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Resonance of Fate: Encyclopedia (Read Before You Create a Thread!!)


yewjhin

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Contents:

1. Combat System

2. Experience/Levelling System

3. Equipment Customization

4. World Map

5. Hexes and What You Should Know

6. Infinite Money Trick

7. Fast Levelling Method using Arena

8. Gun Locations

9. Doll Locations

10. Optional Red Zone Fights and Rewards

11. How to Destroy Neverland, Battle Strategy and Enemy Guide

Edited by yewjhin
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This game has a rather unique combat system and upon starting the game, your first task should be to visit the Arena, speak to the person on the far left and complete all the Optional Tutorials.

 

To save space and time, I will use the following abbreviations throughout the topic.

 

SD – Scratch Damage

DD – Direct Damage

MG – Machine Guns

HG – Hand Guns

RP – Resonance Point

HA – Hero Action

HR – Hero Run

HJ – Hero Jump

 

If you went through the tutorials, then Sections 1-3 shouldn’t concern you.

 

 

1. Combat System

In order to take out an enemy, you need to reduce their main body’s health bars to zero. Some enemies come with parts which act like extra layers of armor; you may need to take out the parts first before exposing the main body.

 

To do that, first you need to deal SD to the part/body first. This can only be done using MG. A portion of the enemy’s health bar will turn blue corresponding to the amount of SD that part(s) receives.

 

To permanently eliminate that part/body however, you need to convert that SD into DD, which can only be done using HG or Grenades. The enemy’s health bar will reduce according to total amount of SD dealt previously plus a little from the HG’s own damage. Sound confusing? An example:

 

  • I use MG to attack an enemy with 100HP, dealing 50 SD, which is equivalent to 50% enemy’s health bar. So 50% of his health bar turns blue.
  • Next, another character uses HG to attack the same enemy. The HG itself deals 10 DD (10% of the health bar). The total amount of health lost by the enemy is 50% + 10% = 60% (or 60 HP) and his health bar will shrink accordingly.

In general, MGs are very good at dealing SD (and lots of it). However SD alone cannot finish off enemies, and enemies also recover SD over time. There are also items that recover SD.

 

HGs are poor at dealing damage, but the damage that they deal, classified as DD, is Permanent, and cannot be recovered unless recovery items that recover DD is used. Their importance lies in the fact that they convert any SD dealt into (permanent) DD.

 

The above applies to both enemies and you. However, enemies generally can’t use recovery items, but you can through the use of First Aid Box.

 

 

2. Experience/Levelling System

Each character’s level is the total sum of their HG level + MG level + Grenade level. So if I had 1 level in each category, my total character level would be 3.

 

Characters who use MG gain experience equal to the total amount of SD deal. Characters who use HG/Grenade gain experience equal to the total amount of SD converted + the amount deal by HG itself.

 

Referring to the example in Section 1 above, the MG user would gain 50 XP and the HG user gains 60 XP.

 

Whichever weapon you use in combat, you will notice when you start an attack that a circle gauge fills up over time. When the gauge fills entirely, you have a charge. Releasing that charge causes your character to start firing. 1 Charge = 1 Clip. If your weapon level is 3, then you can accumulate a total of 3 charges. More charges = more shots = more damage.

 

Leveling up provides 2 benefits. You can accumulate more charges, and your character’s weight allowance increases. Increasing a weapon level also adds abilities when you accumulate enough charges, such as 4 Charges = 33% chance for 2x Damage, 8 Charges = 10% chance for Stun etc. Weight allowance is not important in early chapters 1-5 and only plays a part when you start to customize and/or dual-wield guns. Since a character’s level is the sum of individual weapon levels, it is important to switch your weapons around because you start the game with 1 MG, 2 HG, an 1 Grenade Box. More guns can be obtained later in the game.

