Story........................................................... STRY
Class Overview.................................................. CLSS
Class Weaknesses................................................ CLSW
Towns........................................................... TWNS
Tips N' Tricks.................................................. TPST
Analog control is unavailable for Vandal Hearts, and luckily, it's not needed
in the first place. Battling and movement is all grid-based, and the d-pad'll
suffice on that end. [Unused buttons are not listed below]
.-----------.---------------------------------------------------------------.
| Circle | 'Action' button for menus and dialogue |
| Square | Zoom to next character on battlefield maps |
| Triangle | Toggle bird's-eye view of battlefield map |
| X Button | 'Cancel' button for menus (goes back to previous screen) |
| L1 Button | Rotate camera POV left |
| L2 Button | Rotate camera POV down |
| R1 Button | Rotate camera POV right |
| R2 Button | Rotate camera POV up |
'-----------'---------------------------------------------------------------'
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II. TH' BASICS [THBS]
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STORY [STRY]
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Sotegaria...
For over a millennium the firtile lands in the heart of this vast continent
were ruled by the Holy Ashah Dynasty, descendants of Toroah the Messiah.
However, it is man's doom to forget... Amidst all the wealth and exotic
pleasures, the nobility lost their way and sank into corruption and depravity,
forgetting even the holy teachings of Toroah.
It was in these days of unrest that the citizens, strugglung under an
oppressive regime, rose up and -- under the leadership of Arris the Sage --
took up arms against the Kingdom. That was the first outbreak of violence in
what would later be known simply as 'The Revolution.' The Royal Army's
counterattack was swift and fierce, but time and time again they were put to
flight by the cunning strategies of Arris and the indomitable will of the
advancing Liberation Army.
Victory in hand, the rebels set up a Council and worked to establish the
continent's first democracy. And so, the republic of 'Ishtaria' was born.
However, Arris the Sage, whom all hoped would lead the country, mysteriously
vanished and has not been seen again to this day. Now, 15 years later, the
shadow of war once again threatens Ishtaria...
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CLASS OVERVIEW [CLSS]
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NOTE: Class changes can only be done at Lv10 and 20 respectively, and cannot
be redone. Make sure to choose wisely in the early going as it sets a
path of advancement for later!
Ash is the only character to wield this powerful class, and does it well.
He excels in most fields, but has weak magic potency (unless used on foes
with magic weakness) and medium movement range. As he advances in class,
the movement range gets a lot better. The secret unlockable 'Vandalier'
class gives Ash the ability to cast any ability in the game, but can only
be obtained through a series of missable sidequests. Check the Trials of
Toroah section for information.
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| CLASS : Soldier |
| C. TYPE: Knight / Armor |
| ADVANCE: Soldier -> Swordsman -> Duelist |
| : Soldier -> Guardsman -> Dragoon |
| USED BY: Clint, Grog, Dolan |
| EQUPMNT: Sword, Heavy Armor, Helms |
| : Axe, Heavy Armor, Helms |
| STRNGTH: Attack power, defense |
| WEAKNSS: Magic defense, no magic ability |
|__________________________________________|
Soldiers are the typical fighters, and at Level 10, can choose to become a
duelist (swordmaster) or Dragoon (defensive attacker). Duelists are similar
to heroes in that they excel at attacking and have moderate defense, getting
better movement range as the time goes on.
Dragoons take less damage from physical attacks, but have a horrible magic
weakness that any mage loves to exploit. Their axes are overpowered, but
this class has poor movement range to counterbalance. For storyline purposes,
it's not recommended to make Clint this class.
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| CLASS : Archer |
| C. TYPE: Archer / Winged |
| ADVANCE: Archer -> Bowman -> Sniper |
| : Archer -> Hawknight -> Sky Lord |
| USED BY: Diego, Kira, Amon, Darius |
| EQUPMNT: Bows, Clothes, Bands/Caps |
| STRNGTH: Ranged attacks |
| WEAKNSS: Mediocre DEF, can't open chests |
| : Mediocre DEF, weak to projctles |
|__________________________________________|
Just like soldiers, archers have a choice to set themselves on the sniper
path (great archer) or the sky lord (winged lance-user). This class starts
out with weak projectiles and mediocre range, but Snipers have fantastic
range and great upward-shooting ability. Any flying-type enemy in the late
game can often be OHKO'd by these son of a guns.
The Sky Lord path, to me, is pretty crappy. These flying units have great
movement range and can bypass obstacles, but trade in their bows for spears,
making them horrifically vulnerable to every projectile-user in the game
(and from what I've seen, their magic DEF is pretty bad also). And you can
bet every projectile user will try to murder these guys first, making them
get less experience than everyone else -- whether by dying immediately or
having to stay at the back and not getting any chances to attack. A flying
type _IS_ needed to recover a key in a lava lake, however, and this impacts
if Ash can get his Vandalier class. For this reason, I suggest making the
last archer obtained -- Darius -- into the sky lord so a player doesn't have
to limp through early battles with these pieces of crap.
Priests are one of the best units in the game, and will always get EXP as
damage is never in short supply; they also have supportive moves (Mystic
Shield) to use in the downtime. Because of this, they'll almost always be
one of the highest-leveled units and some of the first to class advancement.
The Archbishop path only gives them better healing moves and better spells,
including the 'Holy Pressure' ability which can be used to 'twist the knife'
on armored units. Overall, very well-rounded and there should always be one
in the party.
The ninja path is the compromise between attacking and healing. There are
no great moves like 'Supreme Healing' but instead moves like Cure Wide
and Perfect Guard to help with supportive roles. The defense on this path
isn't nearly as good, and personally, I feel it's like being a jack of all
trades but excelling at none. If the choice has to be made, I suggest going
the Archbishop route.
Unlike the priest class, the mages excel at offensive magic...and boy, do
they hit the jackpot. The 'Enchanter' path gives huge-range spells like the
fearsome 'Salamander' which hit most of the enemies in a 10-block radius.
Along the way, there are also great similar spells like Phase Shift, which
are sure to aid in damaging physical attackers froma far. Great class.
The critique of monks/ninja is the same as in the previous place. Instead of
finding a balance (or attempting to) between attacking and magic, going for
the wide-area magicbombs is MY preference. An experienced player can go
either route without much trouble, so as long as there's one Mage-path walker
it shouldn't matter too much.
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CLASS WEAKNESSES [CLSW]
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Each class has a weakness that another class exploits. In doing so, there's
a definite flow as seen in this diagram:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| SYMBOL OVERVIEW
| /|¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯| |
| ¯//| Monks |_\_\_\| Priests | | Monk ---> Fist
| // | Knights |¯/¯/¯/| Mages | | Knight -> Sword
| ¯//\ |_________| |_________| | Flying -> Pair of wings
| // // \\ ¯//\ || | Archer -> Bow & Arrow
| ¯//\ ¯//\ _\\/ ¯//\ || | Armor --> Shield
| // ¯//\ _\\/ ¯//\ || | Priest -> Ankh
| ¯//\ // \\ ¯//\ \||/ | Mage ---> Staff
| // |¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯| || |
| ¯//\ | Flying |_/_| Archers | || |
| // |________|¯\¯|_________| \||/ | The chart there shows who
| ¯//\ ¯//\ ¯//\ || | is weak and strong against
| |¯¯¯¯¯¯¯¯¯| ¯//\ ¯//\ || | what. The only thing I
| | Armored |_____//____________//\ \||/ | couldn't put in is that
| |_________|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ || | mages types're weak to all
| \\ || | types of physical attackers
| /\\¯ \||/ | basically.
| \\____/____/____/____/____/____|| |
| ¯¯¯¯¯\¯¯¯¯\¯¯¯¯\¯¯¯¯\¯¯¯¯\¯¯¯¯¯ | To find out what kind of a
|________________________________________________| unit is what, check their
status for the symbol.
Towns are the only places to explore in the game, and even then it's not by
much. Here's the lowdown:
• SHOP
Items and equipment are bought here, and the inventory is usually dependant
on the current chapter...meaning advancing through battle does nothin'. Be
sure to sell current equipment back to the shopkeep for extra cash.
• TAVERN
The tavern is the place to hear gossip and goings-on about the continent.
Sometimes, the game urges the player to go here to advance the plot some.
Also worth noting, finding the games hidden keys are often dependant on
the lively characters found in these bars. Always talk with them to get a
clue as to what's ahead.
• DOJO
The dojo's monk will give tips on battling and Toroah, as well as advance
the classes once they reach Lv10 and 20, respectively. If Ash holds a key
in his inventory and tries to leave, the monk will notice and allow him to
take a Trial of Toroah -- a step towards attaining his special Vandalier
class.
• SPECIAL LOCATIONS
Sometimes after plot events a special location will open up in town, such
as a mansion, a district, or a warehouse. Battles or more scenes occur in
these places, so be prepared for both!
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TIPS N' TRICKS [TPST]
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• Always sell back old equipment. Shop inventories are not too radically
changing and will always offer best equipment for everyone if the selection
has changed. That sellback cash can go toward buying new equipment!
• Check with the tavern barflies to learn information. Sometimes it's about
finding hidden keys, sometimes it's about news. Both can be useful...
• Vandal Hearts does not allow random battling for power-leveling. Instead,
to find a way around this, milk every enemy for as much EXP as possible,
and always give priority to those near a level-up for the last kill. This
is especially useful when units are almost available for a Lv10/20 class
advancement.
• Trials of Toroah can be used as level-up spots; however, only curative or
supportive items/magic gain experience. To make fighters have a chance at
extra EXP, give them items for healing purposes too. The more HP cured,
and the higher level the target, the more experience reaped! Once a prism
has been recovered from a trial, however, the key is taken away...so to
keep replaying your favorite trial, complete it but without obtaining the
prism.
• Another good EXP-farming early on is Chapter 2-4 (Castle Ruins). After
the rooftop enemies have been defeated, put a priest on the healing panel
(recovers HP & MP each turn) and have him/her use Mystic Shield and such
on the allies. When that unit's level is buffed enough, have lower-leveled
units heal the priest's damage. Obviously, saving the enemies towards the
last part of the level for damage purposes is the best strategy. Everyone
wins!
• Why be hit by powerful units when long-range and mage allies can soften
them up? This way, everyone gets a bit of experience and the close-range
fighter can get the killing blow without any backlash. This strategy will
prove very useful, especially in a bind when MP is incredibly valuable.
