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Walkthrough " If that crater erupts, we'll all be sacrificed! No, more like sacri-fried. " The walkthrough is written by both Zenodeus and I. Zero_ gave his walkthrough on the three secret dongeons. Disc 1 / Disc 2 / Secret Dungeons Parm Recommended Level: 2 After the CG/anime intro and the voice acted conversations, talk to Gantz (the center boy) to get your mission: to find the remaining three pieces of the Legendary Armor. You can talk to him to get clues where they are. First up, the Shield of Light. Go to the port and look behind a warehouse to find a "Pot Lid". Next, get the Warrior's Helmet by going down a set of steps beside the river in the town. The "Battered Pot" is by the wall on the other side. Take them back to Gantz. He smugly says the Spirit Sword is in a locked chest in his house. Head there (it's in the center of town) and talk to his mother who says his little brother Tentz has the key. Talk to Tentz in the village. The little bugger lost the key by the Cafe. Simply go there (should be right behind him). You'll know if you're in the right place if Justin and Sue start crawling. Look right by the water and the key will be yours. Go back to the house and open the chest to get your reward. Go back to Gantz to brag. Uh-oh, they're in trouble and you don't want to be. Walk around the boys and get caught. Inside the Seagull Tavern, talk to Lilly twice and have dinner. Talk to Lilly during the eating a few times to hear a cool pirate story. When you're through, select Justin. You can talk to Lilly the next morning to save your game. Search Justin's room for some good items and money. Leave the Tavern and stock up as well as you can at the General Store. There's a little side quest you can do now. Talk to Maria and find her pin, located by the Museum. You don't get a reward, but it's a good time-waster anyways. Go inside the Museum and talk to the curator in the Exhibit Hall. Investigate the statue and break it. Go in the curator's office and choose the second choice when prompted (no matter what, you'll have to admit fault). Proceed to leave town. Marna Sand Road Recommended Level: 2 A simple straightforward dungeon awaits you. This is a perfect chance to get become a pro at the battle system since the enemies are weak and a recover point is at the entrance. When you want to leave, either follow the road or follow the compass north. A Sea of Sult Recommended Level: 3 Enter and talk to the guard at the gate. The
letter is shown and he lets you in. Walk around a little bit,
listen to some of the bad things about Baal's army, and go
to the north tunnel (looks like an open mouth) to continue
your "investigation". The three witches stop you.
Choose the third option to show them the letter. Save and
go inside. Parm Recommended Level: 4 First, head to the General Store and buy some new armor if you didn't before. You might not need new weapons, but buy them if you have a lot of extra gold. Time to visit your mother, as Sue gives you a not-so- subtle hint when you enter Parm. Do just that and have some dinner. Talk to Lilly and Sue like normal until you're told to head for the Port to get your answers. Go there afterwards and talk to the men until you find out about Java the adventurer who should have a pass to the New World. His whereabouts are rumored to be the Cafe, so that's your next stop. Talk to the lady standing in front. Time to find the key to the place. Go back to the Port and talk to more of the men to get the key. Back to the Cafe. Talk to the girl again to give it to her. Watch the little cut-scene with Baal and Mullen. That guy reminds me of Lotor from Voltron for some reason. Anyways, go inside the Cafe at night. Talk to the man in back to find out where Java's at, then the Cafe owner to get Java's wallet, the bait to get him to talk to you. Head back to the Seagull Tavern and have some grub with Lilly. It's daytime after the conversation. Head to Parm Station (located in the southernmost part of town) and talk to the man in front of the gate. He'll let you by. Go up the stairs and hop aboard the train. Mines Recommended Level: 4 When the train lets you off in the field, go
to the southwest part of the area to find Java's shack. Enter
it and get caught "stealing". After a conversation
about adventurers, Java offers the Steamer Pass in exchange
for the clearing out of a dungeon in his backyard, the Leck
Mines. Go to the west part of the area to find the mine entrance
which is now open. Talk to Java if you want to rest or save.