 

 

3. Equipment Customization

In this game, characters are not assigned stats; rather it is delegated to guns (not grenades!). Each gun has a stat in the following categories: Charge Speed, Charge Acceleration, Rapid Fire, Bullet Focus/Accuracy, Magazine Size, and Weight.

 

Charge Speed (CS), Charge Acceleration (CA) and Magazine Size (MS) are the 3 most important stats. The first determines the normal speed at which your gun charge fills, the second determines the rate at which the first increases, and the third determines number of shots per gauge (more shots more damage).

 

Lets say we have CS = 100, CA = 20%. In terms of a car, that car would be moving at 100 mph, and every hour its speed would increase by 20%. :)

 

Each stat above can be upgraded by attaching customized parts. These parts can be obtained via shopping, mission rewards, treasure boxes in the world map or dungeons, and tinkering. For tinkering, you need to have the raw materials first, which can be obtained by scrapping junk items that you receive from defeating enemies. Destroying an enemy’s body parts may also directly drop the raw material you’re looking for.

 

Note: To move a gun from it's initial position, use the Right Analog Stick :rs: in the Customization Menu

 

Each customized part has a weight cost, and every character has a weight allowance. Characters are also allowed to dual-wield (equip 2 MGs or 2 HGs or 1 MG 1 HG) if they have that allowance, which is most likely around level 45.

Edited by yewjhin
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4. World Map

The world of Basel is segregated into different levels, or layers, a total 12 of them. Each layer can be accessed through a Core Lift and/or an Elevator. Access to Core Lifts are granted as you progress through the Story, and these are the giant vertical lifts that runs through Basel like a spine. Elevators can be accessed by clearing the hexes that lay atop them to reveal the elevator. Throughout Basel, you will find 3 major towns: Ebel City, Crank Town, and Albona Town, as well as various other dungeons both compulsory or optional.

 

For every new layer that you gain access to, you must first clear the hexes to reveal locations of interest.

 

5. Hexes and What You Should Know

If you don't know by now, the white and sometimes colored hexagon shaped things you see on the World Map are called Hexes. To clear a hex, you need to place an Energy Hex of the same color and appropriate shape to clear it, and that spot on the World Map will turn grey (if using white Energy Hex) or the same color corresponding to the color of the Energy Hex you used.

 

Most of the time, Energy Hexes can be obtained by defeating enemies. Sometimes they are awarded to you as you clear the hexes World Map, or they are given at the Start of a Story Mission. However those given to you during the Story Mission are meant for you to unlock the location/dungeon where the quest is executed.

 

Now, apart from revealing locations of interest, colored Energy Hexes are used to power up the various Terminals you see throughout Basel. Each terminal has a minimum no. of hexes required to activate it. A Terminal's effect can vary from Increasing Exp gain, Doubling other Terminal's Effects, Increasing/Reducing damage from an Element and so forth.

 

On top of each terminal there will be a number something like " 0/30". This means 30 colored hexes are required to activate the terminal, and so far there are 0 of these colored hexes linked to the terminal. They keyword here is "linked". All 30 of them should also be of the same color.

 

In addition, you may link two terminals together (again, they have to be the same color) to achieve greater or more effects. An example would be linking "Terminal A: Increase Exp Gain x1.5", and "Terminal B: Double Other Terminal effects". The end result would be Increased Exp Gain x3.0. However, note that the number of colored hexes required will be the total of the two (A+B).

 

This effects are applicable to any spot on the map that is linked to the terminal and has the same color. They can also be extended to other layers via Elevators, but again, verify that the Energy Hex you're using has the appropriate shape to reach to location you desire.

 

6. Infinite Money Trick

This method is useful for the “Shopaholic” trophy and purchasing customized parts. It is advisable that you do it as soon as you reach Chapter 6-7 and get yourself 2-3 million in reserves.