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/ III. WALKTHROUGH - WLKT |
__________________________________________________/ I - A premonition of war |_
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CHAPTER 1-1: Valley of Thieves [WK11]
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¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
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| • L1 Hunter [2] - 12 HP | • Mad Book [NEmost "Plains" tile] |
| • L1 Brigand [3] - 14 HP | • L. Sword [Plains tile N of SE cornr] |
| • L1 Thief Lord [1] - 14 HP | |
|__________________________________|________________________________________|
VICTORY: Defeat of Zoot
FAILURE: Death of Ash
This 'tutorial battle' should help the player get the feel for the game, but
death is still possible if one screws up too badly. Enemies will counter all
attacks within their weapon range, so soften up close-range fighters with an
arrow and go in for the kill to avoid any extra damage. Ash will be able to
OHKO the normal enemies at this time, however. Notice the geography tiles?
The Prairie/Thicket squares give defensive boosts (5-15%) when stood on, and
help decrease damage incurred while there. Select "Turn Over" when everyone
has acted to let the enemies have their try.
Note that there are also some "conspicuous" tiles thrown around here? If a
player moves there and uses the Examine command, they may find items beneath
the soil. The two listed in the treasures section can be dug up in this way,
and can save $$$ in the long run (not that it's needed but...).
The goal for everyone here should be to reach LV5, and have no one die. 700G
awarded for defeat of the boss.
---
Back in Shumeria, give the report at the Security Force HQ before hitting up
the shop. Everyone can be outfitted to the best ability with money to spare;
just make sure to sell back the old crap as, once obsolete, there's no reason
to carry it around! Visit the tavern, talk to everyone, try to leave -- there
will be a riot in the Dover District. It's now selectable from the "Move"
menu. Make sure everyone beside Ash has an Herb or two before setting out.
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CHAPTER 1-2: Dover District [WK12]
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¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L2 War Ghost [4] - 22 HP | • Herb [SW treasure chest] |
| • L3 HunterImp [2] - 25 HP | • Herb [NE treasure chest] |
|__________________________________| • L.Bow [green ring tile by lamppost] |
| • Mushroom [sidewalk crack, house aft] |
VICTORY: Arrival at Church |________________________________________|
FAILURE: Death of Ash
The War Ghosts that appear after Kane leaves seem threatening, but remember
how flying/floating enemies are weak to archers. If the allies were outfitted
with better weapons, these should be 2-hit kills. A good place to hole up is
right by the SW corner near the treasure chest's raised platform. When all
ghosts are defeated and it's time to get to the drawbridge switch, make sure
to search for the buried treasures: the green ring "Plains" tile by a lamppost
near the start, and the broken sidewalk "Plains" tile behind one a house. Are
you noticing how these can be missed, but upon closer inspection, are rather
easy to locate? It's not always this way, but... =p
Lower the drawbridge by stepping on (and examining) the raised button nearby,
and proceed across to kill the imps. Once defeated, collect the Herb treasure
and move everyone onto the church's front stoop to finish the battle. If an
ally was knocked out somehow, they don't count. [660G awarded]
---
Afterwards, a new assignment to locate Magnus Dunbar on Gillbaris Island
opens up. Give everyone two Herbs (they can afford it) and proceed down the
road to...
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CHAPTER 1-3: Palace Ruins [WK13]
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¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L6 Clay Golem (9) - 56 HP | • Herb [chest near pushable box] |
|__________________________________| • Elixir [chest by aqueduct arch] |
| • Fire Gem (brown 'O' near aqueduct] |
VICTORY: Destruction of enemies |________________________________________|
FAILURE: Death of Ash
These guys aren't that tough (~12-15dmg a hit), but softening them up with an
arrow, like before, is the way to reduce the golems to rubble. Concentrate on
killing one at a time before moving on. Notice how most of the enemies don't
advance until the soldiers are in range? The player can use this tactic to
his/her advantage, by drawing each out one at a time, retreating to a better
ambush spot, and taking them out in one go. Just pay attention to the move
range.
Also, don't forget the power of defensive play! Damage increases when allies
"support" themselves (surround the enemy). Sometimes when damaging the foe's
HP will be reduced to single digits, but by supporting without attacking, it
may give that little push to kill it. No counterattack! Something to consider
if a low Herb supply forces more tactical maneuvers (such as pushing boulders
down hills to halve the HP of whomever they hit).
The two treasure chests contain an Elixir and Herb. Look for a conspicuous
brown-circle Plains tile near the broken aqueduct's base to get a Fire Gem.
Golems are weak to magic, so this can help in a bind. [810G awarded]
---
Afterwards, the golem master appears and it's...a girl! Eleni is a Mage and
Huxley, her tutor, is a Priest. Agree that one joins and the other along
with the missus. Make sure to outfit them both in Shumeria as their equipment
is a little subpar.
VICTORY: Destruction of enemies
FAILURE: Death of Ash
As the opening scene shows, the thieves try to blow the bridge up but fail
temporarily. After a few turns, one plank of the structure will fall away...
and any characters on it at that time are sunk to the riverbottom! Thus, it's
crucial to keep moving forward while still maintaining a strategic position.
The Hell Bats are the more annoying to face, as they can inflict damage and
poison. Huxley is already the healer, so it helps if either someone carries
an Elixir or Diego snipes the freaks with his arrows. The first turn, draw
them near while staying just out of range, then take both out before they
can inflict any serious damage. The two sets of Brigands don't advance at
one time, luckily.
On Turn 3, Kira Wulfstan will arrive near the boulder parallel to the bridge.
She'll assist, and being an archer, she can pick off the enemies from high
ground, i.e. her reach is farther and the enemies' is less. Eliminate the
bats nearest her first, since they'll pester her the first chance they get.
She only has one Herb, so make the most of it. [1560G awarded]
---
Kira joins the party afterwards, and with optimum equipment to boot! Visit
the tavern in Port City Minato to learn a man named "Grog Drinkwater" may
take everyone to Gillbaris Island on his ship. Drop by his house and he'll
posit a challenge: kill the sand dune monster and he'll take everyone across
the sea.
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CHAPTER 1-5: Sand Dunes of Sea [WK15]
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¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L10 Death Ant - 88 HP | |
| • L01 Ant Arm (6) - 13 HP | There ain't any! |
|__________________________________| |
|________________________________________|
VICTORY: Destruction of Death Ant
FAILURE: Death of Ash
The Sand Ant makes the elevation rise around its head, making proceeding a
bit tougher; this also gives it infinite range in moving. The arms that come
with the boss -- which also respawn infinitely once killed -- may actually be
a bigger nuisance if the player's not careful. One hit will kill them, but
they can inflict paralysis! Definitely not good if that happens to Huxley or
any long-range attackers. They respawn only at the map's corners, however,
so it's still useful to kill them in the long run, even if they give no EXP
or extra gold.
First turn, take out the nearest arm with Diego and let the boss come to the
party. Wallop it with long-range attacks, Dark Star and Ice Storm; but, don't
attack close-range unless y'want to suffer a 30-plus-damage counterattack!
Keep Huxley or an Herb on-hand if uberoffense is the player's type, though...
It should only take 2 turns minimum, so try and squeeze every ounce of EXP
from this one. The party average should be around 8-9 if they're working
overtime. [900G awarded]
---
Back in town, Grog finally gives up the booze and joins the party for awhile.
Afterwards, visit the Minoto tavern and talk with a woman to obtain the Nova
Key. This is the only time in the game to get it!!! It allows a special
battle to be done in the dojo, but it's not imperative to do it now, mind
you. Grog's equipment needs to be updated, too, so buy him the good stuff
while filling his pockets full of Herbs. There isn't any need for Elixirs
in the final battle of this chapter.
VICTORY: Destruction of Death Ant
FAILURE: Death of Ash
Ugh, pirates...
Let them come the first turn, then block the way onto the ship via the two
bridges suspended between them. Split the party so each group has one 'tank'
blocking the bridge and one archer. Huxley should stay toward the middle
while Eleni can go back and forth to use Dark Star.
Fighting should be run-of-the-mill by now, and there's no much strategy 'less
the player wants to go defensively (i.e. damage by counterattacks mostly). A
thing to watch is when the pirates turn comes, and they get three attacks on
one guy -- 1 Corsair, 1 Buccaneer who dies by counterattack, and a new one
to step in. Keep HP on the tanks above 55 here, or use Mystic Shield to give
an edge to keep them alive. [This can also happen with multiple Corsairs, so
don't advance with low health!]
Hassan can do ~25dmg per counter/attack, but can also use a Healing spell
a few times. Rather than see this as a battle extension, milk the situation
for more experience. Everyone should be nearing LV10, which is when they can
do a class change, so let those lacking pick up the slack. [2380G awarded]
________________________
____________________________________________________/ II - Island of madness |_
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CHAPTER 2-1: Village of Yuzu [WK21]
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¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L5 Evilstatue (7) - 33 HP | • Herb [middle treasure chest] |
| • L1 Village (9) - 13 HP | • Mage Oil [eastern treasure chest] |
|__________________________________| • Moon Pie [crater near pushable box] |
| • Mushroom [brown spot on north side] |
VICTORY: Destruction of statues |________________________________________|
FAILURE: Death of Ash or Villagers
Unlike what seems to be the failure condition, villagers CAN be killed, but
will take away from the cash given out at the end...so try to spare 'em. At
the first turn, make the Diego and Kira attack attack the 2 statues on either
side of the first house. Do not move into the village square, 'cause that's
a waste of time. On Turn 2 destroy the 2 statues, and push the box to block
the alleyway -- all villagers' AI will now start moving around the house.
By Turn 5, the bewitched townsfolk should be on the other side of the home,
so kick the box out and start moving east. On Turn 6, push the box 4 spaces
east; on Turn 7, 3 spaces north. With the middle gate blocked, all villagers
will have to go AROUND! Haha... The small crater near the pushable box has a
Moon Pie hidden 'neath it. Crater...moon...get it?
Continue east until the team has access to the 2 pushable boxes stacked on
one another. Start shuffling them when the villagers are far enough away,
so that the last 2 statues can be killed and the Mushroom hidden beneath the
"brown spot" near the town square can be obtained as well. [1330G awarded]
---
Afterwards, it's time to visit the dojo and change classes. Any type can be
useful, but as far as I've seen, do not make anyone an Airmen -- they have a
horrible projectile weakness that only grows bigger as the game proceeds (a
lot of enemies will have arrows/grenades). NOTE: Feel free to make everyone
a Bowman at this point, but know an Airman/Sky Lord __IS__ needed eventually
if the player wants Ash to achieve his final class. In Chapter 3-6, another
Archer will join, however, so feel free to turn him into a feathered friend
to suit the task.
