Main Walkthrough

Recommended Level: 29

One half of Ochette's second story takes place in the town of Crackridge, in the far north of the western continent. It's the more difficult of her diverging paths from Toto'haha, though if you decide to go here first you can jump to Crackridge Harbor: Anchorage by sailing from Beasting Bay: Anchorage to New Delsta Harbor: Anchorage. Head north two routes and you'll find Crackridge on the easy side of the Western Crackridge Wilds.

Upon entering town Ochette will be prompted to begin her little chapter. If you'd rather not right away you can trigger it later by visiting the Tavern, to the north of Crackridge's entrance. Speak tot he Tavern Keeper and choose Hear a Tale to set Ochette on her path.

Still hunting the Legendary Creatures of Toto'haha, Ochette has come to Crackridge in search of Tera, guardian of the land. Despite some initial indecision Ochette catches a whiff of the great beast, and now she needs to look for clues. Head to the east side of Crackridge and you'll find two ladies outside the Inn. They will banter with Ochette for a bit, though the conversation is interrupted by a ground quake. Tera is the cause of the quakes, and everyone in town is too afraid of it to guide Ochette to its resting place.

Head towards the Armorer, in the west of Crackridge. Ochette will meet Pom, a hungry young man who seems fearless in the face of Tera. He's willing to discuss the beast, though you need to Befriend him with some Aromatic Jerky first. If you don't already have some you can get Aromatic Jerky from Buttermeeps, which appear often in the Western Crackridge Wilds. Capture and Prepare a Buttermeep and you'll have your Aromatic Jerky

Return to Pom at night to Befriend him. He'll point out the very obvious route to Tera: A Ladder to the east. Best be heading off.

Bed of the Titan

Enemies

  • King Condor - Weak to Polearm, Staff, Lightning - Drop / Steal Inspiriting Plum
  • Shaggy Spider - Weak to Knife, Axe, Staff, Ice - Drop / Steal Healing Grape Bunch 
  • Vampire Bat - Weak to Sword, Polearm, Bow, Light - Drop / Steal Healing Grape (M)
  • Wild Mole IV - Weak to Polearm, Axe, Staff, Light - Drop / Steal Inspiriting Plum
  • Wild Mole V - Weak to Sword, Bow, Staff, Light - Drop / Steal Plum Leaf
  • Wild Mole VI - Weak to Sword, Staff, Lightning - Drop / Steal Inspiriting Plum (M)

This area is a descent into darkness, though a short one. Head east from the entry ladder to start to find a chest containing an Energizing Pomegranate (M), then begin climbing ladders. Take a left at the bottom of the first and follow the torchlit path west until you reach two more ladders. 

There's a save point at the bottom of the ladder on the right. Take the ladder on the left first. It will lead you down to a chest containing a Protective Bracelet. Head back up, open the chest near the right ladder for a Knight's Greatbow, then make your descent to the save point. To the right of the save point is a Fire Amulet, which is a bit of a clue as to what's coming.

Heal, use the save point, and use the ladder to the south. At the bottom Ochette will locate Tera, and despite her attempts at a 'gentle' wake-up call Tera is peeved when it emerges from its hiding place. 

Tera

Shields: 6
Weakness: Dagger, Axe, Staff, Ice, Dark
Drop: Guardian's Great Axe
Steal: Refreshing Jam

Tera uses the following attacks:

  • Trample, a heavy melee attack against one target
  • Jolt, a melee attack against the whole party
  • Cinders, a Fire attack that strikes random members of the party multiple times
  • Sneeze, which kicks a character out of the party for several turns
  • Big Sneeze, which kicks two characters out of the party for several turns
  • Earthen Rage, which strikes one character for Fire damage
  • Tera hardens its body, eliminating one weakness
  • Coiling Lava, which buffs Tera's strength and defense - any attacks on Tera while this is active deals damage to the attacker
  • Searing Earth, which eliminates another weakness and creates a fire aura that damages everyone each round it's active
  • Tera further hardens its body, eliminating another weakness

Terra starts off as largely a melee opponent. It will smack around one or more of your characters each round, doing plenty of damage in the process. It will also use Sneeze to boot one party member away for several turns, and there's nothing you can do about it besides wait. As the battle wears on Tera will start to use more Fire-oriented attacks, which makes the Fire Amulet you picked up earlier handy.

Break Tera and do enough damage and the creature will get rid of one of its weaknesses by hardening its body. Eventually it will supplement this wil Coiling Lava, a buff that inflicts damage on your characters every time they hit Tera with a normal melee attack. Continue to Break Tera until it is down into the green and it will use Searing Earth, dispeling another weakness and creating a fiery aura that damages everyone, once per round. Past this point Tera will harden its body one more time, eliminating one final weakness. 

This is a tough fight without good healing and sufficient attack diversity. Tera hits hard enough that you'll want to bring a Cleric along, and Healing Light will also cover the damage inflicted by its fire aura later in the fight. Have Ochette Summon Pom every few turns and he'll use Steel Defenses to raise everyone's defenses, protecting you from Tera's more painful attacks. As far as offenses go it gets harder and harder to target Tera's weaknesses over the course of the battle, though Ochette's companion will always be able to target at least one weakness. Once Tera is Broken have Ochette use her Latent Powers to inflict heavy damage. You can end the battle somewhat early by Capturing Tera.

Perhaps the most annoying move in Tera's arsenal is Sneeze, and, by extension, Big Sneeze. The temporary loss of party members can be very irritating when you're trying to Break Tera. For this reason you should always hold back a few BP on every character so you can quickly Break Tera with a party of two or three people, rather than all four.


The battle will calm Tera, and after some more reasoned conversation it will agree to accompany Ochette. Tera will join Ochette's stable of Provoke monsters, though you can only summon Tera once per battle, and you need to pump a full three BP into the beast to bring it out. Tera is nevertheless a powerful addition to the team, and can swiftly end most random battles. 

Bidding Pom and the rest of the town farewell, Ochette sets out to continue her journey. Chapter complete!

Main Walkthrough