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Walkthrough Version 0.5 #### written by cnick
Last Updated: April 1, 2005 ###
[email protected]
WRITTEN EXCLUSIVELY FOR GAMEFAQS.COM
Copyright 2000-2005 cnick.
"We are as goddddds!"
Essentially, this is a revamped version of my old, crappy guide. Due
to the complicated nature of the game, I'm only concentrating on getting
a decent walkthrough out.
If I ever get more time (or for that matter, be interested in continuing
this guide), I'll continue to add onto the core structure of the guide.
But as of now, this guide merely covers the first-play walkthrough. I
know the FAQ is missing a lot of access information, but it isn't a
priority for me to finish this stuff when there are far better guides
with that information.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* t a b l e o f c o n t e n t s *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
1. updates
2. game overview
3. walkthrough
- wine cellar
- catacombs
- sanctum
- town center west: part 1
- abandoned mines b1
- town center west: part 2
- undercity west: part 1
- snowfly forest
- city walls south
- the keep
- town center south
- city walls east
- undercity west: part 2
- abandoned mines b2
- town center east
- undercity east: part 1
- using the iron key
- city walls north
- undercity east: part 2
- limestone quarry
- temple of kiltia
- using the silver key
- great cathedral
- great cathedral L4
4. secrets
5. break arts
6. appendix
7. closing
Find what you want faster:
--------------------------
1. Highlight the section name (e.g. "undercity east: part 2").
2. Press Ctrl C
3. Press Ctrl F
4. Press Ctrl V, and hit return.
=========================================================================
1) UPDATES
=========================================================================
Version 0.4 (April 1, 2005)
- First-play walkthrough is 100% done. Secrets and Appendix sections
need work. To be continued?
Version 0.2 (March 23, 2005)
- Complete walkthrough done. Gee, only took 5 years to do it!
Version 0.1 (May 25, 2004)
- Begin revisions of old material.
- Begin finishing walkthrough.
Version 0.0 (March 23, 2000)
- Start of FAQ
=========================================================================
2) GAME OVERVIEW
=========================================================================
[ Game Analysis ] -------------------------------------------------------
There are few console games out there that can be as frustrating as
Vagrant Story. With a complex story, and a difficult battle system, I
imagine there many a gamer out there simply confused with the game.
The tough thing about VS is that there is really no room for error in
the system. It's hard to "gimp" yourself through the game unless you
have a real knowledge of the system. Which sucks, because I figure many
gamers have left their copies in the corner to collect dust because of
this.
First and foremost, understand that most of the game is designed in
dungeons, with boss fights every now and then. In some ways, it's the
Radiant Silvergun of RPGs (^_^), where one could spin around the
gameplay from a dungeon crawler to a series of boss fights. Fortunately,
there IS a battle system to back up this premise (because, who would
really want to go through boss fights without a fun battling system).
Between boss fights, you'll run into a number beautifully laid out rooms
and areas. Some involve platform jumping; others use box-puzzes; and
the rest are simply filled with baddies to kill. There never is a dull
moment in the game. Which is a downside in some regards, as it is hard
to play the game for more than a few hours.
And all of this sort of sums up VS. Mix in a great story with (at the
time) awesomse graphics, and you got one hell of a game.
[ Controls ] -----------------------------------------------------------
There are too many different modes, so I apologize for this long list.
NORMAL MODE (unarmed)
Left analog stick / - * Move cursor
directional pad * Grip/Climb
* Look (in first-person)
Right analog stick - * Free-look
Start Button - * Free-look, skip demo
Select Button - * Zoom In / Zoom Out
Circle Button - * Execute
* Draw weapon (to switch to BattleMode)
X Button - * Cancel
* Open doors and boxes
* Move cubes
* End free look
Square Button - * Jump
Triangle Button - * Menu
L1 Button - * Rotate map counterclockwise
L2 Button - * Display abbreviated commands
R1 Button - * Rotate Map Clockwise
R2 Button - * Walk, when used with D-Pad or left stick
BATTLE MODE (weapon drawn)
Left analog stick / - * Move cursor
directional pad * Select target
* Look (in first-person)
Right analog stick - * Free-look
Start Button - * Free-look, skip demo
Select Button - * Zoom In / Zoom Out
Circle Button - * Execute
* Use battle ability
* Open/Close battle sphere
X Button - * Cancel
* Close target sphere
* Switch to normal mode
* End free look
Square Button - * Jump
* Use battle ability
Triangle Button - * Menu
* Use battle ability
L1 Button - * Rotate map counterclockwise
L2 Button - * Display abbreviated commands
R1 Button - * Rotate Map Clockwise
R2 Button - * Walk, when used with D-Pad or left stick
MENU SCREEN
Left analog stick / - * Move cursor
directional pad * Switch menus while <items> window is open
Right analog stick - * Not used
Start Button - * Not used
Select Button - * Not used
Circle Button - * Execute
X Button - * Cancel
Square Button - * Jump
Triangle Button - * Menu
L1 Button - * Switch menus
* Switch between Ashley and opponents in status window
L2 Button - * Not used
R1 Button - * Switch menus
* Switch between Ashley and opponents in status window
R2 Button - * Not used.
[ Game Screen ] ---------------------------------------------------------
The game screen has a couple of new things never before seen in any
game. You do have your usual HP and MP meters, which are obvious on
their purpose. Incase you get lost, theres a map on the lower right
corner of the screen.
The two new things are the limb gauge, and the RISK meter. The risk
meter raises the more you attack, and drops over time. The higher it
is, the more of a chance you might miss, but your chance of landing a
critical is higher. Chaining more then eight times can drastically
increase the RISK meter.
The limb gauge displays the condition of Ashley's body parts. Different
colors means different things, and you should get familiar with what
color means.
[ Limb Gauge ] ----------------------------------------------------------
Theres are 5 different colors that represent the condition of your body
part.
Excellent (blue) Perfect Status. Where you want to be at most times.
Good (Green) Fairly good. Nothing to worry about.
Average (Yellow) Normal. Should be careful on when you fight.
Bad (Orange) Bad. Very bad. Seriously wounded.
Dying (Red) Your body part is dead, or almost dead.
When a body part is dying, theres a couple of penalities that apply.
Below is what happens when a body part is dying.
R. Arm Attack 50% (Normal and Break Art attack is halved)
L. Arm Parry 50% (Chance to parry is halved)
Head Silence (Cant use magic)
Body Risk 200% (RISK increases gradually when the target sphere
is open)
Legs Move 50% (Movement speed is halved)
[ What's Risk? ] --------------------------------------------------------
RISK is basically the feature that adds some strategy to the battle
system, along with the equilizer to stop you from doing multiple 5 hit
chains non-stop untill the enemy dies. For the most part, you want your
RISK low. VERY LOW. None at most times. You shouldn't even have it in
high levels for more then a couple of seconds.
As your RISK goes up (each chain/defense ability moves it up) your
chance of hitting the enemy is lessen. What does that mean? Lots of
misses, and using break arts is nearly impossible, since you can't risk
the loss of HP with a miss. Vera Roots and Bulbs are available to drop
your RISK when it gets high, but only use them when you are fighting a
boss. Normal enemies can be dealt with easily, simply because the ass
kicking you receive from a high RISK can easily be reparied by multiple
heals, and letting your MP regenerate.
When facing a boss, always have your RISK at none. Believe me when I
say this, you are dead if its at 35+ and you dont lower it down. It
only takes a couple of seconds in non-battle mode for it to drop down.
Interestingly enough, there are enough RISK-reducing items in the game
where you don't have to worry too much about RISK. The key thing is to
lower it once it gets reall high, as the damaging inflicted increases
significantly due to high RISK.
[ Chaining ] ------------------------------------------------------------
This is the toughest thing in the game to do, but once you get it,
fighting is much easier. Make sure you have the exclamation mark pop up
on top of Ashley's head. If you don't have that show up, look through
the menu to turn it on. When you see that mark, thats you signal to
press the button to pull off another chain or use a defense move.
What button do I press? It's up to you. You have a choice to use three
abilties for chain, and defend, and you get to configure them using
square, triangle, and circle. For defense, only one move will be done
and thats it. But for chains, you can continue to repeat the process.
Remember, press whatever button you want to, a second after you first
see it. Pressing it right when you see it will be too fast. My best
suggestion is that you concentrate always on top of Ashleys head. That
way, you won't get distracted by the attack, and you can pull off
monster 10 hit chains.
=========================================================================
3) CHARACTERS
=========================================================================
Ashley Riot
===========
Age: Late 20s
Height: 181 cm
Affiliation: VKP, Dangerous Criminal Task Force
After graduating as valedictorian from VKP Academy, Ashley worked as an
elite soldier. Following the tragic death of his wife and child at the
hands of a ruffian, he transferred to the Dangerous Criminal Task Force,
a.k.a. "Riskbreaker," the most danger-ridden post at VKP, where he
remains today.
Riskbreakers conduct their investigations alone, infiltrating into and
investigating foreign crime syndicates over long periods of time, which
always puts the individual at high risk. Many lose their lives during
their assignments; the survival rate stands at less than 30 percent.
Ashley, always maintaining his calm in all situations, has succeeded in
mission after mission.
Having let Sydney slip away during the take-over of Duke Bardorba's
manor, Ashley was forced to infiltrate Lea Monde, Mullenkamp's
stronghold, to continue his pursuit. While in the labyrinthine city,
Ashley felt something right at the moment he was confronted by Sydney,
appearing out of nowhere--Ashley's odious memories of the past and his
infamous killing instincts were revived. Were these phenomena due to
the powers of Lea Monde? Or were they "tricks" Sydney was playing on
him?
The only way to the truth was to track Sydney down.
Callo Merlose
=============
Age: 23
Height: 173 cm
Affiliation: VKP Information Analysis Unit
Callo is a member of the VKPs Information Analysis Unit, a team
specializing in the collection of information, espionage, and analysis,
sifting through tangible and intangible evidence for information that
can help in criminal investigations.
With a Ph.D. in both criminal psychology and religious psychology, Callo
entered Info. Analysis as a specialist in the analysis of cults and
religious terrorism; her proficiency in information analysis has drawn
the attention of the veteran analysis officers in spite of her young
age.
As an Information Analyst, she cooperated when Ashley sneaked into the
Duke's manor and infiltrated Lea Monde. According to our records, she
hasn't been heard from since she parted with Ashley at the wine cellar,
the doorway to Lea Monde...
Sydney Losstarot
================
Age Unknown (late 20s?)
Height: 178 cm
Affiliation: The Mullenkamp Cult
This charismatic youth leads the religious cult Mullenkamp. Forced into
a tight spot by Ashley during the occupation of Duke Bardorba's manor,
he goes into hiding in the city of evil, Lea Monde.
Many self-proclaimed prophets foretell the end of the world, but Sydney
is exceptional. He can accurately read people's pasts and their minds,
and can in fact manipulate them.
How he obtained such power, no one knows.
When he encounters Ashley again in Lea Monde, Sydney seems to take
pleasure in the "game" between them, likening Ashley to a hunter and
himself a hare.
What were Sydney's real intentions in provoking and taunting Ashley as
though he knew everything about the Riskbreaker...?
Romeo Guildenstern
==================
Age: 34
Height: 179 cm
Affiliation: Knights of the Cross
Chieftain of the "Crimson Blades"--Knights of the Cross, a militia under
the direct control of the Cardinal.
Although every bit a knight of elegance and breeding, he can be utterly
cold-blooded, hesitating at nothing in the name of justice for the
kingdom.
He led the Knights of the Cross during the occupation of Duke Bardorba's
manor and led sorties to suppress the following riots. Why the
Cardinal's Knights of the Cross became involved despite having received
no orders to do so remains a mystery.
The Crimson Blades, led by Romeo Guildenstern, have also infiltrated the
city of evil, Lea Monde. Their aim is to extinguish the Mullenkamp
cultists, headed by Sydney, and to obtain the legacy of the evil city --
an artifact they call the "Miracle."
Jan Rosenerantz
===============
Age: late 30s
Affiliation: VKP, Dangerous Criminal Task
Another Riskbreaker dispatched by the VKP to support Ashley, Rosencrantz
went directly from Duke Bardorba's manor to Lea Monde.
Having secretly researched Lea Monde, he would of course have more
information on Sydney and Mullenkamp, as well as on Sydney's "powers,"
than Ashley.
Yet Riskbreakers always act alone, and it is inconceivable that they
would change their strategies in the middle of a mission. Can his words
be trusted?
And what of his rumored ties with Duke Bardorba...?
John Hardin
===========
Age : 29
Affiliation: Mullenkamp Cult
A prominent member of the Mullenkamp Cult, Hardin organized the
occupation of the duke's manor with Sydney. Although Sydney is
recognized as the leader of the cult, these two men are more like
comrades-in-arms than master and servant.
Hardin is the one who took Joshua to Lea Monde during the occupation.
His noble stature hints at his skill in the sword and his pleasant,
open-minded personality.
Like his comrade Sydney, who has the power to read the minds of others,
Hardin possesses the power to see events unfold from afar.
Duke Bardorba
=============
Age: 64
Height: 175 cm
One of the heroes who brought an end to the civil war in Valendia.
Once the most vocal member of the former House of Lords, he has
withdrawn from center stage for health reasons. He continues to exercise
formidable influence in the national assembly, though. Rumored to be the
financial benefactor for the Mullenkamp cult, he is a fixer pulling the
strings behind the scenes of history.
Sydney's legions attacked the Duke's manor--apparently to acquire
something in the duke's possession. The night of the occupation,
however, the duke was at his secondary residence, and thus escaped harm.
=========================================================================
3) WALKTHROUGH
=========================================================================
Before I begin, let's discuss the layout of the walkthrough. From my
experience with the game, the rooms between bosses aren't challenging
enough to go in-depth room by room. If there is one thing I've became
frustrated with VS is the lack of compass on the game screen. Because of
this, it's hard for me to give you instructions based on a compass that
requires you to go through the menu everytime.
So with the lack of compass, I've realized the best way to give a
good walkthrough is to go room-by-room. I originally had the walkthrough
without this, and it simply did not work. Going room-by-room gives the
reader some reference in case you get lost.
AN: There are a couple of scenes to watch after the initial FMV that
help explain what's going on in the Prologue.
-------------------------------------------------------------------------
Prologue
-------------------------------------------------------------------------
After Ashley, umm, listens, he accidently causes the box to fall, and
the two guards discover our stealthy hero. Round one. Fight!
Waste them by spamming your one attack. d00d, this battle system
rocks.
