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THE LEGEND OF ALON D'AR WALKTHROUGH AND FAQ
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Author: John H. Hoffnagle IV (Lancet Jades)
Author's Homepage:
http://www.evermoreforums.com/forums/index.php
Version: 1.16 (completed January 27th, 2017)
Sites with permission to post this FAQ:
GameFAQs.com (will always host the most up-to-date version of this guide)
Neoseeker.com
Gamesradar.com
Gamershell.com
Supercheats.com
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ABOUT
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This is a guide for the PS2 game The Legend of Alon D'ar. Seemingly doomed to
obscurity, I rather enjoy it, if for no other reason than the exploration
potential. I wrote this guide for the sole reason that few other exist; I do
not like exploring games that are already adequately researched. I harbor no
illusion as to the quality of this game; it is mediocre and poorly polished.
The difficulty curve is steep, and the story and mechanics often resemble a
cross between the worst aspects of a WRPG and JRPG.
But this is a guide for the game! If we are this far, it is a safe assumption
both I, the writer, and you, the player, are here to learn about the game, if
not actually play it. This guide is a best effort on my part. There is so
little information about this game and its mechanics, even within the game
itself, it is impossible to document it all without hacking (I lack the
ability and knowledge to do so).
This guide assumes the player can guide themselves through. It does little
hand-holding, but due to the terribly linear nature (even going so far as to
bar entry to nearly ANYWHERE not associated with your current goal) a full
walkthrough is hardly needed. Some problem-solving and a LOT of exploring on
the part of the player/reader is not only assumed, but required. Scour every
inch of each area searching for battles and use logic when hunting
collectibles.
This game can actually be decent, but only if the player works to make it so.
If nothing else, it is an experience, and beating it legitimately is quite an
accomplishment. At the very least, it is far from the "worst game ever."
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NOTES ABOUT THE GAME AND THE GUIDE
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NOTES ABOUT THE GAME
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MAXIMUM PP
~PP (Proficiency Points) are limited in this game. Enemies do not respawn,
except by moving the story, and thus there are a limited number of battles.
Along with that, PP gained from events (such as collectibles) is not applied
to characters who have not joined yet. To ensure getting maximum PP for all
four party members, do not collect ANY unnecessary PP until all four members
have been assembled. Unnecessary PP includes PP bonuses from collectibles,
mainly, as enemy groups will change after each character has been recruited.
By my estimates, there is approximately 484,000 PP total throughout the game,
with over 400,000 of that available to all four characters. This gives a
comfortable buffer of around 184,000 PP that can be missed without losing out
on reaching Lv10, keeping in mind later characters join with some PP already
on their record.
EFFECTIVE PP DISTRIBUTION
~As was mentioned, there is limited PP in the game. Because of this, don't
squander it on skills for weapons or magics you won't use! Each character
should focus on one or two weapons and magic types, and if they have spare,
maybe a third (or fourth). Priorities are mastering one weapon type for each
character (all skills to Lv6) and White Magic for two characters. Everything
else is preference and most things will work well enough to finish the game.
The characters that join Jarik start with a higher level, but 0 available
PP. This is because they start with some skills already leveled, causing
them to waste a lot of experience if you decide to walk them down different
paths. Not that other weapons and magics can't be used, but the existing
skill levels are the compensation for not having access to as much PP as
Jarik gets.
ALL THAT GLITTERS IS GOLD
~Gold is limited just like PP is, although there is much more of it than a
player would normally need. Assuming the selling of most potions after the
first few areas of the game, selling of all spoils, fighting all groups
possible, and harvesting all herbs and selling the resulting potions will
provide more than enough for anything. The only way to spend that much gold
is to try and buy every character every skill and magic from a Portal (which
WILL bankrupt you, no matter when or what).
By my estimations, buying every skill for every character will cost about
120,000 gold. A very rough estimate of the total gold is somewhere around
200,000 gold. This may vary, as missed enemy groups, missed chances to pick
all possible herbs and sell the resulting potions, not winning every item
drop in every battle possible, and throwing cheaper stuff away (such as herbs
or potions) due to periods of no shop access all impact your final score of
gold. Unless you go to great lengths to miss out on gold, however, there
should be more than enough to buy a few complete skillsets for each character,
as well as whatever weapons and armor may be needed.
QUEST ITEMS
~Quest items are important items for story advancement. They have their own
special inventory list and do not take up space in your regular inventory.
They are used automatically and function much like in other RPGs.
The one difference that should be noted is that the quest item list is
regularly "revised," with any items that are rendered useless being removed
automatically. As such, any unused quest items, or ones that have become
deprecated by virtue of advancing far enough will disappear from the list,
making it pointless to refrain from using a quest item to keep it on the
list.
ENCOUNTERING ENEMIES
~When attempting to battle enemies, the battles are triggered by a pre-
defined "zone" which, if entered, starts the battle. In some cases you
can get close to or even right next to enemies you see without triggering
a battle, but dare to step a foot away and boom, fight time.
SPOILS OF WAR
~Battle spoils work somewhat oddly. You get PP for each monster, based on
how many were killed (as one may expect). However, you only get gold for
each monster TYPE. A monster gives 50PP and 100 gold. Defeating a single
one will thus give 50PP and 100 gold. However, defeating a group of five
would give 250 PP (50 PP x 5), but still only 100 gold. If there was another
enemy present who gives 200PP and 250 gold, you would get 450PP (250 x 5 +
200), and 350 gold (100 + 250).
Item drops work the same way as gold - each monster type can drop an item,
although any or all of the items they drop may be dropped (a single Lurker
may drop a Wither AND Spike Potion, for example).
EARLY-GAME JARIK
~The early game is the hardest part of this game. Little money, scarce PP,
and poor selection of items makes it a chore. Your weapon choice is much
more critical than you may think though, as you don't want to waste money
and PP on weapons you can't make much use of, nor can you easily afford and
keep leveled up several weapon types. The game gives you a Katar to start,
but this may not be the best option. A sword could serve Jarik better,
especially near the end of the game.
A truly good choice, however, is a 2H Axe. It may seem a ludicrous and random
suggestion, but here's the kicker: This weapon is "chopping," as opposed to
cutting for daggers and swords. EVERY ENEMY up until Moorlets in chapter 5
are either neutral to or weak against chopping weapons. Many, however, resist
either cutting or blunt (hammers and staves). Using a 2H Axe let's you focus
on one skillset for a long time that works on everything. The axes are also
powerful, and one in particular (Large Ornate Axe) has 50 melee damage (the
highest of all normal weapons in the game, barring one 2H Sword in the
endgame), and is given for FREE rather early in the game. With this axe, all
PP poured into leveling Damage and especially Speed, and a good sense of
when you need to heal, a 2H Axe will carry you until the endgame, when the
switch to a 1H Sword (an ultimate weapon) can be made extremely
easily.
CLASS TITLES AND LEVELS
~This is a list of the various class titles. These are based on the number of
skills learned. A character's class also affects their outfit. A War Lord
wears a differently colored and designed outfit than a Swashbuckler, for
example. Class titles are dynamic - One could be a Legend one minute, then
level up a single magic skill one level, and suddenly be a Myth, complete
with corresponding outfit change. These have no effect on anything BUT
appearance, however.
This also lists the PP requirements for each level. It is very possible to
not reach Level 10 by the end of the game if enough enemy groups are
skipped! So be careful not to miss too many, if any, when playing through
the game.
Level X: Physical / Balanced / Magical / PP Required
Level 0: Youth / 0
Level 1: Youth / 750
Level 2: Recruit / Wanderer / Apprentice / 3001
Level 3: Fighter / Explorer / Novice / 7501
Level 4: Warrior / Trail Blazer / Acolyte / 15001
Level 5: Veteran / Tracker / Conjuror / 30001
Level 6: Champion / Fortune Hunter / Magician / 55001
Level 7: War Lord / Swashbuckler / Thaumaturge / 80001
Level 8: Hero / Adventurer / Warlock / 150001
Level 9: Blade Master / World Master / Spirit Master / 250001
Level 10:Legend / Myth / Mystic / 350001
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NOTES ABOUT THE GUIDE
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"TREASURE INFORMATION"
~This section in a chapter lists all treasure data: specific items, random
chests, collectibles, gold and PP, and quest items, as well as where they
all are found. It also includes which treasure sets random chests will have.
While it does not list which set each chest is (assuming there are more than
one), this can be easily determined by opening it (after saving) and seeing
how much gold it gives.
"MONSTER INFORMATION"
~This section lists all monsters found in the area and their approximate
HP. It also contains lists of all known monster groups (as each group is
pre-programmed into the game).
For the specific enemy notation, here is the legend:
[Enemy name] x[Enemy amount] ([Number of groups])
Thus, Skurkling x2 (4) means there are four groups consisting of two
Skurklings in the area it is listed under.
If a group is a boss, it is listed as such, instead of the number present.
Bosses usually consist of a unique enemy, or a type not seen commonly for a
while yet. SunDeep's Eliminate spell usually will not work on bosses, whereas
it has a 100% success rate on any other enemy.
"COLLECTIBLES INFORMATION"
~This section contains a list of all collectible items available in the area,
along with the description of each one's location. These only list the
collectibles available in the area for the first time, thus returns to Orin
will not list all Silver Acorns each time.
"ADDITIONAL NOTES"
~This section is the "walkthrough" segment of the guide. It just lists all
shops in the section of the game, along with anything else of importance,
such as tips for maximizing PP, glitch warnings, difficult to find (or win)
enemy groups, and so forth. As the game is incredibly linear, I felt a full
walkthrough would be unnecessarily bulky and time-consuming, when this, plus
the other sections, would easily suffice.
If there is anything you think should be added to the additional notes
section, feel free to contact me and let me know (check the contact info
section for how to do that).
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TABLE OF CONTENTS
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1: Hollow Grange - The journey's start (HOLL1)
2: Orin - Lord Kort's Lands and Pilgrim's Hatch (KORT2)
3: Dagan - Into the swamp and beyond (DAGA3)
4: Palash - Land of lizards and magic (PALA4)
5: Whitewater Gorge - Cactus Canyon (WHIT5)
6: Kemarran Highlands - High and dry (KEMA6)
7: Drommar's Tomb and the Twisting Deeps - Things just got real (DROM7)
8: Dagan, Whitewater, and Palash Redux - Old friends, new enemies (DWGP8)
9: Twisting Deeps and Frost Peaks - A winter wonderland (FROS9)
10: Exploring with SunDeep - The world at your fingertips! (SUN10)
11: Zonra's Tomb and Oo Pang Tulmus - At long last (ZON11)
12: Charak's Tomb and Dagan - Once more unto the breach (CHA12)
13: Glethdarang - Sulfur and brimstone (GLE13)
14: The ancient, lost city of Karunesh - End of an eternity (KAR14)
15: Skill Lists - Lists of all skills, their levels, and effects (SKI15)
16: Character skill profiles - Default and unique skills for everyone (CHA16)
17: Shop Guide - Lists of all items various shops sell (SHO17)
18: Treasure Chest Information - Information on random chests (TRE18)
19: Enemy Guide - List of all enemies and known stats (ENE19)
20: Collectibles Guide - Lists of all collectibles and locations (COL10)
21: Glitches - the good, the bad, and the ugly (GLI21)
22: Item table links - Tables of all items in the game (ITE22)
23: Information Needed
24: Contact Information
25: Credits
26: Version history
27: Boilerplate
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1: Hollow Grange - The journey's start (HOLL1)
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TREASURE INFORMATION
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Treasure:
-Wither Potion - from the chest in Jarik's house
-Steel Buckler - from the chest in Jarik's house
-Wither Potion - in the lockbox in the commons of Grandar's Keep
-Wither Potion - in the lockbox in the treasury of Grandar's Keep
-Katar - in the lockbox in the treasury of Grandar's Keep
PP and Gold Bonuses:
-5 PP - from the well in the center of Hollow Grange
-5 PP - pull the left torch in Grandar's Keep
-5 PP - pull the right torch in Grandar's Keep
-5 PP - in the lockbox in the treasury of Grandar's Keep
-30 PP - from the chest in Jarik's house
-30 PP - at 5 Drinking Horns
-2 Gold - pull the right torch in Grandar's Keep
-20 Gold - from the chest in Jarik's house
-20 Gold - in the lockbox in the treasury of Grandar's Keep
-30 Gold - return the five Drinking Horns to Riley
Collectibles and Herbs:
-Wither Bane - collect the green weeds near small rocks
-Drinking Horns (5 of 5)
Quest Items:
-Bucket of water - from the well in the center of Hollow Grange
-Small Iron Key - pull the right torch in Grandar's Keep
-Small Silver Key - in the lockbox in the commons of Grandar's Keep
-Ring of Passage - pull the left torch in Grandar's Keep
-Lump Hammer - found on the weapon rack in the treasury of Grandar's Keep
-Cobalt Crystal - use the Lump Hammer on the blue crystal
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MONSTER INFORMATION
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Trial Skurkling (about 130 HP)
-Hollow Grange Training Area
Trial Skurkling x1 (2)
Trial Skurkling x2 (1)
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COLLECTIBLES INFORMATION
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Drinking Horn Locations:
1. In the NW part of the village, between two rocks.
2. In a small alcove of a cliff E of the village, behind a large rock.
3. Near the entrance to Grandar's Keep.
4. SW of the village, on the left side of Nefreet's house.
5. Extreme SW of the village, behind a large rock near the training grounds.
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ADDITIONAL NOTES
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AVAILABLE SHOPS:
-Herbalist (Arleen in Hollow Grange)
MAX PP NOTE: If you want maximum PP at the end of the game, don't collect
the 5th Drinking Horn until you have all 4 party members assembled. The 5 PP
from the Small Silver Key lockbox is unavoidable, as you cannot leave Hollow
Grange without a weapon, and thus must claim the lockbox's contents. The 10
PP from pulling the torches in the Keep are also unavoidable, as you need
to enter the treasury to continue.
The PP from the Bucket of water and opening the chest is missable too, as
if you do not do these before entering Lord Kort's lands, you can never
do them.
BREAKING POTIONS: The small lockboxes can be opened with the Lump Hammer as
well, but doing so breaks all Wither Potions inside. As getting the keys is
hardly a big deal, earn a few extra potions doing it the correct way.
TRAINING AREA WALKTHROUGH:
At the beginning, proceed to the fenced area. After learning all you need
to know, tell him you wish to practice. For the first round, you get a
Shamshir, Ornate Axe, Short Sword, and Orin Katar. MAKE SURE YOU HAVE
ENOUGH BELT SPACE! The Short Sword and Orin Katar are much better for
this due to less recovery time (while doing comparable damage, but unless
you have 3 or 4 spare slots, you will be stuck with the much slower
Shamshir or Ornate Axe. Katar does about 10-13 damage, Short Sword hits
for 13-18, Shamshir does 18-29, and Ornate Axe does around 26-33.
Round two is for magic practice. You get a Orb of Sound, Orb of Tears,
Stone Orb, and two Spike Potions. MAKE SURE YOU HAVE ALL 4 SLOTS OPEN
(which you should after round 1). Without that Spike Potion, you won't have
enough MEP to kill the Skurkling. Attack away with Sunder (from the Stone
Orb). It does less damage than Sonic Strike, but costs half the MP, AND
stuns the Skurkling temporarily. Sunder causes 8 damage, Sonic Blast does
11, and Ice Shards (not recommended), only hits for a measly 2 damage (he
DID warn you Skurklings resist water magic).
Round 3 is a composite of 1 and 2. You get a Shamshir, Orin Katar, Ornate
Axe, Short Sword, Orb of Sound, Wither Potion, Stone Orb, and Spike Potion.
Unlike the weapons and orbs, you keep any unused potions, so instead of
casting, just hammer away with a melee weapon until you win, like round 1.
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2: Orin - Lord Kort's Lands and Pilgrim's Hatch (KORT2)
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TREASURE INFORMATION
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Treasure:
-Shortstaff - from Laran in the mountain pass outside Hollow Grange
-Leather Jerkin - from Deryn after clearing the Hermit's Cave
-Stone Orb - from the lockbox in the Hermit's Cave
PP and Gold Bonuses:
-500 PP - at 10 Silver Acorns
-1000 PP - at 20 Silver Acorns
-300 PP - at 30 Silver Acorns
Collectibles and Herbs:
-Wither Bane - collect the green weeds near small rocks
-Silver Acorns (30 of 30)
-Journal Chapter 1 (1 of 25)
Quest Items:
-Lord Kort's Token - given by Kort for destroying the Skurkling Mound
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MONSTER INFORMATION
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Orin Lurker (about 80 HP)
Skurkling (about 25 HP)
Skurkling Mound (about 50 HP)
Weak Tengu (about 500 HP)
Zombie Unarmed (about 30 HP)
Zombie Sword (about 45 HP)
-Lord Grandar's Lands
Skurkling x1 (5)
Skurkling x2 (4)
Skurkling x2 (1) (appears after clearing out the Hermit's Cave)
-Lord Kort's Lands
Orin Lurker x1 (1)
Skurkling x1 (4)
Skurkling x2 (1)
Skurkling x3 (1)
Skurkling Mound x1 (Boss)
Weak Tengu x2 (1)
Zombie (Sword) x1 (1)
Zombie (Sword) x1, Zombie (Unarmed) x1 (3)
Zombie (Unarmed) x1 (3)
Zombie (Unarmed) x2 (3)
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COLLECTIBLES INFORMATION
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Silver Acorn Locations:
1. Early on the path out of Hollow Grange, behind a large rock on the left.
2. Near the sheep beside a rock in a large open area of the mountain pass.
3. Behind the third tree on the left in the field past the mountain pass.
4. Behind a tree NNW from the M'Ton Cave, near a big rock pillar-like thing.
5. Between a tree and the rock wall, near the M'Ton Cave.
6. NW of the save point, behind a tree.
7. SW, down the path towards Hermit's Cave, next to a tree.
8. Behind some barrels in Hermit's Cave.
9. Go up the slope next to the barrels, it is at the top.
10. Behind a tree W of the majestic oak.
11. Behind a tree NE of the majestic oak.
12. Back across the bridge near the save point, behind a tree in the NW.
13. In the mountain pass to Pilgrim's Hatch, near a rock along the left wall.
14. Behind a large boulder on the right side of the mountain pass.
15. Behind a collection of rocks on the left side, after the U-shaped bend.
16. SW of the Portal, beside a tree.
17. Further SW of the Portal, behind a tree near the left cliffs.
18. Beside a tree SW/W of Pilgrim's Hatch (behind the town).
19. In the wood pile on the left side of the Weaponsmith's hut.
20. Under a tree near the small plateau in the middle of Lord Kort's lands.
21. Under a tree on the left side of the path heading to Whitewater Gorge.
22. Near a boulder just before the save point at the Whitewater Gorge entry.
23. Under a tree near a huge boulder immediately SE of the Portal.
24. In an open area N of the Portal and silver acorn #23.
25. Behind a tree N of the "To Whitewater Gorge and Dagan" signpost.
26. On the right side of the Graveyard.
27. Under a tree at the intersection of paths NE of the Portal.
28. Under the last tree on the right when approaching Drommar's Door.
29. Head SE from the Hollow Grange signpost E of the Portal. In a corner.
30. Given by Carlynne in Pilgrim's Hatch.
Journal Chapter 1 Locations:
1. In the lockbox in the Hermit's Cave
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ADDITIONAL NOTES
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AVAILABLE SHOPS:
-Herbalist (Meylia, in Pilgrim's Hatch)
-Basic Weaponsmith~Orin (Deryn, near the bridge, and then near Hermit's Cave)
-Basic Weaponsmith~Orin (Merchant, in Pilgrim's Hatch)
-Advanced Weaponsmith (Weaponsmith, on outskirts of Pilgrim's Hatch)
-Atelier (Jingu, in Pilgrim's Hatch)
-Earth Magic seller (Jingu, in Pilgrim's Hatch)
MAX PP NOTE: To obtain max PP, make sure to collect no more than 9 Silver
Acorns before your party of 4 is assembled, so all benefit from the 1800
bonus PP. This is much more substantial than the pittance of PP in Hollow
Grange, and can equate to an extra skill level or two for the other
characters. Other collectibles usually add up to 2000 total, unlike the
Acorns.
RUSTY SWORD: Zombies with swords can drop a Rusty Sword. This is an inferior
Sword-class weapon that sells for 0 gold, but if you talk to any blacksmith
with it in your inventory, they will repair it (for free) into a Short Sword.
It is a decent weapon at this point in the game, and even if you don't want to
use it, it sells for 150 gold.
SKURKLING MOUND: The mound can generate an infinite number of Skurkling
enemies, but one of them will give any PP, gold, or item drops. Destroy the
mound as fast as possible. It can rarely drop a Steel Breastplate, which is a
fantastic piece of armor this early (and worth 175 gold to sell). It can take
several attempts to win it, however, and constantly reloading and walking back
into town each time can get tedious.
HERB GATHERING: Pick all the Wither Bane you can find before talking to Lord
Kort after destroying the skurking mound. After getting Lord Kort's Token and
meeting SunDeep nearby, all of the wither bane in Kort's lands will have
regenerated, ready to pick again. Even if you have plenty in stock, it can be
worth selling your stock and picking the herbs again, as each Wither Potion is
worth 15 gold. Not a large amount, but selling 10+ will be a nice chunk of
money. Herb pickups regenerate based on story progress, not time spent playing.
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3: Dagan - Into the swamp and beyond (DAGA3)
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TREASURE INFORMATION
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Treasure:
-Wither Potion x2 (potion) - from cauldron near the beginning (near portal)
-Large Ornate Axe (two-hnd axe) - from weapon rack in hut in Dagan
-Spike Potion x2 (potion) - from cauldron near Fidarack in Gomira
-Barkcleaver (two-hnd axe) - from chest in the swamp gas area
-Wet Staff (staff) - from chest in the swamp gas area
-Orb of Tears (focal item) - from Ramal near the raft launch
Random Chests (sets 1 and 2):
-Near the dock at the beginning, next to a tree. This disappears after
meeting Tahir!
-In the swamp water between the third and fourth bridge
-In the water to the left of the ramp into Gomira
-In a burnt-out hut near the save point in Gomira
-In a cluster of trees right outside of Gomira (heading to the Oracle)
-A tiny alcove behind the small plateau SW of the exit from Gomira
-In an alcove in the water E of the first ring of stones beyond Gomira
-Beneath the bridge onto a small plateau at the three-way junction
-To the left, in an alcove right before approaching the Oracle
-In the water behind the Oracle's temple structure
-SW of the bridge-laden plateau, in the water, surrounded by trees
-A bit S of the circular stone structure, in the water to the left
-Right next to a save point, bridge, and totem, in the water
-In the water SW of the second large gas cloud (NW of the large plateau)
-Beyond the large clearing with the plateau, submerged on the left side
PP and Gold bonuses:
-500 PP - at 10 Tree Frogs
-1000 PP - at 20 Tree Frogs
Collectibles and Herbs:
-Palm Nut - found on some palm trees
-Tree Frogs (24 of 30)
-Journal Chapter 2 Pages (9 of 25)
-Ancient Scrolls (1 of 5)
Quest Items:
-Treeheart - after slaying the Amareth
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MONSTER INFORMATION
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Gretchling (about 60 HP)
Dagani Amareth (about 500 HP)
Monster Groups:
-Portal to Gomira (Pre-Tahir; all disappear after he joins)
Gretchling x1 (1)
Gretchling x2 (6)
-From Gomira to the Raft
Gretchling x2 (2)
Gretchling x3 (1)
-From the Raft to the meeting with the Oracle (w/ Treeheart)
Gretchling x2 (2)
Gretchling x3 (5)
Gretchling x4 (2)
Dagani Amareth x1 (Boss)
-After meeting the amnesiac Sarojin to the beginning of Palash (nighttime)
Gretchling x1 (3)
Gretchling x2 (8)
Gretchling x3 (3)
Gretchling x4 (2)
Possible Monster Drops:
-Palm Nut Potion - from Gretchlings (rare)
-Spike Potion - from Gretchlings (from groups of three)
-Ulappa Potion - from Gretchlings (very rare)
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COLLECTIBLES INFORMATION
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Tree Frog Locations:
1. On one of the rocks next to the river port, right after the Portal.
2. On a large rock beside the first barrels you come across.
3. In the green swamp gas area (requires Tahir).
4. On a log on the right, past bridge #2, and between totems #5 and #6.
5. On bridge #3.
6. On a log to the right, past totem #7, and before bridge #4.
7. Behind the smaller of two rocks on the right, just past bridge #4.
8. On the right side supports of the bridge leading into Gomira.
9. On one of the rocks near Kirandir in the back of Gomira.
10. On a large rock N of totem #10, near the hut with chest #5.
11. Circle to the left after exiting Gomira. Its on the wall.
12. To the right of totem #11, on a large rock.
13. On a large rock on the left of elevated outcropping near totem #12.
14. On one of the rocks in the stone circle to the right of bridge #7.
15. Past totem #13, on a log in the water to the right.
16. Past the bridge near totem #15, on a long in the water on the right side.
17. On a large rock right behind totem #17.
18. On the SE wall of the Oracle's ruins, from the swamp.
19. On a large rock in front of totem #18.
20. In the ruin past totem #18.
21. From totem #20, head SW to the side of the sloped outcropping.
22. On totem #24.
23. On a small rock to the right of the dead Red Amareth.
24. On the left side on a rock on the left turn, after the Red Amareth.
Journal Chapter 2 Locations:
1. On land near the entrance to the river port.
2. On bridge #1.
3. Near totem #6.
4. On the path after bridge #7, and before totem #13.
5. Past totem #14, on the sand right before the raft launch.
6. On the sand near the raft landing in the deep swamp.
7. On the right, just after bridge #15.
8. Behind the dead Red Amareth, near the entrance to Palash.
9. On the right side of the path, between the dead Red Amareth and Palash.
Ancient Scroll Locations:
1. Behind the palm tree on the island with the Portal.
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ADDITIONAL NOTES
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AVAILABLE SHOPS:
-Herbalist (Oleck, in the side section of Gomira)
-Basic Weaponsmith~Dagani (Burrik, in the main part of Gomira)
-Dagani Specialist (Bolahdon, in the main part of Gomira)
-Magical Item (Fidarack, in the main part of Gomira)
-Water Magic seller (Ramal, near the raft launch, Gomira-side)
MAX PP NOTE!
To obtain max PP, make sure to collect no more than 9 Tree Frogs before
your party of 4 is assembled, so all benefit from the bonus PP.
NOTE: Check the Treasure Chest list for information on the seemingly random
treasures found in the swamp (they aren't random, though).
SWAMP GAS: You need Tahir to pass the green clouds of swamp gas, but only
the cloud between the Portal and Gomira can be traversed. The clouds in the
deep swamp bar you from areas you're not supposed to go yet, and Tahir
refuses to go it alone. This only proves useful to pick up a free Wet Staff
and Barkcleaver in a chest, as well as one of the tree frogs.
