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* Avalon Code * Avalon Code * Avalon Code for DS * Avalon Code * Avalon Code *
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Avalon Code (US)
Maps, Dungeons, Explorations Faqs
Written by Goldhorizon
- This is NOT the main guide
Version 1.74 (Starting version plus 74 updates)
This is a Maps, Dungeons, and Explorations Faqs
and has been separated from the massive main guide to assist you in
finding specific information quickly.
- It contains every single map, dungeon, and exploration spot in the
entire game. All Area Maps have been created by me and are not
located in-game but are extra maps to assist you in navigating.
- Includes: Map of the Avalon World (labeled areas)
This Faqs may reference the Main Guide.
The main guide includes EVERYTHING in one zip file (can easily be unzipped).
It has tons of extra info and tips and is located here:
http://faqs.ign.com/articles/111/1116838p1.html
OR an unzipped file is located here:
http://www.gamefaqs.com/ds/946197-avalon-code/faqs/60805
Nintendo DS
DS stylus plus button control options
1 save slot
Rated E10+ (Everyone 10+)
Fantasy Violence
Mild Language
Licensed by Nintendo DS/Nintendo, Inc
Licensed to Marvelous Entertainment USA, Inc 2009
Developed by Matrix Software, JKS
Published by Marvelous Entertainment USA, Inc 2009
and XSEED Games
and MobiClip VideoCodec
Released 01 Nov 2008 (JP)
Released 10 Mar 2009 (US)
Genre (RPG, Adventure, Dungeon Crawler, Strategy, and more)
From the makers of the Harvest Moon and Rune Factory series
- This game is way good and should get a sequel!
- I highly recommend to Marvelous Entertainment, XSEED, Matrix, and
MobiClip that they definitely make an Avalon Code 2!!!
- And keep Ur in it!
- And I hope, expand his interaction with the player
This Faqs/Tutorial/Walkthrough/Tips Guide is NOT spoiler-free.
Any and all spoilers are included.
=============================================================================
==================
Table of Contents
==================
Map (Page 665-666)
Dungeon Menu Explanation
Exploration Menu Explanation
Map of the Avalon World
Rhoan Town (Rhoan Area)
------------------Grana Plains
Sunny Hill
Grana Plains 1
Grana Plains 2
Grana Plains 3
Grana Plains 4
Grana Plains 5
Grana Plains 6
Grana Plains 7
Grana Plains 8
Grana Plains 9
Three-Way Road Ruins
Grana Plains 10
Grana Plains 11
Grana Plains 12
Grana Plains 13
Grana Plains 14
-------------------Rhoan Town
Crossroads of the World
Town Entrance (Rhoan Town)
Center of Town
Central Park
Road to Castle
Fortune-Teller Alley
Training Hall Road
Arena
Cemetery
Back Alleys
Abandoned House (Outside)
Mayor's House (Outside)
Vis' House (outside)
Home
Rex's House
Nanai's House 1F
Nanai's House 2F
Duran's House 1F
Duran's House 2F
Haochy's House
Abandoned House (Inside)
Fana's House 1F
Fana's House 2F
Kamui's House
Romaioni's House 1F
Romaioni's House 2F
Mayor's House 1F
Mayor's House 2F
Vis' House (inside)
Training Hall
--------------Training Hall Dungeon
Underground Training Space 1
Underground Training Space 2
Underground Training Space 3
Underground Training Space 4
Underground Training Space 5
Underground Training Space 6
Underground Training Space 7
Underground Training Space 8
Underground Training Space 9
Underground Training Space 10
Underground Training Space 11
Underground Training Space 12
Swordsman's Domain
---------------------Witch's Dungeon
Witch's Hidden Room 1
Witch's Hidden Room 2
Witch's Hidden Room 3
Witch's Hidden Room 4
Witch's Hidden Room 5
Witch's Hidden Room 6
Witch's Hidden Room 7
Frannelle Castle
---------------------Frannelle Castle
Castle Gates
Inner Garden
Entrance
Hall
Corridor (Left/vertical)
Corridor (Middle/horizontal)
Corridor (Right/vertical
Great Gate (Kaleila Frannelle Castle)
Council Room
Dining Hall
Path to Dungeon 1
Path to Dungeon 2
Audience Chamber
Princess' Quarters
King's Quarters
----------------------Fro/Escape Routes
Fro's Hiding Place
Escape Route 1
Escape Route 2
Escape Route 3
Escape Route 4
Escape Route 5
Escape Route 6
----------------------Frannelle Dungeon
Prison (Frannelle)
Prison (Round)
Dungeon Entrance
Dungeon 1
Dungeon 2
Dungeon 3
Dungeon 4
Dungeon 5
Dungeon 6
Dungeon 7
Dungeon 8
Dungeon 9
-----------------------Hidden Meia Dungeon
Hidden Meia 1
Hidden Meia 2
Hidden Meia 3
Hidden Meia 4
Hidden Meia 5
Hidden Meia 6
Hidden Meia 7
Hidden Meia 8
Hidden Meia 9
Hidden Meia 10
Hidden Meia 11
Hidden Meia 12
Hidden Meia 13
Hidden Meia 14
Hidden Meia 15
Hidden Meia 16
Eternal Abyss (Kullervo)
-----------------------Great Spire/Spear
Great Spear of Mastema 1
Great Spear of Mastema 2
Great Spear of Mastema 3
Great Spear of Mastema 4
Great Spear of Mastema 5
Great Spear of Mastema 6
Great Spear of Mastema 7
Great Spear of Mastema 8
Great Spear of Mastema 9
Great Spear of Mastema 10
Great Spear of Mastema 11
Great Spear of Mastema 12
Great Spear of Mastema 13
Great Spear of Mastema 14
Great Spear of Mastema 15
Great Spear of Mastema 16
Great Spear of Mastema 17
Great Spear of Mastema 18
Great Spear of Mastema 19
Great Spear of Mastema 20
Great spear of Mastema 21
Paradise at Cloud's End
Wargliss Fortress
------------Wargliss Fortress
Wargliss Fortress 1
Wargliss Fortress 2
Wargliss Fortress 3
Wargliss Fortress 4
Wargliss Fortress 5
Wargliss Fortress 6
Wargliss Fortress 7
Northern Battlefield
Waisen Empire Camp
------------Tornaq Cavern Dungeon
Tornaq Ice Cavern 1
Tornaq Ice Cavern 2
Tornaq Ice Cavern 3
Tornaq Ice Cavern 4
Tornaq Ice Cavern 5
Tornaq Ice Cavern 6
Tornaq Ice Cavern 7
Tornaq Ice Cavern 8
Tornaq Ice Cavern 9
Tornaq Ice Cavern 10
Tornaq Ice Cavern 11
Tornaq Ice Cavern 12
Tornaq Ice Cavern 13
Tornaq Ice Cavern 14
Tornaq Ice Cavern 15
Tornaq Ice Cavern 16
Tornaq Ice Cavern 17
Tornaq Ice Cavern 18
Tornaq Ice Cavern 19
Sealed Domain
------------Depths of the Ice Cavern
Depths of Ice Cavern 1
Depths of Ice Cavern 2
Depths of Ice Cavern 3
Depths of Ice Cavern 4
Depths of Ice Cavern 5
Depths of Ice Cavern 6
Depths of Ice Cavern 7
Depths of Ice Cavern 8
Depths of Ice Cavern 9
Depths of Ice Cavern 10
Depths of Ice Cavern 11
Depths of Ice Cavern 12
Depths of Ice Cavern 13
Depths of Ice Cavern 14
Depths of Ice Cavern 15
Depths of Ice Cavern 16
Depths of Ice Cavern 17
Depths of Ice Cavern 18
Depths of Ice Cavern 19
Absolute Zero
Mt. Elious
----------------Mt. Elious
Mt. Elious 1
Mt. Elious 2
Mt. Elious 3
Mt. Elious 4
Mt. Elious 5
Mt. Elious 6
Mt. Elious 7
Mt. Elious 8
Mt. Elious 9
Mt. Elious 10
Mt. Elious 11
Mt. Elious 12
Mt. Elious 13
Mt. Elious 14
Mt. Elious 15
Mt. Elious 16
Mt. Elious 17
Mt. Elious 18
Mt. Elious 19
Mt. Elious 20
Melting Pot
Granatum
----------------Granatum Forest
Granatum Forest 1
Granatum Forest 2
Granatum Forest 3
Granatum Forest 4
Granatum Forest 5
Granatum Forest 6
Granatum Forest 7
Granatum Forest 8
Granatum Forest 9
Granatum Forest 10
Granatum Forest 11
Granatum Forest 12
Granatum Forest 13
Granatum Forest 14
----------------Kalcazoth Cave Dungeon
Kalcazoth Cave 1
Kalcazoth Cave 2
Kalcazoth Cave 3
Kalcazoth Cave 4
Kalcazoth Cave 5
Kalcazoth Cave 6
Kalcazoth Cave 7
Kalcazoth Cave 8
Kalcazoth Cave 9
Kalcazoth Cave 10
Kalcazoth Cave 11
Kalcazoth Cave 12
Kalcazoth Cave 13
Kalcazoth Cave 14
Kalcazoth Cave 15
Kalcazoth Cave 16
Kalcazoth Cave 17
-----------------Granatum Plateau Area 1
Sun Shelf
Elevation
Rudrud's House
-----------------Deep Forest
Deep Forest 1
Deep Forest 2
Deep Forest 3
Deep Forest 4
Deep Forest 5
-----------------Granatum Plateau Area 2
Western Big Tree
Beast's Lair
Granatum Plateau (center)
Light Falls
Bridge
-------------------Underground Lake Averus
Underground Lake Avernus 1
Underground Lake Avernus 2
Underground Lake Avernus 3
Underground Lake Avernus 4
---------------------Hunter's Trail
Eastern Big Tree
Lauca Meia's House
Hunter's Trail 1
Hunter's Trail 2
Hunter's Trail 3
Hunter's Trail 4
Hunter's Trail 5
Beast's Cemetery
Hunter's Trail 6
Hunter's Trail 7
Hunter's Trail 8
Hunter's Trail 9
Hunter's Trail 10
---------------------Relneia Marshes
Relneia Marshes 1
Relneia Marshes 2
Relneia Marshes 3
Relneia Marshes 4
Relneia Marshes 5
Relneia Marshes 6
Relneia Marshes 7
Relneia Marshes 8
Relneia Marshes 9
Relneia Marshes 10
Relneia Marshes 11
Relneia Marshes 12
Relneia Marshes 13
Eddy of Decay
Samiad
---------------------Desert Settlement
Desert Town
Desert Witch's Palace
Prison (Desert Witch's Palace)
Nomad's Tent (Left)
Nomad's Tent (Right)
Prison Escape Route
---------------------Central Desert
Central Desert 1
Central Desert 2
Central Desert 3
Central Desert 4
Central Desert 5
Central Desert 6
Central Desert 7
Central Desert 8
Central Desert 9
Central Desert 10
Central Desert 11
Central Desert 12
Central Desert 13
Central Desert 14
Central Desert 15
-------------------Site of Cyril Dungeon
Site of Cyril 1
Site of Cyril 2
Site of Cyril 3
Site of Cyril 4
Site of Cyril 5
Site of Cyril 6
Site of Cyril 7
Site of Cyril 8
Site of Cyril 9
Site of Cyril 10
Site of Cyril 11
Site of Cyril 12
Site of Cyril 13
Site of Cyril 14
Site of Cyril 15
Site of Cyril 16
Site of Cyril 17
Site of Cyril 18
Site of Cyril 19
Site of Cyril 20
Site of Cyril 21
Site of Cyril 22
Site of Cyril 23
Site of Cyril 24
Site of Cyril 25
Guardian's Domain
-------------------Western Desert
Western Desert 1
Western Desert 2
Western Desert 3
Western Desert 4
Western Desert 5
Western Desert 6
Western Desert 7
Western Desert 8
Western Desert 9
Western Desert 10
Western Desert 11
Western Desert 12
Western Desert 13
Western Desert 14
Western Desert 15
Western Desert 16
Western Desert 17
Western Desert 18
Western Desert 19
Western Desert 20
Western Desert 21
-------------------Eastern Desert
Eastern Desert 1
Eastern Desert 2
Eastern Desert 3
Eastern Desert 4
Eastern Desert 5
Eastern Desert 6
Eastern Desert 7
Eastern Desert 8
Eastern Desert 9
Eastern Desert 10
Eastern Desert 11
Eastern Desert 12
Eastern Desert 13
Eastern Desert 14
Eastern Desert 15
Eastern Desert 16
Eastern Desert 17
Eastern Desert 18
Other (connection routes)
------------------Weld River
Weld River 1
Weld River 2
Weld River 3
------------------Ravine of Vulgazzo
Ravine of Vulgazzo 1
Ravine of Vulgazzo 2
Ravine of Vulgazzo 3
------------------Shark's Jaw
Shark's Jaw 1
Shark's Jaw 2
Shark's Jaw 3
Legal & Copyrights
- Additional Reference:
- Menus, Button Controls, Word Definitions (in Other/Reference)
- Area Maps (in own Area Map section)
- Dungeon Walkthroughs (in Maps section under each dungeon)
- Map Search Textbox Locations (in Maps section under each location)
-End of Table of Contents-
=============================================================================
___________________
Maps (Page 665-666)
___________________
------------------------
Dungeon Menu Explanation
------------------------
Dungeon Score Menu:
-------------------
Best Time/High Score (shown on top of Dungeon Score Menu)
Room: This is the room you are currently in
Main Goal: Goal needed to complete or pass dungeon room
Adtl Goal: Any sub-goals, these don't have to be completed to pass
Medal: Total points needed to get gold, silver, or bronze
Time: Total time given to complete room with extra time points given
Time Points: How many points given per second of time remaining
Times Damage Bonus: Points given for enemy not hitting you (-50 each time hit)
Time Fell: You will be docked each time you fall into darkness (-50 each time)
Item for Gold Score: Item given when you get a gold score, if any
Exits: Attached rooms and direction of exits
Solution: Instructions on how to beat dungeon room plus tips
- Basic Dungeon Medal Scores:
- 4000 gold/3000 silver/2000 bronze
- 4000 gold/2000 silver/1000 bronze
- 3500 gold/2500 silver/1500 bronze
- 3000 gold/2400 silver/1800 bronze
- 2500 gold/1500 silver/1000 bronze
- 2000 gold/1500 silver/1000 bronze
- 1500 gold/1300 silver/1000 bronze
- Times Damage Bonus:
- When it is 500 points, each time an enemy hits you then you will
lose 50 points from the 500 (500 - 50, etc)
- When it is 100 points, each time an enemy hits you then you will
lose 10 points from the 100 (100 - 10, etc)
- Times Fell:
- This only shows up if you fall off into the darkness (like off a
ledge or off a moving platform over a gap)
- You will be deducted various point amounts from your score, usually
it will deduct 50 points per fall but sometimes it is 10 points per
fall
- Gold scores and gold score actions are kept even if you repeat the same
dungeon room and you don’t get a gold score after you already achieved
a gold score. If a gold score beats a previous gold score amount then
the best gold score amount and actions will record over the previous
gold score.
- The solutions given for each dungeon room below are tailored for getting
a gold score the first time through the dungeons. Obviously, once you
are much stronger and have a lot more HP and MP then you can come back
to dungeon rooms, complete them easier, and get gold easier.
- You can usually complete all but one or two dungeon rooms with a gold
score the first time you are going through the dungeon. You can always
come back to the few you have not gotten gold scores on at a later time.
- There are several ways you can complete dungeon rooms. Just pick the best
that works for you.
- Whenever you see a new monster, boss, character, item, etc then make sure
that you scan it and get all possible pictures
- Air Step
- The technical name is Freight Plate
- Has straight stripes, moves you up in the air for ledges
- The technical name is Jump Plate
- Has a curved arrow, moves you left/right/up/down for gaps
- The technical name is
- Has straight stripes, zooms you forward across the ground
Exploration Menu Explanation:
-----------------------------
- Exploration is done by finding textbox pop-ups on individual maps
- Most tablet metalizes will not appear until all the textboxes have
been found on the map.
- You can always tell if the map has been fully explored by the page
points displayed at the bottom right of the current map screen.
- A fully explored map will have matching left and right page point
values. Example: 1000/1000 is fully explored, 1000/2000 is not.
@@@@@@@@@@@@@@@@@@@@@@@
Map of the Avalon World
@@@@@@@@@@@@@@@@@@@@@@@
Waisen Empire
WF
ULA
GF
HT
RV
Granatum
Rhoan
GSM GP
WR
Grana Plains
aka Grana Orless
FC
Kingdom of Kaleila SC
RT
Samiad Kingdom
DT
SJ
WD ED
CD
Map of the Avalon World:
WF = Wargliss Fortress
RV = Ravine of Vulgazzo
WR = Weld River
GSM = Great Spear of Mastema
(Spire of castle)
FC = Frannelle Castle
RT = Rhoan Town
SJ = Shark's Jaw
GP = Grana Plains (Grana Orless)
ULA = Underground Lake Avernus
GF = Granatum Forest
HT = Hunter's Trail
WD = Western Desert
DT = Desert Town
CD = Central Desert
SC = Site of Cyril
ED = Eastern Desert
- See below for a detailed
map of each area in Avalon
- Listed under Area Summaries
@@@@@@@@@@@@@@@@@@@@@@@
Rhoan Town (Rhoan Area)
@@@@@@@@@@@@@@@@@@@@@@@
- In-game map index page lists Rhoan Town instead of
just Rhoan, which in fact, it is the whole Rhoan Area
with one indexed sub-section being Rhoan Town
- So, In the in-game index remember that Rhoan Town is
really Rhoan Area unless it is the sub-title of
Rhoan Town which is the actual town
==================
Rhoan Area Summary
==================
CG*
|
MH----------RC-----------VH------
| |
Central Park |
| |
________|__________ |
| | |
| FH-KH--RH | |
| | |
AH--BA-| Center of Town |-A--C*<- GF1*
| |___________________| | ` |
| / | \ | ` SH 8
| / | \ | ` | |
-->FTA-----TE---------TH-DH<- ER6*---1---5----9---11
| | | | |
WR1*---CR*------------------GP4*---2---6---TR---12
| | | | |
SJ1* 3---7---10---13
|
14
|
WD9*
Grana Plains (Rhoan Area)
Grana Plains
CR* = Crossroads of the World
GP4* = Grana Plains 4
ER6* = Escape Route 6 (Frannelle Castle)
SH = Sunny Hills
GF1* = Granatum Forest 1
TR = Three-way Road Ruins
WD9* = Western Desert 9
Rhoan Town
MH = Mayor Georg's House (Georg, Sylphy)
RC = Road to Castle (Heath/after credits
CG* = Castle Gates
VH = Vis' House
FH = Fana's House (Fana, Helen)
KH = Kamui's House
RH = Romaioni's House (Romaioni, Francesca)
AH = Abandoned House (Meenya)
BA = Back Alleys (Anwar, Haochy)
A = Arena
C = Cemetery (Fro)
FTA = Fortune-Teller Alley (Nanai, Rex)
TE = Town Entrance (Your Home)
TH = Training Hall (Gustav)
DH = Duran's House
CR* = Crossroads of the World
SJ1* = Shark's Jaw 1
WR1* = Weld River 1
<- = 2 drop downs (Vis to Arena, Arena to TH)
-> = 1 drop down (Back Alleys to Fortune-Teller Alley)
* = Enter/Exit connections
` = Underground connection
- Total Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Grana Plains
- Sunny Hill
- Grana Plains 1-14
- Three-Way Road Ruins
Rhoan Town (index sub-title)
- Crossroads of the World
- Town Entrance (Rhoan Town)
- Center of Town
- Central Park
- Road to Castle
- Fortune-Teller Alley
- Training Hall Road
- Arena
- Cemetery
- Back Alleys
- Abandoned House (Outside)
- Mayor's House (Outside)
- Vis' House (outside)
- Home (Rhoan Town)
- Rex's House
- Nanai's House 1F
- Nanai's House 2F
- Duran's House 1F
- Duran's House 2F
- Haochy's House
- Abandoned House (Inside)
- Fana's House 1F
- Fana's House 2F
- Kamui's House
- Romaioni's House 1F
- Romaioni's House 2F
- Mayor's House 1F
- Mayor's House 2F
- Vis' House (inside)
- Training Hall
Training Hall Dungeon
- Underground Training Space 1-12
- Swordsman's Domain
Witch's Hidden Dungeon
- Witch's Hidden Room 1-7
- Areas to Return to:
- Sunny Hill: After cutscenes/flee (to explore fully)
- Grana Plains: After Rempo tutorial (to explore fully)
- Grana Plains 10: After get Black Saber (for Demonic Black Saber)
- Grana Plains 13: Begining Chapter 5 (to trigger 4th rock)
- Rhoan Town: See Come Back Metalizes list for houses with tablets
- Rhoan Town: Each new chapter also come back to talk to everyone
for new dialogs and give everyone gifts to raise points
- UTH Space 9 (once you learn Judgment Link in Grana Plains/Duran)
- UTH Space 11 (once obtained Big Key, Prison/Witch's Desert Palace)
- UTH Space 12 (once obtained Big Key, Prison/Witch's Desert Palace)
- Witch's Hidden Room 1 (explore)
- Witch's Hidden Room 6 (repeat for gold score, if needed)
- You can get a gold score on all rooms the first time through
(Room 6 is hardest but not impossible)
- Witch's Hidden Room 7 (explore)
- Items:
- Sunny Hill: Battle Sword (metalize recipe/start with)
- Grana Plains 1: Blazera (scan/flower)
- Grana Plains 2: Gladius (metalize tablet)
- Grana Plains 3: Scaled Grass (scan/flower)
- Grana Plains 10: Demonic Black Saber
(green metalize tablet/Req: Black Saber)
- Grana Plains 11: Cure Bread (metalize tablet)
- Three-Way Road Ruins: 100 King Hecatonchires
(red metalize tablet/Future Vision)
- Fortune-Teller Alley: Purse Plant (scan/flower)
- Fortune-Teller Alley: Doll (talk lots to Meenya)
- Training Hall Road: Howl Grass (scan/flower)
- Training Hall: Judgment Onikiri (metalize/Req: Onikiri)
- Duran's House F1: Hero's Hat (metalize tablet)
- Duran's House F2: Flaring Rapier Durandal
(tan metalize/Req: Durandal)
- Kamui's House: Medicine Plant (metalize tablet)
- Fana's House Floor 1: Fruit Juice (metalize tablet)
- Fana's House Floor 1: Bread (scan/on table)
- Central Park: Kaleila sword (metalize tablet)
- Vis' House (inside): Cookie (scan/on table)
- Vis' House (outside): Perfume (metalize/Req: fall in love)
- Witch's Hidden Room 7: Helmet (scan/on ledge)
- Cemetery: Small Key (scan/Req: met Fro)
- Abandoned House: Grass (Base/Req: Future Vision)
- Rex's House: Friend's Black Feather
(green metalize/Req: Black Feather)
- Nanai's House 2F: Invisible Shadow Fang
(metalize/Req: Shadow Fang)
- Haochy's House: Barrel Bomb (scan/on ground),
Blasting Barrel Haochy Soul
(metalize tablet/Req: Haochy Soul)
- Romaioni's House 2F: Antique Doll
(metalize/Req: Rex sidequest)
- Mayor Georg's House: Shield (scan/table/Req: storyline)
- UTH Space 3: Opens Space 5 (Req: gold score)
- UTH Space 4: Katana (scan/on ground/Req: gold score)
- UTH Space 5: Scimitar (metalize tablet/Req: gold score)
- UTH Space 11: Cresent Scimitar (metalize tablet)
- Swordsman's Domain: Get Hurricane Spin move (Req: beat Gustav)
- Witch's Hidden Room 7: Helmet (scan/on ground)
- Special Enemies:
- Swordsman's Domain: Twin Blades Gustav
(Boss Battle/Req: beat UTH Spaces 1-10)
- Road to Castle: Orbobas (Boss Battle/Req: beat Gustav)
- Grana Plains: Invincible Hobgoblin
- Heal Pot:
- Underground Training Hall Space 10 (Req: light torches)
- Heal Pots will completely restore your HP & MP/Main at start
- Witch's Hidden Room 1 (break pots and boxes/warp here later)
- Home/Rhoan Town Entrance (can rest to restore some HP & MP)
- Restores very little so will only be useful at beginning
- Info
- Pull up dungeon room map (current location) and tap
on it to get option to repeat the dungeon room
- Space = Room (game uses the word Space instead of Room)
- UTH = Underground Training Hall
===============================
Grana Plains (aka Grana Orless)
===============================
GF1*
|
SH 8
| |
ER6*---1---5----9---11
| | | |
CR*----4---2---6---TR---12
| | | |
3---7---10---13
|
14
|
WD9*
Grana Plains
CR* = Crossroads of the World
ER6* = Escape Route 6 (Frannelle Castle)
SH = Sunny Hills
GF1 = Granatum Forest 1
TR = Three-way Road Ruins
WD9 = Western Desert 9
* = Enter/Exit connections
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
- Sunny Hill
- Grana Plains 1-14
- Three-way Road
- Areas to Return to:
- Sunny Hill: After cutscenes/flee (to explore fully)
- Grana Plains: After Rempo tutorial (to explore fully)
- Grana Plains 10: After get Black Saber (for Demonic Black Saber)
- Grana Plains 13: Begining Chapter 5 (to trigger 4th rock)
- Items:
- Sunny Hill: Battle Sword (metalize recipe/start with)
- Grana Plains 1: Blazera (scan/flower)
- Grana Plains 2: Gladius (metalize tablet)
- Grana Plains 3: Scaled Grass (scan/flower)
- Grana Plains 10: Demonic Black Saber
(green metalize tablet/Req: Black Saber)
- Grana Plains 11: Cure Bread (metalize tablet)
- Three-Way Road Ruins: 100 King Hecatonchires
(red metalize tablet/Future Vision)
- Special Enemies:
- Grana Plains: Invincible Hobgoblin
- Heal Pot:
- None
- Info
- Vast fields and plains where monsters now roam. Upon
closer inspection there seems to be mysterious markings
everywhere and signs of a past civilization buried
underground ...
Sunny Hill (Grana Plains)
-------------------------
- Description:
- Outside of Rhoan Town is "Sunny Hill" which was a popular
rest spot before monsters ran rampant.
According to the Spirits, that is where the Book of
Prophecy created the world. This eroded monolith was
transformed by the Book. Because some of the power used
during creation still remains, it may help to come back
here when using the Book's great power.
- Battle: Imperial Knight
- Scan: None (or if brave/Imperial Knight)
- Get: Battle Sword (Genesis sword rusts)
- Exits: Grana Plains 1/down
(Town overlook/up, Hillside/left, Hillside/right)
- Extra Info:
- This is where you start the game
- Chose Herorine/Hero
- Wake from your dream
- Get the Book of Prophecy
- Meet your first enemy (Imperial Knight)
- Met Fire Spirit Rempo
- Fight your first battle
- Genesis sword turns into rusted Battle Sword
- General Heath arrives with back-up
- Chose any answer/you & Rempo flee
- You must re-enter Sunny Hill after cutscene/fight/cutscene/flee
to be able to explore the hill fully
Explore (4):
Top left, left of monolith (town overlook, face upward)
- What a splendid view. You can even see Fannelle Castle.
Top left, right of monolith (town overlook, face upward)
- You can see far into the distance on clear days.
Top center, under tree (face up on bottom of tree)
- A single tree grows atop Sunny Hill. It's small but clearly very old.
Top right, right of tree (hill edge, face upward)
- As high up as the clouds. The altitude is very high.
Grana Plains 1
--------------
- Description:
- In the center of Kaleila, Grana Orless or most often called
"Grana Plains" spreads between Rhoan and Granatum. Breezy
on sunny days.
- Battle: 1st time: None, 2nd time +: Hobgoblin
- Scan: Blazera (scan/flower)
- Exits: Sunny Hill/up, GP 2/down, GP 5/right
(Left is a cliff and tower door to Escape Route 6)
- The tower door (top left) is unaccessible at first but later
leads to Frannelle Castle Escape Route 6
- Extra Info:
- You flee here and begin Chapter 1 - Fire Spirit/Tutorial
- Rempo teaches you about scanning flowers (scan Blazera flower)
- Start scanning all flowers that can be scanned
- Rempo says to go South (Grana Plains 2)
Explore (5):
Upper right, large black rock (face up on bottom of rock)
- A large rock. Might be too hard to climb.
Center bottom-right, large black rock (face up on bottom of rock)
- This normal stone is actually composed of several. (minerals?)
Center lower-bottom, small black rock (face any direction but down)
- A very hard stone.
Center left, small black rock (face any direction but down)
- A nice rock, perfect for sitting and having a rest.
Top left, tower ruins door (face up at door)
- The remains of fallen ruins. Seems impossible to get inside
(available after unlock door from inside Escape Route 6)
Grana Plains 2
--------------
- Description:
- The number of monsters has increased, but people continue to love
the openness of the plains.
- Battle: Goblin
- Scan: Gladius (metalize tablet)
- Exits: GP 1/up, GP 4/left, GP 6/right, GP 3/down
- Extra Info:
- Rempo teaches you about scanning metalize tablets
- Scan the metalize tablet he shows you (Gladius)
- Rempo teaches you very briefly on how to change
codes on weapons
- Start scanning all metalize tablets from now on
- Rempo says to go west (Grana Plains 4)
Explore (3):
Top right, grass tufts (left of small rock/face any direction)
- Watching the fluttering blades of grass can be calming.
Center, large rock above road (face up on bottom of rock)
- A rock peeking out from the ground, like it's basking in the sun.
Center lower, grass tuft just under the road (face any direction)
- The grass here is very tough, able to withstand strong winds and
being tread on.
Grana Plains 3
--------------
- Description:
- At first glance, it may seem like a regular field, but if you look
closely, you'll notice it is teeming with life.
- Battle: Pog
- Scan: Scaled Grass (scan/flower)
- Exits: GP 2/up, GP 7/right)
(cliff/left, cliff/down)
- Extra Info:
- These cute little piggies will run you right over!
Explore (3):
Top right, dark grass tuft (between 2 different rocks/face any direction)
- Don't underestimate the grass. It's easy to cut yourself on them.
Lower Left, small rock (face up under the rock)
- A half-eaten tree nut. Some small animal must've been here.
Bottom left, cliff wall (corner/face up or down)
- A bit damp here. Maybe because the shadows are long.
Grana Plains 4
--------------
- Description:
- Before the monster outbreak, people often passed through the Grana
Plains. Many worn paths you'll find have pet names, like "The Road
to Kaleila."
- Battle: Goblin
- Scan: None
- Exits: Crossroads of the World/left, GP 2/right
(cliff/up, cliff/down)
- Extra Info:
- Rempo teaches you about scanning monsters/enemies
- Rempo teaches you very briefly on how to change codes on monsters
- Scan the enemy, change the codes, fight the enemies
- Start scanning everything (characters, monsters, items, etc)
- Remember to scan to get all 4 pictures of each
- Rempo says to go West again (Rhoan Town - Crossroads of the World)
Explore (5):
Center left, large rock (just under curve in road/face up under rock)
- Well planted in the ground. Doesn't look like it'll budge.
Center left, middle of road (to right of rock/face any direction)
- A well-trodden part of earth simply called Road to Kaleila.
Center bottom, tuft of grass (face any direction)
- Scores of bugs live here. They may be small, but they're tough.
Top left, cliff wall (above large & small rocks/face up at cliff)
- The tree roots bare themselves, Did they grow all this way?
Top right, cliff wall (right of large rock/face up at cliff)
- Fossils lie in plain view. But from what era are they?
Grana Plains 5
--------------
- Description:
- There are many spots that provide excellent views.
Searching for them is just one way to enjoy the plains.
- Battle: Pog
- Scan: None
- Exits: GP 1/left, GP 6/down, GP 9/right
(cliff/up)
- Extra Info:
-
Explore (4):
Center, grass tuft (face any direction)
- The blades of grass rub lightly against you.
Center left, small rock (face up under rock)
- A large and well-formed rock. Might make a good throwing weapon.
Center bottom, small rock (face up under rock)
- They say its underside teems with bugs, but is it true?
Top right, grass tuft by dark layered rock (or cow pie?...face right)
- The waves of grass look like Mother Nature's carpet.
Grana Plains 6
--------------
- Description:
- The Grana Plains are known for their scenic views. From atop
its hills, you can get a clear view of all of Kaleila.
- Battle: Pog
- Scan: None
- Exits: GP 2/left, GP 5/up, GP 7/down, Three-way Road Ruins/right
- Extra Info:
-
Explore (3):
Upper left, grass tuft (walk up from road spamming A on left edge)
- The grass dances beautifully beneath the blue sky.
Bottom left, grass tuft (closer to bottom center/face any direction)
- Most of the grasses on the Grana Plains are wild.
Center right, grass tuft (just above road, center right side/face any way)
- The sound of the fluttering grass is like music to one's ears.
Grana Plains 7
--------------
- Description:
- The fluttering breeze, sometimes soft, sometimes harsh,
shows people its myriad of expressions.
- Battle: Lord Locusts
- Scan: None
- Exits: GP 3/left, GP 6/up, GP 10/right
(cliff/down)
- Extra Info:
-
Explore (3):
Center left, small rock (face up under rock)
- Years of exposure to the elements have rounded its edges.
Center left, large rock (by small rock, face up under rock)
- There's something written on it: "I swear I'll be popular!
Vis"
Center right, small rock (face up under rock)
- Upon closer inspection, it's a funny-looking rock.
Grana Plains 8
--------------
- Description:
- The expanse of the Grana Plains can make your own worries
seem petty. Many visitors come here to get a fresh start.
- Battle: Lord Locust
- Scan: None
- Exits: GP 9/down, Granatum Forest 1/up
(cliff/left, cliff/right)
- Extra Info:
- Cutscene: Duran running from Goblin
- Begining of game
- Get: Judgment Link move
- Cutscene: Duran telling you about 4 weapon schools
- Before 10 year Tournament
Explore (3):
Center, grass tuft (just right of road, face any direction)
- A trail of fallen nuts leads to the East
Center right, grass tuft (go east towards right cliff, face left)
- The trail of nuts now leads South.
Bottom right, grass tuft (go South to bottom, face any direction)
- The trail leads inside a small hole, where an animal must live.
Grana Plains 9
--------------
- Description:
- Kaleilan legends say the Grana Plains were once
a barren wasteland, but the steadfast townspeople
of Rhoan turned it into what it is today. They say
Mayor Georg was responsible, but he won't admit
to anything.
- Battle: Lord Locust
- Scan: None
- Exits: GP 5/left, GP 8/up, GP 11/right, Three-way Road Ruins/down
- Extra Info:
-
Explore (3):
Center, single grass tuft (at right road edge, face any direction)
- The grass in the area is wilted. Maybe because of the poor sunlight.
Center, grass tuft (between left road edge & mossy rock, face any way)
- From the tall to short grasses, all sorts of creatures live.
Center bottom, grass tuft (at left road edge, face any direction)
Three-way Road Ruins (Grana Plains)
-----------------------------------
- Description:
- There are mysterious ruins found on the Grana Plains.
No one knows why they were built, but people now use
them as a landmark for the plains.
- Battle: Lord Locust, Goblin, King Goblin
- Scan: 100 King Hecatonchires
(red metalize tablet/Req: beat King Goblin/Future Vision)
- Exits: GP 6/left, GP 9/up, GP 10/down, GP 12/right
- Extra Info:
- If Shark's Jaw 1-3 maps and Three-way Road Ruins map won't show up in
the in-game maps then you must visit Grana Plains 14 map and then
they should show up (Grana Plains 14 map is available after Western
Desert)
- Future Vision: King Goblin
- See Future Vision section
- Future Vision: Mystic Jewels Found
- See Future Vision section
Explore (3):
Center, left ruins spire pillar (face up under pillar)
- A tall pillar ... If it ever fell down ...
Center, bottom of ruins tower (face up under tower)
- When are these ruins from? They have a peculiar shape.
Center right, right ruins spire pillar (face up under pillar)
- The pillar pierces the earth. It must've come tumbling down.
Grana Plains 10
---------------
- Description:
- The swaying of the grass inspired a poet to write:
"The gentle, soft field is Mother Nature's carpet."
- Battle: Raptor
- Scan: Demonic Black Saber (green metalize tablet/Req: Black Saber)
- Exits: GP 7/left, GP 13/right, Three-way Ruins Road/up
(cliff/down)
- Extra Info:
- Come back to complete Demonic Black Saber metalize when you
get Black Saber metalize tablet recipe (don't have to make it)
Explore (3):
Center bottom, pile of tiny mossy rocks left of road (face any way)
- Did someone pile these rocks? They don't seem natural.
Top left, corner, single grass tuft (face any direction)
- A sturdy and strong nail. It won't break easily.
Top right, dark flat stacked rock (cow pie, lol) (face any direction)
- Looks like someone piled them. "Free the Black Saber's power!"
- If have Black Saber metalize then the Demonic Black Saber metalize
tablet will appear/go scan it/solve slider puzzle
Grana Plains 11
---------------
- Description:
- Sometimes the Grana Plains show a cruel side. One day, some
children who came to play couldn't get back home when the sun
went down. Too scared to sleep, they wandered until dawn,
before they woke up the next morning ... in their own beds.
- Battle: Lord Locust
- Scan: Cure Bread (metalize tablet)
- Exits: GP 9/left, GP 12/down
(cliff up, cliff/right)
- Extra Info:
-
Explore (3):
Center left, large rock (face up under rock)
- This rock is jagged, uneven, and distorted.
Top center, small rock (face up under rock)
- Rainwater has gathered in a hollow on the rock.
Bottom right, small rock (face up under rock)
- Even the sun's powerful rays can't warm up the rock's surface.
Grana Plains 12
---------------
- Description:
- Night brings on a very different face for the plains.
Without a single source of light, one can only hear
the cries of bugs and wild animals.
- Battle: Lord Locust
- Scan: None
- Exits: GP 11/up, GP 13/down, Three-way Road Ruins/left
(cliff/right)
- Extra Info:
-
Explore (3):
Upper left, large rock (face up under rock)
- This rock looks like a turtle's shell.
Bottom Center, large rock (face up under rock)
- What are these little holes opened all over it?
Center right, cliff wall (face right towards cliff)
- It looks like engraved letters, but they're too worn away to read.
Grana Plains 13
---------------
- Description:
- For the past 16 years, it has been ranked the most
peaceful place in Kaleila. Even the influx of monsters
can't ebb its popularity.
- Battle: Lord Locust
- Scan: None
- Exits: GP 10/left, GP 12/up, GP 14/down
(cliff/right)
- Extra Info:
- Come back to finish (rocks) starting just before the 10 year
Tournament (after Western Desert accessible)
- Rocks should be done in order ... but you can do 1-3 early on,
and also 5 early on by going out of the screen and coming back
in and then finding rock 5 -- but rock 4 won't trigger until
just before the 10 year Tournament (Western Desert accessible)
Explore (5):
Center left, small rock (face up under rock)
- A number is engraved in the rock. "1"
Center right, small rock (face up under rock)
- A number is engraved in the rock. "2"
Upper left, small rock (face up under rock)
- A number is engraved in the rock. "3"
Bottom left, large rock (face up under rock)
- A number is engraved in the rock. "4"
Upper right, large rock (face up under rock)
- A number is engraved in the rock. "5"
Grana Plains 14
---------------
- Description:
- Beyond here lies the great Samiad Desert. Long ago, there
was a small station the guided those headed to the desert
and gave shelter for the night.
- Battle: Goblin, Hobgoblin
- Scan: None
- Exits: GP 13/up, Western Desert 9/down
(cliff/left, cliff/right)
- Extra Info:
- If Shark's Jaw 1-3 maps and Three-way Road Ruins map won't show up in
the in-game maps then you must visit Grana Plains 14 map and then
they should show up (Grana Plains 14 map is available after Western
Desert is accessible)
Explore (3):
Upper left, small rock (face any direction)
- Traces of a beast's claws are on the rock's surface
Bottom right, small rock (face any direction)
- How long has this rock been here? It must be very old, indeed.
Center left, single grass tuft (left of road, face any direction)
- This grass has a scent. Must be an animal's territory.
==========
Rhoan Town
==========
CG*
|
MH----------RC-----------VH------
| |
Central Park |
| |
________|__________ |
| | |
| FH-KH--RH | |
| | |</pre><pre id="faqspan-2">
AH--BA-| Center of Town |-A--C*<-
| |___________________| |
| / | \ |
| / | \ |
-->FTA-----TE---------TH-DH<-
|
WR1*-----------CR*----------------GP4*
|
SJ1*
Rhoan Town
MH = Mayor Georg's House (Georg, Sylphy)
RC = Road to Castle (Heath/after credits)
CG* = Castle Gates
VH = Vis' House
FH = Fana's House (Fana, Helen)
KH = Kamui's House
RH = Romaioni's House (Romaioni, Francesca)
AH = Abandoned House (Meenya)
BA = Back Alleys (Anwar, Haochy)
A = Arena
C* = Cemetery (Fro)
FTA = Fortune-Teller Alley (Nanai, Rex)
TE = Town Entrance (Your Home)
TH = Training Hall (Gustav)
DH = Duran's House
CR* = Crossroads of the World
WR1* = Weld River 1
SJ1* = Shark's Jaw 1
<- = 2 drop downs (Vis to Arena, Arena to TH)
-> = 1 drop down (Back Alleys to Fortune-Teller Alley)
* = Enter/Exit connections
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
- Crossroads of the World
- Town Entrance (Rhoan Town)
- Center of Town (Rhoan Town)
- Central Park
- Road to Castle
- Fortune-Teller Alley
- Training Hall Road
- Arena
- Cemetery
- Back Alleys
- Outside Abandoned House
- Mayor's House (outside)
- Vis' House (outside)
- Home (Rhoan Town)
- Rex's House
- Nanai's House 1F/2F
- Duran's House 1F/2F
- Haochy's House
- Abandoned House (inside)
- Fana's House 1F/2F
- Kamui's House
- Romaioni's House 1F/2F
- Mayor's House 1F/2F
- Vis' House (inside)
- Training Hall
- Training Hall Dungeon
- Witch's Hidden Dungeon
- Areas to Return to:
- See Come Back Metalizes list for houses with tablets
- Each new chapter also come back to talk to everyone
for new dialogs and give everyone gifts to raise points
- Items:
- Fortune-Teller Alley: Purse Plant (scan/flower)
- Fortune-Teller Alley: Doll (talk lots to Meenya)
- Training Hall Road: Howl Grass (scan/flower)
- Training Hall: Judgment Onikiri (metalize/Req: Onikiri)
- Duran's House F1: Hero's Hat (metalize tablet)
- Duran's House F2: Flaring Rapier Durandal
(tan metalize/Req: Durandal)
- Kamui's House: Medicine Plant (metalize tablet)
- Fana's House Floor 1: Fruit Juice (metalize tablet)
- Fana's House Floor 1: Bread (scan/on table)
- Central Park: Kaleila sword (metalize tablet)
- Vis' House (inside): Cookie (scan/on table)
- Vis' House (outside): Perfume (metalize/Req: fall in love)
- Witch's Hidden Room 7: Helmet (scan/on ledge)
- Cemetery: Small Key (scan/Req: met Fro)
- Abandoned House: Grass (Base/Req: Future Vision)
- Rex's House: Friend's Black Feather
(green metalize/Req: Black Feather)
- Nanai's House 2F: Invisible Shadow Fang
(metalize/Req: Shadow Fang)
- Haochy's House: Barrel Bomb (scan/on ground),
Blasting Barrel Haochy Soul
(metalize tablet/Req: Haochy Soul)
- Romaioni's House 2F: Antique Doll
(metalize/Req: Rex sidequest)
- Mayor Georg's House: Shield (scan/table/Req: storyline)
- Escape Route 5: Hat (scan/on ground)
- Escape Route 5: King's Crown (metalize tablet)
- Special Enemies:
- Road to Castle: Orobas (Boss Battle)
- Local Heal Pots:
- Underground Training Space 10 (main source of MP)
- Witch's Hidden Room 1 (break pots and boxes/warp here later)
- Home/Rhoan Town Entrance (can rest to restore some HP & MP)
- Restores very little so will only be useful at beginning
- Info
- This is the main town. The town is sectioned into slums on
the bottom, middle-class in the center, and then the rich
live near the top of town. A fancy, ornate, large castle is
located at the very top of the town's hill overlooking the
town. There are many different people who live here with a
mix of humans and elves.
Crossroads of the World (Rhoan Town)
------------------------------------
- Description:
- Just outside Rhoan, you'll find the "Crossroads of the
World." Xenonbart named it long ago and it stuck. As is
implied, it leads to many parts of the world. After war
broke out with the Waisen Empire, a formal naming ceremony
was held as a show to emphasize Rhoan being at the center
of the world.
- Battle: None
- Scan: None
- Exits: Shark's Jaw 1/down, Grana Plain 4/right,
Weld River 1/left, Rhoan Town Entrance/up
- Extra Info:
- Rempo's tutorial continues here (beginning storyline continues)
- Rempo teaches you that you can scan characters
- Scan the Royal Soldier and now start scanning any characters you can
- The left and down exits will be blocked by guards until you reach
the storyline points in which they become available
- You can try to exit for a quick cutscene that places you back
in front of the soldier
- Weld River/exit left (accessible - starting Wargliss Fortress)
- Shark's Jaw/exit down (accessible - after Western Desert)
Explore (3):
Center left, road sign (face left)
- (up arrow) To Rhoan, (right arrow) To fields
Center left, grass tuft by tree (above sign, face up on bottom of tree)
- Most Rhoan trees are hard, and used for buildings.
Center right, grass tuft left of blue flowers (face up on bottom of tree)
- A wide and vast forest spreads.
Town Entrance (Rhoan Town)
--------------------------
- Description:
- The capital of Kaleila is built into the face of the
mountain, with three defining districts. At the top,
the rich live in giant mansions with lush gardens. The
middle, the bustling town square of Rhoan. And lastly,
the lowest district houses the poor in slums that
surround the town. Here is where our hero's home can
be found. :o
- Battle: No monsters, but cutscenes occur here
- Scan: None
- Exits: Training Hall Road/right, Fortune-Teller Alley/left,
Crossroads of the World/down, Center of Town/up
- Extra Info:
- This is where your home/house is located
- You can pass the day/night by sleeping in your bed (tap bed)
- You also get a small amount of HP & MP recovery each rest
- Repeatedly resting will not affect the storyline unless the
game states it will (Example: Tournament (6 days))
- Isn't it great to have your own home? ... now if I could just
arrange the furniture and get a cat, lol ... and a farm (HM)
... and move in Ur :D, then it would be dragon slaying time!
- I do like the inside and outside of my home. They designed
it well :)
- You can talk to the Royal Soldier by the bridge and the soldier
will say different things at various times throughout the game
- Ex: Need Something? Welcome to Rhoan, castle town of Kaleila.
- Many cutscenes will take place here in front of your home
- Rex: doll, affection event
- Romaioni has his sister's doll, he wants you to go steal it back
- Rex: recruiting soldiers/going to fight but doesn't want you to
- Duran: Meenya/little girl picked him Hero Flowers, she died, he
decided to become a hero to protect people
- Anwar: group of thugs, abducts you to Desert Town
- Also cutscenes will take place here
- Cutscene: Nanai - Shaman Pendant from Witch Ellie
- Cutscene: Rex - walking you home, doll, etc
Explore (3):
Center, road sign (face right)
- (up arrow) To Rhoan Plaza, (left arrow & right arrow) To Lower Rhoan
Center right, boxes left side of your home (face right)
- An empty wooden box. It's been here for a very long time.
Top left, on bridge near castle archway (face left)
- Rhoan Bridge brings people here. The Mayor Georg designed it.
Center of town
--------------
- Description:
- Rhoan's marketplace bustles with life every morning,
and food carts at night. You'll find anything you
need, but it's seedier at night.
- Battle: None
- Scan: None
- Exits: Fortune-teller Alley/bottom-left, Town Entrance/bottom-down,
Training Hall Road/bottom-right, Back Alleys/center-left,
Arena/center-right, Fana's House/upper-far-left,
Kumui's House/upper-center-left,
Romaioni's House/upper-center-right,
Central Park/straight up
- Extra Info:
- 3 people are usually standing in the Center of Town (Kamui,
Romaioni, and Francesca)
- Town starts with just Kamui, then Romaioni and Francesca
- Town has food carts and then a large meteor/volcano rock
- You can buy out Romaioni's store 3 times with 2 donations
in between (1,000 & 5,000). Then he will give/sell the
Custom Booster metalize recipe to you for 5,000 (slider puzzle).
Explore (3):
Center bottom, red merchandise cart to right (face up under the cart)
- Many tools fill the street stalls. The board has today's specials.
Upper right, middle section house (face right behind flower box)
- This house is up for rent.
- You would be Romaioni & Francesca's neighbor
Upper left, long flower box (face up under flower box)
- Flowers grow all over town. Rhoan people love flowers.
Central Park
------------
- Description:
- This gorgeous fountain with a statue of Xenonbart on top
is a popular rest spot. When setting a rendezvous, people
simply call it "Xeno-bust." Princess Dorothea likes it
here and sometimes comes incognito.
- Battle: None
- Scan: Kaleila Sword (metalize tablet)
- Exits: Center of Town/down, Road to Castle/up
(landscaping & benches/left & right)
- Extra Info:
- The Kaleila Sword metalize tablet appears by the statue when
you have fully explored Central Park
- Cutscene: Meet Mayor Georg here the first time you meet him
- Cutscene: Later also meet his daughter Sylphy here the first
time you meet her
- Meet Rex at the back of the fountain the first time
you meet him (standing at back of fountain)
Explore (3):
Lower center, Xenonbart statue (face up under statue)
- King Xenonbart of Kaleila. It's missing his trademark beard.
Bottom left corner, park bench under tree (face left)
- With 13 benches in the park, you can often find people
resting here.
Upper center, back of fountain (face down at the back of fountain)
- Cold water flows from it. The mayor designed this fountain.
Road to Castle
--------------
- Description:
- The castle front's grand gates. One guard above and one
below watch over vigilantly.
- Battle: None
- Scan: None
- Exits: Mayor's House/left, Castle Gates/up, Vis' House/right,
Central Park/down
- Extra Info:
- Cutscene:
- Guri Guri/Orobas:
- A guard will block your path into the castle at the start
- After beating Gustav in Swordsman's Domain, then you can walk
up to the Castle Gates and get a cutscene where you fight a
boss battle with Orbobas
- Guri Guri (Dorthea's Cat) gets hurt and she wants you to heal him
- Scan the Maid next to Dorthea. Use her LIGHT code.
- Surround Guri Guri's locked code with LIGHT and HOPE codes to
change his title to Vitality Guri Guri. This will cure him.
- Instead of being pleased, it is determined that you used witch
craft and must be arrested.
- Nanai appears on the scene to "rescue" you which makes them
further suspect you are pals with a witch
- You flee with Nanai who takes you to her house. But, she has
deceived you and wants you to read a prophecy tablet
- You read it but won't tell her what it says so she opens a
trap door under you and you begin the witch's dungeon rooms
aka Witch's Hidden Rooms 1-7
- Vis: affection level reading
- Vis: 10 year Tournament info and boyfriend encouragement
- Rex: rich/poor discussion
- Heath stays here beginning Chapter 11
Explore (3): - all located before going under arch and up stairs
Bottom left, left fence by arch gate (face up under wooden fence)
- Very impressive gates, but ... it's so easy to pass through.
Bottom center, left side plaque/arch gate (face up at plaque)
- A smiling goddess statue facing the sky.
Bottom right, right side plaque/arch gate (face up at plaque)
- Goddess statues, facing up and down, are carved into the gates.
Fortune-Teller Alley
--------------------
- Description:
- Fortune-teller Alley. Many shops line the street, but
Nanai's is the most popular though her accurate readings
actually scare clients away! With so many spiritual people
gathered, strange things happen here.
- Battle: None
- Scan: Purse Plant (scan/flower)
- Get Item: Doll (talk to Meenya repeatedly/give gifts)
- Exits: Center of Town/upper-right, Town Entrance/lower-right,
Nanai's House/upper-center-right,
Rex's House/upper-center-left,
Back Alley (one-way drop-down)/straight up back wall
- Extra Info:
- Meet Meenya (little girl ghost) stands in road
(come in and out of the screen to start her appearance)
- She is darling :)
- Cutscene: Nanai - purple magic clouds, protecting town (continues)
- Cutscene: Rex/10 year Tournament
- Hey, Goldie!
- Of course you're in the tournament!
- I pulled some strings, and already got you registered!
- Heh heh. Pretty clever, eh?
- You'll totally win! After all, you're the Kaleilan Hero!
- Neaki: ...
Explore (3):
Bottom right, tree/fence/below Nanai (face up on left side of fence)
- The treetops are full of nests.
Top center, flower/drop down/wall (face up on drop down wall)
- You can drop down from here
- But it is only one way from Back Alleys to Fortune-teller Alley
Center left, dock/unfinished bridge (face right on dock)
- An unfinished bridge. You can often find Rex fishing here.
Training Hall Road
------------------
- Description:
- Where Gustav's training hall is found. Carry a weapon
here and you're asking for a deadly duel with him.
Children also play here, but often break the windows
of the training hall. Those who have felt Gustav's
wrath now call this place "Wrath's Domain."
- Battle: None
- Scan: Howl Grass (scan/flower)
- Exits: Town Entrance/lower-left, Center of Town/upper-left
Training Hall/upper-center-left,
Duran's House/upper-center-right,
Arena (one-way drop down)/straight up over Training Hall
- Extra Info:
- Explore: Textbox on Training Hall Roof (Full drop down path)
To access: go to Vis' House, exit his dirt path/flower bed path
down, you drop down into Arena, now keep going straight down
through the Arena, and you will drop down onto the Training
Hall roof, -> get the textbox spot and then jump off roof.
Obviously, this is a one-way route but pretty cool. If you
just want to get the textbox then just drop down from the
Arena instead of Vis' House.
Explore (3):
Center, left Training Hall window (face up under left window)
- A fortress-like training hall. Its name is written in front.
Top center, on top of Training Hall roof (face up on back of roof)
- You dropped from quite a height! You can't go back up this way.
Center right, stream under flower (face right at stream)
- You can see fish in the water. This water is also drinkable.
Arena
-----
- Description:
- Once every 10 years, a martial arts competition is held in
the Rhoan Arena. Normally, Judgment Link and other tournaments
are also held here by townspeople.
- Battle: Any character in the Avalon World/Judgment Link Tournaments
- Scan: None
- Exits: Center of Town/left, Cemetery/right,
Training Hall (one-way drop down)/down
- Extra Info:
- Judgment Link Cup Tournaments held here
- Beginner's, West Wind, Holy King, Gold, Diamond, Millenium
- Pay attention to the tournament meanings because Georg will
quiz you on them later
- 10 Year Tournament held here (prepare for 6 days)
- 4 "Masters" challenge you to a tournament
- Individual Judgment Link Tournaments held here
- Challenge any character to an individual battle at any time
- Cutscenes: 10 Year Tournament
- Day 6: See Mayor George in middle of Arena. He asks you to
join competition and to go talk to your friends to decide
- Talk to everyone to get dialog and some cutscenes about
the Tournament. Rex tells you that he pulled some strings
and already registered you. Everyone else either backs
out of Tournament or they challenge against you in the
Tournament. Go back and talk to Mayor Georg in Arena.
- Ah, Goldie, you've decided to participate, eh?
- Your good friend Rex just handed in your form!
- Your participation is welcome, and I'm sure it'll
excite the crowds!
- Mayor walks away/Gustav enters arena
- Gustav: Bwa ha ha ha! I've waited so long for this day!
- Rudrud enters
- Hnnnngh! It's been 10 long years! Rudrud is finally here!
- Haochy enters
- Hm-hmph! I've perfected my craft! Victory will be mine!
- Gustav: Not so fast, Northern Hammer, Western Bomb,
- Haochy: Ah, Gustav of Northern Sword. I see you haven't
changed.
- Rudrud: Rudrud has trained more! Behold my secret techniques!
