Guide #101: Ys I & II Bosses: Recommended equipment, levels and strategies
Version 1.2 (11/12/99) (Mainly typo fixing)
By "Emptyeye" (
[email protected])
This guide appears at www.gamefaqs.com and vgstrategies.about.com.
There are 7 Sections
Section I: Version History
Section II: Intro
Section III: Absolute Game Basics
Section IV: Boss Strategies
Section V: Passwords
Section VI: This Guide's Future
Section VII: Legal Stuff/Special Thanks
Section I: Version History
Beta (9/1/99): This is not a complete guide, but it'll help with Book I.
Beta 2 (10/30/99): Added Strategy for Winged Griffin; Guide still not
complete so request for game should remain on board. Thanks.
Beta 3 (10/31/99): Added Strategy for Armored Cyborg; Changed the
name of the Winged Griffin (To Armored Griffin); Guide still not
complete, you know the routine.
Beta 4 (11/2/99): Added Strategy for Greenface; Fixed a typo; Guide still not
done but progress is being made. (NOTE: Never released because I wrote Beta
5 the same day)
Beta 5 (11/2/99): Added Strategy for Mr. Drager; Fixed another typo;
Closer but not complete yet...
Beta 6 (11/5/99): Added Strategy for Greenar; Added a "Never Released" note
to Beta 4 in the Version History; Just two bosses to go...
V1.0 (11/6/99): Added Strategies for Dalles and Darm; Added the Passwords
section; did whatever else I had to do...the guide is complete, or at least
complete to my specifications of a Version 1.0 guide.
V1.1 (11/11/99): Added some little things to the Dark Fact and Dalles
Strategies; Added a few notes to the Magic of Shield; added a URL; Fixed a
small typo.
V1.2 (11/12/99): Mainly typo fixing.
Section II: Intro
Hi there! And welcome to my guide for Ys I & II. In this guide you will find
strategies for beating the Turbo-Grafx-CD game mentioned above. One day I may
make this a full Kao Megura FFVII-style walkthrough, with Item Lists and
everything, but for now a mere boss guide is in order. In this guide you will
find:
-Recommended Levels for Adol
-Recommended Equipment
-And comments by me about strategies.
-As well as passwords for various points in the game.
You may wonder why I've put "Guide #101" as part of the title for this guide.
Basically, the last 9-10 months have been an experiment in FAQ writing for me.
As of now, I will number my guides going by something like in what order I
start them (In other words, now I'm getting serious). For more info (And a
complete list of Guides I've written, both finished and unfinished) you can
E-mail me at the address provided at the top of this guide.
Enough of my ranting, let's get to the strategy.
Section III: Absolute Basics
Absolute basic controls for the game. Not much more to say really.
The control pad moves Adol around in the world, besides moving arrows and
highlighting items in menus. Button I confirms menu choices, and Button II
cancels them. You attack enemies by merely running into them.
The Select button brings up the main menu. That's about it pretty much.
Section IV: Boss Strategies
These are specific Boss Strategies for the boss characters in this game. NOTE:
I don't know the real names of most of the Bosses (Dark Fact, Dalles, and
Boss Darm being the exceptions), so I used generic names. If you know the
names of these bosses (And DO NOT use the names found in Clint Dyer's
Sega Master System Ys walkthrough, as almost all the major names were changed
from the Master System version of the game to the TG-CD version of Ys I.),
please send them to me and I'll put them in and give you credit for the
submission. A quick note that Level and Equipment refer to YOUR Level and
Equipment, not the bosses' (Approx. HP DOES refer to the boss however). Now..
Magician
Approx HP: 85
Level: 4
Equipment: Long Sword (Preferable, but not necessary), Small Shield,
Chain-Armor
The Magician doesn't actually attack you. Instead, three flame pillars shoot
from the walls at various times. These flames hurt you for 3 HP per hit at
level 4 (Note that a hit doesn't last very long, so if you're not at the end
of the flame, you'll get hit for a lot more than 3 HP). As far as the
Magician itself, he warps around the room randomly, but usually stays near
the middle. The easiest thing to do is to stand near the bottom flame shooter,
dodging the flame when necessary. When the Magician gets near you, run up to
him and stop on him when you do damage. You'll keep doing damage until he
warps somewhere else. You may take some damage too, but that's okay. Return
to near the bottom flame shooter and wait for another opportunity. Repeat as
necessary.
