Taro's Quest - FAQ/Walkthrough
(Nintendo Entertainment System) (English)
Creation Date: 15 August 2017
Version: 1.0
File No. : NES-F-001
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Table of Contents
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1- Introduction
2- Game and Story
3- Basics
3.1- Overworld display
3.2- Overhead display
3.3- Standard menus
3.4- Character Status screen
3.5- Battle system
3.6- Buildings
4- Quest #1
4.1- In the beginning (Ninja Village)
4.2- The Gravekeepers
4.3- Princess Hanna
4.4- The Kabuki Samurai
4.5- Getting the Log Bridge
4.6- Crossing the River
4.7- The Great Yaksa
4.8- Road to Port Town
4.9- The Red Ring
4.10- Outfitting Hanna
4.11- Exploring the sea
4.12- Isles Town
4.13- The Green Ring
4.14- Snowbound
4.15- The Blue Ring
4.16- Happo Revisited
4.17- Dark Tengu's Lair
4.18- Handing in the Paper Work
4.19- Dark Tengu (Final Battle)
4.20- Wrap Up #1
5- Quest #2
5.1- A New Beginning
5.2- Oni
5.3- The Beach and the way under
5.4- What the Fudo?
5.5- Over the Bridge and Far Away
5.6- An Ax a Day
5.7- A Chopping We Will Go
5.8- Who the Fox?
5.9- Buddha, Need Some Armor?
5.10- Quest for Crest
5.11- Hey, Mr. Talisman
5.12- Wrap Up #2
6- Quest #3
6.1- Just Like Starting Over
6.2- The Minor Bosses
6.3- Goma Get Me Some
6.4- Wrap up #3
7- Bestiaries
7.1- Quest #1
7.2- Quest #2
7.3- Quest #3
8- Items
8.1- Weapons
8.2- Accessories
8.3- Clothing
8.4- Amulets
8.5- Other items
9- Spells
10- Orbs
11- Level System
11.1- Taro
11.2- Hanna
12- Version History
13- Legal Section
14- Credits/Thanks/Other Stuff
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1- Introduction
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This is my first ever FAQ/Walk-through for a role-playing game (RPG).
My original intention was to generate a sort of abbreviated strategy guide. I
had read what was available on the game (Japanese and English versions) and
came upon a number of things which were not covered by this documentation
during game-play. Some of these things, such as accessing Hanna during the
first quest, were significant enough, in my mind, to merit something more than
just a "cheat". This, especially since it seemed to have a lasting impact on
further game-play.
However, the good folks at GameFaqs turned down the mini-guide. So, here I am,
taking on this monumental task of putting together a full FAQ/Walk-through.
Let this be a lesson to you kiddies out there - go big or go home!
For starters, I will only be addressing the English version of the game. This
means that the three readily available quests will be covered in a numerical
sequence, as generated by the game. I specify readily accessible, because the
real "third" quest can be presumably unlocked by tinkering with the game's
programming values.
I did not attempt this, seeing as how it reportedly has some wacky effects on
the game and does not guarantee being able to complete it.
As a side note, the Japanese version has four quests, for which the first
three can be done out of sequence.
Onto the game...
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2- Game and Story
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This game is called Taro's Quest, when, in fact, it comprises three quests
(four in the Japanese version). Thus, the game should really be called Taro's
Quests...
Anyway, it was made by Jaleco Ltd. for the Nintendo Entertainment System and
was released in 1990.
The original version was only released in Japan. However, some well-meaning
soul has produced an English version of which I've managed to get a hold of.
Elements of the game will be commented on as they occur throughout game-play.
I will try to cover as much stuff as I can as I encounter it. There really
wasn't much in the way of side quests the first time I played through it.
However, I will make an effort and see what else I can come upon as I go
through it with a fine toothed comb this time around.
Let's dig right into this game...
The intro screen gives the option of starting a new game or continuing a saved
one. At this point, both options will lead to the same sequence.
There is next to nothing in the way of a back story. All you get is the
appearance of a sort of guide, that I will refer to as Sensei, who sits on a
mat and tells Taro :
"Taro, welcome back from your training mission. Thank you for rescuing
Princess Hanna.
By the way, monsters are planning something treacherous. Please protect our
country from them. Here, take this money to help prepare you for this
dangerous journey."
(Note that I will take the liberty of adding punctuation and correcting
grammar where I think it is necessary.)
And that is it.
You are on your way...
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3- Basics
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3.1- Overworld display
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Upon leaving the Sensei's palace, you are in the overworld. Get used to this
view. The vast majority of your travelling will be done in this fashion.
Apart from accessing menus, which are covered in section 3.3, you only need to
use the D-pad to navigate this aspect of the game.
Visually, you will see buildings, trees, grass, rocks (presumably mountains)
and plateaus (grass-covered mountains or hills). Further on, you will see
rivers, desert and the sea. These are pretty much the basic features of the
landscapes you will be travelling through.
For the sake of thoroughness, you cannot walk through mountains, plateaus,
rivers or the sea. You will, in some quests, acquire items that permit you to
get past some of these obstacles.
A building on the overworld can either represent a single structure or a whole
town. To enter a town or building, simply walk on it.
Caves and most other sites can also be accessed in the same fashion.
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3.2- Overhead display
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The overhead display is very much like the overworld one. However, the view is
much more up close and varies with your location.
Once again, you only need the D-pad to navigate through it.
Overhead displays are present in towns, caves and dungeons (any building with
a maze-like structure).
In towns, everything but buildings are an obstacle. Once again, to enter a
structure, simply walk onto it from the south side (door).
In caves and dungeons, everything but treasure chests are an obstacle.
Treasure chests, which can also be present in overhead town views, can be
opened by walking onto them and using the SEARCH option.
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3.3- Standard menus
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Whether in overworld or overhead view, you can always access the standard
menus by pressing A.
Once A is pressed, the view changes to display the vital statistics of usable
characters and the standard options available. Press B to return to the full
screen overworld or overhead view.
The vital character statistics displayed are level (L.), health (H.P) and
magic (M.P). The HP and MP numbers displayed are current values, not the
character's maximums. Refer to the character status screen for those values.
The options available are : TALK, MAGIC, ITEM and SEARCH.
TALK :
Press A to talk to any character Taro is facing during the game to begin a
conversation. If no one is present, you will get this message : "No person is
present." (Having Mr. Catfish in your party generates a couple of funny
comments on his part.) Following the conversation, or lack thereof, press A or
B to return to the options menu.
MAGIC :
At this point, pressing A will get you this message : "Taro can't use magic
yet!" Sadly, this is true. Taro gets his first spell at level 5, whereas Hanna
gets her first one at level 3.
However, once magic is available, simply select the spell you wish to use and
then, if applicable, the target you wish to use it on. Pressing A confirms the
choices and pressing B permits you to backtrack.
A little note on the differences in magic between Taro and Hanna. Hanna's
spells are all listed in her MAGIC option. For Taro, however, offensive spells
are obtained through the use of ORBS. And so, to use one of Taro's offensive
spells, one must open the MAGIC menu, select the ORBS option and then choose
which offensive spell to use, plus the spell's target.
ITEM :
Items can be acquired through purchase, by battling enemies, by finding them
in chests or by performing certain deeds. Using the ITEM option generates five
more options : LOOK, EQUIP, DROP, USE and TRADE. Here are their uses :
? LOOK : Permits you to take a look at character inventories. Select
which character's inventory to inspect. Press A to switch between
characters and B to return to the original menu.
? EQUIP : Activates a sub-menu asking which character's item you wish to
equip. After selecting the character, a sub-sub-menu asks which type
of item you wish to equip. The options are : WEAPON, ACCESSORY,
CLOTHING and AMULET. Take note that all items are character specific
and can only be equipped by either Taro or Hanna. Equipped items also
have effects on character attributes (STR, SPD, DEF, AGL or SKL).
- WEAPON : Weapons include knives, swords, bows, etc.
- ACCESSORY : Accessories include helmets, tiaras and similar objects.
- CLOTHING : Clothing includes armor, robes and cloths.
- AMULET : All amulets are identified as such in the game. (Ex. Amulet of the
Moon)
Upon making the selection for the type of item to equip, you are taken to a
screen which only shows that type of item in the character's inventory. A
circle shows which item is already equipped. Move the arrow to the item you
wish to equip and press A to select the item and B to confirm. Pressing B at
any other time permits you to backtrack.
? DROP : Activates a sub-menu asking which character's item you wish to
drop. Once the character is selected, his/her inventory is opened.
Circles indicate which items are equipped. Move the arrow to the item
you wish to drop (even equipped items can be dropped). Press A to
confirm dropping the item. (Note : there is no message asking
something like "Do you really want to drop this item?". This has, on
a couple of occasions resulted in my dropping items which I wanted to
hold onto. Vital quest items cannot be dropped. Dropped items cannot
be recovered. So beware!) Pressing B permits you to backtrack.
? USE : Activates a sub-menu asking which character's item you wish to
use. Once the character is selected, his/her inventory is opened. Use
the arrow to select which item to use. Some items can only be used in
certain situations, such as battle or in the overworld.
? TRADE : Activates a sub-menu asking which character's item you wish to
trade. Once the character is selected, his/her inventory is opened.
Use the arrow to select which item to trade. Pressing A automatically
sends the item to the other character's inventory, if there is a free
inventory slot.
Keep in mind, when you are dealing with items, that each character has only
nine usable inventory slots. This can pose a challenge at the beginning, when
only Taro is available, but becomes easier to manage when Hanna shows up.
SEARCH :
Using this option automatically searches the area upon which Taro is standing.
This option can be used anywhere in overworld and overhead views. It is also
used for opening treasure chests. I do not think that the direction in which
Taro is facing has any bearing on whether he finds anything.
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3.4- Character Status Screen
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The character status screen can be accessed whenever you are in overworld or
overhead view by pressing START. The following character information is
available on this screen :
? Picture and name;
? Level #;
? Money available (this is the total for the party);
? Total experience points;
? Maximum HP (as determined by the character's level);
? HP (current value when consulting the status screen);
? Maximum MP (as determined by the character's level);
? MP (current value when consulting the status screen);
? STR (strength);
? SPD (speed);
? DEF (defence);
? AGL (agility);
? SKL (skill).
The character attributes (STR, SPD, DEF, AGL and SKL) all have an effect in
how a battle will unfold.
Strength (STR) is the character's power. The higher the STR value, the more
damage the character will deal.
Speed (SPD) determines the character's turn in a battle. The higher the SPD
value, the better the chance of attacking before the enemy. High values also
permit either surprising an enemy or even dealing multiple attacks in one
turn.
Defence (DEF) is the character's defence rating. The higher the value, the
less damage an opponent will deal.
Agility (AGL) is the character's ability to evade attacks. The higher the AGL
value, the better chance of having the enemy miss during an attack. This does
not happen very often, regardless of the value. AGL can be considered a
secondary attribute.
Skill (SKL) is the character's ability to hit an opponent during battle. The
higher the SKL value, the better chance of landing a blow on the enemy. Some
weapons have particular abilities which manifest themselves more often with a
high SKL value. (Ex. Blade of Buddha's divine attack)
Note : Press the A button to toggle between Taro and Hanna and B to exit.
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3.5- Battle System
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The vast majority of the battles in this game are generated randomly by having
your characters walk about in both the overworld and in the caves and
dungeons.
Upon triggering a battle, the screen changes to show your characters' vital
statistics at the top, an image of the enemy and a message indicating the
enemy's name with a mention of its appearance. Press A to enter the main
battle screen.
Note that you never encounter more than one enemy at a time.
This screen comprises five options for Taro and six for Hanna. They are :
FIGHT, MAGIC, ITEM, RUN, DEFEND and PRAY (exclusive to Hanna). Here are their
descriptions :
FIGHT :
Self explanatory. Your character uses their equipped weapon to strike a blow
on the enemy.
MAGIC :
Permits your character to access a sub-menu where a spell is selected and then
a target is chosen. This is valid for healing, disabling and attribute
boosting spells. Remember to access the ORBS option in Taro's sub-menu to
select an offensive spell.
ITEM :
Gives access to the character's inventory, where items can be used for various
purposes. This includes both healing (ex. Fruit, Burger) and damage-dealing
(ex. Living Sword) items.
Take note that some weapons, such as the Life Bow, can be used as an item
during combat to restore some HP.
RUN :
This is an escape option. If the battle is not going your way, try running
away. I have not attempted this very often and so do not know the percentage
of success in actually fleeing.
DEFEND :
This option makes your character take a defensive stance whereby any damage
dealt by the enemy is reduced due to your character being more prepared for
the attack. I did not use this option at all and so do not know if it
increases the percentage of being able to avoid an attack.
PRAY :
This option is exclusive to Hanna.
It involves her praying to some deity or other in order to favour your
characters by a boost in some way. Right away, I can attest that this works
maybe 15 to 20 percent of the time. Not a huge percentage, I know, but in
prolonged battles, it can mean the difference between success and failure.
When it does work, the aforementioned boost can be to STR, SPD, DEF, AGL or
SKL. (There is also the possibility that some HP or MP will be restored
instead.) The kicker is that the boosts are cumulative throughout the battle.
So the longer the battle lasts, the better your characters will become if you
have Hanna praying regularly throughout.
Following the battle, there is the possibility that your enemy has dropped a
Tazura Chest which contains an item. You have the option of opening the chest
or not. (It is sometimes better not to open it.) Once the item is revealed,
you can decide if your party takes it and who carries it, if there is an
available inventory slot.
Finally, there is the indication of how many EXP and $ are earned and your
party is returned to either the overworld or overhead view.
Important note : When you successfully defeat a boss, your party's HP and MP
will be automatically maxed out after the battle. Use this to your advantage
whenever possible.
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3.6- Buildings
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With some exceptions, most of the buildings encountered in the game can be
entered. Below is a quick description of each type of building and its general
use.
Carrier Dog :
This place is like a warping service where Taro pays a fee to return to any
village he has already visited. This begs the question : Why don't dogs get
attacked in this world?
Gambling House :
As its name implies, you can double the amount of money you bet when you visit
this place. You need to wager on whether the combined value of the dice will
even or odd. So, it's a fifty-fifty deal.
Gates :
These structures look like stand alone gates and usually contain a boss.
Houses :
Ordinary houses cannot be entered.
Inns :
Inns are used to rest your party and recover any lost HP and MP to their
maximum values for your characters' levels. There are plenty of Inns dotting
the landscape in the first two quests, so finding one should not be a problem.
Inns are irrelevant in the third quest due to a loophole (intentional?) in the
game's configuration.
Item shop :
This is where you can buy and sell items, including weapons and armour.
Palaces :
Most palaces only contain one person who has information for Taro. Some
palaces are dungeons.
Shaman :
Enter here to save your journey or revive a character. Saving a game is free,
whereas reviving a character requires a fee be paid. (A little side note about
this Shaman character, her face is pretty much the same even when looked at
upside down.)
