^ . | \ /| | \__._ / | `-._ _,-' `- | __ __ __ ___ ___ ___ \ '' `.[ ][ ][ ][ ][ ] [ `-. \ ;' ' '' ' ' | | | | | -. \ / __ ; \ \/ \/ / | | | | | | ' } _.._ _____/ ;\ ( .'._/ ' . . ' | | | | | | : | ,' '-. `. /( (( ` \, \ \ ^ / / | | | | /' | | ; } / _._ \ `-. { '._ ' <`.`\ ' ' ' ' | | | |,' ; | |_, ;/ .' \ \ { '.__.,- `-._ [__] [__] [___][_____; [_____," \/ } } ' ,---._ / ___ _____ ___ ___ __ / / ,-' / ,^' [ ] [, _ ' [ ][ ] / `-| / / .'___ ,. '._ / \ | | ) ) | \/ | { (`.| / .' \ /(.'/ ,-._ ) '/\ ' | |, / | | | | \ `'. ,' ,' \ ,' <_| / -' \ | ` \ | |\/| |,-,'. \ / ,' ,-- \. , ,\ ' | |' \ | | | |; | `, ) ,'___,/ / '. / / ) \ | | \ ' | | | |: `--' / / '._ _,-' [___] [___][__][__][___][___]\ .__,' ND / `--.--' ' ------------' I G N I T I O N =-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-* | | * -- SYONYX presents for your gaming pleasure -- = | | = *** a Wild A.R.M.S. 2 FAQ/Walkthrough *** * | | * version 1.21 = | | =-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-*-=-* -add FAQ (perhaps best leveling up with hyulkonton?) -after finding shadow of Heimdal Gazzo, then what? -check e-mail _____________________ _____________ TABLE OF CONTENTS GAME INFO 1) Introduction Title: Wild Arms 2 2) Controls Genre: RPG 3) Playing the Game Platform: Sony Playstation 4) Combat system Developer: Contrail 5) Walkthrough - Disc 1 Publisher: SCEI/SCEA 6) Walkthrough - Disc 2 ESRB Rating: E (Everyone) 7) Side Quests Release Dates: 09/02/99 (JP) 8) Playable Characters, 04/30/00 (NA) Tools, and Abilities 9) Lists 9a) Guardians 9b) Items ______________ 9c) Weapons GUIDE INFO 9d) Armor 9e) Gear Author: Syonyx 9f) Personal Skills Version #: 1.21 9g) Experience/level Last updated: 25-Nov-07 9h) Duplicator Locations 10) Bestiary (Monster Album) 11) Encyclopedia 11a) Non-Player Characters 11b) Books 11c) Glossary 12) Closing info _______________________________________________________________________________ IN-DEPTH WALKTHROUGH CONTENTS The easy way to find what you're looking for! Press Ctrl+f and enter the search code to jump to the relevant section in the guide. Location Search Code Location Search Code -------- ----------- -------- ----------- (Disc 1) (Disc 2) Withered Ruins Dungeon WR Memory Maze Dungeon MM Millennium Puzzle Dungeon MP Millenium Puzzle (2) Dungeon MZ Brad's Intro Dungeon BI Sacrificial Altar Dungeon SA Town of Meria Town MR Grotto of Lourdes Dungeon GL Sword Cathedral Dungeon SC Lost Garden Dungeon LG Valeria Chateau Town VC Sleeping Volcano Dungeon SV Illsveil Prison Dungeon IP Palace Village Town PV Under Traffic Dungeon UT Raypoint Flam Dungeon RF Damzen City Town DZ Raypoint Geo Dungeon RG Telepath Tower Dungeon TT Raypoint Wing Dungeon RW Mt. Chug-Chug Dungeon CC Raypoint Muse Dungeon RM Live Reflector Dungeon LR Trapezohedron Dungeon TZ Golgotha Prison Dungeon GP Fiery Wreckage Dungeon FW Sylvaland Castle Town SD Spiral Tower Dungeon ST Halmetz Town HM Glaive Le Gable Dungeon GG Holst Town HL Aguel Mine Shaft Dungeon AM Optional areas Raline Observatory Dungeon RO -------------- Baskar Village Town BV Odd Headquarters Town OD Hidden Trial Arena Dungeon HT Wind Tiger's Den Dungeon WT Warwing Varukisas Dungeon WV Thunder Lion Cage Dungeon TL Tunnel to Sielje Region Dungeon TS Island Outpost Quest IO Sielje Region Town SR Dark Reason Dungeon DR Gate Bridge Dungeon GB Abandoned Icebox Dungeon AI Greenhell Dungeon GH Shining Garden Dungeon SG T'Bok Village Town TB Meteorite Crater Dungeon MC Quartly Town QT Werewolf's Den Dungeon WD Slayheim Castle Dungeon SY Crimson Castle Dungeon CS Alchemic Plant Dungeon AP Promised Catacombs Dungeon PC Emulator Zone Dungeon EZ The Guardian Lords Quest GL Guild Galad Town GG Good Luck Zone Dungeon GZ Closed Mine Shaft Dungeon CM Fab Science Lab Dungeon FL Coffin of 100 Eyes Dungeon CE Pirate's Warren Dungeon PW Diablo P. Ptolomea Dungeon DP Monster Album Quest MA Diablo P. Caina Dungeon DC Sealed Monsters Quest SM Diablo P. Antenora Dungeon DA Lost City Archeim Dungeon LC Diablo P. Judecca Dungeon DJ Heimdal Gazzo Dungeon HG %-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-% \ / } 1) INTRODUCTION { / \ %-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-% Greetings and salutations! Welcome to my Wild Arms 2 guide, by yours truly, Syonyx. I hope you will find it both informative and entertaining. This guide contains pretty much every bit of information you need to get the full experience of the game (I hope!). I have included a complete walkthrough for the main storyline and all of the many side quests, information about every character and their abilities, and lists of virtually everything in the game, from items, equipment and mediums to a complete bestiary for your monster- bashing pleasure. The only thing I have not done is to dictate to you how you must play the game. I generally won't tell you what parties are best to use, what I think the ideal equipment combination might be, how much time to spend leveling up or anything like that (except for some of the most difficult bosses), because I want you to make the game your own. So experiment to find what works best for you, get to know the characters, and have fun with it. And please use the 'find' function on your computer if you're having trouble locating a particular bit of info. Also, please note the in-depth walkthrough contents listed just above, which will help you jump to exactly the point in the guide that you're looking for. I am always open to comments, questions, or suggestions for future updates of this guide. Please direct all correspondence to: [syonyx_faqs at yahoo dot com]. -- VERSION HISTORY: -- 1.0: Started guide on March 17, 2004, and most of what you see here completed by May 25, 2004. 1.1: Added some missing items sent in by readers (see thanks section at end) -monster #64; -secret room in Grotto of Lourdes with duplicators; -hidden Crest Cap in Guild Galad; -strategies for final pyramid bosses; -other odds and ends to clarify certain items. This version completed March 24, 2005. 1.2: Updated my strategy for defeating Angolmois, included a tidbit about Dante's Inferno and other odds and ends, all thanks to reader-submitted contributions. Sorry it took so long for me to update! Also added tips on which Personal Skills to purchase, and proof-read most of the document. This version completed August 17, 2006. 1.21: Added a couple of small reader tips and corrections. Completed November 26, 2007. %-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-% \ / } 2) CONTROLS { / \ %-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-% In field: In battles: --------- ----------- D-pad: move around D-pad: highlight options/targets Square: search area X: choose option X: enter location O: cancel selection R1/L1: rotate screen R2/L2: scroll down/up menu pages Start: select lead character Select: open world map In towns/dungeons: In menus: ------------------ --------- D-pad: move around D-pad: highlight options X: examine/use/talk X: select option X (hold): run O: cancel selection Square: use selected tool R1/L1: change character Triangle: open main menu R2/L2: scroll down/up pages Start: select lead character/tool R1/L1: rotate screen Piloting vehicles: ------------------ Forward/X: go forward L1/R1 / left/right: turn left or right O: disembark (must be in an appropriate place to do so) X: board (when facing the vehicle) R2/L2: rotate screen %-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-% \ / } 3) PLAYING THE GAME { / \ %-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-% Just the essentials. LOOKING AROUND: Besides using your own two eyes, you can also rotate the screen 360 degrees by using R2/L2. This lets you scan your environment more thoroughly, and helps when you need to move or act at an awkward angle. To stay oriented, make use of the compass pointer that will always be somewhere around the edge of the screen (unless you turn it off in the options menu). The red half of the pointer always indicates North. USING THE X BUTTON: This button does almost everything for you, including talking to others, examining signs and objects, working switches and levers, pushing and pulling boxes, etc. When in doubt, press X. Also see running, below. FINDING NEW LOCATIONS: The first thing you need to know is that finding new towns and dungeons is not like in most other RPGs, where they just sit on the world map waiting for you to reach them. You have to work to find new places! Most of the time, three things must happen: 1. Someone tells you where it is. The description of the location appears in yellow in the dialogue box. There are some exceptions late in the game, but generally if you're having difficulty finding a location, you need to make sure that you've talked to the right person about it first. 2. You follow the directions you were given. This is important. Use the compass to make sure you're going in the right direction. 3. You have to SEARCH for it. This means pressing 'square' while in the field, sending out a kind of radar signal in a circle around you. If the location is nearby, it will then pop up on the field, and the name will appear as you walk close to it. Press X while facing the location while the name is visible to enter it. USING TOOLS: To progress in most dungeons, you frequently need to use your characters' unique tools to your advantage. Select the character and the tool by pressing Start, then press 'square' to actually use the tool. For example, Ashley's Hurl Knife must be used to hit various switches to open locked doors. If you're stuck, experiment with different tools, and look around for a feature of the local environment that you might have missed. RUNNING: Hold X to run anywhere. It can be a little tricky at first, though, because you run by revving in place for a moment and then dashing off in a straight line. When you release X, you slide to a stop. You also come to a grinding halt by running into anything (or anyone). Turning requires briefly releasing X, holding the new direction you want to run, and pressing and holding X again. With just a little practice you'll be a pro. UNDERSTANDING PARAMETERS: Check the status screen in the game menu to see the list of parameters for each character. Here are the stats and what they mean: STR: Physical strength. Forms the basis for attack power. VIT: Physical vitality. Determines HP growth and physical defense power. SOR: Sorcery power. Determines the strength of magic spells cast. RES: Responsiveness. Determines the order in which fighters act in battle. ATP: Physical attack power. Dictates the damage caused by physical attacks. DFP: Physical defense power. Affects damage received from physical attacks. MGR: Magic resistance. Reduces damage received from enemy magic. PRY: Parry rate. Represents the chance of completely dodging enemy attacks. LCK: Luck. Influences the success rate of many different actions in battle. Throughout the game, you may come across special stat-increasing apples. Just make sure that any VIT Apples are used right away, because the earlier you use them the greater maximum HP the character you gave it to will gain as he/she levels up from that point onward. %-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-% \ / } 4) COMBAT SYSTEM { / \ %-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-% ENCOUNTERS: One of the unique features of Wild Arms 2 is how it modifies random encounters. When in the field or in a dungeon, basically anywhere that monsters live, any battle will be preceded by a warning, in the form of an exclamation mark '!' that will appear above your lead character's head. You have a short amount of time once this appears during which you may be able to cancel the encounter, letting you continue onward unchallenged, until the next encounter anyway. These exclamation marks come in 3 colors: -White: Normal encounter. You can cancel it if you choose. If you fight, there's a chance that you can make a surprise attack, giving you a free round at the start. -Red: Surprise encounter. These are forced on you and cannot be cancelled, either because the monsters' level overpowers your own (suggesting that you need to level up to make it through the current area, providing some balance to the difficulty level), or because you are caught in a surprise attack (the monsters get a free turn first), a solo attack (one of your party has to fight alone for a few turns), or a back attack (your rear party has to fight for a few turns). -Green: New encounter. This only occurs if you have the monster album in your possession (see the side quests section of this guide). It indicates a monster that you have not yet defeated, so don't cancel it if you're trying to fill the monster album. To cancel an encounter, you are supposed to press O, but you can also press 'square' (which will use your equipped tool or use the search system, depending on whether you are in a dungeon or the field), or 'triangle' (which opens the game menu). COMBAT MENUS: When you join a battle, each round is punctuated with two levels of menus, in the form of icons in the lower left corner of the screen. At the beginning of each round, you get the party menu: Change equipment on any party member. ---- |Equ-| | ip | Select options to ---- ---- ---- have team fight |Auto|Fig-| Run| Try to escape from battle. If automatically. | | ht | | you fail, the enemies get a free ---- ---- ---- round of attacks. You can't run | Re-| from bosses. |form| ---- Change the members of the active fighting team, or the order they appear on the screen. Choosing the center option, which you have to do eventually if you don't plan on just running away, brings you to the character menu for each person in your active team in turn: Use the character's Original Powers or Force Powers. Use normal _____________________ ---- physical attack \ |Pow-| \| ers| ---- ---- ---- Use an item from the |Use |Att-|Def-| Take a defensive stance that party's inventory. |Item| ack| end| significantly reduces damage ---- ---- ---- received that turn. |Cus-| | tom| ---- Use the equipped Medium's Custom Command (see Guardian List in Lists, below the walkthrough). Once the last character's command has been selected, the battle round proceeds. Characters and monsters will act in order based primarily on their RES values. STATUS EFFECTS: Various status effects complicate your efforts in battle. These are inflicted by enemy attacks. Any status effect has only a certain percentage chance of succeeding, and that chance can be modified by your equipment, or by using Personal Skills to increase your resistance (see Lists section, below). All statuses can be removed by using the items War Respite or Ambrosia, or by the spell Refresh, by resting at an inn, by summoning Odoryuk, or by dying and reviving. Other cures are discussed for each status here: -Poison: Character will lose some HP at the end of each battle round. Remains after the battle is ended, and will keep damaging you for each step you take in the field. Remove with Antidote. -Vile Poison: Same as above, but the damage received each turn is greatly increased. Remove with Antidote as well. -Disease: Character cannot be healed or gain HP by any means. Effect remains after the battle is ended. Remove with Medicine. -Confusion: Character is out of your control and will attack a random target each turn. Effect may vanish at start of each round. Vanishes at end of battle. Remove with Pinwheel. -Paralysis: Character is unable to move. Effect may vanish at start of each round. Vanishes at end of battle. Remove with Pixie Dust. -Petrification: Character is turned to stone and cannot move. If all living characters are petrified, the game is over. Remove with Softener. -Forgetfulness: Character gains no experience points after battles. Effect remains after end of battle. Remove with Toy Hammer. -Downhearted: Character can only gain 1 FP at a time. Effect remains after end of battle. Remove with Peppy Acorn. -Ability Block: Character is unable to use force powers or original powers. Effect remains after end of battle. Remove with Violet Rose. In addition to these types of statuses, you can also be affected by parameter increases or decreases (e.g. raise ATP [attack power] or decrease DFP [defense power]). These effects remain until the end of battle unless dispelled by magic, or if the character is killed. ELEMENTAL EFFECTS: There are 8 elements in Wild Arms 2. These are Fire, Water, Wind, Earth, Ice, Lightning, Light, and Dark. Different monsters respond differently to attacks based in these elements. For any element, a monster could have the following modifiers: -Normal. Does normal damage. Damage indicator numbers are white. -Halves. Does half damage. Damage indicator numbers are grey. -Resists. Does no damage. Damage indicator is a grey 0. -Absorbs. Heals monster. Damage indicator numbers are green. -Weakness. Susceptible to that element. Damage indicator is red. Use the elements that a monster is weak against to your advantage. You can cause elemental damage by using magic spells, Guardians, or by equipping an elemental ring and attacking normally. Note that your characters do not have elemental weaknesses or resistance inherently, but they might be able to gain protection from certain equipment. DAMAGE: Basically, the amount of damage that you do or receive depends on the ATP of the attacker and the DFP of the defender for physical attacks, and the SOR of the attacker and the MGR of the defender for magical attacks. Note the color of the numbers that appear over each character or target, too. White indicates normal damage, green indicates healing, red indicates double damage, and grey indicates half damage. END OF BATTLE: After the battle, the party receives a certain amount of experience and gella (currency in Wild Arms 2) based on the number and type of monsters defeated. The experience points are divided equally between the number of people in your team. So if you fight a 1000 exp monster with just 2 people in your entire party, they each get 500 exp, but if you have 5 people, they each get only 200 exp, regardless of whether they were in the main fighting party or not. Gella is shared by the entire party. If the monsters defeated carried any items, there is a chance that you may receive that item. If any of your characters were killed in battle, they are revived with 1 HP after the experience is given out. And lastly, if you killed a particular type of monster for the first time, it gets inscribed into the monster album (see the Side Quests section below the main walkthrough for information on locating the monster album). %-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-% \ / } 5) WALKTHROUGH - DISC 1 { / \ %-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-% <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> ASHLEY'S INTRO <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> To begin a new game, select one of the three characters shown on the cards. It makes no difference what order you do them in. I'll start off with "A young man ready for action" - Ashley Winchester, ostensibly the main character of the game. You begin with 10 Heal Berries and 3 Gimel Coins, so if you reach game over anytime soon, you might want to rethink the whole RPG thing. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- WITHERED RUINS Dungeon WR -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEMS: Gimel Coin, Mini Carrot, ---------------------------- Heal Berry X 4, Bullet Load, | ENEMIES: Stirge | STR Apple | Kobold | TOOLS: Hurl Knife (Ashley) | Gagison | ---------------------------- You start in the central room, with S as the forward direction. Get used to the basic controls for moving around and rotating the screen. This area is free of monsters. The man by the door to the S will heal you whenever you talk to him. Enter the door to the E to find your first treasure chest. Exit from there to the E and follow the path around the upper level of the main room to reach another treasure chest, then return and enter the central door from the main room. Talk to the musketeer in the center, and he'll move out of the way for you to walk off the edge by him. Speak to the fallen man below to receive the Hurl Knife, and walk to the edge to learn about falling down. On the ground, go through the newly-opened door for a chest, then go W and back up to the top of the pit. Throw a knife at the blue door lock up there, and enter the door it opens on the E side. Climb the stairs and take the door on the E side. Walk around the top of the room. Do not take the bridge directly between the two chests, because the middle block collapses, dropping you down to the other poor sap below (you can get back up here easily, though). Instead, walk around the perimeter of the room. Leave by the N door. The next room is a maze-like walkway with several collapsing blocks. You can avoid them by walking slowly, stopping at the edge of each block to make sure the next one won't falll. Here's a map of the room: treasure \ / \_/ Entrance |_| _ _ _ _ _ |_| N |_| |_|_|X|_|_| |_| | _ | | _ _ _|_| _|_|_/ \ W -+- E |_|_|_|_|_|_|_|_ _|_|_|_| | | |_| |_|_|_|_| \_/ S |_|_ _ _ _ _ _ |_|_ _ |X| |_|_|_|_|_|_|_| |_|_|_|__| X = collapsing block |_| |_| _ | | _ O = door lock |_|_ _ _ _|_|_ _ _|_|_|_|_| |_|_|_|X|_|_|_|_|_|_| |_| |X|_| |X| |_| |_|_| |_|_ _ _ _|_| / \ |_|_|_| | |_| / Exit\ |_| |_| |_| |O| Throw a knife at the door lock and leave through the exit that it opens. Drop off the edge and talk to the 'Health Official' to be fully healed. Go N to find your first Amazing Stone. Go N again and cross the bridge. Follow the path. When you reach the room with the big pit in the middle, go up the stairs (going the other way reveals a crumbling block which prevents further access). Circle around so that you're directly E of the door lock, and throw a knife so that it drops onto the lock. Go through the door. Be sure to fall down onto the descending ledges, so that you can reach the chest, since you can't climb back up. Continue onward to locate the kidnappers, Gangal, Zook & Gerg, who are holding Tony hostage. From this point on, all you can do is wait for the boss to appear. * * * * * * * * * * * * * * * * * * * Sealed Monster Weapon | HP EXP GELLA Kalivos | Kalivos 400 50 250 -----------------------+ Left Claw 200 25 150 Right Claw 200 25 150 ATTACKS EFFECT Blade Claw L Strike foe with left claw. L claw must be intact. Blade Claw R Strike foe with right claw. R claw must be intact. Cross Blade Claw Heavy strike with both claws. Both must be intact. Laser Breath Beam attack originating from head. There's not much to this fight. Watch your health, and how much damage the current attacks are doing. Use Heal Berries when the next attack might kill you. Your ShotWeapon will do about twice as much damage as regular attacks. * * * * * * * * * * * * * * * * * * * <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> LILKA'S INTRO <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> Next, "A sorceress just getting started" - Lilka Eleniak. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MILLENNIUM PUZZLE Dungeon MP -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TOOLS: Fire Rod (Lilka) - at start ---------------------------- | ENEMIES: Blue Book | | Gohm | | Bogey | ---------------------------- Anytime you need to, touch the large door at the N of the central area to be fully healed. If you need any combat tips in this area, since Lilka is physically weak, remember that the books are weak to flame, and the gohms are weak to ice. Touch the green gem at the S tip to teleport to the first puzzle area. Teleport again at the S end of the new area. Next, stand on the blue block amidst all of the gold blocks on the E side, and shoot the Fire Rod at the switchblock in the middle. Go S and stand on the block between the two side switchblock, and shoot the E one, then the W one when you rise up. Now go to either the E or S teleport gem and follow the path around, collecting some healing gems. Take the W gem when you return here. Stand in front of the gold blocks and shoot the switchblock to rise up, and go to the teleport gem. Next, stand beside the switchblock and shoot it, then shoot it again from the gold block it takes you to. Finally, stand on the far moving block and shoot diagonally at the switchblock. Next, drop off the gold blocks and shoot the switchblock underneath them to progress. In the final section of this part of the puzzle, stand beside the tall column and shoot the switchblock to rise to the top. When you teleport, shoot the switchblock directly ahead of you in the main area. Take the W teleport gem that just appeared. Cross the lowered bridge, shoot the first switchblock, then the second to complete the bridge. Follow the path until you drop into a small pit with a swithblock, and shoot it while standing on the opposite side to go up. When you reach a square surrounding a column with a bridge overhead, you can either continue on the other side to reach some healing gems, or drop to the walkway below to continue in the puzzle. Shoot the switchblock from the end and take the next teleport gem. Again, ride the block up the tall column. Teleport and shoot the next switchblock in the main room. Take the E teleport gem directly across from you next. There are 4 side platforms. Stand on the blocks leading up to one and shoot the central switchblock diagonally, then take the teleport gem it brings you to. Follow the path to a raised colored block. Note the color and how many blocks high it is. Go back and shoot the central switchblock to lower the blocks again, then repeat with another of the 4 sides. Once you've done all 4, stand at the E end and shoot the other switchblock to rise up, then teleport out of here. You discover 4 colored blocks on the ground. Stand on each to make it go up, and jump off when it's approaching the height corresponding to the blocks you found earlier. The right combination is: Red - 1, Blue - 3, Gold - 2, Green - 3. This opens the wall that lets you progress on the far side. Ride up the column, teleport, and shoot the last switchblock in main area. ----------------------------- In Palace Village ----------------------------- Go outside and talk to three men, one in the S, one in the E, and one in the W. If it doesn't trigger Lilka's monologue, try talking to them again, but I think the order listed does the trick. * * * * * * * * * * * * * * * * * * * Boundless Glutton Monster | HP EXP GELLA Olivier | Olivier 300 60 250 ---------------------------+ Leg 225 40 250 ATTACKS EFFECT Olivier Juice Spit acid bubbles from head. Bufoooooooooooh! Blow damaging gas from head. Horse Field Kick Heavy kick. Leg must be intact. Watch your health, and use your Heal spell as necessary. For a fast fight, use ice on the legs, and fire on the main body. * * * * * * * * * * * * * * * * * * * <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> BRAD'S INTRO <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> "A former war hero, now war criminal" - Brad Evans. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BRAD'S INTRO Dungeon BI -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEMS: Heal Berry X 6, STR Apple, ---------------------------- VIT Apple, Big Berry, Bullet Load | ENEMIES: Barghest | TOOLS: Kick Boots (Brad) | Spawn | | Daphne | ---------------------------- Take the N path once you gain control. The way S is blocked. In the clearing with the trees, there's a chest on either side. Continue out the far side. When the path splits, take the W side to get another chest, then go E and drop down. Break open the crates if you like, there's a heal berry in one of them. Jump down to cliff to land by the chest. Once you pick up a furry friend, take the E branch of the path to reach an abandoned shack. Enter it, and go past the Amazing Stone to the back room to find Brad's first Tool. Use it to kick the gate by the shack, and enter the side room for another chest. Keep circling around the back of the house to reach a chest on the far side, then return to the last fork in the path and go W. The last crate contains a Heal Berry. At the gondola, kick the support beam to ride the lift down. Advance a bit from there to encounter the area boss. * * * * * * * * * * * * * * * * * * * Parasite Colony Monster | HP EXP GELLA Gremalkin | Gremalkin 650 60 250 -------------------------+ Belly 500 40 250 ATTACKS EFFECT Chest Buster Body slam. Weakest attack. Parasite Batalion Bees break off and attack. Belly must be intact. Roaring Burst Energy wave fired along ground. Strongest attack. As in earlier fights, just watch your health and how much the worst attacks damage you, then use Heal Berries whenever you might get killed the next attack. Your Bazooka will do over 3 times as much damage as regular attacks. Use Lock-On as often as possible to ensure that you don't waste any moves. * * * * * * * * * * * * * * * * * * * -------------------------------------------- On route to T'Bok Village -------------------------------------------- FIELD SEARCH: RES Apple - in forest along S edge. ---------------------------- | ENEMIES: Balloon | ---------------------------- Read the signpost and head N. Just S of the small lake, there's another signpost (you have to use search to find it) that tells you the village is to the NW from there. Go past the forest and search to find it. -------------------------------------------- In T'Bok Village -------------------------------------------- Brad is rescued by a young girl named Merrill. You can then name your dog (the default is Rassyu). Remember the name! Now that the single adventures are over with, on to the rest of the game. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> MISSION ONE: FORM THE AGILE REMOTE MISSION SQUAD <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TOWN OF MERIA Town MR -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEMS: Crest Cap MEDIUM: Grudiev HIDDEN ITEMS: RES Apple - Ashley's room Bullet Load - Ashley's room SOR Apple - Baker's wife's room VIT Apple - Bakery, main floor Heal Berry - old man's house Heal Berry - house of man explaining encounter system 10-Gal Hat - house of girl beside cats' house Gimel coin - house of cats Items/Weapon Shop: Antidote 20 Other shops: ARMS, Magic, Personal Medicine 20 Skills Rhino Shot 110 Hammer Fist 120 Flumrella 90 Hard Jumper 90 Ti Plate 100 Mage Robe 80 Teleport Gem 100 Go outside and talk to the boys to receive your first mission: catch that cat! Climb to the roof via the ladder on the second floor of the bakery, then chase the cat around the rim of the town, always staying on the roofs. Chase him past the man repairing the roof of the inn until he jumps across the lamp post, then talk to the innkeeper on the roof. Ask him to help you catch the cat, then jump down and climb up from the bakery again. Chase the cat again until he falls into the inn, then go after him. Touch him to return to the boys and receive your reward of Grudiev and a Crest Cap. Alternately, if you're in a no-fun mood, you can simply refuse to help the kids catch the cat, and Tony will just give you Grudiev but no Crest Cap (thanks to DarkMage Stelladeus for pointing out this option). You receive directions to the Sword Cathedral: 'at the foot of a mountain far to the northwest'. ------------------------------------------ Meria Boule Castle ------------------------------------------ ITEMS: Full Revive - in troop carrier hangar HIDDEN ITEMS: Big Berry - in storage basement, in rear of castle You can get these items while you're here now, or wait until later. -------------------------------------------- On route to Sword Cathedral -------------------------------------------- ---------------------------- | ENEMIES: Balloon | | Pill Bug | ---------------------------- Head west along the coast from the town, then north, still along the coast, to reach the mountains. Search to reveal the cathedral. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SWORD CATHEDRAL Dungeon SC -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ---------------------------- | ENEMIES: Protoblazer | ---------------------------- After the New Knight Squad Ceremony... the game begins?? Anyway, walk around and talk to your comrades in A.R.M.S. Talk to the commmander at the head table to start off a bizarre chain of events. When you gain control, make your way through the cathedral. You can avoid some of the monsters, but you have to fight the ones blocking the doors. Head N to reach the final room and touch Argetlahm. -------------------------------------------- Back in Town of Meria -------------------------------------------- Leave the bakery to make a new acquaintance. Before leaving town, speak to the woman by the town gate, who will tell you that the Valeria Chateau is at the 'top of a cliff'. It's not much to go on, but... -------------------------------------------- On route to Valeria Chateau -------------------------------------------- ---------------------------- | ENEMIES: Balloon | | Pill Bug | ---------------------------- Look S and you'll see (gasp!) a big cliff. Head SW up the hillside, then to the tip of the cliff, and search to find the castle. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- VALERIA CHATEAU Town VC -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MEDIUMS: Schturdark - in 2nd floor guest room Moor Gault - in 2nd floor quarters Quartermaster : Antidote 20 Other shops: Bullet load Medicine 20 Violet Rose 20 Pixie Dust 20 Pinwheel 20 Toy Hammer 20 Softener 20 Peppy Acorn 20 Teleport Gem 100 Here's where you can go: 3rd floor: Parlor, Irving and Altaecia's rooms. 2nd floor: Nurses' station, Kitchen, Guest room, Castle quarters. 1st floor: Quartermaster, Exit, Bullet load guy, Restricted area. You can receive healing in the nurses' station if you like. Be sure to grab both mediums on the second floor. Go to the first floor and take the corridor straight out from the elevator to enter the restricted area, talk to the girls there, then go back up to the top and into Irving's room. Tell him that you're ready for your first mission, and the game takes over from there for a while. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ILLSVEIL PRISON ISLAND Dungeon IP -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEMS: Heal Berry X 5, Jail Card, ---------------------------- SOR Apple, Mini Carrot, Crest | ENEMIES: Beast Pillar | ARMOR: Cute Ribbon | Empusa | ---------------------------- Head N to the computer terminal and kill the security system. Enter the door at the end of the hall. Don't walk in front of the security drone, or it'll riddle you with bullets. You can blow it up diagonally with your Fire Rod, or just avoid it. Check all of the lockers for treasure. Leave the room and go down the stairs. Follow the walkway, shooting the sentries diagonally with your rod. Enter the next room and go up and down the ramp, ignoring the door at the top for now. On the other side, cross the walkway again and go up to the prison cells. Head S to the computer terminal and turn off the No. 2 system. Enter the door it opens. Shoot the sentries and turn off the security system again. Search the lockers until you find the Jail Card. Now retrace your steps to return to Ashley. Use the Jail Card on the door to free him (you actually have to use it from the item menu). Talk to him, then run away together. Return to the area between the two walkways and enter the door at the top of the slope. Climb the stair and enter the next room, where you can see a guard standing by a door below. Have Ashley throw a knife over the guard's head, so that it falls on him and knocks him out. Go down and through the door he was guarding. In the wide hallway, watch for sentries in the alcoves. Blast them to get by (Ashley's knives work too). Keep going and go up and down another ramp. Drop a hurl knife from above onto the sentry at the bottom on the other side. Cross the walkway, again blowing up the sentries along the way, and climb the stairs on the far side. Go N along the cells to find Brad, open his door and talk to him. With Brad in tow, kick the busted computer terminal and enter the door it opens. Shoot the sentry and search the lockers, then go out and down the stairs. Return across the walkway and go to the top of the slope, then kick open the rusted door. Before walking down the two steps to the warden, take the W door to search the last of the lockers. Step near the warden to trigger the next fight (if you trigger the fight before getting the stuff through that side door, no worries. You can come back here and get it later). * * * * * * * * * * * * * * * * * * * Escapee Capture Robot | HP EXP GELLA GAONIM | GAONIM 2000 300 600 ------------------------+ Right Claw 1000 150 300 ATTACKS EFFECT Hammer Swing Wallop with large right claw. Chew Up Attack with mechanical jaw in chest. This boss has a lot more HP than previous ones, but you've got 3 guys to hack away at him, so that's fair. Try and keep your HP over 70 or so and use Spark if you've got it. * * * * * * * * * * * * * * * * * * * After the fight, you all return to Valeria Chateau, where you receive your next mission. You have to re-open an important trade route called Under Traffic, a pass through the mountains to the S of the castle. Irving gives you the portable communicator, which you can now use anytime to try and speak with your home base, by selecting 'Call' from the in-game menu. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> MISSION TWO: RE-OPEN THE TRADE ROUTE <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> -------------------------------------------- On route to Under Traffic -------------------------------------------- Pretty easy to find. Just go S from the castle, like the man said, and it'll show up upon searching along the W wall of the cliff. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- UNDER TRAFFIC Dungeon UT -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEMS: Crest ---------------------------- ARMS: MultiBlast (Ashley) | ENEMIES: Gob | GEAR: Moonstone | Dryad | | Tatzelwurm | ---------------------------- In this area, if you examine one of the large crates with the skull-and- crossbones emblazoned on them, you learn that they contain 'fire medicine'. Use Brad's Kick Boots to move them around, and use Lilka's Fire Rod to blow 'em up, along with any nearby rocks that might be blocking your path. Blow up the first crate where it stands, and kick the second one forward a couple of times first. In the larger room, skip the first crate and boulders, and blow up the next pair using the crate that's already there. Then, kick the first crate W around the boulder (but not all the way to the wall, so you can kick it back E again), S a bit, then up to the boulder blocking the path, then blow it up. When you reach the next boulder, take the door beside it. In the water room, Brad's boots come in handy again. Stand on one of the wooden rafts and kick against the wall to push off. From the center island, take the E raft to reach the treasure chest (remember to use it from the item menu to gain access to it in battle), then return and take the other one. Return to the previous room, but on the other side of the boulder. Blow the boulder and follow the healing gems around the bend. In the next room, climb the slope and kick the crate over the edge. You might be tempted to then push it S, but don't do it! Instead, kick it N a few times to the boulder recessed in the wall (turn the camera angle if you can't see it), and blow that up instead to reveal a hidden room. When you come back out, the crate will have regenerated, so you can then continue on your merry way. In the next area, kick the crate closest to the edge over first, then the second one. Push one forward to blow the first rock, then the second crate to the second rock, and grab the Map Scope from the chest (see earlier in the FAQ for the Map Scope's functions). Leave this room and come back in, then use the chests to cross to the far side and go S to the exit. Locate the downed peddler and use the communicator from the game menu. -------------------------------------------- On route to Damzen City -------------------------------------------- ---------------------------- | ENEMIES: Gob | | Kelaeno | | Dakleit | | Trilobite | ---------------------------- Go SE from the Under Traffic exit through the pass. As soon as the path kind of splits, the E branch will reveal the city on a small greenish patch. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DAMZEN CITY Town DZ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HIDDEN ITEMS: Mystic Word - S of ARMS shop Heal Berry - S of Gunner's Heaven Heal Berry - by weapon shop Mittens - in corner inside Gunner's Heaven Item shop: Antidote 20 Weapon shop: Riot Ram 500 Medicine 20 Flak Jacket 450 Violet Rose 20 PixyParasol 400 Pixie Dust 20 Mist Blazer 300 Pinwheel 20 Punch Drunk 600 Toy Hammer 20 Travel Vest 500 Softener 20 Peppy Acorn 20 Other shops: Magic, Personal Skills, ARMS Teleport Gem 100 The clinic is at the very end of the main street, but before you go in, check along the E side for a very strange girl. Enter the clinic and talk to the doctor. On Lilka's prompting, phone Irving. Next, check the last house on the W (closest to the clinic) and talk to everyone, downstairs and up. On returning downstairs, talk to the man again, then go outside to speak with Irving via the communicator again. Go back in the house and talk to grandpa upstairs to learn that Telepath Tower is S of Damzen City. So what are you waiting for? *** SIDE QUEST: Odd Headquarters *** In Gunner's Heaven, talk to the bartender. Have Brad order a couple of drinks to loosen up the bartender's tongue, and he'll tell you about a strange building NE of town. See the side quests section of this FAQ for more info. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> MISSION THREE: INVESTIGATE THE MYSTERIOUS SABOTEURS <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> -------------------------------------------- On route to Telepath Tower -------------------------------------------- ---------------------------- | ENEMIES: Gob | | Kelaeno | | Dakleit | ---------------------------- Head directly S past the rocks. Search in the SE corner of this area, by a small green patch on the ground, to locate the tower. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TELEPATH TOWER Dungeon TT -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEMS: TeleportGem, Crest, Mini Carrot, ---------------------------- ReviveFruit X 2 | ENEMIES: Critter | TOOLS: Booty Call (Ashley) | Dakleit | ARMS: Pineapple (Brad) | Rat Monkey | ---------------------------- Inside, notice the 3 glowing blue cubes, one in the pit in the middle, and 3 behind the pillars on the sides. There are also several crates around. So... pick up the crates and throw them at the blue cubes. To hit the ones on the pillars, you have to be standing fairly close, about 2 crate-spaces out from the pillar. Hit the center cube by throwing from the side. If you run out of crates, go outside and back in to regenerate them. The center door will open when you do it right. The side door is for an elevator that you will activate later. Follow the path up the tower, past the computer terminal that tells you nothing useful. On the next level, there's a big switch, but you can't reach it now, so just keep going. You reach the top layer of the same level. Walk to the raised drawbridge and fall off either N or S to reach the lever. Pull it, then go back up and cross the bridge. After leaving the room with the Amazing Stone, head N to get the treasure chest, then go S past the door and pull the lever in the wall to start up the elevator. Return to the elevator and take it down to 3F to get the chest you couldn't reach earlier. Now, ride it to 5F. Take the W door for some more treasure, then the S door by the elevator to continue upward. Ah, a switch puzzle. It's a big pain in the arse too. Here you go: Exit ^ -----|^|----- | A | 8 | 4 | # = switches | +---+---- C = chest | 10| 7 | 3 | A = ARMS chest ----+---+---- | 9 | 6 | 2 | From where you enter, push switch 1, then 5, then get the | +---+---- chest. Now, push the switches in the following order: | C | 5 | 1 | 9, 6, 5, 2, 7, 4, 2, 6, 2, then exit the room. You still ----+---+|^|- have that other white chest to deal with, though, so re- ^ enter the room from the exit, and pull switches 8, 3, 6, Entrance then have Brad kick the chest to get a new ARM. When you're done, pull switch 10 to lower all walls for good. Continue your assent to the top of the tower, where your party will examine the Empathite unprompted. Sit back for a little cinema, then face the tower's guardian. * * * * * * * * * * * * * * * * * * * Mysterious Phantom Being | HP EXP GELLA Vagesta | Vagesta 2500 600 600 --------------------------+ Right Claw 1000 300 300 Left Claw 1000 300 300 ATTACKS EFFECT Distortion Makes him impossible to hit for rest of turn. Poison Bubble Cause vile poison in single target. Disease Cloud Cause disease in entire party. Life Returner Heal self. That distortion is a real pain, since it wastes whatever moves you input turn. Oh well, you'll live. Just don't have Ashley and Brad both use an ARM in the same turn so that you don't waste 2 shots. It's not a terribly difficult battle, just keep piling it on. * * * * * * * * * * * * * * * * * * * Return N to Damzen City after the fight. -------------------------------------------- Back in Damzen City -------------------------------------------- Talk to the family in the last house on the S side again, then go outside to talk to the strange woman automatically. She tells you that a plane was seen heading E of town. -------------------------------------------- On route to Mt. Chug-Chug -------------------------------------------- FIELD SEARCH: Lucky Card - just N of beach E of Damzen City. ---------------------------- | ENEMIES: Gob | | Kelaeno | | Dakleit | ---------------------------- Head E of town and climb the red rocky plateau. Follow it to the E wall of the mountain and search to locate your target. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MT. CHUG-CHUG Dungeon CC -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEMS: Crest ---------------------------- ARMOR: Head Gear | ENEMIES: Kelaeno | | Spudhead | | Shrieker | ---------------------------- In the entrance, you'll notice a couple of things. In the S wall, there's a door that you can't open without the 'Boss Symbol', so leave that for now. There's also a spinning pyramid with runes, which if you examine tells you that you feel a monster's howl. Again, leave this for now, but remember that it's here. Take the N door and climb the ramp. At the top, take the E doorway for now. There's a chest at the N end of this large room, and a couple lifts, which don't work right now. Enter the door in the E wall and climb until you reach an old mine cart. Have Brad kick it over into the hole and jump in after it. Kick the cart again and you'll jump in as it starts a little ride. At the power terminal, pull out the crystal wedged in the machine (I didn't list it under items found, because it doesn't show up in your inventory, and you can't do anything with it) and push the lever to start up the lifts. Ride the nearest lift up and run back to the previous large room. Enter the E door again and climb up, pass the big hole and enter the door beside it. Get the chest on the ledge in this room and go out the far side. Collect the health crystals and fall into the square hole at the S end. Ride this lift you land near up and you'll find an Amazing Stone. Climb the rest of the way to the top of the mountain. * * * * * * * * * * * * * * * * * * * Special Cocytus Squad Member | HP EXP GELLA Ptolomea | Ptolomea 3000 750 0 ------------------------------+ ATTACKS EFFECT Iron Sabre Heavy attack with weapon arm on single target. Ptolomea Dynamite Explosion damages all opponents. This might be the first enemy who can counterattack, so make sure you've got enough health to withstand it. On that note, keep everyone over 200 HP at all times to withstand his dynamite attack. * * * * * * * * * * * * * * * * * * * After the fight, the bad guys get away, but at least you learn a little more about them. -------------------------------------------- Back in Valeria Chateau -------------------------------------------- Ashley decides to head back to the Town of Meria for a while. When you leave the boardroom, talk to the guy outside. He calls his boss 'Arving' - hah! -------------------------------------------- Back in Town of Meria -------------------------------------------- Have your little moment with Marina, then try to leave town. Your compadres will join you and you will return to the castle for your next mission. Irving directs you to the Live Reflector SW of the castle. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> MISSION FOUR: ESTABLISH INTERNATIONAL RELATIONS <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> -------------------------------------------- On route to Live Reflector -------------------------------------------- ---------------------------- | ENEMIES: Balloon | | Pill Bug | | Daphne | ---------------------------- Go W from the castle to reach ground level, the S into the large forest there and search. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LIVE REFLECTOR Dungeon LR -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Take the door along the E wall before entering the reflector room. You have to turn on the generator first. Go down to the bottom room once you see who else is here. Examine the computer panel and a monster will emerge. * * * * * * * * * * * * * * * * * * * Thunderbolt Battle Monster | HP EXP GELLA Elebart | Elebart 2500 1400 1400 ----------------------------+ Right Claw 1250 700 700 Left Claw 1250 700 700 ATTACKS EFFECT Stun Gun Blow Smash with both claws at once. Elebalt Corrida Lightning strike on single with either claw If you decide to take out the claws, watch out after you destroy the first but not yet the second, because the Elebalt Corrida attack does a fair bit of damage, at least to Lilka. * * * * * * * * * * * * * * * * * * * After the battle, you enter the reflector room. Examine the panel on the wall reading "Sylvaland" to activate it, then step on the central pad to teleport there. Note: you can skip the teleportation animation by pressing Start. -------------------------------------------- On route to Sylvaland Castle -------------------------------------------- ---------------------------- | ENEMIES: Man Trap | | Dwergar | ---------------------------- Head SE from this end of the live reflector and search inside the large forest. Enter the castle and you'll automatically enter a conversation that takes you to your next task. -------------------------------------------- On route to Halmetz -------------------------------------------- FIELD SEARCH: Bullet Load - E of castle, grassy patch in soil Duplicator - S of castle, in alcove in rock wall ---------------------------- | ENEMIES: Man Trap | | Dwergar | | Peryton | ---------------------------- Talk to the second pair of guards on the way out of the castle. One will tell you that Hametz is E of the castle. Take one of the side paths to find your way out of the castle (there's more to explore here, but I'll go into it shortly. Right now, your priority, in the flow of the game, is to get to Halmetz as soon as possible. Head E all the way to the water's edge. The town is located just off the point where a forested hill connects with the land mass. Enter the town and the party automatically searches it, then encounters a fight. * * * * * * * * * * * * * * * * * * * Poisonous Armored Dragonoid | HP EXP GELLA Trask | Trask 3600 1500 0 -----------------------------+ Crystal 1800 750 0 ATTACKS EFFECT Biomissile Spikes fly off and attack single, from crystal Poison Breath Cause poison to all targets Until you destroy the crystal, keep everyone's HP over 300. After that, don't worry about it so much, because his only special attack is poison. * * * * * * * * * * * * * * * * * * * After the fight, you are captured and placed in Golgotha Prison -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- GOLGOTHA PRISON Dungeon GP -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEMS: Lucky Card, Heal Berry, ---------------------------- Crest | ENEMIES: Ghoul | | Bonedrake | | Wight | ---------------------------- Examine the N block along the back wall. Kick it into place, then drag it out of its space. Exit through the tunnel it reveals. Push the block at the far end of the tunnel and jump down into the room below. On the narrow path, notice the squares with 4 holes in them. When you step on them, spikes pop up and damage you. You have enough time to walk past the square, however, so either run over them or just don't dwindle at all over them. At the T-junction, go E to open a chest, then go W. Walk swiftly over the spikes at the corner without falling off the edge. At the locked door, go down the stairs and walk around to the non-spiked square in front of the lever, pull it, and go back up and through the door. Next, you encounter spear traps. Run past them, or, if the hall is very wide (such as by the treasure chest), you can just cross out of reach of the spear. Spin the camera to see all of the spear traps as you progress. In the next room, you can run diagonally to get through where there are spears on both sides. Next, run along the narrow path. You have to go all the way to the end, but remember to stop in time so that you don't fall off the edge. Throw a knife at the door lock, then run back and go through the door. Examine the door. Sucker! Well, a lesson learned is well worth it. In the next room, there are many such doors. You need to open them to find the exit, and the treasure. For the latter, the Booty Call will reveal its location. You can open the doors and dodge out of the way before the spear comes out, too. Search them all, and you'll find that the exit is behind the second-last door. Next, read the blue stone, then go down the stairs and kick the wooden lever back and forth 3 times. This opens the door to let you advance. Next, the stone tells you about the 'candlestick light'. You have to light the fire on the pedestal past the spears. Using Lilka's Fire Rod, time your shot to go past all of the spears. It might take a while, so be patient. Now, you find the villagers imprisoned. Press X several times at the lever to push it all the way down. Talk to the villagers and Ashley will head out alone. Ahead, you find a room with spike panels throughout. These, once raised, don't retract. If you run past one, you can make it to the other side, but you can't get back. It's best to just take the safe path. The exit can be found in the middle of the W wall near where you came in, but you have to go along way around to get there. Here's a map of the room and the path through it: ____ ____ ____ ____ ____ S | | | | | | | | | ********* | | E--+--W |_ _|_* _|_ _|_* _|_ _| | | | * | | * | | N | **** | | **** | |_* _|_ _|____|____|_* _| Alternately, keeping S at the top of | * | | | | * | the screen, from the entrance, go Exit <== ** | | | * | R, U, R, R, R, U, U, L, U, L, L, D, L, |____|____|_ _|____|_ *_| D, and exit. | | | | | * | | ************* | |____|_ *_|____|_ _|_ _| | | * | | | | Entrance ==> ******* | | |____|____|____|____|____| Enter the door in the opposite wall to listen in on Odessa troops a bit, then head up the stairs, quickly to avoid the guillotines. * * * * * * * * * * * * * * * * * * * Poisonous Armored Dragonoid | HP EXP GELLA Trask | Trask 3600 1500 1500 -----------------------------+ Crystal 1800 750 750 ATTACKS EFFECT Biomissile Spikes from crystal attack, can paralyze Poison Breath Cause poison to all targets Your only problem is if you get paralyzed while your health is low, in case you don't recover before he kills you. Otherwise, just keep hacking away and try out your new powers. At the end of the fight, Ashley receives the 'Access' force power. * * * * * * * * * * * * * * * * * * * After the fight, you return to Sylvaland Now is as good a time as any to explore it. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SYLVALAND CASTLE Town SD -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEMS: Crest X 2, Scapegoat ARMOR: Red Cap (Ashley) GEAR: Hazel Sprig, Silver Harp, Clear Chime, Blue Anklet First stop, S of the throne room, you can enter the library. One book in the rear is sticking out from the shelf. Push it in to trigger a secret elevator, the table in the middle. Step on that to go down to find some treasure. After that, check out the E side of the castle to find a sleeping guard. Examine him, then go to the W side and pull the rope that rings the bell. The guard should come running in. Now go get the chest that was behind his original position. But don't stop there! The S wall by that chest is colored differently. Examine it to reveal another secret room. Once you've done all this, head S down the middle of the castle to see who is waiting for you. From here, the game takes over for a little while, until you receive your next mission. -------------------------------------------- Back in Valeria Chateau -------------------------------------------- Talk to the guy near the elevator on the second floor. He'll give you the clearest idea of where to go next. You need to use the live reflector to reach the next two locations, in any order. I'll provide directions to find the Aguelite first, then the Germatron. But before that, why don't you visit Halmetz, now that it's repopulated, and see what's what there? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HALMETZ Town HM -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HIDDEN ITEMS: Memo Pen - in first house W of bell tower Lucky Card - in second house W of bell tower Item shop: Antidote 20 Weapon shop: Greyhound 1450 Medicine 20 Sunshade 1200 Violet Rose 20 Knuckle Arm 1600 Pixie Dust 20 Pinwheel 20 Toy Hammer 20 Other shops: Personal Skills, Magic, Softener 20 ARMS Peppy Acorn 20 Teleport Gem 100 Talk to the good folks around here, and note the pyramid in the NE corner. The man next to it gives you a hint of what to do with these things, but you can't do anything about it for quite some time yet. So when you're done, head off to the live reflector and activate the panel for the Ruins Mine. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> MISSION FIVE: FIND THE AGUELITE AND GERMATRON <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> -------------------------------------------- On route to Ruins Mine -------------------------------------------- FIELD SEARCH: STR Apple - E coast of island, by black rocks. ---------------------------- | ENEMIES: Berserker | | Assassin Bug | | Cockatrice | ---------------------------- Circle around the center mound on the S side. Search near the black rock on the W side to find Holst. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HOLST Town HL -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TOOLS: Bombs (Brad) HIDDEN ITEMS: Gaze Mirror - in house in SE corner Item shop: Antidote 20 Armor shop: Ti Jacket 1300 Medicine 20 Purple Vest 1000 Violet Rose 20 Camo Vest 1400 Pixie Dust 20 Pinwheel 20 Toy Hammer 20 Other shops: Personal Skills, Magic, Softener 20 ARMS Peppy Acorn 20 Teleport Gem 100 Talk to some folks around town and you might learn about some other folks who stayed here recently, and who used explosives in the inn. Go to the inn (it's the first building on the E side) and go upstairs, then search the last bed to find the Bomb tool. Once you're ready, head into the mine shaft at the N end of town. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- AGUEL MINE SHAFT Dungeon AM -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEMS: Crest, Heal Berry X 3 ---------------------------- ARMS: AM Cluster (Brad) | ENEMIES: Giant Crab | | Galeion | | Water Leaper | | Leprechaun | ---------------------------- In this area, there are 2 particular monsters to watch out for. First, leprechauns. You can't use ARMS against them, they have high HP, they confuse you a lot, and their physical attack packs a wallop. Second, those pesky galeions. They're not likely to actually hurt you, but they keep committing suicide before you can take them out yourself, denying you the whopping 2500 experience points they provide. Have fun! Go through the mine until you reach some small round rocks blocking the path. Use Brad's Bombs to blow them up. When the path forks, take the W branch to a treasure chest, then return and take the E path, which brings you to an Amazing Stone eventually. Cross the bridge from there. Before opening the gates, take the E tunnel and follow it to the end, to find an ARMS chest containing Brad's AM Cluster. Return, clear the crates by the lever to pull it, and continue N through the main tunnel. You'll reach the large rock excavator. Place a bomb in front of its piledriver to thrust it forward, breaking the large boulder in the way. Ahead, a large, tough block again prevents progress. You'll need a whole whack of bombs right in front of it to blow this baby up. Next, you'll have to put a bomb on each of the 4 pedestals, so that they all end up raised together. In the next room, just walk down to the chest and open it to find the Aguelite. Leave the town and return to the live reflector, then choose the Dragon's Vein icon, so that you can now hunt down the Germatron. -------------------------------------------- On route to Dragon's Vein -------------------------------------------- FIELD SEARCH: Lucky Card - follow peninsula SW of live reflector to tip. Scapegoat - at tip of N peninsula. ---------------------------- | ENEMIES: Berserker | | Assassin Bug | | Myconid | ---------------------------- Search past the N dark mound in the center of this region to locate the Raline Observatory. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- RALINE OBSERVATORY Dungeon RO -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEMS: TeleportGem ---------------------------- ARMOR: Barrette | ENEMIES: Lilly Pad | ARMS: BoltAction (Ashley) | Jelly Blob | | Pas de Chat | ---------------------------- Go N into the first room to find a boss (already?) and a couple of goons... * * * * * * * * * * * * * * * * * * * Elemental Spirit | HP EXP GELLA Undines | Undines 4000 1800 450 ------------------+ Belly 2000 900 900 ATTACKS EFFECT Reject All Fools Cause party's magic to miss more frequently Intifada Damage single target Hooky Bust Throws rocks, heavy damage to single target Nothing really special to note. That hooky bust hurts quite a bit, especially on Lilka, so keep everyone's HP up. But then, that's just general good advice, now isn't it? Don't die, and hit him hard. It goes for pretty much every boss fight so far. Why change now? Thanks to DarkMage Stelladeus for correcting me on the effect of the Reject All Fools attack. * * * * * * * * * * * * * * * * * * * With Liz and Ard in tow, head into the building. When you encounter an obstacle, your pals will solve it, but then you have to get them out of it. when Liz pulls the lever, pull the next one to let him rejoin you. When the walls close, touch the blue panel on the wall and try again. On the other side, pull out the statue without arms in the air, drag it to the side and push it between the walls to hold them open. Take the W doorway from there to the treasure chest, then jump down and continue W. Liz jumps down somewhere again. Leave him there and continue past the Amazing Stone. Go down into the pit and pull out the single movable block, pushing it into either slot on the side, then use it to cross to the door at the far end. Go down the stairs in the corridor you emerge into. In the next room, stay on the ground and push the two blocks to make a bridge so you can cross above. For the S block, pull it S, then push it to the wall and down to the other block. Go through the door and pull the lever so Liz can rejoin you. Go back up the stairs and continue down the hall. Next, examine the big rock face. Have Brad kick the back of it to free Ard when he gets stuck. Keep going down the road. After Liz drops off again, just keep going. Climb the stairs and follow around the room, then drop down to the chest, then to the ground, then climb back up again and go through the door. Go down the stairs to locate Liz again, and shoot him either with fire or with a knife to make him sensible again. Well, more sensible anyway. Go up the stairs to find the Germatron in a chest. Then, you have a little fight over it. * * * * * * * * * * * * * * * * * * * Lead Scientific Researcher (Self-Styled) | HP EXP GELLA Liz | Liz 2000 750 0 And his Assistant | Ard 3000 750 0 Ard | -------------------------------------------+ ATTACKS EFFECT (Liz) Blue Bug Liquid Poisons Ard, triggers his Bomb Punch attack Homemade Bomb Damages everyone in both parties (Ard) Bomb Punch Heavy explosive punch to single target Dump Truck Tackle Body slam on single target Liz will always start off the battle with his blue bug liquid attack on Ard, who counters with a bomb punch to someone in your party. After that, it's a free-for-all. Liz's stupid bomb hurts his own party too. It doesn't hurt too bad, but as Liz says afterwards, he didn't get to complete his Bulgokidon yet. You'll see later. Concentrate on taking one of the pair out, then the other. It doesn't matter much which you do first, but Liz goes down easier due to his lower HP. * * * * * * * * * * * * * * * * * * * After the battle, return to Valeria Chateau, assuming that you've already completed the Ruins Mine quest for the Aguelite too (which, if you're following this guide closely, you have). <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> MISSION SIX: CONTACT THE GUARDIANS <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> -------------------------------------------- Back in Valeria Chateau -------------------------------------------- Enter the castle to trigger the next mission: Contact the Guardians! But first, Ashley is supposed to get some rest, so return to the Town of Meria to see your sweetie. The game takes over for a while from there. Take in the sights until you face... * * * * * * * * * * * * * * * * * * * Progenitor Bird with Wings of Light | HP EXP GELLA Alphael | Alphael 5000 2700 2700 -------------------------------------+ Right Leg 2500 1350 1350 Left Leg 2500 1350 1350 ATTACKS EFFECT Leg Claw Strike single target with either leg RF Blade Laser beam from head hits all targets It's not a terribly difficult fight, but it can be long if you take the time to take out the legs first. But, in that time it's easy to get Ashley up to Condition Green and use his Access force power, to make the rest of the fight go even easier. * * * * * * * * * * * * * * * * * * * Flying the Valeria Chateau: --------------------------- Fly forward: press up or X Turn: L or R, or L1 or R1 Disembark: at landing pad, press O Embark: at landing pad, press X When not over landing pad, press 0 to either enter the Chateau, or auto-pilot to the designated location. --------------------------------------------------- Now that you've got the flying Valeria Chateau --------------------------------------------------- You now have more of the castle available to you. Here's what you can find on each floor: 4th floor: Bridge/command centre, Strategic planning room, Quartermaster, Memory service. 3rd floor: Parlor, Irving's room, Altaecia's room. 2nd floor: Nurses' station, Kitchen, Crew's quarters. 1st floor: Memory service, Bullet load guy, Off-limits sector. Basement 1: Ring shop (see below), Prison Cell. Basement 2: Launch catapult, Engine room. Ye Secret Ring Shoppe: Earth Ring 12000 Water Ring 12000 Fire Ring 12000 Wind Ring 12000 Thor Ring 12000 Light Ring 12000 Dark Ring 12000 Ice Ring 12000 *** SIDE QUEST: Wind Tiger's Den *** Talk to Altaecia in the kitchen and she'll tell you about a remote landing pad far to the NW, near a windswept cave. You can head there now, before you go to Baskar Village, or any time later. See the side quests section of this guide for more details. -------------------------------------------- On route to Baskar Village -------------------------------------------- ---------------------------- | ENEMIES: Tabanga | | Owlbear | | Balloon | ---------------------------- From the home landing point, fly SW for a good while, until you find a land mass that's pretty much all forest. If you're in the right place, you'll see the light beacon pretty easily. If you're having trouble, just press O and choose the auto-pilot feature. Once you land, you get a call that tells you that the village is 'hidden in the forest'. Great help, thanks. Head into the woods and search near the far tip of the plateau you're on to locate the village. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BASKAR VILLAGE Town BK -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ARMOR: Hard Gear - in chest behind elder's house Item shop: Antidote 20 Medicine 20 Violet Rose 20 Pixie Dust 20 Pinwheel 20 Toy Hammer 20 Softener 20 Peppy Acorn 20 Teleport Gem 100 Look around a bit, and enter the house on the E side when you're done. Examine the flashy thing on the table to trigger a sequence of conversations. When you can, head to the village gates to meet Colette, who tells you that the Hidden Trial Arena is S of the village, which is very helpful, since there is no other direction you can go. Go S past the rocky peak on the E side and search to locate it. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HIDDEN TRIAL ARENA Dungeon HT -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEMS: Crest X 3, Mini Carrot X 2 ---------------------------- TOOLS: Pooka (Tim) | ENEMIES: Fairy Light | GEAR: Heart Leaf | Squirm | | Rafflesia | ---------------------------- Head N to find Pooka, who will join your quest. In the next room, you need to press both levers at once, so press one, then activate Pooka and have him press the other. This drops the wall to let you progress. In the next, large room, go N, stand on the moving platform and make Pooka press the lever. Step off after it moves and enter the door. Repeat the two-levers-at-once trick to drop the wall and get the treasure chest. Return to the large room, and ride the moving platform on the S side. At the top of the ramp, cross the room via the tops of the pillars, using Pooka to get the treasure chests on either side. Ahead, you reach a room where the switch raises a couple of floors, and you have to run to cross them in time. Stand near the bottom of the first ramp and have Pooka pull the lever, then run across the first level of the raised platforms, up the ramp at the end and across the second raised floor. Use the same approach to cross the last raised floor along the back wall. When crossing the room with the large pillars ahead, don't miss the side door that leads you to a pair of treasure chests. * * * * * * * * * * * * * * * * * * * Compound Plant Monster | HP EXP GELLA Reguleus | Reguleus 5000 2000 2000 ------------------------+ ATTACKS EFFECT Wormyweed Extract Damage and poison single target Elcweed Extract Damage and confuse all targets with gas Since there's only one target in this fight, it should be pretty straightforward. I just hope that you've stocked up a bit on curative items by this point. * * * * * * * * * * * * * * * * * * * As Tim states, the trial is not over yet. Just ahead, however, you reach the 'Wall', and Tim has to go on alone. When you reach a break in the floor, use Pooka to hit the switch on the wall. While the floors are moving in, just hold X so that you'll start running right away. You have to clear 3 sets of moving floors. Remember to stop before you fall into the next gap! Repeat this strategy. In the next room, you cross one moving floor, a long stretch of normal space, then another moving floor, and the space to stop in is relatively short. Do this again to reach the exit. In the more widely-spaced room, go ahead through the next door, then pass over the moving floor in the next room without pulling the switch for now. Go up the ramp and follow the path to the chest, then return. Now, when Pooka pulls the switch, you have to quickly run up and across the moving floor before it retracts so far that you can't reach the door any more. If you're having trouble, line Tim up diagonally, so he only has to run in one line to make it across. * * * * * * * * * * * * * * * * * * * Transforming Ninja Monster | HP EXP GELLA Gehenna Neros | Gehenna Neros 3000 2000 2000 ----------------------------+ * Note: you get 2000 exp and gella for each one you destroy * ATTACKS EFFECT Replicate Create duplicate of self Pill Heal self a little Lullaby Cause sleep in target Between his replicating ability and his potential to put Tim to sleep, this could be a problematic fight, if it weren't for the fact that he's weak to absolutely every element. So whatever medium Tim is equipped with (except Odoryuk), he can wipe this guy out with one Combine. You do have to take both copies out at once, so you are obligated to use Combine at some point, but if you want more exp and gella, go ahead and kill off single copies using any magic attacks that Tim has learned at this point. * * * * * * * * * * * * * * * * * * * Tim acquires the 'Combine' Force Ability. You rejoin the rest of the party, and they acquire the ability as well. Then Tim goes off with Colette while she shows him her, uh, flower patch. She's never shown it to anyone else, either. Metaphor, anyone? Anyway, watch a scene in Baskar Village, which then shifts to Valeria Chateau -------------------------------------------- Back in Valeria Chateau -------------------------------------------- Leave the parlor, and use the Memory Service that is waiting outside. Enter the elevator to trigger a series of battles. * * * * * * * * * * * * * * * * * * * Special Cocytus Squad Member | HP EXP GELLA Antenora | Antenora 6000 1500 0 ------------------------------+ ATTACKS EFFECT Ephemeron Crystal beam damages + causes status abnormalities Shockwave Crystal beam hits and damages all targets No big whoop. Keep yourself well-healed, especially whomever she hits with ephemeron. Those status effects could be a pain later on, but you can handle her easily with some high-damage ARMS attacks. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Special Cocytus Squad Member | HP EXP GELLA Judecca | Judecca 3600 1500 0 ------------------------------+ ATTACKS EFFECT Miriam 2-gun shot from hip Sidewinder Firework trick shot Douglas Powerful shotgun shot This guy's supposed to be tough, but I think the game takes it easy on you since Tim is fighting alone. 2 of his attacks tend not to do much damage at all. If you want to, you can just defend until you build your FP up enough to use a Combine attack. Do a couple of those, and a couple other hits, and the fight will end. * * * * * * * * * * * * * * * * * * * But it's not over yet! * * * * * * * * * * * * * * * * * * * Explosive Red Thunder Toad | HP EXP GELLA Blastodon | Blastodon 6000 2500 2500 ----------------------------+ Right Pouch 3000 1000 1000 Left Pouch 3000 1000 1000 ATTACKS EFFECT Paralyzer Gas from left pouch paralyzes single target Terrible Shade Gas from right pouch causes explosion on single Evil Quasar Head causes dark elemental damage to all Poison Bubble Head bubble causes damage and vile poison to single Don't worry about the whole explosion thing, just treat it as a regular fight. Now that you've got 4 people in your team, you can switch people out at the start of every round, if you wish. * * * * * * * * * * * * * * * * * * * After your victory, enjoy a few scenes before Irving gives you your next mission... <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> MISSION SEVEN: PROTECT THE 71ST FILGAIA SUMMIT <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- WARWING VARUKISAS Dungeon WV -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ---------------------------- | ENEMIES: Odessa Man | ---------------------------- Head through the N door and check the computer terminal. You'll see that there are 3 power plants, A, B, and C, aboard that you will need to deactivate to put the ship out of commission. Have Brad kick the cylindrical thing blocking the hall to continue. Past the Amazing Stone, you reach a crossroads with a raised platform in the middle. You have to go in each of the three directions and deal with the puzzles there. WEST PATH: Enter the first door along the N wall. Pull out the crate and push it into the other slot beside it. Don't kick the cylinder, because you need it to cross to the computer terminal. Turn the barrier off, and the terminal switch on. Continue down the hall past the barrier. Along the S side, climb to the computer terminal and raise the bridge. Use the bridge to get to the next terminal, where you can get the code for power plant A: TA2360, and turn on the terminal switch (it operates a terminal on the E path). Go down the other side of the bridge and arrange the crates in a line so that you can cross to the far side of the pit. Drop to the ground, then run back up the ramp and cross your crates, then go through the door at the far side. In the final room, go up the ramp to the first terminal, operate the crane, then cross to the power plant command centre. Input the code from earlier (TA2360) and return to the crossroads. NORTH PATH: Go up the narrow ramp to the crates. Move the 5 crates along the wall into the spaces on the side platform to make it collapse. Cross the fallen platform to the door beyond. In the next room, you have to make your way along a raised walkway with collapsing parts. Here's a diagram, so you know which parts to avoid: Exit N ^^ _ _ | |_|_| |_|_| W--+--E |_|_| |_|_| | |_|_| X X S |_|_| _ _ _|_|_| |_|_|X X|_|_|_|_|_| X|_|_|_|_| |_|_| X|_| |_|_| X = collapsing panel |_|_|_ _ _ _ _ _ _ |_|_|_|_|_|_|_|_|_| |_|_|X X|_|_|_|_|_| |_|_| _ _ _|_|_| Ramp >>>|_|_|_|_|_| up >>>|_|_|_|_|_| |_|_| |_|X |_|X |_|_| |_|_| |_|_| And, in the next room, you have the same problem: _ _ _ _ _ _ _ |X X|_|_|_|_|_|_|_| |_|_|_|_|_|_|X X|_| |_|_| |_|_| |_|_| |_|_| |_|_|_|_|_|_|X|_|computer |_|_|_|_|_|_|X|_|terminal |_|_| |_|X |_|X |_|_| |_|_| |_|_| ^ ^ Entrance Once you reach the terminal up top, use it to turn the barrier off. Go back to the first room in this section, where you collapsed the large platform by pushing crates onto it. Take the W door from that room past the now- deactivated barrier, and examine the computer to learn the code for power plant B (TB8180). Now, go back to the last room in this section and step off the walkway to land on the row of cylinders below (it's from the third square on the walkway), then cross to the power plant terminal and input your code to shut it down. EAST PATH: Again, take the first door in the N wall. Kick past some cylinders to reach the computer terminal. If it doesn't have power, go back to the W path and turn on the terminal switch from the computer in the NW corner of the room at the end of the long hall. Turn off the barrier and get the power code (TC6503). Go down the hall and kick you way past the cylinders. Go up the ramp and pull the switch on the wall, then go down and through the lowered bridge. Climb up on this end, and use Pooka to raise the bridge back up by pressing the same switch. Enter the power code at the terminal to shut the last power plant down. Head back to the central room and try to go back to the anchor. * * * * * * * * * * * * * * * * * * * Special Cocytus Squad Member | HP EXP GELLA Ptolomea | Ptolomea 7500 3000 0 ------------------------------+ ATTACKS EFFECT Iron Sabre Heavy attack with weapon arm on single target. Ptolomea Dynamite Explosion damages all opponents. He uses the same attacks as last time, they're just a bit more potent this time around. Still, none of them do terribly heavy damage, so don't worry about getting killed easily. Keep hacking away with powerful attacks and you'll bring him down in fair time. * * * * * * * * * * * * * * * * * * * Step onto the elevator Ptolomea came down to reach the cockpit. Examine the control at the very front of the cockpit to try and land the damn thing. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> MISSION EIGHT: RECOVER THE DATA TABLETS <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> -------------------------------------------- In Meria Boule Castle -------------------------------------------- ITEMS: Full Revive - in troop carrier hangar HIDDEN ITEMS: Big Berry - in storage basement, in rear of castle You can only get these items listed here if you haven't gotten them already earlier, since you could have explored the castle any time you were in the Town of Meria. Talk to the folks around the throne room to get some tips on searching for the data tablets. Head out of town and go to the west coast (near the Sword Cathedral) to find the hovercraft waiting for you on the beach. *** NOW THAT YOU HAVE POOKA: Golgotha Prison *** If you return to the prison, either by teleporting to Halmetz and walking down or taking the hovercraft through Likikis River (see below), you'll find a doorway on the E side of the execution arena. Inside, use Pooka to reach 2 treasure chests, containing a Scapegoat and a Gimel Coin. There's also a Big Berry by the lever that opens your original jail cell. Piloting the Hovercraft: ------------------------ Sail forward: press up or X Turn: L or R, or L1 or R1 Disembark: at beach, press O Embark: press X -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PILOTING THE INNER SEA -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ---------------------------- | ENEMIES: Cuttlefish | | Bower | | Kelpie | | Aughisky | | Axe Beak | ---------------------------- Tablet 1 is by the beach of the island in the center of the inner sea. Tablet 2 is along the N coast, W of center, by a long thin strip of beach. Tablet 3 is by a steep beach along the W middle coast of the inner sea. Once you've collected all 3 tablets, phone Irving on your communicator (yes, you have to, or the game won't let you get off the hovercraft), then return to Meria Boule Castle in the Town of Meria. Other points of interest: 1. Likikis River. In the SW corner of the inner sea, near Baskar Village (which you can see up in a high forest), there is a very small landing with a beach built into the mountainside. Disembark here and search to reveal a signpost telling you that you're at the mouth of the Likikis River. You can take the river to Golgotha Prison, to the Quartly desert (which doesn't do you much good yet), to the forest below Baskar Village, and to a lovely waterfall, presumably the source of the river. 2. At the tip of the peninsula jutting into the center of the inner sea, there is an island with a beach. Many very strong monsters live there, but be careful, since some can cause instant death to the whole party. You'll come here later in the game as part of the story, but for now it's a chance to fill up your monster album a bit and test your mettle. *** SIDE QUEST: Thunder Lion Cage *** On the W side of the inner sea, there's a large beach leading to a flat orange waste from which you can see a large snow field. Search around there to find the Thunder Lion Cage. See the side quests section of this guide for more details. -------------------------------------------- Back in Meria Boule Castle -------------------------------------------- A conversation with the king and Irving sends you off to a new location... <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> MISSION NINE: FIND SIELJE REGION AND DECODE THE TABLETS <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> You could walk or sail there, but the easiest way to get to Damzen city is to use a Teleport Gem at this point. -------------------------------------------- In Damzen City -------------------------------------------- In the 'Gunner's Heaven' pub, talk to the lone guy in the corner by the barrel. He'll hand over the Boss Symbol, which will let you access the tunnel to Sielje region in Mt. Chug-Chug. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TUNNEL TO SIELJE REGION Dungeon TS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEMS: Heal Berry, Duplicator ---------------------------- ARMS: DeadOrAlive (Ashley) | ENEMIES: Spudhead | TOOLS: Freeze Rod (Lilka) | Shrieker | ARMOR: Migrant Hat | Kelaeno | | Cave Torus | | Vacuumon | ---------------------------- Use the Boss Symbol from your item inventory in front of the right door in entrance to Mt. Chug-Chug to gain entry. Inside, take the door in the E wall to get Ashley's new bayonet cartridge, then take the high road to the SW corner to get Lilka's Freeze Rod. Use it to extinguish the three torches around the main room. They will disappear, letting you go reach the door low in the S wall. In the next room, jump to the ground, and pull out the crate behind the large wooden pillar. Place it underneath the door in the wall. Now, go up the ramp to the wooden platform again and throw a knife at the lock recessed in the wall. This drops the second crate on top of the one you just placed, letting you step onto them and through the door. Ahead, the upper walkway has several very visible blocks that collapse as you pass near them. Two of them, however, let you drop onto treasure chests, so get those and go back up the ramp. Exit on the ground at the S end of the room. In the next room there's a little puzzle. Pull the W crate onto the E floor panel to lower the second crate, then pull that crate into the space in the middle of the raised walkway. Then, pull the first crate over to the W floor panel to complete the bridge. Go up the ramp and cross. Climb the path to reach the outdoors once more. -------------------------------------------- On route to Sielje Region -------------------------------------------- FIELD SEARCH: SOR Apple - behind dark rocks at W end of snow field. ---------------------------- | ENEMIES: Fleurety | | Wendigo | | White Fear | ---------------------------- Head over to the snow and stay on the N side of the line of mountains that divides this area. In the middle of the snow field, search to locate a small mound, the entrance to Sielje Region. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SIELJE REGION Town SR -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ARMOR: Serenade (Lilka), Eagle Quill (Tim) - behind N building Item shop: Antidote 20 Weapon/Armor shop: Raid Blast 3100 Medicine 20 Chain Mail 3000 Violet Rose 20 Gay Parasol 2500 Pixie Dust 20 Silky Robe 2100 Pinwheel 20 Crisis Arm 3500 Toy Hammer 20 Metal Plate 3200 Softener 20 Dream Wand 2300 Peppy Acorn 20 Sand Poncho 2000 Teleport Gem 100 Other shops: Personal Skills, Magic, ARMS. Explore the town a bit. Go to the N building, and walk along the narrow path outside it on the E side. Open the first chest behind it, and use Pooka to get the second one. When you're done looking around, talk to the professor in the W room off the upper level of the north-most building. After a while, you get sent to the Gate Bridge, and the professor gives you the Bridge Key to let you through. As you leave town, you also get the Eat My Dust bomb. -------------------------------------------- On route to Gate Bridge -------------------------------------------- ---------------------------- | ENEMIES: Fleurety | | Wendigo | | White Fear | ---------------------------- Head around the strip of mountains and up the other side, all the way to the visible bridge (you don't have to search for it). Use the Bridge Key from your item menu to unlock it, then go on in. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- GATE BRIDGE Dungeon GB -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEMS: None for now, but there's a chest ---------------------------- behind a fence for later... | ENEMIES: Ninja Hound | | Clay Puppet | | Iron Maiden | ---------------------------- You get 5 minutes to cross the bridge, which shouldn't be a problem at all, since the timer stops during fights, and there's really only one path to take. You an easily avoid the security orbs, but if you do run into them, none of the fights that ensue will cause you much trouble. After the first outdoor area, you come to a water-filled room. Throw a knife at the door lock by the entrance, then carefully walk to the open door. There are panel on the floor which, if stepped on, slam the door shut again. Avoid them. Here is how they are arranged (you can see them if you look closely at the floor): Exit door |_|_|_|_|_|_| Each square corresponds to one tile on the floor. |_|_|_|_|_|_| This is only the portion of the path nearest the |_|_|X|X|X|X| exit, since the rest of the path is normal. |_|_|_|_|_|_| |_|_|_|_|_|_| W |X|X|X|X|_|_| | |_|_|_|_|_|_| S--+--N |_|_|_|_|_|_| | ............. E In the next similar room, after crossing outdoors again, the floor panel that closes the door runs across the whole path, so you can't cross it after opening the door. Stand by the closed door and throw a knife NE to the door lock to overcome this obstacle. Continue past the last of the security orbs and run across the bridge. Inside on the other side, you encounter some familiar faces. * * * * * * * * * * * * * * * * * * * Lead Scientific Researcher (Self-Styled) | HP EXP GELLA Liz | Liz 3500 1750 0 And his Assistant | Ard 4000 1750 0 Ard | -------------------------------------------+ ATTACKS EFFECT (Liz) Red Bug Liquid Diseases Ard, triggers his Antitank Punch Strange Bomb Damages everyone in both parties (Ard) Antitank Punch Very heavy hit on single target Dump Truck Tackle Body slam on single target Again, Liz starts off the fight by using bug juice on Ard, who then lets out with his massive antitank punch. I hope you had everyone well healed before you started the battle! After that, I would suggest piling it onto Liz to take him out first, for the sole reason that his attack damages everyone, and makes you spend more time healing everyone to withstand Ard's attacks as well. * * * * * * * * * * * * * * * * * * * After the fight, Liz unleashes a little surprise... * * * * * * * * * * * * * * * * * * * Biogenic Dragonoid | HP EXP GELLA Trask 2.0 | Trask 5000 3500 3500 --------------------+ Crystal 3500 1750 1750 ATTACKS EFFECT Biomissile Spike from crystal damages and paralyzes single Sonic Howl Sound waves damage entire party Blink Around Powerful slash with claws on single target Now you'll really wish that you kept your HP up towards the end of the last fight. You might want both Lilka and Tim in your party once he starts using blink around, so that you have double the healing power. Other than that, just keep wailing away. * * * * * * * * * * * * * * * * * * * Leave the chest behind the fence alone for now, since you can't get to it. Go outside to receive a call on your communicator. -------------------------------------------- On route to Greenhell -------------------------------------------- FIELD SEARCH: SOR Apple - along W edge of clearing. ---------------------------- | ENEMIES: Urchin Bug | | Melchom | ---------------------------- Head W until the field widens out and then N to the pair of posts along the forest. You don't have to search to find it. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- GREENHELL Dungeon GH -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ---------------------------- | ENEMIES: Stolas | | Spawn | | Triffid | | Barghest | ---------------------------- As Brad advises, just keep heading N through this area, jumping down where you have to, until you reach the sky lift. Kick the post as before and ride it down, then continue on your merry northern way until you leave the forest. -------------------------------------------- On route to T'Bok Village -------------------------------------------- ---------------------------- | ENEMIES: Blue Snail | | Triffid | ---------------------------- Head to the village (remember where it is?). As it turns out, it's been quite a few years since Brad's last visit here, which at least explains why there are new monsters in these areas. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- T'BOK VILLAGE Town TB -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEMS: TeleportOrb ARMS: Lawnmower (Brad) HIDDEN ITEMS: Crest - in village elder's house Shops: Bullet Load Head into town and talk to the dog standing outside one of the houses. Can you remember his name? Unless you changed it from the default, it's 'Rassyu'. Getting it right doesn't net you anything, though, so don't worry if you forgot. After the conversations end, go talk to Rassyu again and he'll bring you a couple of items. Talk to everyone in town to get the clues needed to open the next location. Also remember to go into the shed in the SW corner of the village, via the small door, not the large one that leads to where Brad hid all those years ago. In there, kick open the ARMS chest to get a new weapon for Brad. *** SIDE QUEST: Island Outpost *** Make Lilka your lead character and try to teleport from any point here on in (I think you have to get the TeleportOrb and hear her talk about having trouble with those things). She'll screw it up and end up on a tiny remote island, and from there she may be able to learn advanced magic. See the side quests section of this guide for more details. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> MISSION TEN: TRACK DOWN ODESSA <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> -------------------------------------------- On route to Quartly -------------------------------------------- FIELD SEARCH: RES Apple - on peninsula at SW corner of desert. Duplicator - S and a few steps E of Quartly, about a third of the way down the desert. Lucky Card - N edge of desert, on wide arm that juts into the gorge. Bullet Load - directly NW from W edge of beach. ---------------------------- | ENEMIES: Sand Crab | | Ant Lion | | Twin Tail | ---------------------------- Teleport back to the hovercraft, then head to the SW corner of the inner sea and go down Likikis River, keeping to the right whenever the river branches. Get off at the desert beach and search for the signpost nearby. Read it, then head NW to the gorge, then W a little further, until you see a brighter orange patch along the edge, and the terrain on both sides of the gorge look well- suited for a bridge to be going across. Search there. If the town doesn't appear, make sure that you talked to everyone in T'Bok Village (not with Brad) to get directions (I think you specifically need to talk to the main outside from the village elder's house), read the signpost near the desert's beach, and call Irving on the communicator, then try again. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- QUARTLY Town QT -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Item shop: Antidote 20 Weapon/Armor shop: Dual Shot 4200 Medicine 20 Full Metal 4000 Violet Rose 20 Elf Parasol 3900 Pixie Dust 20 Shield Cape 3500 Pinwheel 20 Mirage Hand 4600 Toy Hammer 20 Ferdinand 4500 Softener 20 Rune Staff 3600 Peppy Acorn 20 Cute Bolero 3300 Teleport Gem 100 Other shops: Magic, Personal Skills, ARMS. Head N along the main (and only) road, past the Memory Service and you'll trigger a meeting with a new character. -------------------------------------------- On route to Slayheim Castle -------------------------------------------- FIELD SEARCH: VIT Apple - in SW corner of salt flats, on rocky ground. Ambrosia - along edge of gorge, E of Quartly ---------------------------- | ENEMIES: Macabre | | Necrosaurus | | Remnant | ---------------------------- Head N and E from Quartly. When you locate the beach on the N shore, search in the salt near it on the E side to locate the castle. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SLAYHEIM CASTLE Dungeon SY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEMS: Duplicator ---------------------------- GEAR: Secret Sign, Elven Boots | ENEMIES: Blood Ruby | ARMOR: Lone Wolf (Ashley), | NachtGeist | Plus Band (Brad) | HelterSkelter | ---------------------------- You have two pathways open to you, on either side of the main room. The center door is locked for now. EAST PATH Head N after you go in the door and straighten the picture on the wall in the room you come into. Go through the door this opens, watch a little scene from Brad's past, and open the treasure chest. Go back to where you first came in from the main entrance and head E. Go up to the room with blocks and holes blocking your way. Place a bomb on the greenish floor under a stack of boxes to collapse that section of the floor, letting you advance. Go down the stairs and press the blue switch on the wall to let you in to the Amazing Stone. WEST PATH Head N to the library. There's a purple book on top of one of the bookshelves. Kick the shelf to knock the book off and pick it up. Along the next wall, examine the bookshelves to find the one that is missing a volume. Place the Adult Mag in this slot to move the bookshelf, revealing a hidden room with another chest. Now go W from where the corridor branched and up the stairs. In the room with the giant swinging fork, kick it from behind to get launched to the other side of the pit. Get the chest and head out the back door. Enter the double doors from the Amazing Stone after doing completing either of the two paths. Open the chest and return to the main room, where the center door is now open. If you go down the stairs, you can read a plaque that gives you hint on how to reach the switch. Go back to the top of the stairs and kick the column on the E side. The columns will fall and hit the switch, opening the door for you. Open this last chest and head back to the entrance. * * * * * * * * * * * * * * * * * * * Kanon | HP EXP GELLA ------------------------+ Kanon 5500 3700