Millipede
Approx. HP: 120
Level: 10
Equipment: Long Sword, Silver Shield, Plate-Armor
In this battle, the Millipede slithers around the room randomly. If you hit
his head, you take damage (4 HP a hit at level 10, but again, one hit doesn't
last long at all.). When you hit its tail, it takes damage. Beating it is
pretty simple (Assuming your level is high enough). Just follow the Millipede
around and try to stay on its tail (Literally). A quick warning though: use a
heal potion before the battle, if you have one (You should have gotten one in
the Shrine Depths). Sometimes the Millipede will suddenly turn and start
goring you for big damage (He's done 40 damage at once to me before), so full
health is highly recommended for this battle.
Vampire Bats
Approx. HP: 150
Level: 16
Equipment: Silver Sword, Silver Shield, Silver-Armor
What this boss basically does is split up into 16 small vampire bats, and
start following you around the screen. Occasionally he will reform into his
Vampire self. When he does, he will slowly open his cape, then close it again.
You must wait until he completely opens the cape to attack him, and get out
before he starts to close it. It's VERY difficult to do. Also, you can't hurt
the bats, and each hit you take will do 13 HP at level 16, so you have to
constantly dodge. The basic strategy is to do laps around the room until he
reforms, then hit him just as the cape opens completely. You may get hit
some, too, but as long as he dies before you do, it's okay. Again, use a Heal
Potion before you start this battle.
Scyther (Yes as in the Pokemon...you have a better description?)
Approx. HP: 150
Level: 22
Equipment: Silver Sword, Silver Shield, Reflex-Armor
Scyther stays on top of the screen, kind of following you around while he's
up there. He throws up to three scythe-things at you, and these follow you
around the screen. These do big damage to you, roughly 22 HP at level 22.
But Scyther has one big weakness: His scythes can't reach the very top of the
screen. Further, he will retreat to the top left corner of the screen if you
visit him up at the top. The strategy isn't all that complicated. Run around
the perimeter of the battlefield in a counter-clockwise direction. The
purpose of this is to get Scyther to throw his weapons a long way. He can't
launch more than 3, so if 3 are out, he can't throw any more until one gets
back to him. When you get to the top left, or wherever Scyther happens to be,
hit him for as much damage as you can. Once the scythes get close, walk to
the upper left corner and repeat the lap as many times as necessary.
The Boulder (Anyone come up with anything better?)
Approx. HP: 120
Level: 24
Equipment: Same as for Scyther
The Boulder starts in the top-middle of the screen, and slowly follows you
around the room. He will try to get his center horizontally level with you.
He also shoots little rocks, which take off 8 HP per hit at level 24. These
rock start shooting in a clockwise circle, but soon turn random. The annoying
part about this battle is that if you touch his center, he will hurt you for
16 HP of damage per hit. There are two basic strategies you can take here.
One is to "Figure-8" around the entire room, trying to hit the edges of The
Boulder whenever you get near (This will generally give you enough time to
dodge whatever rocks come your way). The second method is to run smaller
circles around The Boulder. You'll be able to inflict damage quicker, but in
general will have less time then you may need to dodge his rocks. However,
either strategy should work. It's just a matter of personal preference.