Also, if you try and revive someone before you get Hanna, Shaman answers this
: "But the person I can revive is only somebody you love! You still don't have
anybody like that..." Wow! Harsh, Shaman, pretty harsh!
Finally, as you leave the Shaman building, you are informed of the EXP
necessary to reach the next level. Always a useful thing to know.
Shrine :
Go to this building if an Evil Spirit is haunting one of your characters. You
can either have the resident monk use Cure on the afflicted character or buy a
Pure Water item for use in the field.
Weapons shop :
This is where your characters acquire weapons, clothing, amulets and
accessories. You cannot sell anything here.
Princess Hanna's Castle :
All quests begin and end here. This is also where you recruit Hanna. Once she
is in your party, you can come back here and rest for free.
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4- Quest #1
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4.1- In the beginning (Ninja Village)
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So, there you have it.
Taro is out on his own, having only 50$ in his pocket. No weapons, no armour.
Just him against the world.
Don't even try going back to the Princess Hanna's Castle! All you get is this
message from the Sensei :
"I'm confident you will succeed."
And he tosses you right back into the unforgiving world. (Notice that you are
on the northern path from the castle. The southern and western paths are for
the other quests.)
And what an unforgiving world it is!
Just getting to the first town without being annihilated will be an ordeal!
Well, with nowhere else to go, move to the northeast and then east to spot a
cluster of buildings and a single building. Walk on the cluster of buildings
and Taro is taken within Ninja Village.
Refer to the following tables to see which buildings are available and which
services they provide. Another table lists the people you will encounter (with
their location) and what they say to Taro.
NINJA VILLAGE - BUILDINGS
Building
Location
Item/service
Cash
value
Particularities
Inn
South-east
corner
Rest
4$
Restore HP and MP
Weapons shop
Southeast
corner
Shurikens
14$
Taro, weapon : +6 STR
Cloth
16$
Taro, clothing : +31 DEF
Robe
15$
Hanna, clothing : +26 DEF
Item shop
South-east of
the palace
Fruit
6$
Restores 20 HP
Smoke Bomb
8$
Used to escape most battles
Ninja Wing
30$
Returns party to the last town
visited
Shaman
Northwest
corner
Save / revive
6$
The fee is for revival.
NINJA VILLAGE - VILLAGERS
Description of person
Location
Information
Ninja in red
South of the inn
"Once upon a time, there were several
mystic orbs. But they've been dispersed over
the country. The monsters living in Torii are
keeping them now. Get the orbs first to fight
against the monsters."
Ninja in red
South of the weapons shop
"If you put your journey on record to scroll at
Shaman, you'll revive even if you die."
Ninja in red
Southwest of the lake
"When you have some experience, head
east to the gravekeepers."
Ninja in red
West of the lake
"Equip yourself well here."
Ninja in red
Southwest corner
"A carrier dog outside of this town will take
you anywhere once you've recorded your
journey in Shaman's scroll."
Man in green and black
House surrounded by water
"Taro! We need your help! The Secret Book
of Ninja has been stolen from us. Without it,
monsters and demons will destroy us. Taro!
Please get it back!"
"Taro! Please get the book back fast!"
Needless to say, use the inn if necessary and then head over to the weapons
shop to get some Shurikens and Cloth. This pretty much wipes out most of your
50$, plus whatever you made on the way over to Ninja Village. Take a moment to
equip your new items.
Record your journey at the Shaman. (I will not repeat this. RPGs are notorious
for needing to be regularly saved to avoid losing progress.)
Visit the item shop to stock up on whatever your budget allows and then talk
to everyone, including the guy in the green and black suit. Take note of any
important information and exit the village.
Oh, by the way, that single building to the east of Ninja Village is a Carrier
Dog installation that charges 10$. Right now, the only destination available
is Ninja Village. So, hold on to your hard-earned cash.
Now comes the part all RPG players either love or love to hate - grinding! I
suggest getting up to at least level 5, so that Taro can heal himself, before
moving on eastwards.
As Taro reaches level 5, there will be a short cut-scene :
"Suddenly, the was air filled with light, Buddha appeared!"
An image of Buddha with a raised hand appears.
"Taro, you may feel uneasy with the power of the sword alone.
I'll teach you Magic of Feed."
Taro got Magic of Feed.
"Your journey has just begun. Don't be discouraged and do your best."
A similar cut-scene will occur every time one of your characters acquires a
new spell.
Once you've had enough of roaming about Ninja Village, it is time to move
east.
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4.2- The Gravekeepers
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Go southeast of the Carrier Dog building and cross the bridge. Move east,
through the mountains, and follow the tree line till you come upon a trio of
buildings (Cluster #1).
OVERWORLD CLUSTER #1 - WEST OF GRAVEYARD
Building
Location in
cluster
Item/service
Cash
value
Particularities
House (Woman)
Southwest
Information
N/A
"Cross the river near here using the
Log Bridge."
House (Man)
Southeast
Information
N/A
"Up ahead is the Village of
Gravekeepers. One of the Orbs is
located near there."
Inn
North
Rest
5$
Restore HP and MP
The river in question is to the northwest, but you do not have the log bridge.
Simply hold onto this information. Let's concentrate on getting that Orb.
I hung around this area for a couple more levels, cuz you know that orb isn't
just going to be lying on the ground, waiting to be picked up...
When you are ready, continue east, through the mountains. Past some trees, you
will see desert and what appear to be gravestones. Cross the desert and
ignore, for now, the gate-like structure to the south. Instead, head for the
village to the northeast corner of the graveyard. A Carrier Dog place is
located just southeast of the village (15$).
This area is occupied by Wind Elementals, which are the toughest enemies
you've faced yet. These foes are a pain because they can use magic (Magic of
Evil Spirit). When successful, this spell causes Taro to be haunted by an evil
spirit which "sticks" to him and drains HP (5 HP per step). You know that an
evil spirit is haunting your party when you see a white tag next to the
character's name or there is a sort of fire ball following you in either the
overworld or overhead views. The latter is less apparent when Hanna is in the
party and the spirit is haunting Taro.
The evil spirit can be gotten rid of by three methods : casting the Cure spell
(which is a ways away in this quest, since only Hanna can acquire it), using
Pure Water or going to a Shrine to remove it.
TOWN OF GRAVEKEEPERS - BUILDINGS
Building
Location
Item/service
Cash
value
Particularities
Inn
Southwest
corner
Rest
6$
Restore HP and MP
Item shop
Southeast of
palace
Fruit
6$
Restores 20 HP
Smoke Bomb
8$
Used to escape most battles
Burger
20$
Restores 80 HP
Ninja Wing
30$
Used to return to last town visited
Cake
50$
To be given to a shop owner
Shaman
Northeast
corner
Save / Revive
0$ / 10$
Record journey / Revive character
Shrine
Southeast
corner
Cure / Pure Water
3$ / 5$
Eliminates Evil Spirit
Weapons Shop
Southeast
corner
Shurikens
14$
Taro, weapon : +6 STR
Spear
56$
Taro, weapon : +12 STR
Bow
30$
Hanna, weapon : +6 STR
Amulet of Uranus
32$
Taro, amulet : +30 SPD, +24 AGL
Amulet of the
Moon
28$
Hanna, amulet : +31 DEF, +41 SKL
TOWN OF GRAVEKEEPERS - VILLAGERS
Description of person
Location
Information
Woman in violet
Southeast of inn
"If you are followed by evil spirits, go to a
shrine to be cured or use Pure Water."
Woman in violet
West of weapon shop
"This is the Town of Gravekeepers. Beware
the evil lurking in the graveyard."
Man in green
Northeast of inn
"The Secret Book of Ninja was stolen from
Ninja Village."
Red Ninja
West of item shop
"Taro, the Head Ninja requests that you cross
the revier and meet Happo, a martial arts
master."
Woman in green
North of item shop
"Taro, why don't you go back to Princess
Hanna's castle once?"
"Don't attempt too much." (With Hanna)
Man in green and black
Northwest of palace
"I made a bridge to cross the river, but a
shopkeeper has taken it to clear my debt
with him."
Man in palace
Palace
"Welcome. The Secret Book of Ninja was
stolen by Dark Tengu, an evil monster with
tremendous martial arts skills. I can't help
you. You must recover the book on your
own."
In a nutshell, sell your Shurikens, get a Spear and an Amulet of Uranus.
Purchase whatever other items you may need. Visit the palace to advance the
story. Talk to the man in green and black to learn who has a bridge. Most
importantly, talk to the woman in green (near the item shop). She tells you to
visit Princess Hanna's castle.
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4.3- Princess Hanna
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Most documentation I've read pertaining to this game specifies in no uncertain
terms that Hanna is not available during the first quest.
Really?
If you've been following this walk-through, you've spoken to the woman in
green in the Town of Gravekeepers. Take her comment to heart and return to
Princess Hanna's castle.
As soon as Taro enters, he is greeted by the Sensei and these comments :
"Taro, perhaps you should take Princess Hanna with you. Surely, she can be of
some help."
Princess Hanna herself intervenes on her behalf :
"Taro, please let me go with you."
And there you have it! You've doubled your party and your inventory slots.
The Sensei closes out the discussion with his usual :
"I'm confident you will succeed."
However, this will be the last time you see that message (at least in this
quest), since any time you return to the castle from now on, you will instead
be greeted with :
"Welcome back. Now, take a rest."
Your HP and MP will be completely restored, free of charge. Having a princess
in your party does have some benefits!
Take time to hang around Ninja Village to equip Hanna with a Robe and bring
her up to level 5. Then it is back to the Town of Gravekeepers.
Note : From here on, it is quite possible that former walk-throughs do not
apply. I, myself have noticed significant changes during the first time I
completed the game by unlocking Hanna in the first quest. And, mind you, I had
gotten Hanna at level 23, when most of the quest was done. In the course of
this second completion, we all may be in for a surprise.
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4.4- The Kabuki Samurai
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In the Town of Gravekeepers, equip Hanna with a Bow and an Amulet of the Moon.
Now head southwards to the gate-like structure. By this time, in my game, Taro
was level 9 and Hanna was level 6.
The Kabuki Samurai looks like a blue fox, wearing a blue robe and hiding
beneath a pinkish cloth. He voices this challenge :
"Come on, boy! If you want to get this orb, defeat me!"
Ok.
Lay on the physical attacks and you should be done with this guy in about 3
turns. Taro does between 20-23 in damage and Hanna deals between 8-10. For his
part, Kabuki Samurai did between 3-6 damage and evaded a few attacks. His
total HP is 65 or less.
Kabuki's demise earns Taro the Orb of Thunder.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.5- Getting the Log Bridge
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Return towards the Town of Gravekeepers and go past it, to the northeast. You
will find a single building that is a shop. Enter.
The owner says :
"What? You want to have the Log Bridge back? Ha, ha, ha...Bring me some cake
and maybe I'll let you have it."
I recall that there was some cake for sale in the item shop of the Town of
Gravekeepers. Go back to this town, purchase the Cake and return to this shop.
Hand over the Cake to the shop owner and he answers :
"I like this Cake very much. Okay, I'll give you the Log Bridge."
Unfortunately, once you've acquired the Log Bridge, this shop becomes
unusable.
Go to the bridge near Ninja Village.
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4.6- Crossing the River
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From the eastern bank of the river, go north to the mountains and then proceed
east and around them, to the northwest. You will enter an area where enemies
appear to be boosted in comparison to what you've faced thus far.
This is a good place to grind to level 10-12 for Taro and 9-10 for Hanna.
Cross the river to its western shore by facing it where there is only a one-
step width (that tiny peninsula is a good spot) and use the Log Bridge. Once
across the river, visit the scattered buildings (Cluster #2).
OVERWORLD CLUSTER #2 - WEST OF THE RIVER
Building
Location in
cluster
Item/service
Cash
value
Particularities
Gambling House
Northwest
Gambling
20$
Earn $
Happo's House
West
Information
N/A
"Welcome, Taro. I'm Happo. I've
heard you are trying to recover the
Secret Book of Ninja from Dark
Tengu. He is more powerful than
you and will slay you easily. I'll give
you an ordeal, get back three magic
rings, then I will give you an item
that will help you defeat Dark
Tengu."
House (Man)
East
Information
N/A
"When you cross the river, beware
the Rock Monster."
House (Woman)
Northeast
Information
N/A
"You'll need a boat to journey
through the cave in the woods."
Inn
South
Rest
8$
Restore HP and MP
Really? No mention of the first ring's whereabouts?
Let's take a look at that cave in the woods.
Travel to the west and you will see what looks like a hole in the ground.
That is the cave (Cave #1). Enter.
Once inside, you find yourself in an overhead view. Walk to the north and
east. See that expanse of water? Taro cannot cross it just yet, but remember
it. Take note that the cave is populated by Ninja Dogs and Killer Bears. Exit
and return to the river.
Move to the northern tip of the river and cross to the east. You'll be on a
path between mountains.
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4.7- The Great Yaksa
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Follow the path to the east and north. Beware that you will encounter a Rock
Monster at the path's narrow point (sort of a mountain pass).
This is also the area where you will encounter the Wheel Golem. This enemy has
the tendency to drop an item called ???Fruit. Do not use this item, since it
is rotten fruit that causes damage to your character. The game indicates that
it does 15 damage. But when Taro used it, he actually lost 21 HP.
As soon as the mountains open to the east, continue along that path to reach a
collection of four buildings (Cluster #3).
OVERWORLD CLUSTER #3 - SOUTHWEST OF THE GIANT TREE
Building
Location in
cluster
Item/service
Cash
value
Particularities
House (Woman)
Northeast
Information
N/A
"A Bomb will destroy rocks that are
in your way."
House (Woman)
Southwest
Information
N/A
"The Red Ring is in a cave near
here."
Inn
Southeast
Rest
14$
Restore HP and MP
Item Shop
West
Fruit
6$
Restores 20 HP
Smoke Bomb
10$
Permits escape from most battles
Sickle
100$
Weapon for Taro, +9 STR
Ninja Clt
100$
Clothing for Taro, +48 DEF
Robe +1
110$
Clothing for Hanna, +47 DEF
Buy the Ninja Clt and Robe +1. The Sickle is not better than the Spear Taro
should already have.
At this point, it is recommended to get Taro up to level 14 or so.
When you are ready, go directly north from the Inn and enter the gate-like
structure.
The Great Yaksa is the second boss you will face in this quest.
He is a blue being with orange hair and a matching kilt. The Great Yaksa holds
a trident in his left hand and what appears to be a wheel on fire in his
right. He could be a mascot for the Detroit Red Wings NHL franchise.
Be prepared for a much more physical battle than the Samurai. I had stocked up
on some Eye of Vulcan items (which can be obtained from the Rock Monster)
during the latest grinding period.
Just as the Kabuki Samurai did, the Great Yaksa also challenges you with this
message :
"Come on, Boy! If you want to get this Orb, defeat me!"
