-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~- ._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._. Dragon Warrior VII - Warriors of Eden Complete Walkthrough Version 1.12 By Sky Render -~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~- ._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._.-~-._. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= NOTE: This walkthrough employs the QuickFind system! To locate data about a particular part of the game, simply search for the QuickFind code listed in the table of contents, found in brackets at the end of each entry! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Table of Contents ----------------== Foreword Legal Stuff [FLEGAL] Contacting the Author [FCONTACT] Revision History [FREVISION] Review [FREVIEW] Gameplay Mechanics The Class System [GMCLASSES] Regular Classes [GMRCLASS] Monster Classes [GMMCLASS] Class-Builder's Manifesto [GMCBMANIF] Spells and Skills [GMSPELLSK] Natural Skills [GMSKILLS] The Shards and Pedestals [GMSHARDS] Map of the Ancient Fane [GMFANEMAP] Disc 1 Walkthrough Outset - The Lone Isle [D1OUTSET] Act I - Discoveries of the Past The Monsters of Rexwood [D1REXWOOD] Engow and the Volcano [D1ENGOW] Stone Rain and Lost Hope [D1DIALAC] The Curse of Orph [D1ORPH] Falrod and the MechSoldiers [D1FALROD] The Tragedy of Verdham [D1VERDHAM] Act II - Ressurection of the Hero The Deja's Sacred Mission [D1DEJA] The Legendary Dharma Temple [D1DHARMA] Dune and the Evil Statue [D1DUNE] Krage and the World Tree [D1KRAGE] Distortions of Time [D1LITORUD] The Minstrel and the Flood [D1HAMELIA] Act III - Quest for the Truth The Cursed Town of Loomin [D1LOOMIN] Deception and Fate [D1PROBINA] The Madness of Zeppel [D1MARDRA] The Wind and the Winged Ones [D1GORGES] Sins of the Fathers [D1LABRES] The Sealed Town of Coastal [D1COASTAL] The Battle of the Demon Lord and God [D1BATTLE] Disc 2 Walkthrough Act IV - Light and Shadow Collide Ressurection of the Fallen God [D2REVIVAL] In Search of the Fire Spirit [D2FIRESP] The Earth's Murmurings [D2TERRASP] Quest for the Wind Spirit [D2WINDSP] The Fall of the Evil One [D2FINAL] Epilogue - The Hero's March Bonus Dungeon #1 - Replica Cave [EPBONUS1] Bonus Dungeon #2 - Zion Castle [EPBONUS2] Appendix A: Monsters and Taming [APPENDIXA] Appendix B: TinyMedals and Rewards [APPENDIXB] Appendix C: The Immigrant Town [APPENDIXC] Appendix D: Litorud Rankings [APPENDIXD] Appendix E: Items and Equipment [APPENDIXE] Appendix F: Casino Prizes [APPENDIXF] GameShark Codes [GSCODES] Conclusion Special Thanks to List [CNTHANKS] Afterword [CNLAST] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =======-- Foreword =======-- Legal Stuff [FLEGAL] ----------== Standard legal boilerplate. This guide was written by me (Sky Render), and as such, it's my property. Reposting of this guide in any form without my consent is forbidden. Please do not modify this guide and repost it in modified form, ever. I did not make the game that this guide pertains to, and as such, all credit for this title is given to the company that made it (Enix). All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Contacting the Author [FCONTACT] --------------------== I may have made a mistake or two in this guide, possibly forgotten to add a few things. But hey, nobody's perfect! If you happen to spot something missing (or incorrect), by all means, e-mail me and tell me about it! Constructive criticism is also welcome, but please don't e-mail me just to complain. My e-mail address is listed below. Sky Render: torquemada_gi@hotmail.com Revision History [FREVISION] ---------------== Version 1.00 (1 September 2004) * Initial release; walkthrough is done * Monster class list semi-complete * Some boss strategies are sketchy Version 1.10 (5 October 2007) * Updates to the guide to fill in missing info and correct info * Lots of fixes; now less spoilers and fewer typos * Some small additions here and there Version 1.11 (30 December 2010) * A few small corrections here and there * Hybrid skill leveling checklist added Version 1.12 (13 December 2014) * Added monster class job level names * Another handful of minor tweaks and corrections Review [FREVIEW] -----== NOTE: This review is written with the Render/Knights RPG Rating Scales. The purpose of this system is to provide a review that has as little personal bias as possible. For more information on this scale, see: http://sky_render.tripod.com/review_scale.txt Dragon Warrior VII Gameplay: Repitition [---------*] The battles are generally variations on the exact same strategies. The various events in the game tend to also show a lot of repitition. Depth [---*------] There's very little depth to the gameplay system. It's mostly just the normal deal of leveling up, with a bit of class-changing thrown in. Learning Curve [-*--------] Being from the series that started the whole console RPG genre, this game's learning curve is appropriately short. Difficulty [-------*--] At it's hardest, the game can be annoying, though it's usually only average in difficulty. Continuity [--*-------] Some bosses are incredibly hard, while others are easy as pie. Random encounter enemies are almost always easy, with a few exceptions. Interface [-------*--] The interface is very fluid and easy to manage. It can be a bit annoying at times, though. Graphics: Suitability [------*---] Not much appears to be out of place for the environment that they're in. Quality [--*-------] There are first-generation PlayStation games with better quality of graphics than this game has. Fluidity [------*---] The occasional graphical glitch can be spotted, as well as the normal texture warping caused by the PSX, but for the most part, the graphics all flow smoothly. Sound and Music: Instrumentation [-----*----] The instrumentation is nothing special. There are better, and there are much worse. Tonal Quality [---*------] Sound effects tend to be very low quality, almost as bad as what an 8-bit sound system produces. Balance [------*---] The music manages to avoid being overly repetitive, for the most part. Some of the songs, however, sound completely different near the end than they do near the beginning or middle. Suitability [---*------] Unfortunately, most of the songs are either used far too much, or not nearly enough, and some are used in situations that they make no sense in. Story: Continuity [--*-------] There are a few poltholes, but the big problem is that the main story is more or less ignored for 3/4ths of the game. The side-stories are all very disconnected from each other, with only a few exceptions. Depth of Focus [--*-------] What little focus is put on the main story isn't very deep. Likewise, the side-stories are usually simple, with only one or two twists each, at best. Clarity [--------*-] Though confusing at times, there aren't any scenes that downright make you say "huh?". Most of the confusing stuff is due to translation errors. Translation [------*---] Lots of small errors are spread throughout the game, but most won't be spotted by the average gamer. =================-- Gameplay Mechanics =================-- The Class System [GMCLASSES] ---------------== ===============-- How Classes Work Class-changing isn't available from the start. You first have to reach the legendary Dharma Temple (found in many Dragon Warrior/Dragon Quest games since the third game), and then you can change your class by talking to the high priest. Each class has eight levels of competence, ranging from no experience to mastering a job. The levels for classes are not gained from regular battle experience, however. Rather, classes gain levels depending on how many battles you fight in that guise. As such, you can actually master powerful classes long before your level reflects the skills that they impart to you. There is a catch, however. You can only gain experience for your classes against monsters that are considered worthy opponents. There is no sure- fire way to find out what this level is, save for talking to an old woman at Dharma to find out how many battles you need to gain a class level, fighting a few battles, and asking her again to see if the value has changed. An interesting thing to note, though, is that it's the area that holds the level limit for class level gaining, and not the monsters themselves. One area in the game has no level limit at all, and that area is mostly filled with Slime monsters of various breeds. The key to successful class leveling is minimizing experience earned. You can't do this very effectively in later areas, but it's quite easy early on. Simply gain the Thief skill KnockDown, and use that against all but one enemy per battle. This will lower your experience gain by as much as three fourths, giving you far more time to level up classes. Once a class is mastered, the path to higher level classes is opened. By mastering, for example, the Cleric and Mage classes, you will be able to access the intermediate class Sage. As you gain levels for each class, you also gain new spells and skills for your job. These skills range from utterly useless to life-saving and eternally valuable. Some classes are essentially dead ends, but most gain you abilities and skills that you will reap the benefits of long after you have mastered the class. Another interesting ability is the ability to learn dual-class skills. These abilities stem from maturing a class (five or more stars), and then maturing another class. Unfortunately, you don't automatically learn these special skills when switching between multiple classes. Say you wanted ThiefHit, but you matured Thief, Fighter, and then Warrior. You wouldn't learn ThiefHit this way. You would have to start with either Thief or Warrior classes, and switch to the other one once the class has matured (holding off until it's mastered is fine, too). See Class Misconceptions for more information on how to get a character to learn special skills even when they've mastered one or both of the classes required without gaining the abilities. Higher level classes give added incentive to mastering them in the form of stat bonuses. However, these bonuses only remain as long as you stay in that class. They can be useful for winning the various contests at the WRF, though. ===================-- Class Misconceptions There are a few erroneous views of the class system out there, and that's what this section is about. MISCONCEPTION #1: You need a Hero Heart to change an ally into the Hero class. TRUTH: The Hero Heart is not required, it simply allows anybody to take up the Hero class without mastering three intermediate or advanced jobs first. I should know, I've mastered every one of my characters in the Hero class, and moved on to other classes. MISCONCEPTION #2: Once a class is mastered, you can't learn any dual-class abilities that it would have granted. TRUTH: You just have to switch back to the mastered class, and fight enough battles so that your allies get back into the spirit of their previously mastered class (the game refers to it as "making up"). After that, it's just like normal, and you merely have to either have matured the class you want to get a dual-class skill from already, or mature it immediately afterwards. ==============-- Regular Classes [GMRCLASS] These classes are the ones that you can access without monster hearts by asking the high priest at the Dharma Temple to change your class. Basic Classes The basic classes are ones that anybody can join at any time. They give no mastery bonuses, and have larger drawbacks (and smaller bonuses) than higher classes. Despite this, they are the key to reaching the higher level classes. Warrior - A weapons master and stalwart soldier, the warrior is a classic example of a heavy hitter class. Class Effects: None Stat Adjustments: Str +10%, Agl -35%, Int -30%, HP +10%, MP -60% Battles Required to Master Class: 130 Class Rank Total/For Next New Abilities Gained Beginner 0/10 None Novice 10/10 PsycheUp Soldier 20/15 None Guardsman 35/20 SquallHit Veteran 55/20 None Warmonger 75/30 DrakSlash Elite 105/25 None General 130/0 EvilSlash Fighter - A martial artist, devoted to fighting with the use of body alone, and forsaking weapons. One of the most useful basic classes. Class Effects: None Stat Adjustments: Agl +15%, Grd -10%, Int -20%, MP -50% Battles Required to Master Class: 160 Class Rank Total/For Next New Abilities Gained Beginner 0/16 None Novice 16/16 LegSweep Grappler 32/18 JumpKick BlackBelt 50/20 Roundhous Assassin 70/35 Suplex Ninja 105/25 WarCry Sensei 130/30 Punch Master 160/0 WindBeast Mage - A mage of the offensive class, these warriors rely on the powers of the mind rather than the body to do damage to enemies. Class Effects: None Stat Adjustments: Str -40%, Agi -5%, Def -40%, Int +20%, Apr +10%, HP -40%, MP +10% Battles Required to Master Class: 170 Class Rank Total/For Next New Abilities Gained Beginner 0/13 Firebal Novice 13/15 Sleep Dabbler 28/15 Return Magician 43/27 Outside, Sap Sorcerer 70/35 Blazemore Wizard 105/30 Boom, Surround Warlock 135/35 Firebane Archmage 170/0 Snowstorm Cleric - A mage dedicated to the healing arts, Clerics are best suited to healing and defensive abilities. A must for a beginner party. Class Effects: None Stat Adjustments: Str -20%, Agl -10%, Def -30%, Int +10%, HP -20% Battles Required to Master Class: 180 Class Rank Total/For Next New Abilities Learned Beginner 0/19 Heal, Expel Novice 19/18 Infernos Acolyte 37/13 Upper Prelate 50/30 StopSpell Clergyman 80/20 HealMore Priest 100/30 Infermore Bishop 130/50 HealAll HiPriest 180/0 Vivify Dancer - Those who dedicate their lives to the art of enchanting others by moving their bodies, dancers are most useful for distracting enemies and putting them off guard. Class Effects: None Stat Adjustments: Str -30%, Def -40%, Apr +10%, HP -30%, MP -20% Battles Required to Master Class: 120 Class Rank Total/For Next New Abilities Learned Novice 0/5 None Apprentice 5/13 LureDance ToeTapper 18/20 ParryPass Dervish 38/15 OddDance Amateur 53/29 SideStep Prancer 82/15 DanceShut Bounder 97/23 PaniDance TruTalent 120/0 K.O.Dance Bard - Singers and playwrights, bards have the ability to aid allies and confound enemies with their songs and abilities. Class Effects: None Stat Adjustments: Str -25%, Agl -10%, Grd -15%, Int +20%, Apr +10%, HP -20% Battles Required to Master Class: 140 Class Rank Total/For Next New Abilities Learned Beginner 0/13 None Novice 13/14 EagleEye Poet 27/13 X-Ray Lyricist 40/15 SleepSong Warbler 55/20 Repel Crooner 75/35 WakeSong Songster 110/30 MistSong Minstrel 140/0 AngelSong Jester - Dedicated to making people laugh, a jester is not particularly valuable in combat, but very helpful for getting one particular class. Class Effects: None Stat Adjustments: Str -30%, Agl -30%, Grd -40%, Int -20%, Apr +5%, HP -30%, MP -40% Battles Required to Master Class: 133 Class Rank Total/For Next New Abilities Learned Beginner 0/7 None Novice 7/8 PuffPuff Goof Off 15/15 Silliness Buffoon 30/28 PointOut StandUp 58/22 QuickJoke Comedian 80/20 LushLicks Joker 100/33 SlickLick Fool 133/0 Tickle Mariner - Masters of the seas, mariners have the ability to navigate the waves, as well as aid their allies with the powers of the ocean. Class Effects: None Stat Adjustments: Agl +5%, Grd +10%, Int -10%, HP +15%, MP -20% Battles Required to Master Class: 135 Class Rank Total/For Next New Abilities Learned Beginner 0/14 None Novice 14/11 FishNet DeckHand 25/18 Ramming Seafarer 43/17 BirdEye Navigator 60/15 None Helmsman 75/20 NumbOff Captain 95/40 Infermore Admiral 135/0 Tsunami Thief - Those who take from others are referred to as thieves. A thief has to be agile to do his dirty work and escape before he is noticed. Class Effects: Randomly steal from monsters in battle Stat Adjustments: Str -10%, Agi +20%, Def -30%, Int -10%, Apr -20%, HP -10%, MP -40% Battles Required to Master Class: 150 Class Rank Total/For Next New Abilities Learned Beginner 0/8 None Novice 8/9 SandStorm CutPurse 17/13 KnockDown Pilferer 30/18 CragThrow Brigand 48/22 ChargeUp Rogue 70/40 Location Scoundrel 110/30 Tiptoe Big Boss 150/0 Smell Shepherd - Shepherds are timid but reliable allies who tend to sheep, and have unique abilties that can be very useful. Class Effects: None Stat Adjustments: Str -15%, Grd -20%, HP -20%, MP -30% Battles Required to Master Class: 135 Class Rank Total/For Next New Abilities Learned Beginner 0/8 None Novice 8/9 Antidote FarmHand 17/16 Heal SlopFeed 33/19 Slumber Swain 52/18 Whistle Fleecer 70/20 None Herder 90/45 WoolGuard SheepLord 135/0 Stampede Total Battles Required to Master all Basic Classes: 1453 Intermediate Classes Intermediate classes are classes that are comprised of two to three basic classes. Each intermediate class comes with new abilities, and better stat improvements than base classes. As well, each intermediate class gives an appreciable bonus to those who master them. Dragoon - A master of all physical combat, the dragoon utilizes his vast knowledge of martial arts and weaponry to devestate enemies. Class Effects: Critical hit rate up Stat Adjustments: Str +15%, Agl +10%, Grd +10%, Int -20%, HP +20%, MP -40% Pre-Requisite Classes: Warrior & Fighter Battles Required to Master Class: 200 Total Battles Required to Master: 490 Mastery Bonus: +15 Str Class Rank Total/For Next New Abilities Learned Gladiator 0/15 None Fencer 15/20 VacuSlash Swordsman 35/25 ZombieCut Ronin 60/30 2EdgeHit Mercenary 90/30 Massacre Duelist 120/30 FalconCut Champion 150/50 None Avenger 200/0 QuadHits Ranger - A master warrior and a master of magic, the Ranger combines the fine arts of offensive magic and weapons use into a single class. Class Effects: None Stat Adjustments: Str +5%, Agl -10%, Grd -15%, HP -10%, MP +10% Pre-Requisite Classes: Warrior & Mage Battles Required to Master Class: 220 Total Battles Required to Master: 520 Mastery Bonus: +20 MP Class Rank Total/For Next New Abilities Learned Bouncer 0/12 Bounce Wanderer 12/12 FireSlash Scout 24/26 BoltSlash Battler 50/30 TwinHits Enchanter 80/50 IceSlash BladeMage 130/40 Disperse Conqueror 170/50 Firebolt Faust 220/0 Blazemost Paladin - Knights of the holy order, paladins are virtuous warriors that fight in the name of their God. One very powerful warrior. Class Effects: Randomly instantly kill enemies with normal attacks Stat Adjustments: Str +10%, Agl +15%, Int +15% Pre-Requisite Classes: Fighter & Cleric Battles Required to Master Class: 240 Total Battles Required to Master: 580 Mastery Bonus: +20 HP Class Rank Total/For Next New Abilities Learned Page 0/25 Scapegoat Squire 25/25 Vacuum Knight 50/30 Berserker Zealot 80/35 Infermost Crusader 115/30 MagicWall Templar 145/45 Guardian HolyKnght 190/50 Farewell Martyr 240/0 MultiCut Sage - A sage is one who has mastered the arts of healing and offensive magic, and combines them into a single class. Class Effects: MP costs reduce as class level improves Stat Adjustments: Str -30%, Agl +5%, Grd -20%, Int +20%, HP -20%, MP +20% Pre-Requisite Classes: Cleric & Mage Battles Required to Master Class: 250 Total Battles Required to Master: 600 Mastery Bonus: +20 Int Class Rank Total/For Next New Abilities Learned Student 0/15 Defeat Counsel 15/23 Barrier Arbiter 38/27 Blizzard Seer 65/45 MagicWall Oracle 110/40 HealUs Wise One 150/50 Revive Elder 200/50 Summon Prophet 250/0 Explodet TeenIdol - The master of entertainment, teen idols can stun any crowd with their glamor and pizzaz. Class Effects: Can stun enemies randomly in battle Stat Adjustments: Agl +10%, Int +20%, Apr +5%, HP -5%, MP -5% Pre-Requisite Classes: Bard, Dancer, Jester Battles Required to Master Class: 180 Total Battles Required to Master: 585 Mastery Bonus: +20 Apr Class Rank Total/For Next New Abilities Learned Fan 0/10 None Groupie 10/15 Flash Rebel 25/15 Ironize Performer 40/25 EerieLite Star 65/35 Hustle Artist 100/40 BackFlip Sell Out 140/40 FireTower Icon 180/0 LifeSong Pirate - A master of both the seas and theft, pirates take both of these classes to new extremes, with greater control over the sea, and greater abilities of detection. Class Effects: Randomly steals from enemies during battles Stat Adjustments: Str +10%, Agl +10%, Grd +20%, Int -10%, HP +5%, MP -10% Pre-Requisite Classes: Mariner & Thief Battles Required to Master Class: 200 Total Battles Required to Master: 485 Mastery Bonus: +15 Agl Class Rank Total/For Next New Abilities Learned ShipWreck 0/20 Antidote Barnacle 20/30 FairWind Swab 50/30 Hurricane Cutthroat 80/30 StepGuard Buccaneer 110/30 MapMagic Smuggler 140/30 StrongD Marauder 170/30 CoralRain Sea Dog 200/0 Whirlpool Tamer - A master of animals, and a thief... of animals' hearts, that is. These warriors can tame even the wildest of monsters. Class Effects: Increased chance of monsters becoming tame after battle Stat Adjustments: Agl +10%, Int +20%, Apr +5%, HP -5%, MP -5% Pre-Requisite Classes: Shepard & Thief Battles Required to Master Class: 165 Total Battles Required to Master: 450 Mastery Bonus: +15 Grd Class Rank Total/For Next New Abilities Learned PetOwner 0/18 PoisonGas, Tamer Groomer 18/15 None RanchHand 33/25 SleepAir Tracker 58/19 FrigidAir Hunter 77/16 PalsyAir Handler 93/32 BlazeAir Trainer 125/40 PoisonFog BeastLord 165/0 BeDragon NOTE ON TAMERS: Using the Tamer skill increases the likelihood of a monster turning tame after the end of the battle. The effect is also cumulative, meaining that if you use it about four or five times on a particularly stubborn monster, you'll almost definitely recruit them for the park. Be aware, though, that you can't use multiple people casting Tamer on the same monster, as the cumulative effect of Tamer is specific to each individual Tamer. Tamer has no effect until you have the BeefJerky item. Total Battles Required to Master all Intermediate Classes: 1455 Total Battles Required to Master all Classes So Far: 2908 Master Classes These three classes are a true show of power. Each of the three contains their own share of powerful skills and spells, and each one requires great devotion to be able to reach. Godhand - A warrior of the greatest level, these fighters literally shine with the light of God, and have the ability to heal as well as slaughter enemies at a level that can only be dreamed of. Class Effects: None Stat Adjustments: Str +25%, Agl +10%, Grd +5%, HP +10%, MP -10% Pre-Requisite Classes: Dragoon & Paladin Battles Required to Master Class: 240 Total Battles Required to Master: 1150 Mastery Bonus: +25 Str Class Rank Total/For Next New Abilities Learned Saint 0/20 None Angel 20/20 MetalCut Archangel 40/40 HealUs Throne 80/40 RockThrow Cherubin 120/30 Sacrifice Seraphim 150/30 GigaSlash Celestial 180/60 Revive Demigod 240/0 UltraHit Summoner - The master of both the material and spiritual worlds, summoners can call forth great spells to aid allies and slaughter enemies. Class Effects: None Stat Adjustments: Str -10%, Agl +15%, Grd -10%, Int +20%, HP -10%, MP +20% Pre-Requisite Classes: Sage & TeenIdol Battles Required to Master Class: 250 Total Battles Required to Master: 1435 (Ouch...) Mastery Bonus: +30 MP Class Rank Total/For Next New Abilities Learned Theurgist 0/30 Meditate Conjurer 30/30 DefeatMax Geomancer 60/30 Magma Elemental 90/30 Tremor Maelstrom 120/30 HellFlame Tempest 150/50 DeMagic Fury 200/50 HellBlast Ragnarok 250/0 Summoner Hero - Those chosen to take up a great quest, heroes are considered by all to be the greatest warriors and mages alive. Class Effects: Recover 20 HP per turn during combat Stat Adjustments: Str +10%, Int +15%, Apr +10%, HP +10%, MP +10% Pre-Requisite Classes: Any three intermediate/master classes mastered Battles Required to Master Class: 200 Total Battles Required to Master: Varies (min. of 1350) Mastery Bonus: +30 MP Class Rank Total Battles New Abilities Learned Archetype 0/8 None Defender 8/12 Ironize Paragon 20/30 Revive Savior 50/30 Zap Guardian 80/30 DeMagic Avatar 110/40 Thordain Legend 150/50 GigaSlash ChosenOne 200/0 Alldain Total Battles Required to Master all Master Classes: 690 Total Battles Required to Master all Classes: 3598 (Wow!) Estimated Minimum Number of Dedicated Leveling Hours Needed: 40 (Ooh) Dual-Class Skills These are the skills that you can learn from matured classes when one follows up the other. The actual order doesn't matter. Class #1 Class #2 Skill Warrior Thief ThiefHit Warrior Dancer SwordDanc Warrior Bard WarSong Warrior Mariner BirdSlash Warrior Shepherd Mineuchi Warrior Jester ConfuHit Fighter Thief K.O.Punch Fighter Dancer JockDance Fighter Bard WarCry Fighter Mariner BigTrip Fighter Jester Retaliate Fighter Mage FireAir Fighter Shepherd RamAttack Mage Thief RobMagic Mage Dancer TakeMagic Mage Bard CurseSong Mage Mariner Lightning Mage Shepherd SleepAll Mage Jester PanicAll Cleric Dancer K.O.Dance Cleric Bard HealSong Cleric Mariner HolyAura Cleric Shepherd Increase Dancer Thief RobDance Dancer Mariner ShipDance Dancer Shepherd RamDance Dancer Jester BoxerDanc Thief Jester Giggle Bard Mariner WaveSong Bard Jester GagSong Bard Shepherd RamSong Sage TeenIdol LifeDance Regular Classes: Quick Overview Below is a chart of every class, and what classes lead to what, and which classes are dead ends. Ranger <-- Mage --> Sage --> Summoner <-- TeenIdol ^ ^ ^ ^ ^ | | / | \ Warrior Cleric Dancer Bard Jester | | V V Tamer <-- Thief --> Pirate Dragoon <-- Fighter --> Paladin ^ ^ \ / | | `-----> Godhand <------' Shepherd Mariner Any 3 Intermediate/Master Jobs --> Hero And in textual form: Basic-to-Intermediate: Warrior & Fighter = Dragoon Warrior & Mage = Ranger Fighter & Cleric = Paladin Mage & Cleric = Sage Thief & Mariner = Pirate Thief & Shepherd = Trainer Dancer, Bard, & Jester = TeenIdol Intermediate-to-Master: Dragoon & Paladin = Godhand Sage & TeenIdol = Summoner Any 3 Intermediate/Master Jobs = Hero The ideal path of class changing for hybrid skills is as follows. Note that the ability gained for Sage/TeenIdol is not included, as that ability is so far removed in learning from the others. This plan will also get you mastered in all base classes. Key: [ ] Battles [ ] Battles Class -> Next Class -> ... Hybrid Skill -> Next Hybrid Skill -> ... [ ] 48/48 [ ] 55/103 [ ] 53/156 [ ] 70/226 Thief -> Warrior -> Dancer -> Mage -> N/A -> ThiefHit -> SwordDanc -> TakeMagic -> [ ] 70/296 [ ] 55/351 [ ] 80/431 [ ] 60/491 Fighter -> Bard -> Cleric -> Mariner -> FireAir -> WarCry -> HealSong -> HolyAura -> [ ] 30/521 [ ] 58/579 [ ] 30/609 [ ] 30/639 Dancer -> Jester -> Mage -> Bard -> ShipDance -> BoxerDanc -> PanicAll -> CurseSong -> [ ] 30/669 [ ] 52/721 [ ] 100/821 [ ] 30/851 Warrior -> Shepherd -> Cleric -> Dancer -> WarSong -> Mineuchi -> Increase -> K.O.Dance -> [ ] 30/881 [ ] 30/911 [ ] 30/941 [ ] 30/971 Shepherd -> Mage -> Mariner -> Bard -> RamDance -> SleepAll -> Lightning -> WaveSong -> [ ] 30/1001 [ ] 45/1046 [ ] 45/1091 [ ] 30/1121 Jester -> Warrior -> Mariner -> Fighter -> GagSong -> ConfuHit BirdSlash -> BigTrip -> [ ] 45/1166 [ ] 30/1196 [ ] 30/1226 [ ] 60/1286 Jester -> Thief -> Dancer -> Fighter -> Retaliate -> Giggle -> RobDance -> JockDance -> [ ] 62/1348 [ ] 40/1388 [ ] 30/1418 [ ] 53/1471 Thief -> Mage -> Bard -> Shepherd K.O.Punch -> RobMagic -> N/A -> RamSong 32 total changes End Class Results: Warrior - General (130 of 130) Fighter - Master (160 of 160) Mage - Archmage (170 of 170) Cleric - HiPriest (180 of 180) Dancer - TruTalent (143 of 120) Bard - Minstrel (145 of 140) Jester - Fool (133 of 133) Mariner - Admiral (135 of 135) Thief - Big Boss (140 of 140) Shepherd - SheepLord (135 of 135) 1471 battles total (37025 exp max, 32362 average) ==============-- Monster Classes [GMMCLASS] You can take on the classes of monsters, too. This requires monster hearts (rare items that monsters most likely won't drop), and each heart is good for only one class change. The monster job heirarchy is much more complicated than the regular job heirarchy, and requires a steadfast devotion to master them. An important thing to remember is that, once you gain one star level in a monster job, you can access it at all times without using a monster heart. This being so, be SURE that you gain at least one class level in any monster jobs that you gain from monster hearts before changing your class again! Personally, I see monster classes as way too time-consuming to be of practical use. The amount of effort required to master all of them is even more astounding than how long it would take you to master all of the non- monster classes. Only those utterly obsessed or utterly insane should try. The time it takes to gain useful abilities from monsters is obscenely long, and far from worth the effort. The Classes This section is not complete. A few of the monster jobs' specific class level names are not listed. Basic Monster Classes These are the classes for which you must have a monster heart to access them. Most are easy to master, and all of them lead you towards higher monster classes. Slime - Slime is sort of a stepping-stone class. Nobody in their right mind would want to stay in this class for a moment longer than necessary, since (much like the enemy) the Slime class is obscenely weak. Class Effects: None Stat Adjustments: Str -20%, Agl +5%, Grd -20%, Int -30%, Apr -20%, HP -20%, MP -20% Battles Required to Master Class: 120 Class Rank Total/For Next New Abilities Learned Globule 0/7 None Moist 7/8 None Wiggly 15/18 SideStep Jiggly 33/17 None Slurry 50/22 ConfuHit SlimeNite 72/18 None SlimeHero 90/30 None KingSlime 120/0 Retaliate Wyvern - Another basic monster class, Wyvern is only slightly better than Slime. Once again, you'll want to master this as quickly as possible, so you can move onto more important classes. Class Effects: None Stat Adjustments: Str -5%, Agl +5%, Grd -15%, Int +5%, Apr -5%, HP -10% Battles Required to Master Class: 150 Class Rank Total/For Next New Abilities Learned Hatchling 0/13 None Fledgling 13/17 Blaze Scavenger 30/15 None Ravenous 45/17 FireAir DiveBomb 62/28 None BeakDuel 90/35 BlazeMore HiWyvern 125/25 None WyverNite 150/0 BlazeAir Healer - Like the enemy of the same name, the Healer class is pretty much only helpful when you need to restore your HP. Another stepping-stone class, though it can provide very early access to the HealUs spell. Class Effects: None Stat Adjustments: Str -30%, Agl -20%, Grd -10%, Int +20%, Apr -20%, HP -20%, MP +20% Battles Required to Master Class: 160 Class Rank Total/For Next New Abilities Learned KindHeart 0/8 None PickMeUp 8/20 Heal Altruist 28/14 None Curer 42/28 HealMore HealAll 70/22 None GoldenOne 92/41 HealAll Truehart 133/27 None Phoenix 160/0 HealUs Hork - This class screams "useless". Worthless skills and heavy stat penalties make this perhaps the most painful stepping-stone class to complete. Class Effects: None Stat Adjustments: Agl -30%, Grd -10%, Int -50%, Apr -60%, HP +10%, MP -10% Battles Required to Master Class: 130 Class Rank Total/For Next New Abilities Learned Rotten 0/9 None Rancid 9/7 None Carcass 16/18 None DeadFlesh 34/18 PoisonGas WormFood 52/23 None Maggoty 75/24 CurseSong Undead 99/31 None EvilDead 130/0 K.O.Dance JewelBag - For a low-level class, the JewelBag has some good bonuses. The abilities learned are generally not too helpful (since a lot of enemies are immune to status effects), but at least the leveling up is tolerable. Class Effects: Can stun enemies randomly in battle Stat Adjustments: Str -20%, Agl +20%, Grd +10%, Int +10%, Apr +5%, HP -10% Battles Required to Master Class: 160 Class Rank Total/For Next New Abilities Learned Rinestone 0/12 None Onyx 12/8 LureDance Jade 20/25 None Opal 45/27 Flash Emerald 72/28 None Sapphire 100/30 PanicAll Ruby 130/30 None Diamond 160/0 Beat Mimic - Though I wouldn't recommend staying in it, the Mimic class has a very useful class ability. Regardless, it's required for reaching the best class in the game, so you really don't have much of a choice. Class Effects: Can stun enemies at the start of battle Stat Adjustments: Str +10%, Grd +20%, Int -20%, Apr -30%, HP -20%, MP -10% Battles Required to Master Class: 179 Class Rank Total/For Next New Abilities Learned TrashCan 0/18 None Hamper 18/18 SleepAir Container 36/14 None ItemBox 50/30 SandStorm Coffer 80/25 None MagicBox 105/32 Beat Dopplgang 137/42 None Pandora 179/0 Defeat Lizardman - Not a very good class those Lizardmen have. RainSlash is only useful if you get this class early on, which is pretty much right out. It is an important class for getting access to PlatKing, though. Class Effects: None Stat Adjustments: Str -10%, Agl +5%, Int -10%, Apr -10%, HP -10%, MP -10% Battles Required to Master Class: 145 Class Rank Total/For Next New Abilities Learned Slitherer 0/14 None LizardKid 14/25 None Reptilian 39/11 None ScalyHero 50/18 Defense Draconian 68/25 None ScalyLord 93/34 None ScalyKing 127/18 None ColdBlood 145/0 RainSlash EvilTurtl - Sort of an "eh" class, EvilTurtl is mostly a sub-par stepping stone towards better monster classes. There's really not much else to say about it. Class Effects: None Stat Adjustments: Str +10%, Grd +10%, Int -30%, Apr -30%, HP -20%, MP -10% Battles Required to Master Class: 125 Class Rank Total/For Next New Abilities Learned SlowPoke 0/10 None SoftShell 10/8 None Snapper 18/22 None HardShell 40/20 Increase ShellHead 60/25 None DarkTurtl 85/15 None ShellShoc 100/25 None HellShell 125/0 BackFlip Florajay - Definitely a stepping-stone class. HealSong is only useful very early on, and good luck getting a Florajay heart then. Class Effects: None Stat Adjustments: Str -10%, Agl +10%, Grd -20%, Int -5%, HP -10%, MP +10% Battles Required to Master Class: 140 Class Rank Total/For Next New Abilities SeedWing 0/11 None WingRoot 11/11 Heal SproutWng 22/12 None WingStem 34/21 None PlantWing 55/25 SleepAir FlyTrap 80/40 None BloomWing 120/20 None WitherWng 140/0 HealSong Dumbira - A very sucky class. 