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LUFIA: THE RUINS OF LORE, for the GameBoy Advance
------------------------------------------------------------------------
FAQ/Walkthrough, rev. 1.05, September 8th, 2003
(c) Phoenix 1911 <
[email protected]>
------------------------------------------------------------------------
Hi, and hello, and welcome to my Lufia: The Ruins of Lore FAQ! This FAQ
covers the GameBoy Advance version of the US-release, and should be
complete with game basics, a walkthrough, and supplementary information
such as charts and appendices. This document is best viewed in a fixed-
width font, such as Courier New. Also, I've made use of the "overscore"
character: ¯ (if this character does not look like an upside-down
underscore, many section headers will look like crap). In any event,
enjoy!
Before we start, please take these three points in mind:
1. This FAQ is copyrighted. Don't gain any profit of it--reproduction
and modification are prohibited, except for personal, private use.
If you're a FAQ author and wish to use parts of my FAQ in any way,
please contact me first.
2. The latest version of this FAQ can always be found at GameFAQs.
Wanna host this file? Great! You have to drop me a line requesting
permission, and most likely you will get it. I especially encourage
fan-sites to list this document.
3. I get almost no e-mail concerning this game, so I'll probably reply
if you drop me a line. Make sure to see section 5 first before
contacting me!
Thanks for your courtesy, and have fun.
Note that I changed e-mail addresses; everything sent to my @hccnet.nl
after September 2004 was not received by me. See above for my new
address, and sorry for any inconvenience.
Table o' Contents:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1. THE GAME BASICS
1-A: Introduction
1-B: Cast of Characters
1-C: Getting Acquainted
1-D: Combat
1-E: The Other Stuff
2. WALKTHROUGH
2-A: Licensed to Hunt
2-B: Gruberik
2-C: The Black Auction
2-D: Over the Hills
2-E: Beauty and the Beast
2-F: The Ancient Ruins
2-G: Curses!
2-H: Through the Sewers
2-I: Gruberik Revisited
2-J: Ordens
2-K: The Tower's Treasure
2-L: The Almighty Swordsman
2-M: The Nimona Mines
2-N: Family Reunion
2-O: The Wind Stone
2-P: The Exorcist
2-Q: The Girl's Spirit
2-R: Gratze
2-S: The Royal Ring
2-T: The Time Portal
2-U: Inside the Behemoth
2-V: The Last Stone
2-W: Save the Townspeople!
2-X: A New Tower...
2-Y: To the Holy Land
2-Z: Goldiark and Ragule
3. APPENDICES
3-A: The Ancient Cave
3-B: Jobs and Skills
3-C: Disc Monsters
3-D: Blacksmiths and Alchemists
4. CHARTS
4-A: Items
4-B: Skills
4-C: Monsters
4-D: Shops and Inns
5. FREQUENTLY-ASKED QUESTIONS
6. THE FAQ'S REAR BUTT
What's New?!:
¯¯¯¯¯¯¯¯¯¯¯¯¯
- Submitted info was added. Keep those corrections comin', guys!
- Small (miniscule) changes in the layout.
========================================================================
PART 1: THE GAME BASICS
========================================================================
------------------------------------------------------------------------
1-A: Introduction
------------------------------------------------------------------------
The kingdom of Gratze attacks neighboring countries, while in search
of the Beast. It appears that the Beast is quite a powerful hunk,
seeing as he is sought after for reasons not hard to make up: someone
wants complete control of the world. That someone is Ragule, a
mysterious stranger who managed to get Gratze on his side. Finding
the Beast is no easy job; soul and body are separated, and it is said
that one part is sealed away in the holy land. Who can stop Ragule?
You take the role of a kid named Eldin. Although he appears to be a
simple kid, something's different about him... While he travels
around the world, he meets a priestess, who is in search of shards and
stones. Those are needed to enter the holy land, and it so happens
that that place is on Ragule's list of locations to visit. During the
game, Eldin, and his friends Torma and Rami, meet people, visit
places, and are drawn into the historic sequence of events.
Confrontation with Ragule is inevitable. So in the end, it all comes
down to saving the world from some evil bastard... how original.
For the interested: Lufia: The Ruins of Lore takes place twenty years
after Lufia II: Rise of the Sinistrals. It takes place in the same
world (i.e. a different world from the first Lufia or the third one),
so you'll no doubt find some references to that game.
You've played Lufia II, right? That wonderful game on the Super
Nintendo (which actually appeared in Europe, which I thank Taito for),
which many people believe to be one of the best role-playing games on
that console? The third in the series appeared on the GameBoy Color
and wasn't _that_ of a success, and this game, the fourth, should do
something about that.
------------------------------------------------------------------------
1-B: Cast of Characters
------------------------------------------------------------------------
You see, I was supposed to give biopics for these characters, but they
aren't exactly detailed throughout the game like other games. So,
here is a breakdown of their B-button skills and their battle
usefulness. Whee!
Eldin:
¯¯¯¯¯¯
- Eldin's B-button skill is a knife, with which he can cut away vines
on the walls and bushes, and other stuff that can be hacked down.
- In battle, compared to Lufia II, Eldin is Maxim. All-around, not
too shabby in the magic department, and okay when you need physical
strength, but not the number one choice when pure muscles or an IQ
of 200 is required.
Torma:
¯¯¯¯¯¯
- Torma's B-button skill is a rope. This is similar to Lufia II's
hook or Zelda's Hookshot; you can cross chasms when a pole/stake is
on the other side.
- In battle, Torma is between Eldin and Bau; his magic is lower than
average and the size of his muscles more than average. He's a
little slow, however.
Rami:
¯¯¯¯¯
- Rami's B-button skill is fire; she's good at lighting up candles
and the like, and burning away stuff, like bushes, tree stumps, or
spider webs. Pyromania forever!
- In battle, compared to Lufia II, Rami is Tia. A giant bucket of
SUCK when talking about weapon and using them, but with powerful
magic to her potential. I'm not talking about pulling a rabbit out
of your ass, but summoning a firebird and roasting your foes' butts
to coal. She's also good as a healer, because her AGL is the
highest of the four main characters.
Bau:
¯¯¯¯
- Bau's B-button skill is a hammer, with which you can smash any
breakable object to a hundred pieces. Or something like that.
Skulls and barrels break when bashed upon, but oddly enough, pots
that fracture by knives are able to resist the hammer.
- In battle, compared to Lufia II, Bau is Guy. Can't learn magic
(Bau isn't able to get a job), but powerful with his weapon. Also
seems quick in battle. He however seems to miss many attacks,
which sucks.
------------------------------------------------------------------------
1-C: Getting Acquainted
------------------------------------------------------------------------
...also known as "role-playing games for dummies"; or "a beginner's
guide to RPGs"; but most likely "the crap you can skip". The "The
Nuts 'n Bolts" section is copied from my other FAQs, because they just
happened to be for RPGs as well. Listen up!
CONTROLS -------------------------------------------------------------
Here is a quick rundown of the buttons and their functions.
A -- Confirm, interact, examine, etc.
B -- Cancel.
L -- On the field, you can switch characters with this button.
Each personage has a unique ability, such as Eldin with
his knife (to cut away stuff).
R -- Hold this button, and use the directional buttons to turn,
without actually moving.
Start -- Save your game (GameBoy Advance-style: if you load your
savegame, it is deleted upon reinitiating the game).
Select -- Opens up the menu, from where you can configure, etc.
Resetting the game software-wise can be done by simultaneously
pressing and holding A, B, Start and Select.
THE NUTS 'N BOLTS ----------------------------------------------------
RPG. That's role-playing game, I guess, and this genre involves
gazing at your television screen or PC monitor while controlling a
bunch of people. The A-B-C is simple: your goal is to walk around and
visit wacky places, slapping together a team of super-skilled
personages, and accomplishing a certain goal (which is most likely
saving the world for the thirty-seventh time).
But wait; that's not all! While doing this, you have to explore
dungeons and slay monsters the monsters inside. By doing this, you
will get better (a.k.a. gaining experience), so that you can slay more
monsters, so that you can slay the boss of the monsters (who usually
resides near the end of a dungeon), and so that you can eventually
slay the boss of the bosses. Isn't that fun?! To be frank, it's not.
Fortunately, there is a storyline that makes you forget most of this
essential RPG-element.
A bit more on that gaining experience: another typical RPG-element is
leveling up; fighting monsters willingly to get stronger, making
future enemies a breeze. In this game, as long as you don't escape
from most battles, it's not absolutely necessary to spend hours of
leveling up, but staying ahead a couple of levels DOES make the game a
tad easier. Of course, not only your experience level determines your
strength in battle--you'll have to equip your characters with weapons
as well.
Besides dungeons, RPGs contain places where special events occur, and
towns. If you wanna save the world, it doesn't help much to stay in
the same place the whole game, eh? Therefore, you have to move on.
Towns consist mostly of houses, shops and inns. Shops make it
possible to buy and sell things, and inns are sowed just about
everywhere to recover every single lost bit of HP and AP. EVEN if
you've been roasted to a pile of nothingness, or attacked brutally by
a madman, or just lost a few limbs... an inn instantly cures ANYTHING.
The price of an inn, contrary to equipment, varies from town to town.
It's mostly not much, trust me.
You will also have to buy new armor and upgrade your weapons; like I
said above, leveling up alone won't be enough to sustain the damage
you take from newer enemies. Stronger equipment is acquired as you
go; a handful is hidden in chests, and there are always shops that put
these things up for sale. These stores are your main source of
equipment, and monsters will be your main source of income (as well as
selling your older gear). Defeating them will result in the
acquisition of G (gold; currency in the game), to reimburse the costs,
or to sleep at inns to recover your health. There you go.
FEATURES UNIQUE TO LUFIA ---------------------------------------------
Of course, not entirely "unique", but unique in such a way that not
99% of all RPGs tackle the system in a similar way.
In Lufia, there are no random battles. It's more like Chrono Trigger,
where you could see the monsters on the map and choose to fight them
or not. Since the game works with "tiles" (one step is one tile, or
block), you can only touch a monster by standing in one of the four
tiles surrounding one. This is when combat initiates. If you catch
them in the back or in the side, you will gain an extra round of
attacking. If it's vice-versa, on the other hand, _you_ will have to
bear with an extra black eye.
Whereas in Lufia II the emphasis was on puzzles, that's not the case
in this installment of the series. Still, there are a few switches
and pots to be found, and mini-puzzles. Don't expect something to the
effect of Lufia II, however. Each character has been given a unique
skill for usage in the field. Torma, for example, has a rope. With
it, he can grab a hold of a stake on the other side and get the entire
party there. You can switch characters by using the L-button, and
using skills is done by pressing B. Sometimes, B-button abilities are
crucial to continue. In a few cases, they're optional (cutting away
bushes to reveal items).
Also, there are Disc Monsters (similar to Pokémon) you can capture.
You can let them fight for you in battle; they'll be a new party
member, so to say. There's also the job system; you can switch to a
certain class, and learn skills unique to that job, as well as getting
stat-modifications particular to that it. Although it is not crucial
to know, section 1-E is a recommended read before you play the game.
Conventionally, Lufia has four types of screens, which are the field,
the battle screen, the world map, and the menu. They are separately
explicated below, except the battle information, which has been moved
down to section 1-D.
THE FIELD SCREEN -----------------------------------------------------
You can walk around, talk to people, get items, see monsters, etc.
Here are brief breakdowns of dungeon and town elements, i.e. well,
everything that is not the ground:
Dungeons:
¯¯¯¯¯¯¯¯¯
+ LADDERS, DOORS: Self-explanatory. ...I hope.
+ BUTTONS AND SWITCHES: Appear as, well, buttons on the ground.
Most are connected to doors; they open when you step on the button.
In some cases, this isn't enough, as you'll need something to hold
down the button forever.
+ BUSHES, VINES: Cut away with Eldin's B-button technique. You
might find some obscure thing under it, and in some cases you
_have_ to mow down in order to continue. Some vines on the wall
give cover to secret passageways, so keep a close eye on them...
+ POTS, BARRELS, AND OTHER THINGS YOU CAN MOVE: Push or grab them,
and most likely place them on a button. Pots can be grabbed and
placed freely (use the R-button technique if you need to), but the
heavier stuff is limited to being pushed. That means you must NOT
push them against a wall, for they can't be *pulled*.
+ HAZARD: Needless to say, don't step into the lava! Or anything
hazardous for that matter--HP is lost with every step.
Towns:
¯¯¯¯¯¯
+ RESIDENCES: Just your regular buildings, housing people to talk
to. I have yet to see an RPG with people that *do* bother about
strange people wandering inside.
+ CHURCH: Inside, you can save your game (for free), cure status
ailments (for 100G), and remove cursed items (for 150G)--you can't
remove the curse from the item itself.
+ INN: The supplement to the church; recovering HP and AP. Contrary
to what the church asks in return, here the price varies from town
to town. And no; the trick from Lufia II (sleep for free if you
don't have the money) doesn't work here.
+ SHOPS: And of course, these can't be left unmentioned. Buy all
kinds of crap here, varying from items to cure your party to
equipment that protects your characters and slaughters any
opponents. Unlike the inn, the price of everything is the same
everywhere. You can select to buy stuff, but for equipment, it's
possible to equip what you want instantly.
THE WORLD MAP --------------------------------------------------------
Lufia's world map is different from those in other games in that you
don't need to walk through the overworld. Instead, you can just
select the place you wish to visit and the game will take you there.
This takes away the need of a boat and an airship, _and_ the need of
the Warp-spell that was one of the most-used skills in Lufia II. The
positive side of this is that it makes the game easier, but the
negative effect is that it, well, makes the game easier. The
developers presumably chose for this type in order to not have to give
access to the entire world; e.g. Elcid, Sundletan and many other
places that made appearance in Lufia II are not accessible in Lufia:
The Ruins of Lore.
Anyway, the overview of the entire world is the world map, and from
there you can select parts, move to the area map. Different locations
are unlocked by progressing with the game, and different area maps are
revealed by unlocking new places. Red spots on the map indicate zones
inhabited by monsters (dungeons, caves, etc.), while blue is a
friendly color and thus specifies a town or village.
THE MENU SCREEN ------------------------------------------------------
Heh, this would be simple. Press Select to bring it up when you're
not busy in battle, and a few letters and numbers pop up. The above
bar is the status of your characters, in the lower-left corner you'll
see your playing-time and the amount of cash you're carrying, and
eight choices are found to the right of that box:
Items:
¯¯¯¯¯¯
Selecting this brings up a list of your items, from where you can
Use those items or Discard them. It's all straightforward, really;
select an item and employ it on the person of preference, if
applicable. Most of what you see here are curative items, and
battle-only stuff, equipment and some accessories are listed in
grey. This means that you can't use them from here. Hit Select
while hovering above an item to create a box with the description of
that item.
Special:
¯¯¯¯¯¯¯¯
Similar to Items above, 'cept that this houses your--guess this--
*special* items. Some can be used, and some not. Sometimes, you
will need to use them in the field; the Stone Fragment, for
instance, has to be placed in a hole. This can be done by facing
the hole and selecting the item in the Special menu.
Skills:
¯¯¯¯¯¯¯
Select this and the person whose skills you wish to see, and your
wish is granted. Skills are like magic in Lufia II or techs in
Chrono Trigger; see section 3-B on how to learn them and 4-B for a
list of the skills. And skills aren't the same as the dungeon
skills in Lufia II, such as the arrow and the bomb, so keep that in
mind.
Monsters:
¯¯¯¯¯¯¯¯¯
Only available if you have captured a Disc Monster. Simply a status
screen with HP, AP, stats, etc. of the monster you select. For more
info, check out section 3-C. Press L and R to switch between
monsters quickly.
Status:
¯¯¯¯¯¯¯
The same as the Monsters menu, only this concerns yourself. You
will find your name, level, HP, AP, job, B-button technique,
equipment, and much more here. Again, press L and R for a handy
shortcut to switch to other characters in your party.
Equip:
¯¯¯¯¯¯
Straightforward, really. Select the character you wish to change
the equipment of, then select which equipment to change, then select
which equipment you want him or her to wear. Note that some people
can't equip this and that, and make sure to keep an eye on the stats
to the left, which show the pros and cons of the equipment you
select.
Change:
¯¯¯¯¯¯¯
This puts characters in the front or back row, or switches their
position horizontally. People in the back row (can't be done in the
very beginning of the game, until you get five or more in your team)
do not participate in battle, although you can switch them--during
the fight--with other party members.
Options:
¯¯¯¯¯¯¯¯
The message speed can be configured here, as well as the cursor
position (changing it to memory saves the position of the cursor
when selecting options in battle and menus). Furthermore, your
Compendiums are located here; all your acquired items, captured
monsters and much more are recorded in these books.
------------------------------------------------------------------------
1-D: Combat
------------------------------------------------------------------------
THE SCREEN -----------------------------------------------------------
For starters, you have three important statistics in battle:
+ HP (HIT POINTS): Determines your health; if it's zero, you're as
good as dead. A game-over is scored when everyone (Disc Monsters
not counted) has kicked the bucket.
+ AP (ABILITY POINTS): Allows the use of skills (a.k.a. magic).
+ IP (INSTALLATION POINTS): IP is a special gauge unique to the
series. Basically, when you get hit, the gauge increases (think of
it of a fury-meter). When it's full, you can install with a
monster you have captured, in order to become a stronger monster
(even though you can't control it). See below for more.
Those stats are listed below, in the boxes. On the screen are the
monsters (your targets), and the weird characters below are your party
members, which you control.
THE OPTIONS ----------------------------------------------------------
The battle system of the game works with rounds. When it's your turn,
you'll get to choose from three different options once they pop up:
+ SWITCH: Change positions of your party members. Although you have
a party of four characters that actively hack and slash, in reality
you've got actually eight; at any time, you can switch them with an
active person. Use this strategically; low-HP characters should be
put in the back row, etc. And remember _that_ this is possible in
the first place (I didn't know 'til I've completed half of the
game). If you switch, everything's reset when the battle is over.
+ ATTACK: This brings you to the actions sub-menu, from where you
can choose from a variety of options, such as using an item,
attacking, or defending. See below for more details.
+ RUN: Attempts to escape from battle. This is different from Lufia
II in the sense that you can assign this to your party members
individually. When one fails to escape, the battle just resumes.
So if you really need to get away, set everyone to run.
A note on those rounds and turns--it's not _entirely_ turn-based,
because the AGL-stat (speed) is factored in a few cases. If you
surprise the enemy, you will get the first round (or vice-versa) no
matter what. Then it goes according to the AGL of the characters and
monsters--the fastest attacks first. If the AGL of someone is twice
as much as another, then that person gets to attack twice as much. I
believe the mechanics work like this.
THE ACTIONS ----------------------------------------------------------
If you select Attack, then the following options appear:
+ ATTACK: Physically attack the opponent(s). This does damage based
on the ATK-stat of the performer, and that stat is based on the
character's strength and his or her weapon.
+ SKILL: Opens up a menu with the spells the character in question
has, and using them if you wish. Press Select in this menu to see
descriptions of the skills.
+ ITEM: Use an item. Well, duh. You can choose healing Potions
from here, or special balls to attack the enemy, or whatever you
have collected. Only items that can be used while fighting are
listed, so you won't need to scroll through equipment and all of
that useless crap.
+ DEFEND: If you manage to defend before your foe attacks you,
damage is decreased (how much is something I've yet to figure out).
You cannot attack if you defend, though.
+ INSTALL: Fuse with your monster--if you have one, that is. This
requires a full IP-bar. When you fuse, you'll lose control over
your character (and monster); for three rounds, the newly-created
creature will attack on its own. Of course, attack is pumped up,
and you are immune for your opponent's attacks.
Basically, you fight and get hit back, and because of the latter, you
will need to sacrifice a few healing Potions or some AP to restore
your health. Always keep your HP high!
TYPES OF ATTACKS -----------------------------------------------------
Physical Attacks:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Physical attacks (the default option in battle) do damage according
to the target's defense and the ATK-stat of the performer. This
kind of melee attacks is best reserved for use by the hard hitters;
the weaker characters (Rami) are better off in the magic department.
If you use a physical attack, there's a slight chance that your
damage is doubled--this is called a critical hit, and it's indicated
by a zoom-in of the camera and a flash. Unfortunately, there's a
possibility that you miss an attack, obviously doing no damage.
Skills:
¯¯¯¯¯¯¯
Skills cost AP (ability points), and they are usually stronger than
just physical attacks. We have physical skills, such as Knuckler,
an ability of the fighter. Magical attacks are there as well, like
Cinder, which does fire-based damage. All monsters are of a certain
preset type, like Lava Dragons, which are fire. Fire is
extinguished by water, and so the obvious thing is to use water-
based magic on this kind of monsters. Furthermore, we have curative
(heal HP, cure status effects) and supportive skills (stat-up
spells, etc.), and a bunch of miscellaneous stuff (steal items,
random damage, etc.).
You learn skills according to the job you have (priests learn
curative skills, etc.), and by defeating monsters. The more
experience they give out, the faster you learn them.
Note: Maximum damage, be it physical or magical, doesn't cap at
an effective level of 999--the game calculates past that,
although it doesn't show more.
STATS ----------------------------------------------------------------
Each character and monster has specific stats that determine his or
her strength in specific things and all. I think you've figured out
already that some people are stronger physically, but others have
absolutely no muscles but cast away with immensely powerful magic.
Lufia doesn't have fifteen different types of stats, which makes it
all the easier:
HP -- Hit points. Your basic stat in battle. See above.
AP -- And ability points would be your second basic stat.
ATK -- ATK obviously stands for attack, and this is the indicator of
physical strength--i.e. the higher this stat is, the more
damage you do when using the default attacking option during
combat.
DEF -- Defense determines your resistance versus physical punches
and kicks your stomach gets to endure.
AGL -- Agility is your speed. With your experience with other turn-
based RPGs, you should know by now that speed is taken into
account when deciding who attacks first and who last.
INT -- Intelligence is the factor that decides how much damage your
magical abilities do; makes sense, right? Dumb people
completely suck when it comes to this, so reserve the magical
jobs to the smart.
MGR -- Magic resistance is basically equal to the defense stat, with
the only difference that MGR applies to _magical_ attacks.
STATUS EFFECTS -------------------------------------------------------
Like any other RPG, your character and your opponents can catch a
negative status effect, like sleep; the inability to do something. In
order to negate these effects, use the appropriate skills or items--
sleep, for example, is countered by using a Wake-Up Call. Here's the
list of the most-important (most-occurring) status effects:
Burns -- Similar to poison, see below.
Confusion -- You lose control over the character and it will
attack by itself, both ally and foe (including
him-/herself). Cure this with a Sanity Pill.
Deadly Poison -- See "poison" below; replace "bit" with "bunch".
Paralysis -- Unable to act. Cure with a Mysterious Pin or
the Release-spell.
Poison -- When a poisoned character acts, he or she will
lose a bit of HP. Cure this with an Antidote.
If you're afflicted after battle, you will lose
1 HP with every step you do!
Sleep -- Unable to act. Cure with a Wake-Up Call or with
the Wake-spell. If you're hit by an attack, you
are usually woken up as well (*punch* "Wake up,
you!")
------------------------------------------------------------------------
1-E: The Other Stuff
------------------------------------------------------------------------
THE JOB SYSTEM -------------------------------------------------------
New to the Lufia series is the job system. Once you reach Gruberik
(somewhere in the beginning of the game), you can change the job of
your characters (Eldin, Torma and Rami only). Jobs are similar to
"classes"--you can talk to people that accept you as their apprentices
and switch to their style, if you accept their offer.
So what does this do? Stats are modified for one thing; should you
become a swordsman, your ATP (attack power; how much damage you do
physically) will rise significantly, or if you become a thief, your
AGL (agility) goes up. The downsides are not to be left unmentioned
as well: becoming a swordsman results in a drop of the INT- and MGR-
stats (intelligence and magic resistance respectively), and so on, and
so forth.
Not only are stats affected by the jobs; you will acquire special
attacks or skills unique to that job. Wizards get offensive magic,
priests cure the party, and fighters learn how to teach opponents what
melee fighting is.
Furthermore, jobs are divided by rank. You are a novice in the
beginning, and via the apprentice-, expert-, and teacher-rank, your
ultimate goal is becoming a master. Jobs are assigned individually.
That means that if you assign your main character to be a swordsman,
the other people in your party are not (unless you opt to switch them
to one as well).
For the rest, see section 3-B.
DISC MONSTERS --------------------------------------------------------
Disc Monsters, many times abbreviated to DM in the game, are similar
to Capsule Monsters (from Lufia II), but more alike to the monsters
you catch in Pokémon. Rather than letting them fight for you, you
fight yourself, of course, but with their help. You cannot control
them; only statistic information is available. Other differences are
that Disc Monsters can be equipped with weapons and armor, and that
you can teach them skills, plus a lot more.
The pro of having Disc Monsters is that you stand better in battle.
Disc Monsters attack, and they can deliver the final blow you just
need. They also take a few hits, so that you don't have to bear with
the black eye yourself. If Disc Monsters are killed, they are revived
the next fight with just a little HP left; this contrary to the human
part of the party, which stays dead when a new battle is entered. The
cons of having monsters with you are that they become a new addition
to the party, and that they thus eat up your experience points;
experience gain is divided among all party members, and if you have a
Disc Monster for nothing, make sure you get rid of it.
So how do you get them? I'm sure you've given Pokémon a try--Lufia's
way of capturing monsters is similar. If you thought you were too old
for Pokémon, here's how you do it: you weaken the monster first in
order to reduce the chance of the capture failing, and you throw the
monster a disc (Pokéball). If you're successful, the disc is lost,
but you have a new disc Monster to attack with. If you've failed, the
disc is lost and the monster resumes attacking your party.
For the rest, see section 3-C.
========================================================================
PART 2: WALKTHROUGH
========================================================================
A few notes; your schoolwork for the next minute, before you, well,
start walking (after all, this IS a walkthrough). Read and learn. Or
something to that extent. Whatever.
* I've used some ASCII-drawings to explain a couple things in the
game. For them to line up correctly, you need to view this
document in a fixed-width font, e.g. Courier New. If you look at
it in anything else, my FAQ will look more like utter crap than it
does already. It's also suggested to use a Windows 1250-compatible
font, or the character ¯ may not be an upside-down underscore (I
use this to underline a few headers).
* Preceding each chapter is a list of items and monsters, as well as
a recommended level (usually a range). Sometimes, the levels are
off, so don't depend on them TOO much.
* Remember! North is up, west is left, east is right, and south is
down. I use this quite often throughout the FAQ.
* And finally, by reading further, you agree that you shall *not*
send me e-mails consisting of roughly 3/4 of any abusive words-
dictionary because I have ruined your gaming experience.
Obviously, this is a walkthrough full of SPOILERS. I have not made
an effort in excluding every plot-revealing bit of text--something
happens, I tell you what. Remember that a solution to a problem is
a spoiler as well; always try by yourself before you resort this or
other guides. Just don't read more than what you need and you'll
be fine.
------------------------------------------------------------------------
2-A: Licensed to Hunt
------------------------------------------------------------------------
Items: Clothes, Clothes, 100G, Potion, 10G, Potion, 5G, Potion,
Potion, Potion; Monster Book, Weapon Book, Shield Book,
Armor Book, Helmet Book, Accessory Book, Potion;
Sharp Bone, 5G, Stone Fragment, Charred Newt, Cave Disc,
5G, Cave Disc, Earth Fruit, Potion; Hunter's License
Monsters: Red Jelly, Puny Moth, Newt, Bat, Blue Jelly, Death Moth,
Goblin
Recommended Level: 1-3
PARCELYTE ------------------------------------------------------------
As you begin, press through the cut-scenes. You'll acquire Clothes
for your friend (Torma) and you (Eldin). There will be a convo or
two, the last of which is with an old guy (the major), about Priphea
flowers being stepped on and stuff. You know those old guys--just
promise them you'll be good and everything's the tops. In this case
you really should, 'cuz you will have to pay 50G otherwise; although
it has to be forked over eventually, you need it more at this moment.
When you gain control over Eldin, you can talk to the guy again for
some information.
Odds and Ends:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Go to the right and enter the house. There's a closet to the left
(right of the bookshelf); open it to get 100G. I'm sure grandma
doesn't mind.
- Head down. Below the inn are three trees and five bushes; cut away
the second one with the B-button to reveal a Potion.
- Head inside the inn. A girl says that the pots break easily, and
it just *so* happens that there are pots here. Fortunately, "you
break it, you pay it!" does not apply here; break the second you
find and you will _get_ 10G. Not a bad deal.
- Now go left for a shop. You can go inside to, well, shop.
However, it appears that it is enterable via the back; do so, and
open the closet to receive a Potion.
- You can also interact with the bed here to make it up, and get 5G
from the shopkeeper as a reward.
- Now get outside. You see a mailbox there, right? Under it is a
bush, right? Cut it away, then walk through the newly-created
path. Find yourself another bush and cut it away for another
Potion.
- Enter the house nearest to said mailbox. Open the closet here for
a Potion. Potions potions potions. They're supposed to cure you,
but I get sick of them instead.
- And your own house has a Potion as well. Check the upper-left
corner of the first floor; a bottle that is breakable.
- And finally, there's some guy in your house. Next to your bed is a
Red Jelly; interacting with it reveals an alchemist. He says that
to make a Rune Ring, you'll need to get 150G and a Sacred Branch.
The latter is not in your hands for the moment, so ignore this for
now.
I guess that's enough for now. Remember you can sleep at an inn
anytime (here for 20G) to recover health, and that saving or curing
negative status is done at the church. See section 4-D for a listing
of what the shops sell.
PARCELYTE CASTLE -----------------------------------------------------
Your next goal is Parcelyte Castle, of which the entrance to is left
of Parcelyte. Enter it. Apparently, there's a Hunter's test or
anything like that, and it seems our hero gets to sign up for it.
Upon entering, your buddy Torma joins your party. Your new team has a
talk with a soldier while waiting in line (learning that the new test
is no cookie), and once it's their turn, they'll sign up. You can
name your first character (default: "Eldin") and choose an outfit for
them.
Note: The outfit you choose has no effect on anything, except the
way you look. Remember you'll be stuck with it for the rest
of the game!
The soldier explains that there's a Lukie Cave around here and that
your test is to go down it and find an old grave, read the inscription
on it, and that's that. Sounds simple, of course, but they say
nobody's been down there for a hundred years. You will lastly get the
Compendiums, which are books that will fill up with info as you
progress (sort of like a Pokédex, you know?). Check "Options" in the
menu to see 'em.
Before we set out to the cave, let's dig an item: go up the upper-
left stair set and open the second cabinet for a Potion. The one to
the left is empty. You can reach Lukie Cave by taking the path in the
lower-left corner. Get there, whip out your sword, and prepare to
kick some butt.
LUKIE CAVE / PART ONE ------------------------------------------------
In this cave, you will meet a variety of monsters that should not be
unfamiliar to you if you've played Lufia II; Red Jellies, Puny Moths,
Newts... Same counts for the battle system; it's basically almost
exactly the same.
Go north until you find a lamp; head left through a hidden path before
going north. Ignore the Red Jelly and go on until you see a formation
of bushes; the uppermost of the 3x3 formation has a Potion and the
lone one left of it gives containment to a Sharp Bone. That Sharp
Bone (*bone*? Looks more like a sword to me...) is a weapon;
unfortunately, Eldin is already equipped with it and Torma has a
stronger weapon. Uselessness.
Go back to the lamp and head north. The guy says that he gives you a
hint if you cut all the bushes in front of him... if you do so and
talk to him, he'll say that monsters move when you do, and... yeah.
Useless tip to veterans of the Lufia series. Head north to the next
area and you'll find what seems like a gravestone; unfortunately, it
is not The Gravestone With The Inscription (tm), but as pointed out by
Torma, there seems to be some empty space in it... wonder what's that
for? Perhaps it's got something to do with the weird door in the
back...
In any case, nothing can be done with it now, so let's move on. Go to
the upper-right corner and up the stairs, and have a chat with the
guy. He'll mention the Ancient Cave, which must means that the
Ancient Cave is in this game. YAY! Head up to the plus-formation of
bushes and cut away the bottommost one for 5G. Yay again. Don't go
up, as nothing interesting is there unless dead ends interest you. Go
right instead, down, and the door closes behind you! Oh no! Also,
there is one other door in this room. However, it's closed as well.
Oh no no!
Your experience from Lufia II kicks in here (or this guide, if you
didn't play it ^_^;)--you will need to defeat all monsters in this
room (Red Jelly, Newt, Puny Moth) for the next area to become
accessible. Do so and enter a new room.
Kill the Red Jelly; it seems to follow you, and that's fairly
annoying. Cut away the bush in the upper-right corner to reveal a
button--step on it to open a door. However, if you leave the button,
the door closes! Luckily, there's a pot in this room that you can
place on the button, holding down it and allowing you to go through
the door. Simple stuff, really. Pick it up with the A-button, and
make sure to take note of the R-button technique that the guy in this
room talks about. Go to the next area.
In here, move north till you reach a rectangular-shaped formation of
bushes with a chest in the middle. Open the chest for a Stone
Fragment, and cut away the upper-right bush for a Charred Newt. That
Stone Fragment probably fits in the previously-visited grave! Also,
remember that room with the dead end I spoke of earlier? To the left
is that dead end, but seeing as you're on the other side, it's no
longer a dead end. Cut a bush and push a crate forward to make
yourself a path, go through the entrance, then south one screen, then
south one screen again. Go to that mysterious grave.
LUKIE CAVE / PART TWO ------------------------------------------------
Note: It is recommended to head back to Parcelyte and save, before
continuing. While you're at it, make sure you have enough
Potions!
Torma will mention that Stone Fragment, which apparently fits in
there. Press Select and choose "Special" in the menu (make sure to
face the grave); select the Stone Fragment and you will put it in the
empty spot. A light emits and the door behind unlocks... go through.
Or not and head back to Parcelyte first to save; you're roughly
halfway done with this dungeon. Inside, tell the guy to scram
himself, and go up for your first puzzle! ...and last, it seems.
Damn.
I'm an idiot who likes to draw ASCII-thingies, but I won't bother you
with an ASCII-drawing of the situation this time, for the puzzle is
really simple. Blocks can be pushed, but not pulled; push the block
in the middle all the way forwards against the stairs, and then cut
away all bushes. You can now push a block left or right; whatever you
wish. Doing so allows you to go down the stairs.
As you enter, a guy comes to you and leaves; he's scared to hell. We,
of course, are not. Head down and you'll see a switch; cut away the
other bush to find another switch. Left are four bottles. However,
only one of them can be picked up and put on the switch; the other
three are just there to get broken. Upon entering this room, you've
seen a barrel; move this to the second switch (remember not to push it
against a wall!). The door opens. Enter; the three chests you'll
find here are empty, but there's a fourth! Cut one of the bushes to
reveal it; the Cave Disc is inside it. Backtrack back to the room.
Cave Discs can be used to capture monsters--see section 1-E.
And go down. As a small note, there's a new monster introduced here,
the Death Moth. Its name indicates the monster's friendliness against
you, but dealing with it should be not a problem at all. In the next
room, go to the pole and Torma says this is a job for him; press L to
switch to him and press B while facing the other pole. He will cross
the chasm with his, uh, fishing rod. Like in Secret of Mana with the
Whip, or, more appropriately, in Lufia II with the Hook. In any case,
you're on the other side, and that's all that matters.
Defeat the Bat (recommended catching! Use the Cave Disc) over there
and pick up the bottle below. Bring it up and place it on the switch
in order for a pole on the other side to go up. Use Torma's mad
fishing skills to get to the other cliff and head up. Make sure to
surprise the next Bat; stand against the wall above, face left, and
when the Bat comes down (he comes to you), make sure you're facing
him. The Bat should face down, and this leads to a surprise attack in
your favor. After defeating him, go left. Get rid of the Newt in
here, and cut away the plus-formation of bushes. Grab the 5G that is
revealed, and resume south.
Here's a bunch of chests (only one of them is still unopened, though).
