Phantasy Star II - Anne's Adventure
Walkthrough
Version 1.0

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  TABLE OF CONTENTS                                                   [TOC]
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A. Introduction                         [INT]
B. Characters                           [CHR]
C. How to Play                          [HTP]
    a. Menu                            [MNU]
    b. Battles                         [BAT]
D. Walkthrough                          [WKT]
E. Items                                [ITM]
F. Game Credits                         [CRD]
G. Updates                              [UPD]
H. Legal Jazz                           [LGL]
I. Contact Info                         [CNT]

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  A: INTRODUCTION                                                     [INT]
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In 1990 and 1991, Sega created eight small games starring the main characters
of their popular roleplaying game, Phantasy Star II.  These games are prequels,
relating adventures of the characters in the months and years before the events
of the original game.  Although originally released individually, these games
have become known collectively as the Phantasy Star II Text Adventures.  They
are very similar, as they share a basic game engine.  This engine was later
recycled in part for another Phantasy Star II prequel, Phantasy Star Adventure.

The Text Adventures have been released in three formats as of this writing.  In
their first form, they were part of a modem download service for the MegaDrive.
Later, the games were released for MegaCD as part of a two volume collection
called "Game no Kanzume," with four games in each volume.  Finally, all eight
are together again as part of Phantasy Star Complete Collection on PlayStation
2.  All of these are Japan only releases and none of the Text Adventures have
official English translations.  As such, this document is based on an
unofficial translation by M.I.J.E.T.

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  B: CHARACTERS                                                       [CHR]
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Anne Saga
  Anne is the main character and controlled by the player for most of the
  game.  She previously appeared in Phantasy Star II.  In the English version
  of that game, she is called Amy Sage.

  Anne is a medical doctor employed at the River Town hospital.  She has just
  finished an internship before accepting this post.  She also owns a house in
  River Town.
Heinz
  Heinz is a medical researcher living and working in a cabin near River Town
  and Wood Town.  He is researching healing techniques (a form of magic) and
  their applications.  Whenever Anne is injured and visits Heinz, he will heal
  her wounds with techniques.  Since the final enemy of the game is too strong
  for Anne to face alone, Heinz joins her for that battle.
Motavia
  A planet in the Algo Solar System.  Once a barren desert, the past thousand
  years have seen it settled by humans from Palma, the first planet.  Motavia
  has been terraformed into a lush, green paradise at the expense of the
  native Motavian people, who are blue furred beings with beaks and large red
  eyes.
Biomonsters
  Biomonsters are genetically engineered lifeforms running amok on Motavia
  during Phantasy Star II and for at least two years before those events.
  They are wild creatures, known to attack anyone that crosses their paths and
  lay waste to towns.  Many have died at the hands of this creatures, giving
  rise to professional mercenaries who track and kill them: the Hunters.
River Town
  River Town is a small village on Motavia.  It is so named because of a river
  on the outskirts of the town.  Prominent features in the town include the
  hospital, weapons shop, and carpentry shop.
Wood Town
  Wood Town is another small village, located very close to River Town.  This
  town takes the name from the nearby forest, which, according to legend, is
  the hiding place of an ancient magical artifact.  Wood Town has an
  elementary school and store, but has recently been attacked by biomonsters.

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  C: HOW TO PLAY                                                      [HTP]
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As a text adventure, this game is primarily text based.  All actions are taken
through a menu as the player moves a character through the world and interacts
with rooms and items in those rooms.  The game screen is divided into five
sections.

          _________________________________________
         |              |               |          |
         |              |               |          |
         |      1       |       2       |     3    |
         |              |               |          |
         |              |               |          |
         |______________________________|          |
         |              4               |          |
         |______________________________|__________|
         |                                         |
         |                    5                    |
         |                                         |
         |_________________________________________|

1) Enemy portraits and cutscenes.
2) Current character portrait.
3) Game menu.
4) Hit Points, Attack Power, and Meseta (MST).
5) Text box.

As in all Phantasy Star games, Meseta is the currency used to purchase goods.
This may include items necessary to finish the game or healing from a shop.
You start the game with 20 Meseta and can obtain more by completing certain
tasks.

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  C.a: MENU                                                           [MNU]
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The menu is found on the upper right of the screen, where it remains through
the game.  The following options are present in the menu.