- Gustav: Why hasn't that old prune of the Southern Flight
shown up?
- Haochy: I suppose only our three schools will be participating!
- ???: I wouldn't be so sure about that.
- Gustav: Aha ... The witch shows herself. You the new Southern
Flight master?
- Nanai: Indeed, I am. Are you disappointed?
- Gustav: Bwa ha ha ha! 50 points! You're not intimidating enough!
- Haochy: Nothing like that old hag!
- Nanai: Perhaps, but I make up for it with good looks.
- Gustav: Those are big words, witch.
- Rempo: Whoa, what's up with them?
- Mieli: Oooh! This is too cool! All the Great Schools are together!
- Nanai: Goldie, after this I will be completely free. It's what
grandma Ellie taught me.
- Gustav: Either way, my School will stand victorious in this
tournament! Because my trusted pupil is here.
- Rudrud: No way! Rudrud's pupil is here, too!
- Haochy: Hm-hmph! Mine, too!
- Nanai: Oh? Well I have a wonderful supporter with me, as well.
- Mieli: Looks like it will be fun!
- All: Come, Goldie! (you are in the middle as they close in)
- Gustav: Goldie learned my School's skills!
- Rudrud: You learned Rudrud's deadly attack!
- Haochy: I've taught my strongest attack!
- Nanai: Well, Goldie and I have a special relationship!
- Gustav: Hold it! It's clear we must have Goldie choose one of us now!
- All: Goldie, which School will you represent? If you can't choose one
then you must leave!
- OK ... now you have to choose a School ... Good Luck!!!
- Gustav/sword, Rudrud/hammer, Haochy/bomb, Nanai/daggers, or walk
away and fight with your fists ... your choice!
- See Weapon section for more details
Explore (3):
Top center, back wall (face up towards the back area wall)
- You can't climb up here.
Center, exact center of arena (face any direction)
- History's scars are etched on the ground.
Bottom center, edge of ledge (face down and inch forward, press A)
- The view from here gives a full view of Rhoan.
- Be careful to not fall of ledge before getting textbox pop-up
Cemetery
--------
- Description:
- Rhoan Cemetery. Flowers always adorn the tombstones,
giving the place a silent beauty.
- Battle: None
- Scan: Small Key (2nd left bottom grave/Req: Fro request)
- Exits: Arena/left, Escape Route 6 (Fro)/right (top right grave)
- Extra Info:
- To get Small Key: storyline (after thrown in Frannelle Castle Prison),
meet Fro, get Fro's request to go get key, enter cemetery from
Escape Route 6, examine EVERY grave (if you haven't already through
the explore section) and THEN the center tree, go scan
the small key on the bottom/2nd left grave, return to Fro
- Note: You can check out every grave (doesn't have to be
in order) before getting Fro's request but the small key
will not trigger until Fro's request
- Future Vision: Strange Shadow seen in Cemetery
- This lets you open up Fro's grave path
- Graves (left to right, top to bottom):
- The ballerina prodige Tom lies here.
- Here lies the Waisen Empire refugee Escudo.
- In death, master Sord passes on his skill to Gustav.
- Sleep well, kind and loving wife Cornelia.
- Infamous burglar Willham "Fro" Jameson lies here ...?
- Sleeping here is the donut-eating champion Jas.
- Adored by her people, the late Queen Maya now rests.
- Money-making Clarissa, mother to twins, rests here.
- Adorable little Meenya, a princess forever.
- Resting here is honorable Kaleilan diplomat Algren.
- Village daughter of Rhoan, Serena rest in peace.
- Exceptional blacksmith Baron now lies here.
- Lay your weary head, grandfather Chappe.
- Old bomb-inventor Twebchy now lies here ... in pieces.
- Uncle Vas now leaves his flirting skills to Vis.
- Sir Jukuoh of the funny glasses now rests here.
- Giving all for an ideal world, Mutas now rests. (Small Key)
- Always living life to the fullest was Jack's motto.
- Man who loved his family ... (Name is scratched out)
- Eyes like stars, sweet Lena now sleeps.
Explore (3):
Top center, tree against back wall (face up under tree)
- Something's written. "Check out behind my grave."
Top right, back of Fro's grave (face down behind top right grave)
- Something's written behind it. "After looking ... through every
... grave ..."
Center, center tree in cemetery (face left or right, keep clicking)
- The tree in the center seems to watch over its sleeping guests.
- You must click A at every grave and then the center tree to
get the textbox pop-up and the small key (bottom, 2nd left grave)
Back Alleys
-----------
- Description:
- The back alleys give way to storage warehouses. Here,
you'll find Haochy the inventor's home, and truly
bizarre structures.
- Battle: None
- Scan: None
- Exits: Abandoned House/left, Center of Town/right,
Fortune-teller Alley (one-way drop down)/down,
Haochy's House/up
- Extra Info:
- Anwar will stand just to the left of the one-way drop down
to Fortune-teller Alley just after the Western Desert is
accessible. He is "observing" to see how humans think and act.
Explore (3):
Center, left side of Haochy's door (face up under left side)
- The inventor's house is made up of a mix of architectural styles.
Center right, right fence segment (face up under fence, right side)
- The red pipe is silent, but you can hear water from the blue one.
Bottom center, fence/drop off (face down and inch forward, left side)
- The fence is broken. Rex built this shortcut to lower Rhoan.
Abandoned House (outside)
-------------------------
- Description:
- The home fo Kaleila's past diplomat. A tragic event has
since left the house abandoned. Because it's connected
to the alleys, people hardly pass by. Children call the
place haunted, and use it to test each other's courage.
- Battle: None (unless you count the grass, lol)
- Scan: Grass (Req: Future Vision - Haunted House)
- Exits: Back Alleys/right
(fences and boxes/left, down, up)
- Extra Info:
- Future Vision: Haunted House
- Get: Grass (Base for Herb, etc)
- Past home of Rex's family including Meenya
Explore (3):
Center, right side of door (face right)
- An old abandoned house.
Lower right, bottom pillar (face any direction)
- Used to be the house's gates. Now only pillars stand.
Bottom center, long flower bed (face down on top of flower bed)
- The only flower bed not tended to in town.
Mayor's House (outside)
-----------------------
- Description:
- Meticulous gardening is the mayor's favorite hobby. His
great skill comes from his lineage as an Elf.
- Battle: None
- Scan: None
- Exits: Road to Castle/right
(landscaping/left, down, up)
- Extra Info:
-
Explore (3):
Center left, massive white flower beds (face up under flower bed)
- 1,000 flowers are said to grow in this garden.
Center right, bottom pond fountain (face left in walkway at water)
- The fountain's water runs gently.
Top right, corner/red roses (face up under roses)
- The roses are well maintained.
Vis' House (Outside)
--------------------
- Description:
- This street is "Playboy Gramps Road," home to Vis.
One walk down this road, and you'll be beating them
off with sticks. Twice, and it's marriage, three times,
you'll be desired for life! Least that's what Vis says.
Too bad it's always empty.
- Battle: None
- Scan: Perfume (metalize tablet/Req: Fall in love)
- See someone's Love Scene/Basic or Love Scene/Boyfriend)
- Exits: Road to Castle/left, Arena (one-way drop down)/down
(landscaping/up, right)
- Extra Info:
-
Explore (3):
Upper left, boxes/edge of house (face up under boxes)
- A Rhoan custom is to leave wooden boxes outside one's
home as a charm.
Center, flower box against house (face right)
- The Rhoan plant flowers, mindful of each flower's meaning.
Bottom center, drop off/rt flower bed (face down and inch forward)
- Don't go too far down ...
Home (Rhoan/Your house)
-----------------------
- Description:
- Our hero's home. Found near the entrance to town. Because
it is in a convenient place, friends enter whenever they
like.
- Battle: None
- Scan: None
- Exits: Town Entrance/down
(walls/up, left, right)
- Extra Info:
- Tap on bed to rest one day
- You can repeat sleeping as much as you want except for certain
times in the storyline (you will be told you have x days or
to go rest until tomorrow, etc)
Explore (4):
Lower left, desk (face left towards desk)
- A half-written novel about a two-bladed hero and a fightful
monster.
Top Center, fireplace (face up under the fireplace)
- A well-worn hearth.
Top left, letters/corkboard (face up under corkboard)
- Full of letters from Fana.
Top right, dresser (face up under dresser)
- A very elegant dresser, but the top left drawer doesn't open.
Rex's House
-----------
- Description:
- Rex's house. His home used to be clean and tidy, but ever
since he snapped, it changed dramatically. Watch out for
daggers flying at you when you enter.
- Battle: None
- Scan: Friend's Black Feather
(green metalize tablet/need Black Feather/slider)
- Exits: Fortune-teller Alley/down
- Extra Info:
- To get the Friend's Black Feather, you must first get the
Black Feather and then return here and the spot will "work"
- You will meet Rex at Central Park and then here in his house
- He will give you 30 Mystic Jewels here
- He will also have cutscenes in front of your house related
to his affection sidequest
Explore (3):
Top right, corner/rug (face up towards wall)
- A lovely little box. Locked shut.
Top center, dart board (face up towards dart board)
- All bull's-eyes.
Top left, large crate (face left towards large crate)
- A poem carved into the box: "The Black Feather never falls."
(Come back with the right Metalize!)
- Get Black Feather and come back here to get
Friend's Black Feather
- A poem carved into the box: "The Black Feather never
falls as long as people believe."
Nanai's House 1F
----------------
- Description:
- Nanai's house that serves as her famous psychic shop.
Her readings are so exact, she has no more clients.
Magic talismans are strewn about her home, helping
to create an atmosphere. She actually uses charms
to trick people and draw out information. She's
good at manipulating people.
- Battle: None
- Scan: None
- Exits: Fortune-teller Alley/down, Nanai's House 2F/up
(walls/left, right)
- Extra Info:
- Watch out for that trap door, lol
Explore (3):
Bottom right, small crate (face right at small crate)
- A wooden box. Wonder what is inside.
Upper right, bookshelf (face right at bookshelf)
- Stuffed full of books, none written in our language.
Top left, prophecy tablet (face left at tablet)
- A large stone tablet, inscribed with strange glyphs and figures.
Nanai's House 2F
----------------
- Description:
- Mysterious with Nanai's bedroom ... It reflects her
livelihood well, with random junk strewn all over.
- Battle: None
- Scan: Invisible Shadow Fang (Req: Shadow Fang)
- Exits: Nanai's House 1F/down
(walls/up, left, right)
- Extra Info:
-
Explore (3):
Top left, skull/flowers against top wall (face up on top wall)
- A skull?! Looks like it came from a real animal.
Lower center, large folded sheet/blanket (face down above sheet)
- What's under this large sheet?
Bottom right, rolled scrolls & books (face right at books)
- A manual for the weapon Shadow Fang lies among the rubbish.
(Come back with the right Metalize!)
- Get Shadow Fang and come back here for Invisible Shadow Fang
- A Manual for Shadow Fang on how to wield it more effectively.
Duran's House 1F
----------------
- Description:
- Duran and Gustav's house. Duran believes that a hero must
be clean and proper, so he cleans every morning to ensure
his guests see a spotless home.
- Battle: None
- Scan: Hero's Hat (metalize tablet)
- Exits: Training Hall Road/down, Duran's House 2F/up
- Extra Info:
- The Hero's Hat metalize tablet will appear once you fully
explore (textbox pop-ups) Duran's house
Explore (3):
Center left, cork board (face up under cork board)
- Hero's List of Things to Do: "Help Out in Town"
Top left, desk (face towards desk)
- You see a note left on the desk. Hero Lesson #1:
"Always smile"
Bottom right, dresser (face right towards dresser)
- A beautiful flower arrangement. Better not handle them.
Duran House 2F
--------------
- Description:
- 2F of Duran and Gustav's house. Gustav used to live at home,
but now that he stays at the training hall, it serves as a
guest room.
- Battle: None
- Scan: Flaring Rapier Durandal (tan metalize tablet/Req: Durandal)
- Exits: Duran's House 1F/down
- Extra Info:
- Fully explore Duran's House to get Hero's Hat metalize tablet
Explore (3):
Bottom right, dresser (face right towards dresser)
- A pleasant scent comes from the flowers.
Top left, bed (face towards bed)
- A fluffy-looking bed. The owner is clearly a neat freak.
Bottom left, bookshelf (face left towards bookshelf)
- A diary entry. "Better stay quiet about Durandal."
(Come back when you have the right Metalize!)
- Get Durandal and come back here to get Flaring Durandal
- Now reads: A diary entry. "The Durandal's shining blade
is proof of a true hero!"
Haochy's House
--------------
- Description:
- Inventor Haochy's home is riddled with blueprints,
inventor's tools and many incomplete weapons. There's
a mysterious cod on the ceiling, and the inside is as
strange as the outside. It's almost like you've stepped
into another world.
- Battle: None
- Scan: Barrel Bomb (scan/on ground), Blasting Barrel
Haochy Soul (metalize tablet/Req: Haochy Soul)
- Exits: Back Alleys/down
- Extra Info:
-
Explore (3):
Top left, diagram map below window (face up at desk/window)
- Very complex figures.
Bottom right, 2 large crates under window (face down at crates)
- Bombs lay everywhere, with papers warning of flammability.
Top center, right of stacks of books (face up at diagrams)
- Some sort of blueprint. Titled "Haochy Soul."
(Come back with the right Metalize!)
- Get Haochy Soul and come back to get Blasting Barrel
Haochy Soul
- This blueprint explains how to strengthen Haochy Soul!
Abandoned House (Inside)
------------------------
- Description:
- An abandoned house. Empty for years, it is covered
with a layer of dust, as though it has been untouched
all these years.
A Kaleilan diplomat once lived here. He fought to keep
peace with the Waisen Empire, but was attacked, and his
entire family murdered. At the same time, the Waisen
Prince was reportedly assassinated in Rhoan. Thus war
seemed inevitable to happen.
- Battle: None
- Scan: None
- Exits: Abandoned House (outside)/down
- Extra Info:
-
Explore (3):
Center left, Bookshelf (face left at bookshelf)
- Whoever lived here last must've enjoyed reading ...
Top center, Bed (face up under bed)
- Faded and covered in dust, it must not have moved for years.
Center right, Bookshelf (face right at bookshelf)
- Full of books of every genre, many on the Waisen Empire.
Fana's House 1F
---------------
- Description:
- 1F of Fana and Helen's home. Helen is always cleaning
and bringing in Fana's guests. The table in the middle
was made by Fana's father so it is deeply cared for.
- Battle: None
- Scan: Fruit Juice (metalize tablet), Bread (scan/on table)
- Exits: Fana's House 2F/upstairs, Center of Town/down (out)
- Extra Info:
- The Fruit Juice metalize tablet appears when the house
is fully explored
- Meet Helen (Fana's grandma)
- Cutscene will auto-play when you first enter
- Go upstairs to see Fana often to trigger other
cutscenes when you come down (like the Bread/letters)
Explore (3):
Center left, small shelves & chair (face left at desk)
- Illustrations of varied scenery adorn the shelves.
Top left, grandfather clock (face up under clock)
- This clock is permanently stuck at 2:22.
Top right, pot on wood oven (face up at pot)
- A tidy and orderly kitchen. Also has a great view
of outdoors.
Fana's House 2F
---------------
- Description:
- Fana's room. Because she spends most of her time in bed,
there are books everywhere. She loves to read about
travel, and daydream about the outside.
- Battle: None
- Scan: None
- Exits: Fana's House 1F/down
- Extra Info:
- Meet Fana on the 2nd floor
Explore (3):
Top right, small dresser (face up under dresser)
- Pictures of Fana's family. You can see her parents
among them.
Top left, grandfather clock (face up at clock)
- This clock is permanently stuck at 4:00 pm.
Top left, corner bookshelf (face up at bookshelf)
- Filled with picture books.
Kamui's House
-------------
- Description:
- The poet Kamui's house. Books on pressed flowers fill
every bookshelf. The large clock on the wall was from
his grandfather, so he winds it up every morning. It's
off 24 minutes.
- Battle: None
- Scan: Medicine Plant (metalize tablet)
- Exits: Center of Town/down
- Extra Info:
- The Medicine Plant metalize tablet will appear when you fully
explore Kamui's house
- Although Kamui lives here, he is found standing just outside his
house (Center of Town map)
- Kamui will identify any flowers you have found and shown him and
he will give you the following (no tablets appear/just given)
- 10 flowers = Pancake (metalize recipe), takes until beat Amorphes
- 20 flowers = Master's Sash (metalize recipe), takes until Tournament
- 30 flowers = Every flower in game = Desert Flower (metalize recipe),
Takes until beat bosses at Hidden Meia
Explore (4):
Lower left, grandfather clock (face up under clock)
- An elegant old grandfather clock. Seems to be behind a few minutes.
Top left, large bookshelf (face up under bookshelf)
- Each book is filled with pressed flowers and intense poems.
Top center, desk (face up under desk)
- An unfinished poem. Better not read it yet.
Bottom right, bookshelf (face right at bookshelf)
- Each book is filled with pressed flowers and beautiful poems.
Romaioni's House 1F
-------------------
- Description:
- Romaioni and Francesca's home. Their desks are
littered with books about making money. Romaioni
sleeps on the left, and Francesca on the right.
- Battle: None
- Scan: None
- Exits: Center of Town/down, Romaioni's House 2F/up
- Extra Info:
- Meet Francesca (Ramaioni's sister) for the first time
here
- Later, you will find her in Center of Town in front
of the stands running a scam ... I mean ... shop with
her brother
Explore (3):
Bottom left, desk (face left at desk)
- Covered in books on how to make good money.
Top left, small safe box (face up under safe)
- A safe just sitting there.
Top right, desk (face right at desk)
- Money-making lesson #1: "Time is money"
Romaioni's House 2F
-------------------
- Description:
- 2F of Romaioni's house. A large vault fills most
of it, while iron covers the walls. The thick
door is never closed, as the two like to see
their treasure.
- Battle: None
- Scan: Antique Doll (metalize tablet)
- Exits: Romaioni's House 1F/down
- Extra Info:
-
Explore (3):
Bottom left, smaller stacks of coins (face down at coins)
- Should you really be in here?
Lower left, stacks of gold bars (face left at bars)
- !!!!!!!!! These are all real!
Upper left, huge black vault (face up under vault)
- A giant metal safe. Must be full of something great!
Mayor's House 1F
----------------
- Description:
- Mayor Georg's house. As an Elf, his home is filled with
highbrow literature, and everything has an air of
refinement.
- Battle: None (unless you count the Quizzes, lol)
- Scan:
- Exits: Road to Castle/down, Mayor Georg's House 2F/up
- Extra Info:
- Mayor Georg will hold 4 Quiz Challenges here
- Hope you have been paying attention, lol
- See Quiz section
- You will also receive metalize recipes from Mayor
Georg based on your Judgment Link achievements so
keep occassionally checking back with him
Explore (3):
Center left, desk (bottom corner/face left at desk)
- A half-written book. Seems to be Georg's autobiography.
Top left, large bookshelf (face up under bookshelf)
- Full of books on Rhoan's history.
Center, Crest of Arms shield on wall (face up under shield)
- This sword and shield on the wall must have Georg's family crest.
Mayor's House 2F
----------------
- Description:
- 2F of Mayor Georg's home. Some say he has a magic circle
that connects it to the Frannelle throne room. That's why
he only allows those he trusts in here.
(... or thrusts person in there, Arrest him!, lol)
- Battle: None
- Scan: Holy King Xenoncross (Come Back Metalize/Req: Xenoncross)
- Exits: Mayor Georg's House 1F/down, King's Quarters/up (transport)
- Extra Info:
- Mayor's 2F is unblocked when Quiz 2 is available
(Req: Mayor 2000+ affection AND point in storyline)
Explore (3):
Center right, large bookshelf (face right at bookshelf)
- Full of hard to read books, all written in Elvish.
Top right, dressing table/vanity (face up at vanity)
- A dressing table. Great care was taken in its appearance.
Top left, glowing transport ring (face up under transport)
- The glow from this magic square heals the entire body ...
- Inch up under the transport but don't get pulled in, lol
Vis' House (Inside)
-------------------
- Description:
- The home of self-proclaimed playboy-grampa Vis. For always
talking about being popular, his home is quite empty.
Perhaps a reflection of his true self.
- Battle: None
- Scan: Cookie (scan/on table)
- Exits: Vis' House (outside)/down
- Extra Info:
- A lot of people miss the Cookie, so make sure to scan it. It is
inside Vis' House on the table.
- You can usually find Vis standing outside his house
- Talk to Vis to unlock the gift-giving/affection option
- Now you can give gifts to people if it shows in their menu
when you talk to them
Explore (3):
Center left, large bookshelf (face left at bookshelf)
- More! Vol. 12 of Popular People: "Best Dating Spots Edition!"
Center right, large standing mirror (face right at mirror)
- A glistening mirror, you can imagine Vis staring at himself
for hours.
Bottom right, small bookshelf (face right at bookshelf)
- More! Vol. 6 of Popular People: "Message of Love Edition!"
Training Hall
-------------
- Description:
- Gustav's training hall has 100 students. Stone flooring
endures the abuse.
- Battle: None, training is down the hall
- Scan: Judgment Onikiri (metalize tablet/Req: Onikiri)
- Exits: Training Hall Road/down, Training Hall Underground
Space 1/up
- Extra Info:
- Meet Gustav here for the first time
- Get a cutscene
- "Meet him at the end" to see if you are tough enough
- This allows you to do the Training Hall dungeon rooms
- See Underground Training Spaces 1-10 (dungeon room maps)
- If you beat him at the end then you will learn the
Hurricane Spin (hold down button weapon is equipped on
to spin and press B button to stop spinning early)
- You will also gain a heal pot in Underground Training
Space 10
- You can use this to replenish both HP & MP - great for
gift-giving MP replenishing
- Make sure that you come back after the dungeon fight to
scan him because you won't be able to interact with him
until then
- Talk to Gustav when the castle is recruiting soldiers
for the war. Gustav will inform you that you need a shield.
- Cutscene: Duran/Training for 10 year Tournament
- Walk in to see Duran training with a sword (Impressive!)
- Hey, Goldie! How's it going?
- What, this thing? Pretty cool, huh?
- I pick new ones every day!
- Choice: [It looks cool OR ...] (I chose: It looks cool)
- Right? I think they look great on me. (I nod)
- But I need to work harder so that they'll really suit me.
- Speaking of which, I still have training to get back to.
- Just don't tell anyone that I am training.
- Cutscene ends putting you in front of your house.
- Go into Duran's house and talk to him
- You'll also be in the tournament? If we do battle,
I won't give up!
- Walk out of Duran's House and get a cutscene
- (I said I'd never lose to anyone, but ... I just
can't beat her.)
- So, their affection determines how hard they fight?
- Also, faint love hearts are floating behind him so
is this an affection event as well?
Explore (3):
Center right, armor suit on stand (face right at armor)
- Worn-out training gear. You can smell from afar.
Center left, sword display cases (face left at displays)
- Training swords lay everywhere. The tips are blunt for safety.
Bottom right, hanging training log (face down on top of training log)
- Words written on the training log: "Onikiri, judge the wicked!"
- Come back with Onikiri to get Judgment Onikiri
==============================
Training Hall Dungeon (Gustav)
==============================
Swordsman's Domain
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4
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3/
|
12 2
| |
11 1
| |
TH
Training Hall Dungeon
Boss: Twin Blade Gustav
TH = Training Hall
Note: 11 & 12 (Big Key needed)
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
- Training Hall Dungeon
- Underground Training Space 1-12
- Swordsman's Domain
- Areas to Return to:
- UTH Space 9: (once learn Judgment Link/Grana Plains 8/Duran)
- UTH Space 11: (once get Big Key/Prison/Witch's Desert Palace)
- UTH Space 12: (once get Big Key/Prison/Witch's Desert Palace)
- Items:
- Swordsman's Doman: Hurricane Spin move (if beat boss)
- UTH Space 3: Opens Space 5 (Req: Gold Score)
- UTH Space 4: Katana (scan/on ground/Req: Gold Score)
- UTH Space 5: Scimitar (metalize tablet/Req: Gold Score)
- UTH Space 11: Cresent Scimitar (metalize tablet)
- Special Enemies:
- Swordsman's Domain: Twin-Blades Gustav (Boss Battle)
- Heal Pot:
- Underground Training Hall Space 10 (Req: light torches)
- Heal Pots will completely restore your HP & MP
- You can also rest in your home to gain some HP & MP
- Info
- Pull up dungeon room map (current location) and tap
on it to get option to repeat the dungeon room
- Tap on colored bookmarks to summon/call a spirit to
use its spirit magic (attack). Open book/by index on top
you will see colored bookmarks, tap on one. If you have
moved the bookmark to another page, then (Index/Characters/
Spirits).
- You don't have to get a gold score to pass a room/space.
You only have to complete the main goal listed. Any
additional goals listed give you extra points. Some rooms
do require a gold score for a certain items or another
hidden room to appear.
- Any goal requiring you to "fight with [requirement]" means
that you have to kill at least one enemy using the weapon,
not just hit them with the weapon
- Space = Room (game uses the word Space instead of Room)
- UTHS = Underground Training Hall Space (room number follows)
- UTHS 1-10 branch off of main Training Hall entrance
room/right
- UTHS 11 and UTHs 12 branch off of main Training Hall
entrance room/left (need Big Key)
Underground Training Hall Space 1
---------------------------------
- Main Goal: Flip All The Switches
- Medal: 1500 gold/1300 silver/1000 bronze
- Time: 40:00 sec
- Time Points: 1 sec x 40
- Times Damage Bonus: 50
- Item for Gold Score: None
- Exits: Training Hall/down, UTHS 1
- Solution: Run into the middle of the 3 pole switches and summon
Rempo, or you can equip a fire weapon and hit them individually
Underground Training Hall Space 2
---------------------------------
- Main Goal: Defeat All The Enemies
- Adtl Goal: Fight With Alloy Weapons!: 500
- Medal: 1500 gold/1300 silver/1000 bronze
- Time: 30:00 sec
- Time Points: 1 sec x 40
- Times Damage Bonus: 400
- Item for Gold Score: None
- Exits: UTHS 1/down, UTHS 3/up
- Solution: Equip alloy weapon (Iron/Copper codes), run in and scan the
Wood Bone, take off its codes, put Illness codes on the Wood Bone. Now it
is easier to kill. Make sure to kill one completely with an alloy
weapon to get the additional bonus.
Underground Training Hall Space 3
---------------------------------
- Main Goal: Flip All The Switches
- Adtl Goal: Break Boxes!: 1 boxes x 100 (2) = 200
- Medal: 1500 gold/1300 silver/1000 bronze
- Time: 40:00 sec
- Time Points: 1 sec x 40
- Times Damage Bonus: 50
- Item for Gold Score: Opens hidden dungeon Space 5
- Exits: UTHS 2/down, UTHS 4/up, UTHS 5/upper right
- Solution: Run to top left, hit pole switch, run to
the box near ledge on right, summon Rempo - both
doors will open if get gold score - you can do
UTHS 5 now or come back to it, it will stay open
Underground Training Hall Space 4
---------------------------------
- Main Goal: Destroy All The Targets!
- Adtl Goal: Break Boxes!: 1 boxes x 60 (13) = 780
- Medal: 1500 gold/1300 silver/1000 bronze
- Time: 40:00 sec
- Time Points: 1 sec x 40
- Times Damage Bonus: 50
- Item for Gold Score: Katana (scan/on ground)
- Exits: UTHS 3/down, UTHS 6/up
- Solution: Notice where boxes drop so you can break them
quickly, they follow a pattern, also you can summon
Rempo on the last or first box saving you running time
- Extra time = extra points on score
Underground Training Hall Space 5
---------------------------------
- Main Goal: Beat All The Enemies!
- Adtl Goal: Beat All w/ Charged Attack!: 500
- Medal: 1500 gold/1300 silver/1000 bronze
- Time: 30:00 sec
- Time Points: 1 sec x 40
- Times Damage Bonus: 400
- Item for Gold Score: Scimitar (metalize tablet)
- Exits: UTHS 3/down
- Extra Info:
- You can get this room open the first time through this dungeon but
you have to get a gold score in Space 3 (Hard but not impossible)
</pre><pre id="faqspan-3">
- Solution: Scan Mul, take off their codes, put Illness code on Mul, attack
them as fast as you can, helps to attack them right as they spawn
- Note:
- Side info on map says bonus is for "combo attack":
- Equip weapons in both hands and hit alternating hands (x/y) to do
a combo attack
- But in-game bonus credit goes for "charge attack":
- Hold down button used to equip weapon, hear a charge sound, release
- Example: Hurricane Spin (learned by beating Swordsman's Domain)
Underground Training Hall Space 6
---------------------------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Beat All The Enemies!: 500
- Medal: 1500 gold/1300 silver/1000 bronze
- Time: 50:00 sec
- Time Points: 1 sec x 40
- Times Damage Bonus: 400
- Item for Gold Score: None
- Exits: UTHS 5/down, UTHS 7/up
- Solution: Hit the 5 Wood Bones before you hit the last
pole switch, if you hit the last switch before killing
the last Wood Bone then you won't get the enemy bonus,
you can call Rempo on the last switch and Wood Bone to
save time, keep count
Underground Training Hall Space 7
---------------------------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 5 Evasion Moves!: 200
- Medal: 1500 gold/1300 silver/1000 bronze
- Time: 40:00 sec
- Time Points: 1 sec x 40
- Times Damage Bonus: 400
- Item for Gold Score: None
- Exits: UTHS 6/down, UTHS 8/up
- Solution: Just make sure you do 5 evasion moves
(shoulder button rolls) as you kill the 5 Wood Bones,
you can also just do 5 rolls and then go kill the
Wood Bones but they are trying to teach you that
rolling is sometimes faster for traveling and
getting out of the way of enemies
Underground Training Hall Space 8
---------------------------------
- Main Goal: Destroy All Targets!
- Adtl Goal: Clear Stage W/out Any Kills: 500
- Medal: 1500 gold/1300 silver/1000 bronze
- Time: 30:00
- Time Points: 1 sec x 40
- Times Damage Bonus: 400
- Item for Gold Score: None
- Cutscene: Rempo says kill enemies
- Exits: UTHS 7/down, UTHS 9/up
- Solution: Break all the boxes without killing any enemies,
you can hit them but don't kill them (you could put codes on
them to make them super strong or just avoid them), do not
summon Rempo or you will kill them, win when all boxes are
broken
Underground Training Hall Space 9
---------------------------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: 10+ Toss-ups!: 500
- Medal: 1500 gold/1300 silver/1000 bronze
- Time: 30:00 sec
- Time Points: 1 sec x 40
- Times Damage Bonus: 400
- Item for Gold Score: None
- Exits: UTHS 8/down, UTHS 10/up
- Solution: You can't get the bonus because you don't
know the Judgment Link move yet, you will learn it
soon, so just kill the Living Spikes quickly, don't
touch the rolling iron spike balls - come back and
gold score this one after learning Judgment Link.
Underground Training Hall Space 10
----------------------------------
- Main Goal: Light All The Torches!
- Adtl Goal: Clear W/out Using Any Weapons!: 500
- Medal: 1500 gold/1300 silver/1000 bronze
- Time: 30:00
- Time Points: 1 sec x 40
- Times Damage Bonus: 50
- Item for Gold Score: None
- Cutscene: Rempo says to hit the torches
- Do NOT listen to him or no bonus
- Instead use him as the weapon, summon him, lol
- Exits: UTHS 9/down, Swordsman's Domain/up
- Solution: Get close and in the middle of two torches
and summon Rempo, Heal Pot appears!!!
- Now you go up into Swordsman's Domain and beat Gustav
- After you beat Site of Cyril Dungeon (much later) then
you can come back with the Big Key and do UTHS 11 & 12
Underground Training Hall Space 11
----------------------------------
- Need Big Key (with 3 squares of Light codes on it)
- Open door to left of Gustav in Training Hall (main room)
- Main Goal: Flip All The Switches!
- Adtl Goal: Fight With Avanium Weapons!: 500
- Adtl Goal: Beat All Enemies! - 300
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 1:30
- Time Points: 1 sec x 20
- Times Damage Bonus: 400
- Item for Gold Score: Cresent Scimitar (metalize tablet)
- Exits: Training Hall/down, UTHS 12 up
- Solution: Equip one Avanium (6+ gold) weapon, and a hammer
(flying over gaps and pounding), go in, cut rope on left,
hammer over gap, kill the enemy generator square, then
any leftover Wood Bones, then pound the top right iron
button switch flat
Underground Training Hall Space 12
----------------------------------
- Need Big Key (with 3 squares of Light codes on it)
- Open door to left of Gustav in Training Hall (main room)
- Main Goal: Light All The Torches!
- Adtl Goal: Scan All Metalizes!: 500
- Adtl Goal: Fight With Iron Weapons - 300
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 1:20
- Time Points: 1 sec x 20
- Times Damage Bonus: 400
- Item for Gold Score: None
- Exits: UTHS 11/down
- Solution: Equip one Iron (2-4 iron codes) weapon,
go in, scan left metalize, kill one Living Spike
with Iron weapon, cross gap (using the platform
is just as fast as hammer if you time it right),
scan other metalize, immediately call Rempo - So,
scan, kill, cross, scan, summon Rempo.
- The trick is you don't have to worry about the
two torches because Rempo can light them both
from the middle of the room - If Rempo can't
light them both at the same time then make
sure he has at least 3000 points.
Swordsman's Domain
------------------
- Description:
- A secret training space beneath the training hall.
Used only for the special sword techniques. Gustav
decides who may enter.
- No exploration (but boss battle takes place here)
- Twin Blade Gustav (Boss Battle)
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 10 minutes
- Times Damage Bonus: 1000
- Get: Hurricane Spin move (when win)
- Exits: UTHS 10/down
- Solution: Equip weapons in both hands (x and y), alternate repeatedly
hitting him when he is not using his hurricane move. When he uses his
hurricane move then run out of his way diagonally. Once you beat him
and get his Hurricane Spin move then you can use it on him to get a
gold score.
- Extra Info:
- There is a Big Key door in the Training Hall main room that leads
to UTHS 11 & 12. To get the Big Key you will have to beat the boss
of the Site of Cyril dungeon (Torsol) in Samiad and meet Witch Ellie
in the Witch's Desert Palace Prison. (When exit Guardian's Domain
then you will get a cutscene where you are thrown into Prison)
==============================
Witch's Hidden Dungeon (Nanai)
==============================
NH
|
7 (Helmet/Explore)
|
6
|
5
|
4
|
3
|
2
|
1 (Heal/Explore)
|
NH/warp
Witch's Hidden Dungeon
Boss: None (Nanai)
NH = Nanai's House 1F
Question: How do we get back in?
Answer: Late in the game with Map Warp
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Witch's Hidden Dungeon
- Witch's Hidden Rooms 1-7
- Areas to Return to:
- You can get a gold score on all rooms the first time through
(Room 6 is hardest but not impossible)
- Witch's Hidden Room 1 (explore)
- Witch's Hidden Room 6 (repeat for gold score, if needed)
- Witch's Hidden Room 7 (explore)
- Items:
- Witch's Hidden Room 7: Helmet (scan/on ground)
- Special Enemies:
- None
- Heal Pot:
- Witches Hidden Room 1: Break pots and boxes to restore HP & MP
- Info
- Pull up dungeon room map (current location) and tap
on it to get option to repeat the current dungeon room
- Step on the yellow transport air step to get out of
the dungeon at the end
- You will need to refill your HP and MP by running back
to Witch's Hidden Room 1 many times before reaching the
end if summoning Rempo a lot. Careful of the gaps!
- Towards the end of the game then you can access this
dungeon again by using Map Warp and you will be stronger
with better weapons. So later this dungeon will be a piece
of Dorothean cake. Early in the game you can still get a
gold score in every room if you try hard.
- WH = Witch's Hidden Room/number
Witch's Hidden Room 1
---------------------
- Description:
- A dungeon built under Nanai's house. It takes considerable
effort to get out once you're in.
- Battle: None
- Scan: None
- Exits: WH 2/up
- Extra Info:
Healing:
- Heal boxes and vases are located here for HP & MP restore
- Vases or Pots give MP
- Boxes give HP
Access to the Dungeon:
- The first time you enter this dungeon will be early in the
game when Nanai trips a trap door under you.
- You will not be able to get back into here until very late
in the game
- So do your exploring and gold medaling the first time through
this dungeon unless you want to wait almost the whole game
to get back in
- After Nanai drops you in the first time, then all other times
you will have to use Map Warp to warp into the dungeon
Leaving the Dungeon:
- The first time that you leave the dungeon then a cutscene
will automatically trigger so you won't know where the
dungeon exits out to.
- After you gain Map Warp and go through the dungeon again,
then you will see that the dungeon exits out to Nanai's
House 1F. You will be standing on her inside stairs.
Explore (5):
Top left, corner room column (face left at corner/column)
- Only part of it is polished.
Top right, corner room column (face right at corner/column)
- Something that looks like words is carved into it.
Bottom right, corner room column (face right at corner/column)
- There's evidence of carvings.
Bottom left, corner room column (face left at corner/column)
- There's something in the pillar! Oh, it's just your face ...
Center, exact center of the room (face any direction)
- You found a glowing stone. Who dropped it here?
Witch's Hidden Room 2
---------------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Break Boxes!: 1 boxes x 100 (2): 200
- Medal: 1500 gold/1300 silver/1000 bronze
- Time: 45:00
- Time Points: 1 sec x 40
- Times Damage Bonus: 50
- Item for Gold Score: None
- Exits: WH 1/down, WH 3/up
- Solution: Wooden floor with pole switch, gap with moving
platform, wooden floor with 2 wood boxes
- Run up and hit pole switch which trigger another pole
switch to appear on the other side, get on the moving
platform and summon Rempo to destroy the 2 boxes and
other pole switch
Witch's Hidden Room 3
---------------------
- Main Goal: Flip All The Switches!
- Medal: 1500 gold/1300 silver/1000 bronze
- Time: 50:00
- Time Points: 1 sec x 40
- Times Damage Bonus: 50
- Item for Gold Score: None
- Exits: WH 2/down, WH 4/up
- Solution: Wooden floor with green floor switch, gap with
moving platform, wooden floor on other side
- Run and step on left green floor switch, box falls, break it
- Repeat this for a total of 3 boxes
- Step on the green switch again to make last/4th box fall
- Do not run to break it, instead summon Rempo to break it
- This gives you time to get across on the moving platform
to step on the green floor switch that appears on the
other side
Witch's Hidden Room 4
---------------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Beat Fire-type Enemies!: 200
- Medal: 1500 gold/1300 silver/1000 bronze
- Time: 35:00
- Time Points: 1 sec x 40
- Times Damage Bonus: 400
- Item for Gold Score: None
- Exits: WH 3/down, WH 5/up
- Solution: Solid wooden floor with 3 Muls to start,
Muls spawn two at a time, don't get hit
- Scan Mul, put a Fire code on Mul
- Summon Rempo to kill some and give you extra time
- Use your Sword Hurricane move to kill the rest or
make the Muls weak with Illness code for faster killing
Witch's Hidden Room 5
---------------------
- Main Goal: Destroy All The Targets!
- Medal: 1500 gold/1300 silver/1000 bronze
- Time: 50:00
- Time Points: 1 sec x 40
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: WH 4/down, WH 6/up
- Solution: Wooden floor with pole switch, gap with moving
platform, wooden floor
- Hit pole switch, drops 2 boxes, summon Rempo, cross to
other side, hit another pole switch that appeared, drops
3 boxes, summon Rempo again
Witch's Hidden Room 6
---------------------
- Main Goal: Light All The Torches!
- Adtl Goal: Use 5 Evasion Moves!: 500
- Medal: 1500 gold/1300 silver/1000 bronze
- Time: 30:00
- Time Points: 1 sec x 40
- Times Damage Bonus: 400
- Item for Gold Score: None
- Exits: WH 5/down, WH 7/up
- Solution: Wooden floor, gap with moving platform,
wooden floor
- Element Skulls will spawn, scan them and take off
any codes, roll 5 times at any point, you don't have
to be actually evading them, kill the 3 Element
Skulls, use Rempo if needed, cross the gap and stand
in the middle of the 2 torch holders that appear,
summon Rempo to light both torches
- You could also use a Fire weapon by putting a Fire
code on your weapon to light the torches by Rempo
is faster because time stops while he is summoned
- You will probably have to repeat this room a few
times to get the gold score. Timing of the moving
platform is the biggest factor in getting enough
extra time to get the gold.
Witch's Hidden Room 7
---------------------
- Description:
- This room connects to Nanai's home. She probably won't
tell you why it was built.
- Battle: None
- Scan: Helmet (scan/on ground)
- Exits: WH 6/down, Nanai's House 1F/up
- Extra Info:
- Use the silver air step to get up to the top ledge/floor
- Stepping on the yellow air step exits you from this room
and you won't be able to get back until near the end of
the game so finish up any exploring and gold medaling
before leaving.
- You might also want to go back to top off your HP and
MP in Witch's Hidden Room 1 and then come back here to
leave the dungeon.
Explore (3):
Top center, middle of top wall (face up at wall)
- Something's written here: "Magic ... book ..."
It's hard to read.
Center, helmet on ground (face any direction)
- A surprisingly new helmet.
Lower center, middle of bottom floor/below helmet (face any way)
- The floorboards are damaged. Better walk somewhere else.
@@@@@@@@@@@@@@@@
Frannelle Castle
@@@@@@@@@@@@@@@@
=============================
Frannelle Castle Area Summary
=============================
14
|
-----13------
/ \
/ 5 \
/ | \
/ -4- \
/ / \ \
/ / \ \
| 3-- 6--7 |
12--| \ / 15--16 Great Spear
| \ / | of Mastema
| 2 8 |
\ | | /
\ 1 | /
PCE \ | | /
| 11 | | 10 17
| | ^ | | |
| | | | | |
21 | | | | |
| -----------9--- |
20 ^ | 19
| | | |
------------------------18---
|
|
|
^
|
| ___________ MHF2
| | | T | | |
| PQ---| --- |---KQ*
| | - |
^ | |
| | Audience |
| | Chamber |
| |___________|
| |
^ |
| |
| | _
| | | |
| | -PD2|
GG* | | |
| CRM | DH PD1 |
| __|__-__|__ | |
CL-------| CM - CM |--CR | Main
| |_____-_____| | | Frannelle
| | - | | | Castle
| | | | |
CL-------| |--CR |
| | Hall | | |
| | | | |
| | | | |
CL-------| |--CR |
| | |
|___________| |
| |
E |
| |
IG |
| |
CG |
| |
RC* |
HM9--HM8 |
| |
-----HM5----- | C*
/ \ | |
/ D4-D5 \ | __3__4__6__GP1*
/ | \ | |
HM10 ---D3--- | D2 P--FHP--1---2-
| / \ ^ | | | |__5
| D6 |---|------D1* |
| | | | |
| | | | HM7 | Escape Routes
| | D8 PR | | | | &
HM12-| \| | / /-HM6 | Dungeon
| D9-D7--HM4--->--/ EA | &
| | | | | Hidden Meia
| | | ---HM16 |
| HM2-HM1* DE* | |
\ | | HM15 /
\ HM3 -----/-----------------/
\ /
-----HM11-----
|
HM13--HM14
Great Spear of Mastema (Great Spire)
CL = Corridor (Left)/Frannelle Castle
GG* = Kaleila Frannelle Castle Great Gate
PCE = Paradise at Cloud's End (Perkele)
* = Enter/Exit area connection
Note: Frannelle Castle Spire - circular
stairs with side rooms ending in the tip
of the spire at PCE (Boss Battle/Perkele).
GSM 9 and 18 are balconies.
Frannelle Castle (Main)
RC* = Road to Castle
CG = Castle Gates
IG = Inner Garden
E = Entrance (Frannelle)
CL = Corridor (Left)
CM = Corridor (Middle)
CR = Corridor (Right)
CRM = Council Room
DH = Dining Hall
GG* = Kaleila Frannelle Castle Great Gate/transport
GSM1 = Great Spear of Mastema 1 (up to GSM 21)
PCE = Paradise at Cloud's End (Perkele)
PQ = Princess' Quarters (Dorothea, Guri Guri)
KQ* = King's Quarters
AC = Audience Chamber (Xenonbart, Prince Valdo)
MHF2* = Mayor's House Floor 2
T = King Xenonbart's Throne
PD1 = Path to Dungeon 1
PD2 = Path to Dungeon 2
DE* = Dungeon Entrance (Frannelle Castle Dungeon)
* = Enter/Exit area connection
Escape Routes, Dungeon, Hidden Meia (Frannelle Castle)
P = Prison (Frannelle Castle)
C* = Cemetery
FHP = Fro's Hiding Place
GP1* = Grana Plains 1
DE* = Dungeon Entrance
D1* = Dungeon 1 (up to Dungeon 9)
D8 = Dungeon 8 is a cage/walk into it
PC = Prison (Cage) is a cage/walk into it
HM1* = Hidden Meia (up to Hidden Meia 16)
PD2* = Path to Dungeon 2/leads into main castle
-> = Under path/access from HM4
EA = Eternal Abyss (3 Boss Battles)
* = Enter/Exit area connection
- Total Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Frannelle Castle
- Castle Gates
- Inner Garden
- Entrance
- Hall
- Corridor (Left/vertical)
- Corridor (Middle/horizontal)
- Corridor (Right/vertical
- Great Gate (Kaleila Frannelle Castle)
- Council Room
- Dining Hall
- Path to Dungeon 1
- Path to Dungeon 2
- Audience Chamber
- Princess' Quarters
- King's Quarters
Fro/Escape Routes
- Fro's Hiding Place
- Escape Route 1-6
Frannelle Dungeon
- Prison (Frannelle)
- Prison (Cage)
- Dungeon Entrance
- Dungeon 1-9
Hidden Meia Dungeon
- Hidden Meia 1-16
- Eternal Abyss (Kullervo)
Great Spire/Spear
- Great Spear of Mastema 1-21
- Paradise at Cloud's End
- Areas to Return to:
- Corridor (Left) (when guard moves/for last explore spot)
- Escape Route 6 (after get Small Key/Cemetery/Rhoan Town)
- All Escape Route maps starting Chapter 11 (New monsters)
- Hidden Meia 14 (to get Brute General Sword)
- End Boss Room (to re-complete with Gold Score/Creation Genesis)
- Great Spear of Mastema 8 (if jewel storage 9999)
- Great Spear of Mastema 10 (once regain a spirit/bonus goal)
- Great Spear of Mastema 11 (if jewel storage 9999)
- Great Spear of Mastema 13 (once regain a spirit/bonus goal)
- Great Spear of Mastema 17 (if jewel storage 9999)
- Items:
- Inner Garden: Fury Plant (scan/flower)
- Council Room: MP increaser (metalize tablet)
- Council Room: Breastplate (scan/on upper desk)
- Dining Hall: Cream Cake (green metalize/Req: Fro sidequest)
- Princess' Quarters: Wicked Waiselgand (Req: Waiselgand)
- King's Quarters: Holy King Xenoncross (Req: Xenoncross)
- Escape Route 5: Hat (scan/on ground)
- Escape Route 5: King's Crown (green metalize tablet)
- Dungeon 2: HP/MP increaser (green metalize tablet),
Xenoncross (metalize tablet/Req: Xenoncross sidequest)
- Dungeon 8: Hecatonchires (brown metalize tablet/slider/gold)
- Prison (Cage): Flash Grass (flower/scan)
- Dungeon 9: Bewitching Muramusa (red metalize tablet/slider/gold)
- Hidden Meia 2: Thor's Mjollnir (red metalize tablet/slider/gold)
- Hidden Meia 3: Diaorchid (flower/scan)
- Hidden Meia 7: MP increaser (metalize tablet)
- Hidden Meia 9: HP increaser (red metalize tablet)
- Hidden Meia 12: Legendary Armor (green metalize tablet/slider)
- Hidden Meia 14: Golden Plant (flower/scan)
Brute General Sword (Req: General Sword)
- Eternal Abyss: Genesis (metalize tablet/Your Beginning Sword!)
- Eternal Abyss: Creation Genesis (metalize/Req: Gold Score)
- GSM 3: Cyclops (tan metalize tablet/slider/Req: Gold Score)
- GSM 5: Spirit Seal (green metalize tablet/slider/Req: Gold Score)
- GSM 7: Hauteclaire (green metalize tablet/slider/Req: Gold Score)
- GSM 10: Excalibur (tan metalize tablet/slider/Req: Gold Score)
- GSM 12: Sturdy Shield Spartan Guard (metalize tablet/Req: Gold Score)
- GSM 14: Darkness Rapier Assassin Dagger (metalize tablet/Req: Gold)
- GSM 16: Tomahawk (metalize tablet/Req: Gold Score)
- GSM 18: Twinkler (scan/flower)
- GSM 19: Mjollnir (metalize tablet/slider/Req: Gold Score)
- Paradise at Cloud's End: HP increaser (gold metalize tablet),
Demon Wings(green metalize tablet)
- Special Enemies:
- Escape Route 2: Invincible Plazma Gazer (unlock with 6+ Shadow)
- Escape Route 5: Invincible Kaleila Rebel (unlock with 6+ Freedom)
- Dungeon 3: Invincible Sargatanas (unlock with 6+ Light)
- Hidden Meia 16: Imperial Prime Minister Werman (Boss Battle)
- Hidden Meia 16: Prince of Darkness Valdo (Boss Battle)
- Hidden Meia 16: Demon Lord Kullvero (Boss Battle)
- Paradise at Cloud's End: Lightning Dragon Perkele (Boss Battle)
- Heal Pot:
- Hidden Meia 16 has a Heal Pot
- Great Spear of Mastema 21 has a Heal Pot
- Fro's escape routes have boxes and vases to break
- Dungeon 1 has a box to break
- You can also:
- Bounce monsters
- Use Anwar or Sandy Anwar sword
- Returns MP when used
- Info
- This is a huge area, most of which is underground.
It consists of the actual castle which includes
the castle grounds outside and also the interior
of the main castle. There is a hidden part of the
castle going up the endless Great Spire into the
clouds. There is also huge hidden dungeons under
the castle which consists of the Frannelle dungeons
and the Hidden Meia dungeons. Fro also has his
hidden escape route under the castle which leads
up into the castle, out into the cemetery, and also
out to Grana Plains. Hidden very deep at the bottom
of all the dungeons, Kullervo is waiting to meet you ...
================
Frannelle Castle
================
___________ MHF2
| | T | | |
PQ---| --- |---KQ*
| - |
| |
| Audience |
| Chamber |
|___________| D2 FHP*
PCE | | |
| | D3*----D1--P
GSM21 | |
^ | DE
| | |
GSM1 | --PD2
| | |
GG* CRM | DH PD1
| __|__-__|__ |
CL--| CM - CM |--CR
| |_____-_____| |
| | - | |
| | | |
CL--| |--CR
| | Hall | |
| | | |
| | | |
CL--| |--CR
| |
|___________|
|
E
|
IG
|
CG
|
RC*
Frannelle Castle
RC* = Road to Castle
CG = Castle Gates
IG = Inner Garden
E = Entrance (Frannelle)
CL = Corridor (Left)
CM = Corridor (Middle)
CR = Corridor (Right)
CRM = Council Room
DH = Dining Hall
GG* = Kaleila Frannelle Castle Great Gate
GSM1 = Great Spear of Mastema 1 (up to GSM 21)
PCE = Paradise at Cloud's End (Perkele)
PQ = Princess' Quarters (Dorothea, Guri Guri)
KQ* = King's Quarters
AC = Audience Chamber (Xenonbart, Prince Valdo)
MHF2* = Mayor's House Floor 2
T = King Xenonbart's Throne
PD1 = Path to Dungeon 1
PD2 = Path to Dungeon 2
DE = Dungeon Entrance (Frannelle Castle Dungeon)
* = Enter/Exit area connection
Small portion of Dungeons added for navigation:
- This is the only portion of the "Dungeons" that
the royal family knows about and conciders part
of the main castle
D1 = Dungeon 1 (Frannelle Castle)
D2 = Dungeon 2 (Frannelle Castle)
D3* = Dungeon 3 (Frannelle Castle)
P = Prision (Frannelle Castle)
FHP* = Fro's Hiding Place
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Frannelle Castle
- Castle Gates
- Inner Garden
- Entrance
- Hall
- Corridor (Left/vertical)
- Corridor (Middle/horizontal)
- Corridor (Right/vertical
- Great Gate (Kaleila Frannelle Castle)
- Council Room
- Dining Hall
- Path to Dungeon 1
- Path to Dungeon 2
- Audience Chamber
- Princess' Quarters
- King's Quarters
- Areas to Return to:
- Corridor (Left) (when guard moves/for last explore spot)
- Items:
- Inner Garden: Fury Plant (scan/flower)
- Council Room: MP increaser (metalize tablet)
- Council Room: Breastplate (scan/on upper desk)
- Dining Hall: Cream Cake (green metalize/Req: Fro sidequest)
- Princess' Quarters: Wicked Waiselgand (Req: Waiselgand)
- King's Quarters: Holy King Xenoncross (Req: Xenoncross)
- Special Enemies:
- None
- Heal Pot:
- None
- Info
- This is the main part of the castle. There are royal red
carpets and shiny polished floors. Great pillars hold up
the ceiling of many massive rooms. The king, princess,
and Guri Guri live here. There are many soldiers and maids.
The royal family has no idea what lies above or below them.
The king will stop at nothing to honor the glory and fame
of his kingdom ... so don't get in his way or you may feel
his wrath, lol.
- Play the Zeno-9 Card Mini-game with the maid in Entrance.
Must have done the Future Vision: Maids On Strike, to play.
Castle Gates (Frannelle)
------------------------
- Description:
- The royal Kaleilan castle. High above Rhoan Town, a lone
spire rises from the castle's center. No one knows who
first built the tower, nor what or who dwells within.
- Battle: None
- Scan: None
- Exits: Road to Castle/down, Inner Garden/up
- Extra Info:
- In the beginning a guard will block you from entering into
Frannelle Castle Gates
Explore (3):
Bottom left, inside of arch (face left on inside of arch)
- Frannelle's castle gates. Built to last.
Center left, drawbridge left edge (face left on edge of bridge)
- A drawbridge bridge leading from the castle to town. Raised
every night.
Center right, drawbridge right edge (face right on edge of bridge)
- You can see a small mote beneath, filled with small fish.
Inner Garden
------------
- Description:
- The beautiful indoor garden of Frannelle Castle. You can
tell the flowers are well tended to. The castle servants
like to rest here.
- Battle: None
- Scan: Fury Plant (scan/flower)
- Exits: Castle Gates/down, Entrance (Frannelle Castle)/up
- Extra Info:
- Cutscene: Guri Guri/runaway cat/concludes with some
"comments" from Rempo and Ur, lol
Explore (5):
Bottom left, goddess statue (face left at statue)
- A statue of a goddess. Must be left-handed.
Bottom right, goddess statue (face right at statue)
- A statue of a goddess. Must be right-handed.
Center, front of fountain (face up under fountain)
- A beautiful fountain. Seems to cleanse one's feelings.
Top left, knight statue (face left at statue)
- A statue of a knight. Its mouth is creepy.
Top right, knight statue (face right at statue)
- A statue of a knight. Its eyes are creepy.
Entrance (Frannelle Castle)
---------------------------
- Description:
- Within the Frannelle entry hall. Its symmetry boasts true
artisan skill.
- Battle: None
- Scan: None
- Exits: Inner Garden/down, Hall/up,
never opens/left, never opens / right
- Extra Info:
- Zeno-9 Card Game can be played here
- Talk to the maid on the right
- Buy Zeno-9 Cards from Romaioni in Center of Town
Explore (4):
Center, middle of center carpet (face any direction)
- A carpet made with detailed skill. Frighteningly well-weaved.
Center right, small table with flowers (by maid, face any direction)
- Flowers decorate the hall, giving off a sweet scent.
Top left, large stand candle-holder (face up on left side of door)
- Shiny metal ornaments made with the best artisan skill.
Bottom left, couch (face left at couch)
- Made with the finest materials, it gives off a stifling feeling.
