SUMMONER 2 TACTICS GUIDE
------------------------
By thewaynemanor
Table of Contents
-----------------
1. Disclaimer
2. Introduction
3. Skill
4. Equipment
5. Gems
6. Tactical Walkthrough
7. Bosses
8. Sidequests
9. Sidequest Order
10. Tips and Trivia
11. Acknowledgments
------------------------------
1. DISCLAIMER
The Tactics Guide has been written as a companion piece to
Upright8infinitY's walkthrough and to correct the erroneous
and missing information in WZnSpyro's Guide.
------------------------------
2. INTRODUCTION
This Guide has been written to address some outstanding issues
and answer player questions that still persist about this game.
Please note that the Tactics Guide does not recap the game story or
provide a full walkthrough for Summoner 2. It is a support tool - and
by no means exhaustive - as there are many ways in which to play
Summoner 2. The methods outlined here are simply designed to
maximize players' chances of survival and their enjoyment of the game.
------------------------------
3. SKILL
Skills range in rank from 1 (raw novice) to 10 (absolute master). The
characters will constantly require their Skills to perform tasks and feats
which can improve a situation for them. Attaining an adequate level of
competence is therefore vital, as everything from picking locks to casting
spells is dependent upon Skill.
In Summoner 2 Skills are specialized - there is no generic Skill that all
characters possess. As with Summoner, all Skills in this game suit a
character's class, of which there are five:
1. Assassin (Sangaril)
2. Cleric (Krobelus, Neru)
3. Fighter (Taurgis)
4. Magic User (Iari*,Morbazan, Yago)
5. Multi-Class (Maia)
* The Magic User Class best suits Iari’s Skills.
This in turn raises the issue of Skill point allocation. The game follows
this formula:
Levels 1-6: 2 Skill Points per level
Levels 7-19: 3 Skill Points per level
Level 20 + : 2 Skill Points per Level
Allocating Skill points is challenging, as it will become obvious that it is
almost IMPOSSIBLE to achieve a ranking of 10 in all Skills.
This is due to four inhibiting factors:
i) Numerous Skills -
Simply put, there are too many skills to master. A ranking of 10 in
one Skill means another Skill will remain at a very low level.
ii) XP requirements -
Increases exponentially once characters reach a certain level.
For example, at Level 21 Maia requires over 1,000,000 XP to
advance to Level 22.
iii) XP value -
In the last stages of the game, there are several monsters
that provide high XP, but divided by three party members it
is not a cost efficient exercise. It would take hours of
gameplay to progress even one level.
iv) Skill Point decrease -
As of Level 20, only 2 Skill Points are allocated per level.
This slows progress considerably.
It is theoretically possible for the characters to have a ranking of 10 in
all Skills. As the final number of Skills per player and the rate of Skill
point allocation is known, it is possible to calculate the level required for
each character to achieve this:
Maia Level 51
Sangaril Level 40
Taurgis Level 31
Neru Level 34
Morbazan Level 37
Iari Level 26
Yago Level 30
As this is an unrealistic scenario for most players, the issue of what
Skills are raised to a ranking of 10 becomes all-important.
What follows are the Skill Trees for all disciplines and the recommended
Skill Point allocations for each character, based on the premise that each
character will reach Level 20. Maia is rated at level 21 as she advances at
a faster rate than the other party members due to her solo missions.
SKILL TREES
-----------
AIMED ATTACK - Iari
1 - Dodge - evade attack
1 - True Shot - unblockable attack
3 - Attack Legs - causes SNARE
4 - Attack Arms - cripples target
5 - Attack Eyes - causes BLIND + damage
7 - Spine Stab - causes PARALYZE
10 - Achilles Heel - casts DEATH on target
------------------------------
ASSASSINATION - Sangaril
1 - Dodge - evade attack
1 - Arm Slice - cripples target
1 - Leg Slice - causes SNARE
2 - Back Stab - damage x 4 from behind
4 - Chill - ICE damage
6 - Sacrifice - damage x 2 + 1/2 damage to Sangaril
8 - Leech - absorb foes' HP
9 - Throat Slit - causes SILENCE
10 - Paralyze - causes PARALYZE
------------------------------
COLD - Krobelus, Morbazan, Yago
1 - Icicle - ICE damage
2 - Enchant Cold - ICE damage added to weapon
4 - Cold Protect - + ICE resistance
5 - Sleep - causes SLEEP
7 - Freeze - causes PARALYZE
8 - Ice Coffin - encases target in ice
9 - Ice Shield - ICE damage to attacking foes
10 - Frostbite - ICE damage to all foes
------------------------------
ELEMENTAL COMBAT - Yago
1 - Dodge - evade attack
2 - Ignite - FIRE damage
4 - Chill - ICE damage
6 - Shock - ENERGY damage
8 - Drain - absorb foes' AP
10 - Elemental Wrath - simultaneous FIRE/ICE/ENERGY damage
------------------------------
ENERGY - Krobelus, Iari, Yago
(Supported by D: ENERGY)
1 - Energy Bolt - ENERGY damage
2 - Enchant Energy - adds ENERGY damage to weapon
3 - Drain - absorb foes' AP
4 - Energy Protect - + ENERGY resistance
5- Haste - increases speed of target
8 - Chain Lightning - damage x 2
9 - Energy Shield - ENERGY damage to attacking foes
10 - Empower - + all physical damage
------------------------------
FIRE - Maia, Yago
(Supported by D: FIRE)
1 - Fire Arrow - FIRE damage
2 - Enchant Fire - adds FIRE damage to weapon
3 - Fire Circle - persistent FIRE damage to all foes in circle
4 - Fire Protect + FIRE resistance
5 - Meteor Storm - FIRE damage to nearest targets
7 - Inferno - FIRE damage to nearest targets
9 - Fire Shield - FIRE damage to attacking foes
10 - Explosion - explosive damage to foe
------------------------------
GALDYR COMBAT - Taurgis
1 - Dodge - evade attack
2 - Kick - BLUNT damage
3 - Heavy Shot - damage x 2
4 - Leech - absorb foes' HP
5 - Whirlwind - unblockable damage to all foes
7 - Knockdown - knock foe down
8 - Earthshaker - knock multiple foes down
10 - Powerblow - damage x 4
------------------------------
GOLEM - Iari
1 - Beam - energy beam
2 - Transfer - + 20 AP to target
4 - Scan - provides statistics of foe
5 - Triple Shot - 3 energy bolts at foe
8 - Cloak - INVISIBILITY for Iari
10 - Self Destruct - Destroys Iari + damage to all in radius
------------------------------
HALASSAR COMBAT - Maia
1 - Dodge - evade attack
2 - Kick - BLUNT damage
3 - Ignite - FIRE damage
4 - Leech - absorb foes' HP
5 - Whirlwind - unblockable damage to all foes
6 - Drain - absorb foes' AP
8 - Killing Blow - chance for instant kill
10 - Nightmare - causes BLIND + SILENCE + SLEEP on foe
------------------------------
HEAL - Krobelus, Neru, Yago
1 - Heal - restores 200 HP to target
2 - Cure - removes a harmful status from target
3 - Dispel - removes a helpful status from foe
4 - Regenerate - gradually restores HP to target
5 - Vitalize - restores 400 + HP to all party members
6 - Revive - revives party member
7 - Power of Healing - Cure + Vitalise on one party member
10 - Complete Heal - restores all HP for party member
------------------------------
HOLY - Krobelus, Neru
1 - Protect - + defence of party member
3 - Curse - - defence of foe
4 - Fire Protect - + FIRE resistance
5 - Cold Protect - + COLD resistance
6 - Energy Protect - + ENERGY resistance
8 - Prayer - + defence of whole party
9 - Omen - - defence of all foes
10 - Holy Shield - - damage sustained by target
------------------------------
MARTIAL ARTS - Neru
1 - Dodge - evade attack
1 - Leg Sweep - knock humanoids down
3 - Reverse Kick - strike foe behind for damage x 2
4 - Whirlwind - unblockable damage to all foes
5 - Tiger Stance - damage x 2 + reduced defence
7 - Turtle Stance - increased offence + reduced offence
9 - Pressure Point - causes BLIND + SILENCE + SLEEP & must
use from behind
10 - Phoenix Stance - damage x 4
------------------------------
NECROMANCY - Maia, Morbazan
1 - Revive - revives party member
1 - Heal - restores 200 HP to target
4 - Death Ward - protects vs. DEATH
6 - Destroy Undead - kills undead
7 - Resurrect - revives party member with full HP
8 - Death - causes DEATH
9 - Control Undead - immobilises undead temporarily
10 - Death Pact - automatically revives a party member
if killed
------------------------------
PAIN - Morbazan
(Supported by BLOOD)
1 - Dart - PAIN damage
2 - Icicle - ICE damage
4 - Energy Bolt - ENERGY damage
5 - Poison - gradually poisons target
6 - Glyph - creates exploding magic trap
7 - Mind Spike - causes foe to attack allies
8 - Iron Maiden - causes BLIND + SILENCE + SNARE
10 - Sacrifice - kills self or party member to restore
full HP/AP party
------------------------------
POISON - Sangaril
1 - Nightshade - causes BLIND
3 - Snake Poison - causes POISON
5 - Asphyxia - SILENCE
7 - Mind Fungus - DRAIN
8 - Lunatica - causes berserk + increased foe offence +
decreased defence
10 - Deadly Venom - DEATH
------------------------------
SOUL CONSUMPTION - Morbazan
1 - Soul Consumption - consume soul for HP + AP
2 - Redemption - restores 30% HP + AP
3 - Soul Search - provides statistics of foe
4 - Vitalize - restores 400 + HP to all party members
5 - Haste - increases speed of target
6 - Soul Transfer - swaps Morbazan's attributes with foe
7 - Inferno - FIRE damage to nearest targets
8 - Omen - defence of all foes
9 - Urath's Prayer - casts Death Pact on party
10 - Beguile - causes foe to attack allies
------------------------------
STEALTH - Sangaril
1 - Sneak - undetectable unless seen
3 - Hide - invisible unless moving
5 - Pick Lock - unlocks doors etc
7 - Steal - steal from foes
10 - Sunken State - almost undetectable
------------------------------
TWILIGHT COMBAT - Morbazan
1 - Dodge - evade attack
2 - Soul Consume - damage + possible soul consumption
3 - Ignite - FIRE damage
4 - Chill - ICE damage
6 - Soul Free - damage x 2 + possible soul consumption
8 - Drain - absorb foes' AP
10 - Soul Restoration - uses 1 of each soul type to restore
party AP
------------------------------
WARRIOR - Maia, Neru, Taurgis
1 - Taunt - lures foe away from target
3 - Distract - interrupts foe's spell
5 - Defensive Stance - increased defence + decreased offence
5 - War Cry - taunts all foes
8 - Recover - recover 80% of total HP
10 - Offensive Stance - increased offence + decreased defence
------------------------------
SKILL POINT ALLOCATIONS -
Maia (Level 21)
----
Blunt 10
Concentration 6 (+ 4 - see a)
D : Fire 10
Fire 5
Halassar Combat 5 (+ 1 - see b)
Necromancy 9 (+ 1 - see c)
Nimble Attack 1 (+ 1 - see d)
Parry 10
Summon 1
Swords 7 (+ 3 - see e)
Warrior 1
(a) 4 points to be gained via Magic Circle 1 + 4 in the Tome of the
Nhuvasarim
(b) + 1 from Prophet Boots
(c) + 1 from Anima Cuirass
(d) + 1 from Prophet Boots
(e) + 2 obtained from Varaleth in the Arena/ + 1 from Prophet Boots
Rationale:*
* Each character Rationale will focus on those Skills that are NOT raised
to a ranking of 10.
