OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
O _____ __ ____ O
O / ____| / \ |___ \ O
O / / \ / \ \ O
O / / || \ \ O
O / \ ___||___ \ \ O
O / /\ \ _ /_ ______\ _ \ \O
O / / \ \ | | | || | | | | |O
O / /____\ \ ____ ____ __| |__ | ||__| ____ | | ____ __| |O
O / ________ \ | __|| __||__ __|| __ || __ || | | _ | / _ |O
O / / \ \ | | | | | | | || | || __|| | | | || / / | |O
O / / \ \ | | | |__ | | | || | || |__ | |__/|| |_| \ | |_| |O
O / / \_\|_| |____| |_| |_|| |_||____||_____||____|\||___ |O
O| | | | | |O
O| | | | | |O
O \ \ |/\| / / O
O \_\ \/ /_/ O
O O
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OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
O A R C T H E L A D F A Q F I N A L V E R S I O N O
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Document : Arc the Lad Full Walkthrough
Date : April 23, 2002
Author : CVB (Chris VanBergen)
Website :
http://www.coolaid.net
Email :
[email protected]
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O D I S C L A I M E R O
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This document is protected by US Copyright Law. It is strictly for private
and personal use only. This document cannot be reprinted in part or in whole,
or reproduced in any other manner. This is a free document, and as such, may
not be bought or sold. Reference, alteration, or use of this document without
the express written consent of the author, yours truly, is strictly forbidden.
This FAQ was created and is owned by Chris VanBergen. It can be found only at
the following locations: www.Coolaid.net, www.CoolaidKingdom.net, and
www.GameFAQs.com. If this document is found on any other sites, notify me at
[email protected], and I will deal with it accordingly. Copyright infringement
and plagiarism are crimes and are punishable by the law. All copyrights and
trademarks that are not mentioned henceforth are acknowledged, respected, and
not meant to be infringed upon in any way.
Arc the Lad Collection is (c) Working Designs and (c) Sony Entertainment of
America
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O T A B L E O F C O N T E N T S O
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1. REVISION HISTORY ATLI1
2. INTRODUCTION ATLI2
3. ARC THE LAD COLLECTION PACKAGE ATLI3
4. GAME BASICS ATLI4
5. CHARACTER INFORMATION ATLI5
6. WALKTHROUGH ATLI6
6.1 Introduction ATLI6.1
6.2 Seirya ATLI6.2
6.3 Millmana ATLI6.3
6.4 Return to Seirya ATLI6.4
6.5 Alatos ATLI6.5
6.6 Greyshinne ATLI6.6
6.7 Niedel ATLI6.7
6.8 Zariban ATLI6.8
6.9 Final Trip to Seirya ATLI6.9
7. RANDOM BATTLE FIELDS ATLI7
8. ITEM LISTS ATLI8
9. ENEMY BESTIARY ATLI9
10. SECRETS AND SIDEQUESTS ATLI10
11. CLOSING ATLI11
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O 1. R E V I S I O N H I S T O R Y O
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ATLI1
Version Notes
0.1 O Finished Walkthrough up to end of Alatos. (ATLI6.5)
O Started Game Basics section. (ATLI4)
0.2 O Started Character Information section. (ATLI5)
O Started Random Battle Fields section. (ATLI7)
O Started Item Lists section. (ATLI8)
O Started Secrets and Sidequests section. (ATLI10)
0.3 O Made top ASCII art.
O Finished Disclaimer.
0.4 O Finished Introduction section. (ATLI2)
O Finished Arc the Lad Collection Package section. (ATLI3)
0.5 O Updated Character Information section. (ATLI5)
0.6 O Finished Walkthrough up to end of Greyshinne. (ATLI6.6)
O Updated Character Information section with Iga and Sword
Spirit. (ATLI5)
0.7 O Finished Enemy Bestiary (ATLI9)
O Updated Character Information section with Light Guardian
and Earth Guardian. (ATLI5)
O Updated Secrets and Sidequests section with info on
Amaidar Temple. (ATLI10)
0.8 O Finished Walkthrough up to end of Niedel. (ATLI6.7)
O Finished Amaidar Temple info in Secrets and Sidequests
section . (ATLI10)
O Updated Character Information section with Odon, Rock
Roctoll, and Wind Guardian.
0.9 O Finished Walkthrough up to end of Zariban. (ATLI6.8)
O Finished Secrets and Sidequests Section. (ATLI10)
O Updated Character Magic in Character Information section.
1.0 O Finished Walkthrough. (ATLI6)
O Finished Character Section. (ATLI5)
O Finished Item Section. (ATLI8)
O Finished Closing.
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O 2. I N T R O D U C T I O N O
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ATLI2
About the Arc the Lad series:
Arc the Lad was first released in Japan in 1995. Through sequels and anime,
the series has become quite popular there nowadays. Last year, in early 2001,
Working Designs obtained rights to release the Arc the Lad series here in the
United States. Although Arc the Lad Collection went through the numerous
delays that typically define a good Working Designs translation, it was
finally released in the middle of April 2002. The wait was well worth it for
the collection, just judge for yourself.
About this FAQ:
This is a full-fledged walkthrough that is designed to give you every aspect
of the game, from the basics, to character info, to secrets and everything in
between.
About the author of this FAQ:
My name is Chris and I am 17 years old. I have been playing games since as
long as I can remember, and although this will be the first FAQ you will see
on GameFAQs.com, I have written numerous guides before this one. I do not
condone cheating, but instead provide this in the hopes that people will
actually try to go through the game themselves, and only use this as a last
resort, or use it to get everything after beating the game by themselves for
the first time. I'm a nice guy, so if you are stuck on a game I have or
have not posted an FAQ for, I would be happy to try and help out. Or, even if
you need help with something not related to gaming, I can try to help as well.
As long as you show a little bit of respect and/or gratitude, I have no
problem helping with anything you might need. For those of you who actually
read this, my AIM name is "iCVBl" and my MSN name is "
[email protected]".
I guess I will find out how many people actually read these sections... ^_^;
About contacting the author of this FAQ:
As I said above, I am willing to help whenever possible. Just make sure to
follow these "guidelines" if you want me to answer you quickly:
1. If you email me (
[email protected]), please make sure to include a subject
line to your email. Chances are, unless we have talked previously, if I
see an email with no subject from a name I do not know, it will not be
answered. I get enough email as it is without having to guess whether
I'm about to open a porn link or help someone with a question. Just put
the name of the game or whatever you need help with in the subject and it
will ensure that you get a reply.
2. Before sending me an email or IM, make sure to see whether or not the
question is already answered in this guide.
3. I welcome any corrections or suggestions you have for my guides, but
please don't flame me in any way. If you take a look at my guides, they
are pretty well setup and thorough, and I wrote it for YOU, not myself,
so I expect at least a _little_ courtesy if I've forgotten something.
4. If you IM me (AIM: iCVBl MSN:
[email protected]), and I do not
answer, do not flame me or send hundreds of emails asking me where I am
or whatnot. I go AFK often during the evening, and if I'm not there when
you IM me, just leave your question and email address in the IM and I
will get back to you when I can.
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O 3. A R C T H E L A D C O L L E C T I O N P A C K A G E O
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ATLI3
As is common with the Working Designs packages of late, Arc the Lad Collection
comes packed to the gill with some awesome extras. Below is the list of
everything you get with your purchase:
1. 6 CDs. This includes 5 game CDs (Arc the Lad, Arc the Lad II, Arc Arena,
Arc the Lad III Disc 1, and Arc the Lad III Disc 2) and the Making of Arc
the Lad CD.
2. A hardcover, 152 page instruction manual covering all 4 games. The manual
is in full color and is printed on gloss paper.
3. A black Omake Box, that even has a nifty little magnet so that it will
stay closed. Inside the Omake box is:
a. A black memory card case depicting Arc.
b. 4 Analog Stick caps. Arc, Elc, Alec, and the Arc the Lad Collection
Logo are depicted on the caps.
c. 22 mini-Character Stands. The stands are a fan favorite as a result
of Lunar 2, and each shows a character picture, the game which they
are from, and that character's name.
d. "Detailed instructions on how to use the character stands and analog
caps. Because if Working Designs didn't include it, I'd probably
have to write a walkthrough on it. XD
4. If you preordered the game, it will come with one of 14 different pocket
watches, each depicting a profile shot of a different major character
from the 3 games.
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O 4. G A M E B A S I C S O
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ATLI4
Arc the Lad is a Strategy RPG. It is like Final Fantasy Tactics mixed with
Secret of Mana. The battle system is very loose, and sometimes you will
forget that there actually is a battles system.
The following is the very basics concerning controls and the like:
1. To use a physical attack on an enemy, first navigate your character over
to the enemy that you wish to attack. Make sure that you are facing the
enemy, and then hit the X button. Attacking ends your turn, so if you
wish to move around the field, make sure you do so BEFORE you attack.
2. To use items, hit the Square button. A box to the side of the screen
will be brought up. From here, you can select the item you wish to use
and then hit the X button to use it. Most items have a limited range, so
be sure that you are positioned correctly to use your items. If at any
time you wish to cancel out of the item screens, just hit the Triangle
button.
3. To use magic, press the O button. A ring of magic similar to that in
Secret of Mana will pop up. Using the D-Pad, you can choose which spell
you want by pressing the D-Pad in that direction. When the magic is
highlighted, the range of the spell will be shown around your character.
Be sure that you have the desired targets in range before hitting the X
button to cast a spell, because once the button is pressed, the spell is
cast.
4. Press start while a character is highlighted in order to see the status
screen for that particular character. From this point, hitting the O
button will allow you to equip accessories, but only on the character
whose turn it is at that time.
5. Hitting both L1 and R1 during a battle will allow you to survey the field
and get an idea of what you are up against. Holding either L1 or R1
during this mode will speed up the cursor. To exit this mode, simply hit
the Triangle button.
6. At the beginning of random battles, one of the characters on your team
will ask you if you wish to fight or not. Saying no is the only way to
"escape" a battle. Once you have said yes, you are stuck in that battle
until you either win or lose.
7. If you need to change the direction a character is facing, but do not
wish to move to another square on the battle field to do so, simply hold
R1 and turn the character to the direction you wish him/her to face.
8. Two or more characters cannot occupy the same space, and characters
cannot walk through enemies or other characters, with the exception of
the Forbidden Ruins. If you need to get around another character/enemy,
and you have a high enough Jump Level, you will be able to leap over them
by holding the D-Pad in the direction you wish to jump. Note that you
cannot jump over more than 1 character/enemy that are lined up.
9. While fighting an enemy, attacking from the front will make it easier for
the enemy to dodge, block, or counter the attack. The same is true for
your characters. With that said, try to attack enemies from the side or
from behind, and if you can, put your back up against a barrier so you
cannot be attacked from that direction.
10. Pressing the Triangle button at anytime during the course of a
character's turn will give you the option of ending your turn. Note that
this ends that character's turn, and NOT your whole team's turn, as is
the case with many Strategy RPGs.
11. Magic has different areas when it comes to casting different spells. The
following areas are used when explaining the different spell levels in
the Character Information section, so pay attention to the names to
understand what is meant.
Single Square 3-Width Plus 5-Width Diamond 7-Width Diamond 9-Width Diamond
O O O O O
OOO OOO OOO OOO
O OOOOO OOOOO OOOOO
OOO OOOOOOO OOOOOOO
O OOOOO OOOOOOOOO
OOO OOOOOOO
O OOOOO
OOO
O
12. In order to open a treasure chest, characters can use items (Such as
Stones and bombs), use magic, or physically attack the chest.
13. With the exception of the Forbidden Ruins, your HP and MP are completely
restored after a battle.
14. As with all games, save often. The auto-save feature when entering a
battlefield will remind you of this often, so it shouldn't be too hard
to stick with it.
15. Character statuses in Arc the Lad are as follows:
Good: This is the normal status that all characters are.
Sleep: The character cannot act until they are awaken or attacked.
Stone: The character cannot act until they are healed.
Darkness: Reduces the character's attack power until healed. Also
stops a character from being able to counterattack.
Paralysis: The character cannot act until they are healed or they have
waited a certain amount of time.
Silent: The character cannot use magic until they have been healed.
Poison: The character will gradually lose HP until they have been
healed.
Hemo-ji: The character will have reduced attack power and also not be
able to use magic (Note that Kukuru can use the Refresh
ability even with Hemo-ji status).
16. One final thing to know is that, with the exception of chests that
contain accessories, all other treasure chests will come back if you get
them. Therefore, use that to your advantage if you run low on any
particular item (which you really shouldn't...).
Throughout the game, Chopin will give you more advanced basics at each of the
Skyports in the game. Be sure to visit him often, as he even tells about some
of the game's secrets towards the end...
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O 5. C H A R A C T E R I N F O R M A T I O N O
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ATLI5
OOOOOOOOOOOOOOOOOOO
O MAIN CHARACTERS O
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1. Arc Eda Ricolne
Arc is a young boy from Touvil in Seirya. He lives alone with his mother,
as his father left on a mission 10 years ago and has not been seen since.
When the game starts out, he sets out to avenge his father's "death", but
ends up on a quest to save the world.
Starting Statistics
Level: 1 Range: 3
HP: 15
MP: 6
Attack: 2 Magic: 2
Defense: 2 Agility: 1
Jump Level: 1 Throw Level: 0
Counterattack Level: 1 Catch Level: 1
Spells
Burn Ground Destructive Lava Attack.
LEVEL MP RANGE TARGET CONDITION
1 4 5-Width Diamond 1 Square Learn at level 2.
2 8 7-Width Diamond 3-Width Plus Learn at level 12.
3 16 7-Width Diamond 5-Width Diamond Learn at level 22.
Slow Enemy Reduce Enemy Agility.
LEVEL MP RANGE TARGET CONDITION
1 6 5-Width Diamond 1 Square Learn at level 6.
2 9 7-Width Diamond 3-Width Plus Learn at level 16.
3 14 7-Width Diamond 5-Width Diamond Learn at level 26.
Meteor Shower Deadly Meteor Shower.
LEVEL MP RANGE TARGET CONDITION
1 9 5-Width Diamond 1 Square Learn at level 10.
2 14 7-Width Diamond 3-Width Plus Learn at level 20.
3 21 7-Width Diamond 5-Width Diamond Learn at level 30.
Total Healing Heals and Restores HP.
LEVEL MP RANGE TARGET CONDITION
1 7 3-Width Plus Surrounding Area Learn at level 17.
2 10 7-Width Diamond 3-Width Plus Learn at level 27.
3 15 7-Width Diamond 5-Width Diamond Learn at level 37.
Gale Flash Outer Space Attack.
LEVEL MP RANGE TARGET CONDITION
1 12 5-Width Diamond 1 Square Learn at level 21.
2 16 7-Width Diamond 5-Width Diamond Learn at level 31.
3 24 7-Width Diamond 7-Width Diamond Learn at level 41.
2. Poco
Poco was unwillingly stuck into the Palencia Military Corps. When Arc
meets him, Poco's brigade has been devestated by the monsters on Colbo
Plain. When he is with Arc, Poco realizes that he is no longer afraid of
fighting. He joins Arc on his quest after this realization at Colbo
Plain.
Starting Statistics
Level: 2 Range: 3
HP: 18
MP: 12
Attack: 3 Magic: 2
Defense: 3 Agility: 0
Jump Level: 0 Throw Level: 1
Counterattack Level: 0 Catch Level: 0
Spells
Battle Drum Increase Party Offense.
LEVEL MP RANGE TARGET CONDITION
1 3 5-Width Diamond Surrounding Area Start with.
2 5 5-Width Diamond 5-Width Diamond Learn at level 13.
3 8 7 Width Diamond 5-Width Diamond Learn at level 23.
Speed Ocarina Increase Party Agility.
LEVEL MP RANGE TARGET CONDITION
1 4 3-Width Plus 1 Square Start with.
2 6 7-Width Diamond 3-Width Plus Learn at level 16.
3 9 7-Width Diamond 5-Width Diamond Learn at level 26.
Slow Bass Reduce Enemy Agility.
LEVEL MP RANGE TARGET CONDITION
1 7 5-Width Diamond Surrounding Area Start with.
2 11 7-Width Diamond 3-Width Plus Learn at level 15.
3 17 7-Width Diamond 5-Width Diamond Learn at level 25.
Healing Harp Recovers HP.
LEVEL MP RANGE TARGET CONDITION
1 3 3-Width Plus Surrounding Area Start with.
2 5 7-Width Diamond 3-Width Plus Learn at level 14.
3 8 7-Width Diamond Surrounding Area Learn at level 24.
Lion Drum Cause Wave Motion Explosion.
LEVEL MP RANGE TARGET CONDITION
1 8 3 Squares Ahead 3 Squares Ahead Get from King.
2 12 4 Squares Ahead 4 Squares Ahead Level received +10.
3 16 5 Squares Ahead 5 Squares Ahead Level received +20.
Shift Flute Align All to Same Direction as Poco.
LEVEL MP RANGE TARGET CONDITION
1 10 5-Width Diamond Surrounding Area Get from Battle 15.
2 14 7-Width Diamond Surrounding Area Level received +10.
3
Atrophy Horn Create Bomb Barrage.
LEVEL MP RANGE TARGET CONDITION
1 12 7-Width Diamond 3-Width Plus Get from Battle 24.
2 16 7-Width Diamond 5-Width Diamond Level received +10.
3 24 9-Width Diamond 5-Width Diamond Level received +20.
Cheer Trumpet Attack Fores by Using Spooks.
LEVEL MP RANGE TARGET CONDITION
1 8 5-Width Diamond 1 Square From Water Guardian.
2 12 7-Width Diamond 1 Square Level received +10.
3 18 7-Width Diamond 1 Square Level received +20.
NOTE: I have gotten a level with Shift Flute after having it for just 1
level, so any instruments you acquire and do not start with may
have random leveling up levels as opposed to once every 10 levels.
3. Kukuru
Kukuru is a member of the Sacred White Clan, which is sworn to protect
the Flame Cion that has been burning for 3000 years. However, in order
to avoid her duty in marrying the Crown Prince, she goes and puts out the
fire. After realizing her mistake, Arc comes and relights the fire,
saving Kukuru from the released demon and causing her to follow him for
the rest of his journey.
Starting Statistics
Level: 3 Range: 4
HP: 14
MP: 13
Attack: 4 Magic: 3
Defense: 3 Agility: 1
Jump Level: 1 Throw Level: 1
Counterattack Level: 0 Catch Level: 0
Spells
Cure Recover HP.
LEVEL MP RANGE TARGET CONDITION
1 4 3-Width Plus Surrounding Area Start with.
2 8 5-Width Diamond Surrounding Area Learn at level 13.
3 12 7-Width Diamond 5-Width Diamond Learn at level 23.
Antidote Cure Poison.
LEVEL MP RANGE TARGET CONDITION
1 3 5-Width Diamond 1 Square Start with.
2 5 7-Width Diamond 3-Width Plus Learn at level 15.
3 8 9-Width Diamond 3-Width Plus Learn at level 25.
Silencer Seal Foe's Magic Casting.
LEVEL MP RANGE TARGET CONDITION
1 6 5-Width Diamond 1 Square Learn at level 7.
2 9 5-Width Diamond 3-Width Plus Learn at level 17.
3 14 9-Width Diamond 3-Width Plus Learn at level 27.
Refresh Recover Conditions.
LEVEL MP RANGE TARGET CONDITION
1 8 5-Width Diamond 1 Square Learn at level 12.
2 12 7-Width Diamond 3-Width Plus Learn at level 22.
3 18 9-Width Diamond 3-Width Plus Learn at level 32.
Divine Judgment Laser-wielding Angel Causes Mayhem.
LEVEL MP RANGE TARGET CONDITION
1 9 5-Width Diamond Surrounding Area Learn at level 14.
2 14 7-Width Diamond 3-Width Plus Learn at level 24.
3 21 9-Width Diamond 5-Width Diamond Learn at level 34.
Resurrect Returns Characters to Life
LEVEL MP RANGE TARGET CONDITION
1 12 5-Width Diamond 1 Dead Ally Learn at level 20.
2 18 7-Width Diamond 1 Dead Ally Learn at level 30.
3 27 9-Width Diamond 1 Dead Ally Learn at level 40.
Divide Steal Foe's HP and Give to Party.
LEVEL MP RANGE TARGET CONDITION
1 14 5-Width Diamond Surrounding Area Learn at level 26.
2 21 7-Width Diamond Surrounding Area Learn at level 36.
3 32 9-Width Diamond Surrounding Area Learn at level 46.
4. Gogen
Gogen is a powerful wizard from 3000 years ago. He was one of the
original 7 heroes who fought to save the world. Realizing they could not
win, Gogen sealed the demon and himself into the Ancient Monolith near
Touvil. Arc and his party free Gogen from his long sleep, and the "book"
joins your party.
Starting Statistics
Level: 15 Range: 3
HP: 38
MP: 65
Attack: 7 Magic: 10
Defense: 8 Agility: 3
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 1
Spells
Explosion Engulf Enemy in Flames.
LEVEL MP RANGE TARGET CONDITION
1 10 7-Width Diamond 3-Width Plus Start with.
2 16 7-Width Diamond 5-Width Diamond Learn at level 26.
3 22 7-Width Diamond 5-Width Diamond Learn at level 36.
Dream Knock Put Enemies to Sleep.
LEVEL MP RANGE TARGET CONDITION
1 6 5-Width Diamond 3-Width Plus Start with.
2 10 7-Width Diamond 3-Width Plus Learn at level 27.
3 6 7-Width Diamond 5-Width Diamond Learn at level 37.
Diamond Dust Destructive Snowstorm.
LEVEL MP RANGE TARGET CONDITION
1 14 7-Width Diamond 3-Width Plus Learn at level 18.
2 20 7-Width Diamond 5-Width Diamond Learn at level 28.
3 26 7-Width Diamond 5-Width Diamond Learn at level 38.
Wind Slash Destructive Windstorm.
LEVEL MP RANGE TARGET CONDITION
1 16 7-Width Diamond 3-Width Plus Learn at level 19.
2 24 7-Width Diamond 5-Width Diamond Learn at level 29.
3 32 7-Width Diamond 5-Width Diamond Learn at level 39.
Heat Wall Create Fire Wall.
LEVEL MP RANGE TARGET CONDITION
1 13 3-Width Plus 1 Square Learn at level 20.
2 20 7-Width Diamond 1 Square Learn at level 30.
3 30 7-Width Diamond 1 Square Learn at level 40.
Thunderstorm Destructive Thunderstorm.
LEVEL MP RANGE TARGET CONDITION
1 18 7-Width Diamond 3-Width Plus Learn at level 21.
2 28 7-Width Diamond 5-Width Diamond Learn at level 31.
3 38 7-Width Diamond 5-Width Diamond Learn at level 41.
Teleport Teleport Select Area.
