~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
___ _ _ ___ _
| _ \ |_ __ _ _ _| |_ __ _ ____ _ / __| |_ __ _ _ _
| _/ ' \/ _` | ' \ _/ _` (_-< || | \__ \ _/ _` | '_|
|_| |_||_\__,_|_||_\__\__,_/__/\_, | |___/\__\__,_|_|
|__/
_____ __
|_ _\ \ / /
| | \ V /
|___| \_/
E n d O f T h e M i l l e n n i u m
+-----------------------------------------------------------------------+
| Phantasy Star IV Guide | Version 1.03.0087 | Updated: 12-27-2001 |
+-----------------------------------------------------------------------+
| Phantasy Star IV Comprehensive Guide by "GoldenGuy" |
+-----------------------------------------------------------------------+
| O f f i c i a l " G o l d e n G u y " S e a l o f Q u a l i t y |
+-----------------------+-----------------------+-----------------------+
| Copyright 2001-2002 |
+-----------------------+
This comprehensive strategy guide for Phantasy Star IV is being
designed to tell you everything you wanted to know-and didn't want to
know-about the game. This guide will explain everything about monsters,
weapons, techniques, skills, and much, much more. If you need to get
through this dungeon, this guide is detailed enough that you can get
through even on your first try. Anyhow, you are here for a reason, so
enjoy your stay.
-"GoldenGuy"
==========================================================================
1: Table of Contents
==========================================================================
1: Table of Contents
2: Revision History
3: Legal Information
4: The Story Thus Far
5: Controls
6: Menus
7: Walkthrough
8: Frequently Asked Questions
9: Character Backgrounds
10: Items
11: Mysterious Items
12: Weaponry
13: Armory
14: Town Guides
15: Techniques
16: Skills
17: Combination Attacks
18: Battle
19: Enemies
20: Side-Jobs
21: Detailed Boss Walkthroughs
22: Character Stats by the Level
23: Helpful Hints
24: PSIV Lingo
25: Cheats & Codes
26: Guide Statistics
27: Credits
28: Contact Info
==========================================================================
2: Revision History
==========================================================================
------------
Version 1.03
------------
¤ I have further divided information in this guide, and added a Cheats
section to list the lack of cheats, as well as a Contact Info section,
for those of you who want to e-mail me.
------------
Version 1.01
------------
¤ I can't believe I'm actually going into versions past 1.00 on this
guide. But I guess I'd better, because I am. I had a few errors and
some extra information pointed out by Master Tajima.
---------------
Version 1.00!!!
---------------
¤ It's been a very long time, over four months since I sent in version
0.84, but I have finally completed this FAQ. It is completely chock-
full of Phantasy Star information, and it should help anyone, anywhere.
------------
Version 0.92
------------
¤ I have finished up the Town Guides now. It will take me another 2-3
hours of gaming. After that, I can finish the Armory section, and then
I will finally be done! BTW, today (12-18) is my b-day! Woot!
------------
Version 0.89
------------
¤ I have finished the enemies section and the weaponry.
-------------
Version 0.84c
-------------
¤ Added a bit to the weaponry section.
-------------
Version 0.84b
-------------
¤ I am about to send this guide in to hopefully be posted. Please note
that it is NOT complete. If you need help on the enemies, well, check
the GameFAQs Phantasy Star IV board and ask a question. I haven't set
myself up for contact yet, as AOL is a lousy service provider, and I
don't like to use other e-mail services. If you need info about the
weapons or items, look on another Walkthrough/FAQ, or look to the
message boards. Please enjoy this guide, as it took me unmeasurable
hours to write. Also note that I have not spellchecked or format-
checked every single thing, but note as well that I have very good
spelling and you shouldn't worry about spelling errors.
------------
Version 0.84
------------
¤ Started on and completed the Character Statistics section, thanks to
"Vilurum" for the statistics themselves. I just copied, deleted any
Macintosh characters, and it was done. Also worked on the Credits
section.
------------
Version 0.79
------------
¤ Completed the Weapons tables, and started on the descriptions. Tedious
work, I tell you. Can't forget to mentioned I also completed the Side-
Jobs section.
------------
Version 0.77
------------
¤ Finished the Skills section. The next section I will finish is probably
the Side-Jobs, since it is already near completion (7 jobs out of the
8). Oh yeah, I did find something interesting today. If you stay in the
Piata Academy basement until you get Ryuka, you can try warping out of
town, but the guards will STILL hold you back.
------------
Version 0.75
------------
¤ Finished the Techniques section, and finished describing the skills.
Now I've just got to get the table done that tells when you learn the
skills...
------------
Version 0.72
------------
¤ Finished the Walkthrough, and 7/8 of the way done with the Side-Jobs.
------------
Version 0.71
------------
¤ Got the walkthrough up to the Silence Tower.
------------
Version 0.66
------------
¤ Completely finished reformatting the entire guide.
------------
Version 0.62
------------
¤ Started reformatting the entire guide.
==========================================================================
3: Legal Information
==========================================================================
In this section, you will find all legal information about this
guide. First of all, I don't care if you download this guide and save it
onto your hard drive or anything, but you cannot make a profit from it.
