*****************************************************************************
I. Introduction
*****************************************************************************
We are MysticWeirdo and zeldafannow also known by our real names
Warren Grieder and Mats Andersson.
This guide provides a miniwalkthrough for getting through the Proving
Grounds in Lost Kingdoms II.
We have previously written a Card/Item/Combo Collection and Boss Guide for
this game as well as a Card/Combo/Boss FAQ for the original Lost Kingdoms.
*****************************************************************************
II. Version History
*****************************************************************************
Version 1.03, July 03, 2005 11:13 GMT-6 DST. Updated copywrite
Version 1.02, Sep 05 2004 15:00 GMT-6 DST
<MysticWeirdo>Some updates to legal and contacts
Version 1.0101: very minor changes in the top
Version 1.01: June 19: Fixed strategy for Vouivres.
Version 1.0: June 6 2004: Original version.
*****************************************************************************
III. Proving Grounds
*****************************************************************************
What are the Proving Grounds?
=============================
The Proving Grounds are a 20 level dungeon that becomes available after
finishing the main story in Lost Kingdoms 2.
Each level of the proving ground consist of four large circular rooms
arranged in a square with hallways connecting the rooms forming the sides of
the squares. At the each end of the hallways there is one of: a door, a
grate, or a brick wall. The grates cannot be passed. The brick walls can be
destroyed with a weapon card.
Sometime when you travel down a hallway the door at the other end is already
open. This usually indicated that the next room contains a mandatory battle.
Except for the mandatory battles, you can avoid the monsters and head
straight for the exit.
The exit for each of the first 19 levels is a circular column of brick with a
few bricks shifting positions. The 20th and final level has an extra room in
the center where you fight the final opponent of the proving grounds.
2 Brine Dragons
4 Banshees
1 God of Destruction
4 Red Dragons
1 Amber Dragon
2 Capture Cards
1 Berserk Master
For the remaining cards you might want some extras of any of these cards
or any favorites you might have or cards your gathering experience for.
A Sprite or two for healing and a Decoy Pillar to distract enemies may be
useful.
StormtrooperBW addes this suggestion for your deck: "I think a staple needed
for Proving Grounds would be that Neutral Shadow Transform monster that makes
you turn into a shadow and go underground. Enemies don't notice you, so you
can easily slip past some of those very annoying monsters (like Fenril, for
example) or avoid some of the giant monsters in the final stages."
NOTE: The neutral shadow transformation card is Devata.
Walkthrough:
============
Unless a battle is mandatory, you primary strategy in the proving grounds
should be to run. Keep to the walls rather than cutting to the middle
of the rooms where you risk getting cut in the crossfire. If you manage
to get pinned against the wall, use the Red Dragon's Earth Break and/or
the Brine Dragon's Sonic Tail to attack the monster holding you in place.
This walkthrough provides directions for each level and a strategy for the
mandatory battles. A list of enemies found on each level follows the
directions for the level.
Level 1:
---------
You start in the southwest room. Go through the door to the north to go down
the hallway to the northwest room. Use a weapon card to destroy the brick
wall blocking the hallway to the east an go the the northeast room where
you'll find the exit to level 2.
Level 2:
---------
You begin in the northeast room this time. Go west through the door to the
northwest room, and then through the south door to the southwest room. Go to
level 3 through the exit here.
(Enemies: Wizard, Basilisk, Treant, Lizardman, Red Lizard, Venom Lizard)
Level 3:
---------
You start in the southwest room. Go the the east door to the south east room
and then through the north door to the northeast room. Here you must fight
two Fire Golems, a z-effected Brine Dragons Sonic Tail attack will one hit KO
them. Go through the door to the west to the northwest room where you find
the exit to level 4.
(Enemies: Fire Golem, Popgun Charlie, Hobgoblin, Matador, Orc)
Level 4:
---------
You begin in the northwest room. Head through the door to the south to the
southwest room, then through the door to the east to the southeast room, and
finally to through the north door to the northeast room. Go to level 5
through the exit here.