Hall (Frannelle Castle)
-----------------------
- Description:
- Great Hall. Long ago, dazzling dinner and dance parties were
held, but since then, those traditions have faded.
- Battle: None
- Scan: None
- Exits: Entrance/down, Corridor (Left/2 doors)/left,
Corridor (Right/2 doors)/right, Audience Chamber/up
- Extra Info:
- You can talk to the 2 guards here, but they don't say much
- It is a great place to practice your evasion rolls in
different directions, lol
Explore (4):
Bottom center, 1st pillar on left (by center carpet, face left)
- What a large pillar ... How on earth did they carry it in?
Center right, 3rd pillar up on right (by center carpet, face up)
- Twelve tall pillars surround the carpet in the center of the room.
Center, exact center of room (on center carpet, face any direction)
- A large chandelier hangs from above. Its beauty shows its high
caliber.
Top right, corner pillar (face up under pillar)
- Someone wrote on it: "Duran was here"
Corridor (Left/Vertical)
------------------------
- Description:
- Impressive corridors line both sides of the castle.
It's so long and wide, the maids complain it can take
half a day to clean!
- Battle: None
- Scan: None
- Exits: Hall (2 doors)/lower & middle right, Corridor (Middle)/top right,
Great Gate (Kaleila Frannelle Castle)/up
- Extra Info:
- There is a soldier who guards the Great Gate door on the upper end
of this corridor. He will move after you get the request to fight
the Lightning Dragon Perkele to save Ur.
- This same guard is also standing in front of a candle stand that
you need for your exploration completion. So when he moves then
go can complete the exploration, too.
Explore (4):
Bottom center, bottom edge of carpet (face any direction)
- With no visible seam, was this carpet made as one solid piece?
Bottom right, small table with flowers (end flowers, face any way)
- They must change the flowers every day. They're still new.
Center left, long couch (face left at couch)
- Part of it is worn away. Soldiers must've sat on them with armor on.
Top left, tall candle stand (face up under candle-stick holder)
- The metal-plated candlesticks could make good impromptu weapons.
- So close ... but, nope ... can't get to it until guard moves.
Come back when you get request to slay the Lightning Dragon
Corridor (Middle/Horizontal)
----------------------------
- Description:
- There are three major hallways on the first floor, used as
shortcuts to the back.
- Battle: None
- Scan: None
- Exits: Corridor (Left)/left, Corridor (Right)/right,
Council Room/upper left, Dining Hall/upper right
- Extra Info:
- There is no direct path leading into the Hall from this
corridor. This corridor instead leads to the left and
right corridors. These three corridors wrap around the
Hall.
Explore (4):
Bottom right, polished floor (below DH & flower & carpet, face right)
- The polished floor is like a mirror, reflecting the ceiling.
Top center, right wall arch by flower (face up under wall)
- Engraved with great detail, you can only marvel in wonder
Bottom left, Polished floor (below CRM & flower & carpet, face right)
- This crystal-clean floor is very reflective.
Top left, left wall inset by flower (face up under wall)
- The castle's inside walls are tiled with beautiful designs.
Corridor (Right/Vertical)
-------------------------
- Description:
- The carpet that covers this hall and the opposite were
made as one single piece. Some say it took over ten
people more than fifteen years to make it!
- Battle: None
- Scan: None
- Exits: Hall (2 doors)/lower & middle left, Corridor (Middle)/top left,
Path to Dungeon 1/up
- Extra Info:
- This leads to the dungeon paths, which lead to Fro's Escape Routes
to the right and the Hidden Miea dungeon (inter-twinded with
Frannelle's castle dungeon). Go up through the upper north door to
the right to begin your jouneys ... or sneak in the castle from
underground, hee hee.
Explore (3):
Bottom center, bottom edge of carpet (face right on carpet)
- Golden thread was used for the carpet borders.
Center, exact center of carpet (face right on carpet)
- Cut from a single piece, this work must've taken many hands.
Top center, top edge of carpet (face right on carpet)
- Not a single fray to be found, this carpet was very well made.
Great Gate (Kaleila Frannelle Castle)
-------------------------------------
- Description:
- This room houses the transporter to reach the Great
Spear of Mastema.
- The tower is higher than the clouds of Frannelle,
but no one remembers why it was built at all.
- Battle: None
- Scan: None
- Exits: Corridor (Left)/down, Great Spear of Mastema 1/up
- Extra Info:
- This is a well-guarded ornate room which leads up the
endless spire to the Great Spear of Mastema Dungeon.
As you enter, you notice the gorgeous blue marble entry
way. There are many ornate slender pillars complete with
scrollwork top arches. There are intricate patterns and
tile designs surrounding the large room. In the middle is
an earthen copper sculpture decoration with beautiful white
etchings. The room has not been used for ages. The back of
the room holds a long forgotten portal just waiting to be
stepped on. Are you brave enough?
Explore (3):
Top right, corner (face up or right at corner of room)
- A mouse hole. Clearly, people don't come here often.
Upper right, 1st small pillar right of sculpture (face up)
- Some pillars are starting to rot, Who knows how long
they'll hold.
Upper left, 1st large pillar left of sculpture (face up)
- Very dirty, and clearly hasn't been repaired for a while.
Council Room
------------
- Description:
- Strategists and soldiers used this conference room when the
castle was under siege.
- Some meetings were said to last all night!
- Battle: None
- Scan: MP increaser (metalize tablet/growth tablet),
Breastplate (scan/on upper desk)
- Exits: Corridor (Middle)/down
- Extra Info:
- Don't miss the breastplate in here ... and talk to
the guard, he's lonely guarding by himself, lol
Explore (3):
Top left, candle holder on table (face left at candle holder)
- A candelabrum, dirted with a little soot.
Top center, desk with breastplate (face up under the desk)
- A clean and tidy desk. There's not a speck of dust on it.
Bottom right, candle holder on table (face right)
- Only the middle candle is shorter. Did they only light
this one?
Dining Hall
-----------
- Description:
- The numerous tables and chairs were once a symbol of
Kaleila's past era of prosperity.
- Now there is no one to fill them.
- Battle: None
- Scan: Cream Cake (green metalize tablet)
- Exits: Corridor (Middle)/down
- Extra Info:
- All the king's men, never sat at the tables again
... so why IS the maid here? Ah, guarding the dishes
from Fro!
Explore (5):
Bottom left, plant (face down on top of the plant)
- These handmade flowers don't feel very real at all.
Center left, 4th chair up/straight up from plant (face left)
- This one's newer than the others. It must've been recently
swapped.
Bottom center, 1st chair on right (face right at chair)
- There are 16 chairs per table, making 64 chairs total.
Center right, 3rd chair down by maid's side (face right)
- For being dining room chairs, they didn't overlook a
single detail.
Top right, 1st chair down by wall (face left)
- The front right leg is worn away, making it rock.
Path to Dungeon 1
-----------------
- Description:
- It's not public knowledge that there's a dungeon
in Frannelle's basement that houses prisoners.
- The stone dungeon walls make it impossible to
dig a hole and escape.
- Battle: None
- Scan: None
- Exits: Corridor (Right)/down, Path to Dungeon 2/right
- Extra Info:
- You could hold a party in here and no one would
ever know ... except your guests, lol.
Explore (3):
Bottom right, 1st right couch up from bottom (face right)
- Places are rotted as if left unused for a long time.
Center left, 2nd left couch up from bottom (face left)
- Compared to the castle entrance, this part is filthy.
Top right, candle stand (face up under candle stand)
- Covered in dust, they must not clean this part.
Path to Dungeon 2
-----------------
- Description:
- Entrance to castle dungeon.
- Battle: None
- Scan: None
- Exits: Path to Dungeon 1/left, Dungeon Entrance/up
- Extra Info:
- A soldier guards the path but does not block it.
Explore (3):
Top left, rectangular wall inset (face up under wall)
- A thick relief buried in the wall.
Top center, door/get very close ... (face up under door)
- You sense a different air ahead.
Top right, arch wall inset (face up under wall)
- There's a small hole at the bottom of the wall --
probably from mice.
Audience Chamber
----------------
- Description:
- Where King Xenonbart has an audience with guests.
- He is an open-hearted King and accepts most visitors.
- That is why the room is built very open-feeling.
- Battle: None
- Scan: None
- Exits: Princess' Quarters/upper-left,
King's Quarters/upper right,
Never open?/lower-left,
Never open?/lower-right,
Hall/down
- Extra Info:
King Sidequests:
- King Xenonbart: solve the locust invasion
- King Xenonbart: find me Xenoncross (sealed beneath the castle)
Explore (5):
Upper left, 2nd pillar down/outer edge (face up under pillar)
- These pillars clearly are of higher caliber than the other rooms.
Top left, 2nd window left of throne (face up at curtain/window)
- The curtains fall precisely at the same angle.
Top center, king's throne (face up under throne)
- This is the throne where generations of Kaleila's kings have sat.
- You can't sit in it because it is not yours
Upper right, 1st pillar right of throne (face up under pillar)
- The pillars bear the kingdom's mark, not found in other rooms.
Top right, corner window (face up at window/curtain)
- The flawless curtains are a symbol of the ruling family.
Princess' Quarters
------------------
- Description:
- Princess Dorothea's private quarters.
- Despite her frail appearance, she's like a
bucking bronco when mad!
- This is the 28th bed she's had to replace.
- Battle: None
- Scan: Wicked Waiselgand (Req: Waiselgand)
- Exits: Audience Chamber/right
- Extra Info:
- Cutscene: Guri Guri is missing/runaway cat/(begins) - next to
Anwar (seen cat South of town)/next to Crossroads of the World
(Dorothea comes and gets him)
Explore (4):
Bottom right, plant (face right at plant)
- A vivid green plant, probably found in the nearby forest.
Center, Dorothea's bed (face left at bed)
- A queen-sized bed. It looks soft and inviting.
Center left, long furniture piece (face left)
- Has no sign of being used in a very long time.
Bottom left, round table (face up under table)
- A memo reads: "Prince Valdo's sword" "Deserving of the name
Waiselgand!"
- (Come back with the right Metalize!)
- Get Waiselgand and come back to get Wicked Waiselgand
King's Quarters
---------------
- Description:
- King Xenonbart's bedroom. It is modest compared to
his extravagant demeanor. He's rarely here.
- Battle: None
- Scan: Holy King Xenoncross (green metalize tablet/Req: Xenoncross)
- Exits: Audience Chamber/left, Mayor Georg's House 2F (transport)/down
- Extra Info:
-
Explore (3):
Center right, large bookshelf (face right at bookshelf)
- Stuffed with hard to read books.
Top center, king's bed (face up under bed)
- A king-sized bed. Who wouldn't like to sleep in that?
Lower center, desk (stand above writing feather, face down)
- Must be Xenonbart's journal. "If only I had the Xenoncross ..."
- (Come back with the right Metalize!)
- Get the Xenoncross and come back to get Holy King Xenoncross
- There's a postscript in his journal. "I've finally go the
Xenoncross! Now my name will live in infamy!"
================================================
Frannelle Castle Dungeon and Hidden Meia Dungeon
================================================
(Plus, Fro's Hiding Place and Escape Routes)
HM9--HM8
|
-----HM5-----
/ \
/ D4-D5 \ ___3__4__6__GP1*
/ | \ |
HM10 ---D3--- | D2 P---FHP--1--2--
| / \ ^ | | |___5
| D6 |---|------D1*
| | | |
| | | | HM7
| | D8 PR | | |
HM12-| \| | / /-HM6
| D9-D7--HM4--->--/ EA
| | | |
| | | ---HM16
| HM2-HM1* DE |
\ | | HM15
\ HM3 PD2* /
\ /
-----HM11-----
|
HM13--HM14
Escape Routes, Dungeon, Hidden Meia (Frannelle Castle)
P = Prison (Frannelle Castle)
FHP = Fro's Hiding Place
GP1* = Grana Plains 1
DE* = Dungeon Entrance
D1* = Dungeon 1 (up to Dungeon 9)
D8 = Dungeon 8 is a cage/walk into it
PC = Prison (Cage) is a cage/walk into it
HM1* = Hidden Meia (up to Hidden Meia 16)
PD2* = Path to Dungeon 2/leads into main castle
-> = Under path/access from HM4
EA = Eternal Abyss (3 Boss Battles)
* = Enter/Exit area connection
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Fro's Escape Route
- Fro's Hiding Place
- Escape Route 1-6
Frannelle Castle Dungeon
- Prison (Frannelle)
- Prison (Cage)
- Dungeon Entrance
- Dungeon 1-9
Hidden Meia Dungeon
- Hidden Meia 1-16
- Eternal Abyss
- Areas to Return to:
- All Escape Route maps starting Chapter 11 (New monsters)
- Hidden Meia 14 (to get Brute General Sword)
- End Boss Room (to re-complete with Gold Score/Creation Genesis)
- Items:
- Escape Route 5: Hat (scan/on ground)
- Escape Route 5: King's Crown (green metalize tablet)
- Dungeon 2: HP/MP increaser (green metalize tablet),
Xenoncross (metalize tablet/Req: Xenoncross sidequest)
- Dungeon 8: Hecatonchires (brown metalize tablet/slider/gold)
- Prison (Cage): Flash Grass (flower/scan)
- Dungeon 9: Bewitching Muramusa (red metalize tablet/slider/gold)
- Hidden Meia 2: Thor's Mjollnir (red metalize tablet/slider/gold)
- Hidden Meia 3: Diaorchid (flower/scan)
- Hidden Meia 7: MP increaser (metalize tablet)
- Hidden Meia 9: HP increaser (red metalize tablet)
- Hidden Meia 12: Legendary Armor (green metalize tablet/slider)
- Hidden Meia 14: Golden Plant (flower/scan)
Brute General Sword (Req: General Sword)
- Eternal Abyss: Genesis (metalize tablet/Your Beginning Sword!)
- Eternal Abyss: Creation Genesis (metalize/Req: Gold Score)
- Special Enemies:
- Escape Route 2: Invincible Plazma Gazer (unlock with 6+ Shadow)
- Escape Route 5: Invincible Kaleila Rebel (unlock with 6+ Freedom)
- Dungeon 3: Invincible Sargatanas (unlock with 6+ Light)
- Hidden Meia 16: Imperial Prime Minister Werman (Boss Battle)
- Hidden Meia 16: Prince of Darkness Valdo (Boss Battle)
- Hidden Meia 16: Demon Lord Kullvero (Boss Battle)
- Heal Pot:
- You wish ... joking, lol
- HM 16
- You can also:
- Bounce monsters
- Use Anwar or Sandy Anwar sword
- Returns MP when used
- Info
- Frannelle Castle Dungeon is a mix of 3 different underground
areas that are inter-twinded together
- Fro's Escape Route
- Frannelle Castle Dungeon
- Hidden Meia Dungeon
Fro's Hiding Place and Escape Routes:
- You can just run through these if you want but it is better to
fight any enemies. Most are new and a few need to be unlocked.
If you don't unlock them, then you will meet at least one of
them (Kaleila Rebel) in the dungeons anyway. So unlocking them
in the Escape Routes will be easier when you are not on a timed
dungeon run.
Dungeon/Hidden Meia Order:
- P, D1, D2 opt, D3, D4, D5 opt, D6 rnth, D7, D8 opt, D9, HM1,
HM2 opt, HM3 blocked, HM4, PC opt, HM5, HM8, HM9 opt, HM10 rnth,
HM11, HM12, HM13, HM14 opt, HM15, Back to HM6, HM7 opt, Back to
HM3, Back to HM16, Boss Room
- opt = optional
- rnth = run through
Fro's Hiding Place
------------------
- Description:
- The room the mysterious man Scrub uses as his hideout.
- Gold and silver pieces litter the floor!
- What on earth could this room have been before?
</pre><pre id="faqspan-4">
- Fro's Names: Fro, Scrub, Sponge (It's a clean get away, lol)
- Battle: None
- Scan: None
- Exits: ER 1/right, Prison (Frannelle Castle)/left (light beams)
- Extra Info:
- Fro stays here, working his deeds. You can decide if his
deeds are just or not, lol. He knows so much more than he
lets on ...
- Map in here is done a little different. Entire room is
actually all on the left side of the map shown on the
screen. The right side shows a silhouette of Escape
Route 1.
Explore (5):
Top left, sword in gold/right of Fro (face any direction)
- Here lies an impressive sword. Doesn't seem suited for
actual use.
Top left, slightly right of sword (face up at wall of gold)
- A mountain of gold coins. Better not take them or you'll
be a thief.
Center, just above right doorway (face up at wall of gold)
- All these things look expensive, but who knows their
actual value?
Top left, slightly left of Fro (face up at wall of gold)
- What a mountain of treasure! Where did he get it all from?
Top Far left, beside light beams (face up at wall of gold)
- Looks like treasure at first glance, but it is just rubbish.
Escape Route 1
--------------
- Description:
- The path Scrub described that leads out of prison.
- Did Scrub find it himself?
- It seems to go on and on.
- Battle: Battle Titan
- Scan: None
- Exits: ER 2/right, Fro's Hiding Place/left
- Extra Info:
- Scrub is one of Fro's other names
- Battle Titans will appear here in Chapter 11
Explore (3):
Top right, human skeleton bones (face any direction)
- A skeleton. Seems to have been here long.
Bottom right, scattered pile of pebbles (face any direction)
- Riddling with small bugs. They scurry around loudly.
Bottom left, corner (face left or down in corner)
- Rats peek their heads in and out quickly.
Escape Route 2
--------------
- Description:
- The air here seems thick with moisture.
- Just how far does this continue?
- Battle: Invincible Plasma Gazer, Mad Squid
- Scan: None
- Exits: ER 3/upper right, ER 5/lower right, ER 1/left
- Extra Info:
- Plasma Gazers and Mad Squid show up here in Chapter 11
- Unlock Plazma Gazer with 6+ Shadow (Shade title)
Explore (3):
Top center, dark green wall pipe (face up under pipe)
- Dead silence. Nothing seems to move within.
Top right, dark green wall pipe (face up under pipe)
- You can hear the sound of running water.
Bottom left, human skeleton bones (face up under bones)
- Bones ... But from what? Or who?
Escape Route 3
--------------
- Description:
- Parts of it have worn away. This passageway must've been
here for a long time.
- Battle: Mortar Drake
- Scan: None
- Exits: ER 4/right, ER 2/left
- Extra Info:
- Mortar Drakes appear here in Chapter 11
Explore (5):
Center, scattered pile of pebbles (face any direction)
- Something glows in the sand ... It's a Mystic Jewel!
- You won't actually get one. It is stuck to the stone.
Top left, dark green wall pipe (face up under pipe)
- Something's written: "Don't look here."
Bottom left, skeleton on the ground (face any direction)
- A skeleton.
Top right, scattered pile of pebbles (face any direction)
- Something glows in the sand ... It's a Mystic Jewel!
- You won't actually get one. It is fake.
Top far right, dark green wall pipe (face up under pipe)
- Something's written: "Emergency, contact me."
Escape Route 4
--------------
- Description:
- People inside the castle probably don't even know about this.
That might be how Scrub was able to live here for so long,
without being detected.
- Battle: Bone Lord
- Scan: None
- Exits: ER 6/right, ER 3/left
- Extra Info:
- Bone Lords appear here in Chapter 11
Explore (3):
Center right, lower bottom of doorway (face right just below doorway)
- The mushrooms that grow here could be bad for your stomach.
Top right, human skeleton bones (face any direction)
- A skeleton. It looks pretty old.
Center left, skeleton in front of the doorway (face any direction)
- Bones scattered on the ground
Escape Route 5
--------------
- Description:
- Looking closer, you can see the wall is built from
sturdy bricks, making it hard to break. That must
be why it's still in use today.
- Battle: Invincible Kaleila Rebel
- Scan: King's Crown (green metalize tablet)
- Exits: ER 2/left
- Extra Info:
- Invincible Kaleila Rebels will appear here in Chapter 11
- Unlock with 6+ Freedom (Free title)
Explore (3):
Center right, middle of side wall (face right at wall)
- Something's written: "The great thief has arrived!"
Top left, scattered rocks under pot (face any direction)
- Rubble litters the ground.
Bottom left, human skeleton bones (face any direction)
- Bones scatter the ground here.
Escape Route 6
--------------
- Description:
- Connects to Rhoan Cemetery. Doesn't look like anyone
realizes it's here.
- Battle: None
- Scan: None
- Exits: Grana Plains 1/right, Cemetery/up ladder, ER 4/left
- Extra Info:
- This is a secret enter/exit point that branches off in many
directions. You can secretly enter beneath the castle, go
into the cemetery, or head off across the plains. Was this
used as an escape route for the royals when the castle was
under siege?
Explore (3):
Bottom Left, dirt pile (face left at dirt pile)
- You find nothing in the dirt.
Top right, trash pile (face right at trash pile)
- Something's giving off a stink. Watch out or it'll get on you!
Center, side of ladder (face left or right at sides of ladder)
- This ladder should be sturdy enough to climb up.
Prison (Frannelle Castle)
-------------------------
- Description:
- Dungeon. Its doors are surprisingly light, but still
few have escaped alive from here.
- Battle: None
- Scan: None
- Exits: Fro's Hiding Place/up (hole), Dungeon 1/down
- Extra Info:
- Press A at the top center of the top wall to find
an escape route ... courtesy of Fro. Don't pay
attention to the wall chains hanging from the
stone wall. They haven't been used in years ...
or, at least that's what the king said ...
Explore (3):
Top right, corner table (face right at table)
- "I am the great thief! My name is ... I forget it."
What a strange message.
Top left, corner bed (face up under bed)
- The thin mat lies over the stone floor, making it
uncomfortable.
Bottom left, rubble pile (face left at pile)
- Garbage is buried in the sand pile.
Prison (Cage/Hidden Meia)
-------------------------
- Description:
- A birdcage-like prison in the center of Hidden Meia.
- More birdcage-like cages hang around the spiral staircase.
- Battle: None
- Scan: Flash Grass (flower/scan)
- Exits: HM4/right
- Extra Info:
Beginning Chapter 6:
- You will be in here with Heath after your inquisition.
- The ulimate prison. Hanging like a bird in a cage with no
hope of survival. Human skeleton bones litter the cage floor.
Even if you live long enough for the hanging chains to rust,
you will still plunge to your death down a seemingly endless
dark void. You are trapped in here with a brief aquaintance.
This is the guy who punched you in the gut. Do you trust
him now?... or should you avoid him?
Beginning of Chapter 11:
- Not accessible before Chapter 11
- Walk into the hanging cage like a door from Hidden Meia 4.
You will phase into the cage from the pathway.
- Walk towards the right while inside the cage to exit out
onto the pathway in Hidden Meia 4.
Explore (3):
Center left, human skeleton bones (face left at bones)
- Looks like human bones ... How long have they been there?
Bottom right, edge of the cage/under chain (face diagonal down)
- The chains are too high to pull.
Top left, spam A button at edge of cage (face up on cage edge)
- Looks a little worn away.
Dungeon Entrance (Frannelle Castle)
-----------------------------------
- Description:
- Entrance to the dungeon.
- Rumors say it was around long before the kingdom.
- Battle: None
- Scan: None
- Exits: D3/up, Path to Dungeon 2/down
- Extra Info:
- This area will be blocked during the time the
castle is destroyed until you finish defeating
the 3 bosses in Eternal Abyss (Chapter 11)
Explore (3):
Top left, scattered pebble pile on edge (face any direction)
- Something sparkled in the sand. Must be your imagination.
Bottom left, larger rock near edge (face any direction)
- Something sparkled in the sand. Must just be your imagination.
Bottom center, large rock in scattered pebbles (face any direction)
- Something sparkled in the sand. Is it a Mystic Jewel?
Dungeon 1
---------
- Description:
- Dungeon passageway. Renovated since the founding of the
kingdom. It's been used for hundreds of years.
- Battle: Eye Wing
- Scan: None
- Exits: Prison (Frannelle Castle)/upper right,
Dungeon 2/upper left, Dungeon 3/left
- Extra Info:
- Eye Wings appear here in Chapter 11
Explore (3):
Top center, center dungeon cell door (face up at door)
- This door doesn't open, making you even more curious
[about] what's behind it.
Bottom right, corner (face into corner)
- Looks a little collapsed, but [it] should hold.
Center left, sand pile/under fortifying stone arch (face any way)
- A pile of sand. Must've been carried in by the wind.
Dungeon 2
---------
- Description:
- Dungeon. Its doors are surprisingly light, but still few have
escaped alive from here.
- Battle: None
- Scan: HP/MP increaser (green metalize tablet),
Xenoncross (metalize tablet/Req: Xenoncross sidequest)
- Exits: Dungeon 1 (Frannelle Castle)/down
- Extra Info:
- This dungeon cell will be locked until you get the request
from King Xenonbart to go get the Xenoncross sword.
Explore (3):
Top right, corner bed (face up under bed)
- Something like a towel hangs. It looks to dirty to use.
Top center, chains hanging from top wall (face up under chains)
- The chains end in handcuffs. Who did they once hold?
Top left, corner table (face up under table)
- "I forget ... where I was born." What a strange message.
Dungeon 3
---------
- Description:
- Dungeon passageway. Renovated since the founding of the
kingdom. It's been used for hundreds of years.
- Battle: Invincible Sargatanas
- Scan: None
- Exits: Dungeon 1/right, Dungeon 4/up, Dungeon Entrance/down
- Extra Info:
- Invincible Sargatanas will appear here in Chapter 11
- Unlock with 6+ Light (Flash title)
- 3rd explore spot not available until Chapter 11
- Because a guard blocks part of the map path
- Top two enter/exits are not open until Chapter 11
- Because a guard blocks part of the map path
- A gate will block your path to Dungeon 6 until Dungeon 4
is completed
- A gate will block your path to Dungeon Entrance
- Remains until you beat bosses at end of Hidden Meia
Dungeon
Explore (3):
Lower left, bottom land mass/edge (face left at edge of land)
- Looking up or down, either way there seems to be no end.
Upper right, outer path edge (spam A button/face right on curved path)
- You took a peak inside, but can't see the bottom ...
Upper left, center of top land mass (face any direction)
- Only this area is gouged out.
Dungeon 4
---------
- Main Goal: Flip All The Switches!
- Adtl Goal: Clear w/out Using Weapons!: 1000
- Medal: 4000 gold/3000 silver/2000 bronze
- Time: 2:00
- Time Points: 1 x 30
- Times Damage Bonus: 1000
- Item for Gold Score: None
- Exits: Dungeon 3/down, Dungeon 5/upper right
- Solution: Avoid the 2 saws, 4 jewel switches (one of each color),
Neaki & Ur/bottom, Mieli and Rempo top
- Run in, stand near bottom 2 jewel switches, summon Neaki, then
summon Ur, run up to top avoiding 2 saws, stand by top jewel
switches, summon Mieli, then summon Rempo
- Should get gold on first try, each spirit you have unshackled
will now show you their new Spirit Magic spells, which are
more powerful than before, and with new sayings and actions
- Top right cell door leads to Dungeon 5
- Beat Dungeon 4 to gain access to Dungeons 5, 6, 7, and 8
- 4 jewel switches, 4 new open areas
Dungeon 5
---------
- Description:
- Dungeon.
- It's doors are surprisingly light, but still few
have escaped alive from here.
- Battle: None
- Scan: None
- Exits: Dungeon 4/left
- Extra Info:
- This is also where Werman will be in the Post-game.
- You can give him gifts and talk to him here.
- Beat Dungeon 4 to gain access to Dungeons 5, 6, 7, and 8
Explore (3):
Top left, corner table (face left or up under table)
- "I remember being somewhere dark." it reads.
Lower right, rubble pile (face right at pile)
- Something sparkles in the sand. You found a Mystic Jewel.
- You actually get at least 50 Mystic Jewels
Bottom left, rubble pile (face left or down over pile)
- Bones lay buried in the pile of sand.
Dungeon 6
---------
- Description:
- A tall cavern opens wide in Hidden Meia, littered with
prison cells.
- In its center, a giant spear stands like a pillar.
- Battle: Hell Knight
- Scan: None
- Exits: Dungeon 3/up, Dungeon 7/down
- Extra Info:
- This is a wide curving stairwell guarded by a monster.
- Beat the Hell Knight to explore the stair well in peace.
- These are strong stone stairs in a void of blackness. Chains
can be seen in long spans hanging straight down in the center
of blackness. You can just see the tops of round cages at the
end of each chain. So you know what holds the cages up, but
you have to wonder ... just what holds the stone stairwell up?
- This map is a section of curved stairwell shown all on the
left side of the map
- Beat Dungeon 4 to gain access to Dungeons 5, 6, 7, and 8
Explore (3):
Bottom left, right edge of stairs/almost out of screen (face right)
- Watch out! The stone steps are worn away.
Top left, left edge of stairs/almost out of screen (face left)
- One wrong step, and ... You don't want to think about it.
Center left, right edge of stairs/center of curve (face right)
- These chains might lead down ...
Dungeon 7
---------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 20+ Toss-ups!: 1000
- Adtl Goal: Defeat Shadow-type Enemies!: 1000
- Medal: 4000 gold/2000 silver/1000 bronze
- Time: 2:00
- Time Points: 1 x 40
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: Dungeon 6 (stairs)/up, Dungeon 8 (cage)/up, Dungeon 9/left,
HM4/right, HM1/down
- Solution: You can beat this by just killing every Hell Guard
quickly and still get a gold medal
- OR -
- Scan Hell Guard, put on Shadow code, bounce one at least 20
times, then defeat all the rest, judgment link them all to
save on time if you need it, or use Hurricane Spin. Keep
map up to see where they spawn to reduce time spent
searching for them.
- Beat Dungeon 4 to gain access to Dungeons 5, 6, 7, and 8
- You have to beat Dungeon 7 to drop the gate to Dungeon 9
- Hidden Meia 4 still blocked by gate
Dungeon 8
---------
- Description:
- A birdcage-like prison in the center of Hidden Meia.
- More birdcage-like cages hang around the spiral staircase.
- Battle: None
- Scan: Hecatonchires (brown metalize tablet/slider)
- Exits: Dungeon 7/left
- Extra Info:
Beginning of Chapter 11:
- Not accessible until Chapter 11
- Walk into the hanging cage (like a door) from Dungeon 7.
You will phase into the cage from the pathway.
- Walk towards the left while inside the cage to exit out
onto the pathway in Dungeon 7.
- Beat Dungeon 4 to gain access to Dungeons 5, 6, 7, and 8
- A hanging bird cage. This one holds hidden treasure.
Look around and see if you can find it. It helped the
last soul to escape. Is that Fro's name carved on the
bottom of the cage?
Explore (3):
Top center, edge of cage/bars (face up at top of cage edge)
- These scratch marks must be from someone who tried to escape.
Center, exact center of the cage (face any direction)
- A name is carved into it. Must be the last resident's.
Bottom left, almost at edge of cage near exit (face left)
- Looks like something hard struck it.
Dungeon 9
---------
- Main Goal: Flip All The Switches!
- Adtl Goal: Use 5 Evasion Moves!: 1000
- Medal: 4000 gold/3000 silver/2000 bronze
- Time: 2:00
- Time Points: 1 x 30
- Times Damage Bonus: 1000
- Item for Gold Score: Bewitching Muramusa
(red metalize tablet/slider)
- Exits: Dungeon 7/right
- Solution: Avoid the rolling spike balls, run and step on
the 2 green floor switches, pole switch appears, roll 5
times and hit pole switch
- Focuses on top right cell door opening, but when you
press A at it it just says "Doesn't appear to open"
- This is because it opened Hidden Meia 1 cell door
- Shows opening of cell door from inside Hidden Meia 1
- You have to beat Dungeon 7 to drop the gate to Dungeon 9
- You have to beat Dungeon 9 to open Hidden Meia 1 cell door
- Hidden Meia 4 gate still blocked with gate
- There are 3 dungeon cell doors in here that each read:
- Doesn't appear to open
- They are not technically explore spots
- So no squares on map for exploration
Hidden Meia 1
-------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Use 5 Evasion Moves!: 1000
- Medal: 4000 gold/3000 silver/2000 bronze
- Time: 2:00
- Time Points: 1 x 30
- Times Damage Bonus: 1000
- Item for Gold Score: None
- Exits: Dungeon 7/up, HM2/upper left, HM3/down
- Solution: Equip Bomb weapon, roll to bottom, hit pole switch,
stone square block drops, push and pull block to either green
floor switch (top is probably easiest), avoid all blowing red
smoke, step on other green floor switch, detonate the bomb
- All doors in here read "Doesn't appear to open" except top
left side cell door. Walk along side wall and you will
phase through into Hidden Meia 2.
- You have to beat Dungeon 9 to open Hidden Meia 1 cell door
- Beat Hidden Meia 1 with any score to access Hidden Meia 4
- Left path from Dungeon 7 gate will unblock
Hidden Meia 2
-------------
- Description:
- Hidden Meia prison.
- Those who will never see day again give up all hope
and turn into monsters.
- Battle: None
- Scan: Thor's Mjollnir (red metalize tablet/slider)
- Exits: HM1/right
- Extra Info:
- You see a note on the upper right corner table and
read it. Then you flip the note over. There is more
writing on the back. It says, "Thor was here and
intervened for justice!" You see Thor's hammer
lying on the cell floor. You notice the wall has
been recently rebuild and refortified ...
Explore (3):
Top right, corner table (face right at table)
- "Here's where I first saw someone." it reads.
Bottom left, corner/left wall (face into the corner)
- Only this wall's a different color. Looks like it was
just painted.
Upper left, left wall under bed (face left at wall under bed)
- This wall will take some force before coming down.
Hidden Meia 3
-------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Get 30+ Jewels!: 1000
- Adtl Goal: Use 20+ Toss-ups!: 1000
- Medal: 4000 gold/3000 silver/2000 bronze
- Time: 2:00
- Time Points: 1 x 30
- Times Damage Bonus: 1000
- Item for Gold Score: None
- Scan: Diaorchid (flower/scan)
- Exits: HM1/up
- Solution: Put lots of ore codes on Eye Wing, run in,
bounce 3 Eye Wings (yellow jewel) or 1 Eye Wing (purple
jewel/way high into milky way), make sure that at least
one Eye Wing is bounced 20 times, kill the 2 purple
generators, finish off any remaining Eye Wings, don't
forget to scan the flower!
- Beat HM3 to get an on-screen statement:
- Can now go East of Hidden Meia 15!
- This means that you can now access the Boss Room
from HM15
- The gate to Hidden Meia 3 will not be open when you first
encounter it even if you have fully explored and achieved
gold scores in all previous rooms.
- Beat HM3 to unblock Boss Room gate
- Beat HM 6 to gain access to unblock HM 3 gate
- Beat HM 15 to gain access to HM6
- This is a large square room with rows of prison beds. There
is a center pillar that strengthens the walls with heavy
chains. There is a perfect living flower growing just beside
the center pillar. With 8 people imprisioned in this room,
there is more than enough strength to knock down the center
pillar and escape to freedom. However, this has not happened
because no one wants to harm the living flower .... the mind
is an multifaceted thing ...
Hidden Meia 4
-------------
- Description:
- A tall cavern opens wide in Hidden Meia,
littered with prison cells.
- In its center, the Great Spear stands like a pillar.
- Battle: Hell Knight
- Scan: None
- Exits: Dungeon 7/left, Prison (Cage)/up, HM5/right
- Extra Info:
- This is a smooth curved path with black void all around
and hanging prison cages in the center. Watch out for the
Hell Knight who carries a lethal sythe just waiting to
hook you and toss you over the side into the blackness.
If you can just manage to get inside the cages, then
there might be some temporary protection ... or you
might not be able to get back out ...
- Beat HM 1 to unblock HM 4, and HM 5 gate
Explore (3):
Bottom right, center of outside path curve (face down over edge)
- You feel a breeze from below.
Lower center, path edge between two cages (face up under edge)
- This is the cell you were put in.
Lower center, middle of path between 2 points above (face any way)
- It feels safest in the middle.
Hidden Meia 5
-------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 5+ Toss-ups!: 500
- Adtl Goal: Use 5 Evasion Moves!: 500
- Medal: 4000 gold/2000 silver/1000 bronze
- Time: 2:00
- Time Points: 1 x 40
- Times Damage Bonus: 500
- Item for Gold Score: Opens HM6
- Exits: HM 6/right, HM 8/up
- Solution: Run in, bounce one Hell Knight at least 5
times, roll 5 times, defeat the rest of the Hell knights,
bounce all of them to save on a lot of time if needed.
- Beat HM 15 to unblock HM 5, HM 6, and HM 7 gates
- Beat HM 5 to unlock HM 8 gate
Hidden Meia 6
-------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Use 15+ Toss-ups!: 1000
- Adtl Goal: Fight With Alloy Weapons!: 1000
- Adtl Goal: Use 3 Evasion Moves!: 300
- Medal: 4000 gold/3000 silver/2000 bronze
- Time: 1:30
- Time Points: 1 x 40
- Times Damage Bonus: 1000
- Item for Gold Score: None
- Exits: HM 5/left, HM 7/upper right
- Solution: Equip an Alloy (2-3 ores combo) weapon,
run towards the right side, gates come up trapping
you, Hell Guards spawn, roll 3 times, bounce Hell
Guard with Alloy weapon until almost dead and at
least 15 times, let fall it and finish it off with
the Alloy weapon, hit them quick or they massive
swipe, switch to two same high power weapons,
Hurricane Spin the rest, or you could bounce the
rest, gates come down, continue running towards
right side, Equip hammer, hammer down pop-up
button switch. When stronger later then you
can just run in and kill all the Hell Guards
and hammer the switch.
- Beat HM6 and get on-screen statement:
- Can now go south of Hidden Meia 1!
- This means you can now enter HM3 from HM1
- Beat HM 15 to unblock HM 5, HM 6, and HM 7 gates
- Beat HM 6 to unblock HM 3 gate (south of HM1)
Hidden Meia 7
-------------
- Description:
- Hidden Meia prison.
- Those who will never see day again give up all
hope and turn into monsters.
- Battle: None
- Scan: MP increaser (green metalize tablet)
- Exits: HM 6/down
- Extra Info:
- Beat HM 15 to unblock HM 5, HM 6, and HM 7 gates
Explore (3):
Top right, corner bed (face right or face up under bed)
- Sitting down on it throws up a cloud of dust that fills
the room.
Top left, corner table (face left or face up under table)
- "The king is a ferocious creature." You're curious what
comes next.
Center, darkened floor bricks (face any direction)
- The footprints on the ground show it must've been used
long ago.
Hidden Meia 8
-------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Use 20+ Toss-ups!: 1000
- Adtl Goal: Beat All w/ Charge Attack!: 1000
- Medal: 4000 gold/3000 silver/2000 bronze
- Time: 1:30
- Time Points: 1 x 30
- Times Damage Bonus: 1000
- Item for Gold Score: Opens HM9
- Exits: HM5/right, HM 9/lower left, HM 10/left
- Solution: Unequip all weapons, run towards top,
gates will come up trapping you, Hell Prisoners
will appear in the trap with you, scan them and
put on Avanium (6+ gold/or fill with gold),
bounce one Hell Prisoner at least 20 times letting
him fall still alive, tap screen to stop time,
take off all gold, equip Holy Excalibur sword,
Hurricane Spin all the Hell Prisoners, do not
hit them unless you are charged, do not let
them hit you, when all enemies are beaten then
the gate trap will come down, run up to top,
Equip hammer, hammer down pop up button switch.
- Beat HM 5 to unblock HM 8 gate
- Beat HM 8 to unblock HM 9, HM 10, and HM 11 gates
- Silver or Gold Score
Hidden Meia 9
-------------
- Description:
- Hidden Meia prison.
- Those who will never see day again give up all hope
and turn into monsters.
- Battle: None
- Scan: HP increaser (red metalize tablet)
- Exits: HM8/down
- Extra Info:
- Beat HM 8 to unblock HM 9, HM 10, and HM 11 gates
Explore (3):
Center left, top edge of rubble pile/left wall (face left at wall)
- Found a fragment of tablet. Whatever's written is illegible.
Bottom right, corner rubble pile (face down or right)
- Looked through the sand pile, but found nothing.
Top right, corner table (face right or up under table)
- "Will announce the rest soon ..." Now you want to read the rest.
Hidden Meia 10
--------------
- Description:
- A tall cavern opens wide in Hidden Meia,
littered with prison cells.
- In its center, the Great Spear stands
like a pillar
- Battle: Balbazun
- Scan: None
- Exits: HM 8/up, HM 11/down
- Extra Info:
- Beat HM 8 to unblock HM 9, HM 10, and HM 11 gates
- This is a section of curving stairwell. The map displays
the stairwell all on the left side of the map.
Explore (3):
Top left, stairwell left/almost out of screen (face left over edge)
- The dim path continues.
Bottom left, stairwell right/almost out of screen (face right over edge)
- You can see a far-off light, What's over there?
Center left, stairwell right/stair curve center (face right over edge)
- Looking up or down, either way there's only darkness.
Hidden Meia 11
--------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 15+ Toss-ups!: 1000
- Adtl Goal: Fight with Obsidian Weapons: 500
- Adtl Goal: Use 8 Evasion Moves: 500
- Medal: 4000 gold/2000 silver/1000 bronze
- Time: 2:30
- Time Points: 1 x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: HM 10/up, HM 12/left, HM 13/down, HM 15/right
- Solution: Equip Obsidian weapon (6+ Stone), Run in,
bounce at least one Hell Guard 15+ times, roll 8
times, kill at least one Hell Guard with obsidian
weapon, finish off the rest, bounce the rest if you
need extra time. If you are strong and fast enough
later then you can kill them all off and still get
a gold score.
- Beat HM 8 to unblock HM 9, HM 10, and HM 11 gates
- Beat HM12/gold, opens HM 13
Hidden Meia 12
--------------
- Main Goal: Flip All The Switches
- Medal: 4000 gold/3000 silver/2000 bronze
- Time: 2:00
- Time Points: 1 x 30
- Times Damage Bonus: 1000
- Item for Gold Score: Legendary Armor
(green metalize tablet/slider)
- Exits: HM11/right
- Solution: Run avoiding the many rolling spike balls, roll to
travel faster at the end if you want, step on the green floor
switch, shows a cell door opening
- Or, Equip Hammer and hammer spin to green floor switch, step
on or air drop onto the switch
- Beat HM 11 to unblock HM 12 gate
- Beat HM 12 to unblock HM13 gate
Hidden Meia 13
--------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Use 20+ Toss-ups!: 1000
- Adtl Goal: Beat Light-type Enemies!: 1000
- Medal: 4000 gold/3000 silver/2000 bronze
- Time: 1:30
- Time Points: 1 x 30
- Times Damage Bonus: 500
- Item for Gold Score: Opens HM14
- Exits: HM 11/up, HM 14/left
- Solution: Put Light codes on Kaleila Rebel, run in, kill
the purple generator, bounce at least one Kaleila Rebel
20 times
- You should have already unlocked Invincibility code on the
Kaleila Rebel. If not, then see Escape Route 5 for info
on how to unlock it.
- Beat HM13/regular score, unblocks HM15 gate
- Beat HM13/gold score, unblocks HM14 gate
Hidden Meia 14
--------------
- Description:
- Hidden Meia prison.
- Those who will never see day again give up all
hope and turn into monsters.
- Battle: None
- Scan: Golden Plant (flower/scan),
Brute General Sword (Req: General Sword)
- Exits: HM13/left
- Extra Info:
- Bottom right door in HM13 to access HM14
Explore (3):
Top left, corner table (face left or up under table)
- "He takes money from us." Looks like a continuation.
Bottom left, corner rubble pile (face down or left at pile)
- Found a rusted knife in the sand pile, but it is useless.
Center right, top edge of rubble pile/right wall (face right)
- Found a fragment of a tablet. "For the General Sword ..."
- (Come back with the right Metalize!)
- Found a fragment of a tablet. "For the General Sword,
here is written how to free its power."
Hidden Meia 15
--------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 15+ Toss-ups!: 1000
- Adtl Goal: Use 1+ Spirit Magic: 800
- Medal: 4000 gold/3000 silver/2000 bronze
- Time: 1:30
- Time Points: 1 x 40
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: HM 11/left, HM 16/up
- Solution: Run in, bounce the Hell Prisoner at least 15
times, another one spawns, summon any spirit to use
Spirit Magic at least once, finish off the rest.
- Beat HM 15 to unblock HM 5 gate
- Also to get to HM 6 and HM7
- Beat reg, statements shows:
- Can now go East of Hidden Meia 5!
- Beat gold, right still has a gate
- Must beat HM3 after beating HM6 to gain
access to HM16 gate
Hidden Meia 16
--------------
- A Heal Pot is located here
- A Jewel Door is located here (put 4 Shadow codes on Jewel)
- Description:
- The far back of Hidden Meia.
- Beyond this lies Kullervo's sealed room.
- The Goblin King that worships Kullervo built
a small kingdom and lived here for years.
- Battle: King Goblin, Goblin
- Scan: None
- Exits: HM 15/left, Bosses/up
- Extra Info:
- This is a massively large room held up by 4 stone pillars.
Bones are lying everywhere. Scattered dark blood stained
bricks speckle the once polished floor. What could have
happened here ... a large encompasing battle? Then you
hear both large and small thudding footsteps as the ground
shakes heavily. A Goblin king and Goblin swipe and pound at
your body. You go flying across the room only to hit against
a massive door. Quick! Where's the Jewel Key you found?
- You struggle to interpret the right codes because your head is
throbbing and your eyesight is blurred. Dark spots must mean
Shadow codes ... or is that the shadows of the monsters right
behind your back. You shove the jewel in the jewel hole. A
massive thud sounds as the doors open. A gust of wind knocks
you and the monsters to the ground. You are covered in old
musky dust from centuries ago.
- Now is your chance to escape! You pull your bruised body from
the rough stone floor as the monsters begin to stir. Pain racks
every inch of your body but you press onward. You painfully make
your way to the door's entrance and pass the threshold into
the new area. At last, ... you are safe ... or are you?
- Must beat HM3 after beating HM6 to gain access to HM16 gate
- Must beat HM 15 to unblock HM 3 gate
Explore (5)
Center right, bones next to wall (face any direction)
- Looks like a goblin's bones.
Bottom right, stone room pillar (face up under pillar)
- A large stone pillar.
Top left, bones in the corner (face any direction)
- These bones are probably from the monsters that dwell here.
Bottom left, scattered pebbles by pillar (face any direction)
- Yowch! A pebble got in your shoe.
Now open Jewel Door but don't go through:
Top center, front of Jewel Door threshold (face up at doorway)
- A foreign and dark air hangs thick in the air ...
Eternal Abyss (Boss Battle/1 of 3)
----------------------------------
- Description:
- This is the first of three Boss Battles
- The far back of Hidden Meia, where the Heavenly Spear
first pieced the earth.
- Long ago, humans revolted against Kullervo who ruled the land.
- Having been oppressed, man stole the launch site of the spear,
now known as the Site of Cyril, and used it as their final
offense.
- Kullervo was struck and thrust deep into the earth forever.
- Then they sealed that place, thus thwarting any who hoped to
resurrect him.
- Mastema Tower was built to hide the exposed spear.
- Years later, Kaleila was built around the Great Tower, and
the underground area turned into a dungeon.
- Back then, no one knew that Kullervo was sealed in its
deepest quarters.
- Prime Minister Werman (Boss Battle)
- Boss HP: None (because he's a character/not monster)
- Well, at least he is half human ...
- Time: Not timed
- Times Damaged Bonus: 1000
- Times Damaged (if any): subtracts points from time bonus
- Scan Items: None
- Exits: Hidden Meia 16/down
- Solution:
Chapter 11
- Imperial Prime Minister Werman
- Ha ha ha ... it's smearage time!
- No timer so no time limit
- Can't scan him to get his HP value, well ... just going to have to
do 'em in, lol
- Hahahaha, where there's a will, there's a way (scanned: HP is none, lol)
forgot not a "full" monster, he's half human and a character so no HP
is showing at present, but I got his codes, I will leave them on to
to fight him. (page 67-68)
(Shadow x4, Hope x4, Fish x2/Wishful title; page value 1900/5000)
- Actions:
- laughs, lifts cane, spell ring under you (white, purple, red)
- Get close to him and he whacks you with his cane
- Stay still and somewhat close and he will run towards you
and try to whack you with his cane
- Ok, let's get him mad and see if it changes
- Same actions but actually hit me while I was still
sword whacking him
- Gets more aggressive and quicker
- Well, that was over quick, lol
- Ooops
- But I got my data, lol
Eternal Abyss (Boss Battle/2 of 3)
----------------------------------
- Description:
- This is the second of three Boss Battles
- The far back of Hidden Meia, where the Heavenly Spear
first pieced the earth.
- Long ago, humans revolted against Kullervo who ruled the land.
- Having been oppressed, man stole the launch site of the spear,
now known as the Site of Cyril, and used it as their final
offense.
- Kullervo was struck and thrust deep into the earth forever.
- Then they sealed that place, thus thwarting any who hoped to
resurrect him.
- Mastema Tower was built to hide the exposed spear.
- Years later, Kaleila was built around the Great Tower, and
the underground area turned into a dungeon.
- Back then, no one knew that Kullervo was sealed in its
deepest quarters.
- Prince Valdo (Boss Battle)
- Boss HP: None (because he's a character/not monster)
- Well, at least he is in a human body
- Kullervo in Valdo's body
- Time: Not timed
- Times Damaged Bonus: 1000
- Times Damaged (if any): subtracts points from time bonus
- Scan Items: None
- Exits: Hidden Meia 16/down
- Solution:
Chapter 11
- Prince of Darkness Valdo
- No timer so no time limit
- Whoa! Hurricane Spin at me right off
- This may get hard to document, lol
- Next playthrough he won't stand a chance though, Mwahahaha!
- Actions:
- Hurricane Spin - very accurate
- Runs fast at you and swipes quickly
- Guards with shield if too close
- Nice shield!
- Scanned: Nice picture! (2nd picture)
- leaving codes on to fight
- Page 29-30/Page Value 1850
- Dislikes: Humans, lol
- Whoa! What a biography! Kind of guy you love to hate but
still intriguing ... definitely a split personality. I think
I prefer the peace-loving prince, lol.
- Atoned Prince Valdo
- Fire x4, Stone x3, Hope x1, Freedom x1, Cat x1, Atonement x1
- Boom x7, Complex x2, Atonement x1/locked
- Ok, time to get 'em mad to see if actions change or strengthen
- Ouch! Whoa!
- He has one wicked swipe!
- More aggressive
- Guards with shield more
- Quicker
- Can strike before you get away
- And while you are Hurricane Spinning him
- And while you are striking him
- ... lol
... smeared! (him ... not me, lol)
Eternal Abyss (Boss Battle/3 of 3)
----------------------------------
- Description:
- This is the third of three Boss Battles
- The far back of Hidden Meia, where the Heavenly Spear
first pieced the earth.
- Long ago, humans revolted against Kullervo who ruled the land.
- Having been oppressed, man stole the launch site of the spear,
now known as the Site of Cyril, and used it as their final
offense.
- Kullervo was struck and thrust deep into the earth forever.
- Then they sealed that place, thus thwarting any who hoped to
resurrect him.
- Mastema Tower was built to hide the exposed spear.
- Years later, Kaleila was built around the Great Tower, and
the underground area turned into a dungeon.
- Back then, no one knew that Kullervo was sealed in its
deepest quarters.
- Creation Genesis is the sword that you started with at
the beginning of the game that turned into the Battle
Sword.
- Fatal Kullervo (Boss Battle)
- Boss HP: over 13,500
- Giant
- This time he has become a monster
- Time: Not timed/1st battle, 10 minutes/2nd battle
- Times Damaged Bonus: 1000
- Times Damaged (if any): subtracts points from time bonus
- Scan Items: Creation Genesis/sword/Req: Gold Score
- Have to fight him once for storyline
- Score won't count (even if gold)
- Have to fight him twice for metalize
- Score will only count if gold
- Then the Creation Genesis tablet will appear
- Exits: Hidden Meia 16/down
- Solution:
Chapter 11
- Now let's get this demon! lol
- Demon Lord Kullervo
- Whoa! Yeah, no lack of power here!
- Actions:
- No timer so no time limit
- You are fighting his upper body
- Rest of his body is below the level
of the platform
- Shoots bright white tracking balls
- Swipes with his arm/fist
- Alternates sides
- OOH! He takes both his fists and slams
them onto the platform, shakes whole
platform and always damages you a lot
- Shoots a big purple beam from his chest
- Straight, non-moving
- Shoots a purple beam from his head
- Sweeps across whole platform bottom
of the platform
- Ok, do I want to make this one mad, lol?
- This is really going to be interesting to try to get
him scanned, lol ... and I haven't saved for a while
- Eat, use Sandy Anwar sword, stay alive!
- Ha! Got him scanned:
- Whoa! HP is 13,540!
- Fatal Kullervo
- Shadow x2, Fire x2, Justice x2, Hope x2, Illness x1, Fate x1
- Fatality x8, Complex x2
- Attribute, Concept
- Note: Fate x1 is in bottom of 4x4
- Mental Map Upgrade Gains:
- Fate x1/2nd upgrade/4x4
- Page 231-232
- Page Value 2225/3000
- Weakness: None
- Resist: Bomb
- I'm dead, lol
- Well, die trying ... lol
- At least I have my info now
- Ok, brain over braun
- Strategy time
- Taking off all codes
- Take off just the Justice code and
it makes his title "Insane" (Insanity), lol
- Put on Illness codes
- Well, lower but not even by 2000
- Maybe I could put on Ice and shatter him, lol
- Maybe I could put on Shadow and use my Holy Excalibur
in each hand ...
- Maybe not brute force, maybe protection ... trying
Aegis and Hidden Shadow Fang (but not if he has
Shadow codes on him, lol)
- Got it!
- Shield is the key
- With Shield up he does no damage to you
no matter how much he tries or how close
you are
- Time it extremely carefully and attack
the second in-between his attacks
- If you get low then eat
- Still takes some time to wear him down
but you can get gold first time through
... if you don't get hit too much, lol
- You can't leave the battle even if you
die until you beat Kullervo with any score
- If you die you start with hardly any MP and
low HP
- Best Method Used:
- Original Codes can be on or off
- Aegis or Lightweight Aegis Shield - one hand
- Holy Excalibur sword - other hand
- Get right up on him, almost in his chest
- Keep your shield up at all times except
- When he shoots the white balls, time it
right to deflect them
- Just barely after he pounds down with both
fists/arms and you see the white flash
- While his head is down then slash
repeatedly (not Hurricane Spin, no time) as
many times as you can with your sword
- You can't see yourself, you're inside his
arms
- You can get a few more slashes in as he stands
back up but don't push it too much, you still
need a second or two for your shield to fully
engage after you press your shield button
- All other times, keep your shield up and let him
do whatever move he wants to on you, it shouldn't
cause any damage if your shield stays up
- That was a cool fight, lol
- This will be a fun one to re-fight, lol
- Added: First time you beat Kullervo with any score,
even if it is gold, it will only count as the storyline
progression and not give you a score on the Eternal Abyss
map. This way you get the Genesis/sword metalize first.
- Then you will need to beat him a second time AND get
a gold score to get the Creation Genesis/sword
- Red metalize tablet/slider
==============================
Great Spear of Mastema Dungeon (chapter 7)
==============================
14
|
-----13------
/ \
/ 5 \
/ | \
/ -4- \
/ / \ \
/ / \ \
| 3-- 6--7 |
12--| \ / 15--16
| \ / |
| 2 8 |
\ | | /
\ 1 | /
PCE \ | | /
| 11 GG* | 10 17
| | | | | |
| | CL | | |
21 | | | |
| -----------9--- |
20 | 19
| | |
------------------------18---
Great Spear of Mastema Dungeon
CL = Corridor (Left)/Frannelle Castle
GG* = Kaleila Frannelle Castle Great Gate
PCE = Paradise at Cloud's End (Perkele)
* = Enter/Exit area connection
Note: Frannelle Castle Spire - circular
stairs with side rooms ending in the tip
of the spire at PCE (Boss Battle/Perkele).
GSM 9 and 18 are balconies.
