Lufia 2

Lufia 2

18.10.2013 02:26:51
~B
LUFIA II
THE ANCIENT CAVE
TIPS AND TRICKS TO WIN
-AUTHORED BY ALTRUS
version 2.0

GENERAL STRATAGIES:

:The ancient cave is a 99 level dungeon that is not a real part of the actual game.
It is a sideline that you can skip completely and still beat the game. It is,
however, a game in itself, and many people wish to beat it for the status it gives
them in gaming circles or just because they have to beat every part of the game.
The ancient cave has a few quirks, though. You can't bring in any of your items
or weapons and you always have your levels taken away so that you start at level 1.
Anything you find in the ancient cave disappears when you leave it, except items
that are found in the blue chests scattered about the cave. These are the only
items that can be brought in and out of the cave, so KEEP them! This way, you can
have weapons and armor when you start the cave. I would not recommend trying the
cave unless you are willing to spend 60-80 hours in it. The reason for so much
time is because you need to collect enough blue chest items to completely outfit
all you characters. You need to have them all loaded with armor and weapons, or
you will never survive the lower levels of the cave. Since there are no stairs
going up in the ancient cave, the only way out is the Providence, which can be
found in the twenties levels.

:Feed your capsule monsters everything you don't need. You find a lot of trash
in the cave, so you have a lot of junk to give them.

:Look for swirling patches of grass. There are always power spots under these
weird looking grass patches. They are almost always HP recovery points, but you
will sometimes find a magic recovery point in levels 80 to 98. I have logged
almost 80 hours in the cave and only found one magic recovery, though.

:Pick the main capsule monster you want to fight with and stick to it. There is no
real point trying to use two, because you will need one with as many levels on it
as you can get in the lower levels.

:You should use one of the following capsule monsters. Earth or light. The
advantage of earth is that you have a monster that can pack a powerful punch to
some of the monsters when you get it to level four. I always use light, though.
This is because it has the ability to heal my characters at all levels, a real
advantage when there is a limited supply of magic. It is really great at level
four, because it can cure all my characters of all ailments at once, heal all my
characters of 150 hp at once and cast lightning bolts on all enemies for about
300 damage each on average. There is also another advantage to light. If you
are lucky, a black dragon will drop a dark fruit. After you reach level four with
the light capsule monster, put it back to level 2 and feed it the fruit. It will
then advance to level five, and has a few killer multi-monster attacks.

:Kill all the monsters you find. You must keep your levels as close to the cave
level you are on. Killing everything helps, but you will still fall behind.
There are a few tricks to make up for lost levels. HARVEST! Harvesting means
that you will need patience. You will notice that some monsters call friends
in to help them fight you when you kill some of them. This is good. What you do
is wait until there are about four monsters. Kill one or two of them and wait
for them to call friends. Kill the friends, and wait again. Keep this up, and
you will kill hundreds of monsters and gain the experience from all of them. The
best place to start this is with the pugs in the twenties levels. Fight for about
two hours and you will gain 10-12 levels. You can also do this with gnomes,
necromancers, wizards, ghost ships and a few others.

:When you get to level 85, RUN! You have now entered the domain of the gold
dragons. AVOID THEM AT ALL COSTS! They are real badasses, and have attacks that
can kill your entire party. My advice is to just find the stairs and only go for
chests that are free and clear. There is only one way to even start to defeat
them, at it requires that you have a Dark Mirror shield. This protects the wearer
from fatal attacks and magic. Even so, I still recommend avoiding them.

:There are no secret passages in the walls of the ancient cave, so don't waste time
looking for them.

:Go to the library and rent a book on tape or get a radio to listen to while you
fight in the ancient cave. It makes the time go much faster.

:There are one or two items you can collect before you go in the ancient cave that
you can bring with you. Sometimes that Catfish that causes earthquakes will drop
a catfish jewel when you beat him. This you can bring with you into the cave.
Also, and items that can be found in the blue chests can be found somewhere in
the outside world. Any of these can be brought in.

