SUMMONER TACTICS GUIDE



Vol. 3.


Written by thewaynemanor - updated 2010.



-----------------------------


Table of Contents



1.      DISCLAIMER

2.      INTRODUCTION

3.      SKILL

4.      WEAPONS & INVENTORY

5.      MAXIMUM LEVELLING

6.      COMBAT TACTICS

7.      BOSS FIGHTS

8.      GAMEPLAY HINTS

9.      SIDE QUEST ORDER

10.     OMISSIONS FROM THE N. MACHER GUIDE

11.     GAME QUIRKS

12.     ACKNOWLEDGEMENTS




-----------------------------


1.      DISCLAIMER


The Tactics Guide is intended solely for use as a Companion
Edition to Nathaniel Macher's Summoner walkthrough on the
Game FAQ Site.



------------------------------



2.      INTRODUCTION


This version of the Tactics Guide features an expanded Combat
Tactics section, suggested strategies for fighting the Bosses, extra
Random Encounter and item information and a listing of miscellaneous
Quirks.

Please note that the Tactics Guide does not recap the game story or
provide a full walkthrough for Summoner. It is a support tool, and
by no means exhaustive, as there are many ways in which to play
Summoner. The methods outlined here are simply designed to maximize
players' chances of survival and their enjoyment of the game.


------------------------------



3.      SKILL


This character attribute is the key to success in Summoner.

Skills range in rank from 1 (raw novice) to 10 (absolute master). Skills
are used in combat and to perform feats. Attaining an adequate level of
competence is therefore vital, as everything from picking locks and
identifying items to casting spells and Summoning are dependent upon
Skill.

Some Skills are generic and can be developed by all characters, while
others are highly specialized and restricted to classes such as fighters
or magic users. Some rare Skills are unique to one particular character.


A character’s Skills are suited to their class, of which there are four:


1.      Cleric          (Joseph)


2.      Thief           (Flece)


3.      Magic User      (Rosalind)


4.      Fighter         (Jekhar)



Skill points are in turn distributed incrementally throughout the game:


Levels 1-6:     2 Skill Points per level


Levels 7-19:    3 Skill Points per level


Level 20 + :    2 Skill Points per Level


Allocating points to specific Skills 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 to master. A ranking of 10 in one Skill
will mean another Skill remains at a very low level.


ii)     XP requirements -

Increases exponentially once characters reach a certain level. For example,
each character needs over 2,000,000 XP to progress from Level 25 to
Level 26.





iii)    XP value -


In the last stages of the game, there are several monsters (see
Combat Tactics) that provide high XP, but divided by four 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.


Although a mind-boggling task, 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:


Joseph:         Level 71



Flece:          Level 68



Rosalind:       Level 55



Jekhar:         Level 52



As this is an unrealistic scenario for most players, the issue of what
Skills are raised to a ranking of 10 becomes all-important. Firstly,
an assessment of available Skills is required.

All Skills can be broadly grouped into two groups, being ACTIVE and PASSIVE
Skills. They will determine a character’s offensive and defensive
capabilities
in combat.


ACTIVE SKILLS:

These are all Skills the player must actively choose, and deliberately expend
Ability Points to utilize.





Physical -


AIMED ATTACK


APPRAISE


ASSESS


HEAL


HIDE


KICK


PICK LOCK


PUSH


SNEAK


TRIP


-----------------------------


Magical -



DARK -          Joseph, Flece, Rosalind


1 -     Blind

2 -     Silence

8 -     Invisibility

10 -    Death







ENERGY -        Rosalind



1 -     Light

2 -     Lightning

7 -     Empower

10 -    Power Leech



FIRE -          Joseph, Rosalind


1 -     Fire Arrow

2 -     Fireball

4 -     Meteor Storm

7 -     Wall of Fire

10 -    Inferno



HEAL -          Joseph, Jekhar, Rosalind


1 -     Heal

2 -     Cure

4 -     Regenerate

6 -     Resurrect

8 -     Vitalize

10 -    Revive



HOLY -          Joseph, Rosalind


1 -     Bless

2 -     Protect

7 -     Faith

10 -    Curse

ICE -           Rosalind


1 -     Icicle

3 -     Icy Sleep

6 -     Freeze

8 -     Blizzard

10 -    Ice Coffin



SUMMON -        Joseph



PASSIVE SKILLS:


The remaining Skills may be developed, but cannot be actively chosen
in combat, being “latent” abilities. It is still vital to raise many Skills
to high levels as this will have a positive effect on the combat formula.



AXE


BLUNT


BOW


COUNTER ATTACK*


CRITICAL HIT*


DODGE*


DOUBLE ATTACK*


HEAVY ARMS


MAGIC RESISTANCE


PARRY*


STAFF


SWORD


* Skills that may come into play during combat. It is
 the game – not the player – that determines this and the chance of success.


NOTE!           Quest Skills


These are Skills that play an important role in the game and allow character
advancement to another point in the story.


APPRAISE


ASSESS


HEAVY ARMS


PICK LOCK


The following are a series of recommended Skill Point allocations for each
character, based on the premise that each character will reach Level 24.

Note that the essential Skills for each character are ranked while the
unnecessary Skills are grouped below them.


Joseph
------



BLUNT                   10

DODGE                   7* (a)

FIRE                    7  (b)

HEAL                    8

HEAVY ARMS              9  (c)

HOLY                    7

MAGIC RESISTANCE        10


SUMMON                  1  (d)

SWORD                   9


------


AXE                     1

BOW                     1

COUNTER ATTACK          1

DARK                    1

DOUBLE ATTACK           1

PARRY                   1

PUSH                    1

STAFF                   1



(a)     DODGE = 7

Ranking boosted to 10 when Defender Kite Shield equipped.


(b)     FIRE = 7

The first four FIRE spells are sufficient. The Level 10 spell
INFERNO is not long-range and does only minimal damage.


(c)     HEAVY ARMS = 9

Needed to wield the Sword of the Summoners.


(d)     SUMMON = 1

Unfortunately, building the Skill itself becomes irrelevant in the later
stages of the game. All the SUMMON creatures are still accessible with a
Skill of 1 and the ranking can be boosted to 6 when using the Summoner
Torque or Summoner Gauntlets + Leggings to accelerate the creature's AP
recovery rate.



------------------------------




Flece
-----


APPRAISE                9*  (a)

BACKSTAB                10

DODGE                   7*

HEAVY ARMS              6

PICK LOCK               10

TRIP                    10

SWORD                   10



------


AIMED ATTACK            2

BOW                     2

COUNTER ATTACK          1

DARK                    1

HIDE                    1

KICK                    1

MAGIC RESISTANCE        1

PARRY                   1

SNEAK                   2



(a)     APPRAISE = 9

Boosted to a ranking of 10 with the Thief's Gauntlets equipped. 10 is
needed to complete the Nhuvasarim Quest.


(b)     DODGE   =  7

Ranking boosted to 10 when Defender Kite Shield equipped.



------------------------------

Rosalind
--------


BOW                     10   (a)

ENERGY                  7    (b)

FIRE                    7

HEAL                    10

HOLY                    10

ICE                     7    (c)

MAGIC RESISTANCE        7*   (d)



------


ASSESS                  2

CRITICAL HIT            1

DARK                    2

DODGE                   2

PARRY                   1

STAFF                   3

TRIP                    1


(a)     BOW = 10

There are times when Rosalind may have to fight, such as in the Caverns
when Jekhar is absent. A Skill of 10 with a Bow that has a Status
effect is very useful, especially if Rosalind expends all her AP.


(b)     ENERGY = 7

EMPOWER (ranking 7) is invaluable but POWER LEECH (10) is not the
most effective means of stopping foes.


(c)     ICE = 7

BLIZZARD (ranking 7) has a similar effect to FIRE WALL, and is highly
effective against fire-based foes. See the Combat Tactics section.
ICE COFFIN (ranking 10) is has virtually the same effect as the lower
FREEZE (ranking 6).
(d)     MAGIC RESISTANCE = 7

Ranking boosted to 10 with Magus Leggings + Boots equipped.



------------------------------



Jekhar
------


BLUNT                   10

CRITICAL HIT            10  (a)

DODGE                   7*  (b)

HEAL                    10

HEAVY ARMS              7   (c)

MAGIC RESISTANCE        10


------


AXE                     3

COUNTER ATTACK          5

DOUBLE ATTACK           1

KICK                    2

PARRY                   3

PUSH                    3

SWORD                   3



(a)     CRITICAL HIT = 10

Ranking boosted to 12 when Onslaught Ring is equipped.


(b)     DODGE = 7

Ranking boosted to 10 when Defender Kite Shield is equipped.



(c)     HEAVY ARMS = 7

A ranking of 7 provides access to the best armour and weapons.



------------------------------


NOTE!


With the exception of Joseph - who commences the game at Level 1 - the
other three characters all have an initial allocation of Skill Points. This
forced diversification of Skills is due to the fact that Flece, Rosalind
and Jekhar start at low levels - 4, 6 and 8 respectively - and a character
CANNOT raise a Skill to a ranking that exceeds their overall level.


