Zanki Zero: Last Beginning

Zanki Zero: Last Beginning

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Star Sage Oct 22, 2020 @ 10:52pm
Tips, Item List, Safe List, Difficulty Guide, and other things
Finished Platinuming this, and while I might keep going, as I still have some Clione to collect, I figured I'd add to the knowledge base while I'm here, and send out a few tips, plus an item list, for anyone who comes after me, and would like some info that I wanted myself back in the day.

Table of Contents(Ctrl-F to skip to that part of the doc)
1) Tips(Sage1)
2) Walls, Breakable and Date Linked(Sage2)
3) Difficulties(Sage3)
4) Safes and Contents(Sage4)
5) Hidden Item(Sage5)
6) Food(Sage6)
7) Weapons(Sage7)
8) Headgear(Sage8)
9) Body Armor(Sage9)
10) Footwear(Sage0)


Sage1
First off, 10 Tips for While Playing

1) First facility to build after the Prologue is the Bedrooms. Yes, the other facilities are useful, but you want Level 1 Bedrooms first and foremost, as you want the Crossover Genes. Basically, all the characters have specials associated with them, more power, more EXP, more SCORE, etc, and some of these are quite useful and they only activate after sleeping in the Bedroom. However, the Bedroom also allows you to 'Double Up' pairing certain characters as Bunkmates, and thus, giving both access to each other's specials, doubling the effect in some cases. Most Important is Yuma and Zen(Heiress and Farmer), for their Item Drop up, which increases the number of items dropped at once, and SCORE up, which increases SCORE from all sources.

2) Play on Level II or Level III your first time through. Above those levels, the game likes to cheat, a lot on V, but sometimes on IV as well, and it is frustrating to go through a whole level, only for a literal random trap to hit you just before you can leave it, killing your party. That said, Level I turns the game off. It makes you invincible(No Damage Sources can touch you), gives you infinite Stamina, and makes it so only bosses and some special monsters spawn, and all those die in a single hit. So I would recommend Levels II or III for optimum gameplay experience.

3) When back on base, change difficulty to Level I to rest and recover. It makes food useless, as it refills stamina, and also allows you to Extend characters at reduced cost, halving the cost with the Death Bonuses/Shigabane, or making Extending free if you do so without. Below Level V this is almost always cost effective, and I recommend you do it every time you head back to base.

4) Have a party, and stick to it. You should be able to keep charaters alive on II and III easily enough(Remember the game Autosaves every level), so you should only ever equip four characters at a time, no need for anything beyond that.

5) Never waste Strengtheners on low level Equips on Difficulties under V. Until you have end game equipment, it is a waste to use them, as they don't transfer, and below Level V you do not get them often.

6) The Death Bonuses/Shigabane matter. You should be getting them every level you can, as they can do wonders for your party's stats and survivability, as they can cut damage to 20% and lower for certain attacks.
A Guide to Shigabane, how to get them and their effects, can be found here(Warning, spoilers in some of the Boss ones)
https://steamcommunity.com/sharedfiles/filedetails/?id=1735288934

7) You can only discard items by tossing them into the sea/water squares. Otherwise they will stay in place until you pick them up. This does mean if you leave something in a level, it will still be there to get later, if you're overburdened.

8) You can move side to side with the Shoulder Buttons(L1 and R1). This is a good way to get around enemies with hard to reach spots.

9) The game explains this well enough, but to reiterate it here, most enemies have vulnerable spots. Charge up your attack, and move the aiming reticle around on them to find them. Some are only vulnerable from the sides(Also, Chickens and the Stage 3 boss have spots on their backs, though I've never seen that in any other enemy)

10) Item and spawns are random and Enemy spawns change with every chapter. As in, I have found things from Stage 8 in Stage 4, and bosses you've beaten can show up in some areas. Keep an eye out, and it might not be a bad idea to revisit earlier areas to see what loot has spawned in.