MOVE
Selecting this command brings up a graphical menu representing all movement
options that are currently available.  The movement options are typically some
combination of North, South, East, and West.  Up and Down options may also be
present if the room contains a ladder, stairs, or is an elevator.  At some
points in the game, you may have no movement options until doing something with
the local environment.

Moving the cursor to highlight an option and pressing the confirm button will
make the character move to the next room in that direction.  When you enter a
room for the first time, a description of the room will be displayed.

LOOK
The Look command, when selected, displays a list of items that you can examine.
These will include the Local Area item (that's the current room), any important
objects or people in the room, and items in your inventory.  Examining an item
will display a description of the item.  For container items, such as desks or
lockers, examining these items with Look may uncover new items you can act on.
Look may have other effects on still other objects, as well.  If you see
something written in yellow text while reading a description, you can usually
use Look on that.

TAKE
With the Take command, you can pick up important items for later use.  These
items will be placed into your inventory, where you can access them with the
Look, Use, and Drop commands.  If you can take an item, the item will be named
in yellow text when mentioned in the description of the current room or
containing object.  Such items will also typically be mentioned as being seen,
such as "Trimate can be seen," with the item name being yellow.

USE
When you have items in your inventory, the Use command allows you to try
applying those items to your surroundings.  Sometimes an item will have an
affect on the environment; at other times, nothing will happen.  Items can be
used on other items in your inventory or important objects in the room, such
as people.

DROP
If your inventory is too full, you will not be able to use Take to obtain new
items.  In that case, it is necessary to use the Drop command to discard items
you no longer need.  When you discard an item with Drop, it remains in the
current room.  You can use Take to recover the item later, as long as you have
access to that room.

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  C.b: BATTLES                                                        [BAT]
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Occasionally, you will encounter an enemy that must be defeated to progress in
the game.  Battles in the Phantasy Star II Text Adventures are usually quick
and simple once you understand the game's fighting mechanics.  To attack an
enemy, you simply apply an item to the enemy with the Use command.

You'll be able to find weapons during the game.  Each weapon has a unique
Attack Power value.  This is displayed as AP on the screen when you Use the
weapon during battle.  The first weapon you get will typically have an AP
value of 1 or 2, with the most powerful weapon going up to AP 5.

When you attack an enemy, blue dice are rolled onto the screen from the right
side.  The number of dice you get depends on the power of your weapon.
Stronger weapons may have more dice, meaning they can do more damage.  The
damage dealt is the total on the dice multiplied by the AP of your weapon.  So,
if you have a Knife with 2 AP, and your dice roll 10, you deal 2 x 10, or 20,
damage to the monster.

When an enemy attacks you, red dice are rolled onto the screen from the left
side.  Different enemies have different numbers of dice.  They also have AP
multipliers like you, but those numbers are not revealed so it is hard to
predict how much damage you might take in advance.

If the total of the dice row is less than five, the attack will miss and no
damage will be dealt.  This applies for both your character and enemies.

You start the game with 50 Hit Points (or HP).  Battles end when your HP or
your enemy's HP reach zero.  If your HP reaches zero, it's Game Over, unless a
special condition allows you to continue the game.  That's very rare, though.
There is no way to recover HP during a battle or to increase your maximum HP.
You can leave the room an enemy is in at any time, however, so do not be afraid
to run away if an enemy proves too powerful for you.  If you do get into a
situation where you cannot easily defeat an enemy, chances are you need to
obtain a better weapon or another item to even the odds.

In some battles, you can use special items, other than weapons, to defeat an
enemy or drive it away.  These will be mentioned on a case by case basis in
the Walkthrough section.

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  D: WALKTHROUGH                                                      [WKT]
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The game begins in the office of the director of River Town hospital.  The
director asks you to deliver medicine to the elementary school of nearby Wood
Town, which has recently been attacked by monsters.  Your first task is to get
some medicine.

Move East to the next room.  There's a locked door here.  North leads out of
the hospital, but first you should explore the building by going South.  The
next room has West and East exits.  Go West first and examine the patients.
This adds the boy to the Look menu, so examine him as well.  That reveals the
Glue.  Be sure to Take the glue before leaving.  Now, go East two rooms.  You
should find a key here - take it.  There is a downstairs room, but it has no
use now, so you can ignore it. Backtrack to the room with the locked door.