 

  • Starting Chapter 6 or 7, the travelling merchant you met in Forsaken will move to Waterless Bridge on Level 8 and start selling Scrap Irons and Glass Shards, which are components for Compact Scope Beta.
  • Return to the Tinkerer in Ebel City and create a bunch of Compact Scope Betas, they cost 3000 rubies each to make.
  • Sell the Compact Scope Betas to the shopkeeper for 4100 rubies each.
  • Repeat the steps as necessary to make millions then spend your money at the Boutique and purchase any clothing you want till the trophy pops.

7. Fast Levelling using the Arena

 

Starting from Chapter 7-8, you can encounter Lvl19-23 Hooded Gangster on Level 10 that rarely drops Dark Purple Hexes.

 

  • Goto Level 6, use those dark purple hexes to unlock the Terminals: Exp x1.5 and Double Amp. Double Amp basically doubles the effect of all other linked terminals, so in this case you get 3x Exp !!
  • Use "L-shaped" Teal Hexes to link those two terminals all the way to the elevator, which will extend their effects to Level 4 above. They are dropped by Shady Thugs on Level 7-9.
  • Continue using teal hexes to link the elevator on Level 4 to the Arena. In total you'll need 73 teal hexes minimum to activate those 2 Terminals. You probably won't have enough Teal hexes to activate the Double Amp terminal at first, so you could instead activate Exp 1.5x first, then goto Arena Ranks 12, 14, 17 and 18 to farm more while enjoying a lil Exp bonus. (Credits to StarksKettle)
  • Now equip your MG user with EXP Trainer and Auto Trigger.
  • Arena Battle Rank 20-3 consists of 1 Bronze Blob, 1 Silver Blob, 1 Gold Blob. Kill off the first two. Using your MG user, charge as long as you want and unleash it on the Gold Blob, who will recover SD very quickly, unless the SD fills over 60% of his health bar. If so, ease off your charges so it can recover as usual. With EXP Trainer equipped + Terminal effects, your MG user will gain 6x Exp !! Equip the other 2 characters with MGs as well if you have enough
  • If you wish to stop grinding and return later, turn around and walk out the Red Barrier. This is a one-time battle only and killing the blob now will effectively stop you from grinding further.
  • You can link other Terminal Effects like Increasing Item Drop Rates and Rare Items Drop Rate to get as much benefit out of grinding the many Arena Battles too

I have noticed that there is a much easier approach to obtaining Dark Purple Hexes, as well as Teal Hexes. Though two Teal Hexes are required to open the area, Estia appears to be the best alternative to obtaining the mentioned hexes to the encyclopedia method. I have obtained a Teal Hex after defeating a Heat Yeti every encounter. Likewise with the Dark Purple Hexes when encountering and defeating the Missile Gears more frequently than with the Hooded Gangsters.
Edited by yewjhin
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8. Gun Locations

 

Here are the locations for each gun and earliest chapters you can get them. They're not missable.

 

Handguns

1191.45 Auto - Starting Equipment

1191.45 Golden - Secondary Central park, Neverland

B-N84 - Starting Equipment

B-N84 Golden - Primary gate, Neverland

LP-09 - Chapter 7, Albona shop. Costs 200,000 rubies

MI5OA - Exchange Prize for 500 Copper, 200 Silver, 50 Gold coins in the Arena

SG-B226 - Chapter 1, Ebel City Shop. Costs 100,000 rubies

SG-B226 Golden - Neverland, Tertiary East Park

Z-40 - Chapter 15, Mission Reward from Sidequest "This Gun's For You"

 

Machineguns

SMG-05 - Starting Equipment

NP.05C - Chapter 12, Ebel City Shop

NP.05 Golden - Secondary East Park, Neverland

PDW-XN.V2 - Chapter 6, Treasure Box in Last Hex, Dakota Vein

PDW-XN.V3 - Chapter 14, Treasure Box in Third Hex, Aetersyl

 

 

9. Doll Locations

Starting Chapter 1, the Ebel City shop owner gives you a quest "An Act of Kindness" to find him a doll. Complete that mission, then whenever you find a doll in future chapters from dungeons, Red Zone Fights, World Map Treasure Boxes, you can give them to him for a reward.