Sage2
Date Linked Walls
Not a tip per say, but something the game could have explained better. Doing this as its own seperate post, so you can tell it's meaningful, but if you ever find the path block, or an odd wall that looks like it should have something on it on the minimap, but can't get through, and yet no icon appears, that's a Date Linked Wall. Basically, they move independently of your actions on the level, only when the day changes, being closed on one day, open on the next, in an odd/even rotation that's unique to each one. It is annoying, and exists solely to waste your time, but whenever you see one, just take care of it whenever you transition levels and change the day, by quickly turning around and going back.

Breakable Walls
Similar to the above, these could have been explained better. Basically, these walls can be broken by specific attack types, something the game sort of says, but never to the point where they out and out tell you. Regardless, I am telling you, and here's a quick guide to them
Stage 1: Only one, on the first floor, and it's broken as part of the story, while implying all the others will require special attacks to open. No other wall requires Clione to open.
Stage 2: None
Stage 3: None
Stage 4: The ones in the boss room can be broken by either a fire weapon, or by the boss' melee attack(the one with the tendril and not the gas). You can bait them into using this by standing in front of them, as before you break the 'face' the attack has a range of two squares.
Stage 5: None
Stage 6: The ones in the level are broken by fire weapons. The ones in the boss room are broken by blunt weapons. Your unarmed attack counts as a blunt weapon.
Stage 7: None
Stage 8: Lab LV1's walls in the area east of the ice floor require a piercing weapon to break. The ones one level down(Lab LV2) in the item disposal area can be broken with a blunt weapon.



Sage3
Difficulty, what do they do?

Difficulties in this game come in 5 levels I, II, III, IV, and V. These affect several things throughout the game, namely:

Your Attack and Defense. These stats are direct. As in, every point of attack is a point of damage, before other modifiers like elements are considered, and every point of defense blocks one point of damage from an incoming attack.

Enemy speed. Not the speed of attacks, just how often they move, and how fast they turn.

EXP, SCORE, and for some enemies, Items they can drop

For Attack and Defense it seems to be a direct percentage drop with Difficulty III as the average.
Difficulty I: N/A
Difficulty II: 120%
Difficulty III: 100%
Difficulty IV: 70%
Difficulty V: 25%

For Score and EXP, the result is the opposite, going up as it changes.
Difficulty I: 80%(Tested with bosses, which do spawn in)
Difficulty II: 80%
Difficulty III: 100%
Difficulty IV: 140%
Difficulty V: 200%

Now, for other things, like Speed, I think it's similar to the EXP and Score, though obviously, this is more an impressions thing, so without hacking the game, I'm not sure. However, for drops, some enemies drop rarer items on higher difficulties(IV&V), but rarer/non-existant on lower(Sometimes on III, never on II). For a list.
Reverse Headed Lizards: Lizard Mucus
Humming Birds: Bird Beaks
Giant Chickens: Feathers
Monkeys(All variants): Poison Monkey Claws, Monkey Blood
Monkey(Gold): Monkey Fur(Only from the ones on Stage 2, and then only after you're on Stage 8)
Black Pigs: Pig Spirit & Pig Trechea
Blue Pigs: Pig Nasal Cavity
Creatures: Clione and Strengtheners(Some clione are Difficulty V only, and the number of Strengtheners goes up as well)

Now, bosses with sometimes drop their Clione on lower difficulties, but I've never seen one from a creature on anything below IV. Sadly, those seem to be random, as I'm several playthrus in and still missing a few myself, so no list of them.

In addition to these effects, the difficulty also causes random events to occur while playing, in the form of blue boxes that pop up sometimes. These include items, water to relieve stress, places to poop, and finally collapsing ceilings which cause damage. The frequency of events, and quality of items found, rises as you go up into higher difficulties, but likewise, the number of collapsing ceilings goes up, getting positively ridiculous especially since thanks to the damage buff due to lowered defense, this event easily wipes out all but a max equipped party.