FULL HEALING: Examining the Oracle at any time will fully heal you.
MONSTERS: No new monsters spawn anywhere in the swamp after meeting the
Oracle, as one may expect, but meeting the amnesiac Sarojin in the stone ruins
en route to Palash DOES trigger respawns as far back as the raft to Gomira.
Check in the waters around the Oracle and between the raft landing and Palash
for extra gretchlings to fight.
=======================================================================
==========================================================================
4: Palash - Land of lizards and magic (PALA4)
==========================================================================
=======================================================================
--------------------------
TREASURE INFORMATION
--------------------------
Treasure:
-Sarojin Hammer (hammer) - in chest next to the first save point
-Spike Potion (potion) - in chest next to the first save point
-Palm Nut Potion x2 (potion) - in chest at the bottom of the zigzagging path
-Spike Potion x2 (potion) - in chest at the bottom of the zigzagging path
-Wither Potion x4 (potion) - in cauldron behind a rock SW of orb statue #26
Random Chests (set 2):
-Two on the hill S of the Red Amareth
PP and Gold bonuses:
-500 PP - at 10 Amber Beads
-1000 PP - at 20 Amber Beads
-500 PP - at 10 Journal Chapter 2
Collectibles and Herbs:
-Amber Beads (25 of 30)
-Journal Chapter 2 Pages (11 of 25)
-Journal Chapter 3 Pages (1 of 25)
-Journal Chapter 4 Pages (2 of 25)
-Ancient Scrolls (1 of 5)
Quest Items:
-Jade Scarab - slay the Red Amareth in the DarkFell camp
-Diadem - from WhipTail's tomb
-Golden Crystal - from WhipTail's tomb
-Bronze Bell - trade the Diadem to BrambleFoot in La'Shon
-Ring of Revealing - use the Bronze Bell on the amnesiac Sarojin in Dagan
--------------------------
MONSTER INFORMATION
--------------------------
Dagani Amareth (about 500 HP)
DarkFell Warrior 1 (about 150 HP)
DarkFell Warrior 2(about 200 HP)
Gretchling (about 60 HP)
Orin Lurker x2 (about 80 HP)
Palash Amareth (about 650 HP)
Palash Lurker (about 105 HP)
Red Amareth (about 650 HP)
Monster Groups:
-Dagan to La'Shon
Palash Lurker x2 (2)
Palash Lurker x3 (4)
-La'Shon to WhipTail's Tomb
Palash Amareth x2 (Boss)
DarkFell Warrior 1 x1 (2)
DarkFell Warrior 1 x2 (4)
DarkFell Warrior 1 x6 (1)
Palash Lurker x1 (2)
Palash Lurker x2 (1)
Red Amareth x1 (Boss)
-La'Shon back to the Dagan/Palash border
Palash Lurker x2 (2)
Palash Lurker x3 (3)
Palash Lurker x4 (2)
Palash Lurker x6 (2)
-Dagan/Palash border to the Whitewater Gorge raft launch
Dagani Amareth x1 (4)
Dagani Amareth x2 (2)
DarkFell Warrior 1 x2 (1)
Gretchling x2 (11)
Gretchling x3 (5)
Gretchling x4 (2)
Gretchling x5 (2)
Gretchling x6 (1)
Gretchling x2, Dagani Amareth x1 (1)
Gretchling x3, Dagani Amareth x1 (1)
Gretchling x2, Orin Lurker x1 (1)
Orin Lurker x2 (1)
-Stone ruins to Dagan/Palash border (after curing amnesiac Sarojin):
Dagani Amareth x1 (1)
Gretchling x1 (1)
Gretchling x2 (2)
Gretchling x3 (2)
--------------------------
COLLECTIBLES INFORMATION
--------------------------
Amber Bead Locations:
1. Just past stone marker #3, near the Save.
2. Curve #4 of the winding path, on the left.
3. Between stone statue #7 and 8, on the right.
4. To the right of stone statue #10.
5. NE of stone statue #15, between the tents.
6. NE of the blue flame in La'Shon, behind some tents.
7. W of the blue flame in La'Shon, behind FernDancer.
8. Behind a rock on the right side, past orb statue #5.
9. To the right of orb statue #12, along the path's wall.
10. Just past orb statue #18 on the left.
11. To the left of orb statue #19.
12. To the left of orb statue #20.
13. Right after orb statue #21, near the DarkFell totems.
14. On the left side of the path past orb statue #23, near a log.
15. Past the hard turn to the right after orb statue #27, beside a rock.
16. Just before orb statue #31.
17. Beside orb statue #32.
18. Go left up the path beside orb statue #34.
19. Beside the save point past orb statue #36.
20. Down path at the end of orb statue #38, on the right.
21. Go W from orb statue #42, looking behind the trees and rocks.
22. Go N from orb statue #42, down the path on the left.
23. Go N from orb statue #42, down the path near the waterfall.
24. Go N from orb statue #42, straight down the path to the end.
25. On the left side of the path NW of orb statue #42.
Journal Chapter 2 Locations:
10. On the right of the fifth curve of the winding path past stone marker #3.
11. Next to stone marker #7.
12. Just past stone marker #14.
13. On a ledge left of La'Shon on left near end.
14. NW of orb statue #10, in a wide turn on the right.
15. Just after the left turn past orb statue #10, on the left.
16. In front of a rock on the right, just after orb statue #12.
17. Next to orb statue #14.
18. Look behind the tents near two chests in the middle of the DarkFell camp.
19. Behind a large rock on the left after orb sphere #26.
20. Beside a large rock to the right of orb statue #27.
Journal Chapter 3 Locations:
1. At the Whitewater Gorge raft launch, in the left corner.
Journal Chapter 4 Locations:
1. On the left side of WhipTail's Tomb.
2. On the right side of WhipTail's Tomb.
Ancient Scroll Locations:
2. Go to the end of the path left of orb statue #34.
--------------------------
ADDITIONAL NOTES
--------------------------
AVAILABLE SHOPS:
-Herbalist (MossDigger, in La'Shon market)
-Basic Weaponsmith~Dagani (JasperScale, in La'Shon market)
-Sarojin Specialist (CopperCrest, in La'Shon market)
-Explosives Specialist (OpalEye, in La'Shon market)
-Atelier (FernDancer, in La'Shon market)
-Fire Magic seller (FernDancer, in La'Shon market)
ODD ROCKS - Many of the rocks you see are actually Lurkers, however most
are inert at the moment and will not attack. Many of these are fought later
in the game.
ARMORED BRACERS - If you haven't already, buy Jarik and Tahir a set of the
Armored Bracers available from the fire magic shop in La'Shon. These provide a
large block boost of 20, which combined with armor will result in blocking
most attacks. Blocking will significantly reduce damage taken from most enemy
attacks.
SPIRE HEALING - At the Spire of Suspicion, there is a cauldron near a Sarojin
guard. This offers a one-time full heal for Jarik and Tahir. Use it wisely!,
but keep in mind that in an emergency, walking back to the Portal in La'Shon
is always an option.
IMPOSSIBLE BATTLE - Near the entrance to the Twisting Deeps (W of WhipTail's
Tomb) is a battle with SIX DarkFell Warrior 1s. This is an incredibly
difficult battle, as six enemies attacking constantly will quickly kill your
party. The only way this battle is remotely winnable is if you use
area-of-effect magic to hit them all at once. A particularly good choice is
Acid Rain for Tahir. Tahir is good with water magic, and even though DarkFell
resist water, Acid Rain will do plenty of damage (averaging 20-30 per hit at
level three, and hitting five times). Equip the Orb of Tears and get Acid Rain
to at least level three (which costs 1100 PP total), or possibly level four,
if you can swing 1800 more PP. It will not only help you actually WIN this
battle, but will be an asset for many hours to come.
JUGGERNAUT - After the scenes at WhipTail's Tomb, Jarik obtains a special
skill - Morph. This lets him transform into the Juggernaut you fight the
Amareths with. This form is free to transform to anytime. It has 1000 HP
and no MEP, and can only do two actions: Punch and Crush (the latter being
stronger, but with more cooldown). The HP you start with is based on what
percent of your HP you had as Jarik, but when he reverts, his HP is restored
to what Jarik had before transforming, ignoring any damage or healing. The
Juggernaut form cannot use any items, but is powerful enough to be useful
for a while to come. Note that you can transform BEFORE triggering a battle,
so as not to waste any time once fighting, and so Jarik's HP is preserved.
DAGAN RESPAWN TAKE TWO: After curing the amnesiac Sarojin, a few new groups
of monsters spawn between you and Palash. These are noted in the monster
group list. Most notably is another Dagani Amareth (the 500 HP version) NW
of that large plateau. This battle can be difficult to trigger; you must walk
in the swamp water NW of the Amareth itself (close to the swamp gas cloud).
Just walking on land, and nearby it, will not trigger the battle.
=======================================================================
==========================================================================
5: Whitewater Gorge - Cactus Canyon (WHIT5)
==========================================================================
=======================================================================
--------------------------
TREASURE INFORMATION
--------------------------
Treasure:
-Antitoxin (potion) - from Goltir at the beginning of the Gorge
-Moorlet Egg (collectible) - in a chest near the first two random chests
-Magic Potion x2 (potion) - in the Marketplace, for delivering message to Ekue
-Amulet of Silence (amulet) - in a chest past the "Wilderness" save point
-Studded Armor (armor set) - in a chest past the "Wilderness" save point
-Archers Bow (bow) - in a chest past the "Wilderness" save point
-Old Dagger (dagger) - in a chest beyond the blue key's stone door
-Bone Bracers (wearable) - in a chest beyond the blue key's stone door
-Spi Boost (elixir) - in a chest beyond the blue key's stone door
-Dex Boost (elixir) - in a chest beyond the blue key's stone door
-Pelewan's Pendant (wearable) - deliver the Kemarran Brooch to Pelewan
-Cactus Potion (potion) - talk to Kayreeda in Marketplace after curing Pazinah
-Spike Potion (potion) - talk to Kayreeda in Marketplace after curing Pazinah
-Oak Shield (shield) - in a chest in the ruins NE of the exit of the canyon
-Spike Potion (potion) - in the ruins NE of the exit of the canyon into Orin
-Str Augmenter (elixir) - in the ruins NE of the exit of the canyon into Orin
-Poison Resistance (potion) - in the ruins NE of the exit of canyon into Orin
-Target Shield (shield) - in a chest in the Boggroat's den
-Hauberk (armor set) - in a chest in the Boggroat's den
-Spi Boost (elixir) - in a chest in the Boggroat's den
-Spike Potion (potion) - in a chest in the Boggroat's den
-Old Chakram (chakram) - in a chest in the Boggroat's den
-Small Petards (petards) - in a chest in the Boggroat's den
-Ice Dagger (dagger) - in a chest in the Boggroat's den
-Cactus Potion (potion) - in a chest in the Boggroat's den
-RazorClaw's Staff (staff) - from RazorClaw, in exchange for Scarlet Cloak
-Dagani Bow (bow) - in chest on Gargoyle Bridge, post-Boggroat
-Sturdy Shield (shield) - in chest on Gargoyle Bridge, post-Boggroat
-Cactus Potion (potion) - in chest on Gargoyle Bridge, post-Boggroat
-Dark Defender (tattoo) - from Kemarrans near Pilgrim's Hatch
-Wraith's Bane (bow) - on a grave after examining the crypt for Lord Kort
Random Chests (sets 1, 2, 3):
-In the Lurker-infested area between the intersection and the Marketplace
-Also in the Lurker-infested area between the intersection and the Marketplace
-Atop the cliff via the path W of the Whitewater Portal (a lockbox)
-In some shallow ruins beyond the first bridge on Pelewan's path
-Right before the second bridge on Pelewan's path
-Two in an alcove of a cliff SW of the first save point after the Marketplace
-Two behind the blue key's stone door
-Push a barrel beyond the "Gargoyle Bridge" (with Journal Chapter 3 page 16)
-On a small ledge overlooking the earlier section, after the "barrel chest"
-In the ruins NE of the exit of the canyon into Orin
-In the NE corner of the Sunken Market, near CrystalFang
PP and Gold bonuses:
-500 PP - at 10 Moorlet Eggs
-1000 PP - at 20 Moorlet Eggs
-500 PP - at 10 Journal Chapter 3
-100 PP - in a chest past the "Wilderness" save point
-50 gold - in a chest past the "Wilderness" save point
Collectibles and Herbs:
-Cactus Flower - found on small green cacti with pink buds
-Flower Spike - found on cacti with a large, vertical white flower spike
-Wither Bane - collect the green weeds near small rocks
-Moorlet Eggs (28 of 30)
-Journal Chapter 3 Pages (18 of 25)
-Ancient Scrolls (2 of 5)
Quest Items:
-Kemarran Brooch - from the chest in the ratsprat's lair
-Red Key - from the chest in the ratsprat's lair
-Blue Key - from the chest behind the red key's stone door
-Nettlefire Weed - from herbalist in the Market after meeting blinded Kemarran
-Boggroat chest key - after defeating the Boggroat in its den
-Sphere of Calling - in a chest in the Boggroat's den
-Scarlet Cloak - examine the remains after the Gargoyle and Tengu battle
--------------------------
MONSTER INFORMATION
--------------------------
Boggroat (about 1300 HP)
Fake Dagani (about 220 HP)
Fake Orin (about 100 HP)
Fake Orin 2 (about 400 HP)
Gargoyle (about 1000 HP)
Moorlet (about 200 HP)
Palash Lurker (about 105 HP)
Shadowspawn (about 400 HP)
Skurkling (about 25 HP)
Strong Zombie (about 350 HP)
Tengu (about 600 HP)
Weak Lurker (about 80 HP)
Monster Groups:
-Raft Launch to Whitewater Gorge Market, including Twisting Deeps path
Fake Dagani x1 (1)
Moorlet x3 (1)
Moorlet x6 (1)
Palash Lurker x1 (3)
-Whitewater Gorge Market to Orin (before Boggroat is defeated)
Boggroat x1 (Boss)
Fake Dagani x3 (1)
Fake Orin x2 (2)
Fake Orin 2 x3 (1)
Gargoyle x1 (2)
Gargoyle x2 (2)
Moorlet x2 (3)
Moorlet x3 (6)
Moorlet x4 (6)
Moorlet x2, Shadowspawn x4 (1)
Palash Lurker x1 (8)
Palash Lurker x2 (3)
Palash Lurker x2, Moorlet x1 (1)
Tengu x1 (1)
-Whitewater Gorge, after Boggroat is defeated
Fake Kemarran x6 (1)
Gargoyle x2 (2)
Gargoyle x4 (2)
Gargoyle x4, Tengu x2 (1)
Moorlet x4 (1)
-Lord Kort's and Grandar's lands
Strong Zombie x3 (5)
Tengu x3 (1)
Tengu x2, Skurkling x3 (1)
Orin Lurker x1 (5)
--------------------------
COLLECTIBLES INFORMATION
--------------------------
Moorlet Egg Locations:
1. On the left, beside the palm trees just past trail marker #2.
2. Early on the path to the Twisting Deeps, look near a Flower Spike plant.
3. On the left side of trail marker #6.
4. In the cauldron next to Tuako, just past trail marker #6.
5. In a chest next to a big rock near trail marker #12.
6. Under a wagon NE of Brin in the Marketplace.
7. Just past Riffin and the "To Orin" signpost on the elevated path.
8. Behind some barrels in the large area past trail marker #18.
9. Near the entrance to Whitewater Portal in large area past trail marker #18.
10. On the ledge of a "window" on the unmarked path past the Portal.
11. Near a lockbox at the end of the unmarked path past the Portal.
12. Behind a large rock a bit past Gymal's camp at the start of the canyon.
13. On the right side of the path, right past Koldor.
14. Push the barrels aside near the start of the unmarked path past Pelewan.
15. Just beyond trail marker #22.
16. In an alcove on the far side of a large rock past trail marker #24.
17. In an alcove on the far side of a large rock past trail marker #24.
18. SE of the save point and trail marker #25.
19. Go NW from trail marker #26 and follow the unmarked path to end.
20. At the end of unmarked path, behind the blue key's stone door.
21. Behind some barrels in the Boggroat's domain.
22. In an area SW of intersection at trail marker #27, on an unmarked path.
23. Further down in area SW of trail marker #27 on unmarked path.
24. Up the unmarked path SW of trail marker #27.
25. At the end of the unmarked path SW past trail marker #27, in some ruins.
26. Behind a broken ruin SE of Orin signpost, after trail marker #32.
27. On a small ledge right before the Sunken Market.
28. In the Sunken Market, to the right of OnyxEye's tent.
Journal Chapter 3 Locations:
2. On the right of the winding path when leaving the raft landing.
3. On the right of the winding path just after leaving the raft landing area.
4. On the right after trail marker #1.
5. Across the bridge to the left, behind AmberTail (path to Twisting Deeps).
6. Between trail markers #7 and #8 on the path to WG Market.
7. Just before trail marker #13.
8. Make a right turn on the path past trail marker #19.
9. Beside a large rock on the left, past trail marker #19.
10. On the right, past trail marker #19 and right before Koldor.
11. On the unmarked path, in the balcony just beyond the ratsprat's den.
12. Just beyond trail marker #23.
13. Near trail marker #25 and the save point.
14. NW of trail marker #26, on the right beyond the save point.
15. On the unmarked path NW of trail marker #26, just before the bridge.
16. On the Gargoyle bridge past trail marker #28.
17. Beside BlackTail in the Sarojin Bazaar, to the right of a tent.
18. On the trail just beyond the Sarojin Bazaar.
19. Circle back around to the Bazaar, and check the right side of the trail.
Ancient Scroll Locations:
3. Right ahead of you after exiting the raft in Whitewater Gorge.
4. Near the Moorlets NW of trail marker #24.
--------------------------
ADDITIONAL NOTES
--------------------------
AVAILABLE SHOPS:
-Herbalist (Kayreeda in Whitewater Gorge Market)
-Herbalist (Melzia, in Pilgrim's Hatch)
-Herbalist (Arleen, in Hollow Grange)
-Basic Weaponsmith~Sarojin (Merchant, in Whitewater Gorge Market)
-Basic Weaponsmith~Sarojin (OnyxEye, in the Sunken Market)
-Basic Weaponsmith~Orin (Merchant, in Pilgrim's Hatch)
-Basic Weaponsmith~Orin (Deryn, near Hermit's Cave)
-Advanced Weaponsmith (Brin, in Whitewater Gorge Market)
-Advanced Weaponsmith (Weaponsmith, on outskirts of Pilgrim's Hatch)
-Sarojin Specialist (SixClaw, in the Sunken Market)
-Exotic Equipment (BlackTail, in the Sunken Market)
-Magical Items (Tuako, near the path to the Twisting Deeps)
-Atelier (CrystalFang, in the Sunken Market)
-Atelier (Jingu, in Pilgrim's Hatch)
-Stone Magic seller (Jingu, in Pilgrim's Hatch)
-Sound Magic seller (CrystalFang, in the Sunken Market)
-White Magic seller (Gymal, on the path to Orin, then in the Marketplace)
DIFFICULT BATTLE - On the path to the Twisting Deeps is a battle against six
Moorlets. This is incredibly difficult, and is not recommended unless Tahir
can use Acid Rain. The spell will slaughter them. Picking them off one by one
will usually result in suffering too much damage in many cases.
CHANGELINGS - You will start encountering Changelings in the guise of one of
the four races from here on out. These come in many varieties, wielding many
different weapons and even spells. Due to the extreme variety these enemies
present, this guide cannot describe each and every group's weapons and magic.
WHITE MAGIC - Soon after leaving the marketplace, you will encounter Gymal,
who sells the Orb of Healing. BUY ONE FOR TAHIR. Spend the money on white
spells from the Portal, and begin training Healing Mist. This is your top
priority! Healing potions are basically obsolete after you gain even one
more level (if they aren't already - 100HP is less than 1/8th of your max HP),
thus Healing Mist will be how you heal for the rest of the game. Heal itself
is alright, but mainly for quick full healing of someone about to die in
battle. MEP healing potions (Spike and Ulappa) still remain useful, since
120 MEP healed is six Healing Mists, and 200 is ten!
PELEWAN GLITCH!!! - En route to Orin, you will meet Pelewan, who pleads for
you to help recover an item for him. DO THIS QUEST IMMEDIATELY. The Amulet of
Silence needed to finish it is found in the canyon ahead. If this quest is
left until too late in the game, Pelewan can vanish without a trace, and with
him goes your hopes to mark this quest completed and get the reward. The
reward is a crappy pendant which has the exact same effect as an easily-bought
accessory, however (stun resistance), so this glitch is hardly game-breaking.
MAX PP PROBLEM - The Amulet of Silence's chest gives 100 PP, which you would
think could be saved, but due to Pelewan possibly vanishing at a random point,
it is best to collect it ASAP, just to ensure it doesn't cost you the quest.
GLITCH!!! - The giant stone door opened by the red key is glitched! Once you
open it the first time and leave, it will never open again. If you do not
collect everything from behind it, they are lost forever. THIS INCLUDES A
MOORLET EGG! Make sure to get everything the first time through.
VERY DIFFICULT BATTLE - Behind the blue door lies a battle with three Moorlets
and FOUR Shadowspawn. Shadowspawn attack by throwing rocks, and with claws at
melee range. This battle is VERY easy to lose. Although rocks are easily
dodged by moving, the battle system isn't conducive to evasive movement.
Gather the Moorlets and cast Acid Rain on them while Jarik pounds at the
Shadowspawn. After Tahir gets a second turn, have him finish off the Moorlets,
then start casting healing spells! Again, this battle is very difficult, so be
extremely careful.
BLINDED KEMARRAN AND THE ANTIVENOM - A short way after the first save point in
the gorge will be a Kemarran warrior fighting some moorlets. After helping her
kill them, she says their poison has blinded her and she needs an antidote.
If you still have the Antivenom item Goltir gave you at the start of the
gorge, it will serve the purpose. Otherwise, you must return to Whitewater
Gorge Marketplace and speak to the herbalist to receive the Nettlefire Weed
quest item, to serve the same purpose.
ICE DAGGER - One of the rewards for defeating the Boggroat is an Ice Dagger.
This is an excellent weapon for Tahir! 20 base damage, 2 recovery time, and
a water focal item even. If Tahir is trained in daggers and water magic (which
are two of the better options for him), this is a must-have! This will be THE
dagger for the rest of the game, no matter who uses it, or if they even use
water magic. There's another one later in the game as well, if you prefer two
dagger users.
GARGOYLE GLITCH!!! - The Gargoyles that guard a page of Chapter 3 of the
Journal on the bridge/ramp may occasionally be glitchy and not provide the
journal page upon defeat. Make sure to save before encountering this group, in
case the glitch occurs. If it does, that page of the journal will be lost
forever!
SUNKEN MARKET AND THE TACHI - The exotic weapons dealer in the Sunken Market
carries a 2H Sword called the Tachi. This is extremely expensive (over 1500
gold), but for a reason: it has 45 base damage, causes Disrupt and Bloc
(easily the most overpowered status - resets cooldown gauge and pauses it for
a few seconds), and is a fire focal item! Ditch Jarik's 2H Axe and go for this
baby, perhaps investing in some fire magic. (especially Inferno!)
LORD KORT'S LANDS - After exiting the Gorge, you will be back in Orin, near
Pilgrim's Hatch. There are not many enemies to be found, however you have
all of the land at your disposal; Pilgrim's Hatch and Hollow Grange, although
there is little reason to bother going all that way.
SPI BOOST DROPS! - The zombies in Lord Kort's lands have a very small chance of
dropping Spi Boost items. Each one permanenly boosts a character's SPI stat by
10. This offers up to 50 extra SPI. These zombies also sometimes drop the staff
Cycgel, which is a sound focal staff.
=======================================================================
==========================================================================
6: Kemarr Highlands - High and dry (KEMA6)
==========================================================================
=======================================================================
--------------------------
TREASURE INFORMATION
--------------------------
Treasure:
-Warrior's Halberd (halberd) - lockbox in the NW corner of the Skurkling Nest
-Str Enhancer (elixir) - lockbox in the NW corner of the Skurkling Nest
-Spi Augmenter (elixir) - lockbox in the NW corner of the Skurkling Nest
-Ulappa Potion (potion) - bring the Ulappa Leaves to Maravana
-Stonecutter Axe (axe) - in a lockbox in the ruins S of crystal marker #42
-Matron's Hammer (two-hnd hammer) - in the chest in the Hakar Cave
-Orb of Winds (focal item) - in the chest in the Hakar Cave
-Fire Halberd (halberd) - in the chest in the Hakar Cave
-Vivana's Amulet (amulet) - collect all 30 Crystal Shards
Random Chests (set 4):
-Beside Gamson's tent, near crystal marker #13
-E of crystal marker #13, overlooking the plains below
-NW of crystal marker #14, near a cauldron, barrel, and bench
-SE part of the unmarked area E of crystal marker #42, near a barrel
-E side the of island beyond 2nd bridge in area E of Matron's Camp
PP and Gold bonuses:
-500 PP - at 10 Crystal Shards
-1000 PP - at 20 Crystal Shards
-100 gold - defeat Fen Skurklings in the area NE of first the save point
-500 gold - return the Box of Flutes to Geshan
-500 gold - defeat all fen Skurkling Mounds, then talk to Hurmiz
Collectibles and Herbs:
-Ulappa Leaves - the leafy plant in the ruins near crystal marker #42
-Crystal Shards (30 of 30)
Quest Items:
-Box of Flutes - from a lockbox in the plains beyond Geshan, guarded by Tengu
-Hakar Tooth - defeat the Hakar in the cave E of Matron's Camp
-Spirit Wind - from a Kemarran in a tent in the Dragon's Maw
--------------------------
MONSTER INFORMATION
--------------------------
Fake Dagani 2 (about 400 HP)
Fake Sarojin (about 300 HP)
Fen Skurkling (about 150 HP)
Fen Skurkling Mound (about 200 HP)
Hakar (about 2000 HP)
Kemarran Zombie (about 500 HP)
Tengu (about 600 HP)
Monster Groups:-Between the entrance to the Highlands and the Matron's Camp
Fen Skurkling x1 (1)
Fen Skurkling x2 (6)
Fen Skurkling x3 (2)
Fen Skurkling x4 (1)
Fen Skurkling x6 (1)
Fen Skurkling Mound x1 (1)
Fen Skurkling Mound x1, Fen Skurkling x1 (1)
Fen Skurkling Mound x1, Fen Skurkling x2 (3)
Fen Skurkling Mound x2, Fen Skurkling x1 (1)
Fen Skurkling Mound x2, Fen Skurkling x2 (1)
Kemarran Zombie x3 (1)
Kemarran Zombie x5 (2)
Kemarran Zombie x6 (1)
Tengu x2 (2)
Tengu x3 (3)
Tengu x4 (1)
-During the Hakar Quest
Fen Skurkling x5 (1)
Hakar x1 (Boss)
Kemarran Zombie x3 (4)
Kemarran Zombie x4 (1)
Kemarran Zombie x5 (1)
Tengu x2 (2)
Tengu x4 (1)
-Heading to Dragon's Maw after the Hakar Quest
Fake Dagani 2 x3 (2)
Fake Sarojin x3 (1)
Fen Skurkling x2 (5)
Kemarran Zombie x3 (2)
Tengu x3 (6)
-After the Dragon's Maw (check all throughout the Highlands!)