1. Fire
Only raised to METEOR STORM as with a high D:FIRE this is still a killing
spell. BLOOD (3) also has mastery of the FIRE discipline so doubling up
becomes unnecessary.
2. Halassar Combat:
Only raised to KILLING SHOT as the higher NIGHTMARE is not as effective.
3. Nimble Attack:
A1 attacks are not a priority as battles will not last long if using tactics.
4. Summon:
Surprisingly, raising this SKILL is unnecessary for several reasons:
i)
SUMMON is learnt in the first level (Teomura) and for the entire pre-Twilight
sequence consumes far too many AP. This is a major drawback given that the AP
will be consistently needed for spellcasting (eg. FIRE ARROW, HEAL).
ii)
The (1) and (2) forms of each SUMMON are only temporary and too weak against
some of the later foes. Given the AP each SUMMON consumes, they cannot be
used on a regular basis. Maia is more effective in human form using fighting
skills and spells.
iii)
Obtaining the Summoner Mastery Ring from the Tome of the Nhuvasarim allows
Maia to remain in SUMMON form indefinately, irrespective of the ranking of
this Skill. This is beneficial once each SUMMON has been raised to (3)
level.
iv)
Adopting this strategy will mean that Maia does not achieve a ranking of 10
in SUMMON and therefore does not have access to the 13th Guardian. This is a
small drawback given that the 13th SUMMON is only available in the final
stages of the game. The points are better spent on raising Maia's other
Skills.
5. Warrior:
Unnecessary given the Skill Points attributed to Halassar Combat.
SUMMON SKILLS
-------------
Note that while the disciplines for each level of SUMMON are listed,
the rankings are not as they CAN vary depending on Maia's own level
of competance.
BLOOD - Levels 1-3
------------------
(1)
SUMMON
BLOOD COMBAT
FIRE
HAND TO HAND
PARRY
(2 + 3)
SUMMON
BLOOD COMBAT
BLUNT
D:BLOOD
D:FIRE
FIRE
HEAL
NIMBLE ATTACK
PAIN
PARRY
STEEL SKIN
EYE - Levels 1-3
----------------
SUMMON
COLD
CONCENTRATION
D:ENERGY
ENERGY
EYE COMBAT
GOLEM
HAND TO HAND
NIMBLE ATTACK
PARRY
WILLPOWER
SAND - Levels 1-3
-----------------
SUMMON
D:FISTS
HAND TO HAND
HOLY
NIMBLE ATTACK
PARRY
POISON
SAND COMBAT
STEALTH
STEELSKIN
WILLPOWER
TREE - Levels 1-3
-----------------
SUMMON
CONCENTRATION
HAND TO HAND
HEAL
HOLY
NECROMANCY
NIMBLE ATTACK
PARRY
TREE COMBAT
WILLPOWER
13TH SUMMON
-----------
SUMMON
COLD
CONCENTRATION
ENERGY
FIRE
HAND TO HAND
HEAL
HOLY
LAHARAH COMBAT
PAIN
PARRY
------------------------------
Sangaril (Level 20)
--------
Assassination 2
Bow 8 (+ 2 - see a)
D : Cold 10
Nimble Attack 2
Parry 10
Poison 10
Stealth 7
Sword 10
(a) + 2 from Marlak
Rationale:
1. Assassination:
A ranking of 2 to attain BACKSTAB is all that is needed, as the POISON
Skill is superior.
2. Nimble Attack:
Unnecessary
3. Stealth
SUNKEN STATE is unnecessary in the later stages of the game. The points
are better spent on BOW which will be needed in The Tempest.
------------------------------
Taurgis (Level 20)
-------
Axe 1
Blunt 10
D : Fire 7
Galdyr Combat 10
Nimble Attack 1
Parry 10
Sword 10
Warrior 10
Rationale:
1. Axe:
This Skill is unnecessary given that Taurgis will have mastery of both BLUNT
and SWORD - to which Taurgis' two best weapons (Sandumar's Khanda and Tagan's
Warhammer) are aligned. While there are foes that are only vulnerable to
PIERCING they are rare, and Taurgis can compensate for his lack in this Skill
by using a PIERCING weapon + the Warrior Skill OFFENSIVE STANCE.
2. D:Fire:
Taurgis at a ranking of 7 is close to immune to FIRE and Maia or Yago can
always guarantee total protection by casting FIRE PROTECT prior to a battle.
3. Nimble Attack:
Unnecessary.
------------------------------
Neru (Level 20)
----
D : Fists 10
Hand to Hand 10
Heal 10
Holy 8 (+ 2 - see a)
Martial Arts 1
Parry 10
Steelskin 1
Warrior 1
Willpower 10
(a) + 2 Holy Ring
Rationale:
1. Martial Arts:
Unnecessary given the emphasis on D: FISTS and HAND TO HAND.
2. Steelskin:
Unnecessary given the perfect rankings achieved in the protective
Skills HEAL and HOLY.
3. Warrior:
Unnecessary given the emphasis on D: FISTS and HAND TO HAND.
------------------------------
Morbazan (Level 20)
--------
Blunt Weapons 10
Cold 3 (+ 2 - see a)
Concentration 10
D: Blood 10
Necromancy 8 (+ 1 - see b)
Pain 5
Parry 10
Soul Consumption 1
Steelskin 5
Twilight Combat 1
(a) + 2 from Areon, Sorceress of Ice
(b) + 1 from Saviour Ring
Rationale:
1. Cold:
The higher level spells are not worth the Skill point allocation.
2. Pain:
As Above.
3. Soul Consumption:
Too difficult and time consuming to acquire the correct souls
for spell use.
5. Twilight Combat:
Unnecessary.
------------------------------
Iari (Level 20)
----
Aimed Attack 10
D : Energy 10
D : Power Sources 10
Energy 5
Energy Weapons 10
Golem 8
Parry 5
Rationale:
1. Energy:
A ranking of 5 provides HASTE. Yago will attain a ranking of 10 and
obtain EMPOWER meaning the points can go into other important Skills.
2. Golem:
SELF DESTRUCT is unnecessary.
3. Parry
As high as this skill can be taken with the remaining points. Sufficient
given Iari's high HP.
------------------------------
Yago (Level 20)
----
Cold 7
Concentration 10
Elemental Combat 1
Energy 10
Fire 10
Heal 10
Staff 1
Willpower 10
Rationale:
1. Elemental Combat:
Unnecessary as spells take too long to charge and not as
effective as FIRE and ICE.
2. Staff:
Unnecessary as Yago is a spellcaster, not a fighter.
------------------------------
* Krobelus - How to Manage
-------- -------------
When Krobelus first joins the party, he has the following Skills:
Cold
Concentration
Elemental Combat
Energy
Heal
Holy
Staff
Willpower
ENERGY, HEAL and HOLY make an excellent combination, making Krobelus
invaluable during the Ruins of Hopiris level
(see relevant section of the Tactical Walkthrough). Given the
short time Krobelus is with the party, it is highly recommended that all
available points be placed into ENERGY, HEAL and HOLY.
HEAL and HOLY should be raised as high as is possible, while ENERGY should be
raised to a ranking of 5 to obtain HASTE. Note that it is possible to level
Krobelus up in the Arena, which is recommended as Yago will join the party at
the exact same level that Krobelus possessed.
------------------------------
4. EQUIPMENT
What follows is an ideal inventory for each character, suited to their
individual strengths and weaknesses.
Although SPEED is reduced by many items, this can be countered by use
of the spell HASTE.
Maia
----
Necklace SPEED TALISMAN
Armour ANIMA CUIRASS
Leggings SUPREME LEGGINGS
Boots PROPHET BOOTS
Gloves FURY GAUNTLETS
Weapon GITHIRAN'S MACE
Shield INVINCIBLE SHIELD
Ring ENERGY BAND
Ring SUMMONER MASTERY
Speed Talisman: Speed + 30
--------------
Anima Cuirass:
-------------
Stamina + 10
Magic Defence + 3
Necromancy + 1
Speed - 10
Defence + 25
10% chance of casting HEAL when hit
Supreme Leggings:
----------------
Magic Defence + 2
Speed - 9
Defence + 20
Prophet Boots:
-------------
Magic Defence + 2
Intelligence + 3
Stamina + 25
Sword Weapons + 1
Halassar Combat + 1
Nimble Attack + 1
Speed - 8
Defence + 15
Fury Gauntlets:
--------------
Magic Defence + 1
Intelligence + 3
Stamina + 15
Speed - 8
Defence + 15
+ Strength Ward
Githiran's Mace:
---------------
Magic + 15
Strength + 90
+ PROTECTED (Level 10)
+ EMPOWERED (Level 10)
BLUNT
Invincible Shield:
-----------------
Speed - 5
Defence + 20
Rings:
-----
Energy Band: Resist Energy + 50
Summoner Mastery Ring
(remain in Summon form indefinitely)
-----------------------------
Sangaril
--------
Necklace STAMINA TALISMAN
Armour JIHANA'S CUIRASS
Leggings SUPREME LEGGINGS
Boots REGENERATION BOOTS
Gloves DRAGON GAUNTLETS
Weapon HARADI KATANA
Weapon DAGGER OF DEATH
Ring ENERGY BAND
Ring FIRE BAND
Stamina Talisman: Stamina + 50
----------------
Jihana's Cuirass:
----------------
Intelligence + 5
Stamina + 10
Magic Defence + 3
Speed - 10
Defence + 25
+ POISON Ward
Supreme Leggings:
----------------
As Above
Regeneration Boots:
------------------
Magic Defence + 2
Intelligence + 3
Stamina + 15
Speed - 8
Defence + 15
+ REGENERATION (Level 7)
Dragon Gauntlets:
----------------
Magic Defence + 1
Intelligence + 3
Stamina + 15
Resist Fire + 30
Speed - 8
Defence + 15
Haradi Katanna:
--------------
Strength + 70
+ HASTE (Level 10)
Dagger of Death:
---------------
Magic + 10
Strength + 30
Speed + 10
20 % chance of casting DEATH (Level 10) on hit.