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Great Spear of Mastema/Great Spire
- Great Spear of Mastema 1-21
- Paradise at Cloud's End
- Areas to Return to:
- Great Spear of Mastema 8 (if jewel storage 9999)
- Great Spear of Mastema 10 (once regain a spirit/bonus goal)
- Great Spear of Mastema 11 (if jewel storage 9999)
- Great Spear of Mastema 13 (once regain a spirit/bonus goal)
- Great Spear of Mastema 17 (if jewel storage 9999)
- Items:
- GSM 3: Cyclops (tan metalize tablet/slider/Req: Gold Score)
- GSM 5: Spirit Seal (green metalize tablet/slider/Req: Gold Score)
- GSM 7: Hauteclaire (green metalize tablet/slider/Req: Gold Score)
- GSM 10: Excalibur (tan metalize tablet/slider/Req: Gold Score)
- GSM 12: Sturdy Shield Spartan Guard (metalize tablet/Req: Gold Score)
- GSM 14: Darkness Rapier Assassin Dagger (metalize tablet/Req: Gold)
- GSM 16: Tomahawk (metalize tablet/Req: Gold Score)
- GSM 18: Twinkler (scan/flower)
- GSM 19: Mjollnir (metalize tablet/slider/Req: Gold Score)
- Paradise at Cloud's End: HP increaser (gold metalize tablet),
Demon Wings(green metalize tablet)
- Special Enemies:
- Paradise at Cloud's End: Lightning Dragon Perkele (Boss Battle)
- Heal Pot:
- Great Spear of Mastema 21
- Info
- This dungeon is in the Frannelle Castle great spire that
reaches farther up than the eye can see. You will be
traveling up spiral stairs with side rooms, balconies,
and up to the very tip of the spire.
- This dungeon will be available to enter after you have
beaten Witch of Desire Ahriemed Aof - Witch Olly/2nd
Boss Battle
- The first time through this dungeon you may want to rely
on eating (more than bouncing) to restore your hits. It
will refill your HP faster and will be more reliable.
- You will recover Lightning Spirit Ur in this dungeon
Great Spear of Mastema 1
------------------------
- Description:
- A giant tower that stands alongside Frannelle as a
symbol of Kaleila. So tall, it pierces the sky and
its tip can't be seen.
- Battle: None
- Scan: None
- Exits: Great Gate/center portal down, GSM 2/up
- Extra Info:
- If you step on the center platform you will be transported
down to Frannelle Castle Great Gate. This is an intricately
designed room with raised flooring around all sides. The
middle drops down with a large mounded floor in the middle
that holds a transport.
- This room and dungeon that follows will be available to
enter after you have beaten Witch of Desire Ahriemed Aof
(Witch Olly/2nd Boss Battle).
Explore (4):
Top left, corner (face in the corner at the wall)
- A picture of lightning.
Top right, corner (face in the corner at the wall)
- Picture of Lightning Spirit and Book.
Bottom right, corner (face in the corner at the wall)
- Picture of a book.
Bottom left, corner (face in the corner at the wall)
- Picture of lightning and the Spirit.
Great Spear of Mastema 2
------------------------
- Main Goal: Defeat All The Enemies!
- Medal: 4000 gold/3000 siver/2000 bronze
- Time: 2:00
- Time Points: 1 x 50
- Times Damage Bonus: 1000
- Item for Gold Score: None
- Exits: GSM 1/down, GSM 3/left, GSM 4/up
- Solution: There are 2 small platforms and a curve of stairs,
defeat the Automations with hits or Judgment Links (bounce),
rolling and the hammer seem to work well, keep your map up
to see where the Automations spawn, they spawn one at a time.
- Note: GSM 4 will be blocked by a gate until GSM 2 is finished.
Great Spear of Mastema 3
------------------------
- Main Goal: Flip All The Switches!
- Medal: 4000 gold/3000 siver/2000 bronze
- Time: 1:50
- Time Points: 1 x 50
- Times Damage Bonus: 100
- Item for Gold Score: Cyclops (tan metalize tablet/slider)
- Exits: GSM 2/right
- Solution: 2 X floor switches, one on left, one on top, flip
both to blue (run over switch twice), then use the left air
step (enter towards right) to get into center to hit the
pole switch.
Great Spear of Mastema 4
------------------------
- Main Goal: Defeat All The Enemies!
- Medal: 4000 gold/3000 siver/2000 bronze
- Time: 1:20
- Time Points: 1 x 50
- Times Damage Bonus: 1000
- Item for Gold Score: None
- Exits: GSM 2/left, GSM 5/up, GSM 6/right
- Solution: Take off any codes, put on Illness code, now the Evil</pre><pre id="faqspan-5">
Eyes will be defeated faster - OR - bounce the 4 Evil Eyes,
they are harder to bounce but it will also save time if
needed.
- Note: GSM 6 will be blocked by a gate until GSM 5 is finished.
Great Spear of Mastema 5
------------------------
- Main Goal: Match All Switch Colors!
- Medal: 4000 gold/3000 siver/2000 bronze
- Time: 1:30
- Time Points: 1 x 50
- Times Damage Bonus: 1000
- Item for Gold Score: Spirit Seal (green metalize tablet/slider)
- Exits: GSM 4/down
- Solution: There are 3 X switches, one on left, one on right,
one on top, step on left switch once to turn left and right
switches to red, run up and step on top switch to turn it red,
don't get hit by the rolling spike balls on the left and right
switches.
Great Spear of Mastema 6
------------------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 20+ Toss-ups!: 1000
- Medal: 4000 gold/3000 siver/2000 bronze
- Time: 1:30
- Time Points: 1 x 50
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: GSM 4/up, GSM 7/right, GSM 8/down
- Solution: Bounce the Ulars or eat to get HP if you lost HP in
GSM 5, make sure to bounce one of them 20 times, they like to
only bounce 19 times so either unequip weapons or add more
multiple ore-type codes (gold, iron, etc), you can then take
off their codes and put on Illness, Hurricane Spin works well,
they spawn 2 at a time.
- Note: GSM 8 will be blocked by a gate until GSM 7 is finished.
Great Spear of Mastema 7
------------------------
- Main Goal: Flip All The Switches!
- Medal: 4000 gold/3000 siver/2000 bronze
- Time: 1:50
- Time Points: 1 x 50
- Times Damage Bonus: 100
- Item for Gold Score: Hauteclaire (green metalize tablet/slider)
- Exits: GSM 6/left
- Solution: 2 yellow switches, 2 air steps, use air step on right
side to get inside or on the moving platform, use air step on
the inside top to get on the moving platform, it is all in the
timing, goal is to use the air steps to get on moving platform,
ride the moving platform to hit both yellow switches with a
lightning weapon, you can hover over the air steps to help
you time it right, try to aim somewhat diagonally up towards
the top yellow switch, you can get gold your first time through
- Later, summon Ur and he will hit the switches :)
Great Spear of Mastema 8
------------------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Get 30+ Jewels!: 1000
- Can't get if jewel storage 9999
- Medal: 4000 gold/3000 siver/2000 bronze
- Time: 1:30
- Time Points: 1 x 50
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: GSM 6/right, GSM 9/down
- Solution: Scan the Lion Knight, then you can either get one
yellow jewel from each of the 3 Lion Knights or you can bounce
one way high into the milky way/outer space to get a purple
jewel, so 3 x 10/yellow or 1 x 50/purple, defeat any Lion
Knights you don't bounce, watch out for swipes and charges,
works well to get one purple jewel and then Hurricane Spin
the other 2 Lion Knights.
Great Spear of Mastema 9
------------------------
- Description:
- Reaching this point makes one really feel just how tall the
tower is. You have already reached the altitude where clouds
form.
- There is a Jewel Door here (put 2 light on the jewel) that leads
to GSM 10.
- Battle: Eye Wing
- Scan: None
- Exits: GSM 10/upper-right, GSM 8/upper-center, GSM 11/upper-left
- Extra Info:
- This is the mid-way point. It is a lavish balcony with 2 doors
and a deadly stairway that leads up to another door. Light cloud
wisps float by and you feel faint and dizzy. Don't look over
the edge of the balcony, or you might lose your lunch. You will
see yourself from a distance which means you are small on the
screen. The Eye Bats are even smaller so strain your eyes to
see them or they will see you first and cause you damage. Are
you brave enough to step on the stairway of lightning bolts?
... or are you smart enough to find a better solution?
- There is a handle on the wall to the right that you can pull
out to de-trigger the lightning bolts on the stairway ... or
you can see how many times you die trying to get up and down
the stairs on your own, lol.
- You can also press A at the middle stained-glass window on the
deadly stairs and listen to the lightning try to get you as you
ponder which direction you are going to flee once you press A
again.
- To pull the handle: You can pull the handle after you do GSM 10/
Jewel Door. The lever looks like two dots of orange on the
protruding wall between the two doors. Press A once at it and
then hold down on the d-pad to have your character pull the
handle until it is all the way out. The handle will stay out
... for a little while. Now you can go up the stairs without
the lightning bolts. You can still make it up the stairs with
the lightning bolts and not pull the handle, but you will get
damaged, lol.
Explore (3):
Center right, straight down from 1st doorway (face down over balcony)
- This place must be high up. Rhoan Town looks like a speck.
Center left, end of the left side of the balcony (face left)
- You can see clear into the distance. Just don't look down.
Top left, middle window on stairs, lol (face up under window)
- A motif of the Spirits dancing in the air.
Great Spear of Mastema 10
-------------------------
- Requires Jewel (put on 2 Light codes) to access GSM 10.
- Main Goal: Destroy All The Targets!
- Adtl Goal: Use All Jump Ramps!: 1000
- Adtl Goal: Use 10 Evasion Moves!: 500
- Adtl Goal: Use 1+ Spirit Magic!: 500
- Medal: 4000 gold/3000 siver/2000 bronze
- Time: 1:20
- Time Points: 1 x 50
- Times Damage Bonus: 100
- Item for Gold Score: Excaliber (tan metalize tablet/slider)
- Exits: GSM 9/down
- Solution: Cage over air step on left, air step on inside
right, boxes appear in corners as other boxes are broken
- Fastest way: Hurricane Spin the cage, step once on 2
air steps, and use Spirit Magic multiple times
- Faster way: Hurricane Spin the cage, then roll in
circles around the room breaking boxes in the corners
(This is why the main goal is Destroy All The Targets
instead of Break All The Boxes/Cage is also a target),
be sure to roll 10 times and step on each air step once,
You can get gold the first time through.
- Slower way: Hurricane Spin the cage, use each jump ramp
at least once, roll around the room breaking all the
boxes in the corners, summon a spirit at least once.
- Note: You won't be able to get the 1+ Spirit Magic bonus
on your first time through because you won't have any
spirits yet (restoring spirits).
Great Spear of Mastema 11
-------------------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 20+ Toss-ups!: 500
- Adtl Goal: Get 30+ Jewels!: 500
- Can't get if jewel storage 9999
- Medal: 4000 gold/3000 siver/2000 bronze
- Time: 1:30
- Time Points: 1 x 50
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: GSM 9/down, GSM 12/left, GSM 13 up
- Solution: Keep your map open to see where the Automations
spawn, roll quickly to them if you are far away, bounce
them all to save time, same basic layout as last time
(2 small platforms and a curve of stairs), bounce one at
least 20 times, get 3 yellow jewels or one purple jewel.
- Note: GSM 13 will be blocked by a gate until GSM 12 is finished.
Great Spear of Mastema 12
-------------------------
- Main Goal: Flip All The Switches!
- Medal: 4000 gold/3000 siver/2000 bronze
- Time: 1:50
- Time Points: 1 x 50
- Times Damage Bonus: 100
- Item for Gold Score: Sturdy Shield Spartan Guard (metalize tablet)
- Exits: GSM 11/right
- Solution: Equip a lightning weapon, 2 pole switches, 2 air steps,
one yellow switch, hit the 2 pole switches around the edges of
the room, then use the outside air step to jump on the inside
and hit the yellow switch with a lightning weapon, use the last
air step to get out of the inside.
Great Spear of Mastema 13
-------------------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 20+ Toss-ups!: 500
- Adtl Goal: Use 3+ Spirit Magic!:
- Medal: 4000 gold/3000 siver/2000 bronze
- Time: 1:30
- Time Points: 1 x 50
- Times Damage Bonus: 1000
- Item for Gold Score: None
- Exits: GSM 11/left, GSM 14/up, GSM 15/right
- Solution:
- If you don't have a spirit: Avoid the one Automation,
destroy the purple generator, bounce the Automation
at least 20 times, you can get gold 1st time through.
- If you do have a spirit: Bounce the Automation 20 times,
summon the spirit 3 times, finish off generator and any
other Automations.
- Note: You won't be able to get the 3+ Spirit Magic bonus
on your first time through because you won't have any
spirits yet (restoring spirits).
- Note: GSM 15 will be blocked by a gate until GSM 14 is finished.
Great Spear of Mastema 14
-------------------------
- Main Goal: Flip All The Switches!
- Medal: 4000 gold/3000 siver/2000 bronze
- Time: 1:50
- Time Points: 1 x 50
- Times Damage Bonus: 100
- Item for Gold Score: Darkness Assassin Dagger (metalize tablet)
- Exits: GSM 13/down
- Solution: Equip a Forest weapon and a Fire weapon, run in,
hit the pole switch on the bottom right to start the moving
platform, use the top air step to get onto the moving platform,
hit the green switch with the Forest weapon, hit the red
switch with a Fire weapon, use the inside air step to get
back on the outside.
- Note: GSM 16 will be blocked by a gate until GSM 15 is finished.
Great Spear of Mastema 15
-------------------------
- Main Goal: Defeat All The Enemies!
- Medal: 4000 gold/3000 siver/2000 bronze
- Time: 1:30
- Time Points: 1 x 50
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: GSM 13/up, GSM 16/right, GSM 17/down
- Solution: Just defeat Eye Wings with Judgment Link (bounce),
or you can make them as weak as possible by taking off their
codes and adding Illness for faster kills.
Great Spear of Mastema 16
-------------------------
- Main Goal: Flip All The Switches!
- Medal: 4000 gold/3000 siver/2000 bronze
- Time: 1:50
- Time Points: 1 x 50
- Times Damage Bonus: 100
- Item for Gold Score: Tomahawk (metalize tablet)
- Exits: GSM 15/left
- Solution: Cage over green floor switch on bottom right,
another green floor switch inside to right, 2 air steps
to get in and out of inside, pull handle on top center
wall
- In one Hurricane Spin, you can break the cage,
twirl over the outside green switch changing it to pink,
and twirl over the outside air step (which puts you in
the center), then you can just run and step on the inside
green floor switch turning it to pink.
- You don't have to even go up to the pull handle or
activate it at all, the pull handle lifts the cage briefly,
but it is faster to just break the cage and not worry about
the pull handle at all. Brain over brawn, lol.
Great Spear of Mastema 17
-------------------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 20+ Toss-ups!: 500
- Adtl Goal: Get 30+ Jewels!: 500
- Can't get if jewel storage 9999
- Medal: 4000 gold/3000 siver/2000 bronze
- Time: 1:50
- Time Points: 1 x 50
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: GSM 15/right, GSM 18/down
- Solution: There are 5 Lion Knights, make sure to bounce one at
least 20 times, then you can defeat the others - OR - for this
one you can still get a gold score even if you don't bounce one
for 20 times if you don't get hit much and also get a fast time
with also getting the 30+ jewel bonus.
Great Spear of Mastema 18
-------------------------
- Description:
- The pillar enclosed in this tower is believed to be the
Great Spear. Like a real spear, it too has a point. But
what lies there?
- A Jewel Door is located here (put 2 Shadow on the Jewel) to
access GSM 19.
- Battle: None
- Scan: Twinkler (scan/flower)
- Exits: GSM 20/upper-left, GSM 17/upper-center, GSM 19/upper-right
- Extra Info:
- This is the top-way point. It is a lavish balcony with 3 doors
that are equally divided by 2 stairways running opposite
directions. Things seem peaceful here with no enemies to fight
and even a flower to the right of the center door. The clouds
are extremely close and the mist leaves a slight wetness to
your skin. You walk to the balcony's edge and the strong wind
slightly elevates your body making your heart race. You wonder
what lies at the top of this perpetual spire. Should you unlock
the shadow door to the right ... or by-pass it for the other
unknown door? Should there be trouble, there is no one that
would hear you or could help you at these heights ... or is
there?
Explore (3):
Center right, end of right side of balcony (face right at balcony)
- The clouds are so close, you could almost reach out and touch them.
Bottom center, straight down from GSM 18 door (face down over balcony)
- You can still make out part of Rhoan.
Center left, end of left side of balcony (face left at balcony)
- The breeze feels good, but maybe a little too strong.
Great Spear of Mastema 19
-------------------------
- Requires a Jewel for Jewel Door (put on 2 Shadow codes)
to access GSM 19.
- Main Goal: Flip All The Switches!
- Medal: 4000 gold/3000 siver/2000 bronze
- Time: 1:40
- Time Points: 1 x 50
- Times Damage Bonus: 500
- Item for Gold Score: Mjollnir (metalize tablet)
- Exits: GSM 18/down
- Solution: Equip a Bomb weapon, 3 pole switches (bottom left,
center inside, top right), swinging axe in the inside, 2
air steps (bottom center outside, top inside)
- Lay a charged bomb by either the bottom left or top right
pole switch, roll and hit the other pole switch (either
top right or bottom left, use the air step to jump into
the inside center being careful of the swing axe, hit the
inside center pole switch and detonate the charged bomb
- Basically, hit two pole switches and detonate the other
Great Spear of Mastema 20
-------------------------
- Description:
- This area is nearing the top. At this height, the earth is
indiscernible by clouds.
- A Jewel Door is located here (put 3 Lightning on Jewel) to
access GSM 21.
- Battle: Arch Demon
- Scan: None
- Exits: GSM 18/down, GSM 21/up
- Extra Info:
- This is an intricate oval-designed room where Arch Demons
roam. They possess a shadow power that allows them to
appear and disappear at whim. There is an electrical
static to the air and designs of lightning strikes
permeate every design and thought. With the static present
in this room then what could be on the other side? Do you
dare to unlock the lightning Jewel Door? And will the
Arch Demon guards allow it? Even with guard railing by the
windows, a fall from this height would definitely be fatal.
Explore (3):
Top center, narrow room wall pillar (face up at pillar)
- Design of lightning striking.
Bottom left, corner/rainbow colors on floor (face any direction)
- A rainbow splays on the ground. It's dazzling.
Center right, oval floor design/right end (face any direction)
- Engraved with designs of lightning striking the ground.
Great Spear of Mastema 21
-------------------------
- Description:
- Any visitor can recognize the advanced technology used
in this tower--especially the space transporter. It can
only travel short distances, but it's instantaneous.
This technology has since been lost.
- A Heal Pot is located here
- Battle: None
- Scan: None
- Exits: GSM 20/down, Paradise at Cloud's End (Boss Room) /up
- Extra Info:
- If you step on the center platform you will be transported
up to the very top of the Frannelle Castle spire. This is
an intricately designed room with raised flooring around all
sides. The center drops down with a large mounded floor in
the middle that holds a transport. The high altitude makes
the room air chilly even inside. The room has a very polished
appearance, including the two long chains located only on the
right side of the room ...
Explore (3):
Bottom left, window light falling on banister (face right at banister)
- Soft light filters in from outside.
Bottom right, chain end attached to banister (face left at banister)
- The chains are chill to the touch.
Top right, chain end attached to banister (face left at banister)
- Polished chains devoid of rust.
Paradise at Cloud's End (Boss Battle)
-------------------------------------
- Description:
- Tower's Peak. The large amount of water must be what's
keeping the tower balanced. The dragon uses it as its
territory, but with no effect above ground, it goes
unnoticed. It easily surpasses the clouds.
- Lightning Dragon Perkele (Boss Battle)
- Boss HP: 6320 (with original codes)/6000 (no codes)
- Time Score: Need 3000+ to beat (for gold score)
- Time: 10:00
- Times Damaged Bonus: 1000
- Times Damaged (if any): subtracts points from time bonus
- Scan Items: HP increaser (gold metalize tablet),
Demon Wings (green metalize tablet)
- Spirit Restored: Ur!!! (And he's human size ;D )
- Pages Restored: Great Spear of Mastema 1-21, Paradise at Cloud's
End, Wargliss Fortress 1-7, Northern Battlefield,
Waisen Empire Camp, Tornaq Ice Cavern 1-19,
Sealed Domain
- Exits: GSM 21/down
- Solution: Equip any Projectile weapon (to throw far/across), it is
possible to have Shadow Fang your first time through at this point,
so equip it or any other projectile weapon you wish, You will be
standing on a circular platform surrounded by water, Perkele will
swim around you shooting lightning balls (hit with projectile to
stop action), then Perkele will prop up on the edge anywhere on the
circular platform and call down lightning bolts on you (hit with
projectile to stop action), then Perkele will scurry across the
circular platform to try to crush you (avoid or hit), when you
have damaged Perkele enough then you win, or if Perkele damages
you enough you lose, lol. Not dying means you win but it takes
more effort to win a gold score :)
@@@@@@@@@@@@@@@@@
Wargliss Fortress
@@@@@@@@@@@@@@@@@
==============================
Wargliss Fortress Area Summary
==============================
AZ
|
15 9
| |
14<--16 8<--7
| | | |
\/ | \/ |
19 13<---4<---5----6
| | | |
17--11----3 |
| | | |
18 12 2---10
|
DOIC1*
|
| SD
| |
| 15
| |
19---14---13
| |
| 11---12
| |
18---10----9
| |
| 7 8
| | |
17 6----5
| |
| 3----4
| |
16----2
|
TIC1 WEC
| |
\ NB
\ __|____
| \ |
| \ |
WF5---| WF7* -|---WF3
| -|
| WF2 -|
WF6---| |---WF4
|_________|
|
RV3<-- WF1 -->RV3
|
---RV3*
Wargliss Fortress Area Summary Map
Wargliss Fortress & Tornaq Ice Cavern
WF1 = Wargliss Fortress 1 (up to 7)
WF7* = Hidden Cellar (Wargliss Fortress 7/hole)
WF7 (blown hole/to Tornaq Ice Cavern 1)
TIC1* = Tornaq Ice Cavern 1 (up to 19)
NB = Northern Battlefield
WEC = Waisen Empire Camp
-> = puts you back at location listed
DC* = Depths of the Ice Cavern 1
SD = Sealed Domain (Sword Demon Amorphes)
RV3* = Ravine of Vulgazzo 3 (exit any direction)
* = Enter/Exit area connection
Depths of the Ice Cavern
DOIC1* = Depths of the Ice Cavern 1 (up to 19)
AZ = Absolute Zero (Boss Battle)
* = Enter/Exit area connection
Note:
DOIC 4 & DOIC 14 are one-way drops/entrances to DOIC 13
DOIC 8 is a one way drop/entrance to DOIC 4
DOIC 10 Requires 4 Ice Fragments to Open DOIC 5 (see Items)
DOIC 14 Requires 4 Fish codes to Open DOIC 15 (Jewel Door)
Gold Score in DOIC 11 opens DOIC 17
Gold Score in DOIC 17 opens DOIC 19
- Total Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Wargliss Fortress
- Wargliss Fortress 1-7
- Northern Battlefield
- Waisen Empire Camp
Tornaq Cavern Dungeon
- Tornaq Ice Cavern 1-19
- Sealed Domain
Depths of the Ice Cavern
- Depths of Ice Cavern 1-19
- Absolute Zero
- Areas to Return to:
- Wargliss Fortress 2: Imperial Soldiers (cutscene)
- Wargliss Fortress 2: Haochy blows open hole (cutscene)
- Wargliss Fortress 3: Onikiri (Req: Gustav sidequest)
- TIC 8 (to get gold score with any projectile weapon)
- TIC 19 (when get request to slay ice dragon)
- Absolute Zero (gold score, if not gotten before cutscene)
- Items:
- Wargliss Fortress 2: Stone-Cutter (scan/flower)
- Wargliss Fortress 4: Soldier Breastplate (green metalize)
- Wargliss Fortress 5: Broadsword (scan/on ground)
- Wargliss Fortress 7: Bomb (scan/on ground)
- Waisen Empire Camp: Spartan Guard (metalize tablet)
- TIC 6: Ice Lily (scan/flower)
- TIC 7: Napalm Bomb (metalize tablet)
- TIC 12: Ice Bolt (metalize tablet)
- TIC 13: MP increaser (metalize tablet)
- TIC 18: Dream Grass (scan/flower)
- DOIC 6: Wide Shield Guardian (metalize tablet)
- DOIC 10: HP/MP increaser (red metalize tablet)
- DOIC 12: Searing Remote Barrel (tan metalize tablet)
- DOIC 15: Muramusa (tan metalize tablet)
- repeat, same as what you got earlier, will not have 2, only 1
- DOIC 18: Mace (scan/on ground - ice platform)
- DOIC 19: Spirit Bomb (tan metalize tablet)
- Special Enemies:
- Wargliss Fortress 2: Imperial Soldiers (cutscene)
- Sealed Domain: Sword Demon Amorphes (Boss Battle)
- Absolute Zero: Ice Dragon Malcahatu
- DOIC 4: Battle Titan (unlock with 6+ Gold)
- Heal Pot:
- Wargliss Fortress: some boxes/vases to break in side rooms
- Tornaq Ice Cavern 15 (Req: Flip all switches)
- Depths of the Ice Cavern 9
- Info
- This is the battlefront guarding against the invasion from the
Waisen Empire. This is a huge fort that faces the Northern
Battlefield where many battles take place. The Waisen Empire
Camp is concidered enemy territory. It is where you will find
Prince Valdo before he re-locates to Frannelle Castle. Fort
Wargliss has two secret ice caverns underground. Haochy will
blow open a passageway for you to gain access to them. But,
who knows what's down there ... are you sure you want to
venture in ...? Of course, if it goes deep and far enough,
then you might just be able to slip unseen behind the enemy!
=================
Wargliss Fortress
=================
WEC
|
NB
____|____
| |
| |
WF5---| WF7* -|---WF3
| -|
| WF2 -|
WF6---| |---WF4
|_________|
|
RV3<-- WF1 -->RV3
|
---RV3*
Wargliss Fortress
WF1 = Wargliss Fortress 1 (up to 7)
WF7* = WF7 (blown hole/to Tornaq Ice Cavern 1)
NB = Northern Battlefield
WEC = Waisen Empire Camp
-> = puts you back at location listed
* = Enter/Exit area connection
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Wargliss Fortress
- Wargliss Fortress 1-7
- Northern Battlefield
- Waisen Empire Camp
- Areas to Return to:
- Wargliss Fortress 2: Imperial Soldiers (cutscene)
- Wargliss Fortress 2: Haochy blows open hole (cutscene)
- Wargliss Fortress 3: Onikiri (Req: Gustav sidequest)
- Items:
- Wargliss Fortress 2: Stone-Cutter (scan/flower)
- Wargliss Fortress 4: Soldier Breastplate (green metalize)
- Wargliss Fortress 5: Broadsword (scan/on ground)
- Wargliss Fortress 7: Bomb (scan/on ground)
- Waisen Empire Camp: Spartan Guard (metalize tablet)
- Special Enemies:
- Wargliss Fortress 2: Imperial Soldiers (cutscene)
- Heal Pot:
- Wargliss Fortress: some boxes to break in side rooms
- Info
- This is a very tall but wide and massive fort. The
walls are solid stone and very thick. There is a
very large drawbridge that can be drawn up in cases
of attack and let down for full assault. Look
around and you may find some useful treasures ...
Wargliss Fortress 1
-------------------
- Description:
- Wargliss Fort that's guarded Kaleila for 100 years.
Though originally used as a checking station, since
the start of the war, it has become a fort. But why
was it first built?
- Battle: None
- Scan: None
- Exits: WF 2/up, Ravine of Vulgazzo 3/down, left, right
- Extra Info:
- This is the entrance into the Wargliss Fortress. If
you go any direction except up then you will be sent
back to Ravine of Vulgazzo 3.
Explore (3):
Center left, blue awning (face left at awning)
- A storage place for materials. Most of it is gunpowder.
Center right, wall under blue flag (face right at wall)
- Scarred by heavy bullets.
Bottom right, trimmed tree (face right at tree)
- The branches have been cut to be used for various things.
Wargliss Fortress 2
-------------------
- Description:
- Wargliss Fort center road, and single gate to Northern Battlefield.
Haochy's bomb opened a path to the Ice Cavern. The countless
battle wounds and blasts have left it a mess.
- Battle: Imperial Soldier (cutscene)
- Scan: Stone-Cutter (scan/flower)
- Exits: WF 1/down, WF 6/lower left, WF 4/lower right,
Northern Battlefield/up, WF 5/upper left, WF 3/upper right,
WF7-Hidden Cellar-Tornaq Ice Cavern/through hole in WF 2
- Extra Info:
- Cutscene: 2 Imperial Soldiers appear - defeat them
- Cutscene: Haochy blows open Hidden Cellar/Tornaq Ice Cavern hole
Explore (0):
- There's nothing to explore here (but cutscenes take place here)
Wargliss Fortress 3
-------------------
- Description:
- Wargliss Fort lounge. Weary Kaleilan soldiers come to rest
here, but don't get decent sleep. Each defends the fort
however possible. This room is also used to store weapons
and bombs.
- Battle: None
- Scan: Onikiri (metalize tablet)
- Exits: WF 2/left
- Extra Info:
- Once you get the Onikiri (full explore of WF3) then you can go
back to the Training Hall to get the Judgment Onikiri.
Explore (3):
Upper center, center window light beam (face any direction)
- A warm light shines in from outside.
Lower center, weeds growing up in floor (face any direction)
- Only the resilient weeds manage to grow here.
Top left, broken bits of wood (face any direction)
- Broken splinters cover the ground.
Wargliss Fortress 4
-------------------
- Description:
- Wargliss Fort storehouse. Goods from Kaleila are stored
here, even food rations, but soldiers still have rats
to worry about. Professional rat catchers are deployed
and can even be promoted to the role of Supply Goods
Captain.
- Battle: Orobas
- Scan: Soldier Breastplate (green metalize tablet)
- Exits: WF 2/left
- Extra Info:
- This is not the boss battle Orobas that you fight at
the Castle Gates ... but it is related :)
Explore (3):
Top right, stacked barrels (face up under barrels)
- Looks like these barrels are all full of water.
Center right, Wall (face right at the wall)
- Looks like a mousetrap. You've never seen one like it.
Center, exact center of room (face any direction)
- This must be the food storage.
Wargliss Fortress 5
-------------------
- Description:
- Wargliss Fort stand-by room. Most tactics place soldiers
atop the ramparts as archers. When necessary, they take
to the field and fight hand-to-hand. Here, they prepare
before heading out, and leave thoughts of family and
friends.
- Battle: Moloch
- Scan: Broadsword (scan/on ground)
- Exits: WF 2/right
- Extra Info:
- Be wary of the Moloch guarding the huge Broadsword!
Explore (3):
Top left, stack of flat crates (face left at crates)
- The boxes are stuffed with sand. Must've been their
last barricade.
Top center, wall behind Broadsword (face up under wall)
- Names are carved into the walls.
Top right, fire holder stand (face right at holder)
- This candlestick looks like an antique.
Wargliss Fortress 6
-------------------
- Description:
- Wargliss Fort infirmary. Where injured soldiers are given temporary
aid. The heavily wounded are sent home, but ...
- Battle: None
- Scan: None
- Exits: WF 2/right
- Extra Info:
- Many supplies are also stored here under the awnings.
Explore (3):
Top left, top awning (face left at awning)
- The little remaining food has been broken into by rats.
Center left, dirt pile and debris (face left at dirt pile)
- Littered with bandages too filthy for first-aid use.
Bottom left, center awning (face left at awning)
- It looks like medicine.
Wargliss Fortress 7
-------------------
- Description:
- A Secret underground room. There's a chill breeze blowing from
the back.
- Battle: None
- Scan: Bomb (scan/on ground)
- Exits: Wargliss Fortress 2/down, Tornaq Ice Cavern 1/up
- Extra Info:
- Hidden Cellar found by entering a hole through Wargliss Fortress 2.
Haochy will blow the hole open for you during your first visit to
Wargliss Fortress. This hidden cellar leads to Tornaq Ice Cavern
which later leads to Depths of the Ice Cavern.
- Cutscene: Haochy and bomb usage - Haochy teaches you to use
use bombs. Have fun blowing yourself up, lol
Explore (3):
Center, where you drop in (face down after you drop in hole)
- Above is a large, gaping hole.
Upper center, ice (front ice flow, inch forward facing up at doorway)
- The ground is frozen. A chill breeze is blowing from further in.
Top right, right side of doorway (face up under right side of doorway)
- It's frozen, but seems older than the walls in the fort above.
Northern Battlefield
--------------------
- Description:
- The battlefield of the Kaleila and Waisen War. Kaleila
has taken up the defensive and can't afford to lose
Wargliss Fort. This fort used to be overrun with
plants 8 years ago.
- Battle: Siege Drake
- Scan: None
- Exits: Waisen Empire Camp/up, Wargliss Fortress 2/down
- Extra Info:
- There are two Seige Drakes to beat here. One spawns
after the first one is defeated. Watch out for their
tracking spikes.
Explore (3):
Center left, barricade (face right at barricade)
- The defensive barricade is in ruins.
Bottom center, dirt (straight up when enter, face any direction)
- The ground is desolated thanks to the raging war.
- Enter, press A repeatedly as you walk straight up a ways
Upper right, trees right of barricade (face right at trees)
- Deep forests surround all sides.
Waisen Empire Camp
------------------
- Description:
- Waisen Empire camp set up right in front of Wargliss. While
set on the war front, it's used as a supply line instead.
Clearly, they have a smart strategist.
- Battle: None
- Scan: Spartan Guard (metalize tablet)
- Exits: Northern Battlefield/down
- Extra Info:
- After you beat Mt. Elious boss battles, then Prince Valdo will
appear here. Talk to him repeatedly and give him gifts to get
him to request a meeting with King Xenonbart. This starts his
affection quests. Afterwards, he can be found in the Audience
Chamber in Frannelle Castle.
Explore (3):
Top center, tall wooden fence wall (face up under fence)
- Surrounded by a thick wall with no visable way out ...
Upper left, stacks of barrels (face left at barrels)
- Each barrel is stuffed with food goods.
Lower center, burnt black tree (face up under tree)
- A charred tree stands.
=========================
Tornaq Ice Cavern Dungeon
=========================
SD
|
DC1* 15
| |
19---14---13
| |
| 11---12
| |
18---10----9
| |
| 7 8
| | |
17 6----5
| |
| 3----4
| |
16----2
|
1
|
WF7*
Tornaq Ice Cavern Dungeon
WF7* = Hidden Cellar
(Wargliss Fortress 7/hole)
DC* = Depths of the Ice Cavern 1
SD = Sealed Domain (Sword Demon Amorphes)
* = Enter/Exit area connection
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Tornaq Ice Cavern Dungeon
- Tornaq Ice Cavern 1-19
- Sealed Domain
- Areas to Return to:
- TIC 8 (to get gold score with any projectile weapon)
- TIC 19 (when get request to slay ice dragon)
- Items:
- TIC 6: Ice Lily (scan/flower)
- TIC 7: Napalm Bomb (metalize tablet)
- TIC 12: Ice Bolt (metalize tablet)
- TIC 13: MP increaser (metalize tablet)
- TIC 18: Dream Grass (scan/flower)
- Ice Statues:
- TIC 3, TIC 6, TIC 8, TIC 9, TIC 10,
TIC 11, TIC 12, TIC 13, TIC 16, TIC 18
- Special Enemies:
- Sealed Domain: Sword Demon Amorphes (Boss Battle)
- Heal Pot:
- Tornaq Ice Cavern 15 (Req: Flip all switches)
- Info
- Beat the dungeon rooms that drop an Ice Statue down (don't
need a gold score). When you have ten Ice Statues then you
can access the boss door (Sealed Domain). When an ice statue
drops make sure to attack it until it is gone. If one
drops and you miss it, then you can go back and it will
still be there without you having to re-do the room.
- This dungeon uses a lot of charging bombs:
- Charge a bomb by holding down the button you equipped the
bomb on, it will drop where you let go and not be tossed,
go to safe distance and then tap bomb button
(button equipped bomb on)
- This is an ice dungeon ... you will slide!
Use it to your advantage or it will be your demise!
- Weapon swings don't work when you are sliding
Tornaq Ice Cavern 1
-------------------
- Main Goal: Destroy All The Targets!
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 50:00
- Time Points: 1 sec x 50
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: TIC 2/up, Wargliss Fortress 2/down
- Solution: Equip bomb, go in, charge bomb and blow up first
3 items, charge bomb and blow it between last 2 items
- Items = wooden stacks and wooden crates
Tornaq Ice Cavern 2
-------------------
- Main Goal: Flip All The Switches!
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 1:00
- Time Points: 1 sec x 40
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: TIC 1/down, TIC 3/up, TIC 16/left
- Solution: Bomb the first rubble pile, sword-hit the switch,
throw a bomb between the 2nd rubble pile and switch
Tornaq Ice Cavern 3
-------------------
- Main Goal: Flip All The Switches!
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 40:00
- Time Points: 1 sec x 40
- Times Damage Bonus: 750
- Times Fell Bonus: 750
- Item for Gold Score: None
- Drops: Ice Statue
- Exits: TIC 2/down, TIC 4/right
- Solution: run close to the edge and the switch across edge,
use Mieli’s spirit power, run over and hit the second switch
with a fire weapon - you can kill the Ghost Eyes if you want
but it won't add to your score
Tornaq Ice Cavern 4
-------------------
- Main Goal: Flip All The Switches!
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 1:00
- Time Points: 1 sec x 30
- Times Damage Bonus: 1000
- Item for Gold Score: None
- Exits: TIC 3/left, TIC 5/up
- Solution: Push the big block of ice to the left, then push it up
onto the green switch, don't follow it, instead jump on the bottom
green switch, both switches will turn pink/red and doors open
Tornaq Ice Cavern 5
-------------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 10+ Toss-ups!: 500
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 1:30
- Time Points: 1 sec x 20
- Times Damage Bonus: 1000
- Times Fell Bonus: 500
- Item for Gold Score: None
- Exits: TIC 4/down, TIC 6/left, TIC 8/up
- Solution: Kill all 4 Skeletons, judgment link (bounce)
one of them at least 10 times, use jump air steps and
don't touch the rolling spike balls, you can take off
Skeleton's codes and put on Illness code to make Skeletons
weaker if you want
Tornaq Ice Cavern 6
-------------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Beat Ice-type Enemies!: 500
- Adtl Goal: Use 10+ Toss-ups!: 500
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 1:00
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Drops: Ice Statue
- Scan: Ice Lily (scan/flower)
- Exits: TIC 5/right, TIC 7/up
- Solution: Scan Mul, take off codes, put on ice code, kill all Muls,
don't touch the moving saw or the stationary big ice spikes, don't
slide into anything, weapons don't work when sliding even if you
are using them
Tornaq Ice Cavern 7
-------------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Use 15+ Toss-ups!: 1000
- Adtl Goal: Beat Fire-type Enemies: 500
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 2:00
- Time Points: 1 sec x 10
- Times Damage Bonus: 500
- Item for Gold Score: Napalm Bomb (metalize tablet)
- Exits: TIC 6/down
- Solution: 1st time thru: Scan Shadow Claw, put only fire on monster,
judgment link one 15 bounces, kill others fast ... use Mieli for
one of them, throw bomb at one switch, run fast and hit other
two switches - use your map to see where the Shadow Claws are
instead of running around trying to find them
Tornaq Ice Cavern 8
-------------------
- Main Goal: Flip All The Switches!
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 50:00
- Time Points: 1 sec x 40
- Times Damage Bonus: 500
- Times Fell Bonus:500
- Item for Gold Score: None
- Drops: Ice Statue
- Exits: TIC 5/down, TIC 9/up
- Solution: Equip Forest Bomb, go in, kill the Knight Mare, throw bomb at
each of the 4 switches in 4 directions, you won't get gold on 1st time
through but come back later with a Forest coded projectile and you will
get a gold score easy, get any medal score (gold/silver/bronze) to get
the Ice Statue to drop. You can lead the Night Mare off the edge but
don't fall off the edges yourself, lol
Tornaq Ice Cavern 9
-------------------
- Main Goal: Flip All The Switches!
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 1:00
- Time Points: 1 sec x 40
- Times Damage Bonus: 500
- Times Fell Bonus:500
- Item for Gold Score: None
- Drops: Ice Statue
- Exits: TIC 8/down, TIC 10/left, TIC 11/up
- Solution: Place a charged bomb at the bottom left pole switch,
run up to the top right switch, explode charged bomb, hit
the top right pole switch you are standing by, there is a
Ghost Eye and a Skeleton in here but just avoid them because
you don't get any bonuses for killing enemies.
Tornaq Ice Cavern 10
--------------------
- Main Goal: Light All The Torches!
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 1:00
- Time Points: 1 sec x 40
- Times Damage Bonus: 500
- Item for Gold Score: None
- Drops: Ice Statue
- Exits: TIC 9/right, TIC 18/left
- Solution: Equip a Fire Bomb, place it on upper right torch,
roll to bottom left 2 torches, hit with 2 bottom left torches
with a Fire weapon (or call Rempo), explode charged bomb
- Or, you can equip a Fire sword, start up at top right torch
and Hurricane Spin down to last bottom left 2 torches.
Tornaq Ice Cavern 11
--------------------
- Main Goal: Flip All The Switches!
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 1:10
- Time Points: 1 sec x 40
- Times Damage Bonus: 500
- Item for Gold Score: None
- Drops: Ice Statue
- Exits: TIC 9/down, TIC 12/right, TIC 13/up
- Solution: Put a charged bomb on the top right pole switch,
push the block of ice left, then down on green switch, go
hit the other pole switch, explode the charged bomb
Tornaq Ice Cavern 12
--------------------
- Main Goal: Flip All The Switches!
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 1:00
- Time Points: 1 sec x 30
- Times Damage Bonus: 1000
- Item for Gold Score: Ice Bolt (metalize tablet)
- Drops: Ice Statue
- Exits: TIC 11/left
- Solution: Run/roll to the right, push the ice block left,
then push it up onto the upper left switch, then step on
the bottom right green switch, time and luck between the
rolling ball spikes can help get extra time
Tornaq Ice Cavern 13
--------------------
- Main Goal: Destroy All The Targets!
- Adtl Goal: Use 10 Evasion Moves!: 500
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 1:00
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Times Fell Bonus: 800
- Item for Gold Score: MP increaser (green metalize tablet)
- Drops: Ice Statue
- Exits: TIC 11/down, TIC 14/left
- Solution: You will be repeatedly rolling as fast as you can
around a square-type swirl (swirls right then left), as you
travel there will be square stone blocks that fall, they keep
the same pattern so memorize it, sword hit each stone block
as you pass by them but don't touch them with your body,
don't fall off any edges, practice makes perfect :)
Tornaq Ice Cavern 14
--------------------
- Main Goal: Flip All The Switches!
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 1:20
- Time Points: 1 sec x 40
- Times Damage Bonus: 100
- Item for Gold Score: None
- Exits: TIC 19/left, TIC 13/right
- Solution: Run/roll to the upper right, push the ice block left
onto the green switch, run/roll up and step on the other upper
green switch (another ice block falls/on bottom), run down to
the bottom ice block and push it straight up onto top green
switch you stepped on to get the 2nd block, push 1st block
onto top green switch (should be 2 blocks on top wall beside
each other), now run/roll and step on last lower left switch
- repeatedly rolling to travel and also rolling over the
green switchs speeds up your travel time
Tornaq Ice Cavern 15
--------------------
- Heal Pot and Small Key door
- Main Goal: Light All The Torches!
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 2:00
- Time Points: 1 sec x 40
- Times Damage Bonus: 500
- Item for Gold Score: None
- Heal Pot: Req: Flip all switches
- Small Key Door: Put on 2 ice codes
- Exits: Sealed Domain/up, TIC 14/down
- Solution: Equip Fire weapon and Fire Bomb, run to bottom right
ice-covered torch, Fire weapon the ice off, put a charged bomb
by torch, run to other torch and hit it, then explode charged
Fire bomb, killing the Muls won't add to score and they can
run over the charged bomb and explode it early so keep them
following you away from charged bomb if needed, the muls
will keep spawning
Tornaq Ice Cavern 16
--------------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 5 Evasion Moves!: 500
- Adtl Goal: Use 10+ Toss-ups!: 500
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 1:30
- Time Points: 1 sec x 20
- Times Damage Bonus: 1000
- Item for Gold Score: None
- Exits: TIC 2/right, TIC 17/up
- Solution: Kill the Mul and Night Mare enemies, bounce one of them
at least 10 times, roll at least 5 times (around enemies, or not)
Tornaq Ice Cavern 17
--------------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 10+ Toss-ups!: 500
- Adtl Goal: 1 bodies x 10 (endless)
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 1:20
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Times Fell Bonus: 500
- Item for Gold Score: None
- Exits: TIC 16/down, TIC 18/up
- Solution: Run up to upper right purple generator square and kill it,
avoid any Ghost Eyes and don't fall off edges, kill all remaining
Ghost Eyes, make sure you bounce one 10 times - You get only 10
bonus points per enemy killed so not worth it but if you don't kill
the generator then Ghost Eyes spawn endlessly, if you bounced each
enemy then you could get tons of points by killing lots of Ghost
Eyes but it would take a long time to make up for all the time lost,
so it's up to you
Tornaq Ice Cavern 18
--------------------
- Main Goal: Flip All The Switches!
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 1:40
- Time Points: 1 sec x 40
- Times Damage Bonus: 700
- Times Fell Bonus: 700
- Item for Gold Score: None
- Drops: Ice Statue
- Scan: Dream Grass (scan/flower)
- Exits: TIC 10/right, TIC 17/down, TIC 19/up
- Solution: Basically, you are running from top to bottom with
some pole switches on the sides (hit pole switch and it
disappears), Keep hitting pole switches using the speed air
step to slide you fast through the middle but don't fall off
any edges, the next to last pole switch on the bottom right
(memorize pole switch places and how many) will appear,
charge a bomb and put in here, then run/roll through the
middle to the top last pole switch, hit the pole switch
and explode the charged bomb
Tornaq Ice Cavern 19
--------------------
- Main Goal: Defeat All The Enemies!
- Medal: 2500 gold/1500 silver/1000 bronze
- Time: 2:00
- Time Points: 1 sec x 40
- Times Damage Bonus: 750
- Times Fell Bonus: 750
- Item for Gold Score: None
- Exits: TIC 14/right, TIC 18/down, Depths of the Ice Cavern 1/up
- Contains the door that leads to the Depths of the Ice Cavern but
it will be locked until you get the request to fight the ice dragon.
- "It's closed with a fiercely biting air."
- Solution: This should give your ego a boost, lol. Just destroy
the 3 purple generators and then the Shadow Claw.
Sealed Domain
-------------
- Description:
- Where the sword demon Amorphes and ice spirit Neaki lay sealed.
Freeing Neaki undid her magic that sealed Amorphes! Ice energy
is strongest here, and the space created by that energy is
breath-taking.
- Sword Demon Amorphes (Boss Battle/HP 3060)
- Use Small Key (with 2 ice codes on it) to unlock TIC 15 door
- Main Goal: Beat Amorphes ... without dying
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 10:00
- Time Points: 1 sec x 30
- Times Damage Bonus: 1000
- Item for Gold Score: None
- Scan Items: Dainslef (metalize tablet), Ice wings (green metalize
tablet), HP/MP increaser (gold metalize tablet)
- Cutscene: Free Neaki but she says it is too early and you have
released Sword Demon Amorphes - Boss Battle
- Cutscene: See Kullvero and Prince Valdo - Kullervo is bringing about
the early destruction of the world!
- Exits: TIC 15/down
- Solution: Use a bomb (charge, drop, wait for him to walk over it,
explode it), his sword drops, attack the sword, he goes
little, attack him with Hurricane Spin - if he gets big
again then do the same thing until you beat him.
=================================
Depths of the Ice Cavern Dungeon - (Chapter 8)
=================================
AZ
|
15 9
| |
14<--16 8<--7
| | | |
\/ | \/ |
19 13<---4<---5----6
| | | |
17--11----3 |
| | | |
18 12 2---10
|
DOIC1
|
TIC19*
Depths of the Ice Cavern
TIC19* = Tornaq Ice Cavern 9
DOIC1 = Depths of the Ice Cavern 1 (up to 19)
AZ = Absolute Zero (Boss Battle)
* = Enter/Exit area connection
Note:
</pre><pre id="faqspan-6">
DOIC 4 & DOIC 14 are one-way drops/entrances to DOIC 13
DOIC 8 is a one way drop/entrance to DOIC 4
DOIC 10 Requires 4 Ice Fragments to Open DOIC 5 (see Items)
DOIC 14 Requires 4 Fish codes to Open DOIC 15 (Jewel Door)
Gold Score in DOIC 11 opens DOIC 17
Gold Score in DOIC 17 opens DOIC 19
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Depths of the Ice Cavern Dungeon
- Depths of the Ice Cavern 1-19
- Absolute Zero
- Areas to Return to:
- Absolute Zero (gold score, if not gotten before cutscene)
- Items:
- DOIC 6: Wide Shield Guardian (metalize tablet)
- DOIC 10: HP/MP increaser (red metalize tablet)
- DOIC 12: Searing Remote Barrel (tan metalize tablet)
- DOIC 15: Muramusa (tan metalize tablet)
- repeat, same as what you got earlier, will not have 2, only 1
- DOIC 18: Mace (scan/on ground - ice platform)
- DOIC 19: Spirit Bomb (tan metalize tablet)
- Ice Fragments/Signs:
- DOIC 12
- DOIC 15
- DOIC 18
- DOIC 19
- Ice Statues:
- DOIC 5
- DOIC 6
- DOIC 7
- DOIC 8
- Special Enemies:
- Absolute Zero: Ice Dragon Malcahatu
- DOIC 4: Battle Titan (unlock with 6+ Gold)
- Heal Pot:
- Depths of the Ice Cavern 9
- Info
- This is a dungeon with lots of frozen ice and some narrow
passageways. There are also many tall cliffs on the edges
that are one-way drop downs. Bring your hammer because
there are also lots of gaps and islands. Can you travel
the mazes or will you slide of the edges into oblivion?
And what sleeps here at the end of your traveling?
- This maze has ice fragment/signs and ice statues. Follow
the instruction in each map below to find them all. Gold
scores that open other doors are also listed below.
Depths of the Ice Cavern 1
--------------------------
- Main Goal: Flip All The Switches!
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 1:10
- Time Points: 1 x 40
- Times Damage Bonus: 500
- Times Fell Bonus: 1000
- Item for Gold Score: None
- Exits: Tornaq Ice Cavern 19/down, DOIC 2/up
- Solution: A maze of ledges, gaps, and narrow ice passages, with
speed air steps, slip/slide/fall, be very careful in here!
- Run right, climb cliff, run over green floor switch as you are
running left, climb cliff, charge hammer immediately, hammer
right over silver air step landing on stairs/path, immediately
charge hammer as going up stairs, turn left, hammer spin over
next silver air step and land on green floor switch, immediately
charge sword, Hurricane left over gap to trigger last green
floor switch, the trick is to cut diagonally across wide paths
but try not to move to much over narrow paths (this is why you
use hammer spin and Hurricane Spin), it will take some trys to
get this one done, always be charging as you run or be spinning,
you can get gold on your first time through the dungeon
- You can't hammer spin over lower gaps because of ice cliff height
differences except for the last part of the dungeon path over
the 2 silver speed air steps.
Depths of the Ice Cavern 2
--------------------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 15+ Toss-ups!: 1000
- Can't get if jewel storage 9999
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 1:30
- Time Points: 1 x 40
- Times Damage Bonus: 500
- Times Fell Bonus: 500
- Item for Gold Score: None
- Exits: DOIC 3/up, DOIC 10 (air step)/right
- Solution: Square holes and round boulders, run to the
top center, kill the purple generator, run to the
Knight Mare, bounce it to death (at least 15 bounces)
- Air step on the center right leads to DOIC 10.
Depths of the Ice Cavern 3
--------------------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 15 Toss-ups!: 500
- Adtl Goal: Use 5 Evasion Moves!: 500
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 1:30
- Time Points: 1 x 40
- Times Damage Bonus: 1000
- Times Fell Bonus: 500
- Item for Gold Score: None
- Exits: DOIC 2/down, DOIC 4/up, DOIC 11/left
- Solution: Roll 5 times, bounce at least one Skeleton at
least 15 times, then just kill or bounce the other one
- The Skeletons run together at you, so bounce them both
at the same time, lol
Depths of the Ice Cavern 4
--------------------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Use 10+ Toss-ups!: 1000
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 1:00
- Time Points: 1 x 40
- Times Damage Bonus: 1000
- Times Fell Bonus: 500
- Item for Gold Score: None
- Exits: DOIC 3/down, DOIC 16/up, DOIC 5/right, DOIC 13/left
- Solution: Scan the Battle Titan (unlock invincibility with Gold
codes), green floor switch top left, green floor switch bottom
right, ice slopes, top right ledge to help if needed
- Run up and step on bottom green switch, bounce Battle Titan at
least 15 times (not enough to kill even with no codes), keep
bouncing or just let fall and run to step on last bottom
green switch, you can use the top right ledge and hammer
down to top left green switch if Battle Titan is guarding
ramp down, you don't have to kill any Battle Titans to get
gold score.
- Silver & Gold Score Opened: door to left (13) & door up (16)
but not door right (5). DOIC 5 is a one-way down door from
DOIC 5 to DOIC 4. You can't go up into DOIC 5 from DOIC 4.
Depths of the Ice Cavern 5
--------------------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 10+ Toss-ups!: 1000
- Adtl Goal: Beat All W/ Charged Attack!: 500
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 1:00
- Time Points: 1 x 40
- Times Damage Bonus: 800
- Times Fell Bonus: 500
- Item for Gold Score: None
- Drops: Ice Statue
- Exits: DOIC 10/down, DOIC 6/right, DOIC 4/left (one-way)
- Solution: Bounce one skeleton at least 10 times, charge
up weapon to destroy generator and any last Skeleton,
hit the Ice Statue on the top right ledge until gone.
- If you are fast getting to purple generator then you
don't even need to bounce the Skeleton to get Gold Score
but you still need to charge up weapon.
- To access DOIC 8: You can't enter up into DOIC 8 from DOIC 5.
It is a one-way path down from DOIC 8 into DOIC 5. Once
you go down from 8 into 5 then you have to go around again.
(8, down to 5, right to 6, up to 7, left to 8, one-way door
entrance down to 5)
- OR - Warp there once you have been there once.
Depths of the Ice Cavern 6
--------------------------
- Main Goal: Flip All The Switches!
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 1:45
- Time Points: 1 x 40
- Times Damage Bonus: 500
- Times Fell Bonus: 500
- Item for Gold Score: Wide Shield Guardian (metalize tablet)
- Drops: Ice Statue
- Exits: DOIC 5/left, DOIC 7/up
- Solution: Go in, face right at slope but don't go down the
slope, hammer spin to center island, step on green floor
switch, use moving platform or hammer spin to right island,
step on green floor switch, use moving platform or hammer
spin up top to stairs, run up stairs, go left and jump down
ledge and step on last green floor switch, hit Ice Statue
until gone.
- Look hard, there is a faint square ice block on the center
island slope. You can pass through it without noticing it
if you are traveling left to right. But, if you are going
right to left then it will not let you go up the slope of
the center island and you may slip off the sides trying
to get up the slope. So, either go left to right to save
time or hit the ice block with a Fire weapon.
Depths of the Ice Cavern 7
--------------------------
- Main Goal: Flip All The Switches!
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 1:20
- Time Points: 1 x 40
- Times Damage Bonus: 500
- Times Fell Bonus: 500
- Item for Gold Score: None
- Drops: Ice Statue
- Exits: DOIC 6/down, DOIC 8/left (one-way drop down)
- Solution: Equip hammer, run straight up, hammer diagonally
to the bottom center island, run up, step on green floor
switch, start charging hammer, use the platform to the
top left corner, face right and hammer spin to top
right platform, step/drop on green floor switch, hit Ice
Statue until gone.
