The Seventh Saga FAQ/Walkthrough.
Designed for the Super Nintendo Entertainment System
By Ben "Wroth" DuPree; [email protected]
http://rottedzombie.net
Version 1.0


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Table of Contents
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1)        Version Notes
2)        About Statistics
3)        The Story, Characters, Their Statistics
4)        Battle Strategies
5)        Walkthrough, With Game Basics/Information
6)        FAQ
7)        Enemy Lists/Information
8)        Rune List
9)        Spell List
10)       General Item List
11)       Item Lists for Specific Cities
12)       Legal Info
13)       Final Notes


===========================================================
Section One: Version Notes
===========================================================


Version 1.0- Started this guide. I plan to finish most of
it before I even submit it to any sites. I wanted mostly to
do this, as I wanted to keep the guide secret. What is the
main reason for secrecy? I was disgruntled at a bad review
of my Grandia II guide, so I wanted to show them all by
making a short and sweet guide for one of my favorite
games, the Seventh Saga.


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Section Two: About Statistics
===========================================================


Like a classic dungeons and dragons system, this game uses
statistics to determine things about your character. Going
up when you gain levels, these statistics, as would be
expected, are very important to determining your
character's success. The following is a list of the
statistics, with what they are and how they affect your
character.

===========================================================

Health Points-


The health point is the basic unit of life. Each character
starts with a preset amount that is immutable. The rate of
increase of health points depends on the hardiness of your
character. Thus a warrior would have his health increase at
a greater rate than a petit wizard. If you are attacked by
an enemy and successfully hit, your health points will
decrease by a certain amount. If your health points reach
zero at any time during a battle, you will pass out and
wake up at the last inn in which you slept. Be aware thus,
as passing out due to health point loss will result in long
walks and much frustration. Health can be restored via
certain spells and potions, so always go prepared into
battle.


Magic Points-


As you gain levels, you will most likely be privy to
certain spells, depending on which characters are in your
party. Magic points are the statistic with which these
spells are cast. Magic points are the direct antithesis of
health points, as the aforementioned petit wizard will be
the one to have a high rate of increase of magic points at
level up, while the burly and hulking warrior most
certainly will not ( as he also will not get many spells,
while the wizard will get these spells ). Throughout the
game, magic points will be a staple to your attack arsenal,
as more likely then not you will have at least one magic
user in your party, whose primary attacks will be drawn
from spells. Also, healing spells are quite good, and as
the game progresses, you will be using these spells instead
of healing items. With major attack and healing potential,
do not waste your magic, or you will regret it.


Power-


As the name applies, the power statistic relates to
strength. In correlation with hit points, a warrior
character will have higher amounts of this statistic that
affects damage done. When your character strikes an enemy,
the strength component, along with the weapon in hand, are
the determining factors (in connection with their defense
and armor) of how much damage is done. Power is usually
slow to increase all around, going slightly faster for
physical-attack based characters.


Magic-


In direct opposition to power, the magic statistic is the
strength component of spell casters. This statistic, as you
can easily guess, is used, as the primary factor of damage
that spells cast upon an enemy will do. The statistic of
the magic caster, it will increase somewhat rapidly for
them but incredibly slowly for anyone who doesn't use
spells regularly ( see big hulking brute ).


Speed-


Speed is a very useful statistic, despite how often it can
be overlooked. Speed, going up more quickly for smaller and
seemingly more agile characters, is used for dodging. If an
enemy attacks your character, and you have decent numbers
in the speed statistic, the possibility for dodging the
attack, and thus not getting hurt, goes up significantly.
Escaping is also affected by speed, as the chance to escape
a battle goes up as your speed goes up. Kiss the game
thanks for giving you this stat, as without it (at least
towards the end of the game), surviving would be much more
difficult.


Guard-


As the game progresses along, you will notice one trend
usually found in all role playing games, the enemies slowly
become more difficult. However, the Seventh Saga hits the
extreme end of this spectrum, such as when you reach the
latter portions of the game, the enemies become almost
impossible. Thank your lucky stars, as over the horizon,
beyond the bend, just when you need it, a statistic rises
from the ashes to aid your quest. This statistic, guard,
affects how much damage you take. As the attacks of enemies
become most hurtful, your guard statistic will go up along
with it, thus keeping the damage you take from becoming too
exorbitant. This character increases somewhat evenly all
around, with the warriors getting a slight advantage in how
quickly it increases for them.


Weapon Strength-


Simply put, this is the strength of your weapon. The weapon
you have equipped has an inherent strength value, and this
value, when coupled with your power statistic, determine
the overall damage done. Various types of weapons will do
various damage. A staff of a wizard will do much less then
the axe of a warrior, which makes sense as physical attack
leans more towards the brutes. This will increase as new
weapons become available.


