Blue Star Memories
[ Lee_yoshi - April 14 2004 - 5:07 PM ] - 2007 hits
Gamecube

Blue Star Memories
The end of episode II
The beginning of episode III
 

Episode II hunters guild - Introduction

Blue star

At the beginning of the quest, you’ll meet Break and Orland, with the ‘Old Man’ known as the Master! Break & Orland are 2 young children who desperately seek their Hunters Licenses. You’ll be given a mission which is to of course, take care of Break & Orland, and make sure none of them, as well as yourself, die during the Simulation, otherwise its Game Over. Soon after, you’ll be taken to the Temple (Beta) Simulation field.

Episode II hunters guild - Temple (Beta)

Enter through the doors after numerous chats between Orland and Break, and you’ll enter a room with various Rappies and Lilies. Obviously, kill them all and advance to the next room. Before you enter the room, Break & Orland will become over confident and run in ahead, cross the bridge, and become trapped! Get in there as soon as possible, kill the monsters on your side to raise the bridge again, and get to the other side in time to save Break and Orland.

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When the room has been cleared of monsters, 3 doors will suddenly open. These doors open rooms which contain teleporters to 3 different stages. They can be done in any order.

Episode II hunters guild - Stage one: Rush

The objective of this stage is to get through it as fast as possible. You’re timed from the second the cine-style scene ends to the second you’ve killed the final monster. There’s several rooms, containing Rappies, Dimenions, Hildebears, and Monests. After you’ve finished with each room, enter the newly opened door, and you’ll be taken to a warp which will take you to the next room in the stage. There are several different layouts to all the rooms, some very strange, but make sure Break & Orland stay alive! If you ever get poisoned, don’t worry about casting Anti, or taking an Antidote, or Antiparalysis, as Break has the ability to cast Anti, which can destroy the effects on any character. He’ll also use it for his own use, and Orland’s.

Episode II hunters guild - Stage two: Labyrinth

This stage is once again timed from the second the cine-style scene ends to the second you find the exit! Again, this is held in the Temple Simulation, and you’ll find Rappies, Lillies, Dimenions and Monests in the small maze-like rooms. Simply get to the end as fast as possible and make sure Break & Orland stay alive!

Episode II hunters guild - Stage three: Darkness

This stage alike the rest is timed, but is held on the Spaceship VR Sim. The second you enter the first room through warp, the room becomes dark and its hard to see anything. In each room is a switch which will activate the lights for as long as you’re standing over it. You’ll encounter several waves of Pan Arms, Delsabers, Chaos Sorcerers, Wolves, Gilchics, and Dubchics. Protect Break and Orland as always and get to the end as fast as possible! After you’ve killed all the monsters in that room, a door will open that presents a corridor with a Warp, which takes you to another room…or the end!

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After you’ve completed every stage, you’re taken back to the Temple Beta stage where you started, and the door which holds the stage entry you just completed will be locked as you exit it. After you’ve completed the last one, enter the room with the Bridge, if you are not in there already, and another Boss-like Transporter will have appeared! A Cine-style scene will once again start, and you enter it on the suspicion that this is the final challenge.

Episode II hunters guild - Stage four: Crimson

On entering the teleporter, you are taken to the Barba Ray area on the raft, and the fight with Barba Ray begins. Protect Break & Orland, while fighting Barba Ray. Remember that if you get poisoned or confused, Break will use his ‘Anti’ spell to destroy the spell you’ve been given! You will know if he is about to use it when a speech bubble appears from him in a Word Select style saying “Do you need help? Hold On ”
Break will also use it for himself and Orland. They also have the power to cast Resta and use Dimates/Trimates, but don’t count on themselves, protect them A.S.A.P!

Episode II hunters guild - Error...VR Emergency!

After the fight is over and you have killed Barba Ray, the raft eventually stops and a cine-scene starts up again taking you to the exit where a strange event is occurring. Soon after this is discovered, Break gets caught and dragged into the strange event, and an Error occurs, causing a 10 Minute countdown to start and emergency beacons to sound continuously. To exit the boss area, don’t waste time, you don’t have time to go back onto the Raft or anything! Talk to Orland continuously until he says “What should we do?” A Multi-Option banner then appears where you can either select “Go back to the Laboratory”, or “Follow Me”. Select “Follow Me” and you’ll be seen teleporting yourself back to the Temple Beta Sim where you started except now the area is seen with multi-coloured blocks falling down screen to give the effect of an error, as the beacon continues to sound and the countdown continues. Run to the Warp which is in the very first room you entered. It can be found running over the small wooden planks into the stone protected grass patch. Also at this time, every corridor you go into, a Dark Belra will appear. After you enter the warp, you are taken to a series of wooden planks that overlook the Temple area, and have item boxes alongside the edge of it. Run to the end of that series of planks and you’ll find Break next to another black mist event. A cine-style scene will once again start, and Break will appear confused over what happened. Next you’ll be dragged into the event taking you to the final Episode II fight, with the Gol Dragon.

Episode II hunters guild - Gol Dragon

The boss fight starts up as usual, and you must kill the Dragon as soon as possible while making sure Break and Orland stay alive. This can become very hard and frustrating, especially when there’s more then one dragon! Therefore you must make sure you are nearby them at all times to heal them when necessary.

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Run away from the dragon when it lands or dives into the floor to stop Break & Orland from getting hit by the uprising hexagon panels, and make sure they stay out of the line of fire. Run around from flame attacks, etc. If you ever get trapped in Ice, rotate the Control Stick around as fast as you can to get out of the ice quickly. Also at the end of the fight, when the dragon collapses on the floor, run away from the dragon! Don’t get squashed!

Episode II hunters guild - Rewards

After you’ve fought the dragon, the quest ends, and the Master reappears! He’ll give Break and Orland the chance to sit their Hunters License exams, and a bright future! He’ll also name you as one of the four heroes of Phantasy Star Online, as well as giving you the ‘Key Item: Future Bullet’ which gives you access to download a special Episode III: C.A.R.D. Revolution quest.*

“By Registering this Key Item to the server, you will be able to play a new Download Quest in Phantasy Star Online, Episode III: C.A.R.D. Revolution.”

He’ll then ask you if you want to register the item to the servers. Obviously select ‘Yes’ if you intend to buy/play Phantasy Star Online, Episode III: C.A.R.D. Revolution and/or download the quest.

“Registration to the server has been completed”

“It is now possible to download “Future Bullet” in Episode III.”

“Play Episode III with the Serial Number/Access Key you are currently using.”

Congratulations! You’ve completed the true final quest to Episode II. And as if that wasn’t enough as a reward, he’s also left a big batch of Meseta at the Guild Counter for you to collect!

Also after this Cine-style scene, you’ll be treated to a Credits-like ending which tells the story year by year of the future of Break & Orland, and the invention and testing of C.A.R.D. Technology.

*To download this quest you will need to play the Nintendo Gamecube version of Phantasy Star Online, Episode III: C.A.R.D. Revolution, and play online.

Episode II hunters guild - Credits

Guide by: Lee-yoshi
Images by: SEGA (Sonic team)
©Ragol.co.uk


Official Phantasy Star Online images and artwork are © SEGA 2000-2003. All characters, logos, images and trademarks are property of their respective owner. Editorial content is property of the poster, everything else © 2003 RAGOL.CO.UK. This site is in no way associated with Sega of America, Japan or Europe.

 
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