:Be careful with the Providence. It is the only way out of the ancient cave, and
it is way too easy to accidentally feed it to your capsule monster.:(

:If you find an Iris Treasure, GET THE HELL OUT OF THE CAVE! These are the
rare treasures of the ancient cave. If you find one, get out and save right away,
unless you are on level 98 with the staircase in sight. There are a total of
ten Iris treasures. They are useless to you, but they are wanted by the lady on
the second level of the cider shop. I'm not sure exactly what happens when you
get all ten treasures. I have just finished collecting all of them, and the only
thing that happened was that the cider lady said "Wow! You must be an awesome
adventurer." That is all that seemed to happen, but having collected them all,
maybe that will effect something later in the game.

:Be careful of the mimics and especially the blue mimics when you have few weapons
and armor. The mimics hang out in the lower twenties levels and the blues hang
out in the thirties. You can tell the mimic chests because the are a slightly
lighter color that a real chest. A blue mimic looks just like a real blue chest,
though, and they pack quite a punch.

:Always try to attack monsters, (especially in the lower levels), from behind.
This will give you the strike first attack so you can take out a few monsters
before they hit you.
Monsters that look like giants: They will stand in one spot and turn once in each
direction for every three or four steps you take. Wait until they are
facing you, (who are about five steps away), and turn away. Swing your
swords once or twice and walk towards them. They are now facing away
from you. Attack and get a first strike.
Monsters that look like hydras: Hydra's wander everywhere. Stand about two steps
away from them and swing your sword. If they move towards you, move a
step away. If they move up or down, follow them. If they move away,
follow them until you are confident that they are truly moving away
from you and attack. They move about one step to your two.
Monsters that look like dragons: Basically, you use the same strategy as with the
hydra's. Be more careful, though, because they are a little faster
than the hydra's and can turn towards you.
Monsters that look like basilisks: Use the same strategy as with the hydra's.
Monsters that look like flying men: These guys hang out around the twenties
levels. They always attack before you unless you attack from behind.
They always run from you, so you have to walk around until you are
directly above or below them, then walk towards them till they hit a
wall and can't move. Attack then for a first strike.
Monsters that look like bees: Sorry, I have never figure out how to first strike
these guys. They also always attack before your characters can.
Monsters that look like ninjas: These guys are damn quick. You have no hope to
first attack them. I included them here as a warning to always face
them and never run away, because they will attack from the side or
behind then and have attacks that can kill your party members. They
also have attack before any of your characters can.
Monsters that look like birdmen: Even though they always face the same direction,
they only way to first strike them is come through a door that they are
standing in front of.
Monsters that look like goblins: It is pretty much only luck that lets you first
strike them. They wander around, and sometimes you can sneak up on
them.
Monsters that look like dinosaurs: Use the same strategies that you use with the
dragons.
Monsters that look like chariots: This is also a creature where a first strike is
luck. You can increase your chances by attacking the back half of the
creature on the top or bottom. Sometimes you can attack from behind,
but not often.
Monsters that look like lions: Use the same strategy as with the chariots.
Monsters that move opposite to your moves: This is another case where a first
strike is usually wishful thinking.
Monsters that teleport: These guys usually face the same direction all the time.
You can figure out which direction they are facing, then stand in one
place and swing your sword. Sooner or later, they will teleport near
you and you can come up on them from behind.

These stratagies can be used wherever you find these monsters around the world.



THE FINAL BOSS:

The final boss of the ancient cave is the ancient, (or in some references the
juggernaut), slime. He is waiting for you on level 99. Level 99 is glitched, which means
that the graphics are screwed up. That doesn't really matter though. When you get to
level 99, walk straight up and you will find him. As bosses go, his is pretty easy. What
makes him a bitch to beat is the shear time needed to reach him and you have to do things
just right. He will not attack, he just sits there and gets hit. The trick behind it is
that you only have three rounds in which to kill him, then he will run away. He has 7000
HPs, and drastically reduces your attack power at the beginning of the fight.
Don't use spells! They don't really have that much effect on him. The key is to use
normal and high powered IP attacks, so make sure your IP meters are full before going to
level 99. The only spell you should use is to have Selen, (since she should be the first
person to attack by now), cast attack up spells on the first and maybe second round.
There are a couple good weapons to use against him. If you find the Myth Sword
in a red chest, keep it. It's IP will take away 1/4 of the slime's HP's and has a
naturally high attack anyway. Make sure it is equipped on the first person to actually
attack, probably Maxim, so that you get the maximum amount of damage out of the attack.
Another good weapon is the Dekar Blade, another red chest item. This IP attack is the
best, even though the sword is weaker that some of the other weapons you will find. The
IP will remove 1/2 of the HP of the slime and won't miss!
Another amazing weapon against him the Gades Blade. The IP attack lets the person using
it attack EIGHT times that round. If you had Selen cast atp up spells, you can hit for
400 damage each hit making it 3200 HP of damage!
After that, try and equip weapons on the remaining people that have double IP attacks
like the sky sword, which hits for a nice amount of damage, then casts the thunder spell
for another 300 points of damage or so.
When you manage to beat him, you will receive the key to the door behind the guy at the
entrance to the old cave. There are three treasures in there for your taking.


BLUE CHEST ITEMS:

The following is a list of all the blue chest items I either know about or have found
with a brief description. This is by no means a complete list, but is very close. If you
find anything else that is not on my list or can fill in some of the gaps, e-mail me and
let me know. Also, when you e-mail me, tell me the name you want to be known as, or I
will have to resort the name that is part of you e-mail address, or if that is too weird,
you will not be listed at all!
The attributes line tells how much the item will add to that attribute if you didn't have
anything equipped at the moment. The IP line tells what IP attack it has.


WEAPONS:

Sky Sword:
Attributes: Atp 450 Dfp 30 Str 50
Description: A sword filled with the power of thunder
IP: Attack all enemies, then hit them with thunder spell
Notes: The Sky Sword is a good sword for the ancient cave, but be careful. It
will never hit monsters that look like a sandman and has trouble with some
of the undead creatures that look like burning skulls and some higher level
skeleton creatures.

Sizzle Sword:
Attributes: Atp 400 Gut 20
Description: A sword with the special power of flame
IP: Attack all enemies. Heavy damage to enemies vulnerable to fire
Notes: This is a good sword for Selen

Snow Sword:
Attributes: Atp 380 Dfp 50 Mgr 50
Description: Sword filled with the power of the Ice Queen
IP: Hit all enemies and then use Ice Valk
Notes: This is a good sword for Selen

Blaze Sword:
Attributes: Atp 400 Int 20 Mgr 20
Description: A sword filled with light power
IP: Attack all enemies. Heavy damage to enemies vulnerable to light

Fry Sword:
Attributes: Atp 410 All 10
Description: A sword filled with fry magic
IP: Attack all enemies, then hit them with zap spell

Gades Blade:
Attributes: Atp 200
Description: A sword possessed of the fearsome power of the evil Gades
IP: Attack enemy eight times in a row

Water Spear:
Attributes: Atp 400 Int 20
Description: A water spear
IP: Attack all enemies. Heavy damage to enemies vulnerable to water

Dragon Spear:
Attributes: Atp 380 Dfp 25 Agl 50 Int 30 Mgr 20
Description: A spear filled with the power of the water dragon
IP: Attack all enemies, then hit them with dragon spell

Mega Ax:
Attributes: Atp 400 Dfp 20
Description: An extremely strong ax
IP: Attack all enemies. Heavy damage to enemies vulnerable to thunder

Air Whip:
Attributes: Atp 400 Mgr 20
Description: A whip from the heavens
IP: Attack all enemies. Heavy damage to enemies vulnerable to ice

Spark Staff:
Attributes: Atp 350 Int 50 Mgr 50
Description: A staff filled with the power of the Phonix
IP: Attack all enemies and hit them with firebird spell


ARMORS:

Mirak Plate:
Attributes: Dfp 120
Description: Armor which can cause miracles
IP: Fully restores MP
Notes: As far as I know, Mirak Plate is the only armor in the ancient cave for
the guys to wear. It is also essential because it can fully restore
a person's MP, which is almost the only source of MP in the ancient cave.