Armor Defense-


If weapon strength is the second component of physical
attack, then it makes sense that armor defense is the
second component, along with guard, which make up your
overall defensive strength. Like the weapons, this is
skewed towards the warriors, as their heavier armors are
naturally stronger. Also like weapons, this will gradually
increase as new armors and accessories of defense become
available.



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Section Three: The Story, Characters, and Their Statistics
===========================================================



King Lemele is an old man who has seen many things in his
day. Fighting powerful monsters, ruling justly, and being a
good person are just some of the things he is. However, as
he grows old, something yet calls him. Calling him, from
all over the world, are ancient runes. King Lemele seeks
after these runes, or the source of power on the world, for
some mysterious reason. He has promised that whoever finds
these runes for him will become a person of extreme power
in the world and will be able to do many things that he/she
could not do previously.

Wanting to see these runes procured by someone worthy for
him, King Lemele has handpicked certain individuals to aid
him. Each of these characters, whether normal or no in
humanity's terms, was brought to the town of Lemele by King
Lemele for one sole purpose, to go on a quest for ancient
runes. These are the characters from which you shall select
to play the game.

In the Seventh Saga, you have a number of characters from
which to choose. Like any role playing game, these various
characters have their respective strength and weaknesses.
You will start initially with one character, which will be
your lifeblood for the first portion of the game. Town
three, Bonro, changes all of this. At this point you have
the option of acquiring another character (to be explained
in the first portion of the walkthrough). Thus do not worry
about choosing too balanced of a character at first, as you
will be able to counter whomever you chose with a partner
character.

Here are the characters in the Seventh Saga, with a brief
bit about them, their strengths, weaknesses, spells, and
statistics.


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Lejes Rimul, The Demon and Weaver of Death
===========================================================

Lejes is an interesting character to say the least. He was
found by King Lemele well below the surface of the Earth,
and was selected by Lemele due to his spirit and zest for
adventure. So what if has a thirst for blood and mayhem, as
if it helps him find the runes, it can be ignored. Many of
his fellow adventurers are opposed to the involvement of
Lejes in the quest, as they believe (especially the priest)
that he is impure and would use the runes for evil. This is
not far from the truth, as Lejes himself has promised
something similar.

Lejes, a somewhat frail individual with odd green legs, is
a spell caster. He commands a wide array of spells, which
he uses with power and zest to purge his foes from the
physical plains of the planet. Although his main strengths
do come in the attack magicks, he has a decent physical
attack power at his disposal, as he is a demon, and all
demons are strong. His negative trait is that he has almost
no defense, and thus soaks damage like some sort of damage
absorbing sponge.


=============================
The Statistics of Lejes Rimul
=============================


HP:         16
MP:         10
Power:       4
Guard:       4
Speed:       4
Magic:       3
Weapon:      1
Defend:      1



For Lejes, his stats can be deceiving at first. If one
looks,  it all seems pretty even. Game time will show this
to be false. HP will advance at a middle pace while magic
advances at a much quicker pace then one would expect. Of
the other statistics, power increases at an average rate,
speed goes up at a slightly above average rate, and guard
goes up slowly. As you can see, Lejes is an average grab
bag, with slightly above average traits in many things and
a huge negative in defense. As the rest goes, Lejes has one
final positive and one final negative. He, being an evil
lord of the undead, has a plethora of weapons available to
him (thus allowing him a high power in this statistic). In
the converse, his armor isn't as good as others, so his
defense will suffer.



=========================
The Spells of Lejes Rimul
=========================

To be completed soon



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Valsu Saizer, The Priest and Master of Healing Arts
===========================================================


If Lejes is the embodiment of evil among the characters,
Valsu is the epitome of good. Approached by Lemele in his
church, Valsu thought that he could bring some light back
into the world and rid it of the evil demons which inhabit
it by finding the runes. Like stated earlier, Valsu
questions the wisdom of selecting Lejes for the quest, as h
e believes his motives are not desirable for one searching
for the runes.

Valsu is weak physically. There was no nice way to put
that, as it is the stone cold truth. With terrible physical
offensive and only moderate defensive skills, it seems at
first he would be a terrible choice for a character. This
cannot be further from the truth, however, as Valsu has one
thing going for him, his magic. Valsu is a practitioner of
healing arts (as a priest), and due to this he has the most
advanced defensive, statistical boosting, and healing magic
in the game. He can be incredibly useful due to this.


==============================
The Statistics of Valsu Saizer
==============================


HP:         15
MP:         10
Power:       4
Guard:       4
Speed:       4
Magic:       4
Weapon:      1
Defend:      1



On the initial glance, Valsu does seem a formidable
character indeed. However, his stats, like Lejes', can be
slightly deceiving. Valsu's health, although seemingly on
par with the other warriors, will drop of significantly as
he advances, being low overall. Magically, Valsu will
procure a high amount of magic points, not being on par
with Esuna, but holding his own nonetheless. The rest of
his statistics are those of a magic user, as strength,
weapon, and defend are all somewhat low. Guard is average,
however, as he is a master of defense. The big surprise is
speed, as Valsu can be quite speedy with magic boosts and a
nice base. Lastly, his magic speaks for itself, as it is
excellent.