PIERCING
Rings:
-----
Energy Band: Resist Energy + 50
Fire Band: Resist Fire + 50
------------------------------
Taurgis
-------
Necklace RUNE TALISMAN
Armour AVENGER CUIRASS
Leggings SUPREME LEGGINGS
Boots SUPREME BOOTS
Gloves TITAN GAUNTLETS
Weapon SANDUMAR'S KHANDA
Shield N/A
Ring ICE BAND
Ring REGENERATION RING
Rune Talisman: Magic Defence + 30
--------------
Avenger Cuirass:
---------------
Stamina + 10
Magic Defence + 10
Speed - 10
Defence + 30
5% chance of casting PROTECT (Level 10) when hit
Supreme Leggings:
----------------
As Above
Supreme Boots:
-------------
As Above
Titan Gauntlets:
---------------
Magic Defence + 1
Intelligence + 3
Stamina + 15
Speed - 8
Defence + 20
+ EMPOWER (Level 10)
Sandumar's Khanda:
-----------------
Magic + 30
Stamina + 40
Strength + 60
+ BOOSTED (Level 10)
SLASHING
Rings:
-----
Ice Band: Resist Cold + 50
Regeneration Ring: Regenerating (Level 3)
------------------------------
Neru
----
Necklace STRENGTH TALISMAN
Armour LEVIATHAN CUIRASS
Leggings SPEED LEGGINGS
Boots SUPREME BOOTS
Gloves CELESTIAL GAUNTLETS
Weapon N/A
Shield N/A
Ring HOLY RING
Ring REGENERATION RING
Strength Talisman: Strength + 50
-----------------
Leviathan Cuirass:
-----------------
Stamina + 10
Strength + 20
Magic Defence + 3
Speed - 10
Defence + 25
Speed Leggings:
--------------
Magic Defence + 2
Defence + 20
+ HASTE (Level 10)
Supreme Boots:
-------------
As Above
Celestial Gauntlets:
-------------------
Magic Defence + 1
Intelligence + 3
Stamina + 15
Speed - 8
Defence + 15
+ DEATH Ward
Rings:
-----
Holy Ring + 2
Regeneration Ring (REGENERATION Level 3)
------------------------------
Morbazan
--------
Necklace MASTERY TALISMAN
Armour SPIRIT CUIRASS
Leggings SUPREME LEGGINGS
Boots SUPREME BOOTS
Gloves DISCIPLE GAUNTLETS
Weapon SOUL HAMMER
Shield N/A
Ring BOOST BAND
Ring SAVIOUR RING
Mastery Talisman: Intelligence + 25
----------------
Spirit Cuirass:
--------------
Intelligence + 5
Magic + 10
Magic Defence + 10
Speed - 10
Defence + 20
Supreme Leggings:
----------------
As Above
Supreme Boots:
-------------
As Above
Disciple Gauntlets:
------------------
Magic Defence + 1
Intelligence + 3
Stamina + 15
Speed - 8
Defence + 10
+ Mind Ward
Soul Hammer:
-----------
Magic + 75
Strength + 75
+ Mastery SOUL CONSUMPTION
+ PROTECT (Level 20)
BLUNT
Rings:
-----
Boost Ring: (Level 20)
Saviour Ring:
Stamina + 10
Necromancy + 1
Heal + 1
+ REGENERATION (Level 3)
------------------------------
Iari
----
Necklace RUNE TALISMAN
Armour N/A
Leggings N/A
Boots N/A
Gloves N/A
Weapon SUPREME ARM
Shield N/A
Gem RED LEVEL 10
Gem CYAN LEVEL 5
Rune Talisman: Magic Defence + 30
-------------
Supreme Arm:
-----------
Strength + 100
Speed - 5
+ Mastery Power Sources
BLUNT
Red Gem Level 10:
----------------
Stamina + 150
Defence + 150
Intelligence - 10
Magic Defence - 20
+ Strength Ward
+ REGENERATION (Level 9)
AP REGENERATION x 50%
Cyan Gem Level 5:
----------------
Defence + 50
Magic Defence + 50
+ Magic Ward*
* Immunity to all magic.
------------------------------
Yago
----
Necklace STAMINA TALISMAN
Armour PROPHET CUIRASS
Leggings SUPREME LEGGINGS
Boots SUPREME BOOTS
Gloves FORTITUDE GLOVES
Weapon STAFF OF FAITH
Shield N/A
Ring SAVIOR RING
Ring REGENERATION BAND
----------------
Prophet Cuirass:
---------------
Intelligence + 10
Magic + 10
Magic Defence + 3
Speed - 10
Defence + 20
Supreme Leggings:
----------------
As Above
Supreme Boots:
-------------
Magic Defence + 2
Intelligence + 3
Stamina + 15
Speed - 8
Defence + 15
Fortitude Gloves:
----------------
Magic Defence + 1
Intelligence + 3
Stamina + 15
Speed - 8
Defence + 10
+ PROTECT (Level 30)
Staff of Faith:
--------------
Magic + 65
Intelligence + 5
Magic Defence + 10
Strength + 65
Speed - 5
AP REGENERATE x 150%
BLUNT
Rings:
-----
Saviour Ring:
Stamina + 10
Necromancy + 1
Heal + 1
+ REGENERATION (Level 3)
Regeneration Band: (REGENERATION Level 6)
------------------------------
NOTE!
a) It is not possible to double up on REGENERATION items.
b) DO NOT purchase Supreme Armour from the Merchant in the Palace
until AFTER one visit to the Tome of the Nhuvasarim, the Tamirath
Citadel and Labyrinth of Guardians to collect the specialized
armour items. Once this is done, the party should discard all
unnecessary Twilight Armour and only require the following
Supreme items from the Merchant:
Maia Leggings
Taurgis Leggings + Boots
Sangaril Leggings
Neru Boots
Morbazan Leggings + Boots
Yago Leggings + Boots
* 5 pair of Supreme Leggings + 4 pair of Supreme Boots in total
------------------------------
5. GEMS
What follows is a complete listing of all gems found in the game.
Refer to Threshold RPG's Guide:
http://db.gamefaqs.com/console/gamecube/file/summoner_ii_crafting.txt
for the advanced gem making techniques.
Black Gem:
---------
Strength + 3
Defence + 3
Speed + 3
Stamina + 3
Magic + 3
Magic Defence + 3
Intelligence + 2
Blue Gem:
--------
Stamina + 25
Blue Gem Level 5:
----------------
Stamina + 125
+ Death Ward
Cyan Gem:
--------
Defence + 10
Magic Defence + 10
Cyan Gem Level 5:
----------------
Defence + 50
Magic Defence + 50
+ Magic Ward
Green Gem:
---------
Intelligence + 5
Magic + 10
Magic Defence + 10
Strength - 2
Defence - 2
Stamina - 2
Green Gem Level 2:
-----------------
Intelligence + 10
Magic + 10
Magic Defence + 20
Strength - 4
Defence - 4
Stamina - 4
Green Gem Level 5:
-----------------
Intelligence + 25
Magic + 50
Magic Defence + 50
Strength - 10
Defence - 10
Stamina - 10
+ Sense Ward
Orange Gem Level 5:
------------------
Strength + 50
Magic + 50
+ Death Ward
Purple Gem Level 5:
------------------
Magic + 50
Strength + 50
Defence + 50
Magic Defence + 50
Stamina - 15
Intelligence - 8
+ Mind Ward
Red Gem Level 10:
----------------
Stamina + 150
Defence + 150
Intelligence - 10
Magic Defence - 20
+ Strength Ward
+ REGENERATION (Level 9)
AP REGENERATION x 50%
White Gem Level 2:
-----------------
Strength - 2
Magic Defence - 2
AP REGENERATION x 120%
White Gem Level 5:
-----------------
Strength - 5
Magic Defence - 5
+ Poison Ward
AP REGENERATION x 150%
Yellow Gem:
----------
Speed + 30
AP REGENERATION x 95%
Yellow Gem Level 5:
------------------
Speed + 150
+ Time Ward
AP REGENERATION x 75%
------------------------------
6. TACTICAL WALKTHROUGH
Isle of Teomura - 1st visit
---------------
After receiving Blood Summon - Level 1 - go up the stairs. Do NOT go
through the arch as it is trapped.
Rune traps can be avoided entirely if entering SOLO Mode and rushing one
character at a time through the smallest possible corner.
When disarming the traps, re-arm them once to see the cutscenes of the
effect taking place.
When fighting both Trees and Ghosts, always attack Ghosts first as their
spells are the most damaging offensive.
Maia and Sangaril should NOT move towards the Pirate standing on the
platform, but rather around the long way to the left to gain the element
of surprise.
An ideal way to explore Teomura is to enter SOLO mode and rush each
character up to the Pool of the Healing Twins - restores both HP and AP -
and then explore the lower areas. By doing this Maia and Sangaril will be
able to attack most foes from behind.
Neru's Lair - 1st visit
-----------
Once Neru's lair has been cleared, reenter the Isle of Teomura and clear
the entire island. Then do the same for Neru's Lair. As the monsters
respawn, as it is possible for Maia and Sangaril to achieve at least two
more levels. They should be Level 7-8 before leaving Teomura.
Fight as many Pirates as possible to maximize the chances of finding:
Pirate Insignia Rings (+ 3 Defence). Try for at least 8 as Taurgis and
Krobelus can be equipped when joining the party.