Each character can start by using an Eye of Vulcan and then have Hanna cast
Strength on herself and Taro. That should make things easier. Following those
two steps, just keep attacking him, while keeping an eye on your HP and
healing as necessary.
The Great Yaksa should be much diminished and defeated by six or seven rounds.
Taro and Hanna had dealt an accumulated 120 points of damage before this boss
cried uncle.
The Great Yaksa's demise provides Taro with the Magic of Dark Mist, a second
Orb.
The Dark Mist is a kind of death spell which wraps an enemy in a dark mist and
then proceeds to defeat it. I used it at least six times before getting any
results.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.8- Road to Port Town
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
With the demise of the Great Yaksa, travel to the northwest from his lair. As
the mountains open up, you will notice a cave and one building. The building
is a Carrier Dog installation which charges 20$ per transport.
Enter the cave (Cave #2). Enemies within include Ninja Dogs and Killer Bears.
At the entrance, you are immediately presented with a split in the path. Going
left will eventually bring you to an impassable block in the passage. Instead,
go right to come across a wandering individual and a chest.
The man dressed in green informs Taro :
"Someone named Jirai is staying at a town far away from here."
Which town is he talking about? Well, I can assure you it isn't one we've
already visited.
Stand on the chest and use SEARCH to get a Star of Power. Using the Star of
Power during battle summons a guardian deity. This deity blocks all use of
magic by enemies during a battle.
Time to move on. To the north is a desert peninsula with a few trees. Not much
to see there. Go east, past the Carrier Dog shack.
By the way, your characters should each be about at least level 15 by now.
Follow the linear path through the mountains until the path widens and you
come upon a clearing. There will a single building in its centre. It's what I
call the Lonely Shop.
LONELY SHOP - FAR EAST OF CAVE #2
Building
Location in
cluster
Item/service
Cash
value
Particularities
Item Shop
N/A
Fruit
6$
Restores 20 HP
Smoke Bomb
10$
Permits escape from most battles
Burger
20$
Restores 80 HP
Ninja Wing
30$
Returns party to last town visited
Bone
200$
Incentive for transport to Port Town
Buy the Bone. You'll be needing it shortly.
Move to the northwest of the shop and go around the inlet. Then head west to
another lonely building. This is a Carrier Dog terminal that will only accept
bones as payment for travelling across the sea to Port Town.
PORT TOWN - BUILDINGS
Building
Location
Item/service
Cash
value
Particularities
House
North of Inn
N/A
N/A
Inaccessible
Inn
West of
entrance
Rest
15$
Recover HP and MP
Item Shop
West of
graveyard
Fruit
6$
Restores 20 HP
Smoke Bomb
16$
Permits escape from most battles
Gun Powder
30$
Deals 20 damage to an enemy
Burger
20$
Restores 80 HP
Ninja Wing
30$
Returns party to last town visited
Shaman
North of Inn
Save / Revive
0$ / 12$
Record journey / Revive character
Shrine
Northwest
corner
Cure / Pure Water
6$ / 8$
Cure of Evil Spirit / Buy Pure Water
Weapons Shop
East of
entrance
Shurikens
14$
Taro, weapon +6 STR
Sickle
100$
Taro, weapon, +9 STR
Ninja Bld
250$
Taro, weapon, +36 STR, +34 SKL
Gauntlet
80$
Taro, accessory, +26 DEF, +16 AGL
Ninja Mail
200$
Taro, clothing, +26 SPD, +70 DEF
PORT TOWN - VILLAGERS
Description of person
Location
Information
Man in green
West of entrance
"In the plain north of here is a strange man."
Man in green
North of entrance, near
middle
"This is Port Town. We can cross the sea on a
boat, but there isn't a sailor around right
now."
Man in green
Near graveyard
"I'm Jirai. You may have the bomb I hid near
the well. It will break rocks in the cave."
Ninja in red
West of Item shop
"Oyuu from Ninja Village went to find Kuri."
Woman in violet
Northeast corner
"You can buy a magical bow at a shop near
the town of Gravekeepers."
Needless to say, get the Ninja Bld, Gauntlet and Ninja Mail.
Next, speak to Jirai to learn the location of a hidden Bomb near a well.
Search to the south of the well near the weapons shop to obtain it. The bomb
is used to clear rocks that are blocking a path.
Also, take note of information pertaining to Oyuu, Kuri and a magic bow
(Hanna's most powerful weapon).
Now that you have a bomb, where did you see a rock that needed to be cleared
from a path. Yeah, Cave #2. But we first need to get out of this secluded
spot. Apparently, we need to find a sailor...
As you wander about the overworld, you will encounter your first enemy that is
immune to physical attacks - the Dream Eater. Use the Thunder orb to wipe it
out in one attack. Furthermore, this enemy drops a Tazura Box that may contain
an enemy - an Earth Bug.
Take note of the building to the east of Port Town. It is a Carrier Dog
terminal that charges 20$ for transport. You can use this facility to get back
to the town of Gravekeepers. However...
You see that bare patch of grass surrounded by trees to the north of Port
Town? Head over there to meet Mr. Catfish :
"Long time no see! You're in quite a fix without a boat. Leave it to me. I own
a submarine."
Your party now has access to a Submarine and can cross the sea. If you want to
try it immediately, walk to the east and go into the water. Yep, that red con
tower and periscope is the Submarine. This vessel has limitations, however. It
cannot navigate rivers and cannot pass through those blue and white swirls
which border the seas. But it can cross a tiny body of water in a certain cave
we walked through earlier in the game (Cave #1).
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.9- The Red Ring
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
With the acquisition of the Submarine and the Bomb, it is time to backtrack a
fair bit and clear up a couple of things.
First, go to Ninja Village, by using the Carrier Dog, and make your way to
Cave #1. It is to the northwest, past Cluster #1.
From the cave's entrance, make your way northeast and cross the lake. You will
most likely encounter your first water-based enemies in this area. The water
is infested with Great Vipers.
Once you reach the north shore, head west and use Bomb on the rock blocking
the path to the chest. Stand on the chest and use SEARCH to obtain the Sun
Mirror. This item is used to redirect sunlight.
Now leave this area and go to the east, back to the Great Yaksa's lair. Then
head for Cave #2 to the northwest. I suggest being at least level 16 at this
point.
Upon entering, take the corridor to the left and use the Bomb on the rock
blocking the passage. Follow the path to come upon four chests. They contain,
from left to right, top to bottom : 64$, Fruit, 150$ and a Ninja Wing.
Once you've collected these treasures, continue to the north and take the
stairs. On the next floor, proceed to the east and follow the winding passage.
Just as your party reaches the two chest at the end, a battle is triggered.
This sub-boss is a Dragon that informs Taro :
"Wait! The Red Ring is very close to here. But you must defeat me if you wish
to have it."
Start the battle by having Hanna cast Strength on both characters and then
concentrate on attacks and healing when necessary. I got lucky with a
lightning strike and the Dragon was gone in two turns. By the way, bagging
this bad boy nets your party 1 EXP and 37$.
Now head for those chests. The top one holds a Belt of Mage and the bottom one
contains the Red Ring. The Belt of Mage is an accessory for Hanna and has a
+32 SKL effect.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.10- Outfitting Hanna
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Now backtrack out of Cave #2. Once outside, make sure you have at least 550$
(which should not be a problem) and head south to Cluster #3. Then continue
east to cross an arm of the sea to reach two buildings on the eastern shore.
OVERWORLD CLUSTER #4 - SOUTH OF THE GIANT TREE
Building
Location in
cluster
Item/service
Cash
value
Particularities
House (Woman)
North
Information
N/A
"Life Bow gives you the power to
recover from fatigue. Use it
carefully."
Item Shop
South
Fruit
2$
Restores 20 HP
Life Bow
550$
Weapon for Hanna, +30 STR,
Restores 40 HP when used as item
The Life Bow is the most powerful weapon Hanna can get her hands on. Not only
does it give her +30 STR (a major step up from the wimpy Bow at +6), but when
it is used as an item (during battle only), the Life Bow restores up to 40 HP.
Unfortunately, you can only purchase one (you get an out of stock message if
you try to buy a second). Otherwise, Taro would also be able to hold one in
his inventory and use it as needed.
Also, take note of the price for Fruit in this shop. Not that we really need
Fruit anymore...
Now, you must have noticed that giant tree to the north. It is still off
limits at this point.
If you want, however, you can navigate that branch of the sea and travel
northeast until you pass the Town of Gravekeepers and encounter those swirls
that prevent further progress.
Instead, make your way back to Overworld Cluster #2. Once more, make sure you
have a hefty sum - 2500$ this time. From here, follow the river to its
northern end and enter the sea. Navigate directly north to reach an island
with a single structure on it.
This is an Item Shop that sells only one item - the Knoiti Clt. This clothing
carries a hefty price, but it gives Hanna +127 DEF and +80 AGL. It is the best
clothing you can get for her in this quest.
At this point, I would suggest hanging around the southern portion of the sea
and grinding til at least level 19.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.11- Exploring the sea
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
After a sufficient interval involving levelling up, let's take some time to do
a grand tour of the sea.
From the northern end of the river, reach the island where we purchased the
Knoiti Clt. To the southwest is a cove surrounded by mountains. So, there is
nothing to do there.
Travel up the western side of the island and continue west, along the rocky
coast, until you come to trees where your party can make landfall. Go to that
single building surrounded by mountains.
The place is occupied by an old woman who says :
"I'm the best divine in the country. You still lack experience. First, get
over the ordeal M. Happo gave you."
Needless to say, we'll need to come back here once we've acquired the three
rings.
Head back out to the sea.
Keeping on a westerly course, we encounter more of those obstructing swirls.
Follow this line of swirls for quite a while and you will wind up next to an
island with mountains that form a cross-like shape. The enemies in this area
are tougher than what you can handle at this point. This is another place
we'll need to come back to.
Keep following the swirls as they go north, east, north and east again. You
will eventually see a desert peninsula to the south. Keep going east and there
will be an icy mountain shore. Follow this shore as it goes south and east,
until you encounter more swirls. There is a spot to go on land, but we are not
ready just yet for this place.
In keeping with the tour, go to the southern and start going west. You will
eventually come upon the inlet where you needed a bone to have a Carrier Dog
take your party to Port Town. Continuing westwards brings you to the
aforementioned Port Town.
Proceed west from Port Town and you will navigate between a desert peninsula,
to the south, which leads to Cave #2 and the island mentioned two paragraphs
ago. Keeping to the rocky shore on the south side brings you full circle to
the island north of the river.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.12- Isles Town
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
So, where do we go next?
From the island with the shop, go straight north and reach the island with the
desert peninsulas. Land on the northern side of the island and walk to the
town (southeast cluster). This is Isles Town. The other buildings are a
Carrier Dog terminal (30$) and a castle.
ISLES TOWN - BUILDINGS
Building
Location
Item/service
Cash
value
Particularities
House
Southwest
corner
N/A
N/A
Inaccessible
Inn
West of
entrance
Rest
$25.00
Recover HP and MP
Shrine
Northwest
corner
Cure / Pure Water
6$ / 8$
Cure of Evil Spirit / Buy Pure Water
Weapons Shop
West of
entrance
Amulet of Mars
120$
Taro, +6 STR
Amulet of Venus
120$
Hanna, +9 STR
Swd of Falcon
1000$
Taro, weapon,
Robe +4
500$
Hanna, clothing, +26 DEF, +16 AGL
ISLES TOWN - VILLAGERS
Description of person
Location
Information
Man in green
Centre
"I saw several ninjas enter the castle lately.
The town elder went there, too!"
Man in green and black
Northwest corner
"Happo once battled Dark Tengu. He beat
Dark Tengu using the Sun Blade."
Man in green and black
Southwest corner
"My grandma is a fortuneteller. If you're in
trouble, go see her. She lives in the west."
Woman in violet
South of Inn
"Welcome to Isles Town."
Woman in violet
Southwest corner
"Someone else is trying to find the Secret
Book of Ninja. His name is Kuri."
If you want to make Taro a wrecking machine, get the amulet of Mars and the
Swd of Falcon. Stick with the amulet of the moon and the Knoiti Clt if you
want to keep Hanna filling a "White Wizard" role.
Plus, clearly we need to visit the castle and the Sun Blade is an important
element in defeating Dark Tengu.
I recommend grinding to level 20-21 before entering either the castle or the
boss lair (gate-like structure).
Here's a strategy that will pay off many times over. Get to level 20 and enter
the castle, but grind near the entrance. Slay Giant Bears until one of them
drops a Life Blade. This is the equivalent of the Life Bow, but for Taro. Note
that it only gives +38 STR, so don't bother equipping it. However, it can
restore up to 20 HP when used as an item in battle. You can put one in Hanna's
inventory and still benefit from using the Life Blade. Although, it is useless
if she already has the Life Bow, which restores 40 HP. (Refer to Section 4.10
- Outfitting Hanna.) This tactic also has the benefit of conserving your MP
for spells other than healing.
When your party is ready, enter the lair of King Tortoise located to the north
east of Isles Town.
This boss looks like Bowser on all-fours. You get the usual greeting :
"Come on, boy! If you want to get this Orb, defeat me!"
If your characters are at level 20 or higher, just plow into this Bowser
wannabe with physical attacks and use items or spells to heal when necessary.
Taro and Hanna will combine for 25-35 damage on this spiked turtle, while it
will generally do between 10-12 damage, with the occasional spike above 20, to
one character.
My battle lasted seven rounds, with total damage inflicted at 197. The
defeated Tortoise coughs up the Orb giving Taro the Magic of Fire Bolt.
Although Fire Bolt is a powerful attack (it deals 80 damage), there seem to be
many creatures that are immune to it. Either that or its hit ratio is very
poor. In this area, Giant Bears and Fighters seem particularly vulnerable.
Now let us storm that castle!
Take the eastern path and go north to the stairs. On the second level, go west
until you reach a chest. Search to pick up a Cursed Clt. This piece of
clothing gives +93 AGL. It isn't really worth it if you're going for power.
Backtrack to the entrance of the castle and take the western path to the
stairs. On the second level, go east and meet the guy that is loitering in
this castle full of enemies. He imparts the following wisdom :
"The Blue Ring is in the cave at Devil's Isle. You will need lots of
experience to go there."
Forget about the Blue Ring for now. It's time to acquire the Green Ring.
Note : I believe that the guy in the castle is actually referring to the Green
Ring. This, since the Green Ring is the one located on an island. Plus, the
Blue Ring is on a frozen continent.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.13- The Green Ring
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Make your way back to the island with the mountains that form a cross (this
island is most likely Devil's Island. See the note is section 4.12.). My party
was at level 22 by this point.
If you want to minimize enemy encounters, approach from the eastern end of the
cross and walk towards the centre. You'll automatically enter a dungeon. The
path is relatively linear, so just follow it as it zigzags in a southerly
direction.
The enemies you will come across are pretty much the same as within the Isles
Castle. They should be quite familiar to you at this point.