==========================
The Spells of Valsu Saizer
==========================

To be continued



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Lux Tizer, The Tetujin
===========================================================


Lux has probably the most interesting story of any
character in the Seventh Saga.  A Tetujin, a robotic race
designed to protect the ancient (now lost) city of Melenam,
his kind has disappeared from the world at an alarming
rate. Now he is only one of a few left, searching for his
lost brethren. That is his sole purpose of finding the
runes, so that he may learn of his past and his kind.

Lux is a big robot, and is very scary. He is the kind of
machine Robocop would not want to meet in a dark alleyway
at 2 AM. Lux is powerful. His physical strength is what
defines him. If powered up and raring to go, Lux does a
boatload of regular attack damage. However, he has little
to no magical ability, which is the counter.


===========================
The Statistics of Lux Tizer
===========================


HP:         18
MP:          3
Power:       5
Guard:       6
Speed:       5
Magic:       3
Weapon:      10
Defend:      30


Overwhelming, is he not? Statistic-wise, Lux starts off the
game better then everyone else. However, if looked into,
this advantage disappears. The massive advantages he has in
weapon and defend are because those are the only weapon and
armor he will use for the first two thirds of the game
(while everyone else is constantly buying new weapons and
upgrading). Lux is a thug also, and his stats prove it.
Power, guard, speed, health points all start huge and end
even larger, as he is a pure physical warrior and needs
them. In contrast, his magic statistic and magic points are
terrible throughout the game (he is a big guy who can't
cast spells, so sue him).


======================
The Spells of Lux Tizer
======================

To be continued



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Wilme Pelin, A Brutish Alien
===========================================================


Wilme is probably the most physical and spooky character of
any character in the game. With horns all over his body and
jet black hair, Lemele found him terrorizing the
countryside, recruiting him for some odd reason to aid him
in finding the runes. He is big and scary, so no one really
knows what he wants with the runes. They assume power
though.

Wilme is as hard as stone, as he proves it with his
strength. With defense as his primary asset, he can absorb
the most damage of any character in the game. Yet, like
Lux, his magical ability (or lack thereof) hinders him.
Wilme has virtually no spells and is the most magically
inept character in the whole game.


=============================
The Statistics of Wilme Pelin
=============================


HP:         20
MP:          2
Power:       5
Guard:       7
Speed:       4
Magic:       2
Weapon:      2
Defend:      2


Wilme is the epitome of the defensive fighter. He has a
great guard, decent speed, and a superb allotment of health
points, allowing him to absorb damage and avoid it
occasionally. In addition to this, he can turtle. He can
hide defensively by using the defend command quite often,
coming out of it to attack with a powerful smash attack as
his power is also good. With all these upsides, he must
have a downside, right? True, he does, and it is his magic.
He is worse at it then Lux is, having few spells, little
magic skill, and fewer magic points. As an odd note, he is
also like Lux in the sense that his weapons are set at the
start and are immutable. This may seem bad, but it matters
not, as his power is good enough to overcome this.



=========================
The Spells of Wilme Pelin
=========================

To be continued



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Esuna Busy, A Petit Elf With Serious Spells
===========================================================


The youngest of the journeyers, Esuna was simply looking to
make it in the world and prove to everyone that she could
survive on her own. While in a bar in Rabelesk, Lemele
approached her and recruited her for his quest, she
accepted eagerly, thinking this might be her chance.

Esuna is a magic machine. She may seem small and quite
harmless, but this magical ability, her main strength,
fulfills the axiom "looks can be deceptive." Able to
unleash a huge magical flurry on you and not think twice
about it, she is deadly in that sense. However, being the
petit mage, she has virtually no power.


============================
The Statistics of Esuna Busy
============================


HP:         14
MP:         16
Power:       3
Guard:       3
Speed:       4
Magic:       4
Weapon:      1
Defend:      1


The statistics hardly ever lie, and if one looks at these,
it is clear Esuna is built for magic. She is the only
character which has her health lower then her magic points.
This, along with a great magic statistic that advances
rapidly, causes her to become the deadliest magic user in
the game. Magical strength, in this case, covers up for a
weak body, as throughout the game she is a slow advancer in
health, power, and guard, showing her weakness physically.
She procures below average weapons and armor always. In a
not-so-surprising note, she is very quick, which can
slightly cover for her lack of physical prowess.