Twinhead
Approx. HP: 140
Level: 31
Equipment: Flame Sword, Battle Shield, Battle-Armor
The toughest Boss in all of Book 1, and maybe in the entire game, Twinhead
has a deceptively simple attack pattern. He splits into 2 heads, Red/Orange
and Blue. The Blue head is surrounded by 4 diamonds that orbit him in a
counter-clockwise direction. The Red/Orange one is protected by four flames
that move clockwise around it. Any of these orbiters will do 20 HP of damage
to you at level 31. The Twinheads themselves move diagonally around the room,
bouncing off the walls. What makes this battle annoying? Let me count the
ways....1. Only the Red head can be hurt. 2. After you hit the Red head it
will switch positions with the Blue head. 3. Really poor hit detection
(Sometimes you'll hit the Red head right down the middle and won't score a
hit. It seems you have to hit him more toward the ear in order to get a
consistent hit. Of course if the flames/diamonds hit you anywhere at all--
even in your head [Due to the perspective they should thus be going slightly
above where you're standing] --you lose HP.). To battle this, stay in one of
the bottom corners (I prefer the left) where Twinhead can't hit you. When the
red head draws near, run up to it, hit it, then when the heads switch, run
away. To make running away a little easier try to exit in the opposite
direction of the one Twinhead is moving in. For instance, it he's moving
downward try to exit from the top. Also try to go in the direction of the
diamonds/flames as much as possible. Taking the above as an example, try to
exit the diamonds going up and to the left. Thankfully, at certain points in
the battle Twinhead's flames/diamonds will begin to disappear. He'll lose one
once you get him down to 60 HP, another when he's down to 40 HP, and a third
once you reduce him to about 20 HP.
Dark Fact
Approx. HP: 200
Level: 35 (You can't even HURT him at 33, even WITH the right equipment; You
can THEORETICALLY do it at 34 but his method of attack makes it impossible to
win before he cuts off too much of the platform)
Equipment: Silver Sword, Silver Shield, Silver-Armor (There is a reason for
this; more on that later)
Your final opponent in book I is Dark Fact. After his monologue (Which is
darn cool IMO), the platform you're on will start flying through space. Dark
Fact will take off flying diagonally, not unlike Twinhead, except he moves
MUCH faster and is not limited to just the platform. The main thing to
watch for in this battle is the fireballs that come from the edge of the
screen. These will split up into 8 smaller fireballs which can hit you for
20 HP each at level 35. The annoying part about this is that 2 will typically
split at about the same time and in the same place, meaning you'll probably
get hit twice in a row. Also, these fireballs are to be regarded as a threat
BEFORE they split, as if you come in contact them you will either lose 60
(The fireball immediately splits and three smaller fireballs hit you at once)
or 100(!) (Same as above except you get smacked with FIVE fireballs at once)
HP. Oh yeah, I forgot to mention: Whenever you hit Dark Fact, he will remove
a piece of the platform entirely! This is right where you're standing, and
although you can't fall off the platform, you also can no longer move there.
As you can imagine, this gets annoying pretty quickly. There are several
tips that can help you gain the upper hand, however. First, if you hold right
on the control pad as the monologue is ending, you can get a quick two
(Three? the meter goes off too fast for me to tell) hits in before Dark Fact
takes off. Secondly, if you hit him twice in quick succession (Hit him again
before he's done taking off the piece of platform from the first hit), he
will only take off a piece of platform for the SECOND time you hit him. As a
follow up to this, he will move diagonally at about the same speed as you
will move horizontally. I will show this ASCII diagramically, so prepare
yourself......
-------------------------------------------
| / |
| DF\ / |
| \ / |
| \ / |
|A >>>>>X>>>>>>X>>>>>>>>>>>>>>>>>>>>>>>>>>|
| \ / |
----------\--/-----------------------------
\/
Okay, A is you (Adol). The > is your horizontal path. DF is Dark Fact and the
/ and \ are his path. The Xs are where you should meet, especially if on the
first X you manage to get there just as his left (Your right) side does.
