Tales of phantasia walkthrough5/20/2023 This is a bit of a pain, I find, if only because 4:48 is such an arbitrary and awkward time to get and if you're off by even half a square it's wrong and you get to try again and again until you get it right. You have to stand on the one square that has Cless' shadow look like 4:48 would on a clock and then use the Sorcerer's Ring. There's two lanterns on the right side of the room. This is the first real puzzle of the dungeon, and it's kinda awkward to get to work properly. It looks a bit more useful than most of Suzu's reportoire but given how niche and situational the rest of it is, that's probably just me imagining things. If you know anything about Jiraiya (even if it's just from Persona 4 or something) you can guess what this does within reason: Suzu sits on top of a giant frog that drops from the sky which then hits everything in the direction its facing with a breath attack. In the next room, we can buy Suzu's final skill for the surprisingly cheap 54,000 gald. I'm sure there's some sciency reason for why this makes white and not black like I thought it should, or maybe it's just for player convenience. ![]() ![]() Well, I never said these puzzles were the hard ones.Īnd the next colour mix-n-match puzzle requires the last light source to be turned on as well. What two colours mix together to give us purple out of that selection? The next actual puzzle is slightly on par with the first but requires a bit more thought put into it we need purple light, but we only have red, blue and green. One's a Tea Cup, the other's a Shamisen and I don't remember which is which but it hardly matters at this point. ![]() Immediately afterwards we get a branch that leads to the exact same spot but with a different treasure on each. This door being at the very beginning of the dungeon is the sole reason we had to leave it until after the Dwarven Ruins. This opens the door directly ahead that is completely unopenable otherwise. There's also a slab that we can somehow read which tells us the solution to the puzzle turn the Red Lantern on. The first real room of the dungeon is completely dark aside from the requisite half-a-second flash of light every now and then. It's got a few hard enemies and one dick of a puzzle, but it's super short and incredibly simple aside from near the end.Īs you'd imagine from the Dark Cave of Darkness as sponsored by The Darkness, everything here absorbs Dark so using Suzu (and Black Hole too) is something of a bad idea for more reasons than the usual for once. Now we've really got nothing else left to do, so let's just go do this somewhat anticlimactic final-final dungeon. I hadn't, but it certainly looks like it. It's almost as if I'd meticulously planned everything to finish with the collection of the last spirit! We also get the last of the five statues that do bugger all but look nice and help quell that random item gathering OCD you get with these kinds of things, or at least I do. After talking to him, the Tower of Druaga reference comes almost full-circle and we're done with it at long last. ![]() Remember this brat? Probably not, since I only vaguely do. Or let's not! We've got everything from the Legend of Ishtar so it's back to Freezekiel for one last little thing. Let's just go get Shadow and be done with it. So, last time we finished the super-long optional dungeon the only thing that remains is to get a middling spirit that's long since been outclassed on account of being on the same tier as Maxwell and Luna.
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