========================
The Spells of Esuna Busy
========================

To be continued



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Olvan Jaess, An Old Dwarf With Power
===========================================================


Olvan, the eldest fighter, is running out of time. He has
been all over the world, fought many creatures, and has
seen it all. Wishing for more, but with a body that cannot
give it, he journeyed to the kingdom of Lemele. He had
heard that the king was selecting various persons to go on
a quest for the legendary runes, and wanted a piece of the
action. Arriving on surprise, Lemele accepted him to join
onto the quest.

Olvan is a powerful man, like Wilme. His main strength is
this power, as he uses it to bash enemies into oblivion.
Yet with great power comes weakness, and this comes in
speed. Olvan is old; there is no denying that fact. This
age has made him very slow over the years, and he is
inhibited by it at times.


=============================
The Statistics of Olvan Jaess
=============================


HP:         18
MP:          3
Power:       4
Guard:       5
Speed:       3
Magic:       3
Weapon:      2
Defend:      1

Old age does not necessarily mean a complete degradation of
skill. For Olvan, this is the case. He may have lost a
couple steps, as his speed advances slowly and is terrible,
but he still has skill in other places. With a great
strength, excellent guard, and a well above average health,
he can stand toe to toe with the baddies and come out on
top. However, if he tried to use magic for this, he would
not be as successful, as he has only mediocre magic and
terrible magic points. Being a warrior, he can procure the
best armor and weapons of any character in the game.


=========================
The Spells of Olvan Jaess
=========================

to be continued



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Kamil Dowonna, The Human Renegade
===========================================================


Kamil is the most normal character of any of the ones
recruited by Lemele. He was a knight of a certain king, and
one day while on patrol, Lemele appeared before him. Asking
him to join his quest for the runes, Kamil accepted, as it
was part of a dream to quest. Kamil brings some levity to a
motley crew.

One word describes Kamil, average. He is the most all-
around balanced character in the game. He has no clear
strengths and no clear weaknesses.


===============================
The Statistics of Kamil Dowonna
===============================


HP:         16
MP:          4
Power:       4
Guard:       4
Speed:       3
Magic:       3
Weapon:      2
Defend:      1

He is pretty damn average, isn't he? With decent
everything, Kamil is the ultimate utility man. Being a
fighter, he has decent health, power, guard, and speed, as
all are part of the job. On that same note, his magic could
be better, as he isn't as magically adept as Lejes, but is
not as weak at is as Olvan is. All of his skills increase
at average levels. Yay for mediocrity!


===========================
The Spells of Kamil Dowonna
===========================


To be continued

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Section Four: On Battle
===========================================================

There is nothing truly unique about the battles in the
Seventh Saga. The only aspect of the battles in the game
that separates it from most other RPGs is that you must
battle endlessly to gain a level. Beyond the amount of
times you must battle, the system itself is like any other
in that is breaks down into physical and magical
components.

The first component of battle, or the physical component,
is important throughout the duration of the game, as it
will be your main attack form. This game, like all RPGs,
has an impressive array of flashy spells that are at your
disposal. Unlike many games, though, the outcome of the
battles rely more on power than magic. As the game
progresses, attack magic will become increasingly less
potent as the enemies develop resistances to the spells.
One thing that the enemies will never become immune to is
physical damage. No matter what stage of the game you are
at, you will use your physical attacks to defeat the foes
present.

A second aspect of physical battle is the shield defense
tactic. If your character defends during his current turn,
then on his next turn his attack strength will be doubled.
This tactic will be one of your primary methods of attack
throughout the game, as it allows for a rather sizeable
increase in attack power.

The second component of battle, the magical component, is
also quite important, as it will compliment your physical
attack to help your survival. Every character in the
Seventh Saga has a specific list of spells that they will
learn as the game progresses. These spells will be acquired
after progressing to certain experience levels. Some
characters have fewer spells than others, as these
characters are more physically oriented. Others will be the
opposite way, having a vast spell book but little to speak
of strength-wise. Most of the spells possessed by the
characters will be of the attack variety. These spells will
either affect the status of the enemies or drain their
vital statistics (health/mana). Attack spells can be
useful, but many enemies have resistances against them and
a strong magic defense. Therefore test out your attack
spells on various enemies to see which ones they will each
affect.

Assist magic, or magic that heals or positively affects the
status of a character, is another important magical
component. When used timely in battle, these spells will
aid your fight tremendously. Use these spells in
conjunction with powerful physical attacks, such as the
shield defense tactic, and victory will come slightly
easier to you. Do note that most types of assist magic are
also available in item form.

A final battle option you will have in battle is to run
away. This option is both dangerous and rewarding. To
successfully run away, your speed statistic along with a
little luck must be strong enough to best the speed of your
enemies. If your character is losing badly, and escape is
the only possible recourse from death, then by all means
attempt to escape (one cannot say how successful you will
be, though). The risk in running away is that you might be
facing an enemy who is very fast, and your failures at
running away (failing an escape attempt will cost you your
turn) quite possibly could result in your death. Escape
with care.

