Welcome all and Enjoy there’s a hell of a lot of info in here so grab a drink and some food and happy gaming/reading!
Also for other languages I will leave a link at the bottom 🙂
Well ok heres we go I have tried to avoid it as much as possible in this FAQ but it does contain some spoilers (it was inevitable), and I do not consider this to be a “General Guide”. This is more of an in depth FAQ, meaning that you will find every thing in here from the locations of all the items, etc.
If you have not been through the game before then use at your own will.
Grandia, like most other RPGs, is best figured out by yourself…
I suggest only resorting to this FAQ if you get stuck. However, if you have been through
the game already and want to make sure you do every little
thing the game has to offer, then feel free to use this guide
to its full extent.
OUTSIDE COMBAT & Exploring
I’m trying to keep it to the original PlayStation 1 buttons
The world of Grandia is broken up into several
regions, and in each of these regions is many different
places… towns, dungeons, and mountains, just to name a few.
Grandia has no real “world map” (I.E no walking around on the outer
world), instead when you exit an area you will be taken to the
region map. There you will select where you wish to go next, and
you will automatically go there. Also note that once you move to
another region, you won’t be able to go back. Usually this is
because there is a great obstacle to overcome to get to another
region (a vast ocean, a huge wall, etc.).
Once you select an area you will automatically go there.
Exploring towns in Grandia is easy… press the SELECT button and the
camera will zoom out, giving you a view of the entire town. On the
map, green arrows are people… this lets you find everything and
everyone easily. In most dungeons, there are icons called Dungeon-Scope
icons that zoom the camera out as well. You’ll be able to see the
surrounding area, but you won’t be able to move the camera around.
The compass always stays in the upper right. The red bar on
the compass is North… this is vital to figuring out which direction
you are going. The arrow on the compass points in your destination, and
spins faster as you near it. By pressing L2 or R2, you can make the
arrow point in a different direction… usually towards the entrance.
By using the compass, you can easily navigate around in dungeons.
By using the L1 or R1 buttons, you can rotate the camera around,
to get the correct angle you want. Note that it some rooms or areas,
you won’t be able to rotate the camera. The X button is your all-around
useful button… it allows you to converse with people, pick up items,
use icons, and more.
The almighty X button
Speaking of speaking… talking to people is important… one of
the basic rules of an RPG is to talk to everyone! You never know
what kind of information a person has to spit out unless you talk to
In dungeons and other areas, you are bound to find gold and items
lying around. Run right up to some gold or an item and press X, and
you’ll pick it up. The gold will be added to your total automatically,
but you have a little more freedom with items. When you take an item,
a menu will appear where you can choose who you wish to give the item to,
use the item there on the spot, or get rid of the item. Each character
can hold up 12 items… if you are holding too many there is also an
option to get rid of items that are in your inventory. You can’t get
rid of special items… i.e items that are important to the game’s
Use the X button a lot! Grandia pays a great deal of attention
to detail, and many things are searchable… pots, paintings, barrels,
and things you wouldn’t expect! Sometimes you’ll receive clues or
items by doing this. Sometimes you will need to use the X button
to climb a rope, open a door, or push a switch.
In some Dungeons, you will find Action Icons… which are denoted by yellow exclamation points. These are icons that do something special, usually granting you access to another part of the dungeon. An action icon may break a rock, open a door, create a bridge, etc.
Also in some dungeons, and in most towns, there are spots called
Stashing Places. These are places where you can dump items that you
don’t need at the moment to be retrieved later. The great thing about
Stashing Places is that you can retrieve your items from any other
Stashing Place! This is a good way to stock up on medicines and other
vital items that you may need during a boss fight.
Buying and Selling Items
In all towns, there are shops where you can buy items, weapons,
armor, and magic. Just go up to the icon for the stuff you want to
buy, and press X and a menu will pop up. There you can select what
stuff you want to buy and who you wish to give it to. To sell items,
talk to the store owner. Note that to buy magic, you need to have
special items called Mana Eggs.
Resting, Saving and Status Screen
In most towns there is a hotel where you can sleep. Hotels in
Grandia are free, and at some hotels you can have a meal (in which
you’ll have a meal sequence… opportunities to talk to your party
members about the current situation). You can save the game at
a hotel, or at a Save Point. Save Points resemble shimmering cones
of light… walk onto a Save Point and press X and you will be able
to restore your HP, MP, and status, receive a hint on gameplay,
or save your game.
By pressing the Triangle button, the status screen will appear.
Here you can check your party’s status, equip or use items, and cast
Weapon and Magic Skills
The Magic system in Grandia is quite different than that of
most RPGs. In order to learn magic spells, first you must obtain an
item called a Mana Egg. Then, you go to a magic shop, and “purchase”
a magical attribute with your egg. There are 4 attributes… Fire,
Wind, Water, and Earth. Note that not all people can use all magic
attributes. Once you buy an attribute, you will be able to cast
spells of that attribute. At first you won’t be able to do much,
but the more you use your spells, the more you will learn.
So how do you learn spells? When you first learn an attribute,
your skill level with that attribute will be 1. Everytime you cast
a spell of that attribute, that skill’s EXP will go up. When an
attribute gets 100 EXP, it will rise a “skill level”. For example,
Justin finds a Mana Egg and goes to the store, and buys “Fire”.
His Fire skill is now level 1. Justin runs out and casts the Fire
spell on some bugs, and gains EXP for each casting. After his Fire
skill reaches 100 EXP, his skill level will go up to 2! On the
status screen you can see what spells each character can learn,
and what skill level you must be in order to learn that spell.
For example, learning the Burnflame spell requires a Fire skill
level of 4.
In addition to those 4 attributes, there are 4 combination
attributes. These do not gain skill levels or EXP… they are
merely mixtures of two attributes. The 4 attributes are…
Lightning (mix Fire & Wind), Blizzard (mix Water & Wind),
Forest (mix Water & Earth), and Explosion (mix Fire & Earth).
Some spells require skill in 2 attributes to cast.. for example,
the Boom! spell requires Earth level of 7 and Fire level of 6.
Since it requires Earth and Fire, it is classified as an
“Explosion” type spell. Not that difficult!
The same thing goes with weapons. Each time you strike
an enemy with your weapon, your skill goes up with the type
of weapon you’re using. If you attack with a sword, your
sword skill will go up. Your weapon skills gain EXP just
as your magic skills do, and when your weapon skills gain
levels, you can learn new special moves. For example, Justin’s
W-Break skill requires a Sword level of 6 and a Mace level
Therefore, practice, practice! The only way to learn
new spells and moves is by practicing the stuff you have!
In just about all dungeons, there will be monsters running
around. In Grandia, you’ll be able to see actually see the monsters.
Combat begins when your party comes in contact with an enemy group.
The way you engage the enemy determines the way combat starts…
“Your Initiative!” This occurs when you sneak up on the enemy and
touch them from behind. You will have an advantage over the enemy
when this happens, as you can attack before they have a chance
to do anything. 🙂
“Normal” This occurs when the enemy has seen you, and you come in
contact. When you near an enemy, it may see you and turn red. If
this happens, usually it will start chasing you. If you’re quick,
you can outrun them, but you are risking getting attacked from
behind if you do this, especially if you have a large party.
“Ambushed!” This occurs when the enemy sneaks up behind you. This
can be messy…. the enemies will start attacking before you can
do anything. Try to avoid getting ambushed as much as possible.
Then, combat begins normally. In the lower-right part of the
screen is a bar called the IP bar. This shows when each monster
or ally will have a chance to issue a command. An icon depicting
each character and enemy appears along the bar. During battle,
each icon will move to the right. A character or enemy with a high
action level will move fast, while a character or enemy with a low
action level will move slower. When the icon reaches the “Com” mark,
they will be able to issue a command.
Party members have several different commands in battle…
Combo –> Your normal attack option. The character will run up
to the enemy and strike it twice (there are items that can
increase the number of times you attack). If the enemy is
defeated after the first blow, the character will run to the
nearest enemy and strike it. If you attack an enemy that is
in the middle of attacking someone else, the enemy will
receive a greater amount of damage (called Counter damage).
Critical –> This allows you to build up power for a second or
two and unleash one devastating attack against the enemy.
The blow won’t be as powerful as a combo attack, but it will
be able to cancel enemy moves (more on this in a second).
Move/Magic –> Allows the character to execute a special move or
cast a spell. After the move or magic is selected, the character
will begin casting the spell or charging up for the move. During
this time, the character’s icon will move slowly to the right
until it reaches the “Act” mark. When it reaches the “Act” mark,
the character will do the move or cast the spell. Beware…
some enemy skills will mess up your move or spell… if an enemy
hits you with a powerful attack while you are charging, it may
mess you up and you’ll not be able to execute the move or spell.
Note you’ll only be able to use a move or spell if you have enough
SP (for moves) or MP (for magic) remaining.
Items –> Allows you to use an item from your inventory. Not all
items can be used in battle, however. 😛
Escape –> This option lets you run away from the monsters. The
chance of escaping depends on the total movement points of the
party. You won’t be able to escape from some monsters, mostly
bosses. You won’t gain any EXP, Gold, or items from the
monsters, but you will still gain weapon and magic skills.
Defend –> Allows you to defend against incoming attacks. There
are two defense options… “Endure” and “Evasion”. “Endure”
focuses on reducing the damage dealt from blows… a character
defending in this manner will receive 1/3 normal damage, as well
as have a 2/3 chance of avoiding bad status effects. “Evasion”
focuses on moving out of the way, hopefully far enough where the
enemy can’t reach you. Choose where you want to run to and
your character will run to the spot indicated.
Look –> Lets you view information on enemies and characters..
basically their name, HP, and what action they are performing.
If you use this on an enemy who is charging up for a skill, the
person that is targeted will be highlighted on the IP bar. You
can use this command as much as you want.
Tactics –> Lets you set up AI tactics for your party members,
in case you get lazy and want the computer to fight your battles
for you. There are 6 modes of AI you can choose from. “Single
Tactics” lets you set up individual AI modes for each character,
while “Party Tactics” let you set up an AI mode for all characters
Manual -> This is the mode of choice. You’ll be able to issue
all commands yourself.
Play Fair -> The character will solely use their weapons… no
moves or magic. Useful when fighting weak enemies.
Power Up -> Use items, moves, and magic to increase the ability
of your party members, then fight.
Withdraw -> Puts the character purely on defense mode. Don’t
set this to Party Tactics or you’ll just sit there and let
the enemy beat up on you. 😛
Safety -> Use healing items, moves, and magic to ensure your
party members are in top condition.
Go Wild -> Causes the character to go berserk, using their
most powerful moves and magic. Useful for watching a weak
group of enemies get smeared… use this near a Save Point
where you can get that SP and MP back easily. Muhahahah 😛
Meanie -> Use items, moves and magic that generally make it
harder for the enemy to fight… namely status changing items
or skills that decrease attack/defense/move levels.
When you use the “Look” command, along with the target’s name
and HP, you’ll see 5 icons. These are “attribute levels”, and they
can be altered through the use of items or magic. These alterations
are only temporary… they will disappear after the battle. They
can only be altered up to a level of 7 (be it negative or positive).