LEVEL MP RANGE TARGET CONDITION
1 10 7-Width Diamond 1 Square Learn at level 22.
2 15 9-Width Diamond 1 Square Learn at level 32.
3 23 11-Width Diamond 1 Square Learn at level 42.
5. Tosh
Tosh was an Elite Guard in Palencia. However, when the Minister ordered
him to slaughter his own clan for not following orders, Tosh refused.
For this, he was thrown into the Palencia Castle Prison, but not before
the Minister had Tosh's father murdered. Outraged at this occurrence,
Tosh breaks out of prison and with the help of Arc, kills his captors.
Later, the spirit within his sword prompts him to join Arc's cause.
Starting Statistics
Level: 13 Range: 4
HP: 56
MP: 32
Attack: 9 Magic: 7
Defense: 7 Agility: 4
Jump Level: 1 Throw Level: 1
Counterattack Level: 1 Catch Level: 0
Spells
Jubakuzen Paralysis Curse Slash.
LEVEL MP RANGE TARGET CONDITION
1 5 3-Width Plus 1 Square Learn at level 17.
2 8 3-Width Plus 1 Square Learn at level 27.
3 12 3-Width Plus 1 Square Learn at level 37.
Shinkuzen Vacuum Slash 2 Squares Forward.
LEVEL MP RANGE TARGET CONDITION
1 16 2 Squares From Tosh 1 Square Learn at level 20.
2 18 2 Squares From Tosh 1 Square Learn at level 30.
3 20 2 Squares From Tosh 1 Square Learn at level 40.
Koei-zen Tiger Shadow Slash.
LEVEL MP RANGE TARGET CONDITION
1 20 3-Width Plus 1 Square Learn at level 25.
2 24 3-Width Plus 1 Square Learn at level 35.
3 28 3-Width Plus 1 Square Learn at level 45.
Ouka-raibaku-zen Cherry Blossom Thunder Slash.
LEVEL MP RANGE TARGET CONDITION
1 24 3-Width Plus 1 Square Learn at level 28.
2 32 3-Width Plus 1 Square Learn at level 38.
3 40 3-Width Plus 1 Square Learn at level 48.
6. Chongara
Chongara is a merchant in Alatos who combs the Forbidden Ruins for
treasures. He has been searching for the Summon Pot, and when Arc comes
asking about the Light Guardian, Chongara makes him get the pot in
exchange for information. When Arc attempts to leave Alatos after
meeting with the Light Guardian, Chongara joins his crusade.
Starting Statistics
Level: 16 Range: 3
HP: 42
MP: 60
Attack: 10 Magic: 10
Defense: 9 Agility: 4
Jump Level: 1 Throw Level: 0
Counterattack Level: 1 Catch Level: 0
Spells
Kelack Summon Healing Kelack.
LEVEL MP RANGE TARGET CONDITION
1 4 5-Width Diamond 1 Square Target Start with.
Search Search Monster Stats.
LEVEL MP RANGE TARGET CONDITION
1 1 7-Width Diamond 1 Square Start with.
Mofly Summon Floor-Making Mofly.
LEVEL MP RANGE TARGET CONDITION
1 8 5-Width Diamond 1 Square Start with.
Odon Summon Odon.
LEVEL MP RANGE TARGET CONDITION
1 18 5-Width Diamond 1 Square At Chongara's Shop.
Hemo-ji Summon Hemo-ji.
LEVEL MP RANGE TARGET CONDITION
1 14 5-Width Diamond 1 Square At Amaidar Temple.
Fu-jin Summon Wind Genie.
LEVEL MP RANGE TARGET CONDITION
1 12 5-Width Diamond 1 Square From Water Guardian.
Rai-jin Summon Thunder Genie.
LEVEL MP RANGE TARGET CONDITION
1 22 5-Width Diamond 1 Square From Fire Guardian.
Choko Summon Choko.
LEVEL MP RANGE TARGET CONDITION
1 1 9-Width Diamond 1 Square At Forbidden Ruins.
7. Iga
Iga has spent his whole life training under the Archmonk in Amaidar
Temple. He is extremely strong, but adversely, not very smart. When the
group makes its way to Greyshinne to find the Earth Guardian, Iga is
ordered by the Archmonk to stop them. After Iga discovers the Archmonk
is really a monster in disguise, and has stopped him, he realizes his
life has been a lie, and joins the team.
Starting Statistics
Level: 20 Range: 3
HP: 80
MP: 32
Attack: 14 Magic: 11
Defense: 11 Agility: 4
Jump Level: 1 Throw Level: 1
Counterattack Level: 1 Catch Level: 1
Spells
Shingan-ho Mark Enemies for Death.
LEVEL MP RANGE TARGET CONDITION
1 2 5-Width Diamond 5-Width Diamond Start with.
2 4 7-Width Diamond 5-Width Diamond Learn at level 31.
3 6 9-Width Diamond 5-Width Diamond Learn at level 41.
Taima-kodan Laser Bomb Marked Enemies.
LEVEL MP RANGE TARGET CONDITION
1 6 Whole Field Marked Enemies Start with.
2 9 Whole Field Marked Enemies Learn at level 32.
3 14 Whole Field Marked Enemies Learn at level 42.
Senpu-gekishu Attack Enemies All Around.
LEVEL MP RANGE TARGET CONDITION
1 8 3-Width Plus Surrounding Area Learn at level 25.
2 12 3-Width Plus Surrounding Area Learn at level 35.
3 18 3-Width Plus Surrounding Area Learn at level 45.
Ryusei-baku Engulf Enemies in a Tornado.
LEVEL MP RANGE TARGET CONDITION
1 9 5-Width Diamond Surrounding Area Learn at level 27.
2 14 7-Width Diamond Surrounding Area Learn at level 37.
3 21 7-Width Diamond Surrounding Area Learn at level 47.
Kishinryu-eiha Cast Shadow-Self at Enemy.
LEVEL MP RANGE TARGET CONDITION
1 11 2 Squares Ahead 2 Squares Ahead Learn at level 29.
2 17 5 Squares Ahead 5 Squares Ahead Learn at level 39.
3 26 5 Squares Ahead 5 Squares Ahead Learn at level 49.
Mesho-reppa Break Weaker Enemies.
LEVEL MP RANGE TARGET CONDITION
1 13 5-Width Diamond 1 Square Learn at level 30.
2 20 7-Width Diamond 1 Square Learn at level 40.
3 30 9-Width Diamond 1 Square Learn at level 50.
OOOOOOOOOOOOOOOOOOOOOO
O CHONGARA'S SUMMONS O
OOOOOOOOOOOOOOOOOOOOOO
Like your regular party members, Chongara's summons too can gain levels, and
even equip accessories. Using this to your advantage, some of Chonagara's
"Guardian Forces" can become even stronger than your normal party!
1. Kelack
Kelack is one of the summons that apparently comes with the Summon Pot.
Kelack is a healing guardian. Kelack has a very high magic attribute,
but not much else going for him.
Starting Statistics
Level: 14 Range: 4
HP: 60
MP: 56
Attack: 8 Magic: 16
Defense: 8 Agility: 5
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Spells
Heal Recover Party HP.
LEVEL MP RANGE TARGET CONDITION
1 12 5-Width Diamond 3-Width Plus Start with.
2. Mofly
Mofly is another one of the summons that comes with the Summon Pot.
Mofly has the unusual ability of making floor where there isn't any. This
technique is very useful at certain parts of the game, and completely
worthless in the rest. Mofly's attack, defense, and agility stats are
decent at the start of the game.
Starting Statistics
Level: 15 Range: 4
HP: 55
MP: 40
Attack: 10 Magic: 4
Defense: 10 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Spells
Make Floor Make Floors to Cross Gaps.
LEVEL MP RANGE TARGET CONDITION
1 6 3-Width Plus 1 Square Starts with.
3. Odon
Odon is a summon that hangs out in Chongara's Shop. Odon can shapeshift
into any enemy or ally you use his skill on. While in the instruction
manual it says you can't use there abilities, many regular enemies that
you shapeshift into will actually give you an ability or two to use. You
can't use any ally abilities, however.
Starting Statistics
Level: 20 Range: 4
HP: 67
MP: 65
Attack: 15 Magic: 15
Defense: 12 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Spells
Transfer Shape-Shift into Enemy.
LEVEL MP RANGE TARGET CONDITION
1 12 3-Width Plus 1 Square Start with.
4. Hemo-ji
Hemo-ji is a rare pure Hemo-ji. Chongara discovers him after the sixth
battle in the Amaidar Temple Proving Grounds. Hemo-ji is basically like
any other Hemo-ji in the game; he can turn his opponents into Hemo-ji
that are weaker and unable to use magic.
Starting Statistics
Level: 10 Range: 4
HP: 20
MP: 20
Attack: 6 Magic: 4
Defense: 2 Agility: 5
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Spells
Hemo-ji Finger Make the Enemy Hemo-ji.
LEVEL MP RANGE TARGET CONDITION
1 8 3-Width Plus 1 Square Start with.
5. Fu-jin
Fu-jin is the summon that is given to you by the Water Guardian at the
Water Shrine. Fu-jin is decently strong, but nothing special. That is,
unless you pair him with Rai-jin...
Starting Statistics
Level: 30 Range: 5
HP: 84
MP: 64
Attack: 17 Magic: 94
Defense: 12 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Spells
Wind Summon Storm Genie.
LEVEL MP RANGE TARGET CONDITION
1 30 1 Square Ahead 1 Square Start with.
6. Rai-jin
Rai-jin is the summon that is given to you by the Fire Guardian when you
mwwt him. Rai-jin is decently strong, but nothing special. That is,
unless you pair him with Fu-jin...
Starting Statistics
Level: 29 Range: 5
HP: 78
MP: 64
Attack: 17 Magic: 94
Defense: 13 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Spells
Storm Summon Wind Genie.
LEVEL MP RANGE TARGET CONDITION
1 30 1 Square Ahead 1 Square Start with.
7. Choko
Choko is a mysterious young girl who resides at the bottom of the
Forbidden Ruins. Choko is an extremely powerful ally. She has one of
the highest counterattacks in the game, and can do damage equal to Arc at
his higher levels...and that's when she's level 1! Unfortunately, all of
that power comes with a price...you can only summon her in the random
battle areas throughout the game. She can never be used in any of the
storyline battles. Nevertheless, she's still fun to use.
Starting Statistics
Level: 1 Range: 6
HP: 244
MP: 91
Attack: 32 Magic: 24
Defense: 27 Agility: 12
Jump Level: 2 Throw Level: 2
Counterattack Level: 2 Catch Level: 2
NOTE: To use Wind or Storm with Fu-jin and Rai-jin, both Guardians must
be summoned out, and they must be on either side of an enemy.
This will allow you to cast either of the extremely powerful
spells, which can do well over 1000HP of damage. Not that you'll
ever need to do that much...
OOOOOOOOOOOOOOOOOOOOOO
O LEVEL REQUIREMENTS O
OOOOOOOOOOOOOOOOOOOOOO
Below is a list of the required experience points needed to achieve a certain
level. Note that experience for each level is NOT cumulative. In other
words, level 2 requires 50 experience and level 3 requires 100 experience,
but that does not mean that you only need to go from 50 experience to 100
experience in order to go from level 2 to level 3. You need the full 100
experience in order to advance.
LEVEL EXPERIENCE LEVEL EXPERIENCE LEVEL EXPERIENCE LEVEL EXPERIENCE
1 0 16 750 31 1500 46 2250
2 50 17 800 32 1550 47 2300
3 100 18 850 33 1600 48 2350
4 150 19 900 34 1650 49 2400
5 200 20 950 35 1700 50 2450
6 250 21 1000 36 1750 51 2500
7 300 22 1050 37 1800 52 2550
8 350 23 1100 38 1850 53 2600
9 400 24 1150 39 1900 54 2650
10 450 25 1200 40 1950 55 2700
11 500 26 1250 41 2000 56 2750
12 550 27 1300 42 2050 57 2800
13 600 28 1350 43 2100 58 2850
14 650 29 1400 44 2150 59 2900
15 700 30 1450 45 2200 60 2950
After reaching 60, you can only max your experience out at 9999. There is
no level above 60, without hacking a save.
OOOOOOOOOOOOOOOOOOOOOOOOO
O SUPPORTING CHARACTERS O
OOOOOOOOOOOOOOOOOOOOOOOOO
Below is a list of all the characters in Arc the Lad that do not join your
team, but still play an important (or not so important) part in the game and
its story.
1. Polta
Polta is Arc's mother. Early in the game, she tells Arc about his father
and the apparent demise that he met when he climbed the Guardian Peak.
Later, when helping the King of Palencia, he requests to return to his
hometown and continue on in his quest. When Arc finds his house, it is
burnt to the ground, and his mother has been taken prisoner. She is not
seen from that point on in the game.
2. Mayor
While the Mayor does not play a large part in the story, his part is very
key to the game. The Mayor persuades Kukuru to go up the Guardian Peak
and extinguish the Flame Cion. This event causes Arc to start on his
quest, and the rest is history.
3. Yoshua
Yoshua is Arc's father. He was the destined Crown Prince of Palencia,
but mysteriously vanished 10 years prior to the game's start, when he
climbed Guardian Peak. He is only seen in one flashback in the game,but
he sends numerous letters and clues to Arc throughout his quest.
4. King of Palencia
The King of Palencia is Arc's uncle. After hearing about Arc relighting</pre><pre id="faqspan-2">
the Flame Cion, he summons Arc to Palencia Castle in order to ask him to
help recover and open the Ark. Throughout the game, Arc returns to ask
favors and advice of the King.
5. Andel
Andel is Palencia's Minister. While he may at first seem loyal to the
King, Andel is working under a greater, more evil force the entire time.
He causes much trouble for Arc in the long run, and sends minions who try
to stop Arc constantly.
6. Mirror
In Andel's chambers there is a mirror. The mirror is a gateway between
Andel's leader and Andel. It is through this mirror that Andel
constantly communicates with his leader. While his leader remains a
mystery, their talks are often displayed throughout the game.
7. General Yagun
General Yagun is the "leader" of the nation of Millmana. He is commanded
by Andel to stop Arc from reaching Toyoke Forest at any cost, but his
attempts fail.
8. Sergeant
The Sergeant is an officer under the command of General Yagun. After the
group tricks him, he is given the assignment of leading the party into
Toyoke Forest. It is here that he abandons them, leaving them to be
ambushed by General Yagun's minions.
9. Chopin
Chopin is the pilot of the Silver Noah, the King of Palencia's airship.
He ccan constantly be looked upon to give Arc helpful hints regarding the
battle system and other aspects of the game.
10. Forest Spirit
When Arc reaches the center of Toyoke Forest, the Forest Spirit is there
to tell him about the horrible fate that humanity is leading itselt into.
She tells Arc about the Guardians and what he must do in order to save
the world from this terrible fate.
11. Sword Spirit
When Tosh visits his father's grave, he is blinded by rage, and desires
to kill those responsible for it. A spirit that lives within his sword
speaks to him, and convinces him to use his powers for good purposes, and
join Arc in his quest to save the world from annihilation.
12. Light Guardian
The Light Guardian is the first Guardian that Arc and his party seek out,
with the aid of Chongara. He is found on the Azenda Highland in Alatos,
and further explains to Arc the ailments caused by the humans to the
planet.
13. Amaidar Archmonk
The Amaidar Archmonk is Iga's master, who he has trained under all his
life. The Archmonk sends Iga to stop Arc and the party, but after being
defeated, Iga agrees to take them to see the Archmonk. It is within his
chambers that Kukuru reveals that the Archmonk is really a monster, and
after this revelation, Iga assists the party in defeating the Archmonk.
14. Earth Guardian
The second Guardian the team meets, the Earth Guardian lives at the altar
located high atop Mount Amaidar. Though he is disappointed with humans
as a whole, he senses that Arc and his party will heed his words, and
entrusts the Earth Stone to them as a result of this.
15. Rock Roctoll
Rock is the Tournament Ringmaster in Niedel. He oversees the fight for
the Wind Orb, a valuable prize sought by all. What the audience doesn't
know however, is that he is really a demon in disguise, and kills whoever
wins the Wind Orb. When Arc and the team win the Orb, Rock Roctoll
transforms into his true form, a Blood Fiend, and attacks the party.
16. Wind Guardian
The third Guardian the teem meets is actually met by accident when Gogen
drops the Wind Orb. It seems he was sealed in the Orb 600 years ago by
a greedy merchant who wanted to control the wind. Since then, hundreds
of people have killed for the Wind Orb. As thanks for releasing him, the
Wind Guardian gives Arc the Wind Stone.
17. General Kasadoll
General Kasadoll resides over Zariban. He destroys the Saryu Village for
the purpose of attaining the key to the Water Shrine. Later, when Arc
confronts him inside the Water Shrine, he changes to his true form, the
Flame Golem. It is here that Kasadoll meets his demise.
18. Water Guardian
The fourth Guardian the team comes across is found within the Water
Shrine that Kasadoll was invading. In gratitude of Arc understanding, he
gives him the Water Stone and use of the Guardian Fu-jin.
19. Scientist
This scientist is the head scientist in the hidden Bio Lab that is under
Palencia Castle. When Arc and the party walk into the lab, he becomes
angered and drinks a vial, turning himself into a Wyvern. After he is
defeated, Arc thinks that he is rid of the scientist, but he returns to
pull the self-destruct mechanism, ending in Palencia Castle being reduced
to a pile of rubble.
20. Fire Guardian
The last Guardian the team encounters, he is entrapped in the Bio Lab.
The Fire Guardian was being used as a means of energy for the country,
and because of this, he is reluctant to help Arc, even after he breaks
open the container holding him. It takes the tears of Arc and the words
of Gogen to convince the Guardian otherwise. The Fire Guardian then
entrusts the team with the Guardian Rai-jin, and the Fire Stone.
21. Ark
The Ark speaks to Arc after he has placed the five stones into it. It
tells Arc that he and the party must battle the evil within themselves
if they are to weild the true power of the Ark. Then it sends them to
the Illusion World to do so.
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
O 6. W A L K T H R O U G H O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
ATLI6
Here is the complete walkthrough for Arc the Lad. As you peruse through it,
you will notice there are circles near each of the items and enemies. If you
were to print out the entire walkthrough, you could use them as a way to
check off what you get, but if you are going to print something out, I'd
suggest the smaller Quick Walkthrough I wrote, also located at the website
that you found this at (Coolaid.net, CoolaidKingdom.net, GameFAQs.com).
Also, within the walkthrough, every item's location is listed and the item
name is CAPITALIZED within context so that you can find what you need with
relatively little difficulty. Now, on with the walkthrough.
OOOOOOOOOOOOOOOO
O INTRODUCTION O
OOOOOOOOOOOOOOOO
ATLI6.1
Touvil, Guardian Peak Base
OOOOOOOOOOOOOOOOOOOOOOOOOO
When the game starts, a young girl and the Mayor walk towards the foot of a
mountain that holds a 3000 year old flame. The Mayor tells the young girl
that she must climb to the top of the mountain and extinguish the Flame Cion.
Thus, she heads forward to do his bidding.
Touvil, Cion Shrine
OOOOOOOOOOOOOOOOOOO
The girl comes up to the Flame Cion. After she summons the courage to do so,
she casts a magic spell on the Flame Cion, extinguishing it. This causes the
Ark Ghoul to be set free, and the first snow in 10 years to fall upon the
once bright land below.
Touvil, Guardian Peak Base
OOOOOOOOOOOOOOOOOOOOOOOOOO
The scene shifts to the Mayor, who confesses his evil intentions to the
audience, and then the young girl comes back. They both leave the mountain
and head for town.
OOOOOOOOOO
O SEIRYA O
OOOOOOOOOO
ATLI6.2
Touvil, Arc's House
OOOOOOOOOOOOOOOOOOO
||ITEMS|| O Sword O Armor O Herb O Stone O Kaiser Glove O Revival Tonic
O Energy Fruit O Sacred Water
The game then switches to the main character, Arc, in his house. He is
looking at his father's locked treasure chest, when his mother comes and
tells him of his father's past. After some persuasion, she opens the chest
in front of Arc. She will go down to the front room and have a flashback
concerning Arc'father. When it is over, you will gain control of Arc.
Take your father's SWORD and ARMOR from the treasure chest. Check the upper
left pot in the room for an HERB. Then go into the lower room and check the
stove for a STONE. When you are done looking around, talk to Arc's mother
again. After some more mushy talk, she will give Arc the KAISER GLOVE, a
REVIVAL TONIC, an ENERGY FRUIT, and a SACRED WATER. Leave, and Arc will rush
forward to the mountain.
Touvil, Guardian Peak Base
OOOOOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| None
When Arc arrives at the mountain, he will find the young girl from before,
ready to right her wrong. Arc will discover the girl's name is Kukuru.
After fighting over who should light the flame again, Arc will take the torch
from Kukuru and go forward to light the Flame Cion once again.
Touvil, Guardian Peak
OOOOOOOOOOOOOOOOOOOOO
||ITEMS|| None
At the top of the mountain, Arc will meet up with the Ark Ghoul, the demon
that Kukuru released earlier. The Ark Ghoul takes Arc out with a single
swipe, and leaves him for dead. Later that night, Arc is still lying there
in defeat, when a light comes down from the moon and envelopes him. A voice
speaks to him, which turns out to be a Guardian. The guardian then gives
Arc the "Power of the "Guardian" and tells him to light the Flame Cion.
Touvil, Guardian Peak
OOOOOOOOOOOOOOOOOOOOO
BATTLE NUMBER ONE
||RECOMMENDED LEVEL|| 1
||ENEMIES|| Green Slime x 5
||ITEMS|| O Energy Fruit
Start off by going into your equipment and equipping the Kaiser Glove. This
will raise your Throw Level from 0 to 1. Then start the battle. Take some
time to get used to the battle system. It is pretty easy to learn and after
awhile, you feel like it's not there. This battle is basically there to
acquaint you with the systems and menus. You might want to wait awhile and
let the Green Slimes split so you can get more experience, but that's up to
you. For now, just take one slime out at a time, and be sure to get the
treasure chest containing an ENERGY FRUIT before you beat all 5 Green Slimes.
After the battle, the scene will switch back to Kukuru, who is now confronted
by the Ark Ghoul. Just as he is about to kill Kukuru, Arc relights the Flame
Cion, vanquishing the Ark Ghoul once again.
Touvil, Arc's House
OOOOOOOOOOOOOOOOOOO
||ITEMS|| None
After a few days of rest, Arc gets summoned to Palencia Castle by the King of
Seirya. After saying goodbye to his mother, he leaves for the castle.
Touvil, Village Gate
OOOOOOOOOOOOOOOOOOOO
||ITEMS|| O Herb
Kukuru will take Arc to the edge of Touvil Village, and then ask Arc if she
can go with him. He reluctantly agrees, and she tells him that she'll be
training for the time being.