'Nuff said. Class Effects: None Stat Adjustments: Str +10%, Agl -10%, Grd -10%, Int -20%, Apr -25%, HP -10%, MP -10% Battles Required to Master Class: 155 Class Rank Total/For Next New Abilities Learned Awkward 0/14 None Clumsy 14/18 VacuSlash Chunky 32/17 None Bumbler 49/28 HealMore Sluggard 77/26 PsycheUp Oaf 103/25 None Hulk 128/27 SquallHit Big Dummy 155/0 2EdgeHit Lipsy - Another sucky monster class? What are the odds? Nothing else to say about it... Class Effects: None Stat Adjustments: Str -20%, Agl +5%, Grd -10%, Int -20%, Apr -30%, HP -20% Battles Required to Master Class: 132 Class Rank Total/For Next New Abilities Learned Chapped 0/13 None Moist 13/17 LushLicks Pouty 30/11 None Wet 41/22 SlickLick Sweet 63/25 None Jiggly 88/27 SleepAir Slurry 115/17 None Sexy 132/0 OddDance BoltRat - Sucky class, stepping stone, yadda yadda yadda... Starting to notice a trend here? Class Effects: None Stat Adjustments: Str -10%, Agl +10%, Grd +10%, Int -30%, Apr -10%, HP -10%, MP -10% Battles Required to Master Class: 156 Class Rank Total/For Next New Abilities Learned CrackRat 0/12 None SparkRat 12/13 None VoltRat 25/22 Flash LitRodent 47/20 None ShockRat 67/25 Firebal ThundeRat 92/36 None StormRat 128/28 None ThorRat 156/0 Zap BombCrag - Big, dumb, and slow describes BombCrags well. Not a very good class, though you do get the powerful Meditate skill when you complete it. Too bad Meditate is outclassed by HealAll. Class Effects: Can randomly scare enemies during battle Stat Adjustments: Str +5%, Agl -50%, Grd +20%, Int -30%, Apr -40%, HP +10%, MP -30% Battles Required to Master Class: 152 Class Rank Total/For Next New Abilities Learned Pebble 0/16 None Shrapnel 16/16 None Boulder 32/16 Giggle Bombadier 48/27 None ShortFuse 75/24 None GreatRock 99/24 None BigBlast 123/29 None Armagedon 152/0 Meditate Berserker - Nothing special. Yep, that about describes it. Very important class for getting PlatKing, but not much else. Class Effects: None Stat Adjustments: Str +10%, Agl +10%, Grd -30%, Int -40%, Apr -20% Battles Required to Master Class: 150 Class Rank Total/For Next New Abilities Learned Crusher 0/15 None Smasher 15/19 SquallHit Rampager 34/18 None Destroyer 52/20 FireSlash Juggernot 72/28 None Gilgamash 100/35 RainSlash Titan 135/15 None Marcolara 150/0 Massacre Total Battles Required to Master all Basic Monster Classes: 2054 Second-Level Monster Classes These classes are built off of various basic monster classes, and as such, you don't necessarily need a monster heart to get to them. DrakSlime - For a second-level class, DrakSlime is a bit disappointing. You do learn Ironize from it, as well as BeDragon, so it's not a total waste of time (especially not if you're aiming for PlatKing). Class Effects: None Stat Adjustments: Str -5%, Agl +5%, Grd +10%, Int -10%, HP -10%, MP -5% Pre-Requisite Classes: Slime & Lizardman Battles Required to Master Class: 150 Total Battles Required to Master: 415 Mastery Bonus: +10 Agl Class Rank Total/For Next New Abilities Learned DrakSpit 0/10 None Drakling 10/13 FireAir MoistDrak 23/17 FrigidAir HornyBlob 40/30 Ironize HornSlime 70/30 None SoarSlime 100/30 BlazeAir Slagoner 130/20 IceAir Drakon 150/0 BeDragon SkyDevil - Now this is more like it. If you can get SkyDevil early enough, you can get some really good skills from it (including Vacuum, one of the best non-MP-using hits-all-enemies moves you can learn). Class Effects: Critical hit rate up Stat Adjustments: Str +5%, Agl +10%, Int -10%, Apr +10%, HP +5% Pre-Requisite Classes: Wyvern, EvilTurtl, & Florajay Battles Required to Master Class: 180 Total Battles Required to Master: 595 Mastery Bonus: +20 Agl Class Rank Total/For Next New Abilities Learned SkySprite 0/18 None SkyImp 18/22 BirdSlash Familiar 40/25 None SkyFiend 65/27 Vivify Cacodemon 92/38 None SkyDemon 120/30 BackFlip Hellborn 150/30 Vacuum Inferno 180/0 FalconCut EvilWell - Well-laden with skills, the EvilWell class is nonetheless not as useful as it could be. Most of what it can do is status effect-based (which is notoriously ineffective). Class Effects: Can stun enemies at the start of battle Stat Adjustments: Str +10%, Agl +10%, Grd +10%, Int -30%, Apr -30%, HP +10%, MP -20% Pre-Requisite Classes: Berserkr & Mimic Battles Required to Master Class: 175 Total Battles Required to Master: 504 Mastery Bonus: +10 Grd Class Rank Total/For Next New Abilities Learned WellDreck 0/19 CragThrow HoleDig 19/22 WarCry WaterHole 41/22 BoxerDanc WellLure 63/30 ParryPass WishWell 93/30 KnockDown StenchPit 123/27 None HellWell 150/25 WindBeast WellDone 175/0 Magma Varanus - Not a very impressive class, is it? Varanus is more or less useless, unless you're after the GigaMute class. Class Effects: None Stat Adjustments: Str +15%, Grd -10%, Int -20%, Apr -30%, HP +10%, MP -20% Pre-Requisite Classes: Dumbira, Lipsy, & EvilTurtl Battles Required to Master Class: 200 Total Battles Required to Master: 612 Mastery Bonus: +15 Str Class Rank Total/For Next New Abilities Learned Puddler 0/13 None PondScum 13/13 IceAir PondLord 26/26 None LaGoon 52/31 Ramming SeaMonster 83/47 None EatPirate 130/20 Scorching Kraken 150/50 None Leviathan 200/0 IceStorm Golem - An unimpressive class, the Golem is critical for getting the legendary PlatKing class, and as such, you're more or less stuck mastering it. Class Effects: Critical hit rate up Stat Adjustments: Str +20%, Agl -30%, Grd +10%, Int -40%, Apr -10%, HP +10%, MP -20% Pre-Requisite Classes: BombCrag & Berserkr Battles Required to Master Class: 160 Total Battles Required to Master: 462 Mastery Bonus: +15 Str Class Rank Total/For Next New Abilities Learned ClayMan 0/11 None RockSolid 11/17 ChargeUp BlockHead 28/30 Guardian StoneWall 58/30 Crack Pillar 88/17 None HardHeart 105/40 Quake Clobberer 145/15 None GoldGolem 160/0 RockThrow Gerion - Since you have no choice in the matter if you want to get the best monster class, you'll have to go through the Gerion class. Yes, it does give sucky abilities. Live with it. Class Effects: None Stat Adjustments: Str +10%, Agl +5%, Grd +5%, Int -10%, Apr -5%, HP +5%, MP -10% Pre-Requisite Classes: Lizardman & Dumbira Battles Required to Master Class: 180 Total Battles Required to Master: 480 Mastery Bonus: +10 Str Class Rank Total/For Next New Abilities Learned Kitten 0/16 Infernos Stray Cat 16/19 Surround WildCat 35/25 None RabidFang 60/25 Infermore WildBeast 95/30 None SabrTooth 125/25 Howl DevilCat 150/30 None Big Pussy 180/0 Infermost CurseLamp - This class is nothing special, and probably not worth going through, unless you want to learn Summon without having to go through the Sage class. Yeah, I'm running out of things to say about all of these mediocre monster classes. Class Effects: Evade rate up Stat Adjustments: Str -10%, Agl +15%, Grd +5%, Int +5%, Apr -10%, HP -20%, MP +20% Pre-Requisite Classes: Hork & Mimic Battles Required to Master Class: 190 Total Battles Required to Master: 499 Mastery Bonus: +15 Agl Class Rank Total/For Next New Abilities Learned OilPot 0/15 StopSpell LampRust 15/20 None BrassLamp 35/25 PaniDance CopperPot 60/20 None CurLamp 80/40 SnowStorm DamnLamp 120/25 None LampChamp 145/45 Ramming SoulEater 190/0 Summon DeadNoble - Ack, another sucky one... Don't expect a lot from this class, 'cause you won't get a lot from it. Class Effects: None Stat Adjustments: Grd -10%, Int +5%, Apr -10%, MP +10% Pre-Requisite Classes: Hork, Healer, & JewelBag Battles Required to Master Class: 195 Total Battles Required to Master: 645 Mastery Bonus: +15 MP Class Rank Total/For Next New Abilities Learned DeadMount 0/12 IceBolt NobleSoul 12/20 None NecroRat 32/32 SnowStorm Famine 64/29 PalsyAir Plague 93/38 None War 131/31 DefeatMax Conquest 162/33 None Apocalyps 195/0 Blizzard Total Battles Required to Master all Secondary Monster Classes: 1430 Total Battles Required to Master all Monster Classes So Far: 3484 Third-Level Monster Classes These monster classes combine first and second level monster classes to form more powerful monster classes. They require a lot of battles to master, and even more just to reach them. HellGiant - Eh. There's nothing this class learns that can't be learned elsewhere for far less time investment. I'd skip over it if I were you. Class Effects: None Stat Adjustments: Grd +10%, Apr +5%, HP +10% Pre-Requisite Classes: SkyDevil & JewelBag Battles Required to Master Class: 185 Total Battles Required to Master: 755 Mastery Bonus: +15 MP Class Rank Total/For Next New Abilities Learned Lumberer 0/17 Boom HornBeast 17/21 None DarkFiend 38/34 HealUs HelFiend 72/18 Flash HelGoat 90/45 None Pan 135/13 BlazeMore Satyr 148/37 None Azazel 185/0 Explodet ProtoMech - Once again, nothing special. Rather important class for getting to PlatKing, though. Class Effects: None Stat Adjustments: Str +10%, Agl -5%, Grd +10%, Int -10%, Apr -20%, MP -10% Pre-Requisite Classes: Golem & BoltRat Battles Required to Master Class: 170 Total Battles Required to Master: 788 Mastery Bonus: +10 Grd Class Rank Total/For Next New Abilities Learned JunkHeap 0/15 None ScrapIron 15/21 MagicWall SparePart 36/36 None Prototype 72/28 MetalCut Automaton 100/37 None Upgrade 137/21 QuadHits Mecha 158/12 None Machinoid 170/0 EvilSlash CosmoBog - Mediocre monster class? Whodathunkit? Just pass this one up. Class Effects: None Stat Adjustments: Str -5%, Agl +10%, Grd +5%, Int +10%, Apr -10%, HP +5%, MP +10% Pre-Requisite Classes: EvilWell & Lipsy Battles Required to Master Class: 200 Total Battles Required to Master: 836 Mastery Bonus: +10 Grd Class Rank Total/For Next New Abilities Learned Whimsy 0/22 None Figment 22/22 Flash Vision 44/36 BackFlip Specter 80/30 None Phantom 110/30 Bounce Enigma 140/30 None Twilight 170/30 BlazeMore Eternal 200/0 Zap Andreal - Though the abilities of this class are unimportant, it is an important one for getting the PlatKing class. Class Effects: None Stat Adjustments: Str +15%, Agl -10%, Grd +10%, HP +20%, MP -20% Pre-Requisite Classes: BoltRat & Gerion Battles Required to Master Class: 180 Total Battles Required to Master: 816 Mastery Bonus: +10 Str Class Rank Total/For Next New Abilities Learned Zephyr 0/14 FireAir SpitFire 14/16 None LastGasp 30/25 BlazeAir DeathSpew 55/20 None SkyKing 75/35 IceAir Grendel 110/30 None Majestic 140/40 None Grandreal 180/0 Scorching Rosevine - Now here's a monster class with an actually useful ability. How rare, huh? It's well worth it to learn said ability, since it does massive damage, more than enough to make a dent on most every boss. Class Effects: None Stat Adjustments: Str +20%, Agl +10%, Grd -10%, Int +5%, Apr +5%, HP -5% Pre-Requisite Classes: Florajay & EvilWell Battles Required to Master Class: 240 Total Battles Required to Master: 884 Mastery Bonus: +20 Apr Class Rank Total/For Next New Abilities Learned EvilSeed 0/20 None VineCreep 20/25 PalsyAir ThornVine 45/23 PoisonFog RosePetal 68/30 SleepAll Entangler 98/42 Barrier Vinelash 140/40 EerieFog InBloom 180/60 None DoomBloom 240/0 MegaMagic Total Battles Required to Master all Third-Level Monster Classes: 975 Total Battles Required to Master all Monster Classes So Far: 4459 Fourth-Level Monster Classes These are classes that are just short of the two ultimate monster classes. They combine various classes from other monster class levels to make for very powerful monster classes. But their mastery cost is utterly obscene. WoePriest - For all the work it takes to get to this class, it's just plain not worth it. None of the skills it teaches are unique, and all of them can be learned via other classes far faster. Class Effects: None Stat Adjustments: Grd +10%, Int +30%, Apr +10%, HP -10%, MP +30% Pre-Requisite Classes: DeadNoble & CosmoBog Battles Required to Master Class: 210 Total Battles Required to Master: 1691 (Gah!) Mastery Bonus: +20 Int Class Rank Total/For Next New Abilities Learned Druid 0/23 MagicBack DarkCloth 23/20 Vivify ChaosLord 43/27 Firebolt CenoBite 70/30 DefeatMax BloodMonk 100/30 Explodet HatePadre 130/30 Blizzard GodStomp 160/50 BlazeMost GodHater 210/0 MultiCut Budoo - Okay, so CallArmy and WhiteFire are pretty good, but for all the work it takes to get them, Budoo is just not worth the effort. Class Effects: Occasionally steals from last enemy killed Stat Adjustments: Str +30%, Agl +10%, Grd -5%, Apr -10%, HP +10% Pre-Requisite Classes: CurseLamp & HellGiant Battles Required to Master Class: 220 Total Battles Required to Master: 1474 (Ouch!) Mastery Bonus: +20 Str Class Rank Total/For Next New Abilities Learned DarkCloud 0/25 None Genie 25/25 TwinHits Ampharool 50/30 TakeMagic Jann 80/55 Barrier Djinn 135/30 Chance Shaitan 165/8 CallArmy Efreet 173/47 FairWind Marid 220/0 WhiteFire EvilMech - Though it lacks a wide array of useful abilities, the EvilMech is the next-to-last step in gaining the Esterk class, which is required for PlatKing. That being so, it's worth it to bear with the class until you have mastered it. Class Effects: Occasionally kills targets instantly Stat Adjustments: Str +30%, Agl +10%, Grd +20%, Int -20%, HP +10%, MP -10% Pre-Requisite Classes: ProtoMech & Golem Battles Required to Master Class: 310 Total Battles Required to Master: 1098 Mastery Bonus: +20 Grd Class Rank Total/For Next New Abilities Learned War Doll 0/25 Defense Droid 25/25 TwinHits IronClad 50/30 RainSlash SteamGear 80/45 BackFlip Warbot 125/65 Zap Colossus 190/50 FalconCut Meckaiser 240/70 Massacre Mecha-X 310/0 Hellblast GigaMute - For all that effort, you sure don't get much. WhiteAir is one nice attack, but is it really worth that many battles to get to it? Class Effects: None Stat Adjustments: Str +30%, Agl -10%, Grd +5%, Int -10%, Apr -30%, HP +20%, MP -10% Pre-Requisite Classes: Andreal & Varanus Battles Required to Master Class: 280 Total Battles Required to Master: 1553 (Erk!) Mastery Bonus: +20 Str Class Rank Total/For Next New Abilities Learned Outcast 0/21 None Gtotesque 21/21 PsycheUp Repulsive 42/23 PoisonFog Vomitous 65/45 None Uncanny 110/43 IceStorm PugUgly 153/47 None Caliban 200/80 Thordain Abominoid 280/0 WhiteAir RainHawk - If you're trying to win the appearance contest in Litorud, this is the class to do it with. Not much to say about it other than that. Yeah, it has WhiteFire. Big whoop, it takes an eternity to get to the class as it is. Class Effects: None Stat Adjustments: Str +10%, Agl +20%, Int +30%, Apr +30%, MP +20% Pre-Requisite Classes: SkyDevil & Rosevine Battles Required to Master Class: 250 Total Battles Required to Master: 1589 (Gurk!) Mastery Bonus: +20 Apr Class Rank Total/For Next New Abilities Learned Hatchling 0/27 Flash Fledgling 27/27 Firebolt HawkChief 54/21 FairWind Hawkeye 75/40 WindBeast BirdKing 115/45 Scorching ReignHawk 160/40 MagicBack GuardHawk 200/50 WhiteFire HolyCock 250/0 HellFlame Total Battles Required to Master all Fourth-Level Monster Classes: 1270 Total Battles Required to Master all Monster Classes So Far: 5729 Master Monster Classes These are the two top monster classes, and the most time-expensive ones to access. Good luck reaching them! Esterk - One big mech, the Esterk is capable of decimating just about anything with little effort. Many stat bonuses come with the Esterk, and its resistances are respectable. The skills it teaches are nothing new or particularly useful, though. Class Effects: None Stat Adjustments: Str +20%, Agl +10%, Grd +10%, Int +15%, Apr +10%, HP+10%, MP +10% Pre-Requisite Classes: Andreal & EvilMech Battles Required to Master Class: 300 Total Battles Required to Master: 2058 (Nyah!) Mastery Bonus: +20 Grd Class Rank Total/For Next New Abilities Learned Bustion 0/30 BoltSlash Behemoth 30/30 MetalCut Nisroc 60/30 FireSlash Mulciber 90/40 IceStorm Mammon 130/50 IceSlash Belial 180/50 DeMagic Molch 230/70 None Beelzebub 300/0 GigaSlash PlatKing - The ultimate monster class, PlatKings have low HP, but are utterly impossible to damage (outside of critical hits). They learn the most powerful healing spell, as well as a very powerful all-hitting spell. Class Effects: None Stat Adjustments: Str -10%, Agl +20%, Grd +100%, Int -20%, Apr +10%, HP -60% Pre-Requisite Classes: Esterk & DrakSlime Battles Required to Master Class: 350 Total Battles Required to Master: 2678 (Gasp, wheeze!) Mastery Bonus: +255 Grd (O_O) Class Rank Total/For Next New Abilities Learned Slug 0/28 Ironize Nugget 28/20 HealUs Ingot 48/35 Ramming GoldRush 83/42 Revive SlimeMite 125/45 HealUsAll EvilAlloy 170/80 None GoldBlob 250/100 Change SlimeIdol 350/0 BigBang Total Battles Required to Master all Master Monster Classes: 650 Total Battles Required to Master all Monster Classes: 6379 (Damn...) Total Battles Required to Master all Classes: 9977 (Yegadzu!) Estimated Minimum Number of Dedicated Leveling Hours Needed: 120 (...) The fastest method to get to the PlatKing is as follows: Slime -> Lizardman -> DrakSlime -> BoltRat -> BombCrag -> Berserker -> Dumbira -> Gerion -> Andreal -> Golem -> ProtoMech -> EvilMech -> Esterk -> PlatKing You'll need to get a Slime, Lizardman, BoltRat, Dumbira, BombCrag, and Berserker heart to pull it off. Whew! 14 monster classes you have to go through just to get the best monster class... If you find any of the higher-level rare hearts along the way for this series, don't hesitate to use them! Unlikely though such is, it could be quite helpful if you somehow did win a Golem or Andreal heart. Those two alone would reduce the amount of battles needed by a grotesque amount. The PlatKing is a tough one to master, but once it is mastered, you become literally immune to everything that the enemies in the game can dish out, and are utterly immortal. Four PlatKings would be impossible to defeat. Of course, that would require about 40 hours dedicated to leveling up of monster classes, but hey, some people have thousands of hours clocked on RPGs. I wouldn't be surprised if somebody actually pulled it off... Monster Classes: A Quick Overview I'll try to outline it as best as possible... Sorry for the mess, it's just that complicated. Slime -> DrakSlime -> PlatKing <- Esterk <- EvilMech BombCrag .^ .^ | / / V LizardMan -> Gerion ---> Andreal <- BoltRat -> ProtoMech <- Golem ^ .----' ^ .----' V | Dumbira .____ GigaMute Lipsy ---> CosmoBog Berserker \ .-------' | ^.___________ | V V V \ V EvilTurtl -> Varanus DeadNoble -> WoePriest Mimic -> EvilWell | ^ ^ ^ | | | / | \ V | | JewelBag Healer Hork ------> CursedLamp | | | | | | V V | | HellGiant ----------------------> Budoo | | .----^ | V / | SkyDevil --------------> RainHawk | ^ ^._ ^.________________________ | | \ \ V Wyvern Florajay -------------------------------------> Rosevine And here's the overview in textual form, of course. First-to-Second Level: DrakSlime - Slime & Lizardman SkyDevil - Wyvern, EvilTurtl, & Florajay EvilWell - Berserker & Mimic Varanus - Dumbira, Lipsy, & EvilTurtl Golem - BombCrag & Berserker Gerion - Lizardman & Dumbira CurseLamp - Hork & Mimic DeadNoble - Hork, Healer, & JewelBag Second-to-Third Level: HellGiant - SkyDevil & JewelBag ProtoMech - Golem & BoltRat CosmoBog - EvilWell & Lipsy Andreal - BoltRat & Gerion Rosevine - Florajay & EvilWell Third-to-Fourth Level: WoePriest - DeadNoble & CosmoBog Budoo - CurseLamp & HellGiant EvilMech - ProtoMech & Golem GigaMute - Andreal & Varanus RainHawk - SkyDevil & Rosevine Fourth-to-Master Level: Esterk - Andreal & EvilMech PlatKing - Esterk & DrakSlime ========================-- Class-Builder's Manifesto [GMCBMANIF] If you want to get as much class leveling as you can, then you need to minimize experience while maximizing battle count. This can be difficult, but it is doable. The first key to this is learning the Thief's KnockDown skill, which sets any enemy it hits as having run away. Enemies that run away give no experience or gold, meaning you can reduce a fight to one enemy, kill them, and get a full battle's credit for class-raising with up to 1/8th the experience you'd get normally. Naturally, you'll want to make the best of each battle fought. If you're going for hybrid skills, follow the path outlined at the end of the character class section. If you're after the Hero class, master Cleric, Fighter, Paladin, Warrior, Dragoon, Godhand, and Hero, in that order. The mastering of Cleric will make you essentially immortal, while the Paladin class will give you Vaccuum, the first hits-all-enemies no-MP skill you can get at this point. With proper preparation and handling of battles, you can easily gain the Hero class before you even leave the Dharma Temple in the past. With enough patience, you can master all basic classes, learn all hybrid skills, and get the Hero class before you hit level 24. ================-- Spells and Skills [GMSPELLSK] Each class gets you special skills, but some are not too easy to figure out their function. This list serves as a guide of sorts, to help you figure out what you want to go for, in terms of abilities. Attack Spells Spell MP Cost Target Damage Description Blaze 2 Single 5-15 A small fireball Firebal 4 Group 15-30 A group of flames IceBolt 3 Single 25-35 Weak ice attack Infernos 2 Group 10-20 Tornado attack Beat 4 Single Death Instant death spell Bang 5 All 15-30 A small explosion Zap 6 All 70-80 A high-charged thunder bolt Sacrifice 1 All Death Self-sacrifice defeats enemies Blazemore 4 Single 60-90 A regular fireball Firebane 6 Group 30-50 A larger group of flames SnowStorm 5 Group 40-60 Medium ice attack Infermore 4 Group 20-40 Stronger tornado attack Defeat 7 Group Death Instant death spell Boom 8 All 50-70 A powerful explosion Thordain 15 Group 180-200 A powerful thunder storm Alldain 10/All Single 580-600 An intense thunder bolt Blazemost 10 Single 180-210 A large fireball Firebolt 10 Group 80-100 A blast of flames Blizzard 12 All 80-100 Strong ice attack Infermost 8 Group 80-100 Strongest tornado attack DefeatMax 15 All Death Instant death spell Explodet 15 All 120-140 An atomizing explosion CoralRain 8 All 85-105 Rain of coral Whirlpool 12 Group 120-140 Powerful whirlpool Healing Spells Spell MP Cost Target Restore Description Heal 2 Single 30-40 Restores a bit of HP HealMore 4 Single 80-100 Restores a lot of HP HealAll 6 Single 999 Restores all HP HealUs 10 All 80-100 Restores some HP to all allies HealUsAll 20 All 999 Restores all HP to all allies Vivify 8 Single Half 50% chance to revive an ally Revive 15 Single 999 Revives an ally with full HP Farewell All MP All 999 Restores party's HP, but kills user NumbOff 2 Single None Removes paralysis Antidote 2 Single None Removes poisoning Other Spells Spell MP Cost Target Effect Description Expel 1 Single Expel Expels enemy; no exp/gold earned StopSpell 2 Group Mute Stops enemies from using magic RobMagic 0 Single None Steals MP from an enemy MagicBack 6 Single Reflect Reflects magic for one turn TakeMagic 2 Single Absorb Absorb MP of an enemy's spell Bounce 4 Single Reflect Reflects a single spell MagicWall 5 Single Block Blocks spells until wears off Surround 5 Group Fog Blinds a group of monsters Sap 3 Single DefDown Lowers target's defense by 1/2 Defense 4 Group DefDown Lowers group's defense by 1/4 Upper 2 Single DefUp Raises target's defense by 1/2 Increase 3 All DefUp Raises group's defense by 1/4 Sleep 3 Group Sleep Puts monsters to sleep SleepAll 3 Group Sleep Puts monsters into a deep sleep PanicAll 5 Group Confuse Confuses a group of monsters Barrier 3 All Deflect Lowers fire/ice damage TwinHits 6 Single AtkUp Doubles attack power of target Ironize 2 All Ironize Turns party to iron for 3 turns BeDragon 18 Single Dragon Turns the target into a dragon Disperse 8 Group Expel Expels enemy; no exp/gold earned Chance 20 N/A Random Does random things Majustis 15 One Negate Negate all special effects Megastis 20 All Negate Negate all special effects Outside 8 N/A Escape Leave a dungeon instantly Return 1 N/A Return Return to towns instantly X-Ray 2 N/A Special Checks for monster chests StepGuard 2 N/A NullDam Nullifies damaging land effects Repel 4 N/A Repel Keeps weak monsters at bay Location 2 N/A Special Tells you what floor you're on Smell 0 N/A Special Tells you how many treasures remain in your current location MapMagic 2 N/A Special Shows you where treasures are Attack Skills Skill MP Cost Target Damage Description DrakSlash 0 Single 100% +50% damage to dragons ZombieCut 0 Single 100% +50% damage to zombies MetalCut 0 Single 100% +50% damage to metal enemies BirdSlash 0 Single 100% +25% damage to flying monsters VacuSlash 0 Single 100% Attack with wind element FireSlash 0 Single 100% Attack with fire element BoltSlash 0 Single 100% Attack with thunder element IceSlash 0 Single 100% Attack with ice element SquallHit 0 Single 80% Strike first guaranteed EvilSlash 0 Single Crit. 25% chance critical or miss Massacre 0 Single Crit. Critical hit to random enemy/ally 2EdgeHit 0 Single 150% Damage enemy and self RainSlash 0 All 100% Hit all enemies QuadHits 0 All 50% Attack four times FalconCut 0 Single 75% Strike an enemy twice BackFlip 0 All 100% Damage all enemies Ramming 0 Single Spec. Reduce enemy and user to 20% HP Berserker 0 Single Crit. Guaranteed critical, defense=0 RoundHous 0 Group 100% Attack an enemy group JumpKick 0 Single 100% Damage one enemy; often critical Punch 0 Single 150% Misses 50% of the time K.O.Punch 0 Single 50% Attempt instant kill UltraHit 20 Single 500-650 Damage one enemy severely GigaSlash 15 Group 400 Damage one group severely FireAir 0 All 10-15 Damage all enemies with fire FrigidAir 0 All 15-20 Damage all enemies with ice BlazeAir 0 All 40-50 Damage all enemies with fire IceAir 0 All 50-60 Damage all enemies with ice Scorching 0 All 70-80 Damage all enemies with fire IceStorm 0 All 120-130 Damage all enemies with ice WhiteFire 0 All 160-180 Damage all enemies with fire WhiteAir 0 All 200-220 Damage all enemies with wind WindBeast 0 Single 150% Damage one enemy with wind fist Vacuum 0 All 70-105 Damage all enemies with wind Lightning 0 All 40-50 Damage all enemies with thunder MultiCut 20 Group 200 Damage a group with wind magic Hellblast 25 All 260-280 Damage all enemies BigBang 30 All 350 Damage all enemies MegaMagic All All MP*3 Use all magic to scorch enemies HellFlame 20 All 200-220 Damage all enemies Tsunami 0 All 45% Damages all enemies; can fail Crack 0 All Kill Attempt to kill all enemies Quake 0 All 50-60 Damage all enemies with earth FireTower 0 Single 180 Damage with fire; can fail Magma 0 All 70-90 Damage all enemies with lava Hurricane 0 Group 50-70 Damage one group with wind CragThrow 0 Group 10-20 Damage a group with rocks RockThrow 0 All 90-130 Damage enemies with boulders JockDance 0 Group 100% Damage one group SwordDanc 0 All 80% Attack four times K.O.Dance 0 All 0 Attempt instant kill Tackle 0 Single Spec. Reduce enemy and user to 20% HP Rip 0 Group 100% Attack an enemy group Bite 0 Single 75-125% Damage one enemy Howl 0 All 75% Attack four times; can fail Tremor 0 All Kill Attempt to kill all enemies RamAttack 0 Single Spec. Reduce enemy and user to 20% HP Stampede 0 All 100% Attack four times; can fail ThiefHit 0 Single 100% Attack and attempt to steal ConfuHit 0 Single 100% Damage enemy, confuse them CallArmy 0 All Varies Attack four times; costs money Healing Skills Skill MP Cost Target Restore Description Hustle 0 All 70-80 Heals all allies with dancing LifeDance 0 All All Revive all allies; can fail LifeSong 10 All 50% May revive dead allies AngelSong 0 One 50% Revive one ally; can fail HealSong 0 All 20-30 Heals all allies with music Meditate 0 Self 500 Heal wounds greatly WakeSong 0 All N/A Removes Sleep from all allies Mineuchi 0 One N/A Removes Sleep and Confusion Other Skills Skill MP Cost Target Effect Description SleepAir 0 Group Sleep Put an enemy group to sleep PoisonGas 0 Group Poison Poison one enemy group PalsyAir 0 Group Palsy Paralyze an enemy group PoisonFog 0 Group Toxin Hit one group with heavy poison WarCry 0 All Stun Enemy can't act for one turn LegSweep 0 Single Stun Enemy can't act for one turn Suplex 0 Single Remove Get rid of one enemy; still get exp KnockDown 0 Single Remove Try to knock an enemy away; no exp PsycheUp 0 Self AtkUp Doubles damage for next hit ChargeUp 0 Self AtkUp Doubles damage for next hit LushLicks 0 Single Stun Enemy can't act for one turn SlickLick 0 Single NoDef Reduce enemy's defense to 0, stun Scapegoat 0 Self Target MEnemies hit user instead of 1 ally Guardian 0 Self Target Force enemies to only hit user ParryPass 0 Self Deflect Makes enemy attacks hit elsewhere StrongD 0 Self MegaDef Take 10% of all damage SideStep 0 Self Evade Evade attacks more easily LureDance 0 Single Dancing Make an enemy dance for 1 turn RobDance 0 Single MPSteal Take MP from one enemy OddDance 0 Single MPAway Remove MP from one enemy PaniDance 0 Group Confuse Make an enemy group confused BoxerDanc 0 Group Stun Enemy can't act for one turn ShipDance 0 Single Stun Enemy can't act for one turn RamDance 0 All Depart Enemies might just walk away DanceShut 0 Group NoDance Prevent group from dancing SandStorm 0 All Fog Cause all enemies to miss often FairWind 0 Self Reflect Reflect one fire/cold breath WoolGuard 0 All Protect Raises cold breath defense FishNet 0 Single Stun Enemy can't act for one turn BigTrip 0 Single 100% Damage enemy, paralyze them HolyAura 10 All Ironize Block all damage for 1 round Bark 0 Group Stun Enemy can't act for one turn EerieLite 0 Group ResDown Reduces a group's resistances Flash 0 All Blind Blind all enemies for one round DeMagic 0 All Negate Remove all enemy status Retaliate 0 Self Retort Mimic any attack that hits you PuffPuff 0 Single Stun Enemy can't act for one turn Summon 20 N/A Summon Call a spirit to aid you Change 0 Self Morph Turn self into monster Summoner 20 N/A Summon Call a powerful spirit to aid you WaveSong 0 Group Sleep Puts an enemy group to sleep SleepSong 0 Group Sleep Put an enemy group to sleep MistSong 0 Group Mute Prevent group from using magic RamSong 0 All Sleep Put all enemies to sleep GagSong 0 Group Stun Enemy can't act for one turn CurseSong 0 Group DefDown Reduce a group's defense WarSong 0 All DefUp Raise defense of all allies Giggle 0 All Scare Freak the enemies out Silliness 0 Self Immune Avoid all physical damage (1 turn) PointOut 0 Self Counter Counterattack some attacks QuickJoke 0 Group Stun Enemy can't act for one turn Tickle 0 Single Stun Enemy can't act for one turn Tamer 0 Group Tame Make a group of monsters tame EerieFog 0 All/All Mute Prevents all from using magic Class Development Tips There are a lot of classes to choose from, and it's hard to find an ideal path that suits your style. Here is my own reccomendation, though. First off, find an area where the enemies are reasonably strong, but easy enough that you can beat them within 2-3 rounds of combat. If they give barely any experience, all the better. Level up your basic jobs against them, and focus specifically on the path that suits your characters. Remember, you can't gain experience for a job if the enemy is too weak, so be sure to go somewhere where they're at least semi-competent. Check back with the old woman at Dharma after a few battles to find out if they're worthy. To extend your ability to level up classes in an area, dedicate some time to the Thief class for at least one character, so you can learn KnockDown. This skill allows you to get rid of enemies, so they don't give experience, which is a good thing when leveling classes up. Be sure that you always kill at least one enemy per encounter, though, or the battle won't count. Also, focus on getting some of the more useful hybrid skills early on (ThiefHit and SwordDanc, especially). The few extra battles dedicated to the task will pay off in the long run. NOTE: I've outlined a path below that will get you every single hybrid skill (except for LifeDance) as quickly as possible. This will also net you just about every ability for all of the basic classes, and make getting any of the second-tier classes that much easier. It will take 1231 battles to finish the whole thing, though (assuming you start this the moment you can change classes). For each class, simply fight until you hit class level 5, or (on the second and third run through a class) fight until you get the " is making up!" message. Thief -> Warrior -> Dancer -> Fighter -> Bard -> Cleric -> Mariner -> Warrior -> Jester -> Mage -> Shepherd -> Bard -> Mage -> Mariner -> Fighter -> Mage -> Thief -> Cleric -> Shepherd -> Warrior -> Bard -> Jester -> Thief -> Fighter -> Bard -> Mariner -> Dancer -> Cleric -> Jester -> Dancer -> Shepherd BEST CLASSES TO START WITH: Fighter, Cleric, Thief, and Shepherd. These four classes have the best line-up of skills early on. Cleric and Fighter in particular are the most unbalanced, as Fighters learn many powerful and useful attack and support abilities, while Clerics learn very effective healing spells. And, of course, mastering both allows you to access the even more unbalanced Paladin class. SUGGESTED LONG-TERM PATH: Godhand. Why? The Godhand class is the easiest Master class to gain, and nets you a slew of powerful healing and attack skills (including the absolute best single-enemy attack, UltraHit). As an added bonus, you can change classes to Hero after mastering Godhand, thus making allies even MORE indestructible. Four Godhand/Hero party members equals nothing standing a chance against you, believe me. Even one Godhand/Hero is more than enough to turn the tide of any battle in your favor, all the way up to the bonus dungeons. Natural Skills [GMSKILLS] -------------== Your characters learn abilities and spells even without classes. This is a list of what they learn, and at what level. Hero Level Ability 3 Heal 6 Upper 8 Return 12 HealMore 28 Outside Kiefer Level Ability 5 FireSlash 9 ParryPass 12 PsycheUp 15 ZombieCut 20 VacuSlash Maribel Level Ability 3 Blaze 4 Sap 5 Retaliate 7 Sleep 9 Outside 10 Heal 11 Surround Gabo Level Ability 2 Bark 6 Tackle 8 Rip 13 Howl Melvin Level Ability (Starts with Bang, BoxerDanc, Expel, Guardian, HealMore, Infermore, Outside, and Return) 20 Vivify Aira Level Ability (Starts with all Dancer skills, FireSlash, Firebal, PsycheUp, and RobDance) 23 LifeSong The Shards and Pedestals [GMSHARDS] -----------------------== This is fairly simple to explain. The various sealed lands and locations in the game can be reached via various pedestals that you find in the Ancient Fane (as well as two other places). To complete these pedestals, you have to find various Shard items (the types are LandShard, FireShard, AquaShard, WindShard, and ? Shard). Once you get the shards, you can try to place them on any pedestal in their respective room (with ? Shards being a slight exception). Rotate the pieces with either L or R button, and place them with X. Once a piece is placed, it cannot be removed, but it is also in proper position. Completing a tablet lets you access a new land or location. Map of the Ancient Fane [GMFANEMAP] ----------------------== You spend a lot of time in this place, so it only seems appropriate to provide a map of the area. To Bonus Dungeons | V Fire Pedestals __ Land Pedestals _________________ | | _________________ | | || | | | Engow Loomin | || | Rexwood Labres | | |____~~____| | | Litorud | | Dune | | / 1 2 \ | | Mardra Verdham | Portal | Krage Hamelia | |_______ ________| Room |_______ ________| _______\/________| 3 4 |_______\/________ | |__________| | | Orph Probina | | Dialac Falrod | | |__________| | | /____++____\ | | | || | | | Dejans Gorges | || | Dharma Coastal | |_________________| || |_________________| Wind Pedestals Exit Aqua Pedestals Key: / and \ are doors Names are where pedestals lead | and _ are walls ~ is a grate ++ is a monument The portal room Traveler's Gates lead to these locations: 1 = Fire Traveler's Gate (to Mt. Flame, Engow area) 2 = Wind Traveler's Gate (to Lefa Fane, Gorges area) 3 = Earth Traveler's Gate (to Dune area) 4 = Water Traveler's Gate (to cave on Estard Island) Note that, until you unseal the appropriate areas, gates won't work. NOTES: The portal room contains a map of the world in its center. As you unseal more lands, you can actually see the map here grow larger. The locked grate in the portal room is impossible to open until almost the end of the game, and the areas beyond it are worthless until you win the game. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =================-- Disc 1 Walkthrough =================-- Outset - The Lone Isle [D1OUTSET] ==--------------------== BACK STORY - Estard Island, the only landmass in the entire world. The entire island is comprised of two towns, and most everybody knows each other there. But some wonder if, perhaps, the world was once a bigger place, with more lands. You play the part of a teenage boy living in Fishbel, the son of the famous fisherman Borkano. Along with your two best friends, Kiefer and Maribel, you often end up causing trouble and finding yourself in awkward situations. The story begins as a new situation is about to arise, perhaps the most awkward one yet... After choosing New Game from the start-up menu, you'll be presented with an opening FMV, and soon find yourself standing on the beaches of the town of Fishbel. Maribel, a childhood friend, is talking with you, and wants to know if you're hiding something from her. Answer however you like (it doesn't matter what you pick), and head home. Go upstairs and get in bed, and a new day will dawn. Location: Fishbel Suggested Level: 1 Gold: 3G, 10G, 5G, 10G, 110G, 2G, 1G, 2G, 4G, 3G Items: Leather Hat, Fish Sub, Herb x2, Hairband, AmitDonut, AmitSnack x2, FishPaste General Store: Herb, Antidote, Cloth Shirt, Pot Lid, Stick There's plenty to collect around the village, so be sure to break all of the barrels and look into all of the dressers. Talking to people can also be helpful, but if you're just a go-getter player, then you need not worry; none of the townspeople say anything particularly important. Head on over to the ship when you're ready, and down into the main area (handing Borkano his Fish Sub if you want; the game doesn't seem to care if you don't). Scour the ship, then go talk to Maribel (who's hiding behind some barrels in the hold). Afterwards, talk to the chef. Head on back up, and Borkano (rather rudely) shoves you off the ship. Yeesh, with parents like that... Anyway, head on back home. You won't make it very far, though. After you're told by a soldier to report to Estard Castle, Maribel joins your party. Feel free to chat her ear off, if you want, but it's really not all that fun... yet. Once you get some more party members, chatting with them can be highly entertaining indeed. Anyway, head back home to grab the FishPaste from Molly (if you'd like; it's 100% optional), and then it's off to the world map! The world map's simple enough to navigate, and Estard Castle is just north of Fishbel, along the coast. Head on into town. Location: Estard Suggested Level: 1 Gold: 2G, 1G, 6G, 2G, 5G, 2G Items: Dung, INTseed, AmitDonut, Herb, Antidote, Stick, Spectacle Equipment Shop: Herb, Cloth Shirt, Pot Lid, Traveler Clothes, HairBand, Leather Hat Castle Shop: Antidote, Pole, Stick, Leather Shield, Traveler Clothes Estard's significantly bigger than Fishbel, as you may have noticed. Maribel rushes off to the item shop, leaving you to head up to the castle. You may want to explore the town a bit first, though, and get all of the items and gold lying around. When you're ready, take the northern path running straight through the village on up to the castle. Be sure to search the castle thoroughly before heading up to talk to King Burns, as well. Burns has a brief chat with you concerning Kiefer. Pushy, isn't he? When you're done with the castle, head back to Fishbel. Head to the harbor, and talk to the folks around there. One of them will give you a note from Kiefer, telling you to meet him at "the usual place". Hmm... Head back home and talk to Mollie, then go north to the Ancient Fane. Location: Ancinet Fane Suggested Level: 1 Gold: None Items: Ancient Scroll As you enter the fane, head off to the left, and you'll find Kiefer standing in front of a statue. Talk to him, and he'll tell you that he knows that this statue can be activated somehow, and that he wants your help in doing so. After a failed attempt to use the SunStone ring on the statue, he'll give you the Ancient Scroll, and then head back to Estard. This scroll is fairly useless to you, but perhaps it would be useful to a scholar... Location: Estard New Items: HotStone, Pearl Orb Head back to Estard, and go down below the town to the house out on the cliff edge (there's a stairwell leading down in one of the corners of Estard; it's hard to miss). Give the old man the Ancient Scroll, and he'll tell you to go away for a while so he can examine it. Head back upstairs, making sure to stop by the well for the Pearl Orb, and visit the inn and Hondara's house to get the HotStone. This is your only chance to get the Pearl Orb, so don't skip it if you're a completionist. Head back to the ruins, and try either the HotStone or the Pearl Orb on the statue. Nothing happens, of course. But you do find a note from Kiefer, telling you to go and see him at the castle. No point in not doing so. He'll demand that you take him along to go see the old scholar. Go ahead and do just that, and you'll find that the scholar has finished translating the scroll. With the proper knowledge of how to activate the statue in hand, head on outside. Unfortunately, your quest will have to wait a day, as Kiefer is spotted by guards, and has to go home. Do the same yourself, and sleep it off. The next morning (very, very early the next morning), Kiefer (of all people) wakes you up, and tells you that it's time to get a move on. With that loud-mouthed prince in tow, take the trip north to the Ancient Fane, and go examine the statue that you and Kiefer were putting things on earlier. One short scene later, you'll be inside the Ancient Fane. Location: Ancient Fane Suggested Level: 1 Gold: 10G Items: Ancient Key, LifeAcorn, Saint Armor, Saint Sword, Saint Shield, Saint Helmet, World Map, LandShard x2 Feel free to read the inscriptions on the floor, if you want. They provide a few hints on how to get through this dungeon, as well as some history of what's up with this place. Once you're ready, head down into the Fane proper. After several scenes of filler rooms, you'll finally reach a bridge with a plaque on the far end. Read it to get a hint about the first puzzle of the Fane, and then proceed inward. You'll find yourself in a room with four statues and a large torch soon enough. When you do, put out the torch from the left side (assuming that the camera angle is set so that the door you entered from is down). When the statue relights the torch, walk behind it and hit the switch on the floor. Now, go into the revealed doorway, and pick up the Saint Helmet. One down, three to go! Go ahead and enter deeper into the Fane. You'll see a waterfall here, and four statues. If you want, you can use the Saint Helmet on the third statue now, or you can wait until after you have the other three pieces. Regardless of your choice, go downstairs. Here, you'll see a lift, and several doors. The goal here is to get through the door that the lift opens, before the lift goes back up. To do this, push the blocks onto the switches so that the doors closest to the wall between the two rooms are open (I know it sounds strange in text, but it makes sense while you're looking at it on the TV). Then, board the lift, and hightail it through the open doors into the revealed doorway. From here, head upstairs, and over to the lion's maw. Read the plaque if you want, and then try your hand (no pun intended) at getting what's in the mouth. No worries, your hero's not evil. With the Ancient Key in hand, go back downstairs, outside, and through the other entrance to this area. Go into the doorway (which you can now unlock, thanks to the key), and into the next puzzle room. The solution is (literally) printed on the wall, but if you're not in the mood for puzzle-solving, the answer is to take the left, right, left, and left forks in the paths ahead. From here, continue into the Fane. Before long, you'll find yourself in a room with a dragon statue and a blue crystal in a claw. Grab the crystal, go across the bridge, and toss the crystal into the other claw. This will change the water levels, giving you access to the remaining three Saint treasures. First things first, go back into the room you came from, and ride the raft out past the island, into the next area, and grab the treasure chest at the far end. Then, go over to the stairway, climb the stairs, and get yet another treasure from up there. Only one to go! Backtrack to the room before the dragon room, and proceed through the exposed doorway in the area that was previously flooded. This is the final puzzle of the Fane, and it's a no-brainer. If you want to solve it without hints, then try that stairway in the middle of the water back in the