Use the key on the door to open the pharmacy to the East.  Go in and Take the
Trimate.  We're finished in the hospital now, so go West one room and North.
Continue East and take the Plank you see on the path.  Keep going East to find
the weapon shop.  Looking at the owner will reveal that you need 100 Meseta to
get a weapon.  You don't have that, so return West and go North for now.  On
the next screen, turn West.

There's a house here.  Examine the woman who appears to learn that her daughter
is ill and enter the house.  Look at the girl for a prompt to use Trimate on
her.  We've got some Trimate, so use your Trimate on the girl to make her feel
better.  In gratitude, the mother will give you 70 Meseta.  Return East.

To the East is a carpentry shop, but you can do nothing there for now, so go
North.  From this area, enter Anne's house to the West.  You'll see the Nail
Puller here, so Take it.  Return East, and go East again to find an odd rock.
Nothing to do here yet, so go back West and then North.

Now you're at the edge of River Town, but as you'll see, the bridge to Wood
Town is out.  You're going to have to find a way to cross a river.  Look at the
notice to learn that there is an outlaw lurking about.  To the East is a Biting
Ant biomonster.  You don't have a weapon yet, so instead go West to find a
Motavian.  If you Look at him, he'll offer to trade his Rubber Raft for your
Nail Puller.  Make the trade through the Use command, using the Nail Puller on
the Motavian.  Remember where this guy is located.  On subsequent visits, he'll
offer to swap again, exchanging the raft for the Nail Puller.  You'll need to
make that trade eventually, but not for a while.

If you examine the Rubber Raft, you'll see it has a hole that prevents it from
floating.  Use the Glue on the Rubber Raft to seal up that hole.  Continue West
to reach a place where you can cross the river.  Try to use the Rubber Raft on
the river, but you'll be told that you need an oar.  Return to the carpentry
shop (East, East, South, South, East) and use the Plank on the shop owner.
He'll turn it into an oar and take 50 Meseta from you, leaving 40 Meseta.

Now return to the river (West, North, North, West, West).  Use the Rubber Raft
on the river again.  This time you'll go North onto the river.  Continue North
to the old house.  A sack is here - take it to get 100 Meseta.  Now you can get
a weapon to take on that Biting Ant.

Return to the weapon shop by using the Rubber Raft on the river and moving
South, East twice, South three times, then East.  Look at the shop owner to buy
the Knife.  Go West, North three times, then East to fight the Biting Ant.

The Biting Ant is a foe that you should be able to overcome with little
difficulty.  Just Use your Knife on the Biting Ant until it has had enough.
Eventually it will run away with the Knife lodged in it.  You'll lose your
weapon, but that won't be a problem.  You'll take some damage in the battle,
but don't worry about that for now.

With the Biting Ant gone, you can continue onward by once again using the
Rubber Raft on the river.  From there, you can cross North.  The Rubber Raft
will be rendered useless at this point, but hold on to it for future trading
with the Motavian.  To the East is a cabin.  Enter to meet Heinz.

Heinz will heal Anne's wounds for free, if you use the Look command on him.  Do
that now to recover from the Biting Ant battle.  In fact, Heinz is your only
source of HP recovery in this game, so you should definitely remember where he
lives and return here for healing after every battle. Before leaving, look at
everything here to find a new item: Dimate.  You can take it or leave it.  If
you do take it now, it turns out to be useless.  Leave to the West and follow
the path around the bends until you reach Wood Town.  Look at the guard along
the way.

On the Wood Town screen, Look at the man to learn about the Poison Fang
monster's weakness.  Continue North for two screens to find a flower patch,
where you can Take a Red Flower.  Return South one screen.  East of here is the
elementary school Anne was sent to help, but it's dark inside so she can only
go in one room.  Return South to the Wood Town screen, then go West.

And here is the Poison Fang monster.  You can't fight it since you don't have a
weapon, but Use the Red Flower on Poison Fang to drive it away so you can move
North.  If you return to the Poison Fang screen, you can use the Red Flower on
it again open the North path.  There is a sick man here, but Dimate won't cure
him, so continue West to a ruined shop.

Take the Laser Knife from the floor here and return to the Poison Fang.  Now
you can finish it off, so fight by using the Laser Knife on the critter.  This
monster is much stronger than the Biting Ant and capable of dealing more than
20 damage in a single strike.  If your HP gets too low, retreat to Heinz and
get healed.  You can come back and finish off the Poison Fang after that.