After some more sexy cut-scenes (seriously, I want to have sex with
them ~_~), Sydney's summoned dragon monster attacks. Like the previous
two lackies, pound away with your sword. It doesn't take more than a
few hits to kill it.
With the dragon dead, and the location of Sydney's destination known,
it's time to head off to Lea Monde.
-------------------------------------------------------------------------
Wine Cellar
-------------------------------------------------------------------------
Our goal in the Wine Cellar is to reach Lea Monde. Because Sydney locks
doors requiring a magically key called a Sigil, we need to first find
that before we can get out to the Catacombs.
Entrance to Darkness
--------------------
Without getting a chance to sample the wine, continue through the only
passage in the room.
Worker's Breakroom
------------------
Here, the game will introduce two objects one will see throughout the
Lea Monde; a chest and save point! ^_______^
Chest:
===================
Tovarisch (L)
Buckler (W)
Leather Glove (L)
5 Vera Bulb
5 Cure Bulb
Save, as this is the first opportunity to do so in the game. Then move
north into the next screen.
Hall of Struggle
----------------
Monster: Bat (Beast)
Use the boxes to create a pillar so that you can climb over the small
cliff. And this, essentially, represents every single dungeon puzzle in
Vagrant Story. Of course, there are harder variances of this, but is
basically it. AN: This isn't me implying that they're all very easy;
there are some hair-pullers amongst the depths of the city.
Smokebarrel Stair
-----------------
Among other things in here, you'll run into a couple of Crimson Blades,
discussing the "mysteries" of Lea Monde. And contrary to our wishes, we
arne't allowed to kill them. Follow them up the stairs, and move into
the following room.
AN: Like I said earlier, a lot of Vagrant Story is searching for a
Sigil, which has locked a door preventing us access to our goal. In
this case, we need the Chamomile Sigil.
Wine Guild Hall
---------------
Monster: Goodwin (Human)
Sackheim (Human)
Bats, Silver Wolf (when you come back)
Inside, Ashley will goof up and let his prescene known to the knights
(hell, I'd goof up if I saw that crazy looking ghost kid). The result of
all of this, of course, is some fighting. Keep you're Fandango equipped,
and waste away.
With the knights dead, use the save if you wish, or dump any excess
equipment in the chest (to be fair, I'll say don't even bother; we'll
run into another storage chest in the not-so-distant future). When done,
jump onto the moving platform, then through the exit.
Wine Magnate's Chambers
-----------------------
Monster: Bat, Silver Wolf (Beast)
Small earthquake occurs as you enter. A Gust Trap is on the square two
ahead of the door exiting out to
Fine Vintage Vault
------------------
Monster: Crimson Blade
Destroy the first knight, then use the crates to reach to the second
bow-knight. Move to
Chamber of Fear
---------------
Monster: Silver Wolf, Bat
An earthquake will change the geography of the room, allowing access to
a second room (on a higher plateau). Take that passage.
The Reckoning Room
------------------
Monster: Silver Wolf, Bat
You're rewarded with a chest (after you've dealt with the enemies
inside). Retreive the goods, then return to the previous room, and take
the lower exit (which would be your left coming out).
Chest:
===================
Seventh Heaven (B)
Reinforced Glove (L)
3 Cure Root
3 Vera Root
Labourer's Thirst
-----------------
Monster: Silver Wolf, Bat
Take one of the 3 crates (destroy one of them, as you cannot pick up a
crate if there are three in a stack), and carry it over to the doorway
on the other side of the room. Drop it so that you can climb up to it.
The Rich Drown in Wine
----------------------
Monster: Silver Wolf, Bat
Destroy one of the three boxes again so that you can carry it. Drop it
so you can jump up to the higher level near the locked door. Then pull
the switch. At this point, you have three seconds to drop down and go
through the door. This doesn't look as hard then it actually is.
AN: If one of the wolves destroyed the crates, simply leave and return
into the room. They will respawn.
Room of Rotten Grapes
---------------------
Monster: Bat
Once again, move along into another room with crates (you'll also see
yet another scene with the ghost-kid.
Blackmarket of Wines
--------------------
Use the Magic Circle to save, and open the chest.
Chest:
===================
1 Cure Potion
5 Cure Bulb
Since it's the beginning of the game, there isn't much to do to prep for
this boss. Heck, we can't even chain yet!
The Gallows
-----------
Boss: Minotaur HP 275 (Beast)
Hack away. With no chain abilities, there's nothing you can do. Since
Minotaur has such a large reach, you even can't run away from him and
spam circle so you can get a few more hits in (as most monsters are
slow in attacking; moving away from their range, and they'll walk back
into yours just in time for you to smack them again).
Items Received:
Chamonile Sigil
Grimoire Guerir (Heal)
Grimoire Debile (Degenerate)
Remain in the Gallows, and pick up a chest in the opposite end of the
room.
Chest:
===================
Pelta Shield (W)
3 Vera Bulb
15 Yggdrasils Tears
As you attempt to leave, Sydney shows his face again. When the boys have
had their chat, Ashley is treated to a new ability: chain abilites!
w00t. Return to the save room. Before you return back to Smokebarrel
Stair to use the Sigil, use your Fandango on the human dummy. Pound on
it for an hour ; this will raise your human/physical traits on
your blade, and thus, enhancing you're ability to fight human opponents.
This is a great way to make things easier in Lea Monde. AN: Don't
practice chains on the dummy! Weapon traits only increase on the first
hit.
When you're ready, return to Smokebarrel Stair and use the Chamonile
Sigil to open the previously unlocked door.
Room of Cheap Red Wine
----------------------
Monster: Mandel (Undead)
Watch the scene, and destroy the monster. He drops a Rapier (B), which
is a nice weapon to use for undead. Hint. Hint. Hint.
Room of Cheap White Wine
------------------------
Monster: Zombie (Undead)
Zombie Fighter (Undead)
Ghoul (Undead)
Standard undead monsters. Use your newly acquired Rapier on these, and
they'll be dead again.
The Greedy One's Den
--------------------
Monster: Silver Wolf
Walk into the next room. Boss time.
The Hero's Winehall
-------------------
Boss: Dullahan 180 HP (Evil)
Dullahan probably represents your first glimpse at the overal battle
structure of Vagrant Story. With chains in hand, the best possible way
to kill him, is of course, to chain!
If he's causing serious problems with your head, then I recommend
quitting the game. Joking aside, chaining is really important to the
game. If you're struggling with it, the game will only get harder.
Items Received:
Elixer of Queens
Elixer of Mages
Grimoire Lux (Spirit Surge)
After he's toast, open the chest in the northeastern corner of the
rather large room.
Chest:
===================
Rusty Nail (B)
Braveheart gem
3 Cure Bulb
Exit (or enter) into the Catacombs.
-------------------------------------------------------------------------
Catacombs
-------------------------------------------------------------------------
The catacombs is another barrier preventing us to Lea Monde.
Well, we're already technically in the city, but we want to get deeper
into town to find Sydney.
Hall of Sworn Revenge
---------------------
Save at the Magic Circle. In the future, an undead dummy will appear in
this room. Unfortunately, he is not here at this stage of the game.
To boost your undead weapon (I recommend a piercing weapon, such as a
Rapier), kill the undead in the Catacombs without chaining. They don't
take more than two or three hits, and your undead class will increase
rather rapidly.
The Last Blessing
-----------------
Monster: Bat, Hellhound (Undead)
Again, this is a great time to start skilling up an undead blade
(which cannot be the same blade as the one you're using for human).
Given that, this is a good room to show you one of the minor downsides
to Vagrant Story: switching between weapons. The only way to do this
is to go through the menu. Which sucks. Hardcore.
When the timer appears for you, don't rush straight for the
door. Instead, take the time to whack the monsters around you, as
it's slower to try and plow past them.
The Weeping Corridor
--------------------
Monster: Hellhound, Skeleton (Undead)
Continue north to
(AN: There is a freeze trap two squares in front of the exit).
Persecution Hall
----------------
Monster: Bat, Skeleton, Hellhound
Turn the camera around a full 360 degrees. Notice anything? There is a
secret doorway up on the wall (SW corner). Grab a crate from the SE
corner (AN: you'll have to destroy one of the three to do so) and
carry it to the western doorway. Use the coffins on the ground floor
to get the crate up to the western wall.
Rodent-Ridden Chamber
---------------------
Monster: Skeleton
Open the chest for some goodies. Again, use the other wooden crate
so that you can take the second one onto the higher level to make the
jump to the chest's platform.
Chest:
===================
Pink Squirrel (I)
Cross Guard grip
Cuirass (L)
Long Boots (L)
Iocus gem
3 Mana Root
3 Cure Bulb
Return to Persecution Hall, and enter the nothern door.
Shrine of the Martyrs
---------------------
Monster: Skeleton, Hellhound
Since you need an earthquake to open the northern door (>_>), divert
your attention to the eastern door to
Lamenting Mother
----------------
Monster: Ghost (Phantom)
Once again, the game limits the time one has to kill the enemy.
Fortunately, if you fail to kill it in time, there is no penalty
(outside of missing the ghosts's natural treasure). Regular attacks
and chaining works fine, with Rending Gale (or any other Break Arts)
a decent way to finish him quick. Don't fret about his teleports; he
tends to stay in one small area (where you can easily get your sphere
open before he has a chance to attack).
Items Received:
3 Cure Bulb
Elixer of Kings
You also have access to a chest.
Chest:
===================
Shandy Gaff (B)
Knuckles (B)
Elixer of Queens
A short earthquake will take place when it's dead. If you had checked
the other door in Shrine to the Martyrs, you can gather that that door
is now open as a result of the earthquake. A chasm is created in the
room you are in Lamenting Mother, preventing you to reach the chest if
you haven't already opened it. Take that northern door in Shrine to the
Martyrs to
AN: You can get the chest once the main Catacombs path loops around to
the other side of the rusted door.
Hall of Dying Hope
------------------
Monster: Zombie Knight (Undead)
Upon entering, you'll notice you have two possible routes to take (west
and east). Take the left door (west) first. To reach the door, we'll
have to use the two crates in the room.
Push the crate to the left wall, right in front of the left doorway.
Stack the box on top, and climb up.
Bandits' Hideout
----------------
Monster: Ghost, Hellhound, Skeleton, Bat
A full party here, but nothing you can't take. And I wouldn't blame
you if you just used your Fandango on everything there. Like the
previous room, we have another little box puzzle to solve.
Fall down, and destroy the crate on the top of the white rock. Roll the
rock to the cliff where a chest resides. Climb up, and move the crate
right in front of the chest, so that you can walk level to it. Open it.
Chest:
===================
Soul Kiss (S)
Targe (B)
Knuckles (B)
Bear Mask (L)
Haeralus gem
3 Spirit Orison
3 Eyes of Argon
Head back to the large room where you first came into and go inside the
doorway opposite from the Bandits' Hideout room.
The Bloody Hallway
------------------
The solution of the puzzle is to use the box and a rock to climb up to
the doorway. First, stack the 3 boxes like this:
b3
b1 b2
Climb on b1, and pick up b3 so that you can put it on top of the middle
level. Pick it up again and drop it near the white rock on the very
bottom level. Next, put the box on top of the bottom rock. It should
look like this:
_r1_
|b3
|r2
Push the higher rock on top of the box, and then push it off. Now,
pull the box off, and push r2 to the left or right. It doesn't matter.
AN: A lot of box/crate puzzles include using a crate for this very
purpose: to allow another crate to fall down on a lower level, while
still accessible.
Push r1, now free to move throughout this lower level, towards the
doorway cliff (it's about half way on the wall, despite the game map
showing otherwise). Finally put the box on top and climb up.
If you're having trouble, here is one last overhead shot of the final
product (for the most part).
|---------|
| --- R(B) = b3 on top of r1
| R(B) D
| ---
|r2 |
|---------|
Go through the door to
Faith Overcame Fear
-------------------
Monster: Skeleton, Zombie Knight
Continue east to
The Withered Spring
-------------------
Monster: Ghoul, Skeleton, Zombie Knight
After the enemies have been dispatched, now would be a good time to use
the Magic Circle. Yeah, it has been awhile.
The eastern door is locked, requiring the Lily Sigil. This, now, is our
goal in catacombs. To get through this door.
Enter the northern door into
Workshop: Work of Art
Can combine Wood, Leather, and Bronze.
I won't add much here, as this is just the walkthrough of the game.
However, just so you have a hint at what the Workshop can do, combine
the Targe and Pelta Shield you've collected in your journey. This
creates a Quad Shield, far better than any shield in the game. So,
equipment it man!
Continue to do whatever you want in the Workshop, but saving the world
from Sydney requires you to exit the room, and move across the Withered
Spring into
Repeat O Ye Sinners
-------------------
Monster: Ghoul, Bat
Use the western door to
The Reaper's Victims
--------------------
Monster: Zombie Knight, Bat
Despite the room being one of those 'locked until everything is dead'
rooms, there is no special treasure for doing so. However, we want this
room so that we explore all of Lea Monde.
Return back to Repat O Ye Sinners, and take the southern passage to
The Last Stab of Hope
---------------------
Monster: Skeleton
If you missed the chest in Lamenting Mother, use the western door to
get it.
Back in the Last Stab of Hope, go south to
AN: When coming back once you have the Lily Sigil, you'll have to take
two of the three crates in the corner to climb back on top of the cliff.
Hallway of Heroes
-----------------
Monster: Zombie Knight
Continue south to
The Beast's Domain
------------------
Monster: Lizardmen
You'll face two lizardman in here. They're nothing out of the ordinary,
but are dragon-based enemies rather then beast. If you have a piercing
weapon, like a spear, then this would be a good time to train a dragon
killing weapon. Unfortunately, you probably don't (you are actually
given one as a prize for beating the lizardmen down).
After dispatching the Lizardmen, you'll be rewarded with:
Glaive (B)
Knuckles (I)
Grimoire Antidote (Antidote)
Elixer of Queens
Spear (I)
Cuirass (L)
Lily Sigil
Return to the Withered Spring, save, then use the Lily Sigil, and go
through the door. When coming back, each individual room up to the
Withered Spring have different enemies. However, they remain the same
monsters we've touched upon in the Catacombs.
-------------------------------------------------------------------------
Sanctum
-------------------------------------------------------------------------
Prisoners' Niche
----------------
In Prisoner's Niche, you'll need to move the boxes to get across the
river. To begin with, the boxes look like this:
B2
c1c2 c3c4B1
Destroy c4, and push c3 against c2 (using the X button). Put B2 on the
newly placed c3, and put B1 on c2. Climb on c1, and pick up B1 on top
of B2. Here is the final outlook and the entrance of the Sanctum:
B1
B2
c1c2c3
Climb up, then fall down to open the door.
