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Chapter I: Introduction at the Magic School 1. The Magic School After the introductory scene, Chezni's peers will challenge him to a dare. Accept and you will gain control of Chezni. Speak with the other classmates if you want, then leave the classroom. Out in the hallway, walk east then south into a storage room. Search the right side of the shelf in the upper left corner of the room for a home door (home dor) as well as a learning hat (learn h) in the right portion of the lower left cabinet. Equip Chezni with the hat immediately. Return to the hallway and go back west, past your classroom. You can talk to more students in another classroom to the east if you want; they simply have information about the world of Lennus. Descend the stairs at the eastern end of the hallway to the first floor, and proceed east. There are two more rooms of this floor, one holds Daicant, the master of the school and the other is another classroom. Again, enter and talk if you wish. If you are unfamiliar with the magic system in this game, you might want to talk to the students in this classroom on the first floor. Otherwise, just follow the hallway east, then south and leave the school. There are more students out on the schoolgrounds; talk to them and explore this area if you wish. In the south-western corner of the grounds lies the boarding house, where you can not only rest for free but also have your bottles refilled automatically if you rest. Also note the woman in red clothes; she can save your game. Throughout the world, women dressed like that can save your game. You cannot leave the school itself, however: an armoured guard blocks your path. The Tower of Gabnid itself, your destination, lies just north of the raindrop monument on the grounds; Duke is found standing just outside the doors awaiting your arrival. Speak with him and he will ask you if you are ready. Say 'yes' and Duke will join your party. Enter the tower. 2. The Tower of Gabnid I recommend that you spend time on the lower three floors of the tower and gain experience points. Build Chezni up at least to level 3 and also have him cast his FireS spell to raise the power of his Fire Spirit. Do not worry about Duke's level or magic power, since he will be in party for a very short time. The enemies here have single-target, weak attacks and can be defeated with a few blows or a single blast from a spell. If you get weak, drink a dosage from either Chezni or Duke's mini bottle or leave the tower and rest in the boarding house. The first and second floors are simple, one-room areas. On the third floor, note the pod-like object standing against the lower wall. In Paladin's Quest, treasure chests look like this. Plunder this one for 50 gold. Also on the third floor is an elevator. Do not enter it until you have built Chezni's power up as much as possible, since you will not be able to return once you have ascended to the upper area of the tower. When you are ready, ascend in the elevator. (If you try to return from this area, you will find that the elevator cannot take you back down.) This area has no new enemies. Simply follow the passage north, up the stairs until you reach the top of the tower, where a control panel stands. Examine the contraption (Press A) and you will discover a hand-shaped cavity on the device. Put your hand in it. A scene will play out and then Chezni will enter a battle with a mysterious foe. You are not intended to win this battle, so do not worry: do whatever you want for a few rounds (the monster does not attack). After a few rounds, the monster blasts Chezni with a fiery breath, knocking him out. 3. The Magic School (revisited) Chezni regains consciousness (and strangely enough, compeletly healed!) in the schoolgrounds. Walk toward the exit (the guard is now gone) and speak with Daicant, the school master. Exit the school grounds. Your quest now begins! Chapter II: Rasturk and Resutar Island 4. Rasturk Weapon Shop:
Tool Shop:
Rasturk lies directly west of the magic school. Before heading to the village, however, first wander south a little ways along the eastern shore to a treasure chest containing 50 gold; you will likely need this money to buy new equipment. Now enter Rasturk. Talk to townsfolk if you wish; some have important information. Head to the weapon shop (the house with the sword sign), to buy new equipment. You should buy a suit of leather armour (Lth), a leather hat (Lth h) and a pair of wooden boots (Wood bt) for Chezni. Now you have a choice: you can either get a stronger weapon, the bow, or a weaker weapon and a shield: the dagger and wooden shield (wood sh). I personally recommend the bow, however, as offensive power tends to pay off more in this game. You should also sell any old, obsolete equipment when you buy a new weapon or piece of armour to replace it. If you cannot yet afford some this equipment, buy what you need as soon as you have the money. The tool shop (the house with the bag sign) sells medicine and some other items. Refill your bottles if you need to. You should not need to buy any of the other items, however: floor doors (fl dor), home doors (home dor) or protection balls (pro ball). Most of these other items are fairly common to find in chests. You should visit the learning centre (the house with the opened book sign) and learn the Sky (Sk) Spirit for a mere 10 gold. This will net Chezni two new spells as well as new spirit to increase in power. The house in the north-western corner of the village is home to the elder. Speak with him and agree to his request. Exit the village and fight enemies to rise in level and to raise your spirit levels. Before heading to your next destination, raise Chezni to level 6-7 and make sure that he is armed with all the new equipment from Rasturk. I recommend that you do not head across the bridge heading west from Rasturk to build experience, however. The enemies in this area are more powerful and can probably slaughter you at this time. 5. Resutar Island To reach the island, head south from Rasturk, further south across a bridge, west to a another bridge and then south across it, onto the island. There are some new enemies on this island, but they should not prove to be a problem for you if you are powerful enough. From the entrance, head west to a chest which contains an antibl (antidote bottle). It works like Chezni's mini bottle, except it cures ailments rather than restores HP. You should not equip it, but certainly hold on to it and use it if a party member is poisoned, paralysed or confused. Now head back east and simply follow the path through the trees: south, west, south and east up to a cottage. You cannot proceed further on the island, so enter the cottage. Before talking to the fellow inside, search the shelf in the upper left corner of the room for a dagger (you can sell it later). Now talk with Fritz, the man inside the cottage. He joins you and Chezni receives a free healing. A scene will play out and then you will need to fight three goblins, alongside Fritz. This fight should not be difficult. Have Fritz attack with his bow and Chezni attack with FireG or his own bow. The goblins are not very strong. After defeating the goblins, a short scene will play out. A new path to the east is opened. Head east from the cottage, then north down to the beach and then south along the beach until you reach a cave. Enter it. 6. Resutar Cave Note that now goblins appear as regular enemies. They should not be too tough, however, and tend to give nice amounts of experience when defeated. From the entrance, head west to a chest with a home dor. Now go back to the junction and go north until you reach another chest with 100 gold. Return to the junction once more and now head east to continue your way. Just follow the passage: east, north, west, north up to a treasure chest with a fl dor, then west and north through the opening. In the next area is as simple as the last: north, west, north, east across the bridge to a doorway blocked by a strange figure. This is Alornso, the major enemy of the cave. Heal the party, then speak with him. He attacks. Alornso should not be too difficult. Have Chezni attack him with FireS or attack. Have Fritz attack or heal anyone who is fairly wounded. Alornso can attack with a winged buffet that deals about 70 damage to both Chezni and Fritz, however, so be ready to heal if necessary. He has about 300 HP or so. After defeating Alornso, heal the party and then proceed through the door into the back room, where Midia is found. Talk to her and she will join you. Now return out of the cave and the island, fighting enemies as you do. Build up Midia's experience level as well as her spirit powers (Earth and Light) by casting spells. When you reach the edge of the island, Fritz will leave the party. Leave the island and return to Rasturk. 7. Rasturk (revisited) Back in Rasturk, head to the weapon shop and buy a bow and a pair of toe boots (Toe bt) for Midia and equip them. Sell her now obsolete paralysis knife (para kn) and the dagger which you found in Fritz's cottage. Go to learning centre and pay 10 gold to teach Midia the Sky (Sk) spirit: she will now have a total of six spells. Refill your bottles in the tool shop. Now go to the elder's house and speak with him. Chezni will spend the night (a free healing) there and a scene will play out. Descend the staircase and talk with the elder. He gives you Sophie's Crown (Sph cr). Equip Midia with this. Save your game at the inn. Now leave Rasturk, heading westwards across the bridge. Chapter III: The Skuruu Mobile Camp and Denebra Mountain 8. The Skurru Mobile Camp Merchant:
Go west across the bridge from Rasturk, then south, west and north through the forest, then over the hill (west, north, west, north) and east to a small cabin. Enter it. Speak with the man inside and he will offer you a free rest. Save your game with the woman in red. Be sure to also search both sides of the shelf here for a protection ball (pro ball) and a fire card (fire cd). Use the card to increase Chezni's Fire spirit. When you exit the cabin after resting, you will see that a strange set of objects have appeared just to the north. Before investigating, you might want to raise your experience levels (Chezni should be now at level 11-14 with Midia not too far behind) and increase the party's spirit levels, especially Chezni's Fire spirit. The new enemies in this area yield good experience rewards. Watch out for the kongs, however; they sometimes can deal a powerful blow. You can always rest for free in the cabin and save your game. When you are ready, go north and enter. Talk to the inhabitants of the camp if you like and learn about their difficulties. The lower right kite-hut has a merchant, so visit him if you need to refill your bottles. Make your way to the northern most kite-hut; inside is the elder of the Skuruu people who asks you help him. Agree to his task. Go outside and talk with the elder's son, Tiger. Tell him you are ready. Tiger joins the party and then flies the party out of the camp and eastward, over the sea to an area near your destination. 9. Denebra Mountain Before entering Denebra Mountain, go north to a small pool. This is a healing spring where you can drink and heal up. The entrance to the mountain lies slightly west of the pool, just beneath the grey peak of the large mountain. Enter it. Note that if you leave the mountain, Tiger will ask you if you want to be flown back to the camp. Return if you need to refill your bottles or to save your game. There are some new and tougher enemies here. The hobgoblins (hobgob) have low HP, but can hit hard sometimes. Beware the purpbirds and kamikazes, as they can strike multiple allies and deal some brutal blows. Use Chezni's fire magic against these winged enemies, but be sure to watch his HP. All these enemies, however, have nice experience rewards. Build up your level here if you like. From the entrance, go north over the bridge and then east (west and north lead to dead ends), north again up three stairwells, north up a ladder (west is another dead end for now) to a bridge. When the party tries to cross, the bridge breaks, the party falls down into a stream and they are washed downstream to a new area to the west of the entrance. Now go north-west along the stream, then north up three stairwells, then east to ladder and then north up the ladder. As the party approaches the top, a boulder above rolls towards the party. The party flees and the boulder crashes down the mountain, stopping the stream below. Return back to where the party found themselves washed up. The stream is now a dry bed, which the party can walk over and open a previously unreachable chest, which contains some tools. The party can also reach a ladder behind some rocks just to the north (the other ladder is a dead end). Go north up the former and then east, over a bridge. This is familiar territory. Go back up the ladder and back to the broken bridge. Press A whilst facing it. The party repairs the bridge and can now cross. Go west across the bridge to a stairwell. Go north up the stairs, north up another stairwell and then east and north-east to towards a flying creature: this your main enemy target. Before stepping in front (which starts the battle), heal the party. When ready, attack your foe. Jarmlu is quite easy is you are powerful enough. He has about 500 HP. He normally only attacks one ally at a time, but sometimes he can hit hard. Fortunately, like his purpbird kin, his weakness is fire. Have Chezni cast FireS on him every round. Have Midia cast SPup and heal the party if they need it. Otherwise, she can attack or cast BoltS. Have Tiger cast DFup on all party members or attack if he has already done so. After defeating Jarmlu, Tiger flies the party back to the camp. 10. The Resting House Merchant:
After Tiger flies the party back to the camp, enter the elder's hut and talk to him. After his speech, he will give the party a feather hat (Fth h). The party is next flown southward a little ways from the camp and Tiger leaves. Equip Chezni with your new hat. Go north-west to a house. This is actually an inn. Rest here (3 gold), save your game and refill your bottles from the merchant in the main room. You can also sell Chezni's now obsolete leather hat. Go south-east, then east, south down the hill, (note that some boulders previously here are gone, so you can return to Rasturk if you wish) and then west until you see a cave in the mountains. Be sure that Chezni is about level 14-16 before entering, because there are new and tougher enemies inside. The kongs and kamikazes in this area provide good experience rewards, if you need to fight and raise your level. When you are ready, enter the cave. Chapter IV: Hagudo and the Caves 11. Hagudo Tool Shop:
The latest batch of tougher enemies lurk in the cave. If there are redballs in the battle, ALWAYS kill them first. If you do not, they will explode after a few rounds, causing some serious damage. The other enemies should not be too difficult, although some can attack multiple targets. From the entrance, go north and west along the top wall until you reach a chest, which contains a bow that you can sell later. Now go south. Talk the man by the ladder if you like, then descend into the town. The weapon shop in Hagudo contains a treasure chest, but if you take it, you will not be able to buy anything here later until you pay for what you stole. I do not advise taking the chest: it only contains a pair of wooden boots (Wood bt), which Chezni already should have. Just leave it. The tool shop is selling everything at half price, so take advantage to buy items here if you need them, especially medicine. Go to the tavern (the house with the bottle sign) in the north-eastern corner of town. Talk to Smash who is sitting near the bar and then to the piano player. Search the right side of the left most shelf for a minibl. Chezni and Midia already have one each, but an extra one is always handy. Exit the tavern and go to the inn, talk to the dancers in the back room and agree to help them. Now leave the inn and descend into the well outside. 12. Hagudo Well Go south around the magma pool and then west until you reach a leaf-like object. Approach it and press A to receive the glowing scales (Glow sc). Fight enemies here and raise your level if you wish. Return to the inn and use the scales whilst standing next to the ailing dancer. Now talk to the other dancer and the dancers will follow you. Return down into the well and go south, then east across a bridge and north until you reach a rope. Ascend it. The party appears behind the bar in the tavern. Talk to the piano player and a scene will play out. Now go over to Smash and talk to him. He joins the party. Talk to the other new fellow in the tavern: he will refill all your bottles for free. Now descend back into the well. A new type of the enemy, the bombrock appears in this lower area. Be careful; they have high defence and can explode, dealing serious damage. Proceed south, past the bridge which you originally took from the west, until you reach a ladder and chest nearby. The chest contains a pickaxe, which Chezni can use, although it is weaker than the bow. Just leave it in your inventory: you can sell it later. Go down the ladder. Follow the passage: south, east and south to another chest with a pair of short boots (Short bt). Equip them on either Chezni or Midia. Keep going south and then turn west. A short scene plays out. Return to the town. Mercenaries: Gorf Weapon Shop:
Tool Shop:
Visit the shops of this town again. The weapon shop is now open for business. If you stole the wooden boots from chest earlier you will have to pay for them if you want to buy anything from the shop. Buy a suit of light armour (Light ar) for Chezni and a light dress (Liht drs) and a pair short boots (Short bt) for whomever does not already have the pair of short boots which you found in the well. Sell obsolete equipment: Chezni's leather armour (Lth), Midia's sacred dress (Sacr drs) and her toe boots (Toe bt). Do not bother to buy a helmet (Ht), for Chezni, since he will be getting superior headgear very soon. Refill your bottles at the item shop if you need to; prices have returned to normal. Descend to the lowest level of the town visit the tavern there. You can hire your first mercenary, Gorf, in this tavern if you like. Better mercenaries are available in the next town, but you might as well bring Gorf along for the journey since he is willing to join you without a fee. Proceed up the ladder on western side of the village. Proceed through this last cave area (the regular cave monsters are here), north, west then south to the exit. Chapter V: Jurayn and the Sky Temple 14. Jurayn Weapon Shop:
Tool Shop:
Go west from the cave exit to Jurayn. The enemies outside of Jurayn are quite rough, even if your level is 20-22. Still, they yield good experience, but you will probably need to heal the party often. And beware the black bombs (blackbom), as they, like their weaker bombrock kin from the caves around Hagudo, can explode. First of all, visit the tavern. There are two excellent mercenaries here: Dan and Zuran. I recommend that you hire both of them. Both have fees, but they are not too high. Dismiss Gorf if you hired him back in Hagudo. Yes, new equipment is important, but I found that these two mercenaries made the greatest difference in this area. Once you have hired both, go to the weapon shop. Buy a light shield (light sh) for Chezni and a boomerang (Bmg) and gauntlet for Midia. Yes, I know that Chezni's bow is a two-handed weapon; do not equip the shield yet. It will be of use later. Equip Midia with her two new weapons. The boomerang is actually slightly weaker than the bow, but it is more useful since it can strike a whole group of enemies and combined with the attack bonus of the gauntlet, it is stronger. Now go the learning centre and pay 100 gold to have Chezni learn the Light (L) spirit (Midia already has it). Talk to the townsfolk if you like. Search the right side of the shelf in the house to the north-east to find a light card (light cd) and use it on either Chezni or Midia. Search the left side of the shelf of the house on the hill to find a power helmet (Powermet) and have Chezni equip it; it is more powerful than the helmet (Ht) for sale in the weapon shop. Sell his obsolete feather hat (Fth h) back at the armoury. Go into the main building in the centre of town and take the elevator flanked by two guards up into the Sky Temple. Go over to the mayor, talk with him and agree to his task. Now return back down and talk to the guard blocking the other elevator. You can now go down into the dungeon. Before you go, however, make sure you have all the new equipment, that you have hired Dan and Zuran and that Chezni's level is at least 20-22, with Midia not far behind. The enemies below can be tough. 15. Jurayn Dungeon Beware the enemies here. The deatheyes and spilits usually appear in groups, so have Midia or Zuran attack these, or cast group-affecting spells against them. Have Chezni and Dan concentrate on enemies like the hupmans, f. witches and lao-tses. But be careful, some of these enemies, especially the last two I mentioned, have powerful, multiple-target attacks. The best strategy may be to kill the enemies which inflict the most damage first. Be ready to heal and do not feel beholden to kill every enemy that crosses your path. Running away is sometimes better for the party's health. From the entrance, first go south along the upper level and then west to a chest with a pair of middle boots (Mid bt). Have Chezni equip these and sell his old short boots when you return up to town. Now return to the entrance, and now go south down the steps to the lower floor, go west, north, and east to another chest with a Fl dor. Go back west and south, then keep going south. First go the small elevated area in the south-eastern corner of the dungeon, where another chest awaits. It contains the map, a very useful item which will allow you to see the world when in the overworld. Now descend and go east, then up (north) two flights of steps to an idol. Press A. Now exit the dungeon. 16. The Sky Temple After healing in town and saving, talk the mayor, then ascend to the Sky Temple. There are some new enemies here. Beware the sus agents; they have lots of HP and have powerful attacks. Running may be the best strategy. This area needs to explanation; just ascend the staircases. Be sure to take the middle sword (Mid sw) on the third floor and the middle dress (Mid drs) on the fourth. Have Chezni equip both the middle sword as well as the light shield you are carrying with you. Have Midia equip the middle dress. On the fifth floor, walk north to the idol blocked by two men. Heal up, then talk to them. They will attack. The two renegades may not be able to cast spells, but their physical attacks are brutal enough. Have Chezni attack with his sword or magic (FireG or Blowup). Have Dan also attack. Have Midia heal wounded party members and cast SPup or cast BoltS if everyone is healthy. Have Zuran cast DFup. You might need to gain a few levels to win this fight. Level 21-23 should be fine, though. After defeating the renegades, step up to idol and press A. Now return back down to Jurayn. There are now no more enemy encounters in the temple. 17. Jurayn (revisited) Descend back down to town and talk to the mayor. He will give you the Navdex. Heal up, save the game and then leave town. Chapter VI: The Checkpoint to Daphne's Cave Go around the lake (east, then north) and then north-west to a building between two mountains. This is the way forth. Enter the building and talk the guard blocking the door. He will move aside. Pass through the checkpoint. 19. Doubor Weapon Shop (main):
Weapon Shop (hidden):
Tool Shop (both main and hidden):
From the checkpoint, go north, north-west, north over a bridge, west through a forest, south along the coast over a bridge, east through a swamp to another bridge, then north across it and up the hill to the town. New enemies appear in this area, but they should not be too difficult. The elepsaurs have a lot of HP, but are not that tough. Build experience here if you need too. Level 24-26 should be fine. The weapon shop here has new equipment, but do not buy anything, since there is actually a hidden shop in this town which sells even better equipment. Heal at the inn, save your game and refill your bottles at the tool shop. Go to the northern-most house. Search the left side of the shelf for a sphere card (sph cd). Use it on either Chezni or Midia. Walk over the child in bed and use the antidote bottle in your inventory whilst facing him. He gives the party an important clue, the keypad sequence: A, A, B, X, Y. Now go to another house on the western side of town and talk to the shopkeeper. After he finishes speaking, enter the keypad sequence. A stairwell shall be revealed. (I guess that you do not really have to heal the child, since I just gave you the clue…but you can always be a nice person. :-) ) Descend to the hidden market area. First pay 400 gold (200 twice) to have Chezni and Midia learn the sky (Sk) spirit. Now go over to the weapon shop on the other side of the market. For Chezni, buy a fire shield (Fire sh), a suit of heavy armour (Heavy ar) and a pair of long boots (Long bt). Once again you have a choice. You can either buy a two-handed weapon with a stronger attack power (the aybro spear) or a weaker one-handed weapon weapon (the heavy sword). Again, I recommend the aybro spear, but the choice in yours. For Midia, buy a power boomerang (Pwr bmg), a power dress (Pow drs) and a pair of long boots. Equip your new gear and sell off all your old equipment. Chezni will not be able to use the fire shield yet if you bought an aybro spear, so just leave it in your inventory. There are also two new mercenaries here. Hire Slayer if you wish, having him replace Dan. However, do not hire Destry, since he will only steal your gold. After upgrading the party and gaining levels, both experience and spirit, in the overworld around Doubor, you are ready for your next journey. Your new break spell is quite effective against the elepsaurs. 20. Daphne's Cave Leaving Doubor behind, go back south and then west to the coast. Then go south-east over a hill, east through a forest, north-west back to the coast and then south, a across a bridge to an island with a cave. Enter it. On the way, you may encounter windbirds. Be careful; they can hit hard. Enter the cave and talk the persons inside. You can receive a free rest and also have your bottles filled without charge. Talk to Daphne and answer her comprehension test questions (they are pathetically easy). Now go into the door in the upper right corner of the main chamber. Inside, step onto the pink circular object. Chapter VII: Lagon and Dragon Mountain 21. Lagon Weapon Shop:
Tool Shop:
This area contains enemies both old and new. Watch out for the gregories and t. espers especially and build experience here if you require it. Level 25-27 should suffice. Go north and west along the narrow land to Lagon. Search the dragon statue near the entrance for a sky card (sky cd). Heal the party at the inn and refill your bottles if necessary. There are no new spirits or pieces of equipment here. The tavern has two new mercenaries. Hiring Wild is certainly a good idea, although Mean Ma will probably be more of a problem than a help. When ready, save the game and leave town. 22. Dragon Mountain Just follow the narrow land. Go north, east, north and south-west to find a funny looking object. This is actually the entrance to Dragon Mountain (actually more of a cave). The mountain/cave itself is easy. Just follow the path! The enemies inside are not too difficult. The heat spell will destroy them quickly. After following the passage for a time, a scene will play out. Next, climb the dragon and take Kormu's sword (Kormu sw). Another scene will play out. Chapter VIII: Barsas and the Helm Temple 23. Barsas Heal the party at the spring. Equip Chezni with Kormu's sword and the fire shield which you have been carrying. Although the aybro spear is actually more powerful than Kormu's sword, a good defence is going to become more necessary now because of tougher enemies, so a shield is good to have. This is an excellent area to increase experience. Just stay around the healing spring and destroy anything that attacks you. The enemies here should not be too difficult, although try to not to let the splitbugs divide to many times. Build up to level 30-32 over time. There are tougher enemies to the east, such as cathies, whose lightning blasts can deal some heavy damage. Go east, then south down to the coast. There should a chest here with a light card. Now, head back north and then east to Barsas. Talk to everyone in town (it is necessary because this triggers the next sequence) and save your game at the inn. Do not talk to the shopkeeper in the weapon shop, as he will harm your lead character. Search the house in the north-eastern side of town for a sky cd. Then leave town. There is little to do here for now. 24. The Minstrels' Tent Tool Shop:
A pavilion now appears just outside Barsas. Enter it. Talk to all the minstrels inside the pavilion. You can rest for free. You can also refill your bottles and buy other items, but they cost four times the regular price. I recommend that you recruit Fastjo, since he is a good mercenary and has no fee. One minstrel asks you if you are carrying Kormu's sword. Say yes and listen to him. Now leave. Build up your level, returning to the tent to if you need to refill bottles (probably not necessary if you fight near the spring) and to Barsas to save your game. 25. The Helm Temple From Barsas, go east, then south down the hill and across a bridge, east to another bridge, north across it and up to the temple. This area is stuffed with treasure and has a simple layout. Some of the items are just useless weapons and armour which you can sell later. Watch out for the enemies here, though. The cathies can be quite annoying, since they can hit the whole party for high damage and also confuse your party members. The beholders also have a multiple-target attack. Take out these enemies first and do not hestitate to blast them with magic if your spirit levels are good. The zmasters are pathetic, fortunately. :-) Go west to a chest with a bomb bottle (bombbl). This item can damage all enemies when used in battle, although I recommend keeping Chezni and Midia equipped with healing medicine for now. I used the bomb bottle rarely, but in some battles it is useful. Go north to a chest with a fire shield. Go east to a chest with a light card. Go south to a chest with a pair of long boots. Go back north and cross the bridge spanning the first moat. Go south to a chest with a high bottle (highbl). Have Midia equip this. Go west to a chest with a sphere card. Go north to a chest with a home door. Go east to a chest with a flight door. Go back west and cross the bridge spanning the second moat. Go west to a chest with pakrat's water (P water). Go south to a chest with a power dress. Go east to a chest with preyer's tears (P tears). Go north to chest with a sword staff. Go back south and cross the bridge spanning the third moat. Ascend up onto the monument and descend the stairs. In this sanctum, walk over to the guard. Heal the party and then talk to him. You will have to fight a guardian. The guardian is not too tough, but he can summon other guardians to help him! To prevent this, have Chezni or Midia cast Freeze (assuming your spirit level is good). Then just attack or cast spells against him. Quickly stun him again if he recovers from paralysis. Destroy the guardian(s) and open the chest behind him. It contains Kormu's helm (Kormu ht). Equip Chezni with it and then leave. 26. The Minstrels' Tent (revisited) Return to the tent. Heal the party, refill bottles and sell off old or obsolete equipment. Now talk to the same minstrel who asked about the sword of Kormu beforehand. You will receive the actor's clothes. Save the game in Barsas and then go to the rope network station nearby. Chapter IX: Rekuon and the Throne of the Immortals 27. Rekuon Weapon Shop:
Tool Shop:
Use the actor's clothes. Then talk to the guard in the station. Ascend up to the third floor and get into the gondola and ride it to Rekuon. Get off the gondola when it arrives and descend into town. Talk to the inhabitants if you like. The prices in the item shop are just as bad as in the Minstrels' Tent, but you should not need anything here. The weapon shop is also ridiculously expensive, but it offers nothing new. For a 'comical' scene, enter the house adjacent to the weapon shop. Honesty, I did not find it that funny, but the Enix producers obviously did. Perhaps Dragon Warrior/Quest fans may have a laugh. When you have had enough, go north to a gate. Talk to the guard and pay him 100 gold. Pass through the gate. 28. The Throne of the Immortals The enemies here can be tough. The footsaurs have high HP and can trample multiple party members at times for heavy damage. Use break against them. The stingreds attack in large groups: have Midia, Wild and Fastjo concentrate on them until they have been wiped out. Let Chezni take care of larger, tougher foes. I do not recommend building experience here, since neither an inn or a bottle refill is close at hand. Go north, then north-east and west around a bend to a chest with a high bottle. Have Chezni equip this. Healing should be much easier now! Go back around the bend and head north, and then north-west to small area on the western side of this hill. There is a chest here with a suit of heavy armour which you can sell later. Go back to the entrance again, and go north-east, past the bend where you found the high bottle and up to an area with large trees. Amongst them is a chest with a power boomerang. Sell this later. Return to south-west and then go north. You should see a darkly-clad figure. This is Jo-An, the high pilgrim. Talk to him, then move past him and open the chest with Kormu's armour (Kormu ar). Equip Chezni with it immediately. Talk to Jo-An again. A previously closed door behind you will open. Enter it. Descend down the two flights of steps and board the ship that waits on the water. It will sail you westwards, out of this area. Chapter X: Misuto and Kaiyowa Cave The ship sails the party to the eastern edge of the small island where Daphne's Cave lies. Before returning to her, you might want to make a detour north to Doubor to sell off any old or useless gear to free up your inventory. Enter the cave, heal and refill your bottles (both services are still free). Talk Daphne. She will test you again and (once again) the answers are pathetically easy to figure out. The guard blocking the upper left door will move aside. Save your game and then enter. 30. Saskuot Tunnel This cave should not be that difficult. The enemies, although annoying, should not prove to be too tough. The redrocks can be difficult to defeat since they have high defence and your only strong offence against them will be magic. If your magic is not that strong, you should probably run, because redrocks will explode if not killed quickly. The dashcrabs can have up to five attacks per round, but they are not that strong. And beware the g. whips, because they can stun party members. From Daphne's Cave, descend down the ladder. At the intersection, take the right route (go south-east) and then go down the ladder to a chest with a glow bow, which Midia should equip. Return back up to the intersection and now go left (south). You will arrive at another intersection. Take the left route (south) and go down the ladder to a healing spring. This is good area to build experience and spirit levels since you have instantaneous healing close at hand. Otherwise, return up to the second intersection and go right (south-east) and descend down the ladder you reach. Just follow the path south, south-west and then west to an ascending ladder. Another treasure chest is located along this route, which contains some slimy's sweat (S sweat), an item that permenantly increases maximum HP. Ascend the ladder and then another to reach the tunnel exit. 31. Misuto Keeping proceeding south-east from the tunnel exit to reach this town. The enemies of this area are not very challenging save one: the gubo. If you encounter any of these strange quadrapeds, just flee since both physical and magical attacks will inflict 1 damage upon them. For the record, there is a way to defeat gubos, but such capabilities are not available to you as of yet. There is not very much to do in Misuto at present. You cannot buy anything or rest at the inn. However, you should go to the learning centre in the north-eastern corner and learn the Air (A) Spirit for Chezni and Midia, at a cost of 400 gold each. This will net a couple new spells for our heroes, including FireA and BoltA which can strike all enemies in a battle. Midia will also learn Bury, which is very powerful, although it costs over 100 HP to cast and cannot affect flying enemies. Next, visit the bakery (the tree-house with the bread sign). Talk to the baker, Joyce. She will heal you and refill your bottles and give you important information. When you leave the bakery, Zaran, a young man standing outide, will attack you. He is not very difficult, though. A blow or two should send him running. He might also drop some adult clothes (Adult cl). This strange piece of armour automatically casts the ATback spell on the wearer, deflecting physical attacks back at enemies. And when used in battle, it heals all HP! The catch is that the adult clothes have a defence power of 3. You can return to bakery for free healing and bottle refilling as often as you like, but you will have to fight Zaran every time you leave. Visit the house on the eastern side of town and search the right side of the shelf for some gubo's milk (G milk). Save your game at the inn and then leave town. Build Chezni's experience level to somewhere in the vicinity of 33-35. 32. Kaiyowa Cave Head north-east from Misuto. You will see a valley heading north-east into the mountains. Follow this valley up to a cave and enter. There are only two new enemies here. The crushers should not be too difficult to defeat. The other enemy is a weak artichoke-like creature called a fake. They are not encountered normally, but instead by touching the green sprout-like objects in the cave. They are very easy to defeat, but are a waste of time giving no gold and 1 experience. From the entrance go north, north, west, south, south and west slightly to a chest with a pair of knife boots (Knife bt), which Chezni should equip. Go back east, north and north and then go west and then north. Go slightly further north to a second chest which contains some gubo's milk (G milk). Now go keep going east until you can go no further. Proceed south. You should reach an small outcrop with four of the sprout-like plants, one of which is brown. This is the kaiyowa. Walk up to it and press A to take it. Now leave the cave and return to Misuto. Weapon Shop:
Tool Shop:
Return to the bakery and talk to Joyce. After the scene has finished, go the inn to heal up and save your game and to the tool shop to replenish your medicine. The prices are doubled in the tool shop, as they will be in all of Saskuot, but the enemies yield bountiful measures of gold in the vicinity, so money should not be too much of a problem. You can also now buy equipment from the weapon shop. Buy an evil shield (Evil sh) for Chezni as well as a saint robe (St rb) and a pair of mesh thongs (Mesh tg) for Midia. Midia's glow bow is more powerful than the two weapons available here. Sell off any obsolete gear. You are now ready to leave Misuto behind. Go to the rope network station just to the west of town and pay the guard 100 gold to ride. Ascend to the third floor and enter the gondola. Chapter XI: The First Resistance Base and Conshiuto 34. The First Resistance Base As the gondola proceeds over a mountain valley, the line suddenly breaks and the gondola crashes. A man rushes up to the gondola and a short scene plays out. The party is then escorted into a cave to the north. After you have finished speaking with Grunt, the leader of the resistance base, he will join you and Midia will temporarily be out of the party. Talk to the other persons here if you like. Save your game and note one man who refills your bottles for free. You might also want to hire Gunny, a mercenary, having him replace Wild. When you are ready, head out of the base by the eastern exit. There are tougher enemies in this area. The wolfworms can be especially annoying, since their electrical discharge attack can be powerful. And the redjaws can also deal some heavy damage. The other enemies should be easy, however. Use medicine as you need it and do not be ashamed to run. 35. Conshiuto Weapon Shop:
Tool Shop:
Leaving the base behind, make your way east then south over all hill, east and then north up into Conshiuto. Before you enter, place the mercenary for whom you care least in the rear. As soon as you enter, a woman named Chill runs up to the party and requests to join. It does not matter whether you agree or disagree, because Chill forcefully joins the party, ousting the mercenary in the last place (presumably Fastjo), if your party has four members. Chill will not fight with the party, so do not worry about her. The shops in this town contain no new spirits or equipment and the inn's price is also quite high. The townsfolk have little to say. Save your game if you like. Make your way through the town towards the citadel in the centre. From the entrance, go west to the town wall and follow it north, east and then south and then go north-west up to the citadel and enter it. Proceed north and then descend to the basement and make your way to the back, where prison cells lie. The eastern-most cell is occupied by a woman, whom Grunt immediately frees. Then Chill attacks the party. She is not difficult; a few blows should send her fleeing. Wind, the woman that Grunt rescued, now joins you. You now need to flee the town. Enemy encounters now occur regularly in this town. Talking to anyone will also start combat. Make your way out of the citadel. Beware the preasts (priests; a misspelling), as they can cast spells. Make your way out of the citadel and back through this labyrinthine town. Watch out for butchers, as sometimes they can deal a powerful blow. Leave the town and go back to the base to the west. As an interesting note, if you return to this town in the future, the civilians will continue to attack you. 36. The First Resistance Base (revisited) Having returned, Grunt and Wind leave the party. Talk to Midia and she will rejoin you. Talk to Grunt and he will give you a secret message (Sct msg). Refill your bottles (it is still free), heal and save the game. Leave the base through the western exit and enter the gondola again. Ride to a new station, exit the gondola and then leave the station. Chapter XII: Karon and the Ghost Tower 37. Karon Merchant:
The only new enemies in this area are the spectres, who should not be a challenge at all, and headlesses, who are basically the same as guardians. Still, the redjaws and wolfworms will be trouble enough. There are some tougher enemies in a snowfield located far to the south-east, around the otherside of the bay, but you might not want to go there quite yet. If you do, make sure Chezni's fire spirit is strong. Proceed due west from the station to the town of Karon. Talk to the townsfolk if you like. A new mercenary, Bean, is in the tavern. I recommend hiring him, since he is quite strong. Enter the inn and talk to Joyce. Before talking to the innkeeper, take advantage of lodging at the inn. After you show your secret message to the innkeeper, you will not be able to rest until you complete the task he gives you. I recommend building experience outside of town. Your levels should now be around 37-40. Buy medicine (or other items) from the merchant in the inn. When you are ready, show your secret message to the innkeeper, Garana. He will assign you a task. Accept it, save your game and then leave Karon. 38. The Ghost Tower Proceed south from Karon, passing through a forest and along the peninsula. The tower lies at the tip. The tower has some new enemies. The flamers and buzzsouls should be easy to destroy and are not very dangerous. The third eyes should be taken out quickly since they can be quite irritating. The strangest enemy here, however, is the sleeper. They have very high defence, split in two if hit, cast STRup on other enemies and can also stun party members. Break spells work fairly well against them, as will Midia's Bury spell. Sleepers often flee rather than fight. After the battle (or if the party runs away), any sleepers who fled will now be seen trailing the party and will appear in the next combat. The party can, however, be rid of sleepers following them by fleeing from a battle before they do. If the party has six (or more) sleepers following them, a new battle will begin, in which six sleepers (if more than six are following the party, other sleepers are 'forfeited') fuse into a large creature called a bigboss. The bigboss has a lower defence than sleepers, but has fairly high HP and smites the whole party with a powerful heat spell every round. If you encounter a bigboss, pound it with your most powerful attacks because you cannot flee from the battle. A bigboss might drop a gomutai sword, the most powerful weapon in the game. If you are lucky enough to win one, equip Chezni with it. You will never have have need of another weapon ever again for him, except in a few battles! From the entrance, walk north up to a treasure chest, containing a saint robe (St rb). Now walk west to the ascending stairwell. Ascend up to the sixth (top) floor. The four floors in between are simple, one-room floors each with an ascending stairwell. On the sixth floor, walk east to an enclosed area with two chests, which contain a sphere card and a sky card. Now walk around the enclosed area by the upper wall to the other side of the floor. You should now see three holes in the floor. Fall down the upper hole. On the fifth floor, open the chest, which contains a summon tavern (S tavern), which allows the party to re-hire old mercenaries wherever they are. Now fall down the hole in the lower left corner of the room. On the fourth floor, open the chest for a prayer staff (Pray st). Midia can use it, but all this weapon does is attempt to paralyse on group of enemies, and my experience with it has revealed that it is not very effective. Keep her armed with the glow bow. Descend the stairwell here. On the third floor, open the chest for a high bottle and then fall down the hole in the upper left corner. On the second floor, you will find one last chest which contains the object of your quest: the glowing seeds (Glow sd). Now fall down the hole in the lower right corner to the first floor. Leave the tower and make your way back north to Karon. Just one final note: If you were not able to win a gomutai sword, you can always return to the tower later in the game and keep trying. The tower enemies should give you no trouble a higher levels. 39. Karon (revisited) Return to the inn and talk to Garana. The party will receive a free rest. Buy medicine from the merchant in the inn and save your game. Now leave the inn. The party will have to fight a hood, a type of creature the party encounter some time ago in the Helm Temple. It should be easy to destroy in a few hits. Walk up to the plaza in the centre of town and fight two more hoods blocking your path. Talk to Garana next; you will have to fight him now. Garana cannot cast spells, but he can make several attacks each turn, some of which can be quite devastating. Have your mercenaries (presumably Gunny and Bean) attack. Have Chezni attack or cast spells (BreakS works quite well) against Garana. Have Midia heal wounded party members, cast enhancement spells (SPup and STRup), debilitating spells (DFdown) or cast attack spells, especially BreakS or Bury. Garana has about 1,000 HP. Do not hesitate to have Chezni heal someone rather than attack if you are taking a lot of damage. After defeating Garana, talk to Joyce. A scene will play out. Heal the party using bottles and replenish them with medicine bought from the merchant in the inn (as needed). Save the game and leave town. Chapter XIII: Roki and the Water Temple 40. The Second Resistance Base Leaving Karon behind, go east, past the rope network station which brought you to this area, and then south, through a snowfield. As you approach the southern coast, you will see man standing in this area. Show him the secret message you received from Grunt and then follow him into the base. There are a couple of things to do here. Talk to the Resistance members here if you like. Plunder the chest on the eastern side of the base for a pair of combat socks (Com sk) and have Chezni equip them. There are some new mercenaries here. The Razav brothers are probably not worth hiring, although Checan is quite a good mercenary. I recommend hiring him and dismissing Gunny. You should also briefly leave the base via an exit in the middle. The party will appear in a small mountain valley with a lone house. Enter it. This is a hidden learning centre, where Chezni and Midia can learn a new spirit: Water (W), at a cost of 1,000 gold each. It is not necessary to get this spirit here, though, since you can learn it in the next town. Return to the base and talk to a man guarding a ship. After he has finished talking, board the ship. 41. Roki Weapon Shop:
Tool Shop:
The ship sails eastward across a channel, drops the party off on the opposite shore and then sails south out of sight. Go north and then north-east to the next town: Roki. There are new enemies in this region, but most should not be problematic. Flee from any encounters with goldgubos, since you cannot defeat them. The eaters will split in two, but they shouldn't be too difficult. If you encounter any hermits, defeat them first, since they can heal other enemies. And the g. sages can cast some spells, none of which are very dangerous, but irritating nevertheless. The enemies here give nice measures of experience and hordes of gold when defeated. In Roki, first heal at the inn and save your game. Refill your bottles at the tool box. Visit the weapon shop. Buy a life whip (Life wh), a life corsage (Life Cor), a dream dress (Drem drs) and a pair of wonder boots (Wndr bt) for Midia and equip them. Sell all old gear. In the tavern, you can hire a new mercenary: Lilie. Although she has some good abilities, you will have to buy her one of every item in the armoury (costing a total of 34,500 gold) as a hiring fee. You can skip her if you like. If you did not learn the water spirit yet, you should visit the learning centre here and do so. Search the right side of the left shelf in the house in the north-eastern corner of town for some preyer's tears (P tears). Next enter the large house with the green yin-yang-like symbol above the door; this is the mayor's house. Go north to end of the hall and search the right side of the shelf there for a water card (Water cd). Go into the bottom right room and search the right side of the shelf there for a battle cutlass (Btl ct); you can sell it. Ascend to the second floor and enter the mayor's room. Search the left side of the right shelf for a summon tavern (S tavern). Now talk to the mayor and hear him out. You are now finished in Roki for the moment. Build up experience (and possibly spirit) levels outside of town. Chezni's level should now be 41-43. 42. The Water Temple Go south from Roki, down a long peninsula until you see the temple. Enter it. This is a good place to earn experience. The enemies, being mostly aquatic creatures, are generally vulnerable to bolt magic. The knockers can attack several times each turn, but should not be too dangerous. The ms. EXs can cast heat, which can hurt if you are not very powerful. If you feel like it, build your level to 43-45, returning to Roki if you need to replenish your bottles. From the entrance, go east and then north. A treasure chest you encounter whilst going north holds a water card. Continue north and then west. Touch the panel in front of the submerged stairwell; the water will drain from the next level down. Descend the steps, then follow the floor west, south, east and north. Take the sky card in the chest. Next, take the steps up to another panel and touch it to drain the water from the next level. Descend the steps and continue north past them to a descending stairwell. Go south around the central depression (either way) to an ascending stairwell to the south-west up to a chest and a panel. The chest contains a summon tavern. Heal the party and then touch the panel. You will have to fight the guardian of the temple. Bubbley is not that difficult if your levels are high enough. His Storm spell can be strong, however, so be prepared to heal. Casting MGwall might be a good idea. Bolt magic (surprise) works well against him. Have Chezni attack or cast BoltS. Have Checan, Bean or whomever is with you attack. Have Midia heal wounded party members, cast enhancement spells or BoltS. If Lilie is with you, have her cast BoltS. Bubbley has about 1,500 HP. After Bubbley is defeated, the water will drain from the lowest floor of the temple. Descend the stairs from the panel and then descend down the stairs to the centre of the temple, where a treasure chest awaits. It holds the Spirit of Raiga (Raiga st): the object of your quest! Leave the temple and return to Roki. Heal in the inn, refill your bottles and save your game. If your level is lower than 44, I recommend building it up to at least that. Return to the mayor and talk to him. The party appears at the head of the parade. Lead the procession out of town. Chapter XIV: The Temple of Zaygos 44. The Temple of Zaygos There will be no enemy encounters in the overworld for this journey. Go south-east and east around the mountains until you see a passage between them north. Go straight north to the home of Zaygos and enter. Talk to the guard and he will move aside. Talk to others in the main hall if you like. At the end of the hall sits Zaygos himself. Talk to him and a scene will play out. Chezni and Midia will have to fight Lokiarn. Just let yourself be defeated, since you cannot win this battle. Chezni and Midia awaken in a prison cell (any mercenaries you had previously are gone). Talk to the other prisoners if you like. Stand in the lower right corner of the cell. The wall opposite you will explode and Fiery, a resistance member will join you. You might want to put Chezni farther back since his defence is critically lower than normal. Because Chezni is also unarmed, he will have to use magic against foes which you encounter. You can now leave the cell by a hidden passage in the right wall, directly above the line of glowing lights you see within the wall. There are two new mercenaries here, although you can only take one with you. Chen, one of the other men in the cell, is an unarmed fighter. However, I prefer Blades, who is standing amongst the Resistance members outside the cell. Hire whomever you wish. Refill your bottles (it is free) from the man standing to the north and save your game. Walk east along the passage, then north and up the stairs. The other direction just leads to a balcony filled with Saskuot civilians who serve no purpose. You have encountered most of the enemies here beforehand, although there are two new ones, of which you should beware. The fighters, although seemingly weak, can rapidly pummel your allies with well over five attacks per round. The patriots can strike some strong blows and worse still, they are automatically protected by an ATback spell, causing some of the damage in your first attack to reflect back on the attack. Magic, especially break spells, is best to use against patriots, since ATback cannot protect against magic. The other enemies should not give you too much trouble. Proceed west along the elevated walkway, passing the first door completely (it leads to an empty room). Enter the second door to find a room with a treasure chest. Inside is Kormu's sword. Re-arm Chezni with it. Follow the walkway west, south and east to a third door, enter and recover Kormu's helmet from the chest within. Continue east and then north along the walkway to a fourth door, enter and recover Kormu's armour from the chest within. Follow the walkway to one last door and enter. Make sure that Chezni is now armed with all of Kormu's equipment once again. You should heal the party now. Keep Chezni and Midia at the back of the party. Walk north up to a panel. A scene will play out and the party will have to fight Lokiarn again. This time, however, you will have to defeat him. Unless you are ridiculously high levels at this point in the game, Lokiarn is tough. His attacks can easily inflict hundreds of damage on one or multiple allies. Have Chezni attack with Kormu's sword every round, since that is the only means you have of harming Lokiarn. Have all of your other allies concentrate on healing. If the party is in good health, or it is the first round, have Fiery cast STRup on Chezni or other allies cast enhancement spells (SPup, DFup or DFdown on Lokiarn). Lokiarn has about 1,000 HP. Just concentrate on staying healthy and keeping Chezni alive at all costs. Lokiarn should fall fairly quick most and (hopefully) before anyone is knocked out. If you are still having trouble, you can build experience by fighting enemies out on the battlements and then returning back towards the cell where you can have your bottles replenished for free. After Lokiarn has been defeated, another scene will play out and Fiery will leave the party. Walk up (north) around Noi Gren over to a glowing pink arrow pointing down. The party will fall through a hidden hole. Chapter XV: The Underworld and the Laboratories 45. The Underworld Robot Merchant:
Well, I admit it: I really do not know what this place should be called, so I thought that "Underworld" would suffice. The game gives it no name. There are new enemies in this area, but they should not be too tough. Since Chezni is unarmed yet again, his best offence at the moment will be magic. Bolt works fairly well against the needles, and break against the wirearms. Putting Chezni towards the rear of the party might also be a good idea, since his defence is also again lower than normal. Some enemy attacks can hurt, so be ready with medicine. Heal the party if they require it, as the party may still be wounded after the battle with Lokiarn. Walk up to the statue and examine it for a clue. Next, walk up north to the door with the fire crest. Use Sophie's crown to open the door (Midia should still have it equipped). Proceed north to a strange spaceship-like object and enter it. The party will be transported elsewhere. When the transport lands, the party will get off. Exit the room via the door to the south. This room, thankfully, has no enemies. Walk north until the hall opens into a junction. Talk to the robot on the left, who sells items, and buy medicine and other items if you require them. Talk to the robot on the right to save your game. Walk north and talked to the bearded fellow. This is Mouth, a powerful mercenary. Since you have an available space in your party, you should hire him. His strength and magic are very useful here. Then proceed up the stairs at the north end of the room. For now, you cannot enter the other doors with the elemental crests. It is time for some treasure gathering! Go up to the second floor: enemies are present up here, so be on your guard. Walk around the around chamber, south, west and then north to a robot. The robot is Nails, a mercenary, whose abilities will prove useful in this area, especially his missile weapon, which can strike all enemies. However, since he cannot be healed, keep him in the back if you hire him (replacing Blades or Chen). Ascend to the third floor. Go south to a chest with a psyche beam (Psych bm). Have Chezni equip this. Go west, past the ascending stairwell and then north along the western wall to another chest, which contains Sophie's gown (Sph gown). Have Midia equip this. Now return to the stairwell and ascend. On the fourth floor, go north to a descending stairwell. Go back down to the third floor, where the party appears in an isolated area with a chest. Inside is Sophie's sword (Sph sw), which Midia should equip. Return up to the fourth floor and go east. Slightly to the north is a chest with a flame thrower (Flame th). Do not equip Chezni with it, however; it is not a very good weapon. Go south to an ascending stairwell and go up to the fifth floor. Go north and take the descending stairwell back to the fourth floor, where a chest awaits with cosmo clothes (Cosmo cl). Chezni should equip them. Ascend again and go south to another descending stairwell, slightly to the south-east of the one by which you first came to this floor. Descend again to the fourth floor to a chest with a pair of cosmo boots (Cosmo bt), and have Chezni equip them. Return up again and go east to one more descending stairwell. Go down it to find another chest with a rift shield (Rft sh), which Chezni can also use. Return up and go north to an ascending stairwell and go up. On the sixth floor, follow the path south, west, north, east, and south to the ascending stairwell to the seventh floor. Ascend it. Go north to a chest with a cosmo helmet (Cosmo mt), which Chezni should equip. Go east to the other side of the room to one last treasure chest with Sophie's ring (Sph ring) inside. This is for Midia. There is also an ascending stairwell on the seventh floor. You do not need to ascend any further, but you may if you wish. The eighth and final floor contains a door with the water crest (like the one you saw on the first floor). You can use Sophie's gown to open it. The party will appear outside the door with the water crest on the Throne of the Immortals. You can talk to Jo-An if you like, but it is not important. Descend back down to the first floor, heal, refill your bottles and save. This entrance to the Throne of the Immortals will be important later in the game, though. 46. Naskuot Laboratory Back on the first floor, go to the upper left corner, where a door with the air crest stands. Use Sophie's ring to open it. Enter the door and get in the transport. Get off when it stops and ascend the stairwell in the toom. The new enemies here are irritating. Kill the trickarts quickly before they can heal other enemies. Use Nails' missile and spells with strike all enemies against balls, sticks, catchers and trickarts, as most (especially LStorm) will work well. A group of trickarts and catchers can easily yield as much as 2,500 experience per victory. You might want to build experience here. Chezni's level should now be about 48-50, but I recommend building levels up to 50-52. Use Freeze to prevent facewalls from dealing heavy blows, because they can sometimes. From the stairwell, go north to a chest with an air card. Go east to a robot (whom you can speak with if you wish) and north, through a doorway up to another chest with a sky card. Proceed west, around the broken glass tubes and then go north to another robot and a chest with a water card. Continue north, through another doorway and up to a chest with a mega bottle (Megabl), which Midia should equip This bottle can completely heal one character. Go back south and then east along this corridor to a chest with an earth card. Go north up to an elevator and go up. On the top floor, walk through the wall to the west (left) of you (there is a hidden passage), and then south through a doorway to a chest. Inside are Sophie's boots, which Midia should equip. Go back out of the passage and go south-west to a chest with a summon tavern and the exit to the laboratory. However, the exit neads to a mountain valley south-west of Jurayn from which there is no escape. Return back down to the transport and return back to the central area. Heal the party, refill your bottles and save the game. 47. Saskuot Laboratory Go south in this long hall to the bottom left corner, where a door with the earth crest stands. Use Sophie's boots to open it and get in the transport. Get off when it lands and go up the stairwell in the room in which the party find themselves. To note on the new enemies here: the skygazers are themselves not very tough, but they can summon baljan1s, huge robots whose cannons can easily inflict 200-250 damage on a single ally. If you do encounter any baljan1s, pound them with everything that you have, especially LStorm, Storm and Bury. You can try running away, but if you fail, the party might pay with heavy damage. Upon ascending the stairwell, open the chest adjacent to you, which contains an earth card. Go east along the bottom wall to encounter another chest, which contains a sky card. Go north and then down the steps. Go east to a chest, inside of which is a water card. Go west and then down the next flight of steps. And then west along the wall and then north to a chest, which holds some purpbird's feathers (P fth). Go east. Talk to the robot if you like, then walk around the barrier to another chest, which holds a mega bottle. Have Chezni equip this one. Go north and then west down another flight of steps. Go east to another robot (talk if you wish). In the upper right corner is chest which holds another water card. Go west along the wall until you reach an ascending stairwell, and go north up it. Go go east, past the elevator to the end of this passage to a chest with some gubo's milk. Return west to the elevator and ascend. Just as you did in the Naskuot Laboratory, walk west through a hidden passage in the wall and then south to a chest. Inside is a potent weapon: the wind sword (Wind sw). Have Chezni equip it. Its attack power is lower than that of the psyche beam (Psych bm), but Chezni will inflict far more damage with the wind sword because he will make two attacks per round. Return north and east back through the wall. Now south and west to one last chest. Inside is a fire card. Go can also leave the laboratory; the party will find themselves in an isolated valley north-east of Misuto Cave. However, you must return back to the main area of the Underworld. Return back down the elevator, walk over the lower area via one of the elevated walkways, go back down to the transport and board it. Chapter XVI: Reiyold and Dasdan Island 48. The Magic School and Rasturk (revisited) Return to the main area, heal, refill your bottles and save. Now go to the upper right of this chamber, where a door with the (familiar) water crest stands. Use Sophie's gown to open it. Ride the transport to a new location and ascend the stairwell. The party appears outside of a familiar location in the magic school. Walk over to the exit and talk to Daicant. Now leave and walk over to Rasturk. Go to the tavern; you can hire (arguably) the best (and last) mercenaries in the game here. You should certainly hire Hawk because of his magical abilities. Hiring Peppi is also probably a good idea, although you can always use Mouth in his place if you wish, since both of these mercenaries are both quite good. Dismiss Nails if you recruited him, since he will no longer be useful. Go to the rope network station and talk to the man inside. He will move aside and you can ascend to the third floor, where a gondola awaits. Board it. 49. Reiyold Tool Shop:
Exit the gondola when it lands. Descend the stairwell and leave the station. Walk north-west through a swamp, west over a bridge, north-east, crossing a desert, and then east to Reiyold. The enemies in his area can be quite tough. Use spells that affect multiple targets against the evilrats and do not let them keep summoning friends. The flamedons can cast the heat spell, so be careful and use magical protection (MGWall) if you need it. Refill your bottles at the tool shop. Go to the southern most house and search the right side of the shelf for some slimy's sweat (S sweat). You can also save the game in this house. Talk to villagers if you like, although note that if you say 'yes' to the little boy he will snatch 300 gold from you. Go to the western most house. A short scene will play out. Henceforth, return to this house if you require any healing. You should also search the right side of the shelf here for a summon tavern. Go back to the southern-most house and talk to the man inside. Return outside and a ship will have appeared at the dock. Board it and sail south out of town. 50. Dasdan Island Sail directly south from Reiyold to a small round island at the centre of the lagoon. Weigh anchor and enter the hole on the island. On the way, you might be assailed by ocean enemies. The eyebreams should not be too tough; use BoltG and BoltA to destroy them quickly. The greycrabs can also be annoying, although they are not too tough (just heal when needed). The bostangs can blast the whole party with a potent electrical discharge and are resistant to most basic attack spells. LStorm and Bury are probably the most effective spells against marine enemies; bolt spells will not always work well. There are no new enemies on the island itself. Once inside the hole, go north to a chest which holds some slimy's sweat. Go west and then north. A chest lies to the east and another to the west. The western one contains a key and the eastern one a pair of gravity boots (Grvty bt), which Chezni should equip. Go back south to the other end of this floor. Go north along a narrow passage just to the west to a chest which holds an air card. Now go back south and then west over to a locked door and use the key you found to open it. Proceed north and descend the stairwell. In the second basement, proceed along the bottom wall to a chest which contains a photon cannon (Pht cn). Another chest lies in the upper right which contains a thunder sabre (Tdr sa). You must take the thunder sabre to trigger the next sequence in the game. Do not equip these weapons, however, as they are not going to be of immediate use. For now, just leave Dasdan Island and sail back north to Reiyold. 51. Reiyold (revisited) Sail back to the dock and get off off the ship. Enemies will be seen wandering around the town. If you talk to one, the party will have to fight a sgt. alon. Fight them if you wish; they are not challenging. Make your way to Chezni's mother's house. Before entering, heal the party. Enter and Adm. Alon will attack the party. Adm. Alon only has about 1,500 HP, but he can cast a powerful Blowup spell. To avoid taking large amounts of damage, cast MGWall. I found that attack magic was not very effective here. Have Midia and Hawk cast enhancement spells (STRup, SPup, DFup) heal wounded party members or perhaps cast Bury, LStorm or Heat. Have Chezni and Peppi, Mouth or whoever else attack. If your levels are high enough (51-53), you can defeat this foe in a couple of rounds. After the admiral has been defeated, talk to Chezni's mother again. Next walk over to the bed and examine it (Press A). A stairwell will be revealed. Descend it and walk down into the ship. Sail out of the cave and out of Reiyold. Your map, if you use it, is now larger and includes the whole ocean hemisphere. This ship is also faster and can also sail over shallows at half speed. Your destination lies on the large island in the ocean hemisphere, but you have a few loose ends to tie up in the land hemisphere first. Whilst travelling on the sea, you might wish to arm Chezni with the photon cannon and Midia with the thunder sabre which you found on Dasdan Island. Both of these weapons are quite effective against marine enemies. Do, however, keep Chezni and Midia's original weapons handy, though. Build your level if you require it, although if you fight most battles on the sea, your level should rise fairly quickly. Being at least level 51-52 is a good idea if you want to have a good chance of survival. Chapter XVII: The Ocean 52. Barsas (revisited) Weapon Shop:
Tool Shop:
Sail east out of the lagoon and then south along the coast and down to Saskuot. As soon as you see a channel, follow it until you see a chest that you plundered long ago. You are near Barsas. Weigh anchor and walk north and east up to this town. You can now buy things from the weapon shop! Buy a suit of storm armour (Storm ar), a rage helmet (Rage Ht) and a good shield (Good sh) for Chezni. You can also buy a regent sword (Rgn sw) for Chezni if you wish. It does have a higher attack power than the wind sword, although it lacks the wind sword's unique attack to make two attacks. The choice is yours. You can also buy items here and stay at the inn. Refill your bottles if they are not full, heal and save your game. Leave Barsas and return to your ship. 53. Misuto (Revisited) Follow the channel south, taking the western (left) route when the channel divides, until you reach the southern coast. Follow it north-west until you can see Misuto. Weigh anchor and walk over to this town. Return to the bakery and talk to Zaran, who is behind the counter. He will give you a mega bottle. Chezni and Midia both already have one, but an extra bottle is always handy. Heal the party and refill bottles if you require it. Leave and go back to your ship. 54. The Land Hemisphere Islands Sail along the Saskuot coast north-west, until you reach the land's end and then proceed north back to Naskuot. Follow the coast north-east. You will eventually see an island near to the coast with several trees and a chest. It contains a heart card (Heart cd), which is not of immediate use, since the party have not yet learnt that spirit. Continue following the coast north-west. You will soon see another chest on the mainland nuzzled between the mountains and the sea. It contains an air card. Continue following the coast yet again. Eventually, the coast will turn east. In this area, there is a chest, almost completely hidden by the mountains. Inside is a giga bottle (Gigabl), the most powerful type of healing bottle in the game. One dosage completely heals all allies. Have Midia equip it. You are now ready to sail east into the ocean hemisphere. Sail (roughly) east along the coast of Naskuot. You might wish to stop in Lagon to heal the party and refill your bottles. 55. The Ocean Hemisphere Islands New enemies appear on the sea in this area. The tempests can cast LStorm, so beware (MGWall is useful). The mokofish and hectopuses (hectopi?) should not be very much trouble, although note that hectopuses can confuse the party. The twinhawks have attacks which can strike multiple allies. It is a good thing that the party have many healing bottles now! LStorm and Bury will continue to be good attack spells out here, as will Chezni's photon cannon. Use your map if you need visual help locating the islands. Avoid currents, as they will push the ship in the direction they are going, and reeds, over which the ship cannot pass. From the location of the Magic School, sail east, passing between two small islands near the coast. Continue east past two more small islands to a larger one, upon which is a chest. Inside is an earth card. Sail north to another island, upon which is a lone house. Inside, the party can receive a free rest and bottle refill from the man inside. There is also a chest on the northern tip of this island, in which lies a protection ball. Sail south-east from this island until you reach another, upon which is a chest. Inside of this chest is a summon tavern. Sail east to one more island in the far eastern ocean, up in the far north-eastern corner of the map. Approach this island from the north, as currents almost completely surround it. On this island is a chest containing a water card. You are now ready to sail to the large island in the south. All other islands contain nothing of interest. 56. Piaz's Tower Sail south-west to the large island in the southern seas. Approach it from from the south, as the island is almost completely surrounded by reeds and currents. In the south, there is a break between two currents, through which the ship can pass. Sail up to the shore and weigh anchor. Then go north and then south up the hill to the tower and enter. Talk to everyone inside; the party can receive a free healing and bottle refill. You should also save your game. Chezni and Midia's levels should now be about 52-54. If they are not, fight enemies on the sea and return to the island for healing. Enter the elevator ascend to the second floor. Talk to Piaz. After he has finished talking, he will move aside. Walk up into the portal behind him. Chapter XVII: The Past 57. The Home of Sophie and Kormu The party appears next to a lone house. Enter it. Yes, there are new enemies here, but this is not a good place to fight them. Search the left side of the shelf for a heart card. Next, talk to Sophie, then to Kormu and then to Sophie again. You will receive Kormu's equipment, which is more powerful than when you had it earlier in the game. Equip Chezni with them. Do not equip Kormu's sword if Chezni is already armed with the regent sword, since the latter is actually more powerful. Talk to Kormu again. He will teleport the party to Grantsurk. 58. Grantsurk Weapon Shop:
Tool Shop:
Ignore the chest on the beach (it is empty) and enter the city. Visit the inn to heal and save. Refill your bottles at the tool shop. Next, visit the weapon shop. Buy a sun helmet (Sun hl), Gabnid shield (Gabni sh) for Chezni and a bib for Midia. Equip Chezni with the shield and Midia with the bib; the helmet is not of immediate use. Next, visit the learning centre, where six spirits are available. If you missed any spirits earlier in the game, you can learn them here. You should also have Chezni and Midia learn the Heart (Ht) spirit, for 2,000 gold each. Go to the large house at the northern end of town. Search the right side of the shelf in the western (left) room to find a giga bottle. Have Chezni equip it. Ascend to the second floor, talk to the mayor and hear him out. Search both sides of both shelves in this room for earth, fire, sky and water cards. Before entering the Tower of Gabnid, make sure than your levels are at least 52-54. You might also want to increase the power of your newly-acquired Heart spirit. When you are ready, head to the tower, which lies just east of the mayor's house, and enter. The enemies outside of town are powerful, though. Use strong magic against them if necessary and be sure to stop the unirats from summoning their friends! 59. The Tower of Gabnid The tower layout is exactly the same as when you explored it at the very beginning the game, although the chest on the third floor is empty. The enemies, however, are quite tough. The stingers, omnibots and eyebots are just more powerful versions of enemies the party encountered in the Underworld. The eyebots can summon baljan1s, so try to kill them before they can do so. Use your best spells against these enemies and do not be ashamed to run away if you feel that you must. Make your way to the top of the tower, where Gabnid awaits. Heal the party and then talk to him. A scene will play out. The party will then have to fight Gabnid himself. Unsurprisingly, Gabnid is powerful. His magic attacks can inflict a lot of damage and he can make multiple attacks each turn. Have Midia and Hawk protect the party with MGWall or MGdown, and cast enhancement spells (STRup, SPup, DFup and DFdown on Gabnid). Use Midia and Chezni's giga bottles if the whole party's HP are low. Midia should cast LStorm or Bury and Hawk should cast Heat or Blowup if they has nothing else to do. Have Chezni and Peppi attack physically. Gabnid has about 2,500 HP. After Gabnid has been defeated, another scene will play out. When you can move again, walk up the dragon to the glowing spot and press A. Re-equip Chezni with his former weapon (unless you were already using the regent or gomutai sword), as well as with the sun helmet and storm armour, since you are about to lose Kormu's helmet and armour. 60. The Crystal World Walk west from the dragon back the home of Sophie and Kormu. Save the game, then talk to Kormu (Chezni returns Kormu's helmet and armour) and then to Sophie and agree to her challenge. Chezni will be alone in the crystal world: a circular labyrinth. This is the game's only real puzzle. Your goal is to reach the centre of labyrinth, trying your best to keep away from Doth. The solution is as follows: walk up 7, right 2, left 2, up 2, left 2, down, left 2, up, left 2, up 2, right 3, up 2, left, up 2, right 2 and up 5. Now walk back and forth left and right until Doth comes closest to Chezni, but then turns down towards the centre of the labyrinth. Now go right (if necessary), up 3, right 2, down 5, left and then down 6 to reach the centre of the labyrinth. The answer to the first question is 'F'. The answer to the second question is 'E'. Chezni will now receive the earth (E) spirit, netting him not only a number of spells which only Midia has had access to thus far, but also to the Spirit spell: the most powerful attack spell in the game. This spell can deal hundreds of damage and is effective against almost every kind of enemy in the game. It is also the only means of defeating gubos and goldgubos. You will now need to hunt down Doth and destroy him. Simply walk up out of the centre of the labyrinth and walk back and forth until he runs into you. One blast of the Spirit spell is all that is required to defeat Doth. Chezni will then be teleported out of the labyrinth. Save your game, then talk to Sophie and Kormu. Leave the house and enter the orb-like object outside. A scene will play out. Chapter XVIII: Endgame The party will appear just north of Piaz's Tower. Enter and ascend to the second floor and talk to Piaz. You might also want to have your bottles refilled and receive healing here; they are always free. Leave the tower and return back into the orb-like object. You no longer have your ship, but this device will serve as an airship. You can land anywhere flat and with a good amount of space. You will also encounter no enemies whilst flying. 62. The Magic School (revisited) Well, you are now ready for the final challenge! Make sure that Chezni and Midia's levels are at least about 55-58. You might also want to increase the power of your spirits, most notably Chezni's newly-acquired earth spirit. If your levels are not satisfactory, you should raise them to have a prayer against the final foes of the game. If your levels are 60+, you should have no problems at all. If you did not manage to win a gomutai sword for Chezni when you were in the Ghost Tower, you can always fly back to the tower and fight enemies until you do. The enemies of the Ghost Tower should be easy to defeat now. A gomutai sword is not necessary, but it can be useful if you plan to fight your way to the end. You do not need it, though. You can always run from all enemy encounters straight to the final battles. Your destination is the Throne of the Immortals, but you cannot land there in your airship nor reach Rekuon via the rope network in Barsas. Instead, you need to descend and re-ascend through the Underworld. When you are ready, fly back to the Magic School and talk to Daicant. Do not worry about his suggestion of seeking out the giga bottle, since you already found it when you explored the coast of Naskuot on your ship. Use Sophie's gown on the door with the water crest and enter. Ride the transport back to the first floor of the Underworld. 63. The Underworld (revisited) Leave the transport and enter the main area. Save your game here, since it will be your last opporunity to do so. You will now have to ascend up through the floors, as you did beforehand when you were gathering treasure, to the door on eighth floor which leads to the Throne of the Immortals. There are no new treasures in chests, but the enemies have become much tougher. The redgangs and big zips, who can attack about about eight to ten times each round, can be especially deadly. The baljan2s can decimate the party with powerful cannon attacks. You do not need to fight if you are unwilling; running is often a good strategy. Make your way to the top, following the route you used before (obviously ignoring passages which lead to chests). If you fight, try to kill the enemies which deal the most damage first, especially the baljan2s and redgangs. Use Bury, LStorm and Spirit for best results. If you forgot the route to take, see the first section on the Underworld. You should not need it, though: the path is fairly straightforward. Exit the Underworld via the door with the water crest on the eighth floor, using Sophie's gown to open it. 64. The Dal Gren You are now in the Throne of the Immortals. Walk over to Jo-An and talk to him. He will heal the party and completely refill all your bottles. Now walk north to the double doors and enter the final area of the game. If are going to fight enemies inside the tower to raise levels, return to Jo-An for a free recovery often! The enemies in the tower are the toughest in the game. Even on a good day, they can slaughter you if you are not careful (unless your level is 80+) If you do not want to fight, just run. Kill the ascetics first if they are present, as they can heal other allies. The artmen and brafmen must be both defeated at the same time, or one will revive the other. Use Spirit and other powerful spells to destroy them. The airdivers can smite the whole party for hundreds of damage with a powerful LStorm spell, so magical defence is probably a good idea when fighting them. The mindeats can be irritating, but are not that dangerous. Make sure that they do not confuse anyone, though. Freezing enemies might be a good idea if your Sphere spirit is high enough. On a good note, the tower layout is very simple. There is no treasure here and just a few dead ends. From the entrance, take the western (left) stairwell north, then west along the platform to another stairwell. Ascend it north and continue north up another stairwell directly ahead. Go west along this platform to one more ascending stairwell, whereatop stands a familiar face. Before talking to him, make sure you have healed the party. Be sure to use bottles which are not equipped on the party for this final healing. Now talk and a scene will play out. The party will now have to battle Zaygos. Zaygos is very similar to Gabnid in strength and abilities, although his resistance to physical and magical attacks is extremely high. Most attack spells are almost completely ineffective against Zaygos. The best strategy is to have Chezni blast Zaygos with the Spirit spell (which can inflict decent damage) and have Midia, Hawk and Peppi (or whomever) heal the party or cast enhancement spells (DFup, SPup, Wall, MGdown and MGWall) if the party is reasonably healthy. Try to use Hawk and Peppi's mega bottles rather than Midia and Chezni's giga bottle to conserve doses. Keep Chezni alive at all costs. Zaygos has about 3,000 HP. With Zaygos defeated, another scene ensues and then the final battle against the Kaymat begins. Unfortunately, the party cannot heal between battles. Use the same strategy against the Kaymat as you did against Zaygos, since only Chezni's Spirit spell can harm it. This battle will be much tougher than the last, since your enemy has two actions: one from the monster and another from Zaygos, even though they are both treated as one target. In each round allies might easily receive 500 - 800 points of damage. Here, do not be ashamed to use Midia's giga bottle as you need it. If the party is in serious trouble because Midia is running out of doses, have Chezni use his giga bottle rather than cast Spirit. If your experience and spirit levels are high enough, this battle should not be too difficult and the Kaymat can be defeated with (slightly) fewer blasts of Spirit magic. The Kaymat has about 8,000 HP. Good luck! Victory will be yours after the Kaymat is vanquished. Enjoy the ending. Sorry folks: no spoilers for you!
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