Once you leave, return to Touvil to get an HERB from your mother and to read
a letter your father left you. It will explain some of the game basics. You
can return to get an herb as many times as you wish. Now head over to
Palencia Castle.
Palencia Castle
OOOOOOOOOOOOOOO
||ITEMS|| None
As Arc nears the entrance, the army will march out of the gates. After the
guards make fun of you, Arc will head forward to the Audience Chamber.
Palencia Castle, Audience Chamber
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| None
Inside, Arc has a very nice talk with the King, with the Minister butting in
every few lines with a remark against Arc. The King is about to ask Arc for
assistance with the Ark (confusing, eh?), when the Minister says he can't
trust you until you prove yourself in battle. He sends you off to Colbo
Plain in order to rid it of the monsters. So, head to the new battle area on
the map.
Colbo Plain
OOOOOOOOOOO
BATTLE TWO
||RECOMMENDED LEVEL|| 2 or 3
||ENEMIES|| Green Slime x3 Ghost x3 Zombie x3 Fire Elemental x1
||ITEMS|| O Palo Nut O Power Apple
When Arc arrives, he will notice that the army is not there, as the Minister
had mentioned. A single soldier will hop out of the brush. He will tell you
all the other soldiers were killed, and introduce himself as Poco. Poco
tries to persuade you to leave, but then the enemies will come out.
The only enemies you really have to worry about are the Zombies. The others
should be concentrated on first, as most are easily dispatched with a single
hit. If Arc is not Level 3 from your first battle, then make sure to have
both characters team up on each enemy and you shouldn't get hurt. When all
of the other enemies have been disposed of, use both Arc and Poco to attack
one Zombie at a time. During this battle, a Green Slime will drop a PALO NUT
and a Ghost will drop a POWER APPLE.
After the battle, Poco will join your team. Arc will suggest that the two of
them return to Palencia Castle, so do just that.
Palencia Castle, Audience Chamber
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| None
Arc and Poco return with news of victory, but of course, the Minister does
not believe them. He wants more proof, and conveniently, a soldier runs in
telling of invasion by monsters. Arc and Poco run out to take care of it.
Palencia Castle
OOOOOOOOOOOOOOO
BATTLE THREE
||RECOMMENDED LEVEL|| 4
||ENEMIES|| Green Slime x3 Ghost x3 Evil Bonze x1 Witch Doctor x1
||ITEMS|| O Jump Boots O Magic Card
At the start of the battle, you will see Kukuru being attacked by the
enemies. Then Arc and Poco will rush in to help.
This battle isn't too difficult. Just take out the Green Slimes and Ghosts
first, and concentrate on taking out the magic wielding Witch Doctor as
quickly as possible. Finally, concentrate all your attacks on the Evil
Bonze. The Evil Bonze will reward you with JUMP BOOTS, and the Witch Doctor
will drop a MAGIC CARD.
After the battle, Kukuru will collapse from exhaustion. Poco suggests taking
her inside.
Palencia Castle, Audience Chamber
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| None
Yep, time to talk to the King again. He again begins to talk to you about
the Ark, the legend, and his brother. The King then tells you to go to
Toyoke Forest in Millmana to learn about the Ark. Kukuru asks the King if
she can join you, and he agrees. You now have 3 party members. The King
tells you that you may use his airship, the Silver Noah, to go to Millmana.
Palencia Castle, Minister's Chamber
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| None
After leaving for Millmana, a scene showing Andel speaking through a mirror
about Arc and how he must be stopped will play out. Andel's true colors are
beginning to show…
Afterwards, head to the skyport.
Seirya Skyport
OOOOOOOOOOOOOO
||ITEMS|| None
At the skyport, you will meet Chopin, the pilot of the King's airship.
Before leaving Seirya, you can ask Chopin for some advice on more game play
basics. Then, choose to depart for Millmana.
FMV
OOO
Watch the Silver Noah flying in the background, and an Indiana Jones-esque
map showing your flight path in the foreground.
OOOOOOOOOOOO
O MILLMANA O
OOOOOOOOOOOO
ATLI6.3
Millmana Skyport
OOOOOOOOOOOOOOOO
||ITEMS|| None
When you get to Millmana, a soldier will be there to escort you to the
Millmana facility. Go with him.
Capital HQ
OOOOOOOOOO
||ITEMS|| None
The soldier will lead you straight to General Yagun.
Capital HQ, General's Office
OOOOOOOOOOOOOOOOOOOOOOOOOOOO
Here, you will meet General Yagun, a lackey of Andel's. After trashing your
whole team's authenticity, He won't let you into Toyoke Forest because you
are all "children", and after some persuasion, agrees to let you in only if
you can clear the surrounding areas, Ruvag Woods and Sembara Marsh. He then
has his Sergeant take you out to the front of Capital HQ again.
Capital HQ
OOOOOOOOOO
||ITEMS|| None
This time, you can walk around and talk to the people. Other than a soldier
telling you that you should go train at Nicarus Forest before battling with
the other enemies. You should take his advice and do so. When you're ready,
go down to the Sergeant and watch Kukuru knock him out. Head over to Nicarus
Forest to level up until you are around Level 10.
Ruvag Woods
OOOOOOOOOOO
BATTLE FOUR
||RECOMMENDED LEVEL|| 10
||ENEMIES|| Warlord x2 Wraith x 4 Bloodweed x2
||ITEMS|| O Small Bomb
If you took my advice and leveled up to 10, this fight should be a cinch. If
not, make sure to concentrate on getting rid of the Warlords first,
concentrating on 1 at a time. Then move onto the Wraiths, and finally, the
stationary Bloodweeds. If need be, have Arc fight, and use both Poco and
Kukuru to heal. There is a chest with a SMALL BOMB in it, which you can
either waste a Stone or use magic to get. Any attack magic with a 5-Width
Diamond Range should be able to hit it.
After the battle in Ruvag Woods, the battlefield will disappear. Now, go on
to the Sembara Marsh battlefield.
Sembara Marsh
OOOOOOOOOOOOO
BATTLE FIVE
||RECOMMENDED LEVEL|| 10
||ENEMIES|| Warlord x4 Mighty Fly x3
||ITEMS|| O Sacred Water
Again, if you didn't level up before, this fight will be tough. The Mighty
Flies especially can be hard hitting in this battle, so try not to get
cornered and take out one enemy at a time. If you reach level 12, use Burn
Ground Level 2 on a group of enemies for some assistance. The chest in this
battle contains a SACRED WATER.
When you finish the battles up, head back to the General.
Capital HQ, General's Office
OOOOOOOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| None
When you return, the General will tell you that you can enter Toyoke Forest,
but he will not be responsible for your deaths. Arc tells the General he
will be victorious, and the 3 of them leave. Then a ninja arrives, and the
General commands him to dispose of the 3 within Toyoke Forest. He leaves to
accomplish his mission..
FMV
OOO
An FMV will show a giant train like vehicle leaving Capital HQ and heading
for Toyoke Forest, with some birds flying away in the background. Prepare
for your next fight.
Toyoke Forest
OOOOOOOOOOOOO
BATTLE FIVE
||RECOMMENDED LEVEL|| 10
||ENEMIES|| Ninja x2 Wraith x3 Mighty Fly x2 Bloodweed x2
||ITEMS|| O Revival Tonic O Hit Scroll
The Sergeant will escort you into Toyoke Forest, and then run off without any
warning, leaving you to fight the scores of enemies here. Be sure to equip
any accessories that aren't on characters if you haven't done so already. If
you're at level 10 or above, this place is a breeze, especially with the
confining pathways. This makes it so that only the Mighty Flies can get
first attacks or corner you. Use this fact to your advantage. In this
battle, a Mighty Fly drops a REVIVAL TONIC, and a Ninja drops the HIT SCROLL
accessory.
Toyoke Forest
OOOOOOOOOOOOO
||ITEMS|| O Hero Crest
When the battle is over, the team will come up to a very large tree.
Suddenly, a voice will speak to them, and the Forest Spirit will come down
from the tree. The Forest Spirit will tell you more about your father and
reveal to you that he was the Crown Prince of Seirya that the King talked
about. Then she will give you the Hero Crest. She tells Arc to head back to
his homeland, Touvil. After you leave the forest, however, immediately
return to the forest and talk to the Forest Spirit again.
Toyoke Forest
OOOOOOOOOOOOO
||ITEMS|| Cure-All
When you go back, the Forest Spirit will speak to you again and give you a
Cure-All. This may seem pretty useless to do right now, but trust me, it
will set up two otherwise inaccessible accessories in the future.
Now, you will notice Ruvag Woods and Sembara Marsh have returned, in case you
need to do some leveling up. But, if not, head to the Millmana Skyport and
prepare to leave.
Millmana Skyport
OOOOOOOOOOOOOOOO
||ITEMS|| None
There isn't much to do here, but you can learn some more game basics from
Chopin. After you are done, take off for Seirya.
FMV
OOO
This FMV is similar to the first time you used the airship, except for it is
now the return path to Seirya.
OOOOOOOOOOOOOOOOOOOO
O RETURN TO SEIRYA O
OOOOOOOOOOOOOOOOOOOO
ATLI6.4
Seirya Skyport
OOOOOOOOOOOOOO
||ITEMS|| None
When you land, a guard will come and tell you to report to the King. On the
world map, there are two new, harder random battle areas, Quina Hill and
Karagan Plain. They are probably a little over your head right now, but if
you want to try them out, be my guest. Just be sure to save before you do
so. Afterwards, head on over to Palencia Castle to make your report.
Palencia Castle
OOOOOOOOOOOOOOO
||ITEMS|| None
When the 3 go to the castle, a group of weird looking guards takes a man who
is all tied up into the castle. The guards at the gate tell about the man
and his past. Then they tell you to go see the King.
Palencia Castle, Palencia Castle Prison
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| None
A cut scene follows in which the guards throw the tied up man into the
dungeon and leave him to think of his "crime".
Palencia Castle, Audience Chamber
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| None
The three go to the King's room only to find that the king has become ill.
Andel says he will take the report regarding Millmana and the Ark, but some
guard comes in and tells him the fugitive has been put in the dungeon. Andel
shrugs your report off and goes with the guard.
Outside of the chamber, Kukuru remarks that something sounds suspicious. Arc
and Kukuru ask Poco to lead them to the dungeon, where they wish to
investigate Andel Then Poco leads them off to the dungeon.
Palencia Castle, Palencia Castle Prison
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| None
Back in the dungeon, the guards come back and tell the prisoner his sentence.
The two guards jostle him, and then leave. The prisoner then has a flashback
regarding the Elder and his clan. We find out the fugitive's name is Tosh.
After the flashback, Tosh becomes enraged, and rips the dungeon door apart
with his bare hands. He then runs off to exact his revenge.
Palencia Castle, Palencia Castle Warehouse
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
BATTLE SIX
||RECOMMENDED LEVEL|| 12
||ENEMIES|| Ninja x3 Ghoul x3 Doll Master x2
||ITEMS|| O Senior Bandanna O Fiend Statue
The scene again switches to Arc and the rest, this time in the warehouse
above the prison. They look onward to see the elite guards talking. They
talk about Romalia, and making Seirya crumble before it. Tosh then comes out
from the dungeon and starts to kick some elite guard ass. The elite guards
then turn into a group of monsters. Both Tosh's sword and Kukuru's mirror
shine during this time, hinting that the two are from the same Clan. Now
it's battle time.
With Tosh on your team, this shouldn't be too hard. Make sure to put on the
Hero Crest before fighting this battle, it is a very invaluable item for the
rest of the game. Equip any other unequipped accessories on Tosh, and then
start fighting. Basically, just start by taking out the Ninja near Tosh
quickly, then concentrate on defeating one enemy at a time, as usual. If
some enemies get close together, Burn Ground is not a bad idea. The only
thing you really have to be careful of is the Ghouls. They can paralyze you,
but they rarely do. If they do, just wait it out unless you have to relieve
it. You should have few problems with this fight. One of the Ninjas drops
a SENIOR BANDANNA, and a Doll Master drops the FIEND STATUE.
When the battle is over, the team questions Tosh about the elite guards'
actions. He shrugs off the question, and then quickly leaves.
Palencia Castle, Audience Chamber
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| None
The group heads back to the Audience Chamber, where the King seems to have
made a miraculous recovery (they just don't make medicine like they used
to…). Arc tells the King that his father is the King's brother, but Andel,
as usual, doesn't believe him (paranoid son-of-a…). Arc shows the King the
Hero Crest, and this causes him to believe you. After another lengthy talk
concerning the Ark and the Guardians, the King will give Arc permission to
visit HIS OWN HOUSE. Then, a guard comes in and reports the escape of Tosh,
as the party exits.
Palencia Castle, Minister's Chamber
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| None
When the team leaves, Andel makes his way back to the mirror to ask if Snow
White is still the fairest in all the land…oh wait, wrong show…He makes his
way to the mirror in order to tell it about Arc's accomplishments. They then
speak about how to stop Arc. When you regain control, head over to Touvil.
Touvil, Village Gate
OOOOOOOOOOOOOOOOOOOO
||ITEMS|| None
As the team walks through the entrance to Touvil, Kukuru comments that she
smells smoke (probably because Poco stole a royal hot dog…). The team runs
forward to Arc's house.
Touvil, Arc's House
OOOOOOOOOOOOOOOOOOO
||ITEMS|| None
When they arrive, Arc's house is already burnt to the ground, as is the rest
of the town. Suddenly, a messenger comes with a delivery for Arc. It's a
letter from Arc's father, conveniently. He tells Arc that he must seek out
the Power Stones from the Guardians around the world. He then tells Arc to
head to the Ancient Monolith that is near Touvil.
Before heading to the new location, the Ancient Monolith, head back to
Touvil for a second.
Touvil, Arc's House
OOOOOOOOOOOOOOOOOOO
||ITEMS|| Romancing Stone 1
Go to the upper right corner of Arc's house and check around to discover the
ROMANCING STONE 1. When you've gotten this, head out and go to the Ancient
Monolith.
Ancient Monolith
OOOOOOOOOOOOOOOO
||ITEMS|| None
When Arc examines the monolith, he discovers some writing. Upon reading it,
he is drawn into a new place, the Illusion World.
Illusion World
OOOOOOOOOOOOOO
BATTLE SEVEN
||RECOMMENDED LEVEL|| 13
||ENEMIES|| Illusion Flame x4 Illusion Lord x1
||ITEMS|| O Armor Stone
This battle can be tough, especially with the Illusion Lord's high magic
property. Unless you are a really high level at this point, which you
shouldn't be for certain reasons, the Illusion Lord will always start out
with a spell that will hit all your characters. Heal as quickly as you can,
then start your attack. His magic can do around half of your HP, so keep
your characters spread out while you take out the Illusion Flames and keep
them healed when you attack the Illusion Lord himself. Take out the
Illusion Flames first, and then concentrate on the Illusion Lord himself.
Battle Drum and Speed Ocarina on all your characters during this battle
doesn't hurt, either. He should go down with relatively no trouble, if you
keep the team healthy. The Illusion Lord will drop the ARMOR STONE.
Ancient Monolith
OOOOOOOOOOOOOOOO
||ITEMS|| O Romancing Stone 3 O Stone x3
After the battle, an old man will appear and begin talking to you. He
introduces himself as Gogen, and states he is over 3000 years old. He also
tells the team that he is the "book" Arc's father told them to search for.
Gogen tells Arc that he must seek out the five Guardians and gain their
stones, which can be used to break the Ark's seal. Gogen cleverly hints at
the next location the team must travel to, which turns out to be the country
of Alatos. Arc suggests going to the King and asking for an airship. Gogen
joins your team before you head off for the castle. Before you leave, Gogen
will give you the ROMANCING STONE 3.
Before heading to the castle, note that you can return to the Ancient
Monolith at anytime and pick up 3 STONES from around it.
Palencia Castle, Audience Chamber
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| O 'Wild Lion Drum' Spell
The party returns to the King and tells him about the five Guardians and
their stones. The King then gives you his airship, the Silver Noah, and he
gives Poco a new spell, the WILD LION DRUM. When this is all done, head to
the Skyport.
Palencia Hill Lookout
OOOOOOOOOOOOOOOOOOOOO
||ITEMS|| None
When you enter the Skyport, a scene with Tosh will show, where he is standing
at his father's grave. Suddenly, a voice speaks to him. It is a Spirit
within his blade. The Sword Spirit tells Tosh to join Arc on his quest. Tosh
then leaves to do so.
Seirya Skyport
OOOOOOOOOOOOOO
At the skyport, Chopin tells the team they can board, but Tosh interrupts
the departure. After a long talk, Tosh joins the team, and they all head
for the land of Alatos. If you go to Millmana Skyport, Chopin will have
more gaming advice available to you.
OOOOOOOOOO
O ALATOS O
OOOOOOOOOO
ATLI6.5
Alatos Skyport
OOOOOOOOOOOOOO
||ITEMS|| None
When you land, the team meets up with a weird merchant. He will invite you
to his shop, and then leave. Follow him to his shop.
Chongara's Shop
OOOOOOOOOOOOOOO
||ITEMS|| None
When you arrive, Chongara will tell you about Alatos' history and the ruins
surrounding the area. He will then tell the group about the Light Guardian
in the area. Chongara won't go into detail however, until the group agrees
to go to the nearby ruins and help him get a certain treasure, the Summon
Pot, which is on the 5th floor of the ruins. The group has no choice but to
agree. Now, onto the Forbidden Ruins.
Forbidden Ruins
OOOOOOOOOOOOOOO
In the morning the group heads to the Forbidden Ruins, which is a huge, 50
floor dungeon. You only have to go to the 5th floor this time around, and
for now, that's all I suggest. Leveling up too much now can have adverse
effects later. And remember, there is no saving after battles in the
Forbidden Ruins. You must make it down to whatever floor you are headed for
AND make it back up all those floors as well to get out and save. Note also
that you do not have to kill all or any of the enemies on a floor to proceed
to the next/previous floor.
BATTLE EIGHT
||RECOMMENDED LEVEL|| 9
||ENEMIES|| Warlord x3
||ITEMS|| O Herb O Revival Tonic
This battle is as easy as it gets…just get the two treasure chests and waste
the warlords with whoever you want. When you're finished, have a character
walk onto the staircase to go to the next floor. The two treasure chests in
the center of the room contain an HERB and a REVIVAL TONIC. It isn't
necessary here,but on future floors, if you plan on killing the enemies, you
should leave the treasure chests until last, as you get to decide when to
move to the next floor.
BATTLE NINE
||RECOMMENDED LEVEL|| 13
||ENEMIES|| Werewolf x4
||ITEMS|| O Big Bomb O Speed Satchel
The Werewolves counterattack often, so try and hit them from the back
whenever you can. This floor, again, should not give you any trouble,
especially if you can get them from the back. The chests on either side of
this room contain a BIG BOMB and a SPEED SATCHEL.
BATTLE TEN
||RECOMMENDED LEVEL|| 14
||ENEMIES|| Werewolf x2 Voodoo Man x2
||ITEMS|| O Skill Bracelet
Another relatively easy floor. The barriers set up across the field are
actually more of decoration than they are of barriers, because most of your
team and the werewolves can jump over them at this point in the game. Th
Voodoo Men cannot jump the barriers, however, so make sure you take out the
Werewolves first, and then the lesser Voodoo Men when you are done. Although
the Voodoo Men do have attack magic, it is not very harmful to your team at
this point in the game. The chest at the top of the field holds a SKILL
BRACELET accessory.
BATTLE ELEVEN
||RECOMMENDED LEVEL|| 14
||ENEMIES|| Voodoo Man x2 Demi Monk x2
||ITEMS|| O Stone O Insomnia Card O Atrophy Ball
For this battle, you may wish to take out the Voodoo Men first, as the Demi
Monks usually only cast Silence on your characters, and the only way of
hitting the Voodoo Man behind the barrier is either walking around, tossing
a projectile, or using magic. Once the Voodoo Men are out of the way, the
Demi Monks fall very easily. The three chests in this room contain a STONE,
an INSOMNIA CARD accessory, and an ATROPHY BALL.
BATTLE TWELVE
||RECOMMENDED LEVEL|| 16
||ENEMIES|| Demi Monk x4 Blood Knight x4
||ITEMS|| O Paralysis Apple O Small Bomb O Summon Pot
Yes, this battle is purposely made harder than the rest. If you had some
trouble with the previous floors, this floor is meant to catch you off guard
with depleted magic and/or items. The good news is, only two enemies at a
time come forward, so you shouldn't have TOO much difficulty. Just keep
Kukuru and Poco healing if necessary, and have Tosh and Arc concentrate their
physical attacks on the two enemies at a time, while Gogen casts his magic.
Your reward for the floor is the SUMMON POT, located in the far left treasure
chest. The other two treasure chests on this floor hold a PARALYSIS APPLE
and a SMALL BOMB.
Now that you've retrieved the Summon Pot, head all the way back out of the
Forbidden Ruins. If you need to do some leveling up (You should be around 20
with Arc by now), fight the enemies on the way up, if not, you can skip them
if you would like. Once you reach the top, head back to Chongara's Shop.
Chongara's Shop
OOOOOOOOOOOOOOO
||ITEMS|| None
Back at Chongara's Shop, Chongara inspects the Summon Pot and determines
its authenticity. Chongara asks the team why the want to find the Light
Guardian, which leads into a flashback. It shows Chongara traversing the
Forbidden Ruins, and is the only time in the game you can actually see the
awesome power of Arc's father, Yoshua. He asks Chongara to assist his son
in 10 years, and then the flashback ends. He then agrees to take the team
to the Azenda Highland in the morning.
In the morning head to the new area, Azenda Highland.
Azenda Highland, Azenda Highland Cave
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
BATTLE THIRTEEN
||RECOMMENDED LEVEL|| 17
||ENEMIES|| Giant Bat x7 Stone Jackal x3 Stone Golem x1
||ITEMS|| O Power Nut O Reco's Grass O Magic Leaf O Revival Tonic
O Counter Bracelet O Palo Nut O Deity Fist
This battle can be difficult, so first concentrate on taking out the Giant
Bats, as they are the only enemies that will attack aggressively if you stay
on the starting platform. When the Giant Bats are disposed of, work your way
around the field getting the treasure chests using Mofly. When Mofly runs
out of magic, either walk him over to a Stone Jackal and have it kill him the
summon him again, or try to obtain the others using magic. Note that a
summon's death counts in Chongara's Monster Book. When you are done taking
out the Stone Jackals, bring your strongest over to the Stone Golem and try
to take him out. If you can't, he'll explode, which you may be able to
survive. You won't get experience if he explodes, but you'll still win the
battle. This is the only time you can come to this battlefield, so make sure
to get the treasures. Now also wouldn't be a bad time to start your Monster
Book collection. The chests mostly contain rare items. Starting from the
lower right and going clockwise, the treasures you need to use Mofly or magic
for are POWER NUT, RECO'S GRASS, MAGIC LEAF, and REVIVAL TONIC.The item that
is on the center platform with the Stone Jackal is PALO NUT. One Stone
Jackal will drop a COUNTER BRACELET, and the Stone Golem will drop a DEITY
FIST. Note that if the Stone Golem explodes and kills the character who is
attacking it, there will be no character to pick up the Deity Fist, and thus,
you won't get it.