previous room. You can get hints down there. Anyway, the answer is to push all of the big blocks except for the Skeleton and Slime ones onto the switches. If you get the order wrong, just leave the room to reset the blocks, and try again. Your reward is the Saint Armor, which completes your collection! Head back upstairs to the waterfall room to place the armor! There's a hint down somewhere in the Fane that tells you exactly where to put the armor, so if you're roughing it, you'll probably want to seek that out first. If not, then here's what to do: place the armor on the first statue, the shield on the second, helmet on the third, and sword on the fourth. The door will open, and you'll be allowed into the hall that leads to the final puzzle of the Fane. Feel free to make use of the Adventure Journal on the pedestal before proceeding. Enter the cavernous room at the end of the hall. This, the final puzzle, is quite simple. Grab either of the torches. Now then, for those of you roughing it, here's a hint: those two statues each have gems corresponding to the colors of the torches, and unlit braziers. For those of you who just want to get this over with, climb the red statue with the red torch and light it, and do the same with the blue torch and statue. Using the hints provided, light the torches accordingly. Below is a diagram if you're incredibly lazy and don't want to think this simple puzzle out. B = Blue R = Red X = No flame R X R X B X B R B This will brighten the area up, and open the final doorway. In here, read the plaque, then grab the shard. Now, head either way (right would be the best choice), and then up and over into the world map room. Grab the map, and then make your way to the earth pedestal room (see Fane map at the start of the guide for details). Grab the shard there, and then check out the pedestal closest to where the shard was. Place your two shards (press L1 and/or R1 to rotate them, X to place them), and then retreat using O. Keifer will state the obvious, and then you should leave. There are two ways to go about doing this. One is to backtrack completely through the Fane. Not in the mood for all that walking? Go check out the world map room, and enter the doorway with the blue flame over it. Either way, you'll eventually get back outside. Head back to Fishbel. Location: Fishbel New Items: LandShard The Amitt Harvest has begun! Go and talk to the guy at the dock who is nearest the ship (but not on it), and he should tell you that they caught something strange in the fishing net. Of course, being an RPG, that something has to be important, right? Go back home, and talk to Borkano. After babbling like a fool for a few pages (and revealing an interesting bit of impossibility about the hero's birth), he'll finally give you the LandShard, telling you to take it to the king. Yeah, right! You can either go talk to Kiefer in Estard (he'll insist that the two of you take off for the Ancient Fane ASAP), or just skip that step and go to the Fane yourself. Either way, Kiefer and Maribel join your party by the time you get to the Fane's entrance. Location: Ancient Fane New Items: None From here, just enter the Fane. Go back downstairs, through the Fane, and place that final LandShard on the pedestal. This is where it all begins... Act I - Discoveries of the Past ==-----------------------------== The Monsters of Rexwood [D1REXWOOD] ----------------------== PEDESTAL: Rexwood (Land room, upper left) PIECES: Ancient Fane (in the main hall), Ancient Fane (found on the ground near the Rexwood pedestal), Fishbel (received from Borkano) AREA LEVEL LIMIT: 3 (this relates to class level limits; don't worry about it for now) Whoo! What a trip... Maribel (being her usual dense self) decides to go off and head home, despite being in a forest that none of the party has seen before. Great logic, Maribel... Anyway, go ahead and follow her. As her scream may hint to you, your first battle is approaching. Keep going forward, until you catch up with Maribel. Now, for your first battle, against the famous jiggly blue Slimes! They're not too tough, but being ill-equipped, it could be a fairly long battle. I doubt you'll lose, though. Anyway, after winning, Maribel blames you for bringing her (typical of her), and demands that you take her home. My, she is demanding... Keep going onward, and you'll run into a woman putting weeds on some graves. The woman will offer to guide you to the nearby town, so go ahead and accept. With Matilda in tow, head on out into the world. Location: Rexwood Island Suggested Level: 1 Monsters: Slime, Eggplaton, Centbeast A note about world maps within the pedestals: there are random monster encounters, activated as you walk. Keep near towns until you're confident, so that you can heal up and restock items. Dying hardly makes the game easier, after all. Anyway, feel free to level up a bit (the only monsters in the area are Slimes, Centbeats and Eggplatons), and when you're ready, head on into town. Location: Rexwood Suggested Level: 1-3 Gold: 12G Items: Cloth Shirt Shop: Herb, Club, Copper Sword, Pole, Horned Hat, Leather Armor, Leather Shield As you step into town, you'll notice a few things. First off, Matilda has left the party (that was brief), and second, the town looks like it's in ruins. Explore around, and talk to people (if you'd like). Feel free to buy some better weapons now (the shop is near the inn), and rest up if necessary. You may want to go outside and level up a bit, as well. When you feel you are ready, go to the northern end of town, and enter the small hut on the furthest north end of town. The boy in the hut will greet you (his name's Patrick), and beg you to help his ailing father. He needs a green Colorstone, but the mines where the Colorstones are is laden with monsters. Not a problem for a party of heroic warriors like your own, but no place for a child like Patrick. Leave town, and go southwards to the cave. Location: Colorstone Mine Suggested Level: 2-4 Monsters: Lipsy, Slime, Centbeast, Eggplaton, TongueRat, CatMage Gold: 40G Items: Herb, STRseed, Green Orb, Wood Doll The mines are pretty lacking in life. As the foreman will tell you, the place has been abandoned due to the monsters. Go ahead and head on in. You'll find Matilda just inside, and exchange a few heated words with her before she leaves. With that done, walk your way through the mines, picking up the various treasures, and keep heading downwards. On the third floor, you'll encounter your first Colorstone puzzle. These nasty little block puzzles require you to shatter various Colorstones blocking your path, by pushing same-colored stones up against one another. The puzzles aren't too hard, but they can be grating on the nerves. Before long, you'll be on the bottom floor. The green Colorstone is clearly visible, glowing faintly. As you reach the stone, Matilda comes in. After a brief conversation, she'll hand you a shard of the Colorstone. Time to go back to Patrick! Upon returning, Patrick will apply the stone to his father, Hank, and Hank will revive. A brief cutscene will ensue, and then you'll need to go back to Patrick's house and have Hank will join your party. Then, it's off to the tower! Location: Monster Tower Suggested Level: 4-6 Monsters: *Golem, Slime, Eggplaton, Cactiball, TongueRat, CatMage, Earwinger, *Clawser Gold: 20G, 5G, 80G Items: Herb, WindShard, FireShard, Bronze Knife, Leather Shield, DEFseed The entrance to the tower is guarded by a Golem. Fortunately for you, Hank alone can handle it. Unfortunately for you, you have to tag along and help out during the fight. Afterwards, you may want to head back to Rexwood and use the inn, since the Golem packs quite a punch. The tower itself is quite straightforward, and more or less symmetrical. Chances are good that you won't get lost at all. Do try to collect as many items as possible from the tower, though. They come in handy. Once you have reached the final area of the tower, you'll have to fight the first real boss of the game, a beefed-up Clawser. Boss: Clawser Suggested Level: 5-6 HP: 400 Item: DEFseed Strategy: Attack away, and heal as necessary (ie. whenever a character is two hits away from dying; bosses love focusing on single characters, and are usually faster than you are). Clawser, while high on HP, isn't all that powerful. FireSlash and Sap are both useful against him, if you have them. After the fight, the story will get a little progression, and you'll have to fight another boss. Boss: Matilda Suggested Level: 5-6 HP: 500 Strategy: Matilda only defends, so just let loose on her. She'll take a while to defeat, though. If you don't feel like fighting, then you can just run away. After the fight, peace has been restored! Go back to town, pay folks a visit if you want (certainly you'll want to save), drop Hank off at his house, and go back to where you first entered this island. You'll find Patrick at the graves, which have numerous flowers around them now. You can give him the Wood Doll if you want to. Regardless, head deeper into the forest, to where you first landed. There is a portal there now, that leads back to the Ancient Fane. Go ahead and jump into it. Kiefer will run off, and Maribel will insist that you escort her home. She's so co- dependent... Go ahead and return to Fishbel. Location: Fishbel Maribel runs off as soon as you arrive. So typical of her. The talk of the town is that a new island has appeared! Go and see Mollie (your mother) for more information. Now then, it's off to Estard castle! If you want to piss off Maribel (or try to piss her off, at least), go wake her up first. Anyway... Location: Estard New Items: HolyWater Go talk to your uncle Hondara, and say yes twice to get the HolyWater. It will come in handy fairly soon. Trying to go to the castle is futile at this point, since the gate is up. Go visit the scholar on the cliff instead. Kiefer is outside. Go ahead and talk to him. Now, go back to Fishbel, and find the cave along the coast. Kiefer and Maribel are waiting for you there. Go ahead and lift the stone lid, head down below, and get your very own sailing vessel! Now you can sail to the island! As you arrive, you may get a sensation of deja vu... Go ahead and enter the village. Location: Rexwood Gold: 25G Items: WindShard, AGLseed, Leather Hat, Antidote, Herb Shop: Antidote, Copper Sword, Mallet, Horned Hat, Leather Armor, Leather Shield, Traveler Clothes Yep, you're back! But Rexwood is completely different. But that's to be expected, since it's been a few centuries. Visit around, and be sure to get the shard here. Looks like you can find more shards in the colorstone mines, so you might as well pay them a visit. Location: Colorstone Mines Gold: 13G Items: Antidote, MysticNut, FireShard Nothing has changed, except the people. Go ahead and go into the depths of the mines. There are more puzzles now, and they're more devious. Of course, that's not saying much. Get the shard on the bottom floor (which wasn't there in the past; the shard is upwards, when viewed from the default camera angle), then get the heck out of there. Hightail it back to Estard. Location: Estard Castle New Items: AGLseed, FireShard Go and talk to the guards near the castle gates to get in. Now, make your way upstairs, outside, up the stairs into the doorway on the right, and down two levels. Sounds confusing, right? You'll figure it out. Anyway, the old man from the cliff is there, and you should help him through. Go and follow him. Talk to both the old man and the captain, then board the raft. The entrance you're looking for is at the back of the castle. Go around to the other side of the castle, disembark, and go below the balcony in the rear. Enter the doorway, and head downstairs twice. The shard is hidden behind the bookcase down here. Check it, then grab the shard from the chest. Return to the captain and old man, and talk to them. Now, it's time to return to the Fane! Place the FireShards in the upper left fire pedestal, and off you go to the land of Engow! Engow and the Volcano [D1ENGOW] --------------------== PEDESTAL: Engow (Fire room, upper left) PIECES: Rexwood Tower (in a chest), Estard (in the basement of the castle), Colorstone Mines (present; found on the ground on the bottom floor) AREA LEVEL LIMIT: 6 Location: Engow Island Suggested Level: 5-7 Monsters: CatMage, Swordaroo, Forester, Florajay, TongueRat After an FMV (quite a rarity in this game), you'll find yourself on the island of Engow. From here, it's a long walk to the village, but what choice do you have? Location: Engow Suggested Level: 6-8 Gold: 10G, 6G Items: LifeAcorn, Antidote x2, Cloth Shirt, Horned Hat Shop: Herb, Antidote, Copper Sword, Mallet, Rosevine, Leather Dress, Leather Shield, Scale Shield Just a quick note: don't visit the village elder until you're happy with your current level and equipment, as once you do, staying at the inn will cause the plot to move forward. Once you are ready, go talk to him. Now, go stay at the inn. The next morning, Pamela (the local seer) is causing a bit of a panic with a prophecy. Sounds familiar, doesn't it? Remember the FMV? After the cutscene, go upstairs and watch another one. Now, go and see Pamela. She's a woman with a plan, as you can see. Say yes to her twice, and she'll advise you stay at the inn. Save up, and if you have any leveling you want to do before the festival begins, go do it now. Stay at the inn once you are certain that you're ready. The festival starts! It's pretty boring so far, huh? Incidentally, if you're wondering where all the shop goods from above were earlier, they're being offered now. Anyway, go talk to the mayor to get things moving. Answer his question however you like, and then go see Pamela. She gives you a low-down on the basic plan, and tells you to go enjoy the festival. Apparently, time flows quickly here, because the Procession of Fire is already about to start. Go talk to the mayor to get a torch, tell him yes, then watch what follows. Go to the mountain, and talk to the guy at the top of the procession. Once you can, say yes, then go find Pamela. She's on the other side of the crater. Talk to her, go inside the volcano and return, then have her save your game. Now, to descend into the depths of this firepit! Location: Mt. Flame Suggested Level: 7-8 Monsters: Florajay, Earwinger, Forester, Swordaroo, Thornmole, Imp, Babble Gold: 110G Items: STRseed, Herb, Antidote, DEFseed, Knife The path is pretty straightforward, and your goal is always to fall down further into the crater. To actually reach the crater itself, though, is a bit of a trek. It's really not worth listing here, save that you should go upwards once you reach the first fork in the volcano. Once you reach the bottom (there's a healing light two levels before it, which you should probably use), you have to kill the FireGiant. Boss: FireGiant Suggested Level: 7-9 HP: 400 Item: AquaShard Strategy: FireGiant is vulnerable to Sleep, so you can make the battle much easier by having Maribel use that on him whenever he's awake. FireSlash and Blaze have no effect on this bad boy, so regular attacks, Sleep, and Sap are all you can use to affect him. Be sure to keep up on healing, as the boss can easily kill you if your HP drops below about 22. The fight, though annoyingly long, is not difficult. After the fight, go past where the pot was, and dive into the hole. Now, go on back to the top of the volcano. The black flame looms large, but you already have a way to extinguish it! Talk to Pamela, and say yes. Use the HolyWater on the black flame, and say goodbye to it! After the cutscenes end, you're free to return to the regular world. First, though, you should go and visit the elder and Pamela again. Pamela gives you an AquaShard, so don't miss it! Anyway, now you should return to the Ancient Fane, and head back outside. Before you leave the cave, though, go fill the Bottle you now have left over from the HolyWater with water from the bay. You can reach the bay from the cave where the blue flame doorway teleports you. RainbwDew in hand, return to the world map. Your boat has vanished, but that's okay. Just go visit Estard, and return to the castle. Go and see Kiefer's father. King Burns seems to have caught onto what's going on. Things get a bit ugly, and before long, Borkano will be asking if you still plan to adventure. Tell him yes (of course), two times, then go to bed. The next morning, head to the cave in the back of Fishbel. Maribel will force her way back into the party again (doesn't matter what you say to her), but then, what's wrong with more allies? In the cave, try and move the stone plate. Too heavy? No problem, Kiefer's here to help! Go back outside and talk to him, and he'll rejoin the party. Now, it's time to explore the present version of Engow! Location: Engow Gold: 7G Items: Button, TinyMedal, Potion, Antidote x2, Cloth, Boxer Shorts Shop: Mallet, Rosevine, Scale Armor, Leather Dress, Leather Shield, Scale Shield, Wooden Hat The town looks pretty much the same. Go talk to the kid in the upper right corner of town, then go see the current Pamela. Now, go check out the Inn sign, and talk to the kid again and say yes for your first TinyMedal. Then, grab all of the stuff in town, and visit the volcano. Location: Mt. Flame Suggested Level: 8-9 Monsters: Same as in past Gold: 60G, 80G, 350G Items: Antidote, Herb, WindShard The volcano hasn't changed, either. Except for the warp point near the lip of the volcano, of course. That warp point will take you back to the Ancient Fane, so feel free to use it when you're done here. Be sure to explore it thoroughly, as there is that shard in here to get. Once you've gotten every item you're after here, go pay the Ancient Fane another visit, and check out the upper left pedestal in the Aqua room. Stone Rain and Lost Hope [D1DIALAC] -----------------------== PEDESTAL: Dialac (Aqua room, upper left) PIECES: Engow (Pamela gives it to you after the celebrations are over) AREA LEVEL LIMIT: 9 Location: Dialac Island Suggested Level: 8-9 Monsters: Thornmole, Centbeast, Earwinger, CancerMan As you step out of the portal, you'll notice that you're on a very tiny island, with only one very small town on it. As you head into town, you may notice that something is seriously wrong here... Location: Dialac Suggested Level: 8-9 Gold: 10G, 7G, 5G Items: Leather Hat, Cloth Shirt, AngelTear, Herb, LandShard Yes, the town's people have indeed been turned to stone. Look around, and be sure to go pay a visit to the old man near the well. He'll tell you to leave, but what respectable adventurer would do THAT in this kind of situation? He also gives you the AngelTear, though you can't use it just yet. Go stay at the inn (it's free, obviously), and you'll be woken up in the middle of the night. Now, you have a short pseudo-quest to go on: finding out what happened to Dialac! Talk to all of the statues to get the full story, and be sure to explore every nook and cranny thouroughly. If you want, you can go talk to the old man by the well. When you're done, head back to bed. Come morning time, it'll be time to ponder the clues you've uncovered. There's one statue that wasn't anywhere to be found, and that was the young boy... His note said that he had two hideouts, and if you read his note, you'll know that one of his hideouts is buried near the small markings on the cliff on the left side of town (assuming you keep the rotation at default viewpoint). Head over there, and dig open the path to the old base. Go on down into the base, and climb your way through the tunnels below it to the big rock in the center of town. From up there, you should be able to hit everything in town with the AngelTear, so go ahead and use it. March your way on down the rope and up through his base to meet the kid, then take him to old the man... er, the old man (after you've gotten the LandShard from his base, of course). Your task here is done, so it's time to go back to the present. Location: Empty Field Items: WindShard Gold: None Head to where Dialac was in the past. You'll see that now it's just a big empty field with that rock in it. An old man there tells you that he wants to make it a town again, but he needs people to move there if he's going to do that. You'll also find a critical WindShard there, which will allow you to reach Orph. You can help old man Sim build up his town if you'd like. See my guide at the end of the walkthrough on populating the immigrant town for details. You should also look there for a list of the items that appear in the various forms of the town. Anyway, head back to the Ancient Fane, and unlock Orph. The Curse of Orph [D1ORPH] ----------------== PEDESTAL: Orph (Wind room, upper left) PIECES: Rexwood Tower (the Golem drops it), Rexwood (present; given to you by an irate woman), Mt. Flame (present; found in a chest on B1F), Empty Field (lying on the ground) AREA LEVEL LIMIT: 12 Location: Orph Area Suggested Level: 8-9 Monsters: Babble, Swordaroo, Imp, CancerMan, Thornmole, TongueRat Welcome to Orphie... er, Orph. The town is a bit to the north, so that's where you should be headed. Location: Orph Gold: 5G, 5G Items: Herb, DEFseed, HairBand, LifeAcorn, Copper Sword, TinyMedal, Bone Knife, Antidote, Dung Item Shop: Herb, Antidote, MoonHerb, Repellent Equipment Shop: Bone Knife, Mallet, Rosevine, Cloth, Leather Shorts, Scale Armor, Kitten Shield, Wooden Hat As you may have noticed, there are a lot of animals here. Indeed, there are even animals in the shops, running them! Yes, you can shop with the animals still, and you can stay at the inn. And the humans all seem to be unable to speak. Hmm... Visit the shed near the rear of town, then go back to the present (after looting the town and checking every building), and retreive the woodcutter. His house is west of Fishbel. Location: Woodsman's House Gold: 3G Items: MysticNut, Cloth, Herb, MysticNut* (NOTE: A * indicates that an item is in a locked chest. To unlock them, you need the Thief Key, which won't be available until several areas from this point.) Grab the stuff (if you're wondering, the MysticNut is in the hands of a squirrel in the back yard; say yes to the animal to get it), then go talk to the woodcutter. He'll tag along. Head back to Orph, and have him talk to the animals. Okay, that didn't work, so try talking to the humans. Talk to all of them to get the full story of what's going on here. Also, be sure to free the boy that's chained in the stable. Now, head to Mt. Ceide! It's just a bit north and far west of Orph. Location: Mt. Ceide Suggested Level: 8-10 Monsters: Crestpent, FairyRat, SkyHunter, TailApe, CancerMan, Venomworm, Goopi, Babble, Healer Gold: 120G Items: AquaShard x2, STRseed The mountain is very easy to navigate. A walkthrough is entirely unnecessary for it. Eventually, you'll reach the cave on the far side of the mountain. Heal outside of the cave blocked by the stone slab, and then enter. Go upstairs, and try to go as far into the room as you can. This will trigger the next (required) boss fight. Before you do this, though, put Kiefer in the first character position, the hero in the second, and Maribel in the third. This will cause Kiefer to take the majority of the hits, which is good, since he can absorb a lot of damage before he goes down. Boss: Deathpal Suggested Level: 9-11 HP: 350 Strategy: DO NOT USE MAGIC! There is a seal on magic here, meaning that you can only rely on Kiefer's FireSlash, regular attacks, and herbs for healing. The fight is very long, as a result. As an added pain in the arse, Deathpal likes to focus on attacking one character relentlessly, so you can expect to be redoing this fight many, many times if you want to win with all party members alive. Don't rely on the Woodsman for healing, either; he's unpredictable at best. Follow the usual "heal at two hits from death" rule for the safest path to victory. If you feel lucky, have Maribel use Retaliate and hope she gets hit by WindBeast. After the fight, Deathpal will be resealed. Serves him right, the jerk. Head back to Orph, and talk to the townspeople (particularly the farmer in the shed). After talking to the afformentioned farmer, the woodsman and Gabo will appear, and take off for the gate back to the present. Once you've gotten everything in town that you need, follow them back to the gate, and on through. Gabo will now join you. Now you should make your way back to Orph and Mt. Ceide, but this time, in the present. I actually suggest that you go to Mt. Ceide first. Location: Mt. Ceide Monsters: Same as in past Gold: 120G Items: Stone Claw, TinyMedal, Bunny Ears, AquaShard Go on through, grab the stuff in the mountain, and reawaken Deathpal. He is now just an ordinary human, so he can't cause you trouble. He'll give Gabo the ability to speak (on accident, mind you), and hand you the final shard necessary to unlock Falrod. Well, that was nice of him. Time to go and visit Orph now. Location: Orph Gold: 30G, 15G, 5G Items: WindShard, Herb, Cloth Shirt, DEFseed, Monster Manual Item Shop: Herb, Antidote, MoonHerb, Repellent Equipment Shop: Knife, Stone Claw, Rosevine, Cloth, Leather Pants, Kitten Shield, Fur Hat, Turban Don't panic, it's not what it looks like. Go visit the elder's house, and you'll see that the people are, in fact, celebrating a festival, and are all in costume. Go ahead and join in on the festivities. There will be a contest, where you have to pick out the women in the crowd. The women are disguised as a cow, a horse, and a dog. Since there are two cows, figure out which of them is a woman first. You have as many tries as you need, so don't worry if you fail a time or two. The reward is the Monster Manual, which shows you every enemy you've fought, and their various animations. It also allows you to instantly escape any battle with any monster that you have fought 999 or more of, simply by pressing O during that battle. With Orph and Ceide behind you, you can now return to the Ancient Fane, if you wish. You could check out the docks to the west of Orph, but there's nothing worthwile there (unless you call 15G worthwhile). Anyway, do as you wish, then return to the Fane and unseal Falrod. Falrod and the MechSoldiers [D1FALROD] --------------------------== PEDESTAL: Falrod (Aqua room, upper right) PIECES: Mt. Ceide (past; in a treasure chest on the second floor), Mt. Ceide (past; found in a treasure chest on the fifth floor), Mt. Ceide (present; given to you by Deathpal), Mt. Flame (won from the FireGiant) AREA LEVEL LIMIT: 15 Location: Falrod Area Suggested Level: 9-11 Monsters: ClockMech, CancerMan, Crestpent, Goopi, VenomWorm, RedSlime, Meranza, TailApe This is a pretty big chunk of land, and it's easy to get lost on it, so you'll want to keep track of where you're going. Your goal is to the east, and then south around the mountains. What you're looking for is a town. Location: Falrish Gold: 10G, 15G, 3G Items: TinyMedal, Leather Armor, STRseed, FireShard, Herb Item Shop: Herb, Antidote, MoonHerb, Repellent Weapon Shop: Mallet, Rock Axe, Iron Spear, Stone Claw, Boomerang Armor Shop: Leather Dress, Scale Armor, Shell Clothes, Chain Armor, Bronze Shield, Kitten Shield, Iron Helm, Silver Tiara Welcome to your new base of operations. Now would be a good time to get some leveling up out of the way, so that you're at least the maximum suggested level for the area. The upshot of doing this is that you'll be able to afford new equipment (which is obscenely expensive in this game, for some unknown reason), and you could even potentially win an Iron Axe (or two, if you're unholy-lucky) from the ClockMech enemies. I'm advising that you do this now, as you won't get a better opportunity to do so. Once you're satisfied with your level and equipment, visit the barracks of Falrish and see the captain leave for the castle (if you haven't already), talk to the people down there, then head for Falrod Castle (which is further west). Location: Falrod Castle Suggested Level: 11-13 Gold: 5G Items: Leather Shield, Scale Armor, TinyMedal, DEFseed, STRseed Go into the righthand guard house, and sell your services as a mercenary. Agree to show them your strength, and defeat the Falroider. Now you're a mercenary for Falrod. Go ahead and loot the castle now, and once you're done, visit the king. He'll assign you to Captain Trad, who tells you to go to the guardhouse for a strategy meeting. Go and do that. Talk to Trad to commence the meeting, then talk to everybody else, and return to Trad. He'll leave the guardhouse. Talk to Hanes. He'll ask you to go see Zebbot on behalf of the castle. Go ahead and do that. Location: Zebbot's House Gold: 2G Items: Bronze Knife, SeaShell Hat, Bone Knife It's not much, is it? Grab the stuff lying around, then go see Zebbot. He's a cold-hearted bastard, isn't he? Go back to the castle, and tell Hanes the truth. Agree to do guard duty, then leave the guardhouse and go to the tower (the one above the guardhouse). It seems that a soldier has returned. Go down through the hole in the floor to the guardhouse. Trad asks you to take him to see Zebbot. Do so. It seems that Zebbot is cold to everybody, even authority. As you leave, you'll see a defective MechSoldier appear. Trad decides to help Zebbot research the MechSoldier, and orders you to return to the castle. Go back to Falrod, go into the castle, then exit. You'll have to fight a few Clockmechs, but they're (relatively) easy to kill. After a brief bit of oddness, go to the front of the castle to see what happened. Talk to Zebbot, and then agree to Trad's plan of a strategy meeting. After the night's rest, go see Trad and Zebbot in the barracks. Then, tell Hanes in the guardhouse to start the meeting. He'll ask you to go get Trad, so do just that. Now, back to the guardhouse (notice a trend here?), and the meeting will begin once you talk to Trad. The plan is simple: disrupt the guards at the MechSoldier base, then sneak in and kill their leader. Trad will tell you to go see him when you're ready. He's in the barracks, and unless you have something you forgot to do, you might as well go and tell him that you're ready now. Exit the castle and re-enter it to see the departure scene. Talk to every person there, then to Trad. Go meet him (and save) at Falrish (he's in the barracks below the church), then head for the MechSoldier base (which is east-northeast of Falrish). Location: MechSoldier Base Suggested Level: 11-14 Monsters: Clockmech, FairyRat, Babygoyle, Hork Gold: 250G, 100G Items: FireShard, Iron Shield, STRseed (1 Cannibox) Try to enter the path down to the base, and you'll meet up with Zebbot and Trad. Eri will start the distortion wave, and the path to the base will be left open! The base is a very simple dungeon, and an in-depth walkthrough really isn't required. Don't be shy about talking to the MechSoldiers in the base, most of them are defective and some will even help you get to various items. Anyway, once you reach the end of the base, you'll have to face off a pseudo-boss (Machinoid), who should not prove difficult. After that, though, you have to battle EvilMech. BOSS: EvilMech Suggested Level: 12-14 HP: 500 Strategy: Keep your HP up above all else. EvilMech can take two turns, and has quite a few dangerously powerful attacks, so do not slack off on recovering from the damage. The fight will be long as a result, but that's pretty normal for this game. Take the usual precautions (Sap, FireSlash, Upper on Maribel), and you should be able to make it through... assuming your level is high enough, that is. EvilMech often succumbs to Gabo's Bark, so feel fee to use that to make the fight a tad bit easier. With EvilMech's defeat, the MechSoldiers are now all disabled (though only according to the plot; they're still as annoying as ever in battle). Grab every item still lying around, and then return to Falrod Castle. If you want, you can stop by Falrish before that, and see a scene with Zebbot and Eri. Talk to the king, and he'll give you the Bug Knife. Pay one last visit to Trad and Zebbot, and to Hanes for your pay of 1200G, then head back to the present. Now, to visit the modern Falrish and Falrod! Location: Falrish Gold: 3G, 21G, 210G* Items: Tights, TinyMedal (1 EvilPot) Weapon Shop: Copper Sword, Mallet, Rock Axe, Rosevine Whip, Stone Claw, Iron Spear Armor Shop: Leather Dress, Scale Armor, Shell Clothes, Chain Armor, Bronze Shield, Iron Shield, Iron Helmet The town is more or less unchanged. Nobody seems to remember anything about the MechSoldiers, but that's more or less to be expected. Collect the items in town, then head for the castle. Location: Falrod Castle Gold: 2G, 8G, 5G Items: Scale Armor, Noble Clothes, TinyMedal, Herb, WindShard The castle also remains more or less unchanged. Check the old barracks to see what they're working on now. Go see the king to find out the situation first-hand. After talking to him, he takes off for Zebbot's. Before you follow him, get everything in the castle. Once he's left, talk to Armand. Then head for Zebbot's home. Location: Zebbot's House Items: TinyMedal, FireShard, HairBand Even after centuries, the place still looks the same. Pretty impressive, really. Get the stuff here, and pay Eri a visit. She's still tending to Zebbot, even though he's a skeleton now. Exit the cabin, and you'll run into the king. Follow him after he takes Eri, back to the castle. Go up to the throne room and watch as Armand tries to stop the king. Well, that went over like a lead balloon. You won't have much better luck with him, so go see Armand instead (he's in the basement of the castle). He'll ask you to go get some spare MechSoldier parts from Eri, by way of asking his granddaughter in Falrish where they are. Go do that. His granddaughter is the little girl in the corner-shaped wall. She tells you to go look under the barrel on the other side of town. That's pretty easy to reach; just go through the barracks, and outside to the small island of sorts where the fort meets the stream. The parts are under the barrel. MechParts in hand, bring them back to Armand. He'll join you. Now, go into the barracks, and repair Eri. The overly trusting lookout will leave you in charge of keeping an eye on Eri. Silly fool. After a short cutscene, everything will be set right. How touching. Be sure to go see Armand's granddaughter for another FireShard, then head for the modern version of the MechSoldier base. Location: MechSoldier Base Items: STRseed, TinyMedal, Iron Claw, (1 Cannibox, 1 EvilPot) You may have noticed a trend with this area, in that nothing has really changed. Get everything in the base, then go cross the bridge to the coral temple. There's nothing there yet, but you might as well visit. Head on back to the Ancient Fane, and go to Verdham. The Tragedy of Verdham [D1VERDHAM] ---------------------== PEDESTAL: Verdham (Fire room, lower right) PIECES: Falrish (past; in the chest in the main storeroom beneath the stairs), Mechsoldier Base (past; in a chest in the boss room), Zebbot's Cabin (present; in a chest in the shed behind the house), Falrish (present; given to you by Armand's granddaughter after helping Armand) AREA LEVEL LIMIT: 18 Location: Verdham Area Suggested Level: 12-14 Monsters: Crestpent, Goopi, Venomworm, Meranza, FairyRat, Babygoyle, Hork Fortunately, it's not a long trip to Verdham from where the portal drops you off. Take the short hike on east and then north to town. Location: Verdham Gold: 25G, 3G, 500G* Items: Glam Clothes, Wooden Hat, Traveler Clothes, TinyMedal, Bunny Ears Item Shop: Herb, Antidote, MoonHerb, Repellent Equipment Shop: Leather Whip, Boomerang, Blade Boomerang, Iron Spear, Bronze Armor, Iron Shield, Iron Helmet Something is definitely wrong here, and I'm sure you know what. Very fortunately, it hasn't been fifty-odd years (more like a few hours, from the looks of it), so you can still ressurect everybody. Go up to the top of the big mansion in the central area of town. There's a TongueRat clone up here who's caused this trouble. Kill the little bastard (he's not even worth calling a boss, he's so easy), and then use the AngelTear. Now, for a bit of a mini-drama! You can take the time to collect the items in town as you complete the quest here. Your first stop in the re-awakened town is outside, in the garden of the house that you used the AngelTear from. You'll have to take the rear entrance, where Iwan is waiting. Talk to Iwan, and he'll go inside the garden. Follow him and talk to him. Agree to help with Pepe. Now, return to the mansion and talk to Borlock. Next, go upstairs and eavesdrop on Kaya and Iwan. The plot thickens. Iwan went to Linda's home (in the item shop), but why bother going to see him? Go upstairs instead, and talk to Linda. Leave her home, and follow her to Pepe's. Talk to her twice, and talk to Pepe's father. The hints are a bit vague about this, but you need to go back to Engow (the past version), and have Pamela give you the special potion. It's a bit of a trek, but what choice do you have? In Engow, go visit the mayor's house (Pamela is there right now). Tell her what's transpired, then get the special potion from her. Mila Drug in hand (shouldn't that be Mela Drug, short for Pamela?), return to Verdham. Go administer it to Pepe. Now, head for the herb garden, talk to everybody, and then go outside the fence and see a scene between Kaya and Pepe. Hmm... Return to the party, and talk to Borlock. Then, watch the amusing cutscene. People can be so paranoid... Go around back, and watch as Pepe and Linda part. Can we say "star-crossed lovers"? Poor sops. Now she hates him. Anyway, Pepe is at the entrance of town, so go talk to him. What a coward. Oh well. The next day, save and head to the Swamp Cave to the north. Location: Swamp Cave Suggested Level: 12-14 Monsters: Hork, Babygoyle, Fuga, MudDoll Gold: 50G Items: WindShard x2, TinyMedal, (2 Cannibox) The cave is quite straightforward, and the reward at the end is a battle with Cavemon and two JewelBags. Take out the JewelBags first, as they can do all sorts of annoying things to you. As always, put healing above doing damage, because a dead party is not very effective. Standard boss tactics (Sap on Cavemon, Upper on Maribel, relentless use of FireSlash, healing at the two-hits-to-death mark, etc.) should see you through. Once you've collected the shards in this cave (as well as everything else), you're free to return to the present. Go ahead and visit Verdham. Location: Verdham Ruins Items: WindShard Well, it's not exactly Verdham any more, is it? Though there is a WindShard lying here, so don't skip it. Since it's pretty much dead, go visit the Forgotten Inn (to the north), and Mentare, which is further east. Location: Forgotten Inn Items: TinyMedal Not much here, but there is a TinyMedal to get. You can talk to the man in the basement to find out more about the legend of the Demon Lord and God, too. Once you're done here, go to Mentare. Location: Mentare Gold: 3G, 250G, 5G Items: Slime Earrings, Garter, LandShard Item Shop: Herb, Antidote, MoonHerb, Repellent, BugPowder, SpiderWeb, BunnyTail Now this is a truly impressive garden. Grab everything here, then pay a visit to the monestary. Unfortunately, you have to go up a long path to reach it. Location: Geionne Path Gold: 100G Items: TinyMedal, Dung, Horned