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Difference between revisions of "Story Missions (Network)"
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Following this mission you are faced with some dialog, another two blocks of monster hunting, and then some final dialog to close the mission. There is no boss for this act (or for the entire chapter), but the final spawns of the non-trial battle are of notable difficulty. | Following this mission you are faced with some dialog, another two blocks of monster hunting, and then some final dialog to close the mission. There is no boss for this act (or for the entire chapter), but the final spawns of the non-trial battle are of notable difficulty. | ||
+ | |||
+ | == Chapter 5: ... == | ||
+ | |||
+ | === ... 1 === | ||
+ | |||
+ | === ... 2 === | ||
+ | |||
+ | == Chapter 6: ... == | ||
+ | |||
+ | === ... 1 === | ||
+ | |||
+ | === ... 2 === | ||
+ | |||
+ | == Chapter 7: ... == | ||
+ | |||
+ | === ... 1 === | ||
+ | |||
+ | === ... 2 === | ||
+ | |||
+ | == Chapter 8: ... == | ||
+ | |||
+ | === ... 1 === | ||
+ | |||
+ | === ... 2 === | ||
+ | |||
+ | == Chapter 9: Price of Genocide == | ||
+ | |||
+ | === Price of Genocide 1 === | ||
+ | This is a relatively simple "slaughter-fest" style mission. Kill 'em all. | ||
+ | |||
+ | === Price of Genocide 2 === | ||
+ | This trial is a deceptively simple yet frustrating maze. The trick is to clear it of all enemies and nab both keys. Head back to the two fenced off pairs of switches. Look around from the same area and spot the two teleporters, one to the left and one to the right. Fiddle with the switches until both teleporters are lit. Follow the path through what appeared from the switches as the "right" teleporter. Run a short distance until you see the boy run down the path to the right (over the three-buttons-in-a-row), then TURN AROUND and go back through the teleporter. Retrace your steps back to the two pairs of switches. Toggle the left pair until the "left" teleporter is off, but the right teleporter remains lit. Now run it all over again, this time FOLLOWING the path the boy took. You'll notice that when you get to where he was before, he's NOT there, yet the doorway he ran through is UNLOCKED. Head through the door, up the path to the northernmost teleporter. Since you chased him down this way, then went back and changed the paths, he's trapped. Congradulations, you just saved yourself forty minutes of running around in circles. | ||
+ | |||
+ | PS: With any other combination, the boy either isn't there and the door locked, or he's there and unlocks the door for you. | ||
+ | |||
+ | |||
+ | == Chapter 10: ... == | ||
+ | |||
+ | === ... 1 === | ||
+ | |||
+ | === ... 2 === |
Revision as of 04:00, 4 December 2007
Story missions are the network mode continuation of Phantasy Star Universe's offline story mode. These online-only missions make up what is known as Phantasy Star Universe Episode 2.
Contents
About Story Missions
Story missions are network mode-exclusive missions that pick up where the offline story mode left off. These missions place your character in the role of a new GUARDIANS recruit under the instruction of Laia Martinez. Compared to the free missions which you can pick up at multiple counters across the Gurhal System, there are a number of differences that separate these two mission types.
Story Missions vs. Free Missions
- So far, all story missions are initiated from one counter, the Clyez City GUARDIANS HQ.
- Story missions are all single player. Unlike free missions, you are unable to invite other players or NPCs to join you on your mission.
- Death will lead to the immediate failure of a story mission. Likewise, Scape Dolls cannot be used.
- Once a story mission has been initiated, you will be unable to transport back to a lobby unless you decide to abandon your mission.
- Story missions are divided into two acts. Between each act will be a checkpoint lobby where you will be able restock recovery items if necessary.
- Each act of a story mission contains a trial. Just like with free missions, you will be given a meseta and mission point reward depending on how well you performed. In addition, 10 PA Fragments are awarded the first time a particular trial is finished with an S rank on A level difficulty.
- Since the February 2nd update, it is possible to select the difficulty level of the story missions, the requirements being level 1 for C, level 35 for B, and level 60 for A level difficulties.
Chapter 1: The Masked Girl
The Mask: Act 1
Start Location: GUARDIANS Colony 5th Floor: GUARDIANS HQ (Speak to Mina).
End Location: Mizuraki CD: Base D.
