Xenogears: Difference between revisions

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* You get more Deathblows not by using the ones you have, but by trying different button combinations. If you only attack with Deathblows, you won't learn any new ones.
== Deathblows ==
 
* Fight your non-boss, non-Gear battles the following way unless you run into trouble: cycle through EVERY possible Square, Triangle, and X combination that does not end with a X. This is because ending something in a X will start a Deathblow. So if you have 4 AP, you should do:
 
Round 1: T-T-T-T
 
Round 2: T-T-S
 
Round 3: T-S-T
 
Round 4: S-T-T
 
Round 5: S-S
 
Round 6: X-T
 
Round 7: Repeat


* The story makes much more sense the second time.
* Adjust the pattern as you get more AP, and of course if the battle ends before you reach the end just try to remember where you left off last battle. This is important because you will optimize your Deathblow learning efficiency, and will in fact master Deathblows before they are even available to you. Since Deathblows are largely more important than leveling up, this will save you a lot of time grinding or otherwise wasting your time trying to learn Deathblows.


* You learn deathblows by using a certain number of shape presses to meet a hidden number out of three, hence those double digit numbers having no fucking indication on your progress. Always open with XX to finish that portion of deathblows much faster.
== Everything Else ==


* Bosses that self-destruct almost always give better items if you kill them before they do so. There is one in particular near the end of the game that you absolutely do not want to allow to self-destruct because the item received (Trader's Card) is extremely helpful for end-game preparation.
* You don't really need to know anything else besides the Deathblows leveling trick, everything below is just a nice bonus.


* Buy three Tank Lids or whatever that prevent Fuel from being stolen in battle. You won't likely need this until the final battle, but you will be thankful for it at that time. At a certain point they disappear from all available shops in the game and you can't buy them again, so get them as soon as you see them.
* The story makes much more sense the second time.


* Stuff equipped on your human character ALSO affects them while in their Gears. There are many, many items that bestow insane abilities on Gears when their human pilots equip them, as the game is not explicit as to what they'd do to the Gears. Pay special attention to anything that increases speed or Ether, especially the famous Ether Doubler with Elly. This is because once she learns Aerod, equipping her with an Ether Doubler will make most Gear battles with her trivial.  
* Bosses that self-destruct almost always give better items if you kill them before they do so.


* When you first gain control of Fei at the beginning of the game, check under Fei's bed for free money.
* Buy three Tank Guards. At a certain point they disappear from all available shops in the game and you can't buy them again, so get them as soon as you see them. Don't worry about most enemies, but you'll know when you need them.


* When you fight the kid from your village at the Fighter's Tournament (or whatever it's called), just defend until the fight ends. Don't attack.  
* Stuff equipped on your human character ALSO affects them while in their Gears. There are many, many items that bestow insane abilities on Gears when their human pilots equip them.


* Deathblows have a hidden counter for the three buttons and they all build upon that amount. Most of the time an unlearned Deathblow will have a low percentage and you should start your combo with X most of the time, if you fight weak enemies that die quickly. Triangle should be used less often than squares so everything can be learned faster. Each Deathblow gives you another attack for your level combo. I stick with level one for speed and so you get that hit in. The stronger level moves are easier to dodge as is human battles.
* When you first gain control of Fei at the beginning of the game, check under Fei's bed for free money.


* You should never have to worry about fuel-stealers and that each level in your gear adds more to your charge. You also don't need to bother with charge boosting equipment.
* When you fight the kid from your village at the Fighter's Tournament (or whatever it's called), don't attack.


* Your chance of Hyper Mode is mostly determined by your amount of lost health you lost this battle and number of attacks you make. Forget about any equation you read. Basically, almost dying will give you a large enough percentage (40+) to almost make it useful but then you will die soon.
* Your chance of Hyper Mode is mostly determined by your amount of lost health you lost this battle and number of attacks you make. Basically, almost dying will give you a large enough percentage (40+) to almost make it useful but then you will die soon.


* If you want to play the game normally and fight battles with their intended difficulty, DO NOT USE DEFENSE INCREASING ACCESSORIES.
* If you want to play the game normally and fight battles with their intended difficulty, DO NOT USE DEFENSE INCREASING ACCESSORIES.
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* Always have each gear equipped with a Frame HP 30. 50 and 90 uses too much fuel, and 10 doesn't repair enough.
* Always have each gear equipped with a Frame HP 30. 50 and 90 uses too much fuel, and 10 doesn't repair enough.
* As important as having plenty of deathblows available is, don't worry too much about grinding. There are level/AP requirements for each of them, and you'll usually end up learning them about the same time you can use them (Assuming you aren't using completely different squads on each mission).
* Usually the way to learn deathblows is to use the moves associated with them. Be mindful that not all weak or strong attacks are the same. But you won't learn them if you use death blows. All 7 point deathblows are elemental, learn to use this to your advantage. Also not every one learns each deathblow.


* There are a lot of things you can miss, but most of them are inconsequential. Noteable exceptions are Ether Doubler which can only be bought early in Nissan, for a ridiculous cost, and the Trader card which when equipped on a character greatly increases the chance of rare drops.
* There are a lot of things you can miss, but most of them are inconsequential. Noteable exceptions are Ether Doubler which can only be bought early in Nissan, for a ridiculous cost, and the Trader card which when equipped on a character greatly increases the chance of rare drops.
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* When the music turns off, an encounter is about to start. During this time, you can't jump. Keep this in mind for later jumping puzzles.
* When the music turns off, an encounter is about to start. During this time, you can't jump. Keep this in mind for later jumping puzzles.


== Deathblows ==
Fight your non-boss, non-Gear battles the following way unless you run into trouble: cycle through EVERY possible Square, Triangle, and X combination that does not end with a X. This is because ending something in a X will start a Deathblow. So if you have 4 AP, you should do:
Round 1: T-T-T-T
Round 2: T-T-S
Round 3: T-S-T
Round 4: S-T-T
Round 5: S-S
Round 6: X-T
Round 7: Repeat
Adjust the pattern as you get more AP, and of course if the battle ends before you reach the end just try to remember where you left off last battle.
This is important because you will optimize your Deathblow learning efficiency, and will in fact master Deathblows before they are even available to you. Since Deathblows are largely more important than leveling up, this will save you a lot of time grinding or otherwise wasting your time trying to learn Deathblows.


[[Category:Games]]
[[Category:Games]]
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