Resonance of fate where to find colored hexes




















Some terminals even require certain energy hex colors to be unlocked. Colored Energy Hexes on the other hand, can accomplish what the white ones does, as well as power up terminals. However there are a few disadvantages to these: They are much more rare, each color only has one shape, and they can only be first placed near either a locked hex with the same color or next to a Colored Energy Station.

Each color can also be overwritten by other colored hexes, if you choose to change it. In order to create a standard for what each shape is called, and what color it is, I've created a list in which we can use to differentiate what they are.

Suitable for a quick rest, but not especially comfortable". A Colored Energy Station is used to either save your game, rest. Dismantling the Energy Station is also possible, if you want to change the type of Colored Hexes in an area.

This will not give you back the Energy Station, but rather destroy it. Resonance of Fate Wiki Explore. More topics from this board The smackdown tatic? Build 6 Answers Performing a tri attack? Build 3 Answers How do I heal? Build 6 Answers. Ask A Question. Browse More Questions. Keep me logged in on this device. Forgot your username or password? User Info: harrisonosirrah harrisonosirrah 9 years ago 1 Are they man or machine? The first example is of course Ebel City, that is made up of three different Hexes.

Most of the areas of the game dungeons and towns are made of multiple hexes too, and therefore you will need to activate those hexes in order to be able to enter those areas. In order to activate Hexes you need to use the "Energy Hexes" items.

As you can see from the previous section, there is plenty of them, in different shapes and colors, but their basic function is to activate new tiles Hexes, if you prefer to continue. Energy Hexes are dropped commonly from enemies especially the Humanoids and they're occasionally found as Treasures.

To use Energy Hexes, simply press X on the map to open the Energy Hexes inventory, then select one and move the specific cursor on the map. Confirm with A to place the Energy Hex where you want, being aware that it will be consumed and won't be usable again as you probably expect.

Remember that you can only activate Hexes that are immediately near Hexes that you already activated. On a side note, it's possible to use Energy Hexes on Hexes you already activated, but this is usually just a waste of Energy Hexes. There are situations with "colored hexes" where this might be a good idea to interrupt the "nets" of Terminals, but we will see these things later.

In addition to all these things there are also some other "technical" notes to add. If you press Back you can have an overview of all the 12 Levels of Basel. If you press Start you can check various information, including when it becomes available the current effects of Terminals on the area where you are standing.

If you press LS you can choose whether to display the "Area Info" box and the names of the Locations on the screen. It's always advisable to keep them activated of course. If you press A you can interact with the Hexes if an interaction is possible.

The two main cases are if there's a special battle available on a Hex for instance a fight related to a quest or if you can enter that place a city or a dungeon. A is also used to place Energy Hexes, after you choose them from the inventory. One of them is the name of the area that a specific Hex represents. For instance, if you move the cursor on Ebel City, the name of the area will be "Ebel City".

These aren't just random names, but they actually represent the content of those areas, in a generic way. As a matter of fact, some areas for example, Thoroughfare are "safe" areas with no enemies around.

Other areas for example, Back Alley can trigger fights against specific enemies. The other information is a description of that area. It's usually not very important, but it can hint whether an area is safe or not. The only time it's really helpful though is when you navigate on the various Hexes that constitutes an explorable town. In the case of Ebel City, each of the three Hexes has a different description, and each of them tells you where you will start if you enter the town from that specific Hex.

In other words, when you enter Ebel City from the map, you can enter from Razzle Street , from the 11 th Street , or from Cheyenne Street. This depends on which Hex you select with A when you enter Ebel City, and that small box at the bottom of the screen tells you which Hex leads you to which street.

This is actually pretty much the only function of that box, other than providing some extra info. Random encounters are possible on the areas of the World Map, and as we already mentioned you can expect to encounter specific enemies in specific areas every area except Thoroughfare can contain enemies. This will be very important when you'll have to farm specific materials. It basically means that you know exactly where to fight a specific enemy, and you won't have to search randomly for them.