I notice that in all of this I haven't really given any strategy as to how
to BEAT Dark Fact. There are several, though which you choose is really up
to you. One is the "Stay around the edges" strategy. The theory behind this
is that by hitting him on the edges you have plenty of room to maneuver once
the platform starts crumbling. It also gives you more chances at multiple
hits per pass. The drawback is it's tougher to dodge the fireballs, and you
also risk trapping yourself in a very small area in the corner. Another is the
"Follow Dark Fact wherever he goes" strategy, the theory being that you'll do
more damage more quickly this way. The problem here is you risk cutting off a
large portion of the platform quicker than you really should, as well as
slamming into a large fireball. I personally like to lurk near the MIDDLE of
the platform, which gives me the most time to dodge the fireballs, and strike
whenever Dark Fact draws near. (NOTE: There is a reason why you want the
Silver Equipment in this battle. Basically, without it you can't hurt him,
and he'll waste you in about 3-4 small fireball hits. As Lair says, without
the full lineup of Silver Equipment, you will never defeat him. Also, Dark
Fact HIMSELF tells you that "You have no chance without the protection of the
Silver Equipment!" So there ya go. Silver all the way.
(Thanks to G. Crowe and Clint Dyer for coming up with the other
strategies for this battle...Tony Lacau had a good point about the Silver
Equipment too, but it was for the Sega Master System version of the game [So
were the other strategies, but Dark Fact's attacks didn't change in the two
versions of the game, whereas apparently you didn't NEED the Silver Equipment
to beat Dark Fact in Ys for SMS]. For the full strategies check out Clint
Dyer's guide to Ys: The Vanished Omens for SMS on www.gamefaqs.com [Dark Dekt
in the SMS version is the same as Dark Fact in this version].)
Armored Griffin
Approx. HP: 220
Level: 37
Equipment: Short Sword, Wood Shield, Chain-Armor, Magic of Fire
The Armored Griffin--I couldn't see anything else in him--follows you around
the screen horizontally. He doesn't leave the top of the screen. However, he
will stop and fire 7 spreading lasers whenever he gets you in his sights--
it's actually a Plasma ball and 6 lasers (3 on each side), but hey. In fact
let me show you this in an ASCII diagram, since I seem to be doing a lot of
those lately:
L3 R3
L2 C R2
L1 R1
There. The key here is to use the Magic of Fire when he opens up to fire at
you. Since he makes a weird noise before he fires at you, the easiest way to
win this battle is to go to the lower left corner of the screen and face him.
As soon as you hear the weird noise, fire and move just a SMIDGE to the right
so that you're between the lasers R1 and R2. Go down as low on the screen as
you can go (Careful when you're near the door, as you CAN leave the room).
Face him again and wait for him to fire again. Continue doing this until you
get to the right edge of the room (He should be unable to fire at you at this
point). Go all the way back to the left and do it again. Repeat as necessary
(Oh yeah, the lasers, plasma ball and Armored Griffin himself all take off 20
HP per hit at level 37. Also, if you're timing is PERFECT, meaning you can
fire off the first Fireball BEFORE you hear the weird noise, you can hit him
TWICE per laser blast. It's fairly difficult to do though).
Armored Cyborg
Approx. HP: 255
Level: 41 (Difficult, but it can be done.)
Equipment: Katana, Small Shield, Breast Plate, Magic of Fire
The Armored Cyborg basically jumps around the room, following you. Just
before he jumps he will shoot out 8 fireballs which take out 27 HP per hit at
level 41, and they will usually hit two or three times at once. That means
big reduction of your HP. Worse, he can only be damaged just after he lands
from a jump, or just before he starts one. There isn't really any foolproof
technique to this battle, but the basic strategy is to run around him as far
away as you can get from him, and fire when you think the time is right. Also
remember to avoid the fireballs. As I said, 41 is a difficult level to do
this at (It takes awhile too--the Boss music played twice and was about half
way through the third play before I finally brought him down); You may want
to build up an extra level or two.
Greenface
Approx. HP: 255
Level: 47
Equipment: Katana, Large Shield, Plate-Armor, Magic of Fire
Greenface will materialize out of the ground in the middle of the room, then
will start following you around, periodically spitting out a large worm and
reinhaling it soon after. Contact with Greenface or the worm will take off
25 HP per hit at level 47. Move to the top of the screen, just to the right
of Greenface's starting point. When he starts to follow you, move SLOWLY
around the outside of the screen. He can only be hurt when he is spitting out
of inhaling the worm. When he pauses to spit it out, hit him with a fireball
or two. When he inhales it, get as close as you can to him and pump fireballs
into him for all you're worth. Repeat going around the outside of the room
and shooting fireballs at the right time until he dies. You may have to break
the pattern of running around the outside of the room when the worm chases
you. Don't worry about it.
