Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

FAQ/Walkthrough

by The Manx

The Manx�s Great Greed Walkthrough
v. 1.2



The Combat System-

Fighting monsters in Great Greed is unique from older RPG�s. Pressing �A� makes
you attack the monster, pressing �B� makes you defend. Pressing �START� is what
makes you run away (or try to). You use magic by pressing one of the four
directional buttons. You assign a magic spell to each button beforehand,
keeping in mind that healing spells can only be assigned to the �down� button.

Getting started-

Like in almost any RPG, the first thing you're asked to do is name your
character.  You can enter up to four letters.

Chapter 1-Royal Refuge

A sorceress named Microwave is fighting a monster called a Hunter, and escapes
to our world, where you and your father are investigating acid rain levels in a
forest. Microwave appears before you, and you need to walk over and talk
to her. When you do, the Hunter will appear and Microwave will warp back to her
world, but you�ll be taken along for the ride.

You�ll reappear on an island in the kingdom of Greene. Talk to Microwave and
agree to carry her on your back. Head north and west into the gap in the
mountains. Walk into the cluster of trees then go up until you reach a wall.
Either walk to the doors you see or talk to the girl, Princess Candy, standing
in front of them. Microwave talks to King Greene and explains what you�re doing
here and that she has to go to Burger Castle and she needs to find a way to
regain her magic, which shorted out while she was bringing you back to Greene.

You�ll learn a little more about the monster named Bio-Haz, who is threatening
Greene with pollution, from Candy. After she�s done talking, �talk� to the dog
in front of the door. His name is Calorie, and Candy will tell you about his
collar; it can hold the special jewels she and her sisters carry. Go out into
the hall, head right and into the first door you pass.  Talk to the men in
there--Lunch Box and Time Out--then go back out and take the stairs. Walk into
the doors to talk with King Greene. Candy talks to her father about helping in
the fight against Bio-Haz when a guard rushes in and says that monsters have
entered the castle. The King tells Candy to take you to safety. Go back down
the stairs, where you'll have to fight the Hunter.

The Hunter is not very tough, and three or four regular attacks should send him
running. Go back to the throne room and �talk� to Calorie in front of the door.
Go into the throne room and sit through all the dialogue, then take the stairs
and enter the first door, which is the armory. Open all the chests and exchange
your current gear for what you find inside.  Take the Heal 1 scroll and equip
it, then leave the room and head out the doors at the bottom of the hall. Leave
the forest and head to the cave that is now on the map.

Just follow the passage inside the cave, because it never branches. You'll
occasionally be attacked by Roaches, but you should be able to take them out in
one hit.  If you see a message during a fight saying that Candy�s helping, it
means that she's boosted your defense rating for rest of that fight. You�ll
probably gain a level or two before you reach the ladder at the end. When
you're about to climb up the ladder, Candy gives you Calorie�s collar and tells
you to look for Cup Cake, the youngest princess, in the country you're about to
enter. Candy will go her own way for now, but you'll meet up with her again
later on.

IMPORTANT NOTE: Once you enter a new country in this game, there�s no way to go
back to the previous one. Make sure you�ve gotten everything you think you need
before proceeding.

Chapter 2-Sushi

Enter the Port Village, which is right in front of you, and talk to the
villagers to get some information about the world. One of them mentions an
upcoming election in a town called Shishkaburg. This will come into play soon.

The inn is marked with the sign of a lantern above its door (a nice thing about
inns in Great Greed is the rates are the same everywhere, as opposed to getting
more expensive as you get further into the quest). The armory is marked with
the sign of a sword, but everything they�re selling in this one is identical to
what you�ve already got. Sell your old equipment to raise a little money,
though.

In the magic store (the building with the eye in the middle on the sign),
you'll learn about a substitute for your healing spell: a Med scroll. Each is
as effective as the Heal spell of the same number, but is only good for ten
uses (some of the stronger ones are worth either five or fifteen, but at this
point in the game they�re all worth ten uses). It�s probably the only thing you
can afford right now, so go ahead and buy one. You can assign a Med scroll to
the �healing� spot on your directional pad if you feel like it, and this is a
good way to save magic energy for tough spots.

Leave the town and head north through the mountains until you reach a town.
This is Shiskaburg. You can see who�s winning the mayoral election by looking
at the billboard near the middle of town. You�ll see that Cabbage Head is
getting slaughtered by Crabby.  The two houses just north of the board are the
homes of the two candidates. The one on the left is where Cabbage Head lives,
and the bigger one on the right is where Crabby hangs out.  Go into Crabby�s
house and talk to him (he�s the guy on the stage), and find out he has plans
for the abandoned record factory out east. After that, talk to the girl next to
the stage. If you talk to the other girls, you�ll be offered a bribe, but if
you accept, you�ll pay for it later. Go outside, and the girl will follow you
out. She�ll lead you into an empty building and introduce herself as Cup Cake.
She�ll tell you she suspects Crabby of working for Bio-Haz, and asks for your
help in exposing. You can refuse, but to get on with the adventure you�ll have
to say yes.

Go and talk to Cabbage Head (talk to his wife and say yes when she asks if
you'd like to rest to have your HP and MP restored free of charge.  You can do
this whenever you want). Cup Cake will tell the villagers that you�re striving
for peace and will kill five monsters to prove it. Go out and fight five
monsters. The Ropers and Eye Cakes shouldn't give you any trouble, but watch
out for the Pop Pups until you gain a level or two. If you get a message during
a fight saying Cup Cake is cheering you on, she�s boosting your offense for
your next attack.

After you win five fights, go back and check the billboard. Cabbage Head will
have briefly taken the lead, only to be overtaken by Crabby. Cup Cake will
promise the villagers you'll kill seven monsters. Go kill seven more monsters
and check the billboard again. Again Cabbage Head will take the lead, but
Crabby will once more overtake him. Cup Cake realizes it�s hopeless, and says
you'll have to reveal Crabby as an agent of Bio-Haz. There�s a professor
leaving in Condante Forest, which is to the southeast of Shishkaburg, who
specializes in family trees. Crabby claims to belong to the venerable Crab
family, but Prof. Condante can figure out for you if he�s lying. Be sure you at
least buy a sword upgrade your armor if you can afford before you leave town.

Head to the east until you come upon a town, Teapot Village. From there, you
can head south to Condante Forest. First, talk to the villagers to get some
info about the state of affairs here. One woman says she sometimes hears a sad
voice singing in the nearby factory. After you�ve rested and gotten any new
equipment you think you need, leave town and head south to the forest. Don�t
worry about getting lost in the forest, but be sure to bring several Med
scrolls since the enemies inside are pretty tough at this point. Follow the
path to the large tree with the ladder on it, and climb it. Professor Condante
lives inside the tree, but he�s feeling cranky and doesn�t want to help.  He
eventually agrees to help you trace the Crab family tree if you can bring him
the debut record of a famous singer named Lola Leftover. There�s an abandoned
record factory to the north of Teapot Village, and if the record is anywhere,
it must be in there. The monsters in the record factory are strong, so build
yourself up to at least level six and buy the Freeze and Flame spells before
you go in.

Most of the chests in the record factory contain Med scrolls. To your left when
you come in is a staircase leading into the basement, but it�s too dark for you
to do anything down there yet. Instead, head to the right, and then up. When
you come to the intersection, go left and follow the passage up. Go right when
the hall enters a room and you'll see a huge record player.  The arm moves back
and forth, and you need to step on the arm when it comes to the edge of the
record, then step onto the spindle when the arm moves next to it. If you miss
it, you�ll be spun around on the record and end up on its right side, where
you�ll have to walk all the way around to try again.

When you reach the spindle, walk right along it and then up until you come to
the stairs.  You�ll see another set of stairs just above you. This is another
of these giant records, but this time you�re starting from the spindle. Again,
don�t miss the arm, or you�ll have to do this all over again.  Keep going left
until you see a door in the upper wall. Go through and talk to the old lady
inside. She�s Lola Leftover, the singer whose debut album you're looking for.
She took up residence in this factory after her stardom started to fade, but
she never gave up her singing, which explains what the woman in Teapot Village
heard. Lola will ask if you�d like to hear her sing. Say yes, and after she�s
done, she�ll give you the record Prof. Condante wants. She�ll also tell you
that she�s seen strange people down in the basement, and she�ll give you a
lantern so that you can see down there.