First-time players should keep 'em on the sniper path. Also: do not make
Clint a Guardsman as his move rating'll be poor, and this can affect some
battles later on where he's a sitting duck. Personally, I find sorcerors to
be much more useful than Monks, given the huge AoE spells they get like Phase
Shift and Salamander. Two of those are a lot of fun to have. Bishops are some
of the most useful units to have, which is why I usually have two of them in
case one dies. Not everyone agrees with this "defensive play" so...nyah. =p
Outfit the party and talk to a man in the tavern about him dropping something
in the poison swamp. THIS MUST BE DONE TO GET A KEY LATER ON.
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CHAPTER 2-2: Ygdra Canyon [WK22]
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¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L6 Guarddog (5) - 45 HP | • Moodring (SE corner chest) |
| • L8 Madsoldier (10) - 63 HP | • Elixir (NE corner chest) |
|__________________________________| • Mad Book (crater by SW corner) |
| • Macroman (brown spot by NW corner) |
VICTORY: Destruction of enemies |________________________________________|
FAILURE: Death of Ash or Dolan
Sara, Amon, and Dolan will join the party, but they're across the battlefield
for the time being. As soon as possible, the three isolated warriors should
barricade themself on the bridge, using the boulder as cover. This will help
'em stay alive longer. Play defensively as Dolan can take 28+ damage from one
attack, and he can't survive many of those if he's throwing his weak attacks
around.
Meanwhile, the team has to get through some Guarddogs en route to the sluice
switch. They can and probably will inflict Poisoned status with their strikes
so use a Bishop's cure ability (or Elixir) to get rid of that nonsense ASAP.
Get the Mad Book from a small dirt "crater" before continuing on, draining
the sluiceway to get access to Dolan's party. A non-archer will have to get
the Moodring from the SE chest, if it's desirable.
When the other 4 Madsoldiers advance towards the sluice after a time of
inactivity, this is the opening to get the last buried treasure, a Macroman.
Using Ash's team, draw them into the sluice and start backing up toward the
starting location, giving a window of opportunity to advance to the buried
item. [3150G awarded]
---
The three new recruits join afterwards. Make sure to outfit them properly
and change their classes to the next-best, keeping in mind the information
that this author said earlier. Sell the Moodring from Ygdra Canyon for extra
cash if needed. Anyway, make sure everyone has at least one Herb (especially
Kira) and continue down to...
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER 2-3: Loris Beach [WK23]
_______________________________________________________________________________
¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L9 Dark Golem (3) - 80 HP | • Banana (buried in SE plus-shape bog) |
| • L9 Bloodghost (3) - 75 HP | |
| • L9 Madsoldier (6) - 70 HP | |
| • L9 Shooterimp (3) - 63 HP | |
|__________________________________|________________________________________|
VICTORY: Destruction of enemies
FAILURE: Death of Ash
Typical surrounded battle, with Clint and Kira running off on their own. The
first order of business is regrouping, which may make the pursuers poison
themselves in the vile bogs. Move the large group north toward the golems,
and bombard with any suitable magic -- they're weak to it. Keep the errant
duo's team progressing toward the golems, but out of the shooterimps' range
(for first turn). Try to take out a Bloodghost on the 2nd turn with archers'
might.
When the Bloodghosts are defeated, advance south to meet the other 5-enemy
party. If the player doesn't care about reclaiming the Banana buried within
the plus-shaped bog's middle tile, then they can hole up near the start.
However, it's quite an annoyance to move all the way up there while keeping
enemies alive on all sides. The shooterimp party that starts in the north
is rather slow, so those are the ones to leave alive (since they never shoot
one space away and rarely target archers). Kill all the other close-rangers,
however. Milk for EXP as possible, like usual. [3600G awarded]
---
Return to Yuzu and talk with the man at the tavern who dropped the Banana in
the swamp. He'll exchange the item for the priceless...EARTH KEY! What a
maroon... This is used for the Toroah Trials, so if y'finished the battle
without getting it, restart and do so.
Anyway, next up is...
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER 2-4: Castle Ruins [WK24]
_______________________________________________________________________________
¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L9 Shooterimp (4) - 63 HP | • Moodring (north chest on castlewall) |
| • L11 Madsoldier (6) - 84 HP | • Mage Oil (south chest on castlewall) |
| • L11 Bloodghost (3) - 90 HP | • Ironboot (weird tile, w. upper wall) |
| • L11 Evilstatue (2) - 66 HP | • Chain (cross tile, NE waterside) |
| • L11 Dark Golem (2) - 96 HP | |
|__________________________________|________________________________________|
VICTORY: Arrival at entrance
FAILURE: Death of Ash
This is basically a 2-part battle -- advance to the roof, descent to the
back building -- with the former being the more difficult. An elevator on
one side of the front building will lift one character to the roof, and in
doing so, drop the platform on the other, allowing another person to get up.
(Examine the platform to make it rise/fall.)
This can be one of the more annoying battles, as the enemies have an obvious
advantage with the high ground. The archers will still be an annoyance, but
by standing against the protruding parts of the wall, they'll have to move
to get a better shot (this happens in other positions too). Madsoldiers will
be easier to deal with if they can only hit one or two allies per turn --
make sure not to get blocked into the wall any! Once a fighter gets onto the
roof to slaughter the remaining shooterimps, the hard part is over.
Before continuing make sure everyone is on the top part of the wall. Use the
healing tiles to refill HP/MP (heck, you can even abuse this part for EXP if
priests repeatedly cast Mystic Shield n' stuff), and get the Ironboot hidden
on the wavy tile on the upper wall's west part. Snipe the Evilstatues before
kicking down the boulders -- this makes all enemies advance. Stick an arrow
in the Bloodghosts to get rid of them, and the Dark Golems only need a li'l
magic to be subdued.
To finish the level, everyone must be on the platform in front of the large
castle ruin in the back. Search the cross-shaped tile by the NE waterside
first, for a free Chain (mail) first though. [4590G awarded]
---
Afterwards, choose "let's head back..." and save on the world map. Resupply
if y'need and re-enter the Castle Ruins for the 5th battle.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER 2-5: Castle Ruins II [WK25]
_______________________________________________________________________________
¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L12 Madsoldier (4) - 91 HP | |
| • L12 Bloodghost (3) - 97 HP | |
| • L11 Shooterimp (3) - 75 HP | There ain't any! |
| • L12 Dark Golem (2) - 104 HP | |
| • L15 Dark Lord (1) - 128 HP | |
|__________________________________|________________________________________|
The two sides of room are raised, with the middle being lowest, so send two
well-armed groups (at least one healer per each) and ascend each. This forces
the lower and slower units, like the Dark Golems to go around to the bottom
of the stairs. Like before, the golems are horrendously weak to magic and
the bloodghosts are horrendously weak to projectiles. Healing Plus will need
to be slung around, most likely.
Throughout this, try and draw the enemy toward, not advance closer to Magnus.
He has a 'Rainbow Storm' ability that can damage a large party for 40 HP, and
since he goes toward the end of a turn, it can spell multiple fatalities. The
Dark Lord can be baited into using it on just one person, though. This is
preferable, as the more he wastes MP using that move, the less he can self-
-heal. Keep him away/off the Boundary space, which refills his HP/MP! He'll
spam it as long as he has it, so stand on the space when possible and reap
the curative benefits for yourself! [Alternatively, letting the boss heal for
free has extended EXP-farming capabilities, if needed].
It shouldn't be a trial to soften the 'Lord up with arrows and magic, then
deliver a coup de grace with a close-ranger. [4200G awarded]
---
After some scenes, resupply in Yuzu if needed and head back to the ol' ruins
for the chapter's last hurrah.
VICTORY: Destruction of enemies before Turn 7
FAILURE: Turn 7 arrives
Oh-ho-ho, oh-he-he...finally a light-hearted and fun battle amidst all of the
ones that disadvantage our heroes. The guarddogs in this battle are yellow-
-bellied wussies, and don't put up any sort of offensive action this entire
time. Unfortunately, they run away quite far. The task is to defeat them all
within 6 turns, at which time the battle will end because they've alerted the
authorities. This should be quite an easy task, but you may have noticed one
archer missing from the battle roster...hmm.
Getting buried items may be a little more difficult with time constraints,
but maybe not... The dogs will inevitably seek shelter in a corner, so the
NE 'crater' and SE 'brown patch' will probably be stumbled upon in the normal
running. Examine-ing doesn't waste an action turn, so...why not excavate 'em?
Enjoy the easy EXP and the after-battle scene! [3960G awarded]
__________________________
__________________________________________________/ III - Escape to tomorrow |_
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER 3-1: Plain of Sorrow [WK31]
_______________________________________________________________________________
¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L8 Sparkie (5) - 67 HP | There ain't any! |
|__________________________________|________________________________________|
VICTORY: Destruction of enemies
FAILURE: Death of Ash
Only Grog, Ash, and Sara will participate in this battle. Luckily, that's
more than enough to handle these ruffians...err, disembodied heads. They're
VERY horrible (at any level, not comparitively) and can often be OHKO'd by
a strong character. Idle the first turn and draw them closer, then let them
get counterattacked to death. Really quite simple.
---
After battle, talk with Zohar and visit the nearby Remote City's tavern to
see another scene with the mystery man. He'll join the party this time, so
change his class to the next-best (another Sorceror will help coming up) and
buy him an Herb -- his equipment is already optimum. Time to return to the
very place the team fell into this dimension.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER 3-2: Plain of Sorrow II [WK32]
_______________________________________________________________________________
¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L8 Sparkie (6) - 67 HP | There ain't any! |
| • L10 Sparkie (???) - 82 HP | |
|__________________________________|________________________________________|
VICTORY: Turn 6 arrives
FAILURE: All mage towers destroyed / Death of Ash
Four (4) mage towers will be on the field, and the battle ends if all are
blown up. There are two ways to go about this battle: have one person guard
attempt to guard each tower, killing the sparkies as they spawn; or, protect
one mage tower which ensures the battle's success at lower cash & slain foes.