Fen Skurkling x2 (1)
Tengu x3 (2)
--------------------------
COLLECTIBLES INFORMATION
--------------------------
Crystal Shard Locations:
1. On the ledge E of the Windsinger statue, at the start of the area.
2. SE of Chocud's tent (S of the save point), near a tree and some rocks.
3. A little ways W of crystal marker #4.
4. In the narrow alley SE of crystal marker #9.
5. NW of crystal marker #14, near a cauldron, barrel, and bench.
6. E of crystal marker #16, in a corner, surrounded by cliff.
7. Near a tree E of the stone bridge seen from area SE of crystal marker #16.
8. Pass W under the stone bridge seen from area SE of crystal marker #16.
9. In chest next to Elliman's tent in unmarked area near crystal marker #16.
10. Laying on the ground a bit SW of Elliman's tent.
11. On the ground next to the wall-bridge NW of broken bridge to Zonra's Tomb.
12. On the ground between crystal markers #20 and #21, NW of the save point.
13. On the ground near crystal marker #23.
14. SW of crystal marker #26, in the alcove near the cliff and boulder.
15. NE of crystal marker #27, in another alcove along the cliff.
16. S of crystal marker #33, in the middle of the narrow pass.
17. NW of crystal marker #34, beneath some trees near the cliff face.
18. In the NW corner of the Fen Skurkling lair, NE of crystal marker #38.
19. Near some trees SW of the pond in the Fen Skurkling Lair.
20. SW of crystal marker #40, behind a tree.
21. SE of crystal marker #42, in a corner beyond Maravana.
22. To the right of the shrine in the Ulappa Grove, S of crystal marker #42.
23. NE corner of the unmarked area E of crystal marker #42.
24. Down the mountain pass W of Dreyfar's tent in the Matron's Camp.
25. Behind a boulder on the left side of the path E of the Matron's Camp.
26. In the NE corner of the area before the bridge, E of the Matron's Camp
27. E side the of island beyond the long bridge in area E of Matron's Camp.
28. On the ground near the chest in the Hakar's Cave
29. In the Dragon's Maw, at the NE end, near a stone bridge/wall.
30. Near the empty tents in the SW corner of the Dragon's Maw.
--------------------------
ADDITIONAL NOTES
--------------------------
AVAILABLE SHOPS:
-Herbalist (Maravana, near the ruins S of crystal marker #42)
-Kemarran Specialist (Gamson, in a tent near crystal marker #13)
-Kemarran Specialist (Vosmek, in the Matron's Camp)
-Exotic Equipment (Elliman, in a tent in unmarked area north of Zonra's Tomb)
-Magical Item v2 (Thezram, in the Matron's Camp)
-Crappy Magical Item (Elisinar, in the Dragon's Maw)
-Armor Shop (Akilias, in the Dragon's Maw)
-Atelier (Chocud, S of the entrance to the Kemarran Highlands)
-Atelier (Dreyfar, in the Matron's Camp)
-Tattoo Parlor (Rooba, in a tent near crystal marker #13)
-Wind Magic seller (Maia, in a tent near crystal marker #11)
MISSABLE! ENTIRE KEMARRAN HIGHLANDS - Everything in the Kemarran Highlands
is missable, as once you leave you may never return. The most notable items
include ALL Tattoos (the tattoo parlor is the only one in the game), the Orb
of Winds, and various items in chests. This also includes Vivana's Amulet, the
reward for all 30 crystal shards! Do NOT leave until you are completely sure
you have everything you ever will need! This includes a set of tattoos for
your other two characters (taking up a massive 10 inventory slots, bummer).
Fortunately, after the scenes at the Dragon's Maw, you have the run of the
Highlands, so everything (shopping, chests, crystal shards, etc) can be done
then.
SET 4 RANDOM CHESTS - Several of the random chests in the Highlands are set 4,
which has 150 gold, very often a Ulappa Potion, and most importantly, a Spi
Boost! This elixir boosts a character's Spi by 10 points permanently. Save
before opening each chest to maximize the number of Spi Boosts and your stats!
TATTOOS - Mentioned briefly earlier, tattoos give bonuses and use up five
unique skill slots (cannot be used for anything else). They are permanent. As
far as I've been able to test, multiple tattoos of the same kind do not stack.
I would wager the status resist tattoos are better than the voodoo/black arts
resists, due to the latter two being much more uncommon (but increasingly
common as the game goes on). Make sure to load everyone up on tattoos (as well
as bring 10 extras, five for each of the future two party members).
ULAPPA LEAVES - The plant in the shrine near crystal marker #42 is the Ulappa
plant, where the potion of the same name comes from. This is the ONLY Ulappa
plant in the game! In total, you can harvest leaves from it three times: when
the herbalist first sends you on, after clearing the Hakar Cave, and after the
scenes at the Dragon's Maw. These are the only three leaves available in the
entire game, however talking to any herbalist will end up consuming them if
you turn herbs in for potions.
=======================================================================
==========================================================================
7: Drommar's Tomb and the Twisting Deeps - Things just got real (DROM7)
==========================================================================
=======================================================================
--------------------------
TREASURE INFORMATION
--------------------------
Treasure:
-Charged Staff (staff) - in the chest in the upper part of Hermit's Cave
-Evil Bracers (wearable) - in the upper part of Hermit's Cave, in a lockbox
-Spi Boost (elixir) - in the upper part of Hermit's Cave, in a lockbox
-Ulappa Potion (potion) - in the upper part of Hermit's Cave, in a lockbox
-Great Sword (sword) - in a chest inside the M'Ton's Cave
-Hauberk (armor set) - in a chest inside the M'Ton's Cave
-Charged Buckler (shield) - in a chest inside the M'Ton's Cave
-Amareth Shield (shield) - in a chest inside the M'Ton's Cave
-Magic Potion (potion) - in a chest inside the M'Ton's Cave
-Stone Orb (focal) - in a chest inside the M'Ton's Cave
Random Chests (set 4 and 5):
-Two in the room to the right between opal scarabs #19 and #20
PP and Gold bonuses:
-50 PP - in the chest in the upper part of Hermit's Cave
-30 gold - in the chest in the upper part of Hermit's Cave
-400 gold - in the upper part of Hermit's Cave, in a lockbox
-500 PP - at 10 Journal Chapter 1
-1000 PP - at 20 Journal Chapter 1
-500 PP - at 25 Journal Chapter 1
-20 gold - in a chest inside the M'Ton's Cave
Collectibles and Herbs:
-Wither Bane - collect the green weeds near small rocks
-Journal Chapter 1 Pages (24 of 25)
-Journal Chapter 4 Pages (2 of 25)
-Ancient Artifacts (3 of 30)
Quest Items:
-Lapis Key Ring - in a lockbox in the bottom of the unmarked path
-ShadowFire's Key - in a lockbox in the bottom of the unmarked path
-Drommar's Torc - in a lockbox by the bed in the room next to #19 and #20
-Dementia Thorn - from a M'Ton on the bridge back to Lord Kort's lands
-Bone Hammer - from the Zombie Lord at the graveyard, after killing it
-Lord Kort's Token - from Lord Kort, in exchange for the Bone Hammer
--------------------------
MONSTER INFORMATION
--------------------------
Changeling (about 300 HP)
Ethereal (about 1000 HP)
Fake Kemarran 1 (about 400 HP)
Orin Lurker (about 80 HP)
Shadowspawn (about 350 HP)
Skurkling (about 25 HP)
Strong Zombie (about 350 HP)
Zombie Lord (about 1200 HP)
Monster Groups:
-Drommar's Gate to Hollow Grange
Fake Kemarran 1 x2 (1)
Orin Lurker x1 (1)
Orin Lurker x2 (2)
Skurkling x5, Strong Zombie x2 (1)
Strong Zombie x3 (3)
Strong Zombie x4 (2)
Strong Zombie x6 (1)
-Hollow Grange, the Twisting Deeps, and Drommar's Tomb
Changeling x1 (1)
Ethereal x1 (Boss)
Orin Lurker x1 (2)
Shadowspawn x2 (10)
Shadowspawn x4 (3)
Shadowspawn x5 (1)
Strong Zombie x4, Orin Lurker x1 (1)
-After Drommar's Tomb: Lord Kort's Lands revisited
Fake Kemarran 1 x4 (1)
Orin Lurker x1 (5)
Orin Lurker x2 (1)
Orin Lurker x4 (1)
Strong Zombie x3 (3)
Strong Zombie x4 (2)
Strong Zombie x5 (2)
Zombie Lord x1, Strong Zombie x5 (Boss)
--------------------------
COLLECTIBLES INFORMATION
--------------------------
Journal Chapter 1 Locations:
2. Head SE along the unmarked path beyond opal scarab #12.
3. On the opposite side of the small lake, down the unmarked path.
4. Near a stalagmite in the SE of the bottom-most area of the unmarked path.
5. Near a rock in the E of the bottom-most area of the unmarked path.
6. Near the same rock in the E of the bottom-most area of the unmarked path.
7. Near a NE corner of the bottom-most area of the unmarked path.
8. Under a bed in the NW of the bottom-most area of the unmarked path.
9. Near opal scarab #17.
10. On the left, past opal scarab #18.
11. In the room on the right, between opal scarabs #19 and #20.
12. In the room on the right, between opal scarabs #19 and #20.
13. In the room on the right, between opal scarabs #19 and #20.
14. In the room on the right, between opal scarabs #19 and #20.
15. In the room on the right, between opal scarabs #19 and #20.
16. In the room on the right, between opal scarabs #19 and #20.
17. In the room on the right, between opal scarabs #19 and #20.
18. In the room on the right, between opal scarabs #19 and #20.
19. In the room on the right, between opal scarabs #19 and #20.
20. In the room on the right, between opal scarabs #19 and #20.
21. In the room on the right, between opal scarabs #19 and #20.
22. In the room on the right, between opal scarabs #19 and #20.
23. On the left side, past opal scarab #20.
24. On the right, past opal scarab #22.
25. Head E from opal scarab #24.
Journal Chapter 4 Locations:
3. Inside Drommar's Tomb.
4. Inside Drommar's Tomb.
Ancient Artifact Locations:
1. Just beyond opal scarab #3.
2. Go down the path on the right SE of OS #12 and #13, it is on the ramp.
3. Just past the door on the right between opal scarab #19 and #20.
--------------------------
ADDITIONAL NOTES
--------------------------
AVAILABLE SHOPS:
-Herbalist (Arleen, in Hollow Grange)
-Herbalist (Melzia, in Pilgrim's Hatch)
-Basic Weaponsmith~Orin (Devyn, inside Hermit's Cave)
-Basic Weaponsmith~Orin (Merchant, in Pilgrim's Hatch)
-Advanced Weaponsmith (Weaponsmith, in Pilgrim's Hatch)
-Atelier (Jingu, in Pilgrim's Hatch)
-Stone Magic seller (Jingu, in Pilgrim's Hatch)
NO REST FOR THE WEARY - You are herded towards Hollow Grange straight from
exiting Kemarr. Pilgrim's Hatch will be unavailable for a while, so the only
shops you'll have access to are an herbalist in Hollow Grange and Devyn, the
basic weaponsmith.
MORE STAT BOOSTERS - Two chests in the Twisting Deeps are sets 4 and 5. 4
gives Spi Boost (SPI+10), and set 5 (very rarely) gives Spi Enhancer (SPI+5).
Save at the nearby save point and open them repeatedly until they give up
these rare elixirs!
ETHEREAL BATTLE - The Ethereal is a difficult foe. Use magic, as weapons have
very little effect on it. This is yet another battle where a high-level Acid
Rsin from Tahir can prove effective.
DROMMAR'S SWORD AND REVEAL - The Reveal attack of Drommar's Sword dispels the
Changeling's magic, reverting them to their original form. This prevents them
using magic and weapons, which prevents many status effects and ranged damage,
but their normal form has strong melee attacks and a rock throw (like
Shadowspawn). Be sure you wish to fight the original form when you use this!
MISSABLE! JOURNAL CHAPTER 4 PAGES - When inside Drommar's Tomb, be sure to
get both of these pages! If you don't collect them now, they are missed
forever, locking you out of a nice accessory and the best armor in the game
(for everyone).
ZOMBIE LORD'S VOODOO - The Zombie Lord casts a voodoo spell at you constantly.
This spell's damage can be reduced with Evil Bracers, or if you bought some,
the Dark Defender tattoo. It can hit pretty hard and consistently from a
range, so be careful.
ZOMBIE LORD GLITCH!!! - I have heard a report that once, the Zombie Lord did
not trigger the after-battle event of obtaining the Bone Hammer. Make sure to
save beforehand, to ensure the hammer is dropped. If it does not, the game
cannot be continued.
=======================================================================
==========================================================================
8: Dagan, Whitewater, and Palash Redux - Old friends, new enemies (DWGP8)
==========================================================================
=======================================================================
--------------------------
TREASURE INFORMATION
--------------------------
Treasure:
-Wither Potion (potion) - in chest in the water outside the new Dagani Cavern
-Orb of Tears (focal) - in the single chest in the new Dagani cavern
-Ulappa Potion (potion) - in the pair of chests in the new Dagani Cavern
-Steel ChoPinTou (chopintou) - in the pair of chests in the new Dagani Cavern
-Studded Armor (armor set) - in the pair of chests in the new Dagani Cavern
-Str Enhancer (elixir) - in the pair of chests in the new Dagani Cavern
Random Chests (sets 1 and 2):
-Lockbox in the ruins N of the path to the Twisting Deeps in the Gorge
-Near the Whitewater Gorge entrance to Twisting Deeps, near a cauldron
-Behind hill with Dagani refugees in the new section of Dagan
-In water beyond a fallen tree in the path beyond the Dagani refugees
-In S corner of swamp in the water on path to Charak's Tomb
-Behind a tree in a pool of water N of the previous chest
-In the water SE of Charak's Tomb
PP and Gold bonuses:
-120 gold - in a chest in the water outside the new Dagani Cavern
-500 PP - at 30 Tree Frogs
-500 PP - at 30 Moorlet Eggs
-300 PP - at 30 Amber Beads
-1000 PP - at 20 Journal Chapter 2
-1000 PP - at 20 Journal Chapter 3
-300 PP - at 5 Ancient Scrolls
Collectibles and Herbs:
-Palm Nut - found on some palm trees
-Cactus Flower - found on small green cacti with pink buds
-Flower Spike - found on cacti with a large, vertical white flower spike
-Tree Frogs (5 of 30)
-Moorlet Eggs (2 of 30)
-Amber Beads (5 of 30)
-Journal Chapter 2 Pages (2 of 25)
-Journal Chapter 3 Pages (2 of 25)
-Ancient Scrolls (1 of 5)
Quest Items:
-Mahir's Ring - from Mahir's ghost in Gomira
-Black Skull - kill the DarkFell beyond the "Deep Swamp" save point
--------------------------
MONSTER INFORMATION
--------------------------
Dagani Amareth (about 500 HP)
DarkFell Mage 1 (about 450 HP)
DarkFell Warrior 3 (about 350 HP)
DarkFell Warrior 4 (about 600 HP)
Fake Dagani 2 (about 400 HP)
Fake Orin 3 (about 1400 HP)
Fake Sarojin 2 (about 400 HP)
Palash Amareth (about 650 HP)
Palash Lurker (about 105 HP)
Red Gretchling (about 400 HP)
Shadowspawn (about 400 HP)
Monster Groups:
-Dagan Portal to Gomira (pre-Spirit Wind use)
Dagani Amareth x2 (3)
Dagani Amareth x2, Red Gretchling x3 (1)
DarkFell Warrior 3 x2, DarkFell Mage 1 x2 (1)
Red Gretchling x3 (1)
Red Gretchling x4 (5)
-Gomira to Whitewater Gorge Marketplace
Fake Orin 3 x4 (1)
Gargoyle x1 (1)
Palash Lurker x1 (2)
Palash Lurker x2 (2)
Palash Lurker x3 (1)
Palash Lurker x4 (1)
Red Gretchling x4 (2)
-Palash and Dagan, up until getting the Black Skull
Dagani Amareth x1, Red Gretchling x1 (2)
DarkFell Warrior x2 (1)
DarkFell Warrior 3 x2, DarkFell Mage 1 x2 (2)
DarkFell Warrior 3 x3, DarkFell Mage 1 x3 (1)
Fake Dagani 2 x2 (3)
Palash Lurker x2 (5)
Palash Lurker x3 (4)
Palash Lurker x4 (1)
Palash Lurker x6 (1)
Red Gretchling x2 (6)
-Palash to the Twisting Deeps
DarkFell Warrior 3 x3 (6)
DarkFell Warrior 3 x5, DarkFell Warrior 4 x1 (1)
DarkFell Warrior 4 x1 (1)
Fake Sarojin 2 x2 (1)
Palash Amareth x3 (1)
Palash Amareth x4 (1)
Palash Lurker x2 (1)
Shadowspawn x5 (1)
--------------------------
COLLECTIBLES INFORMATION
--------------------------
Tree Frog Locations:
25. On the back of a large boulder under the NW new Dagani path.
26. Sitting on the SW pillar in the cavern in the NW new Dagani path.
27. On a wooden post where previously was a large cloud of swamp gas.
28. On a wooden plank in the sand SE of the "Deep Swamp" save point.
29. On the floor of the stone ruins SW of the "Deep Swamp" save point.
30. On a log to the right of the entrance to Charak's Tomb.
Moorlet Egg Locations:
29. In an alcove in the hidden path NW of the ruins, en route to the Deeps.
30. SW of the Gorge entrance to the Twisting Deeps, next to a rock and tree.
Amber Bead Locations:
26. Beyond "Palash" save, near the tents in opposite direction as cursed lake.
27. To the right of the pedestal at the cursed lake.
28. On the right side of the path to the fire pit.
29. At the fire pit, to the left of the pedestal.
30. Near the lapis scarab marker outside the Palash entrance to the Deeps.
Journal Chapter 2 Locations:
21. On the landmass with the Dagani refugees in Dagan
22. In the SW portion of the DarkFell camp, near a log leaning on the wall.
Journal Chapter 3 Locations:
20. En route to the Gorge entrance to the Twisting Deeps, SW of cliff alcove.
21. Just before the Whitewater Gorge entrance to the Twisting Deeps.
Ancient Scroll Locations:
5. On a bridge near the "Swampland" save point, after Charak's tomb. (Dagan)
--------------------------
ADDITIONAL NOTES
--------------------------
AVAILABLE SHOPS:
-Herbalist (Kayreeda, in the Marketplace)
-Herbalist (MossDigger, in La'Shon market)
-Basic Weaponsmith~Dagani (Faymel, on the hill with a cauldron)
-Basic Weaponsmith~Dagani (JasperScale, in La'Shon market)
-Basic Weaponsmith~Palash (Merchant, in the Marketplace)
-Advanced Weaponsmith (Brin, in the Marketplace)
-Dagani Specialist (Saker, on the hill with the Dagani refugees in Dagan)
-Sarojin Specialist (CopperCrest, in La'Shon market)
-Explosives Specialist (OpalEye, in La'Shon market)
-Magical Item (Damore, on the hill with the Dagani refugees in Dagan)
-Magical Item v3 (Gymal, in the Marketplace)
-Atelier (FernDancer, in La'Shon market)
-Fire Magic seller (FernDancer, in La'Shon market)
-White Magic seller (Gymal, in the Marketplace)
WHITE MAGIC AGAIN - Buy Tylonee a White Magic orb, and train her Heal and
Healing Mist spells! Two healers is the best option.
POWERFUL CHANGELINGS - After speaking with Brin, a party of fake Orins appears
near the Whitewater Gorge entrance to the Twisting Deeps. This is pretty far
out of the way. These Changelings have 1200 HP - a massive amount - and also
cast magic. Be careful!
=======================================================================
==========================================================================
9: Twisting Deeps and Frost Peaks - A winter wonderland (FROS9)
==========================================================================
=======================================================================
--------------------------
TREASURE INFORMATION
--------------------------
Treasure:
-Hunter's Bow (bow) - chest at end of the path S of lapis scarab #21
-Palm Nut Potion (potion) - chest at end of the path S of lapis scarab #21
-Ulappa Potion (potion) - chest at end of the path S of lapis scarab #21
-Cactus Potion (potion) - in the S prison cell in the dungeon area
-Ulappa Potion (potion) - in the S prison cell in the dungeon area
-Orb of Sound (focal) - in the S prison cell in the dungeon area
-Absorption Orb (focal) - in the 'new' chest in SilverScale's lair
-Orb of Defense (focal) - Next to green scarab #13, in a chest
-Ice Dagger (dagger) - chest in the corner NW from "Frost Peaks" save
-Preserved Shield (shield) - chest in the corner NW from "Frost Peaks" save
-Spi Boost (elixir) - chest in the corner NW from "Frost Peaks" save
-Ulappa Potion (potion) - chest in the corner NW from "Frost Peaks" save
-Stun Grenades (petards) - at end of path SE of the end of raised pathway
-La'Shon Halberd (halberd) - at end of path SE of the end of raised pathway
-Balkstaff (staff) - chest N of the path under the large raised pathway
-Ulappa Potion (potion) - chest N of the path under the large raised pathway
-Blazing Orb (focal) - in the chest at the Temple of the Ice Hakar
-Ulappa Potion (potion) - in the chest at the Temple of the Ice Hakar
-Str Boost (elixir) - in the chest at the Temple of the Ice Hakar
-Ring of Might (amulet) - Sarojin spires, after completing journal chapter 1
Random Chests (set 4):
-Alcove NW of the intersection between Deeps and Frost Peaks elevator paths
-S of the "Frost Peaks" save point
-At the middle of the long raised pathway early in the Frost Peaks
-SW of the end of the large raised pathway
-In an alcove underneath the raised pathway, near a large pillar and red rock
-SW of the entrance to raised pathway leading to the Temple of the Ice Hakar
PP and Gold bonuses:
-200 gold - in a chest N of the path under the large raised pathway
-500 PP - at 10 Ancient Artifacts
-1000 PP - at 20 Ancient Artifacts
-500 PP - at 10 Journal Chapter 4
Collectibles and Herbs:
-Ancient Artifacts (17 of 30)
-Journal Chapter 4 Pages (13 of 25)
-Koldor's Items (5 of 12)
Quest Items:
-Cell Door Key - from the Shadowspawn at the prison complex
-Cell Key - in the S prison cell in the dungeon area
-SilverScale's Key - from the translocation node's chest, near the sun bed
-Chandarath Scroll - a chest in the Sarojin-only room via SilverScale's node
-Opal Key Ring - a chest in the Sarojin-only room via SilverScale's node
-Agate Key Ring - a chest in the Sarojin-only room via SilverScale's node
--------------------------
MONSTER INFORMATION
--------------------------
Boraro (About 1400 HP)
Demon Plant (about 800 HP)
Fake Dagani 2 (about 400 HP)
Fake Kemarran 1 (about 400 HP)
Fake Orin 2 (about 400 HP)
Fake Sarojin 2 (about 400 HP)
Grandar (about 2200HP)
Green Changeling (about 1400 HP)
Ice Hakar (about 2200 HP)
K'Tik (about 2500 HP)
Shadowspawn (about 400 HP)
Stronger Zombie (about 1500 HP)
Monster Groups:
-Twisting Deeps, lapis and white regions, and the prison (pre-SunDeep)
Fake Dagani 2 x3, Fake Kemarran x3 1 (1)
Fake Kemarran 1 x3 (1)
Fake Orin 2 x2 (1)
Fake Sarojin 2 x4 (2)
Shadowspawn x3 (1)
Shadowspawn x5 (4)
Shadowspawn x6 (2)
-Twisting Deeps, post-SunDeep, and Gateway Garden region
Boraro x2 (2)
Boraro x3 (2)
Demon Plant x5 (2)
Demon Plant x6 (1)
Green Changeling x1, Shadowspawn x4 (1)
Green Changeling x2, Shadowspawn x3 (1)
Shadowspawn x5 (1)
Shadowspawn x6 (1)
-Frost Peaks, to the Temple of the Ice Hakar
Grandar x1, Ice Hakar x1 (Boss)
Ice Hakar x1 (1)
Ice Hakar x2 (2)
Ice Hakar x3 (1)
K'Tik x2 (1)
K'Tik x4 (3)
-Frost Peaks, post-Temple, and the Gateway Garden region
Boraro x3 (2)
Ice Hakar x 5 (1)
Ice Hakar x2, K'Tik x3 (1)
Ice Hakar x4, K'Tik x1 (1)
K'Tik x3 (2)
K'Tik x5 (1)
Stronger Zombie x3 (1)
Stronger Zombie x4 (1)
--------------------------
COLLECTIBLES INFORMATION
--------------------------
Ancient Artifact Locations:
4. Near lapis scarab #2.
5. On the ground slightly N of lapis scarab #12.
6. N of lapis scarab #17, near a large stalagmite and some mushrooms.
7. In an unmarked area S of lapis scarab #21, near some mushrooms and a rock.
8. On the right of white scarab #16, right before the long bridge.
9. At the end of the unmarked path NW of white scarab #20.
10. In an alcove in the cavern wall W of white scarab #26.
11. In an alcove in the cavern wall E of white scarab #29.
12. S of white scarab #35, between two large stalagmites.
13. Next to a purple crystal near the doorway at white scarab #42.
14. On path SE of white scarab #41, behind second large rock.
15. Beyond doorway far SE of white scarab #41, just inside the dungeon area.
16. SE of the Sarojin healing device in the dungeon area of the Deeps.
17. End of the path N of the "Dark Cavern" save point, in the dungeon area.
18. In the W cell of the prison complex, in the dungeon area.
19. In SilverScale's lair (near the Deeps Portal), near the odd shell machine.
20. On a platform in the switch puzzle between green scarabs #11 and #12.
Journal Chapter 4 Locations:
5. Between lapis scarabs #1 and #2.
6. On the ground slightly S of lapis scarab #4.
7. Right next to white scarab #24.
8. Behind some mushrooms N of white scarab #31.
9. To the left of the translocation node near the sun bed in the dungeon.
10. To the right of the N prison cell (with SunDeep) in the dungeon area.
11. S of green scarab #12 (right after finishing the switch puzzle).
12. A little bit SE of green scarab #17.
13. Sitting on the ground just before green scarab #21.
14. Near the rock overpass (NW side) on the upper part of the Garden area.
15. In a large alcove on the right side of the path to the Frost Peaks.
16. W of the Frost Peaks elevator, next to a large stone pillar.
17. Next to the four Sarojin Spires in the Garden area on the Deeps.
Koldor's Item Locations:
1. In a chest next to a purple crystal, NW of white scarab #41.
2. In a chest in a large alcove in the NE, in the dungeon area.
3. In a chest in a small depression E of the path, in the dungeon area.
4. In a chest SE of the "Dark Cavern" save point, in the dungeon area.
5. NE of green scarab #6, in a chest.
6. Next to green scarab #13, in a chest.
--------------------------
ADDITIONAL NOTES
--------------------------
AVAILABLE SHOPS: NONE!