Mr. Drager
Approx. HP: 255
Level: 52
Equipment: Hyper Cutter, Iron Shield, Reflex-Armor, Magic of Fire
Mr. Drager, like most other bosses in Book II, slowly follows you around the
room. He will shoot out 6 small fireballs that begin to spread out then sort
of "join together" in front of him. Contact with these fireballs, or with Mr.
Drager, will result in a loss of 12 HP per hit at level 52. Worse, you can
only hit him directly in front, where he shoots the fireballs at. Nonetheless,
if you "get back to basics", so to speak, this is the easiest boss in the
entire game (Assuming you're at Level 52 and have full HP). Turn the Turbo
function on Button I all the way up. As soon as the battle starts, hold down
Button I so that you're constantly shooting fireballs forward at Mr. Drager,
one after the other. Don't move, just keep shooting fireballs. This is
seriously all there is to the battle. You should come out of it with 25 HP
remaining, which is fine since you'll get it all back. (NOTE: If for whatever
reason you lack a Turbo Function on your controller, just hit the I button as
fast as you can. You may have to build up another level in this case, and
you'll come out of it with a different amount of HP left.)
Greenar (Thanks David!)
Approx. HP: 255
Level: 54
Equipment: Battle Sword, Battle Shield, Battle-Armor, Magic of Fire
Greenar sends out four bats that swoop around the room diagonally, like Dark
Fact or Twinhead. Greenar himself doesn't even MOVE, but of course there's a
catch. Greenar himself can't be hurt. You have to shoot Fire at the BATS, and
you can't make contact with them or you'll lose 20 HP per hit at level 54.
Contact with Greenar will result in the same loss of HP. Also, a hit doesn't
last long (As I've stated several times), and the bats move rather slowly, so
you can get HAMMERED if you're not careful. When a Bat gets weak, it will
turn red, and a few more Fireballs will kill it, damaging Greenar. However,
another bat will replace it, and the new bat will in all likelihood be flying
at a non-perfectly-diagonal angle, making this battle doubly annoying. There
are a total of 10 bats to kill, meaning they'll be replaced 6 times. It's
generally safest to stay near the bottom of the screen and fire only
horizontally at the bats. You will break this rule at times though, so don't
adhere STRICTLY to it or else you will eventually receive the aforementioned
hammering.
Dalles
Approx. HP: 255
Level: 57
Equipment: Cleria Sword, Battle Shield, Cleria-Armor
Dalles the Wizard is, to say the least, a difficult opponent. Your Magic of
Fire is useless against him (It doesn't fire), so you have to actually make
contact with him, just like with the Book I bosses. Dalles teleports
slowly around the room. He is surrounded by 4 fireballs, not unlike Twinhead,
except that when you hit Dalles, the fireballs COME IN toward him, so you
have to get out as quick as you can. Basically, come in at him from the
bottom when there's an opening in between the fireballs (The width of the
opening varies), then quickly exit the way you went in. The exception to this
is if the fireballs sweep the bottom of the screen, in which case you should
run left-to-right or right-to-left through him, depending on where you are in
relation to him at that point. Contact with the fireballs will mean the loss
of 7 HP per hit at level 57. Also, you want to take as little damage as
possible in the early stages of this battle, as the fire moves quite a bit
faster once Dalles gets below about 100 HP and they're almost impossible to
dodge when they speed up.
(Something of a minor spoiler coming up..you've been warned)
Boss Darm (Called merely "Darm" in the game...any idea why?)