AN: To get back on top of the high cliff (if you want to go back to the
Catacombs), destroy one box, and put the other on top of the tomb right
against the wall.
Corridor of Clerics
-------------------
Monster: Skeleton
You have three paths you can take. For now, go straight ahead to
Priests' Confinement
--------------------
Monster: Bats
Kill the bats, and then move to the right (south). Notice the
passageway on top? Use the cabinet just below it and to the right.
You need to jump off that, and grab onto the passageway. This maneuver
is actually required to continue through the game, so just keep working
at it. It _is_ a weird jump, I can give you that.
AN: There is a Heal Trap on the furniture in front of the door to the
Corridor of Clerics.
Alchemists' Laboratory
----------------------
Monster: Skeleton Knight, Poison Slime (Beast)
In the next room, Spirit Surge the slime. One hit, gone, and it leaves
you free from any suspecting knight attacks. With the slime gone, the
knights should be nothing more than what you have already faced, despite
the new name.
At the end of the room, there is a chest with so-so contents.
Chest:
===================
Bosom Cleaver (B)
Dragonite gem
Grimoire Halte (Fixate)
Leave using the exit on the ground floor.
The Academia Corridor
---------------------
Monster: Skeleton
Go west to
Theology Classroom
------------------
Monster: Ghost, Skeleton
Another locking room. No prize for beating this enemies outside of the
normal items they drop. The Ghost in this type of room is damn
annoying though. He does have the possibility to drop a vera root, which
is a nice item to have more of.
Exit out, then go south to
Shrine of the Martyrs
---------------------
Monster: Hellhound, Skeleton Knight
Take the door at the very southeastern corner to
Hallowed Hope
-------------
Monster: Poison Slime, Bat
After defeating these enemies, prep for battle.
Hall of Sacrilege
-----------------
Boss: Golem (Evil)
There are a number of ways to kill Golem. Using your reflective defense
chain ability is an interesting way to kill. You can also equip the
hammer you just received (Bosom Cleaver), or simply hack-and-slash your
way through your current sword. Again, at this point in the game,
there isn't a whole lot you can do with weapons.
Items Received:
2 Cure Bulb
Elixer of Dragoons
Grimoire Amerliorer (Prostasia)
The game will cut to a cloudstone being activated. We see a lot of these
during our time in Lea Monde. This cloudstone is what kept us from
moving into the city, which you would've found out if you went through
the north door in the Corridor of the Clerics.
Also, Prostasia is one of the game's best spells. You'll be using it for
nearly every boss battle up until the end. Get used to using it.
Return to the Corridor of the Clerics, and take the last remaining
unexplored door to
Advent Ground
-------------
Monster: Lizardman, Bat
Move right (east) through the passageway, into a new room.
Passage of the Refugees
-----------------------
Monster: Lizardman, Bat, Poison Slime
Destroy the middle crate, so that you can pick up the box. Lift the box
and drop it against the wall on the level of the doorway we just used.
If you go into first-person mode, you'll see that simply putting the
box on the lowerst floor level won't help; we need the extra height
to make the jump.
Climb up, and go on the moving platform. Use the door to go back to
Advent Ground.
A Magic Circle greets you just before the northern door on the northern
side of Advent Ground. Take a well-deserved save, and open the door to
The Cleansing Chantry
---------------------
Boss: Dragon
Immediately, walk up to its head to negate one of this more powerful
attacks (thermal breath). Prostasia is clearly the best buff spell at
this point, so use it. I recommend using the Spear you received in the
Catacombs as your dragon-killing weapon.
Spears themselves are very effective against dragons. Its head is weak
against piercing, while its tail is weak against edged stuff, like your
Fandango.
AN: Against dragons, always run under them as soon as possible. There
most devastating attack is their physicial-based elemental breath, and
if you are right next to them, they can't use it.
Items received:
3 Cure Bulb
Elixer of Sages
Grimoire Analyse (Analyze)
Continue north to
Stairway to the Light
---------------------
Go up the stairs to literally, the light.
-------------------------------------------------------------------------
Town Center West: Part 1
-------------------------------------------------------------------------
Essentially, our goal in Town Center West is to gain access to Abandoned
Mines B1 through City Walls West, which allows us access to the other
side of Town Center West.
Rue Vermillion
--------------
We've finally reached Lea Monde. Use the Magic Circle to save, then
use the northeast passage to
The Rene Coastroad
------------------
Use the door right next to you as you enter the coastroad to
AN: There is a Heal Panel at the very end of the road.
Workshop: Magic Hammer
----------------------
Can Combine Bronze and Iron here. Do any combining or repair work you
need, and exit back out to the coastroad. Take a right and down the
road and enter
Rue Mal Fallde
--------------
You'll run into a group of Crimson Blades, preventing you any further
on this route. Return to Rue Vermillion, and use the southern-most door
to
Tircolas Flow
-------------
Before you can continue, you'll catch a scene explaining what happens
to those who die in Lea Monde.
Boss: Duane HP 250 / MP 70
Sarjik HP 180 / MP 70 <-- Swordsman
Bejart HP 190 / MP 55 <-- Axeman
Duane will stay back until both knights are killed, but if you come up
the small hill, he will attack. This allows you to concentrate on the
weaker two knights.
Immediately cast Prostasia on yourself, and take out the isolated
knights with chains, break arts, and reflect damage defensive ability.
Once the knights are dead, Duane is really a pushover. Keep your HP
above 100 so you don't get blind-sided by his Lv1 Explosion. Just whack
at him and pound him with your human-based blade with an assortment of
attacks.
Items received from Sarjik:
Rapier (I)
3 Mana Root
Items received from Bejart:
Guisarne (B)
3 Cure Root
Items received from Duane:
Magnolia Frau (S)
Wizard Robe
Crimson Key
Grimoire Demolir (Explosion)
Grimoire Clef (Unlock)
Since we have the Crimson Key, we can move further into the city.
Head back to the save point in Rue Vermillion, and open the door with
the Crimson key to
-------------------------------------------------------------------------
City Walls West
-------------------------------------------------------------------------
Students of Death
-----------------
Go south to
The Gabled Hall
---------------
Monster: Zombie Knight
You have to destroy the zombies before you can continue on.
Where the Master Fell
---------------------
Go down the stairs, and watch the short cinema.
-------------------------------------------------------------------------
Abandoned Mines B1
-------------------------------------------------------------------------
Dreamers' Entrance
------------------
Monster: Stirge (Beast)
Stirges are nice bats to kill because they tend to drop Vera Roots a
lot. You'll want to stock up on these as much as possible. Run down the
stairs and continue through the door to
The Crossing
------------
Monster: Hellhound
Tackle the Magic Circle, and take the western door (the right door,
assuming you're looking from the Dreamers' Entrance door) to
Miners' Resting Hall
--------------------
Monster: Mimic (Beast), Goblin (Human)
Use the Unlock spell to... unlock... the chest to gain
Chest:
===================
Stinger (B)
Quad Shield (B)
Ring Mail (B)
Ring Leggings (B)
White Queen gem
Grimoire Visible (Eureka)
Return to The Crossing, and take the eastern door to
Conflict and Accord
-------------------
Monster: Goblin, Hellhound
Follow the path south to
The End of the Line
-------------------
Monster: Goblin, Stirge
Another locking room. You know what to do.
The Earthquake's Mark
---------------------
Monster: Stirge
All of the doors are locked (one by a latch, another by the Hyacinth
Sigil). However, the door to the northeast is not.
Watch out for the eruption trap on the space just ahead of the
passageway door, against the edge.
Coal Mine Storage
-----------------
Monster: Goblin, Goblin Leader (Human)
Destroy the regular goblin first, then focus on the leader. Break Arts
and Spirit Surge do well against the leader, but if you've been keeping
up with a beast-based weapon, that that will be just fine. Use
Vggdrasil's Tears to cancel the paralysis the leader may cast on you.
Step on the square behind the chest to hit a Trap Clear, which cancels
out the Poison Trap in front of the chest.
Chest:
===================
Ring Sleeve (B)
Chain Coil (B)
Undine Jasper gem
Fern Sigil
Return back to the Crossing, and take the southern route to
The Suicide King
----------------
Monster: Goblin, Stirge
Continue south to
The Battle's Beginning
----------------------
Boss: Wyvern
Cast Prostasia, and head for his tail. Chain like hell, use a vera root
once your RISK is high, and you win. Very easy. He has a couple of
moves that hurt a little, but you should be attacking so fast that he
wont have a chance to get them off.
If you are using a piercing-based weapon, then aim for his head as
opposed to the edge-weak tail.
Items received:
Hyacinth Sigil
Cure Tonic
Grimoire Ignifuge (Pyro Guard)
With the Fern and Hyacinth Sigil, you now can go a lot deeper into the
mines, specifically through the Earthquake's Mark. Proceed south to
What Lies Ahead?
----------------
Monster: Goblin, Goblin Leader
Again, paralysis is the wild card with the Goblin Leader. With the
gobbies dead, move south to
The Fruits of Friendship
-------------------------
Jump onto the cloudstone, and go across the room. Destroy one of the
crates, and either push or pick up the second one. You can either pick
it up, and use it to jump onto the upper cliff to reach the door, or you
can roll the rock. Your choice. Unlatch the door and go through to
The Earthquake's Mark
---------------------
Monster: Stirge
We've been here earlier, except on the upper section. And yes, the
Stirges in the room is a nasty surprise for us gamers. They tend to
come in hit-and-run attacks, making it very difficult for you to
kill them off without a long-ranged attack.
Use the Hyacinth Sigil on the southeastern door to
The Passion of Lovers
---------------------
You now have 15 seconds to get through two rooms. Use the map on the
lower right corner of your screen so you can clearly see the path that
needs to be taken. 15 seconds isn't a whole lot of item to search rooms.
The Hall of Hope
----------------
Monster: Hellhound</pre><pre id="faqspan-2">
This can be a toughie with the amount of enemies in here. Treat it as
a boss, by buffing with Prostasia. With the gobbies dead, move east to
The Dark Tunnel
---------------
Monster: Goblin, Goblin leader
Save at the Magic Circle. The north door leads to Everwant Passage,
but you can not go any further then that due to the Silver Key. You
won't be able to have access to this key until very late in the game.
Yowzers. Since we can't go through there, go through the east door to
AN: An undead dummy will appear here late in the game.
Rust in Peace
-------------
Monster: Goblin Leader, Goblin, Mimic
Lots of stuff to kill, but nothing we've have not seen before. Unlock
the chest with the spell of the same name.
Chest:
===================
Chain Sleeve (H)
Salamanders Ring
Manabreaker gem
Elixer of Sages
Grimoire Undine (Frost Fusion)
Head back to the Dark Tunnel and take the south door to
The Smeltry
-----------
Boss: Fire Elemental (Phantom)
Here is our introduction to the many elementals of the game. Like the
dragons, elementals have some very easy strategies to use. And its the
same for each elemental, no matter the affinity (of course, you use
Frost Fusion instead of Soil Fusion on a Fire Elemental, but you see
the point).
Use Frost Fusion, equip a phantom-based weapon if you have it (which I
doubt it, but it should be noted you should find one), equip the
Salamander's Ring you just found, and equip the Undine Jasper on your
weapon your using. AN: If you have begun to start a phantom-based
weapon, make sure it isn't piercing!
Items Received:
Grimoire Flamme (Flame Sphere)
Elixer of Queens
Mana Tonic
Defeat him, and go through the door. You should probably take off the
Undine Jasper gem, as well as the Salamander Ring off just so you don't
wonder why you got your assed kicked by a water-based boss in the
future.
Clash of Hyaenas
----------------
Jump onto the cloudstone to hop across the pit. For those less risky
(and tired of losing 20 HP for falling in the pit) cast fixate, and it
will stop.
To get on top of the higher ledge with the door, destroy three of the 4
crates. Push the final one below the ledge, and climb through. Go
through the passage to
Greed Knows No Bounds
---------------------
Monster: Goblin Leader, Goblin
Regular fight with some goblins. Go east to
Live Long and Prosper
---------------------
Use the Fern Sigil to unlock the door at the end of the room to
Pray to the Mineral Gods
------------------------
Monster: Stirge
After the bat is dead, equip your beast-blade, and cast prostasia. Boss
fight in the next room.
Traitor's Parting
-----------------
Boss: Ogre (Beast)
The Ogre dodges chains well, so forget about using them. Reflect Damage
is an awesome defensive ability, and you should get the timing down.
Along with Prostasia, casting Degenerate (remember, you can see the
percent chance the spell has before you cast it) can really increase
your damage output.
Continue with the smacking, and you'll be rewarded with a rather nice
shot of the Ogre's death.
Items received:
3 Cure Bulb
Elixer of Kings
Grimoire Rempart (Terra Guard).
Exit north to
The Escapeway
-------------
Up and up and up the stairs we go to
-------------------------------------------------------------------------
Town Center West: Part 2
-------------------------------------------------------------------------
Rue Bouquet
-----------
Save, then continue north to
Tircolas Flow
-------------
Monster: Crimson Blade
Notice how the cloudstone is now activated (doh). This connects both
sides of Town Center West, so we don't have to go through the Abandoned
Mines B1 everytime we're here. Continue west, then south into
Glacialdra Kirk Ruins
---------------------
The locked door requires the Rood Inverse, a key you don't gain access
until you beat the game.
Take the southern route to (AN: you'll have to do some jumping here)
Rue Sant D'alsa
---------------
Nothing here, except for a passageway to
Villeport Way
-------------
Cutscene. You'll see the exit to Undercity West (our next goal), but
the gate blocks our path. Return to Rue Sant D'alsa, and go back to
the path to Kirk Ruins. Some Blades will ambush you here, but also
identifying a secondary door you can use. Climb up to it, and enter
Dinas Walk
----------
Make the few jumps in this corridor, and you'll come back to Villeport
Way. Eliminate the Crimson Blade, and go down into
AN: This is where you saw Sydney, Hardin, and Merlose just awhile ago.
-------------------------------------------------------------------------
Undercity West: Part 1
-------------------------------------------------------------------------
The Bread Peddler's Way
----------------------
This is one of my favorite areas in the game. Love the look. Love the
enemies. Love the music.
Way of the Mother Lode
----------------------
Monster: Zombie Knight, Ghast
Take the door to the south (closest to you) to Underdark Fishmarket.
The door to the east leads to Sewer of Ravenous Rats, which then leads
to a door requiring the Silver Key. Which we don't have yet.