 

Doll Locations:

Chapter 1: Bongo the Clown - Found in Leanne's room during the "An Act of Kindness" quest.

Chapter 4: Bridal Doll - Clear Optional Red Zone on Level 6.

Chapter 7: Witchy Bazooka - Clear Optional Red Zone on Level 8.

Chapter 7: Bound Doll - Clear Optional Red Zone on Level 8.

Chapter 7: Witchy Wallace - After clearing a path of Albona for "Emergency Call-Up!" you can find this on Malcolm Street.

Chapter 8: Buddy Bear - Having completed all three quests for Burnell, speak with Kacy in the Ebel City Guild.

Chapter 9: Witchy Mama - After completing the quest "Feel Better, Kitty Dog!" you can continue to feed Sarah's dog until it is full. 12 Quality Meats should do the trick. Once it is full and she thanks you, leave and return to acquire the doll.

Chapter 11: Milky Snow - Clear Optional Red Zone on Level 11.

Chapter 11: Lucky Doll - Clear Optional Red Zone on Level 11.

Chapter 13: Cursed Doll - Clear Optional Red Zone on Level 12.

 

Possible Rewards:

Scattershot Sub-Barrel

EXP Trainer

Flame-Resistant Vest

Barrel Adapter

Lucky Charm

Smash Grenade x30

Hi-Polymer Padding

Sub-Zero Rounds+ x30

Germproof Suit

Perfect Aid x3

 

 

10. Optional Red Zone Fights and Rewards

As you progress through the game, you will see various red zones on the World Map. The fights are inescapable, so make sure you save before you engage it. They are different from the Quest Fights that have a (!) on them. Those are escapable.

 

Location: Enemies (level) [Reward] (Taken from our Sister Site, with credits to Pants Party)

 

Chapter 3

Level 5: Frag Dwellest (44), Outcast (7) [bezel Shard]

Level 5: Shady Thug (16), Stray Curs (5) [Perfect Aid]

 

Chapter 4

Level 5: Shady Thug (16), Rocketfoot (29) [bezel Shard]

Level 5: Bronze Ooze (12) [Perfect Aid]

Level 6: Dwellest (12), Dolled-Up Dwellest (48) [bridal Doll]

 

Chapter 5

Level 5: Hooded Gangster (19), Rocketfoot (24) [Perfect Aid]

Level 7: Hooded Gangster (19) [bezel Shard]

 

Chapter 6

Level 4: Missile Gear (54) [bezel Shard]

Level 9: Silver Jelly (29) [Perfect Aid]

 

Chapter 7

Level 7: Heavy Tiger (28) [bezel Shard]

Level 8: Hot Dog (21), Dolled-Up Dog (46) [Witchy Bazooka]

Level 8: Torch Gremlin (19), Dolled-Up Gremlin (46) [bound Doll]

Level 10: Missile Plough (67) [Perfect Aid]

 

Chapter 8

Level 8: Mad Goliath (73) [bezel Shard]

Level 9: Safety Dwellest (52) [Perfect Aid]

 

Chapter 9

Level 6: Screw-Top (52), Sprocket Juggenaut (57) [bezel Shard]

Level 11: Sprocket Juggernaut (57), Fullmetal Gear (77) [Perfect Aid]

 

Chapter 10

Level 5: Mask Raider MG (30, 37), Tar Armor (73) [bezel Shard]

Level 7: Dweller (4), Pistol Dweller (6), Prop Dweller (17), Junk Mimic (20), Wrecking Baller (29), Mask Raider MG (37) [Perfect Aid]

 

Chapter 11

Level 7: Hell Slots (30), Blob Clown (49) [bezel Shard]

Level 11: Blood Doll Omega (20), Puppeteer (65) [Milky Snow]