Approx. HP: 255
Level: 60 (62 is preferable, but I pulled it off at 60)
Equipment: Cleria Sword, Cleria Shield, Cleria-Armor, Magic of Shield,
Goddess' Ring
When you take the walk up the final corridor, you will see the Black Pearl,
the source of all the evil in Ys. The pearl will then "unfold" into your
final foe--Boss Darm. Darm warps randomly around the room, like Dalles except
MUCH quicker. Also, his attack is to send meteors raining down on your head,
rather than being surrounded by fireballs. These meteors take off 7 HP per
hit at level 60. When you hit him, he will momentarily freeze in place and
revert to becoming the Black Pearl, before resuming teleporting. Making this
battle even tougher is the fact that there is a pit in the middle where
Boss Darm will sometimes warp to. Also, the platform is not a perfect
rectangle. The corners are kind of "Cut off". Sadly, I don't have a
foolproof strategy for you (If I did, it wouldn't be difficult enough IMO),
but here are some general tips to improve your chances of victory.
-First off, EQUIP THE GODDESS' RING IN YOUR INVENTORY!! This is the single
most important thing you can do in this battle. If you don't have it
equipped the meteors will rain on you faster than you can dodge them, and
they will deplete your Magic of Shield 5 times as quickly, and perhaps more
(More on that in the next tip). Even with it equipped the meteors fall kind
of fast, but you at least have a chance of dodging them.
-As far as how the Magic of Shield works, if renders you immune to all
attacks--assuming you have MP to power it. You lose MP at the rate of about
2 per second, and contact with the meteors results in an instant loss of
4-5 MP per hit at Level 60 (About 3 per hit at 62)--unless you forgot to
equip the Goddess' Ring, in which case they take off 25 MP per hit. Try to
get as close to the final door as you can before equipping it--every Magic
Point counts.
-Even with the Magic of Shield equipped, dodge the meteors as much as you
can, because your HP will drop pretty quickly once your MP runs out and the
meteor hits start counting.
-Try to stay on the lower half of the platform; There's more room to
maneuver there.
-Try to attack Darm horizontally, rather than vertically. The meteors
typically come more vertically than horizontally (Though there are
exceptions), so they're easier to dodge if you're moving horizonally.
-Try not to go after Boss Darm if he's more than half the length
(Horizonally) of the platform away from you; You probably won't make
it in time.
-BE PREPARED!! Unlike all the other boss battles, the Darm battle begins
IMMDEATELY after his face disappears from the screen. In most other battles
(Dark Fact's most notably) you get a good look at your foe before the battle
starts. Not here.
Well that's it. Follow these tips and victory should be yours. Good Luck!
Section V: Passwords
These are passwords that will put you just before various bosses in the
game. WARNING: Once you enter a password, it will ERASE the data of the
file you entered it on. Make sure nothing important is on that data.
NOTE: Most of these codes require you to do some building up before you'll
actually be able to take the boss. I just get to them quickly I guess. :P
Okay, so I lied. This first password is a little unusual. You may be
familiar with the code that starts you off with 99,999 Experience and
65,535 Gold. This puts you just after the start of the game with
some equipment and about 50,000 gold (You still have 99,999 Experience).
Special thanks goes to the now-defunct (I think) Video Games and Computer
Entertainment magazine for printing the original code from which this one
is derived. You can view the original code nowadays at sages.ign.com and
vgstrategies.about.com, amongst others, but I originally took it from
VG & CE.
*Q9EF/qAAZg!Q/HYX8pZp
ZpZpZ/pZpZpZp/ZpZpZpZ
6J6J6/J6J6J6J/6J6J5K5
K3L
Before the Magician, at level 4
*yPyM/?EEX8GX/rYx1K5K
5Oka$/B$B*A*A/*A*A*A*
RxRxR/xRxRxRx/RxRxSwS
wSF
Before the Millipede, at level 9
$TrGK/#LL!3G6/KHr4dxC
#e1Ow/RxUukdg/hghghgh
QyQyQ/yQyQyQy/QyQyPzP
zP5
Before the Vampire Bats (I think this code is wrong but I don't know exactly
what I copied wrong. Can anyone figure it out, or just give me a different
one?)