Open the last one for a Cave Disc, and sequentially cut the lone bush
left. That one contains an Earth Fruit, which you should take with
you as well. Next, there seem no other entrances, meaning you'll need
to cut away the rest of the bushes. Start below; one of the lower
ones holds a Potion. Second, kill the Death Moth. And thirdly, cut
one of those bushes in the upper-left corner to reveal a hole. Fall
down it.
Circle south through the path, and make your way to a vine. As a
small note, I see a *red* monster there, and when I fight it I get
*Blue* Jellies down my throat. What madness is this? Anyway, that
vine is not something to climb yet--it's a shortcut to go BACK, thus a
longcut for now. Instead, make your way north. Beat the Bat in the
next room and the door opens. Before you continue, heal yourself!
Use those Potions; you should've gotten plenty of them back in
Parcelyte. When you're ready, interact with the grave. You'll open
it--bad idea indeed, as a Goblin pops up, not even being grateful for
being released. It even attacks you!
Boss Strategy -- Goblin:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
155 200 31 6 20 20 11 250 100
Goblin's main attack is Tackle, but it rarely reaches the double
digits if you've leveled up even the slightest bit. Fumble disables
your character for one round. In battle, the Goblin is nothing
tough. Seeing as this is the beginning of the game, and that you're
only with two characters, and that there's no magic to your
potential, this is just a simple attack-attack-heal-and-repeat
fight. So, just attack him until your health gets below 10 HP, when
you need to kick in a Potion.
After the fight, Torma reads what's on the grave: "When the ancient
sunken city awakens from its long slumber, the path to the holy land
will appear." Torma's question remains unanswered for this moment,
and he's right about returning. You're finished here, so let's report
back to the soldier and become a Hunter! Make sure to use the vine,
for that's a shortcut to go back. I'm sure you know the rest of the
path.
PARCELYTE CASTLE -----------------------------------------------------
You will be brought to the King and you'll need to say what you've
read on the inscription. Rather, _he_ will say it and you'll need to
fill in the blanks. The correct answers are as follows: "City"
(second option), "Slumber" (second option), and "Will appear" (first
option). By choosing the correct answers, you will acquire the
Hunter's License--if you fail, video game voodoo kicks in and you can
just try again.
PARCELYTE ------------------------------------------------------------
Once you have the license, let's head to Gruberik--home of the Ancient
Cave and the Hunter's Guild. Back in Parcelyte, there was a guy that
was blocking the path leading south, right? He isn't anymore,
allowing you to go down that road. Before you leave, though, go to
the church (north in the village). Save your game. You might also
want to visit the inn and rest the night for 20G, if you're low on
health. When you're done, pack your stuff, and go down.
------------------------------------------------------------------------
2-B: Gruberik
------------------------------------------------------------------------
Items: Potion, Antidote, Field Disc, Pot, Field Disc,
Field Disc, Insect Egg, Chopping Board; Katyusha,
Cloth Tunic, Insect Egg, Antidote, Simple Ring,
Sanity Pill, 100G, Cave Disc, Mysterious Pin, Sharp Bone,
Field Disc, Potion, Vitamins, 50G, 100G, Simple Ring,
Hi-Potion, Hi-Potion, Revive
Monsters: Red Jelly, Pupa, Baby Frog, Mosquito, Blue Jelly,
Mousse S, Spider, Beetle, Green Jelly, King Spider
Recommended Level: 2-4
ROAD TO GRUBERIK / SOUTH ---------------------------------------------
Go down, then left. Don't worry about the formations of four bushes;
there's a bunch of them on this road, but none of them contain items.
Ignore the Red Jelly and just go left until you reach the next screen.
Here's a Pupa--an enemy that looks like Kakuna in the Pokémon games.
As it did in Pokémon, it poses no threat here. After defeating it,
head north. Never mind the chickens; they're there just to *be* and
you can't do that Legend of Zelda trick on them. Unfortunately.
Instead, see those bushes over there? Cut all of them away; the last
of them contains a Potion. Pick it up and go left. When the path
goes to a lower level, go down that lower level.
Head north and meet up with a Mosquito. Beat it up, then cut away the
bushes that lead to a small area inhabited by chickens and a Baby
Frog. There's a lone bush in here, which holds an Antidote for you to
pick. Get it, then head right. Circle around the path (you will
probably need to fight a Mosquito that crosses your path) and enter
the next area. The previous part of the road didn't require any
brains, but that changes here. A little.
Switch to Torma by pressing L; you're gonna need his mad fishing
skills again. Go up and press the barrel to the left. Walk up to the
flower; you should see a pole at the far side of the screen. Press B
to get your ass there, and repeat the process with the pole left of
you. Defeat the Baby Frog and pick up the bottle. Bring it north to
an odd patch of ground--this is, well, a switch. I know it's stupid.
Place the pot there and the on-screen pole goes down. Now go south,
whip yourself to the right, then up, then go up; the pole you've used
at first is now down, allowing you to go through the path. Of course,
you could've just hacked away that flower... but the game doesn't
allow that. Too bad.
Anyway, head north. Never mind the barrel with the switch; they're
just there and I can't seem to find a true purpose behind them. Walk
past the jelly and you'll find a weird scum-like monster (looks
similar to Jelze...); they're easy to get rid of and like to run away.
Cut the four bushes for a Field Disc. Great! Now you can catch
monsters from the field. See the game basics for more info. Cross
the bridge and you'll eventually come to a fork (you can go up and
right); if you head north, you'll get to a cave that you can't enter
(spider web is blocking the entrance). Which means, of course, that
you'll need to take a right. There's a house here, which you can
enter.
OPTIONAL / BLACKSMITH'S HOUSE ----------------------------------------
Talk to the old hag and she says that the path to Gruberik is blocked
by spider webs. You can also break the uppermost pot to reveal a,
well, a Pot. o_O; This Pot is a helmet--I know, it's really stupid
(sort of like the OzziePants from Chrono Trigger). But hey--whatever.
Have any of your party members wear it and go through the entrance.
You'll arrive in the basement, in which is a blacksmith. Break the
pot for a Field Disc and have a talk with the man; he says that he's a
once-popular blacksmith and that he needs an apprentice--one whose
best friend is the hammer. Unfortunately, you know of nobody with a
hammer, and thus you can't help him out yet. Head out and let's
continue.
ROAD TO GRUBERIK / NORTH ---------------------------------------------
Go right. You'll see a fence with an opening; don't go through it
(there's only a cave blocked by spider webs). Instead, go right, and
beat the Spider if you can't avoid it. When the path forks, take the
upper path; below is nothing of interest. You'll find a Beetle and a
vine on the wall; this is the first vine that covers a hidden
entrance! Cut it away and enter a secret cave. Work your way through
it (it's a super-small one), and after defeating the Pupa, open the
chest to acquire a Field Disc.
Exit the cave and head right, then up. You can see a bag of cash in
the lower-right corner of the screen; ignore it for the time being,
because it remains inaccessible for the moment. Instead, walk up and
work your behind all the way to the left. Ignore the vine as well; it
_does_ lead to that bag of cash, but a stump will be blocking your
path. So go left; you will eventually find a well. You can go down
it, but something will be blocking your path all the way to the
bottom. Damn those things. (If you avoid monsters and they're
following you now, enter and exit the well. They'll reset to their
original places.) Left of the well is a plus-shaped formation of
bushes, the middle bush of which contains an Insect Egg. Pick it up
(don't use it yet; no need for that). When you have it, take the path
to the north.
The path forks here. A sign denotes that Gruberik is east (right),
and to the east is a path blocked by a spider web. Damn! If you
examine it, Torma says that it's different from the others (...spider-
sense... tingling!). It's still blocking your path, and you can't do
anything with it yet. Take the western path instead. Take note of
the monsters blocking your path: a Green Jelly and some more of that
scum. Crush them and resume, finding a Spider. Crush that one as
well, and enter the next area. Here's a path, blocked again. Not by
spider web, but by vines--and vines can be cut away. Do so, and enter
the cave.
Upon entering, you'll see a bunch of webs... a BUNCH of webs that is.
Torma exactly sums up my thoughts. Head north through the entrance
and, well... crap. That's quite a big spider over there, and it's the
head honcho of the area. And of course, he's not too keen on letting
you kill him that easily.
Boss Strategy -- King Spider:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
188 60 33 5 25 2 8 365 400
King Spider's behavior in battle is the same as the Goblin, whose
ass you've kicked earlier, except that Fumble is now replaced by
"Toxic Cloud"--this hits all two of you and inflicts the more
dangerous poison-status. Use Antidotes when you are struck.
Essentially, this fight is also similar to the one with Goblin: it's
just trading hits and healing when needed, until you emerge
victorious. Basically, see the Goblin's strategy; heal, attack,
repeat.
After the fight, Torma points out the obvious. The webs in the entire
cave promptly disappeared upon defeating King Spider (stupid name),
and that must mean that the webs everywhere else are bye-bye as well.
Let's find out! Exit the cave.
Go down, then right, then up. The path that leads to Gruberik that
was blocked first isn't blocked anymore! However, _only_ this path is
unlocked. The other two web-blocked paths are still there (the two
near that house), however... go check it for yourself if you don't
believe me. In any case, you're on this road to find a way to
Gruberik, so those aside. Go through the path. On your way is a
bush; be sure to cut it away to get a Chopping Board (although no one
can equip it yet). Head north, bust some Mosquitoes, go north again,
and finally, we're done here.
GRUBERIK -------------------------------------------------------------
Note: From now on, the world map is available (accessible). Just
exit the town for a moment. You won't enter the road, but
instead a map appears on-screen; now you don't have to walk
all the way to Parcelyte, but you just select it. Handy!
Also, there's a location left uncleared--this is the Old Well
just below Gruberik and it's not needed to go through there
now.
Holy crap! This place is BIG. First, head all the way north. Torma
will say he'll visit his grandpa, and leaves your party. You can
visit the town now, but you might as well get Torma back now. Head up
the stairs and take a right when you can. Go to the far right and
walk south; you should see a small house. Enter it. Inside, you'll
overhear a not-so-friendly conversation between Torma and his grandpa;
grandpa is not best pleased with Torma and Torma is not best pleased
with grandpa. So Torma leaves, and Eldin as well. Outside, Torma
rejoins your team. (Torma also rejoins when you go to the path to the
Ancient Cave. "Don't leave me behind!")
Everything below until the next section is optional. First I'll give
you a rough summary of the place, then I'll discuss any hidden items
I've found so far. Roughly, Gruberik is divided into two parts, both
of which have a screen for themselves: the village-part and the
marketplace.
First, the village. Left of the entrance is a school of some sorts.
If you talk to the teacher, you'll have to solve a puzzle--any math
freak can easily solve this. If you choose the wrong answer, you'll
have to attend class for a sec or so, and I've no idea if this has
effect on anything later on. Also in this school (in the northern
area) is a bookshelf. Go check it for some info about Torma... And
other residences in this place are either empty of people or just for
information.
As for the marketplace, there is an item shop in the lower left
corner, a weapon shop in the house above there (upstairs), and an
armor shop in the same house (downstairs). Scroll down to section 4-D
for the lists. Right of the item shop is a bar; everyone's talking
about the hot dancer dancing here. Visit the chick (Marin) upstairs,
if you wanna. Also, a blacksmith is in the lower-right corner of the
map. Check section 3-D for info on this special "shop". And there's
a fortune teller around; she costs 10G, and stays that you are
boarding a pirate ship, stealing something. Hmmm?
Furthermore, you can stay in the inn for 50G. Right of the inn is a
huge house that says "Antique". This is the Hunter's Guild (which you
came for); check out below for the details. And right of the guild is
a small residence, housing a church. Save if need be. Right of THAT
building is the path to Mr Cashwell's mansion. ("So go away!!") And
in that manor is, well, a rich guy with enough $$$ to spend, as well
as a members-only area. I wonder what's there... Left of the
marketplace is a path leading to the Ancient Cave. But... the cave is
closed. Too bad. Right of the marketplace is the path leading to the
dock; you can find a pirate ship, sailors, and a few more things here.
Nothing exorbitantly interesting.
Odds and Ends:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Go to that school again. Right of the entrance to it is a stair
set leading up; get on the roof and walk all the way to the left.
Somewhere, there's a spot where you can drop down. Do so, head
north, and cut away the bush for a Katyusha.
- Now enter the school--there's a back entrance directly south of the
just-cut bush. Slash the pot left of you to reveal a Cloth Tunic.
- While you're in the school, talk to the monkey attending class. It
is in fact an alchemist, and it teaches you that in order to make
Hi-Magic, you'll need to mix a Magic Jar with a Hi-Potion.
- And lastly, open the cabinet near the teacher to get an Insect Egg.
- Go north of the school. Three houses are here; enter the uppermost
one. Two bottles are on your left; below them (you can barely see
it) is an Antidote. Pick it up.
- North of Torma's grandfather's house is a house. Enter it, head up
the stairs, and open the cabinet to receive a Simple Ring.
- West of Torma's grandfather's house is a house. In there is a
cabinet also, this time containing a Sanity Pill.
- South of Torma's grandfather's house is a house. An old hag
inhabits it; check out what she reads! A NAUGHTY PICTURE BOOK in
the bookshelf! Go read it too. You're of course very interested
in that book and check it again--you'll find 100G if you do so.
And of course, pictures aren't shown on-screen... but oh well.
- Finally, head to the marketplace. On your way is a kid that wants
a Charred Newt; give it and he'll give you a Cave Disc.
Note: The following portion below applies to the second part of
Gruberik (the marketplace).
- In the bar, go upstairs and visit Marin. Open the cabinet to get a
Mysterious Pin. ("Yeah, I ought to visit your cabinet more
often.")
- In the weapon shop, go upstairs. Push the crate forward and get a
Sharp Bone out of the first cabinet.
- Go to the inn (upper-left corner of the screen). Don't enter it,
but instead walk around it via the left side. There's a pot, which
has a Field Disc.
- Inside the inn, go straight ahead through the entrance. You will
arrive in the suites. One of the closets contains a Potion, and
the other one Vitamins.
- There's another suite (deluxe suite) in the inn with a locked
cabinet. I'm sure there's something good in there, but I know of
no way yet to open it...
- Right of the path to Mr Cashwell's mansion is a small house, in
which there are two cabinets, one of which has 50G, which is some
more to spend, which you can do at shops, which are elsewhere.
- Two items are in the Cashwell Manor. The first can be acquired by
examining the bookshelf; someone was generous enough to put 100G
between the pages of a romance novel. Erm.
- The other treasure, a Simple Ring, is in the cabinet.
- Now, head to the docks--a path to them is right of the market. You
can see a Hi-Potion over there; get it by either passing the sailor
to the left or via the house to the right.
- Go to the Hunter's Guild via the big entrance, go through the
entrance to the right, and find a cabinet that contains a Hi-
Potion.
- While you're still here, go upstairs to the job switching room.
The first ad to the left (left of the stair set) says that you can
buy a Revive from one Nick at the docks. Head to the docks and
talk to the first guy--the Revive costs 400G, but Revives are rare
and not buyable (only one-time opportunity here).
And MAN--this is one big place to cover. I'm not even finished yet;
that big building, the Hunter's Guild, is left uncovered.
THE HUNTER'S GUILD ---------------------------------------------------
The Hunter's Guild is a place from where you can do a variety of
things.
Keepers Assoc.:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
First, go straight ahead from the big entrance; you'll enter the
Keepers Assoc., from where you can do all kinds of stuff with Disc
Monsters. There are bookshelves here; read them if you're new to
the game. Talk to the left guy to assign, teach skills, or set free
monsters, or to the right guy to buy discs. If you haven't captured
any monsters yet, you can't do anything here, though.
Bandino:
¯¯¯¯¯¯¯¯
Take the flight of stairs in the western part of the building. Talk
to Bandino for a job--getting Iris Water out of the Ancient Cave for
a reward of 100G. Take it or not; you will have to wait anyway
since the cave is closed for the moment. Also, you can buy goods
from him; first say no, then choose yes. For more information, see
section 3-A (and scroll down a bit from there).
Jobs:
¯¯¯¯¯
And lastly, jobs and all of that stuff. You can change jobs here by
talking to the people behind counters upstairs (follow the red
carpet to reach the room) and becoming their apprentices. You can
choose to become a fighter, mage, priest, swordsman, thief, or
wizard.
You will learn skills and magic unique to the job you choose; if you
become a wizard, for instance, you'll learn many offensive magic-
spells, but changing into a fighter will result into learning a few
martial arts-attacks. Choose a job for both of your characters; I'd
suggest (but that's my suggestion) to make Eldin a thief (stealing
stuff, learn Escape, learn Sonar!) and Torma a swordsman (kill kill
kill!). Leave.
Note: It's possible to become a knight here, but being a master
swordsman is a prerequisite for that. Find the knight by
going outside, up the stairs, then through the door, then
through another door, upstairs to the roof, falling down
one level, then entering a small room. You can't become
his apprentice just yet, though, unless you've mastered the
swordsman already. Unless you're a terribly obsessed
FREAK, you haven't done so yet.
------------------------------------------------------------------------
2-C: The Black Auction
------------------------------------------------------------------------
Items: Terror Ball, Antidote, Potion, Wind Fruit, Gold Shard,
Priphea Flowers, Love Letter, Member's Card, 500G,
Moon Stone
Monsters: (none)
Recommended Level: 3-5
CHASE THE THIEF! -----------------------------------------------------
Head to the Ancient Cave (directly opposite to the docks). The guys
in front of the entrance to it say that the entrance has collapsed,
meaning you'll have to wait till it gets fixed. Also, there's an
alchemist here; talk to the guy in the lower-right corner and he'll
reveal to be one. He says that in order to create a Cinder Ring, 150G
and a Fire Ore is needed. Which is great... if you had a Fire Ore.
But you don't... so it's not great.
Return; upon getting back to the marketplace, the camera pans over to
a thief! He steals some stuff from some lady, and of course, our
party comes for the rescue. Torma takes the lady to the inn and you
have to chase the thief. Run to the right and he bolts. And the
music changes to an unbelievably happy tone--this sounds like a mini-
game, but it's not. Chase the thief around a few times (just go in
his direction, and if you lose him, walk around until you see him
again). Eventually, he will go to the docks; resume giving chase. Go
all the way north to the pirate ship; the music tones down again and
the thief appears to be gone... Now, talk to the bald sailor, and he
says that the thief probably entered the ship.
Oh well. Return to the inn; there's nothing you can do for the
moment. Go to the suites and find Torma and the girl; near them and
Barger joins in. There's a short conversation; basically, the thief
went on the pirate ship and the items _need_ to be returned. And,
well, you are the two victims that need to retrieve it. The party
seems a little hesitant, but immediately takes the job after learning
that the gal is loaded with cash.
PIRATE SHIP ----------------------------------------------------------
Okay--you need to retrieve a stone with ancient lettering and a Gold
Shard used to read it. Head outside the inn and go to the docks;
there is a spot on the docks where Torma asks you to board the ship.
Get there and agree with him, and it's time for some Metal Gear Solid.
Basically, there are chests, obstacles, and pirates. Chests can be
opened for items, and pirates may not see you. If they see you, you
will need to start all over again. Which means, of course, that you
have to try not to be seen. That's what the obstacles are for; stand
behind crates and that sort of stuff--basically, if you can't walk
over it, the pirates can't see you through it. There are some crates
and pots that can be moved; this can be used to your advantage.
Here's a mini-guide on getting all items and staying unseen.
- Enter the ship and go down the stairs.
- Go left and face the pot; you should see two guards left of it.
One guard is in your horizontal range; the other can't see you.
When the above guard turns left, pick up the pot, move two spaces
to the left, and quickly place the pot. That pot should be under
the crate.
- You can now safely open the chest for a Terror Ball.
- Now go up, around the barrels, and open the other chest for an
Antidote. Don't open the chest from below--the pirate may see you.
- Go to the right, back to the stairs.
- You can see a pirate walking up and down, and a pot somewhere in
that area. Pick up that pot and walk two spaces to the right; make
sure that the pirate walking in a circle is not seeing you.
- Walk around the obstacle thing, using the pot if needed.
- There's a pirate between two barrels and a wall; if you still have
the pot, put that in his sight and go to the next part.
- Circle south of the stack and push the crate ONE spot above; make
sure the pirates don't see you.
- And go down the stairs.
And that's that. You will now overhear a conversation; one of the
items is sold, the other is still on the ship. You'll also learn that
the thief is to the casino in Daros, but save that tidbit for later.
After a while, you'll regain control over Eldin and Torma; you see
that crate over there? Push it ALL THE WAY to the left 'til you lock
in a pirate. Once that's done, go in the room directly south of him,
and break the pot for a Potion. The pot in the other room is empty.
Make sure the other pirate doesn't see you as well (there's a movable
pot), and head left.
Two chests are here! Make sure to open the lower-right one FIRST; you
will get a Wind Fruit. Sequentially open the other chest to retrieve
the Gold Shard. You are automatically returned outside; and that
"automatically" is the reason to open the other chest first.
GETTING THE MEMBERSHIP CARD ------------------------------------------
Barger notes that you know the son of Mr Cashwell, and perhaps he can
provide you with what you need. He'll be your next goal; Torma is
unfortunately not happy with it. You'll learn that Rubius is the name
of the girl, and your new job starts now.
Go to the bar (where Marin, the dancer, is). Upon entering, you'll
see Marin doing a dance and returning to her room. Now, talk to the
son of Cashwell--he's the guy with the glasses, at the bar. He'll
agree on helping you, but it's not like "Hey, you! With the face! I
need a card!" and getting it immediately. Rather, you'll need to get
the guy a present to give to Marin... blargh you, kid.
And what in the world would be that present for Marin, eh? Let's ask
the fortune teller. She says, "You have flowers... It's a present...
Hmmm? An old man?" And that's enough for a hint. Do you remember
the major of Parcelyte? That old guy is your next stop--leave the
town to enter the world map. Select Parcelyte to get there instantly,
and find the major. Talk to him and he'll be glad to give you a bunch
of Priphea Flowers... for free! Give him a thank and return to
Gruberik. (Note: it costs 50G if you didn't pay it in the beginning
of the game.)
Talk to Cashwell's son again (I still don't know his name... might his
name be "Cashwell's son"? Everyone calls him so...). The gift you
have is perfect--however, he's a bit wimpy, and you need to bring it
yourself. Torma's urge to destroy him rises... but he doesn't. Go
upstairs and give Marin the present, and return to Cashwell's son.
The next thing he wants you to do is giving him the Love Letter he
wrote. This is too much for pansy-ass Torma and he decides to quit.
Without him in your party, bring Marin the letter, and Marin will in
turn get you the Member's Card. Whee!
She says that the auction starts in a few moments. Let's bid some.
Oh, and take note that Torma will join your party later on; don't
worry about him.
CASHWELL MANOR -------------------------------------------------------
Go to Mr Cashwell's mansion (the path to it is right of the Hunter's
Guild) and Rubius joins your party. She'll not really *join* you in
the sense of willing to take part in fights; she just trails your ass
until she has what she needs. She gives you 500G, which you need
while bidding. Go into the mansion and go down the stairs; the guy
that used to guard it stands no longer in front of it, allowing you to
enter the auction.
"Next up... catalog number 25... Here we have an ancient stone,
straight from Nazare." The bid starts at 100G; now, you can choose to
either bid 50G more, or wait. The most efficient way of bidding is by
waiting TWICE and then bidding 400G--you should get the stone for 400G
and you can put those 100 bucks in your own pocket. If you bid from
the start and don't wait, the guy to the left will constantly bid
higher, and you'll have to fork over 550G eventually; this is a bad
choice indeed. Just wait, wait again, and then bid, and you'll get
the Moon Stone for 400G.
Alright then. Outside, Rubius tells you that she's going to the Tower
of Guidance by Karnack--say yes when she asks you to join her.
Well... if you say no, she just asks it again. And again. And again.
I hate video games. In any case, Karnack is not far from Mera
Volcano, and that volcano is your next stop. Notice "Mera Volcano -
East" on the map.
If you use the Gold Shard on the Moon Stone, you will read, "WHEN THE
DOORS OPEN"--this is part of an ancient script, I guess. Wonder what
it means? And, before going, head back to the auction part. There's
an alchemist here; reveal him and learn that in order to create a Fire
Ore, you'll need to mix a Fire Sand with Iris Water. And the Ancient
Cave is open right now--go have a look! See section 3-A for info.
------------------------------------------------------------------------
2-D: Over the Hills
------------------------------------------------------------------------
Items: Flame Fruit, Charred Newt, Antidote, Magic Guard,
Iron Beak, Flame Fruit, Speed Source, Insect Crush,
Potion, Potion, Charred Newt, Power Source
Monsters: Killer Bee, Newt, Lizard Mage, Windona, Pucci, Red Selph,
King Lizard, Light Essence
Recommended Level: 3-6
MERA VOLCANO / EAST --------------------------------------------------
For starters, Rubius sucks in battle. You know why? She doesn't even
participate. That means you're all on your own, unless you've
captured monsters. If not, go capture one now! Make sure you have
some Mountain Discs and Cave Discs; you can buy then in Gruberik in
the Hunter's Guild. Disc Monsters really help you here. Make sure
you have a lot of Potions as well. AND be sure you're wearing a
decent weapon! The first time I went through the place I was armed
with my initial equipment, and even though I managed to get to the
end, that was something I regretted.
Cross the path to the next screen. You'll see a trio of bushes; take
note of that. Kill the Killer Bee; note that you can go left off the
screen to get to the three bushes. They contain a Flame Fruit and a
Charred Newt. Return and go up. Defeat the Newt here and go all the
way to the right; here is a lone bush that contains an Antidote. Pick
it up and go up. There's a Killer Bee here--go to the right. Left is
a path also, but you'll only find a crack in the wall. I suppose
we'll get to that later. To the right is a cave entrance, which you
need to go through.
Go up two vines and fight the Lizard Mage. Kill it, and go down the
entrance. Outside, head up to the next screen, in which you'll find a
mountain with climbable vines and a cave entrance. There's no need to
enter the cave--it leads to a dead end and is probably a shortcut
while backtracking back. Instead, climb the vines--you can climb on
the wall from the vines. If you look closely, you can see white steps
on the wall--this indicates climbability. (I just invented a new
word!)
Okay! First go up the second vine. Go all the way up 'til you can't
go any further, then left, up, etc. Make your way above until you
find a cliff with a cave entrance. Go inside and open the chest for a
Magic Guard. Kill the Lizard Mage if you wish, and return. On the
cliff again, press Down until you fall off... how you can survive that
is beyond me. Ignore the third vine and go up number four; again,
find your way above and enter a cave. In there, circle around the
path, encounter a Lizard Mage, and end up on another cliff. From
here, don't go up yet. Drop down first and enter the cave. Push the
blocks out of your way and follow the path to a chest--it contains an
Iron Beak. Go down and take route four again, and go up to the top of
the mountain. Don't go to the right, as there's nothing of interest.
Instead, head up to the next screen, which is all foggy.
Find a vine to climb and go up a level. Left is a Windona (if you are
interested in capturing), and up is another vine. Go up another level
and go to the right. Climb a vine yet again, and cut away the bushes
for a Flame Fruit. Head back down and go left and up. Here, meet up
with a duck (Pucci). Beat it up, then go to the next screen to repeat
the process with a Windona. Then go up for another one of those Pucci
dudes. Finally, head up and you're on the non-shroudy part of the
mountain.
Pass the monsters and follow the path. Midway, the screen rumbles; a
rock falls from way above and lands right in your path, disabling you
from returning. Yes. Exactly THAT rock falls on exactly THAT place
on exactly THAT moment. In any case, we entered this mountain to
continue and not to go back, so resume to the next screen. And things
aren't looking good for the team, as the bridge we need to cross is
broken. But fortunately, this is a video game, and video games are
notorious for having alternate paths when the main path is
inaccessible; this time it's a hole to the right. Cut away the bushes
and drop down the hole (it's hard to see because of the smoke but it
IS there).
MERA VOLCANO / WEST --------------------------------------------------
As you might have guessed, that red substance in the area is lava, and
lava is hot. Video game power kicks in here; you can walk over the
lava, though not safely--1 HP is lost with every step made in it
(until you have 1 HP left, in which case you lose no HP ^_^;).
There's enough normal land to walk on, so it's not necessary to go
through the lava. First, there's a Red Selph enemy over there; attack
and defeat it. Next, you see a chest in the corner there, right? It
is inaccessible, unless you can bear with the loss of 4 HP; the Speed
Source inside instantly makes up for it. Once you have it, go up,
through the passage.
In the next area, there are ultra-weak bridges that you can step over
only once. If you go over the tiles one more time, you're dropped
down into the lava, meaning you'll have to walk through it all the way
back to the beginning of the room--and that's a loss of a lot of HP.
So make sure to be careful on those bridges--if you fail, re-enter the
room for the bridge to reappear. And speaking of bridges, there are
two of them in this room; one is a 4x4 bridge, the other a 1x3. Cross
the 4x4 first, and enter a small room. In here, defeat the King
Lizard (capture it if you have no monster and a Cave Disc left), and
sequentially get the Insect Crush out of the chest. And equip that
weapon, if it's better than what you're armed with now!
Now go back and go over the other bridge. Deal with the Lizard Mage
if he stands in your way, then go left to the next area. And this
next area, let me tell you, sucks. There's one long bridge and three
enemies; you have to cross that bridge using a particular method and
those three Pugs (probably plus companions) need to be fought. Worst
of all, two fight are surprise attacks, in favor of THEM. Make sure
you've got lots of Potions, that you're wearing the best stuff, then
cross the bridge like this: at the first path-split go left, at the
second down, third up, and fourth up again. If you deviate from given
route, you'll need to go back through the lava and re-enter. Ugh!
Anyway, if you've successfully crossed the route (hope you leveled up
prior to entering), go through the next. It's a Z-shaped (sorta)
path, with a King Lizard and Red Selph on your way. Resume the road
and make sure to pick up the two Potions on your way. With those two
items in the bag, enter the final room. Cross the bridge, and three
Red Jelly-like substances are up ahead. It's an inevitable fight.
Boss Strategy -- Light Essence (x3):
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
95 200 28 4 10 5 5 500 200
A fairly annoying fight; you're only with one character (your Disc
Monster isn't _too_ much of a help...) and there are three of them
to deal with. It, again, is an attack-heal-repeat kind of fight.
The fight's difficulty is hard in the beginning, and this decreases
to medium once you kill off one of them, and it's a piece of cake
when it's a one-on-one. You'll probably use up a bunch of Potions--
don't worry about this, as there's no other way of winning unless by
leveling up. The attacks of your foes are just about regular enemy-
strength, and need only be feared in the beginning, when you get
three down your throat every turn.
One of the jellies manages to get away... but I suppose he'll be no
trouble for you anymore. Get out of the cave via the entrances.
You're now on the other side of the broken bridge, which must mean
we're close to the end. Go down and find a long bush enclosed by dead
trees; hack it away to reveal a Charred Newt. Continue going down,
and cut away the bush in the middle of the plus-shaped formation for a
Power Source. With that, go back and take the other path. Climb down
the wall, pass a Red Selph, resume going south, and you're FINALLY
done here.
------------------------------------------------------------------------
2-E: Beauty and the Beast
------------------------------------------------------------------------
Items: 10G, Dried Meat, Aqua Fruit, 10G (x3); Potion, Earth Sap,
Magic Source, Earth Fruit, Revive; Hi-Potion
Monsters: Goblin
Recommended Level: 4-7
KARNACK / DRY SEASON -------------------------------------------------
Enter. And, well, leave. Upon heading out to the desert, Rubius
faints. Fortunately, some woman comes for the rescue and helps
bringing Rubius to her house. There, you'll learn her name (Aira),
that she's blind, and that she needs to bring some water to Karnack.
Your two party members will escort her there in return for helping
Rubius.
In Karnack, some guy tells you that another girl has been taken; this
doesn't appear to be good. Aira is asked to visit the Elder, and
Eldin and Rubius decide to follow the villagers that head out to bring
the girl to safety. Go up and then right to the next screen; a
signpost says that a rock cave is ahead. But not a rock cave only; a
beast is there as well, and this fellow appears to be the one having
captured the girls.
You'll discover that this monster actually talks, and the three people
that were supposed to rescue the girl bolt away. Which leaves you and
Aira left; it ends up with a battle with him. The enemy this time is
a Goblin; exactly the same Goblin you've fought in Lukie Cave, with
the only difference that you are stronger (but with only a single
party member) now. Defeat him.
Aira appears to know this guy--he's Sando, whom she mentioned in her
tent earlier. Sando opens the cave in the back; his motives for
kidnapping the girls is to let Aira see again, but the party warns him
that she doesn't really know that he's a monster. Sando passes away,
to Aira's disappointment. The good thing is that the girls are
rescued; this includes some little brat by the name of Rami. She will
join your party now, which is a good thing, because she actually
_helps_ fighting in battle. (And saying no to her doesn't help. "I
won't take no for an answer!")
With Rami in your team, you're finished in this town and the next goal
is the Tower of Guidance (which you actually came for). There is a
number of random bits you might want to take note of (albeit totally
optional).
Odds and Ends:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- From the entrance, take a left. You'll see a person lying on the
ground and two bottles; break the bottommost one to reveal 10G.
- And talk to that person to reveal that he's in fact an alchemist!
Learn that to make a Water Ore, you'll need Iris Water and a
Crystal.
- Of the tents "in the back", enter the first one (all the way to the
left). One of the pots inside contains Dried Meat.
- The second tent has nothing but two youngsters in love (how cute).
To enter the third, tell the beast that you have business with his
master, which is a chemist. If you feel the need to become her
apprentice (400G), have a chat with her.
- Next to her is a bottle that contains Aqua Fruit.
- And in the fourth tent are four pots; if you're in need of cash,
grab 10G out of one of them. Well... if you're *desperately* in
need of cash.
- Exit the tent and go down; you'll find four other pots. Cut away
all of them. One contains 10G, and another one has 10G as well.
WOW.
As for equipping and buying, I recommend equipping the Katyusha from
Gruberik on Rami. She can wear it. If you don't have it yet... well,
get it. You should have a Chopping Board for her as well. If you
have some money, but her a Toga as well. For Eldin, I suggest giving
him some defensive items, if you didn't do so before. A weapon is not
absolutely necessary if you've acquired the Insect Crush in Mera
Volcano.
And get Rami a job! Physically, she isn't worth a bean in battle, and
thus I recommend making her anything that uses magic. A chemist is
okay (gains the ability to stop enemy movement for 10 steps in the
field--useful), or a priest to heal your sluggish party.
OPTIONAL / ROAD TO GRUBERIK ------------------------------------------
Also, now you've got Rami, you can burn down bushes (rather than
cutting them away), small tree stumps, and those spider webs. Yeah!
You might want some items, so head to the Road to Gruberik (North).
Switch to Rami by pressing L. Go down one screen and walk on until
you see two stumps close together; burn them, and you'll gain access
to a lone bush with a Potion. Now go back and head down until you get
to the fork (one path goes south, the other leads to King Spider's
cave). Go down.
In this screen, immediately take a right, and burn the stump. Do the
same with the bush thereafter to reveal Earth Sap, and then circle
around the ledge all the way while burning everything that crosses
your path (which includes a Beetle). Eventually, you will gain access
to a bag of cash, which contains 200G. Return when you have it, and
head all the way to the entrance (of this screen). Go down from there
and you'll see an arrow leading down from the ledge (it's close to the
well). Drop down and burn the web. Enter, avoid the Mad Bulb (he's
tough), and find a chest with a Magic Source down the cave. Go back.
The other spider web is, unfortunately, inaccessible for now. You
need Torma to get there (chasm), and, well, you don't have Torma now.
See the end of the chapter for more. Go south from the fork (where
north leads to said spider web), and find a tree stump enclosed by
four bushes. Under that stump is an Earth Fruit.
Also, if you've changed to a chemist (which you should do, for the
Tear Gas-skill) go to Gruberik. Go to the room with all the jobs in
the Hunter's Guild and read the second ad right of the stair set.
Bacchus the blacksmith needs a healer (not a priest, but a chemist).
After reading it, go to the blacksmith (lower-right corner of the
marketplace-part of Gruberik) and talk to Bacchus (lower-left guy).
