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Xenoblade Chronicles Guide- Walkthrough Part 90: A Unique Experience (Monsters)

This small chunk of the Ether Mine warrants its own section on monsters for a few reasons- first of all, it’s the last place you’re going to stop seeing new Mechon for a while.  Secondly, there are two named monsters in this small area, and while one isn’t very threatening on their own, both will assault you as part of groups, particularly when you’re already mid-fight.  Finally, the next sub-area of the Ether Mine contains only Mechon- and should be considered separate if nothing else just because of that.

Area: Ether Mine Tunnels
Monster Level: 19-23

Mechon- Mechon are becoming more plentiful here, and more hazardous.  In addition to the M32X Mechon that lurk in some places, you will also find yourself almost constantly running across M42 Scout Mechon.  This isn’t so bad if your level’s high, but if you’re closer to the level range for the area, it can quickly become a serious problem.  Make sure that whatever you do, you don’t move too far from where you start any given fight- it’s too easy for the M42 Scouts to locate you and cause you grave pain by association.

Types: M42 Scout, M32X

Vang- The Drunk Vang are frequent in this chunk of cave, and the ones you find here are all Pack Fighters, meaning starting a fight with one will get all of them on you- and sometimes even starting a fight with something that isn’t a Vang.  More importantly, Dark Kisling lurks in here, and it aggros based on sound instead of sight.  With the tunnels in the area, it’s hard to avoid running around the wrong corner and facefirst into a furious bat.  Kisling has the potential to be devastatingly powerful- but its level holds it back.  It packs two nasty Arts- the Winged Awakening that powers it up a level and makes it a notable threat, and the Binding Noise that will cause you real trouble by mass-immobilizing your entire party so you can’t get Sharla out of danger (or Shulk if he draws too much aggro).  Tread carefully until this thing is dead, because you don’t want to get dogpiled in these narrow caves.

Types: Drunk Vang, Dark Kisling

Upa- The Upa are as the Upa do, and they’re most annoying here when you’re already facing one of the named monsters, pinning you down so that they can beat on you or lock you into place.  Try to avoid stepping on these in battle, since they’re pack fighters- but don’t worry much otherwise.

Types: Colony Upa

Krabble- There are only a few Krabble here, but they’re Materia Krabble, meaning even Level 27 parties will take a while to dish out enough damage to kill them.  Even in cramped quarters that wouldn’t be so bad if not for all the pack fighter and aggressive creatures around here.  Your best bet is to leave these alone.

Types: Materia Krabble

Lizard- Vengeful Daulton.  Like its precursor Wallslide Gwynry, Vengeful Daulton packs more danger than you want to have anything to do with.  It lacks the Bleed Attack that Gwynry had, but can still smack you around a bit no matter your level- and it’s usually the highest level thing around that’s not you.  If you see it, you need to hold your ground so as not to aggro everything in the area, and hit it as hard as you can before it can start tearing into you more deeply.

Types: Vengeful Daulton