Okay! Now you know the ropes of fighting a battle in the
Seventh Saga. One all-important question remains; who shall
I attempt to recruit as my partner? The decision you make
on this is an important one; it will affect how well you
fare throughout the rest of the game. The best bet would be
to balance your characters. If you have a fighter, like
Wilme or Kamil, choose a mage, like Esuna or Valsu. This
scenario creates a team that can attack physically, help
one another with support spells, and rain terror on the
enemies with attack spells. However, you may prefer a team
with two physical guys, such as the team of Kamil and Olvan
(the one I will be using for this guide). They both have
decent spells and are hard hitters (i.e. The combination
can work). Choose wisely.


===========================================================
Section Five: The Walkthrough
===========================================================


=======================
Game Basics/Information
=======================

The Seventh Saga, while being an RPG, is not incredibly
complicated. The objective of the game is to progress
through the various continents of the world and obtain the
runes per the request of King Lemele. During the course of
this, your character will visit numerous towns, meet many
people, and combat countless foes. Unlike many RPGs of its
time that are driven by spells or by meeting people, the
Seventh Saga is driven by one simple statistic. Experience,
the statistic in question, is the most important aspect of
this game.

No matter where you are in the game, experience will
dominate how well you do. If you cannot beat the monster in
the cave ahead of you, for example, the simple solution is
to build your levels up (subsequently gaining statistic
points) until you can. This may seem somewhat boring and
repetitive, but this is the way this game operates. Most
people who play this game will get three quarters of the
way through and then not be able to do any more because
they lack the strength/experience to defeat the new
monsters they are encountering. Combating this problem is
incredibly simple, as all you need to do is gain experience
early and often. Always make sure that you are at least
four or five levels ahead of what you need to be to
progress past a certain area, as by doing that you will be
able to beat the game without too much problem.

==============
Towns/Villages
==============

Like many RPGs, the Seventh Saga possesses a significant
number of towns and villages. Unlike many RPGs, these towns
are not just new places where you will buy weapons and heal
yourself before moving onto the next area. Each town you
visit, excluding a couple late in the game, and the people
that live in these towns have a great deal of importance.
Thus, in every town you visit, it is recommended that you
talk to every single person. Beyond being able to
experience the full body of the story this way, it makes
sure that you miss nothing are not left in the dark or
asking "huh?" when a situation/problem arises.

Each town also comes equipped with the standard allotment
of locales that you would expect to see in a RPG town.
These shops are: an inn, a weapon shop, an armor shop, and
an item shop. At these locations you will purchase your
basic wares, outfit yourselves for the rigors of the
journey, and rest your tired bones (heal and save at the
inn). Finally, a church is present in every town. The
priest of this church, beyond saying very little of value
(damned oaths of silence), can resurrect or cure those who
would need it. The location of the churches will be well
known to you, since you most likely will be visiting them
numerous times.

=========================
Other Characters/Partners
=========================

One interesting feature of the Seventh Saga is how the
interaction with the other characters on the journey works.
Most RPGs will have a set number of characters that join
your party over a long period of time. The Seventh Saga is
almost the exact opposite of this. Throughout the journey,
you will have a maximum of one extra character accompanying
you. Who this character is depends on many things: your
level, your statistics, your runes, and whom you are
playing as.

As you progress through the various cities, you will notice
(starting at the third city, Bonro) that various other
adventurers King Lemele selected are also in these cities.
If you talk to them, they will either say a comment with no
other actions attactched, will ask you to join forces with
them, will ask you if you want to test your strength
against them, or will attack you. Of the last two, the
former is an optional battle and the latter is not optional
(they simply attack you (only happens when you have a rune
that they want)).

Thus through this whole process you will eventually end up
with a partner. Do not attempt to go through the game
alone; it is impossible due to the difficulty of the
monsters.

==============================
Final Thoughts Before Starting
==============================

Take this game slowly. If you attempt to rush it or finish
it quickly, you will ultimately become quite frustrated and
give up long before the end. This is a game that requires
time and patience. Tired of fighting an endless stream of
enemies for that elusive level up? Take break, go outside,
smell the roses- whatever! Simply getting away from this
game every now and again will allow you to finish it.

Finally, remember the name "Pison." He will be your new
best friend for many gaming hours. Without further ado, we
shall move onto the walkthrough.

===========================================================
The Seventh Saga- Game Walkthrough
===========================================================

Before any adventuring is completed or before you set one
foot outside of the first town into the adventure, a
character must be chosen. For this walkthrough, I will be
using Kamil as my main character. Kamil is, like described
in his section above, quite average. By choosing him the
full range of this game will be shown, as he will be able
to both use spells efficiently and attack for power. Go
ahead and pick someone else, it is your game, but be warned
that I am writing this guide from the perspective of Kamil.