Enemies killed usually end up fluctuating from 15-21, normally. Phase Shift,
the Sorceror's powerful long-range move, can hit multiple targets with ease,
so make sure to use for large-scale genocide.
Spawned enemies appear in the corners, so while it's possible to guard the
towers with one character per, it's not recommended. Conserve healing items
as they'll be useful in the next battle! When Turn 6 rolls around, the warp
is activated and ends the fight. [410G/per kill awarded; -100 for destroyed
towers].
---
A fight takes place immediately after being warped back. Who'dathunkit?
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER 3-3: Terasu Village [WK33]
_______________________________________________________________________________
¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L12 Centurion (4) - 91 HP | • Megaherb (NE isolated chest) |
| • L12 Blood Bat (3) - 97 HP | • Elixir (SW isolated treasure chest) |
| • L11 Grenadier (3) - 75 HP | • Unicorn (crater near Zohar at start) |
| • L14 Warlock (1) - 82 HP | • Gold Coin (2 space E of Zoot @start) |
| • L14 Deacon (1) - 75 HP |________________________________________|
| • L17 Thieflord (1) - 126 HP |
|__________________________________|
VICTORY: Destruction of enemies
FAILURE: Death of Ash
Diego, Huxley, Dolan, and Clive (an NPC) will be near the upper house, with
the newly warped party near the west bridge...pincer attack on the enemy! It
won't be that simple though, as the units here are mostly new as well.
Centurions are basically Swordsmen, Blood Bats can inflict paralysis with
their attacks, Grenadiers are basically Bowmen, and Deacons are priest
wannabes. Warlocks have a magic attack that can do apx. 50 damage to its
single target, so watch out.
The first turn, move Grog/Ash 3 spaces east to draw the Centurions into a
counterattack; this also prevents the Blood Bat from getting access, which
is definitely a good thing! Have Zohar dig up the Unicorn buried a space
south of him, and have him support how he can (save Phase Shift). Both teams
should try to take the Blood Bats out first, which is easier if Diego went
the archer path.
Once the bridge enemies are slain, the real fun can begin by stretching out
Phase Shift in the open space. Use Roman Fire for an equal-damage, lesser-
-range attack instead, if needed. The Grenadiers/Centurions were taking 50+
damage when I used it, although I recall it being less when I first played.
It really pays to level-up on Sparkies in the previous battle, eh? Haha...
[6750G awarded]
---
The equipment shop hasn't changed in 3 years, but Megaherbs are now on sale.
Give one to at least each party member, for safe keeping.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER 3-4: Basil Gate [WK34]
_______________________________________________________________________________
¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L14 Centurion (4) - 105 HP | • Megaherb (southern chest) |
| • L14 Grenadier (2) - 94 HP | • Mage Gem (northeastern chest) |
| • L14 Blood Bat (2) - 112 HP | • Ironboot (weird walltile by N boldr) |
| • L14 Warlock (1) - 84 HP | • Tarot (plus-shape tile by SE tree) |
| • L14 Deacon (1) - 75 HP |________________________________________|
|__________________________________|
VICTORY: Destruction of enemies
FAILURE: Death of Ash
Another easy one. Move Ash east to the nearest tree by the center building,
which will draw all the Centurions towards him for an attack on the 2nd turn.
Use Zohar before then to drop a Roman Fire/Phase Shift, sending all of them
to their counterattacked deaths. Beforehand, use Mystic Shield to ensure he
survives, however. With any luck, Ash and company can completely clean up
the remaining troops on the north side by Turn 3's finish. Warlock and bats
should take presidence!
The Blood Bats can really put a damper on things, and should be in range on
the 2nd turn. Have Diego take one out, if he's a Bowman; otherwise, try to
get Zohar in on some of the action by moving within Phase Shifting range.
For those coming up the (southern) of the two middle roads, make sure to kick
a boulder through the masses to halve their HP for easier pickins. If Diego
can somehow make it to the center building's roof, he can assist in basically
every direction...well, provided he's an arrowslinger...
The two buried items -- an Ironboot on the north upper wall's odd tile, and
the SE Tarot's grassy plus-shaped marker -- are easier to get provided a
grenadier is left alive, since they'll rarely put themselves in position to
get counterattacked. The Tarot is used in a sidequest, so don't leave here
without it! [5000G awarded]
VICTORY: Destruction of enemies
FAILURE: Death of Ash / Enemy Escapes
Finally, another fun battle where the enemy doesn't fight back! In an effort
to ambush the incoming enemy patrol, everyone hides in the grove of trees
on either side of the road. Huxley will hide near a gate in the west. Let
the patrol advance until Turn 5 when they're smack dab in the middle of
enemy territory. Lead off with a Phase Shift by moving Zohar near the road,
then bombard with everything y'got, including priests' offensive moves.
That same turn the attack is sprung, make sure Huxley drops the gate and
starts moving west towards the box. He'll have to block the small footbridge
path with that box as soon as possible!
As said before, the enemy will not fight back. Lando gives a signal for all
to flee toward the exit in an attempt to signal the rebels' attack. Halt the
attack as those near the boss try to come back whence they came, while the
ones further west go toward Huxley and the box. It's the finest rat trap
ever constructed!
There's a [M. Staff] in the eastern road's crater, but getting this isn't
that important, honestly. Still, it saves some currency... [5500G awarded]
---
Afterwards, the POV changes. As Thin Lizzy sang: "Tonight there's gonna be a
jailbreak!"
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER 3-6: Prison Fortress [WK36]
_______________________________________________________________________________
¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L13 Juggernaut (9) - 112 HP | • Megaherb ("2" chest on the map) |
| • L18 Mimic (2) - 123 HP | • S. Staff ("4" chest on the map) |
|__________________________________| • Megaherb ("5" chest on the map) |
| • Grimhelm ("6" chest on the map) |
VICTORY: Destruction of enemies |________________________________________|
FAILURE: Death of Clint
Now here's an interesting battle setup: the POV of the jailbreakees! Clint,
Eleni, Amon, and a newcomer Darius (archer). The only enemy type active here
are the humungoid Juggernauts. Their weakspot is that they can ONLY be killed
by being hit from behind, and anyone -- even Eleni -- will deal a OHKO if it
gets setup. Since Herbs are going to BE FAR MORE USEFUL in the battle after
this, doing tit-for-tat hits is recommended (enemy hits character, character
kills enemy). Magic can still damage the enemies, but it's usually not enough
for a OHKO...or shouldn't be at this point. Use it to get Eleni extra EXP.
__________________________
| Arguably the easiest place to do this is where
START | unopened treasure chests are found. This will
__/__ | usually serve as a barrier, letting any character
| __ \_______________ | within range can easily slip around and whack a
| / / 1 2 _|3 4 _|D| | baddie into the hellfire. Three immediately head
( \/ ___ / |____| | | | toward the characters
) _/ \ \ / | |
( | \ \ / / | After the first three are defeated, kill the Mimic
| | \ B\_ _/ 5\ | treasure chest ("1") by ganging up on it with the
| | ___ \___|_ [] | | archers, then having someone deal a finishing blow
| |_| C |____ ___| 6 | | to it. Use the SW button to open the path to the
|A|__________|________| | other treasure chest room ("3/4") and continue
¯ | the killing from there. A note about killing the
__________________________| foes except for the three in the 2-chest area: by
using magic through the locked gate, Eleni can
pick them off easier, at least so that they don't completely swarm the party
with 2 on one side.
Once the general tactic is learned, it's the distribution of EXP that the
player should think about. Next battle can be grueling at times, especially
for Clint, so making Eleni learn Phase Shift will help a lot in a moment. The
men should get the "scrap" EXP after that time has arrived.
As for treasure chests, making sure Clint has at least one Megaherb will be
of great use. The Grimhelm found in the SE corner will also be a great item
to get, but hard to get also. Using magic near the "B" switch allows Eleni
to kill at least one Juggernaut, as stated, which will help in collectin'
items. [6000G awarded]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER 3-7: Prison Fortress II [WK37]
_______________________________________________________________________________
¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L14 Juggernaut (2) - 120 HP | • Gold Coin (shell pattern, S dirt) |
| • L13 Centurion (4) - 98 HP | • Mana Key (west wall, hole tile) |
| • L15 Warlock (2) - 88 HP |________________________________________|
| • L12 Grenadier (4) - 81 HP |
| • L16 Blood Bat (3) - 127 HP |
| • L15 Deacon (2) - 80 HP |
| • L18 Jailmaster (1) - 152 HP | VICTORY: Defeat of Dumas
|__________________________________| FAILURE: Death of Clint
The first 2 turns are hopeless, but still hard. First, the starting situation
is annoying. Of the boxed-in arena, 3 sides have Grenadiers, while the ground
floor has two Juggernauts and Centurions. Move Eleni far away from the two
Juggernauts, but enough that Roman Fire can blast both of them for about 100+
damage. Move Clint toward the SW corner of the map, and distance him far
enough away that the Warlocks can't hit him with Rainbow Stroke (which will
basically kill him in the long run). Amon and Darius can do whatever they
want since it's unlikely they'll be targeted.
Reinforcements arrive on turn 2...for the allies' side! They appear on the
SW upper wall, which is why Clint should have moved near there -- he can be
healed by the bishops! It shouldn't be that hard to clear out a few enemies
by kicking the boulder, physical attacks, and magic. If the warlock gets
killed then, hooray; if not, next turn'll do it.
The Blood Bats, like usual, can be a huge annoyance with their paralysis-
-inflicting attacks. Use the lower-range archers and Zohar's magic to help
put them in their place, before they waste the bishops' MP on alleviatin'
the statuses.
When the enemies on the wall start to thin, Dumas himself will come after
the party. Make sure the switch is pressed and someone goes to get the Mana
Key in the west wall's dirty outside portion! The boss can be killed rather
easily with a lot of long-range moves and one killing blow. His Vorpal Chain
is 100-plus-damage powerful, so no stupid aggressive attacks on the player's
part! [11800G, Zen Robe awarded]
---
As Chapter 4 starts, outfit everyone and equip the Grimhelm from Battle 3-6
on someone, as well as the Zen Robe. Save also. If there are no Hawknights
in the party, but you want Ash to obtain his final class, DARIUS MUST BECOME
ONE. He's the last archer the party gets in the game, so choose now. However,
leaving him as a regular archer for the next battle might be an improvement.