Hat, LifeAcorn* The path is annoying, but there's stuff to get on it, so be sure to do just that. Location: Geionne Monestary Items: DEFseed, Fur Hat The monestary is nothing special, but there is free stuff here, and a free inn. On a side note, you may notice the two super-sized graves up in the corner of the monestary. Hmm... Anyway, make your way back to the Ancient Fane, and release the Dejan's area from its seal. Act II - Ressurection of the Hero ==-------------------------------== The Deja's Sacred Mission [D1DEJA] ------------------------== PEDESTAL: Dejans (Wind room, lower left) PIECES: Orph (present; in a chest in the weapon shop), Falrod (present; in a chest in the dungeon), Swamp Cave (past; in a chest on B2F), Swamp Cave (past; on the ground on B4F) AREA LEVEL LIMIT: 21 Location: Dejan Area Suggested Level: 13-15 Monsters: Babygoyle, DarkDwarf, DrakSlime, Hunter There's a lot of nothing on this continent, as you can see. Go and find the Dejan's camp, which is in a forest canyon nearby. Location: Dejan Camp Gold: 13G, 20G, 5G Items: Leather Hat, AquaShard, TinyMedal, DEFseed Sounds lively here. Raid the open tents, then talk to the guy guarding the main tent. Go take a walk around, talk with the people, and before you know it, the ceremony will complete. Just talk to the guy guarding the tent once you've talked to everybody else. The chief acts like he suspects you to be monsters, but he's just playing with you. You can save your game via the chief. Talk to the people in the tent, get the stuff, then go outside. The party will split up for the time being. Go talk to Layla to get things moving again (she's in the tent near Kiefer). Go outside, then go get some Viva Grape, as Kiefer asks. Give it to him, then go and talk to both Layla and Kiefer. Jann will come in and ask a rather amusing question. Answer however you want (it won't change anything, but saying "Yes" has much funnier results). You'll be woken up around midnight, so go talk to Kiefer outside. After that, some story scenes will commence. Leave the camp, and head for the tunnel. It's north and west of the camp. First, though, stop by the temple halfway there. You can save, and get your HP and MP restored (just talk to the cat). Good thing, too. Heal up, save, and then continue onwards to the tunnel. Location: Tunnel/Second Camp Monsters: MudDoll, ZombieEye, Babygoyle Items: AGLseed The tunnel is very short, fortunately, so you can get through it without encountering a single enemy. There are no items in the tunnel, though. The AGLseed is in the camp. Anyway, go into the tents, and tell the woman who's standing up in one of them that you're ready to rest. Now, head out of the camp, and south to the sacred lake. Location: Sacred Lake Monsters: Crestpent, Smoocher, Hunter, MudDoll, MagJaguar Gold: 5G, 15G, 20G, 3G, 15G Items: TinyMedal x2, Bug Knife, Fur Dress, Herb, INTseed, Potion, MysticNut, Wizard Ring, LandShard, DEFseed As you can see, the temple is in the lake. Kinda disturbing scenery, but what can you do? Go talk to the people wandering around. It seems that nobody knows how to get inside the temple. Whoops! Go and rest up in the tent. Now, leave the tent, and Jann will join you. Now you can explore the sacred Lake Altar Cave. A walkthrough is really not necessary, at least, not for the first part. There are a few hidden paths, so be sure to walk along the edges of every wall (particularly the east wall behind the stairs up to the flooded floor, and the east wall near the large tablet that's near where the room full of pits drops you). The second area has a minor puzzle. You have to take the paths that have no treasure chest in front of them. You can still open the chests, of course, and you can actually find an extra one if you continue down the most chest-lined path. In the next area, Jann solves the puzzle for you. Let Jann place the TerraBell on the altar. This will drain the lake, and open the path forward (as well as allowing you to get the remaining treasures of the cave). The path out to the (now drained) lake is through the room which was previously flooded. Somehow, everybody else got down here before you. Go talk to Baretta, check the plaque, then head inside. Jann grabs the stuff, and just then, Kiefer returns. Just in time, too! Now, go outside and witness the second (and practically the last) FMV of the game. After the cinematics and the ensuing cutscene, you're told to refill the lake by getting the TerraBell. Do so. A few cutscenes later, you'll be in a tent. Exit, and watch. Talk to Kiefer, then to him again to get him to follow you back to the gate. You don't have to do this, but you can remove everything from him; he's going to give it all back to you anyway. Head to the gate, and say goodbye to your best party member. You'll receive Kiefer's items, as well as a letter, which basically states what you already knew. Well, at least he didn't keep the stuff you gave him. Go back to where the Dejans were, but this time in the present. Not too surprisingly, they are nowhere to be found. There is a new spot nearby, though. Go ahead and check that out. Location: Excavation Site Gold: 17G Items: AquaShard, TinyMedal Some rip-off merchant is charging 5G for entrance, but that's pocket change. Tell him "No" to get in for free. Go inside, and check stuff out. That's one big skull. Go outside and collect the other items. With that done, now would be as good a time as any to go and see King Burns about Kiefer. He'll give you a little spiel about how his son is ignorant, then give you that critical last Shard. Now it's time to continue your quest. Head back to the Ancient Fane, and on to Dharma. The Legendary Dharma Temple [D1DHARMA] --------------------------== PEDESTAL: Dharma (Aqua room, lower left) PIECES: Deja camp (past; in a basket), Archeological dig site (in a dresser), Estard (King Burns gives it to you) AREA LEVEL LIMIT: 24 Location: Dharma Area Suggested Level: 13-15 Monsters: FairyRat, DrakSlime, SlimeNite, MagJaguar, PodHero, PodFightr, PodMage, PodPriest Northeast of the portal, you'll see a building. Go ahead and check it out, you won't regret it. Location: Last Inn Gold: 3G Items: AGLseed, BunnyTail*, Iron Shield* Item Shop: Herb, Antidote, Repellent, Slime Earrings, BunnyTail Equipment Shop: Sickle, Leather Whip, Blade Boomerang, Iron Spear, Chain Armor, Fur Robe, Slime Clothes This place is sort of the final refuge along the road to Dharma. The inn is very affordable, and there's even the first casino in the game down in the well. Feel free to take some time gaining money and tokens down there, or simply rest up and move on. Follow the curve of the mountains as they turn north, west, and finally south to the Dharma Temple. Location: Dharma Temple Suggested Level: 13-16 Gold: 130G, 50G Items: STRseed Feel free to explore a bit, and pick up the various items lying around here. The place certainly seems dead, doesn't it? Head on up to the high priest, and he'll offer to change your class. Hmm... Pick one, and he'll tell you to bathe in the spring behind him. Something seems a bit fishy about that, doesn't it? I mean, seriously, doing that every time you change your class would get old fast... But oblige him, since you can't advance the plot otherwise. Much as you may have predicted, it's a trap (no Admiral Ackbar references, please). Now, on to the most annoying sequence and almost the longest of the game, the quest to return to and re-take Dharma. Location: Penal Colony Gold: 3G, 5G, 20G, 30G Items: Dung x2, Herb x3, Bone Knife, Antidote x2, WorldLeaf, LifeAcorn, Horned Hat, TinyMedal x2 Item Shop: Herb, Antidote, MoonHerb, Repellent, Thief Key Weapon Shop: Hammer, Iron Claw, Steel Sword, Sickle, Sleep Staff Armor Shop: Dancer Clothes, Evade Clothes, Fur Robe, Iron Apron, Iron Shield, Tray Shield, Bunny Tiara Welcome to the hell on earth that the monsters made for those humans who tried to change classes. There's a lot of stuff sitting around in chests, barrels, and pots, so be sure to explore around and pick up everything. If you want to, you can fight an EvilArmor on the southwest side of town. There's no reward for it, though. As you wander about, you'll eventually run into a couple of monsters offering something called the SoulSword, which will give the user back their abilities when they stab five people with it. Nobody gets the chance to use it, though, since a bully named Suifu interferes, and decides to kick your ass. Defeating him is (almost) impossible. Seriously. Even if you were 10 levels higher, he'd still wipe up the floor with you, since you can only heal via Herbs at this point. After you're defeated, you'll wake up in somebody's house. Get used to this, it's going to happen again around here. Can you see why this is the most hated part of the game? Anyway, go upstairs and recruit Flower. He will give you the nearly-worthless WondeRock (which is essentially an ever- lasting Herb; whoopdedoo), and tell you to head through the cave. I do suggest you stock up heartily on Herbs before you go. Location: West Cave Monsters: MudDoll, Smoocher, ZombieEye, Armorpion, PigDemon, Mantipion Go on through, and try to preserve your Herbs (since they are your only source of healing now). I'm sure you'll hate Mantipions before long, the cheap critical-anytime bastards. Upon reaching the two bosses of the cave, Flower will trick you, and you'll be stuck fighting the monsters. Like Suifu, this is one of those stupid "you-shall-lose-no-matter-what" fights, unless you leveled up way too much (not that you actually get anything for beating these two at this point; it acts like you lost). Don't you just hate those kinds of fights? So pointless... Anyway, now you're (once again) back at Neris' house. NOTE: If you haven't bought it yet, you can buy the Thief Key from this town. Get it now! Now, go outside, and find Zaji and Kasim in the bar. Go back upstairs, and madness begins to unfold. Uh oh. Go and follow the pink-armored guy, and watch as trouble ensues. Once the cutscenes are over, head back to the western cave where you got whupped earlier, and through it. Strangely, the two monsters are not present now, but why complain about that? Catch up with Neris and Kasim, and then exit the area to the mountain village. Location: Mountain Village Suggested Level: 14-16 Gold: 35G Items: TinyMedal x2, Herb, Horned Hat, Leather Armor, Antidote (1 WellLure) Item Shop: Herb, Antidote, MoonHerb, Star Ort One of the TinyMedals is in the graveyard, if you're wondering. You can also buy things from the woman in the far right house, as well as rest for free. You can find the other medal in the well, but beware: the well is guarded by a WellLure monster. Finally, go into the building on the upper left side of the village to find a priest who will let you save. When you have taken in the details of your new base of operations, go and pay a visit to that traitor, Flower. Then, go find Kasim, and agree to help him out. Follow Flower and Kasim, and enter the prison cave. Location: Prison Cave Suggested Level: 14-16 Monsters: Smoocher, ZombieEye, Armorpion, PigDemon, Babbleoon, Pummeler, Wyvern Gold: 50G Items: DEFseed, Sickle, TinyMedal x2, STRseed, Dung, MysticNut, Iron Shield, WorldLeaf This dungeon is annoyance incarnate. I can't give an accurate walkthrough of it, because quite frankly, I can't find any real fixed way to go about finding your way through it. Expect to backtrack a lot, and possibly even get lost a bit. Eventually, you'll find the high priestess Fosse, who is trapped. Go up the ladder, and, using the blocks present up there, smash the orbs that have ensnared her. Now you have to fight those stupid monsters from before, Inopp and Goz. Fortunately, they can only use their basic attacks now, so the fight is winnable. Take standard boss battle precautions involving healing, focus on the pig first, and you should prevail. After the battle, you have to take the priestess all the way back through the prison to the mountain village. What a pain... Location: Mountain Village Suggested Level: 15-16 New Items: Dharma Key Once you're back, save up, then go find Kasim. Hmm, something's funny about Neris. Go talk to the high priestess to get the Dharma Key, and then go back to the prison cave. This time, though, head towards the door to the right. Neris will ask for the key, but tell her no. Now you have to fight the monster that was doubling as her, a Maneater. The fight isn't too hard, but be sure to keep your HP up, as this enemy does hit hard. After a short cutscene, Zaji will be back to normal, and you can proceed into the bowels of the Dharma Temple. Location: Below Dharma Suggested Level: 15-17 Monsters: Pummeler, Mantipion, BeakRat, PigDemon, Babbleoon Gold: 15G, 100G, 350G, 200G Items: Antidote, Herb, TinyMedal, DEFseed, Dung x2, STRseed, WorldLeaf, AGLseed, Kitten Shield (2 EvilPot) This pseudo-dungeon is relatively straightforward, but it hardly matters. By now, you're probably getting sick of this overly long quest. Well, make your way inwards and upwards, and pretty soon, you'll reach the glowing orb that holds your sealed abilities. Step under it to regain them! Finally! Now, go on in to reclaim Dharma! Make your way through what remains of this pseudo-dungeon, and on up to... the arena? Don't you just hate Enix right about now? Location: Dharma Arena Suggested Level: 15-17 Gold: 50G, 7G Items: Herb x2, Antidote, Scale Armor Weapon Shop: Mallet, Sickle, Blade Boomerang, Iron Spear, Wizard Staff Armor Shop: Evade Clothes, Iron Armor, Captain Hat, Tray Shield Gaaah! So close, yet so damned far. Save (might as well, what with all that's happened), and go talk to Neris and Zaji. Let Zaji join you, then go and enter the tournament. The first round is easy, since it's only a few weak DrakSlimes and Nepro. Beating them is not a big challenge, but be wary of Nepro's confusion spell, PanicAll. Match #2 is Garcia and three BoltRats. The fight is a pain, since BoltRats can use Flash (which blinds your characters for one turn), but it's still quite possible to win. The third match is Thompson and three Goopis. The fight is much easier (since nobody here can confuse or blind you). The fourth round is against Naputo and three Smoochers. Be sure to dispose of the Smoochers ASAP, since they have the annoying ability to put every party member to sleep. Naputo is a cheap bastard (meaning he can attack twice per turn), but if you keep up at healing, you can beat him. Round five is against DonJose and three BeakRats. The BeakRats aren't the big threat here, so you can more or less ignore them until DonJose is down. Now, the final battle commences, against none other than Neris! She has three SlimeNites backing her up, whom you should take out first (since they can heal). The fight will take a while, but as long as you're dilligent about healing when necessary, you'll win. After the fight, some story scenes will commence. You can fight pretty much every monster here, but why bother? Grab the 7G from the barrel back here, use the inn, save, and then head upstairs to the Dharma Temple proper. Location: Dharma Temple Suggested Level: 16-18 New Items: MysticNut, TinyMedal, LandShard, LifeAcorn, Wizard Ring, Leather Hat Item Shop: Herb, Antidote, MoonHerb, BugPowder, SpiderWeb Weapon Shop: Mallet, Sickle, Iron Spear, Blade Boomerang, Wizard Staff Armor Shop: Bronze Armor, Chain Armor, Iron Apron, Iron Shield, Iron Helmet Go ahead and grab the items that are protected by the electrified tiles if you want. Or don't. They'll still be there when you're done beating up the boss, and none of them are really going to help for the fight. Anyway, go and take on that bastard, Antoria (or is it Antolia?)! Payback time for taking away your magic! If you haven't figured it out yet, Antoria is the guy posing as the High Priest, so go talk to him to begin the fight. Boss: Antoria Suggested Level: 16-18 HP: 1,200 Strategy: Antoria is a pain in the arse. He can take two turns at once, he does a lot of damage, and he almost always hits first. Healing is critical in this fight, and you might just have to use a few of those WorldLeafs you've collected if you want to survive. Fosse will provide some good cover fire, so at least the boss is beatable. If you get lucky, he might end up wasting a few turns casting MagicWall over and over again. If not, as I said, have those WorldLeafs ready. As with a surprisingly large number of bosses, Gabo's Bark can stun Antoria for a turn, so feel free to give that a go if his two-turn antics are driving you batty. Dharma is reclaimed! Congratulations on getting past this, the most annoying sequence in the game. Now you can change your party's classes to whatever you want. You can get a few helpful pointers from my guide above, if you want, or you can experiment as you see fit. There's a little bit of plot left for this chapter of the game, but I'm sure you can handle that. It's entirely optional anyway. NOTICE: When leveling up jobs, there are three things to consider: enemy experience, level limit, and the level cap. Enemies that give a lot of experience will actually hinder you now, so you may want to run from them (or dispose of them with Expel/KnockDown/Disperse). Level caps prevent you from leveling 'til the cows come home in any given area, so pay attention to what the level limits are for each area. And finally, disc 1 has a level limit cap of 36 on it, so even if an area lets you level up beyond that normally, until you reach disc 2, you won't be able to level up jobs there past level 36. On a side note, you should also return to Penal to steal from the treasure chests in the World Bank there. Free items are always a good thing! Besides, there's a Shard in one of the chests. NOTE: From this point on, your class abilities are more important than your level. As such, the level span listed is much, much larger. NOTE 2: Now that you have the ThiefKey, there are numerous locked chests that you can unlock. You might want to go and unlock them now. After you're satisfied with your classes (which should be quite a while from now, if you're smart and choose to level up a few of them), head back to the present. If you talk to Maribel and Gabo, they'll encourage you to go see King Burns, but you really don't have to if you don't want to. Dharma has returned in the present, as well (of course), and you can change your class in the present version if you so wish. For now, head south, to where Penal used to be. There's a guy laying down there, who will call several allies once you talk to or walk past him. Fight and deafeat them (you'll probably need to have gained a few stars in at least one class to do this). They'll run off to the cave, so run and catch up with them and watch as they basically tell you what the password is. Idiots... Go ahead and enter the cave. Location: Bandit Cave Suggested Level: 18-24 Items: Cloth Shirt, Dung, Bandit Key, LandShard, TinyMedal, Iron Shield*, Iron Spear* There's not much you can grab at first, but once you nab the Bandit Key from the dresser, you can access the three treasure chests in the locked grate area. Go fight BanditWig for the LandShard, but beware: he's a very powerful little guy! The only good thing is that he has very little MP. Beating him up should not prove difficult, if you leveled up your classes enough. LandShard in hand, it's time to visit the Dharma of the present, as well as the Last Inn (if you haven't already, that is). Location: Dharma Temple Gold: 5G Items: TinyMedal, LandShard, SilkRobe Item Shop: Herb, Antidote, MoonHerb, Repellent Weapon Shop: Steel Sword, Steel Claw, Blade Boomerang, Chain Whip, Iron Axe, Sleep Staff, Mist Staff Armor Shop: Evade Clothes, Iron Armor, Magic Robe, Steel Armor, White Shield Location: Last Inn Gold: 3G Items: DEFseed, IronMask*, Potion* Item Shop: Herb, Antidote, Slime Earrings, Bunny Suit, Bunny Tiara Once you've collected everything, go and locate Mezar. It's west of the Dharma temple, across the sea, on a tiny island. Location: Mezar Gold: 6G, 7G Items: LandShard, Pirate Shirt, Traveler Clothes, Repellent, LifeRock, TinyMedal, Herb, Healer Heart, Carpet Equipment Shop: Chain Whip, Dagger, Iron Armor, Shell Clothes, White Shield, Shell Shield, IronMask Go into the bar, and see a little scene involving a poet named Nicola. What an oddball. Go up to his house and talk to him, and tell him that you are adventurers. Follow him underground into his storeroom (snatching all of the stuff in it), then talk to him. Take his carpet outside of town, try to use it, then return and talk to him again (tell him the truth). Go follow him to the treasury, then go back to his house and talk to the maid. Well, you're at a standstill at this point, so just collect the rest of the items in town, then leave. Now, go back to the Ancient Fane (you'll have to leave Mezar to do so, there's a magic seal there for some reason that makes Return not work), and onward to Dune. Dune and the Evil Statue [D1DUNE] -----------------------== PEDESTAL: Dune (Land room, center) PIECES: Dialac (in a barrel in Joseph's secret base #1), Mentare (present; in a treasure chest in the boss' house), Lake Cave (past; in a chest in the passage opened by the TerraBell), Dharma (present; in the storeroom chest), Western Cave (BanditWig gives it to you for defeating him) AREA LEVEL LIMIT: 27 Location: Dune Area Suggested Level: 18-24 Monsters: Babbleoon, BeakRat, HornRush, Wyvern, VenomBird This is one big desert. Go and visit the palace, since the village won't let you in. Location: Dune Palace Items: SilkRobe The palace is decidedly dead. Make your way to the basement, and into the makeshift graveyard room (it's not difficult to locate; the castle is a castle, not a dungeon). A guy called Hadeed will show up and chew you out, then tell you to go to the village nearby. Might as well, there's nothing to do here right now, anyway. Head southeast to the village. Location: Dune Village Gold: 7G Items: DEFseed, TinyMedal, Antidote, DuneCharm, Herb Item Shop: Herb, Antidote, Repellent, LifeRock, Star Ort Since you've met Hadeed, they'll let you come in. Raid the village of the items in it, then go see the village chief (in the big house in the rear of the town). Talk to him, then talk to the woman guarding the ladder. Use the bed upstairs to get the plot moving again, then head back downstairs. Talk to the village chief will tell you of what's been going on, and tell you to avoid the palace. Yeah, right. Head back there now. There are monsters in the palace now, so take care. The graveyard now has a monster waiting for you to fight, BoneRider. Hadeed will help out, but don't rely on him to finish the fight. BoneRider isn't a big threat. He does have the ability to take two turns at once, but he's barely got any HP. Once the fight is over, the monster will drop a pendant (which Hadeed takes), and Hadeed will order you to follow him. Go ahead and do so. A sandstorm has started, so you're trapped for the time being. Talk to Hadeed again. After the story scenes are over, go talk to Hadeed again. Exit the palace, and talk to Hadeed outside of Dune. Now, go to the elder's house, and talk to Hadeed (he's in the doorway). Go inside, and watch the story scene, then talk to Hadeed and the elder. After yet another short story scene, talk to the elder and Hadeed once more. Talk to Hadeed to hear what the Queen's letter says. Talk to the elder to get the DuneCharm. You can get more info from the villagers by showing it to them. Show it to the man guarding the hut on the east side of town to get in there. You can find the women hiding down there, as well as the Herb mentioned in the items list above. You can also get hints on how to ressurect Tyrannos from people around town by showing them the DuneCharm. Show it to everybody. Once you have, go northwest to the banks of the Nila, and talk to Hadeed. It seems pretty hopeless, but there is a way to solve the problem. Head back to the present. Head for the excavation site, tell the researcher about Dune, and show him the DuneCharm. He'll give you the Fossil, and demand that you take him back in time to Dune. You'll have no choice in the matter, so just leave the excavation site. Take the scholar to the palace. Now, head straight for Dune, and show the bone to the elder. Too bad he's comatose. Head for the exit, then go follow Hadeed to see his father again. After a long story scene, you should leave the room. Head back towards the exit (where Hadeed passes you and delivers some bad news), and talk to Hadeed. After some story scenes, you'll be back at the Nila. Talk to Hadeed, and watch the short funeral. Talk to Hadeed, then walk up to the river bank and use the TyranBone. An FMV will commence (one of the better ones), and Tyrannos is reborn! Save your game, then talk to Hadeed to head for the Evil Statue. On the far bank, depart for the statue proper. Location: Evil Statue Monsters: WarTiger, FoggyPot, NailMan, TrickBag Gold: 350G Items: STRseed, DEFseed, Black Key, Speed Ring, TinyMedal, Silver Apron, (2 EvilPot, 2 Cannibox) NOTE: Grab everything in this dungeon before completing it! Go catch up with Hadeed, and talk to him. He'll run off as usual, leaving you to deal with two stronger-than-normal Pigmons. But worry not, you'll be healed right after the fight. Head into the Sphinx ASAP. Use the DuneCharm on the plaque. Now, for a mini-puzzle: placing the statues on the proper pedestals. Put them as follows: lion on first pedestal, turtle on second, eagle on third, and snake on fourth. Head upstairs, where some Pigmons are gloating. Hmph. Head upstairs again (through the non-spiked pathway), then back downstairs via the second stairway. Go around the previously spike-laden walk, and up the set of stairs there. The queen is up here, talking to Hadeed. Talk to the queen to get the Black Key. Now, walk on upstairs (ignore the chest unless you're a die-hard completionist; it's a Cannibox) across the damage tiles. The area around the tiles is laden with pits, so it's the easiest way. The treasure room is on the next floor, so be sure to loot it, then head up to the next level. The women are resisting. That's good. Be sure to grab the Silver Apron before going up to save them. After that, head outside via the door, and into the Sphinx from the side door. Kill the Pigmon, then head up into the "maze". There's only one path, so it's more like just a really twisted tunnel to the top. Head outside, and prepare to battle Set (mistranslated as both Seto and Seth), the Egyptian god of the underworld! BOSS: Set Suggested Level: 19-24 HP: 800 Strategy: Heal as necessary, and attack when you get the chance. This boss will actually kill himself eventually with his Massacre attacks, but if you want, you can hurry it up by using your own skills. He's really only difficult if he starts killing your allies. Gosh, isn't that a helpful bit of advice? Heal AI setting may be helpful on your ally with the most healing spells learned... Now, the queen will make an appearance. Agree to help, then head for the left side of the statue and grab the ruby. This will destroy the Evil Statue for good. Once you get the chance, talk to Hadeed's body. Now, you'll be back in Dune. Talk to Hadeed, then head into the storehouse and raid it of the treasures remaining in it (a LandShard and a Leather Whip; some treasure). Head for the palace, and talk to the scholar. He'll give you a Package for the guy guarding the dig site. Go back to the present and visit that excavation site again. Location: Excavation Site New Items: LandShard, TinyMedal As you can see, the rip-off merchant has a new partner. Refuse to pay the 10G (though that is as much pocket change as 5G is, you don't have to pay), and go talk to the guard down in the pit. Get the LandShard from the chest, and the TinyMedal from the vase. Go back to Dune now (yes, the past version), and visit the palace. Location: Dune Palace New Gold: 210G New Items: Golden Ring, TinyMedal, FireShard Restoration is underway, as you can see. Go talk to the queen. She'll give you a Dark Ruby, and access to her treasure room. Go and raid it, then head out to the Sphinx. Hadeed will pilot the raft there for you. At the Sphinx, talk to Hadeed again. Go follow him. The scholar obviously has something he wants. Talk to them both, and the scholar will give the necklace back to Hadeed. Talk to Hadeed, then watch the story scene. It looks like everything is back to normal again. Now, it's time to visit Dune Castle in the present. Before you do, though, check out the little chunk of land near the village (in the present, of course). There's a portal back to the Fane there. That could prove useful. Okay, now visit the castle in the present. Location: Dune Palace Items: Silver Tiara, Noble Clothes, Silk Garter In a surprise turn of events, somebody at the castle recognizes you as the legendary heroes of Dune. Looks like historical records carry on in this country a bit better than they do in other nations. The benefits of this are mainly that people will treat you like deities. Well, it beats getting treated like peasants. Snatch the stuff in the castle. There's nothing else to do here, so head for the village. Location: Dune Gold: 15G Items: Herb, Dancer Clothes, TinyMedal, LifeAcorn, Dung, LandShard, AmitSnack, MysticNut Item Shop: Herb, Antidote, MoonHerb, Repellent, LifeRock, BunnyTail Isn't it nice to be recognized for your efforts for once? Since you have already visited the castle, everybody in town recognizes you! If only all of the areas were like this... Grab the stuff in town, then leave. It's not as though you can do much here right now, anyway. Head up the river to the little house on the northwest tip of the Dune continent. Location: Rose's House Items: Graceherb, SilkRobe There's nothing to do here but grab the items at this point. After that, head back to the Ancient Fane. Krage and the World Tree [D1KRAGE] -----------------------== PEDESTAL: Krage (Land room, lower left) PIECES: Dharma (past; in one of the basement chests), Dune (past; in one of the chests in the storeroom), Dune (present; in the gigantic pot in the center of town) AREA LEVEL LIMIT: 30 Location: Krage Island Suggested Level: 20-25 Monsters: ApeBat, FloatTree, HangedApe, WarTiger There's not a lot here to see on this tiny island, so head for the nearby inn. Not much to see here, though the people here state that something is strange in the nearby village. Might want to go check that out next. Location: Krage Gold: 3G Items: Cloth Shirt, TinyMedal, Leather Hat Something is decidedly wrong with this place. Everybody thinks that they're the Demon Lord. Go find the elder's house, and talk to him. Leave his home, but he'll stop you and ask you to warn some lady near the Sacred Tree of what's happened here. Agree to help him out, then leave his home. Some cloaked man is egging the deluded villagers on outside of the elder's house, but you can just ignore them for now. Go to the Sacred Tree. The woman you're supposed to talk is in the hut here. Visit her, but as you'll see, you can't seem to wake her up, so exit the house. Head back to Krage, then hurry back to the Sacred Tree. Talk to the villagers if you'd like, but there's no getting through to them. Say you're going to stop them. The cloaked guy will fight you now. He's easy, though, so don't worry. After the fight, the villagers and masked man all retreat. Talk to the unconcious girl and take her into her hut to get things moving again. When you get the chance, talk to the girl. Grab the jug, and collect some HolyDew. Use the HolyDew on the girl, and she'll ask you to save the villagers with it. Go back to the village and give the elder a sip of it. He'll suggest that you use the HolyDew in the well. Go ahead and try that. Since that didn't work, go talk to the elder once more. He'll suggest that you try the underground water vein. That links to the Sacred Tree... Go back there, and talk to the girl there. She'll give you access to the Sacred Tree Root. Location: Sacred Tree Root Monsters: Metaly, FloatTree, Horseman, HangedApe, WarTiger, ApeBat Words like "big" and "huge" only begin to describe this place. I think "stupid" and "inane" would be useful additions. This dungeon (as it were) is relatively easy to traverse, but it can be confusing at times. Just remember that there's really only one path for most of the dungeon that you can follow. When you reach the area where it seems like a dead end, try jumping off where the bark has been skinned off of the root. Once you reach the cave section, you're almost out of there. Just head up the vine ladders, watch the scene with the monsters, head up another vine ladder, and drop in on their little party. You'll have to fight an EvilWell (not a tough fight), and then use the HolyDew on the well. Krage is saved! Head up through the rope ladder, and fight the WolfDevil. He's a strong bugger, but I'm sure you can handle him by now. He has around 800 HP, but I would hardly call him a boss. Anyway, after his defeat, Krage is truly saved. Go talk to the elder, then to the farmer to get a FireShard, and finally to the girl at the Sacred Tree for a Bless Staff. Now, head back to the future (er, present) and visit Krage there. Location: Krage/World Tree Gold: 13G, 5G Items: Traveler Clothes, TinyMedal x2, Fur Hat, AmitDonut, FireShard x2, INTseed*, INTSpecs*, Silk Hat Item Shop: WorldDew Equipment Shop: Dagger, Steel Sword, Steel Claw, Blade Boomerang, Glam Clothes, Shell Clothes, Silk Hat As you can see, Krage has grown, and there are obscenely large numbers of wells here. Raid the town, including Brugeo's vacation manor (which you can enter from the back door). Talk to the maid downstairs to get her to move (so you can nab the stuff in the storeroom), then talk to her again after you've broken all the bottles in there to get paid 50G. Hmph, some pay. Anyway, go visit the World Tree next, and grab the FireShard there. If you have no WorldLeafs, you can always come back here and talk to the blue bird for another one. There's nothing left to do in the present, so head for Litorud. Distortions of Time [D1LITORUD] ------------------== PEDESTAL: Litorud (Fire room, center) PIECES: Krage (past; given to you by a farmer after saving Krage), Krage (present; in the basement of Brugeo's vacation home), Sacred Tree (present; on the ground outside) AREA LEVEL LIMIT: 33 Location: Litorud Area Suggested Level: 21-27 Monsters: WarTiger, Needlon, BoltRat, Metaly, Horseman This area is small enough, and it's fairly obvious where the village is. Head there now. Location: Litorud Gold: 10G, 15G Items: Herb x3, TinyMedal, Silk Hat, MysticNut, Traveler Clothes, Turban, Repellent, LifeRock, Horned Hat (1 EvilBook) Item Shop: Herb, Antidote, MoonHerb, Repellent Weapon Shop: Hammer, Holy Spear, Iron Axe, Steel Sword, Steel Claw, Chain Whip Armor Shop: Iron Armor, Shell Clothes, Steel Armor, Magic Robe, Magic Shield, White Shield, IronMask The town seems nice enough. At least there's no signs of trouble. Grab everything here, and talk to the folks in town. Apparently, a bridge is opening up tomorrow! Might as well visit it today, though, and grab the stuff there. Location: Baloch Bridge Gold: 6G Items: Leather Hat, SeaShell Hat (1 EvilWell) Item Shop: Herb, Antidote, MoonHerb, BugPowder, SpiderWeb The bridge has items, and... um... yeah, items. There's nothing much else to say about it. Talk to the people here just for the hell of it (be sure you talk to the bridge guard in particular). Now, why not take a nice little detour to the strange and (not quite) wonderful layer of that insane designer, Baloch? His tower is to the east. Location: Baloch Tower Items: INTseed, Clock Key Baloch is a bit antisocial, isn't he? Might as well go back to town and stay at the inn. At last, the day of the bridge opening has arrived! Or has it? Talk around town, and you'll see that everybody seems to think it's still yesterday. Uh oh... Go see the bridge guard again, then go stay at the inn again. It should be obvious at this point that time is repeating endlessly. Go see the bridge guard yet again, then go pay Baloch a visit. He'll give you the Clock Key, and tell you to turn off the clock tower in town. Do that (you may want to save first), and check out what happens. Time has frozen! Go check out the painting in Creyney's basement. It's glowing... Hop in to enter the temporal vortex. Location: Temporal Vortex Monsters: HangedApe, SmileRock, Needlon, Metaly, NailMan, BoltRat, WarTiger Gold: 350G Items: Speed Ring, AGLseed, TinyMedal, Potion (1 EvilPot, 2 Cannibox) NOTE: Grab everything in this dungeon before completing it! The vortex is pretty straightforward, at first. It's essentially just your typical 3D rendering of a rather famous Salvador Dali painting. Grab the stuff lying around, and make your way to the end of the first part. Take one of the two teleporters in the first area (not the one near the drop-off point with the AGLseed chest) to get to another area with the TinyMedal in it. Once you have that, take the lower area teleporter to the pseudo-puzzle teleporter area. Take as many teleporters as you can, to get the 350G (and reach the healing spot). Once you reach the last teleporter, you'll be taken to a last little puzzle. The answer is simple: head up to the XII, and head left and around backwards across IX, VI, and III, back to XII. This will reveal a teleporter that will take you to the room that the TimeSage is in. Boss fight time! BOSS: TimeSage Suggested Level: 22-27 HP: 1,000 Item: LandShard Strategy: Get rid of the Makimaki enemies first, as they can use Time Sand (which restarts the battle; very annoying). Use your heaviest-hitting attacks on TimeSage, and he'll go down in no time. Don't forget to heal when necessary (of course; it's basic RPG strategy to heal when necessary). I don't recall TimeSage having any really devestating or unexpected attacks in his arsenal, and his allies are more annoying than he is, so this battle should (hopefully) just be an exercise in tedium. Smash the hourglass, since this will (as TimeSage helpfully tells you) restore time to proper working order. This will net you some invaluable Time Sand, which resets battles when used, and teleport you back to the basement of Creyney's house. Everything is back to normal, it seems, so go stay at the inn. Finally, the bridge is opened! Go see the ceremony, then cross it at last. Now, after all that, you'd expect this adventure to be over, right? Wrong! Don't worry about combat; that part is over. Now it's just a story sequence left in this area. Go cross the bridge, and check out what's on the other side. Hmm, another village. Something about the terrain might seem... familiar. Location: Verdham Gold: 50G, 3G, 500G* Items: TinyMedal x2, Cloth Shirt, DEFseed, SilkRobe, Tights Item Shop: Herb, Antidote, MoonHerb, Repellent Equipment Shop: Holy Spear, Power Claw, Destruct Sword, Chain Whip, Wizard Robe, Silver Apron, IronMask Yep, it's Verdham. You might remember this town from about five areas before. It's thirty years later, though, and there's a mystery in town that needs solving (and, of course, items that need collecting). Wander about town and talk to folks to get the scoop on what's been happening in the last thirty years. It seems