As you come to a split in the path, you can proceed east or south. Both
passages lead to the same place. Get to the chest and collect the Green Ring.
Then use the stairs in the southeast corner to exit the dungeon.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.14- Snowbound
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Where to go next...
Well, remember that eastern continent with snow-covered mountains? Head over
that way and follow the rocky coast until there is a gap in the mountains.
Make landfall and walk towards that lonely building. It is a Carrier Dog
terminal which proposes transport for 24$.
From this building, travel northwest and enter what looks to be a castle.
Welcome to Snow Town.
SNOW TOWN - BUILDINGS
Building
Location
Item/service
Cash
value
Particularities
Gambling House
Northeast
corner
Gambling
30$
50/50 chance of earning money
Inn
West of
entrance
Rest
20$
Recover HP and MP
Item Shop
Southwest
corner
Fruit
8$
Restores 20 HP
Smoke Bomb
18$
Permits escape from most battles
Burger
22$
Restores 80 HP
Ninja Wing
30$
Returns party to last town visited
Shaman
Southeast
corner
Save / Revive
0$ / 20$
Save game / Revive character
Shrine
Northwest
corner
Cure / Pure Water
6$ / 8$
Rids character of Evil Spirit
Weapons Shop
Southeast
corner
Sickle
100$
Taro, +9STR
Spear
48$
Taro, +12 STR
Shuriken +1
600$
Taro, +54 STR
Cloth
16$
Taro, +31 DEF
Iron Fur
700$
Taro, +96 DEF
SNOW TOWN - VILLAGERS
Description of person
Location
Information
Man in white and blue
Castle
"Welcome to snow country. I have heard you
seek the red, blue and green rings. Dark
Tengu knows this too. He is the one who
commanded monsters to attack you."
Man in green and black
Northwest corner
"Melt the ice with the Sun Mirror to get to
Oyuki's cave."
Man in green and black
Northeast corner
"Beyond the ice field is the cave where Oyuki
lives."
Man in green and black
Southeast corner
"The Blue Ring is in a cave where Oyuki lives.
Evil monsters have attacked that cave to get
it."
Woman in red
North of Inn
"I'm Oyuu from Ninja Village. I'm searching
for Kuri, but I've had no luck. Please help me
find him."
When it comes to shopping for weapons and clothing, the only thing worth
considering is the Iron Fur, which provides +96 DEF for Taro. In this case,
you would trade the extra SPD from the Ninja Mail for more DEF.
Also, in case you haven't been talking to the villagers (which you should
always do because it can trigger some events such as Hanna's availability),
it's time to find Oyuki's Cave.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.15- The Blue Ring
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Exit Snow Town and head to the northeast. Your progress will eventually be
blocked by a greenish striped area. This is supposed to be an ice field. Use
the Sun Mirror to melt it. (I guess it becomes some type of greenish slush.)
Walk through the melted ice and continue south, then east. Enter Oyuki's Cave.
You are greeted by a Djinn which declares :
"Ha-ha, you're a bit late...The cave has already been taken over by us!"
This cave is probably the most complex labyrinth yet, which isn't saying
much...
Begin by taking the path going north and follow it until you can go south to
collect the contents of the chest. It is a Paw of Wyvern. Backtrack to the
entrance and take the southern path. Keep to it until there's a small detour
for a second chest. This chest contains a Tiara. With a rating of +79 SKL, it
is the best accessory Hanna can acquire.
Return to the main path and continue north until you come to an opening in the
wall.
This is where you'll meet Oyuki. She greets your party with this message :
"Thank you for saving me. I will give you this Blue Ring to help you in your
quest for the Secret Book of Ninja."
If you attempt to speak to her again, she simply answers :
"Good luck."
However, remember this place.
Exit the cave and return to Snow Town to rest and recover.
Oddly enough, there isn't a Carrier Dog terminal directly next to Snow Town,
so you must trek back to the shore you landed on to use one.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.16- Happo Revisited
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Do you recall who sent you on this whole three-ring quest in the first place?
Yeah, it was Happo. Time to go back to Ninja Town and pay him a visit in that
cluster north of the game's first town.
As soon as you walk into Happo's house, you get this message from the elder :
"Well done! Take this weapon, the Sun Blade. It will help you defeat Dark
Tengu."
Actually, the Sun Blade is the only weapon that can physically damage Dark
Tengu. In line with that, the Sun Blade is the most powerful weapon that Taro
can obtain. Its effects are +88 STR and +40 SKL.
If you attempt to speak to Happo again, he says :
"I'm sure you must defeat Dark Tengu."
While we are at it, let's make another little detour.
Remember that old woman in the lonely shack on the southwestern shore of the
sea? (Refer to section 4.11 if needed.) It's time to see how she is doing.
As you enter the shack, she informs your party :
"I'm the best divine in the country. I can find you Dark Tengu's hideout.
Allow me to concentrate for a moment...Ohmmmmmmmm...I see something...A tree,
a big tree! You must cut down this tree with the Sun Blade."
If you don't remember where this big tree is, it is located directly north of
the shop where you purchased Hanna's Life Bow.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.17- Dark Tengu's Lair
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Head for the aforementioned big tree. Face the tree and use the Sun Blade. The
tree disappears and a cave is revealed in its place. I suggest being at least
level 23 before entering the cave.
Once inside Dark Tengu's cave, you are confronted with another labyrinth. A
dead-end lies to the west, so go east and then north to meet a ninja that is
loitering in this cave.
This is actually Kuri, who had gone on a quest to defeat Dark Tengu and
recover the Secret Book of Ninja. When Taro talks to him, he responds in this
fashion :
"Taro, I found the Secret Book of Ninja, but was severely wounded by Dark
Tengu. Take the book back to Ninja Village. Dark Tengu is too strong for you
to defeat..."
Go to the chest and claim the much talked about Secret Book of Ninja.
You are now faced with a decision. Do you push on deeper into the labyrinth
and face Dark Tengu now? Or do you heed Kuri's advice and turn back?
Being at level 23, it is probable that you could beat Dark Tengu in a long
drawn out battle, especially with Hanna at your side. However, there are a
couple more things we can do to make this easier.
I recommend turning back for now. Otherwise, go to Section 4.19.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.18- Handing in the Paper Work
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
With the Secret Book of Ninja in hand, return to Ninja Village and talk to the
man standing in front of the house on the lake. He will answer :
"The Secret Book of Ninja!!! You have recovered it!...Now I remember! Oyuki
has Ninja Amr. I think you can use it well."
If you talk to him again, he will simply say :
"Dark Tengu is very strong."
Where's Oyuki, you say?
She occupies the cave northeast of Snow Town. This is where we got the Blue
Ring.
Head that way and make your way through the cave anew. When you reach the
opening in the wall, Oyuki greets Taro with :
"Welcome back! I'll give you this Ninja Amr. It will help you a lot."
If you attempt to push the conversation further, all you get is :
"Good luck."
Ninja Amr is the best clothing Taro can acquire in this quest. Its effects are
+104 DEF and +34 SKL.
Your party is now ready for the final battle with Dark Tengu.
For my part, I continued grinding to max out the character levels for the sake
of completion of the levelling charts. If you wish to pursue the same
objective, I suggest hanging around Isles Town and the nearby castle. Sailing
the sea should also be adequate. As a side note, once your characters are
level 28, enemies tend to run away with increasing frequency, thereby making
it a pain in the butt to continue grinding.
Also, despite what the Shaman says about your next EXP goal for levelling up,
level 31 appears to be the maximum.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.19- Dark Tengu (Final Battle)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
If you aren't already there, return to the Giant Tree and once again use the
Sun Blade on it. Enter Dark Tengu's lair.
Make you way around the labyrinth (use section 4.17 if need be) to return to
Kuri's position. From Kuri's position, continue to the west and go north at
the next junction. (The western path leads to an empty chest.)
Follow the northern path, which is pretty linear, until you get to an orange
corridor going north, which seems to be a carpet with skulls on it.
From this intersection, going north leads to Dark Tengu. If you head south,
your party comes upon a pair of chests containing Gun Powder and a Burger. If
you head east, the first passage going north leads to a chest containing
Fruit. Following the previous path all the way east brings you to a room with
three chests (Burger, Pure Water and Fruit).
Once you've stocked up on whatever you need, return to the passage with the
orange carpet. Head into the opening at its northern end to initiate the
battle with Dark Tengu.
This quest's final enemy greets you with these fine words :
"Little Fool! The Secret Book of Ninja makes me all-powerful! Return it to me
at once!!"
You are permitted to chuckle a little in knowing that you've already unloaded
the book in question - if you've followed my advice.
Besides the fact that my characters are now at level 31, they were at level 25
or so the first time I fought this battle, I will use the same strategy now as
I did then.
Basically, since the only weapon able to deal damage to Dark Tengu is the Sun
Blade, Taro's role is to relentlessly attack. That's it. You can throw in that
Gun Powder if you want, but it will not be as effective as an attack.
As for Hanna, she has a supporting role that includes casting Strength on Taro
a couple of times at the beginning and then healing when necessary. Otherwise,
she should be praying every opportunity she gets. Here's why. When her prayer
is successful, which is probably once out of every ten tries, interesting
things happen. Firstly, your characters might recover either some HP or MP.
Secondly, they might get a boost in either STR, SPD, DEF, AGL or SKL. Even
more important is the fact that these boosts appear to be cumulative
throughout the battle.
That being said, in the first couple of rounds, Dark Tengu might deal as much,
if not more damage that Taro. However, as the boosts start to pile up, the
damage he inflicts will diminish as Taro's DEF gradually increases. Also, if
your party is lucky enough to get a few STR boosts, Taro's damage total will
rise accordingly.
Now, this is by no means an easy battle. Dark Tengu uses Feed a lot. I repeat
- A LOT! His MP seems to be limitless and his Feed spell seems to restore much
more than 20 HP. The advantage you have when he is using Feed, therefore using
up his turn, is that Hanna keeps praying and getting those boosts without
having to use her own MP. Also, do not forget to use Hanna's Life Bow, if
necessary, to conserve her MP.
Due to this repetitive nature of tactics, the battle winds up being long and
even boring. But, just stick to it and you will see Dark Tengu fall.
Here's how my battle went down :
? Total of 20 rounds.
? Dark Tengu used Feed 10 times.
? Hanna's Pray succeeded 2 times (SPD and DEF).
? Total damage done by Taro was 755.
? If Dark Tengu's Feed spell restores 20 HP (of which I am doubtful), his
total HP is 555 (755 damage - 200 restored HP).
Bear in mind that my party was maxed out at level 31. At level 25, I remember
the battle being at least twice as long...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
4.20- Wrap Up #1
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
As soon as Dark Tengu gives up the ghost, your party is whisked off to Ninja
Village. Once there, you are surrounded by a crowd of ninjas clad in red and a
few characters you've met during the quest.
There is nowhere to go and talking to the red ninjas simply yields :
"A splendid victory!"
Talking to the ninja in green (who I presume is Yuki) results in :
"You have the Ninja Village's eternal gratitude for defeating Dark Tengu. Oyuu
and I are going on a journey."
Yuki then moves out of the way and Taro can speak with Oyuu (I think) :
"Kuri has also returned safely. It's my turn to train myself as hard as the
princess did."
Finally, as she steps to the right, you get to speak to the village leader :
"Well done, Taro and Princess Hanna! There will be peace throughout the
country once again...By the way, did you know that I disguised myself as
Happo? Haw-haw!"
What?!?
I feel sooo betrayed!!
Following that series of exchanges, Taro and Hanna are portrayed walking hand
in hand on a beach as the sun sets. The accompanying text reads :
"The Secret Book of Ninja has been returned to its rightful owners, but the
journey of Taro and Princess Hanna is far from over."
And with this, you are returned to the initial castle.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5- Quest #2
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5.1- A new beginning
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
As the title of this section indicates, this is as if you are beginning anew.
Your party's characters are back to level 1 and all of your money and
equipment has been stripped away.
You are once more in the initial castle in the company of the guy I refer to
as Sensei. He opens the conversation with :
"Thank-you for retrieving the Secret Book of Ninja. I will record your journey
to the scroll.
Anyway, you must gain experience again to succeed in the next part of your
journey. Take a rest before that.
Bon voyage."
After you simply gloss over the fact that your sensei can now speak some
french, your party is then expelled from the castle and set upon the southeast
path.
You can always return to this castle to heal free of charge.
Talking about money, the Sensei does allow you to begin with 100$. Proceed to
the southeast to find a place to spend this cash.
TOWN OF INNS - BUILDINGS
Building
Location
Item/service
Cash
value
Particularities
House
Southwest
corner
N/A
N/A
Cannot enter.
Inn
Near
entrance
Rest
4$
Recover HP and MP
Item Shop
Northeast
corner
Fruit
6$
Restores 20 HP
Smoke Bomb
8$
Permits escape from most battles
Burger
20$
Restores 80 HP
Ninja Wing
30$
Returns party to last town visited
Shaman
South
(middle)
Save / Revive
0$ / 8$
Save game / Revive character
Weapons Shop
Northwest
corner
Shurikens
14$
Taro, +6 STR
Cloth
16$
Taro, +31 DEF
Robe
15$
Hanna, +26 DEF
Blade
36$
Taro, +10 STR
Bow
34$
Hanna, +6 STR
TOWN OF INNS - VILLAGERS
Description of person
Location
Information
Man in green
East
"It's terrible! Edo City has fallen to
monsters!..."
Man in green
Northeast corner
"A Carrier Dog outside of this town will take
you anywhere once you've recorded your
journey in Shaman's scroll."
Man in green
North of inn
"A priest in the east of town is looking for
someone who will wipe out the monster."
Man in green
North (middle east)
"Unfortunate soul! That man over there was
transformed by monster."
Man in green
North (middle west)
"You can get across the sea through the cave
on the beach."
Monster
Centre
"..."
Woman in green
Southwest corner
"There's a cave at the southern point of the
beach."
Oddly enough, the Town of Inns only has one inn.
Speak to all the people, including the monster (he doesn't bite), buy some
stuff and exit the town to start grinding to level 4 or 5.
Directly east of the town is a Carrier Dog terminal that will cost you 10$.
Beyond that, still to the east and south, is a Lonely Shop #2 which sells an
Egg Plant for 50$. Time to scrape some cash together...
Once you've acquired the Egg Plant, return to Town of Inns and seek out the
monster in the middle of town. At this point, using the Egg Plant permits you
to access a sound test (there are 24 different samples).
When you are done with the sound test, talk to the monster. It will eat the
Egg Plant and transform back into a ninja who has this to say :
"Thank-you. I'm Musashi. I went to Edo to destroy the monster, but was
transformed like that by him. I would help, but everything I owned was lost on
the beach."
Leave town and travel to a single building located to the southwest. It
contains some sort of monk who imparts this knowledge :
"Welcome! Edo City is being destroyed by Nyudo King. We need your help
desperately. A talisman exists which will drain the power of Nyudo King. You
must find this Talisman and bring peace back to Edo City."