Make sure everyone has a Megaherb or two, if you like EXP...
___________________
_________________________________________________________/ IV. The Successor |_
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER 4-1: Khanos City [WK41]
_______________________________________________________________________________
¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L22 Assassin (1) - 161 HP | • Aura Gem (northernmost t. chest) |
| • L21 Greatarmor (1) - 176 HP | • Holy H20 (easternmost t. chest) |
| • L21 War Master (1) - 143 HP | • Gold Axe (3-dot tile near NE corner) |
| • L18 Valkyrie (1) - 119 HP |________________________________________|
| • L19 C. Knight (10) - 140 HP |
| • L19 C. Armor (2) - 160 HP |
| • L18 C. Hawk (2) - 142 HP | VICTORY: Arrival at village exit
|__________________________________| FAILURE: Death of Ash
Alack, an ambush! FOUR generals -- Kane, Dallas, Kurtz, Sabina -- surrounded
the town and will be fighting on the same map. This is a great opportunity
to reap extra EXP and maybe push some characters into the Lv20 range, but
biting off more than one can chew...tch. This battle has two distinct ways
to be played.
#1 - Fleeing like a coward. The SW switch will lower the bridge through the
south-middle part of town, getting access to the exit gate. This can be
a bit of an annoyance with Dallas' team starting right nearby, but by
pushing the box near Kurtz' group, it forces them to go all the way
around the mansion behind the allies' starting position. Even after
the bridge is down, Kane and Sabina's groups are probably going to be
tangoed with. Mass-damage magic like Phase Shift and Roman Fire will
ensure the battle is over quicker than the #2 route. All allies must
be outside of the gate area to finish battle, however.
#2 - Fortify! This battle can be a treasure trove of experience, and playing
it right can get it done without too much hassle. Kane and Sabina's
groups start awfully far away from the main group (the former may not
even advance until later into the fight), giving plenty of time to help
clear the field of Kurtz and Dallas' entourages. Make sure that during
the first turn, someone moves the box one space east to force Kurtz into
the backdoor east-to-west route (instead of a pincer attack).
The Greatarmor Dallas starts nearest the party by the NW corner, and
should be taken out first since his party's only got 2 helpers. Armor
units are weak to magic, so this shouldn't be a hard task. Underestimate
his strength, and someone'll pay the price, though! It's easiest if the
first turn they get to advance, then the Roman Fires/Arrows soften up
Dallas for a finishing close-range blow. He OHKO'd Dolan's 128 HP once,
which is indicative of the strength behind his axe. Strike fast so he
can't heal himself up. Kurtz' team is a little easier to neutralize,
and basically just as small. Just watch out for the "Dagger Storm"
technique which hits all targets 1 tile away from his position (70dmg).
On Turn 3, when Kurtz' team is probably in its waning moments, the C.
Hawks will probably closing in. Take them out with archers as they're
rather powerful on mid-Lv10 units. Around this time, all gaps should
be filled in and only one enemy unit (except maybe Sabina) can attack
per turn. In regards to healing, when in doubt, use Ultra Healing -- it
only costs 1 MP more and will always do more than Healing Plus, which
may be waning in its effect already.
Kane's group will probably be the last destroyed, if only because using
this method, enemies idle on their turns if they can't get access to a
close-range target. The good thing is that no precedence is given to the
special characters when moving, so that enemies weakened by Roman Fire
will appear and be counterattacked to death. Just remember that if this
happens multiple times, it weakens the counterattackee also! Make sure
Ash isn't the one with his head on the chopping block in this respect.
One last tip: the bishops' Holy Lightning attack is quite powerful,
unexpectedly. When MP gets low in the late game, that can be used to
squeak out a win.
Treasure chest wise, the Aura Gem and Holy H20 are pretty great, the latter
in particular (heals all living allies fully no matter the range). There's
a buried Gold Axe on the weird 3-dot tile near Kurtz' starting position,
also. [15840G awarded]
---
Afterwards, Khanos will be under occupation of the Crimson Guard and cannot
be entered. Hope y'bought items as directed... ^___^
VICTORY: Destruction of enemies
FAILURE: Death of Ash
A small stopgap battle until Kerachi, Xeno summons a bunch of freakish-lookin'
baddies for a forest skirmish. Wights are typical close-range fighters, but
the more plentiful Bugaboos are owners of a HUGE long-range attack. Luckily,
one hit from any strong attacker should do them in. Use the scenery (trees)
in order to obscure their range. Overall, 2 attacks should kill each enemy.
Their attacks aren't that damaging unless they hit someone like a Hawknight
(in the Bugaboos' case).
If y'plan on getting the buried treasures, splitting into two groups and
spreading out over the two bridges would be best. Just make sure to send
a clerical unit along with each during the ascent; the enemies' long-range
attacks play right into the geographical height advantage! [17160G]
---
Enter Kerachi, use the dojo's advancement services if needed, and use the
shop's services if needed (they sell Life Orbs now - 9000G). In the tavern,
there's a man interested in strange objects: Macroman, Tarot, and Ramen. The
latter item can't be obtained yet, so don't worry about anything yet. Visit
Carlo's Mansion for some events, which open up the Old Town Warehouse.
VICTORY: Destruction of enemies
FAILURE: Death of Ash
With the starting formation -- Eggworms on all sides with the high ground --
this battle will not bode well for Hawknights, most likely. Still, the first
few turns are crucial...and can actually be quite easy. First, decide which
direction the team will move in. Pick a structure where an Eggworm is (N/S)
& move everyone towards that, then Phase Shift like it's going out of style.
This should kill the nearby golems with ease (100+ damage? Hah!) and damage
the skeletons enough that a single counterattack can probably take 'em out.
This leaves (apx) half the field out of range and sets them up for a huge
Phase Shift in the coming turns.
Eggworms are just a new breed of projectile-spewing filth, so take them out
quickly to ease up the long-range strangehold. When the close-range forces
thin, they're not quite as effective. If anyone dies in this battle, it'll
probably someone on the first enemy turn when everyone finds a target to
gang up on. [13760G awarded]
---
About this time some people are hitting Lv20. Advance their classes, save,
and get prepared for the next level. Magic will be very useful, so make sure
the sorceror(s) have a Mage Gem/Life Orb for some quick killing. Speed will
be of the essence...
The Magic Train Station is the next destination.
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CHAPTER 4-4: Magic Train Railroad [WK44]
_______________________________________________________________________________
¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L17 C. Knight (8) - 126 HP | • Ramen (W car w/ Dallas, floor grate) |
| • L17 C. Shooter (4) - 113 HP |________________________________________|
| • L18 C. Armor (4) - 152 HP |
| • L21 Greatarmor (1) - 176 HP | VICTORY: Death of Dallas
|__________________________________| FAILURE: Death of Ash
VICTORY: Death of Dallas
FAILURE: Death of Ash
Dallas' comments at the start should frighten the slower players. Each of
the flatbed train cars is coupled together will disconnect after a couple
of turns. Thus, the advance forward should be swift indeed. The first car
can be taken out on Turn 1 with 2 Roman Fires and some arrows (and a Rolling
Fire if the order is messed up). This should draw the 3rd car's enemies into
attack range -- albeit barely -- for the round's massacre. This is basically
the strategy throughout the entire setup leading to Dallas' car. If all the
magic-users were given a few Mage Gems/Life Orbs, Archbishops can assist in
the damage with Holy Lightning (only if needed, please). [NOTE: The longest
car with height differential takes 4 turns to disconnect]
Dallas' car is the hardest, with annoying archers just below the powerful
armored allies. Saving some MP for the slaughter here is great, and if the
coup de grace needs a little more oomph, bishop characters can use Magic
Charge to give 10 MP to a target. Dallas is weak to magical attacks, but
not as weak as his armored counterparts -- try plenty of long-range attacks
after the magic barrage to weaken him, because like last time, his physical
attacks are POWERFUL -- as in I-will-OHKO-weaker-characters powerful.
Before killing him, make sure someone checks the grate near where Dallas
started for a 'Ramen' collectors item. This will be needed in a second. The
hawknight/sky lord characters are great at this end, but may not live to see
it due annoying archers picking them off... Keep them out of range until the
team can surround Dallas and the Ramen can be obtained. Best way to do this:
weaken him so his next turn is spent using Extra Healing. He can use that
move 3 times, so make sure to get as much EXP out of the boss before he and
his entourage board the train to Hell. ^____^ [16920G awarded]
---
Afterwards, return to Kerachi and advance any new Lv20'ers. If all of the
collecters items (Macroman, Tarot, Ramen) were collected from their buried
locations before now, talk to the man at the tavern for a [Chaos Key]! Heck,
the guy doesn't even trade for it...he flat-out gives it to the party as a
token of their awesome taste! Haha...
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER 4-5: Fort Dain [WK45]
_______________________________________________________________________________
¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L01 Death Device (8) - 14 HP | • Life Orb [southwest corner chest] |
| • L20 Skeleton (4) - 147 HP | • L. Mask [northeast corner chest] |
| • L20 Acid Ghost (4) - 157 HP | • Mithril [southeast corner shell] |
| • L20 Gold Golem (3) - 168 HP |________________________________________|
| • L19 Death Angel (2) - 110 HP |
| • L19 Eggworm (2) - 126 HP |
|__________________________________|
VICTORY: Kira saved by Turn 8
FAILURE: Kira not saved by Turn 8 / Death of Ash
The tiny machines on each side of the lava platform are what's holding Kira
up on the doomsday platform. When all these are destroyed, the battle ends.
This must be done within 8 turns!
There are 8 Death Devices (one hit to kill) and three groups of enemies: 2
miscellaneous and one of pure Gold Golems. Splitting into two is wise: one
team goes towards the golems (at least one mage) and the other full of the
should-be Snipers goes towards the floating enemies. Neutralize the Death
Angels first (lowest HP, easiest to snipe) and set to work on the Acid Ghosts
with long-range/magic as well. Their physical attacks inflict poison, and it
can be quite an annoyance if everyone gets ganged up on.
Snipers have a better upwards-shooting radius than any other archer class
(obviously), so taking out the death machines isn't as hard once they're i
position. Running against the clock to get the SE corner's buried Mithril is
a bit of a stretch for those having trouble with Acid Ghost groups, though.
Mithril is just an item to sell for extra cash, so don't worry about missing
it if needed. [Sometimes the SW Acid Ghost group splits into two if the ally
parties have successfully taken two sides. In this case, conquering the weak
enemy is a lot easier.] As long as the groups are not imbalanced, proceeding
will simpler. Put a healer in each group!