Underdark Fishmarket
--------------------
Boss: Giant Crab (Beast). Oh snap.
Equip the Undine Jasper on your shield. Remove any fire bonus items you
have, like the Salamander's Ring, since his Agua Bubble will tear you
apart. Blunt weapons do nicely on him, but a regular good old sword
(which I used) did the job well.
If you're using anything but then a blunt weapon, then you'll have to
aim for the crab's mouth. Keep your health up, as Aqua Bubble is can
get you if you're lazy with Ashley's health. Degenerate and Prostasia
work well together.
Items received:
3 Cure Bulb
Elixer of Queens
Grimoire Sylphe (Luft Fusion)
Once the crabbie is dead, move into the Sunless Way.
The Sunless Way
---------------
Save. Door to the south requires the Iron Key, which we'll get later
in the game. Despite the fork in the road, there is only one available
path to go (the western way). For the record, the Hall of Poverty ->
The Washing-Woman's Way path should be noted for future use. Visit
there for the map percentage, but you don't need to go there to move
in the story. Later in the game, we'll be returning here to unlock some
doors.
Remembering Days of Yore
------------------------
Proceed through the south door, into
AN: The west door is locked, requiring the Iron Key. When we finally get the
key, we'll be returning here to open this door.
Where the Hunter Climbed
------------------------
Move up the stairs/ramp, and enter into one of the more exciting /
frustrating parts of the game.
-------------------------------------------------------------------------
Snowfly Forest
-------------------------------------------------------------------------
Save. And welcome to hell. Okay, it isn't that bad. In fact, I've grown
to enjoy the Snowfly Forest as one of the better parts of the game. Go
figure. Go into the forest when you are ready. I've provided a different
type of walkthrough for this area, as it is do unique compared to the
rest of the game.
Before we begin, let me provide the overall map of the forest. For the
most part, the forest is fairly straight-forward. There are a couple of
areas that will teleport you around, but those will only bother you
unless you really get lost. Lucky for us, the passage through is
surprisingly easy; just make you get your directions in order (as in,
figure out what direction south is)
AN: Remeber, despite the fact it looks like you're moving north when
going up, you're actually going south. Also, if you're looking to
explore every inch of the forest, then remember that there are 26 areas
in the forest. So when you think you have explored everywhere, make sure
you count to double-check.
S
^
+--------------------------------------+ |
| | E ---+--- W
| Forest River | |
| to:FC | |
+--------------------------------------+ N
|| || to:TST
+----+ +----+ +----+ +----+ +----+
to:| |to: to:| | to:| | | | | |
HWK|LTHM|TWC TGT|TSH |===== TGT|TST | |WSRF| |ROTL|
+----+ +----+ +----+ +----+ to: +----+
to:THH || || SF GEW ||
+----+ +----+ +----+ +----+ +----+ +----+ +----+
to:| | | | | | to:| | | | | | | |to:
TSH|YATP|==|RWTW|=======|THH | BB|TAF |=| YW |=|TOTB|=|FH |GEW
+----+ +----+ +----+ +----+ +----+ +----+ +----+
|| || to:TGT || ||
|| || || || ||
+----+ +----+ +----+ +----+ +----+
| | to:| |to: to:|TWC | | | | |
|TSP | TSH|HWK |LTHM LTHM| |=|TWR |=| BB |
+----+ +----+ +----+ +----+ +----+
||
|| to:YW || to:TAF
+----+ +----+ +----+ +----+ +----+
| | to:| | | | | | | |
|Boss| FH|GEW |=|TWB |=|WWH |=| TGT|to:TST
+----+ +----+ +----+ +----+ +----+
|| to:TOTB ||
+----+ +----+
| | |THB |
| SP | S | |
+----+ ^ +----+
Exit | ||
E ---+--- W +----+
| | |
| | FC |
N +----+
Entrance
Looking at the map through the menu can really be a life-saver, as it can
help you get your bearings back if you get lost. Find the area's name you're
in, then look at my map to figure out what you need to do.
Continue south through a couple of areas in the forest. You'll run into
a few basiliks along the way, and should be no problem for you, as
they're about as standard as beast come in this game. They do have an
acid attack, which can do 100+ damage (and it's unfortunately a weaker
version of an attack you'll face soon).
When you reach Traces of the Beast, take note. Going EAST, then SOUTH
will take you to the area where the snowflies are grouped together.
However, they are blocking passage through the forest, so we need to do
something about them. Therefore, go WEST in Traces, to Fluttering Hope,
then SOUTH after dealing with a couple more basiliks.
Return to the Land
------------------
Boss: Earth Dragon
It's all about earth defense. Terraward once in battle (I've noticed if
you have it on before you enter the area, he will immediately cast acid
breath, which means automatic death unless you use a proper defense
ability (that lowers the damage).
Since he's not our first dragon, you should know the drill. Get to his
head/neck, and chain away. Damage produced won't be spectacular if this
is your first-time through, so keep your chain going. Hopefully you
kept on to the Spear you got in the Catacombs.
Items received:
Bronze Key
Grimoire Parebrise (Aero Guard)
Vera Potion
Once our friendly dragon is six-feet under, return to Traces of the
Beast, and take the eastern passage to the Yellow Woods (not to be
confused with yellow snow). Go south, and you'll run into a weaker
version of the fire-elemental boss you fought in Abandoned Mines B1.
This, of course, means frost fusion is a great way to destory it.
With it dust, continue SOUTH into the largest area in the forest, the
Forest River. Destroy the Basiliks, then take a very welcomed break to
save your game. While we might not have progressed far time-wise,
Snowfly Forest can really be a pain if you have to keep going through it
again and again. Before we cross the river, take note that you DO NOT
want to take the passage NORTH on your side of the river. This is one
of those tricky teleport zones, and the last thing you want to see is
the Fairy Circle again.
Jump across using the pillars, then lay waste to the undead knights.
Although the penalty isn't too harsh, pay attention to what the knights
are doing as you cross; they may obstruct you from jumping across, and
you'll find yourself with 20 less HP. Open the chest, and retrieve its
goodies.
Chest:
===================
Knuckle Guard grip
Circle Shield (H)
Chain Mail (I)
Sylphid Ring
Night Killer gem
3 Acolytes Nostrum
Grimoire Agilite (Invigorate)
Head NORTH through the EASTERN most passage. You may want to make a
second save, just so you don't have to go through the process of killing
the knights and opening the chest.
Continue to move NORTH in Lamenting to the Moon, eliminating any Basilisk you
encounter. Continue NORTH to
Running with the Wolves
-----------------------
Monster: Fire Elemental
Go EAST to
You Are the Prey
----------------
Go NORTH to
The Secret Path
---------------
Monster: Ichthious
The secret path is not so secret anymore. Continue NORTH to
Hewn from Nature
----------------
Boss: Grissom 350 HP / 100 MP
Dark Crusader 380 HP / 80 MP
Partner: Sydney
Don't bother casting Prostasia on yourself because Sydney will do it for
you.
Take out the Dark Crusader first, if only because you'll likely be able
to kill him faster. Chains to his abdomen will make short work of him.
Blunt supposedly is the best weapon against him, but I used a piercing
rapier (my evil weapon) and killed him fairly quick. He is resistant to
chains.
With Grissom alone, it will be hard for him to really get any magic
off. If you have Degenerate on, this fight can be frustrating long. To
help your damage, make sure you have a Haeralis gem to increase your
blade's human class. Remember to keep your risk low, as his spell's
damagin increase due to this.
Sydney can be used as a shield against the Dark Crusader's attack. He
can also be killed (!), but I've yet to see it be done yet.
Items Received from the Dark Crusader:
Angel Wing (H)
Grimoire Deteriorer (Tarnish)
Elixer of Queens
Items Received from Grissom:
Shillelagh (H)
Swan Song
Grimoire Annyier (Magic Ward)
Grimoire Gnome (Soil Fusion)
There is a chest located in the corner of this room.
Chest:
===================
Corpse Reviver (I)
Circle Shield (H)
Demonia gem
3 Vera Tonic
3 Cure Bulb
Continue north to
The Wood Gate
-------------
Use the Magic Circle in here, and proceed through the door to
-------------------------------------------------------------------------
City Walls South
-------------------------------------------------------------------------
The Weeping Boy
---------------
Monster: Lizardman
Continue to
Swords for the Land
-------------------
Monster: Lizardman, Blood Lizard
Another locked time trial here. Despite being new to you, the Blood
Lizard isn't much harder then the normal Lizardman.
In Wait of the Foe
------------------
Unlock the latched door, which leads to Villeport Way in Town Center
West. Continue east to
Where Weary Riders Rest
-----------------------
Monster: Lizardman
Continue to
The Boy's Training Room
-----------------------
Monster: Lizardman, Blood Lizard
The northern door is locked. We'll need to unlatch the lock once we
enter Town Center South. AN: A dragon-based dummy will appear here in
the future. Continue east into
-------------------------------------------------------------------------
The Keep
-------------------------------------------------------------------------
The Soldier's Bedding
---------------------
The north door in here is locked and requires the gold key. The South
goes down to Iron Maiden B1, which is similiar to what the dungeon in
Final Fantasy Tactics (lots of good items, but you don't need to go in
it).
For now, enter the Iron Maiden dungeon, because we want to pick up an
item we need to get further into the game. AN: The rest of my Iron
Maiden walkthrough will be in a separate section later in the FAQ.
The Cage
--------
Go down the stairs to
The Cauldron
------------
Monster: Wraith (Phantom). Gargoyle (Evil)
The wraith is in the same class as the ghost we faced off in earlier
in the game. Casting Magic Ward before you enter the room can give you
the edge to catch up to him before he has a chance to hit you with his
spells. The Gargoyle can cast numbness (slows you down), which can be
healed by the Spirit Orison item. In the future, the spell Clearance
can heal it as well.
Items Received:
Mandrake Sigil
Grimoire Exsorcer (Exorcism)
The locked door requires the Tearose Sigil, which we get later in the
game. Return back to the Soldier's Bedding, and take the east option.
The next 4 rooms all have locked doors, which you cant open yet. Run
past all four. Run through A Storm of Arrows, Urge The Boy On,
A Taste of the Spoils and Wiping Blood From Blades to
The Warrior's Rest
------------------
Save at the Magic Circle. The chest requires the Chest Key, which you
can get later in Iron Maiden B1.
The door right across Wiping Blood from Blades leads you to
Workshop: Keane's Craft
-----------------------
You can finally combine Hagane. Return back to the Warrior's Rest, and
walk up to the northern door.
Mini-Boss: Rosencrantz (Human)
Imagine fighting yourself, and you get Rosencrantz. Gear up for a human
opponent, and you should be ok. Most spells/chains do not work with
him, so just whack away one hit at a time.
Once Rosencrantz is gone, go through the door to
-------------------------------------------------------------------------
Town Center South
-------------------------------------------------------------------------
There are a number of different paths you can take at this point in
the game. I recommend taking the long route, as you'll pick up sigils
required later in the game. If you want to proceed deeper in the game
first, take northeastern path to Rue Faltes. Fall down, and continue
into Rue Morgue. Use the Bronze Key to open the door, and you'll find
yourself in Abandoned Mines B2.
For those ready to explore, we'll skip the path to the Abandoned Mines
for now.
Forcas Rise
-----------
Monster: Crimson Blades
This is the main area of Town Center South, so I'll use it as a sort of
reference base. Take the western door into
Valdiman Gates
--------------
Nothing in here, except a save point, and an unlockable door leading
back to City Walls West. Return back to Forcas Rise. At this point in
the game, we have two routes to take. Both lead to the Abandoned Mines
B2 room, Bandits' Hollow. If you care for total game percentage, then
you'll want to go through both. You do need to go through the Undercity
West route to complete the game.
1. Bandits' Hollow route through the Undercity West
In Forcas Rise, enter the path to the east (right across from the path
you used to Valdiman Gates).
Rue Aliano
----------
Monster: Crimson Blades
Use the Mandrake Sigil you found from the second room of the Iron Maiden
to open the door.
The House of Khazabas
---------------------
Go upstairs to move further along. Chest requires the sorceror magic,
Unlock to be opened.
Chest:
===================
10 Eye of Argon
Grimoire Muet
10x Eye of Argon, Grimoire Muet
Zebel's Walk
-------------
Make some easy jumps across the chasms, then through the doorway to
Rue Volnac
----------
Some blades to kill here. The western route leads to Rue Faltes. The
northern, east door is one of those latched doors. Except, we're on the
wrong side of the area. However, this is the area you want to be in if
you want to continue through Abandoned Mines B2. If you haven't yet
gotten the Mandrake Sigil from the Iron Maiden B1 dungeon, then that
would be your destination.
(AN: Continue your walkthrough at City Walls East)
2. Bandits' Hollow route through most of Abandoned Mines B2
Forcas Rise
-----------
Monster: Crimson Blade
Use the the northeastern door to
Rue Faltes
----------
If you chose the Undercity route, you could explore this area from the
other side of the gate. Continue through the northern path to
Rue Morgue
----------
Monster: Crimson Blade
Open the door with the Bronze Key, and enter the Abandoned Mines B2.
(AN: Continue your walkthrough at Abandoned Mines B2)
-------------------------------------------------------------------------
City Walls East
-------------------------------------------------------------------------
Like previously City Walls areas, this area moves in one direction.
In CWE's case, it's north (or if you're coming back, then south).
Train and Grow Strong
---------------------
Take the only available door (the locked door requires the rood inverse,
available through a second replay of the game).
The Squire's Gathering
----------------------
Monster: Zombie Mage, Dark Skeleton
Some zombies. Move along to
The Invaders are Found
----------------------
Monster: Dark Skeleton
Unlatch door, which happens to be that previously locked door in
Rue Volanc. Move along north to
The Dream Weavers
-----------------
Monster: Zombie Mage, Dark Skeleton
More of the same. Boo.
The Cornered Savage
-------------------
Monster: Gargoyle (Evil)
Down the stairs to Undercity West. Death to all Gargoyles!
-------------------------------------------------------------------------
Undercity West: Part 2
-------------------------------------------------------------------------
Back to our favorite blue-aura underground city. Our mission here is
to open up the rest of Undercity West from the Keep/Town Center South
area. This allows us to move back and forth without having to hit the
Snowfly Forest again. Before we proceed any further, it's that time
again to prep for a boss.
Fear of the Fall
----------------
Boss: Dark Elemental
Anything Light is a bonus. Prostasia and phantom bonuses on your weapon
works well. He dodges chains, but doesn't have much life. Watch out for
Meteor Lv.1 if you have high RISK or low dark protection (which is
likely).