While this is unfortunate as some of the allocated Skill Points are in
unnecessary Skill categories, it is possible to withhold allocation of
further
Skill Points, and use them at a later level when more preferable Skills
become
available. These Skill Points can accumulate and are NOT lost.


It is also possible through the use of magical items to boost a Skill
to a ranking beyond 10.


These Skills may be improved:


AIMED ATTACK

COUNTER ATTACK

CRITICAL HIT

DODGE

DOUBLE ATTACK

HIDE

KICK

PARRY

PUSH

SNEAK

TRIP




Extensive game play has revealed that boosting one of these Skills
will increase the FREQUENCY of the event, but no additional damage is
incurred if applicable. A ranking of 10 is considered the endpoint
for all other Skills.



------------------------------


4.      WEAPONS & INVENTORY


The following is a short list of the ideal weapons and inventory for each
character. Please refer to the full walkthrough for values and status
effects.


Joseph
------


Weapon:                 Debasser - until Sword of the Summoners

Shield:                 Defender Kite Shield

Chest:                  Summoner Platemail (Full Body)

Hands:                  Summoner Gauntlets

Legs:                   N/A*

Feet:                   Summoner Sabaton


Magical Items:          Battle Torque*

                       Ring of the Gods

                       Ring of Mastery



* Equip Summoner Torque and Summoner Chainmail + Leggings if needing a
 Skill bonus when using SUMMON.


------------------------------



Flece
-----


Weapon:                 Sornehan Dagger

Shield:                 Defender Kite Shield

Chest:                  Chainmail Tunic

Hands:                  Steel Gauntlets

Legs:                   Chainmail Leggings

Feet:                   Springsteel Boots


Magical Items:          Battle Torque

                       Ring of Might

                       Ring of Swiftness



------------------------------


Rosalind
--------


Weapon:                 Farslayer Bow

Shield:                 N/A

Chest:                  Mellifuous Wrappings (Full Body)

Hands:                  Magus Gauntlets

Legs:                   Magus Leggings

Feet:                   Dragon Boots


Magical Items:          Battle Torque

                       Ring of Mastery

                       Ring of Might



------------------------------



Jekhar
------


Weapon:                 Debasser

Shield:                 Defender Kite Shield

Chest:                  Hero’s Platemail (Full Body)

Hands:                  Hero’s Gauntlets

Legs:                   N/A

Feet:                   Warrior's Sabaton


Magical Items:          Battle Torque

                       Onslaught Ring

                       Ring of Swiftness


------------------------------


a)      Qualifiers


i)      The Debasser is the ideal weapon for both Joseph and Jekhar for
       several reasons:


-       The Debasser is BLUNT. Almost all foes are vulnerable to
       BLUNT.

-       Speed ratio = 1.00.

       The best swords – Dread, Drithen and Winterlong* - may do more damage
       but are too slow (Speed ratio = 0.67).

       The exception is the Sword of the Summoners, but it is not obtained
       until the final battle.

-       75 damage.


-       Can cause TRIP.


-       One-handed weapon, allowing the use of a shield.

       * If acquiring the Winterlong, it should be kept as some of the
       later monsters such as the Golems and Lichs are highly resistant to
       BLUNT, but weak against ICE.



NOTE!

The Debasser first appears in the game in an Orenian DESERT Night
Random Encounter. Kangji the Weapon Smith sells the weapon for 50,000 GP.
Two should be purchased - one for Joseph and one for Jekhar when he
rejoins the party in Wolong.


------------------------------


ii)     Equip Chest + Leg armour - specifically the Chainmail Tunic +
       Leggings - as the combined Protection Rating is superior to
       almost all the full body values.


-       Acquire this combination for Joseph,Flece and Jekhar during the
       first visit to the Saanavarah.

-       Example - When Flece begins the Tower of Eleh, she is automatically
       equipped in Springsteel Leather (Protection Rating = 30). This
       should be swapped immediately for the Chainmail Tunic + Leggings
       combination (Protection Rating = 55).

-       Joseph and Jekhar can eventually acquire full body armour with
       higher Protection Ratings, but not until the later stages of the
       game.


iii)    Magical Items – with over 70 items to choose from, there is no
"perfect"
       combination for each character. While a subjective decision, the items
       allocated to the characters are arguably the best all-round choices as
       they cater to each character’s class and maximise the chances of
SURVIVAL.



Joseph:         Large boost in HP and AP.


Flece:          Large boost in speed and some HP.


Rosalind:       Large boost in HP and AP.


Jekhar:         Large boost in speed and attacking power courtesy of
               Status Effect.



------------------------------


5.      MAXIMUM LEVELLING



By following Summoner in a linear fashion, Joseph and later the
other characters will struggle on from level to level, with even
the first major obstacle - the Lenele Sewers – being a risky.

There is a means, however, for Joseph to reach at least Level 19
BEFORE meeting Flece!

The sequence is as follows:

i)      Massad

Joseph collects as many items as possible but does NOT
engage the Orenians. Reaches Exit point at Level 1 and ONLY fights
the Barbarian - use Chains + run and HEAL if necessary.

ii)     Lenele

Find ALL random items, including the Amethyst in the Crown District
and sell.

Complete these Quests:


-       3/4 of Durgan's Lucky Charm

-       Merchant of Orenia

-       1/2 of the Encyclopedia of Heresies


Joseph should now be LEVEL 7
----------------------------

Accept this Quest:


-       Sword of Jarl


Buy & Sell at Apothecary in Old City:

-       Sell all unnecessary items

-       Buy 10 METEOR SCROLLS


iii)    World Map for Random Encounter GRASSLAND (Day)
       ----------------------------------------------

-       Kill Korel with 5 METEOR scrolls


Joseph should now be LEVEL 8
----------------------------



iv)     Lenele
       ------

-       Complete Sword of Jarl Quest

-       Sell the Reward + any other accumulated weapons

-       Visit Blacksmith and buy Shield

-       Buy Apothecary in Old City and buy ICE + LIGHTNING TOME and as many
       ICE RUNES as is possible (at least 50)

-       Visit Tanner in Old City and buy armour


Accept these Quests:

-       Beggar's Eyes

-       Salamanka's Tongue


v)      World Map for Random Encounter HILLS (Day + Night)
       --------------------------------------------------

The Khonsani stronghold, a tan mountain to the north-west of Lenele, is
the destination. There are two Random Encounters on the slopes of the
Khosani mountain:



HILLS Day:                      Fire Salamanka

                               Golems  (Brass + Iron)

Ignore the Golems and approach the real target, the Salamanka. Kill the
Salamanka with 5 ICE RUNES; retrieve Salamanka's Tongue and exit. There is
no need to return to this Encounter.


-----------------------------



HILLS Night:                    Fire Imps

                               Oni

                               Red Rokhul


The Night Encounter should be handled with care, as these are the strongest
foes to date.


NOTE!   There is a slim chance that the Fire Imp nearest to Joseph will cast
       METEOR STORM, and that the second Fire Imp nearby will NOT fly away
       but rather attack. Counter this possibility by having ample Healing
       Potions.


Once the Imp is defeated, move slowly around the edges of the area and kill
each Red Oni with ICE RUNES. There are always three per Encounter, and each
yields
between 3,000 – 8,000 XP, which can mean instant jumps in levels.


NOTE!

The Rokhul occasionally drop Amethysts, while the Fire Imps will drop
Garnets. By hoarding at least 8-10 of each gem type, the party will be able
to sell these later in Lenele, and then be able to purchase the best
weapons and inventory available on the FIRST visit to the Khosani Mountain.

Return to World Map and keep repeating the Encounter until all ICE RUNES have
been expended.


Joseph should now be at least LEVEL 13
--------------------------------------


vi)     Lenele
       ------

-       Complete Salamanka's Tongue + Beggar's Eyes

-       Re-visit Apothecary in Old City and restock on ICE items
       (at least 60 +); METEOR scrolls (15 +) and CURSE scrolls
       (at least 5 +)

-       Sell any items acquired (eg. gems, Torques)


vii)    World Map for Random Encounter HILLS (Night)
       --------------------------------------------

-       Repeat constantly until all ICE items are expended


Return to Lenele to restock if necessary and return


JOSEPH should now be LEVEL 19
-----------------------------


viii)   Lenele
       ------

Accept this Quest:


-       Ragneli's Robbers


ix)     World Map for Random Encounter GRASSLAND (Day)
       ----------------------------------------------

-       Kill Zane and Robbers*


* NOTE!


Even with Joseph at this level, his armour is still only
rudimentary and the Encounter could be potentially fatal.

Walk BEHIND Zane, draw his attack, run up the slope to higher
ground and kill Zane with several METEOR scrolls. Retrieve
Zane's Bow, cast BLESS + REGENERATE, and then carefully pick
off Zane's men from a distance with WALL OF FIRE.