Teomuran Mace - needed by Maia in the Adytum of the Unseen.
Save any rings or scrolls found and sell them all - the funds are vital
in the first stages of the game as they are needed for Maia to resolve the
maintenance Quests in the Palace of Halassar. Keep potions as they will be
needed to sustain Taurgis and Sangaril during the solo missions in Indubal.
Palace of Halassar - 1st visit
------------------
Collect the Khanda from the secret room in the Throne Room.
Retrieve the Adventure Song from the Library and present to Faelin for a
Strength Chain.
Imperial Sepulchre - 1st visit
------------------
Taurgis - equip with Strength Chain + Khanda.
Retrieve the Heart of Arxes.
Palace - 2nd visit
------
Speed Chain - purchase from the Merchant and equip on Taurgis.
Strength Chain - equip on Sangaril.
Miridan's Pass - 1st visit
--------------
Use Sangaril in Solo Mode and steal two sets of Galdyran armour for
Maia and Taurgis.
Retrieve the Wardstone from the Rath.
Ignore the Creature at this time.
Raise all levels by one by fighting the Ghouls, which respawn.
Prison of Indubal - 1st visit
-----------------
Taurgis - Solo Mission:
-------
Retrieve Mastery Pendant
Retrieve Dung Beetles
Kill the Horrors before the Terrors. The Horrors have Status attacks such as
BLIND, SLOW and SNARED, while the Terrors merely have a Knockdown attack.
Maia - Solo Mission:
----
Retrieve Hood of Insight
Retrieve Crown of Isaris
Receive Spirit Vellum Quest
Retrieve Crossbow
Retrieve and equip Ptas' Sword
After speaking with Imarbeth IX, rush out and kill the Mage before he has
time
to cast any spells.
Use FIRE ARROW to weaken foes from a distance and then draw them in for the
kill. As Galdyran soldiers always execute the same moves, draw them and in
and move just as they begin their attack sequence and strike from the side or
behind.
ALWAYS attack Mages first to stop spellcasting. This is vital as the Indubal
Mages can cast PARALYZE.
Sangaril - Solo Mission:
--------
Use SNEAK + HIDE to avoid the guards, then kill each with BACKSTAB.
Do not overlook the upper balcony!
Against the last three guards, STEALTH will not work. Use NIGHTSHADE
when fighting them to induce Blindness.
Munari City - 1st visit
-----------
Include Krobelus in the party and have him speak to Lord Vellis to obtain
Vellis' Sword.
Include Sangaril in the party and have her speak with Ideola and play the
Pearl Game to obtain Pearl + Ubenna's Katanna.
Ruins of Hopiris - 1st visit
----------------
Krobelus MUST accompany Maia and Sangaril. If levelled correctly, he will
be able to:
- HEAL with Maia as Sangaril fights the River Ghosts with her crossbow
- CURE the POISON attacks of the Acolytes
- Defeat the Hopirian God
Before boarding the boat, always ensure that Sangaril is the lead
character and is equipped with a Crossbow, so as to be able to attack the
River Ghosts immediately.
After the first boat ride, switch to Solo Mode to stop the A1 controlled
characters rushing in.
Control Krobelus and cast HASTE + PROTECT + REGENERATE on the party.
Control Sangaril and use POISON. Once the party has engaged the Neophytes,
control Maia or Krobelus as the next wave arrive and pick them off
at a distance with FIRE ARROW or ENERGY BOLT.
Equip Sangaril with Munari Katannas once dropped as the greater damage will
be useful against the Acolytes.
Acolytes -
If facing the party, control Maia and switch to Solo Mode. Move away from the
other Party members and cast FIRE CIRCLE, and then draw the Acolytes into the
circle. Block until they are killed by the fire.
Alternatively pick them off with FIRE ARROW and physical attacks.
Control Krobelus and cast CURE on Maia if necessary.
If the Acolytes face away from the party, control Sangaril and pick off with
STEALTH + BACKSTAB, with POISON added if necessary. Learn to draw Acolytes in
to commence their attack then dodge and attack from behind.
Adytum of the Unseen - Part 1
--------------------
Bring Taurgis with Maia and Neru. Control Maia and use FIRE ARROW to draw
Unseen Guards in and then equip with the Teomuran Mace, as the Unseen Guards
are susceptible to BLUNT attacks.
When fighting the Unseen Guards, control Taurgis and use KNOCKDOWN, then
control
Neru and attack the Guards.
Control Neru and VITALISE the party when needed.
Adytum of the Unseen - Part 2
--------------------
Equip Maia with the Time Ward as it will prevent the Unseen Beasts from
casting SNARE.
First wave:
Two Slashing Guards that can each be automatically defeated with an ENERGY
MAJOR scroll. BLOOD (1) will defeat one or both of them before reverting
back to Maia.
Only a very skilled player should try to fight them hand to hand as they are
fast and one will always circle behind to attack.
Second wave:
Three Energy Projection Guards and can be defeated easily if drawn away from
the gate Maia first entered. If Maia then runs back to the gate, they will
stop and not follow.
This will allow use of FIRE ARROW to weaken them from a distance before
finishing with a physical attack. With timing it is possible to use FIRE
ARROW between their energy attacks.
Do not move round the corner until AP have sufficiently recovered.
Third wave:
One Fire-based and one Ice-based Unseen Beast and two Energy Projection
Guards.
Draw the Fire Beast away from the others and let it attack Maia as the Fire
attacks will heal her.
Defeat with the Teomuran Mace and have FIRE ARROW ready to use on a fast
approaching Ice-based Unseen Beast. Immediately equip the Energy Shield that
it will drop.
HEAL Maia and then move round the corner and again use FIRE ARROW
on the two Energy Projection Guards.
Fourth wave:
The last wave are two Slashing Guards, and BLOOD (1) can defeat them.
After passing through the door, WAIT until Maia's AP are full before
proceeding. The teleporting Energy Projection Guards should be defeated
before fighting the Unseen Beast (see Bosses) as they will disappear if
it is killed first.
Keep moving and use the Teomuran Mace.
Heal completely before moving to the next room. As the Slashing Guards
teleport in, run back into the previous room and up the ramp to the
balcony. The Guards will eventually lose Maia and stop.
Then backtrack and start picking them off with FIRE ARROW and the Teomuran
Mace.
Be sure to only fight one at a time.
Miridan's Pass
--------------
The Poachers cannot be fought until in the hidden lair.
Do not pick up any drops from the Trees once the Creature has been cared for,
as the nuts are now useless and cannot be discarded.
Eleh Caverns - 1st visit
------------
Take Taurgis and Morbazan with Maia. Taurgis should be equipped with the
Nammu Claymore. Use FIRE ARROW + WHIRLWIND to defeat Rock Spiders.
Explore the right and then left passages first before proceeding to the
central area where Yago is located.
When exploring the right passage, have Maia use DRAIN against the Alpha Wolf
to prevent it using AP for damaging attacks, then finish it with METEOR
SWARM.
* If Krobelus is taken to meet Yago there is revealing dialogue.
Tree of Eleh
------------
TREE -
Have Maia use physical attacks on the two-headed Eleh Parasites FIRST and
Krobelus use ICICLE on the round Eleh Parasites.
BE SURE TO STRIP KROBELUS OF ALL ITEMS BEFORE REACHING THE BOTTOM OF THE
PATH.
Once the cutscene starts, Krobelus becomes a NPC.
SAND -
Sangaril should add POISON to her attacks.
Taurgis should target the two-headed Eleh Parasites while Morbazan uses
ICICLE on the round Eleh Parasites.
The order through the portal should be Sangaril then Morbazan, and then
just Sangaril.
EYE -
Yago should cast HASTE + EMPOWER on the party while Neru adds PROTECT +
REGENERATE.
Neru should target the flesh-coloured two-headed Eleh Parasites while Yago
uses ICICLE on the round Eleh Parasites.
Iari should use CLOAK + TRIPLE SHOT constantly.
The order through the portal should be Neru then Iari, then just Neru.
NOTE!
SAVE before leaving the Eye stage as it is not possible in Blood.
BLOOD -
Sangaril should STEAL the Fire + Ice Bands from the Ezuran Guards before the
party defeat Ezuran.
Have Neru use VITALISE when needed.
Wheel of the Perduellion - 1st visit
------------------------
Correct play order:
- Visit all four streams.
- Ask Perduellion about Party.
- Take purple stream to Tribunal.
- Take gold stream to Temple of the Archons
- Speak with Advocate (to the left and behind Maia) for Mask - ignore the
others until Maia recieves the Red Mask.
- Return to Tribunal and speak with Judges.
- Return to Temple of the Archons and speak with Advocate.
- Take green stream to Bibliopolis of Lost Tomes.
- Speak with Librarian for directions to Book of Laws
(must be wearing Advocate Mask to receive directions).
- Take note! The far door in the left corridor houses six Alpha Wolves.
Once the door is opened, they will attack IMMEDIATELY. Change to BLOOD (2) or
cast METEOR SWARM followed by DRAIN to limit their attacks.
- Return to Tribunal and speak with Judges.
- Return to Temple of the Archons and speak with Taurgis and the Archons.
NOTE!
There is a chest containing a HASTE scroll behind the boxes to the north
of the Archons. SAVE this item as it will needed in the final Boss battle.
- Take the blue stream to Vandal's Ruins. The Fire traps in two of the
side passages to replenish health.
- Speak with Vandal and Nepenthes and play the Game.
- Revisit the three side passages for extra XP, gold and items as the
Deceivers will have respawned.
Visit the following to reclaim Iari's limbs:
Left Leg -
--------
Bibliopolis of Lost Tomes - exit entry room and move in straight line
across Summon Circle to correct room. Unlock the chest with Vandal's Key.
Revisit all rooms as monsters have respawned.
Right Leg -
---------
Purchase from the Chrysopomp of Masks.
Left Arm -
--------
Obtain from the Perduellion (must wear Perduellion mask).
Right Arm -
---------
Obtain from the Justiciar (must wear Advocate mask).
- Return to Vandal's Ruins. Note the Deceivers will have respawned.
- Play or pay for the final clue. Fight Vandal and Nepenthes - kill
Nepenthes first as she can use HEAL and HOLY spells on Vandal.
Note all Deceivers respawn after this battle.
- Return to Temple of the Archons. To Maia's left is an idol of an open
fanged face - examine the pedestals to either side of it to trigger the
release for the tongue and find Iari's torso.