Items:
Cattleya Sigil
Grimoire Meteore (Meteor)
The Cattleya Sigil is used to open a door in Town Center East.
Unlatch the door, and proceed to
Sinner's Corner
---------------
Monster: Dark Skeleton, Dark Eye (Evil)
Despite its appereance, the eye isn't too bad, although he is hard to
hit/chain. Save at the Magic Circle, and move west to
The Children's Hideout
----------------------
Monster: Dark Eye, Gargoyle
Open the chest, and return to the Corner.
Chest:
===================
Sweet Death (S)
Footman's Mace (H)
Steel Bolt
Spiked Shield (I)
Sallet (H)
Undine Bracelet
Speedster gem
Grimoire Dissiper (Dispel)
Back in Sinner's Corner, go east into the Corner of Prayers. (AN: the
northern passage leads to Namless Dark Oblivion, which happens to
connect this side of Undercity West to the other side. Unfortunately,
we need that dang Silver Key still.
Corner of Prayers
-----------------
Monster: Dark Eye, Dark Skeleton
Eastern most door requires gold key, so take the northern route into
Hope Obstructed
---------------
Monster: Gargoyle
Go down the stairs to the Abandoned Mines B2.
(AN: Refer to 2. Undercity West Route to continue the walkthrough)
-------------------------------------------------------------------------
Abandoned Mines B2
-------------------------------------------------------------------------
There are two different ways to reach a meeting point in the Mines
(Bandits' Hollow). Depending on if you went through Undercity West or
not, you'll have a different route. Fortunately, there is little
walkthrough to discuss in regards to the Undercity West route.
AN: The main goal to use the Undercity West route is to get some
treasure, a sigil that unlocks the Junction Point workshop, and to
further explore Lea Monde.
1. Total Abandoned Mines B2 action route
Corridor of Shade
-----------------
Continue to
Revelation Shaft
----------------
Before jumping down, push the push crate forward so it falls down next
to the huge crate stack. Next, destroy one of the carrying crates, then
pick up the remaining one, and drop it right against the ledge (and in
front of the cloudstone way up there).
Now, turn around and pick up the last remaining carrying crate, and
put it on top of the one we just placed against the ledge. With this
two crate platform, you can make the jump to the cloudstone, then to
the door to
Gambler's Passage
-----------------
Monster: Orc (Human)
Orcs are the bigger brothers of goblins. Which means despite their
appearance, you'll want to unleash your human-based weapon on them.
The Miner's End
---------------
Boss: Air Elemental (Phantom)
At this point in the game, there is no earth affinity gem to put on
your sword, so your basically left with Prostasia and Soil Fusion as
to help with damage. Degenerate does work nicely. Defensively, put on
Slyph gems on your shield.
Items Received:
Grimoire Foudre (Thunderburst)
Mana Bulb
Continue south to
Treaty Room
-----------
Monster: Slime, Poison Slime
Use the Magic Circle, as it has been awhile since the previous one.
Once you go on into the next door, you'll begin the game's hardest
time trial. With a two-minute timer, our ultimate goal is to reach
the Bandit's Hollow. If you fail to reach your goal in the allotted
time, the game will teleport back to the Treaty Room. There are three
rooms with treasures, which are technically out of your way. For those
aiming to get a 100% map completion, you'll want to find these rooms.
The following walkthrough is complete. It explores every inch of this
maze, and more and likely will require a couple of runs to do it. If
you just want to get past the maze, then follow this route from the
Treaty Room:
Way of Lost Children (east), Desire's Passage (east),
Senses Lost (north), Crossing of Blood (east),
Fool's Gold, Fool's Loss (north), Tomb of the Reborn (north),
The Lunatic Veins (east).
Way of Lost Children
--------------------
Monster: Orc, Orc Leader (Human)
Go west to
Hidden Resources
----------------
Monster: Mimic, Imp (Evil)
The chest requires the Chest Key, which is found in the Iron Maiden B1
dungeon. Unfortunately, we're unable to get the key at this point in
the game, so you'll have to make a mental note to come back here. The
chest includes some great items.
Chest:
===================
Eviscerator (S)
Kudi (I)
Breastplate (I)
Fusskampf (H)
Trinity gem
3 Saint's Nostrum
Grimoire Mollesse (Restoration)
Exit out, and go through the east door in Way of Lost Children to
Desire's Passage
----------------
Monster: Slime
There is a Cure Panel to cure any status effects you have in front
of the door to
Senses Lost
-----------
Monster: Orc
Crossing of Blood
-----------------
Monster: Orc
Lots of traps here, so cast Eureka if you're running past the enemies.
It's not too important to know where the traps are if you're killing
them off, as traps can't kill you. When one of the orcs see you, it's
likely they will hit the Diabolos trap (ha).
Despite the three options here, the best way to go is north. The rooms
to the east and west can be taken in a long loop around. Of course,
if you just wanted to get the hell out of here, then the north option
is not for you.
The Abandoned Catspaw
---------------------
Monster: Slimes
Hall of Contemplation
---------------------
Monster: Orc, Orc Leader
Take the north route to
Hall of the Empty Sconce
------------------------
Monster: Orc, Orc Leader
Yawn.
Acolyte's Burial Vault
----------------------
Monster: Imp, Mimic
You know, the imps are so damn annoying in a big area like this, its
probably best to run in, grab the chest, then walk back out.
Chest:
===================
Affinity (H)
Framea Pole
Circle Shield (H)
Gauntlet (H)
Hellraiser gem
Grimoire Vie (Surging Balm)
Return back to Hall of Contemplation, and take the south route to
The Fallen Bricklayer
---------------------
Jump onto the cloudstone, then jump to the crates in the middle. From
there, you can jump across the chasm, and make it to the southern
path to
(AN: the eastern passage is actually back to the Crossing of Blood).
Cry of the Beast
----------------
Monster: Orc
Down, down, down the stairs we go to
The Ore of Legend
-----------------
Monster: Orc, Orc Leader
For some treasure, go west to
Suicidal Desires
----------------
Monster: Imp, Mimic
First off, we have some Imps in here, so you know this room is going to
suck. Then you have three traps, including one in front of the damn
chest. Upon immediately entering the room, use an Eye of Argon or
Eureka so you don't hit these deadly traps.
Chest:
===================
Dog's Nose (H)
Target Bow (I)
Barbut (S)
Gnome Bracelet
Elixer of Queens
3 Vera Bulb
Exit out, and go east in the Ore of Legend to
Lambs to the Slaughter
----------------------
Monster: Slime, Poison Slime
Continue east to
A Wager of Noble Gold
---------------------
Monster: Orc, Orc Leader
We're almost there! If time is less then 30 seconds, then skip the Orc
Leader. He's usually too busy casting spells to bother you.
Kilroy Was Here
---------------
Monster: Orc, Orc Leader
Up, up, up the stairs we go to
Fool's Gold, Fool's Loss
------------------------
When first entering, you'll see the cloudstone just leave our platform.
Yeah, now we got to wait 10 seconds. The cloudstone has to first go
to the middle stop, then to the northern ledge, then back to the middle,
then to the southern ledge where we are. It takes up time, but there
is nothing we can do about it.
The nice thing about this level is the western passage leads back to
the Crossing of Blood room. So if you do run out of time here, you
can take the eastern door in the Crossing of Blood to get back here in
no time. AN: at this point, you should have a pretty clear understanding
of where to go if you were rushing through here.
Go through the northern door to
Tomb of the Reborn
------------------
Boss: Earth Elemental
Not only do we have a boss to contend with, but we still have another
room to go through.
Essentially, reverse everything you did against the Air Elemental.
The Gnome Bracelet you just picked up (assuming you went and go the
treasure in the time maze) can help with earth protection.
Items Received:
Grimoire Gaea (Gaea Strike)
Once he's dead, continue north to
(AN: If time is running short, remember that the in-game map shows the
door you came from in red).
The Lunatic Veins
-----------------
Monster: Slime, Poison Slime
This is it. Go through the path into
(AN: Move to Bandit's Hollow to continue your walkthrough)
2. Undercity West Route
Work, Then Die
--------------
Go down stairs to
Bandits' Hollow
---------------
Monster: Imp, Blood Lizard
Well, what a nightmare we have here.
Due to the narrow nature of the area, it's real hard to kill the buggers here.
here. You'll have to climb up on top. As you'll see, a wooden crate will
be in the way for you to reach that goal. You can either do a tough jump
to a platform above the south-east door (the entrance from the Undercity
West route), or use a spear/crossbow to destroy the box, then climb up.
The door at the top on the northeast corner requires the infamous Iron
Key, so enter the southeast door on the top. Before you do, however,
remember to save!
(AN: Depending on which route you took to Bandits' Hollow, you have to
go through the Undercity West passage for sigils, and the time-maze for
some grimoires, treasure, and the exploration for 100% map completion.
Dining in Darkness
------------------
Boss: Sky Dragon (Dragon)
Load up on earth damage bonuses and air protection. Get under him so
he can't use this deadly breath attack. Remember, piercing weapons for
everything except the tail, which is weak against edged weapons.
Items:
Tearose Sigil
Grimoire Demance (Drain Mind)
Elixer of Queens
With the Tearose Sigil, as explained earlier, you can now explore the
Iron Maiden dungeon fully. Among other things, this allows you to gain
access to the Chest Key
Subtellurian Horrors
--------------------
Drop down, and move up to the chasm. Ignore the crate on your side for
now, and jump on the moving cloudstone (use fixate if you need the
help). Looking ahead, notice the wooden crate wall is lower on the very
right. Yep, you can make the jump from the stone. Wait until the
cloudstone is completely to the right wall, then make your jump. You'll
grab the wooden crate on the other side, and lift yourself up. Open
the door to
The Crumbling Market
--------------------
Monster: Dullahan
We're back in the Undercity West, but only for a short while (hence,
no sub-header for it).
Wipe the Dullahan out (use prostasia and degenerate if he buffs up
before you reach him), then take a much needed save. Unlatch the western
door; this takes you back to the first area of Undercity West. Next,
take the east door into
Tears from Empty Sockets
------------------------
Monster: Dark Skeleton
Ignore the locked door. It's time to move back outside.
-------------------------------------------------------------------------
Town Center East
-------------------------------------------------------------------------
Rue Lejour
----------
Save again if you want, then proceed southwest. Ignore the City Walls
North door on the side; continue through town.
Kesch Bridge
------------
Monster: Crimson Blade
One soldier on your side. Two on the save side. The door on the side
takes you to City Walls again. Continue to
Rue Crimnade
------------
Monster: Crimson Blade
Some more Blades. Drop nice armor. The south-western most door is locked
and requires the Cattleya Sigil, which you should have after killing the
Dark Elemental in Abandoned Mines B2. The workshop, Junction Point,
allows you to work with Wood, Leather, Bronze, Iron, and Hagane. To get
the Sigil, you'll need to return back to Town Center South, and use the
path through Undercity West.
The north-western door is locked on the other side, so that just leaves
the other northern passage way. Take that to
Rue Fisserano
-------------
Monster: Crimson Blade
The door immediately ahead of you leads to the workshop: Metal Works.
You can combine Silver and Damascus here. About half-way between the
passage to Rue Crimnade and the workshop, notice that there is a street
above you. Jump up, take the Blade out, then proceed to
Shasras Hill Park
-----------------
Monster: Crimson Blade
There are a few Blades remaining here to kill off. Continue along the
Park, use the Bronze Key to open the door at the end, then go down the
stairs to Undercity East.
-------------------------------------------------------------------------
Undercity East: Part 1
-------------------------------------------------------------------------
Hall to a New World
-------------------
Monster: Quicksilver (Evil)
These puppet girls are indeed named Quicksilvers. Out of most of the
supposed scares in the game, these are a little freaky.
Place of Free Words
-------------------
Mini-Boss: Harpy (Evil)
Curse requires the Angelic Paean item to be cured. There is a spell
available in the game to cure curse, but it's not available until much
later. Harpy can also use an instant death attack, so kill it quickly.
There are few instant death attacks in the game and they all tend to
follow the same formula: this won't be cast until the caster is almost
dead. Which means you need to finish off these casters, like the Harpy
before they have a chance to cast.
At this point in the game, you should have a good evil-based weapon.
With this, a quick four or five hit chain will destroy the Harpy.
Items:
Grimpoire Intensite (Herakles)
5 Angelic Paean
Cure Tonic
Herakles is one of the best spells in the game, and is the ultimate
buff magic. Cast this always during boss fights.
Before going into the next door, prep for an evil Boss.
Bazaar of the Bizaare
---------------------
Boss: Lich (Evil)
Not much to say. They're immune to a lot of attack magic, and weak
against physical attacks. However, it teleports like mad. Equip your
most powerful 'evil' weapon, and keep Magic Ward up as you try to track
it. Eventually, it will teleport near you, and you should be able to
finish it off in a small-hit chain (it has a very low HP).
Items Received:
Summoner Baton (I)
Agales's Chain
Eulelia Sigil
Mana Tonic
Elixer of Mages
Also, the Lich will teach Ashley teleportation. Teleportation really
opens the door for you to go back and 'complete' the game. This means,
going back through the Abandoned Mines B2 (if you haven't) so you can
make the 100% completion goal. Another possibility is going back to the
Keep to go through the Iron Maiden B1 dungeon, since you have the
Tearose Sigil.
Continue forward to
Noble Gold and Silk
-------------------
Monster: Quicksilver
The eastern door is locked, requiring the Iron Key, so proceed west to
continue.
Weapons Not Allowed
-------------------
Monster: Lich, Quicksilver
Despite the name, Weapons are indeed allowed. Jokes about room names,
however, are no longer allowed.
Chest:
===================
Mojito (B)
Stone Bullet
Titan's Ring
Grimoire Nuageux (Psychodrain)
Iron Key (woot!)
At last, the most-wanted key of all times, the Iron Key, has been found.
As you can imagine, we have a lot of back-tracking to do to really take
advantage of this key. Return back to Noble Gold and Silk, and open up
the east door with the iron key.
A Knight Sells his Sword
------------------------
Monster: Harpy, Quicksilver
Taking the northern route will take you back to City Walls North.
However, it is really, really, really important that you go south to
Gemsword Blackmarket
--------------------
Boss: Nightstalker (Evil)
Cast Herakles and Prostasia. Waste away, but no chains allowed. With
Herakles on, he did nothing but cast degenerate. Perhaps there is a bug
that keeps him doing anything hard, but this was an extremely easy
fight, despite the fact he dodges chains like crazy.