DO NOT run into the middle of the group as they will all
pursue Joseph CONSTANTLY.


x)      Lenele
       ------


-       Complete Ragneli's Robbers Quest

-       Re-visit Apothecary in Old City and restock on ICE items
       (at least 60 +); METEOR scrolls (15 +) and CURSE scrolls
       (at least 5 +)

-       Meet and equip Flece



xi)     World Map for Random Encounter HILLS (Night)
       --------------------------------------------


-       Joseph should take the brunt of any damage and allow Flece to
       level passively. Continue and repeat until all ICE items are
       expended.


FLECE should be at least LEVEL 12
---------------------------------


xii)    Lenele Sewers + Palace
       ----------------------


xiii)   Iona
       ----
-       Meet Rosalind but DO NOT enter the Catacombs


xiv)    Lenele
       ------

-       Equip Rosalind

-       Sell any items acquired (eg. gems, Torques)

-       Re-visit Apothecary in Old City and restock on ICE items
       (at least 60 +) and CURSE scrolls (at least 10 +)


xv)     World Map for Random Encounter HILLS (Night)
       --------------------------------------------

-       Continue to kill Red Oni until Flece and Rosalind are
       Level 19


THEN CONTINUE STORY
-------------------


Final Notes:


Random Encounters
-----------------


Early Random Encounters can be quite problematic for Joseph, and
should be avoided until he is accompanied by other Party members.

The FOREST Night Encounter is the best example, as it places Joseph
and any other party members present in the middle of a clearing with
a Fire Imp and three fast-moving Bone Servants about to attack.

To avoid this particular Encounter avoid the heavily shaded green
areas which signify FOREST, and only travel once strong enough to
handle what in all likelihood will be a GRASSLAND Random Encounter.


These are:


GRASSLAND Day:          Bacites (Brown and Green)



GRASSLAND Night:        Bone  Knight

                       Bone Mages

                       Bone Servants


To actually ESCAPE an Encounter control the lead character and have
them RUN to the yellow line marking the boundary of the map, as this
will render it null and void and place the characters back on the
World Map. Note that if a SUMMON monster does this then Joseph will
appear on the World Map.

Alternatively, the SAVE + RELOAD option (see GAMEPLAY HINTS)
can be used.


Masaad (2nd Visit)
------------------


Possible at any time, although is Joseph is still in SOLO mode it is
recommended not to return until at least Level 12.

On returning to Masaad the Orenians will be present in greater numbers
with superior weapons such as battleaxes and bows.


Remember:

-       Take special care with Archers as if in range an arrow hit can
       have the effect of SLOW and hamper an escape.

-       NOTE!

       Ensure Party members have weapons DRAWN at all times, as if
       struck while they will STOP and draw weapons automatically, which
       will slow an attack/escape.

-       Don’t overlook the three Barbarians at the west wall at the far end of
       Masaad.

-       Keep all weapons dropped by foes as they can be sold in Lenele. Also
       refer to the OMISSIONS FROM THE N. MACHER GUIDE section for extra
items.

* Masaad remains a possible destination until the story moves to the Tower of
 Eleh in Orenia. Masaad disappears from the World Map post-Orenia.



Maximum Levelling post-Orenia
-----------------------------

There are three locations that are occupied by high XP-yielding monsters:


FOREST Night            Stone Statues:          4 - 8,500 XP

Ikaemos                 Onyx Gargoyles:         7,500 XP


                       Stone Statues:          4 - 8,500 XP



Iona                    Bone Kings*:            5 - 7,900 XP


                       Liches :                4 - 7,500 XP



Note: Ikaemos and Iona may be revisited after defeating the Demons.


* The Bone King drops can be very generous, including the Battle Torque,
 Debasser and Shadow Platemail.



------------------------------



6.      COMBAT TACTICS


i)      CHAINS

The Chains available to each character listed in the order learnt:


Joseph
------

Added Blow

Push

Mind Drain

Life Leech

Confusion

Revitalize

Burn Hands

Desperation

Stamina Attack

Silence



------------------------------


Flece
-----

Kick

Mug

Trip

Leg Swipe

Arm Slice

Blind Stab

Desperation

Stamina Attack

Silence


------------------------------


Rosalind
--------


Bless

Revitalize

Prayer

Confusion

Stamina Attack

Mind Drain

Shocking Grasp

Burn Hands

Icy Touch


------------------------------


Jekhar
------


Kick

Axespin

Earthshaker

Mend

Steelskin

Overpower

Desperation

Sacrifice

Life Leech



ii)     OFFENSIVE/DEFENSIVE FACTORS

There are both combat bonuses and penalties that apply depending on
the circumstances. These are indicated by the blue percentage figures
that appear as a character attacks OR is attacked in turn.


Height -        +/- :   15-50% depending on degree of elevation


Behind -        +/- :   9-15%


Blinded -       +/- :   25%


iii)    PROTECT + FAITH

Use constantly. Vital during the maximum levelling process as the
armour available at this stage of the game is very weak. VITALISE - a
good support spell to be used when some of the characters start taking
damage.


iv)     CURSE + EMPOWER

CURSE will weaken foes and they will take more damage as a result, which
enables an EMPOWERED party member to inflict double damage. Damage will
be quadrupled if used on Jekhar who then scores a successful CRITICAL HIT.
A good strategy against the Four Riders.


v)      TRIP + BACKSTAB

Flece should use this combination as much as is possible. With these Skills,
Flece can defeat most foes - including Bosses - very quickly.
Note that if Flece is attacked whilst using these Skills the combination may
be interrupted.


vi)     FREEZE + BACKSTAB

With Rosalind and Flece working in tandem this can mean instant kills.


vii)    FIRE WALL & BLIZZARD

Use on strong stationary foes whenever possible. A slow but still
guaranteed kill. A good tactic to adopt during the first visit to the
Caverns of Wolong as the party will be missing Jekhar.


viii)   DARK

Avoid investing large amounts of Skill points in this spell discipline.
There are only four spells to be gained instead of the usual five, and
the last two are very erratic.

INVISIBILITY is too unpredictable as enemies invariably detect the
characters, and can also be obtained via potions and scrolls. DEATH only
works around 1 in 20 times.

BLIND and SILENCE, however, can be learnt quickly and are helpful in combat.


ix)     SCROLLS & TOMES

Invaluable as the spells have been pre-cast and stored.
This means the spells are available for use instantly. For example, if
Rosalind is being attacked by an archer, she does not have to try and cast
the spell and risk interruption. The desired scroll or tome simply has to
be selected from the Inventory and the spell will be cast immediately as
soon as returning to gameplay.


x)      ICE COFFIN

If used in Scroll form, this spell will almost always work.
Purchasing multiple Scrolls is recommended as this is a very effective way
of reducing the odds in large battles.


xi)     TEARS OF USAMAN


DO NOT waste this potion on the journey up the Platforms of Wolong. Joseph,
Flece and Rosalind are more than capable of defeating the Orenian soldiers.
The potion can be a great asset at crucial times such as when Jekhar and
Rosalind must complete their mission in Lenele or when fighting Machival.


xii)    FLECE POST-ORENIA

Ensure that Flece has access to a superior EDGED weapon, as many of the later
foes such as Golems, Lichs and some Bosses (eg. Titus) are immune to
PIERCING.
Unfortunately, Flece does not have the BLUNT Skill
xiii)   SUMMON


1st set of Rings:


Ring:   DARKNESS


BLACKFIRE ELEMENTAL

Ring Power:     0


AP to Summon:   10


HP:             97


CHAINS:         Up      BLINDNESS STAB

               Down    LEG SWIPE

               Left    BURNING HANDS

               Right   SILENCE



SKILLS:         AIMED ATTACK            4

               DODGE                   2

               PARRY                   2



SPELLS:         BLIND

               DARK WALL

               FIRE WALL



Ring:   LIGHT


MIST ELEMENTAL



Ring Power:     0


AP to Summon:   10


HP:             146



CHAINS:         Up      SHOCKING GRASP

               Down    PRAYER

               Left    MEND

               Right   BLINDNESS STAB


SKILLS:         WEAPONS - HAND TO HAND  4


SPELLS:         LIGHT


               LIGHTNING








Ring:   FIRE


RED MINOTAUR



Ring Power:     0


AP to Summon:   15


HP:             97



CHAINS:         Up      BURNING HANDS

               Down    TRIP

               Left    ADDED BLOW

               Right   AXE SPIN



SKILLS:         DODGE                   3

               DOUBLE ATTACK           6

               PARRY                   3

               TRIP                    4


SPELLS:         N/A



Ring:           STONE


GOLEM


Ring Power:     0


AP to Summon:   15


HP:             48




CHAINS:         Up      OVERPOWER

               Down    EARTH SHAKER

               Left    DESPERATION

               Right   ADDED BLOW


SKILLS:         PARRY                   4


SPELLS:         N/A



2nd set of Elemental Rings:



Ring:   FIRE


BLOOD ELEMENTAL



Ring Power:     60,000


AP to Summon:   30


HP:             195



CHAINS:         Up      LIFE LEECH

               Down    MIND DRAIN

               Left    DESPERATION

               Right   SACRIFICE



SKILLS:         WEAPONS - HAND TO HAND   4


SPELLS:         FIREBALL


               WALL OF FIRE


Ring:   LIGHT


WRAITH


Ring Power:     60,000


AP to Summon:   30

]
HP:             244



CHAINS:         Up      LIFE LEECH

               Down    MIND DRAIN

               Left    SILENCE

               Right   ICY TOUCH



SKILLS:         DODGE                   7

               PARRY                   7



SPELLS:         BLIND

               LIFE DRAIN

               LIGHT

               LIGHTNING

               SILENCE



Ring:   STONE


BLADE OF URATH



Ring Power:     60,000


AP to Summon:   25


HP:             244


CHAINS:         Up      ADDED BLOW

               Down    LIFE LEECH

               Left    DESPERATION

               Right   SACRIFICE



SKILLS:         CRITICAL HIT            10

               DOUBLE ATTACK           10


SPELLS:         N/A



Ring:   DARKNESS



SPIRIT OF LAHARAH*



Ring Power:     N/A


AP to Summon:   50


HP:             390



CHAINS:         N/A


KILLS:          COUNTER ATTACK          6

               DODGE                   6

               PARRY                   6


SPELLS:         N/A



* Note that this Summon is only available if the Tome of the
 Nhuvasarim Side Quest is completed.


The Dragon Rings:



Ring:   WATER



i) BLUE IMP



Ring Power:     0


AP to Summon:   15


HP:             146



CHAINS:         Up      MEND

               Down    MUG

               Left    ICY TOUCH

               Right   REVITALISE


SKILLS:         DODGE                   7



SPELLS:         HEAL

               CURE

               REGENERATE

               VITALISE

               ICICLE

               FREEZE

               BLIZZARD

               ICE COFFIN

               BLUE IMP SLEEP




ii) DRAGON OF WATER
Ring Power:     60,000


AP to Summon:   50


Power:          HEAL



Ring:   FOUR WINDS



i) CELESTIAL SAMURAI



Ring Power:     0


AP to Summon:   30


HP:             244



CHAINS:         Up              ADDED BLOW

               Down            OVERPOWER

               Left            BLESS

               Right           REVITALISE



SKILLS:         COUNTER ATTACK          8

               CRITICAL HIT            8

               DODGE                   6

               DOUBLE ATTACK           8

               PARRY                   6



SPELLS:         N/A



ii) DRAGON OF THE FOUR WINDS



Ring Power:     60,000


AP to Summon:   30


Power:          Damages foes



Ring:   FOREST



i) POISON ELEMENTAL



Ring Power:     0


AP to Summon:   20


HP:             146



CHAINS:         Up              LIFE LEECH

               Down            TRIP

               Left            MIND DRAIN

               Right           DESPERATION



SKILLS:         TRIP                    10



SPELLS:         POISON



ii) DRAGON OF THE FOREST



Ring Power:     60,000


AP to Summon:   30


Power:          Damages foes



Ring:   JADE



i) JADE GOLEM



Ring Power:     0


AP to Summon:   14


HP:             292



CHAINS:         Up              ADDED BLOW

               Down            STEELSKIN

               Left            OVERPOWER

               Right           PRAYER



SKILLS:         COUNTER ATTACK          8

               PARRY                   8



SPELLS:         JADE BEAM



ii) JADE DRAGON



Ring Power:     60,000


AP to Summon:   30


Power:          Damages foes




------------------------------



Suggested use of Rings:



Medeva -                1st set of Elemental Rings*

Orenia -                N/A

Changed Medeva -        2nd set of Elemental Rings + Dragon Rings


* While the 1st set of Summons become available in the later stages of
Changed
 Medeva, they are too weak to fight the more powerful foes.

To maximize the effectiveness of a Summon, cast BLESS, FAITH + EMPOWER on
the creature.


Suggested use for each Summon:


Blackfire Elemental -   DARKWALL. Status effects BLIND + SILENCE on foes


Mist Elemental -        LIGHTNING


Golem -                 EARTHSHAKER


Red Minotaur -          TRIP


Blue Imp -              All spells


Celestial Samurai -     CHAIN ADDED BLOW


Poison Elemental -      TRIP + POISON


Jade Golem* -           Physical + JADE BEAM


Blood Elemental -       Physical + WALL OF FIRE


Wraith -                BLIND or SILENCE


Blade of Urath -        CHAIN ADDED BLOW.
                       Devastating if able to chain attack together.


Spirit of Laharah -     Attack foes from behind


Dragon of Water -       No choice of action. HEAL or RESURRECT
                       cast on party if needed.


Dragon of Four Winds -  No choice of action. Damage to foes.
                       Can be used for an instant kill on the
                       Arch-Lich Mortankas


Dragon of Forest -      No choice of action. Damage to foes.


Dragon of Jade -        No choice of action. Damage to foes.


* The Jade Golem deserves a special mention as it is the most powerful
 Summon in the game:


-       Attack is BLUNT

-       Can use CHAIN attacks

-       Use of the Jade Beam, which will affect ALL foes

-       Cannot be knocked down


------------------------------


NOTE!

Contrary to what the Game Manual states, Joseph does NOT lose any HP
permanently if a Summoned creature is killed.


------------------------------


7.      BOSS TACTICS


i)      Masaad - Barbarian:


Joseph should be level 4. Chain until defeated.
If knocked down, run, dodge and HEAL, before repeating.


ii)     Zane + five Bandits - Random Encounter:

An optional encounter, but potentially challenging as all foes are Level
15. Stand as close to Zane as possible, and when he attacks control Flece
and use TRIP + BACKSTAB. Then fight Zane's men 1-2 at a time with Joseph
also casting METEOR SWARM.


iii)    Salamanka - Random Encounter

Prior to seeking the Salamanka, purchase the ICICLE TRACT from the Apothecary
in the Old City that provides this Quest. Control Joseph and from a safe
distance quickly cast the spell four times for an instant kill.


iv)     Lenele Sewers - Iron Golem + Two Brass Golems:

A levelled Joseph should defeat all three quickly with METEOR STORM.
Ignore the giant Tentacles.


v)      Catacombs of Iona - Carados + Two Bone Mages:

Flece should use BACKSTAB + TRIP on Carados while Rosalind uses METEOR
SWARM to defeat the Bone Mages.


vi)     World Map - Ghost Rider + Bone Mage & Bone Servant:


Control Rosalind as the Rider will ALWAYS target her. Have Rosalind run from
the Rider while Joseph and Flece defeat the Bone Mage and Bone Servant. Have
Rosalind continually cast METEOR STORM from a Scroll or Book until the Rider
is defeated.


vii)    Fire Pit - Giant Salamanka:


Control Rosalind and enter SOLO Mode immediately. Move the rest of the Party
to a secure corner of the room away from the Salamanka. Cast PROTECT + FAITH.
Cast BLIZZARD under the Salamanka until the cut scene plays and it moves back
into the lava. Repeat twice to defeat.


viii)   World Map - Phoenix Rider:

The Rider will not attack immediately, so control Rosalind and cast PROTECT
+ FAITH, followed by EMPOWER on Jekhar and then ICICLE. Once the Rider
dismounts VITALISE may be crucial as the Rider can use INFERNO to knock a
Party member down. If the Rider casts WALL OF FIRE across the characters at
any point, control Rosalind, enter SOLO mode and pull the entire Party
back until the spell ends.

As this Rider can regenerate to full health and attack again, Flece should
use TRIP + BACKSTAB for a quick win. Ensure that Rosalind stays out of range
of the Rider's bow as she will be targeted as the main threat.



ix)     Ikaemos - The Priest-King:

Alternate between Flece and Rosalind. Flece should use TRIP to keep the
Priest-King off balance, while Rosalind attacks with ICICLE as the King is
weak against ICE. CURE can be used by any spell-caster to reverse the
petrification Status Effect.


x)      World Map - Serpent Rider:

Control the character the Rider targets and run. If possible control Rosalind
and cast support spells, including CURE when the Rider uses a Status attack.
Cast METEOR STORM as a spell or from a scroll as many times as possible. Once
the Rider dismounts control Flece and use TRIP + BACKSTAB.


xi)     Temple of Urath - Tiger Rider:

Move back into the passageway out of the Tiger Rider's range and control
Joseph and cast PROTECT + FAITH. Move back into the open area and cast METEOR
STORM as a spell or from a scroll ontinously. Keep Joseph moving and cast
CURE On Flece when necessary to reverse Status Effects. Once the Rider
dismounts, control Flece and use TRIP + BACKSTAB to win.


xii)    Wolong - General Pijian + 3 Orenian Soldiers:


Control Joseph and Summon the Blue Imp BEHIND the enemy as they rush forward.
Then control Rosalind and have her retreat and cast PROTECT, then move in and
cast CURSE. Ensure that Pijian attacks either Joseph or Flece, and not
Rosalind. Control Flece and defeat 1-2 Orenians with TRIP + BACKSTAB. Control
the Blue Imp and cast VITALISE at this stage. Switch back to Flece to finish
the last Orenian if not already killed, then use TRIP + BACKSTAB to defeat
Pijian. Be sure to kill all Orenian soldiers first as a cut scene is
triggered once Pijian is killed.


xiii)   Caverns of Wolong - Azha the Archlich:


Not technically a Boss as it is optional as to whether you wish to fight him.
There are three ways to defeat Azha:


i)      DEATH - DARK spell will kill Azha outright.

ii)     POISON - the Katar itself will do no damage, but the Status Effect
       will ultimately kill Azha.

iii)    IMPALMENT –

as the party move up a slope to first encounter Azha, they will pass a
switch. Move the party back BEHIND this switch, with one character ready to
use it. Switch to SOLO mode and have one character move back up the slope and
attack Azha.
Lure Azha down the slope, and as soon as the character is behind the switch,
have the other character use it. The floor spikes will kill Azha instantly.

xiv)    Liangshan Forest - Phoenix Rider + Serpent Rider:


Control Rosalind and run back from the fight, and cast PROTECT + FAITH and
then VITALISE if needed. Cast CURE on any character affected by the
Serpent Rider's Status Effects. Be sure to move the characters away when a
Rider is defeated, as a Rider's last act is to cast FIREBALL. Control Flece
and use TRIP + BACKSTAB to finish the Phoenix Rider if necessary.
Again, avoid the FIREBALL.


xv)     Liangshan Forest - General Wentao + Orenian Force:
                           Elite Samurai (5), Mages (3), Soldiers (2)

SAVE prior to this battle. Control Rosalind and cast PROTECT + FAITH, then
EMPOWER on Jekhar. Advance the party and kill each wave as quickly as
possible. Control Flece and use TRIP + BACKSTAB for quick wins. Control
Rosalind and cast VITALISE if needed.

NOTE!

General Wentao drops his weapon - the Kishin Impaler - 50% of the time. Reset
to obtain the drop if necessary and equip on Flece.


xvi)    Jade Temple - Ghost Rider + Tiger Rider:

Control Rosalind and move her out of range of the Riders and cast PROTECT +
FAITH, then EMPOWER on Jekhar. Use VITALISE if need be, but also be ready to
cast REVIVE if the Ghost Rider scores a killing blow, which can happen
occasionally. Control
Flece and use TRIP + BACKSTAB on the Riders as soon as is possible.


xvii)   Jade Temple - Murod (Murod + Murod Oni):


Control Rosalind and cast PROTECT then EMPOWER on Joseph. Be ready to cast
CURE if Murod uses FREEZE on a party member. Cast VITALISE if needed.

Once Murod assumes Oni form, control the character Murod targets and run,
leading Murod back into the path of the other characters. USE POTIONS TO
RESTORE HEALTH IMMEDIATELY as Murod's attacks in this form are very damaging.
If all party members' HP are high, control FLECE and use BACKSTAB repeatedly
until Murod Oni is defeated.


xviii)  Lenele Palace - Sornehan + Galienne:


Sornehan is invulnerable to physical attacks, while Galienne is invulnerable
to spells.

Control Rosalind and get some distance from the fight. Allow both Sornehan
and Galienne to attack Jekhar. Cast PROTECT + FAITH, then EMPOWER followed by
HEAL on Jekhar. Control Jekhar and attack Galienne. Jekhar will defeat her
quickly with physical attacks.

Control Rosalind and cast HEAL on Jekhar if needed, then switch back to
Jekhar and attack Sornehan. Switch back again to Rosalind and cast METEOR
STORM on Sornehan repeatedly. Sornehan will be distracted by Jekhar and being
unable to reach Rosalind be defeated in short order.


xix)    Fire Pit - Pyrul:

Control Rosalind move away from Pyrul. Cast PROTECT + FAITH, followed by
EMPOWER on Jekhar. Control any character caught in a WALL OF FIRE and move
them off to the side of Pyrul. Control Rosalind and cast VITALISE, which will
probably be needed at least twice. If possible, control FLECE and use
BACKSTAB constantly.


xx)     Iona Library - Luminar:

An advantage here is that Luminar will wait for the party to descend
the stairs before attacking. Control Joseph or Rosalind and cast
PROTECT + FAITH on the party. Control Rosalind and cast EMPOWER on
Jekhar. Control Joseph and SUMMON the Jade Golem. Then descend the
stairs and fan out, keeping Rosalind at the rear to cast VITALISE
if needed. Control the Jade Golem and use JADE BEAM constantly.
Switch to Flece for BACKSTAB when possible, and back to Rosalind for
VITALISE again as needed.



xxi)    Ikaemos - Titus :


Control Rosalind and move away from Titus. Cast PROTECT, and then EMPOWER on
Jekhar. Control Joseph and SUMMON the Jade Golem, and use the JADE BEAM.
Switch back to Rosalind to cast VITALISE and METEOR SWARM until Titus is
defeated.


xxii)   ICE Night - Mortankas:

Ensure that all Ice Witches and Burning/Frozen Bone Knights are defeated
before approaching Mortankas. Control Rosalind and cast PROTECT + FAITH. Then
switch to Joseph and SUMMON the Jade Golem. Control Rosalind again and cast
EMPOWER on the Jade Golem. Have the party attack Mortankas and distract him,
then control the Jade Golem and constantly cast JADE BEAM until Mortankas is
defeated.

It is apparently also possible to defeat Mortankas with the Dragon of Four
Winds, although it is difficult to aim the Dragon's Breath attack.

Finally, also remember that there is an Ice Witch and several Frozen Bone
Knights on the far side of the bridge that may join the battle.


xxiii)  The Underworld - The Four Riders :


The hardest battle of the game. The game should be saved just prior to
Gesualdo sending the party to the Underworld. What makes this difficult is
that against all four Riders the party must make fast decisions.
Control Rosalind and cast PROTECT, then EMPOWER Jekhar. If possible, switch
to Flece and quickly run at the Phoenix Rider, who always hangs back to use
his bow. Use TRIP + BACKSTAB. If lucky, the Ghost Rider may have followed
Flece and the same strategy can be applied. Then switch back to Rosalind to
cast VITALISE and CURE if needed. Control Flece and have her assist against
the Serpent Rider with BACKSTAB. If possessing any helpful scrolls or tomes,
this is the perfect time to use them as this battle is FAST.


Suggested order for defeating the Four Riders:


-       Phoenix first to prevent Bow use

-       Serpent second to stop the Status Effects

-       Tiger third to prevent PARALYSE and heavy damage attacks

-       Ghost last

The Riders' will once again cast FIREBALL and drop their items when they are
defeated. Quickly pick up the items as once the last Rider falls the party
are immediately drawn back to their original location.


xiv)    Temple of Urath - Machival :


A three part battle as Machival attacks as an evil version of Urath, then
Joseph and finally in Demon form.


Evil Urath:

Control Rosalind and cast PROTECT + FAITH. Have the party attack until
Evil Urath retreats to an upper balcony. Controlling Jekhar, use the
TEARS OF USAMAN to become invisible, and switching to SOLO mode pursue
Evil Urath. By doing this, Jekhar avoids the Sornehan Knights and can
attack Evil Urath quickly. After taking some damage, Evil Urath will
retreat to the Altar once more where SOLO mode should be disengaged
and Jekhar should join in the attack.

Control Rosalind and continually cast LIGHTNING - as Machival is the
Demon of Darkness he is vulnerable to this spell. Evil Urath will soon
repeat the same tactic and fly to a balcony once taking too much damage.
Repeat the strategy once more as there are three doses of the TEARS OF
USAMAN, and Evil Urath will be defeated in the next round at the Altar.

Have Joseph, Rosalind or Jekhar cast REVIVE should Evil Urath successfully
use his Dark Scythe for a fatal blow on a character.



Evil Joseph:


Control Rosalind and cast PROTECT + VITALISE. Control Flece and constantly
use TRIP + BACKSTAB on Evil Joseph. Jekhar will engage any summoned monsters.
Control Rosalind and cast VITALISE to sustain the characters if Evil Joseph
knocks them down.


Machival:


Control Rosalind and cast PROTECT + FAITH, and VITALISE when needed. Control
Joseph and pick up the item dropped by Evil Joseph - the Sword of the
Summoners (Control Flece and PICK LOCK first if necessary). Control Joseph
and attack Machival from behind with the Sword of the Summoners. Have Joseph,
Rosalind or Jekhar cast REVIVE should Machival uses his Dark Breath for a
fatal attack on a character. Constant attacks with Joseph's new weapon will
defeat Machival quickly.