- Present Vandal's Mask to the Archons to free Taurgis.
NOTE - a Boss fight is imminent so make several purchases from
the Chrysopomp.
These should include:
- Twilight Mace for Maia
- Ushan Warhammer for Taurgis
- Full set of Twilight armour for Taurgis
For Paludal Swamps:
- Twilight Cuirass for Yago
- Twilight Katannas for Sangaril
For Tower of Khargathalan:
- Twilight Halberd for Taurgis
- Return to Wheel of Perduellion and ask for Iari to be rebuilt.
- Return to Tribunal to free Morbazan - See BOSS section.
- Ask the Peduellion about Ushandul and receive Red Mask - See BOSS
section.
- Return to Temple of the Archons and purchase items for party from
Chrysopomp.
Paludal's Bridge - 1st visit
----------------
Possible to repeatedly swap party at entrance to equip all members with new
items. Take the whole party through for the XP.
Mud Golems - Iari: INVISIBILITY + TRIPLE SHOT
Rococros - FIRE and ICE.
Always cast EMPOWER + HASTE + PROTECT + REGENERATE on the party,
and try pick off Rococros from a distance with long-range spells before
engaging.
Try not to let the Rococros surround a party member as they possess KILLING
SHOT which has a high rate of success.
The Wasteland
-------------
Sangaril -
Ensure that Sangaril has been equipped with the Saviour Ring to counter
any damage from the Flame Spheres or Spikes.
Use POISON against the Sentries.
Neru, Iari and Yago -
Cast EMPOWER + HASTE + PRAYER + PROTECT + REGENERATE on Neru and have him
attack the Grubs.
Control Iari and use CLOAK + TRIPLE SHOT to pick off the Grubs from a
distance.
Control Yago and cast CURE when necessary to counter Grubs' POISON attack
or Neru to cast VITALISE if necessary.
Tower of the Ancient Ones
-------------------------
Maia, Taurgis and Morbazan will fight four types of Sentries:
Blue - COLD
Green - PAIN*
Orange - FIRE
Purple - ENERGY
* - It is an imperative that either Maia or Morbazen cast DEATH WARD on
all three party members constantly, as the PAIN Sentries can cast DEATH.
Their colours indicate their weaknesses, so Maia and Morbazan should use
the appropriate spells against them. Control Taurgis and kill the PAIN
Sentries as quickly as possible.
Valley of Khargathalan
----------------------
Go into SOLO MODE to control structures. Use Red Orb and cast PROTECT on all
structures. Use the Orbs' spells for long range attacks on enemy structures.
Team battles:
To avoid being overwhelmed, STAY AT THE BOTTOM OF THE RAMP and allow foes
to come to the team. Use SOLO MODE when necessary to stop team members
advancing too far up the ramp. Using one character ONLY advance when
necessary to cause foes to spawn, and then draw them back down the ramp
before attacking.
Note these are suggestions on the pairings:
i) Blue Tower - Maia + Taurgis
Taurgis - KNOCKDOWN to slow foes. Attack Kharg Mages
as soon as they appear to prevent spellcasting.
Maia - constant use of METEOR STORM as by this stage
it will only replenish the characters due to D:FIRE
ii) Orange Tower - Sangaril + Yago
Sangaril - POISON + ASPHYXIA.
Target Kharg Mages first, then Kharg Rangers and finally Kharg
Warriors.
All are very susceptible to BACKSTAB.
AVOID the Kharg Warriors power strikes.
Yago - constant use of SLEEP + REGENERATE + VITALISE
iii) Purple Tower - Morbazan + Neru
Neru - PROTECT + REGENERATE + FAITH + HOLY SHIELD. OMEN as each new
wave arrives.
Morbazan - DART on Kharg Warriors, ICICLE on Kharg
Rangers and Kharg Mages.
NOTE!
There is a slight chance that the Kharg Mages will cast DEATH so
advisable that Maia and Morbazan cast DEATH WARD.
Dream of Eleh
-------------
Collect Summoner Band + Speed + Stamina Talismans before leaving.
Miridan's Pass
--------------
Take Maia, Sangaril and Yago. Bring all Halassar Mages/Warriors to
the Galdyran border and hold the position. The Tempest Demons are:
Blue - COLD based
Red - FIRE based
Control Maia and use FIRE against the Blue, then control Yago to use COLD
against the Red.
Control Sangaril and use POISON constantly.
Defeat the three waves of Tempest Demons at the Galdyran border to receive
all items.
Adytum of the Unseen - 2nd visit
--------------------
Maia, Morbazan and 3rd party member
This level simply advances the story. All foes have respawned but should be
no challenge post-Twilight Realm. The Sentries are new, but are identical to
those fought in the Tower of the Ancient Ones.
NOTE -
The game now becomes less linear and there are several areas that are
available to explore. In addition to completing Side Quests, it is
recommended that the final areas be completed in this order:
1. Tome of the Nhuvasarim
*Take the whole Party through at least once to obtain all items
and utilize Nhuvasarim amulets
2. Tamirath Citadel
3. Labyrinth of Guardians
4. The Tempest
Tamirath Citadel
----------------
Maia, Taurgis and Iari
Control Iari and use CLOAK + TRIPLE SHOT where possible to weaken foes
before the party engages.
Taurgis is very effective against the Ghoul Galdyrans with the Nammu
Battleaxe and KNOCKDOWN or WHIRLWIND.
Control Maia and eliminate Tree Sentinels with one FIRE ARROW when
necessary.
When ready to enter the Shrine of Sandumar - after the first Garden
and at the end of a corridor - watch the cutscene, but DO NOT move.
SAVE and prepare for the first encounter with the Living Armours.
Switch to SOLO and:
Control Maia and cast DEATH WARD on Taurgis and herself.
Control Iari and equip BLUE GEM (5) as her second gem, which carries a
DEATH WARD. Then using CLOAK take Iari down one set of stairs but DO NOT
descend to the bottom.
Target both automatically and manually two of the Armours, and weaken them
to the point of death. Then return to the party. The Armours will follow
but a strong WHIRLWIND from either Maia or Taurgis will finish them, leaving
the party to face 4 rather than 6 Armours.
Control Iari and use TRIPLE SHOT, while Maia and Taurgis attack physically.
Be sure to have Maia cast DEATH WARD on both Taurgis and herself as soon as
the party arrive at the SECOND garden.
Repeat just before leaving the garden via the double door as a group of
Living Armours wait on the other side.
Leave Taurgis behind to save Azraman to receive Tagan's Hammer after the
Boss fight.
NOTE -
With the exception of the Shrine of Sandumar, all Living Armours respawn
on return visits.
Labyrinth of the Guardians
--------------------------
Hints -
Characters MUST be levelled in the following disciplines in order
to be effective in the Labyrinth:
Iari D: ENERGY 10
D: POWER SOURCES 10
ENERGY 10
GOLEM 8
Maia CONCENTRATION 10
D: FIRE 10
NECROMANCY 10
Morbazan COLD 7
D: BLOOD 10
NECROMANCY 10
Neru HEAL 10
HOLY 10
Sangaril D: COLD 10
POISON* 10
Taurgis D: FIRE 10
BLUNT 10
GALDYR COMBAT 10
SWORD 10
WARRIOR 10
Yago CONCENTRATION 10
ENERGY 10
FIRE 10
HEAL 10
Equip Maia/Taurgis with a PIERCING weapon (once SAND (1) has been
completed, equip Maia with the DAGGER OF DEATH when not using
Sangaril)
Recommended Sangaril make at least 30 doses of DEADLY VENOM in the
Ruins of Hopiris to be able to QUICKLY neutralize the Living Armours.
Foes on all levels arrive in waves of 1-4 opponents respectively. When
battling the last foe in a wave, one Party member should stay back
and cast any necessary Status spells to prepare the party for the next
wave.
ALWAYS prepare for Level 3 in each Rune by using Status spells BEFORE
leaving Level 2.
***USE*** SOLO MODE to stop character movement and USE the screens as
cover for spellcasting. One character MUST do this when attempting
Level 3.
g)
The following is a suggested order of completion:
1. Rune - SAND (GREEN) Levels 1-2 Maia + Iari + Yago
2. Rune - TREE (YELLOW) Levels 1-2 Maia + Sangaril + Morbazan
3. Rune - BLOOD (RED) Levels 1-2 Maia + Taurgis + Yago
4. Rune - EYE (BLUE) Levels 1-2 Maia + Sangaril + Yago
5. Rune - BLOOD (RED) Level 3 Maia + Taurgis + Morbazan
6. Rune - TREE (YELLOW) Level 3 Maia + Morbazan + Yago
7. Rune - EYE (BLUE) Level 3 Maia + Sangaril + Yago
8. Rune - SAND (GREEN) Level 3 Maia + Sangaril + Neru
---------------------------------------------------
RUNE SAND (GREEN)
PARTY Maia + Iari + Yago
FOES Ghosts
SAND (1st form)
Sentries
SAND (2nd form)
Living Armours
SAND (3rd form)
TACTICS F(FOE)1 - Maia - DESTROY UNDEAD
F2 - Iari - CLOAK + TRIPLE SHOT
F3 - Iari - CLOAK + TRIPLE SHOT. Iari's second gem:
White Gem Level 5 which provides a POISON ward.
Yago - CURE + VITALISE constantly.
F4 - Iari and use MANUAL AIM.
F5 - Maia - DEATH WARD on Party
Neru - HOLY SHIELD + PRAYER + PROTECT Party
This MUST be done prior to entering the level.
GO TO SOLO MODE and place Neru behind a screen
Sangaril - DEADLY VENOM on first 3 waves,
with Neru constantly using CURE + VITALISE &
Maia DEATH WARD
BEFORE defeating the LAST Living Armour in the 3rd,
place Sangaril behind the screen with Neru.
Maia draws the last Armour to the far screen and
defeats with METEOR SWARM. With the last two waves
of Armours, use the far screen as cover to continually
cast DEATH WARD + METEOR SWARM.
DO NOT fight directly - if health low run to the other
screen and be within range of Neru (NOT the same side
of the screen) for RESURRECT. Then run back and cast
HEAL constantly) and repeat offensive.