A small field training mission at the beginning of which you are presented with your own set of Goggles. You are tasked with locating (using the Goggles) five SEED-infected plant forms within a fairly small map of the Mizuraki Conservation District. Your final rank is based upon killing all creatures (30%) and time taken to complete (70%). As the mission ends once you scan the 5th plant, if you want to get an S rank on this mission, you need to skip the first plant you see as three enemies spawn in that area once the gate on the left is opened from the other side.
Lv. | Monster LV | S-Rank Req. | Rank S | Rank A | Rank B | Rank C | ||||
Mes. | MPs | Mes. | MPs | Mes. | MPs | Mes. | MPs | |||
C | 1+ | Under 7:00, 53/53 enemies killed. |
20 | 1 | ? | ? | ? | ? | 0 | 0 |
B | 15+ | 110 | 2 | 70 | 1 | 30 | 1 | 0 | 0 | |
A | 30+ | 310 | 4 | 200 | 2 | 100 | 1 | 0 | 0 | |
10 PA Frag |
Following this trial you are treated to a boss fight that is generally considered more "fun" than "challenging". After this, there is a short amount of dialog before another, slightly tougher, boss fight. The surrounding dialog sets the scene for the second act of this chapter.
The Mask: Act 2
Start Location: Mizuraki CD: Base D / Mountain Area.
End Location: GUARDIANS Colony 5th Floor: GUARDIANS HQ.
A somewhat more challenging mission. Without giving anything away, this mission centers around chasing through the forests of Neudaiz while using your Goggles to avoid a myriad of traps that have been set in your path.
This trial first appeared incredibly difficult - people dashing through and scoring times of 3:25 were getting under 300 points and a C-Rank. For a long time it was believed that you received a stiff penalty every time Laia Martinez was hit. In actual fact the slope of this mission is just incredibly fierce - if you fail to meet the S-Rank time by 10 seconds or more you will get a C-Rank.
Lv. | Monster LV | S-Rank Req.: | Rank S | Rank A | Rank B | Rank C | ||||
Mes. | MPs | Mes. | MPs | Mes. | MPs | Mes. | MPs | |||
C | No monsters. |
Under 3:20 | 20 | 1 | ? | ? | ? | ? | 0 | 0 |
B | Under 3:10 | ? | ? | ? | ? | ? | ? | 0 | 0 | |
A | Under 2:50 | 320 | 4 | 210 | 2 | 100 | 1 | 0 | 0 | |
10 PA Frag |
Upon successful completion of this trial, you are presented with some dialog and then a short supply of irritating enemies. Following this, your character is introduced to a surprising new foe in a boss fight that focuses more on survival than victory. Once that is over, there is a lengthy period of resolution and closure to the chapter.
Chapter 2: Desert's End
Desert's End: Act 1
Start Location: GUARDIANS Colony 5th Floor: GUARDIANS HQ (Speak to Mina).
End Location: East Kugu Desert: Base E
While not necessarily challenging, this mission is quite lengthy. There are two quite sizeable blocks in this trial.
In the first you are sent back and forth to open laser fences in order to progress, passing through many visible explosion traps. In the second there are "secret" areas that at first appear to be bordered off by fences but have gaps near the walls to allow you through. These areas contain no monsters, but 3~4 boxes, which seem to contain nothing better than usual box drops. However these "secret" areas also contain unique invisible floor traps that keep you stunned for a few seconds before detonation.
Without giving away too much, this will also be the first mission in which you face monsters not on their home planet. This is also the first story mission that contains Megid, though it is early on in the mission and scarce.
Lv. | Monster LV | S-Rank Req. | Rank S | Rank A | Rank B | Rank C | ||||
Mes. | MPs | Mes. | MPs | Mes. | MPs | Mes. | MPs | |||
C | 3+ | Under 17:30?, 64/64 enemies killed. |
100 | 2 | ? | ? | ? | ? | 0 | 0 |
B | 17+ | 390 | 5 | ? | ? | ? | ? | 0 | 0 | |
A | 30+ | 990 | 12 | ? | ? | ? | ? | 0 | 0 | |
10 PA Frag |
After this mission you get a short and easy "boss" fight which is more dialog than combat. You then progress to the interval lobby between this chapter's acts.
Desert's End: Act 2
Start Location: East Kugu Desert: Base E Coal Mine
End Location: GUARDIANS Colony 5th Floor: GUARDIANS HQ.