Enter the mines. Room 1 Follow the left train track all the
way until you reach the next room. Room 2 Follow the right
train track. When you get to a bridge, you can fall off of
it to get a Hand Ax below. If you want to climb up (you'll
have to if you want to move on in the game), press the X button
by the wire hanging down and up on the D-pad to climb up.
Cross the bridge and continue following that track. When that
ends, take the one next to it, and so on until you see the
save point. Go into the next room. Deepest Depths Get all
the money scattered around and go up onto the pedestal with
the orcs. Boss fight! Parm Recommended Level: 5 Get off the train, leave the station. Justin tells Sue he has to go alone and she runs off, coming back to kick him in the shin. Go to the Seagull Tavern and talk to Lilly. End the dinner after talking to her at the table a few times. The next morning, go downstairs and watch as Justin vows to become a better adventurer than any of his relatives. Go to the port and talk to the guard that always blocked your way before. With reluctance, he lets you by and you're free to mingle with the travelers and sailors. When you're ready to leave, walk on the pier and talk to the ticket-taker right in front of the ship's entrance. Justin reads the mystery letter and goes inside. Steamer Recommended Level: 6 Go below deck by entering the door right beside the bridge. Take the right entrance and you'll be in Steamer Passageway 2. Explore the rooms within and talk to a few people. Go back to Steamer Passageway 1 and something that looks awfully similar to Pooey will run away from the room. Follow it. Up on deck, you'll find the mystery stowaway. Talk to her twice and to the captain twice choosing the second choice. After being "freed" the friends get a job they didn't want. When they wake up, talk to the first man you see to get a Cabin Key. He'll let you save the game as well. Go upstairs and talk to the first sailor. Choose the first responses and receive a Beef Jerky for your trouble. Go to Steamer Passageway 1 then into the second 1st Class room. Talk to the lady and press X to clean the bathtub. A pitiful reward is yours, but it was worth it for the experience of being a janitor, eh? Head to the lounge and talk to the gambler for a game of chance. I picked tails and got a 100G reward but it might be a random guess. Up to the deck for your real work duties. Talk to the man and find out your "mission": to scrub the deck. I don't think there's a way to perform to his standards, but if you really want to know how, listen to his instructions. Go back to the sailor's quarters and speak to the man to rest. The next day, scrub again and rest. Then back to the deck yet again. Walk to the front of the ship and watch the sequence introducing Feena. Listen to all three choices about Feena's life. The sky becomes overcast. Go inside the bridge and talk to Feena. Leave it and return to the front of the ship. Talk to Feena after her speech and pick the third choice. This would be a great time to go to the 2nd Class area and stock up on accesories. Ghost Ship Recommended Level: 6 Get up on the crane (press X by the rope) and
walk across to the Pirate Ship. Go down the hole on the right.
Use the save point as needed and enter the west opening. Go
in the opening in the floor on the west side. Go up the rope
by the wall and into the door across the platform. Take the
right door. Go down the crane rope onto the box. Follow the
wood around to the doorway, go in. Use the save point here
and then enter the Captain's room. Examine the diary on the
desk and prepare to fight the third boss of the game. New Parm Recommended Level: 6 Leave the port and go into the city. Take note of the shop and inn on the left and right. You can trade in the Mana Egg you just got for your first spell. I'd suggest giving Sue Water, so she can heal the stronger attackers Justin and Feena. Anyway, head inside the Adventurer's Society building in the center of New Parm. Talk to the secretary until you get the password. Go in front of the office and pick the second choice. Enter and talk to Pakon over and over until Justin decides he doesn't want go through the bull to become a member. Leave the town and choose Merrill Road as your next destination. Merill Road Recommended Level: 6 One thing to keep in mind here is to watch out for the spiders perching on the cliffs above who'll gladly ambush you in a moment's notice. Keep your eyes open. Go down the grassy path inbetween the rock cliffs. When the path branches off, go north for a bunch of items. When the path splits yet again, go east then west for a Mana Egg. When you arrive at the viewpoint, go north then west at the junctions. At the next viewpoint, go north and exit the area. Feena's House Recommended Level: 7 Go northeast and enter the cabin. Surprise, she's not there! Examine her pretty panties on the clothesline and she catches Justin in the act of perversion. After she leaves, go outside to see what's up. Palom won't get over his obsession. After Justin tries to save her, Palom's stooge Master Chang knocks the stuffing out of you. New Parm's Church's Underground Recommended Level: 7 Go back to the city of New Parm and to the church
in the western part. It seems the door's locked, so what to
do? Check the back shed. Inside it is an opening to underground
which you should enter. Go around the straightforward path.
