named weapon is actually ready to make the upgrade, the other choices have no name, only three question marks (???). + You can move the pointer to each choice. + Pressing [X] on an unnamed choice (???) displays the attribute screen of the named weapon. - Attributes that need to be built up FOR THAT PARTICULAR CHOICE are flashing red. # The game doesn't show you how many more points the attribute must have. - Move the pointer to each of the weapon choices and a different set of attributes will flash (there may be some overlap). For example: # To go from the Magic Brassard to the Gold Brassard only requires a +4 or +5 level and the Flame attribute's value must be built up from 10 to 17. # To go from the Platimun Brassard to Athena's Armlet may require a weapon level of +9 or more; Flame's value must be built up from 54 to 90, and Exorcism from little or nothing to 90. + Knowing which attributes are needed is helpful: - In deciding which attribute to increase. - That way, the Synthesis Points are used to the weapon's best advantage. - More detail on what values are needed for attributes are given later: # In the section on Max's Weapons; and # The section on Monica's Weapons. *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** Accessing The Weapon Status Screen ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* > There are two ways to access the the status screen for any weapon: >> By either selecting an unequipped weapon in the Item Bag, or >> By moving the pointer to and selecting one of the two equipped weapon guages. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Unequipped Weapons =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > Use this method for an unequipped weapon (one that's in the Item Bag). >> Go to the Item Menu: + Move the pointer to the weapon you are interested in. + Press [X] to pull up the menu for the weapon: _______________ | Equip | | Status | | Repair | | Spectrumize | | Build Up | | Discard | |_____________| > These options: 'Equip' .......... Replaces the selected weapon as the equipped weapon. 'Status' ......... Selecting this takes you to the Weapon Status Screen for the selected weapon. 'Repair' ......... Highlighted if the weapon is below max WHP. - If you select this option, the pointer takes you to the Item Bag and you must find and select the correct repair item. 'Spectrumize' .... Allows you to prepare the weapon to become a Synth Sphere. - If weapon is less than +5 it will create an unstable Synth Sphere. - Effect of attaching an unstable Synth Sphere to a weapon cannot be predicted and the results are probably bad. - NOT RECOMMENDED. 'Build-up' ....... Can go directly to the build-up screen. 'Discard' ........ Throw the weapon away [BUT if you want to be rid of it, either sell or synthesize it rather than tossing the weapon away]. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Equipped Weapons =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > The second method, for equipped weapons, also begins in the Item Menu. >> Move the pointer left and down to the weapon guages and the icon of the weapon you're interested in. >> Press [X] to pull up the menu for the weapon. >> This time there are only three options: ____________ | Status | | Repair | | Build Up | |__________| >> Status: + Select 'Status' to get the Weapon Status Screen. >> Repair. + The choice 'Repair' is highlighted *only* if WHP is less than maximum. + You can repair the weapon from here: - The correct repair item is automatically selected. - You don't have to search for it. >> Build Up. + Although you can choose 'Build up' at this point, always check 'Status' first. - You may have some unused 'Synthesis Points'. - You can also get to the Build Up screen from the Status Screen. + Unless the attribute points are at or near max: - Use any Synthesis Points up BEFORE you build up, - At the moment when build-up takes place attribute values often increase slightly. - The higher the value of an attribute, the more likely that it will automatically increase on build-up. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Signs the Weapons Is Ready to Upgrade =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > On the Weapon Status Screen when wavery blue lines rise from the weapon, or in the Item Bag when rising blue arrowheads show beside the weapon, that weapon is ready for a build-up. >> In the Build-Up Screen, the new weapon's name replaces one or more of the '???'