===========================================================
The Town of Lemele
===========================================================

You have trained well in the past five years. Finally the
time has come to test your skills and knowledge. Your
mission is to find the seven runes hidden somewhere on the
planet Ticondera. When you have all the runes together,
they will give you tremendous power and you will become the
leader of this world! They exist in many different forms
and it is difficult to identify them. I will give you each
a crystal ball. It will help you find the runes. Now get
ready for a difficult journey and bring each of the runes
back.

-So echo the words of King Lemele, ruler of the tiny
kingdom of Lemele. Each of the heroes, with his or her own
beliefs as what to do with the runes, has gathered in front
of Lemele as he speaks on the runes. When he is complete,
control is yours for the first time. The other adventurers,
standing around in front of his throne, seem without aim.
You are different though. You are the brave hero that will
succeed in capturing the runes. Go south and walk from this
room with your head held high, as you know what these would
be adventurers do not; you will prevail as they horridly
fail.

-You now enter the hallways of Lemele's palace. Follow the
red carpet a short distance and turn right when you see the
person with abnormally long hair. The doors are your
destinations, as the chests behind these doors hold an
ANTID, a MHERB 1, and an OPAL. There is another door on the
other side of the carpet as well that contains a person who
has an interesting tidbit about the crystal ball. When you
are done, go south again along the carpet.

-This last portion of Lemele's castle (okay, so I lied, it
isn't that big after all) contains nothing but the
information stored within the minds of those wandering
around. Talk to the various individuals you see, picking
their brains for all the beginner hints that I left out. If
you are thirsty, take a drink from the waterfall on the
right side of the area (although I have never found a
purpose, beyond satisfying my own D&D whims). Having
finished all business inside, head out of the castle.

-The town of Lemele is not a grand thing. A few shops
lightly sprinkled with houses and people enclosed within a
city wall are what the town is. You will not be too
concerned with any of this, though, as you will not be
sticking around for a long time and since you are quite
poor. Like any decent person, first you must say goodbye to
those who care about you. Voyage from house to house,
talking with the individuals. Certain ones will have
interesting information concerning the game for you, while
others will wish you a sentimental goodbye. One boy in
particular will miss you. He was your little brother of
sorts while you stayed in Lemele. He is by the fountain; be
sure to say goodbye to him.

-Now it is time to start the journey to end all journeys.
It is time to show Lemele that his time spent training you
was worthwhile. Let us venture out into the wild blue
yonder and captures the runes! Do not be so gung-ho as to
overlook a free gift, though. By the item shop (denoted by
the bottles on the building) stands an old lady who wishes
to aid you in your journey. She offers you a POTION 1,
which you readily accept. If you want to buy more (which I
recommend), go into the shop, sell your OPAL, and purchase
a few POTIONS. With that taken care of, leave the town.

===========================================================
The Road to Rabelesk
===========================================================

-Stepping out into the world for the first time on your new
journey, your mind is obviously filled with wonder. What
enemies will I face? Who will I meet? Where will I go on my
quest? Only time will reveal the latter two, but the former
is going to be shown to you right now. You will notice that
your screen now has a little ball on it with an empty
circle and little white dots. If you talked to a person in
the castle earlier, you already know that the ball is your
crystal ball, the empty circle is a town, and the little
white dots are enemies.

-I know what you are thinking. "If I move skillfully
enough, I can avoid those slow looking white dots and
escape harm." That is only partially true. Evading the
enemies (dots) is too tough if you stay sharp and move
skillfully. One screw up will end this chance, as if you
run into a little white enemy dot you will do battle with a
random enemy of the area (we do not know who these are
yet). Your best bet would be to walk straight, fight
enemies when they get to you, and defeat them to get
experience. You should never avoid a battle unless there is
a chance this battle will be your last (death). With this
in mind, let us rejoin the adventure.

-Walking from Lemele, your crystal ball should immediately
light up with the little white dots of enemies. Unlike some
later enemies, these are all enemies that you can easily
defeat. Walk straight south and do battle with the first
white dot that you come to.

-Most likely this enemy will be a HERMIT. These enemies are
easy and relative pushovers, even at this stage of the
game. To defeat them, simply attack over and over again
until it does. Not too hard, right? Didn't think so.

-There is a chance that the enemy you will be forced to
face will not be the sluggish hermit, but the cagey WYVERN.
These enemies, beyond being more powerful and with a
greater defensive ability (it escapes me how a bird-like
creature can have more defensive power than a hermit in
armor), are almost as fast as greased lightning. The speed
of the wyvern, not the power, is what will get you if you
are not careful. This creature has the ability to dodge
your attacks by moving out of the way before you can
connect. Thus much of the battle with a wyvern (at least
early) is left up to your luck/power versus its speed.
Usually you will win, though, as it cannot evade your grasp
forever. Simply bash away, healing when needed, and the
wyvern will drop.