When you defeat the enemies in the Azenda Highland Cave, Arc will suggest
that the team goes and sees the Light Guardian. After all, that's why you're
there, isn't it?
Azenda Highland, Azenda Highland Perimeter
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| O Light Stone O KIng's Image
At the edge of the cliff, the team will meet the Light Guardian. The Light
Guardian, just like the Forest Spirit, will go on about how the selfishness
of humanity has caused monsters to appear and may be the cause of the end of
world. After the talk, the Light Guardian will give Arc the LIGHT STONE and
the KING'S IMAGE.
Azenda Highland, Azend Highland Cave
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| None
Back in the cave, Arc will thank Chongara for his help, and then the party
and Chongara will go their separate ways.
Now, head back to the Alatos Skyport.
Alatos Skyport
OOOOOOOOOOOOOO
||ITEMS|| None
The scene will switch back to Chongara as you enter the Skyport. He is
debating what to do. He decides he should keep his promise to your father
and goes to the Skyport to join you. Gogen, using his power in conjunction
with the stone you just recieved, tells that your next destination is East
Amaidar, Greyshinne to be exact. With Chongara on your team, it's time
to make a return visit to the Forest Spirit in Millmana.
Toyoke Forest
OOOOOOOOOOOOO
||ITEMS|| O Cure-All
Go back to the Forest Spirit to hear about the Water Guardian and to recieve
another CURE-ALL. Then head to Greyshinne.
OOOOOOOOOOOOOO
O GREYSHINNE O
OOOOOOOOOOOOOO
ATLI6.6
Greyshinne Skyport
OOOOOOOOOOOOOOOOOO
||ITEMS|| None
When you land in this new country, Chongara will tell you about the opponents
you will face in this land, who use 2000 year old martial art skills. When
Kukuru is done making Poco piss in his pants, Arc suggests you head to the
temple of these warriors.
Amaidar Temple, Amaidar Archmonk's Chambers
OOOOOOOOOOOOOO
||ITEMS|| None
When you enter the temple, a cutscene that deals with the Archmonk and some
lesser monks occurs. They warn the Archmonk of your coming, and think that
you will disrupt the Guardian of Mount Amaidar. The Archmonk has the other
Monk summon Iga, who comes in and is told to stop Arc and his party from
reaching the mountain. Iga says he will do just that.
Amaidar Temple
OOOOOOOOOOOOOO
When the group reaches the front gates, they swing open to show hordes of
Monks waiting for them. Iga comes out and tells the team to turn back. The
team has no desire to turn back, and so a match between Arc and Iga is set
up. If Arc wins, Gogen wants Iga to listen to them. So you know what you
have to do.
BATTLE FOURTEEN
||RECOMMENDED LEVEL|| 21
||ENEMIES|| Iga x1
||ITEMS|| O Short Sword
Since it is just you and Iga, it is basically who is stronger. Just keep
physically attacking from behind him so he can't counter, and if you are
the suggested level, he should be weak after the second counter. If you
absolutely need to heal in this battle, use Total Healing, but 4 attacks
should be enough to waste Iga. Iga drops a SHORT SWORD accessory for your
troubles.
After the battle, Gogen exlains the situation to Iga, and then asks to see
his master. Iga then takes the team to see the Archmonk.
Amaidar Temple, Amaidar Archmonk's Chambers
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| None
The team and Iga have a heated exchange with the Archmonk, who accuses Iga of
being traitorous. Kukuru then reveals the true form of the Archmonk, an evil
monster in disguise. The Archmonk escapes to the proving grounds, where the
team follows him to.
Amaidar Temple, Amaidar Proving Grounds
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
BATTLE FIFTEEN
||RECOMMENDED LEVEL|| 22
||ENEMIES|| Novice Monk x6 Amaidar Monk x1
||ITEMS|| O Prayer Beads O Shift Flute
If your group is the recommended level, it is sometimes best to split the
team into two equally strong groups and take out the Novice Monks as quick as
possible. Work on one Novice Monk at a time with each group. If you are
looking for an alternative method to finishing this battle quickly, have Iga
round up the Novice Monks in as close a group as possible, and then use
Shingan-ho to mark them. When Iga's next turn comes up, use Taima-kodan to
deal high damage to most or even all of the Novice Monks. This should weaken
them enough to be able to quickly get rid of them and then concentrate on
attacking the Amaidar Monk. Since the Amaidar Monk can quickly take out your
weaker characters, it is often easier to round up your stronger fighters,
like Arc, Tosh, and Iga, and use Battle Drum on them. Then go to work on the
'boss'. He has just over 150 HP, so using the three characters, it shouldn't
take very long. Have Poco and Kukuru heal as needed. Also, note that this
is your only chance to get either the Amaidar Monk or the Novice Monk for the
Monster Book, so do so now. Your reward for defeating the Amaidar Monk are
the PRAYER BEADS. After the battle, Poco will also find a SHIFT FLUTE.
Because most blood-thirsty beasts play an instrument on the side...
With the Archmonk gone, the party heads off toward Mount Amaidar.
Mt. Amaidar, Amaidar Mountain Peak
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
BATTLE SIXTEEN
||RECOMMENDED LEVEL|| 23
||ENEMIES|| Wild Hemo-ji x5 Water Slime x7 Boogie Man x4
||ITEMS|| O Junk Bracelet O Antidote Ring O Palo Nut O Earth Stone
In this battle, you might want to take out the Wild Hemo-ji first. They
cause the Hemo-ji status ailment, which will prevent you from using magic in
this battle. Make sure to keep your healers away from the Wild Hemo-ji, as
if you have trouble with this battle and you can not refill, you may lose the
battle. Once the Wild Hemo-ji are taken out, work on the Boogie Men and
finally, the Water Slimes (who there are probably more than a dozen of by
now, due to splitting). During the battle, a Wild Hemo-ji will drop the JUNK
BRACELET, a Water Slime has a PALO NUT, and a Boogie Man has an ANTIDOTE
RING.
When you defeat all the enemies, Iga will look at the sacred altar and notice
that the sacred books were stolen. Then, the Earth Guardian will speak to
the group. He tells Iga that the powers his Monkhood had were gifts from the
Guardians that were wrongfully used. The Earth Guardian will then give the
team the EARTH STONE.
Amaidar Temple
OOOOOOOOOOOOOO
||ITEMS|| None
After returning, Iga decides that he can no longer stay at Amaidar Temple,
and thus chooses to go with Arc on his quest. You now have all your team
members. Iga says farewell to the other monks and tells them one day he will
return, and then the team leaves. Note that the Proving Grounds at Amaidar
Temple are now open (See Secrets and Sidequests, ATLI10).
Greyshinne Skyport
OOOOOOOOOOOOOOOOOO
||ITEMS|| None
At the Skyport, tell Chopin that you are ready to leave. As the team
prepares to leave Greyshinne, Gogen once again uses his staff to uncover the
team's next destination, this time Niedel. But, before you head there, go
back to Millmana.
Toyoke Forest
OOOOOOOOOOOOO
||ITEMS|| O Cure-All O Throw Scroll
In Toyoke Forest, the Forest Spirit will tell you to remember the words of
the Earth Guardian. Then she will give you the usual CURE-ALL, and the THROW
SCROLL as well. Now, head back to Touvil in Seirya for another rare
accessory. Note also that Chopin has new advice for you at the Skyports.
Touvil, Arc's House
OOOOOOOOOOOOOOOOOOO
||ITEMS|| O Romancing Stone 2
Back at Arc's House, check the mailbox outside of the house. You will find a
letter from your father. Included with the letter is a gift, the ROMANCING
STONE 2. Only one left...
While we're on the sidequest rampage, you might as well head back to
Chongara's Shop in Alatos.
Chongara's Shop
OOOOOOOOOOOOOOO
||ITEMS|| O 'Odon' Summon
In Chongara's Shop, a strange thing will happen. Chongara will walk up, and
another Chongara will come out of the Shop (One Chongara was enough...).
After some freaky dancing, the Chongara will turn into Kukuru. Chongara will
call the shapeshifter Odon, and tell it to get out. Then it will reveal its
true form. After you leave, Odon will have joined your summons.
With those little quests out of your way, you can now head on over to Niedel.
OOOOOOOOOO
O NIEDEL O
OOOOOOOOOO
ATLI6.7
Niedel Skyport
OOOOOOOOOOOOOO
||ITEMS|| None
When you arrive, the guy tells you that if you hurry to the Tournament, you
should be able to make the opening ceremonies. You should do just that.
Tournament Arena, Arena Courtyard
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| HERB
When you first get here, head over to the right and check the gong. You will
find an HERB hidden there. Now, you can talk to the contenders around the
courtyard. When you are done, switch to the character you wish to use in
order to compete in the tournament. Then, go up and talk to the Official at
the top of the steps. The cursor will automatically start on whoever you
switched to. I suggest using Poco, because winning with him will net you the
Toy Ring, a rare accessory. Now, on with the Tournament.
After Rock Roctoll's 'brilliant' speech about the Wind Orb (which makes me
ultra-sick ultra-quick), you will be put back outside in the courtyard. Go
back up to the official again and enter the arena for your first battle.
There will be a total of 5 fights, but don't worry, as you will return to
the Arena Courtyard after every battle. You will then be able to leave and
save when you think it is necessary. Don't worry about holding back with
magic, you will be completely refilled after each battle.
Tournament Arena, Arena
OOOOOOOOOOOOOOOOOOOOOOO
BATTLE SEVENTEEN
||RECOMMENDED LEVEL|| 21
||ENEMIES|| Blood Knight x1
||ITEMS|| O Revival Tonic
Before the battle starts, make sure to equip Poco (or whomever you use) with
some appropriate accessories. The Armor Stone, Magic Card, and Short Sword
are all good choices. When you're ready, you should be able to take out the
Blood Knight with a single attack of the Lion Drum. Your reward for this
round is a REVIVAL TONIC.
BATTLE EIGHTEEN
||RECOMMENDED LEVEL|| 22
||ENEMIES|| Boogie Man x1
||ITEMS|| O Power Nut
The Boogie Man should be easily taken out with 2 shots of the Lion Drum. His
Wind Slash shouldn't pose too much of a threat to you, only about 5 HP per
casting. This battle will yield a POWER NUT.
BATTLE NINETEEN
||RECOMMENDED LEVEL|| 24
||ENEMIES|| Black Knight x1
||ITEMS|| O Magic Sprig
The Black Knight will probably get the first move, and he will be quite
strong compared to your Poco, so be sure that you stay away and attack with
the Lion Drum. You also have to be careful when you get the Black Knight
weak, as he will use Cure to fully heal himself. As long as you can either
do 40 HP of damage per turn or you can take two hits in a row from the Black
Knight, you should be ok. A MAGIC SPRIG is recieved for this battle.
BATTLE TWENTY
||RECOMMENDED LEVEL|| 24
||ENEMIES|| Mad Monk x1
||ITEMS|| O Reco's Grass
This battle shouldn't be as hard as the last, as the Mad Monk's magic is not
that powerful. A few Lion Drum blasts should take him out. You will get a
RECO'S GRASS from the Mad Monk.
BATTLE TWENTY-ONE
||RECOMMENDED LEVEL|| 25
||ENEMIES|| Assassin
||ITEMS|| O Power Apple
This is it. The final battle for the Wind Orb. No pressure. As usual, if
you're using Poco, rely on the Lion Drum to get you through. 2 hits, and the
Assassin is down for the count. If you're not using Poco, chances are you've
been using someone much stronger like Tosh, Arc, or Iga. In that case, you
can probably beat the Assassin with a single hit, so you shouldn't even be
reading this. :P You get a POWER APPLE for this final battle.
Tournament Arena, After the Tournament
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| O Wind Orb O Toy Ring
Afterwards, Rock Roctoll will congratulate the new champion and give them the
WIND ORB. If you listened and used Poco for the tournament, you will also
get a special bonus, the TOY RING.
After recieving your prizes, the team will compliment the champion, and then
set out to leave the Arena. You knew it wasn't that easy, right? Rock
Roctoll comes out and stops the team. With a snap of his fingers, tons of
Boogie Men appear out of nowhere to give you pain. Then, Rock Roctoll will
change into a Blood Fiend.
BATTLE TWENTY-TWO
||RECOMMENDED LEVEL|| 25
||ENEMIES|| Boogie Man x6 Blood Fiend x1
||ITEMS|| O Wind Stone O Tragedy Glasses
If you unequipped any team members for the Tournament, you may want to fix
that before starting the battle. Tosh, Arc, and Iga should be able to take
out the Boogie Men in a single hit, so use them to take out as many as
possible, using Kukuru and Poco to heal if needed. Also, you can use Poco's
Lion Drum if you would like. The Boogie Men should fall very easily, leaving
the Blood Fiend to the hands of Arc, Tosh and Poco. This battle shouldn't
cause you much trouble.
After saving yourself and getting some worthless items, Kukuru will say that
you still need to find the Wind Guardian. At this point, Gogen takes the</pre><pre id="faqspan-3">
Wind Orb and 'accidentally' drops the Wind Orb. From the shattered remains,
the Wind Guardian emerges. He will tell you of his terrible past, and how he
was locked away in the Wind Orb for 600 years. As thanks, he gives Arc the
WIND STONE and the TRAGEDY GLASSES. Note the Tournament Arena sidequest is
now opened up (see Secrets and Sidequests, ATLI10). Now, head for the
Skyport.
Niedel Skyport
OOOOOOOOOOOOOO
||ITEMS|| None
With the Wind Stone attained, Gogen uses his staff once again, and reveals
that Zariban, the desert country, is your next destination. But first, it is
time to visit the Forest Spirit in Millmana yet again.
Toyoke Forest
OOOOOOOOOOOOO
||ITEMS|| O Cure-All
The Forest Spirit will tell you to heed the words of the Wind Guardian, and
then she will give you another CURE-ALL. Now you can take the Silver Noah
over to Zariban. Also, Chopin should have new information for you now.
OOOOOOOOOOO
O ZARIBAN O
OOOOOOOOOOO
ATLI6.8
Zariban Skyport
OOOOOOOOOOOOOOO
||ITEMS|| None
When you arrive at the Skyport, a man will be there to greet you. He is from
the Saryu Tribe, and it seems your father sent him to meet you. Follow him
to his village.
Saryu Village
OOOOOOOOOOOOO
||ITEMS|| None
The man will take you to a cliff overlooking the village. As he tells you
about the history of Saryu, a giant laser strikes the village and utterly
destroys it.
The team goes down to investigate the ruins and see if there are any
survivors. Unfortunately for you, the survivors don't want you to survive.
BATTLE TWENTY-THREE
||RECOMMENDED LEVEL|| 35
||ENEMIES|| Maneater x5 Blood Skeleton x6 Insane Minotaur x1
||ITEMS|| O Elder's Charm
Start off the battle using your strong characters to take out the Blood
Skeletons and the Insane Minotaur. Use Kukuru and Poco to heal, and try to
attack from behind at all times, as enemies tend to counter often. If you
Paralyze a Blood Skeleton, don't bother to waste a character's turn killing
it, unless you are finding this battle very easy. Don't worry about the
Maneaters. They are stationary and won't touch you unless you go near them.
If you have alot of trouble with this battle, it might be a good idea to go
to the Proving Grounds at Amaidar Temple and complete the battles there
first (see Secrets and Sidequests, ATLI10). This is a good method for
leveling up, especially at this point in the game. I managed to get around
a dozen levels for my more active characters (Arc, Tosh, Iga) doing this.
Those dozen or so levels will be more than enough to make this battle seem
one-sided.
After the battle, the team will find the Saryu Elder. He will talk about
your father, and then he'll hand you the ELDER'S CHARM with his dying breath.
The team then heads forth to stop Kasadoll, the General of Zariban. Head to
the Water Shrine.
Water Shrine
OOOOOOOOOOOO
||ITEMS|| None
As soon as you enter the Water Shrine, Arc and the party will encounter
General Kasadoll and his troops. After a harsh talking to by Arc, Kasadoll
will enter the Water Shrine, leaving you to contend with his monsterous
followers.
BATTLE TWENTY-FOUR
||RECOMMENDED LEVEL|| 37
||ENEMIES|| Brainpicker x1, Fleshripper x6
||ITEMS|| O Antidote Ring O 'Atrophy Horn' Spell
This is a pretty easy fight. Take out any Fleshrippers that stand in your
way, and then unleash what you can on the Brainpicker. The Brainpicker has
around 500 HP, so it may take awhile, but his attackes aren't very powerful.
When you defeat the Brainpicker, you'll receive an ANTIDOTE RING. After the
battle, Poco will find the ATROPHY HORN sticking out of the sand.
NOTE: Remember to Search the enemies here, it will be the only time you
fight them.
Water Shrine
OOOOOOOOOOOO
The team will enter the shrine after the battle, and confront Kasadoll once
again. After Arc digs into him harshly for a second time, Kasadoll can't
take it anymore, and he and his troops transform into monsters. Make him
pay.
BATTLE TWENTY-FIVE
||RECOMMENDED LEVEL|| 38
||ENEMIES|| Dark Monk x4, Necromancer x4, Vampire Bat x4, Fire Golem x1
||ITEMS|| O Hawk Statue
Concentrate on the Vampire Bats first. They are the strongest enemies in the
battle and have the longest range. Your next priority should be the magic
toting Necromancers. Once they are finished, the battle is practically over.
Defeat the Dark Monks, and then concentrate your strongest fighters on the
Fire Golem. Be sure he does not explode, or you will lose the HAWK STATUE
that he is holding.
NOTE: This is the only battle with a Fire Golem, so be sure to Search him
before you put him out.
With the threat of General Kasadoll taken care of, the team heads further
into the shrine to find the Water Guardian.
Water Shrine
OOOOOOOOOOOO
||ITEMS|| O Water Stone O 'Fu-jin' summon
Once inside the deepest room of the Water Shrine, Arc and the team will meet
the Water Guardian. After Arc pleads his case that not all of humanity is a
bunch of dumbasses, the Water Guardian will give Arc the WATER STONE and a
new summon, FU-JIN.
The Water Guardian will ask you to kill 10 monsters in Zariban, opening up
the Water Guardian Sidequest (See Secrets and Sidequests section, ATLI10).
Now, head to the Zariban Skyport.
Zariban Skyport
OOOOOOOOOOOOOOO
||ITEMS|| None
Get onto the Silver Noah, and make your routine trip to Toyoke Forest in
Millmana. Note that Chopin has some new information regarding secrets you
will learn about in my guide anyway. :P
Toyoke Forest
OOOOOOOOOOOOO
||ITEMS|| O Cure-All
The Forest Spirit will give you more words of wisdom, and then give you your
CURE-ALL. Now leave and head to...Seirya, again.
OOOOOOOOOOOOOOOOOOOOOOOO
O FINAL TRIP TO SEIRYA O
OOOOOOOOOOOOOOOOOOOOOOOO
ATLI6.9
Seirya Skyport
OOOOOOOOOOOOOO
||ITEMS|| None
Head on over to Palencia Castle. When you try to enter Palencia Castle, Arc
will take a jog back to the Silver Noah and thank Chopin for his help.
Palencia Castle
OOOOOOOOOOOOOOO
||ITEMS|| None
After discussing the whereabouts of the last stone, the team decides to head
to the Castle Warehouse to look for it. After the guards give them some
trouble, Tosh and Iga will use stealth to 'knock' some sense into them.
Palencia Castle Warehouse
OOOOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| None
Once in the warehouse, the team will see a number of men going through some
doors, and they conveniently LEAVE THE DOOR OPEN. That's always a good way
to die young. The team heads into the door and finds a high-tech elevator.
Basement Elevator
OOOOOOOOOOOOOOOOO
||ITEMS|| None
The team takes the elevator down to a hidden laboratory.
Basement Bio Lab
OOOOOOOOOOOOOOOO
||ITEMS|| None
In this lab, the team will encounter a group of scientists. They become
angry at your intrusion and the main scientist drinks a vial that turns him
into a Wyvern. Now you must battle.
BATTLE TWENTY-SIX
||RECOMMENDED LEVEL|| 40
||ENEMIES|| Wicked Monk x4, Blood Slime x4, Wyvern x1
||ITEMS|| O Hawk Statue O 'Rai-jin' summon O Fire Stone
Take out the Wicked Monks first. They pose the greatest threat, and that's
not saying much. At this point, the Wyvern should be doing almost nothing
to your team. If he is, just concentrate Arc, Tosh, and Iga on it. Use
their strongest attacks, and it should go down in a single turn. You will
receive a HAWK STATUE from the Wyvern. Heal with Kukuru and Poco if it is
necessary, but it probably won't be.
After the battle, Arc makes his way up to the creature encased in glass. At
that point, it will speak to him and reveal that he is the Fire Guardian. He
tells the party that it is because of his life energy being drained that
Seirya has been able to have such a rapid development. Arc will then free
the Fire Guardian from his entrapment. The Fire Guardian says he will not
forgive humanity, and Arc will break down in tears. Gogen will tell the Fire
Guardian how wrong he is, and the Fire Guardian will rethink his opinion. He
will then call forth RAI-JIN to join Chongara's list of summons. He will
then give you the last stone you need, the FIRE STONE.
Suddenly, the scientist you thought you defeated will set off the self
destruct mechanism (What's wrong with a friggin' home security system,
King?!). The team will race back to the basement elevator.
Basement Elevator
OOOOOOOOOOOOOOOOO
||ITEMS|| None
The team will start to take the elevator back up to the warehouse, but
Andel's henchmen will suddenly appear to stop you. Arc will stay behind with
Kukuru to fight this battle.
BATTLE TWENTY-SEVEN
||RECOMMENDED LEVEL|| 42
||ENEMIES|| Shadow Skeleton x4, Soul Flame x2, Soul Stealer x1
||ITEMS|| O Monolith Crest
This battle can be tough, especially if you actually use Kukuru. Chances are
she just isn't ready for this battle, so keep her in the back, and only use
her if Arc really needs some healing. Using Gale Flash can even the odds of
this battle out, and you can even leave the Shadow Skeletons that you
paralyze alone so that Kukuru can get some experience after the other enemies
have been taken care of. The Soul Stealer will drop a MONOLITH CREST.
Arc and Kukuru will take the elevator back up, but they'll be attacked again
before they reach the warehouse.