He wants you to get some Aspirin from Sedel at the Hunter's Guild. Go
back to the jobs-room and find Sedel, the ex-chemist, in the lower-
left corner. Get the Aspirin, give it to Bacchus, and you will
receive a Hi-Magic as a reward. Yay...
I think that's all the noteworthy stuff. When you're done, leave
whatever place you are in and head for the Tower of Guidance.
------------------------------------------------------------------------
2-F: The Ancient Ruins
------------------------------------------------------------------------
Items: Escape Ball, Ice Ball, Fire Ball, Revive, Magic Jar,
Tower Disc, Potion, Thin Cape, Camu Armor
Monsters: Armored Horse, Mini Dragon, Spinner, Baby Frog,
Blood Bat, Poison Toad, Snail
Recommended Level: 4-7
TOWER OF GUIDANCE ----------------------------------------------------
Go one step forward. Rami says that this is one of the Ancient Ruins,
and then you'll regain control over your team. Head forward, read the
stone with Rubius if you wish, and to the next area. Cross down the
hall. In the next room is a broken bridge, thus creating a chasm--
seeing as going down the abyss isn't of preference, there's no way to
continue. Or is there? If you examine the gray pillar-like things,
Rami says that they're stone lamps... and that she can light them up.
Let's try so; press L to switch to her, and hit B to create a fire.
Lo and behold: a bridge pops up. Convenient, eh? I love those
programmers.
In the sequent chamber is a number of monsters (the first four of the
list on top), as well as a crack in the wall in the upper-left corner
(which you can't do anything with yet) and a chest in the upper-right
corner (open it for an Escape Ball). When you're done, head straight
up to an elevator, and lift yourself up. The next area is a maze-like
room.
Two steps down and you're confronted by two ways you can take; left or
right. If you're an item collection freak, take the left path first;
push away the blocks and trail down the paths. Skip the dead ends and
you will eventually find a chest with an Ice Ball (and a Buffalo
guarding it). When you take the remaining path, you will again get to
a fork; going down here brings you to a chest with a Fire Ball (and
Buffalo), leaving the other to continue. Take the ball if you wish
and go up. Push away the blocks, read the stone if you wish, give the
Baby Dragon a beating if you feel like it, then head down. Get past
the Platypus in the way of your preference, and go down to the next
screen.
Step on the switch to open up an entrance, then go through it. In
here is a trio of King Frogs, and the frogs' chaotic movements make it
hard to get past them unscathed. Still, it's possible... but of
course, collecting the experience should be done as well. You will
get to some formation of blocks, two of which are movable. Move one
of them two blocks up, then push it all the way to the left or right
(on a button). Repeat with the other, and both doors should be open.
You can opt to take the left door first to land in a trap, filled with
monsters (Neo Bats, Baby Dragons, and T-Rexes) and chests (Revive and
Magic Jar). Push the four blocks on the switches to create a path to
return, if you enter. Take the other path when you're finished.
Here are more blocks and switches; you need to push all blocks on the
switches to lower the stakes in the room. This opens up a path, but
also releases two Buffaloes, who are obviously blood-thirsty and ready
to kick your butt. If you wish to avoid them, push the lower blocks
last to gain a head-start. When you're done, follow the path to a
stone--read it if you want--and two paths to take. Skip the lower,
and go up the stairs.
Beat up the Baby Dragon (which you can't avoid), and then drop down
the gap in the middle. There are nine weak spots on the ground; you
can walk over them once, and the second time you do so you'll land in
the floor below you. So, walk over the weak spot in the middle, then
return over it. You should land exactly on a switch, which creates a
path to the north. Go through it. Use your sword to hack your way
through the two Platypuses, and go up a floor. Pick up the Tower Disc
in this room (below), and go through the entrance.
Again, there are two doors. Two switches are there as well, and one
block. The door to the right is a trap (two Armored Horses), so push
the block on the left switch. Go through the door. This chamber is
plus-shaped; north and west lead to a dead end, leaving only south
left. Go there. What awaits you here is another of those
pathetically-easy puzzles. There are four switches and three bottles;
pick up the top-left (or -right) pot and place it near the buttons,
then pick up the other and put it on the upper right button. This
reveals a fourth pot, allowing you to complete the puzzle. Do so and
a door opens up. Go through.
Pick up a Potion from the chest and go up the stairs after dealing
with the Baby Dragon and other monsters. Go south before going up the
stairs and acquire a Thin Cape from another chest (Rami can equip it,
but doesn't need it if you bought her a Toga). What's left is going
up a few floors and walking through a door, arriving outside.
As for hostile bother, there is an Armored Horse here, as well as a
King Frog. If you manage to pass them, you can access a lift and two
entrances. The lift leads to a chest, giving containment to the all-
popular Camu Armor. There's also a stone inscription here. Be sure
to grab the armor (unfortunately, nobody you have now can equip it),
and go back down. Of the two entrances you can take, you might want
to take the second (the left one) first, as the other was only
inserted to annoy you--only a Platypus and stone inscription are found
inside.
The other entrance leads inside as well, and it's another stair set.
Follow it all the way to the top of the tower. Outside, find some
more stairs, go up them, and the game takes over. If you carefully
attended the inscriptions, you can deduce that this place is the
portal to the holy land (four dragons around you). If you didn't,
well, Rubius will do. She will also inform you of the stones and
shards you retrieved from the pirates, and ends with a did-you-
understand question. Say yes when you're sick of her lecture, and
then you'll get to deal with something confusing for importers.
But now it's all clear: your objective is putting the stone in one of
the four holes and then standing in the middle to see if it works.
The solution is facing the lower-left hole (the one with the
yellow/orange/gold dragon), going to Special in the menu, and
selecting either the Moon Stone or the Gold Shard. Select its
counterpart to read the stone. Press Start to translate, then turn
around with the shard until you read text (one turn clockwise to read,
"When the doors open"). Lastly, press A to confirm and place it in
the hole. Now stand in the middle. If nothing happens, you either
didn't rotate the translator correctly or the stone wasn't put in the
right hole. And if something DOES happen, well, you're screwed as
well. A lightning bolt strikes Eldin as he inspects the stone, Rami
gets help, and the screen fades black...
PARCELYTE ------------------------------------------------------------
Eldin awakes in his own bed, with the team plus Torma around him. You
will learn about Rubius, the tower, that a curse fell upon you, and
about the Northeastern War. Apparently, some Ragule guy entered the
kingdom of Gratze, resurrected an ancient Beast, and let the King of
the kingdom conquer the world. That Beast is now split in two, a body
and a spirit, and Gratze is presently invading other lands to get the
Beast back. The soul is in the holy land, to which the portal was on
the just-visited tower, and yes, you need to find it. And save the
world. Again.
Anyway, this curse is your priority for the time being, and the Elder
of Nazare might know a way to do away with it. Nazare is behind Mt.
Ruhie, a mountain now accessible on the world map. Torma rejoins your
party, which is great, of course, as strolling around with a two-
member party isn't the tops.
Stuff To Do:
¯¯¯¯¯¯¯¯¯¯¯¯
- Get Torma a job! If you haven't done so already, of course.
Personally, I'd make him an ass-kicker, so make him a swordsman or
fighter. Forget about the mages or wizards; Torma doesn't like
them.
- Get a job from Bandino (in the Hunter's Guild), if you haven't done
so before.
- Equip Torma with some better items. If you have the money, my
recommendations are a Slingshot and Leather Shield (Gruberik) and a
Scale Plate (Karnack).
- You can now reach the other spider web and burn it with Rami's
super powers. Go there, beat the enemies (Blood Bat, Poison Toad,
Snail) and receive a Revive. If you didn't take the trip to the
Road to Gruberik before with Rami, go get the other stuff as well!
See the start of this chapter.
- Make sure to sleep at the inn before moving on.
------------------------------------------------------------------------
2-G: Curses!
------------------------------------------------------------------------
Items: Escape Ball, Ice Ball, Magic Source, Aqua Fruit,
Dried Bread, Smoke Ball, Earth Fruit, Lak Cheese,
Ice Ball, Mountain Disc, Sanity Pill, Light Tattoo,
Victory Bandanna, 20G, Ice Ball; Mysterious Pin,
Magic Jar, 10G, Wind Fruit, Revive
Monsters: Wondy, Mad Bulb, Goblin, Bolt Fish, Blue Selph, Wyvern,
Stone Hawk, Elpasar
Recommended Level: 5-8
MT. RUHIE / EAST -----------------------------------------------------
Head up. There's a Wondy to your left and four bushes, but those
bushes don't contain nice items, so there's no need to go there and
the enemy can be safely skipped. The Mad Bulb next ahead is a little
harder to avoid, as it's right in your way, but it's not impossible.
Take the path to the next screen--two obstacles will be in your way.
Melt the ice with Rami and then hack away the revealed bottles in
order to make yourself a path. In the middle of the road is a
whatever-it-is that pushes you back. It's weird. Avoid it by just
walking around it... I've no idea what's the use of this, other than
to annoy you. In the next screen, Eldin will lose control for a
second, and Rubius says that the village is just ahead. JUST AHEAD,
she says, and if there's a twelve-paragraphed walkthrough for this
mountain, something's not right about those two words.
Immediately take a left, and go through a secret passageway. Head
down, then left, and so on, until you meet up with a Wondy. Beat it
up, have Rami get fiery on the two bottles, and let Eldin finish up
with his blade. An Escape Ball and Ice Ball are revealed by doing
this. Take them both and return. If you're in for more items, go all
the way to the right. At the four bushes, go down, and circle around
until you see a chest partially covered in ice. Rami is your girl
here; a Magic Source can be found inside it. Two Bolt Fish are near
this chest, but they can be avoided. Go back.
Apparently, there are certain holes in the ice; when you walk over
them, you fall in and you can't move. To get out, you'll need to
press the directional buttons eight times. These holes are on the way
north, and if you're prepared to fight a bunch of monsters, go there.
Beat the various enemies, climb the vine, assault the Blue Selph, then
light the lower-left bottle and break it for the item. Return, and
take the left path (which you should've taken in the beginning,
actually).
Resume going left and don't bother with the ice bottle (it's empty).
Fight or skip the Mad Bulb, and go left. The four bushes contain no
items as well, so don't cut them if you don't feel like fighting the
Goblin behind them. A Mad Bulb is up ahead, as well as a few of those
annoying holes; when you pass them, you'll be at a T-split. Take a
right and cut the plus-formation of bushes on your way. A Dried Bread
is hidden beneath one of them, and your next obstacle is a Wyvern
(which is unavoidable). Behind it is a Wondy; beat both of them, then
find your way around those pesky holes (just damn those things) to get
to the bottles. Light and break the first to reveal an Earth Fruit.
Head back to the T-split and go left. Skip the two ice bottles at the
west side of the road and make your way past the Mad Bulb and Stone
Hawk. As the bushes contain nothing of use, head to the next area.
Rubius notes here that the exit lies west, and that means you must go
east first. Kill the Blue Selph and continue until you see six bushes
with a Goblin behind them. The bush in front of him has a Smoke Ball,
which you can freely take; the Goblin doesn't attack until you opt to
touch him.
MT. RUHIE / WEST -----------------------------------------------------
Return, and there are again two paths you can take. I would suggest
the upper road if you're in for some Lak Cheese and fighting a few
monsters (and falling in those friggin' holes). Jump down via the
arrow on the ledge and continue. At a certain point, there'll be a
narrow path, but it cannot be passed because you're blown to a hole if
you walk in a certain spot. The solution to your problem is Torma;
see that pole on the other side? Whip yourself there and resume left.
When you reach the end of the path, Rubius says we're close. A bird
flies by at this moment, however, and catches Rubius. Which sucks, as
you're obliged to save her ass now.
Go left. Forget about the Wyvern and head up. See those white steps
on the wall? They're hard to see, but they're there. Climb them and
mow down the quartet of bushes--an Ice Ball is under them. Jump down
the steps, go right, fight the Stone Hawk, and seek for more steps.
Go up them. This... is getting repetitive. Once you arrive in the
next part of the mountain, a skull drops down from high above--how
utterly depressing. There are a few monsters here, and again, paths
on the walls. The previous time I covered a place like this, I found
a step-by-step guide worked best, so I'll bother you with that crap
again.
- Firstly, do a Rami/Eldin combo on the ice bottle close to you and
grab a Mountain Disc out of it.
- Now, from the skull that dropped down, walk to the left until you
see another skull. Look for steps on the wall and climb up.
- Get on the first "platform" with a pole, and use Torma to whip to
the platform right of it.
- Climb up the steps to another platform, whip to the right again,
climb up, and you will find a bottle and a half-frozen chest,
respectively containing a Sanity Pill and a Light Tattoo.
- Climb down and whip left. Two paths of steps are on the wall; one
was used to get here a moment earlier, and the other is the one
you'll need to use now.
- The next platform has three paths. Take the leftmost one.
- Whip left, go up, and whip right. You can now go up via the wall,
but opt to fall down (arrows on the ledge allow you to do so)
instead. You will land near a bottle with a Victory Bandanna.
- Fall down again (well... you *have* to). Follow the path to the
platform you chose to drop down from and climb the wall instead.
Whip to the right and climb up again.
Make your way to the left and you'll fortunately see Rubius. She
appears unconscious, and upon trying to get to her, the bird that took
off with her pops out and rears his butt for you to kick it.
Boss Strategy -- Elpasar:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
478 320 55 60 30 1 11 2000 550
Not too tough; Elpasar appears to use Relentless over and over doing
not too much damage to you, especially if you leveled up and/or
equipped the best armor yet, as well as a Frost-attack, dealing even
less damage. Eldin and Torma are your attackers, and Rami stays on
the defensive side. What your Disc Monster does is up to him or
her; you don't really need him. The basic strategy is having Eldin
and Torma use Cinder Slash repeatedly, until they run out of MP, in
which case they should resume with physical attacks. If they don't
have Cinder Slash, use Blaze. If they don't have Blaze, use Cinder.
Cinder Slash stays preferred, though (compared to Cinder, it's less
MP and you get a free physical attack extra). Have Rami heal when
it's needed, and that should be, like, once or twice. Repeat until
you win.
Rubius is okay, and rejoins the team. Find your way back down again;
video game physics say that jumping down from insane heights deals
zero damage in many occasions; use that to your advantage and go left
to the next screen. Here was a skull at first, but it is now removed,
allowing you to continue. Beat the monsters and head to the next
area; take note that there are two paths you can take--take the narrow
one and cut the bushes for 20G. Go back and resume trudging through
the field of snow and ice, and cut away the middle of a formation of
eight bushes (Ice Ball).
From here, all that's left is going down a stair set, and you'll
appear on the World Map. A new village is accessible, and that is the
village of Nazare.
NAZARE VILLAGE -------------------------------------------------------
Welcome to Rubius's home. I am unfortunately one of those guys who
like to find all items. I am also unfortunately one of those guys who
like to list that kind of stuff down.
Odds and Ends:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- First thing is an alchemist. Take a left from the entrance to find
a dog; talk to it, reveal him, and learn that Bright Gem + Star
Quartz = Bright Ore.
- Head into the house directly above you and go down a floor. Take
it to the right part of this bedroom and cut the bottle for a
Mysterious Pin.
- Exit and go to the right. Enter the item shop (see below for a
list), take the ladder downstairs, and open the closet. You can
steal a Magic Jar out of it unseen.
- Head north and enter the inn (in which you can rest for 80 bucks).
Go downstairs and make the bed; the lady will reward you with 10G
for this. I really don't know why I include these small
unimportant things.
- Next of the inn is another house, although I didn't find anything
of use inside. Instead, head into the cave north of it--this is
the Nazare bazaar. There's a guy selling stuff (see below for a
list). Behind him are two chests, containing a Wind Fruit and a
Revive.
- While you're still in the bazaar, head upstairs to the Training
Hall--doesn't seem much of a "training hall" though... In any
event, go upstairs and through the entrance. Talk to the guy
(don't fall off!), who says he's matured into a bishop. If you
have mastered the job of a priest, you can change to a bishop too.
- There's a woman in front of the Elder's house, who wants a tea of
some sorts (Ordens Blue Tea).
We also have shops down here; items are found in the house somewhat
south of the inn, and equipment is sold by the guy in the Nazare
bazaar (behind the inn). Check section 4-D for a reprint of the list.
THE ELDER ------------------------------------------------------------
And now it's time to see the Elder! He's in the big fat tent. Have a
talk to him; you'll learn that the curse can't be broken by him, and
that the answer may lie in the holy land. In order to get there,
though, you'll have to continue traveling with Rubius and getting the
other stones required to access it. The old guy wonders if Eldin is
actually a descendant of the Ancients. He says that the town of
Narbick is your place to go for more info on reaching the holy land.
However! Some messenger guy pops in and tells the Elder that Gratze
has captured Gruberik (*panicky music*). Our party wants to go there
and kick some sorry asses, and since the front door is closed, we'll
have to bring a visit to Jida (apparently close to Gruberik), the home
of the hobbits, first. Perhaps they know a way inside. Head out of
the town; the closest area to Gruberik is the Old Well, and since it
is yet to be visited, let's enter it.
------------------------------------------------------------------------
2-H: Through the Sewers
------------------------------------------------------------------------
Items: Moldy Bread, Revive, Power Source, Moldy Bread,
Insect Egg, Lizard Shield, Jelly Shield, Rotten Meat,
Poison Claw, Poison Needle; 10G x7, Life Source,
Hi-Potion
Monsters: Shadowfly, Snail, Small Crab, Lizardman, Blood Bat,
Ant Worm, Shell Fiend, Poison Toad, King Frog, Sea Crab,
Ice Lizard
Recommended Level: 6-9
OLD WELL -------------------------------------------------------------
Just before the entrance to this place is a white bird lying near the
trees to the left. Have a chat with it and you will discover that it
is in fact an alchemist. He'll tell you that in order to create a
Flash Ring, 150G and an Earth Ore are needed. When he disappears, go
north and jump inside the well, despite its dark, slimy interior. Bon
appetit!
SEWERS ---------------------------------------------------------------
Climb all the way down and place the bottle elsewhere. Jump down the
hole you make, and watch the conversation. When it's over, make a
right. See that bridge there? Cross it, then go in the water via the
steps. Go left and then down, then on the normal path again. First
go down and crush the four bottles you see for a Moldy Bread, then
head north until you reach a chest that contains a Revive. Get it,
then let Torma get the party to the other side with his hook, avoiding
the Snail in the water. Walk back to the bridge you went over
earlier, cross it again, and go to the right (don't go in the water,
this time).
Move on. When you come across a pole, let Torma do his thing. Walk
up, kill the Small Crab, whip to the left, and let Eldin break the pot
for a Power Source. Pull yourself back, go to the right, and cross
the ravine to the right. Go in the water and make damn sure you don't
touch the streaming water--it takes you back to the start. Go to the
right instead, get past the Snails, and make your way to the next
screen.
Take the upper path first, get the Moldy Bread out of the chest, and
then take the lower path--otherwise you only find a Lizardman (which
is only good for being captured, if you need a Disc Monster). Go back
and take the lower path. When your feet get wet again, go up, past
the Shadowfly and Snail, and through a small gate. You will
eventually find a nice formation of bushes and pots; only hack away
the upper-left bush, for it is the only one with an item (an Insect
Egg). A new enemy is found here as well (Blood Bat). Lastly, use
Torma to whip yourself to the right. Go in the water, and beat the
Shell Fiend if you wish (fire-magic works best). Go with the stream,
and you will arrive near a chest, which contains a Lizard Shield.
Unfortunately, none of your human party members are able to equip it,
as it's meant for Disc Monsters.
In any case, head back to where you entered this water, and go to the
right (the path that is yet to be explored). Continue down the path,
whip yourself to the other side at the end, kill the Blood Bat, and
notice a path behind that vine... a little too obvious, right? Get
inside the secret room, and it is treasure-time: a Jelly Shield in the
chest, and Rotten Meat in the bush up-left of it. If you're wondering
what the hell you're supposed to do with Rotten Meat--it's for Disc
Monster of shadow-types, which are damaged by healing potions etc.;
this then is what they need for a HP boost. Don't go back; that path
leads to a dead end. Instead, take a right and have Torma do
something witty with his rope.
You'll witness two Lizardmen and some snake just ahead. The fights
with the two lizards are inevitable; make sure to surprise them for an
extra round. Once they're done with, free the Corydoras; heal and
make sure you surprise them, and when you fight, don't hesitate to
unload a good dose of fiery whoop-ass. Don't walk around if you're
poisoned; immediately pop out an Antidote in that case. The door
opens by clearing the room of monsters, so continue.
Again, make your way through a stream, end up somewhere south, etc.
I'm sure you know the deal. When you can choose between crossing a
river with Torma's rope, and jumping in the river and returning to the
beginning, do the former. Head up and pull the switch, and voila!
Something happens and the water isn't streaming anymore, meaning it
won't take you to random locations every time you just want to take a
swim. Unfortunately, this means an invitation for a bunch more
monsters... Anyway, whip to the pole and head south all the way.
There are Poison Toads on your way, but they are easily avoided.
Follow the path. When you get the chance to get out of the water,
don't and continue heading east. Eventually, you'll get to an upside-
down T-split; head north, fight two Poison Toads, and to the next
screen. Upon entering, the party witnesses a creature being attacked
by a snake! Heal your party, make sure to have some AP left, and talk
to the unconscious creature. The snake that attacked returns and
assaults you.
Boss Strategy -- Ice Lizard:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
428 255 65 50 22 20 16 2500 1300
Ice Lizard is relatively easy, compared to some of the bosses you've
butt-kicked earlier. He either comes alone or with a Lizardman, and
if that ally of his kicks the bucket, Ice Lizard calls for help--
sometimes, this is good, for it occasionally fails, giving you an
extra round to attack. In case it wasn't already obvious, Ice
Lizard is of the ice-element, and ice melts when it comes in contact
with fire. Have each of your party members use Cinder Slash or
Cinder, if they've learned it, and let anyone heal the party when
they take hits. It's not that hard. When a Lizardman joins the
fight, make sure you kill it as soon as possible, though.
After the battle, the creature (it's a fox) (or a dog?) awakens,
thanks you, and faints again. It appears he was a human that fused
with a monster, and can't revert to his original form again. Rubius
suggests carrying him somewhere safe, and then you'll regain control
over the party. In the upper-left corner of the room are two chests,
containing a Poison Claw and a Poison Needle. When you have those in
your inventory, use Torma to swing to the right. Pull the switch
there to put the water to rest.
Walk back to the previous screen. From the T-split, head left and get
out of the water. Now make your way to the right, cross the fence-
bridge, cross the other fence-bridge, and climb the short ladder.
Cross ravines with Torma's rope, and enter the water (which you told
to stay quiet earlier). Head all the way north and beat up any
enemies you encounter, follow the path, and you'll meet up with a
hobbit. Jida Village is near, and he lets you pass--he won't if you
haven't brought Bau (the dog), though.
JIDA VILLAGE ---------------------------------------------------------
Apparently, the hobbits hold a grudge against humans, meaning you
don't need to expect hospitality anytime soon. Anyway, when you
enter, there's a bunch of paths to take; to your left is the church
(make sure to save), and a path leading to a cave with 70G (10G x7).
Go show these fellows another reason to hate humans (a.k.a. get the
cash), and head back. The path to the north has a ladder leading to a
hobbit making dinner, while the other stairs bring you to a floor
below.
Go down and to the right; keep holding Right and you will walk in a
green sort of thing. Have a chat with the fish to reveal an
alchemist, who in turn reveals that an Earth Ore requires Iris Water
and Lake Sand. Skip the weapon shop (go away!), head south instead,
and enter the Treasure Room. Three chests can be found here, one of
which is empty, another of which contains a Life Source, and the last
of which has a Hi-Potion. Head all the way back to the first room,
where one cave is still unexplored; it's the Chief's Dwelling, and
your next stop.
Chat up with the oldest guy around. While he doesn't hate you like
the rest in this place does, he unfortunately isn't too helpful once
you request his help to get in Gruberik--you need a guide for that,
and he wants to keep his gang together. So then the obvious solution
is to send Bau; apparently, the dog-human isn't too welcome here
either, and we're all set. The party rests the night (HP and AP
restored), and you can leave. You might want to bring a visit to the
weapon shop first, though (it's open now).
If you can afford it and want optimal defense, Bark Shields and Bark
Helmets are your number one choice; keep an eye on your wallet,
though, and distribute equipment evenly. Don't buy the Stone Horn for
Bau, as we'll get something almost as good in a moment. When you're
finished, leave.
------------------------------------------------------------------------
2-I: Gruberik Revisited
------------------------------------------------------------------------
Items: Wooden Mallet, Dark Fruit, Tail Ring, Bitter Cheese,
Life Source, Aqua Fruit, Sea Disc, Revive, 200G, 30G,
Escape Ball, Iron Box, Moldy Bread, Insect Egg,
Rotten Meat; Wake-Up Call, Potion, Mountain Disc,
Fire Ball, 100G
Monsters: Shadowfly, Snail, Small Crab, Lizardman, Blood Bat,
Ant Worm, Shell Fiend, Poison Toad, King Frog, Sea Crab,
Baby Hydra, Shell Snake
Recommended Level: 7-10
SEWERS / CONTINUED ---------------------------------------------------
Instead of going to the right, return left first. Stand directly
under the hobbit you are "offending" (hahaha), and swing south.
Switch to Bau and use his B-button skill, which is to smash down stuff
with his hammer. By breaking the barrels, you'll gain access to a
chest, which contains a Wooden Mallet. Have Bau equip it, and if he
isn't already in your team, make him a member. Return via the water,
and take the previously-ignored path leading east. Enter the water,
walk to the right, and exit the water.
Barrels are blocking your way, and the party has an argument regarding
that blockade--which is a pretty stupid thing if you just acquired the
Wooden Mallet. In any event, head right, and cross the bridge. In
the water, head south to the next screen. Here, resume south, then
east, then north. Go over the bridge and don't use Torma's rope when
the opportunity arises; head left first and pull the switch. Go back,
swing, get out of the water and enter the land north; get to the end
and smash the bottle in order to receive Dark Fruit.
Go back in the water and walk left to the T-split. Go south until you
find something weird-looking on the wall; here is where the
programmers went wrong with sprites, and this is supposed to be a
crack in the wall. Bau saves the day here; switch to him and bust the
place open. There's a lotta treasure to be found here, although three
Blood Bats dwell around the area. Open the treasure chest for a Tail
Ring. The bottle in the third column has a Bitter Cheese, and the
uppermost bottle in the seventh column has a Life Source. Head
outside and go up, to the aforementioned T-split. Go left to the next
screen.
Go left, and you'll find yourself in the screen to the right of Jida
Village, except that the water isn't running like hell anymore,
allowing you to continue through a passage (first fork, go up). Do
so. Head north and then walk to the right, and from there go south to
reach a chest with 200G, as well as a Lizardman (which doesn't appear
to attack unless you touch him). Now, go back and walk up. When you
get the chance to step out of the water, do so and resume going to the
right--go all the way to the right until you can't anymore.
Here you might want to opt taking the southern path, if you're
interested in a Dark Fruit. Get it out of a bottle and return, and
choose the steps to the right. Walk up and enter the water. From
here, you have two choices; either take a side-trip to the right,
which is a dead-end (although there are some items to be found), or
continue left. Skip the next paragraph if you don't want to bother.
Or not, of course. I would suggest healing the party. Go right and
up. Bau denotes that you're going the wrong way, so tell him to shut
up and continue. Cross the bridge and beat the Lizardman, and go to
the left (to the right leads back to the beginning). When you see a
stake, use Torma to get there, and go up. One of the bushes there has
Aqua Fruit. Head back south and follow the path (you will step in and
out of the water once). At the end, you will find a Sea Disc and a
Revive. The other side is inaccessible as of yet, so go back in the
water, and walk all the way to the right.
Back at the fork. See those four bushes over there? One of them
contains 30G, if you're interested. Now, head south; there's a
stream, and you can "enter" it via the left or the right; hug the wall
left (of the screen) and you'll wind up near a door. A Baby Hydra is
here as well. Defeat it, and get the Escape Ball out of the chest.
Do not use Torma to swing to the left, unless you wish to go back.
Rather, utilize his rope in the next room. Go through the door and
defeat each monster you find, and another door opens up.
Additionally, open the chest for an Iron Box, and Moldy Bread is under
one of the bushes in the upper-right corner. Enter the next room.
Change to Bau and use his hammer to smash the skulls blocking the way
to the bridge. Then, it is time for another of those stupidly-
pathetic puzzles (I believe it's the second one?) in the game; two
pots are here and two spots on the ground are marked by arrows. Guess
what to do? Place the pots there. The door opens, and if it's not
already bluntly obvious, you'll need to go through it.
This area is the one with the optional items and such, except on the
other side. Walk to the right and enter the water. Don't go down the
waterfall, but follow the path to the left, which leads to the next
screen. Go up and get out of the water. There's a crack in the wall;
first walk to the right, though. Follow the path until you find some
pots, one of which has an Insect Egg. Get it, return, and smash the
wall. Here, you'll need to cut away all the bushes in the vicinity of
the crates (there's one bush with Rotten Meat), then first push the
right crate up, the left crate to the left, and then the right crate
all the way to the right. After you beat the Blood Bat (unavoidable),
take the ladder.
Supposedly, Gruberik is just ahead. Unfortunately, the ladder is too
short to reach the next level. In order to continue, have Bau smash
the skull to create a path (which is amazing--how the hell did *that*
happen?). Make sure to heal, and resume north. A boss spots you, and
decides he's hungry.
Boss Strategy -- Shell Snake:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
720 300 72 50 23 45 54 3000 1010
Shell Snake uses Strike all the time, which isn't too harmful.
Every now and then, he opts to attack with Fury, doing more damage.
But worry not, my friend--this battle is easier than you would
expect. You have three things you can do: (1) just mash the A-
button repeatedly and you're practically set, unless you're unlucky.
Or (2) a guaranteed victory, by also making sure to heal those
struck upon with Fury. Or (3) to royally kick this fella's butt,
use fire-elemental skills. Or (4) a combination of (2) and (3).
Walk north, bonk the skull, and climb the ladder.
GRUBERIK -------------------------------------------------------------
You will wind out of the well near the Ancient Cave area. Go to the
right to the marketplace, and a Gratzean soldier halts you (weird
tidbit: upon that event, Bau *changes into* Rubius). The bunch of you
looks suspicious, which is enough reason for him to dump you in jail.
Great!
Imprisoned, the party discusses this entire event and what to do next.
Fortunately, the guard that took you to this place says he'll get you
out of here, because he's sick of fighting. The only he asks in
return is bringing him to Ordens, past Meadow Road--a secret exit is
next to the item shop--and his name is Cain, the mayor's son. Say yes
when Torma asks you whether you should trust the guy or not, and
you'll appear in the Hunter's Guild. Make sure to change jobs if you
want to (Bau unfortunately can't become an apprentice), and head
outside.
So what's up in Gruberik? For starters, Gratzean soldiers are
everywhere, watching your every move and, well, being there. The
entire marketplace is dead, but the Ancient Cave is thankfully still
functional (Gratze is looking for something down there... what could
that be?). Also, you can't exit Gruberik the normal way (soldiers are
blocking the road). Some normal residences are also blocked. And, if
you care, Parcelyte's inn is closed as well.
Walk southeast to a guy with four bottles next to him. The one left
of him has a Wake-Up Call, and right of him is a Potion. Walk to the
left from there. Four bushes are here, the uppermost of which
contains a Mountain Disc. Pick it up, then make it to the rightmost
side of the town. Two bottles are there. Break the uppermost one to
find a Fire Ball. There are also shops (still in the lower-left
corner of this part of the town), which have new stuff. Check section
4-D for the list.
Head south to the first screen of Gruberik, and cut away the bushes
all the way near the bottom--you will get 100G. Next, bring a visit
to Torma's grandpa. He's still the same and tells you to jump in the
lake. Exit and witness a rat left of his house (not sure: if it isn't
there, open the closet in grandpa's house). Talk to it and reveal an
alchemist, which in turn teaches you that a Dark Ore's recipe is a
Dark Ruby mixed with Black Water.
Basically, you're all set and you can leave now. Go back to the now-
defunct marketplace, and go to the lower-left corner (item shop).
Cain says that the secret exit is here. Before you leave, Bau stays
behind to rest--he'll return later in the game, though (much later).
Note that you can enter and exit Gruberik at any time from the World
Map, now.
Your next stop is Meadow Road, near Parcelyte.
------------------------------------------------------------------------
2-J: Ordens
------------------------------------------------------------------------
Items: Antidote, Earth Fruit, Mysterious Crest, Hi-Potion,
Potion, Escape Ball, Mysterious Pin, Mysterious Pin,
Thornlet, Stun Ball, Revive; Sleep Ball, Boomerang,
Daze Ball, Lak Cheese, 10G, Terror Ball; Navaroa;
Blue Tea (x3), Black Key
Monsters: Butterfly, Morphan, Eagle, Rugamo, Wild Bull, Cockatrice,
Treant, Pretty Moth
Recommended Level: 8-11
MEADOW ROAD / EAST ---------------------------------------------------
At the start, you see a yellow/white grassy area to the left. You can
walk through those shrubs, but only when there are short lines on the
borders. Try it with the first shrub, which has a bottle containing
an Antidote. Head to the left then to find a guy. He says that there
are quickly-regenerating trees around the place, which probably evolve
into monsters sooner or later. Eek! Worse news is that there are
more trees like that to the west, blocking the path to Ordens.
Another guy tells you that there's a side-trail down the path, which
according to him "is really tough!"
You, unlike this scared fellow, are armed, and should have the
audacity to take the road through the shrubs. Your path is blocked by
a barrel only Bau can do away with, however, but fortunately there are
more of those lines and pluses in the shrubs. Find a path to the area
with a Butterfly, walk a bit down and enter the shrubs again. There
are two paths you can take from here; you're probably interested in
taking the left one, which leads to an Insect Egg under the bushes.
When you have it, don't head back yet; you can advance further through
the grass. Do so, and you will finally reach a chest, guarded by a
Cockatrice, that contains a Short Sword. Equip it, head back and take
the last path. Beware for the Rugamo that lurks at the end, and walk
to the next screen.
From the beginning, make your way to the left, and cut the lone bush
to reveal an Earth Fruit. Then go back and find a path that leads
north, and take it. Ultimately, you'll cross a Cockatrice. Beat it
up, and again, there are two paths you can take. You might want to
opt going south first (don't take the path through the shrubs that
leads to a pole); it eventually gets you to a pot surrounded by
bushes, and under that pot is a hole.
Open the chest inside the cave for a Mysterious Crest, but beware: a
Treant spawns from the skull upon opening it. Use fire if you have it
to beat it, then go back. Cut the bushes around the pot and look
left. Press Up and Down for the Wild Bull to move with you (if it's
there), and use Torma's rope to go to the left; you _should_ surprise-
attack the monster. Travel north to the next screen.
This area consists of a path leading north, west, and east. To the
right is the road that you would've been able to take if it weren't
for those damn trees in the beginning, north are more of those trees
blocking your way, which means that left is the way to go. To the
right are some items, but since you can't get all of them at once,
we'll get to those later. So, head left, past the Butterflies. In
the next screen, get yourself to the left part of the area. There's a
shrub with a chicken inside; enter it via the left, walk to the right,
then down, then find a corner to the left; you should be able to reach
a pot with a Hi-Potion. Head back now and go all the way north.
MEADOW ROAD / WEST ---------------------------------------------------
In the screen thereafter, enter the shrub via what looks like a,
well... never mind. When you reach the plus, take a right first. Cut
the middle bush for a Potion, make sure not to get back-attacked by
the two Pretty Moths, and go back to the left (somewhere along the
path, you'll need to walk one block up). Exit the shrub via the north
border, and enter yet another one via what looks like an asshole.
Follow the path to the right and you'll see a barrel; push it to the
*left* or the *right*--otherwise you won't be able to reach the Escape
Ball down the vine. Get it, head northwest, and arrive in the next
screen.
Enter the shrub, exit the shrub, and go all the way to the right.