AN: I've found that certain bosses sometimes dodge chains and other
times do not. For example, on my second play through Dullahan, I had
no problems chaining him to death.
Items Received:
Melissa Sigil
Grimoire Eclairer (Enlighten)
Angelic Paean
The Pirate's Son
----------------
Monster: Harpy, Quicksilver
Watch out for the trap 2 squares ahead of the door leading to
Sale of the Sword
-----------------
Monster: Lich, Quicksilver
Chest:
===================
Ahlspies
Pushpaka
Grimoire Tardif
Stock Sigil
The Stock Sigil can be used to open up the room where you fought the
first actual boss of the game (not counting the dragon in Duke
Bardorba's manor.
When you can, teleport back to Blackmart of Wines in the Wine Cellar.
Unlock the door to the north with the Sigil into
The Gallows
-----------
Boss: Minotaur Zombie
Equip your Undead weapon and go at him. He's very similar to his
prior form, so don't expect the unexpected. Keep your risk down, as he
is fairly strong in that regard. The zombie may be too hard for someone
on their first play-through, but this seemed like the best place to
mention what the stock sigil actually does.
Items Received:
Rune Earrings
3 Cure Bulb
Elixer of Queens
There also is a chest in the back of the room, which requies the chest
key from Iron Maiden B1.
Chest:
===================
Circle Shield (D)
3 Cure Potion
Vera Potion
Return back to a Knight Sells his Sword room. Use the northern door to
Traces of Invasion Past
-----------------------
Monster: Dark Elemental
We're now in City Walls North. Use the Iron Key at the top of the stairs
to reach
From Squire to Knight
---------------------
Monster: Blood Lizard
The door on the side will take you to Rue Lejour. I recommend doing so,
as the area has a Magic Circle. With the teleportation magic you learned
from the Lich, you can now teleport to any previous seen Magic Circle
in the game. Which means you can now teleport to a workshop if you
desire.
To move further into the game, we need to find the Clematis Sigil, which
will take us into another section of Undercity East. First, we need
the Sigil though.
-------------------------------------------------------------------------
Using the Iron Key
-------------------------------------------------------------------------
Before we use the Key for plot-purposes, teleport to the Bandits'
Hollow, and open the door nearest to the Magic Circle to
Delusions of Happiness
----------------------
Monster: Blood Lizard
Some bonus treasure include:
Chest:
===================
Pirate's Mate (H)
Kris (D)
Heater Shield (I)
Swan Song
2 Vera Potion
Grimoire Salamandre (Spark Fusion)
Teleport to the Magic Circle in the Sunless Way, in Undercity West. Due
to low MP, you may need to use multiple teleports.
The Sunless Way
---------------
You can use the Iron Key on the south door, but it takes a little
further into the game then where we want to be (AN: you need a sigil
from Undercity East to get further past the Elemental. Although it
should be also noted that you'll be coming back here soon). Back to
the task at hand, take the west route to
Remembering Days of Yore
------------------------
Continue forward to
Larder for a Lean Winter
------------------------
Monster: Lich, Dark Skeleton
Chest:
===================
Balin's Revenge (H)
Vambrace (H)
Elixer of Sage
5 Alchemist's Reagent
Clematis Sigil
With the Clematis Sigil, proceed back to Rue Lejour.
I included this earlier when you received the Stock Sigil, but I figure
I'll mention it again in case you missed it. The Stock Sigil opens up
the door to where you fought the first boss of the game, the Minotaur.
Teleport back there (through the Blackmart of Wines) and defeat the
new undead Minotaur to gain access to a chest.
Rue Lejour
----------
Go into
-------------------------------------------------------------------------
City Walls North
-------------------------------------------------------------------------
We're back here only to get to Undercity East with our new sigil.
AN: We're taking the long route here because I've yet to go through
City Walls North for first-play percentage. The quickest way to get
to Undercity East would be through Kesch Bridge -> From Boy to Hero.
From Squire to Knight
---------------------
Monster: Blood Lizards
Go north to
Be for Battle Prepared
----------------------
Monster: Blood Lizard
Continue north to (AN: not a typo on room name)
Destruction and Rebirth
-----------------------
Monster: Dark Elemental
You are given 30 seconds to kill the elemental off, or you'll have to
try again. Should not be difficult at this point in the game, although
I'll give you that it's damn annoying to fight these.
From Boy to Hero
----------------
Monster: Blood Lizard
Use the Clematis Sigil on the door, and continue north to
A Welcome Invasion
------------------
Monster: Dark Elemental
Go down the stairs and open the door to
-------------------------------------------------------------------------
Undercity East: Part 2
-------------------------------------------------------------------------
The Greengrocer's Stair
-----------------------
Go north down the stairs to
Where Black Waters Ran
----------------------
Monster: Lich, Quicksilver
Continue north to
Arms Against Invaders
---------------------
Monster: Harpy
Continue west to
Catspaw Blackmarket
-------------------
Monster: Lich, Quicksilver
Careful for the Diablos trap in front of the chest.
Chest:
===================
Round Shield (H)
Grimoire Paralysie (Stun Cloud)
Aster Sigil
With the Aster Sigil acquired, we can now proceed deeper through
Undercity West. AN: This sigil is used in conjunction with the Iron Key
to enter the Limestone Quarry.
Return back to The Greengrocer's Stair, and you'll run into two Blade
officers, along with a Grissom's corpse. Ashley will retreat to Where
Black Waters Ran for the boss fight.
Boss: Neesa and Tieger (Human)
Both are human, so I recommend casting Prostasia and Herakles quickly,
and immediately bashing Neesa to hell. She is the weaker of the two.
Both use Break Arts with status effects, but you should be able to
chain-kill Neesa before you run into these. Depending on how quick you
can get to Neesa, these break arts can really start to affect the
battle. Once you begin curing the status effects and reapplying Herakles
(most of the break art effects cancelled this as well), your MP starts
to fall.
Instead of killing both, you merely have to inflict enough damage on
either of them (AN: I can confirm it is the sum of damage you inflict on
both).
Return back to The Greengrocer's Stair, and you'll see Neesa and Tieger
again with a dead Grissom. Hilarity ensues.
To continue along on our journey, return to the nearest Magic Circle.
If you need to, teleport to a Workshop, then when ready, teleport to
the Sunless Way. The closest Magic Circle is in Kesch Bridge, which
is in Town Center South, just outside From Boy to Hero, in City Walls
North.
The Sunless Way
---------------
Unlock the door to the south, and move to
-------------------------------------------------------------------------
Limestone Quarry
-------------------------------------------------------------------------
Dark Abhors Light
-----------------
Some stairs down. Prepare for an icy boss.
Dream of the Holy Land
----------------------
Boss: Water Elemental (Phantom)
Load up with water protection and fire damage bonus. Protasia and
Herakles work wonders yet again. He blocks chains fairly well, but his
HP is low. With decent water protection on a shield, his attacks should
not be very threatening.
Items:
Grimoire Avalanche (Avalanche)
Elixer of Sages
Acolyte's Nostrum
The Ore Road
------------
Magic Circle; save time! Go west (for the west route) or east for the
east route. Both lead to the same place, but you'll want to go both
routes to get the percentage.
1. West Route
Atone for Eternity
------------------
Monster: Gremlin (Evil)
These gremlins aren't easy. Fortunately, they don't have too much HP, so
they die easily. Because they are flying, it can be a pain to catch
them, so I recommend using Prostasia and Herakles to up your damage
significantly. It doesn't take very long to recharge your MP, and you'll
finish these off quickly. Off all the moves in their arsenal, they
tend to cast silence first.
There is a Death Vapor trap in the middle of the room.
Stair to Sanctuary
------------------
Monster: Wraith
Go down the stairs to
The Fallen Hall
---------------
Monster: Ogre (Beast)
Simple beast-type baddies. On a possible return visit, you'll run into
Dullahans with a 30 second timer.
The Rotten Core
---------------
Monster: Gremlin
Skip the next section, unless you want to back-track to the beginning
of the quarry to increase your map percentage. AN: If you recall, the
Ore Road had two passages (east and west). Both lead to the Dreamer's
Climb.
2. East Route
The Air Stirs
-------------
Monster: Gremlin
Continue east to
Bonds of Frienship
------------------
Monster: Air Elemental
You've fought enough of these to know what to do.
Chest:
===================
Matador (H)
Cranequin (I)
Side Ring
Brigandine (H)
Rondanche (H)
Lionhead
5 Snowfly Draught
Grimoire Benir (Blessing)
Return to the Air Stirs, and use the northern door to
Bacchus is Cheap
----------------
Monster: Wraith
Go down the stairs to
</pre><pre id="faqspan-3">
Screams of the Wounded
----------------------
Monster: Dullahan
When you enter the room for a second time, you'll face off with two
ogres in a 30 second timer match. This is the exact opposite of the
Fallen Hall, which is on the west route.
The Ore-Bearers
---------------
Monster: Gremlin
A poison trap panel is located in the room. Nothing to really worry
about, but if you care enough, Eureka the room to dodge it.
Continue to
The Dreamer's Climb
-------------------
Both routes lead to this area. Jump into the middle platform, with all
the colored boxes. If you used the west route, then you'll have a larger
jump to make to the middle platform. If you're agility is lacking, move
the crate to the other wall, then climb on top of that. This will give
you the necessary height to make the jump.
Once in the middle platform, stack the blue crates on top of each other.
Jump onto the new platform, then make the jump to the north door. It
doesn't look like you can make this jump, and this instinct is partially
correct. You BARELY make the jump.
To open the door, you'll need to use the Eulelia Sigil, which you got
way back when you defeated the Lich for the teleportation magic.
Sinner's Sustenence
-------------------
Monster: Wraith
Continue down the stairs to
The Timely Dew of Sleep
-----------------------
Monster: Gremlin
The door to the east requires the Gold Key, so we'll have to ignore it
for now. Proceed through the west door to
The Auction Block
-----------------
Save at the Magic Circle. The northern door is locked, requiring the
Silver Key. Methinks its time to get that soon. Use the west door to
continue to
The Laborer's Bonfire
---------------------
Careful for the Paralysis trap near the blue crates. If you hit it,
it doesn't last long though. Stack the blue-crates on the edge, then
jump into the middle platform. Using a bow or spear, destroy the wooden
crates until just one is remaining. Jump on the stack now, then jump
across (not up yet). Go through the west door to
Stone and Solfurous Fire
------------------------
Monster: Earth Elemental
Chest:
===================
White Lady (H)
Balbriggan (B)
Power Palm grip
Kite Shield (H)
Talos Feldspar
3 Acolyte's Nostrum
Grimoire Egout (Drain Heart)
Return to the Laborer's Bonfire. Go up to the edge, and destroy two
wooden crates (leaving two). Jump on the stack, then jump north to the
locked door. Use the Melissa Sigil to open.
Torture Without End
-------------------
Boss: Ogre Lord
He's not much harder then most ogres, so your strategies should remain
the same. Prostasia and Herakles up, maybe try a degenerate on him, then
whack away at his head or left arm. He resists chains easily, so it may
be best to use single attacks. By spamming the circle button after
attacks, you can get 5-6 attacks off before he gets one off.
His normal attack isn't too damaging, so don't worry about it. He can
cast Tornado, which can take off nearly 200 HP. It is a rare spell, and
you should be finishing him off quick anyway. Besides, unless your
using the Crimson Pain/Raging Ache combo, it's unlikely you'll get
burned by it.
He also likes to play hide-and-seek, which can get rather annoying.
If you have a short-ranged beast-based weapon, I guess you're outta
luck.
Items Received:
Schiavona {I)
Agales's Chain
Elixer of Queens
3 Mana Tonic
Cure Potion
Way Down
--------
Use Magic Circle to save. Go east first to
Excavated Hollow
----------------
Monster: Water Elemental
Chest:
===================
Angel Face (H)
Elephant
Casserole Shield (H)
Missaglia (I)
Beaded Anklet
Elixer of Queens
Grimoire Flamme (Flame Sphere)
Return to Way Down, and use the southern door.
Parting Regrets
---------------
Monster: Wraith
Down the stairs we go.
Corridor of Tales
-----------------
Monster: Gremlin, Ogre
Continue west to
Dust Shall Eat the Days
-----------------------
Drop down and move past the white crates (AN: these crates are used if
you're going back up).
Notice how the cloudstone moves: down-forward, left to right, up-back,
down-forward, right to left, up-back and so on. If you have a bow with
long-range, you can snipe the wooden crates and make the jump easier.
If not, cast fixate just as the cloudstone is right in front of the
opening. From there, you can make the jump.
If this isn't working, try using the stone's forward momentum as it
moves down for extra boost. Invigorate or a Fairy Wing can also help if
your agility is lacking.
Hall of the Wage-Paying
-----------------------
Boss: Snow Dragon (Dragon)
You've fought enough of these to know what to do. Put as much water
protection and fire bonus damage as possible on your weapons and shield.
Protasia and Herakles pre-battle, then get under him and whack away.
Items Received:
Grimoire Barrer (Aqua Guard)
Panacea
Elixier of Queens
Tunnel of the Heartless
-----------------------
To solve this puzzle, you need to move the wooden crate from its current
position to the missing cube-shaped part of the ground right where you
need to be jumping to get to the door.
First, push the frictionless cube forward. Jump up, and push the second
cube on top of each other. Next, push the taller of the two white cubes
down from the crate to the east. Then, push the second white crate south
twice. Now, we've created three steps for Ashley to use so you can push
the wooden crate to where it belongs.
Make the jump and go into the door.
-------------------------------------------------------------------------
Temple of Kiltia
-------------------------------------------------------------------------
The Dark Coast
--------------
Move to the very west side, and stop just before the ground drops a
little. If you drop, you'll hit a Trap-clear, which cancels out a
heal trap past the chasm. Not really important as there are no enemies
here.
Using the trap-clear as reference, climb back up and look north. That
is our goal: a high platform. Make the jump (use a spell/item if
necessary), then save and use the container if you need to.
Hall of Prayer
--------------
Mini-Boss: Last Crusader (Evil)
He uses a number of spells; in fact, you can keep him constantly using
them, and keep him from attacking. To begin with, Prostasia and Herakles
yourself, and rush in.
Dispel him if he gets Prostasia and Herakles on before you can start
hitting him; this will eliminate every stat bonus on him. Whack away
on his abdomen. Use degenerate to weaken him greatly. This also begins
a cycle of him casting Herakles to counter your degenerate. Fortunately,
you can get 3-4 swings in before he can. You can also Silence him
pretty easily...