Go back to town and heal up, then return and go down to the basement. Follow
the hall until you reach a pair of doors. Inside, you�ll overhear a pair of
Gremlins talking about how they plan to turn this factory into a toxin plant
after Crabby wins the election. They�ll attack you then, but use the Flame
spell and you should have little trouble. The second attacks right after the
first, so be ready to use your first turn to heal yourself.

Cup Cake finds a document detailing the monsters� orders, and figures that with
this you can expose Crabby. But you need a little more proof.  Go back to
Teapot Village and stay at the inn, then head for Condante Forest. Talk to
Professor Condante and he�ll give you a diagram the Crab family tree. You�ll
learn from it that there is no-one named Crabby in the Crab family, so he must
be an imposter (you can actually get the family tree before you go into the
basement and fight the Gremlins, but you have to do both before you can expose
Crabby).

Head back to Shiskaburg and heal up. Then go to Crabby's house and talk to him
to start a fight.

Crabby
HP: 300
Spells and techniques: Sleep, Freeze 1, Bolt 1
Suggested level: 8
Strategy: Freeze 1 seems to work the best on Crabby, but be sure to mix it in
with regular attacks to conserve magic for healing. You should heal right after
he uses Bolt on you.

After you beat Crabby, Cabbage Head is elected mayor, and Cup Cake says you
should confer with a Dr. Bromide in the next country. Be sure to rest up before
you leave town, since you�re probably still reeling from your fight with
Crabby. Then, go north from Shiskaburg until you come to a wall with a door in
it.  You may have come to this before, but you can only get through now. Cup
Cake will part company with you at this point, and give you her pendant before
you go. Now, it�s off to Chow Mein.

Chapter 3-Chow Mein

Herbal Village, where Dr. Bromide lives, is in plain sight as soon as you
appear in Chow Mein. Go in and head to the big house at the north end of town.
Inside is Lolly Pop, Dr. Bromide�s daughter. She says her father was summoned
by someone named Sarg from the town of Tuna, and hasn�t returned yet. Just then
Springroll bursts in and tells her that Dr. Bromide�s been arrested! Hmmm, the
plot thickens! Talk to the villagers and upgrade your equipment as much as
money permits. One man says that the laws in Tuna change everyday.  You�ll find
out what he's talking about soon enough.

Head north through the gaps in the mountains until you come to another town.
This is Tuna.  You�ll be allowed to set the day�s laws when you enter. The
words will start changing.  Hit �A� when you want to stop them.

IMPORTANT NOTE: You may not notice that it says �prohibitions� above the board
where the laws are displayed. This means that the things shown in the three
slots are what you CAN�T do. And the �guard� is the dude in the jail, while the
�soldiers� are the armed men walking around town.

Walk around town, trying to remember where the laws forbid you to go. You can
go back and check the board if you forget. A guard comes up and sticks you with
a fine if you do break the law. If you refuse to accept that, he'll threaten to
throw you in jail.  If you refuse that as well, he�ll just walk away, but
you�ll still lose money for the fine.

A woman in a house on the east side of town talks about wanting to bring
something to her jailed son, but the �don't talk to the guard� law never
changes, and she asks if you�ll see if the machine is broken. Say yes and
she�ll give you 1,500 gold coins. Talk to the girl standing on the left side of
the law board and agree to pay her 500 gold coins to be allowed to fix the
machine. Go through the door and walk up to the lever furthest to the left and
press �A�. It�ll ask if you want to raise or lower the lever. Select raise and
you�ll fix the machine.

Leave the room, and talk to the girl on the right of the board. She�ll let you
change the laws again for 100 gold. Before you do it, save your game. Then,
give her the money and change the laws again making sure that the �don�t talk
to the guard� and �don�t enter the jail� laws are not ones you select. If this
does happen, load your saved game and try again, or just try again straight
away if you won�t miss the money.

After this, go the jail and talk to the guy inside. He�ll get out of your way.
Go downstairs and talk to the woman, then to her son, who is behind the bars in
front of her.  He�ll say that Dr. Bromide was taken to the Dragon Jail. The
other inmates say that no-one has ever gone to the Dragon Jail and returned
alive. You aren�t quite ready to bust Dr. Bromide out yet, so leave town and
head north until you see a mountain surrounded by a moat. Walk up to the
southern shore, and then inside the house (which is actually a boat rental
place) you see. Talk to the man, who says he has to charge a lot to rent out a
boat because dragons are sure to attack and destroy the boat. Say no to his
offer of renting the boat, and he�ll tell you about the Kim-Chee tribe, who
know how to find the Golden Pepper that you need to hurt the dragons. Head
west, then south, until you come to another town. This is the camp of the
Kim-Chee people, but the guard kicks you out when you talk to him, saying that
they don't trust outsiders, only Dr. Bromide and his family (he actually says
that they don't trust humans.  What does that make the Kim-Chee?).

Make your way back to Herbal Village and talk to Lolly Pop. She�ll follow you.
During a fight she�ll sometimes use her medical skills to heal some of your
wounds.

Go back to the Kim-Chee camp. Since you�re friends with Lolly Pop, they trust
you and let you in. Talk to the people to find out what's going on. Seems
Nikninja, a guy working for Bio-Haz, has taken over the Kim-Chee tribe�s
ancestral home, Oasis Castle, and the only sustenance they can find in the
desert is the Golden Pepper you need to fight the dragons. The men inside the
tents are running shops and an inn. The one in the northernmost tent is not
running a store. He is the chief, and Lolly Pop begs him for some Golden
Pepper, but he says he�ll only give some up if you can get rid of Nikninja. If
you accept, which you'll eventually have to, he�ll give you the key to the
castle, which is to the south of the Kim-Chee camp. The chest in the chief's
tent contains a Push scroll.

Inside the castle, you�ll want to plunder the chest to the left to get a Med
scroll, and then step on a raft when it moves next to the floor you�re standing
on. Get off it when it moves next to the section of floor jutting out from the
left wall. There�s a tin helmet in the chest on it. A raft passes on the north
side of the island where you�re standing, and you'll want to ride this one and
then get off when it doesn�t go any further upward.

You should be on the upper of two platforms. Wait until another raft passes
above you, then get on and ride it until it moves next to the walkway sticking
out from the north wall.  Head to the right from there (there�s a tin shield in
the chest). When you get to the right wall, you should see a platform below
you. You need to wait for one of the rafts to move next to you and get on it so
you can reach that platform, which has the stairs to the next floor. The chest
next to you when you get to the next floor has a Regain 1 in it.

From here, take the raft above the island you�re standing on and get off at the
walkway on the north wall. There�s a Med scroll in the chest on the left. Take
the raft that goes by just below you and get off at the lower of the two
islands it passes, then get on the raft that crosses the island�s right side.
Get off of the raft on the island just south of the one you were last on. Then
take the raft that crosses the left side of the island you're on and ride it
south to the island with the stairs.

Take the stairs, then walk to the right to the non-moving raft against the side
of the walkway.  After it stops, takes the stairs on the island you�ve come to
rest on. Step on the moving raft and ride it to the next island with the
stairs, then take the stairs up. On the next floor, take the raft that crosses
the island on the left side. Get off the raft, and get ready to fight Nikninja.

Nikninja
HP: 450
Spells and techniques: Freeze 1
Suggested level: 10
Strategy: Just keep attacking and healing when necessary.  If you go into this
fight with your HP fully charged and keep an eye on it, you should win. Magic
doesn�t seem to work very well on bosses from here on out.

Upon beating Nikninja, you�ll automically be sent outside the castle. Return to
the Kim-Chee tribe and talk to the chief to get the golden pepper you need.

Once you�re level 12, and have at least 500 gold coins, go back the boat rental
place (approach the south shore of the water for that to appear). Talk to the
man inside to hire out the boat. When you�re halfway across the moat, you�ll be
attacked by a dragon called a Wif Worm, but it shouldn't even be able to hurt
you. If you leave the Dragon Jail, you�ll automatically board the boat and
cross the moat again, but when you go back the guy won�t charge you again.