Level 11: Rocketfoot (24), Dolled-Up Walker (54) [Lucky Doll]

Level 12: Hell Slots (30) [Perfect Aid]

 

Chapter 12

Level 5: Blob Clown (40) [Perfect Aid]

Level 9: R-Commando Assault (58) [bezel Shard]

 

Chapter 13

Level 12: Wrecking Baller (29), Dolled-Up Dweller (58) [Cursed Doll]

Level 12: R-Commando Shotgun (58), Bolt Yeti (68) [bezel Shard]

Level 12: Commander (39), Storm Striker (73) [Perfect Aid]

 

Chapter 14

Level 10: Chinoppio (59) [bezel Shard]

Level 11: Cathedral Sniper (65), Cathedral Guard (71), Cathedral Fencer (73) [Perfect Aid]

 

Chapter 15

Level 12: Cathedral Sniper (65), Chummy Gremlin (61) [bezel Shard]

Level 12: Venomous Fog (68) [Perfect Aid]

 

Chapter 16

Level 11: Judge's Assault (66), Judge's Blade (76) [bezel Shard]

Level 12: Judge's Assault (66), Shot Raptor (66) [bezel Shard]

 

10. How to Destroy Neverland, Battle Strategies and Enemy Guide

There are many ways to go about the Battles in Neverland, but generally speaking, all methods will require you to have the following, which is highly recommended. You may opt to enter Neverland at inferior levels/equipment, but the setup below should give you an easy time.

 

  1. All characters at 12,000 HP and above, 12 and above Bezels. Max 14 Bezels recommended.
  2. Vashyron at max MG level (100), for the 100% Full Scratch Rate and 100% Stun abilities. Zephyr at max MG is optional, but at least should have level 50-80.
  3. Leanne at ma HG level (100), for high % of gauge break ability. Zephyr at max HG is again optional, but at least level 30-50 will do.
  4. Highly customised guns, such as those below (Credits to Dormin). It is said that high Charge Acceleration (60+ %) is far far more advantageous than any amount of Charge Speed, though I will comment that the weapon mods below did just fine for me.
  5. Don't forget to equip the Golden Guns you obtain in Neverland once you have them. They are far superior to their normal counterparts in terms of stats and abilities such as gauge break.

Note: To move a gun from it's initial position, use the Right Analog Stick :rs: in the Customization Menu

 

http://i.imgur.com/SXoHsu0.jpg

 

This was my setup when I first entered Neverland, and I practically only used Vashyron and Leanne for 80% for the battles. I always start with Vashyron full scratching easiest or most dangerous enemy, then Leanne follows up by killing it and then stunning the rest. HG charge up to 30% gauge break is quite enough to guarantee a stun with double HG equipped.

 

HG/MG/Grenade

Vash: 28/100/23 (Total: 151) Double MG equipped

Zephyr: 80/100/24 (Total 204) MG + HG equipped

Leanne: 100/50/22 (Total: 172) Double HG equipped

 

 

Neverland itself is divided into 3 sections, and each section contains 3 areas that must be cleared before proceeding to the next: Central, East and West Parks. For a comprehensive breakdown on each area/section, I highly recommended this walkthrough at GameFAQs made by threetimes, just scroll down to the Neverland section.

 

GameFAQs: Resonance of Fate (PS3) FAQ/Walkthrough by threetimes

 

Note: It is essential you make full use of cover/blind spots in Neverland. For example, a bunker, a wall, or a stairs. Enemies on the other side will 80% try to shoot at you, and they will find their shots blocked by the wall or stairs. Bunkers only have so much HP and will fall, so always stay in cover.

Edited by yewjhin
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  • 2 weeks later...
  • 1 month later...
Starting from Chapter 7-8, you can encounter Lvl19-23 Hooded Gangster on Level 10 that rarely drops Dark Purple Hexes.