Here's a quartet of bushes, two of which have Mysterious Pins. Pick
them up, find a line on the border of the shrub, and head right to the
next area. Here's a little "puzzle" for you; find a vine leading down
to the "maze" and search for a bottle. Pick it up, bring it all the
way to the right, and place it on the button. Get down the vine you
just gained access to, hack away the two bushes between the box and
the button, and then those objects. Go back to where you found the
bottle and jump down the cliff.
Climb the vine below you and slash the bushes to the right to reveal a
button. That means we need a bottle, and that can be found at your
left hand; cut any of the bushes that form a spade to reveal it. Do
what I'm sure you can figure out yourself with it, and travel south.
In the next screen, jump down two times, and Torma says that those
trees are REALLY getting on his nerves, whereupon Rami discovers the
big momma--heal before you take it on, and assault the source of this
forest's greatest annoyance.
Boss Strategy -- Madeant:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
720 320 100 60 30 30 25 4500 1500
Nothing terribly exciting--mainly because Madeant has nothing better
to do than using Leaf Edge over and over again, doing little-to-
medium damage, and sometimes popping in with Leech, absorbing a
medium amount of HP. Which, yes, means that this will be another
attack-and-watch-your-HP-and-repeat fight. I figured that a tree is
made of wood, and with wood burning good and all that, you might be
interested in causing a little forest fire.
Post-battle, Rubius and Torma point out the obvious. The other trees
have also decided to leave before they have their butts roasted to
coal as well, and frankly, that was a smart thing to do. Take note of
the Earth Sap in one of the bushes behind where Madeant was, and walk
to the right. As you can see and if you remember, you are back in one
of those areas you've crossed earlier. Ordens is west, but a trip
east for some items never hurts, right?
Head to the right and open the chest behind the fence for a Thornlet.
Next, enter the shrub to find a Stun Ball and a Revive. When you have
them, go two screens to the left. Walk left, past the shrub with the
chicken, and go down from here--this path was blocked by trees
earlier, if you remember. The rest is straightforward; you'll
eventually wind up in the Village of Ordens, unlocking the fourth part
of the World Map.
VILLAGE OF ORDENS ----------------------------------------------------
Cain leaves your party here. Before following him to his home, you
might want to explore around.
Odds and Ends:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- From the entrance, walk to the right and cut the bushes you see to
reveal a Sleep Ball.
- A few steps to the right from there is the inn. Make sure to take
a nap for 80G, and open the closet for a Boomerang.
- While you're still here, break the pot for a Daze Ball.
- North of the inn are shops; left is the equipment store, and to the
right, you can buy items. See below for reprints. You can make
some grand cash here by buying 99 Blue Tea for 100G and then
selling it for 150G at the same store--that's about 5000G in just a
few seconds. Not bad, eh? Remember, though, that this is the only
opportunity to do it. In a few moments, it isn't possible
anymore!! See section 4-D for a reprint of the shops.
- Walk to the upper-left part of the village and cut the bushes; you
will find Lak Cheese.
- Go to the right and enter the church. Save and do whatever you
need with the holy guy, and break the pot for 10G.
- Somewhere under the church is a bush, which you can reach by
circling around the tree right of it. Under it is a Terror Ball.
- In the lower-right corner is a horse (or cow?) "trapped" behind
bushes. Talk to it and it's an alchemist: a Wind Ore is created if
you combine a Star Quartz with Iris Water.
Also, bring Blue Tea to Karnack. Some woman in front of the Elder's
tent wants this tea, and gives you a Navaroa in return. Lufia II
flashback!
THE KEY TO THE RUINS -------------------------------------------------
The only motive for your visit to Ordens is bringing Cain back home,
so let's see how he's doing. In the upper-right corner of the village
is the Mayor's Estate. Enter it, and Cain's mom wants Cain to piss
off, back to the Gratzean army. Some homecoming, no? Cain exits the
house, and then Torma suggests leaving as well. Exit the room and
then return; to the left is a path leading to nine bottles, three of
which contain Blue Tea and one a Black Key. Pick it up and head
outside.
You can talk to Cain and Abel if you wish. When you're done, walk
left and up, and have a chat with the old guy who seemed to have
"relations" with a horse earlier. Rubius gets all freaked out when he
mentions the Ancient Ruins. The old man says that the mayor may know
more, so go back to the Mayor's Estate and speak with Cain's mom. She
says, however, that it is locked and that the key is missing...
Then, Hayes comes in and says that Gratze is heading in this
direction, and of course that's not good at all. This means that Cain
needs to leave to the tower. She then notices the key you have there
(if you don't have it yet, pick it up and talk to her again), but
Hayes then steals it from you. Oh no! Leave the village and enter
the Tower of Dohain, which is a new spot on the world map. Actually,
that tower is compared to the previous dungeons--which were easy as
crap--a little harder, and you'll easily get lost.
------------------------------------------------------------------------
2-K: The Tower's Treasure
------------------------------------------------------------------------
Items: Magic Jar, Iron Beak, Iron Fang, Blood Rod, Escape Ball,
Hi-Potion, Power Source, Stone Helm, Stone Horn,
Stone Plate, Golem Helm, Green Shard
Monsters: Imp, Skeleton, Doben, Butterfly, Bone Golem, Necromancer,
Poison Bug, Earth Viper, Gargoyle
Recommended Level: 9-12
TOWER OF DOHAIN ------------------------------------------------------
Head north. There's no sign of Hayes here, and Rami notices that
there are no monsters around... but just like Torma, I'm not
complaining! All paths are blocked by cats, except for the one
northwest of you. Head there, and find a Hayes who got what he just
deserved. Go left, down, left, up, and to the next floor. South of
you is a bottle with a Magic Jar. Pick it up and follow the trail to
the door--meanwhile, you see a Gratzean soldier strolling around as
well. The door is blocked by a spider web, so have Rami cause a small
fire to gain access to a small room.
Inside, you'll find four strange white tiles, and HOW COINCIDENTAL,
there are four blocks to be found as well. And guess what? You'll
need to place those blocks on the tiles. When you do so, all red cats
turn into monsters--which isn't good, of course, but the pros are that
your path isn't blocked anymore. Exit, beat up the Imp, walk around
and defeat a Skeleton, and take the stairs leading down. Here, walk
to the right and take the ladder going down.
This is an annoying maze, with lots of stakes and buttons which are
connected in some way. Pick up the pot and place it on the switch.
Walk to the left, over the stake that went down, then down until you
see a bottle. Place it on the switch left of you, and a stake goes
down, thus allowing you to reach that other switch. Go all the way
back to the start, pick up the bottle, and go to the aforementioned
switch (there are various paths to take). Place it and head south.
Three chests are now accessible--open them to find an Iron Beak, an
Iron Fang, and a Blood Rod. The iron stuff is for your Disc Monsters,
and Rami can wear the rod--beware, though, as it's cursed. Exit the
room.
Head south. Follow the path (no need to break the jars) to a stair
set and go up. Go down, left, and down again, and follow the way to
more stairs leading up; you'll see a Gratzean lackey walking around.
Circle around the area and enter the room with an entrance with yellow
(or orange; whatever) blocks on its sides. Inside, open the chest for
an Escape Ball, and push the blocks on the white tiles. This time
it's a bit harder; if you fail, re-enter the room, and if you have
trouble, take in mind that stepping (rather than moving a block on it)
works as well (only for the last tile).
All yellow cats are brought to life. Find a way back to the entrance
area and head north. Enter the room with a blue entrance, and this
time, it's not going to be that simple to push the blocks. Placing a
block on the middle tile lowers the stakes, so start by pushing lower-
left block (you can get to it via below) in the middle. Push the
second of the two blocks that stand next to each other below, and I
think you can do the rest yourself. The blue cats are now
"monsterized".
Head outside. After attacking the Necromancer, head south. In the
lower-right part is a now-open entrance. Enter. There's a Hi-Potion
here, plus there's a stair set leading up. Take it, and run all the
way to the right. Ascend another floor. Grab the pot and bring it to
the left. Put it on the switch and backtrack a few steps. A pole
went up north, so use Torma to get you there. Behind the spider web
is another pot, but first go up the stairs--there's a Power Source to
be found there, as well as a Stone Helm if you walk through the narrow
path. Head back and get the pot from behind the web, and rather than
placing it on the southern switch, go up. Place it and swing to the
other side.
Open the chest for a Stone Horn. Don't go down the ladder! It's a
shortcut if you want to leave, but go down and you can't go up
anymore. Instead, walk left of the barrel, and try to stay in the
middle of the road. You can go through the wall (damn those hidden
paths). At the end, you should stumble upon a barrel (damn those
hidden objects), and you might get attacked by a Butterfly (damn those
hidden enemies). Push the barrel to the far left, then down, then
left, and then down on the switch. This makes a pole elsewhere go up.
Open the chest for a Stone Plate, and go back. The barrel needs to be
placed on the switch, but it's against the wall--move it up first,
then one tile to the right, then down.
Cross the chasm with the rope, pick up the bottle you've placed on the
button, and relocate it on the button south of the stair set. Whip
south, then whip to the left. Follow the way, and swing north when
the opportunity is there--you'll get a Golem Helm this way (only if
you secretly pushed the secret barrel on the secret switch in the
secret area north of the screen). Go back and ascend one floor.
There's something blocking your path and a button that clears it;
however, you need something to hold it. You should know by now that a
lot is hidden around this tower, so search behind the lower-left one
of the eight poles for a crate. Push it on the button, and voila!
Enter the next screen, and you'll discover a bunch of dead Gratzean
soldiers. Hah! Serves 'em right. Go north and you'll find a chest--
when I last checked Sonar, zero treasures were in this area, so this
must be a trap. Interact with it and the three cat-statues turn into
snakes. You'll be attacked.
Boss Strategy -- Earth Viper:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
705 200 105 85 28 27 24 4000 1800
Er, I could swear I saw *three* of them. Anyway. Earth Viper's
battle behavior is pretty much like using Bite most of the time, now
and then attacking with Crush, dealing slightly more damage than
Bite (but sometimes misses), and I saw an attack that greatly
reduced everyone's DEF. But no worries here; the previous bosses
weren't hard at all and Earth Viper makes no difference; just attack
and heal whenever needed... Oh, and this guy might come with a
Gargoyle as his fighting buddy. Just defeat that one before
focusing on Earth Viper.
Open the chest Gratze was after (and failed to get), and you'll
acquire the Green Shard out of it. Rubius is all excited, but isn't
sure about this shard's function--the mayor of Ordens is our next
stop. If someone in your party is or has been a thief, use Escape to
leave immediately. Or, use an Escape Ball. Otherwise you'll need to
WALK to the exit, and I feel for you in that case. Make sure to make
use of the ladder-shortcut I mentioned earlier.
ORDENS / REVISITED ---------------------------------------------------
Visit the mayor and she says that you can keep the treasure of the
tower, so long as you give back the key. A fine deal if you ask me.
Rami asks if there's a boat or something nearby, for the next
destination is across the ocean; the mayor replies with Daros, a
bigger town, which may have what we need. Daros lies beyond the
Windlands, so that'll be our next stop. Outside, Cain is told to
leave to one Ugene in Merix village (might that be the kid who gave us
a Dragon Egg in Lufia II?). Exit the village and enter the Windlands.
------------------------------------------------------------------------
2-L: The Almighty Swordsman
------------------------------------------------------------------------
Items: Field Disc, Turban, Speed Source, Wind Armor, Dried Milk,
Wind Fruit, Dried Meat, Dried Bread; 10G, Hi-Potion,
Revive, Earth Fruit, 10G (x2), Cave Disc, 10G (x2),
Flame Fruit
Monsters: Yan, Galeon, Procyon, Crow, Armored Nail, Neo Trice,
Horned Beetle, Lion, Dryzan
Recommended Level: 10-13
WINDLANDS / EAST -----------------------------------------------------
Head south and west. Fight the Yans and go one screen to the left.
Besides the monsters, take care when you see little cactuses on the
ground, which you shouldn't walk over unless you want to take damage.
Also, there are arrows on your way, and stepping on them will move you
in the direction they're pointing to.
First off, walk all the way to the left until you see a chest in a
narrow passage, and open it to get a Field Disc. Then make for the
north. Beat the Crow, and you'll find those arrows I mentioned. Find
a way to the right (make sure to watch out not to get back-attacked!);
to pass the last trail, you'll need Torma's rope (or you can walk
around the cactus). All the way to the right is a chest with a Turban
(burn the stumps if you wish to remain damage-free). Head back.
South of the second arrow-trail is a pole, and from there, you can
swing to the cliff right of it. Do so, and head south to the next
screen.
Resume south, and go left when you can. Beat the Galeon, and break
the pot to reveal a Speed Source. Pick it up, return, and make for
the left. Here, there's nothing much else to say than to follow the
way and killing monsters until you get to a fork. Choose to go up
first, burn the stumps, and you'll find two arrow-trails. Take the
one going up--you will fly to the parallel cliff ("But you see, dear,
that's *magic*..."). Walk around the trails via the right, and whip
yourself down to the leftmost pole. Walk left from there, swing up,
walk left, and beat the Procyon. Walk down, below the tree, until
you're horizontally aligned with the chest. Walk one step down, to
the pole, then go to the chest and open it to get the Wind Armor.
Then, take the arrow-trail going north (you'll lose 1 HP by landing in
a cactus-field), and head back to the fork. Walk down to the next
area.
Follow the way until you see a signpost, with the message that Daros
is north. Well, yes; Daros _is_ north, but that path is blocked, and
the only thing to find is a Wind Fruit. If you want, get it (it's
under pots; you'll have to pass a few enemies to reach it, and you'll
see a monster eating a snake--a snake which has an abnormally large
head at that) and return back, and go south of the signpost. Two
(groups of) Lions need to be fought. Follow the path until you reach
the screen with the Wind Fruit, but now the other side.
North of you is a chest with Dog Ears (...yay), and right of you is an
arrow-trail; rather than using it, walk "manually" and use Torma's
rope to swoosh to the pole to the right. South of that pole, across
an arrow-trail, is another pole. Get there, follow the way to a chest
with an Insect Edge guarded by Galeons, and backtrack back.
Find arrows that point north, and take a ride to the other side...
which rhymes, by the way. Walk one step to the right and two steps up
(meanwhile, the camera pans back to the previous beast--probably the
monster the mayor of Ordens mentioned--which apparently is sleeping).
We're only a few steps away from the monster, and Rami suggests
walking slowly past him. Just a little video gaming experience is
required to predict that something's going to happen, and this time
it's Eldin tripping (idiot)--the Dryzan spots you, and seems to be
hungry again. Make sure to be healed up before engaging in combat.
Boss Strategy -- Dryzan:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
750 320 90 52 92 45 80 6000 2500
Wind Storm causes medium damage to everyone, and it appears that
this attack is your main threat during the fight. Besides that,
Bite seems exclusive to his attack pattern, and this is nothing to
worry about. By now, you should have the fighter's Chance Hit skill
(which does trippin' damage if you're lucky). If not, you are
pretty much limited to attacking and healing whenever needed. If
someone of you is a mage, using Enfeeble to lower Dryzan's defense
is a must. And don't forget to install as well. This battle will
be short if you're lucky and have Chance Hit, a bit longer if luck
isn't by your side, or long if you don't have that skill. And yes,
that skill seems a bit overpowered. But who's complaining about
that?
After dealing with Mr Dryzan, crush the bottles behind him for Dried
Meat, and go south. From there, follow the way until you find another
four bottles, one of which has Dried Bread. Exit north, and you'll be
in the Town of Daros.
TOWN OF DAROS --------------------------------------------------------
Upon entering, you'll see Marin hopping in as well. After the chat,
you're free to explore the town.
Odds and Ends:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- The inn (hotel) is right ahead, where you can sleep for 80G (I
believe the post with "Bar Desert Rose" is misplaced). Upstairs
are two pots, one of which has 10G inside.
- Right of the inn is arms store "Wildboar", and some real good
equipment can be bought there. Next to that house is the church,
and north of the church is the item shop. Inside is a pot with a
free Hi-Potion. The lists are in section 4-D.
- All the way to the right, near the church, is a guy watching over a
couple of horses. Talk to him twice--he needs Dried Milk for his
horses, and if you give him some, you'll get a Revive in exchange.
- Slightly northwest of the item shop is a small house, in which
Marin and her mother live; enter it. Go to the beds (please, no
snickering) and break the bottle next to the closet. There's a
hidden path to the left, in which you can find an Earth Fruit, and
two times 10G.
- Also, there's an alchemist to be found (the chicken). Talk to it
and learn that a Squall Ring can be made if you have 150G and a
Water Ore.
- North of Marin's house are two houses, in the rightmost of which
you can get a Cave Disc.
- And finally, the big place on the elevated area is the casino.
Don't enter it via the main entrance, but from the left. Break the
pots to get two bags of 10G.
- Then enter the main hall of the place. There's a Flame Fruit all
the way to the right. Get it.
- If you have Iris Water (from the Ancient Cave), look at one of the
ads on the wall and talk to the owner (he's on the same floor). He
wants to buy it for 120G.
I *strongly* recommend buying the Main Gauche for Eldin and the Cutter
Whip for Torma, plus armor for everyone. Those weapons kick some ass,
I tell ya. They are expensive, yes, but via the Blue Tea trick (buy
99 Blue Tea in Ordens for 100G apiece and sell for 150G), this should
be no problem. I love exploits (although this isn't possible anymore
in a few moments!). Anyway:
DEKAR, AN OLD FRIEND (LITERALLY) -------------------------------------
When you're ready with all, go upstairs in the casino. You will watch
two guys gambling; one dumb guy losing everything he's got, and a
pirate making some major cash. However, the dumb guy shows his sword,
which is the Dekar Sword... which must mean that this is Dekar! Yeah!
Still the dumb fool he was a few years ago. In any case, Marin comes
in, and right when Eldin and co. wants to have a chat with Dekar,
Gratzean soldiers come in. Of course, they're after you and the
stones you have, but fortunately Marin knows a way out...
After the escapade to her house, the pirate leaves (after telling
everyone he's got a ship in Gruberik), there'll be some more
conversation, and in the end, Dekar joins your party! Apparently,
he's after the Beast and you share the same goals. The now-
unstoppable party stays the night. Your next goal is Parcelyte,
because the king might have a ship to borrow. During the night, Eldin
overhears Marin and her mom.
When you regain control over the party, you may want to add Dekar to
the active team. Dekar is quite strong (although slow like hell,
unable to switch jobs and thus use magic, and field ability-less), and
even though he looks weird (he looked WAY cooler in Lufia II), he'll
be a great asset to the team. If you've mastered the job of a thief,
you can change to a rogue as well--the one to talk to can be found on
the third floor of the casino. Make sure to equip your party (don't
forget the Main Gauche and Cutter Whip for Eldin and Torma), and leave
town.
On your way out, however, some kid stops you and asks for Dekar.
Gratze attacked the Nimona Mines, and his dad is buried under the
ground. Worry not, my son, because we shall save that father of
yours.
------------------------------------------------------------------------
2-M: The Nimona Mines
------------------------------------------------------------------------
Items: Cave Disc, Vitamins, Goggles, Dark Fang, Kukuri, 300G,
Explosives, Wooden Mallet, Headband, Pump Fuel,
Fatal Pick, Ship Fuel; Fire Armor, Flame Fruit, Navaroa
Monsters: Shadow, Tartner, Basilisk, T-Rex, Gorgon, Salamander,
King Spider, High Hydra, Fire Dragon; Magma Golem,
Firebird, Blue Core
Recommended Level: 12-15
PARCELYTE ------------------------------------------------------------
Dekar said that he was planning to pay the king of Parcelyte a visit
and check if he's got a shop for us. If you go to him now, he says
that all ships were deployed to the front lines. Unfortunately, can't
lend you a boat during these times, and that means you'll have to find
a civilian vessel. Now then. Remember the pirate in Daros, who said
he had a ship? Let's bring him a visit.
GRUBERIK -------------------------------------------------------------
Enter Gruberik. Yes, in case you didn't know, Gruberik can be re-
entered; just click on it on the world map, go one step to the right
and one step up. Voila! Head to the docks, and go to the place where
you retrieved Rubius's stuff earlier. If you speak to the pirate, he
says that you're welcome to board... but unluckily, we've got a
problem here as well: his fuel has been taken possession of by the
army. Damn. This means that we need to find fuel, and where is this
kind of stuff mostly found? That's right; mines. And what spot just
appeared on the world map? The Nimona Mines. This is too easy.
NIMONA MINES / PART ONE ----------------------------------------------
A *long* dungeon, as you can see by the size of the walkthrough for
this location. Fortunately, no boss is here to bother you, and it
seemed that the monsters weren't too hard--of course, that's because I
went through it with Dekar, plus the latest weaponry for Eldin and
Torma. Before entering, make sure to have at least two Escape Balls.
They aren't buyable at the moment, I think, so if you don't have them,
make sure that someone is/was a thief and has learned Escape.
As you enter, the dramatic music sounds, and that means something's
up. You'll see some guys lying on the ground. Also, there's a cave
entrance, plus a pole to the right of it. Some idiot is blocking that
pole, however, meaning you'll have to go inside first. The old guys
inside seem not too happy on seeing you--they say that they don't need
your help. Make sure to talk to everyone, and checked the cave-in in
the back. You'll hear a sound on your way back. Go out and head
right; the moron who blocked your way to the stake earlier allows you
to go through now.
So, whip to the right, climb up, push the barrel to the right up, and
enter the cave. Inside, get in the cart and ride off. Enter the
other cart, and drop down the hole you'll wind up at. Fight the
Tartners and head east, where a chest is with a Cave Disc. Pick it
up, go back to the wagon, and ride back. If you're interested in
Vitamins, walk up-left-down to one of the chests you saw while
spurting by them. The other chest remains inaccessible. Head north
through the passage.
First, there's a bunch of monsters around (the warping flame is a
Shadow). There's also a chest with Goggles (helmet; equip it if you
don't have something better already), and the exit is to the right.
Take it. There's a sequence of things to do now; first go south, whip
right, and whip down. Pull the lever for the rails to switch
(although it's not to see on-screen). Whip left twice and go up.
Don't head into the cart or pull yourself over the rails; follow the
path instead (there's a High Hydra to defeat), and open the chest for
a Dark Fang. Go back, whip up, and enter the cart that goes south.
Push the barrels out of the way, lift the pot, and enter the hole.
From here, just follow the way until you find a ladder, and climb up.
Don't go in the cart but walk around it. Fight the King Spider (...I
know you), and open the chest to receive a Kukuri. Drive the cart,
swing to the left, fight the Gorgon, climb the ladder, and head to the
next screen. It's getting a little boring already, eh?
Move the crates to the left away and kill the Basilisk just ahead.
Climb down and jump down the arrow. From here, walk to the left for a
bag with 300G (and a High Hydra). Jump down again. There's an old
guy who says that his friend went below for some explosives, and he
hasn't come back yet... Well, if you go down (the other path is
blocked by rubble), you'll see that fellow. He's scared to hell
because monsters are blocking the way, which of course means that we
will have to clear the road. Three pairs of King Spiders (they always
seem to come in pairs) are on dinner.
When they're done for, pick up the Explosives (boom boom boom!) and
head back. Talk to the man and give him the bombs by pressing Select
and selecting it in the Special-menu (it has a funny description).
With it, he'll head back. Take the other path and talk to the guy.
Watch the scene, then head through the path they just bombed open.
You are now in the same area you were at first (with those bad-
tempered old guys), and the left path is open. However, you might
want to head back to Daros and save, as well as sleeping at the hotel.
NIMONA MINES / PART TWO ----------------------------------------------
Take the left path those men dug open (they say they're exhausted...
and for a damn reason, yes). Just follow the path from here; it's
straightforward. On your way is a chest that contains a Wooden Mallet
(it's guarded by a Gorgon, but you can avoid it). Enter the next
screen, and from there, enter the next screen. This room is inhabited
by two Shadows, and there are two exits; take the rightmost one.
Take the elevator downstairs. Continue on until you see a wagon, but
don't enter it yet. Don't touch the first crate, and push the second
one to the right. Burn the web with Rami's B-button skill, and fight
three King Spiders. Behind them is a worker, which you need to save.
Do so, head back, and enter the cart. Vroom vroom!
Fork. You can go north, southwest, and southeast. First take the
southeastern path. Here's a mini-puzzle, sort of; the deep abyss is
something you don't want to fall into (trap: Fire Dragons), and the
path is weak; you can only step on each tile once. Do so twice, you
fall down, and you need to fight those dragons. Here's the solution;
U, D, L, and R refer to directions, numbers to the amount of steps (if
it's 0, then you need to hold the R-button!), and you need to start by
entering the lowermost tile:
1U, 5R, 1U, (pick up pot), 3L, 2U, 0D, (place pot), 0R, (pick up
pot), 4U, 0D, (place pot), 0U, (use Torma's rope)
There. That wasn't too hard, was it? Enter the room and speak with
the guy. He sprained his ankle and needs you to move the barrels
away, so do so. He runs off (eh?). Torma gives note--even if you
didn't talk to the guy earlier. Anyway, you should also take the path
he took. You'll be back at the fork, with a single path left; the
lower-left one.
Ride the wagon. Switch to Torma and go up. See that lever on the
other side? Pull it with Torma's rope, and re-enter the cart. You
will now exit from the left side, so go left. Pick up the Headband
out of the chest, after you defeat the Basilisk, and go back to the
cart. Ride it again, and it will now take a left because you pulled
the lever earlier. Follow the path to the next screen. Follow the
path to the next screen. Follow the path to the next screen. (Sorry
about that.)
Get something on the switch and the barrels surrounding the pot
disappear. Hmmm. Must be voodoo. In any event, you can relocate the
pot, which you should do. You'll reveal a hole to go down. North is
a path festooned with spider web; if you go inside (not needed now),
you will find a pump of some sorts, although there's no fuel for it.
Which means that you need to find fuel, and you can do so by taking
the path that leads in the water. Go to the screen to the right and
don't bother with the crates and barrels over there; I've spent a good
while trying to reach the chest, and saw later that there's a lever in
the lower-right corner. Pull it and the barrel mysteriously breaks
into pieces, allowing you to open the chest, which conveniently has
the Pump Fuel.
Now head back to aforementioned room and stand in front of the pump's
control panel. Press Select and choose the Pump Fuel in the sub-menu
with the key items, and go back outside. The water you just went
through is gone (that's quick; must be a very strong pump), so enter
the empty pool (the Tartner that followed you earlier is now scared of
you!) and go through the entrance north.
Follow the path to the north until you find a chest with a Fatal Pick.
Get it, go back, swing up, and enter the cart. In the sequent room,
take the elevator down. The room blocked by webs is just a dead end,
so go through the hole below. The interior is different here (I still
see railings in the battle screen. What the hell?).
Head right. See the web? Burn it (burn the spot right below the
switch) and defeat the Tartner. Go to the right, then up, then left,
then circle around to the crate (the place seems kinda cold... what is
a Fire Dragon doing around here?). Push the crate *carefully* (as in
don't push it against the damn wall--the paths are extremely narrow
here) to and on the switch. Go back. The stake you saw earlier is
down; push the crate to the left and pull the lever on the other side
with Torma's rope. This makes the three barrels elsewhere in this
chamber go splotch, allowing you to get the Explosives.
Go north and talk to the old guy, who isn't aware of the situation.
He runs off. Well, now it's time to head back to where you found the
Pump Fuel earlier. Make your way there, and a man will be standing
next to the cave-in. Talk to him and give him the Explosives (give it
without talking to him; he'll say the same thing twice!). After
blasting the cave-in, a new path has opened up, and the worker is
saved. Walk a little further and take the elevator up.
Now you're done saving the people, you need to leave the mines. Do so
by using the Escape-skill (the thief learns it), or by using an Escape
Ball. If you don't have either of them... well, sucks to be you.
Note: If you've visited Parcelyte and Gruberik already and know
about the fuel problem, read on below. If not, you'll need
to go there first.
Talk to the miner. He says that there's coal down the mines, and
because he owes you a favor, he goes with you to the bottom level.
Which means you need to go through that damn mine again--fortunately,
it's possible without fighting too much of a monster. Enter, and take
the left path, and from there just follow the road until you end up at
the fork (where both paths are elevators).
The left path is an elevator going down, and it should be available if
you took it up after you bombed the last cave-in. That elevator is
not there, either if you didn't take it up, or if you've re-entered
the mines (from the world map, that is). Take either path; the left
is just a little faster than the other is. Continue until you're at
the drained pool. Head through the path and make it to the next
elevator. Go down it, and climb the ladder. Burn the spider web and
head inside. Walk to the next screen and the miner will clear the way
for you. Fight any monsters in your way and the Fire Dragon guarding
the chest at the end, then open that chest to get the Ship Fuel.
...finally. Leave the dungeon using your method of preference.
GRUBERIK -------------------------------------------------------------
When you enter, you'll see two kids bullying Bau, who apparently
wasn't too welcome in this town. Then our party joins the scene, the
kids see the BIG sword Dekar's carrying, and they run off. After the
talk, Bau leaves. Head to the docks and talk to the pirate near the
ship. He sees that you brought some fuel, which means we're ready to
launch off. Before you leave, Bau (permanently) joins your party, to
Pixie's grief.
When you arrive, exit the screen and return. Talk to the pirate and
get on the ship; leave, because there're some things to do.
OPTIONAL / RANDOM BITS 'N PIECES -------------------------------------
Contrary to what he says himself, Bau's actually good for something.
+ Head for the Road to Gruberik (most convenient is if you enter from
the north) and follow the way to the Blacksmith's House. Now you
have Bau, you can forge items. See section 3-D.
+ Head for Mera Volcano (enter from the east side). Enter the next
screen, and enter the next screen again. Head north until there's
a fork; to the right is the cave, but left is the way to go. Break
the crack with Bau and enter. Inside are Magma Golems (the battle
theme is different!), and they come with Firebirds and Blue Cores--
these cores, as you may know from Lufia II, give massive EXP, have
little HP, but extreme DEF. In any case, there are five or so
monsters. After you beat them, you'll appear outside again, where
you can cut the bushes to get a Fire Armor, and Flame Fruit.
Note: If you beat all of them and get the Fire Armor, these
monsters will NOT reappear! However, an alert contributor
adds that this place _can_ be used as a level-up spot:
"If you kill all but one of them and do *not* take the
Fire Armor, you can re-kill all (but one) of them over and
over... You just need to leave one alive (Tear Gas helps
greatly with that), exit the cave, and go right back in.
Repeat until bored. If you have three chars with Chance
Hit (instant-kills the cores), this builds levels *fast*."
+ Head for Mt. Ruhie (enter from the west side). Remember when you
exited this place that there were some stakes blocking a side-path?
Well, it just happens that Bau can whomp them down! Do so. Take
the path to the right leading to a chest, melt the ice with Rami,
then open it for a Navaroa.
I recall there being a crack in the Tower of Guidance as well, but
unfortunately, the entrance is closed... Also, make sure to equip Bau
with the latest stuff you've got. Many equipment you've found a
couple of whiles earlier wasn't wearable by your human party members,
so Bau might be able to equip them. In addition, if you enter
Parcelyte, a scene between Marin and Dekar takes place (not that it's
any important).
------------------------------------------------------------------------
2-N: Family Reunion
------------------------------------------------------------------------
Items: Insect Egg, 10G, Large Egg, Wild Berry, Mountain Disc,
Insect Cover, Earth Sap, Francesca, Earth Fruit, 10G,
Power Source, Rose Seed, Revive; Cloud Stone, Pure Water,
Magic Jar, Hell Armor, 10G (x4), 100G, Sacred Fruit
Monsters: Bug Lord, Butterfly, Rafflesia, Stinger, Blue Griff,
Madeant, Whitewing, Desert Rose, Winged Blossom,
King Creeper
Recommended Level: 13-16
JUNGLE SPIRE / EAST --------------------------------------------------
Head up, left, up, and right, while beating the Bug Lords, Stingers,
and any buddies they bring with them. At the fork, go right first.
Cut the bushes away; at the end is one with an Insect Egg. Take it
and go all the way left to the next screen. You'll see breakable
rocks to your left, but skip them for the moment. One of the bushes
near the Blue Griff has 10G. Get it and move on. At one point is a
vine leading down. If you want an item, go down; there's a Blue
Griff, and it will surprise-attack you no matter what--heal before
going into battle. After beating it, break the egg above it and get a
Large Egg out of it. (Which, of course, is abnormally stupid,
considering you just smashed that egg to pieces.) (Which, actually,
is _really_ stupid, because the item inside that egg doesn't even look
like an egg at all.) (But anyway.) If you now go left, past the
Whitewing, you'll find a dead end.
Return to those rocks I mentioned and break them with Bau's hammer.
Head left and climb the fourth vine. You're now past the "dead end"
that blocked your way earlier. Travel to the left from here, and burn
the stump below the stake. A hole is hidden underneath it, which you
need to go through. You'll land near an egg, which has a Wild Berry.
Pick it up, fall down, break the egg for a Mountain Disc, make sure to
surprise-attack the Desert Rose, and climb the vine again. Go back to
the stump and the stake, and this time, use Bau to bump the stake
down. A stake on the other side goes up. Swing across with Torma
twice, and enter the next area.
From here, just follow the path; there's no way you can get lost. At
a certain point, you can choose to either to left or right, and that
path to the right is blocked by a Madeant. Defeat it and break the
eggs behind it; make sure to ONLY break the upper-left and lower-right
one for an Insect Cover and Earth Sap respectively. If you hit the
last one, three Whitewings appear (trap). Go back and go to the next
screen.
South of you are five bushes, the middle of which has an Earth Fruit.
Walk left and drop into the hole. You are now surrounded by four
stakes--smash the left one (the other ones release Rafflesias) to
reveal another hole and go down. Exit the cave, go left, climb the
vines, and take a right; there's a chest here with a Francesca. Take
it and travel to the left. There should be a vine leading down at a
certain point, which you should take; after the Madeant is an egg with
a Thornlet.
Go back and resume left until you see a collection of bushes, with a
few enemies as well; they should be no problem, seeing as it's easy to
surprise-attack them. One of the bushes has 10G, and another one has
a hole (the bush two tiles left of the Whitewing)--make sure you don't
fall in it yet, because all the way in the back is another bush, and
it has a Power Source. Once you have that, leap down. Go northwest
from here and cut the bushes to get a Rose Seed. With this in your
inventory, go back to the intersection and walk left. You'll hear a
monster-sound on the way.
Kill the tree, head up the vine, cut the bush for a Revive, kill
another tree, and stop! Heal your party, make sure your healer has
enough AP, and then resume left. When you reach a decapitated tree,
Dekar senses something. He says his instinct never fails him, and I
have to acknowledge that.
Boss Strategy -- King Creeper:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
1000 999 128 99 32 32 35 7000 2800
King Creeper is a tree with hungry leaves, or so it seems. Looks
hard and has a lovely name, but you'll be surprised at this fellow's
easiness--it only took me a few rounds before he kicked the bucket.
Your general strategy is, as always, using Chance Hit whenever
possible, and healing whenever needed. Installation and powerful
spells should be thrown at him too. King Creeper's strategy
involves using Heal Plus (restore 100 HP) frequently, which is
advantageous for you, because it takes up his round, and you should
do over 100 HP damage anyway. He has a normal attack, but also uses
Mind Blast, causing damage and confusion. Confusion sucks, and that
could become a big problem--use Sanity Pills, or switch them with
someone in the inactive party. If you can overcome Mind Blast, you
can easily overcome this entire battle.
Go to the left and climb down the vine. Go south a few screens and
you'll appear on the world map. A new spot on the map, Narbick
Village, is available. (Shouldn't that be Narvick? Yes it should.
But you know those translators...)
NARBICK VILLAGE ------------------------------------------------------
The first guy you see says that Narbick is a village that worships the
ancient gods (I think he refers to the Sinistrals). If you explore
around for a bit, some woman in a house says that Rand is in town;
Rand is your father who left in the beginning of the game, in case you
forgot (you probably did). This must mean that he's still alive, so
let's bring him a visit! He's in the large house in the north. Go
downstairs, and you'll have a chat with him.