Once you�re inside the Dragon Jail, follow the path and plunder the chests you
find along the way. When you use the stairs you come to, you'll find that the
prisoners of the Dragon Jail are being forced by Sarg to mine stones that can
be processed into toxins. Springroll and Dr. Bromide are being kept in solitary
confinement, but to get to them you�ll have to go through Sarg. Take the next
flight of stairs and get ready to fight Sarg.

Sarg
HP: 600
Spells and techniques: Power, Poison
Suggested level: 14
Stragtegy: Make sure your HP is 60 or above when you see Sarg use Power.
Otherwise just keep healing and attacking.

After Sarg is beaten, check the chest next to where he was standing to find a
Regain 1, then duck down the stairs behind the chest. You�ll find Dr. Bromide
and Springroll, but Dr. Bromide has been fatally injured by Sarg. He�ll give
you the documents detailing the results of his research on Bio-Haz, and tells
you to take them to Princess Truffle in Curry, then croaks. The Dragon Jail
starts to collapse, and you get the heck out, appearing again in Lolly Pop�s
house.  Springroll tells you that to cross over to Curry, you'll need to cross
over the Chcolanma Mountain and gives you his mountaineering gear.

If you head west from Herbal Village, you�ll see a sign next to the mountains.
If you read it, it will ask if you�d like to climb the mountain, BUT YOU SHOULD
NOT DO THIS YET. Instead, go back to Tuna and see how things are doing there
with Sarg out of the picture. Go to the big house in the northwestern part of
town, and talk to the mayor, who has returned now that you�ve freed him from
Sarg. He�ll give you 2,000 gold coins for liberating Chow Mein. NOW go back and
climb the mountain.

Chapter 4-Curry


By the time you arrive in Curry, Springroll�s mountaineering equipment is
ruined.  Go to the Cinnamon Village, which is just to the south, and head for
the inn. Go upstairs and talk to the man standing in front of the far door.
He�ll talk with someone inside for a second, and then come back out and tell
you to enter. Inside, you�ll meet Princess Truffle. With the results of Dr.
Bromide�s research, she concludes that since toxins and pollutants strengthen
Bio-Haz, �things that are pure� must weaken him. To find out what the purest
thing in Greene is, she suggests that you go to Pipe Valley in the south and
confer with a psychic named Ralph Vader. When Truffle pitches in during a
fight, she lowers the enemy�s offense, defense or speed. Before you go
anywhere, upgrade your weaponry and armor and talk to the villagers. One guy
says that the country of Curry is sustained by something called Power Water.

Once you�re fully decked out, leave town and head to the west until the water
ends, then head south and back east until you see the sign next to the
mountains. Read it, and accept the invitation to enter Pipe Valley.

Talk to the man on the right to hear what you have to do to get to the village
at the end of the valley: you can�t attack any monsters here. When a monster
does show up, just dodge it until it pushes past you.  If you attack a monster,
you�ll have to start all over again. Once you get to the top, the guys in front
of the Pipe Plateau village will give you 800 experience points and tell you to
�go to the Nutmeg Village� (which is not the one you're about to enter). From
here on out I�m not going to tell you to upgrade your equipment and stay at the
inn when you reach a town.

Go the north end of the town, into the big house. Ralph Vader is in the back
room, and he�ll tell you that the Power Water of Crater Lake is the purest
thing in Greene. You�re definitely going to need some to defeat Bio-Haz! He�ll
tell you about how the gatekeepers outside the village can warp you to the
other side of the mountain, where Nutmeg Village and Crater Lake are. Talk to
one of the guys outside the village and answer yes when he asks if you want to
go the foothill.

You�ll need to head west, then north when you get to the coast. Head into
Nutmeg Village.  An event will automatically begin where you'll find out that
Bio-Haz�s henchmen have poisoned Crater Lake and it sometimes emits poisonous
gas. Truffle and Pappu, the man who tells you this, get to work on an antidote.
There�s just one problem: how you can move fast enough to reach Crater Lake in
between the emissions of toxic gas. Truffle asks you to explore the area and
find out as much as you can.

When you leave Pappu�s house, a guy comes up and tells you the residents of the
Hothot Village are having their �Ultrahot of High Speed� festival.

IMPORTANT NOTE: If you hang around in the open in Nutmeg Village too long,
poison gas will appear and you'll be in trouble. Get out of there as quick as
you can if this happens.

Head south from Nutmeg Village, east some, and then as far south as you can.
You�ll pass a forest, but ignore it for the time being. Keep heading east and
south until you come to Hothot Village. None of the stores are open at the
moment, because the owners and indeed all the townspeople are running in
circles in the center of town because of the �Ultrahot of High Speed� festival.
To talk to the runners, press the �A� button just as they run underneath you.
One guy tells you that they can�t lower the bridge to Spaghetti until the
Ultrahot of High Speed is over. Another tells you that they can run so fast
because they�ve nibbled the Ultrahot Flower. A flower that makes you run fast?
Sounds like the solution you were looking for! You�ll need to talk to the girl
to get the password to enter the forest to the west, where the flower grows.

Head to the forest now. Go as far north as you can, and raid the treasure chest
for a Flash spell. Then go as far east, and then south as you can. Talk to the
baby bird to have its mother carry you past the roadblock of trees that kept
you from going further east.

Head as far north as you can, then go west, passing two avenues above you and
going north on the third one. Head west after getting the Med 3 scroll out of
the chest, and talk to another young bird. This time the mother bird will drop
you right next to another young bird.  Do not talk to this one. Instead, head
east, then north (there�s a Repel scroll in the treasure chest), then east
again. Talk to the baby bird, and the mother bird will carry you to the meadow
where the Ultrahot flower grows. Just walk into the flowers to get it. You�ll
automatically be sent outside the forest.

Head back to Nutmeg Village. Truffle has finished the antidote, but when Pappu
goes to toss it into the lake, he sprains his ankle. Truffle asks you to take
his place. Leave town and head north to Crater Lake. Make sure you�re level 18
or above first.

Now comes a problem: you have about ten seconds to reach Crater Lake in between
the gas emissions, and have to run down a valley and dodge rocks in order to
make it there in time. You can �nibble� the Ultrahot flower and double your
speed, but you can�t make any mistakes to reach Crater Lake in time that way.
You can also �eat� the Ultrahot flower, which will quadruple your speed but
hack off about half of your HP. Even if you do mess up and don�t make it, you
can try again without having to go back and get another flower. When you make
it to Crater Lake and toss in the antidote, Darts will show up and attack you.

Darts
HP: 850
Spells and techniques: Poison 2 (which can stun you), Heal 1
Suggested level: 18
Strategy: Equip �Power� as one of your spells and be sure to use that first
off.  Then attack and heal as necessary.

After you beat Darts, Truffle shows up and chucks more of the antidote on him,
destroying him. You�ll automatically get some Power Water. Go back to Nutmeg
Village and get the Escape spell out of the chest in Pappu�s house. The
Ultrahot of High Speed is over now, so you can go to Hothot Village and cross
the bridge to Spaghetti. They�ll have to raise it again as soon as you get over
because of the monster infestation. Make sure you're ready before you talk to
the guy standing in front of the bridge and say �yes�. Truffle says she�ll stay
behind and do more research on the Power Water. She gives you her broach and
tells you to look for her strongest sister, Citrus, in Spaghetti.

Chapter 5-Spaghetti

Head west to arrive at Macaroni Burg. Talking to the villagers, you�ll learn
about a resistance army organized to drive out Bio-Haz�s forces, how tough its
leader is supposed to be, and about a female fencer at the armory. When you go
the armory, you�ll meet this female fencer, who is a member of the resistance
army. She thinks you�re strong, and asks if you�d like to enlist in the
resistance.  If you say yes, she�ll come with you to the southern forest where
resistance HQ is. If you say no, she�ll leave and wait for you there.  You may
notice that she was asking the shopkeeper about good weapons. This info will
play an important part in this chapter later on. If the fencer is with you,
she�ll sometimes attack the enemy during a fight. Her blows won�t do as much
damage as yours, but they are a help.

Head east around the mountains, then south and west until you come to a gap in
the mountains. Head south here and then east to enter the forest. Just go west
and then north the first time you can.  There are no treasures to be found in
this forest. When you can�t go north anymore, go east and then south. The block
of stone you�ll come to is the resistance camp, and though you can�t see it,
the entrance is on the south side. If the fencer didn�t come with you, she�ll
be standing outside the camp. Talk to her in order to enter.