- The land path (with gaps) spirals around clockwise as
the land rises upward. The only two level land masses
are the upper island where you start and the bottom
center island.
- DOIC 7 is a one-way drop down into DOIC 8. You can't get
back up to DOIC 7 from DOIC 8. (You can warp there)
Depths of the Ice Cavern 8
--------------------------
- Main Goal: Defeat All The Enemies!
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 2:30
- Time Points: 1 x 40
- Times Damage Bonus: 500
- Times Fell Bonus: 500
- Item for Gold Score: None
- Drops: Ice Statue
- Exits: DOIC 7/right, DOIC 9/up, DOIC 5/down (one-way)
- Solution: Jump down off the corner of the entrance ledge
(not in the middle hole), defeat all the Vampire Ladys,
hit them towards the holes for faster kills, hit the
Ice Statue until gone.
- To access DOIC 8: You can't enter up into DOIC 8 from DOIC 5.
It is a one-way path down from DOIC 8 into DOIC 5. Once
you go down from 8 into 5 then you have to go around again.
(8, down to 5, right to 6, up to 7, left to 8, one-way door
entrance down to 5)
- OR - Warp there once you have been there once.
- You can not go back up to DOIC 7 from DOIC 8.
Depths of the Ice Cavern 9
--------------------------
- Heal Pot located here (Req: Beat DOIC 9)
- Main Goal: Flip All The Switches!
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 1:10
- Time Points: 1 x 40
- Times Damage Bonus: 500
- Times Fell Bonus: 800
- Item for Gold Score: None
- Exits: DOIC 8/down, Absolute Zero/up
- Solution: Equip Hammer, run up short steep ramp to right,
go down and step on green floor switch, go back down same
ramp, head up to top right platform, hammer over gap to top
ledge, face left, hammer spin and drop on last green floor
switch. Yay! Heal Pot appears!
- You should have all 4 Ice Statues by now so you can go
up into Absolute Zero (Boss Battle)
Depths of the Ice Cavern 10
---------------------------
- Big Key door located here (put on 4 Ice codes to unlock)
(Collect 4 Ice Fragments/Signs/DOIC 12, 15, 18, 19)
- Main Goal: Flip All The Switches!
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 3:00
- Time Points: 1 x 20
- Times Damage Bonus: 500
- Times Fell Bonus: 500
- Item for Gold Score: HP/MP increaser (red metalize tablet)
- Exits: DOIC 3/left, DOIC 5/up
- Solution: Equip Bomb weapon and Hammer weapon, ice slopes
and gaps, pole switch on center right island, pole switch
on bottom center island, green floor switch in top center
by key door (not key code door)
- Shows a keyhole door
- Sign appears: Collect the 4 fragments resting here to open
the great door!
- Hammer spin from first slope right to bottom center island,
lay a charged bomb by pole switch, go down on island and
Hammer spin right to bottom right island with another pole
switch, you don't have to hit the pole switch, instead be
face by pole switch upward, Hammer spin hitting the pole
switch and placing you half way up the stairs, detonate
charged bomb before running up and left to step on green
floor switch - If you step on green floor switch first
then room is done but charged bomb and pole switch not
triggered.
- When I scanned HP & MP increaser (red metalize tablet) then
a white flower also appeared on the end of my HP leaves bar
- Careful exiting out of DOIC 10 to DOIC 3 because there is
a square hole under the exit ledge. Jump down from the
corners and not the center.
Depths of the Ice Cavern 11
---------------------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Use 5 Evasion Moves!: 500
- Adtl Goal: Beat Orichalcum Enemies!: 1000
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 1:30
- Time Points: 1 x 20
- Times Damage Bonus: 500
- Times Fell Bonus: 500
- Item for Gold Score: Opens DOIC 17 door
- Exits: DOIC 13/up, DOIC 3/right, DOIC 12/down, DOIC 17/left
- Solution: Make Orichalcum Wood Bone (6+ copper), green floor
switch top left, green floor switch bottom right, protruding
ice ledge top right, ice slopes
- Kill at least one Orichalcum Wood Bone, step on top green
floor switch, roll 5 times, step on bottom green floor switch
- You can encourage the enemy to go over the edge for faster
completion time depending on where enemy spawns
- Gold & Silver Score Opens: door to left (DOIC 17)
Depths of the Ice Cavern 12
---------------------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 10+ Toss-ups!: 800
- Adtl Goal: Use 3 Evasion Moves!: 300
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 1:30
- Time Points: 1 x 30
- Times Damage Bonus: 500
- Item for Gold Score: Searing Remote Barrel
(tan metalize tablet/slider)
- Exits: DOIC 11/up
- Solution: Equip Bomb weapon, put charged bomb next to top
right pole switch, don't touch spike ice, roll 3 times,
hit bottom right pole switch, detonate charged bomb, Knight
Mare enemy appears, bounce Knight Mare 10 times, kill it or
keep bouncing to kill it
- Beat DOIC 12: Sign appears -> One of the 4 fragments: Ice!
- Room has 2 boulders and a set of stairs with a small
platform facing downward. Platform will hold Searing Remote
Barrel (tan metalize tablet/slider).
Depths of the Ice Cavern 13
---------------------------
- Main Goal: Defeat All The Enemies!
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 1:30
- Time Points: 1 x 40
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: DOIC 4/right, DOIC 11/down, DOIC 14/up
- Solution: Square holes and round boulders, Jump down ledge
when you enter if entered from DOIC 4, kill the purple
generator towards top, kill the Zombie
- If you replay the dungeon then you will enter from the
bottom entrance (DOIC 11) whether you dropped down from
DOIC 13 or entered by DOIC 11.
- Gold Score did not open top door (DOIC 14) and the right
door is a one-way drop down (DOIC 13)
- To Open DOIC 14: You can't enter into DOIC 14 from DOIC 13.
It is a one-way path down from DOIC 14 into DOIC 13. Once
you go down from 14 into 13 then you have to go around again.
(13, down to 11, left to 3, up to 4, up to 16, left to 14,
one-way door entrance down to 13)
- OR - Warp there once you have been there once.
- You also can't go back up the ledge to DOIC 4 from DOIC 13.
It is a one-way drop down. You have to go around again.
(13, down to 11, left to 3, up to 4, left one-way drop to 13)
- OR - Warp there once you have been there once.
Depths of the Ice Cavern 14
---------------------------
- After Gold Score in DOIC 14: The Jewel Door will appear
here (put on 4 Fish codes to unlock)
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 15+ Toss-ups!: 1000
- Adtl Goal: Beat All w/ Charged Attack: 500
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 1:30
- Time Points: 1 x 30
- Times Damage Bonus: 500
- Times Fell Bonus: 100
- Item for Gold Score: DOIC 15 Key Door appears
- Exits: DOIC 16/right, DOIC 15/up, DOIC 13/down (one-way)
- Solution: Jump down from entrance (not in a hole), bounce a
Wing Eye at least 15 times, charge up weapon and kill all
Wing Eyes and Mad Squids left, step on green floor switch
that appears, don't fall in any holes
- If you replay the dungeon then you will enter from the
bottom entrance (DOIC 13) even though you dropped down from
DOIC 16 -- but you can never enter up from 13 into 14 yourself.
- To Get To DOIC 14: You can't enter into DOIC 14 from DOIC 13.
It is a one-way path down from DOIC 14 into DOIC 13. Once
you go down from 14 into 13 then you have to go around again.
(13, down to 11, left to 3, up to 4, up to 16, left to 14)
- OR - Warp there once you have been there once.
Depths of the Ice Cavern 15
---------------------------
- Requires Jewel to access (put on 4 Fish codes)
- Main Goal: Flip All The Switches!
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 1:30
- Time Points: 1 x 40
- Times Damage Bonus: 500
- Times Fell Bonus: 1000
- Item for Gold Score: Muramusa (tan metalize tablet/slider)
- Will be a repeat of what you received earlier
- Exits: DOIC 14/down
- Solution: Push ice block up to top, then right, then down
onto green floor switch, run and step other green floor
switch.
- After beating DOIC 15: Sign appears -> One of the 4 fragments: ICE!
- To access DOIC 15: Beat DOIC 14 with Gold Score
- I already had the Muramusa recipe you get with Gold Score
(Shadow x2, Iron x4, Fate x4, Illness x2)
(tan metalize tablet/slider but don't have to resolve)
- You should now have the 4 Ice Fragments/Signs to open DOIC 10 key
door (DOIC 12, DOIC 15, DOIC 18, DOIC 19)
Depths of the Ice Cavern 16
--------------------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Use 10+ Toss-ups!: 800
- Adtl Goal: Use 10 Evasion Moves!: 500
- Adtl Goal: Fight With Mythril Weapons!: 500
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 1:00
- Time Points: 1 x 30
- Times Damage Bonus: 500
- Times Fell Bonus: 500
- Item for Gold Score: None
- Exits: DOIC 4/down, DOIC 14/left
- Solution: Equip a Mithril weapon (6+ Silver) and a Hammer,
- Roll back and forth 10 times, Kill an Eye Wing with a
Mythril weapon, bounce an Eye Wing at least 10 times,
run forward and step on green floor switch, hammer
southward over middle island and to bottom island,
and step on last green floor switch.
- DOIC 16 is a one-way drop down into DOIC 14. You can't get
back up to DOIC 14 from DOIC 16. (You can warp)
Depths of the Ice Cavern 17
---------------------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 20+ Toss-ups!: 500
- Adtl Goal: Use 5 Evasion Moves!: 500
- Adtl Goal: Beat Fire-type Enemies: 500
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 1:30
- Time Points: 1 x 20
- Times Damage Bonus: 800
- Times Fell Bonus: 500
- Item for Gold Score: Opens DOIC 19 door
- Exits: DOIC 11/right, DOIC 18/down, DOIC 19/up
- Solution: Put Fire code on Ular, kill purple generator,
bounce Ular 20 times (remove weapon or add ore codes
if won't bounce 20 times), roll 5 times (can do in a
safe place or while traveling, don't fall or get hit
- Gold Score Opens: Top door (DOIC 19)
- Be careful jumping down from DOIC 11 entrance to DOIC 17
ground. There is a moving platform but it is easy to fall
in between the cracks. You can just jump down off the
corner top entrance to the ground instead. You will need
to use it to get back up to DOIC 11 but it is much easier
to roll onto it to go up.
Depths of the Ice Cavern 18
---------------------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 15+ Toss-ups!: 500
- Adtl Goal: Fight With Orichalcum Weapons!: 500
- Adtl Goal: Fight With Avanium Weapons!: 500
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 1:45
- Time Points: 1 x 20
- Times Damage Bonus: 500
- Item for Gold Score: None
- Scan: Mace (scan/on ground)
- Exits: DOIC 17/up
- Solution: Equip Orichalcum weapon (6+ Copper)and Avanium
(6+ Gold) weapon, bounce at least one Wood Bone 15 times,
Kill at least one Wood Bone with Orichalcum weapon, Kill
at least one Wood Bone with Avanium weapon, finish off
the rest of the Wood Bones and the Knight Mare.
- After Beat DOIC 18: Sign appears -> One of the 4 fragments: ICE!
- Room has 2 boulders and a set of stairs with a small platform
facing downward. Scan the Mace weapon on the platform.
Depths of the Ice Cavern 19
---------------------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Use 10 Evasion Moves!: 1000
- Medal: 3500 gold/2500 silver/1500 bronze
- Time: 1:30
- Time Points: 1 x 40
- Times Damage Bonus: 100
- Item for Gold Score: Spirit Bomb (tan metalize tablet/slider)
- Exits: DOIC 17/down
- Solution: Go in, push ice block on right upwards and then to
the left onto the top green floor switch, next push the ice
block to your left downwards and then to the left on the lower
green floor switch, roll back and forth 10 times, run/roll
down and step on the bottom green floor switch.
- To unlock DOIC 19 Door: Get a gold score in DOIC 17
- After Beat DOIC 19: Sign appears -> One of the 4 fragments: ICE!
Absolute Zero (Boss Battle)
-------------------------------------
- Description:
- Deepest area of Tornaq Ice Cavern.
- It's not an exaggeration to say it's as cold as the artic!
- The legendary ice dragon Malcahatu sleeps here.
- Ice Dragon Malcahatu (Boss Battle)
- Boss HP: 8310 (with original codes)/8000 (no codes)
- Time Score: Need 3000+ to beat (for gold score)
- Time: 10:00 minutes
- Times Damaged Bonus: 1000
- Times Damaged (if any): subtracts points from time bonus
- Scan Items: Treasured Kusanagi, Gold HP increaser
- Spirit Restored: Ice Spirit Neaki
- Pages Restored: Sunny Hill, Three-Way Ruins Road,
Grana Plains 1-14, Granatum Forest 1-14, Kalcazoth
Caves 1-14, Sun Shelf, Elevation, Rudrud's House,
Deep Forest 1-5, Western Big Tree, Beast's Lair,
Granatum Plateau, Light Falls, Bridge, Underground
Lake Avernus 1-4, Western Desert 1-21
- Exits: DOIC 9/down
- Solution: Get on your best helmet, best weapons, and muster your
courage! Malcahatu will dive at you and swoop hit you, watch your
map and roll out of the way in a circular move, you can try to hit
him after you dodge but the best way is to wait until he/she settles
down on the platform, watch out for the ice breath and the wing
swipes, Hurricane Spin with two weapons which hits multiple times
and allows you to turn as the dragon turns, keep repeating until
dragon is defeated, I didn't find projectiles effective because
the dive is fast. That is one cool dragon!
@@@@@@@@@@
Mt. Elious
@@@@@@@@@@
====================
Mount Elious Dungeon - (Chapter 10)
====================
MP
|
9
15 ^
| |
------8up
| | 19
| \/ |
14 8dn--7 20
| | | |
--- --6--
| |
| |
13 |
12 ^ |
| | |
--11----3up |
| ^ | 17 |
10 | \/ | |
--3dn--4----5
| | |
2 16 18
|
1
|
Warp in*
Mt. Elious Dungeon
MP = Melting Pot (Untamo Boss Battle)
-> = Cliff up/down accessible points
up = Upper Path of map
dn = Lower Path of map
* = Enter/Exit area connection (warp here)
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Mt. Elious Dungeon
- Mt. Elious 1-20
- Melting Pot
- Areas to Return to:
- Melting Pot: (gold score, if not gotten before cutscene)
- Items:
- ME 3: Grade-A Steak (metalize tablet)
- ME 10: MP increaser (green metalize tablet)
- ME 12: Artisan's Cyclops (red metalize tablet)
- ME 15: Dark Star (tan metalize tablet)
- ME 16: Burstbulb (flower/scan)
- ME 17: Exploding Spirit Bomb (red metalize tablet)
- ME 18: Holy Excalibur (red metalize tablet)
- ME 19: Fortified Arbalest (metalize tablet)
- ME 20: HP increaser (red metalize tablet)
- Special Enemies:
- ME 7: Invincible Pink Jelly (unlock with 6 Copper)
- Melting Pot: Fire Dragon Untamo (Boss Battle)
- Heal Pot:
- Mt. Elious 9 (Beat all enemies)
- Info
- You may have enough Book of Prophecy points to get
the Mental Map increase (2nd Upgrade/4x4) by the
time you finish Mt. Elious 1 if you have been
increasing your points a lot.
- This is a very tall volcano with flowing lava throughout
every room and cave. Be careful not to fall in and burn
yourself! There are many cliffs and impasses with lots
of top paths to discover. Do you have the stamina and
courage to make it to the top? Or, will the fire
breathing dragon get you in the end?
Mt. Elious 1
------------
- Main Goal: Defeat All the Enemies!
- Adtl Goal: Use 10+ Toss-ups!: 1000
- Adtl Goal: Use 10 Evasion Moves!: 1000
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 2:00
- Time Points: 1 x 30
- Times Damage Bonus: 1000
- Item for Gold Score: None
- Exits: blocked/down, ME 2/up
- Solution: Square maze, large boulder center bottom, purple
generator at top left
- Warp in using Mt. Elious 1 map, ignore the Golem, run right and
then around the side of the big boulder that seems to block the
path, use left air step up to next cliff, roll up to the top
(roll 10 times), kill the purple generator, jump down or roll
down maze cliff edges, bounce the Golem at least 10 times,
finish killing the Golem (lure him off cliff if necessary),
doors open/boulder disappears
- Note: The only way to get in here at the first time is to warp
in. You enter from the bottom and directly into a fight in this
room. Even when you conquer the room, you can't exit out through
the bottom. The only way to exit the first time is to go out
through the top.
Mt. Elious 2
------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Fight With Alloy Weapons!: 1000
- Adtl Goal: Beat Fire-type Enemies: 500
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 1:00
- Time Points: 1x20
- Times Damage Bonus: 1000
- Times Fell: 500
- Item for Gold Score: None
- Exits: ME 1/down, ME 3/up
- Solution: 2 land masses - one bigger/one smaller, air steps let you
jump between islands to get enemies, lava flow around islands
- Equip an Alloy weapon (2 metals/like iron & silver), scan Assault
Eye, take off codes, put on Fire code, defeat all Assault Eyes
Mt. Elious 3
------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 10 Evasion Moves!: 500
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 1:30
- Time Points: 1 x 50
- Times Damage Bonus: 1000
- Times Fell: 500
- Item for Gold Score: Grade-A Steak
(green metalize tablet/slider),
Opens left door (ME 11)
- Exits: ME 2/down, ME 4/right, ME 11/left (top path),
ME 13/Up (top path)
- Solution: One middle odd-shaped land mass with unreachable
cliffs on outside edges and lava flow around the one middle
land mass, just kill the Shell Heads fast, don't fall in the
lava
- You can't go up to the top cliff in ME 3 until you enter
ME 3's top cliff from ME 13
- Then a air step jump step will appear on the lower part
of ME 3 to get up to the upper cliff in ME 3
- The upper cliff leads left to ME 11 and up to ME 13
Mt. Elious 4
------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Beat All Enemies!: 1500
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 2:00
- Time Points: 1 x 30
- Times Damage Bonus: 1000
- Times Fell: 500
- Item for Gold Score: None
- Exits: ME 3/left, ME 16/down, ME 17/up, ME 5/right
- Solution: Equip a Fire weapon and a hammer (or just a Fire
Hammer), enter in on the lower land mass, platform up to the
upper land mass, kill all the Lizard Lords wherever they spawn
(up or down), go all the way up to top, hammer right to tiny
island, hammer down to another tiny island, hit the fire switch -
watch your map to see where the Lizard Lords spawn so you aren't
running around wasting time to find them, hit them into the lava
to save time (or judgment link them)
Mt. Elious 5
------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Use 10 Evasion Moves!: 1000
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 1:00
- Time Points: 1 x 50
- Times Damage Bonus: 200
- Times Fell: 500
- Item for Gold Score: None
- Exits: ME 4/left, ME 6/up, ME 18/down
- Solution: Equip hammer, roll going straight to the right,
the maze is surrounded by bottom and right straight paths,
transport portal at bottom right leads to inside top
left portal, step on green floor switch by inside portal,
do not step on any portals now, follow maze around to
hammer switch using 10 rolls, hammer down the pop-up switch,
doors open, big boulder disappears
Mt. Elious 6
------------
- Jewel Door located here (put 4 Cat codes on Jewel)
leads to Mt. Elious 20 - has HP increaser
- Main Goal: Flip All The Switches!
- Adtl Goal: Defeat All Enemies!: 1 Bodies x 50 (3):
- Adtl Goal: Defeat Light-type Enemies!: 250
- Adtl Goal: Defeat Shadow-type Enemies!: 250
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 1:30
- Time Points: 1 x 20
- Times Damage Bonus: 500
- Times Fell Bonus: 1000
- Item for Gold Score: None
- Exits: ME 20/upper right, ME 7/upper left, ME 5/down
- Solution: 2 land masses - one looks like a C wrapped somewhat
around the other top right square land mass, lava flow around
all land masses, Jewel Door on top right, regular door on
bottom and top left
- Equip hammer, put Light code on Assault Eye, kill one Assault
Eye, put Shadow on Assault Eye, kill one Assault Eye, run
around the boulder in the path carefully and up to the top,
hammer spin right, step on green floor switch
- To get to Mt. Elious 7 (left) door, do not try to hammer
left because land is higher. Instead, hammer down and run
around the C land mass and up to the top left door.
Mt. Elious 7
------------
- Main Goal: Flip All The Switches
- Adtl Goal: Beat Enemies With Gold Weapon!: 1000
- Adtl Goal: Defeat All Enemies!: 1500
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 1:30
- Time Points:
- Times Damage Bonus: 1000
- Times Fell Bonus: 1000
- Item for Gold Score: None
- Exits: ME 6/down, ME 19/up, ME 8/left
- Solution: Equip strong hammer, equip a Gold weapon, Scan Pink
Jelly, put 6 Copper in its mental map to unlock its
invincibility code, kill one Pink Jelly with a Gold weapon,
hammer down the big silver boulder blocking the maze entrance,
watch out for the center moving saw and Pink Jellys inside,
step on bottom left side green floor switch, step on top right
green floor switch - You don't have to kill all Pink Jellys to
still get gold
- You don't have to surround its locked invincibility code
to unlock it. You only have to put 6 Copper anywhere in
its mental map grid.
Mt. Elious 8
------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Beat All Enemies!: 500
- Adtl Goal: 15+ Toss-ups!: 1000
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 1:30
- Time Points: 1 x 30
- Times Damage Bonus: 1000
- Times Fell Bonus: 500
- Item for Gold Score: None
- Exits: ME 7/right, ME 9/up (one-way drop down/top path),
14/left (one-way drop down/top path), 13/down
- Solution: Center land mass, cliffs around outsides, lava
around center land mass
- Defeat all the Mummy Lords, there are 5 of them, Judgment
Link a few, eat to gain back HP, bounce a few more to gain
back MP - Now you are rejuvenated again - or - you could
just kill them all off making sure to bounce one of them
15 times.
- The top cliff pathway leads to ME 14/left and ME 9/up but
it is inaccessible from ME 8
- Go can't go up the cliff/top path from ME 8 to ME 14 or ME 9
- You can drop down the cliff from ME 14 and ME 9 to ME 8
Mt. Elious 9
------------
- A Jewel Door is located here (put 4 Fire codes on Jewel)
- A Heal Pot is located here (Beat All Enemies)
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 10+ Toss-ups!: 500
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 1:00
- Time Points: 1 x 50
- Times Damage Bonus: 1500
- Item for Gold Score: None
- Exits: ME 14 top path/down, ME 8/down (one-way drop down),
Boss Door/up
- Solution: Flat circular cave, one purple generator, one
Golem, kill the purple generator, bounce the Golem at least
10 times, finish off the Golem, top doors open to reveal
a second door which is a Jewel Door, Heal Pot appears
Mt. Elious 10
-------------
- Main Goal: Flip All The Switches!
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 2:00
- Time Points: 1 x 40
- Times Damage Bonus: 500
- Times Fell Bonus: 2000
- Item for Gold Score: MP increaser (green metalize tablet)
- Exits: ME 11/up
- Solution: General layout of islands
. . . 1 2 3
. . . 4 5 6
. . 7 8
. 9
. . 10 11
- Islands with green floor switches: 5, 8, 10
- Ignore the platform, they are distraction
- Equip hammer and go follow these islands:
- 2, 5/switch, 4, 10/switch, 11, 8/switch
- Green metalize tablet appears on 3
Mt. Elious 11
-------------
- Main Goal: Flip All The Switches
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 1:30
- Time Points: 1 x 30
- Times Damage Bonus: 1000
- Times Fell Bonus: 1000
- Item for Gold Score: None
- Exits: ME 3/right, ME 10/down, ME 12/up
- Solution: Equip Bomb weapon, jump down from upper cliff
(by green floor switch), charge a bomb and place it at
the bottom left pole switch, wind around and platform
up to the upper cliff, step on the green floor switch,
detonate bomb
Mt. Elious 12
-------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Break Boxes!: 1 Boxes x 100 (9): 900
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 1:50
- Time Points: 1 x 20
- Times Damage Bonus: 500
- Times Fell Bonus: 1000
- Item for Gold Score: Artisan's Cyclops (red metalize tablet/slider)
- Exits: ME 11/down
- Solution: Equip hammer, break 2 stone boxes on 2 lower bottom
left islands, break 2 stone boxes on 2 upper top right islands,
break 5 more boxes on the long large center island - hammer spin
or use platforms to get from center island to left and right
tiny islands.
Mt. Elious 13
-------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Beat All w/Charged Attack!: 1500
- Adtl Goal: Use 10 Evasion Moves!: 1000
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 2:30
- Time Points: 1 x 20
- Times Damage Bonus: 1500
- Times Fell Bonus: 500
- Item for Gold Score: None
- Exits: ME 8/upper right, ME 14/upper left,
ME 3 lower & ME 11 upper/down,
- Solution: Equip hammer, C land mass wrapped around square land
mass, you start on top right square land mass, hammer spin down
to bottom right, run up C land mass, hit down pop-up switch,
platform appears, platform back over to top right square land
mass, hit down pop-up switch, hammer spin straight down to C
land mass again, ignore the dark pop-up switch, start running
up C land mass again, hammering down any pop-up switches, make
sure to roll 10 times before hitting last pop-up switch
- hammer spin straight down, run up C, hammer switch, platform to
square, hammer switch, hammer spin down to C again, ignore switch,
start running up C, roll 10 times against cliff, hammer center
bottom switch
- You can Hammer spin and hit all the pop-up switches to get the
Charged Attack Bonus but you don't need it to get gold if you
are quick with your time
- If you exit down from ME 13 then you will have two options:
- Stay on top path and go left into ME 11
- OR -
- Go straight down and drop down into the lower part of ME 3
- There is a jump up air step to get back up to ME 11 or ME 13
Mt. Elious 14
-------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 10 Evasion Moves!: 1000
- Adtl Goal: Get 10+ Jewels!: 1000
- Can't get this if jewel storage is 9999
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 1:30
- Time Points: 1 x 30
- Times Damage Bonus: 1000
- Times Fell Bonus: 1000
- Item for Gold Score: None
- Exits: ME 13/down, ME 15/up, ME 8/right (one-way drop down)
- Solution: Defeat all Assault Eyes, make sure to bounce
one of them 10 times, roll 10 times
- Most paths are winding and narrow, you can use Spirit Magic
or a projectile weapon for Assault Eyes you can't reach well,
most Assault Eyes will come to you, there is one moving
platform that goes up and down the two land elevations, you
can jump down from the higher elevation to the lower elevation,
land masses make a winding U shape
- If you drop down from ME 14 or ME 9 into ME 8, then you can't
get back up to ME 14 or ME 9 from ME 8 and you will have to
go around to get back up on the top path of ME 8 to continue
northward.
Mt. Elious 15
-------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 6 Evasion Moves!: 800
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 1:30
- Time Points: 1 x 20
- Times Damage Bonus: 750
- Times Fell Bonus: 1000
- Item for Gold Score: Dark Star (tan metalize tablet/slider)
- Exits: ME 14/down
- Solution: Long Center island, 3 tiny islands on left,
3 tiny islands on right
- Roll 6 times, roll up to top center island purple generator,
do a Hurricane Spin which kills generator and usually the
Assault Eye circling it, tan metalize tablet on Gold Score
Mt. Elious 16
-------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Break Boxes!: 1 x 100: 400
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 2:30
- Time Points: 1 x 30
- Times Damage Bonus: 800
- Times Fell: 1500
- Item for Gold Score: None
- Scan: Burstbulb (flower/scan)
- Exits: ME 4/up
- Solution: This is the general layout of the islands:
. . . 1 2 3
. . . 4 5 6
. .<- flower 7 8
. 9
. . 10 11
- The flower is located on the farthest right island that
has the row of 2 islands.
- Equip a hammer, hammer to following locations breaking any
boxes along the way and scan flower:
2, 1/box, 2, 5, 6, 9/box, diagonal 8/box & flower, 7/box,
diagonal 5/switch
- Islands with stone boxes: 1, 8, 9, 7
- You can't just hammer to any island because of stone
pillars in the way
- It is easier to aim hammer diagonally if you charge up
the hammer before you aim
- Be careful on island edges not to fall in
- It is better to go carefully then quickly
Mt. Elious 17
-------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Use 5 Evation Moves!: 500
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 1:30
- Time Points: 1 x 40
- Times Damage Bonus: 800
- Times Fell: 1000
- Item for Gold Score: Exploding Spirit Bomb
(red metalize tablet/slider)
- Exits: ME 4/down
- Solution: Central long island/middle pole switch/top green floor
switch, 3 tiny left islands/bottom has green floor switch, 3 tiny
right islands/top has green floor switch, 2 diagonally floating
platforms moving between tiny islands and central large island
- Equip hammer, equip bomb, hammer/platform over to left bottom
island, step on switch, hammer/platform over to center island,
hammer/platform over to right top island, step on switch,
hammer/platform over to center island, charge bomb and place
it at center island middle pole switch, do 5 rolls, explode
bomb just before stepping on top center large island green
floor switch
- Left switch, right switch, charge bomb at center pole switch,
explode bomb, one step onto top switch
Mt. Elious 18
-------------
- Main Goal: Flip All The Switches!
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 2:30
- Time Points: 1 x 40
- Times Damage Bonus: 500
- Times Fell Bonus: 1500
- Item for Gold Score: Holy Excalibur (red metalize tablet/slider)
- Exits: ME 5/up
- Solution: General layout of islands
. . . 1 2 3
. . . 4 5 6
. . 7 8
. 9
. . 10 11
- Islands with pole switches: 6, 10, 11
- Equip hammer, platform all the way down to end island 7
- Diagonal hammer spin to 10
- Hammer spin from 10 to 11 - hitting both pole switches
- Diagonal hammer spin to 9
- Hammer spin to 6 hitting pole switch on 6
- Red metalize tablet appears (Gold Score)
- Hammer spin to 3 to scan metalize tablet (Holy Excalibur/slider)
Mt. Elious 19
-------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 10+ Toss-ups!: 500
- Adtl Goal: Beat All w/Charged Attack!: 1000
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 1:20
- Time Points: 1 x 30
- Times Damage Bonus: 750
- Times Fell Bonus: 750
- Item for Gold Score: Fortified Bowgun Arbalest (metalize tablet)
- Exits: ME 7/down
- Solution: Equip hammer, roll up to very top of center island,
ignore the purple generator, charge up hammer quickly before
the Assault Eyes get up to top of center island where you are,
hammer spin diagonally to top left tiny island (press B to
land on tiny island), quickly charge up sword and Hurricane
Spin on top of the purple generator on the tiny top left
island killing the purple generator, hammer spin straight
down to the bottom left tiny island, hammer spin right to
the bottom of the center large long island, bounce one
Assault Eye 10 times, roll up to top of center long island
and now kill that purple generator with a Hurricane Spin,
now Hurricane Spin to kill any remaining Assault Eyes
- If you kill any generators or Assault Eyes with a
non-charged attack, then you won't get the Charged Attack
bonus - This is why you always use the Hammer Spin or the
Hurricane Spin. If any enemies charge at you while you are
spin traveling then they will still be killed with a charged
attack
- The Assault Eyes will still spawn from the top of the long center
island even if you kill that purple generator. You have to
kill both generators to have them not spawn at the top of the
center island, so use your evasion tactics to give you time
to aim diagonally at the top left tiny island to get that
generator - If Assault Eyes give you extra time without
charging you (from the center of the center island) then
go ahead and take out the top center island generator and
then the tiny island generator - otherwise, use the non-attack
time to get to the tiny island generator before the Assault
Eyes regenerate at the top of the center island and then
double back to get the top center island generator
- This will take a few times, Assault Eyes are aggressive and
charge fast, try not to get hit and not to fall
- You can get gold on the first time through without bouncing
an Assault Eye 10 times if you are fast enough with your
time and get the Charged Attack Bonus, but you also can't
fall or get hit
- Use B button to stop spinning and get moving quickly to keep
ahead of the Assault Eyes - a lot of it is in the timing, aiming,
and evading Assault Eyes until you are ready to finish them off
Mt. Elious 20
-------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Defeat Enemies!: 1 Bodies x 100 (2): 200
- Adtl Goal: Use 5 Evasion Moves!: 800
- Medal: 3500 gold/2000 silver/1000 bronze
- Time: 1:00
- Time Points: 1 x 30
- Times Damage Bonus: 1000
- Times Fell Bonus: 1000
- Item for Gold Score: HP increaser (red metalize tablet)
- Exits: ME 6/down
- Solution: Long central island, 3 tiny islands on left,
3 tiny islands on right
- Equip hammer, run up central island and kill purple
generator, roll 5 times, kill off rest of Assault Eyes
- Speed in killing purple generator is better than chasing
enemies, 2 enemies spawn at a time
- As long as generator is spawning, you can keep killing
spawning Assault Eyes
Melting Pot (Boss Battle)
-------------------------
- Description:
- Near peak of Mt.Elious.
- Close to the crater, an unnatural heat envelopes you.
- Few come near, and the legendary fire dragon Untamo
keeps this place as its stronghold.
- Fire Dragon Untamo (Boss Battle)
- Boss HP: 6950 (with original codes)/6500 (no codes)
- Time Score: Need 3000+ to beat (for gold score)
- Time: 10:00
- Times Damaged Bonus: 1000
- Times Damaged (if any): subtracts points from time bonus
- Scan Items: HP increaser (gold metalize tablet)
- Spirit Restored: Fire Spirit Rempo
- Pages Restored: None
- Exits: ME 9/down
- Solution:
- Remove Fire codes and Stone code, put on Illness code
- Jowl fills with hot lava and expands and then it flows
out onto the ground all around him. You can't stand in
or touch the lava without getting seriously hurt.
- Use Bomb weapons on him, stronger the better
- Charge up the bomb, set it under him or lead him onto
it, then detonate it
- Avoid his volcano bursts of flaming rocks, and his
charges, don't get hit, patience wins the day
@@@@@@@@
Granatum
@@@@@@@@
=====================
Granatum Area Summary
=====================
_________
| |
SS*-----|Elevation|
| | RH | _______
| |_________| BL | |LMH |
| | | | |____|
12-KC13-15-14 DF1*-2-3-4-5-WBT-]-B-| |
| | | | EBT |
11 17-16 -----GPL |_______|
| / | |
3--2-ULA1*-KC4-9---3---8------7 / EDY | HT1*
| | | / | | |
ULA4 2 10--5---6 / 5 7--6 | 6--2
\ | / | | | | | |
\ KC1* / 10---3--2--4--RM1* 7--3 BC
\ | \/ | | | | |
\ GF4 LF* 12--11--13 8--9 8 4---5
\/ | | | |
GF7---------3----11----14 9 10
| | | /| |
8---6-========2====10====13 ED*
|/ | | |
5-------GF1*----9----12
|
GP8*
Granatum Area Map:
Granatum Forest
KC1* = Kalcoth Cave Dungeon (Room 1)
GP8* = Grana Plains 8
LF* = Light Falls (one-way drop down)
ULA 4 = Underground Lake Avernus 4
GF 7 (Cliff Shelf/one-way drop down)
/==/ = River path (cross river at GF 10)
* = Enter/Exit area connection
Note: River cuts forest in half
- Route through forest (1, 2, 10, 11, 3, 4)
Kalcazoth Cave Dungeon
GF4* = Granatum Forest 4
ULA1* = Underground Lake Avernus (Nussie)
SS* = Sun Shelf (Boss: Rudrud)
* = Enter/Exit area connection
Granatum Plateau Area 1
SS* = Sun Shelf (Rudrud)
RH = Rudrud's House (Gim)
DF1* = Deep Forest 1
* = Enter/Exit area connection
Deep Forest
E* = Elevation
DF1 = Deep Forest 1 (up to DF 5)
WBT* = Western Big Tree
BL = Beast's Lair
Granatum Plateau Area 2
DF5* = Deep Forest 5
WBT = Western Big Tree
BL = Beast's Lair
]B = Bridge (broken)
GPL = Granatum Plateau (center)
LF = Light Falls
GF* = Granatum Forest
* = Enter/Exit area connection
Underground Lake Avernus (Kalcazoth Caves)
ULA1 = Underground Lake Avernus 1 (up to ULA 4)
KC4* = Kalcazoth Cave 4 (Kalcazoth Dungeon)
ULA3 = Underground Lake Avernus 3 (Nussie)
GF7* = Granatum Forest 7 (Cliff Shelf)
(One-way drop down/read sign, lol)
* = Enter/Exit area connection
Hunter's Trail
B = Bridge (Granatum Plateau)
RM* = Relneia Marshes
LMH = Lauca Meia's House
EBT = Eastern Big Tree
BC = Beast's Cemetery
ED* = Eastern Desert
Relneia Marshes
EDY = Eddy of Decay
EBT* = Eastern Big Tree
RM1 = Relneia Marsh 1
* = Enter/Exit area connection
- Total Areas Included:
- Each of these individual maps are located below and include
tons of information on each
Granatum Forest
- Granatum Forest 1-14
Kalcazoth Cave Dungeon
- Kalcazoth Cave 1-17
Granatum Plateau Area 1
- Sun Shelf
- Elevation
- Rudrud's House
Deep Forest
- Deep Forest 1-5
Granatum Plateau Area 2
- Western Big Tree
- Beast's Lair
- Granatum Plateau (center)
- Light Falls</pre><pre id="faqspan-7">
- Bridge
Underground Lake Averus
- Underground Lake Avernus 1-4
Hunter's Trail
- Eastern Big Tree
- Lauca Meia's House
- Hunter's Trail 1-10
- Beast's Cemetery
Relneia Marshes
- Relneia Marshes 1-13
- Eddy of Decay
- Areas to Return to:
- Granatum Forest 1 (once scan Gim, Light codes/Hobgoblin)
- Granatum Forest (Vast Forest Hammer/Rudrud sidequest)
- Kalcazoth Cave 5 (when get hammer & projectile/to gold score)
- Kalcazoth Cave 10 (5+ jewel goal/return if jewels 9999)
- Kalcazoth Cave 14 (30+ jewel goal/return if jewels 9999)
- Kalcazoth Cave 16 (once get bomb weapon/Haochy/Wargliss Fortress)
- Kalcazoth Cave 17 (once get bomb weapon/Haochy/Wargliss Fortress)
- Rudrud's House (after get Custom Booster from Romaioni for Gim)
- Western Big Tree (Fana's sidequest)
- ULA 3: (Nussie/When you get related news flashes)
- Mystery Shadow in Lake!
- Memory Map (increases to 4x3)
- Mystery Shadow in Lake, Updated!
- MP increase to your character (no tablet)
- Mystery Shadow in Lake, Report 3
- HP increaser (gold metalize tablet)
- All Hunter's Trail (when get book back/to explore)
- Lauca Meia's House (when get the Stone Tusk)
- Hunter's Trail 10 (when get the Forest Hammer)
- Eddy of Decay (gold score, if not gotten before cutscene)
- Items:
- Granatum Forest 4: Hero Bloom (Req: Duran sidequest)
- GF 5: Forest Hammer (metalize tablet/Req: Rudrud affection quest)
- Granatum Forest 8: Mantis Blade (metalize tablet)
- Granatum Forest 11: Forest Flower Decoration (metalize tablet)
- Granatum Forest 12: Champion Gladius (metalize tablet)
- Granatum Forest 14: Forest Drop (scan/flower)
- Kalcazoth Cave 10: Common Kaleila Sword (metalize tablet) (yes 10 not 8)
- Kalcazoth Cave 13: Kalcazoth Cave 15 door opens (Req: Gold Score)
- Kalcazoth Cave 14: HP increaser (red metalize tablet)
- Elevation: Pagoda (scan/flower)
- Sun Shelf: Hammer (scan/Req: Boss Battle - Rudrud)
- Rudrud's House: Grand Hammer (metalize tablet)
- Deep Forest 3: Cat Flower (scan/flower)
- Western Big Tree: HP/MP increaser (gold metalize tablet)
- Beast's Lair: Giant's Grand Hammer (Req: Grand Hammer)
- Beast's Lair: Hope Pod (Req: Fana sidequest)
- ULA 3: HP increaser (gold metalize tablet)
- ULA 3: Fatal Battle Sword (metalize tablet)
- ULA 4: Karma (scan/flower)
- Eastern Big Tree: Herb (metalize tablet)
- Lauca Meia's House: Axe (scan/on ground),
Hunter's Stone Tusk
(metalize tablet/Req: Stone Tusk)
- Beast's Cemetery: Aegis (green metalize tablet/Req: Gold Score)
- Beast's Cemetery: Demise Laevateinn (red metalize tablet/
Req: Grasshopper King's Raid - Future Vision)
- Hunter's Trail 6: Angel Wings (scan/flower)
- Hunter's Trail 7: HP increaser (red metalize tablet)
- Hunter's Trail 8: Kusanagi (red metalize tablet/slider)
- Hunter's Trail 9: Wild Cookie (tan metalize tablet)
- Hunter's Trail 10: Vast Forest Hammer
(metalize tablet/Req: Forest Hammer)
- RM 7: Pure Hauteclaire (tan metalize tablet/slider)
- RM 8: Shadowsol (flower/scan)
- RM 9: Pulverizing Spiked Mace (metalize tablet)
- RM 11: Silver Crow (flower/scan)
- RM 12: Chaotic Blunderbuss (metalize tablet)
- RM 13: Wind-Cutter Tomahawk (metalize tablet)
- Special Enemies:
- Sun Shelf: Iron Hammer Rudrud (Boss Battle)
- Western Big Tree: Mutated Chimera (Boss Battle)
- New World Question (Req: beat Mutated Chimera/Boss Battle/1st-Wide Sky)
- Granatum Forest 1: Hobgoblin (Invincibility/unlock with Light codes)
- ULA 3: Nussie (Boss Battle)
- Future Vision: Mystery Shadow in Lake, Report 3
- Beast's Cemetery: Tunoi (Boss Battle)
- Hunter's Trail 5: Invisible Blood Sucker (unlock with Bug code)
- Eddy of Decay: Forest Dragon Antelobibnen (Boss Battle)
- Heal Pot:
- Kalcazoth Cave 13
- You can also use Underground Lake Avernus 2 (Heal Pot)
- Deep Forest 5 (by exit, straight down, face up on air steps...or else)
- Hunter's Trail 5
- Lauca Meia's House (you can rest in her bed)
- Relneia Marsh 5
- Info:
- The Granatum area is a huge area that includes a river forest, cave, sun
plateau, deep forest, waterfall plateau, underground lake, trail forest,
and marshland. This will be a test of your endurance and wit. Are you
up for the challenge ... and are you prepared?
===============
Granatum Forest
===============
KC1*
|
ULA 4* 4 LF*
| | |
7---3---11---14
| | | /|
8---6-==2===10===13
|/ | | |
5---1----9---12
|
GP8*
Granatum Forest
KC1* = Kalcoth Cave Dungeon (Room 1)
GP8* = Grana Plains 8
LF* = Light Falls (one-way drop down)
ULA 4* = Underground Lake Avernus 4
GF 7 (Cliff Shelf/one-way drop down)
/==/ = River path (cross river at GF 10)
* = Enter/Exit area connection
Note: River cuts forest in half
- Route through forest (1, 2, 10, 11, 3, 4)
- Total Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Granatum Forest
- Granatum Forest 1-14
- Areas to Return to:
- Vast Forest Hammer (Rudrud sidequest)
- Items:
- GF 4: Hero Bloom
- GF 5: Forest Hammer (metalize tablet/Req: Rudrud affection quest)
- GF 8: Mantis Blade (metalize tablet)
- GF 11: Forest Flower Decoration (green metalize tablet)
- GF 12: Champion Gladius (metalize tablet)
- GF 14: Forest Drop (scan/flower)
- Special Enemies:
- Granatum Forest 1: Hobgoblin (unlock with Light Codes)
- Heal Pot:
- None
- Info
- Shortest Route Through Forest:
- 1, 2, 10, 11, 3, 4
Granatum Forest 1
-----------------
- Description:
- The green land continues. With the forest's blessing you can
feel the breath of forest animals. What new life is being
born now?
- Battle: Hobgoblin, Goblin
- Scan: None
- Exits: Grana Plains 8/down, GF 2/up, GF 5/left, GF 9/right
- Extra Info:
- This is a large open field with trees in the corners and
monsters that want to smash you.
- You can access all of this area (no river cuts through it)
Explore (3):
Top left, corner big tree with lightbeams (face left at tree)
- The trees rustle in the breeze, almost as if they were speaking.
Bottom left, corner big tree (face left at tree)
- You can spot many animals from between the trees.
Bottom right, corner top gap in trees (face down on gap)
- The forest shade is cool and perfect for resting.
Granatum Forest 2
-----------------
- Description:
- A large river runs through this forest. The current is
gentle but the water is as deep as a grown man! Unless
you're a confident swimmer, don't even think about
swimming across.
- Battle: Frog Man
- Scan: None
- Exits: GF 1/down (on bottom only), GF 3/up (on top only),
GF 6/left (on top only), GF 10/right (top & bottom)
- Extra Info:
- You can not get up or down from within this map because
there is a river flowing through the middle.
- There are two explore spots on each side of the river
which means you will have to go around on other maps
to find the log crossing (map GF 10) to get to both
sides of the river.
- On the top side of this area, there are 2 tall thorn
bushes. You can't get through them unless you use a
Fire weapon (Ex: Fire codes on sword). A Fire Hammer
will work as well. Don't touch them ... they hurt, lol
Explore (4):
Bottom Half:
Center, river's edge (below, face up under river)
- You wonder if the clear flowing river is drinkable.
Bottom left, huge flat boulder point (below, face left at rock)
- A large boulder, too dangerous to try climbing up.
Top Half:
Top right, trees, left side of thorn bushes (face up into trees)
- It's too overgrown her to attempt walking through here.
Center right, river edge under bare spot (face down on top of river)
- You can spot small fish swimming through the water.
Granatum Forest 3
-----------------
- Description:
- People say you'll never find your way out of this forest, but it's
usually the mind playing tricks. The repeating scenery is what brings
on anxiety and paranoia which causes dementia.
- Battle: Land Squid
- Scan: None
- Exits: GF 2/down, GF 4/up, GF 7/left, GF 11/right
- Extra Info:
- This is an open field with a rock cliff wall in the left
corner and a patch of forest trees in the bottom right
corner. There is a mass of Land Squid ready to attack you.
- You can access all of this area (no river cuts through it)
Explore (3):
Top left, rock cliff wall (face up under cliff wall)
- What a large rock. Where did it come from?
Bottom center, large tuft of grass (face any direction)
- Strange plants, native to the forest, grow all over.
Bottom right, corner trees (right of bare spot, face down into trees)
- The tree shade is refreshing. Perfect spot for a nap.
Granatum Forest 4
-----------------
- Description:
- Further into the forest is Kalcazoth Cave which leads to the
plateau. It's a maze inside, so be prepared before going in.
- Small Key Door (put on 1 Forest code to open door to caves)
- Battle: Hell Hornet
- Scan: Hero Bloom (scan/flower)
- Exits: GF 3/down, Kalcazoth Cave 1/up
- Extra Info:
- This is an open field with massive rock cliff walls surrounding
all but the bottom edge. There is a patch of forest trees to
the center left.
- The center top has a Small Key door that leads to the caves
(Kalcazoth Cave Dungeon) which also leads to the Granatum
Plateau areas and back down to Granatum Forest 14 down the
waterfall.
Explore (3):
Upper left, Hero Bloom flower (face up at the flower)
- How long have these plants been growing for?
Center, grass/dark moss by grey pebble spot (face any direction)
- You can eat many plants in the forest, but what about this one?
Top right, large grey boulder (face up under middle of boulder)
- There's a small gap between rocks. Is something living in there?
Granatum Forest 5
-----------------
- Description:
- Cover your ears to hear different sounds. The chirping
birds, rustling trees, splashing water, and chorusing
bugs. Infinite noises fill nature.
- Battle: Frog Man
- Scan: Forest Hammer (metalize tablet/Req: Rudrud affection quest)
- Exits: GF 1/right, GF 6/up
- Extra Info:
- A river curves upwards. You can access below the river but
not above the river unless you go to GF 10 to cross and
come back to the top of this map.
- All explore spots are located below the river.
Explore (3):
Center left, between tree and bare spot (river edge, face up)
- The river slowly flows. How far does it go?
Bottom right, biggest gap dip in trees (face down on gap)
- Many creatures live in the forest.
Center right, large splattering of light moss (face right at moss)
- A nice breeze blows.
Granatum Forest 6
-----------------
- Description:
- Long ago, a man came to this forest and was moved by the
grandeur of nature. Soon, however, he became greedy,
caring about how to make money off its resources. He
decided to sell lumber in town, and called friends to
help chop down trees, but they suddenly disappeared one
day, leaving only their tools behind ... Then again,
people are too afraid to go in and check if the tale
is true.
- Battle: Land Squid
- Scan: None
- Exits: GF 2/right, GF 5/down, GF 7/up, GF 8/left
- Extra Info:
- This is an open field with forest trees in the top left
and right corners. A river bend is in the bottom right
corner but there are no land splits in this screen.
- There is a mass of Land Squid that will aggressively
attack you.
Explore (3):
Upper right, leaf pile, path ground by tall bushes (face up)
- A small snake lives in the bushes. Let go of it slowly.
Top left, corner trees (face up or left at the corner trees)
- Yummy-looking nuts lay inside the bushes.
Lower left, dark grass (from right: river/bare spot/dark grass)
- A tiny strange bug is looking your way.
Granatum Forest 7
-----------------
- Description:
- A monster called Man-Eater lives in the forest. It may
look like an innocent flower, but one wrong step, and
you'll be swallowed whole. Travelers beware.
- Battle: Man-Eater, Hell Hornet
- Scan: None
- Exits: GF 3/right, GF 6/down,
Underground Lake Avernus 4 (one-way drop down)/up
- Extra Info:
- This is an open field with solid forest trees on the right
and top with a patch of forest trees in the bottom right
corner. A solid rock cliff wall protrudes into the forest
trees in the left corner.
- You can access all of this area (no river runs though it)
- There is also a secret overlook cliff shelf in the top left
corner. You can't go up it but you can drop down from it
when you exit down out of Underground Lake Avernus 4. It
is a one-way drop down like the waterfall in GF 14. Many
people miss this, so be sure to visit it!
Explore (3):
Bottom center, tan pebbles (tiny bit right, face any direction)
- Careful not to stumble on something.
Top center, rock cliff wall (face up at cliff wall)
- Looks like there's a path up, but it's too steep to climb.
Center left, big gap dip in trees (face right into trees)
- What's beyond these bushes? Your curiosity's piqued.
Granatum Forest 8
-----------------
- Description:
- The forest is full of dead ends. Just remember the path
you came in by, and you shouldn't get lost.
- Battle: Hell Hornet
- Scan: Mantis Blade (metalize tablet) (I love this weapon!)
- Exits: GF 6/right
- Extra Info:
- This is an open field with solid forest on the bottom and
left sides. There is also forest trees in the top right
corner. A solid rock cliff is on the top edge of the map.
- You can access all of this area (no river cuts through it)
Explore (3):
Top center, rock cliff wall (face up under the rock wall)
- A great cliff towers overhead. It looks impossible to climb.
Bottom center, grass above bare spot (face any direction)
- Dozens of tiny bugs crowd the underside of the leaf.
Bottom left, corner trees (face down or left into trees)
- The deeper you go into the woods, the creepier your
surrounding get.
Granatum Forest 9
-----------------
- Description:
- Beware forked roads. Just remembering you turned right
at the last fork won't make it easy on the way back.
Try drawing marks on trees or dirt.
- Battle: Land Squid
- Scan: None
- Exits: GF 1/left, GF 10/up, GF 12/right
- Extra Info:
- This is an small open field with a row of trees across
the bottom and trees in the top left and right corners.
- There is a mass of Land Squid that attack aggressively.
- You can access all of this area (no river cuts through it)
Explore (4):
Upper left, grass by bare spot (face right on right side of spot)
- Leaves may look all the same, but notice their varied shapes.
Lower left, grass just up from 2nd tree in on the bottom (face any way)
- Holes dot the leaves. Must've been made by a bug.
Center right, top point of left bare spot (2 bare spots together, face up)
- Ants pour out of a small hole. Must be a colony.
Top right, bare spot next to white rock (face up under bare spot)
- The barren earth here must not have many nutrients.
Granatum Forest 10
------------------
- Description:
- A quiet early afternoon. Share a quick lunch and nap
with the forest creatures. It's a life everyone dreams
of at least once.
- The only place to cross the river.
- Battle: Frog Man
- Scan: None
- Exits: GF 2/left, GF 9/down, GF 11/up, GF 13/right
- Extra Info:
- A river runs through an open field with trees on the top left
and bottom right corners. Large white boulders are on the
river on the left side.
- There is a large log that allows you to cross the river. This
is the only place in Granatum Forest that you can cross the
river.
Explore (4):
Bottom left, huge white boulder at river's edge (face left at boulder)
- Would enough training enable you to carry this rock?
Center, river edge near log crossing (face up under river edge)
- Careful not to fall in the river when looking at your reflection.
Center right, jutt point on tree log crossing (face right at jutt)
- This fallen tree has been here so long, it now forms a bridge.
Upper right, huge white boulder (above, face down on top of boulder)
- This rock looks perfect for taking a nap on.
Granatum Forest 11
------------------
- Description:
- The forest fairy legend says they take the form of a
pretty girl to ask their questions about humans. It's
cute the way they will keep listening, but their
questions never stop! Try leaving and they'll throw
a fit. It's best to avoid them, but people still
hope to meet them someday.
- Battle: Frog Man, Land Squid
- Scan: Forest Flower Decoration (green metalize tablet)
- Exits: GF 3/left, GF 10/down, GF 14/right
- Extra Info:
- This is an open field with a rock cliff wall on the top and
patches of forest trees in the top right and bottom left
corners.
- A mass of Land Squid mixed with Frog Man will be aggressive
in attacking you.
- You can access all of this area (no river runs through it)
Explore (3):
Center, rock wall crevise/right (face up at the cliff wall)
- Looking up at the great cliff can feel overwhelming.
Center, rock wall/left of crevise (face up at bulge in cliff wall)
- It may be possible to climb up this crag, but the fall would be long.
Lower right, ground/no markings/near small grass tuft (face any way)
- This area is relatively bare in vegetation.
- Go to bottom center, see an area of grass tufts, go to upper
right single grass tuft, count about 7 steps right and 2 up
Granatum Forest 12
------------------
- Description:
- The range of forest that humans can enter is very
limited.
- It's deep, and when it gets dark, you can easily
lose your way.
- Don't think about exploring it for fun unless you
know what you're doing.
- Battle: Raptor
- Scan: Champion Gladius (metalize tablet)
- Exits: GF 9/left, GF 13/up
- Extra Info:
- The open field has a solid forest of trees on the bottom and
right side with an area of boulders in the top left corner.
- You can access all of this area (no river cuts through it)
Explore (3):
Bottom right, corner inset of trees (face right into trees)
- The trees are overgrown here. You cannot pass through.
Top left, smaller boulder next to huge boulders (face up)
- Some people may be able to tell what makes a good and bad rock.
Center, green foliage between up & down bare spots (face right)
- Never forget that each and every blade of grass is alive.
Granatum Forest 13
------------------
- Description:
- Before the forest you may only notice the trees, but
consider the earth, too. It delivers nutrients to
the trees, raises them, and supports them. The
forest needs it to survive.
- Battle: Hell Hornet
- Scan: None
- Exits: GF 10/left (top only), GF 12/down (bottom only),
GF 14/up (top only)
- Extra Info:
- A river curves upward through the middle with forest on
both sides.
- All explore spots are on the bottom half under the river.
Explore (4):
Lower left, far left edge of river by trees (face left)
- A strange bug peers at you, like it wants to say something.
Bottom left, grey spots of pebbles (face any direction)
- Creatures as small as your finger walk around on their hind legs.
Bottom right, large tuft of grass (face any direction)
- There's a large bug, clad in a black luster shell.
Lower right, tuft of grass (far right side of river, face right)
- A strange bug peers at you, Is it angry ...?
