English
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- Grandia Complete Game Info V1.5 -
- by Dalez (dalez1999@yahoo.com) -
- Last updated 02/24/2000 11:04 PM -
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TABLE OF CONTENTS
I Intro
List of Characters
Outside Combat
Combat
II The Walkthrough
Messina, The Old Continent
a. Town of Parm
b. Marna Road
c. Sult Ruins
d. Leck Mines
e. The Steamer
f. Ghost Ship
Elencia, The New World
a. Port of New Parm
b. Town of New Parm
c. Merrill Road
d. Feena's House
e. Underground Passage
f. Rangle Mountains
g. Road to Dom Ruins
h. Dom Ruins
i. Herb Mountains
j. Garlyle Base
k. Military Train
l. West Misty Forest
m. Luc Village
n. God of Light Mountain
o. East Misty Forest
p. The End of the World
The Lost World
a. Valley of the Flying Dragon
b. Dight Village
c. Mt. Typhoon
d. Typhoon Tower
e. Lama Mountains
f. Gumbo Village
g. Volcano
h. Twin Towers
i. Mysterious Vanishing Hill
j. Pirate's Island
East Elencia
a. Virgin Forest
b. Cafu Village
c. Petrified Forest
d. Tower of Doom
e. Zil Desert
f. Soldier's Graveyard (Side Dungeon)
III The Lists
Items
Weapons
Armor
Shields
Helmets
Shoes
Jewelry
Special Moves
Magic Spells
Enemies
IV Conclusion/Credits
Credits
Future Changes/Additions
Other FAQs by the same author
Updates/Revisions/Releases/etc
------------------------------
(2/7/00) * Decided to release this, though it's nowhere near complete.
* Walkthrough finished up until the Town of New Parm.
(2/10/00) * Reformatted... -sigh-, maybe someday, in some FAQ, I will
get this right the first time...
* Walkthrough finished up until West Misty Forest
(2/13/00) * Walkthrough finished up until Dight Village
* Added a note about secret passages in Dom Ruins
(2/15/00) * Sure it's early, but this is one huge update. :P
* Added some stuff I had missed to the Dom Ruins, including
the secret passages
* Well. Let be it known that Dalez, the great master of the
obvious, has finally realized that the Gold amounts are
totally messed up. Since the game conveniently doesn't tell
you how much Gold you pick up when you find some, I assumed
that all pouches held 10G and all chests held 30G. This isn't
the case! From the Typhoon Tower on, the correct G amounts
are implemented. It will be a while before I get in the
correct amounts up until that point. As the saying goes...
"Oops!!!" Sorry about that.
* Added "Future Changes/Additions" section thanks to that
"minor error" on my part. -sigh-...
* Went ahead and started the lists section, just because I had
nothing else better to do :P
* Went ahead and re-typed the intro, also because I had nothing
else better to do
* Walkthrough finished up until Gumbo Village
(2/18/00) * Added _another_ secret passage in the Dom Ruins... boy I just
seem to blow right by those don't I... :P
* Walkthrough of Disc 1 complete. Hooray! :)
(2/24/00) * Sorry for the delay... I took a short breather so to speak
after finishing the first Disc, but now I've started back
up again, so... :)
* Walkthrough finished up until Zil Desert... Soldier's
Graveyard (side dungeon) included.
*********************************************
* PART ONE: THE INTRODUCTION *
*********************************************
Welcome to my "un-official" Grandia FAQ! It's... err... still
not finished, but when it is, this document will give you everything
you need to know to make it through this great game from Game Arts,
the makers of the ever-popular Lunar series. Though the game
kinda suffers from a childish look and a mediocre storyline, this
game is still stands as my second-most favorite PlayStation RPG,
second only to FF7. -waits for the flames to begin-
Anyway, this is the largest project I have undertaken thus
far, so bear with me. I'm working as hard as I can to get this
thing complete... the Grandia theme song has been permanently
etched into my brain. It's hard to sleep with that damn music
playing 24/7... :P
LIST OF CHARACTERS
---->Playable Characters<----
(JUSTIN)
Justin is the main character of our story. Though he is
still a kid, he has the potential to become a strong warrior.
His life-long dream has been to follow in his father's footsteps
and become the greatest adventurer of all time. His mischievous
and carefree attitude have labeled him as a troublemaker in his
hometown of Parm, and Justin hates the fact that no one wants
to take him seriously. Most of the storyline of Grandia revolves
around Justin's goal to discover the lost Angelou civilization
by going to a far-away place called Alent. Justin is skilled
at using swords, maces, and axes.
(SUE)
Sue lives in the Town of Parm, right next door from the
Seagull Restauraunt, where Justin lives with his mom Lilly. Sue
and Justin always seem to be together, and though she is even
younger than Justin, she keeps Justin in line. She tries to act
like an adult (and she does a darn good job at it too :P), but
often talks too much and gets on Justin's nerves. Sue decides
to go with Justin on his great adventure, even though Justin
asks her to stay behind. Sue always takes her pet Puffy along
with her wherever she goes... Puffy usually rides around on
her head. Sue's is skilled with maces and throwing weapons.
(FEENA)
The great adventurer from New Parm, Feena is the most popular
girl in New Parm. She is the top-ranking adventurer at the
New Parm Adventurer's Society, and not only is she a good
adventurer, she's cute and a great cook as well (according to
Justin and Sue :P). Justin meets Feena on the Steamer to the
New World, and later Feena decides to go with Justin on his
adventure. Feena's main weapons are knives and whips.
(GADWIN)
A Knight of Dight Village, Gadwin is a powerful and honorable
man, who follows the ways of a true knight. He is always willing
to help out others, and is willing to lay down his life for his
village. When Justin & company meet up with him, Justin & Gadwin
make a promise to help each other in times of need. After an
incident at Dight Village, Gadwin keeps true to his word and
joins the team to help Justin find the place called Alent.
Gadwin's weapon is the sword... which he uses with great skill.
(RAPP)
Rapp is a hot-blooded youth from the Village of Cafu. He
is the best of hunters, and all the other youths in the village
look up to him. However, Rapp has a tendency to be a bit rude
at times. After a hostile encounter with Justin, an incident
occurs that causes Rapp to realize that they aren't really
enemies. Rapp joins Justin after Justin & team are exiled
from Cafu Village. Rapp's weapons are the sword, mace, and
throwing weapon.
(MILDA)
A strong warrior from Laine, Milda fights with her body
instead of her brain. She can't use magical spells, but her
powerful physical strength more than makes up for it. Justin
meets her at the Tower near Cafu Village, and she joins them
when she realizes they have the same goal. Milda's weapons
are the sword, mace, and ax.
(GUIDO)
This little rabbit dude with the italian accent is
actually a Mogay, a race that is known to travel around
the world, selling goods. Justin meets up with Guido a few
times during his adventure, and later Guido decides to join
Justin in his quest. Guido, being a merchant by nature, has
a love for money, and he sometimes uses sleazy tricks to get
it. Guido's weapons are the knife, sword, and throwing weapons.
--><--
(PUFFY)
OK, so Puffy isn't really a character. Puffy is Sue's
pet... a strange creature that Justin's father brought back
from one of his adventures. Puffy usually rides around on
Sue's head, and to most people he looks like a big fluffy
ribbon. Puffy can breathe fire and fly, but not very high.
He also seems to be able to understand the human language,
but the only thing he says is "Puff Puff!" :P
(LILLY)
Lilly is Justin's mother, and she manages the Seagull
Restauraunt in the town of Parm. She is quick to scold
Justin for all the mischief he causes around Parm, but
she actually understands him quite well. She also seems
to know that Justin will one day embark on a great
adventure (hey, he's the son of a famous adventurer after
all :P).
(JAVA)
A retired adventurer, but don't ever let him hear you
say "retired". He thinks he's still active, anyway. He
is famous as well, but has grown a little senile in his
old age. Justin meets Java at the Leck Mines, and after
a trial, Java decides to give him his Steamer Pass so
he can get to the New World.
(NANA, SAKI, AND MIO)
These three are sergeants in the Garlyle Forces, and
boy are they nasty. Most of the soldiers in the army
secretly have crushes on either of these three, but I
don't see why because their personality isn't exactly what
you'd expect from such women. These three are hateful
and nasty, bossy, and all want to get as close as they
can to Colonel Mullen. These three will be causing
trouble throughout the game. :P
(COLONEL MULLEN)
The Colonel of the Garlyle Forces, Mullen is a powerful
man, yet he is quite kind toward his subordinates. Mullen
is the head of operation Yggdrasil to uncover the mystery
of the Angelou Civilization by finding the Spirit Stones,
but it's quite unclear for what purpose he wishes to use
these for.
(LIEUTENANT LEEN)
Lieutenant Leen is Mullen's aide-de-camp, meaning she
is for the most part at his side, taking orders for him and
giving them to everyone else. However, contrary to her
tough appearance, Leen is actually a kind and caring person,
unlike the three sergeants. Leen's kindness and attractive
looks have also earned her a place in the hearts of most
of the Garlyle soldiers as well... :P
(GENERAL BAAL)
Baal is the supreme commander of the Garlyle Forces,
and he is cloaked in mystery. He is the organizer of
Operation Yggdrasil, and also the father of Colonel Mullen.
Formerly the founder of the Joule Foundation that oversaw
the construction of Parm, Baal has decided to break away
from the Joule Foundation and forge ahead with his own
military plans. He is feared by many, and it is unclear
what he plans to do with the Spirit Stones.
(LIETE)
Liete is a mysterious young woman whom Justin meets
at the Sult Ruins. It is Liete that tells Justin about
the Angelou civilization, and that if he wants to know
about it, he should head for a far-off placed called
Alent. Liete is also shrouded in mystery... it is
unknown whether she is actually a person or a spirit
sent by the Angelou. Most of the storyline revolves
around Justin's quest to meet Liete at Alent.
Now that you know a bit about the storyline, let's
jump on in to the actual gameplay! Note that most of
this information can be found in the game manual, so if
you've read it already go ahead and skip down to the
walkthrough if you wish. :P
(OUTSIDE COMBAT)
-->Exploring<--
The world of Grandia is broken up into several
regions, and in each of these regions is many different
places... towns, dungeons, and mountains, just to name a few.
Grandia has no real "world map" (I.E no walking around on the outer
world), instead when you exit an area you will be taken to the
region map. There you will select where you wish to go next, and
you will automatically go there. Also note that once you move to
another region, you won't be able to go back. Usually this is
because there is a great obstacle to overcome to get to another
region (a vast ocean, a huge wall, etc.).
Once you select an area you will automatically go there.
Exploring towns in Grandia is easy... press the SELECT button and the
camera will zoom out, giving you a view of the entire town. On the
map, green arrows are people... this lets you find everything and
everyone easily. In most dungeons, there are icons called Dungeon-Scope
icons that zoom the camera out as well. You'll be able to see the
surrounding area, but you won't be able to move the camera around. :P
The compass always stays in the upper right. The red bar on
the compass is North... this is vital to figuring out which direction
you are going. The arrow on the compass points in your destination, and
spins faster as you near it. By pressing L2 or R2, you can make the
arrow point in a different direction... usually towards the entrance.
By using the compass, you can easily navigate around in dungeons. :)
By using the L1 or R1 buttons, you can rotate the camera around,
to get the correct angle you want. Note that it some rooms or areas,
you won't be able to rotate the camera. The X button is your all-around
useful button... it allows you to converse with people, pick up items,
use icons, and more.
-->The almighty X button<--
Speaking of speaking... talking to people is important... one of
the basic rules of an RPG is to talk to everyone! You never know
what kind of information a person has to spit out unless you talk to
them. :P
In dungeons and other areas, you are bound to find gold and items
lying around. Run right up to some gold or an item and press X, and
you'll pick it up. The gold will be added to your total automatically,
but you have a little more freedom with items. When you take an item,
a menu will appear where you can choose who you wish to give the item to,
use the item there on the spot, or get rid of the item. Each character
can hold up 12 items... if you are holding too many there is also an
option to get rid of items that are in your inventory. You can't get
rid of special items... i.e items that are important to the game's
story. :P
Use the X button a lot! Grandia pays a great deal of attention
to detail, and many things are searchable... pots, paintings, barrels,
and things you wouldn't expect! Sometimes you'll receive clues or
items by doing this. Sometimes you will need to use the X button
to climb a rope, open a door, or push a switch. :P
-->Action Icons<--
In some Dungeons, you will find Action Icons... which are denoted
by yellow exclamation points. These are icons that do something special,
usually granting you access to another part of the dungeon. An action
icon may break a rock, open a door, create a bridge, etc.
-->Stashing Places<--
Also in some dungeons, and in most towns, there are spots called
Stashing Places. These are places where you can dump items that you
don't need at the moment to be retrieved later. The great thing about
Stashing Places is that you can retrieve your items from any other
Stashing Place! This is a good way to stock up on medicines and other
vital items that you may need during a boss fight. (Hint hint! :P)
-->Buying and Selling Items<--
In all towns, there are shops where you can buy items, weapons,
armor, and magic. Just go up to the icon for the stuff you want to
buy, and press X and a menu will pop up. There you can select what
stuff you want to buy and who you wish to give it to. To sell items,
talk to the store owner. Note that to buy magic, you need to have
special items called Mana Eggs (more on that later).
-->Resting and Saving<--
In most towns there is a hotel where you can sleep. Hotels in
Grandia are free, and at some hotels you can have a meal (in which
you'll have a meal sequence... opportunities to talk to your party
members about the current situation). You can save the game at
a hotel, or at a Save Point. Save Points resemble shimmering cones
of light... walk onto a Save Point and press X and you will be able
to restore your HP, MP, and status, receive a hint on gameplay,
or save your game. :)
-->Status Screen<--
By pressing the Triangle button, the status screen will appear.
Here you can check your party's status, equip or use items, and cast
spells.
-->Weapon and Magic Skills<--
The Magic system in Grandia is quite different than that of
most RPGs. In order to learn magic spells, first you must obtain an
item called a Mana Egg. Then, you go to a magic shop, and "purchase"
a magical attribute with your egg. There are 4 attributes... Fire,
Wind, Water, and Earth. Note that not all people can use all magic
attributes. Once you buy an attribute, you will be able to cast
spells of that attribute. At first you won't be able to do much,
but the more you use your spells, the more you will learn.
So how do you learn spells? When you first learn an attribute,
your skill level with that attribute will be 1. Everytime you cast
a spell of that attribute, that skill's EXP will go up. When an
attribute gets 100 EXP, it will rise a "skill level". For example,
Justin finds a Mana Egg and goes to the store, and buys "Fire".
His Fire skill is now level 1. Justin runs out and casts the Fire
spell on some bugs, and gains EXP for each casting. After his Fire
skill reaches 100 EXP, his skill level will go up to 2! On the
status screen you can see what spells each character can learn,
and what skill level you must be in order to learn that spell.
For example, learning the Burnflame spell requires a Fire skill
level of 4.
In addition to those 4 attributes, there are 4 combination
attributes. These do not gain skill levels or EXP... they are
merely mixtures of two attributes. The 4 attributes are...
Lightning (mix Fire & Wind), Blizzard (mix Water & Wind),
Forest (mix Water & Earth), and Explosion (mix Fire & Earth).
Some spells require skill in 2 attributes to cast.. for example,
the Boom! spell requires Earth level of 7 and Fire level of 6.
Since it requires Earth and Fire, it is classified as an
"Explosion" type spell. Not that difficult!
The same thing goes with weapons. Each time you strike
an enemy with your weapon, your skill goes up with the type
of weapon you're using. If you attack with a sword, your
sword skill will go up. Your weapon skills gain EXP just
as your magic skills do, and when your weapon skills gain
levels, you can learn new special moves. For example, Justin's
W-Break skill requires a Sword level of 6 and a Mace level
of 4.
Therefore, practice, practice! The only way to learn
new spells and moves is by practicing the stuff you have!
(COMBAT)
In just about all dungeons, there will be monsters running
around. In Grandia, you'll be able to see actually see the monsters.
Combat begins when your party comes in contact with an enemy group.
The way you engage the enemy determines the way combat starts...
"Your Initiative!" This occurs when you sneak up on the enemy and
touch them from behind. You will have an advantage over the enemy
when this happens, as you can attack before they have a chance
to do anything. :)
"Normal" This occurs when the enemy has seen you, and you come in
contact. When you near an enemy, it may see you and turn red. If
this happens, usually it will start chasing you. If you're quick,
you can outrun them, but you are risking getting attacked from
behind if you do this, especially if you have a large party.
"Ambushed!" This occurs when the enemy sneaks up behind you. This
can be messy.... the enemies will start attacking before you can
do anything. Try to avoid getting ambushed as much as possible.
-->IP Bar<--
Then, combat begins normally. In the lower-right part of the
screen is a bar called the IP bar. This shows when each monster
or ally will have a chance to issue a command. An icon depicting
each character and enemy appears along the bar. During battle,
each icon will move to the right. A character or enemy with a high
action level will move fast, while a character or enemy with a low
action level will move slower. When the icon reaches the "Com" mark,
they will be able to issue a command.
-->Issuing Commands<--
Party members have several different commands in battle...
Combo --> Your normal attack option. The character will run up
to the enemy and strike it twice (there are items that can
increase the number of times you attack). If the enemy is
defeated after the first blow, the character will run to the
nearest enemy and strike it. If you attack an enemy that is
in the middle of attacking someone else, the enemy will
receive a greater amount of damage (called Counter damage).
Critical --> This allows you to build up power for a second or
two and unleash one devastating attack against the enemy.
The blow won't be as powerful as a combo attack, but it will
be able to cancel enemy moves (more on this in a second).
Move/Magic --> Allows the character to execute a special move or
cast a spell. After the move or magic is selected, the character
will begin casting the spell or charging up for the move. During
this time, the character's icon will move slowly to the right
until it reaches the "Act" mark. When it reaches the "Act" mark,
the character will do the move or cast the spell. Beware...
some enemy skills will mess up your move or spell... if an enemy
hits you with a powerful attack while you are charging, it may
mess you up and you'll not be able to execute the move or spell.
Note you'll only be able to use a move or spell if you have enough
SP (for moves) or MP (for magic) remaining.
Items --> Allows you to use an item from your inventory. Not all
items can be used in battle, however. :P
Escape --> This option lets you run away from the monsters. The
chance of escaping depends on the total movement points of the
party. You won't be able to escape from some monsters, mostly
bosses. You won't gain any EXP, Gold, or items from the
monsters, but you will still gain weapon and magic skills.
Defend --> Allows you to defend against incoming attacks. There
are two defense options... "Endure" and "Evasion". "Endure"
focuses on reducing the damage dealt from blows... a character
defending in this manner will receive 1/3 normal damage, as well
as have a 2/3 chance of avoiding bad status effects. "Evasion"
focuses on moving out of the way, hopefully far enough where the
enemy can't reach you. Choose where you want to run to and
your character will run to the spot indicated.
Look --> Lets you view information on enemies and characters..
basically their name, HP, and what action they are performing.
If you use this on an enemy who is charging up for a skill, the
person that is targeted will be highlighted on the IP bar. You
can use this command as much as you want.
Tactics --> Lets you set up AI tactics for your party members,
in case you get lazy and want the computer to fight your battles
for you. There are 6 modes of AI you can choose from. "Single
Tactics" lets you set up individual AI modes for each character,
while "Party Tactics" let you set up an AI mode for all characters
at once.
Manual -> This is the mode of choice. You'll be able to issue
all commands yourself.
Play Fair -> The character will solely use their weapons... no
moves or magic. Useful when fighting weak enemies.
Power Up -> Use items, moves, and magic to increase the ability
of your party members, then fight.
Withdraw -> Puts the character purely on defense mode. Don't
set this to Party Tactics or you'll just sit there and let
the enemy beat up on you. :P
Safety -> Use healing items, moves, and magic to ensure your
party members are in top condition.
Go Wild -> Causes the character to go berserk, using their
most powerful moves and magic. Useful for watching a weak
group of enemies get smeared... use this near a Save Point
where you can get that SP and MP back easily. Muhahahah :P
Meanie -> Use items, moves and magic that generally make it
harder for the enemy to fight... namely status changing items
or skills that decrease attack/defense/move levels.
-->Attribute Levels<--
When you use the "Look" command, along with the target's name
and HP, you'll see 5 icons. These are "attribute levels", and they
can be altered through the use of items or magic. These alterations
are only temporary... they will disappear after the battle. They
can only be altered up to a level of 7 (be it negative or positive).
Attack Level --> Increasing this level will cause your attacks to
deal greater damage.
Defense Level --> Increasing this level will cause you to sustain
less damage from enemy attacks.
Move Level --> Increasing this level will allow you to move further
during your attacks.
Agility Level --> Increasing this level will increase your speed
as well as the probability of dodging attacks.
Life Level --> Increasing this level will increase the character's
Max HP for the duration of the battle! :)
-->Status Ailments<--
Sometimes when you are attacked by monsters, or cast certain
spells or use certain items on the enemy, they will be afflicted
with a "status ailment". This is something that hampers the target's
ability in one way or the other. There are several status conditions
that you can receive or inflict upon enemies...
Poison --> The character will steadily receive damage in combat.
Can be dangerous, unless cured with an Antidote or
Cure spell.
Plague --> The character has the Plague, and this causes a real mess.
The character will suffer other status ailments at random,
and their attribute levels may be decreased.
Fallen --> The character's HP has been reduced to 0, and they are
unable to fight. Use a reviving item on them or rest.
Move Block --> The character's special moves have been sealed.
Magic Block --> The character's magic spells have been sealed.
Sleep --> The character has fallen asleep, and cannot issue any
commands until they wake up.
Paralysis --> The character has been paralyzed, and cannot issue any
commands until the paralysis wears off.
Confusion --> The characer will issue a command at random. It's
hard to say exactly what they'll do... they may use
an item on an enemy, attack one of your characters,
etc.
Well, that's about all you need to know. Now, enough with that
mess! On with the walkthrough!
*********************************************
* PART TWO: THE WALKTHROUGH *
*********************************************
--------MESSINA, THE OLD CONTINENT--------
***a. Town of Parm***
My Level: Justin 2, Sue 1
Items: Letter to Clara
Dirty Apron ("Legendary Armor")
Battered Pot ("Warrior's Helmet")
Pot Lid ("Shield of Light")
Gantz's Key
Wooden Sword ("Spirit Sword")
First-Aid Kit
Poison Antidote
100 Gold
Marie's Pin
Wound Salve
Spirit Stone
Letter of Introduction
Key to the Cafe (after Sult Ruins expedition)
Java's Wallet (after Sult Ruins expedition)
Coal Candy (after Leck Mines expedition)
Lilly's Letter (before boarding the Steamer)
Save Points: Port of Parm
Lilly's Seagull Restauraunt
Stashing Place: Justin's Living Room
Weapon Store: Ceramic Sword 500
Metal Bat 300
Handmade Darts 150
After watching the opening cinema, the game will then switch
to the town of Parm, where Sue runs around for quite a while looking
for Justin. Then, after seeing Justin get beat up for messing around
in some guy's shed looking for "treasure", she rushes over to him and
gives him the "Legendary Armor" (which is actually a Dirty Apron. :P).
You'll learn that Gantz (a neighborhood troublemaker) has made a
dare with Justin. If Justin can't find the 4 "legendary treasures"
hidden around Parm, then Sue will become part of Gantz's gang, and
she'll have to marry him. :)
You'll automatically go to Gantz, who is blocking the bridge
to North Parm. Talk to him a few times, and he'll be "nice" (?)
enough to give you a few clues as to where the other treasures are
hidden. He'll tell you that the helmet is in a place where you
"always hear the sound of running water", and that the shield is in
a place where you "always hear seagulls squawking". So, let's head
out to find the treasures!
As you explore the town of Parm, note that when you press SELECT,
the camera will zoom out, giving you a bird's-eye view of the entire
town. This is a very useful feature... try exploring the town without
it and you'll see what I mean. ^_^
While running around town, be sure to talk to everyone
(people are shown by green arrows on the town map.), several times.
Almost everyone has more than one thing to say... one of the great
things about Grandia is the dialogue... this is one of those rare
RPGs where your party members actually communicate with the NPCs,
rather than you just listening to what they have to say. And most
of the dialogue is rather humorous, even hysterical at times. ^_^
Also note that in House 2 (in the northern part of Parm),
upstairs is a man named Francois who is writing a letter to a
girl named Clara, who lives in New Parm. After talking with him
several times, he will ask Justin to deliver this letter to Clara
if he ever goes to New Parm.
So, the helmet is in a place where you "always hear water
running". A river divides the town of Parm in two... perhaps it's
around there? Sure enough, if you go down into the canal, you'll
find the Warrior's Helmet (which is actually a Battered Pot. :P).
Go show it to Gantz... only two left!
The shield is in a place where you "always hear seagulls
squawking". Seagulls live near the ocean... it must be in the
Port of Parm! You'll find the shield propped out against the
shipwright's workshop. Actually, it's a Pot Lid, but oh well. :P
Return to Gantz and show him the shield. Now there's
only one treasure left... the Spirit Sword. Talk to him again,
and he'll tell you that the Spirit Sword is in the chest in his
house. However, the chest is locked... so we'll have to find the
key. Sue suggests you check out the chest, so head for Gantz's
house. Sure enough, the chest is locked. Gantz's mom will tell
you that Tentz (Gantz's little brother) probably has the key, so
you should look for him. If you went exploring earlier, you
probably found him... he's the kid that took off running when
he saw you.
You'll find him at the entrance to the cafe, in the southwest
part of Parm. When talking to him, choose the second option
("No way, I'll tell Gantz"), and you'll learn that he has lost
the key to the chest. D'oh! So Justin will start crawling around
on the ground looking for it. Tentz says he fall down into
the river recently, so maybe it's around there. Search around
the canal, and sure enough, you'll find the key. Tentz will
let you keep the key, as long as you don't tell Gantz he gave
it to you. :P
Anyway, go open the chest in Gantz's house and get the
Spirit Sword. Now, we've got all four treasures! Head back to
Gantz, but you'll find that he has finally got busted for blocking
the bridge to South Parm. Justin and Sue will try and "casually
sneak by", but when the adults find out that Justin and Gantz
were having a duel, Justin takes off, and you'll automatically
run to Lilly's Seagull Restauraunt, where Justin lives. :)
Talk to Lilly and she'll bonk you on the head with her
tray (you'll see this a lot :P) for having dirty shoes in the
kitchen. After the sequence, talk to her again and she'll ask
you what kind of trouble you got into today. You'll have three
options... take comfort in the fact that no matter which you
choose, you'll get bonked on the head with the tray again.
After choosing the third option ("I wasn't doing
anything! Ask Sue!!"), Justin, Sue and Lilly will go to
dinner. Here you'll have your first meal sequence... these
are opportunities to talk to your other party members about your
current situation. By selecting the sleep icon (by "talking to
yourself"), you can end the meal, but note that you can't end
some meals until you've talked to someone in particular.
The next morning, Sue will wake you up and you'll go
off to see the curator of the Baal museum in South Parm.
Justin left his dad's Spirit Stone with him recently, and now
the curator wants Justin to come pick it up. Before leaving,
be sure to get Justin's things out of his room... the First-Aid
kit in the chest, the Gold under his desk, and the Poison
Antidote in the back corner. Note there is a stashing place
downstairs... it would be a good idea to dump your
"legendary equipment" there, as you can't sell or drop it and it
doesn't have any use (the Sword is the only piece of equipment
that is better than what you have now.) It's probably not
worth it, but if you talk to Lilly and say "Mom, you sure
look beautiful today" three times, she'll give you your
allowance... a meager 1 G. :(
Before going to the museum, be sure to explore South Parm
and talk to everyone. Near the Train Station you'll find a
little girl named Marie who is quite P.O'ed at her mom because
she dropped her favorite pin somewhere near the museum. Head
near the museum and search around, and you'll find it. Give
the pin back to Marie and she'll be happy again. Then, go talk
to Marie's mother, who is wandering around the museum, still
looking for the pin. She'll give you a WOUND SALVE in return
for your kindness. :)
You should also be sure to visit the Parm General Store,
where you can pick up some better equipment for Justin and Sue.
Buy what you want, but I recommend getting some Handmade Darts
for Sue, a Fluffy Ribbon for Sue, and Air Sneakers for both.
When you're ready, head for the Baal Museum and visit the curator.
After speaking with the curator, he'll tell you to meet
him in his office, and that you should take a look at the Icarian
Statue. However, clumsy Justin gets a little too close and breaks
the statue! Quickly he "fixes" it and decides to talk to the
curator and get out of here ASAP. Head for the curator's office
and talk to him. Even if you do tell him the truth about the
statue, he'll pass it off as a joke, so it doesn't matter if you
do or not. He'll give you a Letter of Introduction... with this
Justin and Sue will be able to visit the Sult Ruins! After
getting the letter, exit the museum. Sure enough, the curator
finds out about the statue, and Justin decides it would be a
good idea to wait until later to apologize. :P
Anyway, it's off to the Sult Ruins! Exit the town of Parm,
but to get to the ruins you'll have to pass through the
monster-infested Marna Road.
***b. Marna Road***
My Level: Justin 2, Sue 1
Items: Herbs x 2
10G x 2
30G
Officer's Baton
Save Points: Entrance to Marna Road
Monsters: Marna Bug
Giant Centipede
*NOTE* Any directions I say.. i.e north, west, southeast,
etc... refer to the compass. The red area on the compass always
points north. :)
Marna Road is, for the most part, one wide open area with
a road running through it. You can quickly traverse the area by
following the road all the way to the exit, but by doing this you'll
miss out on experience and some items as well. There is a river
about midway that divides Marna Road in two... four items can be
found on the south (closest to Parm) side of the bridge, and two
on the other side. Finding them is easy... on the south side, search
for some Herbs in the southwest corner, 10G to the left
of the road near the river, 30G in the southeast corner,
and 10G to the east along the river. After crossing
the bridge, follow the river again to find some more Herbs, and
when you reach the exit, go south along the eastern wall and you'll
find an Officer's Baton (mace type weapon).
Not much to it. Try to get all the items and battle most
of the monsters in the area to obtain experience, then follow the
road out of here and head for the Sult Ruins. :)
***c. Sult Ruins***
My Level: Justin 4, Sue 3
Items: 10G x 5
30G x 5
Shiny Shoes
Rune Ring
Ceremonial Rock Ax
Dynamite
Outdated Armor
Resurrect Potion
Save Points: Near entrance to Sult Ruins
Sult Ruins, near stairs to B2
Sult Ruins, B2
Monsters: Green Slime
Baby Bat
Rock Bird (BOSS)
*NOTE* There is a map of both levels of the Sult Ruins in
the manual that came with the game. If you have it, it will greatly
help you in obtaining all the items. :)
Upon entering the Sult Ruins, you'll "meet" Nana, Saki, and
Mio... three sergeants in the Garlyle Forces. These three will be
causing trouble throughout the game. :)
After listening to their dialogue, feel free to explore
the area surrounding the Sult Ruins, then head down to the entrance.
Justin will try to explain to the three sergeants why they are
here, but being the hard-headed, hateful trio that they are,
they quickly dispose of the Letter of Introduction, but decide
to let you "off the hook" and tell you to go home. Of course,
Justin, being the adventurer type, decides that they should go
underground anyway.
Once inside, follow the path a short way and you'll run
into several squads of soldiers, the three sergeants, as well
as Colonel Mullen and Leen. Justin and Sue will listen in on
their dialogue, then when they leave you can continue exploring
the ruins. Also, nearby in a nook to the east is 10G
waiting to be picked up. :)
You'll encounter pairs of soldiers along the way, and
usually Justin and Sue will stop to hear what they have to say.
Otherwise, they won't spot you, nor can you talk to them. :P
Follow the path until you reach the split (there will be
a dungeon-scope icon here). Turn west, but beware of a Baby Bat
that may jump out at you. Behind where the bat was, is a Gold
Pouch. Move further west and you'll encounter a trap of sorts...
the "head" of the archway will start shaking and fall if you get
too close. If you are hit by it, you will take damage. You can
listen in on the two soldiers if you wish.
Head back to the Dungeon-scope icon and continue east.
By turning the camera north, you'll find another 10G. Look on
the other side of the stairs as well to pick up 30G. Climb the
stairs and make your way back west and you'll come to a Rune Ring
up on a ledge (which you probably saw when you listened in on the
soldiers). This item will slow IP loss (you won't get stunned
as much after sustaining a hit).
Go back east to the stairs, then start south. You'll soon
come to the three sergeants again, but this time they won't catch
you... instead you'll just listen on their conversation. :)
Continue south until you reach another Dungeon-scope icon.
You'll see some shoes to the east, but if you try to go that way,
a boulder will conveniently block the path. So instead, continue
south. Keep going south and you'll come to 30G. Then,
go east and north, and you'll be able to pick up the Shiny Shoes
which you saw before.
Walk up the nearby stairs to pick up 30G, then head north.
By turning the camera east, you'll see another "hidden" 10G. Soon
you'll come to a save spot, as well as the passage leading down to
the second basement. Watch out for the falling archway, then
continue down to B2.
From here, go north until you come to a Dungeon-scope
(referred to from now on as a DS icon :P), then walk east and pick
up 10G. Then go back and climb the stairs to the east of the DS
icon, and you'll come to another DS icon on top. Head left, and
walk onto the ramp, and Justin will automatically jump over to the
other side. Open the chest to obtain some Outdated Armor!
Make your way back to the second DS icon, then walk off the
east side of the ledge, and continue east to pick up some Dynamite,
which can be used to deal damage to enemies in battle (only once).
Continue east, and up the stairs, but be prepared for an "ambush"
by the green slimes... they'll jump down on you as you approach.
Jump the ramp and pick up the 30G at the end of the ledge. Now
drop down and go southwest, and you'll come to another DS icon.
Go west and soon you'll come to some stairs, with yet another DS
icon nearby. Climb the stairs, and pick up the Ceremonial Rock
Ax... your first Ax-type weapon. :)
From the ax, move to the south, and the ledge will break away,
dropping you down below. Oh well... continue south, then east and
you'll come to (guess what?) another DS icon. Climb the stairs
nearby, then head north and east to find an item... but as you try
to pick it up, the ledge breaks away and sends you back down
again. Well... at least you can still pick up the item...
a Resurrect Potion!
Go back up the stairs and you'll notice an exclamation
mark appear. This is an "Action Icon"... press the X button while
standing over it and something will happen... in this case the
pillar will fall over, creating a bridge of sorts for you.
Cross the pillar, pick up the 30G, and continue north. You'll
hide from some more Garlyle soldiers, then Justin will decide to
check out the strange statue. When Justin approaches, however,
his Spirit Stone will start to glow, and the statue will suddenly
split, revealing a passageway!
Continue along the passage, and take the left path. Press
the green button twice to make the next room spin, then go inside.
Press the red button to make the room spin again, then exit and
follow the passage until you reach another door, which is also
opened with the power of the Spirit Stone. Continue along the
passage and you will come to the "Room of Illusion". Here you'll
have a sequence where Justin meets a mysterious young woman named
Liete. After watching the sequence, Liete will tell Justin that
if he wants to know about the Angelou civilization, he should head
for a far-off land known as Alent. However, in order to get
there, Justin will have to find a way to get to the New Continent!
As you start to make your way out of the Sult Ruins, however,
you run into Colonel Mullen and Leen! Uh-oh... He'll ask you
several questions, and commences to take Justin and Sue hostage,
but Sue quickly jumps on the red button, leaving Mullen and Leen
stranded on a ledge. Justin and Sue will quickly escape, but they
won't get very far, however, as there is a trap waiting for them
near the entrance... a giant Rock Bird!
*** ROCK BIRD ***
HP: 230
XP: 30
G: 150
Attacks: Rock Feather --> Physical attack on one character
Fire Orb --> Fire attack on all characters
Insanely easy. Just pound on it with physical attacks and
there's a good chance you'll destroy it before it even has a chance
to attack. You'd probably have a hard time losing to this thing. :P
After the Rock Bird is destroyed, Justin and Sue will quickly
escape the Sult Ruins. It's evening already, so the two decide that
it would be better to return to Parm for the night. Return to Lilly's
Restauraunt and you'll sit down to another meal. Lilly suggests that
Justin check out the port tomorrow to see about getting on a ship to
the New Continent. (hmm... you want to travel 1,000 miles away?
Sure... I'll even tell you how to get there! :P)
Head for the Port of Parm and talk to the sailor wandering
around. He'll tell you that unless you have a Steamer Pass, you
won't be allowed to board the Steamer to the New World. He suggests
you ask Java, a retired adventurer who hangs out at the Cafe, to see
if he will give you his pass. Go to the cafe, but children are
not usually allowed in. However, one of the dishwashers has taken
the key to the cafe, and now the owner can't get in. She agrees
to let you in that night if you can get the key for her. Head
back to the Port of Parm and talk to the guy wandering around,
and he'll give you the key to the Cafe.
Now, head back to the Cafe and give the key to the woman
standing outside. Since the Cafe opens at night, Justin and Sue
hang around until it gets dark. Once nighttime arrives, go back
to the Cafe! :)
However, as you might have expected, Java isn't here. Talk
to the other customers and you'll learn that he's probably holed
himself up at Leck Mines, where he lives. Talk to Miss Kirlian
(the owner) a few times and she will give you Java's wallet to
go take to him. Justin decides to take the train to Leck Mines
tomorrow, but for now head back to the restauraunt.
After another meal sequence, you'll wake up the next morning
to head off for the Leck Mines. Note that you can get another 1G
from Lilly the same way you did before... though I doubt it will
help much. :P Also be sure to return to the Parm General Store
and pick up some more equipment. When you're ready, head for the
Train Station and the engineer will let you go for free.
How nice! :P
Board the train and you'll automatically travel to Leck Mines.
***d. Leck Mines***
My Level: Justin 5, Sue 3
Items: Work Clothes
Herbs
10G x 8
30G x 5
Grenade x 2
Rubber Boots
Safety Helmet
Wobbly Sword
Hand Ax
Miner's Hammer
Wound Salve
Oaken Shield
Seed of Defense
Steamer Pass
Save Points: Entrance to Leck Mines (Java)
Leck Mines (2)
Monsters: Green Slime
Spyder
Baby Bat
Orc
Orc King (BOSS)
After exiting the train, you'll find Java's house to
the southwest. After a slight "mishap" concerning Java's wallet,
the adventurer will agree to give the pass to Justin if he can
slay a monster that has recently moved into the Leck Mines...
a trial of sorts. Java will wait outside for you, and by talking
to him you can rest or save your game if needed. When you're ready,
enter the mines!
Upon entering the mines, walk west a little ways and
you'll come across some Work Clothes. Pick them up, but the
Sportswear is better. Now, head northwest and follow the path.
Around here, you'll find a 10G pouch, a 30G chest, and some Herbs.
After getting all these, head back to the place where you got the
Work Clothes, and head southwest. Pick up the 10G near the
large rock, then continue to the west. Pick up another 10G along the
way, and when you reach a dead-end to the west, you'll find a Grenade
and a chest containing some Rubber Boots. After getting these, head
back to the large rock and go southeast, and enter the second part
of the mines.
Here, walk southeast and you'll come to another 10G. Grab it
and continue to the southeast. When you reach a hole, drop down
and climb up the ramp leading up the other side, and pick up
the Safety Helmet nearby to the south. Continue east to find 30G
and a Wobbly Sword. To get back over the hole, use the Action
icon that is in the corner. ;)
Jump back over the hole and continue west. You'll come
to another hole... drop down and pick up the Hand Ax to the north,
then climb up the left rope. Get the 10G, then go straight
south to find a chest which contains a Miner's Hammer. Grab it
and go west and you'll reach another large rock. Pick up the
10G nearby and go south and east. Along the way, you'll see a
ledge above with an item on it... there is a ramp nearby which
allows you to climb up there and get the item... another Grenade.
To the south of the Grenade in a carved-out area you can find 10G.
Continue east and pick up a Wound Salve, then enter another
carved-out area to the south-east of that to find an Oaken Shield
(not an OK Shield :P). After getting it, continue east to the
deepest depths (erm... double adjective? :P) of the Leck Mines.
In the final room, you'll find a treasure trove of money... search
around for 3 10G pouches and 2 30G chests before confronting the
boss... the Orc King!
*** ORC KING ***
HP: 385
XP: 70
GP: 450
Attacks: Fire Breath --> Fire attack on one character
The Orc King is accompanied by two normal orcs. These guys
don't pose much of a threat, but you also have the Orc King to worry
about. :P Your best bet would be to get rid of the two small orcs
first, then use your most powerful moves (W-Break is good if you
have it at this point) to quickly dispose of the Orc King.
After the Orc King is defeated, the mine will start collapsing!
Pick up the Seed of Defense nearby, then hustle out of this room.
Java will be here waiting for you, and the three will jump in a mine
cart and narrowly escape getting buried alive! Java agrees that
Justin has indeed passed the trial, and he'll give you the Steamer
Pass. Now Justin can get to the New World!
Exit the area and you'll automatically go back to Parm
via the train. However, upon leaving the Train Station, Justin decides
that Sue should stay behind in Parm. Sue doesn't like the idea of
this, gets mad and runs off. (She'll leave your party, temporarily.)
Take some more time to explore the town and talk to everyone
before you leave for the New World. You should probably also sell
a lot of the junk you have left over... old weapons and armor, etc.
Note that the inventor will give you some Coal Candy if you visit
him, which raises your attack power in battle.
At any rate... we should go back to the restauraunt and
rest up. Tomorrow's a big day! ;)
After the meal, Justin will wake up early the next
morning to set off on his new adventure. After watching the
sequence, head for the Port of Parm and board the Steamer!
***e. The Steamer***
My Level: Justin 6
Items: Cabin Key
Beef Jerky
125 Gold
Chocolate
Save Points: Steamer Crew's Quarters
Stashing Place: Steamer 2nd Class Cabin
Weapon Store: Ceramic Sword 500
Paring Knife 250
Hand Ax 300
Metal Bat 300
Handmade Darts 150
Armor Store: Leather Gloves 80
Sportswear 150
Air Sneakers 90
Item Store: First Aid Kit 180
Herbs 15
Wound Salve 40
After boarding the Steamer, run around and explore the ship,
talking to people you meet along the way. There is a traveling
salesman in the 2nd class cabins who will sell you weapons, armor,
and items... however they are for the most part the same things
that were sold in Parm. After exploring the ship, head back up
to the deck... but along the way you'll find... Puffy?!? Uh oh!
Up on deck, you'll find that not only has Sue stown away
on the ship... but she has been caught and is about to be thrown
overboard! Talk to the Captain and he'll decide that the only way
Sue can be saved is if Justin and Sue become sailors on the ship...
sailors can't be stowaways, right?
The next morning, one of the crewman will give you the Cabin
Key and tell you to go up on deck so you can start working. On
the way up, talk to one of the sailors in the passageway and he'll
ask you if you know "the rules of the sea". By answering correctly
to all 3 questions ("Don't be a stowaway", "Don't spill blood in a
fight", and "Don't dirty the sea"), he'll give you a Beef Jerky.
Also, a lady in one of the First-Class cabins will ask you to clean
her bathtub. Do this and she will give you a small gift of 25G.
And, the gambler in the lounge will challenge Justin to a coin-toss.
I think you'll automatically win no matter which you pick, and when
you do you'll get 100G. Additionally, talk to the lady in the corner
who is worried about having too many freckles. Tell her,
"Not to worry! Just a few!", then talk to her again and she'll give
you some Chocolate. :P
Up on deck, talk to the sailor and he will get you started on
your job... swabbing the decks. It's a mini-game of sorts... at the
bottom is a power bar that goes up whenever you hold down the X
button. The key is to keep the power bar as far to the right as
possible without going over the line... if this happens you'll
get worn out and the power bar will drop all the way back down
to the bottom. If you can manage to get a time less than
26 seconds, the sailor will give you 25G for a job well done.
You can continually do this to get Gold. :)
When you're done swabbing, head back down to your quarters
and get some rest. The next morning, head back up to the deck to
do some more swabbing. Afterwards, head back to the cabin, but
along the way you'll find out a famous adventurer from New Parm
will be onboard soon. The next day, go out on deck and you'll
meet Feena, who is, believe it or not, the great adventurer from
New Parm!
The day after, Justin and Sue go back out on the deck to do
their daily swabbing.. but the deck is already clean! Feena
has already cleaned the decks, and Justin and Sue talk with her
for a while. However, before long the sky gets dark and the
sea grows rough. Head for the bridge and Feena will tell Justin
to hurry to his quarters. But Justin can't resist an adventure,
so he decides to check things out instead. Up on deck, you'll
find that a Ghost Ship has appeared!
Feena tries to rally some of the sailors, but to no avail.
It turns out that the only people brave enough to try and get rid
of the Ghost Ship are Justin and Sue. :P Reluctantly, Feena
decides to take them along. Climb up the rope and use
"Elizabeth the Crane" to cross over to the Ghost Ship.
***f. Ghost Ship***
My Level: Justin 6, Sue 4, Feena 6
Items: 10G x 7
Herbs
30G x 2
Wind Charm
Wound Salve x 2
Pirate's Hat
Admiral's Sword
Resurrect Potion
Monsters: Ghostoid
Sea Jelly
Ammonite
Save Points: Ghost Pantry
Ghost Ship Hall
After boarding the Ghost Ship, climb down in the hole to get
below deck of the ship. Once inside, grab the 10G nearby and use
the Save Point if you wish. Exit via a nearby hole in the wall
to get the Ghost Ship's Hold. It's kinda hard to see here due to
the fog, the obstructions above, and the many things scattered
about here, so take care not to get ambushed by ghosts. Upon
entering the Hold, you'll find some Herbs immediately to the right.
Also, you'll find 10G around here as well. At the west end of the
Hold, you'll see a hole in the floor... Feena suggests the party
go down that way. Enter the hole and you'll fall down to the
bottom of the ship.
Pick up the 2 nearby pouches of 10G, then make your way west.
Be sure to watch out for that annoying jelly that keeps jumping
around... it can easily ambush you. Make your way west and
climb the rope in the southwest corner to ascend to the Treasure
Room. Pick up the 10G to the east, and you'll see 3
exits in that direction. Head for the middle-east exit,
enter the door, then walk around to pick up another 10G.
Go back to the treasure room and climb the stairs on the southeast.
Feena will barely save Justin from a swinging blade that
comes out of nowhere. I don't think you can get the meat
you saw there... the blade takes it away. :P
Enter through the door to get back to the Hold, walk east
and climb down the rope. Continue to the east and enter
through the hole in the wall to get to the Lower Deck. Grab
the 30G to the south, then take the other two treasures in this
room... a Wind Charm and a Wound Salve. Also, try not to fall
into the hole in the middle of this room... if you do you'll
be taken all the way back down to the save point at the Pantry. :(
Instead, climb the stairs in this room to get to the
Mid Deck. Be sure to get the 10G in the northwest corner
of this room, and the Wound Salve to the south as well. Before
ascending the stairs in the north-west corner, be sure to open
the chest to obtain a Pirate Hat. Hehe :P
Once in the Hall, grab the Admiral's Sword nearby, the
Resurrect Potion to the north and west, and the 30G in the
southwest corner. There is also a save point here... I recommend
you use it. :)
When you're fully prepared, enter the Captain's Cabin
via the door to the west. Examine the log on the desk and a
huge octopus-like monster will come right through the floor.
Yikes!!!
*** SQUID KING ***
HP: 592
XP: 100
GP: 1000
Attacks: Suck In --> Draws all party members closer to the enemy
Shockwave --> Physical attack on all members
Laser Eye --> Physical attack within a straight line
Howl --> Level 1 Wind Spell; deals wind damage to party
*** LEFT TENTACLE ***
HP: 438
XP: 27
GP: 500
Attacks: Suck In --> Draws all party members closer to the enemy
*** RIGHT TENTACLE ***
HP: 356
XP: 27
GP: 500
Attacks: Howl --> Level 1 Wind Spell; deals wind range damage
Alheal --> Level 1 Water Spell; heals all monsters present
This is a rather tough fight, and it is probably the first
battle that will actually give you trouble. The Squid King has quite
a bit of HP, and both of his tentacles serve as targets on their own.
There are two strategies to use here.... the first would be to go
all-out against the Squid King himself... once he goes down you have
won. The other strategy is to concentrate on taking out his
tentacles... without them the Squid King is not nearly as formidable.
If you use the second strategy... it would be a good idea to take out
the Right Tentacle first, as it has healing spells that will regain
the HP of all 3 targets. The Left Tentacle mostly uses the "Suck
In" ability, which draws your characters closer to the enemy, so get
rid of it next, then focus on the Squid King. Sue's "Rah-Rah!
Cheer" and First-Aid kits will help put you back together if you get
roughed up too bad. And remember to use your Critical attacks
often to negate any attacks that might be coming your way.. "Howl"
and "Shockwave" can seriously mess up your party by dealing 15-20 HP
damage to everyone! The Squid King can't use the Shockwave attack
if both of his tentacles are missing, however. Also, the "Wind
Charm" that you found in the Ghost Ship will help reduce the damage
done by the Howl spell. This battle is tough, but if you know what
you're doing, you can win. :)
After the Squid King is defeated, the ship will begin to sink!
Quickly head back to the hall and examine the door on the east.
Feena will quickly unlock it, and outside the three hastily escape
the Ghost Ship and make their way back to safety on the Steamer.
Now, get some rest at the Crew's Quarters. Tomorrow, it's
back to swabbing the decks! (D'oh! :P)
However, on your way up the deck the next morning, you'll
learn that your jobs as sailors are over. The Steamer has finally
reached the New World!!!
After watching the sequence, feel free to take one last
look around the ship, then talk to Feena to go ashore. You've made
it to Elencia, the New World!
--------ELENCIA, THE NEW WORLD--------
***a. Port of New Parm***
My Level: Justin 6, Sue 5
Whew! Glad to finally get off that Steamer? You'll disembark
in the Port of New Parm. Feel free to have a look around the
marketplace. There isn't anything to do in particular here, so when
you are done looking around, exit out the north gate and head
for the Town of New Parm.
***b. Town of New Parm***
My Level: Justin 6, Sue 5
Stashing Place: Adventurer's Hut Hotel
Save Points: Adventurer's Hut Hotel
Weapon Store: Paring Knife 250
Hunter's Knife 1000
Great Sword 750
Ceramic Sword 500
Big Hatchet 1000
Iron Mace 1200
Thorny Whip 650
Hunter's Bow 850
As usual, you should run around town, talking to its
inhabitants and generally exploring the place. While you're here,
you should also deliver Clara's letter... she lives in one of the
mansions on the east side of town. You won't get any special
items for doing this however... :(
You should also visit the Store and pick up any new equipment
you can afford. You can now also purchase your first spell
attribute, as you now have a Mana Egg which you got from the
Squid King. I recommend getting 'Water' for Sue... that way you
will have some means of healing your party through magic. :)
Once you're ready, head for the Adventurer's Society. Talk
to the lady behind the desk several times and she'll give you a
"password" -- "I'm Mr. Pakon's servant, uh-yup!". Use this to
enter the President's Room in the back. After a quite
unsuccessful meeting with Pakon, Justin decides that he doesn't
need an Adventurer's Society to go on adventures, and that he can
go adventuring by himself. First, they decide to visit Feena's
House, which is a little ways east of Parm, past the Merrill Road.
Before you go, you may want to go to the store and buy a few
Poison Antidotes, as many of the monsters along the Merrill Road
have poisonous attacks. When you're ready, exit New Parm and head
for the Merrill Road!
***c. Merrill Road***
My Level: Justin 6, Sue 5
Items: 10G x 4
30G
Snake Earrings
MANA EGG
Monsters: Spitting Cobra
Black Widow
Glug Bird
Roadcrawler
Merrill Road isn't that large, but the monsters are a
little rough, so be prepared. Once you enter, pick up the 10G that
is sitting right there, then starting walking along the road to
the south and east. When you come to a split, go east to pick up
10G, then go back and take the north road. When the path splits
again, enter the cave on the west, and on the other side you'll
find some Snake Earrings, which increase your resistance to Poison
(something which is rampant in the enemies around here). After
getting these, go back through the cave and continue east along
the road. You'll come to another split... pick up the 10G nearby,
then head north and east to find a 30G chest.
From there, walk west and you'll come to a larger open area
with 10G and a DS icon. To the north is the path that leads to
Feena's house, but there is one more important item to get here.
Continue to the west past a fork in the road and soon you'll come
to a Mana Egg! Once you have it, head back and exit Merrill Road
to get to Feena's House and Vicinity. :)
Don't forget to purchase another spell with the Mana Egg you
found, as well!
***d. Feena's House***
My Level: Justin 7, Sue 6
Upon entering Feena's house, you'll soon find that Feena isn't
here. Take a look around her house, and upon checking the panties
that are hanging from the ceiling, Justin and Sue will take them down
to... err.. "examine" them. At that moment, Feena comes home. hehehe
After talking for a while, Pakon shows up. It seems that Pakon
is determined to make Feena his bride, no matter what it takes. Justin
will step in to intervene, but quickly gets put in his place by Master
Chang, Pakon's "kung-fu master" bodyguard. When Justin comes to, Feena
is gone... Pakon must have taken her with him! Aaack!
Quickly, Justin and Sue decide to return to New Parm and save Feena.
Go back to New Parm and head for the Church, on the west side of town.
However you won't be able to get in. If you checked this area out
earlier, you probably found that there was a storeroom in back, and a
priest there was going to take an underground passage to get to the
bell in the church. Maybe if you take this passage, you can get inside!
Of course, the passage is filled with creatures that have moved in...
no problem for an adventurer though! :)
Enter the storeroom behind the church and enter the hole to get to
the Underground Passage.
***e. Underground Passage***
My Level: Justin 7, Sue 6
Items: 10G x 3
Shell Shield
30G
MANA EGG
Iron Mace
Monsters: Purple Slime
Mud Jelly
Mad Snail
Save Points: Church Passage
Much of this passage is filled with water, and there are several
floodgates around here that will raise/lower the water level. You will
have to use these floodgates to access some parts of the passage.
Upon entering the passage, follow the path and go through a tunnel,
and you'll see one of these floodgates to the west. Turn the wheel and
the floodgate will rise, lowering the water level enough for you to
cross. Continue along the corridor and through another tunnel. As you
walk, you'll see some stairs leading down into the water to the west,
but you won't be able to use them as the water level is still too high.
Instead, continue to the south into a larger room with 10G inside, and
a floodgate. Turn the wheel and this floodgate will lower the water
level again, allowing you to descend the stairs to the north.
After crossing, head south and use the wheel on the other side
of the same floodgate to return it back down to where it was. The water
level on the near side will go back to normal, but the water on the far
side (the direction we are headed) will drop. Go through the tunnel to
the south and follow the passage until you see some stairs going down
into the monster-infested area that would have been filled with water
had you forgot to re-lower the floodgate.
Before going down however, continue to the east through another
tunnel and you'll come to a chest... open it to obtain a Shell Shield.
Also, be sure to raise the nearby floodgate to make the water
disappear. Backtrack through the passage and climb down the stairs to
get down to the floor. Watch out for all the monsters around here, and
pick up the 10G nearby as well. To the southeast is more stairs leading
down to the very bottom... down here is 30G, and in the northeast
is a small tunnel that leads to a Mana Egg!!
Go back and climb the first set of stairs again, and go to
the northwest corner to find another tunnel. Go through it, and on
the other side go east and north to find an Iron Mace, then go
back and up two sets of stairs to reach the passage that leads to the
church itself. Along the way, you'll find an Action Icon near a
crack in the wall.. use the icon to break away the wall and reach
a room with 10G, a Save Point, and a door leading to the inside
of the church. Use the Save Point to rest and save, then examine
the door. Unfortunately, you won't be able to open it.
So instead, climb the boxes along the north side of the room.
The tunnel at the top of the room leads to the area above the Church.
Justin and Sue will drop down to stop the wedding between Pakon and
Feena, but Master Chang just happens to be here in case something
like this happens. Looks like you'll have to fight!
*** CHANG ***
HP: 738
XP: 235
GP: 0
Attacks: Tornado Punch --> Strong physical attack on one character
Spin Kick --> Range kick attack
Chang has a lot of HP, but if you pound on him with your most
powerful attacks, he'll go down pretty easily. Be sure to use your
moves and critical attacks to negate his moves if you can... his
Tornado Punch and Spin Kick are both rather powerful. As long as
keep your HP up and don't let up in your assault, Chang will be
defeated rather easily. ;)
After Chang is defeated, Pakon will try one last time to get
Feena to marry him by threating to take away her adventurer's pass.
However, Feena will realize that she doesn't need to be a member of
the Adventurer's Society to have adventures (like Justin said :P),
and decides to accompany Justin and Sue on their search for Angelou.
Following the... erm... wedding reception, the three will
quickly "escape" to Feena's house. The next morning, Feena will
decide to join Justin and Sue on their adventure. The next stop is
the Dom Ruins! To get there, you'll have to cross the nearby
Rangle Mountain Range to the south. Go back to town and purchase
another spell with your new-found Mana Egg (I got Earth for
Justin), then head out for the mountains, south of
Feena's House. :)
***f. Rangle Mountains***
My Level: Justin 8, Sue 6, Feena 6
Items: 10G x 5
Medal of Yore
Seed of Moves
MANA EGG x 2
30G x 2
Fruit of Power
Ginseng
Monsters: Inchworm
Odd Bird
Spitting Cobra
Save Points: East Rangle Mountains
Rangle Mountains is another rather large, open area, so it can
be quite easy to miss items if you don't know where to look. Upon
entering the mountains, run all the way north to find 30G, then run all
the way south and west to find 10G. Go back to where you entered, and
walk east, up several hills, and in that vicinity you will find
another 10G. From there go south and east and you should come
across a Medal of Yore... this is a decent item that will restore your
SP when you are attacked.
From there, continue east and north, and you'll come to a Seed
of Moves, which increases one character's maximum SP by 2. From there,
walk north and east, and you'll come to a narrow path near the exit
that leads to the East Rangle Mountains. Enter the passage, and you'll
see ways to go north and south... to the south leads to the East
Rangle Mountains, while the north path leads to an all-useful Mana
Egg!
Then, use the passage to get to the East Rangle Mountains. You'll
find a Save Point here, and Feena will suggest that the party camp
here for the night. The next morning the three will continue making
their way through the mountains. The East side isn't much different,
so I'll try and point you toward the items as best I can. :P
Head south out of the clearing, and when you come to the first
open area, search to the southeast for a DS icon. To the south and east
of the DS icon is 10G in a little alcove. After getting it, head north
and west, and continue north as far as you can. Around there is
another 10G pouch. To the north of the pouch is another alcove with
a Fruit of Power inside, which increases one character's
Strength value by 3 points. :)
Go out of this alcove, and walk east along the northern edge
of the area. Once you go far enough east, you should see another
alcove leading off to the northeast... in here is yet another Mana
Egg! Walk out of this alcove, walk west a little ways, then go
south until you hit a large rock. To the east nearby is another
10G pouch. From that 10G pouch, head straight south and you
should come to another alcove with some Ginseng inside.
Exit this alcove, then walk east along the southern edge of
the area. In yet another alcove to the southeast is a chest
containing 30G. Retrace your steps back to where you picked up
the last 10G pouch, and walk straight east to reach the exit of
the mountains. Whew!
Once back out on the region map, it would be a good idea
to go back to New Parm to spend your two new Mana Eggs (I got
Water for Feena and Wind for Sue) and rest, then it's off
to the Dom Ruins!
***g. Road To Dom Ruins***
My Level: Justin 9, Sue 8, Feena 8
Items: 10G x 3
Miracle Drink
30G x 2
Seed of Speed
Monsters: Ent
The Road to Dom Ruins isn't a large area, but there are still
some items to be found around here. When you first enter, you'll
see a sign and a path leading off into the forest to the east. The
quickest way to get to the Dom Ruins is run south and east along
the outside of the forest... when you reach the south-east corner,
you'll find the entrance. However, if you want to get the items
you should take that path into the forest near the sign.
There are lots of trees and shrubs around here, and you may
miss some of the items if you aren't looking carefully. ;)
Follow the trail east into the forest, and soon you'll see
a 10G pouch to the north. Pick it up, continue east along the
trail, and when it turns south, look for a 30G chest to the
southwest. Then, continue east along the trail, and pick up
another 10G. Here the trail will turn south again... follow
it until you reach a clearing. Walk east and north, and
you'll come to a dead-end with a 30G chest.
Go back to the clearing, and continue south until you
reach another branch. Walk west, and if you use the DS icon
nearby, you'll see a chest nearby to the west and south. Open
it to obtain a Miracle Drink! From there, go west along the
trail, and at the next branch, continue west. The trail
will turn north, and when it does, look for a semi-concealed
path leading east to a dead-end where you will find a Seed
of Speed. :)
Walk straight west from the Seed and you will end back
up near the wall at the edge of the forest. Follow it south,
and east when it turns. After turning east, be sure to look
for a 10G pouch to the north. Then, continue east until you
reach the entrance to the Dom Ruins, and go inside.
***h. Dom Ruins***
My Level: Justin 10, Sue 8, Feena 9
Items: Blue Medicine x 3
10G x 8
Dynamite
Herbs
Resurrect Potion x 2
30G x 2
MANA EGG
Holy Mace
Magic Lamp
Shell Armor
Yellow Medicine
Monsters: Red Slime
Sand Diver
Vampire Bat
Dom Orc
Vengeful Spirit
Ganymede (BOSS)
Save Points: Dom Ruins (Vestibule)
Dom Ruins (1)
Dom Ruins (2)
Stashing Place: Dom Ruins (2)
*NOTE* Red Slimes are plentiful throughout this area.
Sometimes, they will use the "divide" skill, which creates 3
additional Red Slimes! This is a great way to build up your
magic skills... imagine casting "Howl" on 8 or 9 Red Slimes
at once! :P
Upon entering the ruins, walk to the east and you'll soon
find that the path is blocked. There's a Save Point on the other
side, but you can't get to it yet. Instead, drop off the ledge
and be sure to get the treasure chest underneath, which contains
a Blue Medicine. Walk straight north, past the DS icon until
you come to 10G. Pick it up, then go east until you hit the
eastern wall. Walk south along the wall, and pick up another
10G. Continue south, and soon you'll see the entrance to
the actual ruins to the east.
From there, go west and you'll be able to get to
the Save Point you saw earlier. Go back to the wall and continue
south along the wall, and you'll come to another item... some
Dynamite. Walk west some more, down the ramp and you'll find
another pouch of 10G. There's nothing else to be found out
in the Vestibule, so return to the entrance and walk east
through the corridor. Watch out for some Orcs jumping down
from above, and there is also a trap to watch out for... more
specifically, there are stone "faces" that line the corridor.
The last stone face on the left will suddenly shoot out when
you approach, and if you are touched by it, you'll get damaged.
You can tell which "faces" will shoot out by their "expression"...
the dangerouns ones will have an angry expression. :)
The stone "face" at the end of the corridor will also shoot
out too, though it'll rumble for a second before it does, giving
you a chance to get out of the way. :P At the end of the corridor
go north to pick up some Herbs, then go back south and follow
the path to reach the inside of the Dom Ruins.
As you walk down the corridor, beware the second stone face
on the right. Turn north, then east again and watch out for the
third and fourth stone faces, then enter the door at the end of
the corridor. Outside, climb the rope and enter the door above.
Shortly you will come to an elevator. Don't use it just yet;
instead use the passage in the northwest to get to a room with
some ghosts and a Seed of Power.
*NOTE* The ghosts are known as Vengeful Spirits, and are
extremely resistant to all weapon attacks. Use magical attacks
instead to get rid of them. However, sometimes Dom Orcs will
drop a Holy Mace after battle, which is very effective against
ghosts. The only way you'll deal any considerable damage to
the ghosts with physical attacks is if you have the Holy Mace
equipped. :)
Go back to the elevator and press the yellow switch, and
you'll go down. Take the northeast passage back outside, and
pick up the Blue Medicine that is sitting out on the ledge.
Return to the elevator once again, and exit to the southwest.
Follow the corridor, and when you reach a split continue south.
You'll enter a small room with a blue floor. To the east
is a switch on the wall, and when you press it, the floor
drops away, then comes back up. Seems the only purpose for
this is to drop monsters down into the hole. ;)
Go back north to the split, then west into a room with
a Resurrect Potion inside. Take it, then go north to another
small room with 30G inside. Now, run straight south and follow
this corridor, and pick up 10G in a small room along the way.
In this same room, look around and you'll see that one of the
eyes on the wall is... well... closed! Examine the wall here and
it will rise up, revealing a secret passage that leads to a Holy
Mace. :)
Use the door at the very end of the passageway to exit back
outside. If you try to cross the bridge, it will suddenly
crumble away, dumping you down to the ledge below. It's faster
than using the rope anyway :P
Down below, pick up the Resurrect Potion, then use the door
to enter another part of the ruins. Use the Save Point inside
if you wish, then take the west path. (The path to the north
leads back to near the entrance of the ruins... think of it as
a "dire emergency" exit. :P) Soon you'll reach another elevator.
Before using it, take the east path to get back outside, and
step on the switch atop the stone head. The ledge will slowly
move out, but not quite far enough to give you access to that door
to the east. For now, go back inside and return to the elevator.
Exit stage southwest, and pick up the 10G nearby. Continue
along the passage and you'll exit outside again. Step on the
switch on this ledge, and the other ledge down below will move out.
Now you can get to that door! Go back to the elevator, ride it
down, then exit east again to get back to where you were before.
Cross the ledges and enter the door on the east to get to the
second half of the ruins.
Inside, follow the passageway until you reach a branch.
The west path leads to a dead-end outside, so go northeast instead.
Continue northwest, and you'll come outside again. Climb down the
rope and enter the door on the ledge below. Walk until you reach
a blue-floored room, then open the chest to the north to obtain a
Mana Egg!!
Exit east, and continue until you reach another small
blue-floored room. Grab the 10G in the middle, then go east to
get a small room with 2 sets of iron bars inside. Behind the
bars are some Orcs! (hehe) Stand in the middle of the room and
press X, and the bars will rise. The orcs will charge out at
you (ungrateful?), so get rid of them, then be sure to pick up
the Shell Armor that was inside one of the cells.
Go back west to the small room, then exit southwest
to get to yet another elevator. First, continue south and follow
the path until you come to another small room. To the west is
a switch that drops out the floor, and to the east is another
closed eye on the wall. Examine the eye and take the secret
passage into a room with _lots_ of monsters inside. To the
south is another closed eye... take the secret passage to a
room with 10G and some bats inside. Look for yet another closed
eye to the west, in which you will find a Magic Lamp. :)
Now go back out of these passages and back to the room where
you opened the first wall. To the southwest are some steps leading
down. About halfway down, you'll see a red switch to the south.
If you press it, the stairs will disappear, creating a ramp which
you will slide down. However, you won't be able to get back up!
Note that on the wall opposite of the switch, is closed eye
on the wall... through the secret passage you will find a
Blue Medicine and a Yellow Medicine. :)
Continue south, exit outside once again, grab the 30G nearby,
and enter the other door. Follow the passageway, and pick up the
10G along the way. Further along the passage is a ledge where you
can drop down to get back to near where you entered the second
half of the ruins. If you pressed the switch, then you have no
choice but to drop down and go back through to the elevator,
but if not you can backtrack and get to the elevator quicker that
way. :P
Ride the elevator down, and exit east. Be sure to use the
Save Point to save and heal your characters. There is also a
Stashing Place here, so use it to stash/retrieve items as well
if you need to. When you're ready, continue east and you'll come
face-to-face with a huge monster!
Attacks: Rush Attack --> Physical attack within a straight line
*NOTE* The head and body are separate targets, but they
share the HP. I.E if you damage the body, the HP will be
subtracted from both the head and body.
This guy isn't really much to worry about. The only thing
that makes this battle semi-annoying is Ganymede's ability to hit
multiple party members with it's attacks. It's normal attack
consists of first using the "Suck In" ability to draw your party
close to the monster, then using a head attack which can hit one
or more party members. The Rush Attack hits all party members
in a straight line from Ganymede, and the Beat Attack hits all
party members that are close enough to him. Neither of these
three attacks are really powerful, however, so don't panic if
one comes your way. Just beat on him with special moves and
normal attacks and he'll be defeated pretty easily. :)
After the battle, you will receive some Shell Armor.
Be sure to equip it on someone. :)
Then, continue east and you'll come to the Room of
Illusion. You'll have another sequence with Liete, in which
you'll learn that Alent may be on the other side of "The End
of the World"... the huge wall to the east that supposedly
is where the world ends. Justin decides he'll be the first
one to make it through the Misty Forest and cross the End
of the World! ;)
But now, we have to get out of the Dom Ruins first. :P
So, walk all the way back to the entrance. (-sigh-) Once back
outside, you'll come across a small child who has been wounded!
The three aren't quite sure if the child is human or not, but
Feena decides that they should take him back to her house and
tend his wounds. Afterwards, you'll have a short sequence
with the three sergeants... looks like they're up to no good
again!
Back at Feena's house, you'll learn that the child's
wound is quite serious, and may die if he is not tended to with
Sulfa Weed, an herb that normally grows nearby. There just might
be some Sulfa Weed left in the mountains behind Feena's House.
Examine the fence south of the house and Justin will knock
it down with one of his "board-splitting kicks". :P Before
proceeding, you may want to head back to New Parm and spend your
Mana Egg to get another spell (I got Fire for Justin). It will
be a pretty long time before you will have the chance to go
shopping again.
***i. Herb Mountains***
My Level: Justin 11, Sue 9, Feena 10
Items: Herbs x 2
White Sulfa Weed x 3
Smelling Salts
Poison Antidote x 3
Seed of Life
Weeds
Sulfa Weed
Monsters: Black Widow
Roadcrawler
Purple Slime
Beetlebug
The Herb Mountains is a maze if I ever saw one, and giving
good directions is going to be about as easy as trying to lick my
forehead. Your best bet would be to draw a map of the place; it
would probably help more than any directions would. :P
Luckily (?) the only strong monster around here are the
Beetlebugs... everything else you have fought before. The
beetlebugs are quite dangerous... they are quick and have a high
attack power. Take them out quickly before they seriously mess
up your party.
Anyway, here we go. When you first enter the Herb Mountains,
turn north and run north around the outside of the area. Take the
first branch to the east and look north to find an Antidote. Go
back and continue north... you'll see another branchs to the
east... ignore this for now. After walking far enough, you'll
come to another Antidote. Pick it up, then start backtracking, back
to the entrance. Continue south along the outside, and you'll come
to a clearing with several ways to go. Continue southeast, and walk
until you reach some Herbs. Pick them up, then go back to the
clearing.
From the clearing go east until you reach another branch. Go
north, northeast, then northwest, and follow the path until you
reach some more Herbs. Walk south a little ways, turn east then
north, and look east for some White Sulfa Weed (Red Sulfa Weed
is what you need to cure the child). Walk west, north, and east
and you'll come to another open area. Go south, and follow the
first branch east to reach some Smelling Salts. Go back west and
south, and take the next branch east to pick up another Antidote.
Go back west again, south, and follow the bottom branch to the
southeast.
At the next branch, walk south and continue around the outside
and you'll come to some more White Sulfa Weed. Walk due north from
here to find yet another White Sulfa Weed. Walk south, take the
first branch west, and continue west until you can go north. Walk
north to pick up a Seed of Life... a quite useful item that raises
one character's Max HP!
From the seed, walk south, west, and south again, and start
walking east along the outside, past where you picked up some
White Sulfa Weed before. At the next branch, go north, and follow
this narrow path until you reach another open area. Go west and
south to pick up some Weeds (basically a trash item :P), then go
back to the open area, and go northwest to find the Red Sulfa
Weed! *WHEW* !
Once you have it, make your way back out of here, and be
glad you don't have to go through this place again. :P
Walk back to Feena's House and she will treat the child
with the Sulfa Weed. The next morning, the three wake up to
the sound of a flute being played. Outside is the child, who
is playing the flute. You'll soon learn that he speaks a strange
foreign language, and they can't really communicate with him.
He'll give Justin a strange nut to eat, but all of a sudden
the Garlyle Forces show up again, and take the child as well
as everyone else prisoners! You'll automatically be taken to
the Garlyle Base, north of Feena's House.
***j. Garlyle Base***
My Level: Justin 11, Sue 10, Feena 11
Items: Resurrect Potion
Ultra Drink
Soldier's Uniform
Officer's Uniform
Master Key
10G x 5
Army Saber
Army Boots
Miracle Drink
Army Darts
Save Points: Garlyle Base Barracks
Garlyle Base Warehouse
Garlyle Base (Exterior)
Stashing Place: Garlyle Base (Exterior)
Justin and Sue will be thrown into a cell together, to
stay until the execution. Examine the iron pipe in Justin's
cell and Justin will lure the guard inside with the oldest
trick in the book. :P
Once out of the cell, exit to the right and proceed to
rescue Feena. However, it won't open without the key. Continue
to the right and enter the next room. Justin will knock out
the guard, and he'll drop the key. Take the Key, as well as
the Resurrect Potion in this room, then exit. You won't get
very far, however, as nearly the entire Garlyle army is waiting
for you outside. Ouch!
And back Justin goes into the cell. After a short while,
Leen enters to talk to Justin. She'll yell at him (and pimp-slap
him!), and then tell the other soldiers to leave. As Leen leaves,
she throws the key to the cell inside! (Just goes to show how
caring of a person Leen really is. :P)
After escaping from the rope, Justin will pick up the key
again and it's back out of the cell once more. Rescue Sue and
Feena from the other cell, then it's time to bust out of this joint!
Continue down the passage and unlock the gate at the end, then
climb the stairs to reach the Barracks. Be sure to pick up the
Ultra Drink in this room, and use the Save Point if you wish.
The door to the north is locked, so you'll have to climb the barrels
and boxes to the east, and escape through a duct. Along the way,
there will be several places where you can listen in on soldiers'
conversations. :)
Crawl through the duct and eventually it will take you to the
Warehouse. Here you'll have a short sequence with Mullen and the
humanoid child... Mullen seems to know how to communicate with it!
Afterwards, run around the grating above the warehouse and enter
the duct on the other side. Crawl through it and you'll end back up
at the Barracks. Exit the duct and you'll be in a small room with
several doors. The one to the north leads to the warehouse, but
it is locked electronically. You'll have to get the combination
to this lock somehow!
Climb the barrels/boxes on the west side of this room and
enter the ducts again. Crawl west, past a branch, and in the
next room to the west, you'll be spotted by some soldiers! After
taking them out, open the chest in that same room to obtain
a Soldier's Uniform. Climb back into the ducts and continue
crawling south. At the next branch, go east into a similar room
with more soldiers. Waste 'em, then grab the chest inside,
which contains an Officer's Uniform.
Climb back into the ducts, and continue south some more.
Continue crawling, and at the next branch, go east to get to the
Locker Room. Here you'll have a sequence with the three
Sergeants... seems they are fighting over the correct combination
for the door. Take Mio's word for it and remember the combo...
"right right left left down up down up".
Back into the ducts, and continue north. At the end of the
ducts, you'll come to another room where you'll be spotted by
soldiers. Take them out, then enter the door... which is a
shortcut back to the electronically locked door! Examine the
buttons to the left of the door, and enter the combination.
Enter the door, and descend the stairs to get back down
to the Warehouse. Use the Save Point if you wish, then examine
the lever to the right of the cage. Crank the lever and the
cage will open! The child will give the party some nuts, and
upon eating them, you'll be able to communicate with him!
After rescuing the child, step two is to get out of here!
Run back to the Barracks, but as you exit, you'll find that Saki
has come to check on the child! Looks like you'll have to fight!
*** SAKI ***
HP: 1,000
XP: 85
GP: 0
Attacks: Slap Stick --> Physical attack on one char + Stun
Power Lariat --> Strong physical attack on one char
Saki is backed up by three normal privates... they are
easy as ever to take down. This isn't a particularly tough
battle, but remember there is a Save Point nearby... feel free
to unload everything you got on them; you can always go back
and recover after the battle. Saki's attacks are pretty strong,
so make sure you keep an eye on your party's HP. Other than
that, you don't really have much to worry about in this battle. :)
After the battle, be sure to pick up the Master Key that
Saki dropped. With it you will be able to open all the doors
around the base!
Go back and recover at the Save Point, then exit via the
door to the south. Pick up the 10G nearby, then continue south
and you'll find another 10G. Enter the door nearby to the east,
and pick up the Army Saber in the southeast corner. Go back out
of this room, and continue south along the corridor. The first
door to the north leads to the mess-hall, where you'll have to
fight off a couple more soldiers. There's nothing in there,
however, so don't bother. :P
Instead, continue west and you'll see a branch to the south.
Don't go that way yet; instead continue west. You'll see two
doors... one to the north and one to the south. The south one
leads back to the Save Point and the stairs that lead down to the
Jail. Enter the one to the north, and you'll be in a hallway.
Walk north a little ways and you'll see doors to the west
and east, but they're empty. (Well, I say empty, but there are
soldiers in them... go inside only if you want experience :P)
Continue north a little farther, and you'll see another set of
doors. The one on the left has some soldiers and a chest
containing some Army Boots. The one on the right is one of
the rooms you visited while crawling around in the ducts. :)
At the north end of the hallway, there is one last set
of doors. The one on the left is the other room you visited
while "exploring" the ducts, and the one on the right is empty
except for some soldiers. We're done here, so walk south out
of the hallway, back east, and take that branch to the south.
Head for the stairs, but before you can escape, Nana will
show up!
*** NANA ***
HP: 900
XP: 85
GP: 0
Attacks: Yo-Yo --> Physical range attack
Spinning Yo-Yo --> Physical range attack + stun
Like Saki, Nana has three soldiers backing her up. They
pose a minimal threat, but Nana's yo-yo attacks can do some
damage if you're not careful. Also, like before, feel free to
unload everything you have... you can always go back to the Save
Point near the Jail. :)
Once Nana is out of the way, go back and use the Save Point
to recover, then go up the stairs to reach the exterior of the
Garlyle Base.
Directly to the south of where you come out, you'll find a
chest containing a Miracle Drink. Walk west until you hit a fence,
then follow the fence to the north and west. As you walk north
along the fence, be sure to pick up the 10G nearby. When you
reach the northwest corner, start walking east. Pick up 2 more
10G pouches as you make your way east, and after you pick up
the second one, start walking south again. Walk along the
edge of the eastern fence and you'll come to another chest, which
contains some Army Darts.
The exit is in the northeast corner, but before you can escape,
you'll have to face down Mio!
*** MIO ***
HP: 700
XP: 85
GP: 0
Attacks: Stun Gun --> Strong physical attack on 1 char + Paralyze
Balloon --> Range attack; causes Sleep & Poison status
Mio has the least HP of the three sergeants, but her attacks
are the most powerful. Her Stun Gun does a great deal of damage
to one char; plus inflicts them with the Paralyze status. Her
Balloon attack may hit one or more party members, and it will also
inflict them with Sleep and Poison status! As before, she is
backed up by three normal soldiers. Just give it everything you
got and you should be able to win without _too_ much trouble. :P
After taking down Mio, use the Save Point and Stashing Place
if needed, run to the east to get to the Military trainyard.
Board the train, and Justin and company will start it up (somehow)
and escape. However, after some sequences, the Garlyle army will
catch up to you. D'oh!!
***k. Military Train***
My Level: Justin 12, Sue 10, Feena 11
Items: Crimson Potion
10G x 2
Officer's Badge
Monsters: Private
Sergeant
After Justin goes to investigate, you'll have to make your way
back to the front of the train. Pick up the Crimson Potion inside the
chest, then enter the door. Fight off the two sets of soldiers in the
next room, pick up the 10G, then enter the next room. Fight off some
more soldiers ("The Lightning Star Squad"), and pick up another 10G.
In the next room is two more sets of soldiers ("Bloody Rose Squad" and
"Desert Moon Squad"), as well as an Officer's Badge waiting to be
picked up.
Go through the next door and you'll be back up to the front of the
train. Examine the brake lever and Justin will break it completely
off! Using a tricky strategy, Justin and the others will un-link the
engine room away from the rest of the train. Since the brake lever is
broken, the sergeants will keep going... for a pretty long time :)
The rest of the train will conveniently stop at the west entrance
of the Misty Forest. Rem will use a magic mist-clearing nut to
clear away the mist so the party can venture through without getting
lost. Your journey to the End of the World begins!
First, the party decides to go with Rem to visit his village...
known as Luc Village. It's situated in the middle of the Misty
Forest. :)
***l. West Misty Forest***
My Level: Justin 12, Sue 10, Feena 11
Items: 10G x 6
Baobab Fruit
30G
Weak-Knee Weed
Monsters: Mist Guard
Birdrake
Grim Haze
Save Points: West Misty Forest Entrance
Exit the train and start making your way through the Misty
Forest. Note that now there is no way to get back to New Parm or
any of the other locations, so you'll have to wait until you get
to Luc Village to do shopping.
From the train, walk north and you'll come to 10G, and note
the Save Point to the west. From the 10G, walk east and follow
the trail and you'll come to another 10G. Pick this up and walk
back to the Save Point. Continue west and north, and when you
reach the next branch, go west. Follow this trail and you'll
come to some Weak-Knee Weed. :)
Go back to the branch, and continue north. Soon you'll come
to a clearing. Go north and west, and continue west until you reach
another 10G pouch. Go back to the clearing and exit east, and
follow the trail for a while, until you reach another branch. Walk
north and pick up the Baobab Fruit. Walk west and north, and at
the next branch go east. Follow this trail and look for 10G to
the east. After getting it, walk back to the last branch and go
west. You'll come to another clearing with 30G nearby. Continue
west and north, and you'll come to a river. Pick up the 10G on the
rock, then use the rock to cross the river. Walk north, then
all the way east and soon you'll reach Luc Village. :P
Item Store: Tree God Amulet 1000
Bandage 100
Move Breaker 200
Spell Breaker 200
Smelling Salts 100
Paralysis Ointment 100
Resurrect Potion 1000
Baobab Fruit 200
Smarna Weed 150
Firewood Sparks 140
Snooze Scroll 200
Zap! Book 720
Upon arriving at Luc Village, talk to Rem, who is standing
outside of the village gates. He'll tell you that the Chief wants
to meet with you, and he goes to his house to wait for you. The
chief's house is on the east side of the village, but before visiting
there, be sure to explore the town and speak to its inhabitants.
Visit the store as well to buy some new equipment and pick up any
items you may need. The Tree God Amulet is a decent item that reduces
the SP needed to use moves... it reduces the SP cost by about 20%.
You may want to pick up a few of these to use during future boss
fights. :)
When you're ready, visit the Village Chief's house. He will
tell you that in order to become offical "members" of the village,
you will need to go to the God of Light Mountain and bring back
the bottle of Nectar in front of the statue. Since we can't continue
through the forest right yet, we might as well go to the mountain!
The path leading to the mountain is out the gate in the northwest
of Luc Village.
***n. God of Light Mountain***
My Level: Justin 12, Sue 11, Feena 12
Items: 10G x 8
Seed of Life
30G x 2
Move Breaker
Paralysis Charm
Resurrect Potion
Mist-Cracking Whip
Light God Amulet
Bond of Trust
Nectar of the Gods
Mist-Clearing Nut (after invasion)
Monsters: Metal Beetle
Pit Viper
Tarantula
Sergeant (during invasion)
Upon entering the God of Light mountain, follow the forest trail
to the northwest and you'll come to the actual mountain. First
walk northeast around the foot of the mountain and you'll come to
10G. Pick up and head back southwest. Walk southwest around
the foot of the mountain until you come to some paths leading up.
First, continue around the mountain to the northwest, and pick
up a Seed of Life. Walk back to the paths, and take the east one.
Follow the path up the mountain until you come to a branch.
Continue northeast up the mountain and you'll come to a dead-end with
30G. Walk back to the branch and go north, and follow the mountain
path until you reach a wider open area. There are 2 10G pouches
to be found here, as well as a Move Breaker. After collecting these,
hike all the way back down to the foot, and take the west path up
the mountain. Walk northeast under the arches and continue
northeast to pick up 10G. Go back to the arches and take the north
path, and you'll come to another large open area.
Look for a Paralysis Charm in the northeast of this area, and
a 10G pouch to the northwest. The road to the peak lies at the
north edge of this open area. There is a treasure trove of items
on the peak... after walking a little ways you'll see 4 items to the
west... 2 10G pouches, 1 30G chest, and a Resurrect Potion. Take
them, then continue up the path and grab the Mist-Cracking Whip.
Walk up a little further and take the Light God Amulet, and open
the chest to receive a Bond of Trust. At the top of the mountain,
you'll find 10G as well as the Light God Statue. Examine the
Nectar and Justin will take it. Now, climb back down the mountain
and return to Luc Village!
Though even you have become true "members" of the village, there
is still a problem. To get through the Misty Forest, you'll need
another "Mist-Clearing Nut". However, the chief can't give you one,
as there are only a few left in the village, and they are vital to
the entire village. Ugh. :(
Anyway, for now go to Rem's House and rest up. However, that
night the three will awaken to a large commotion outside. The Garlyle
Forces?!? Not again!!
Talk to the Chief and Justin and company will volunteer to chase
off the Garlyle Soldiers. Head for the God of Light Mountain once
again, and make your way back up to the peak, fighting off soldiers
along the way. At the peak, you'll have a sequence with Leen and
the God of Light statue. Afterwards, the Chief will give you a
Mist-Clearing Nut for your bravery in saving the Village. Now we
can continue our journey through the Misty Forest.
Hike back down to Luc Village and do any more shopping, talking
or resting that you have to do, then exit Luc Village via the
northeast gate to get to East Misty Forest. Here we go! :)
*NOTE* The monsters on the God of Light Mountain give pretty
good EXP, so this may be a good time to hang around and build your
levels and weapon/magic skills if you haven't practiced them much
yet. Remember, the only way you will get new spells/skills is by
practice! The monsters on the God of Light mountain are good
for gaining levels, and for magic skills, head back to the West
Misty Forest. There are 2 groups of Grim Hazes wandering around...
each group consists of 6 Grim Hazes! Use range spells like
Howl and Burnflame, and watch the skill points rack up! :)
***o. East Misty Forest***
My Level: Justin 14, Sue 12, Feena 13
Items: 10G x 16
Crimson Potion
30G x 3
Cholla Flowers
Resurrect Potion
Baobab Fruit x 2
Smarna Weed x 2
Oracle's Staff
Ginseng
Seed of Speed
Monsters: Gas Cloud
Dodo
Killer Tree
Mist Guard
Ent
Save Points: East Misty Forest, Entrance
East Misty Forest (2)
East Misty Forest (3)
The East Misty Forest is quite large, as it is divided into
three separate sections. Get ready for a long hike. :)
Upon entering East Misty Forest, walk to the east and go north
at the branch. Follow the trail to pick up 10G. Go back south to
the branch, and continue south. Soon you'll reach another branch...
keep south to find another 10G. Go back north and east, pick up
10G, and follow the trail. At the next branch, go south to grab
a Crimson Potion, then go back north. Follow the trail some more
and you'll come to a clearing with three items.... a 10G pouch,
a 30G chest, and a Cholla weed.
Walk southeast, and south at the branch. Grab the 10G at
the dead-end (OK, who's leaving all the money around here???), then
go back north. Walk east and you'll come to a 4-way intersection.
Grab the Resurrect Potion to the south, then take the north trail.
Follow it until you reach a Baobab Fruit. Pick it up, then hike
back to the intersection, and go south. Run south, past a branch
and pick up another 10G. Go back north, east, and southeast to reach
another clearing with 30G nearby. From here, go northeast, north,
and east to reach section 2 of the forest.
Follow the trail and cross the river, and soon Feena will
suggest the party make camp here for the night. The next morning
it's up at 'em again! :)
The next morning, keep walking until you reach a branch. Walk
east, and pick up 2 10G pouches nearby, then return to the branch and
go north. Follow the trail and you'll soon reach a wide-open area
with what appears to be a lake inside. However, Sue points out that
there is a river flowing through the lake! What's this??
The lake must be some kind of illusion. Just walk over it, but
before crossing the river, go south to get 30G. Cross the river, then
walk northeast to pick up yet another 10G. Walk all the way back
southwest, then follow the trail west until you reach a dead-end with
an Oracle's Staff nearby. Pick it up, then walk south, east and north,
then go west to find 10G. Walk all the way east to find a Smarna weed,
then go west, south, and across the river to reach section 3.
Almost there. Walk east, and at the branch go south to pick up
some Ginseng. Go back north and east, and at the next branch walk
north to get 10G. Walk back south, then east, then north and follow
the trail, picking up another 10G along the way. Go east at the
next branch, then follow the trail until you reach a small clearing.
Walk east to get some Smarna, then go back to the clearing and walk
north. At the branch, go north and pick up the 10G, then go back
south and west. Walk west and at the next branch go north to get
another 10G (lots of money around here!). Walk back south and west,
and at the next clearing take the north-west path to get... 10G.
Go back to the clearing and take the south-west path, and pick
up... guess what?... 10G along the way. At the next branch, go
northwest to grab another Baobab Fruit, then walk southeast, and follow
the trail east. Grab 10G along the way, and look for a Seed of Speed
in an area to the south. Continue east, and go southeast at the
final branch to reach the End of the World. We're finally here!!!
***p. The End of the World***
My Level: Justin 15, Sue 13, Feena 14
Items: Seed of Speed
Fruit of Agility
10G x 8
Orb of Silence
Gust Knife
Bond of Trust
30G
Monsters: Gas Cloud
Mist Wraith
Clay Bird
Sonic Bat
Emerald Bird
Save Points: End of the World (3)
End of the World (6)
Stashing Place: End of the World (3)
End of the World (6)
The End of the World is, to say the least, HUGE. The Misty
Forest was bad, but the End of the World is worse. Thankfully, you
won't get lost here, as you are going in one primary direction... up.
However, this huge wall is filled with traps... be very careful as
you climb up!
As you first enter, begin making your way up the wall. Walk south
and you'll encounter your first trap already... examine the stone block
and it will fall over. Be sure to get out of the way before it falls
on top of you. Continue south up the stairs and some of them will drop
out from behind you... no turning back now!
Continue to the south, and climb some spiral steps. You'll see
an item to the south, but as you go to get it, a large stone block will
drop from above. Wait for this block to drop and rise back up, then
quickly take the Seed of Speed. Walk to the north and you'll see another
item to the east. Quickly run into the alcove where the item is, for
the other two stone blocks will attempt to sandwich you! Pick up the
Fruit of Agility, and continue to the north. Soon you'll see a tiny
alcove to the east. Walk inside and a few of the blocks will move,
and two elevators will appear. Don't take the south one, as it will
smoosh you into the ceiling. The north one leads up to section 2 (an
action icon will appear), but note there is 10G to the north. Take it
(no traps), but be careful not to fall... if you do you'll end up back
at the entrance (OK... so maybe there is a way back :P).
To get back up, climb the stairs to the south, and they will
change position. Re-climb them, then take the elevator back up to
the ledge. Use the action Icon and ride the elevator up to section 2.
Here, climb the stairs to the south. Walk all the way south to
get 10G (no traps), then go back to the stairs and take the stone
block up. Go south and pick up the Paperweight (no traps again), then
go back and drop back down to the elevator that leads down to
section 1. Take the north stairs, and ride the stone block up. Take
the north stairs here, and to the north you'll see a chest! You'll
have to be quick to escape the trap, but run out onto the block with
the chest, then quickly run back. The block and chest will disappear,
and a stone block will drop down from above. After the trap is
triggered, the block and chest will come back. Open the chest to
obtain an Orb of Silence. :)
Afterwards, continue south and ride another stone block up. To
the north is a Gust Knife... be sure to pick it up. Then go south
and use the Action Icon to go up to section 3. Walk south a little
ways and you'll find a Save Point, where Feena suggests the party
camp out for the night. The next morning, continue to the south
and you'll see a gray button to the east. Push it, and ride the
nearby stone block up. Walk north and you'll see another gray
button. Push it as well to make the nearby block rise up, out
of your way. To the north, you'll see some stairs, but they
seem to fall whenever you step on them. Run back and push the
button again, then climb the stairs. Ride another stone block up,
then continue to the south. Ride yet another stone block up, then
walk north. A block will descend from above, filling the gap.
Walk across it, pick up the 10G, then ascend the stairs up to
section 4.
Walk north and you'll see a shaking stone block above you,
as well as a strange rock statue. As you approach, the statue
comes to life! If it punches you, you'll take damage, so run back
and lure it under the block. The block will fall onto the statue,
and both the block and statue will be sent flying off the wall. :)
Continue north, up the stairs, and ride a stone block up. Go
north and you'll meet another statue! However, as it proceeds to
attack, it breaks in half. Move to the south, but beware because
the statue will try one last time to get you, and his hand will fire
off at you! Stay close to the wall to dodge it. :P
Keep south, and go up via another stone block. Start walking
back north, and pick up 10G. You'll come to a bird statue, similar
to the one in the Sult Ruins. It will come to life and fly away!
Step on the button, and the bird will suddenly attack! Get rid
of it (it's not a tough fight), then use the Action Icon to the
north to go up to section 5.
Walk south, but beware the stone block that drops down as you
approach. Continue south until you reach a chest. It uses the
same trap as the other one did, and it contains a Bond of Trust.
Take it, then walk back north up the stairs. Push the button to
make the stone block rise up, then go south and ride another block
up. Walk to the south and fall down into the hole to obtain 30G,
then make your way back up to the hole. Continue south and use
the Action Icon to go up to section 6.
Sue suggests the party camp out again here. Sue and Feena
seem to be having doubts about the wall having a top, but Justin
convinces them to press on. The next morning, walk north and
press the button and ride the stone block up. Continue north
and you'll see white lights moving back and forth on the ground.
If you touch these, the ceiling will come down to crush you, so
put simply, avoid them! :P
Ride the stone block to the north up, and grab the 10G.
You'll see an alcove to the east. There are bats hidden back
there (and LOTS of them too), so be careful not to get ambushed.
This is a decent place to build up your magic skills, as there
is an endless supply of bats back there to fight. :)
Once you're doing slaughtering bats, continue to the south
and use the Action Icon to go up to section 7. You won't be able
to go north yet, as the stairs will dump you back down if you
try to climb them. Instead, go south, and ride the stone block
up. Walk north and grab 10G, then push the button, and an
Emerald Bird will emerge from the wall. Get rid of it, then go
north and push another button. Be sure to get out of the way
before the stone block drops down on top of you. :P
Drop back down to the bottom and go back to those stairs
you couldn't climb before. At the top, a Clay Bird will emerge
from the wall. Take it out, grab the 10G, and use the Action Icon
to go up to section 8.
Walk north along the narrow ledge and ride the stone block
up. Stay close to the wall here, as a laser will come through and
cut away half the ledge! Walk south, and use the narrow stone
block to go up. Here you'll see several strange robotic arms..
as you pass by the holes in the wall, an arm will come flying,
hoping to smash you. Lure the arms out, then quickly dodge
and dash across. At the north end you'll find 10G and an Action
Icon that takes you up to section 9.
Hike north and you'll see several birds flying around a button.
Defeat the birds, then press the buttom. The entire floor will
crumble away, except for the block you were standing on. ^_^
Ride the block up, then climb the stairs that appear to go up
to section 10.
Walk north and climb the stairs, then Feena will suggest that
the party camp here for the night. Now even Justin is starting to
lose hope (and you probably are too at this point :P) but Feena
reminds him of all the things he said earlier. (That's a woman for
ya :P) The next morning, the sun will shine onto the party. Wait
a second... that must mean...!
Sure enough, you've finally reached the top of the wall.
Nearby is a strange machine.... and as the party ponders how they're
going to get down the other side, a small robot with propellors on it
picks up Sue... and drops her over the other side of the wall!
Before Justin and Feena can do anything, two more machines come and
drop Justin and Feena over the other side too. Not good!!!
--------THE LOST WORLD--------
***a. Valley of the Flying Dragon***
My Level: Justin 15, Feena 15
Items: 30G x 4
10G x 10
Poison Antidote
Cholla Flowers
Sue's Shoes
Vaccine
Fruit of Magic
Fire Charm
Seed of Power
MANA EGG x 2
Slouch Weed
Monsters: Plop Mold
Red Devil
Slipple
Gadwin (BOSS)
Rock Man
Save Points: Near End of the World
Gadwin's House
Stashing Place: Near End of the World
Luckily, the party's fall was broken by a humongous leaf. Justin
and Feena are OK, but Sue is nowhere to be found. She's probably around
here somewhere, so Justin and Feena set off to look for her.
The Valley of the Flying Dragon can be thought of as "The Misty
Forest of the other side of the End of the World". It is quite large
and you'll probably be very glad by the time you get out of here.
Kinda a friendly warning, I guess. :P
After using the Save Point if needed, walk down the ramp and pick
up the 30G to the south. Then start making your way to the north. Look
for a semi-hidden 10G behind a large rock to the west, then walk
northeast to find a Poison Antidote. Go northwest from there to find
10G, then walk northeast some more and you'll reach a DS icon.
Go southeast from there and follow the path south. Pick up
another 10G, then continue south to a dead-end where you'll find a
Bamo Fruit. Go back to where you got the 10G, then go east and south
to find a 30G chest. Return back to the same place, then walk northeast
and you'll see another DS icon. Go north to get some Cholla Flowers,
then walk back to the DS icon. To the east is a plant that serves
as stairs to get down the ledge. Walk down the plant, then continue
east to get to section 2 of the valley.
Follow the path south and you'll reach a river. You can't cross
here, so take the other path back north. Along the way is a plant
that will try to bite you if you go under it! You'll take damage if
you get bit, so approach carefully and get out of the way as it
bites, then quickly dash under it. Further to the north you'll see
a clearing with a DS icon, as well as another way south to the east.
Take the other path going south and get the 10G at the dead-end.
Return to the clearing and head northeast. Walk east along the
path and soon you'll come across Sue's Shoes! Sue must be around
here somewhere, but... err... where?
After picking them up, take the western path leading south,
and open the chest at the dead-end to obtain a Resurrect Potion.
Go back and take the east south path (err...) and you'll come
to another intersection. Go northeast and pick up the Vaccine,
then walk southwest and cross the river by using the plant as
a bridge. Walk west along the riverbank and you'll come to a
dead-end, where you'll find a Fruit of Magic. :)
Walk back east to get to the "bridge", then continue east
until you reach another open area. Walk north a little ways
and Puffy will suddenly show up. After much "puffing", Puffy
will fly off to the northeast. Grab the 10G nearby, then
follow Puffy to the northeast to get to section 3 of the valley.
Here, you'll come across someone's house!
There is a boiling cauldron nearby, and Puffy is flying
around it, "puffing" at the top of his lungs. Sue's bag is
also near the cauldron.. you don't think...?!?
Before long, someone will show up. After learning that
this man already ate what was in the pot, Feena faints away
and Justin hauls off and attacks him!!
*** GADWIN ***
HP: 300
XP: N/A
GP: N/A
Attacks: Dragon Cut --> BIG-@$$ smack down on Justin :P
Well... what can I say. After a few rounds of combat,
Gadwin will unleash his devastating Dragon Cut on Justin for
9,999 points of damage. As the saying goes... "You'll definitely
feel THAT one in the morning..." :P
When Justin wakes up, you'll find out that Sue wasn't
eaten after all. After a sequence and a rest, Gadwin will
offer to show you Dight, his home village. The next morning
the four will head off for Dight!
Of course, we have to get out of this valley first. :P
But with Gadwin on your side, you'll be able to wipe through
the monsters around here like nothing. ;)
There is a Save Point in Gadwin's house, should you need
to use it. Then, walk east of his house (looks rather strange
doesn't it? :P) and enter a teeny crack in the mountains to
find 10G. To the northeast of the house are some rocks blocking
the path. Although there isn't an action icon here, you can
break the rocks by pressing X in front of them. The path seems
to lead to a dead-end, but there are some more breakable rocks
to the south that are kinda camouflaged into the east wall.
A little tricky to find, but your reward is a Seed of Power. :)
To the south of Gadwin's House, an action icon will appear
near some more rocks. Use the icon and the rocks will break away
(more like explode), and follow the path and you'll reach a chest.
Open it to obtain a Fire Charm, then keep walking and you'll
find 10G. A little further on, you'll see some rocks blocking a
passage that leads to 30G. These rocks can be broken as well.
Break the rocks then grab the money! ^_^
Further along the path, a plant will sprout leaves in a
spiral pattern, giving you some "stairs" up to the ledge above.
Before going up, be sure to grab the nearby Mana Egg! Climb
the plant's leaves, then walk south along the path. After a
while, you'll come to another plant that leans over to form
a "bridge" up to the above ledge. Climb up, grab the 10G,
then go back down and continue north along the ledge and
soon you'll reach section 4 of the valley.
As soon as you enter, an action icon will appear by the
rock to the north. Ignore it for now and continue along to
reach a dead-end where you'll find 10G. Then go back and
break the rock, then follow the path north. Beware another
man-eating plant as you make your way north. :P
When you reach a branch, first go north to obtain 30G,
then go back and head east. When you reach some trees, first
go northeast to pick up another Mana Egg, then follow the path
south. Beware a strange flower on the ground as you go... as
you step atop it, it will close up, hoping to trap you inside
and eat you! (or at least damage you :P) You can walk over
the leaves; just avoid the middle part of the flower. When
you reach an open area, first go south to grab 10G, then go
north to find some more breakable rocks. Break them, grab
the 10G and the Slouch Weed inside, then walk back south and
east to reach the exit. Out of here at last! :)
As you enter Dight, Gadwin will hurry off to talk to the
elder about the clouds that are approaching. Something fishy
seems to be going on... why such the fuss over a rainstorm?
Anyway, feel free to explore the village and do some
shopping at the store. Remember to buy spells with your two
mana eggs. :)
When you're ready, go to the inn and rest up. The next
morning Gadwin will come back, but when he realizes that it's
raining outside, he runs off again. What's going on??
Run down to the beach and you'll learn that the poisonous
rain is coming from the Typhoon Tower, to the north. If this
rain turns red, the whole village will surely perish! The only
way to save the village is if two heroes go to the tower and
bring back the Spear of Heroes. But Gadwin is the only warrior
in Dight Village... and who should step in but the "brave
adventurer Justin". :P
Gadwin and the Elder agree that Justin & Gadwin are the
only ones who can bring back the spear. Looks like we have
no choice! Exit Dight Village and head for the Typhoon
Tower.
***c. Mt. Typhoon***
My Level: Justin 16, Sue 14, Feena 16, Gadwin 30
Items: Power Mushroom
10G x 8
30G x 4
Move Mushroom
Mushroom Shield
Disease Charm
Dream Truffle
Healthweed x 2
Demon Sword Amulet
Seed of Magic
Monsters: Mold Bird
Klepp Soldier
Lizard Rider
*NOTE* Beware the green toxic water in this area. If you
step or fall into it, it'll hurt... and keep on hurting. Get out
of it ASAP!
As you enter, walk to the northeast and you'll see a waterfall
of that green toxic stuff. Walk along the narrow path behind the
waterfall and take the Power Mushroom back there, then continue east
a little ways to get 10G. Walk back to the entrance, then walk west,
and use the mushrooms to get over the river and up the ledge. Walk
west and north a little ways, and pick up another 10G. Go back
to the entrance once more, then go north and you'll come to a ledge.
Walk east and use the ramp to get up on the ledge, then go west
and north to get up further. Make your way east, picking up another
10G along the way.
When you reach the river to the east, use the rock to cross,
then walk northeast and climb the ledge using the mushrooms. A little
further north, you'll see a Mana Egg -- unfortunately the only to get
it is by taking the plunge into the toxic river. Just dash across
quickly and you won't take _too_ much damage. Hey, it's a Mana Egg --
it's worth it! :P
After getting it, dash back across, climb back down, use the
rock to get back across the toxic river, then go northwest. Use
the mushrooms to climb down, then cross the river to the north.
Climb the ledge to the north, then walk east along the ledge
and step across the mushrooms, and you'll find a Move Mushroom.
Go back west, and walk to the northwest, and cross the river by
using the rock... then pick up the 30G.
Go back across, then walk to the northeast. You'll see a
large lake of that yucky green mess, as well as a mushroom "bridge"
leading up to a shield. Be careful here... if you fall into the
lake, you'll take a beating before you can scramble back to
shore. Grab the Mushroom Shield, then carefully climb back down.
Then, continue east and you'll see the exit to the north. Before
exiting, make your way around the ledge to the south, where there
is one last 10G pouch waiting to be picked up. Then, use the
path to the north to reach the mountain peak.
When you first enter the peak, walk northeast and cross the
river, then pick up the gold pouch to the south on the other side.
Also pick up the Disease Charm in the chest to the north. Then,
go back across the river and continue west. You'll pass a few
tents along the way... one of them contains a gold pouch which
you can barely see hanging out of the entrance. Farther to the
west, you'll see a huge lake of toxic stuff, with a gold pouch
on a mushroom way out in the middle. If you really want that gold,
you'll have to drop off the mushroom "bridge", run to the
northeast, pick up the gold, then continue northeast up the
ramp to get out of the lake. You'll probably take quite a bit
of damage by doing this, however. :(
Anyway, cross the bridge and continue to the north. Here
you'll come to a large open area with many "tents" that belong
to the Klepp Soldiers that inhabit the area. There are quite a
bit of items strung about here, but two factors are gonna make
it a bit difficult to give directions to find them. First, I
totally screwed up the map I was making of this area, and I only
got about half of the tents drew onto the map. Therefore, I'm not
exactly sure which tents have stuff hidden inside. Secondly, there
is some Gold hidden in two of the tents, but I (stupid me) forgot
to check how much Gold I had before I picked these up. I'm
not sure at this point whether they are pouches or chests. Sigh..
something else to be added to the "future changes/additions section"...
At any rate, you will find some gold and a Dream Truffle
in two of the tents on the west side of this area, a Healthweed
and a Demon Sword Amulet outside, about in the middle of the area,
and some more gold in a tent and another Healthweed outside on
the east side of the area. Hopefully they shouldn't be too hard
to find. -sigh-
When you're ready, enter the Typhoon Tower which is in
the northeast section of this area. :)
***d. Typhoon Tower***
My Level: Justin 17, Sue 15, Feena 17, Gadwin 30
Items: MANA EGG
Confusion Charm
130G x 7
390G x 2
Klepp's Sickle
Pirate's Helmet
Warrior's Spear
Monsters: Mad Rider
Elite Klepp
Klepp Soldier
Klepp Knight
Klepp Rider
Serpent (BOSS)
Hot Head (BOSS)
Mean Head (BOSS)
Nice Head (BOSS)
Bad Head (BOSS)
Save Points: Typhoon Tower, near entrance
As you enter the tower, you'll see a Save Point to the west.
Use it and continue west into a good-sized room. In the middle
are three sets of enemies on a pedestal, but they won't move or
try to attack you. The only way they'll attack is if you mess
around with the barrels in the room (I think). Anyway, fight 'em
if you want, and grab the Mana Egg in the northwest corner of this
room. If you step on the green button, some stairs will rise up
to the east... but don't bother with these yet. Walk back to
the entrance, then go north and east into another large room.
Beware the red button the floor... if you step on it, several
groups of monsters will fall down from the ceiling. Note also that
there is a red staircase leading up to the second floor... but
ignore these for now as well. Open the chest in the middle of the
room to obtain a Confusion Charm, then walk north into another
room. You'll see two buttons here on the floor... the blue one
makes some stairs appear to the north, while the red one triggers
an alarm that which will alert the nearby monsters to your
presence. :P
There's nothing else of interest in this room, so continue
to the northwest. You'll see another button on the floor... if
you step on it an alarm will be triggered and some monsters will
run down the nearby stairs. ^_^
Climb up those stairs and you'll be in another large room.
Look for a 130G pouch in the northwest, and note the rope that
leads up to the second floor. For now, (as always) ignore it
and take the passage to the southwest. Climb down the rope, then
look for a chest in the northwest corner of this room, which
contains a Klepp's Sickle. :)
Pick up the 130G pouch in the middle of the room, then
take the passage to the southeast. Walk east and south, and
soon you'll find yourself back at the entrance. Go back into
the room to the east then take the red staircase up to the
second floor. It _does_ matter which you take... use the one
leading up to the west. Once upstairs, walk to the west to
pick up a 130G pouch, then go back down to the first floor.
Enter the room to the north, and take the green staircase up
to the second floor.
Grab the 130G, then step on the blue buttons. The nearby
platform will spin, giving you a bridge across. Walk across, then
continue to the west. Look for a Pirate's Helmet in the room
to the north, then continue west and walk down the stairs back
down to the first floor. Go southwest and grab 130G, then go back
and take the stairs up leading to the west. Walk north a little
ways, grab the 390G chest in this room, then head east. Pick up
the 130G at the end of the passage, then descend the rope to get
back down to the first floor. Here, take the 390G and press
the green button to make some more stairs appear. Go back up
to the second floor, again.
Here, you'll see a purple switch set into a platform
of sorts. Press it and a bridge will spin around... all the
way on the other side of the tower! D'oh!
Make your way _all_ the way back down to the red staircase
near the entrance on the first floor, and take the stairs leading
up to the west. Follow the passage and cross the bridge, and
soon you'll reach a room with a Save Point and the stairs leading
up to the top of the tower. Yay! :)
Grab the 130G in this room, then ascend to the top. Here
you'll find the King of the Klepp soldiers. He may look weak,
but soon turns into a huge 4-headed beast. Yikes!!!
*** SERPENT ***
HP: 1071
XP: 1250
GP: 1000
Attacks: 4-head Attack --> Very strong physical attack on one character
*** NICE HEAD ***
HP: 800
XP: 320
GP: 470
Attacks: Recover Gas --> Heals HP on all parts of monster
*** HOT HEAD ***
HP: 516
XP: 320
GP: 470
Attacks: Hot Gas --> Fire range attack
*** MEAN HEAD ***
HP: 486
XP: 320
GP: 470
Attacks: Killer Bite --> Physical attack + Move Off on one char
*** BAD HEAD ***
HP: 600
XP: 320
GP: 470
Attacks: Stun Gas --> Physical range attack + Paralyze
Ouch. As you can see, the serpent and his 4 heads all count
as targets. Each head has a special attack that makes it a pain
in the rear to your party. It's hard to say what strategy to use
here... you can kill the serpent by either destroying its body,
or by taking out each of its 4 heads. By destroying the body, you
will have a semi-quick fight, but each of the 4 heads will be able
to wreak its havoc upon you, and you will be subject to the Serpent's
devastating 4-head attack. By taking out the heads, you are reducing
the number of options the Serpent has, plus reducing the damage that
is dealt with his 4-head attack (the less heads he has, the less damage
done). If you choose to take his heads out, first work on the
Nice Head and Bad Head... this will eliminate the Serpent's ability
to heal itself and stun your party. Then take out the other two
heads... once all 4 are gone, the Serpent is history! Note that
range skills/spells work really well here, as all 5 parts of the
Serpent are pretty bunched up, and incapable of spreading out very
far. :)
Now, to get the Spear of Heroes! Behind the throne is a purple
switch. Step on it and the pillars will move and change height,
making a convenient walkway for you. At the top is a shimmering
cone of light... step into it and you will be taken to the
"Room of Destiny". In this room are two mirrors... one leads to
the Spear of Heroes... the other one leads to... Death.
Now it's clear why two heroes are needed to obtain the
spear. Gadwin decrees that he will enter a mirror. If he does
not come back, Justin is to enter the other mirror and take
the spear. What's this?!?
Unfortunately, there is no other choice. Gadwin chooses a
mirror, but it seems he is too big to fit inside. D'OH!!!
Now, it seems there is no choice but to have Justin enter
a mirror instead. Choose a mirror....
However, Feena interrupts before Justin can do anything.
Now she decides she's gonna enter the mirror. Justin will agree
to have Feena choose the mirror... she chooses the Mirror of
the Stars. Enter it....
Sure enough, it is the right path. Climb the stairs and
take forth the Spear of Heroes!!!
After the spear is taken, the tower will begin to collapse!
Hurry down and you'll have a sequence, where the others will
hurry out of the tower. Justin is saved by the power of the
Spirit Stone, and all is well. Feena is a little P.O'ed, but
all is well. :P
Now you'll have to get back down off this mountain. Go
north to pick up a Seed of Magic (I think that must have been
blocked by the tower before... -shrug-), then go back down
the mountain to Dight Village. Be sure to get more spells
with your two Mana Eggs, return to the beach and speak with
the Elder. After a short sequence where Justin returns the
Spear to its rightful spot, talk to Gadwin again and he will
offer to help you get to Alent (which is what we're supposed
to do in the first place... notice how most of the stuff we've
done has nothing to do with the main goal? :P). There are
some ruins, known as the Twin Towers, to the south of Dight.
Justin decides that they should learn more about the mysterious
placed called Alent there.
Take one last look around the village if you need to, then
head off for the Twin Towers. To get there, you'll have to take
a boat from Gumbo Village, which is across the Lama Mountains
(here we go again... :P).
***e. Lama Mountains***
My Level: Justin 18, Sue 16, Feena 18, Gadwin 30
Items: 140G x 10
420G x 2
Yellow Medicine
Orb of Silence
Healthweed
Dragon Killer
Demon Eye Stone
Monsters: Blue Devil
Gripple
Blue Kite
Save Points: South Lama Mountains
Joy. Another wide open area. Thankfully there isn't really
too much to be found around here. When you enter the mountains, walk
due east, then follow the forest around the outside of the area. You'll
come to 140G.. pick it up, then continue following along the edge. Soon
you'll come to a high ledge to the south. Walk west along the ledge and
you'll come to a slope which allows you to go up there. Rather than
going up onto the ledge, continue walking due west, and you should come
to a 420G chest (if my map is correct :P). From there, walk south
along the west edge, and you'll come to an Orb of Silence on a "cliff".
Take it, then walk east, and you'll come to a 140G pouch.
Walk around the edge of the mountains to the northeast, and soon
you'll reach another 140G. Pick it up and continue walking along the
mountain. When you reach the east side, go south and east to pick
up a Yellow Medicine, then walk west from there, past the bridge,
to grab another 140G. Head across the bridge, then go west, picking
up 140G along the way. Continue to the west and you'll reach the
South Lama Mountains...
After walking a short ways, Gadwin will suggest the party make
camp. You'll have a meal sequence, then the next morning it's up
at 'em again. :)
Grab the two 140G pouches at the clearing, and use the Save
Point if you need. Then, go southwest, walk onto the lift, and press
the X button, and the lift will take you across. On the next "island",
take the 140G, then walk south (there are _tons_ of monsters here).
Grab the 140G, then continue west and take the lift to the south.
On the next "island", go east and take the lift (rather shaky :P),
then pick up the Dragon Killer. Take the lift back to the west, then
continue west and pick up another 140G. Continue west and use the lift
to the north, then grab the 420G on the next "island". Keep going
east and use the lift to the north (watch out for that bird), and pick
up the chest on the next "island" to obtain a Demon Eye Stone -- a
quite useful accessory that speeds up your casting of spells! :)
Use the lift to the east and grab one last 140G pouch on the
next "island". Then, use the lift to the south. Jump off the lift,
then use the lift to the south to get to a small "island" with a
Healthweed on it. Pick it up, then continue south across one last
lift to reach the exit. Next stop... Gumbo Village!
***f. Gumbo Village***
My Level: Justin 19, Sue 17, Feena 19, Gadwin 30
Save Points: Guest House (Inn)
Stashing Place: Guest House (Inn)
Item Store: Metal Frog 2000
Spectacles 500
Raincoat 800
Vaccine 50
Boiled Coconut 240
Panacea 800
Holy Fire 150
Dynamite 280
Blizzard Scroll 1600
Lightning Scroll 1650
Gale Scroll 480
Armor Store: Flying Dragon Vest 3000
Frog Shirt 2500
Magic Mirror Shield 8000
Stone Head 1400
Mach 1 Boots 2000
*NOTE* The equipment in Gumbo, namely the Magic Mirror
Shield, is quite expensive. You probably won't have enough
money to buy everything at this point, so use this as an
excuse to go out and fight some monsters and gain experience
and gold. This also wouldn't be a bad time to hang around
and gain magic skills if you haven't been taking a whole
lot of time to do so.
Explore the town and you'll find that the inhabitants are
acting rather strange. Actually, strange may be understatement,
but you get the idea. Seems something big has happened here,
as this is nothing like the Gumbo Gadwin used to know.
It seems the problem here is that the men and women don't
get along... at all. You'll also learn that the only person
who can get to the Twin Towers is a man named Danda, but lately
he hasn't been himself. He's the guy who is standing outside
the Chief's house... he's depressed because he is in love with
the cute girl inside, but they can't be together because of
the "war of the sexes" that appears to be going on in town.
Visit the Chief's house, and all of a sudden he will
recognize you as the "Brave Couple" from the legends told in
town. Seems that when the "Brave Couple" appears, the land
of Gumbo will return to the way it was. In his... err... song,
the Chief says that several years ago, the nearby volcano suddenly
stopped, which is why it is so cold in the village now.
Now that the "Brave Couple" (as they call you) has
appeared, everyone in Gumbo can become couples again. Talk
to the Chief and he will suggest you talk a walk outside.
Walk around and talk to all the happy couples if you feel so
inclined (everyone's so happy... -sniff-), then go back and
talk to the Chief. Tomorrow is the "finale" of the festival,
though it remains a mystery just what the finale is.
The next morning, head back to the greeting Tent and tell
him you're ready, when you're ready. Justin and Feena will go
and sit up on the "stage" and the Chief will announce the
beginning of the finale... a sacrifice to the Fire Dragon of
the Volcano. How nice... a sacrif.... WHAT?!?
Before Justin and Feena can do anything, they are flung
off to the volcano. Argh!
***g. Volcano***
My Level: Justin 20, Feena 20
Items: Healthweed x 2
Deep Blue Potion
MANA EGG
150G x 12
Seed of Defense
450G x 2
Snooze Scroll
Chain of Gems
Fire Charm
Dragon Scales
Confusion Charm
Monsters: Lost Soul
Hot Dog
Magma Man
Madragon (BOSS)
Save Points: Volcano (1)
Stashing Place: Volcano (1)
*NOTE* The enemies on the volcano are quite weak against
water-based attacks. Equipping Feena with the Azure Knife
and Justin with the Raincloud Staff will make your battles
_much_ easier.
What a fine mess. Now Justin and Feena are stranded on
this volcano to become sacrifices. The only thing to do is
defeat the dragon!
Use the Save Point and Stashing Place to the north if
you need (gotta love that chanting!), then run back to the
southwest and pick up the Healthweed you saw before. Then
continue to the southwest and up the "mountain" to reach a
chest with a Deep Blue Potion inside. Take it then head back to
the clearing where the Save Point is. Then walk to the south
and follow the path to reach a Mana Egg!
Get it and walk back to the Save Point once more. Walk
east, and follow the path and you will come to a larger area
with 150G and a bridge to the northwest. Take the money,
then walk across the bridge. First look for a Seed of Defense
to the southwest, then make your way north. Eventually you
will reach a ledge where you can drop down. Do so, then make
your way south. When you reach a branch, continue south and
you will find yourself back at the Save Point. Take the two
150G pouches nearby, then make your way west, then north.
You'll come to another larger open area, with a 450G
chest to the west. Walk northeast and you'll come to a DS
icon, and from there go northwest. This path leads up to
the second level of the Volcano.
Make your way west and north, and soon you'll come to
a large rock. An action icon will appear nearby, so use it!
The rock will roll down the hill and into the magma, creating
a convenient bridge for you. Before crossing, continue north
up the hill until you reach a fork. Go northwest to find 150G,
then take the northeast path to find a Snooze Scroll. Now go
back down the hill and cross the lava using the boulder. :)
Walk through the tunnel leading under the ledge, and at
the clearing you'll meet up with Sue and Gadwin! They'll
rejoin the party. From the clearing go southeast, then south
to reach the base of the volcano.
Though you can't get down yet, there are a few things
to pick up down here. Go to the southeast to pick up a 150G
pouch, then head west until you reach a branch. Go up the
"steps" to the northwest to net a 450G chest, then go back
down and make your way south. Grab another 150G pouch, then
walk east and south, across two wooden planks that serve as
bridges, then open the chest at the dead-end to find perhaps
the most useful item we've found thus far... a Chain of Gems.
This item, when equipped, will allow you to perform 3 combo
attacks per turn instead of the usual 2!
Take it, go back north across the "bridges", and back
up the "steps". Then walk east and you'll reach yet another
branch. Go to the east and south to find another 150G. Since
we can't get down off the volcano, retrace your steps back up
to the second level of the volcano.
Walk east from the DS icon, then north and you'll find
yourself atop the ledge which you used the tunnel to go
underneath, right before you found Sue and Gadwin. Pick up
the 150G sitting up here, then continue to the west and
you'll reach another 150G. Grab it, then go north and west
across the log bridge. You'll see an item up on a ledge
to the northwest, but you can't get to it from here. For
now, go south instead. Walk until you reach a branch... to
the east is where you found Sue and Gadwin, so go west
instead. :P
You'll come to 450G at a dead-end. Be careful however,
because near the gold, hot steam will spout of the nearby
rock. If it touches you, you'll take some damage, so take
care not to get burnt. After getting it, walk back east and
northwest. As you walk north, you'll see that the path kinda
leads off to the west, but it leads to an empty dead-end.
Search the north side of the rock in that area, and an action
icon will appear. Use it and a door in the side of the rock
will open up! Walk inside and follow the tunnel up to that
ledge where you can get the item you saw before... a Fire
Charm.
Drop back down off the ledge and go back east, across
the log bridge. After crossing, walk east and north. You're
nearing the crater now, so you'll have to beware more steam
as you make your way north up the hill. At the top is
the path that leads up to the crater!
Just follow the path, and be sure to pick up the 150G
along the way. When you reach a branch, first walk to the
east and an action icon will appear. Use it and the party
will leap across to the other side. From there, just
continue along the path and pick up the Dragon Scales at
the dead-end. This is another very useful item.... the
character that has this equipped will ignore all attacks
that deal under 10 HP damage to him/her. Thus, only
attacks that deal 10 or more HP damage will effect them!
:)
Go back to the branch by using the action icon, then
head west, across another log bridge. Pick up another 150G
pouch, then go north and you'll come to some more Healthweed.
Continue along the path from there, and soon you'll reach
a Save Point. I recommend you use it. :P
Grab the 150G to the east of the Save Point, then
walk south to confront the dragon!
*** MADRAGON (HEAD)***
HP: 2,150
XP: 2,900
GP: 4,500
Attacks: Howlslash --> See Level 2 Wind Spells
Flame Breath --> Strong fire attack within a line
Burn! --> See Level 1 Fire Spells
*** MADRAGON (BODY)***
HP: 2,150
XP: N/A
GP: N/A
Attacks: None
Similar to the fight with Ganymede before, the head
and body both share the same HP level. The Madragon has
some devastating attacks... the head's Flame Breath, and
especially Howlslash, can really mess up your party. The
body's regular attack alone can hit many of your party
members all at once, for 25-30 HP damage! Be ready with
an "Alheal" spell after he uses one of his attacks.
The Madragon actually isn't that tough if you can keep
his head from using his powerful spells. The body only
uses its regular attack, so concentrate on dealing Critical
blows to the head to cancel out its abilities. When the
body does attack, have someone cast the Alheal spell to
make sure your party is in decent condition. Keep the
head from using its attacks and keep your HP at a good
level and this guy will go down pretty easily. :)
Once the dragon is defeated, the volcano will begin
to erupt! Run back down off the crater and the party
will automatically escape back to Gumbo Village.
After a short sequence with the Chief (and another
festival), Feena will suggest they take another walk
outside. (By the way, now that all this is over you'll
finally learn that the reason that nobody wanted to
be couples is because they were all afraid of being
sacrificed.... -sigh-) Outside you'll meet Danda, who
suggests you visit the pier of the inlet to cool down.
Everybody seems to be at the pier, so Feena suggests
they go to the inlet instead. :P
There, you'll have a sequence with Justin and
Feena, then another meal sequence. As thanks to you
for saving the village, Danda has offered to take you
to the Twin Towers as you wished. If you really want,
there is one additional item to be found at the volcano.
Enter it and go east from the entrance, and you'll
find a Confusion Charm. (you couldn't get to this
before, as you couldn't get down off the volcano :))
Anyway, when you're ready visit the pier and speak
with Danda. (Be sure to get another spell with your
Mana Egg as well -- at this point everyone should have
all their attributes bought.) Talk to him and he will
send you off to the Twin Towers!
***g. Twin Towers***
My Level: Justin 21, Sue 19, Feena 21, Gadwin 31
Items: Seed of Speed
160G x 11
Spell Breaker
Healthweed
Vacuum Scroll
480G x 3
Revival Stone
Sudden Death Charm
Medal of Wisdom
Forest Charm
Bond of Trust
Odd Hat
Seed of Power
Move Breaker
Angel's Darts
Monsters: Medusa Dancer
Horned Toad
Save Points: Twin Towers Coast
Twin Towers (Vestibule)
Twin Towers (Room of Original Sin)
Twin Towers -- South
Stashing Place: Twin Towers (Vestibule)
*NOTE* The Twin Towers is nothing short of _huge_.
OK, forget huge... it's enormous. It's gigantic! OK, you
get the point already. Twin Towers is damn BIG!!! Just a
friendly warning. :P
When you first reach Twin Towers, you'll be outside,
along the coast. There aren't any monsters out here, but
there are still some items to be found. Walk to the east
and you'll find a small cave with an almost-hidden Seed
of Speed inside, and on rocks to the north and northwest of
the boat you'll find 160G pouches (2 of them). Take the
path to the north to reach the area surrounding the Twin
Towers.
The exterior of the Twin Towers is broken into four
sections... north, east, south, and west. There are gates
in each section leading to the actual Towers in the middle,
but all the gates are locked except for the north one.
After exiting the coast, you'll come to Twin Towers South.
However, as you enter Sue notices something... tanks from
the Garlyle Forces! What in the world are they doing
HERE?!?
Ugh.. well the first thing we need to do is get to
the north gate. Run to the northeast along the outside of
the tower and soon you'll reach Twin Towers East. You won't
get very far, however, as there are Garlyle tents and tanks
blocking the path. You will find 160G and a chest containing
a Spell Breaker in this area, however. :)
Get these and go back to Twin Towers South, and go along
the west edge instead. Continue along the outside of the
perimeter until you come to Twin Towers North. Go through the
north gate and you'll enter a maze of sorts you must make your
way through to get to the ruins in the middle. As you enter,
move to the southwest and pick up some Healthweed. From there,
go west to hit the west wall, then northeast to pick up a
160G pouch.
Walk southwest and follow the path and soon you will see
a switch. Step on it and the nearby statue will disappear.
Walk out into the open area... which can be thought of as
"the middle of the north maze". There are statues blocking
the north and south exits, so head east. Follow the path and
soon you'll come to place where there are spiked girders
moving back and forth between a passage. All you have to do
here is wait for them to come together, then dash through
as they pull apart. Be quick... you'll take damage if you
get spiked. :P
Continue along the path and go west at the next branch,
and walk until you reach a chest... open it to obtain a
Vacuum Scroll. Walk back to the branch, then go east. You'll
reach a semi-large open area near the east wall. To the south
is a 480G chest... pick it up then head back north. Along
the way be sure to open another chest containing a Revival Stone.
Follow along the path and soon you'll come to another switch
that makes another statue disappear. You'll also find yourself
back at the central area... the switch made the north and south
statues disappear. You're at the north now, so walk south
out of the central area. :P
Walk until you reach a branch, then go south to grab
a Sudden Death Charm inside a chest. Go back to the branch,
and go west, and you'll see another spiked girder trap to
the southeast. First go northwest to grab 160G, then dash
through the trap (without get spiked hopefully :P). From
there it's just a short walk to the entrance of the ruins. :)
You'll meet some soldiers at the entrance... Justin and
the others pretend to be local guides to gain entrance to
the Twin Towers. Use the Save Point and Stashing Place near
the entrance to the Vestibule if you wish, then run around
talking to all the soldiers. When you're ready, enter the
actual ruins via the entranceway that is to the south of the
Save Point.
Before you can get inside, the sergeants show up and
the party quickly takes cover. After listening to their
conversation, enter the ruins and examine the strange circle
in the middle. Feena suggests they check out the passageway
nearby... but it's a dead-end. As you try to exit... Leen
and Mullen show up. Here we go again!
Since Justin refuses to hand over the Spirit Stone,
Mullen decides he must take it by force. Justin and Gadwin
go after him, but Mullen puts them both down with one
swipe of his sword. Ouch!
Before either Justin or Mullen has a chance to strike
again, the Spirit Stone starts to glow again, and Justin,
Feena, Leen, and Mullen are all thrown to different parts
of the tower. Oops!
After a sequence, you'll take regain control of Justin,
who is by himself in a strange part of the tower. Walk a
little ways and you'll reach another Save Point... use it
if you want. Continue to follow the path, fighting off
many Horned Toads along the way. After a while, you'll find
that Leen is here, and she is being attacked by a few of
those mean ferocious frogs. :P
Run up to the ledge where Leen is, picking up the 160G
along the way. After taking out the three vicious frogs (:P),
After a short argument, the frogs come back... with
reinforcements. As the saying goes, "That's a lot of frogs."
:P
As they escape, the bridge breaks out from underneath
them, and they're sent tumbling down to a different part of
the tower. After another sequence, the two will agree to
work together to get out of the tower. Run up to the steps
to the top level of this area and use the elevator to ride
up to the Hall of Murals. Walk up to the top once again
and use the elevator to ride up. After another sequence,
you'll be at the top of the tower.
Examine the glowing light and you'll have another
sequence with Liete (enough sequences around here? :P),
then Justin will receive a Medal of Wisdom, which Liete
calls the "Key to Alent". Leen will use the Magic Circle
and the two will be sent back outside the ruins.
After one last sequence, you'll regain control of
Justin. Use the Save Point if you wish, then run to the
south and you will meet up with Feena. In case you're
wondering, now you're in the south maze... here we go
again. :P
Continue to the south and walk until you reach a
branch. Go west and follow the path and soon you'll reach
a chest that contains a Forest Charm. Go back to the
branch and walk east to pick up 160G. Now, backtrack a
bit and exit the south gate to meet up with Sue and Gadwin.
Now, we're techincally "done" at the Twin Towers, but there
is much more to be found by exploring the rest of the mazes.
If you're sick of this place and want to leave now,
run back south to the coast and speak with Danda. Otherwise,
go back to the central area so we can finish exploring the
South Maze. :)
The east and west exits are still blocked by statues,
so take the north exit instead. Follow the path and go
north at the branch (south is a dead-end anyway), and
pick up the 480G at the corner. Continue southeast through
another spiked girder trap, then continue southeast and
pick up 160G at another corner. Go southwest from there
and soon you'll come to the switch near the east statue.
Step on it and the east and west statues will disappear.
Go west back out into the central area and take the west
exit.
Walk northwest a ways, and when you come to a branch,
go west and south. Follow the path and eventually you'll
reach a chest near the southwest corner of the maze. Open
it up to obtain a Bond of Trust. Walk back to the branch
and go northeast. Follow the path and when you reach
another branch, walk south to grab a chest containing an
Odd Hat... a weird but nice hat that warps you as you
attack (i.e the user warps to the enemy instead of
running... quite efficient. ;)). This is all to be found
here, so go all the way back to the central area.
Unfortunately, the north and south statues have reappeared,
blocking your exit. So, take the east exit and circle
around to the switch, which lowers the north and south
statues. Now, run out the south exit and back to the
perimeter outside the towers.
Next stop... West Maze! Run around to the west side
and go through the gate. Walk to the east and take the
path south, and walk along the path and soon you'll reach
a 160G pouch. Take it, then go back to the open area
near the gate and go north. At the branch, go west and
around to find a Seed of Power, then go back and head east.
Step on the switch and you'll find yourself in the central
area. Exit south, and follow the path, through a spiked
girder trap, and pick up the chest in the southwest corner
of the area to find a Move Breaker. Continue northwest
along the path and you'll reach the switch that lowers
the east/west statues.
Go east back out into the central area, then exit
east. Walk north, then west to grab another 160G, then
go back east and northwest. Walk to the west and follow
the path, and soon you'll reach a chest containing some
Angel's Darts... nice darts that restore your HP when
you attack. Continue southeast along the path (past a
spiked girder trap) and pick up 160G, then go south,
then west and south to reach a dead-end with 480G.
*WHEW* That's all for the West Maze. Note that
the East Maze is inaccesible as there are tents and
tanks blocking it from the south (as you saw before),
and debris blockin it from the north. Therefore, we're
done. Finally! Walk back to the coast and talk to
Danda to get the heck out of here and go back to
Gumbo. :)
To get east to Alent, it is necessary to cross the
Sea of Mermaids. However, even Danda can't do this as
it is said that whoever meets the mermaids will be
doomed to die. Gadwin says that the Elder of Dight
might know something... perhaps we should head back
to Dight and find out!
Be sure to talk to all the townspeople at Dight...
one guy to the south of the entrance will give you
a First-Aid Kit. :)
At the Elder's house, you'll learn that there
may be one way to cross the Sea of Mermaids. Near Dight
is a place called the Mysterious Vanishing Hill... it
is said that around there is an artifact that will
send you wherever you want to go -- but it will only
work once. To get it to work, it's necessary to
retreive the "Teleportation Orb" from the top of the
hill. With this thing, we can get to Alent easily!
However, Sue suggests the party rest for today.
Exit the Elder's house, but you won't get very far,
as Sue faints from exhaustion! It seems like all
this adventuring has finally took its toll on poor
little Sue. Sue will stay at Dr. Alma's to recuperate
for a while, but she says that Justin and the others
should go and get the Orb.
Well, that's what Sue wants, so the three decide
to head off for the hill to get the Teleportation Orb.
When you're ready (as always), exit Dight and head
for the Mysterious Vanishing Hill! :)
***i. Mysterious Vanishing Hill***
My Level: Justin 22, Feena 22, Gadwin 31
Items: 170G x 6
Seed of Life
Healthweed
Silver Key
Gold Key
Wind Charm
Teleportation Orb
As you enter, grab the 170G nearby (kinda hard to
miss eh?), then head off toward the southeast to pick
up a Seed of Life. Move to the west and you'll see the
entrance to the actual shrine to the south. Since we
don't have the Orb yet, we can't do anything inside, but
there is 170G inside if you wish to pick it up. Walk to
the west of the shrine entrance and make your way
southwest, picking up another 170G along the way. Further
along is the path that leads up to the actual hill.
Use the Save Point if you so desire, then step on
the switch to the west, and the blocks will form a bridge
for you. Be careful as you move southwest... the door
you pass by will suddenly open and tons of monsters
will come out... take care not to get ambushed. Once they
are out of the way take the treasure chest behind the
door... a lousy Healthweed. :(
Further to the south is a door we can't open yet,
so head back to the Save Point and step on the east switch,
then cross the blocks that form. You'll come to a large
open area. Walk southeast and you'll see two un-openable
doors, as well as a chest. Open the chest to obtain a
Silver Key -- this can open some of these doors!
Start by checking out those two doors to the south.
Once you get the Silver Key, both will be opened. However,
both are empty. Hmmm...
Well, only one left (besides the big one near the Save
Point)! Go back to the Save Point, and examine the big door
nearby. Now that you have the Key, it will open. Go
through it and soon you'll find a large machine, which
attacks! Eep!
*** MASSACRE MACHINE ***
HP: 1800
XP: 1000
GP: 2000
Attacks: Spin Cut --> Physical attack on nearby allies
Hurricane Mixer --> Physical attack in a line
*** EYE ***
HP: 1800
XP: N/A
GP: N/A
Attacks: Burnflame --> See Level 2 Fire Spells
As you may have guessed, the eye and body share the
same HP. This battle is really that tough... the machine's
attacks, although they do hit multiple party members, don't
really do a whole lot of damage. Just beat on him with
combo and critical attacks and he should be destroyed
quite easily.
After the battle, you'll have a sequence back at
Dight between Dr. Alma and Sue. You've still got a little
ways to go to reach the summit, so let's continue. Go
back and recover at the Save Point if you need to, then
use the block to the south as an elevator to take you up
to the ledge above. Walk to the southeast and soon you'll
be above the area where you found the Silver Key. Pick
up the 170G around here, then continue to the south.
Here you'll find another "elevator"... use it to
go back down. To the south you'll see two switches...
press them both and the pillars will lower, revealing
some monsters. Take them out, and you'll find that
some steps have appeared to the west. Climb them and
press the switch on the ledge above, and the last
pillar will lower allowing you to grab the Gold Key!
Now walk all the way back to the Save Point near
the entrance, press on the switches, and use the "block
bridge" to cross the gap west. Go west and south, past
where you got the Healthweed before (behind the door),
and at the very end of the path you'll come to a door...
now that you have the Gold Key you can open it.
Walk to the east and use the elevator to go up,
then walk a south a tad and use the elevator to the
east. Grab the 170G up here, then go back down and
continue south. To the east you'll see some blocks
forming a bridge, but be careful here. As you step
onto the blocks, they will steadily grow narrower until
they disappear altogether. The trick here is to position
yourself as close to the middle of the blocks as you
can, then dash across. If you fall, you'll probably
have to fight a few monsters before you can make your
way through the doorway and back up the ramp to try
it again. :)
Walk east into the next large open area, and
pick up the 170G nearby, then walk to the south and
east to find a treasure chest which contains a Wind
Charm. Then walk back north and use the elevator
to ride up to the ledge above. Here you'll come
across another one of those robots. Yeech!
*** MASSACRE MACHINE #2 ***
HP: 2000
XP: 1200
GP: 2000
Attacks: Full-Moon Cut --> Physical atk on nearby allies
Body Slam --> Physical atk in straight line
*** EYE #2 ***
HP: 2000
XP: N/A
GP: N/A
Attacks: Howlslash --> See Level 2 Wind Spells
Healer --> See Level 2 Water Spells
Haven't we done this already? Oh well...
nothing much new here. This machine has "new"
skills... well actually they're just the same skills
with different names. Anyway, just beat this thing
up like you beat the last one up and everything will be
fine and dandy. :)
After trashing this guy, first go to the east
to grab 510G, then go west and you'll come to four
switches. This is a puzzle of sorts... the top three
switches control the blocks to the north, while the
bottom switch resets it. Each button will raise
the corresponding block to a particular height... the
trick is to press the buttons in the order that will
form some stairs leading to the ledge above.
Here's a diagram of sorts...
X X X
1 2 3
4
The X's are the blocks and the numbers are the
switches. Each switch is programmed to rise the block
in front of it to a certain height -- we'll say either
to level 1 (lowest), 2 (middle), or 3 (highest). First,
jump on the switches in any old order to figure out
which is which. Then, press switch #4 and the blocks
will begin to move around. At this point, watch closely!
When the switches are in the order 3, 2, 1 (highest,
middle, lowest), step on switch #4 again, and press the
switches again. If you did it correctly, stepping on switch
#4 one last time lowers the very top block, giving
you access to the ledge above. At the top you'll
find the Teleportation Orb. Yay! :)
Once you get the orb, make your way all the way
back down to the bottom, and back to Dight. Return to
Dr. Alma's clinic, and after a sequence it will be
decided that Sue should use the Teleportation Orb to go
back home to Parm. Gadwin has another matter to attend
to, so Justin and Feena will go to see Sue off.
*NOTE* This is the last time you will ever have
Sue in your party. It's not necessary to remove all
her equipment or anything... her stuff will go to a
Stashing Place when she leaves.
Return to Mysterious Vanishing Hill and enter
the shrine. After a good-bye sequence between the
three (-sniff-), Sue will use the Teleportation Orb
to go back to Parm.
Afterwards, return to the inn at Dight. He will
decide to cross the Sea of Mermaids with you, but
first he will return to his house to prepare. Likewise,
you should go around Dight and make any last-minute
preparations before heading off. Once you're ready,
head off towards Gadwin's House. Gadwin's House...
that's in... the Valley of the Flying Dragon! (horror
music starts playing) Yes... much unfortunately,
we'll have to go back through the second half of it
to get back to Gadwin's House.
Enter the (ugh) Valley of the Flying Dragon again,
then make your way back to Gadwin's House. Gadwin
believes that Justin has grown much both in body and
mind since they first met, and that if Justin can
defeat Gadwin in a duel, then crossing the Sea of
Mermaids should be easy. Duel.. here we go again!
*** GADWIN ***
HP: 1525
XP: 4000
GP: 0
Attacks: Flying Dragon Cut --> See Gadwin's Moves
Eruption Cut --> See Gadwin's Moves
Dragon Cut --> See Gadwin's Moves
Hey, Gadwin! Where'd you get all that HP? Oh
well... you'll be fighting this battle with Justin
alone. Still, the battle should be really easy...
you'd have a hard time losing. He can use all three
of his normal moves, but neither is nothing to worry
about (even his Dragon Cut, which dealt 9,999 damage
to you before :P). Even if you do lose, he'll
acknowledge that you were letting him win and make
you fight him again. LOL ^_^
After shamelessly kicking his butt, Gadwin will
realize that you don't need his help after all, and
as a good-bye gift, he will teach Justin his Dragon
Cut move (well teach you how to learn it, at least.
You'll still have to gain the skills to actually use
it). And so, now it is just Justin and Feena (cripes...
we're losing party members left and right! Sue...
then Gadwin... -sniff-) crossing the Sea of Mermaids.
And now, you'll have to make your way _back_
out of the Valley of the Flying Dragon. Once back out,
return to Dight Village one last time. Make any last
minute preparations you may need to make, run around
town saying good-bye to everyone, and head for the
docks and jump onto Gadwin's boat. We're off across
the Sea of Mermaids!
***j. Pirate's Island***
My Level: Justin 24, Feena 23
Items: 540G x 3
Rainbow Weed x 2
180G x 4
Fruit of Life
Seed of Defense
Tear Jewel
Monsters: Toad King
Hippocamp
Save Points: Sea Dragon
Stashing Places: Sea Dragon
After Justin wakes up, make use of the Save Point
and Stashing Place. Remember, all of Sue and Gadwin's
equipment have been transferred to the Stashing Place,
as well as items that hold some of their weapon and
magic skill. This is so all that hard work you put
into Sue and Gadwin doesn't totally go to waste... the
items left behind will raise one person's weapon/magic
skill depending on how high theirs was when they left.
The items are...
Brown Crayon --> Sue's Earth Skill
Blue Crayon --> Sue's Water Skill
Red Crayon --> Sue's Fire Skill
Sky-Blue Crayon --> Sue's Wind Skill
Mace Coloring Book --> Sue's Mace Skill
Bow Coloring Book --> Sue's Throw Skill
Sword Secrets --> Gadwin's Sword Skill
Fire Secrets --> Gadwin's Fire Skill
Earth Secrets --> Gadwin's Earth Skill
Anyway, walk out onto the boat and you'll have
a touching sequence with Feena (-sniff sniff-). Soon
after, you'll find that the boat has hit someone!
Errr... out in the middle of the ocean? She'll start
babbling something about pirates, that on a nearby
island everyone was captured and she was the only
one that escaped. Sound a little fishy? Kinda, but
"Justin the Hero" (boy he really lets this hero business
go to his head don't he? :P) decides that they should
help out.
Soon, you'll land on this island. (I would swear
that I thought this the Final Fantasy theme playing when
I first heard it... eh?) Anyway, this area is another
maze-like place of sorts, and a rather big one as well.
It's places like this where drawing a map really helps.
But, for those of you who just don't seem to have the
energy to pick up a pencil... have fun following
my directions. Heh.
This place is basically one large loop, with the
small island in the middle. The path leading down to the
island is at the north end of the area, and you start
at the south end. The easiest way to get all the items
is to just do one big loop around the whole entire area,
then when you end up back where you started, run back
around and visit the island. From the boat, start walking
to the east and north. Go north until you run into
a dead-end with 180G. Then, run back south a little
ways and go northeast, then east. Run east, then south
to pick up a Seed of Defense. Go back north, and walk
northeast, and continue north until you reach a four-way
intersection.
Go west and continue west, and you'll find a 180G
pouch and a 540G chest in that vicinity. Walk back east,
then northeast, then west to pick up some Rainbow Weed.
Back east, northeast, then north and continue north until
you hit another 180G pouch. From there, south, west,
and north and you'll reach a Tear Jewel... an item
that will restore 3 SP to an ally each time you use it
(it can be used several times).
Back south, southwest, then west. Follow this path
and note the next branch. To the south is the path
leading to the island. Continue west along the path until
you reach a branch, then go east to pick up a 540G chest.
Go west, southwest, southeast, then east to find a Fruit
of Life... a very rare item that increases your Max HP
by 10! Wow!
Go back west, northwest, southwest, then west to
find a 180G pouch. Back east, south, and take the second
path leading east to find some Rainbow Weed. From there go
back west, south, east, south, then southwest (see why
making a map helps? :P) and you'll come to one last 540G
chest. That's all the items, so run back to the north
end and take the path leading to the island. Once up
on the actual island, you'll meet up with the girl's
"sisters". Enter the Pirate Hideout and you'll find
one remaining "sister", who will transform into a
huge monster! Ghhh!
*** GRINWHALE ***
HP: 1985
XP: 4400
GP: 6000
Attacks: Spew --> Physical attack on all allies
Shock --> Strong electric attack on all allies
Body Blow --> Physical attack on nearby allies
*** LURE ***
HP: 1733
XP: N/A
GP: N/A
Attacks: Entice --> Physical attack on one ally (Justin)
Shouldn't be too tough of a fight. The Lure uses
only the Entice attack on Justin, which will deal some
damage to him... about 15-20 HP worth. The real threats
are the attacks of the Grinwhale itself... all three
can cause considerable damage to either or both of your
characters. The best strategy to use here would be just
to haul off and pound the Grinwhale with everything you
have... ignoring the Lure completely. Just remember
to be ready when an Alheal spell if your HP starts
running low. As always, keep your HP up and be
relentless in your attack, and the boss should fall
without much problem. :)
After the monster is defeated, the island will start
sinking! Justin and Feena quickly escape to the Sea
Dragon and continue their trek across the Sea of Mermaids.
After another sequence between Justin and Feena, the two
will reach land. Let the journey to Alent continue!
*** END OF DISC 1 ***
Well! You've completed Disc 1. Take a breather...
you've earned it!
My gametime: 51h16m31s (Don't laugh... I'm making a
strategy guide here, whaddya expect? :P)
--------EAST ELENCIA--------
***a. Virgin Forest***
My Level: Justin 24, Feena 24
Items: Slouch Weed
Thor's Fury
190G x 13
Torte's Whistle
570G x 3
Healthweed
Seed of Running
Water Charm
Resurrect Potion
Golden Potion
Leaf Shield
Seed of Magic
Monsters: Land Slug
Sweet Moth
Huge Pupa
Chameleon
Save Points: Virgin Forest (1) -- Guido
Virgin Forest (3)
The Virgin Forest will (painfully) remind you of the
Valley of the Flying Dragon... it's large, annoying, and
full of carnivorous plants. There are 4 different types of
plants you'll need to watch out for. The most dangerous
kind is a large plant with sharp leaves that twirl around
continually. This plant bounces around.. the best way to
avoid it is get out of the way after it jumps. There
are also bear-trap like plants with spiked edges, that
snap closed when stepped upon, in hopes to trap you
inside. Also, several plants will chomp down on your
characters (much like the ones in the Valley)... beware
of these as well. Finally, there are huge flowers lying
about the forest in some places (it's quite hard to miss
them)... these actually aren't traps, but if you step
inside they will spit you to another part of the forest.
It's not necessary to use them, but some serve as small
shortcuts.
After disembarking onto the beach, walk to the east
to find the forest. Go north along the edge of the forest
until you come to a path leading into the forest, to the
east. There will be one of those twirling plants nearby...
so be careful. Follow along this path and you'll reach a
dead-end where you'll find a Slouch Weed. Walk back west
to the beach, then continue north along the edge of the
forest. At the north edge of the beach, you'll find another
trail to the east... head that way. Continue to the east
and soon you will come to an item... Thor's Fury. Grab it,
make your way to the south, and take the 190G pouch as well.
Walk back north and west, and take the small trail leading
southeast.
You'll soon come to a rather large open area with two
of those huge flowers on the ground. Avoid them for now, and
make your way south. At the southeast edge of the clearing,
you'll find a Torte's Whistle, and in the southwest area,
you'll find 190G. From the 190G pouch, walk to the west and
soon you'll reach a branch to the south. Further to the west
is the beach, so follow the trail to the southeast. Make your
way along the trail until you come to a 570G chest... it may
seem like you'll hit a dead-end, but one of the shrubs can
be walked through. After getting it, head back to the large
clearing. Take the northeast path, and soon you'll reach
another 190G pouch. Take it, then walk east and straight south
to find another 190G. Go back to where you got the first
pouch, then walk south. Pick up another 190G pouch along the
way, and soon you'll come to a tent... Hey it's Guido!
After a sequence with Guido, the party will rest up at
his tent for the night (for 100G :P). If you talk to him
again in the morning, you can Save your game or recover
(though recover costs 10G). Continue along the path to reach
section 2 of the forest.
Here, just follow the trail until you reach a small
clearing... there will be ways to go northwest and east. For
now, go northwest. You'll come to a larger open area, and to
the northwest a Healthweed can be found, while a 190G pouch
can be found to the northeast. After getting these, walk back
to the branch and go east. You'll soon come to a large lake
with many lillypads scattered about. Use the Action Icon and
the party will jump across the lillypads over to the other
side. Continue along the path, grabbing another 570G chest
along the way. Make your way south as far as you can go and
you'll hit a Water Charm. Pick it up, then take path to the
west. First walk north to pick up a Seed of Running, then go
south to reach a river... use the Action Icon to jump across.
Follow the path some more, pick up the Resurrect Potion along
the way, and you'll come to the lake once again. Use the
Action Icon to start leaping lillypads again, and you'll end
up on the north side of the lake.
Walk along the trail and you'll reach another large open
area... there's nothing around here so make your way to the
northeast. At the split, first go west to get 190G, then go
east to reach Section 3 of the forest. After walking a little
ways, you'll be dumped into a concealed pit! Afterwards, you'll
have a sequence with Rapp. Rapp sends the kids back to the
village for help, but before Justin and Rapp can go at each
other's throats, a forest monster attacks one of the children!
Rapp runs off to help them, but Justin and Feena jump into the
battle as well!
*** TRENT ***
HP: 2249
XP: 4000
GP: 6500
Attacks: Sleep Gas --> Range Sleep attack
*** ARM ***
HP: 1366
XP: N/A
GP: N/A
Attacks: None
*** FLOWER ***
HP: 1385
XP: N/A
GP: N/A
Attacks: Flower Beam --> STRONG Physical attack in a line
This battle could be a little tough if you don't hit this
thing hard with everything you have. The Flower's "Flower Beam"
attack is extremely powerful... it can deal about 60 HP worth
of damage to anyone it hits! The body also uses an annoying
Sleep Gas attack which, as you could've guessed, puts your party
to sleep. The arm of the plant will attack your party, and it
is capable of hitting multiple party members with one swipe.
Hit it hard with your best special moves and spells (fire spells
work pretty good here), and you'll be able to beat it before it
really messes up your party. :)
After the battle, Rapp will realize that you're really not
his enemies, and as thanks offers to show you his village of
Cafu. First run around this large clearing to pick up 3 190G
pouches, then head east out of here to reach Section 4 of the
forest. (-sigh-)
Head east along the path, and at the branch go north.
You'll come to an open area with a Golden Potion nearby, and
also note that you can fight several groups of Chameleons in
this area. "Big Whoop", I can hear you saying. Well, if you
need gold, the Chameleons are the monsters to get it from.
You'll notice that they run away from you on the field, so
the first thing is catching them. Once in battle, you'll also
find that they are pretty tough. They are pretty strong
against most physical attacks, so use special moves and spells
to get rid of them. Each Chameleon is worth a whopping
600G, and you fight them in groups of 4... that's 2,400 Gold
a fight! :)
Anyway, after getting the Golden Potion, walk back south
to the branch, then go southeast. Continue to the east and
south (past another branch), and you'll come to a small
clearing where you'll find 190G. Backtrack until you reach
the branch, then go northeast. Here you'll find another
wide open area with a couple of those huge flowers on the
ground. There are quite a few exits from this area... first
walk north along the west edge, and near the northwest corner
of this area, you'll find 190G. Walk northwest out of this
clearing, and you'll come to a Seed of Magic. Walk back to
the clearing and make your way east. There are three exits
east out of here... take the top (north) one to reach
190G, and take the bottom (south) one to reach a Leaf Shield.
After getting these, go back and take the middle east exit,
then go south and east to reach the exit. Finally out!
Next stop... the Village of Cafu.
***b. Cafu Village***
My Level: Justin 26, Feena 25, Rapp 21
Monsters: Black Beret (after Tower of Doom)
Save Points: Cafu Inn
Stashing Place: Cafu Inn
Item Store: Confusion Charm 2000
Iridescent Amulet 1800
Black Belt 2400
Chocolate Cookies 400
Honey 500
Torte's Whistle 200
Resurrect Potion 3000
Poison Antidote 100
Howler Scroll 100
Tremor Scroll 500
Gale Scroll 480
Zap! Book 720
*NOTE* The equipment in Cafu is quite.. expensive, to
say the least. You'll probably have to go back and forth to
the Virgin Forest, fighting Chameleons, for a while in order
to raise enough money to buy everything.
After running around and talking to everybody as usual,
visit the Elder's... err... fruit. He'll acknowledge what
you did for Nicky (the kid you saved) and allow you to stay
at the inn. Justin asks Rapp to take him along on his
daily trip to the Petrified Forest, a forest to the north
which was completely turned to stone after a strange tower
called The Tower of Doom was built. Rapp goes the forest
every day to visit the villagers who were turned to stone,
including his parents.
After talking to the Elder, rest at the inn if you
want, then head for the Petrified Forest. :)
***c. Petrified Forest***
My Level: Justin 26, Feena 25, Rapp 21
Items: 200G x 9
600G x 2
Seed of Defense x 2
Paralysis Charm
Seed of Life
Seed of Magic
MANA EGG
Blizzard Charm
Chocolate Cookies
Monsters: Land Slug
Sweet Moth
Alligator
Once inside, just follow the trail to the northwest. On
your way, look for a 200G pouch to the southwest. After
walking a short way, you'll find out why this is called the
Petrified Forest. Everything has been turned to stone! You'll
also come to the village of Old Cafu. This is where the Cafu
people used to live, until the people in the Tower of Doom
showed up and turned everything to stone.
While Rapp polishes his mother and father's stones, Justin
suggests they go and destroy the tower now. Rapp agrees, and
the party decides to head off to the Tower of Doom... which is
on the other side of the forest.
First run around the vicinity of Old Cafu and pick up
the treasure that is scattered around... all in all you can
find 3 200G pouches, 2 600G chests, a Seed of Defense, a Seed
of Life, a Seed of Magic, and a chest contaning a Paralysis
Charm. After getting everything walk to the northeast area
of the stone village (you'll see a DS icon here), and you'll
see a path leading northwest to southeast. First walk southeast
and you'll reach a dead end where you'll find a Mana Egg.
Then go back northwest, and walk until you reach 200G. Pick
it up and continue northwest, and you'll reach a junction.
First go northeast to get another 200G, then go back and
continue further northwest to reach Section 2 of the forest.
Here you'll see a DS icon in the middle of a four-way
intersection. First go southwest and follow the trail to a
dead-end where you'll find 200G. Run back to the intersection
and go northeast (it may seem the plant is blocking the path
but you can walk right under it), and pick up the 200G where
the path turns. Continue northwest and you'll see a way
leading southwest that also seems to be "blocked". Walk under
the plant and continue until you reach a clearing where you'll
find a Blizzard Charm. Go back to the main path and continue
northwest, and soon you'll reach a DS icon. There will be
another "concealed" path northwest, and a way southwest. Go
southwest and walk until you reach a large open area.
*NOTE* In this open area, there are Alligators running
around. "Big Whoop", I heard you say again. Well these guys
are the big brothers of the Chameleons, and if the Chameleons
were gold machines, then these guys are EXP machines. They
are strong enemies, so be ready with plenty of powerful
moves and spells if you fight them. (One Dragon Cut is
usually powerful enough to kill them off... at least for me
it was...) When you do get rid of them, you'll earn a whopping
300 EXP per Alligator! That's 1,200 EXP a fight... Woohoo!!
Grab the 2 200G pouches in the open area, then walk to
the west edge. There are three paths leading off the west side
of this area. Take the one furthest south, and follow it
southwest to reach another 200G pouch. Walk northwest under
the plant ("concealed path" again), then continue northwest.
To the northeast leads back to the alligator area (to the middle
exit), so continue northwest. Watch out for some slugs that
will drop down on you from above as you make your way along
the trail (unless you want to get ambushed :P), and look
for another concealed path to the west that leads to a Seed
of Defense.
Now, hike all the way back to the alligator area, and take
the northernmost exit to the west. Here you'll see two ways
going north... take the western one for a 600G chest, then take
the eastern one. Walk a little ways and you'll see a path
to the northwest that leads up a rock. This leads to the Tower
of Doom, but for now take the Chocolate Cookies nearby, and
continue walking northeast until you reach one last 200G
pouch. This is the last of the treasure in the area, so walk
back and investigate the Tower of Doom. After climbing the
rock and looking at the Tower, Justin will realize that it is
a military building! Oh no... not AGAIN?!?
*NOTE* Before proceeding you may want to take advantage
of the EXP mach.... I mean Alligators in the area to build up
some EXP points. Just wipe them out, exit the forest, go back
to Cafu and rest, then re-enter the forest and keep on whooping
those alligators to gain some real EXP. To make things easier,
enter the forest from the Tower of Doom side (to do this just
enter the Tower of Doom, exit, then enter the forest). That
way you won't have to go through the first section of the forest
just to get to the alligators. :)
*NOTE* Oh, you might also want to get Rapp a spell with
your Mana Egg. :)
***d. Tower of Doom***
My Level: Justin 28, Feena 27, Rapp 23
Items: 210G x 14
Rescue Set
Bond of Trust
Seed of Running
Vaccine
630G
Plug Suit
Gaia Sprout
Save Points: Army Warehouse
Tower of Doom -- 1st Floor
Tower of Doom -- 3rd Floor
Upon entering the Tower, the party will note that there
are no soldiers around. Rapp says that there may be a Lainian
around, and if so there may be trouble. Sure enough, as you
wander around, a woman from Laine will come from the warehouse.
Rapp runs his mouth, but soon the woman beats the crap right
out of him, then turns on Justin and Feena. Yikes!
*** MILDA ***
HP: 2,800
XP: 2,300
GP: 0
Attacks: Milda Kick --> See Milda's Moves
Splitter --> See Milda's Moves
Milda Hit --> See Milda's Moves
Rapp is out cold, so you'll be using just Justin and
Feena for this fight. Still, this won't be a very tough
battle. Just pound on her repeatedly and keep your HP up
and she should fall rather easily. Her attacks are
somewhat powerful, but none shouldn't be too much to worry
about (except her Milda Hit attack... which can rough you
up quite a bit). :)
After the battle, you'll learn that Milda is here
to destroy the tower as well! After a small argument between
Rapp and the rest of the party, the four will decide to
team up to destroy the tower.
Use the Save Point and Stashing Place in the warehouse
you end up in if you need to, and be sure to grab the 210G
that is inside as well. Then run back out to the Army
Facility. You can find a Rescue Set, a Seed of Running, and
4 210G pouches out here... 2 of the gold pouches are behind
a building right up against the wall so it may be a tad
difficult to find them. Also, there is another warehouse
with a chest inside, which contains a Bond of Trust.
After looting everything, head for the actual tower,
at the north edge of the Army Facility. In the first room
you'll see a Save Point, some stairs leading up, and doors
to the east and west. The door west is blocked, and if
you go upstairs you'll come to a blocked door as well.
So, exit through the east door. Take out some soldiers
along the way, then exit northwest through the door.
Inside you'll find 210G, a Vaccine, and an Action Icon.
Use the Action Icon and the wall will crumble away.
Enter the next room and use the door in the northwest.
Walk around the outside of the circular room and exit
through the door to the north. In the next room, walk
out the north door as well, then continue along the path.
You'll pass a door along the way... enter it to find
a 630G chest. Keep going and soon you'll see some stairs
leading up. Ignore them for now, continue along the path
and enter the next door to find 210G. Now go back to
the stairs and ascend to the second floor. :)
Upstairs you'll come to another circular room. Walk
around the outside and take the south exit, then enter the
door to the west. Here you'll see glowing red squares on
the floor... touching these triggers an alarm which sends
down several soldiers from the ceiling. For now,
carefully make your way to the door without stepping on
the alarm squares, then follow the corridor until you
reach a room with a computer, where an action icon will
appear. Take the 210G in the same room, then use the
action icon to break the computer. ^_^
Run back to the alarm room, take the 210G (it
really doesn't matter whether you trigger the alarm
or not), then head back to the circular room. Note
that by going back south, you can reach the stairs
at the entrance to the tower. The north exit is
still blocked, so take the east one instead.
Walk south along the corridor and enter the door
at the end to reach a room with a Home Run Hammer
inside. :)
Go back out, and follow the corridor all the
way around, and enter the door at the far north
end. Take the stairs down to reach a different part of
the first floor. Exit this room and follow along
the corridor, taking out more soldiers along the way.
You'll see a door to the west... enter it and you'll
come to a room with several laser beams. Touching
the beams deals damage to you, so carefully make your
way to the other side of the room. Grab the 210G in
this room, then enter the other door to reach a room
with a Seed of Running and a computer. Use the Action
Icon to break the computer, then make your way back
up to the circular room on the second floor. The
laser beams are gone now, so that's one less thing
to worry about. ;)
At the circular room, take the north exit (which
is no longer blocked), then ascend the stairs up to
the third floor. Use the Save Point if needed, then
note the two glowing switches on a panel nearby. By
examining them.. you can turn them on or off... turn
them both off. Exit south, and you'll see another
door south, while a corridor spans southwest and
southeast. Run southeast to get 210G, then go back
and head south until another large circular room.
Run south around the outside, and you'll see a closed
door to the south, with a corridor that spans northwest
to northeast. You'll find 210G at either end of the
corridor.
To the south of the circular room is a red door
that is locked. This is where the switches from before
come in. There is a door along either side of the
corridor. When both red switches are off, these two
doors are open but the one in the middle is closed.
Likewise, when the two switches are on, the one in
the middle is open while the other two are closed.
Investigate the two rooms to find (besides a bunch of
soldiers) 210G and a Plug Suit. Then run back and
turn on the two switches to open the middle door.
Through the door you'll find some stairs leading
up, as well as two blue switches. These control the
doors on the other side... turn them both off then
run back to the north side of the circular room.
Investigate the two rooms that opened to find a
Vaccine and another 210G. After getting these, run
back and turn on the two blue switches again, then
go up the stairs to reach the laboratory.
You'll have a sequence where you'll learn that
the Garlyle forces are raising a... thing called
Gaia. Just what this thing is and what they plan
to use it for remains a mystery, though it is clear
that this thing is what caused the village of Cafu
to be turned to stone! Justin and Rapp decide to
"trash" Gaia immediately, but the three sergeants
(not them again... :P) notice you and commence to
attack. However, before they can do anything the
glass shatters and Gaia spreads through the whole
room! The three sergeants run away immediately,
but everyone else is turned into stone, save for
Justin and friends (who are saved once again by
the Spirit Stone). Soon a large machine comes
forth from "Gaia", and attacks!
*** GAIA BATTLER ***
HP: 2473
XP: 5700
GP: 7800
Attacks: Lightning --> Deals high lightning damage to party
Poison Gas --> Physical range attack + "Poison"
*** LEFT HAND ***
HP: 1972
XP: N/A
GP: N/A
Attacks: Combination --> Strong attack against one ally
*** RIGHT HAND ***
HP: 1708
XP: N/A
GP: N/A
Attacks: Ray Spread --> Physical range attack
This battle may prove to be a tad tough. The
Gaia Battler has strong attacks, and to make matters
worse it is quite strong against physical attacks as
well. You'll have to use powerful moves and spells
to do any considerable damage to this thing. Justin's
Dragon Cut, Milda's Milda Hit, Rapp's Sidethrow, and
Feena's Zap! Whip all work pretty well, as do the
Zap All and Howlslash spells. As long as you are
relentless in your attack (your best bet would be to
just pound on the body and ignore the arms), you
should be able to defeat it. :)
After the battle a Gaia sprout will be left
behind. The party decides to take it back to the elder
in Cafu... perhaps they can figure out how to restore
the villagers from stone!
Make your way back out of the tower and return
to Cafu Village. However the laws state that no
outsiders are allowed in the village (with the
exception of Justin and Feena), and stubborn Rapp
declares that if Milda isn't allowed in, then Rapp
will stay outside as well. The elder agress to let
them stay at the inn overnight, so might as well
get some rest. ^_^
After the meal, Feena will go outside for a
bit. Follow her outside and take the trail behind
the inn to get to the Home Tree Plaza. You'll find
Feena here. After a short sequence Rapp and Milda
quickly show up. The Garlyle Forces are coming
to the village!
Run back to the village and fight off two
sets of soldiers, and the elder will agree to let
you in the village to take care of the soldiers. Make
your way to the hill in the northwest part of the village,
and fight off some more soldiers. When you reach
the sprout, you'll have a sequence with Leen, where
the sprout changes into another one of those robots
you fought before. After the sequence, Leen and
the robot both disappear...
Run back to the elder and you'll learn that even
though you saved the village, the people of Cafu are
still pissed at the fact that it was because of Justin
and party that the soldiers attacked in the first place.
Go back to the inn and rest, and you'll have another
meal sequence. The next morning the Elder will decide
that it is best if Justin and party left the village.
Rapp isn't too happy about this, so he decides to
go with you. Milda's husband, Darlin, seems to know
a lot about Alent, so Justin and party decide to visit
him at Laine Village. To get there, you'll have
to cross the desert and go through the town of Zil
Padon, where the Mogay live.
*NOTE* You won't be able to enter Cafu Village
anymore. You can still rest at the inn and shop
at the store, but other than that you won't be
allowed inside the village gates. Also, you won't
be able to go back to the Tower of Doom or the
Virgin Forest. Hmmmm... :(
When you're ready, exit Cafu and head for
the Zil Desert!
***e. Zil Desert***
My Level: Justin 29, Feena 28, Rapp 24, Milda 35
Items:
Monsters:
Save Points: North Zil Desert
*NOTE* Before doing anything, note that there
is a "side dungeon" that can be found in the desert.
A side dungeon is a dungeon that is not part of the
storyline... it is only there to provide you with
extra items, experience, etc. It's not necessary
to enter it at all... the choice is up to you.
You'll find it to the southwest of the Save Point...
you can walk west along the outer edge of the
desert to find it rather easily. If you wish to
explore this dungeon, skip down to Section F
(Soldier's Graveyard).
/
***f. Soldier's Graveyard***
My Level: Justin 29, Feena 28, Rapp 24, Milda 35
Items: 230G x 6
Heavy Shield
690G x 2
Sonic Walnut
Fireproof Cape
Expensive Jewel
Soldier's Key
Diana's Amulet
Ice Blade
All-Around Seed
Soldier's Soul x 4
All-Around Fruit
*Energy Charm
Monsters: Will-O'-Wisp
Sand Man
Cerberus
Wolfman
Spacetime Armor
Iron Giant
Kung-Fu Master (BOSS)
Save Points: Soldier's Graveyard -- Entrance
*NOTE* As I said before, this is a "side dungeon", meaning
it is optional... you don't have to explore it if you don't want
to. However, there are some good treasures to be found down
here... :)
*NOTE* Also, the enemies are a bit stronger than what you
have seen, but they give lousy EXP and G. I can't recommend
building levels in here. :P
*NOTE* Some of the enemies in here are strong against
water attacks (namely the ones in the lower levels of the
dungeon). I strongly suggest removing any water or ice-based
weapons before entering the dungeon.
*ONE LAST NOTE* The compass does not work in this dungeon.
It will spin around and around constantly so there's really no
way of knowing which direction you are "supposed" to be heading.
Then again, if you're reading this FAQ then I suppose it really
doesn't matter. :P
As you enter, use the Save Point. The Soldier's Graveyard
is quite large and this is the only Save Point you'll find. At
the intersection... north is a dead-end, and east is where
you came from. Go south and you will reach a branch to the
west. First continue south to pick up a 230G pouch, then run
back and take the west path. Eventually you will reach a metal
springboard.... run over top of it and the party will leap
over to the other side. On the other side, you'll find a
Heavy Shield. :)
Head back to the Save Point at the entrance, then go
west. Soon you'll reach another intersection with a DS icon
nearby. West is a dead-end, and east is where you came
from, so first go south. Follow the path for a while and
eventually you'll come to a 690G chest. Run back to the
intersection, and this time go north. You'll soon reach
a fork... go northeast here, and at the end of the path
you'll find a Sonic Walnut. Pick it up, then run back
and take the northwest path, and soon you'll reach yet
another fork. To the northwest is a dead-end, so go
southwest instead. ;)
Continue west, past a branch and you'll reach a 230G
pouch. Go back to the branch and run south, and you'll
come to a sort-of open room. To the east you'll notice
the passage that leads down to B2. South is a dead-end,
so might as well go downstairs! ;)
Downstairs, take the path to the southeast, and
soon you'll come to a (surprise!) fork. Go southeast
to grab 230G, then run back to the entrance to B2. Take
the path leading northwest, and follow it until you reach
a (guess what?) branch. First go west, and at the end
of the path you'll find a 690G chest. Just beware of the
four Will-O-Wisps that appear as you enter the room.
Getting ambushed around here can hurt...
Run back to the last branch and go north, and you'll
come to another springboard. Use it to jump down to the
area below. Continue along the path until you reach
another branch... northeast is a ghost-filled dead end,
so head southeast instead. After walking for a while
(there is a place where you can drop down to get back
to the stairs leading back up... be careful not to
fall down), you'll come to yet another branch. Pick
up the 230G to the east, then run west until you reach
a stone-carved room with two bird statues inside (they
won't attack or anything :P), and grab the Fireproof Cape
inside.
Now, just to assure you, this isn't what you came
all the way down here for. Examine the wall to the north
of the statues and the wall will slide down, revealing
the passage that leads down to B3. :)
*NOTE* There are lots of secret passages from this
point on. If you get stuck, there is most likely a
secret passage you have missed somewhere.
Once downstairs, exit to the northeast and you'll
come to a room with 4 exits (NW, SW, NE, and SE). Go
northeast to come to a room with 230G (don't fall into
the pit or you'll end up down on B4). Pick it up, then
run back to the intersection, then exit northwest to
reach a room with a springboard. Leap over to the other
side of the pit and grab the Expensive Jewel, but you'll
soon find that you can't get back across. Drop down
into the pit and you'll be dumped down to B4.
In the room you fall down into, you'll see a huge
door to the north, with a large keyhole. Justin notes
you'll probably need a large key to open it (hmm... you
think? :P). Grab the 230G in that same room, then
exit to the east... You'll come to another room with
a bird statue in it. To the south is the room where
the stairs leading back up to B3 are, so make a note
of that. There is also a secret passage to the
southwest.... run up to the wall and it will disappear.
This passage leads to a room where you will find the
Soldier's Key.... which opens that large door we saw
before. :)
Continue to the southwest and in the next room
you'll find some stairs leading down to B5 (the bottom
floor for those of you getting worried :P). There
are a few treasures to be found down there, so head
downstairs. There are three secret passages in the
room here... one to the north, one to the
southwest, and one to the east. First go east to
pick up Diana's Amulet, then go southwest and drop
down to the area below. Fight your way past the
Iron Giants and pick up the Ice Blade! Equipping it
wouldn't be a good idea right yet, however, because
most of the enemies in this area are strong against
ice. :(
Run up the ramp to get back out to the main room,
then take the secret passage to the north. Take the
All-Around Seed in this room, and use the ramp to the
north to get back up to B4. Here you'll see a chest
on a raised platform. As you may have guessed, this
is the "big treasure" of the dungeon, but we still
have quite a bit of work to do before we can get it.
For now, go back to that locked door at B4 west and
open it using the Soldier's Key.
Walk through the doorway to get back to B4
East, and you'll come to a huge room. Walk to the
north and you'll meet the "Boss" of the dungeon!
*BIG NOTE* The Boss of this dungeon is freakin'
TOUGH. If your party is in anything less than great
condition, then I suggest you walk yourself all the
way back to that Save Point at the entrance and make
sure you are. This guy is no joke. :P
*** KUNG-FU MASTER ***
HP: 4,776
XP: 9,800
GP: 0
Attacks: Tornado Punch --> Strong attack on one ally
Spin Kick --> Physical range attack
Vanish --> Neutralizes all attribute levels
Hmmm.. remember Chang from way back in New
Parm? Well this fight will be similar to that one,
except that this guy is much much stronger. His
attacks are more powerful, he has more HP, and what's
worse is that he heals back HP as you fight. He
has a lot of HP, and his attacks are very powerful, so
this will prove to be a very tough battle.
You'll have trouble if you don't unload everything you
have against him, (and even then you're still probably
have trouble) so give him everything you got. And most
of all keep your HP up! Hopefully one of your characters
has the Resurrect spell, because his Tornado Punch can
inflict anywhere from 60-80 HP damage, his Spin Kick
anywhere from 50-70 (range attack!), and his regular
attack consists of a 3-hit combo which can deal 30-40
damage EACH HIT! And if that weren't bad enough, he
has a special attack called "Vanish" that neutralizes
all attribute levels (so spells like Runner, Diggin,
and such are pretty much useless). This works on both
your party and the boss, so even spells like Cold that
decrease the enemy's attribute levels are useless.
All in all, try to keep your characters in good
condition throughout the whole battle, and due to the
fact that he regains his HP, it will probably be a
lengthy one. Very tough, but not impossible.
*NOTE* You may want to go back to the Save
Point if you are in bad condition. It's a long walk
but it's better than getting killed. You _don't_
want to fight that guy all over again.
That nightmare is out of the way, but there is
still stuff to do. There are secret passages in the
large room... search the east and wast walls to find
them. First go west and you'll come to a room which
seems to be a dead-end, but there is actually another
secret passage to the northeast. Follow this to find
a chest which contains a Soldier's Soul. This item
is useless alone, but if we collect them all, we will
gain access to that chest!
Run back to the large room and take the east
passage. At the "dead-end" room, search the southeast
wall for a secret passage, and inside you'll find
another Soldier's Soul. Take it, then head back to
the large room. Go north, past where the boss was,
and you'll see "the chest". Be careful not to drop
down or you'll end up back at B5 and have to find
your way back up here again. Walk around the outside
of the ramp and exit to the north and you will come
to another huge room, where you'll find a Medal of
Yore. As you might have guessed, there are secret
passages here as well... look along the east and
west walls to find them.
The west passage leads to a chest with a
Soldier's Soul inside, while the east passage leads
to a room where you'll find an All-Around Fruit. In
this room, however (the one with the fruit in it),
there is a secret passage to the southeast... take it
to find the last Soldier's Soul. Once you have all
4, the raised platform will lower, allowing you to
pick up "the chest". Run back and open it, and you
will find the Energy Charm! _This_ is the item that
we went through all that hell to get!
So, what does it do? Well, this is a very
useful piece of jewelry that halves SP usage.
Remember the Tree God Amulets from Luc Village?
Think of this has a much stronger version of those.
With this equipped, all killer moves will take up
half the SP they normally would (which means you
can do Justin's Heaven & Earth Cut for only 45 SP.
-cackle-). Cool! :)
Once you have this, it's time to get the
heck out of here! Make your way back to the
entrance, use the Save Point, and be glad you never
have to go back to this dungeon again. :P
*********************************************
* PART THREE: THE LISTS *
*********************************************
Well, here it is. A compilation of all the items, spells,
equipment, monsters, and just about anything else that could be
used as a "quick reference". This section will be updated as I
add on to the walkthrough...
-------------------------
- ==> LIST OF ITEMS <== -
-------------------------
Name of Item |Item Effect
-------------------------|--------------------------------------
All-Around Fruit |+3 Strength, Vitality, Wit, and Agility
All-Around Seed |+1 Strength, Vitality, Wit, and Agility
Bamboo Shoots |Restores 20 HP to 1 ally
Bamo Fruit |Restores 4 2nd-level MP to 1 ally
Banana |Restores 12 HP to 1 ally
Bandage |Restores 50 HP to 1 ally
Baobab Fruit |Restores 10 SP to 1 ally
Beef Jerky |Restores 60 HP to 1 ally
Blizzard Scroll |Same effect as Crackling spell
Blue Crayon |Sue's Water Skill --> Water + 1/3
Blue Medicine |Restores 20 MP (all levels) to 1 ally
Boiled Coconut |Restores 80 HP to 1 ally
Bond of Trust |Speeds up IP of 1 ally (in battle)
Bow Coloring Book |Sue's Throw Skill --> Throw + 1/3
Box of Sweets |Restores 10 HP to 1 ally
Brown Crayon |Sue's Earth Skill --> Earth + 1/3
Cabin Key |Key to the 1st-class Steamer cabins
Chocolate |Restores 40 HP to 1 ally
Cholla Flowers |Restores 3 1st-level MP to 1 ally
Coal Candy |+2 Attack Level for 1 ally (in battle)
Chocolate Cookies |Restores 80 HP to 1 ally Yummy
Crimson Potion |Restores 150 HP to party
Deep Blue Potion |Restores 20 MP (all levels) to party
Dream Truffle |Induces "Confuse" status in 1 enemy
Dried Fish |Restores 40 HP to 1 ally
Dynamite |Same effect as Burnflame spell
Earth Secrets |Gadwin's Earth Skill --> Earth + 1/3
Fire Secrets |Gadwin's Fire Skill --> Fire + 1/3
Firewood Sparks |80 HP range damage -- good on plants
First Aid Kit |Restores 60 HP to all allies
Fruit of Agility |+3 Agility for 1 ally
Fruit of Life |+10 Max HP Ultimate Flavor
Fruit of Magic |+2 MP (all levels) for 1 ally
Fruit of Power |+3 Strength for 1 ally
Gaia Sprout |Gaia sprout (you think? :P)
Gale Scroll |Same effect as Crackle spell
Gantz's Key |Key to Gantz's treasure chest
Ginseng |Restores 40 HP to 1 ally
Gold Key |Key to Mysterious Vanishing Hill
Golden Potion |Restores 30 SP to all allies
Grenade |Same effect as Burn! spell
Health Weed |Restores 80 HP to 1 ally
Herbs |Restores 15 HP to 1 ally
Holy Fire |Same effect as Howl spell
Honey |Restores 100 HP to 1 ally
Howler Scroll |Same effect as Howl spell
Java's Wallet |Java's forgotten wallet
Key to the Cafe |Key to the Cafe in Parm
Launch Fireworks |Same effect as Burnflame spell
Letter to Clara |Deliver to Clara in New Parm
Lightning Scroll |Same effect as Gadzap spell
Lilly's Letter |Letter to Mr. Gauss in New Parm
Mace Coloring Book |Sue's Mace Skill --> Mace + 1/3
Magic Lamp |Restores 2 MP (all levels)
Mana Egg |Eggs used to buy magical attributes
Marie's Pin |Marie's lost pin
Master Key |Master Key to the Garlyle Base
Mikeroma Scroll |Restores 50 HP to party
Miracle Drink |Restores 5 MP (all levels) to party
Move Breaker |Cures "Move Off" status in 1 ally
Move Mushroom |+3 Action Level for a range of allies
Nectar of the Gods |Nectar from the God of Light Mountain
Orb of Silence |Induces "Magic Off" status in 1 enemy
Panacea |Cures all status ailments
Paralysis Ointment |Cures "Paralyze" status in 1 ally
Poison Antidote |Cures "Poison" status in 1 ally
Power Mushroom |+3 Attack Level for 1 ally
Prime Rib |Restores 150 HP to 1 ally
Rainbow Weed |Restores 100 HP to 1 ally
Red Crayon |Sue's Fire Skill --> Fire + 1/3
Red Medicine |Restores 200 HP to 1 ally
Rescue Set |Restores 120 HP to all allies
Resurrect Potion |Revives a fallen ally
Resurrect Potion (2) |Revives a fallen ally Valuable
Revival Stone |Revives fallen character once
Roach Bomb |60 HP range damage -- good on insects
Seed of Defense |+1 Vitality for 1 ally
Seed of Life |+3 MAX HP for 1 ally
Seed of Moves |+2 Max SP for 1 ally
Seed of Power |+1 Strength for 1 ally
Seed of Running |+1 Agility for 1 ally
Seed of Speed |+1 Wit for 1 ally
Silver Key |Key to the Mysterious Vanishing Hill
Sky-Blue Crayon |Sue's Wind Skill --> Wind + 1/3
Slouch Weed |-2 Action Level for 1 enemy
Smarna Weed |-1 Defense Level for all enemies
Smelling Salts |Cures "Confuse" status in 1 ally
Smoked Salmon |Restores 75 HP to 1 friend
Snooze Scroll |Same effect as Snooze spell
Soldier's Key |Key used in Soldier's Graveyard
Sonic Walnut |+2 Action Level for 1 ally
Spell Breaker |Cures "Magic Off" status in 1 ally
Spirit Stone |Justin's Spirit Stone *
Squid Guts |Restores 20 SP to 1 ally
Steamer Pass |Pass to board the Steamer
Sue's Shoes |Shoes that Sue was wearing
Sulfa Weed |Herbs that can cure Rem's fever
Sword Secrets |Gadwin's Sword Skill --> Sword + 1/3
Tear Jewel |Restores 3 SP to 1 ally
Teleportation Orb |Operates the Mysterious Shrine
Thor's Fury |Same effect as Zap All spell
Torte's Whistle |Awakens entire party from "Sleep"
Vacuum Scroll |Same effect as Howlslash spell
Warrior's Spear |The legendary Spear of Dight Village
Weak-Knee Weed |-2 Attack Level for 1 enemy
Weeds |Restores 1 HP to 1 ally
White Sulfa Weed |Restores 35 HP to 1 ally
Wound Salve |Restores 40 HP to 1 ally
Yellow Medicine |Restores 30 SP to 1 ally
Zap! Book |Same effect as Zap! spell
* The Spirit Stone raises one ally's Max HP level when
used in battle.
---------------------------
- ==> LIST OF WEAPONS <== -
---------------------------
Name |Type |ATP |Description
------------------|-------|-------|----------------------------
Admiral's Sword | Sword | 14 |A little rusty
Angel's Darts | Throw | 28 |Restores HP as you attack
Aromatic Tree Root| Mace | 33 |*Unblocks magic in combat
Army Darts | Throw | 18 |For covert actions
Army Saber | Sword | 22 |Army-issue sword
Azure Knife | Knife | 25 |*Attribute: Water
Big Hatchet | Ax | 18 |Effective against plants
Boomerang | Throw | 33 |Used for hunting
Burning Hot Whip | Whip | 30 |*Attribute: Explosion
Cafu Shuriken | Throw | 26 |Made of Cafu iron
Catfish Whiskers | Whip | 43 |Attribute: Water
Ceramic Sword | Sword | 12 |Sword made in Parm
Ceremonial Rock Ax| Ax | 8 |Small, one-handed ax
Dragon Bone Ax | Ax | 38 |-10 Move Heavy
Dragon Killer | Sword | 26 |Effective on dragons
Fire Rod | Mace | 25 |*Attribute: Fire
Flint Bow | Throw | 20 |With obsidian arrowheads
Flint Knife | Knife | 20 |An obsidian knife
Flying Fish Bow | Throw | 25 |Flying-fish shaped bow
Frog Ax | Ax | 28 |Has a frog emblem
Gale Whip | Whip | 27 |*Attribute: Wind
Giant Snake Whip | Whip | 33 |Poisonous
Great Sword | Sword | 16 |Sword made in Elencia
Gust Knife | Knife | 24 |*Attribute: Wind
Hand Ax | Ax | 10 |-3 Move Small ax
Handmade Darts | Throw | 7 |Fly surprisingly well
Holy Mace | Mace | 20 |Effective on ghosts
Home Run Hammer | Mace | 36 |Belts 'em out
Hunter's Bow | Throw | 20 |Hunter's bow and arrows
Hunter's Knife | Knife | 18 |Light and easy to use
Ice Blade | Sword | 40 |*Attribute: Blizzard
Iron Mace | Mace | 19 |-10 Action Heavy
Klepp's Sickle | Ax | 25 |Weapon of Klepp soldiers
Leather Whip | Whip | 9 |Leather Whip
Metal Bat | Mace | 10 |Light and easy to use
Miner's Hammer | Mace | 11 |Hammer used in mining
Mist-Cracking Whip| Whip | 20 |Good on nebulous monsters
Officer's Baton | Mace | 7 |Three-part rod
Oracle's Staff | Mace | 22 |*Cures confusion
Paring Knife | Knife | 9 |Good for cutting fruit
Raincloud Staff | Mace | 26 |*Attribute: Water
Shadow Sword | Sword | 34 |-15 Move; Sudden Death
Shocking Knife | Knife | 33 |Causes paralysis
Swordfish Sword | Sword | 29 |The sword of a swordfish
The Sword Himmler | Sword | 24 |Gadwin's famous sword
Thorny Whip | Whip | 15 |Whip with thorns
Toy Bow and Arrow | Throw | 5 |A child's toy
Wobbly Sword | Sword | 9 |Not very sharp
Woodchopper's Ax | Ax | 23 |Effective against plants
Wooden Sword | Sword | 7 |Wooden Sword ("Spirit Sword")
Wooden Pole | Mace | 5 |An ordinary wooden pole
Wrecking Ax | Ax | 35 |*Attribute: Explosion
* The Oracle's Staff cures confusion in one character when used
in battle.
* The Gust Knife casts the "Howl" spell in battle.
* The Fire Rod casts the "Burn!" spell in battle.
* The Gale Whip casts the "Runner" spell in battle.
* The Azure Knife casts the "Heal" spell in battle.
* The Raincloud Staff casts the "Snooze" spell in battle.
* The Burning Hot Whip casts the "Wow!" spell in battle.
* The Aromatic Tree Root cures "Magic Block" status in one
ally when used in battle.
* The Wrecking Ax casts the "Boom!" spell in battle.
* The Ice Blade casts the "Cold" spell in battle.
-------------------------
- ==> LIST OF ARMOR <== -
-------------------------
---------------------------
- ==> LIST OF SHIELDS <== -
---------------------------
Name |Type |DFP |Description
-------------------|-------|--------|---------------------------
Alligator Gauntlet |Gloves | 12 |Light and strong
Cutting Board |Shield | 1 |Smells fishy
Dragon Gauntlet |Gloves | 5 |Made of dragon skin
Escargot Shield |Shield | 7 |Snail shell (hehehe)
Heavy Shield |Shield | 23 |-20 Move Heavy
Lafa Flower Shield |Shield | 19 |+1 Magic Power Level
Leaf Shield |Shield | 12 |+2 poison resistance
Leather Gloves |Gloves | 2 |Leather gloves
Magic Mirror Shield|Shield | 13 |Returns normal attacks
Mushroom Shield |Shield | 9 |+1 Plague resistance
Oaken Shield |Shield | 3 |Shield made of oak
Pot Lid |Shield | 1 |"Shield of Light"
Power Shield |Shield | 10 |+7 attack Powerful
Seashell Shield |Shield | 8 |Shield made of seashells
Shell Shield |Shield | 5 |Turticamel shell shield
Woolen Mittens |Gloves | 1 |Cute mittens
---------------------------
- ==> LIST OF HELMETS <== -
---------------------------
Name |Type |DFP |Description
-------------------|-------|--------|---------------------------
Barette |Ribbon | 3 |Feena's favorite
Climbing Hat | Hat | 5 |Made of fur
Cowboy Hat | Hat | 4 |Wide-brimmed hat
Fluffy Ribbon |Ribbon | 2 |Has a fluffy ornament
Goggles | Hat | 2 |Justin's favorite
Headgear | Hat | 7 |Rapp's favorite
Iron Bandana |Ribbon | 8 |A gift from Darlin
Iron Pot |Helmet | 1 |"Warrior's Helmet"
Odd Hat | Hat | 11 |Warps attacker to enemy
Pearl Helmet |Helmet | 7 |A pretty helmet
Pirate's Hat | Hat | 4 |Has a skull & crossbones
Pirate's Helmet |Helmet | 12 |Ominous
Ribbon |Ribbon | 1 |Not much protection
Safety Helmet |Helmet | 3 |Construction helmet
Stone Head |Helmet | 9 |Don't fall if attacked
Swallowtail Hat | Hat | 12 |+3 Confusion resistance
-------------------------
- ==> LIST OF SHOES <== -
-------------------------
This useful move temporarily renders Justin invulnerable.
All damage dealt to Justin is reduced to 0.
DRAGON CUT SP Cost: 45 Weapon Type: N/A
Requirements: Sword LV16, Earth LV7, Fire LV6
Gadwin magic sword cuts all enemies
*Cannot be learned until Gadwin leaves*
Justin assembles the power of the universe and slams his
weapon into the ground, creating a devastating blast of
energy that damages all enemies.
HEAVEN & EARTH CUT SP Cost: 90 Weapon Type: N/A
Requirements: Sword LV32, Mace LV29, Ax LV30
Justin's best move -- all enemies
*Cannot be learned until Gadwin leaves*
The Heaven & Earth Cut is Justin's strongest move, and
probably the strongest move in the game. Basically what
it is, is a more powerful (yes, MORE powerful) version of
the Dragon Cut. Justin assembles massive power into his
weapon and slams it into the ground, utterly devastating
all enemies. With this move it is possible to deal up to
1,500 HP damage to ALL enemies! Ouch!!!
/----------\
| Sue |
\----------/
PUFFY KICK SP Cost: 8 Weapon Type: N/A
Requirements: Throw LV1
Attack one enemy by throwing Puffy
Sue throws Puffy at an enemy (Puffy gets thrown around a
lot, doesn't he? :P) for considerable damage. Good for
the beginning of the game... think of it as Sue's answer
to Justin's V-Slash. :P
RAH-RAH! CHEER SP Cost: 18 Weapon Type: N/A
Requirements: Throw LV1, Mace LV1
Restore some HP to the party by cheering
Sue and Puffy break out some pom-poms and begin cheering
on the party. Restores a small amount of HP to each
party member. :)
The strongest of Feena's moves... Feena will assemble the
power of lightning into her whip and deal a heavy shock
attack to one enemy. Deals a great deal of damage to one
enemy.
/----------\
| Gadwin |
\----------/
FLYING DRAGON CUT SP Cost: 14 Weapon Type: N/A
Requirements: Sword LV4
Cutting range attack high in the air
Gadwin leaps into the air and causes a shockwave when he lands,
damaging any nearby enemies.
ERUPTION CUT SP Cost: 24 Weapon Type: N/A
Requirements: Sword LV8, Earth LV3, Fire LV3
Killer attack on one enemy with power
Deals a good deal of damage to one enemy, combining the powers
of fire and earth to blast the enemy with an explosive slice. :)
DRAGON CUT SP Cost: 45 Weapon Type: N/A
Requirements: Sword LV16, Earth LV7, Fire LV6
Magic sword attack on all enemies
Gadwin's best move... put simply, it rocks. Gadwin assembles
the power of the universe into his sword, and slams it into the
ground, creating a devastating blast of energy that damages all
enemies.
/---------\
| Rapp |
\---------/
MIST HIDE SP Cost: 5 Weapon Type: N/A
Requirements: Knife LV5
Warps self in the blink of an eye
With this technique, Rapp can instantaneously warp to a
different part of the battlefield.
DOPPLEGANGER SP Cost: 27 Weapon Type: Sword/Knife
Requirements: Knife LV12, Sword LV9
Divide into many and attack 1 enemy
Rapp makes several images of himself who repeatedly pound
on an enemy, dealing considerable damage to them.
Rapp throws several projectile weapons at one enemy, dealing
a large amount of damage to them.
SIDETHROW SP Cost: 40 Weapon Type: Throw
Requirements: Throw LV22
Attack all enemies by side throwing
Rapp throws many projectile weapons all around the battlefield,
dealing damage to all monsters.
DISCUTTER SP Cost: 30 Weapon Type: Throw
Requirements: Knife LV10, Sword LV7, Throw LV15
Attack all enemies in its path
Rapp hurls a projectile weapon which cuts through all monsters
in its path (straight line).
/----------\
| Milda |
\----------/
MILDA KICK SP Cost: 16 Weapon Type: N/A
Requirements: Ax LV10
No-range drop kick attack on 1 enemy
Milda assaults one enemy with a flying drop-kick. The weakest
of Milda's attacks, but it also takes up the least SP.
SPLITTER SP Cost: 40 Weapon Type: N/A
Requirements: Sword LV13, Mace LV15
Pounding quake attack on all enemies
Milda leaps into the air and slams her fist into the ground,
creating a shockwave attack that damages all enemies.
MILDA HIT SP Cost: 75 Weapon Type: N/A
Requirements: Sword LV20, Mace LV21, Ax LV24
Ultimate Milda combo hit on 1 enemy
Milda unleashes a devastating flurry of punches and kicks to
beat the living daylights out of one enemy. Deals HEAVY
damage to 1 enemy.
-------------------------
- ==> LIST OF MAGIC <== -
-------------------------
/----------\
| Fire |
\----------/
===|Level 1==>
BURN! MP Cost: 1
Requirements: Fire LV1
Range attack with a ring of fire
The most primitive fire spell. Deals small fire damage in an
insanely small area. You'll have to throw this spell into a
tightly-packed group of enemies in order for it to strike
more than one. The basis for all fire spells. :)
===|Level 2==>
BURNFLAME MP Cost: 4
Requirements: Fire LV4
Range attack with a pillar of fire
More powerful version of the Burn! spell. Deals greater amount
of damage in a much larger area. :)
===|Level 3==>
BURNFLARE MP Cost: 7
Requirements: Fire LV9
Attack all enemies with fireballs
More powerful version of the Burnflame spell. Deals a large
amount of fire damage to all monsters.
/----------\
| Water |
\----------/
==>Level 1<==
HEAL MP Cost: 1
Requirements: Water LV1
Restores HP of one friend a little
The most basic of the water magics. Heals a small amount of
one ally's HP using the power of water.
SNOOZE MP Cost: 2
Requirements: Water LV3
Bubbles put all enemies to sleep
Creates many magic bubbles that burst upon contact with the
enemy, in an effort to put them to sleep. Effects all
enemies.
==>Level 2<==
ALHEAL MP Cost: 4
Requirements: Water LV5
Restores HP to party a little
A heal spell that affects all party members.
HEALER MP Cost: 3
Requirements: Water LV8
Restores HP of one ally a lot
More powerful version of the Heal spell... this spell will
heal quite a bit more HP than the normal heal spell would.
ALHEALER MP Cost: 8
Requirements: Water LV12
Restores HP to party a lot
More powerful version of the Alheal spell... this spell
will heal quite a bit more HP then the Alheal spell would.
This spell affects all allies. :)
==>Level 3<==
RESURRECT MP Cost: 6
Requirements: Water LV16
Revives one fallen ally
As you would expect, this spell revives an ally who has
been reduced to 0 HP. A very useful spell, though great
skill in the art of Water Magic is needed to use it.
/----------\
| Wind |
\----------/
-->@Level 1@<--
HOWL MP Cost: 2
Requirements: Wind LV1
Range attack with sharp wind blades
The most primitive of wind magics. This spell conjures
forth a strong wind which damages a moderately large
range of enemies.
RUNNER MP Cost: 1
Requirements: Wind LV2
Ups movement of friends in range
This spell increases the "Move Level" of all allies in
the spell range. It will increase the level of the
initial target by +2, and any other nearby allies
affected will receive +1.
-->@Level 2@<--
HOWLSLASH MP Cost: 6
Requirements: Wind LV6
Attacks all enemies with strong wind
More powerful version of 'Howl' spell. Attacks all
monsters with a strong wind.
SHHH! MP Cost: 3
Requirements: Wind LV12
Blocks magic of 1 enemy with vacuum
This spell uses the power of wind to create a vacuum
which (somehow) blocks the magic of one enemy. In short,
places "Magic Block" status on one enemy.
/----------\
| Earth |
\----------/
---)Level 1(---
DIGGIN' MP Cost: 1
Requirements: Earth LV1
Ups defense of entire party with Earth
The most basic of all Earth spells. This spell uses
the power of the Earth to protect your party
members, increasing each member's Defense Level by 1.
DEF-LOSS MP Cost: 3
Requirements: Earth LV6
Drops defense of all enemies with Earth
Can be thought of as the reverse of the Diggin' spell.
Uses power of Earth to decrease Defense Level of all
enemies by 1.
---)Level 2(---
TREMOR MP Cost: 3
Requirements: Earth LV3
Range attack using earth energy
This spell deals earth damage to a good-sized range
of enemies.
GRAVITY MP Cost: 4
Requirements:
Use powerful gravity to hold one enemy
This spell uses the power of earth to create a strong
field of gravity which decreases one enemy's Move
Level all the way down to -7!
/---------------------------\
| Lightning --> Fire + Wind |
\---------------------------/
%-->Level 1<--%
ZAP! MP Cost: 11
Requirements: Fire LV5, Wind LV4
Range attack with ball lightning
Deals a surprisingly large amount of lightning damage to
a medium-sized range of enemies. Nice spell, but
murder on your MP. :P
%-->Level 2<--%
ZAP ALL MP Cost: 13
Requirements: Fire LV10, Wind LV9
Attack all enemies with lightning
This strong spell unleashes lightning bolts down upon all
enemies. Costs a great deal of MP, but also deals a great
deal of damage to all enemies. :)
/---------------------------\
| Blizzard --> Wind + Water |
\---------------------------/
======
CRACKLE MP Cost: 2
Requirements: Wind LV3, Water LV2
Attack one enemy with icicle knives
Deals ice damage to one enemy. Any questions? :P
FREEZE! MP Cost: 3
Requirements: Wind LV6, Water LV5
Freeze action of all enemies
This spell causes a powerful cold wind to blow, decreasing
all enemies' move level by anywhere from -2 to -4.
======
COLD MP Cost: 3
Requirements: Wind LV10, Water LV8
Reduce wit of one enemy by chilling
Uses the power of ice to reduce the Wit (Agility) level
of one enemy.
CRACKLING MP Cost: 14
Requirements: Wind LV10, Water LV12
Attack all enemies with diamond dust
More powerful version of the Crackle spell. Uses up an
insanely high amount of MP, but deals a great deal of
ice damage to all enemies.
======
FIORA MP Cost: 2
Requirements: Wind LV8, Water LV10
Magic symbol blocks moves of 1 enemy
3rd-level spell? Oh well... this spell will block the
moves ("special abilities") of one enemy (i.e inflicts
them with "Move Off" status.)
/---------------------------\
| Forest --> Water + Earth |
\---------------------------/
---><---
CURE MP Cost: 1
Requirements: Water LV3, Earth LV2
Green power cures poison of one friend
This spell will cure "Poison" status in one ally. Quite
useful, especially if you run out of Antidotes. :P
---><---
REFRESH MP Cost: 3
Requirements: Water LV12, Earth LV10
Naturally unblock moves of one ally
This spell will use the healing power of the forest to
remove the "Move Off" status from an ally. The natural
version of the Move Breaker Item. :)
/----------------------------\
| Explosion --> Earth + Fire |
\----------------------------/
=~=[Level 1]=~=
WOW! MP Cost: 3
Requirements: Earth LV5, Fire LV5
Ups attack power of one friend with heat
Uses the combined power of fire and earth to increase the
Attack Level of one ally.
BOOM! MP Cost: 7
Requirements: Earth LV7, Fire LV6
Range attack with explosions
Deals a rather large amount of explosion damage to a rather
small range of enemies.
=~=[Level 2]=~=
BOOM-POW! MP Cost: 10
Requirements: Earth LV10, Fire LV10
Attack all enemies with magma
A stronger version of the Boom! spell; this spell will
create a makeshift volcano which spews magma onto all
enemies.
---------------------------
- ==> LIST OF ENEMIES <== -
---------------------------
And now for the monster list. Joy! :P
Here's an "key" to show how I have this set up...
----------------------------------------------------------------
|Monster Name (*) HP Exp Value Gold |
| Items dropped -- if any |
| Special attacks that the monster may use |
| |
|A (*) by the monster's name indicates that monster is a Boss. |
----------------------------------------------------------------
----------------------------------------------------------------
|Alligator HP: 245 EXP: 300 G: 60 |
| Para Tail --> Physical attack on one ally + "Paralysis" |
----------------------------------------------------------------
|Ammonite HP: 56 EXP: 5 G: 6 |
| Drops (Smarna Weed) |
| Spin Attack --> Physical attack within a straight line |
----------------------------------------------------------------
|Baby Bat HP: 18 EXP: 1 G: 3 |
| Drops (Herbs) |
| Sonar --> Physical attack on one ally |
----------------------------------------------------------------
|Bad Head (*) HP: 600 EXP: 320 G: 470 |
|(Part of Serpent) |
| Stun Gun --> Physical range attack + "Paralyze" |
----------------------------------------------------------------
|Beetlebug HP: 108 EXP: 9 G: 50 |
| Dizzy Spin --> Physical attack on one ally + "Confuse" |
----------------------------------------------------------------
|Birdrake HP: 80 EXP: 19 G: 20 |
| Move Block Wing --> Physical attack + "Move Block" |
| Magic Block Wing --> Physical attack + "Magic Block" |
----------------------------------------------------------------
|Black Beret HP: 265 EXP: 85 G: 100 |
| Heavy Blow --> Physical attack on one ally |
| Burst Shot --> Physical range attack |
----------------------------------------------------------------
|Black Widow HP: 53 EXP: 6 G: 13 |
| Gummy Fluid --> Physical attack on one ally; Move Level -3 |
----------------------------------------------------------------
|Blue Devil HP: 145 EXP: 70 G: 50 |
| Drops (Titan's Ring) |
| Demon Throw --> Strong physical attack on one ally |
----------------------------------------------------------------
|Blue Kite HP: 135 EXP: 35 G: 27 |
| Glide Attack --> Physical attack within a straight line |
----------------------------------------------------------------
|Cerberus HP: 244 EXP: 18 G: 10 |
| Dark Breath --> STRONG physical attack in a straight line |
----------------------------------------------------------------
|Chameleon HP: 210 EXP: 60 G: 600 |
| Tail Attack --> Strong physical attack on one ally |
----------------------------------------------------------------
|Chang (*) HP: 738 EXP: 235 G: 0 |
| Tornado Punch --> Strong physical attack on one ally |
| Spin Kick --> Range kick attack |
----------------------------------------------------------------
|Clay Bird HP: 203 EXP: 75 G: 120 |
| Clay Feather --> Physical attack on one ally |
| Clay Breath --> Strong physical attack on all allies |
----------------------------------------------------------------
|Dodo HP: 96 EXP: 25 G: ?? |
| Random Shuriken --> Physical attack on all allies |
| Dart Feather --> Physical attack on one ally |
----------------------------------------------------------------
|Dom Orc HP: 106 EXP: 14 G: 21 |
| Drops (Holy Mace) |
| Bite --> Physical attack on one ally |
----------------------------------------------------------------
|Elite Officer HP: 200 EXP: 80 G: 81 |
| Drops (Miracle Drink), |
| (Ultimate Drink) |
| Heavy Blow --> Physical attack on one ally |
| Burst Shot --> Physical range attack |
| Wave Rip --> Physical attack in a straight line + Stun |
----------------------------------------------------------------
|Elite Klepp HP: 170 EXP: 40 G: 80 |
| Diving --> Physical range attack |
----------------------------------------------------------------
|Emerald Bird HP: 268 EXP: 100 G: 200 |
| Emerald Bomb --> Strong physical attack on all allies |
| Heavy Feather --> Strong physical attack + "Paralyze" |
----------------------------------------------------------------
|Ent HP: 55 EXP: 17 G: 40 |
| Drops (Cholla Flowers) |
| Nut Bomb --> Physical range attack |
----------------------------------------------------------------
|Eye (*) HP: 1800 EXP: N/A G: N/A |
|(Part of Massacre Machine) |
| Burnflame --> See Level 2 Fire Spells |
----------------------------------------------------------------
|Eye-2 (*) HP: 2000 EXP: N/A G: N/A |
|(Part of Massacre Machine-2) |
| Howlslash --> See Level 2 Wind Spells |
| Healer --> See Level 2 Water Spells |
----------------------------------------------------------------
|Gadwin (*) HP: 300 EXP: N/A G: N/A |
| Dragon Cut --> Giant smack down on Justin (9999 damage :P) |
----------------------------------------------------------------
|Gadwin-2 (*) HP: 1525 EXP: 4000 G: 0 |
| Flying Dragon Cut --> See Gadwin's Moves |
| Eruption Cut --> See Gadwin's Moves |
| Dragon Cut --> See Gadwin's Moves |
----------------------------------------------------------------
|Gaia Battler (*) HP: 2473 EXP: 5700 G: 7800 |
| Lightning --> Lightning attack against all allies |
| Poison Gas --> Physical range attack + "Poison" |
----------------------------------------------------------------
|Ganymede (HEAD) (*) HP: 1500 EXP: 1000 G: 2000 |
| Beat Attack --> Physical range attack on nearby allies |
----------------------------------------------------------------
|Ganymede (BODY) (*) HP: 1500 EXP: N/A G: N/A |
| Drops (Shell Armor) |
| Rush Attack --> Physical attack within a straight line |
----------------------------------------------------------------
|Gas Cloud HP: 125 EXP: 31 G: 18 |
| Howl --> See Level 1 Wind Spells |
----------------------------------------------------------------
|Ghostoid HP: 62 EXP: 4 G: 1 |
| Shout! --> Physical attack on all allies |
----------------------------------------------------------------
|Giant Centipede HP: 32 EXP: 2 G: 4 |
| Shooting Thorns --> Physical attack on one ally |
----------------------------------------------------------------
|Glug Bird HP: 65 EXP: 9 G: 16 |
| Back Kick --> Strong physical attack on one ally |
----------------------------------------------------------------
|Green Slime HP: 45 EXP: 2 G: 4 |
| Drops (Herbs) |
| Coverup --> Physical attack on one ally + stun |
----------------------------------------------------------------
|Grim Haze HP: 50 EXP: 18 G: 18 |
| Cloud Attack --> Strong attack on 1 ally + "Confuse" |
----------------------------------------------------------------
|Grinwhale (*) HP: 1985 EXP: 4400 G: 6000 |
| Spew --> Physical attack on all allies |
| Electric Shock --> Strong electric attack on all allies |
| Body Blow --> Physical attack on nearby allies
----------------------------------------------------------------
|Gripple HP: 155 EXP: 25 G: 18 |
| Drops (First Aid Kit) |
| Dizzy Tentacle --> Range attack; causes "Confuse" |
----------------------------------------------------------------
|Hermit Crab HP: 94 EXP: 56 G: 120 |
| Lean Over --> Physical attack on one ally + stun |
----------------------------------------------------------------
|Hippocamp HP: 141 EXP: 59 G: 100 |
| Runaround --> Strong physical attack on nearby allies |
----------------------------------------------------------------
|Horned Toad HP: 112 EXP: 40 G: 50 |
| Frog Lullaby --> Causes "Sleep" in all allies |
| Spin Needle --> Physical attack within a straight line |
----------------------------------------------------------------
|Hot Dog HP: 164 EXP: 45 G: 5 |
| Drops (Raincloud Staff) |
| Flame Howl --> Strong fire attack within a straight line |
----------------------------------------------------------------
|Hot Head (*) HP: 516 EXP: 320 G: 470 |
|(Part of Serpent) |
| Hot Gas --> Fire range attack |
----------------------------------------------------------------
|Huge Pupa HP: 300 EXP: 60 G: 59 |
| Dizzy Gas --> Physical range attack + "Confuse"; "Plague" |
| Healer --> See Level 2 Water Spells |
----------------------------------------------------------------
|Inchworm HP: 65 EXP: 9 G: 20 |
| Sleep Gas --> Physical range attack + "Sleep" status |
----------------------------------------------------------------
|Iron Giant HP: 700 EXP: 25 G: 50 |
| Bomb Throw --> Strong physical range attack |
----------------------------------------------------------------
|Killer Tree HP: 80 EXP: 35 G: 30 |
| Combo Attack --> Attack one ally and cast "Tremor" |
| Grapple Nut --> Physical attack on 1 ally; Move Level -3 |
----------------------------------------------------------------
|Klepp Knight HP: 180 EXP: 45 G: 90 |
| Wow! --> See Level 1 Earth Spells |
| Spin Mace --> Strong physical attack on one ally |
----------------------------------------------------------------
|Klepp Rider HP: 216 EXP: 60 G: 70 |
| Killer Breath --> Strong physical range attack + "Plague" |
----------------------------------------------------------------
|Klepp Soldier HP: 160 EXP: 35 G: 40 |
| Drops (Healthweed) |
| Slash Mace --> Physical attack on one ally |
----------------------------------------------------------------
|Kung-Fu Master (*) HP: 4776 EXP: 9800 G: 0 |
| Tornado Punch --> STRONG physical attack on one ally |
| Spin Kick --> STRONG physical range attack |
| Vanish --> Neutralizes attribute levels for ally + enemy |
----------------------------------------------------------------
|Land Slug HP: 220 EXP: 65 G: 41 |
| Drops (Poison Antidote) |
| Curl Gas --> Physical range attack + "Poison" |
----------------------------------------------------------------
|Left Hand (*) HP: 1972 EXP: N/A G: N/A |
|(Part of Gaia Battler) |
| Combination --> Strong physical attack on one ally |
----------------------------------------------------------------
|Left Tentacle (*) HP: 438 EXP: 27 G: 500 |
|(Part of Squid King) |
| Suck In --> Draws all party members closer to the enemy |
----------------------------------------------------------------
|Lizard Rider HP: 220 EXP: 50 G: 60 |
| Breath --> Strong physical attack on one ally |
----------------------------------------------------------------
|Lost Soul HP: 75 EXP: 40 G: 20 |
| Drops (Fire Charm) |
| Flame Shot --> Fire attack on one ally |
----------------------------------------------------------------
|Lure (*) HP: 1733 EXP: N/A G: N/A |
|(Part of Grinwhale) |
| Entice --> Physical attack on Justin |
----------------------------------------------------------------
|Madragon (HEAD) (*) HP: 2150 EXP: 2900 G: 4500 |
| Howlslash --> See Level 2 Wind Spells |
| Flame Breath --> Flame attack within a straight line |
| Burn! --> See Level 1 Wind Spells |
----------------------------------------------------------------
|Madragon (BODY) (*) HP: 2150 EXP: N/A G: N/A |
| No Special Attacks |
----------------------------------------------------------------
|Mad Frog HP: 163 EXP: 62 G: 31 |
| Poke Attack --> Physical attack on one ally |
| Spin Attack --> Physical attack within a straight line |
----------------------------------------------------------------
|Mad Rider HP: 230 EXP: 60 G: 65 |
| Neck-A-Neck Breath --> Defense Level -3 for one ally |
----------------------------------------------------------------
|Mad Snail HP: 60 EXP: 8 G: 40 |
| Spin Attack --> Physical attack within a straight line |
----------------------------------------------------------------
|Magma Man HP: 211 EXP: 75 G: 40 |
| Drops (Raincloud Staff) |
| Lava Throw --> Physical attack on one ally |
----------------------------------------------------------------
|Marna Bug HP: 18 EXP: 1 G: 3 |
| String Orb --> Physical attack on one ally |
----------------------------------------------------------------
|Manta Ray HP: 276 EXP: 60 G: 29 |
| Drops (Launch Fireworks) |
| Bombs Away --> Physical attack agaisnt all allies |
----------------------------------------------------------------
|Massacre Machine (*) HP: 1800 EXP: 1000 G: 2000 |
| Spin Cut --> Physical attack on nearby allies |
| Hurricane Mixer --> Physical attack within a straight line |
----------------------------------------------------------------
|Massacre Machine-2 (*) HP: 2000 EXP: 1200 G: 2000 |
| Full-Moon Cut --> Physical attack on nearby allies |
| Body Slam --> Physical attack within a straight line |
----------------------------------------------------------------
|Mean Head (*) HP: 486 EXP: 320 G: 470 |
|(Part of Serpent) |
| Killer Bite --> Physical attack on one ally + "Move Off" |
----------------------------------------------------------------
|Medusa Dancer HP: 256 EXP: 75 G: 120 |
| Drops (Magic Block Charm) |
| Magic Block Dance --> Causes "Magic Block" on all allies |
| Life Drain --> Drain HP from one ally |
----------------------------------------------------------------
|Metal Beetle HP: 60 EXP: 25 G: 50 |
| Magic Block Orb --> "Magic Block" on one ally |
| Wing Sonar --> Physical range attack |
----------------------------------------------------------------
|Milda (*) HP: 2800 EXP: 2300 G: 0 |
| Milda Kick --> See Milda's Moves |
| Splitter --> See Milda's Moves |
| Milda Hit --> See Milda's Moves |
----------------------------------------------------------------
|Mio (*) HP: 700 EXP: 85 G: 0 |
| Stun Gun --> Strong physical attack on 1 ally + "Paralyze" |
| Balloon --> Range attack; causes "Poison" and "Sleep" |
----------------------------------------------------------------
|Mist Guard HP: 95 EXP: 17 G: 23 |
| Drops (Panacea) |
| Random Nut --> Defense Level -3 + "Confuse" on one ally |
| Howl --> See Level 1 Wind Spells |
----------------------------------------------------------------
|Mist Wraith HP: 115 EXP: 30 G: 18 |
| Poizn --> Range attack; causes "Poison" |
| Invisibile --> Enemy turns invisible; can't be targeted |
| Burnflame --> See Level 2 Fire Spells |
----------------------------------------------------------------
|Mold Bird HP: 140 EXP: 35 G: 19 |
| Drops (Vaccine) |
| Plague Spores --> Range attack; causes "Plague" |
----------------------------------------------------------------
|Mud Jelly HP: 73 EXP: 10 G: 17 |
| Shock Bomb --> Strong electric range attack; destroys enemy|
----------------------------------------------------------------
|Nana (*) HP: 900 EXP: 85 G: 0 |
| Yo-Yo --> Physical range attack |
| Spinning Yo-Yo --> Physical range attack + stun |
----------------------------------------------------------------
|Nice Head (*) HP: 800 EXP: 320 G: 470 |
|(Part of Serpent) |
| Recover Gas --> Restores 100 HP to all enemies |
----------------------------------------------------------------
|Nyalmot HP: 225 EXP: 53 G: 100 |
| Nyalmot Throw --> Strong physical attack on one ally |
----------------------------------------------------------------
|Odd Bird HP: 127 EXP: 11 G: 12 |
| Drops (Bond of Trust) |
| Feather Shuriken --> Strong physical attack on one ally |
| Confuse Wing --> Physical attack on one ally + "Confuse" |
----------------------------------------------------------------
|Orc HP: 70 EXP: 4 G: 20 |
| Bite --> Physical attack on one ally |
----------------------------------------------------------------
|Orc King (*) HP: 385 EXP: 70 G: 450 |
| Firebreath --> Fire attack on one ally |
----------------------------------------------------------------
|Pit Viper HP: 124 EXP: 19 G: 21 |
| Drops (Move Breaker) |
| Paralyze Fluid --> Attack one ally + "Paralyze" |
----------------------------------------------------------------
|Plop Mold HP: 129 EXP: 15 G: 24 |
| Drops (Healthweed) |
| Poison Spores --> Range attack; causes "Poison" |
----------------------------------------------------------------
|Private HP: 110 EXP: 15 G: 100 |
| Heavy Blow --> Physical attack on one ally |
----------------------------------------------------------------
|Purple Slime HP: 70 EXP: 2 G: 10 |
| Divide --> Creates another Purple Slime with same HP |
----------------------------------------------------------------
|Red Devil HP: 87 EXP: 20 G: 32 |
| Drops (Healthweed) |
| Demon Throw --> Strong physical attack on one ally |
----------------------------------------------------------------
|Red Slime HP: 100 EXP: 2 G: 18 |
| Red Slime Gas --> Physical range attack; Defense Level -2 |
| Divide --> Creates 3 Red Slimes with same HP |
----------------------------------------------------------------
|Right Hand HP: 1708 EXP: N/A G: N/A |
|(Part of Gaia Battler) |
| Ray Spread --> Physical range attack |
----------------------------------------------------------------
|Right Tentacle (*) HP: 356 EXP: 27 G: 500 |
|(Part of Squid King) |
| Howl --> See Level 1 Wind Spells |
| Alheal --> See Level 2 Water Spells |
----------------------------------------------------------------
|Roadcrawler HP: 40 EXP: 7 G: 15 |
| Drops (Poison Antidote) |
| Poison Gas --> Physical attack on all allies + "Poison" |
| Diggin' --> See Level 1 Earth Spells |
----------------------------------------------------------------
|Rock Bird (*) HP: 230 EXP: 30 G: 150 |
| Rock Feather --> Physical attack on one ally |
| Fire Orb --> Fire attack on all allies |
----------------------------------------------------------------
|Rock Man HP: 81 EXP: 42 G: 50 |
| Drops (Healthweed) |
| Rock Throw --> Strong physical attack on one ally |
----------------------------------------------------------------
|Saki (*) HP: 1000 EXP: 85 G: 0 |
| Slap Stick --> Physical attack on one ally + stun |
| Power Lariat --> Strong physical attack on one ally |
----------------------------------------------------------------
|Sand Diver HP: 78 EXP: 11 G: 100 |
| Sand Shower --> Attack level -2 for one ally |
----------------------------------------------------------------
|Sand Man HP: 268 EXP: 15 G: 30 |
| Sand Storm --> Physical attack on one ally |
----------------------------------------------------------------
|Sea Jelly HP: 68 EXP: 5 G: 10 |
| Electric Shock --> Lightning attack on all allies |
----------------------------------------------------------------
|Sergeant HP: 220 EXP: 19 G: 45 |
| Heavy Blow --> Physical attack on one ally |
| Wave Cut --> Strong physical attack within a straight line |
----------------------------------------------------------------
|Serpent (*) HP: 1071 EXP: 1250 G: 1000 |
| 4-Head Attack --> Physical attack based on # of heads left |
----------------------------------------------------------------
|Slipple HP: 67 EXP: 25 G: 18 |
| Twister Tentacle --> Physical range attack |
----------------------------------------------------------------
|Sonic Bat HP: 81 EXP: 25 G: 12 |
| Mana Capture --> Steals 1 MP (all levels) from one ally |
| Sonar --> Physical attack on one ally |
----------------------------------------------------------------
|Spacetime Armor HP: 321 EXP: 23 G: 23 |
| Spin Cut --> Strong physical range attack |
----------------------------------------------------------------
|Spitting Cobra HP: 60 EXP: 6 G: 14 |
| Drops (Poison Antidote) |
| Spew Poison --> Physical attack on one ally + "Poison" |
----------------------------------------------------------------
|Spyder HP: 36 EXP: 3 G: 6 |
| Sticky Fluid --> Physical attack on one ally; Move Level -1|
----------------------------------------------------------------
|Squid King (*) HP: 592 EXP: 100 G: 1000 |
| Suck In --> Draws all party members closer to the enemy |
| Shockwave --> Physical attack on all allies |
| Laser Eye --> Physical attack within a straight line |
| Howl --> See Level 1 Wind Spells |
----------------------------------------------------------------
|Sweet Moth HP: 160 EXP: 60 G: 51 |
| Sonar Flutter --> Physical attack on one ally + "Confuse" |
| Drops (Swallowtail Hat) |
----------------------------------------------------------------
|Tarantula HP: 98 EXP: 30 G: 16 |
| Drops (Spell Breaker) |
| Gooey Fluid --> "Move Block" on one ally |
----------------------------------------------------------------
|Toad King HP: 236 EXP: 53 G: 57 |
| Drops (Vaccine), (Panacea) |
| Plague Lick --> Attack one ally + "Plague" |
| Skip Around --> Physical attack on all allies |
----------------------------------------------------------------
|Vampire Bat HP: 45 EXP: 10 G: 19 |
| Suck Blood --> Physical attack on one ally; heals monster |
----------------------------------------------------------------
|Vengeful Spirit HP: 35 EXP: 18 G: 12 |
| Drops (Crescent Jade) |
| Divide --> Creates another Vengeful Spirit with same HP |
----------------------------------------------------------------
|Will-O'-Wisp HP: 145 EXP: 25 G: 21 |
| Divide --> Creates 3 additional Will-O'Wisps with same HP |
| Fire Hand --> Strong Fire attack within a straight line |
----------------------------------------------------------------
|Wolfman HP: 256 EXP: 23 G: 11 |
| Fire Breath --> Strong fire range attack |
----------------------------------------------------------------
*********************************************
* PART FOUR: CONCLUSION *
*********************************************
Well, there ya go. It's still not finished but it is
"getting there". I will try my best to get this done as
quickly as I can.
Also, if you have anything to contribute to what I have
completed already, (I did my absolute best to make sure I found
everything) feel free to throw an E-mail at me, at
dalez1999@yahoo.com. I appreciate any comments, suggestions, etc.
Remember, everything in this FAQ I have done all by my lonesome,
without any outside help, so therefore it is very likely that
there are things missing. So I need your help to make this
FAQ as complete as possible. :)
Look for an update soon!
Credits:
* Asrscifi@aol.com: For sending me the tip about the secret passages
scattered throughout the Dom Ruins
* Brian Atkinson (zardoz_00@yahoo.com): For sending me the location
of another secret passage that I missed
Future Changes/Additions:
* The gold amounts. Somehow I overlooked the fact that the gold pouches
and chests increase in value throughout the game. All of the gold
amounts up until the Typhoon Tower are messed up, I'll go back and
fix these once I get the walkthrough and stuff complete.
* Likewise, I goofed up a tad at Mount Typhoon and am not quite sure
whether or not the two chunks of gold hidden in tents are pouches
or chests. Will fix this as well as try to point out better where
exactly the items in that area are... if I hadn't screwed my
map up... -grumble-
Other FAQs by the same author:
* Dragon Warrior --> NES
* Dragon Warrior 2 --> NES
* Dragon Warrior 3 --> NES
* The 7th Saga --> SNES
* Cosmic Spachead --> GENESIS
Techinical Babble:
This document (even though it is still unfinished :P) may be
distributed, placed on other sites etc, AS LONG AS it is not modified
in any way without prior permission of the author, and the author
is given proper credit for his work.
-Copyright (C) 2000 by Dalez
-All rights reserved... or something
-Only YOU can prevent forest fires