Turn the wheel you come across to lower the water level and
go north around the path. Turn the next wheel and go back
north. Cross the newly uncovered path on the water. Turn the
next wheel. Head south into the tunnel. Turn the wheel and
go back to the stairs. Enter the northeast side passage down
them. Get the Mana Egg and return to the stairs. Now go northwest
into another passage. Follow it up the stairs and into another
set of stairs which leads into a shaft. Examine the action
icon by the left wall. Enter the room and use the save point.
Get up on the boxes and follow them to the door above. Go
inside. You're almost late! Run across the wood planks to
the end. Just when you think you've got her back, the stooge
ambushes you. Rangle Mountains Recommended Level: 8 Going through the Rangle Mountains is fairly straightforward and now is a time you should take to buff up your magic skills. Look at what the requirements are for certain skills and spells and try to get a few before leaving. Go straight north and follow the edge around where a Mana Egg is ripe for the taking. Continue around and exit the area. Go up the cliffs. Feena makes the party take a rest. The next morning, feel free to use the save point. Now head south. If you go farther, there will be birds resting on the rock. Watch out so they won't ambush you. Go around the rock ledge where the save point was, down the ledge. Follow it completely around and slide down another ledge. Another Mana Egg is secluded here. Keep following the rock and it'll take you out of the forest. Stock up on weapons, armor, and whatever else in New Parm, then continue your journey in the Dom Ruins. Dom Ruins Recommended Level: 10 This is quite a long dungeon, so make sure you
take care of bathroom and drink breaks beforehand. When you
enter, you'll see weird creatures scurrying around. Make sure
Justin's equipped with the Ax before you decide to take any
of them on, since it seems that's the only thing that will
deal any real damage. To get out of this interesting maze,
go straight east and go around the trees to a clearing in
the southeast. Follow that around and you'll see another clearing.
Go southeast again through the pathway. At yet another clearing,
go straight south. Follow the wall to get to the next area.
Go east within the fence then step out as soon as you see
an opening. Go east again. At the end of the fence, go inside
the opening and save. Head back out and into the ruins "tunnel".
You'll fight some orcs that'll give you a Holy Mace (the only
thing that hurts ghosts) Go south at the split path and inside
the internal section of the ruins. Follow the path and keep
to the middle to the pillars don't hit you. Open the door
and go in. Get on the vine and climb up (press X). Hop off
and into the opening. Continue into the rotunda room with
a lever. Press it and enter the southwest door. At the path
break take the southern route then southern again at the next
one. Follow it to the cliff outside. If you walk on the bridge,
it will collapse. Go in the door below and use the save point
if you wish. Next, take the west path (the other is a dropoff
to the first room) then east on the next one. Step on the
button on the cliff then press the lever in the room before.
Go in the door and press the lever at the end. Head back into
the room, out, and east. Go directly across at the path break
then northeast. You'll see a vine at the end. Climb up it
and into the next room. On the left will be a Mana Egg. At
the next fork, pick southeast and press the lever in the next
rotunda room. Use the save point and item stash place as necessary.
Walk ahead and fight a pretty easy boss (should be if you
have your magics around level 4 or so). Mountains Recommended Level: 11 Come out of Feena's house and examine the fence to the side. Go into the Herb Mountains. There are a ton of paths you can use to find the Red Sulfa and it would take a few pages to write, so I'll give a simple yet effective strategy for finding it: work your way from the outside in towards the center. If you reach a dead end, back up and find another route in. Eventually, you'll come to a point where you can see it off a cliff side. Slide down and pick it up, then go back to the house. The next morning, leave the house to look for the kid. He's playing his flute and having a good old time, so talk to him and see what's up. Ambush by the Garlyle Forces! Area 51 Recommended Level: 11 When you're left to roam free, examine the pipe
that's glowing. After the guard is put down for the count,
leave the room and talk to Feena, then go into the next room.