Sage4
Safes
Safes are just that, safes with cool stuff in them you can unlock. Of course, they're trapped, and thus, trying to open one comes with a risk. Luckily, there's not only a Shigabane that you get for dying that makes them easier to open, but a skill that does the same, and the effect is cumulative across the party, so the more you have, the less likely they are to hurt you. Contents are as follows
Stage 1: None
Stage 2: None
Stage 3
B1-UG Platform: Ice Axe(This item is important for Stage 6, as it's a component of the Pyro Ice Axe)
B1-Fountain Plaza: Bat
Stage 4
Lounge Deck: Rusty Helm
Flooded Area-Stern: Claymore(Replica)
Stage 5
Southwest Gate: Rusty Plate Armour
Stage 6
Annex 1F(South West Corner of Map): School Jacket
Annex 1F(North East Corner of Map): Rusty Greaves
Main Building 2F: Rusty Chains
Main Building 3F: Rusty Combat Knife
Stage 7
5F-Special Ward(Eastern Dark Room): Rusty Fire Axe
5F-Special Ward(Western Dark Room): Sasumata
Stage 8
Lab Area-LV2(North Eastern Corner-Southern): Rusty Katana
Lab Area-LV2(North Eastern Corner-Eastern): Body Armor
Lab Area-LV4: New Tobu N600


Sage5
Hidden Items
After you beat a boss in a stage, if you go back to it, you can find ruin events, marked with a Blue Icon on the map. Going to these will trigger a scene with your characters, as long as they're alive and the right ages. Some lead to Death Bonuses/Shigabanes, and all of them give you a SCORE bonus. However, they also sometimes unlock a hidden item somewhere in that level, which is sometimes quite a good one, at least for the point where you find it.
Stage 1: 2 Here
First is found in the room where the floor switch you have to step on, not weigh down, is on the 3rd Floor-Magazine Ed. Dept. is. It's in the stack of books just inside the door of this room(2 X Cloth, you have to search twice to get both)
Second is found in the same room, in the desk by the 'Ruin Event' blue marker on this floor(First Aid Kit)
Stage 2: Found in a stump on Campsite-North Map, just before the entrace to Treehouse-Lodging Map, at the point where it can go either there, or to the Map's bathrooms.(10 X Sling Ammo)
Stage 3: B3 Event Space-the hall just north the 'Boss Room' area, at the end of the hall is a bag(Simple Gas Mask)
Stage 4: Found on Lounge Deck, to the East of the Central Exit that leads to the boss of the stage.(Expandable Baton)
Stage 5: Found in the South East map, stone just NorthEast the Puzzle Locked Area(Gold Earrings)
Stage 6: Annex F1, desk next to gather point(Necklace)
< >
Showing 1-9 of 9 comments
Star Sage Oct 22, 2020 @ 10:53pm 
Sage6
Food/Cooking
Supposedly, these come with buffs, at least, I think it's said so in one of the signs you can read, but I've never seen one, and while some do recover health, if you're using food to heal, something's wrong with your strategy, and I'd recommend lowering your difficulty for a bit instead, and trying to find another way to play.
That said, here's the SP recovery rates of eat item. Tea/Drinks recover 'Stress' as well, but to be blunt, the only food item worth it is Jerky. It can be mass produced, and no one hates it, so it recovers full for everyone without raising stress. Thus, once you have your outhouse at level 2 or more, Stress is a non-issue(And can be recovered easily with just some Water, which you can harvest 10 of per day from the still behind the Garage at Base)
Cooked Food Items
Name Stamina Recovery
Herb Tea 2
Flavored Tea 2
Rice 5
Rice with Raw Egg 20
Jerky 12
Naan 8
Fried Egg 20
Buttered Potato 15
Roasted Rabbit 30
Roasted Corn 15
Sweetened Popcorn 15
Grilled Fish Skewer 25
Grilled Chicken 25
Stuffed Eggplant 15
Goat Steak 25
Pork Steak 30
Chicken Steak 40
Marbled Steak 60
Blood Sausage 40
Pork Cutlet 60
Vichyssoise 20
Apple Pie 25
Pudding 5
Potato Salad 10
Caesar Salad 18
Tsukudani 10
Oyakodon 75
Mushroom Hot Pot 80
Stewed Tomatoes 20
Corn Potage 20
Meuniere 40
Pizza 80
Curry 50
Mixed Juice 5
Stewed Fish 25
Seasfood Salad 20
Special Salad 25
Chicken Fried Rice 100
Superb Tomato Stew 35
Seafood Soup 40
Fancy Seafood Hot Pot 80
Special Mix Juice 15
Deuxe Seafood Hot Pot 100
Pancake 20
Premium Oyakodon 100