(Enemies: Valkyrie, Salamander, Fire Elemental, Demon Fox, Ashura, Great
Demon)
Level 5:
---------
You begin in the northeast room. Break the wall to the west to get to the
northwest room. Take the south door to the southwest room. Here you are
force to fight a Night Mare, a Tumblechick, a Mole Monster, and a Dragonoid.
A z-effected banshee will one hit KO all of these. Go through the door to
the east to go to the southeast room, where the exit to level 6 awaits.
(Enemies: Trickster, Tumble Chick, Cyclops, Mole Monster, Night Mare,
Dragonoid)
Level 6:
---------
You start in the southeast room. Go through the door to the north to the
northeast room and then through the door to the west to the to the northwest
room. Take the exit in the northwest room to level 7. (There are no grates
to block your way on this level so you can go the other way)
(Enemies: Juggernaut, Venus Spider, Bum Hagan, Stone Golem, Maelstrom )
Level 7:
---------
You start in the northwest room. Head south through the door to the
southwest room. Go through the east door to the southeast room. There's
another mandatory fight here, this time against four Vouivre. Run around
to lure there together and use a single z-effected Red Dragon's Earth
Breaker to take them out. Go the north door to the northeast room where you
can exit to level 8.
(Enemies: Blue Mold, Banshee, Earth Moray, Skeleton, Vouivre)
Level 8:
---------
You begin in the northeast room. Go through the west door to the northwest
room and then through the door to the south to the southwest room. Take the
exit here to level 9. (Like on level 6, there are no grate so you can go
the other way.)
Level 9:
---------
You start in the southwest room where you have a manditory fight against a
Caterpoker, a Circasaurus, an Acid Cloud, and a Carbuncule. Z-effected
banshees will take out the Carbuncle and Acid Cloud, and 2 Red
Dragon Earth Breakers will take out the Caterpoker and Circasaurus. Go
go through the door to the east and break the wall at the end to get to
the southeast room where you can exit to level 10.
Level 10:
---------
You begin in the southeast room. Go through the north door to the northeast
room. Continue through the west door to the northwest room and take the south
door to the southwest room. The exit to level 11 is in the southwest room.
(If there a Sleeping Giant in the center of a room on this level keep along
the walls to avoid being put to sleep, if that happened the elfs on this
level will finish you off before you awaken.)
Level 11:
---------
You start in the southwest room. Take the door to the north to get to the
northwest room. Here you need to fight 2 Archer Trees, a Chameleus, and a
Lycantrope. Use the Red Dragon's Earth Breaker on all of these. Try to
lure the Lycantrope and the Cameleus together so you can get them both at
the same time. There's a chance that they may respawn forcing you to kill
them again, z-effected Banshee will also take out the Archer trees if this
happens. Go through the door to the east to get to the northeast room and
take to exit to level 12.
(Enemies: Archer Tree, Plague Rat, Raflesia, Ghost Armor, Chameleus, Ghoul)
Level 12:
---------
You begin in the northeast room. Take the door the south to the southeast
room. Then take the door to the west to get to the southwest room. Then
take the door to the north to the northwest room. There a Mandragora King
guarding the exit so you might want to use a Z-effected Red Dragon when
you get close to it to avoid taking damage, and take out the pack of Fenril
that are likely nipping at your heals. Take the exit to level 13.
Level 13:
---------
You start in the northwest room. Break down the wall to the east and go to
the northeast room. Take the south door to the southeast room where you
can exit to level 14.
(Enemies: Rubber Froggy, March Hare, Tiger Mage, Octobush, Pazuzu)
Level 14:
---------
You start in the southeast room. Take the west door to the southwest room.
Here you have to fight a Red Dragon and a Brine Dragon. The Brine Dragon
can be taken out with a Z-Effected Amber Dragons Rocky Roar. For the Red
Dragon you can use a Z-effected Brine Dragons Sonic Tail followed by a
Banshee. Head out the north door to the northwest room and then to through
the east door to the northeast room. Exit to level 15 from the northeast
room.
