Wednesday, July 14, 2021

Legend of Dragoon - Chapter 13: The Final Signets

Making their way through the rift in the sea, the party will find themselves at the entrance of the Magical City Aglis. Talk with your group, then have Dart open the doors to the north to begin the dungeon; unfortunately, the sea closes in behind, trapping you inside. Note: There are no restoration points inside Aglis, and the encounter rate is extremely high, so don't needlessly waste your MP and use the Guard command to restore HP when you can to conserve items. Use the telepads to transfer farther into the city and you will meet an eccentric "thing" called Ruff. It looks like the creatures here are making something known as the "Psychedelic Bomb" and "Moot". The latter which is an odd way to name anything remotely useful. Also, remember the locked to to your left, as we will need to return here.

The Anglerfish-looking Stern Fish will sometimes drop Frozen Jets, which are the strongest water elemental attack magic item, and since they are unpurchasable, this is the best place to obtain them.
 
From the screen you met Ruff, use the closest telepad, grabbing the Burn Out treasure, then the one to the north. Follow the path around, cracking open the Gushing Magma treasure, then warping using the eastern pad; not exiting to the north. Follow the next few portals that lead you to another exit leading north where you will find two treasure chests. One with a Moon Serenade and another with a Magical Hat. Hopefully you got one of these from the Phantom Ship, but if not, they are the best helmet in the game for the males, besides the Legend Casque. With one already equipped to Kongol, I gave this to Haschel to increase his magical attack. Warp back to the previous screen, and where you used the eastern telepad, pass by it and exit northeast this time. The next couple of telepads are linear, carrying you north into a research lab with Ruff and another creature, Phewy. There is a chest with an Angel's Prayer on your left-side, then take the door heading north after the scene.

More telepads here. Activate the one on the platform Dart is already, then use the pad to the north of the middle one to be near a Sun Rhapsody chest, then reenter the previous portal, followed by taking the left-sided pad and jumping in the next few pads to another research area to the west. The creature, Spino, is inside here and shows you the mirror that Savan had been watching Rose from, amongst other riddles. Exit to the northwest after the scene to be met by even more portals.
 
Use the closest pad, then circle around to the bottom-right to collect the Healing Fog item, before using the south portal, then across a U-shaped area to the next one that leads you to a western exit. In the center of the next area, you'll have multiple different telepads to choose from. Choose the one to the bottom-right of the screen and follow the next few linear pads to end up at a Healing Rain chest back in the previous area. Return to the multi-pad area, then use the pad to the top-right to exit.

The party will meet the ancient Wingly, Savan, in this area. He assures you that the Signet Sphere is safe, being guarded by a "Last Kraken", but that sounds like a boss to me. He's been working on a Psychedelic Bomb, but to complete it, he needs the courage of the entire group. When ready, the group will part ways, entering their color-coded destination, and you'll get a chance to save with Dart before proceeding. What happens next is very important: it will decide whether you receive a powerful, one-time magic item, or a once-per-battle item like the Magic Shield. By talking to Savan, each character will be given a "test" of which they will need to make a tough decision. Failure to make the correct choice with any of the characters will result in receiving only a single-use item; so be absolutely sure you select the right answers. The correct ones with each character are as followed:
  • Kongol: "Take Doel's sword."
  • Miranda: Any of the first answers, then "I cannot die now."
  • Albert: "I...cannot do that."
  • Meru: "I still cannot die!"
  • Haschel: "I couldn't stop her."
  • Rose: No choice.
  • Dart: "I will save Shana no matter what!"
One the selections have been made and the party regroups, exit out to the left and into the telepad. Pass by the middle portal and enter the one at the end of the platform, followed by the next two bottom-most portals to the next exit. In this lab, the party will receive either the multi-use Psyche Bomb X or a single Psyche Bomb. If you don't get the "X" version, reset your game and redo the tests again. With the Psyche Bomb X, used by someone like Miranda or Meru, it will completely wipe out most regular encounters with ease using non-elemental magic damage. Afterwards, follow Savan to the south toward the Signet room. The following telepad room is straightforward, but don't pass up the 200G and Healing Breeze chests. At the save point, heal up and prepare for a boss in the next room.