F6 - Neru - PROTECT and attack
DROPS Dagger of Death
Dragon Gauntlets
Jihana's Cuirass
(Sangaril)
---------------------------------------------------
RUNE TREE (YELLOW)
PARTY Maia + Morbazan + Yago
FOES Ghosts
TREE (1st form)
Sentries
TREE (2nd form)
Living Armours
TREE (3rd form)
TACTICS F(FOE)1 - Maia/Morbazan - DESTROY UNDEAD
Yago - VITALISE
F2 - Morbazan - DART
F3 - Sangaril - attack, Morbazan - SLEEP + DEATH
F4 - Maia - METEOR STORM, Morbazan - ICICLE
F5 - SOLO MODE: Place Morbazan/Yago behind
screen.
Maia - attacks in front of screen + DEATH
Morbazan - DEATH
Yago - DRAIN + VITALISE
F6 - SOLO MODE: Place Morbazan behind screen
Maia + Yago - METEOR STORM
DROPS Soul Hammer
Disciple Gauntlets
Spirit Cuirass
(Morbazan)
---------------------------------------------------
RUNE BLOOD (RED)
PARTY Maia + Morbazan + Taurgis
FOES Ghosts
BLOOD (1st form)
Sentries
BLOOD (2nd form)
Living Armours
BLOOD (3rd form)
TACTICS F(FOE)1 - Maia/Morbazan - DESTROY UNDEAD
Yago - VITALISE
F2 - Yago - ICICLE
F3 - Yago - ICICLE
F4 - Yago - ICICLE
F5 - Maia and Taurgis attack
Morbazan - SLEEP + ICICLE (PAIN). Lead Armours to
Maia/Taurgis if followed.
F6 - Maia and Taurgis attack. Morbazan -
ICICLE (PAIN) + HEAL
DROPS Githiran's Mace
Fury Gauntlets
Anima Cuirass
(Maia)
---------------------------------------------------
RUNE EYE (BLUE)
PARTY Maia + Sangaril + Yago
FOES Ghosts
EYE (1st form)
Sentries
EYE (2nd form)
Living Armours
EYE (3rd form)
TACTICS F(FOE)1 - Maia - DESTROY UNDEAD
Yago - CURE
F2 - Sangaril - BACKSTAB + POISON.
F3 - Maia - FIRE ARROW + METEOR STORM
Yago - CURE
F4 - Maia - DEATH
F5 - NOTE!
Cast FIRE ELEMENT on Sangaril prior to entering this
level
SOLO MODE: Place Yago behind screen. Lead with Sangaril
- DEADLY VENOM.
Swap to Maia - DEATH
Yago - CURE + VITALISE
F6 - SOLO MODE: ONLY use Yago. Attack ONLY with
Staff to prevent EYE regaining HP.
DROPS Githiran's Sword (Maia)
Titan Gauntlets (Taurgis)
Avenger Cuirass (Taurgis)
---------------------------------------------------
Tome of the Nhuvsarim
---------------------
This area can be used for maximum levelling, as with the exception of the
Nhuvasarim in the Chamber of Laharah all foes respawn with each
visit.
Tactics:
Maia:
----
Summon BLOOD (3) as self-healing after an attack. BLOOD'S WHIRLWIND
excellent for interrupting a group of Spawn's spells. Summon TREE (3)
if entering the Tome without Neru or Yago as CURE may be needed, due to
the fact that Spawn occasionally cast POISON.
Sangaril:
--------
Use ASPHYXIA constantly to SILENCE foes.
Taurgis:
-------
Use KNOCKDOWN + WHIRLWIND to interrupt spellcasting.
Best weapon - Sandumar's Khanda
Avoid - Haradi Battle Axe. Foes are virtually immune.
Neru:
----
Use all beneficial Status spells before advancing to the next area and wave
of foes.
Morbazan:
--------
DEATH, DEATH WARD & DESTROY UNDEAD.
Iari:
----
CLOAK + TRIPLE SHOT.
Yago:
----
HASTE + EMPOWER + CURE.
-----------------------------
Eye of the Storm
----------------
NOTE -
Be sure to have completed ALL quests and any other outstanding tasks as
ending this level will finish the game.
Sangaril should have as many doses of DEADLY VENOM as is possible ready for
the final battle.
Entry Halls
-----------
Maia, Sangaril and Taurgis
Control Maia and cast DEATH WARD on the party. Control Sangaril and use the
DAGGER OF DEATH in conjunction with DEADLY VENOM to quickly deal with the
Surdama Minions. Sangaril should continue this practice for the duration of
her battles.
Lower Levels
------------
Maia, Neru and Morbazan
Control Neru and cast beneficial Status spells on the party. Control Maia and
cast DEATH WARD on the party. Control Morbazan and cast DART or DEATH on
the Surdama Minions while Maia and Neru attack physically and try and
interrupt their spellcasting.
Catacombs
---------
Sangaril and Taurgis
When fighting Surdamir Kir for the first time, control Sangaril and stand
over the portal and try and kill the Tempest Demons as they appear.
Attack Surdamir Kir every time she attempts a spell. Interrupt her twice and
she will retreat.
Refer to the Boss section for the other battles.
------------------------------
7. BOSSES
i) Krobelus
Control Maia and destroy two of the three spheres quickly, then heal the
party.
Control Sangaril and equip the crossbow.
Control Maia and destroy the final sphere.
Krobelus will then attack Taurgis while Sangaril hangs back for long shots
with the crossbow. This will stop Sangaril from being in range of Krobelus
should he use INFERNO, which will instantly render her unconscious.
Control Maia and constantly heal Taurgis, then join the attack once
Krobelus' HP are almost gone.
ii) The Galdyran Soldiers
Immediately equip Maia with the Mastery Pendant, a Mace and Indubal
Boots.
Target and kill the Mage immediately.
Target the Galdyran with the hand cannon.
Equip a SLASHING weapon and attack the other two Galdyrans once they begin
their attack sequences.
If Maia has been levelled up in Necromancy, the DEATH spell will be highly
effective.
iii) Azraman
Use the stairs and balcony to slow Azraman is necessary.
The throne can be used to block Azraman's charge and allow a strike at him as
he is forced to run around it. Try and lead Azraman into Taurgis' HEAVY SHOT.
Once Azraman starts charging then using a forcefield and the end of the
charge, time Taurgis' blows to coincide with the dropping of the forcefield
as it will stop Azraman's next charge.
iv) Galdyrans + Munari Archer
Draw the Galdyrans to Maia and Taurgis one at a time. Pick off Galdyrans with
FIRE ARROW before engaging. Kill Mages first.
On arriving at the final platform, control Maia and change to BLOOD (1) and
kill the Mages.
Control Taurgis and use KNOCKDOWN and keep moving.
Kill the Munari Archer last. Double teaming stops bow use.
v) Xaoset
Have Krobelus cast HASTE, PROTECT + REGENERATE on Sangaril just before the
Trial.
Xaoset has two attacks:
a) Simultaneous double-handed slash across the chest - can KNOCKDOWN
b) Two consecutive slashes, one with each blade - usually adds Status
Effect POISON to damage
Both can be successfully blocked, and a counter attack will stop Xaoset's
next attack.
If Xaoset uses HASTE, the safest option is to allow him to attack, and once
Xaoset starts what is clearly his second attack, dodge and use BACKSTAB from
behind with a Status Effect such as BLINDNESS or POISON.
Only block and counterattack when Xaoset is not using HASTE.
Alternatives are using Scrolls or to continually draw Xaoset into attacking
then dodging and retaliating with the crossbow.
vi) Hopir
Control Krobelus and defeat Hopir with use of ENERGY BOLT.
vii) Unseen Blood
Have one character continually attack from behind.
Control Neru and use VITALISE if necessary.
viii) Unseen Serpent
The Serpent is supported by two teleporting Energy Projection Guards that
should be dealt with first.
Summon BLOOD (1) to wound the Serpent and then lead it around balcony.
Hide under the ramp and finish the Serpent with FIRE ARROW as it is coming
down the ramp. The Serpent will occasionally pause on the ramp and try and
use an energy Projection attack.
If this fails to hit Maia, continue to cast FIRE ARROW as it will often be
able to strike the Serpent.
ix) The Tribunal Judges
Control Maia and run to the side and cast FIRE ARROW at the Blue Judge. 1-2
spells will kill it.
Control Iari and use BEAM to kill the Red Judge immediately.
Control Taurgis and set to attack the Purple Judge.
Control Iari and watch as Maia and Taurgis kill the Purple Judge as Iari's
energy attacks only replenish it.
x) Ushandul + Logosarchs
Take Maia, Taurgis and Iari.
Immediately equip with any new items from the Chrysopomp.
Allocate the Fire + Ice Bands to Taurgis for this battle.
Control Maia and cast DEATH WARD on the party.
Control Iari and use CLOAK + TRIPLE SHOT to quickly kill the Logosarchs.
Control Taurgis and use Healing Potions when needed if Maia has been
silenced.
Taurgis must be equipped with BLUNT against the Logosarchs and SLASHING
against Ushandul.
Continue to attack and interrupt Ushandul's spells until dead.
xi) Paludal
ONLY take Maia, Iari and Yago to fight Paludal.
Paludal's copied forms of the other party members are too problematic due
to constant healing, POISON etc.
Give Paludal a FIRE or ENERGY weakness.
1st form - Paludal
FIRE - control Iari and attack while Maia + Yago cast spells long-range.
ENERGY - control Maia and attack while Iari + Yago cast spells long-range.
Yago should also use CURE + HEAL where needed if Paludal uses POISON.
2nd form - Maia
As above.
3rd form - Yago
As above.
4th form - Iari
As above.
5th form -
As per first form.
xii) Sharangir
Set Morbazan to HEALER.
Control Taurgis and using the Sword of Nammu attack and close the Eye
quickly.
Charge POWERBLOW and return to the fight and strike Sharangir from behind.
Repeat 3-4 times to defeat him.
xiii) Khargathalan
Superstructure form -
Control Red Orb and cast PROTECT on all structures.
Control Tower and attack with the energy blast.
Control Blue Orb when necessary and cast VITALISE on all structures.
NOTE!
It is possible to use Manual Aim mode and attack the Superstructure before
entering the final valley. This will mean that the Superstructure will
immediately attack the Tower and the cutscene will not play. It is
recommended that the Tower does not enter the final valley as the smaller
support structures present will also attack.
Four Faces -
As Iari can block the energy blasts without harm, stand in front of each face
and time the attacks to correspond with the blasts and the lifting of the
shields that expose Khargathalan's faces.