Enter the door and grab the key from the guard. Leave the
room and proceed to get your butt handed to you by soldiers.
Pick up the key that Leen dropped, go to the next room and
rescue Sue and Feena. Leave that room. Go up the barrels into
the air ducts and crawl around for a while. You can go up
to "windows" and overhear what guards are saying
or fight with a few. Eventually you'll reach a room with a
lock and eight combinations. Unless you're unbelievably lucky,
you won't get the right code so go in the next series of ducts.
Listen to Nana, Saki, and Mio give you more-than-subtle clues
about it then go back to the lock and enter the following:
Right, Right, Left, Left, Down, Up, Down, Up. Go in the door,
head downstairs, use the save point, enter the room. Talk
to the humanoid then examine the crank. Voila, it opens the
cage. Leave the room with Ren (now the Babel syndrome is over).
In the next room, Saki and some goons show up to make sure
the creature doesn't leave the premises. Train Recommended Level: 12 Go in the next room after pulling the brake and the sequence with the gang. Stormtroopers (or something similar) raid the train and you'll have to put up with a series of fights. In the first car after going down the rope, fight the two Private groups and move to the next. Fight the next group and move ahead. In the next room, kill the two Sergeant groups and examine the brakes. Watch the sequence with the girls being left out to dry and arrival into the Misty Forest. Save at the point north. Misty Forest & Luc Village Recommended Level: 12 From the save point, follow the path keeping a northern bearing. At the first clearing, follow the trees north and then west. At the next break, go east and across the stepping stone on the stream. Then go east and the entrance to Luc Village will be seen. Enter. Talk to Ren at the gate and gain two goals: find the Village Chief and talk to him, then meet Ren at his house. Take some time to explore the village a little, checking out the weapon shop, guard towers (to get a view of the whole town), the item stash place in Ren's house, or the save point. When you're done having fun, go talk to the Chief in his home located in the east section of Luc. He says to stay in the village, you must find... a shrubbery! Okay, so it's really just a small bottle of nectar at the foot of a statue on the God of Light's mountain. Proceed there (it's the gate by the save point). God of Light's Mountain Recommended Level: 12 Inside the dungeon, continue on the path until the first split. Go west until you come to another one. Pick the western one, then follow the path under the wooden supports. Pick west yet again at the next break and you'll come to a pass marker. Go north after reaching it and enter the peak area. This path is really easy and only diverts for locations with treasures. Grab the jar at the statues feet and run back down the mountain. No, you won't have to face a boss. After the peak, go due south and follow the tree and rock edges back to town. Go show the Chief the shrubbery, err, nectar. Talk to him a total of four times. I'd suggest going back in the mountain to level up your magic to about 6 or so.
Luc's Attacked & Misty Forest Recommended Level: 13 Enter Ren's house and spend the night by talking to his mother. Leave the house after the loud noise is heard and after receiving your top secret mission from the Chief, go back to the Mountain. Fight Sergeants along the way and use the same route as before to get to the peak. After the statue breaks and the ensuing guilt trip ends, leave the mountain. Back in Luc, take the east exit into the Misty Forest. A few steps into it, the nut is used to clear up things a little. Use the save point if you need it, then take these directions at the next few path breaks: east, north, east. You'll pass a marker. Go east at the next break and enter the second area. Follow the path directly around and over the stream stone. Take the northeast path and south across the rock over the lake. In the third area, take the east path. Unfortunately, I couldn't find my way back to the entrance to be able to write a walkthrough of this one, but keep a generally northern track and follow the compass, and everything should be allright. Then you finally reach the End of the World!