When the Poison Fang dies, Anne will quickly make an Antidote from the body.
Use this on the man one screen to the North to get the Lamp, which will light a
dark area like the elementary school.  Return to the school by moving South,
East, North, and East.  You might want to go all the way back to Heinz if you
took a lot of damage in the Poison Fang fight, then return to the school.

Inside the school, explore by going North (look at the history book), then
South twice, and Up.  Upstairs, you'll meet a monster called the Kite Devil. It
is not interested in Anne right now, as it is stalking teachers and students at
the school.  Attack it by using the Laser Knife, but you'll quickly learn that
this is not going to work.  The Kite Devil will do some damage - now is a good
time to practice the better part of valor and retreat.  If the Kite Devil drops
your HP to zero, you will automatically be sent to Heinz's cabin.  Looking at
him will revive and heal you.

So, now you need to find this Golden Ring, which is apparently the only thing
that can harm the Kite Devil.  Return to Heinz for healing (if you're not there
already), then take the road back toward Wood Town.  Along the way, the guard
you met earlier can be found lying dead in the road, opening a new path into
the forest.  Move West into the forest.

The forest is a maze of several screens that, in some directions, will repeat
endlessly.  It is not that hard to navigate, however.  From the entrance, go
North one screen to Forest E.  There is a monument here that you should
definitely examine with Look for a vital tip that will be familiar to long time
Phantasy Star fans.  From there, move West until you find the Grass Killer
monster.  It is another easy, straight forward battle like the Biting Ant.
Just use the Laser Knife until the thing runs away.

Continue North, then West.  Oops, looks like Anne went the wrong way!  When she
recovers, she's bound and unable to move.  Just Look at the Watchman repeatedly
until he unties her.  Then move South.  Also notice that your entire inventory
is gone, along with your remaining Meseta.  Look at the desk here to obtain two
new items, then move Up to find your Rubber Raft and Lamp.  Take both of those,
then return Down and continue South to find a jet scooter.  Use your new Key on
the jet scooter to board it an enter the river.

Now that you have an alternate means of river travel, the Rubber Raft can be
traded for the Nail Puller.  Move East until you are able to move South.  When
South is an option, take it to land and then move one screen East to find the
Motavian again.  Use the Rubber Raft on him to get the Nail Puller.  Now return
West and use the Key on the jet scooter again, then go North to the old cabin
where you found the Sack.  Use the Nail Puller on the Gray House to open the
door, then enter North.  There's an alter here - use the Old Tome on it, to
uncover the Golden Ring.  Take it.  Now it's time to track down the Kite Devil.

Exit South and use the Key on the jet scooter again.  This time, move West,
followed by North to return to the Forest. Proceed East until you reach either
Forest A or Forest C.  If you land on Forest A, move North once and you'll be
at Forest C.  At Forest C, exit to the East and go see Heinz for healing.  He
will also give you the Pendant, which is a useful item that heals others at the
cost of 10 HP loss to Anne.  With the Pendant in hand, make your way back to
the elementary school.

But... the monster has already left!  Check out the entire upstairs area,
making sure to Look at everyone.  Use the Pendant to heal the Teacher (it'll
affect the kids too) to learn that the monster has set out for River Town.
Follow it by backtracking toward Heinz's cabin.  Along the way, you'll notice
that the broken bridge has been fixed.  From there, you can move South into
River Town territory.  As you explore down here, you'll soon learn that the
Kite Devil has been busy and leveled every building, including Anne's home!
Ohhhh, he's gotta pay for that one!

Keep making your way South from the bridge until you find the Outlaw.  Heal him
with your Pendant to receive an item - Alshline.  Remember the monument in the
forest?  Well, let's try that out.  From the Outlaw, go North twice and East to
find the weird rock from early in the game.  Use the Alshline on this to reveal
the Crystal.  Take it, then move West, South until you no longer can, West, and
South again to enter the hospital, where the Outlaw told you the Kite Devil was
heading.  Move West into the director's office and heal using the Pendant
again.

Now you should be down to 20 or 30 HP from using the Pendant, so you're going
to be tempted to visit Heinz and get healed.  Don't bother - it won't help.
Exit the director's office East, then move South and East to find the Kite
Devil.  It is too strong for Amy to face.  If you try to attack it, she'll die
quickly.  Instead, use the Crystal on the Kite Devil.  This weakens the
monster's attack from five dice to two.  If it doesn't kill Anne on the first
attack, hit it with the Golden Ring.  Eventually, however, the Kite Devil will
overpower Anne and she'll be transported to Heinz's place.  Look at him to be
healed and he'll decide to fight alongside Anne.

