Walkthrough, Part II
|Town Centre West
You'll find yourself in Town Centre West, on the Rue Vermillion. Your long-term goal is
to move counterclockwise to Town Centre South, then East. Right now, that means getting
across the river to the Undercity West. Unfortunately, you can't do that, since the
Cloudstone over that river doesn't work. You'll have to take a long detour through the
Abandoned Mines B1, the entrance to which should be right in view. It's locked with the
Crimson Key, but that will soon be rectified. Head northeast to a street with a Workshop,
repair your equipment, and save your game. A guard of Crimson Blades will keep you from
taking the exit from this area, so return to the Rue Vermillion and take the other exit.
You'll have to deal with Father Duane.
Duane has an escort of two Crimson Blades, one with a Rapier and one with a big
two-handed Axe. They will both rush you, whack you once or twice, and retreat while Duane
hits you with magic such as Poison Mist. You have two options. The first is to retreat
yourself to the bend in the street and stand half behind the corner. Thus, the Blades can
be lured farther, and you can hit them while outside Duane's range, then go for Duane once
they're toast. The second option is to run between the Blades and rush Duane from the
start, take advantage of his weak armour by beating him with your toughest Edged weapon
and a Heavy Shot/Gain Life chain, and turn around to face his cohorts once he's gone. The
first tactic may make it easier to keep your RISK low, but the second will quickly
eliminate the need to contend with magic. It's up to you.
When you win, you'll get an Iron Rapier, the Unlock spell, and the Crimson Key.
Immediately go back to the Workshop you saw before and combine the Iron Rapier with the
Bronze Rapier that you already have. The result? A stronger, better Hagane Rapier. This
will happen whenever you combine Bronze equipment with Iron equipment, so take note. Once
that's done, go to the door on the Rue Vermillion that was locked before and open it with
the Crimson Key. Go through a couple of very straightforward rooms (and a pair of Zombie
Knights), and descend into the Abandoned Mines B1.
|Abandoned Mines B1
You'll need two Sigils to get through this part of the mine, and it won't be easy.
Aside from the occasional Hellhound, the enemies are going to be ones you haven't seen
before. Stirges, the first enemies you'll see, are pumped-up Bats whose Bloodsuck attack
will drain enormous amounts of HP if your RISK is high. They attack in groups and are weak
to Piercing, so make use of that new Hagane Rapier and get to The Crossing, where there's
a Save Point.
Now, go west, but be careful. The room you'll find yourself in contains two objects
that look like treasure chests. One really is a treasure chest, but the other is a nasty
enemy called the Mimic. They look exactly alike when the Mimic is sitting motionless, but
if you open up a battle sphere and it's in range, you'll be able to target it. That's how
you tell them apart. The problem is that they're difficult to hit, even with the Piercing
weapons that they're weakest against, since they're so well defended by their shells. They
can also cause Numbness. There's no real strategy to beating them: just attack whatever
body parts you can reach with that Rapier, then immediately switch to your best Edged
weapon for the Goblins. These enemies are fortunately quite weak. Once they're dead, use
that Unlock spell on the chest and get the Eureka spell (as well as a new shield).
Now take the other exit from The Crossing into The Suicide King, kill some enemies, and
go through to The Battle's Beginning. Now you have to fight a real Wyvern,
not a half-dead one like in the introduction. Like the Dragon you killed in the Sanctum,
the Wyvern has a breath attack, so use the same technique you used there to get underneath
its head so it won't be able to use it. Now equip a Blunt weapon and beat it anywhere you
can except for the tail. It has less HP than the Dragon, so the fight won't be as hard.
You'll get an Enchanter spell to protect yourself against fire, as well as one of the two
Sigils you need.
Once that's over, head on to What Lies Ahead? for another new situation. This time,
you'll be facing Goblins backed by a Goblin Leader. The grunts themselves aren't any
different from before, but now they'll rush you much like Duane's guards did while their
leader tries to Paralyze you with magic. This will be catastrophic for you, so go for the
Leader first, hit him with a Blunt weapon until he bites it, and then switch to an Edged
weapon for the grunts. If he does succeed in Paralyzing you, quickly use an Yggdrasil's
Tears item (which you can fortunately win from enemies in the mine).
Now you need to get to The Earthquake's Mark. One way to do it is to go through The
Fruits of Friendship, hitch a ride on a Cloudstone there, and push a crate towards the
wall to get to the door. Another is to head back to The Crossing, take the last remaining
exit there, and go through some Goblins for a couple of rooms. Either way, once you're in
The Earthquake's Mark, take the door that isn't latched or locked with the Hyacinth Sigil
to get to a treasure room. Take out the Goblins and their Leader. Now, get on the ledge
behind the chest and walk around until you trigger a Trap Clear panel, which will
eliminate the Poison Trap in front of the chest. The chest contains the Fern Sigil, so get
it and take the Sigil-locked exit out of The Earthquake's Mark.
