Developer: Mistwalker Feel Plus
Developer: Mistwalker Feel Plus
Developer: Mistwalker Feel Plus
Publisher: Microsoft
Publisher: Microsoft
Genre: RPG
Release Date: February 12, 2008 (US)
Release Date: February 29, 2008 (UK)
Release Date: February 7, 2008 (AU)
T for Teen: Language, Suggestive Themes, Use of Alcohol, Violence
PEGI: RP
Lost Odyssey

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Developer: Mistwalker Feel Plus
Developer: Mistwalker Feel Plus
Developer: Mistwalker Feel Plus
Publisher: Microsoft
Publisher: Microsoft
Genre: RPG
Release Date: February 12, 2008 (US)
Release Date: February 29, 2008 (UK)
Release Date: February 7, 2008 (AU)
T for Teen: Language, Suggestive Themes, Use of Alcohol, Violence
PEGI: RP

Lost Odyssey Walkthrough & Strategy Guide

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Published: Jan 12, 2008

Lost Odyssey Walkthrough

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Numara Port

After the cut scene, the first thing you need to do is go into the menu screen. Readjust your party as needed, then save. (In case you have not saved from the menu before, just go to the "System" command at the bottom. Usually the "Save" command within here is grayed out unless you're standing at a save point. Luckily, the whole world is a save point when you're in the Nautilus.)

With the Nautilus upgraded, it's time to head toward Numara. For some reason, the flashing dot on the map doesn't indicate your next destination: it leads to an area for a side quest. Click the right stick, and highlight the "Port of Numara" even though it's grayed out. You'll see a red dot on the map in the southwestern continent, and it's among the archipelago of the southeast. That is where you'll want to sail.

As you sail over there and approach the landing area, a cut scene will intervene. The Arthrosaurus that was used to harass Numara a thousand years ago breaks free from its stone state, and proceeds to start randomly pillaging the villages nearby. Sarah reasons that the Arthrosaurus was turned to stone because of Ming losing her memories; with her memories back, the beast is free to savage the land.

Drive the Nautilus directly at the beast. It climbs onto the ship, and Kaim for whatever reason decides to just engage it immediately.

Boss: Arthrosaurus
You don't have a magic-operated crane to play with now, so it's go time. Arthrosaurus has a move that will, in a word, completely obliterate you. It's called Heat Breath, and will hit a row for over 2200 HP. This is enough to take out just about everyone on your team aside from Kaim, and he won't survive a follow-up attack.

Don't be scared: there is a catch in your favor. Arthrosaurus has some serious issues with sleep defense. Have Sarah (or another Black Mage) cast Sleep on him every other round, and he'll be too busy counting sheep to mount any offense. If he manages to get a Heat Breath off, just take a moment to heal everyone up rather than attacking while he's asleep.

This is where our advice for the last section comes into play. If Sarah (or whoever your Black Mage is) has Reduce Casting Time 1, then Arthrosaurus probably won't get the chance to use Heat Breath, because Sleep will fire just before it. If Sarah does not have Reduce Casting Time 1, then Sleep will fire just after Heat Breath. If you're unlucky, Arthrosaurus will target whichever row Sarah is in, and she probably won't survive it.

Now you have to play a mini-game. Four more Arthrosauruses are heading to Numara to level it. If any of them slip through and hit the city, you're finished. You're supposed to drive the Nautilus into each one and defeat them each the same way, but while you're fighting one, the others are still moving.

First, go into your menu, because you need a very specific party formation. You'll need Kaim, Tolten, Sed, Sarah, and Mack. Give Sarah the skill Anti-Petrify, and make sure she can cast Sleep (and hopefully Powerus as well). Remember to have Reduce Casting Time 1 equipped as well.

Now, head to the two north. Engage one, have Sarah cast Sleep on it, then immediately have your guys do a Turn-Tail. Sail the Nautilus into the other one, and repeat. Sail to the southern duo, and cast Sleep on one of them as well.

The fourth one you engage will be fought as normal. Don't waste too much time here, because as you fight, the others will eventually wake up and keep moving. On the first turn, while Sarah casts Sleep, Mack can cast Powerus on Kaim. On the second turn, have Mack and Sarah cast Powerus on Tolten and Seth (or Sed). After that, Mack can start helping out to attack. If all goes according to plan and Sleep fires as it should, you should never have to heal unless someone gets petrified.

As soon as the battle ends, restore Sarah's MP, then engage the other one at the south again. If you're fast, you'll take out both southern ones before the northern ones wake up. Even if you don't, you should be in a position where the northern ones are still extremely far away from the city as the southern ones die.

If several are awake, you need to do the same Sleep/Run technique as when you kicked off the mini-game. The idea is to keep all but the one you're currently fighting asleep so none are ever actually moving.

The party is rather nonchalant about taking down five Arthrosauruses in the course of ten minutes, but I guess you get to be a little cocky when you have four immortals in your company. Either way, once the fight is done, you have access to Numara for the first time in a long time!

Once in Port Numara, you'll find that Canal Street is essentially closed. The bridge is out, and they don't want anyone falling off it. For now, head over to Old Town, and stay the night at Mack and Cooke's house (Lirum's old house, you will recall). In the morning, Ming decides to go back to the palace.

...But you shouldn't go, because you would obliterated in short order. We need to make a quick stop, first.

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