Anyway, using far-reaching magic that mostly ignores height (Phase Shift) and
arrows are the definite way to get this thing over in reasonable time. Those
who haven't made their warrior units into duelists -- like I did the first
time -- may find this level a bit on the unforgiving side. Don't forget: the
bishop class' offensive spells can be used to get those piddly death devices
as well! [16400G awarded]
_______________
_____________________________________________________________/ V. The Legacy |_
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER 5-1: Wart Bay [WK51]
_______________________________________________________________________________
¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L18 Death Angel (2) - 104 HP | • P.Armor [northeast chest] |
| • L18 Eggworm (4) - 119 HP |________________________________________|
| • L19 Acid Ghost (2) - 150 HP |
| • L19 Skeleton (2) - 140 HP | VICTORY: Destruction of enemies
| • L19 Gold Golem (4) - 160 HP | FAILURE: Death of Ash
|__________________________________|
Starting at the ship, there are a two main ways to navigate the twisted
monster-infested docks. Splitting up would just embody both of the following
overviews.
• THE WESTERN SIDE - This is the most monster-infested part, but also the
one to do right. The middle dock extends, branches, and one part wraps
around parallel -- this allows long-range monsters to shoot, but also
vice versa. Golem types walk right into magic range, and proceeding toward
the mainland is less hard as the Death Angels and Eggworms are turned into
corpses. However, stuffing everyone on this route basically ensures that
the Plate Armor chest can't be obtained (enemies on east dock area will
eventually wrap around, etc.)
• THE EASTERN SIDE - This side is the route one has to take when pushing the
box toward the Plate Mail chest (which should be done if y'prefer). Many
of the foes on the west side will stay put. One Death Angel will be able
to use Thunder Ball across the way, but besides that, just the few foes on
the east side will be aggressive. Snipers can even stand on the box and get
the high ground anywhere. Using this vantage point -- which blocks close-
-range enemies from attacking if they get close enough -- is definitely a
good way to get a leg-up on those pesky Death Angels and Eggworms that're
strewn around the dock. The rest of the enemies will approach once the
mainland is reached, and it's easy-peasy from there.
15960G awarded.
---
Visit Pioneer Town Sorbo and advance any classes that require it. The shop's
inventory is the same as the previous chapter, basically. Kira may be the
only person who needs updated equipment. Talk to the people in the bar and
a new mapdot will open up.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER 5-2: Torog Mountains [WK52]
_______________________________________________________________________________
¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L26 C. Armor (4) - 216 HP | • Helstone [NE corner tracks in snow] |
| • L21 Priest (2) - 110 HP | • Mithril [West corner tracks in snow] |
| • L21 C. Shooter (2) - 138 HP |________________________________________|
| • L21 Warlock (1) - 121 HP |
| • L23 War Master (1) - 156 HP | VICTORY: Death of Kurtz
| • L23 C. Hawk (6) - 180 HP | FAILURE: Death of Ash
|__________________________________|
VICTORY: Death of Kurtz
FAILURE: Death of Ash
This is a definite disadvantage: archers and mages on a high hill, with an
army of armored units following by the bridge. This can be worked into a
more pliable situation, however. Get as many people off the bridge towards
Kurtz' hill at once, and try to keep any flying unit out of arrow range (if
this means holding them back on the bridge til then can get near the southern
area, so be it). That button at the foot of Kurtz' position will DETONATE THE
BRIDGE, which will instantly kill any allied or enemy unit immediately -- no
EXP given though. The armored units move slower in snow and will have to move
around the long way, thus.
The C. Hawks need to be destroyed afterwards. Weaken with Phase Shift at the
east edge of the hill (to hit as many as possible), then take them out with
arrows and such. YOU CAN SHOOT OVER THE HILL TO HIT ENEMIES, remember! All
hawks should be destroyed on Turn 3-4, if all goes well. Putting Archers in
their path for counterattacks works well. [Sword-users will get 2HKO'd most
likely -- keep 'em away!]
The Warlock will have to move closer to the edge of the starting hill to use
Rolling Thunder, so put an arrow in his throat the first chance y'get. From
this point on, things are much easier. The armored enemies aren't likely to
get to the battle in time (wasted EXP? Go kill 'em if y'feel like it) and
Kurtz isn't as powerful as one'd think. He spams Dagger Storm whether he's
surrounded or not, so have Ultra Healing ready. Without the Hawks, Shooters,
and Warlock, have fun murdering!
Buried in the NE and W are two items (Helstone, Mithril) but they're often
out-of-the-way that getting them isn't necessary. [21420G, P.Claws awarded]
---
Continue to the Frontier Village and visit the Tavern. Eleni will collapse
when trying to leave, and after some scenes, the next destination opens up
outside of town.
VICTORY: Destruction of enemies
FAILURE: Death of Ash
Three groups of enemies: one in the north, one in the east, and one in the
map's middle near the treasure chest. Engaging both at once is foolish, so
head along the extreme west wall (easiest to progress through height-wise)
and start taking out the enemiest here. Deathangels should have priority
due to their AoE spells. The Gold Golems who stray over from the middle can
be Phase Shifted into gravel pretty easily from this position.
The far group will eventually stray toward, and the archers can wear down the
slow-movers before they reach the main allied group. Also, the treasure chest
in the middle is a Mimic, so avoid it if yer taking a lickin'. Besides that,
this is a run-of-the-mill stall battle the player with easily surmountable
forces. [22080G awarded]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER 5-4: Smoking Bones Cave [WK54]
_______________________________________________________________________________
¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L23 Gold Golem (4) - 192 HP | • D.Spear [chest near stack of boxes] |
| • L23 Eggworm (3) - 151 HP | • LogosK. [northeastern lava pond] |
| • L23 Acid Ghost (3) - 180 HP |________________________________________|
| • L23 Skeleton (4) - 168 HP |
| • L26 Salamander (1) - 202 HP | VICTORY: Death of Salamander
|__________________________________| FAILURE: Death of Ash
The twisting path through the lava to the Salamander makes for an harrowing
journey (*snicker*) but also allows plenty of places to stiff-arm the enemies
from advancing. At the start, the tile north of Ash's initial location can
be stuffed up, with the high ground no less, and the 3 enemies north of the
group can be blocked with only two.
Once the Eggworm & Acid Ghost near the boxes are killed, move a Sky Lord over
to the lone box and push it two spaces N. The next turn, jump on top of it
and push the huge stack of boxes east a few times until being able to mount
it for the chest: a [D.Spear]
The cool thing about this battle is that if Ash simply moves one tile north
of where he starts and the party hangs around that beginning area the entire
battle, ALL enemies will just flock towards the allies in their own time...
except for the Salamander! This is how it should be, since the [Logos Key]
must be obtained with a Hawknight/Sky Lord. It's located in the northeastern
lava "pond", five spaces west, two south of the Salamander's starting point.
THIS IS THE ONLY CHANCE TO GET THE KEY SO DO NOT PASS IT UP UNLESS YOU HAVE
NO FLYING TYPE. [24320G, Wyrmfang awarded]
---
If any items are needed, get them in Sorbo. It'll be evident in a sec.
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER 5-5: Frontier Village [WK55]
_______________________________________________________________________________
¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L26 C. Armor (9) - 240 HP | • Mithril (pavement crack by S house) |
| • L25 C. Priest (3) - 130 HP | • Skivbook (pavement crack by E house) |
| • L25 C. Shooter (4) - 163 HP |________________________________________|
| • L25 Warlock (2) - 143 HP |
| • L28 Valkyrie (1) - 182 HP | VICTORY: Death of Sabina
| • L25 C. Knight (3) - 182 HP | FAILURE: Death of Ash
| • L24 C. Hawk (3) - 187 HP |
| • L29 Assassin (1) - 210 HP |
|__________________________________| FIRST STRETCH OF BATTLE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This battle looks like a trap, but the worst is yet to come, believe me.
Enter the dry sluiceway and bombard the armored units with Roman Flame and
arrows, hopefully killing them before any major harm is done. Units against
the sluiceway's east railing can't be hit by projectiles, so put any flying
unit there. To avoid the priest healing, use bishops' Holy Pressure to hit
the two armored groups. This is the easy part.
The surprise of this battle is that Kane arrives with reinforcements when
Turn 5, near the north screen boundary by the sluice button. However, once
this is known beforehand, planning is much easier. The best suggestion: after
killing the armored units near the sluice's west side, return BACK to that
side and fortify near the sluice's SW end. This puts the enemies inside the
watery groove, in the lowground, and in bunches that make it rather easy to
abuse arrows/Roman Fire. An alternative is leading them into the groove,
kicking the boulder near the N bridge, and washing them away, but why bother?
Just make sure the Hawks cannot weasel their way through the ranks to an
opportune backstabbing position! (Check their movement range)
SECOND STRETCH OF BATTLE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Collect the buried item near the eastern burning house (pavement crack), some
Mithril, and advance towards Sabina's groups which should've waited patiently
as Kane's group was trounced. If the mages are low on MP, now's the time to
heal 'em up. Sending a group along the low street while a mage or two climbs
the northern house wreckage to drop some magicbombs is the preferred attack
strat. The rest should be business as usual, thanks to the great way of
minimizing Kane's group's damage. Kill the Warlocks/Priest ASAP and save
Sabina for last so the Shivbook can be dug up from the eastern pavement
crack. Make sure to play with the boss in order to get extra EXP (she knows
Hyper Healing). [44820G, Rune Bow awarded]
VICTORY: Leena arrives at finishing gate/building
FAILURE: Death of Ash or Leena
Leena will be a guest NPC in this battle, and must be protected from harm in
order to finish (she arrives at gate). She will move of her own volition as a
'guest unit' which means the party will really have to play it safe. To ensure
she doesn't croak prematurely, stuffing up the walkways with units so that she
has nowhere to move also works. When Leena reaches a red circle tile, this'll
lift the next section of the submerged walkway.
Guardians are the typical close-range bashers, and can deal some alright
damage. Basilisks are projectile-shooting freaks, and have a range comparable
to a Sniper's (at level elevation). As long as the players don't stick units
at a crossroads where all the damage potentiality can/will converge, they
shouldn't pose a huge problem.