-Keep going straight south, combating the aforementioned
foes as you go. The next town, Rabelesk, is not too far
away. To reach the town, go straight south until you see
it. Your levels will not be satisfactory when upon arrival,
as most people are around level two when reaching Rabelesk.
To get a jump on later enemies and on the scenarios to come
shortly after Rabelesk, I suggest building up to level four
before entering the second town.

-Building up to level four is not hard, but will require a
couple of trips into Lemele to either rest at the inn or
buy potions again, since the road to level four does take a
few battles and you eventually need to heal. My only tip
(from personal experience) is not to get over-confident. Do
not assume that you will be able to withstand every barrage
that these enemies throw at you. Cockiness of that sort is
what has caused so many adventurers to meet their over-
zealous end. When you are level four and are exhausted from
your journey, enter the township of Rabelesk.

===========================================================
Rabelesk
===========================================================

-Welcome to Rabelesk, the first stop on your journey in
search of the mystic runes. Compared to Lemele, Rabelesk is
a rather rural city, with no castle, fewer buildings, and
fewer people. Do not look at it negatively. Simply consider
this township a "cozy" one reminiscent of a European
village.

-After the long and tiring journey, you will drag yourself
into Rabelesk at level four. The lady at the entrance of
the city will greet you and inform you of where you
currently are. Do not make incredible haste into the town,
as first you should go behind the first house and pick up
the POTION that lies in front of the blue jars.

-If you are like any other human (assuming your character
IS human), your character most likely has a great thirst.
Make your way to the northeast corner of the city and enter
the building with the swinging door. This is the tavern.
Inside the tavern, beyond refreshment for your parched
lips, is a man is standing at a table in the southwest
corner of the tavern and who seems rather preoccupied. Talk
to this man and he will reveal to you that he is visiting
from the distant town of Bonro on business but cannot go
back since the Gate of Earth, the gate that separates the
two cities, is closed. He offers you his world map (which
you will pick up later in Bonro) in exchange for your
getting the gate open. Accept his offer and leave the
tavern.

-It seems that you now have your first quest on this
adventure. Naturally, we must prepare for it. Head due west
and enter the weapon/armor shop. Here you will outfit
yourself for the journey. Purchase any weapons and armor
you feel that you will need (Kamil, my character, purchased
the Anim sword and the Xtri shield) and be on your way. The
last stop on our outfitting tour is the item shop, where we
will acquire curative items that will protect us from
death. Travel south from the weapon shop and a tad to the
west to find the item store. Before you enter, search the
trees to the left of the entrance for a PROTECTION SEED.
Once found, enter the store and procure some POTIONS and a
B PROTECT.

-Does it not feel better to be properly fitted for a quest?
With our new weapons, armor, and supplies, only one piece
of the puzzle is missing- what the heck is going on around
here? We know that the Gate of Earth, the gate that link
Bonro to Rabelesk, is closed, but we know neither what
caused this closure nor how to remedy it. To find out what
we must do, voyage around the town and talk to the
residents, who know quite a bit about what is going on.

-It seems that the Gate of Earth is closed because some
creature named Romus, who lives in the Castle Aran east of
Rabelesk, has the Key of Earth that will unlock the gate.
Also, this creature can be heard every night, howling.
Quite spooky, is it not? Go to the inn of the town that is
located in the center of the city to rest and save the
game. When done, leave the town.

===========================================================
Preparing for Romus and Castle Aran
===========================================================

-At level four, you are nowhere near prepared to face the
terrors that exist in Castle Aran. Thus we must gain a few
more levels, beefing up our strength and health in the
process. The goal for this level up session will be level
10.

-Do not be alarmed. Although you are only currently level
four, gaining levels at this stage is not as hard as it
will become later. Take advantage of this time, then, and
gain, gain, gain. Head out of the town and to the
southeast, splitting the gap between the ocean (on your
left) and the mountains (on your right). As you travel, an
empty circle will appear to the east on the crystal ball.
This empty circle is the Castle Aran. Recall, though, that
you are not here to enter it and smite the evil Romus, but
simply to gain levels. Set up camp south of the Castle Aran
and commence gaining levels.

-The process of gaining levels just south of Castle Aran is
not difficult. The enemies come in three flavors: hermit,
wyvern, and the new demon. The demon, who is about as
powerful physically as the wyvern, is the first enemy you
will face that sports a magic arsenal. Possessing a healing
spell and a defensive down spell, this enemy is slightly
more difficult to beat (and thus gives slightly more
experience than the hermit but oddly enough the same amount
as a wyvern).

-You will be battling for about 30 minutes to gain level
ten.


To be continued!!