BATTLE TWENTY-EIGHT
||RECOMMENDED LEVEL|| 44
||ENEMIES|| Fate Dragon x2
||ITEMS|| O Power Wrist O Warrior Charm
This battle isn't too tough if you use the same tactic as the last battle.
Just keep Kukuru away, use her to heal if needed, and let loose with Arc on
one Fate Dragon at a time. One Fate Dragon drops a POWER WRIST, and the
other has the rarer WARRIOR CHARM.
After the battle, Arc and Kukuru finally make it back up to the warehouse,
where they join the others for a confrontation with Andel. He will then walk
away, leaving Arc to tend with the dying King. You will find out that Andel
was really from Romalia. The King confesses to Arc his intention of getting
rid of Yoshua, and then dies in Arc's arms. Then the team rushes to the roof
of the castle, where they are rescued by Chopin.
FMV
OOO
The Silver Noah lifts off from Palencia Castle at amazing speeds, as the
castle is about to explode.
There will be a scene showing the Palencia City streets. A Newscast is
shown, blaming Arc for the assassination of the king and the destruction of
Palencia Castle. Andel will then come over the news, saying that he is
constructing Palencia Tower, which will be the headquarters for the new
military state he is constructing.
With that out of the way, head back to Millmana and speak with the Forest
Spirit for the 7th time.
Toyoke Forest
OOOOOOOOOOOOO
||ITEMS|| O CURE-ALL
The Forest Spirit will talk to you about the events concerning the Fire
Guardian, and then give you a CURE-ALL.
Also, note that the second quiz at Amaidar Temple is now available.
When you are finished, head back to Seirya.
Seirya Skyport
OOOOOOOOOOOOOO
||ITEMS|| None
Tosh warns the team that they'll be captured if they reenter Seirya at this
point. But, Chongara has a 'brilliant' idea. When you exit the Silver Noah,
you'll all look like freaky Hemo-ji. After one of those silly Chongara
scenes, head to Touvil.
Village Gate
OOOOOOOOOOOO
||ITEMS|| None
The group heads forward to unseal the Ark. They head toward the mountain.
Guardian Peak Base
OOOOOOOOOOOOOOOOOO
||ITEMS|| None
Kukuru and Arc will head up the mountain alone to extinguish the Flame Cion,
just like at the beginning of the game.
Cion Shrine
OOOOOOOOOOO
||ITEMS|| None
At the top of the mountain, Kukuru will recall the beginning of the team's
journey. Then, Arc will lean in and kiss Kukuru..awwww...^_^ After the
romantic little scene, Kukuru will put out the Flame Cion once again. The
Ark Ghoul will come out again, and fly off towards the Ark.
Guardian Peak Base
OOOOOOOOOOOOOOOOOO
||ITEMS|| None
Back at the base of the mountain, the teammates are worrying about Arc and
Kukuru. The team then heads off to find them. Prepare for the last battle
you will face on this mountain.
Guardian Peak
OOOOOOOOOOOOO
BATTLE TWENTY-NINE
||RECOMMENDED LEVEL|| 44
||ENEMIES|| Arch Knight x6, Dragonfly x4, Wizard x3
||ITEMS|| None
Have Tosh and Iga take out the Arch Knight and Dragonfly near the team, and
start working your way down towards the team with Arc guarding Kukuru as you
do so. Iga and Tosh should probably take out the majority of the enemies,
since it may be hard to keep Kukuru alive without Arc. If you can, take out
the Wizards first, then the Arch Knights, and then the Dragonflies last.
After the battle, Arc will tell the group they need to go to Sabatico Falls,
where the Ark is located, before it is too late.
Before heading to Sabatico Falls, take one final trip to Toyoke Forest in
Millmana.
Toyoke Forest
OOOOOOOOOOOOO
||ITEMS|| O Silk Belt
The Forest Spirit will thank you for listening to her throughout the game,
and then give you the rare and often-missed SILK BELT.
Now, head back to Seirya and go to Sabatico Falls.
Sabatico Falls Exterior
OOOOOOOOOOOOOOOOOOOOOOO
BATTLE THIRTY
||RECOMMENDED LEVEL|| 47
||ENEMIES|| Arch Fiend x3, Ark Ghoul x5
||ITEMS|| None
Yeah...there's only supposed to be 1 Ark Ghoul in the game. So he found a
wife and settled down already. Sue him. Anyways, this can be a tough fight,
so you're going to want to keep your weaker characters away from the enemies,
especially the Ark Ghouls. Concentrate on one at a time, and use only your
strongest characters and spells. Hang in there, the end is in sight!
After the battle, the team will walk up to the waterfall. From there you can
choose to Continue onward or head back for now. If you want to save, or you
haven't completed all the side quests that you want to, now is the time to do
so. When you are ready, head into Sabatico Falls.
With the help of Gogen and the Five Stones, Arc will open the gateway that
leads to...the Ark.
Sabatico Falls Interior
OOOOOOOOOOOOOOOOOOOOOOO
||ITEMS|| None
Inside, Arc puts the five stones inside of the Ark, and it begins to speak to
him. It will tell him that the only way to harness the power of the Ark is
to fight the evil within the party...and thus, that is what you will do.
Illusion World
OOOOOOOOOOOOOO
FINAL BATTLE
||RECOMMENDED LEVEL|| 50
||ENEMIES|| Dark Arc x1, Dark Kukuru x1, Dark Poco x1, Dark Tosh x1,
Dark Gogen x1, Dark Iga x1, Dark Chongara x1
||ITEMS|| O Revival Tonic
This battle can either be easy, if you use Gale Flash,
Shingan-ho/Taima-kodan, and whatever other strong spells you have with the
others. Or it can be hard, if you try and sit there and Search each one of
them for the Monster Book. After you beat the game, you can save, so you can
actually search a few at a time, if you want to fight the battle more than
once. Just refill when necessary, and try to have a few characters immune to
sleep, as Dark Gogen can actually make the spell work well in this battle,
and it can be annoying. Just heal with whoever you need to do so with, and
try to hit as many at once as possible. If you need to physically attack
them, use people like Arc, Iga, and Tosh. The battle shouldn't be overly
hard, especially for a last boss. If you want to be really cheap, you can
use Gogen's Level 3 Dream Knock to put them all to sleep, then kick their
asses one at a time. But only if you want it to be alot easier than it is.
:P
When you beat the group of Dark Ones, sit back and enjoy the...ok...ending.
Congratulations! You've beaten Arc the Lad I! Now, get ready for Arc the Lad
II and the vast difference between the two. I'll see ya in my Arc the Lad II
Guide. ;)
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
O 7. R A N D O M B A T T L E F I E L D S O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
ATLI7
Some battle fields within the game stay around for use as level up spots, or
to grab extra items. The following is a list of these places, excluding the
Forbidden Ruins (Hit ATLI9 and search for the Forbidden Ruins in the Secrets
and Sidequests section if you wish to know about it) and the enemies and
items that appear there.
OOOOOOOOOO
O SEIRYA O
OOOOOOOOOO
Colbo Plain
||ENEMIES|| Green Slime x6 Zombie x4 Fire Elemental x3
||ITEMS|| None
Karagan Plain
||ENEMIES|| Fire Elemental x6 Green Slime x3 Water Slime x3 Blood Slime x3
||ITEMS|| None
Quina Hill
||ENEMIES|| Witch Doctor x1 Voodoo Man x1 Boogie Man x1 Evil Bonze x1
Demi Monk x1 Mad Monk x1 Dark Monk x1 Wicked Monk x1
||ITEMS|| None
OOOOOOOOOOOO
O MILLMANA O
OOOOOOOOOOOO
Nicarus Forest
||ENEMIES|| Skeleton x4 Witch Doctor x2 Evil Bonze x2
||ITEMS|| O Energy Fruit
Ruvag Woods
||ENEMIES|| Warlord x2 Wraith x4 Bloodweed x2
||ITEMS|| O Small Bomb
Sembara Marsh
||ENEMIES|| Warlord x4 Mighty Fly x3
||ITEMS|| O Sacred Water
OOOOOOOOOOO
O ZARIBAN O
OOOOOOOOOOO
Ishima Rocks
||ENEMIES|| Wicked Monk x2, Blood Slime x2, Dragonfly x2
||ITEMS|| None
Raiden Ruins
||ENEMIES|| Medusa Lizard x4, Vampire Bat x3, Necromancer x3
||ITEMS|| None
Salyan Desert
||ENEMIES|| Necromancer x3, Blood Slime x4, Mad Puppeteer x3
||ITEMS|| None
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
O 8. I T E M L I S T S O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
ATLI8
OOOOOOOOO
O ITEMS O
OOOOOOOOO
Below are all 29 of the Items in Arc the Lad. They are listed from left to
right, from the top row to the bottom row. Note that there are 3 blank
spaces at the bottom that do not hold items.
NEBA NEBA Temp Agility Decrease.
POWER JELLY Cure from Hemo-ji Condition.
POWER APPLE Gain a Level.
ENERGY FRUIT Recovers 60HP.
PARALYSIS APPLE Causes Paralysis.
STONE Causes Damage When Thrown.
RECO'S GRASS Increases Defense Ability.
HERB Recovers 20HP.
POISON BERRY Poisons Foes.
RUE'S SATCHEL Cures Paralysis.
SPEED SATCHEL Temp Agility Increase.
SMALL BOMB Small Explosion.
BIG BOMB Big Explosion.
CURE-ALL Recovers Statuses.
SACRED WATER Cures Poison.
REVIVAL TONIC Resurrects Dead.
ATTACK TONIC Temp Offense Increases.
SLEEP BALL Causes Sleep.
ATROPHY BALL Decreases Offense/Defense.
POWER NUT +Offense.
PALO NUT +Agility.
LIFE NUT Max HP +2.
MAGIC LEAF +Magic Ability.
MAGIC SPRIG Max MP +2.
BLINDNESS GRASS Causes Blindness.
BITTER LEAF Temp Defense Increase.
NETTLE Cures Stone.
HARD NETTLE Cures Silence.
SUMMON POT Summons Guardians (Chongara).
EMPTY SLOT No item.
EMPTY SLOT No item.
EMPTY SLOT No item.
OOOOOOOOOOOOOOO
O ACCESSORIES O
OOOOOOOOOOOOOOO
Below are all 63 of the Accessories in Arc the Lad. I have listed all of the
possible locations to find each accessory, and the number in ( ) near the
name indicates how many are obtainable in the game. They are listed from
left to right, from the top row to the bottom row. Note that there is 1
blank space at the bottom that does not hold an accessory.
FIRE CHARM (5) Fire Attribute Protection.
O Found on Floor 9 of the Forbidden Ruins.
O Found on Floor 10 of the Forbidden Ruins.
O Found on Floor 26 of the Forbidden Ruins.
O Win 40 battles at the Arena and choose it as your prize.
O Win 1000 battles at the Arena.
ICE CHARM (3) Water Attribute Protection.
O Found on Floor 12 of the Forbidden Ruins.
O Win 40 battles at the Arena and choose it as your prize.
O Win 1000 battles at the Arena.
ANTI HEMO-JI (4) Prevents Hemo-ji Condition.
O Found on Floor 16 of the Forbidden Ruins.
O Found on Floor 30 of the Forbidden Ruins.
O Win 80 battles at the Arena and choose it as your prize.
O Win 1000 battles at the Arena.
HEALING CHARM (3) +HP Recovery.
O Found on Floor 17 of the Forbidden Ruins.
O Win 160 battles at the Arena and choose it as your prize.
O Win 1000 battles at the Arena.
SILK BELT (1) Doubles Battle EXP.
O Visit Spirit in Toyoke Forest 8 times (See Secrets and Sidequests section).
MAGIC CARD (3) +10% Magic Ability.
O Dropped by Witch Doctor in Battle Three.
O Win 40 battles at the Arena and choose it as your prize.
O Win 1000 battles at the Arena.
INSOMNIA CARD (4) Sleep Protection.
O Found on Floor 4 of the Forbidden Ruins.
O Found on Floor 31 of the Forbidden Ruins.
O Win 80 battles at the Arena and choose it as your prize.
O Win 1000 battles at the Arena.
POWER GAUNTLET (1) +30% Defense (Chongara).
O Found on Floor 6 of the Forbidden Ruins.
KAISER GLOVE (1) Level 1 Throw Ability.
O Talk to Polta a second time in Touvil at the start of the game.
PHANTOM GAUNTLET (3) +50% Offense.
O Found on Floor 28 of the Forbidden Ruins.
O Win 200 battles at the Arena.
O Win 1000 battles at the Arena.
SUNGLASSES (4) Darkness Protection.
O Found on Floor 8 of the Forbidden Ruins.
O Found on Floor 29 of the Forbidden Ruins.
O Win 80 battles at the Arena and choose it as your prize.
O Win 1000 battles at the Arena.
HIT SCROLL (2) +Attack Hit Success.
O Dropped by Ninja in Battle Five.
O Found on Floor 34 of the Forbidden Ruins.
THROW SCROLL (1) Changes Throw Ability.
O Visit Spirit in Toyoke Forest 4 times (See Secrets and Sidequests section).
DEITY FIST (2) +Strength Against Certain Foes.
O Dropped by Stone Golem in Battle Thirteen.
O Found on Floor 35 of the Forbidden Ruins.
VIOLET NECKLACE (2) 100% Hit Success (NOTE: MP Boost on Level Gain).
O Found on Floor 20 of the Forbidden Ruins.
O Win 1000 battles at the Arena.
NECKLACE (1) HP Boost on Level Gain.
O Found on Floor 46 of the Forbidden Ruins.
PRAYER BEADS (1) +30% Magic Ability (Gogen Only).
O Dropped by Amaidar Monk in Battle Fifteen.
SENIOR BANDANNA (1) +Attack Hit Success.
O Dropped by Ninja in Battle Six.
WHIRLWIND BANDANNA (2) +10% Agility.
O Win 40 battles at the Arena and choose it as your prize.
O Win 1000 battles at the Arena.
HYPER BOOTS (3) +30% Agility.
O Found on Floor 22 of the Forbidden Ruins.
O Win 160 battles at the Arena and choose it as your prize.
O Win 1000 battles at the Arena.
JUMP BOOTS (1) Level 1 Jump Ability.
O Dropped by Evil Bonze in Battle Three.
COUNTER BRACELET (1) Counterattack Level 1.
O Dropped by Stone Jackal in Battle Thirteen.
JUNK BRACELET (1) Grab Level 1 Ability.
O Dropped by Wild Hemo-ji in Battle Sixteen.
SKILL BRACELET (1) Grab Becomes Throw Back.
O Found on Floor 3 of the Forbidden Ruins.
GODDESS AMULET (1) -50% MP Consumption.
O Get from Water Guardian after you've defeated 30 enemies in Zariban.
POWER WRIST (5) +30% Offense.
O Found on Floor 15 of the Forbidden Ruins.
O Found on Floor 25 of the Forbidden Ruins.
O Win 160 battles at the Arena and choose it as your prize.
O Win 1000 battles at the Arena.
O Dropped by Fate Dragon in Battle 28.
DIEL'S FANG (2) +Counterattack Damage (Iga Only).
O Found on Floor 47 of the Forbidden Ruins.
O Win 120 battles at the Arena.
MONSTER FANG (1) CAUTION- Unknown Effect (NOTE: +Item Drop Rate).
O Win all 11 battles at the Amaidar Proving Grounds.
SEA BREEZE HARMONY (1) Heals All Friends Each Turn (Kukuru).
O Found on Floor 19 of the Forbidden Ruins.
SHELL (3) Makes Foes Leave Items.
O Found on Floor 37 of the Forbidden Ruins.
O Win 160 battles at the Arena and choose it as your prize.
O Win 1000 battles at the Arena.
UNICORN HORN (2) +Monster Treasure Rate.
O Found on Floor 14 of the Forbidden Ruins.
O Win 1000 battles at the Arena.
TRAGEDY GLASSES (1) CAUTION- Unknown Effect (NOTE: -Elemental Damage).
O Given to you by the Wind Guardian.
MIRROR (4) Stone Protection.
O Found on Floor 18 of the Forbidden Ruins.
O Found on Floor 36 of the Forbidden Ruins.
O Win 80 battles at the Arena and choose it as your prize.
O Win 1000 battles at the Arena.
RUNE RING (1) CAUTION- Unknown Effect (Arc) (NOTE: +MP Use).
O Complete the second quiz at Amaidar Temple (After meeting Fire Guardian).
PHANTOM RING (1) +50% Magic Ability.
O Found on Floor 45 of the Forbidden Ruins.
MAGIC RING (2) +30% Magic Ability.
O Found on Floor 13 of the Forbidden Ruins.
O Found on Floor 38 of the Forbidden Ruins.
TOY RING (1) Shift Flute Hits Entire Map (Poco).
O Beat first Tournament in Niedel with Poco.
ANTIDOTE RING (3) Poison Protection.
O Dropped by Boogie Man in Battle Sixteen.
O Found on Floor 39 of the Forbidden Ruins.
O Dropped by Brainpicker in Battle Twenty-Four.
PHANTOM SHIELD (1) +50% Defense Ability.
O Found on Floor 41 of the Forbidden Ruins.
WARRIOR CHARM (1) +30% Defense Ability.
O Dropped by Fate Dragon in Battle 28.
ELDER'S CHARM (1) +10% Defense Rate.
O Given by Saryu
GREAT CANE (1) +70% Offense (Gogen).
O Found on Floor 43 of the Forbidden Ruins.
HELL SCOPE (1) +Shingan-ho Range (Iga).
O Found on Floor 7 of the Forbidden Ruins.
KING'S IMAGE (1) Get EXP of the Guardians (Chongara).
O Given to you by the Light Guardian.
HAWK STATUE (3) Silence Protection.
O Found on Floor 33 of the Forbidden Ruins.
O Dropped by Fire Golem in Battle Twenty-Five.
O Dropped by Wyvern in Battle 26.
FIEND STATUE (1) +Dodge Ability.
O Dropped by Doll Master in Battle Six.
SHORT SWORD (1) +10% Offensive Ability.
O Dropped by Iga in Battle Fourteen.
PHANTOM SWORD (1) +Attack Range.
O Found on Floor 42 of the Forbidden Ruins.
RAILA'S HAIRPIN (1) Recovers Full HP (Kukuru).
O Found on Floor 48 of the Forbidden Ruins.
CONFUSION AMULET (1) +Hit Ratio.
O Get from the Water Guardian after you've defeated 75 enemies in Zariban.
ARMOR STONE (1) +10% Defensive Ability.
O Dropped by Illusion Lord in Battle Seven.
ROMANCING STONE 1 (1) Unknown Properties (1 of 4).
O Found in upper-right corner of Arc's House after fire.
ROMANCING STONE 2 (1) Unknown Properties (2 of 4).
O Found in Arc's mailbox after meeting the Earth Guardian but before Niedel.
ROMANCING STONE 3 (1) Unknown Properties (3 of 4).
O Given by Gogen at Ancient Monolith.
ROMANCING STONE 4 (1) Unknown Properties (4 of 4).
O Found on Floor 50 of the Forbidden Ruins.
SUN HAT (1) Recovers HP Each Turn.
O Found on Floor 44 of the Forbidden Ruins.
BOOK OF FLOWER (1) Increase Hit Ratio (Tosh).
O Found on Floor 40 of the Forbidden Ruins.
BOOK OF CORVIS (1) Global Status Protection.
O Talk to Official from BEHIND at the Arena 10 times.
MUSIC BOOK (1) +30% Magic Ability (Poco).
O Found on Floor 21 of the Forbidden Ruins.
MONOLITH CREST (2) Paralyze Protection.
O Complete first quiz at Amaidar Temple (Before meeting Fire Guardian).
O Dropped by Soul Stealer in Battle 27.
YUKARI'S CREST (1) +Paralyze to Ouka raibaku zen (Tosh).
O Found on Floor 23 of the Forbidden Ruins.
FLAY'S CREST (1) +Strength Against Certain Foes.
O Found on Floor 11 of the Forbidden Ruins.
HERO CREST (1) Recovers MP Every Turn (Arc).
O Visit Spirit in Toyoke Forest 1 time (See Sidequests and Secrets section).
EMPTY SLOT Space Used to Remove Accessories.
NOTE: When the 4 Romancing Stones are all equipped on the same character, it
makes it so that that character can use his/her spells/techniques with
no cost. That's right, all spells take 0 MP! Not that you really
need something like that in this game...but hey, it's cool.
NOTE: I believe that I have uncovered what all the CAUTION- Unknown Effect
accessories do. Here they are:
MONSTER FANG: This item increases the rate at which enemies drop
items.
TRAGEDY GLASSES: This item increases a character's defense against all
elemental attacks.
RUNE RING: This item doubles MP Consumption, but it also
slightly increases a spell's power.