Inside the camp, the fencer will introduce herself as Princess Citrus (yeah, I
figured it out before this point too). The others aren�t totally convinced you
are who you are, so Citrus spars with you to prove it. Even if you lose this
fight, which you probably won�t if you don�t get too cocky, don�t forget that
you're just sparring, so it�s not the end of the game. Citrus doesn't know any
magic, so don�t worry about that.

Your HP and MP are automatically refilled after the fight. Citrus goes to
attend a strategy conference, and one of the guards stands in front of the gate
so you can�t leave.

The soldiers talk about how strong you and Citrus are, and about a lack of
usable weaponry for their campaign. You also learn that the adjutant is named
Shrimp. Head to the northern tent to meet Citrus and Shrimp in their meeting.
Talk to Citrus, not Shrimp, to find out the situation. It seems that the
resistance has no efficient weapons, and Citrus would like you to go south to
Pasta Village to pick some up.  She�ll go with you to help out.

Leave the forest (you can cast Escape if you want to), then head south, west
through the mountains, and south again until you reach Pasta Village. The place
is crowded because of an upcoming beauty contest. You�ll find out from one of
the townspeople and the proprietor of the armory that all of the good weapons
were sold as prizes for the beauty contest (!).  Yep, Citrus is going to have
to enter the contest and try to get them. If you want, head to the upper floor
of the inn and talk to the young ladies that will be participating in the
contest.  There�s a peeper in the next room over, and if you face the wall at
once place you�ll hear his cry of terror. You can talk to him by going into the
other room.

Talk to the guy in the house next to the magic store to learn about a
coordinator named Fifi.  Head to the next house over to meet Fifi. Accept his
proposal to help Citrus prepare, and he�ll send you to the Forest of the Fruit
in the east to pick up an apple (for grace), a peach (for beauty), and a walnut
(for wisdom). When you come back with them, he�ll use them to make an elegant
gown for Citrus.

Leave town and head due east until you reach the forest. Inside, go west until
you see a tree standing all by itself. Search at its trunk to find the apple.

IMPORTANT NOTE: In this forest are flying, bottled monsters called Bombers.  At
any cost, you must destroy them before they can run away. If they succeed in
escaping, they�ll take one of the fruits you�ve found with them, and you�ll
have to go back to the tree where you got it to replace it! Your best bet is to
use the Freeze spell and freeze them so that they can�t get away while you
attack them.

Head south and then west from the apple tree to find a chest containing a
Regain 2. Then head north and west again. Keep going west until you find
another solitary tree. Search it to get the peach. Now head west again, but
ignore the chest, because it holds Trash. Keep going north as far as you can,
and then east. Go north up the path to find a chest containing Weaken, then
head back south and keep going east. You�ll come to the tree where you can get
the walnut.

Now that you�ve got all three fruits, cast Escape and go back to Pasta Village.
DO NOT stay at the inn yet. Talk to Fifi, who will take the fruit and tell you
to return in the morning for Citrus�s dress. NOW go to the inn. After you wake
up, head back to Fifi�s house to pick up Citrus�s dress.

Go into the big building on the east side of town, and talk to the guard
standing just below the treasure chest. Citrus will head into the contestants�
waiting room, and you�ll have to take the spectators� stairs on the right side
of the room.

When Citrus gets onto the stage, she�s suddenly surrounded by the men in the
audience, and Fifi reveals that he works for Bio-Haz and enchanted the dress so
it automatically attracts men who see it. Citrus cries out to you for help,
and, since you aren�t from Greene, you're not affected by Citrus�s dress the
way everyone else is. Fifi reveals his true form and attacks you.

Fifi
HP: 1,300
Spells and techniques: Flame 2
Suggested level: 20
Strategy: Fifi�s defense is pretty high, so use Power. Otherwise, just attack
and heal as necessary, since none of the attack spells seem to work that well
on him.

After you defeat Fifi, he wonders aloud what�s happening to the resistance. You
and Citrus quickly head back down to the lobby. The treasure chest is now
unguarded, so you may as well grab the Stabber sword inside, considering all
the trouble you went through for it.  Unfortunately, it�s incredibly weak. But
nevermind that now. You�ve got bigger things to worry about.

Head back to the resistance camp, where you�ll discover that the soldiers have
been slaughtered by someone. One dying man tells you that the perpetrator fled
to a valley in the southwest. If you go into the northern-most tent, you�ll
find Shrimp gone. There should be no more mystery as to who caused this
destruction.

Head back toward Pasta Village, but this time keep heading south and then go
west. You�ll confront Shrimp, another of Bio-Haz�s thugs, and then a fight will
break out.

Shrimp
HP: 1,400
Spells and techniques: Power, Heal 1
Suggested level: 23
Strategy: Shrimp is very powerful, but you�ll win if you use your head.  Equip
Power and Drain as two of your spells. You�ll need to use Power on yourself so
that you can actually do some damage on Shrimp, and Drain to weaken him when he
uses Power. Again, magic does little good against him.

After Shrimp is killed, an earthquake begins. Citrus pushes you out of the way
of an opening fault, but falls in herself. She gives you her ring and tells you
to keep heading toward Burger. You can disobey and go toward her, but even if
you do, you won�t be able to save her. But don�t worry about Citrus. She�s
tough. All you can really do right now is head on toward the next country,
Escargot.

Chapter 6-Escargot

Head west to reach Fry Port. After the earthquake, only one ship is still
intact. One villager says he saw a strange man chanting something at the cape
to the west just before the earthquake began. The guy in the southeast house
found a sword in the canyon where you fought Shrimp. It�s in the chest above
him. I get the feeling that this sword, the Cutter, was the real prize in the
beauty contest. Go ahead and take it; the guy won�t stop you.

You�ll learn about a village called Torte in the desert to the north, but the
desert is far too hot for you to make it through without protection. One guy
talks about mint leaves which grow on the western cape that they use to cross
the desert. You�ll need those leaves, and maybe you can investigate that guy
who seemingly caused the earthquake.

Head west and then walk south to the tree. You�ll automatically approach a
cloaked man named Cadmium. He is the leader of Bio-Haz�s Hunters (you may
remember you fought one of them at the very beginning of the game), and offers
you membership in Bio-Haz�s forces.  Cadmium also says that from now on you�ll
be under attack from his subordinates, even in towns (this no longer applies
after you leave Escargot). He gives you some of the mint leaves and then heads
to a cave in the northwest to await your decision.

Now that you have the mint leaves, head for the central northern part of the
desert, where you�ll find Torte Village. It�s a village of wizards, so there�s
no danger of being attacked within its walls. A man in one of the eastern
houses says that �the great wizard has returned�. Head into the big house in
the northern part of the village to trigger an event where you meet this great
wizard�s family, and the great wizard herself--Microwave! She�s regained her
magic and is willing to help you fight Cadmium, and assures you that Citrus
will be fine. Your next task is to enter the building in the northeastern part
of the village and search for a powerful spell called Zap 1. When you get in a
fight with Microwave helping you, she�ll sometimes cast Flame, Freeze or Bolt,
all level 2.

Head into the building and go down the stairs. Follow the passage until you
reach another flight of stairs. Go down them. The Konklones are probably the
most annoying enemies in here. Flame spells work the best against them, as they
do with the Malatovs.

After you descend the stairs, go into the door on the right side of the room.
Stepping into the gray square in the next room causes a door to appear in one
of the walls depending on which direction you entered the square from. You�ll
want to go out the door to the right when you get it to appear. There�s a Speed
spell inside the chest. Head south out of the room and then into the door to
the east.  Go into the northern door to reach another of these transporter
squares. Again, go out the eastern door once you get it to appear, and in the
next room go south. Take the stairs down in the next room.

Take the door on the north side of this room to end up in a room with yet
another transporter square. Yet again, you�ll want to go through the eastern
door when you get it to appear.  You�ll end up in a room with another
transporter square. If you like, go through the door on the northern side to
get a Slow spell out of the central chest and a Stamp out of the left one.
Ignore the chest on the right, since it holds Trash. Anyway, go through the
eastern door after you make it appear again, and you�ll go into a room with one
more of those transporter squares. This time, however, go through the door on
the northern wall to find the Zap 1 spell. Now cast Escape and get out of there.

