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I think that just about every achievement can be done on the first run, with a bit of save/load near the end. Beyond that, just enjoy the ride. Try out different quartz combos, farm hundreds and thousands of u-mats, and never forget that Musse is best girl.
Thanks, yeah playing the previous ones I would always keep multiple saves just in case, also saw that there is a mod that fixes some item descriptions, should I install that one or where they are fixed already?
Alternatively, this guide is pretty comprehensive and should covers item errors pretty well:
https://gamefaqs.gamespot.com/ps4/204985-the-legend-of-heroes-trails-of-cold-steel-iii/faqs/78073/1st-period-combat-fundamentals
Most of the errors relate to the cooking recipes giving CP instead of EP, and a handful of small quartz descriptions (like delay reduction).
- unless you have abundant quartz, focus on unlocking slots for New Class VII first,
- You can sell old weapons/armour (with exception of Heavy boots/armor), it wont be used
- Good to grab at least 1-2 units of every accessory / item to exchange later (check exchange show to see )
- You can exchange some powerful, accessories only once, but you can make more than one unit at that time,
- Collect Mishy Accessories to turn into decent one later,
- fishing get easy once you buy more parts and get even more from every 3 types caught
- Neoseeker has decent walkthrough if you look for quick run before ToCS4 drops
1- Do NOT spam S-crafts here, they are no longer as powerful comparatively as they were before. Spamming them will simply drop your CP to 0 and your damage output will suffer accordingly when you can't finish off the enemy, so use them only if you are very, very sure it can kill or if you have a bonus that you cannot let the enemy have at all costs.
2- Breaking the enemy is important. Some of them have very insane healing rates and the only way to stop it from triggering is to concuss them with a break before killing them. Breaks also counter berserk enemies, so keep that in mind.
S crafts have a special ability to be injected into the action order at any time. Don't bother using them on a character turn. Worst case scenario, they can do a normal action and then inject their turn again with an S craft. When things look bad, when an enemy is just a turn away from nuking your group but they have a sliver of break bar left. That's the time to drop it.