Zieg has managed to take external control of the Last Kraken and it is threatening to destroy both Moot and the Signet Sphere. Another water-based boss, so this will be quick and easy. Throw the Speed Down item, followed by Power Down on the Kraken, then Power Up on Dart. Have Dart transform using the "Special" command to give the battlefield a fire aura. You know the rest: Cast Final Burst three times for huge damage, or cast Explosion if the Kraken throws out its Cleone allies. Your allies can contribute with whatever you like, but the Burn Out, Gushing Magma, and Psyche Bomb X are good choices for when in human form. You should only be in any real danger if you ran out of items from the long dungeon.
 
You receive the Pretty Hammer weapon for Meru for winning the battle. This unique weapon has the same attack power as her initial weapon, but grants double the amount of SP per hit, so I guess if your Meru is lagging behind in Dragoon levels, this could be useful, but otherwise, stick with her Heavy Mace.

The clashing of the Dragoon powers and the Last Kraken has created a chain reaction between Moot and the Signet Sphere, of which destruction of both and those inside is imminent. Savan will use the last of his power to teleport the group out of the room, urging them to carry on to the next Wingly city to stop Zieg. Having failed to protect Aglis' Signet Sphere, the party has no choice but to make their way back to the entrance of the city. Remember the locked door in the area you first met Ruff? This door now leads to a transporter the party can use to reach the Law City Zenebatos. However, on your way back through Aglis, the party can see several scenes with Savan's creatures as they slowly pass away; unable to survive without Savan.
 
Arriving in Zenebatos, the party is met by a "Guard Lapto" that warns the humans to leave immediately. Savan's final gift will then arrive, Coolon, your new wings of the sky. With Coolon, you can now return instantly to most main areas of Endiness, then from there, foot it to lesser places. This also signifies the start of several side-quests, but we will cover those in the next chapter. For now, use Coolon to return to an area to rest before exploring Zenebatos.

From the entrance with Coolon, use the nearby pad and search the above blue glyph to learn that non-humans cannot enter the area of the Signet Sphere due to a law, even if Meru is with you. Return and use the lower-right exit and the Lapto here, repeating what you read on the glyph, will give you a choice of destinations that are available to you. First, let's select the "Law Factory".
 
On the Law Factory side of Zenebatos, the yellowish Lapto operates the final shop in the game outside of the final dungeon. The item shop has your basic necessitates, but there are some new pieces to be had in the armory. You should have a Gladius for Rose from the Death Frontier, but make sure to purchase the Great Axe for Kongol. Pick up the Red DG Armor for Dart, and if you're using an Angel Scarf or Spiritual Ring on Albert/Lavitz, get them the Jade DG Armor. However, if using a Bandit's Ring instead, I would keep the Armor of Yore equipped to them. The Rainbow Dress is a better piece of equipment for Meru than her Blue DG Armor, while I recommend it over the Dark DG Armor for Rose, as well, if she has the Dragon Shield equipped.

Exit past the shop Lapto and purposely get caught by the guard Laptos that are patrolling the area. They'll move Dart and company to the prison area of Zenebatos that can only be accessed by being captured. Thankfully, the guard's transport isn't strong enough to support a Giganto, so Kongol will smash through the wall to rescue you from your cell. Outside, make sure to grab the 200G and Flash Hall chests before using the circular lift to return topside.
 
If you didn't purchase the Sage's Cloak in Ulara, the Professor enemy here in the Law City will occasionally drop them, to note.

Next, select to move to the "Legislation Center" and exit onto it. Here, we need to dodge the guard Laptos and use the portals to make it to the top. You'll see treasure chests, but for the moment, ignore them and focus on advancing. Dodging the guards is fairly simple: lure them near the doorways, which they cannot enter, and use them yourself to move to the opposite side. With enough distance between, Dart is more than quick enough to make it to the next portal without being captured. At the top of the Legislation Center, get in line behind the Laptos that are in a queue and approach the center once it's your turn. Answer "No" to their question if you're submitting a bill, then "Yes" to if you are here to revise a law. Provide them the numbers "659", which will disable the guard Laptos, and they'll give you the Law Maker item.

Make your way back to the central area of Zenebatos, selecting the Law Factory, this time. Avoid the guard Laptos again as you climb your way to the top of the Factory. At the summit, talk to the Laptos to trade your Law Maker for a Law Output item, then it's on to the Law Launcher section. One more time, avoid the guard Laptos to reach the top of the Launcher. Use the flying disc there to submit your Law Output and you won't have to worry about dodging the guards anymore. Note: You must be captured by the guards at least once to collect the chests in the prison area before you revise this law, or else you will have to redo this step to reactivate them.
 