Granatum Forest 14
------------------
- Description:
- Here begins the river that crosses Granatum Forest,
and flows from the plateau. The water is surprisingly
clear.
- Battle: None
- Scan: Forest Drop (scan/flower)
- Exits: GF 11/left, GF 13/down,
Light Falls (one-way drop down)/up
- Extra Info:
- There is a one-way drop down shortcut from Light Falls
to Granatum Forest 14 down the waterfall. You can't go
up from GF 14 to Light Falls.
- This is an open field with a rock cliff wall and waterfall
on the top edge with patches of forest trees to the right
side and the bottom left corner.
Explore (3):
Lower left, patch of trees (face up on top of bare spot at trees)
- Are these mushrooms? Must be from all the moisture in the air.
Top right, edge of water/waterfall (face right at water)
- Leagues of water fall over the edge. This must be where the
forest starts.
Center, right side of flower (face up at white boulder)
- The feeling of the waterfall's spray is refreshing.
======================
Kalcazoth Cave Dungeon
======================
SS*
|
12---13---15---14
| |
11 17---16
|
ULA*---4---9---3---8-------7
| |
2 10---5---6
|
1
|
GF4*
Kalcazoth Cave Dungeon
GF4* = Granatum Forest 4
ULA* = Underground Lake Avernus (Nussie)
SS = Sun Shelf (Boss: Rudrud)
* = Enter/Exit area connection
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Kalcazoth Cave Dungeon
- Kalcazoth Cave 1-17
- Areas to Return to:
- Kalcazoth Cave 5 (when get hammer & projectile/to gold score)
- Kalcazoth Cave 10 (5+ jewel goal/return if jewels 9999)
- Kalcazoth Cave 14 (30+ jewel goal/return if jewels 9999)
- Kalcazoth Cave 16 (once get bomb weapon/Haochy/Wargliss Fortress)
- Kalcazoth Cave 17 (once get bomb weapon/Haochy/Wargliss Fortress)
- Items:
- Kalcazoth Cave 10: Common Kaleila Sword (metalize tablet) (yes 10 not 8)
- Kalcazoth Cave 13: Kalcazoth Cave 15 door opens (Req: Gold Score)
- Kalcazoth Cave 14: HP increaser (red metalize tablet)
- Special Enemies:
- None (Boss Battle is in next area/Granatum Plateau Area 1)
- Heal Pot:
- Kalcazoth Cave 13
- You can also use Underground Lake Avernus 2 (Heal Pot)
- Info:
- Boss Battle for Kalcazoth Cave Dungeon is located in
Granatum Plateau Area 1 (Sun Shelf: Iron Hammer Rudrud)
- Shortest Way to the Boss Battle/Rudrud:
- 1, 2, 3, 9, 11, 12, 13, Sun Shelf
- Open this cave/dungeon from Granatum Forest 4 with the
Small Key (1 Forest code)
- Underground Lake Avernus is inside this cave to the left
- See Underground Lake Avernus Area Summary/section
Kalcazoth Cave 1
----------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Beat All The Enemies!: 500
- Medal: 2000 gold/1500 silver/1000 bronze
- Time: 1:20
- Time Points: 1 sec x 20
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: Granatum Forest 4/down, KC 2/up
- Solution: Equip a Forest weapon, run in, hit the pole switch,
Kill/bounce the Minotaurus, hit the green switch with the forest
weapon. Later, you can summon Mieli to hit the green switch.
Kalcazoth Cave 2
----------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Beat All The Enemies!: 500
- Medal: 2000 gold/1500 silver/1000 bronze
- Time: 1:20
- Time Points: 1 sec x 20
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: KC 1/down, KC 3/up
- Solution: Don't let the Dire Bats hit you, run forward and
jump up on the ledge and step on the green switch, this
drops a giant stone block, jump down, kill the Dire Bats
until they are all gone (can summon Rempo many times),
push block down and over to the right so block is just
on the top corner enough to trigger the bottom green switch
to a pink color, now run and climb the ledge again and step
on the top switch one last time. Be sure that all the bats
are killed before stepping on the top switch the last time.
Kalcazoth Cave 3
----------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 10+ Toss-ups!: 500
- Medal: 2000 gold/1500 silver/1000 bronze
- Time: 1:00
- Time Points: 1 sec x 20
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: KC 2/down, KC 8/right, KC 9/left
- Solution: Scan Blob, remove codes, put on Illness code if you need,
bounce all 5 of them (or bounce one at least 10 times and kill
the rest)
Kalcazoth Cave 4
----------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 10+ Toss-ups!: 500
- Adtl Goal: Beat Forest-type Enemies!: 300
- Medal: 2000 gold/1500 silver/1000 bronze
- Time: 1:00
- Time Points: 1 sec x 20
- Times Damage Bonus: 500
- Times Fell Bonus: 500
- Item for Gold Score: None
- Exits: KC 9/left, Underground Lake Avernus 1/right
- Solution: Scan Element Skull, remove codes, put on Forest code,
Kill the Element Skulls but make sure to bounce one of them 10
times, if the skulls stay over the middle gap you can get on the
moving platform to get hit them but be careful not to fall off,
you can also summon Rempo but it will takes several calls so
it may not be worth it.
Kalcazoth Cave 5
----------------
- Main Goal: Flip All The Switches!
- Medal: 2000 gold/1500 silver/1000 bronze
- Time: 1:00
- Time Points: 1 sec x 30
- Times Damage Bonus: 1000
- Item for Gold Score: None
- Exits: KC 6/right, KC 10/left
- Solution: Equip Lightning weapon, scan Blob, take off codes,
put on Illness code, the rows of spikes will hurt you but you
have to cross them to complete the room (bounce Blobs to
get more HP/MP), the pink generator square at the left side
spawns more Blobs, so get there and kill it, then step on
the top left green switch to make another yellow switch
appear in the middle, hurt yourself on spikes to get to
middle yellow switch and hit it with a Lightning weapon
- Later after you get the hammer and the projectile then
you can come back and hammer fly across the spikes without
getting hurt and throw a Lightning projectile weapon at the
middle yellow switch.
- TIP:
This is also a great place to up your weapon skills using
judgment link on the endlessly generated Blobs. Only one
Blob is generated at a time. You can equip any weapon on
one hand and bounce the Blobs as much as you want as you
watch your weapon level up. Then, change the weapon and
repeat for as many weapons as you want including your
fists with no weapons. Be aware that this does fill up
your jewel storage to 9999 depending on how long you do
it. You can use this to buy out Romaioni's store but do
reduce your jewel amount before going on because you
won't be able to gold score some dungeon rooms if your
jewel storage is 9999.
Kalcazoth Cave 6
----------------
- Main Goal: Flip All The Switches!
- Medal: 2000 gold/1500 silver/1000 bronze
- Time: 1:00
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: KC 5/left, KC 7/up
- Solution: Hit pole switch, then don't use the blue moving
platform, just stay close to the left cliff side, jump
straight down to the lower ground to run and hit the
second pole switch, timing should allow you to not get
hit by the spike balls.
Kalcazoth Cave 7
----------------
- Main Goal: Flip All The Switches!
- Medal: 2000 gold/1500 silver/1000 bronze
- Time: 1:25
- Time Points: 1 sec x 20
- Times Damage Bonus: 1000
- Item for Gold Score: None
- Exits: KC 6/down, KC 8/left
- Solution: Pull the giant block down half way, then push it
right until it falls off the ledge onto the green switch,
then jump down on the block and then the ground, run and
step on last green switch to turn it pink, don't get hit
with the spike ball (don't have to worry about the other
spike ball)
Kalcazoth Cave 8
----------------
- Main Goal: Flip All The Switches!
- Adtl Goal: Break Boxes!: 1 boxes x 250 (1) = 250
- Medal: 2000 gold/1500 silver/1000 bronze
- Time: 1:00
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: KC 3/left, KC 7/right
- Solution: 2 pole switches on each side with 2 rolling spike
balls in the middle, the box is odd colored and looks like
a light pebbled square (top left corner) - you can do this
the hard way and run and hit both pole switches and the
box without the spike balls hitting you - OR - you can
just run in the middle of the room and summon Rempo :)
Kalcazoth Cave 9
----------------
- Description:
- A great cave in the back of Granatum Forest. Vicious beasts
take shelter there along with past traps laid for them, so
watch your step.
- Small Key Door (put on 2 Fate and 2 Hope codes)
- Battle: None
- Scan: None
- Exits: KC 3/right, KC 4/left, KC 11/up
- Extra Info:
- This is a transition room that also has explore spots
- There is a Small Key Door here that leads up to the North section
of the dungeon
- To get up the cliff ledge, hit the pole switch. This makes moving
platforms appear. Hop on and get up the ledge before the platforms
disappear. If you don't make it in time then just hit the pole
switch and try again.
Explore (4):
Top right, sign by stone door (face up under the sign)
- 2 FATE and 2 HOPE to open the stone door!
Top left, grass in corner (face up at cave wall)
- Water falls from above. It feels like it's gotten more humid.
Center, top cliff ledge (face down and inch forward)
- You took a look down. You're very high up.
Center right, corner grass under ledge (face up at ledge wall)
- Grasses trampled underfoot. Someone must've come from above.
Kalcazoth Cave 10
-----------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Get 5+ Jewels!: 500
- Can't get if jewel storage 9999
- Adtl Goal: Beat Ice-type Enemies!: 500
- Adtl Goal: Use 1+ Spirit Magic: 1000
- Medal: 2000 gold/1500 silver/1000 bronze
- Time: 1:30
- Time Points: 1 sec x 20
- Times Damage Bonus: 500
- Item for Gold Score: Common Kaleila Sword (metalize tablet)
- Exits: KC 5/right
- Solution: Scan Blob (if haven't already), take off codes, put on
Ice code, bounce at least one Blob until dead, summon Rempo at
the purple generator 2-3 times to kill it, finish off rest of Blobs,
then go take something for your headache from the clashing spikes, lol
Kalcazoth Cave 11
-----------------
- Main Goal: Flip All The Switches!
- Medal: 2000 gold/1500 silver/1000 bronze
- Time: 2:00
- Time Points: 1 sec x 20
- Times Damage Bonus: 100
- Times Fell Bonus: 500
- Item for Gold Score: None
- Exits: KC 9/down, KC 12/up
- Solution: Equip a Forest weapon, go in, hit the bottom left green
switch, run and jump on the rising blue platform, follow the appearing
platforms as fast as they appear, they disappear quickly and you will
fall if you are still there when they disappear, you can also move to
the next platform to quickly and fall, so time it right and follow the
platforms in a winding pattern all over and then over the gap, then
jump off the last platform (or 2 before) and step on the green switch.
Kalcazoth Cave 12
-----------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Use 10+ Toss-ups!: 500
- Medal: 2000 gold/1500 silver/1000 bronze
- Time: 1:00
- Time Points: 1 sec x 20
- Times Damage Bonus: 500
- Times Fell Bonus: 500
- Item for Gold Score: None
- Exits: KC 13/right
- Solution: Equip a Fire weapon, go in, climb the ledge, light the torch,
if you use Judgment Link (bounce) on the Element Skulls then you can
repeatedly use Rempo to kill the skulls on the other side of the pit -
you must be near the pit/gap before using Rempo to be in range, you can
also stand on the moving platform over the pit to call Rempo.
Kalcazoth Cave 13
-----------------
- Heal Pot is located here
- Main Goal: Flip All The Switches!
- Medal: 2000 gold/1500 silver/1000 bronze
- Time: 1:00
- Time Points: 1 sec x 20
- Times Damage Bonus: 500
- Times Fell Bonus: 500
- Item for Gold Score: KC 15 door opens to the right
- Exits: KC 12/left, KC 15/right, Sun Shelf/up
- Solution: Equip Forest weapon, run into the middle of room
(don't fall or let spike ball hit you), hit green switch,
immediately summon Rempo (who hits other 2 red switches),
top door to Sun Shelf opens - if gold score then KC 15 door
opens to the right - and a Heal Pot appears in the corner.
Kalcazoth Cave 14
-----------------
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Get 30+ Jewels: 500
- Can't get this if jewel storage is 9999
- Medal: 2500 points/1500 silver/1000 bronze
- Time: 1:20
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: HP increaser (red metalize tablet)
- Exits: KC 15/left
- Solution: Spike spots scattered on ground, purple generator with
large clashing spikes (hit pole switch if you want to temporarily
stop large spikes but you don't have to), and Blob enemies
- The goal is to damage the center purple generator until it
disappears. Then kill off any last enemies. Best idea is to
stand near or on the generator and use Rempo – hits generator,
enemies, and switch. You will have to damage the generator 4-6
times with Rempo to make it disappear. You can also help kill
the generator by hitting it with a weapon.
- The pole switch just allows you to stand on the purple
generator square – but you can still get the generator
damaged with Rempo if you are standing by the spikes to
the left side of the generator.
- Remember to judgment link enough enemies before destroying
the generator (3 Blobs with yellow jewel given or 1 Blob
with purple jewel given). Purple jewels are given if you
bounce the enemy very high out into the milky way. You
can do that by making your enemy tougher with codes like
lots of iron before bouncing them. Yellow jewels only
require you to bounce your enemy just past earth or
until dead (blue bar disappears).
Kalcazoth Cave 15
-----------------
- Main Goal: Light All The Torches!
- Medal: 2000 gold/1500 silver/1000 bronze
- Time: 1:00
- Time Points: 1 sec x 40
- Times Damage Bonus: 50
- Item for Gold Score: None
- Exits: KC 13/left, KC 14/right, KC 16/down
- Solution: Do it the hard way and use a Fire weapon to
light the 4 torches yourself - OR - run to the center
of the room and summon Rempo :D
- The wooden stack pile in the bottom left corner leads to
KC 16 & KC 17. To get through this wooden stack pile you
will need a Bomb weapon which you won't get until later
when you are sent to Wargliss Fortress. So by-pass this
for now and come back later to finish it.
Kalcazoth Cave 16
-----------------
- Need Bomb weapon (Haochy/Wargliss Fortress)
to get to KC 16 from KC 15
- Main Goal: Flip All The Switches!
- Adtl Goal: Use 10+ Toss-ups!: 500
- Medal: 2500 points/2000 silver/1500 bronze
- Time: 1:00
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: KC 15/up, KC 17/left
- Solution: Run in, bounce Blob 10 times, hit top pole switch
(Blob and pole switch are usually right there where you enter),
stay to left side of cave wall (don't use blue moving platform)
and run/jump/roll down the ledge and hit the second bottom pole
switch. No spike balls this time but the score requirement is
higher and you have to Judgment Link the Blob.
Kalcazoth Cave 17
-----------------
- Need Bomb weapon (Haochy/Wargliss Fortress)
to get to KC 17 from KC 15
- Main Goal: Defeat All The Enemies!
- Adtl Goal: Get 30+ Jewels!: 500
- Can't get this if jewel storage 9999
- Adtl Goal: Use 3 Evasion Moves!: 300
- Medal: 2500 points/2000 silver/1500 bronze
- Time: 1:00
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: KC 16/right
- Solution: Go in, bounce Blobs (3 yellow jewel or 1 purple jewel),
roll 3 times during travel (or just roll 3 times), kill purple
generator at top right (use Spirit Magic/summon) or use weapon,
kill off any remaining Blobs.
Note: Boss Battle for Kalcazoth Cave Dungeon is located in
Granatum Plateau Area 1 (Sun Shelf: Iron Hammer Rudrud)
=======================
Granatum Plateau Area 1
=======================
___________
| |
SS---| Elevation |
| | RH |
KC15* |___________|
|
DF1*
Granatum Plateau Area 1
SS* = Sun Shelf (Rudrud)
RH = Rudrud's House (Gim)
DF1* = Deep Forest 1
* = Enter/Exit area connection
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Granatum Heights
- Sun Shelf
- Elevation
- Rudrud's House
- Areas to Return to:
- Rudrud's House (after get Custom Booster from Romaioni for Gim)
- Items:
- Sun Shelf: Hammer (scan/Req: beat Iron Hammer Rudrud)
- Elevation: Pagoda (scan/flower)
- Rudrud's House: Grand Hammer (metalize tablet)
- Special Enemies:
- Sun Shelf: Iron Hammer Rudrud (Boss Battle)
- Heal Pot:
- None
- Info
- This is a red rock plateau that includes a large flat sun shelf
where you battle Rudrud. Elevation is a dwarf homestead where
Rudrud and his son Gim live. The area features beautiful
orange sunsets.
Sun Shelf
---------
- Description:
- At the top of Granatum Plateau is Sun Shelf, which get its name
from the gorgeous sunset you see from it. But ever since the
human-hating dwarves moved in, it's impossible to get near.
- No exploration (but cutscenes take place here)
- Iron Hammer Rudrud (Boss Battle)
- Main Goal: Beat Rudrud to get scan his Hammer weapon
- Boss HP: 2500/no codes
- Medal:
- Time: 10:00
- Times Damage Bonus: 1000
- Item for Gold Score: None
- Scan: Hammer
- Exits: KC 15/down, Elevation/right
- Solution: Avoid his Hammer Spin move and then hit him back with the
Hurricane Spin move. Repeat as many times as needed. The stronger
your sword or weapon, the better. Remember to scan him, take off his
codes, and put on Illness code if needed.
Elevation
---------
- Description:
- They say the sight you'll see just outside the cave is
unforgettable. Best when the earth and sky are dyed
orange at dusk.
- Battle: None
- Scan: Pagoda (scan/flower)
- Exits: Sun Shelf/left, Rudrud's House/lower left
- Extra Info:
- A red rock cliff plateau with a few unused broken-down
cabins are located here. There is also a very large
one-story cave home bored into the face of a secondary
red rock plateau. Beautiful golden-orange sunsets can
be viewed here and give the area a unique appearance.
Explore (4):
Top left, broken-down cabin (face up under cabin)
- A cabin built for watching over the forest--no longer in use.
Top right, broken-down cabin (face up under left cabin corner)
- A cabin built for watching over the forest--it's now rotting.
Upper right, large orange boulder (face right at boulder point)
- Something's stuck between the rocks, too tight to get it out.
Lower right, cliff edge under flower (face right at edge)
- A fall from this height ... Well, it's too scary to think.
Rudrud's House
--------------
- Description:
- The cave where dwarf forest guardians Rudrud and his son
Gim live. The cave opening is good at protecting them
from the harsh elements. Though their possessions seem
scarse, it's clear they lead rich lives.
- Battle: None
- Scan: Grand Hammer (metalize tablet)
- Exits: Elevation/right
- Extra Info:
- This red rock cave home is where Rudrud and his son Gim
live. It is only a one-story home but it has enough space
for their belongings and keeps them cool on hot days.
It makes a strong and sturdy home with natural appeal.
- Scan Gim and use his Light codes to unlock the Invincibility
code on the Hobgoblin in Granatum Forest 1.
Explore (5):
Center right, brown/gold trim treasure chest (face right at chest)
- A large treasure chest!
Top Center, shelves (face up under shelves)
- A sack stuffed to the brim with potatoes.
Bottom center, large bed (face down on top of bed)
- Yuck, what a stench! You can already tell whose bed it is.
Bottom right, wooden desk (face down on top of table)
- The desk's covered in drawings, but they're hard to make out.
Top right, dark green wall cloth (face up at cloth on wall)
- Something's behind the cloth. Better keep it hidden.
===========
Deep Forest
===========
E* BL
| |
DF1---DF2---DF3---DF4---DF5---WBT*
Deep Forest
E* = Elevation
DF1 = Deep Forest 1 (up to DF 5)
WBT* = Western Big Tree
BL = Beast's Lair
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Deep Forest
- Deep Forest 1-5
- Areas to Return to:
- None (all accessible)
- Items:
- Deep Forest 3: Cat Flower (scan/flower)
- Special Enemies:
- None
- Heal Pot:
- Deep Forest 5 (straight down from exit/face up on air steps...or else)
- Info
- A Hammer is required for this entire area. Remember to use
the Hammer spin to cross gaps. Even if surfaces line up
across gaps, it is best to fly from the middle of the
surface path instead of on side edges. Sometimes the paths
are just a little off center ... and into the abyss you go.
- Keep your HP high because you will be traveling carefully on
tree branches and thick vines through the tops of the forest
trees. It is easy to fall especially when flying and floating
enemies zoom at you and push you off the branches!
- Don't forget that your character jumps/moves some when you
swing your weapons, or explore (push A button), lol. Also,
don't forget to push the B button to stop spining when flying.
- The hammer's flying ability will help you but you still need
to know where you are going so you don't fly into a tree side
with no branch or thick vine under it.
- Exploration is scary here because there are many on edges
and thorn points!
- There is a sleeping giant below these trees ... I can hear
him breathing as he sleeps!
Deep Forest 1
-------------
E*___| .
|__.______ ._______DF2
General Branch/vine layout (DF1):
E = Elevation
DF2 = Deep Forest 2
. = Explore spot
- Description:
- Just below the plateau peak lies an eerie section of forest.
Unlike elsewhere, there's a clear gathering of giant trees.
- Battle: Hell Hornet
- Scan: None
- Exits: DF 2/right, Elevation/up
- Extra Info:
- There are 2 general branches. The first is in a
left-arm bend position. The second is straight across.
Explore (3):
Center, tree trunk wall (face up at wall under hanging vine)
- Called the deep forest, normal people rarely come here.
Center left, on path by 1st big thorn jutt (face down by thorn)
- A naturally made clearing.
Center right, on path edge gap/rt side/by thorn (face left at thorn)
- A piece of cut-off rope. Did someone go down it?
Deep Forest 2
-------------
_ .___
/
DF1---/
/
|
|
\
\.___ .______DF3
General Branch/vine layout (DF2):
DF1 = Deep Forest 1
DF3 = Deep Forest 3
. = Explore spot
- Description:
- You must get over this rock face and the trees entwinded
within it. Be careful where you place your feet.
- Battle: Element Skull, Dire Bat
- Scan: None
- Exits: DF 1/left, DF 3/right
- Extra Info:
- Enter into a curved vine surface. A short vine piece
island is on the top. There is a long vine surface
on the bottom.
Explore (3):
Bottom far-left, bottom of curved vine surface (face left at tree wall)
- Seems to be a giant tree.
Top left, right edge of gap/vine piece island (face left at gap)
- The hammer move must've been made in order to survive here.
Bottom left, rt side of long bottom vine (inch to very point, face left)
- There's only the sound of the wind.
Deep Forest 3
-------------
| |CF
DF2___| | |. ____not exit
|\| | |.
| |. |
| | | |
| | |
DF4
General Branch/vine layout (DF3):
DF2 = Deep Forest 2
DF4 = Deep Forest 4
CF = Cat Flower (scan/flower)
. = Explore spot
- Description:
- Due to the ravine's terrain and giant trees, sunlight hardly
get in. Press forth in the dim light on slippery ground and
cool air.
- Battle: Dire Bat
- Scan: Cat Flower (scan/flower)
- Exits: DF 2/left, DF 4/right
- Extra Info:
- There are lots of end-point branches here with lots of gaps
in between. The overhead map looks like the ribs of a great
beast. The branch paths are very narrow. There is a narrow
vertical short branch island at the top center that holds
a flower to scan. The Dire Bats swarm you and try to knock
you off the branches.
- You can hammer spin across immediately upon entering DF3
and it will put you at the other side unharmed. However,
don't assume that the dark square shadow on the tree
wall is an exit. If you try to push through it then
you will fall off the branch to your doom. To exit,
go straight down the thining branch connected to the
false exit.
Explore (3):
Top center, middle of flower branch island (face any direction)
- Except for the gaps, the tree's surface makes for sure footing.
Center left, H branch/below thorn (face down/rt of H intersection)
- The walkway seems to be made from the giant tree's branches.
Center right, branch middle bend by false exit (face any direction)
- This path looks almost man-made.
Deep Forest 4
-------------
DF3
| _____
| | .
| | |
| . | |__DF5
| | .|
|___| |____
General Branch/vine layout (DF3):
DF3 = Deep Forest 3
DF5 = Deep Forest 5
. = Explore spot
- Description:
- Watch out for thorned trees. Tend to any flesh wounds
caused by thorns quickly. When dealing with unknown
toxins, sometimes a few minutes can make all the
difference.
- Battle: Hell Hornet
- Scan: None
- Exits: DF 3/left, DF 5/right
- Extra Info:
- The branches surfaces undulate up and down as you walk across
them. The sound of the swarm of Hell Hornet's many wings are
loud in the surrounding air.
- There are zig-zag branches here with large gaps in-between.
The branches are wider and easier to walk and fight on. You
can't just zoom across from one enter/exit to the other
because there are branch height differences and tree walls
that will block you and send you falling to your doom.
- Full path: end of L to top of Z, then end of Z to little L
- Shortcut: hammer fly from very bottom of either side to the
very bottom of the other side, then go up
Explore (3):
Bottom left, end point of L loop (face up under end point)
- Using the hammer can fly you to the furthest walkway.
- Make sure you are facing up and NOT right to hammer fly.
Bottom center, middle of path/by bigger thorn (face any direction)
- Looking around, you don't see a single animal.
Top right, inset tree wall cavern (face up at tree wall)
- A large horned insect on the wall.
Deep Forest 5
-------------
.
DF4___ ___. __ ___. ____WBT*
|
|
HP
General Branch/vine layout (DF3):
DF = Deep Forest
WBT = Western Big Tree
HP = Heal Pot
* = Enter/Exit area connection
. = Explore spot
- Description:
- It may feel like you've gone far, but this is only the midway
point. The largest tree is just ahead, so stop to check it out.
</pre><pre id="faqspan-8">
- Battle: Element Skull, Dire Bat
- Scan: None
- Exits: DF 4/left, Western Big Tree/right
- Extra Info:
- You feel like a grasshopper jumping from one short surface to
another as you hammer spin hop across the tree branch tips.
You see mossy areas against the tree sides and occasional vines
hanging down in the air. The overhead map looks like the spine
bones of a giant beast.
- It is a straight shot from one enter/exit to the other if you
hammer spin fly but don't miss the Heal Pot straight down near
the exit. Be careful going to the Heal Pot and don't step on
any air steps wrong or they will fling you off the step-down
branches out into black space.
Explore (3):
Center left, very rt edge/2nd tree point in (face right on edge)
- One wrong step and the fall will knock you out permanently.
Center, under streaming sunlight (face any direction)
- Warm sunlight trickles through.
Center right, very rt edge/2nd tree point back (face rt/vine hanging)
- The ground's just a little further.
=======================
Granatum Plateau Area 2
=======================
BL
|
DF5*---WBT---B
|
GPL
|
LF---
|
GF*
Granatum Plateau Area 2
DF5* = Deep Forest 5
WBT = Western Big Tree
BL = Beast's Lair
B = Bridge (broken)
GPL = Granatum Plateau (center)
LF = Light Falls
GF* = Granatum Forest
* = Enter/Exit area connection
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Granatum Plateau
- Western Big Tree
- Beast's Lair
- Granatum Plateau (center)
- Light Falls
- Bridge
- Areas to Return to:
- Western Big Tree (Fana's sidequest)
- Items:
- Western Big Tree: HP/MP increaser (gold metalize tablet)
- Beast's Lair: Giant's Grand Hammer (Req: Grand Hammer)
- Beast's Lair: Hope Pod (Req: Fana sidequest)
- Special Enemies:
- None
- Heal Pot:
- None
- Info
- You will be greeted here by a mutated monster. whip out
your weapon and save the forest. Then you can enjoy the
peaceful breezes that flow through the huge trees. Don't
forget to check out the Beast's Lair and take a jump down
the waterfall. Whoops, now you have to climb all the way
back up ...
Western Big Tree
----------------
- Description:
- In the depths of Granatum Plateau, two soaring trees grow.
The forest dwellers revere these trees and call them
Western Big Tree and Eastern Big Tree.
- No exploration (but cutscenes take place here)
- Hopefully not your death cutscene
- Battle: Mutated Chimera (Boss Battle)
- Scan: HP increaser (metalize tablet)
- Main Goal: Beat Mutated Chimera
- Adtl Goal: Don't get hit
- Adtl Goal: Don't die
- Boss HP: 2000/no codes
- Medal: Only if you practiced hard
- Time: 10:00
- Times Damage Bonus: 1000
- Item for Gold Score: You live, in fame
- Scan: HP/MP increaser (gold metalize tablet)
- Exits: Deep Forest 5/left, Beast's Lair/up,
- Solution: Scan Mutated Chimera, take off codes, put on Illness codes
- Avoid the long scorpion tail
- And the ground purple spells
- And the tracking fire balls
- And the jump and squish your head,
- Slash like there's no tommorow!
- Extra Info:
- Chimera's 3 heads: Goat, Lion, Dragon
____
- Cutscene: Bugs swarming towards town
Beast's Lair
------------
- Description:
- The roots of the big tree have been dug up, allowing entry.
It used to be a fun playground for forest dwellers, but the
rise in monsters keeps them away.
- Battle: None
- Scan: Giant's Grand Hammer (metalize tablet/Req: Grand Hammer),
Hope Pod (scan/flower)
- Exits: Western Big Tree/down
- Extra Info:
- A lovely and grand den under a giant tree where fairies came
to dance and a rare flower grows. Recently a horrid Mutated
Chimera wallowed out the den bigger and made it home. Now
along with the rare flower you will find human bones.
- Fana: Affection request/letters/Hope flower/father
- Cutscene: Get Forest Spirit Mieli
Explore (3):
Bottom left, human bones (face any direction at the bones)
- A note next to human bones: "Where is my Grand Hammer? I'd have
never lost with it." (... father?)
Top left, ground in front of hanging wall vines (face any way)
- Traces of something large are here. Must've been the Chimera's den.
Bottom right, corner/purple mushrooms (face down or right)
- Large mushrooms grow in clusters. They give off a dangerous smell.
Granatum Plateau (center)
-------------------------
- Description:
- Down the Plateau, you can hear the sound of water. It's a
waterfall! In the middle of nature, there are no sounds of
civilization, so train your ears to pick up on nature sounds.
- Battle: Dusk Spider
- Scan: None
- Exits: Western Big Tree/up, Light Falls/left
- Extra Info:
- This is an open area of stone ground with grass and forest
trees surrounding all sides. There are occasional pink and
blue flowers and a few streaming light beams through the
trees. There are only two paths that lead up and left.
Explore (3):
Top left, in trees above light ray (face left into trees)
- The area changes abruptly to a beautiful forest.
Center left, left path near bottom trees (face any direction)
- Seems no one's tread here. The path must not be in use.
Top right, under light beam on grass (face any direction)
- The earth in this area is thick with moisture.
Light Falls
-----------
- Description:
- The Granatum Forest water falls over this cliff. Flowing off
with the current is easy, but climbing back up is hard.
- Battle: None
- Scan: None
- Exits: Granatum Plateau (center)/right, Granatum Forest 14/down
- Extra Info:
- There is a one-way drop down short-cut from Light Falls
to Granatum Forest 14 down the waterfall.
- This is a beautiful place with light beams, pretty flowers,
and a rushing river that cascades into a waterfall.
Explore (3):
Top right, stone path under light beam (face right)
- A beautiful rainbow hangs overhead, like light itself
is falling.
Center, water's edge under white boulder (face left at water)
- The crystaline water that flows is both cold and beautiful.
Bottom center, path before waterfall edge (face down, inch forward)
- Looks like you can go over it.
- This waterfall leads to Granatum Forest. Jump off
waterfall? No/Yes
- Yes: You will be in Granatum Forest 14 (one-way drop down)
- No: You will stay above the waterfall
Bridge (Granatum Plateau)
-------------------------
- Description:
- A bridge used to pass over the plateau ravine, but it's
broken now. It looks like someone must've broken it
... but who?
- Battle: None
- Scan: None
- Exits: Western Big Tree
- Extra Info:
- There is nothing to explore here
- What could this place be for ...
- Just a broken bridge
- Ah! But you get 1000 book/page points just for visiting here!
- After book stolen, links to Lauca Meia's House, but then is
broken again
Explore (0):
- There's nothing to explore here
========================
Underground Lake Avernus
========================
ULA3---ULA2---ULA1---KC4*
|
ULA4
|
GF7*
Underground Lake Avernus (Kalcazoth Caves)
ULA1 = Underground Lake Avernus 1 (up to ULA 4)
KC4* = Kalcazoth Cave 4 (Kalcazoth Dungeon)
ULA3 = Underground Lake Avernus 3 (Nussie)
GF7* = Granatum Forest 7 (Cliff Shelf)
(One-way drop down/read sign, lol)
* = Enter/Exit area connection
- This cave section makes me REALLY want to go cave
exploring and repelling, lol
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Lake Avernus
- Lake Avernus 1-4
- Areas to Return to:
- ULA 3: (Nussie/When you get related news flashes)
- Mystery Shadow in Lake!
- Memory Map (increases to 4x3)
- Mystery Shadow in Lake, Updated!
- MP increase to your character (no tablet)
- Mystery Shadow in Lake, Report 3
- HP increaser (gold metalize tablet)
- Items:
- ULA 3: HP increaser (gold metalize tablet)
- ULA 3: Fatal Battle Sword (metalize tablet)
- ULA 4: Karma (scan/flower)
- Special Enemies:
- ULA 3: Nussie (Boss Battle)
- Future Vision: Mystery Shadow in Lake, Report 3
- Heal Pot:
- Underground Lake Avernus 2
- Info
- ULA = Underground Lake Avernus
- This is a fabulous underground cave with an underground
stream and lake running through it. There are stalagmites
that form on the sides. Light streams through small holes
in the cave ceilings. Can you find the lost prehistoric
monster, the secret flower, and the hidden cliff shelf?
Underground Lake Avernus 1
--------------------------
- Description:
- The water from the cave is very clear and healthy, so
many people come from afar to drink it.
- Battle: Blob
- Scan: None
- Exits: ULA 2/left, Kalcazoth Cave 4/right
- Extra Info:
- You are in an overhead cave with 3 holes in the cave ceiling
and a small underground pond. Light beams shine through the
ceiling holes and you can hear the sound of dripping water.
Explore (3):
Center left, edge of small pond (face up at water)
- Glowing eyes under the water. The eyes of a hunter.
Bottom left, overhead light ray (face up under light circle)
- The rays of light are warm, lighting the surrounding area.
Center right, slender protruding stalagmite (face right corner wall)
- The protruding rocks glisten, reflecting the light.
Underground Lake Avernus 2
--------------------------
- Description:
- In back of Kalcazoth Cave, you'll find an underground
lake. Sunlight trickles in from a hole in the wall,
creating a mysterious air.
- There is a Heal Pot located here
- Battle: None
- Scan: None
- Exits: ULA 1/right, ULA 3/left, ULA 4/down
- Extra Info:
- You are in an underground cave with 4 circles of light
beams streaming from the cave ceiling and onto the cave
floor and the underground lake that passes on the top
edge. The pattering of music and the sound of dripping
water are soothing.
Explore (3):
Top center, water's edge behind the Heal Pot (face up at water)
- Saw something moving in the water. Maybe it was a fish.
Center left, overhead light ray (face up under the light circle)
- A beautiful swarm of bugs under the light. What kind are they?
Center right, overhead light ray (face up under the light circle)
- Beautiful plants seem to be fighting to survive under the light.
Underground Lake Avernus 3
--------------------------
- Description:
- An even larger lake in back of the cavern. Rumors
has it that an ancient beast lives beneath its
crystalline waters.
- No exploration (but cutscenes take place here)
- Battle: Nussie (Boss Battle/Mystery Shadow in Lake, Report 3)
- Scan: Fatal Battle Sword (metalize tablet),
HP increaser (gold metalize tablet)
- Exits: ULA 2/right
- Extra Info:
- You are in a fully enclosed underground lake cavern with no
holes or light beams through the ceiling. You can stand on
the bottom ledge of the cave rock floor. It appears to be
an underground air cavern connected to the underground lake.
This seems large enough for big creatures to surface ...
- Future Vision (Nussie Related/1-3)
- See Future Vision section for details
- ULA 3: (Nussie/When you get related news flashes)
- Mystery Shadow in Lake!
- Memory Map (increases to 4x3)
- Mystery Shadow in Lake, Updated!
- MP increase to your character (no tablet)
- Mystery Shadow in Lake, Report 3
- HP increaser (gold metalize tablet)
- Nussie (Boss Battle/HP 5670)
- See the Mystery Shadow in Lake, Report 3 (Future Vision)
- Go to ULA 3
- Battle with Nussie
- Solution: Equip Mantis Blade (or other good weapon) on both
hands, wait for Nussie to swipe with neck, run under neck
just slightly off to either side, slash alternately with
both hands, repeat several times avoiding neck swipes and
purple tracking balls - recieve Fatal Battle Sword and
HP increaser
Underground Lake Avernus 4
--------------------------
- Description:
- A constant breeze blows through the entire cave.
In the hot summers, many creatures come [to] find
relief from the heat.
- Battle: Pog (some farmer is losing a lot of pigs from above ...)
- Scan: Karma (scan/flower)
- Exits: ULA 2/up, Granatum Forest 7 (Cliff shelf/one-way)/down
- Extra Info:
- You are in a large underground cave tunnel that has overhead
light rays that flow from the cave ceiling to the cave floor.
These light rays lead down through the tunnel into a bright
light but don't forget to visit the rare flower on the left.
- You walk throught the lower edge of the screen into the
blinding light not knowing where it leads ... surprize!
You are on top of Granatum Forest 7 looking down from a
cliff shelf. You read the sign to the right: "Danger!
Fall and you won't make it back!"
- You also notice that the Hell Hornets can get you even up
on a high cliff shelf like this! So you jump off the edge ...
Explore (3):
Center left, overhead light ray (face up under the light circle)
- Standing in the light feels like it's powering you up.
Top right, overhead light ray (face up under the light circle)
- Used to the darkness, sudden light hurts your eyes.
Bottom right, overhead light ray (face up under the light circle)
- The streaks of light illuminate the dark cave.
===============
Hunter's Trail
===============
______
| |LMH|
| |___|
B(GP)*---| |
| EBT |
|______|
| |
RM* 1
|
6---2
| |
7---3 BC
| | |
8 4----5
| |
9 10
|
ED*
Hunter's Trail
B(GP)* = Bridge (Granatum Plateau)
RM* = Relneia Marshes
LMH = Lauca Meia's House
EBT = Eastern Big Tree
BC = Beast's Cemetery
ED* = Eastern Desert
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Hunter's Trail
- Eastern Big Tree
- Lauca Meia's House
- Hunter's Trail 1-10
- Beast's Cemetery
- Areas to Return to:
- All Hunter's Trail (when get book back/to explore)
- Lauca Meia's House (when get the Stone Tusk)
- Hunter's Trail 10 (when get the Forest Hammer)
- Items:
- Eastern Big Tree: Herb (metalize tablet)
- Lauca Meia's House: Axe (scan/on ground),
Hunter's Stone Tusk (metalize tablet/
Req: Stone Tusk)
- Beast's Cemetery: Aegis (green metalize tablet/Req: Gold Score)
- Beast's Cemetery: Demise Laevateinn (red metalize tablet/
Req: Grasshopper King's Raid
- Future Vision)
- Hunter's Trail 6: Angel Wings (scan/flower)
- Hunter's Trail 7: HP increaser (red metalize tablet)
- Hunter's Trail 8: Kusanagi (red metalize tablet/slider)
- Hunter's Trail 9: Wild Cookie (tan metalize tablet)
- Hunter's Trail 10: Vast Forest Hammer (metalize tablet/
Req: Forest Hammer)
- Special Enemies:
- Beast's Cemetery: Tunoi (Boss Battle)
- Hunter's Trail 5: Invisible Blood Sucker (unlock with Bug code)
- Heal Pot:
- Hunter's Trail 5
- Lauca Meia's House (you can rest in her bed)
- Info
- When you first encounter Hunter's Trail, you will not have
your Book of Prophecy and will likely be lost wandering
without maps (or looks at the guide maps, lol).
- This is a lush forest with a river and lots of forest "animals",
including another advanced mutated form of Chimera that is
possessed by an evil spirit.
Eastern Big Tree
- Description:
- One of the giant trees growing in Granatum Plateau
is named Eastern Big Tree. Hunter's live in hiding
in the tree's mushrooms.
- Battle: Martial Arts Heath
- Scan: Herb (metalize tablet)
- Exits: Bridge (GP)/left, HT 1/lower-right,
Relneia Marshes/lower-left
- Fallen log will block Marshes path until open
- Opens when get request to beat Forest Dragon
- Extra Info:
- Lauca Meia's House is located here atop a cut-off giant
tree stump. The giant tree's roots still grab the
surrounding ground securely. There are plenty of forest
trees around the edges with a rushing stream running
horizontally at the bottom of the area. A gray stone
path runs throughout the property splitting in several
directions. Do you dare follow each path ...
- You can jump off Lauca Meia's top mushroom house platform
or run down her ramps.
Explore (4):
Center right, mushroom on giant tree root by river (face right)
- Giant mushrooms grow from the giant tree.
Center left, tiny mushroom on log bridge (face left at mushroom)
- Mushrooms grow, cute and small.
Top left, house ramp landing (face right at ramp standing on grass)
- It'll take more than a little push to knock these down.
Lower left, tip of giant tree root on path (face up under root)
- What a wide tree! It must've been growing for ages.
Lauca Meia's House
- Description:
- A house carved out of a giant mushroom. A secret hunter
hermit lives here. While questionable from the outside,
the inside is surprisingly quaint.
- Battle: None
- Scan: Axe (scan/on ground),
Hunter's Stone Tusk (metalize tablet/Req: Stone Tusk)
- Exits: Eastern Big Tree/left
- Extra Info:
- After all the cutscenes related to the book being stolen,
you will then awake in a strange inside environment and will
be recovering from seeing a prophecy event. You will be inside
Lauca Meia's House. She lives in a forest called Hunter's Trail.
- Lauca Meia's giant green mushroom house sets atop a giant
cut-down tree. The interior is spacious and round with a
center support post. The walls are green and the floor is
wooden-planked. She has a bed with a single round window
that streams in sunlight. There is a carved shelf, a wooden
table, and a stack of barrels in her home.
- Don't forget to scan the Axe on the floor entrance-way.
- You can rest in her bed for some recovery, lol
- Cutscene: Rex: Missing Anwar page and Rex's Recovery
Explore (5):
Top center, desk behind center beam (face up under desk)
- A modest desk. Does Lauca seriously study?
Top right, bed you recovered in (face left at foot of bed)
- You know what this is! What a simple bed!
Center right, top barrel of barrel pile (face left/top barrel)
- Random barrels stand about. This place isn't very neat.
Top left, tall shelf (face up under shelf)
- This bookshelf's so tall, you can't reach the top shelf!
Bottom left, scattered tools on ground (face any direction)
- A note among the mess of tools: "Now where'd I put my Stone Tusk?"
(Come back with the right Metalize!)
- Get Stone Tusk and come back to get Hunter's Stone Tusk
Hunter's Trail 1
- Description:
- Used often by hunter Lauca Meia during her hunts, it's called
the Hunter's Trail. Then again, hardly anyone comes here, so
Lauca Meia probably named it that herself.
- Battle: Lizard Man, Mul
- Scan: None
- Exits: Eastern Big Tree/up, HT 2/down
(Forest trees/left and right)
- Extra Info:
- This is a small open area with solid trees on both sides.
It comes complete with a small scratched up boulder and
a big jiggly mushroom. A gray stone path runs vertically
through the center.
Explore (3):
Center right, small boulder (face up under boulder at scratches)
- Something's carved into the rock
Upper right, ground under light rays (face any direction)
- The light trickling through the trees looks so gentle.
Lower right, big mushroom (face any direction at mushroom)
- A very elastic mushroom. It jiggles when touched.
- Try it ... it does move when hit, lol
Hunter's Trail 2
- Description:
- Large Beasts roam just beyond here. Lauca warns not to
venture in unless you're strong enough.
- Battle: Black Widow
- Scan: None
- Exits: HT 1/up, HT 3/down, HT 6/left
(Forest trees/right)
- Extra Info:
- This is a small open area surrounded by forest trees.
Watch out for creeping black widows that will dart
at you. A gray stone path runs vertically through
the middle and also runs westward.
Explore (3):
Center right, big mushroom (face any direction at mushroom)
- Is this mushroom edible? It'd fill your belly in no time!
Upper left, big mushroom (face any direction at mushroom)
- It's huge ... Now that's a massive mushroom!
Center left, grass rows by sunlight rays (face any direction)
- A large amount of spider webs. Must be a lot of spiders here.
Hunter's Trail 3
- Description:
- You won't find fruits or vegetables here. Meat and more
meat is the only diet in these parts.
- Battle: Black Widow, Blade Beak
- Scan: None
- Exits: HT 2/up, HT 4/down, HT 7/left
(Forest trees/right)
- Extra Info:
- This is a small open area surrounded in forest trees.
More sunlight is filtering through the trees and there
is more grass here. Watch out for propelling webs and
charging horns. A curvier gray stone path runs vertical
through this area and also branches off westward.
Explore (3):
Bottom left, under trees/right of sunlight rays (face down at trees)
- Different plants from the forest grow here.
Center left, middle edge of westward path (face any direction)
- Maybe Lauca built this path.
Center, lower vertical path/just down from intersection (face any way)
- A clumsily built path. Rough and full of potholes.
Hunter's Trail 4
- Description:
- The central area of the hunting grounds. Creatures even too
strong for Lauca Meia to train with live near the entrance,
so be careful.
- Battle: Lizard Man
- Scan: None
- Exits: HT 3/up, HT 5/right, HT 9/down
(Forest trees/left)
- Extra Info:
- This is a small open area with lots of light filtering
through the surrounding forest trees. There is plenty
of grass growing in rows and several kinds of mushrooms.
Be careful which one you eat. A curvy gray stone path
runs vertical and also eastward.
Explore (3):
Center left, big mushroom (face any direction at the mushroom)
- A forest full of large mushrooms. The earth must be rich here.
Lower right, big spotted mushroom (face any direction)
- This mushroom seems to scream: "I'm poisonous!"
Center, top of intersection in road (face any direction)
- This path must've been made with crushed rocks.
Hunter's Trail 5
- Description:
- Trees and grasses blanket this entire area, making it
difficult to traverse. Lauca's begun cultivating it
bit by bit, so it's possible to walk some of it.
Though "cultivating" only means she's cleared a
walking path, as she would never harm the forest.
- Heal Pot is located here (You're going to need it)
- Battle: Blood Sucker
- Scan: None
- Exits: HT 4/left, HT 10/down, Beast's Cemetery/up
(Forest trees/right)
- Extra Info:
- This is a larger open field with forest trees, sunlight
beams, and grass. There is a Heal Pot here and an
invincible Blood Sucker plant to unlock. A slightly
curvy gray stone path runs vertically through the
area and also branches out westward.
- Hit the invincible Blood Sucker to get it to open
so you can scan it. Then surround its invincibily
code with Bug codes to unlock its invincibility code.
Explore (3):
Upper left, big spotted mushroom (face any direction)
- You're only half curious, but you still wanna take a bite ...
Top right, under light rays (face left under rays)
- There's not much light in the woods, so it's creepy and dim.
Top left, in front of light rays (face left at rays)
- The forest is thick with trees, so not much light gets through.
Hunter's Trail 6
- Description:
- The "food chain" is a term people must understand when living
with nature. Too much logging, hunting, and polluting causes
the food cycle to collapse. One must recognize he is just
one part of the cycle.
- Battle: Blood Sucker
- Scan: Angel Wings (scan/flower)
- Exits: HT 2/right, HT 7/down
(Forest trees/left and up)
- Extra Info:
- This is a large open area with long rows of grass in spotted
areas in the field. Forest trees surround the entire area
with a poisonous mushroom tempting passerbys. A flower grows
in the filtering sunlight with butterflies dancing about. A
single gray stone road enters from the south, bends and exits
to the east.
Explore (3):
Lower right, big spotted mushroom (face any direction)
- Seems suspicious, but maybe a little bite wouldn't hurt.
Upper right, 2 long grass rows (face any direction)
- Strange bugs you've never seen wriggle and squirm about.
Upper left, between the light and the curve in road (face right)
- How long does the path go on for? It goes far from Lauca's house.
Hunter's Trail 7
- Description:
- Life in the forest begins when the sun rises, and ends at
dusk. When living as one with nature, you end up following
a strict routine every day.
- Battle: Blade Beak
- Scan: HP increaser (red metalize tablet)
- Exits: HT 3/right, HT 6/up, HT 8/down
(Forest trees/left)
- Extra Info:
-
Explore (3):
Center, middle of Y road intersection (face any direction)
- This path must wind through the entire forest ...
Top right, under light ray (face left under ray)
- Looking through the light, the forest air is very clear.
Top center, middle of large grass patch by road (face any direction)
- A very sharp plant. There are traces of blood on it.
Hunter's Trail 8
- Description:
- You cannot proceed any further beyond here. The cliff stops
anything from passing. If you want to get past, you must go
around.
- Battle: Grapper
- Scan: Kusanagi (red metalize tablet/slider)
- Exits: HT 7/up
(Forest trees/down, left, right)
- Extra Info:
- A small field filled with lots of grass and a swiftly flowing
river along the bottom edge. Forest trees surround the top
and sides. There is a poisonous mushroom spewing spores into
the air and toxic frogs that wish to share their poison with
you. Brave the unknown and enter to search for a special
weapon tablet. (And, good luck on this slider puzzle, lol)
Explore (3):
Top right, big spotted mushroom (face any direction at mushroom)
- A curtain of spores floats in midair. Careful not to inhale them!
Bottom left, edge of river near grass rows (face down over river)
- A large river. Could be dangerous to jump into.
Bottom right, edge of river near tree (face down over river)
- The river flows swiftly. Doesn't look inviting.
Hunter's Trail 9
- Description:
- Even forest hunters rarely go this far. After this point
is the Samiad Desert, ruled by the Desert Dwellers.
- Battle: Demon Head
- Scan: Wild Cookie (tan metalize tablet)
- Exits: HT 4/up, HT 10/right, Eastern Desert 9/down
(Forest trees/left)
- Extra Info:
- This field is surrounded on top with forest trees but
on the bottom is only short grass. A river splits the
area in half but there is a fallen tree allowing you
to pass across. However, it is guarded by Demon Heads
that shoot fire balls towards you as you try to pass.
- Shortly the land will dry up into desert plateaus.
This may be your last chance for water and recovery.
- After you scan the Wild Cookie, make sure to make it and
then give it to Francesca (affection sidequest)
Explore (3):
Top right, middle of grass patch near road (face any direction)
- The underside of the leaf is a strange and sinister color.
Bottom center, Bottom left edge of log bridge (face left over water)
- The fallen tree serves as a bridge. Who could have made it ... ?
Bottom left, middle of grass patch near river (face any direction)
- Visible bite marks show this plant must be edible.
Hunter's Trail 10
- Description:
- The end of Hunter's Trail. Beyond here lies the great desert.
Travel forth only after filling your water rations in the
river.
- Battle: Grapper
- Scan: Vast Forest Hammer (metalize tablet)
- Exits: HT 5/up, HT 9/left
(Forest trees/down and right)
- Extra Info:
- This is a small open field with a swift river along the
bottom edge that allows lots of green grass to grow. An
edible mushroom also grows along the river's edge. Large
boulders sit prominently in the swaying grass. It appears
that some sort of animal has eaten nutrients off one of
the boulders or has sharpened their teeth on it.
Explore (3):
Center left, small white boulder in grass (face down over boulder)
- Looks fragile to the touch ... Made of something brittle.
Top center, larger white boulder in grass (face down over boulder)
- Bite marks? Was something trying to eat it?
Center right, big mushroom (face any direction towards mushroom)
- Something must've been dug up: "Now I can make the almighty
Forest Hammer!"
(Come back with the right Metalize!)
- Get the Forest Hammer and come back to get Vast Forest Hammer
Beast's Cemetery:
-----------------
Battle: Spirit-User Tuoni (Boss Battle)
- Advanced Mutated Chimera
- Description:
- The souls of creatures who died a tragic death are said to
gather here.
- They cling to the world of the living and sometimes possess
passerby.
- Forest dwellers tend to avoid this place.
- Main Goal: Beat Tuoni to get Aegis
- Boss HP:
- Time: 10:00
- Times Damage Bonus: 1000
- Scan: Aegis (green metalize tablet/Req: Gold Score/slider),
Demise Laevateinn (red metalize tablet/slider puzzle)
- Exits: HT 5/down
- Extra Info:
- This is a small open area surrounded on all sides with
thick forest trees. Depending on what is inside the
field, it can be a lovely resting place or a
claustrophobic enclosure.
- Once you beat Tuoni and also beat the Grasshopper King
Raid Future Vision, then you will have 2 pretty metalize
tablets here. One red and one green. Just the right height
to enjoy a forest picnic. Oh, wait! This is a cemetery!
Could those really be gravestones?! Maybe we should have
a picnic elsewhere ...
- Mutated Chimera is back and in an advanced form. It is
also possessed by an evil spirit that remembers you!
- Beat boss with a gold score and get Aegis
- Future Vision - Grasshopper King's Raid
- Lord Locust, Abaddon Cry
- See Future Vision section
- Beat and get Demise Laevateinn
Explore (0):
- No exploration (but Future Vision and Boss Battle here)
=============
Relneia Marsh
=============
ED
|
5 7---6 EBT*
| | | |
10---3---2---4----1
| |
12--11--13 8----9
Relneia Marshes
ED = Eddy of Decay
EBT* = Eastern Big Tree
* = Enter/Exit area connection
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Relneia Marshes
- Relneia Marshes 1-13
- Eddy of Decay
- Areas to Return to:
- Eddy of Decay (gold score, if not gotten before cutscene)
- Items:
- RM 7: Pure Hauteclaire (tan metalize tablet/slider)
- RM 8: Shadowsol (flower/scan)
- RM 9: Pulverizing Spiked Mace (metalize tablet)
- RM 11: Silver Crow (flower/scan)
- RM 12: Chaotic Blunderbuss (metalize tablet)
- RM 13: Wind-Cutter Tomahawk (metalize tablet)
- Special Enemies:
- Eddy of Decay: Forest Dragon Antelobibnen (Boss Battle)
- Heal Pot:
- Relneia Marsh 5
- Info
- A dark, cursed swamp that fills the traveler with
unimagined nightmares. There are many dead ends
and corners. Creatures evolve here that few people
have ever dreamed of. Even the flowers are sinister
in their beauty. Travel through at your own risk!
Relneia Marsh 1
---------------
- Description:
- The great swamp that lies beyond Granatum Plateau.
Sunlight rarely reaches it, so it's dark, musty, and
eerie inside.
- Battle: Giant Bug
- Scan: None
- Exits: Eastern Big Tree/up, RM 4/left
- Extra Info:
- This is an open swamp land area with swamp grass,
dead trees, and bush brambles along the sides. A
large dead tree lies fallen over in the middle of
the area. Things look dead and spooky but you know
things still live here because you can hear them
rustling, when you move ...
Explore (4):
Bottom left, dead tree (face down over tree)
- There's something that looks like claw marks.
Bottom right, bush brambles (face down over brambles)
- You can hear bird calls. But are they really birds?
Top right, swamp grass (face up under the grass)
- A gaping hole. Must be something's nest.
Top left, swamp grass (face up under the grass)
- Water seeps in from your shoes. It's a gross feeling.
Relneia Marsh 2
---------------
- Description:
- The great swamp that lies beyond Granatum Plateau.
Sunlight rarely reaches it, so it's dark, musty, and
eerie inside.
- Battle: Grapper
- Scan: None
- Exits: RM 3/left, RM 4/right, RM 7/up
- Extra Info:
- This is semi-deep open marshes. There is a small island
to the lower left with a single large dead tree on it.
There are patches of swamp grass rising up from the
blackened water. You even spot a school of small fish
swimming together in a dug out fish bed in the lower
right-hand land bank. It makes you think of going
fishing. But, your thoughts flee and so do you when
you hear loud splashing rushing at you!
Explore (3):
Lower left, large tree on island (face up under the tree)
- The tree's scarred with marks. Did someone climb up it?
Bottom left, small dead tree (face left at tree/grass)
- You can hear splashing.
