On this page, I'll be going over a few general things like missables. As for the actual combat system and other such mechanics, I'll discuss them below everything else. The systems in this game aren't particularly intuitive, and to be honest, are fairly hard to understand even after the game introduces them, as the explanations are poor. The combo system especially could have used more explanation. So even though I'll cover them here so they aren't clogging up the story walkthrough page, you may want to keep this window open in a new tab so you can read here if something confuses you.
Combat in this game is built around combos. You have 3 different buttons you can attach skills to ( ). You don't have many skills to assign at the start, but you'll get more as you level up, and you can't edit them right away anyway. The combos in this game start at 4 moves long.
So here's this confusing screen here. At the top we see the combo . If you look at the line below that, you'll see a line going from the 3rd to a in the 2nd row. This means the combo is . The 3rd row is and so on and so forth down the screen. You can replace the 2nd, 3rd, and 4th move of any combo, though some skills can only be placed in the 3rd and/or 4th row.
We'll be fighting on easy difficulty, so mastery of the combat system isn't particularly necessary. We'll mostly be depending on 2 skills and their upgrades as we unlock them. The first is just the basic weapon attack that starts off in the slot : Weapon : (name of whatever weapon is equipped). The damage for this goes off of Strength. The other attack is Aim which is on by default. This is based on Intelligence, because only intelligent people can shoot guns, apparently. As a result, characters with higher Strength want to be meleeing, characters with higher intelligence want to be shooting. I'll point out which characters are which as we get them.
When you enter a fight, enemies will have an HP bar, and also a GP bar. This is their guard and depletes when they are attacked. When the bar is depleted, the enemy enters guard break status. During this time they take about 50% more damage, but also do more damage to you! The bar refills in real time, which makes no sense in a turn-based game, but here we are. The good news with this is you can guard break an enemy, go to town on them, and then let the bar fill to full before their turn comes up so they don't get the attack boost.
2 more things I'll mention. The first is defense. As long as you have enough AP to use an attack, you can defend and end your turn. So, you can use all your AP but 8 and then defend, which you should do every single turn. This reduces the damage you take and makes a very big difference over the course of a dungeon, and especially against bosses. The second is status effects. The only 2 that are worth worrying about are paralyze and lunatic. Paralyze gives you a chance that your attack will be canceled. The other is lunatic and stops you from using item skills. Let's cover item skills next.
Unlike most RPGs, you don't have items or spells that you can use to heal when you want. Instead, you have item skills. These skills are automatically used when certain conditions are met and it procs. The first skill your characters have is a skill that can heal them when they get hit and go below 50% health.
If we look here, we see one of them. You'll notice a bar to the right of the skill, this shows the probability of the skill activating. So if the bar is 50% full, characters have a 50% chance of healing when they are hit and end up below 50% health. As you can see in the top box you have a thing called IP, this is what you use to increase the chance of a skill activating. As a general rule, you want to pour all your IP (you get more every level up) into healing skills.
You can skip animations with . This is important as some of them can be quite long. Sadly, you must press to skip every animation, so each hit of a combo has to be skipped one by one. You'll be pressing multiple times for each character's turn as a result, so be ready for that tedious mess. However, it will save TONS of time. can be used to skip text during events if you'd like. can be used to skip cutscenes. Do note some things can't be skipped, but they are pretty rare.
The only real missable is Histoire Enthusiast. It requires getting all events, exploring all dungeons, and filling the bestiary completely. One thing to note before I go more in-depth is that there are 2 types of dungeons. When looking at story missions, they have no option to view time rankings, but timed missions will allow you to view the rankings with .
Some monsters only appear in story missions, which cannot be replayed. As a result, some can be missed. Timed missions can be replayed so any enemies that appear here (or story monsters that also appear in a timed dungeon) can be tracked down and killed at any time. Late in the game, you can recruit 3 characters that modify which form of the final boss you fight. Both are separate entries in the bestiary, so we are going to recruit 2, and get the last post-game. Recruiting all 3 before the end of the story will result in having to do a 2nd playthrough. Don't do that!
Not much to say here, you cannot miss any. Not possible to get enter them all until post-game though.
There's quite a few of these, and they appear after various things. Via the story, watching other events, finishing dungeons, or unlocked through the shares system. More open up post-game as well. If you deviate from the walkthrough (say, grinding a dungeon for money or experience or skipping ones I didn't) you may or may not get events when I do. This is fine, so long as you don't do two things I'll explain now.
Events can technically be missed thanks to the "shares" system. This window is only shown after a timed dungeon at the start. It has 5 bars, one for each of the 4 landmasses that make up the game (Planetptune, Leanbox, Lastation, and Lowee) and 1 for "other". There's a limited amount of shares which is split between the 5 entities. For some events, we'll need to get each landmass to 50%. Shares are exchanged by doing timed dungeons, and which landmasses they affect is different for each one.
The fact they are limited is important because of the "other" bar. When a Goddess dies or you leave a timed dungeon, "other" gets some shares. While you can transfer them back to one of the 4 landmasses, some shares are gone forever in the process. This means if you screw up enough that there's less than 50% total, no 50% events or platinum for you. If any Goddesses die or you feel you need to leave a timed dungeon, reload a save. However, non-goddess characters can die with no penalty. I'll point out who is who as we get them.
Technically, you have some leeway as you start off with way more than 50%, but the less you have when you have to grind shares for events, the harder it will be. You'll have to take more from the other 3 landmasses to get 50% with Lowee for example, and then when you need 50% with the other landmasses you just took from, it'll take longer to get. Once you unlock a certain character, you can see the shares at any time, and when you select a timed dungeon you can see how it will affect the shares.
A Goddess' stats are affected by the shares of their landmass. So, you should try and keep your shares high with the landmasses of the Goddesses you use, but that won't be too important until late game, so don't sweat it too much until then.
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