that Iwan married Linda, who then left him to search for Pepe. Starting to sound like a soap opera, isn't it? Iwan also lost the mansion, and that little skank Kaya now runs the place. To get things moving, try to enter the mansion. Eppe (Iwan and Linda's son) will be chewing his father out. Visit the kitchen of the mansion to see a scene involving some food. This might seem inane, but it'll prove important later. Go talk to Cherri in the garden, then track Iwan down (he's at his little house on the west side of town). It seems that Kaya still has a thing for Iwan. Go visit Kopan and Cherri again. Uh oh! Go help out with Kopan. It seems that the dog got ahold of some poison. Hmm, wonder where that might've come from? Talk to Porta or Cherri, and Cherri will catch on. It seems that the master of the manor is sick for a reason. Go follow her to the manor, and listen in on her fight with lady Kaya. So, the mistress denies it. Typical. Go follow Cherri, and talk to her. A bit of proof is what you need. Go downstairs, outside, and try to re-enter the mansion. Watch as lady Kaya leaves yet again, this time dropping her bottle of poison. How convenient! Go show it to Cherri. Lend her the bottle, and follow her downstairs. The master of the house is hungry, and Cherri's going to expose Kaya for what she really is now. Go to the bottom floor, and visit the kitchen. Kaya's panicking, which is hardly surprising. Leave the manor and visit Porta. Talk to him or Cherri to find out that the purple bottle does in fact contain poison. Go back through the front door, and talk to the lord of the house. Agree to eat with him. Watch the cutscene, and enjoy as Kaya is exposed as the bitch we all know she is. Kaya and Iwan get kicked out of town (serves them right, the little hoochies). Go visit Cherri in the garden for a bit of closure to this story, and also pay Eppe a visit. Check the letter to find out what Iwan's last words to his son were. Go pay the Mentare of this age a visit, as well. (NOTE: If you're wondering, the swamp cave is still north of town, but the place is just as cleaned out as you left it in the visit you made 30 years ago.) Location: Mentare Gold: 2G Items: AGLseed, Silver Tiara, TinyMedal, STRseed, DEFseed Item Shop: Herb, Antidote, AGL Scarf Pepe's already made Mentare this impressive. Nothing much to do here just yet, but grab the stuff around town, then head up the Geionne Path. Location: Geionne Path/Monestary Gold: 15G, 5G Items: TinyMedal, STR Ring*, SilkRobe Get the stuff, move on up the path. You can also talk to the priestess in the cave about halfway up the path for some info on sister Bessia (though she calls her Beshia). The monestary is more or less the same as ever. Grab the stuff here, and be sure to check the grave out on the edge of the cliff. Now, go tell Pepe down in Mentare about it, and bring him up here to see the grave. After Pepe's done lamenting, it's okay for you to head back to the present. Or if you want, you can finish up Baloch's story by visiting Dr. Keel, then Baloch, then Dr. Keel again. Your call, it's just an optional sequence. Anyway, go visit the modern Litorud now. Location: Litorud Gold: 5G Items: Scarf, Graceherb x2, Glam Clothes, Horned Hat, WindShard, Herb x2, Repellent, Emily's Letter, INTseed, WarpWing Item Shop: Herb, Antidote, MoonHerb, Repellent Weapon Shop: Hammer, Iron Axe, Steel Sword, Destruct Sword, Steel Claw, Power Claw, Chain Whip Armor Shop: Evade Clothes, Wizard Robe, Silver Apron, Platinum Shield, Magic Shield, IronMask, Captain Hat This place has a new feature: rankings! Go check out the Style Ranking, then talk to the people in the ranking office. It seems that the old woman named Rose (living north of Dune) is still #1 on the style ranking list. Go talk to her, and she'll give you a letter that asks that she be removed from the list. Give it to the man at the front desk of the ranking office, and now you have a (remote) chance of winning the style contest. If you want to try, equip Maribel with the full Bunny outfit (Bunny Ears, Bunny Suit, Tray Shield, Tights) and enter her; that will give her a 136 APR score minimum. Besides that, there's not much to see or do in Litorud. If you find Emily's Letter and give it to the scholar upstairs, he'll give you the INTseed mentioned above. Anyway, grab the stuff around town, upgrade equipment if necessary, then pay the bridge a visit (if you haven't already), and the tower. Location: Baloch Bridge Items: TinyMedal x2, INTSpecs, Graceherb Shop: Dagger, Blade Boomerang, Boxer Shorts, Bunny Suit, Dancer Clothes, SilkRobe, Tray Shield, Bunny Tiara, Silver Tiara The bridge is the same as ever, but you can't buy from the shop unless you have a ranking in the top 30 style rankings at Litorud. Amazingly, there are TWO TinyMedals here. Be sure to grab both. Location: Baloch Tower Monsters: Eggeron, Metaly, EvlMantis Items: Bow Tie, DEFseed, SilkTux, TinyMedal, INTseed, WindShard, LandShard The tower is sort of a puzzle-box. Amazingly, nobody has ever solved it before you got here. I say amazingly because, quite frankly, the puzzles are all simple and easy to solve. The people around here must be exceptionally stupid... Anyway, the first floor puzzle is very obvious: push both statues onto the thin carpet strips, so that the door to the next floor opens. The second floor has a few points where the columns will attack you, so be ready for that. Go down the moving floor, across the one safe tile to walk across, and all the way around (ignore the first outside door; it's a dead end). Two ColumnMan fights later, you'll be out on the balcony. Go on inside the other doorway, and fall down the pit onto the elevator. Activate it (of course) to get to the third floor. The puzzle here is simple: use the ruby to open a path to the exit. You will also need to grab the rock in the area near the SilkTux chest, and push it to the triggerable carpet area. The rest of the floor is so obvious that, if you need a walkthrough, you should probably have your head examined. The fourth floor is really easy; it's just rotating around. To get to the other end is a simple task indeed. On the roof, hit the switch to empty the pond and gain access to the treasure room. The puzzle down here is also simple. You need to find the three switches to get rid of the blocking statues. One is down the path in the waterway, another is across some damage tiles on the upper right, and the last one is cleverly hidden behind the monolith on the upper left. The switch to reach the treasure room is under the middle statue. The treasure room has quite a bit of stuff in it, including the important WindShard and LandShard items. That's what we came here for, actually. Head back to the Ancient Fane, and unseal the Hamelia area. The Minstrel and the Flood [D1HAMELIA] -------------------------== PEDESTAL: Hamelia (Land room, lower right) PIECES: Penal (past; in one of the bank's chests), Mezar (on the island in the well), Dig Site (in a chest in the site itself), Temporal Vortex (gained from defeating the TimeSage), Baloch Tower (in the treasure room on the top floor) AREA LEVEL LIMIT: 36 Location: Hamelia Continent Suggested Level: 23-28 Monsters: NailMan, Needlon, BoltRat, Horseman, SmileRock, WellLure, MuddyMan, HangedApe As usual, head for the nearby village. Location: Avon Gold: 20G Items: Herb, TinyMedal Item Shop: Herb, Antidote, MoonHerb, Repellent This place is tiny. The people in town are talking about a minstrel who came by recently, and played some very charming music for them. Well, how nice of him. Grab what's lying about, then go see the village elder. He will lend you a bed to sleep in for the night. Strange music will play during the night, and the next morning, everybody is gone! Strange mystery, that one. Time to take the Avon tunnel out to the other side of the continent. Location: Avon Tunnel Monsters: MuddyMan, Enchanter, RockGolem, Dumbira Items: MoonHerb, TinyMedal There's a few items here, but you can't access any but the MoonHerb and TinyMedal until much later. It's mostly a straightforward path to the other end. Once outside, go visit Huzu, at the southern point of the continent. Location: Huzu Items: LifeAcorn, Leather Hat, Antidote, TinyMedal Weapon Shop: Mace, Shears, Battle Axe, Power Fist, Mist Staff Armor Shop: Wizard Robe, Viking Armor, Silk Garter, Magic Shield, Platinum Shield, Captain Hat, Viking Helmet The minstrel's been here, too. Grab everything around here, then stay at the inn. Again, the music will play at night, and everybody in town will just vanish. This is getting kind of creepy. Head for Hamelia. Location: Hamelia Gold: 30G Items: Iron Spear*, STRseed Item Shop: Herb, Antidote, MoonHerb, Repellent, PinkPearl Weapon Shop: Destruct Sword, Mace, Shears, Battle Axe, Flame Fist, Dragon Tail Armor Shop: Viking Armor, Skirt, Platinum Shield, Captain Hat, Viking Helmet At last, you've caught up with the minstrel! Gather the stuff in town, save, and then stay at the inn. During the night, you'll be woken up, and see people walking into a glowing portal. Step inside it to get to North Tower. Location: North Tower Monsters: Enchanter, SlimeLv8, Eggeron, RockGolem, Dumbira, IronTurtl Gold: 5G Items: MysticNut, SpiderWeb, Dung, WindShard Item Shop: Herb, Antidote, MoonHerb, PinkPearl, Pixy Sword NOTE: Grab everything in this dungeon before completing it! Also, this is your last chance to return to the present for a while, so if you need to change jobs or anything like that, go do it now! This place is dangerously large, so be on your guard. On the second floor, there's a pit that you can fall into that will lead you to a lower area where a slime runs from you and tells you that the people are all up on the third floor. Make your way to the top of the tower, and talk to the minstrel up there. After you do talk to him, the flood will commence! A bit of dialogue later, attempt to leave. The bard will all but reveal his identity (Jann, the Tula player for the Dejan era), and ask you to take on the monsters. He gives you a WindShard, and you'll be told to go on your way. Go down to the second floor, and board the raft. Head for Huzu and Hamelia if you want, or go straight to the palace under the sea. Location: Sunken City Monsters: MultiEyes, DeathCrab, EvilDiver, EvlTurtle, Confupeng, PutreFish, EvlAnchor, Seahorser Items: TinyMedal x3, AGLseed, Hork Heart, MoonHerb, Bounce Sword, WorldLeaf, LifeAcorn, (1 JewelBag, 2 MadPot, 1 Mimic) NOTE: Grab everything in this dungeon before completing it! As you approach the sunken city, the hero's birthmark will start to burn, and a path to the city will open. Curious. The first area of the city is easy enough to manage; just make your way to the fane in the rear. Be sure to check the monuments in the first area; one leads to a hidden passage (since you can't get to the fane without doing this). Inside the fane, drain the water from the pond, and head downstairs. The puzzle here is simple: drain the water. To hit the switches, use the flying vases. You may want to get the Bounce Sword from upstairs (just extend the bridges to the stairwell up). Anyway, the third level is more of the same. The next floor is where Gracos is, so be sure to heal up. Gracos will make you fight some sub-monsters before you can face him, but they're nothing hard. Gracos, on the other hand, is. BOSS: Gracos Suggested Level: 23-29 HP: 1,500 Strategy: Gracos loves to use breath attacks, so MagicWall or WoolGuard is in order. Other than that, keep your HP up and use your most damaging attacks on him. If he keeps whupping you, then you probably need better battle skills. Unfortunately, since you can't access Dharma right now, that could be just a wee bit of a problem... After the fight, Gracos tries to trap you so you will die with him. Talk to the minstrel to get out of there. This will take you back to North Tower, and the flood will recede. Now, go downstairs and through the portal back to Hamelia. If you check your inventory after this, you'll see that the bard threw a Wizard Ring at you. How nice of him. It's time to collect some rewards from here and Avon. Location: Hamelia Items: WindShard, Merm Moon Just go under the houses, and talk to the guard whose near the electrified floor tiles. Both treasures are critical, and I'm sure you know why the Merm Moon is (remember Nicola from Mezar?). Location: Avon Tunnel Items: Berserkr Heart, Pirate Clothes Grab the items, then head back for the portal. Now is as good a time as any to visit the present version of the Hamelia continent. Avon and Huzu no longer exist, but Hamelia is certainly still there. (NOTE: If you want, you can also go visit Mezar now and get the Carpet. If you want to get your next party member ASAP, get the Carpet now, then read down below at Mezar Fane.) Location: Hamelia Items: INTseed, TinyMedal Item Shop: Herb, Antidote, MoonHerb, WarpWing, PinkPearl Weapon Shop: Mace, Shears, Battle Axe, Flame Fist, Dragon Whip, Hacksaw, Lune Fan Armor Shop: Pirate Clothes, Viking Armor, Silver Armor, Skirt, Platinum Shield, Captain Hat, Viking Helm A note on the TinyMedal: it's a bit hidden. Go under the house with the cat underneath it, and check the platform that the cat is standing on. Unlike the last few areas, there's actually a quest (two, in fact) to complete in the Hamelia area. Go up to the watchtower and talk to the professor and his assistant. That shard could be useful, ask him for it. He'll say he'll make a deal, and then wander off. Go follow him to his house, where he'll tell you that he wants to go to North Tower, but it's too dangerous right now. Might want to check that out. Location: North Tower Monsters: Same as in past Gold: 50G Items: BluePrint, FireShard, Dung, TinyMedal, Slime Heart, (2 MadPot) The tower is almost unchanged, as you can see. Head down the stairs, and fight the KingSlime down there. He's tougher than normal, so beware. He drops the BluePrint. Anyway, after the battle, allow Slachi to follow you up to the tower. You have to, so don't think you can skip this part. Be sure to get the FireShard from the far side of the tower's first floor. The first three floors are the same as they were in the past. Check the grate to have Slachi open it. There is a pitfall on the fourth floor now, so be careful. The top floor is home to GigaMute, the boss of the tower. BOSS: GigaMute Suggested Level: 23-29 HP: 1,000 Item: FireShard Strategy: Really, he's not that difficult, as long as you're smart and heal when necessary, as well as dish out decent damage. If you're having trouble, then you probably need to learn some more class abilities. After the fight, go pay the Slimes one last visit, then go see Azmov back in Hamelia. Go follow them back to north tower, and on up to the third floor. Talk to Azmov, and he'll tell you to go get the Shard yourself from his storeroom in Hamelia. Go do that. You'll find a LifeAcorn and a FireShard. With that little side story out of the way, return to Mezar and show the Merm Moon to the maid. Follow her to the rear of the temple, and talk to her again. She's forgotten where the entryway was. Perfect. Check around the middle of the rear of the temple, right where the shadows end, to find it. Follow the maid down, and open the chest to get the Carpet. Nicola will show up and approve of your taking the carpet. Go visit the fane just north of Mezar. Location: Mezar Fane Items: LifeAcorn, WindShard Talk to the spirit to hear a bit about the hero of legend. Hmm, the HotStone matches his description nicely. Why not pay a visit to Estard? Talk around, and you'll find out that Hondara is doing rather well right now. Be sure to talk to him directly, to find out why. He's sold the HotStone to some rich guy, huh? Probably Brugeo. Visit Brugeo's vacation homes in Krage and Litorud (one or both, your call), then go back to Orph and use the carpet to cross the lake to Brugeo's mansion. Location: Brugeo's Mansion Gold: 120G Items: Bow Tie, TinyMedal*, Magic Key*, LandShard, Shell Clothes (1 EvilWell) Gather the items in the mansion, then go talk to Brugeo a few times. He's hopeless, so leave. He'll ask to join you (let him), then go to the World's Tallest Tower. You can find it southwest of the Medal King's castle (which is east of Hamelia; you need the carpet to reach the tower, but that's not a problem). Location: World's Tallest Tower Monsters: ColumnMan, SkyFrog, Sheepbird, Chargon, PutreMan, Bugbear Gold: 370G Items: AGL Scarf, TinyMedal, FireShard As you approach the tower, the HotStone will open the door for you. Head up the tower (it's a bit convoluted, but there are no puzzles), right on up to the platform at the very top. There, place the HotStone upon the altar, and the legendary hero, Melvin, will be revived! Grab the FireShard that came with him, as well. Talk to Melvin, and he'll join your party. Woot! With four allies, things will be much easier. Go talk to Brugeo, then head to the base of the tower. The easiest way to do this is to fall off the tower from the previous floor. As you try to leave, Brugeo will take off for home. Good riddance. You might want to go to Dharma now and give Melvin a proper class, and then pay Nicola in Mezar a visit. You may be in for a surprise, though. Oh yes, if you want, you can also visit the sunken city in the present now. Location: Sunken City Items: TinyMedal x2, GuardRuby, AmitDonut, MysticNut, FireShard, (2 MadPot) The city hasn't changed much, but at least there are no random encounters. The city is now populated by monsters. If you go into the fane in the rear of the city, you can go and challenge Gracos V. He's about as difficult as his ancestor, but he has more HP, so don't face him unless you're certain that you're ready for him. Beating him gets you a ? Shard. He won't give you his other treasure just yet, though. Anyway, you have now completed the subject of this "act" of the game (ressurecting Melvin, that is). There's one last place to visit before we head on back to the Ancient Fane. Go return to the Sphinx via the Carpet. Location: Sphinx Items: AquaShard Other than the Shard, there's not a whole hell of a lot here. Grab it, then go back to the Fane and take your pick of where you want to go next. Act III - Quest for the Truth ==---------------------------== NOTE: The next three areas can be done in any order, so long as you have the shards for them (which you should have, if you've been following this guide). They must all be done to proceed with the quests that come after them, though. Before you return to the present from the last area of the three that you do, unequip Maribel. The Cursed Town of Loomin [D1LOOMIN] ------------------------== PEDESTAL: Loomin (Fire room, upper right) PIECES: Dune Palace (past; found in the queen's treasure room), Mountain Tower (present; found in a chest on the first floor), Mountain Tower (present; won from GigaMute) AREA LEVEL LIMIT: 39 Location: Loomin Island Suggested Level: 24-30 Monsters: Stalker, Broadaxer, Thunderat, RhinoKing No point slouching around. Go check out the hillock to the west. Location: Dead Hill Items: LandShard A big dead plant and a Shard. Great scenery, but there's nothing else to do here. Head for the nearby town of Loomin. Location: Loomin Items: Herb, Horned Hat, Iron Axe*, IronMask*, HairBand, Repellent, DEFseed, TinyMedal, Tower Key Item Shop: Herb, Antidote, Pot Lid As you'll quickly discover (simply as you try to enter), monsters run this town. Once you're done looting all of the houses and such, visit the well on the far side of town. Talk to the nun there, then go talk to the big moose demon in the bathtub of the manor. You'll have to fight him, but he's not really that difficult. After he's down, you'll have access to the real source of Loomin's trouble, DarkDraco's tower. Check the nearby dresser that the PinkOrc was guarding, then head for the tower. Location: DarkDraco's Tower Monsters: Armorgon, Curer, LizrdBird, Dragon, BabyDevil, Broadaxer, Rhinoking, Babydrak Gold: 120G Items: TinyMedal, Tempt Sword, Potion The tower is simple enough. Your goal is to reach the top (obviously), and there are a few very easy-to-reach switches along the way that you need to hit. There are no real puzzles here, and the top floor is simple to get to. After you reach it, you'll discover that DarkDraco is out of control, and the monsters are even afraid. Not good. Go talk to the monsters to fight them, then prepare for a battle with DarkDraco itself. BOSS: DarkDraco Suggested Level: 24-30 HP: 1600 Strategy: Standard boss tactics (heal as required, use best attacks). Need I really say more? Seriously, DarkDraco is the most by-the-books boss in the entire game. After the fight, the light will return, and Loomin is all happy-happy joy- joy. Might as well return to the present version of Loomin. However, upon arriving, you'll discover that it's been destroyed! D'oh! Better head back in time to fix that. First, though, grab the TinyMedal in the well, then pay a visit to the building that has sprung up nearby. Location: Monster Park Items: Slime Clothes Some people are terribly ambitious, aren't they? This place is home to a man who wants to build up a monster park. Talk to him, and he will give you the BeefJerky. Now, using the Tamer skill, you can recruit monsters for his park. You can only catch one of each at first, and they rarely come along unless you use Tamer on them a few times, but at least the option's open to you now. Go pay the modern DarkDraco's tower a visit, too. Location: DarkDraco's Tower Monsters: Same as in past Gold: 280G Items: TinyMedal, Lipsy Heart, ? Shard (1 Mimic) Little has changed here. Get the stuff, head back in time to Loomin to save them yet again. As you enter Loomin, you'll see that the town has been taken over by none other than HellVine! Rather predictably, the end of the eternal night heralded its return. Fight off the vines holding the townspeople, then make your way to the manor. Go upstairs and talk to the guy who lives there. He suggests that you go underground. The well would be ideal for that. Head there, and into HellVine's lair. Location: HellVine's Lair Monsters: DragonMan, ShadeNite, BabyDevil, VineRoot Gold: 630G Items: Steel Sword, Devil Armor Follow the vines to reach the boss. You may want to take the side-paths to grab what few items are down here, too. Once you reach HellVine, you'll have to fight it (naturally). BOSS: HellVine Suggested Level: 24-30 HP: 1,600 Item: WindShard Strategy: He's just a normal boss. Deal with him the way you deal with any other boss. After HellVine is down, the town is saved! Right? If you want, you can go visit the guy in the mansion to see his new little pet, a cute little insect called Chibi. Well, now that that's over, let's go check out the present Loomin. What, it's still destroyed?! This town really is cursed. Go back to Loomin in the past to find out what's up. Talk around with the people in town, and you'll discover that people are nervous about Chibi, the cute little worm that the manor owner found earlier. They're afraid that the little bug is going to destroy the town. But that can't be the case, now can it? The guy who lives in that house seems to have a knack for taming monsters. Go and talk to him, and see the townspeople prove their paranoia. Go outside and talk to the group of people. Now you have a decision to make, one that will actually affect what happens next (which is extremely rare, for a Dragon Quest game). On the one hand, you can agree to slay Chibi. On the other, you can refuse. Consider the evidence before you: Chibi has grown large, but other than defending his master, he hasn't caused anybody harm. If you choose to kill Chibi, then Loomin is screwed. If you choose not to, then you've made the right choice. I will assume that you've figured out that you should not kill Chibi, and thus guide you. Return to see the monster-loving man, warn him of the villagers' plan, and he'll tell you that he's going to release Chibi. Follow him to the hill, and watch him let little Chibi go. Back in Loomin, leave the manor. The town is under attack by HellWorms! Fight off the ones that are wandering about, then once one of your allies mentions Sieble, head for the manor and defend the owner from the HellWorm attacking him. Hurry outside of the mansion, avoiding the HellWorms wandering about, and watch as Chibi saves the day. The town is saved from the invading HellWorms, and Chibi is celebrated as a hero. At last, Loomin is completely saved! Note that the weapon and armor shops now sell stuff (same as the present version). If you decided (foolishly) to kill Chibi, then the following will occur: you'll stay at the inn, and sneak in to kill Chibi late at night. Once you do kill it, the HellWorms will attack, but this time, Chibi won't be there to save the village. You'll be sent into the well for the duration of the attack, and when you're allowed to leave the well, the town will be in ruins. That's what you get for killing an innocent little insect. You bug-slaying meanie. Anyway, go visit the present version of Loomin (at last). Location: Loomin Gold: 550G* Items: TinyMedal, Tights, Traveler Clothes, Copper Sword*, Leather Armor, SilkTux, Repellent (1 MadBook) Weapon Shop: Flame Fist, Hacksaw, Ice Fist, War Hammer Armor Shop: Wizard Robe, Silver Armor, Heavy Armor, Dragon Shield, Expel Shield, IronMask Note that the TinyMedal here was the one in the well, so if you got it earlier (when the town was still a ruin), you won't be able to get it now. Raid the town's chests and vases, and talk to the people around town. It seems that people think that Chibi was human, and one guy is even claiming that he's a descendant of him (hehehe...). Well, with that complete, it's time to move on to the next area. Deception and Fate [D1PROBINA] -----------------== PEDESTAL: Probina (Wind room, upper right) PIECES: Litorud (present; in a chest in the doctor's basement), Baloch Tower (in the treasure room on the top floor), Mountain Tower (past; given to you by the bard), Hamelia (past; found in the room beneath the pub, after the flood) AREA LEVEL LIMIT: 39 Location: Probina Area Suggested Level: 24-30 Monsters: SheepBird, Bugbear, PutreMan, Banegaroo, PinkOrc, Armorgon Cross the bridge here, and head east and north to the little town of Probina. Location: Probina Gold: 6G, 37G Items: Steel Sword*, Potion*, Herb, TinyMedal, Leather Armor General Store: Mace, Dragon Tail, Hacksaw, Flame Fist, Ice Fist, Herb, Antidote Armor Shop: Wizard Robe, Silver Armor, Skirt, Heavy Armor, Platinum Shield, Dragon Shield, IronMask What a peaceful place. There's not much to see, but why complain about that? If you ask around town, you'll discover that the only real dilemma here is that some place called Raguraz is apparently threatening the village with hollow promises of war. The central conflict seems to be some statue of a goddess. Might as well visit the temple and find out what this is about (after looting the town, of course). Location: Mountain Path Monsters: NailMan, Dragon, SlimeLv8, ShadeNite, EvilBook, Stalker, Armorgon, BabyDrak, Banegaroo Gold: 530G Items: Florajay Heart, (1 Cannibox) Unfortunately, there's a bit of a dungeon before you can reach the Mt. Probina temple. It's pretty straightforward, though. Be sure to grab the items on the path. Location: Mt. Probina Temple Items: Repellent The temple has a lovely view of the surrounding area, but that's not really why we're up here. There's a spring in back of the temple, which will restore your HP and MP if you use it. Go into the temple, and grab the Repellent in the side room before seeing the priest. One of the two nuns in the righthand room will let you save your game if you talk to her. Upon seeing the priest, you'll witness the son of the village chief doing a very rash thing. Speak with the priest and Ordeaux before you go to the bridge. At the bridge, Razuel will prove himself a complete idiot, and the monsters will attack Probina. Head back there, and before you continue, talk to the shopkeeper of the weapon store. This will net you the game's only Platinum Sword (well, unless you want to build a super bazaar town out of your immigrant town later). Anyway, make your way back up Mt. Probina. Talk to the elder to warn him of what's going on, then make your way up to the temple proper. Location: Mt. Probina Temple New Items: MoonHerb, LifeAcorn Talk to the priest there, then follow him. Follow him and Razuel to the cellar, and go down into it yourself. Grab the stuff down here, then go talk to Razuel. A battle will commence outside, and the results will be pretty obvious. Go follow Razuel down through the village, grab the chest that he dropped, and show him the GoddessPic. The hint he gives you is pretty obvious. Go gather the two pieces of the Goddess Statue from the bridge, then take them to the spring behind the temple on Mt. Probina. Of course, no respectable monster boss would let you get away with that. DragonMan will attack you. You cannot win against him at first, but fear not; after a few turns, Razuel will come to your rescue! You'll be fully healed, and the boss will be severely weakened. Now you can win the fight. BOSS: DragonMan Suggested Level: 25-30 HP: 1,000 Strategy: Now that he's mortal, he's pretty easy. Standard boss tactics will suffice. Unfortunately, the boss will destroy the Goddess Statue after you defeat him. So typical of those evil types. Talk to Razuel after the fight, and follow him outside. Now, head back to Probina for a happy ending to this strange little chapter in the game's story. Head back to the present, and visit modern Probina. Location: Probina Gold: 340G* Items: TinyMedal, IronMask*, Cloth Shirt, Herb, LifeAcorn, Boxer Shorts, Dung Weapon Shop: Mace, Dragon Tail, Hacksaw, Flame Fist, Ice Fist, Sage Staff Armor Shop: Wizard Robe, Silver Armor, Skirt, Magic Armor, Dragon Shield, IronMask, Viking Helmet The town remains more or less unchanged. Loot it, then head up the path to the temple. Location: Mountain Path Items: Lipsy Heart, LandShard, (1 Cannibox) I think you can figure this one out on your own. Agree to help the old man up to the temple. Location: Mt. Probina Temple Items: WindShard, TinyMedal Grab everything here, then move on to the next area. Isn't it nice to not have a quest to do in the present for a change? (NOTE: There's a side-quest available at this point. Return to Hamelia and talk to Azmov. After that, visit Litorud, and check the Intelligence Rank scores. Go visit Dharma's bandits, and talk to Epong. This will net you the Lore Hat. Try to return it to Azmov and Beck, and Azmov will let you keep it.) The Madness of Zeppel [D1MARDRA] --------------------== PEDESTAL: Mardra (Fire room, lower left) PIECES: Hamelia (present; in Dr. Azmov's store room), Underwater City (present; in a chest in one of the buildings near the entrance), World's Tallest Tower (comes with Melvin) AREA LEVEL LIMIT: 41 Location: Mardra Area Suggested Level: 24-30 Monsters: FoggyPot, BabyDevil, DragonMan, Red Sting, MetlRider Go check out the nearby castle. Location: Raguraz Item Shop: Herb, Antidote, MoonHerb Armor Shop: Steel Armor, Silver Apron, Heavy Armor, Iron Shield, White Shield, Iron Helmet, IronMask If you've been to Probina, then this place's name might ring a bell. But from the looks of it, they're not even remotely the threat that Probina's citizens made them out to be. According to the castle's population, they were recently decimated by a country called Mardra. It might be worthwhile to visit that place, and see what's going on. Head south from Raguraz to find it. Location: Mardra Gold: 5G Items: Magic Shield**, Horned Hat, MysticNut, Bow Tie, Potion (1 MadBook) Equipment Shop: Pixy Sword, Lune Fan, Ice Fist, Skirt, Magic Armor, Magic Shield, Silver Tiara Item Shop: Herb, Antidote, MoonHerb, SpiderWeb, Repellent, BunnyTail NOTE: A ** indicates that a chest requires the Magic Key to unlock. Mardra doesn't seem all that bad, at a glance. The people are amazingly elitist, but other than that, they seem pretty nice. The people are almost all upset at the king's continued increase in military size, which suggests that something is amiss. Head for the castle. Location: Mardra Castle Gold: 250G, 13G, 310G** Items: STRseed, LightAqua, Evade Clothes**, Empress Letter, MysticNut** The castle is pretty damn big, and if anything, the people here are even more elitist than they are in town. Lie to the guards and tell them you're the messenger from Medille. Avoid the entrance hall until you've visited all of the towers, talked to everybody, and gotten every treasure. To get the LightAqua, walk up from the statue through the northern doorway, then head through the western doorway to the eastern one. Be sure to get the Empress Letter from the old queen in the white tower. Once you have all of the items, go talk to the guard at the entryway. You'll get kicked out, but that's not such a big deal. Head for the roadblock, and show them the Empress Letter. Then, continue onwards to the Great Fane. Location: Great Fane Gold: 6G Items: MysticNut, Potion, TinyMedal Item Shop: Herb, Antidote, MoonHerb, SpiderWeb, Repellent, BunnyTail, GuardRuby Quite a fane, isn't it? Loot the place, then go see the priest on the second floor. To get to the stairway in the middle of the fane, start at the western entrance (where the statue is), head to the east side, loop around to the top, and finish off by going through the south entrance. The head priest will ask you to go hunt down a StarShard for him, from the cave to the west. Head there now. Location: Basin Cave/Lake Monsters: DarkThief, KilStar, VenomHork, Red Sting, LizrdBird, BabyDevil, Armorgon, SheepBird Items: Herb, StarShard The cave is simple enough. The path is straightforward, so no walkthrough is necessary. Once you reach the exit, you'll be at Basin Lake. Head on over to the hut (since the path forward is closed). Talk to the hobbit there, then talk to his wife and agree to stay. Head out to the waterfall, and cross over to the second half of Basin Cave. The path here is also very straightforward. The StarShard is at the top of the cliff, easily accessible. Once you have that, head back to the Great Fane and deliver it to the high priest. He'll give you the Priest Letter, which will let you get back into the castle, and into Mardra's Magic Research Institute. Go into the Magic Research Institute, and talk to the folks there. It seems that the king is still researching the Ultimate Magic. Well, at least he hasn't succeeded yet. Head for the castle, and watch as a little girl's magic goes crazy. A strange cloaked man will help her up, then attempt to cast Blazemost on her. What a bastard. The girl will be saved by a priest called Dino, then the cloaked guy runs off to the castle. Go talk to Dino, and he'll tell you the past of king Zeppel and himself, and of the Raguraz invasion of ten years ago. Whoo, heavy. Head for the castle now. Location: Mardra Castle New Items: TinyMedal They can't refuse your entry because of that letter, so go on in. Go see the king now. The stranger is there, and he gives the king something. How suspicious. Before you speak with Zeppel, head downstairs and raid his bedroom. Once you have the TinyMedal, then speak with him. He'll tell you off, and ask you to tell the priest to leave him alone. Antisocial, isn't he? You might as well go back and tell the high priest. One of his messengers will show up just as you leave the castle bridge area asking you to return anyway. Talk to the high priest, and watch as he fails. He tells you to go back and keep an eye on Zeppel. These people are so demanding... Go on back to Mardra. You'll encounter the Medille messenger, who turns out to be a monster. He's pretty easy to kill, so don't fret. After the fight, head to the Magic Research Institute, and go watch Dino force his way in. Go follow him. Head downstairs, and watch as Zeppel goes insane. Go follow him back to the bridge. Zeppel attacks you! You cannot win this fight without a whole lot of preparation, and it doesn't change a thing if you do, so don't bother trying (unless you're really bored, I guess). Fortunately, the high priest comes and saves you. Go follow him up to the castle, and up to the balcony. Talk to him, and he'll try to cast Majustis on Zeppel. It's semi-effective, but that's enough for us to beat Zeppel. Go down and fight him. BOSS: Zeppel Suggested Level: 26-31 HP: 2,000 Strategy: Zeppel is no joke. Be sure to make healing your top priority. You may even want to set your best healer to the Heal AI setting. Other than that, Zeppel is a standard boss. After the fight, Dino works to make everything better. The next morning, after the cutscene, talk to Zeppel. Go down and talk to the staff maker's assistant for a free Bolt Staff. Now, make your way back to the Great Fane and talk to the high priest. He'll promise to teach you Majustis once he finishes it. Great, that'll be in about twenty years... No matter, return to the present version of Mardra. Location: Mardra Items: SilkRobe, SeaShell Hat, TinyMedal x2 Item Shop: Herb, Antidote, MoonHerb, SpiderWeb, Repellent Weapon Shop: Destruct Sword, Pixy Sword, Lune Fan, Ice Fist, Tempt Sword, Steel Whip Armor Shop: Silver Armor, Skirt, Magic Armor, Spirit Armor, Magic Shield, Dragon Shield, Silver Tiara The town has changed only in interests. Now people are elitist about music instead of magic. People are all talking about some guy called Johann, who apparently made a big scene at a funeral by playing a festival song recently. Sounds like a funny guy. Grab the stuff lying about town, then head for the castle. Location: Mardra Castle Items: Party Dress, DEFseed, (1 Mimic) The castle has actually changed quite a bit, in terms of the interior. The people here are all musicians. At the moment, there's nothing much to do here, so just grab everything and leave. Location: Great Fane Items: WindShard, TinyMedal, MysticNut Loot the place, and be sure to check out the high priest's grave. This will net you Majustis! Now, for an interesting trick: go back to see the high priest of the past, and show him Majustis (you'll need to have enough MP to cast it; it only costs 15 MP, though). Then, check his grave in the present again to learn Gigastis! Convenient! Well, now that that's over, head for the next area. NOTE: The following will occur only after the above three quests are finished. Be sure to unequip Maribel and put all of her items into the Bag before you return to the present from the last area that you do! As you return to the Fane, Maribel will say that she's tired, and wants to go home. You'll automatically be taken outside of the fane, where a fellow from Fishbel will show up and tell you that Maribel's father has fallen ill. This is why you should unequip Maribel before you return to the present; otherwise, she'll leave and keep everything you equipped on her in her inventory. Go see Maribel in Fishbel. Her father is apparently very ill, indeed. Talk to her, but she doesn't have much to say. Go see Borkano, and he'll tell you that the Dejans have reappeared on their continent. Why not go pay them a visit? Location: Dejan Camp Gold: 60G Items: LifeAcorn x2, TinyMedal, Rib The camp setup hasn't changed in centuries, apparently. Nab