There is a considerable amount of "free" fighting that takes place at the start of this mission. Once you reach a certain destination, you get treated to a little more dialog and finally the trial begins.
The trial part of this act is the shortest trial in the Network Story Missions. The dialog dictates that speed is essential and for once the trial actually reflects this - you do not need to kill enemies that are not deliberately barring your way! This is useful knowledge because without knowing this an S-Rank time is probably impossible.
The rewards for this are suitably low, but it's worth mentioning that you still receive 10 PA Fragments for the first S-Rank on A. These are largely believed to be the easiest 10 PA Fragments earned in Phantasy Star Universe. Additionally, upon completion of this trial, players can use Party -> Abandon Mission to return to the interval lobby and restart the trial to earn a surprisingly good amount of mission points solo.
Lv. | Monster LV | S-Rank Req. | Rank S | Rank A | Rank B | Rank C | ||||
Mes. | MPs | Mes. | MPs | Mes. | MPs | Mes. | MPs | |||
C | 4+ | Under 2:45. |
30 | 1 | ? | ? | ? | ? | 0 | 0 |
B | 18+ | 130 | 2 | ? | ? | ? | ? | 0 | 0 | |
A | 33+ | 340 | 4 | ? | ? | ? | ? | 0 | 0 | |
10 PA Frag |
Immediately following this trial you get "treated" to a boss fight of impressive difficulty, considering the battle is essentially fought solo.
Chapter 3: HIVE Clean-up
HIVE Clean-up: Act 1
Start Location: GUARDIANS Colony 5th Floor: GUARDIANS HQ (Speak to Mina).
End Location: [Possible Spoilers, highlight:] HIVE Laia Central Control Room
The trial found in this act is much like that of the first in chapter 2, with similar blocks and enemy counts. However the time limits for each performance rank are noticeably longer than those of chapter 2 act 1. This can be placed almost solely on the fact that this trial is heavy in a particular enemy that is of particular difficulty even in parties, that is found in packs during this mission.
These articles are meant more for description and detail than recommendations, but it needs to be said that due to the nature, resistances and abilities of these particular enemies, the ability to attack effectively while moving is almost essential if you desire to S-Rank this trial, particularly on A level difficulty.
Finally, though the mission details and the dialog does not explicitly state that all enemies need killing to complete the mission, should you skip any enemies, you are told that there are still some remaining.
Lv. | Monster LV | S-Rank Req.: | Rank S | Rank A | Rank B | Rank C | ||||
Mes. | MPs | Mes. | MPs | Mes. | MPs | Mes. | MPs | |||
C | 5+ | Under 20:30? | 120 | 2 | ? | ? | ? | ? | 0 | 0 |
B | 19+ | Under 24:30? | ? | 5 | ? | ? | ? | ? | 0 | 0 |
A | 34+ | Under 25:00 | 1050 | 12 | ? | ? | 350 | 5 | 0 | 0 |
10 PA Frag |
As a first for any act in Episode 2, there is no boss fight.
HIVE Clean-up: Act 2
Start Location: [Possible Spoilers, highlight:] HIVE Laia / Central Control Room Area
End Location: GUARDIANS Colony 5th Floor: GUARDIANS HQ.
The trial this act begins with is somewhat interesting: You do not need to get to a "finishing point" and you do not need to wipe out enemies. Instead there are five switches with countdown timers that you must all activate before one of them runs out of time (at which point it deactivates). You can also choose to leave your NPC party member at a switch to keep it activated permanently.
There are monsters in this mission - and of particular importance is the Megid that some can fire - and these monsters do need to be killed in order to progress. However they are not the focus of the mission as there are so few: This is primarily a "puzzle" mission.
The map is circular in nature; travel anticlockwise from your starting point until you return to it. The key to S-ranking this mission under any difficulty is to complete one "lap" wiping out the monsters, and then on the second "lap" activate all the switches, making sure to leave your NPC party member at the correct one. You'll want to leave them at the southeastern switch, and then work your way around the block in a anticlockwise fashion, moving to the eastern switch, then the northern, followed by the northwestern and finally western switches.