Sage 7
(For all Bonus Effects, there's an ingame list in the Help Menu.
Survival Guide>System Guide>Bonus Equip. Effects)
Weapons

Name: Driftwood
Damage Type: Blunt
Power: 15
Upgrades: 10
Bonus Effects: None

Name: Vinyl Umbrella
Damage Type: Pierce
Power: 10
Upgrades: 10
Bonus Effects: None

Name: Rusty Fruit Knife
Damage Type: Slash
Power: 7
Upgrades: 10
Bonus Effects:

Name: Plated Gloves
Damage Type: Blunt
Power: 18
Upgrades: 50
Bonus Effects: Power Charge, Transporter

Name: Wooden Sword
Damage Type: Blunt
Power: 35
Upgrades: 50
Bonus Effects:

Name: Black Jack
Damage Type: Blunt
Power: 27
Upgrades: 50
Bonus Effects: Recharger

Name: Stone Spear
Damage Type: Pierce
Power: 31
Upgrades: 50
Bonus Effects:

Name: Rusty Axe
Damage Type: Slash
Power: 15
Upgrades: 10
Bonus Effects:

Name: Rusty Saw
Damage Type: Slash
Power: 28
Upgrades: 10
Bonus Effects:

Name: Mallet
Damage Type: Blunt
Power: 25
Upgrades: 10
Bonus Effects:

Name: Hand Axe
Damage Type: Slash
Power: 35
Upgrades: 50
Bonus Effects: Recharger

Name: Saw
Damage Type: Slash
Power: 50
Upgrades: 50
Bonus Effects:

Name: Fruit Knife
Damage Type: Slash
Power: 24
Upgrades: 50
Bonus Effects:

Name: Long-Handled Saw
Damage Type: Slash
Power: 60
Upgrades: 50
Bonus Effects: Quick Charge, Power Charge

Name: Bamboo Spear
Damage Type: Pierce
Power: 55
Upgrades: 50
Bonus Effects:

Name: Sling
Damage Type: Blunt/Ranged
Power: 36
Upgrades: 50
Bonus Effects:

Name: Reinforced Wooden Sword
Damage Type: Blunt
Power: 45
Upgrades: 50
Bonus Effects: Power Charge

Name: Deck Brush
Damage Type: Blunt
Power: 50
Upgrades: 10
Bonus Effects:

Name: Ice Axe
Damage Type: Pierce
Power: 34
Upgrades: 10
Bonus Effects:

Name: Bat
Damage Type: Blunt
Power: 42
Upgrades: 10
Bonus Effects:

Name: Ice Pick
Damage Type: Pierce
Power: 19
Upgrades: 10
Bonus Effects:

Name: Handmade Nunchucks
Damage Type: Blunt
Power: 35
Upgrades: 50
Bonus Effects:

Name: Nail Bat
Damage Type: Blunt
Power: 66
Upgrades: 50
Bonus Effects: Quick Charge

Name: Brush Lance
Damage Type: Pierce
Power: 50
Upgrades: 57
Bonus Effects:

Name: Short Bow
Damage Type: Blunt/Ranged
Power: 60
Upgrades: 50
Bonus Effects:

Name: Brass Knuckles
Damage Type: Blunt
Power: 30
Upgrades: 10
Bonus Effects:

Name: Claymore(Replica)
Damage Type: Blunt
Power: 92
Upgrades: 10
Bonus Effects:

Name: Hammer
Damage Type: Blunt
Power: 46
Upgrades: 10
Bonus Effects:

Name: Pyro Ice Axe
Damage Type: Pierce
Power: 54
Upgrades: 50
Bonus Effects: Heat Attack

Name: Reinforced Deck Brush
Damage Type: Blunt
Power: 79
Upgrades: 50
Bonus Effects: Power Charge

Name: Power Sling
Damage Type: Blunt/Ranged
Power: 44
Upgrades: 50
Bonus Effects: Sonic Attack

Name: Bow
Damage Type: Blunt/Ranged
Power: 85
Upgrades: 50
Bonus Effects:

Name: Rusty Kitchen Knife
Damage Type: Slash
Power: 59
Upgrades: 10
Bonus Effects:

Name: Frying Pan
Damage Type: Blunt
Power: 74
Upgrades: 10
Bonus Effects:

Name: Expandable Baton
Damage Type: Blunt
Power: 39
Upgrades: 10
Bonus Effects:

Name: Carving Knife
Damage Type: Slash
Power: 69
Upgrades: 50
Bonus Effects: Recharger

Name: Naginata
Damage Type: Slash
Power: 87
Upgrades: 50
Bonus Effects: Quick Charge

Name: Battle Axe
Damage Type: Slash
Power: 114
Upgrades: 50
Bonus Effects:

Name: Frying Pan Hammer
Damage Type: Blunt
Power: 96
Upgrades: 50
Bonus Effects:

Name: Rusty Combat Knife
Damage Type: Slash
Power: 80
Upgrades: 10
Bonus Effects:

Name: Remming M700
Damage Type: Blunt/Ranged
Power: 125
Upgrades: 50
Bonus Effects:

Name: Metal Bat
Damage Type: Blunt
Power: 102
Upgrades: 10
Bonus Effects:

Name: Combat Knife
Damage Type: Slash
Power: 81
Upgrades: 50
Bonus Effects:

Name: Claymore
Damage Type: Slash
Power: 200
Upgrades: 99
Bonus Effects: Quick Charge, Power Charge, Recharger

Name: Nail Knuckles
Damage Type: Pierce
Power: 57
Upgrades: 50
Bonus Effects:

Name: Remming M700-Custom
Damage Type: Blunt/Ranged
Power: 155
Upgrades: 50
Bonus Effects:

Name: Blazy Bamboo Lance
Damage Type: Pierce
Power: 81
Upgrades: 50
Bonus Effects:

Name: Chain Wood Hammer
Damage Type: Blunt
Power: 124
Upgrades: 50
Bonus Effects: Power Charge

Name: Chain Iron Hammer
Damage Type: Blunt
Power: 135
Upgrades: 50
Bonus Effects:

Name: Samsumata
Damage Type: Blunt
Power: 84
Upgrades: 10
Bonus Effects:

Name: Rusty Fire Axe
Damage Type: Slash
Power: 57
Upgrades: 10
Bonus Effects:

Name: Blade Knuckle
Damage Type: Slash
Power: 90
Upgrades: 50
Bonus Effects: Recharger

Name: Shock Lance
Damage Type: Pierce
Power: 101
Upgrades: 50
Bonus Effects: Electric Attack, Power Charge, Extra SCORE

Name: Fire Axe
Damage Type: Slash
Power: 102
Upgrades: 50
Bonus Effects:

Name: Handmade Halbard
Damage Type: Slash
Power: 138
Upgrades: 50
Bonus Effects: Quick Charge, Power Charge