 

I tried that, but for 4h+ no dark purple hexes. I googled a bit and found out about Etsia on level 10. Missile Gear, when leader, drops a dark purple hex. My first encounter in there was a Missle Gear and ... *OMFG* the hex dropped! I was like :francis:

 

edit: 2nd encounter and it dropped again. Seems like a good succes-rate :). It appears mostly in the morning and daytime. I'm in chapter 7.

Edited by NomYacc
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Thanks for your hard work!

I'm getting the game this week, and I already have began to understand the combat system thanks to your awesome guide.

 

Wow.. I don't think I would have understood all that if I didn't read this.

 

Thanks!

The game is going to be manageable when i pick it up now!

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  • 2 months later...

Great source of info- thanks for posting this!

 

I had a question about the fast leveling trick- how do I change the terminals to accept teal hexes? It's kind of a pain to farm so many dark purple hexes to activate the terminals... I guess it's a grind either way, but I don't understand how you'd be able to change the color required to activate the terminal.

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You can't simply chance the color of hexes you want to use. You need to make a trail of hexes from a hex with the color you want to use. The easiest way to do this is to acquire 5 or more teal hexes and then head up to the guild (In Ebel City where you got your first sidemissions). Here you can trade in 5 normal hexes for a station hex. Choose the teal ones to acquire a teal hex station and take it down to level six and place it right next to the elevator (the only place you're allowed to place it AFAIK) then start placing hexes all over that floor. Don't bother making a path to the 2x power station at first because this will dramatically raise the number of hexes needed to activate both of them. This way you can benefit from a 1.5x XP until you get the last one (providing you're within their coverage of course).

 

I've recently been farming quite a lot of teal hexes and I have now activated the Item Drop rate x1.5, Item Drop rate x2, rare item drop x2 (over at level 5), gained experience x1.5 and Other terminal effects x2 so Arena fights bring me quite a lot of goodies these days aswell as a handsome XP boost.

 

 

Good luck!

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You can't simply chance the color of hexes you want to use. You need to make a trail of hexes from a hex with the color you want to use. The easiest way to do this is to acquire 5 or more teal hexes and then head up to the guild (In Ebel City where you got your first sidemissions). Here you can trade in 5 normal hexes for a station hex. Choose the teal ones to acquire a teal hex station and take it down to level six and place it right next to the elevator (the only place you're allowed to place it AFAIK) then start placing hexes all over that floor. Don't bother making a path to the 2x power station at first because this will dramatically raise the number of hexes needed to activate both of them. This way you can benefit from a 1.5x XP until you get the last one (providing you're within their coverage of course).

 

I've recently been farming quite a lot of teal hexes and I have now activated the Item Drop rate x1.5, Item Drop rate x2, rare item drop x2 (over at level 5), gained experience x1.5 and Other terminal effects x2 so Arena fights bring me quite a lot of goodies these days aswell as a handsome XP boost.

 

OK I dunno if I am an idiot, but I don't really understand how this would even work. First of all, to activate a terminal you need X # of the same color hex connected.... are you saying that after the terminal is activated, any color hexes touching the active hexes can be linked with the same effect?

 

I may have screwed myself over since I am doing the side mission where you need to link a terminal to Pateropolis... is there any way to remove placed hexes??

 

edit: didn't know that you can place color hexes over a different color- I take it I can activate the 2 terminals w/ dark purple hexes and then use teal hexes to link them to the arena? Or does placing the station hex mean the benefits from that level will transfer via the station hex?

Edited by Buster-K
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I take it from your edit that you've figured out that you can place any hex over another (as long as it's connected from somewhere since a prerequisite of placing a colored hex is that it's adjacent or overlapping a hex of the same color). White hexes can be placed anywhere as long as none of the hexagons is outside the map.

 

You will have to use purple hexes to erect/unlock the terminals, but one of the reasons you can't use purple for the "trick" is because you can't connect them across the bridge towards the arena. I'm also guessing it's because teal ones are amongst the easiest to come by.