Get through two rooms and one Goblin / Leader tag-team in fifteen seconds, and you'll
be in The Dark Tunnel, where there's a Save Point. Go east for a treasure room, where you
can find the valuable Frost Fusion spell, but get rid of the Mimic and Goblin / Leader
team first. The Leader should be the highest priority and the Goblin the lowest. Now, save
your game in The Dark Circle and take the south exit for a fight with the Fire
Elemental. This is a magic-using Phantom enemy, but you've got one big ace up
your sleeve: Frost Fusion. Cast it on your Blunt weapon and equip the Salamander Ring to
defend against fire. Now it shouldn't be that long a fight, and you'll only have to go
through three more rooms before you get to a door that's locked with the Fern Sigil.
Behind that, unfortunately, is another big fight, this time with the Ogre.
I won't lie to you - this is a hard fight. Ogres usually have 370 HP, but this one has
been doing steroids and has 540 as a result. He's also resistant to Chain Abilities, so if
you use them, you may find that they're doing no damage while still increasing your RISK.
Stick to single attacks, maybe linked to one and only one Heavy Shot, and cast Prostasia
on yourself. The Ogre will weaken you with Degenerate, and there's really not much you can
do about that other than cast Prostasia again. Use your best Piercing weapon (the Hagane
Rapier, most likely) against whatever body part you stand to do the most damage to. He's
quite fast, but he'll mostly be fighting hand-to-hand, so don't bother chasing him around.
A high Beast affinity on your weapon is preferable, so if you have any Gems that increase
it, put them on your Rapier. When you finally win (and that might take a few tries), the
exit will be right in front of you.
|Town Centre West
You'll emerge on the other side of the river, but the Cloudstone on that river will be
working now, so you'll be able to return to the Workshop without having to endure the mine
again. The problem is that the place is swarming with Crimson Blades now. They pack all
sorts of weapons and armour and are guaranteed to make your life difficult. Usually,
they'll appear in an area in a group of three, and each member of the group will be weak
to one type of weapon. So, you'll need to have good Blunt, Edged and Piercing weapons for
each one, and needless to say, it's tedious to switch them around all the time, especially
since the only way to figure out who's weak to what is trial and error. Still, you can win
some decent armour and weapons, so there is a reward to fighting them. In fact, I would
recommend fighting them for Bronze and Iron equipment, which should be combined into
Hagane equipment at the Workshop across the river. Once you've done some of that, your
goal is to get to the Undercity West, and through it, to the Snowfly Forest.
On the south side of the river, you'll see an odd-looking gate at the Glacialdra Kirk
Ruins. It's sealed with the Rood Inverse, meaning that you won't be able to open it until
second play. Head south instead, over some rubble, and circle the corner to see the exit.
Unfortunately, a slight detour will be required to actually get to it, so backtrack until
you see an aperture in the wall above. In fact, a Crimson Blade will jump down from there
at you. Get rid of him and get up to that balcony by jumping from some elevated terrain
nearby. Pass through the Dinas Walk without falling into the holes and emerge onto
Villeport Way, right above the exit that leads to Undercity West.
Lea Monde's underground slums are full of Undead - the same Skeletons and Zombie
Knights you've seen before, and a couple of new corpses, namely the Zombie Mage and Ghast.
The former is a low-level spellcaster similar to the Ghost (except without the
teleportation ability), and the latter is a foot soldier much like the Knights. All of
these guys are quite slow, and you'll be able to easily outrun any of them. For the Mages,
use an Edged weapon or the Heal spell. Also, on your way through here you should see a
Ghast with a Short Sword (cast the Analyze spell on him and look at his equipment to make
sure he's the right one). Fight him over and over until you get that sword, since it's
most likely quite a bit stronger than the one-handed Edged weapons you have so far.
When you first come here, there will only be one way to go, really, and that's the way
that leads to Underdark Fishmarket and the Giant Crab. There's another
path available to you, but it leads to a door locked with the Silver Key, which you won't
have for a while. So, go for the crab. If you still have the Salamander Ring equipped,
take it off; if you have any Gems that increase your fire affinity, put them on a Blunt
weapon and hit the crab's shell with it. (The other alternative is to hit it in the mouth
with a Piercing weapon, but you're more likely to miss.) That's really all the strategy
Once that's done, go through the exit that the now-dead crab was guarding. It looks
like there are multiple ways to go, but in reality, all but one are locked with something
or other. Eventually, you'll find yourself at Where The Hunter Climbed and the exit to the
Part I / Table of Contents / Part III
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