And so the overall goals are outlined for this second quest. Find the Talisman
and use it to defeat Nyudo King.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5.2- Oni
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
From the monk's place, travel south and then east to reach a cluster of
buildings.
Overworld Cluster #5
Building
Location
Item/service
Cash
value
Particularities
House
East
Info
N/A
"You cannot go through the cave a
little away from here because fallen
rocks are in your way."
House
West
Info
N/A
"It is rumoured an Egg Plant will
restore those who were
transformed by the monster to their
original shapes."
Inn
North
Rest
5$
Recover HP and MP
Once your party has rested, head south and into the gate that forces an
encounter with your first boss : Oni. This guy seems like a rehash of the
Great Yaksa and can be pretty much dealt with in the same fashion. Attack,
attack and attack.
In my case the battle lasted 5 rounds and Hanna had to be healed once. Oni was
dealt a total of 62 points of damage and coughed up the Blizzard Orb upon his
defeat.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5.3- The Beach and the Way Under
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Before you progress any further, I highly recommend getting Hanna up to at
least level 7.
Now that Oni has been tamed, go west until you hit the beach. Keep going until
you reach the western shore and then head north. There is a single tree in the
area. Stand on it and SEARCH to reveal a Bomb.
Yep! This is the extent of everything Musashi claims to have owned. No wonder
he failed...Regardless, the Bomb will do for now.
From the tree, head southeast and enter the cave located in the woods. In
keeping what we've been accustomed to, this quest's first cave (Way Under
Cave) isn't any more complicated that the ones encountered in the first quest.
Take note that the enemies here are a few steps above what you've thus far
battled in this quest. It is recommended that your characters be at level 5 or
6.
Upon entry, you'll see a path to the southwest (which is blocked by rocks) and
an opening to the north. The opening to the north leads to a series of dead
ends. Go southwest and use the Bomb on the rocks. Continue west and the path
opens up to an area occupied by two people and three chests.
Let's meet those peeps.
The man in green says :
"There aren't any brave warriors travelling to Edo City anymore."
(Well that certainly helps. Maybe they should make sure that the passage is
free of rocks instead of complaining.)
For her part, the woman in violet reports :
"We also fled from Edo City."
Yeah, well, if you need me, I'll just be rooting through those chests.
Speaking of which, the northern one contains Fruit, the western one a Smoke
Bomb and the eastern one a Spear. This weapon is better than the Blade, so
have Taro equip it.
Return to the junction and follow the southern path to meet a ninja in red. He
offers another scintillating bit of dialog :
"This cave isn't very safe these days."
Push past the ninja and to the west to reach another chest. This one yields
Pure Water.
Now head for the stairs that are to the south and exit this forsaken place.
Your party appears on a new land mass across the sea. Travel south and east to
come upon a loose cluster of buildings.
Overworld Cluster #6
Building
Location
Item/service
Cash
value
Particularities
House
North
Info
N/A
"Fudo Town is located in the south."
House
Centre
Info
N/A
"It's unbelievable! Nyudo King is
bigger than Mt. Fuji."
Inn
South
Rest
8$
Recover HP and MP
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5.4- What the Fudo?
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
We obviously now need to get to Fudo.
You should also be made aware that this area promises many encounters with the
most annoying enemy thus far...the Parasol Claw! If you haven't already
encountered it, you're in for a bad joke by this game's programmers!
The Parasol Claw is well above your characters' abilities at this point. It
will easily dodge half your attacks and itself deal 15-20 damage per turn,
depending on your characters' levels. It can cast Evil Spirit, hence the
reason for getting Hanna to level 7 (Cure spell). It can also use Magic of
Puppet and Leech. Plus, it has over 140 HP. (Really!! This early in the
quest?!)
You almost have to treat it like a boss battle every single time. Get Hanna to
use Reinforce and Pray while Taro hacks away at what looks like a cross
between the Grinch and a deformed lamp. The upside is that this thing is worth
26 EXP and 80$.
Yeah, you should run from this Claw whenever possible...Maybe even backtrack
to Overworld Cluster #5 and grind some more. However, that option is painful
at 2 or 3 EXP per enemy.
I stayed close to Overworld Cluster #6, particularly the inn, and boosted my
characters to at least level 10 before going forward. This is crucial, because
at level 9 Hanna can cast Seal to counter the Parasol Claw's magic. This
dramatically reduces the time those battles require. And then, when Hanna
reaches level 10, she receives Dispel. This is a kind of death spell which is
very handy when dealing with that frustrating enemy.
When ready, ignore the bridge to the east and travel west, around the
mountains and south. Once you've gone through the narrow mountain pass, keep
going south until you see what appears to be a castle. That is Fudo Town.
There is a Carrier Dog facility (12$) to the east. Enter Fudo.
FUDO TOWN - BUILDINGS
Building
Location
Item/service
Cash
value
Particularities
Inn
Southeast
corner
Rest
8$
Recover HP and MP
Item Shop
West of
entrance
Fruit
6$
Restores 20 HP
Smoke Bomb
8$
Permits escape from most battles
Burger
20$
Restores 80 HP
Ninja Wing
30$
Returns party to last town visited
Shaman
Southwest
corner
Save/Revive
0$/10$
Saves progress/Revives character
Shrine
Northwest
corner
Cure/Pure Water
6$/8$
Removes Evil Spirit/Purchase Pure
Water
Weapons Shop
Southwest
corner
Chain Male
100$
Taro, +78 DEF
Robe +1
150$
Hanna, +47 DEF
Broad Ax
240$
Taro, +32 STR, Reduces available MP
Amulet of Uranus
36$
Taro, +30 SPD, +24 AGL
Amulet of the
Moon
34$
Hanna, +31 DEF, +40 SKL
Take note that equipping the Broad Ax will reduce Taro's available MP in a
significant manner. At level 12, it goes down from 37 to 9. Although the +32
STR looks appealing, I avoided the Broad Ax due to the MP loss.
FUDO TOWN - VILLAGERS
Description of person
Location
Information
Man in green
East of Shrine
"I hear that some descendants of the Fuma
family who originally defeated the monster,
still remain."
Man in green
South of castle
"A powerful weapon was kept in this castle.
It is called the Enma Blade."
Man in green
South of Weapons Shop
"There is a wooded area beyond the
mountain where the monsters live."
Man in green
Southwest of Item Shop
"Welcome to Fudo Town."
Man in green
West of Inn
"A man named Mr. Fox is living near here. He
is rumored to be the person stealing from
this town."
Woman in violet
Entrance
"If you are followed by Evil Spirits, use Pure
Water of go to a Shrine to be cured."
(This advice comes a little late, no?)
Woman in violet
North of Item Shop
"You're going to Edo to destroy the monster?
How brave!"
When you're done buying stuff and yakking it up with the villagers, enter the
castle to have a brief conversation :
"Please...We beg of you! Defeat Nyudo King, or he'll devastate our country. I
wish I could give you the Enma Blade, but it was stolen by someone. If you
find it, take it with you."
Well! So much to thing about...
If you travel directly northeast from Fudo Town, your party will come upon a
lone house. Enter it to meet the presumed Mr. Fox. He does not greet you in a
cheerful manner :
"How dare you accuse me of being a thief! Impudent help!"
I surmise that he meant to say "whelp". Also, one can't help accusing someone
of being a thief if they act and dress like one (dark clothing and masked
eyes).
There isn't anything else to do in this area. Return to Overworld Cluster #6.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5.5- Over the Bridge and Far Away
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Cross the bridge and go south. Follow the narrow path until you spot a
building to the northeast. It is a Gambling House that requires a 10$ ante.
Continue to the northeast to come upon a cluster of four buildings. This is
Valley Town.
VALLEY TOWN - BUILDINGS
Building
Location
Item/service
Cash
value
Particularities
Carrier Dog
South
Travel
16$
Return to any town previously
visited
House
West
Info
N/A
"A long time ago, there lived a family
known as Fuma who were weapon
collectors. It has been told they hid
their large collection in a cave
somewhere."
Inn
North
Rest
14$
Recover HP and MP
Shaman
East
Save/Revive
0$/18$
Saves progress/Revives character
I loitered around Valley Town til level 15. By that time, Hanna had learned
Feed UP and battling the Master Ninja became much less problematic. Also, if
you slaughter enough Dirt Golems, one of them should eventually drop a Sword
of Luck (Taro, +34 STR, +37 DEF). This is a very good upgrade compared to the
Spear and a healthy alternative to the Broad Ax.
With level 15 attained, I then directed my party to the east, where there is a
gate waiting to be explored. Upon entering, you are confronted with the Demon
Spider. As before, Taro hacks away at the boss, while Hanna uses Reinforce on
each character and then prays or heals as necessary. Her attacks are pretty
useless against this enemy.
My battle lasted seven rounds, with a total of 138 damage being dealt to the
Demon Spider. Upon its demise, it leaves behind Magic of Sutra. This is
another type of death spell that can be used by Taro. However, it doesn't
appear to be too efficient.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5.6- An Ax a Day
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
To the north of the Demon Spider's gate is a giant tree. If you walk into the
right side of the tree, you end up in a town populated by monsters. Hence, I
refer to it as Monster Town.
MONSTER TOWN - BUILDINGS
Building
Location
Item/service
Cash
value
Particularities
House
East (middle)
N/A
N/A
Inaccessible
House (Boss)
Northwest
Kettle
N/A
Battle (see below)
House
Southeast
corner
N/A
N/A
Inaccessible
House
West (middle)
N/A
N/A
Inaccessible
Inn
North
Rest
14$
Recover HP and MP
Weapons Shop
Northeast
corner
Battle Amr
580$
Taro, +80 DEF
Robe +3
260$
Hanna, +96 DEF
MONSTER TOWN - VILLAGERS
Description of person
Location
Information
Monster
East (middle, next to house)
"These days, we are often wrongly accused
of being evil monsters."
Monster
Enclosure (guarding)
"Without permission of my boss, I can't give
you the contents of the Tazura Box."
Monster
Enclosure (inside)
"Search just south of the pond. There is an
item there that will help you."
Monster
Southeast corner (next to
house)
"The boss of this village owns a very unusual
kettle."
Monster
Southeast corner (next to
well)
"You must have the Crest of Fuma to pass
through the Cave of Fuma."
Monster
West (middle)
"Nyudo is dangerous. Be on your guard."
When you've talked to pretty much everyone, including the monster guarding the
enclosure (and yes, you can suddenly speak monster...), purchase any upgrades
and head to the northwest house. This abode belongs to the boss and contains
some sort of rebel Kettle against which you enter battle as soon as Taro
enters the house. The name says it. Your foe is an animated kettle which
appears to enjoy licking the floor. Maybe it's like an ancient Roomba gone
rogue...
The Kettle is fairly strong. It can inflict between 14 and 20 damage. My party
fought for 4 rounds and inflicted 99 damage upon the Kettle before it became
docile and the Boss made an appearance. The Alien lookalike seems peeved (Why
doesn't this guy take on Nyudo?) :
"No one has ever defeated my Kettle before! Examine the Tazura Box."
So you now have permission to access the enclosure and search the Tazura Box
within.
Return to the monster guarding the enclosure. This time, when you talk to it,
the reply will be :
"Cut trees down with Ax to clear your path."
Search the green chest to claim the Ax and do not forget to speak to the
monster within the enclosure. Heed its advice and walk around to the pond's
southern shore. Walk to the south of the tree on the shore and enter a hidden
cave. This area contains eight chests. The contents of the top row, from left
to right, are : Burger, Gun Powder, Bugle and Laugh-Gas. The contents of the
bottom row, from left to right, are : Eye of Vulcan, Robe +2, Fruit and
nothing.
A short note on the Bugle. This is an item that, when used during battle,
increases the PWR of your characters. Thereby permitting them to deal more
damage. Since there is no PWR statistic, I suspect that it should be STR.
By the way, remember that comment about using an Egg Plant to transform people
back into their original form? I backtracked and purchased a second Egg Plant
in an attempt to restore some of this town's monsters. Did not work...I guess
they really are monsters. Yikes!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5.7- A Chopping We Will Go
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Return to Valley Town. Head south and follow the mountains as your party first
goes southwest and then southeast until your progress is blocked by a large
tree. Use the Ax on it and continue following a path that leads south. You
will come upon a cave.
Your party can enter, but further progress is blocked by guards who demand :
"Who are you?! People like you never come here. Leave immediately!"
This is Fuma Cave. Remember it. We will come back when we have acquired the
Fuma Crest.
Backtrack to the Gambling House and travel north. (Just like the rocks that
you bomb in the caves, the trees you chop always reappear...) Follow the path
to another large tree and give it a whack with your new Ax.
By the way, if you're like me, you are probably wondering when you will get
the submarine and start wandering those high seas again. The short answer is
you won't. There is no seafaring in this quest (or the third one for that
matter). Nope, no delightful Mr. Catfish to yak it up with when there isn't
anyone else about. Sigh...
Once past the large tree, take the first path going east and then northeast to
reach the Lonely Shop #3.
LONELY SHOP #3
Building
Location
Item/service
Cash
value
Particularities
N/A
N/A
Fruit
6$
Restores 20 HP
Ninja Wing
30$
Returns party to last town visited
Burger
20$
Restores 80 HP
Helmet
100$
Taro, +18 DEF, +20 AGL
Tiara
100$
Hanna, +79 AGL
Purchase those accessories and go back west, to the shoreline, and continue
travelling north.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5.8- Who the Fox?
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
You will soon come upon a house that is occupied by a real fox. This critter
reports :
"Three steps north of Mr. Fox's house is a place that should be searched."
Return to Fudo Town and make your way to Mr. Fox's house. Stand three steps
north of his house and SEARCH the ground to uncover the Enma Blade. Equipping
this blade will give Taro +30 STR and +31 SPD. Personally, I preferred
sticking with the Sword of Luck for its DEF bonus.
Re-entering Mr. Fox's house to confront him with the evidence of his thieving
ways is useless.
Make you way back to the house with the actual fox. Speaking to the fox anew
does not yield anything fresh.
Travel east, through a small patch of desert, before turning north and then
west. Go through another desert patch and veer north to reach a wide clearing.
Notice the single patch of grass among the trees to the west. Go to it and
your party will enter a hidden location that is occupied by a bearded man in a
black robe. Talking to him results in :
"Come back again when you have Amr of Buddha."
Another detail to file away for later.
Travel east.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5.9- Buddha, Need Some Armor?
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Journey east, through a desert landscape with a multitude of gravestones, to
reach Overworld Cluster #7.
Overworld Cluster #7
Building
Location
Item/service
Cash
value
Particularities
House
North
Info
N/A
"We have gathered here to defeat
the monsters, but without the
Talisman, we are helpless."
House
Northwest
Info
N/A
"I've been waiting for you. A priest
in Town of Fuma a little bit away
from here is holding the Talisman.
But the Talisman alone won't save
you. You'll need a special weapon,
also without it, you can't possibly
succeed."