 

 

are you saying that after the terminal is activated, any color hexes touching the active hexes can be linked with the same effect?

Different colored hexes will break the chain. Only hexes of the same color will count towards the required amount to activate a terminal.

 

 

Regarding the station hexes. They won't do anything besides allowing you to save, rest and give you the ability to erect one on any level you want so that you have a starting point to make your path (AFAIK the only place you can erect those is on the adjacent hexes to the elevator). If you've placed a teal hex anywhere on level 4, 5 or 6 you can start making a path from one of those (the hex color will transfer through the "old" elevators, but not the core elevators). If you don't have one you will need a teal station hex station to get started. As the guide says you will need to cover 293 spaces (I can't remember what the games calls just one of the "spaces" that you cover with your hexes :S ). This requires 74 teal hexes so you better start collecting. This naturally means that you have to cover a lot of surface area so in order not to waste hexes trying to fill every tile on level 6 (meaning that some places you'll only be able to benefit from 3, 2 or even 1 of the 4 tiles of the hex since you've already covered a lot of the area with teal hexes already) i suggest that once you've covered most of the area on level 6 and connected the arena start making your way over to level 5 and exploit the huge area over there.

 

 

I hope this cleared everything up for you ;)

Edited by LtdEdFred
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  • 2 months later...

I have a question for Yewjhin (or anyone who can tell me.)

 

I have linked 2 terminals together that have the same effect. (1.5x item drop rate). Do they stack with each other?

 

Also, both those terminals are linked to a 2x effect terminal. Will that mean i am potentially getting 6x the item drop rate?

 

On a side-note, i am getting a ton of drops in this area but i cant tell how many times.

 

If you need more info let me know.

 

Thanks in advance.

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I have a question for Yewjhin (or anyone who can tell me.)

 

I have linked 2 terminals together that have the same effect. (1.5x item drop rate). Do they stack with each other?

 

Also, both those terminals are linked to a 2x effect terminal. Will that mean i am potentially getting 6x the item drop rate?

 

On a side-note, i am getting a ton of drops in this area but i cant tell how many times.

 

If you need more info let me know.

 

Thanks in advance.

I think you're only getting 3x, the two 1.5x terminals don't stack with each other.

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ok, how do you get EXP trainers without killing the gold blob? in 20-3 arena. cause i can't get one with silver coins. And would it be easier to just kill it, get EXP trainer and grind through the other 30 arena battles with 6x exp equiped anyways? thanks.

Edited by fijski8
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Without killing the gold/silver/bronze blob fight you can only have 1 exp trainer.

 

You get it from a girl in level 10 after doing a mission on the bounty board for her, then feeding her some more meat (12x quality meat needed iirc).

 

6x exp on my vashyron using 2x MG stoppiing at 14.8x (so the blob doesn't have to slow down to regenerate) gave me 25 levels an hour. During that time zephyr with 1 MG also got 8-10 levels so its not that bad.

 

So while it is a bit of pain doing it with only one, it's definitely faster this way.

 

EDIT: This may be worth putting in the guide btw. After 2 hours of testing, it's actually signifcantly faster to train on Arena Rank 43 (3x gunmen 2x dogs). Each are worth about 8-9k exp (times by 6 because now you all have full exp trainers). Also you can train your handguns here aswell (about 3/4 of a level per battle)

 

Very fast. However: You will need to be able to take about 5,000 damage on your first 2 people who make hero runs. (no problem if your level 100+).

 

Again, its about 1 and 3/4 times faster than the blobs + your getting item drops and gold coins.

Edited by wittyusername
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Thanks I found the exp ring i missed by giving more meat to the girl, but i killed the blob anyways. My characters are all 110+ on level 29 arena so far, so i doubt i will need to grind, just play normally and should be high enough level to take on Neverland by the time i am done with the arena trophy. Thanks for the response!