everything and talk to everybody. Apparently, the new dancer for the Dejan tribe is being decided, and her name is Aira (shouldn't that be Ayla?). Go talk to the guard of the main tent to get things moving again. Go inside the tent and talk to the elder and his wife. Aira doesn't respect the traditions of the Dejans, obviously. Go track her down. Head south past the horses of the camp, and follow the mountain range north to the cliff nearby. Talk to Aira. She's not very nice, is she? Go on back to the camp, and visit the chief's tent. Agree to go with Aira, and talk to her and her parents. Talk to her again and agree to set off. Aira will be given the TerraTula, and guide you to sleep out under the stars with her (after she grabs her family sword). After this, Aira will officially join your party. She also gives you a WindShard (which is the critical last piece for accessing Gorges). Now, take Aira to Mardra Castle, and talk to the princess. Agree to her idea of a music contest. It's going to be a while before that occurs, but it's best to get it out of the way now. This would be a good time to get both Aira and Melvin competent in a few classes. You don't have to, of course, but with Maribel gone, you've likely suffered a blow to your ability to damage enemies. Also, if you want, you can take Aira to see the king of Estard, as well as the hero's family. Anyway, once you're satisfied with your party's capabilities, head for the next pedestal. The Wind and the Winged Ones [D1GORGES] ---------------------------== PEDESTAL: Gorges (Wind room, lower right) PIECES: Mezar Fane (in a chest in the fane), Probina Temple (present; in the chest in the cathedral's left room), Loomin Cave (past; won from HellVine), Great Fane (present; in one of the chests in the hidden graveyard), Deja Camp (given to you by Aira) AREA LEVEL LIMIT: 44 Location: Gorges Area Suggested Level: 27-32 Monsters: Chargon, TreeGuard, Vulgarian, WonderEgg, JunkMech, SlimeWing, Quixotron, SnowBat Take the short hike up to Gorges, the village nestled around the river. Location: Gorges Gold: 210G**, 20G, 3G Items: BluePrint, TinyMedal, Pot Lid**, Boomerang, Rib Weapon Shop: Dragon Tail, Fire Fist, Pixy Sword, War Hammer, Flame Boomerang Armor Shop: Skirt, Magic Armor, Spirit Armor, Angel Robe, White Shield, Magic Shield, Expel Shield The people of Gorges are a bit different: they all have wings! Gather the resources around town, and talk to the folks here. You'll find a wingless girl called Firia (shouldn't that be Filia?) on the far side of the river, being taunted by some little jerks. Talk to them to get them to leave her alone. In the Pendragon's house (on the first side of the river), you'll see the Pendragon fighting with his mother over the BlissRock. Hmm, that sounds familiar... Talk to the Pendragon, and agree to help him out. After that, head for the other side of Gorges, and on north to the small village. Location: Guardian Village Items: DEFseed (1 EvilWell) Not much to see here. Head into the house at the far end of the village, and watch as a Lefan delivers some bad news. The Fane's still lost to them, and their hope is waning. Talk to the leader, and he'll tell you that you won't be able to explore the entire Fane yourself. That's okay, we'll be back. Head for the cave in front of the Fane. Location: Dark Cloud Maze Monsters: DarkThief, VenomHork, Boarenger, ClawBeast Items: Potion, TinyMedal, WorldLeaf, Bolt Staff, (1 Mimic) NOTE: Grab everything in this dungeon before completing it! The maze is pretty simple for the first few areas. The third area (with the pitch-black floor and statues) is a small puzzle. The solution is to always go exactly the opposite direction that the statue faces when you use the Look command on it. Once you've reached the end of this, you're almost out of the maze. Just go talk to the monster up ahead and fight it. BOSS: HellGenie Suggested Level: 28-33 HP: 2,500 Strategy: Is it just me, or are bosses getting way too much HP all of a sudden? Anyway, other than his ability to do obscenely high damage to single characters, he is really not that difficult. Standard boss tactics will see you through this. After you win, the way out of the maze is opened, and you can make your way into the fane. Location: Wind Fane Monsters: MagWyvern, SnowBat, TrickBag, Red Sting, EvilArmor Gold: 350G Items: LifeAcorn, TinyMedal, Wyvern Heart, DEFseed, (1 Mimic) The Fane's deserted, but you already knew that. Raid the storeroom in the back of the first floor of the Fane, then head upstairs via the east staircase. On the third floor, the first rotating wall shows up. Just examine the switch on the floor and press it to rotate the walls. Take the first stairwell up on this floor, and head into the next area, through the halls, to the BlissRock room. Grab the BlissRock, then head back for Gorges. Go into the Pendragon's house, and listen in on Firia and her grandmother. The plot thickens... Talk to the Pendragon's mother, and the Pendragon will return. Give him the BlissRock. After the celebrations, head for the Pendragon's house. Listen in on the argument between the Pendragon and his mother. Hm, the plot thickens even more... Talk to the Pendragon to get an AGL Scarf. Some reward... Go find Firia on the far side of the river now. As you try to enter the path up the cliff, the wind dies down. Aw, crap. Go see the Pendragon's mother, and then go find Firia (she's up on the cliff). Go try and save Firia, and watch as the BlissRock works its magic. Not bad, huh? Go down and talk to her, then head back to the Pendragon's house. Talk to the Pendragon's mother again, and she'll reveal the truth about Firia. After the Pendragon gets berated a bit, Firia will join your party (though not as an active member). Head for the Wind Fane again. Now that Firia is with you, you can explore the rest of the Fane. Head on through like you did before, but this time, put the BlissRock back on its pedestal, and have Firia open the door in that room for you. The puzzle of how to get the wind flow to hit the statue is simple enough. As long as you use your head, you shouldn't have any trouble. Once the statue is cleared of the dark cloud, a new threat will descend. Since Firia's gone to get the BlissRock, that leaves us to go out there and beat him up. BOSS: HellCloud Suggested Level: 28-33 HP: 3,000 Strategy: Now is when your class abilities will really make or break you. HellCloud hits hard, and he can summon allies who can put you to sleep, as well. To succeed against this evil stratos-dweller, you'll want to have some heavy-hitting skills, as well as some skills that can hit all enemies (such as RockThrow; don't use any wind-elemental moves on HellCloud, he's immune to them). Having HealUs for at least one ally is also helpful, and be sure that the ally casting it has the most HP (since a dead healer is not much help). If you're feeling daring, or just don't want to level up your classes a lot, the Shepherd's Stampede skill can do a lot of damage when it connects, and the Bard's MistSong skill can keep those BabyClouds from casting SleepAll on you. A mastered Cleric character with HealAll can take the role of the healer, but be sure you set their AI to Heal! This fight can be very long indeed if you don't prepare properly for it. Once HellCloud is down, the darkness lifts, and the wind starts up again! Well, that's a relief. Firia will return now with the BlissRock, so let's head back to Gorges. Go see the Pendragon, of course. If you take the quick way down the cliff, you'll see a scene where one of the boys who was picking on Firia earlier says he's not going to any longer. Well, at least he's maturing. Anyway, at the Pendragon's house, Firia's grandma gets an idea. Go outside and see what it is. Afterwards, Firia gives the BlissRock to you. Well, that's a good thing. Now, back to the present, and on to Gorges of modern times. Location: Gorges Gold: 540G**, 320G**, 10G Items: Tray Shield**, Glam Clothes**, LifeAcorn Item Shop: Herb, Antidote, Repellent, WarpWing Weapon Shop: Dragon Tail, Flame Fist, Pixy Sword, War Hammer, Flame Boomerang Armor Shop: Skirt, Magic Armor, Spirit Armor, Angel Gown, White Shield, Magic Shield, Expel Shield Firia would fit in much better here; nobody has wings any longer. As well, the Pendragon isn't taking visitors. Loot the town, then head for the Fane. Location: Lefa Fane Items: TinyMedal x2, Rib, LifeAcorn, AquaShard, WorldDew, LandShard, (2 MadBook) The Fane hasn't changed much, either. Gather the stuff, check out the portal that leads back to the Ancient Fane on the roof, then head for the Falrod continent. There's a Fane we visited there earlier that we need to return to now, since we have the BlissRock. Go into the Coral Lake Shrine, and talk to the soldier on the second floor. Head downstairs, and through the previously locked door to the Coral Lake. Location: Coral Cave Items: BluePrint, ? Shard The path through is straightforward. Be sure you nab the items here, and once you reach the end, use the BlissRock while standing on the crest in the final area to get the platform to the Sky Fane to descend. Ride it up to the fane in the sky. Location: Sky Fane Items: Innocent Clothes At the moment, you can't do much here. Head inside. Upstairs, the dancer at the desk will give you the Innocent Clothes. The people here are all a bit uneasy, and understandably so. You can ride the pedestal that brought you up here to the second Fane, which contains the Ressurection Pedestal. Unfortunately, you only have one of the three pieces for it. You'll have to come back later to complete it. For the time being, return to the Ancient Fane, and on to Labres. Fortunately, when the time comes that you have to come back here, you can access it from the Return menu. Sins of the Fathers [D1LABRES] ------------------== PEDESTAL: Labres (Land room, upper right) PIECES: Brugeo's Manor (in a chest in the basement), Mountain Path (present; in a chest on the third floor), Loomin Hill (past; on top of HellVine's grave), Lefa Fane (present; on the platform where the BlissRock used to be) AREA LEVEL LIMIT: 47 Location: Labres Area Suggested Level: 28-33 Monsters: ClawBeast, MagWyvern, MageLipsy, Devilite, PuppetMan, Flamzard Not much to see here. First things first, go south to the pass nearby, and defend the poor sop getting attacked. Now, go visit the nearby village. Location: Labres Items: TinyMedal, MysticNut General Store: Herb, Antidote, War Hammer, Seduce Sword, Flame Boomerang, White Shield The people here are paranoid and violent. Not a good combo, especially if you're a traveler visiting the area. Go visit the Prefect's house, on the northeast hill of the town. The Prefect will call you inside, and ask you to explain the situation to him. Talk to him, and agree to help for now. Go visit the temple graveyard. Go follow the monster/priest into the temple, and talk to him. He doesn't seem to be a monster at all, despite his appearance. Go visit the kid living in the wood hut below the temple. His name is Lukas, and he seems to be the most rational person in the town. Check out the Goddess Statue, and talk to Lukas again. He seems to have his doubts about the evilness of the monster/priest. Go back to the Prefect's house. There's a meeting that's about to start. Talk to the Prefect to initiate it. Talk to the people once the meeting has started to find out what they think, then talk to Lukas. Follow him, and talk to him. Talk to the Prefect, and they'll decide on their course of action. Good thing they're such cowards, or there wouldn't be time to intervene and stop them. Go upstairs, and rest up. Talk to the Prefect, and tell him you are ready. Refuse to help kill the monster. They'll lock you in the shed (how the HELL can a bunch of cowardly villagers overpower a group of highly armed and trigger-happy warriors such as your party, anyway?). Try to open the door to the shed. Tell the girl you'll behave, then go outside and find Lukas. He'll beg you to help him show some reason to those big-headed morons that want to kill the priest. Go ahead and try that (after you've talked to Lukas and had him join the party). The men of the village are up at the church, beating up the monster. Heartless bastards. Just goes to show who the REAL monsters around here are. Go try and intervene. They'll once again subdue you (I still want to know how they're able to do this), and toss you on Mt. Tor. Location: Mt. Tor Monsters: Gron, Berserker, Pigady, WingTiger, DumbiKing, TigerMage, PuppetMan, Devilite Gold: 650G Items: STRseed, BluePrint, TinyMedal, Rib, (1 Mimic) Fortunately, this is exactly where you want to be. Since the path back to the village is cut off, head up the mountain instead, all the way to the summit. Of course, you should pick up the items in the caves along the way. Anyway, once at the summit, you'll shave to fight the monsters' leader. BOSS: Botok Suggested Level: 29-34 HP: 2,500 Strategy: Standard boss tactics. That sums it up nicely. He's annoying, but far from impossible. If you can beat HellCloud, you can easily beat this guy. After Botok's defeat, the fog lifts. Talk to Lukas, then leave the mountain and return to Labres. Don't worry, the game will automatically take you to the world map once you try to go down the ladder. Anyway, in Labres, go down into the center of the village, where they've crucified the innocent priest (who, for some reason, is still in the monster's guise). These people are fanatical, I'd say. Fortunately, Lukas stops them before they can hurt the innocent priest. Talk to Lukas, and just then, the spell on the priest fails. Talk to him again, and watch the ensuing cutscenes. Go to the Prefect, and talk to him. Now, go back to the temple, and the priest will join you, asking you to take him to the village's entrance. Do so, and watch what little story scenes remain for this chapter of the game. Now, go visit modern Labres. (NOTE: If you're wondering, the pass to the south leads to Dune, but it's the same Dune as the one you visited through its own pedestal. There's nothing new there.) Location: Labres Items: MysticNut, Rib, AquaShard, DEFseed, Bunny Ears, TinyMedal x5 General Store: Herb, Antidote, War Hammer, Seduce Sword, Flame Boomerang, Dragon Armor, Expel Shield The people here haven't wised up any since their ancestors' time. If anything, their heads are now even more bloated due to their misconception of who was attacking who during that last saga you just completed. There's only two people in town who aren't behaving like idiots, and everybody else in town treats them like dirt. So typical... Anyway, grab the items in town (check Colin the Adventurer's grave twice for the TinyMedals), and talk to Lief in his house. His family (who obviously descended from Lukas) all know the true story of Labres, but nobody believes them. Go talk to the Prefect, but he doesn't believe you, either. Pompous self-righteous jerks... Go talk to the kid guarding the basement of the Prefect's house, and agree to his terms. Inside, agree to help Sazumu, and help him unearth the item in the pit. It's the monument that should be in the village square! This monument tells the true story. Boy, somebody along the line of those villagers was really a jackass, rewriting history just to put themselves in a better light. You'll automatically take the monument to the elder, who (being a particularly pompous jackass) destroys it. Go under the house and talk to the kids there. Well, at least the next generation of Labres won't be taken by the lies. Now that that's done, you can go to where Mt. Tor used to be, if you want to. It's a shop now. Location: Mountain Store Weapon Shop: Flame Fist, Pixy Sword, Lune Fan, Ice Fist Armor Shop: Magic Armor, Skirt, Angel Gown, White Shield, Magic Shield Other than the shops, there's really nothing here. Go and unlock the final piece of sealed land, the town of Coastal. The Sealed Town of Coastal [D1COASTAL] -------------------------== PEDESTAL: Coastal (Aqua room, lower right) PIECES: Sphinx (present; in the same room as the archaeologist on the fifth floor), Lefa Fane (present; in a chest in the store room), Labres (present; in a chest in the general store) AREA LEVEL LIMIT: 50 Location: Coastal Area Suggested Level: 29-34 Monsters: EvilArmor, Ogreling, Clawser, WoodyEye, FooHero, FooMage, FoFighter, Confupeng, Parasnail Finally, the last pedestal in the Ancient Fane... As usual, go straight to the castle-town, which is to the north. Location: Coastal Items: Pirate Clothes, TinyMedal, Captain Hat, ? Shard Item Shop: Herb, Antidote, MoonHerb, Repellent Weapon Shop: Bounce Sword, Lune Fan, Tempt Sword, Steel Whip, Monster Fist, Dragon Sword Armor Shop: Dragon Armor, Water Robe, Ice Shield, Expel Shield, Captain Hat, Viking Helmet The town seems pretty gloomy, but that's normal for towns under the seal of the Demon Lord. It also seems to be very well protected, so it's very doubtful that they're under siege. Talk to the folks around town to see if you can extract some information (and raid their homes for items, of course). One of the people down in the inn's pub will tell you that the innkeeper is probably at the temple. Once you've had your lot of this town and it's people, seek her out. She can't let you stay without the king's permission, so you'd better go see him. He agrees to let you stay, though the minister seems to be uneasy about it. Go ahead and go stay at the inn. During the night, a scream will awaken the party. Head downstairs, and outside the inn. After the scene, go to the castle and upstairs into Anise's bedroom. If you talk to Anise, she will mistake you for Sharkeye. Strange. Go out on the balcony and talk to the bard there. He'll tell you of the history of Sharkeye and his crew, and their relations with Coastal. After the long cutscenes, go back to the inn and back to sleep. You'll be woken up by a summons by the king, so you'd best go visit him. Before that, though, go into the house that you couldn't access the previous night, and push on the bookshelf to get out to the chest with the ? Shard in it. Anyway, the king has a plan. He wants you to get some Glim Moss from the halflings on the other side of the mountain. Go ahead and set out for the halflings' cave. If you want, you can talk to the people in town a bit first. When your curiosity's slaked, head on to the cave. Location: Halfling Cave Monsters: WoodyEye, JewelBag, Poucher, FooHero, FoFighter, FooMage, FooPriest, Ogreling, ButchMan Items: TinyMedal, WorldDew, BluePrint**, Viking Helmet**, STRseed The cave is easy to navigate, so I'll assume you can figure it out. The fourth floor down is the colony itself, where everything seems to be okay (until you arrive, at least). Go visit the Grand Halfling, and he'll let you talk to him; do so. He'll tell you where to find the Glim Moss: deeper in the cave. Go ahead and go down there. You'll have to fight a monster (three, actually) to get to the moss, though. They're not that tough, though the seahorse ones can put you to sleep (annoying bastards) and breathe flame and ice breath. WoolGuard would be a good idea. Once the enemies are down, grab some Glim Moss. Now is the time to return to Coastal, and deliver it. You'll arrive just in time to use the moss. Walk up to the monster, and after a short cutscene, use the Glim Moss on it. Now there is a clear trail out of town to lead you to the monsters' den. After you've been forced to rest up, the king will tell you that you'll need RainbwDew to extinguish the flame. Remember waaaaaay back in Engow, when I suggested that you gather some water from the Estard lagoon? Now you finally have a use for it! I'll suggest it again now, in case you didn't do it then: get some of the RainbwDew from the small lagoon outside of the cave that the blue teleporter in the Ancient Fane leads to, via the Bottle item in your inventory. If you already did, then ignore that sentence. Once you've made preparations, head for the Great Lighthouse. Location: Great Lighthouse Monsters: Ogreling, Poucher, WingTiger, ButchMan, Tyranodon, Mettable, Cannibox, Clawser, Tyrannodon, JewelBag Items: Potion, TinyMedal, Devil Armor, Scarf, LifeAcorn, (1 MadPot, 2 Mimic) The path through the lighthouse is clearly outlined by the monster's footprints. If you want to risk getting some of the treasures, don't be surprised if you end up falling a floor or two and having to re-climb the lighthouse. They'll still be there after the darkness lifts, so don't feel pressured to get them now. Anyway, reaching the top should be no trouble. Up there, use the RainbwDew on the dark flame (this might seem familiar; you had to do a similar thing in Engow). This opens a gate to the real source of trouble, the Mysterious World, Beli Mawr's lair. Head in and fight him. BOSS: Beli Mawr Suggested Level: 30-35 HP: 1,500 Item: ? Shard Strategy: HellCloud was more of a pain than this guy, so as long as you can adhere to the basic tactics of doing as much damage as possible and healing when necessary, you are pretty much guaranteed to win. Upon defeating Beli Mawr, Coastal's curse is lifted. Head back to Coastal now. Though the curse has been lifted, the darkness remains. You need to return the PilotFire to the Great Lighthouse. Go talk to the king of Coastal. He'll give you the Coastal Letter, and ask you to go get the PilotFire from Engow. Of course, going to the present Engow is a waste of time, so go see the elder in ancient Engow (in case you've forgotten, Engow is the pedestal on the upper left in the fire room of the Ancient Fane). Are you sick of going back to Engow so often? 'Cause I sure am... Anyway, show the elder the Coastal Letter, and he'll tell you to talk to somebody downstairs about getting a PilotFire. Talk to the man standing in front of the torch, and he'll use that Bottle of yours (gets a lot of use, doesn't it?) to put the PilotFire in. The fire in hand, go back to Coastal, and all the way back to the top of the Great Lighthouse. Use the PilotFire in front of the brazier, and the light will return to this area. Some Coastal soldiers will show up to praise you, and the whole lot of you will return to the castle without you having to guide your allies at all. Once you're given control again, head for the castle proper. The people shower you with praise, and the king will reward you with the incredibly powerful Aquagon Sword. A bunch of story scenes will progress (and observant players may spot a few links between the hero and Coastal that others might miss). After it's over, the king of Coastal will suggest that you go visit the Grand Halfling. Better do that now. Location: Halfling Cave New Items: Sea Roar Staff, ? Shard, EvlTurtl Heart, Rib The Grand Halfling will grant you access to the treasure room. Talk to the guard of the treasures after this, and nab the stuff. Now is as good a time as any to return to the present, and visit the modern version of Coastal. Location: Coastal Items: AmitSnack, TinyMedal Item Shop: Herb, Antidote, MoonHerb, Repellent Weapon Shop: Bounce Sword, Lune Fan, Seduce Sword, Monster Fist, Flame Boomerang, Dragon Sword Armor Shop: Viking Armor, Dragon Armor, Water Robe, Ice Shield, Expel Shield, Captain Hat, Viking Helmet The town's structure remains unchanged (which is pretty common), but the people are quite different. The castle is now a casino, and the king lives with the halflings. If you talk to the sister managing the temple, she'll tell you that the priest is out. The casino might be worth checking out. One of the bunny girls says that one of the regulars just walked out with the top prize. Interesting. One of the people upstairs mentions that a guy living behind the inn won a shard. Might want to track him down, then. He's walking around the escapeway, bragging. Ask him for the shard, and then track down the armorer. Talk to his wife, and she'll say that he went to check out the PilotFire about a month ago, and hasn't returned since. Sheesh, what an idiot. Might as well head there. Location: Great Lighthouse Monsters: LizardMan, MagicPost, EvlStatue, CloudKing, BabyCloud Items: Antidote, Herb x2, WorldDew, LifeAcorn, TinyMedal, Potion, MysticNut The lighthouse hasn't changed one bit, except for the treasures (and the monsters; they're a lot tougher now). Gather the stuff up while you head up. The armorer is right up at the top, lying down near the PilotFire. Talk to him, and he'll admit that he gave the shard to the priest. Back to Coastal, then... Talk to the priest in the basement of the casino, who denies all knowledge of the shard. Quite a lowlife, isn't he? Go upstairs and talk to the sister in the room up there, as well as the priest. It seems that the shard is probably under his altar. Go check there now, and sure enough, there it is! With the ? Shard finally in your inventory, why not go pay a visit to the Halfling Cave? Location: Halfling Cave Gold: 30G, 120G, 50G, 16G Items: Rib, TinyMedal, AmitDonut, PinkPearl, STRseed, Dung, Trendy Clothes, MysticNut Armor Shop: Slime Armor, Flame Shield, Flame Shield, Platinum Helmet Weapon Shop: Dragon Sword, Flame Sword, Sear Roar Staff The path down is the same as ever. Be sure to talk to the king of Coastal before you leave, and get an ID Card. Now you can get a free PuffPuff at the casino, which (apparently) increases your luck at the slots. Once you have everything, depart forthwith from the cave. At last, the world has been entirely revived! Now, to work on the last two pedestals. Return to the Sky Fane, and complete the pedestal there. The Battle of the Demon Lord and God [D1BATTLE] -----------------------------------== PEDESTAL: Ressurection Pedestal (Sky Fane) PIECES: DarkDraco's Tower (present; right where DarkDraco was sitting), Coastal (past; found in the castle), Halfling Cave (past; in a chest in the Grand Halfling's room), Coastal (present; found at the altar of the church, after completing the quest to find out where the shard went) AREA LEVEL LIMIT: 0 (can't level up classes here) On the other side of the pedestal, enter the shrine. You're back at the fane that lead to the Sky Fane. Go upstairs and talk to the old man up there, then enter the Coral Lake once more. Location: Coral Lake Monsters: DeathCrab, PutreFish, Seahorser, Piranhan, Confupeng, Parasnail, Multieyes, EvlAnchor, EvlTurtle The path through the Coral Lake is the same as it was before. Most of the chests are empty now, though. Indeed, even though you opened them in the present, the chests in the past seem to be opened, as well. How odd! At the end, there's an altar (instead of just a crest on the ground, as it was in the present). Use the BlissRock on the crest up there. At last, the Sky Fanes have been ressurected! Head back to the present version of the Sky Fane, now. Location: Sky Fane Item Shop: Herb, Antidote, Repellent, WarpWing Weapon Shop: Zombie Sword, Dragon Claw, Thunder Sword Armor Shop: Water Robe, Flame Armor, Princess Dress, Expel Shield, Heal Shield, Mythril Helmet Now that the Fanes are all returned, you can buy equipment here. Ridiculously overpriced equipment, but equipment nonetheless. Check out the two new Fanes, and talk around. Be sure to speak to the high priestess in the southern Fane. She will call the Sky Rock to you. At last, you have the ability to travel anywhere in the world! It's the stupidest airship equivalent in all history, but who cares? The Sky Stone's theme song kicks ass, so it can look as hideous as it wants to. The place we're looking for is north of Hamelia, the Unknown Shrine deep in the mountains. Location: Unknown Shrine Items: TinyMedal, ? Shard Check the grave near the entrance (it's off to one side) for the TinyMedal in this area, then go inside and talk to the man in there to get a ? Shard. He'll tell you to go back to the excavation site on the Dejan continent. First, though, if you want to view an extra scene or two, return to your house in Fishbel. There's a summons from the king, so you might as well go visit him. He'll basically tell you what you already know, but you may as well do it. Anyway, head for the site. The people there are all freaking out because of the newly opened cave. Location: Excavated Cave Items: TinyMedal NOTE: If you've been gathering and turning in TinyMedals consistently, the medal down here should be enough to get you the MetlKing Shield, or if you have gotten all of the medals from your town and the one at Sim's house, the Bolero Robe. You might as well get them now, as they'll help in the coming fight. The cave is easy to traverse. Most of it involves falling down holes and climbing rock ladders. Before you proceed down the flame-infested bridge that leads to the last pedestal, be certain that you're ready for it, and that you've saved. Then, place your shards onto the pedestal... PEDESTAL: Demon Lord's Pedestal (Excavated Cave) PIECES: Coral Cave (in a chest in one of the areas), Great Lighthouse (won from BeliMawr), Unknown Shrine (given to you by a cloaked man) AREA LEVEL LIMIT: 50 As you complete the pedestal, a cutscene begins, and you get to witness first-hand the legendary battle between God and the Demon Lord. Once this is over, you'll be standing outside of the Demon Lord's Castle. Location: Demon Lord's Castle Suggested Level: 30-35 Monsters: MetalyS, Metabble, EvilViper, ProtoMech, EvilClown, FireCloud, Mimic, OrcDevil, SheepDuck, CurseLamp, CureSlime Items: (1 Mimic) Go ahead and enter, but beware: this is a very, very long dungeon. The massive number of encounterable enemies here holds testament to this. If you don't have decent class skills, get out of here now and go learn some before you come back. This is the point of no return for disc 1, after all. The first floor's puzzle is simple: cross the invisible bridge. Every three seconds or so, it flickers and shows you how to cross it. On the second floor, head upwards to the far staircase to the third floor. Head south and walk up the stairs to the fourth floor. Take either of the two paths to the fifth floor, and take the stairs up to the sixth floor (the chest here is a Mimic). Take the stairway that's further south of the chest, and to the right. Up here, take the stairway down on the left, and go straight forward to the stairway up. Walk up the grand stairway. As you can see. you're now in a very strange place. This is the throne room of the Demon Lord, Orgo Demira (whom the game calls Orgodemir). Walk right on up to him, and give him what for. BOSS: Orgo Demira (Orgodemir) Suggested Level: 31-36 HP: 7,500 Strategy: This is it, the last big fight of disc 1. Orgo Demira hits hard, and hits multiple times. Be sure to keep up with your healing, or you'll be reduced to a fine paste rather quickly. Indeed, you may want to set your slowest ally to the Heal AI setting, just to be safe. Use your best attacks, and don't give this freak any quarter. He has two forms, but other than gaining a few new attacks, nothing varies between the forms. At last, the Demon Lord has been slain! Depart forthwith from his blasted lair. His final ominous message may very well foreshadow what is to come next. Now, with the source of evil removed from this land, the lake altar cave on the Dejan's continent has been unsealed from beneath the waves, and the first disc has come to its end. Save when the game prompts (if you so desire). Prease insult disc 2. Er, please insert disc 2. =================-- Disc 2 Walkthrough =================-- Act IV - Light and Shadow Collide ==-------------------------------== NOTE: At this point, the level 36 class-leveling cap has been removed. As such, suggested levels will no longer be, er, suggested. By now, your class abilities should be powerful enough that your level doesn't matter. Ressurection of the Fallen God [D2REVIVAL] -----------------------------== The game re-opens at the Sky Fane, where the high priestess is commending you for your smashing good work in defeating Orgo Demira. She'll then instruct you to ressurect God. Well, we've already got the first part of that going now. Remember the music contest in Mardra? It's almost time for that to commence. Take the portal downstairs to the Ancient Fane, and then go visit King Burns in Estard. You'll have to intrude on him at dinner, but that's okay. Be sure you tell him that your quest isn't over, and after the meeting, use Return to get to Mardra. The contest isn't actually at Mardra, though. Go south to the Great Fane. Tell Michaela you're ready, and the contest will commence. Sit back and watch. Once the contest is over, pay a visit to Johann's instructor, then go to the to the Sacred Lake. At the camp, you'll automatically be taken to the elder. He'll inform you that they're going to try and revive the fallen God now, but advises you to rest first. Go ahead and do that. Location: Sacred Lake Altar Cave Monsters: CureSlime, OrcDevil, Pigmon, Plesiodon, ClawBeast, EvilViper Gold: 20G Items: Herb, (1 Cannibox) You know this place well enough. The place has not changed one bit since the days of the previous Dejans, so feel free to look up there for a guide to how to navigate the cave (though it shouldn't be required). The chests are still all empty from the last time you visited this cave, except for one of them. Once you've reached the bottom and placed the TerraBell, the lake will drain (but of course). Head out there, and talk to the chief. Now commences the first FMV of disc 2, which might look just a bit familiar. Anyway, after some cutscenes, the chief sends you back to the Ancient Fane. Go on back to Fishbel and talk to Borkano and Mollie. They seem cheerful. Note that if you try to visit Estard, but you'll be rudely shoved off and told to go home. Anyway, you can go and brag to Maribel if you want, but to get things moving again, talk to the chef on Amitt's boat. How is a sane person supposed to figure that out? Seriously! Head back outside, and talk to the man guarding the stairs. Johann will show up just in time, and tell you to head for Estard Castle. Go and do that. Walk up to the king, and a long sequence of events will unfold. After the events are over and done with, you'll be back in your bed, just like at the start of the game. Go downstairs and take Mollie's Fish Sub to Borkano (or just ignore him like you could before and talk to the chef immediately). Once again, Borkano will be inconsiderate towards you, and tell you to go belowdecks and be a drudge for the chef. Go down and talk to the chef, then head back upstairs. Some Messengers of God show up as you arrive topside, and Borkano sends you off in his place, then sets sail. Inconsiderate git, may he drown in a storm. Head for the stairs, and Maribel will show up and run off towards the boats. Go talk to her and Amitt, then head for Estard Castle. Inside the castle, go upstairs and talk with the minister. Now, go down and visit the banquet hall. Talk to King Burns, who will ask you to take a seat next to him; do so. Agree to go with them, and the messengers will leave. King Burns will rally you and Aira together, and you will be taken to the Crystal Palace (with Gabo tagging along, of course). Location: Crystal Palace Items: LifeAcorn x2, TinyMedal, Silk Garter, Final Key, Berserkr Helmet, MysticNut, STRseed Quite a palace they built. You'll be led into the palace proper, and up to the audience chamber anteroom. Here, King Burns will ditch you, and you'll be free to raid the Crystal Palace of its goods. Don't let the git downstairs who's guarding the Final Key's door dissuade you; he won't stop you from entering and nabbing it. You'll see a few scenes in the process of collecting the treasures, and probably end up getting things moving again in terms of the plot. Once you have everything, go sleep in the bedroom where Beck and Ike are. Head up to the audience chamber. Melvin will sneak you in. How kind of him. Go upstairs and talk to the guards of the staircase twice. Go upstairs, and talk to everybody (and I do mean everybody). Head for the staircase after this, and God will finally make his appearance. Note that he's speaking in silence, unlike before. Hmm, strange. He commands that all throw down their weapons and never attack anybody again (not even monsters). Fishy. He also takes your Dark Ruby from you. Now, go back downstairs and find King Burns; he's at the entrance hall. Cutscenes aplenty follow, and nastiness abound, so pay attention! Location: Estard Castle New Items: Kings Sword, Platinum Shield, STRseed, TinyMedal x2 Go talk to the minister, grab the items that the Final Key now gives you access to (the second TinyMedal is down in the prison, in the unoccupied cell), then head for Fishbel. Apparently, something's happened to Borkano. Go talk to Mollie at the docks to find out what. Borkano was lost at sea. Serves him right, if you ask me. Mollie will encourage you to go and thwart the evil, but how? Return is blocked, so you can't escape the island. Go recruit Maribel from her room. Now, return to the Fane. Melvin will contact you! Go check the statue, and he will inform you of the situation. Try going through the portals in the map room of the Ancient Fane now. After a short bit of dialogue, you'll be in control of Melvin, up on the second story of the Coastal temple. Talk to the guard at the Great Lighthouse, and he'll tell you to go see the king of Coastal if you want entry. He's in the Halfling's cave, so head on over and talk to him there. He'll grant you permission, so head back to the Great Lighthouse (so much walking about to do...), and on up to the top. Check the flame here, and the hero's party will once more be able to travel through one of the gates (specifically, the one that leads to Engow). Back in control of the hero, step into the Engow gate. In Search of the Fire Spirit [D2FIRESP] ---------------------------== The volcano seems to have died down, big-time. You can't go down into it just yet, so head for Engow instead. The people here are nervous, which befits the situation. Go talk to any of the guards of the torches around town, and fend off the monsters that attack. Now, go visit the elder of Engow, talk to Pamela, and she will join you on your quest through the volcano. First, though, she'll ask that you go stop by her shop, and talk to her assistant. Do that, then head up the volcano. If you talk to the guard after he moves aside, you'll get access to the quick way down. Either way, Make your way down into the area where the FireGiant used to be. There's a new entrance here! Go on inside, and down into the true core of the volcano. Location: Mt. Flame Interior Monsters: Rosevine, GoldSlime, CosmoBog, Magmaron, Hellbane, BoneRider Items: Lava Staff, TinyMedal, STRseed, WorldDew As you progress down into the volcano, you'll see that it's far from dead; quite otherwise. The path through is very simple; I doubt you'll get lost, it's only four screens of lava cavern. Anyway, check the door in the last area, and Pamela will call for her assistant. She'll offer to tell you of the Flame Spirit's origins, and once she's done, her assistant will run up with the Flame Key and FlameAqua. Now you can get into the Flame Spirit's domain! Enter, and use the FlameAqua on the volcano's core, as Pamela instructs. You'll have to battle the Flame Spirit now. BOSS: Flame Spirit HP: 5,500 Stretegy: Pfaw. This