Proceeding is rather simple as long as the team doesn't make too many errors
(like sticking Ash where every monster can beat on him). Basilisks seem to
be slightly weak to projectiles, and Guardians are weak to magical spells.
Obviously, all monsters must be defeated before Leena can proceed. Sniping
the first batch of enemies is easy from the mainland's elevated land, but
as the 2nd section raises (off N/E part of path) the enemies will teleport
in right near the path's former "safe zone". Stick to one big group if that
is possible.
The last section connects the southern (1st) tower and the 2nd tower's areas
together to meander to the exit. Make sure to get both treasure chests before
killing the remaining foes. Tip: the enemies near the finish gate can be
weakened with Salamander and such before approaching! When Leena gets to the
finish (enemies or not) the chapter ends. [29120G awarded]
---
Afterwards, Ash will get the Vandal Heart sword and matching armor. When the
sixth and last chapter starts, make sure to use that hard-earned money for a
full party outfitting. A wise person will bring a few Holy H20's along...the
player shall see momentarily.
Also, visit the Glasgow City tavern and talk with the 'Weird Man.' If all
five Trials of Toroah have been successfully completed, talk to him and get
the final [Heaven K.]
______________________
______________________________________________________/ VI. A Fool's Epitaph |_
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER 6-1: Fort Gareth [WK61]
_______________________________________________________________________________
¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L29 Assassin (1) - 210 HP | • Necklace [east manhole near Kane] |
| • L26 C. Shooter (4) - 170 HP |________________________________________|
| • L26 C. Warlock (3) - 148 HP |
| • L26 C. Priest (3) - 135 HP |
| • L27 C. Armor (6) - 224 HP |
| • L27 C. Knight (6) - 196 HP | VICTORY: Death of Kane
|__________________________________| FAILURE: Death of Ash
This battle seems very run-of-the-mill at the start. Use the nearby wall to
shield airborne units from projectiles, while the party temporarily splinters
into two for the armored/knight duos on either side. Archers should gun for
the warlock ASAP and, when all are dead, regroup on that raised wall in
preparation for heading east to the tiny tower with more mages and knights
inside. Should not be trial to neutralize the 2nd warlock before he can get
any hits in. None of the enemies behind the huge raised wall will do anything
at this time, until someone rolls a boulder at it to knock it down. Killing
the elevated archer before this time may be best.
Quickly ADVANCE towards Kane instead of bolstering everyone and whatnot --
heal on the way. This is because the boss will gain the ability to use the
'Plasma Wave' ability (which you may have seen on the title screen demo
video) and it can hit EVERY SINGLE ally! What's worse, if the team doesn't
advance, he'll spam the move on a healing tile, which allows him to cheaply
attack infinitely. Luckily, he quits doing this when the team nears. Eliminate
the last warlock immediately, because the combined damage it brings may spell
disaster if not taken care of. Basically, have everyone healed during that
first turn or things may go awry quickly. =)
Meanwhile, don't waste any MP with 'Supreme Healing'; instead the Holy H20s
will suffice that same end, and help overcome the most annoying 'surprise'
of the battle. Spam Salamander [etc.] before Kane closes in, which should
give a little clearance for him and an easier time overall. He's definitely
powerful, so no stupid counterattacks/attack openings if y'know what's good
for you. Send a Hawkman unit to get the Necklace underneath the sewer grate
while stalling the boss, if needed.
If no one dies the whole time, consider yourself awesome. [48000G, Caliburn
awarded]
VICTORY: Destruction of enemies
FAILURE: Death of Ash
This battle is awfully fun, if only because the enemies are HORRIBLE and're
obsolete compared to Crimson-army foes. What doubles the fun is that the
hilltop -- which separates the two forces -- is lined with boulders that can
be used as an easy way to halve the HP of any it hits. Only the Blood Bats
and their paralysis-inflicting maws should give any trouble whatsoever.
Another fun moment to be had is with Ash's Vandalier class, should it have
been gotten. Use Plasma Wave to hit all enemies on the field! [33000G awarded]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER 6-3: Capital Shumeria [WK63]
_______________________________________________________________________________
¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L29 Bahamut (4) - 225 HP | • Mojo Robe [manhole near start] |
| • L29 Dark Mage (4) - 165 HP | • Gold Axe [manhole in SE area] |
| • L29 Hellknight (4) - 210 HP |________________________________________|
| • L28 M. Cannon (2) - 182 HP |
| • L30 Mega Guard (2) - 248 HP |
| • L34 Xeno (1) - 192 HP | VICTORY: Death of Xeno
|__________________________________| FAILURE: Death of Ash
Lure the Bahamuts forward and stick a few arrows in 'em. When the Hellknights
approach, they're considered armored units, at least where the horrible magic
weakness is concerned. The M. Cannon and Mega Guard units share this affinity
for damage, although they won't approach en masse until the allies start to
round the fountain. [Using Plasma Wave at the start will result in all foes
advancing on the first turn, mind you]
Speaking of which, archers and Salamander-flingers can really score some pot-
-shots by staying on one side of the fountain and picking off the weaklings.
This works better if there aren't as many mages to hit back the next turn,
but it's still doable.
When the mages converge, however, it can be spell disaster (since they'll
almost always target Ash or the weakest person, if he's in range). Hold back
and pick them off one by one, making them use Evil Stream instead of Dark
Hurricane. Xeno's magic is off-the-wall awesome, but he can be attacked like
a normal minion also -- his defense is just better.
The Mojo Robe near the start should definitely be obtained, but the Gold Axe
in the SE street corner is a waste -- they have 0 ATK! There should be two
obtained already, anyway. [43200G, Runewand awarded]
---
Save after battle and continue when ready. If Ash doesn't have his Vandalier
class, use the remaining cash to give everyone a Holy H20. Money doesn't
carry over for a new game plus ('cause there ain't one), so this can make an
already easy final battle a lot easier.
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER 6-4: Capital Shumeria II [WK64]
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¯| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯
| | |
| • L34 Doom Lord (1) - 280 HP | |
| • L29 M. Cannon (3) - 189 HP | |
| • L30 Mega Guard (3) - 248 HP | There ain't any! |
| • L30 Dark Mage (2) - 170 HP | |
| • L30 Bahamut (3) - 232 HP | |
| • L30 Hellknight (3) - 217 HP | |
|__________________________________|________________________________________|
VICTORY: Death of Dolf
FAILURE: Death of Ash
Showdown in the Great Temple! There are many ways to proceed here, but only
one postulate: don't go up the middle. The forces of the warriors and mages
will surely kill at least one person, often Ash if he continues recklessly
toward Dolf. No, the best way to go forth is eliminating the fringe players,
namely the Mega Guard/Bahamut duos on either side of the stairbottom.
During this, it forces the M. Cannons/Dark Mages to go to one side and fire
(or proceed closer to allies); either way, it divides the main force and
makes attacking much easier. Without the long-range players, the fighters on
the midlevel can be nuked with magic from front and flank...haha.
Dolf is quite powerful as a physical attacker, and shouldn't be faced unless
everyone is at high HP. As expected with final bosses, once defeated, he
changes into a 'Dark Angel' form. Dealing with this semi-duality shouldn't
be that hard to solve: kill Dolf in the first form and trigger the change in
the same turn, then nuke it in the preferred fashion 'fore it can attack.
It only has 165 HP and the Dynamo Hum spell, so overtaking in one turn's not
a stretch of the imagination. [apx 46100G awarded, not that it matters.]
_________ _______ _______ _ ______ _
\__ __/|\ /|( ____ \ ( ____ \( ( /|( __ \ ( )
) ( | ) ( || ( \/ | ( \/| \ ( || ( \ )| |
| | | (___) || (__ | (__ | \ | || | ) || |
| | | ___ || __) | __) | (\ \) || | | || |
| | | ( ) || ( | ( | | \ || | ) |(_)
| | | ) ( || (____/\ | (____/\| ) \ || (__/ ) _
)_( |/ \|(_______/ (_______/|/ )_)(______/ (_)
Enjoy the ending credits! If Ash attained the Vandalier class, there'll be a
special congratulatory message at the very end, saying the player's a Master
of Vandal Hearts.
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EQUIPMENT LIST [EQPM]
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I was going to use the abbreviated (in-game) names for these, but I figure
it's not necessary. Things that don't have an entry in the '$$$$' space are
unable to be bought. Find them through winning battles or searching odd tiles
in battles to dig up treasure.
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TRIALS OF TOROAH [TRTR]
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Unlike the other classes, the hero Ash has a secret one (Vandalier) that can
only be unlocked through a series of challenges. Each requires a specific
key, and all are MISSABLE, often with only a 1-battle window of opportunity.
|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Nova Key | After defeating the Sand Ant (Ch. 1-5), talk with the girl in |
| | Port City Minato to obtain the key so she can go sunbathing... |
|----------+----------------------------------------------------------------|
| Earth K. | Complete Yuzu's liberation (Ch. 2-1) and talk with a barfly |
| | afterward to learn he dropped a weird fruit in a nearby swamp. |
| | During Loris Beach (Ch. 2-3), locate the cross-shaped poison |
| | swamp in the southern reaches and search the middle to recover |
| | a Banana. Show it to the Yuzu man to get the key. |
|----------+----------------------------------------------------------------|
| Mana Key | During the jailbreak's second part (Ch. 3-7), step on the only |
| | switch to lower part of the wall. A person in the lower area's |
| | able to move to the west wall where the key is buried beneath |
| | a 'hole' tile. |
|----------+----------------------------------------------------------------|
| Chaos K. | Collect the buried items Macroman (Ch. 2-2), Tarot (Ch. 3-4), |
| | and Ramen (Ch. 4-4) and show them to the barfly in Trade City |
| | Kerachi. He'll be amazed at the collectors items and donate a |
| | Chaos Key to the cause. |
|----------+----------------------------------------------------------------|
| Logos K. | During Smoking Bones Cave (Ch. 5-4), the 'lava lake' nearest |
| | the Salamander holds the buried item. Search five tiles west & |
| | 2 south of the Salamander's starting position and search. THIS |
| | CAN ONLY BE OBTAINED WITH AN HAWKNIGHT/SKY LORD UNIT! |
|----------+----------------------------------------------------------------|
| Heaven K | Complete the first five trials and talk to the man in Glasgow |
| | City's tavern (Chapter 6 only). He'll give the Key of Heaven |
| | in order to complete the prophecy. |
|__________|________________________________________________________________|
To start a trial, give the key to Ash and visit any dojo in any chapter. Try
to leave, and the master will notice the key and start the key's trial. Once
a trial is finished completely (by obtaining the prism ONLY), the monk will
take the key and it cannot be done again. EXP-farming is slightly possible in
the sense that trials can be replayed, but it's far from necessary -- only
curative/supportive actions like Mystic Shield earn any EXP!