Bottom right, dead brambles in grass (face right at brambles/grass)
- A small school of fish.
Relneia Marsh 3
---------------
- Description:
- The great swamp that lies beyond Granatum Plateau.
Sunlight rarely reaches it, so it's dark, musty, and
eerie inside.
- Battle: Blood Sucker
- Scan: None
- Exits: RM 2/right, RM 5/up, RM 10 left, RM 11/down
- Extra Info:
- Here the open marshlands are somewhat enclosed on the edges
with large dead fallen trees making a center clearing where
the water gathers. You wade through the chest high water to
head towards the more shallow center. You feel the nibbles
of larger fish nipping smartly at your legs. They act as
if they haven't eaten in some time but they are harmless,
you think. You reach the center and now the water is only
knee-high. It is a relief to get somewhat out of the water.
Your body feels very weighed down from exhaustion and being
water-logged.
- Just as you are about to rest on a curved protruding log, you
feel vines tightening around your ankles and then start to
climb up your legs. What do you do? You can't slice at them
with your sword? You have to think quickly before you can't
get away. You think of your lightning hammer. This may hurt
a little ... you whack your leg with the lightning hammer.
- The vines release as a gigantic Blood Sucker flower emerges
from the center of the clearing. This is your time to flee.
You glance around and notice that this is a dead end! You
will have to go back the way you came, through the deeper
water. You start to flee but a large vine grasps you around
the upper arm and lifts you into the air.
- You are now hanging over the mass of dead end swamp grass.
You take your sword and slice the vine at a point slightly
above your grasped arm. The plant reels in pain slinging you
onto the swamp grass land. But, instead of hitting land,
you plunge through the swamp plants and into deeper water.
This is what is known as false land or floating islands.
The thrashing Blood Sucker plant is flinging water high
into the air, allowing you to make your escape. But, how
many more Blood Suckers are there ...?
Explore (3):
Center right, big curved fallen tree (face up under tree)
- Something's written on the tree: "Even the plants attack you here."
Top center, base of smaller fallen tree (face up at grass)
- Something just flashed! Or, it was just a guppy.
Lower left, tip of the large fallen tree (face right at tip)
- Seems like the perfect fishing spot.
Relneia Marsh 4
---------------
- Description:
- The great swamp that lies beyond Granatum Plateau.
Sunlight rarely reaches it, so it's dark, musty, and
eerie inside. (repeated in-game description)
- Battle: Lizard Man
- Scan: None
- Exits: RM 1/left, RM 2/right, RM 6/up, RM 8/down
- Extra Info:
- This is a low flowing swamp land. Various islands rise up out
of the swamp's water. There are big and small dead trees on the
islands. You see something move on the ground on the largest
island. Suddenly it rises up on hind legs. You can see the
intelligence from within it's reptilian eyes. It lunges towards
you in an attempt to end your life for tresspassing on it's land.
You better run and not whack your head into any dead trees limbs!
Explore (5):
Top center, fallen dead tree (face left at tree)
- Something's written on the tree. It's too eaten by bugs to make out.
Upper left, small tree on an island (face up under tree)
- Something's written on the tree: "It attacked from the sky."
Center left, shallow water between center islands (face any direction)
- Fish are swimming.
Center right, small tree/larger center island (face up under tree)
- Something's written on the tree: "A monster I've never seen before."
Lower center, big tree/larger center island (face up under tree)
- Something's written on the tree: "Run away to save your life."
Relneia Marsh 5
---------------
- Description:
- The great swamp that lies beyond Granatum Plateau.
Sunlight rarely reaches it, so it's dark, musty, and
eerie inside.
- Battle: Eye Wing
- Scan: None
- Exits: RM 3/down, Boss/up
- Extra Info:
- This is a swampy area that has two larger trees on a center
island. There are large curved tree trunks rising up out
of the water on all sides. Something big appears to nest
here because there are huge recently cracked open eggs
in a huge nest in the middle of the island. You see the
eminent signs of trouble. You know how treacherous it has
been to get here. Only a fool would venture further. So,
ask yourself ... are you a fool ...? Onward!
Explore (3):
Center, very middle of center island (face any direction)
- The ground's littered with what looks like giant egg shells.
Top right, small scraggly fallen tree (face up under curve of tree)
- Just the right height for sitting.
Bottom center, curved scraggly fallen tree (face down over tree)
- Large claw marks scar the trunk, as if from a giant bird.
Relneia Marsh 6
---------------
- Description:
- The great swamp that lies beyond Granatum Plateau.
Sunlight rarely reaches it, so it's dark, musty, and
eerie inside.
- Battle: Ular
- Scan: None
- Exits: RM 4/down, RM 7/left
- Extra Info:
- You have fought your way to a flooded bog. Do not go in
the center or you will be sucked down and suffocated. This
is unlike any swamp you have encountered before. Instead
of lily-pads and hanging moss, there is duckweed and dead
trees. You are so tired from fighting through the waist-
high water and the sucking mud. You spot a large curved
log to rest on. You touch it to climb up on it. It moves
mysteriously ... maybe you should try somewhere else.
You spot a very large duckweed plant. You try to climb up
onto it but you slip. The plant's sharp edges cut into your
soaked skin. You see your blood drip into the water and
dissipate. Then, you see the water move ...
Explore (5):
Top right, large bent fallen tree (face up under bend of tree)
- A large tree lies fallen. Careful, it creaks.
Upper right, large single duckweed plant (face any direction)
- Looks climbable but it's too dangerous to try.
Center, exact center in water (face any direction)
- Like a bottomless bog! Try to keep your distance.
Bottom center, duckweed plant (face any direction)
- Something swims between the duckweed.
Bottom right, curved root of tall tree (face down over root)
- This tree's also withered up.
Relneia Marsh 7
---------------
- Description:
- The great swamp that lies beyond Granatum Plateau.
Sunlight rarely reaches it, so it's dark, musty, and
eerie inside.
- Battle: Giant Bug
- Scan: Pure Hauteclaire (tan metalize tablet/slider)
- Exits: RM 2/down, RM 6/right
- Extra Info:
- This is a flooded corner of the swamp with a center island
rising up out of the murky water. This area is struggling
to survive and the trees still barely live. Do they die
because of the eclipse or the evil spreading through the
Avalon world? Yet, even here, life still fights on. Maybe
there is still some good left to save ...
Explore (3):
Bottom center, large tree on center island (face up under tree)
- With all its leaves gone, this tree is on the verge of death.
Lower right, small tree on center island (face up under tree)
- This tree has started to die.
Bottom right, middle ground of center island (face any direction)
- Even in a place like this, new buds spring forth!
Relneia Marsh 8
---------------
- Description:
- The great swamp that lies beyond Granatum Plateau.
Sunlight rarely reaches it, so it's dark, musty, and
eerie inside.
- Battle: Strigoi
- Scan: Shadowsol (flower/scan)
- Exits: RM 4/up, RM 9/right
- Extra Info:
- This is an open but more dense swamp area. There is no
stagnant water areas. Instead the whole area is muddy
and seeps with water when you walk on it. You think you
see a living plant! You work your way over to it with
your feet making sucking sounds in the mud. It is a
flower! ... but ... something doesn't quite look right
about it. It is as if it is ... staring cynically at
you.
- All of the sudden, you feel the biting sting of
of sharp claws grasping both of your shoulders and
trying to lift your body off the ground. You scream
in pain. Your feet have a grasp on the land because
they have sunken deep into the mud as you were standing
by the flower. The Strigoi releases its grip on you as
you swing your sword with all your might. Will you live?
Explore (3):
Upper left, grass under big dead tree (face up under tree)
- This tree is rotted through.
Bottom left, corner/dead overhang tree (face down over grass)
- The ground around this area is muddy with water.
Center right, middle of large patch of grass (face any direction)
- Small animals hide between the grasses.
Relneia Marsh 9
---------------
- Description:
- The great swamp that lies beyond Granatum Plateau.
Sunlight rarely reaches it, so it's dark, musty, and
eerie inside.
- Battle: Grapper
- Scan: Pulverizing Spiked Mace (metalize tablet)
- Exits: RM 8/left
- Extra Info:
- You hear frog noises and go to investigate. It is a swampy
flood zone, and it's a dead end. The land looks almost like
a large creature has wallowed a home here in the waist-high
murky water. There are fallen trees poking up out of the
water in twisted patterns. You see the frogs and they are
humongous! They see you, and you see the thought of dinner
flash through their eyes. You fight them off successfully
only to see the water swirl at the edge of the tall swamp
grass along the sides. You feel the swirling pressure of
water sweep over your lower body and feel something ...
long and slimey ...
Explore (3):
Upper right, curved fallen log (face up under curve of log)
- You found a bird's nest! But it's empty ...
Bottom right, grass under dead tree (face down over grass)
- The water plants seemed to move, but it must be your imagination ...
Bottom left, tip of scraggly fallen tree (face left)
- A handy tree for drying wet clothes.
Relneia Marsh 10
----------------
- Description:
- The great swamp that lies beyond Granatum Plateau.
Sunlight rarely reaches it, so it's dark, musty, and
eerie inside.
- Battle: Lizard Man
- Scan: None
- Exits: RM 3/right
- Extra Info:
- This is another corner of the swamp. You check, and this
time the swamp land edges are solid land. There is a center
small island with a large and a small tree on it. You hear
your stomach rubble and twist in hunger. You have to get
something to eat or you will die here. You go onto the
island. Something rustles. It is a large snake. You eye
it hungrily. It eyes you cautiously and then it slithers
into the water. You think you see something moving in the
mud at the base of the larger tree on the island. You go
there and dig quickly. You don't find anything. Was it your
immagination? You are running out of food options. You would
even eat frog legs at this point. You dream of the large
Grapper frogs ... then you decide to fish. You break off
a branch from the tree and make a spear and go into the
water. You can't see into the water but you follow the
fish-like swirls in the water to a clump of duckweed.
You think, "I've got you now!" All of a sudden you step
off a drop-off under the water. Your body plunges deeper
and deeper. The fish scatter in all directions as you
thrash going down ... is this the end ...?
Explore (3):
Center right, small tree on island (face up under the tree)
- A snake eyes you cautiously. Walk away without disturbing it.
Top right, clump of 3 duckweed (face any direction)
- This area looks deep.
Lower center, large tree on island (face left or right)
- Something looks buried at the roots, but you find nothing.
Relneia Marsh 11
----------------
- Description:
- The great swamp that lies beyond Granatum Plateau.
Sunlight rarely reaches it, so it's dark, musty, and
eerie inside.
- Battle: Strigoi
- Scan: Silver Crow (flower/scan)
- Exits: RM 3/up, RM 12/left, RM 13/right
- Extra Info:
- This is where the Strigoi nest. You will have to fight
them off as you go through this open swamp land. You
manage to fight them all off! You sit down on the soggy
island land under the big tree. You are surprised to
see a pointed cone flower growing there. With all this
death and destruction, you just can't help but touch
its appealing beauty. Wrong choice! Now you are not
only bleeding again but you are poisoned as well!
Explore (3):
Lower left, Large tree on island (face up under the tree)
- A string's tied here, like some sort of landmark.
Bottom left, grass under small tree (face down over grass)
- The hole in the tree must be some sort of nest.
Center right, rotting tree and twigs (face right at twigs)
- This tree is rotted through, like it might crumble at the touch.
Relneia Marsh 12
----------------
- Description:
- The great swamp that lies beyond Granatum Plateau.
Sunlight rarely reaches it, so it's dark, musty, and
eerie inside.
- Battle: Vampire Lady
- Scan: Chaotic Blunderbuss (metalize tablet)
- Exits: RM 11/right
- Extra Info:
- This looks familiar. Have you been here before? You</pre><pre id="faqspan-9">
look at the large tree on the island. Indeed, the
branches have been cut. But, it doesn't quite feel
like the same place. Do you go over to the duckweed
where you nearly drowned? Curiosity got the better
of you and you go and look while placing your feet
very carefully.
- You do not find a drop-off. You are confused. You are
not convinced yet. You slip your upper body underwater
and feel the bottom of the mucky swamp ground with your
hands. It is slimey with moss and natural decaying debris.
It is almost more than you can stomach. But then, your
hands wrap around something big, round, and hard. You
are running out of breath so you rise to the surface
as you pull it up. You look down at the large object
in your hands. You can't believe it! It is a large
glass ball like Nanai uses.
- What would something like that be ... Whack! You are
knocked back into the water. You rise from the water
again, sucking in the life-saving air. Then, you feel
the extra strong movement of air all around you. You
hear many large beating wings as they pummel your body.
You manage to take cover under the large tree. You are
deeply scratched with some flesh wounds and torn clothes.
- Something lands in front of you. It is a strange creature.
A mix of woman and bird, with a vampirish appearance. A
chill runs through your dripping blood. What are you going
to do now ...?
Explore (3):
Lower center, large tree on island (face up under tree)
- Its branches are hacked off. Looks like someone cut them.
Center right, small tree on island (face up under tree)
- The tree sways at the touch. One solid push might knock it over.
Top right, clump of 3 duckweed (face any direction)
- Something glistens in the water. You found it was just a glass ball.
Relneia Marsh 13
----------------
- Description:
- The great swamp that lies beyond Granatum Plateau.
Sunlight rarely reaches it, so it's dark, musty, and
eerie inside.
- Battle: Blood Sucker
- Scan: Wind-Cutter Tomahawk (metalize tablet)
- Exits: RM 11/left
- Extra Info:
- You wade into another dead end area. You can tell the water
is getting deeper. It is now up to your chest. You feel
something wraping itself around your waist under the
water. You quickly reach down to strangle what ever it is.
Your hands wrap around a long semi-prickly vine. You know
what this is! You take your lightning hammer and hit it
into the water. This time you get a shock but it doesn't
hurt as bad. Sure enough, a giant Blood Sucker emerges
from under the water and begins to thrash about. You smile
to yourself as you think how much these plants hate even
a small voltage of electricity. Then you finish off the
Blood Sucker with your sword.
- You check the area but don't find any other Blood Suckers.
But, you do find a large variety of fish. Time for fishing!
You make a pole with some dead tree limbs and some string
you found tied to a tree earlier. Gee, you hope no one was
using it for a trail marker. You can't believe how many
fish there are here. You are full of fish and your stomach
has stopped twisting, grumbling, and aching. You sprawl out
on one of the logs to rest. You close your eyes. You can
hear ... something very big slowly moving your way from
the edge of the watery grass. Then it dawns on you. There
are legends of monstrous aligators in the swamps, but only
in places where there are an abundance of fish ...
Explore (3):
Upper right, large curved fallen tree (face up at the curve)
- The fish leap about. There are also some big fish.
Bottom right, grass under hanging tree (face down over grass)
- You want to stay away from here.
Bottom left, large fallen scraggly tree (face up Under tree)
- A large fallen tree
Eddy of Decay (Boss Battle)
---------------------------
- Description:
- The foulest place in Relneia. Poisonous gas fills the
bottomless pit. All infected creatures rot away from
the inside.
- Forest Dragon Antelobibnen (Boss Battle)
- Boss HP: 12200 (with original codes)/ (no codes)
- Time Score: Need 3000+ to beat (for gold score)
- Time: 10:00 minutes
- Times Damaged Bonus: 1000
- Times Damaged (if any): subtracts points from time bonus
- Scan Items: HP increaser, Toxic Katana Mantis Blade
- Spirit Restored: Forest Spirit Mieli
- Pages Restored: Desert Town, Desert Witch's Palace, Prison,
Nomad's Tent (Left), Nomad's Tent (Right), Prison Escape
Route, Central Desert 1-15, Site of Cyril 1-25, Guardian's
Domain, (I think already had Eastern Desert 1-18), Mt. Elious
- Exits: RM 5/down
- Solution: This one is fairly easy if you use Hurricane Spin.
The swamp Forest Dragon will swipe at you with its roots from
up top and try to spike you with its roots from below the muck.
Avoid the roots and swipes. Hurricane Spin the center tree
trunk of the dragon.
@@@@@@
Samiad
@@@@@@
===================
Samiad Area Summary
===================
GD
|
24
|
23
|
22---21---20
|
18---17---19
|
16
|
14---15
|
13
|
12
|
11 25
| |
10----9----8
|
7
| HT9*
GP14* 5--4--6 |
| | 10---4--5--8-ED9
4-WD9-14 3 | | | |
| | | | 11---3--2-17
2--5--10-15---19 2 |
| | | | | | |
SJ3*-WD1*-6--11-16-WD20-------PER SC1* 18--12--7-15
| | | | | | | | | | |
| | | | | P 6 CD15-ED1*--6 13-14-16
| | | | | |=| | |
| | | | | DWP 2--5 13-12-14->13
| | | | | _______|_ | | | |
3--7--12-17-WD21-| DT |-CD1*-4--8--9-10->8
| | | |NTL NTR | | | |
8--13-18 | W A| 3--7 11
|_________|
Samiad Area Map:
Desert Settlement
WD21* = Western Desert 21
WD20* = Western Desert 20
CD1* = Central Desert 1
NTL = Nomad Tent (Left)
NTR = Nomad Tent (Right)
W = Well
A = Altar
DWP = Desert Witch's Palace
PF = Prison (Front)
PI = Prison (Inside)
PER = Prison Escape Route
Note: There is a permanently locked door between
Prison (Front) and Prison (Inside). To access
both sides, use Western Desert 20 and 21.
Central Desert
SC* = Site of Cyril
DT* = Desert Town
ED* = Eastern Desert
-> = back to # shown
Site of Cyril
GD = Guardian's Domain (Boss)
CD* = Central Desert 15
* = Enter/Exit area connection
Western Desert
SJ3* = Shark's Jaw 3
GP14* = Grana Plains 14
PER = Prison Escape Route
P = Prison
DWP = Desert Witch's Palace
DT = Desert Town
CD1* = Central Desert 1
|=| = Locked Prison Door: No pass
* = Enter/Exit area connection
Eastern Desert
CD15* = Central Desert 15
HT9* = Hunter's Trail 9
* = Enter/Exit area connection
- Total Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Desert Settlement
- Desert Town
- Desert Witch's Palace
- Prison (Desert Witch's Palace)
- Nomad's Tent (Left)
- Nomad's Tent (Right)
- Prison Escape Route
Central Desert
- Central Desert 1-15
Site of Cyril Dungeon
- Site of Cyril 1-25
- Guardian's Domain
Western Desert
- Western Desert 1-21
Eastern Desert
- Eastern Desert 1-18
- Areas to Return to:
- Prison Escape Route (Sandy Anwar/Req: Anwar sidequest)
- Central Desert 12 (for Throwing Star)
- SC 25 (once obtained Big Key in Prison/chapter 4)
- SC 21 (if jewel storage was 9999)
- SC 22 (if jewel storage was 9999)
- Guardian's Domain (if didn't get gold before whisked away)
- Prison Escape Route (get back to Rhoan Town/come back to explore)
- WD 5: Shadow Fang (Req: Nanai 2000+ and sidequest)
- All Eastern Desert (when get book back/to explore)
- Eastern Desert 16 (when get Knight Shield/Come Back Metalize)
- Items:
- Nomad's Tent (Left): Gun (scan/center top)
- Central Desert 2: Lingerlom (scan/flower)
- Central Desert 3: Jaja (scan/flower)
- Central Desert 6: King's Belt (green metalize tablet)
- Central Desert 7: Assassin Dagger (metalize tablet)
- Central Desert 11: Dynamite (green metalize tablet)
- Central Desert 12: Throwing Star (metalize tablet,
Req: talk to Olly/beat Golem)
- Central Desert 13: Iron Orchid (scan/flower)
- SC 5: HP increaser (red metalize tablet/Req: Gold Score)
- SC 10: Arbalest (metalize tablet/Req: Gold Score)
- SC 18: Magic Glasses (metalize tablet/Req: Gold Score)
- SC 22: Blunderbuss (green metalize tablet/Req: talk to Ellie)
Req: Talk to Ellie after beating Lightning Dragon)
- SC 25: Booming Napalm Bomb (metalize tablet/Req: Gold Score)
- Site of Cyril 1: Wings (scan/on ground/cutscene)
- Guardian's Domain: Unlock Lightning Spirit Ur!(cutscene)
- Guardian's Domain: Guardian (metalize tablet/shield/beat boss)
- Guardian's Domain: HP increaser (gold metalize tablet/beat boss)
- Guardian's Domain: New World Question (3rd/people/2 codes/beat boss)
- Prison/Witch's Desert Palace: Stormlit (scan/flower/thru bars)
- Prison/Witch's Desert Palace: Bottle (scan/on ground/cutscene)
- Prison/Witch's Desert Palace: Potion (metalize tablet/cutscene)
- Prison/Witch's Desert Palace: Big Key (scan/on ground/cutscene)
- Prison/Witch's Desert Palace: Shaman's Pendant (given/cutscene)
- Witch's Desert Palace: Throwing Knife (dagger/Req: Olly/1st Boss Battle)
- WD 4: MP increaser (metalize tablet)
- WD 11: Rapier (scan)
- WD 13: Remote Barrel (green metalize tablet/slider/bomb)
- WD 17: Tree Bug (scan/flower)
- WD 18: Hidden Throwing Star (metalize tablet)
- WD 19: Flamberge (metalize tablet)
- WD 21: Bowgun (scan/crossbow)
- Eastern Desert 4: Fire Pillar Flamberge (metalize tablet)
- Eastern Desert 11: Headband (scan/on ground)
- Eastern Desert 13: Bronze Iris (scan/flower)
- Eastern Desert 16: Sincere Knight Shield (metalize tablet)
- Eastern Desert 17: BBQ Meat (metalize tablet)
- Eastern Desert 18: Bursting Dynamite (tan metalize tablet)
- Special Enemies:
- Desert Witch's Palace: Witch Olly (1st Boss Battle/Ohriemed Aof)
- PER: Desert Wind Anwar (Req: Anwar/less than 2000 affection)
- If more than 2000 affection this will not trigger
- Guardian's Domain: Torsol (Boss Battle)
- Site of Cyril 1: Witch of Desire Ohriemed Aof (2nd Boss Battle)
- WD 11: Lizard Lord (Invincibility/remove with Illness codes)
- Heal Pot:
- Central Desert 15 (right side of Demon Ruins/Site of Cyril up)
- Site of Cyril 24 (just before Guardian's Domain/Boss Room)
- Prison/Witch's Palace (Ellie heals your HP & MP if you talk to her)
- Info
- This is desert land as far as the eye can see. To the
outsider it is a harsh and forbidding land. To the
Desert Dweller it is a place of solitude and mesmerizing
beauty. Swirling sands take over more and more grasslands
in a slow proceeding journey. But, even in this seemingly
desolute place, life abounds in unseen places. Desert
cacti give life-sustaining liquid and cacti fruit. Rare
flowers bloom if you know where to look. A grand civilization
holds the secrets of ages past including technologies long
forgotten. Do you know how to survive in the desert? Your
life may depend on it.
=================
Desert Settlement
=================
WD20*---PER
__|__
| |
| PI |
|_____|
| PF |
|_____|
_|_____
| |
| |
| DWP |
| |
|_______|
___________________|___
| |
| |---CD1*
| NTL NTR |
| |
| W |
WD21*--| A |
| |
|_______________________|
Desert Settlement
WD21* = Western Desert 21
WD20* = Western Desert 20
CD1* = Central Desert 1
NTL = Nomad Tent (Left)
NTR = Nomad Tent (Right)
W = Well
A = Altar
DWP = Desert Witch's Palace
PF = Prison (Front)
PI = Prison (Inside)
PER = Prison Escape Route
Note: There is a permanently locked door between
Prison (Front) and Prison (Inside). To access
both sides, use Western Desert 20 and 21.
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Desert Settlement
- Desert Town
- Desert Witch's Palace
- Prison (Desert Witch's Palace)
- Nomad's Tent (Left)
- Nomad's Tent (Right)
- Prison Escape Route
- Areas to Return to:
- Prison Escape Route (Sandy Anwar/Req: Anwar sidequest)
- Items:
- Prison (DWP): Big Key (scan)
- Prison (DWP): Bottle (given by Witch Ellie)
- Prison (DWP): Stormlit (scan through bars/flower)
- Prison (DWP): Shaman Pendant (given by Witch Ellie)
- Nomad's Tent (Left): Gun (scan/center top)
- Special Enemies:
- Desert Witch's Palace: Witch Olly (1st battle/Ohriemed Aof)
- PER: Desert Wind Anwar (Req: Anwar/less than 2000 affection)
- If more than 2000 affection this will not trigger
- Heal Pot:
- None
- Info
- This is a desert settlement town located in the center of
three vast deserts. Few people except Desert Dwellers and
people who know the desert well ever survive here. There
is a desert witch who lives here in a grand palace and
has women protectors who are cursed sand dolls. Anwar will
abduct you here as a prisoner to do the desert witch's
bidding. Will you do as she requests? And, will you free
Anwar's soul ...?
Desert Town
-----------
- Description:
- The desert town houses are tents that can handle harsh
sandstorms. The palace is only safe because it's protected
by Olly's magic.
- Battle: None
- Scan: None
- Exits: Central Desert 1/right, Western Desert 21/left
Explore:
Left side of Water Well
- A well. Water is vital to the desert folks' way of life.
Right side of Left Nomad's Tent
- A desert folks' home. Surprisingly resilient.
Bottom right, gold altar steps near pots
- What on earth is this? It looks like an altar ...
Left side of Right Nomad's Tent
- These tents are perfect for easy moving.
Desert Witch's Palace
---------------------
- Description:
- The inside, unlike the outside, is made out of gold. It's
built this way to amplify Olly's magic powers.
- Battle: Witch Olly (1st Boss Battle/HP )
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 10 minutes
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: You live
- Exits: Prison/up, Desert Town/down
- Solution: Scan her (hard but can do), take off codes, put on
Illness code, use best available sword and Hurricane Spin at the
best times, avoid her at other times, try to use the pillars
to protect you and sneak around her side/back
- Extra Info:
- Scan her for 1st picture after 1st boss battle
- Immediately, talk to her to learn of Throwing Star
- Go get Throwing Star, make it, show it to her
- Give her lots of gifts
- Scan her for 2nd picture (give more gifts if needed)
- Scan her for 3rd picture (give more gifts if needed)
- 2nd boss battle will be in Site of Cyril 1
- Scan her for 4th picture just before 2nd boss battle
- She will leave at the end of Chapter 6 so do the
above before then
Prison (Desert Witch's Palace)
------------------------------
- Description:
- Those who enter this prison rarely leave. Even if they manage to
escape, they may not survive the hot desert.
- Battle: None
- Scan: Big Key, Bottle, Potion (metalize tablet), Stormlit (flower),
and receive Shaman Pendant (cutscene)
- Exits: Big Key Door (2 lightning codes)/up OR Desert Witch's Palace/down
Extra Info:
- Can enter prison after beating Torsol (boss of Site of Cyril Dungeon)
- All four textbox locations can be accessed from inside the prison
(Thrown into prison/later access from Prison Escape Route side)
- Only two textboxs (bars/door) can be accessed from the palace side
- Witch Ellie will replenish HP & MP you if you talk to her
(available during time in Prison before you unlock Big Key door)
- Make and drink Potion to cure yourself from curse
Explore:
Lower left, Prison Bars
- Sturdily built. Don't look easy to break.
Lower right, Prison Door
- Locked so tight, it doesn't seem to open without the right key.
Top left, bed
- A simple bed. Looks painful to sleep in.
Left center, window
- Without the sunlight filtering through this window, it'd be pitch black.
Nomad's Tent (Left)
-------------------
- Description:
- "Al-Hadi Samiad," to the natives, is said to be ruled by two witches.
The desert dwellers have a long history, and boast a past civilization
that could've ruled the world.
- Battle: None
- Scan: Gun
- Exits: Desert Town/down
Explore:
Top table with gold gun
- A uniquely folded cloth sits on top of it
Exact Center of the room
- A unique desert folk rug. Tougher than the ones in town.
Upper left jugs
- There's water inside. Must be for storing water.
Nomad's Tent (Right)
--------------------
- Description:
- It's common to find buffalo heads hung inside the nomad tents.
Their size and number signifies one's rank.
- Battle: None
- Scan: None
- Exits: Desert Town/down
Explore:
Upper left, tapestry
- A sturdy-built cloth. Will take a lot to damage it.
Middle right, rug runner by two large stacked pillows
- An animal pelt. It's soft and fluffy.
Top right, jars
- Empty inside. What used to be inside?
Upper right, tapestry
- This cloth protects from the hot days and cold nights.
Prison Escape Route
-------------------
- Description:
- The jail escape route leads to the town outskirts, but it's not
clear if people used to use it. Those who may have survived it
must've had Lady Luck on their side.
- Battle: Anwar (Req: Anwar/less than 2000 affection/Desert Wind Anwar)
- If Beat: ... go. Turns his back on you.
- Skip Battle: Anwar (Req: Anwar/more than 2000 affection)
- No battle, Ellie persuades him to let you go
- ... go then. Turns his back on you.
- Scan: Sandy Sword Anwar (Req: Anwar/2000+ affection and his request)
- Exits: Prison (Desert Witch's Palace)/down, Western Desert 20/left
(Sand cliffs up & right)
Explore:
Top center, well
- Looks like a well. One of the desert folks' essentials.
Right center, pots
- Riddled with cracks. Was it poorly made?
Bottom left, crumbling wall
- A brick wall, crumbling from deterioration.
==============
Central Desert
==============
SC*
|
6 15----ED*
| |
2----5 13----12----14 --> 13
| | | |
DT* ---1----4----8-----9----10 --> 8
| | |
3----7 11
Central Desert
SC* = Site of Cyril
DT* = Desert Town
ED* = Eastern Desert
-> = back to # shown
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Central Desert
- Central Desert 1-15
- Areas to Return to:
- Central Desert 12 (for Throwing Star)
- Items:
- Central Desert 2: Lingerlom (scan/flower)
- Central Desert 3: Jaja (scan/flower)
- Central Desert 6: King's Belt (green metalize tablet)
- Central Desert 7: Assassin Dagger (metalize tablet)
- Central Desert 11: Dynamite (green metalize tablet)
- Central Desert 12: Throwing Star (metalize tablet,
Req: talk to Olly/beat Golem)
- Central Desert 13: Iron Orchid (scan/flower)
- Special Enemies:
- None
- Heal Pot:
- Central Desert 15 (right side of Demon Ruins/Site of Cyril up)
- Info
- This is the Central Desert which lies between the Western
Desert and the Eastern Desert. Desert Town is located to
the left of Central Desert. This is an easy desert to get
miraged and lost in because of its repeating edges that
throw you back to places you have already been. Hopefully,
you know how to decipher the Desert Dwellers markings
along the way ... and look out for poisonous sand critters.
Central Desert 1
----------------
- Description:
- Where the land dubbed "Mad Desert" and the Al-Hadi Samiad meet.
It's very rare for the usual traveler to tread here.
- Battle: None
- Scan: None
- Exits: Desert Town/left, CD 2/up, CD 3/down
Explore (3):
Center top, animal skeleton (face down on top of skeleton head)
- No reply. Looks like it's just animal bones.
Upper right, pillars (face right)
- The pillar of a lost civilization.
Lower left, cactus (face down on top of cactus)
- Covered in painful thorns. There are many cactus-lovers.
Central Desert 2
----------------
Description:
- A traveler who's escaped the desert will need much rest
before heading back in.
- Battle: Dusk Spider
- Scan: Lingerlom (scan/flower)
- Exits: CD 1/down
Explore (3):
Top left, cactus
- The cacti store much water inside.
Middle right, band of quick sand (face right)
- The desert sand flows like water.
Middle, huge boulder (face up on bottom of boulder)
- Caught sight of man-made carvings
Central Desert 3
----------------
- Description:
- Many aim for Al-Hadi Samiad, but few leave for the Kaleila
Kingdom. Many believe the legend that desert folk are cursed
to never be able to live elsewhere but the desert.
- Battle: Robber Fly
- Scan: Jaja (scan/flower)
- Exits: CD 1/up
Explore (3):
Bottom of huge boulder, cactus (face up on bottom of cactus)
- The Cacti growing here are very impressive
Center bottom, flower with butterflies
- Butterflies waft in the desert ...
Upper right, two smaller rocks together
- The rock seems hot enough to burn you.
Central Desert 4
----------------
- Description:
- Desert folk never get lost, for they can read the flow of
sand dunes. Their children learn this early on.
- Battle: Robber Fly, Dark Hopper
- Scan: None
- Exits: CD 1/left, CD 5/up, CD 7/down, CD 8/right
Explore (3):
Center top, animal skeleton (face down on top of skeleton head)
- No reply. Looks like it's just animal bones.
Upper right, pillars (face right)
- The pillar of a lost civilization.
Center right, palm trees (face up on bottom of palms)
- That's a familiar sight.
Central Desert 5
----------------
- Description:
- The desert is riddled with cacti, but many wrongly believe
they don't need water to survive.
- Battle: Dark Hopper
- Scan: None
- Exits: CD 6/up, CD 4/down
Explore (3):
Center left, cactus (face down on top of cactus)
- Cactus thorns play the role of normal plants' leaves.
Center right, animal bones (face up on bottom of skeleton head)
- No reply. Looks like it's just animal bones.
Center right, stone above animal bones (face right)
- The stones in this area seem very easy to break.
Central Desert 6
----------------
- Description:
- Al-Hadi Samiad lies West.
- Battle: Dusk Spider, Robber Fly
- Scan: King's Belt (green metalize tablet)
- Exits: CD 5/down
Explore (3):
Top left, cactus
- The cacti here appear to be drying up.
Middle right, band of quick sand (face right)
- The desert sand flows like water.
Middle, huge boulder (face up on bottom of boulder)
- Caught sight of man-made carvings
Central Desert 7
----------------
- Description:
- The sun is both friend and foe to the desert folk.
- Battle: Dragon Pup
- Scan: Assassin Dagger (metalize tablet)
- Exits: CD 4/up
Explore (3):
Bottom of huge boulder, cactus (face up on bottom of cactus)
- The Cacti growing here are very impressive
Center bottom, large patch of grass (can't see butterflies)
- Butterflies waft in the desert ...
Upper right, two smaller rocks together
- The rock seems hot enough to burn you.
Central Desert 8
----------------
- Description:
- Central Desert is raised, and some say a great city was once
built there.
- Battle: Dusk Spider, Dark Hopper
- Scan: None
- Exits: CD 4/left, CD 9/right
(You will be brought back to CD 8, if you exit CD 10 to the right)
Explore (3):
Center left, leaning pillar (face up from bottom of pillar)
- Something that looks like a spell is carved into the tablet.
Bottom right, animal bones (face up from bottom of skeleton head)
- No reply. Looks like it's just animal bones.
Bottom center, bottom of sand ridge and against cliff face left)
- Surrounded by cliffs. Looks like only one way out.
Central Desert 9
----------------
Description:
- Very center of the desert. Many lost souls are drawn here,
never to be freed from the desert again.
- Battle: Dark Spider, Robber Fly
- Scan: None
- Exits: CD 8/left, CD 10/right, CD 11/down, CD 12/up
Explore (3):
Top center, animal bones (face down from top of skeleton head)
- No reply. Looks like it's just animal bones.
Upper right, pillars (face right)
- Numbers are carved into the pillar. ... "9"?
Lower left, cactus (face down on top of cactus)
- This sight looks familiar.
Central Desert 10
-----------------
- Description:
- Thirsty and with the sand taking over you, it's like being in
the belly of a great beast.
- Battle:
- Scan: None
- Exits: CD 9/left, CD 8/right, CD 14/up
(You will be brought back to CD 8, if you exit CD 10 to the right)
Explore (3):
Top center, animal bones (face down from top of skeleton head)
- No reply. Looks like it's just animal bones.
Upper right, pillars (face right)
- Something's carved into the pillar. Must be some sort of landmark.
Lower left, cactus (face down on top of cactus)
- This sight looks familiar.
Central Desert 11
-----------------
- Description:
- The desert is blocked by a cliff, preventing you from moving
forward. Going back is also difficult.
- Battle: Robber Fly, Dragon Pup
- Scan: Dynamite (green metalize tablet)
- Exits: CD 9/up
Explore (3):
Bottom of huge boulder, cactus (face up on bottom of cactus)
- The Cacti growing here are very impressive
Center bottom, large patch of grass (can't see butterflies)
- Thought you saw a butterfly flying here, but ...
Upper right, two smaller rocks together
- The rock seems hot enough to burn you.
Central Desert 12
-----------------
- Description:
- The sand goes on and on.
- Battle: Dark Spider, Robber Fly
- Scan: Throwing Star (metalize tablet, Req: talk to Olly/beat Golem)
- Exits: CD 9/down, CD 13/left, CD 14/right, CD 15/up
Extra Info:
- Talk to Witch Olly (Witch's Desert Palace) right after you
battle her in Samiad to trigger the Golem/Throwing Star quest
- Golem/Throwing Star tablet will trigger the first time you
enter Central Desert 12, beat the Golem, scan the tablet, explore
- You can miss the Throwing Star quest if you did not talk to
Olly in time
Explore (3):
Top center, animal bones (face down from top of skeleton head)
- No reply. Looks like it's just animal bones.
Upper right, pillars (face right)
- Numbers are carved into the pillar. ... "12"?
Lower left, cactus (face down on top of cactus)
- Covered in painful thorns. There are many cactus-lovers.
Central Desert 13
-----------------
- Description:
- The sand goes on and on.
- Battle: Dusk Spider
- Scan: Iron Orchid (scan/flower)
- Exits: CD 12/right
Explore (3):
Left center, leaning pillar (face up from bottom of pillar)
- These pillars reveal a glorious palace that once stood here.
Right bottom, animal bones (face down from top of skeleton)
- No reply. Looks like it's just animal bones.
Upper right, two stones in grass near flower (face right)
- Seems the land was once green.
Central Desert 14
-----------------
- Description:
- Once you feel like you've seen the same terrain over and over,
then you give in to the desert's curse.
- Battle: Dark Hopper, Robber Fly
- Scan: None
- Exits: CD 10/down, CD 12/left, CD 13/right
(You will be taken back to CD 13, if you exit CD 14 to the right)
Explore (3):
Top center, animal bones (face down from top of skeleton head)
- No reply. Looks like it's just animal bones.
Upper right, pillars (face right)
- Numbers are carved into the pillar. ... "14"?
Lower left, cactus (face down on top of cactus)
- Covered in painful thorns. There are many cactus-lovers.
Central Desert 15 (Ruins Entrance)
----------------------------------
- Description:
- Get too close to one of these ancient ruins, and you may get a death
curse. Stay clear and try not to even look.
- Battle: None
- Scan: None
- Exits: CD 12/down, Eastern Desert/right, Site of Cyril dungeon/up mouth
- You can't get through the Eastern Desert exit until you beat Spirit User
Tuoni (Beast's Cemetery) but it is so fun to try :)
- The up exit leads to the Site of Cyril dungeon plus a textbox pop-up is
just barely at the center edge of the mouth, so don't get sucked in
before you finish exploring, lol
- Heal Pot - just to the right of the ruins mouth above the bones
Explore (3):
Left of mouth, grass and rocks (face right)
- The entrance of the ruins itself doesn't appear to be that old.
Center, center point of mouth (face up and get ... real close)
- Like a demon's face, the entrance swallows its visitors.
Right of mouth, human skeleton (face up at bottom of skeleton)
- The end of the line for travelers.
==============
Site of Cyril
==============
GD (Torsol)
|
24
|
23
|
22---21---20
|
18---17---19
|
16
|
14---15
|
13
|
12
|
11 25
| |
10----9----8
|
7
|
5----4----6
|
3
|
2
|
1
|
CD15*
Site of Cyril
GD = Guardian's Domain (Boss)
CD* = Central Desert 15
* = Enter/Exit area connection
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Site of Cyril Dungeon
- Site of Cyril 1-24
- Guardian's Domain
- Areas to Return to:
- SC 25 (once obtained Big Key in Prison/chapter 4)
- SC 21 (if jewel storage was 9999)
- SC 22 (if jewel storage was 9999)
- Guardian's Domain (if didn't get gold before whisked away)
- Prison Escape Route (get back to Rhoan Town/come back to explore)
- Items:
- SC 5: HP increaser (red metalize tablet/Req: Gold Score)
- SC 10: Arbalest (metalize tablet/Req: Gold Score)
- SC 18: Magic Glasses (metalize tablet/Req: Gold Score)
- SC 22: Blunderbuss (green metalize tablet/Req: talk to Ellie)
Req: Talk to Ellie after beating Lightning Dragon)
- SC 25: Booming Napalm Bomb (metalize tablet/Req: Gold Score)
- Site of Cyril 1: Wings (scan/on ground/cutscene)
- Guardian's Domain: Unlock Lightning Spirit Ur!(cutscene)
- Guardian's Domain: Guardian (metalize tablet/shield/beat boss)
- Guardian's Domain: HP increaser (gold metalize tablet/beat boss)
- Guardian's Domain: New World Question (3rd/people/2 codes/beat boss)
- Prison/Witch's Palace: Stormlit (scan/flower/thru bars)
- Prison/Witch's Palace: Bottle (scan/on ground/cutscene)
- Prison/Witch's Palace: Potion (metalize tablet/cutscene)
- Prison/Witch's Palace: Big Key (scan/on ground/cutscene)
- Prison/Witch's Palace: Shaman's Pendant (given/cutscene)
- Special Enemies:
- Guardian's Domain: Torsol (Boss Battle)
- Site of Cyril 1: Witch of Desire Ohriemed Aof (2nd Boss Battle)
- Heal Pot:
- Site of Cyril 24 (just before Guardian's Domain/Boss Room)
- Prison/Witch's Palace (Ellie heals your HP & MP if you talk to her)
- Central Desert 15 (next to bones at dungeon entrance)
- Info:
- You will use your hammer a lot to cross gaps
- SC = Site of Cyril
- After beat boss (Torsol/Guardian's Domain):
- Get: Cutscenes, Get Ur! (Mwhahaha, total heart flutter), New World
3rd Question/People/2 codes, Guardian shield metalize tablet, gold
HP increaser tablet
- Prison: Exit Boss Room (almost) - Cutscene, Bottle, Potion metalize
tablet, Stormlit flower (scan through bars) – Yes, make potion and
drink it – Cutscene, scan Big Key (put on at least 2 lightning codes)
and use door to get out, Cutscene (receive Shaman’s Pendant before
leaving)
Site of Cyril 1
---------------
- Description:
- Ancient ruins in the center of the Samiad Desert. There is no
record why they were built. The entrance looks like a giant
human face buried in sand. A seal of ancient technology graces
the interior, but no one knows what lurks within.
- Site of Cyril Entrance
- No exploration text box pop-ups
- 2nd Boss Battle: Witch of Desire Ohriemed Aof
- Exits: SC 2/up (in), Central Desert/down (out)
- Cutscene - Anwar/find WINGS on the ground!
- Cutscene - Olly/get Book of Prophecy back, etc
- Extra Info:
- Oh, yes! Just out of curiosity I tried re-doing Site of Cyril
1/Witch Olly 2nd Boss Battle - Heh Heh Heh! It worked! And I got
Witch Olly's 4th picture, lol! (Even though she has been gone
for a while now)
- Just found out another secret, restart the room, instead of
running away to defend, immediately do a Hurricane Spin and
hit her full force (Excalibur both hands), she won't even
have a chance to defend, battle is over very quickly
Explore (0):
- Blank, no exploration (but cutscenes occur here)
Site of Cyril 2
---------------
- Main Goal: Flip All the Switches
- Adtl Goal: Cut All Ropes: 500
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:20
- Time Points: 1 sec x 30
- Time Damage Bonus: 500
- Item for Gold Score: None
- Exits: SC 3/up
- Solution: Equip ice dagger and any hammer, ice dagger blue switch in
middle ledge (drops barrier gate), hammer spin to rope ledge, ice
dagger rope to left, ice dagger blue switch on next upper right
Site of Cyril 3
---------------
- Main Goal: Flip All the Switches
- Adtl Goal: Defeat Enemies: 1 bodies x 100 (3) = 300
- Adtl Goal: Use 10+ Toss-ups: 500
- Adtl Goal: Beat Forest-type Enemies: 500
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:00
- Time Points: 1 sec x 30
- Item for Gold Score: None
- Exits: SC 4/up
- Solution: Put forest codes on Mummy to make forest-type enemy, judgment
link at least 2 mummies (don’t have to kill all of them), run/roll
towards top and step on the air step, step on green switch
Site of Cyril 4
---------------
- Main Goal: Defeat All the Enemies
- Adtl Goal: Use 15+ Toss-ups: 300
- Adtl Goal: Use 10+ Toss-ups: 200
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:30
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: SC 5/left, SC 6/right
- Solution: Put codes on small key (fire, ice, forest) and open door, only
need to judgment link one Mummy at least 15 times because it satisfies
both goals, then kill the rest quick – as long as even one mummy remains
then the door won’t open – spawns mummies endlessly – multiple spirit
magic summoning too weak even with ill on mummy so use your best weapon
up to this point
Site of Cyril 5
---------------
- Main Goal: Flip All the Switches
- Adtl Goal: Use 10 Evasion Moves: 500
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 2:00
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: HP increase (red Metalize tablet)
- Exits: SC 4/right
- Solution: Equip fire dagger and any hammer, evasion dodge around all maze
tops – don’t fall off tops, climb up ledges when needed – fling a fire
dagger at red switch (listen for sound) before climbing up last ledge
– climb up – hammer spin over to/on top of green switch
Site of Cyril 6
---------------
- Main Goal: Flip All the Switches
- Adtl Goal: Beat All Enemies: 800
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:40
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: SC 4/left, SC 7/up
- Solution: Kill all Evil Spirit skulls along the way and before hitting
last switch OR if do it fast don’t need to kill any enemies – keep on
edges of ledges next to switches for faster time - run straight to right,
up 1st ledge, FIRE dagger fire switch, put FOREST on dagger, climb up 2nd
ledge, forest dagger forest switch, put ICE on dagger, climb 3rd ledge,
ice dagger ice switch
Site of Cyril 7
---------------
- Main Goal: Flip All the Switches
- Adtl Goal: Face Statues Together: 800
- Adtl Goal: Defeat All Enemies: 1 bodies x 100 (5) = 500
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:30
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: SC 6/down, SC 8/up
- Solution: Kill 5+ Living Spike spiders and face the 2 statues together
OR you can just run over to the green switch and step on it and the door
will open, score is tallied, and you get gold without any of the goals!
– Interestingly, 4 spiders still spawn – kill them or run out to the next
room
Site of Cyril 8
---------------
- Main Goal: Flip All the Switches
- Adtl Goal: Use All Jump Ramps: 800
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:30
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: SC 7/down, SC 25/up (need to fight boss for Big Key)
- Solution: Use hammer speed to get you to switches quickly, hammer spin to
middle ledge, step on left air step, step on green switch, spin hammer to
middle ledge again, step on right air step, step on green switch, hammer
spin to upper wall, run left and step on green switch. Caution: you can
fall down the lower bottom edge of this room so watch out when you charge
up your hammer or run along the lower edge.
Site of Cyril 9
---------------
- Main Goal: Defeat All Ememies
- Adtl Goal: Use 10+ Toss-ups: 500
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:50
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: SC 8/right, SC 10/left
- Enemies: Mummy
- Solution: Lots of mummies, judgment link them, don’t get hit or touch spike
ball – you don’t have to do anything with the dirt mound or the blue floaty
jewel - using Neaki’s spirit power on blue floaty jewel does nothing - high
damage sword with spirit magic is easiest and one 10+ toss up
Site of Cyril 10
----------------
- Main Goal: Flip All the Switches
- Adtl Goal: Defeat All Enemies: 1 bodies x 100
- Adtl Goal: Beat Shadow-type Enemies: 500
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:40
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: Arbalest (metalize tablet)
- Exits: SC 9/right
- Solution: Scan Evil Spirit, put on shadow code, Equip ice dagger, run/roll
up and left, hammer spin left over gap, dagger ice switch, drop down,
dagger ice switch (down), run right and up slopes, hammer one Evil Spirit
skull, run back down slope left, stand on tiny path spot, dagger ice
switch (up) – Evil Spirits skulls will keep spawning but if you hurry
then you only need to kill one of them to get extra points for gold score
Site of Cyril 11
----------------
- Main Goal: Hit All the Switches
- Adtl Goal: Face Statues Together: 1000
- Adtl Goal: Use 10+ Evasion Moves: 800
- Adtl Goal: Cut All Ropes: 500
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 2:00
- Time Points: 1 sec x 10
- Times Damage Bonus: 100
- Item for Gold Score: None
- Exits: SC 9/down, SC 12/up
- Solution: Equip dagger, cut left lower rope first, then slide right statue
straight up but not toward green switch, cut right upper rope, then slide
left upper statue straight down until both statue eyes glow, evasion dodge
over to green switch and step on it – make sure to use 10 evasion rolls
when traveling around room
Site of Cyril 12
----------------
- Main Goal: Flip All the Switches
- Adtl Goal: Use 15+ Toss-ups: 500
- Adtl Goal: Beat All Enemies: 500
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:30
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: SC 11/down, SC 13/up
- Solution: Scan Mummy Lord, surround invincibility code with fire codes,
judgment link 2 mummy lords (one at least 15+ times), dagger bottom pole
switch, roll up and dagger top pole switch – don’t get hit with swinging
axe
Site of Cyril 13
----------------
- Main Goal: Defeat All the Enemies
- Adtl Goal: Use 2+ Spirit Magic: 500
- Adtl Goal: Fight with Obsidian Weapon: 400
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:30
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: SC 12/down, SC 14/up
- Solution: Put enough stone codes on any weapon – must say obsidian in
title of weapon, use weapon on at least one beetle, then repeatedly
call any spirit two or more times until doors open
Site of Cyril 14
----------------
- Main Goal: Match the Switch Colors
- Adtl Goal: Use 10 Evasion Moves: 800
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:40
- Time Points: 1 sec x 30
- Times Damage Bonus: 100
- Item for Gold Score: None
- Exits: SC 13/down, SC 15/right, SC 16/up
- Solution: Step on switches in this order: bottom blue, then slightly
right – turn this one yellow which makes air square appear, step on
the previous 2 switches turning them red, go all the way down and far
left, step on air switch, climb up all ledges, charge hammer and fly
right hitting switch red – so basically, switch colors = blue, then
yellow, then red – you can run over any switch twice to change color
once – matching the color of the bottom floor switches will turn the
top floor ledge switch that color
Site of Cyril 15
----------------
- Main Goal: Flip All the Switches
- Adtl Goal: Face All Statues Together: 500
- Adtl Goal: Scan All Metalizes: 300 (only 1 metalize)
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 3:00
- Time Points: 1 sec x 30
- Times Damage Bonus: 100
- Item for Gold Score: None
- Exits: SC 14/left
- Solution: Bring 2 statues to the center facing each other, a metalize
tablet appears – scan it but it doesn’t give you anything except for
a bonus of 300 pts for the dungeon room score, push either one of the
statues onto either one of the green switches, run and step on the other
switch – very hard to get gold this way, I suggest you skip doing the
metalize/two statues together – instead just push one statue on one
green switch and run and step on the other green switch
Site of Cyril 16
----------------
- Main Goal: Flip All the Switches
- Adtl Goal: Cut All Ropes: 800
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:20
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: SC 14/down, SC 17/up
- Solution: Equip fire dagger and any kind of hammer, dagger at right
side rope, hammer spin over the ledge where rope was and to the next
ledge, dagger at left red switch, then dagger at left rope, then
dagger last right red switch – make sure you cut 2nd rope before
you dagger hit last red switch or doors open and no cut rope bonus
– basically, right cut rope, left hit switch, left cut rope, right
hit switch and use hammer spin for traveling over gaps
Site of Cyril 17
----------------
- Main Goal: Defeat All the Enemies
- Adtl Goal: Use 20+ Toss-ups: 800
- Adtl Goal: Fight with Avanium Weapon: 300 (won't have enough yet)
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:30
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: SC 16/down, SC 18/left, SC 19/right
- Solution: Judgment link all 3 Golems – make sure one is bounced
20 times - these enemies can be bounced 40+ times with 3000+
judgment link points and that is with no codes in their mental maps,
I was using a fire flying dagger – they are hard to start bouncing
so just repeatedly hit the A button as quick as you can until they
get up in the air – if you drop them before they die then just
re-bounce them quickly – your spirit magic level probably will
be too low to efficiently help you with them at this point – you
can get a gold score your first time through the dungeon but you
will have to judgment link very well to get as much time benefit
as possible - this is also a good place to finish getting all 4
pictures of the Golem if you haven’t already gotten them
Site of Cyril 18
----------------
- Main Goal: Flip All the Switches
- Adtl Goal: Use 10 Evasion Moves: 800
- Adtl Goal: Clear Stage w/out any Kills: 500
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:20
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: Magic Glasses (metalize tablet/slider puzzle)
- Exits: SC 17/right
- Solution: Do not kill any Living Spike bugs or Evil Spirit skulls,
evasion roll 10+ times to air step on upper right of room, step on
air step, hit the pole switch, position yourself so you can hammer
spin to farthest left end of ledges hitting the 2nd pole switch
– you can still get gold if you don’t get 10+ evasion rolls
Site of Cyril 19
----------------
- Main Goal: Flip All the Switches
- Adtl Goal: Face Statues Together: 800
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 4:00
- Time Points: 1 sec x 30
- Times Damage Bonus: 100
- Item for Gold Score: None
- Exits: SC 17/left, Sc 20/up
- Solution: Equip fire weapon or use Rempo
- Fastest Way: (7000+ but only counts 4000) Go in 1st left hole when
you enter the room, jump down from exit hole and go a few steps
right until you see the red switch under you, summon Rempo – hits
switch and 2 statues fall), stay on same ledge and roll to farthest
right until you see a red switch above you, summon Rempo, climb small
ledge, go into left hole, don’t jump from exit hole because last red
switch is above you, summon Rempo
– Next Fastest Way: Do fastest way but add jumping down to face statues
together when the statues fall down and then you can climb back up
– Slowest Way: Use a fire dagger, go into 1st left hole, jump down exit</pre><pre id="faqspan-10">
hole, go immediately into hole to right, exits you facing red switch
so fire dagger it, jump down and face statues together (just pull one
down instead of across room), repeat going into 1st left hole, jump
down from exit hole, go right and climb up small ledge, go into left
hole on small ledge, jump down from exit hole and go into the farthest
right hole, exit will have you facing red switch so fire dagger it,
don’t jump down from the exit – instead go back inside, come out of
exit onto upper ledge, go left and climb small ledge, go into right
hole, jump down from exit and fire dagger red switch
(Note: I used a fire dagger but any fire weapon will work)
- To exit the room: just jump over the small ledge after hitting the
last red switch – OR - Bottom to Top of Room: 1st left hole, climb
small ledge, left hole, climb small ledge, right hole, climb over
small ledge, travel on ledge to farthest right and exit out of room
Site of Cyril 20
----------------
- Main Goal: Flip All the Switches
- Adtl Goal: Use 10+ Evasion Moves: 800
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:30
- Time Points: 1 sec x 30
- Times Damage Bonus: 100
- Item for Gold Score: None
- Exits: SC 19/down, SC 21/left
- Solution: Equip dagger
- Fastest Way: Do 10 very fast back and forth rolls on starting ledge
(tiny risk of falling and 800 score points), then immediately hammer
spin (from left side of starting ledge) to the far back wall, run/roll
to just above middle pole switch and dagger right hitting 1st pole
switch, hit middle pole switch, run/roll to the left and dagger down
hitting last pole switch
- Slower Way: Roll once right, roll once up, roll once left, go up to
corner tip by cage, hammer spin over gap, don’t hit pole switch yet,
travel in a horseshoe shape to the left to the next pole switch
(you can run or roll), hit this middle pole switch and then dagger
to the right (pole switch you just passed – dagger just above middle
pole switch to hit first pole switch), then run/roll to the left and
down, hit the last pole switch – make sure to use 10 rolls
Site of Cyril 21
----------------
- Main Goal: Defeat All the Enemies
- Adtl Goal: Get 15+ Jewels: 500 (Can't get this if jewel storage is 9999)
- Adtl Goal: 15+ Toss-ups: 500
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:20
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: SC 20/right, SC 22/left, SC 23/up
- Solution: Kill all the Evil Spirit skulls, judgment link at least one
of them 15 bounces and get 3 yellow jewels or one purple jewel – If
your jewel storage is 9999 then you won’t be able to get the jewel
points because the game counts any increase in your storage amount
and not what you actually are earning and losing. You can’t go back
to buy anything from Rhoan Town to lower your jewel storage amount
at this point in the game. You can’t even throw any of your jewels
in your storage away, lol)(Even at 51 seconds left over, you would
still need 500 more points to get to 3000 points for a gold score
– so if you are at 9999 jewel storage then just pass it and move on
and come back to this one later for the gold score
Site of Cyril 22
----------------
- Main Goal: Flip All the Switches
- Adtl Goal: Get 30+ Jewels: 800 (Can't get if jewel storage is 9999)
- Adtl Goal: Break Boxes: 1 boxes x 200 (3) = 600
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:20
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Scan Item: Blunderbuss
(green metalize tablet/Req: Talk to Ellie after Ltn Dragon)
- Exits: SC 21/right
- Solution: Equip fire hammer, judgment link Skeletons – get 3 yellow
jewels or one purple jewel, break box in upper left corner, go to
south left lower corner, hammer spin across to the left hitting red
switch, go up ramp, break box, jump down ledge to upper right, go to
farthest right (or go to back of wall and hammer spin not hitting the
red switch), break box, go back left, hit red switch – same as last
dungeon room with 9999 jewel storage/just pass and come back later if
your jewel storage is 9999)
Site of Cyril 23
----------------
- Main Goal: Flip All the Switches
- Adtl Goal: Face Statues Together: 800
- Adtl Goal: Beat All Enemies: 500
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 2:30
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: SC 21/down, SC 24/up
- Enemies: Mummy
- Solution: Judgment link all 3 Mummies, push right statue on left
switch, push the left statue to face the right statue/push straight
up – doesn’t matter if left one is on a switch as long as it is
facing right statue, run and step on the right green switch
Site of Cyril 24
----------------
- Main Goal: Defeat All the Enemies
- Adtl Goal: Fight with Silver Weapon: 500
- Adtl Goal: Use 15+ Toss-ups: 400
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:30
- Time Points: 1 sec x 30
- Times Damage Bonus: 500
- Item for Gold Score: None
- Exits: SC 23/down, Boss Room/up
- Beat Boss and exit to trigger getting Big Key
- Go back to SC 25 later in storyline
- Solution: Equip any silver weapon, judgment link 3 Evil Eyes and
bounce at least one of them 15 times, make sure to kill the 4th
Evil Eye (or any 1 of the 4) with a silver weapon (you can judgment
link it until it is almost dead and then let it fall and finish
killing it with the silver weapon to increase score time)
– Heal Pot appears (yay!)and an air step appears to get to it
and the boss door
Site of Cyril 25
----------------
- Main Goal: Match the Switch Colors
- Adtl Goal: Beat All Enemies: 500
- Adtl Goal: Use 15+ Toss-ups: 500
- Medal: 3000 points/2400 silver/1800 bronze
- Time: 1:40
- Time Points: 1 sec x 20
- Times Damage Bonus: 500
- Item for Gold Score: Booming Napalm Bomb (metalize tablet)
- Exits: SC 8/down
- Beat Boss and exit to trigger getting Big Key
- Go back to SC 25 later in storyline (after Chapter 4)
- Solution: Put fire, forest, ice, and lightning on the Big Key.