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  • 3 weeks later...
I tried that, but for 4h+ no dark purple hexes. I googled a bit and found out about Etsia on level 10. Missile Gear, when leader, drops a dark purple hex. My first encounter in there was a Missle Gear and ... *OMFG* the hex dropped! I was like :francis:

 

edit: 2nd encounter and it dropped again. Seems like a good succes-rate :). It appears mostly in the morning and daytime. I'm in chapter 7.

this worked for me as well. thank you
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  • 3 months later...
7. Fast Levelling using the Arena

 

Starting from Chapter 7-8, you can encounter Lvl19-23 Hooded Gangster on Level 10 that rarely drops Dark Purple Hexes.

 

  • Goto Level 6, use those dark purple hexes to unlock the Terminals: Exp x1.5 and Double Amp. Double Amp basically doubles the effect of all other linked terminals, so in this case you get 3x Exp !!
  • Use Teal Hexes to link those two terminals all the way to the elevator, which will extend their effects to Level 4 above. They are dropped by Shady Thugs on Level 7-9.

 

I have noticed that there is a much easier approach to obtaining Dark Purple Hexes, as well as Teal Hexes. Though two Teal Hexes are required to open the area, Estia appears to be the best alternative to obtaining the mentioned hexes to the encyclopedia method. I have obtained a Teal Hex after defeating a Heat Yeti every encounter. Likewise with the Dark Purple Hexes when encountering and defeating the Missile Gears more frequently than with the Hooded Gangsters. While this guide is great, and with no disrespect to it or its creators, I believe some mention to this alternative mention should be noted.

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I have noticed that there is a much easier approach to obtaining Dark Purple Hexes, as well as Teal Hexes. Though two Teal Hexes are required to open the area, Estia appears to be the best alternative to obtaining the mentioned hexes to the encyclopedia method. I have obtained a Teal Hex after defeating a Heat Yeti every encounter. Likewise with the Dark Purple Hexes when encountering and defeating the Missile Gears more frequently than with the Hooded Gangsters. While this guide is great, and with no disrespect to it or its creators, I believe some mention to this alternative mention should be noted.
from what ive seen most trophy guides dont get adjustments after a certain amount of time when it gets stickied, it really depends on the OP. but its always helpful to post your own finds and alternative methods because players will search through these threads looking for answers if the guide's method isn't working for them.
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from what ive seen most trophy guides dont get adjustments after a certain amount of time when it gets stickied, it really depends on the OP. but its always helpful to post your own finds and alternative methods because players will search through these threads looking for answers if the guide's method isn't working for them.

Ah, yes I realize that. (That totally slipped my mind while posting. xP) I just thought It'd be nice to update it a bit for any future newcomers to the game so that they can get the most up to date inform and strategies to save them time and maximize their experience with the game.

 

All that grinding can really tire a person out. x_X

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  • 2 weeks later...
I have noticed that there is a much easier approach to obtaining Dark Purple Hexes, as well as Teal Hexes. Though two Teal Hexes are required to open the area, Estia appears to be the best alternative to obtaining the mentioned hexes to the encyclopedia method. I have obtained a Teal Hex after defeating a Heat Yeti every encounter. Likewise with the Dark Purple Hexes when encountering and defeating the Missile Gears more frequently than with the Hooded Gangsters. While this guide is great, and with no disrespect to it or its creators, I believe some mention to this alternative mention should be noted.

 

Gotta admit, i was farming Teal Hexes on Level 5 near those two terminals for item drops... i got 4 in 1 battle. In general i get 1 Teal Hex every encouter there which goes against your Heat Yeti. In Estia i only got 1 Teal Hex after 6 fights, which seems a lot slower. kudos for the Missile gears though, got 2 Dark purple hexes in 2 fights ^.^

 

edit: gotta walk on the "Closed Road" hexes though, both the Mimiks and them Chunky Gangsters drop them.

Edited by Shidasan
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