He says that he met Ragule ten years ago to give him the Royal Ring,
from which Rand learned that it leads to a sunken island. Ragule
returned later to take it back. He is apparently from Eristol; people
with Eristolean blood made the Beast long ago, and that same Beast
destroyed Eristol. Rand says that there's a stone in the forest by
Narbick, and that another is in Eristol, and that half of the Beast's
body is there as well. Lastly, he gives you the Cloud Stone. Later,
Rubius will talk with Rand about Eldin's curse; he says that his
family hasn't inherited the ancients' blood, although he does reveal
that Eldin has. Huh?
That's the storyline stuff, and you are no doubt interested in
collecting some odds and ends. There's a lot to find here in Narbick,
and some extras don't hurt, right? Make sure you start from the house
where you met Rand.
Odds and Ends:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- There's Pure Water in the closet in the main room of the house.
- Exit and walk to the right; a Magic Jar can be found next to the
house there. If you go inside the house, you can read a book that
says that money is hidden everywhere. We're about to find out...
- Go south and enter the house with the blue roofing. It's the
equipment shop, and it has EXTREMELY POWERFUL stuff. Fortunately,
it's extremely expensive as well.
- Left of the shop is another house. If you make the bed, you'll get
a Hell Armor out of it (it says Bark Tapa, but that's a script
error). Beware--it's cursed! Also, if you check the bookcase, you
will face off with a really odd surprise.
- West of that house is the church; save if you need to.
- North of the church are the graves of Saints Marie, Lisa, and
Clare; the three girls who helped Maxim to defeat the Sinistrals.
The three bushes near them cover 10G, 10G, and 100G.
- South of the church is the brawler's home. You can change to the
brawler-class if you wish, granted you have mastered the fighter.
- There are two bushes near the entrance with 10G each.
- You can sleep at the inn for 80G. There's also a guy inside with
items for sale. See below for a reprint of the list.
- Go upstairs at the inn and talk to the sleeping guy. You will
reveal an alchemist that way; a Revive is made by mixing Bright Ore
with a Hi-Potion.
- The bottle in front of the inn has a Sacred Fruit.
I will continue the next few boss strategies assuming you don't have
anything with "Zircon" in its name, because that would eliminate the
need of strategies. You can afford it if you exploited the Blue Tea
trick like hell earlier (it's not possible anymore), otherwise you're
limited to the weaker items (which aren't too bad).
------------------------------------------------------------------------
2-O: The Wind Stone
------------------------------------------------------------------------
Take note: this chapter can be skipped. Although it has to be done
eventually, you can go to the Border Forest now and do this in the
end.
Items: Large Egg, Cotehardie, Bark Helm, Bark Tapa, Escape Ball,
Dark Fruit, Bark Shield, Rose Seed, Heavy Tunic, Revive,
Hi-Potion, Large Egg, Flame Fruit, Antennae, Flame Fruit,
Mysterious Crest, Wind Stone
Monsters: Wispy, Medusa, Ice Lizard, Firebird, Red Core,
Thunder Dragon, Winged Lion, Lava Dragon, Demon
Recommended Level: 14-17
JUNGLE SPIRE / WEST --------------------------------------------------
We now need to go through the west part of the Jungle Spire. Go back
to where you beat King Creeper and head left from there. In the next
screen, head up and break the eggs for a Large Egg. Now go back and
take a left, and go up the structure. Walk on until you see a stair
set down; there's a dog here. Talk to it; it's an alchemist, who says
that an Ex-Potion is made of a Hi-Potion with Iris Water. Walk on
until you see a big face on the wall. Examine it, and Rami remembers,
"A different face between night and day..." This means that it might
open in the night, and so the party waits until it gets dark. It
seems to work, as the mouth opens, and an entrance becomes visible.
Inside, there's a tombstone with ancient inscriptions; if you read it
with Rubius, you'll learn that you need to continue via the hole and
that "a curtain of water" needs to be risen. Fall down the hole (step
on the marked tiles twice) and walk outside.
Go left. Fight the Wispy and Medusa, and take the road up at the
fork. A chest with a Cotehardie is here. Get it and continue. An
Ice Lizard is up ahead, as well as two stakes further on. Use Bau to
hammer the first one down, and use Torma to swing over the obstacle.
Walk to the next screen. Go up and right, and cut the bushes to
reveal a Bark Helm. Also, there's a Firebird here. I've seen this
(and other monsters) come with a Red Core--cores give massive EXP
(they have little HP but extreme DEF). When you're ready, go left,
swing left, and make your way through the "maze". You might need to
fight a Medusa. Follow the way a little longer until you see there
bushes (near the exit of this screen). One has a Bark Tapa. Get it
and head up.
From here, go up until you see a waterfall and a pedestal. Light the
pedestal with Rami, but to reach it, you'll need to fight a Thunder
Dragon (forced back-attack). Make sure to heal before and after, then
go back down and to the right, over the tree. When you find an Ice
Lizard, there's a path to the left and one leading to the right. The
one to the left is your final goal after lighting all four pedestals,
although you're free to check here if you want. Otherwise, head
right.
Follow the way, beat a Winged Lion, and look for four bushes on the
path. There's an Escape Ball under the lower-right one. Then
continue to a vine, a LONG vine that is, and make it to the top. You
are now near pedestal number two, and this time it's guarded by a Lava
Dragon (no forced back-attack). Fight the monster and light the
torch. Resume left, and go down one screen via the vines. If you
wish, walk left and cut three bushes for a Dark Fruit, although you
can get this later as well.
Swing across to the right, and fall down the arrow. Cut the bushes to
receive a Bark Shield, and make sure NOT to do so with the four bushes
below; a Thunder Dragon will pop out and give you a good scare. Go
down the vines instead, and head into the red substance. It's luckily
not HP-draining, although Firebirds are in it. Find a spot where you
can get on land again, and go south to the next screen.
Go down and left. Don't enter the hole yet, but cut the bushes north
of them for a Rose Seed first. When you have it, leap down. Don't
cut the bush here but use it to gain a surprise-attack against the
Firebird, and go to the lower-right corner. Open the chest for a
Heavy Tunic (for Dekar; if he wears the Stone Plate, give him the
Heavy Tunic and give the Stone Plate to Bau). Return and go up the
vine. You'll need Torma again, for his roping skills. In the red
liquid are holes that bring you to the cave you just visited, so whip
across it via the poles. Swing south and then east. On this
"island", stand in the tile right of the plant (?) thing, and walk to
the right. You should reach a bush with a Revive. Go south from
here, cut the grass for a Hi-Potion, and move east to the next screen.
There are other paths you could've taken from here, but we'll get to
those later.
Go north, past the hole (which, although Sonar denotes there's one
treasure in there, has nothing but monsters), and past the Thunder
Dragon. Break the egg to receive a Large Egg, then go east; there are
holes in the red liquid, but if you stay close to the cliff, you
should not fall in any of them. Cut the grass you'll find next for
Flame Fruit, and enter the hole you'll find next. There is a chest
here with Antennae. Open it and exit the hole, and go right. Make
sure to stay _against_ the cliff--there's a hole around the corner, so
watch out. There's a seemingly-dead end, but somewhere near the end
of the red "river" is a hole. Find it and drop down. You'll see a
monster, which is a boss, and strangely enough, you need to initiate
the fight. Heal before you attack.
Boss Strategy -- Demon:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
900 350 158 120 50 25 25 9000 3200
Chance Hit is your friend again, and if you're lucky, this guy's out
in a few rounds. When I attempted this boss without Chance Hit, I
discovered he's not THAT easy--Leech absorbs a bunch of HP, Destroy
can instant-kill a character of yours, and Dark Breath is the
nastiest spell I've seen a boss use; it can inflict confusion,
sleep, and paralysis! Fortunately, he uses the last two not much; I
went into battle and got hit by these only in the beginning. Heal-
attack-repeat from there on. Use strong attacks!
After beating him, go up the vine and fight the Lava Dragon. Light
the pedestal afterwards, go left, and jump down. Go down and left,
past the red river, to the area with the huge collection of poles.
Walk up to a pole, then walk through the red stuff to the "island"
left of it, then whip twice to the left. Break the eggs for a Flame
Fruit. Now walk a bit south of the pole and swing to the right. From
here, head south. Instead of going to the pole left, go to the lower-
right corner of the screen; there's a hole, and inside is a chest with
a Mysterious Crest. Pick it up, go back, swing west twice and north
once, and walk to the next screen.
Here's the last pedestal, and another of those stupid forced back-
attack fights, this time with a Lava Dragon. Settle it and light the
torch. Fall down, go left to the next part. Continue all the way to
the left from here and you'll be back at the maze part in the
beginning, if you still remember. Head left, up, right, and up to the
next screen. Walk on until you see a tree, and go over it. At the
next fork, don't go to the right. Instead, climb the vine and cut
three bushes for a Dark Fruit (if you didn't get it before), return
and go left through the "decoration" (whatever it is). Walk under the
waterfall and enter the cave.
If you followed the walkthrough correctly or put your gaming skills to
good use, all four pedestals are lit, and something has appeared--as
the inscription on the stone said. In the box is a Wind Stone,
mentioned by Rand, and that means that we now need to find the other
stone in Eristol. To find Eristol, the Royal Ring is needed, and it
is either in Ragule's or Gratze's hands. You know that Gratze is on
the eastern continent, and it is accessible with your ship (only the
Border Forest can be entered; you'll need to reach Gratze via land),
so that is your next stop. Cast Escape, use an Escape Ball, or exit
by foot, and leave.
------------------------------------------------------------------------
2-P: The Exorcist
------------------------------------------------------------------------
Items: Dark Fruit, Holy Water, Forest Disc, Dark Tattoo,
Zombie Killer, Sleep Rod, Life Source, Earth Sap,
Wild Berry; Dried Meat, Moldy Bread, Moldy Bread,
Moldy Bread
Monsters: Death Petal, Butterfly, Shell Snake, Giant Bloom,
Dark Fly, Vampire Rose, Snow Fiend, Ice Lizard, Chimera,
Ghoul, Medusa, Shadow, Zombie, Doganbo, Winged Blossom
Recommended Level: 15-18
BORDER FOREST / EAST -------------------------------------------------
On the docks is a pirate who apparently saw a ghost; a priest inside
the house says that these wandering spirits might have been awakened
by Gratze's invasion. Inside that same house is a treasure--Sonar
denotes there's one, and it no doubt is in that closet (the pots are
empty). Unluckily, the priest is in the way, so exit left to the
forest.
Follow the path around to the next screen, and you will see a ghost!
Gah! Scary stuff this is indeed. Follow him (i.e. go south; the path
to the right is blocked). Walk on until you see four bushes; one of
them has a Dark Fruit. Follow the ghost again, and... wait. Did I
just enter the same area? This area is a loop, and it's pointless to
continue. Instead, head back. Monsters have appeared. Beat the
Death Petal and go to the right. The priest guy is here, and if he's
here, he isn't blocking the way to previously-mentioned closet, so
return to the docks. You'll find Shell Snakes (weaker forms; not the
same boss), Snow Fiends, Chimeras and more monsters, although none of
them should pose a threat.
Enter the building on the docks and open the closet for Holy Water
(key item). With it, return to the forest and get to the priest.
Talk to him; he says that with it, you must go to the graves and
banish the evil, yadda yadda, et cetera. You should know the deal by
now. Whip across the river of some juicy substance (mm... lemonade)
with Torma. Beat the Ghoul and walk on until you see a chest. Get
the Forest Disc out of it. Go all the way south from here, kill the
Doganbo guarding a chest, and claim the Dark Tattoo as your reward.
Equip it; it's a nice accessory that ups both ATK and DEF.
Go to the right and up a cliff (the other way is a little longer),
fight the Ghoul if he's blocking the path, and go across the acid
(make sure not to touch it). Walk up and right to the next screen,
where the fog has cleared. Here, cross the acid by following the
mapped-out path in it, and switch to Torma. Whip south twice and east
once. If you're interested in an okay weapon (effective against
zombies) and don't care about losing a great deal of HP (although you
can't die unless you run into monsters), jump in the acid. Walk up-
right-down and get the Zombie Killer out of the chest. Return all the
way left to the path, HEAL, and resume whipping (south twice, east
twice, and north once). Go up to the next screen.
You'll see the ghost again, and it enters a grave, which no doubt
needs to be cleansed with that Holy Water you have right there. Stand
in front of the grave and select the item in the menu. The ghost
shows his face, and it seems that he's... not too happy.
Boss Strategy -- Demon Steed:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
1050 305 164 68 50 15 27 9800 3800
Seriously; the previous bosses were cookies, and it doesn't get any
harder, eh? Normally, you shouldn't be able to kill a boss without
losing a party member, by using physical attacks only and not even
healing. It seems to be possible here. I suggest going in with
your strongest characters and Chance Hitting him to death, or
draining his DEF if you attack physically, and healing when your HP
is about 25%-50% of the max. His Slash-attack does mediocre damage,
and Cinder Slash a little more. Evil Flame causes burns and (if it
doesn't miss) should be cured with either Cold Wind or Soothe, and,
well, that's it. If he's such a fan of fire, it must mean he's weak
against water (Blizzard and other ice-attacks did 1 damage when I
used them), although fire seems to do the same damage.
Let's hope that this gets rid of the curse upon the forest. Return to
the previous screen and go to the upper-left part, and whip left.
Return to the screen where the path looped continuously and go south.
You are now in a new area, and let's hope that Gratze's nearby.
BORDER FOREST / SOUTH ------------------------------------------------
Fork. Take a left and burn the stump. Go through the path you just
created and fight the Giant Bloom. Climb the vine, burn another
stump, kill the three Ghouls that appear (it's easy to surprise-attack
them), and finally, claim the Sleep Rod out of the chest. Equip it if
you want to, and go back to the first stump you roasted. Go south
from there. Follow the way (ignore the stakes), until you find two
stumps close together. The rightmost one has a Life Source. Now go
up, mark this place with an X (or just remember it), and then right,
and whip down. Kill the Doganbo and get Earth Sap out of the egg, and
whip up. Go back to spot X and take the lower-left road. The three
eggs below are empty, but the one above, guarded by a Doganbo, has a
Wild Berry. Get it, return to spot X, and take the upper-left road to
the next part of the forest.
The creepy music changes into a militaristic tune, and that must mean
that we're close to Gratze. Burn the four stumps you see to reveal a
Hell Scythe. Now, head north. As you walk on, an arrow is fired upon
you. Gratzean soldiers don't like you, and although I prefer Dekar's
method of busting in (if they use bows and arrows... then THIS IS
GONNA BE EASY), we need to sneak in as unnoticed as possible. Walk up
(they won't hurt you) and left into the forest--there's a path through
the trees you can take. Go through and left, and you'll be in a
village. A rather scary village.
GONDARLE -------------------------------------------------------------
Gondarle was victim to Gratze's attacks, and all the villagers are
dead, it seems. From what I understand, everything you see consists
of memories. Yeah, I know it's weird.
Before we continue to Gratze, there's a bunch of things you can
collect and do. Remember: if you miss an item now, you can't get it
later! First off, the inn costs 120G, the church is in the upper-
right corner (open the book), the item shop is left of the church, and
equipment can be bought in the house with the yellow/brown roof. What
you can buy is listed in section 4-D.
If you ask me, the Restraint Chain isn't worth the 30,000 bucks.
Torma will do 1.5 or 2 times as much damage, depending on what weapon
he's wearing now (not counting Zircon stuff), and if he has the Cutter
Whip, which hits all monsters, I would choose to stay with the Cutter
Whip. Rather, I'd say, buy a Holy Cap and Silk Toga for Rami, and if
you need armor for the others, buy them in Narbick (there's nothing
for Rami in Narbick).
As for items: enter the house in the lower-right corner and break the
bottle inside to get Dried Meat. Go left and head in the equipment
shop. Open the closet for Moldy Bread. Inside the inn is another
closet with, again, Moldy Bread. And above the inn is the item shop,
and you can enter it from the left. Open the closet for yet another
Moldy Bread. Yeah; it's not much and it's worth crap, but hey, life
is roughly like that.
------------------------------------------------------------------------
2-Q: The Girl's Spirit
------------------------------------------------------------------------
Items: Killer Armor, Charred Newt (x2), Revive, Life Source,
Dark Chains, Antidote, Clothes, Dark Armor, Room Key,
Rotten Meat, Moldy Bread, Rotten Meat, Dark Crystal,
Magical Bikini, Moldy Bread, Mind Source (x2),
Mirror Key, Dark Armor, Demon Mask, Soldier Shield,
Magic Jar, Tail Ring, Storage Key, Memorial Pendant,
White Shard; 10G (x9)
Monsters: Dark Spirit, Sprite, Zombie, Sky Horse, Hellhound,
Dark Wolf, Black Dragon, Wispy, Girl's Spirit
Recommended Level: 16-20
GONDARLE -------------------------------------------------------------
In the village, there is an upper-left path and an upper-right path
leading outside. If we take the westernmost one, we'll find a mansion
with closed doors. If we take the easternmost path, we see a couple
of graves and a hole. Enter that hole.
LAND OF THE DEAD -----------------------------------------------------
Creepy! And complex (somewhat) too... this is going to require some
brains; try to remember what you've found and what not, as you hike
through this haunted mansion.
Head left and go through the door. At the end of this room, inhabited
by two Lichs, are two candlesticks and a crack in the wall. Let's try
to light the candles; the room illuminates and the crack opens.
Enter, and try not to step in the red waste you see; it's hazardous.
Go north to the next room, and go left when you can. You will fall
down; if you fell in the lower-leftmost spot, you should land near two
skulls. Press Up until you're near the grave, and pick up the Killer
Armor (cursed). Go back via the same path and head south--if you do
it like this, the skulls should not come to life and you shouldn't
fall in a hole. Take the ladder up, break the pots for two Charred
Newts and a Revive, and go north (you'll lose 1 HP).
Back in the room that you fell through, follow the path while NOT
falling down. Instead, light each candle on your way (you might have
to fight a Sprite), and the crack in the back pops open. Go through.
Here are Zombies, the evolved forms of Ghouls. Go all the way up and
break the pot in the upper-right corner for a Life Source, and go left
to the next room. New monsters: a Sky Horse and Hellhound are inside.
Plus unlit candles and a crack, although they aren't connected: just
use Bau to smash your way through. Before you enter the next room,
get the Dark Chains and Antidote from the pots in the lower-left
corner. Those Dark Chains are best equipped on Rami, because its
stats are DEF +30.
LAND OF THE DEAD / INSIDE THE MANSION --------------------------------
Head to the right. Here's a locked door that says "Storage Area", and
there are bottles, one of which has Dark Armor. Go back to the
crates. Push the first crate up, smash the barrel, push the second
crate up, smash the other barrel, and go upstairs. This is the main
room, so to say, and there's a total of eight doors. That's the
reason why I thought an overview of the place might come in handy:
Upper-left door -- ROOM 1
Upper door -- LOCKED ROOM 1
Upper-right door -- ROOM 2
Left door -- BLOCKED ROOM (blocked by a statue)
Middle door -- LOCKED ROOM 2
Right door -- TO STORAGE AREA (used to enter this place)
Lower-left door -- MIRROR ROOM
Lower-right door -- ROOM 3
Rooms 1, 2 and 3 can be entered with no trouble, but the locked rooms
require something to clear the lock.
In the upper-right corner of Room 1 is a bottle with Clothes. You
most likely have to fight Dark Spirits to get it. Once you do have
it, enter Room 2. Fight the first Zombie and open the closet to get
the Room Key. With it, exit the room. Enter Locked Room 1 by
standing in front of it and selecting the Room Key in the key items
menu. You'll see a girl appear and vanish... she seems to be looking
for a pendant. Read the diary, if you wish.
Now, it's time to go to Locked Room 2; just go to the first level and
the door simply opens. How convenient. Go inside. This time, there
is a total of three doors, and a hallway leading outside. The doors
are completely optional and for items, so I'll cover those first:
- Enter the leftmost room. In the upper-left corner is Rotten Meat,
and Moldy Bread right of it. Whee! Enter the next room and beat
all enemies (three), for the door to open. Make sure to heal
before and after. Break the bottles north for Rotten Meat, and go
into the next room. Nothing here; just go up. Read the diary and
go all the way to the lower-left corner. Get a Dark Crystal out of
the bottle, and backtrack all the way back to the three doors.
- Enter the second room (the one in the middle) and break the lower-
left bottles. You will get a Magical Bikini (...no dirty thoughts
here) and Moldy Bread. Make sure to give the bikini to Rami--it is
EXTREMELY USEFUL. It leeches 50 HP (i.e. all HP, sadly) whenever
she gets hit, and even though it sometimes fails, it can even save
her life when she dies.
- Go right, then at the intersections go down and left. When you
reach four bottles, break them for two Mind Sources. Go back.
Now, take the hallway outside. In the garden (or whatever it is), try
to stay on the path; if you deviate from the route, you might fall in
a hole. There're a few enemies on your way as well, including skulls
that turn into Dark Spirits when you walk over a certain spot. If you
wish to avoid all of them, go left from the entrance and all the way
south (as far as possible). Then go to the right, and lastly, up.
You might have to fight Black Dragons, but the Dark Spirits are evaded
this way. Enter the building and break the upper-right pot; the
Mirror Key is inside.
Now, go back to the main room (with the eight doors). You have a
Mirror Key, so that means it must fit on the Mirror Room; head there
and use the key on the door. It--*gasp*--opens. Inside, Rami will go
to the mirrors; her reflected image comes to life, and you'll have to
fight a Lich. During the fight, the mirror breaks, and there's a
stairway behind it. Before you take it, you can read the diary on the
table and get a Dark Armor from the pots in the lower-left corner.
In the next room, watch out--the holes CAN be fallen through, and they
either take you to the Mirror Room or the central hall. Make your way
to the end, and use Torma to swing across the one-to-last hole. Break
the pots in the upper-right corner to get a Demon Mask (cursed), and
fall down the 2x3 hole. You'll land in a small room with bottles
everywhere, and a Zombie and Dark Wolf--this is in fact Room 3, except
you're now in the back part that was inaccessible from the front.
Break the jars to the right to get a Soldier Shield (a key item), push
the crate out of the way, beat the Dark Spirit, and smash the jars to
your right to reveal a Magic Jar (in case you didn't get it earlier).
Go back to the central area, and walk to the Blocked Room. A statue
is blocking the door, and Bau says that it looks different from the
others. If you compare the statues, you'll see that this one has no
shield, and whaddaya know, you just happen to have a shield for him!
Equip the statue and it moves away, allowing you to go through. So,
well, what are you waiting for? Inside, there are monsters having
dinner (or so it seems), a picture on the wall, another part of the
diary, a Tail Ring in the lower-right corner, and the bottle in the
upper-left corner as the Storage Key. Get it and leave.
Well, a Storage Key. Remember a Storage Area in the beginning of the
mansion? Go there (go through the door opposite of the one you just
exited). Use the key on the door and enter. There's a bunch of
bottles and stuff here, plus two roaming monsters. Make it to the
right, break the barrels, and open the closet--you will get the
Memorial Pendant. It's from the girl that haunts the place, and let's
give it back.
Head back to the central area, go upstairs, and enter the room in the
middle (previously referred to as "Locked Room 1"). Heal up. The
girl was last seen on her bed, so use the pendant on the bed. The
girl's spirit appears, and some dark force takes her over--you'll have
to kick her butt, and she's good at returning the favor.
Boss Strategy -- Girl's Spirit:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
1580 320 154 137 30 30 27 10000 4400
I've seen her use three different attacks: Black Storm, doing about
as much damage to kill Rami in one hit, Haunting, a little weaker
than Black Storm (but a cool-looking attack), and Toxic Cloud, which
attempts to cause poison. Because of her strong attacks, choose a
party of Eldin, Torma, Bau and Dekar, who should be able to take a
few Black Storms. Just let them attack with their strongest attacks
(again, Chance Hit works wonders), and let them heal themselves (Hi-
Potions, or Heal Plus, or anything that restores many HP) when you
think one hit kills them. Your party seems faster than your
opponent, so that's a plus. Eventually, you should win.
The dark forces disappear, and a mysterious man (priest? Or perhaps
her love that she was waiting for?) comes in. He gives the girl a
pendant, she takes it, and the gives someone a White Shard. I don't
know whether it's for the man or Eldin, but Eldin just takes it (why
the sore face?). The girl is freed from her misery, I think, and
disappears. The mansion falls apart, and the party escapes... the
mysterious man goes with them but is gone in the end. No, I don't get
it. I don't get this entire event, in fact. But that's probably
because I need some sleep.
OPTIONAL / GONDARLE --------------------------------------------------
South is Gondarle, only this time in reality, and not a memory.
Everything's kaput and dead, except for a few dogs populating the
land. And a rat; find it, talk to it, and reveal that it is an
alchemist: a Witch Ring is made by mixing 150G and a Dark Ruby.
Furthermore, cut all the bushes, and you can find a total of nine bags
with 10G. The church is still intact (amazingly, it looks even better
than it was before), so make sure to save and restore the status
effects you've been inflicted by.
------------------------------------------------------------------------
2-R: Gratze
------------------------------------------------------------------------
Items: Pure Water, Speed Source, Magic Source, Sacred Fruit,
Escape Ball, Blood Chain, Rotten Meat, Dark Fruit;
Dark Fruit, Life Source, Mind Source, Estoc, Bronze Armor
Monsters: Wood Fairy, Blood Plant, Green Jelly, Metal Yan,
Beast Grass, Commander, Thunder Hawk, Lunar Bear,
Green Core
Recommended Level: 17-21
BORDER FOREST / WEST -------------------------------------------------
Go up, beat the Wood Fairy (oh my God! They're *naked*!), and cut the
bushes for Pure Water. Walk right to the next screen--you're back
near Gratze, except now on the other side of a tree (which blocked
your path). Fight the Blood Plant and get a Speed Source out of the
bush in the lower-left corner. Go up until you're at a fork with a
bunch of Green Jellies, and go to the right (optional). Kill the
Beast Grass (you have to), heal your party, and head south. Gratzean
soldiers spot you, and they'll attempt to dispose of you. The word
"attempt" is the keyword in the previous sentence.
Boss Strategy -- Commander (x2):
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
700 320 160 155 70 50 50 12000 3800
The strategy? Keep your HP above 50, and you're practically set.
They know Slash and Slash All, doing a little less than 50 hit
points of damage, plus they have the S.O.S.-skill, with which they
can call for backup. This never works, it seems (if it does work, a
Soldier is summoned, nothing tough). Keep attacking, and, well,
attack a little more. It's all about watching your HP, and when it
gets low, healing with Heal Plus or a Hi-Potion. And don't bring
Rami... when I did, she was mostly healing. Herself.
The three soldiers (I could swear I only fought two) pass away, and
the gate opens. You can now travel via that shortcut without having
to hike through Gondarle. Go back to the fork with the Green Jellies
and head northwest. The path forks; go up, burn the stumps to reveal
a Magic Source. Follow the way to the next screen (you'll probably
have to fight a few monsters; the Thunder Hawks might come with Green
Cores). If you unluckily fall in a hole, make sure to face the
monsters while you're getting out: back-attacks suck.
You'll hear a streaming river. Go to the left and whip across it.
Follow the path to a chest with Sacred Fruit, return, go up, and whip
again to the left. Walk to the next screen. Follow the path south
until you see an opening in the trees. Ignore it. Go left, kill the
Lunar Bear, and move on until you reach a stake. Above it is another
opening in the trees, and you need to go through it. Cut the bushes
for an Escape Ball, and go through the trees at your right hand.
Break the rocks surrounding a bush, cut away the bush, and go down the
hole under it.
Note: Inside the cave, you'll see three weird monsters--these are
Green Cores, have an "avoidy" behavior, mostly escape in
battle, and are your favorite targets the next couple of
minutes. They have little HP and high DEF, and drop a load
of EXP (2525 each); it can be annoying to kill them, so
Chance Hit (which instantly kills them no matter what) is a
good choice. Make sure to kill them all! Experience =
leveling up = good.
Get the Blood Chain (cursed) next to the skeleton, and use Bau to
smash that skeleton to pieces. There's an exit behind him. Go
through and fall in the hole. Break the upper-right skull to get
Rotten Meat (it must be *extremely* rotten if you find it _there_).
Elsewhere in this room are five bushes, the rightmost of which has
Dark Fruit. Get it as well. Defeat all five monsters, and you'll
hear the sound of a door opening. Go back to the spot that you fell
on, and there'll be a pot. Take it to the vine all the way left, cut
the bush here, and place it on the switch. Climb up.
Back in the forest, go one screen left, and immediately return. You
are now on the world map, from where you should head to a town, rest,
and save. When you're done, you can go to Gratze.
GRATZE ---------------------------------------------------------------
There are two soldiers guarding the gate, and once Dekar talks to
them, they decide to attack. You know what to do. If not, scroll a
bit up for a wee strategy. After you beat them, head inside the town
(it's not actually a town, but has all town-elements). There's a
bunch of stuff to collect and to do, but Gratze is quite a maze, so
try to stay with me. Gratze Fortress is your main goal, but we'll
first take care of the odds and ends.
Note: Everything below is optional.
Go up, past the two soldiers, and to the right. Enter the small house
and open the chests; two are empty, but one has a Dark Fruit. When
you have it, go up. Find a large doorway and go through it. There
are more people and rooms in the first screen, but none of them hold
anything valuable. (Also, if you use Sonar, you'll see that there's
one treasure to be found--unfortunately, I haven't been able to find
it. Help?) Go up to the second part of Gratze.
Head up and then right. Enter the door and talk to the girl; you can
sleep here for 100G. There's also a chest here with a Life Source.
Exit and head left, until you see a ladder. Climb down and enter the
room. Inside, you can buy discs (left) and items (right), and some
old grandma is here as well. If you talk to her, she asks what item
she needs to wake someone--that's of course a Wake-Up Call, so tell
her so (she's smart enough that it's not an Antidote). You will
receive a Mind Source in return. North of this "house" is the weapon
shop.
Having 99 Potions is a good thing (to heal outside of battle when AP
is needed for other things), and make sure to have some Hi-Potions as
well (so Bau and Dekar can heal too, when needed). Buy discs as well,
while you're here. As for equipment, try to make sure that everyone
has a DEF-value of around 125 or more, and 150 is a nice value to have
for ATK (bar Rami). Don't buy a weapon for Rami; she won't use it. A
shield for Dekar is unneeded too--we'll get something good in a few
moments. If you want to be up-to-date, buy weapons that greatly up
ATK (by 40 or so), and Crystal Mails wouldn't hurt either. But before
you buy, get the following two items first:
Go to the upper-right corner of the area and enter the door. A
treasure chest is here, containing an Estoc, a nice weapon for Eldin.
But don't leave yet! He's not seeable on-screen, but in the lower-
right corner of the "cell" is an alchemist! He tells you that a Frost
Ring is made from 150G and a Wind Ore. Leave, then enter the room
left of it, and head all the way to the right. Open the closet for a
Bronze Armor, also something nice for Eldin (or Dekar).
Go left, down the stairs, down the stairs again, then down the stairs
to the right. Go through the big entrance.
------------------------------------------------------------------------
2-S: The Royal Ring
------------------------------------------------------------------------
Items: Iron Box, Escape Ball, Long Sword, Tower Disc,
Lantern Shield, Main Gauche, Power Ring, Angelic Ring,
Power Source, Hell Armor, Fire Ore, Royal Ring
Monsters: Commander, Earth Viper, Soldier, Blue Core, Armored Dog,
Mimic, Magma Golem, Firebird, Sphinx, Teio, Thunder Hawk,
Metal Yan, Sprite
Recommended Level: 18-22
GRATZE FORTRESS / PART ONE (THE PIPELINES) ---------------------------
Go north and fight the two Commanders (scroll a few pages up if you're
in desperate need of a strategy). Follow the one-way path. An Earth
Viper is on your way; notice the new battle music? When you reach two
Soldiers, fight them (they rarely come with a Blue Core, are extremely
easy, and you'll have to beat four in total). You can take the path
to the right if you with, but it's just a dead end with nothing but an
Armored Dog (and Mimic). Walk a little further to find a Commander
(not as strong as the boss-versions, plus you'll gain the surprise-
attack).
Climb the ladder and you'll be on a pipeline. Follow it until you get
to an intersection. Go south first, for some items. Follow the
southern pipe-part, go down the ladder, and when you can go up, go up.
Take the left path for an Iron Box, and the right path for an Escape
Ball (and a Magma Golem and Armored Dog). Go back. The path to the
right leads to the prisons (guarded by two Commanders), but since
there's nothing you're able to do there, you might as well skip it.
Go back to the intersection on the pipe and take the path to the
right.
Eventually, you'll wind up at another intersection: north or south?
The answer I'd give is north--follow that path and you'll find a Long
Sword (you'll have to beat a Sphinx to reach the chest). Now, take
the southern path, go down the ladder, fight the Blue Core, fight the
Magma Golem, and get on another pipe. Follow this one until you reach
a door, guarded by two Soldiers. Beat them and head inside.
A Teio and Commander are inside. There are two elevators as well;
take the one to the right (the left one leads to... NOTHING). Exit
outside. There is an electric barrier below, and you'll lose 5 hit
points if you attempt to go through it. Rather, deactivate it by
going to the right and swinging your sword at the brown wire three
times. It breaks, and you can go to the next area. Do so, follow the
path, and open the chest for a Tower Disc. From here, you can again
choose from two different paths. Head north over the wire netting
first and open the two chests for a Lantern Shield and Main Gauche.
Equip the Lantern Shield (Dekar)! Now go back to the previous screen,
and enter the pipe.
When you reach an intersection, go south. The other way leads to a
dead end. Continue until you see a ladder, and go down it. Follow
the way to two chests with a Power Ring and an Angelic Ring, both of
which should be equipped immediately. Return, go up the ladder, and
go south.
GRATZE FORTRESS / PART TWO -------------------------------------------
You'll be in a foggy area. Just follow the way until you get on
another pipe, and head forward until you can't continue anymore.
Cross the hole with Torma's rope, and resume until you're in a room.
Cut the BROWN wire. Don't break the other one--it will release a
bunch of monsters (although it's good for the EXP). Return to where
you crossed with Torma, and fall down via the arrow. Head to the
left, and go through a few screens. Eventually, you should reach a
now-disabled electric field guarded by a Commander. Beat him and go
down.
Follow the way (the Teio seems to be in a hurry--he makes two steps if
you move once). Walk on until you see a Soldier guarding a stair set
(surprise-attack him), go to the next floor, open the door, and step
on the transporting tile. Then, use the other tile to go south.
Enter it again from the left to reach a chest with a Power Source, go
back, and walk on. You will again find two elevators, the left of
which doesn't lead to anything. Take the right one instead, lift up,
and walk to the next room.
Go south, follow the path to the right (not over the wire netting) and
open the chest for a Hell Armor. Go back one screen and take the
upper path (nice tanks). Eventually, you should find a bunch of
soldiers that guard the area, and you need to dispose of them. After
you do so, one person stays behind and crosses the chasm. He just
walked over air, which must mean there's a secret path. It's as
follows (start in the lower-leftmost tile): 3 down, 4 right, 3 down.
Go to the next room, and you'll find another hole with invisible
tiles. Look closely at the soldier to see where to start: under the
one-to-last black tile. Do this: 3 up, 6 left, 3 up.
Note: If you ever fall in the hole, you'll land in a storage room
with lots of monsters. Get out (exit is south), walk left
and find your way over the wire netting to the previous
screen. Try again!
There are three doors here. Number one has a treasure chest with a
Fire Ore. Get it. Number two has four wires--cut the third one (the
second one if you want a soldier to attack you). Number three has a
Blue Core, and a soldier if you smash the skeleton. Make sure you've
cut the wire, and head south. Two poles are on the other side. Whip
across to the right one, and go through the door. The electric
barrier is gone. Fight the two Commanders and go upstairs.
The floor is different, which must mean we're close. Follow the way
to a Commander (this time the boss-version), beat it, and head inside
the throne room. You will come to the shocking discovery of the
reason why the King doesn't show up anymore and why nobody may enter
this place (and why is it such a freakin' long path to REACH it in the
first place?). Push his chair in any direction and you'll fall down
to a treasure chest. Open it to get the Royal Ring, inscribed with,
"When this ring returns to the sleeping capital, Eristol, the home of
the cursed Beast, shall be awoken from its slumber."