After you've built up several levels, it�s time to go confront Cadmium. Head
north and then west from Torte. Head south through the mountains and go up to
the cave you�ll find.  Make sure you equip Zap 1 as one of your spells before
you fight the guard, because one quick use of it will get him out of your way.

The shadowy figures moving back and forth inside the cavern are Maxigrems.  You
can avoid them if your timing is good.

On the first floor, you can really go down any passage you like.  Just remember
the stairs are in the upper right corner. The chests on this floor don�t hold
anything especially useful or valuable.

On the next floor, go either left and down and around or down and left to reach
the stairs.

On the third floor, there�s a chest containing a Regain 3 on the far right of
the chamber, but to move on you�ll need to go left and around the rocky walls
to get to the next flight of stairs.

The next floor is just a straight passage with no side-tunnels, so it�s nothing
too fancy.  Waiting for you past the next flight of stairs is Cadmium.

Cadmium asks if you�re ready to join Bio-Haz. If you say yes, Microwave asks if
you�re serious, and if you keep saying yes she�ll kill you. Just say no and
begin the battle with Cadmium.

Cadmium
HP: 1,700
Spells and techniques: Cancel (which cancels out spells like Power and Drain),
Shove
Suggested level: 30
Strategy: Cadmium uses Shove A LOT, so be prepared to heal yourself often. You
should use Power, and be prepared to cast it again after he uses Cancel. Use
mainly regular attacks, but mix them in with the odd attack spell too.

After you beat Cadmium, he says something about you having the potential to be
a stronger ruler than Bio-Haz, and then disappears. Microwave injures her back
and you have to carry her again. She�ll still sometimes cast spells during a
fight, fortunately. She�ll give you the key you need to unlock the ship in Fry
Port. Cast Escape to leave the cave. Take Microwave back to her house in Torte,
where she�ll tell you that you and Bio-Haz come from the same world, and
because of that, only you can hope to match his power. She�ll ask for your help
in getting rid of Bio-Haz (even though that�s what you�ve been aiming toward
since the beginning, right?), and you�ll have to accept for things to progress.
Go to  Fry Port and stand next to the ship, then press A to enter it.

As you sail towards Burger, you hear Cadmium�s voice telling you that �this
ship has a few tricks,� and he'll be waiting for you, even though you never see
him again. Then the ship falls apart.

Chapter 7-Soup

You awake in Pint�s house, in the care of a woman named Marcela. Pint and Jr.
introduce themselves, and then leave. When you try to leave the house, Marcela
stops you. She says that to reach Burger you�ll need to cross dangerous
mountains, locked in a perpetual blizzard, and traverse a channel. You�ve got
no time to waste, so you automatically leave.

One guy suggests you talk to the town doctor about your injury, and some of the
other villagers talk about Pint�s status as a widower as well as how they think
he and Marcela will make a good couple. Go to the house above the magic store,
and the doctor will suggest that you go to the hot springs in the northwestern
forest to treat your leg injury.

Leave town and head northwest to the forest.  The path to your destination is
straightforward. There�s one side path, but it only leads to a dead end.

You�ll know you�re at the hot springs when you reach a building. Enter and talk
to the guy standing in front of the door on the north side of the room. He�ll
hang onto your stuff while you're in the hot springs. Go into the water, and
you�ll instantly recover. Head back out, where the guy will run off with your
stuff.  You�ll have to go back to the entrance of the forest, fighting off the
monsters (which are pretty weak, thankfully) without your weapons.  When you
get back to the entrance of the forest, you�ll find that Marcela has arrived
and detained the guy who stole your stuff. You�ll get your possessions back and
fight the guy, who shouldn�t give you any trouble. After you drive the guy off,
Marcela will reveal herself to be Princess Gum Drop, and talk a little about
her feelings for Pint.

Head north, then a little to the west to reach a mountain with a sign next to
it. Read the sign and say yes to begin climbing it. Gum Drop will set up a
magic shield so that you don�t freeze to death. Keep in mind that this barrier
doesn�t count during a fight, and Gum Drop will have to set up another one to
protect you from the enemy�s magic.

The first six areas are straightforward, but they�re pretty long and you'll get
into plenty of fights. Nothing you shouldn�t be able to handle, just that
you'll get into a lot of them. There�s a cave at the end of the sixth area, and
an inn right in front of it.

If you want to avoid a lot of trouble, go left and then up once you�re inside
the cave. There�s a Block scroll in the chest you�ll find, and you�ll reach the
stairs to the next floor quickly. The Yochokes and Mixmashes are probably the
most numerous (and annoying) enemies in here. Use Flame against the Mixmashes,
but just use regular attacks with the Yochokes.
The second floor is just a straight passage to the next flight of stairs.

The third floor involves a bend down the corridor where the next flight of
stairs is, but that�s it. There's a Regain 3 in the chest.

On the fourth floor, you should keep going down when you reach the part where a
path branches off to the left. The shadowy figure is actually on your side and
will sell you Regains and powerful Med scrolls.  On the very southern part of
this corridor is a chest containing Zap 2. With that done, head back to the
other corridor, and follow it left and then up to the next flight of stairs.

Follow the passage down and to the left when you get to the fifth floor. You�ll
come across another passage leading up. There�s a Med 3 scroll at the end of
the left-bearing passage, so go and get that if you want, then double back and
take the upward passage to reach the stairs out of the cave. There�s an inn on
this side, too. Despite the fact that you're supposed to be in a blizzard,
Freeze works very well against the enemies outside the mountain.

Head down the first slope on your right. When you reach a ledge, go over to the
slope further to the right and continue down that. Go all the way down, then go
east and then up the next slope. You�ll need to cross over to another when you
reach a ledge, but keep going up.  You'll have to cross over to another slope
again when you get to another ledge.

When you get to the peak, climb down the slope to your right to another ledge
with two slopes leading down from it. The slope on the left leads to a chest
containing a Med 3 scroll, but the one on the right is the one you need to take
to continue. You�ll reach another ledge with two slopes. Take the one on the
left. When you get to the bottom, you�ll finally be out of the mountains. Head
a little south and then west to reach Won Ton Village. You�ll have to cross the
channel to the south to reach Burger, but that will require a little
preparation.

By talking to the villagers, you�ll find out that flying kites is a popular
pastime in this village, and one Mr. Steak is in the process of building an
enormous kite. You thinking what I�m thinking?

Go ahead and talk to Steak (who lives in the house next to the armory), then
leave town and head south to the cape. After Gum Drop gets an idea, go back and
talk to Steak. Youll have to ride on his kite to cross the channel. Mr. Noodle,
a guy with the skill to fly the kite over the channel with you on it, is due to
cross the mountains soon. Go back to the mountains.  You�ll meet Mr. Noodle,
who saw a child fall off a cliff over on the west side of the mountain. It was
Pint Jr., and you�ll have to go help him.

Head all the way up the slope and take the one leading up on your right. Head
to the left on the next ledge, then go up, head left, and then down until you
reach the bottom. Then, head left and take the slope up. When you reach the
ledge with two slopes leading to it, take the one on the left. Go up to the
next ledge, then go down on the other slope. Head left (there�s a Fix in the
treasure chest), and then down the slope to find Jr. Some guys will take him
back to Steak�s house, which is where you should go too.  Just retrace your
steps to get out of the mountains.

Talk to Mr. Noodle in Steak�s house, and he�ll tell you to head to the channel
ahead of him.  Go south to the channel, and when you get there, Mr. Noodle will
get ready to fly you across. Gum Drop says she can�t abandon Jr., and gives you
her earring before you leave.

Chapter 8-Burger

The kite lands in �the town of Trash�. Don�t forget that you�re in enemy
territory now, so you should be extra careful.

Trash is �the most polluted town in the land,� so you must be getting close to
where Bio-Haz is holed up. All the shops and most of the houses are abandoned.
A tower at the north end of town is where somebody named Dust Ball lives, but
it�s heavily guarded and you won�t be able to get in--yet. Dust Ball is somehow
attracting all the trash in the land, turning this town into a garbage dump.