Use Iari's energy blast and there is not enough time between Khargathalan's
own blasts to charge an AP-related attack.
Note that Khargathalan can detect Iari even when using CLOAK.
xiv) Imarbeth IX
After the cutscene immediately equip Maia with the Gold Frog Amulet and Iari
with the Silver Frog Amulet. This will prevent Imarbeth from casting DEATH or
CHARM.
Control Iari and use CLOAK + TRIPLE SHOT to distract Imarbeth while Maia uses
METEOR STORM and physical attacks.
Once Imarbeth shifts into Demon form, use METEOR SWARM to kill him quickly.
xv) 13th Summon
Equip the SUMMONER MASTERY ring and become BLOOD (3).
Constantly use DART between 13th Summon's attacks, and counter-attack
to HEAL as needed.
xvi) Krobelus
Control Neru and cast FAITH + HOLY SHIELD on both Morbazan and himself.
Defeat the Tempest Demons quickly and have Neru continue to find and attack
Krobelus until the cutscene.
xvii) Surdamir Kir
Control Sangaril and continue to attack and try and interrupt her spells.
Use Health Elixirs if needed.
xviii) Rosalind
Equip Yago with the Silver Frog Amulet to prevent CHARM.
Control Maia or Yago and cast METEOR STORM continually.
Control Iari and use CLOAK + TRIPLE SHOT to kill the Tempest Demons.
xix) The Tempest
Maintain distance and cast EMPOWER.
Use physical attacks when the Tempest is off guard and then block when
the Tempest is about to attack.
Use Health Elixirs as needed.
------------------------------
8. SIDE QUESTS
Not all are listed - only those that require some clarification.
Laboratory Codes
----------------
Buoyancy - Laboratory - Triangle, Square, Circle, Square
= AP + 10
Condenser - Bibliopolis - X, Circle, X, Triangle
= SKILL + 1
Stabilizer - Jabari in House Soleil - Circle, Square, Triangle, X
= None
Study - Mas Zalur's Study - Square, Square, Circle, X
= HP + 10
Perpetua - Osoke - Triangle, X, Square, Triangle
= Resist Energy + 10
Note that Morbazan cannot access the Laboratory machines.
Masks
-----
Portal Chamber:
--------------
Wear Speak With Result
---- ---------- ------
Archon Mask Purple Curator Mask Thought Collector
Red Mask Orange Archon Mask Crossbow Mold
Vandal Mask Green Chrysopomp Mask Tiny Aquarium
Bowl Chamber:
------------
Wear Speak With Result
---- ---------- ------
Curator Mask Gold Tribunal Mask Ivory Case
Chrysopomp Mask Yellow Archon Mask Ice Gauntlets
Tribunal Mask Vandal Mask Fire Ring + 2
Left Hand Chamber:
-----------------
Wear Speak With Result
---- ---------- ------
Perduellion Mask Blue Archon Mask Spirit Vellum
Archon Mask Purple Chrysopomp Mask Drawing of 3
Chrysopomp Mask Yellow Curator Mask Wyrm's Claw
Vandal Mask Green Tribunal Dream Song
Right Hand Chamber:
------------------
Wear Speak With Result
---- ---------- ------
Curator Mask Gold Vandal Mask Magic Circle 3
Red Mask Red Curator Mask Yellow Nhuvasarim Amulet
Perduellion Mask Blue Tribunal Mask Fire Gauntlets
Tribunal Mask White Chrysopomp Mask Energy Gauntlets
Munari City Shrines
-------------------
Amasido - Floods - Ohmedilosi
= Stamina + 20 - Morbazan
Ifano - Waterspouts - Magical Dictionary
= Magic + 20 - Yago
Ilgerd - Ice - Tusk Wolf Pelt + Wolf Sagas
= Resist Cold + 40 - Taurgis
Jiseka - Whirlpools - Book of Gyrefish + Tiny Aquarium
= Strength + 20 - Taurgis
Kamuzu - Walls - Cannon Shell
= Defence + 20 - Neru
Libulhe - Sun - Perfect Orange
= Resist Fire + 40 - Sangaril
Ramuli - Silence - Thought Collector
= Intelligence + 20 - Maia
Sekkaf - Darkness - Hood of Insight
= Magic Defence + 20 - Taurgis
Ubenna - Lightning - Lightning Shard
= Nuntara's Spear*
* Fertiliser for Ubenna's Bolt from Plant + Fertiliser Sidequest
Nhuvasarim Amulet Circles
-------------------------
Blue Amulet - Imarbeth IX in Indubal - 100 + AP depending on character -
Neru*
Yellow Amulet - Temple of the Archons - Concentration + 2 - Any spellcaster
Red Amulet - Tome of the Nhuvasarim - Magic Defence + 3 - Neru
* Neru's combination of HEAL + HOLY disciplines become invaluable in the
later stages of the game when fighting for extended periods, such as in the
Tome of the Nhuvasarim.
Nhuvasarim Magic Circles
------------------------
Magic Circle 1 - Skill Points + 2 Any character
Magic Circle 2 - HP/AP + 100-300* Sangaril
Magic Circle 3 - Magic Defence + 20 Taurgis
Magic Circle 4 - Concentration + 2 Maia
Magic Circle 5 - 25,000 XP Any party
Circle of Laharah** - Resist Fire + 30 Neru or Sangaril
* The amount varies depending on the character.
** This Circle is in the final Chamber with the Exit Portal.
NOTE -
Despite the fact that there are 6 Raven Thrones, one is broken. This
indicates there is no Magic Circle 6.
Paper Circles
-------------
Paper Circle 1 - Teomura - Neru's Lair
Paper Circle 2 - Halassar - Library
Paper Circle 3 - Munari City - Mas Zalur's Study
Paper Circle 4 - Hopiris - Poison Mixing Room
Paper Circle 5 - Hopiris - Xaoset
Paper Circle 6 - Twilight Realm - Bibliopolis
Plant + Fertilize Seeds
-----------------------
Elixirs = + 30 bonus
DEFENCE - Rathmoss + Wardstone - Morbazan
MAGICAL DEFENCE - Scarabee + Dung Beetles - Morbazan
MAGICAL POWER - Gramarye + Aahur's Blue Dust - Morbazan
SPEED - Ubenna's Bolt + Nuntura's Spearhead - Morbazan
STRENGTH - Sinewgrass + Heart of Arxes - Maia
Poison Ingredient Locations
---------------------------
i) Paper Circle 1: Nightshade -
Lurksquid Ink - House Azure - Munari City
Water from Unnamed God - Ramuli/Sekkap's Shrine - Munari City
ii) Paper Circle 2: Poison -
Lamia Coral - Poison Mixing Room - Hopiris
Sea Wasp Venom - Poison Mixing Room - Hopiris
iii) Paper Circle 3: Asphyxia -
Asphasian Ray - Captain Nwabir - Munari City
Water from Unnamed God - Ramuli/Sekkap's Shrine - Munari City
iv) Paper Circle 4: Lunatica -
Amok's Bane - Arena - Munari City
Green Eye - Tusk Wolf - Eleh Caverns
v) Paper Circle 5: Mind Fungus -
Ataraxia - Captain Nwabir - Munari City
Brainworm - Tree Sentinel - Teomura
vi) Paper Circle 6: Deadly Venom -
Spineglass - Captain Nwabir - Munari City
Voidstone - Deceiver - Vandal's Ruins
Spirit Vellum
-------------
1st Sheet - Gribo - Arena (post Adytum of the Unseen)
2nd Sheet - Bibliopolis
3rd Sheet - Temple of the Archons
ARMOUR:
------
Vellum Cuirass
Resist Piercing + 10
Speed - 10
Defence + 10
Equipped by Maia or Taurgis
WEAPON:
------
Vellum Sword
Magic + 15
Strength + 15
Speed + 5
SLASHING
Equipped by Maia
NECKLACE:
--------
Vellum Necklace
Resist Blunt + 10
NOTE: Only possible to receive 2 of the 3 gifts.
White Lady Quest
----------------
Drawing of One - Poacher's Cave
= Red, Yellow, Blue
Drawing of Two - Top Level of Indubal
= Orange, Green, Yellow, Red
Drawing of Three - Temple of Archons
= Blue, Orange, Red, Yellow, Green
Reward - 15,000 XP + Summon Ring + 1
Note - If using the Cheat Party cannot discard Drawings.
Wyrm Quest
----------
Tongue: Songs - House Azure
= Song of Love or War*
Tooth: Luck - Miridan's Pass
= 1 Skill Point
Eye: Vigilance - Isle of Teomura
= Spells - Magic Defence + 5
Swords - Defence + 5
Egg: Wisdom - Munari City
= Insight - Intelligence + 5
Power - AP + 20
Claw: Vengeance - Temple of the Archons
= From Afar - Ilgerd's Crossbow**
Tooth and Claw - Dagger of Pain***
* Love: Heal Ring + 2
War : Glimmering Sword
Strength + 12
Speed + 5
SLASHING
Equipped by Maia
** Ilgerd's Crossbow
Magic + 25
Strength + 75
Speed - 5
PIERCING
20% chance of FREEZE (Level 10) on hit.
Equipped by Sangaril
*** Dagger of Pain
Magic + 10
Strength + 30
Speed + 5
PIERCING
30% of chance of casting DART (Level 10) on hit
Equipped by Maia or Sangaril
Wyrmlord's Treasure
-------------------
Gold Case (Lute) - Neru's Lair - Dusilla + Tuskad III
Iron Box (Twin Daggers) - Indubal - Aphra & Ertha + Sarkassan I
Wooden Case (Crossbow) - Ruins of Hopiris - Mioka + Dukhan IV
Ivory Case (Wands) - Temple of the Archons - Nula & Nara + Ezelam II
Locks
-----
1 Sarkassan I
2 Ezelam II
3 Tuskad III
4 Dukhan IV
------------------------------
9. SIDE QUEST ORDER
The following is an ideal order for completing Side Quests.
Does not include those that are story-driven or originate in Halassar
(eg. Petitioners and Court Officials).