With the guard Laptos no longer an issue, we can freely pick up the items we missed. In the Law Factory section, there are chests with a Spirit Cloak, Down Burst, and Gravity Grabber inside. On the Legislative side, there's a Burning Wave and Frozen Jet. Lastly, the Law Factory holds a Spectral Flash, Rainbow Dress, and Night Raid items. The Burning Wave and Spectral Flash are particularly rare, and we cannot obtain more of them until the final dungeon. With the items taken care of, we need to repeat this law process, but with using the numbers "703" at the Legislation Center. Once this law has been revised, the party can use the disc on the top platform of the Zenebatos entrance to access the Great Court and the Signet Sphere where a difficult boss awaits us. Return to Endiness with Coolon to rest, and equip one character with the Talisman accessory and one with the Rainbow Earring. I recommend the latter with using Miranda/Shana or Meru in your party. Also, remember if you put one of these on Dart, to switch him from his Soul Eater weapon to the Fairy Sword. Inside the Great Court, Zieg has managed to manipulate the judge, Nomos, and he sends for his executioners.

Without status protection, this battle can be very difficult. Selebus will constantly attempt to confuse or petrify the party, while Vector uses physical attacks and Kubila with magical ones. It's important to stay in Dragoon form the majority of the battle to avoid the status effects, but before transforming, have the Rainbow Earring character throw the Power Up item on themselves, followed by using the Spectral Flash you picked up and/or the Psyche Bomb X for massive damage on all three enemies. From there, focus your attacks on Kubila, who like the Polter Sword boss earlier, will attempt to instantly kill the character delivering the final blow if one of their partners, including himself, is killed. So, watch the arrow above Kubila's head, and when it turns red, use the character equipped with the Talisman to finish him off for his instant death attack to miss. From there, as long as you avoid the status effects either with Miranda/Shana or Meru's healing magic, or staying in Dragoon form, you can finish the other two off.
 
Continue out north of the Court to confront Zieg who has already used the Moon Dagger to severe the Signet Sphere. He taunts the party with the inevitable awakening of the God of Destruction before flying off for the Death City Mayfil and the final Signet. Return to Coolon at Zenebatos' entrance, but because of the vortex of souls, he cannot fly to Mayfil. Thankfully, we can revise a law to use the teleporter to take us to the Death City. One last time, preform the law revision process, using the code "410" this time, to open up the way to Mayfil. For completionists, before continuing, start the process to revise another law, such as "666" that will disable random encounters, to add either the Law Maker or Law Output to your items to keep. Unfortunately, you cannot have both at the same time. Note: Once you complete the next dungeon, you enter a point of no return to the world of Endiness. However, I recommend that you finish the dungeon up until the final point to pick up additional items and Gold to be used in the side-quests and endgame preparations. If you don't wish to take on Mayfil now, go ahead and skip forward to the next chapter.

As you teleport in, you'll see Zieg arriving ahead of you, but there's still time to make it to the Signet before him. Rose will talk about how the Dragoons from the Dragon Campaign thought they had totally destroyed Mayfil, yet it still remains, continuing to gather souls that cannot completely die. Take the first telepad down and into the first room and you'll find the tortured soul of Feyrbrand, unable to pass on after being defeated by a lesser creation, a human. We'll find the three Dragons we defeated throughout Mayfil, and it's completely optional to fight them, however, I strongly suggest that you do for the extra EXP and Gold. Note: All of the enemies inside of Mayfil are darkness-based, so you may consider equipping Miranda/Shana with the Sparkle Arrow weapon.
 
The Dragon Spirits appear tiny, but will develop a visage of their old form when they go to attack. Feyrbrand, however, is of little-to-no challenge to your party. He can, potentially, inflict status effects, but other than that, use this chance to add some points to your additions. Once defeated, he'll drop a Down Burst for you.
 
Although you should already have it from the Polter boss, the Loner Knight monster in Mayfil has the potential to drop Dart's best weapon, the Soul Eater, if you'd like to have more than one. If not, you can sell it for a bit of a profit.

Continue past Feyrbrand's room and out to a litany of telepads that can develop light bridges to other connected columns when Dart gets near the edges. Use the first pad to move below, then use the light bridge to move north, opening the treasure chest with a Poison Guard accessory, followed by use of the left-side pad to take you to a new area where a Stun Guard chest is, then return and use the right-side portal. This portal also takes you to another area, with two light bridges leading over to Panic Guard and Protector treasures, respectively. Retrace your steps to the bridge that led up to the Poison Guard, but this time, use the eastern portal and enter the room below where the spirit of Regole resides.
 