Return to the Kite Devil now and Heinz will take the Golden Ring and fight the
battle.  During this battle, you can use the Look command to examine Anne,
causing her to heal Heinz's HP entirely.  Use this at any time the Kite Devil
gets your HP low, or even every turn before attacking if you want to be sure to
win.  If Heinz's HP reaches zero, both he and Anne are transported to his
cabin, where you can Look at the Local Area option to revive Heinz, then make
you way back to the monster for another try.

So anyway, just keep healing Heinz with Look at Anne and attacking the Kite
Devil by using the Golden Ring.  Eventually, the creature will be destroyed.
Once that is done, move Down to the hospital basement to see the game's ending.

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  E: ITEMS                                                            [ITM]
-------------------------------------------------------------------------------

Glue
  Obtained from a boy in the hospital.  Use it on the Rubber Raft to seal a
  hole.
Key
  Found in the hospital.  It opens the pharmacy door.
Trimate
  Found in the pharmacy.  This medicine can heal injury and sickness.
Plank
  A long, narrow board found outside the hospital.
Nail Puller
  A tool for pulling nails out of wooden boards.
Rubber Raft
  A small raft for crossing the river.  It has a hole that needs to be sealed.
Oar
  Used to propel and navigate in the Rubber Raft.  A carpenter can make this
  from the Plank for 50 Meseta.
Sack
  A small bag containing 100 Meseta.
Knife
  A 2 AP and two dice weapon purchased for 100 Meseta.
Dimate
  Found in Heinz's desk.  It's a weaker version of Trimate.
Red Flower
  A blood red flower with a strong aroma. Poison Fang monsters can't stand it.
Laser Knife
  A stronger knife with a laser device built in. It has 3 AP and two dice.
Antidote
  A cure for poison, made from a Poison Fang's body.
Lamp
  Lights a dark place.  Used automatically just by having it.
Key
  The ignition key for the jet scooter.
Old Tome
  A mysterious, ancient book.
Golden Ring
  A powerful magic weapon with 5 AP and two dice.  Needed for the final
  battle.
Pendant
  Heinz's pendant, set with a rainbow colored jewel.  Using it casts a healing
  technique at the cost of 10 HP.
Alshline
  A legendary reddish potion that can destroy stone.
Crystal
  A powerful magic relic that raises a defensive barrier.

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  F: GAME CREDITS                                                     [CRD]
-------------------------------------------------------------------------------

Anne's Adventure has only one in-game credit: writer Kohe Nomura.

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  G: UPDATES                                                          [UPD]
-------------------------------------------------------------------------------

The most recent version of this document is available on the Phantasy Star:
Fringes of Algo web site.
Check the Legal Jazz section of this document for more information.

07/14/2008 - Version 1.0
    First version.  Complete, unless there are errors to correct later.

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  H: LEGAL JAZZ                                                       [LGL]
-------------------------------------------------------------------------------

This document is © 2008 Jeremy Rogers, all rights reserved.
Phantasy Star and related characters belong to Sega.
Phantasy Star II - Anne's Adventure is © 1991 Sega.

If you would like to use this document on your own web site, you have my
permission to do so as long as you meet the following requirements:
   1) This document is not to be altered in any way.  It must be presented in
      the entirety and as a .txt file.
   2) You may not charge to access the document or display advertisements on
      the document.  If you want to display an advertisement on a page linking
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      the document is not acceptable.
As long as you meet those requirements, you do not have to ask my permission to
display this document on your web site.  If you do not meet the requirements at
all times this document is displayed on your web site, you may no longer post
the document on any web site.

The document may not be reproduced in other media (books, CDs, etc.) without
asking for my permission first.  Collections for personal use without
redistribution (backups on CD, DVD, etc.) are okay.

Small quotes from this document do not need permission and are permitted, in
any media, if they reference the source.

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  I: CONTACT INFO                                                     [CNT]
-------------------------------------------------------------------------------

If you have information to contribute to this document about anything I have
missed or made a mistake on, feel free to inform me at [email protected].  I
welcome any constructive comments that will improve this document or any future
FAQs I might construct.  I do not respond to all e-mails, but I usually do read
them.