AT SEA ---------------------------------------------------------------
So, well, Eristol is our next stop. Exit using Escape or an Escape
Ball, and you'll find yourself on the pirate's ship. You can talk to
your party members, if you wish, and if you want to continue, face the
ocean and select the Royal Ring. When you throw it in the water, the
screen tremors, and you'll find yourself on the world map. A new,
sore music, plus there's an entire new island north of Gratze. Well,
what are you waiting for? Get there!
Note: Oh, and your party formation is reset, so make sure to place
everyone correctly.
------------------------------------------------------------------------
2-T: The Time Portal
------------------------------------------------------------------------
Items: Sea Disc, Sea Disc, Water Armor, Maze Key, Blue Shard
Monsters: Hornfish, Garbost, Ammon, Octopod, Seahorse, Medusa,
Drill Shell, Elasmosaur, Aqualoi, Devilfish, Proto Kraken
Recommended Level: 19-23
ERISTOL / PRESENT ----------------------------------------------------
Go north and enter the building. Read the ancient inscriptions if you
wish, and make sure to check the inscription upstairs--it says that in
order to make a Protect Ring, all that is needed is a Bright Gem (so
it's an alchemist, but it's not an alchemist... I'm sure you know what
I mean). Exit, go left, up, and downstairs. If you enter the
building to your right, you'll find a few inscriptions, including a
very interesting one upstairs... especially what Rubius thinks after
reading it.
Anyway, north of the village (I assume it was a village) is a big
entrance, and you need to go there.
LABYRINTH OF ERISTOL / PRESENT ---------------------------------------
Go up, follow the way, down the stairs (the bottles are empty), and to
a doorway blocked by a block. Push it away and head through.
Monsters are here--they are water-type enemies because the place is
flooded, and that means you can't use B-button skills underwater. Go
up, beat the Hornfish (they are twice as fast as you on the screen--
watch out!), and inspect the stone with Rubius. By reading what it
says, the door in the back opens. Go through. There are many more
inscriptions on the walls throughout this labyrinth, but I won't
mention them; read them though.
When you can go up or left, swim up first. There's a treasure chest
with a Sea Disc inside. When you have it, take the other path. Get
out of the water, head up, and all the way left. When you see two
pillars, whip yourself to the other side, and enter the door. Stand
on the transporting tile and walk to the next screen. Here, walk
south (the water just a pool; dead end), and enter the water again
(might have to fight a few monsters). The path splits again, and the
one going to the right has nothing but an Elasmosaur. So, go left.
Here, instead of going into the water, rope to the left. For this
puzzle with the transporting tiles, do the following. First, enter
the first tile from above. From the two tiles you can take now, use
the lower-left one. Walk around the platform and re-enter it from
below to go up. Enter the next tile from above, and then get on the
last tile. Exit via the path south. In the next room, go in the
water. To the right is a dead end, so swim down. Continue on until
you see a bridge. Go over it and make it to the end, but watch out;
you can only step on a tile once, and if you fall, you'll have to re-
enter the room and fight a few enemies.
Now, just follow the way until your path is blocked. Push the block
out of the way, watch out for the Devilfish, and go downstairs.
Follow the way to the next screen; just ignore the pillars. Go up and
get a Sea Disc out of the chest, then jump in the water. Swim onward,
but when you see a ladder, don't take it! Instead, go to the left, to
the next screen, and through the doorway. You'll eventually reach a
dead end... but do I see a crack in the wall there? It is! Smash
your way through with Bau, whomp the life out of the Medusa, and find
a chest with Water Armor. Equip it on any water-type Disc Monsters
you have, and head back to aforementioned ladder. Climb it.
Head into the first door you see, step on the tile, and open the
chest. You'll get the Maze Key. With it, go back, and take the
ladder you haven't climbed yet. All the way up, go through the big
entrance. Follow the path north and you'll see a door--it appears to
be locked, and it's such a damn coincidence that you just found a key.
Maybe you should use it on the door? Inside is an inscription on a
stone: "Proceed, ye who bear the sacrifice." ...oops.
Well, there's no other path to take, so I guess there's no other
choice than to sacrifice ourselves. In the next room, go left, and
you'll find a big entrance and a crack in the wall. Ignore the crack
just yet. Step on the transporting platform and follow the path,
while you defeat all those annoying Aqualois. You should reach four
lion heads, and you can actually enter the second (the fourth has a
monster). Again, four heads: enter the third (first has monster).
Now, enter the fourth (second one has monster). You'll see a water-
type monster, and it's the boss of the dungeon.
Boss Strategy -- Proto Kraken:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
1050 999 180 177 82 66 50 15000 4500
Proto Kraken comes with two Drill Shells. Getting rid of those two
should be done as soon as possible (although it's not extremely
important). His attacks include Tidal Wave and Bubble Bath, doing
medium-to-high damage. Both hit all your characters, so healing is
extremely important. I've also seen him using Sap Suds, which
lowers DEF by 60 (everyone), and makes Tidal Wave more effective.
Plus, he used Heal Plus quite much (heal himself for 100 HP). I can
tell you that using strong attacks without healing doesn't work as
well as it did with others--see how much damage his attacks do and
then make sure the amount of HP of your characters is and stays
above that value.
Go through the door that opens and open the chest. The Blue Shard is
inside... Rami wonders why it's a shard, and says, "I thought there
was a stone in Eristol..." Well, technically, there WAS a stone in
Eristol.
Now, head back to the crack in the wall and bust it open. Enter.
Proceed through the cave to the next screen, which is a...
TIME PORTAL / PRESENT ------------------------------------------------
There's a strange light, which apparently takes us through time.
Also, an exit is below, and it's recommended to take it before going
inside the light (Torma stops you; just exit again). Save, heal, and
go back. Jump in the portal...
------------------------------------------------------------------------
2-U: Inside the Behemoth
------------------------------------------------------------------------
Items: Hi-Magic, Revive, Hi-Potion, Life Source, Core Mail,
Void Disc, Rotten Meat, Muscle Ring, Insect Egg,
Antennae, Life Source, Wedding Bouquet, Insect Egg,
Meat Cube, Earth Ore, Insect Egg; 10G (x4), Golden Cloak,
Honey Stone
Monsters: Neo Jelly, Flying Egg, Incubus, Anti-Core, Mousse L,
Demon Eye, Parasitic Cell
Recommended Level: 20-24
INSIDE THE BEHEMOTH --------------------------------------------------
And you'll appear in what seems the stomach of something. Is it the
Beast? Well, it DID look like a giant mouth, and the inscriptions in
Eristol aren't denying it. Imagine the smell...
Well, head up and climb the vine. Or, uh, the nerve. Slash the
pillar with your sword and the door opens. Don't ask. Anyway, you
see a jelly over there; it's an advanced one (Neo Jelly), but should
still be not a single problem. You can use Eldin's knife to splash
the bubbles, which are this place's form of bushes. One of them has a
Hi-Magic. Go north, beat the Flying Egg (which is indeed an
incredibly stupid name), and climb down. One of the bubbles here has
a Revive, and there's an Anti-Core--it gives 3535 EXP each, but hell,
don't count on capturing it. They escape even if you surprise-attack
them! There's also a Mousse L, and a hole on this floor, which you
have to fall through.
You'll land in a not-so-pleasant substance; you'll lose 1 HP for every
step you make in it. There are four ways you can go: in the upper-
left corner is the path to continue, upper-right is a nerve leading
back to the previous floor, and in the lower-left and -right corner
are a Hi-Potion and Life Source respectively. Get the two items, and
go to the upper-left path. Before you engage in battle with the
Incubus, make sure to heal. Then, go through the "door" (it opens
automatically when you touch it).
Face the Anti-Core, but don't count on laying a finger on it. Go
north, under the bridge (or whatever it's supposed to be), and follow
the path. When you see a pole, don't slash it yet but go south to the
next room. You'll have to fight all three monsters (two Neo Jellies,
Demon Eye) to go back, but your reward is the Core Mail in one of the
bubbles. Go back and hit the pole. A part of a bridge forms for each
hit you make, so hit it four times and go to the other side. Walk to
the next screen.
Here, climb down the nerve and whip to the right, over the acid (at
least three steps in it are unavoidable). Get the Void Disc out of
one of the bubbles, and climb all the way up. In the next room, there
is a collection of holes, plus a few items. To the left (from the
entrance) is Rotten Meat, north from there a Muscle Ring, and somewhat
east from there is an Insect Egg. As for other things in this room,
there are five holes and an entrance north; ignore that entrance, and
let's talk about the holes. They lead to a platform with either an
entrance through what look like intestinal canals, to a room with
items, or to nothing. You can go north and climb the vine to return
to this room.
The first hole in the upper-left corner leads to a room with a Neo
Jelly and Antennae in one of the bubbles. Get that helmet, and return
to the previous room. Fall down, walk to the right, and smash the
skull with Bau's hammer to reveal a Life Source. Go up and climb up
to the holes again, and go through the second hole in the upper-right
corner. You'll find a Wedding Bouquet (eh?), a shield (Rami only,
greatly ups MGR), and an Insect Egg. When you have them, exit, and
fall down the arrows. Immediately go right and cut the bubbles for a
Meat Cube, and go back to the floor above. The third and fourth holes
lead to an empty platform, and you need to go through the lower-left
hole to continue. Do so, and head to the next area.
From this point on, you can only walk left or right. There are poles
that turn the screen around when you hit them, and that's what you
need to do. It's nearly impossible to get lost here, though. Hit the
pole, fall down, go to the right, hit the pole, and go through the
door. In the next room, just walk forward until you see a pole and
hit it, until you can enter a door. Now, make sure to heal everyone,
and cut all the bubbles. The last one has a parasitic cell, and for
just a cell, it's quite big.
Boss Strategy -- Parasitic Cell:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
1250 300 200 210 40 40 40 20100 500
Virus kills everyone with less than 50 HP instantly, so leave Rami
out. Poison Hit does medium damage (just pray it doesn't critical-
hit) and causes poison (which is annoying as hell). This boss is
difficult (especially compared to everything you've faced 'til now),
and a good thing is that you're faster than him (everyone should get
a turn before Parasitic Cell attacks). If you have Dekar, just let
him attack, and cure himself with Hi-Potions when his HP gets low.
Eldin and Torma should Miracle Hit him, or use Chance Hit, and when
they lose a fair bit of HP, use either Heal Plus (or Sacrifice on
themselves; this is a bug and heals them completely). Rami is
doomed in this battle, so have a Disc Monster to install with. When
it dies, bring Bau, and let him do what Dekar does. When you're
poisoned AND your HP is low, make sure to deal with your HP first!
Go through the door. Bop the pillars to make the poles come up, whip
yourself to the other side twice, and enter the next room. Follow the
path, and eventually, there are three paths to take. The rightmost
"vine" leads to emptiness, but if you take the middle one you can find
an Earth Ore. Take it, return, and go to the lower-left corner of the
room. One of the bubbles has an Insect Egg. When you have it, take
the leftmost nerve and climb all the way up.
RANGOON TOWN ---------------------------------------------------------
A... town. It's weird, I know. The screen tremors for a short
moment; that's from the creature you are on waking up. Rubius says
that Rangoon Town was destroyed years ago, according to the books, so
either you're in the past, which is very possible, or Rubius/those
books say crap. Let's assume it's the former.
First, some items: near the entrance are two pots under two barrels;
those pots contain 10G each. If you go northwest from there, you'll
again find two times 10G. Open the closet in the equipment shop (shop
is in upper-right corner) to get a Golden Cloak, and then, well, there
isn't much more to do. Oh wait! In the upper-left corner is an
alchemist! Talk to the core and learn that an Egg Ring is made of
150G and an Egg Dragon Fang. Whee! Directly north from the entrance
is the item shop, the equipment shop is in the upper-right corner, and
you can find the inn (200G) in the upper-left part of the town. See
section 4-D.
To continue, enter the house south of the equipment shop. If you talk
to the people inside, you'll learn that their laks fell into a hole in
the ground. One of them mentions that Bau is actually a Wild Fencer,
a fighter with monster abilities. He says that he knows how to reach
Eristol via his doorway, but asks for your help to catch his runaway
laks. Say yes. Go upstairs, open the closet for a Honey Stone, and
exit the house. Head in the hole.
Saving the laks is extremely simple. It's just one not-so-big room
with a few easy monsters, and three laks to interact with. Just touch
them, follow the path, etc. until you've rescued all three laks, and
head back. Also, this place is a little bugged; I've found a few
spots where you can walk through (which should be normally possible).
Anyway, when you're done, head back and talk to the guy. Take the
ladder down (it's a LONG one).
You'll appear on the world map. Actually, it's the area map, but
since you have no ship (you're in the past), there's no way you can
reach the outside world. Head to Eristol.
------------------------------------------------------------------------
2-V: The Last Stone
------------------------------------------------------------------------
Items: Wind Fruit, Power Source, Hi-Magic, Magic Source, Revive;
Aqua Fruit, Mind Source, Meat Cube, Solid Milk,
Magic Source, Sea King Helm, Surf Staff, Pure Water,
Sacred Fruit, Revive, Sea Stone, Healing Disc
Monsters: White Whale, Killer Whale, Aqualoi, Lamia, Elasmosaur,
Sea Dragon, Sea Giant, Octopus, Ammonite, Kraken
Recommended Level: 21-25
ERISTOL / PAST -------------------------------------------------------
The Labyrinth of Eristol is your main destination, but since there's a
bunch to do, let's explore a little. From what I understand,
Eristol's civilization is more advanced than the rest of the world, so
everyone's busy doing nothing. Although everyone claims not to work
or do anything useful, there are shops; straight ahead, in fact. See
section 4-D for a reprint of what they sell.
And...
Odds and Ends:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- In the lower-left corner is the inn, where you can rest the night
for 200G. There's a Wind Fruit in the closet, and if you read the
books, you'll learn the recipe (alchemist) for Ex-Magic: a Magic
Jar plus an Ex-Potion.
- From the inn, go up and enter the left house. Inside is a girl in
a bunny outfit; tell her it was cute and she'll tell you how to
make a Fortune Ring! Needed are a Light Ore and 3000G.
- Right of that house are the shops (see above).
- Go up, and enter the church. Save, cure, etc. Make sure to get
the Power Source out of the bottle!
- Head inside the building horizontally opposite to the church
(upstairs). In the lower-right corner, you can find a Hi-Magic and
a Magic Source. Talk to the people as well for information.
- Walk downstairs and break the bottles at your left hand. A Revive
should be inside one of them. Again, if you want, talk to the
people for info. The Elder says that you kind of look like his
daughter...
Head to the labyrinth.
LABYRINTH OF ERISTOL / PAST ------------------------------------------
Note: This is the same dungeon you've visited before, but seeing as
it wasn't a filled pool of water a while earlier, the water
is lower. You can now reach places you weren't able to
access first.
Note: There are chests you've opened already, even though you are
in the past. The programmers haven't played Chrono Trigger,
I believe.
Go forward and downstairs until you find the nine bottles, and break
them to get Aqua Fruit. Head left, push the block out of the way, and
enter. The water is still here, as are the monsters (the monsters in
this place are stronger). Head north, read the stone with Rubius, and
the door opens. Follow the way and enter the water. Ignore the way
north; it's an opened chest (see the note above).
So head to the left, climb the ladder to get out of the water, and
move on. You should see a ladder to get wet again, but skip it. Take
the path to the left instead, kill the Sea Dragon, and go through the
door (the door below, not the one above). Open the chest for a Mind
Source. As you can see, the upper level is a dead end, so return all
the way back to the ladder we've skipped earlier. Get past the Sea
Giant and go through the door. In the next room, get out of the
water, and walk through another doorway.
You can see a monster here, a weak spot in the ground, and a crack in
the wall. Bust the crack open first. This is apparently a treasure
chamber, and you'll have to break all walls to reach the chests. Go
right and all the way up for a Meat Cube. Go back, left, and up for
Solid Milk. Follow the path around and break the other walls, and you
should reach the last chest, which is a Magic Source. Now, head back
one room, and fall down the weak spot (walk over it twice).
Exit the water. The stairs bring you to a dead end (the same dead end
you've visited earlier, only now from the other side), so go south.
When the path forks, go to the right. Enter the first door you see
(under the lion head), and step on the switch (the Octopuses will
attack you). Return, and go to the right. Enter another room and a
chest will be here (not if you didn't push the button)--open it to get
a Sea King Helm. When you have it, go back to the fork, and take the
other path to the next chamber. The previous time you visited this
room, you had to do annoying stuff with transporting tiles and all--
this time you just need to go to the lower-right corner of the room,
where there's an entrance to take.
From here on, just follow the path all the way. When the path forks,
go left, and cross the bridge (the bridge with the tiles you can only
step over once). Remember that the bridge is different; if you're too
fast for a second, you're going to have to fight. Follow the one-way
path until you see three poles, whip yourself across, and enter the
next room. Because you've been here already, a few rooms don't have
to be entered, so go in the water, climb the ladder, and push the
crates out of the way. There's a new room you can access; continue
left, push the crates away, and it is treasure-time! Your prizes are
a Surf Staff, Pure Water, Sacred Fruit, and a Revive. Cool, huh?
Go back to the first crate you pushed and climb up. Kill the Lamia,
go up, and head north all the way. Resume until you see the stone
again that says that the upcoming path leads to the sacrificing spot.
Go downstairs. Are you low on health? Take the path to the Time
Portal (west, through the crack in the wall), don't go in the light
but exit to Rangoon Town or Eristol, save and heal up, and return to
where you are now. Go south, in the water, and follow the way.
Eventually, you should be in a similar room to the one you fought
Proto Kraken in, and this time his follower is inside. (How that is
possible is beyond me.)
Boss Strategy -- Kraken:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
1480 280 208 200 32 68 52 25000 6000
Kraken is this time accompanied by two Sea Giants, and like before,
you'll need to focus your attacks on them until they die. Basically
the same strategy; heal after the strong attacks (Tsunami does much
damage, Strike does almost the same to one target). Fortunately, he
knows Heal Plus--although it heals him for 100 HP, you should be
doing a lot more, and it doesn't hurt you. Attack with your best
attacks and you should eventually win. Actually, I had more trouble
with the prototype version of this boss, so...
The door opens. A chest is inside the next room, and it has the last
stone: the Sea Stone. If you've followed the walkthrough, you should
have all four shards and stones--Rubius will say so if you do. If you
haven't, you did not get the shard in Eristol (the present version),
or the stone in the Jungle Spire near Narbick.
Break the crack in the back and get a Healing Disc. The other path
leads to the Beast, but there's nothing you can do there at the
moment. So, go back, and go to the Time Portal.
TIME PORTAL / PAST ---------------------------------------------------
Well, warp Back To The Future (tm). Erm, Present.
TIME PORTAL / PRESENT ------------------------------------------------
We're home! Happiness! Until the pirate comes in and says that
Gratze has taken everything from Gruberik. So I went to Gruberik, but
there didn't seem to have happened anything. Weird! Your next goal
is Gratze.
------------------------------------------------------------------------
2-W: Save the Townspeople!
------------------------------------------------------------------------
Items: Stun Gun, Crystal Robe, Revival Armor, Jail Key, 100G,
Pure Water, Magic Source, Music Box, Mind Source,
Speed Source; Dark Fruit, Mind Source, Life Source,
Aqua Fruit
Monsters: Iron Golem, Mousse XL, Gold Golem, Faux Chest,
Silver Dragon, Anti-Core, Dark Skull, Blue Core
Recommended Level: 22-26
GRATZE ---------------------------------------------------------------
Parcelyte has attacked Gratze, so if you check the "town-part" of the
kingdom, you'll see dead soldiers everywhere. You can still shop and
sleep at the inn, plus the townsfolk are still alive. We don't know
what's up with the townsfolk of Gruberik, so let's check up on them.
Go to Gratze Fortress.
Note: There are new enemies on your way, namely the Iron Golem
(high defense, but one or two Chance Hits should kill it), a
Mousse XL, Gold Golems, and Faux Chests. If you've gotten
all chests during your first go-through of this place, most
"unopened" chests are actually monsters. Take care!
Follow the path until it forks; a Commander is here, and you can go
either to the right or up. Go up and find your way on a pipe. Follow
this one until you can either go south or east, and continue down.
When you get off the pipe, make it all the way to the right and enter
the prisons (you'll have to fight a Soldier and two Commanders).
Here, you'll find a variety of townspeople, including Cashwell and his
son (bahaha), and... Marin. Unfortunately, Dekar isn't able to break-
open the cell door like he did years ago, so we'll have to do it the
"normal" way--getting the Jail Key. Walk back outside. On your way,
a Commander spots you and you'll have to fight it (the boss-version,
but should now be easy EXP). After the battle, you can see him drop
the Jail Key. The guard manages to take it and get away, though, so
follow him!
Outside, you see him walking on the pipe, so get on it as well and
return to the intersection. Now take the path that goes to the right,
and follow it to the end. At one point, the path forks up and down.
Go down, because up leads to a Faux Chest (looks like a chest but is a
monster instead). Follow the path, kill two Gold Golems, and resume
until you see the commander whose key you need. Enter the building,
and take the rightmost elevator. Exit, go to the right, break the
brown wire, and go to the next screen. Again, some guards will be in
your way. Move on until you find a Silver Dragon, and take the ladder
on the pipe. Remember that the chests are monsters!
While you go over the pipe, the path should split to the right and
down. Go down, and the path should now split to the left and down.
Go down again. Walk through the foggy area and over the pipes until
you need to whip across, do so, and follow the way. You will see
Tappa, an old friend of Torma and company, who managed to deal with a
Gratzean soldier. Enter the building and break the brown wire (needs
a few slashes)--not the other one, because that opens two doors to
rooms with both two Mousses XL and an Iron Golem.
Now, go back to where you whipped with Torma, and fall down the arrow.
Heal before you do so, though, because three Gold Golems have to be
fought! After overcoming both of them, head left, kill the two guards
at the electric barrier you just disabled, enter and exit a foggy
area, and go in a building. Go on, step on a transporting tile, and
enter another building (background messed up here?). Lift up, and
when the path splits, take the one leading south (i.e. not to the
invisible platforms). Go to the big chamber with the wire netting-
bridge.
Go over the bridge and go down one level (the chest you see is fake).
Walk to the right and enter the door. Here, the storage area, go to
the right, and you'll see the Jail Key-carrying soldier enter a room.
Before you enter it as well and kick some sorry butt, enter the cell
to the right. Some great stuff is here: a Stun Gun, a Crystal Robe,
and a Revival Armor. You might just be interested in equipping them
as well. The Revival Armor _attempts to_ revive you when you die.
Now enter the other room, and you'll five Commanders--the last one in
the lower-right corner holds the key, but you can choose to fight the
others (talk to them). They're the boss-versions, and since they're
not so hard, fight them all: a LOT of experience points up for grabs!
When you're done, give the last one a hello and kick his ass so hard
he'll crap that friggin' key out. Get is and cast Escape, or use an
Escape Ball (that's faster than walking back; the prisons are closer
to the entrance).
Find your way to the prisons and release everyone. In the second
cell, talk to Mr Cashwell too to receive your reward: 100G (a little
TOO much), and get the Pure Water from the chest. In the third cell
is a Magic Source, and in the fifth cell, hammer the skeleton in the
back to uncover a path. Follow the path and get a Music Box out of
the fourth cell (it's for Bandino; see section 3-A). In the sixth
cell is a Mind Source, and before you open the last cell with Marin,
remove all of Dekar's equipment. Unfortunately, he leaves the party
to join the army and kick some Gratze butt. Get the Speed Source out
of the cell and exit this place--you'll automatically arrive in
Parcelyte.
PARCELYTE ------------------------------------------------------------
Everyone will meet up at the church, so head there, talk to the
townsfolk if you wish, and save. Then leave.
So, what to do next? The Tower of Guidance! If you have the four
shards and the four stones, that is. But alas, even if you enter the
tower with them, you'll see that the entrance is closed. However,
there's a new tower on the map: Lugwa Tower. Before you enter it, you
might want to bring Karnack a visit.
------------------------------------------------------------------------
2-X: A New Tower...
------------------------------------------------------------------------
Items: Dark Fruit, Mind Source, Life Source, Aqua Fruit;
Bolt Shield, Wind Shield, Magic Source, Life Source,
Blue Flame, Strong Disc, Terror Ball, Gold Flame,
Escape Ball, Sacred Fruit, Pure Water, Nectar,
White Flame, Holy Edge, Wind Fruit, Rainbow Veil
Monsters: Death, Dark Skull, Neo Goblin, Earth Dragon, Ice Demon,
Demon Steed, Holiner, Dark Guardian
Recommended Level: 23-27
KARNACK / WET SEASON -------------------------------------------------
The previous time you entered Karnack, it was dry season. And now,
it's wet season! Nothing much has changed, except Aira now lives here
and some now stuff can be bought. And most people talk about The Two
Towers (tm), the last of which just appeared. There are two item
shops; one straight ahead from the entrance, and one in front of the
chemist's tent. The guy in the tent next to the first item seller has
equipment.
There're some items you can get as well. At the western part of the
village, left of Aira's tent, is a bunch of bottles, and one of them
has Dark Fruit. Above Aira's tent is the item seller, and the bottles
around him have a Mind Source and a Life Source. Right of the
equipment shop's tent is another tent, and in the lower-left corner
(you can barely see it) is a pot with Aqua Fruit. And lastly, there's
a fish near this tent, and it's an alchemist. Nectar is made by
mixing a Wild Berry with an Ex-Potion.
PREPARATION ----------------------------------------------------------
You should have plenty of money right now; enough to buy the strongest
equipment available. A Zircon Sword for Eldin, Restraint Chain for
Torma, and a Zircon Axe for Bau will come in handy, and I'll assume
you take those through Lugwa Tower. If you didn't get them earlier,
make sure you have the Revival Armor (Eldin/Torma, Gratze Fortress),
Golden Cloak (Eldin/Torma, Rangoon Town), and Crystal Robe (Rami,
Gratze Fortress). If you need a shield for Eldin or Torma, you will
get a good one right at the start of Lugwa Tower.
LUGWA TOWER ----------------------------------------------------------
Enter the tower from the world map. Before you actually go inside,
walk right of the entrance and open the chest for a Bolt Shield. You
might want to check the other side as well; enter to find a door, and
go in. Ignore the empty chest, because, well, they're empty. Try to
surprise-attack the Death-monster--it knows instant-death and you
probably don't want to get hit by it. Go to the back of the room and
climb down the ladder. Open the chest for a Wind Shield, and go one
level down. Make it to the right until you see three skulls somewhat
close together, and break the leftmost one for a Magic Source. You
can find a Life Source as well if you head all the way to the right
and break the pot.
Somewhat south of that pot if a switch. Pull it. Go back to the
three skulls. A ladder has appeared that leads to a small platform
with another switch on the wall. Pull that one as well, and a lot
(and I mean A LOT) of sand comes flying down. Any Neo Goblins in the
room are dead meat, but the sand is an invitation for other enemies
(Earth Dragons, Ice Demons, etc.). You can now enter a new room
(entrance in the middle of the northern wall), and there's a bright,
blue flame inside. The stone says something about a triad burning and
a King being arisen, and don't ask me how Eldin does it, but you can
get that blue flame. Or, Blue Flame. With this "item" in your
pocket, go back to the entrance (you can use Escape... if you're THAT
lazy).
And enter via the normal door. You'll see three holes (you can't fall
in them anymore) and a pot. Break that pot for a Strong Disc, and
there'll be two paths to take. Left leads to a dead end, but there's
an item, so follow left to the end until you reach nine pots. Break
them to get a Terror Ball, backtrack back, and enter the other stair
set. This time, you can go north and south. Opt to go north first,
bash the skulls, and open the chest in the northwest corner. Inside
is a... wait--it's an alchemist! The last alchemist of the entire
game! He tells you that mixing Bright Ore with Dark Ore makes a
Miracle. Great. Now go back, and go south.
And AGAIN, the path forks. Which way to go now? To the right, I
suggest. Break the crack in the wall and go down the stairs. In here
is the Gold Flame. Get it, then go back to where the path forked. Go
up the stairs to the left. Go around left, kill the Neo Goblin, beat
the Demon Steed, and break the pots north for an Escape Ball. Go back
to the stair set and walk to the right. You'll enter a maze, and it's
pretty easy; there's only one fork, and you should go right from there
to reach Sacred Fruit. When you have that, go back and take the other
path, through the entrance.
Gratze Fortress still fresh in your mind? Remember the holes with the
invisible paths? They're back, and this time, step on the tile in the
lower-left corner to see what path you need to take. If you don't
care about remembering all this crap, start in the solution-giving
tile, and press the following sequence of keys (if you fail, you will
land in the room with the alchemist-chest):
2L, 4U, 2R, 1D, 2R, 2U, 1R, 2U, 1L, 1U, 2L, 2D, 3L, 1D, 2L, 2D, 2L,
4U, 3R, 1U, 2R, 1U
And voila! In the next chamber is a chest ripe for the grape (Pure
Water). Go back left and all the way south, and get Nectar. Go to
the right and go down to another room with a flame, and this time add
the White Flame to your inventory. Go back and to the right, past the
Holiner, break the pots, and get a Holy Edge from the chest. With all
these new items, head back to where you found the Pure Water. See
those stairs? Don't go up them just yet; south of them is a bottle
guarded by a Death, and you might want to take the Wind Fruit out of
it. Now go up the stairs, follow the way around the block, and exit
outside.
Shut up, Bau. Go to the right and go through the big entrance. Read
the inscription on the statue; it says to seek the one across and the
camera pans over to another statue. That you need to do; find the
other statue. That one will point you to another, and another, and
eventually, something will happen. This is indeed annoying, with all
the enemies on the exterior of the tower (Tear Gas might help dealing
with those). It's also annoying that it's not clear where you are,
but anyway. And it is also annoying that I'm annoyed, so I'm not in
the mood to figure out exactly what to do; just follow the path around
and eventually, the last statue will make a path leading to the right.
Follow it and enter the warp.
Climb the ladder, and open the chest to the left for a Rainbow Veil.
There are three stones: the symbol of peace, the source of life, and
the sign of prosperity. You just happen to have three flames, and
they belong here. Add the White Flame to peace, the Blue Flame to
life, and the Gold Flame to prosperity. If you place the wrong ones,
nothing happens. But when the triad burns appropriately, the screen
rumbles and the guardian of the place awakens. I don't think he's
glad you woke him.
Boss Strategy -- Dark Guardian:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
1800 500 222 200 105 60 12 27000 4500
Sometimes comes with Death Skull. His most absolutely irritating
move is Meditate, which restores 20% of his HP--and because he has a
lot of HP, that's 360 HP restored. Which sucks. He attacks with
Slash a few times as well, as well as Mind Blast, which hurts a
little more. Pray that he never uses Meditate and BLAST AWAY. He's
not really that hard. He has a low MGR, so if you taught Rami some
neat spells, whoop his ass with those.
After defeating the guardian, you will hear a song. Rubius's
suggestion is visiting the Tower of Guidance, because a seal,
according to the song, is broken. Perhaps you can now enter...
------------------------------------------------------------------------
2-Y: To the Holy Land
------------------------------------------------------------------------
Items: Silver Sword, Silver Rod, Silver Plate, Escape Ball,
Rune Rapier, Revival Armor, Miracle, Bright Armor
Monsters: Death, Garm, Toutei, Demon, Death Skull, Goblin Mage,
King Hydra, Dullahan, Neo Goblin; Unicorn, Commander,
Yeti, Divine Bird, Thunder Beast, Air Elemental,
Bolt Fish, Narwhal, Gold Dragon, Serpentine Dragon
Recommended Level: 25-29
TOWER OF GUIDANCE ----------------------------------------------------
The door's open! Neat. Go through. You'll find out that new
monsters are here. Walk on, light the two torches, and enter the big
hallway. If you don't want to fight monsters, go one step up, nine
steps to the left, and all the way up. Bash the crack in the wall
with Bau, read the inscription inside and open the two chests: a
Silver Sword and a Silver Rod. Go back to the previous room and enter
the next area. Go up the lift and enter the maze-like area.
See the pole to your left? Push the blocks south of you out of your
way and follow the path until you reach that pole, and cross to the
other side. Go south to the next room. Go upstairs, and open the
chest to acquire a Silver Plate. Swing across to the right twice, and
go upstairs again. In the next area, pull the switch to make a
barrier of poles go up on the other side. Swing across, then use
Torma's rope to pull the switch again. Continue through the door.
Get the Escape Ball out of the chest. Don't go through the door but
stay in this room; there's a small maze with pillars, and if you fall
down, you'll fall in a room with some monsters (the way back is
through the door you ignore). Push the pillar on "the path" to the
right, go back, and whip to it from below. Push it all the way up,
and push the other all the way to the left. Move the other one back
on the switch and go through the door. Immediately go back and open
the chest for a Rune Rapier. Whip south to the pillar against the
wall and repeat the puzzle, and go again to the next room.
Before you go to the right, you might want to break the crack first.
Go north, watch out for the King Hydra, and you'll find another
puzzle. Solution to get the chest? Stand under the blue block, press
and hold A, and follow these directions: right, up, right, up, up,
left, left, up, left, left, down, right, and voila. A Holy Shield.
Going back shouldn't be too much of a hard job. Follow the path until
you see a pole, and go down to the next chamber. Walk to the end of
the room, and don't go through the entrance below. Instead, fall
through any of the holes in the maze, and make it north to two chests,
with a Revival Armor and a Miracle. When you have them, go south, and
make it to the room with the puzzle. You'll lose a bit of HP by
walking through the spikes, but it's not much.
Solution: first, whip to the left. Whip up (to a pole with space in
front of it), push the pillar left of you to the left, and push the
other pillar one space to the right. Whip up and whip right. There's
a pole in the lower-right corner of the screen, now. Stand in the
tile northeast of it and whip south--you'll cling on the pillar near
the chest. Get the Bright Armor and whip back up to another pillar.
Push that one two up and go all the way left. Push the pillar to the
left, go back, and whip yourself under that pillar by reaching the one
southwest of it. Push the pillar on the switch and go north to the
next area.
The poles appear to form a dead end, but fortunately, Bau is able to
smash them down. Do so and enter the next chamber. This plus-shaped
room was visited before, if you remember. Go north first--there's a
crack in the wall and can now be busted open for a Feathered Cap. Go
back to the plus and go south. Here, move the three bottles on three
of the four switches (put the last one on the upper-right switch), a
path opens, etc. etc. etc., you know what to do.
Go north, defeat or avoid the Dullahans, go up the many stairs, and
you'll be on top of the tower. Ignore the elevator and the first
entrance and take the second, go up, and you'll arrive at the dragons
and the spots to place the stones in. You'll need to place the stones
in the following way (stand in front of the hole and use a shard on a
stone; the order doesn't matter, but make sure to rotate the shards
correctly that you can read the message on the stone):
- Upper-left dragon (gray): White Shard on Cloud Stone.
- Lower-left dragon (gold): Gold Shard on Moon Stone.
- Upper-right dragon (green): Green Shard on Wind Stone.
- Lower-right dragon (blue): Blue Shard on Sea Stone.
"When the door is opened, that which is sealed in the white lands and
blue depths shall be freed once again..." That is what the four
stones say. Heal your party, and step on the center platform. The
screen fades, but Ragule and his buddies come in. This is the first
time you actually see his face, and to be honest, it's ugly. Ragule's
power is way too much for you at the moment, and he manages to enter
the holy land. His minions attack before you can follow him.
Boss Strategy -- Monster Crony (x2):
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
900 280 230 230 100 50 22 16000 6850
Their weakness is their low amount of HP--only 900, and it's easy to
drain it. They have strong attacks, however: Slash does medium-to-
high damage, Dark Breath attempts to cause confusion, sleep, and
paralysis, and they have Sad Suds, lowering your DEF. Use your
strongest attacks and heal aplenty (you should have Heal All by
now). You can use Fortify to negate the effect of Sap Suds,
although it will take up a few rounds. Just pray that Dark Breath
is ineffective most of the fight and you'll have this boss in the
bag. Try to focus your attacks on one of them first, because versus
one, this battle is easy.