Head to the house in the northwest part of town. You�ll be ambushed by someone
inside--Lunch Box! He�ll recognize you and lead you up to the attic, where Time
Out is (you can access the attic by walking up to the wall one square away from
the bed [even if you aren�t facing the wall]). Lunch Box says he�s going to
start a riot to distract the guards while you slip into Dust Ball�s tower and
take care of him. The vase in this room will heal you if you walk up to it and
press �A�. You'll come across several more of these in the game. The chests
contain various spells, but you should have them all already. The one in the
upper left contains a Med 3 scroll, however.

When a dialogue box appears saying �Riot!!� it means the attack has begun. Go
downstairs and outside. The villagers will be fighting Dust Ball�s guards. If
you talk to the guards, you'll fight them, but they�ll still be there if you
win. Go to the tower and talk to Lunch Box, who will push the guard he�s
fighting out of your way so you can get into the tower. Head up the stairs in
the upper left part of the room and get ready to start climbing. The stairs go
around the edges of the next six floors. When you reach the top of the tower,
you�ll fight Dust Ball.

Dust Ball (Thyme)
HP: 1,948
Spells and techniques: Flame 4, Freeze 4, Bolt 4, Drain
Suggested level: 35
Strategy: Equip Power and be sure to reuse it every time he casts Drain. Dust
Ball will only roll out Bolt 4 in about the second half of the fight, but
during the whole fight be sure to heal yourself when you drop to 200 HP or
lower.

Dust Ball asks why you�re siding against Bio-Haz, since Bio-Haz is trying to
save Earth by bringing its trash to Greene, and then dies.

The chests behind Dust Ball, from left to right, contain Freeze 4, Flame 4,
Guard, and a Rapier. Go back down the tower. When you get to the entrance hall,
Lunch Box will enter and tell you that he plans to build an army. He also
advises you to head to Burger Castle in the east.

While the shops are still closed, the two guys standing at the gates of the
town are selling magic spells you may be willing to buy. You can also sell any
unwanted articles to clear up space in your inventory.

Head east to the castle. Inside you�ll meet Microwave, who will say that the
King and Queen are in the castle somewhere. She�ll go off on her own to look
for them. The door out of this chamber is on the east side of the north wall.

Go west down the hall until you reach the stairs, then go up them and head
east. Go through the door in the south wall and you�ll enter a room housing
several chests. Their contents go like this:

Skirt	Trash	Trash

Trash	Trash

Med 4-5

After you've taken what you want from the chests, head out the door to the
south. You�ll enter another room, with six chests on its eastern side. They go
like this:

Skirt	Trash

Trash	Shoes

Toy	Trash

Head out the door on the west side of the room.  There are five chests in this
next room too:

Diary		Trash
	Brush
Trash		Trash

Head out the door to the north to reach a room with more chests:

	Trash	Book

Glasses	   Trash    Trash

Take the stairs up to the next floor. This hall has one or two bends but is
pretty straightforward. Head into the door in the west wall when you reach the
end of the passage.  You�ll enter into another room with treasure chests:

Stamp	Trash

Take the stairs up again. There are no turns in this hall and the door is on
the southern wall.  You�ll enter into a room with a strange pattern on the
floor. You�ll understand the significance of this place after you beat the
game. Head out the door to the west. There are more chests in here:

Trash	Dentures   Trash

Go out the door to the south. You�ll end up in another hall. Go west. There�s a
room along the way that contains yet more chests:

	Med 4-10	Rouge

	Trash	Cap	Trash

	Trash

Take the stairs at the end of the hall to enter another hall. Go through the
door in the north wall to enter what looks like a throne room. There�s a fix in
the chest in front of the platform. Take the stairs in the upper left corner,
but be ready, because waiting for you is the creep you fought on Royal Refuge,
who has since become known as Megagrem...

Megagrem
HP: 2,000
Spells and techniques: Cancel, Shove
Suggested level: 37
Strategy: He won�t start using Shove until you wear him down quite a bit. Use
Power and Guard on yourself often.

After you beat Megagrem, he threatens to detonate some bombs he�s carrying, but
Microwave bursts in and sends him flying out of the castle. There�s another one
of those vases that restores your energy behind the King and Queen. Talk to the
Queen to find out that you need the symbols of the royal family to pass through
the flower garden in the southwestern part of Burger. You�ll also be told that
Cup Cake and Truffle have penetrated Bio-Haz�s town in the south. The chests
behind the King and Queen contain the Knight's Sword, Armor, Shield and Helmet.
Take and equip them all.  Don�t worry about being attacked on your way out,
since there are no monsters in the castle anymore.

Head to the southwestern part of Burger. You�ll reach a building, where the
door out the back is being guarded.  But since you�re an ally of the royal
family (evidenced by your weapon and armor), the guards let you through the
flower garden into Bio-Haz�s realm. This is the one time you can go back to the
previous country if you should need to for whatever reason.

Chpater 9-Bio-Haz's Realm

Technically this isn�t a separate country, but it seemed like it to me.

Head south and then west. You�ll come to a town, where the people say that
they�re glad Bio-Haz is giving them medicine so that they can survive in this
polluted environment. In one house a woman says that a child is sleeping in the
back room. Go into the back room and investigate. As you may have guessed, the
child is Cup Cake, whose health has declined because of the poor environmental
conditions in this town. Go up and talk to her. Cup Cake will tell you that
Truffle has figured out how you can destroy Bio-Haz, and will lead you into the
building in the southwest that you couldn�t enter before.

Truffle is inside the building, and she�ll tell you she�s found the source of
the purity in Power Water, which she uses to coat your sword. Cup Cake, feeling
ill, retires to bed again.  Truffle tells you that you can penetrate Bio-Haz�s
territory through the sewage tunnels in the north end of town. There are three
chests in the upper floor of the warehouse. From left to right, they contain a
Fix, a Med 3-10 scroll, and a Regain 3.

Go to the north end of town. You couldn�t get into this building, the sewage
treatment plant, before, but Truffle uses chemicals to dissolve the rusty lock
and you can enter now. You need to head for the north end of the room, where
you�ll be attacked by the guard. He shouldn't be too much for you to handle,
though.

Say yes when Truffle asks if you�re ready, and you�ll be dropped into the
sewers, but Truffle will have to stay behind for now. There are no twists in
these passages. When you run into the Zappers, use the Bolt Spell. That works
the best on them, as it does on the Froglegs, but the Zappers have an annoying
habit of running away. There�s a Med 4-5 scroll part way down the second tunnel.

The way onto the next one in each tunnel is a sort of �crease� in the water
that denotes an opening. Look for it. Eventually you'll reach the end of the
sewers and come out in Bio-Haz�s home turf.

From here, you cannot go back. Time to bite the bullet. Make your way through
the barriers of black gunk, looking for Bio-Haz�s castle. It�s kinda near the
northeastern side.

When you�re near the entrance of the castle, Gum Drop will run up and join you.
She says that Candy has been kidnapped! Now you�ve got something else to worry
about. Go into the castle.

Once you�re inside, the doors will lock. You cannot get out until you destroy
Bio-Haz, so don�t waste time your time or energy trying. Go through the door on
the north wall, which will lock behind you as well. In this room are
rectangular panels that will damage you if you step on them, but Gum Drop�s
barrier can protect you. The stairs up to the next floor are in the upper left
corner.

After you make it past several of the panels, Gum Drop�s magic gives out and
she tells you to go on without her. You can go back and make sure she�s all
right, but the only thing that�ll happen is that you�ll get hurt. Keep an eye
on your HP as you head for the stairs. Each time you step on a panel
unprotected, your HP is halved.

When you get to the next floor, a boulder will drop and keep you from going
back down. The chest contains a Med 3-10 scroll

You�ll see two doors in the north wall. The first one on the left leads into a
room with an energy-restoring vase. You�ll be sent to this room if you cast
Escape in this castle. You won�t be able to get through the other door yet, but
don�t worry about it. Take the stairs at the end of the hall.

There�s a Regain 3 in the chest at the bend in the hall on the next floor.

You�ll have to climb six floors to reach the top of this tower. Once you reach
the top, go to the left where you�ll see Candy chained to the wall. The
Noknight will attack you.

Noknight
HP: 1,500
Spells and techniques: Freeze 4, Guard, Heal 2
Suggested level: 40
Strategy: Use Power and keep hacking away, healing when you need to.