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
O 9. E N E M Y B E S T I A R Y O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
ATLI9
OOOOOOOOOOOOOOOOOOOOOOOOOOO
O CHONGARA'S MONSTER BOOK O
OOOOOOOOOOOOOOOOOOOOOOOOOOO
0
Arc
Level: 1 Range: 3
HP: 15
MP: 6
Attack: 2 Magic: 2
Defense: 2 Agility: 1
Jump Level: 1 Throw Level: 0
Counterattack Level: 1 Catch Level: 1
Abilities:
Burn Ground
Total Healing
Gale Flash
Slow Enemy
1
Kukuru
Level: 3 Range: 4
HP: 14
MP: 13
Attack: 4 Magic: 3
Defense: 3 Agility: 1
Jump Level: 1 Throw Level: 1
Counterattack Level: 0 Catch Level: 0
Abilities:
Cure
Silencer
Divine Judgment
Divide
3
Tosh
Level: 13 Range: 4
HP: 56
MP: 32
Attack: 9 Magic: 7
Defense: 7 Agility: 4
Jump Level: 1 Throw Level: 1
Counterattack Level: 1 Catch Level: 0
Abilities:
Ouka-rabaku-zen
Jubakuken
Shinku-zen
Koei-zen
3
Poco
Level: 2 Range: 3
HP: 18
MP: 12
Attack: 3 Magic: 3
Defense: 3 Agility: 0
Jump Level: 0 Throw Level: 1
Counterattack Level: 0 Catch Level: 0
Abilities:
Lion Drum
Cheer Trumpet
Healing Harp
Slow Bass
4
Gogen
Level: 15 Range: 3
HP: 38
MP: 65
Attack: 7 Magic: 10
Defense: 8 Agility: 3
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 1
Abilities:
Explosion
Diamond Dust
Wind Slash
Thunderstorm
5
Iga
Level: 20 Range: 3
HP: 80
MP: 32
Attack: 14 Magic: 11
Defense: 11 Agility: 4
Jump Level: 1 Throw Level: 1
Counterattack Level: 1 Catch Level: 1
Abilities:
Senpu-gekishu
Ryusei-baku
Kishinryu-eiha
Messho-reppa
6
Chongara
Level: 16 Range: 3
HP: 42
MP: 60
Attack: 10 Magic: 10
Defense: 9 Agility: 3
Jump Level: 1 Throw Level: 0
Counterattack Level: 1 Catch Level: 0
Abilities:
Summon
Search
7
Skeleton
Level: 8 Range: 3
HP: 25
MP: 0
Attack: 5 Magic: 0
Defense: 3 Agility: 1
Jump Level: 0 Throw Level: 0
Counterattack Level: 1 Catch Level: 0
Dropped Item: Bitter Leaf
Abilities:
None
8
Ghost
Level: 5 Range: 3
HP: 10
MP: 9
Attack: 3 Magic: 2
Defense: 1 Agility: 0
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Sacred Water
Abilities:
Silence
9
Zombie
Level: 4 Range: 3
HP: 18
MP: 0
Attack: 4 Magic: 0
Defense: 1 Agility: 0
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Poison Berry
Abilities:
Paralyze
Throw
10
Green Slime
Level: 1 Range: 2
HP: 3
MP: 3
Attack: 4 Magic: 0
Defense: 0 Agility: 0
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Herb
Abilities:
Split
Poison
11
Ninja
Level: 14 Range: 2
HP: 35
MP: 15
Attack: 8 Magic: 4
Defense: 5 Agility: 3
Jump Level: 1 Throw Level: 1
Counterattack Level: 1 Catch Level: 0
Dropped Item: Small Bomb
Abilities:
Shuriken Bomb
Bomb
12
Witch Doctor
Level: 6 Range: 3
HP: 15
MP: 14
Attack: 3 Magic: 7
Defense: 2 Agility: 1
Jump Level: 0 Throw Level: 0
Dropped Item: Hard Nettle
Abilities:
Dream Knock
13
Warlord
Level: 11 Range: 3
HP: 30
MP: 12
Attack: 6 Magic: 4
Defense: 4 Agility: 2
Jump Level: 1 Throw Level: 1
Counterattack Level: 1 Catch Level: 1
Dropped Item: Attack Tonic
Abilities:
None
14
Evil Bonze
Level: 7 Range: 3
HP: 20
MP: 24
Attack: 4 Magic: 4
Defense: 3 Agility: 1
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 1
Dropped Item: Sleep Ball
Abilities:
Cleanse
15
Giant Bat
Level: 18 Range: 4
HP: 32
MP: 0
Attack: 15 Magic: 5
Defense: 9 Agility: 5
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Speed Satchel
Abilities:
Blood Siphon
Supersonic Blast
16
Doll Master
Level: 15 Range: 3
HP: 45
MP: 0
Attack: 8 Magic: 3
Defense: 5 Agility: 3
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Paralysis Apple
Abilities:
Darkness
Doll Dance
17
Soul Reaper
Level: 22 Range: 3
HP: 102
MP: 78
Attack: 19 Magic: 16
Defense: 15 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 1 Catch Level: 1
Dropped Item: Attack Tonic
Abilities:
Dante's Descent
Black Thunder
18
Fire Elemental
Level: 2 Range: 3
HP: 12
MP: 9
Attack: 3 Magic: 2
Defense: 1 Agility: 0
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Stone
Abilities:
Fusion
Bomb
19
Bloodweed
Level: 10 Range: 0
HP: 22
MP: 37
Attack: 6 Magic: 5
Defense: 4 Agility: 1
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Neba Neba
Abilities:
Shed Seeds
Pollen Blast
20
Dream Cloud
Level: 3 Range: 4
HP: 15
MP: 10
Attack: 4 Magic: 1
Defense: 2 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Herb
Abilities:
Enclose
21
Stone Jackal
Level: 19 Range: 2
HP: 68
MP: 40
Attack: 12 Magic: 10
Defense: 8 Agility: 1
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Atrophy Ball
Abilities:
Zone Attack
Stone
22
Mighty Fly
Level: 12 Range: 4
HP: 35
MP: 0
Attack: 6 Magic: 2
Defense: 3 Agility: 2
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Small Bomb
Abilities:
Flame
Slap
23
Werewolf
Level: 24 Range: 5
HP: 53
MP: 23
Attack: 9 Magic: 6
Defense: 6 Agility: 4
Jump Level: 1 Throw Level: 0
Counterattack Level: 1 Catch Level: 0
Dropped Item: Speed Satchel
Abilities:
Bite
24
Blood Skeleton
Level: 24 Range: 4
HP: 96
MP: 0
Attack: 18 Magic: 8
Defense: 13 Agility: 5
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Bitter Leaf
Abilities:
None
25
Shadow Skeleton
Level: 36 Range: 4
HP: 118
MP: 0
Attack: 24 Magic: 12
Defense: 18 Agility: 7
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Sacred Water
Abilities:
None
26
Wraith
Level: 9 Range: 3
HP: 26
MP: 10
Attack: 6 Magic: 4
Defense: 4 Agility: 2
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Blindness Grass
Abilities:
Silence
27
Ghoul
Level: 13 Range: 2
HP: 38
MP: 0
Attack: 7 Magic: 2
Defense: 4 Agility: 2
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Rue's Satchel
Abilities:
Paralyze
Throw
28
Water Slime
Level: 20 Range: 3
HP: 64
MP: 6
Attack: 12 Magic: 6
Defense: 11 Agility: 4
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Power Jelly
Abilities:
Split
Poison
29
Blood Slime
Level: 37 Range: 3
HP: 104
MP: 9
Attack: 15 Magic: 11
Defense: 15 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Cure-All
Abilities:
Split
Poison
30
Assassin
Level: 28 Range: 3
HP: 95
MP: 29
Attack: 17 Magic: 9
Defense: 11 Agility: 6
Jump Level: 2 Throw Level: 1
Counterattack Level: 1 Catch Level: 1
Dropped Item: Big Bomb
Abilities:
Shuriken Bomb
Bomb
31
Ninja Lord
Level: 40 Range: 3
HP: 156
MP: 71
Attack: 24 Magic: 26
Defense: 18 Agility: 7
Jump Level: 2 Throw Level: 2
Counterattack Level: 2 Catch Level: 2
Dropped Item: Cure-All
Abilities:
Shuriken Bomb
Bomb
Paralyze
32
Voodoo Man
Level: 15 Range: 3
HP: 32
MP: 16
Attack: 7 Magic: 9
Defense: 5 Agility: 3
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Hard Nettle
Abilities:
Explosion
33
Boogie Man
Level: 23 Range: 3
HP: 82
MP: 104
Attack: 11 Magic: 12
Defense: 9 Agility: 4
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Herb
Abilities:
Wind Slash
34
Necromancer
Level: 27 Range: 3
HP: 72
MP: 140
Attack: 16 Magic: 15
Defense: 10 Agility: 4
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Cure-All
Abilities:
Thunderstorm
35
Wizard
Level: 42 Range: 4
HP: 59
MP: 164
Attack: 13 Magic: 21
Defense: 12 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Poison Berry
Abilities:
Diamond Dust
37
Demi Monk
Level: 16 Range: 3
HP: 43
MP: 42
Attack: 11 Magic: 7
Defense: 6 Agility: 4
Jump Level: 1 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Nettle
Abilities:
Silence
37
Mad Monk
Level: 24 Range: 3
HP: 80
MP: 50
Attack: 15 Magic: 9
Defense: 10 Agility: 5
Jump Level: 1 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Poison Berry
Abilities:
Divine Judgment
38
Dark Monk
Level: 25 Range: 3
HP: 87
MP: 68
Attack: 17 Magic: 16
Defense: 13 Agility: 5
Jump Level: 2 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Bitter Leaf
Abilities:
Divine Judgment
39
Wicked Monk
Level: 40 Range: 3
HP: 112
MP: 78
Attack: 20 Magic: 22
Defense: 19 Agility: 7
Jump Level: 2 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Blindness Grass
Abilities:
Divide
40
Mad Puppeteer
Level: 38 Range: 4
HP: 138
MP: 0
Attack: 18 Magic: 8
Defense: 11 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Rue's Satchel
Abilities:
Darkness
Doll Dance
41
Hellhound
Level: 35 Range: 5
HP: 91
MP: 76
Attack: 22 Magic: 12
Defense: 14 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 2 Catch Level: 0
Dropped Item: Stone
Abilities:
Bite
42
Soul Stealer
Level: 41 Range: 3
HP: 168
MP: 130
Attack: 19 Magic: 16
Defense: 12 Agility: 8
Jump Level: 0 Throw Level: 0
Counterattack Level: 1 Catch Level: 0
Dropped Item: Rue's Satchel
Abilities:
Dante's Descent
Black Thunder
Edge of Death
43
Vampire Bat
Level: 30 Range: 4
HP: 65
MP: 0
Attack: 22 Magic: 8
Defense: 11 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Speed Satchel
Abilities:
Blood Siphon
Supersonic Blast
44
Blood Knight
Level: 17 Range: 3
HP: 52
MP: 44
Attack: 12 Magic: 7
Defense: 7 Agility: 5
Jump Level: 2 Throw Level: 1
Counterattack Level: 1 Catch Level: 1
Dropped Item: Energy Fruit
Abilities:
Slash
45
Black Knight
Level: 25 Range: 3
HP: 94
MP: 88
Attack: 19 Magic: 13
Defense: 12 Agility: 5
Jump Level: 2 Throw Level: 2
Counterattack Level: 1 Catch Level: 2
Dropped Item: Cure-All
Abilities:
Cure
Slash
46
Arch Knight
Level: 35 Range: 3
HP: 154
MP: 80
Attack: 24 Magic: 16
Defense: 18 Agility: 7
Jump Level: 2 Throw Level: 2
Counterattack Level: 2 Catch Level: 2
Dropped Item: Energy Fruit
Abilities:
Cure
Slash
47
Poison Cloud
Level: 23 Range: 4
HP: 62
MP: 0
Attack: 14 Magic: 8
Defense: 16 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Atrophy Ball
Abilities:
Poison Drops
48
Medusa Lizard
Level: 32 Range: 4
HP: 95
MP: 54
Attack: 20 Magic: 16
Defense: 10 Agility: 3</pre><pre id="faqspan-4">
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Nettle
Abilities:
Zone Attack
Stone
49
Dragonfly
Level: 45 Range: 4
HP: 165
MP: 0
Attack: 20 Magic: 9
Defense: 12 Agility: 8
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Sleep Ball
Abilities:
Flame
Slap
50
Maneater
Level: 31 Range: 0
HP: 78
MP: 85
Attack: 16 Magic: 13
Defense: 13 Agility: 5
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Blindness Grass
Abilities:
Shed Seeds
Pollen Blast
51
Soul Flame
Level: 39 Range: 3
HP: 132
MP: 9
Attack: 22 Magic: 14
Defense: 18 Agility: 4
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Hard Nettle
Abilities:
Fusion
Bomb
52
Funeral Pyre
Level: 44 Range: 3
HP: 104
MP: 1
Attack: 24 Magic: 16
Defense: 20 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Small Bomb
Abilities:
Bomb
53
Wild Hemo-ji
Level: 27 Range: 3
HP: 78
MP: 50
Attack: 14 Magic: 9
Defense: 10 Agility: 4
Jump Level: 1 Throw Level: 0
Counterattack Level: 1 Catch Level: 0
Dropped Item: Power Jelly
Abilities:
Hemo-ji Finger
54
Blood Fiend
Level: 34 Range: 3
HP: 125
MP: 40
Attack: 20 Magic: 10
Defense: 12 Agility: 4
Jump Level: 1 Throw Level: 1
Counterattack Level: 1 Catch Level: 1
Dropped Item: Neba Neba
Abilities:
None
55
Arch Fiend
Level: 38 Range: 4
HP: 400
MP: 100
Attack: 24 Magic: 20
Defense: 16 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 1 Catch Level: 0
Dropped Item: Cure-All
Abilities:
Dust Rain
Death Ball
56
Stone Golem
Level: 19 Range: 2
HP: 95
MP: 26
Attack: 12 Magic: 11
Defense: 10 Agility: 4
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Small Bomb
Abilities:
Thunder Wave
Bomb
57
Wyvern
Level: 32 Range: 5
HP: 390
MP: 60
Attack: 23 Magic: 16
Defense: 19 Agility: 7
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Attack Tonic
Abilities:
Death Wing
Poison
58
Insane Minotaur
Level: 27 Range: 4
HP: 110
MP: 10
Attack: 19 Magic: 12
Defense: 15 Agility: 5
Jump Level: 2 Throw Level: 2
Counterattack Level: 2 Catch Level: 2
Dropped Item: Atrophy Ball
Abilities:
None
59
Ark Ghoul
Level: 45 Range: 4
HP: 420
MP: 140
Attack: 25 Magic: 21
Defense: 16 Agility: 7
Jump Level: 0 Throw Level: 0
Counterattack Level: 1 Catch Level: 0
Dropped Item: Poison Berry
Abilities:
Dust Rain
Death Ball
60
Fire Golem
Level: 36 Range: 3
HP: 125
MP: 101
Attack: 19 Magic: 12
Defense: 15 Agility: 5
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Atrophy Ball
Abilities:
Fire Waves
Bomb
61
Fate Dragon
Level: 37 Range: 6
HP: 450
MP: 70
Attack: 24 Magic: 14
Defense: 16 Agility: 8
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Bitter Leaf
Abilities:
Death Wing
Paralyze
62
Great Serpent
Level: 65 Range: 5
HP: 525
MP: 250
Attack: 26 Magic: 26
Defense: 17 Agility: 12
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Neba Neba
Abilities:
Death Wing
Silent Waves
63
Novice Monk
Level: 22 Range: 2
HP: 85
MP: 1
Attack: 14 Magic: 8
Defense: 6 Agility: 4
Jump Level: 0 Throw Level: 0
Counterattack Level: 1 Catch Level: 0
Dropped Item: Attack Tonic
Abilities:
None
64
Amaidar Monk
Level: 35 Range: 2
HP: 158
MP: 144
Attack: 17 Magic: 14
Defense: 11 Agility: 5
Jump Level: 1 Throw Level: 0
Counterattack Level: 2 Catch Level: 0
Dropped Item: None
Abilities:
None
65
Brainpicker
Level: 45 Range: 3
HP: 480
MP: 330
Attack: 20 Magic: 15
Defense: 13 Agility: 5
Jump Level: 0 Throw Level: 0
Counterattack Level: 2 Catch Level: 0
Dropped Item: Neba Neba
Abilities:
None
66
Fleshripper
Level: 23 Range: 3
HP: 85
MP: 20
Attack: 17 Magic: 13
Defense: 13 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 1 Catch Level: 0
Dropped Item: Energy Fruit
Abilities:
None
67
Gutwrencher
Level: 60 Range: 3
HP: 245
MP: 750
Attack: 27 Magic: 23
Defense: 25 Agility: 13
Jump Level: 0 Throw Level: 0
Counterattack Level: 2 Catch Level: 0
Dropped Item: Sleep Ball
Abilities:
None
68
Fleshpicker
Level: 54 Range: 5
HP: 130
MP: 30
Attack: 22 Magic: 20
Defense: 21 Agility: 14
Jump Level: 0 Throw Level: 0
Counterattack Level: 1 Catch Level: 0
Dropped Item: Herb
Abilities:
Herb
69
Kelack
Level: 14 Range: 4
HP: 60
MP: 56
Attack: 8 Magic: 16
Defense: 8 Agility: 5
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Abilities:
Heal
70
Mofly
Level: 15 Range: 4
HP: 55
MP: 40
Attack: 10 Magic: 4
Defense: 10 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Abilities:
Make Floor
71
Fu-jin
Level: 30 Range: 5
HP: 84
MP: 64
Attack: 17 Magic: 94
Defense: 12 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Abilities:
Wind
72
Rai-jin
Level: 29 Range: 5
HP: 78
MP: 64
Attack: 17 Magic: 94
Defense: 13 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Abilities:
Storm
73
Odon
Level: 20 Range: 4
HP: 67
MP: 65
Attack: 15 Magic: 15
Defense: 12 Agility: 6
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Dropped Item: Sacred Water
Abilities:
Transfer
74
Hemo-ji
Level: 10 Range: 4
HP: 20
MP: 20
Attack: 6 Magic: 4
Defense: 2 Agility: 5
Jump Level: 0 Throw Level: 0
Counterattack Level: 0 Catch Level: 0
Abilities:
Hemo-ji Finger
75
Dark Arc
Level: 50 Range: 3
HP: 144
MP: 81
Attack: 26 Magic: 18
Defense: 23 Agility: 9
Jump Level: 2 Throw Level: 2
Counterattack Level: 2 Catch Level: 2
Abilities:
Burn Ground
Total Healing
Gale Flash
Slow Enemy
76
Dark Kukuru
Level: 50 Range: 4
HP: 136
MP: 186
Attack: 21 Magic: 28
Defense: 18 Agility: 9
Jump Level: 2 Throw Level: 2
Counterattack Level: 2 Catch Level: 2
Abilities:
Cure
Silencer
Divine Judgment
Divide
77
Dark Tosh
Level: 50 Range: 3
HP: 152
MP: 94
Attack: 33 Magic: 18
Defense: 27 Agility: 9
Jump Level: 2 Throw Level: 2
Counterattack Level: 2 Catch Level: 2
Abilities:
Ouka-raibaku-zen
Jubakuken
Shinku-zen
Koei-zen
78
Dark Poco
Level: 50 Range: 3
HP: 138
MP: 140
Attack: 20 Magic: 30
Defense: 18 Agility: 9
Jump Level: 2 Throw Level: 2
Counterattack Level: 2 Catch Level: 2
Abilities:
Lion Drum
Cheer Trumpet
Healing Harp
Slow Bass
79
Dark Gogen
Level: 50 Range: 3
HP: 94
MP: 198
Attack: 21 Magic: 28
Defense: 16 Agility: 8
Jump Level: 2 Throw Level: 2
Counterattack Level: 2 Catch Level: 2
Abilities:
Explosion
Diamond Dust
Wind Slash
Thunderstorm
80
Dark Iga
Level: 50 Range: 3
HP: 226
MP: 78
Attack: 37 Magic: 18
Defense: 20 Agility: 9
Jump Level: 2 Throw Level: 2
Counterattack Level: 2 Catch Level: 2
Abilities:
Senpu-gekishu
Ryusei-baku
Kishinryu-eiha
Messho-reppa
81
Dark Chongara
Level: 50 Range: 3
HP: 130
MP: 215
Attack: 25 Magic: 27
Defense: 20 Agility: 8
Jump Level: 2 Throw Level: 2
Counterattack Level: 2 Catch Level: 2
Abilities:
Summon
Search
NOTE: While the Great Serpent is one of the strongest enemies in the monster
book and even has an item it drops, to my knowledge, the monster does
not actually show up in the game.
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
O ENEMIES NOT FOUND IN THE MONSTER BOOK O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
There are a handful of enemies in the game that appear either when the party
hasn't met Chongara yet, or when Chongara isn't available for fighting. The
following are those enemies.
Illusion Lord
HP: 95
Dropped Item: Armor Stone
Abilities:
Diamond Dust
Explosion
Illusion Flame
HP: 30
Dropped Item: None
Abilities:
None
Iga
HP: 100
Dropped Item: Short Sword
Abilities:
None
Choko
HP: 999
Dropped Item: Neba Neba
Abilities:
None
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
O 10. S E C R E T S A N D S I D E Q U E S T S O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
ATLI10
OOOOOOOOOOOOOOOOO
O FOREST SPIRIT O
OOOOOOOOOOOOOOOOO
The Forest Spirit may seem like she is not too important at first, but she
actually holds 3 very rare and powerful accessories. You must visit here
each of the times below, and if you miss one, all visits following will not
yield the results.
VISIT VISIT TIME RESULT
1 When you are first instructed to go to Recieve the HERO CREST.
Toyoke Forest by the King of Seirya.
2 Immediately after visiting the first Recieve a CURE-ALL.
time.
3 After seeing the Light Guardian. Recieve a CURE-ALL.
4 After seeing the Earth Guardian. Recieve a CURE-ALL.
Recieve the THROW SCROLL.
5 After seeing the Wind Guardian. Recieve a CURE-ALL.
6 After seeing the Water Guardian. Recieve a CURE-ALL.
7 After seeing the Fire Guardian. Recieve a CURE-ALL.
8 After extinguishing the Flame Cion for
the second time. Recieve the SILK BELT.
OOOOOOOOOOOOOOOOOOOO
O ROMANCING STONES O
OOOOOOOOOOOOOOOOOOOO
These mysterious accessories only work in conjunction with each other. They
are fairly well hidden throughout the game. Below are the locations.
STONE LOCATION
1 Found in Arc's House after it is burnt down.
2 Found in the mailbox at Arc's House after seeing the Earth
Guardian, but before going to Niedel.
3 Given to Arc by Gogen at the Ancient Monolith near Touvil.
4 Found on Floor 50 of the Forbidden Ruins.
OOOOOOOOOOOOOOOOOO
O AMIADAR TEMPLE O
OOOOOOOOOOOOOOOOOO
There are two quizzes to take and a load of battles to fight at Amaidar
temple. Below are the quiz answers as well as lists of the battles and what
you can win.
First Quiz
OOOOOOOOOO
Q: How many characters are there in your party?
A: Seven
Q: Who joined the quest after Poco?
A: Kukuru
Q: What is Tosh's strongest special ability?
A: Ouka raibaku zen
Q: What is the Minister's name in Palencia Castle?
A: Andel
Q: What is the Guardian you met in Millmana?
A: None
Q: Name of the royal airship given to you by the King of Seirya.
A: Silver Noah
Q: Which instrument DOESN'T Poco play?
A: Autoharp
Q: What is the name of Arc's special ability that draws on cosmic powers
from outer space?
A: Gale Flash
Q: Where is it said you will meet friends who will share your destiny?
A: Gate to Palencia Castle
Reward: MONOLITH CREST.
Second Quiz
OOOOOOOOOOO
Q: Who is wanted by the castle guard for unspecified crimes against the King?
A: Tosh
Q: General Yagun has a pet, What is it?
A: Monkey
Q: What is Arc's full name?
A: Arc Ricolne
Q: What was the name of the monster that held Gogen?
A: Illusion Lord
Q: Where is Hemo-ji's native habitat?
A: Amaidar Mountain
Q: What is the name of Arc's father?
A: Yoshua
Q: What is Arc's mother's name?
A: Polta
Q: What is the name of Kukuru's Clan?
A: Sacred White Clan
Q: What is Poco's choice in comfortable adventure-wear?
A: Spandex
Q: Who is the flight attendant on Silver Noah and a friend of Bach?
A: Chopin
Q: In what country did you discover spies?
A: Millmana
Q: Which symbol do you find on the save data screen?
A: Title Logo
Q: What is the name of the Guardian Force at Chongara's shop?
A: Odon
Q: The sequel to Arc The Lad...
A: is packed-in!