Attack Level –> Increasing this level will cause your attacks to
deal greater damage.
Defense Level –> Increasing this level will cause you to sustain
less damage from enemy attacks.
Move Level –> Increasing this level will allow you to move further
during your attacks.
Agility Level –> Increasing this level will increase your speed
as well as the probability of dodging attacks.
Life Level –> Increasing this level will increase the character’s
Max HP for the duration of the battle! 🙂
COMBAT Part 2
Sometimes when you are attacked by monsters, or cast certain
spells or use certain items on the enemy, they will be afflicted
with a “status ailment”. This is something that hampers the target’s
ability in one way or the other. There are several status conditions
that you can receive or inflict upon enemies…
The character’s HP has been reduced to 0, and they are unable to fight. Use a reviving item on them or rest.
Move Block –> The character’s special moves have been sealed.
Magic Block –> The character’s magic spells have been sealed.
Sleep –> The character has fallen asleep, and cannot issue any
commands until they wake up.
Confusion –> The characer will issue a command at random. It’s
hard to say exactly what they’ll do… they may use
The Story begins
After watching the opening cinema, the game will then switch
to the town of Parm, where Sue runs around for quite a while looking
for Justin. Then, after seeing Justin get beat up for messing around
in some guy’s shed looking for “treasure”, she rushes over to him and
gives him the “Legendary Armor” (which is actually a Dirty Apron. :P).
You’ll learn that Gantz (a neighborhood troublemaker) has made a
dare with Justin. If Justin can’t find the 4 “legendary treasures”
hidden around Parm, then Sue will become part of Gantz’s gang, and
she’ll have to marry him. 🙂
You’ll automatically go to Gantz, who is blocking the bridge
to North Parm. Talk to him a few times, and he’ll be “nice” (?)
enough to give you a few clues as to where the other treasures are
hidden. He’ll tell you that the helmet is in a place where you
“always hear the sound of running water”, and that the shield is in
a place where you “always hear seagulls squawking”. So, let’s head
out to find the treasures!
As you explore the town of Parm, note that when you press SELECT,
the camera will zoom out, giving you a bird’s-eye view of the entire
town. This is a very useful feature… try exploring the town without
it and you’ll see what I mean. ^_^
While running around town, be sure to talk to everyone
(people are shown by green arrows on the town map.), several times.
Almost everyone has more than one thing to say… one of the great
things about Grandia is the dialogue… this is one of those rare
RPGs where your party members actually communicate with the NPCs,
rather than you just listening to what they have to say. And most
of the dialogue is rather humorous, even hysterical at times. ^_^
Also note that in House 2 (in the northern part of Parm),
upstairs is a man named Francois who is writing a letter to a
girl named Clara, who lives in New Parm. After talking with him
several times, he will ask Justin to deliver this letter to Clara
if he ever goes to New Parm.
So, the helmet is in a place where you “always hear water
running”. A river divides the town of Parm in two… perhaps it’s
around there? Sure enough, if you go down into the canal, you’ll
find the Warrior’s Helmet (which is actually a Battered Pot).
Go show it to Gantz… only two left!
The shield is in a place where you “always hear seagulls
squawking”. Seagulls live near the ocean… it must be in the
Port of Parm! You’ll find the shield propped out against the
shipwright’s workshop. Actually, it’s a Pot Lid, but oh well.
Return to Gantz and show him the shield. Now there’s
only one treasure left… the Spirit Sword. Talk to him again,
and he’ll tell you that the Spirit Sword is in the chest in his
house. However, the chest is locked… so we’ll have to find the
key. Sue suggests you check out the chest, so head for Gantz’s
house. Sure enough, the chest is locked. Gantz’s mom will tell
you that Tentz (Gantz’s little brother) probably has the key, so
you should look for him. If you went exploring earlier, you
probably found him… he’s the kid that took off running when
he saw you.
You’ll find him at the entrance to the cafe, in the southwest
part of Parm. When talking to him, choose the second option
(“No way, I’ll tell Gantz”), and you’ll learn that he has lost
the key to the chest. D’oh! So Justin will start crawling around
on the ground looking for it. Tentz says he fall down into
the river recently, so maybe it’s around there. Search around
the canal, and sure enough, you’ll find the key. Tentz will
let you keep the key, as long as you don’t tell Gantz he gave
it to you.
Anyway, go open the chest in Gantz’s house and get the
Spirit Sword. Now, we’ve got all four treasures! Head back to
Gantz, but you’ll find that he has finally got busted for blocking
the bridge to South Parm. Justin and Sue will try and “casually
sneak by”, but when the adults find out that Justin and Gantz
were having a duel, Justin takes off, and you’ll automatically
run to Lilly’s Seagull Restauraunt, where Justin lives.
Talk to Lilly and she’ll bonk you on the head with her
tray (you’ll see this a lot :P) for having dirty shoes in the
kitchen. After the sequence, talk to her again and she’ll ask
you what kind of trouble you got into today. You’ll have three
options… take comfort in the fact that no matter which you
choose, you’ll get bonked on the head with the tray again.
After choosing the third option (“I wasn’t doing
anything! Ask Sue!!”), Justin, Sue and Lilly will go to
dinner. Here you’ll have your first meal sequence… these
are opportunities to talk to your other party members about your
current situation. By selecting the sleep icon (by “talking to
yourself”), you can end the meal, but note that you can’t end
some meals until you’ve talked to someone in particular.
The next morning, Sue will wake you up and you’ll go
off to see the curator of the Baal museum in South Parm.
Justin left his dad’s Spirit Stone with him recently, and now
the curator wants Justin to come pick it up. Before leaving,
be sure to get Justin’s things out of his room… the First-Aid
kit in the chest, the Gold under his desk, and the Poison
Antidote in the back corner. Note there is a stashing place
downstairs… it would be a good idea to dump your
“legendary equipment” there, as you can’t sell or drop it and it
doesn’t have any use (the Sword is the only piece of equipment
that is better than what you have now.) It’s probably not
worth it, but if you talk to Lilly and say “Mom, you sure
look beautiful today” three times, she’ll give you your
allowance… a 1 G.
Before going to the museum, be sure to explore South Parm
and talk to everyone. Near the Train Station you’ll find a
little girl named Marie who is quite P.O’ed at her mom because
she dropped her fav pin somewhere near the museum. Head
near the museum and search around, and you’ll find it. Give
the pin back to Marie and she’ll be happy again. Then, go talk
to Marie’s mother, who is wandering around the museum, still
looking for the pin. She’ll give you a WOUND SALVE in return
for your kindness. 🙂
You should also be sure to visit the Parm General Store,
where you can pick up some better equipment for Justin and Sue.
Buy what you want, but I recommend getting some Handmade Darts
for Sue, a Fluffy Ribbon for Sue, and Air Sneakers for both.
When you’re ready, head for the Baal Museum and visit the curator.
After speaking with the curator, he’ll tell you to meet
him in his office, and that you should take a look at the Icarian
Statue. However, clumsy Justin gets a little too close and breaks
the statue! Quickly he “fixes” it and decides to talk to the
curator and get out of here ASAP. Head for the curator’s office
and talk to him. Even if you do tell him the truth about the
statue, he’ll pass it off as a joke, so it doesn’t matter if you
do or not. He’ll give you a Letter of Introduction… with this
Justin and Sue will be able to visit the Sult Ruins! After
getting the letter, exit the museum. Sure enough, the curator
finds out about the statue, and Justin decides it would be a
good idea to wait until later to apologise. 😛
Anyway, it’s off to the Sult Ruins! Exit the town of Parm,
but to get to the ruins you’ll have to pass through the
monster-infested Marna Road.
etc… refer to the compass. The red area on the compass always
points north. 🙂
Marna Road is, for the most part, one wide open area with
a road running through it. You can quickly traverse the area by
following the road all the way to the exit, but by doing this you’ll
miss out on experience and some items as well. There is a river
about midway that divides Marna Road in two… four items can be
found on the south (closest to Parm) side of the bridge, and two
on the other side. Finding them is easy… on the south side, search
for some Herbs in the southwest corner, 10G to the left
of the road near the river, 30G in the southeast corner,
and 10G to the east along the river. After crossing
the bridge, follow the river again to find some more Herbs, and
when you reach the exit, go south along the eastern wall and you’ll
find an Officer’s Baton (mace type weapon).
Not much to it. Try to get all the items and battle most
of the monsters in the area to obtain experience, then follow the
road out of here and head for the Sult Ruins.
Near entrance to Sult Ruins
Sult Ruins, near stairs to B2
Sult Ruins, B2
Rock Bird (BOSS)
Upon entering the Sult Ruins, you’ll “meet” Nana, Saki, and
Mio… three sergeants in the Garlyle Forces. These three will be
causing trouble throughout the game. 🙂
After listening to their dialogue, feel free to explore
the area surrounding the Sult Ruins, then head down to the entrance.
Justin will try to explain to the three sergeants why they are
here, but being the hard-headed, hateful trio that they are,
they quickly dispose of the Letter of Introduction, but decide
to let you “off the hook” and tell you to go home. Of course,
Justin, being the adventurer type, decides that they should go
Once inside, follow the path a short way and you’ll run
into several squads of soldiers, the three sergeants, as well
as Colonel Mullen and Leen. Justin and Sue will listen in on
their dialogue, then when they leave you can continue exploring
the ruins. Also, nearby in a nook to the east is 10G
waiting to be picked up. 🙂
You’ll encounter pairs of soldiers along the way, and
usually Justin and Sue will stop to hear what they have to say.
Otherwise, they won’t spot you, nor can you talk to them. 😛
Follow the path until you reach the split (there will be
a dungeon-scope icon here). Turn west, but beware of a Baby Bat
that may jump out at you. Behind where the bat was, is a Gold
Pouch. Move further west and you’ll encounter a trap of sorts…
the “head” of the archway will start shaking and fall if you get
too close. If you are hit by it, you will take damage. You can
listen in on the two soldiers if you wish.
Head back to the Dungeon-scope icon and continue east.
By turning the camera north, you’ll find another 10G. Look on
the other side of the stairs as well to pick up 30G. Climb the
stairs and make your way back west and you’ll come to a Rune Ring
up on a ledge (which you probably saw when you listened in on the
soldiers). This item will slow IP loss (you won’t get stunned
as much after sustaining a hit).
Go back east to the stairs, then start south. You’ll soon
come to the three sergeants again, but this time they won’t catch
you… instead you’ll just listen on their conversation. 🙂
Continue south until you reach another Dungeon-scope icon.
You’ll see some shoes to the east, but if you try to go that way,
a boulder will conveniently block the path. So instead, continue
south. Keep going south and you’ll come to 30G. Then,
go east and north, and you’ll be able to pick up the Shiny Shoes
which you saw before.
Walk up the nearby stairs to pick up 30G, then head north.
By turning the camera east, you’ll see another “hidden” 10G. Soon
you’ll come to a save spot, as well as the passage leading down to
the second basement. Watch out for the falling archway, then
continue down to B2.