After seeing what Ragule's capable of, wielding the power of the
Beast's half, we need to free the other half and gain its power.
Although there are a few risks involved in this, Eldin is the one to
possess that power, located in Nazare.
NAZARE VILLAGE -------------------------------------------------------
I could swear I saw Nazare a few moments ago on the world map, but
it's gone now! Originally, you've reached the village via the Mt.
Ruhie, and that means you'll have to go through that damn place again.
MT. RUHIE ------------------------------------------------------------
Go north, beat the Unicorn, and talk to the Gratzean soldier. Of
course, no entry is allowed, and since they still haven't learned, you
have to kill them. Easy EXP. Same place, new enemies (see monster
list, monsters after the semicolon), so in case you grabbed all the
items on your previous visit, don't take the side-paths (and even if
you didn't, they aren't any worth).
That means that in the next screen, with lots of monsters, you'll need
to go left. Follow the way till another fork (with a Unicorn), and go
left. When you reach the place with a bunch of paths on the wall,
skip it and go all the way left. You're going to have to fight a Gold
Dragon. A moment after that, you'll find a Gratzean soldier, who
sends you a Serpentine Dragon.
Boss Strategy -- Serpentine Dragon:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
1600 500 222 224 120 60 55 30000 11000
Serpentine Dragon has three attacks: Dragon Breath and Ultra Dark,
doing medium-to-high damage, and Deadly Hit, a little weaker (but
capable of adding deadly poison). Each hits all, and each hits hard
if you haven't leveled up sufficiently. Dragon Breath is mostly
used, and I've noticed that if you wear a Bolt Shield (found at
start of Lugwa Tower), damage is greatly reduced (lower than 10).
In my game, the only character faster than this guy was Rami, so
that's probably the case in your game as well. Therefore, make Rami
your healer--Heal All is great to use. Let her Chance Hit when
healing is not needed.
If you don't have Heal All or enough AP, then it'll be tougher. Use
AP-restoring items before the fight, if the latter is the case. You
can also try to use Miracle Hit, which restores 50 HP, so let Eldin
and Torma use it. Equip said Bolt Shield on one of them and let
that one use his most powerful attack--Dragon Slash is supposed to
do a bunch of damage, but wasn't as effective as other spells. I
don't know what to do with Bau; he doesn't have any skills and more
than half of his HP is drained if he's hit by an attack. If I let
him heal, the only thing he'd be doing is healing himself, so I just
let him die during the fight. Make surviving your first priority
and attacking your second, and you can't lose.
The soldier is of course on the run. If you wish, you can fight him
(talk to him) for the EXP (it's the boss-version of a Commander).
When you're done, head south. Take either path (left requires Bau's
hammer), and enter Nazare.
------------------------------------------------------------------------
2-Z: Goldiark and Ragule
------------------------------------------------------------------------
Items: Miracle (x2), Ancient Shield, Strong Disc, Ancient Sword,
Ancient Helmet
Monsters: Sky Tree, Deathbringer, Necromancer, Nightmare Dragon,
White Snake, Golden Fox, Demon Lord, Ragule, Goldiark
Recommended Level: 27-31
NAZARE VILLAGE -------------------------------------------------------
Ragule was a guest to Nazare earlier, it seems, and Gratze is crawling
all over the place. That means that you have some ass to kick,
because Soldiers and Commanders (normal enemy-versions) are sprayed
everywhere. You can still buy items and a weapon, the inn is closed
(it's recommended to sleep elsewhere before continuing), but the
Elder's tent is your main goal. Find your way there.
Oh, and in the item shop, if you go downstairs, you can get a Life
Source out of the closet.
Now go to the Elder's tent. The inner chamber was blocked earlier,
but you can enter now. Follow the way (Gratze hasn't taken this
building yet), talk to the Elder if you're in for a chat, and
continue. The seal on the half of the Beast is Rubius's twin-sister
Irmis. Rubius breaks the seal, and I don't think that the Beast was
supposed to wake up. Uh, oops?
Boss Strategy -- Beast Half:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
1700 500 255 250 50 55 99 32000 30000
This fellow's attack-scheme consists of Fire Breath and Meteor Rain
(rare), reducing about 1/3 of your HP (except Bau, in my case). His
Meditate restores 340 HP, but it's better when that happens rather
than a shower of meteors down your throat. I found this fight
actually easier than the one with Serpentine Dragon earlier, since
all characters are faster than him. Fury and Rapidfire him to death
and heal when possible. If this is the threat of the world, then
this is gonna be easy. On the other hand, if this is the power
Eldin will get, this is gonna suck.
As the Beast's power, now possessed by Eldin (unfortunately doesn't
affect his stats...), will destroy Eldin in time, it has to be
resealed after beating that Ragule mister to pulp. Rubius and Irmis
have a short chat when the others have left, and the next goal is the
holy land. Whee! Leave Nazare and head for the Tower of Guidance.
TOWER OF GUIDANCE ----------------------------------------------------
Before you go, make sure you have the following: a few Miracles, which
you can forge at Gruberik's blacksmith, the best equipment available
(just use up all your cash), the skills Miracle Hit and Fury for Eldin
and Torma, Chance Hit for Rami, and Heal All for Eldin, Torma, and
Rami. You're gonna need 'em. I suggest being around or over level
30; it helps so much for the final boss. If you aren't, then take a
few trips through the Ancient Cave--if you make it to the final level,
you're practically guaranteed to win. And make sure to use up all
those Sources!
And yes, you'll need to go up this friggin' tower again. I won't
bother you with a guide again; read above if you're stuck. When you
finally reach the summit, enter the portal and you are warped to the
holy land...
BASTAAM --------------------------------------------------------------
Well, not just yet. First read all the inscriptions on the pillars
(eight in total); you'll learn a lot more about what's happened.
Then, examine the weird portal on the northern stone. You are then
warped to what seems like an island in space.
ANCIENT TEMPLE -------------------------------------------------------
It does look a little ahead of its time for an *ancient* temple. But
anyway. Left and right are two "chests"--break them with your sword
(they stole the animation from a bottle!) and get two Miracles. Go
north to the next screen and resume up until you see a Sky Tree. Beat
it, continue left (take the upper path), fight the Deathbringer, and
follow the way until you get to a fork. Go left from there (you'll
meet a Lucifer), and head to the next screen.
Three stair sets to choose from; the lower-right one leads to nothing,
and the left set is a "longcut" leading to the upper-right stairs.
So, take the upper-right flight, kill the Nightmare Dragon, and take
the stairs in the upper-left corner. Follow the path. When it forks,
go up, beat the White Snake, and crush the package-thingies to get an
Ancient Shield. And you better damn well equip it right away! Once
you've done so, go back to the fork with a Golden Fox, and take the
other path leading to the next area. Here, basically follow the one-
way path until it forks, go left, and fight the Sky Tree that blocks
your way. Before going to the left, head south and break the objects
for a Strong Disc. Go back and take the upper flight of stairs to the
next room.
Go up, and now, FOUR stairs. What madness is this? The upper-left
one is a dead end, so skip that one. The upper-right flight leads to
an item you MUST get, so take those stairs. Follow the path, take the
elevator up, and smash the objects. One of them has an Ancient Sword,
and, well, it kicks some rear ends HARD. Go back to the four stairs
and take the lower-right path. Follow it, go up an elevator, and walk
on. Next room, you'll find a bunch of monsters and a bunch of objects
as well. Break the ones in each corner to find a Miracle, a Hi-Magic,
another Hi-Magic, and an Ancient Helmet. You know what to do with the
helmet.
Go down the hole in the middle of the room, and you'll fall, fall,
fall... Turns out to be a bit high, eh? Go north and follow the way
(I want those torches in my room too!), and you'll find Ragule. Talk
to him; he uses his power to try to stop you, but Eldin is strong
enough to resist. Sequentially, a fight ensues.
Boss Strategy -- Ragule:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
2240 500 334 295 158 290 65 0 0
So. The bad guy himself. First his attacks, which, well, hurt
quite a bit. Double Hit is about enough to kill someone in one hit,
Miracle Hit is weak, Vacuum Wave and Star Burst hit everyone and
deplete about half (or more) of their HP. Heal Plus is mostly
enough to negate the effect of those attacks, but using Heal All is
preferred. Use your most powerful attacks to take this guy down as
fast as possible. But! Be aware that after beating Ragule, you
have to fight the next--much harder--boss without getting the chance
to patch yourself up. Make sure to do so before releasing the final
blows!
Ragule kicks the bucket, and the Beast reveals that he is Goldiark;
actually Odin, who joined with him. Unfortunately, this installation
is permanent, and Goldiark decides to eat you.
Boss Strategy -- Goldiark:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
8000 500 365 365 178 150 126 32767 32000
And this would be the other half of the Beast, whose name you now
know. And holy crap--just look at the amount of HP this guy's got.
8000! Normally, I don't consider "leveling up" a strategy to beat a
boss. I make an exception now, however--if you're level 20-25, you
stand almost no chance against Goldiark. Apparently, the developers
are assuming you've taken the time to master all the jobs and that
level 60 is already cleared.
There's one simple strategy to beat him, and that's by draining all
his AP. He's got 500, and equipping everyone with Rune Rings (forge
at Gruberik's blacksmith) is a good way to deplete it to zero. If
you do so, most of the time Goldiark will be doing nothing ("Miracle
Hit! ...but nothing happened."), although he has 0 AP spells as
well. Speaking of his spells, he has Meteor Rain and Big Bang,
doing about 100 HP of damage to everyone (0 AP). Furthermore, he
has Heal Plus and Miracle Hit (nothing to fear), Mind Blast (cure
the status effect!), and Double Hit. This hurts. Extremely. It
*fortunately* attacks only one person at a time, but that's enough
already--it's mostly enough to kill the person in one hit. He won't
use this when he has 0 AP left.
Okay, so, I suggest the AP-draining strategy. If not, then it is
going to be a long, hard battle. Level 30 is a minimum, and the
Ancient equipment you've found everywhere is recommended to equip.
Use Fury, or whatever attack is most powerful for you. Install with
your Disc Monster (if you didn't use up the IP previous fight) as
soon as possible (it probably gets killed in a few rounds), and,
well, I suggest having two healers. If you're lucky, one of your
characters is faster than Goldiark, and that'll be your main healer.
Have the second use AP-restoring items and Miracles when the main
healer isn't able to. I don't know what to do with Bau, but I just
let him die (he's underpowered, after having missed a few levels).
Keep a close eye on your HP, and attack. Make surviving your main
priority, and pray that you win.
So, did you win? Congratulations; you've beaten the game. Watch the
ending, which I won't spoil for you, and pat yourself on the back for
a job well done.
========================================================================
PART 3: APPENDICES
========================================================================
------------------------------------------------------------------------
3-A: The Ancient Cave
------------------------------------------------------------------------
WHAT THIS STUFF IS ALL ABOUT -----------------------------------------
The Ancient Cave is back, and it's differently different. You can
find it in Gruberik, and since that's the second town you'll come to,
you'll gain access to it soon. Unfortunately, the cave is closed on
your first visit, meaning you'll have to continue playing for a little
while until after clearing the auctioning scene (which is just a
little while later).
The Ancient Cave is a big cave that consists of 60 levels, and since
it was so tough in Lufia II to get all the way to the bottom (99
levels in that game), and even tougher in Lufia: The Legend Returns
(200 friggin' floors!), it's a bit easier in The Ruins of Lore. The
point is to go down the cave and collect all kinds of rare items, many
of which aren't findable elsewhere. Only Eldin can go inside, and the
Disc Monster assigned to him goes with him. You will choose a total
of ten items prior to entering.
Note: The *number* of items you bring with you isn't taken into
account, so if you choose Potion, you will bring the number
of Potions you have--be it 1 or 99.
And the level of Eldin is not reset to 1; Eldin brings his learned
skills and experience with him. If you die, you'll lose everything
you've found in the cave, all the experience you've acquired and the
skills you've learned. So make sure you don't die! Also lost are the
ten items you've chosen to bring with you, so be sure you have a save-
game right before entering. In order to leave the cave, you'll have
to use a Providence, which you'll find throughout your journey through
the cave. Sometimes it appears on floor 1, sometimes all the way down
the bottom... it's all random.
Also, if you managed to reach floor x and exited, you can choose to
start from floor 1 to x when you re-enter the Ancient Cave. This is
another factor that makes it easier to make it all the way down to the
bottom, but the main reason this was implemented is because the items
and equipment aren't spread randomly throughout the cave. Whereas in
Lufia II you could get the Sky Sword and all the ultra-powerful whoop-
ass weapons on the first floor, in The Ruins of Lore not. The
programmers probably decided to do this to prevent you from getting
the best stuff in the beginning of the game, making the rest a breeze.
So that means if you want to make it to the final floor, you WILL need
to level up and you stand NO chance in the beginning of the game.
THINGS YOU'LL ENCOUNTER ----------------------------------------------
As for the dungeon levels themselves: instead of monsters walking
around the entire place, they aren't there anymore. Instead, you'll
find the following:
- Chests, bags, and decorated pots. These contain items, or a
monster is hiding in them, or a trap (lose a bit of HP), or nothing
at all.
- "Shrines"--all weird-looking objects that don't include the above.
There are different types of shrines. Not all shrines can be used
by everybody; in order to use a certain shrine, you'll have to be
of a particular job. Also, note that some shrines are in fact
thieves, stealing an amount of cash (the higher the floor number,
the higher the amount). Don't touch a shrine if you know you can't
use it, because it might be a thief. If you can't use it but it
isn't a thief as well, it just gives you a cancel-sound.
- Temples--these things either restore HP, or AP, or cure status
effects, or cause poison, deadly poison, or burns. Or it lowers
your HP, or AP. Recommended to avoid--it's too risky.
- Red balls of light restore all HP, and blue balls restore all AP.
- Bushes and vines. Don't cut them away unless they're blocking your
path, because there's nothing under them. Methinks that bushes
randomly become treasures--the rooms aren't ENTIRELY random.
- Paths. In each room is one path to continue, and if you enter a
room, there's no way to return to the previous one. Sort of like
the stairs in Lufia II's cave, but now with doors. There are no
two-way paths, and make sure to have grabbed everything in the room
before you move on.
- Floor Masters. Eventually, you'll reach the final room; inside is
the Floor Master--the "boss" of the area. You will need to beat it
to continue to the next floor.
The cave isn't your ordinary dungeon, as you've read above. Unlike
Lufia II (I've mentioned that game _so_ many times in this FAQ. Does
it show I've played that game to death?), your progress through the
game *does* factor in your journey through the cave. It's risky to
enter it in the beginning of the game, so wait until you reach the
middle or somewhere like that--if you have the patience. :P
THE REWARD -----------------------------------------------------------
Your reward for beating the Big Red Jelly is an Egg Ring! This thing
owns--it ups all stats by 50--but of course, it's nothing compared to
what it was in Lufia II. When you're able to get one, get some extra
ones for your party members. Just start from floor 60 and beat the
jelly once more.
However, the real treasure lies in the chests, bags and pots. Make
sure to be a frequent guest to floors 57-60, as the stuff you'll find
there is uber.
I used to have a level-by-level breakdown of the floors in the Ancient
Cave. However, it was just based on what I've received, and to
complete the list I had to go through each floor at least twenty
times. That is the reason it's not in this FAQ anymore, and it would
unnecessarily bloat up my FAQ in terms of KB anyway. Instead, I refer
you to the Ancient Cave FAQ, written by bhr, available on GameFAQs.
My old list is adapted in his.
BANDINO'S JOBS -------------------------------------------------------
Bandino is found in the Hunter's Guild (take the stairs in the western
part of the house). He wants you to go down the cave and get items
for him. In return, he gives you an amount of cash, which increases
as you find more things for him. The better the goods he asks, the
deeper you have to go through the cave. The rewards aren't much, but
still.
Item: Reward: Found on Floors:
¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Iris Water -- 100G -- B03F to B10F
Crystal -- 300G -- B06F to B13F
Dark Ruby -- 500G -- B11F to B20F
Bright Gem -- 600G -- B16F to B22F
Fire Sand -- 700G -- B25F to B27F
Bitter Cheese -- 800G -- B32F to B42F (*)
Rotten Meat -- 1000G -- B01F to B60F (*)
Music Box -- 2000G -- -- (*)
Rose Seed -- 3000G -- B27F to B34F (*)
Navaroa -- 3500G -- B32F to B36F (*)
Meat Cube -- 4000G -- B37F to B57F (*)
Egg Dragon Fang -- 5000G -- B37F to B43F
* Bitter Cheese is also found in the Sewers, in a pot in a hidden
room, a while after Jida Village.
* Rotten Meat is found twice in the Sewers, and can be bought in
Daros. If you don't have it by now, though, you suck.
* Music Box is found in Gratze Fortress (second visit); when you
save the townsfolk, enter the fifth cell, break the skeleton, and
walk around.
* Rose Seeds are findable in the Jungle Spire.
* Navaroa can be gotten by trading a Blue Tea with the woman in
front of the chief's tent in Nazare. If you have no Blue Tea, go
to Mt. Ruhie with Bau (see walkthrough, end of section 2-N).
* Meat Cubes can be bought in Eristol (Past).
Note: I have taken the "Found on Floors" column values from bhr's
Ancient Cave FAQ. Take note that it's not something to
rely on completely; if we didn't find this item on that
floor, it doesn't necessarily mean it cannot be found
there. It's just that we didn't spot and record it.
------------------------------------------------------------------------
3-B: Jobs and Skills
------------------------------------------------------------------------
Make sure to see section 1-E for the basics of the job system. This
is the detailed information. As for this section, if you don't care
about the descriptions and all that stuff, at least read the last
part, "Tips and Recommendations".
LOCATIONS ------------------------------------------------------------
In the Hunter's Guild in Gruberik, go upstairs and talk to the various
people behind the counters to change to a wizard, mage, thief,
fighter, swordsman, and priest. As for locations of the "secret"
fellows, read ahead:
Chemist: Karnack; head to the northern part of the town and enter
the tent guarded by a bear. You can switch to a chemist,
but there's a 400G fee. This is the only "hidden" class
that doesn't require you to have mastered a certain job--
chemists are "standalone".
Knight: Hunter's Guild, Gruberik. Go up the stairs from outside
the building, go through the door, and you'll be inside.
Go through the door nearest to you and get up to the roof
again. Fall down one level (ONE level), then enter the
small room to find a knight. In order to become a knight,
you will need to have mastered the swordsman.
Bishop: Training Hall, Nazare. Enter the bazaar (behind the inn),
go upstairs, and through a door. Make sure not to fall
off, and talk to the fellow who's devoted way too much
time to this kind of stuff. In order to become a bishop,
you will need to have mastered the priest.
Rogue: Casino, Daros. The rogue is the cloaked person on the
third floor of the casino; you can get there after the
events in this town. In order to become a rogue, you will
need to have mastered the thief.
Brawler: Narbick; the first house to the left. Talk to the guy in
front of the entrance, get in, and you'll find the master
of martial arts. In order to become a brawler, you will
need to have mastered the fighter.
WHICH JOB OUGHT ONE TO CHOOSE? ---------------------------------------
The job descriptions are in alphabetical order. I cover the skills
you'll learn with the class, and then judge the stat modifications.
See below this section for the stat changes in one handy table.
Bishop:
¯¯¯¯¯¯¯
- The only useful skills the bishop learns are the last three; Rally,
which revives and restores 1/4 of the total HP, Heal All, recovers
all HP of all party members (40 AP!), and Valor, which revives and
restores all HP. Bishops also get an offensive holy-spell, but
they get useful later in the game when you have much AP and healing
needs to be done as quickly as possible.
- Bishops are nice if you need a magical boost, but they're not
nearly as useful as the wizards. If you think the wizard loses too
much on the ATK- and DEF-side, then choose the bishop, because it
loses only 10% in that department.
Brawler:
¯¯¯¯¯¯¯¯
- Upgrade of the fighter. Useful is Sacrifice, which kills an enemy
(not bosses) but you as well. You can also use Sacrifice on
yourself and you'll restore all HP (bug). Brawlers get two
physical attacks, and Fury is a strong one. Regenerate, the last
skill, restores half of the max HP, and is unfortunately not that
useful.
- This is great: attack and defense go up, and your speed as well.
Of course, everything related to magic decreases, but if you don't
care about that, choose the brawler.
Chemist:
¯¯¯¯¯¯¯¯
- The chemist learns the useful Tear Gas (the second skill), which
stops enemy movement in dungeons for 0 AP--well, it's useful if you
use it. Chemists also gain weird attacks like Imitate (copy
enemy's skill set for the battle) and Manipulate (force an enemy to
attack for you).
- As for the stat modifications, the chemist gets a gain in AGL. The
rest stays the same, except AP, which decreases, and you'll take
more damage because DEF and MGR go down as well. If you want an
"average" job, choose the chemist and equip the best defensive
stuff you can get.
Fighter:
¯¯¯¯¯¯¯¯
- There's only one reason to become a fighter, and that is the fourth
skill: Chance Hit. Chance Hit is overpowered--I would suggest
teaching this to Rami as soon as possible, because Chance Hit does
a random amount of damage from 20 to 200, and especially in the
first half of the game, this is a killer.
- See brawler.
Knight:
¯¯¯¯¯¯¯
- The upgrade of the swordsman (described below). The greatest skill
of the knight is the last one: Miracle Hit. It deals higher-than-
normal damage and restores 50 HP no matter what. The other skills
are so-so. One of them is nearly useless; disable an ally until
the end of the fight? Bah.
- Compared to the swordsman, the knight is still a job with the focus
on the ATK-stat, but this time, DEF rises as well when you choose
him. Consider it a less-extreme swordsman. It's actually exactly
the same as the fighter/brawler, but the knight gains a decrease in
AGL rather than increase.
Mage:
¯¯¯¯¯
- Mages are neither offensive (wizard) nor defensive (priest).
Rather, they're supportive, with effect-spells (stat-up and stat-
down, etc.). Their first skill, Enfeeble, which reduces the
target's DEF, is extremely useful especially in the beginning of
the game. If you ask me, mages are underrated; most people think
they can do without them, but trust me--they make battles, in
particular boss fights, much easier.
- Lots of AP, lots of INT, and the belonging stat-downs. Rami, by
default, has lots of AP and lots of INT. If you make her a mage,
she will be so freakin' weak against physical attacks that one
smash by Bau's hammer will not send her to Tokyo, but _via_ Tokyo
to the third moon of Jupiter.
Priest:
¯¯¯¯¯¯¯
- They learn curative magic. Need I say more? Priests can cure the
party, treat poison and other status effects, and they get a holy-
elemental attack. Mainly, you'll have priests to cure, though.
- See bishop.
Rogue:
¯¯¯¯¯¯
- The rogue is an upgraded form of the thief (read below). Whereas
the thief gains knowledge of non-battle skills, like Escape and
Sonar, the rogue learns a few attacks. Shared Pain, for instance,
does damage that depends on the caster and the target's current HP,
and Magic Drain lets you absorb AP when you're attacked.
- See chemist.
Swordsman:
¯¯¯¯¯¯¯¯¯¯
- The swordsman is the offensive type in the physical department. He
doesn't learn many skills; the first is Cinder Slash, with which
you normally attack and cast Cinder, and Slash All, a normal attack
that targets the entire enemy party.
- The one in the Hunter's Guild says it himself: "Your ATK will go
through the roof!" If you ask me, that is the main profit of being
a swordsman--HP and ATK are greatly increased, although AP, DEF and
AGL suffer from that.
Thief:
¯¯¯¯¯¯
- Ah, the thief. Thieves have a varying set of skills, most of which
have not much to do with actual fighting. Of course, if you change
to a thief, you'll learn to steal things from enemies (although the
programmers didn't put much time in this feature, it seems).
You'll also get Escape, to instantly leave a dungeon, as well as
Sonar, to see how much treasures are still left in the room (the
_room_; not the entire dungeon). Lastly, you'll get Scan, to
discover monsters' amount of HP, AP, and their element.
- See chemist.
Wizard:
¯¯¯¯¯¯¯
- The wizard is an offensive type in the magic department. Wizards
learn spells such as Cinder, a fire-elemental attack that is good
to use in the beginning in the game, to Ice Storm, a level-three
ice-attack. They get instant-death-attacks as well.
- See mage. The difference between the wizard and the mage is that
the mage's ATK is decreased a little more.
STAT MODIFICATIONS ---------------------------------------------------
Here's a chart with all the stat changes. For the significance of the
stats, see section 1-D of the game basics. Two hyphens ("--")
indicate that the stat is not altered.
Job: HP: AP: ATK: DEF: AGL: INT: MGR:
¯¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯
Bishop -- +32% -10% -10% -- +12% +10%
Brawler +16% -34% +20% +14% +20% -15% -10%
Chemist -- -23% -- -10% +25% -- -10%
Fighter +16% -34% +20% +14% +20% -15% -10%
Knight +16% -34% +20% +14% -20% -15% -10%
Mage -30% +44% -30% -20% -- +25% +10%
Priest -- +32% -10% -10% -- +12% +10%
Rogue -- -23% -- -10% +25% -- -10%
Swordsman +26% -40% +30% -30% -30% -20% -10%
Thief -- -23% -- -10% +25% -- -10%
Wizard -30% +44% -20% -20% -- +25% +10%
AFTER MASTERING ALL JOBS ---------------------------------------------
So! Mastered all the jobs? That means the only reason for switching
jobs is the modification of your stats. Choose what fits your style
by studying the chart above. To narrow the options down, the knight
and the mage should not be taken, for the reason that there is at
least one class with better stats (e.g. comparing the knight with the
brawler, you see that everything is the same, except that the knight
has -20% AGL, rather than +20% AGL for the brawler). Priest = bishop,
fighter = brawler, and chemist = thief = rogue, so that leaves five
options:
- PRIEST/BISHOP: AP, INT and MGR up, ATK and DEF down.
- FIGHTER/BRAWLER: Everything stat related to magic goes down, while
the rest of the stats gain a few points.
- CHEMIST/THIEF/ROGUE: Not much goes up. AGL rises, and AP and MGR
go down.
- SWORDSMAN: The job to use if you go all out offensive on the
physical side; HP and ATK are increased greatly, but defensive and
magical stats, and your AGL, go down.
- WIZARD: The best job if you want many AP and a high INT, but it is
suggested to wear some good armor; HP and DEF both decrease
significantly.
TIPS AND RECOMMENDATIONS ---------------------------------------------
1. The first time you can change jobs, set Eldin and Torma to priest
and battle until you've learned Heal. Healing is an absolute must
because your main healer later (Rami, mostly) might run out of AP.
It heals 30 HP no matter what, so it doesn't matter what INT you
have.
2. Since Eldin isn't prolific in the physical and magical department
(he's kinda average), make him a thief. That job is extremely
useful--the first skill is Pickpocket, to steal items, and with
the second skill, Escape, you can instantly leave from a dungeon.
3. When you get to Karnack, have at least one party member become a
chemist, temporarily or not. Make sure he or she learns the Tear
Gas skill (the second one you'll learn)--this costs 0 AP and stops
enemy movement for a brief while on the field screen. This is the
replacement of Lufia II's arrow, and will be your best friend when
your healer is down and your HP low.
4. When Rami isn't busy with anything, make her a fighter. She isn't
worth crap physically, but Chance Hit does random damage up to 200
and ignores defense--incredibly useful, especially against bosses.
Chance Hit is useful in the beginning of the game, and does
respectable damage even later.
5. When you can change to the rogue, make sure to do so; Rapidfire is
great, costs 0 AP, targets all enemies, and temporarily increases
your AGL. Another great skill is Fury, of the brawler.
There's a wee bug concerning Pickpocket--if you select the skill,
target a monster, cancel, and choose to defend, you will defend _and_
steal an item/G. Exploit this whenever you defend! Another bug with
Sacrifice--cast this on yourself (i.e. the caster) and you will
restore all of your HP. And that for 0 AP! Only usable in battle,
but still...
LIST OF SPELLS -------------------------------------------------------
Scroll down to section 4-B...
------------------------------------------------------------------------
3-C: Disc Monsters
------------------------------------------------------------------------
Make sure to see section 1-E for the basics of the Disc Monster
system. This is the detailed information.
There are different types of discs in the world of Lufia; they are
tuned to fit the area. You have Cave Discs, for example, which are to
be used in caves. Tower Discs, on the other hand, have the highest
success rate in towers. This doesn't mean that a Cave Disc doesn't
work in towers, though; the chances of being successful are just a
little worsened. Therefore, it is recommended to keep a handful of
various types of discs with you when you go on your journey; in
Gruberik's Hunter's Guild (the Keepers Assoc.), you can buy them.
They aren't really expensive.
There are 198 monsters to capture in total, and catching one (not just
fighting one) means an addition to your Monster Book (compendium).
The only exception to this is when you capture one in the Ancient
Cave, in which case it does _not_ get recorded.
Also, monsters learn skills as they level up and get experience. They
can only have a maximum of eight skills, and only three of them may be
used in battle. Press Select and choose Monsters, and you can Set
Skills and Forget them; this should be done to fully customize your
monster and kick some ass appropriately. Note that if you learn a
ninth skill, you are prompted to choose to replace a skill at the end
of a battle. This prompt will nag you every time you complete a
battle until you remove a skill and put the skill "waiting in line" in
an empty slot.
THE KEEPERS ASSOC. ---------------------------------------------------
If you capture a monster, it will be instantly assigned to the one who
has thrown the disc. Only Eldin, Torma and Rami are able to use
discs. If they successfully catch a monster while they already have
one with them, the captured monster is sent to the Keeper's Assoc.
If you want to change or remove monsters, you need to pay a visit to
that place, in the Hunter's Guild all the way in the back of Gruberik.
Talk to the left guy. Three options are given:
- ASSIGN: Choosing your monster. If you abhor that stupid Red Jelly
which does nothing useful in battle, switch/remove it with this
option.
- TEACH SKILL: You need to have two or more monsters for this. One
monster has a skill and another one wants to learn that skill.
Here, you can make that happen. The catch to this, however, is
that the teaching monster will DISAPPEAR. Bear that in mind!
- SET FREE: If you need room. You can only hold 16 monsters here!
Many monsters are acquirable, but some aren't. If you're unsure,
check out section 4-C.
TIPS AND RECOMMENDATIONS ---------------------------------------------
1. A Disc Monster is nice, but keep in mind: the experience you
receive at the end of a battle is split upon the party. This
includes your Disc Monsters and everyone in the back row (inactive
people). If you have three Disc Monsters, only one of which you
actually use, get rid of the last two! They eat up the EXP, which
can be put to better use.
2. When you meet a Pucci (Road to Gruberik, Mera Volcano), make sure
to catch a few. They aren't worth using in the long run, but are
great to teach Rapidfire with--a 0 AP skill that does respectable
damage to everyone.
3. Pucci also learns Sacrifice, as well as the T-Rex (Tower of
Guidance). This skill does 999 damage and kills the Disc Monster;
handy in normal battles (doesn't work against bosses), although
not EXP-furnishing (for the Disc Monster).
4. Later in the game, catch a Gold Core. If you can't come up with a
good name for it, I believe "Ownage" is a nice title.
Got your own tips? Know of a monster that kicks butt like Dekar in
his earlier days? Seen your pet use a skill that shakes the planet?
Or anything else? I'm waiting for your e-mails.
------------------------------------------------------------------------
3-D: Blacksmiths and Alchemists
------------------------------------------------------------------------
BLACKSMITH IN GRUBERIK -----------------------------------------------
The blacksmiths in Gruberik (second screen, lower-right corner) can
forge a bunch of things for you, varying from rings, ores, and special
potions. But they're different from normal shops--you'll need to give
them the ingredients, plus you need to have learned the recipe from an
alchemist. So if you have the required items, but haven't spoken to
the alchemist (hidden everywhere), you can't make it.
Here is everything you need:
+ RUNE RING --> 150G + Sacred Branch
Parcelyte, in your own house, next to your bed (Red Jelly)
+ HI-MAGIC --> Magic Jar + Hi-Potion
Gruberik, student in the school (monkey)
+ CINDER RING --> 150G + Fire Ore
In front of Ancient Cave, Gruberik, guy in the lower-right corner
+ FIRE ORE --> Fire Sand + Iris Water
Cashwell Manor, Gruberik, auction room
+ WATER ORE --> Iris Water + Crystal
Karnack (Dry Season), some person lying behind pots, west part
+ BRIGHT ORE --> Bright Gem + Star Quartz
Nazare, a dog lying on the ground
+ FLASH RING --> 150G + Earth Ore
Old Well, a chicken (right?) in front of the entrance to the well
+ EARTH ORE --> Iris Water + Lake Sand
Jida Village, near the weapon shop (you can walk into the green)
+ DARK ORE --> Dark Ruby + Black Water
Gruberik (after second time), next to Torma's grandfather's house
+ WIND ORE --> Star Quartz + Iris Water
Village of Ordens, a horse in the lower-right corner of the village
+ SQUALL RING --> 150G + Water Ore
Town of Daros, a chicken in Marin's house (secret room)
+ REVIVE --> Bright Ore + Hi-Potion
Narbick Village, inn, upstairs, in a bed
+ EX-POTION --> Hi-Potion + Iris Water
Jungle Spire (west), a dog somewhere in front of "the big head"
+ WITCH RING --> 150G + Dark Ruby
Gondarle, a rat, after the event at the mansion
+ FROST RING --> 150G + Wind Ore
Gratze, second screen, upper-right room, near the chest in the cell
+ PROTECT RING --> Bright Gem
Eristol, first building, read the ancient inscriptions upstairs
+ EGG RING --> 150G + Egg Dragon Fang
Rangoon Town, a core in the upper-left corner of the town
+ EX-MAGIC --> Magic Jar + Ex-Potion
Eristol (Past), check the bookcase in the inn
+ FORTUNE RING --> Light Ore + 3000G
Eristol (Past), house above the inn, talk to the bunny girl
+ NECTAR --> Wild Berry + Ex-Potion
Karnack (Wet Season), a fish in the eastern section of the village
+ MIRACLE --> Bright Ore + Dark Ore
Lugwa Tower, a chest in the corner of a room
BLACKSMITH ON ROAD TO GRUBERIK ---------------------------------------
You will meet this blacksmith in the beginning of the game, on your
way to Gruberik. He needs someone with a hammer--Bau is the perfect
one. When Bau permanently joins your party (once you get a ship),
visit him again, watch the comical scene, and start hammering. You
need to bring him an item and hammer it 'til you get a new item. Mid-
way, you can choose to keep the item or keep hammering; it might
furnish a better item. However, it might break... see in the list
below before you hammer further. There are four forgeable items:
Rose Seed --> Stun Gun --> Gold Bracelet
Dragon Edge --> Silver Sword --> Silver Shield
Arcane Rod --> Silver Rod --> (breaks)
Miracle Plate --> Heavy Lance --> Adamant Axe --> (breaks)
Some Notes (some are important):
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- ...if this guy knows how to turn a seed into a bracelet with a
hammer, I want to know his secret.
- When the guy just says, "Whew! I'm beat after all that work." and
doesn't do anything else, talk to the grandma on the first floor
and he'll continue working (if you have the item).
- You can only forge an item once. If you finish the Rose Seed, he
will ask for a Dragon Edge.
- When you get the item, make sure you forge them IMMEDIATELY. What
he asks for is not based on what he's forged already for you, but
on what point you are in the game. If you didn't forge a Rose Seed
and you're at the point that you can forge the Arcane Rod, you
can't forge the first two items!
- There's an exploitable bug, which is all detailed below.
Whereabouts:
¯¯¯¯¯¯¯¯¯¯¯¯
- Rose Seeds can be found in the Jungle Spire. See the walkthrough
for exact locations. When you forge it, get the Stun Gun instead
of the Gold Bracelet!
- Dragon Edges are dropped by Black Dragons (Land of the Dead).
- Arcane Rods can be found in the Ancient Cave, somewhere in the
middle. You need to forge them before going to Gratze for the
second time (before saving the townsfolk).
- Miracle Plates can be found in the Ancient Cave too, on the final
floors. Forge it before clearing the Tower of Guidance (for the
second time).