Go up and talk to Candy to free her. She�ll join you, and give you her hairband
to complete the set of jewels on the collar, which will become a magic necklace
and give you 5,000 EXP. Bio-Haz will then appear and taunt you, telling you
he�s left the door to the top floor open. The shadowy figures in the cells are
selling magic spells, but you probably already have everything they�re selling
that�s worth having. Cast Escape. The other door is now open, but you�ll
probably want to build up several levels before you go through it.

Go through the door, then up through the room beyond it and down the stairs. Go
down and around the bend. Go up the stairs at the end. You�re now in the upper
half of the room with the vase. The two chests contain a Regain 3 and a Fix.
Take the other set of stairs to move on.

Go through the door in the north side of the room and through the hallway
beyond. Take the stairs in the southeast corner. The five chests in the next
room are like this:

Trash		Trash
	Trash
Trash		Med 4-15

Go out the door in the north wall.

You�ll enter a hallway. When you come to the fork, go right to meet one of
those shadowy shopkeepers. Be sure to stock up on Regains here.

Go back and take the left fork. Follow the hall to the door at the end. In the
room beyond, take the stairs in the northwest corner and then head to the south
door. Follow the hall to the door at the end. Take the stairs in the next room.

There�s a Med 4-5 in the chest, and another hall beyond the door. This one is
fairly short, however. You�ll enter a large room.  At the far end is a door,
and when  you walk up to it, someone will say �Enter�. Before you do, make sure
you're fully healed and your magic is replenished, because Bio-Haz and the
final fight of the game are waiting for you on the other side of the door.
You�ll probably also want to make sure you�ve got less the 8000 EXP to go
before your next level-up.

Bio-Haz
HP: 2,200
Spells and techniques: Flame 4, Bolt 4, Power, Confuse, Cancel, Speed, Guard
Suggested level: 44
Strategy: Use Power and Guard, then keep hacking away, healing as necessary.
You should beat Bio-Haz with surprising ease...

After you�ve beaten Bio-Haz, Citrus bursts into the room, and Bio-Haz reveals
that you haven�t seen his full power. The fight begins again, and if you had
less then 8000 EXP to go you�ve leveled up and recharged so you�re ready. This
time, it�s for keeps.

Bio-Haz
HP: 4,000
Spells and techniques: Same as before, plus Heal 2.
Suggested level: If you were at least level 44 for the first round, you should
be okay for this one.
Strategy: Do what you did the first time. Remember, Citrus is helping you this
time, not Candy. Make sure you heal yourself often.

Endgame-

WARNING! This portion contains details on how the game ends. If you�d rather
see it for yourself than read about it, skip this part.

Before he dies, Bio-Haz tells you not to let this world be contaminated as his
people are contaminating his. Candy asks Citrus how she survived, and Citrus
says that she landed in a pool of water and then climbed back up. The castle
starts to fall apart, and the other princesses burst into the room. They
quickly lead you into Truffle�s balloon and you escape just before the castle
collapses.

Later, you�re back in King Greene�s throne room, and he tells you to talk to
everyone and get their congratulations.

Time Out: �Now, the kingdom of Greene will go back to peace, thank you.�

Cup Cake: �You look really splendid.�

Citrus: �You really are strong, aren�t you?�

Candy: �Your action was everyone�s hope.�

Queen Greene: �Truly I thank you.�

Gum Drop: �I am going to marry Pint.�

Truffle: �You not only have courage and strength, but wisdom as well.�

Microwave: �You did it at last.�

Lunch Box: �The remnants of the enemy are almost wiped out now.�

After doing this and talking to him again, he�ll ask if you'll marry one of his
daughters. You�re given a choice.

If you say no, you go back to your own world. You see scenes of what every one
else is doing, and you stand with your father in a patch of grass. The end.

If you say yes, King Greene tells you to talk to the princess you want to
marry. This part can be pretty twisted if you let it, since you can actually
marry anyone in the room if you keep talking to them, but I�m not going into
detail about that. If you have a sense of decency, you won�t pick Gum Drop,
since she�s already in love with Pint, but you can get her to accept by
pressuring her enough. The following is the dialogue that appears when you pick
each of the princesses (I�m inserting the name of my character, Dave, where the
player character�s name is mentioned in the dialogue). These are all verbatim
copies of the dialogue. Any grammatical errors and such are not my fault.

Candy-
Candy: �Me?�
King Greene: �Oh, you choose Candy. Candy, do you accept?�
Candy: �I�m honored, Dave.�

Cup Cake-
Cup Cake: �Me? Yahoo!�
King Greene: �What? Cup Cake? But Cup Cake is only 11 years old. Well, we could
wait for her to grow up. Cup Cake, do you accept?�
Cup Cake: �I will try to make a good wife.�

Truffle-
Truffle: �Me?�
King Greene: �Truffle. Truffle is a very smart child. OK Truffle?�
Truffle: �Yes, I want to learn about many things together.�

Citrus-
Citrus: �Are, are you sure he wants me?�
King Greene: �Citrus, you don�t have any objections, do you?.�
Citrus: �I will get along well.�

Gum Drop-
Gum Drop: �Me? But I am��
King Greene: �Dave, that�s unreasonable. Gum Drop loves Pint. Choose another
daughter.�

King Greene: �You like the person that much?�
Gum Drop: �Thank you. But I absolutely cannot disappoint Pint.�
King Greene: �That's the way it is. Please forgive her.�

Gum Drop: �...Does it absolutely have to be me?�
Gum Drop: �...I understand. I can no longer keep rejecting the hero�s request.
Pint would understand.�
King Greene: �If that�s what Gum Drop says, I won�t say anything.�

After you�ve made your choice, the King says, �Now, this is the beginning of
the new Greene kingdom. Listen everyone. We�ll have a feast tonight.� Everyone
gets onto the stage and some girls come in and dance around for a bit.

Microwave gets ready to send you back to your world for a while to tie up any
loose ends before she comes to bring you back to Greene for good. Before
sending you off, she tells you to talk to your fiancee. Here�s what the
different princesses say:

Candy: �It�s farewell. I trust you�ll come back again.�

Cup Cake: �You must come back. If you don�t keep the promise, I will come to
your world.�

Truffle: �I will wait for you with patience.�

Citrus: �I will make an effort to become a more attractive woman.�

Gum Drop: �I�ll forget about Pint.�

After this, you see a montage of scenes of what everyone is up to:

Candy meets Microwave at the door to the palace.

Gum Drop goes back to Caviar and meets up with Pint and Jr., or doesn�t show up
and they just stand there if you picked her.

Citrus is sparring with the bodyguards and shoves one right through the wall.

Truffle is doing research with Time Out in a library.

Cup Cake plays with Calorie.

Prof. Condante is having a meeting with Cabbage Head and his wife.

Lolly Pop is treating some sick people.

The people in Hothot Village are running in circles again.

A woman is standing on the stage where the beauty contest took place, with the
countless men watching.

Microwave talks with the King and Queen.

After this, your character walks into a meadow and stands next to his new
bride, then �The End� appears in a dialogue box.

After that, you get to sample a sound test, look at the stats of all the
monsters (some I don�t even remember fighting!) and see profiles on Microwave
and the princesses.

The Inventory Listing-

Weapons-Weapons, armor, shields and helmets are listed and equipped in the
�Item� section of the subscreen.

Knife: +5 AP
Dagger: +10 AP
Sword: +20 AP
Scimitar: +30 AP
Foil: +40 AP
Katana: +50 AP
Hotcut: +70 AP
Stabber: +15 AP, +20 SPD
Cutter: +80 AP
Bigcut: +90 AP
Badcut: +100 AP
Rapier: +110
Knight's Sword: +130 AP

Armor-

Cloth Armor: +1 DP
Padded Armor: +3 DP
Wood Armor: +10 DP
Leather Armor: +15 DP
Tin Armor: +20 DP
Copper Armor: +25 DP
Bronze Armor: +30 DP
Iron Armor: +40 DP
Ceramic Armor: +50 DP
Steel Armor: +60 DP
Silver Armor: +70 DP
Knight's Armor: +80 DP

Shields-

Wood Shield: +1 DP
Leather Shield: +7 DP
Tin Shield: +15 DP
Copper Shield: +20 DP
Bronze Shield: +25 DP
Iron Shield: +30 DP
Ceramic Shield: +35 DP
Steel Shield: +40 DP
Alloy Shield: +45 DP
Silver Shield: +50 DP
Gold Shield: +55 DP
Knight's Shield: +60 DP

Helmets-

Hat: +1 DP
Helm: +2 DP
Helmet: +7 DP
Tin Helmet: +10 DP
Copper Helmet: +15 DP
Bronze Helmet: +20 DP
Iron Helmet: +25 DP
Ceramic Helmet: +30 DP
Steel Helmet: +35 DP
Silver Helmet: +40 DP
Gold Helmet: +45 DP
Knight's Helmet: +50 DP

Items-These are listed and used in the �Item� section of the subscreen.