From here, go north until you come to a Dungeon-scope
(referred to from now on as a DS icon :P), then walk east and pick
up 10G. Then go back and climb the stairs to the east of the DS
icon, and you’ll come to another DS icon on top. Head left, and
walk onto the ramp, and Justin will automatically jump over to the
other side. Open the chest to obtain some Outdated Armor!
Make your way back to the second DS icon, then walk off the
east side of the ledge, and continue east to pick up some Dynamite,
which can be used to deal damage to enemies in battle (only once).
Continue east, and up the stairs, but be prepared for an “ambush”
by the green slimes… they’ll jump down on you as you approach.
Jump the ramp and pick up the 30G at the end of the ledge. Now
drop down and go southwest, and you’ll come to another DS icon.
Go west and soon you’ll come to some stairs, with yet another DS
icon nearby. Climb the stairs, and pick up the Ceremonial Rock
Ax… your first Ax-type weapon. 🙂
From the ax, move to the south, and the ledge will break away,
dropping you down below. Oh well… continue south, then east and
you’ll come to (guess what?) another DS icon. Climb the stairs
nearby, then head north and east to find an item… but as you try
to pick it up, the ledge breaks away and sends you back down
again. Well… at least you can still pick up the item…
a Resurrect Potion!
Go back up the stairs and you’ll notice an exclamation
mark appear. This is an “Action Icon”… press the X button while
standing over it and something will happen… in this case the
pillar will fall over, creating a bridge of sorts for you.
Cross the pillar, pick up the 30G, and continue north. You’ll
hide from some more Garlyle soldiers, then Justin will decide to
check out the strange statue. When Justin approaches, however,
his Spirit Stone will start to glow, and the statue will suddenly
split, revealing a passageway!
Continue along the passage, and take the left path. Press
the green button twice to make the next room spin, then go inside.
Press the red button to make the room spin again, then exit and
follow the passage until you reach another door, which is also
opened with the power of the Spirit Stone. Continue along the
passage and you will come to the “Room of Illusion”. Here you’ll
have a sequence where Justin meets a mysterious young woman named
Liete. After watching the sequence, Liete will tell Justin that
if he wants to know about the Angelou civilization, he should head
for a far-off land known as Alent. However, in order to get
there, Justin will have to find a way to get to the New Continent!
As you start to make your way out of the Sult Ruins, however,
you run into Colonel Mullen and Leen! Uh-oh… He’ll ask you
several questions, and commences to take Justin and Sue hostage,
but Sue quickly jumps on the red button, leaving Mullen and Leen
stranded on a ledge. Justin and Sue will quickly escape, but they
won’t get very far, however, as there is a trap waiting for them
near the entrance… a giant Rock Bird!
Rock Feather –> Physical attack on one character
Fire Orb –> Fire attack on all characters
Insanely easy. Just pound on it with physical attacks and
there’s a good chance you’ll destroy it before it even has a chance
to attack. You’d probably have a hard time losing to this thing. 😛
After the Rock Bird is destroyed, Justin and Sue will quickly
escape the Sult Ruins. It’s evening already, so the two decide that
it would be better to return to Parm for the night. Return to Lilly’s
Restauraunt and you’ll sit down to another meal. Lilly suggests that
Justin check out the port tomorrow to see about getting on a ship to
the New Continent. (hmm… you want to travel 1,000 miles away?
Sure… I’ll even tell you how to get there! :P)
Head for the Port of Parm and talk to the sailor wandering
around. He’ll tell you that unless you have a Steamer Pass, you
won’t be allowed to board the Steamer to the New World. He suggests
you ask Java, a retired adventurer who hangs out at the Cafe, to see
if he will give you his pass. Go to the cafe, but children are
not usually allowed in. However, one of the dishwashers has taken
the key to the cafe, and now the owner can’t get in. She agrees
to let you in that night if you can get the key for her. Head
back to the Port of Parm and talk to the guy wandering around,
and he’ll give you the key to the Cafe.
Now, head back to the Cafe and give the key to the woman
standing outside. Since the Cafe opens at night, Justin and Sue
hang around until it gets dark. Once nighttime arrives, go back
to the Cafe! 🙂
However, as you might have expected, Java isn’t here. Talk
to the other customers and you’ll learn that he’s probably holed
himself up at Leck Mines, where he lives. Talk to Miss Kirlian
(the owner) a few times and she will give you Java’s wallet to
go take to him. Justin decides to take the train to Leck Mines
tomorrow, but for now head back to the restauraunt.
After another meal sequence, you’ll wake up the next morning
to head off for the Leck Mines. Note that you can get another 1G
from Lilly the same way you did before… though I doubt it will
help much. 😛 Also be sure to return to the Parm General Store
and pick up some more equipment. When you’re ready, head for the
Train Station and the engineer will let you go for free.
How nice! 😛
Board the train and you’ll automatically travel to Leck Mines.
Leck Mines & ORC King
Entrance to Leck Mines (Java)
Leck Mines (2)
After exiting the train, you’ll find Java’s house to
the southwest. After a slight “mishap” concerning Java’s wallet,
the adventurer will agree to give the pass to Justin if he can
slay a monster that has recently moved into the Leck Mines…
a trial of sorts. Java will wait outside for you, and by talking
to him you can rest or save your game if needed. When you’re ready,
enter the mines!
Upon entering the mines, walk west a little ways and
you’ll come across some Work Clothes. Pick them up, but the
Sportswear is better. Now, head northwest and follow the path.
Around here, you’ll find a 20G pouch, a 60G chest, a Grenade, and
some Herbs. After getting all these, head back to the place where
you got the Work Clothes, and head southwest. Pick up the 20G near
the large rock, then continue to the west. Pick up another 20G
along the way, and when you reach a dead-end to the west, you’ll
find a Grenade and a chest containing some Rubber Boots. After
hetting these, head back to the large rock and go southeast, and
enter the second part of the mines.
Here, walk southeast and you’ll come to another 20G. Grab it
and continue to the southeast. When you reach a hole, drop down
and climb up the ramp leading up the other side, and pick up
the Safety Helmet nearby to the south. Continue east to find 60G
and a Wobbly Sword. To get back over the hole, use the Action
icon that is in the corner. 😉
Jump back over the hole and continue west. You’ll come
to another hole… drop down and pick up the Hand Ax to the north,
then climb up the left rope. Get the 20G, then go straight
south to find a chest which contains a Miner’s Hammer. Grab it
and go west and you’ll reach another large rock. Pick up the
20G nearby and go south and east. Along the way, you’ll see a
ledge above with an item on it… there is a ramp nearby which
allows you to climb up there and get the item… another Grenade.
To the south of the Grenade in a carved-out area you can find 20G.
Continue east and pick up a Wound Salve, then enter another
carved-out area to the south-east of that to find an Oaken Shield
(not an OK Shield :P). After getting it, continue east to the
deepest depths (erm… double adjective? :P) of the Leck Mines.
In the final room, you’ll find a treasure trove of money… search
around for 3 20G pouches and 2 60G chests before confronting the
boss… the Orc King!
*** ORC KING ***
Attacks: Fire Breath –> Fire attack on one character
The Orc King is accompanied by two normal orcs. These guys
don’t pose much of a threat, but you also have the Orc King to worry
about. 😛 Your best bet would be to get rid of the two small orcs
first, then use your most powerful moves (W-Break is good if you
have it at this point) to quickly dispose of the Orc King.
After the Orc King is defeated, the mine will start collapsing!
Pick up the Seed of Defense nearby, then hustle out of this room.
Java will be here waiting for you, and the three will jump in a mine
cart and narrowly escape getting buried alive! Java agrees that
Justin has indeed passed the trial, and he’ll give you the Steamer
Pass. Now Justin can get to the New World!
Exit the area and you’ll automatically go back to Parm
via the train. However, upon leaving the Train Station, Justin decides
that Sue should stay behind in Parm. Sue doesn’t like the idea of
this, gets mad and runs off. (She’ll leave your party, temporarily.)
Take some more time to explore the town and talk to everyone
before you leave for the New World. You should probably also sell
a lot of the junk you have left over… old weapons and armor, etc.
Note that the inventor will give you some Coal Candy if you visit
him, which raises your attack power in battle.
At any rate… we should go back to the restauraunt and
rest up. Tomorrow’s a big day! 😉
After the meal, Justin will wake up early the next
morning to set off on his new adventure. After watching the
sequence, head for the Port of Parm and board the Steamer!
After boarding the Steamer, run around and explore the ship,
talking to people you meet along the way. There is a traveling
salesman in the 2nd class cabins who will sell you weapons, armor,
and items… however they are for the most part the same things
that were sold in Parm. After exploring the ship, head back up
to the deck… but along the way you’ll find… Puffy?!? Uh oh!
Up on deck, you’ll find that not only has Sue stown away
on the ship… but she has been caught and is about to be thrown
overboard! Talk to the Captain and he’ll decide that the only way
Sue can be saved is if Justin and Sue become sailors on the ship…
sailors can’t be stowaways, right?
The next morning, one of the crewman will give you the Cabin
Key and tell you to go up on deck so you can start working. On
the way up, talk to one of the sailors in the passageway and he’ll
ask you if you know “the rules of the sea”. By answering correctly
to all 3 questions (“Don’t be a stowaway”, “Don’t spill blood in a
fight”, and “Don’t dirty the sea”), he’ll give you a Beef Jerky.
Also, a lady in one of the First-Class cabins will ask you to clean
her bathtub. Do this and she will give you a small gift of 25G.
And, the gambler in the lounge will challenge Justin to a coin-toss.
I think you’ll automatically win no matter which you pick, and when
you do you’ll get 100G. Additionally, talk to the lady in the corner
who is worried about having too many freckles. Tell her,
“Not to worry! Just a few!”, then talk to her again and she’ll give
you some Chocolate. 😛
Up on deck, talk to the sailor and he will get you started on
your job… swabbing the decks. It’s a mini-game of sorts… at the
bottom is a power bar that goes up whenever you hold down the X
button. The key is to keep the power bar as far to the right as
possible without going over the line… if this happens you’ll
get worn out and the power bar will drop all the way back down
to the bottom. If you can manage to get a time less than
26 seconds, the sailor will give you 25G for a job well done.
You can continually do this to get Gold. 🙂
When you’re done swabbing, head back down to your quarters
and get some rest. The next morning, head back up to the deck to
do some more swabbing. Afterwards, head back to the cabin, but
along the way you’ll find out a famous adventurer from New Parm
will be onboard soon. The next day, go out on deck and you’ll
meet Feena, who is, believe it or not, the great adventurer from
The day after, Justin and Sue go back out on the deck to do
their daily swabbing.. but the deck is already clean! Feena
has already cleaned the decks, and Justin and Sue talk with her
for a while. However, before long the sky gets dark and the
sea grows rough. Head for the bridge and Feena will tell Justin
to hurry to his quarters. But Justin can’t resist an adventure,
so he decides to check things out instead. Up on deck, you’ll
find that a Ghost Ship has appeared!
Feena tries to rally some of the sailors, but to no avail.
