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Thread: JACHOL CAVE

  1. #1

    JACHOL CAVE

    SO! After a year of not playing, I loaded up my game to realize I had no clue what I was supposed to be doing and a year ago....I was stuck as well but I got unstuck! Then I got the airship and the year before by the time I got to 5 - I had been final fantasied out from playing 1-3 and beating those so I was burnt out, but from taking this hiatus it's like SUPER fun again and I love Final Fantasy and I'm like Go-Team! anyway, which leads me to my question...

    Inside the Jachol cave...SKULL EATERS....What the heck am I supposed to be doing?!?!?! They kick my butt everytime...the best I can do is run - is there a strategy to fighting them? and is the cave a side-quest or part of the story, either way I'm gonna go through it.

  2. #2
    Draw the Drapes Recognized Member rubah's Avatar
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    Blast them with a black magic, then there will come up five or six of them!

    Throw a ninja tech at them and reap the AP 8)

  3. #3
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    Believe it or not, Skull Eaters only have 1HP. They just have ridiculously high Defense and Magic Defense. So, all you have to do is use attacks that ignore defense, like Blow Fish/1000 Needles or !Sshot/X-Fight.

  4. #4

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    Skull eaters are quick, yet they have a low Magic Defense, so any spell would do, Fire2, Bolt2, and Ice2 would do, dont get too fancy with the high-lv spells.
    If it were .hack//GU vs. Final fantasy....DRAW!!!!!

  5. #5
    YOU BOYS LIKE MEXICO?! Jowy's Avatar
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    I just use Geomancy on them.

  6. #6
    Ball of Pure being sephirothishere's Avatar
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    I used Gaia, it was recommended to me by jowy. It is the tech that comes with the geology job class or whatever it's called.

    Sephiro this here.

  7. #7

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    Just flee. They only give 300 EXP. Or catch them.

  8. #8
    YOU BOYS LIKE MEXICO?! Jowy's Avatar
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    They also give a metric smurfton of ABP for the level you're at, so training on them is a good idea.

  9. #9
    Huh? Flower?! What the hell?! Administrator Psychotic's Avatar
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    !Earth is a cooler name than Geomancy. You should always have a Geomancer in your party anyway, 'cause free (albeit random, but usually high powered enough) damage is an ideal ability for a mage.

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