Regain 1-Restores 30 MP.
Regain 2-Restores 80 MP.
Regain 3-Restores 200 MP.

Fix-No idea.

Other Items-The various other items that appear in the �Item� section of the
subscreen.  They�re not good for anything besides some quick money, but you
might be inclined to keep a few just for laughs. The phrase in quotations is
what is shown if you try to use it  I don't recommend equipping these, but the
stats are provided just in case you want to know. Not all of them can be
equipped, by the way.

Trash: �Just junk.�
Price (selling price, that is): -1,000 (you have to pay a shopkeeper to take it
off your hands)

Limburger: �Smelly cheese!�
Price:

Stamp: �Worthless.�
Price: 75

Diary: �It's blank!�
Price: 1,350
+2 DP

Book: �Can't read it.�
Price: 3,075
+20 DP

Brush: �Great for may hai�
Price: 2,700
+3 AP

Glasses: �I feel smarter!�
Price: 4,650
+2 DP

Wig: �Totally ugly!�
Price: 675
+32 DP

Dress: �Smells good!�
Price: 15,000
+5 DP

Skirt: �Huba huba!�
Price: 4,350
+10 DP

Apron: �Nice lace!�
Price: 2,700
+3 DP

Rouge: �I look pretty!�
Price: 1,875

Dentures: �Gross!�
Price: 2,925

Shoes: �Wrong size!�
Price: 3,075

Cap: �Looks expensive!�
Price: 6,225
+5 DP

Toy: �Looks stranger.�
Price: 900

Scrolls-

Heal 1-Restores  50 HP. MP cost: 2.
Heal 2-Restores 100 HP. MP cost: 4.
Heal 3-Restores 180 HP. MP cost: 8.
Heal 4-Restores all HP. MP cost: 16.

Like the Heal spells, the attack spells--Flame, Freeze, and Bolt--come in four
levels of power. Unlike the Heal spells, the MP cost for the spell, no matter
the level, is always the same.

Flame-MP cost: 5.

Freeze-MP cost: 7.

Bolt-MP cost: 9.

Escape-This spell transports you to the entrance of a dungeon or maze you�re
in. Can�t be used in battle. MP cost: 1.

Repel-This spell keeps some monsters away, but it doesn�t last forever. Can�t
be used in battle. MP cost: 10.

Power: Increases your Attack Power when used in a fight. MP cost: 10.

Guard: Same as Power, except it increases your Defense Power. MP cost: 10.

Speed: Increases your speed when used in a fight. MP cost: 9.

Drain: Weakens the enemy�s offensive power. MP cost: 5.

Weaken: As far as I can tell, this does the same thing as Drain! MP cost: 5.

Flash: This spell temporarily blinds an enemy, making them more likely to miss.
MP cost: 5.

Silence: Prevents the enemy from using magic. MP cost: 5.

Sleep: Puts the enemy to sleep. MP cost: 5.

Push: Knocks the enemy over. MP cost: 7.

Block: Deflects the next spell cast at you by the enemy. MP cost: 8.

Slow: Slows down the enemy. MP cost: 5.

Tactics: According to Chris Hilton ([email protected], sorry, I lost the
email with your SN :/), this temporarily reduces the rate of random encounters.
MP
cost: 6.

Zap 1-A spell that automatically dematerializes a monster it�s used on, but it
doesn't always work the first time, and never works on bosses. There are a few
enemies that can�t be beaten by anything but Zap. MP cost: 10.

Zap 2-Has the same effect as Zap 1, but I guess it�s twice as likely to work.
MP cost: 20.

Misc. Items-These are the items that show up in the �Misc.� space in your
subscreen. These are verbatim copies of their descriptions, errors and all.

Collar: �There are five slots to hold the jewels.�
The collar that belongs to Calorie, the princesses� dog.  It has five slots to
hold the jewels you'll get from the princesses, and reveals a hidden power once
you get all five.

Jewels: �One of the five jewels for the collar.�
You get one from each princess when you part company with them, and once you
get all five jewels, you�ll be able to release the hidden power of the collar.
Pedant-Cup Cake�s
Broach-Truffle�s
Ring-Citrus�s
Earring-Gum Drop�s
Hairband-Candy�s

Lantern: �Magic lamp.  It never goes out.�
A lantern you get from Lola Leftover to investigate the strange happenings in
the basement of the record factory. You�ll carry this throughout your entire
adventure.

Record: �Lola Leftovers rare debut album.�
Lola Leftover�s debut album, which Professor Condante is looking for. After
listening to her sing, you;ll get this.

Orders: �These orders link Crabby to Bio-Haz.�
The document detailing Crabby�s plan to turn the old record factory into a
pollution plant. You�ll get this after beating the Gremlins in the factory
basement.

Lineage: �These orders link Crabby to Bio-Haz.�
The Crab family tree. You get it from Prof. Condante after you deliver Lola
Leftover�s record to him.

Key (1): �Opens the gate to Hack Castle.�
The key needed to enter Oasis Castle.

Pepper: �Use this to defeat the dragon.�
The Golden Pepper you�ll need to be able to beat the dragon guarding the Dragon
Jail. You get it from the Kim-Chee tribe after you return from beating Nikninja.

Note: �Important documents about Bio-Haz.�
Dr. Bromide�s notes from his research on Bio-Haz�s weakness.

Pick: �Use to climb mountains.�
A gift from Springroll that you�ll need to cross the mountain into the next
country.

Flower: �Very spicy! If you eat it, you�ll run!!�
The Ultrahot flower that increases your speed when consumed. You need it to
move fast enough to reach Crater Lake in between the emissions of poison mist.

Antidote: �Use to neutralize poison.�
An anti-toxin Truffle and Pappu develop to eradicate the pollutants in Crater
Lake.

Water: �Very pure water, will help defeat Bio-Haz.�
The Power Water of Crater Lake. This water is the purest thing in the world of
Greene, and is needed to defeat Bio-Haz.

Apple: �Expensive looking apple.�
One of the special fruits Fifi needs to make a dress for Citrus.

Peach: �Sweet smelling peach.�
One of the special fruits Fifi needs to make a dress for Citrus.

Walnut: �The knowing nut. It looks like a brain.�
One of the special fruits Fifi needs to make a dress for Citrus.

Mint: �Use in desert for heat protection.�
Leaves used to shelter people from the rays of the desert sun. You�ll get some
from Cadmium after you talk to him at the cape.

Key (2): �Key to the only boat left in Fry Port.�
Microwave gives you this key after you defeat Cadmium. It�s the only way to get
into the ship in Fry Port.

Party Members-

Princess Candy
Areas of assistance: Royal Refuge, second half of Bio-Haz�s castle
Helps out by: Boosting your defense. This doesn�t seem to count against magic,
but it does last the duration of the whole fight.

Princess Cup Cake
Areas of assistance: Sushi
Helps out by: Increasing your attack power for one strike.

Princess Truffle
Areas of assistance: Curry, entrance to sewer tunnels in Bio-Haz�s town
Helps out by: Lowering the enemy�s offense, defense or speed.

Princess Citrus
Areas of assistance: Spaghetti, round two with Bio-Haz
Helps out by: Attacking the enemy.

Princess Gum Drop
Areas of assistance: Soup, first chamber of Bio-Haz�s castle
Helps out by: Creating a magic barrier that deflects the next spell used on you
by the enemy in that fight.

Lolly Pop
Areas of assistance: Chow Mein
Helps out by: Restoring 25-26 of your HP.

Legal Stuff

Great Greed is copyright 1992 by Namco, Ltd.
Gladrius�s Great Greed Walkthrough is copyright 2004 by David Anderson. This
document may not be distributed, in part or in whole, without the consent of
the author.  I can be reached at [email protected]

?
Great Greed: FAQ/Walkthrough by The Manx