It turns out that the only people brave enough to try and get rid
of the Ghost Ship are Justin and Sue. 😛 Reluctantly, Feena
decides to take them along. Climb up the rope and use
“Elizabeth the Crane” to cross over to the Ghost Ship.
After boarding the Ghost Ship, climb down in the hole to get
below deck of the ship. Once inside, grab the 30G nearby and use
the Save Point if you wish. Exit via a nearby hole in the wall
to get the Ghost Ship’s Hold. It’s kinda hard to see here due to
the fog, the obstructions above, and the many things scattered
about here, so take care not to get ambushed by ghosts. Upon
entering the Hold, you’ll find some Herbs immediately to the right.
Also, you’ll find 30G around here as well. At the west end of the
Hold, you’ll see a hole in the floor… Feena suggests the party
go down that way. Enter the hole and you’ll fall down to the
bottom of the ship.
Pick up the 2 nearby pouches of 30G, then make your way west.
Be sure to watch out for that annoying jelly that keeps jumping
around… it can easily ambush you. Make your way west and
climb the rope in the southwest corner to ascend to the Treasure
Room. Pick up the 30G to the east, and you’ll see 3
exits in that direction. Head for the middle-east exit,
enter the door, then walk around to pick up another 30G.
Go back to the treasure room and climb the stairs on the southeast.
Feena will barely save Justin from a swinging blade that
comes out of nowhere. I don’t think you can get the meat
you saw there… the blade takes it away. 😛
Enter through the door to get back to the Hold, walk east
and climb down the rope. Continue to the east and enter
through the hole in the wall to get to the Lower Deck. Grab
the 90G to the south, then take the other two treasures in this
room… a Wind Charm and a Wound Salve. Also, try not to fall
into the hole in the middle of this room… if you do you’ll
be taken all the way back down to the save point at the Pantry. 🙁
Instead, climb the stairs in this room to get to the
Mid Deck. Be sure to get the 30G in the northwest corner
of this room, and the Wound Salve to the south as well. Before
ascending the stairs in the north-west corner, be sure to open
the chest to obtain a Pirate Hat. Hehe 😛
Once in the Hall, grab the Admiral’s Sword nearby, the
Resurrect Potion to the north and west, and the 90G in the
southwest corner. There is also a save point here… I recommend
you use it. 🙂
When you’re fully prepared, enter the Captain’s Cabin
via the door to the west. Examine the log on the desk and a
huge octopus-like monster will come right through the floor.
Attacks: Suck In –> Draws all party members closer to the enemy
Shockwave –> Physical attack on all members
Laser Eye –> Physical attack within a straight line
Howl –> Level 1 Wind Spell; deals wind damage to party
*** LEFT TENTACLE ***
Attacks: Suck In –> Draws all party members closer to the enemy
*** RIGHT TENTACLE ***
Attacks: Howl –> Level 1 Wind Spell; deals wind range damage
Alheal –> Level 1 Water Spell; heals all monsters present
This is a rather tough fight, and it is probably the first
battle that will actually give you trouble. The Squid King has quite
a bit of HP, and both of his tentacles serve as targets on their own.
There are two strategies to use here…. the first would be to go
all-out against the Squid King himself… once he goes down you have
won. The other strategy is to concentrate on taking out his
tentacles… without them the Squid King is not nearly as formidable.
If you use the second strategy… it would be a good idea to take out
the Right Tentacle first, as it has healing spells that will regain
the HP of all 3 targets. The Left Tentacle mostly uses the “Suck
In” ability, which draws your characters closer to the enemy, so get
rid of it next, then focus on the Squid King. Sue’s “Rah-Rah!
Cheer” and First-Aid kits will help put you back together if you get
roughed up too bad. And remember to use your Critical attacks
often to negate any attacks that might be coming your way.. “Howl”
and “Shockwave” can seriously mess up your party by dealing 15-20 HP
damage to everyone! The Squid King can’t use the Shockwave attack
if both of his tentacles are missing, however. Also, the “Wind
Charm” that you found in the Ghost Ship will help reduce the damage
done by the Howl spell. This battle is tough, but if you know what
you’re doing, you can win. 🙂
After the Squid King is defeated, the ship will begin to sink!
Quickly head back to the hall and examine the door on the east.
Feena will quickly unlock it, and outside the three hastily escape
the Ghost Ship and make their way back to safety on the Steamer.
Now, get some rest at the Crew’s Quarters. Tomorrow, it’s
back to swabbing the decks! (D’oh! :P)
However, on your way up the deck the next morning, you’ll
learn that your jobs as sailors are over. The Steamer has finally
reached the New World!!!
After watching the sequence, feel free to take one last
look around the ship, then talk to Feena to go ashore. You’ve made
it to Elencia, the New World!
in the Port of New Parm. Feel free to have a look around the
marketplace. I missed this, but supposedly one of the barrels
around the Steamer is actually moving around. Examine it and you’ll
find the old guy who was stowing away on the Steamer. He’ll
give you a Golden Potion! If anyone has anymore info on this, it
will be appreciated. There isn’t anything to do in particular here, so when
you are done looking around, exit out the north gate and head
for the Town of New Parm.
Town of New Parm
As usual, you should run around town, talking to its
inhabitants and generally exploring the place. While you’re here,
you should also deliver Clara’s letter… she lives in one of the
mansions on the east side of town. You won’t get any special
items for doing this however… 🙁
You should also visit the Store and pick up any new equipment
you can afford. You can now also purchase your first spell
attribute, as you now have a Mana Egg which you got from the
Squid King. I recommend getting ‘Water’ for Sue… that way you
will have some means of healing your party through magic. 🙂
Once you’re ready, head for the Adventurer’s Society. Talk
to the lady behind the desk several times and she’ll give you a
“password” — “I’m Mr. Pakon’s servant, uh-yup!”. Use this to
enter the President’s Room in the back. After a quite
unsuccessful meeting with Pakon, Justin decides that he doesn’t
need an Adventurer’s Society to go on adventures, and that he can
go adventuring by himself. First, they decide to visit Feena’s
House, which is a little ways east of Parm, past the Merrill Road.
Before you go, you may want to go to the store and buy a few
Poison Antidotes, as many of the monsters along the Merrill Road
have poisonous attacks. When you’re ready, exit New Parm and head
for the Merrill Road!
A Pakon’s Dinner Theater
B House 1
C House 2
D House 3
E House 4
F House 5
G House 6
H Pawn Shop
I Adventurers Society
J House 7
K New Parm Church
L Church Storeroom
M Mansion 1
N Mansion 2
O Mansion 3
P Adventurers Hut Hotel (Recover, Save, Stashing Place)
Q Adventures Store
R Adventurers Society Info Desk
Merrill Road, Feena’s House
Merrill Road isn’t that large, but the monsters are a
little rough, so be prepared. Once you enter, pick up the 40G that
is sitting right there, then starting walking along the road to
the south and east. When you come to a split, go east to pick up
40G, then go back and take the north road. When the path splits
again, enter the cave on the west, and on the other side you’ll
find some Snake Earrings, which increase your resistance to Poison
(something which is rampant in the enemies around here). After
getting these, go back through the cave and continue east along
the road. You’ll come to another split… pick up the 40G nearby,
then head north and east to find a 120G chest.
From there, walk west and you’ll come to a larger open area
with 40G and a DS icon. To the north is the path that leads to
Feena’s house, but there is one more important item to get here.
Continue to the west past a fork in the road and soon you’ll come
to a Mana Egg! Once you have it, head back and exit Merrill Road
to get to Feena’s House and Vicinity. 🙂
Don’t forget to purchase another spell with the Mana Egg you
found, as well!
Upon entering Feena’s house, you’ll soon find that Feena isn’t
here. Take a look around her house, and upon checking the panties
that are hanging from the ceiling, Justin and Sue will take them down
to… err.. “examine” them. At that moment, Feena comes home. hehehe
After talking for a while, Pakon shows up. It seems that Pakon
is determined to make Feena his bride, no matter what it takes. Justin
will step in to intervene, but quickly gets put in his place by Master
Chang, Pakon’s “kung-fu master” bodyguard. When Justin comes to, Feena
is gone… Pakon must have taken her with him! Aaack!
Quickly, Justin and Sue decide to return to New Parm and save Feena.
Go back to New Parm and head for the Church, on the west side of town.
However you won’t be able to get in. If you checked this area out
earlier, you probably found that there was a storeroom in back, and a
priest there was going to take an underground passage to get to the
bell in the church. Maybe if you take this passage, you can get inside!
Of course, the passage is filled with creatures that have moved in…
no problem for an adventurer though! 🙂
Enter the storeroom behind the church and enter the hole to get to
the Underground Passage.
Underground Passage & CHANG
Much of this passage is filled with water, and there are several
floodgates around here that will raise/lower the water level. You will
have to use these floodgates to access some parts of the passage.
Upon entering the passage, follow the path and go through a tunnel,
and you’ll see one of these floodgates to the west. Turn the wheel and
the floodgate will rise, lowering the water level enough for you to
cross. Continue along the corridor and through another tunnel. As you
walk, you’ll see some stairs leading down into the water to the west,
but you won’t be able to use them as the water level is still too high.
Instead, continue to the south into a larger room with 50G inside, and
a floodgate. Turn the wheel and this floodgate will lower the water
level again, allowing you to descend the stairs to the north.
After crossing, head south and use the wheel on the other side
of the same floodgate to return it back down to where it was. The water
level on the near side will go back to normal, but the water on the far
side (the direction we are headed) will drop. Go through the tunnel to
the south and follow the passage until you see some stairs going down
into the monster-infested area that would have been filled with water
had you forgot to re-lower the floodgate.
Before going down however, continue to the east through another
tunnel and you’ll come to a chest… open it to obtain a Shell Shield.
Also, be sure to raise the nearby floodgate to make the water
disappear. Backtrack through the passage and climb down the stairs to
get down to the floor. Watch out for all the monsters around here, and
pick up the 50G nearby as well. To the southeast is more stairs leading
down to the very bottom… down here is 150G, and in the northeast
is a small tunnel that leads to a Mana Egg!!
Go back and climb the first set of stairs again, and go to
the northwest corner to find another tunnel. Go through it, and on
the other side go east and north to find an Iron Mace, then go
back and up two sets of stairs to reach the passage that leads to the
church itself. Along the way, you’ll find an Action Icon near a
crack in the wall.. use the icon to break away the wall and reach
a room with 50G, a Save Point, and a door leading to the inside
of the church. Use the Save Point to rest and save, then examine
the door. Unfortunately, you won’t be able to open it.
So instead, climb the boxes along the north side of the room.
The tunnel at the top of the room leads to the area above the Church.
Justin and Sue will drop down to stop the wedding between Pakon and
Feena, but Master Chang just happens to be here in case something
like this happens. Looks like you’ll have to fight!
Open the first floodgate (A). This will lower the water level and now you can cross the point B.
Open the second floodgate (C). This will lower the water level and now you can cross the point D.
Close the second floodgate (E).
Open the third floodgate (F).
Go east from the point G and pick up a Mana Egg.
Go north from the point H.
Go up the stairs and use an Action Icon <!> at point I to crack open a wall.