. + Moving the cursor to that name and pressing [X] allows you to build up to that weapon. - Sometimes, the weapon that shows up is NOT the best choice. - Just because it's there doesn't mean you have to build to it. + When the weapon builds up, the weapon's name changes for example, the Magic Brassard becomes the Gold Brassard. + The new weapon is back to Level Zero (just the weapon's name). + It then must be leveled up again to build to another weapon. + Stats to show you the needed attribute and the quantity are listed below. - Because it takes a lot of time to level up several weapons: # In this FAQ, I have chosen what I feel are the most useful paths to the best weapons. # See the section on 'Max's Weapons' and the section on 'Monica's Weapons' *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** Factors in Upgrading Weapons ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* Building up Max and Monica's weapons is fairly complicated but essential if you are to make progress in the game. In this FAQ, I have tried to make the process as simple as possible. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Factors to consider =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1) One question you need to answer for yourself: How much time are you willing to spend in upgrading these weapons. 2) If you don't want to spend a lot of time: + Concentrate on building up the 'distance' weapons: Guns & Armbands. + Build up at least one sword *and* one Wrench as high as it will go. 3) Other considerations: + Build up the Ridepod as fast as possible. + Build up only one of Monica's Monster Transformations (the Pixie is the first one that can hit at a distance (Chapter 2, Floor 7). ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ + + + 4. BUILDING WEAPONS: THE SYNTHESIS PROCESS + + + +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ The 'synthesis process' is the name given to the process by which weapons are strengthened and upgraded. *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** 'End-of-Line Weapons' ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* > The 'End-of-line' weapons are those that are the maximum strength weapon on any line or path where upgrading can take place. > While there are only a few 'end-of-line' weapons, there are a number of paths that can be taken to get to the end of the line. >> The information in this section does NOT address all possible ways for either Max or Monica to build up their weapons. + Building up Max's weapons is fairly straight-forward. + Because Monica has more choices than Max, the build-up process for her weapons is more complicated. + As I have examined the possibilities and actually built up several of their weapons, I have found the least complex paths to the best weapons. + These paths are presented here but as you gain experience, you may wish to experiment. *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** 'Spectrumize' and 'Synthesize' ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* There are two processes used in building up weapons. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Spectrumize =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > This is the process of taking an ordinary item and preparing it to be used in building up a weapon. >> When 'spectrumized', the item takes on a translucent rainbow appearance. - It still has the same shape as the original item. - Rainbow colors flash and sparkle in the spectrumized object which is now referred to as a 'Synth Sphere'. - The reason for using the word 'spectrumized' is that a rainbow is the most common version of a 'spectrum'. >> The Synth Sphere may be used immediately or stored for a while in your item bag. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Synthesize =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > This is the process of taking a spectrumized item, that is a 'Synth Sphere' and attaching it to a weapon. >> First: There must be enough Synthesis Points available for the process. - Each time a weapon levels up, more synthesis points are gained >> Second: An item must be turned into a 'Synth Sphere' as synth spheres are the only type of item that can be synthesized to a weapon. *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** Synthesis Points ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* > At the beginning of the game each weapons haa a few built-in attributes. >> They are not very strong: + it requires several hits to defeat an enemy. >> The enemies you meet at first are also not very strong, but several hits are still needed. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Leveling Up =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > Levelling up increases the effectiveness of the weapon. >> Absorbing Synth Drops increases ABS. + When the ABS guage is full, it causes the weapon to level up. >> When the weapon levels up, the number of Synthesis Points increases. + At first, each time the weapon levels up, 3 Synthesis Points are added. + As the weapon builds up to higher types, more (4 or 5) Synthesis Points are added on level-up. + Having certain people in your party increase the number of Synthesis Pointss by one. - Gerald, Max's father, increases Synthesis Pointss for Max's guns. - Milane increases Synthesis Points for Monica's swords. - Lin increases Synthesis Points for Monica's armbands. # Lin is available for only a short time. # While you have her in your party, level up the armbands as much as possible. + Adel in your party increases WHP for the weapons that are NOT equipped. >> Attaching Synthesized items to weapons. + As synthesized items are attached to a weapon, the efectiveness against enemies weak in that attribute increases. + For example: - The undead, such as Skeleton Soldiers, are weak against 'Holy' so synthesize exorcism crystals. + Pixies are weak against 'Wind'. + Pumpkinheads are weak against 'Fire'. + Mimics are weak against 'Smash'. *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** Items That Can Be Synthesized ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* > Any item except Key Items (for list see FAQ 'Items and All That Stuff) can be synthesized to a weapon. >> Crystals are the most common items used in synthesis. >> Coins can be synthesized: + Coins add a 'special ability' rather than an attribute. + Two built-in 'abilities' (on some weapons) need to be removed from a weapon by synthesizing its opposite: - 'Poverty' (reduces gilda gained from a battle) is counteracted by the 'Wealth' coin. - Fragile (uses up more WHP) is counteracted by the 'Durable' coin. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Synthesizing Crystals =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > The most commonly synthesized items are the crystals. > There are ten different crystals, Each one allows you to increase one of the ten different attributes of any weapon. >> Attributes are listed below left (the __ represents a number which can range from 0 (zero) to 200 or more). >> Below right is the list of Crystals which match the attribute in the same position. + The number beside each crystal name is the number of attribute points a single crystal can add when it is spectrumized. + Several of the same crystal can be spectrumized at the same time. + But there needs to be one Synthesis Point for each crystal added. Attribute Screen Info Number of Points for a Single Crystal __________________________ _____________________________________ Attack __ | Durable __ Power +2 | Protector +2 Flame __ | Chill __ Fire +3 | Ice +3 Lightning __ | Cyclone __ Lightning +3 | Wind +3 Smash __ | Exorcism __ Destruction +3 | Holy +3 Beast __ | Scale __ Hunter +3 | Sea Dragon +3 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Description of Crystals =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > A description of the crystals when picked up in a treasure chest is given below: Power .............. Orange at top shading to red at the bottom with the shape of a sword on it. Flame .............. Mix of yellow, orange, and red (looks like red-hot lava). Lightning .......... Mauve mixed with cream-colored zig zags to suggest a lightning flash. Destruction ........ Grey with cracks all over it (looks like chunks of broken stone). Hunter ............. Greenish brown with pale grey and cream vertical markings all over it (fur?). Protector .......... Green with a turtle shell-like appearance. Ice ................ Patches of several shades of blue. Wind ............... Streamer of pale tan/cream across aqua colored patches. Holy ............... White and pink with a little pale grey. Sea Dragon ......... Blue with fish scale-like markings. > The crystals, when stored in the item menu, have similar colors but there is less detail. >> Colors range from top to bottom of the crystal: Power .............. Gold through orange to red coloring; no outline of the sword. Flame .............. Red through cream. Lightning .......... Purple and cream zigzag. Destruction ........ Light to dark gray with a greyish-gold center. Hunter ............. Shades of greenish-brown; without 'fur'. Protector .......... Pale to dark green. Chill .............. Very pale to dark blue - snowflake pattern. Wind ............... Pale & mid-green in a hurricane-like swirl. Holy ............... Cream center and pinkish edge. Sea Dragon ......... Pale to dark aqua, turtle-shall pattern. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Jewels can be synthesized =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > There are 15 different jewels: Amethyst Monster Drop (rare) Ruby Aquamarine Moon Stone (rare) Sapphire Diamond Opal Sun Stone (rare) Emerald Pearl Topaz Garnet Peridot Turquoise >> The difference between 'crystals' and 'jewels' is: + Each crystal only has a single attribute. + Jewels have two or more. >> Jewels can (later in the game) be bought. + The diamond costs 30,000 gilda. + The rest cost 10,000 gilda. > Jewels are useful because each one raises more than one attribute, for only one synthesis point per jewel, as shown in the chart below. Jewel |Attk|Dur-|Flame|Chill|Lght-|Cy- |Smash|Exor-|Beast|Scale| | |able| | | ning|clone| | cism| | | ------------+----+----+-----+-----+-----+-----+-----+-----+-----+-----+ Amethyst | 10 | - | - | - | 10 | - | 5 | - | - | - | Aquamarine | - | 5 | - | 10 | - | 10 | - | - | - | 5 | Diamond | 5 | 5 | 5 | 5 | 5 | 5 | 10 | 5 | 5 | 5 | Emerald | - | - | 10 | - | - | - | - | 10 | 10 | - | Garnet | - | - | - | 10 | - | - | - | 10 | - | 10 | Opal | - | - | - | - | 10 | - | 10 | - | - | - | ------------+----+----+-----+-----+-----+-----+-----+-----+-----+-----+ Pearl | - | 10 | - | - | 10 | - | - | 10 | - | - | Peridot | 5 | - | 8 | - | - | - | - | 8 | 8 | - | Ruby | - | - | 15 | - | - | - | 15 | - | - | - | Sapphire | - | 5 | 5 | - | - | 15 | - | 5 | - | - | Topaz | - | - | - | 10 | - | 10 | - | - | - | 10 | Turquoise | 5 | - | - | - | 5 | - | - | - | 10 | 10 | ------------+----+----+-----+-----+-----+-----+-----+-----+-----+-----+ Moon Stone | 8 | 8 | - | 15 | 8 | 8 | 8 | 8 | 8 | 8 | Sun Stone | 8 | 8 | 15 | - | 8 | 8 | 8 | 8 | 8 | 8 | Monster Drop| 6 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | ------------+----+----+-----+-----+-----+-----+-----+-----+-----+-----+ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Items can be synthesized =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > Each item provides a +2 addition to a specific attribute. > Examples: >> Stamina Drink ...... +1 Attack. >> Bread............... +2 Flame. >> Hunk of Copper ..... +2 Lightning. >> Rolling Log......... +2 Smash. >> Thick Hide ......... +2 Beast. >> Sticky Clay ........ +2 Durability. >> Double Pudding ..... +2 Chill. >> Bundle of Hay ...... +2 Cyclone. >> Holy Water ......... +2 Exorcism >> Antidote Drink...... +2 Scale. > There are too many items to list them all. >> When you select 'Spectrumize' for any item: + The screen displays what attribute will be provided. + You can cancel if you don't want that attribute. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Synthesizing Coins. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > There are 10 different coins. >> Each one adds a special ability to the selected weapon. >> At first, most coins come from treasure chests, particularly ones that are locked. >> Later in the game you can buy more. Coin Cost Description ____________________________________________________________________ Dark ............ 1,500 ... Dark orange devil's head agains grey background. Indestructible .. 1,500 ... Yellow & tan shield; Weapon icon is yellow & red shield. Poison .......... 4,000 ... Light green skull on dark green. Wealth .......... 4,500 ... Yellow shape on tan. Weapon icon is yellow on green, Time ............ 6.500 ... Orange hourglass. Weapon icon is yellow dot on grey. Bull's Eye ...... 6,500 ... Tan shape on dark tan. Weapon icon Bandit .......... 7,000 ... Green hand on dark green background. Absorption ..... 10.000 ... Yellow spirals on green. Healing ........ 10,000 ... Pale blue star agains dark blue. Experience ..... 12,000 ... Pale blue against dark blue. > There are 12 Special Ability Icons (See Manual Page 13) that can be attached to the weapon when synthesized. Special effect Icon Description of Icon ____________________________________________________________________ Dark ..................... Similar to the Dark Coin.. Indestructible ........... Similar to the Indestructible Coin. Fragile .................. White shield broken with blue markigs. Wealth ................... Yellow shape on green, Poverty .................. Yellow shape on grey (sort of ice cream cone shape). Time ..................... Yellow dot on grey. Bull's Eye ............... Yellow diamond on tan. Poison ................... Greenish skull on green. Bandit ................... Green on dark green. Absorption ............... Yellow spirals on green. Healing .................. Pale blue star agains dark blue. Experience ............... Pale blue mushroom-like object against dark blue. > Some weapons come with a Special Weapon Effects icon already in place when Max receives them. >> Two of these are not coins and the effect of each one is negative for the weapon. + One effect is called 'Fragile' and WHP reduces more quickly. + The other effect is called 'Poverty' because the enemies give very few gilda. >> Another coin, the Dark Coin, has a somewhat negative effect. + Although the weapon with this special ability hits harder, some of the HP of the person using the weapon is lost. Ability/Coin Symbol Special Effect _______________________________________________________________________ Bull's Eye ...... Precision ....... Increase attack, add small amount of health. - Special effect = 'Critical' Dark ............ Sacrifice ....... Increase attack, lose small amount of health. - Remove with Bull's Eye Coin. Indestructible .. Solidity ........ More difficult to reduce WHP. - Special Effect = 'Durable'. Fragile ......... Broken Shield ... Easier to reduce WP. - [No matching coin.] - Remove with Indestructible Coin. Wealth .......... Prosperity ...... Increases gilda dropped by enemies. Poverty ......... Yellow on grey .. Decreases gilda. - [No matching coin.] - Remove with a wealth coin. Experience ...... Growth Symbol ... Increases amount of Synth Drops. - Special effect = 'ABS Up'. Absorption ...... Assimilation .... Absorbs some of the monster's damage as HP. - Special Effect = 'Absorb'. Bandit .......... Capture ......... Steals enemy items. Special Effect = 'Steal'. Time Coin ....... Passage ......... Freezes enemy's motion for a period of time. - Special Effect = 'Stop'. Healing Coin .... Curing .......... Helps person rocover some health. - Special Effect = 'Heal'. Poison .......... Contamination ... Poisons the enemy. *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** Making a Weapon into a Synth Sphere ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* > When *any* item is synthesized, the result is called a 'Synth Sphere. > The only items that cannot be synthesized are 'Key Items'. + Key Items include the Cooking Stove, the Help Receiver, the Camera, the Badge Box, etc. + Weapons can, under certain circumstances be made into Synth Spheres; that is, they can be synthesized. > To synthesize a weapon, they must be at least at a +5 level. >> The cost in Synthesis Points is 1 point for each weapon level. + For example: - A +5 weapon requires 5 synthesis points. - A +12 level weapon needs 12 Synthesis Points. >> For a weapon, the synthesis process reduces the amount of each attribute already held by the weapon. + For example, on synthesis: - An attribute with 15 points transfers only 9 points. - An attribute with 11 points only transfers 6. - An attribute with 5 or 6 points transfers 3. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Synthesize Weapons When they are at +5 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > Less time is needed to take a basic weapon to a +5 level than it does to take a more advanced weapons to a +5 level. >> Sometimes it pays to take a weapon that is well developed (that is, further along the path to the end-of-line weapon) and synthesize it. + Since, after build up, a weapon returns to a level zero you don't have to have more and more Synthesis Points as the weapon builds up. + You still must raise the weapon to level +5 before you should spectrumize it. + The advanced weapon has many higher valued attributes so the loss in those values has less impact. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Attaching a Synthesized Weapon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > Considerations in deciding to synthesize a weapon. >> Don't try to synthesize a weapon that has less than the level '+5'. + You will only create an unstable synth sphere. + Who knows what kind of damage could be done? + Remember that if you plan to use a weapon for synthesizing: - If you build it up to a new weapon, the new weapon is back to zero experience. - You must built it up to +5 again before you can Synthesize the weapon. >> Remember that attribute amounts are reduced on Synthesis: + Consider if the loss of attribute amounts is worth it. >> You have to balance the time saved against the loss of attribute values. > Why would you want to attach a synthesized weapon to one you're building up? >> You can attach any weapon Synth Spere to any other weapon (call it the target weapon) even if they are of different kinds. + For example, a gun Synth Sphere (which has the shape of a gun) can be attached to one of Monica's armlets. >> It doesn't matter what level the target weapon is at. + It just has to have the right number of Synthesis Points. - So you should do it before the target weapon is Built Up. - Ideal time is when you have just enough Synthesis Points. - For example, if the target weapon must have 5 Synthesis Points to attach a spectrumized weapon: # Suppose the target weapon adds 3 Synthesis Points each time it levels up. # You would need to level up to 6 Synthesis Points. # That's the time you would want to attach the spectrumized weapon. - On the other hand, suppose the target weapon adds 5 Synthesis Points each time it levels up. # You would only need to level up once. >> The higher the level of a weapon, the longer it takes to Level Up. >> Early weapons, like the Battle Wrench, the Classic Gun, the Magic Brassard, the Long Sword, the Baselard, the Gladius, build up to a Level +5 much more quickly. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Attaching Synthesized Weapons - Disadvantages =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > Disadvantages to ataching a spectrumized weapon: >> When you make the Synth Sphere, only between 1/2 and 2/3 of the attribute points are transferred. >> For example if the Battle Wrench is brought to +5 *without* attaching any synthesized crystals or other additional attributes, + The chart below shows the before and after of Spectrumizing the weapon (-- means zero points or 'not needed'). Battle Wrench+5 After Spectrumization _______________________________________________________________ Attack 18 | Durable 15 Attack ? | Durable 9 Flame 2 | Chill -- Flame 1 | Chill -- Lightning -- | Cyclone -- Lightning -- | Cyclone -- Smash 5 | Exorcism -- Smash 3 | Exorcism -- Beast -- | Scale -- Beast -- | Scale -- + When spectrumizing the lowest weapons, the attribute 'Attack' does go up, but the game doesn't tell you by how much (?). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Example of Synthesizing a Weapon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= >> A Battle Wrench can be leveled up to its maximum (as a Battle Wrench) before synthesizing it: + Attack maximum is 20. + Each of the other attribute's maximum is 19 (including Durable). + Doesn't matter if you add more Synth Spheres, none of the attributes go up above maximum. - It is just a waste of time and materials. + Note: To get the attributes higher than 19, you must first build to a higher weapon, such as from Battle Wrench to Drill Wrench. + A Battle Wrench, after going through four build-ups (Drill Wrench, Smash Wrench, Stinger Wrench, Poison Wrench), can be built to the Sigma Breaker Wrench. - The Sigma Breaker needs the following as *minimum* attribute levels. Sigma Breaker ______________________________ Attack 91 | Durable -- Flame -- | Chill -- Lightning 108 | Cyclone 108 Smash -- | Exorcism -- Beast 90 | Scale 86 Note 1: No number is given for Durable because this attribute doesn't have a *required* minimum. + Durable builds more slowly than the other attributes. + The higher Durable is, the faster your weapon's WHP increases. + It is wise to attach some spectrumized Protection Crystals to each of your 'to keep' weapons fairly early in the game. Note 2: No number is given for Fire or Smash because these attributes don't have a *required* minimum. + The attributes of 'Fire' and 'Smash' are needed by the Smash Wrench (both at a minimum of 18) but + No increase to these attributes needs to be made after that. Note 3: So if you plan to synthesize a Battle Wrench+5 in preporation for the Sigma Breaker you need to increase Attribute Points for + Lightning (6 crystal use 6 Synthesis Points) + Beast (3 crystals use 3 Synthesis Points) + Cyclone (use 4 Synthesis Points) [or to 18 for 2 more Synthesis Points) + Scale (use 6 Synthesis Points) + Total Synthesis Points needed: 19. + This is what the result would be: Battle Wrench+5 Stats | After Spectrumization _____________________________|_____________________________ Attack 18 | Durable 15 | Attack ? | Durable 9 Flame 2 | Chill -- | Flame 1 | Chill -- Lightning 18 | Cyclone 12 | Lightning 10 | Cyclone 8 Smash 5 | Exorcism -- | Smash 3 | Exorcism -- Beast 12 | Scale 18 | Beast 8 | Scale 10 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Using a Synth Sphere =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > Assuming the target weapon has enough Synthesis Points and you have made a +5 weapon into a Synth Sphere: >> Pick up the Synth Sphere and move it over to the target weapon. >> Press the [X] button once and the attribute shows flashing blue attributes (the ones that stay white don't change). + The attribute numbers alternate between the current attribute level and what the level will be after the Synthesis. + Before finalizing the synthesis, always check the attribute list to see how many attribute points are going to be transferred. +++ CAUTION +++ If an attribute on the target weapon is already at maximum or close to it: + There may be no transfer OR a transfer of only 1 or 2 points even though more are available. + The game will not allow an attribute to increase more than the maximum for that weapon. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Summarizing Advantages and Disadvantages =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > There are advantages to making a weapon into a Synth Sphere but plan before you ever use it in battles >> You can level that weapon up with only the desired attribute(s). + But you can't take the attribute above maximum. + Remember: the Level Up happens when the blue ABS guage is filled. + If you have a high level weapoon, such as Max's Wild Cat gun, using a weapon Synth Sphere may pay off in time saved. > There are also disadvantages. >> You need to weigh the following: + The loss in Attribute Points when you spectrumize the weapon. + The amount of crystals you use for the Synth Sphere against + What the target weapon could have gotten if you attached those crystals directly to it instead. + The amount of time you spend developing the weapon to become a Synth Sphere against + The amount of time you would have to spend to raise the target weapon to a similar level. >> The Synth Sphere made from a weapon requires *more than one* Synthesis Point to attach it to the target weapon. >> Since a Synth Sphere + Of a +5 weapon requires 5 Synthesis Points; - the target weapon must have at least 5 Synthesis Points available. + A +9 weapon Synth Sphere requires 9 Synthesis Points. + And so on. >> Generally, it is better to stop at +5 when you plan to make the weapon into a Synth Sphere. > It is Your call! *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* * * ** Steps in the Synthesizing Process ** * * *=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=* > The steps in the synthesizing process are the same regardless of what item is being synthesized >> You can synthesize to a weapon in the item bag as well as one that is equipped. >> These are the steps: 1. Go to the Item Menu. 2. Select the weapon (either equipped or unequipped) that you plan to raise attributes on by pressing [X]. 3. Select 'Status' and check how many synthesis points are available. >> For this process to work, you need at least three Synthesis Points. >> Determine which attribute you wish to increase. 4. Move the pointer and select the item to be synthesized then press [X]. 5. A message screen shows the name of the item with the number 1 followed by the statement that the named item: >> 'will become a Synth Sphere that uses 1 Synthesis Point.' >> Note: some items use more than one synthesis points. 6. Look along the bottom line of the message: >> At the beginning of the line is an icon of the direction pad with the [Up] and the [Down] directions highlighted. + You can press [Up] if you want to synthesize more than one of the items. + If you go too high, pressing [Down] reduces the number (1 is the lowest it will go). >> In the middle of the line is an [X]: + Press the [X] button to accept the amount you have chosen or: + If you change your mind, pressing the [Circle] button will cancel. >> Remember: you cannot attach more synthesized items at one time than there are Synthesis Points. + For example, if the weapon has only 5 Synthesis Points available you cannot attach more than: # Five of the same kind of spectrumized crystal. or # A weapon with more than +5 level. nor # Can you attach more than 5 single items. 7. When you press [X], the item is spectrumized: + The resulting Synth Sphere is put into an empty slot in your item bag. + The Pointer automatically moves with the Synth Sphere. 8. Pick up the Synth Sphere by pressing [X]. 9. Move the arrow over to the Status Screen to point at the weapon and press [X] again. 10. The Synth Spere increases that attribute of the weapon. NEXT: Go work on getting more Synth Drops so you can repeat the process. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= A Sythensizing Process Example =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= > Max's Battle Wrench can first be built to the True Battle Wrench; then it can be built to the Drill Wrench. >> Battle Wrench --> True Battle Wrench. + Only the Attack Attribute needs to be raised from 8 to 13. + This is most easily done by simply using the weapon to increase Levels. + If you have enough 'Power Crystals' (these are the hardest to come by), AND Synthsesis Points: - The weapon will have to be raised at least one level to get 3 Synthesis Points - Note: The process should also up Attack by one point. - Spectrumize 2 Power Crystals (each one adds 2 points to the Attack Attribute. - Synthesize the Synth Sphere to the weapon. > You can go directly from the Battle Wrench to the Drill Wrench, however, the True Battle Wrench is stronger that the Battle Wrench >> True Battle Wrench --> Drill Wrench. + Attributes needed for the upgrade: - The Attack attribute must be raised from 13 to 15; - The Smash attribute must be raised from 5 to 9; - The Beast attribute must be raised from 0 (zero) to 5. + You will need: - Two Destruction Crystals (+6) - Two Hunter Ctystals (+6) - Three Attack Crystals # Or just raise the levels enough times to increase attack. # Or combine raising attack levels with attaching Attack Crystals. + Total number of Synthesis Points needed is 7. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~