isn't even challenging. If you really are having trouble with this battle, then I'd have to ask how you got this far in the first place. Even HellCloud is tougher than this guy. After the battle, you'll get the FlameChrm, and you'll be free to return to Engow (via Outside would be best). Back in Engow, the light seems to have returned, though it's still dark on the world map. Since you have no further obligations here in Engow, return to Mt. Flame, and take the portal back to the Ancient Fane. Then, head back for Fishbel. Talk to the girl blocking the town's entrance to get her to move, then head for the docks and talk to Mollie. Agree to go look with Amitt, and talk to him. Go belowdecks and tell him you're ready to set out. After some cutscenes and some more flashbacks, you'll wake up on-board a mysterious ship. The story scenes will continue for some time. I won't spoil anything here, though. Location: Sharkeye's Ship Gold: 20G Items: Pirate Clothes x2, AmitSnack, TinyMedal x2, Turban, BluePrint, STRseed, Captain Hat Item Shop: Herb, Antidote, MoonHerb, SpiderWeb Weapon Shop #1: Thunder Sword, Devil Claw, Bastard Sword, Sea Roar Staff Armor Shop #1: Water Robe, Flame Armor, Gigant Armor, Dragon Robe, Heal Shield, Mythril Helm Weapon Shop #2: Dagger, Power Claw, Needle, Zombie Sword, Dragon Claw, Godeus Sword Armor Shop #2: Viking Armor, Captain Hat, Viking Helmet, Silver Shield, Dugon Helm Now that the Fire Spirit is liberated and the Marle de Dragonne are on your side, things are looking up. You can also access the Dharma Temple now at any time by talking to Caddell (the helmsman of Sharkeye's ship). Be sure to loot the ship of its treasures (to find the second TinyMedal, talk to one of the cats on the ship and say yes to it). Once you're good and ready, talk to Caddell and have him take you back to Estard, then make your way back to the Ancient Fane, and on to wake up the remaining spirits. NOTE: You can do the next two chapters in any order that you wish. You must complete both, however, to get to the final chapter of the game. The Earth's Murmurings [D2TERRASP] ---------------------== As you step through the portal, you'll find yourself in the sands outside of Dune. Go into town, and visit the elder. He'll tell you to go to the castle, so do that. Visit the queen, who will actually allow you to speak to her directly. She will tell you to go see the shaman of the village. She will also tell you to bring one of the village chief's sons with you. Well, three of them are totally useless, so the choice is obvious, isn't it? Head back to Dune, and go see the elder. His three sons are all cowards (as you may remember from your first visit to Dune), but Saide (the youngest) offers to go with you. He's a lot like Hadeed was... Anyway, once he's left, go follow him out back to his room, and talk to him to get him to join you. Now, to find the shaman. He's not the guy in front of the pot who lets you save, though. He's the guy IN the pot who's fishing. Talk to him, and he'll head out to the area where the Traveller's Gate (those glowing blue things are called that) to the Fane is. Follow him out there. Talk to the old man here, and he'll attempt to summon the Terra Spirit. Unfortunately, he can't remember what the face looks like. Might want to go visit the elder of Dune. He tells you that the answer probably lies in the Fane of Dune Castle. Head there, then, and speak with the queen again. She'll let you enter the Fane. Location: Dune Fane Items: King's Key It seems you're not the only ones here. Saide's useless brothers went and snuck in. They've nabbed something important, and are gloating. As you get closer, monsters attack. The little twerps can't even defend themselves... Fight off the baddies attacking them, and they'll give you the treasure. Go and show the key they gave you to the queen, who will tell you that it will unlock the Sphinx. To get there, go back to Dune Village, and enter the portal in the gigantic pot. Location: Sphinx/Inverse Pyramid Monsters: DemonToad, Gragoopi, Zombier, GoldKid, Slemperor, SkyDevil, RedGrunt, EvlVulgar, BoltDevil, WoeBottle Items: Mimic Heart, Seer'sGem, Rouge Gem, Nose Gem, Heart Gem Walk straight up to the woman in the rear of the first floor, and talk to her so that she moves. Go through the door, and down into the lower part of the Sphinx. There are clues for the puzzles of the coming dungeon etched into the floor in the first area. If you're planning to solve the puzzles without the help of this guide, then you may want to read them. On the lower level, you'll find a chest with a Mimic Heart (maybe the Mimic died and left it behind?), and the path to the Inverse Pyramid. The first floor is just your standard maze, not too difficult to figure out at all. Head upstairs instead of downstairs. Up here, there's the first puzzle. The solution is simple: close all of the caskets. The Seer'sGem will show up. One down, three to go! Go through the lower door of the puzzle room, and down the stairs that the passage leads to, and down again on the next floor. On the floor that follows, just pass through the various doors to make your way to the stairway down. The next floor has another puzzle. To solve this one, stand in front of the mouth until it opens, then walk through and pick up the Rouge Gem. Continue downstairs, and again thrice more to the bottom floor. Pick up the enormous Nose Gem, then head back up to the previous floor. From here, take the stairway up that you didn't take before. Pick up the Heart Gem here. Now, Use it in inventory, and you'll get the PierceGem, which is what you really need. That's all four! Feel free to use Outside to escape this dungeon, then head back to the Traveler's Gate where the old man is. With all four gems in hand (make SURE that you've broken the Heart Gem in two by using it!), talk to the old man, and he will revive the Terra Spirit! He will clear the desert of the blight of monsters (not really; you'll still find them out there), and give you the TerraChrm. Go back to Dune Castle and tell the queen of what has transpired. Now, on to the next part! Quest for the Wind Spirit [D2WINDSP] ------------------------== Location: Gorges Gold: 7G Items: Silver Tiara The blue-green portal room leads to the Lefa Fane. Depart from there, and head due south to Gorges, where you should visit the Pendragon's home. After a short story scene, go inside her house and talk to her (after you grab the Silver Tiara and 7G in the house). Agree to help her out, and then depart for the Wind Tower. Location: Wind Tower Monsters: DemonToad, Zombier, LampGenie, Zombie, Andreal, Hulkagon, DeadNoble, Gerion Gold: 1200G Items: TinyMedal, Miracle Sword, AGL Scarf, DEFseed, AGLseed, (1 MadPot, 1 Mimic) The tower is pretty simple. The majority of it is just a standard maze. Grab the items lying about, and make your way to the top. Check out the altar up there, and after a bit of exposition, you'll be taken to SkyTown. Location: SkyTown Items: AGLseed, TinyMedal SkyTown is a bit different. You can move around here by walking off the edge of the world. Yes, you read that right. Go see the elder, and clean up his house for him. To do this, just pick up the papers and throw them in the garbage can. Once they're all thrown out, talk to the elder again. It seems that the Wind Robe was stolen ages ago, and taken into the depths of the Wind Maze (though the game accidentally calls the Wind Maze the Wind Robe a few times...). He gives you the Seal Key, which will let you access the Wind Maze. Go there after you've looted SkyTown completely. As you leave his home, the elder will hand you the Halo Orb, which gives you easy access to SkyTown. No longer will you have to scale the Wind Tower to reach this place! Anyway, after you've got the stuff, enter the sealed portal, and the Wind Maze. Location: Wind Maze Monsters: Gerion, Andreal, Cerabus, EvlVulgar Items: TinyMedal, Light Armor, Speed Ring This place is truly evil. You need a solid grasp of 3D rotational mechanics to get far in it. It's also fairly long, and nigh impossible to write an effective walkthrough for, though I'm giving it a shot. In the first area, walk to any of the edges, and around to the bottom side of the platform. Take the portal down there to the next part. In this area, the goal is to use the hole at the far end of the maze to fall down onto the platform that leads to the next area. This is easier than it sounds. In the fourth area, the TinyMedal is right next to the portal. This is, by far, the hardest area to guide you through. Just follow the obscure path, and you'll find the other two chests, as well as the hole that you need to fall through to reach the portal to the next area. Fortunately, this is also the last area. Check the chest, but it's empty! Walk away, and a boss will appear and fight you. BOSS: Nengal HP: 4,000 Strategy: He's just a Dumbira clone with a lot of HP. Wipe up the floor with his pansy arse. After being a total pansy about losing, the boss gives you the Wind Robe. Now that you have that, just use the portal behind the empty chest to get back to SkyTown. Go pay the local Pendragon a visit (no, not Sefana; she's in your party, remember? The guy in the house full of trash). His house is a mess again, so you'll have to clean it up yet again. Once the room is spotless, talk to the Pendragon, and he'll give you the Wind Hat. This works like a free Return spell. Whoopdedoo, Return only costs 1 MP anyway. It can't even be used right now. Now, head all the way back to the Lefa Fane (yes yes, I know, long trek) and use the Wind Robe on the Spirit Statue. With the Wind Spirit awake, she'll give you the WindCharm, and head for Dharma. Sefana will also ditch you now. That's that, so on to the next goal! The Fall of the Evil One [D2FINAL] -----------------------== Get back onto Sharkeye's ship. Big-time story sequence, so watch and enjoy. Melvin's back in your party now, and Maribel's run back home. NOTE: Finally, the limit on the immigrant town has been lifted. With the world once again at your fingertips, you have two options open to you: power your characters up, or go take on the last dungeon. I'd suggest the former, if your classes are lacking. You can shift your party around now by visiting Maribel's room, but you can never have more than four party members at one time. Now would also be a good time to visit the Undersea King and Gracos. The Undersea King's domain is north of Sim's town. Talk to him twice to tell him about the monster in the Coral Cave who doesn't want to be a monster, and he'll tell you to tell that monster to come to him. Once you do that, the monster will give you a free ? Shard. Next up, go pay Gracos V a visit again, and he'll give you the treasure in his other chest, a Demon Spear. Finally, go back to the Coral Cave via the pedestal in the Sky Fane, and talk to the kids running around in there for another ? Shard. Once you're good and ready for it, head down into the Dark Palace. You can reach the palace interior only with the Sky Stone. Location: Dark Palace Monsters: WoePreist, RainHawk, Drakorpse, Swordbane, Disguiser, MetalyS, Druinlord, GigaDraco, DeathGron, Bludbeast Gold: 1250G Items: TinyMedal x3, LarMirror, Life Ring, WorldLeaf, Sorrow Shield, BluePrint (3 MadPot, 1 DorasBox) The first part of the palace is just a rehash of the Crystal Palace, but with monsters. Head on down into the prison where you got the Final Key, and down into the massive hole in the floor. This is the true Dark Palace. The path down through the stone part of the palace is pretty simple, but be sure to grab the chests along the way (one of which has the LarMirror, and another has a TinyMedal). Eventually, you'll reach a cave that leads to the second part of the palace, the cave part. The way through is simple enough (and contains yet another TinyMedal), and brings you to (for lack of a better term) the organic portion of the palace. The first floor of the organic area is uninteresting, so keep going down to the next one. Keep your distance from the pulsing yellow globs, as they will transport you to different areas if they catch you with their tongues. A few lead to treasure chests, however, so don't be afraid to try a few of them out. Specifically, the two nearest the closest island lead to a chest on the next floor down, and the one next to the chest with 1250G leads to the chest with the WorldLeaf, as well as the exit to the next area. After a few caves, you'll be back in another organic section. The pulsating huts here somtimes contain eggs with monsters in them, so be careful. The Sorrow Shield is the only item in any of them, so once you have that, just head straight for the last hut. You'll have to fight a few monsters in eggs to reach the exit, on the upper right wall. Continue through the next area to the moving floor room. Here, your goal is to get to the BluePrint, and to explore the caves in the area. One of the caves has a TinyMedal hidden completely about 5 steps up from a skull. Follow the moving pathways to reach the central cave in the room, and enter said cave. Now you've come to an intersection of sorts. To proceed, you have to use one of the Charms that the elemental spirits gave you. This means that there are four paths you can take to get to Orgo Demira. Look below for the exact details of which path you chose. Note that, in order to get all of the ultimate equipment, you'll have to use Outside and go through all four of the paths. Terra Cave Monsters: DruinLord, EvlVulgar, DarkSnail Items: Gaiala Armor, TinyMedal To move about here, you'll have to check the walls. If a wall is a breakable one, then it will shatter, allowing you to progress. Be sure to get the TinyMedal and Gaiala Armor before you enter the portal leading to Orgo Demira. Aqua Cave Monsters: SeaDragon, Octogon, GeratMerm, Varanus, Shellgator, EvilDiver Items: Oceano Sword, ? Shard The path here is fairly straightforward. The Oceano Sword is situated in the area where the portal to Orgo Demira rests, so you'll have to go all the way to the end, even if you're just here for the equipment. The ? Shard is along the way, so you shouldn't miss it. Flame Cave Monsters: HellHawk Items: Fuego Helm This path is a lot like the volcano at Engow. The helmet is found along the way, so keep an eye out for it. (NOTE: If you're wondering, fuego is Spanish for flame, hence the helmet's name.) At the end of the cave, you'll find a portal leading to Orgo Demira. Wind Cave Monsters: Items: Tornado Shield Sort of a rehash of the Wind Maze, but infinitely easier to complete. Be sure to nab the Tornado Shield before you enter the portal and face off Orgo Demira. Regardless of which path you chose, you'll end up being delivered to a room with a lot of platforms. Step on the platforms and rise to the top level, where you'll be face to face with that nasty lord of demons, Orgo Demira. He'll berate you a bit, then fight you. BOSS: Orgo Demira (Orgodemir) HP: 12,000 Strategy: This is it, the big one. Orgo Demira is even thougher than he was last time, and has two extra forms, to boot. Use your best attacks available, and keep up with your healing. He'll probably come close to beating you a few times (and might even succeed, if you're not careful), but don't give him any quarter, and he'll die before you know it. Having an ally with high HP and MP set to the Heal tactic that has HealAll, HealUs, and Revive is a good idea. After all that, the battle is over at last. The world is saved! You'll be taken to several places as the game's ending slowly progresses, and you can walk around and talk to the people during these sequences. The last destination is Estard. If you're planning on taking on the bonus dungeons after this, don't go and see the king just yet. Instead, head back into town, and down into the well. Nab the LostShard, and take it to the mysterious chest out on the cliff, past the grate. After you've saved the Shard onto your memory card, then go talk to the king. Congratulations! You have won Dragon Warrior VII! Now, go play something fun. Just kidding, just kidding... Epilogue - The Hero's March ==-------------------------== At last, you've won the game. The final boss is defeated, and now you probably want to know what there is left to do. Well, the game's plot may end with the defeat of Orgo Demira, but the gameplay options do not. Grab yourself a bag of Cheesy Poofs, because the epilogue is about to commence. The majority of the epilogue is centered around two very special dungeons: Replica Cave and Zion Castle (my own names for them, mind you; their Location names are just Cave and Castle). Accessing these dungeons starts with the Lost Shard that is found in Estard during the ending sequence. You have to take the Shard and put it in the chest on the far side of the cliff, and then open the chest when you next load your saved data. That Shard is the final one required to access the first bonus dungeon. Bonus Dungeon #1 - Replica Cave [EPBONUS1] ------------------------------== The bonus dungeons are beyond the grate in the central rear room of the Ancient Fane (where you were always putting the previous Shards into pedestals during the main game plot). Using the Final Key, open the prison door in the rear of the room, and go down the stairs. The pedestal there is the key to the first dungeon. PEDESTAL: Replica Pedestal (Ancient Fane basement) PIECES: Sunken City (present; given to you by Gracos V for defeating him), Estard (put the LostShard into the chest on the cliff to get it), Coral Cave (past; given to you by the ghost children after defeating the Demon Lord), Medal Castle (redeemed for 100 TinyMedals) AREA LEVEL LIMIT: 100 The cave is not far from the portal. Go enter it. Location: Replica Cave Monsters: Barbarian, HelKaiser, Darksanta, Gigagoner, Satanmail, BudooLamp, Budoo, Baskervil, DrakMetal, Makainite, PomPomBom, Golemuga, RushFish, Starfish, SeaLipsy Gold: None Items: STRseed x2, TinyMedal x3, SageRock, Life Ring, Magic Hat, Slime Clothes, (MadPot x2, MadBook x1, WellGhost x1) Upon entering the dungeon, you might find the terrain a bit familiar. There's a good reason for this: every single room in the Replica Cave is from other dungeons. Areas marked with a * have no random encounters. Here's an overview of the various areas replicated: Room #1 - Mt. Tor cave #2 - Ancient Fane #3 - Deja Tunnel #4 - World's Tallest Tower #5 - *Old Man on the Cliff's House (Estard) #6 - Halfling Cave (Costal) #7 - Deja Tunnel #8 - Volcano Core (Engow) #9 - *DarkDraco's Tower (Loomin) #10 - Coral Cave #11 - Timespace (Litorud) #12 - Cave to Rainbow Lake (Estard Isle) #13 - Basin Cave (Mardra) #14 - Mountain Path (Mentare) #14a - West Cave (Orph) #15 - Waterfall Cave #16 - Mountain Village (Dharma) (You can save here, mercifully) #16a - Well in Mountain Village #16b - House in Mountain Village #17 - *Ancient Fane #18 - *Probably the only unique location in the cave The path through Replica Cave is very straightforward indeed, and at the end of the dungeon, you'll find yourself face-to-face with the last character you would ever expect to find in a dungeon. Even more ridiculous than that is that this character wants you to battle him. Do not read past this point if you haven't reached the end of Replica Cave! The boss you have to fight is none other than God. What is it with RPG's and slaying deities? Anyway, he's one tough boss (which befits a deity, I suppose). You'll want to employ standard boss tactics, as well as using MagicWall (so that his HellBlast attacks don't hurt as much), and possibly even WakeSong (if he puts half or more of your party to sleep). If you can defeat him fast enough (I believe the limit is 30 turns, then 25 turns, then 20 turns for every time you battle him afterwards), he'll give you a choice of rewards. For now, you should focus on getting the ? Shards, so you can reach the second bonus dungeon. Once you have all three, it's time to venture down below the Replica Cave pedestal, to the final pedestal of the game. Bonus Dungeon #2 - Zion Castle [EPBONUS2] -----------------------------== PEDESTAL: Zion Pedestal (Ancient Fane basement) PIECES: Coastal (present; bought in the casino for 2000 coins), Coral Cave (present; help the monster in the Coral Cave by talking to the Undersea King on his behalf), Immigrant town (present, normal final form; found in the secret store room in the back of town), Aqua Cave (found in a chest in the cave), Replica Cave (defeat God three times, asking for one of the three ? Shards each time) AREA LEVEL LIMIT: 100 The castle is clearly visible from here. Go ahead and enter it. Location: Zion Castle Monsters: DorasBox, PlatKing, MadPlant, DemoKing, Deathgon, Esterk, HellHawk, NiteKing, DarkMage, DragonWoo Gold: Items: TinyMedal This dungeon, much like its predecessor, is comprised of other dungeons. Here's an overview. Room #1 - Dune Castle (exterior) #1a - Tor Mountain cave (Labres) #2 - Inverse Pyramid (Sphinx) #3 - Halfling Cave (Costal) #4 - Volcano Core (Engow) #5 - Under Dharma #6 - Volcano Core (Engow) (Has a healing spot!) #7 - West Cave (Dharma) #8 - Demon Lord's Castle #8a - Mt. Ceide (Orph) #9 - Dharma Back Entrance #10 - Sky Fane #11 - House in Dune As with before, the path is straightforward and hard to get lost along (seeing as it's made up of other dungeons). Once again, you may not want to read past this point until you reach the final areas of the dungeon. The bosses of Zion Castle are the four elemental Spirits. You have to fight them all together, but they should be a breeze compared to the far more powerful boss of the first bonus dungeon. I don't think there is any turn limit, but it shouldn't take much more than 10 turns, if even that, to wipe the floor up with these big-headed fools. Once you're past the spirits, continue on to the last room of the dungeon, to find none other than that jolly old psycho himself, God! Feel free to invite him to live in your immigrant town, it certainly can't hurt (indeed, it will mean that you won't have to go through Replica Cave ever again to face him). And that, as they say, is a wrap! There's nothing left to do, save collect more items from beating up God, completing the various side- quests that remain, and mastering all classes. Now you really have won Dragon Warrior VII. Really. Totally and completely. You can stop reading now. You can, you know. I'm serious, stop reading. I'm not going to write another line after this one, you know; it's really the last one. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Appendix A: Monsters and Taming [APPENDIXA] ------------------------------== HOW TO TAME MONSTERS Monsters can be tamed by using the Tamer skill on them (gained from the Tamer class from the first star level). This skill will do nothing until you have the BeefJerky item, though (which you get from the Monster Park manager after finishing Loomin). Tamer increases the chances of monsters turning tame by 25% for each use. Odds of a monster going tame after battle is determined by the enemy's Tame Factor; most early enemies have a Tame Factor of 5 (very easy), and later ones have factors of 1 or 2 (very hard). Take note that the Tamer skill must be used by the same character every time for it to have a cumulative effect (so two Tamers aren't going to improve your chances for taming a monster; quite the opposite). You can only tame one monster per battle. All of the monsters in Zion Castle are immune to Tamer, but not to the two food items (Rib and Fillet), which also act like Tamer, but raise success by 50% and 100%, respectively. Note that some enemies will ignore these items if your level is too low. THE MONSTER PARK The park starts out with only one area. It can be extended by giving blueprints to the monster park's owner. The BluePrint items are located as follows: * Graveyard: KingSlime boss in Northern Tower drops it (present) * Mountain: Barrel in Gorges (past) * Ocean: Chest in the Coral Cave (present) * Plateau: Chest on Mt. Tor (past) * Forest: Chest in the Halfling Cave (past) * Desert: Prize at Coastal Casino (present) * Swamp: Chest on Sharkeye's Ship (present) * Cave: Chest in the Dark Palace (present) * Tower: Reward for turning in 75 TinyMedals (present) To get a BluePrint upgrade to take place, you need to stay at an inn or sleep in your bed at home after giving it to the monster park director. Basically, make a day pass. MONSTER LIST There are plenty of baddies in this game. This is a guide to the ones found in the monster book. It's been designed to act as a checklist so you can keep track of which monsters you've seen and tamed, as well as find out how much experience and gold monsters give. * - Found in the past area ** - Only on disc 2 See Tame Monster Item Held Exp. Gold Areas Found [ ] [ ] Slime Herb 1 1 Rexwood* Krage** [ ] [ ] Eggplaton Herb 2 2 Rexwood* [ ] [ ] Centbeast Herb 3 3 Rexwood* Dialac* [ ] [ ] Lipsy Herb 2 4 Rexwood* [ ] [ ] Earwinger Herb 5 5 Colorstone Mine Eastern Tower* Mt. Flame* Dialac* [ ] [ ] Babble Antidote 7 4 Mt. Flame* Orph* Krage** [ ] [ ] CactiBall Rosevine Whip 4 5 Eastern Tower* Colorstone Mine [ ] [ ] TongueRat Repellent 6 3 Eastern Tower* ColorstoneMine* Orph* [ ] [ ] CatMage Stick 8 7 Eastern Tower* ColorstoneMine* Engow* [ ] [ ] Swordaroo Copper Sword 10 6 Engow* Orph* [ ] [ ] Florajay Herb 9 4 Engow* Mt. Flame* Mt. Ceide* [ ] [ ] Forester Cloth Shirt 11 5 Engow* Mt. Flame* [ ] [ ] Thornmole Herb 8 7 Mt. Flame* Dialac* Orph* [ ] [ ] Imp Herb 12 6 Mt. Flame* Orph* [ ] [ ] CancerMan Copper Sword 14 6 Orph* Dialac* Falrish* [ ] [ ] Healer Herb 15 8 Monsters summon Loomin* Krage** [ ] [ ] SkyHunter Pole 13 9 Mt. Ceide* [ ] [ ] Crestpent Leather Hat 17 7 Mt. Ceide* Falrish* Verdham* [ ] [ ] Goopi Repellent 11 5 Mt. Ceide* Falrish* Verdham* [ ] [ ] Venomworm Antidote 17 6 Mt. Ceide* Verdham* [ ] [ ] RedSlime Herb 10 4 Falrish* Krage** ClockMech Iron Axe 62 20 Falrish* [ ] [ ] Meranza Cloth Piece 19 8 Falrish* Verdham* [ ] [ ] TailApe Dung 18 9 Mt. Ceide* Falrish* [ ] [ ] FairyRat Herb 17 8 MechSoldiers' Base* Verdham* Dharma* [ ] [ ] Babygoyle MysticNut 19 7 MechSoldiers' Base* Verdham* Deja* [ ] [ ] Hork Antidote 18 5 MechSoldiers' Base* Verdham* [ ] [ ] DarkDwarf Herb 20 8 Marshy Cave* Deja* [ ] [ ] Fuga AGLseed 20 7 Marshy Cave* [ ] [ ] DrakSlime Cloth Piece 22 9 Marshy Cave* Deja* Dharma* [ ] [ ] MudDoll Cloth Piece 22 4 Marshy Cave* Deja Tunnel* West Cave* [ ] [ ] MagJaguar Potion 23 12 Dharma* [ ] [ ] Hunter Club 22 10 Deja* Dune (Sphinx)* [ ] [ ] Smoocher Herb 22 8 West Cave* Cave to Prison* [ ] [ ] ZombieEye GraceHerb 20 6 West Cave* Cave to Prison* [ ] [ ] SlimeNite Copper Sword 25 15 Dharma* Dune (Sphinx)* [ ] [ ] Armorpion DEFseed 24 9 West Cave* Cave to Prison* [ ] [ ] Cannibox STRseed 65 100 Many chests Lighthouse* [ ] [ ] Babbleoon Cloth Piece 23 10 Dune* Cave to Prison* [ ] [ ] Pummeler Bone Knife 25 16 Cave to Prison* Under Dharma* [ ] [ ] PigDemon Leather Armor 24 13 West Cave* Cave to Prison* [ ] [ ] Mantipion Bronze Knife 23 11 West Cave* Under Dharma* [ ] [ ] BeakRat Leather Hat 22 9 Dune* Under Dharma* [ ] [ ] HornRush Stone Claws 27 12 Dune* [ ] [ ] Wyvern WarpWing 29 18 Dune* Cave to Prison* [ ] [ ] VenomBird Antidote 26 8 Dune* [ ] [ ] ApeBat Dung 28 14 Krage* [ ] [ ] FoggyPot MysticNut 30 20 Dune Palace* Mardra* [ ] [ ] NailMan Dagger 31 15 Hamelia* [ ] [ ] FloatTree LifeAcorn 30 18 Krage* Avon* [ ] [ ] HangedApe Club 28 20 Krage* [ ] [ ] TrickBag Cloth Piece 50 50 Wind Fane* [ ] [ ] WarTiger Bunny Tail 32 26 Krage* Litorud* [ ] [ ] Needlon Poison Dart 30 18 Hamelia* Litorud* [ ] [ ] BoltRat Horned Hat 31 20 Sacred Tree* Hamelia* Litorud* [ ] [ ] Metaly DEFseed 1000 65 Litorud* Baloch Tower Demonlord's Castle Krage** [ ] [ ] EvilPot Pot Lid 120 180 Many vases Sacred Tree* [ ] [ ] Horseman Boxer Shorts 33 26 Hamelia* Litorud* [ ] [ ] SmileRock LifeRock 34 18 Hamelia* [ ] [ ] WellLure STRseed 150 100 Many wells Hamelia* Estard** [ ] [ ] Eggeron Repellent 30 28 Baloch Tower [ ] [ ] EvlMantis MoonHerb 33 17 Balock Tower Replica Cave [ ] [ ] MuddyMan Dung 35 15 Avon Tunnel* Hamelia* Northern Tower [ ] [ ] Enchanter Potion 40 12 Avon Tunnel* [ ] [ ] RockGolem LifeRock 45 35 Avon Tunnel* Northern Tower [ ] [ ] IronTurtl DEFseed 36 15 Northern Tower [ ] [ ] Dumbira Copper Sword 42 22 Avon Tunnel* Northern Tower Tallest Tower [ ] [ ] Chargon AGLseed 38 15 Northern Tower Tallest Tower Gorges* [ ] [ ] SkyFrog Traveler Vest 35 14 Tallest Tower [ ] [ ] ColumnMan Leather Armor 41 31 Tallest Tower [ ] [ ] SheepBird AGLseed 40 23 Tallest Tower Probina* [ ] [ ] Bugbear Herb 42 18 Probina* [ ] [ ] PutreMan Chain Mail 43 11 Tallest Tower Probina* [ ] [ ] Banegaroo Herb 40 25 Probina* [ ] [ ] PinkOrc PinkPearl 45 31 Probina* [ ] [ ] Armorgon Boomerang 46 20 Probina* DarkDraco Tower* [ ] [ ] EvilBook LifeAcorn 58 40 Many shelves Mt. Probina Cave* [ ] [ ] Stalker Iron Axe 42 10 Mt. Probina Cave* Loomin* [ ] [ ] Dragon Iron Shield 50 32 Mt. Probina Cave* DarkDracoTower* [ ] [ ] ShadeNite Copper Sword 47 22 Mt. Probina Cave* [ ] [ ] Thunderat Horned Hat 45 21 Loomin* [ ] [ ] Curer WorldDew 40 23 DarkDraco Tower* [ ] [ ] Broadaxer Iron Axe 43 25 Loomin* [ ] [ ] RhinoKing Stone Claws 49 42 Loomin* DarkDraco Tower* [ ] [ ] LizrdBird Leather Hat 47 23 DarkDraco Tower* Basin Cave* [ ] [ ] BabyDevil Pot Lid 48 34 DarcDraco Tower* Mardra* [ ] [ ] KingSlime LifeAcorn 120 77 SlimeLV8 merge Krage** [ ] [ ] DragonMan Iron Spear 50 32 Mardra* [ ] [ ] KilStar Silver Tunic 51 47 Basin Cave* [ ] [ ] DarkThief Cloth Piece 40 18 Basin Cave* [ ] [ ] Red Sting Iron Helm 53 23 Mardra* Wind Fane* [ ] [ ] VenomHork Antidote 45 10 Basin Cave* [ ] [ ] MetlRider Copper Sword 230 40 Mardra* [ ] [ ] ClawBeast Iron Claw 57 18 Labres* Lake Altar Cave [ ] [ ] TreeGuard Bronze Armor 55 32 Gorges* [ ] [ ] Vulgarian Boxer Shorts 59 35 Gorges* [ ] [ ] WonderEgg MysticNut 62 28 Gorges* [ ] [ ] JunkMech Iron Axe 60 25 Gorges* [ ] [ ] SlimeWing Slime Clothes 64 50 Gorges* [ ] [ ] MagWyvern WarpWing 65 51 Wind Fane* Labres* [ ] [ ] Quixotron Iron Armor 61 48 Gorges* [ ] [ ] Boarenger Club 58 39 Lake Altar Cave [ ] [ ] SnowBat Leather Dress 66 31 Gorges* Wind Fane* [ ] [ ] EvilArmor Iron Armor 68 52 Wind Fane* Coastal* [ ] [ ] MageLipsy GraceHerb 60 20 Labres* [ ] [ ] Devilite Turban 70 48 Labres* [ ] [ ] Berzerker Sickle 72 32 Mt. Tor* [ ] [ ] TigerMage Fur Robe 78 28 Mt. Tor* [ ] [ ] Pigady Shell Clothes 75 61 Mt. Tor* [ ] [ ] DumbiKing Leather Boxers 74 62 Mt. Tor* [ ] [ ] Gron HairBand 71 25 Mt. Tor* [ ] [ ] PuppetMan Wooden Hat 65 32 Labres* Lighthouse* Medal King** [ ] [ ] EvilWell Noble Clothes 250 67 Many wells Lighthouse* [ ] [ ] WingTiger Leather Boxers 80 40 Lighthouse* [ ] [ ] Ogreling Sickle 82 50 Coastal* [ ] [ ] Clawser Shears 81 45 Coastal* [ ] [ ] Poucher Cloth Shirt 79 40 Halfling Cave* Lighthouse* [ ] [ ] ButchMan Iron Axe 83 57 Halfling Cave* [ ] [ ] WoodyEye MysticNut 84 45 Coastal [ ] [ ] WolfDevil Dagger 86 60 Lighthouse* [ ] [ ] JewelBag PinkPearl 90 350 Halfling Cave* [ ] [ ] HellClown Silk Hat 88 66 Lighthouse* [ ] [ ] Tyranodon AGLseed 90 80 Coastal** [ ] [ ] Metabble LUCKshoes 10500 10 Lighthouse* Demonlord's Various areas** [ ] [ ] Moosedon Fur Hat 92 70 Excavated Cave [ ] [ ] EvilViper Bug Knife 94 65 Excavated Cave Demonlord's Lake Altar Cave [ ] [ ] JellyMan Tray Shield 105 100 Excavated Cave [ ] [ ] Bombcrag LifeRock 80 50 Excavated Cave Dialac Isle** Rexwood** [ ] [ ] FlameToad Turban 85 50 Excavated Cave Dialac Isle** Rexwood** [ ] [ ] ProtoMech Battle Axe 95 58 Excavated Cave Demonlord's Castle [ ] [ ] EvilClown Bolt Staff 110 110 Excavated Cave Demonlord's Castle [ ] [ ] FireCloud Kitten Shield 100 52 Demonlord's Castle [ ] [ ] Mimic STRseed 210 130 Many chests Demonlord's Castle [ ] [ ] OrcDevil Iron Armor 88 66 Lake Altar Cave Demonlord's Castle Loomin** [ ] [ ] SheepDuck AGLseed 90 77 Demonlord's Castle Estard** [ ] [ ] CurseLamp INTseed 120 100 Demonlord's Castle [ ] [ ] Plesiodon Leather Whip 115 80 Lake Altar Cave [ ] [ ] CureSlime WorldDew 120 85 Deja Tunnel Lake Altar Cave Demonlord's Krage** [ ] [ ] Goldman Gold Apron 80 650 Deja Tunnel Lake Altar Cave [ ] [ ] Pigmon Leather Boxers 108 58 Deja Tunnel Lake Altar Cave Loomin** [ ] [ ] BoltWorm Shell Clothes 96 37 Deja Tunnel Loomin** Coastal** [ ] [ ] MadPot DEFseed 250 110 Many vases Deja Tunnel [ ] [ ] HellGuard Fur Hat 110 80 Estard** Mentare** Deja Tunnel** [ ] [ ] Magmaron DEFseed 125 82 Mt. Flame Crater Zion Castle [ ] [ ] MageImp PotLid 120 60 Estard** [ ] [ ] MagicPost Dancer Clothes 123 95 Lighthouse [ ] [ ] Panther Steel Claw 130 83 Estard** [ ] [ ] Lizardman Steel Sword 128 90 Coastal** [ ] [ ] WoeBottle INTseed 135 103 Dune** [ ] [ ] BabyCloud Leather Hat 105 65 CloudKing calls Coastal** [ ] [ ] CloudKing Noble Clothes 170 120 Lighthouse [ ] [ ] WhiteFuga Pirate Shirt 125 88 Loomin** Engow** [ ] [ ] DarkArmor Steel Armor 130 92 Lighthouse [ ] [ ] AnkHorn LifeAcorn 140 104 Hamelia Reefs** [ ] [ ] EvlStatue Dagger 138 72 Lighthouse [ ] [ ] GoldSlime Life Ring 350 3000 Mt. Flame Crater Krage** [ ] [ ] HellBane AGLseed 141 93 Mt. Flame Crater Medal King** [ ] [ ] CosmoBog Glam Clothes 147 107 Mt. Flame Crater [ ] [ ] SkulBlade STR Ring 138 62 Falrod** [ ] [ ] Rosevine Sleep Staff 160 101 Engow** Mt. Flame Crater Dharma** Falrod** [ ] [ ] BoneRider Iron Spear 155 93 Mt. Flame Crater [ ] [ ] WingDraco Dragon Armor 158 98 Mt. Flame Crater [ ] [ ] IronKid Tray Shield 142 82 Dharma** [ ] [ ] MadBook INTseed 163 43 Various shelves Dharma** [ ] [ ] MadFalcon Lune Fan 170 100 Dharma** Dune** [ ] [ ] SkyDevil STRseed 175 105 Dharma** [ ] [ ] ShieldOgr Ice Shield 180 120 Dharma** [ ] [ ] Zombier Battle Axe 163 72 Dune** Hamelia** [ ] [ ] DemonToad Slime Earrings 160 90 Dune** [ ] [ ] Gragoopi Farewell Ring 141 50 Loomin** Medal King area** [ ] [ ] GoldKid Gold Apron 155 210 Loomin** Medal King area** [ ] [ ] BoltDevil Bolt Staff 180 95 Dune** Labres** Gorges** [ ] [ ] Slemperor Goddess Ring 410 300 Pyramid Falrod** [ ] [ ] RedGrunt Lune Staff 175 80 Pyramid Medal King area** [ ] [ ] WreckMan Leather Boxers 180 80 Gorges** [ ] [ ] General Glam Clothes 188 108 Gorges** Medal King area** [ ] [ ] LampGenie Noble Clothes 200 117 CurseLamp calls Wind Tower [ ] [ ] WarBoar Leather Boxers 173 104 Various areas** [ ] [ ] Andreal Dragon Armor 190 119 Mentare** Wind Tower [ ] [ ] ClayNite Copper Sword 182 120 Mentare** Wind Tower [ ] [ ] Zombie LifeAcorn 173 93 Labres** Wind Tower [ ] [ ] NumbSlime Captain Hat 160 58 Gorges** [ ] [ ] DeadNoble Noble Clothes 205 72 Labres** Wind Tower [ ] [ ] Gerion Monster Claws 210 102 Wind Maze Probina** [ ] [ ] Cerabus Devil Claw 218 111 Wind Maze [ ] [ ] Hulkagon Dragon Shield 220 150 Orph** Probina** [ ] [ ] Moai LifeStone 230 140 Various areas** [ ] [ ] Demranger Lune Staff 235 132 Hamelia** Medal King area** [ ] [ ] MetalKing LUCKshoes 33000 100 Krage** MetalyS merge [ ] [ ] GigaMute Steel Claws 240 125 Dialac Isle** Rexwood** [ ] [ ] HornBeast Battle Axe 242 150 Various areas** [ ] [ ] Savagemon STRseed 250 142 Hamelia** Lower Krage** [ ] [ ] Panickle MoonHerb 180 70 Various areas** [ ] [ ] MageArmor Magic Armor 215 138 Rexwood** [ ] [ ] GnuDevil Snow Sword 233 121 Falrod** [ ] [ ] GuardDog Steel Claws 195 95 Palace Island [ ] [ ] Dragoner Needle 227 103 Mardra** [ ] [ ] WellGhost Wind Shield 510 162 Gragoopi calls Litorud** Terra Cave Replica Cave [ ] [ ] EvilBeast Power Claw 222 122 Various areas** [ ] [ ] WoePriest Lava Staff 257 148 Palace Island Crystal Palace [ ] [ ] Disguiser Falcon Sword 268 92 Palace Island Aqua Cave [ ] [ ] Drakorpse LifeAcorn 280 73 Various areas** Crystal Palace [ ] [ ] Revirock Sacrific Ring 262 107 Litorud** Terra Cave Replica Cave [ ] [ ] RainHawk Lune Fan 300 155 Crystal Palace Wind Cave [ ] [ ] Swordbane 2Edged Sword 266 133 Crystal Palace [ ] [ ] EvlVulgar Party Dress 248 124 Terra Cave Wind Maze [ ] [ ] Runger Dragon Claw 297 160 Wind Cave [ ] [ ] StelDemon STRseed 290 155 Dark Palace [ ] [ ] HellGiant Judge Wand 300 175 Dark Palace Zion Castle [ ] [ ] OgreKing Ogre Shield 270 200 Dark Palace [ ] [ ] Behemoth Beast Claw 210 110 Dark Palace Terra Cave Zion Castle [ ] [ ] DeathGron LifeAcorn 230 70 Dark Palace [ ] [ ] Niterich Destruct Shield 400 140 Aqua Cave [ ] [ ] PodHero Herb 25 25 Dharma* [ ] [ ] PodMage SpiderWeb 23 18 Dharma* [ ] [ ] PodFightr Antidote 24 9 Dharma* [ ] [ ] PodPriest Repellent 22 12 Dharma* [ ] [ ] FooHero WorldDew 72 50 Coastal* Mentare** [ ] [ ] FooMage Potion 68 40 Coastal* Mentare** [ ] [ ] FoFighter STRseed 70 22 Coastal* Mentare** [ ] [ ] FooPriest WorldLeaf 75 33 Halfling Cave [ ] [ ] HornSnail Herb 12 8 Ocean Replica Cave [ ] [ ] BabyDrak Herb 62 32 Mt. Probina Cave* DarkDraco Tower* [ ] [ ] Flamzard Herb 30 20 Labres* [ ] [ ] DragonKid Kitten Shield 124 73 Loomin* [ ] [ ] GigaDraco Demon Armor 330 130 Dark Palace Zion Castle [ ] [ ] Necrobal Sorrow Shield 310 142 Dark Palace [ ] [ ] Bludbeast Beast Claw 360 82 Dark Palace [ ] [ ] Druinlord Bless Staff 410 150 Dark Palace [ ] SlimeLv8 Herb 150 50 Northern Tower Mt. Probina Cave [ ] MetalyS Herb 1050 65 Dark Palace [ ] [ ] Barbarian Demon Axe 280 92 Replica Cave [ ] [ ] HelKaiser Snow Sword 340 123 Replica Cave [ ] [ ] Darksanta Dark Robe 200 125 Replica Cave [ ] [ ] Gigagoner STRseed 450 165 Replica Cave [ ] [ ] Satanmail Platinum Armor 420 140 Replica Cave [ ] [ ] BudooLamp INTseed 380 210 Replica Cave [ ] [ ] Budoo Angel Leotard 510 310 BudooLamp calls Replica Cave [ ] [ ] Baskervil Devil Claw 385 132 Replica Cave [ ] [ ] DrakMetal Platinum Helm 2500 50 Replica Cave [ ] [ ] Makainite Massacre Sword 360 123 Replica Cave [ ] [ ] PomPomBom INTSpecs 285 135 Replica Cave [ ] [ ] Golemuga Valiant Ring 345 175 Replica Cave [ ] [ ] DorasBox Light Dress 630 280 Some chests Zion Castle [ ] [ ] Putrbeast Rib 420 50 Replica Cave [ ] [ ] Blaster Blade Armor 418 87 Replica Cave [ ] [ ] Devilash Sacred Armor 515 190 Replica Cave [ ] [ ] Lithohead Demon Hammer 650 90 Replica Cave [ ] [ ] PlatKing Joy Hat 65000 700 Zion Castle [ ] [ ] MadPlant Pure Bustier 900 210 Zion Castle [ ] [ ] DemoKing Magic Hat 1050 180 Zion Castle [ ] [ ] Deathgon Beast Claw 750 162 Zion Castle [ ] [ ] Esterk Berserkr Helm 990 142 Zion Castle [ ] [ ] HellHawk Platinum Helm 1250 185 Flame Cave Zion Castle [ ] [ ] NiteKing Massacre Sword 1420 210 Zion Castle [ ] [ ] DarkMage Echo Hat 1300 230 Zion Castle [ ] [ ] DragonWoo Demon Hammer 1500 250 Zion Castle [ ] [ ] RushFish Herb 8 5 Ocean Replica Cave [ ] [ ] Starfish SeaShell Hat 9 6 Ocean Replica Cave [ ] [ ] SeaLipsy Antidote 10 4 Ocean Replica Cave [ ] [ ] DeathCrab Bronze Knife 73 56 Coral Cave [ ] [ ] PutreFish Bone Knife 60 52 Coral Cave [ ] [ ] SeaHorser Iron Spear 72 70 Coral Cave [ ] [ ] Piranhan Bronze Knife 65 61 Coral Cave [ ] [ ] Confupeng Leather Hat 70 42 Coral Cave Coastal* [ ] [ ] Parasnail SeaShell Hat 73 30 Coral Cave Coastal* [ ] [ ] Multieyes PinkPearl 81 45 Coral Cave [ ] [ ] EvlAnchor INTseed 77 61 Coral Cave [ ] [ ] EvlTurtle Viking Helm 90 53 Coral Cave [ ] [ ] Guartle DEFseed 133 72 Ocean** [ ] [ ] Squidgore MysticNut 120 65 Ocean** [ ] [ ] MageStar Wizard Ring 115 80 Ocean** [ ] [ ] BoneFish Bone Knife 122 52 Ocean** [ ] [ ] SeaDragon 2Edged Sword 173 105 Ocean** Aqua Cave [ ] [ ] CragDevil Wind Hat 130 92 Ocean** [ ] [ ] EvilDiver Angel Leotard 105 93 Aqua Cave [ ] [ ] DarkSnail Wizard Staff 125 83 Ocean** Aqua Cave [ ] [ ] Shelgator AGLseed 145 77 Ocean** Aqua Cave [ ] [ ] WormSpec Magic Hat 156 68 Ocean** [ ] [ ] Octogon LifeAcorn 180 98 Ocean** Aqua Cave [ ] [ ] FrogKing INTSpecs 210 110 Aqua Cave [ ] [ ] GreatMerm Life Ring 215 130 Ocean** Aqua Cave [ ] [ ] Varanus STRseed 240 150 Ocean** Aqua Cave [ ] FireGiant AquaShard 120 150 Mt. Flame* [ ] Deathpal None 200 250 Mt. Ceide* [ ] EvilMech None 300 200 MechSoldiers' Base* [ ] TimeSage LandShard 750 312 Temporal Vortex* [ ] Gracos None 1320 720 Sunken City* [ ] Gracos V None 1950 940 Sunken City [ ] HellVine WindShard 1650 2100 Loomin Cave* [ ] DarkDraco None 1330 950 DarkDraco Tower* [ ] HellCloud None 2160 604 Wind Fane* [ ] BeliMawr ? Shard 2750 724 Great Lighthouse* [ ] Orgodemir None 0 0 Demonlord's Castle* [ ] God None 0 0 Replica Cave Immigrant Town [ ] FlameSpirit None 2400 0 Zion Castle [ ] TerraSpirit None 3000 0 Zion Castle [ ] AquaSpirit None 2400 0 Zion Castle [ ] WindSpirit None 2400 0 Zion Castle Appendix B: TinyMedals and Rewards [APPENDIXB] ---------------------------------== REWARDS FOR TINYMEDALS The Medal King (accessible once you get the magic carpet from Mezar) rewards you for finding TinyMedals with amazingly useful items. This is simply a list of the rewards, as well as how many medals you need to get before he gives them to you. Medals Item 45 Poison Dart 50 Staff of Wind (aka. Wind Staff) 58 Sacrificial Armband (aka. Sacrific Ring) 65 Sword of Miracles (aka. Miracle Sword) 75 Blueprint 83 Philosopher's Stone (aka. SageRock) 90 Metal King Shield (aka. MetlKing Shield) 95 Bolero Robe 100 ? Shard 105 Ultimate Whip 110 Platinum King Heart (aka. PlatKing Heart) TINYMEDAL LOCATIONS There are a lot of TinyMedals in Dragon Warrior VII, and it can be a bit tedious to hunt them all down. This list is meant to help you locate and keep track of them. Have it Location Where? 