Save a game, then climb up wooden crates to sneak in.
Once inside the church, jump down to stop Pakon kissing Feena.
Fight the boss “Chang”.
Attacks: Tornado Punch –> Strong physical attack on one character
Spin Kick –> Range kick attack
Chang has a lot of HP, but if you pound on him with your most
powerful attacks, he’ll go down pretty easily. Be sure to use your
moves and critical attacks to negate his moves if you can… his
Tornado Punch and Spin Kick are both rather powerful. As long as
keep your HP up and don’t let up in your assault, Chang will be
defeated rather easily. 😉
After Chang is defeated, Pakon will try one last time to get
Feena to marry him by threating to take away her adventurer’s pass.
However, Feena will realize that she doesn’t need to be a member of
the Adventurer’s Society to have adventures (like Justin said :P),
and decides to accompany Justin and Sue on their search for Angelou.
Following the… erm… wedding reception, the three will
quickly “escape” to Feena’s house. The next morning, Feena will
decide to join Justin and Sue on their adventure. The next stop is
the Dom Ruins! To get there, you’ll have to cross the nearby
Rangle Mountain Range to the south. Go back to town and purchase
another spell with your new-found Mana Egg (I got Earth for
Justin), then head out for the mountains, south of
Rangle Mountains is another rather large, open area, so it can
be quite easy to miss items if you don’t know where to look. Upon
entering the mountains, run all the way north to find 180G, then run all
the way south and west to find 60G. Go back to where you entered, and
walk east, up several hills, and in that vicinity you will find
another 60G. From there go south and east and you should come
across a Medal of Yore… this is a decent item that will restore your
SP when you are attacked.
From there, continue east and north, and you’ll come to a Seed
of Moves, which increases one character’s maximum SP by 2. From there,
walk north and east, and you’ll come to a narrow path near the exit
that leads to the East Rangle Mountains. Enter the passage, and you’ll
see ways to go north and south… to the south leads to the East
Rangle Mountains, while the north path leads to an all-useful Mana
Then, use the passage to get to the East Rangle Mountains. You’ll
find a Save Point here, and Feena will suggest that the party camp
here for the night. The next morning the three will continue making
their way through the mountains. The East side isn’t much different,
so I’ll try and point you toward the items as best I can. 😛
Head south out of the clearing, and when you come to the first
open area, search to the southeast for a DS icon. To the south and east
of the DS icon is 60G in a little alcove. After getting it, head north
and west, and continue north as far as you can. Around there is
another 60G pouch. To the north of the pouch is another alcove with
a Fruit of Power inside, which increases one character’s
Strength value by 3 points. 🙂
Go out of this alcove, and walk east along the northern edge
of the area. Once you go far enough east, you should see another
alcove leading off to the northeast… in here is yet another Mana
Egg! Walk out of this alcove, walk west a little ways, then go
south until you hit a large rock. To the east nearby is another
60G pouch. From that 60G pouch, head straight south and you
should come to another alcove with some Ginseng inside.
Exit this alcove, then walk east along the southern edge of
the area. In yet another alcove to the southeast is a chest
containing 180G. Retrace your steps back to where you picked up
the last 60G pouch, and walk straight east to reach the exit of
the mountains. Whew!
Once back out on the region map, it would be a good idea
to go back to New Parm to spend your two new Mana Eggs (I got
Water for Feena and Wind for Sue) and rest, then it’s off
to the Dom Ruins!
Road To Dom Ruins
The Road to Dom Ruins isn’t a large area, but there are still
some items to be found around here. When you first enter, you’ll
see a sign and a path leading off into the forest to the east. The
quickest way to get to the Dom Ruins is run south and east along
the outside of the forest… when you reach the south-east corner,
you’ll find the entrance. However, if you want to get the items
you should take that path into the forest near the sign.
There are lots of trees and shrubs around here, and you may
miss some of the items if you aren’t looking carefully. 😉
Follow the trail east into the forest, and soon you’ll see
a 70G pouch to the north. Pick it up, continue east along the
trail, and when it turns south, look for a 210G chest to the
southwest. Then, continue east along the trail, and pick up
another 70G. Here the trail will turn south again… follow
it until you reach a clearing. Walk east and north, and
you’ll come to a dead-end with a 210G chest.
Go back to the clearing, and continue south until you
reach another branch. Walk west, and if you use the DS icon
nearby, you’ll see a chest nearby to the west and south. Open
it to obtain a Miracle Drink! From there, go west along the
trail, and at the next branch, continue west. The trail
will turn north, and when it does, look for a semi-concealed
path leading east to a dead-end where you will find a Seed
of Speed. 🙂
Walk straight west from the Seed and you will end back
up near the wall at the edge of the forest. Follow it south,
and east when it turns. After turning east, be sure to look
for a 70G pouch to the north. Then, continue east until you
reach the entrance to the Dom Ruins, and go inside.
Sometimes, they will use the “divide” skill, which creates 3
additional Red Slimes! This is a great way to build up your
magic skills… imagine casting “Howl” on 8 or 9 Red Slimes
Upon entering the ruins, walk to the east and you’ll soon
find that the path is blocked. There’s a Save Point on the other
side, but you can’t get to it yet. Instead, drop off the ledge
and be sure to get the treasure chest underneath, which contains
a Blue Medicine. Walk straight north, past the DS icon until
you come to 70G. Pick it up, then go east until you hit the
eastern wall. Walk south along the wall, and pick up another
70G. Continue south, and soon you’ll see the entrance to
the actual ruins to the east.
From there, go west and you’ll be able to get to
the Save Point you saw earlier. Go back to the wall and continue
south along the wall, and you’ll come to another item… some
Dynamite. Walk west some more, down the ramp and you’ll find
another pouch of 70G. There’s nothing else to be found out
in the Vestibule, so return to the entrance and walk east
through the corridor. Watch out for some Orcs jumping down
from above, and there is also a trap to watch out for… more
specifically, there are stone “faces” that line the corridor.
The last stone face on the left will suddenly shoot out when
you approach, and if you are touched by it, you’ll get damaged.
You can tell which “faces” will shoot out by their “expression”…
the dangerous ones will have an angry expression. 🙂
The stone “face” at the end of the corridor will also shoot
out too, though it’ll rumble for a second before it does, giving
you a chance to get out of the way. 😛 At the end of the corridor
go north to pick up some Herbs, then go back south and follow
the path to reach the inside of the Dom Ruins.
As you walk down the corridor, beware the second stone face
on the right. Turn north, then east again and watch out for the
third and fourth stone faces, then enter the door at the end of
the corridor. Outside, climb the rope and enter the door above.
Shortly you will come to an elevator. Don’t use it just yet;
instead use the passage in the northwest to get to a room with
some ghosts and a Seed of Power.
*NOTE* The ghosts are known as Vengeful Spirits, and are
extremely resistant to all weapon attacks. Use magical attacks
instead to get rid of them. However, sometimes Dom Orcs will
drop a Holy Mace after battle, which is very effective against
ghosts. The only way you’ll deal any considerable damage to
the ghosts with physical attacks is if you have the Holy Mace
Go back to the elevator and press the yellow switch, and
you’ll go down. Take the northeast passage back outside, and
pick up the Blue Medicine that is sitting out on the ledge.
Return to the elevator once again, and exit to the southwest.
Follow the corridor, and when you reach a split continue south.
You’ll enter a small room with a blue floor. To the east
is a switch on the wall, and when you press it, the floor
drops away, then comes back up. Seems the only purpose for
this is to drop monsters down into the hole. 😉
Go back north to the split, then west into a room with
a Resurrect Potion inside. Take it, then go north to another
small room with 210G inside. Now, run straight south and follow
this corridor, and pick up 70G in a small room along the way.
In this same room, look around and you’ll see that one of the
eyes on the wall is… well… closed! Examine the wall here and
it will rise up, revealing a secret passage that leads to a Holy
Use the door at the very end of the passageway to exit back
outside. If you try to cross the bridge, it will suddenly
crumble away, dumping you down to the ledge below. It’s faster
than using the rope anyway 😛
Down below, pick up the Resurrect Potion, then use the door
to enter another part of the ruins. Use the Save Point inside
if you wish, then take the west path. (The path to the north
leads back to near the entrance of the ruins… think of it as
a “dire emergency” exit. :P) Soon you’ll reach another elevator.
Before using it, take the east path to get back outside, and
step on the switch atop the stone head. The ledge will slowly
move out, but not quite far enough to give you access to that door
to the east. For now, go back inside and return to the elevator.
Exit stage southwest, and pick up the 70G nearby. Continue
along the passage and you’ll exit outside again. Step on the
switch on this ledge, and the other ledge down below will move out.
Now you can get to that door! Go back to the elevator, ride it
down, then exit east again to get back to where you were before.
Cross the ledges and enter the door on the east to get to the
second half of the ruins.
Inside, follow the passageway until you reach a branch.
The west path leads to a dead-end outside, so go northeast instead.
Continue northwest, and you’ll come outside again. Climb down the
rope and enter the door on the ledge below. Walk until you reach
a blue-floored room, then open the chest to the north to obtain a
Exit east, and continue until you reach another small
blue-floored room. Grab the 70G in the middle, then go east to
get a small room with 2 sets of iron bars inside. Behind the
bars are some Orcs! (hehe) Stand in the middle of the room and
press X, and the bars will rise. The orcs will charge out at
you (ungrateful?), so get rid of them, then be sure to pick up
the Shell Armor that was inside one of the cells.
Go back west to the small room, then exit southwest
to get to yet another elevator. First, continue south and follow
the path until you come to another small room. To the west is
a switch that drops out the floor, and to the east is another
closed eye on the wall. Examine the eye and take the secret
passage into a room with _lots_ of monsters inside. To the
south is another closed eye… take the secret passage to a
room with 70G and some bats inside. Look for yet another closed
eye to the west, in which you will find a Magic Lamp. 🙂
Now go back out of these passages and back to the room where
you opened the first wall. To the southwest are some steps leading
down. About halfway down, you’ll see a red switch to the south.
If you press it, the stairs will disappear, creating a ramp which
you will slide down. However, you won’t be able to get back up!
Note that on the wall opposite of the switch, is closed eye
on the wall… through the secret passage you will find a
Blue Medicine and a Yellow Medicine. 🙂
Continue south, exit outside once again, grab the 210G nearby,
and enter the other door. Follow the passageway, and pick up the
70G along the way. Further along the passage is a ledge where you
can drop down to get back to near where you entered the second
half of the ruins. If you pressed the switch, then you have no
choice but to drop down and go back through to the elevator,
but if not you can backtrack and get to the elevator quicker that
Ride the elevator down, and exit east. Be sure to use the
Save Point to save and heal your characters. There is also a
Stashing Place here, so use it to stash/retrieve items as well
if you need to. When you’re ready, continue east and you’ll come
face-to-face with a huge monster!
Dom Ruins Part 2
Attacks: Beat Attack –> Physical range attack on nearby allies
*** GANYMEDE (BODY) ***
GP: 0; Leaves Shell Armor
Attacks: Rush Attack –> Physical attack within a straight line
*NOTE* The head and body are separate targets, but they
share the HP. I.E if you damage the body, the HP will be
subtracted from both the head and body.