House
South
Info
N/A
"By holding the Talisman, you shall
be protected from the evil magic of
Nyudo King."
Inn
East
Rest
15$
Restore HP and MP
From Overworld Cluster #7, travel south on a fairly linear path that will take
you to a gate. Do not enter it right away. Continue south to reach the Town of
Fuma. Just south of that is a Carrier Dog terminal which charges 30$ for
travel.
TOWN OF FUMA - BUILDINGS
Building
Location
Item/service
Cash
value
Particularities
Castle
North
(middle)
Labyrinth
N/A
See comments below
House
Northeast
N/A
N/A
Inaccessible
Inn
Southeast
Rest
15$
Restore HP and MP
Shaman
Southeast
Save/Revive
0$/20$
Save progress/Revive character
Shrine
Northeast
Cure/Pure Water
8$/10$
Eliminate Evil Spirit/Buy Pure Water
Weapons Shop
Southeast
Blade
34$
Taro, +10 STR
Moon Blade
1000$
Taro, +50 STR, + 54 SKL
Cloth of Mage
800$
Hanna, +77 DEF, +48 SKL
Amulet of Mars
100$
Taro, +16 STR, +42 SPD
Amulet of Venus
100$
Hanna, +16 SPD, +21 SKL
TOWN OF FUMA - VILLAGERS
Description of person
Location
Information
Man in black
Middle
"A king - a descendant of the Fuma family -
used to live in the castle. No one lives there
now. The king possessed the Enma Blade."
Man in black
Northeast
"I'm sorry. I gave the Talisman to a group of
travellers. They swore they would defeat the
monster and headed towards Edo City."
Man in black
Southeast (entrance)
"A descendant of the Fuma family still
resides in the cave. He still has the weapons
his ancestors used."
Man in green
North of Inn
"There used to be a king living in this castle.
He was a descendant of the Fuma family. I'm
not sure who lives in the castle now."
Man in green
North of Weapons Shop
"Days ago, Samurai Musashi attacked Edo
City. I'm not sure what happened after the
battle."
Man in green
Southeast
"This is the Town of Fuma."
Man in green
West (middle)
"I hear there's something valuable still in this
castle."
If you want to make Taro an offensive powerhouse, go with the Moon Blade and
the Amulet of Mars. To balance that, you might want to keep Hanna as defensive
as possible by not changing any of her equipment.
Following your tour of the town (we will get to the castle later), head north
and enter the gate to encounter another boss - the Demon Knight.
The Demon Knight looks like a flying monkey from the Wizard of Oz that didn't
make the cut because he had two extra arms instead of wings. All four of his
hands are wielding short swords. Anyway, it's time to demolish whatever ego
this blue critter may have.
You know the pattern by now. With my party being at level 16, Taro attacks
while Hanna uses Reinforce, the Bugle and Pray, with the occasional Feed or
Feed Two. With this sequence, my battle lasted 8 rounds and the Demon Knight
bid good night after taking 162 damage. Upon his demise, he left behind the
Orb of Atomic.
Atomic is an interesting spell, in the sense that it deals 100 damage to an
enemy and 25 damage to each party member.
Now for Fuma Castle.
Upon entry, you immediately realize that it is another one of those
preschooler labyrinths. Follow the linear path until you can access the chest
(Anex Card). I am not sure what this Anex Card does.
Return upon the original path and continue north until you reach the entrance
to another room containing a chest. As you enter the room, your party triggers
a battle with another boss - Kabuki Man. This one looks like an evil doll
which is having a bad hair day and is attempting pull its hair straight down.
It voices its glee :
"Hee hee. Another delicious human is trapped."
(Uh, sure. Yeah. Trapped.)
Once more, assume the usual tactical positions - Taro on offence and Hanna on
defence. My battle lasted 10 rounds, with my party dealing out 168 in damage.
The Kabuki Man dropped Shuriken (Wow! I really needed those!).
With the Kabuki Man pushed off the stage, check out the chest to acquire Amr
of Buddha. Leave the castle and make your way back to that empty patch of
grass in section 5.8.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5.10- Quest for Crest
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Back at the lonely patch of grass, enter it and speak to the man in black. He
has this to say :
"Stand on the bridge, and the Crest of Fuma will be with you."
Do as indicated and you get this message :
"Suddenly, light streamed from the Amr of Buddha. And the water was bathed in
its light. Suddenly emerged from the pond...the Crest of Fuma."
Do you remember where to use that crest? Yep, the Cave of Fuma. Let's head
over there. In fact, if you talk to the guy in black again, he will confirm it
:
"Take the Crest of Fuma and go to the Cave of Fuma."
This time, when you enter and encounter the guards, you get a friendlier
message :
"Deep inside this cave, you'll find weapons for destroying the monsters."
After imparting this wisdom, the guards will part and permit access to the
cave. Get ready for a fairly long walk past many statues. Also, despite being
guarded, this cave is populated by monsters.
After the statues, there is another rudimentary maze. Ignore the paths to the
west and continue north. Bomb the rocks to proceed to the stairway. On the
next floor, walk to the west and Search the first chest you come upon (Ninja
Wing). Continue West to find two more chests. The left one contains Bld of
Buddha, while the right one yields the Rod of Buddha.
Wow! What a weapons cache...Two items! These items are, however, among the
best weapons in the game. Particularly the Bld of Buddha, which has a Divine
Light attack that acts as a death spell.
Anyway, use the Ninja Wing to leave the cave. Make your way back to Town of
Fuma.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5.11- Hey, Mr. Talisman
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Keep travelling upon the winding southerly route until your party comes upon a
pair of buildings.
Overworld Cluster #8
Building
Location
Item/service
Cash
value
Particularities
Inn
Southeast
Rest
8$
Restore HP and MP
Item Shop
Northwest
Burger
20$
Restores 80 HP
Smoke Bomb
8$
Permits escape from most battles
Ninja Wing
30$
Returns party to last town visited
Not much to say about this place, except to make good use of the inn. Because
of how far this inn is from our next major destination, I hung around this
area and boosted my party up to level 20.
Travel to the northwest and you will encounter another cluster of buildings
and, north of them, a town. The Town is Edo City and the cluster is its
suburb.
Overworld Cluster #9
Building
Location
Item/service
Cash
value
Particularities
House
Bottom row,
Left
Battle
N/A
Presence of Samurai
House
Bottom row,
Right
Battle
N/A
Death Ninja
House
Middle row,
Centre
Battle
N/A
Presence of Demon Head
House
Middle row,
Right
Battle
N/A
Presence of Samurai
House
Top row,
Centre
Battle
N/A
Presence of Samurai
House
Top row, Left
Battle
N/A
Presence of Death Ninja
House
Top row,
Right
Battle
N/A
Presence of Demon Head
Weapons Shop
Middle row,
Left
Robe +5
3000$
Hanna, +127 DEF, +47 SKL
Most of the buildings contain enemies that can be battled over and over again.
This is great for grinding and for acquiring particular items you may want for
the upcoming final confrontation.
Take note that the Samurai enemies drop the Amulet of Pluto. This item is
particular in the sense that when equipped on Taro, it also has an effect on
Hanna and vice-versa. If Taro equips it, he gets +97 SPD and Hanna gets +103
SPD. If Hanna equips it, she gets +103 SPD and Taro gets +97 AGL. I personally
preferred to keep the STR and DEF bonuses from the other amulets.
Upon entry in Edo City, you can't fail to notice that there are many
buildings. However none of the, except the castle, are accessible. So I will
not bother listing them. There are, however, a couple of people to talk to.
EDO CITY - CITIZENS
Description of person
Location
Information
Man in black
Middle
"You've come to kill Nyudo King? That's our
quest, too. Unfortunately, we left the
Talisman in the castle."
Man in green
East
"Let's get out of this place! It's creepy!"
Man in green
West
"By holding the Talisman, you shall be
protected from the evil magic of Nyudo
King."
Note : At this point it is recommended that you read ahead to see what items
you may want to have when you enter the final battle with Goma the Great.
Consult section 6.3 for a look at the tactics involved in beating him.
Whenever you feel ready, enter the castle to be confronted with another mind-
numbing labyrinth.
Begin by going west and north and then following the fairly linear path until
the first real junction in the maze. Choose the northern path and it will lead
to another fork where you can go north or south. Go south and proceed on this
path until the next intersection. Go west. Upon entering the big room, go west
again. Make your way to the chest to claim the Pure Water it contains. Return
to the big room and, as soon as you enter it from the hallway, count five
steps north and four steps east. Searching in this spot should yield the
Talisman.
Next, exit the large room through the southern exit and go east and north to
another intersection. Go east and proceed to the next intersection, where you
will also go east. Follow that long linear path all the way around to the
north and west, until you come to a big room with a lone figure in the middle.
This is Nyudo King!
You need to talk to him to initiate the battle. Upon your bothering him, he
says :
"Where did you get that Talisman? Obviously, you're no mere mortal if you
figured out my weak point. All right, I'll send you to hell as you wish!"
And off we go...
Nyudo King kinda looks like a one-eyed genie that is holding a horned staff.
Battle this guy in the same way you've battled all the others. Taro does the
fighting, while Hanna starts by using Reinforce on each character. She follows
up with the Bugle and then prayer and then healing whenever necessary.
Nyudo King's physical attacks start by dealing about 35 damage (after
Reinforce it drops to 10-15). It is a good thing he uses Feed quite a bit.
That keeps him busy while you slowly pile on the damage, heal up and
accumulate bonuses from Pray.
Also, be aware that Nyudo King can also use Magic of Thread. And he does,
quite regularly on both Hanna and Taro.
I entered the conversation that led to this smack-down with Nyudo King at
level 20. The battle lasted 21 rounds and my party inflicted a total of 253
damage on that critter's blue hide.
I was actually surprised at how brief this final fight was, considering how
low my characters' levels were. The first time I finished the second quest, my
party must have been at level 24 or so and the battle had seemed longer.
Regardless, Nyudo King's butt has been kicked and you are left standing in the
middle of Edo City's Castle. Time to make your way out.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
5.12- Wrap Up #2
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
You can heal up if you wish, but you shouldn't meet up with any enemies,
seeing as how Nyudo King isn't of this realm any longer.
Follow the reverse path as you travel north, east and then south to meet up
with the first junction. Go west and south and continue going south until
there is a branch to the east. Take it all the way to the south and then go
west at the intersection. Follow this path back all the way to the entrance of
the castle.
Upon your exit from Edo Castle, you are greeted by a small crowd of people.
The person to the right is Musashi :
"I am Samurai Musashi, master of martial arts. I have come to help
you...What?! You've defeated Nyudo King on your own?"
Of the two guys blocking the path through the trees, the right one says :
"Wonderful! I admire your skill!"
He moves out of the way after having spoken.
The left one also has an opinion no one asked for :
"You are truly brave warriors."
The last person from the greeting committee is standing to the south. Upon
initiating a conversation with him, you get :
"Well done! This team will prosper now that the evil has been eliminated."
(What team? Did we save the Arizona Coyotes? Will they stay in Phoenix? And
what about that evil...Is it a reference to the coach or management or even
the league's commissioner? Soo many unanswered questions! And yes, I am a
hockey fan. And...oh...that guy is still talking.)
"Edo will grow and prosper. You guys are great! (Thanks, Tony the Tiger.) Taro
and Princess Hanna. I will record your journey to the scroll."
Thus ends quest #2.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
6- Quest #3
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
6.1- Just Like Starting Over
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Take note that some people consider this to be the fourth quest. Apparently a
"third" quest is available through the manipulation of data values and
whatnot. Seeing as how there is no sure way of even playing that "hidden"
quest to completion, I did not attempt this. Therefore, sticking to the
intended flow of the game's US version, what follows below is the official
third quest.
In keeping with the tradition, you begin this new quest by hanging out in
Princess Hanna's Castle. The Sensei greets you anew :
"By the way, probably because you defeated the monsters of the country, a
place called Zakuro Island has been discovered recently. A powerful monster is
said to live there. They call him Goma the Great. Taro! Princess Hanna! Nobody
is able to defeat him! You're our only hope!"
Taro and Hanna appear on the coast of the presumed Zakura Island. Thankfully
enough, at the beginning of this quest, your party has managed to keep both
its magic and equipment and its levels. However, nothing says we appreciate
your valiant efforts more than being dumped in a hostile territory with no way
to get back home.
Make your way to the cluster of buildings. This is Overworld Cluster #10. (How
recent is this discovery if these people have had time to set up shop?)
Overworld Cluster #10
Building
Location
Item/service
Cash
value
Particularities
Inn
Northwest
Rest
5$
Completely recover HP and MP
Item Shop
Northeast
Fruit
6$
Restores 20 HP
Burger
20$
Restores 80 HP
???Fruit
2000$
Rotten fruit that inflicts damage
Ninja Wing
50$
Returns party to last town visited
Shaman
South
Save/Revive
0$/4$
Save progress/Revive party
character
I suggest sticking around the cluster and grinding till at least level 23
before heading north. You'll quickly get tired of the Death Warriors you'll
face, but these guys are fairly easy and, to my knowledge, do not use any
magic. Also, if you battle enough of them, you just might acquire a Star of
Power that can serve in the final battle.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
6.2- The Minor Bosses
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
I enjoy using game features that can be exploited in ways which may not have
been intended by the programmers.
In the case of dealing with the string of four minor bosses before reaching
the final cave, you have the modest advantage of getting completely healed and
having your MP maxed out after every fight with a minor boss. And the bosses
keep coming back. I therefore used this feature to stick around each boss's
gate to fight each one over and over, until the party gained one level at each
gate, therefore putting it at level 27 to face Goma. With the EXP values of
the minor bosses, this goes fairly quickly. If you go the route of upping two
levels per boss, your party comes out at level 31.
My first battle with the Blue Dragon went nine rounds, during which my party,
which was at level 23, dealt it 221 damage. As usual, Taro continually hacked
away while Hanna started with Reinforce, followed by the Bugle and then either
attacked or used healing.
In regards to the Minotaur, I used the exact same tactic and my party walked
away from the battle in 6 rounds after having dealt 222 points of damage.
Since the minor bosses are more or less on the same level, the battle with the
Red Dragon went even better. This one crawled away after 5 rounds and 228
points of damage. Be aware, though, that the Red Dragon uses Magic of Flame.
Sometimes a couple of rounds in a row.
The fourth minor boss is the Axe Master. He is kind of a let-down after the
first three. My party dealt him 165 damage, excluding what he healed, over 8
rounds. Yeah, he does use Feed, but not too often. He may even throw in an
occasional Leech spell if you battle him enough times. If you take the time to
use Reinforce, he will do 1 to 3 damage per attack on Taro. Also, he gives a
disappointing 16 EXP. Yawn...
If you're still looking to level up, I suggest hanging around the Red Dragon
some more. Otherwise, you'll be tangling with the Axe Master for way too long.