Name: Long Bow
Damage Type: Blunt/Ranged
Power: 110
Upgrades: 50
Bonus Effects: Heat Attack

Name: Rusty Katana
Damage Type: Slash
Power: 145
Upgrades: 10
Bonus Effects:

Name: New Tobu N600
Damage Type: Blunt/Ranged
Power: 150
Upgrades: 10
Bonus Effects:

Name: Chain Shell Hammer
Damage Type: Blunt
Power: 148
Upgrades: 50
Bonus Effects: Recharger, Power Charge, Extra SCORE

Name: Stun Rod
Damage Type: Blunt
Power: 120
Upgrades: 50
Bonus Effects: Electric Attack

Name: Stun Knife
Damage Type: Slash
Power: 108
Upgrades: 50
Bonus Effects: Electric Attack

Name: Katana
Damage Type: Slash
Power: 165
Upgrades: 80
Bonus Effects:

Name: Poison Blood Blade
Damage Type: Slash
Power: 170
Upgrades: 99
Bonus Effects: Decay Attack, Power Charge Attack, Extra SCORE

Name: Blazing Decapitator
Damage Type: Slash
Power: 170
Upgrades: 99
Bonus Effects: Heat Attack, Power Charge Attack, Extra SCORE




Sage8
Headgear
Name: Googles
Power: 2
Upgrades: 5
Bonus Effects:

Name: Sunglasses
Power: 2
Upgrades: 5
Bonus Effects: Stylish

Name: Cardboard Hat
Power: 5
Upgrades: 10
Bonus Effects:

Name: Bandana
Power: 6
Upgrades: 20
Bonus Effects:

Name: Horned Bandana
Power: 10
Upgrades: 20
Bonus Effects: Safe & Secure

Name: Hair-Knitted Hat
Power: 10
Upgrades: 10
Bonus Effects:

Name: Scaled Bandana
Power: 14
Upgrades: 20
Bonus Effects:

Name: Helmet
Power: 8
Upgrades: 5
Bonus Effects:

Name: Simple Model Gas Mask
Power: 6
Upgrades: 5
Bonus Effects: Life Source

Name: Fluffy Headphones
Power: 12
Upgrades: 10
Bonus Effects: Sound Resist

Name: Scale Helmet
Power: 20
Upgrades: 20
Bonus Effects:

Name: Iron Helmet
Power: 32
Upgrades: 40
Bonus Effects: Medieval Gear

Name: Air Bladder Hat
Power: 17
Upgrades: 20
Bonus Effects:

Name: Plate Helmet
Power: 23
Upgrades: 10
Bonus Effects:

Name: Gas Mask
Power: 10
Upgrades: 5
Bonus Effects: Life Source

Name: Shell Hat
Power: 26
Upgrades: 20
Bonus Effects:

Name: Gold Earrings
Power: 7
Upgrades: 5
Bonus Effects: Stamina Source, Stylish

Name: White Headplate
Power: 28
Upgrades: 10
Bonus Effects:

Name: Soundproof Headphones
Power: 28
Upgrades: 20
Bonus Effects: Sound Resist

Name: Welding Goggles
Power: 11
Upgrades: 5
Bonus Effects:

Name: Full Face Helm
Power: 38
Upgrades: 20
Bonus Effects:

Name: Shell Oni Helm
Power: 40
Upgrades: 40
Bonus Effects: Safe & Secure



Sage9
Body Armor
Name: Raincoat
Power: 3
Upgrades: 5
Bonus Effects:

Name: Happi
Power: 4
Upgrades: 5
Bonus Effects: Stylish

Name: Cardboard Apron
Power: 7
Upgrades: 10
Bonus Effects:

Name: Thick Apron
Power: 6
Upgrades: 10
Bonus Effects:

Name: Casual Vest
Power: 7
Upgrades: 5
Bonus Effects:

Name: Scale Apron
Power: 16
Upgrades: 20
Bonus Effects: Decay Resist

Name: Lizard Skin Coat
Power: 12
Upgrades: 10
Bonus Effects: Acid Resist

Name: Work Apron
Power: 7
Upgrades: 5
Bonus Effects:

Name: Scale Vest
Power: 20
Upgrades: 20
Bonus Effects:

Name: Plated Apron
Power: 22
Upgrades: 10
Bonus Effects: Decay Resist

Name: Trench Coat
Power: 11
Upgrades: 5
Bonus Effects:

Name: Mucus-Processed Coat
Power: 24
Upgrades: 20
Bonus Effects: Acid Resist, Heat Resist

Name: Repaired Jacket
Power: 21
Upgrades: 10
Bonus Effects:

Name: Sexy Lingerie
Power: 7
Upgrades: 99
Bonus Effects: Female Equipment, Passion, Stamina Source

Name: Pure Lingerie
Power: 7
Upgrades: 99
Bonus Effects: Female Equipment, Pure Love, Life Source

Name: Red Fundoshi
Power: 7
Upgrades: 99
Bonus Effects: Male Equipment, Happiness, Stamina Source

Name: White Fundoshi
Power: 7
Upgrades: 99
Bonus Effects: Male Equipment, Tolerance, Life Source

Name: Monk's Stole
Power: 7
Upgrades: 5
Bonus Effects: Stamina Source, Extra Score

Name: Down Jacket
Power: 7
Upgrades: 5
Bonus Effects:

Name: Shell Apron
Power: 32
Upgrades: 20
Bonus Effects:

Name: Platemail
Power: 70
Upgrades: 40
Bonus Effects: Medieval Gear, Decay Resist

Name: Jersey
Power: 10
Upgrades: 5
Bonus Effects:

Name: School Jacket
Power: 11
Upgrades: 5
Bonus Effects:

Name: Feather Jersey
Power: 30
Upgrades: 20
Bonus Effects: Cold Resist

Name: Biker Gang Clothes
Power: 32
Upgrades: 20
Bonus Effects: Life Source, Stamina Source, Stylish

Name: Heat Shield Apron
Power: 27
Upgrades: 10
Bonus Effects: Acid Resist, Heat Resist, Cold Resist

Name: Necklace
Power: 8
Upgrades: 5
Bonus Effects:

Name: Corrosive Lab Coat
Power: 29
Upgrades: 8
Bonus Effects: Acid Resist, Decay Resist

Name: Body Armor
Power: 29
Upgrades: 5
Bonus Effects:

Name: Leather Jacket
Power: 34
Upgrades: 10
Bonus Effects:

Name: Camouflage Jacket
Power: 35
Upgrades: 20
Bonus Effects: Bulletproof, Stamina Source, Stylish

Name: Soul Skin Shell Armor
Power: 64
Upgrades: 40
Bonus Effects: Safe & Secure, Heat Resist, Bulletproof

Name: Bio Guard Armor
Power: 43
Upgrades: 20
Bonus Effects: Acid Resist, Decay Resist, Cold Resist




Sage0
Footwear
Name: Geta
Power: 4
Upgrades: 5
Bonus Effects:

Name: Supporter
Power: 3
Upgrades: 5
Bonus Effects:

Name: Cardboard Shin Guard
Power: 6
Upgrades: 10
Bonus Effects:

Name: Geta Tabi
Power: 7
Upgrades: 10
Bonus Effects:

Name: Long Boots
Power: 4
Upgrades: 5
Bonus Effects:

Name: Reinforced Scale Boots
Power: 13
Upgrades: 20
Bonus Effects:

Name: Lizard Skin Supporter
Power: 11
Upgrades: 10
Bonus Effects:

Name: Sports Shoes
Power: 8
Upgrades: 5
Bonus Effects:

Name: Handmade Safety Shoes
Power: 16
Upgrades: 10
Bonus Effects:

