Control will turn back to the main party again. This place is full of some sizeable groups of familiar enemies so creating the Delta Attack (SEN as Fang, COM and RAV) will provide protection against the worst attacks. Remember to use Relentless Assault once the odds turn back in your favor for a quick finish.
At the start, turn around to confront the trio of Vespid Soldiers then retrieve the Whistlewind Scarf from the Sphere behind them. Follow the marker to the first group of moving barriers. Enemies lurk behind these so keep an eye out on your minimap for them. A trio of Vespid Soldiers roam behind the first set followed by a group of two Dragoons and a Viking. You may need to employ Delta Attack for the first part of this battle just to be sure of victory.
On the right side lies another Perfect Conductor and just down the ramp is a massive group of Vespid Soldiers and Deckdrones. Seven Deckdrones huddled in a corner nearby pose a much greater threat than they would normally. If four or more combine to perform the Tornado Kick attack, you will need Fang as a SEN so use of Delta Attack is a must during this fight. Tornado Kick will wipe out anyone who isn’t a SEN so just make sure Fang is healed enough to absorb the attack. Whittle their numbers down then switch to Relentless Assault to finish off.
The same tactics can be applied to most other groups here. Keep blasting your way through to the next Save Station. From here, run out to the pointed edge of the path and collect the 13x Barbed Tails from the Sphere there. Run down the ramp and destroy the next few groups of enemies and then search for the next Treasure Sphere. This one is partially concealed but you can climb the nearby moving ramp in the middle to reach the 300 Gil which probably isn’t worth it but the more Gil you have, right?
Climb out of the pit and continue on, fighting the hordes to the left corner, to pick up another Spark Ring . Prepare your Paradigms, equipment and spend CP because you’re about to face another boss!
Equip all characters with Spark Rings , then give Lightning a Doctor’s Code , and prepare for a boss battle. Prepare the following paradigms:
-
RAV/RAV/COM
-
COM/RAV/COM
-
MED/SYN/SEN (default)
-
COM/SYN/SAB
-
COM/RAV/SEN
-
MED/MED/SEN
Boss Battle: Kalavinka Striker¶
Kalavinka Striker | Stats |
---|---|
Level / HP | LV 56 / 108,000 HP |
Strength / Magic | 185 STR / 0 MAG |
Stagger / Chain Res. / CP | 300% / 25 Chain Resistance / 1,280 CP |
Vulnerabilities | Lightning (Absb) / Wind (1/2) / Physical (1/2) |
Common Drop / Rare Drop | Soulfont Talisman (100%) / None |
Have Fang stick Slow and Curse on the boss, while Hope adds Protect, Shell and Barthunder. Meanwhile, Light should heal with Cure or Cura (Potions are preferred however). This will seriously cripple the boss’s offensive abilities to do damage to you. The Striker doesn’t have mush resistance to offer in this first encounter, so it’ll fall soon. You may obtain a Deceptisol after the battle.
The fight continues… Have Fang stick Slow and Curse on the boss once more, while Hope adds the previous buffs. Light should act as the Medic during this phase, preferably using Potions for quick healing. This time around, the boss has more HP and is harder to Stagger due to higher chain resistance. Take care not to allow your HP to fall below 500 because the boss has access to the fearsome Hellstorm Bolt , a strong thunder attack which can hit for about 800 damage (if not protected by Shell and Barthunder).
You may obtain an Aegisol after the battle.
No Comments