__ / \ | | \ / ____ || ____ / \ || / \ / \ || / \ / / \ \ / | | \ | \ / | | || | \ || / __ \ __ || __ / __ / \____/ \____/ \____/ \____/ \ | ____ ____ ____ ____ | \__/ \__/ \ / \__/ \__/ / || \ / || \ | || | | / \ | \ | | / \ \ / / \ / || \ / \____/ || \____/ || / \ | | \__/ Legend of Shenja - Genesis Innocens Game Guide Written by Sky Render (torquemada_gi@hotmail.com) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Table of Contents QuickFind Code I. Preface Legal Boilerplate [PLEGAL] Revision History [PREVISION] Contact Information [PCONTACT] II. Walkthrough Chapter I - Prelude of Dreams [WCHAPTER1] Chapter II - Harmony of Madness [WCHAPTER2] Chapter III - Rhapsody of Peace [WCHAPTER3] Chapter IV - Rondo of Awakening [WCHAPTER4] Chapter V - Nocturne of Revelation [WCHAPTER5] Chapter VI - Concierto of Power [WCHAPTER6] Chapter VII - Requiem of Hatred [WCHAPTER7] Chapter VIII - Aria of Liberation [WCHAPTER8] Chapter IX - Lament of Failure [WCHAPTER9] Chapter X - Abaude of Discovery [WCHAPTER10] Chapter XI - Finale of Justice [WCHAPTER11] Bonus Dungeon: Tower of Shenja [WBONUSDUNGEON] III. Gameplay Guide Characters [GCHARACTERS] Classes [GCLASSES] Items and Equipment [GITEMS] Side-Quests and Secrets [GSIDEQUESTS] IV. Conclusion Special Thanks to [CTHANKSTO] Afterword [CAFTERWORD] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I. Preface ==--- Welcome to my guide... for my own game! Hey, who better to write it, you know? Anyway, this guide should prove useful to anybody seeking to find their way through Genesis Innocens. Legal Boilerplate [PLEGAL] --== 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. Do not modify this guide or repost it in modified form, ever. I did, in fact, make the game that this guide pertains to, which is probably a first (and last) for one of my guides. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Revision History [PREVISION] --== Version 1.00 (23 June 2005) * First version; released to coincide with the release of the game * All information present Contact Information [PCONTACT] --== In the (highly) unlikely event that you find some data in here to be erroneous or missing, you can contact me at torquemada_gi@hotmail.com. Please include About LoS1 Guide in the suject line, so I can identify and respond to your e-mail promptly. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= II. Walkthrough ==--- Chapter I - Prelude of Dreams [WCHAPTER1] ---== After setting up the game and getting through the intro sequence, head south to the Vindus Architectural Firm. The person you're looking for is the woman in front of the organ, Tamyra. Talk to her, then head north to the Centia Gatehouse. Talk to the guard, and continue on to Mobieus. Talk to the ferryman, then the mayor (his house is the one closest to the entrance of town), then to the ferryman again. Head into Tenmai, and after the story scene, head to the Tower of Shenja. Location: Tower of Shenja Items: Longsword, Recovery Regeant Enemies: Rock Troll, Bat, Hedge Viper Suggested Stats: None yet The tower's not so tough. Make your way up, and be sure to grab the items on the way. Your first chance to gain some levels is here, so be sure to slay some baddies on the way up and gain some experience. Once you've reached the top, save, then battle the first boss, a Wyrmsnake. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Wyrmsnake HP: 1,500 MP: 60 Attack: 90 Defense: 50 Magic: 25 Agility: 22 Experience: 1,500 Weak vs.: Ice Strong vs.: Fire Item Dropped: Panacea Strategy: Since the Wyrmsnake is vulnerable to ice, use Icicle on it until it dies. Keep up with healing as well, since it does have a pretty good level of attack power for this point in the game. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= After the fight, use the portal nearby to go back to the first floor, and head to Mt. Tenmai. After a brief story scene there, you'll be able to enter the Mt. Tenmai caves. Location: Mt. Tenmai Caves Items: 8 Antidotes, 3 Mixed Solutions, Mental Regeant, Flame Staff Enemies: Killer Bee, Giant Mantis, Leech Worm Suggested Stats: 4-5 levels in one class for each There's a healing spring directly up from where you enter the cave, so make use of it. The enemies in this cave are a step up from the tower, so if you're having problems, you might want to go back and level up some more in said tower. Once you reach the far side of the cave, you'll see another cutscene. Walk into the domain of the Crystal Hunters proper (which will trigger another story scene), and head on out. It's a simple walk from the outside of the cave to Legacy. Location: Legacy Castle Items: 5 Recovery Solutions, 5 Mental Solutions, Power Bangle, Guard Bangle Enemies: Giant Lizard, Stone Guardian, Ruin Stalker Suggested Stats: 7-8 levels in one class for each After meeting and befriending Sagittarius, go talk to the merchant who's standing on the right side of the castle. Sell some monster parts, and buy some upgraded equipment. This is also a good point to make a class change for a few characters, so do so if you want. Once you're ready, head into the castle, use the healing save point, and check the gateway. Go through the way that was opened, and push rocks onto the obvious trigger points at the far end of the area. Do the same on the opposite side, and flip both of the switches, one on each side. Then save again, stock up from the merchant outside if necessary, and go into the central chamber. After the story sequence, you'll be fighting another boss. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Libra HP: 3,000 MP: 128 Attack: 160 Defense: 60 Magic: 40 Agility: 25 Experience: 3,000 Weak vs.: Thunder Strong vs.: Water Item Dropped: Libra Strategy: Libra is vulnerable to both poison and sleep. If you poison him and then put him to sleep, the fight will be over fast. If you'd rather not use such tactics, just pound on him with your weapons and magic, and heal as necessary. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= After the fight, save again, and then check the pentagram on the upper right. After a story sequence, the chapter will come to a close. Chapter II - Harmony of Madness [WCHAPTER2] ---== Visit the city to stock up on items if you need to. When you're good and ready to continue, visit the castle and talk to the king. After quite a bit more story sequence, you'll be in the Sentai Prisons, about to make your break. Location: Sentai Prisons Items: None Enemies: Metal Hugger, Prison Guard You can use the beds in the cell to heal up if you need to. Make your way out of the cell block, and into the main part of the prison. Save at the save point, and then prep your party for the coming boss fight. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Prison Warden HP: 4,500 MP: 160 Attack: 300 Defense: 80 Magic: 50 Agility: 26 Experience: 4,500 Weak vs.: Land Strong vs.: Air Item Dropped: Quadra Bangle Strategy: Like Libra, putting the warden to sleep after poisoning him will work wonders. Otherwise, hit him hard with wind attacks, and be careful of his Devil's Lance attack. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= After the fight, go and visit the little podunk village to the west of Sentai. Another story sequence will occur, and you should then visit the house on the southwest side of town (it's hard to miss, what with the big machine outside of it). Another story sequence later, you need to visit the port, which is east of Sentai. This will bring you to Lucentia Island. Visit Teskni's Lab (you landed right next to it), and in particular, check the top left room. You'll want to pick up the 8 Hand-Made Explosives that are lying about first (2 different item bags, one on the second floor, the other in the top right tower). After another story sequence, chapter 2 will come to a close. Chapter III - Rhapsody of Peace [WCHAPTER3] ---== At the start of this chapter, you'll need to head to Mobieus and comandeer the ferry. This is simple; just check the ferry and you'll get it. Then you can either go north to Neve, or south to Ronkai. I suggest you go to Neve first. Visit the elder's house (it's the one with smoke coming out of the chimney), and talk to the old man to recruit Gesta. Then head south to the big continent below Trentak. You'll have to traverse a cave to reach Ronkai (hence why I suggested getting Gesta first). Location: Ronkai Cave Items: 3 Mixed Regeants, 5 Suzaku Solutions, Alloy Claw Enemies: Kappa, Kobold, Creeper Vine The way up is pretty simple, but you'll almost definitely have to fight some of the enemies in this cave to get to Ronkai. Once you get through, talk to Engetsu in Ronkai to recruit him, then head to Dragon Knight Castle. Enter the main hall, and the meeting hall further in. After the story scene, head north to Neve and enter Shoko Cave. Location: Shoko Cave Items: Fairy's Lantern, 7 Recovery Regeants, 2 Mixed Nostrums, Alloy Lance Enemies: Cave Ape, Vermillion, Parasite The enemies in here are not kind, so watch your step. Be sure you grab the Fairy's Lantern near the entrance, as well; along with lighting the entire dungeon up, it lets you escape dungeons when used in the main menu. Your goal is in the upper right part of the cave. After you see the story scene there, either walk back to the entrance or use the Fairy's Lantern to take you there. Go to the Mobieus Construction Site, and obtain your sailing vessel. From there, visit the 4th Layer of Shenja. After talking to Seraph, head to the Tower of Regret. Location: Tower of Regret Items: 3 Recovery Nostrums, Mental Nostrum, Alloy Sword Enemies: Goat Demon, Harpy, Cockatrice After saving, make your way up the tower to the top, fighting or avoiding enemies as you see fit. At the very top, you'll find the next boss waiting for you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Manticore HP: 9,000 MP: 200 Attack: 700 Defense: 120 Magic: 80 Agility: 60 Experience: 9,000 Weak vs.: Cold,Water,Air,Dark Strong vs.: Fire,Thunder,Land,Light Item Dropped: Large Wing Strategy: This guy's definitely a step up in difficulty from the previous three bosses. He can be silenced, paralyzed, and/or berzerked, so your Monk skills will probably come in handy. He likes to use Firestorm when his HP is low, so fire defense could be useful. Other than that, wail on him with your best appropriate elemental spells and attacks. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= After the fight, step onto the symbol to activate the tower. Use the transporter to reach the first floor, save, and use the device in the basement to get back to 2,722. Chapter 3 ends here. Chapter IV - Rondo of Awakening [WCHAPTER4] ---== Exit the tower, and head east to the little house nearby. Talk to the man on the docks, then visit Mt. Tenmai. Talk to the guards, and then go back to Legacy and talk to the king (who is in the castle, of course). Return to Mt. Tenmai. Location: Mt. Tenmai Items: 3 Panaceas, Alloy Armor Enemies: Wyrmsnake, Rock Worm, Mountain Wolf, Earth Toad The path across is very simple, and there are only two treasures to nab, so you should have no trouble. The enemies are a step up in difficulty, as usual, but easy enough to avoid in wandering mode. Make your way down the mountain and to Tenmai. Visit the king of Tenmai, and then cross the bridge and talk to the head of the Vindus Architectural Firm in this era. Now you have both the means to stop the Sentai blockade, and a ship (which means almost unhindered access to Shenja's many locales). If you want to take part in a few sidequests, see the Sidequests and Secrets section; the ones you can finish right now are the Torgen/Polaris/Belarus quest and the Othoro's Secrets quest. You can start a whole slew of others as well, but they won't be completeable until later. Anyway, take the ship back to the Tower of Regret when you're ready and return to the present. Talk to Skye in the Dragon Knights' Castle to end this chapter. Chapter V - Nocturne of Revelation [WCHAPTER5] ---== You need to go to the Dragon Cave now, which is practically next door to the Dragon Knights' Castle. Since Skye is in the party, you can enter the cave now. Location: Dragon Cave Items: 3 Mixed Regeants, 6 Panaceas, Peace Stone, Delmar Armor Enemies: Salamander, Giant Widower, Cave Troll The dungeon proper is down in the basement. After nabbing the treasures, head for the lower right corner of the cave. This leads down to Skye's dragon, Windcatcher. Talk to Windcatcher to commence the remaining story of this very short chapter. Chapter VI - Concierto of Power [WCHAPTER6] ---== Most of 2,042 is open to you now. You can start all manner of sidequests at this point, including the one to recruit Argentino. Check the Secrets and Sidequests section for details. When you've had your fill of the sidequests and the like, read the next section. Now you need to go to the Dragon Cave in 2,722. Location: Dragon Cave Items: 4 Mixed Regeants, 4 Panaceas, Delmar Cuirass Enemies: Salamander, Giant Widower, Cave Troll The layout is identical, though the treasures are in different spots. As before, make your way down to the second basement. Save, then talk to Tempest to start the boss fight. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Tempest HP: 12,500 MP: 560 Attack: 999 Defense: 350 Magic: 200 Agility: 110 Experience: 12,500 Weak vs.: Cold Strong vs.: Fire Item Dropped: Recovery Nostrum Strategy: The increasing of power in the bosses continues... Anyway, Tempest is vulnerable to sleep and berserk in particular, so don't hesitate to cause those statuses, if you want a fast fight. Otherwise, use ice- elemental magic and your best skills, and don't slack off with the healing. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Afterwards, you'll gain Tempest, and be able to visit all of 2,722. You can finish pretty much all of the sidequests that aren't blocked off right now, so feel free to do so. Once you're ready, visit Teskni's Lab to get the plot moving again. Take him back to 2,042, and talk to the head of the firm in that era to see the last story sequence of this chapter. Chapter VII - Requiem of Hatred [WCHAPTER7] ---== The casino and arena are open in 2,722 now. Feel free to visit them and partake in their events if you wish. Otherwise, go to Trentak in 2,722. After the story sequence, visit the elder's house (top right one), and recruit Tenus. Go back to the Tower of Regret, and save before you leave the 2,042 version. After a story sequence, you'll be fighting a boss. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Toramus HP: 17,500 MP: 9,999 Attack: 300 Defense: 200 Magic: 640 Agility: 100 Experience: 17,500 Weak vs.: None Strong vs.: None Item Dropped: Delmar Cuirass Strategy: Toramus is decidedly unkind. He uses all second-tier elemental spells, which means he can do about 1,100 damage to all allies per turn. To prevent this, try to berserk him. Otherwise, I hope you know Restore All, or this will be a short and painful fight. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= After that, the chapter ends. Yeah, I know, these mid-chapters are pretty damned short. Chapter VIII - Aria of Liberation [WCHAPTER8] ---== After a story sequence, you'll be left in front of Skye, with all of your old allies back. This is a good time to level them up, since the coming campaign relies on your characters being fairly strong. In particular, work on their HP, MP, and abilities. You may also want to save up enough cash to get a few Holy Pendants. To do this, go to the arena in 2,722 and give a Body Guard and Mind Guard to the blacksmith there. For 50,000 Kinsu he'll turn them into a Holy Pendant, which blocks all status ailments (which includes death, the one you're trying to block). Once you're prepped and ready, save, and talk to Skye. Form your teams (put the characters with Holy Pendants on in Skye's party; put your best healer in Dalmus' party), and start the mission. Team A: Centia Gatehouse This team will be fighting a lot more battles than team B, so put your best endurance fighters in the group. Take out the enemy soldiers as they attack, and then get ready for the boss fight. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Malzen Azh HP: 22,500 MP: 500 Attack: 999 Defense: 500 Magic: 300 Agility: 150 Experience: 22,500 Weak vs.: None Strong vs.: None Item Dropped: Power Seal Strategy: Malzen enjoys causing status ailments, so those Holy Pendants I suggested you make will come in handy. Outside of his status attacks, Azh can't really do much to you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Team B: Sentai After the story sequences, enter the cave. You'll have to fight the Sentai commander. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Sentai Commander HP: 20,000 MP: 333 Attack: 999 Defense: 500 Magic: 300 Agility: 120 Experience: 20,000 Weak vs.: None Strong vs.: None Item Dropped: Delmar Armor Strategy: The commander mostly likes killing single allies with Power Slash or Killing Blade, but he'll use Wide Slash as well (which hurts at about 1,000 damage to all allies). That's about it for what he can do to you, though, so victory should come readily enough as long as you have a decent healer on the team. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= After both missions end, you'll be returned to the Dragon Knights' Castle, and the chapter will end. Chapter IX - Lament of Failure [WCHAPTER9] ---== Head for the Tower of Regret, and visit the basement. After that, go to the 4th layer, and talk to Seraph. Then visit Arezoth's king, and talk to him. Then, finally, check the Shenja Graveyard (which is in the lower left corner of the world map). The shortest chapter in the game will end. Chapter X - Abaude of Discovery [WCHAPTER10] ---== (NOTE: At this point, the Tenmai Arena has a new blacksmith, who will make you Alpha Pendants from Holy Pendants and Heaven & World Rings, for 50,000 Kinsu each.) Go back to Seraph and talk to him. Now you have a mission: find all six resources to rebuild the cannon! I'll cover them the way they're intended to be tackled here. First, the 2,042 quests. Thermal Crystals (Eglas Cave): Head to the small cave on the Sanctuary continent, and enter it. Location: Eglas Cave Items: Enemies: Flame Spirit, Vulcan Troll, Death Gaze The path to the Xenolithos is very straightforward, and made all the easier since this is one of the few caves without low light. Make your way to it, and be ready for a boss fight. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Wild Dragon HP: 30,000 MP: 3,000 Attack: 999 Defense: 600 Magic: 400 Agility: 200 Experience: 30,000 Weak vs.: Ice Strong vs.: Fire Item Dropped: Large Wing Strategy: Not a pleasant fight if you're underleveled. The Wild Dragon likes to breathe fire breath and claw you to bits, so you'll want to be prepared for this with an appropriate accessory on everybody, as well as some ice-elemental attacks. At 30,000 HP, it could take a while to whittle this guy down, but just keep at it and don't forget to heal as necessary. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= After the fight, you'll procure a Thermal Crystal. Xenolithos (Bane Cave): Bane Cave is on the jam-packed Centia Island, just a bit east of Arezoth. Location: Bane Cave Items: Enemies: Stone Wyvern, Magma Knight, Demon Skull Fortunately, there's no boss here. The Xenolithos is in the mid-right area of the cave, clearly visible. Not too tough to get, just be careful of the baddies. And don't forget, the Fairy's Lantern takes you out of dungeons when used as a Special Item! Zodiac Plate (Zodiac Shrine): The Zodiac Shrine is just a little ways from Legacy Castle, nestled in the mountains. Save before you go in, because there's a boss waiting inside. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Libra HP: 33,333 MP: 3,333 Attack: 999 Defense: 444 Magic: 555 Agility: 222 Experience: 33,333 Weak vs.: Thunder Strong vs.: Water Item Dropped: Sagittarius Coin Strategy: Remember this guy? He's gotten stronger, and likes to use some very painful attacks on you now, so make with the poisoning him if you're so inclined to try, and make sure you have defense against light- and dark- elemental attacks if you want to survive! The defense doesn't have to be simultaneous if you can't afford 4 Heaven & World Rings; just give half your party Heavenly Rings and the other half Worldly Rings. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Next, the 2,722 quests. Polaris Metal (Shenja Graveyard): Just visit the graveyard. Teskni will locate the Polaris Metal automatically. Probably the easiest part of the entire quest. Wonji Creosote (Mt. Wonji): Mt. Wonji is right next to Ankh, the tiny village on the southern island south of Sheila. Location: Mt. Wonji Items: Enemies: Stone Wyvern, Magma Knight, Demon Skull Same enemies as Bane Cave, fortunately. This is yet another maze-style dungeon, so navigating shouldn't be too tough. Your goal is obviously in the top right corner. Go down the stairs, grab the Creosote, then get out of the volcano. Shoko Delmar (Shoko Cave): The same cave you visited earlier in 2,042, but this time in the other era, it's near Neve. Location: Shoko Cave Items: Enemies: Frozen Shade, Ice Lizard, Bifron The structure of the cave is identical to the past version, so you should have no trouble finding your way to your goal (which is exactly where the Thermal Crystals were in the past). You'll have to fight a boss to get the Delmar, though. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Chimera HP: 35,000 MP: 3,333 Attack: 999 Defense: 500 Magic: 500 Agility: 255 Experience: 35,000 Weak vs.: Fire Strong vs.: Ice Item Dropped: Large Wing Strategy: The Chimera, much like the Manticore, is very annoying in that he can cause status ailments. He'll also breathe icy Chimera breath on you, which stings something awful if you don't have ice-elemental defenses in place to counteract it. Fight the good fight, and don't hold back on healing (that can be deadly in this sort of fight). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= After the fight, you'll get the Shoko Delmar. Then, just make your way out of the cave, either by walking or via the Fairy's Lantern. Once you have everything, visit Seraph again. The final chapter of the game will open. Talk to Seraph to go to year 0. Chapter XI - Finale of Justice [WCHAPTER11] ---== NOTE: This is the obvious point to finish all of the sidequests left lying about. You might as well, since you can only benefit from being more powerful for the last boss. Also, the Tenmai Arena has its last blacksmith available, who will mix an Alpha Pendant and Omega Ring into an Omega Pendant for 50,000 Kinsu). Visit the Tower of Regret if you want to unlock ultimate abilities (how to do so is outlined in the Secrets and Sidequests section). Or you could just go straight to Judgementes and finish the game. Location: Judgementes Items: Testament, Omega Pendant Enemies: Fire Wyrm, Ice Magus, Wind Suzaku, Earth Cyclops, Thunder Garuda, Water Hydra, Dark Genie Blow open the wall on the first floor to get the Testament (a powerful sword), and then head upstairs and step onto the teleporter. Your goal in this area is to defeat all 3 Dark Genies, so as to unlock the way forward to Toramus. You can also find the Omega Pendant on one of the platforms. Once you've beaten all 3, head to Toramus. Use the save point, then go and give Toramus a good beating. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Toramus HP: 50,000 MP: 9,999 Attack: 333 Defense: 333 Magic: 666 Agility: 333 Experience: 50,000 Weak vs.: Holy Strong vs.: All other elements Item Dropped: None Strategy: What, did you expect him to be uber-strong just yet? He's barely stronger than when you first faced him. Beat him to a bloody pulp. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Naturally, the fight's not over yet. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Calamity HP: 99,999 MP: 4,444 Attack: 444 Defense: 444 Magic: 666 Agility: 444 Experience: 0 Weak vs.: Holy Strong vs.: All other elements Item Dropped: None Strategy: Okay, this is a bit better. Now he uses tier-three elemental spells on you. He's still not too tough. Of course, once you do enough damage, he'll show his true colors. BOSS: Calamity HP: 99,999 MP: 6,666 Attack: 666 Defense: 666 Magic: 666 Agility: 666 Experience: 0 Weak vs.: Holy Strong vs.: All other elements Item Dropped: None Now he gets serious. He uses the tier-four spells (meaning 4000 damage to elementally unprotected allies; ow), as well as the potent Dark Hydra Breath (which is evil-elemental; be sure to guard at least against that element). Keep up the smack-down (and the healing), and this boss will be history in no time. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= After the fight, the ending commences. Congrats, you won the game! Bonus Dungeon: Tower of Shenja [WBONUSDUNGEON] ---== NOTE: You must beat the last boss and choose to continue your game before you can tackle the Tower of Shenja in 2,722. This is a real whopper of a dungeon. To put things into perspective, it has 50 floors, 24 different varieties of enemies, 7 bosses, and only 2 save points. As well, the path forward is not always easy; you'll have to collect items to reach certain floors. And to top it all off, the Fairy's Lantern doesn't work here, so you have to use portals on given floors to escape the dungeon. Let's begin. Location: Tower of Shenja (2,722) Suggested Abilities: 2 or more mastered classes Enemies: Devilkin, Time Thief, Ruby Beast; Ghast, Ghoul, Bloodbones; Werebeast, Blood Sylph, Satana; Block Troll, Glasyalabolas, Ravana; Dead Warrior, Dead Mage, Dead Archer; Lamia, Medusa, Scylla; Quetzalcotl, Qilin, Midgardsormr, Golem; Ahriman Items: Recovery Nostrum x5, Mana Nostrum x6, Mixed Nostrum x10, Panacea x8, Suzaku Nostrum x8, Angel's Seal x2, Alpha Pendant, Omega Ring, Luxavexus, Umbravexus, Lightbringer, Deathbringer, Mal'ach's Staff, Cherubim Spear, Ouroboros Lance, Seraphim Guard x2, Mal'achim Armor x2, Cherubim Helmet x2, Jade Coat x2, Jade Buckler x2, Jade Basinet x2 Floors 2-4: Normal floors. Just make your way up, grabbing the items along the way. Floor 5: There's a hidden and required item on this floor, the Seraphim Sigil. Be sure you get it before continuing up. It's pretty obvious, but you need to walk into the visible wall to get into the blocked-off room. Floors 6 and 7: Normal floors, do as you did on floors 2-4. Floor 8: You'll find the first boss of the tower here, Cyra Alpha. Also, the encounters change on this floor. The two chests are yet again hidden behind walk-through walls. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Cyra Alpha HP: 99,999 MP: 5,000 Attack: 700 Defense: 700 Magic: 700 Agility: 700 Experience: 200,000 Weak vs.: Fire Strong vs.: All other elements Item Dropped: Heaven & World Ring Strategy: This fight isn't too tough, as long as you have elemental defense in place. Cyra Alpha uses Cyramentia (big shocker there), and when his HP is low, he'll use Ice Alpha (which is a guaranteed 9999 damage if you don't have ice-elemental defense; ouch!). Attack and heal, and make sure you're protected against ice attacks. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Floor 9: Normal floor. Floor 10: This is where you need to use the Seraphim Sigil. Note the escape portal beyond the sealed gate. You can use that to reach the 10th floor via the entrance escape portal as soon as you unseal the gate. Floors 11-15: Normal floors. Encounters change again on floor 15. Floor 16: Here's the second of the tower's bosses, Thermo Omega. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Thermo Omega HP: 99,999 MP: 5,000 Attack: 700 Defense: 700 Magic: 700 Agility: 700 Experience: 200,000 Weak vs.: Ice Strong vs.: All other elements Item Dropped: Holy Pendant Strategy: Just like Cyra Alpha, except fire-elemental this time. He uses Thermomentia and Flame Omega, and should be dealt with via Cyramentia. As before, good elemental defense is necessary (against fire, naturally). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Floor 17: Normal floor. Floor 18: The second of the sigils is hidden on this floor, the Mal'achim Sigil. Be sure to get it. Floor 19: Normal floor. Floor 20: This is where you get to use the Mal'achim Sigil. Again, an escape portal is here, so you can get back to this floor via the entrance portal at any time (once you've unlocked the Sigil gate, naturally). Floors 21-23: Normal floors. Encounters change on floor 22. Note that all of the enemies in the Hall of Titans section drop Jade equipment on very rare occasions. Floor 24: The third boss is here, Aqua Alpha. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Aqua Alpha HP: 99,999 MP: 5,000 Attack: 700 Defense: 700 Magic: 700 Agility: 700 Experience: 200,000 Weak vs.: Thunder Strong vs.: All other elements Item Dropped: Angel's Seal Strategy: As with the previous ones, a pure-elemental boss. He uses Aquamentia and Water Alpha. Electromentia is your friend, as is water defense. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Floors 25 & 26: Normal floors. Though the tower looks different now... Floor 27: Search this floor carefully, the Cherubim Sigil is hidden on it. Floors 28 & 29: Normal floors. Encounters change on floor 29. Enemies in the Fallen Heroes of Yore section very rarely yield Guardian-type armors (such as Mal'achim Armor). Floor 30: Another sealed gate (which needs the Cherubim Sigil), and another escape portal. Getting the pattern here? Floor 31: Normal floor. Floor 32: This is where you'll find Electro Omega. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Electro Omega HP: 99,999 MP: 5,000 Attack: 700 Defense: 700 Magic: 700 Agility: 700 Experience: 200,000 Weak vs.: Water Strong vs.: All other elements Item Dropped: Omega Ring Strategy: Yeah, it should be obvious by now what to do. He uses Electromentia and Thunder Omega on you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Floors 33-35: Normal floors. Floor 36: This floor has you searching double-time, for the Alpha and Omega Sigils (noticing a trend in naming here?). Be sure to find both before going any further. Also, encounters have changed yet again. Floors 37-39: Normal floors. Floor 40: Ouch, double duty. Not only do you have to deal with a sealed gate (which mercifully has another portal behind it), but you have to deal with Terra Alpha before you can even use the portal. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Terra Alpha HP: 99,999 MP: 5,000 Attack: 700 Defense: 700 Magic: 700 Agility: 700 Experience: 200,000 Weak vs.: Wind Strong vs.: All other elements Item Dropped: Alpha Pendant Strategy: Fortunately, the boss routine is the same here as it was for the last four. He uses Terramentia and Earth Alpha on you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Floors 41-47: Normal floors. Encounters change on floor 43. Be careful in the Ancient Sacred Beasts area; they all use the Alpha/Omega elemental spells on occasion, so you'll need complete elemental defense. Floor 48: This is where the last of the Sacred Beasts, Aero Omega, is. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= BOSS: Aero Omega HP: 99,999 MP: 5,000 Attack: 700 Defense: 700 Magic: 700 Agility: 700 Experience: 200,000 Weak vs.: Wind Strong vs.: All other elements Item Dropped: Omega Pendant Strategy: I hope you've spotted the pattern by now. This one uses Aeromentia and Wind Omega. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Floor 49: Whoa, what happened to the tower? Anyway, you'll want to locate the Ouroboros Sigil on this large floor, so you can get up to floor 50. The encounters here are all difficult-to-kill Ahrimans, so watch your step! Floor 50: This is it, the top floor. Thank goodness there's a save point. Use said point, then prepare yourself for the coming boss fight to end all boss fights. When you're ready, talk to the cat in the middle of the area. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ULTIMATE BOSS: Ouroboros Suggested Stats: Max on everything Suggested Skills: All Arcane and Mana skills learned a must First Form: Ouroboros Alpha HP: 99,999 MP: 9,999 Attack: 999 Defense: 999 Magic: 999 Agility: 999 Experience: 0 Weak vs.: Holy Strong Vs.: All other elements Item Dropped: Alpha Pendant Strategy: This is just the warm-up fight. Ouroboros Alpha behaves exactly like the Six Sacred Beasts, using Umbramentia when his HP is high, and Evil Alpha when his HP is low. Consistent healing and proper elemental defenses will see you through the fight just fine. Focus on using Luxomentia on him. Second Form: Ouroboros Omega HP: 99,999 MP: 9,999 Attack: 999 Defense: 999 Magic: 999 Agility: 999 Weak vs.: Evil Strong Vs.: All other elements Experience: 0 Item Dropped: Omega Pendant Strategy: Exactly like the previous form, save that he uses Luxomentia and Holy Omega instead. Use Umbramentia on him now, and as always, keep your HP high. These two fights are just to soften you up for the next form. Final Form: Ouroboros Alphomega HP: 99,999 MP: 9,999 Attack: 999 Defense: 999 Magic: 999 Agility: 999 Weak vs.: None Strong Vs.: All but Holy and Evil Experience: 9,999,999 Item Dropped: Proof of Ouroboros Strategy: This is the real fight, and it's not easy. Ourobros always starts with Everlasting Circle, which recovers all of his MP, 9,999 of his HP, boosts all of his stats, and makes him untouchable for 3 rounds. This is where Dispel can really save your butt, as it's the only spell that can get past Ouroboros' nefarious 3-round-immunity status. His attacks in this form are Evil Alpha, Holy Omega, Smite, and the really nasty Ouroboros' Judgement. Smite kills a character instantly, and he'll start using it once he's down to about 75% life. Ouroboros' Judgement does 9998 damage to all allies, and he'll start using it at 50% life. To make matters worse, Ouroboros always follows up his judgement attack with another casting of Everlasting Circle, so you'll be wanting to keep that Dispel spell handy. Focus your attacks (few and far between though they'll likely be) with Umbramentia and Luxomentia, and keep up on your healing as though your life depended on it (because it clearly does). Dragon Assault can do a decent chunk of damage too, but it'll cost you quite a bit more MP. Don't bother with Catastrophe, by the way; Ouroboros is the only enemy in the entire game that it only does half damage to. Victory will net you all three items above, and a whole lot of experience. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If you survived, then congratulations! You now have the best accessory in the game (Everlasting Circle), and you've beaten the ultimate challenge in Genesis Innocens! Go beat Toramus to get a very special ending for your efforts. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= III. Gameplay Guide =-=-= Characters [GCHARACTERS] ===-- Most of this was in the manual, but there is one new entry. Dalmus Yoseru Trentak Age: 27 (born 05/18/2015) Birthplace: Vindus Employment: Vindus Architect, Mayor Starting Class: Arcane Mage Bio: Dalmus Trentak is the descendant of the famous peace-bringer Yoseru Trentak, and feels that he is forever in the shadow of his ancestor. Desperate for fame, he is willing to do anything to leave his name in history. Often difficult to approach, Dalmus is very inexperienced in social graces, which often annoys his childhood friend Tamyra. He's also a notorious troublemaker, and often quite sarcastic. He means well, however. Tamyra Ashita Vindus Age: 26 (born 01/08/2016) Birthplace: Vindus Employment: Vindus Architect Starting Class: Mana Mage Bio: The daughter of the Vindus Architectural Firm's director, Joachim Vindus, Tamyra had originally intended to travel the world. However, she stayed at the request of Dalmus Trentak, who she's loved since she was 12. Despite this, she has never told him how she feels. She doesn't take gaff from anybody, not even Dalmus. Yoko Shoki Monogatari Age: 29 (born 06/01/2013) Birthplace: Tenmai Employment: Mercenary Starting Class: Swordfighter Bio: A strong-spirited woman, and a descendant of the Tenmai ex-royal bloodline. She is very reckless, and often goes on adventures just to allieviate boredom. Nobody is really sure if she has worked a serious job in her entire life. Sagittarius Age: Unknown; at least 250 years old Birthplace: Unknown Employment: Unemployed Starting Class: Ninja Bio: A wanderer who doesn't know who he is. He woke up 231 years ago in a small shrine near Legacy, and has wandered the world ever since, trying to find some hint on his past. Clearly, he is not human, but nothing besides his name suggests who he may have been before his awakening. Teskni Raskmill Lucentia Age: 31 (born 02/29/2691) Birthplace: Requia Employment: Inventor Starting Class: Lancer Bio: Teskni became world-famous when he invented the anti-gravity magic drive at the age of 19. He has since continued to gain fame by aiding the Arezoth empire in bringing the entire island of Grand Centia into the skies. Despite all this, he really doesn't care for public attention. Engetsu Age: Unknown; possibly as old as Shenja itself Birthplace: Unknown Employment: High Shaman of Ronkai Tribe Starting Class: Arcmana Mage Bio: Engetsu has, for as long as anybody can remember, been the leader of the Ronkai tribe. Enigmatic and often silent, he is nonetheless quite wise and able. Nobody knows anything personal about him. About the only thing anybody is certain of is that he occasionally leaves Shenja, then reappears some time later. Gesta Amada Medo Age: 19 (born 03/30/2023) Birthplace: Neve Employment: Soldier of Neve Starting Class: Monk Bio: The youngest daughter of the mayor of Neve, Valse Medo, Gesta is a very rebellious and violent girl. Her parents worry about her, as she has already joined the Neve defense forces, despite her young age. Quite unlike her older sister Sarissa, Gesta is always rearing to go on new and exciting adventures. Skye Tast Rundar Age: 45 (born 07/12/1997) Birthplace: Rastan Employment: Leader of the Dragon Knights Starting Class: Dragon Knight Bio: Skye is the brilliant tactician who leads the Dragon Knights, and is responsible for keeping Tenmai in check. At the age of 14, he fought off the traitor Malzen Azh and his invasion forces, and is believed to have killed Azh himself. Although his time as the leader of the Dragon Knights has dulled his personal fighting skills a bit, he is still quite powerful. Classes [GCLASSES] ===-- Taken straight from the manual I wrote. Yeah, I'm that lazy. Swordfighter - Expert wielders of swords, who learn various skills that they can unleash via their blades. PROS: High physical stats CONS: Weak magical ability Stat Growth: HP: 3000, average MP: 100, slow Attack: 200, fast Defense: 200, fast Magic: 44, slow Agility: 200, average Skills: Slash - A defense-ignoring, somewhat weak slash that never misses. Learned at Level: 5 MP Cost: 8 Killing Blade - A weak attack that can instantly kill its target. Learned at Level: 15 MP Cost: 16 Wide Slash - A wide slash that hits all enemies for decent damage. Learned at Level: 25 MP Cost: 24 Power Slash - A beefed-up version of Slash. Learned at Level: 35 MP Cost: 32 Death Strike - A combination of Killing Blade and Wide Slash. Learned at Level: 45 MP Cost: 48 Fierce Slash - A beefed-up version of Wide Slash. Learned at Level: 55 MP Cost: 64 Master Slash - The strongest form of Slash. Learned at Level: 75 MP Cost: 72 Destroyer Slash - The strongest form of Wide Slash. Learned at Level: 99 MP Cost: 96 =-=-=-= Arcane Mage - These wielders of force draw upon their own innate abilities and those of Shenja to conjure up devestating elemental attacks. PROS: High magical stats CONS: Low physical power Stat Growth: HP: 2000, slow MP: 300, fast Attack: 44, slow Defense: 44, slow Magic: 200, fast Agility: 200, slow Spells: Arcane Mages learn spells in tiers, each tier being more powerful than the previous one. The spells learned are elemental attacks, always learned two at a time, in elementally opposed pairs. The light- and dark-elemental spells are always learned last in a tier, cost the most MP, and do the most damage. First-Tier Spells - Includes Flame, Icicle, Lightning, Bubbles, Stone, Gust, Light, and Dark. Single-target spells that do light but noticeable damage to their targets. Learned at Levels: 2, 3, 4 and 7 MP Cost: 6 and 8 Second-Tier Spells - Includes Firestorm, Icestorm, Thunderstorm, Tidal Wave, Rock Blast, Gale Winds, Sacred, and Cursed. These spells do more damage than first-tier spells, and hit all enemies. Learned at Levels: 12, 14, 16, and 20 MP Cost: 16 and 24 Third-Tier Spells - Includes Inferno, Freeze, Electrocute, Drown, Upheaval, Crosswinds, Divine, and Unholy. Though potent, these spells only target a single enemy. Learned at Levels: 28, 31, 34, and 40 MP Cost: 32 and 48 Fourth-Tier Spells - Includes Thermomentia, Cryamentia, Electromentia, Aquamentia, Terramentia, Aeromentia, Luxomentia, and Umbramentia. The most powerful elemental spells, which hit all enemies and do great damage. Learned at Levels: 56, 60, 64, and 75 MP Cost: 64 and 80 Catastrophe - The ultimate Arcane spell, which is non-elemental and does very high damage to all enemies. Learned at Level: 99 MP Cost: 144 =-=-=-= Mana Mage - Masters of the art of healing, Mana Mages draw upon the powers of Shenja to heal wounds and dispel abnormalities. PROS: High magical stats CONS: Average physical stats Stat Growth: HP: 2500, slow MP: 300, fast Attack: 89, average Defense: 89, average Magic: 157, fast Agility: 200, average Spells: Healing - Recovers a small amount of HP. Learned at Level: 2 MP Cost: 8 Purify Body - Removes Poison, Darkness, Paralyze, and Petrify statuses. Learned at Level: 6 MP Cost: 16 Purify Mind - Removes Silence, Berserk, Confuse, and Sleep statuses. Learned at Level: 6 MP Cost: 16 Heal All - Recovers a small amount of HP for the entire party. Learned at Level: 12 MP Cost: 24 Recover - Recovers a mid-small amount of HP. Learned at Level: 15 MP Cost: 20 Ressurect - Revives an ally from death with minimal HP. Learned at Level: 23 MP Cost: 32 Dispel - Removes all positive status from the target enemy. Learned at Level: 26 MP Cost: 28 Recover All - Recovers a mid-small amount of HP for the entire party. Learned at Level: 31 MP Cost: 60 Restore - Recovers a medium amount of HP. Learned at Level: 35 MP Cost: 36 Purification - Removes all status conditions, except Death. Learned at Level: 40 MP Cost: 32 Haste - Doubles target's Agility. Learned at Level: 44 MP Cost: 12 Power Up - Doubles target's Attack. Learned at Level: 44 MP Cost: 12 Guard Up - Doubles target's Defense. Learned at Level: 44 MP Cost: 12 Mind Up - Doubles target's Magic. Learned at Level: 44 MP Cost: 12 Revive - Recovers all HP. Learned at Level: 50 MP Cost: 52 Restore All - Recovers a medium amount of HP for the entire party. Learned at Level: 58 MP Cost: 108 Suzaku - Revives an ally from death with full HP. Learned at Level: 63 MP Cost: 60 Max Boost - Doubles all base stats for the target ally. Learned at Level: 66 MP Cost: 48 Purify All - Removes all status conditions, except Death, for all allies. Learned at Level: 69 MP Cost: 96 Revive All - Recovers all HP for all allies. Learned at Level: 73 MP Cost: 156 Boost All - Doubles all base stats for the entire party. Learned at Level: 77 MP Cost: 144 Ressurect All - Revives all allies from death with minimal HP. Learned at Level: 80 MP Cost: 96 Life Pulse - Revives, fully recovers, and removes all status ailments for one ally. Learned at Level: 99 MP Cost: 128 =-=-=-= Monk - Hand-to-hand combatants, who are masters of both the mind and the body. They learn to unleash spirit-based attacks. PROS: High physical stats and speed CONS: Weak magical ability Stat Growth: HP: 3000, very fast MP: 100, slow Attack: 200, fast Defense: 200, fast Magic: 89, slow Agility: 200, fast Skills: Leg Sweep - Does light damage and paralyzes the target enemy. Learned at Level: 5 MP Cost: 8 Head Punch - Does light damage and silences the target enemy. Learned at Level: 8 MP Cost: 8 Eye Jab - Does light damage and blinds the target enemy. Learned at Level: 13 MP Cost: 8 Spirit Punch - Does decent damage to all enemies, ignores defense. Learned at Level: 25 MP Cost: 24 Punch Fury - Does heavy damage to one enemy, ignores defense. Learned at Level: 40 MP Cost: 32 War Cry - Boosts all allies' attack power and speed, but berserks them. Learned at Level: 55 MP Cost: 32 Spirit Wave - Does heavy damage to all enemies, ignores defense. Learned at Level: 70 MP Cost: 64 Explosion Fist - Does very heavy damage to one enemy, ignores defense. Learned at Level: 99 MP Cost: 72 =-=-=-= Lancer - Spear marksmen, Lancers use their skill with piercing weapons to weaken their opponents while strengthening themselves. PROS: Decent physical stats CONS: Somewhat weak magical ability Stat Growth: HP: 2500, average MP: 125, average Attack: 157, average Defense: 157, average Magic: 157, average Agility: 200, average Skills: Power Lance - Reduces one enemy's HP, Attack, and Defense slightly. Learned at Level: 5 MP Cost: 8 Numbing Spear - Reduces one enemy's MP, Magic, and Agility slightly. Learned at Level: 16 MP Cost: 8 Drain Pike - Reduces all stats for one enemy slightly. Learned at Level: 24 MP Cost: 16 Wide Swipe - Does decent damage to all enemies, ignores defense. Learned at Level: 32 MP Cost: 32 Flayer - Reduces all enemies' stats slightly. Learned at Level: 40 MP Cost: 40 Hell Spear - Reduces all enemies' stats significantly. Learned at Level: 60 MP Cost: 56 Blood Spear - Reduces one enemy's stats greatly. Learned at Level: 80 MP Cost: 72 Power Swipe - Does significant damage to all enemies, ignores defense. Learned at Level: 99 MP Cost: 96 =-=-=-= Arcmana Mage - Mages who are dedicated to both Arcane and Mana. They cannot match the competence of a full mage of either class, though. PROS: High magical stats CONS: Low physical power, slow growth Stat Growth: HP: 2000, slow MP: 300, fast Attack: 44, slow Defense: 44, slow Magic: 200, fast Agility: 200, slow Spells: Arcmana Mages learn all of the spells learned by an Arcane Mage and a Mana Mage, minus Catastrophe and Life Pulse. Levels: Healing: 2 Tier-One Arcane Spells: 2, 4, 6, 10 Purify Body, Purify Mind: 12 Tier-Two Arcane Spells: 15, 18, 21, 28 Heal All: 16 Recover: 20 Ressurect: 30 Dispel: 33 Tier-Three Arcane Spells: 35, 39, 43, 50 Recover All: 40 Restore: 46 Purification: 55 Haste, Power Up, Guard Up, Mind Up - 62 Tier-Four Arcane Spells: 65, 70, 75, 99 Revive: 68 Restore All: 73 Suzaku: 78 Max Boost: 81 Purify All: 84 Revive All: 88 Boost All: 92 Ressurect All: 99 =-=-=-= Ninja - Assassins skilled in the art of destroying their enemies by more subtle means than most warriors. PROS: Decent physical stats, high speed CONS: Somewhat weak magical ability Stat Growth: HP: 3000, average MP: 135, average Attack: 135, average Defense: 135, average Magic: 157, average Agility: 200, fast Skills: Poison Edge - Does light damage and poisons one enemy. Learned at Level: 5 MP Cost: 8 Slumber Strike - Does light damage and puts one enemy to sleep. Learned at Level: 15 MP Cost: 12 Madness Blade - Does light damage, confuses and berserks one enemy. Learned at Level: 20 MP Cost: 16 Stone Sword - Does light damage and petrifies one enemy. Learned at Level: 25 MP Cost: 16 Death Slash - Does some damage and kills one enemy instantly. Learned at Level: 30 MP Cost: 24 Death Veil - Does some damage and kills all enemies instantly. Learned at Level: 50 MP Cost: 56 Deadly Edge - Does decent damage to one enemy, causes Poison, Darkness, Berserk, Silence, Confused, Sleep, and Paralyze. Learned at Level: 75 MP Cost: 64 Vile Mist - Does decent damage to all enemies, causes Poison, Darkness, Berserk, Silence, Confused, Sleep, and Paralyze. Learned at Level: 99 MP Cost: 96 =-=-=-= Dragon Knight - The highest order of warriors, the Dragon Knights practice exceptionally deadly attacks that reduce most opponents to dust. PROS: Good physical stats, high speed CONS: Somewhat weak magical ability Stat Growth: HP: 3000, fast MP: 135, average Attack: 200, fast Defense: 200, fast Magic: 44, slow Agility: 200, fast Skills: Dragon's Bite - Moderate damage to one enemy. Learned at Level: 5 MP Cost: 8 Dragon's Fang - Moderate damage to all enemies. Learned at Level: 16 MP Cost: 16 Dragon's Claw - Decent damage to one enemy. Learned at Level: 28 MP Cost: 24 Dragon's Breath - Decent damage to all enemies. Learned at Level: 40 MP Cost: 40 Dragon's Tail - Heavy damage to one enemy. Learned at Level: 52 MP Cost: 64 Dragon's Cry - Heavy damage to all enemies. Learned at Level: 64 MP Cost: 96 Dragon's Assault - Massive damage to one enemy. Learned at Level: 76 MP Cost: 112 Dragon's Rage - Massive damage to all enemies. Learned at Level: 99 MP Cost: 144 =-=-=-= Classless - A jack-of-all-trades sort of way to battle. They have full access to all abilities, but do not learn any new ones. A good class to take on before boss fights. PROS: Good stats all around, great HP/MP boosts CONS: Learns no new abilities Stat Growth: HP: 3000, average MP: 300, average Attack: 157, average Defense: 157, average Magic: 157, average Agility: 200, average Skills: You learn no new abilities in this class. However, you can use all of the skills you've learned in other classes. Items and Equipment [GITEMS] ===-- These are all the items and equipment in the game: what they cost, what they do, and where to find them. Anything not listed here is either a story item, or has no useable effect. Special Item Effect Windcatcher's Flute Summons Windcatcher or Tempest from anywhere Resource List Locations of materials for the Time/Space Cannon Time Shifter V2 Travel between the two eras Fairy's Lantern Lights dungeons, allows you to escape them Item Price Effect Recovery Balm 100 Recovers 25% of maximum HP Recovery Solution 250 Recovers 50% of maximum HP Recovery Regeant 750 Recovers 75% of maximum HP Recovery Nostrum 2500 Recovers 100% of maximum HP Mental Balm 250 Recovers 25% of maximum MP Mental Solution 750 Recovers 50% of maximum MP Mental Regeant 1500 Recovers 75% of maximum MP Mental Nostrum 5000 Recovers 100% of maximum MP Mixed Balm 400 Recovers 25% of maximum HP and MP Mixed Solution 1250 Recovers 50% of maximum HP and MP Mixed Regeant 3000 Recovers 75% of maximum HP and MP Mixed Nostrum 10000 Recovers 100% of maximum HP and MP Suzaku Balm 250 Revives a fallen ally with 25% maximum HP Suzaku Solution 1000 Revives a fallen ally with 50% maximum HP Suzaku Regeant 2500 Revives a fallen ally with 75% maximum HP Suzaku Nostrum 5000 Revives a fallen ally with 100% maximum HP Antidote 75 Recovers from "Poison" status Eyedrops 75 Recovers from "Darkness" status Vox Extract 75 Recovers from "Silence" status Peace Potion 100 Recovers from "Berserk" and "Confused" Alarm 100 Recovers all from "Sleep" status Ter Extract 75 Recovers from "Paralyze" status Zet Extract 150 Recovers from "Petrify" status Panacea 150 Recovers from all conditions except "Death" Peace Stone 10000 Repels enemies for a time Weapon Price Attack Other Shortsword 1000 8 Longsword 2000 16 Tempered Sword 4000 32 Alloy Sword 8000 64 Delmar Sword 16000 144 Red Bastion N/A 200 Fire-elemental Green Dwarf N/A 300 Ice-elemental Testament N/A 400 Lightbringer N/A 500 First strike, holy-elemental, causes Petrify Deathbringer N/A 500 First strike, evil-elemental, causes Death Wooden Staff 750 6 Flame Staff 2000 32 Fire-elemental Ice Staff 2000 32 Ice-elemental Electric Staff 2000 32 Thunder-elemental Water Staff 2000 32 Water-elemental Earth Staff 2000 32 Earth-elemental Wind Staff 2000 32 Wind-elemental White Cargo N/A 100 Holy-elemental Black Crag N/A 100 Evil-elemental Mal'ach's Staff N/A 200 Causes Silence, Berserk, and Confused Iron Spear 1500 12 Steel Lance 3000 24 2-handed weapon Alloy Spear 6000 48 Alloy Lance 12000 96 2-handed weapon Delmar Spear 20000 192 Gray Haven N/A 240 wind-elemental Orange Skies N/A 300 2-handed weapon, earth-elemental Devil's Lance N/A 400 2-handed weapon, causes Death Cherubim Spear N/A 450 Causes Poison and Darkness Ouroboros Lance N/A 500 2-handed weapon, hits twice, holy-elemental, causes Sleep and Paralyze Iron Claw 600 6 Steel Claw 1200 12 Alloy Cestus 2400 24 Allow Claw 4800 48 Delmar Claw 10000 96 Yellow Tiger N/A 144 thunder-elemental Blue Dreamer N/A 144 water-elemental Luxavexus N/A 250 Hits all enemies, holy-elemental, causes Petrify Umbravexus N/A 250 Hits all enemies, evil-elemental, causes Death Eidolon Claw N/A 380 2-handed weapon, causes Poison, Darkness, and Silence Armor Piece Price Defense Buckler 500 5 Iron Targe 800 8 Iron Shield 1000 10 Steel Targe 1200 12 Alloy Targe 2000 16 Delmar Targe 3200 24 Alloy Shield 2400 30 Delmar Shield 4000 40 Jade Buckler N/A 45 Seraphim Guard N/A 60 Leather Armor 750 8 Iron Cuirass 1200 16 Iron Armor 1500 20 Steel Cuirass 2000 24 Steel Armor 2500 30 Alloy Cuirass 3000 32 Alloy Armor 5000 45 Delmar Cuirass 6500 48 Delmar Armor 10000 65 Jade Coat N/A 75 Mal'achim Armor N/A 100 Leather Hat 250 4 Iron Half-Helm 500 7 Iron Helmet 600 8 Steel Half-Helm 1000 14 Steel Helmet 1200 16 Alloy Half-Helm 1600 21 Alloy Helmet 2000 24 Delmar Half-Helm 2500 28 Delmar Helmet 3000 32 Jade Basinet N/A 40 Cherubim Helmet N/A 50 Accessory Price Effects Power Bangle 750 Attack +25, Defense -8, Magic -8 Guard Bangle 750 Defense +25, Attack -8, Magic -8 Magic Bangle 750 Magic +25, Attack -8, Defense -8 Speed Bangle 750 Agility +25, Attack, Defense, & Magic -5 Quadra Bangle 5000 Attack, Defense, Magic, and Agility +25 Power Seal 7500 Attack +150, Def. & Mag. -40, Agil. -20 Guard Seal 7500 Defense +150, Att. & Mag. -40, Agil. -20 Magic Seal 7500 Magic +150, Att. & Def. -40, Agil. -20 Speed Seal 7500 Agility +150, Attack, Defense, & Magic -33 Quadra Seal 50000 Attack, Defense, Magic, and Agility +150 Omega Ring 100000* Attack, Defense, Magic, and Agility +300 Worldly Ring 2500 Halves cold, water, earth, and evil damage Heavenly Ring 2500 Halves fire, thunder, wind, and holy damage Heaven & World Ring 50000* Halves all elemental damage Body Guard 2500 Blocks Poison, Darkness, Paralyze, and Petrify Mind Guard 2500 Blocks Silence, Berserk, Confused, and Sleep Holy Pendant 50000* Blocks all status conditions Angel's Seal 10000* Halves MP costs Alpha Pendant 100000* Blocks all status conditions and elements Omega Pendant 200000* Blocks all conditions/elements, stats +300 Everlasting Circle 500000* Gives all positive status, halves elements * - Though you can sell these, you cannot buy them in regular stores. NOTE: All accessories that provide elemental defenses also prevent damage when walking over normally hazardous terrain for their bearers. Salable Item Selling Price Small Eyeball 100 Medium Eyeball 1000 Large Eyeball 5000 Small Fang 200 Medium Fang 2500 Large Fang 7500 Small Stinger 250 Medium Stinger 3000 Large Stinger 10000 Small Wing 500 Medium Wing 4000 Large Wing 12500 Ahriman's Eyeball 50000 Side-Quests and Secrets [GSIDEQUESTS] ===-- Here you'll find all of the secrets and side-quests scattered throughout Genesis Innocens. Side-Quests ---== These are the sidequests and the like that you can partake in. Note that, though they are listed here, the arena and casino are not side-quests, strictly speaking. Ocho's Brothers - Talk to Ocho at the Vindus Architectural Firm to start this quest (he's the guy in the mage outfit). You can find his siblings in towns all over Shenja, usually in the inns or shops: Uno - Mobieus Dos - Never Tres - Ronkai Quatro - Sheila Cinco - Ankh Seis - Sanctuary Siete - Arezoth Just talk to them when you find them, and they'll go see Ocho. Once you find all 7, Ocho will give you 5 Mixed Nostrums. There's two more you can recruit at that point, as Quatro hints when you recruit him. Ocho's sisters are located as follows: Nueve - Tenmai Diez - Lucentia Trading Station Talk to him again after you talk to both women to get 2 Suzaku Nostrums. Othoro's Trade Secrets - This one can be done pretty early, from chapter 4 onwards. Visit the Othoro Mansion in 2,722 and talk to Alexis (the guy in the library). Then visit the Othoro Estate in 2,042 and talk to Garek. Go back to Alexis and talk to him again. This will get you a small prize, 2 Suzaku Nostrums. Vindus Theatrical Group - Visit the head of the theatrical group, Dancho, to start this quest. This is in 2,722, of course. Anyway, you'll find actors for the play in various towns. Figuring out who they are is easy, since they're doppelgangers of your own party. If you want specific locations, here they are: Melvin (Dalmus) - Ankh Elly (Tamyra) - Sheila Melissa (Yoko) - Neve David (Sagittarius) - Ronkai Terk (Teskni) - Storikah Alexander (Engetsu) - Lucentia Village Vanessa (Gesta) - Tenmai Enrique (Argentino) - Legacy Dale (Skye) - Arezoth Franz (Death Minion) - Sanctuary Once you've gathered them all, talk to Dancho to get your reward, 10 Mixed Nostrums. If you come back later (after you've gotten the Time Shifter V2), you can watch the play that Dancho's been working on. Shenja's Ports - In 2,722, you can work to return the shipping lines to working order. Just visit the various harbormasters (there are 4 ports in the world: Legacy Port, Sentai Port, Olsfad Port, and Sheila), and talk to them. If they give you a Harbormaster's Memo, take it to the harbormaster they tell you to. Once you have all the ports working together again (if you're not offered any more memos, then continue with the plot), you'll receive a Holy Pendant for your troubles. The points at which you can help the shipping industry are right off the bat, after returning to 2,722 for Teskni, and after the last Sentai campaign in 2,042 ends. The Elven Nations - If you visit the elders of Torgen, Polaris, and Belarus in 2,722, you can get them to come to a peaceful agreement. Talk to the elder of Torgen, then talk to Polaris' and Belarus' elders. Return to Torgen's elder and talk to him. You'll get 10 Panaceas for your efforts. Hidden Character - There's a character you can recruit in this game who isn't mandatory, called Argentino. To recruit him, you need to liberate the Vindus/Tenmai area from the blockade. Once you have, talk to the tiger in Sheila. Then, visit the cave north of Sheila. Talk to the strange woman there (Testella), and head to 2,722. Visit Requia (the little patch of red flakes in the Sanctuary desert) and get the Desert Rose. You'll also need 8 Small Eyeballs, 3 Medium Fangs, 1 Small Stinger, and 2 Medium Wings. Give all of that to Testella to get the potion. Take the potion she made to the tiger, and you'll get Argentino! He starts out decently powerful in the Monk class, which is convenient, and he's the only character who can unseal his ultimate ability without a Relic. Rastan's Legacy - This is in 2,722. Once you can enter the Olsfad Casino, talk to the owner and ask her about herself. Then visit the small village nestled in the forest near the Dragon Knights' Castle. Talk to the woman in the blue robe, and then go kill the enemies in the castle. Take note that they're limited in number and don't come back, and that you still fight them in wandering mode even if you set the battle mode to random. Return after killing all 10 groups to claim your prize, a Quadra Seal. Tenmai Arena - You can fight various challenges here, starting from chapter 8. The challenges are as follows: One-on-One: A series of 10 duels between challenger and various enemies. Riot Battle: A series of 5 battles between challenger and enemy groups. Gamble: 10 one-on-one duels against randomly selected opponents. Boss Rush*: Fight various bosses of the game in a row. Survival: A long series of 50 one-on-one duels. And the prizes are as follows: One-on-One (1,000 Kinsu to enter): Dimwit - 1,500 Kinsu Easy - Mental Solution Normal - Quadra Bangle Hard - Quadra Seal Intense - Holy Pendant Riot Battle (2,500 Kinsu to enter): Dimwit - 3,000 Kinsu Easy - Suzaku Solution Normal - Power Seal Hard - Omega Ring Intense - Heaven & World Ring Gamble (5,000 Kinsu to enter) - 100,000 Kinsu Boss Rush* (10,000 Kinsu to enter) - Everlasting Circle Survival (25,000 Kinsu to enter): 1st time - Jade Armor Set (Jade Buckler, Jade Coat, & Jade Basinet) 2nd time - Guardian Armor Set (Seraphim Guard, Mal'achim Armor, & Cherubim Helmet) 3rd time - Sacred Relics Set (Heaven & World Ring, Holy Pendant, & Omega Ring) 4th time - Alpha and Omega Set (Alpha Pendant, Omega Pendant) 5th time onwards - Lifesaver Set (15 Mixed Nostrums) * Boss Rush is not available until you defeat the final boss of the bonus dungeon, the Tower of Shenja. Olsfad Casino - The casino opens at the same time as the arena, when you begin chapter 8. The games you can play are as follows: Gelestar - A game similar to Blackjack; highest hand wins. Unlike most card games, 1's are not high-value, and the highest-value card is a 9 (or Trump card). Maximum bet is 9,999 Kinsu. You double your winnings for each game you win, and can win up to 7 in a row before you have to quit. High-Low - A very simple game, where you are shown one card, and guess if the card shown afterwards will be higher or lower than it. Maximum bet is 9,999 Kinsu. Payoff is incremented by your initial bet for every game after the fifth one, and you can play up to 25 games in a row. If you lose even once, your winnings are lost and you have to pay your bet amount again to continue playing. Roulette - A familiar game, you bet on a number between 1 and 100 and hope that it comes up on the roulette draw. Maximum bet is 9,999 Kinsu, and pay-off is 100-to-1. You only win if the number you bet is the same as the results of the roulette draw. Lottery - Buy up to 9 tickets for a lottery drawing. Each ticket has 7 numbers on it. If your ticket matches 2 of the winning numbers, you get 2,000 Kinsu; if it matches 3, you get 5,000 Kinsu; 4 nets you 10,000 Kinsu; 5 nets you 25,000 Kinsu; 6 nets you 100,000 Kinsu; and all 7 nets you 999,999 Kinsu. Tickets are 1,000 Kinsu each, and are good for one lottery drawing only. The Zodiac - After you reach the Zodiac Shrine during the story, you can begin this quest. Scattered throughout Shenja are Sagittarius' relatives, the Zodiac. Defeating them nets you their Zodiac coins (two of which you get via the plot). They can be found as follows: Libra - Legacy Castle 2,042 (mandatory) Sagittarius - Zodiac Shrine (also mandatory, winning it starts the quest) Aries - Ankh Taurus - Mt. Centia Gemini - Arezoth Tower Cancer - Arezoth Memorial Leo - Wallach Ophan Virgo - Centia Tomb Scorpio - Sanctuary Capricorn - Tenmai Arena Aquarius - Legacy Port Pisces - Sentai Most of them are in plain sight (and hard to miss; they all look like Sagittarius), but you'll have to go through dungeons to reach Gemini, Cancer, and Virgo. After you defeat all 12 of them, take the coins to the Zodiac Shrine in 2,042, and place all 12 coins. When you're good and prepped, summon the Zodiac from the center of the room. After a story sequence, you'll have to fight Zodiac. After beating him, you'll get the Zodiac Coin, the Devil's Lance, and the quest will be over. Arezoth Memorial - In 2,722 (notice how most of the sidequests are there?), you'll find a memorial on the far side of Arezoth's island. Inside, there are 5 Eidolon Dragons, and their leader, the Dark Dragon Genjuu. If you can beat all 5 and Genjuu (not easy, they have high stats), you'll obtain the very potent Eidolon Claw. You have to finish the Zodiac quest first to even enter the memorial, though. The 8 Relics - Visit Ankh in 2,722 and talk to the old man there, asking him about the legend of the 8 Relics. Visit the locations he mentions to find the elementals that store the Relics and re-claim them. They are located as follows, if you didn't pay attention: Red Bastion - Eglas Cave (Inferius) Green Dwarf - Zodiac Shrine (Cyril) Blue Dreamer - Centia Tomb (Aquean) Yellow Tiger - Ronkai Cave (Electrial) Gray Haven - Dragon Knight Castle (Aeriaux) Orange Skies - Arezoth Tower (Terrean) Black Crag - Bane Cave (Umbrial) White Cargo - Mt. Centia (Luxos) Note that you cannot get Black Crag until chapter 10. The Relics are very powerful elemental weapons, which serve two purposes: they unlock ultimate skills, and they unseal the Tower of Shenja in 2,722. Ultimate Skills - To learn a character's ultimate skill, you must first master them in their initial class (ie. reach level 99 in that class). You also need an appropriate Relic for each. Once you've done this, visit the Tower of Regret in the year 0 and use the sigil near the back of the tower to unseal their ability. Dalmus - Ouroboros' Judgement (Black Crag) Tamyra - Angel's Blessing (White Cargo) Yoko - Raging Blow (Red Bastion) Sagittarius - Demon's Fang (Green Dwarf) Teskni - Ruination (Orange Skies) Engetsu - Everlasting Circle (Yellow Tiger) Gesta - Spirit Flayer (Blue Dreamer) Argentino - Spirit Flayer (no relic necessary) Skye - Windcatcher's Wrath (Gray Haven) Secrets ---== Gelestar Cheat - Tired of losing in Gelestar? Just input the following directional password: left, right, right, left, right, left, left, right. A chime will sound indicating you've activated it. In this mode, the dealer always gets two 1's. Be aware that this removes a lot of challenge from the game if you use it to win Kinsu from the Gelestar dealer at the Olsfad casino. To deactivate, repeat the password above. Teskni's Parents - Visit Lucentia Village in 2,722, and check the store room. You have to have Teskni recruited for this to work. Doing this changes his ending slightly. Enhanced and Special New Game - Win the game. You'll be given three choices on what to do: continue the game (see the next secret), start an enhanced new game, or start a special new game. Enhanced new game leaves you with all of your items and stats, but starts the story over. Special new game starts you over from the beginning with your original base stats and items, but gives you the Alphomega (a very cool item that you can use to turn encounters on and off at will). Bonus Dungeon - Win the game. The entrance to 2,722's Tower of Shenja will be unsealed, allowing you to go challenge the game's ultimate dungeon. Just choose to continue your game after winning. Boss Rush challenge - Defeat the ultimate boss in the Tower of Shenja (the one in 2,722, naturally). This appears at the Tenmai Arena, and is a single-character battle against every mandatory boss in the game (yes, even Toramus!), as well as the Zodiac. Winning it nets you the best accessory in the game. Secret Ending - Beat Ouroboros Alphomega, then beat Toramus again. Developer's Room - Get the secret ending mentioned above in a game that you have completed all sidequests in and have the Alphomega in as well. To find out if any sidequests are left open, just pay the fortune teller on the left in the Olsfad casino 100 Kinsu. Obviously, you'll have to win the game at least 3 times to see this, and start over from scratch at least once (to get the Alphomega). You don't need to get all treasures to see this ending, nor do you need to find all the bombable walls. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Copyright 2005 Sky Render