Open the door, change all the switches to red, judgment link
at least one Mummy Lord 15 times, then kill the other 2 Mummy
Lords, now turn all the switches to blue. Red = Mummy Lord and
Blue = no enemies (but you need the enemy points to beat it)
Guardian’s Domain
-----------------
- Guardian Torsol (Boss Battle)
- When Boss Beaten – Displays:
- Time Score: Need 3000+ to beat (gold score)
- Time: 10:00
- Times Damaged Bonus: 500
- Times Fell (if any)
- Solution: Open Boss Door with small key and at least 2 lightning
codes, Equip Throwing Star (Hidden or regular), scan boss and take
off codes (can put on ill code), hit boss with throwing star until
he turns from red to black/dark, push him over the upper middle
edge, repeat this 3 times to beat the boss – if he turns red while
pushing then stop and hit him until he turns dark again and then
start pushing again - faster time is better than less hits
- You can come back later and re-do this room if you did not get
a gold score the first time before you were whisked away
==============
Western Desert
==============
GP14*
|
4----9---14
| | |
2---5---10---15---19
| | | | |
SJ3*---1---6---11---16---20---PER
| | | | | |
| | | | | P
| | | | | |=|
| | | | | DWP
| | | | | |
3---7---12---17---21----DT---CD1*
| | |
8---13---18
Western Desert
SJ3* = Shark's Jaw 3
GP14* = Grana Plains 14
PER = Prison Escape Route
P = Prison
DWP = Desert Witch's Palace
DT = Desert Town
CD1* = Central Desert 1
|=| = Locked Prison Door: No pass
* = Enter/Exit area connection
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Western Desert
- Western Desert 1-21
- Areas to Return to:
- WD 5: Shadow Fang (Req: Nanai 2000+ and sidequest)
- Items:
- WD 4: MP increaser (metalize tablet)
- WD 11: Rapier (scan)
- WD 13: Remote Barrel (green metalize tablet/slider/bomb)
- WD 17: Tree Bug (scan/flower)
- WD 18: Hidden Throwing Star (metalize tablet)
- WD 19: Flamberge (metalize tablet)
- WD 21: Bowgun (scan/crossbow)
- Special Enemies:
- WD 11: Lizard Lord (Invincibility/remove with Illness codes)
- Heal Pot:
- None
- Info
- You will first enter the desert from Desert Town at the
beginning of chapter 5. This means you will travel the
Western Desert backwards (start at WD 21, end at WD 9 or
WD 1 - with a lot of desert southward)
- WD 9 leads to Grana Plains
- WD 1 leads to Shark's Jaw
- WD = Western Desert
Western Desert 1
----------------
- Description:
- Boundary between Kaleila and the desert. Year after
year, the sands edge closer.
- Battle: Siren
- Scan: None
- Exits: WD 2/up, WD 3/down, WD 6/right, Shark's Jaw 3/left
Explore (3):
Bottom center, human bones by grass (face any direction)
- The remains of desert travelers. They must've been
headed to town.
Center right, animal bones (face up or down on head)
- Perhaps from a traveler's camel?
Bottom right, pillar rock (face up on bottom of rock)
- Weathered words are carved: "West ... the sound of
waves ... "
Western Desert 2
----------------
- Description:
- En route to Al-Hadi Samiad, try to aim for an oasis in
the center of the desert.
- Battle: Evil Spirit
- Scan: None
- Exits: WD 1/down, WD 5/right
(If you exit left or up, WD 2 will repeatedly respawn)
- Extra Info:
- Enemies spawn 3 at a time and faster
Explore (3):
Bottom right, pillar rock (face left)
- Weathered words on a rock face: "Was supposed to ...
go West ... "
Center right, cactus (face any direction)
- Even dead monsters become nutrients for the cacti.
Center, human bones by pillar rock (face any direction)
- The remains of travelers who lost their way in the desert.
Western Desert 3
----------------
- Description:
- If you travel the desert, you have only the sun to
rely on to make it out.
- Battle: Mummy
- Scan: None
- Exits: WD 1/up, WD 7/right
(If you exit left or down, WD 3 will repeatedly respawn)
Explore (3):
Center, human bones by pillar rock (face any direction)
- These bones wear battered armor. Must've once been a soldier.
Bottom right, human bones by pillar rock (face any direction)
- Small bones seem to hide in the shade.
Upper right, animal bones below pillar rock (face any direction)
- Monster bones, perhaps? Did a huge war happen here?
Western Desert 4
----------------
- Description:
- The ground shifts with a roar in the Western Desert. People
blame a giant worm living underground, but no one has ever
seen it.
- Battle: Robber Fly, Lord Locust
- Scan: MP increase (metalize tablet/Growth tablet)
- Exits: WD 5/down, WD 9/right
(If you exit left or up, WD 4 will repeatedly respawn)
Explore (3):
Center, tiny left, one pale rock by grass patch (face any direction)
- Exposed to the desert winds, this rock is worn out.
Bottom center, left, one pale rock below human bones (face any direction)
- A worn-out rock, turned almost to sand by the desert winds.
Bottom center, right, one pale rock between 2 human bones (face any way)
- This rock used to be a building. You can make out a worn-out crest.
Western Desert 5
----------------
- Description:
- Fire is the natural enemy of desert creatures. The land is so
arid, even the smallest spark can spread in the blink of an eye.
- Battle: Robber Fly
- Scan: Shadow Fang (metalize tablet, Req: Nanai's affection 2000+)
- Exits: WD 2/left, WD 4/up, WD 6/down, WD 10/right
- Extra Info:
- You can trigger all 3 textbox pop-ups any time but to
trigger the metalize tablet (Shadow Fang) you must first
get Nanai to allow you to give her gifts (advance storyline).
Then you must get her affection to friend level (about 2000
points). Nanai is in Rhoan Town in her house on Fortune-Teller
Alley.
Explore (3):
Bottom center, human bones in shadow (face left)
- Soldier corpses lay in the rock's shadow. Were they desert
dwellers?
Top center, animal bones (face any direction)
- Once sought shelter from the sun in the shadows, but turned
to bone.
Upper left, animal bones (face any direction)
- Bones of animals that seemed to have gone extinct out here.
- Shadow Fang metalize tablet
- Get Nanai's affection to 2000+ to have it appear
(Come back to get Shadow Fang metalize)
Western Desert 6
----------------
- Description:
- Beneath one of the 100 quicksands is said to be an underground
cave. There, teems an entirely foreign ecosystem with unknown
creatures yet to be found!
- Battle: Man-Eater, Robber Fly
- Scan: None
- Exits: WD 1/left, WD 5/up, WD 7/down, WD 11/right
Explore (3):
Center right, cactus (face up on bottom of cactus)
- The cacti have a hide thick enough to withstand monster attacks.
Upper left, small patch of grass (face up on bottom of grass)
- Grasses grow in thick clumps. Was this desert once a field?
Bottom right, large patch of grass (face any direction)
- Grasses grow in sparse clumps. Perhaps there's water underground.
Western Desert 7
----------------
- Description:
- Desert beasts wander all day in search of the hottest spots. As
a type of volcano animal, they are the desert dweller's staple
food.
- Battle: Lord Locust
- Scan: None
- Exits: WD 3/left, WD 6/up, WD 8/down, WD 12/right
Explore (3):
Bottom right, pillar rock (face up on bottom of rock)
- Eyes seem to face Northwest. Words read: "Second eldest
watches older and younger brother."
Top left, pillar rock (face up on bottom of rock)
- Eyes seem to face Southeast. Words read: "Eldest brother
watches his 2 little brothers."
Center between top and bottom pillar rocks, dirt (face any direction)
- A small stone lies half-buried. Words read: "May the three desert
brothers rest in peace."
Western Desert 8
----------------
- Description:
- The winds keep the desert always shifting, making it
nearly impossible to find the path you came in on.
- Battle: Mummy, Evil Spirit
- Scan: None
- Exits: WD 7/up, WD 13/right
(If you exit down or left, WD 8 will repeatedly respawn)
- Extra Info:
- Enemies spawn 3 at a time and are faster
Explore (5):
Top right, pillar rock (face left)
- A scorpion crawls in the shadows. Be careful.
Bottom right, pillar rock (face left)
- Spiders form groups in the shade.
Bottom left, pillar rock (face left)
- A small squirrel-like animal peeks its head out and then hides.
Top left, short pillar rock (face left)
- A small lizard hiding in the shadow quickly scurries away.
Center, pillar rock (face left)
- A snake hides in the shade. It weaves as it moves.
Western Desert 9
----------------
- Description:
- Where plains and desert meet. Plains animals that step
foot in the desert rarely find their way out.
- Battle: Robber Fly
- Scan: None
- Exits: WD 4/left, WD 10/down, WD 14/right, Grana Plains/up
- Extra Info:
- Enemies spawn 3 at a time and are faster
- Upper top, I see ... green lush grass!
Explore (3):
Center, huge animal bones (face up on bottom of skeleton skull)
- Giant bones. The desert dwellers believe they are dragon bones.
Center left, human bones (face up on bottom of bones)
- Deceased soldier who failed to defeat the dragon ... or so the
natives say.
Bottom right, human bones (face any direction)
- Remains of a princess devoured by the dragon ... or so the
natives say.
Western Desert 10
-----------------
- Description:
- This phantom flower blooms only once a year in the
desert. Only one man has seen it [in] the last 100 years.
- Battle: Lord Locust
- Scan: None
- Exits: WD 5/left, WD 9/up, WD 11/down, WD 15/right
- Extra Info:
- There are 5 rocks here with textbox pop-ups
- The first 4 have to be triggered before the fifth rock
(center pillar rock) is triggered
- Hmm, 4 spirits and a giant ... any relation to the 4 dragons
and the giant?
- Enemies spawn 1 at a time
Explore (5):
Center, pillar rock (face up from bottom of rock)
- There's also a relief of a giant who once held the Book of
Prophecy. Touching it ... gives off no feeling.
Top right, pillar rock (face up on bottom of rock)
- A relief of the Forest Spirit. It's calming to the touch.
Bottom right, pillar rock (face up on bottom of rock)
- A relief of the Lightning Spirit. It's slightly jolting to the touch.
Bottom left, pillar rock (face up from bottom of rock)
- A relief of the Ice Spirit. It's slightly cold to the touch.
Top left, short pillar rock (face up from bottom of rock)
- A relief of the Fire Spirit. It's slightly warm to the touch.
Western Desert 11
-----------------
- Description:
- Oasis in the center of Western Desert, most beautiful
of the desert's sights. The oasis runs so deep, they
say it links with Lake Avernus.
- Battle: Lizard Lord, Evil Spirit
- Scan: Rapier (scan)
- Exits: WD 6/left, WD 10/up, WD 12/down, WD 16/right
- Extra Info:
- There is a Lizard Lord here with Invincibility code
- Surround his locked invincibility code with ill
codes to unlock it
- Surround = up/down/left/right
- You do not have to fill the diagonal squares with
ill codes unless you want to but because the locked
code is close to the edge you will need corner pieces
- There is a green oasis in the middle so fighting space
is limited and you may be pushed or accidently go into
another screen (which resets this one), so be careful
- Remember to get the Lizard Lord's 4 pictures :)
- Ememies spawn 3 at a time and are faster
Explore (3):
Center left, large palm trees (face down on top of trees)
- A large palm tree growing in the oasis, a symbol of life.
Top right, animal bones (face up on bottom of skeleton head)
- Must've been attacked by a monster. The oasis can be to relaxing.
Bottom right, human bones (face right)
- Must've been attacked by a monster. The oasis makes for good hunting.
Western Desert 12
-----------------
- Description:
- The desert at night is vastly different from day.
Many desert folk believe in a sun and moon goddess.
- Battle: Man-Eater, Robber Fly
- Scan: None
- Exits: WD 7/left, WD 11/up, WD 13/down, WD 17/right
Explore (3):
Top left, cactus (face up on bottom of cactus)
- A thick-skinned cactus. They say they store water inside.
Bottom left, pillar rock (face up on bottom of rock)
- A past culture once flourished. This stone must be a ruin
from it.
Center right, cactus (face up from bottom of cactus)
- a thick-skinned cactus. Even a bomb couldn't get to it.
Western Desert 13
-----------------
- Description:
- In a pathless desert, one's own footsteps become paths.
- Battle: Dusk Spider
- Scan: Remote Barrel (green metalize tablet/slider puzzle/bomb)
- Exits: WD 8/left, WD 12/up, WD 18/right
(If you exit down, WD 13 will repeatedly respawn)
- Extra Info:
- There are 5 rocks here with textbox pop-ups
- You must find the first four before the fifth one triggers
- Enemies spawn 3 at a time and are faster
- Hmm, rocks are reliefs of 4 dragons and a giant ... wonder
what it means? lol
Explore (5):
Top right, pillar rock (face up on bottom of rock)
- A relief of a dragon that looks like an old tree.
Bottom right, pillar rock (face up on bottom of rock)
- A relief of a fish-like dragon.
Bottom left, pillar rock (face up on bottom of rock)
- A relief of an ice dragon.
Top left, pillar rock (face up on bottom of rock)
- A relief of a round and red dragon.
Center, pillar rock (face up on bottom of rock)
- There's also a relief of a giant. It must've
harbored bad feelings.
Western Desert 14
-----------------
- Description:
- There are no endless roads. The end only comes when your
body gives out--the ultimate test of the land.
- Battle: Robber Fly, Dark Hopper
- Scan: None
- Exits: WD 9/left, WD 15 down
(If exit up or right, WD 14 will repeatedly spawn)
- Extra Info:
- Enemies spawn 3 at a time and faster
Explore (3):
- Center, human bones (by pillar rock, face down on top of bones)
- Bones exposed to the desert winds.
- Bottom left, pillar rock shadow (face down in shadow)
- Many small animals hide in the shade. They scatter when you
come close.
- Center right, cactus (face right)
- This cactus blocks the harsh winds, and lives off drinking
small amounts of water.
Western Desert 15
-----------------
- Description:
- White bones on the sand tell the fate of creatures who
stepped foot here. All are made equal in this harsh
environment.
- Battle: Lord Locust
- Scan: None
- Exits: WD 10/left, WD 14/up, WD 16/down, WD 19/right
Explore (3):
Upper right, animal bones (face down on top of skeleton head)
- A monster's bones ... Without enough food, even a monster
can end up this way.
Upper left, short pillar rock (face up from bottom of rock)
- Bird feces dirty this rock.
Bottom right, pillar rock (face left)
- The remains of a traveler who lost their way in the desert.
Western Desert 16
-----------------
- Description:
- Besides the Central and Eastern Deserts lies the sandiest
of all--the Western Desert!
- Battle: None
- Scan: None
- Exits: WD 11/left, WD 15/up, WD 20/right, WD 17/down
Explore (4):
Upper right, animal bones (face down on top of skeleton skull)
- What sort of bones are these?
Center, human bones (by pillar rock, face any direction)
- Must've been a noble. He seems to have used a large sword.
Top left, cactus (face up on bottom of cactus)
- A battered cactus. A harsh war must've happened here.
Center right, cactus (face right)
- A battered cactus. A harsh war must've happened here.
Western Desert 17
-----------------
- Description:
- The Western Desert has more quicksand pits than elsewhere.
Few dare to cross this land.
- Battle: Dusk Spider
- Scan: Bug Tree (scan/flower)
- Exits: WD 12/left, WD 16/up, WD 18/down, WD 21/right
Explore (3):
Center right, cactus & flower (face up from bottom of flower)
- Something's engraved: "I am the Duke of Cactus. Please find
my son for me!"
Top left, cactus (face up on bottom of cactus)
- Something's engraved: "I am the Duke of Cactus. Find my son!"
Upper center, dirt (walk up from center pillar rock/5 steps, face up)
- A tiny cactus is buried. "I am the young Cactus Noble!"
Western Desert 18
-----------------
- Description:
- Head straight West to reach Al-Hadi Samiad, but beware the
shifting sand dunes may lead you astray.
- Battle: Dragon Pup
- Scan: Hidden Throwing Star (metalize tablet/need Throwing Star)
- Exits: WD 13/left, WD 17/up
(If exit down or right, then WD 18 repeatedly spawns)
Explore (3):
Top right, pillar rock (face up from bottom of rock)
- Only little of a relief of a huge tower is left.
Center, pillar rock (face up from bottom of rock)
- Something's engraved in the stone: "The Throwing Star
from the East ... here is how to make it stronger."
Top left, short pillar rock (face up on bottom of rock)
- A large rock, half buried in the sand.
Western Desert 19
-----------------
- Description:
- The most quicksand pits in a single spot! Even desert folk
will get lost for days. Your average traveler never escapes
from here.
- Battle: Lord Locust
- Scan: Flamberge (metalize tablet)
- Exits: WD 15/left, WD 20/down
(If you exit up or right, then WD 19 will repeatedly respawn)
- Extra Info:
- There are 5 rocks here with textbox pop-ups
- The first one (center pillar rock) has to be triggered
before the others can be triggered
- When all 5 rocks are triggered then the metalize tablet
(flamberge) appears
Explore (5):
Center, pillar rock (face left)
- Four sand-squirrels scatter in the stones in all directions.
Top right, pillar rock (face left)
- Found one sand squirrel.
Bottom right, pillar rock (face left)
- Found one sand squirrel.
Bottom left, pillar rock (face left)
- Found one sand squirrel.
Top left, short pillar rock (face left)
- Found one sand squirrel.
Western Desert 20
-----------------
- Description:
- This portion of desert was said to be created through
artificial means! Sand-covered earth and strong winds
hasten the desertification.
- Battle: Robber Fly, Lord Locust
- Scan: None
- Exits: WD 16/left, WD 19/up, WD 21/down
(If you exit right, WD 20 will repeatedly respawn)
Explore (3):
Lower center, human skeleton (by pillar rock, face left)
- This corpse holds a note: "The Duke of Cactus ...
They ... had a ... son ..."
Top right, pillar rock (above animal skeleton, face right)
- Written in ancient script, but is too worn down to read.
Bottom right, pillar rock (face up from bottom of rock)
- A large rock, worn down by wind.
Western Desert 21
-----------------
- Description:
- The desert to the West of town is only 100 years old, and
is called "New Desert."
- Battle: Robber Fly, Lord Locust
- Scan: Bowgun (crossbow)
- Exits: Desert Town/right, WD 17/left, WD 20/up
(If you exit down, WD 21 will repeatedly respawn again)
- Extra Info:
- Enemies spawn 3 at a time and are faster
- In-game, states "There's nothing to explore here.", but
there are actually 3 textbox pop-ups (listed below)
Explore (3):
- Top right, broken stone wall (face up on bottom of wall)
- A stone wall that protects the desert town, now covered in sand.
- Bottom right, broken wall with human bones (face right)
- A stone wall that protects the desert town, now used as a grave.
- Bottom left, animal bones (face down on top of skeleton head)
- All return to sand in death. Humans and animals alike.
==============
Eastern Desert
==============
HT9*
|
10----4----5----8---9
| | | |
11----3----2---17
|
|
18---12----7---15
| | | |
CD15*---1---6 13---14---16
Eastern Desert
CD15* = Central Desert 15
HT9* = Hunter's Trail 9
* = Enter/Exit area connection
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Eastern Desert
- Eastern Desert 1-18
- Areas to Return to:
- All Eastern Desert (when get book back/to explore)
- Eastern Desert 16 (when get Knight Shield/Come Back Metalize)
- Items:
- Eastern Desert 4: Fire Pillar Flamberge (metalize tablet)
- Eastern Desert 11: Headband (scan/on ground)
- Eastern Desert 13: Bronze Iris (scan/flower)
- Eastern Desert 16: Sincere Knight Shield (metalize tablet)
- Eastern Desert 17: BBQ Meat (metalize tablet)
- Eastern Desert 18: Bursting Dynamite (tan metalize tablet)
- Special Enemies:
- None
- Heal Pot:
- None
- Info
- When you first encounter Eastern Desert, you will not have
your Book of Prophecy and will likely be lost wandering
without maps (or you can use the guide maps).
- A sandy cliff-plateau filled desert which is filled with an
assortment of enemies from Ghost Eyes to Mummies to Desert
Dwellers. There are also quicksand pits throughout the
landscape. Look for a southern middle escape route through
the desert to survive. There are no respawning sides because
high desert cliffs suround the entire Eastern Desert and
also invade into the desert from both sides.
Eastern Desert 1
----------------
- Description:
- Connects Central and Eastern Deserts. The sandstorms
limit the kinds of animals that can survive here.
- Battle: Desert Dwellers
- Scan: None
- Exits: ED 6/right, Central Desert 15/left
- Extra Info:
- You stumble into a narrow path. Something is different.
The wind is not blowing as strongly here. All of a
sudden you are caught off guard by a Desert Dweller.
You defend yourself but fall into cacti thorns. The
pain sears through your body. You stumble and your
foot catches on a rock in the sand. You go down hard
but you are numb with pain already. Seeing a Desert
Dweller means one thing: you are close to living
civilization! Can you fight the intense pain and
rise your tired body once more to be saved ...
or will your bones become the dust of the land ...?
Explore (3):
Top left, cacti (face up under cacti)
- Yowch! A cactus thorn pricked you!
Center left, small single rock (face any direction)
- A weathered away rock.
Bottom right, center of quicksand pit (face any direction)
- A large hollow. Nothing seems to be inside.
Eastern Desert 2
----------------
- Description:
- Close to the center of Eastern Desert. Four intersecting
points confuse travelers.
- Battle: Mummy, Demon Head
- Scan: None
- Exits: CD 3/left, CD 5/up, CD 7/down, CD 17/right
- Extra Info:
- This is the top map of the southern middle pass-through to
go up and down within the Eastern Desert.
- This is an oddly shaped land area ... as if a few short fingers
of the land are barely hanging onto their last semi-moist crevices.
The sand blows south downward onto the last remaining grass in
the center as a sand hill develops on the north entrance. Should
you trust the blowing sand's direction and go south to get out
of the desert ... or is it an illusion?
Explore (3):
Upper left, corner with cacti (face up under cacti)
- Large cacti grown here.
Bottom center, single small rock (face any direction)
- This rock looks ready to collapse.
Bottom left, top rock in finger crevise (face down over rock)
- A note nestled in the rock: "Too injured to move."
Eastern Desert 3
----------------
- Description:
- The Eastern Desert make up most of the area. While
lacking in water, travelers are said to "drown" here ...
- Battle: Demon Head
- Scan: None
- Exits: CD 2/right, CD 4/up, CD 11/left
- Extra Info:
- This is a circular area with three exits. However, there
is no small cliff-plateau in the center ... looks like
the brutal dust devils won over the land.
Explore (3):
Bottom center, center of quicksand (face any direction)
- The sand makes it hard to walk.
Bottom right, small rock pile (face down over the rocks)
- A note nestled in the rock: "Looks like I escaped the monster."
Top center, middle of top sand path (face up at edge of path)
- The shade is welcome and cool. Better rest before moving again.
Eastern Desert 4
----------------
- Description:
- The stormy Eastern Desert. Travelers struggle the most
in this dangerous place.
- Battle: Mummy, Ghost Eye
- Scan: Fire Pillar Flamberge (metalize tablet)
- Exits: CD 3/down, CD 5/right, CD 10 left
- Extra Info:
- A stifling hot breeze whirls around you taking your breath
with its passing. Your face is raw with sandpaper wind.
You think you see some small animals clinging to the
shadows of the small rocks. But when you look, you only
find their bones. It's like this place is cursed.
Explore (3):
Center, center cliff-plateau (face up under cliff-plateau)
- A note nestled in the rock: "Hint #2: Only move when it is cool.
Top left, small rock pile with grass (face up at rocks)
- The bones of small animals.
Lower right, center of quicksand pit (face any direction)
- Another hollow here. Is something in there?
Eastern Desert 5
----------------
- Description:
- Here, those who enter the desert begin to feel cripling
despair ...
- Battle: Demon Head, Ghost Eye
- Scan: None
- Exits: CD 2/down, CD 4/left, CD 8/right
- Extra Info:
- Another small cliff-plateau in the middle of a round
three-exit area. The wind blows hard and you seek
shelter in a quicksand pit. But Ghost Eyes and Demon
Heads still track and haunt you. Lesson learned here:
Quicksand pits are not good for hiding in ... and the
letter you found in the cliff crevise, was dated 12
years ago.
Explore (3):
Center, small rocks in grass by cliff-plateau (face up at rocks)
- A note nestled in the rock: "Hint #1: Ration your water."
Top center, outer cliff wall (face up at cliff wall)
- Something's buried here. Looks like a letter to someone.
Lower right, center of quicksand pit (face any direction)
- The monsters seem to pass by if you stay hidden in here.
- They would pass by if you were sucked down into quicksand,
but you would not be getting out, lol
- Also, in-game the monsters will still attack
Eastern Desert 6
----------------
- Description:
- End of Eastern Desert. It takes a strong body
and mind to make it this far.
- Battle: Mummy Lord
- Scan: None
- Exits: CD 1/left, CD 13/right, CD 18/up
- Extra Info:
- This area has a large center cliff-plateau that
you can explore around. There is also a small
ramped over-look cliff shelf. You are almost out
of the desert but does your brain comprehend it.
The sun's rays burrow into your flesh blistering
your skin in agony. Your skin is rough and
sandpapered. You swear your hair is a little lighter
in color than when you first started into this desert.
You strain to see the end of the path and as a last
insult the wind whips up sand into your eyes. You
fall to your knees in pain and blindness. Could
this really be the end of the desert. You've
thought this thought so many times before ...
Explore (5):
Upper right, rock/beginning of path (face right at rock)
- Something moves under the rock. Better step away from it.
Bottom right, corner rock with grass (face down over rock)
- The sun's rays are fierce, heating up even the rocks.
Upper left, small ramp cliff shelf/rock (face left at rock)
- A strong breeze picked up, blowing sand into your eyes.
Center left, rocks at start of ramp (face right at rocks)
- A note nestled in the rock: "Was attacked by invincible
monster."
Top right, top of path/rocks and grass (face any direction)
- Nothing but rocks and sand ...
Eastern Desert 7
----------------
- Description:
- Focusing more on moving forward than on how to get
back will help you survive.
- Battle: Blade Drake, Ghost Eye
- Scan: None
- Exits: CD 2/up, CD 12/left, CD 14/down, CD 15/right
- Extra Info:
- This is the bottom map of the southern middle pass-through
to get up and down within the Eastern Desert.
- Another odd-shaped cliff-plateau formation. You passed
by the last cacti. But do you dare to not get water from
these ones? The thorns sting your bare calloused hands.
Too bad you weren't taught how to extract the precious
water. You're time is growing short to live. This time
the sandy wind is blowing in from the south instead of
the north. So what will you do? Will you press on to
the south ...? Is that the way out? Do you trust your
own thoughts after so much time wandering the desert?
You're so hungry even the scorpions are starting to
look like food ...
Explore (3):
Top left, corner cacti (face up under cacti)
- Cacti grow here. Watch out for their thorns.
Center left, small rock pile (face up or down)
- Watch out! A scorpion just scuttled by.
Bottom right, center of quicksand pit (face any direction)
- The feeling of sand in your mouth is disgusting.
Eastern Desert 8
----------------
- Description:
- A great desert that lies South of Kaleila Kingdom.
The searing sun beats down on this deadly place.
- Battle: Ghost Eye
- Scan: None
- Exits: CD 5/left, CD 9/right, CD 17/down
- Extra Info:
- The sand swirls around a small center cliff-plateau
like a huge dust devil cutting its revenge into the
land. There are some bits of grass around a few small
rock piles struggling to survive. There are three
exits. Which one will you choose?
Explore (3):
Top left, small pointed rocks (face any direction)
- A note nestled in the rock: "Will wait for rescue."
Center, top of small middle cliff-plateau (face up under cliff)
- What's on top of this rock? Even on tippy-toe you can't see.
Bottom right, black center of quicksand pit (face any direction)
- Something moved under the rock! There's something there.
Eastern Desert 9
----------------
- Description:
- Connects Hunter's Trail and the great desert.
Only Ghost Eyes thrive here.
- Battle: Desert Dweller
- Scan: None
- Exits: CD 8/left, Hunter's Trail 9/up
- Extra Info:
- This area has a large center cliff-plateau that you
can explore around. There is also a small ramped
over-look cliff shelf. Desert Dwellers guard here
and would love to meet you ...
Explore (3):
Upper left, rocks just before ramp (face up under rocks)
- A note nestled in the rock: "Found ancient cave paintings!"
Center right, point of cliff-plateau (face any direction)
- A picture of what looks like a hunt is drawn here.
Center left, point of cliff-plateau (face any direction)
- A picture of what looks like cultivating fields is drawn here.
Eastern Desert 10
-----------------
- Description:
- Northwest of the Eastern Desert.
Beyond here leads you out of the desert.
- Battle: Mummy, Ghost Eye
- Scan: None
- Exits: CD 4/right, CD 11/left
- Extra Info:
- This area is like a wind tunnel path of sand. There
are two quicksand pits along its narrow route with
steep cliffs on either side. It reminds you of those
catacomb alleys where mummies roam in the Saharas.
You can sense the presence of someone watching you.
You find a rock with rope tied to it that leads down
one of the quicksand pits. But the rope is cut. If
someone sank in there then they are long gone ...
Maybe you'd better move on.
Explore (3):
Upper left, center of quicksand pit (face any direction)
- Animal bones lay at the bottom.
Top left, rocks above quicksand pit (face up under rocks)
- A rope's tied around the rock. What was it used for?
Center left, center of quicksand pit (face any direction)
- The sand makes it hard to climb.
Eastern Desert 11
-----------------
- Description:
- Aside from the heat, wild monsters live here. Getting
through here will take all your skill and courage.
- Battle: Mummy, Ghost Eye
- Scan: Headband (scan/on ground)
- Exits: CD 3/right, CD 10/up
- Extra Info:
- The wind tunnel of sand continues and blows harder as it bends
to the east. Is that a mummy you see? No, it must just be the
heat playing tricks on you. Your foot brushes by a headband
in the sand. Is Master Arts Heath leaving you a trail? Did
you even meet Heath or is this all a bad dream? You are so
exhausted that anything would seem real or imaginary at
this point.
- Enemies spawn 3 at a time here and are faster.
Explore (3):
Center, center of scattered rocks by cliff (face any direction)
- The sand here's so hot, if feels like it could burn you.
Bottom left, headband on ground (face left at headband)
- Let's call this place headband Point because of the found headband.
Top left, single rock with grass (face left at rock)
- A note nestled in the rock: "Found an oasis up ahead!"
Eastern Desert 12
-----------------
- Description:
- Eastern Desert's Verdict Land. A worse fate awaits
travelers down either path
- Battle: Drake Beak
- Scan: None
- Exits: CD 7/right, CD 13/down, CD 18/left
- Extra Info:
- The sand swirls like a huge dirt devil around a small
cliff-plateau threatening to grind the land down into
a sandy dust ... or is it the raptors chasing you around
the small cliff-plateau. Either way, it can't be good.
Explore (3):
Bottom right, center of quicksand pit (face any direction)
- Something squirms under the sand. Better back away now.
Center, small middle cliff-plateau (face up under cliff-plateau)
- A picture of a herd of animals is drawn here.
Bottom left, small rocks with grass (face left at rocks)
- A note nestled in the rock: "Seems this place was once green."
Eastern Desert 13
-----------------
- Description:
- Monster-ridden depths of Eastern Desert. It takes
all you have to get through this path.
- Battle: Ghost Eye
- Scan: Bronze Iris (scan/flower)
- Exits: CD 6/left, CD 12/up, CD 14/right
- Extra Info:
- A windy and sand-filled path with high narrow cliffs.
There is still a lot of sand here but you see signs
of green growth. Ghost Eyes fiercley protect a rare
flower in the desert and can't know that you are
just passing through. You spy something. It turns
out to be ... trash? It's gross but you better go
through it to see if anyone left any bits of food
or drink. You find a half moldy sandwich and a
little bit of water in a bottle. Quick! Eat it!
Drink it! You have to survive! This may be the
bravest thing you've done yet in the desert!
Explore (5):
Top left, single rock with grass (face left at rock)
- A note nestled in the rock: "Made it pretty far in."
Center left, rock 1/by cliff (face right at rock/cliff)
- The cliff seems ready to collapse.
Center left, rock 2/under rock 1 (face any direction)
- Small animals live in the shade.
Center left, rock 3/by flower (face any direction)
- This place feels greener than any other place.
Bottom left, rocks with grass (face any direction)
- A pile of rubbish. Who put it there?
Eastern Desert 14
-----------------
- Description:
- Area affectionately called the Lost Zone in the
Eastern Desert. Need I say more?
- Battle: Blade Blake, Ghost Eye
- Scan: None
- Exits: CD 7/up, CD 13/left, CD 16/right
- Extra Info:
- Located here is a mound of sand in the center of this
area with a giant quicksand pit in the middle of the
sand mound. It makes you think of a giant centipede
home. Do you dare go check out the quicksand pit?
You're curiosity and bad desert judgment get the
better of you and you go into the quicksand pit.
Did you get lucky?
Explore (4):
Top right, small pile of rocks (face right at rocks)
- A note nestled in the rock: "Hints on surviving the desert!"
Bottom left, small pile of rocks (face any direction)
- A tattered cloth caught on the rocks must've been carried
by the wind.
Bottom right, small pile of rocks (face up or down)
- A note nestled in the rock: "The big holes are sand pits!"
Bottom center, center of quicksand pit (face any direction)
- There's nothing inside this hole.
- Aren't you glad it wasn't home?
Eastern Desert 15
-----------------
- Description:
- Travelers say you only know you are lost after the fact.
- Battle: Mummy
- Scan: None
- Exits: CD 7/left, CD 16/down
- Extra Info:
- You stumble upon a large area of quicksand pits. Mummies
come from the pits wanting to take from you any life
you have left to give. You fight them off. It takes a
toll on you and you lie breathlessly gasping for any
air in the sand-filled wind. Even in the wanderings of
your sun-baked mind you wonder where they all came
from and who were they. Once rested, you explore
looking for any water possible. You only find drawings
of rain and lightning. So, this once used to be a very
different place with grass, rain, and moisture. This
must have been the dwelling place of a lost civilization.
If only you could find water now ...
Explore:
Top right, cliff wall by sparse grass (face right at cliff)
- A picture of rain and lightning is drawn here.
Center, very center quicksand pit (face any direction)
- The startled lizard buries itself in the sand.
Bottom left, cacti with grass (face up under cacti)
- A note nestled in the cacti: "The climate was once different."
Eastern Desert 16
-----------------
- Description:
- Southeast of the Eastern Desert. Called Despair Land by
those who've lost hope.
- Battle: Ghost Eye
- Scan: Sincere Knight Shield (metalize tablet)
- Exits: CD 14/left, CD 15/up
- Extra Info:
- This area has a large center cliff-plateau that you
can explore around. There is also a small ramped
over-look cliff shelf. Even here where everything
is dry and dying, there are still signs of life
continuing onward. It gives you the will to survive
and you decide to take whatever strength you have
left and fight the assaulting Ghost Eyes. You hit
them with all your strength and watch them bounce
off the cliff walls until nothing but sand surrounds
you once again.
Explore (3):
Top right, straight up path/rocks (face left at rocks/grass)
- A large gathering of insects. What is this about?
Top left, small ramp cliff jutt edge (face right at edge)
- A clear view into the distance. The desert seems to go
on forever.
Bottom right, small rock pile with grass (face down over rocks)
- A note nestled in the rock: "Knight Shield is a knight's pride."
(Come back with the right Metalize!)
- Get Knight Shield and come back to get Sincere Knight Shield
- "Knight Shield is a knight's pride. Now it's the time to
show that power!"
Eastern Desert 17
-----------------
- Description:
- Travelers to the Eastern Desert rarely seek New Land. The
wind seems to ask, "Can you truly go on?"
- Battle: Mummy
- Scan: BBQ Meat (metalize tablet)
- Exits: CD 2/left, CD 8/up
(Cliff-plateau/down, Exit right/repeatedly spawns CD 17)
- Extra Info:
- This area has a large center cliff-plateau that you
can explore around. There is also a small ramped
over-look cliff shelf. Somehow you can imagine the
smell of meat cooking on the barbeque ... but it
must be your own flesh cooking in the blistering
sun's heat. Be careful, there are also mummies
here that use the power of the sands of time to
steal your soul!
Explore (4):
Top left, small ramp cliff shelf (face left at rock)
- Amazing! What's all this doing here?
Center left, rocks at start of ramp (face up under rocks
- A note nestled in the rock: "I've run low on water."
Bottom center, large cliff-plateau (face up under the middle)
- A picture of people gathered is drawn here.
Top right, single rock (face right at rock)
- A note nestled in the rock: "Found a picture of a festival."
Eastern Desert 18
-----------------
- Description:
- Nearly outside Eastern Desert.
But an even harsher desert awaits.
- Battle: Mummy Lord, Mummy
- Scan: Bursting Dynamite (tan metalize tablet)
- Exits: CD 6/down, CD 12/right
- Extra Info:
- A wind tunnel of sand with two quicksand pits. There
are a few signs that people have been here. There
is a burnt tree, a note about some ruins, and some
dynamite. You look around but don't find anyone. So
how long ago were they here? And, did they blow these
holes open with dynamite or did they blow up sand
monsters? Are these people you can trust? At least
you know you might be getting close to the desert's
entrance ... you think ...
Explore (5):
Top left, corner cliff rocks with grass (face up at rocks)
- A note nestled in the rock: "Found what appear to be ruins."
Upper left, center of quicksand pit (face any direction)
- A sand pit trap! Better get out while you can!
Center left, inner cliff rock with grass (face right at rock)
- A note nestled in the rock, but too worn away to read.
Lower left, center of quicksand pit (face any direction)
- Nothing seems to be here.
Bottom left, petrified rocks with grass (face up under rock)
- A burnt tree lies here. Must've been part of a bonfire.
@@@@@@@@@@@@@@@@@@@@@@@@@
Other (connection routes)
</pre><pre id="faqspan-11">
@@@@@@@@@@@@@@@@@@@@@@@@@
=======================================
Other (connection routes) Areas Summary
=======================================
WF1*
|
---RV3
|
RV2
|
RV1*
|
WR3
|
WR2 TE*
| |
WR1*--CRW---GP4*
|
SJ3*
|
SJ2---SJ1---WD1*
Other (connection routes) Area Map:
WF1* = Wargliss Fortress 1
RV1 = Ravine of Vulgazzo 1 (up to RV 3)
WR1* = Weld River 1 (up to WR 3)
SJ1 = Shark's Jaw 1 (up to SJ 3)
CRW = Crossroads of the World
TE* = Town Entrance (Rhoan)
GP* = Grana Plains 4
WD1* = Western Desert 1
- Total Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Weld River
- Weld River 1-3
Ravine of Vulgazzo
- Ravine of Vulgazzo 1-3
Shark's Jaw
- Shark's Jaw 1-3
- Areas to Return to:
- Weld River 2 (when get Ice Bolt)
- Ravine of Vulgazzo 2 (when you get Iron Beak)
- Shark's Jaw 2 (after getting Aegis)
- Items:
- WR 2: Frozen Ice Bolt (metalize tablet/Req: Ice Bolt)
- RV 2: Split Iron Beak (metalize tablet/Req: Iron Beak)
- RV 3: Stretchus (scan/flower)
- SJ 2: Lightweight Aegis (red metalize tablet/Req: Aegis)
- SJ 3: Silver Azel (scan/flower)
- Special Enemies:
- None (but spawn more at a time)
- Heal Pot:
- None
- Info
- This is a journey through the river crossing and mountain
range. Many winding paths will greet you with cliffs on
both sides. There are also places with cliffs on only one
side and sheer drop-offs on the other sides. You will be
crossing a vast flowing river with swift currents and
flighted enemies. Then up the mountain cliffs and ravines
and over the canyon bridge with a furocious guard. The
path leads past a dragon pup and up to Wargliss Fortress.
Take time to view the mountain scenery and scan the flower
and items along the way. Hurricane Spin for fun on the way
back down the mountain's winding paths.
==========
Weld River
==========
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Weld River
- Weld River 1-3
- Areas to Return to:
- Weld River 2 (when get Ice Bolt)
- Items:
- WR 2: Frozen Ice Bolt (metalize tablet/Req: Ice Bolt)
- Special Enemies:
- None
- Heal Pot:
- None
- Info
- Ahhh, mountain rivers ... cool crisp refreshing water, white
water rapids, water rock collecting, fishing, swift-moving
canoe trips, science experiments, amphibian studies, strange
cool bugs ... and Harpys swooping down to kill you, lol.
Weld River 1
------------
- Description:
- A river to the east of Rhoan that flows into the sea. It starts
from the mountain range that divides Kaleila and Waisen.
- Battle: Frog Man
- Scan: None
- Exits: Crossroads of the World/down, WR 2/up
- Extra Info:
- This is the bottom of the sand/gravel bed. Frog Man thinks
you taste good and will try to "lick" you.
Explore (4):
Lower center, sand below river gravel (face any direction)
- What's this sparkling thing? Must be a piece of glass.
Lower left, tiny pile of rocks (face any direction)
- Look into ... Is carved on the rock.
Center right, tiny pile of rocks (face any direction)
- Center ... Is carved on the rock.
Bottom center, tiny pile of mossy rocks (face any direction)
- Triangle ... is carved on the rock.
Weld River 2
------------
- Description:
- The river runs swift, but shallow. You can cross it only if careful,
but one wrong step, and who knows where you'll end up?
- Battle: Harpy
- Scan: Frozen Ice Bolt (Req: Ice Bolt)
- Exits: WR 1/down, WR 3/up
- Extra Info:
- Here the river opens wide and flows swiftly but you can cross if
you avoid or conquer the Harpies diving at you. There are many
large boulders in the river.
Explore (3):
Top left, giant boulder (face left towards the boulder)
- The rocks change the river flow, pulling you in.
Bottom left, giant boulder (face left towards the boulder)
- What a strong current. Large rocks interrupt its flow.
Lower right, giant boulder (face right at top of boulder)
- Something's carved on the rock! "The true power of Ice Bolt ..."
(Come back with the right Metalize!)
- Get Ice Bolt and come back at get Frozen Ice Bolt
- "The true power of Ice Bolt ... Now is the time to show it."
Weld River 3
------------
- Description:
- Long ago, this river once flooded, stripping the lush green earth of
its beauty and leaving it a barren wasteland. Oddly enough, it's
never once flooded since then.
- Battle: Dusk Spider
- Scan: None
- Exits: WR 2/down, Ravine of Vulgazzo 1/up
- Extra Info:
- This is the top sand/gravel bed of the river where spiders rustle
and dart at you.
Explore (3):
Bottom left, tall tree (very bottom edge of screen, face left at tree)
- This tree ... sorta looks like King Xenonbart.
Bottom right, log on gravel (face down on top of log)
- The last rain must've washed it up.
Center right, cliff wall above gravel (above cliff bend, face right)
- A deep fissure runs through it. Careful not to break it.
==================
Ravine of Vulgazzo
==================
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Ravine of Vulgazzo
- Ravine of Vulgazzo 1-3
- Areas to Return to:
- Ravine of Vulgazzo 2 (when you get Iron Beak)
- Items:
- RV 2: Split Iron Beak (metalize tablet/Req: Iron Beak)
- RV 3: Stretchus (scan/flower)
- Special Enemies:
- None
- Heal Pot:
- None
- Info
- This is a journey across cliff narrows on two mountains. Yes!
Rock repelling here we come! Winding trails, massively tall
trees, thin air, cool nights with your sleeping bag anchored
into the cliff walls, and adrenaline rushes! So, just how
tough are you? Can you handle these mountains or will you
learn a few lessons as you fall down the cliffs? Nature looks
soft, appealing, and irresistibly beautiful ... until you hit
it going many miles per hour, lol.
Ravine of Vulgazzo 1
--------------------
- Description:
- Across Weld River, you'll approach a canyon. Scholars believe the
canyon exists to naturally divide the kingdom and empire.
Transporting goods across is still the biggest problem.
- Battle: Harpy
- Scan: None
- Exits: Weld River 3/down, RV 2/up
- Extra Info:
- The cliff narrows wind in a snake-slithering fashion while
Harpies dive at you.
Explore (3):
Center left, edge of cliff curve (face left at edge)
- A fall from here and you're dead. Proceed with caution.
Upper right, tree growing out of cliff (cliff bend, face right)
- The trees growing here must have a strong will to live.
Upper center, cut rope by tree posts (edge, face left)
- The rope is cut. Careful not to fall down.
Ravine of Vulgazzo 2
--------------------
- Description:
- To allow fighting with other countries, the royal army built
a "lifeline" bridge over the canyon and fort.
- Battle: Minotauras
- Scan: Split Iron Beak (metalize tablet/Req: Iron Beak)
- Exits: RV 1/down, RV 3/up
- Extra Info:
- The cliff narrows are in an "H" shape going up the mountain
with a bridge over a deep ravine between two mountain tops.
The bridge is guarded by Minotauras.
Explore (3):
Center right, right end of bridge (face left or right)
- How did they manage to build this bridge?
Center left, center of bridge (face down while on bridge)
- It's too scary to even look down.
Upper left, left cliff wall by bridge (face left at cliff wall)
- Something's carved on the wall: "Oh, Iron Beak ..."
(Come back with the right metalize!)
- Get Iron Beak and come back to get Split Iron Beak
- "Oh, Iron Beak ... Show me your true power!"
Ravine of Vulgazzo 3
--------------------
- Description:
- The canyon is often blanketed in fog, making it impossible to see
in front of you at the worst []. Stories speak of soldiers who tried
to cross in the fog, never to return.
- Battle: Dragon Pup
- Scan: Stretchus (scan/flower)
- Exits: RV 2/down, Wargliss Fortress 1/left
- Extra Info:
- The cliff narrows wrap around the tip of the mountain to the left
while a Dragon Pup guards a flower and charges at you.
Explore (3):
Lower right, cliff edge below flower (face right on cliff edge)
- It looks bottomless from here. One fall, and you're dead.
Center right, rope guard above flower (face right at rope guard)
- Merchants often used this road, but weren't they afraid?
Center, upper cliff edge jutt (other mountain top view, face up)
- This is as high as you can go. What a great view!
===========
Shark's Jaw
===========
TE*
|
WR1*--CRW---GP4*
|
SJ3*
|
SJ2---SJ1---WD1*
Shark's Jaw
WR1* = Weld River 1 (up to WR 3)
TE* = Town Entrance (Rhoan)
SJ1 = Shark's Jaw 1 (up to SJ 3)
CRW = Crossroads of the World
TE* = Town Entrance (Rhoan)
GP* = Grana Plains 4
WD1* = Western Desert 1
* = Enter/Exit area connection
- Local Areas Included:
- Maps are in the order of my in-game Book of Prophecy
- Each of these individual maps are located below and include
tons of added information on each
Shark's Jaw
- Shark's Jaw 1-3
- Areas to Return to:
- Shark's Jaw 2 (after getting Aegis)
- Items:
- SJ 2: Lightweight Aegis (red metalize tablet/Req: Aegis)
- SJ 3: Silver Azel (scan/flower)
- Special Enemies:
- None
- Heal Pot:
- None
- Info
- This is a very welcome sight when you are coming into it
from the Western Desert. You finally will find water at
last. But you will have to figure out how to get to it.
You are walking on cliffs with more cliffs above you.
The oceans are far below and beautiful with rainbow
hues in the water sprays. Green grass and flowers can
be found all around. The scenery stretches for miles
far out into the seas and oceans. This is where all the
streams flow down into the waves that crash below. You want
to slip your body into the wet waves and feel the current
tugging you to and fro. Swimming freely and flowing with
the creatures of the deep. Twirling underwater as your
body is lighter than above with the water pressure
restricting fast movements in an eerie sort of way.
This is a different world you can travel to and still
be free to return to the surface to meet the ragged
cliffs. Ragged cliffs also mean scuba diving and
underwater cave exploring. This area's cliff formation
is in the shape of a shark's jaw for a reason ... so
be careful out there ...
Shark's Jaw 1
-------------
- Description:
- South of Rhoan lies the cape, which offers a clear,
unbroken view of its breathtaking sunsets. Couples
and lovers flock to this romantic getaway.
- Battle: Siren, Land Squid
- Scan: None
- Exits: SJ 2/down, Crossroads of the World - Rhoan/up
(Ocean/left, Large forest/right)
Extra Info:
- 5 enemies spawn when you enter the screen
Explore (3):
Center left, cliff jut with grass tuft (face left)
- The ocean breeze feels nice. Close your eyes and take flight.
Bottom center, small cliff jut with purple flower (face left)
- A small flower blooms. You remember it growing near Rhoan, too.
Top center, cliff dip with pink flower & light rays (face left)
- A small flower blooms. What's its name?
Shark's Jaw 2
-------------
- Description:
- From the sea, the cape looks like a shark with its mouth
wide open. The way the chin appears to be jutting forward
gives this place the name Shark's Jaw.
- Battle: Siren, Land Squid
- Scan: Lightweight Aegis (red metalize tablet/Req: Aegis)
- Exits: SJ 1/right, SJ 2/up
(Ocean/left, Small forest/right)
Explore (3):
Upper right, between two trees (face right)
- The plants here must be able to endure the salty air.
Center left, cliff jut with pink flower (face left)
- You can see the horizon. It must be beautiful at dusk.
Center left, 3 steps below pink flower (face left)
- A fallen piece of cloth: "Raise the Aegis."
(Come back with the right Metalize!)
- Get Aegis and come back here to get Lightweight Aegis
- How high up! A fallen piece of cloth:
"Witness the power of Aegis!"
Shark's Jaw 3
-------------
- Description:
- You'll arrive here after traveling due West of the desert.
Parched bodies and souls must see this place as a godsend.
- Battle: Siren
- Scan: Silver Azel (scan/flower)
- Exits: WD 1/right, SJ 2/left
(Ocean/bottom, Cliff/top)
Explore (4):
Top right, cliff dip (face up on bottom of wall dip)
- The eroded wall shows there used to be ocean here, too.
Bottom right, road peak (face down on top of road peak)
- Be careful not to slip and fall down.
Bottom center, road dip (face down on top of road dip)
- What's so wrong with gazing out at the ocean all day?
Top left, cliff peak (face up on bottom of wall peak)
- The many bubbles in the stone show the stone was made from lava.
======================================
Legal & Copyrights
======================================
Thanks to www.ign.com & www.gamefaqs.com for posting this.
Thanks to Nintendo/Nintendo DS, Marvelous Entertainment USA,
XSEED, Matrix, and MobiClip VideoCodec for creating, developing,
licensing, publishing, and further enhancing such a great game!
- All copyrights reserved
And, Thank you! to whoever or whichever team(s) made the complete
package of the character Ur! You made my day!!!
Opening Song: Title: Deep Forest
- Sung by Kana Yazumi
- All rights reserved
- Copyrighted
- Kana Yazumi singing song with Avalon Code
-
http://www.youtube.com/watch?v=F8tjohB5l90
- All rights reserved
Video of opening song with English words:
- Fandubbed by Aziral
-
http://www.youtube.com/user/StoopidMuffinMan
- Actual dubbed video
- English words sung by Jandy-Chu
-
http://www.youtube.com/user/TurkeyHamAndCheese
- Singer's website
- Absolutely angelic voice and very excellently sung
- Talent artists should check her out
This info was created solely by me in-game and with copyrights
as noted above and below with credit given.
Special thanks to RPT - my bud forever ;)
- Yes, still my bud
Big thanks to Nauni for doing Ur rejection scenes
- I owe you one, lol
The main guide includes EVERYTHING in one zip file (can easily be unzipped).
It has tons of extra info and tips and is located here:
http://faqs.ign.com/articles/111/1116838p1.html
OR an unzipped file is located here:
http://www.gamefaqs.com/ds/946197-avalon-code/faqs/60805
This info was written to help others to enjoy this game more fully.
I did not write this to gain any fame or fortune but I do mind if others
use my tested useful information to then create their own copyrighted
versions and thereby restrict the information I created to benefit all
fans of gaming.
Guides/Walkthroughs/Faqs/Lists take enormous amounts of time and effort.
This can be shared without penalty as long as this source is credited.
(You can share any of this information on any gaming board as long
as it is credited to Goldhorizon who is the creator of this guide).
Do not use this on paid sites or for monetary gain. This is to be free
referal access only.
Do not use this to create your own copyrighted version or mini-versions
of guides, walkthroughs, Faqs, lists, or to create any other copyrighted
information.
Enjoy! - Goldhorizon AKA Goldie
Copyright 2010 Goldhorizon
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* Avalon Code * Avalon Code * Avalon Code for DS * Avalon Code * Avalon Code *
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