001 [ ] Engow Speak to the child whose lost his button, and (present) then go see Pamela about it. Retreive the button from the inn sign, and give it to him 002 [ ] Orph (past) In a dresser in the inn 003 [ ] Mt. Ceide 2F In a chest; you have to enter one of the side (present) entrances to the area to reach it 004 [ ] Falrish (past) In a barrel in one of the guardhouses 005 [ ] Falrod Castle In a vase in the kitchen (past) 006 [ ] Falrish Inside a storage room along the fortress walls (present) 007 [ ] Falrod Castle In a barrel in the kitchen (present) 008 [ ] Zebbot's Home In a barrel behind the house proper (present) 009 [ ] MechSoldier In a chest, reached via a side elevator Base (present) 010 [ ] Verdham (past) In the chest in the item shop 011 [ ] Swamp Cave In one of the chests that Cavemon guards 012 [ ] Geionne Path In a pot in the hut along the path (present) 013 [ ] Forgotten Inn In a barrel in the basement bar (present) 014 [ ] Deja Camp In a basket in one of the tents (past) 015 [ ] Altar Cave B2 In a chest in a hidden area (search the walls) (past) 016 [ ] Altar Cave B1 In a chest in the flooded section (past) 017 [ ] Excavation In a dresser in the well behind the tent Site 018 [ ] Penal In a barrel behind the temple 019 [ ] Penal In a vase in the bar 020 [ ] Mountain Town On the ground, near a grave 021 [ ] Mountain Town In a dresser in the well 022 [ ] Prison Cave In a chest; you have to walk through a special doorway on the floor below to reach it 023 [ ] Prison Cave In a vase in the destroyed area of the prison 024 [ ] Under Dharma In a chest along the path 025 [ ] Dharma (past) In one of the four chests surrounded by damage tiles 026 [ ] Dharma In a vase down in the basement (present) 027 [ ] Bandit's Lair In one of the chests in the treasure vault 028 [ ] Mezar In a chest in Nicola's treasury 029 [ ] Dune (past) In a vase in one of the houses 030 [ ] Evil Statue In one of the chests in the treasure room 031 [ ] Excavation Found in the pit, hidden in a vase Site 032 [ ] Dune (present) In a barrel behind one of the houses 033 [ ] Dune Palace After the queen gets her necklace back, you can (past) reach this medal in the treasure room she gives you access to 034 [ ] Krage (past) In a vase inside the mayor's house 035 [ ] Krage In a dresser on the second floor of the inn (present) 036 [ ] Krage Inside a dresser in the well (present) 037 [ ] Litorud (past) In a barrel on top of the weapon/armor shop 038 [ ] Temporal In a chest in the first area Vortex 039 [ ] Verdham In a dresser in the well behind the weapon shop (return) 040 [ ] Verdham In a barrel on the first floor of the mansion (return) 041 [ ] Mentare (past) In a chest in Pepe's mansion 042 [ ] Geionne Path In a chest off to the side of the main path (past) 043 [ ] Baloch Bridge In a barrel outside of the herbal shop (present) 044 [ ] Baloch Bridge In a dresser in the well (present) 045 [ ] Baloch's Tower In a chest in the treasure room 046 [ ] Avon In a dresser in the chieftan's house 047 [ ] Avon Tunnel In a chest in the tunnel 048 [ ] Huzu In a barrel in the inn's basement 049 [ ] Sunken City In a chest inside one of the first buildings (past) 050 [ ] Sunken City In a chest behind one of the first buildings (past) 051 [ ] Sunken City In one of the six vases in the main area (past) 052 [ ] Hamelia Hidden on the ground where the cat is under the (present) house (you need to use the raft to get there) 053 [ ] Mountain Tower Found in a barrel on the third floor (present) 054 [ ] Brugeo's Manor In a locked chest on the second floor 055 [ ] Tallest Tower In the lone chest on the seventh floor, along in the World the outer ledge 056 [ ] Sunken City In a chest behind one of the first buildings (present) 057 [ ] Sunken City In a chest on the balcony of Gracos' home (present) 058 [ ] Probina (past) In a barrel near the inn 059 [ ] Probina In the water down in the well behind the inn (present) 060 [ ] Mt. Probina In the chest down in the temple basement (present) 061 [ ] Loomin (past) Inside a vase in the mansion 062 [ ] DarkDraco's In a chest on the first floor Tower (past) 063 [ ] Loomin Inside a dresser in the well (present) 064 [ ] DarkDraco's In the same chest as the past medal Tower (present) 065 [ ] Mardra Castle In a dresser in the king's bedroom (past) 066 [ ] Great Fane In one of the vases in the secret area below (past) 067 [ ] Mardra In a dresser in the well (present) 068 [ ] Mardra In a barrel outside of the tula master's home (present) 069 [ ] Deja Camp In a vase outside of the tents (present) 070 [ ] Great Fane In a chest below the fane (present) 071 [ ] Gorges (past) In a dresser in the Pendragon's house 072 [ ] Dark Maze In a chest off to one side 073 [ ] Wind Fane In a barrel in the living area 074 [ ] Lefa Fane In a chest near the entrance 075 [ ] Lefa Fane In a chest in the back room 076 [ ] Labres (past) In a barrel in the prefect's house 077 [ ] Mt. Tor (past) In a chest high up on the mountain 078 [ ] Labres Five medals reside beneath a grave (present) 083 [ ] Coastal (past) In a barrel outside of one of the houses 084 [ ] Halfling Cave In a chest in the second area (past) 085 [ ] Lighthouse In a room with a skeleton on the first floor (past) 086 [ ] Coastal In a chest accessible via a hidden doorway in (present) one house (by pushing a bookcase aside) 087 [ ] Lighthouse In a chest on the fifth floor (present) 088 [ ] Halfling Cave In a chest three floors down into the cave (present) 089 [ ] Forgotten Under the central tombstone Shrine 090 [ ] Excavated Cave Inside a chest near the very bottom 091 [ ] Crystal Palace Inside a vase in the kitchen 092 [ ] Estard Castle In one of the chests down in the treasury (you need the Final Key to reach them) 093 [ ] Estard Castle On the floor in the unoccupied prison cell 094 [ ] Mt. Flame In a chest in the room full of flame jets (present) 095 [ ] Sharkeye's In a vase in the shop room Ship 096 [ ] Sharkeye's Talk to a cat on the ship, and say yes to it Ship 097 [ ] Wind Tower In a chest on the first floor, hard to miss 098 [ ] Sky Town In a barrel on the first floor of the inn 099 [ ] Wind Maze In a chest in the third area 100 [ ] Dark Palace In a chest on the way down (brick section) 101 [ ] Dark Palace In a chest on the way down (cave section) 102 [ ] Dark Palace On the floor in a cave in the moving floor section 103 [ ] Terra Cave In a chest behind a breakable wall 104 [ ] Replica Cave In a pot inside of the house on the cliff 105 [ ] Replica Cave In a chest in a cave (Mt. Ceide area) 106 [ ] Replica Cave In a barrel in the house (Mountain Town area) 107 [ ] Zion Castle In a barrel in one of the areas 108 [ ] Your Town When 5-9 people live in the town; break a vase inside the tent to find it 109 [ ] Sim's House In the water at the bottom of the well 110 [ ] Your Town When 15-19 people live in the town; in a vase 111 [ ] Your Town When 20-24 people live in the town; in a chest in one of the houses 112 [ ] Your Town When 25-29 people live in the town; in a vase in the weapon/armor shop 113 [ ] Your Town When 30-34 people live in the town; in a vase inside the prison (need Final Key to reach it) 114 [ ] Your Town When 30-34 people live in the town; in a vase somewhere around town 115 [ ] Your Town Regular final form town; inside a barrel in one of the areas of town 116 [ ] Your Town Farm final form town; in a vase 117 [ ] Your Town Slum final form town; in a vase 118 [ ] Your Town Slum final form town; in a vase 119 [ ] Your Town Bazaar final form town; in a vase in the item shop Appendix C: The Immigrant Town [APPENDIXC] -----------------------------== The immigrant town can be populated by people from almost any town in the game, and even from a few non-town locations. The following types of people can come to the town: Man Male Woman Female Grandma Grandpa Scholar Farmer Halfling Cow Bull Pig Horse Cat Kitty Feline Soldier Warrior Swordman Dancer Mixer Bunny(girl) Sailor Prisoner Bully Merchant Trader Priest Sister You can find any of these various types of people at any of the spawn spots scattered about the world, all in the present (but of course). The locations are as follows... Location Spawn Spot Estard Inn, on the second floor, in the smaller bedroom Rexwood Inn, in the back of the bedroom Engow Inn, in the middle of the bedroom Orph Inn, in the bedroom Orph Item Shop, in the area behind the counter Falrish Inn, in one of the bedrooms Falrish Church, near the outside entrance Mentare In the house along the Geionne path, in the middle Verdham Wandering about the western area Last Inn In the middle of the basement's pub Mezar Inn, near the entrance Dune Inn, in the bedroom Krage Inn, at one of the tables Litorud Inn, at one of the tables Litorud Church, sitting on one of the seats Hamelia Inn, in one of the bedrooms Hamelia Pub, somewhere... Sphinx 3F, next to the stairs leading to the fourth floor Probina Inn, right next to one of the beds Probina Armor shop, in the middle of the room Loomin Inn, in the bedroom Mardra Inn, in the bedroom Mardra Church, sitting in the lower right seat Mardra Castle In the old king and queen's bedroom (now empty) Great Fane Below the fane, in the dirt area before the stairs up Gorges Inn, in the entry hall Labres Inn, in the bedroom Coastal Inn, second floor, hard to miss Coastal Church, second floor, also hard to miss Coastal Armor shop basement, standing in the middle of the room Excavated Cave Near the eastern entrance Most of these spots are easy to force townspeople to appear, while others are horrible (particularly Dune's inn). Your chances for an immigrant appearing are roughly 1 in however many you've recruited so far for the town. The odds seem to improve if you haven't been looking for immigrants recently. Spawn spots can be used repeatedly without leaving the area, but what fun is that? As well, there are five special spawn spots, where permanent residents will wait for you. They don't spawn other residents, but the people there will always be there until you go and grab them. Location Immigrant Location Dharma Second floor, standing around (Trader) Mezar Walking around between the inn and church (Dancer) Avon Temple Standing around inside (Sister) Loomin Sitting at a table in the inn (Farmer) Lefa Fane In the back room with the barrels (Priest) TOWN SIZES AND VARIATIONS As you bring more people in, the town grows and changes. Here's an overview of those changes. The town won't be able to go past 27 people until disc 2, even if you meet people in the immigrant spawn spots, so be sure to keep that in mind when hunting for immigrants late on the first disc. People Town Appearance 0-4 The town doesn't exist; it's still an empty field 5-9 A tent appears in the field, and Sim asks you to name the town for him, with three suggestions based off of the hero's name; Sim can now be found in a house on the far end of the island 10-14 The town has a building, two more in progress; merchant appears 15-19 A shop opens, more buildings appear 20-24 An inn appears, and Sim will allow you to manage the people as you see fit (kicking them out, trading them, etc.) 25-29 A church is built (can't save there, though), and a few more shops appear 30-34 A bank shows up, and the shops change their wares 35-40 Final form; see below for details Location: Immigrant Town (field) Items: WindShard Location: Immigrant Town (camp) Gold: 3G Items: TinyMedal Location: Sim's House Gold: 6G Items: Slime Earrings, TinyMedal Location: Immigrant Town (tiny) Items: Leather Shorts, Leather Hat Location: Immigrant Town (small) Gold: 23G, 7G Items: TinyMedal, LifeAcorn, Fur Hat, Speed Ring*, Glam Clothes*, (1 EvilPot) Location: Immigrant Town (growing) Gold: 6G Items: SeaShell Hat, Bow Tie, STRseed, TinyMedal, LifeAcorn*, (1 EvilPot) Location: Immigrant Town (average) Items: TinyMedal, Tights, (1 MadPot) Location: Immigrant Town (large) Gold: 2570G** Items: INTSpecs**, AmitSnack, Rib, Antidote, Leather Armor, TinyMedal x2, STRseed, CursLamp Heart, STR Ring, MysticNut, (3 MadPot) Item Shop: Herb, Antidote, MoonHerb, SpiderWeb, Repellent Weapon Shop: Steel Sword, Battle Axe, Sage Cane, Pixy Sword Armor Shop: Iron Armor, Silver Armor, Blade Armor, White Shield, Ice Shield, IronMask FINAL FORMS OF TOWNS There are five final forms that your town can take, depending on who lives there. Note that those towns with names listed as # name/name mean that you need at least one of each, with an overall total of the number listed for them. Regular Final Town Requires: None (if you don't meet the requirements for any of the special final form towns, this is what you get) Items: Traveler Clothes, TinyMedal, ? Shard, King's Armor, (1 DorasBox) Item Shop: Herb, Antidote, MoonHerb, SpiderWeb, WarpWing, Repellent Weapon Shop: Destruct Sword, Dragon Tail, Flame Claw, Lune Fan, War Hammer, Hero Staff Armor Shop: Steel Armor, Wizard Robe, Magic Armor, Mirror Armor, Dragon Shield, Platinum Helmet, Great Helmet Notes: This is the easiest to get, since it's nothing special. Be sure to get it so you can get the ? Shard from the town's hidden store room, though! Farming Town Requires: 13 Farmers, 10 Halflings/Cows/Bulls/Horses/Pigs Gold: None Items: TinyMedal, Boxer Shorts, Leather Boxers, Dung, LifeAcorn, Rib Item Shop: Sickle, Hacksaw, Monster Fangs, Oricon Fangs, Boxer Shorts, Leather Boxers, LifeRock Notes: This town sells Oricon Claws, Gabo's best single-hitting weapon. Other than that, it's not worth it (unless you want all TinyMedals). Super Bazaar Town Requires: 21 Merchants/Traders Gold: 160G Items: TinyMedal, MysticNut, Wyvern Heart, Life Ring Item Shop: Herb, Antidote, MoonHerb, SpiderWeb, Star Ort, LifeRock, Speed Ring Item Shop: Slime Earrings, Slime Clothes, Slime Armor, MetlKing Shield, SeaShell Hat Weapon Shop: Dragon Tail, Flame Claws, Platinum Sword, Tempt Sword, Bow Gun, MetlKing Sword Armor Shop: Party Dress, SilkTux, Trendy Clothes, Turban, Silk Hat, Tights, Bow Tie Notes: This town has a fair amount of useful weapons for sale (including MetlKing Swords), but unless you're after all TinyMedals, you should probably not bother with it. You can also buy Ribs from here for 694G, but only if you have none at the moment, and just like the WorldDew shop, you have to wait in line. Great Cathedral Town Requires: 20 Priests/Sisters Gold: None Items: None Item Shop: Herb, Antidote, Repellent, Potion, LifeRock, Wizard Ring, Vivify Staff Equipment Shop: Wind Staff, Holy Spear, Sage Staff, Lune Fan, Sun Fan, Spirit Armor, Water Clothes Notes: This town is utterly worthless. No TinyMedals, nothing useful for sale in the shops, nothing worth the effort. Grand Slum Town Requires: 10 Bunnies/Mixers/Dancers, 8 Bullies, 6 Sailors/Prisoners Gold: 160G, 16G, 7G Items: TinyMedal x2, STRseed, DEFseed x2, LifeAcorn, Dung, Bunny Ears Weapon Shop: Power Claws, Shears, Dragon Tail, Flame Boomerang, Seduce Sword, Devil Sword Armor Shop: Viking Armor, Dance Armor, Silk Coat, Spangle Dress, Garter, Tights, Bunny Ears Notes: This should be the last of the special towns you build, as it has an indispensible casino with great prizes. EXCHANGING AND DISPOSING OF TOWNSPEOPLE Once Sim lets you manage the people of the town, you can start kicking people out and exchanging them for other people on other saves. You can't kick anybody out of town if the population is below 25, so keep that in mind when planning final-form towns. Exchanging with another save is a great way to make a final town of your choosing, and you can actually cheat with this option by saving two files for your exchanging game, and only trading with one of the saves. Once you load up that other game, you'll still have everybody, and you can save over the modified save, and get all of the townspeople you took again. But beware: you can never kick people out of your town who have been transferred there from other players' towns! Appendix D: Litorud Rankings [APPENDIXD] ---------------------------== Once Litorud is unsealed, you can participate in the rankings contest. If a character wins a ranking contest, they are awarded with a plaque and an item. This is what each character gets for winning each award: Power Intelligence Style Males Power Ring Intelli Helmet Platinum Armor Females Power Ring Tiara Spangle Dress The trick to winning at any given point is to have your stats be boosted abnormally high. Sometimes it won't be enough, and other times, it might be too much. If you want to win all of the prizes for the rankings, you'll want to have characters with the lowest score in each stat get first prize first, and move up from there. Try to get Maribel to win the Style and Intelligence awards early on, and once Melvin is in the party, aim for him getting the Intelligence award. Being in the right class for the title is also important, of course. The bigger the boost for the stat being judged, the better. You can even semi-cheat by re-registering previous winners with lower scores than they had originally, thus allowing your less stat-endowed characters to gain awards, as well. The Appearance rankings have some hidden appearance bonuses from certain equipment combos: Combo APR Bonus/Total APR Demon Hammer + Demon Armor 10 55 Slime Armor + Slime Earrings 10 48 Aquagon Sword + Dolphin Shield 10 90 Dragon Sword + Dragon Armor + Dragon Shield 15 112 Seduce Sword + Water Robe 15 108 War Hammer + IronMask 15 49 Flame Sword + Flame Armor + Flame Shield 20 108 Flame Boomerang + Flame Armor 20 78 Evade Clothes + Speed Ring 20 46 Shell Clothes + Horned Hat 20 8 Viking Armor + Viking Helm 20 55 SilkTux + Bow Tie 25 80 Rosevine Whip + Tights 25 42 Silver Apron + Silver Tiara 25 80 King's Sword + King's Clothes 25 140 Boxer Shorts + Pot Lid 30 -90 Steel Whip + Tights 30 62 Bunny Ears + Bunny Suit + Tights 30 93 Platinum Sword+Platinum Armor+Platinum Shield+Platinum Helm 30 207 Skirt + Tights 30 75 Zombie Sword + Spirit Armor 30 70 Monster Claw + Fur Robe + Fur Hat 30 86 Dancer Clothes + Lune Fan 35 90 Thunder Sword + Expel Shield 35 93 Light Dress + GlassShoe + Silver Tiara 40 156 Miracle Sword + Sacred Armor 40 133 Mirror Armor + Silver Shield 40 128 Bolero + Magic Hat 40 -5 Sun Fan + Spangle Dress 45 146 Princess Dress + Tiara 50 172 Bunny Ears + Bunny Suit + Tights + Tray Shield 50 136 MetlKing Sword+MetlKing Armor+MetlKing Shield+MetlKing Helm 50 213 Appendix E: Items and Equipment [APPENDIXE] ------------------------------== This is a list of all of the items and equipment in the game, their prices, and their effects. Item Price Effect Herb 8 Restores about 30 HP Antidote 10 Removes poisoning MoonHerb 30 Removes paralysis Repellent 20 Prevents weak enemy encounters WarpWing 25 Works just like the Return spell WorldLeaf N/A Revives a fallen ally WorldDew 1000 Restores all HP of all allies Potion 200 Restores some MP SpiderWeb 35 Causes confuse BugPowder 310 Causes an enemy to lose their turn Time Sand N/A Restarts the current battle LifeRock 800 Protects against one instant death spell AmitSnack N/A Restores some HP AmitDonut N/A Restores some HP WondeRock N/A Restores about 30 HP; limitless use SageRock N/A Restores about 80 HP to all; limitless use LifeAcorn 35 Raise HP of one ally MysticNut 40 Raise MP of one ally STRseed 30 Raise STR of one ally DEFseed 30 Raise DEF of one ally AGLseed 25 Raise AGL of one ally INTseed 20 Raise INT of one ally Graceherb 50 Raise APR of one ally TinyMedal N/A Trade them for prizes at Medal Castle Dung N/A This item does nothing LandShard N/A Unlocks areas in the Ancient Fane FireShard N/A Unlocks areas in the Ancient Fane AquaShard N/A Unlocks areas in the Ancient Fane WindShard N/A Unlocks areas in the Ancient Fane ? Shard N/A Unlocks areas on all non-standard pedestals Carpet N/A Allows you to fly over water LarMirror N/A Cancels enemy transform spells BeefJerky N/A Allows you to tame monsters Rib 695 Aids in taming monsters Fillet ? Aids in taming monsters BluePrint N/A Will allow the Monster Guru to expand his park STR Award N/A Award from the WRF Rankings INT Award N/A Award from the WRF Rankings APR Award N/A Award from the WRF Rankings Hero Heart N/A Allows access to the Hero class Slime Heart N/A Allows access to the Slime class Wyvern Heart N/A Allows access to the Wyvern class Florajay Heart N/A Allows access to the Florajay class Lipsy Heart N/A Allows access to the Lipsy class Dumbira Heart N/A Allows access to the Dumbira class BombCrag Heart N/A Allows access to the Bombcrag class BoltRat Heart N/A Allows access to the BoltRat class Lizardmn Heart N/A Allows access to the Lizardman class EvlTurtl Heart N/A Allows access to the EvilTurtl class Berserkr Heart N/A Allows access to the Berserker class Mimic Heart N/A Allows access to the Mimic class Hork Heart N/A Allows access to the Hork class Healer Heart N/A Allows access to the Healer class JewelBag Heart N/A Allows access to the JewelBag class DrakSlim Heart N/A Allows access to the DrakSlime class SkyDevil Heart N/A Allows access to the SkyDevil class EvilWell Heart N/A Allows access to the EvilWell class Varanus Heart N/A Allows access to the Varanus class Golem Heart N/A Allows access to the Golem class Gerion Heart N/A Allows access to the Gerion class CursLamp Heart N/A Allows access to the CurseLamp class DeadNobl Heart N/A Allows access to the DeadNoble class HelGiant Heart N/A Allows access to the HellGiant class ProtMech Heart N/A Allows access to the ProtoMech class CosmoBog Heart N/A Allows access to the CosmoBog class Andreal Heart N/A Allows access to the Andreal class Rosevine Heart N/A Allows access to the Rosevine class WoePrst Heart N/A Allows access to the WoePriest class Budoo Heart N/A Allows access to the Budoo class EvilMech Heart N/A Allows access to the EvilMech class (cannot obtain) Mutant Heart N/A Allows access to the GigaMute class (cannot obtain) RainHawk Heart N/A Allows access to the RainHawk class Esterk Heart N/A Allows access to the Esterk class (cannot obtain) PlatKing Heart N/A Allows access to the PlatKing class Ancient Key N/A Unlocks doors in the Ancient Fane Dharma Key N/A Unlocks doors in the Dharma Temple Bandit Key N/A Unlocks a grate in the Bandit Cave Black Key N/A Unlocks doors in the Evil Statue Clock Key N/A Unlocks the door to the gears of the clock tower Priest Key N/A Unlocks the priest of Probina's chest Tower Key N/A Unlocks DarkDraco's Tower Flame Key N/A Unlocks the door to the Flame Spirit's domain King's Key N/A Unlocks the Inverse Pyramid below the Sphinx Seal Key N/A Unlocks the entrance to the Wind Maze Final Key N/A Unlocks almost all types of doors Thief Key 470 Unlocks some types of locked chests Magic Key N/A Unlocks some types of locked chests ID Card N/A Lets you get free PuffPuffs at Coastal's casino Dummied items (contains some debug menu commands, as well): Slab Seed Storage Key Goddess Key Queen's Necklace Talk Melbin Light Aqua Red Star Fragment Gift Ordinary Key MimicCrag AnnihRock Dokodemo rula2 Tenshoku FlagShop Sound test HP settei Party member Sekiban Puzzle Sentou nakama kaiwa KEYSNAP *Gamenkouka VRAM check DebugMemory Zen morimono Casino (Slot) M1 Zenkei M4B Up Key: H = Hero M = Maribel K = Kiefer G = Gabo m = Melvin A = Aira Weapon Price Stats Equip Effects Poison Dagger 2900 +1 ATK +15 APR M G Instant kill Stick 10 +2 ATK HMKGmA Pole 50 +5 ATK +1 APR HMKGmA Bone Knife 110 +6 ATK +3 APR G Club 110 +8 ATK +5 APR H KGmA Bronze Knife 75 +9 ATK +8 APR M GmA Copper Sword 220 +11 ATK +9 APR H KGmA Stone Claw 340 +12 ATK +3 APR G Mallet 410 +14 ATK -5 APR K A Knife 200 +14 ATK +7 APR HMKGmA Boomerang 650 +15 ATK +5 APR H G Hits all enemies Wizard Staff 1500 +15 ATK +11 APR M m Casts Blaze when used as an item Bless Staff 630 +15 ATK +16 APR M m Casts HealMore when used as an item Rosevine Whip 770 +18 ATK +7 APR M A Hits one group Rock Axe 810 +19 ATK +4 APR KG A Iron Claw 920 +21 ATK +15 APR G Iron Spear 1000 +23 ATK +8 APR H KGmA Bug Knife 950 +23 ATK +13 APR M m Causes paralysis Leather Whip 1300 +25 ATK +13 APR M A Hits one group Blade Boomerang 2300 +26 ATK +19 APR H Gm Hits all enemies Sickle 1700 +27 ATK +13 APR KGmA Bolt Staff 3300 +28 ATK +24 APR M m Casts Firebane when used as an item Dagger 1500 +30 ATK +11 APR M Instant kill Hammer 2100 +31 ATK +6 APR K A Sleep Staff 4200 +33 ATK +15 APR M m Casts Sleep when used as an item Steel Sword 2800 +33 ATK +16 APR H GmA Chain Whip 2500 +33 ATK +18 APR M mA Hits one group Steel Claw 4200 +35 ATK +8 APR G Wind Staff 1000 +35 ATK +20 APR M m Casts Infermore when used as an item Holy Spear 3300 +36 ATK +17 APR H mA Judge Wand ? +37 ATK +22 APR M m Iron Axe 4000 +38 ATK +6 APR H KG A Lune Staff ? +39 ATK +18 APR M m ? Mist Staff 6800 +40 ATK +18 APR M m Casts StopSpell when used as an item Power Claw 7100 +40 ATK +20 APR H G A Destruct Sword 5400 +42 ATK +23 APR H mA Casts Firebal when used as an item Mace 5500 +43 ATK +14 APR K mA Hits one group Needle 11000 +45 ATK +32 APR M A Hits twice Shears 6000 +47 ATK -1 APR K A Battle Axe 6500 +49 ATK +15 APR H A Sage Staff 15000 +50 ATK +12 APR M m Casts HealMore when used as an item Dragon Tail 7500 +52 ATK +33 APR H mA Hits one group Flame Claw 7700 +53 ATK +21 APR G Casts Blazemore when attacking and when used as an item Hacksaw 8800 +54 ATK -2 APR H K A Bounce Sword 6200 +55 ATK +35 APR H mA Casts Bounce when used as an item Pixy Sword 8500 +58 ATK +30 APR H mA Casts Upper when used as an item Platinum Sword 3000 +60 ATK +45 APR H mA Lune Fan 7700 +60 ATK +30 APR M A Ice Claw 9000 +62 ATK +31 APR G Casts IceBolt when attacking, casts SnowStorm when used as an item Cursed Sword ? +63 ATK +12 APR H Dummied weapon Lava Staff 9500 +63 ATK +30 APR M mA Casts Magma when used as an item War Hammer 12000 +64 ATK +19 APR H A Steel Whip 9500 +65 ATK +22 APR M A Hits one group Flame Boomerang 13000 +65 ATK +25 APR H G Hits all enemies Tempt Sword 7300 +65 ATK +28 APR H mA Causes sleep Vivify Staff ? +66 ATK +38 APR M m Casts Vivify when used as an item Falcon Sword 25000 +67 ATK +32 APR H mA Hits twice Seduce Sword 9800 +70 ATK +51 APR M A Causes confusion Monster Claw 17000 +73 ATK +25 APR G Causes paralysis Sea Roar Staff 14000 +74 ATK +42 APR HM m Casts Tsunami when used as an item Zombie Sword 15000 +75 ATK +5 APR H mA Damage bonus vs. undead Dragon Sword 20000 +83 ATK +35 APR H A Damage bonus vs. dragons Dragon Claw 21000 +85 ATK +35 APR G Flame Sword 22500 +87 ATK +33 APR H A Casts Blazemore when attacking, casts Bang when used as an item Devil Claw 35000 +90 ATK +29 APR G Causes severe poisoning Deja Sword N/A +90 ATK +45 APR H mA Makes target dance Massacre Sword ? +95 ATK +15 APR A Cursed; has same effect as Massacre Beast Claw ? +95 ATK +25 APR G Thunder Sword 24000 +95 ATK +40 APR H mA Casts Zap when used as an item Godeus Sword 23000 +97 ATK +45 APR H A Casts Defense when used as an item Demon Spear 25000 +99 ATK +19 APR M mA Instant kill Miracle Sword 2000 +100 ATK +38 APR H mA Heals 1/4 of damage dealt to wielder Hero Staff 18500 +103 ATK +60 APR m Casts Barrier when used as an item Snow Sword ? +105 ATK +38 APR H A Casts SnowStorm when used as an item Demon Axe ? +108 ATK +20 APR A Attacker goes last Bastard Sword 31000 +109 ATK +32 APR H A Devil Sword ? +110 ATK H A Cursed; ? effect Bow Gun N/A +110 ATK +25 APR H A Sun Fan ? +110 ATK +49 APR M A Attack enemy groups Demon Hammer 15000 +115 ATK +33 APR H A Cursed; deals only critical hits 2Edged Sword 5000 +117 ATK +13 APR H A Cursed; damages user when used Kings Sword 45000 +120 ATK +55 APR H A Wreck Mace N/A +125 ATK +26 APR HM GmA Hits all enemies Aquagon Sword N/A +125 ATK +52 APR H Casts Tsunami when used as an item MetlKing Sword ? +130 ATK +40 APR H mA Oricon Claw ? +135 ATK +37 APR G Oceano Sword N/A +140 ATK +60 APR H mA Secondary attack; Casts TwinHits when used as an item Ultimate Whip 10000 +145 ATK +57 APR HM mA Hits one group Armor Price Stats Equip Effects Cloth 25 +3 DEF M G Cloth Shirt 30 +4 DEF +2 APR HMKGmA Cursed Shirt ? +4 DEF +2 APR HM GmA Dummied armor Traveler Clothes70 +7 DEF +6 APR HMKGmA Boxer Shorts 100 +8 DEF -100 APR H KGm SilkTux 3500 +10 DEF +40 APR H m Leather Shorts 310 +11 DEF -20 APR KGm Leather Armor 180 +11 DEF +15 APR H K mA SilkRobe 600 +13 Def +28 APR M mA Scale Armor 450 +15 DEF +9 APR H K mA Leather Dress 680 +17 DEF +15 APR M A Bunny Suit 3300 +17 DEF +38 APR M A Shell Armor 880 +18 DEF -25 APR H K mA Fur Robe 900 +18 DEF +18 APR M G A Slime Clothes 1200 +20 DEF +13 APR H G Chain Armor 1050 +20 DEF +23 APR H K mA Dancer Clothes 1500 +20 DEF +25 APR M A Noble Clothes 1200 +21 DEF +28 APR K mA Bronze Armor 1350 +23 DEF +12 APR H K A Iron Apron 2000 +26 DEF +4 APR H mA Evade Clothes 1500 +28 DEF +11 APR M Gm Ups evade rate Glam Clothes 2500 +28 DEF +32 APR H KGm Iron Armor 3300 +30 DEF +19 APR H A Magic Robe 4000 +30 DEF +20 APR M Gm Reduces magic damage, nullifies some spells Innocent Dress N/A +30 DEF +45 APR A Reduces magic damage Pirate Clothes 4200 +32 DEF +30 APR H m Steel Armor 5000 +34 DEF +27 APR H A Silver Apron 6000 +36 DEF +30 APR H A Wizard Robe 4200 +37 DEF +10 APR M m Reduces magic damage Shell Clothes 3800 +38 DEF -15 APR G Viking Armor 7000 +38 DEF +20 APR H A Silk Dress 7800 +38 DEF +45 APR M A Wind Robe N/A +38 DEF +48 APR M Gm Bolero Robe 10000 +40 DEF -50 APR HM GmA Absorbs MP from magic attacks Trendy Clothes 13200 +40 DEF +47 APR H m Party Dress 11800 +40 DEF +48 APR M A Silver Armor 9100 +43 DEF +40 APR H A Reduces magic damage Skirt 8700 +45 DEF +35 APR M A Reduces magic damage Magic Armor 11000 +47 DEF +38 APR H mA Reduces magic damage Heavy Armor 9500 +50 DEF -30 APR H GmA Reduces fire and cold damage Spangle Dress 11500 +50 DEF +52 APR M A Blade Armor 6500 +55 DEF +15 APR H A Reflects 1/4 of damage taken back at attacker Spirit Armor 12000 +55 DEF +35 APR H mA Reduces magic damage Angel Robe 5500 +55 DEF +55 APR M mA Protects against instant death Dragon Armor 15000 +60 DEF +37 APR H A Reduces fire damage Platinum Armor N/A +63 DEF +51 APR H mA Reduces magic damage Devil Armor 7000 +65 DEF +15 APR H A Cursed; paralyses wearer Water Robe 16800 +65 DEF +42 APR M Gm Reduces fire and magic damage Slime Armor 15000 +67 DEF +30 APR H Gm Flame Armor 21000 +70 DEF +33 APR H A Reduces cold and magic damage Dream Camisole ? +73 DEF +88 APR M Changes appearance Sacred Armor 10000 +75 DEF +55 APR HM mA Restores HP after every battle round Dark Robe ? +78 DEF +32 APR M m Dodge attacks more often Light Dress 8800 +85 DEF +61 APR M A Randomly has Bounce effect Demon Armor 9000 +85 DEF +12 APR H A Cursed; randomly kills wearer Princess Dress 20000 +85 DEF +72 APR M A Reduces magic damage Angel Leotard 21000 +93 DEF +72 APR M A Protects against instant death Mirror Armor 38000 +95 DEF +50 APR H A Randomly has Bounce effect Dragon Robe 40000 +95 DEF +60 APR HM m Reduces several types of damage Pure Bustier ? +95 DEF +92 APR M A Restores HP while walking King's Clothes 14000 +105 DEF +60 APR A MetlKing Armor ? +115 DEF +45 APR H mA Reduces fire and cold damage Armand Armor ? +125 DEF +55 APR H m Dummy item Gaiala Armor N/A +125 DEF +55 APR H m Reduces fire and magic damage Shield Price Stats Equip Effects Pot Lid 40 +2 DEF -20 APR HMKGmA Leather Shield 70 +4 DEF +2 APR H K A Cursed Shield ? +4 DEF +2 APR HM Gm Dummied shield Scale Shield 180 +7 DEF +4 APR H K mA Kitten Shield 310 +9 DEF +8 APR M G Bronze Shield 470 +11 DEF +7 APR H K mA Iron Shield 920 +13 DEF +12 APR H K A Reduces fire and cold damage Tray Shield 1000 +15 DEF +23 APR M A White Shield 2000 +16 DEF +15 APR HM mA Magic Shield 5000 +18 DEF +21 APR HM mA Reduces magic damage Ice Shield 3800 +24 DEF +17 APR H G A Reduces fire and magic damage Platinum Shield 3500 +25 DEF +40 APR H A Reduces fire and magic damage Dragon Shield 7100 +26 DEF +25 APR H A Reduces fire and cold damage Dolphin Shield 1200 +28 DEF +28 APR H A Reduces water damage Expel Shield 11000 +32 DEF +18 APR H A Casts Expel when used as an item Flame Shield 17000 +36 DEF +22 APR H A Reduces cold and magic damage Heal Shield 25000 +40 DEF +33 APR HM G A Casts HealMore when used as an item Sorrow Shield 180 +42 DEF -5 APR H A Cursed; Reflects half of all damage taken by wielder onto an ally Ogre Shield ? +45 DEF -10 APR G Reduces misc. damage types Silver Shield 33000 +50 DEF +38 APR HM GmA Reduces fire and magic damage Destruct Shield ? +56 DEF +5 APR H m Cursed; ? effect Tornado Shield N/A +60 DEF +30 APR H mA Reduces cold and magic dmage MetlKing Shield 10000 +70 DEF +40 APR H GmA Reduces all types of damage Helmet Price Stats Equip Effects Lore Hat N/A +33 APR +30 INT HM GmA Cursed Hat ? +2 DEF +2 DEF HM GmA Dummied helmet Leather Hat 65 +3 DEF +2 APR HMKGmA HairBand 100 +4 DEF +10 APR M A Horned Hat 70 +5 DEF -2 APR H KG Wooden Hat 120 +6 DEF -15 APR H K mA SeaShell Hat 250 +8 DEF +3 APR HMKG Magic Hat 8 +8 DEF +5 APR HM GmA Reduces MP needed to use skills/magic Fur Hat 500 +11 DEF +13 APR M G A Turban 410 +12 DEF +2 APR H KGmA Silver Tiara 450 +14 DEF +25 APR M A Bunny Ears 750 +15 DEF +15 APR M A Iron Helmet 1100 +16 DEF +15 APR H K mA Silk Hat 1200 +17 DEF +15 APR H m Captain Hat 2800 +19 DEF +21 APR H Gm IronMask 3500 +22 DEF +15 APR H A Wind Hat 5000 +24 DEF +8 APR HM Gm Casts Return when used as an item Echo Hat ? +25 DEF +2 APR Gm Cast 2 spells for the price of 1 Viking Helmet 4500 +25 DEF +15 APR H G A Platinum Helmet 6100 +28 DEF +42 APR H A Mythril Helmet 10000 +32 DEF +17 APR HM mA Joy Hat 20000 +37 DEF -17 APR HM Gm Restores MP while walking Intelli Helmet 10500 +37 DEF +21 APR +15 INT H mA Dugon Helmet 26500 +40 DEF +26 APR H G A Reduces magic damage Berserkr Helmet 1800 +42 DEF +8 APR G A Cursed; confuses wearer Tiara 8500 +43 DEF +50 APR M A Reduces accuracy of enemy status magic Great Helmet 30000 +45 DEF +30 APR H A Fuego Helmet N/A +53 DEF +33 APR H A Reduces magic damage MetlKing Helmet 20000 +60 DEF +38 APR H GmA Reduces accuracy of enemy status magic Accessory Price Stats Equip Effects Spectacle N/A HMK mA BunnyTail 270 +2 APR HMKGmA Merm Moon N/A +5 APR HM GmA Cures confusion when used as an item LuckShoes ? +5 APR HM GmA Gives 1 experience per step taken PinkPearl 1500 +7 APR M A Star Ort 500 +10 APR M A Casts PanicAll when used as an item GlassShoe 800 +30 APR M A Slime Earrings 850 +1 ATK +8 APR HMKGmA Bow Tie 2400 +2 DEF +15 APR H Gm Garter 3300 +3 DEF +15 APR M A Wizard Ring 3000 +5 DEF +3 APR HM GmA Restores MP when used as an item; breaks randomly Life Ring 1200 +5 DEF +8 APR HM GmA Restores HP while walking Tights 2200 +5 DEF +10 APR M A Golden Ring 2000 +5 DEF +15 APR HM mA Scarf 500 +5 DEF +17 APR HM GmA STR Ring 2500 +7 ATK +3 APR HM GmA DefUp ? +10 DEF +2 APR HM GmA Dummied accessory GuardRuby 3500 +10 DEF +5 APR HM GmA Farewell Ring ? +10 DEF +5 APR M GmA Casts Farewell in battle when the wearer is killed Sacrific Ring 10000 +10 DEF +7 APR HM GmA Casts Sacrifice in battle when the wearer is killed INTSpecs 1700 +15 INT HM mA Goddess Ring ? +33 INT +25 APR M mA Restores MP while walking Valiant Ring 4500 +15 ATK +10 APR H GmA Speed Ring 3100 +15 AGL +15 APR HM GmA AGL Scarf 970 +30 AGL +10 APR HM GmA Starry Bracelet ? Double AGL HM GmA Doubles AGL Gospel Ring ? +50 DEF +30 APR HM GmA Prevents random encounters FlameChrm N/A +25 ATK +10 APR HM GmA Casts Blazemore when used as an item TerraChrm N/A +20 DEF +10 APR HM GmA WindCharm N/A +50 AGL +15 APR HM GmA Casts Infermore when used as an item AquaCharm N/A +30 DEF +20 APR HM GmA Casts Sleep when used as an item Appendix F: Casino Prizes [APPENDIXF] ------------------------== These are the prizes you can buy from the casinos in this game. They all cost tokens, which can be won, or bought for 20G each. Last Inn Casino: Item Tokens Scarf 100 Potion 200 Tights 400 Magic Robe 1000 Wizard Ring 3000 Dolphin Shield 5000 Coastal Casino: WorldLeaf 1000 ? Shard 2000* BluePrint 5000* Falcon Sword 10000 Sacred Armor 20000 MetlKing Helmet 50000 Immigrant Town (Slum) Casino: Trendy Clothes 2000 Starry Bracelet 15000 MetlKing Armor 30000 RainHawk Heart 100000 Wreck Whip 300000 Dream Camisole 500000 * - One-time only items, can't buy any more after you buy one GameShark Codes [GSCODES] --------------== These codes were found at the CMGSCCC: 80011368 967F Max Gold 8001136A 0098 80011370 967F Max Coins 80011372 0098 These next few were devised by myself (set #'s anywhere between 0 and F): 800E2064 #### Experience after battle 800E3D88 #### Gold after battle 3013FA54 00## Free turns left in Lucky Panel 3013FA58 00## Normal turns left in Lucky Panel D00C99A7 0C00 Have 9 normal turns left in Lucky Panel (press L1 + R1) 3013FA58 0009 D00C99A7 ???? Reverse Joker Command Values for Reverse Joker: 0000 - Nothing 0100 - L2 0200 - R2 0400 - L1 0800 - R1 1000 - Triangle 2000 - O 4000 - X 8000 - Square 0001 - Select 0008 - Start And this one is courtesy of Typo from the GameFAQs DW7 message board: D004B828 008A Master a class in one battle 8004B82A A61F D00E4828 008A Master a class in one battle (doesn't work) 800E482A A61F =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =========-- Conclusion =========-- Special Thanks to List [CNTHANKS] ---------------------== * Enix, for bringing this game to America * Sanctus Evanidus, for numerous helpful pointers in the GameFAQs DW7 message board concerning various things * Ian Kelly, for writing his DQ7 walkthrough, which helped immensely on my first play-through of the game Afterword [CNLAST] --------== Thank you for taking the time to read this guide. It took me a very long time to gather all of the information for it, and I hope it proves to be useful for somebody other than myself. Copyright 2002-2011 Sky Render