Items Received:
Agrias's Balm
Grimoire Purifier (Clearance)
3 Alchemist's Reagent
After winning the fight, take the east door to
Those who Drink the Dark
------------------------
Whew. Here we go. Jump the gap, then go forward, ignoring the wooden
crates. Our goal is to push the northern most crate all the way north.
AN: If you mess up, I recommend putting on Magic Ward as you return
to the Hall of Prayer. A water elemental will always get a spell off
before you can return back in here.
First, push the top of the two crate-stack west. Then destroy the
northern-most crate of the two just north of you. Confusing? Yes.
It's hard to describe in words, but you don't want to destroy the most
northern. It's the second northern most crate. Now, you can push the
crate next to you south 5 spaces. Now just it east once. Leave it there
for now.
Destroy the top crate we pushed to the west at first. We don't need this
anymore. Move the crate next to it to the east. AN: Let's label this
crate 'A.'
Now, you want to push the two crates near the gap north. To do this,
push A east once. Then push these two crates, (B and C now) north.
Once B and C are pushed over A, fall down and push A west once. See
where we're going at now? This allows space for Ashley to move behind
B, and you can continue to push it north. You'll do the same for C as
well (just remember that you'll have to push A east once for C).
Eventually, you'll want everything to look like this:
B
C
D
D is the northern most crate on the map before we messed everything up.
Now, push D north once, then east onto C, then north on B, then west
finally. Now you can push it north to the wall. Holy crap.
The Chapel of Meschaunce
------------------------
Mini-Boss: Minotaur Lord
Go all out on him. He's significantly weaker then the boss version.
Items Received:
Titan's Ring
Elixer of Queens
3 Alchemist's Reagent
Pick up the chest in the northwest corner.
Chest:
===================
Frost Maiden (H)
Sonic Bullet
Ghost Hound
2 Cure Potion
2 Mana Potion
Silver Key
Return to Those who Drink the Dark, and open the locked door with the
Silver Key. This route is nothing more than a connection between
the Limestone Quarry and Undercity West, but we want the map percentage
increase.
Ants Prepare for Winter
-----------------------
Continue east to
Where the Serpent Hunts
-----------------------
Monster: Gremlin
It's been awhile since we've fought the Gremlins, so be careful with
them. They can be annoyingly tough with their spells. Go east first to
Drowned in Fleeting Joy
-----------------------
Monster: Dark Elemental
A chest is located in the northeast corner of the room.
Chest:
===================
Falarica Bolt
Plate Glove (H)
Elixer of Mages
5 Mana Potion
Return to the previous room and take the southern door.
Ascension
---------
Monster: Wraith
You can go up the steps to the Auction Block in Limestone Quarry. Unless
you have business in there, back track all the way to the Hall of
Prayer.
Hall of Prayer
--------------
Monster: Water Elemental, Nightstalker
This is the same room where we fought the Last Crusader, so don't let
this monsters confuse you. The elemental we've seen before, but the
Nightstalker is new. He is along the lines of the Dullahan group we've
been fighting since day one, so just whack him away with your evil
weapon. He is weak against edged blades as well. Go in the west door
to
The Resentful Ones
------------------
Another puzzle room. Yay. In fact, we are rewarded with a very large
room consisting of two puzzles.
For the first puzzle, let's go through the players.
Frictionless Cube = A
White crate next to A = B
Other white crate = C
Stacked wooden crates = D
The idea is to move A one square north of D, so we can push the top
wooden crate on A, and allow us to make the jump to the second area of
the room.
+-------------+
| | | | | | | | North
| | | | | | | | ^
| | |C| | | |D| |
| | | | | | | | |
|A|B| | | | | |
+-------------+
Move C north twice, then west once. Move north one square, east once,
then south once. Then move A east, then north, then east again. Move
the top crate of D north onto A, then jump onto the new platform. From
here, you can jump north onto the higher platform.
Fortunately, the second puzzle doesn't require a diagram, as its more
of the same. Jump down, and move the white crate north once, then west
three times. Push the southern most frictionless cube west. Now, move
the white crate north twice, then push the other frictionless cube
west. And to finish it off, push it south to put the two cubes together.
Push the top wooden crate twice, then jump on top. This allows us to
make the jump to the door. Use the Silver Key to unlock, and proceed to
Those who Fear the Light
------------------------
Monster: Air Elemental, Gremlin
This room can be a real frustrating test. The Air Elemental is weak
against earth, and the Gremlins are strong against it. So while we
whack away at the Elemental, the Gremlins will cast a bunch of status
effecting spells like Leadbones. Fun, fun, fun. You can run past this
room without killing everything, although there is a boss in the next
room.
Chamber of Reason
-----------------
Before the boss fight, we'll run into a cut-scene.
Boss: Kali (Human)
Like most spell-casting bosses in this game, you can frustrate him by
putting on buffs like Herakles on. Kali is no difference. By putting
on Herakles, she'll do nothing but want to cast degenerate. This can
be annoying to you as well, as degenerate really decreases your damage
output.
If you have the MP, just battle with her by using Herakles, and hit her
with your human-weapon on the legs or head (the weaker parts of her
total body). None of her special attacks are particularly damaging, but
one can drain a lot of your mp. Seeing as how we're battling her with
Herakles to counter her degenerate, this kind of blows.
Unlike most bosses, you should be able to chain successfully on her.
After she is toast, move north through the double-doors to
Exit to City Center
-------------------
You know, this may be one of the few room names that actually has some
context to the room itself, as continuing north through the door leads
us to the last part of town center east.
Plateia Lumitar
---------------
And finally, the game rewards us going through the Temple of Kiltia with
a Magic Circle. The double doors to the west lead to the Great
Cathedral, the end of the game. There are some things we need to take
care of though: getting as much of the map done as possible, and using
unused keys and sigils to gain treasure.
So if you feel like hitting the Great Cathedral, go ahead and skip down
to that part of the walkthrough. If not, jump across the river, and
enter the door to the north.
Charmes Walk
------------
Monster: Evil Dummy
I recommend spending the time to get your evil blade to 100, as its
one of the more important class to have maxed. I've noticed that dummies
tend to increase the class by about 50 points until they are destroyed.
AN: remember to remove evil gems off your blade, as you'll kill the
dummy quicker that way.
The House Gilgitte
------------------
Ignore the boxes here. They are used to climb back up to Charmes Walk,
but due to teleportation magic, there is no reason to actually do so.
Do grab the chest in the corner.
Chest:
===================
Ribesplitter (H)
Dragonhead
5 Faerie Wing
Audentia
Unlatch the door, and you'll find yourself back at Rue Crimnade, and
a little north of the Junction Point workshop. Town Center East is a
good area to keep as a base of operations, as you collect treasure and
upgrade your weapons.
-------------------------------------------------------------------------
Using the Silver Key
-------------------------------------------------------------------------
There are a number of areas to search for the first time due to the
silver key.
First, teleport to the Dark Tunnel in Abandoned Mines B1. Go north into
Everwant Passage
----------------
Open the door at the end of the hall to
Mining Regrets
--------------
Nothing in here, except for a chest full of goodies. There is a Death
Vapor trap two squares east of the chest.
Chest:
===================
White Cargo (D)
Polaris
3 Mana Potion
Return to the Dark Tunnel, and teleport to the Sunless Way.
The Sunless Way
---------------
Proceed north into Underdark Fishmarket.
Underdark Fishmarket
--------------------
Monster: Zombie Mage, Dark Skeleton
Head north to
Way of the Mother Lode
----------------------
Monster: Zombie Knight, Dark Skeleton
Turn east to
Sewer of Ravenous Rats
----------------------
Monster: Zombie Mage, Skeleton
Unlock the door at the end of the room with the Silver Key.
Beggars of the Mouthharp
------------------------
Monster: Dullahan
At this point in the game, a Dullahan should be nothing to you. Continue
north to
Corner of the Wretched
----------------------
Monster: Lich, Dark Skeleton
This game works in strange ways. One of the last keys you earn in the
main game is used to take you to a room that requires the second-play
Rood Inverse.
Return back to the Sunless Way, and teleport to Sinner's Corner (which
also is in Undercity West). Go north into
Namless Dark Oblivion
---------------------
Unlock the door at the end of the room with the Silver Key. Go through
just to make sure the game registers that you unlocked the door.
Now that we've used the Silver Key to uncover some of Lea Monde, its
time to continue with the game. Teleport back to Plateia Lumitar,
and enter the double-doors into the Great Cathedral. AN: To be fair,
there are about three different paths you can take from the Sunless Way
to here.
-------------------------------------------------------------------------
Great Cathedral
-------------------------------------------------------------------------
Because of the teleportation magic in the game, there really is no point
of no return in Vagrant Story. You can go up to the last Magic Circle
in the game, and still be okay to leave the Cathedral to upgrade
weapons and armor, or find some missed treasure.
Into Holy Battle, L1
--------------------
The red cloudstone has yet to be activated, so continue down the stairs
to
Struggle for the Soul, B1
-------------------------
There are two doors to take; one on the current side of the river you're
on, and another on the other side. I recommend jumping over and using
that door first to Order and Chaos as defeating Marid activates a
cloudstone needed after beating Ifrit.
Order and Chaos, B1
-------------------
Boss: Marid
Imagine a slightly tougher water elemental, and you get Marid. Up your
water protection as much as possible, and put fire bonuses on your
phantom blade. He's weak against edge blades, but on my first go-around
with the game, I had a piercing weapon (doh!) and manage to beat him
fairly easily.
Items Received:
Elixer of Queens
Grimoire Avalanche (Avalanche)
After winning, you'll see a small cut-scene with a cloudstone
activating (not the one we saw in Into Holy Battle, L1). Return back
to Striggle for the Soul (ignore the second door in here for now).
Struggle for the Soul, B1
-------------------------
Jump over the river, and enter the northwestern door to
Truth and Lies, B1
------------------
Boss: Ifrit
Reverse all the equipment changes you made for Marid. If you forget
something, it can really make your life miserable for about 10
seconds. Then, you'll probably be six feet under. But much like
Marid, once you get things organized, he isn't much harder then a
normal fire elemental.
Items Received:
Elixer of Queens
Grimoire Flamme (Flame Sphere)
In this room, you have yet another choice of doors. Take the west door
first, cuz I say so.
Sanity and Madness, B1
----------------------
Boss: Iron Crab
Yikes! Despite his scary looks, I can't believe how easy this crabbie
is. I'm no scholar of the armor system in this game, but he was taking
single-digit attacks off me, and the only extra defense I used was
Undine Jaspers on my shield.
Items Received:
Valens
Elixer of Kings
After defeating the crab, watch the small scene of the cloudstone in
Into Holy Battle being activated.
Return back, and go straight across to the eastern door to
The Victor's Laurels, B1
------------------------
You can also use the cloudstone in Into Holy Battle to reach Level 1
of the cathedral. However, this being closer to your current position,
I figure we'll take the victor's laurels (ha).
Cracked Pleasures, L1
---------------------
Before using the cloudstone, go into the door next to it to
Hieratic Recollections, L1
--------------------------
Continue westward to
The Flayed Confessional, L1
---------------------------
Boss: Djinn
Mmm... ok. Here's King (AN: I guess Queen actually) Air Elemental. You
know the drill by now. If you've beat Ifrit and Marid, then you can
take Djinn.
Items Received:
Elixer of Queens
Grimoire Foudre (Thunderburst)
After defeating Djinn, the cloudstone in the Poisoned Chapel, L1
(AN: This is actually a few rooms after where you fought Marid; at the
time you fought her, there was no reason to continue).
Also in the room, destroy the wooden crate in the corner, then push the
second crate in front of the chest, so you may use it as a platform to
open the chest.
Chest:
===================
Fluted Armor (H)
Fluted Glove (H)
3 Vera Potion
Saint's Nostrum
Return to Cracked Pleasures, and rid the cloudstone to
Free from Base Desires, L2
--------------------------
Once again, ignore the cloudstone, which takes you to L3 (its a common
theme in the Cathedral; ignore cloudstones at all costs!). Anyway,
proceed through the door to
Abasement from Above, L2
------------------------
This is a meeting point of sorts, depending on what cloudstone you used
to get to L2 (AN: did you use the Into Holy Battle L1 cloudstone for
map percentage points?). It's agreed that this is the far easier side
to make the jump to the side door, but making the jump from either side
isn't exactly a huge feat to accomplish. Go inside the door to
The Hall of Broken Vows, L2
---------------------------
Mini-Boss: Flame Dragon
Despite the fact that this dragon could be considered the hardest of
the monster's we've fought in the cathedral so far, he is the only
one not given boss status. Interesting.
That said, he is an automatic fight at this point in the game. Get some
fire protection as you make the run under him, as a dragon's breath is
his most powerful. Edged weapons do great on his tail, while piercing
pretty much is great everywhere (for me, even his head was an okay
spot to hit with a piercing rapier).
Items Received:
Calla Sigil
Sorcerer's Reagent
The door to the south is locked, requiring the Acacia Sigil, so let's
take the northern door first.
Light and Dark Wage War, L2
---------------------------
At first, this area seems a little tricky in regards to making the jump
across the chasm. However, follow the ledge east from the door you
came from. Jump onto the ledge on the eastern wall, then make your
way as far north as possible. Jump across west to the main platform,
then jump west again to hit the lever. This unlocks a door on L3.
Return back to the door to (AN: invigorate really helps here).
An Arrow into Darkness, L2
--------------------------
To reach the chest, push the top crate west once, then south once. Now,
push the other crate west twice, south once, east, south, and finally
west.
Chest:
===================
Fluted Leggings (H)
Fluted Gloves (H)
5 Eye of Argon
Cure Potion
Take the elevator down to
Where Darkness Spreads, L1
--------------------------
Before we do anthing in here, make sure you don't touch the frictionless
cube near the cloudstone. There is only one way to get back, and moving
this cube could get you stuck in this room forever!
Yuck. I admit, I actually had to look up help to figure out this one.
To begin with, drop down the bit, and push the top wooden crate west.
Stand on that crate, and push the middle crate east. Now you can push
two of the crates north, inline with the cube-stack in front of the
chest to create a bridge.
With that done, you now need to move the frictionless crates to create
the bridge. To do this, move the wooden crates as stoppers. In fact,
I'll leave it at that for now. I thought about putting a step-by-step
strategy here, but I figured it would take a few boring pages to do
so. So unless I hear some complaints about needing one, I'll let you
VS-veterans finish this up yourself.