Lv. | Monster LV | S-Rank Req.: | Rank S | Rank A | Rank B | Rank C | ||||
Mes. | MPs | Mes. | MPs | Mes. | MPs | Mes. | MPs | |||
C | 6+ | Under 8:30? | 90 | 2 | ? | ? | ? | ? | 0 | 0 |
B | 20+ | Under 10:30? | 290 | 4 | ? | ? | ? | ? | 0 | 0 |
A | 35+ | Under 10:00 | 720 | 9 | ? | ? | ? | ? | 0 | 0 |
10 PA Frag |
After this trial is a pair of boss fights.
Chapter 4: Shadow Conspiracy
Shadow Conspiracy 1
Start Location: GUARDIANS Colony 5th Floor: GUARDIANS HQ (Speak to Mina).
End Location: G. Colony: Access Passage Res. Block
By now, the "Get to end point. We've not stated you need to kill all the monsters but you do to get to the end point." type of missions should have become familiar.
Lv. | Monster LV | S-Rank Req.: | Rank S | Rank A | Rank B | Rank C | ||||
Mes. | MPs | Mes. | MPs | Mes. | MPs | Mes. | MPs | |||
C | 7+ | Under 5:45? | 150 | 3 | ? | ? | ? | ? | 0 | 0 |
B | 26+ | Under 11:00? | ? | ? | ? | ? | ? | ? | 0 | 0 |
A | 36+ | Under 11:00? | 1100 | 13 | ? | ? | ? | ? | 0 | 0 |
10 PA Frag |
As with Chapter 3 Act 1, there are no bosses for this act.
Shadow Conspiracy 2
Start Location: G. Colony: Access Passage Res. Block
End Location: GUARDIANS Colony 5th Floor: GUARDIANS HQ.
This mission is partially puzzle. Akin to 3-2 in that there are monsters which only need killing for the sake of progressing through the map, there are more monsters in this trial.
This is also the first story trial in which you are required to finish within a time limit - You have 15 minutes to identify and free six targets. To do this you will make use of your Goggles. Two things are worth immediate note about these targets: The first is that you cannot affect them with TECHNICs or Ranged Weaponry (there is however a Saber in a box at the start of the mission in the event that players have none). The second is that they do not show up on a Goggles scan until all the monsters in the room are dead.
The performance rank on this mission is given by how much time you had remaining when you completed the mission. It is worth noting that during the loading screens and dialog presented for each target, the timer is still counting down, so haste during the dialog is recommended.
Lv. | Monster LV | S-Rank Req.: | Rank S | Rank A | Rank B | Rank C | ||||
Mes. | MPs | Mes. | MPs | Mes. | MPs | Mes. | MPs | |||
C | 8+ | ?:?? Remaining |
110 | 2 | ? | ? | ? | ? | 0 | 0 |
B | 27+ | 2:00? Remaining |
320 | 4 | ? | ? | 100 | 1 | 0 | 0 |
A | 37+ | 1:00? Remaining |
750 | 9 | ? | ? | ? | ? | 0 | 0 |
10 PA Frag |
Following this mission you are faced with some dialog, another two blocks of monster hunting, and then some final dialog to close the mission. There is no boss for this act (or for the entire chapter), but the final spawns of the non-trial battle are of notable difficulty.
Chapter 5: ...
... 1
... 2
Chapter 6: ...
... 1
... 2
Chapter 7: ...
... 1
... 2
Chapter 8: ...
... 1
... 2
Chapter 9: Price of Genocide
Price of Genocide 1
This is a relatively simple "slaughter-fest" style mission. Kill 'em all.
Price of Genocide 2
This trial is a deceptively simple yet frustrating maze. The trick is to clear it of all enemies and nab both keys. Head back to the two fenced off pairs of switches. Look around from the same area and spot the two teleporters, one to the left and one to the right. Fiddle with the switches until both teleporters are lit. Follow the path through what appeared from the switches as the "right" teleporter. Run a short distance until you see the boy run down the path to the right (over the three-buttons-in-a-row), then TURN AROUND and go back through the teleporter. Retrace your steps back to the two pairs of switches. Toggle the left pair until the "left" teleporter is off, but the right teleporter remains lit. Now run it all over again, this time FOLLOWING the path the boy took. You'll notice that when you get to where he was before, he's NOT there, yet the doorway he ran through is UNLOCKED. Head through the door, up the path to the northernmost teleporter. Since you chased him down this way, then went back and changed the paths, he's trapped. Congradulations, you just saved yourself forty minutes of running around in circles.
PS: With any other combination, the boy either isn't there and the door locked, or he's there and unlocks the door for you.