Ruse Armor:
Attributes: Dfp 140
Description: Armor with special power
IP: Restores fight power of all members of your party and gives a lot of HP to all
Notes: This is the only armor that Selen can wear and is a good source for
completely healing your party

Hairpin:
Attributes: Dfp 80 Int 10 Mgr 10
Description: Special Indian hair ornament
IP: Returns darkness attacks back against enemy for a short period of time

Ice Hairband:
Attributes: Dfp 80 Mgr 10
Description: Hair decoration made from special non-melting ice
IP: Returns ice attacks back against enemy for a short period of time

Aqua Helm:
Attributes: Dfp 85 Agl 10
Description: A helmet with water protection power
IP: Returns water attacks back against enemy for a short period of time

Flame Helm:
Attributes: Dfp 80 Gut 10
Description: A helmet with flame protection power
IP: Returns flame attacks back against enemies for a short period

Boom Turban:
Attributes: Atp 10 Dfp 85 Str 10
Description: A turban with thunder protection power
Ip: Returns thunder attacks back against enemy for a short period of time
Notes: This is the best helm for Selen

Agony Helm:
Attributes: ???
Description: ???
IP: ???
Notes: This is another item I have heard about but never found. I think this
is the only helm the guys can wear.

Bolt Shield:
Attributes: Atp 10 Dfp 85 Str 10
Description: A shield with thunder protection power
IP: Protects user from thunder attacks for a short period

Flame Shield:
Attributes: Dfp 80 Gut 10
Description: A shield with flame protection power
IP: Protects user from flame attacks for a short period
Notes: It's good to outfit everyone you can with these if you are going to
harvest pugs.

Cryst Shield:
Attributes: Dfp 80 Mgr 10
Description: A shield with ice protection power
IP: Protects user from ice attacks for a short period

Apron Shield:
Attributes: Atp 10 Dfp 85 Str 10 Mgr 10
Description: A shield which gives out sun power
IP: Protects user from light attacks for a short period
Notes: Despite it's name, this is a hell of a good shield

Dark Mirror:
Attributes: ???
Description: ???
IP: ???
Notes: This item will disappear when you leave the ancient cave if you
un-curse it. Basically, it is the opposite of the apron shield and protects
against dark attacks

Water Gauntlets:
Attributes: ???
Description: ???
IP: Returns water attacks back against enemies for a short period
Notes: This is another that I have heard of, but never found. It is a good item
for Lexus

Earring:
Attributes: Dfp 5 Mgr 5
Description: Jewelry for your ear
IP: Calls the Thunder Monster to your aid

Dia Ring:
Attributes: Atp 30 Dfp 30 Mgr 20
Description: Diamond ring
IP: Hits enemy with a beam of light
Notes: This is the best ring for Selen.

Sea Ring:
Attributes: Dfp 25 Agl 10 Int 10 Mgr 20
Description: Effective against monsters living in the sea
IP: Whirlpool sucks in enemy
Notes: This is the only ring that the guys can wear as far as I know

Engage Ring:
Attributes: None
Description: If wearing when you shop, merchants will charge less
IP: Increases Dfp by large amounts during battle
Notes: If you only go into the ancient cave to look for cool stuff, go for this.
With this, shops will charge you less for stuff.


JEWELS:

Earth Jewel:
Attributes: Dfp 20 Mgr 20
Description: A mysterious jewel with earth power trapped inside it
IP: Shakes ground and damages all enemies
World Location: Can be won from Tartonas in the Divine Shrine or Tower of
Truth

Thundo Jewel:
Attributes: Atp 30 Dfp 5 Str 10 Int 10
Description: A mysterious jewel with thunder power trapped inside it
IP: Blow thunder power all enemies
World Location: Can be won from Thunderbeasts

Spido Jewel:
Attributes: Atp 10 Gut 20
Description: Lets you do tarantula attacks
IP: Tangles enemy in spider web
World Location: Can be won from the Tarantula Boss

Catfish Jewel:
Attributes: Gut 20 Mgr 20
Description: Causes a huge earthquake
IP: Big earthquake that damages all enemies
World Location: Can be won from the Giant Catfish Boss

Gloom Jewel:
Attributes: Mgr 50
Description: Lets you do dark attacks
IP: Defeats all enemies (effective most of the time)
World Location: ???