------------------------------


8.      GAMEPLAY HINTS


a)      Pressing R3 centres the camera behind the character being
       controlled.

b)      Pressing L3 + R3 provides camera options. AUTO offers the
       best view of the landscape.

c)      To cue through instructions keep the X button depressed.

d)      Use the World Map in Directory when travelling from location
       to location to orient the Party.

e)      Save + Reload on World Map

This technique can be used to avoid Random Encounters or alternatively
assist when trying for a special Random Encounter. An ideal time to use
this tactic is when Joseph; Flece and Rosalind are returning from Iona.
Once the mandatory Encounter with the Undead Rider occurs, reload the
game and keep moving to Lenele. The Encounter will now be "postponed"
until leaving Lenele, by which time Jekhar will have joined the Party.


f)      Gaining a level restores all HP + AP and nullifies any Status
       effects.


g)      Double team foes with spells by controlling Joseph and casting,
       then immediately switch to Rosalind and repeat. Using FIRE
       ARROW in this fashion against early foes is very effective.


h)      History, Politics and Religion - to fully understand the world
       of Summoner, speak with the Hierophant of Urath in the Temple
       and the Nobles on the ground floor of the Palace.


i)      Visit the Apothecary in the Old City


This should be the first stop in the Old City. Purchase as many offensive
FIRE + ICE spells as is possible from the Apothecary for use against foes.
Use FIRE spells against foes such as Golems; Humans and Undead. Use ICE
spells against the stronger foes such as Fire Imps; Oni; Rokhul and Red
Bacites.


j)      To make multiple purchases or sales of the same item keep the
       X button depressed.

k)      Find Yago


Flece must visit all the rooms on Yago’s floor BEFORE entering his room,
as all items disappear once the cutscene is triggered.


l)      The Amulet of Yon


Flece must give the Amulet to Drego BEFORE leaving for Iona, as once the
cutscene for Iona is triggered, a different scenario comes into effect and
the Amulet will be worthless.


m)      The Fire and Stone Rings


NOTE!


While the order in which the Rings are obtained is not important, the act
of entering the second Ring location to fight the Boss - be it the Fire Pit
of the Giant Salamanka or the Priest King’s Chamber in Ikaemos - will shift
game chronology.

This means that once the party return to Lenele it will be the start of the
Night level, and access to the Palace and Old City are GONE, the former
temporarily and the latter forever.

In real terms it means that any unfulfilled side quests pertaining to inner
Lenele (this excludes the Lenele Outskirts) will not be able to be completed.

Two quests in particular are effected by this change, being:


-       The Lord Chamberlain's Men

-       The Infestation



The recommended order of travel is:


i)      Saanarvarah:

finish the level + upgrade all weapons/equipment


ii)     Ikaemos:

collect Bacite Tails + Gargoyle Blood* but DO NOT access the inner chamber of
the stone Priest-King. A suggested tactic is to enter the Upper Level of
Ikaemos, acquire the Ghost of Ikaemos Quest, exit to collect the item, return
and finish the Quest and finally exit again. By making several trips in and
out the Gargoyles will respawn - which provides several opportunities for the
Party to collect the necessary 6 drams of Gargoyle blood.

* DO NOT collect more than 6 drams of Gargoyle Blood as anything in excess of
this will remain in the Inventory.


iii)    Lenele: complete the Quests and use Shopping Checklist.


iv)     Ikaemos: to finish the level and advance the story.

By completing the tasks in this order, the Party will then be strong enough
to face the Serpent Rider, a mandatory encounter post-Ikaemos. Without the
armour upgrades possible in Saanarvarah, the Serpent Rider's Status attacks
can be quite
damaging.

Note that Iona remains unchanged if wishing to visit AFTER obtaining the
Rings but BEFORE returning to Lenele.


n)      Wolong Caverns


What follows is a clear, concise description of the right path through the
Maze.


Starting Point:         Balis the Lich


There are two passages beyond a short dead end on the right that leads to the
underground river.

Take the RIGHT passage then hard RIGHT into another. Hug the RIGHT wall and
come to a giant stalagmite in the corner.

Beyond the stalagmite is an opening. Walk through into a crossroads.

From the crossroads take the FIRST passage on the RIGHT marked by a luminous
plant. The path slopes up and narrows, then twists sharply to the RIGHT and
up a slope to the water's edge.

Immediately on the LEFT is the elevated corridor of stone that by a
descending path leads to the other side of the river.



To advance the Fate of Rhuka Quest, visit Tiansi:


Starting Point: Balis the Lich


Take the LEFT passage and hug the LEFT wall.

Follow it until it opens into a small cavern with an underground pool. Tiansi
is standing at the far end of the pool. A Blue Minotaur also patrols the far
end of the cavern.

It is still recommended that the party thoroughly explore the entire Caverns
and kill all foes as the dropped items are very useful. Refer to the Enemy
Drops section in the main walkthrough.


Rosalind should use the spell LIGHT in darkened areas as it can reveal
obscured passages and hidden switches.


Eating the plant the Tail of the Rokhul cures the CURSE placed on the Party
as they passed through the pillars.


o)      If the Party avoid being poisoned in the Forest of Liangshan, they
will
       still need to speak with the Guardian of the Shrine to clear this from
       the dialogue box so that the query regarding the two pieces of tree
bark
       appears (Pursued By Death Quest).


p)      Once Wolong has been liberated, purchase multiple FIRE, ICE and
       INVISIBILITY scrolls and potions such as Drithen's Brew (EMPOWER) for
the
       later Rosalind + Jekhar mission in Lenele.


q)      Rosalind and Jekhar - Lenele Mission:


They can finish the Durgan's Earring Quest - advisable as Jekhar will still
be levelling up (100,000 XP is the final reward).

DO NOT rush into any new areas - particularly the Crown District. Keep
PROTECT + FAITH cast at all times.

Pick off individual opponents with WALL OF FIRE or BLIZZARD.

Liches - particularly vulnerable to ICY SLEEP





NOTE!

Beware of the Black Knights' special attack SLEEP. It is advisable to kill
these foes from a distance with WALL OF FIRE or BLIZZARD.


When fighting strong groups such as Onyx Gargoyles or multiple Undead, cast
EMPOWER on Jekhar, followed by CURSE then METEOR STORM.



-----------------------------


9.      SIDE QUEST ORDER


There are three distinct sets of Side Quests that can only be completed
during
certain stages of the game. These are stages are:



i)      Medeva

ii)     Orenia

iii)    Changed Medeva



Medeva
------


i)      Masaad: Receive Aesik's Sword


ii)     Lenele:


(Outskirts):

       Receive Durgan's Lucky Charm

       Receive and complete Crazy Iven


NOTE!   DO NOT accept Ragneli's Robbers yet as Joseph is not strong enough


(Old City):

Receive and complete Merchant of Orenia

Receive Beggar's Eyes


Receive Rag Doll

Receive and advance Shards of the Ghimaadi

Receive Salamanka's Tongue

Receive Infestation

NOTE!   This Side Quest is ongoing and does not actually
       finish. It is unavailable once Joseph acquires the
       first set of four rings.

Receive Salt Smugglers

Advance Durgan's Lucky Charm


(Market Place):

Complete Aesik's Sword

Receive Sword of Jarl

Receive Cerval's Game

Advance Durgan's Lucky Charm


(Crown District):

Advance Durgan's Lucky Charm

Receive Pomporo's Heirloom

Receive Encyclopedia of Heresies


(Temple of Urath):

Advance Shards of the Ghimaadi

Receive Elodach the Initiate


(Marketplace):

Advance Encyclopedia of Heresies

Advance Elodach the Initiate*


NOTE!   Requires two return trips to the Temple of Urath
       and a final visit to Marketplace

(Crown District):

Advance Encyclopedia of Heresies


iii)    World Map: Advance Sword of Jarl


iv)     Lenele:


(Marketplace):

Complete Sword of Jarl

(Palace):

Advance STORY (ONLY meet Flece)


v)      Masaad


* Return visits to Masaad for maximum leveling (with Flece)


vi)     World Map:

HILLS (Day) to advance Salamanka's Tongue


NOTE!   Return visits to HILLS (Night) for maximum levelling


vii)    Lenele:

(Lenele Outskirts):


Receive Ragneli's Robbers


(Old City):


Complete Salamanka's Tongue

Complete Beggar's Eyes

Advance STORY


(Sewers):

Advance Infestation

Advance Shards of the Ghimaadi

Advance Pomporo's Heirloom

Advance Rag Doll

Advance Salt Smugglers

Advance Cerval's Game


(Palace):

Advance Amulet of Prince Yon

Advance STORY


(Temple of Urath):

Advance STORY


(Crown District):

Complete Pomporo's Heirloom


(Marketplace):

Complete Cerval's Game


(Old City):


Complete Rag Doll

Complete Salt Smugglers

Advance Infestation


(Outskirts):

Advance Amulet of Yon


viii)   World Map:

GRASSLANDS (Day) to advance Ragneli's Robbers


ix)     Iona:

Receive and complete Novice Sama

Receive Miala of the Iomani

Receive Qelah of the Muthavi


Receive Tome of Gahnis

Receive Wid the Terrified

Receive Tathal the Wanderer

Advance Elodach the Initiate

Advance Encyclopedia of Heresies

Advance STORY (ONLY meet Rosalind)


x)      World Map:

* Return visits to HILLS (Night) for maximum levelling


xi)     Lenele:

(Lenele Outskirts):

Advance Qelah of the Muthavi

Complete Amulet of Yon

Complete Ragneli's Robbers


(Crown District):


Complete Encyclopedia of Heresies


(Temple of Urath):


Complete Elodach the Initiate

Advance Miala of the Iomani


xii)    Iona:


Complete Qelah of the Muthavi

Complete Miala of the Iomani

Advance Shards of the Ghimaadi

Advance and complete Wid the Terrified



xiii)   World Map:


Advance STORY



xiv)    Lenele:

(Marketplace):


Receive Torvah's Magic Lute*

* It is possible to have already found this item in the FOREST (Night)
Encounter


(Old City):


Complete Shards of the Ghimaadi


(Crown District):


Receive Lord Chamberlain's Men


(Palace):


Advance Lord Chamberlain's Men

Advance STORY


(Crown District):


Advance Lord Chamberlain's Men


(Marketplace):


Advance Lord Chamberlain's Men


(Old City):


Advance Lord Chamberlain's Men




xv)     World Map:

Advance Torva's Magic Lute


xvi)    Lenele:


(Marketplace):

Complete Torva's Magic Lute


xvii)   Ikaemos:


Advance Lord Chamberlain's Men

Receive and complete Ghost of Ikaemos


xviii)  Lenele:


(Outskirts):

Receive Seeds of Aahur


(Marketplace):


Advance Lord Chamberlain's Men



(Palace):


Advance Lord Chamberlain's Men


(Crown District):


Complete Lord Chamberlain's Men


xix)    Saanavarah:


Advance STORY

Advance Seeds of Aahur


Receive Fate of Rhuka

Receive Secrets of Dakhanim


xx)     World Map: Advance STORY


xxi)    Ikaemos: Advance STORY


xxii)   World Map: Advance STORY



xxiii)  Lenele (NIGHT):


(Outskirts): Advance STORY


(Marketplace):


Receive and complete Lord of Logaros


(Crown District):


Receive and complete Adeslani's Brother


(Temple of Urath): Advance STORY




Orenia*
------

There are both Story and Side Quests to complete in Orenia. This process can
involve a great deal of unnecessary travel if not completing the Quests in
the correct order. The following is the preferred route that will enable the
party to complete all Quests before returning to Medeva.


i)      Tower of Eleh:

Advance STORY

Receive Emperor's Dragon Scales

* NOTE!

AFTER escaping Eleh but BEFORE reaching WOLONG Joseph and Flece need to have
these 3 Random Encounters in Desert:



DAY:    Complete Tathal the Wanderer
       Advance Emperor's Dragon Scales


NIGHT:  Kanji the Merchant (can purchase Debasser)


NIGHT:  Undead (can find Summoner's Torque as a drop)



ii)     Wolong (NIGHT): Advance STORY


iii)    Caverns of Wolong (NIGHT):


Advance STORY

Advance Emperor's Dragon Scales

Advance Fate of Rhuka



iv)     Wolong (DAY): Advance STORY


v)      Return To Wolong:


Advance Durgan's Earring

Receive Family Tradition

Receive and advance Gaodi II

Receive Nandi's Potion

Receive Longyue's Hat


vi)     World Map:


Advance Nandi's Potion

Receive Pursued By Death






vii)    Wolong:


Advance Nandi's Potion

Advance Pursued By Death


viii)   World Map: Advance Nandi's Potion



ix)     Wolong: Advance Nandi's Potion



x)      Liangshan Forest:


Advance STORY

Advance Gaodi II

Advance Fate of Rhuka

Advance Nandi's Potion

Advance Family Tradition

Receive Child of the Spirits

Advance Emperor's Dragon Scales

Advance Secrets of Dakhanim

Advance Longyue's Hat

Advance Pursued By Death


xi)     World Map: Complete Pursued By Death



xii)    Wolong:


Complete Family Tradition

Complete Nandi's Potion

Complete Longyue's Hat

Advance Gaodi II




xiii)   Caverns of Wolong:


Advance Child of the Spirits

Advance Gaodi II




xiv)    Wolong:


Complete Gaodi II

Complete Child of the Spirits


xv)     Jade Temple:


Advance STORY

Receive Ohmedilosi

Receive Nhuvasarim

Complete Emperor's Dragon Scales



Changed Medeva
--------------


i)      Saanavarah: Advance STORY



ii)     Iona: Advance STORY



iii)    Lenele:*


(Outskirts): Complete Durgan's Earring

(Sewers):

Advance STORY

Advance Nhuvasarim



* Note that due to a forcefield the Party cannot enter Lenele until after
visiting Iona.



iv)     Saanavarah:


Advance STORY

Advance Seeds of Aahur

Complete Fate of Rhuka

Receive Haenul

Receive Hunting Horn

Receive Ohmedilosi



v)      World Map:


Advance Haenul

Receive King of Talas



vi)     Lenele:


Advance Hunting Horn

Advance Ohmedilosi

Advance Seeds of Aahur



vii)    Iona:


Advance STORY

Complete Tome of Gahnis

Advance Seeds of Aahur

Advance Nhuvasarim





viii)   Ikaemos:


Advance STORY

Advance Ohmedilosi

Advance Nhuvasarim



ix)     World Map: Advance Nhuvasarim



x)      World Map: Advance Nhuvasarim



xi)     Saanavarah:


Advance STORY

Advance King of Talas

Advance Secrets of Dakhanim

Complete Haenul

Complete Hunting Horn

Complete Ohmedilosi

Complete Seeds of Aahur

Receive Curse of the Crone

Receive Luleva



xii)    World Map:

Complete Nhuvasarim

Advance King of Talas

Advance Curse of Crone


xiii)   Lenele: Advance Luleva


xiv)    Iona: Advance Secrets of Dakhanim




xv)     Saanavarah:

Advance Curse of Crone

Complete King of Talas

Complete Luleva



xvi)    Ikaemos: Advance Curse of Crone


xvii)   World Map: Advance Curse of Crone


xviii)  Saanavarah: Complete Curse of Crone - see Game Quirks


xix)    World Map: Advance Secrets of Dakhanim



xx)     Saanavarah: Complete Secrets of Dakhanim


xxi)    Lenele:  Complete STORY



------------------------------


10.     OMISSIONS FROM THE N. MACHER GUIDE


* Random Encounters *


6 are missing from the Nathaniel Macher Guide.

These are as follows:


Medeva
------


i)      GRASSLAND Day


       NPC:            Medevan Trader





ii)     HILLS Night


       Enemies:        Khosani Heretics

Extensive gameplay suggests that this encounter is only possible on the far
side of the Saanavarah.


Orenia
------


i)      DESERT Day


       Enemies:        Black Imps

                       Fire Imps


DANGER! Do not underestimate!

This can be a difficult Encounter as the Imps clump in groups of 2-4 near all
The Exits. Imps also fly across the terrain frequently and will attack if
anywhere near the characters. A particularly hazardous Encounter for a one-
handed Joseph and Flece who may have just escaped from the Tower of Eleh.

The Black Imps have both Dark and Poison attacks, while the more common Fire
Imps have the standard Dark and Fire. A  favourite Imp tactic is to try and
SILENCE several characters then surround and attack.


ii)     GRASSLAND Day


       Enemies:        Bone Mages

                       Bone Servants


iii)    GRASSLAND Day


       Enemies:        Gorgonnes

                       Greater Gorgonne



Changed Medeva
--------------




i)      GRASSLAND Day


       Enemies:        Cabbits

                       Mr. Smashy


* Missing Items *

There are several items available that are not listed in the
main walkthrough. These are:


i)      Random Encounter (Medeva, HILLS Night)*


SIEGE BOW: found in a small grove to the right of where the Party first
arrive. The grove is just behind a Brown Bacite AND to the immediate left of
an Exit point (from Party perspective)


Value:          25,000 GP

Damage:         40

Speed:          1.25

Skills:         BOW

Characters:     All


* Found after Saanavarah, but BEFORE entering the Labyrinth.


ii)     Random Encounter (Changed Medeva, GRASSLAND Day)


HOOK HAND

PEG LEG

PETEY'S HAT

All dropped by Cabbits. Value 10 GP each.



THUNDER NAGINATA        - dropped by Cabbits.


Value:                  500,000 GP

Damage:                 70


Speed:                  0.67

Effect:                 Lightning

Skills:                 STAFF

Characters:             Joseph, Rosalind

Bonus:                  May cast LIGHTNING. Effective against foes
                       vulnerable to energy attacks.


------------------------------


GHORK SMASHOR           - dropped by Mr. Smashy.


Value:                  500,000 GP

Damage:                 60

Speed:                  0.77

Skills:                 BLUNT, HEAVY ARMS

Characters:             Joseph, Jekhar



iii)    Masaad (Second Visit)


AMETHYST -

found near the crates where Joseph begins the game.