Chest:
===================
Oval Shield (H)
Burgonet (H)
5 Mana Bulb
Elixer of Queens
Return to The Hall of Broken Vows, and use the west door to
He Screams for Mercy, L2
------------------------
Next on the plate are two nasty jumps. Invigorate, and jump to the
southern passageway to
The Acolyte's Weakness, L2
--------------------------
Continue down the stairs to
Monk's Leap, L1
---------------
Monster: Dark Skeleton, Lich
Defeating the Lich gives us:
Ghost Hound
Laurel Sigil
Elixer of Queens
Grimoire Demolir (Explosion)
Proceed back to He Screams for Mercy, L2, and make the jump to the
northern door to
Maelstrom of Malice
Monster: Lich Lord, Dark Skeleton
The key thing to remember for the Lich Lord is to have magic ward up.
You should be capable of eliminating the skeletons in one or two hits,
so they shouldn't be a problem. The Lich Lord himself is rather weak
to physical attacks, and seemed like a slightly harder version of the
Lich.
Once the Lich Lord is dead, a cloudstone near the door that we unlocked
with the lever is activated. It's time to return to Order and Chaos L1.
The best way to head back there is to the Halls of Broken Vows (where
you fought the Flame Dragon). From there, head east through Abasement
from Above, then north to the Convent Room. Go down the cloudstone to
Into Holy Battle, L1 (we took this path to go through the Convent Room).
Go down the stairs and jump across the river into Order and Chaos L1.
Inside, go through the second door in the room to
An Offering of Souls, B1
------------------------
Go up the stairs to
Sin and Punishment, L1
----------------------
A Magic Circle and container are the only things in this massive
room. Once saved, use the north door to
The Poisoned Chapel, L1
-----------------------
Ride the cloudstone across and use the Laurel Sigil to unlock the
northern door to
A Light in the Dark, L1
-----------------------
Mini-Boss: Arch Dragon
A light-based enemy? uhhhhh. Due to the frequency of these (or lack
thereof), its likely Ashley will be a little weak against him. There
isn't a whole lot we can do against him.
However, I do some some help. Put on the Morlock Jet and Dragonite
gems on. This will at least give us some edge damage-wise. There isn't
much we can do protection-wise, so make sure you immediately get under
the dragon. His breath not only is damaging due to lack of light
protection, but it also drains MP.
If you find your damage lacking, rely on Reflect Damage to give the
Arch Dragon some of his damage back. You probably have the timing of
his tail attack down fairly well, so it shouldn't be too hard to reflect
200+ HP back during the course of the battle.
Items Received:
Acacia Sigil
Acolyte's Nostrum
Return back to Into Holy Battle, L1 and ride the cloudstone to the
Convent Room, L2. Go north twice into Free from Base Desires (AN: you
can also take the cloudstone from the Victor's Laurels room as well).
and ride the cloudstone up to
The Wine-Lecher's Fall, L3
--------------------------
Jump along the ledges and exit out to
The Heretics' Story
-------------------
Oh boy. This area can get frustrating quick. The plus side to all of
this is we only need to move across the chasm once. The two other doors
you see on the map are on a higher level of the room.
The best way to get on each cloudstone is to use fixate. As the
cloudstone's come together, press L2 and use Fixate. This will allow you
to easily walk onto the next cloudstone.
When you get to the third cloudstone, use fixate when it goes as far
west as possible. Use Invigorate, and hope to god you don't have to do
this part again. The western door requires the Calla Sigil, which you
should have from the Flame Dragon.
Hopes of the Idealist, L3
-------------------------
Boss: Dao
Another King Elemental, this time its an earth one. Gear up with
Air-affinity damage bonuses and tear this guy a new one.
Items Received:
Palm Sigil
Elixer of Queens
Grimoire Gaea
After watching the scene, we'll see our new goal is to reach L4. To do
so, we need to use the Acacia Sigil we received a little while ago and
the newly acquired Palm Sigil. Return back to Free from Base Desires,
and go south into Abasement from Above, then west into The Hall of
Broken Vows, L2. Use the Acacia Sigil on the southern door to
The Melodics of Madness, L2
---------------------------
The key for this puzzle is to create a small bridge for the western
most frictionless cube.
Drop down and push the eastern most (lower) frictionless cube south
and west. Then push the wooden crate east, then the western cube as far
south as possible. Then, push it east, then south and use it to climb
up the wall. Use the Palm Sigil to unlock the door to
What Ails You, Kills You, L2
----------------------------
Boss: Nightmare
A tough dark elemental. You know the drill. Without any light-affinity
aid spells, your damage will likely be a little reduced compared to the
other elemental fights. However, this should not pose any problem.
Items Received:
Grimoire Meteore (Meteor)
Elixer of Dragoons
With Nightmare dead, use the newly activated cloudstone to reach
Despair of the Fallen, L3
-------------------------
Continue to
The Heretics' Story, L3
-----------------------
We're not on the upper level of this room. Go on the cloudstone and open
the doors doors at the north end. If you cannot open these doors, then
you missed the level in Light and Dark Wage War, L2. Go through the
door to
Where the Soul Rots, L3
-----------------------
Hop onto the cloudstone to
-------------------------------------------------------------------------
Great Cathedral L4
-------------------------------------------------------------------------
The Atrium, L4
--------------
Here's a Magic Circle to save and teleport back to whatever business you
have in Lea Monde. This is it. Continue up the stairs to meet the end of
the game. Whether or not you plan on going through the game again, use
up your Grimoires, wines, and elixers. Once you beat the game, you lose
all of this.
Walk up the stairs, and watch the cut-scenes.
Boss: Guildenstern
Okay, here we go. Herakles and Prostasia up, and equip your standard
evil weapon.
There isn't much to work with here, except to look out for his Last
Ascension break art. It's not incredibly damaging, but may catch you
off guard, especially if you're relying on Raging Ache for damage.
After defeating Guildenstern, a couple of cut-scenes will occur.
Final Boss: Guildenstern
This is where the real fun begins.
There are many strategies people use, and they all seem like viable ways
to take out Guildenstern. To begin with, your physical weapon, despite
being light and evil-based will not provide much damage. At all. There
is not much you can do to work around this; it just means this will be
one long ass fight.
I like to stand in the middle, following Guildenstern as he circles
around (AN: it is impossible to catch up to him; the only way to catch
him is for him to stop). I still stay in the middle as I do this, but
it allows me to get close to him to whack at him a few times after he
casts a spell. As soon as he's blinking red and a exclamation mark is
above his head, now is the time to rush towards him. He will get the
spell off, but you'll be close enough to start chaining.
In regards to chaining, Raging Ache is really your best friend.
Unlike a lot of previous bosses (including this guy's former self),
you should be able to chain Guildenstern for as long as possible.
Follow Raging Ache with whatever you prefer, I liked Heavy Shot as it
gave out ok damage.
Guildenstern casts two spells: Apocalypse and Bloody Sin. He can use
Tarnish and Degenerate, but those are rare. Apocalypse is a standard
dark-based magic attack. It is easy to get the timing down for Relect
Magic, which can really speed the battle up once you nail that timing.
After you've beaten him down a bit, Guildenstern will begin to use
Bloody Sin.
What can I say about Bloody Sin that hasn't been said? It's an
extremely powerful last resort attack that will kill you unless you're
near full-HP with low RISK. The trick against Bloody Sin is that there
is a small period of opportunity where you can press L2 to heal through
items or magic as he is performing the attack. This allows you to
essentially lower risk and increase HP without ever having to worry
about Bloody Sin. At all. Because of this, Bloody Sin should never be
an issue. AN: I've heard of people getting an attack of Guildenstern
as he is in his Bloody Sin move, completely cancelling the attack. I've
yet to see it done though.
If anything, this final form of Guildenstern is just a long battle.
Once you get some chains off and reflect back some of the damage from
Apocalypse, he'll fall eventually. Once he does fall, watch the ending.
Remember, continue through the credits, as you'll have to option to make
a Clear Game Data save.
=========================================================================
4) SECRETS
=========================================================================
Training Dummies
----------------
Training dummies are placed throughout Lea Monde as an easy way to
upgrade one's weapon. Although there is a negative elemental bonus to
doing so, the effectiveness of hitting the dummies outways any
negatives. The only way to get around this negative is to actually train
on normal monsters, which can be hard considering they'll die within
10 hits usually. The Dummy can easily withstand 10 times that amount.
If anything, using dummies is a great way to upgrade a class so that you
can have both an edged and blunt weapon.
The location of the dummies are:
Human - Blackmarket of Wine in the Wine Cellar
Beast - Dark Tunnel in Abandoned Mines B1
Undead - Hall of Sworn Revenge in Catacombs
Phantom - From Boy to Hero in City Walls North
Dragon - The Boy's Training Room in City Walls South
Evil - Charmes Walk in Town Center East
When destroyed, you usually have to leave the area the dummy is in.
So if you kill the human dummy, you'll have to leave the Wine Cellar
before he respawns.
=========================================================================
5) BREAK ARTS
=========================================================================
secret spells
Grimoire Radius (Radial Surge) from the Lich
unlocked chests
in amb2
in warrior's rest
in town center south house of k
=========================================================================
6) APPENDIX
=========================================================================
=======================================================================
BREAK ARTS
=======================================================================
Each individual weapon-class has their own break arts. They are learned
through....
-----------------------------------------------------------------------
sword description
-----------------------------------------------------------------------
=======================================================================
BATTLE ABILTIES
=======================================================================
Battle Abilties are your main attack in Vagrant Story. When you make
an attack, you can chain these abilties together to make a technically
infinite attack. There is a risk penalty for high chains; after the
eighth chain, the amount of risk accumulated is doubled.
-----------------------------------------------------------------------
name description and risk cost:
-----------------------------------------------------------------------
Heavy Shot Inflicts an amount of additional damage equal to 70%
of damage dealt. RISK: 1
Gain Life Regenerates an amount of Ashleys HP equal to 30% of
the damage dealt. RISK: 2
Gain Magic Regenerates an amount of Ashleys MP equal to 30% of
the damage dealt. RISK: 2
Temper Inflicts an additional 40% of damage on foe and
repairs a small amount of weapon DP. RISK: 2
Instill Inflicts additional damage equal to 10% of damage
dealt and adds that amount to PP. RISK: 1
Dulling Impact Adds silence to attack. RISK: 3
Snake Venom Adds poision to attack. RISK: 3
Mind Assault Reduces foes Mp to an amount equal to 30% of damage
dealt. RISK: 1
Gain Magic Regenberates an mount of Ashleys Mp equal to 30% of
damage dealt. RISK: 2
Numbing Claw Adds numbness to attack. RISK 3
Raging Ache Inflicts an amount of additional damage equal to 10%
of the damage Ashley has sustained. RISK: 1
Mind Ache Reduces foes MP by an amount equal to 20% of the MP
Ashley has used. RISK: 1
Paralysis Pulse Adds paralysis to attack. RISK: 3
Crimson Pain Inflicts an additional 100% od damage on foe and deals
30% of base damage to Ashley. RISK: 2
=======================================================================
DEFENSE ABILTIES
=======================================================================
Defend abilties aren't as important as battle abilites. Unless you're
fighting monsters you accustomed with, it's hard to get the right
timing on a spell or an attack. Still, once you get an attack down,
defense abilities can really put the battle in your favor.
-----------------------------------------------------------------------
name description and risk cost:
-----------------------------------------------------------------------
Ward Successful ise of this ability prevents paralysis and
numbness. RISK: 1
Reflect Damage Reflects 40% of damage. Does not reduce damage
received. Effective vs non-magical attacks. RISK: 2
Impact Guard Reduces physical damage by 50%. RISK: 4
Fireproof Reduces fire-affinity damage by 50%. RISK: 4
Terra Ward Reduces earth-affinity damage by 50%. RISK: 4
Windbreak Reduces air-affinity damage by 50%. RISK: 4
Aqua Ward Reduces water-affinity damae by 50%. RISK: 4
Siphon Soul Adds 50% of the mp used in foes magical attack to
Ashley's MP. Effective vs magical attack. RISK: 6
Reflect magic Reflects 40% of damage. Does not reduce damage
received. Rffective vs magical attacks. RISK: 2
Shadow guard Reduces light-affinity damage by 50%. RISK: 4
Demonscale Reduces dark-affinity damage by 50%. RISK: 4
=======================================================================
MAGIC
=======================================================================
There are four different types of magic. You learn magic through
Grimoires. Once you earn one, use it like an item, and you'll cast
whatever magic the Grimoire is. AN: You need the MP required for the
spell to actually learn it.
There is a fifth type of magic, teleportation. This magic is unrelated
to the rules that control the other four types.
-----------------------------------------------------------------------
warlock (attack) type description
-----------------------------------------------------------------------
Solid Shock Physical Intense shockwave pounds opponent.
Lightning Bolt Air Lightning Arrows shock enemies.
Fireball Fire Searing balls of flame assault target.
Vulcan Lance Earth Razor-sharp debris rains down on the
opponent.
Aqua Blast Water Intense cold assaults enemies
Spirit Surge Light Spirits of light attack enemies.
Dark Chant Dark Torments enemies with a burst of pain.
-----------------------------------------------------------------------
shaman (recovery) description
-----------------------------------------------------------------------
Heal Restores HP to target. hurts the undead
Restoration Removes paralysis to target
Antidote Removes posion to target
Blessing Removes Curse
-----------------------------------------------------------------------
sorceror (aid) description
-----------------------------------------------------------------------
Heraldes Increases STR \
Enlighten Increases INT > These work for a period of time.
Invigorate Increases AGL /
Prostasia Temporarily increases the effectiveness of weapons
and armor.
Silence Temporarily disables targets ability to use magic
Fixate Tempoarily freezes all cloudstones in their current
location.
Unlock Unlocks chest and doors.
Eureka Reveals traps, making the visible for a limited time.
Analsysis Analyzes targets various stats (HP, MP).
Degenerate Weakens opponents STR for a period of time.
-----------------------------------------------------------------------
enchanter (affinitiy) description
-----------------------------------------------------------------------
Pyro Guard Strengthens armors fire affinity
Luft Fusion Raises weapons air-affinity
Spark Fusion Raises weapons fire-affinity
Soil Fusion Raises weapons earth-affinity
Frost Fusion Raises weapons water-affinity
-----------------------------------------------------------------------
special description
-----------------------------------------------------------------------
Teleport Will instantaneously move between Save points. Oh yeah.
=========================================================================
7) CLOSING
=========================================================================
Credits
CJAYC <www.gamefaqs.com> - For creating the coolest site on the net and
hosting this FAQ.
Sources
Manual
This GUIDE is (c) 2000-2005 cnick. This guide may be not be reproduced
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respective companies.
Vagrant Story FAQ / Walkthrough - (c) 2000-2005 cnick
-End of FAQ-