This guy isn’t really much to worry about. The only thing
that makes this battle semi-annoying is Ganymede’s ability to hit
multiple party members with it’s attacks. It’s normal attack
consists of first using the “Suck In” ability to draw your party
close to the monster, then using a head attack which can hit one
or more party members. The Rush Attack hits all party members
in a straight line from Ganymede, and the Beat Attack hits all
party members that are close enough to him. Neither of these
three attacks are really powerful, however, so don’t panic if
one comes your way. Just beat on him with special moves and
normal attacks and he’ll be defeated pretty easily. 🙂
*NOTE* There’s quite a fast trick you can pull to get
rid of Ganymede easily. Place your characters in the lower-left
part of the battlefield, and when Ganymede uses his Suck In
ability, he will draw you up beside him where his attacks
can’t reach you! From there you can beat up on him at your
After the battle, you will receive some Shell Armor.
Be sure to equip it on someone. 🙂
Then, continue east and you’ll come to the Room of
Illusion. You’ll have another sequence with Liete, in which
you’ll learn that Alent may be on the other side of “The End
of the World”… the huge wall to the east that supposedly
is where the world ends. Justin decides he’ll be the first
one to make it through the Misty Forest and cross the End
of the World! 😉
But now, we have to get out of the Dom Ruins first. 😛
So, walk all the way back to the entrance. (-sigh-) Once back
outside, you’ll come across a small child who has been wounded!
The three aren’t quite sure if the child is human or not, but
Feena decides that they should take him back to her house and
tend his wounds. Afterwards, you’ll have a short sequence
with the three sergeants… looks like they’re up to no good
Back at Feena’s house, you’ll learn that the child’s
wound is quite serious, and may die if he is not tended to with
Sulfa Weed, an herb that normally grows nearby. There just might
be some Sulfa Weed left in the mountains behind Feena’s House.
Examine the fence south of the house and Justin will knock
it down with one of his “board-splitting kicks”. 😛 Before
proceeding, you may want to head back to New Parm and spend your
Mana Egg to get another spell (I got Fire for Justin). It will
be a pretty long time before you will have the chance to go
good directions is going to be about as easy as trying to lick my
forehead. Your best bet would be to draw a map of the place; it
would probably help more than any directions would. 😛
Luckily (?) the only strong monster around here are the
Beetlebugs… everything else you have fought before. The
beetlebugs are quite dangerous… they are quick and have a high
attack power. Take them out quickly before they seriously mess
up your party.
Anyway, here we go. When you first enter the Herb Mountains,
turn north and run north around the outside of the area. Take the
first branch to the east and look north to find an Antidote. Go
back and continue north… you’ll see another branchs to the
east… ignore this for now. After walking far enough, you’ll
come to another Antidote. Pick it up, then start backtracking, back
to the entrance. Continue south along the outside, and you’ll come
to a clearing with several ways to go. Continue southeast, and walk
until you reach some Herbs. Pick them up, then go back to the
From the clearing go east until you reach another branch. Go
north, northeast, then northwest, and follow the path until you
reach some more Herbs. Walk south a little ways, turn east then
north, and look east for some White Sulfa Weed (Red Sulfa Weed
is what you need to cure the child). Walk west, north, and east
and you’ll come to another open area. Go south, and follow the
first branch east to reach some Smelling Salts. Go back west and
south, and take the next branch east to pick up another Antidote.
Go back west again, south, and follow the bottom branch to the
At the next branch, walk south and continue around the outside
and you’ll come to some more White Sulfa Weed. Walk due north from
here to find yet another White Sulfa Weed. Walk south, take the
first branch west, and continue west until you can go north. Walk
north to pick up a Seed of Life… a quite useful item that raises
one character’s Max HP!
From the seed, walk south, west, and south again, and start
walking east along the outside, past where you picked up some
White Sulfa Weed before. At the next branch, go north, and follow
this narrow path until you reach another open area. Go west and
south to pick up some Weeds (basically a trash item :P), then go
back to the open area, and go northwest to find the Red Sulfa
Weed! *WHEW* !
Once you have it, make your way back out of here, and be
glad you don’t have to go through this place again. 😛
Walk back to Feena’s House and she will treat the child
with the Sulfa Weed. The next morning, the three wake up to
the sound of a flute being played. Outside is the child, who
is playing the flute. You’ll soon learn that he speaks a strange
foreign language, and they can’t really communicate with him.
He’ll give Justin a strange nut to eat, but all of a sudden
the Garlyle Forces show up again, and take the child as well
as everyone else prisoners! You’ll automatically be taken to
the Garlyle Base, north of Feena’s House
stay until the execution. Examine the iron pipe in Justin’s
cell and Justin will lure the guard inside with the oldest
trick in the book. 😛
Once out of the cell, exit to the right and proceed to
rescue Feena. However, it won’t open without the key. Continue
to the right and enter the next room. Justin will knock out
the guard, and he’ll drop the key. Take the Key, as well as
the Resurrect Potion in this room, then exit. You won’t get
very far, however, as nearly the entire Garlyle army is waiting
for you outside. Ouch!
And back Justin goes into the cell. After a short while,
Leen enters to talk to Justin. She’ll yell at him (and pimp-slap
him!), and then tell the other soldiers to leave. As Leen leaves,
she throws the key to the cell inside! (Just goes to show how
caring of a person Leen really is. :P)
After escaping from the rope, Justin will pick up the key
again and it’s back out of the cell once more. Rescue Sue and
Feena from the other cell, then it’s time to bust out of this joint!
Continue down the passage and unlock the gate at the end, then
climb the stairs to reach the Barracks. Be sure to pick up the
Ultra Drink in this room, and use the Save Point if you wish.
The door to the north is locked, so you’ll have to climb the barrels
and boxes to the east, and escape through a duct. Along the way,
there will be several places where you can listen in on soldiers’
Crawl through the duct and eventually it will take you to the
Warehouse. Here you’ll have a short sequence with Mullen and the
humanoid child… Mullen seems to know how to communicate with it!
Afterwards, run around the grating above the warehouse and enter
the duct on the other side. Crawl through it and you’ll end back up
at the Barracks. Exit the duct and you’ll be in a small room with
several doors. The one to the north leads to the warehouse, but
it is locked electronically. You’ll have to get the combination
to this lock somehow!
Climb the barrels/boxes on the west side of this room and
enter the ducts again. Crawl west, past a branch, and in the
next room to the west, you’ll be spotted by some soldiers! After
taking them out, open the chest in that same room to obtain
a Soldier’s Uniform. Climb back into the ducts and continue
crawling south. At the next branch, go east into a similar room
with more soldiers. Waste ’em, then grab the chest inside,
which contains an Officer’s Uniform.
Climb back into the ducts, and continue south some more.
Continue crawling, and at the next branch, go east to get to the
Locker Room. Here you’ll have a sequence with the three
Sergeants… seems they are fighting over the correct combination
for the door. Take Mio’s word for it and remember the combo…
“right right left left down up down up”.
Back into the ducts, and continue north. At the end of the
ducts, you’ll come to another room where you’ll be spotted by
soldiers. Take them out, then enter the door… which is a
shortcut back to the electronically locked door! Examine the
buttons to the left of the door, and enter the combination.
Enter the door, and descend the stairs to get back down
to the Warehouse. Use the Save Point if you wish, then examine
the lever to the right of the cage. Crank the lever and the
cage will open! The child will give the party some nuts, and
upon eating them, you’ll be able to communicate with him!
After rescuing the child, step two is to get out of here!
Run back to the Barracks, but as you exit, you’ll find that Saki
has come to check on the child! Looks like you’ll have to fight!
Garlyle Base p2
*** SAKI ***
Attacks: Slap Stick –> Physical attack on one char + Stun
Power Lariat –> Strong physical attack on one char
Saki is backed up by three normal privates… they are
easy as ever to take down. This isn’t a particularly tough
battle, but remember there is a Save Point nearby… feel free
to unload everything you got on them; you can always go back
and recover after the battle. Saki’s attacks are pretty strong,
so make sure you keep an eye on your party’s HP. Other than
that, you don’t really have much to worry about in this battle. 🙂
After the battle, be sure to pick up the Master Key that
Saki dropped. With it you will be able to open all the doors
around the base!
Go back and recover at the Save Point, then exit via the
door to the south. Pick up the 80G nearby, then continue south
and you’ll find another 80G. Enter the door nearby to the east,
and pick up the Army Saber in the southeast corner. Go back out
of this room, and continue south along the corridor. The first
door to the north leads to the mess-hall, where you’ll have to
fight off a couple more soldiers. There’s nothing in there,
however, so don’t bother. Instead, continue west and you’ll see a branch to the south.
Don’t go that way yet; instead continue west. You’ll see two
doors… one to the north and one to the south. The south one
leads back to the Save Point and the stairs that lead down to the
Jail. Enter the one to the north, and you’ll be in a hallway.
Walk north a little ways and you’ll see doors to the west
and east, but they’re empty. (Well, I say empty, but there are
soldiers in them… go inside only if you want experience :P)
Continue north a little farther, and you’ll see another set of
doors. The one on the left has some soldiers and a chest
containing some Army Boots. The one on the right is one of
the rooms you visited while crawling around in the ducts. 🙂
At the north end of the hallway, there is one last set
of doors. The one on the left is the other room you visited
while “exploring” the ducts, and the one on the right is empty
except for some soldiers. We’re done here, so walk south out
of the hallway, back east, and take that branch to the south.
Head for the stairs, but before you can escape, Nana will
*** NANA ***
Attacks: Yo-Yo –> Physical range attack
Spinning Yo-Yo –> Physical range attack + stun
Like Saki, Nana has three soldiers backing her up. They
pose a minimal threat, but Nana’s yo-yo attacks can do some
damage if you’re not careful. Also, like before, feel free to
unload everything you have… you can always go back to the Save
Point near the Jail.
Once Nana is out of the way, go back and use the Save Point
to recover, then go up the stairs to reach the exterior of the
Directly to the south of where you come out, you’ll find a
chest containing a Miracle Drink. Walk west until you hit a fence,
then follow the fence to the north and west. As you walk north
along the fence, be sure to pick up the 80G nearby. When you
reach the northwest corner, start walking east. Pick up 2 more
80G pouches as you make your way east, and after you pick up
the second one, start walking south again. Walk along the
edge of the eastern fence and you’ll come to another chest, which
contains some Army Darts.
The exit is in the northeast corner, but before you can escape,
you’ll have to face down Mio!
*** MIO ***
Attacks: Stun Gun –> Strong physical attack on 1 char + Paralyze
Balloon –> Range attack; causes Sleep & Poison status
Mio has the least HP of the three sergeants, but her attacks
are the most powerful. Her Stun Gun does a great deal of damage
to one char; plus inflicts them with the Paralyze status. Her
Balloon attack may hit one or more party members, and it will also
inflict them with Sleep and Poison status! As before, she is
backed up by three normal soldiers. Just give it everything you
got and you should be able to win without _too_ much trouble. 😛
After taking down Mio, use the Save Point and Stashing Place
if needed, run to the east to get to the Military trainyard.
Board the train, and Justin and company will start it up (somehow)
and escape. However, after some sequences, the Garlyle army will
catch up to you.
back to the front of the train. Pick up the Crimson Potion inside the
chest, then enter the door. Fight off the two sets of soldiers in the
next room, pick up the 80G, then enter the next room. Fight off some
more soldiers (“The Lightning Star Squad”), and pick up another 80G.
In the next room is two more sets of soldiers (“Bloody Rose Squad” and
“Desert Moon Squad”), as well as an Officer’s Badge waiting to be
Go through the next door and you’ll be back up to the front of the
train. Examine the brake lever and Justin will break it completely
off! Using a tricky strategy, Justin and the others will un-link the
engine room away from the rest of the train. Since the brake lever is
broken, the sergeants will keep going… for a pretty long time 🙂
The rest of the train will conveniently stop at the west entrance
of the Misty Forest. Rem will use a magic mist-clearing nut to
clear away the mist so the party can venture through without getting
lost. Your journey to the End of the World begins!
First, the party decides to go with Rem to visit his village…
known as Luc Village. It’s situated in the middle of the Misty
West Misty Forest
Forest. Note that now there is no way to get back to New Parm or
any of the other locations, so you’ll have to wait until you get
to Luc Village to do shopping.
From the train, walk north and you’ll come to 90G, and note
the Save Point to the west. From the 90G, walk east and follow
the trail and you’ll come to another 90G. Pick this up and walk
back to the Save Point. Continue west and north, and when you
reach the next branch, go west. Follow this trail and you’ll
come to some Weak-Knee Weed. 🙂
Go back to the branch, and continue north. Soon you’ll come
to a clearing. Go north and west, and continue west until you reach
another 90G pouch. Go back to the clearing and exit east, and
follow the trail for a while, until you reach another branch. Walk
north and pick up the Baobab Fruit. Walk west and north, and at
the next branch go east. Follow this trail and look for 90G to
the east. After getting it, walk back to the last branch and go
west. You’ll come to another clearing with 270G nearby. Continue
west and north, and you’ll come to a river. Pick up the 90G on the
rock, then use the rock to cross the river. Walk north, then
all the way east and soon you’ll reach Luc Village.
outside of the village gates. He’ll tell you that the Chief wants
to meet with you, and he goes to his house to wait for you. The
chief’s house is on the east side of the village, but before visiting
there, be sure to explore the town and speak to its inhabitants.
Visit the store as well to buy some new equipment and pick up any
items you may need. The Tree God Amulet is a decent item that reduces
the SP needed to use moves… it reduces the SP cost by about 20%.
You may want to pick up a few of these to use during future boss
When you’re ready, visit the Village Chief’s house. He will
tell you that in order to become official “members” of the village,
you will need to go to the God of Light Mountain and bring back
the bottle of Nectar in front of the statue. Since we can’t continue
through the forest right yet, we might as well go to the mountain!
The path leading to the mountain is out the gate in the northwest
of Luc Village.
After getting off the Military Train and traverse through the West Misty Forest, you will arrive at the Luc Village. Rem is waiting for you at the village entrance and will tell you that the Village Chief is wanting to see you. The Village Chief tells you that outsiders must receive the blessing of the God of Light in order to stay in the village. So head to the God of Light Mountain to collect the bottle of nectar.
After getting the Nectar of the Gods
You will be allowed to stay in the village after successfully bringing back the Nectar of the Gods from the mountain top. Go to Rem’s House after hearing the Chief’s story about the End of the World. That night, the Garlyle Forces appear above the village and heading straight to the mountains. The Garlyle Forces are trying to steal the icon. No villagers can fight against the military might, so you offer yourself to drive the Garlyle soldiers off. Head to the God of Light Mountains once again.
God of Light Mountain
walk northeast around the foot of the mountain and you’ll come to
100G. Pick up and head back southwest. Walk southwest around
the foot of the mountain until you come to some paths leading up.
First, continue around the mountain to the northwest, and pick
up a Seed of Life. Walk back to the paths, and take the east one.
Follow the path up the mountain until you come to a branch.
Continue northeast up the mountain and you’ll come to a dead-end with
300G. Walk back to the branch and go north, and follow the mountain
path until you reach a wider open area. There are 2 100G pouches
to be found here, as well as a Move Breaker. After collecting these,
hike all the way back down to the foot, and take the west path up
the mountain. Walk northeast under the arches and continue
northeast to pick up 100G. Go back to the arches and take the north
path, and you’ll come to another large open area.
Look for a Paralysis Charm in the northeast of this area, and
a 100G pouch to the northwest. The road to the peak lies at the
north edge of this open area. There is a treasure trove of items
on the peak… after walking a little ways you’ll see 4 items to the
west… 2 100G pouches, 1 300G chest, and a Resurrect Potion. Take
them, then continue up the path and grab the Mist-Cracking Whip.
Walk up a little further and take the Light God Amulet, and open
the chest to receive a Bond of Trust. At the top of the mountain,
you’ll find 100G as well as the Light God Statue. Examine the
Nectar and Justin will take it. Now, climb back down the mountain
and return to Luc Village!
Though even you have become true “members” of the village, there
is still a problem. To get through the Misty Forest, you’ll need
another “Mist-Clearing Nut”. However, the chief can’t give you one,
as there are only a few left in the village, and they are vital to
the entire village. Ugh. 🙁
Anyway, for now go to Rem’s House and rest up. However, that
night the three will awaken to a large commotion outside. The Garlyle
Forces?!? Not again!!
Talk to the Chief and Justin and company will volunteer to chase
off the Garlyle Soldiers. Head for the God of Light Mountain once
again, and make your way back up to the peak, fighting off soldiers
along the way. At the peak, you’ll have a sequence with Leen and
the God of Light statue. Afterwards, the Chief will give you a
Mist-Clearing Nut for your bravery in saving the Village. Now we
can continue our journey through the Misty Forest.
Hike back down to Luc Village and do any more shopping, talking
or resting that you have to do, then exit Luc Village via the
northeast gate to get to East Misty Forest. Here we go! 🙂
*NOTE* The monsters on the God of Light Mountain give pretty
good EXP, so this may be a good time to hang around and build your
levels and weapon/magic skills if you haven’t practiced them much
yet. Remember, the only way you will get new spells/skills is by
practice! The monsters on the God of Light mountain are good
for gaining levels, and for magic skills, head back to the West
Misty Forest. There are 2 groups of Grim Hazes wandering around…
each group consists of 6 Grim Hazes! Use range spells like
Howl and Burnflame, and watch the skill points rack up!
East Misty Forest
three separate sections. Get ready for a long hike. 🙂
Upon entering East Misty Forest, walk to the east and go north
at the branch. Follow the trail to pick up 110G. Go back south to
the branch, and continue south. Soon you’ll reach another branch…
keep south to find another 110G. Go back north and east, pick up
110G, and follow the trail. At the next branch, go south to grab
a Crimson Potion, then go back north. Follow the trail some more
and you’ll come to a clearing with three items…. a 110G pouch,
a 330G chest, and a Cholla weed.
Walk southeast, and south at the branch. Grab the 110G at
the dead-end (OK, who’s leaving all the money around here???), then
go back north. Walk east and you’ll come to a 4-way intersection.
Grab the Resurrect Potion to the south, then take the north trail.
Follow it until you reach a Baobab Fruit and some Cholla Weed.
Pick ’em up, then hike back to the intersection, and go south.
Run south, past a branch and pick up another 110G. Go back north,
east, and southeast to reach another clearing with 330G nearby. From
here, go northeast, north, and east to reach section 2 of the forest.
Follow the trail and cross the river, and soon Feena will
suggest the party make camp here for the night. The next morning
it’s up at ’em again! 🙂
The next morning, keep walking until you reach a branch. Walk
east, and pick up 2 110G pouches nearby, then return to the branch and
go north. Follow the trail and you’ll soon reach a wide-open area
with what appears to be a lake inside. However, Sue points out that
there is a river flowing through the lake! What’s this??
The lake must be some kind of illusion. Just walk over it, but
before crossing the river, go south to get 330G. Cross the river, then
walk northeast to pick up yet another 110G. Walk all the way back
southwest, then follow the trail west until you reach a dead-end with
an Oracle’s Staff nearby. Pick it up, then walk south, east and north,
then go west to find 110G. Walk all the way east to find a Smarna weed,
then go west, south, and across the river to reach section 3.
Almost there. Walk east, and at the branch go south to pick up
some Ginseng. Go back north and east, and at the next branch walk
north to get 110G. Walk back south, then east, then north and follow
the trail, picking up another 110G along the way. Go east at the
next branch, then follow the trail until you reach a small clearing.
Walk east to get some Smarna, then go back to the clearing and walk
north. At the branch, go north and pick up the 110G, then go back
south and west. Walk west and at the next branch go north to get
another 110G (lots of money around here!). Walk back south and west,
and at the next clearing take the north-west path to get… 110G.
Go back to the clearing and take the south-west path, and pick
up… guess what?… 110G along the way. At the next branch, go
northwest to grab another Baobab Fruit, then walk southeast, and follow
the trail east. Grab 110G along the way, and look for a Seed of Speed
in an area to the south. Continue east, and go southeast at the
final branch to reach the End of the World.
The End of the World
Forest was bad, but the End of the World is worse. Thankfully, you
won’t get lost here, as you are going in one primary direction… up.
However, this huge wall is filled with traps… be very careful as
you climb up!
As you first enter, begin making your way up the wall. Walk south
and you’ll encounter your first trap already… examine the stone block
and it will fall over. Be sure to get out of the way before it falls
on top of you. Continue south up the stairs and some of them will drop
out from behind you… no turning back now!
Continue to the south, and climb some spiral steps. You’ll see
an item to the south, but as you go to get it, a large stone block will
drop from above. Wait for this block to drop and rise back up, then
quickly take the Seed of Speed. Walk to the north and you’ll see another
item to the east. Quickly run into the alcove where the item is, for
the other two stone blocks will attempt to sandwich you! Pick up the
Fruit of Agility, and continue to the north. Soon you’ll see a tiny
alcove to the east. Walk inside and a few of the blocks will move,
and two elevators will appear. Don’t take the south one, as it will
smoosh you into the ceiling. The north one leads up to section 2 (an
action icon will appear), but note there is 110G to the north. Take it
(no traps), but be careful not to fall… if you do you’ll end up back
at the entrance (OK… so maybe there is a way back :P).
To get back up, climb the stairs to the south, and they will
change position. Re-climb them, then take the elevator back up to
the ledge. Use the action Icon and ride the elevator up to section 2.