KATANNA -

dropped by Orenian soldiers. An ideal early weapon  as it has a 1.00 speed
and does 55 damage. Once reaching Lenele, the Katanna should be sold as it
is valued at over 2,000 GP. It can then be substituted for the next ideal
combination, being the Longsword and Round Shield. Drop rate = rare.


STUDDED BOOTS -

dropped by Barbarians. Superior to any other kind of boots available in the
early
stages of the game. Drop rate = rare.


iv)     The Sewers (First Visit)


FIRE ARROW BOOK –

found at the top of the right ramp near the one true dead end in the Upper
Sewers (not the Lower Sewers that are only accessible once a wheel crank has
been used).


REVIVE SCROLL –

found opposite the 3 wheel cranks and 3 Golems against the wall.



v)      The Catacombs of Iona


STANDOFF BOW -  dropped by Sir Carados.


Value:          350 GP

Damage:         30

Speed:          1.25

Effect:         Pushback

Skills:         BOW

Characters:     Joseph, Flece, Rosalind

Bonus:          Arrows have chance of pushing back foe.



vi)     Lenele By Night (Joseph + Flece)


HEALING + RECOVERY DRAUGHT

DRITHEN'S BREW

All found on the bench at the first Alchemist's stall in Avrum Market when
ascending from the Sewers (top of the stairs on the left)


vii)    The Sewers (Rosalind + Jekhar)


DRAGON'S WANT -

down from the two wheel cranks on the wall. By the base of the wall to the
left of the rectangular sewage pool.


Value:          10,000 GP


Protection:     10

Speed:          0.95

Characters:     Rosalind

Bonus:          + 2 bonus to Skill STAFF.



HERO'S GAUNTLETS –

against the wall opposite the three wheel cranks.


Value:                  50,000 GP

Protection:             25

Speed:                  0.95

Skills:                 HEAVY ARMS

Characters:             Jekhar

Bonus:                  + 15 HP




viii)   The Marketplace (Rosalind + Jekhar)


CITRINE (3) -

Found in a crate in the eastern corner, near the ruins of the first bridge to
the Old City.



ix)     The Crown District (Rosalind + Jekhar)


RING OF MASTERY -       Value:  100,000 GP

                       Bonus:  + 40 AP


While the main walkthrough details the correct location, it is not featured
in the Magic Items list.


x)      Labyrinth of the Khosani


RAZOR KATANNA -         Dropped by Burning Bone Knights.

Value:          50,000 GP

Damage:         65

Speed:          1.00

Skills:         SWORD, HEAVY ARMS 5



------------------------------



REAVER GAUNTLETS  -     Dropped by Burning Bone Knights.


Value:                  5,000 GP

Protection:             15

Speed:                  0.95

Skills:                 HEAVY ARMS 0

Characters:             Jekhar

Bonus:                  COUNTER ATTACK + 1




xi)     The Marketplace (full party - final level)


AMETHYST (8)

IOLITE   (1)

HEALING ELIXIR

TOME OF REVIVE

All found in various boxes and barrels scattered around the Marketplace.
There is also a luxury item in the far northwest corner of the Marketplace:

ORNATE MIRROR           Value: 80,000 GP


Note that this item is NOT associated with the Mirror of Dakhanim Quest.


xii)    Steel Golem

Omitted from the Enemy Drop List.  Can possess:


REINFORCED BOOTS

STEEL HEELED BOOTS

Drop rate = rare.



* Miscellaneous Weapon Status Effects *


i)      High Quality Knife - effective against foes weak vs. energy

ii)     Sword of the Spirits - chance of casting FIRE ARROW

iii)    Shard Sword - effective against foes weak vs. energy

iv)     Katar - CRITICAL HIT + 2

v)      Sword of Maiming - chance of casting EMPOWER

vi)     Naginata - chance of casting CURSE



* Gem Guide *


The following is a list of the resell values of the gems found  throughout
the game:


Amethyst        1,049 GP +

Citrine         3,499 GP

Garnet          6,999 GP

Tourmaline      17,499 GP

Iolite          52,499 GP



------------------------------


11.     GAME QUIRKS


a)      Damage
       ------

Quirk:  Skewed representation of enemy weapon range



A character can run past a foe who strikes out and apparently misses,
but the game will still register it as hit, possibly with the SLOW Status
Effect.



b)      Wall of Fire/Ice Blizzard
       -------------------------

Quirk:  If cast from too far away, no XP are received when the enemy dies.


c)      Alternate Entry to Sewers
       -------------------------

Quirk:  Entry is possible via from the Old City Quarters.

The entrance is next to Merdin the Sewer Cleaner (provides Infestation
Quest).
Have Flece use PICK LOCK. Note that as this entrance places the Party near
the strongest monsters in the Sewer - the three Salt Smugglers - they will
need to have levelled up in advance.


d)      Shards of the Ghimaadi

Quirk:  2/3 of the quest can be completed before accepting.

The Blue Shard - found in the Temple of Urath - and the Green Shard - found
in
Lenele Sewers - can be located prior to accepting the Quest, but the Red
Shard - found at the base of a Dark Sphere in the Catacombs of Iona - will
not appear
until the Quest has been accepted.



e)      Tower of Eleh
       -------------

Quirk:  Flece can complete the next stage of the Durgan's Earring Quest +
       the first part of the Emperor's Dragon Scales Quest without Joseph.


Using a combination of BACKSTAB, TRIP, SNEAK and PICK LOCK it is possible
for Flece to ascend via the wooden landing and after defeating all foes free
the slaves from the Slave Pit using PICK LOCK. The Slave Pit Key is not
needed.




f)      Battle For Wolong
       -----------------

Quirk:  The Jade Temple soldiers can assist in the battle with General Pijian.

At the start of the level, switch to SOLO Mode and have the party move
down the Platforms one by one, staying against the railing on the right
hand side. Regroup on the stairs just above the first Orenian soldiers and
then recommence the descent.

The party should defeat all foes on the Platforms and in the village,
collect all items and then ascend the Platforms once more to trigger the
conversation between Joseph and the Jade Temple Priest. After this the Jade
Temple soldiers will descend, and having no foes to kill, will follow the
party into the final battle with General Pijian.


g)      Liangshan Forest
       ----------------

Quirk:  Possible to enter without being poisoned.


Use the Wounded Orenian Soldier as a marker. Switch to SOLO Mode and have
only Joseph approach to trigger the dialogue. After this scene DO NOT move
behind the Soldier, but rather back.

To the Soldier's left are two rocks. Move slowly through the gap between the
rocks and a tree in a diagonal to the shelf of stone on the far left of
screen. From here cast WALL OF FIRE to defeat the Oni hovering just behind
the mist line to the right.

Move to the very corner, then shuffle along to the right until a character
can just move in and around to the right of a grove of troves. Poison mist
will float inches to the right of the character. Shuffle AROUND the line of
the trees to the left, ending behind them where there is no Mist but several
Oni.

Stand still and repeat with the other characters until all are in the safe
area. SWitch to Group Mode and defeat the Oni, but ensure the party stand
their ground in the safe area and draw the last two Oni to them. It is
particularly important that the final Oni standing on the narrow stone path
in the rear that leads into the Forest is drawn out.

Switch back to Solo Mode and take the characters one by one along the stone
path where the last Oni was first seen. The path ends in a clump of boulders.
The character must move to the right around the boulders, hugging the side as
much as is possible. Once around the boulders, move to the stone shelf on the
on the left and move along until out in the open away from the mist. Repeat
for the rest of the party and the group will be able to travel through
Liangshan Forest poison-free.



h)      Stone Rose of Ovaka
       -------------------

Quirk:  Possible to have the Stone Rose disappear and reappear.

After obtaining the Stone Rose in Ikaemos, the next Random Encounter may be
a FOREST Day Encounter with the Crone of Savheo, in which the object is given
the Crone. If the party then return to Saanavarah and speak with Elioma the
Priestess, she will ask to see the Stone Rose even though the party no longer
have it. This option must be chosen, and by then ending the conversation and
restarting it, the curse will be lifted and Elioma will reward the party.



i)      Final Battle Against Machival
       -----------------------------

Quirk:  The Blackfire Elemental

Machival's second form - Evil Joseph - may summon a Blackfire Elemental. If
Evil Joseph is defeated before the Elemental is killed, the game will move
to the cutscene of Machival changing form yet again. AFTER Machival is
finally
defeated and Joseph enters SOLO mode, the Elemental can be seen still
standing
near the altar. It will not move and is immune to attacks.


j)      Extra rings in the PC version of Summoner
       -----------------------------------------

Quirk:  Not in the Playstation 2 version.


Ring                    Effect                                  Value (GP)
----                    ------                                  -----


Luminous                Illuminates area around wearer          500

Invisibility            Invisibility                            50,000

Puissance               AP + 25/HP + 50                         100,000
------------------------------



12.     ACKNOWLEDGEMENTS

Thanks to Nathaniel Macher for writing the main walkthrough.


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