SCARABS - Keep in mind that halfway through this section of the Deeps, the
scarab path changes from lapis to white!
MISSABLE! DUNGEON AREA - The dungeon area where SunDeep is found can never
be returned to after warping out! Be sure to collect everything in there
before leaving, especially the collectibles! Check for entries that mention
the dungeon area, or the sun bed. This goes triple for the Ancient Artifacts
and Koldor's Items, as these are needed for two of the four ultimate weapons!
CELL DOOR KEY - Use the first key you get to unlock the S cell door, NOT the N
one! There is a chest in the S cell containing some potions, an orb of sound,
and another key. Opening the N cell first denies you these items.
SUNDEEP - SunDeep starts out extremely weak - only 100HP and 30MEP at level 7!
Once he is taken to the bed of sunlight, he will regain some of his stats,
but he will always be your weakest character, making him a good candidate for
being a mage. Equipping him with the Roshogon (when you get it, if you don't
already have it) will compensate for his MEP use and lower MP in general.
DEMON PLANTS - These are first encountered after recruiting SunDeep. They are
resilient enemies that take much damage to kill, but are slow to attack and
cannot move. These are more of an annoyance than anything.
ABSORPTION ARTS - In SilverScale's lair, you'll find an Absorption Orb. The
first (and one of only two total) absorption arts focal items, this is
valuable, but unfortunately comes a bit late to get full use from. Still, the
spells it allows can be extremely useful.
MISSABLE! SWITCH PUZZLE - The Ancient Artifact on the platform in the switch
puzzle (in the green scarab section) is missable! Pick it up while there, or
you'll never get another chance. The puzzle itself is not terribly difficult
to solve, so for now I will not give a walkthrough for it, however if
requested, I will add a solution for it.
MISSABLE! FROST PEAKS - This is the only chance in the game to explore the
Frost Peaks. Get everything now, because once left, this area is sealed off
for the rest of the game.
ELEMENTALS AND HEALING - The ice elementals (K'Tik) drop Ancient Heals and
Magic Potions, the best healing items in the game, and only worthwhile ones
in the endgame. You likely already were given a few magic potions, but try
to win some of each to bolster your party's supplies. The K'Tik themselves
have thousands of HP (2500, to be precise), and can be difficult, but are
surprisingly easy to defeat, given how fearful people usually are of them.
Be prepared with healing mid-battle and they should fall easily.
MORE SPI BOOSTS - The Frost Peaks chests are all from set 4, which includes
that elusive Spi Boost! SunDeep could use the extra SPI badly, and each chest
may yield a meaty +10.
CHEST GLITCH!!! - There is a chest near the final path to the temple which is
visibly snowed in. The problem here is that approaching the chest from the
left side will result in your character being trapped in place and unable to
move. The only fix is to load an earlier save, so be careful around it!
RETURNING FROM THE TEMPLE: DIFFICULT! - After the scenes at the Temple of the
Ice Hakar, new enemies appear in Frost Peaks. This includes large groups! Five
K'Tik at once can cause some damage, and five Ice Hakars attacking the same
person can chew through even 2500HP in an instant! Be very ready with both
Healing Mist and Heal spells, or face losing characters to the onslaught. Few
of the battles (if any) are unavoidable, and you're still a long way from home,
so keep an eye on HP and MEP, and put those Ulappa Potions you found in chests
to good use.
SHADOWFIRE'S SPIRES - In the SW of the Garden area are four Sarojin spires.
Each of these corresponds to a journal chapter. Collect all 25 pages and an
item is unlocked! The first three boost one of the stats (STR, DEX, or SPI) by
20%, while chapter four's item boosts all three by 10%. Completing all four
chapters unlocks the area beyond, which contains the best armor in the game.
Unfortunately, chapter four cannot be completed without passing the point of
no return. More information is available in the later chapters.
=======================================================================
==========================================================================
10: Exploring with SunDeep - The world at your fingertips! (SUN10)
==========================================================================
=======================================================================
--------------------------
TREASURE INFORMATION
--------------------------
Treasure:
-La'Shon Halberd (halberd) - give the Miner's Shovel to BronzeScale
-Dragonwhip (staff) - in a chest on the left side of the DarkFell HQ
-Dragon's Dawn (halberd) - give all 12 Weapons to Koldor, in Whitewater Gorge
-Magical Crown (wearable) - examine ShadowFire's spires w/ all Chapter 3 pages
-Runed Sword (sword) - chest in the Boggroat's Lair
-Blazing Orb (focal) - a chest in the DarkFell water lair in Palash
-Wind Spear (spear) - a chest in the DarkFell water lair in Palash
-Dragonet's Breath (petard) - a chest in the DarkFell water lair in Palash
-Sword of Tieg (two-hnd sword) - a chest in the DarkFell fire lair in Palash
-LongTooth's Staff (staff) - from LongTooth for clearing both DarkFell lairs
-Nimble Cloak (wearable) - examine ShadowFire's spires w/ all Chapter 2 pages
Random Chests (set 4):
-Between opal scarabs #29 and #30
-In a nook behind a large stone face NW of opal scarab #28
-W of opal scarab #31
-SW of opal/red scarab intersection, in a small path S of V-shaped rock ridge
-SW of opal/red scarab intersection, in the middle of the room
-Two SW of opal/red scarab intersection, N of the v-shaped rock ridge
-Two down the unmarked path NE of red scarab #4
-One down the ledge SW of red scarab #7 (beside the green crystal barrier)
PP and Gold bonuses:
-500 gold - from Burrik, after returning his lockbox
-500 PP - from Fidarack, after delivering the news of his nephew
-500 PP - at 25 Journal Chapter 2
-500 PP - at 25 Journal Chapter 3
-1000 PP - at 20 Journal Chapter 4
-500 PP - at 30 Ancient Artifacts
-500 PP - at 10 Koldor's Items
-400 PP - at 12 Koldor's Items
Collectibles and Herbs:
-Wither Bane - collect the green weeds near small rocks
-Palm Nut - found on some palm trees
-Cactus Flower - found on small green cacti with pink buds
-Flower Spike - found on cacti with a large, vertical white flower spike
-Ancient Artifacts (10 of 30)
-Journal Chapter 2 Pages (3 of 25)
-Journal Chapter 3 Pages (4 of 25)
-Journal Chapter 4 Pages (7 of 25)
-Koldor's Items (6 of 12)
Quest Items:
-Lockbox - in the pile of wreckage SW of the W exit of Gomira
-Miner's Shovel - in a chest beyond the mist door near opal scarab #25
-HighCrest's Key - from MistWalker in the Library- requires 5 Ancient Scrolls
-Emerald Crystal - from the Dragonet in the Boggroat's Lair
-Mossy Skull - on a desk in the Boggroat's Lair
-Flame Skull - from the DarkFell in the water lair in Palash
--------------------------
MONSTER INFORMATION
--------------------------
Boggroat (about 1300 HP)
Boraro (about 1400 HP)
Dark Boggroat (about 2500 HP)
Dark Gretchling (about 650 HP)
Dark Lurker (about 1200 HP)
DarkFell Commander1 (about 1200 HP)
DarkFell Commander2 (about 1200 HP)
DarkFell Mage 1 (about 450 HP)
DarkFell Mage 2 (about 800 HP)
DarkFell Ranger 1 (about 1200 HP)
DarkFell Ranger 2 (about 1600 HP)
DarkFell Warrior 4 (about 700 HP)
DarkFell Warrior 5 (about 850 HP)
Fake Dagani 3 (about 1400 HP)
Fake Kemarran 2 (about 220 HP)
Fake Orin 3 (about 1400 HP)
Fake Sarojin 3 (about 1400 HP)
Green Changeling (about 1400 HP)
Hakar (about 2000 HP)
Orin Lurker (about 80 HP)
P'Gok (about 2500 HP)
Red Gretchling (about 400 HP)
Red Moorlet (about 220 HP)
Shadowspawn (about 400 HP)
Strong Tengu (about 1200 HP)
Stronger Zombie (about 1500 HP)
STORY SEGMENTS IN THIS SECTION - This part of the game is free-roam to an
extent, unlike the rest of the game. There are story events and some do
trigger new enemies appearing, but only in some areas, not all. This monster
list will be by what story event was last triggered, then area. If an area is
not listed after a particular event, that event triggers no new enemies in
that area.
Monster Groups, before seeing HighCrest in Whitewater Gorge's Library:
-Dagan, Portal to deep swamp raft launch
Boraro x2 (2)
Boraro x1, Fake Dagani 3 x2 (1)
Boraro x2, Fake Dagani 3 x1 (1)
DarkFell Warrior 5 x2, DarkFell Mage 2 x1 (1)
DarkFell Warrior 5 x6, DarkFell Mage 2 x1 (1)
DarkFell Warrior 5 x3, DarkFell Mage 2 x2 (Boss)
Fake Dagani x2 (1)
Fake Dagani x3 (1)
Red Gretchling x3 (1)
Red Gretchling x4 (1)
Red Gretchling x2, Dark Gretchling x1 (2)
Red Gretchling x3, Dark Gretchling x1 (3)
-Dagan, deep swamp raft launch to Palash
Boraro x1, Dark Lurker x1 (2)
Boraro x1, Red Gretchling x3 (1)
Dark Gretchling x1 (1)
Dark Lurker x1, Red Gretchling x2 (2)
Fake Dagani x2 (1)
Red Gretchling x3 (5)
Red Gretchling x4 (8)
Red Gretchling x5 (1)
-Orin (all in Lord Kort's Lands)
Dark Lurker x1 (1)
Fake Dagani 3 x4 (1)
Hakar x3 (1)
Orin Lurker x1 (1)
-Palash, Dagan to La'Shon
Dark Lurker x2 (3)
Dark Lurker x5 (1)
DarkFell Warrior 5 x4, DarkFell Mage 1 x1 (2)
Fake Sarojin 3 x2 (2)
-Palash, La'Shon to WhipTail's Tomb
Dark Lurker x1 (1)
Dark Lurker x2 (1)
Dark Lurker x3 (2)
Dark Lurker x4 (1)
DarkFell Mage 2 x1 (1)
DarkFell Mage 2 x2 (2)
DarkFell Warrior 5 x1 (1)
DarkFell Warrior 5 x3 (1)
DarkFell Warrior 5 x5 (1)
DarkFell Warrior 5 x1, DarkFell Mage 2 x1 (3)
DarkFell Warrior 5 x2, DarkFell Mage 2 x1 (1)
DarkFell Warrior 5 x4, DarkFell Mage 2 x1 (1)
Green Changeling x4 (1)
-Twisting Deeps, agate path
Strong Tengu x2 (1)
Strong Tengu x3 (1)
-Twisting Deeps, opal path
Boraro x1 (8)
Green Changeling x2 (5)
Green Changeling x3 (2)
Green Changeling x4 (4)
-Twisting Deeps, green path, garden area, and DarkFell headquarters
-DarkFell Commander1 x1 (4)
-DarkFell Commander2 x1 (2)
-DarkFell Ranger 1 x5 (1)
-P'Gok x1 (1)
-Twisting Deeps, lapis path
Fake Dagani 3 x5 (1)
Fake Orin 3 x5 (1)
Fake Sarojin 3 x5 (1)
Green Changeling x5 (1)
-Twisting Deeps, red path
Green Shadowspaen x2 (3)
Green Shadowspaen x4 (1)
-Twisting Deeps, white path
Boraro x5 (1)
Fake Orin 3 x5 (1)
Fake Sarojin 3 x5 (1)
Green Changeling x4 (1)
Green Changeling x5 (1)
-Whitewater Gorge
Boraro x2, Red Moorlet x4 (1)
Dark Lurker x1 (1)
Dark Lurker x2 (1)
Fake Kemarran 2 x3 (1)
Fake Orin 3 x5 (1)
Green Changeling x4, Dark Lurker x3 (1)
Orin Lurker x2 (1)
Shadowspawn x4 (1)
Monster Groups, after HighCrest and before seeing the Dagani Oracle:
-Dagan, portal to deep swamp raft launch
Boraro x3 (1)
Boraro x1, Red Gretchling x1 (1)
DarkFell Warrior 5 x3 (1)
DarkFell Warrior x2, DarkFell Ranger 1 x1 (1)
DarkFell Warrior x3, DarkFell Ranger 1 x1 (1)
Fake Dagani 3 x3 (1)
Red Gretchling x2 (1)
Red Gretchling x1, Dark Gretchling x1 (1)
Red Gretchling x2, Dark Gretchling x1 (1)
Red Gretchling x2, Dark Gretchling x2 (2)
-Dagan, deep swamp raft launch to Palash
Boraro x1 (1)
Boraro x1, Dark Lurker x1 (2)
Dark Gretchling x2 (1)
Dark Gretchling x3 (1)
Dark Lurker x3 (1)
Red Gretchling x1, Dark Gretchling x1 (1)
Red Gretchling x1, Dark Gretchling x2 (2)
Red Gretchling x1, Dark Gretchling x3 (4)
Red Gretchling x2, Dark Gretchling x2 (3)
-Dagan, after meeting the Oracle (all in the Charak Tomb section of swamp)
Boraro x1 (1)
Boraro x2 (1)
Dark Boggroat x1 (Boss)
Dark Gretchling x3 (1)
Red Gretchling x1, Dark Gretchling x1 (1)
Red Gretchling x1, Dark Gretchling x3 (1)
Red Gretchling x2, Dark Gretchling x1 (1)
-Palash
Boraro x2 (2)
Boraro x3 (1)
Boraro x1, Boggroat x1 (1)
Dark Lurker x2 (4)
Dark Lurker x5 (1)
Dark Lurker x6 (1)
DarkFell Ranger 1 x2, DarkFell Ranger 2 x2, DarkFell Mage 1 x1 (1)
DarkFell Ranger 2 x1, DarkFell Mage 1 x3 (1)
DarkFell Ranger 1 x1, DarkFell Ranger 2 x1, DarkFell Warrior 5 x2,
DarkFell Mage 1 x1 (1)
DarkFell Warrior 5 x2 (3)
DarkFell Warrior 5 x4 (1)
DarkFell Warrior 5 x2, DarkFell Ranger 1 x1 (1)
DarkFell Warrior 5 x4, DarkFell Ranger 1 x2 (1)
Fake Sarojin 3 x3 (2)
-Twisting Deeps, agate, opal, and red paths
Boraro x1 (1)
Boraro x1, Green Changeling x2 (1)
Green Changeling x2 (3)
Green Changeling x3 (9)
Green Changeling x4 (1)
Green Changeling x5 (1)
Green Changeling x6 (1)
Strong Tengu x3 (1)
-Twisting Deeps, white and green paths, and garden area
Fake Dagani 3 x5 (1)
Stronger Zombie x3 (3)
Stronger Zombie x4 (1)
Monster Groups, after defeating the Dark Boggroat and before Zonra's Tomb):
-Palash, DarkFell lair attack (some appear after clearing one or both lairs)
DarkFell Commander1 x1 (1)
DarkFell Commander2 x2 (1)
DarkFell Warrior 5 x3 (1)
DarkFell Warrior 5 x5 (1)
-Twisting Deeps, red path (beyond crystal barriers) and outside Zonra's Tomb
Green Changeling x2 (1)
Green Changeling x3 (1)
Green Changeling x4 (3)
Green Changeling x5 (1)
Hakar x4 (1)
--------------------------
COLLECTIBLES INFORMATION
--------------------------
Journal Chapter 2 Locations:
23. On ledge S of the far translocation node in the ruins near "Deep Swamps."
24. On the bed inside the Boggroat Cave beyond the "Deep Swamps" save point.
25. On the opposite end of the bridge over the DarkFell water trap in Palash.
Journal Chapter 3 Locations:
22. To the right of agate scarab #11, en route to Whitewater Gorge.
23. W of agate scarab #19, en route to Whitewater Gorge.
24. Between agate scarabs #20 and #21, right next to the door to the Gorge.
25. Just outside the back door of the Whitewater Gorge library.
Journal Chapter 4 Locations:
18. Near the bottom of the long spiral pathway deep on the opal scarab path.
19. Behind a wall on the right side of deepest part of the DarkFell HQ.
20. On the grassy path en route to the P'Gok elevator in the garden area.
21. In a corner directly NW of the P'Gok elevator in the garden area.
22. On the floor near the "Statue" save point, past the red crystal barrier.
23. At the end of the non-tiled ledge overlooking the "Statue" save point.
24. Sitting outside Zonra's tomb, between the right side and the cliff face.
Ancient Artifact Locations:
21. Right beyond the yellow mist door on the opal path, on some tiles.
22. Between some stalactites SE of opal scarab #26.
23. Between opal scarabs #29 and #30.
24. NW of opal scarab #28.
25. SW of opal/red scarab intersection, near a pool of water.
26. SW of opal/red scarab intersection, N of the v-shaped rock ridge.
27. SW of opal/red scarab intersection, in alcove E of the two chest part.
28. Down the unmarked path NE of red scarab #4.
29. Between 3rd and 4th agate scarabs beyond the opal/agate scarab junction.
30. NE of the "Opal Path" save point.
Koldor's Item Locations:
7. Use the translocation node in the NW part of Lord Kort's lands.
8. In a chest SW of the opal/agate scarab intersection.
9. SW of opal/red scarab intersection, SW of the V-shaped rock ridge.
10. Between opal scarabs #27 and #28.
11. In a chest beyond the translocation node next to white scarab #17.
12. In a chest on the left side of the DarkFell Headquarters.
--------------------------
ADDITIONAL NOTES
--------------------------
AVAILABLE SHOPS:
-All shops in Orin, Dagan, Palash, and Whitewater Gorge
FREE EXPLORATION!!! - This part of the game is free exploration. Even doing
story segments will not take away free exploration until you see the scenes
at the center of Zonra's Tomb (the point of no return). Re-explore all areas,
finish collecting collectibles, get items, and fight monsters. The monster
section of this chapter is more free-form, based on sections of the world AND
the story location.
TWISTING DEEPS, OPAL AND WHITE - While the "opal" and "white" scarab paths
are actually the same color, opal is used to denote the "Orin" path through
the Deeps (ShadowFire's cave to the red/agate/opal intersection region),
while white is for the interior Deeps path, beyond the long spiral path. It
is the path used in pursuit of Grandar and SilverScale during the lead-up
to meeting SunDeep. White scarabs start count at the Twisting Deeps portal,
and lead up to the door to the large spiral pathway that leads to the red/
agate/opal intersection room.
TWISTING DEEPS MONSTER SPAWNS - Many monster groups in the Twisting Deeps
don't appear at first, but require you to backtrack along a path after
passing some manner of checkpoint, such as a doorway. Two or three trips may
be required to engage all the enemies the Deeps has to offer.
SPI BOOSTS IN THE DEEPS - Many chests are within the Twisting Deeps, and all
possibly hold a Spi Boost. It is a tall order to get one from every single
chest, however.
DRAGONS FALL ON THE AGATE PATH - On the agate scarab path (Whitewater Gorge
entrance) in the Twisting Deeps, there is a chest surrounded with some dragon
head statues. This houses one of the dragon weapons: The Dragon's Fall, a
chakram (the crappiest dragon weapon of all). Opening the chest triggers a
trap. The solution is simple: send Jarik to the W head, Tylonee to the N head,
Tahir to the E head, and then SunDeep to the S head. This causes a
translocation node to appear, allowing you escape.
DRAGON ORDEALS - At this point, three of the dragon ordeals may be obtained;
the aforementioned (and useless) Dragon's Fall, as well as the Dragon's Dawn
from Koldor (collect all 12 of his weapons), and Dragonwhip from the DarkFell
(requires all 30 Ancient Artifacts). These weapons are incredibly powerful!
Make it your top priority to get these weapons ASAP, and whoever wields them
(with a mastered Halberd and Staff skillset) will destroy anything they touch.
GOLTIR GLITCH!!! - After turning in the 30 Moorlet Eggs to Goltir, he will
ask you if you require his usual services (herbalist). This is the last time
he will ask! After the eggs are traded, he will stop talking altogether,
resulting in the loss of the only herbalist in Dagan. Not an insurmountable
glitch, but annoying nonetheless.
WHITEWATER GORGE GLITCH!!! - When entering the Marketplace via the library's
back door, many people will be missing from the area. This is because the game
does not properly load the area when entering from the library. The fix is
simple: just leave and return (going out to the Portal is sufficient).
=======================================================================
==========================================================================
11: Zonra's Tomb and Oo Pang Tulmus - At long last (ZON11)
==========================================================================
=======================================================================
--------------------------
TREASURE INFORMATION
--------------------------
Treasure:
-Torc of Power (wearable) - examine ShadowFire's spires w/ all Chapter 4 pages
-Ornate Armor (armor set) - a chest at the end of ShadowFire's Sanctum
-Shadow Armor (armor set) - a chest at the end of ShadowFire's Sanctum
-Steel Armor (armor set) - a chest at the end of ShadowFire's Sanctum
-Dark Mail (armor set) - a chest at the end of ShadowFire's Sanctum
Random Chests (sets 2 and 5):
-Beyond ShadowFire's four spires, on the left side of the area
-Beyond ShadowFire's four spires, on the right side of the area
PP and Gold bonuses:
-500 PP - at 25 Journal Chapter 4
Collectibles and Herbs:
-Wither Bane - collect the green weeds near small rocks
-Palm Nut - found on some palm trees
-Cactus Flower - found on small green cacti with pink buds
-Flower Spike - found on cacti with a large, vertical white flower spike
-Journal Chapter 4 Pages (1 of 25)
Quest Items:
-Memory Crystals - from the High Ethereal in Zonra's Tomb
-Vortex Lever - in the Ice Hakar cave in Oo Pang Tulmus
-Oo Pang Hammer - from the Master Stonemover in Oo Pang Tulmus
--------------------------
MONSTER INFORMATION
--------------------------
Boraro (about 1400 HP)
Ethereal (about 1000 HP)
Green Boraro (about 1800 HP)
Green Changeling (about 1400 HP)
High Ethereal (about 1000 HP)
Ice Hakar (about 2200 HP)
K'Tiker (about 2500 HP)
Shadow Zombie (about 1400 HP)
ShadowFire (about 850 HP)
Monster Groups:
-Zonra's Tomb
Ethereal x1 (Boss)
High Ethereal x1 (Boss)
-Twisting Deeps, agate, opal, and red paths (before Oo Pang Tulmus)
Boraro x2 (8)
Green Boraro x1 (5)
Green Changeling x3 (7)
Green Changeling x4 (2)
Green Changeling x5 (1)
-Twisting Deeps, garden area (before Oo Pang Tulmus)
K'Tiker x2 (2)
K'Tiker x3 (1)
K'Tiker x4 (1)
-ShadowFire's Sanctum
Shadow Zombie x3 (2)
Shadow Zombie x4 (1)
ShadowFire x1, Shadow Zombie x4 (Boss)
-Oo Pang Tulmus
Ice Hakar x2 (1)
Ice Hakar x3 (1)
--------------------------
COLLECTIBLES INFORMATION
--------------------------
Journal Chapter 4 Locations:
25. In the middle of Zonra's Tomb (this means passing the point of no return!)
--------------------------
ADDITIONAL NOTES
--------------------------
AVAILABLE SHOPS:
-All shops in Orin, Dagan, Palash, and Whitewater Gorge (until Oo Pang Tulmus)
SORT OF FREE-ROAM: After Zonra's Tomb, you're theoretically not supposed to
have free-roam anymore (Portal translocation is disabled), but you still can.
You'll be turned back from the lapis path in the Deeps, but the white one
still works, and will let you leave the Deeps and head to Whitewater Gorge,
Orin, Dagan, and Palash. All herbs can be collected once again, but there
are no new enemies to be found, aside from the ones listed in the Deeps
(mainly agate, opal, and red paths). The only real use of this accidental
freedom is to finish collecting the collectibles, if that wasn't finished
before Zonra's Tomb.
INVISIBLE CHANGELINGS GLITCH!!! - New encounters abound in the intersection
room of the agate, red, and opal paths, but one set of Green Changelings is
invisible! They seem to appear after fighting one of the solitary Green
Boraros, and they cannot be seen. They are still open to attack, though. There
are three of them, so kill them and things should be fine afterwards. Another
group then appears, but is the same as the first group (only three), and that
seems to be the end of the invisible Changelings.
SHADOWFIRE'S SANCTUM - By now, you should've collected all of the journal
pages throughout the game. This will allow you to collect all four rewards
(Ring of Might, Nimble Cloak, Magical Crown, and Torc of Power), and, with
all four collected, access to the area beyond, ShadowFire's Sanctum.
ZOMBIES AND STAT BOOSTS - Upon entering ShadowFire's Sanctum, you are made to
face some battles with Shadow Zombies - nothing special, zombie-wise, but
notable in that each group can drop a Dex and/or Str Enhancer! Dex boosts are
the rarest in the game, so it may be worthwhile to save at the nearby save
point and retry to win all possible Dex Enhancers in here, especially for
whoever will get the Nimble Cloak! Str Enhancers are good too, of course, so
it's up to the player. The game is near the end, so what objective value any
stat boosts at this point are worth is questionable.
ULTIMATE ARMOR - After defeating ShadowFire, four chests await you at the end
of his Sanctum. These contain four suits of armor that are indisputably the
ultimate armors of the game, with what is by far the best block boost, as well
as an abundance of valuable and high-level resistances. Distribute them as you
see fit, and prepare to never worry about armor again (unless you've been
using Plate Armor, in which case it's been a long, long time since armor was a
concern anyways).