Regole is a little tougher than Feyrbrand was, but not by much. Use Power Up on Dart and have him cast Final Burst to finish the battle quickly with your other allies chipping in with whatever you'd like. With his soul freed, he'll leave a Frozen Jet item for you.

Beyond Regole's room, yet more connected columns with telepads and bridges. Teleport downward, followed by using the light bridge to the northeast, then another to the northwest that leads you back toward the previous section. Continue to follow the light bridges to pick up a chest with an Active Ring inside, then return the way you came and use the lower-right pad to teleport to the room below where the Divine Dragon's spirit is being held.
 
Don't let the two previous Dragon battles make you overconfident: The Divine Dragon's Spirit is no joke. With no Dragon Block Staff in play this time, even though you can freely use your Dragoons, his power is overwhelming. Particularly, his tend to overuse Divine Ball that can easily deal over 1000 damage to all your characters. Start with using Power Down and Speed Down on the Dragon Spirit to give you an early advantage. From there, it's just a matter of staying healed and dealing contentious damage. Without Miranda or Meru, keep a character outside of Dragoon form to administer Healing Breeze/Rains when needed and don't worry about expending all your MP: you will have a chance to recover soon. For releasing the Divine Dragon's spirit, he drops a Flash Hall item and you can open the chest for a Destone Amulet.

Past the Divine Dragon's room, take the telepad down to a save point, then northeast to a room that is a bit of an oddity; with pulses from the below room either hitting the floor or passing through it. For the moment, exit to the left-side and open the chest for a Bravery Amulet before attempting to cross over. The solution to advance here is simple: wherever the light pulses stop and turn red, Dart can step; otherwise, he'll fall through into the room where the Bravery Amulet was. Don't be hasty and take your time, moving toward the east-side room where Dart can fully recover and crack open the chest with a Magic Ego Bell inside. The encounter rate in this room is also incredibly high making it an ideal place to gain EXP and Gold. From the healing room, make your way across the floor to the north exit, where Rose will be tormented by the souls of those that were killed by the Black Monster, before finally inching your way westward to the telepad there.
 
Here, there is another chest containing a Healing Rain, but the party is also met by the tormented soul of Lavitz. He greets Dart and Albert, however, he appears to undergo a change, and flees through the nearby telepad. Make sure you save your game as we'll have to face-off with our former friend in the next room. You can prepare by equipping a Talisman, but not totally necessary, while anyone without a Phoenix Plume helmet can equip either a Rainbow Earring or Panic Guard to prevent confusion.

Whatever is attached to Lavitz's back is controlling him, so it is our target; not Lavitz himself. Attempting to attack is futile, so employ Guard until Dart is given the opportunity to "talk" to his friend, which will cause the real Lavitz to fight the control, causing him to turn his back to reveal his captor. Save your Dragoons, and just use your additions or the Psyche Bomb X, which does huge damage, for your offense. The demon's primary attack is to attempt to confuse the entire party, which hopefully you prepared for, but if not, you may consider using your Dragoon "Special" if multiple members are confused.
 
When enough damage is dealt, Lavitz's controller will show himself to be the demon, Zackwell. Even though he can potentially use an instant death attack, it seems, to me anyway, to be rarely used, making this a fairly easy boss. He also has an ability to sink into the ground, making himself impervious to damage, but you can use this chance to Guard and restore yourself until he returns to the battle. You could use the Miranda/Shana Dragoon "Special", if you like, to give yourself a huge advantage, but it's hardly needed. If you beat the Divine Dragon Spirit, Zackwell is a pushover.

For defeating Zackwell, your party will receive a Healing Rain and, possibly, the Halberd weapon. The Halberd is the best weapon in the game for Albert/Lavitz, and is a very nice get, but you will be able to purchase it in the upcoming final dungeon if not.
 
Having been forced to fight his friends, Lavitz will drive his own spear through his chest, killing Zackwell, and his control in the process. Lavitz will be thankful to be able to say goodbye to his friends, and with the last of his strength, will open the road of souls that leads up to Zieg and the Signet Sphere.

STOP! As Rose will warn, once you take the road of souls, there is no returning to Endiness. The final dungeon awaits beyond and you will be closed out to all previous areas and items. I will talk more about that in the next chapter, but there is still more to wrap up back out in the world. Let's make our way out of Mayfil, back to Zenebatos, and jump onboard Coolon to make our endgame preparations.