Level 15:
---------
You start in the northeast room. Break the wall to the west to get to the
northwest room. Go through the door to the south to get to the southwest
room where you can exit to level 16.
(Enemies: Mermaid, Vampire Bush, Wraith, Baba Yaga, Asparas, Water Moray)
Level 16:
---------
You begin in the southwest room. Take the east door to the southeast room,
then the northdoor to the northeast room. The exit to level 17 is in the
northeast room.
(Enemies: Marid, Undine, Ice Golem, Demon Skeleton, Rock Hagan )
Level 17:
---------
You start in the northeast room. There's a Super Pumper by the door to the
south that you might want to eliminate with a Z-powered Banshee.
Take the door to the south and go the the southeast room. Eliminate the
two Super Pumpers in front of the exit and take it to level 18.
(Enemies: Super Pumper, Yin Yang, Mind Flayer, Octobush, Boom Monkey)
Level 18:
---------
You start in the southeast room. Break the wall to the west and go to the
southwest room. Break another wall to the north and go to the northwest
room. Take the exit to level 19 from the northwest room.
Level 19:
---------
You start in the northwest room. Go out the south door to the southwest
room and then through the east door to the southeast room. Here you fight
a Kraken and a Neuh. For the Kraken, use the God of Destruction's
Final Judgment follow by any attack. A Z-effected Red Dragon Earth Breaker
follow by a Banshee will take care of Neuh. Leave by the north door and take
the exit to level 20 from the northeast room.
(Enemies: Black Dragon, Demon Lord, Kraken, Nueh, Ryuhi, Fafnir)
Level 20:
---------
You start the final level in the northeast room. Go through the south door
to the southeast room, and then through the west door to the south west room.
Here your have a mandatory battle against the four god cards: The Golden
Phoenix, the Blue Dragon, the Great Turtle, and the White Tiger. This can be
a difficult battle but it doesn't need to be if you lead off with a Berserk
Master. This cause the gods to fight amongst themselves (just don't get to
close) and the Golden Phoenix will destroy itself. There should be one
weaken god left by the time the Berserk Master is exhausted. Use the
God of Destruction's Final Judgment and finish it off with any attack.
After defeating to gods go through the north door to the northwest room and
the go through the east door. Halfway down the hallway turn right and go
through the door to the center room. Here you face the final opponent of the
proving grounds, the Emperor. When fighting the Emperor, use z-powered
Banshees and quickly pick up some magic stones after each hit and then
retreat to a safe distance. After the 8th hit switch to capture cards, the
second capture card will capture it.
(Enemies: Steel Skeleton, Golden Phoenix, Blue Dragon, Great Turtle, White
Tiger, Emperor)
*****************************************************************************
IV. LEGAL
*****************************************************************************
This document is Copyright 2004, 2005 MysticWeirdo a.k.a Warren Grieder and
zeldafannow a.k.a mats andersson
All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.
Permission to host this document is given to the following:
GameFAQs
IGN
Neoseeker
Sites that DO NOT have permission and never will:
fuska.nu
cheats.de
CheatCC.com
Cheatindex.com
supercheats.de
This file may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission,
except GameFaqs, IGN or Neoseeker. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a
violation of copyright.
*****************************************************************************
V. Contact Information
*****************************************************************************
For suggestions and/or corrections for this guide please email:
{mystic.weirdo [at] gmail.com for MysticWeirdo or if you can't reach
me; zeldafannow.faq.contact.mail [at] gmail.com for zeldafannow}
The most recent version of this guide will be on www.gamefaqs.com.
Please check there before contacting us with additions/corrections.
*****************************************************************************
VI. Credits
*****************************************************************************
Thanks go to the following:
Activision and FromSoftware for making this great game.
Thank to StormtrooperBW for the addition of Devata to the deck.
GameFAQs for hosting this FAQ.
IGN for hosting this FAQ.
The enemy lists were populated with the data from the capture list
composed by zeldafannow in our Card, Item, and Combo Collection Guide