____________
__________________________________ _________________________| NOVA TRIAL |_
| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| | |
| • L28 Hunterimp (4) - 182 HP | • Nova P. [treasure chest, ally side] |
| • L28 War Ghost (2) - 217 HP | |
| • L28 Buccaneer (4) - 203 HP | |
| • L28 Sparkie (2) - 217 HP | |
| • L28 Dark Golem (2) - 232 HP | |
|__________________________________|________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VICTORY: Destruction of enemies
FAILURE: Death of Ash
The first battle also is the easiest. There is a sheer cliff in the middle
which separates the enemies from allies. Climbing is the same for each side,
but the more Snipers the good guys have, the easier they can pick off the
others. The enemy is weak comparitively, floating enemies are easy targets,
and the Hunterimps have horrible upward-shooting range. In short, any combo
of units should be able to conquer this one rather easily. Just make sure
to claim the treasure chest's contents before finishing...duh? [140G awarded]
_____________
__________________________________ ________________________| EARTH TRIAL |_
| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| | |
| • L28 Hunter (3) - 182 HP | • Ice P. [chest @ centerfield] |
| • L28 Hunterimp (3) - 182 HP | |
| • L28 Shooterimp (3) - 182 HP | |
| • L28 Corsair (3) - 182 HP | |
| • L28 C. Archer (2) - 182 HP | |
| • L28 Grenadier (2) - 182 HP | |
|__________________________________|________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VICTORY: Destruction of enemies
FAILURE: Death of Ash
Have you ever seen so many projectile-users? Luckily, even with the twisted
walkways, proceeding should not be as big a tribulation as one'd think. The
Salamander spell will still weaken most of the enemies in one go, and should
a close-range fighter manage to get close enough, it's off with the archer's
head. The one good thing about this battle is that most of the long-range
fighters -- who appeared really early in the game and then never again -- have
awfully crappy ranges, so Snipers can pick them off (OHKO even) without fear
of counterattack. [160G awarded]
____________
__________________________________ _________________________| MANA TRIAL |_
| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| | |
| • L28 Brigand (1) - 203 HP | • Mana P. [southeasternmost chest] |
| • L28 Mimic (19) - 188 HP | |
|__________________________________|________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VICTORY: Destruction of enemies
FAILURE: Death of Ash Prism location
/
_|¯|_____|¯|_________|¯|_____|¯|/
|_ M M M ! ¯| Welcome to the treasure chest game!
| |¯| |¯| |¯¯¯| |¯¯¯| |¯| |¯| |¯ Every treasure chest is a Mimic, except
| | | | | | | | | | | | | | one that contains the Prism. There's
| ¯ M ¯ ¯¯¯ M ¯¯¯ ¯ M ¯ | really only one way to do the searching
| |¯| |¯| |¯¯¯| |¯¯¯| |¯| |¯| | and that's by keeping out of the only
_| |_| |_| |___| |___| |_| |_| |_ enemy's reach. The best way is to use
|_ M M M M _| Spellbound (paralyze) the enemy and get
| |¯| |¯| |¯¯¯| |¯¯¯| |¯| |¯| | to the enemies that way.
| | | | | | | | | | | | | |
| ¯ M ¯ ¯¯¯ M ¯¯¯ ¯ M ¯ | The Prism is always in the southeastern
| |¯| |¯| |¯¯¯| |¯¯¯| |¯| |¯| | corner, but proceeding with flatfoots
_| |_| |_| |___| |___| |_| |_| |_ can be annoying as they'll have to do a
|_ M M M M _| pitstop at every mimic chest. Hawknights
| |¯| |¯| |¯¯¯| |¯¯¯| |¯| |¯| | and their kin, however, can pass through
| |_| |_| |_|¯ ¯|_| |_| |_| | and make straightaway for the goal. One
|___ M ___ M ___| of the few uses they have, I suppose...
|_| | START _|¯¯¯|_|
¯| _|
¯| | E When the prism is obtained, slay the
| | | Brigand and get outta here. Unopened
| | N -+- S Mimics do not count toward the overall
| | | gold received. [200G received maximum]
Brigand Start ->|_| W
_____________
__________________________________ ________________________| CHAOS TRIAL |_
| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| | |
| • L28 Dark Golem (7) - 232 HP | • Chaos P. [northern chest] |
| • L28 Clay Golem (3) - 232 HP | |
| • L28 Gold Golem (8) - 232 HP | |
|__________________________________|________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VICTORY: Destruction of enemies
FAILURE: Death of Ash
This trial uses a little more brainpower than the others. Kill every single
golem on the lowest area, including the 3 near the strip perpendicular to
the elevated chest. Once the all-clear is given, push the lowest box ALL
the way around to the strip (running east<->west) perpendicular to the chest
and leave it at the intersection.
People can get to the next level using this box, luckily, so slaughter all
the stupid golems and move to the midlevel crate. Push it one space north in
order to gain access to the highest crate. At this time, only 3 enemies
should be alive and they're located here. The best way is to use kill all but
the Dark Golem, paralyze it with Spellbind, then push the midlevel box north
off the cliff -- this should stack 2 on top of each other.
The final stroke is pushing the top-level box west off the upper ledge while
the enemy is paralyzed, then pushing it north off the ledge to get access to
the prism. Kill the last enemy afterwards. Everyone wins! ...except the foes
I guess. [180G awarded]
_____________
__________________________________ ________________________| LOGOS TRIAL |_
| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| | |
| • L28 Guardian (13) - 232 HP | • Logos P. [chest near starting point] |
| • L28 Dark Mage (2) - 159 HP | |
| • L28 Basilisk (5) - 182 HP | |
| • L28 Salamander (7) - 217 HP | |
|__________________________________|________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VICTORY: Destruction of enemies
FAILURE: Death of Ash
This is the flipside of battles up until now. Instead of making the player
chase the prism around and getting it after some hard work, they dangle it
in front of his face at the start and put stiff opposition afterwards! The
only trouble is that the pyramid's layout hampers both forces' attacking.
It's basically a spiraling path, the longest way upwards as possible! Avoid
projectile damage by sticking to the sides of the pyramid and work towards
the summit. Use archers to nail the Salamanders before they can attack, and
things'll be hunky dory. Play it safe and spam the Salamander/Phase Shift
spell when it hits as many as possible (range suffers in this battlefield
formation). The good thing is that Basilisks towards the top suffer range
constrictions as well. The battle will take forever, but is easily doable
if y'play smart. [270G awarded]
_____________
__________________________________ ________________________| LOGOS TRIAL |_
| ENEMIES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| TREASURES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| | |
| • L28 Evilstatue (2) - 159 HP | • Heaven P [treasure chest at end] |
| • L28 Dark Mage (4) - 159 HP | |
| • L28 Valkyrie (4) - 182 HP | |
| • L28 War Master (4) - 188 HP | |
| • L28 Greatarmor (3) - 232 HP | |
| • L28 Hitman (2) - 182 HP | |
| • L28 Jailmaster (4) - 232 HP | |
| • L28 Thief Lord (4) - 203 HP | |
|__________________________________|________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VICTORY: Destruction of enemies
FAILURE: Death of Ash
The enemies are plentiful but not as tough as you'd remember; there's no
reason to pack up with Life Orbs/Holy H20's for this fight. The battlefield
is a straight line with oscillating height (peaks & valleys), with the last
stretch an uphill climb against the forces. Unlike other battles, there isn't
a real strategy besides spamming magic and whatnot. The 2nd/3rd group of
enemies will often approach even when the allies aren't in range, giving any
archers a head's-up for extra damage (hint: meet them at top of hill). Just
don't stick Ash at the frontlines where multiple archers/mages/warriors can
beat him into a pulp. =p
At the very very end, kill only one Evilstatue and get to the treasure chest
before finishing the battle. [270G awarded]
---
After completion of all trials, Ash has access to the 'Vandalier' class in
the dojo, and gets the V. Helm and V. Armor upon changing. He will have
access to SEVENTY abilities, including all classes (enemy or otherwise) and
special infinite-use items like Shivbook and Helstone. It's truly a great
class.
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V. FREQUENTLY ASKED QUESTIONS [FAQZ]
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[Q] - Can I use the Trials of Toroah for EXP-farming?
[A] - Technically, yes. The trials do not give experience to offensive actions
against the foes, but healing and supportive actions (like Megaherbs or
Mystic Shield) will. The more damage is healed, and the higher the level
of the target, the more experience is gained. Once the Prism is obtained
and the level beaten, however, the key is taken from the party and that
specific trial can't be retried...thus, continuously failing the trial's
the only way to do this scenario. Purely offensive characters will have
to use healing items to get any sort of EXP, and that's limited per
battle. Not really worth it in the long run, unless a class change is
involved.
[Q] - What do I do with these Gold Coins, Gold Axes, and Mithril?
[A] - Sell 'em. They have no real use except providing some pocket change.
[Q] - What's the best class setup?
[A] - Any combination can be great, but I think the most 'secure' involves
having at least one Archbishop and Enchanter, a bunch of Snipers, and
no Sky Lords. Bishops and Dragoons are optional, but I never really got
along with 'em. Soldiers can be made into Duelists for a lot better
attack and movement by sacrificing some defense.
[Q] - You said Sky Lords suck. Should I get one?
[A] - In a perfect world, no one should except for giggles. Unfortunately, one
is needed to obtain the Logos Key in Chapter 5-4 (Smoking Bones Cave).
That's about the only real use there is, honestly. Instead of raising a
Hawknight early on, make Darius one (he's the last Archer to be obtained)
when he gets access to a dojo.
_______________________________________________________________________________
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VI. UPDATES & CONTRIBUTIONS [UPDT]
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03-27-08 --------------------------------+ Added to GameFAQs
[THANKS TO:]
- Syonyx' great guide, for the location of the Logos Key
- Ultimarally on the VH messageboards for talkin' with me about the game
- Milo Boy, for some clerical corrections
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VII. LEGALITY [LGLT]
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[DISCLAIMER]
This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.