=======================================================================
==========================================================================
12: Charak's Tomb and Dagan - Once more unto the breach (CHA12)
==========================================================================
=======================================================================
--------------------------
TREASURE INFORMATION
--------------------------
Treasure:
Orb of Tears (focal) - chest where the Dagani merchants used to be
Strength Bracers (wearable) - chest where the Dagani merchants used to be
Red ChoPinTou (chopintou) - chest where the Dagani merchants used to be
Collectibles and Herbs:
-Palm Nut - found on some palm trees
--------------------------
MONSTER INFORMATION
--------------------------
Boraro (about 1400 HP)
Dark Boggroat (about 2500 HP)
Dark Gretchling (about 650 HP)
Dark Lurker (about 1200 HP)
DarkFell Mage 1 (about 400 HP)
DarkFell Ranger 1 (about 1200 HP)
DarkFell Warrior 5 (about 850 HP)
Ethereal (about 1000 HP)
Fake Dagani 3 (about 1400 HP)
Fake Sarojin 3 (about 1500 HP)
Green Boraro (about 1800 HP)
High Ethereal (about 1000 HP)
Monster Groups:
-Dagan, Portal to Charak's Tomb (pre-events)
Boraro x4 (1)
Dark Boggroat x1, Dark Lurker x1 (1)
Dark Boggroat x1, Boraro x1, Dark Gretchling x1 (1)
Dark Gretchling x3 (3)
Dark Gretchling x4 (10)
Dark Lurker x6 (1)
DarkFell Warrior 5 x2, DarkFell Ranger 1 x1 (1)
Fake Dagani 3 x3 (2)
Fake Dagani 3 x5 (2)
Green Boraro x2 (4)
Green Boraro x3 (1)
High Ethereal x1, Ethereal x1 (Boss)
-Post-Charak's Tomb in Dagan
Dark Boggroat x3 (1)
Dark Boggroat x1, Dark Lurker x1 (1)
Dark Boggroat x1, Green Boraro x1 (1)
Dark Gretchling x3 (2)
Dark Gretchling x4 (9)
Dark Gretchling x5 (1)
Dark Gretchling x6 (1)
Dark Lurker x5 (1)
Dark Lurker x6 (2)
DarkFell Ranger 1 x2, DarkFell Mage 1 x1 (1)
DarkFell Ranger 1 x2, DarkFell Mage 1 x2 (1)
Fake Dagani 3 x3 (1)
Fake Dagani 3 x4 (1)
Fake Dagani 3 x5 (1)
Green Boraro x2 (2)
Green Boraro x4 (1)
High Ethereal x1, Ethereal x1 (1)
-Post-Charak's Tomb in Palash
Dark Lurker x2 (1)
Dark Lurker x3 (3)
Dark Lurler x5 (1)
Dark Lurker x6 (1)
High Ethereal x1, Ethereal x4 (1)
-Twisting Deeps, green path and garden area
Fake Sarojin 4 x5 (1)
Green Boraro x5 (1)
Shadow Zombie x4 (1)
--------------------------
ADDITIONAL NOTES
--------------------------
AVAILABLE SHOPS:
-Herbalist (MossDigger, in La'Shon market)
-Basic Weaponsmith~Dagani (JasperScale, in La'Shon market)
-Sarojin Specialist (CopperCrest, in La'Shon market)
-Explosives Specialist (OpalEye, in La'Shon market)
-Magical Item (Almus, in the first Dagani rest area past the Portal)
-Atelier (FernDancer, in La'Shon market)
-Water Magic seller (Ramal, near the raft launch, Gomira-side)
-Fire Magic seller (FernDancer, in La'Shon market)
ALON D'AR - At Charak's Tomb, Jarik gains a new transformation - into Alon
D'ar's old form. This gives him access to some unique Chandarath-only spells.
Restore is probably the most useful, costing 50 MEP and restoring 1000 HP for
the target (200 HP more potent than Heal). Alon D'ar's MEP works like the
Juggernaut's HP; a certain percent of Jarik's current MEP is converted into
Alon D'ar's MEP. Any MEP spent as Alon D'ar though is not counted, as when it
reverts to Jarik, his MEP reverts to what Jarik originally had, ignoring any
spent or healed as Alon D'ar.
NEXT DESTINATION - After Charak's Tomb, you may proceed to either the Dagan or
Palash Portal, and from there to the Portal in the Twisting Deeps. There
are new enemies on both routes Dagan to La'Shon, so to maximize PP, clear out
both, then use the Portal at whichever was your second destination.
THREE DARK BOGGROATS - Be especially careful of this battle! The Dark
Boggroats resist most elements and block a lot! If they gang up on one
character, they can kill even a Lv10 in short order. This is far from an
impossible battle, but it's easily the most dangerous since the five Ice
Hakars in Frost Peaks.
MORE STAT BOOSTS - Several enemies from here on out drop stat boosters, such
as the Sarojin changelings guarding the elevator to Glethdarang!
LAST CHANCE FOR SHADOWFIRE - This is the last chance to redeem ShadowFire's
journal's pages for the spire treasures (Ring of Might, Nimble Cloak, Magical
Crown, and Torc of Power), as well as your last chance to venture into his
Sanctuary and claim the four ultimate armor sets of the game.
=======================================================================
==========================================================================
13: Glethdarang - Sulfur and brimstone (GLE13)
==========================================================================
=======================================================================
--------------------------
TREASURE INFORMATION
--------------------------
Treasure:
-Dragon's Teeth (chopintou) - translocation node chest in NW of lava caves
-Dragonstorm (sword) - translocation node chest in SE of lava caves
Random Chests (set 4):
-On a pathway leading to the lava, behind the first building in the lava caves
-At the end of the raised pathway NW past the bridge with SilverScale
Quest Items:
-Jailer's Key - from the Boraro-Sarojin near Grandar's cell in the dungeons
--------------------------
MONSTER INFORMATION
--------------------------
Boraro-Dagani (about 2200 HP)
Boraro-Kemarran (about 2500 HP)
Boraro-Orin (about 2500 HP)
Boraro-Sarojin (about 2500 HP)
P'Gok (about 2500 HP)
P'Goker (about 2500 HP)
SilverScale (about 3000 HP)
Monster Groups:
-Glethdarang lava caves: entrance area
Boraro-Dagani x4 (1)
Boraro-Kemarran x3, Boraro-Sarojin x1 (1)
Boraro-Orin x4, Boraro-Sarojin x1 (1)
Boraro-Orin x5 (1)
P'Gok x3 (2)
P'Gok x5 (3)
P'Gok x1, P'Goker x3 (1)
P'Gok x3, P'Goker x2 (2)
SilverScale x1 (Boss)
-Glethdarang lava caves: dungeons
Boraro-Dagani x5 (2)
Boraro-Dagani x3, Boraro-Orin x2 (1)
Boraro-Dagani x2, Boraro-Sarojin x2 (1)
Boraro-Dagani x3, Boraro-Sarojin x2 (2)
Boraro-Kemarran x3 (1)
Boraro-Kemarran x5 (1)
Boraro-Kemarran x4, Boraro-Orin x1 (2)
Boraro-Orin x4 (1)
Boraro-Orin x2, Boraro-Sarojin x1 (1)
Boraro-Orin x3, Boraro-Sarojin x2 (1)
--------------------------
ADDITIONAL NOTES
--------------------------
AVAILABLE SHOPS: None for the rest of the game.
BORARO CHANGELINGS - Glethdarang introduces Boraro changelings. These are
changelings made from Boraro instead of the usual creatures. Not only do they
have much more HP, they are MUCH stronger. The first group of four Orin and a
Sarojin can kill even a max level party without diligent healing! Be very
cautious. Although rarely needed before this, seriously consider casting
Reveal on the group, as five Boraro are much more easily dealt with than their
false forms. They'll even lose most of their HP, as Boraros have around 1400
HP, compared to the changelings' 2200-2500 HP, and be much weaker to blunt
weapons (like the Dragonwhip). It's your choice.
BARRIER MAGIC - Harder-hitting enemies that can whittle down your HP even at
max level with mastered weapons and magic classes require better tactics.
Consider barrier magic. Throwing up an Elemental Barrier, Multi-Barrier, or
if nothing else, just a weapon barrier before a battle can mean the difference
between victory and defeat. Barriers last until they are either destroyed, or
you save and reload the game, so even a low level barrier can be cast on
everyone before a battle is triggered. Use them!
P'GOK...ER? - There seem to be two different P'Gok enemy types. The normal
ones (which you fought earlier near the Glethdarang elevator) are normal
P'Goks. They give 500 PP apiece and the normal drops (including Str and Dex
Enhancers!) P'Gokers, however, tend to sit back and chuck rocks that cause
Fire and Disrupt and Block, and have no drops. They give 550 PP. Besides
these minute differences, they seem identical.
MORE STAT BOOSTS - Once again, this place has several chests with the
potential for a Spi Boost. This is compounded by the fact that many enemy
groups, specifically those with P'Goks (not to be confused with P'Goker, as
they are identical, although there are no P'Goker-only groups), carry both
Str and Dex Enhancers. You can boost your stats a lot in this area, but the
price is reloading many, many times from an increasingly distant save point.
Enemies also tend to come in consecutive groups, preventing you from reliably
claiming more than one stat boost per two or more battles.
DARKSTAFF - SilverScale's Darkstaff claims to be a Black Arts focal item.
This would normally be exciting, except there's no way to level up the Black
Arts, so you're stuck only casting the first spell of that magic class at Lv0,
just like any other class without any levels in it. Although the game
prohibits you from learning or leveling any Black Arts spells normally (as it
is considered unnatural and evil), there is no penalty for casting this Black
spell, so if you're curious about it, go ahead and try it out.
=======================================================================
==========================================================================
14: The ancient, lost city of Karunesh - End of an eternity (KAR14)
==========================================================================
=======================================================================
--------------------------
TREASURE INFORMATION
--------------------------
Treasure:
-Ancient Heal (potion) - in a chest in a side corridor, near some Boggroats
-Ancient Heal (potion) - in a chest in a side corridor, near some Boggroats
-Magic Potion (potion) - in a chest in a side corridor, near some Boggroats
-Magic Potion (potion) - in a chest in a side corridor, near some Boggroats
-Ancient Heal (potion) - a chest near the Temple save point, outside the room
-Ancient Heal (potion) - a chest near the Temple save point, outside the room
-Magic Potion (potion) - a chest near the Temple save point, outside the room
-Magic Potion (potion) - a chest near the Temple save point, outside the room
-Ancient Heal (potion) - a chest near the Temple save point, inside the room
-Ancient Heal (potion) - a chest near the Temple save point, inside the room
-Magic Potion (potion) - a chest near the Temple save point, inside the room
-Magic Potion (potion) - a chest near the Temple save point, inside the room
PP and Gold bonuses:
-500 gold - in a chest in a side corridor, near some Boggroats
-500 gold - a chest near the Temple save point, outside the room
-500 gold - a chest near the Temple save point, inside the room
--------------------------
MONSTER INFORMATION
--------------------------
Boggroat (about 1300 HP)
Boraro-Dagani (about 2200 HP)
Boraro-Grandar (about 2000 HP)
Boraro-Sarojin (about 2500 HP)
Chandarath R (about 1000 HP)
Chandarath Y (about 500 HP)
Dark Boggroat (about 2500 HP)
Drindithar (about 2000 HP)
Hakar (about 2000 HP)
Ice Hakar (about 2200 HP)
Juggernaut (about 4000 HP)
K-Boraro (about 1000 HP)
K-Changeling (about 1000 HP)
Red Juggernaut (about 4000 HP)
Stone Hakar (about 3000 HP)
Zaharanar (about 8000 HP)
Monster Groups:
-Karunesh
Drindithar x1, Chandarath R x1, Chandarath Y x1 (Boss)
Dark Boggroat x2 (1)
Dark Boggroat x3 (3)
Dark Boggroat x1, K-Boraro x1 (1)
K-Boraro x3 (5)
Mystery Girl x1, K-Boraro x3 (Boss)
Stone Hakar x2 (2)
Stone Hakar x3 (4)
-The Arena (consecutive battles, listed in the order fought)
1: K-Boraro x1, K-Changeling x2
2: K-Boraro x1, Boraro-Dagani x1, Boraro-Sarojin x1
3: K-Boraro x1, Boraro-Orin x1, Boraro-Grandar x1
4: Boggroat x2, Dark Boggroat x1
5: Hakar x1, Ice Hakar x1, Stone Hakar x1
6: Juggernaut x1
7: Red Juggernaut x2
8: Juggernaut x3
9: Zaharanar (Final Boss)
--------------------------
ADDITIONAL NOTES
--------------------------
ALON D'AR BLOCKED - Once your party enters Karunesh, Jarik's morph abilities,
both Juggernaut and Alon D'ar, and blocked and unavailable. This should pose
little problem, as there is not much need of such forms anymore, but it is
still something to keep in mind.
ANCIENT HEAL X2, MAGIC POTION X2 - Various battles in this place will yield
a prize of two Ancient Heals and two Magic Potions. This seems to override
any other item drops, and is guaranteed, no matter the quantity or variety
of enemies present. The following groups yield this drop (in order of
appearance):
-Drindithar x1, Chandarath R x1, Chandarath Y x1
-Dark Boggroat x3
-Mystery Girl x1, K-Boraro x3
-Stone Hakar x3
-Stone Hakar x3
-Stone Hakar x2
-Stone Hakar x3
All arena battles also have this as a drop.
MYSTERY GIRL - Jarik faces a solo battle about halfway into Karunesh. He must
face a girl and three green Boraros. This battle may seem hard, as Jarik
fights alone, however it is not. The more party members are present, the
higher the cooldown for any action is. With Jarik fighting alone, the cooldown
is reduced to what it used to be in the beginning. Using any mastered weapon
will usually result in Jarik attacking faster than his animations can resolve
themselves. If he wields Dragonstorm and uses Zoe's Shield, he will be all
but invincible in this joke of a battle. Use Dragon Light to dispatch the
Boraro, and anything on the girl. If these items are unavailable, use blunt
weapons or attack magic on the Boraro, and cutting/piercing weapons on the
girl.
ARENA COMBAT - Once in the Arena, you're made to face many consecutive foes,
culminating in the final showdown with Zarahanar. A list of the foes faced,
in the order faced are listed above. Equip all healing items you have, as
there is little required beyond this point except a weapon and a focal item
or two. Jarik will be locked in his Alon D'ar form the entire battle, too,
meaning he loses access to all of his equipment. Zaharanar himself fights
alone, but casts a spell which hits your entire party for 500-600 damage
apiece. This will require two people casting a Lv6 Healing Mist to counter!
Alon D'ar should cast Decimate, while the free person attacks physically.
Good luck, and godspeed.
=======================================================================
==========================================================================
15: SKILL LISTS (SKI15)
==========================================================================
=======================================================================
This provides a list of all notable skills in the game, any costs associated,
and other relevant information.
Each skill is marked with a number 1 through 8, called Rank (R). These
indicate how fast this skill advances, according to the following table. The
measurements are in PP. Note that the Lv1 requirement only applies to the
default skill of each type (the first one listed), which starts at Lv0. The
rest are bought with gold and start at Lv1 (these have no Lv0 stats; Shields
are the exception).
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6
Rank 1: 100 300 800 1500 3000 6500
Rank 2: 100 300 800 1500 3500 7500
Rank 3: 100 300 800 1800 4000 8000
Rank 4: 100 300 800 1500 3500 8500
Rank 5: 100 300 800 1800 4000 9000
Rank 6: 150 350 800 1800 4000 9000
Rank 7: 300 500 1000 2000 5000 10000
Rank 8: 300 800 1200 2500 6000 10000
The ONLY thing the learning rate affects is the PP required per level. The
actual bonuses for each skill level are entirely dependent on the weapon.
Lighter weapon tend to give bigger Speed and Accuracy boosts, while heavier
weapons give more Damage and Critical. Ranged weapons give a Range boost
instead of Block. However, the Grandmaster skill for ranged weapon still
boosts Block instead of Range (and that is noted in the tables where it
occurs).
When all five skills of a weapon type are at Lv6 (the max level), you will
earn a Grandmaster skill in that type, which occupies the bottom slot in the
skill menu. This grants another set of boosts, one in each category of the
weapon (so, a dagger's grandmaster skill gives an additional boost to speed,
accuracy, damage, critical hit rate, and block rate). These bonuses are listed
in the "Master" column, next to each of the skills, and provided when the
Grandmaster skill (listed at the bottom of the skill column) is acquired.
Magic works a bit differently. Each spell has different effects which change
every level. This makes each spell much more complex than a single weapon
skill, and thus each magic class is listed as a section. The various stats
each spell may have are listed below, as a reference to help with the
understanding of magic:
-MEP Cost: The cost of the spell, in MEP. Straightforward.
-Casting Range: The distance from the target the caster may be. Units are
unknown.
-Max Targets: This is the number of targets the spell hits. If they are
chained (denoted with a C after the number), the spell hits each enemy one
after another, in a chain.
-HP Damage: This is how much damage the spell inflicts (single-hit only).
-HP Damage/ Time: This is how much damage a multi-hit spell inflicts per
period of time (detailed by later stats).
-Duration: The duration of the spell's effects (probably in seconds). What
this is the duration of is listed before the word.
-Reapply Time: How often during the spell the effects (damage and status)
are reapplied (again, in seconds). A spell with 10 duration and 5 reapply
means it hits twice. 9 duration and 5 reapply hits only once (with the extra
four seconds essentially wasted).
-Total Damage: This is the total amount of damage the spell inflicts to HP.
-Radius: This is the area around the target the spell also affects, causing
the effects to any other viable targets nearby.
When all five spells of a spell class are at Lv6 (max level), you earn a
Grandmaster spell of that element. This is a powerful and expensive spell
which is essentially the best of that element, bar none. All magic, however,
is rank 5 at the lowest, making these Grandmaster spells extremely expensive,
especially considering each spell is its own command, unlike weapon skills,
which are collective and all work together towards the weapon.
--------------------------
WEAPONS
--------------------------
DAGGER R Gold Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Master
-Speed 1 n/a -50% 0% 10% 20% 30% 40% 60% +50%
-Accuracy 1 200 n/a 100% 120% 140% 160% 200% 300% +150%
-Damage 1 300 n/a 100% 150% 200% 250% 300% 500% +150%
-Critical 1 400 n/a 10% 20% 30% 50% 75% 95% +100%
-Block 5 550 n/a 100% 120% 140% 160% 180% 200% +150%
-Deadly Cut
SWORD R Gold Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Master
-Speed 3 n/a -50% 0% 10% 20% 25% 35% 50% +50%
-Accuracy 3 200 n/a 100% 115% 130% 150% 180% 250% +120%
-Damage 3 350 n/a 100% 150% 200% 250% 300% 400% +120%
-Block 3 500 n/a 100% 130% 150% 180% 200% 250% +240%
-Critical 5 650 n/a 10% 20% 30% 50% 75% 95% +0%
-Swift Blade
AXE R Gold Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Master
-Damage 3 n/a 75% 100% 150% 200% 275% 350% 500% +120%
-Block 3 200 n/a 100% 120% 140% 160% 180% 200% +150%
-Accuracy 3 350 n/a 100% 115% 120% 130% 150% 200% +150%
-Critical 3 500 n/a 15% 25% 40% 60% 80% 95% +150%
-Speed 5 650 n/a 0% 5% 15% 25% 35% 50% +50%
-Deadly Hack
HAMMER R Gold Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Master
-Damage 3 n/a 75% 100% 150% 250% 350% 450% 550% +120%
-Critical 3 200 n/a 15% 25% 40% 60% 80% 95% +150%
-Speed 3 350 n/a 0% 5% 15% 25% 35% 50% +50%
-Accuracy 3 500 n/a 100% 120% 130% 140% 160% 210% +150%
-Block 5 650 n/a 100% 125% 140% 165% 185% 210% +150%
-Ringing Blow
TWO HND SWORD Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Master
-Damage 5 n/a 85% 100% 150% 200% 275% 350% 500% +120%
-Speed 5 250 n/a -20% 0% 5% 15% 30% 40% +50%
-Critical 5 400 n/a 15% 25% 35% 50% 75% 95% +150%
-Accuracy 5 600 n/a 100% 120% 130% 140% 150% 180% +150%
-Block 5 750 n/a 100% 120% 130% 140% 150% 180% +150%
-Skull Splitter
TWO HND AXE Gold Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Master
-Damage 5 n/a 80% 100% 150% 200% 250% 350% 500% +120%
-Critical 5 250 n/a 10% 20% 30% 50% 70% 95% +150%
-Speed 5 400 n/a -25% 0% 5% 10% 25% 35% +50%
-Block 5 600 n/a 90% 100% 120% 130% 140% 150% +150%
-Accuracy 5 750 n/a 90% 100% 120% 130% 140% 175% +150%
-Cleave
TWO HND HAMMER Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Master
-Damage 5 n/a 70% 100% 150% 200% 350% 425% 550% +120%
-Critical 5 250 n/a 10% 20% 30% 40% 60% 90% +150%
-Accuracy 5 400 n/a 90% 100% 120% 130% 140% 175% +150%
-Speed 5 600 n/a 0% 5% 15% 25% 30% 40% +50%
-Block 5 750 n/a 100% 110% 125% 150% 160% 175% +150%
-Mighty Blow
STAFF R Gold Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Master
-Block 3 n/a 90% 100% 150% 175% 200% 300% 500% +150%
-Accuracy 3 200 n/a 100% 120% 150% 175% 200% 300% +150%
-Speed 3 300 n/a 0% 5% 15% 25% 40% 50% +50%
-Critical 5 450 n/a 5% 10% 25% 45% 55% 75% +150%
-Damage 5 650 n/a 90% 100% 150% 250% 400% 550% +120%
-Concussion
SPEAR R Gold Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Master
-Accuracy 2 n/a 75% 100% 150% 200% 300% 400% 500% +150%
-Block 2 200 n/a 100% 150% 175% 200% 300% 500% +150%
-Speed 2 300 n/a 0% 15% 25% 40% 50% 60% +50%
-Critical 2 450 n/a 10% 20% 30% 50% 70% 95% +150%
-Damage 4 650 n/a 100% 150% 200% 250% 350% 500% +150%
-Skewer
THROWN WEAPONS Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Master
-Range 1 n/a 70% 100% 150% 200% 300% 300% 500% +150% (block)
-Accuracy 1 200 n/a 100% 150% 250% 400% 600% 800% +150%
-Speed 1 250 n/a 0% 20% 40% 60% 80% 90% +50%
-Damage 1 350 n/a 90% 120% 180% 250% 350% 500% +150%
-Critical 2 500 n/a 10% 20% 30% 40% 50% 80% +150%
-Furious Blades
BOW R Gold Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Master
-Accuracy 5 n/a 70% 80% 100% 250% 500% 750% 1000% +150%
-Speed 5 200 n/a 0% 20% 30% 40% 50% 70% +50%
-Damage 5 350 n/a 100% 120% 180% 250% 375% 500% +120%
-Critical 5 500 n/a 10% 20% 30% 40% 50% 80% +150%
-Range 5 650 n/a 100% 120% 150% 250% 300% 500% +150% (block)
-Deadeye
CHAKRAM R Gold Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Master
-Range 1 n/a 50% 75% 100% 125% 150% 200% 300% +150% (block)
-Damage 1 200 n/a 100% 150% 200% 250% 300% 400% +150%
-Speed 2 300 n/a 0% 20% 40% 60% 80% 90% +50%
-Accuracy 2 450 n/a 90% 100% 200% 500% 750% 1000% +150%
-Critical 1 650 n/a 10% 25% 35% 50% 75% 95% +150%