Teomura:
-------
Beacon*
Daughters of Teomura
Poison Ingredient - Brainworm (Mind Fungus)**
Wyrms - Eye
Wyrmlord's Treasure
* Light at this stage to receive Captain Heoma's Quest in Munari City
** Paper Circle not received yet
Neru's Lair:
-----------
Daughters of Teomura - Gold Case
Paper Circle 1
Halassar:
--------
Nhuvasarim Magic Circle 1
Nhuvasarim Page
Paper Circle 2
Tome of Isaris
Miridan's Pass:
--------------
Plant + Fertilise Seeds - Wardstone
White Lady
Imperial Sepulchre:
------------------
Plant + Fertilise Seeds - Heart of Arxes
Indubal:
-------
Abos of Idor - Prison Journals
Crown of Isaris
Daughters of Teomura - Iron Box
Munari Gods - Hood of Insight
Nhuvasarim Amulet - Blue
Plant + Fertilise Seeds - Dung Beetles
Spirit Vellum
White Lady - Drawing of 2
Munari City:
-----------
Abos of Idor - Prison Journals (COMPLETED)
Captain Heoma's Beacon
Ghost Monkeys
Glandrii - God (COMPLETED) - Wyrm - Tongue*
Hawkwood's Mercenaries
Irabani Stone**
Laboratory Codes - Buoyancy + Stabilizer + Study
Marlak - Arrowheads
Mugolo - Magic Shop Licence
Munari Gods - Perfect Orange
Osoke the Guinea Pig - 1st + 2nd + 3rd Experimental Vials
Paper Circle 3
Plant + Fertilize Seeds - Aahur's Blue Dust
Plant + Fertilize Seeds - Empty Cannister
Poison Ingredient - Amok's Bane (Lunatica)
Poison Ingredient - Aphasian Ray (Asphyxia)
Poison Ingredient - Ataraxia (Mind Fungus)
Poison Ingredient - Lurksquid Ink (Nightshade)
Poison Ingredient - Spineglass (Deadly Venom)
Varaleth - Disciple
Wyrms - Egg
* Sidequest can be completed within level
** Possible to make all 3 payments within level
Hopiris:
-------
Daughters of Teomura - Wooden Case
King of Talas
Marlak - Arrowheads
Munari Gods - Cannon Shell
Mugolo - Magic Shop Licence
Osoke the Guinea Pig
Paper Circle 4 + 5
Plant + Fertilize Seeds - Quest actually received
Plant + Fertilize Seeds - Scarabee + Dung Beetles*
Poison Ingredient - Empty Vials**
Poison Ingredient - Lamia Coral (Poison)
Poison Ingredient - Sea Wasp Venom (Poison)
Varaleth - Disciple
* Return to the start of the level briefly and complete this
** Necessary to obtain the Water on an Unnamed God in Munari City
Munari City:
-----------
Marlak - Arrowheads (COMPLETED)
Mugolo - Magic Shop Licence (COMPLETED)
Osoke the Guinea Pig - 4th Experiment Vial
Poison Ingredient - Water of an Unnamed God (Asphyxia + Nightshade)
Varaleth - Disciple (COMPLETED)
Adytum of the Unseen
--------------------
No Side Quests
Munari City:
-----------
Spirit Vellum - Gribo
Teomura:
-------
Captain Heoma's Beacon (COMPLETED)
Plant + Fertilize Seeds - Lightning Shard
Miridan's Pass:
--------------
Ghost Monkeys (COMPLETED) - Wyrms - Tooth
Plant + Fertilise Seeds - Sinewgrass + Heart of Arxes
White Lady - Drawing of 1
Munari City:
-----------
Munari Gods - Lightning Shard
Plant + Fertilize Seeds - Nuntara's Spear
Teomura:
-------
Plant + Fertilize Seeds - Ubenna's Bolt + Nuntara's Spear
Indubal:
-------
Irabani Stone - Tangul/Palujl
Plant + Fertilize Seeds - Rathmoss + Wardstone
Teomura:
-------
Irabani Stone (COMPLETED)
Eleh Caverns:
------------
Crown of Isaris (COMPLETED)
Plant + Fertilize Seeds - Gramarye + Aaahur's Blue Dust
Poison Ingredient - Green Eye (Lunatica)
Munari Gods - Tusk Wolf Pelt
Munari Gods - Wolf Sagas
Nhuvasarim Magic Circle 2
Hopiris:
-------
Paper Circles 1-5 (COMPLETED)
* TREE OF ELEH AND REALM OF TWILIGHT *
Bibliopolis:
-----------
King of Talas
Laboratory Codes - Condenser
Munari Gods - Book of Gyrefish
Munari Gods - Magical Dictionary
Nhuvasarim Page
Osoke the Guinea Pig - 5th Experimental Vial
Paper Circle 6
Spirit Vellum
Summon - Obelisk
Thought Collector
White Lady - Drawing of 3
Vandal's Ruins:
--------------
Poison Ingredient - Voidstone (Deadly Venom)
Temple of Archons:*
-----------------
Use Masks for:
Daughters of Teomura - Ivory Case
Magic Circle 3
Munari Gods - Thought Collector
Nhuvasarim Amulet - Yellow
Nhuvasarim Magic Circle 3
Spirit Vellum
Summon - Dream Song
Wyrms - Claw
* Do this AFTER completing all the story quests.
Halassar:
--------
Nhuvasarim Page (COMPLETED)
Summon - Dream Song (COMPLETED)
Miridan's Pass:
--------------
Hawkwood's Mercenaries (COMPLETED)
Plant + Fertilize Seeds - Collect Sinewgrass
White Lady (COMPLETED)
Indubal:
-------
Plant + Fertilize Seeds - Collect Rathmoss
Spirit Vellum (COMPLETED)
Teomura:
-------
Daughters of Teomura - Use all 4 items (COMPLETED) -
Wyrmlord's Treasure - 4 Keys
Plant + Fertilize Seeds - Collect Ubenna's Bolt
Wyrms - Use all 5 items (COMPLETED)
Wyrmlord's Treasure - find and use all 4 keys (COMPLETED)
Eleh Caverns:
------------
Plant + Fertilise Seeds - Collect Gramarye
Hopiris:
-------
King of Talas (COMPLETED) - Munari Gods - Ohmedilosi
Paper Circle 6 (COMPLETED)
Plant + Fertilize Seeds - Collect Scarabee
Plant + Fertilize Seeds - Create Elixirs (COMPLETED)
Temple of Archons:*
-----------------
Munari Gods - Tiny Aquarium
Munari City:
-----------
Munari Gods (COMPLETED)
Osoke the Guinea Pig (COMPLETED)
Summon - Obelisk (COMPLETED)
Tome of the Nhuvasarim:
----------------------
Nhuvasarim Amulet - Red (COMPLETED)
Nhuvasarim Magic Circle 4
Tamirath Citadel:
----------------
Nhuvasarim Magic Circle 5
Tome of the Nhuvasarim:
----------------------
Nhuvasarim Magic Circles (COMPLETED)
------------------------------
10. TIPS & TRIVIA
i)
Read LORE constantly as it provides the backstory on all past
and present events.
ii)
Always collect all gold and satchels of items as soon as possible as
they will fade away if unattended for too long.
iii)
When dealing with the Merchant in the Palace, be careful not to sell
items that are usually equipped as these WILL be listed together with
other accrued items.
iv)
Use Solo Mode early in the game to stop the AI controlled characters
rushing into combat. Control one character and draw some of the monsters
back to the rest of the party to reduce the overall odds. An ideal
tactic at these times:
- Isle of Teomura - first visit.
- Greater Hopiris - first visit.
vi)
Do not neglect the HALASSAR COMBAT skill DRAIN! This skill is invaluable
against foes who need to be neutralized before they can initiate a damaging
attack (eg. Alpha Wolves, Rock Spiders, Rococros, Living Armours).
vii)
Always try spell combinations for greater results:
EMPOWER + HASTE
OMEN + DEATH
PROTECT + FAITH*
* Learn to cast FAITH just prior to foes casting spells as the attack
will regenerate character HP.
Use subtle spells such as:
CONTROL UNDEAD
DESTROY UNDEAD
ENCHANT ENERGY/FIRE/ICE
MIND SPIKE
POISON
These can be highly effective spells in areas involving mass battles
such as the Tower of the Ancient Ones, Labyrinth of Guardians and
Tome of the Nhuvasarim.
viii)
If the party leave and area for the World Map, they are automatically healed
and cured of all Status Effects when entering another area.
ix)
DO NOT skip the Pod cutscene as the Party enter the Adytum of the Unseen for
the first time as it will introduce Neru to the Party.
x)
Ichthyosis (ick-thee-o-ses) - is the name of a rare genetic skin disease.
Ichthyosis causes the skin to build up and scale. This results in extreme
dryness of the skin.
A game designer joke as it is a contradiction in terms for Glandri - an
aquatic Munari - to be the goddess of this condition.
xi)
Mask Factions - there are 15 factions in total:
- Anhedonians
- Animadverts
- Apathites
- Bizarroides
- Disciples of Cacoethes
- Dirigible Trance
- Entozoons
- Esurients
- Feralists
- Jocund Carks
- Koniologists
- Metapods
- New Cogitation
- Perduellions
- Steganographites
xiii)
Morbazan:
when ready to collect souls with the Soul Hammer also equip him temporarily
with the Speed Talisman + Speed Leggings to enable faster kills.
xiv)
Kamikaze Run:
Take a party to the Tome of the Nhuvasarim and cast DEATH WARD + HASTE
on the FASTEST member. Go into SOLO Mode and have the character race
to the Chamber of Laharah and then return. The Nhuvasarim, Furies and
Spawn will appear and cast spells. Keep moving to avoid the spells - use
Healing Potions if necessary - and return to the Entry Portal. Exit SOLO
Mode and have the party attack the monsters that follow. This will mean
fewer monsters as the party advance.
xv)
Mistakes:
The graphic for the Munari Leggings available for purchase from the Munari
Weaponsmith in Munari City is warped.
Once entering the Eleh Caverns, the player can access the terrain map which
reveals Yago's location, despite the fact that he has yet to be introduced
in the story.
In the Tree of Eleh, the TREE level is green while the SAND level is yellow.
In the Labyrinth of the Guardians, the colours are reversed.
In the Eye of the Storm Entry Hall, an attempted spell by Maia will clearly
label the enemy as "Surdama Minions", even though Surdama Kir's betrayal has
yet to be revealed.
------------------------------
11. ACKNOWLEDGEMENTS
Thanks to Upright8infinitY for the main walkthrough and Threshold RPG for
the excellent Gem Guide.