Name: Reinforced Plate Boots
Power: 22
Upgrades: 10
Bonus Effects:

Name: Shell Shin Guards
Power: 27
Upgrades: 20
Bonus Effects:

Name: Insulation Sneakers
Power: 23
Upgrades: 10
Bonus Effects: Elec. Resist

Name: Iron Greaves
Power: 38
Upgrades: 40
Bonus Effects: Medieval Gear

Name: Health Sandals
Power: 14
Upgrades: 5
Bonus Effects:

Name: Health Shoes
Power: 16
Upgrades: 0
Bonus Effects: Life Source

Name: Health Shoes Plus
Power: 31
Upgrades: 10
Bonus Effects: Life Source, Accupressure, Transporter

Name: Hardened Safety Shoes
Power: 35
Upgrades: 10
Bonus Effects: Safe & Secure, Life Source

Name: Insulated Safety Shoes
Power: 35
Upgrades: 10
Bonus Effects: Safe & Secure, Elec. Resist

Name: Soul Skin Iron Boots
Power: 44
Upgrades: 40
Bonus Effects: Safe & Secure
Red Oct 23, 2020 @ 2:07am 
Nice resources! You should probably format it and make a guide out of it, it will be more easily readable and less prone to be buried below other threads.
Cheshire Dec 22, 2020 @ 2:36am 
I'm sorry to bother you, but could you tell me how to open the bag in Stage 3? It says it's locked, and searched the whole stage all over and still can't open it. Unless it has something to do with the puzzle on this level, and I'm too dumb to solve it.
Star Sage Dec 22, 2020 @ 8:56am 
Stage 3? The one on the bottom level, and north of the boss room? I don't remember which one triggers it, but one of the events in the level(Blue Markers that pop up after the boss is beaten), gives you a key in the dialogue as part of it, and it opens it up.
Cheshire Dec 23, 2020 @ 10:57am 
The events didn't do it, so I decided to move on to the Stage 4... Which gave me a key and an e-mail about a gas mask 😐
I was so annoyed :D
Last edited by Cheshire; Dec 23, 2020 @ 12:35pm
Star Sage Dec 23, 2020 @ 9:18pm 
Huh, that's...interesting. Didn't realize they cross Stages like that. Neat. Annoying, but neat.
Auffie Mar 27, 2022 @ 12:10am 
Was playing on difficulty V, noticed my first "shadow" creature after it slapped my party's backside at an apple tree on dungeon 1, dealt with it, thought it was neat. found another one on the second floor, ok... event? Next room TWO bosses spray goo at me around a corner and wipe 3/4 members of my party despite resistances. Is this an event or something? I dunno wtf I did but boy does the game seem mad at me lol
Star Sage Mar 29, 2022 @ 12:30pm 
Originally posted by Auffie:
Was playing on difficulty V, noticed my first "shadow" creature after it slapped my party's backside at an apple tree on dungeon 1, dealt with it, thought it was neat. found another one on the second floor, ok... event? Next room TWO bosses spray goo at me around a corner and wipe 3/4 members of my party despite resistances. Is this an event or something? I dunno wtf I did but boy does the game seem mad at me lol
Did not realize 'Shadow' types could appear in Dungeon 1...that said, it's not an event, just a bad spawn if you're talking about the black pallet swapped humanoid creature. It moves when you're not looking at it, and it moves FAST. Think Weeping Angels or SCP-173. They become a problem in Dungeon 7's first 3 levels where they dwell in normal gameplay. But on Difficulty V, I guess they can spawn in other places too. As I said, first playthrough, I recommend II or III.
Auffie Mar 29, 2022 @ 2:50pm 
oh the "shadow" guys weren't a problem, but the office just behind where I ran into the last one was lol, two stage 3 bosses, one guarding each pathway. I do like the "peanut monster" style movement from scp though; mixed things up a bit.
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