#Tm!7/d!E5r5r/VBae4nJ
xQAg#/BfoqxSR/xRxRxRx
A*A*A/*A*A*A*/A*A*B$B
$Bp
Before Scyther, at level 20
8aoqF/hQ4gRCw/T5AEdum
Hpq6Y/67AED##/kekekek
O1O1O/1O1O1O1/O1O1N2N
2PQ
Before the Boulder, at level 24
5XkNr/OodXZo$/GLVRZqh
jBPSz/SXwsvUU/E!E!E!E
tVM3M/3M3M3M3/M3M3L4L
4Mq
Before Twinhead, at level 29
1K1a5/v11SQSe/x22222!
!cWCk/CB88$AA/WsWsWsW
9FTvT/vTvTvTv/TvTvUuU
uT2
Before Dark Fact, at level 33
1e1PF/fDtjuc*/U7XXXXf
f$ypp/HG$$8HH/To1O1O1
ek4L4/L4L4L4L/4L4L3M3
M6V
Before the Armored Griffin, at level 37
v#D?v/TvXH!Wa/oFncncn
fK$B$/BGRdD?D/?D?D?D?
UuUuU/uTgqYqY/qYqYrXr
fVA
Before the Armored Cyborg, at level 41
uUvUA/wapz!AX/K!DOUOH
VDUmc/mfPPSwT/vTvTvTv
G7H?D/?CCWsWs/WsWsVtV
jUV
Before Greenface, at level 45
meoKd/1FFPHWV/v*rp8pv
$rrXv/Tq77pZm/pZpZpZp
N1vVt/Vss*A*D/?D?D#C#
KyL
Before Mr. Drager, at level 50
tnfzh/Ellh4gY/vF6z6z2
hzzEv/Tq77pZm/mRJpdlZ
2OC!E/!FFSyQ6/7H7H8G8
Lw2
Before Greenar, at level 54
r6Nlu/6qUw$EE/Xx*#*#*
u??Kq/gn44sWr/reW9K5P
x5XxR/xSSFml!/?D?D#C#
QuQ
Before Dalles, at level 55
qqX8q/!uYelld/v?99779
t!!PQ/7CTT048/8vnaL4O
NlzKX/rYYDlp*/7H7H8G8
LqA
Before Boss Darm, at level 58
p9WaA/TF?nr7$/44tttlk
1KkYY/hbLLWvj/j4#BSSS
RwxYJ/6KKe#8r/wSwSxRx
g1A
Section VI: This Guide's Future
Well I know one thing right off I'll have to update: THE PASSWORDS! Sadly,
I couldn't tell the differences in my own writing between subtle things
like 'u' and 'v', 'S' and '5', and other such things. Other than that I
think the guide is pretty much complete. So what's the next step? Who knows,
maybe the aforementioned full FAQ to this game....see ya...
-Marc
Section VII: Legal Stuff/Special Thanks
This guide is Copyright 1999 by "Emptyeye". However, you can do pretty much
what you want with it except A. Say you wrote it, B. Quote parts of it
directly without putting the quoted parts in quotation marks and naming this
guide as a source (THAT IS PLAIGERISM!!!), and C. Sell/give this guide away
for profit of any kind. Lastly, I reserve the right to ask that this guide
be removed from your website at any time (Which won't happen under any
circumstances). Thank you. I acknowledge all copyrights, trademarks, etc.
in writing this guide. Special thanks to Clint Dyer, G. Crowe and Tony Lacau
(For the Dark Fact strategies), to my little brother David (For saying "That
boss looks like the gold guy from the Power Rangers, except he's green",
thus coming up with the name "Greenar"), to Nintendo (For coming up with
Scyther), to my cousin Jamie (For providing the system and game which I
wrote this guide with, and for not getting mad when I repeatedly [But
accidentally] erase his games :P), to VG & CE (For originally printing the
"Start with 99,999 Experience and 65,535 Gold" password), and to....
The Lagged Riftez Man (For nothing in particular).