-Flying Razors
HALBERD R Gold Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Master
-Damage 5 n/a 75% 100% 150% 200% 300% 400% 500% +120%
-Block 5 200 n/a 90% 120% 175% 200% 300% 500% +150%
-Accuracy 5 350 n/a 90% 100% 120% 130% 150% 175% +150%
-Speed 5 550 n/a -25% 0% 5% 10% 25% 40% +50%
-Critical 5 750 n/a 10% 20% 35% 50% 75% 90% +150%
-Arc of Death
PETARD R Gold Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Master
-Range 5 n/a 50% 70% 100% 150% 200% 250% 300% +150% (block)
-Accuracy 5 200 n/a 90% 100% 110% 125% 150% 200% +150%
-Speed 5 300 n/a -25% 0% 10% 20% 30% 45% +50%
-Damage 5 500 n/a 100% 110% 120% 150% 200% 300% +150%
-Critical 5 750 n/a 10% 30% 50% 70% 90% 100% +150%
-True Strike
CHOPINTOU R Gold Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Master
-Damage 5 n/a 50% 75% 100% 150% 250% 350% 500% +120%
-Accuracy 5 200 n/a 90% 100% 120% 150% 175% 210% +150%
-Block 5 350 n/a 100% 120% 150% 200% 250% 400% +150%
-Speed 5 500 n/a -50% 0% 10% 20% 40% 55% +50%
-Critical 5 750 n/a 10% 20% 30% 50% 75% 95% +150%
-Scythe Strike
--------------------------
SHIELD
--------------------------
Skill R Gold
Attribute Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6
-Tiny Shield 1 n/a
Block boost: 80% 100% 150% 200% 400% 800% 1600%
Dexterity: -5 0 5 6 7 8 9
-Small Shield 1 200
Block boost: 80% 100% 150% 200% 400% 800% 1600%
Dexterity: -6 0 6 7 8 9 10
-Medium Shield 1 250
Block boost: 80% 100% 150% 200% 400% 800% 1600%
Dexterity: -8 0 8 9 10 11 12
-Large Shield 1 300
Block boost: 80% 100% 150% 200% 400% 800% 1600%
Dexterity: -12 0 12 13 14 15 16
-Critical 1 350
Critical: 0% 10% 20% 30% 40% 50% 100%
-Protective Wall
Speed: 0%
Damage: 150%
Block: 200%
Critical: 150%
Accuracy: 150%
--------------------------
WATER FATES
--------------------------
Spell R Gold MEP Range Type
Attribute Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6
-Ice Shards 5 n/a 15 60 Offensive
Max Targets: 1 2C 2C 3C 4C 4C 5C
HP Damage: 15 25 35 45 60 75 100
Total Damage: 15 25 35 45 60 75 100
-Water Sprites 5 200 45 25 Defensive
Max Targets: n/a 1 1 1 1 1 1
Damage Down Time: n/a 10 10 15 15 20 20
Damage Down %: n/a 25% 35% 45% 55% 70% 90%
-Wave 5 300 30 30 Offensive
Max Targets: n/a 2C 3C 3C 4C 5C 5C
Damage Duration: n/a 5 5 5 5 5 5
Reapply Time: n/a 3 3 3 2 2 2
HP Damage/ Time: n/a 30 40 45 55 75 90
Total Damage: n/a 30 40 45 110 150 180
-Frozen Geyser 5 500 50 60 Offensive
Max Targets: n/a 1 1 1 1 1 1
HP Damage: n/a 30 30 30 30 30 30
Disrupt Duration: n/a 4 5 6 7 8 10
Reapply Time: n/a 1 1 1 1 1 1
Total Damage: n/a 30 30 30 30 30 30
-Acid Rain 5 750 50 40 Offensive
Max Targets: n/a 1 1 1 1 1 1
Damage Duration: n/a 10 10 10 10 10 10
Reapply Time: n/a 2 2 2 2 2 2
HP Damage/ Time: n/a 30 45 60 80 100 120
Radius: n/a 10 14 18 22 27 30
Total Damage: n/a 150 255 300 400 500 600
-Water Fury GM n/a 150 40 Offensive
Max Targets: 4
HP Damage: 500
Total Damage: 500
--------------------------
FIRE FATES
--------------------------
Spell R Gold MEP Range Type
Attribute Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6
-Burn 5 n/a 15 8 Offensive
Max Targets: 1 1 1 1 1 1 1
Damage Duration: 5 5 5 5 7 9 9
Reapply Time: 2 2 2 2 2 2 2
HP Damage: 10 20 30 50 75 90 120
Total Damage: 20 40 60 100 225 360 480
-Rapid Fire 5 200 20 40 Offensive
Max Targets: n/a 1 2C 3C 3C 4C 5
HP Damage: n/a 10 15 30 45 65 80
Total Damage: n/a 10 15 30 45 65 80
-Firestream 5 350 45 60 Offensive
Max Targets: n/a 1 1 2C 2C 3C 4C
HP Damage: n/a 20 25 40 40 50 75
Radius: n/a 8 10 15 20 25 25
Total Damage: n/a 20 25 40 40 50 75
-Incinerate 5 500 35 48 Offensive
Max Targets: n/a 1 2 3 4 5 6
Damage Duration: n/a 5 5 5 5 5 5
Reapply Time: n/a 3 3 2 2 2 2
HP Damage/ Time: n/a 30 40 45 55 75 90
Total Damage: n/a 30 40 90 110 150 180
-Inferno 5 750 35 40 Offensive
Max Targets: n/a 1 1 1 1 1 1
Damage Duration: n/a 10 10 10 10 10 10
Reapply Time: n/a 3 2 2 2 2 2
HP Damage/ Time: n/a 20 25 36 50 60 80
Radius: n/a 6 6 9 9 12 12
Total Damage: n/a 60 125 180 250 300 400
-Hell Fury GM n/a 180 40 Offensive
Max Targets: 4
Damage Duration: 5
Reapply Time: 1
HP Damage: 100
Total Damage: 500
--------------------------
EARTH FATES
--------------------------
Spell R Gold MEP Range Type
Attribute Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6
-Sunder 5 n/a 10 60 Offensive
Max Targets: 1 1 1 1 2 3 4
HP Damage: 10 10 20 30 30 50 50
Stun Duration: 3 4 4 5 5 5 5
Total Damage: 10 10 20 30 30 50 50
-Sandstorm 5 200 25 50 Offensive
Max Targets: n/a 1 2C 2C 3C 4C 4C
Damage Duration: n/a 5 5 5 5 5 5
Reapply Time: n/a 2 2 2 2 2 2
HP Damage/ Time: n/a 15 20 20 30 35 45
Radius: n/a 4 5 7 7 9 11
Total Damage: n/a 30 40 40 60 70 90
-Brimstone 5 350 35 60 Offensive
Max Targets: n/a 1 1 1 1 1 1
Damage Duration: n/a 5 6 7 7 7 8
Reapply Time: n/a 3 3 3 3 2 2
HP Damage/ Time: n/a 20 30 40 50 55 70
Radius: n/a 4 4 10 10 15 15
Total Damage: n/a 20 60 80 100 165 280
-Venom Cloud 5 500 40 60 Offensive
Max Targets: n/a 1 1 1 1 1 1
Damage Duration: n/a 7 7 7 7 7 9
Reapply Time: n/a 2 2 2 2 2 2
HP Damage/ Time: n/a 25 40 50 65 75 90
Radius: n/a 10 12 15 17 20 20
Total Damage: n/a 75 120 150 195 225 360
-Nature's Curse 5 750 40 80 Offensive
Max Targets: n/a 1 2C 3C 4C 5C 5C
Damage Duration: n/a 5 5 5 5 7 7
Reapply Time: n/a 2 2 2 2 2 5
HP Damage/ Time: n/a 25 25 25 25 25 45
Total Damage: n/a 50 50 50 50 75 135
-Pile Driver GM n/a 150 80 Offensive
Max Targets: 1
Damage Duration: 5
Reapply Time: 1
HP Damage/ Time: 100
Radius: 20
Total Damage: 500
--------------------------
AIR FATES
--------------------------
Spell R Gold MEP Range Type
Attribute Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6
-Sparks 5 n/a 20 40 Offensive
Max Targets: 1 1 1 1 1 1 1
Damage Duration: 7 7 7 9 9 9 9
Reapply Time: 2 2 2 2 2 2 2
HP Damage/ Time: 15 20 20 20 20 25 30
Radius: 8 12 15 20 25 30 35
Total Damage: 45 60 60 80 80 100 120
-Blind 5 200 40 60 Offensive
Max Targets: n/a 1 1 2 2 3 3
Stun Duration: n/a 5 8 5 8 5 8
HP Damage: n/a 15 15 n/a 15 15 15
Total Damage: n/a 15 15 n/a 15 15 15
-Spiral Twist 5 350 35 30 Offensive
Max Targets: n/a 1 2 2 3 3 4
Damage Duration: n/a 5 5 5 5 5 5
Reapply Time: n/a 2 2 2 2 2 1
HP Damage/ Time: n/a 16 20 25 30 40 80
Total Damage: n/a 32 40 50 60 80 400
-Energize 5 500 40 20 Defensive
Max Targets: n/a 1 1 2 2 3 4
Speed Boost: n/a 85% 80% 80% 80% 80% 80%
Boost Duration: n/a 15 15 15 20 20 30
-Current Spears 5 750 35 60 Offensive
Max Targets: n/a 1 2C 3C 4C 5C 5C
HP Damage: n/a 20 30 40 50 75 100
Total Damage: n/a 20 30 40 50 75 100
-Storm Fury GM n/a 150 60 Offensive
Max Targets: 5
Damage Duration: 5
Reapply Time: 1
HP Damage/ Time: 100
Radius: 20
Total Damage: 500
--------------------------
SOUND FATES
--------------------------
Spell R Gold MEP Range Type
Attribute Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6
-Sonic Blast 5 n/a 20 60 Offensive
Max Targets: 1 1 1 1 1 1 1
HP Damage: 12 20 30 50 65 120 150
Total Damage: 12 20 30 50 65 120 150
-Dizzy 5 200 45 40 Offensive
Max Targets: n/a 1 1 2 2 3 4
Stun Duration: n/a 5 8 12 16 20 30
-Oscillation 5 350 20 20 Offensive
Max Targets: n/a 1 2C 2C 3C 3C 4C
HP Damage: n/a 10 10 20 20 30 45
Total Damage: n/a 10 10 20 20 30 45
-Arpeggio 5 500 25 6 Defensive
Max Targets: n/a 1 1 1 2 3 3
Heal Duration: n/a 5 10 15 20 30 35
Reapply Time: n/a 5 5 5 5 5 5
HP Healed: n/a 25 30 30 40 50 75
Total HP Healed: n/a 25 60 90 160 300 525
-Shatter 6 750 40 20 Offensive
Max Targets: n/a 1 1 1 1 1 1
Damage Duration: n/a 10 10 10 10 10 10
Reapply Time: n/a 2 2 2 2 2 2
HP Damage/ Time: n/a 25 25 35 45 75 100
Total Damage: n/a 125 125 175 225 375 500
-Crescendo GM n/a 150 40 Offensive
Max Targets 4
Damage Duration: 5
Reapply Time: 1
HP Damage/ Time: 75
Stun Duration: 15
Total Damage: 375
--------------------------
BARRIER ARTS
--------------------------
Spell R Gold MEP Range Type
Attribute Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6
-Weapon Barrier 7 n/a 50 10 Defensive
Max Targets: 1 1 1 2 2 3 4
Null Phys Damage: 60 120 180 300 550 750 1000
-Magic Barrier 7 500 50 10 Defensive
Max Targets: n/a 1 1 2 2 3 4
Null Mag Damage: n/a 60 90 150 300 550 800
-Multi Barrier 7 750 75 10 Defensive
Max Targets: n/a 1 1 2 2 3 4
Null All Damage: n/a 100 150 250 475 550 800
-Reflect Barrier 8 1000 100 10 Defensive
Max Targets: n/a 1 1 2 2 3 4
Reflect Phys Dmg: n/a 30 60 90 125 225 275
-Rainbow Barrier 8 1200 100 10 Defensive
Max Targets: n/a 1 1 2 2 3 4
Reflect Mag Dmg: n/a 30 60 90 150 225 275
-Elemental Barrier GM n/a 375 10 Defensive
Max Targets: 4
Reflect Mag Dmg: 1000
Reflect Phys Dmg: 1000
--------------------------
ABSORPTION ARTS
--------------------------
Spell R Gold MEP Range Type
Attribute Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6
-Life Eater 6 n/a 30 8 Offensive
Max Targets: 1 1 1 1 1 1 1
HP Damage: 40 60 80 100 120 140 160
Total Damage: 40 60 80 100 120 140 160
-Spirit Siphon 6 200 30 8 Offensive
Max Targets: n/a 1 1 1 1 1 1
MEP Damage: n/a 30 40 50 60 75 100
-Soul Drain 6 350 35 8 Offensive
Max Targets: n/a 1 1 1 1 1 1
HP Damage: n/a 40 50 60 70 80 120
MEP Damage: n/a 20 25 30 35 50 75
Total Damage: n/a 40 50 60 70 80 120
-Life Steal 6 500 40 20 Offensive
Max Targets: n/a 1 1 1 1 1 1
HP Damage: n/a 40 45 55 60 75 90
HP Absorb: n/a 15 20 25 30 40 50
Total Damage: n/a 55 65 80 90 115 140
Total HP Healed: n/a 15 20 25 30 40 50
-Spirit Steal 6 650 45 20 Offensive
Max Targets: n/a 1 1 1 1 1 1
MEP Dmg Duration: n/a 10 n/a n/a n/a n/a n/a
Reapply Time: n/a 2 n/a n/a n/a n/a n/a
MEP Damage: n/a 10 15 20 20 30 40
MEP Absorb: n/a 5 10 15 20 30 40
-Karmic Force GM n/a 150 40 Offensive
Max Targets: 4
HP Abs Duration: 4
Reapply Time: 1
HP Absorb: 50
MEP Abs Duration: 4
Reapply Time: 1
MEP Absorb: 50
Total Damage: 200
Total HP Healed: 200
--------------------------
WHITE MAGIC
--------------------------
Spell R Gold MEP Range Type
Attribute Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6
-Heal 5 n/a 20 10 Defensive
Max Targets: 1 1 1 1 1 1 1
HP Healed: 50 100 200 250 400 600 800
Total HP Healed: 50 100 200 250 400 600 800
-Healing Mist 5 200 20 10 Defensive
Max Targets: n/a 1 1 1 1 1 1
Heal Duration: n/a 10 10 10 10 10 10
Reapply Time: n/a 1 1 1 1 1 1
HP Healed: n/a 5 8 20 30 50 70
Radius: n/a 10 10 15 15 20 20
Total HP Healed: n/a 50 80 200 300 500 700
-White Fire 5 350 35 30 Offensive
Max Targets: n/a 1 1 1 1 1 1
Damage Duration: n/a 6 6 6 6 6 6
Reapply Time: n/a 4 4 4 4 3 3
HP Damage/ Time: n/a 20 25 45 60 80 120
Total Damage: n/a 20 25 45 60 160 240
-Revive 5 500 50 10 Defensive
Max Targets: n/a 1 1 2C 2C 3C 3C
Revive Dead: n/a 10% 25% 40% 55% 70% 90%
-Transfer Mana 5 650 50 10 Defensive
Max Targets: n/a 1 1 1 1 1 1
MEP Healed: n/a 20 25 30 35 45 50
-Rejuvenation GM n/a 175 20 Defensive
Max Targets: 4
Revive Dead: 100%
HP Healed: 500
Total HP Healed: 500
=======================================================================
==========================================================================
16: CHARACTER SKILL PROFILES (CHA16)
==========================================================================
=======================================================================
Thi section details each character's special skills and talents, along with a
list of the character's default skills. As new characters start with zero
available PP, to compensate they also come with some weapon skills and spells
already learned and leveled. This list (a new addition to the guide) should
help with planning who will use which weapons, as it is less costly to have a
chracter use a weapon they already have some PP devoted towards.
--------------------------
DEFAULT AND SPECIAL SKILLS - JARIK
--------------------------
DEFAULT SKILLS:
None!
Initial PP: 0
Initial level: 0
JUGGERNAUT
"A powerful form from the Diadem of the Dreaming Beast."
-This ability is free to use.
-This is one of Jarik's transformations, acquired at WhipTail's tomb in
Palash. It has a lot of HP, and is physically powerful, but only capable of
using Punch (as powerful as it is when used by it). This form's HP depends on
Jarik's current HP; more current HP means more when transformed, however any
change to HP while transformed is ignored when he reverts. HP after reverting
will be the same as before.
ALON D'AR
"An old shape used by Alon D'ar in combat."
-This ability is free to use.
-This form is gained at Charak's Tomb, very late in the game. It possesses
four spells unique to it, and once again uses Jarik's current HP and MEP to
determine the form's own stats. It also possesses a Punch attack, for melee
combat that doesn't expend MEP.
DECIMATE
-Costs 25 MEP.
-The Alon D'ar morph has this spell. It launches a single ball of energy at
the target, resulting in one hit of damage. Seems to do 120-300 damage, based
on the target's resistance to whatever element this spell is.
RESTORE
-Costs 50 MEP.
-This is a simple recovery spell possessed by the Alon D'ar morph. It restores
1000 HP to a single person, making it superior to the Heal spell.
VANQUISH
-Costs 50 MEP.
-An area-of-effect spell used by the Alon D'ar morph. It deals damage to an
area according to the usual formula (farther away from the target means less
damage). Seems to do 200-300 damage to the target, and less to others.
CONJUNCTION
-Costs 50 MEP.
-Another area-of-effect spell the Alon D'ar morph can use. Appears to be very
similar to Vanquish, including damage, but possibly a different element? In
any case, none of these spells are of any real use except possibly Restore.
--------------------------
SPECIAL SKILLS - TAHIR
--------------------------
DEFAULT SKILLS:
Dagger: Speed/3, Accuracy/2, Damage/3, Critical Hit/2, Block/1
Sword: Speed/2, Accuracy/2, Damage/1, Block/1, Critical Hit/1
Axe: Damage/2, Block/2, Accuracy/2, Critical Hit/2, Speed/2
Two Hnd Axe: Damage/2, Critical Hit/2, Speed/2
Spear: Accuracy/2, Block/1, Speed/1, Critical Hit/2, Damage/1
Bow: Accuracy/2, Speed/2, Damage/2
Cho Pin Tou: Damage/2, Accuracy/2, Block/2, Speed/2, Critical Hit/2
Water Fates: Ice Shards/2, Water Sprites/1
Earth Fates: Sunder/2, Sandstorm/1
White Magic: Heal/1, Healing Mist/1
Initial PP: 7501
Initial level: 3
GILL BREATHING
"Allows Tahir to pass through poisonous swamp gas."
-This ability is free to use.
-This ability is what allows Tahir to pass through the poison gas clouds in
the swamps. Only two clouds are ever passable though, one guarding a chest
with a Barkcleaver and Wet Staff, another guarding a switch that must be
pressed.
FINAL DEFIANCE
"A transfer of magical energies into health."
-This ability is free to use.
-In battle, this ability is named "Desperate Defiance" for some reason.
-This command apparently boosts Tahir's maximum HP for a short period in
battle. Although it says it converts MEP into HP, this does not seem to be
the case. This cannot be active at the same time as Aura of Calm. The only
apparently benefit of using this is that his HP is healed according to the
boost when used, although it decreases back to a normal amount when it times
out.
AURA OF CALM
"An increase in magical energy at the cost of health."
-This ability is free to use.
-This command apparently boosts Tahir's maximum MEP for a short period in
battle. Although it says it converts HP into MEP, this does not seem to be
the case. This cannot be active at the same time as Final Defiance. The only
apparently benefit of using this is that his MEP is healed according to the
boost when used, although it decreases back to a normal amount when it times
out.
--------------------------
SPECIAL SKILLS - TYLONEE
--------------------------
DEFAULT SKILLS:
Dagger: Speed/3, Accuracy/3, Damage/3, Critical Hit/3, Block/3
Sword: Speed/3, Accuracy/3, Damage/3, Block/3, Critical Hit/3
Two Hnd Sword: Damage/4, Speed/4, Critical Hit/2, Accuracy/2, Block/2
Thrown Weapons: Range/4, Accuracy/3, Speed/3, Damage/2, Critical Hit/1
Bow: Accuracy/4, Speed/3, Damage/3, Critical Hit/2, Range/2
Halberd: Damage/2, Block/3, Accuracy/3, Speed/3, Critical Hit/2
Shield: Tiny Shield/2, Small Shield/2, Medium Shield/2
Water Fates: Ice Shards/1
Fire Fates: Burn/1
Earth Fates: Sunder/1
Air Fates: Sparks/2, Blind/1
Sound Fates: Sonic Blast/1, Dizzy/1
Barrier Arts: Weapon Barrier/1, Magic Barrier/1
White Magic: Heal/2, Healing Mist/2, White Fire/1
Initial PP: 30001
Initial level: 5
YIL ATTACK
"Tylonee's dragonet attacks those who threaten her."
-This ability is free to use.
-This summons Yil to body slam a single enemy. This is a weak attack of an
unknown property, but it rarely does enough damage to make it even worth
remembering it exists. It seems to do a flat 70-100 damage to the target.
YIL HEAL
"The dragonet uses magic to heal other party members."
-This ability is free to use.
-Yil is summoned, and restores 100 HP to a single target. This one is
definitely NOT worth using, ever. 100 HP is nothing in battle, even for free,
and it cannot be used outside of battle.
--------------------------
SPECIAL SKILLS - SUNDEEP
--------------------------
DEFAULT SKILLS:
(under construction)
Initial PP: ???
FAST LINKS
"Allows the use of Sarojin portals to travel large distances."
-This ability is free to use.
-This allows the party use of the Portals' "Map/Links" function at any time.
However, after a certain point (visiting Zonra's Tomb) it becomes unavailable
except for story-specific translocations. The Kemarran Highlands are never
an available location.
TRANSLOCATION
"Grants the ability to traverse short distances."
-This ability is free to use.
-This allows use of the Sarojin translocation nodes throughout the world.
Blue ones can only be used by SunDeep alone, Purple transport objects to you,
and Green allow the party to translocate.
ELIMINATE
"Removes one enemy from combat."
-Costs 300 MEP.
-This removes one enemy from a battle entirely, with what seems to be a 100%
probability against non-boss enemies. PP, gold, and items are still obtained
from any enemies killed via this spell. It is incredibly expensive, with a
Lv10 SunDeep only able to cast it five times before running low on MEP. The
Roshogon helps his MEP, but overuse of this will keep his MEP constantly
depleted.
--------------------------
SKILL SUGGESTIONS
--------------------------
This section just contains some skill suggestions for characters.
When it comes to magic, there isn't as much reason to master a skillset.
A good idea is to just max whatever spells you'd like to use (especially
for white magic), and ignore the rest, unless the grandmaster spell is that
tempting. Weapons pretty much require their grandmaster buff to work well in
the endgame, though.
SunDeep is rather weak all-around. Making him a mage is okay (give him the
Roshogon!), but he doesn't really excel in many things, and has below-average
HP AND MEP. There are a lot of magic staves (one focal staff for each magic
school), so you could make him an old-school staff-wielding mage. Staves are
rather powerful as it is, so he can do well physically too. Regardless, he is
the weakest character of all.
Also, there are four Dragon weapons (not counting the Chakram) that are the
game's "ultimate" weapons:
Dragonstorm (Sword)
Dragon's Teeth (ChoPinTou)
Dragon's Dawn (Halberd)
Dragonwhip (Staff)
These are the game's ultimate weapons, and one sort of fits each member.
Sword to Jarik, ChoPinTou is obviously Tahir, Staff fits SunDeep, and while
Halberd may not seem to fit Tylonee best, she starts with some Halberd
levels, so it actually does. SunDeep starts with some Sword proficiency
though, so perhaps consider giving the staff to Jarik to maximize PP
efficiency.
JARIK
-Two hnd Axe (Large Ornate Axe in Gomira is crazy powerful for that point)
-Two hnd Sword (Tachi, Drommar's Sword, and Sword of Tieg are all strong)
-Staff (if giving Dragonstorm to SunDeep)
-Sword (for those who want Dragonstorm on the main character)
-Barrier Arts (Jarik is best as a melee fighter, so support magic suits him)
-Fire Fates (to go with the Tachi - Inferno is the best)
TAHIR
-Dagger (Ice Dagger is incredibly powerful, and extremely fast)
-Water Fates (max Acid Rain and Tahir is incredibly useful)
-Cho Pin Tou (Dagani trademark weapon, and one of the dragon weapons too)
-White Magic (essential! Max Heal and Healing Mist, MAYBE Revive)
-Bow (a decent ranged weapon, more useful earlier than later though)
-Spear (he starts with some spear levels, and Javelins can be potent)
-Barrier Arts (only three Barrier focals in the main game, so may as well)
TYLONEE
-Halberd (good weapon and one of the dragon weapons)
-Air Fates (sort of fits Tylonee's race, and ok spells)
-Sound Fates (complements Air, I suppose)
-Thrown Weapons (buy some Target Knives and this will be very powerful)
-White Magic (essential!!! Max Heal and Healing Mist, MAYBE Revive)
-Absorption Arts (only two Absorb focals, seems like her kind of magic)
-Fire Fates (for use w/ La'Shon Halberd, an okay choice)
SUNDEEP
-Staff (many magic staves and also a dragon weapon)
-Sword (dragon weapon; SunDeep starts with all sword skills at level 4!)
-Whatever skills/spells your other members don't use enough
=======================================================================
==========================================================================
17: SHOP GUIDE (SHO17)
==========================================================================
=======================================================================
This is a list of all of the shop's inventories in the game, and at what
level each item is stocked at. The higher your level, the greater the
inventories are, although at around level 5 of 6 they've reached their
maximum stock level. Check the "People" listing in each area for a list of
what shops are available, and where they are located.
This is only a rough list, however. Some additions to shops seem based on
story progression or possibly Jarik's level only, whereas others may be based
on the highest leveled person's level (such as Tahir's Lv3 when he joins), or
again, story progression.
Example: Dagani Specialist Weapon Shop didn't stock new items until Jarik
was Lv3 (after meeting Oracle), whereas the potion shop stocked the items
marked level 3 as soon as Tahir joined.
