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Friday, January 30, 2009

The Gate of Seraphim [part 1]


After like a month after finishing Infinite Undiscovery, I decided to take a challenge by speedrunning Seraphic Gate (well, not even a challenge in truth, just do it for the lulz) from start to finish without a single save. And as promised earlier, this is the Seraphic Gate exclusive, although what I'm going to write are merely ramblings about the dungeons and enemies encountered.


Pre-word to SG, as cited in the game:
"Welcome to the Seraphic Gate!

The creatures lurking within these halls are the foulest and fiercest you have
ever known. Balls of steel are required. ...But titanium is recommended.

To help match the power of your foes, item creation and enchantment has been
enhanced. There is also powerful equipment awaiting you on each floor. Take
advantage of it, and good luck reaching the bottom"

Yeah, balls of steel are required :P

So, a bit of introduction to Seraphic Gate. Anyone who played Valkyrie Profile (PS1), Valkyrie Profile Lenneth (PSP) or Valkyrie Profile Silmeria will be very familiar with this name. A bonus dungeon where "the" most powerful monsters and bosses resides, and only those with exceptionally awesome training can overcome the hurdles. Being a product from Tri-Ace, I obviously expect them to provide some sort of extra dungeon and bosses cameos, but never really expect that they will come in the form of Seraphic Gate (SG).

While in VP and VP2, Seraphic Gate has their own unique dungeon in which player will advance from floor to floor after completing certain riddles or fights, the SG in Infinite Undiscovery is quite different, in term of the setting used. SG in IU is made up of various dungeons/towns/field from the game itself, which means that each floor will be vastly different than the next one. But there's a catch: there is no aid of map at all for the entire SG. So you really need to rely on your animal instinct in order to go through some of the floor, especially Oradian Dunes and Cobasna Timberland because without the sense of direction, you will easily get lost and get stuck in those area for eternity. Gah, exaggerating, I know.
A good thing is that halfway through SG, there is a save point (unlike the SG in VP1 and VP2 which has NONE) and a portal which allows you to go back to the world.(Kalton). Although, there is no shortcut to go back to that save point, you really have to go all the way back from floor 1.

ok, back to the actual purpose of this entry. I decided to speedrun SG jfrom floor 1 to floor 13 (final floor) ust to test how will I fare with my current characters. I admit that my characters are uberly overlevelled, with godly equipment, and playing in Normal mode (have yet to play Hard, which I just unlock a few weeks ago by beating the game) made this even more easiler to accomplish, but I don't have any plan to play this game in Hard/Infinity mode within this next month.

characters in my party before going to speedrun SG the 2nd time:



Capell lvl 224

hp/mp - 82648 / 6069

Equipment: Azureal Blade, Hydra Armor, Feet of Saruleus, Buffalo Wristband and Fox Tail


Aya lvl 210

hp/mp - 45372 / 7869

Equipment: Avinir bow, Sabris Garb, Phoenix Feather Hood, Phoenix Feather Boots, Sabris Wristband and Lunar Necklace


Sigmund lvl 199

hp/mp - 77709 / 5931

Equipment: Balmung, Karathos Suit, Karathos Helmet, Eclipe Leggings, 2x Fox Tails


Edward lvl 193

hp/mp - 58396 / 4415

Equipment: Karathos Blade, Hydra Armor, Crystalline Headgear, Crystalline Greaves, 2 x Fox Tails

*I'm a nab in taking pictures, and can't find a decent images from the internet.

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Floor 1
: Prison Stairs



Remember this place? The place when Capell and Aya escape from that big fat red rapist early in the game after they encountered each other at the prison. And he is back again to hunt you. As the first SG dungeon, it was pretty straightforward down the stairs, beating all enemies until meeting the boss (Vembert). Even when I meet him the first time going to SG at low level, he is pretty much a piece of shit. Spamming Grind Valesti works well against him (and many other bosses :))



This place gives me the nightmare the first time I entered this area. No map to aid me, I was left stranded in this area for awhile because I don't know exactly where to go - where's north and where's south? Good thing there is some sort of easy markings that can be use for guidance - the arcs that lead to Sapran, which by going around leads to a portal to the 4th floor, Vesplume Tower Roof; while going directly behind the portal of where we came from Floor 1 (Prison) leads to another portal to floor 3, Luce Plain. And, no boss in this area, but fighting against those flying monsters are kinda irritating. Levantine Slash works really well against them.


Floor 3: Luce Plain

Upon entering this area, you will be greeted by a motherdragon (wyvern)...is big! His fire attacks really hurt, but that's about it. Again, I just Grin Valesti him to death :) Luckily this floor uses the smaller northern area of Luce Plain rather than the larger southern area. There's only 1 other portal in this floor, and that leads to the 5th floor, Bihar Mine.
ps: this is the ONLY place to farm Dragon Farm (from the snakes), a very essential material to make Genius Quills - required to make Memoirs and learn new skills/magics.


Floor 4: Vesplume Tower Roof

Okay, this is the 4th floor, connected directly from floor 2. This is the place where "that" character vanished by the end of disc 1, and he returned here as the secret boss. You need to fight him, ALONE to go pass this rather small area. Fret not, Grin Valesti always do the trick. Upon beating him, he rejoins the party...as lvl 35 characters. wtf..

Youtube video representation of the fight, in Infinity Mode by swillo. Really good fight, with him parrying 90% of the boss's attack and counter with Marching Boots-Grin Valesti :D




Floor 5: Bihar Mine

No comment. We're up against a bunch of...dwarf thief? Piece of cake. No bosses in this area too, and the dungeon itself is not that hard to get lost. Going up the stairs, by the end of the area there's 2 options to take - the portal inside the room that leads to Port Zala (floor 6) and subsequently Zala Coast (floor 7), and the portal at the entrance of the Mine that leads to Cobasna Timberland, and continue the SG further.


Floor 6&7: Port Zala and Zala Coast


These 2 stages were next to each other, with Zala Coast being a dead end so we have to return back to Bihar Mine in order to progress through the SG. No boss at Port Zala but groups of Leonid dogs and flying fishes, but we're up against those monster with tentacles in Zala Coast. Prepare!

....

I guess this is the end of part 1. The rest will be covered later

1 comments:

Kevinus said...

monsters with tentacles? mmm