The enemies of an area may change from Chapter to Chapter, but they usually won't change too much. More Hexes can represent the same area of course, so there will be many "Back Alley"s, for instance, and all of them will contain the same group of potential enemies that you can encounter.

Same goes for the rest of the areas, such as Closed Road and many more. Sometimes things are slightly more complicated than just "find an Energy Hex and use it to unlock the way", because the locked Hexes might have a color associated to them. This is the case, for example, of a red hex not far from the Rainy Bridge, or the black hex on a narrow "path of hexes" near Ebel City. Sometimes you may also locate hexes that have a strange white "dot" on them: they simply represent locations that can be unlocked as you activate the specific Hex, such as a City, a Dungeon, but also an Elevator or a Terminal.

Elevator and Terminals are "special things" that we'll describe later. The Colored Hexes are not much different from the regular hexes to be honest: instead of using any random "white" colorless Energy Hex to activate, say, a Red Hex, you will need a Red Energy Hex instead. The non-intuitive thing about this is that you normally can't use Colored Energy Hexes to activate a non-colored Hex same goes for colored hex of another color, like trying to use a Red Energy Hex on a Green Hex.

Using Color Energy Hexes on non-colored Hexes regardless if they've been already activated or not becomes possible if you activate Colored Energy Hexes of the same color nearby first, or if you're going to activate at least one Colored Hex of that same color. To make an example, if you have a Red Hex you can use a Red Energy Hex to activate it; so far, this is normal. This means that you can start a chain of colored hexes from an hex that is, by default, of a specific color.

From that colored-by-default hex you can then expand a net of colored hexes. This effect represents the basics of the Terminal-effect linking, as we're going to discuss later. The "white dots" on some hexes represent "Terminals" white dots are also put on explorable Hexes and Elevators. Every level of Basel has different "Terminals", and they are sort of "generators of super powers" that require some particular things to be activated.

When activated, the Terminals will give you extra bonuses every Terminal gives you a specific bonus that can help in battle, such as "Double Drop Rate". How the Terminals are activated is a matter to be discussed later. For now, just know that they exist. Finally, we have the "Core Lifts" and the "Elevators". Core Lifts and Elevators are the devices used to move from a Level of Basel to the next one.

Say you need to reach Level 5: you will take the Elevator that brings you from Level 4 to Level 5. Every specific Elevator can only bring you from one fixed Level to another one. There is, for instance, an Elevator on Level 4 that can bring you to Level 5. There is also, still on Level 4, an Elevator that can bring you to Level 6. The latter cannot bring you also to Level 5, but only from Level 4 to Level 6, and vice versa.

Elevators usually link a Level with the Level immediately above or below, and the Elevator linking Level 4 and Level 6 that "skips" level 5 is actually the only exception. The Core Lifts are similar to the Elevators, but there is an important difference that we will underline when we speak about Terminal effects in particular, when we speak about transmitting the effects of a terminal from a Level to the other Levels.

The function of a Core Lift is also that of bringing you from a Level to another one for example, Core Lift 1 brings you from Level 4 to Level 3, and vice versa. There is a total of three Core Lifts, but you need specific "passes" to access them. The passes are given automatically during the story, so we can also think of the Core Lifts as a way of preventing you to proceeding too far in Basel, since they limit the Levels you can explore for example, you can't explore any Level past Level 6 until you get the Core Lift 2 pass.

It's a special Elevator that becomes available only near the end of the game, but it works like a normal Elevator. Another difference between Elevators and Core Lifts, other than the fact that they behave differently when dealing with Terminal effects, is that while you can use an Elevator to go quickly from a Level to the next one, the Core Lifts are slower.

Every Core Lift has an upper and lower station. For example, Core Lift 1 links Level 4 and Level 3, and therefore its lower station will be the one on Level 4, while the upper station is the one on Level 3.



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