When you've had your fill of these bosses, head east past the Axe Master's
gate and enter the cave.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
6.3- Goma Get Me Some
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The cave is another of those simple labyrinths. This one is populated by Death
Ninjas and Faceless. The latter are the only real challenge in this area, as
they have enough power to be considered a minor boss. Using any sort of magic
around him appears to increase the possibility of a massive physical strike
(over 100 damage) on his part. Or maybe it is circumstantial.
Travel west, past the walls and some statues. Here, there is a sort of bottle-
neck where you must battle a Faceless in order to progress. Following the
battle, keep going west to exit the cave.
Your party emerges on Goma's private island. Enter the castle to face this
final foe.
You are confronted with another labyrinth. Cursed Warriors, Giant Snakes and
Arch Demons make another appearance in this area.
If you go east and north, your party can enter an area that contains two
people. They both report, "Goma the Great is waiting for you." Actually,
everyone in this area will relay this useless tidbit of information. Go north
and follow the fairly linear path to the northeast corner and then west. When
you get to a junction, it is obvious that going east leads to a dead-end. Go
west and immediately north to trigger a battle with Mono Eye.
Mono Eye looks like he could be Faceless' brother. And like Faceless, using
magic around him seems to encourage a massive physical attack on his part.
Treat him like a minor boss, trash him and heal up. Then go north for the
final battle.
How kind of Goma the Great to grace us with his presence...He greets your
party with this message:
"You two are the first people to come here. You must think you are pretty
powerful. But I will show you what power is!"
(Well, that certainly isn't going to do anything for the tourist industry in
this region!)
Well, I'm confident that you've mastered the drill by now. Taro Attacks while
Hanna uses Reinforce for the first couple of rounds. Followed by using the
Bugle.
Be aware that Goma is good at avoiding attacks and heavy physical strikes can
be liberally distributed by him. Also, he uses Magic of Flame, Rain of Needle
and Shurikens.
The second phase of the battle is to use whatever other items which may be of
use. I am referring to Living Swd (inflicts 60 damage), Star of Power (blocks
the opponents magic, probably the key item since Goma will try to use quite a
bit of magic), Nail of Lord (increases STR) or Eye of Vulcan (increases DEF).
I had one of each in stock.
Following this, is the final phase of having Taro attack while Hanna heals and
prays.
In total, my battle lasted 21 rounds, with my dynamic duo having inflicted a
total of 274 damage.
Following Goma the Great's defeat, you hear the Sensei preaching :
"Splendid Taro and Princess Hanna! Always remember, evil lives everywhere!
Leave now...With the evil gone from here, this island will sink to the bottom
of the sea!"
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
6.4- Wrap up #3
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
It is now time to heck the heck out of this castle. Use the same path as when
you made your way to Goma. You will encounter the same people as earlier.
They do not seem concerned with the sinking island :
"Don't pity us. We will drown with our island. A small price to pay for
ridding the world of evil."
Upon exiting the castle, you get an image of Taro and Hanna enjoying the
island's destruction :
"Look! Zakuro Island is sinking..."
In the next image, they are running towards a castle :
"Let's head back to the castle, princess."
That is followed by a bird's eye view of the land and an epilogue :
"Peace and tranquility came to the towns and villages.
Never again did people need to fear, for the world had been cleansed of all
evil."
(That is quite different than what the Sensei had spoken about after Goma's
defeat...)
END
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
7- Bestiaries
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Although many enemies in this game can be defeated through brute force, a
number of them require an alternative approach. Apart from the bosses, which
are also covered in their respective sections, here are the foes encountered
throughout the game, in relation to the quests they appear in :
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
7.1- Quest #1
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Below is the table of enemies encountered during the first quest. MIN HP is
the minimum damage done to the enemy before it was defeated.
Enemy name
MIN HP
EXP
value
Cash
value
Items dropped
Particularities
Attack Dog
16
2
1$
Laugh-Gas
None
Arch Demon
130
29
70$
Uses Magic of Puppet
Bear
82
7
12$
Gun Powder
Uses Magic of Gun Powder
and Leech
Big Worm
53
2
8$
Giant Toadstool
Cursed Warrior
105
32
68$
Burst Bld
Cutter
25
16
30$
Gong
Immune to physical attacks
Dark Ninja
160
31
64$
Dark Blade
Uses Magic of Feed Up
Dark Priest
81
1
63$
Djinn
102
29
31$
Pure Water
Uses Magic of Flame and Gun
Powder
Dream Eater
25
12
16$
Earth Bug
Immune to physical attacks,
Uses Magic of Puppet
Earth Bug
47
5
12$
Fruit
Evil Moth
100
15
32$
Star of Power
Uses Magic of Leech
Evil NInja
65
7
16$
Shurikens
None
Fighter
154
29
111$
Earth Bug
Uses Magic of Evil Spirit and
Leech
Fish Lord
125
29
64$
Beard of Mage
Floating Devil
13
2
4$
Fruit
None
Giant Bear
192
32
80$
Life Blade
Uses Magic of Puppet , Rain of
Needle and Resurrect
Giant Snake
143
28
30$
Uses Magic of Evil Spirit and
Resurrect
Giant Toadstool
42
2
2$
Gray Fairy
98
16
56$
Great Viper
86
18
32$
Vampire Shell
Uses Magics of Evil Spirit and
Leech
Great Yaksa
120
N/A
N/A
Orb of Dark Mist
Refer to section 4.7
Half Demon
153
30
64$
Living Swd
Hell Scorpion
69
15
40$
Paw of Wyvern
Uses Magic of Resurrect
Illusionist
140
21
64$
Robe +2
Uses Magic of Leech, Puppet
and Transform2 (Half Demon)
Kabuki Samurai
65
N/A
N/A
Orb of Thunder
Refer to section 4.4
Killer Bear
48
6
14$
Laugh-Gas
King Tortoise
197
N/A
N/A
Orb of Fire Bolt
Refer to section 4.12
Kraken
68
12
21$
Lesser Demon
84
16
29$
Living Swd
Ninja Dog
38
5
16$
Shurikens
Regularly dodges attacks
Priest
116
10
6$
Fruit
Uses Magic of Feed, Seal and
Thread
Rock Monster
97
6
20$
Eye of Vulcan
Shinobi Man
114
10
47$
Dagger
Uses Magic of Shurikens and
Thread
Slime
7
1
1$
Snow Wolf
99
21
52$
Vampire Shell
81
20
56$
Gong
Wheel Golem
64
4
18$
???Fruit
Uses Magic of Feed
Wind Elemental
21
3
12$
Laugh-Gas
Uses Magic of Evil Spirit
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
7.2- Quest #2
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Below is the table of enemies encountered during the second quest. MIN HP is
the minimum damage done to the enemy before it was defeated.
Enemy name
MIN HP
EXP
value
Cash
value
Items dropped
Particularities
Big Worm
30
2
8$
Giant Toadstool
Cursed Warrior
105
32
68$
Burst Bld
Dark Bishop
73
1
1$
Dark Bishop
Uses Magic of Resurrect
Dark Stalker
113
32
62$
Gong
Death Ninja
158
32
95$
Uses Magic of Kamikaze
Demon Head
65
28
58$
Uses Magic of Transform1
Demon Knight
162
N/A
N/A
Orb of Atomic
Refer to section 5.9
Demon Spider
138
N/A
N/A
Orb of Sutra
Refer to section 5.5
Dirt Golem
55
7
29$
Sword of Luck
Uses Magic of Gun Powder
Dragon Fly
148
32
75$
Living Swd
Eater
12
2
2$
Fruit
Earth Bug
36
5
12$
Earth Golem
38
4
6$
Flying Eye
149
31
144$
Dark Bishop
Gazer
87
10
26$
Nail of Lord
Uses Magic of Evil Spirit and
Gun Powder
Giant Toad
105
24
48$
Giant Toadstool
12
2
2$
Fruit
Gelatinous Head
38
3
8$
Giant Toadstool
Uses Magic of Feed
Kabuki Man
168
52
180$
Shurikens
Uses Magic of Thread
Kettle
99
N/A
N/A
None
Permits access to a particular
Tazura Box
Killer Wolf
66
5
18$
Gun Powder
Marman
94
15
30$
Master Ninja
80
13
24$
Nail of Lord
Uses Magic of Flame, Seal and
Shurikens
Mushroom Boss
26
3
4$
Night Stalker
91
15
32$
Laugh-Gas
Uses Magic of Rain of Needle
Nyudo King
253
N/A
N/A
N/A
See section 5.11
Ogre
98
28
8$
Giant Toadstool
Oni
62
N/A
N/A
Orb of Blizzard
Refer to section 5.2
Parasol Claw
144
26
80$
Cursed Clt
Uses Magic of Evil Spirit, Leech
and Puppet
Samurai
158
40
176$
Amulet of Pluto
Slime
9
1
1$
Toad Boss
143
32
150$
Uses Magic of Flame
Wisp
88
14
30$
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
7.3- Quest #3
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Below is the table of enemies encountered during the third quest. MIN HP is
the minimum damage done to the enemy before it was defeated.
Enemy name
MIN HP
EXP
value
Cash
value
Items dropped
Particularities
Arch Demon
130
29
70
Uses Magic of Puppet
Axe Master
165
16
32$
Shurikens
See section 6.2
Blue Dragon
221
160
100$
Shurikens
See section 6.2
Cursed Warrior
105
32
68$
Death Ninja
158
32
95$
Uses Magic of Kamikaze
Death Warrior
155
45
167$
Star of Power
Faceless
219
168
250$
Uses Magic of Thread
Giant Snake
143
28
30$
Uses Magic of Evil Spirit and
Resurrect
Goma the Great
274
N/A
N/A
See section 6.3
Minotaur
222
160
250$
Shurikens
See section 6.2
Mono Eye
209
128
250$
Red Dragon
228
192
250$
Shurikens
See section 6.2
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8- Items
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section includes all of the items that I have come across in the game.
The items are divided into five categories : Weapons, Accessories, Clothing,
Amulets and Other items.
Each table lists them in alphabetical order and includes information such as
where or how the items were acquired (the number in parentheses is the quest),
their value (buying and selling) and either their effects or uses.
As a general rule, items can be sold for about half their purchasing value.
Obviously, this does not apply to all items, since some are acquired through
other means.
In the case where an item is acquired through battle and the dropping of a
Tazura Box by an enemy, that enemy is listed.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.1- Weapons
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Weapon name
Where to get it
Buying
value
Selling
value
Effects/uses
Blade
Town of Fuma (2)
Town of Inns (2)
34$
36$
18$
Taro, +10 STR
Bld of Buddha
Cave of Fuma (2)
N/A
N/A
Taro, +70 STR, Divine Light attack
Bow
Town of Gravekeepers (1)
Town of Inns (2)
30$
34$
16$
Hanna, +6 STR
Broad Ax
Fudo Town (2)
250$
90$
Taro, +32 STR, Reduces available MP
Burst Bld
Cursed Warrior (2)
N/A
550$
Taro, +44 STR
Dagger
Shinobi Man (1)
N/A
25$
Taro, +10 STR
Dark Blade
Dark Ninja (1)
N/A
500$
Taro, +54 STR
Enma Blade
Mr. Fox's house (2)
N/A
1$
Taro, +30 STR, +31 SPD
Life Blade
Giant Bear (1)
N/A
600$
Taro, +38 STR, Restores 20 HP when
used as an item during battle
Life Bow
Overworld Cluster #4 (1)
550$
200$
Hanna, +30 STR, Restores 40 HP
when used as an item during battle
Moon Blade
Town of Fuma (2)
1000$
1000$
Taro, +50 STR, +54 SKL
Ninja Bld
Port Town (1)
250$
110$
Taro, +36 STR, +34 SKL
Rod of Buddha
Fuma Cave (2)
N/A
1$
Hanna, +32 STR
Shurikens
Axe Master (3)
Ninja Village (1)
Port Town (1)
Town of Gravekeepers (1)
Town of Inns (2)
Blue Dragon (3)
Evil Ninja (1)
Kabuki Man (2)
Minotaur (3)
Ninja Dog (1)
Red Dragon (3)
N/AN/A
14$
14$
14$
14$
N/A
N/A
N/A
N/A
N/A
N/A
7$
Taro, +6 STR
Shuriken+1
Snow Town (1)
600$
200$
Taro, +54 STR
Sickle
Overworld Cluster #3 (1)
Port Town (1)
100$
100$
50$
Taro, +9 STR
Spear
Town of Gravekeepers (1)
56$
26$
Taro, +12 STR
Sun Blade
Happo (1)
N/A
N/A
Taro, +88 STR, +40 SKL, Only weapon
effective against Dark Tengu
Swd of Falcon
Isles Town (1)
1000$
500$
Taro, +70 STR, +91 SPD
Sword of Luck
Dirt Golem (2)
N/A
120$
Taro, +34 STR, +37 DEF
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.2- Accessories
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Accessory name
Where to get it
Buying
value
Selling
value
Effects/uses
Belt of Mage
Cave #2 (1)
N/A
60$
Hanna, +32 SKL
Gauntlet
Port Town (1)
80$
40$
Taro, +26 DEF, +16 AGL
Helmet
Lonely Shop #3
(2)
100$
50$
Taro, +18 DEF, +20 AGL
Tiara
Lonely Shop #3
(2)
Oyuki's Cave (1)
100$
N/A
50$
Hanna, +79 SKL
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.3- Clothing
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Clothing name
Where to get it
Buying
value
Selling
value
Effects/uses
Amr of Buddha
Fuma Castle (2)
N/A
1$
Taro, +120 DEF, +37 SKL
Battle Amr
Monster Town (2)
580$
250$
Taro, +80 DEF
Chain Male
Fudo Town (2)
100$
38$
Taro, +78 DEF
Cloth
Ninja Village (1)
Town of Inns (2)
16$
16$
8$
Taro, +31 DEF
Cloth of Mage
Town of Fuma (2)
800$
700$
Hanna, +77 DEF, +48 SKL
Cursed Clt
Isles Castle (1)
Parasol Claw (2)
N/A
N/A
20$
Taro, +93 AGL
Iron Fur
Snow Town (1)
700$
250$
Taro, +96 DEF
Knoiti Clt
Island shop (1)
2500$
800$
Hanna, +127 DEF, +80 AGL
Ninja Clt
Overworld Cluster #3 (1)
100$
40$
Taro, +48 DEF
Ninja Amr
Oyuki's Cave (1)
N/A
1$
Taro, +104 DEF, +34 SKL
Ninja Mail
Port Town (1)
200$
100$