--------------------------
Herbalist
--------------------------
Wither Potion (1)
Poison Resistance (2)
Palm Nut Potion (2)
Cactus Potion (2)
Spike Potion (3)
Ulappa Potion (3)
--------------------------
Basic Weaponsmith
--------------------------
Katar (1)
Short Sword (2)
Woodcutters Axe (1)
Hunter's Bow (2)
Short Spears (2)
Hand Axe (1 - Orin version)
Hammer (2)
Sledge Hammer (1)
Large Hammer (4)
Javelins (2)
Basic Chakram (1 - Orin version)
Cheap Halberd (3 - Orin version)
Quarterstaff (2)
Dagani Hand Axe (2 - Dagani version)
Palash Axe (4 - Sarojin version)
Pick-Axe (1)
Two-hnd Sword (2)
Settler's Axe (2)
Large Orin Axe (3 - Orin version)
Shortstaff (1)
Plain Staff (1)
Farmer's Darts (3 - Orin version)
Dagani Spears (2 - Dagani version)
Bending Staff (4 - Sarojin version)
Common Spears (2)
Sticking Knives (2)
Orin Bow (3 - Orin version)
Orin Chakram (3 - Orin version)
Hunter's Chakram (3 - Orin version)
Tracker's Halberd (4 - Orin version)
---
Chain Hauberk (4 - Sarojin version)
--------------------------
Advanced Weaponsmith
--------------------------
Heavy Katar (2)
Ornate Sword (4)
Long Sword (2)
War Axe (4)
Mace (2)
War Hammer (4)
Shamshir (4)
Large Ornate Axe (4)
Soldier's Darts (4)
Green Rivers (2)
Archers Bow (4)
Heavy Chakram (2)
Orin Katar (2)
Great Sword (4)
Orin Axe (2)
Great Hammer (4)
Militiaman's Axe (4)
Target Knives (4)
Long Bow (4)
Long Chakram (2)
War Chakram (4)
Warrior's Halberd (4)
Orin Halberd (4)
Orin ChoPinTou (4)
Tall Hammer (4)
Orin Hammer (4)
---
Steel Buckler (1)
Hard Shield (4)
Steel Scutum Shield (4)
Steel Body Shield (4)
Soldier's Buckler (2)
--------------------------
Dagani Specialist
--------------------------
Flamberge (5)
Battle Axe (3)
Heavy ChoPinTou (5)
ChoPinTou(3)
Dagani Katar (2)
Dagani Dagger (2)
War Chief's Blade (3)
Dagani Axe (3)
Meibutsu (5)
Labrys Axe (5)
Dagani Great Axe (3)
Water Lance (3)
Dagani Knives (2)
Dagani Bow (2)
Dagani Chakram (2)
Bronze Chakram (3)
Dagani Halberd (5)
Great ChoPinTou (5)
---
Target Shield (2)
Kemarran Shield (2)
Body Shield (3)
--------------------------
Sarojin Specialist
--------------------------
Ornate Axe (4)
Sarojin Blade (3)
Sarojin Sword (3)
Blazing Axe (4)
Sarojin Axe (3)
Sarojin Hammer (3)
Sarojin Mace (3)
Zukuri (3)
Saijin (3)
Sarojin Great Axe (4)
Sarojin Spears (3)
Sarojin Knives (3)
Sarojin Bow (3)
Sarojin Chakram (3)
Sarojin Halberd (4)
Gold ChoPinTou (5)
Palash Hammer (4)
---
Stump Shield (3)
Bark Shield (3)
Oak Shield (3)
Solider's Shield (3)
Shining Shield (3)
Sturdy Shield (3)
War Shield (3)
Stone Shield (3)
Fire Shield (3)
Steel Shield (3)
Dagger's Shield (3)
Knight's Shield (3)
Amareth Shield (3)
Blazing Shield (3)
Brin's Body Shield (3)
Scaled Shield (3)
Swamp Shield (3)
Bronze Shield (4)
Ice Shield (4)
Arrowturner (3)
White Shield (3)
--------------------------
Kemarran Specialist
--------------------------
Heavy Halberd (5)
Light Katar (5)
Hunter's Katar (5)
Kemarran Dagger (5)
Light Sword (5)
Hunter's Axe (5)
Light Mace (5)
Shirasaya (5)
Kaskara (5)
Kemarran Darts (5)
Kemarran Spears (5)
Kemar Knives (5)
Kemarran Bow (5)
Dagger's Bow (5)
Standard Halberd (5)
Dagger's Halberd (5)
Great Halberd (5)
Small ChoPinTou (5)
Kemarran Hammer (5)
---
Hide Shield (5)
Hide Body Shield (5)
Kemarran Buckler (5)
Highland Shield (5)
--------------------------
Exotic Equipment
--------------------------
Pronged Katar (5)
Pick (5)
Pelted Blade (5)
Bardiche (5)
Cold Axe (5)
Icepick (5)
Tachi (5)
Daito (5)
Moroha (5)
Dao Axe (5)
Hero's Axe (5)
Blessed Axe (5)
Tipstaff (5)
Stave (5)
Serrated Spears (5)
Thin Spears (5)
Boggroat Spears (5)
Talon Knives (5)
Choking Bow (5)
Short Halberd (5)
Boggroat Petards (5)
Flaming Bottles (5)
Green Sword (5)
Ice Hammer (5)
Heavy Hammer (5)
Steel Hammer (5)
Spiked Hammer (5)
---
Target Shield (2)
Stump Shield (3)
Hard Shield (4)
Kemarran Shield (2)
Bark Shield (3)
Hide Shield (5)
Steel Scutum Shield (4)
Body Shield (3)
Oak Shield (3)
Hide Body Shield (5)
Steel Body Shield (4)
Solider's Shield (3)
Shining Shield (3)
Sturdy Shield (3)
War Shield (3)
Stone Shield (3)
Fire Shield (3)
Steel Shield (3)
Dagger's Shield (3)
Knight's Shield (3)
Amareth Shield (3)
Blazing Shield (3)
Brin's Body Shield (3)
Scaled Shield (3)
Swamp Shield (3)
Bronze Shield (4)
Ice Shield (4)
Arrowturner (3)
White Shield (3)
--------------------------
Explosives Specialist
--------------------------
Brimstone Bottles (3)
Staff of Atmos (4)
Charged Staff (3)
Wet Staff (3)
Sarojin Grenades (3)
Fiery Petards (3)
Charged Grenades (3)
Sarojin Petards (3)
Carpetsweepers (3)
---
Mage's Buckler (3)
--------------------------
Magical Item
--------------------------
Swamp Axe (3)
Charged Staff (2)
Wet Staff (3)
---
Armored Bracers (1)
White Bracers (1)
--------------------------
Magical Item v2
--------------------------
Staff of Atmos (5)
--------------------------
Magical Item v3
--------------------------
Charged Staff (2)
Small Petards (2)
--------------------------
Armor Shop
--------------------------
Wooden Buckler (5)
Hide Buckler (5)
Buckler (5)
Hide Target Shield (5)
Charged Buckler (5)
Orin Buckler (5)
---
Plate Armor (5)
Hauberk (5)
Leather Jerkin (5)
Hide Hauberk (5)
Chain Hauberk (5)
Leather Hauberk (5)
Bar Mail (5)
Brigandine Armor (5)
Studded Armor (5)
Breastplate (5)
Steel Breastplate (5)
Studded Coat (5)
Hakar Hide (5)
Chain Coat (5)
Gamberson (5)
--------------------------
Atelier
--------------------------
Bracers of Power (3)
Armored Bracers (1)
Strength Bracers (1)
Fire Bracers (3)
Bone Bracers (2)
Mind Bracers (3)
White Bracers (1)
Evil Bracers (3)
Death Bracers (3)
--------------------------
Tattoo Parlor
--------------------------
White Ward (5)
Sword Ward (5)
Voodoo Charm (5)
Venom Ward (5)
Fire Ward (5)
Health Charm (5)
Mind Ward (5)
Dark Defender (5)
=======================================================================
==========================================================================
18: TREASURE CHEST INFORMATION (TRE18)
==========================================================================
=======================================================================
Each chest has its own treasure pool: some amount of gold, usually 100-300,
which is always awarded. A second item (almost always a common potion,
between Wither and Ulappa), not always awarded but usually (~50% chance),
and a low chance of a rare item (this varies a lot - sometimes another
potion, or a stat boost, etc). The last item is almost never awarded. When
opening each chest, you're given the money and one or both (or neither) of
the other items.
You can tell which treasure set a random chest has by how much gold it gives.
Each treasure chest always have the same treasure set - the ONLY random
element is which items are given.
Set 1:
-100 gold
-Spike Potion
-Palm Nut Potion
Set 2:
-200 gold
-Spike Potion
-Wither Potion
Set 3:
-300 gold
-Spike Potion
-Cactus Potion
Set 4:
-150 gold
-Ulappa Potion
-Spi Boost
Set 5:
-250 gold
-Ulappa Potion
-Spi Enhancer
--------------------------
DAGAN SWAMP TREASURE:
--------------------------
This is a special section. Swamp treasure are places in the swamp where you
gain a little money (5 gold) and maybe an item or two if you touch it. These
work just like normal treasure chests and are in set places, but invisible
otherwise. Unlike other chests as well, this set has gold and FOUR items.
However, they seem even rarer than other chests' items, and you're lucky if
you find one, much less two. It IS possible to find three or even all four
at a time, but exceedingly rare. I've found all four only once.
-5 gold
-Spike Potion
-Palm Nut Potion
-Studded Coat
-Hakar Hide
This will attempt to explain to the best of my ability each known location.
If one is willing to reload a lot, getting Studded Coats and Hakar Hides
is a great way to earn early game gold, as each sells for around 75 gold.
Multiply that by over 15 and that's a nice little cache!
PORTAL to GOMIRA LOCATIONS
#1: Directly east of the totem near the dock at the start of the swamp (it
points in the right direction). There is a group of three large trees. One
has a light green fern-like plant at its base. The fern is the treasure
location
#2: Near a treasure chest, there is a totem right next to a large tree. This
treasure spot is the fern at the bottom of the tree (again).
#3: W of the Dagani refugee rest stop (with the Wither Potion cauldron),
there are again three large trees. The treasure spot is in the middle of
them, in the swamp water.
#4: A bit SW of the rest station is some open swamp water. You'll notice a
nearby totem points away from this patch. Follow opposite the direction this
totem is pointing and you'll find it quickly.
#5: There is a large rock behind the rest station. Go behind it and head E.
You'll see a tree with a plant at the base as you head directly E. The
actual treasure spot is on the edge of some land before reaching that tree.
#6: Directly south of #5 is a large rock with a palm tree right next to it.
This spot is located just a bit W of the rock, in the swamp water.
#7: After the first bridge, head W and you'll see a fallen tree trunk in the
water, leaning on the jungle ledge. This spot is at the end of the trunk, in
the swamp water.
#8: After the first bridge, head E and you'll see a palm tree. Near this is a
large boulder and two trees, each with a fern at the base. Head S from these
trees towards a fallen tree (in front of some green swamp gas) and you should
find this
#9: S of the second bridge (after the hill with the cauldron), there is a palm
tree near two large trees with some ferns and plants at their base. This spot
is the edge of the land near those plants (a tiny bit E of them).
#10: About halfway between the second and third bridge is a totem (with a
journal page near it). N of this are two fallen tree trunks leaning into
the water. This spot is between them, in the swamp water.
#11: Right before the third bridge. NE of the bridge is another fallen tree
trunk leaning, and a large tree with two ferns at the base. The spot is a
bit E of the tree, in the middle of the swamp water.
#12: S of the fourth bridge is a large open section of swamp water,
surrounded by trees and rocks. The first time through, some small animals
will be grazing here (somehow). In the center of this circular area of water
is the spot.
#13: Two large rocks are S of the end of the fourth bridge. Head into the
swamp directly S from the larger rock (the smaller one has a tree frog on
it) and this one is about halfway into the swamp in that direction.
#14: Near the ramp into Gomira, on the left side is a large rock. As you
head E from this rock, the edge of the land curves SE towards Gomira's wall.
Search in the swamp water halfway between this rock and the first large tree
you encounter in the water beyond it. This is pretty vague, but I don't know
how better to explain it.
INSIDE GOMIRA LOCATIONS
#15: A short ways E of the entrance ramp to Gomira are two barrels in the
swamp water. They mark this treasure spot.
#16: Near the NW corner of Gomira, in the swamp water at the corner.
#17: A ways E of #16, there is a group of three barrels in the swamp water.
The spot is right next to them.
#18: A short ways SE of the save point, next to a ruined hut with a treasure
chest inside. It is right at the border between the swamp and land.
#19: In the NE of the main part of Gomira, there is a rather large collection
of barrels and furniture in a pile in the water. This spot is on the E side of
the pile.
#20: Following the path leading NW from #19, run along the middle of the
narrow path. You'll hit it in the last pool of water before a stretch of dry
land.
#21: In the second section of Gomira (N of the rest, via the path), you can
see a small spike of land jutting out into the water from the entrance. Go to
the tip, and walk E along the middle of the water. You will hit the spot very
quickly.
#22: To the right of Mahir's grave marker are two palm trees. Go between them,
hugging the left wall. This spot is in the swamp water where the land meets
the water while hugging that wall.
GOMIRA to RAFT/RIVER LOCATIONS
#23: NW of the exit ramp from Gomira, there is an oddly-shaped chunk of
land in the water. This spot is near the end of it closest to the ramp
(the other end has two tree and some plants on it).
#24: SE of #23's chunk of land there is a fallen tree leaning on the ledge,
with several large trees surrounding it. This spot is in the swamp water
halfway between that set of trees, and the trees on that chunk of land.
#25: Near a small plateau SW of the exit of Gomira, there is a strip of
dry land. The end of this strip has two points, one pointing E (towards
Gomira) and the other pointing at the plateau. This spot is between that
point of the land and the plateau. (Again, sorry for being so vague, this
has no good landmarks).
#26: Right before the bridge, there is a large tree surrounded by several
plants and a rock. This spot is just slightly NE of the tree, in the swamp
water.
#27: SSW of the first ring of stones you encounter. It is near a large tree
with a fern at its base.
#28: This one is on dry land, near a totem, two large trees, and some ferns,
on the left side of the path heading SW.
=======================================================================
==========================================================================
19: ENEMY GUIDE (ENE19)
==========================================================================
=======================================================================
This is a list of all enemies found in the game, their weaknesses and
resistances, and what special attacks (spells and statuses) they wield.
All HP amounts are estimates, and not guaranteed to be exact. The weakness
and resistance information is almost entire hearsay and grasping at straws,
and is rarely definite or precise. Dropped item lists are similarly
incomplete and not guaranteed that every enemy of a type drops all items
associated with it, although the drops are, for the most part, accurate, but
almost definitely incomplete.
NOTE: Boraro Changelings (listed as Boraro-[Race]) have "varies" listed for
PP as it seems each battle has a different PP value for each one. The only
alternative to listing it as varies is to have about five or more entries
for each, each of which only differs in PP given. For the same reason, not
all entries of a single changeling may drop the same items.
Boggroat 1300HP 300PP Causes bleeding
No known weaknesses or resistances
No known item drops
Boraro 1400HP 250PP Causes crack bones
Weak to blunt
Palm Nut Potion, Ulappa Potion
Boraro-Dagani 2200HP varies Attacks depend on equipment
Cast Reveal on it to transform it into a Boraro; weak to blunt
Cactus Potion, Spike Potion, Wither Potion
Boraro-Grandar 2500HP 350PP Causes bleeding
No known weaknesses or resistances
No known item drops
Boraro-Kemarran 2500HP varies Attacks depend on equipment
Cast Reveal on it to transform it into a Boraro; weak to blunt
Palm Nut Potion
Boraro-Orin 2500HP varies Attacks depend on equipment
Cast Reveal on it to transform it into a Boraro; weak to blunt
Breastplate, Devils Urns, Orb of Defense, Spike Potion, Wither Potion
Boraro-Sarojin 2500HP varies Attacks depend on equipment
Cast Reveal on it to transform it into a Boraro; weak to blunt
Cactus Potion, Devils Urns, Spike Potion, Wither Potion
Chandarath R 1000HP 500PP Casts Venom Cloud
Strong to all weapon attacks
No known item drops
Chandarath Y 500HP 500PP Casts Sparks
Strong to all weapon attacks
No known item drops
Dagani Amareth 500HP 200PP Causes disrupt and block
Weak to chopping
Battle Axe, Militiaman's Axe, Palm Nut Potion
Dark Boggroat 2500HP 350PP Causes bleeding
No known weaknesses or resistances
Boggroat Sword, Ulappa Potion
Dark Gretchling 650HP 160PP No special attacks
Strong to chopping
No known item drops
Dark Lurker 1200HP 250PP Causes bleeding
Weak to blunt, strong to slashing, pierce, and water
Spike Potion, Wither Potion
DarkFell Commander1 1200HP 200PP Generator: DarkFell Warrior 4*
Weak to thrusting, strong to water
Flaming Bottles, Spike Potion, Ulappa Potion
DarkFell Commander2 1200HP 300PP Generator: DarkFell Warrior 4*
Weak to thrusting, strong to water
Cactus Potion
DarkFell Mage 1 450HP 150PP Casts Voodoo Skull
Weak to thrusting, strong to water
No known item drops
DarkFell Mage 2 800HP 400PP Casts Dark Spines
Weak to thrusting, strong to water
No known item drops
DarkFell Ranger 1 1200HP 200PP Casts Dark Spines
Weak to thrusting, strong to water
No known item drops
DarkFell Ranger 2 1600HP 290PP Casts Dark Spines
Weak to thrusting, strong to water
No known item drops
DarkFell Warrior 1 150HP 120PP Causes bleeding
Weak to thrusting, strong to water
Cactus Potion, Flaming Bottles, Spike Potion
DarkFell Warrior 2 200HP 120PP No special attacks
Weak to thrusting, strong to water
Cactus Potion, Flaming Bottles, Ulappa Potion
DarkFell Warrior 3 350HP 150PP No special attacks
Weak to thrusting, strong to water
Cactus Potion, Ulappa Potion
DarkFell Warrior 4 700HP 150PP No special attacks
Weak to thrusting, strong to water
Cactus Potion, Flaming Bottles, Spike Potion, Ulappa Potion
DarkFell Warrior 5 850HP 250PP No special attacks
Weak to thrusting, strong to water
Cactus Potion, Flaming Bottles, Spike Potion, Ulappa Potion
Demon Plant 800HP 400PP Causes poison
Strong to magic
Cactus Potion, Poison Resistance
Drindithar 2000HP 1500PP Casts Black Ball
Strong to all weapon attacks
No known item drops
Ethereal 1000HP 400PP Casts Sparks
Strong to all weapon attacks
No known item drops
Fake Dagani 220HP 200PP Attacks depend on equipment
Cast Reveal on it to transform it into a Changeling
Palm Nut Potion, Ulappa Potion
Fake Dagani 2 400HP 200PP Attacks depend on equipment
Cast Reveal on it to transform it into a Changeling
Palm Nut Potion, Ulappa Potion
Fake Dagani 3 1400HP 320PP Attacks depend on equipment
Cast Reveal on it to transform it into a Changeling
Palm Nut Potion, Ulappa Potion
Fake Kemarran 1 400HP 200PP Attacks depend on equipment
Cast Reveal on it to transform it into a Changeling
Palm Nut Potion, Ulappa Potion
Fake Kemarran 2 220HP 320PP Attacks depend on equipment
Cast Reveal on it to transform it into a Changeling
Palm Nut Potion, Ulappa Potion
Fake Orin 100HP 200PP Attacks depend on equipment
Cast Reveal on it to transform it into a Changeling
Palm Nut Potion, Ulappa Potion
Fake Orin 2 400HP 200PP Attacks depend on equipment
Cast Reveal on it to transform it into a Changeling
Palm Nut Potion, Ulappa Potion
Fake Orin 3 1400HP 320PP Attacks depend on equipment
Cast Reveal on it to transform it into a Changeling
Palm Nut Potion, Ulappa Potion
Fake Sarojin 300HP 200PP Attacks depend on equipment
Cast Reveal on it to transform it into a Changeling
Palm Nut Potion, Ulappa Potion
Fake Sarojin 2 400HP 400PP Attacks depend on equipment
Cast Reveal on it to transform it into a Changeling
Palm Nut Potion, Ulappa Potion
Fake Sarojin 3 1400HP 320PP Attacks depend on equipment
Cast Reveal on it to transform it into a Changeling
Palm Nut Potion, Ulappa Potion
Fake Sarojin 4 1500HP 320PP Attacks depend on equipment
Cast Reveal on it to transform it into a Changeling
Cactus Potion, Dex Enhancer, Str Enhancer, Ulappa Potion
Fen Skurkling 150HP 75PP No special attacks
Weak to slashing, resists blunt, fire, water, and absorb
Palm Nut Potion, Spike Potion, Wither Potion
Fen Skurkling Mound 200HP 400PP Generator: Fen Skurkling*
No known weaknesses or resistances
Ulappa Potion
Gargoyle 1000HP 150PP Causes stun
Strong to slash, pierce, chopping
Cactus Potion, Spike Potion, Ulappa Potion
Grandar 2200HP 250HP Causes bleeding
No known weaknesses or resistances
No known item drops
Green Changeling 1400HP 320PP Causes poison, long-range screech attack
No known weaknesses or resistances
Palm Nut Potion, Ulappa Potion
Green Boraro 1800HP 350PP Causes crack bones
Weak to blunt
Palm Nut Potion, Ulappa Potion
Gretchling 60HP 100PP Causes poison
Strong to chopping
Palm Nut Potion, Spike Potion, Ulappa Potion
Hakar 2000HP 500PP Causes grievous wounds
Strong to fire
Cactus Potion, Ulappa Potion
High Ethereal 1000HP 500PP Casts Venom Cloud
Strong to all weapon attacks
No known item drops
Ice Hakar 2200HP 550PP No special attacks
Strong to water
Cactus Potion, Death Bracers, Ulappa Potion
Juggernaut 4000HP 250PP No special attacks
No known weaknesses or resistances
No known item drops
K-Boraro 1000HP 350PP No special attacks
No known weaknesses or resistances
No known item drops
K-Changeling 1000HP 210PP Throws rocks
No known weaknesses or resistances
No known item drops
Kemarran Zombie 500HP 100PP Causes bleeding
Weak to chopping, resists to blunt, slashing, and piercing
Spike Potion, Wither Potion
K'Tik 2500HP 550PP Throws rocks
Strong to water
Ancient Heal, Magic Potion
K'Tiker 2500HP 650PP Throws rocks
Strong to water
No known item drops
Moorlet 200HP 120PP Causes bleeding
Weak to piercing and water, strong to slash and blunt
Cactus Potion, Spike Potion
Mystery Girl 1800HP 1200PP Causes bleeding
No known weaknesses or resistances
No known item drops
Orin Lurker 80HP 120PP Causes bleeding
Weak to blunt, strong to slashing, pierce, and water
Spike Potion, Wither Potion
Palash Amareth 650HP 200PP Causes disrupt and block
Weak to chopping
No known item drops
Palash Lurker 105HP 120PP Causes bleeding
Weak to blunt, strong to slashing, pierce, and water
Spike Potion, Wither Potion
P'Gok 2500HP 500PP No special attacks
Weak to water, strong to fire
Cactus Potion, Dex Enhancer, Str Enhancer, Ulappa Potion
P'Goker 2500HP 550PP Throws rocks; causes fire and disrupt/bloc
Weak to water, strong to fire
No known item drops
Red Amareth 650HP 150PP Causes disrupt and block
Weak to chopping
No known item drops
Red Gretchling 400HP 120PP Causes poison
Strong to chopping
Palm Nut Potion, Spike Potion
Red Juggernaut 4000HP 250PP No special attacks
No known weaknesses or resistances
No known item drops
Red Moorlet 220HP 120PP Causes bleeding
Weak to piercing and water, strong to slash and blunt
Cactus Potion, Spike Potion
Shadow Zombie 1400HP 175PP Causes grievous wounds
Weak to chopping, resists to blunt, slashing, and piercing
Cactus Potion, Dex Enhancer, Str Enhancer, Ulappa Potion
ShadowFire 850HP 175PP Casts Voodoo Chain Bolt
No known weaknesses or resistances
No known item drops
Shadowspawn 400HP 200PP Throws rocks and causes stun
No known weaknesses or resistances
Palm Nut Potion, Ulappa Potion
SilverScale 3000HP 800PP Casts Dark Thunder
No known weaknesses or resistances
Darkstaff
Skurkling 25HP 50PP No special attacks
Weak to slashing, resists blunt, fire, water, and absorb
Spike Potion, Wither Potion
Skurkling Mound 50HP 100PP Generator: Skurkling*
No known weaknesses or resistances
Spike Potion, Steel Breastplate, Wither Potion
Stone Hakar 3000HP 550PP No special attacks
Weak to halberds, apparently
Cactus Potion, Ulappa Potion, White Bracers
Strong Tengu 1200HP 200PP Causes bleeding
Strong to most magic
Cactus Potion
Strong Zombie 350HP 120PP No special attacks
Weak to chopping, resists to blunt, slashing, and piercing
Cactus Potion, Cycgel, Spi Boost, Spike Potion
Stronger Zombie 1500HP 150PP No special attacks
Weak to chopping, resists to blunt, slashing, and piercing
Silver Chakram, Spike Potion
Tengu 600HP 150PP Causes bleeding
Strong to most magic
Cactus Potion
Trial Skurkling 130HP 0PP No special attacks
Weak to slashing, resists blunt, fire, water, and absorb
No known item drops
Weak Tengu 500HP 40PP Causes bleeding
No known weaknesses or resistances
No known item drops
Zaharanar 8000HP 5000PP Casts Golden Death (~500 to all)
No known weaknesses or resistances
No known item drops
Zombie Lord 1200HP 50PP Casts Voodoo Curse
Weak to chopping, resists to blunt, slashing, and piercing
Silver Chakram
Zombie Sword 45HP 75PP Causes bleeding
Weak to chopping, resists to blunt, slashing, and piercing
Pronged Katar, Rusty Sword
Zombie Unarmed 30HP 50PP No special attacks
Weak to chopping, resists to blunt, slashing, and piercing
Pronged Katar, Spike Potion, Wither Potion
* Generators are enemies that occasionally generate the indicated monster,
one at a time (never any more). The monsters generated offer no PP, Gold, or
item drops, but are otherwise identical to their normal incarnation.
=======================================================================
==========================================================================
20: COLLECTIBLES GUIDE (COL20)
==========================================================================
=======================================================================
Complete lists of all locations of collectible items. This is for use at the
end of the game, when collecting items that may have been missed. Some of
these items will not be available immediately (such as tree frogs #25-30), so
when playing the game normally, use the lists in the walkthrough.
One tip: Some items can be camouflaged very well against the environment. Tree
frogs in particular encounter this problem frequently.
MISSABLES!
-All crystal shards are missable if not collected before leaving the Kemarran
Highlands!
-Journal chapter 4 pages 3 and 4. Must be collected while in Drommar's Tomb,
as the door closes and never opens again.
-Moorlet egg 20 (the red key door glitches and won't open after first time).
-Ancient artifacts 15 to 18, and 20. 15 to 18 are in the dungeon area of
the Deeps, where SilverScale traps you. This area is impossible to return to
once left! 20 is on a platform in the switch puzzle in green scarab section.
As switches break, this cannot be returned to! (but is difficult to miss)
-Koldor's Items 2, 3, and 4. These are also in the dungeon area of the Deeps,
and like the artifacts, cannot be obtained if not collected while there.
-Although not missable as such, Journal chapter 4 page 25 is in the center of
Zonra's Tomb, and to acquire it means passing the point of no return, denying
you free-roam for the rest of the game.