Here, climb the stairs to the south. Walk all the way south to
get 110G (no traps), then go back to the stairs and take the stone
block up. Go south and pick up the Paperweight (no traps again), then
go back and drop back down to the elevator that leads down to
section 1. Take the north stairs, and ride the stone block up. Take
the north stairs here, and to the north you’ll see a chest! You’ll
have to be quick to escape the trap, but run out onto the block with
the chest, then quickly run back. The block and chest will disappear,
and a stone block will drop down from above. After the trap is
triggered, the block and chest will come back. Open the chest to
obtain an Orb of Silence. 🙂
Afterwards, continue south and ride another stone block up. To
the north is a Gust Knife… be sure to pick it up. Then go south
and use the Action Icon to go up to section 3. Walk south a little
ways and you’ll find a Save Point, where Feena suggests the party
camp out for the night. The next morning, continue to the south
and you’ll see a gray button to the east. Push it, and ride the
nearby stone block up. Walk north and you’ll see another gray
button. Push it as well to make the nearby block rise up, out
of your way. To the north, you’ll see some stairs, but they
seem to fall whenever you step on them. Run back and push the
button again, then climb the stairs. Ride another stone block up,
then continue to the south. Ride yet another stone block up, then
walk north. A block will descend from above, filling the gap.
Walk across it, pick up the 110G, then ascend the stairs up to
Walk north and you’ll see a shaking stone block above you,
as well as a strange rock statue. As you approach, the statue
comes to life! If it punches you, you’ll take damage, so run back
and lure it under the block. The block will fall onto the statue,
and both the block and statue will be sent flying off the wall. 🙂
Continue north, up the stairs, and ride a stone block up. Go
north and you’ll meet another statue! However, as it proceeds to
attack, it breaks in half. Move to the south, but beware because
the statue will try one last time to get you, and his hand will fire
off at you! Stay close to the wall to dodge it.
The End of the World Part 2
back north, and pick up 110G. You’ll come to a bird statue, similar
to the one in the Sult Ruins. It will come to life and fly away!
Step on the button, and the bird will suddenly attack! Get rid
of it (it’s not a tough fight), then use the Action Icon to the
north to go up to section 5.
Walk south, but beware the stone block that drops down as you
approach. Continue south until you reach a chest. It uses the
same trap as the other one did, and it contains a Bond of Trust.
Take it, then walk back north up the stairs. Push the button to
make the stone block rise up, then go south and ride another block
up. Walk to the south and fall down into the hole to obtain 330G,
then make your way back up to the hole. Continue south and use
the Action Icon to go up to section 6.
Sue suggests the party camp out again here. Sue and Feena
seem to be having doubts about the wall having a top, but Justin
convinces them to press on. The next morning, walk north and
press the button and ride the stone block up. Continue north
and you’ll see white lights moving back and forth on the ground.
If you touch these, the ceiling will come down to crush you, so
put simply, avoid them! 😛
Ride the stone block to the north up, and grab the 110G.
You’ll see an alcove to the east. There are bats hidden back
there (and LOTS of them too), so be careful not to get ambushed.
This is a decent place to build up your magic skills, as there
is an endless supply of bats back there to fight. 🙂
Once you’re doing slaughtering bats, continue to the south
and use the Action Icon to go up to section 7. You won’t be able
to go north yet, as the stairs will dump you back down if you
try to climb them. Instead, go south, and ride the stone block
up. Walk north and grab 110G, then push the button, and an
Emerald Bird will emerge from the wall. Get rid of it, then go
north and push another button. Be sure to get out of the way
before the stone block drops down on top of you. 😛
Drop back down to the bottom and go back to those stairs
you couldn’t climb before. At the top, a Clay Bird will emerge
from the wall. Take it out, grab the 110G, and use the Action Icon
to go up to section 8.
Walk north along the narrow ledge and ride the stone block
up. Stay close to the wall here, as a laser will come through and
cut away half the ledge! Walk south, and use the narrow stone
block to go up. Here you’ll see several strange robotic arms..
as you pass by the holes in the wall, an arm will come flying,
hoping to smash you. Lure the arms out, then quickly dodge
and dash across. At the north end you’ll find 110G and an Action
Icon that takes you up to section 9.
Hike north and you’ll see several birds flying around a button.
Defeat the birds, then press the buttom. The entire floor will
crumble away, except for the block you were standing on. ^_^
Ride the block up, then climb the stairs that appear to go up
to section 10.
Walk north and climb the stairs, then Feena will suggest that
the party camp here for the night. Now even Justin is starting to
lose hope (and you probably are too at this point :P) but Feena
reminds him of all the things he said earlier. (That’s a woman for
ya :P) The next morning, the sun will shine onto the party. Wait
a second… that must mean…!
Sure enough, you’ve finally reached the top of the wall.
Nearby is a strange machine…. and as the party ponders how they’re
going to get down the other side, a small robot with propellors on it
picks up Sue… and drops her over the other side of the wall!
Before Justin and Feena can do anything, two more machines come and
drop Justin and Feena over the other side too.
THE LOST WORLD Valley of the Flying Dragon
and Feena are OK, but Sue is nowhere to be found. She’s probably around
here somewhere, so Justin and Feena set off to look for her.
The Valley of the Flying Dragon can be thought of as “The Misty
Forest of the other side of the End of the World”. It is quite large
and you’ll probably be very glad by the time you get out of here.
Kinda a friendly warning, I guess. 😛
After using the Save Point if needed, walk down the ramp and pick
up the 360G to the south. Then start making your way to the north. Look
for a semi-hidden 120G behind a large rock to the west, then walk
northeast to find a Poison Antidote. Go northwest from there to find
120G, then walk northeast some more and you’ll reach a DS icon.
Go southeast from there and follow the path south. Pick up
another 120G, then continue south to a dead-end where you’ll find a
Bamo Fruit. Go back to where you got the 120G, then go east and south
to find a 360G chest. Return back to the same place, then walk northeast
and you’ll see another DS icon. Go north to get some Cholla Flowers,
then walk back to the DS icon. To the east is a plant that serves
as stairs to get down the ledge. Walk down the plant, then continue
east to get to section 2 of the valley.
Follow the path south and you’ll reach a river. You can’t cross
here, so take the other path back north. Along the way is a plant
that will try to bite you if you go under it! You’ll take damage if
you get bit, so approach carefully and get out of the way as it
bites, then quickly dash under it. Further to the north you’ll see
a clearing with a DS icon, as well as another way south to the east.
Take the other path going south and get the 120G at the dead-end.
Return to the clearing and head northeast. Walk east along the
path and soon you’ll come across Sue’s Shoes! Sue must be around
here somewhere, but… err… where?
After picking them up, take the western path leading south,
and open the chest at the dead-end to obtain a Resurrect Potion.
Go back and take the east south path (err…) and you’ll come
to another intersection. Go northeast and pick up the Vaccine,
then walk southwest and cross the river by using the plant as
a bridge. Walk west along the riverbank and you’ll come to a
dead-end, where you’ll find a Fruit of Magic. 🙂
Walk back east to get to the “bridge”, then continue east
until you reach another open area. Walk north a little ways
and Puffy will suddenly show up. After much “puffing”, Puffy
will fly off to the northeast. Grab the 120G nearby, then
follow Puffy to the northeast to get to section 3 of the valley.
Here, you’ll come across someone’s house!
There is a boiling cauldron nearby, and Puffy is flying
around it, “puffing” at the top of his lungs. Sue’s bag is
also near the cauldron.. you don’t think…?!?
Before long, someone will show up. After learning that
this man already ate what was in the pot, Feena faints away
and Justin hauls off and attacks him!
*** GADWIN ***
Attacks: Dragon Cut –> [email protected]$$ smack down on Justin 😛
Well… what can I say. After a few rounds of combat,
Gadwin will unleash his devastating Dragon Cut on Justin for
9,999 points of damage. As the saying goes… “You’ll definitely
feel THAT one in the morning…” 😛
When Justin wakes up, you’ll find out that Sue wasn’t
eaten after all. After a sequence and a rest, Gadwin will
offer to show you Dight, his home village. The next morning
the four will head off for Dight!
Of course, we have to get out of this valley first. 😛
But with Gadwin on your side, you’ll be able to wipe through
the monsters around here like nothing. 😉
There is a Save Point in Gadwin’s house, should you need
to use it. Then, walk east of his house (looks rather strange
doesn’t it? :P) and enter a teeny crack in the mountains to
find 120G. To the northeast of the house are some rocks blocking
the path. Although there isn’t an action icon here, you can
break the rocks by pressing X in front of them. The path seems
to lead to a dead-end, but there are some more breakable rocks
to the south that are kinda camouflaged into the east wall.
A little tricky to find, but your reward is a Seed of Power. 🙂
To the south of Gadwin’s House, an action icon will appear
near some more rocks. Use the icon and the rocks will break away
(more like explode), and follow the path and you’ll reach a chest.
Open it to obtain a Fire Charm, then keep walking and you’ll
find 120G. A little further on, you’ll see some rocks blocking a
passage that leads to 360G. These rocks can be broken as well.
Break the rocks then grab the money! ^_^
Further along the path, a plant will sprout leaves in a
spiral pattern, giving you some “stairs” up to the ledge above.
Before going up, be sure to grab the nearby Mana Egg! Climb
the plant’s leaves, then walk south along the path. After a
while, you’ll come to another plant that leans over to form
a “bridge” up to the above ledge. Climb up, grab the 120G,
then go back down and continue north along the ledge and
soon you’ll reach section 4 of the valley.
As soon as you enter, an action icon will appear by the
rock to the north. Ignore it for now and continue along to
reach a dead-end where you’ll find 120G. Then go back and
break the rock, then follow the path north. Beware another
man-eating plant as you make your way north. 😛
When you reach a branch, first go north to obtain 360G,
then go back and head east. When you reach some trees, first
go northeast to pick up another Mana Egg, then follow the path
south. Beware a strange flower on the ground as you go… as
you step atop it, it will close up, hoping to trap you inside
and eat you! (or at least damage you :P) You can walk over
the leaves; just avoid the middle part of the flower. When
you reach an open area, first go south to grab 120G, then go
north to find some more breakable rocks. Break them, grab
the 120G and the Slouch Weed inside, then walk back south and
east to reach the exit. Out of here at last!
elder about the clouds that are approaching. Something fishy
seems to be going on… why such the fuss over a rainstorm?
Anyway, feel free to explore the village and do some
shopping at the store. Remember to buy spells with your two
mana eggs. 🙂
When you’re ready, go to the inn and rest up. The next
morning Gadwin will come back, but when he realizes that it’s
raining outside, he runs off again. What’s going on??
Run down to the beach and you’ll learn that the poisonous
rain is coming from the Typhoon Tower, to the north. If this
rain turns red, the whole village will surely perish! The only
way to save the village is if two heroes go to the tower and
bring back the Spear of Heroes. But Gadwin is the only warrior
in Dight Village… and who should step in but the “brave
adventurer Justin”. 😛
Gadwin and the Elder agree that Justin & Gadwin are the
only ones who can bring back the spear. Looks like we have
no choice! Exit Dight Village and head for the Typhoon
- Truth: Disorder II 100% Walkthrough Guide
- Retrace: Walkthrough With All Endings
- Baldur’s Gate 3 Puzzle Guide – Defiled Temple Moon Circle
- Ghost of Tsushima How to Find Fox Den Locations
- GRANDIA HD Remaster: All Mana Egg Locations