===========================================================
Section Six: Frequently Asked Questions
===========================================================

Coming soon!


===========================================================
Section Seven: Enemy Lists/Information
===========================================================

This section will contain information and a short note
about each enemy you will encounter in the Seventh Saga.
The information displayed will be: health, power, defense,
speed, abilities, experience given, and gold given. All
statistics will be based on a 1-10 scale.

-----------------------------------------------------------
1. Hermit
-Health: 20
-Power: Minimal to None (1)
-Defense: Minimal to None (1)
-Speed: Very Slow (2)
-Abilities: Only can attack with its staff.
-EXP Given: 26
-Gold Given: 12
-Final Word: A pushover.
-----------------------------------------------------------
2. Wyvern
-Health: 22
-Power: Minimal (1.5)
-Defense: Minimal to None (1)
-Speed: Average (4)
-Abilities: Dive-bombs you, using its beak to attack.
-EXP Given: 33
-Gold Given: 15
-Final Word: Slightly more difficult than hermit due to the
greater speed. A pushover past level two.
-----------------------------------------------------------
3. Coming soon!

===========================================================
Section Eight: Rune List
===========================================================

Coming soon!


===========================================================
Section Nine: Spell List
===========================================================

Coming soon!

===========================================================
Section Ten: General Item List
===========================================================

This section will include all of the items in the game:
regular items, weapons, and armor. In this section, I will
list the item along with its (cost) and effect or power.

=============
Regular Items
=============

Potion 1 (20)    - Heals 20 health points.
Potion 2 (100)   - Heals 80 health points.

Medical Herb 1   - Restores 20 magic points

Antidote (80)    - Cures poison.

B Power (100)    - Increases attack power.
B Protect (100)  - Increases defensive power.

Opal (100)       - Worth 100 gold on resale
Pearl (200)      - Worth 200 gold on resale
Topaz (500)      - Worth 500 gold on resale


=======
Weapons
=======

Tranq (NA)       - A sword. Power =
Pyste (150)      - A sword. Power =
Anim (350)       - A sword. Power =

Fire (70)        - An axe.  Power =
Pyste (300)      - An axe.  Power =
Anim (350)       - An axe.  Power =

Petr (150)       - A staff. Power =

Light (400)      - A knife. Power =

=====
Armor
=====

Pyst (700)       - A ring mail. Defense =


Cotton (440)     - A robe.      Defense =

Xtri (70)        - A shield.    Defense =

===========================================================
Section Eleven: Item Lists for Specific Cities
===========================================================

This section is quite similar to the previous one with the
exception that each city will be listed with the items that
are contained within.

==================
The City of Lemele
==================

Potion 1 (20)    - Heals 20 health points.
Potion 2 (100)   - Heals 80 health points.
Medical Herb 1   - Restores 20 magic points
Antidote (80)    - Cures poison.
B Power (100)    - Increases attack power.
Opal (100)       - Worth 100 gold on resale
Pearl (200)      - Worth 200 gold on resale
Topaz (500)      - Worth 500 gold on resale

Pyste (150)      - A sword. Power =
Anim (350)       - A sword. Power =
Fire (70)        - An axe.  Power =
Petr (150)       - A staff. Power =
Light (400)      - A knife. Power =

Pyst (700)       - A ring mail. Defense =


Cotton (440)     - A robe.      Defense =

========================
The Township of Rabelesk
========================

Potion 1 (20)    - Heals 20 health points.
Potion 2 (100)   - Heals 80 health points.
Medical Herb 1   - Restores 20 magic points
Antidote (80)    - Cures poison.
B Protect (100)  - Increases defensive power.
Opal (100)       - Worth 100 gold on resale
Pearl (200)      - Worth 200 gold on resale
Topaz (500)      - Worth 500 gold on resale

Pyste (150)      - A sword. Power =
Pyste (300)      - An axe.  Power =
Anim (350)       - A sword. Power =
Petr (150)       - A staff. Power =
Light (400)      - A knife. Power =

Pyst (700)       - A ring mail. Defense =
Cotton (440)     - A robe.      Defense =
Xtri (70)        - A shield.    Defense =

==========================
The Seaside Ville of Bonro
==========================

Coming soon!


===========================================================
Section Twelve: Legal Info.
===========================================================

This guide was created for the personal use of anyone who
wants to use it. It, and all the information contained
within, are Copyright (c) 2001 Ben DuPree. If I find this
guide on any site not approved by me to use it, I will
press action. Please do not steal this guide.

===========================================================
Section Thirteen: Final Notes
===========================================================

This guide was created and is copyright 2001-2002 (c)  to Ben
"Wroth' DuPree. If you wish to use this guide on your site,
please email me about it. If you steal this guide, I will
press legal action.

This guide can be found on the following sites:

-www.gamefaqs.com
-http://rottedzombie.net

===========================================================

Fin...