Q: How many people are there on the staff that made Arc The Lad?
A: Too many.
Q: In the military office in the capital city, a dungeon with 50 basements...
A: is being built.
Q: What lies at the very bottom of the Forbidden Ruins?
A: It's a Secret
Q: How many people can you see when the door of the temple is open?
A: 21
Q: Which item did Chongara find at the Ancient Monolith?
A: Great item
Q: Choko is...
A: Cute
Reward: RUNE RING
Proving Grounds
OOOOOOOOOOOOOOO
The Proving Grounds is a good place to level up, as each battle pits you
against sixteen of the same enemy in a single battle. Using the Proving
Grounds, it is possible to vastly increase your levels, especially some of
the weaker team members. You don't have to beat all the battles at once, and
even
if you do, your health and magic will refill between each battle.
BATTLE ONE
||RECOMMENDED LEVEL|| 1 ::snickers::
||ENEMIES|| Green Slime x16
||ITEMS|| None
If you're thinking this is going to be one pitiful fight...good guess. Very
good guess. Everybody on your team can kill Green Slimes in a single hit,
and nobody should recieve more than 1 or 2 HP of damage from a Green Slime,
so just kill (I believe massacre is more the word...) them all one at a time,
or use magic spells on groups for an even quicker, more pitiful win.
BATTLE TWO
||RECOMMENDED LEVEL|| 20
||ENEMIES|| Fire Elemental x16
||ITEMS|| None
This is another easy battle, but you can actually lose if you let the Fire
Elementals have the upper hand. Two Fire Elementals can use Fusion and turn
into much harder Soul Flames or Funeral Pyres if they are close to each
other. Knowing this, you will want to use any magic with large targets that
you have to kill as many Fire Elementals as possible before they get their
turns. The Shingan-ho/Taima-kodan combination also works well in this, as
well as the rest of the battles.
BATTLE THREE
||RECOMMENDED LEVEL|| 21
||ENEMIES|| Doll Master x16
||ITEMS|| None
Basically, just use Gale Flash with Arc, and the Shingan-ho/Taima-kodan
combination with Iga, and you can clear the floor without anyone else moving
a muscle.
BATTLE FOUR
||RECOMMENDED LEVEL|| 22
||ENEMIES|| Giant Bat x16
||ITEMS|| None
Gale Flash with Arc, Shigan-ho/Taima-kodan with Iga, and Diamond Dust with
Gogen should empty the room fast. If the bats are doing high damage to your
characters, have Kukuru and Poco use their healing magic.
BATTLE FIVE
||RECOMMENDED LEVEL|| 25
||ENEMIES|| Water Slime x16
||ITEMS|| None
Although this battle is slightly harder than the previous 4 battles, as long
as you have all your characters use spells with big targets, you should be
able to take out numbers of Water Slimes fairly quickly. Remember to heal
when and if necessary.
BATTLE SIX
||RECOMMENDED LEVEL|| 25
||ENEMIES|| Wild Hemo-ji x16
||ITEMS|| O 'Hemo-ji' Summon
This battle can be difficult if too many of your characters get turned into
Hemo-ji. Just remember, Kukuru's Refresh remedies the problem, and even when
she is in Hemo-ji form, she can still use the spell. Use this to your
advantage, as well as multiple hitting spells in order to win.
Your reward for this battle is the HEMO-JI summon.
BATTLE SEVEN
||RECOMMENDED LEVEL|| 35
||ENEMIES|| Vampire Bat x16
||ITEMS|| None
Ok, so it is a bit tougher than the battle with 16 Giant Bats. But by now,
you should be getting stronger, and if you have surpassed level 31, you will
be able to decimate a third of the row by simply using level 2 Gale Flash.
Have Iga use Shingan-ho/Taima-kodan with Iga to take out as many as possible.
Tosh should regular attack when possible and Gogen should use his strongest
spell on the Vampire Bats. Have Kukuru heal, Chongara summon Odon and maybe
Hemo-ji, and have Poco switch between Lion Drum and healing. It may be a
tough battle at the moment, but stick in there, you only have a few more
battles in the Proving Grounds.
BATTLE EIGHT
||RECOMMENDED LEVEL|| 37
||ENEMIES|| Soul Flame x16
||ITEMS|| None
This is probably the hardest battle in the Proving Grounds. Gale Flash and
Shingan-ho/Taima-kodan don't do as well in this battle because of the Soul
Flame's high affinity for magic attacks, but I still used them for this
battle. I actually found the Funeral Pyres easier to kill than the Soul
Flames, so if you want to see if it is the same for you, just stay away from
the group for awhile. Less enemies, even if they have more life than the
Soul Flames, makes the battle less cluttered and could be the difference
between a win and a lose.
BATTLE NINE
||RECOMMENDED LEVEL|| 38
||ENEMIES|| Mad Puppeteer x16
||ITEMS|| None
Compared to the last battle, this battle is a piece of cake. If you have
Gogen at a high enough level, equip something that increases magic ability
(Magic Ring) and let loose with a Thunderstorm or two in addition to the
regular Gale Flash and Shingan-ho/Taima-kodan tactic. The board should
be cleared in about two turns.
BATTLE TEN
||RECOMMENDED LEVEL|| 39
||ENEMIES|| Blood Slime x16
||ITEMS|| None
This can be a little difficult, but if you stick with the same strategy you
have been for the previous battles, you shouldn't have too much trouble.
BATTLE ELEVEN
||RECOMMENDED LEVEL|| 40
||ENEMIES|| Funeral Pyre x16
||ITEMS|| None
A little bit harder than most battles in the Proving Grounds, but I still
find the Funeral Pyres to be nothing compared to the Soul Flames as long
as you use my strategy and heal if it is necessary.
That's it! Congratulations, you've finished the Proving Grounds. When you
return to the front of the Amaidar Temple again, the monks will give you
your reward for the last 11 battles.
Reward: MONSTER FANG
OOOOOOOOOOOOOOOOOO
O HIDDEN SUMMONS O
OOOOOOOOOOOOOOOOOO
Odon Anytime after you see the Earth Guardian, head back to Chongara's
Shop in Alatos. After watching the scene there, Odon will join as
one of Chongara's summons.
Hemo-ji After beating Battle 7 of the Amaidar Temple Proving Grounds
subquest, the one with the 16 Wild Hemo-ji, Chongara will come
across a pure Hemo-ji. It will join as one of Chongara's summons.
Choko Make your way down all 50 floors of the Forbidden Dungeon, beat
Choko in combat, then climb all the way back up the 50 floors. Easy
right?
OOOOOOOOOOOOOOOOOOOOO
O NIEDEL TOURNAMENT O
OOOOOOOOOOOOOOOOOOOOO
The Niedel Tournament is another one of those good places to level up. If
your characters have large gaps between one another's levels, it would be
good to go through the Tournament and close up those gaps. Before setting
out to do this entire sidequest, including receiving the 1000 Battles prize,
take the following steps to speed up the process.
A. Set Message Speed to FAST. It may not seem like much, but after signing
up for battles 1000 times, you'll understand just how much of a
difference this can make.
B. Set Confirm Setup to OFF. You don't need it anyway, as the only person
on your team will have access to his/her accessories every turn. This
will cut out one monotonous aspect of the Arena (be prepared for many
more).
C. Set Confirm Finish to OFF. Now, whenever you need to end a turn, you
can do so quickly without being bored to death.
D. If you have Hyper Boots, equip them on the character you are using.
E. If you are simply competing in the Arena for the prizes and not the
levels, use your fastest/strongest character. This is usually Tosh,
unless you used status boosting items on another character.
F. Don't waste your time casting magic. You can usually get in 2 regular
attacks or so for every 1 magic spell you would cast, and those two
attacks should be doing more damage than a spell would.
The following list tells which opponents you will fight depending on what
level the character entering the tournament is.
CHARACTER LEVEL OPPONENT
1 to 19 Voodoo Man
20 to 23 Blood Knight
24 to 27 Boogie Man
28 to 31 Black Knight
32 to 35 Assassin
36 to 39 Arch Knight
40 to 60 Ninja Lord
NOTE: If you first enter the Arena with a character who is above the level
of some of the monsters, you will typically have to fight each enemy
once up to the enemy you are supposed to fight. For example, if you
enter the Arena with Arc at level 45, you will have to fight a Voodoo
Man, Blood Knight, Boogie Man, Black Knight, Assassin, and Arch
Knight. After the Arch Knight, you would fight Ninja Lords over and
over again until you stopped.
Before starting to do the Arena Sidequest, make sure to talk to the Official
from BEHIND 10 times in a row. This will prompt him to give you the very
often missed BOOK OF CORVIS.
You win prizes according to how many battles you win. Below are the number
of battles and the prizes you can win. Note that battles are cumulative, so
in order to do the 20 battle requirement, you only need to do 10 more battles
after the 10 battle requirement, and so forth.
10 Battles
OOOOOOOOOO
They will start you out with a small number. This should not take too long,
only 5 or so minutes. As a reward, you get to choose one of the following
items:
A. Full Energy Fruit (POWER APPLE)
B. BIG BOMB
C. ATROPHY BALL
D. Revive Medicine (REVIVAL TONIC)
If you would like to know what I suggest, it would be the POWER APPLE. All
the other prizes that are offered, besides the Revival Tonic, can be received
from enemies or chests that continually come back. And, if you've been
following my walkthrough well enough, you shouldn't even find a need for the
Revival Tonic. :P
20 Battles
OOOOOOOOOO
If you think it's getting boring now, just wait. ^_^ The options you have for
prizes this time around are:
A. POWER NUT
B. PALO NUT
C. LIFE NUT
D. MAGIC SPRIG
Again, if I were to pick, I'd choose the PALO NUT. While they are all rare
items, you don't really need more HP or MP, as you can use accessories to
enhance them permanently. And there are enough Phantom Gauntlets to never
need to enhance your power stat. The Palo Nut will increase your much needed
and difficult to enhance Agility stat.
40 Battles
OOOOOOOOOO
Ok...40...it's taking longer and longer... Prizes are as follows:
A. ICE CHARM
B. FIRE CHARM
C. Magical Card (MAGIC CARD)
D. WHIRLWIND BANDANNA
I'd definitely pick the WHIRLWIND BANDANNA, as you don't have one yet. And
besides, all of the accessories offered suck anyway. :P
80 Battles
OOOOOOOOOO
After another 40 battles, you will be given a choice between the following:
A. INSOMNIA CARD
B. ANTI HEMO-JI
C. MIRROR
D. SUNGLASSES
I'd suggest picking up the ANTI HEMO-JI, as it is the only status affect in
the game that actually tends to work more than 1 out of 40 times. They
aren't great prizes no matter what, so just pick whatever you wish. You can
get all of these accessories in other parts of the game.
120 Battles
OOOOOOOOOOO
By now, you've battled through 120 battles. And remember, you're not even
half way there yet. ^_^; You don't get a choice of prizes this time.
Reward: DIEL'S FANG
160 Battles
OOOOOOOOOOO
After your 160th battle (yes, I'm rubbing it in), you'll once again be given
a choice of accessories.
A. POWER WRIST
B. HYPER BOOTS
C. HEALING CHARM
D. SHELL
Once again, you can get all of these in other places in the game, but I would
suggest either getting the HYPER BOOTS or the POWER WRIST. Since Agility is
harder to come by in the game, you may want to choose the Hyper Boots.
200 Battles
OOOOOOOOOOO
After 200 battles, you aren't given a choice. But, the prize is one of the
best accessories in the game. Now that you've been through 200 battle, you
only have 800 more...
Reward: PHANTOM GAUNTLET
1000 Battles
OOOOOOOOOOOO
If you've gotten to this point, give yourself a big pat on the back. You
lasted through more monotony than math class. :P Anyway, sit back and enjoy
the scores of items you will receive from you countless hours of fighting in
the Arena. The heap of treasure you receive is shown below:
Rewards: Full Power Fruit (POWER APPLE)
BIG BOMB
ATROPHY BALL
Revive Medicine (REVIVAL TONIC)
POWER NUT
PALO NUT
LIFE NUT
MAGIC SPRIG
ICE CHARM
FIRE CHARM
Magical Card (MAGIC CARD)
WHIRLWIND BANDANNA
INSOMNIA CARD
ANTI HEMO-JI
MIRROR
SUNGLASSES
POWER WRIST
HYPER BOOTS
HEALING CHARM
SHELL
PHANTOM GAUNTLET
Violet Laser (VIOLET NECKLACE)
UNICORN HORN
OOOOOOOOOOOOOOOOOOO
O FORBIDDEN RUINS O
OOOOOOOOOOOOOOOOOOO
The Forbidden Ruins is a huge 50 floor dungeon. Knowing this, you had better
set aside at least 4 hours when planning to travel to the bottom, as you have
to make your way all the way back UP from the bottom floor once you get
there. And remember, there is no saving after battles in the Forbidden
Ruins. Note also that you do not have to kill all or any of the enemies on a
floor to proceed to the next/previous floor. If you still plan on going to
the bottom floor, keep the following in mind, and good luck:
A. Before even attempting the Forbidden Ruins, Arc should be at least level
35. He will probably be the one that carries you most of the way through
the dungeon. Also, equip him with the Book of Corvis if you have gotten
it already. This will prevent any status effects from keeping Arc from
using his spells.
B. The key to beating the Forbidden Ruins at lower levels is to use Total
Healing in conjunction with the Hero Crest. After each battle, you can
skip turns until Arc's magic is completely restored, and then continue
onward. Using any other characters to refill will cause you to run out
of magic that you may need on the later floors more quickly.
C. Keep Poco BELOW LEVEL 40. This is especially true if you are beginning
this dungeon before getting all of his Instruments. If you happen to go
above level 40 BEFORE getting his final instrument, then the highest
level that instrument will be able to reach will be 2.
D. Leave the treasure chests on each floor until last, especially if you are
having trouble with the floor. You can always pick up all of the items
on the floor after you kill the enemies, as you get to choose when to
proceed to the next floor by having a character stand on the staircases.
E. And finally, remember to get the treasure chest nearest to you on floor
50 BEFORE starting to fight the enemies. All the other treasure chests
in the room are pretty much worthless, but this treasure chest contains
the Romancing Stone 4, and you can't return to floor 50 once you win the
battle. And I'm sure you don't want to spend 4 hours straight going
through a dungeon just to have to reset and spend another 4 hours doing
it again.
With those things fresh in your mind, it's time to tackle the ruins.
BATTLE ONE
||RECOMMENDED LEVEL|| 9
||ENEMIES|| Warlord x3
||ITEMS|| O Herb O Revival Tonic
This battle is as easy as it gets…just get the two treasure chests and waste
the warlords with whoever you want. When you're finished, have a character
walk onto the staircase to go to the next floor. The two treasure chests in
the center of the room contain an HERB and a REVIVAL TONIC.
BATTLE TWO
||RECOMMENDED LEVEL|| 13
||ENEMIES|| Werewolf x4
||ITEMS|| O Big Bomb O Speed Satchel
The Werewolves counterattack often, so try and hit them from the back
whenever you can. This floor, again, should not give you any trouble,
especially if you can get them from the back. The chests on either side of
this room contain a BIG BOMB and a SPEED SATCHEL.
BATTLE THREE
||RECOMMENDED LEVEL|| 14
||ENEMIES|| Werewolf x2 Voodoo Man x2
||ITEMS|| O Skill Bracelet
Another relatively easy floor. The barriers set up across the field are
actually more of decoration than they are of barriers, because most of your
team and the werewolves can jump over them at this point in the game. Th
Voodoo Men cannot jump the barriers, however, so make sure you take out the
Werewolves first, and then the lesser Voodoo Men when you are done. Although
the Voodoo Men do have attack magic, it is not very harmful to your team at
this point in the game. The chest at the top of the field holds a SKILL
BRACELET accessory.
BATTLE FOUR
||RECOMMENDED LEVEL|| 14
||ENEMIES|| Voodoo Man x2 Demi Monk x2
||ITEMS|| O Stone O Insomnia Card O Atrophy Ball
For this battle, you may wish to take out the Voodoo Men first, as the Demi
Monks usually only cast Silence on your characters, and the only way of
hitting the Voodoo Man behind the barrier is either walking around, tossing
a projectile, or using magic. Once the Voodoo Men are out of the way, the
Demi Monks fall very easily. The three chests in this room contain a STONE,
an INSOMNIA CARD accessory, and an ATROPHY BALL.
BATTLE FIVE
||RECOMMENDED LEVEL|| 16
||ENEMIES|| Demi Monk x4 Blood Knight x4
||ITEMS|| O Paralysis Apple O Small Bomb O Summon Pot
This battle is harder than those that preceded it. The good news is, only
two enemies at a time come forward, so you shouldn't have TOO much
difficulty. Just have Tosh and Arc concentrate their physical attacks on the
two enemies at a time, while Gogen casts his magic. Your reward for the
floor is the SUMMON POT, located in the far left treasure chest. The other
two treasure chests on this floor hold a PARALYSIS APPLE and a SMALL BOMB.
BATTLE SIX
||RECOMMENDED LEVEL|| 20
||ENEMIES|| Blood Knight x3 Poison Cloud x3
||ITEMS|| O Bitter Leaf O Energy Fruit O Power Gauntlet
For this battle, you should take out the three Blood Knights and the Poison
Cloud that are outside of the barrier first. They are the enemies that pose
a threat to you. Once they are taken out, you can proceed to the center of
the barrier and take out the other two Poison Clouds. The top chest in the
barrier is a BITTER LEAF and the bottom one is an ENERGY FRUIT. The chest
outside of the barrier is the POWER GAUNTLET accessory.
BATTLE SEVEN
||RECOMMENDED LEVEL|| 30
||ENEMIES|| O Poison Cloud x2 O Soul Reaper x3
||ITEMS|| O Blindness Grass O Hell Scope O Rue's Satchel
The Soul Reapers are what you really have to worry about in this battle. The
Poison Clouds have to contend with the barriers, while the Soul Reapers can
simply ignore them. Knowing that, you will want to take out the three Soul
Reapers as quickly as possible. Then you will easily be able to dispatch the
Poison Clouds. The left chest contains BLINDNESS GRASS, the middle chest has
a HELL SCOPE, and the right chest holds a RUE'S SATCHEL.
BATTLE EIGHT
||RECOMMENDED LEVEL|| 30
||ENEMIES|| O Boogie Man x3 O Green Slimes x4
||ITEMS|| O Sunglasses O Revival Tonic
This is an easy floor. Just take out the Boogie Men first, and the Green
Slimes shouldn't be able to scratch you by this point in the game (If they
are doing decent damage to you, you should consider turning around at this
point). The right chest has SUNGLASSES, and the left has a REVIVAL TONIC.
BATTLE NINE
||RECOMMENDED LEVEL|| 31
||ENEMIES|| O Mad Monk x2 O Fire Elemental x8
||ITEMS|| O Fire Charm O Nettle
Another easy battle, if you prevent the Fire Elementals from fusing. This of
course, is often hard. Concentrate on the Fire Elementals first, and then
finish off the Mad Monks. The left chest holds a FIRE CHARM, and the right
has a NETTLE. If the Fire Elementals fuse too much, you can always just take
the chests and leave the floor.
BATTLE TEN
||RECOMMENDED LEVEL|| 32
||ENEMIES|| O Dream Cloud x4 O Stone Golem x2
||ITEMS|| O Fire Charm O Attack Tonic
The Dream Clouds are a joke, so take them out quickly and effortlessly. The
Stone Golems can be left until the end. Remember that Stone Golems will
self-destruct after awhile, so if you take them on, be sure to have a crew of
strong characters attack at the same time. The left chest has a FIRE CHARM.
The right chest contains an ATTACK TONIC.
BATTLE ELEVEN
||RECOMMENDED LEVEL|| 32
||ENEMIES|| O Ghost x4 O Zombie x4
||ITEMS|| O Flay's Crest O Power Nut O Cure-All
As soon as you start, you can get the top chest, which contains the FLAY'S
CREST accessory, which you can equip. This is a simple battle, and most
characters should be able to take out the enemies in a single hit. Just
sweep the floor and reap the benefits. The middle chest contains a POWER
NUT and the bottom chest holds a CURE-ALL.
BATTLE TWELVE
||RECOMMENDED LEVEL|| 32
||ENEMIES|| O Witch Doctor x4 O Ghost x4
||ITEMS|| O Stone O Neba Neba O Ice Charm
Yeah, another easy floor. Don't get too spoiled, it's bound to get harder
sometime...Anyway, just take out the enemies quickly as you come up to them,
and collect the left chest holding a STONE, the middle one containing a NEBA
NEBA, and the right chest holding an ICE CHARM.
BATTLE THIRTEEN
||RECOMMENDED LEVEL|| 33
||ENEMIES|| O Evil Bonze x4 O Witch Doctor x4
||ITEMS|| O Revival Tonic O Magic Ring O Sleep Ball
Still easy. Destroy all in your path and collect some more treasure. The
only thing you really have to worry about is the Dream Knock spell the Witch
Doctors possess, but it rarely if ever hits. The bottom chest has a REVIVAL
TONIC. The middle chest is your accessory for the floor, the MAGIC RING.
And the top chest holds a SLEEP BALL.
BATTLE FOURTEEN
||RECOMMENDED LEVEL|| 33
||ENEMIES|| O Skeleton x4 O Evil Bonze x3
||ITEMS|| O Unicorn Horn O Sleep Ball O Speed Satchel
A little harder, if you can call it that. Just take out the enemies as you
come across them in the narrow passageways. You shouldn't have any trouble,
but if you do, use the age old tactic of attacking the Skeletons to make
them paralyzed, and then concentrate on those enemies that can still attack
you. The chest in the top right has a UNICORN HORN accessory. The bottom
chest holds a SLEEP BALL. The top left contains a SPEED SATCHEL.
BATTLE FIFTEEN
||RECOMMENDED LEVEL|| 33
||ENEMIES|| O Skeleton x4 O Wraith x4
||ITEMS|| O Speed Satchel O Sleep Ball O Power Wrist
..Yep, anytime soon, it's going to get harder. Just you wait. As with the
prior 5 or so floors, just waste the enemies quickly and take your treasures.
You big bully. The chest on the top left is a SPEED SATCHEL. The bottom
treasure is a SLEEP BALL. The top right is a POWER WRIST. Be sure to use a
stone or magic to get the top right chest, as it is right next to the stairs,
and you can't step on them to get it.
BATTLE SIXTEEN
||RECOMMENDED LEVEL|| 33
||ENEMIES|| O Wraith x4 O Bloodweed x3
||ITEMS|| O Power Jelly O Sacred Water O Anti Hemo-ji
Now some of the enemies are stationary...would you like the programmers to
beat them for you as well? Plow through and get your three chests. The
top chest has a POWER JELLY. The lower left treasure is an ANTI HEMO-JI,
and the lower right is a SACRED WATER. Use the tactic you used to get the
Power Wrist on the previous floor.