Drinking Horn Locations (Hollow Grange):
1. In the NW part of the village, between two rocks.
2. In a small alcove of a cliff E of the village, behind a large rock.
3. Near the entrance to Grandar's Keep.
4. SW of the village, on the left side of Nefreet's house.
5. Extreme SW of the village, behind a large rock near the training grounds.
Silver Acorn Locations (Orin):
1. Early on the path out of Hollow Grange, behind a large rock on the left.
2. Near the sheep beside a rock in a large open area of the mountain pass.
3. Behind the third tree on the left in the field past the mountain pass.
4. Behind a tree NNW from the M'Ton Cave, near a big rock pillar-like thing.
5. Between a tree and the rock wall, near the M'Ton Cave.
6. NW of the save point, behind a tree.
7. SW, down the path towards Hermit's Cave, next to a tree.
8. Behind some barrels in Hermit's Cave.
9. Go up the slope next to the barrels, it is at the top.
10. Behind a tree W of the majestic oak.
11. Behind a tree NE of the majestic oak.
12. Back across the bridge near the save point, behind a tree in the NW.
13. In the mountain pass to Pilgrim's Hatch, near a rock along the left wall.
14. Behind a large boulder on the right side of the mountain pass.
15. Behind a collection of rocks on the left side, after the U-shaped bend.
16. SW of the Portal, beside a tree.
17. Further SW of the Portal, behind a tree near the left cliffs.
18. Beside a tree SW/W of Pilgrim's Hatch (behind the town).
19. In the wood pile on the left side of the Weaponsmith's hut.
20. Under a tree near the small plateau in the middle of Lord Kort's lands.
21. Under a tree on the left side of the path heading to Whitewater Gorge.
22. Near a boulder just before the save point at the Whitewater Gorge entry.
23. Under a tree near a huge boulder immediately SE of the Portal.
24. In an open area N of the Portal and silver acorn #23.
25. Behind a tree N of the "To Whitewater Gorge and Dagan" signpost.
26. On the right side of the Graveyard.
27. Under a tree at the intersection of paths NE of the Portal.
28. Under the last tree on the right when approaching Drommar's Door.
29. Head SE from the Hollow Grange signpost E of the Portal. In a corner.
30. Given by Carlynne in Pilgrim's Hatch.
Tree Frog Locations (Dagan):
1. On one of the rocks next to the river port, right after the Portal.
2. On a large rock beside the first barrels you come across.
3. In the green swamp gas area (requires Tahir).
4. On a log on the right, past bridge #2, and between totems #5 and #6.
(known to be VERY well camouflaged, and possibly a bit off-color to boot)
5. On bridge #3.
6. On a log to the right, past totem #7, and before bridge #4.
7. Behind the smaller of two rocks on the right, just past bridge #4.
8. On the right side supports of the bridge leading into Gomira.
9. On one of the rocks near Kirandir in the back of Gomira.
10. On a large rock N of totem #10, near the hut with chest #5.
11. Circle to the left after exiting Gomira. Its on the wall.
12. To the right of totem #11, on a large rock.
13. On a large rock on the left of elevated outcropping near totem #12.
14. On one of the rocks in the stone circle to the right of bridge #7.
15. Past totem #13, on a log in the water to the right.
16. Past the bridge near totem #15, on a log in the water on the right side.
17. On a large rock right behind totem #17.
18. On the SE wall of the Oracle's ruins, from the swamp.
19. On a large rock in front of totem #18.
20. In the ruin past totem #18.
21. From totem #20, head SW to the side of the sloped outcropping.
22. On totem #24.
23. On a small rock to the right of the dead Red Amareth.
24. On the left side on a rock on the left turn, after the Red Amareth.
25. On the back of a large boulder under the NW new Dagani path.
26. Sitting on the SW pillar in the cavern in the NW new Dagani path.
27. On a wooden post where previously was a large cloud of swamp gas.
28. On a wooden plank in the sand SE of the "Deep Swamp" save point.
29. On the floor of the stone ruins SW of the "Deep Swamp" save point.
30. On a log to the right of the entrance to Charak's Tomb.
Amber Bead Locations (Palash):
1. Just past stone marker #3, near the Save.
2. Curve #4 of the winding path, on the left.
3. Between stone statue #7 and 8, on the right.
4. To the right of stone statue #10.
5. NE of stone statue #15, between the tents.
6. NE of the blue flame in La'Shon, behind some tents.
7. W of the blue flame in La'Shon, behind FernDancer.
8. Behind a rock on the right side, past orb statue #5.
9. To the right of orb statue #12, along the path's wall.
10. Just past orb statue #18 on the left.
11. To the left of orb statue #19.
12. To the left of orb statue #20.
13. Right after orb statue #21, near the DarkFell totems.
14. On the left side of the path past orb statue #23, near a log.
15. Past the hard turn to the right after orb statue #27, beside a rock.
16. Just before orb statue #31.
17. Beside orb statue #32.
18. Go left up the path beside orb statue #34.
19. Beside the save point past orb statue #36.
20. Down path at the end of orb statue #38, on the right.
21. Go W from orb statue #42, looking behind the trees and rocks.
22. Go N from orb statue #42, down the path on the left.
23. Go N from orb statue #42, down the path near the waterfall.
24. Go N from orb statue #42, straight down the path to the end.
25. On the left side of the path NW of orb statue #42.
26. Beyond "Palash" save, near the tents in opposite direction as cursed lake.
27. To the right of the pedestal at the cursed lake.
28. On the right side of the path to the fire pit.
29. At the fire pit, to the left of the pedestal.
30. Near the lapis scarab marker outside the Palash entrance to the Deeps.
Moorlet Egg Locations (Whitewater Gorge):
1. On the left, beside the palm trees just past trail marker #2.
2. Early on the path to the Twisting Deeps, look near a Flower Spike plant.
3. On the left side of trail marker #6.
4. In the cauldron next to Tuako, just past trail marker #6.
5. In a chest next to a big rock near trail marker #12.
6. Under a wagon NE of Brin in the Marketplace.
7. Just past Riffin and the "To Orin" signpost on the elevated path.
8. Behind some barrels in the large area past trail marker #18.
9. Near the entrance to Whitewater Portal in large area past trail marker #18.
10. On the ledge of a "window" on the unmarked path past the Portal.
11. Near a lockbox at the end of the unmarked path past the Portal.
12. Behind a large rock a bit past Gymal's camp at the start of the canyon.
13. On the right side of the path, right past Koldor.
14. Push the barrels aside near the start of the unmarked path past Pelewan.
15. Just beyond trail marker #22.
16. In an alcove on the far side of a large rock past trail marker #24.
17. In an alcove on the far side of a large rock past trail marker #24.
18. SE of the save point and trail marker #25.
19. Go NW from trail marker #26 and follow the unmarked path to end.
20. At the end of unmarked path, behind the blue key's stone door.
21. Behind some barrels in the Boggroat's domain.
22. In an area SW of intersection at trail marker #27, on an unmarked path.
23. In an area SW of intersection at trail marker #27, on an unmarked path.
24. Up the unmarked path SW of trail marker #27.
25. At the end of the unmarked path SW past trail marker #27, in some ruins.
26. Behind a broken ruin SE of Orin signpost, after trail marker #32.
27. On a small ledge right before the Sunken Market.
28. In the Sunken Market, to the right of OnyxEye's tent.
29. In an alcove in the hidden path NW of the ruins, en route to the Deeps.
30. SW of the Gorge entrance to the Twisting Deeps, next to a rock and tree.
Crystal Shard Locations (Kemarran Highlands):
1. On the ledge E of the Windsinger statue, at the start of the area.
2. SE of Chocud's tent (S of the save point), near a tree and some rocks.
3. A little ways W of crystal marker #4.
4. In the narrow alley SE of crystal marker #9.
5. NW of crystal marker #14, near a cauldron, barrel, and bench.
6. E of crystal marker #16, in a corner, surrounded by cliff.
7. Near a tree E of the stone bridge seen from area SE of crystal marker #16.
8. Pass W under the stone bridge seen from area SE of crystal marker #16.
9. In chest next to Elliman's tent in unmarked area near crystal marker #16.
10. Laying on the ground a bit SW of Elliman's tent.
11. On the ground next to the wall-bridge NW of broken bridge to Zonra's Tomb.
12. On the ground between crystal markers #20 and #21, NW of the save point.
13. On the ground near crystal marker #23.
14. SW of crystal marker #26, in the alcove near the cliff and boulder.
15. NE of crystal marker #27, in another alcove along the cliff.
16. S of crystal marker #33, in the middle of the narrow pass.
17. NW of crystal marker #34, beneath some trees near the cliff face.
18. In the NW corner of the Fen Skurkling lair, NE of crystal marker #38.
19. Near some trees SW of the pond in the Fen Skurkling Lair.
20. SW of crystal marker #40, behind a tree.
21. SE of crystal marker #42, in a corner beyond Maravana.
22. To the right of the shrine in the Ulappa Grove, S of crystal marker #42.
23. NE corner of the unmarked area E of crystal marker #42.
24. Down the mountain pass W of Dreyfar's tent in the Matron's Camp.
25. Behind a boulder on the left side of the path E of the Matron's Camp.
26. In the NE corner of the area before the bridge, E of the Matron's Camp
27. E side the of island beyond the long bridge in area E of Matron's Camp.
28. On the ground near the chest in the Hakar's Cave
29. In the Dragon's Maw, at the NE end, near a stone bridge/wall.
30. Near the empty tents in the SW corner of the Dragon's Maw.
Journal Chapter 1 Locations (predominantly opal path of Twisting Deeps):
1. In the lockbox in the Hermit's Cave
2. Head SE along the unmarked path beyond opal scarab #12.
3. On the opposite side of the small lake, down the unmarked path.
4. Near a stalagmite in the SE of the bottom-most area of the unmarked path.
5. Near a rock in the E of the bottom-most area of the unmarked path.
6. Near the same rock in the E of the bottom-most area of the unmarked path.
7. Near a NE corner of the bottom-most area of the unmarked path.
8. Under a bed in the NW of the bottom-most area of the unmarked path.
9. Near opal scarab #17.
10. On the left, past opal scarab #18.
11. In the room on the right, between opal scarabs #19 and #20.
12. In the room on the right, between opal scarabs #19 and #20.
13. In the room on the right, between opal scarabs #19 and #20.
14. In the room on the right, between opal scarabs #19 and #20.
15. In the room on the right, between opal scarabs #19 and #20.
16. In the room on the right, between opal scarabs #19 and #20.
17. In the room on the right, between opal scarabs #19 and #20.
18. In the room on the right, between opal scarabs #19 and #20.
19. In the room on the right, between opal scarabs #19 and #20.
20. In the room on the right, between opal scarabs #19 and #20.
21. In the room on the right, between opal scarabs #19 and #20.
22. In the room on the right, between opal scarabs #19 and #20.
23. On the left side, past opal scarab #20.
24. On the right, past opal scarab #22.
25. Head E from opal scarab #24.
Journal Chapter 2 Locations (predominantly Dagan and Palash):
1. On land near the entrance to the river port.
2. On bridge #1.
3. Near totem #6.
4. On the path after bridge #7, and before totem #13.
5. Past totem #14, on the sand right before the raft launch.
6. On the sand near the raft landing in the deep swamp.
7. On the right, just after bridge #15.
8. Behind the dead Red Amareth, near the entrance to Palash.
9. On the right side of the path, between the dead Red Amareth and Palash.
10. On the right of the fifth curve of the winding path past stone marker #3.
11. Next to stone marker #7.
12. Just past stone marker #14.
13. On a ledge left of La'Shon on left near end.
14. NW of orb statue #10, in a wide turn on the right.
15. Just after the left turn past orb statue #10, on the left.
16. In front of a rock on the right, just after orb statue #12.
17. Next to orb statue #14.
18. Look behind the tents near two chests in the middle of the DarkFell camp.
19. Behind a large rock on the left after orb sphere #26.
20. Beside a large rock to the right of orb statue #27.
21. On the landmass with the Dagani refugees in Dagan
22. In the SW portion of the DarkFell camp, near a log leaning on the wall.
23. On ledge S of the far translocation node in the ruins near "Deep Swamps."
24. On the bed inside the Boggroat Cave beyond the "Deep Swamps" save point.
25. On the opposite end of the bridge over the DarkFell water trap in Palash.
Journal Chapter 3 Locations (predominantly Whitewater Gorge):
1. At the Whitewater Gorge raft launch, in the left corner.
2. On the right of the winding path when leaving the raft landing.
3. On the right of the winding path just after leaving the raft landing area.
4. On the right after trail marker #1.
5. Across the bridge to the left, behind AmberTail (path to Twisting Deeps).
6. Between trail markers #7 and #8 on the path to WG Market.
7. Just before trail marker #13.
8. Make a right turn on the path past trail marker #19.
9. Besides a large rock on the left, past trail marker #19.
10. On the right, past trail marker #19 and right before Koldor.
11. On the unmarked path, in the balcony just beyond the ratsprat's den.
12. Just beyond trail marker #23.
13. Near trail marker #25 and the save point.
14. NW of trail marker #26, on the right beyond the save point.
15. On the unmarked path NW of trail marker #26, just before the bridge.
16. On the Gargoyle bridge past trail marker #28.
17. Beside BlackTail in the Sarojin Bazaar, to the right of a tent.
18. On the trail just beyond the Sarojin Bazaar.
19. Circle back around to the Bazaar, and check the right side of the trail.
20. En route to the Gorge entrance to the Twisting Deeps, SW of cliff alcove.
21. Just before the Whitewater Gorge entrance to the Twisting Deeps.
22. To the right of agate scarab #11, en route to Whitewater Gorge.
23. W of agate scarab #19, en route to Whitewater Gorge.
24. Between agate scarabs #20 and #21, right next to the door to the Gorge.
25. Just outside the back door of the Whitewater Gorge library.
Journal Chapter 4 Locations (predominantly Twisting Deeps):
1. On the left side of WhipTail's Tomb.
2. On the right side of WhipTail's Tomb.
3. Inside Drommar's Tomb.
4. Inside Drommar's Tomb.
5. Between lapis scarabs #1 and #2.
6. On the ground slightly S of lapis scarab #4.
7. Right next to white scarab #24.
8. Behind some mushrooms N of white scarab #31.
9. To the left of the translocation node near the sun bed in the dungeon.
10. To the right of the N prison cell (with SunDeep) in the dungeon area.
11. S of green scarab #12 (right after finishing the switch puzzle).
12. A little bit SE of green scarab #17.
13. Sitting on the ground just before green scarab #21.
14. Near the rock overpass (NW side) on the upper part of the Garden area.
15. In a large alcove on the right side of the path to the Frost Peaks.
16. W of the Frost Peaks elevator, next to a large stone pillar.
17. Next to the four Sarojin Spires in the Garden area on the Deeps.
18. Near the bottom of the long spiral pathway deep on the opal scarab path.
19. Behind a wall on the right side of deepest part of the DarkFell HQ.
20. On the grassy path en route to the P'Gok elevator in the garden area.
21. In a corner directly NW of the P'Gok elevator in the garden area.
22. On the floor near the "Statue" save point, past the red crystal barrier.
23. At the end of the non-tiled ledge overlooking the "Statue" save point.
24. Sitting outside Zonra's tomb, between the right side and the cliff face.
25. In the middle of Zonra's Tomb (this means passing the point of no return!)
Ancient Scroll Locations:
1. Behind the palm tree on the island with the Portal. (Dagan)
2. Go to the end of the path left of orb statue #34. (Palash)
3. Right ahead of you after exiting the raft. (Whitewater Gorge)
4. Near the Moorlets NW of trail marker #24. (Whitewater Gorge)
5. On a bridge near the "Swampland" save point, after Charak's tomb. (Dagan)
Ancient Artifact Locations (Twisting Deeps):
1. Just beyond opal scarab #3.
2. Go down the path on the right SE of OS #12 and #13; it is near the water.
3. Just past the door on the right between opal scarab #19 and #20.
4. Near lapis scarab #2.
5. On the ground slightly N of lapis scarab #12.
6. N of lapis scarab #17, near a large stalagmite and some mushrooms.
7. In an unmarked area S of lapis scarab #21, near some mushrooms and a rock.
8. On the right of white scarab #16, right before the long bridge.
9. At the end of the unmarked path NW of white scarab #20.
10. In an alcove in the cavern wall W of white scarab #26.
11. In an alcove in the cavern wall E of white scarab #29.
12. S of white scarab #35, between two large stalagmites.
13. Next to a purple crystal near the doorway at white scarab #42.
14. On path SE of white scarab #41, behind second large rock.
15. Beyond doorway far SE of white scarab #41, just inside the dungeon area.
16. SE of the Sarojin healing device in the dungeon area of the Deeps.
17. End of the path N of the "Dark Cavern" save point, in the dungeon area.
18. In the W cell of the prison complex, in the dungeon area.
19. In SilverScale's lair (near the Deeps Portal), near the odd shell machine.
20. On a platform in the switch puzzle between green scarabs #11 and #12.
21. Right beyond the yellow mist door on the opal path, on some tiles.
22. Between some stalactites SE of opal scarab #26.
23. Between opal scarabs #29 and #30.
24. NW of opal scarab #28.
25. SW of opal/red scarab intersection, near a pool of water.
26. SW of opal/red scarab intersection, N of the v-shaped rock ridge.
27. SW of opal/red scarab intersection, in alcove E of the two chest part.
28. Down the unmarked path NE of red scarab #4.
29. Between 3rd and 4th agate scarabs beyond the opal/agate scarab junction.
30. NE of the "Opal Path" save point.
Koldor's Item Locations (predominantly Twisting Deeps):
1. In a chest next to a purple crystal, NW of white scarab #41.
2. In a chest in a large alcove in the NE, in the dungeon area.
3. In a chest in a small depression E of the path, in the dungeon area.
4. In a chest SE of the "Dark Cavern" save point, in the dungeon area.
5. NE of green scarab #6, in a chest.
6. Next to green scarab #13, in a chest.
7. Use the translocation node in the NW part of Lord Kort's lands.
8. In a chest SW of the opal/agate scarab intersection.
9. SW of opal/red scarab intersection, SW of the V-shaped rock ridge.
10. Between opal scarabs #27 and #28.
11. In a chest beyond the translocation node next to white scarab #17.
12. In a chest on the left side of the DarkFell Headquarters.
=======================================================================
==========================================================================
21: GLITCHES (GLI21)
==========================================================================
=======================================================================
This is a compendium of known glitches in this game. The glitch's discoverer
is listed at the end. If no one is listed, I (Lancet Jades) found it myself,
much to my dismay.
RED DOOR WON'T OPEN: The red key's door in Whitewater Gorge is glitched. Once
opened once, it will never open again once it closes, even though the red
key stays in the quest items list. This is a problem, as one of the Moorlet
eggs is behind the door! Make sure to get everything there the first time
through, lest it be unobtainable forever.
PELEWAN VANISHES: If you wait too long to deliver the Kemarran Brooch to
Pelewan, he vanishes. He says he will return to Whitewater Forge, but never
does. It is unknown at what point he vanishes, but it is best to deliver the
Brooch as soon as possible (before returning to Orin, as is your goal the
first trip through).
WHITEWATER GORGE EMPTY: If entered via the secret path through the library,
the Marketplace is mostly empty. This can be fixed by leaving and re-entering
from one of the normal entrances. Entering via the library probably doesn't
load the area properly. No lasting effects.
AFTER-BATTLE DIFFICULTIES: Occasionally enemies won't trigger a specific
after-battle effect that they should. Two examples are the Zombie Lord not
yielding his Bone Hammer (preventing the game from continuing), and another
the Gargoyles on the Gargoyle Bridge (in Whitewater Gorge) not yielding
the page of Journal Chapter 3 they are supposed to. The only way to fix
these is to reload an earlier save file. Reported by Zhabin.
SNOWED-IN CHEST: In the Frost Peaks is a chest mostly covered in snow.
Opening the chest is tricky enough, but if you walk on the snow around the
upper-left corner of the chest, you'll get stuck there and not be able to
move from that spot.
GOLTIR IS BROKEN: After giving all 30 Moorlet Eggs to Goltir in Dagan, he
stops being an herbalist. Not by choice, but he no longer responds when
talked to. While Goltir's Charm is a good accessory, and you'd probably want
to get it, this does deny you a potion shop in Dagan for the rest of the
game.
INVISIBLE CHANGELINGS: After visiting Zonra's Tomb, your next goal is to
visit Oo Pang Tulmus. However, the white scarab path is not barred, and will
let you proceed back, to the agate, opal, and red scarab intersection, where
the room is filled with more Green Changelings and various Boraros. One group
of the Changelings, however, is invisible! They usually attack after killing
one particular Green Boraro. Although invisible to the player, your
characters will kill them just as easily as normal, and after defeating them,
the game carries on as normal. Not a big deal, but still surprising. A second
group of invisible Changelings then attacks, but it is the same as the first
(only three), and after that, no more appear.
ACCESSORY BUFFS DON'T WORK RIGHT: When you have multiple accessories equipped
that boost stats, such as Bracers of Power, Strength Bracers, or any of the
four treasures of ShadowFire (such as Ring of Might), the game can
miscalculate the intended stat boosts. With three Bracers of Power equipped,
try removing the top-most one. It will bring down all three Bracers' worth of
stat boosts (30 SPI and DEX, 15 STR). The game seems to calculate stat boosts
from the top slot to bottom, and removing one higher on the list causes it to
act like those below are also removed.
Another effect of this is that the treasures Ring of Might, Nimble Cloak,
Magical Crown, and Torc of Power don't count other boosts (from any accessory
equipped above them, including Bracers of Power and Strength Bracers)! Thus,
to attain the maximum benefit from the aforementioned treasures, equip them
on a lower slot than any Bracers of Power and Strength Bracers, and equip the
Torc of Power last, no matter what. Although either way, it's only a point or
two of each stat, but still something.
ENEMIES WON'T FIGHT: There are a few instances of enemies in the game that
refuse to do battle. They can be seen, but will not trigger a battle, no
matter what you do. The many Lurkers throughout the game do not apply for this
glitch, though. Some known groups:
-Two Fen Skurklings near the unmarked path with an empty tent in the
Highlands. They appear en route to the Dragon's Maw, and vanish once the
scenes there have played.
-Two DarkFell near Charak's Tomb. They appear once you see the scenes there
the first time (when getting the Black Skull).
-Four Fake Dagani near the Whitewater Gorge/Orin border late in the game.
-In the opal path deep inside the Twisting Deeps, there is a particular
hole where a Green Changeling gets caught exiting, preventing you from
fighting that group of four.
-In the large room that is the intersection of the agate, opal, and red paths
in the Deeps are two Green Changelings that appear after visiting Zonra's
Tomb. They are near the left end of the unmarked area (near a hidden path in
the wall). Nothing seems to trigger a battle.
-Near the red crystal barrier is a group of three Green Changelings. Like
with the earlier entry, one gets caught up exiting the hole, and the group
will not start a fight. This happens after Zonra's Tomb (but requires going
around the long way via the white path and large spiral pathway to get to
it).
=======================================================================
==========================================================================
22: ITEM TABLES (ITE22)
==========================================================================
=======================================================================
These are links to downloads for .rtf files of item tables I generated. The
four available are Weapons, Armor, Shields, and Misc. (hopefully self-
explanatory). In the future I hope to find time to transfer this data into
this guide, which, unfortunately, will be a grueling and tedious task, as the
data as it is does not translate easily into plain text.
http://www.evermoreforums.com/johnny/info/alondar_armor.html
http://www.evermoreforums.com/johnny/info/alondar_misc.html
http://www.evermoreforums.com/johnny/info/alondar_shields.html
http://www.evermoreforums.com/johnny/info/alondar_weapons.html
=======================================================================
==========================================================================
23: INFORMATION NEEDED
==========================================================================
=======================================================================
This section details features of the game that are still a mystery to me. If
anyone out there is capable of hacking the game data and obtaining this
information, I would be grateful, as would other players of this game.
1: ATTUNEMENT
-Some weapons have an "Attunement" stat listed. This is one of the three
main stats (STR, DEX, or SPI). However, I have no idea what this means or how
it affects the weapon's performance vs. one without an attunement. I suspect
it may augment the damage with an additional bonus from that stat, however
that is but a guess. It may affect the Combo spell's performance, but if so,
there is one weapon with attunement and no combo spell, and many with a combo
spell and no attunement.
2: COMBO SPELLS
-How exactly do combo spells work? Most are identical to an actual spell, but
there are many that are not, such as the Dragon Ordeals' Dragon spells, and
many others. How does the game determine the damage, cooldown, and other
stats associated with these skills? Does it depend on your own skills? Or
does each weapon have its own stats for the combo magic. Does knowing the
combo spell in question improve its performance?
3: SHIELD SKILL
-What exactly do shield skills affect? Namely, the Critical and grandmaster
skills. Critical is worded as though it provides a critical chance boost to
weapons, and the grandmaster skill lists a set of weapon bonuses (including
definitely-weapon attributes like Accuracy, Damage, and Speed). Do these
affect weapons and not shields, and if so, do they only work for weapons that
allow use of a shield?
=======================================================================
==========================================================================
24: CONTACT INFORMATION
==========================================================================
=======================================================================
My screenname is LancetJades on GameFAQs.
You can email me at:
lancet at ever more forums dot com
(remove the spaces, obviously, and replace the at with the proper sign)
Alternatively, if I'm online you can IM me at:
Discord: lancetj#1039
AIM: Lancet Jades (on sometimes)
Skype: lancetjades (on sporadically)
Feel free to message me (text only for Discord or Skype) if you see me
online. I'll reply as soon as I see the message and have the chance to reply.
I'm a perfectionist, so if you have anything to contribute or correct, please
do so. You'll receive full credit (credit goes to the screenname you talk to
me from, so if you want another name, you have to specify it). Even if you're
just pointing out a spelling or grammatical mistake, please do so, no matter
how small. Keep in mind though that I live in the U.S., and as such, I use
American English spellings such as "color" and "criticize," as opposed to
"colour" and "criticise."
If you wish to use this guide on your site, aside from asking my permission,
I require you in question to automatically fetch any updates I make from
GameFAQs.com yourselves. I only update to GameFAQs.com and if I discover other
sites carrying my guides have out-of-date versions, I will ask that it be
removed.
=======================================================================
==========================================================================
25: CREDITS
==========================================================================
=======================================================================
micgirk1
~Helping proofread the guide by using it for a playthrough of the game.
xenobird
~Writing the guide this one was based off of, especially for the collectible
item lists. Saved me hours of work! Couldn't and wouldn't have made this
guide without yours.
Zhabin
~Helped me with some information on the game.
=======================================================================
==========================================================================
26: VERSION HISTORY
==========================================================================
=======================================================================
1.00 Completed November 27th, 2009.
First version completed. Subsequent updates will likely be just touching up
the guide, rather than true revisions.
1.01 Completed December 1st, 2009.
Added info on all glitches to the "Additional Notes" section of the area they
occur in. Don't know why I didn't think of that before. Idea courtesy of
Zhabin.
1.02 Completed December 3rd, 2009.
More minor revisions and grammar issues fixed, some inconsistencies and other
errors fixed, too.
1.03 Completed December 12th, 2009.
Fixed a few other errors and inconsistencies I've since noticed.
1.04 Completed February 9th, 2010.
Thanks to micgurk1 for "proofreading" the guide on his playthrough. He's not
done yet, but I also made some corrections elsewhere and wanted to get the
new version up.
1.05 Completed April 15th, 2010.
Moved the version history to the back of the guide.
1.06 Completed June 15th, 2010.
Edited a few things.
1.07 Completed June 5th, 2011.
Changed my contact information.
1.08 Completed October 28th, 2001.
Added a note about how well-camouflaged some collectibles are.
1.09 Completed June 25th, 2012.
Fixed a couple of spacing and spelling errors, and updated the whitelist to
mention GameFAQs.com will always host the most recent version.
1.10 Completed July 11th, 2012.
Updated the contact information section.
1.11 Completed March 3rd, 2013.
Fixed up a few things and improved spacing for some of the appendices. I
wonder if anyone actually cares.
1.12 Completed March 4th, 2014.
Added a note about quest items in the first section.
1.13 Completed September 15th, 2016.
Updated my contact info.
1.14 Completed December 21st, 2016.
Replaying the game. Not sure how far I'll get, but I fixed up a couple of
things for Lord Kort's lands near the start, including several missing Zombie
encounters. Not sure how I missed them so badly. Also added notes about the
Rusty Sword and possible Steel Breastplate from the mound. Also found some
more swamp treasure spots in Dagan.
1.15 Completed January 18th, 2017.
Discovered a bunch of enemies respawn in the swamp after meeting the Oracle.
Turns out the trigger for new enemies is not the Oracle meeting itself, but
rather meeting the amnesiac Sarojin in the stone ruins on the way to Palash
afterwards. There's enough extra encounters for a couple thousand more PP for
Jarik and Tahir. These enemies were originally misplaced in the Palash section
as spawning after reaching La'Shon. Also added default skill info for Tylonee,
to show exactly what she comes with and how much PP she is considered to start
with. Tahir and SunDeep will come later. Added a note about buying Armored
Bracers, and some tips on curing the blinded Kemarran in Whitewater Gorge.
1.16 Completed January 27th, 2017.
Added more info through the end of Kemarr Highlands, and discovered that the
zombies in Lord Kort's lands around that time drop Spi Boosts!
=======================================================================
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27: BOILERPLATE
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This document Copyright 2009-2017 John Hoffnagle IV.
Do not reproduce this document for any purpose besides personal use
without asking me first. I'm not stingy; if you ask, you'll most likely
get permission to host it. Otherwise, it's a violation of copyright,
and I WILL pursue legal action, especially if you sell it for money.
All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders. None of which are me.