The Exploitable Bug:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The exploitable bug: this works when he asks for an item other than
the Rose Seed. Talk to him and he asks for something (if he says
he's beat, talk to the grandma first). Because you don't have it,
you can't forge it. However, the programmers forgot to "reset" the
table (the one you hammer on): if you hammer on it with Bau a few
times, you will AGAIN get the previous item.
For example: you have forged a Rose Seed and he now asks for a
Dragon Edge (which you don't have). Hammer on the table and you
will get a Stun Gun for free! If you now talk to grandma and resume
hammering without talking to the bloke, you'll get the Gold Bracelet
too. If you missed an item, so for example he asks for an Arcane
Rod while you haven't forged the Rose Seed and Dragon Edge, and you
hammer on the table, you'll get the Dragon Edge's product: a Silver
Sword that you can turn into a Silver Shield too.
A good thing about this bug is that it can be done infinitely: get
an item, talk to grandma on the first floor, then get the item
again. Get loads of items, and this is a good way to make a fat,
bulky amount of cash. Because it works with the previous item, it
doesn't work with the last item, unfortunately...
========================================================================
PART 4: CHARTS
========================================================================
------------------------------------------------------------------------
4-A: Items
------------------------------------------------------------------------
Consumable Items: (curative/supportive)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Potion -- Restores 30 HP
Hi-Potion -- Restores 100 HP
Ex-Potion -- Restores 300 HP
Magic Jar -- Restores 10 AP
Hi-Magic -- Restores 50 AP
Ex-Magic -- Restores 100 AP
Revive -- Restores 100 HP, can revive
Miracle -- Restores all HP/AP, can revive
Antidote -- Removes status effect poison
Wake-Up Call -- Removes status effect sleep
Sanity Pill -- Removes status effect confusion
Mysterious Pin -- Removes status effect paralysis
Vitamins -- Raises ATK for the duration of the battle
Smart Tonic -- Raises INT for the duration of the battle
Magic Guard -- Raises MGR for the duration of the battle
Life Source -- Permanently raises max HP
Magic Source -- Permanently raises max AP
Power Source -- Permanently raises ATK
Speed Source -- Permanently raises AGL
Mind Source -- Permanently raises INT
Aspirin -- Makes your head stop hurting
Bitter Cheese -- Restores 40 HP and 10 AP
Blue Tea -- Restores 20 HP
Charred Newt -- Restores 5 HP/AP
Dried Bread -- Restores 50 HP
Dried Milk -- Restores 50 HP
Dried Meat -- Restores 120 HP
Honey Stone -- Restores 100 HP
Insect Egg -- Restores 10 AP
Lak Cheese -- Restores 80 HP and 10 AP
Large Egg -- Restores 20 AP, raises ATK by 30 during battle
Meat Cube -- Restores 200 HP
Moldy Bread -- Damages for 20 HP and causes poison (use to heal
demon-type monsters); doesn't damage outside of
battle
Navaroa -- Restores all HP, can only be used in battle
Nectar -- Restores 100 HP and all HP, or restores all HP
and AP during battle
Rotten Meat -- Damages for 20 HP and causes poison (use to heal
demon-type monsters); doesn't damage outside of
battle
Solid Milk -- Restores 50 AP, raises DEF by 50 during battle
Consumable Items: (Disc Monster-related)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Water Ore -- Raises max HP/AP of water-elemental monsters
Dark Ore -- Raises max HP/AP of dark-elemental monsters
Bright Ore -- Raises max HP/AP of light-elemental monsters
Fire Ore -- Raises max HP/AP of fire-elemental monsters
Earth Ore -- Raises max HP/AP of earth-elemental monsters
Wind Ore -- Raises max HP/AP of wind-elemental monsters
Sacred Fruit -- Light-elemental fruit, used to evolve monsters
Dark Fruit -- Dark-elemental fruit, used to evolve monsters
Earth Fruit -- Earth-elemental fruit, used to evolve monsters
Wind Fruit -- Wind-elemental fruit, used to evolve monsters
Flame Fruit -- Fire-elemental fruit, used to evolve monsters
Aqua Fruit -- Water-elemental fruit, used to evolve monsters
Sea Disc -- A disc, used to capture monsters in the sea or
other wet areas
Mountain Disc -- A disc, used to capture monsters on mountains
Forest Disc -- A disc, used to capture monsters in forests
Field Disc -- A disc, used to capture monsters on the fields
Cave Disc -- A disc, used to capture monsters in caves
Tower Disc -- A disc, used to capture monsters in towers
Void Disc -- A disc, used to capture monsters in alternate
dimensions (Inside the Behemoth, Ancient Temple)
Strong Disc -- A white disc
Healing Disc -- A blue disc
Revival Disc -- A gold disc
Platinum Disc -- A disc that shines with light
Consumable Items: (miscellaneous)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Monster Book -- Compendium
Weapon Book -- Compendium
Shield Book -- Compendium
Armor Book -- Compendium
Helmet Book -- Compendium
Accessory Book -- Compendium
Sleep Ball -- Adds status effect sleep
Daze Ball -- Adds status effect confusion
Stun Ball -- Adds status effect paralysis
Smoke Ball -- Allows you to run away from a battle
Ice Ball -- Ice-elemental attack
Fire Ball -- Fire-elemental attack
Terror Ball -- Instant-death
Escape Ball -- Transports the party out of a dungeon
Pure Water -- Removes cursed equipment (doesn't remove curse)
Wild Berry -- Used to forge items
Earth Sap -- Used in various occasions throughout the game
Rose Seed -- Forge at the blacksmith on the Road to Gruberik,
given to Bandino for 3000G
Ancient Cave Items:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Black Water -- Used to forge items
Bright Gem -- Given to Bandino for 600G, used to forge items
Crystal -- Given to Bandino for 300G, used to forge items
Dark Ruby -- Given to Bandino for 500G, used to forge items
Dragon Fossil -- Usage unknown (to me)
Egg Dragon Fang -- Given to Bandino for 5000G, used to forge items
Fire Sand -- Given to Bandino for 700G, used to forge items
Iris Water -- Given to Bandino for 100G, used to forge items
Lake Sand -- Used to forge items
Providence -- Allows you to escape from the Ancient Cave
Sacred Branch -- Used to forge items
Star Quartz -- Used to forge items
Special Items:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Note: Sorted in order of acquisition. Spoilers (if any--it's not
THAT harmful) are avoided by not looking at items you don't
have yet.
Stone Fragment -- A stone with an inscription; found and used in
Lukie Cave, to continue
Hunter's License -- A Hunter's license (THAT'S helpful, eh?)
Gold Shard -- A stone with ancient writing on it, used to
translate what is said on the Moon Stone
Priphea Flowers -- A bouquet of Priphea flowers, planted by the
mayor of Parcelyte, used in the Quest To Get The
Membership Card
Love Letter -- A letter written to Marin by Cashwell's son
Member's Card -- Used to participate in Cashwell Manor's auctions
Moon Stone -- A stone with ancient writing on it
Black Key -- The key to Dohain Tower
Green Shard -- A stone with ancient writing on it, used to
translate what is said on the Wind Stone
Explosives -- Boom boom boom!
Pump Fuel -- Oil that is used as fuel, required to activate a
hydraulic pump
Ship Fuel -- Fuel for ships (well, DUH), obtained in the
Nimona Mines after learning that the original
fuel for the ship has been confiscated by Gratze
Cloud Stone -- A stone with ancient writing on it
Wind Stone -- A stone with ancient writing on it
Holy Water -- Water from a sacred spring, used to exorcise the
demons plaguing the Border Forest
Room Key -- A simple-looking key, used to access the girl's
spirit's room
Mirror Key -- A key made of glass, used to access the Mirror
Room in the haunted house (Land of the Dead)
Soldier Shield -- A slightly rusty steel shield, belongs to a
shield-less statue
Storage Key -- A normal key made of wood, used to access the
Storage Area in the haunted house (Land of the
Dead
Memorial Pendant -- A memorial pendant with a photo of two people,
lost and sought after by a girl's spirit
White Shard -- A stone with ancient writing on it, used to
translate what is said on the Cloud Stone
Royal Ring -- A mysterious ring from Ragule, used to find the
way to the sunken land Eristol; by throwing this
in the water, the land rises
Maze Key -- Found in the Labyrinth of Eristol
Blue Shard -- A stone with ancient writing on it, used to
translate what is said on the...
Sea Stone -- A stone with ancient writing on it
Jail Key -- A key that opens Gratze Fortress's jail doors,
held by a commander that wants his ass kicked
Music Box -- Made by a friend of Bandino; Bandino wants you
to get this (found in Gratze Fortress) (this
appears in your regular item list)
Blue Flame -- A sacred blue flame, used in Lugwa Tower
Gold Flame -- A sacred golden flame, used in Lugwa Tower
White Flame -- A sacred white flame, used in Lugwa Tower
------------------------------------------------------------------------
4-B: Skills
------------------------------------------------------------------------
The jobs are listed on alphabetical order, but the skills are sorted
in the order that you learn them. You will need to have learned the
last skill to acquire a master-rank for that job.
Note: 1T = 1 Target (be it ally or foe)
1A = 1 Ally
1E = 1 Enemy
AA = All Allies
AE = yep, you guessed it: All Enemies
-- = only works outside of battle
+ Bishop: Range, MP: Effect:
¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Soothe -- 1T, 5 -- Removes status effect burns
Divine Ray -- AE, 38 -- Level 3 light-elemental attack
Defrost -- 1T, 5 -- Removes status effect frozen
Rally -- 1A, 20 -- Restores 1/4 of max HP, can revive
Heal All -- AA, 40 -- Restores all HP
Valor -- 1A, 30 -- Restores all HP, can revive
+ Brawler: Range, MP: Effect:
¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Fatal Blow -- 1T, 6 -- Physical attack
Sacrifice -- 1T, 0 -- Guaranteed instant-kill to target,
at the cost of the caster dying as
well (BUG: target yourself to bring
back all HP!) (misses on bosses)
Fury -- 1T, 3 -- Physical attack
Shared Pain -- 1T, 30 -- Current HP of the target plus that
of the caster, divided by two, is
the calculated damage done to both
(doesn't work on bosses)
Regenerate -- 1T, 8 -- Restores 1/2 of max HP
+ Chemist: Range, MP: Effect:
¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Toxic Cloud -- AE, 0 -- Adds status effect poison (can
miss)
Tear Gas -- --, 0 -- Stops enemy movement on the screen
for 10 steps (touching them doesn't
result in a fight)
Imitate -- 1T, 30 -- You'll get all the skills the enemy
is able to use, for the duration of
the battle
Poison Fumes -- AE, 2 -- Adds status effect deadly poison
Virus -- AE, 20 -- Guaranteed instant-kill to target,
if it has less than 50 HP
Manipulate -- 1T, 20 -- Makes target attack itself/other
foes for one turn
+ Fighter: Range, MP: Effect:
¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Knuckler -- 1T, 2 -- Physical attack
Risky Hit -- AE, 3 -- Physical attack
Cover -- 1T, 0 -- If the target has less than 20 HP,
the caster of this skill will take
damage done to him or her
Chance Hit -- 1T, 2 -- Does a random amount of damage
(cannot miss), from 20 to 200 (in
twenties)
Raging Fist -- 1T, 2 -- Physical attack
+ Knight: Range, MP: Effect:
¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Blunt Hit -- 1A, 1 -- Instant-kill an ally for the fight
(he or she will revive _after_ the
battle with 1 HP left)
Dragon Slash -- 1T, 2 -- Physical attack, strong versus
dragons
Horrify -- 1T, 4 -- Physical attack, adds status effect
fear (target can't act for a round)
Earth Slash -- AE, 10 -- Earth-elemental attack
Miracle Hit -- 1T, 3 -- Physical attack, and get 50 HP
+ Mage: Range, MP: Effect:
¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Enfeeble -- 1T, 5 -- Lowers the target's DEF
Flash -- 1T, 5 -- Level 1 wind-elemental attack
Feint -- 1T, 4 -- Raises the target's AGL
Fortify -- 1T, 8 -- Raises the target's DEF
Sleep -- AE, 4 -- Adds status effect sleep
Shield -- 1T, 4 -- Raises the target's MGR
Bolt -- 1T, 10 -- Level 2 wind-elemental attack
Silence -- AE, 8 -- Adds status effect silence
Mirror -- 1T, 8 -- Reflects magical attacks cast upon
you
Absorb -- 1T, 3 -- Drains AP from the target
Thunder -- 1T, 24 -- Level 3 wind-elemental attack
+ Priest: Range, MP: Effect:
¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Heal -- 1T, 3 -- Restores 30 HP
Antidote -- 1T, 2 -- Removes status effects poison and
deadly poison
Awaken -- 1T, 4 -- Removes status effect sleep
Release -- 1T, 2 -- Removes status effect paralysis
Heal Plus -- 1T, 8 -- Restores 100 HP
Banishment -- AE, 25 -- Level 2 light-elemental attack
+ Rogue: Range, MP: Effect:
¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Rapidfire -- AE, 0 -- Physical attack
Smog -- AE, 0 -- Adds status effect blind
Shared Pain -- 1T, 30 -- Current HP of the target plus that
of the caster, divided by two, is
the calculated damage done to both
(doesn't work on bosses)
Magic Drain -- 1T, 0 -- When hit, absorbs the amount of AP
equal to the cost of the attack
Bribe -- 1T, 0 -- For 1000G, the target starts
attacking anyone, except your party
+ Swordsman: Range, MP: Effect:
¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Cinder Slash -- 1T, 2 -- First a regular physical attack,
then Cinder (a wizard-spell)
Deflect -- 1T, 0 -- Reflects attacks cast upon you
Frost Slash -- 1T, 6 -- First a regular physical attack,
then Frost (a wizard-spell)
Slash All -- AE, 3 -- Stronger physical attack
Vorpal Blade -- 1T, 2 -- Physical attack, strong versus
hard-type monsters
+ Thief: Range, MP: Effect:
¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Pickpocket -- 1T, 0 -- Steal money or items
Escape -- --, 3 -- Exit to entrance of dungeon (to
where you've entered, which may not
be the beginning)
Fumble -- 1T, 0 -- Target cannot act for one round
Sonar -- --, 0 -- Reveals the amount of items left in
the room (i.e. not entire area),
not including items in closets
Cold Wind -- 1T, 3 -- Removes status effect burns (can
only be used in battle)
Scan -- 1T, 1 -- View target's HP, AP and element
+ Wizard: Range, MP: Effect:
¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
Cinder -- 1T, 3 -- Level 1 fire-elemental attack
Frost -- AE, 8 -- Level 1 ice-elemental attack
Squall -- 1T, 4 -- Level 1 water-elemental attack
Blaze -- 1T, 6 -- Level 2 fire-elemental attack
Blizzard -- AE, 12 -- Level 2 ice-elemental attack
Destroy -- 1T, 4 -- Chance of instant death
Explode -- AE, 12 -- Level 1 non-elemental attack
Whirlpool -- 1T, 7 -- Level 2 water-elemental attack
Blast -- AE, 15 -- Level 2 non-elemental attack
Flood -- 1T, 22 -- Level 3 water-elemental attack
Firebird -- AE, 30 -- Level 3 fire-elemental attack
Ice Storm -- AE, 32 -- Level 3 ice-elemental attack
Obliterate -- 1T, 8 -- Better chance of instant death
Sunder -- AE, 33 -- Level 3 non-elemental attack
------------------------------------------------------------------------
4-C: Monsters
------------------------------------------------------------------------
Ya wondering what monsters can be caught and which not? Ah yes. This
is a list of all monsters in the game; if you don't see it here, don't
bother wasting any discs on them! I suggest using a Find-command
(Ctrl + F, or F3, in most Windows text viewers) to check quickly. Or
if you wish to use this as a checklist, print it out.
001 Eagle 067 Killer Bee 133 Ghoul
002 Whitewing 068 King Spider 134 Goblin
003 Windona 069 Shadowfly 135 Neo Goblin
004 Crow 070 Stinger 136 Goblin Mage
005 Neo Trice 071 Spider 137 Shadow
006 Cockatrice 072 Sentopez 138 Skeleton
007 Divine Bird 073 Dark Fly 139 Siren
008 Thunder Hawk 074 Pretty Moth 140 Zombie
009 Stone Hawk 075 Death Moth 141 Dark Skull
010 Snow Fiend 076 Dulfille 142 Dark Spirit
011 Pug 077 Butterfly 143 Demon
012 Firebird 078 Beetle 144 Death
013 Pucci 079 Puny Moth 145 Death Skull
014 Blue Griff 080 Pupa 146 Deathbringer
015 Blue Selph 081 Poison Bug 147 Demon Lord
016 Rugamo 082 Poison Moth 148 Dullahan
017 Red Selph 083 Vampire Fly 149 Necromancer
018 Dark Hunter 084 Horned Beetle 150 Demon Steed
019 Armored Dog 085 Metal Yan 151 Bone Golem
020 Armored Nail 086 Mosquito 152 Incubus
021 Armored Horse 087 Morphan 153 Medusa
022 Yeti 088 Yan 154 Lamia
023 Newt 089 Ammon 155 Lich
024 Winged Lion 090 Aqualoi 156 Lucifer
025 Winged Lizard 091 Narwhal 157 Wispy
026 Wondy 092 Shell Fiend 158 Flying Egg
027 Air Elemental 093 Octopus 159 Sky Horse
028 Garm 094 Garbost 160 Sprite
029 Galeon 095 Sea Dragon 161 Saint Fang
030 Chimera 096 Sea Crab 162 White Snake
031 King Frog 097 Killer Crab 163 Wood Fairy
032 Gorgon 098 Killer Whale 164 Holiner
033 Golden Toad 099 Sea Giant 165 Muse
034 Corydoras 100 Seahorse 166 Unicorn
035 Salamander 101 Small Crab 167 Giant Bloom
036 Thunder Beast 102 Devilfish 168 Death Petal
037 Spinner 103 Drill Shell 169 Beast Grass
038 Sphinx 104 Octopod 170 Desert Rose
039 Dark Wolf 105 Elasmosaur 171 Treant
040 Tartner 106 Hornfish 172 Vampire Rose
041 Teio 107 Bolt Fish 173 Sky Tree
042 Toutei 108 White Whale 174 Blood Plant
043 Poison Toad 109 Snail 175 Madeant
044 Doben 110 Piranha 176 Mad Bulb
045 Doganbo 111 T-Rex 177 Rafflesia
046 Basilisk 112 Earth Dragon 178 Earth Viper
047 Bat 113 Lava Dragon 179 Iron Golem
048 Buffalo 114 Dark Dragon 180 Jelly Lord
049 Neo Bat 115 King Hydra 181 Green Core
050 Blood Bat 116 Gold Dragon 182 Green Jelly
051 Ice Lizard 117 Baby Dragon 183 Gold Core
052 Baby Frog 118 Thunder Dragon 184 Gold Golem
053 Wild Bull 119 Silver Dragon 185 Golden Fox
054 Shell Snake 120 Black Dragon 186 Anti-Core
055 Hellhound 121 Cyclops Dragon 187 Neo Jelly
056 Platypus 122 Nightmare Dragon 188 Blue Core
057 Minotaur 123 High Hydra 189 Blue Jelly
058 Lion 124 Fire Dragon 190 Faux Chest
059 King Lizard 125 Mini Dragon 191 Magma Golem
060 Lizardman 126 Procyon 192 Mimic
061 Lizard Mage 127 Baby Hydra 193 Mousse XL
062 Stag 128 Wyvern 194 Mousse L
063 Lunar Bear 129 Ice Demon 195 Mousse M
064 Ant Worm 130 Imp 196 Mousse S
065 Tarantula 131 Demon Eye 197 Red Core
066 Bug Lord 132 Gargoyle 198 Red Jelly
Note: The monsters are sorted on their family. For the two or
three interested people:
000-018 -- Bird
019-063 -- Beast
064-087 -- Bug
088-110 -- Sea
111-128 -- Dragon
129-156 -- Demon
157-166 -- Holy
167-177 -- Plant
178-198 -- Object
------------------------------------------------------------------------
4-D: Shops and Inns
------------------------------------------------------------------------
In case you were wondering, are wondering, or will wonder:
I = items
E = equipment
W = weapons
D = discs
And without further ado, the list:
+ Parcelyte: (inn: 20G, church: yes)
¯¯¯¯¯¯¯¯¯¯
I: Potion -- 30 Sanity Pill -- 20
Antidote -- 120 Mysterious Pin -- 30
Wake-Up Call -- 20
E: Sharp Bone -- 7 Cloth Tunic -- 11044
Bamboo Spear -- 30 Leather Vest -- 150
Club -- 110 Chopping Board -- 30
Fishing Rod -- 50 Pot -- 30
+ Gruberik: (inn: 50G, church: yes)
¯¯¯¯¯¯¯¯¯
I: Potion -- 30 Sanity Pill -- 20
Antidote -- 120 Mysterious Pin -- 30
Wake-Up Call -- 20
W: Sharp Bone -- 7 Slingshot -- 550
Bamboo Spear -- 30 Boomerang -- 650
Rapier -- 210 Kukuri -- 1500
Knife -- 380
E: Cloth Tunic -- 110 Mini Shield -- 800
Leather Armor -- 180 Pointy Hat -- 70
Bronze Armor -- 2000 Cloth Hood -- 70
Tray -- 100 Cap -- 120
Leather Shield -- 200 Simple Ring -- 300
D: Sea Disc -- 40 Cave Disc -- 20
Mountain Disc -- 30 Tower Disc -- 30
Forest Disc -- 40 Void Disc -- 100
Field Disc -- 20
B: Club -- 110 Stone Horn -- 1100
Boomerang -- 650 Potion -- 30
Butterfly Knife -- 900 Antidote -- 120
Note: The disc dealer is found in the Hunter's Guild, at the
Keepers Assoc. Bandino ("B") is in the Hunter's Guild as
well; say no first, and then yes, in order to start
shopping.
+ Karnack (Dry Season): (inn: N/A, church: N/A)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I: Potion -- 30 Mysterious Pin -- 30
Antidote -- 120 Smoke Ball -- 100
Wake-Up Call -- 20 Fire Ball -- 200
Sanity Pill -- 20 Lak Cheese -- 250
E: Butterfly Knife -- 900 Scale Plate -- 380
Wooden Sword -- 800 Toga -- 700
Iron Claw -- 1400 Bark Shield -- 1200
Leather Whip -- 1400 Lantern Shield -- 7500
Dagger -- 1620 Cat Ears -- 120
Insect Crush -- 780 Cloth Helm -- 400
One-Piece -- 110 Turban -- 4100
+ Nazare Village: (inn: 80G, church: yes)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I: Potion -- 30 Mysterious Pin -- 30
Antidote -- 120 Smart Tonic -- 100
Wake-Up Call -- 20 Sleep Ball -- 100
Sanity Pill -- 20 Ice Ball -- 200
E: Mace -- 610 Fur Cape -- 1200
Rod -- 1800 Training Outfit -- 1500
Flail -- 2200 Cotehardie -- 5000
Gladius -- 2400 Rune Shield -- 4200
Wooden Staff -- 3600 White Band -- 400
Aqua Whip -- 3950 Pelt Hood -- 500
Cloth Robe -- 300 Glass Stud -- 500
+ Jida Village: (inn: N/A, church: yes)
¯¯¯¯¯¯¯¯¯¯¯¯¯
E: Sharp Bone -- 7 Bark Tapa -- 720
Slingshot -- 550 Fur Cape -- 1200
Insect Crush -- 780 Bark Shield -- 1200
Stone Horn -- 1100 Bark Helm -- 1400
Battle Wire -- 1800
+ Gruberik (Revisited): (inn: 50G, church: yes)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I: Potion -- 30 Sanity Pill -- 20
Antidote -- 120 Mysterious Pin -- 30
Wake-Up Call -- 20
W: Kukuri -- 1500 Scimitar -- 4400
Francesca -- 3200 Fire Dagger -- 5800
Aqua Whip -- 3950 Long Staff -- 6200
Iron Hammer -- 4000
E: Training Outfit -- 1500 Mini Shield -- 800
Bronze Armor -- 2000 Pointy Hat -- 70
Heavy Tunic -- 4700 Glass Cap -- 1300
Stone Plate -- 4850 Full Face -- 2100
Tray -- 100 Simple Ring -- 300
Buckler -- 600
+ Village of Ordens: (inn: 80G, church: yes)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I: Potion -- 30 Mysterious Pin -- 30
Antidote -- 120 Vitamins -- 100
Wake-Up Call -- 20 Smoke Ball -- 100
Sanity Pill -- 20 Blue Tea -- 100
E: Short Sword -- 1480 Shell Armor -- 3800
Divine Staff -- 6000 Kukuri -- 1500
Power Knuckles -- 7100 Cloth Armor -- 400
Moonlight Lance -- 7500 Kite Shield -- 2200
Mace -- 610 Katyusha -- 350
Silk Toga -- 6300
+ Town of Daros: (inn: 80G, church: yes)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I: Potion -- 30 Mysterious Pin -- 30
Antidote -- 120 Vitamins -- 100
Wake-Up Call -- 20 Smoke Ball -- 100
Sanity Pill -- 20 Rotten Meat -- 20
E: Kukuri -- 1500 Chain Mail -- 1800
Power Knuckles -- 7100 Light Armor -- 700
Scimitar -- 4400 Hard Leather -- 600
Long Sword -- 8100 Bronze Shield -- 3600
Main Gauche -- 9500 Stone Helm -- 2900
Cutter Whip -- 9100 Leather Helm -- 800
Camu Armor -- 1000 Glass Bracelet -- 800
+ Narbick Village: (inn: 80G, church: yes)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I: Potion -- 30 Sanity Pill -- 20
Antidote -- 120 Mysterious Pin -- 30
Wake-Up Call -- 20 Large Egg -- 140
E: Holy Staff -- 8000 Zircon Armor -- 54000
Pain Whip -- 9500 Hard Coat -- 9000
Estoc -- 11500 Zircon Shield -- 34400
Rockbreaker -- 9850 Hollow Shield -- 4800
Zircon Sword -- 38000 Feather Shield -- 5100
Zircon Axe -- 37500 Zircon Helm -- 34000
+ Gondarle: (inn: 120G, church: yes)
¯¯¯¯¯¯¯¯¯
I: Potion -- 30 Mysterious Pin -- 30
Antidote -- 120 Terror Ball -- 1000
Wake-Up Call -- 20 Rotten Meat -- 20
Sanity Pill -- 20 Moldy Bread -- 10
E: Chakram -- 13800 Golden Cloak -- 9200
Chain -- 10000 Silk Toga -- 18600
Holy Staff -- 8000 Holy Cap -- 18600
Restraint Chain -- 30000 Gold Bracelet -- 1500
+ Gratze: (inn: 120G, church: yes)
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I: Potion -- 30 Sanity Pill -- 20
Hi-Potion -- 300 Mysterious Pin -- 30
Antidote -- 120 Fire Ball -- 200
Wake-Up Call -- 20
D: Sea Disc -- 40 Cave Disc -- 20
Mountain Disc -- 30 Tower Disc -- 30
Forest Disc -- 40 Void Disc -- 100
Field Disc -- 20
E: Hammer Rod -- 12100 Metal Mail -- 6250
Dragon Slayer -- 12500 Round Shield -- 4600
Stun Gun -- 14500 Tower Shield -- 6000
Aqua Sword -- 15000 Spiked Helm -- 9600
Pole Axe -- 6500 Erinite Helm -- 8800
Crystal Mail -- 14500
+ Rangoon Town: (inn: 200G, church: yes)
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I: Potion -- 30 Sanity Pill -- 20
Hi-Potion -- 300 Mysterious Pin -- 30
Antidote -- 120 Honey Stone -- 180
Wake-Up Call -- 20
E: Rangoon Sword -- 16500 Crystal Robe -- 15000
Halberd -- 17400 Fake Fur -- 12000
Trident -- 20900 Crystal Shield -- 8000
Heavy Lance -- 24500 Spiked Shield -- 7500
Pole Axe -- 6500 Gauntlet -- 13200
+ Eristol (Past): (inn: 200G, church: yes)
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I: Potion -- 30 Mysterious Pin -- 30
Hi-Potion -- 300 Power Beans -- 850
Antidote -- 120 Solid Milk -- 800
Wake-Up Call -- 20 Meat Cube -- 850
Sanity Pill -- 20
E: Ice Boomerang -- 18400 Erinite Dress -- 22000
Scimitar -- 4400 Techt Buckler -- 8500
Silver Sword -- 29000 Silver Shield -- 6900
Silver Rod -- 35000 Silver Helm -- 6800
Silver Plate -- 11000 Circlet -- 9000
Silver Robe -- 11000
+ Karnack (Wet Season): (inn: N/A, church: N/A)
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I: Potion -- 30 Mysterious Pin -- 30
Hi-Potion -- 300 Smoke Ball -- 100
Antidote -- 120 Fire Ball -- 200
Wake-Up Call -- 20 Lak Cheese -- 250
Sanity Pill -- 20
E: Restraint Chain -- 30000 Power Robe -- 30000
Trident -- 20900 Feather Cloak -- 18000
Heavy Lance -- 24900 Lantern Shield -- 7500
Silver Rod -- 35000 Turban -- 4100
+ Nazare Village (Revisited): (inn: N/A, church: yes)
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I: Potion -- 30 Mysterious Pin -- 30
Hi-Potion -- 300 Smart Tonic -- 100
Antidote -- 120 Sleep Ball -- 100
Wake-Up Call -- 20 Ice Ball -- 200
Sanity Pill -- 20
E: Ice Boomerang -- 18400
========================================================================
PART 5: FREQUENTLY-ASKED QUESTIONS
========================================================================
Q: Help! The game crashes when I sell items!
A: You're probably using the ROM of the game; if so, tough luck. Two
ROMs were released; one apparently works (Eurasia release) and the
other did not (Mode Seven release), getting its deserved nuke.
Solution is of course getting the working ROM or *BUYING THE
ACTUAL CARTRIDGE*. Unless you live in Europe, in which case I
feel for you, as the game has yet to be released there (if at
all); you don't know how much I agree with you that Atlus and
Taito suck on that part.
Q: How do I save the game? How does the church work?
A: Saving can only be done at a church. Talk to the priest, and you
will get three options: save, cure, and remove. These are quite
vague; "save", of course, is obvious, "cure" revives a fallen
party member, and choose "remove" to remove cursed equipment.
There are no other methods of saving (other than pressing Start,
but that save will be deleted when you load the game).
Q: Whoops! I let Eldin die in the beginning. How do you revive him?
A: Access to Revive-items is gained access to later in the game, and
Revive-magic WAY later. So how do you revitalize your party
members? The church, of course! See the above question.
Q: How do I get rid of those friggin' monsters I don't want anymore?
A: In Gruberik, enter the Hunter's Guild (the big building in the
back of the town). The Keepers Assoc. is straight ahead (if you
enter from the main entrance). This is where you can store your
monsters, dump them, teach skills, etc.
Q: Can I return to Gruberik after Bau leaves my party?
A: Yes you can; remember how you exited Gruberik? You'll have to
enter via the exact same path through the trees, and Taito
deserves a punch for not making that more obvious. After
selecting Gruberik on the world map, go one step right and one
step up, and voila--you're in.
Q: I'm stuck in the Nimona Mines!
A: Apparently, you're not the only one. Here are a few pointers:
- If you still have to start on this dungeon, I recommend
following the walkthrough for this place from beginning to end.
If you do, you can't get lost.
- Can't enter the mine in the first place (everyone tells you to
get lost)? Talk to everyone, check the cave-in in the back,
and go back (you'll hear a sound). The guy who blocked the
stake earlier isn't blocking it now.
- Missed a miner? Well... I can't really help you here. I would
restart the dungeon and follow the walkthrough from beginning
to end.
- Are you annoyed to hell by this place? Try to resist the urge
to throw your GBA to random people around you.
- Does the miner not join you to get the Ship Fuel? Exit and go
to Parcelyte. Talk to the king. Now, head over to Gruberik
and enter the docks. Talk to the pirate at the ship to learn
about the fuel problem, and NOW you can get the miner to join
you.
Q: Hey, you're missing something!
A: I know! If you can help me, I would _greatly_ appreciate it. Any
corrections? E-mail me! Got nothing better to do? E-mail me!
Know about the following? E-mail me!
1. In Gruberik, the Hunter's Guild, the room with all the jobs,
if you select Sonar, it will say that there's a treasure.
I've searched high and low, and found nothing. There are some
inaccessible pots... might it be in there?
2. In the "town-part" of Gratze, if you select Sonar, there's one
treasure. I haven't been able to find it--help?
========================================================================
PART 6: THE FAQ'S REAR BUTT
========================================================================
Legal Junk:
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Copyright (c) 2003 R.D. van Heuven van Staereling
The FAQ is entirely unofficial, and may not be reproduced and/or
altered (in part or in whole) without permission, except for
personal, private use. No complaining or breaking the rules, boy,
or your ass and my foot will have an appointment. Furthermore, all
copyrights and trademarks contained within this document are owned
by their respective holders--any usage of them in this file does not
comprise a challenge to those rights.
If you wish to host this file on your website, that's great--I only
ask from you that you drop me a line first, asking me for permission
(and you will almost always get it). This way, I know where my work
floats around on the Internet, and I will be able to send you any
updates when I revise the FAQ.
Special Thanks:
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- CJayC. Need I give a reason?
- D. Simpson, a great FAQ author. I've partially based my own layout
on his style, which is the best.
- Athanor, from whose FAQ I got the Blue Tea selling trick. The Hell
Armor/Bark Tapa error in Narbick was from his guide as well, and
the Wind Ore alchemist.
- captainj, who mentioned the Pickpocket/defend trick on the GameFAQs
message boards.
- bhr, for a few things in the Ancient Cave section.
- Darien, for pointing out what to do with Bacchus's ad in Gruberik.
- falcon815, for a strategy to beat the last boss (from his FAQ).
- Hannah Chung, for informing that a Commander can summon Soldiers.
- Senpuu, for correcting a few left/right mess-ups.
- Wes Burchnall, for correcting another left/right mess-up.
- Ben, for a nice level-up spot (at the end of section 2-M).
Revision History:
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0.0 -- 05/09/03 -- Got the game, drooled, and started FAQing.
0.05 -- 05/13/03 -- My contribution account is exactly 1 year old!
Preliminary version; walkthrough up to Karnack.
0.1 -- 06/08/03 -- Walkthrough up to Nazare.
0.15 -- 06/15/03 -- Walkthrough up to Gruberik (second visit).
0.2 -- 06/17/03 -- Added Ancient Cave breakdown, list of skills.
0.25 -- 06/19/03 -- Walkthrough up to Tower of Dohain.
0.3 -- 06/24/03 -- Walkthrough up to Daros, FAQ restyled, Ancient
Cave levels removed (waste of space).
0.35 -- 06/26/03 -- Walkthrough up to Narbick, sections updated.
0.4 -- 06/28/03 -- Walkthrough up to Gratze Fortress.
0.45 -- 06/30/03 -- Walkthrough up to Labyrinth of Eristol (Past).
0.5 -- 07/02/03 -- Walkthrough up to Karnack (Wet Season), job info
completed, many other sections updated too.
0.55 -- 07/04/03 -- Walkthrough almost finished; one chapter left.
0.6 -- 07/06/03 -- Ladies and gentlemen, the walkthrough is done.
Additions here and there too, layout revision.
0.65 -- 07/10/03 -- Item chart added, many corrections everywhere.
1.0 -- 07/21/03 -- Disc Monster info added. It's complete enough
for now; no more big updates from here on.
1.05 -- 09/08/03 -- Submitted info added (birthday-update!).
Final Words...:
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My fourth FAQ on GameFAQs (of fifth, if you count that 70%-completed
one for Splinter Cell, now removed due to lack of interest in the
game), and yet again fun to work on (although the game turned out to
be a little unsatisfactory for me). In case you glanced at the text
(my apologies if the wording is so boring--I couldn't find the
inspiration this time...), and you are obviously doing so, thanks
for using my FAQ! I appreciate it.
-- phx
Thanks for reading!
SHAMELESS PLUG--other FAQs written by me, myself, and I:
http://www.gamefaqs.com/features/recognition/19734.html