BATTLE SEVENTEEN
||RECOMMENDED LEVEL|| 33
||ENEMIES|| O Warlord x4 O Bloodweed x3
||ITEMS|| O Power Jelly O Healing Charm
Well..easy battle. Surprise surprise. You know what to do. The treasure
on top is a POWER JELLY. The bottom chest is a HEALING CHARM.
BATTLE EIGHTEEN
||RECOMMENDED LEVEL|| 34
||ENEMIES|| O Warlord x4 O Mighty Fly x3
||ITEMS|| O Mirror O Blindness Grass
Not a big upgrade, but getting there. Take out the Mighty Flies first to
avoid "complications", and then level the playing field. The bottom chest
is a MIRROR, the top is BLINDNESS GRASS.
BATTLE NINETEEN
||RECOMMENDED LEVEL|| 35
||ENEMIES|| O Mighty Fly x4 O Ghoul x3
||ITEMS|| O Sea Breeze Harmony O Energy Fruit
There we go, some ghouls. Again, take out the Mighty Flies first if possible
and be aware of the Ghouls' ability to paralyze as you take them out,
although it should not betoo successful. Afterwards, collect the top chest
that is a SEA BREEZE HARMONY, and the bottom which is an ENERGY FRUIT.
BATTLE TWENTY
||RECOMMENDED LEVEL|| 36
||ENEMIES|| O Ghoul x4 O Blood Fiend x2
||ITEMS|| O Blindness Grass O Neba Neba O Violet Necklace O Herb
This is more like it. Take out the Blood Fiends first, as they can jump over
the barriers, while the Ghouls cannot. After dispatching the last of the
Ghouls, get the 4 chests. The chests fromb top to bottom contain BLINDNESS
GRASS, a NEBA NEBA, a VIOLET NECKLACE, and an HERB.
BATTLE TWENTY-ONE
||RECOMMENDED LEVEL|| 36
||ENEMIES|| O Voodoo Man x4 O Ninja x2
||ITEMS|| O Cure-All O Music Book
The music and scenery changes on this floor, so it must be a sign of troubles
to come. This board is fairly straight forward, just follow the winding path
and take out the enemies as you come to them. Collect the CURE-ALL and MUSIC
BOOK along the way.
BATTLE TWENTY-TWO
||RECOMMENDED LEVEL|| 36
||ENEMIES|| O Demi Monk x3 O Voodoo Man x3
||ITEMS|| O Sacred Water O Hyper Boots
Take out the Voodoo Men first, as they have attack magic (which really should
only be hurting Tosh significantly at this point). Then take out the weaker
Demi Monks. Get the SACRED WATER from the top, and the HYPER BOOTS from the
bottom.
BATTLE TWENTY-THREE
||RECOMMENDED LEVEL|| 37
||ENEMIES|| O Blood Knight x3 O Demi Monk x4
||ITEMS|| O Yukari's Crest O O
It gets a little tougher. Defeat the two Demi Monks near you at the start,
and then get the chest nearby containing YUKARI'S CREST. Continue upward,
noting that the Blood Knights can hop the barriers. Use your stronger
warriors to take the Blood Knights out one at a time near the beginning of
the narrow passages. Then take out the remaining Demi Monks. Pick up the
chest containing an ATTACK TONIC at the bottom of the screen if you wish.
BATTLE TWENTY-FOUR
||RECOMMENDED LEVEL|| 37
||ENEMIES|| O Giant Bat x4 O Blood Knight x3
||ITEMS|| O Bitter Leaf O Power Apple
If you want to sacrifice magic (or use Arc and skip turns to regain it),
you can take out the Giant Bats in a single hit. Then use Tosh, Iga, and
Arc to destroy the Blood Knighs. Collect the BITTER LEAF and a POWER APPLE.
BATTLE TWENTY-FIVE
||RECOMMENDED LEVEL|| 37
||ENEMIES|| O Giant Bat x4 O Stone Jackal x3
||ITEMS|| O Power Wrist O Herb
Just destroy everyone as you go along. The room is fairly straight forward.
The chests contain a POWER WRIST and an HERB.
BATTLE TWENTY-SIX
||RECOMMENDED LEVEL|| 37
||ENEMIES|| O Water Slime x4 O Stone Jackal x3
||ITEMS|| O Sacred Water O Fire Charm
Take out the Water Slimes first, only because they are closest to you. Then
take out the Stone Jackals in the corners of the room. Collect a SACRED
WATER from the bottom chest, and a FIRE CHARM from the top chest.
BATTLE TWENTY-SEVEN
||RECOMMENDED LEVEL|| 37
||ENEMIES|| O Doll Master x3 O Water Slime x4
||ITEMS|| O Life Nut O Nettle O Poison Berry O Rue's Satchel
Kill the Doll Masters as soon as the battle starts. Then work your way
around the corners killing the Water Slimes. The top chest contains a LIFE
NUT, the left chest contains a NETTLE, the right chest is a POISON BERRY, and
the bottom chest has a RUE'S SATCHEL.
BATTLE TWENTY-EIGHT
||RECOMMENDED LEVEL|| 38
||ENEMIES|| O Soul Reaper x4 O Doll Master x3
||ITEMS|| O Phantom Gauntlet
The Soul Reapers are back, and in stronger numbers. Defeat them as quickly as
you can, and then concentrate on the weaker Doll Masters when the coast is
clear. The chest near the stairs contains an awesome PHANTOM GAUNTLET.
BATTLE TWENTY-NINE
||RECOMMENDED LEVEL|| 38
||ENEMIES|| O Poison Cloud x4 O Soul Reaper x2
||ITEMS|| O Sunglasses O Hard Nettle
This floor is easier than the last one you faced. Take out the Soul Reapers
first with your stronger characters, and then take on the much easier Poison
Clouds. The chest just above the stairs holds more SUNGLASSES, and the top
chest holds a HARD NETTLE.
BATTLE THIRTY
||RECOMMENDED LEVEL|| 40
||ENEMIES|| O Arch Fiend x4
||ITEMS|| O Speed Satchel O Atrophy Ball O Stone O Anti Hemo-ji
Now comes the big guns. The Arch Fiends have a load of life, which is why
there are _only_ 4 of them. Concentrate on 1 at a time, and be aware that
even at the recommended level, they will be doing somewhere in the high
30s to you each attack. Just make sure to heal often if necessary. This
is the reason you've been using the Hero Crest/Total Healing combination.
The bottom chest has a SPEED SATCHEL, the right chest has an ATROPHY BALL,
the left is a STONE, and the top is an ANTI HEMO-JI.
BATTLE THIRTY-ONE
||RECOMMENDED LEVEL|| 40
||ENEMIES|| O Boogie Man x2 O Mad Monk x2
||ITEMS|| O Insomnia Card O Energy Fruit
A break after that last floor. Get rid of the Boogie Men first, then take
out the Mad Monks as fast as you can. The chest outside the barrier is a
INSOMNIA CARD and the chest inside the barrier is an ENERGY FRUIT.
BATTLE THIRTY-TWO
||RECOMMENDED LEVEL|| 40
||ENEMIES|| O Black Knight x4 O Mad Monk x2
||ITEMS|| O Power Apple O Small Bomb
Keep your weaker characters away, and beat back the Black Knights with Iga,
Tosh, and Arc. Then use anyone to go after the Mad Monks. The center chest
holds a POWER APPLE, and the treasure on the stairs is a SMALL BOMB.
BATTLE THIRTY-THREE
||RECOMMENDED LEVEL|| 40
||ENEMIES|| O Black Knight x2 O Wild Hemo-ji x8
||ITEMS|| O Hawk Statue O Attack Tonic
This is where all those Anti Hemo-ji accessories come in handy. If you have
any, and you should, equip them on your hardest hitters, and go forward to
kill the Wild Hemo-ji before they get the rest of your characters. Also,
keep your weak characters away from the 2 Black Knights like before. The top
chest holds a HAWK STATUE, and the bottom chest is an ATTACK TONIC.
BATTLE THIRTY-FOUR
||RECOMMENDED LEVEL|| 40
||ENEMIES|| O Blood Skeleton x5 O Wild Hemo-ji x3
||ITEMS|| O Herb O Power Jelly O Stone O Power Jelly O Herb O Hit Scroll
O Neba Neba O Energy Fruit
You can use the Anti Hemo-ji here again if you wish, but it's not as bad as
the previous battle. You should be more worried about the Blood Skeletons.
Don't worry about killing any Blood Skeletons, just paralyze them as quickly
as possible. Your reward is 8 chests, 7 of which are useless. The chests</pre><pre id="faqspan-5">
contain an HERB, a POWER JELLY, a STONE, a POWER JELLY, an HERB, a HIT
SCROLL, a NEBA NEBA, and an ENERGY FRUIT.
BATTLE THIRTY-FIVE
||RECOMMENDED LEVEL|| 42
||ENEMIES|| O Hellhound x6 O Blood Skeleton x2
||ITEMS|| O Small Bomb O Rue's Satchel O Deity Fist
Paralyze the two Blood Skeletons quickly, then use your strongest characters
and kill the Hellhounds. Keep any weaker characters out of reach, or you
may find yourself reviving often. The top chest has a SMALL BOMB, the lower
right chest is a RUE'S SATCHEL, the lower left is a DEITY FIST.
BATTLE THIRTY-SIX
||RECOMMENDED LEVEL|| 42
||ENEMIES|| O Hellhound x2 O Assassin x4
||ITEMS|| O Power Jelly O Small Bomb O Mirror O Herb O Energy Fruit
Take out the quicker Hellhounds in the first round you get, and then work on
one Assassin at a time. When the room is cleared, get the POWER JELLY in the
center of the room, the SMALL BOMB in the top left, the MIRROR in the bottom
left, the HERB in the top right, and the ENERGY FRUIT in the bottom right.
BATTLE THIRTY-SEVEN
||RECOMMENDED LEVEL|| 43
||ENEMIES|| O Vampire Bat x8 O Assassin x4
||ITEMS|| O Shell
Take out any Vampire Bats that fly your way, as they can probably kill your
wealer characters in a single hit. After the Vampire Bats are killed, or
while they approach you, take out the Assassins. Refill with Total Healing
when necessary. The sole chest in the bottom left contains a SHELL.
BATTLE THIRTY-EIGHT
||RECOMMENDED LEVEL|| 43
||ENEMIES|| O Vampire Bat x4 O Maneater x4
||ITEMS|| O Neba Neba O Magic Ring
Obviously, take out the agile Vampire Bats first and leave the immobile
Maneaters until last. If the Maneaters split too many times, throw a stone
and kill one and then hop in the barrier with the remaining ones. The chest
over the stairs contains a NEBA NEBA. The chest in the upper left barrier
holds a MAGIC RING.
BATTLE THIRTY-NINE
||RECOMMENDED LEVEL|| 44
||ENEMIES|| O Wyvern x4
||ITEMS|| O Herb O Stone O Antidote Ring
You can get the 3 chests immediately. They contain an HERB, a STONE, and an
ANTIDOTE RING. Ny then, the Wyverns will be out of their barriers, and
ready to lay waste to your team. Make sure to keep the weaker people as far
away from Death Wing reach as possible, and beat the Wyverns using Iga, Tosh,
and Arc. Be sure to take out one at a time to reduce damage done to your
party.
BATTLE FORTY
||RECOMMENDED LEVEL|| 45
||ENEMIES|| O Necromancer x4 O Dark Monk x4
||ITEMS|| O Sleep Ball O Sacred Water O Book of Flower
Strong magic user alert..Tosh generally has really low defense against magic,
so be careful not to have him go too close to the Necromancers. Try to take
the Necromancers out first, and then go for the Dark Monks. The chest below
the stairs has a SLEEP BALL, the top left holds a SACRED WATER, and the top
right has the BOOK OF FLOWER.
BATTLE FORTY-ONE
||RECOMMENDED LEVEL|| 45
||ENEMIES|| O Arch Knight x4 O Dark Monk x4
||ITEMS|| O Sleep Ball O Sleep Ball O Herb O Phantom Shield O Sacred Water
O Neba Neba
If you attack the Arch Knights, make sure you have enough manpower to be able
to kill each one in a single turn, as they use Cure quite often when under
50% HP. Make sure to take them out first, as they are much harder hitting
than the Mad Monks are. The chest in the lower right is a SLEEP BALL, the
lower left has an HERB, the upper right has the PHANTOM SHIELD, the upper
left has a SACRED WATER, and the center is a NEBA NEBA.
BATTLE FORTY-TWO
||RECOMMENDED LEVEL|| 46
||ENEMIES|| O Arch Knight x4 O Shadow Skeleton x4
||ITEMS|| O Sacred Water O Phantom Sword O Herb
Paralyze the Shadow Skeletons as quickly as possible, and concentrate on one
Arch Knight at a time. Then go for the 3 treasures in the center of the
room. These are a SACRED WATER, the PHANTOM SWORD, and an HERB. Hang in
there, just a few more floors to go (down, at least).
BATTLE FORTY-THREE
||RECOMMENDED LEVEL|| 47
||ENEMIES|| O Blood Slime x4 O Shadow Skeleton x4
||ITEMS|| O Herb O Great Cane O Herb
First, get the HERB in the chest above the stairs. Then laugh at the fact
that no one can hop over the barriers to get you. The only reason you
have to cross any of the barriers is to get the chest in the middle of the
4 Shadow Skeletons, which is the GREAT CANE. Use Arc to get it, or whoever
has the highest defense and attack. The last remaining chest is an HERB.
BATTLE FOURTY-FOUR
||RECOMMENDED LEVEL|| 47
||ENEMIES|| O Mad Puppeteer x4 O Blood Slime x4
||ITEMS|| O Sun Hat
The Blood Slimes once again cannot jump their boundary, so take out the Mad
Puppeteers before heading in for the chest containing the SUN HAT.
BATTLE FOURTY-FIVE
||RECOMMENDED LEVEL|| 48
||ENEMIES|| O Mad Puppeteer x4 O Soul Flame x4 O Stone Golem x4
||ITEMS|| O Phantom Ring
Take out the Soul Flames first, and everyone else is stuck in the boundaries.
Jump over and get the chest containing the PHANTOM RING with a strong
character, then exit stage right.
BATTLE FOURTY-SIX
||RECOMMENDED LEVEL|| 49
||ENEMIES|| O Ninja Lord x4 O Soul Flame x4 O Insane Minotaur x4
||ITEMS|| O Necklace
Take out the Soul Flames first again, and take out any Ninja Lords who hop
into your path. The Insane Minotaurs can also hop their boundaries, so this
is much harder than the last 2 rooms. Hopefully you are around the level I
have recommended, and if that is the case, you should be fine. Make sure to
get the amazing NECKLACE in the center of the Insane Minotaurs, and go on to
the last 4
BATTLE FOURTY-SEVEN
||RECOMMENDED LEVEL|| 50
||ENEMIES|| O Ark Ghoul x4 O Ninja Lord x4
||ITEMS|| O Diel's Fang
This is tough. Yes, those are Ark Ghouls...4 of them. With Ninja Lords. Big
Fun. Your best bet to not losing too many characters at this level is to get
the treasure chest containing a DIEL'S FANG and then run like hell for the
exit. It's wussy, but hey, you'll live to run away on the next floor.
BATTLE FOURTY-EIGHT
||RECOMMENDED LEVEL|| 50
||ENEMIES|| O Fate Dragon x4 O Soul Stealer x4
||ITEMS|| O Raila's Hairpin
This may actually seem harder, but for some reason it isn't. The Fate
Dragons shouldn't do too much damage against you, and the Soul Stealers don't
either. Kill what you can with your strongest characters, and then take
RAILA'S HAIRPIN in the chest and run for the next-to-last floor.
BATTLE FOURTY-NINE
||RECOMMENDED LEVEL|| 51
||ENEMIES|| O Gutwrencher x1 O Fleshpicker x4
||ITEMS|| None
While this looks like a hard floor, I actually found it to be one of the
easiest fights in the Forbidden Ruins. A single hit should take down
Gutwrencher at this level. When you are done swatting the fly, head down to
the last floor.
Before the battle, there will be a scene with Choko the "great warrior".
After the scene, get ready for the final battle in the Forbidden Ruins.
BATTLE FIFTY
||RECOMMENDED LEVEL|| 53
||ENEMIES|| O Choko x1 O Wizard x1 O Hellhound x1
||ITEMS|| O Romancing Stone 4 O Energy Fruit O Blindness Grass
O Sacred Water O Speed Satchel O Energy Fruit O Sleep Ball
O Sacred Water O Sleep Ball O Sacred Water O Rue's Satchel
O Energy Fruit O Sleep Ball O 'Choko' Summon
First of all, make sure the Phantom Gauntlet and Shield are on the character
you want to stay alive the longest, because Choko packs one hell of a punch
for a little girl. There are 13 treasures on this floor, and you can only
come here once. Make sure you get the treasure closest to the dead king. It
is the ROMANCING STONE 4. The other chests include an ENERGY FRUIT,
BLINDNESS GRASS, SACRED WATER, SPEED SATCHEL, ENERGY FRUIT, SLEEP BALL,
SACRED WATER, SLEEP BALL, SACRED WATER, RUE'S SATCHEL, ENERGY FRUIT, and
SLEEP BALL.While getting any of these worthless chests you want for whatever
reason you may have, make sure to take out the Wizard and Hellhound during
your efforts. You should be able to take them out in a hit or two, and then
you can concentrate your efforts on Choko, who has an extremely large amount
of HP. After almost 1000 HP of damage, Choko will fall and victory will be
yours!
After the battle, Choko asks to be your friend (awww). She becomes a summon
for Chongara, but she can only be summoned at the random battle fields. She
can not be used for any of the main story. Too bad, because she kicks ass.
Now, just make your way back up the 50 floors, trying to go from stairway to
stairway with as little fighting as possible. Unlike the journey down, the
return trip takes 20 minutes or less depending on your speed and level.
Congratulations on a couple hours of non-stop playing. Now, if you're like
me, you're doing this late at night so...GO GET SOME SLEEP!
OOOOOOOOOOOOOOOOOO
O WATER GUARDIAN O
OOOOOOOOOOOOOOOOOO
To start off with, you should use either the Salyan Desert random battle, or
the Raiden Ruins random battle. This way, it will be much easier for you to
keep track of how many enemies you have defeated in order to obtain the
different rewards that the Water Guardian has to offer. Note that these
numbers are not cumulative. You must defeat 30 enemies for the Goddess
Amulet, and then _another_ 70 to get the Cheer Trumpet. Also, if you go to
the Water Guardian BEFORE you get to a number, your number will be reset to
0, so save often just in case.
The rewards are as follows:
10 to 20 Enemies Defeated: BIG BOMB
30 Enemies Defeated: GODDESS AMULET
40 Enemies Defeated: Full Power Fruit (POWER APPLE)
50 to 60 Enemies Defeated: STONE
70 Enemies Defeated: CHEER TRUMPET
75 Enemies Defeated: CONFUSION AMULET
NOTE: Judging by the confusion online, the numbers needed for each of these
items seems to be basically random. I always get the Goddess Amulet
at 30 enemies and before I get the Cheer Trumpet, but the Cheer
Trumpet itself and the Confusion Amulet seem to show up at random
intervals. If worse comes to worse, just save after every battle,
and talk to the Water Guardian to see if that is the right number or
not. If it isn't, reset and try after another battle.
OOOOOOOOOOOOOOOOOOOO
O BLACK TOURNAMENT O
OOOOOOOOOOOOOOOOOOOO
If you've been collecting every single monster in Chongara's Monster Book,
then you will be able to partake in th Black Tournament. This becomes a
new option at the Niedel Arena, so you can still participate in the normal
arena if you wish. There is no major difference, except that you fight
against the Dark Ones in place of the other enemies in the game.
OOOOOOOOOOOOOOOOOOO
O EASY EXPERIENCE O
OOOOOOOOOOOOOOOOOOO
There are two easy ways to gain experience in Arc the Lad I. And, oddly
enough, they both have to do with Skeletons. Below are the two easiest ways
to get experience.
A. On Floor 43 of the Forbidden Ruins, there are 4 Shadow Skeletons stuck in
a barrier in the center of the room. They can't reach you, but you can
use magic to paralyze all 4 of them. Then, have one of your weaker
characters hop into the barrier and take out the 4 Skeletons. They can't
do a thing to you, and it will rack up 1578 experience everytime you kill
all 4 of them. You can keep going in and out of this room as necessary,
until your weaker characters have maxed out their levels.
B. If you summon Hemo-ji with Chongara and use Hemo-ji Finger on any type of
Skeleton, that skeleton will turn into a Hemo-ji like any other enemy.
The only difference is, as long as the Skeleton is in Hemo-ji form, all
damage you do to it will be absorbed! You can then have your characters
surround it and beat the living fluff out of it. When it turns back to a
Skeleton, have the Hemo-ji use Hemo-ji Finger again. Repeating this will
allow you to get many levels in a single battle.
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
O 11. C L O S I N G O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Well, there you have it. That's about as complete as it can get. If I
missed anything, which I doubt, go to ATLI1 and contact me. Or if you need
anything else. I live to serve you all...or something like that :P Well,
all that's left is a little conversion information, and some Acknowledgements.
Converting to Arc the Lad II
OOOOOOOOOOOOOOOOOOOOOOOOOOOO
With Arc the Lad Collection, you can use the save you make after defeating
the last boss to carry over some of the stuff you had in Arc the Lad I. The
following is what you will be able to bring over:
A. Your character's levels.
Yes, that's why you can only get to a measly level 60 in Arc the Lad I.
Otherwise, you'd be wasting enemies left and right in Arc the Lad II, and
it would make this game seem like it was impossible. :P
B. Accessories.
All those accessories you worked so hard for (or read about) will be
transported to your new game as well. Note that you should not have
any accessories on your characters when you go make the conversion save,
because there is a chance that you will lose them.
I will have more info about this in my Arc the Lad II Walkthrough.
Acknowledgements
OOOOOOOOOOOOOOOO
This is basically just going to be a 'shoutouts' type thing, since I've spent
many long hours at night writing this walkthrough by myself.
Sony:
Thanks for making the series. It's one of your better works..
Working Designs:
Thanks for translating the series, and putting that touch of WD humor in that
we all appreciate so much. Even if the delays almost rivaled those of Lunar
Silver Star Story Complete, most WD games are worth that kind of wait.
Justin:
One of my good friends. See, I told you I'd put you in. :P And now you can
finally see it. The wait is over.
Henry:
Another of my good friends. You'd better get Arc the Lad Collection soon or
you won't see this. I know you won't anyway because you shouldn't cheat... :P
The rest of my friends:
I'm not going to take up another 200KB writing out all my friends, so you all
know who you are and I love ya!
Dedicated to the Fab Four:
You know who you are... :D
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
O T H E E N D O
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO