I. Revision History
II. Frequently Asked Questions
III. Walkthrough: Part One
The Draconis
Garr
Janos and Environs
Journey to Straylize
An Eye Tat Is Atamoni
20,000 Leagues Under The Sea
Calvalese
The Pirates
Sheeden
You Spoony Bard!
Terazzi
Reunion
There's Something About Mary
Lydon's Mysterious Dungeon
IV. Walkthrough: Part Two
Lilith Fair
Split Decision
Libra IV
Radisrol
The Aethersphere
Sky Cruiser
Stahn Aileron and the Password of Doom
I, Cloudius
When Aetherians Attack!
Swordian R&D
Trash Mountain
The Prototype Crystals
Dycroft
In Which Stahn Kicks Butt
V. Side Quests
Tag!
The Race
Najasee's Game
Mach Boy's Revenge
Recruiting Bruiser
The Tricycle
The Trivia Quiz
Blackjack
The Arena Revisited
Blue Dragon
Najabee's Game
Tower of Druaga
Hidden Houses
VI. Items and Equipment
Weapons
Armor
Shields
Helmets
Gauntlets
Accessories
Items
Discs
Valuables
VII. Abilities
Magic
Skills
Sacred Skills
Music Notes
VIII. Playing the Game
Battle System
AI Functions
Joy of Channeling
Swordians
Discs
Food
Combo Counter
Luck
IX. Other Info
Monster List
Stores
Rune Bottle List
Warehouse List
Music List
X. Credits / Disclaimer
*******************************************************
I. REVISION HISTORY
*******************************************************
Version 3.0 (11/9/98):
- Okay, this was pretty late in coming (the bonus dungeon
was a lot harder than I thought), but it's here at last.
If you haven't alreayd beaten the bonus dungeon, dust off
your copy of ToD and check it out; it's really cool.
- Added coverage of almost every side quest, except for the
planting one (which I'll cover within a week). The Tower of
Druaga info was mostly stolen from PSM, but I don't see how
anybody could have figured out that stuff on their own...
- Added the promised Warehouse List.
- Revised walkthrough slightly.
- Also, page 63 of the manual has a picture of Karyl using
a technique called "Golden Voice". I have yet to find
the Score for this ability. I assumed it would be in
the bonus dungeon, but it wasn't. I think I've covered
the game pretty thoroughly, and I still have no clue
where to get it. Does anybody know how to get this
elusive ability?
Version 1.0 (10/24/98):
- Completed walkthrough! Yahoo! All right!
- Added Trivia Quiz side quest.
- I still have a bunch of sub-quests (including the
bonus dungeon) left to cover, which I'll get to in a
future version... although I must say that after getting
Pokémon, Tales has lost a lot of its appeal...
Version 0.8 (10/15/98):
- The Helraios code (it's actually Helraios and not Helios)
is finally here! You can find in the Frequently Asked
Questions or in the appropriate walkthrough section.
- Extended the walkthrough up through Helraios.
- Realized I kept spelling Darilsheid wrong, and fixed it.
- In the last update, I said that the enemy stats listed
what element enemies absorb as their weakness... but now
I'm not so sure; I've found a bunch of enemies where you
*can* use the element listed on them. On the other hand,
I know for sure that there's some enemies that it *doesn't*
work on -- the Kraaken, for example. Anybody have any
idea what it really means? And how come some enemies says
"Weakness:" and then have a blank spot, while others don't
say "Weakness:" at all?
Version 0.5 (10/10/98):
- Extended walkthrough up to the end of the first half
of the game, and a little bit beyond. Still no Helios
code, I'm afraid. I promise I'll update as soon as I
get it.
- Added Najasee's Game and Mach Boy's Revenge side quests.
- Added an early music list, as taken from the
Sound Test option.
- Added some info on Luck, courtesty of Stephen Tang.
- I realized that there is a COLOSSAL mistake on the
Inspect skill -- what it says the enemy's "Weakness"
is actually its element, and using spells of that
element on it will HEAL it. So use the OPPOSITE
element of what's listed on the Inspect screen or in
the monster list. I can't believe that Namco would
make a mistake like this, but they did...
- Also, I would like to ask that you wait until I'm
finished with the FAQ before you send me any info that's
not specifically requested in the FAQ. I've been getting
a lot of spoilers in the mail and I'd really appreciate it
if they were marked as such. Thanks!
Version 0.3 (10/7/98):
- Added 6 more segments of walkthrough, up through
Moreau Castle.
- Added the first two side quest (Tag! and The Race).
- Explained the Combo Counter under Playing The Game
- Added a Rune Bottle List
- Added two more Frequently Asked Questions
Version 0.1 (10/3/98):
- First version!
- Yeah, I know this is *real* early. But I just wanted
to post this version because a lot of people seemed
to be having trouble with the battle mechanics. If
you are, just check out the Playing The Game section,
which should answer all your questions ^_^.
*******************************************************
II. FREQUENTLY ASKED QUESTIONS
*******************************************************
Q. HOW DO I CONTROL MY OTHER PARTY MEMBERS!?
A. See the "AI Functions" section of Playing The Game.
And, yes, you *can* control them.
Q. How does the Swordian system work?
A. See the "Swordians" section of Playing The Game.
Q. Aren't the characters supposed to talk to each other
on the world map?
A. They did in the Japanese version, but, unfortunately,
this feature was removed from the English release.
Q. How do I get past the rubble in the Undersea Ruins?
A. Use the Circle button to pull it out of the way.
Q. What order do I push the buttons in in Moreau Castle?
A. From left to right, 18273645.
Q. What's the password for Helraios?
A. FATE. But first put in GIFT and a chest with a
Laser Blade will be in the next room.
Q. Is it true that you can get Lilith in your party?
A. You could in the Japanese version, but, unfortunately,
she was taken out of the U.S. version (why, I have no
idea). Her voice clips are still there, though, so
I would assume she's still in the game, just dummied
out. In other words, this means you can probably get
her with a GameShark...
Q. When people say things like "F12 -- Don't let the monkey
spit in the potting soil", what does this mean?
A. Those are tips for the bonus dungeon, the Tower of
Druaga. See the Tower of Druaga section under
Side Quests for details.
*******************************************************
III. WALKTHROUGH
*******************************************************
ITEMS TO GET: Dymlos, Green Gel (x5), Cloak (x2), Cape,
F. Bottle, Oberon 3, Spectacle, Orange
Gel, Melange Gel
After the intial sequence of events, you'll gain
control of Stahn atop the Draconis. Head down the stairs
and take the door to the left. You'll be back out on
the deck of the Draconis. Take the door above you (the
way to the left is blocked my monsters) into a large
room. When you enter here, a soldier (Wedge, no doubt)
will get killed and fall down the stairs, blocking that
route. Head right along the bottom level and you'll see
another dead soldier lying on the second set of stairs.
Search his body for a Cloak, your first piece of armor,
and equip it. Continue right a little bit more and you'll
reach a bunch of boxes. Walk up to one of the boxes,
hold the Circle button down, and then move left, pulling
the box backwards. Pull all the boxes away in this matter,
then continue past them and take the lower-right exit.
On this lower level, head down and left and go in
the first door. You'll wind up in a dark storage room.
Make your way up to the upper left, where you'll see a
brief cutscene in which Stahn claims the Swordian Dymlos.
You'll then have to fight your first battle, against a
Barbarian. Use the Circle button to attack, and Square
to defend. After defeating the Barbarian, you'll win
the battle and get some experience, Lens, and gald (money).
Now that you have a weapon, you can fight the monsters
wandering around the Draconis. They're all either
Barbarians or Mini-Demons; the latter can fly, so use your
jumping attack (Up+Circle) to defeat them.
Leave the storage room and head to the door at the
far left end of the hall you're in. Look around for two
bags, holding a Green Gel (healing item) and an Oberon C
(another healing item). After getting them, leave the
room, and go back up to the large room with the three
sets of stairs. If you go left along the lower level and
enter the door near the crates, you can find a pot of stew
that will heal you whenever you use it. Avail yourself of
it if necessary, then go up the now-clear stairs on to the
upper level of the main room.
There's four rooms on this level; one in the upper-left,
with a Green Gel and Orange Gel inside; one in the lower-left
(Green Gel); one in the lower-right (a Cape, equip it as
an armor); and the central room (Green Gel, F. Bottle,
Spectacle, Melange Gel), which you have to enter from the
north side. Visit all four of the rooms to collect all the
items, then exit the main room through the left door on the
lower level.
You're now back outside, on the lower deck. Now that
you have a weapon, you can fight through all the enemies to
the left, but all you get is a Cloak, and you should already
have one anyway. So just skip that and go right, back into
the room where you started. Go up to the top and exit on
to the roof. Stahn will automatically hop in an escape pod
and fly off the Draconis.
ITEMS TO GET: Life Bottle (x3), Auto Bow, Wood Shield,
Green Gel (x2), Cloak, Cape, Melange Gel
After his fall from the Draconis, Stahn awakes in
a cabin in the snow. You meet up with Garr and his
master Alba. Alba sends both of you to find his
granddaughter Chelsea in the woods. Look around the cabin
and open all the chests for some items (be sure to equip
the Wood Shield on Stahn), then go outside. Stand in the
save point (the glowing circle), then go to your menu screen
and save the game.
Head north from the cabin into the woods. Unlike the
Draconis, the battles here occur randomly. You also have
Garr in your party now; he fights with a bow. A good
tactic when you're fighting enemies on only one side is
to have Stahn back up and defend while Garr just shoots
down the enemies with his bow. Occasionally, you'll be
ambushed, and the enemies show up to your left. If this
happens, hit L1 to switch Stahn and Garr's positions so
that Stahn is facing the enemies.
In the forest, go north and left. At the first fork,
head south, then go all the way left into a clearing with
a chest. Open it for a Life Bottle, then go back right
and take the first turn north. Go north until you can't,
then look just to the east for another chest, holding a
Cloak. After getting the Cloak, head all the way left,
and then up. At the end of the path, you'll find Chelsea.
She joins your party. Equip her with the other Auto Bow
you picked up in the cabin, then make your way back to the
entrance. Alba will greet you and give you a Melange Gel
as a reward for finding Chelsea.
Back in the cabin, Stahn decides to continue on to
Seinegald. Garr goes with him to take him to the border
town of Janos, but Chelsea leaves. Head out of the cabin
and save, then leave the screen to the south and you'll be
in a new section of woods. Here, go down and righ to the
first fork. If you head north, you'll get a Green Gel, but
you may be maxed out on them by now (you can only carry 15).
If you head south, you'll eventually come to another fork
in the road. Go left first to get a Life Bottle, then go
down and left to the third fork. Head down, left (grabbing
the chest on the way for a Cape), and back up. Go left and
you'll reach a save point by a tree. Save your game, then
exit to the left to Janos.
%%%JANOS AND ENVIRONS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
ITEMS TO GET: 50 gald, Saber, Channeling, L. Helm,
Green Gel, Rapier, Flame Disc
When you arrive in Janos, Garr will leave, and Stahn
and Dymios will talk briefly. You're then free to explore
the town. Be sure to drop by the weapon shop and pick up
a Long Sword. You can purchase healing items and the like
if you want, but you can usually find all the items you need
in ToD in chests.
Go upstairs in the inn and talk to the guy on the
right side, the one who's lost his passport. Leave the inn
and talk to the old woman in the lower-right corner of
town. Go into the soldiers' office and ask about the
passport. Then go back to the guy who's lost his passport.
He'll give you a 50 gald reward and run off. Leave the
inn and Stahn will bump into Mary Argent, who asks you to
help her find her missing partner in crime. Stahn, of course,
agrees, and Mary joins you. She fights with melee weapons
just like Stahn, so you'll probably want to alternate which
character is in the lead (using the Order option on the menu)
to even out the damage they take.
As Mary instructs, leave the town via the eastern exit,
and head through the woods until Mary turns you to turn left.
Do so, and keep going down the path until you suddenly appear
in a cave. The enemies in here are a bit tougher, so watch
out. If you head straight down, there's a Save Point, should
you want it. Otherwise, go down, left, and down to an
underground lake. Open the chests for a Saber (great sword;
give it to Stahn) and the Channeling accessory. Although you
can sell it for a whopping 32767 gald, you're far better off
hanging on to it, as it lets you play as your other characters
in battle. See "The Joy of Channeling" under Playing The Game
for the full explanation.
Now head to the upper-left corner of the screen and examine
the blinking star to open the door. Go through and follow
the path left, picking up the Leather Helm from a chest on
the way. After exiting to the southwest, you'll be in the
temple proper. Head down and left into the main room, then go
north. You'll see Mary's friend Rutee imprisoned in a trap;
after some mishaps, Stahn and Mary free her. She joins you
just as some bandits attack you, and your first boss battle
begins.
By now, Stahn should have both his Missile Sword and
Kick Attack skills. I recommend equipping Missile Sword to
the plain X (no direction), and Kick Attack to all the others.
This lets you shoot Missile Swords by standing still, and
use Kick Attack when moving. Use Missile Sword to weaken
the bandits from a distance. After a couple of those, move in
and hit them with Kick Attack. They can hit pretty hard,
so try to stay away from them.
After defeating the bandits, heal up, then head south
through the temple. Take a left turn and enter the two rooms
for a Green Gel and a Rapier. Equip the Rapier on Rutee.
Then take the right turn from the main room and enter the
room there for the Flame Disc, the first disc in the game.
Discs are kinda like materia; you attach them to your Swordians
to gain additional abilities. Just hang onto the Flame Disc
for the time being. After getting the Disc, leave the temple
through the southern exit. Cross the bridge, save your game
if you want, and continue on to a fork in the road. Take the
southern fork and you'll be back in Janos. Seeing you
entering the town from Seinegald, the Seinegaldian soldiers
give you a passport ^_^, to which I can only say, "So that's
how you fooled them."
Stahn, Rutee, and Mary will go to the bar, where you'll
talk briefly. Stahn decides to hang out with Rutee and
Mary, and Rutee reveals that she too has a Swordian --
Atwight.
%%%JOURNEY TO STRAYLIZE%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
ITEMS TO GET: Life Bottle, 10000 gald, L. Cape, Bread,
Orange Gel (x3), P. Bottle, Green Gel (x2),
R. Shield, Chain Mail, Club
The next day, equip the Flame Disc on Atwight (since
Stahn already can use fire magic, there's no need to give
it to him). Also, I highly advise you go to your skills
menu and turn off Rutee's Search Gald ability, or she will
use it *constantly* and waste all her TP. You might also
want to turn off other skills when you're fighting wimpy
enemies (so you don't waste TP).
Take the north exit from Janos and head due north
through the forest. You'll end up on the world map for
the first time. While on the world map, you can restore
your HP by eating food, but you have to put the food in
your food bag first (just use it on your item screen). For
a more detailed description, check the Playing The Game
section... in fact, if you haven't read this section yet,
you should take a look at it now; it has a lot of stuff
that was left out of the manual ^_^.
Once on the world map, head north and west, across the
bridge, to the town of Harmentz. Explore the town and
buy any supplies you need, but do *not* ask the kid
blocking the chest for the treasure. He'll let you take
it (it's just a Gel), then demand all your money in
return for stealing his treasure. So stay away from
him. In the lower-right corner, however, you'll find
another kid hidden in the trees who will give you a Life
Bottle if you talk to him. Then go up to the mansion,
head up the stairs on the right, and speak with Walt (who
bears an uncanny resemblance to Red from SaGa Frontier).
He'll buy the Old Cane from you for 5000 gald, and Rutee
will "negotiate" another 5000 from him. Then leave the
mansion and go to the inn. You can stay for free.
The following day, the trio decides to go to Armeida,
but on the way out of the inn, you're attacked by
Seinegaldian soldiers, and you have to fight 8 of them
at once. This battle can be a bit tricky; have Stahn
take care of one side of the battlefield while Rutee and
Mary handle the other. Be sure to turn Rutee and Mary's
spells and skills on (except Search Gald), and use Stahn's
techniques liberally. After you defeat the soldiers,
you'll have to fight Leon. Don't even bother trying to
beat him; you can't. He'll quickly knock you out, and
you'll be taken to Darilsheid, the capital of Seinegald.
Talk to the guard at the cell door, then go back into
your cell. You'll be taken up to see the king, and there's
a lot of dialogue in which Leon joins your party and you
are given a new mission. Now explore the castle for a
whole lot of items, including Chain Mail armor, a Club,
and a Round Shield. Be sure to equip them all on the
appropriate characters.
After looting the castle, exit south into the town of
Darilsheid. Go straight to Hugo's mansion; the big
building in the upper-right corner. Inside, you'll be
given your Swordians back, and Leon will introduce you
to his Swordian, Chaltier. Even if you've got weapons
that are stronger than the Swordians, be sure to at least
equip them in the "Swordian" slot so they will gain
experience (note that you can't cast magic without your
Swordian equipped, however). And whenever your Swordian
gains a level, its power increases, so check to see if
it's stronger than your current weapon.
Anyway, once you get your Swordians back, go shopping
and pick up any better equipment... you should have plenty
of money. Also, you can earn some items in the warehouses
on the docks... see the Warehouse List for details on how
to do this. Then leave town, and set off north and west
(if you go southwest, you can go back to Harmentz and
Janos) to the town of Armeida. Hugo has given you a
world map, so if you get lost, just go to your Valuables
screen and choose the map -- you can find all the towns
and even look at their stores.
There's not a whole lot to do in Armeida; just an
inn to stay at and an item shop. To the east of Armeida,
however, you'll find the road to Straylize Temple... just
walk up towards the forest and you'll enter.
%%%AN EYE TAT IS ATAMONI%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
ITEMS TO GET: Savory, Green Gel (x3), Bellebane, Chain
Mail, Life Bottle, R. Shield, Iron Helm,
Spectacle (x2), Orange Gel, Ankh Hat,
Stray Robe, Tech Ring
Once inside the forest, go right into a clearing.
You can't read the tombstone here, but if you search
the mushrooms, you'll get Savory, which boosts a
character's max TP. Hang on to it; don't use it.
Then take the path north and follow it across the stream to
another fork. Head down and left and grab the Green Gel
(if you're already maxxed out on them, use one to heal a
character, then grab the one in the chest). Continue north
up to a cliff, from which you can see the temple. Grab the
Green Gel in the upper-left corner, then head right
to the second screen. Run through here to the third
screen, then go to the cliff in theupper-right corner,
where you can find a Bellebane (in the mushrooms) and
an Orange Gel. Like with the Savory; hang on to the
Bellebane and don't use it yet. After collecting those
two items, descend the trail to the left, then head north.
The fourth and final screen is a just straight path that
leads to the temple.
Almost all of the buildings here have their
entrances blocked by rubble; there are only two you
can enter. First, go in the nearby cathedral (just
to your right) and head through the brown door in the
back, near the painting (it's kinda hard to see in the
shadows). Grab the chest in here for a Reverse Doll,
which is ToD's version of Goat Dolls or Soul Gems. After
getting it, leave the cathedral and enter the main
temple, at the far north end. Upon entering, you will
here voices speaking from the door. Go up to the door
and you'll be told that you have to destroy all the
crystals in the temple. Use the save point if you want,
then begin the crystal mission.
First, take a right from the main room, then go
up. Enter the room on the left, and you'll have to fight
a lizardman and one of the crystals (note that there are
no random battles in the temple; just the set ones). The
lizardman isn't too hard to beat with the bum rush technique
described in "AI Functions"; just watch out for his fire
breath. After killing it, smash the crystal. One down, four
to go. Go into the room to the right of the one with the
crystal for a Life Bottle, then return to the main room.
Now head left into the west wing. Continue past the
stairs to the north, and take the southern set of stairs.
Down here, go left and ascend the first set of stairs you
come to. Loop around and enter the two rooms -- the first
has Chain Mail, the second a crystal to destroy. Then go
back down and continue left. Pick up the sword lying on
the ground; it's the Knight's Saber, a really good sword.
Equip it on Mary, as she has no Swordian. Then go through
the door the dead soldier was guarding and smash the crystal.
Leave this room, head right through the hall, and go back
up the stairs. Ascend the stairs you skipped earlier.
Here, take the middle path into a hallway with four rooms.
The far left one has a Round Shield in a chest, and the
middle two hold the remaining crystals. Smash them, and
you should get a message that the shield has been disarmed.
Return to the entrance hall and go through the shielded
door into the Tower of Knowledge. You'll speak with Bishop
Ayles, who tells you some stuff and tells you to go to the
cathedral. Before you do, explore the Tower of Knowledge.
There's a chest on nearly every floor, with some equipment
(an Iron Helm, in particular), and a few items. Most
importantly, however, is the Tech Ring you find on the top
floor. By equipping this on Stahn, you can use the Select
button to enter the full Manual mode in battle. In this
mode, you can move Stahn on your own and dash by double-
tapping the D-pad. This is kinda tricky at first, but makes
the jumping attacks a lot easier to do. Also, on the floor
just below the top floor, there's a book that explains the
history of Lens (on the left side).
Once you're done in the Tower of Knowledge, go back
into the main room of the temple and head into the west
wing again. Go up the first set of stairs, then take the
door on the left. Follow the path until you get to the
cathedral. The priest will open a secret passage; go
through.
All the chests in here are empty; ignore them. Just
wander around and look at the switches on the floor. There
are three white switches and three dark switches. Either
step on all the white switches (and none of the dark ones),
or all of the dark switches, then go through the
corresponding door at the top of the screen. You will
meet Philia, and the priest will use a potion to destone
her. Philia then reveals that High Priest Lydon has stolen
the Eye of Atamoni. After a bit of discussion, she joins
your party.
You now have 5 characters in your party, but you can
only use 4 at a time, so you'll have to take somebody out
if you want to put Philia in. Be sure to equip her with
the Mace, which you should still have. Then head back out
of Straylize Temple, through the forest, and back to
Darilsheid.
%%%20,000 LEAGUES UNDER THE SEA%%%%%%%%%%%%%%%%%%%%%%%%
ITEMS TO GET: F. Bottle, Liq. Bottle, Rue Staff, Orange
Gel, Fine Saber, Iron Helm, ?DISC (x2),
Pickaxe, Life Bottle, Sharp Stone, Clemente
Talk to the King, then go to the harbor. Talk to
everyone here until you go into a long conversation about
the Eye of Atamoni. Then go back to the King and he'll
arrange for you to get a ship to Calvalese, where the Eye
has been taken. Take care of any other stuff you need
to, then go to the harbor and board the ship.
En route to Calvalese, the ship will be attacked by
monsters. Talk to the bartender twice and he'll give you
a Flare Bottle and Liquer Bottle, then go up on deck.
Go to the bow of the ship and you'll see some cutscenes.
After arriving in the Undersea Ruins, save your game
at the save spot. The battles here start to get tougher;
especially dangerous are the Green Ropers. These guys
will grab you with their tentacles and hit you repeatedly
for a lot of damage; stay at a distance and use range
attacks and spells. Use the Triangle button frequently
to pause the game and issue new commands to your
characters. Be sure Rutee's First Aid spell is on so
she can cast it when you're hurt.
From the starting point, head north to the next
room. It looks like the path is blocked by rubble, but
you can hold down the Circle button and pull the smaller
pieces of rubble out of the way. After clearing the
path, go northwest into the next room. When you arrive
in here, Philia will talk some more. Check the side
rooms for Orange Gel and a Rue Staff, then go up the
stairs. In this room, head north across the bridge.
Go in the door on the right (the one on the left is
blocked) and open the chest for a ?DISC. You can't
use the ?DISC yet; you'll have to identify it (more
on that later). Leave that small room and take the
path to the right. Enter the two rooms at the top
of the screen for a Life Bottle and the Pickaxe.
The Pickaxe lets you break down the sealed blue
doors. Return to the sealed door you couldn't open
earlier (next to the room where you get the ?DISC)
and break in (just examine the door and you'll
automatically use the Pickaxe). Open the chests for
a Fine Saber (give it to Mary) and an Iron Helm. Leave
that room, head east one screen, then take the southeast
exit. You should be in a room with a rope. Climb down
and you'll see two more ropes. Climb down the one
on the left and open the chest for another ?DISC,
then take the rope on the right and keep climbing down
until you can't anymore. Go right two screens and
collect the Sharp Stone, another Disc. This one you
can use right away, so equip it on somebody to give
them the Spike spell (don't give it to Leon; he already
has that spell). Then go left and up the stairs.
Continue up the stairs until you arrive in the control
center.
Here, you will find the Swordian Clemente.
Clemente has chosen Philia, and you will then get
Clemente as a Swordian. Equip him on Philia, then
retrace your steps to the room where you started. Take
the south exit to leave the ruins and continue on to
Calvalese.
ITEMS TO GET: Charm Bottle, Kite Shield, Amethyst,
Scorched Earth
Upon arriving at the docks, look around for the
cloth merchant and buy some Blue Ribbons for Rutee,
Mary, and Philia. Other than that, hold off on buying
any equipment here, as you can get some better stuff
in just a little while. Also, in the leftmost of the
two warehouses on the docks, you'll see three crates
arranged like this:
/---\ /---\
| A | | B |
\---/ \---/
/---\
| C |
\---/
If you push Crate C up so that it's lined up with
the other two, a chest will appear. If you leave and
come back in, you can do this over and over again for
more items (the faster you solve it, the better the
item you get). Actually, you can this in any warehouse
(see the Warehouse List for details); I just mentioned it
here because it's so easy to do.
In the town proper, you'll see some kids standing
by the well. If you talk to them, you can play tag
against them... see the Tag! side quest for more info.
Then go to the item shop and buy four Rune Bottles.
You can use the Rune Bottles to identify the ? items
-- specifically, the two ?DISCs you picked up in the
Undersea Ruins will turn into SW020020 and SW010022.
Give the SW020020 to Stahn and the SW010022 to Leon,
then give Flame to Rutee (Philia already has Fireball)
and Sharp Stone to Philia. Then use the other two
Rune Bottles to turn the Bellebane and Savory into
Red Bellebane and Red Savory, which are twice as
effective as the plain kind. (You can also turn
Wormy Apples into Jam, but it's not worth the cost of
the Rune Bottles)
Go to the large building the upper-left corner
of town and enter. Talk to Baruk and he'll tell you
to look for clues. Go to the docks and talk to everyone
until you hear about Jake. Go to the bar and talk
to everyone until you get another message, then go
to the weapon shop, and back to the docks. Talk to
the guy in the upper-right; he's Jake, and he'll tell
you where the Eye has been taken. Go back to Baruk and
he'll let you take the stuff in his room -- the Medium
Food Sack (lets you carry more food) and the Combo
Counter. The Combo Counter counts the combos you do in
battle and gives you extra EXP for them; see "Combo
Counter" under Playing The Game for more info. Be sure
to turn it on under the Customize menu! You can also
examine the various books in Baruk's room for a few
humorous conversations.
Leave Cherik and head northwest to the next town,
Kalviola. As soon as you enter here, walk around
outside the wall to the east, and go north. You'll
see a kid trying to fight some monsters, and
automatically come to his aid. Beat up the monsters;
they're just Sea Slugs.
After saving the kid, go into the town and head
to the weapon and armor shops. Normally, the shops
would refuse to do business with you, but since you
saved the kid, you can buy stuff. Get Bastard Swords
for Stahn, Mary, and Leon; and a Silver Mace for
Philia. Unless Atwight is at a really low level,
just stick with him for Rutee. Armorwise, pick up
Amber Cloaks, Ring Mail, Iron Helms, and Iron Gloves
for those who can use them. Also, you can buy Oberol
EX, a strong healing item, at the Oberol store here.
Finally, if you talk to the kid you saved twice, he'll
give you a Charm Bottle.
Go to the Straylize Temple in the center of town.
Philia will talk with the priests, and Leon will
figure out that they're in league with Lydon. You
decide to sneak in at night. Go to the inn and sleep,
and it will be night time. Head to the temple (but
first walk by a closed door to see an awesome moving
shadow effect) and enter via the side door on the
left. Philia will rejoin you.
Reform your party, then head east and take the
turn south. Now go right and descend the stairs.
You'll get into a battle against 2 Monk Soldiers, 2
Priestess, and 2 Bat Eyes. Have Stahn quickly use his
Spin Slash to attack the two enemies to his right,
while the other characters fight the guys on the
left (have Rutee cast Ice Tornado to hit them all
at once). Keep using Spin Slash, and make sure to
attack the Priestesses if they start charging up a
spell. Use items to heal if necessary, but be warned
that they aren't immediate -- it takes a moment for
the effect to occur, so have a character who isn't
about to get use them.
After defeating all the enemies, you'll free a
captive priest, who will tell you to go to the
cathedral. Go back up the stairs and head straight
left, then down into the entrance hall. On the right
side of this room you'll find a passage heading east.
Go down it, fight through the second round of enemies
as you did the first, and enter the cathedral. Walk
up to the torch and examine it to open the door, just
like in the other temple. Go through, and, after some
dialogue, you'll have to fight two more identical waves
of enemies. Beat them as you did before.
Leon will ask you where you're supposed to go next;
it doesn't matter what you say as you'll end up going
to Fitzgald no matter what. Before you leave, however,
go back into the temple the following day. Head to the
upper-right corner and go up the stairs. Most of the
chests here are empty, but two have a Kite Shield and
the Scorched Earth disc (give the disc to whoever's
currently using the Flame disc). Then take the door
to the south out onto the roof and pick up the Amethyst;
an accessory that gives you +15 defense!
If you want to play tag some more or take care
of anything else in Calvalese, do so. Then go back to
the Cherik port and talk to the captain. You'll set
sail for Neuestadt in Fitzgald.
On the Neuestadt docks, there's a save point that
you can use if you want, and in the warehouse on the
right (did you check the warehouse on the right?),
you can earn Winged Boots by pushing the three crates
into a horizontal line in front of the door, like
this:
---|Door|--
*** *** ***
*1* *2* *3*
*** *** ***
You always will get Winged Boots for doing this
(they warp you out of a dungeon); so get a bunch as you
can't find them anywhere else. The other warehouse is
pretty crummy, you often don't get any item at all
(it's easy to solve, though -- just push the rightmost
crate left one space).
When you enter Neuestadt proper, you'll see a kid
(Karma) get chased by some rich kids. Rutee will fend
them off, and Karma will run away. You're then free
to look around Neuestadt. This place is huge, but
there's really only a few important places:
o Right next to the entrance to the docks is the
equipment shop, where you can buy better helmets
and gloves for Stahn, Mary, and Leon.
o The huge F-Mart is just down the stairs from the
entrance to the docks. Here you can buy items,
including the Lemon Gel and Pine Gel (stronger Green
Gel and Orange Gel, respectively). Also, they
may not seem like it, but the Fitz Burgers you can
buy at the fast food counter are a very good food
source for their price.
o There's a mansion north of the equipment shop; if
you go up to the second floor and exit onto the
balcony, there's a chest with a P. Bottle there.
o Just west of the central plaza is the Lens Shop,
and if you keep going west, you'll reach the inn.
However, you don't really need to stay here, as
once you've talked to Ilene, you can rest on the
second floor of her mansion for free.
o In the upper-right hand corner of town, in the
park, you can race Neuestadt's fastest kid. See
the "The Race" subquest for details.
o Just next to the fastest kid is a booth selling
Softy Kreem sticks. They're a rip-off food source
(50 gald for 10 food units is *not* a good deal),
but occasionally you'll get a winning stick that
can be redeemed for a prize at the booth. And what
kind of valuable reward do you receive? Why, nothing
other than a free Softy Kreem stick! YEAH!! ...in
case I need to make myself more explicit, just skip
this place, okay? ^_^
o In a mansion in the upper-left corner of town,
you can find Karma and his sister, but there's no
real point in going here.
Eventually, where you want to go is Ilene's
mansion, the blue mansion between the item shop and
lens shop. You'll be sent to the lens shop; pop in there
and talk to the clerk. Follow Ilene downstairs and
there will be some conversation. You can then help
yourself to the items in her room (I forget what they
are; anybody know?). You *might* have to go talk to
some guy at the docks first; I don't remember.
Anyway, you'll end up having to go to the docks
to attack the pirate ships. Go to the docks, talk to
Ilene, and you're off. Your ship runs into the first
pirate ship. Head up on deck and board the enemy
ship.
There's a lot of chests in the ship, but most
of them are just garbage -- Green Gels and stuff.
There's also a lot of fights in here, so I don't
recommend picking them up. Instead, just descend
through the northern of the two stairs, grab the
chest, and go down the stairs. Head left and through
the door to the south. Dodge around the enemy and run
through the hall and out the door. Descend the stairs.
Grab the chest and enter the rightmost of the two doors.
Open the chest on the left, then attack the captain.
You'll have to fight some Monk Soldiers and Priestess,
just fight through them and you'll be finished with that
ship. Repeat on the next ship. You then arrive at
the lead ship.
The boss ship is set up differently from the
others, so here's what to do. Enter the ship through
the only set of stairs available and go right. Open
the chest for Splint Mail, then circle around to the
top of the room. Grab the chest for the Wall of Flame
(aka WOF) disc, then descend the stairs. Head left,
open the chest for Silver Chain, then go north. Run
straight through the hall (the chests are just gels)
into another hall. Go down the stairs on the south
side of this wall. Head north into a square room
with a chest holding an Hourglass. Take it, then
go north into a room with a save point. Save,
then step in the beam of light. You'll teleport
into the boss's rooms. Do NOT take the door to
the south (it leads back to the beginning); just go
up and confront Batista, the pirates' leader.
Batista is the first real boss you've faced
so far, and he's tough! He has 4,500 HP and an
extremly strong attack. First, kill off his
accompanying flunkies (especially the Priestesses),
then go after him. Batista will usually trap one
of your characters in the corner; keep healing that
character with items (you probably won't be able to
use spells as they take a while to charge). Have
Stahn hit Batista with Tiger Blades as fast as you
can. If things get bad, have Stahn dash away from
Batista and use a bunch of items to bring back your
dead characters -- just keep reviving characters and
he won't be able to kill you all off. If Stahn dies,
you can still control the other characters from the
menu, so quickly use a Life Bottle to revive Stahn.
Once Batista is defeated, you'll return to
Neuestadt and can do a happy dance that this stupid
level is finally over. Just head west off the docks,
sit back, and watch the scenes. When you fight
Khang, don't even bother trying to beat him; you can't.
Just let him knock you out, and there will be a bunch
more scenes.
ITEMS TO GET: SW060060, Crescent Axe, Shelter, Orange
Gel, F. Bottle, Life Bottle, Melange Gel,
SP025062, Hourglass, P. Bottle
The next day, take care of any unfinished business
you have in Neuestadt, and stop by F-Mart to pick up
2 Rune Bottles. Then go to the dock and talk to Ilene.
You'll set sail for Sheeden in Aquaveil (doesn't Aquaveil
sound like the name of a toothpaste?).
Once you land, pop in to nearby Sheeden. There's
not a whole lot to do here, as all the shops are closed.
Look around near the bottom of town for an old woman,
and talk to her to trigger an extended conversation
about Moreau and Batista. Afterwards, go to the docks,
at the east side of town. Here, talk to the sailor
blocking the ship, then the old man just south of the
crewman. Doing all this will open the cave to Moreau
on the overworld map.
Before you leave the docks, talk to the peddler in
red, and you can buy a few items from him. Be sure to
buy the "Shiny Junk"; it's actually a ?DISC. Use one
of the Rune Bottles you should have bought in Neuestadt
to identify it; it's the SW060060, which boosts a
Swordian's slash and thrust by a whopping 60! Give to
Stahn, since he does most of the fightings. You can
also get items at the warehouses; check the Warehouse
List for details.
Now leave Sheeden and head southwest, on the west
side of the mountain range. It might be a good idea to
fill up your bag with some food to restore your HP during
the walk. You'll come to a large cave on the beach; if
you don't see, you haven't talked to the right people in
town, so go back there and talk to everyone.
Once inside the cave, head south and west. Open the
chest behind the waterfall for the Crescent Axe, a really
powerful axe. Equip it on Mary. Now head through the
door to the northwest and open the chest there for the
Shelter Disc, which boosts your stats as well as giving
you the Barrier spell. I recommend giving it to Philia /
Clemente. Leave the room where you got the Disc and
continue west to the second screen.
Here, climb up the rock-step-sort-of-things and pick
up the chest with an Orange Gel on the ledge. Go through
the door, head left one screen, and then go down. You'll
end up on a small ledge with a chest. Open it for a Life
Bottle, then go back into the previous room, climb up
the steps in the upper-left, and go through the door
onto another ledge. Open the chest for a Flare Bottle.
Now retrace your steps back to the second main screen
(the one with the first of rock steps; where you got
an Orange Gel). Head left two screens.
You should now be at an underground pond. Look
carefully along the pond bank and you should see a
barely-visible set of stairs. Go down it and hop across
the ledges to a chest with a ?DISC. Use the other
Rune Bottle on it to turn it into the SP025062 Disc.
Hop back to the bank, go north a little ways, and look
for another set of stairs. Go down these and follow
the ledges to the west side of the pond. Go down and
left and through the door to another pond. Open the
chest near you for an Hourglass, then walk around the
perimeter of the pond to another chest with a P. Bottle.
You probably can't read the tablet just yet; so leave
this room.
Back at the first pond, head up to the top of the
room and pass through the archway to the next screen.
Loop around the waterfalls and go back through the
archway on the other side of the river. Open the
chest for a Melange Gel, then go back the way you came.
Save your game at the save point behind the waterfalls,
then head left one screen and go to the upper-left to
confront the boss, the Orgus Queen.
Compared to Batista, the Orgus Queen is a pushover.
Kill off the baby Orguses, then just pound on the
Queen with Tiger Blade, while Rutee and Philia cast
magic. After the Queen is defeated, pop through the
door she was guarding and you'll be back on the world
map. Head southwest along the coast until you find a
road up onto higher land, then head east around the
mountains. Cross the bridge to the south and enter
Moreau.
ITEMS TO GET: B. Talisman, Green Gel (x15), Amethyst,
Score B, Halberd, Orange Gel (x3),
Melange Gel (x5), Miracle Gel, Life Bottle,
Sharp Stone, Swirling Flame, Valve Handle
Unlike Sheeden, Moreau does have fully functioning
stores. First, though, head to the far right side of
town, where you'll encounter some Moreauian soldiers
attacking a little kid. Stahn will run to the kid's
rescue, and you fight. The soldiers are complete
wimps; they only have 200 HP, so you can take them out
in one or two hits.
Afterwards, Stahn and co. will be chased by a bunch
of soldiers, but will be saved by Karyl. After a brief
bit of discussion, he will join your party; the first
new addition to your team in quite a while. Karyl
starts off with just a Mandolin (believe it or not, it's
actually a really good weapon, and is somehow stronger
than a bastard sword) and an Amber Robe, so he could
use some equipping. Head to the docks and go to the
hat shop to get him a Feather Hat, as well as Striped
Ribbons for the female characters. You can also buy
Breastplates for the fighter characters in the equipment
shop in the northwest corner of town.
Finally, one other store of note in Moreau is
Trader Schmoe's shop on the docks. He sells a whole
bunch of ? equipment; most of which is garbage. However,
the second ?SWORD and the first ?ARMOR are Mythril (Daravon
power!) equipment, which is extremely strong. It's
pretty spendy, though, as not only are the ? items
expensive, but you have to buy a Rune Bottle to identify
them. If you've got plenty of money, go for it, but
it's not essentialy if you don't.
Once you've taken care of all your shopping, look
for the house of the kid you saved. Talk to his mother
and she'll ask you if you want a reward. Say no and
she'll give you a Blue Talisman, which raises your
defense by 10%. Then go try to enter the castle. Karyl
will stop you and say that he's got another plan, then
tell you to go to the pier. So go to the pier (it's in the
lower-left corner, in the town and not the docks).
Talk to the boat guy and you'll sneak into Moreau
Castle on a boat.
Enter the castle through the door just ahead of
you. In the first room, open up the door to free
Leianna, Fayte's wife. If you need healing, just come
back to her and she'll heal you. There's also a
hard-to-see chest with a Life Bottle in the lower-left
corner of her room.
Continue west to a room with a save point. Use
it if you want, then go south across the bridge (it's
partially covered by water and is kinda hard to see).
On the other side, look through the bushes for three
well-hidden Green Gels, then take the door to the
north. Go through the water wheel room to a room with
a large pond. Head left, grab the Green Gel in the
corner, then go through the door. Open the two blue
chests for another Amethyst and the Score B, which
allows Karyl to use Samba (Karyl learns his skills by
collecting Scores, not by going up levels). There's
also two Green Gels hidden in chests behind the
bushes. Then go up and examine the valve. Choose
to shut it off to stop the flow of the water.
Retrace your steps to the room where you could
go either north or south, and this time go south.
Descend the stairs, and open the two chests for a
Green Gel and a Halberd (an okay weapon). Go left
one screen and push the brown block up so that it
fills in the gap between the two sides of the path.
Continue west to the next screen, and push the
block here in between the two pieces of bridge
at the far bottom of the room (BTW, if you're getting
sick of the fights, just go to Command and choose
Run... running in ToD is really easy).
Now return to the room with the valve and switch
it back on. Head into the large room and cross the
water by walking on top of the brown block. Grab the
two Green Gels, then head south one screen. Cross over
the brown block, grab *another* Green Gel, and head
east. Head to the southeast and grab (wait for it) the
Green Gel, as well the Orange and Melange Gels. Now
go through the brown door. If the water isn't on,
you won't be able to go through (it's powered by the
electricity from the water mill), so go turn it back
on.
On the next floor, collect the two Gels, then
climb down the short flight of stairs, get the Gel,
and go through the door. Pick up the Melange Gel,
then pull the block into position (you'll have to pull
it or you'll end up trapping yourself). Cross over
on top of it and go north to a room with a piano.
Examine it and Karyl will start playing it, opening
a door. You will then have to pick a character to
stay with Karyl; just pick anyone as they'll only be
gone a short time.
Head past the piano room and take a right. Open
the chest for another Sharp Stone disc, but *don't*
go south -- it's a one-way door to an earlier part
of the dungeon. Just go back left and go north to
a room with a bunch of buttons. This is one of the
weirdest puzzles ever in a game; examining the door
will produce a series of bizarre sound effects that
you have to replicate by stepping on the right buttons.
You can try to solve it on your own if you want,
but if you get stuck, step on the buttons in this
order: 1, 8, 2, 7, 3, 6, 4, 5 (button 1 being the
one on the far left, and button 8 being the rightmost
one). After pushing the buttons in the correct order;
the door will open. Go through and collect the Valve
Handle, then go back and rejoin Karyl.
Make your way back to the entrance room for the
second floor, and go north two screens. Loop around
to the right side and take the door south. First pick
up the Miracle Gel in the bag, then pull the brown block
over so it bridges the gap. Now return to the main
room, and go left. Do the same block-moving shtick
and head north. Pick up the Gels, then open the valve.
Go back to the main room and take the east exit. Go
north from there and cross over the brown block. Open
the door (it's another electric door) and descend the
stairs to the third (and final) floor.
Here, head right one screen to a save point. Go
north and examine the machine twice -- once to put the
Valve Handle on, and a second time to close the valve.
Go south two screens and pick up the Swirling Flame disc
from the blue chest. Give it to Philia right away; it
lets her cast the very powerful Fire Storm spell. Then go
back to the starting room of the third floor, pull the block
over to make a path (like you don't know how to do that by
now ^_^), and cross. You're now in the castle's entrance
hall. Go east for a Melange Gel, then head west and climb
up all the stairs. On the next screen, the music will
change. Heal up and put in your best team members (be
sure to include Rutee), then go up to face Batista again.
Batista is pretty much the same as before, except
he has more HP (6000) and a new attack where he jumps
into the air and starts spitting out some green stuff.
With your new spells, like Stone Wall (which does about
300 damage each shot) and Heal, he's actually easier.
Just do the same thing you did before, and be sure to
toss in lots of Stone Walls. After defeating Batista
for good, you'll get the key to Fayte's cell, and Moreau
will be liberated.
ITEMS TO GET: Squid Jerky, B. Flakes (x2), Melange Gel (x4),
Lemon Gel (x2), Pine Gel (x4), Miracle Gel (x2),
Life Bottle (x4), Green Gel (x3), Orange Gel (x3),
Juicy Beef (x8), Chestnut (x1), Persimmon (x2), Plate
Armor, R. Orange, Sour Milk, Loser, W. Apple,
Blowfish, B. Flakes (x2), Chicken, Cheese, Brie,
Steak, Bread, T. Roast, Roast, Beef, Appple, Eel,
Revitalize
Explore Moreau again and you'll find a lot of things
have changed. First, another cat has joined the two in
the park; if you talk to him, you can challenge him to
a puzzle-game. See the Najasee's Game side quest for
the strategy. Also, if you go to the pier and talk to
the boat guy, you can rent a boat for 500 gald and go to
various places. You can make a number of stops in one
trip, and it still only costs 500 gald, so try to do
everything at once.
First, take the boat to the south house and collect
the Miracle Gel; then go the north house, where you'll
find Bonito Flakes and a Squid Jerky. Then go to the
weapon shop SAMURAI, where you can buy Breastplates
and other new armor. If you need items, you can also
stop by the item shop.
When you're ready to leave town (you can't come
back, so be sure to finish your business), go to the
docks and talk to Fayte. You'll set sail for Terazzi,
but are attacked by a Kraaken (sic) for no apparent
reason other than the fact that every RPG needs a
giant squid boss.
Contrary to what the game says if you Inspect it,
the Kraaken *absorbs* water -- so turn off all of
Rutee and Philia's ice spells. Instead, use fire
attacks, like the Swirling Flame disc's Fire Storm
spell, and Stahn's Vortex. Keep hitting the Kraaken
and back into a corner while your magic-users cast
spells on it. Actually, the Kraaken's pretty easy
compared to the other bosses; you shouldn't have any
trouble with it.
You'll then land in Terazzi. You can check out
the warehouses if you'd like, and there's a peddler
selling a few items on the docks. More importantly,
there's another boat in the upper-left corner that
you can ride around. This one you actually have to
guide by facing in the direction you want to go at
intersections. From the start, go left 3 times,
and then up to a house with a Miracle Gel and Pine
Gel. Then hop back in the boat and go right, up,
and right. Grab the Life Bottle, then use the
switch to open the watergate. Return to the boat
and go down, right, up (through the watergate),
right, up, and left to the castle gate. Hop off
the boat and enter the castle.
Right at the entrance, you'll see a handy
Save Point, and a soldier guarding a door. If you
pay the soldier 500 gald, you can go through the
door he's guarding to a room with a Bush Baby that
will heal you for *another* 500 gald... and you
have to pay still another 500 gald to get back out.
This isn't really worth it, since you can just heal
yourself with Rutee's spells and regenerate her TP
by fighting. However, there is a suit of strong
Plate Armor in the Bush Baby's room, so you'll
probably want to cough up 1000 gald just to get
it. Finally, if you talk to the soldier and answer
"no" to his first question, he'll sell you clues
for 100 gald. These are all for a puzzle later
in the dungeon, but since you have this FAQ, why
do you need them?
Anyway, on with the dungeon. From the
entrance room, take a left, grab the two chests
under the overhang, then go left. Enter the room
to the north and flip the switch to open the drain.
Then leave the room and take the door in the
southeast corner of the hallway you're in; you
should now be in a room with a green lamp. Go
right and pick up some Juicy Beef, then go back
left and the south exit from the lamp room.
You'll be outside, on a ledge with more Juicy Beef and
a Melange Gel. Take them, then go back inside and
go left one screen. Cross the bridge, pick up the
Juicy Beef (what's with all this Juicy Beef?),
then exit left.
You're now outside, in the castle grounds.
Pick up the Life Bottle to the north, then follow
the stones south. On the next screen, you'll find
a bunch more chests. Collect them all, then climb
up the ladder (it's kinda hard to see) to the second
floor of the palace. Get the Melange Gel, then enter
through the door. Pick up all the food in the
chests (why is there so much food in this dungeon?),
then go north again to a long hallway.
First, take the upper-left exit from here into
a room with another drain. Throw the switch to open
it, then take the lower-left exit for two more pieces
of Juicy Beef (not more Juicy Beef!). Return to the
hallway and descend the stairs on the right side.
Grab the Pine Gel, then climb back up and go through
the upper-right door to the library. Pick up the
Gels in the chests, then climb up the ladder in
the upper-right corner to a bedroom. Open up the
closet and go through the door in there. You'll
be in a room with a big hole in the floor. See
the potted plant on the back wall? Use the Circle
button to pull it off the wall, then push it through
the hole.
After dropping the plant, return to the hall.
Take the lower-right exit, go right, and get the
Life Bottle. Then head north, picking up the Gels
and Juicy Beef (aah!) along the way. You'll wind
up in a hallway with some windows, through which
you can see the rebuilt Draconis. Head west and
you should see the potted plant you pushed through
the hole earlier (you *did* push it, didn't you?).
Push it on to the switch on the floor and the door
will open. Head north two rooms.
You're now in a large room with twelve doors,
each corresponding to a Zodiac sign. This is where
the hints you can get from the guard are needed.
Of course, you don't need those hints with the FAQ
-- just go through the doors in this order: Goat,
(Capricorn), water jug (Aquairus), fish (Pisces),
ram (Aries), bull (Taurus), twins (Gemini), crab
(Cancer), lion (Leo), virgin (Virgo), scales
(Libra), scorpion (Scorpio), bow and arrow
(Sagittarius). You will then end up in a new
hallway. Save your game, then go up to face
King Tiberius.
Tiberius fights a lot like Batista, so you
can basically use the same strategy on him. Watch
out for his Light Sword attack, which will take
off about 300 HP to everyone and knock you all
down. Have Rutee cast heal spells constantly,
while Philia backs away and uses attack spells.
He has 10,000 HP.
When Tiberius is defeated, he will reveal
that Lydon has already departed for Phandaria.
Leon then finishes him off just as Fayte arrives.
Karyl then leaves the party (for now).
Head back out of the castle (there's no
fights) until you get to the entrance room. Don't
leave just yet; instead, go right to the next screen.
Grab the food, head south, pick up more food, and
then go west. Get the Juicy Beef (noooooo....), then
go down the stairs and head west through the canal.
Pick up the Eel in the chest and continue west to
a chest with the Revitalize disc. After getting it,
leave the castle.
Terazzi is now a fully-functioning town, minus
minus the inn. You can take the boat around to a few
places (like the weapon shop), and if you take the north
exit from the dock, you'll reach the town proper.
In the upper-left corner of town, you'll can see
Heihachi (you can tell by the hair ^_^), and there's
a Lemon Gel and Pine Gel in one house. Don't buy
anything, you'll find a better shop soon. However,
do visit the warehouses; you can collect a new Disc
and the powerful Sheeden sword from them. See the
Warehouse List for the full explanation.
Once you've taken care of everything here, go to
the docks, where you'll find Fayte waiting. Be sure
to save your game before talking to him. Then hop on
board his ship and you'll set sail for Frostheim in
Phandaria.
ITEMS TO GET: [prize], Sorcerer's Ring, SW100100, Light,
R. Bottle, Mythril Sword
On the way to Phandaria, your ship encounters an
enemy fleet. You then get to a play an awesome Space
Invaders-ish bonus game, in which your three ships
take on the enemy fleet.
For the non-action-inclined, just hit the Triangle
button to call in reinforcements and end the battle --
if your ship gets destroyed, you die (as in "Game Over"
die). If you do want to go for it, what you basically
want to do is weave back and forth at the bottom of
the screen and fire (with Circle) at the demons as
much as you can. You can dodge a lot of fire by
positioning your ships so that the fire goes between
two of them. And unlike Space Invaders, you can move
up and down as well as side to side, so use that to
your advantage. What you really need to watch out
for are the crosshairs that appear. This means the
enemy ship will shoot a large blast at the spot,
so move out of its path.
If the ships (either yours or their) take damage,
they'll start smoking, and your firing rate will be
reduced (you can boost your firing rate by picking
up the glowing icons that appear from time to time).
If your two side ships are destroyed, they'll just
disappear (lowering your firepower), but if your main
ship (the one with the lifebar) is destroyed, you're
dead. Play defensively and just keep shooting at the
demons; once you've thinned them out, shoot at the
enemy ships.
After the battle, Fayte will reward you based on
how well you did (of course, if you took the easy
way out and called for reinforcements, you get zilch).
In my case, I scored 2910 points for the rank of
Officer, and got an Elixir. Since you can only play
the game once, I don't know about the other prizes,
but if you got something different, I'd appreciate it
if you could send me your score, rank, and prize so I can
compile a list. Thanks!
You'll then land in Frostheim. Stahn and Fayte
will talk for a little while, and Mary will wander off.
After Fayte leaves, go over and talk to Mary. She
talks about her amnesia, then rejoins you. Head into
town and check out the item shop. You can buy powerful
new Mythril (d'oh) armor, as well as getting a few new
weapons. Then be sure to buy Fur Capes for everyone;
you'll need them in the snow.
After shopping, leave Frostheim and head southwest
towards the forest. As soon as you arrive here, you'll
see none other than Garr being attacked by some of
Lydon's soldiers. You'll automatically take on the
soldiers. Beat them (they're wimps), and the party
will take Garr back to Frostheim.
Garr joins up after a bit of dialogue. Amazingly,
he's still at the SAME LEVEL as he was back at the
start of the game (8), and has almost no equipment.
He's really good once you get him up, though. Be
sure to outfit him with a Composite Bow and some
armor, and pick up another Fur Cape for him. Then
exchange your Lens for gald, and spend the rest of
your money to buy as many healing items as you can, or
extra (useless) equipment if you're maxed on healing
items. Spend as much of your money as you can; you'll
see the reason why shortly.
Leave town and head north, to the Frozen River (you
can't go through the forest; Lydon has a base there).
The enemies on the world map are from way back at the
start of the game, you should be able to plow through
them. Eventually, you'll see the river; enter.
If you don't have your Fur Capes equipped, you'll
constantly take damage, so make sure you're wearing
them. You should also turn off all of Rutee and
Philia's ice spells (all the enemies here absorb
ice), and give Philia the Swirling Flame Disc so she
can cast Fire Storm. Head north and east on the first
screen until you get to a large rock blocking the path. Go
up to it and Garr will give you the Sorcerer's Ring.
Equip it on any party member, then press the Square
button to fire a beam at the rock and destroy it (note:
the Ring costs 1 Lens per use, but this is pretty
insignificant as you get loads of Lens from each
fight).
Continue north to the next screen. There's an
ice pond here; if you step on it, you'll keep sliding
in the direction you're facing until you hit something
or slide off the ice. Line up with the chest and
slide over to it. Open it for a ?DISC, which is really
the mighty SW100100 Disc. If you have a Rune Bottle
with you, use it to identify the Disc and give it to
Stahn. If not, you'll get one in a moment, so just
hang on to the Disc. Head west across the bridge, then
go south to the next screen.
There's a massive frozen river here, littered with
a number of chests. First, line yourself up with the
tree to your right, then slide right. You should hit
the tree, and stop. Then slide south to a patch of
snow. Open the chest for the Light Disc, which gives
you the Ray spell -- good, but not as good as Fire
Storm. Line yourself back up with the tree, then
slide north and left back to the start. Slide over to
the tree again, then slide north, left, and north to
another chest, holding a Mythril Sword. Make your
way back to the starting point.
Instead of sliding east to the tree, slide south
to another patch of snow (at least I *think* that's
what you do... I can't read my notes here ^_^). Slide
south again to another snow patch. Edge over to the
left side of the snow, then slide north. From here,
slide east to the third and final chest, which holds
a Rune Bottle. If you haven't identified the SW100100
Disc, use the bottle to do so. Slide back to the
start and slide south from there again. Slide south,
but then go west to the patch of snow over there.
>From there, slide south, then east. Exit the river
to the south.
%%%THERE'S SOMETHING ABOUT MARY%%%%%%%%%%%%%%%%%%%%%%%%
ITEMS TO GET: Liq. Bottle, F. Bottle, R. Orange, M. Tiara,
Bracelet, Melange Gel, Bread, Sacred Text 5,
Winged Spear, Orange Gel
You'll be on the world map, just outside
Heidelberg. Don't enter, though -- instead, head south
and west past it, until you get to another town. Go
in here. All the buildings are locked except one --
the one in the lower-left. Go in here and Mary will
have a series of flashbacks.
After the flashbacks have concluded, leave the
town and go back to Heidelberg. Stay at the inn,
then go to the soldiers' office and loot the place for
a Liquer Bottle, Flare Bottle, and Rotten Orange. Then
go up to the castle. When you try to enter, the
soldiers will recognize Garr and apprehend Stahn,
Mary, and Rutee.
Stahn and Rutee end up in the dungeon of the
soldiers' office. Garr, Leon, and Philia show up to
rescue them, and then you have to find Mary. Reform
your party (be sure Rutee and Philia are in), then head
up two floors and you'll see Mary talking with Dalis. The
party will stop to listen on their conversation, but then
some soldiers run in. After a bit of chaos, you'll end up
fighting Dalis.
Dalis only has 1,500 HP, but almost every attack
takes off about 10 HP on him. The only way you can
really hurt him is with magic, so send Rutee and Philia
to the far left side of the screen and have them
constantly cast their best spells, while Stahn uses
Kick Attack or Vortex to juggle Dalis and prevent him
from attacking Rutee and Philia.
After you knock out Dalis, Mary will grab him, and
you'll have to escape. Run up to the roof and jump off.
You'll land in the snow behind the soldiers' office.
Head north into the cave. Darzen, a friend of Garr's,
will show up and take you into Sark's force's secret
hideout. Rutee will heal Dalis, and Mary will stay behind
to take care of him.
Leave the room and enter the door due south (not
the one to the left; it leads outside). Grab the
Bracelet in the chest, then go into the room on the
far left of the hallway. Take the Mythril Tiara in
here. Now take the exit from the upper-right corner
of the main hall into the actual dungeon.
There's loads of undead enemies in here, so equip
the Light Disc on Rutee to give her the Ray spell
(Philia already has it) and use it frequently. In
addition, Philia's Thunder Blade spell (if she's learned
it) is very powerful as well.
Slide north across the ice to the other side , then
inch down until you're lined up with the top of the
pillar. Slide right and you'll bump into a hidden
chest... but it only has a Melange Gel. Take it
anyway, then slide west off the ice and head up and
left. Take the left fork, and go left again at the
next fork. You'll end up with a small room with a
tablet. Get the chest, then make sure Stahn is
equipped with Dymlos and the Missile Sword ability.
Examine the plaque and it will ask you two questions.
Answer "Fire Wall" to the first one and "Missile Sword"
to the second. You'll then receive the Fiery Wave
ability. Although it doesn't hit very hard, it has a
wide range, and nets you a 5-6 hit combo every time
it's used.
After getting Fiery Wave, head one screen east,
and then north to a large ice platform. Slide up to
the Ice Golem and you'll fight. This fight is so easy
it's not even funny; just hang back and use fire spells
(Fire Storm, Fiery Wave) on him. You can probably
beat him without even getting hit. Then use the
Sorcerer's Ring to zap the two blocks directly in
front of you. Shoot the Sorcerer's Ring again at the
clock-like thingy on the wall and a staircase will
appear. Go up and enter the first door you come to.
Collect the chests for an Orange Gel and the Winged
Spear. The Winged Spear is strong, but not as good
as Dymlos for Stahn, and Garr is probably better off
with his bow (thanks to its long range). Just hang
on to it to sell and continue up the stairs into
Heidelberg Castle.
ITEMS TO GET: Wind Spear, Pine Gel, Reflex, Aquamarine,
Life Bottle, Orange Gel, Hunter's Bow
Upon entering the castle, head north two screens
to the main hall. Enter the middle door and you'll
be in the throne room. Take the leftmost door in here
to find the Wind Spear Disc. The Disc lets you
cast Air Slash, which "savagely lacerates" enemies.
It sounds pretty silly, but it's a very strong spell,
so be sure to equip the disc on Rutee or Philia. After
getting the Disc, return to the castle's main hall and
enter the rightmost door. Collect the Pine Gel and
Reflex (armor), then return to the main hall.
On the right side of the main hall, you'll see
two unlit torches. Use the Sorcerer's Ring to light
the two torches and a door will appear. Go through.
On the other side of the door, you'll start having
random battles, so be prepared. The enemies are pretty
tough, so you might just want to run from most of the
fights.
Head east through the first hall and into a large
room. Look for the two torches that aren't lit and
light them with the Sorcerer's Ring. Then take the
right door at the top of the room into a small room
with an Aquamarine. Equip it on someone (it boosts
your defense), then go through the middle door. Head
north and you'll see two statues. Push the one with
the torch just in front of the other one, so that the
torch is touching the orb. The door will open. Go
through into the clock tower.
Upon entering the clock tower, head left across
the gear (shades of Castlevania), grab the Life Bottle,
and climb up the chain. Throw the switch, then climb
back down, cross the gear again, and climb up the
chain on the other side. Head right, hop on the gray
platform, and ride it to the other side. Climb up
the chain. From here, you can go up the chain to the
left and then up another level to get an Orange Gel,
but it's probably not bothering with. Instead, climb
up the right chain and examine the lever. You'll have
to leave one of your characters at the lever; it doesn't
really matter who as they'll be back shortly.
After dropping off your chosen party member,
climb back down to the lowest level of the tower and
enter the now-functional elevator. When it stops, get
off, climb up the chain. You'll see another gray lift,
but it's not functioning because the pulley is frozen. Get
underneath the frozen pulley and shoot it with the
Sorcerer's Ring to thaw it out. Then ring the lift
to the left and descend a floor. Open the chest for
the powerful Hunter's Bow for Garr, which you should
equip right away. Then go down another level and pick
up the character you dropped off earlier. Climb back
up to the lift, ride across, and climb up until you
emerge back in the castle.
Head forward through the first door. In the next
room, light all the torches with the Sorcerer's Ring
to unlock the doors. Go in the door on the left and
use the Ring to melt the ice on the chains. Then enter
the door on the right and turn the wheel (just examine
it with X). Go back two rooms (to the first castle
room after the clock tower), and go through the door
in the lower left. You'll be in a room with another
wheel and a save point. Turn the wheel, then save
your game on the save point. Whatever you do, *don't*
go out the door to the south. Doing so will put you
back in the throne room and force you to repeat the
entire clock tower.
After turning both wheels and saving, go back
into the hall and take the middle door. The curtain
should have pulled up to reveal some stairs. Ascend
those, and the next set of stairs. Before going up
the third set, stop and heal up. Lydon is up the
next stairs, and he's really tough -- you need to be
prepared. I recommend using Stahn in the lead, Garr
a distance bance, then Philia and Rutee in the rear.
Make sure Stahn has the SW100100 Disc, and Philia
the Wind Spear Disc. Garr should be equipped with the
Hunter's Bow and not a melee weapon. Everyone else
should use their Swordians. Once you're ready, go
up the stairs to the rooftop, where Lydon is waiting
with the Eye of Atamoni. After giving the requisite
bad guy speech ("You're too late to stop me", "You did
well to get this far", "Now I will show you my power!",
etc.), Lydon attacks.
Believe it or not, you actually have to win this
battle -- at first, I thought it was one you were
supposed to lose. Lydon will *constantly* cast Wind
Slash, doing about 600 damage to your party with each
cast. The only way to beat him is to have Stahn
use a Spin Slash as soon as the battle begis to fly
over the enemy troops and get to Lydon. Then have
him hit Lydon constantly with Kick Attacks and
Vortexes. As long as you stay close to Lydon, he'll
only use melee attacks and not magic. Meanwhile,
have the rest of your characters fight through the
soldiers and wipe them out. Once it's just you and
Lydon, start hitting him constantly with your
strongest attacks and skills. Attack spells are
pretty much useless, as you'll always get hit before
you can finish charging them up. Keep using Life
Bottles to bring back your dead characters; it's
more important than healing. As long as you keep
using Life Bottles, he can't kill you (until you
run out of them, that is). Even if you get killed,
as long as the Life Bottle animation is going on,
you won't lose. Try to keep as many of your characters
active as possible, and keep wailing on him. He
has 13,000 HP.
After (if) you beat Lydon, Garr will reclaim
Igtenos (which Lydon was using), and you will seal
the Eye of Atamoni. The gang then hopes on the
Draconis to fly back to Seinegald. When you
regain control, go up to the roof and talk to
Rutee. After some more dialogue, you'll arrive back
in Seinegald, where you are rewarded by the king.
Head out of the castle and Stahn will board the
Draconis to fly home. That's all you have to do,
so just sit back. I know this seems like the
ending, but it's not...
*******************************************************
IV. WALKTHROUGH: PART TWO
*******************************************************
Back home in Lienea, Stahn is awakened by his
sister Lilith. Go to the table and eat. Afterwards,
Lilith will send you to buy a fish for dinner. First,
put your dishes in the sink (above the table, on the
right hand side), then leave. Go over to the shop,
on the west side of town, and talk with the fishmonger.
He's all out of fish, and tells Stahn to go to
Neuestadt.
Now, if you do hike all the way down to Neuestadt,
you can buy a fish that appears in your Valuables
section. If you take this back to Lilith, she says
that it's really a whale, and berates Stahn for thinking
that a whale was a fish. The end result is the same
as if you hadn't brought her the fish in the first
place, so don't bother getting the fish. Just go
back and talk to Lilith.
The next day, Lilith will wake Stahn up (again)
and tell him that he has a visitor... it's Philia!
Philia explains to Stahn that the Eye of Atamoni has
been stolen (again) and joins you (again). She also
gives you Dymlos back, so be sure to equip it/him
(again), as well as a Disc (probably SW100100). In
addition, there's no Disc equipped on Philia's Swordian
either, so be sure to give her one.
Leave the house and talk to Lilith again.
She'll give you the Food Sack L, which lets you
hold up to 20,000 units of food. Now head south
a ways and talk to Stahn's neighbors' daughter.
Pick the third response and she'll give you the
Black Onyx, which boosts your maximum HP by
30%. Equip it on Philia right away. Finally,
go to the shop and walk into the dark space between
the two aisles to find the item shop. If you followed
my advice earlier and bought extra equipment in
Frostheim, sell it all off now to earn some money (Stahn
gave all his money to Rutee on the Draconis so you don't
have any cash or Lens). Then buy a bunch of P. Bottles;
you'll need them.
Leave Lienea and wind your way south through the
mountain passes. Although the enemies are wimps,
they'll keep poisoning you, and, unlike most games,
poison damage *can* kill you -- so be sure to use a
Panacea Bottle whenever you get poisoned. Keep going
south and east, all the way across the continent,
and you'll reach Neuestadt.
ITEMS TO GET: SP07115, Igtenos, Lute, Crossbow, SW130130,
S. Halberd, I. Knuckle, H. Bottle, Miracle
Gel, Fenface, R. Bottle, Life Bottle, Pine
Gel
Take care of any business you have in Neuestadt
(Mach Boy has honed his skills by running from rabid
dogs, and you can challenge him again for more prizes...
see "Mach Boy's Revenge" for tips and info), then go to
the docks. Talk to the captain and you'll be given the
choice of whether to recruit Garr or Rutee first. I
picked Garr, but it doesn't really matter, as you have to
recruit both eventually.
If you pick Garr, you'll set sail for Frostheim.
Note that once you've landed, you can just go back on
the ship and go to Neuestadt, Frostheim, Darilsheid,
or even Cherik in Calvalese (not that there's anything
to do there). You can't go to Aquaveil (I still think
that sounds like the name of a toothpaste), however.
In Frostheim, check around the docks for the
red-hatted peddler. Talk to him and he'll offer to
sell you a Disc for 7,000 gald. Buy it; it's the
useful SP07115. Then leave Frostheim and head southwest
to the forest. Now that Lydon is gone, you can pass
through here (it's just one screen). Continue west
and you'll enter a forest scene. Go through here
and out the other side, and you'll be right outside
Cyril. Enter and go to Mary's house. Talk to her
and Dalis, then leave and continue north to Heidelberg.
The shops in Heidelberg are all functioning now,
so you can buy a few new pieces of Mythril armor.
Head up to the castle and talk to Darzen and he'll
get you in to see Garr. Garr joins the party, and
you're done with this half of the mission (note that
you now have Igtenos in your inventory, although you
can't use it as it's lost its power). Head back to
Frostheim and sail to Seinegald.
Searching for Rutee, you'll end up in Darilsheid.
Leave town and head west, then south around the
mountains. Go east, then turn northeast once you
reach the end of the ice and you'll reach Cresta
(just check your World Map under Valuables to see
where it is). In Cresta, head over to the orphanage.
The game will take over, and Rutee will join. Like
with the others, Rutee's Swordian seems to be
suffering from a case of "slipped Disc", so be sure
to equip her with one. If you haven't gotten Garr yet,
return to Darilsheid and sail to Phandaria to get
him.
Once you've gotten both Rutee and Garr in your
party, return to Darilsheid and enter the castle.
Go speak with the King and he'll explain who he
thinks is responsible for the theft of the Eye.
Before you leave the castle, go down to the first
floor and check the two treasure rooms in the back.
They've been restocked with a load of powerful new
equipment, including the SW130130 Disc and the
Crossbow for Garr. After looting the entire place,
leave the castle and go to Hugo's mansion in
Darilsheid.
At the mansion, you'll find swarms of Oberol
employees all looking for Hugo. Ignore them for
now and go in all the rooms until Stahn comments
about a book in one of them. Go read the book; it
mentions "Libra IV". Return to the king and he'll
tell you to ask someone from Oberol about Libra IV.
So go to the mansion again. The wandering employees
will all tell you to talk to their manager, who has
a beard. Look around for him (you can see his beard;
he has a different sprite) and talk to him. He
explains that Libra is an old Oberol factory on an
island near Cresta. Return to the castle once more
and talk to the king to charter a ship (if you want
to use the ship for some other purpose, do so first,
as talking to the king here means you can only go to
Libra). Then head to the docks, jump on board your
ship, and set sail for the Abandoned Factory.
ITEMS TO GET: Rubber Suit (x2), ID Card B, Electrify,
Reflex (x2), Oberol C (x3), Oberol EX (x2),
E. Bullet, Gale Staff, Fine Shield, Oberol G,
ID Card R, Strike Axe, Elixir, Pine Gel,
Silver Plate, R. Gauntlet, Ankh Shield
When you first enter the factory, Rutee will ask
Stahn if he thinks Leon is involved in this. Pick any
answer; it doesn't matter. Then enter through the
door. The fights in here are brutal; they're just
Dark Knights (no big deal) and Blood Wolves (big deal).
The Blood Wolves will constantly cast Air Slash on
you, doing about 1000 damage with each hit. Run back
and forth and hit any one of them that starts to charge
up a spell. Use skills to attack, not spells, as you'll
rarely get a chance to charge up a spell before getting
Air Slashed.
From the room you're in, take the exit off to the left
side. Fight the Oberol employee if you want, then open the
chest for a Rubber Suit. Equip it on Rutee or Philia,
then leave this room. To the north are two doors; go
in the one on the right. Flick the switch to reroute
the conveyor belt, get the Oberol C from the chest, then
enter the door. Look around down here for another suit
of Reflex armor, then return to the main hall (the second
room).
This time, take the door on the left into a room
with a windy platform over a pit. Head to the lower-right
and exit south into a small room. Talk to the Oberol
employee and fight him. Defeat all the monsters and
you'll get ID Card B, which can be used to open the
blue door. Leave this room and head to the upper-left
of the pit room. Descend the stairs, collect the
Electrify Disc (it only gives you Thunder Blade, which
isn't that great by now), then hop on the conveyor
belt. You'll be taken into a square room with two
more belts to choose from. Hop on the one leading
south. If you hit the switch earlier, the conveyor
will take you near a door. Open it with Key Card B,
and go through into a three-pronged room. Collect another
Rubber Suit and a third Reflex, then fight the Oberol
employee. When defeated, he'll yield a tip to the
password (actually, you don't really need to do this,
since you have this FAQ ^_^).
At this point, I recommended heading back to
Seinegald for healing. Just go back to the entrance
and walk out of the factory. You'll be asked if
you want to return to Darilsheid, say yes. Stay
at the inn, save, and stock up on items (Life Bottles
in particular), then return to the factory.
Head to the pit room, but this time use the
upper-right exit. Continue across the plank and
through the door to the second floor. The computers
in this room will give you additional hints towards
the password. After reading them, go south, then
left. Fight the employee if you want, and be sure
to get the E. Bullet, Oberol EX, and Gale Staff in
the room. The Gale Staff is a strong weapon for
Philia, but don't equip it as not only can she not
cast magic without her Swordian, it will heal the
Blood Wolves (they're both wind-elemental).
Go right two screens. Examine the computer
screen and you will have to input the correct color.
You should be able to figure it out by now, but if
not, the correct choices are the third option, then
the fourth. This will cause the door to the north
to open (if you input the wrong answers, you'll have
to fight some guys). Go through and fight the employee
for Key Card R.
After getting Key Card R, head right from the
computer to the red door. Open it with your new
key card and go through into a large junk room. Enter
the room nearest you and get the Oberol EX and Fine
Shield inside, then head northwest. There's an Oberol
C hidden behind some junk (why they'd hide that, I
have no idea), and an Oberol EX above it. Pop into
the door for an Oberol G, then take the upper-left
most door out of the junk room. Head north, fight
the Oberol employee, then board the elevator.
The elevator will take you down into a natural
cave like that near Sheeden. There's new enemies
down here, and they aren't much easier. Be
especially wary of the Evilstars, which will cast
Icicle constantly.
Head south one screen, then left. Grab the Strike
Axe (equip if it on Stahn if it's stronger than Dymlos),
then head east two screens. Go through the cave door in
the upper-right, on top of the steps. This room may
look empty, but it's not -- there's an Elixir in
a chest hidden behind the pillar. Collect it, then
leave that room and head south. Get the Pine Gel,
then go south to the next screen.
Cross the wooden bridge, then continue west across
another bridge to the next screen. First, go north
to get the powerful Silver Plate armor, then take the
west route. Keep going for several screens until
you reach a fork. Turn right and go into a circular
room. Collect the two chests in here for Oberol C
and (more importantly) a Rare Gauntlet, then go left.
Follow the path across a really long bridge. Get
the Ankh Shield to your left (you know a dungeon's
long when you get a piece of equipment and a direct
upgrade to it in the same dungeon ^_^), then continue
right. From here, it's just straight walking until
you reach Hugo's gang. Hugo will leave Leon to
get rid of you while he and the other Oberol leaders
escape.
Although he's somehow gained about 12,000 HP in the
few days since he was in your party, Leon is still a
piece of cake. Just have Stahn trap him in the corner
with constant Dragon Blades, while Philia casts Holy
Lance (substitute some other spell if you don't have
Holy Lance yet) repeatedly. He should go down easily.
Leon will then cause a huge flood (?), which will
sweep you onto the underground docks of Hugo's Draconis.
Head right and board the Draconis. Sit back and enjoy
the incredible cut scenes.
ITEMS TO GET: Horn, Boot Disc, Garnet, Wendiene, Pine
Gel, Elixir, Orange Gel
Eventually, you'll end up on the world map, outside
Seinegald. Now that the Aethersphere has formed, the
music has changed, and its shadows will float by. Head
into Seinegald and go to the docks (you might have to
talk to the King first, I forget). Talk to the captain
and you'll sail over to Demon's Reef and enter Radisrol.
Unlike the first time you visited here, there's
no enemies. Just head through to the control room
where you found Clemente. This time, you'll meet with
Raiker, the former commander of the earthbound troops.
Raiker gives you the Horn, which you can use to summon
Bernardo the Sea Dragon (LOL). He then asks you to find
him an assistant.
Leave Radisrol and you'll be on the world map, on
board Bernardo. You can now sail around pretty much
anywhere and get off at any of the docks in towns. And
while on any dock screen, you can summon Bernardo by
using the Horn in your Valuables screen.
At this point, you should fill up those two empty
spots in your roster by recruiting any two of the four
other characters: Chelsea (found in the Heidelberg throne
room), Bruiser (win in the Neuestadt Arena... see the
"Recruiting Bruiser" sidequest), Mary (at her house
in Cyril, but only if you didn't save Dalis), or
Karyl (in the Moreau town square). Just talk to any
of them and they'll join you (except for Bruiser, who
requires a little more work).
I mostly used Chelsea (because of her bow) and
Bruiser (good fighter), but it's up to you. However,
what most people don't realize is that you can change
which two characters you pick... just recruit a third
character and you can drop one of the other two. If
you want that original character back again, just go
back to where you found them and collect them again.
After you have six characters, go to Seinegald
and talk to the king. He sends you to talk to Professor
Otto. Go to Otto's lab (in the lower-left corner
of the castle) and talk to him; he refuses to help
you. However, just talk to the assistant standing
right next to him and he will help you instead ^_^.
Return to Radisrol and go back to the control
center. Raiker sends you to get a Boot Disc to power
up Radisrol. Leave again and take Bernardo over to
Fitzgald. West of Lienea, you'll see a large lagoon.
Swim in there and enter the cave.
This place has to be the easiest dungeon in the
whole game. Just walk up to the slot on the door and
examine it. Choose to leave Stahn behind. Since Stahn
is "you", the rest of the party will automatically
collect the Boot Disc for you (the rest of the dungeon
was just a couple more rooms just like this, in case
you're wondering). When you turn to leave, you'll see
some more cutscenes, in which Belcrant blasts Terazzi,
absorbing more land into the Aethersphere.
Before eaving the temple, it's probably a good idea
to wander around and have some fights to build up your
new characters (especially Chelsea, she starts at level
3). Once you leave, you'll notice that there are more
shadows from the larger Aetherspehre. Just head back
to Radisrol and give the Boot Disc to Raiker. He'll
restart Radisrol and raise it into the Aethersphere.
Once Radisrol stops, Raiker brings up a map and
tells you to infiltrate Dycroft (named, of course, after
Lara Croft's little known sister ^_^). Now that
Radisrol is up in the air, all the places that were
filled with water have drained out. Go back and explore
them for all for a bunch of chests. You'll also find
a bunch of sleeping pods in one room that you can use
to rest, and, in the room just west of the command center,
there's a teleporter that will take you down to
Darilsheid so you can buy stuff. (Notice how all the
town music has changed to the same thing? It's really
annoying...)
ITEMS TO GET: Thunder Scepter, Oberol G, SW180180, Miracle
Gel (x3), Silver Plate, Emerald Ring,
S. Sword
Venture out from Radisrol, and you'll be on the
new Aethersphere world map. This place is pretty cool;
you can watch the actual continents from the ground
float by below. There's no map you can get for here
(i.e., one you carry in your valuables), but the place
is pretty straightforward. The enemies can be kind of
tricky, though, especially the Impulses (the big diamond-
shaped things). They're immune to fire, so Dymlos won't
work on them -- use Kick Attack and Philia's bomb attacks
instead.
Circle around from Radisrol to the Aeropolis
Ignasea. Cross the bridge and enter. In here, you'll
fight some skeletal-looking enemies; they're big, but
not that tough. Watch out for the Dark Mages, though
-- they can cast spells, and have a wide-range missile
attack (but you can destroy the missiles with a slash
attack).
The teleporter to your left doesn't work (yet), so
go right, then up. Step on the teleporter and you'll
be teleported into the interior of the Aeropolis, on
level 3. Head left until you get to an elevator, and
ride it down to level 2 (check out the cool scaling
here). Grab the Thunder Scepter, then ride back up to
level 3. Now head back to the teleporter and go north.
Take the first elevator you come to for Oberol G, then
keep going to the one in the upper-right. Ride it
down to level 2.
On level 2, head south into the lower-right corner,
where there's an elevator and a teleporter here. Use the
teleporter to warp to a room, then exit to the south.
Grab the Silver Plate and Miracle Gel, then warp back
to the girders and take the elevator down to level 1.
Follow the path to the teleporter and warp. Head right
to a fork in the hall, and keep going right. Collect the
very powerful Slayer Sword from the chest, then take
the north turn from the intersection. The gate to
Dycroft is here, but it's already been destroyed by
Hugo's forces.
You'll automatically be teleported back to
Radisrol, where Raiker suggests getting the Sky Cruiser
from Mikheil and flying it to Dycroft. I believe that
Radisrol's inn opens up now, but you can always stay
for free in the sleeping pods.
Heal up and head back to Ignasea. Make your
way down to level 2, but this time head left. Skip
the first elevator you reach, and the teleporter after it,
and keep going. Near the next elevator you'll see a
chest; open the chest for the SW180180 (give it to Stahn),
then go down the elevator. Head north a little and take
the first teleporter you come to. Go left and collect
the Emerald Ring, a very useful accessory that cuts
your MP cost by 1/3. Teleport back, and continue
up and right to another teleporter. Use this one
to get a Miracle Gel, then go back to the elevator
and head back up to level 2.
Head north and west a little and step on the
teleporter there. In the room, follow the path to
another teleporter and warp to level 3. Head down,
right, and up. Use the upper teleporter to reach
a chest with a Miracle Gel, then ride the elevator
down to level 2. Proceed on to the next elevator
and go down to level 1, then use the teleporter.
Go north to another Gate; this one leads to four
other Aeropolises. First, use the little blue circle
to teleport back to the entrance. You can now
use the circle to warp directly to the Gate without
having to go through the whole dungeon again. With
that available, return to Radisrol for healing (and
go back down to Darilsheid if you need items), then
go back to the Gate.
ITEMS TO GET: Arc Wind, Bear Claw, Strengthen, Rare
Shield, W. Boots, H. Bottle, Hourglass,
Oberol G, Burning Sword
In the Gate room in Ignasea, walk through the red
panel. This will turn all the doors red. Step in
the beam of light to warp to Josaia. This whole level
is basically a giant bonus game; you have to collect
all the egg-like things on each level to activate the
elevator while dodging the monsters. Unfortunately,
this isn't nearly as fun as it sounds, because it's
almost impossible to dodge the monsters on the narrow
girders. Fortunately, you can still run from fights
After four floors of this nonsense, you'll reach
the top floor. Run around here to get the Arc Wind,
Bear Claw, and Strengthen Disc (lets you cast First
Aid; give it to Philia), then exit in the upper-right.
Step on the blue teleporter to warp back to the Gate
room. Like with Ignasea, you can now use the teleporter
to warp from one end of the dungeon to the other without
having to go through.
Return to Ignasea via the blue gate and go back to
Radisrol for healing. Then return to Josaia, warp to
the top, and exit back on to the Aethersphere map.
Head north and east until you reach Mikheil (it's the
only other dot accessible from where you are). Enter.
The main play mechanic here is riding the colored
lifts back and forth. Every time you ride one of the
lifts, all the other lifts of the same color will also
move. You can also move the lift by actvating buttons
of the same color. In fact, you'll start off with one of
these puzzles right away, but unfortunately I don't know
the exact solution as I don't know exactly what I did.
Basically, you have to take the right lift up, then
come back on the middle left, then ride the left lift
up, exit to the left, and ride the lift to the
teleporter... but you may have to do some other stuff
to get it to the right position first; I don't know.
I'll get this fixed this up in a future version.
Anyway, after taking the teleporter, you'll be in
another girder area. The enemies here are the same
as before, with a couple of new additions -- the annoying
Discus flying saucers (use jumping attacks or Spin
Slash to hurt them, and don't stand under them) and
the Mechscorpions (they can poison you, be careful).
Head to the far lower-right corner of this level and
take the elevator up to level 2.
On level 2, you'll see have to cross appearing and
disappearing blocks, but the game is pretty forgiving
here. Ignoring the teleporter directly above you,
head left across the blocks to another teleporter.
Take this one and ride the lift across the gap. Throw
the switch and head to the next screen. Open the
chest for a Rare Shield, then ride the lift back and
teleport back to the girders. Return to the teleporter
you skipped earlier (the one north of the elevator)
and warp through it.
Ride the lift and follow the path, crossing another
lift, until you get to a teleporter. Warp through it,
head left, and take the elevator up to level 3. Cross
the disappearing platforms and head down and right.
You'll see two teleporters at the bottom; take the
one on the left. Head left one screen, then up. Cross
the lift, get the Burning Sword on the next screen (great
weapon!), then go back to the teleporter. If the lift
is there, just ride across it. If not, teleport back
to the girders and use the teleporter on the right (they
both lead to the same place).
Head right one screen, then north two screens.
You're now in a room with a very complicated puzzle.
Again, I'm afraid that I don't know the exact solution,
but it involves manipulating the switches so that you
can ride the purple platform in to the upper-left corner
without touching the blue one. This allows you to
take the blue on the left to the center platform, and
from there you can ride the yellow platform. Er, or
something like that. Just be sure to get the Hourglass,
Holy Bottle, and Oberol G from this room before you
teleport out.
After teleporting out of the puzzle room, you'll
be on level 3 of the girders. Ride the elevator down
to level 2, then head north and teleport. Head north,
cross the lift, and go right another screen. Check
the path on the left to see if the lift is there.
If it is, ride it south. If it isn't, use the path
on the right, cross the lift there, flick the switch,
and then head left to the same place. Throw the
switch there, then go right, down, and left to a
white lift. Cross it, then head left a coule more
screens to the next lift. Cross it (if the lifts
aren't there, go back to the switches and fiddle
with them) and keep going until you reach a Save Point
and a chest with Winged Boots. Save, then use the
teleporter.
You're now up on level 4. Head down through the
maze of disappearing blocks (take it carefully and don't
fall; it's a long way back up), then take the elevator
at the bottom. Head north and enter the teleporter.
Go north and you'll come across a blocked gate. This is
a pretty tricky puzzle, what you have to do is to move
the white block in the lower left (it's tough to see
due to the pipes overhead) over to the track on the
right-hand side. Position so it's lined up with the
top of the track, on the left side. Now stand on the
track, hold Circle, and move backwards to pull the plug
out of the machine. Pull it as far back as you can,
then let go. Quickly run over behind the block and
push it onto the track so that it blocks the plug (if
you don't make it in time, just try again). If you do
it right, the block will prevent the plug from reaching
the machine, thus holding the gate open. Heal up,
make sure you have Rutee in the party, then go through to
face Rembrandt.
You begin the battle with minimal HP and TP. Quickly
use a Pine or Miracle Gel on Rutee to restore her TP, then
have her cast Nurse to heal the party. Then use more
Orange and Pine Gels to boost up your TP as you attack
Rembrandt. Have Rutee use Thievery constantly on him
until you succesfully steal (you'll see her grab a bag
instead of falling down if you succeed); you'll get the
SW280280 Disc when you win the battle if you do. Aside
from the fact that you start out nearly dead, Rembrandt
isn't that tough. When he gets low on life, he'll start
using an air missile attack, but that's about it. Just
don't forget to steal that disc from him!
After the battle, Stahn will send Marian back to
the surface in an escape pod. You'll then board the
Sky Cruiser, only to have it shot down by the Guardian
Draconis (this is what, the third time you've been shot
down in this game). Leave the crashed Cruiser, go
back to Josaia, and warp to Ignasea. Return to Radisrol
and go to the control room for your next mission. Ask
the assistant about both missions, and then you will
be told that the item, weapon, and armor shops have
opened.
Go to the upper-left corner of Radisrol and you'll
find the shops there. The weapons aren't that good (plus
they're really expensive), but you can buy some great
armor. Don't forget to sell your Lenses to earn extra
cash; you max out at 9999, so be sure to sell whenever
you get that many.
You now have two missions to complete: disabling
the Guardian Draconis in Cloudius, and repairing Igtenos
in Helraios. You can do them in either order, but I
recommend doing the Helraios quest first, as you get
Garr's Swordian from it, and can start using it right
away.
%%%STAHN AILERON AND THE PASSWORD OF DOOM%%%%%%%%%%%%%%
ITEMS TO GET: Ankh Shield, W. Symbol, Elven Bow, Juicy
Beef (x8... aaah!), Oberol G, Oberol
EX (x3), Score D, Card Key, Volcano, Flare
Claw, Laser Blade, Flare Sword, W. Boots,
Igtenos
To begin the Helraios quest, go to the teleporter
room in Ignasea. Enter the green gate and warp to
Rodeon. This place is kinda like Josaia, but not
nearly as annoying ^_^. Actually, it's really fun.
See the little gray things? Those are bombs; you can
drag them around with the Circle button, then detonate
them by shooting them with the Sorcerer's Ring, toasting
any enemies near it! And whenever you blow up a bomb,
a new one will pop out of the handy bomb dispenser, so
you have an unlimited supply. Of course, if you want
to just fight through all the enemies, you can do that
too.
Enter the dungeon and head northwest to the first
transporter. Warp up to level 3, then take either the
upper-right transporter or the left one (the one in the
lower-right is a dead end). Head to the middle of the next
level, grab the Ankh Shield, then take the transporter to
the north. First go down to the bottom of this level for
the powerful Elven Bow, then go to the upper-right and
use the transporter. This will take you to a small ledge
with the Warrior Symbol, an accessory that boosts your
attack by 10%. After getting it, take the transporter
back down, head to the upper-left, and exit.
Out on the world map, head along until you reach
the next Aeropolis... the infamous Helraios itself.
The enemies in here aren't particularly bad (although
the ever-annoying Saucers are back), but it's home to
an extremly difficult puzzle. Actually, it's not really
difficult, it's just that there is a mistake in the
clues that renders it unsolvable ^_^.
From the entrance, head forward until you reach
a room with three doors. Take the door on the left,
then go through the next door. Look along the bottom
wall for four difficult-to-see chest (all with Oberol
items), then continue south. In the next room, go
right one screen. The big brown thing that looks like
a photocopier is actually a flamethrower; if you run
through it quickly, you can get by without being hurt
(Philia's Cloak skill might also protect you from it).
Continue into a room with a
Walk up onto the silver platform near the
conveyors. Step on the conveyor to your right. When
you get off, go right again, then left, right, right,
up, and up. Collect Score D (for Karyl) from the chest.
Now ride back to the start, climb on the left platform,
and go right, up, right, up, up, left, right, and up
to get to the exit (the other chests just have Gels).
Go through. Check out the side room for three pieces
of Juicy Beef (WHY!?) and the Volcano Disc, which gives
you a hefty stat boost *and* gives you three different
fire spells. Then go in the middle room and collect
the Card Key.
Now go all the back to the other room with three
doors (the tiny one; where you took the door on the
left). Take the middle door, use your Card Key to
unlock the next door, and go through. The next hall
has a whole bunch of side rooms; they all have Juicy
Beef in them except for the second (which leads on)
and the very last one, which holds the powerful Flare
Claw for Bruiser. Collect the Juicy Beef if you want
it, and be sure to get the Flare Claw. Then take the
second door, head right, and go through the next door.
Stay in the center of the room and run through the
hall of flamethrowers into a room with a save point.
Save, then go through the next door.
And here it is... the password room. You have
to enter a four-letter password, but the problem is that
the clues are actually wrong. In case you missed them,
the clues are:
Last Password: Z-21 = E
First Password: 5
I-8 = A
19
The numbers correspond to different letters of the
alphabet. Unfortunately, the second and fourth clues
are both off by one letter -- they should be 6 and 20,
which would give you the *correct* letters to spell
out FATE. Yes, that's right
*****THE PASSWORD IS "FATE".*****
But before you enter it, be sure to enter GIFT.
You'll get a message saying that a chest has been placed
(on the other side of the door). You can also use
HUGO and OGRE, but neither of them really do anything
(OGRE gives you a Tekken 3 reference ^_^).
Anyway, input FATE (I repeat, the password is
FATE), and the door will open. Go through and collect
the Laser Blade from the chest (assuming you put in
GIFT first). It's a very strong sword, give it to
Mary (if you have her) or Garr. Run by all the
flamethrowers and head to the upper-right. Enter the room
and collect the Flare Sword. Although it's not that strong,
it's one of the few non-Swordian weapons that Rutee can
use (the Laser Blade is another)... of course, she can't
use magic while she has it equipped.
After you get the Flare Sword, take the upper-left
exit from the hall o' flamethrowers. Heal up, then
step forward. You'll confront Ilene, who will fight
you. Ilene doesn't attack directly; she just sends
out little bomb things (try using Fiery Wave or Missile
Sword to take them out), and there's a cannon overhead
that keeps shooting at you. Just dodge around the cannon
and shoot at her with bows and Missile Sword. Rutee
can steal a Mind Ring from her, although it's not that
great.
When Ilene is defeated, she will jump out the window
to her demise (but isn't Helraious surrounded by land?
Oh well...). Philia and Garr will use the equipment
to repair Igtenos, and you will finally get Garr's
Swordian. He's automatically equipped with it (in the
Swordian slot), but put a Disc on it. It's at a very
low level right now, so don't equip it as your weapon;
just let it gain some experience and go up levels.
Anyway, after you get Igtenos repaired, open the chest
by where Ilene was for a pair of Winged Boots and use
them to warp outside. Return to Radisrol.
ITEMS TO GET: Score C, Life Bottle, Miracle Gel, Pine
Gel, Lemon Gel, Melange Gel, Orange Gel,
Green Gel, Bronze Key, Earth, Rubber Suit,
Iron Key, Gold Key, Guitar, Crescent Bow,
Lucky Blade, P. Ring, GC Rod, Elven Cape,
Sacred Text 7, Tornado, Egg
To start the Cloudius quest, go to the Gate room in
Ignasea and pass through the yellow gate to turn all the
doors yellow. Step in the beam to teleport to Deimos,
the obligatory dark dungeon where you can only see in
a small circle of light. This is no big deal, however,
because there's NO random battles in here! In fact,
there's only three fights total, and they're easy.
Leave the Gate room in Deimos and head west into an
intersection. Go south into a large room. Head down
the short flights of stairs, then go left through the
first passage you come to. Head down all the stairs
and follow the long pathway until you come to a load
of chests, which contain one of every type of Gel and
a Life Bottle. Take them, then return to the main,
large, room and take the upper-right passage. This
will take you to a chest with Score C, which gives
Karyl the March.
Return to the main room once again and look
around for another circle of light surrounding a mouse.
Walk up to the mouse and you'll have to fight -- it's
actually some Aetherians. They should be easy by now;
kill them all and you'll receive the Bronze Key. At
this point, two more circles of light with mice in them
appear, except these two will be moving around. Chase them
both down and kill the mice for the Iron and Gold Keys.
After getting all three keys, Head north back to the
screen with the intersection, and take the north exit.
Search the lower-left corner of this room for the Guitar
for Karyl, then go up to the top and examine the door.
Put the three keys in the keyhole to open it and go
through. Go up the machine and examine it. Use the
keys on it. The lights will all come on, and another
door will open.
Return to the large room where the mice were, and
go into the passageway in the lower-right. Follow it
down, right, down, and left. Go past the open brown
door and continue left into another large room. Search
this room for two chests with a Rubber Suit and the
Earth Disc, then backtrack and go through the door you
skipped earlier. Head south and exit the Aeropolis.
Back on the Aethersphere map, make your way to
the plant-covered Cloudius (the only other dot on your
map that can you access from here). This place is
pretty easy; you spend most of the time on the girders,
where you just fight the same old Kubitooms and
Killamaris.
In Cloudius, head south and step on the teleporter
to warp to level 1. Go left and down a little, and
enter the teleporter there to warp to a small grassy
room. Collect the Crescent Bow from the chest, and
read the plaque for a clue to an upcoming puzzle.
Return to the girders and head to the upper-right,
then left, and down. Ride the elevator in the
lower-left up to level 2.
Head to the lower-right corner of level 2 and
use the teleporter to warp to a room with another
tablet and a chest (the Lucky Blade). After reading
the tablet, go back to the girders and heap up to
the north end of the floor. There's three elevators
here; take the center one to reach a teleporter that
leads to another plaque. After reading it, go back
and take the elevator on the left to level 3. Head
down and right to another elevator and go up to level
4.
Once on level 4, head up a little and then left.
Enter the first teleporter you come to warp to a room
with three chests, containg an Elven Cape, P. Ring,
and the very important Green Crystal (GC) Rod. While
it's a terrible weapon, you need it to get to the bonus
dungeon, so be sure to hang on to it. Then teleport
back and head to the lower-left of level 4. Take the
teleporter there and read the final plaque. Then go
back and head up, then right, and up to another elevator.
Ride it up to level 5. On level 5, head straight down
to the bottom side of the level, then left, and up to
another teleporter. Warp through.
On the right hand side of this room is a brown
tablet. Make sure Stahn has Dymlos equipped, then
examine it. Answer "Flare Tornado" to the first
question, and "Force" to the second. You will receive
the Hellfire Sacred Skill, which basically casts
Force and Flare Tornado simultaneously. It's kinda
inaccurate, and not really all that great. Anyway,
after getting Hellfire, go up the stairs to a save
point. Be sure to save, then head through the door
to Cloudius's main puzzle. It's pretty cool (and,
unlike the Helraios one, actually solvable), so try
to solve it on your own. If you give up, here's
the solution:
First, go through the door in the back and up
the stairs to the roof. Open the chest for the
Tornado disc. Now push the star sphere through the
hole on the left (because "night's first star falls
in the west"). It will shatter (if you push the sphere
down the wrong hole, I think you're screwed, which is
way you needed to save). Go back down to the main room.
The Goddess "shines for light upon darkness", which is
the moon. And since she "bides her TIME" silently,
put the moon sphere over the clock icon on the south
side. It will descend into the floor. The Fire Spirit
(the sun) faces the Goddess, so put the sun sphere on
the top side of the cross. Now all that's left is
Saturn... but you don't have Saturn. What you have to
do is take the small, unmarked sphere, and push it into
the ring in the lower-left. The ring will rise up and
form a Saturn sphere. Put the Saturn sphere on the
east side of the cross. All the spheres should now be
sunk into the floor. Stand in the middle of the cross
and shoot the sun sphere with the Sorcerer's Ring. A
white dome should appear.
Nothing seems to have happened, but you're
actually done here. Go back past the save point (save
again if you want) and warp back to the girders. Head
down, right, up, and right to the upper-right corner
and use the teleporter there. You should be in a room
with a large tree (if not, you didn't solve the puzzle).
Heal up, cross it, and go through the door to Barak's
chamber. After a lot of dialogue, you end up fighting.
Barak is definitely the toughest of the Oberol guys.
He has a wide-ranging throwing attack, and does some
other stuff that I forget ^_^. Use a few spells to kill
off his Earthworms, then start hitting him as fast as
you can. Fiery Wave and Kick Attack are both good as
they keep him in the air for a while and stop him from
pounding on you. Use Nurse to heal, and don't bother
with attack spells as you probably can't get them off.
After you defeat Barak, open the hard-to-see chest
on his throne for the Egg. After getting it, go up to
the wall and throw the switch to destroy the Guardian
Draconis. Use a Winged Boots to escape and return to
Radisrol.
ITEMS TO GET: Score E, Blizzard, SP100300, Duel Sword,
Mercy, Silver Cape, Gourmet B
Once you complete both quests, you'll see a scene
in which the Belcrant fires again, nearly filling in the
rest of the Aethersphere. Head outside and you'll see
that the map has changed a little, to say the least ^_^.
Walk or teleport back to Radisrol. This is your last
chance to buy the equipment here, so use a Charm Bottle
if you have to to afford it (or just go back to some
Aeropolis and fight battles).
Go into Ignasea and warp to Josaia. Leave there
and the Sky Cruiser will be just outside. Go inside
and you'll take off for Dycroft and land inside the
Belcrant. If you want to go back to Josaia, just head
off the right side of the screen and you can choose to
fly back. Otherwise, head north and step on the
teleporter to warp into the Belcrant proper.
Head to the far north edge of this level and collect
Score E from the chest, then hop on board the elevator
to the south. When it stops, head up a little and
grab the Blizzard disc (good for Igtenos; Atwight already
has it) from the chest, and continue north more to the
elevator. Ascend to the third floor. In the upper-right
hand corner of this floor is the Duel Sword, the latest
in the continuing line of ridiculously-powerful weapons.
Also, on the mid-left-hand side is the SP100300 Disc.
The elevator here is right next to the Disc.
There's no treasures on the fourth floor, so just
head up to the top and jump on the elevator. On the
fifth floor, collect the Mercy disc from the chest in
the center, then head to the lower-left to find the
elevator. On level 6, go to the right side to get the
Silver Cape accessory, then step on the green dot in
the center of the floor. You'll warp into a gray room
with two arrows on the floor. Step on the up arrow
and you'll be back on level 1... or so it seems. You're
actually on a different level 1. Go back up to level
6 (all the levels are laid out the same) and step on
the green dot. This time, you will appear in a wide
room. Heal up, and go north to face Hugo.
Hugo himself is actually not that hard. He has
Berselius, the Holy Swordian (although it looks more like
a guitar than a sword), which allows him to cast
Holy Wrath (big damage), but if you get up close to
him, he won't cast the spell. I recommend using Stahn,
Rutee, Chelsea, and either Mary, Bruiser, or Garr (depending
on who you have). Send your fighter character in close
to attack, while Chelsea keeps using her skills. Have
Stahn hang back and cast the Explosion spell on Hugo;
it does a lot of damage. Rutee should take care of
healing, but make sure to have her steal from Hugo until
you see her succeed -- you'll get the M. Symbol, which
halves the charge time of any spell. Needless to say,
it's extremely useful; I recommend giving it to Philia.
After Hugo is defeated, it will be revealed that he
was under the control of Berselius. And since the game
now needs a new villain, Kronos appears completely out
of nowhere and assumes that role. He fires the Belcrant
again, completing the Aethersphere, then drops into the
sea. You are rescued by Fayte and pulled ashore.
In Darilsheid, you'll meet with the king, who informs
you that Radisrol has been captured by the bad guys.
A messenger then runs in to tell you that Harmentz,
Armeida, and Cresta are all under attack. Leave town
(the place is all dark now) and go to any of the towns
in question (Armeida, just to the north, is the closest).
Fight through all of the wimpy ogres, talk to the
Seinegaldian captains, then fight back through the
second wave until you've killed them all. Another
messenger will show up and tell you to return to
Darilsheid.
Back at the castle, the king will tell you go to
the war room. On the first floor, take the stairs in
the upper left corner, then go up another floor via
the stairs on the right. The war room is behind the
gold door. Just talk to Raiker's assistant and the
meeting will begin. Raiker's assistant and some scientist
guy will explain their plan to build a Multiplexed Lens
Cannon to blow apart the Aethersphere. The meeting is
dismissed, but you are asked to stay. Go talk to the
assistant and he will give you two additional missions:
repair the Draconis, and upgrade your Swordians. Like the
two Aethersphere missions, you can tackle these in
whichever order you prefer. However, I recommend you do
the Swordian one first, as it's a bit easier.
Also, if you go to Phandaria and return to Cyril,
you'll find Dalis recovered and walking around town.
Go talk to Mary three times and she will offer to join
you (and give you Gourmet B as well). She's one of
the better characters, so I recommend adding her to
the team (in my case, I had Stahn, Rutee, Philia, Garr,
Chelsea, and Mary on my final team). You can always
get the character you dropped back later, if you want
them.
Head north from Seinegald to the town of Armeida.
If you haven't played the trivia quiz bonus game, you
may want to stop into Armeida to do so (see the Trivia
Quiz side quest). Otherwise, head northeast a little
from Armeida and enter the cave there.
You're now in the Swordian R&D Lab, the obligatory
volcano dungeon. Be sure to turn off all your fire
spells, and turn all your ice ones (if you turn off all
your spells except the ice ones, then you can *only*
cast ice spells), and equip the Blizzard disc on Garr or
Philia. You might also want to give a different weapon
to Stahn than the fire-elemental Dymlos. Then put Rutee
in the lead and give her Atwight and your best
attack-boosting disc so she can do lots of water damage.
Head north and start across the bridge. Stop at
the orange pillar and shoot with the Sorcerer's Ring to
make a block rise out of the lava (up above, you can't
see it). Then continue north to the next screen.
Take the south fork on the bridge into a small cave.
Open the chest for the RC Rod, the second of the two
rods you need to reach the bonus dungeon, then examine
the plaque. Answer "Explosion" to the first question
and "Vortex" to the second, and Stahn will receive the
Flame Vortex Sacred Skill (note: you must have Dymlos
equipped, and have learned the Explosion skill).
Leave that cave and continue east. Grab the Vorpal
Sword from the chest, then go north to a puzzle room.
Here, you have to shoot the right pillars to raise the
stepping stones. Fortunately, it's a lot easier than it
seems. Just head north onto the first platform and shoot
the pillar on the left. Go up one platform, then right
three (don't step on any of the brown circles in the
corner of each platform, or you'll be teleported back
to the start). Shoot the pillar there. Pick up all
three chests for three discs, then head to the topmost
platform. Walk out on the stepping stones to the left
and shoot the pillar, then exit to the north.
Head west, then south. Cross the lower bridge,
and shoot the pillar to fill in the top bridge. Go
back and cross it to reach a chest with the Beam Shield,
then cross the southern bridge. Head north and enter
the Swordian Lab itself. There's another puzzle here;
this time you have to align all the mirror devices so
that the beam from the cannon will go into the machine
at the top (if you've played SaGa Frontier, there's a
similar puzzle in Luminous). Number the devices like
this:
1 2 3 4 5
6 7 8 9
A B C E
F G H I
Then examine devices 2, 3, 8, E, G, and H to
switch their direction. Use the control panel next to
the cannon and the beam should go directly into the
machine. Walk up and step on the glowing tile and
you'll be teleported upwards. Head north into the
Swordian Lab. You'll automatically upgrade your
Swordians (or so it says, they haven't really changed).
Unfortunately, Winged Boots don't work in here, so
you'll just have to walk back out. When you get to
the pillar / stepping stone room, just step on the
brown tile at the north end to warp to the other
side. If you haven't yet completed the Trash Mountain
quest, do so now. Otherwise, go back and see the
King.
ITEMS TO GET: Bahamut's Tear, Score F, W. Boots, Star
Helm, Doom Blade, Dragon Fang, Thunder,
Flare Rod, SW400400, Belselium
The Draconis mission takes place in Junkland.
If you've never been there before, it's on Calvalese.
Head west from Calviola and follow the path across the
continent until you arrive in Junkland. In Junkland,
you'll find a guy who wants to sell you an ancient
weapon for 99,999 gald. It's a ?SWORD, which, when
identified, turns out to be a Laser Blade. While
powerful, it's not really worth the price of admission
(and you already got another Laser Blade in Helraios).
Do, however, go to the item shop and buy at least 8
Neutralizers; you'll need them.
Talk to the guy blocking the cave and he'll let
you in. As soon as you enter Trash Mountain, use a
Neutralizer, or you'll take massive damage from the
gas clouds and vents. As long as the Neutralizer is
active, you'll see a little cloud around you. If it
disappears, quickly use another Neutralizer.
Head north, and go left at the first fork. You'll
come to what appears to be a dead end, but just walk up
to the wall and hit Circle to break it in with the
Pickaxe. Head north and left until you come to another
cracked wall. Break through there and go into a large
room. Exit through the upper-left for the powerful
Bahamut's Tear (should be Bahamut's Tail) halberd. Give
it to Mary. Head back one screen (to the large room)
and break through the wall in the upper-right. Head
down there to collect Score F, then go back out into
the hallway before the large room.
Continue left, then down. On the next screen,
descend the rope to B1. Collect the Winged Boots from
the chest, then go down another level. Head to the
lower-right and open the chest for a ?HELM. If Philia
has her Identify skill, just use that on the ?HELM to
turn it into a Star Helm. If she doesn't, you'll have
to use a Rune Bottle on it. After getting the ?HELM,
go back to the very first fork. (You might just want
to leave for healing at this point)
Take the right fork, and break through the first
cracked door you come to. Go north and collect the
Doom Blade from the chest, the game's first Darkness-
elemental weapon. It's strong, but since a lot of
enemies in here absorb darkness, you might not want to
equip it (on the other hand, the Rays are *weak* against
darkness). After getting it, head back south and
continue right past the open door to another cracked
one. Smash through and head north until you get to
a rope. Descend.
On B1, go right, and turn down when you get a
chance. Head down and left until you reach an oval-
shaped room. Take the exit to the left here to
another screen. Go left a little, then down as far
as you can. Head left and pick up the Dragon Fang
from the chest, a strong weapon for Bruiser. Head
back east and then north, and take the first turn
to your left. Skip the cracked door (there's nothing
behind it), and keep going left until you can't.
Then go south to find another rope, and descend.
Go down and right until you reach a yellow rock
blocking the path. Smash through the cracks in the
back wall and loop around so you're on the right
side of the rock. Drag the rock along up and right
and push it into the hole in the floor. This will
fill the hole, and allow you to walk across it.
First go right and then down to get the Thunder Disc,
which lets you cast Holy Wrath, as well as boosting
your stats a lot. Then go back to the plugged hole,
smash through the wall to the north, go through, and
head due left.
You should now be in a small circular room. Break
through the wall to the north to reach a large open
room. Open the two chests for the SW400400 disc (equip
on Stahn, of course) and the Flare Rod. Then go back
out and continue left until you reach another hole
in the floor. Head right a little, get the yellow
rock, and use it to plug up the hole. Continue south
and follow the path until you find the Belselium (it's
a little gray triangle on the ground). Get it, then
use some Winged Boots to leave.
Return to Seinegald and go to the Draconis repair
site outside Darilsheid. Stahn will hand over the
Belselium to the repair crew. If you haven't yet
completed the Swordian R&D quest, do so now. If you
have, go talk to the king.
ITEMS TO GET: Lens (x3), Old Cane, Holy Symbol, Golden
Frypan
Back in Darilsheid, go to the castle and talk to the
King. Raiker's assistant will run in and tell you that
the Multiplexed Lens Cannon needs more Lens power. The
King sends you to get the three Prototype Crystals from
Armeida, Harmentz, and Cresta.
Before leaving the castle, go to the war room and
talk to the mayor of Armeida. He'll tell you that the
Lens was stolen by bandits; that's why Armeida was taken
over by monsters. Leave Darilsheid and head past Armeida
to the forest you had to go through to get to Straylize
Temple. Upon entering, head due right and talk to the
bandit. He'll turn into an ogre and you have to fight
him. Just beat him up and you'll get one of the Lens.
Now head southwest from Darilsheid, all the way to
Harmentz. Go to the mansion at the top of town and talk
to Walt. Agree to hand over all your money for the
Lens. Before you leave, go to the lower-left room of
the second floor and search the tall cupboard. You'll
find the Old Cane that you sold him. Take it, then have
Philia Identify it. It becomes the BC Rod, the final
rod you need to open the bonus dungeon. Now leave the
mansion. On your way out, Walt will run in and give
you all your money back.
Two Lens, one to go. Head east from Harmentz until
you reach Cresta (the town with the orphanage). Go
talk to the mayor and he will tell you that the Lens is
buried under a tree at the orphanage. Head over to the
orphanage (the upper-left building) and stand next to
the tree. Hit Circle to dig, but you won't find anything.
Go inside the orphanage and talk to the nuns, who tell
you that there used to be another tree where the storage
shed is now. Enter the storage shed. Walk up to the
back wall and right until you hit the crates. Take
one step left and four steps down. Hit Circle to dig
and you'll get the Lens.
With all three Lens, head back to Darilsheid and
give them to Lewein in the courtyard. Before you leave,
check the tablet; you should be able to get the Assassin
Sacred Skill from it. The correct answers are "Dragon
Blade" and "Fiery Wave". After you give the Lens to
Lewein, go talk to the king. There will be some scenes,
and you will end up at the inn. Leave and go back to
the castle courtyard. The Multiplexed Lens Cannon will
be activated just as the monsters beam down from
Radisrol. The generals will take care of them, and
the Cannon will be fired at Radisrol.
After all is said and done, you can now finally
control the Draconis. Just walk into it on the map
and choose the second option to fly (the first one
takes you to Dycroft). First, fly back to Lienea
(north side of Fitzgald) and go talk to Uncle Bob.
He'll give you a Holy Symbol, which regenerates your
HP during battle. Equip it on somebody. Also, if
you go to Frostheim (I think it's Frostheim), there's
a peddler who will sell you the Golden Frypan for
70,000 gald. It's actually a weapon for Mary;
although not too strong, it is a non-elemental weapon,
making it quite useful in the bonus dungeon (where
some enemies are immune to all elemental damage).
Now's probably a good time to go back and collect
any of the Sacred Skills you missed (see the Sacred
Skills list -- you can't get the ones in Heidelberg
or Cloudius if you missed them, though). You can
also check out any side quests you may not have done
earlier, and if you go to Neuestadt, you can rerace
Mach Boy for each of the three items again.
ITEMS TO GET: Fragment (x4), Star Shield, Star Glove,
SP300410, Star Cap, Terra, Soul Steel,
Delis Emblem, Resist Ring, Shamisen
When you're ready to go to Dycroft, board the
Draconis and choose the first option. After a few
scenes, you'll land outside. If you want to go back
to ground, just exit off to the right. Note that if
you leave and return, all the items in the blue chests
will regenerate, allowing you to collect the Star
gear over and over.
Enter Dycroft and head north to the first
intersection. Take the two side exits for a Star Shield
and the Shamisen, the best weapon for Karyl. After
getting both items, go north from the intersection and
walk up to the mirror to get teleported. Head south
one screen, then climb up the stairs to the east.
Head right and use the mirror to teleport. Go south
and open the two chest for the Terra armor and the
first of four Fragments. Teleport back and continue
east, following the path east, north, south, and west
until you reach another fork. At this fork, go north
(picking up the SP300410 along the way) into a small
room with two chests, containing the second Fragment
and the Star Glove. Get them, then go back south and
continue through the hall to another mirror. Warp
through it.
Go either left or right (it doesn't matter) and
up the stairs. There's three mirrors here. Take
the one on the left to get another Fragment, then
use the middle one for a Star Cap. Finally, enter
the mirror on the right. Head south, then left.
Go up the stairs to the next screen. The background
here is a different color (the enemies are still
the same, though). Go south and step on the circle
on the ground. You'll be teleported into a prison,
with only Stahn and one other character (Mary in my
case, but it varies depending on who you have in your
party).
Leave the cell and head right. Search the three
cells in this area for the final Fragment, the Soul
Steel bow (don't equip it, it does darkness damage and
most enemies here absorb darkness) and one of your
captured party members (probably Philia). After
rescuing, her, go back to your cell and head left.
Check the first cell to the south to find Garr,
then keep going west and head up the stairs. Go
right a little ways and check the two cells for your
remaining party members. After you have everybody,
take the stairs in the upper left. Go left past
the save point and exit through the door to the
south.
You'll be back in the room with the stairs you
came up, but now you have all four Fragments. Go
south and step on the circle again. You'll receive
the Delis Emblem, which somehow prevents you from being
teleported. Head south and left. Walk past the row
of mirrors and go south. Take the door at the bottom
of the screen for the Resist Ring, then leave that
room and go up the stairs to the right. Head right,
then south to the next screen. Go right some more
and ascend all the stairs. Head right past some
more mirrors and go through the door. You're now
in a room with a bunch of pillars with mirrors.
>From the door, count two mirrors up and one left.
Examine the mirror to smash it with the Pickaxe
and reveal a staircase. Go through.
%%%IN WHICH STAHN KICKS BUTT%%%%%%%%%%%%%%%%%%%%%%%%%%%
ITEMS TO GET: Cutie Mitten, Star Cloak, Faerie Ring
You're now in a crystal area. Save your game at
the Save Point if you want, then go into the door just
ahead of you. Step on the plate and Stahn will be
teleported away by himself.
There's no random battles in this area, but if
you step in front of one of the mirrors, you'll fight
to fight a Stahn clone. They're not that hard, but it
does get kind of annoying. To avoid these fights, push
and pull the white coffin-like blocks along to cover up
the mirrors.
Leave the first room and head right in the plus-
shaped room. There's a door to the south in the east
wing of this room, look along the bottom wall and you
should be able to see it. Take it south, and go east
through this hallway (collect the Cutie Mitten along
the way from a chest). When the path splits north and
south, go south, then head east to the next screen.
Go south here, then left to the next screen. Continue
left until you reach a huge crystal. Go up to it and
examine it. The crystal will shatter.
After smashing the crystal, go back one screen
to the right. Examine the planetarium-like device to
flip it. Go right to the next screen, which should be
dark (if it isn't dark, you didn't hit the planetarium).
Had this room been light, you would have kept being
teleported backwards. Open the chest for the Faerie
Ring (halves TP cost -- give it to Rutee or Philia).
Head east and keep pushing along the south wall until
you end up in a lighted room with another circle on
the floor. Step on it and you'll talk with the other
characters. Rutee will give you a code that explains
how to set the various colored crystals.
Leave the circle room and go back to the dark
room. Exit to the right to find the yellow crystal.
Point it north (watch out, you can also point it up,
which is *not* the same as north), then go back left
through the dark room to the screen that has the
planetarium. Head to the southwest corner of this
screen and go south into a room with the green crystal.
Point it to the east. Leave that room and continue
west, past where the huge crystal used to be, until
you get to a room with the blue crystal. Leave it
pointing upwards (if it's not pointing upwards, fix
it). Go north and you'll be back in the first room.
Head to the upper-right and go through the passage
there to the clear crystal. Point to the west.
From the first room, go right once again, past
where the chest with the Cutie Mitten was. This time,
go north at the fork. Continue north to the next
screen, with another planetarium. Turn it off, then
take the southeast exit into a (hopefully) dark room.
Push along the north wall as you walk east until you
get into a room with the purple crystal. Point it
to the south. Go back into the dark room and open the
chest for the Star Cloak. Work your way south, then
right. Head north into a lighted room. Go right and
you'll see two doorways. Take the top one to find
the red crystal (point it east), and the south one for
the light blue crystal (point it west).
Now go back to the room where you talked to your
party earlier. If you've set all the crystals properly,
the circle will teleport you back to where the rest
of the party is, and they'll rejoin you. Equip the
gear you got in the maze and save your game (you don't
want to have to do all that again). Head right and
go through the second door. Step on the teleporter.
You're now in the final area of Dycroft, but the
enemies are still the same. Head right and down the
stairs. Continue south to the next screen, and step
on the design on the floor. All the lights will come
on. Continue west and use the teleporter. Examine
the panel on the wall to make a design appear. Teleport
back, head east (DON'T step on the light switch),
and go one screen north. Take the passage to the left
and teleport. Head left, then up. Use each of the
three teleporters to go to a room with a panel on the
wall. Flip each panel. After you've flipped all three,
go back to the main room and examine the panel there.
It should rotate. You're now in a different room.
Head north to a save point. If you save here, you'll
activate the Talk option on the options screen, which
lets you listen to all the overworld map conversations
(the ones that were removed from the U.S. version).
They're all in Japanese, though...
Continue north into a morgue. In the center of
this room, Kronos will appear and taunt you. Before
following him, set up your party with the final party
you want to use. I recommend using Stahn, Rutee, Philia
(all with their Swordians), and Chelsea. Then follow
Kronos north to the Eye of Atamoni. Kronos will summon
a zombified Leon, and you'll fight him. Fortunately,
he's just as much of a pansy as he was the last time.
Trap him in the corner with Assassin or Kick Attack,
and keep casting Holy Lance on him.
Next, you'll find Kronos himself, and he's a lot
tougher. He keeps flying around, and casts Holy Wrath
on you. If you're on Semi-Auto control, he shouldn't
be too hard (just use jumping attacks), but if you're
on Manual, he's more of a challenge. Run along the
ground and try to hit him with jumping attacks. When
he floats down low, you can hit him with simple standing
upward stabs. Up high, you'll have to try Fiery Wave
or Vortex. Chelsea is invaluable here because her bow
can hit him in the air, as are Philia's spells.
After Kronos goes down, he will Reveal His True
Form (TM) and turn into Ultra Kronos (dum dum dum!),
complete with the requisite starry background. Ultra
Kronos is actually easier than plain Kronos, though,
because he doesn't fly. Just run over and use upward
attacks against his head, while casting Holy Wrath
on him. When he teleports, just run over to the
other side. As long as you stay healed, he shouldn't
be any trouble. After you defeat Ultra Kronos, the
Swordians will destroy the Eye of Atamoni, and you
get to watch the ending (or what passes for one,
anyway). If that was too easy for you, try the
bonus dungeon...
*******************************************************
V. SIDE QUESTS
*******************************************************
LOCATION: Cherik
ITEMS TO GET: Melange Gel (x?), Miracle Gel (x?), Efreet
In the town of Cherik, you'll come across a couple
of kids hanging out by the well. If you talk to one
of them, he challenges you to a game to Tag.
The goal here is to run around town and avoid being
tagged for as long as possible, while two kids chase
you. Although you're free to move around the whole
town, the best strategy is just to run counterclockwise
around the well. Wait for the two girls to almost
catch up to you, then start running again. Don't just
run around mindlessly or you'll probably end up hitting
one of the kids on accident. If you do bump into a kid,
quickly run to the side; sometimes you can get away
without being tagged. Also, there's sometimes a third
kid (a gold-haired boy) wandering around; watch out for
him too.
When you're finally tagged, the elder's grandson will
award you 1 gald per second you avoided being tagged
(i.e., if you lasted 13 seconds, you'd get 13 gald).
This is pretty insignificant, but you're also awarded
extra prizes if you last long enough:
0-19 seconds: No extra prize
20-49 seconds: Melange Gel
50-99 seconds: Miracle Gel
100+ seconds: Efreet
Try to rack up a bunch of Melange and especially
Miracle Gels (the Miracle Gels restore 60% of a
character's HP and TP, and you can't get them anywhere
else for a while). If you manage to last for over 100
seconds (easier said than done), the elder's grandson
will reward you with the Efreet ring. When used in
battle, it will summon an efreet to do over 1500 (!)
points of fire damage to the enemies, but can only be
used once -- so save it for when you really need it.
And once you get the ring, you can't play tag anymore,
so stock up on Miracle Gels first.
LOCATION: Neuestadt
ITEMS TO GET: Sage, Magical Rouge, Thief's Cape
In the upper-right corner of Neuestadt, you'll find
a group of people gathered around the fastest kid in
Neustadt. Talk to the referee (in gray) and you're
given the chance to challenge the kid to a race.
First, let the brown-clad kid demonstrate the race
course; you'll need to memorize it.
At the starting line, start holding down the Circle
button so you can get ready to run. Try to guess when
the race is going to start and start running. If you
false start, it's no big deal; you just start the
countdown over. You want to get a good start.
Basically, what you want to do is run on the
*inside* of the course. The kid runs out on the
outside, and running on the inside will give you
the edge you need to pass him (since you both run at
the same speed). That means you should stick to the
bottom across the first bridge and behind the first house.
When you get to the underpass, run on the bottom side as
well. By the time you reach the main street, you should
be ahead of the kid. Now move into the top side of the
street, so that you're directly in front of the kid.
As soon as you reach the central plaza, turn north and
run up the stairs. The kid will get a huge speed boost
here that you can't match, but if you're standing
directly ahead of him, he won't be able to pass you.
Then quickly touch the finish line and turn around for
the second lap.
If you manage to beat the kid, you'll be awarded
one of three prizes (your choice):
o Sage: Raises one character's maximum HP by 5%.
Use a Rune Bottle on it and it becomes Red Sage,
which boosts your max HP by 10%.
o Magical Rouge: Gives you a one-time 10% discount
in stores.
o Thief's Cape: An accessory; gives you +3 defense
in addition to lowering the encounter rate. Probably
the best of the prizes.
After taking one of the prizes, just go back and
talk to the referee again to race again, until you've
gotten all three prizes (be the first on your block to
collect them all!). Once you've gotten all three
prizes, however, you cannot race any more as the kid
refuses to run against you. If you talk to the
baroness, she will award Stahn the title of "Mach Speed
Boy" ^_^.
After Moreau is liberated, you'll notice a third
cat wandering around the park in the north side of town.
Talk to him and you can play a game (for free!). This
is one of those classic taking-away-objects puzzles;
you and Najasee take turns taking 1 to 3 rocks out of
the pile until none remain, and the person who takes
the last rock loses.
The number of rocks in the pilechanges every time,
but there's still a strategy you can use to win every
time. The trick is to make sure Najasee ends up
with one of the "magic numbers" on his turn. The
magic numbers are 1, 5, 9, 13, 17, 21, 25, and 28.
Now, what to do depends on how many rocks are in
the pile to begin with:
If the starting number of rocks in the pile is one
of the magic numbers (like 21), then choose to GO
SECOND. Najasee will pick up his rocks. On your
turn, take away 1-3 rocks so that the number of
rocks in the pile is another magic number (like
17). Najasee then picks. Then draw the right number
of rocks to go to the next magic number, and keep
repeating until you win. As long as you make sure
Najasee always ends up with magic numbers, you
can't lose.
If the number of rocks in the pile is *not* one
of the magic numbers (say, 24), then choose to GO
FIRST. Take away 1-3 rocks so that the number of rocks
in the pile *is* one of the magic numbers (if it was
24, you'd take away 3 to make 21). Najasee will
then pick. On your turn, again take away the right
number of rocks so that you're on another magic number.
Repeat until you win -- as long as you follow this
strategy, you can't lose.
When you beat Najasee, he gives you an Elixir.
Unfortunately, once you beat him, you can't play
Najasee's game any more.
LOCATION: Neuestadt
ITEMS TO GET: Elixir, Gnome, Charm Bottle
During the second half of the game, you can go
back to Neuestadt and challenge Mach Boy to another
race. It's pretty much the same as before, except
for one change: when you're heading down the second
set of stairs (after the first house), Mach Boy will
get an extra speed boost, just like he does near
the end of a lap.
To combat this speed boost, you need to quickly
get ahead of Mach Boy at the start of the race and
stay directly in front of him. As long as you're
blocking him like this, he can't pass you (he's
too stupid to run around you ^_^). It's actually
possible to not block MB on his first speed burst,
but catch up to him on the rest of the lap and
still win.
As with the previous round, when you beat Mach
Boy you can choose one of three prizes:
o Elixir: Restores one character's HP and TP
completely.
o Gnome: Does a call-spell like attack that
does about 1500 points of earth damage to all
enemies. One use only.
o Charm Bottle. Gives you a one-time 30% discount
in stores.
Of course, you can race Mach Boy additional
times to earn the other two prizes. Once you've
collected all the prizes, Stahn will reclaim his
title of "Mach Speed Boy" and the kid will refuse
to race you.
Once you've met with Raiker and can recruit people,
go to Neuestadt. Head to the ticket booth at the top
end of town (on the lower level), buy tickets for the
arena, and enter. Talk to the guy blocking the door
and choose to enter.
You'll now fight a series of one-on-one battles
against six monsters. In order, they are: Imp, Clay
Golem, Stone Giant, Blood Slime, Zombie, Blood Wolf,
Evilstar, Ice Golem. The only tricky ones are the
two golems. Stay back from the Clay Golem's long
reach and use Missile Swords or Fiery Waves, and use
fire magic against the Ice Golem.
After beating all six monsters, you'll fight
Bruiser. He's not too tough; stay on the offensive
and keep using special attacks on him, and heal
with items. You'll probably have to heal a couple
of times, but you shouldn't have that much trouble
beating him.
Back in the arena, Bruiser congratulates you
for your victory and asks to join. Just say "Yes"
and now he's in your party. Be sure to equip him;
his starting stuff is pretty worthless...
Also, should you ever remove Bruiser from your
team of six (to accomodate another character), you
can always get him back by coming back here and
repeating this sequence.
After the Aethersphere forms (but before Armeida
is attacked), go back to Armeida and talk to the
sleeping woman in one of the houses. She's awake now
and will give you 500 lens. DON'T SELL THE LENS.
Instead, go back to Darilsheid. Go to the Lens Shop
there and talk to the kid in the upper-right. After
some dialogue, you'll hand over the Lens and the
kid will give you a Tricycle.
The Tricycle is actually an acessory. When
equipped, you will ride it on the world map. It
prevents you from having fights on the world map, but
you move *really* slowly (we're talking Parasite Eve
slow here). You can also use it on the Aethersphere
map, which is pretty handy.
LOCATION: Armeida
ITEMS TO GET: Sacred Text 2, Channeling
After you destroy the Belcrant, return to Armeida
and you'll find two people standing outside the inn --
it's Cress and Arche from Tales of Phantasia! Talk to
them and you'll be given a 50-question quiz over ToD
and other Namco games. You have 4 seconds to answer
each question; and for the trivia-impaired, here are
all the correct answers:
0. B 11. B 22. B 33. A 44. A
1. B 12. A 23. A 34. C 45. C
2. A 13. D 24. D 35. C 46. B
3. D 14. C 25. B 36. A 47. D
4. C 15. C 26. C 37. D 48. C
5. C 16. D 27. D 38. A 49. D
6. D 17. B 28. A 39. D 50. C
7. B 18. A 29. C 40. B
8. B 19. C 30. D 41. D
9. A 20. D 31. C 42. B
10. C 21. B 32. A 43. D
(Note that the answers are really numbered and not
lettered, but if I put "20. 2", it would look weird, so
I used letters instead ^_^).
After answering all 50 questions, Cress will rate
your performance. If you get at least 35 right, he'll
give you Sacred Text No. 2, which allows the very handy
Throw Sword ability (Stahn jumps into the air and throws
his sword in a ball of fire; just be sure to pick up the
sword after you use it), and if you get all 50 correct,
you'll receive a second Channeling in addition to the
Sacred Text. If you answer a question wrong, and want
to restart the test, just hit X when you're being prompted
to choose an answer.
After you get the Draconis (you might be able to
do this earlier, I don't know), return to Neuestadt
and go downstairs in the inn. Talk to the guy here and
you can play a modified version of blackjack against
him for 100 gald.
You get to pick from three different named cards on
each of four draws. The cards always have the same value,
but the fourth draw has more than three possible cards
-- you'll be offered various cards, each of which have
different values. Fortunately, there's a way around
this problem. Just select Ocean for your first pick
(8 points), Stars on your second pick (9 points), and
finally Bird (2 points). This will give you exactly
21 points, and you won't even need to draw a fourth
card.
Once you beat the guy, he'll give you a Mystic
Symbol (why is that every bonus game gives you a
Mystic Symbol?). You can't play any more after
receiving the Symbol.
%%%THE CAT AND THE RING%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
LOCATION: Neuestadt
ITEMS TO GET: Emerald Ring
After getting Chelsea in your party, go to
the Neuestadt docks. First, buy two Bonito Flakes
from the vendor at the sound end of the docks, then
look around for a cat and talk to it. If Chelsea is
along, she'll suggest feeding it something. Feed it
the Bonito Flakes and the cat will take you to some
crates. Search the boxes and you'll get an Emerald
Ring, which reduces the amount of TP it takes to cast
spells. If you feed the cat the wrong thing, though,
it won't deal with you any more, so make sure you get
it right the first time.
To do this quest, you must have Bruiser in your
party. If you don't normally use him, you'll have to
drop one of your other characters for the time being.
Then go to Neuestadt and go to the arena. First, give
Stahn a non-fire-elemental weapon (the Bahamut's Tear,
if you have it) or you won't be able to win. Then enter
the arena as you would to fight Bruiser. However, if
Bruiser is already along, you'll fight a different
series of enemies.
The first enemies are simple -- a Trent, a
Basilisk, a Gas Cloud, a Grizzly, a Killer Owl, and
then a Red Roper. Then things get a bit more
interesting. You fight a big purple monster called
a Baldios, who is pretty tough. Try to him with Kick
Attacks to stun him. After beating Baldios, you'll
take on the Wyvern.
First of all, the Wyvern absorbs fire, so if
you're equipped with Dymlos, you're screwed. If you
don't have a fire weapon, run along the screen and
use jumping stabs. Vortex and Spin Slash can also
be effective. The Wyvern has a load of HP (20,000),
so this battle will go on for quite a while. However,
once you win, you'll be rewarded with the Combo
Command. The Combo Command, when equipped, lets you
do fighting game-style motions to activate your special
moves. For more info, see "Combo Command" under Playing
The Game.
When you fought Baruk, you should have searched his
chair to get the Egg. So what do you with it? Take it
back to Lienea (it helps to have the Draconis) and go
to Stahn's house. Stahn will automatically give the
egg to Lilith, who wants to raise it. Leave Lienea
and come back in, and go to Stahn's house. Repeat until
the Egg hatches. It turns out to be a baby Blue Dragon,
which immediately takes off and starts flying around
the village.
If you talk to the dragon (whose name is Gourmet),
he'll say he wants Gourmet food. To make him grow up,
you'll have to feed him all four Gourmets. The Gourmets
can be obtained by bringing the appropriate ingredients
to the four Master Cooks in the world:
Once you've cooked all four Gourmets, take them back
to Lienea and give them to the blue dragon. He'll grow
up, and give you the cruddy Blue Dragon disc in return.
It gives you some decent status bonuses, and lets you
cast the absolutely worthless Blue Dragon spell, which
does about 300 points of fire damage. Whoopee.
%%%TOWER OF DRUAGA%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
LOCATION: Janos / Snow Temple
ITEMS TO GET: Too many to list ^_^
The Tower of Druaga is Tales of Destiny's massive 60-floor
bonus dungeon, accessible only late in the game. It's
filled with powerful enemies, but you can get some really
cool items in it, plus it's fun to play through ^_^.
Before you enter, you'll want to make sure you have
Chelsea in your party, with the Force Arrow skill, and
that all your characters are at least level 45.
(BTW, the whole Tower of Druaga is based on an old Namco
game of the same name)
ACCESSING THE TOWER
First, you'll need to collect the three rods of Ishtar.
The GC Rod is located in Cloudius, but if Belcrant has
already been destroyed, you can't go back and get it
(oops!). The RC Rod is located in the Swordian Lab
you reach late in the game, and the BC Rod is obtained
by using a Rune Bottle on the Old Cane. (To get the
Old Cane, you have to search Walt's dresser after you
gives you his Prototype Crystal). Once you have all
three Rods, fly back to Janos and take the north exit
into the woods. Take the first fork and keep going
(you may want to use the save point) back into the
ruins where you first met Rutee. Go up to the three
altars at the top of the temple and examine them to set
the Rods down. When all three Rods are placed, the
Blue Dragon music will start playing, and the door
will open.
HOW THE TOWER WORKS
The Tower of Druaga is unlike any other dungeon in
the game. First of all, you can see the enemies moving
around. Bumping into one of them will start a fight
against 4 of that type of enemy (note that you cannot
run from any fights in the Tower). However, you
should be able most fights, as you can use the Circle
button to break down *any* of the walls (not the
pillars, though). In addition to the enemies, each
floor has a door and a key (located in random locations).
In order to get off the floor, you have to first pick up
the key, then go to the door. The door will open and
reveal the staircase up to the next floor. Simple
enough? Wait, there's more. Each floor also has a
secret treasure that you can obtain if you do the right
trick. Many of these are really good, but the actions
you need to perform there are pretty obscure. And so,
without further ado, here is the complete listing
of all the hidden items:
TOWER OF DRUAGA WALKTHROUGH
F01. Being the first level, there's nothing special
here, and the only enemies are Green Slimes.
There's a chest with W. Boots, though; be sure
to pick them up so you can warp out of the tower
if need be. Then pick up the key and use it to
unlock the door. Go up the stairs.
F02. The Green Slimes are joined by Black Slimes here.
Kill two sets of Black Slimes, and a chest will
appear somewhere on the map. Grab it for the
Dash Ring (makes you automatically dash on the
map), then do the key / door shtick and exit the
level.
F03. You'll see a couple of Blue Knights roaming this
level. If you kill one of them, and then a Green
Slime, before you pick up the key, a chest will
appear with a Life Bottle. On the other hand,
it's only a Life Bottle, so who cares?
F04. Mages make their first appearance here; they're
purple-robed guys that teleporter around the map
and shoot white projectiles. If the projectiles
hit you, you'll lose about 100 HP. Bumping into
the Mages themselves will trigger a fight as
usual. They can do a lot more than 100 HP damage
to you in a fight (they cast Cyclone), so it's
generally preferable just to take the shot. As for
the chest, go directly to the door (sans key) and hit
Circle on it as if you were trying to open it. A chest
will appear with the Paralysis Charm. Get it, then
collect the key and exit normally.
F05. This level is filled with Mages. Kill two of them
and a chest with the White Sword will appear. It's
the strongest sword yet, so be sure to get it.
Then hurry to the exit.
F06. There's a couple new enemies here; Black Knights
(who are not the same ones you fougnt in Libra;
they have different stats) and Sorcerers, who
shoot red projectiles that turn into lingering
flames when they hit a wall. The Sorcerers will
cast Explode constantly if you fight them, so try
to avoid them. Head to the far lower-right corner,
then walk north to the far upper-right corner,
breaking all the walls in your way. Once you
reach the upper-right corner, run to the lower-left
corner, and walk up the left side in the same way.
After all this, a chest with the Lantern should
appear somewhere (how anybody is supposed to figure
this out on their own, I have no idea). If not,
repeat the whole thing, and make sure you cover
the whole distance. Once you've grabbed the
Lantern (which allows you to see where to put the
boxes in warehouses), hit the road.
F07. This floor is pretty simple. Just pick up the
existing chest for an Energy Bullet. Then go to
your items screen and push Triangle with the
cursor on the Energy Bullet to discard it. A new
chest with a Reverse Doll will appear. Other
than that, the only noteworthy thing here is the
appearance of the Red Slimes, which can shoot
beams like the Mages do.
F08. This one's pretty wacky. You have to get hit with
a mage's beam from the right side, then get hit
with one from the left (or vice versa, it doesn't
matter which order). This'll net you a measly
Lavender. It's still worth picking up, though.
F09. Floor 9 has two new enemies: Mage Ghosts (basically
the same as Mages), and Druids (white mages that
can break down walls with their beams, and, during
battle, can teleport around cast Holy Wrath).
The Mage Ghosts aren't too hard, but the Druids
are. Run up to the second row of tiles from the
top and break every wall to the south. Afterwards,
look around, and you should see a chest with the
all-important Dark Seal accessory. It disables
your special skills, but gives you 50% more EXP.
It's worth giving to Philia or Rutee, since they
probably don't use their skills much anyway.
F10. In order to get the chest on this level, you have
to kill every Red Slime without touching the knights
or being hit by their beams, and then kill one of the
knights. This is a lot of work, and all you get for
it is a Warrior Symbol. Since you should already
have one of those, don't bother. Just grab the key
and leave.
F11. Head to the bottom row of the maze and just stand
there (this makes you a sitting duck for the mages,
but there's nothing you can do about). Wait here
for about 10 seconds and a chest will appear (it may
be offscreen). Collect it for a Strengthen disc,
then exit.
F12. This one's tricky. First, get the key and open the
door, but don't go up the stairs. Just stand right
next to them and wait until the Mage Ghost moves
directly over the stairs, then hit Circle to fight
it. If you do it right, a chest with the Battlesuit
will appear after the battle.
F13. Don't pick up the key. Instead, go to the door and
hit Circle as if you were trying to open it (remember
Floor 4?). Then kill all the enemies. This will
net you the Red Shield -- except the Red Shield isn't
even as good as the Star Shields you can get in
Dycroft. Unless the Red Shield has some special
property I don't know about (it could), just skip it.
F14. A simple one here. Just run around and avoid
bumping into any enemies for 30 seconds. A chest
will then appear with a ?JEWEL. Identified, it
becomes a Moonstone, which boosts your defense by
20! Exit as usual.
F15. The music will change when you reach this floor.
More importantly, you'll see the first Quox. These
dragons will always head directly towards you, and
can break down walls. They're also COMPLETELY IMMUNE
TO ELEMENTAL ATTACKS. If you run into one of them
without non-elemental weapons equipped (give the
Bahamut's Tear to Stahn and you're fine), you're
basically screwed, because you can't change weapons
during battle. Your only hope then is to give the Use
No Skills! command, then have Stahn trap the Quox in the
corner and keep hitting it with Kick Attack (which
does non-elemental damage). This does work, but it's
better just to change weapons before you fight one.
The chest itself is easy to get: just kill the Blue
Knight first, and you'll get another ?JEWEL, which
is actually an Emerald.
F16. Woohoo! You're a quarter done! Exhausted yet?
Remember, you can leave at any time by using the
Winged Boots and keep all the items you found.
This level itself isn't that tough; just kill the
Mirror Knight (the only knight on the map), then go
bump into the wall on the left. A chest with the
Hellfire Disc (another one) will appear.
F17. There's six enemies here: 2 druids, 2 mage ghosts,
and 2 blue slimes. Kill the druids and slimes,
but leave the ghosts for the chest. This one
holds another Reverse Doll.
F18. This level's kinda tricky. Walk clockwise around
the outer wall, smashing all the walls in your
way. If any enemies get in the way, fight through
them and keep walking until a chest appears. Open
it for the Dragon Sword, an earth-elemental sword
which has a weak slash attack but a strong thrust.
It's a good weapon, so don't miss it.
F19. The music is different, which means it's Quox time
again. Do *not* pick up the key; instead, go
straight to the Quox and kill it (don't forget to
give Stahn the Bahamut's Tear). After killing it,
get the key and open the door. After you open the
door, a chest will appear. Go back and get the
chest for a Thinking Cap, and *then* go up the
stairs.
F20. This one's easy! Just pick up the key and open
the door without fighting anybody. Before you go
up the stairs, a chest with an Elixir will appear.
Get it, then go up.
F21. One third done! You'll see a bunch of new enemies
on this floor, but you can't fight them if you
want to get the item. In order to get the item,
you have to stand still for 10 seconds without
fighting. Then move, and wait another 10 seconds,
still without fighting, and a chest with a Resist
Ring will appear. If you fight any enemies at
all, you won't be able to get the chest.
Fortunately, the Resist Ring isn't essential,
although it is handy.
F22. Another tricky floor. Get close to the Quox and
it will start following you. Lead it up to the
upper-left corner, and then stand in the very
upper left corner. Let the Quox come to you and
fight it (as always, equip the Bahamut's Tear).
Afterwards, a chest with another Dark Seal (hey,
they're cool, why not have two?) will appear.
Get it, then leave.
F23. Now you get to do some fighting. First, kill a
Wizard (the guys in orange), then a Blue Slime, then
another Wizard. This will make a chest with another
Thunder Disc appear. However, because you should
already have one Thunder Disc, and the Wizards
are tough to kill (they use Explode and Fireball
constantly), it's probably not worth getting. If
you do decide to get it, equip Chelsea with the
Faerie Ring and have her use Force Arrow constantly
(you... did... bring... Chelsea... didn't... you?).
F24. Just sit still and let an enemy come to you. Kill
it, and you will receive the Blessing Disc as long
as you didn't move. Then grab the key and exit.
F25. Oddly, there is no chest to get here at all. There
is a Green Roper wandering around the level; these
are not the same ones from Radisrol, as they're
obviously a whole lot tougher. Compared to the Wizards,
though, they're not *too* bad. Before you exit this
level, read the description for the next one -- you want
to be ready.
F26. There's two different items you can get here. To
get a Hyper Gauntlet, the best glove in the game,
immediately run and pick up the key, then quickly
kill a Druid. As long as you reach the Druid within
thirty seconds, a chest with a Hyper Gauntlet will
appear after the battle. Alternately, you could get
the Battle Knuckle, Bruiser's best weapon. To get this
one, kill the Hyper Knight and the Quox, then let one
of the Druids shoot you to make the chest appear.
If you use Bruiser regularly, you should go for the
knuckle. If you don't use him, then get the Hyper
Gauntlet.
F27. Easy, and fun. Just break any ten walls and a
chest with a Ruby will appear. The Ruby gives you
a +35 defense boost, so it's well worth picking
up (you'll have to identify it, of course).
F28. The DG (Dark Green) Slimes appear here; they're
the latest slime evolution, but they're really tough.
Avoid them at all costs. To get the chest, open the
gate, then wait for a Green Roper to move onto it and
then kill it (similar to Floor 12). However, all you get
is an Elven Cape, so why bother?
F29. Walk to the top wall and bump into it, then go to
the right wall, the south wall, and finally the
west wall. This will make a chest with the Combo
Command appear, but only if you didn't already get
the one in the Arena. If you did the Combo Command
there, nothing appears, so just go straight to the
exit.
F30. As soon as you enter this level, stand still. Let
the enemies come to you and kill them (there's a
Quox here, so equip the Bahamut's Tear if it
starts coming for you). After killing three, you'll
get the Blue Talisman. Then find the key and exit.
F31. You're halfway done! Yahoo! All right! There's two
Wizards, three Blue Slimes, and two Blue Knights on this
floor. If you want the chest, you can kill all the
Slimes and Knights and it will appear. But it's only a
Mind Ring, and simply isn't worth effort. Just grab the
key and leave.
F32. Find the Quox and get it to chase you. You now have
to get the Quox to break five walls, which is easier
said than done. Just be sure not to kill the Quox.
After it's broken five walls, a chest will come
up, holding the Demon Arrow disc. This lets you
use the Demon's Lance call spell, which really
isn't very good. But it's kinda cool to see, so
you might as well get it.
F33. The chest here is tough to get, but well worth
acquiring. What you have to do is get Stahn's HP
down to 10% of his max HP, so that his HP value
turns red. The best way to do this is to run
around and get shot by the various enemies. If
you get into an actual battle, you'll have to
fight your life, and it's hard to stay low on HP
*and* win the fight. So just avoid the enemies
and let them shoot you. Also, you can't kill
the Quox, so avoid it. If you do manage to get
your HP down that low, a chest will appear with
the Blue Shield, the best shield in the game. It's
really strong, and definitely worth picking up.
F34. A simple one here. Just kill one of the two
Mirror Knights and a chest will appear with a
?JEWEL. Identified, it becomes the "infinitely
blue" (according to the game) Sapphire. It's not
as strong as the Ruby, though.
F35. Similar to the last floor; kill both Green Ropers
and a chest with another ?JEWEL will pop up. This
one's the Topaz, but it's still not as strong as
the Ruby.
F36. There's four Sorcerers on this level; kill all
four of them without being hit by any of their
beams or the fires they start. If you can kill
all four without being zapped, the chest with
appear. It holds the Princess Cape, an upgrade
to the Silver Cape. Also, note the Lizard Man
wandering around here. Although not that tough,
it absorbs fire, so be sure to give Stahn a new
weapon if you're about to fight it.
F37. Do NOT break any walls. Yes, as fun as causing
mindless destruction is, I'm afraid you don't get
to do it on this floor. Just walk over and pick
up the key, then go to the door. Open the door,
but don't go up the stairs. Go break any wall
and a chest will appear. Open it for the almighty
Megalith Disc, which, in addition to boosting your
slash and thrust attack by 460, gives you the
100 TP Meteor Swarm spell, the best attack spell
in the game. Don't miss this one! Once you've
safely secured the Disc (and equipped it), go on
up the stairs.
F38. Another important treasure to get here. It's the
GC Rod, and in order to complete the Tower
succesfully, you *must* have it. To get it, kill
two Will o' Wisps in a row (i.e., without fighting
any other enemies in between the battles). The
chest with the GC Rod will then appear.
F39. To get the chest here, break five walls in the
southern half of the floor, and then two in the
northern half (I have no idea how they expect
people to figure this stuff out without PSM...).
The chest contains a Silver Cape, but you already
have the superior Princess Cape. The only really
important thing here are two new enemies; the
Red Knights (just another knight), and the red
Will o' Wisps, which, while statistically the
same, have different spells (Fear Flare instead of
Thunder Blade).
F40. Time to go postal! Kill all the Lizardmen and
Mages (remember to equip Bahamut's Tear against
the Lizardmen). Once you've killed all of them,
kill the two Ropers. You'll get the Demon's Seal,
which is like the Dark Seal, but twice as effective.
However, it also reduces your defense to nothing,
making it risky to use.
F41. This floor sucks. Not that there's anything
particularly bad about it (you're two-thirds done!),
but I died here and had to do the whole tower all
over... waaaahhh! Um, anyway, just kill the
Quox and you'll get the Stone, which, when
equipped, makes you immune to the Tractor Beam
spell. You get what you earn, I suppose...
F42. There's a lot of enemies in here, so it'll take
some careful dodging to attack the ones you want.
First, go after one of the *red* Will o' Wisps
and kill it (Meteor Swarm works great). After
that, go pick up the key. Now go kill another
red Wisp. If you did all that right, the chest
will pop up. It contains the Star Mace, a strong
mace than can be used by Stahn, Mary, and Philia
(although you'll want to keep Philia with her
Swordian so she can use magic). You already have
the key, so once you get the Mace, head to the door
and go up.
F43. This level has one of each kind of slime on it,
including the new DY (Dark Yellow) Slimes. Fight
them in descending order of strength, starting
with the DY Slime, then the DG Slime, Blue Slime,
Black Slime, Red Slime, and finally the Green
Slime. Killing them in this order will cause a
chest with a Mystic Symbol (yeah, another one) to
appear.
F44. This is similar to the last level, but with mages.
Avoid the Red Knights and kill the mages in this
order: Wizard (orange), Sorcerer (green), Druid
(white), and then Mage (purple) for the chest,
which contains the Magical Ribbon. Equip it;
it's good.
F45. This time it's knights, but there's a bit of a
catch: there's already a chest here. Don't
pick it up, whatever you do. Instead, kill off
the enemies in this order: Lizardman, Hyper Knight
(yellow), Mirror Knight (light blue), Black Knight,
and then Blue Knight. Leave the Red Knight alive!
If you do it right, a second chest will appear. Go
to it and pick it up. You should get a message
saying that this is the new chest, and asking if
you want to open it. Choose yes. There will be
a bright flash of light. Now go open the original
chest and you'll receive the Excaliber sword, the
best weapon in the game. Give it to Stahn --
although he can't use Sacred Skills with it
equipped, the sword is so strong you won't even
notice.
F46. Go to any corner of the level, then go to another
corner, etc. After touching all four corners, go
back to the first one and you'll automatically get
the Aqua Cape, which reduces the effects of wind
and water damage. Also, the Quox here is actually
a more powerful Black Dragon. It's not that much
harder, though; just be sure to use the Bahamut's
Tear.
F47. This one's simple. Just kill a Red Roper and a
chest with a Rabbit's Foot will appear.
F48. Go to each corner and wait for there for 10
seconds. This will inevitably cause you to have
a bunch of fights, but you *have* to get the chest
here -- it contains the RC Rod, and without all
three rods, you can't beat the dungeon. If the
chest doesn't appear, go back to each corner and
try again until it does appear. Remember, you
must get the rod.
F49. Go to the door (sans key) and hit Circle to try
to open it. Now go kill one of the Wizards and
the chest will appear, which has Magical Rouge
inside. Then get the key and exit normally.
F50. Without fighting any enemies, go to the north wall,
then the south wall, then the east wall, and
finally the west wall. This will cause the chest
to appear, which has an Emerald Ring in it (big
whoop). Perhaps more noteworthy is the Blue Ropers
that debut on this floor; they're pretty tough,
as they can suck your life really fast if they get
a hold of you.
F51. From where you start, head to the south half of
the floor and wander around there for at least 30
seconds. Then go back up to the middle of the
floor and there should be a chest waiting with
a Volcano Disc. If you miss it, it's no big deal,
as you should already have the disc anyway...
F52. This level's sort of a mini-game. You have to
smash all the vertical walls (i.e., the ones that
look like this: | and not like this: - )
before the enemies can smash all the horizontal
walls. This isn't too hard; just be sure not to
smash ANY horizontal walls. If you do, all you'll
get is a measly Cloak. Should you manage to
do it correctly, however, you'll get the Gold
Armor.
F53. Head to the lower-left corner. Move up three
rows, then right five columns. Break the wall
to your south, then walk through where it was.
The chest will pop up, containing a Mercy Disc.
Again, you should already have one, so it's not
strictly necessary to pick it up.
F54. All you have to do here is use a healing item
or spell on Stahn and the chest will appear.
(If Stahn's at full HP, you'll have to get into
a fight and let him get hurt) The chest contains
the Moon Crystal, which boosts your maximum TP
by 30%. You can't go above 999 TP, however,
and you should already be pretty close to that
anyway, so it really isn't all that great.
F55. There's no chest at all here, just a bunch of
Wizards. Just collect the key and run to the
exit. Don't take any chances; dying now would
really hurt.
F56. Only five more floors to go! You're into the
home stretch now! There's no chest here either
(well, there is, but it has nothing in it), so
just grab the key and leave.
F57. The different music should tip you off that
there's something going on here, and there is.
First go to the door and try to open it (by
hitting Circle). This will cause a woman to
appear somewhere in the level. Heal up, make
sure Garr and Rutee are in your party, and talk
to her. It's an impostor Ishtar; you'll have
to fight her. She can (and will) turn you to
stone, so either use Liquer Bottles, or Atwight's
Restore spell. Be sure to keep Rutee or whoever
else has Atwight in the corner so she won't get
turned to stone (you'll have to use a Panacea
Bottle on her if this happens). Your best weapon
is probably Garr's Void Sword skill, which will
juggle her for a number of hits. False Ishtar
absorbs holy attacks, so make sure to de-equip
Excaliber from Stahn before the battle. She's
actually harder than Druaga, but just keep curing
and you can eventually win. After you beat her,
find a Lizardman wandering around the maze and kill
it too. The chest finally appears; it holds the
Berserker Bow, the best bow in the game. After
getting it, collect the key and exit.
F58. Now, I'm not totally sure exactly what you're
supposed to do here... what PSM says just doesn't
work, and David Johnson's method, although it
worked for fine, isn't (by his own admission)
100% accurate. Anyway, here's what I think you're
supposed to do here. First, while avoiding
the enemies, hit Circle on the door. Now smash
every single wall on the map (mindless destruction,
woohoo!). Now, still avoiding enemies, go up to
the top row of the map, against the north wall.
Move over to the fifth column (the middle one).
Walk directly south until you get to the south
wall (if you have to detour because of enemies,
go back and redo it). Finally, go kill one of the
Red Knights. Hopefully, the chest will appear.
It contains the BC Rod, so you will need to get
it in order to complete the dungeon.
F59. You should now have all three rods. If not,
quickly pick up the key, open the door, and use
the stairs. You'll be warped back to floor 38 so
you can go back up and pick up the rods you missed.
Assuming you do have the BC, GC, and RC Rods,
kill one of the Hyper Knights and one of the
Wizards and a Quox will appear. Kill it and you
will see a new green and yellow enemy wandering
around -- it's Druaga! Heal up, put Garr and
Chelsea in your party, and go up to him to fight
him. For all the work getting here, Druaga is
actually a wuss. Just have Chelsea and Garr use
Force Arrow and Void Sword constantly, while Stahn
attacks him with Dragon Blade (with Excaliber
equipped, of course). He'll go down in no time
(of course, if you don't have all three rods, you
won't be able to hurt him and are in deep doo-doo).
After you defeat him, get the key and go up the
stairs.
F60. Go talk to Ishtar. She'll tell to use the rods
to free Ki. Make sure you're not equipped with
any of the rods, then go down to the second row
from the bottom. Run around in here and hit
Circle until Stahn puts down the Green Rod. Now
go up to the second row from the top and keep
clicking around until you put down the Red Rod
(don't worry, you can't mess up). Go talk to Ki
and she will thank you for saving her. Click
around this middle rod some and Stahn will put
down the Blue Rod. Ki then gives you the Destroyer
Disc (lets you cast Big Bang) and teleports you
back into the snow ruins.
Congratulations! You've beaten the Tower of Druaga!
You can actually go through the Tower a second time to
get some new items, but I was too exhausted after the
first trip to do it right now. Look for it in the next
version ^_^.
Although not terribly important, there are a couple of
hidden locations scattered about the world. All of
them can only be accessed once you have the Draconis.
SECRET HOUSE
Located off the cliff east of Lienea, in the forest.
There's just a bunch of people here who will clue you
in about the game's other secrets.
SEED SHOP
Located in the northwest corner of Calvalese, on
the beach. Look for a little identation on the cliff
and go in there. Here you can buy Pom Seeds (but you
can get them cheaper from Otto in Darilsheid), as well
as the special Estima and Lankear Seeds. These are
all used in planting at Aunt Maggie's field in Lienea;
I'll cover this subquest in the next version, I promise.
LENS PRO
The Lens Pro is located on the island off the west
coast of Phandaria (it looks like a number 3). Land
here and enter the northern forest. Here you'll find
a guy who will trade you any of four of the calling
items (Sylph, Gnome, Efreet, or Wendiene) if you have
enough Lens. These items are pretty handy, and you
don't have much else to spend your Lens / gald on near
the end of the game.
LET'S ROSHAMBO FOR IT!
As mentioned by a number of people in the game, there's
a guy who likes to play Roshambo located on a island
north of Terazzi, in a forest. Once you have the
Draconis, you can get there, and can play the game.
No, you don't kick people in the nuts; instead, you play
a lame little rock-paper-scissors against Philia in which
you have to slap the buttons once you win in order to score
a point. You can bet money, but the gald you win is so
minimal that it's not worth it. If you *really* need
help on rock-paper-scissors, try the Official Rock-Paper-
Scissors Strategy Guide at http://www.worldrps.com.
*******************************************************
VI. ITEMS AND EQUIPMENT
*******************************************************
In the "Used By" column, the letters correspond to the
various characters:
S = Stahn M = Mary R = Rutee L = Leon P = Philia
K = Karyl G = Garr C = Chelsea B = Bruiser
Some weapons have two different attack values; the first
number is the power of the weapon when slashing, and
the second is the power when thrusting.
PRICE EFFECT
A. Charm 10000 Immune to poisoning
Amethyst 10000 Defense + 15
Aqua Cape 800 Defense + 8, reduces water and
wind damage by 30%
Aquamarine 10000 Defense + 10
Black Onyx 10600 Raises max HP by 30%
BlueTalisman 2100 Raises defense by 10%
Cape 5 Defense + 1
C. Command 213645 Use skills with pad motions*
Channeling 65534 Use second controller to control
character**
Dark Seal 100 Gain 50% more EXP, can't use skills
Dash Ring -- Always run
Demon Seal 5150 Gain double EXP, can't use skills,
0 defense
Emerald 10000 Defense + 10, hit rate + 10
Emerald Ring 35000 Cuts TP use by 1/3
Faerie Ring 38410 Cuts TP use by 1/2
Fur Cape 895 Defense + 4, need at Frozen River
Garnet 10000 Defense + 5
Holy Symbol 5000 Restores HP during battle
Leather Cape 50 Defense + 2
Mind Ring 16000 Restores TP during battle
Moon Crystal 10600 Raises max TP by 10%
Moonstone 10000 Defense + 20
M. Symbol 32900 Halves spell charge time
P. Charm 25000 Immune to paralysis
PrincessCape 2025 Reduces fire damage by 50%
Protect Ring 600 Reduces physical damage by 10%
Rabbit'sFoot 100 Raises Luck
Resist Ring 1030 Reduces magic damage by 10%
Reverse Doll 1000 Auto-revive when killed
Ruby 10000 Defense + 35
Sapphire 10000 Defense + 20
Silver Cape 1650 Reduces fire damage by 30%
S. Ring -- Shoot beams with Square button
Stone 1 Immune to Tractor Beam spell
Talisman ?? Raises defense by 5%
Tech Ring -- Move freely in battle*
Thief's Cape 512 Defense + 3, lowers encounter rate
by 5%
Topaz 10000 Defense + 32
Tricycle ?? No fights on world map, move really
slow
W. Symbol 3600 Raises attack power by 10%
* See "Combo Command" under Playing The Game for more
info.
** See the "Battle System" section of Playing The Game
for more info.
PRICE EFFECT
Green Gel 30 Restores 30% of maximum HP
Orange Gel 100 Restores 30% of maximum TP
Melange Gel 120 Restores 30% of maximum HP + TP
Lemon Gel 250 Restores 60% of maximum HP
Pine Gel 500 Restores 60% of maximum TP
Miracle Gel 1000 Restores 60% of maximum HP + TP
Life Bottle 150 Revives dead character
F. Bottle 200 Raises attack power by 30% temporarily
H. Bottle 40 Lowers encounter rate temporarily
Dark Bottle 40 Raises encounter rate temporarily
P. Bottle 80 Cures status changes
Liq. Bottle 455 Lowers attack power by 20% temporarily,
immune to petrification
C. Bottle 1250 Get 30% discount in stores (one use)
R. Bottle 500 Use to identify ? items
Elixir 10000 Restores HP and TP completely
Oberol C 50 Restores 35% of maximum HP
Oberol EX 300 Restores 65% of maximum HP
Oberol G 1500 Restores HP completely
Spectacles 5 See enemy's stats
Winged Boots 1500 Escape dungeon (one use)
Neutralizer 450 Avoid damage in Trash Mountain
Mag. Rouge 1000 Get 10% discount in stores (one use)
Sage 300 Raises max HP by 5% (permanent)
R. Sage 600 Raises max HP by 10% (permanent)
Savory 250 Raises max TP by 5% (permanent)
R. Savory 600 Raises max TP by 10% (permanent)
Lavender 900 Raises strength by 1 (permanent)
R. Lavender 1100 Raises strength by 2 (permanent)
Bellebane 750 Raises agility by 1 (permanent)
R. Bellebane 1250 Raises agility by 2 (permanent)
E. Bullet 320 Electric attack / line
Efreet 2500 Fire attack / all
Wendiene 2500 Water attack / all
Gnome 2500 Earth attack / all
Sylph 2500 Air attack / all
Bolt 2500 Lightning attack / all
Valkyrie 30000 Holy attack / all
Grow Fruit 10000 Grow to giant size
Hourglass 1500 Freezes enemies during battle
Old Cane -- Give to Walt for 10,000 gald
Ticket -- Ticket to Neuestadt arena
C. Counter 62780 Allows use of Combo Counter*
Loser 1 Losing Softy Kreem stick
Winner -- Can be redeemed for free Softy Kreem
Lantern -- See Warehouse solutions
S. Text 1 -- Notes for "Spin Flare"
S. Text 2 -- Notes for "Throw Sword"
S. Text 3 -- Notes for "Dragon Toss"
S. Text 4 -- Notes for "Flame Vortex"
S. Text 5 -- Notes for "Fiery Wave"
S. Text 6 -- Notes for "Hellfire"
S. Text 7 -- Notes for "Assassin"
Score A -- Notes for "Symphony"
Score B -- Notes for "Samba"
Score C -- Notes for "March"
Score D -- Notes for "Rumba"
Score E -- Notes for "Lullabye"
Score F -- Notes for "Waltz"
* See "Combo Counter" under Playing The Game for more
info.
World Map Look at list of towns and shops
Horn Summons Bernardo at ports
Food Sack S Holds up to 200 units of food
Food Sack M Holds up to 2000 units of food
Food Sack L Holds up to 20,000 units of food
Boot Disc Needed to restart Radisrol
Fish Give to Lilith
Delis Emblem Assembled in Dycroft
Card Key Opens magnetic door in Helraios
Belselium Needed to repair Draconis
Lens Collect three to complete cannon
ID Card B Opens blue doors in Abandoned Factory
ID Card R Opens red doors in Abandoned Factory
Passport Needed to enter Seinegald
Bronze Key One of 3 keys to open door in Deimos
Iron Key One of 3 keys to open door in Deimos
Gold Key One of 3 keys to open door in Deimos
Valve Handle Repairs broken valve in Moreau Castle
Pickaxe Breaks down blocked doors
Egg Used in Blue Dragon subquest
*******************************************************
VII. ABILITIES
*******************************************************
Any effect with a * after it means that it only affects
enemies that are on the ground.
---Dymlos---
LV TP EFFECT
Fireball N/A 5 Fire attack / single
Eruption 7 16 Fire attack / group*
Fire Wall 13 25 Fire attack / single
Fire Storm 19 30 Fire attack / group
Fear Flare 25 60 Fire attack / group
Flare Tornado 32 50 Fire attack / group
Explode 40 60 Fire attack / group
---Atwight---
LV TP EFFECT
First Aid N/A 5 Restores HP / single
Ice Needle ? 6 Ice attack / single
Deep Mist 7 3 Lowers hit rate / single
Ice Tornado 10 14 Ice attack / group
Acid Rain 12 7 Lowers defense / group
Antidote 13 8 Cures poison / single
Barrier 15 8 Raises defense / single
Ice Wall 17 22 Ice attack / single
Recover 19 18 Cures all status changes / single
Heal 21 10 Restores HP / single
Sharpness 24 12 Raises attack power / single
Silence 26 10 Causes silence / single
Icicle 28 26 Ice attack / group
Nurse 30 20 Restores HP / all
Dispel ? 14 Cancels enemies' spells
Blizzard 36 38 Ice attack / all
Cure 40 22 Restores HP completely / single
Raise Dead 45 26 Revives dead character / single
Maelstrom 50 70 Ice attack / all
Revive 55 32 Restores HP / all
Tidal Wave 61 94 Ice attack / all
---Chaltier---
LV TP EFFECT
Stone Blast N/A 5 Earth attack / single
Spike ? 10 Earth attack / single*
Hammer Blow 10 9 Causes paralysis / single
Stone Wall 16 22 Earth attack / single
Strong Hammer 21 40 Earth attack / single / paralysis
Stone Press ? 43 Earth attack
---Clemente---
LV TP EFFECT
Fireball N/A 5 Fire attack / single
Wind Arrow N/A 6 Wind attack / single
Stone Blast N/A 5 Earth attack / single
Lightning N/A 9 Lightning attack / single
Storm 11 12 Wind attack / all
Ice Tornado 13 14 Ice attack / group
Tractor Beam 16 20 Physical attack / group*
Stone Wall 19 22 Earth attack / single
Ray 22 30 Holy attack / group*
Thunder Blade 25 33 Lightning attack / all
Fear Flare 28 40 Fire attack / group
Holy Lance 31 57 Holy attack / single
Flare Tornado 34 50 Fire attack / group
Cyclone 37 54 Air attack / all
Holy Wrath 40 70 Holy attack / group
Explode 44 60 Fire attack / group
Dissolve 48 80 Instant death attack / single
Black Hole 54 88 Darkness attack / group
Tidal Wave 61 94 Ice attack / all
---Igtenos---
Wind Arrow 7 6 Air attack / single
Storm 9 12 Air attack / all
Arrow Stream 12 18 Air attack / line
Whirlwind 16 25 Air attack / group
Air Slash 22 40 Air attack / group
Cyclone 40 54 Air attack / group
Divine Wind 45 76 Air attack / group
---Disc Spells---
Blue Dragon -- 58 Fire attack / group
Demon's Lance -- 57 Earth attack / group
Meteor Swarm -- 100 Earth attack / all
Big Bang -- 150 Holy attack / all
---Stahn Aileron---
LV TP EFFECT
Missile Sword 2 2 Physical attack / ground
Kick Attack 3 5 Physical attack / close range
Spin Slash 9 6 Physical attack / air
Tiger Blade 13 8 Physical attack / close range
Vortex 18 10 Physical attack / column
Force 24 16 Physical attack / wide range
Dragon Blade 31 10 Physical attack / close range
Light Spear 40 20 Holy attack / close range
---Rutee Katrea---
LV TP EFFECT
Search Gald 5 2 Gain money when used
Snipe Air 8 3 Physical attack / air
Thievery 13 7 Steal item / single
Escape 19 10 Escape from battle
Snipe Roar 26 12 Physical attack / air
Bloody Rose 42 32 Physical attack / air
---Leon Magnus---
LV TP
Missile Sword N/A 2 Physical attack / ground
Kick Attack N/A 5 Physical attack / close range
Tiger Blade 12 8 Physical attack / close range
Dragon Blade ? 12 Physical attack / close range
Flying Dragon 27 12 Physical attack
---Mary Argent---
LV TP EFFECT
Beast Blade N/A 3 Physical attack / close range
Power Missile 6 3 Physical attack / ground
Double Blade 10 5 Physical attack / close range
Fierce Missile ? 10 Physical attack / ground
Force 22 16 Physical attack / wide range
Mirage 28 14 Physical attack / single
Ultima Missile 34 16 Physical attack / ground
ZAN! 41 36 Similar to Stahn's Assassin
---Philia Felice---
LV TP EFFECT
Inspect N/A 2 See enemy's stats / single
Philia Bomb 7 3 Physical attack / projectile
Force Field 12 12 Paralyzes enemy / single
Twin Bomb 18 6 Uses two Philia Bombs
Cloak 25 33 Lowers encounter rate
Bomb Rain 32 12 Uses Philia Bomb on all enemies
Identify 39 18 Same as Rune Bottle
Statis 47 40 Same as Hourglass
---Chelsea Torn---
LV TP EFFECT
Power ? 4 Physical attack / line
Speed 7 10 Physical attack / line
Shock Arrow 16 8 Lightning attack / single
Speed Arrow ? 14 Fire attack / wide range
Arrow Storm 31 10 Physical attack / air
Force Arrow 45 40 Physical attack / projectile
---Bruiser Khang---
LV TP EFFECT
Volt Thrust N/A 3 Lightning attack / close range
1-2 Combo N/A 5 Physical attack / close range
Upper Cut N/A 7 Physical attack / close range
Hurricane 27 10 Physical attack / close range
Hip Attack 34 12 Physical attack / air
Tales of Destiny's battle system is a lot different from
that of most RPGs, but once you get the hang of it
you'll never want to go back to turn-based ones.
The battle system is explained pretty well in manual,
so read that first. The only thing that's unclear is how
to activate some of the moves. Normally, pressing Circle
will cause Stahn to run forward and attack the nearest
enemy. Pressing Circle again will cause him to run back
to where he was standing before he attacked.
If you hold up on the D-Pad while attacking, you can do a
upward attack that's used to hit flying enemies. Holding
Down will cause Stahn to do a thrust attack. Different
weapons have different thrust and slash weapons; one
weapon might be more effective when thrusting, while
another might be better when slashing (the slash is the
default attack).
If you hit Circle with Stahn is running forward, he will
do a jumping slash. You can also do jumping thrust or
jumping air attacks (by pushing the appropriate direction
as you hit Circle). The jumping air attack is particularly
useful for knocking down those pesky bees and birds.
Early on in the game (at Straylize Temple), you'll find
the the Tech Ring. When you equip this on Stahn, you
can press the Select button during battle to activate
"Manual" mode (you normally play in "Semi-Auto" mode).
In Manual mode, pressing Circle causes Stahn to slash
wherever he is standing (insteading of running to hit the
nearest enemy), and you have to double-tap a direction to
dash. I like this mode a lot better, as it requires more
skill and makes the battles more interesting, but it's
your call as to whether to use it or not.
At first, it might seem like you can't control your
other party members, but you can. Although you don't
directly move them with the controller (except with
Channeling, see "Joy of Channeling" below), there are
still plenty of ways to control what they do.
First, go to your skill and spell screens and use the Square
button to darken all the skills. This means your characters
won't use any of their spells or skills automatically in
battle. Instead, you can cast them manually by hitting the
riangle button in battle, choosing Skill or Spell and casting
the spell as you would in any other game.
And to control your other characters' physical attacks, hit
Triangle during battle and go to the Strategy option. Change
all the characters' targeting mode to Manual, and you can select
what enemy you want each character to attack.
Finally, to make your other party members more useful in battle,
try this trick. Run Stahn right up next to the enemy, then hit
L1. This is the button to reverse your formation, which will
bring all your characters right up next to Stahn and they'll all
start attacking. If you want to have them back off, just hit L1
again.
%%%JOY OF CHANNELING%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Very early on in the game, you'll get the Channeling
accessory. Although it seems useless at first, if you
equip it on the party member in the second position,
a second player can control that character in battle by
tapping Select on the second controller. And if you
equip Channelings on the third and fourth characters,
you can control them with the third and fourth
controllers (if you have a multitap).
This may not seem all that great, but it has another
use. Just set Stahn to Auto control, then set the
other character to Semi-Auto or Manual. You now play
as the other character in battle, and Stahn is
controlled by the computer. You'll have to switch back
and forth from the first controller (to move around the
map) to the second controller (in battle), but that's a
small price to pay for being able to control any
character ^_^.
And, in case you were wondering, the other characters
*are* fully functional and play just like Stahn -- you
can map their skills to the X button like Stahn's, and
you can equip the Tech Ring to use the Manual control
mode.
Swordians are the talking swords that the main characters
in ToD wield. They serve a number of functions; the
most important of which are weapons and spellcasters.
First of all, each Swordian can be equipped as a weapon
by its respective wielder (Stahn uses Dymlos, etc.).
You can use it as a normal weapon, plus, while you have
it equipped, can use that Swordian's magic (you can use
Skills whether you have a Swordian equipped or not).
Since magic is generally pretty good, you're usually
better off equipping Swordians on all those who can use
them and giving your other weapons to the non-Swordian
characters.
Also, Swordians should *always* be equipped in the
"Swordian" slot of your equipment screen. Although you
can't cast magic unless you also have it equipped as a
weapon, the Swordians will still gain experience (note
that you can equip the "wrong" Swordian in the Swordian
slot, like having Rutee use Dymlos, but only the proper
character can use them as a weapon).
Yes, Swordians gain experience. If you go to a
character's status screen, and then push down, you will
see the stats for their Swordian. Swordians have their
own experience level and experience count, as well as
their own stats. So whenever your Swordian gains a
level, be sure to check its stats, as it may be more
powerful than the weapon you're currently using. In
addition, as the Swordians gain levels, they will learn
new spells.
Discs are ToD's version of materia. You can equip one
Disc on each Swordian, allowing them to use new spells
(for example, the Flame Disc lets you cast the Fireball
spell). They will also usually boost the stats of your
Swordian. Some discs just boost the Swordian's stats,
and don't teach you any spells.
To equip a Disc, just go to a character's equipment screen
and equip the Disc in the "Disc" slot at the bottom.
Since Discs attach to Swordians, you can only equip
that on characters with Swordians, and you can only
use one Disc per character at a time.
While travelling on the world map, you can regain hit
points by eating food. You'll get regain 1 HP per step
for each unit of food until your supply runs out. As long
as you have food in your bag, you will automatically eat it
if you're at less than full health.
To put food in your bag, go to your item screen and use
the food as an item. It will go into your bag, adding its
value to your food supply (for example, one piece of Chicken
counts as 200 food units.). There's a limit on how much
food you can have in your bag; you start out with a bag
that holds 200 units of food, but can upgrade to bigger
bags as you progress. However, you can carry more food
in your inventory; just not in the bag.
The Combo Counter is an item you acquire fairly early
on in the game, in Calvalese. Once you have it, you can
go to the Customize option on the menu screen and
turn the Combo Counter on and off.
While the Combo Counter is on, the game will count the
number of hits you can do in a combo during battle. A
combo is a sequence of hits against a SINGLE enemy (hitting
several enemies at once is *not* a combo) such that it
stays in its "getting hit" animation the whole time.
Note that some attacks are combos just by themselves --
Kick Attack, for example, hits an enemy 3 times.
After battle, you will be rewarded with extra EXP based
on the longest combo you did (only one combo counts per
battle):
There's no disadvantage to using the Combo Counter, and
you get extra experience for using it (the bonuses
can get pretty significant when you do longer combos),
so you should always have it on once you get it.
Each character's Luck statistic will change every time
you stay at an inn -- it's randomly determined. You
can also equip the Lucky Cap helmet to boost your Luck.
If *all* your characters have Luck over 45, the pictures
on the status screen will be replaced with the characters'
faces. Luck also affects some other things, but I have
no idea what they are ^_^.
Late in the game, you can acquire the Combo Command
accessory. When equipped on Stahn, it allows you to perform
your special skills with controller motions (like in a
fighting game) instead of the various X buttons
combinations. Actually, this is pretty useless (you
never need all the skills at once), but if you want to
try it out, here's the known moves:
D, DT, T, X Missile Sword
B, DB, D, DT, T, X Kick Attack
U, UT, T, X Spin Slash
D, B, DB, X Tiger Blade
???? Vortex
???? Force
D, T, DT, X Dragon Blade
???? Light Spear
d = down, t = towards, b = back, u = up
*******************************************************
IX. OTHER INFO
*******************************************************
GENERAL STORE:Short Sword 20g L. Glove 12g
Long Sword 40g Green Gel 30g
Rapier 90g Orange Gel 100g
L. Armor 30g Melange Gel 120g
Wood Shield 25g Life Bottle 150g
Beret 10g Bread 20g
L. Helm 20g Cheese 70g
---CHERIK---
INN: 80 gald
WEAPON SHOP: Saber 120g Battle Axe 600g
Fine Saber 480g A. Cloak 280g
Silver Mace 580g Iron Helm 180g
Veldan 350g Iron Glove 250g
ITEM SHOP: Green Gel 30g R. Bottle 500g
Orange Gel 100g Spectacles 5g
Melange Gel 120g H. Bottle 40g
Life Bottle 150g Bread 20g
P. Bottle 80g Cheese 70g
TEXTILE SHOP: A. Cloak 260g Blue Ribbon 220g
FRUIT SHOP: Vegetables 300g Pineapple 500g
Banana 40g Dorian 3000g
FISHMONGER: Bream 120g R. Snapper 450g
Wrasse 10g
---KALVIOLA---
INN: 100 gald
LENS SHOP
WEAPON SHOP: Saber 120g Battle Axe 600g
Fine Saber 480g B. Sword 800g
Veldan 350g
ARMOR SHOP: A. Cloak 280g Iron Glove 250g
Ring Mail 300g Ankh Hat 120g
Iron Helm 180g
ITEM SHOP: Green Gel 30g R. Bottle 500g
Orange Gel 100g Spectacles 5g
Melange Gel 120g H. Bottle 40g
Life Bottle 150g Bread 20g
P. Bottle 80g Cheese 70g
OBERON CORP.: Spectacles 5g E. Bullet 320g
Oberol C 50g Life Bottle 150g
Oberol EX 300g
---JUNKLAND---
INN: 100 gald
WEAPON SHOP: Saber 120g A. Cloak 280g
Fine Saber 480g Ring Mail 300g
Veldan 350g Iron Helm 180g
Battle Axe 600g Iron Glove 250g
ITEM SHOP: Green Gel 30g P. Bottle 80g
Orange Gel 100g R. Bottle 500g
Melange Gel 120g Neutralizer 430g
Life Bottle 150g
---NEUESTADT---
INN: 200 gald
LENS SHOP
WEAPON SHOP: Short Sword 20g Kite Shield 350g
Long Sword 40g Ahmet Helm 480g
Battle Axe 600g Land Hat 340g
Ring Mail 300g Gauntlet 380g
Silver Mace 580g
F-MART: Green Gel 30g P. Bottle 80g
Orange Gel 100g H. Bottle 40g
Melange Gel 120g Spectacles 5g
Lemon Gel 250g Bread 20g
Pine Gel 500g Cheese 70g
Life Bottle 150g Lemon 30g
R. Bottle 500g Acerola 250g
OBERON CORP.: Spectacles 5g Oberol EX 300g
Oberol C 50g E. Bullet 320g
PEDDLER: Shiny Junk* 6000g Lemon Gel 250g
Pine Gel 1000g W. Boots 2000g
* The Shinky Junk is actually a ?DISC, that,
when identified, is the SW060060. You can only
buy it once.
(the shops below are only open after beating Batista)
WEAPON SHOP: B. Sword 800g L. Shield 650g
Splint Mail 440g Ahmet Helm 480g
Silver Cloak 480g Land Hat 340g
Silver Chain 500g Gauntlet 380g
ITEM SHOP: Green Gel 30g R. Bottle 500g
Orange Gel 100g Bread 20g
Melange Gel 120g Cheese 70g
Life Bottle 150g Cross Helm 650g
P. Bottle 80g A. Charm 10000g
---MOREAU---
INN: 80 gald
ITEM SHOP A: Green Gel 30g R. Bottle 500g
Orange Gel 100g Bread 20g
Melange Gel 120g Cheese 70g
Life Bottle 150g Breastplate 540g
P. Bottle 80g Gauntlet 380g
FABRIC SHOP: Cloak 6g Silver Cloak 460g
A. Cloak 280g
HATTER: Feather Hat 500g Ribbon 5g
Beret 10g Blue Ribbon 220g
Land Hat 340g S. Ribbon 1400g
TRADER SHMOE: Long Sword 1800g Lucky Cap: 1500g
M. Sword 1800g Beret: 1500g
Rapier 1800g L. Helm: 1500g
M. Chain 2000g A. Charm 10000g
L. Armor 2000g P. Charm 25000g
Cloak 2000g
NOTE: Except for the two charms, all of Trader Shmoe's
goods are ? items and must be identified with
a Rune Bottle.
WEAPON SHOP*: C. Axe 1160g S. Chain 500g
QuartzRod 100000g Cross Helm 650g
Breastplate 540g L. Shield 630g
S. Cloak 460g
ITEM SHOP C*: Mandolin 1250g Life Bottle 150g
Lemon Gel 250g P. Bottle 80g
Pine Gel 500g
* Only open after you beat Batista.
---TERAZZI---
WEAPON SHOP: B. Sword 800g Halberd 1225g
C. Axe 1160g QuartzRod 100000g
GENERAL STORE: Ransuer 1200g Lemon Gel 250g
Comp. Bow 1850g Pine Gel 500g
Plate Armor 820g Life Bottle 150g
M. Mesh 1000g P. Bottle 80g
M. Chain 1080g Crab Soup 4000g
M. Helm 720g Herring 600g
M. Tiara 680g Smelt 300g
Bracelet 880g Crab 3200g
Fur Cape 885g
WEAPON SHOP: M. Sword 1720g M. Helm 720g
M. Axe 2000g M. Tiara 680g
M. Mesh 1000g M. Glove 655g
M. Chain 1080g Bracelet 880g
M. Plate 1100g
ITEM SHOP: Green Gel 30g R. Bottle 500g
Orange Gel 100g P. Bottle 80g
Melange Gel 120g W. Boots 1500g
Lemon Gel 250g Bread 20g
Pine Gel 500g Cheese 70g
Life Bottle 150g Beef 1000g
OBERON CORP.: Spectacles 5g Oberol EX 300g
Oberol C 50g E. Bullet 320g
---CYRIL---
INN: 150 gald
ITEM SHOP: Green Gel 30g W. Boots 1500g
Orange Gel 100g Bread 20g
Melange Gel 120g Cheese 70g
Lemon Gel 250g Beef 1000g
Pine Gel 500g Apple 30g
Life Bottle 150g Blueberry 250g
R. Bottle 500g Melon 2200g
P. Bottle 80g
---LIENEA---
INN: Free (at Stahn's house)
ITEM SHOP: Green Gel 30g Life Bottle 150g
Orange Gel 100g P. Bottle 80g
FISHMONGER: White Smelt 80g Tuna 3000g
Eel 2000g Prawn 1200g
BAKERY: Bread 20g Fitz Burger 180g
Cheese 70g
---CRESTA---
INN: 150 gald (but you can stay for free at the orphanage)
WEAPON SHOP: M. Sword 1720g M. Plate 1110g
M. Axe 2000g M. Helm 720g
H. Bow 2160g M. Tiara 680g
M. Mesh 1000g M. Glove 655g
M. Chain 1080g Bracelet 880g
ITEM SHOP: Green Gel 30g Life Bottle 150g
Orange Gel 100g P. Bottle 80g
Melange Gel 120g Bread 20g
Lemon Gel 250g Cheese 70g
Pine Gel 500g Beef 1000g
---RADISROL---
Note: Radisrol doesn't have any shops to begin with;
they're added as you complete dungeons.
INN: 30 gald (but there's a free rest spot too)
ITEM SHOP: Green Gel 30g Life Bottle 150g
Orange Gel 100g R. Bottle 500g
Melange Gel 120g P. Bottle 80g
Lemon Gel 250g W. Boots 1500g
Pine Gel 500g
WEAPON SHOP: Destroyer 30000g E. Bullet 320g
St.Halbrd 90000g
ARMOR SHOP: R. Plate 20000g Fine Hat 1300g
HolyCloak 28000g R.Gauntlet 18000g
Rare Helm 14000g
By using Rune Bottles, you can change various items into
other ones. This is mostly used to identifty ? items
(?DISC, ?ARMOR, etc.), but it can also be used to modify
a few other items.
?DISC --> various Discs
?SWORD --> various swords
?ARMOR --> various armor
?HELM --> various helmets
?JEWEL --> various jewels
Apple --> Wormy Apple
Beef --> Juicy Beef
Bellebane --> Red Bellebane
Blueberry --> Jam
Cheese --> Brie
Lavender --> Red Lavender
Old Cane --> BC Rod
Roast --> Tender Roast
Sage --> Red Sage
Savory --> Red Savory
Sour Milk --> Cheese
Wormy Apple --> Jam
Every town with a port has at least one warehouse.
These warehouses might seem unimportant at first, but
they all contain hidden puzzles. If you arrange the
crates in the right way (you'll hear a click when you
move them onto the right spot), a chest will appear,
containing an item, which varies depending on how long
it took you to solve the puzzle. Each warehouse has
two solutions; an easy one and a hard one (if you have
the Lantern from the bonus dungeon, you can see the
solutions). The easy one usually gives you an item each
time, but the hard one generally gives you a better item,
but only once. You can get some caller items, along with
some other cool stuff, in the warehouses, so be sure to
check them out.
---DARILSHEID - LEFT WAREHOUSE---
Move the topmost crate right one space.
ITEM: Orange Gel, Life Bottle, Melange Gel
Put one crate two spaces to the left of the pillar,
and the other crate two spaces to the right of the
pillar.
ITEM: Elixir (first time), nothing
---DARILSHEID - MIDDLE WAREHOUSE---
Push the two crates against the north wall, in the
space in between the large piles of brown boxes.
ITEM: Life Bottle, Green Gel
Put one crate down and right one space from the pillar
on the left, and the other crate down and left one
space from the pillar on the right:
P P P = Pillar
C C C = Crate
ITEM: R. Savory (first time), Green Gel
---DARILSHEID - RIGHT WAREHOUSE---
Put one crate below the white bag, and one to its
left.
ITEM: Miracle Gel
Push the crates down from the above position until
the crate on the left is down and right one square
from the pillar, and the other crate is down and
right one square from that:
P P = Pillar
C C = Crate
C
ITEM: Hourglass (first time), nothing
---CHERIK - LEFT WAREHOUSE---
Push the rightmost crate up one space.
ITEM: Life Bottle
Arrange the crates in a diagonal line so that they
form a three-square hole between them and the boxes
in the upper left. It's kinda hard to describe, so
here's an illustration:
****
****
** C * = Brown boxes
** C C = Moveable crate
C
ITEM: Elixir (first time), nothing
---CHERIK - RIGHT WAREHOUSE---
Put the three crates in a vertical line in the lower-
right corner.
ITEM: Nothing (?)
A picture is worth a thousand words, so here's a
picture:
** ****
VV ** ****
V C C ** V = Vase or barrel
* = Brown boxes
VV **** C = Moveable crate
VV C****
ITEM: Efreet (first time), nothing
---NEUESTADT - LEFT WAREHOUSE---
Push the rightmost crate left one space.
ITEM: Life Bottle
Put one of the crates two spaces to the right of the
pillar. Put the next crate two spaces to the right
of the first crate, and the third crate two spaces
to the right of the second one.
ITEM: Elixir (first time), Life Bottle
---NEUESTADT - RIGHT WAREHOUSE---
Put one crate in front of the back door. Put the other
two crates to the left and right of it.
ITEM: Winged Boots
Arrange the three crates around the pillar on the
right, but one space away from the pillar, like this:
C P C P = Pillar
C = Crate
C
ITEM: Sylph (first time), Winged Boots
---SHEEDEN - LEFT WAREHOUSE---
Line up the four crates along the east side of the
big white pile of stuff.
ITEM: Pom Seed
>From the easy solution, move the top crate down
one space and right one space, the next crate down
one space and right two spaces, the next down one
space and right three spaces, and the bottom one
down one space and right four spaces.
ITEM: Wendiene (first time), nothing
---SHEEDEN - RIGHT WAREHOUSE---
There's two stacks of barrels here, one with the
barrels standing upright (the lower one) and the
other sideways. Push one of the crates up against the
middle row of the upright pile of barrels. Put
the next crate to the right one of the first crate,
and the other two crates up and to the right and
down and to the right from the second one. Again,
that's pretty complicated, so here's a diagram:
BB C B = Upright barrels
BBBCC C = Crates
BB C
ITEM: R. Lavender
Once again, arrange the crates near the barrels, but
push the leftmost crate up one space, and the middle
crate down one space and left one so that the crates
form a square:
BB C C B = Upright barrels
BBB C = Crates
BB C C
ITEM: R. Bellebane
---MOREAU - ONLY WAREHOUSE---
Move the two bottom crates so that the four crates
are surrounding the brown boxes:
******
******
****BBB
****C * = Brown boxes
****C B = Barrels
**CC C = Crates
B
ITEM: R. Foot (first time), nothing
See the lone barrel against the top wall? Put one
crate two spaces to the right of it. Then put the
next crate two spaces to the right of it, etc.
ITEM: Gnome (first time), nothing
---TERAZZI - FAR LEFT WAREHOUSE---
Surround the two barrels at the top with the
four crates.
ITEM: Nothing (?)
There's three sets of white boxes. Ignore the two
on the left wall, and look at the one on the right.
Push one of the crates against its upper-left corner,
so that it is lined up with one of the pillars on
the north wall, and also lined up with the barrel
on the left wall. Now put the next crate two spaces
down and one space left. Put the third crate another
two spaces down and one space left from the second
crate, etc.
ITEM: Grow Fruit (first time), nothing
---TERAZZI - MIDDLE WAREHOUSE---
This one's pretty tricky. All of the crates go in
between the big mess of white boxes and the big
mess of brown boxes. A diagram:
C | C = Crate
C | | = Wall
WW CBB| B = Brown boxes
WW C BB| W = White boxes
WW oBB| o = Hole in floor
WW BB|
W BBBB|
ITEM: Blessing
Very similar to the above solution, but a little
bit different... look carefully.
C | C = Crate
C | | = Wall
WWC BB| B = Brown boxes
WW C BB| W = White boxes
WW oBB| o = Hole in floor
WW BB|
W BBBB|
ITEM: Sheeden
---FROSTHEIM - LEFT WAREHOUSE---
Arrange the four crates in a vertical line to the
right of the white boxes.
ITEM: Nothing (?)
Do the same as above, but put the top and bottom
crates two extra spaces to the right, and the
middle two one extra space to the right (making
a "C" shape).
ITEM: Bolt (first time), nothing
---FROSTHEIM - RIGHT WAREHOUSE---
Put one of the crates against the brown boxes to the
right, such that the crate is sitting in the shadow
of the beam overhead. Now put the other crates in
a diagonal line down and to the left from the first
one, like this:
1
2
3
4
ITEM: Tech Ring (first time), nothing
Put crate 2 in the same position as above, then flip
the line so that it looks like this:
1
2
3
4
ITEM: Thinking Cap (first time), nothing
# NAME WHERE USED
1 Preview ?????
2 Unfinished World World map
3 Utopia? World map (2)
4 Winterland Janos
5 Kingdom Darilsheid
6 The Laugher of Children Cresta
7 Despair Dark town music
8 Caged Junkland / occupied towns
9 Green Hill Seinegaldian towns
10 Cruise Ship travel
11 Solemn Castle Darilsheid Castle
12 Bared Fangs Battle theme #1
13 Ambush! Battle theme #2
14 Nightmare Mini-boss battle
15 Betrayal ?????
16 Descent into Vice Battle with Lydon
17 Victory! Battle victory
18 Ruins Snow ruins
19 Caverns Natural Cave
20 Clock Tower Heidelberg Castle
21 Sanctuary Straylize Temple
22 Peaceful Day Lienea
23 White Labyrinth Forests
24 Fire Swordian R&D Lab
25 Abandoned Factory Libra
26 Aerial City Aeropolises
27 Dead or Alive Dycroft
28 Who Are You? Cress and Arche's quiz
29 Champion! Bruiser's theme
30 Mysterious Night Straylize Temple
31 Happiness Rutee's theme
32 Hidden Sorrow In the Belcrant
33 The Storm General event music
34 Underwater Remains Undersea Ruins
35 Botanical Gardens Cloudius
36 Concrete Mikheil
37 Scholar Helraios
38 Pure Fiction ?????
39 Thanks a Million Aquaveil town music
40 Water Garden [unused]
41 Limelight Neuestadt
42 White Kingdom Heidelberg Castle
43 Will You Dance with Me? Bar music
44 Good Luck! Part 1-Part 2 scenes
45 Memories Return Mary's theme
46 Silent Night Ilene's theme
47 Hello Again Frostheim
48 Heat Wave Oberol battle music
49 Leon --Victim of Fate-- Battle with Leon
50 Relentless Assualt Boss battle
51 Blue Dragon Blue Dragon's theme
52 Destiny Battle with Ultra Kronos
53 Treasure! Item acquistion
54 Game Over Self-explanatory ^_^
55 Tales of Destiny Title screen
56 Endless Dream ?????
57 Daybreak Inn music
58 Attack! Rembrandt's theme
59 Port Town Dock music
60 Over the Rainbow On the Draconis
61 Passion Calvalese town music
62 Level Up! Level gain
63 A Happy Home Stahn's house
64 Belcrant Belcrant attacks
65 Cry for the Moon General sad music
66 Unsophisticated Lens Cannon firing (?)
67 Rise Again ?????
68 Idle Fears ?????
69 Warning Signs Terazzi Castle
70 Trickster Karyl's theme
71 Enter Kronos Kronos's theme
72 Dreams Ending
73 Puppy Love [unused]
74 The Future Ending
75 namco 1 Tower level start
76 namco 2 Tower of Druaga
77 namco 3 Tower level clear
78 namco 4 Quox music
79 namco 5 ?????
80 namco 6 Tower game over
81 namco 7 ?????
82 namco 8 ?????
83 namco 9 Race start line
84 namco 10 Race with Mach Boy
85 namco 11 Race end
86 Missing You ?????
87 Fatalism ?????
88 Ancestry Mary's flashbacks
89 Invisible Hand ?????
90 Visage Moreau Castle
91 Naval Forces Ship combat game
92 Fin "Fin" screen
This FAQ is copyright 1998 by Fritz Fraundorf. Tales of
Destiny is copyright 1998 by Namco. This FAQ is not
associated with or endorsed by Namco. You may freely
distribute this FAQ for noncommercial purposes if it is
not altered in any way and I am credited. Keep arms and
legs inside the FAQ while in motion.
- Brian Maniscalco (bsm@gaming-intelligence.com) for
explaining how to get through the first room of the
Undersea Ruins.
- Bubbawheat (bubbawheat@aol.com) for the Tricycle
subquest, and explaining the fish event.
- David Johnson (johnsonr@compuserve.com) for the use of
Channeling, some music use info, and the floor 58
solution for the Tower of Druaga.
- Ginger Knuth (pegasus7@kcinter.net) for the Cat and
the Ring subquest.
- J. Parish (jparish@gaming-intelligence.com) for
explaining how to see the Swordians' stats.
- My dad (kfraundorf@aol.com) for helping me with the
solution to Najasee's game.
- Namco, for making this wonderful old-school RPG!
- PSM's ToD walkthrough for the Helraios passwords
and the solutions to the Tower of Druaga. Please
don't sue.
- Skychrono (masamune@ix.netcom.com) for correcting the
number of questions you have to answer to get Throw
Sword.
- Stephen Tang (tang@tritium.net) for all the info on
Luck, and combo info.