End of the World Recommended Level: 14 This dungeon was pretty fun since it's totally straightforward unlike the Misty Forest. Push the block on the path then run away as it falls. Cross over it and continue. Go in the insert with the blocks overhead. Press the left action icon. In the next area, go up the left stairs and onto the platform. Take the left stairs again and another platform. Pick the right path and examine the action icon at the end. Camp in area 3 and use the save and stash points as needed. Continue. Push the button and get on the platform. Push the next button and move onto the next platform. In the next area, wait for the monster to go under the trembling block and watch as it falls down and goes boom. Two more platforms later, examine the bird statue. It comes alive and flies away (sound familiar?). Press the exposed button and fight the easy sucker. Hit the next action button and go to area 5. Run fast through this place so you don't get crushed. Go up the risen staircase. Go up, press the button. Press the next action icon. Camp and stash/save. Pick the platform to the left, push the button and run. One more platform and an action icon later, and you're in area 7. Pick the right platform and smack the next two buttons. Head back down and up the other staircase. Run so you don't get hurt. Press the action icon and go up even more. Walk straight through and press the icon. Area 9 time. These three birds aren't even tough enough to be called bosses. Whack them with some great range attack skills. Hit the button. Go left and camp. Trudge on, and behold the End of the World. Or is it? Check out the machines and get a fun little ride to the bottom.
Valley of Flying Dragon Recommended Level: 14 At first, the dongeon may seem difficult since you only have Justin and Feena. Around Area 2 or 3, you'll face Gadwin, best knight of Dight. Don't panic when he does you his Dragon Cut Technique. Yes, it does around 9950 damage, but it's part of the story to lose this battle. Anyway. He'll join your team with Sue. Now you have no reason to find battles difficult. The rest of the dongeon is pretty easy, almost straight-foward. Just watch out for flower traps. They'll try to eat you. It takes you out HPs, and if you get caught in them too often, you might have a bad surprise in your next battle.
Village of Dight Recommended Level: 15
When you enter the village, Gadwin will leave your party in order to speak to the elder. Go to the inn and meet the unforgetable Guido. After you talk to him, stay at the inn. The innkeeper looks like a jar, left to the entrance. When you wake up, Gadwin will freak out seeing the rain. Find him outside talking with the elder. You'll learn that two knights need to go to Typhoon Tower in order to make the toxic rain stop. Justin will accept to go with Gadwin. Now before you go to that big dongeon, check the shops to buy new equippement's parts and new spells. Now, to Mount Typhoon !
Mount Typhoon & Typhoon Tower Recommended Level: 15 In here, let the enemies come to you. They move
fast and the last thing you want is to be ambushed. You can
cross mushrooms and rocks over the acid rivers. Go north and
up the hill. Cross the east rock and go north again. There's
a Mana Egg ripe for picking. Go back down the hill and to
the west. Take the mushrooms to the top. Go north and cross
the mushrooms at the river. North, and yet more fungi. Go
northeast and into the peak area. Cross the mushrooms in the
northwest. Follow the path uphill. Use the compass to find
the structure in the center and enter it when you've finished
talking to the friendly insectoid inhabitants of the area.
Use the save point. From there, go northwest to find another
Mana Egg. Press the green button on the floor. Go up the new
staircase then take the northernmost staircase. Slide down
the rope at the end and press the button. Get onto the staircase
and press the switch that rotates the platform. Head back
the way you came to the first room. Downstairs, pass the save
point and go in the other direction. Take the red stairs.
Pick the northern one and head across and find the save point.
I think you know what's coming up! One staircase later and
you're forced to fight the insect king.
Dight Village Recommended Level: 16 Back to Dight Village, talk to the elder and put the Spear at it's place in order to have the spirits' protection on Dight. Gadwin will decide to follow you to Gumbo Village, a warm festival place ... apparently.
Lama Mountain Recommended Level: 16 The type of dongeon usually called useless. At least, in the middle, you'll camp for the night. The second part can be kind of confusing with all the moving platforms, but I suggest you try them all in order to find every items and the Mana Egg. Whatever the way you take, you'll end up at the end of the dongeon.