Taro, +26 SPD, +70 DEF
Robe
Ninja Village (1)
Town of Inns (2)
15$
15$
6$
Hanna, +26 DEF
Robe +1
Fudo Town (2)
Overworld Cluster #3 (1)
150$
110$
50$
Hanna, +47 DEF
Robe +2
Illusionist (1)
Hidden Cave in Monster
Town (2)
N/A
N/A
90$
Hanna, +32 SPD, +38 DEF
Robe +3
Monster Town (2)
260$
125$
Hanna +96 DEF
Robe +4
Isles Town (1)
500$
200$
Hanna, +63 DEF
Robe +5
Overworld Cluster #9 (2)
3000$
1$
Hanna, +127 DEF, +47 SKL
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.4- Amulets
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Amulet name
Where to get it
Buying
value
Selling
value
Effects/uses
Mars, of
Isles Town (1)
Town of Fuma (2)
120$
100 $
60$
Taro, +16 STR, +42 SPD
Moon, of the
Fudo Town (2)
Town of
Gravekeepers (1)
34$
28$
12$
Hanna, +31 DEF, +40 SKL
Pluto, of
Samurai (2)
N/A
1$
Taro, +97 SPD (Hanna, +103 SPD)
Hanna, +103 SPD (Taro, +97 AGL)
Uranus, of
Fudo Town (2)
Town of
Gravekeepers (1)
36$
32$
10$
Taro, +30 SPD, +24 AGL
Venus, of
Isles Town (1)
Town of Fuma (2)
120$
100$
60$
Hanna, +16 SPD, +21 SKL
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8.5- Other items
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Item name
Where/how to get it
Buying
value
Selling
value
Effects/uses
???Fruit
Overworld Cluster #10 (3)
Wheel Golem (1)
2000$
N/A
1$
Rotten fruit that causes damage
Anex Card
Fuma Castle (2)
N/A
80$
To be determined
Ax
Monster Town (2)
N/A
N/A
Cuts large trees in the Overworld
Beard of
Mage
Fish Lord (1)
N/A
100$
Restores 40 MP when used in battle
Bomb
Port Town (1)
N/A
N/A
Clears rocks blocking a path
Bone
Lonely Shop (1)
200$
1$
Incentive for travel to Port Town
Bugle
Hidden Cave in Monster
Town (2)
N/A
80$
Use to increase PWR during battle
Burger
Fudo Town (2)
Lonely Shop #1 (1)
Lonely Shop #3 (2)
Overworld Cluster #8 (2)
Overworld Cluster #10 (3)
Port Town (1)
Snow Town (1)
Town of Gravekeepers (1)
Town of Inns (2)
20$
20$
20$
20$
20$
20$
22$
20$
20$
10$
Restores 80 HP
Cake
Town of Gravekeepers (1)
50$
1$
Trade this item for the Log Bridge
Eye of
Vulcan
Rock Monster (1)
N/A
80$
Increases DEF when used in battle
Fruit
Fudo Town (2)
Lonely Shop #1 (1)
Lonely Shop #3 (2)
Ninja Village (1)
Overworld Cluster #3 (1)
Overworld Cluster #4 (1)
Overworld Cluster #10 (3)
Port Town (1)
Snow Town (1)
Town of Gravekeepers (1)
Town of Inns (2)
Eater (2)
Earth Bug (1)
Floating Devil (1)
Priest (1)
6$
6$
6$
6$
6$
2$
6$
6$
8$
6$
6$
N/A
N/A
N/A
N/A
3$
Restores 20 HP
Gong
Cutter (1)
N/A
100$
Makes enemies run from battle
Green Ring
Island with cross (1)
N/A
1$
Item for Happo's quest
Gun
Powder
Port Town (1)
Bear (1)
30$
N/A
20$
Inflicts 20 damage on enemy
Laugh-Gas
Attack Dog (1)
Killer Bear (1)
Wind Elemental (1)
N/A
N/A
N/A
10$
Causes an enemy to burst out
laughing and become temporarily
ineffective during battle
Living Swd
Dragon Fly (2)
Half Demon (1)
N/A
N/A
80$
Causes 60 damage in battle
Nail of Lord
Gazer (2)
N/A
35$
Increases STR during battle
Ninja Wing
Fudo Town (2)
Lonely Shop #1 (1)
Lonely Shop #3 (2)
Ninja Village (1)
Overworld Cluster #8 (2)
Overworld Cluster #10 (3)
Port Town (1)
Snow Town (1)
Town of Gravekeepers (1)
Town of Inns (2)
30$
30$
30$
30$
30$
50$
50$
30$
30$
30$
15$
Returns party to last village visited
Paw of
Wyvern
Hell Scorpion (1)
N/A
25$
Increases SPD when used during
battle
Pure Water
Shrines
Djinn (1)
Eliminates Evil Spirit
Red Ring
Cave #2 (1)
N/A
1$
Item for Happo's quest
Smoke
Bomb
Fudo Town (2)
Lonely Shop (1)
Ninja Village (1)
Overworld Cluster #3 (1)
Overworld Cluster #8 (2)
Port Town (1)
Snow Town (1)
Town of Gravekeepers (1)
Town of Inns (2)
8$
8$
8$
10$
8$
16$
18$
8$
8$
4$
Used to escape most battles
Star of
Power
Cave #2 (1)
Death Warrior (3)
Evil Moth (1)
N/A
N/A
N/A
80$
Summons deity that blocks enemy
magic during battle
Submarine
North of Port Town (1)
N/A
N/A
Used to cross certain bodies of water
Sun Mirror
Cave #1 (1)
N/A
1$
Used to redirect sunlight
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
9- Spells
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section includes all of the spells that I have come across in the game.
The following table lists them in alphabetical order and includes information
such as who can use the spell, when it becomes available, its MP cost and its
effects or particularities. Some spells are specific to one quest. The quest
number is in brackets next to the spell.
Take note that some spells used by your characters can also be used by enemies
(ex. Feed, Seal) and that others are exclusive to enemies (ex. Thread,
Puppet).
Spell name
Used by
Becomes
available
MP cost
Effects/particularities
Bind (1)
Hanna
Taro
Lv. 2
Lv. 12
4
Temporarily immobilizes an enemy during
battle
Chuckle
Taro
Lv. 6
5
Causes an enemy to laugh and become
temporarily ineffective during battle
Cure
Hanna
Lv. 7
6
Removes an Evil Spirit haunting a character
Dispel
Hanna
Lv. 10
8
Launches an arrow of light which destroys
enemy
Erase
Hanna
Lv. 13
8
Eliminates the effects of all magic in the battle
(Puppet, Seal, etc.)
Feed
Hanna
Taro
Lv. 3
Lv. 5
4
4
Restores 20 HP to one character
Feed Two
Hanna
Taro
Lv. 11
Lv. 12
8
Restores 30 HP to each character
Feed Up
Hanna
Lv. 14
18
Completely restores HP to one character
Flame
Enemy
N/A
N/A
Inflicts 40 damage when used in battle
Flash
Taro
Lv. 11
6
Used to dazzle opponents with light to permit
escape during battle
Gun Powder
Enemy
N/A
N/A
Causes 16 damage to target
Kamikaze
Enemy
N/A
N/A
Exploding enemy causes 25 damage to each
character
Leech
Enemy
N/A
N/A
Transfers 10-20 HP from one character to the
enemy
Puppet
Enemy
N/A
N/A
Permits an enemy to take control of a
character in your party
Rain of Needle
Enemy
N/A
N/A
Causes 30 damage to target
Reinforce
Hanna
Lv. 4
6
Increases target character's DEF for duration
of battle
Resurrect
Hanna
Enemy
Lv. 17
N/A
25
N/A
Revives target character or creature with full
HP
Seal
Hanna
Lv. 9
6
Temporarily prevents an opponent from using
magic during battle
Shurikens
Enemy
N/A
N/A
Inflicts 20 HP of damage
Strength (1)
Hanna
Lv. 5
7
Increase the strength of the target character
for the duration of a battle
Tempura (1)
Hanna
Lv. 6
8
Turns certain enemies into Tempura
Thread
Enemy
N/A
N/A
Immobilizes an opponent during battle
Transform2
Enemy
N/A
N/A
Transforms the caster into a Half Demon
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
10- Orbs
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section includes all of the orbs that I have come across in the game. The
following table lists them in alphabetical order and includes information such
as how it was acquired, its MP cost and its effects or particularities. Orbs
are specific to one quest. The quest number is in brackets.
Orb name
Acquired by
MP cost
Effects/particularities
Atomic (2)
Defeating Demon Knight
14
Causes explosion which deals 100 damage to
enemy and 25 damage to each party member
Blizzard (2)
Defeating Oni
5
Inflicts 24 damage on an enemy
Dark Mist (1)
Defeating Great Yaksa
8
Wraps an enemy in a dark mist and defeats it
Fire Bolt (1)
Defeating King Tortoise
12
Inflicts 80 damage on an enemy
Sutra (2)
Defeating Demon Spider
10
Death spell
Thunder (1)
Defeating Kabuki Samurai
5
Inflicts 25 damage on an enemy
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
11- Level System
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section includes tables detailing how the characters progress through
their experience levels. The tables include the level #, the necessary EXP to
reach the level, Max HP and Max MP. The base values of STR, DEF, AGL and SKL
also appear. As does the availability of any spells. Some spells are specific
to a particular quest and the quest number is indicated in brackets.
Keep in mind that there is most likely a variable that is applied to the
progression of STR, SPD and AGL. These attributes do not increase in a steady
manner. Also, when a character levels up, HP and MP is maxed out for all
members of the party.
Also, during the second quest, Taro and Hanna will level up at the same EXP
amounts. This is contrary to the first quest (for which the tables are
displayed below), where their EXP amounts for levelling up synced only at
level 14.
Finally,in pursuing the maximum experience level for each character, I seem to
have lost about $40,000 when my characters went from level 30 to 31. Is this
some kind of level luxury tax? It is a good thing that having money is pretty
moot at this point. (Unless you've wasted your whole fortune away in those
disreputable gambling houses and not purchased the proper equipment. Shame on
you!)
There is also the fact that once you've hit level 31, the game lets you
believe that there is a level 32, since it gives you a new EXP amount to shoot
for (65 535). However, upon reaching that amount, the EXP total simply resets
itself to 2. It then starts accumulating EXP all over again, however, without
any level increases. If you go to the shaman, you will get a message that you
need over 65,000 EXP to reach the next level. Do not fall for it!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
11.1- Taro
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Level
#
EXP total
Max
HP
Max
MP
STR
SPD
DEF
AGL
SKL
Spells
1
N/A
14
4
1
7
1
5
2
N/A
2
10
22
7
2
7
4
7
5
N/A
3
21
30
10
3
8
7
7
8
N/A
4
38
38
13
4
8
10
7
11
N/A
5
56
46
16
5
8
13
8
14
Feed
6
80
54
19
6
9
16
8
17
Chuckle
7
130
62
22
8
9
19
10
20
N/A
8
200
70
25
11
9
22
10
23
N/A
9
255
78
28
12
10
25
11
26
N/A
10
384
86
31
14
10
28
11
29
N/A
11
576
94
34
15
11
31
12
32
Flash
12
784
102
37
17
12
34
12
35
Bind (1)
Feed Two
13
1 024
110
40
18
13
37
12
38
N/A
14
1 632
118
43
20
14
40
13
41
N/A
15
2 189
126
46
21
14
43
14
44
N/A
16
2 905
134
49
22
15
46
14
47
N/A
17
3 818
142
52
24
15
49
15
50
N/A
18
4 969
150
55
25
16
52
15
53
N/A
19
6 402
158
58
26
16
55
16
56
N/A
20
8 168
166
61
28
16
58
17
59
N/A
21
10 317
174
64
29
17
61
17
62
N/A
22
12 902
182
67
30
17
64
18
65
N/A
23
15 971
190
70
31
18
67
18
68
N/A
24
19 569
198
73
33
19
70
18
71
N/A
25
23 733
206
76
34
21
73
19
74
N/A
26
28 484
214
79
35
23
76
20
77
N/A
27
33 830
222
82
37
23
79
20
80
N/A
28
39 756
230
85
38
25
82
21
83
N/A
29
46 221
238
88
39
25
85
21
86
N/A
30
53 159
246
91
41
27
88
22
89
N/A
31
60 473
250
94
42
28
91
22
92
N/A
32
65 535
-
-
-
-
-
-
-
-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
11.2- Hanna
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Level
#
EXP total
Max
HP
Max
MP
STR
SPD
DEF
AGL
SKL
Spells
1
N/A
10
5
1
3
1
4
4
N/A
2
14
15
11
1
3
1
4
7
Bind (1)
3
25
20
17
2
4
1
5
10
Feed
4
43
25
23
2
4
2
5
13
Reinforce (2)
5
68
30
29
3
4
3
5
16
Strength (1)
6
103
35
35
3
5
3
6
19
Tempura (1)
7
153
40
41
4
5
4
6
22
Cure
8
224
45
47
6
6
6
6
25
N/A
9
321
50
53
6
7
8
6
28
Seal
10
455
55
59
7
8
12
7
31
Dispel (2)
11
637
60
65
8
8
12
7
34
Feed Two
12
881
65
71
9
9
15
8
37
N/A
13
1 205
70
77
9
9
16
9
40
Erase (2)
14
1 632
75
83
10
9
19
9
43
Feed Up
15
2 189
80
89
10
10
19
9
46
N/A
16
2 905
85
95
11
11
20
10
49
N/A
17
3 818
90
101
12
12
23
10
52
Resurrect
18
4 969
95
107
13
12
24
11
55
N/A
19
6 402
100
113
13
13
25
11
58
N/A
20
8 168
105
119
14
13
28
12
61
N/A
21
10 317
110
125
15
14
28
13
64
N/A
22
12 902
115
131
15
14
30
14
67
N/A
23
15 971
120
137
16
15
32
16
70
N/A
24
19 569
125
143
17
15
36
16
73
N/A
25
23 733
130
149
17
15
36
16
76
N/A
26
28 484
135
155
18
16
42
16
79
N/A
27
33 830
140
161
19
17
43
18
82
N/A
28
39 756
145
167
19
18
46
18
85
N/A
29
46 221
150
173
20
18
48
20
88
N/A
30
53 159
155
179
21
19
48
21
91
N/A
31
60 473
160
185
21
19
54
21
94
N/A
32
65 535
-
-
-
-
-
-
-
-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
12- Version History
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Version 0.5 - Started FAQ on September 10, 2017.
Version 1.0 - Completed the guide on December 9, 2017.
Submitted to GameFAQs on December 9, 2017.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
13- Legal Section
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This document 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. Use of this review on
any other web site or as a part of any public display is strictly prohibited,
and a violation of copyright.
This document should only appear on GameFAQs and NeoSeeker, if you find this
FAQ on another website, please inform me about this by e-mail at
[email protected] .
This document is Copyright 2017 Jose Laflamme.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
14- Credits/Thanks/Other Stuff
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Thanks to the game developers and its producers from Jaleco for making the
game.
-Thanks to KeyBlade999 who wrote the FAQ I used to get through the game the
first time around.
-Below is an email address that can also be used for people who wish to make a
donation to further my efforts in drafting future Guides and FAQs. For
everyone who used this guide, thank-you for trusting my work.
Paypal address :
[email protected]
THE FUN NEVER, EVER STOPS.
==========================