Tidal Jewel:
Attributes: Gut 20
Description: Causes a tidal wave
IP: Tidal wave crashes into all enemies
World Location: ???

Twist Jewel:
Attributes: Dfp 35 Agl 40
Description: Calls up a twister attack
IP: Slashes all enemies
World Location: ???

Camu Jewel:
Attributes: Atp 20 Int 20 Mgr 20
Description: Lets you do Camu attacks
IP: Camu's special attack. Flame attack hits all enemies
World Location: ???

Water Jewel:
Attributes: Dfp 10 Int 20 Gut 10
Description: A mysterious jewel with water power trapped inside it
IP: Blow frost over enemies
World Location: ???

Gorgon Rock:
Attributes: Atp 20 Dfp 50 Str 20 Mgr 20
Description: Lets you do Orky attacks
IP: Blow fire, water, thunder and ice at all enemies
World Location: ???

Gold Eye:
Attributes: Atp 40 Dfp 30 Str 20 Mgr 30
Description: The bracelet of the Golden Dragon
IP: Attack all enemies with thunder and light attacks
World Location: ???

Black Eye:
Attributes: Atp 20 Dfp 20 Str 20 Agl 20 Gut 20 Mgr 20
Description: The bracelet of the Black Dragon
IP: Attacks all enemies with darkness and fire attacks
World Location: ???

Silver Eye:
Attributes: Dfp 10 Agl 20 Int 20 Gut 20 Mgr 20
Description: The bracelet of the Silver Dragon
IP: Attacks all enemies with water and ice attacks
World Location: ???



ENTRANCE TREASURES:

These are the treasures that are behind the door at the entrance to the ancient
cave. After beating the ancient slime, he gives you the key to this door.

Brill Helm:
Attributes: Atp 10 Dfp 90 Str 10 Agl 10 Gut 10
Description: A helmet that shines with a bright light
IP: Returns light attack back against enemy for a period

Dragon Ring:
Attributes: Atp 30 Dfp 40 Agl 20 Int 20 Mgr 20
Description: Effective against Dragon monsters
IP: Calls the Water Dragon to your aid

Light Jewel:
Attributes: Atp 20 Dfp 10 Str 20 Int 20 Mgr 20
Description: A mysterious jewel with light power trapped inside it
IP: Strike all enemies with a blast of light



IRIS TREASURES:

Like I said earlier, I didn't really see anything happen when I got all ten treasures,
but it may effect the game later on.

Iris Sword
Iris Shield
Iris Helmet
Iris Ring
Iris Pot
Iris Tiara
Iris Armor
Iris Jewel
Iris Staff
Ancient Slime
Note: The ancient slime at the end of the ancient cave is actually the tenth Iris
treasure and you must beat him to get it.



SPECIAL THANKS!!!!!

Special thanks got to:

Mattias Puke for supplying info that was missing on the Gold Eye and the Flame
helm, (the last an item that was unknown to even exists to me).

Longbow for finally being the one to send me info on the Snow Sword. Also for
supplying additional missing info on the Water Spear and clearing up the mystery,
(partially since I still don't have it's stats), on the Dark Mirror and for
additional
info regarding the Gold Eye.

Kevin deserves a big hand for supplying me with the world locations for the Spido
Jewel, Earth Jewel and the Thundo Jewel. Additionally, he supplied some extra info
on the Water Gauntlets.

OdysseyJN for additional info on the Snow Sword and Gold Eye.

Zachary for additional info on the Snow Sword and Dark Mirror.



If you have noticed any mistakes in here or would like to add to the list, e-mail
me. Same if you have any questions that you feel I can answer.
This has been brought to you by ALTRUS.
Pace-AllisonLane@worldnet.att.net

 
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