Gumbo Village & Volcano Recommended Level: 16 When you enter the "warm" Gumbo Village,
the party will notice the strange cold air. After talking
to a couple of people, you'll notice that something is really
going wrong. Visit the elder's hut and talk to him. Strangely,
he'll begin a festifal in honor of the couple that is Justin
and Feena. When you're finished, sleep at the guest's house
and go back see the elder. He'll catapult you on the volcano.
Nice. Really. This is a nice place to built up your levels.
First, kill some fire dogs and earn a raincloud staff. Equip
it to Justin so he can kill the monsters in one single hit.
Explore a little around the save point to get a Mana Egg.
Proceed foward and meet Sue and Gadwin. Justin will decides
to beat the Fire Dragon in order to restore things in Gumbo.
So head north.
Gumbo Village Recommended Level: 18 You'll get thanked by the villagers and the elder will organized an other festival in honor the dragon killers. When you walk alone with Feena, head to the solitary island on the beach and admire on of the most beautiful scene of the game. At the morning, you'll have breakfast with Sue, Feena and Gadwin. Now you'll finally going to reach the Twin Towers. Go talk to the villager who ownes a boat and he'll take you to the Twin Towers. But first you have a labyrinth to cross.
The Twin Towers Recommended Level: 18 Proceed toward the North gate, the only opened one. Now the labyrinth. You'll face few enemies there, but they can affect your status. Anyway. You'll stay on the same floor all the dongeon. When you step on a switch, two blocking rocks will go back into the floor and the others will get out of the ground. When you see a gate with two guards, talk to them and you'll be able to enter the Twin Towers Territory. Save and enter the center tent. Leen and Mulen shall enter too. You'll get warped after in the ruins. Feena will wake up with Mulen. Justin on the other side is alone. Proceed into the only part with monsters of the dongeon until you see Leen. The rest is only interactive cinema scenes.
Dight Village Recommended Level: 18 Back to Dight, Sue will fall out. So you'll have to go the Vanishing Hill without her ( yeah ! :)
The Vanishing Hill Recommended Level: 18 From Gumbo Village, go back to Dight to learn
about how to cross the Mermaid Sea from the Elder. Go in the
geezer's house and get the info you need. After the little
fainting spell from Sue, head for the Mysterious Vanishing
Hill. Whoa, what a title. Go west on the path and use the
save point. Press the buttons to lower the block paths. Keep
in mind that only swords can hurt the crab enemies around
here. Pick the east path and get the silver key in the box.
Oh boy, a whole slew of enemies have a craving for adventurer
stew. Fight them if you wish, then back to the save point.
Open the huge gate in the middle. The camera switches, which
could only mean one thing:
Dight Village Recommended Level: 19 Find Sue at Dight Village and Justin will decide to use the Orb to teleport Sue in Parm ( Sincerly, I would have only left her in Dight and use the Orb to teleport in Alent, but the farthest is Sue, the best it is, right ? 8) So Jutin will head to Vanishing Hill and say good boy to Sue ( Finally !!! :)
Valley of Flying Dragon Recommended Level: 19 Remember where you met Gadwin the first time
? Well that's where you have to go. He'll challenge you in
a fight ( really, I would have never thought of that even
on second )( .. by the way, I'm being sarcastic )
Dight Village Recommended Level: 19 Take Gadwin's boat.
Gadwin's boat Recommended Level: 19 I hope you were expecting something there with Feena and Justin alone on a boat in the middle of a sea. Too bad that mermaid screwed up all the atmosphere ( stupid mermaid !8( After talking to the beautiful mermaid, you'll arrive at the final dongeon of Disc 1.
"Pirate" Island Recommended Level: 19 I suggest you don't loose too much time in fights,
because there aren't any save points before the boss. The
island is really short, only two areas. When you reach the
group of mermaids, you'll have to enter a cave. You'll face
the last boss of Disc 1. You'll finally reach East Elencia Continent !!! Bye Bye Disc 1 !!!!!!
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