"Tales of" Series

27 posts in this topic

Posted

Gladsheim consists of ten floors. In order to advance past a floor, you must
destroy the four non-Archdemon enemies on that floor. Archdemons are the creepy
blue guys dual-wielding those jagged swords. Each floor of Gladsheim, bar the
tenth, is an 8x8 square. Those non-Archdemon enemies lurk at the corners of each
level (the corners of the square).

Each room, except for four-way rooms, has a seal and a chest. In order to unlock
the chest, you must defeat the enemy atop of the seal. In the majority of these
rooms, Archdemons will be atop the seals. At the four corners of the map,
non-Archdemon enemies will rest on the seals. Items in the chests will vary;
however, the higher up you are, the better of a reward you can expect.

The reprieve offered by the game creators is a save circle at the entrance to
Floors 3 and 6. This gives you the opportunity to segment your journey through
the Underworld Labyrinth and not have to sit in front of your TV for 4 to 5
hours trying to get to the corners each time. Unfortunately, they're the Yellow
Save Circles, so you'll want to be stocked up on supplies before entering.

At any time, if you are at the entrance of a Floor (or, in general, a blue
portal), you are given the option to leave Gladsheim. If you do, you will be
freed from the torture of continuing it, but as a drawback, when you re-enter,
it will be at Floor 1, with the maze entirely re-randomized. Damned if you do,
damned if you don't.

Remember what I said about random level generations? The game generates the
Floor patterns as you go, so you can't save on Floor 3, map out Floor 4, and
reload to save time. Namco thought this one through, you know. Well, not enough,
I'd say. It's really a devilish place, so try not to freak out because you're
lost.

Finally, one last note. The entryway does not spawn at the center each time.
Random generation means "Let's plop you down wherever we feel like it so you
struggle in order to find a corner!" The only saving grace is that the entryway
room is that it cannot be on a corner or an edge, since all entryways are four-
way rooms.

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Posted

I'm looking up this labyrinth right now for tales 2, and I don't remember this at all? All I remember is that tower special dungeon in which you fight album atrum at the top of for two hours, but now I see he's also at the bottom of this labyrinth? Why don't I remember this labyrinth?

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Posted

because I never did it past the first floor because it is the dumbest thing

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Posted

Okay, but I don't even remember being able to access it? I remember it being accessible through a book in whatever library in the first game, but where and what was the history behind it here?

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Posted

new game + only

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Posted

I still have yet to be impressed with a tales game. I played abyss and I've started graces f, but I'm having trouble getting into them. Is Xilia better?

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Posted

I played the first Symphonia love it never got enough grade for 10x xp but it didn't matter. i got Xillia awhile ago haven't finished and because no one mentioned it anyone buy the Symphonia Chronicles for PS3 yet.

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Posted

coming to Japan in October (3DS)

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Posted

been playing Tales of Xillia 2. Its pretty fun, but it has its downsides. Main character is a silent protagonist, which is kind of weird. You can choose things he says a lot of the time, which more often than not can lead to some humorous dialogue, or even result in different boss fights and things like that

 

Also, Gaius and Muzet, otherwise known as the final bosses from the first game, are party members. (They are really puppying good)

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Posted

warning, out of context spoilers. watch it anyway, its hilarious.

 

 

 

clearly Xillia 2 is the best game ever

pheonix561 likes this

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Posted

Ok good at least someone watched it. Homosexual Aska is the best Aska

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Posted

30-tales-of-xillia-2-dlc-2.jpg

 

Tales games are silly

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