Why? That wouldn't be right to me. You may not post this guide on your
website, as there is no guarantee that you aren't profiting off of it. You
may not HTML-ize it, as it's very likely that you have banners and
therefore money is being made. No HTML-izing under any circumstances.
Sorry. You can link to the Phantasy Star IV Walkthrough/FAQ listing, but
not to any particular guide. Here's the list of sites that can legally
post my guide, outside of myself:
¤ www.gamefaqs.com
Nobody else but this fine site may post or link to my guide. If
anybody else does, I'll find out, and the consequences may not be all that
pretty. Comply with these rules, and life will be great.
==========================================================================
4. The Story Thus Far
==========================================================================
The Algo solar system, somewhere in space...
Once a brilliant civilization flourished here.
The citizens devoted themselves to art and the sciences, and life was
prosporous and good.
Then a series of disasters struck.
The system-wide management system, 'Mother Brain,' was destroyed.
So was the first planet, Parma.
Over 90% of the system's population died, and the advanced technological
culture was lost.
Society declined, spiraling downward until at last only a few scattered
groups even remembered there once were better times.
A thousand years passed.
At last, civilization is once more on the rise across the Algo system.
People are again turning to thoughts of an easier life.
Old knowledge is being rediscovered.
But just as things look brighter, beyond a threshold long thought closed,
a dark and very ancient evil stirs...
* * * *
Basically, the dialog starts with the original Phantasy Star, in
which a civilization flourished. A young lass named Alis, along with a few
newfound friends, overthrew the King Lassic, who was forcibly controlling
the planets. Phantasy Star II comes along when the series of disasters
strike. Monsters invaded the lands and Mother Brain had to be destroyed.
After another thousand years, enter Phantasy Star IV. The ancient evil is
stirring again, and you need to thwart it once more.
==========================================================================
5. Controls
==========================================================================
You may be wondering why I'm putting in the controls for an RPG. I
just feel like it, since I want this to be the best FAQ/Walkthrough for
Phantasy Star IV. And here are the default controls:
¤ Start- Brings up the start menu in which you can select from Save,
Message Speed, Battle Speed, and Controls
¤ D-Pad- Move the direction in which you press; in menus, move the cursor
up or down; in battles, left and right.
¤ A Button- Brings up the camp menu in which you can select from Items,
Techs, Skills, Equipment, Status, Talk, and Macro, along with others.
Also used to confirm a menu command.
¤ B Button- Cancels a command.
¤ C Button- Selects a menu command; speeds up speech or moves on to the
next line of speech; search area, open treasure chest.
==========================================================================
6: Menus
==========================================================================
There are many menus to use in Phantasy Star IV, and each of them
will be defined and explained here, along with how-tos and stuff.
¤ Camping Menu
This menu is probably the most important menu that you have access
to. You basically do everything in your party from this menu. In the Item
submenu, you can select an item to use, look, or discard. Using an item
does just that, looking at the item tells you what you know about the
item, and discarding it will throw away. In the Tech submenu, you can
choose a technique to use. In the Skill submenu, you can choose a skill to
use. In the Equip submenu, you can equip or un-equip equipment on your
party members. To equip, select a weapon or piece of defensive equipment
and press C. If you are choosing a one-handed weapon (i.e. Dagger), you
will have another choice which hand to equip it in. Choice doesn't matter
much. In the Status submenu, you will be shown yet another submenu,
containing the choices of State and Order. In the Order submenu, you
choose the order that your party walks in. You may think this is
irrelevant, but it really does hold some importance. You always want
weaker party members in the back, so they will get hit less. In the State
submenu, you can choose a character and look at their status.
The next choice, Talk, induces a conversation between your party
members. This is basically your main hint of advice on where to go or what
to do if you don't know or remember such stuff. The final choice in the
Camping Menu is the Macro. In this, you can set up an attacking order. You
choose a slot in which to put the macro, and then you can erase it if
there is a macro already there, or if there isn't one, you choose which
character goes first, and then you choose what technique, item, or skill
they will use, or if they will attack or defend.
¤ Start Menu
This menu is also important, as it would be very hard to beat the
game without it. It has four commands. The first and most important is the
save command. You can save a game in one of three slots with this command.
You can only do so outside of a dungeon though. The second command is
message speed. You can set it to go extremely slow, or extremely quick. I
prefer the latter. The third command is battle speed, and has the same
settings as message speed. The fourth and final command is the controls
command, but you probably don't need to mess with it.
¤ Battle Menu
Without this menu, you wouldn't be able to battle. Praise it. Right
when a battle starts, (most of the time) you will be presented with a menu
containing the choices of Command, Macro, and Run. Command is the choice
that lets you choose what each character will do. Macro lets you choose a
macro if you have created one, and by choosing Run, you will attempt to
run. You can run most of the time, but not all the time.
==========================================================================
7: Walkthrough
==========================================================================
Here's the main bulk of this guide, Your walkthrough. This
walkthrough will tell you everything on where you need to go, what you
need to do, and how to do it all. Each area that has treasures will have a
treasure guide, and each area that has a main goal will have a main
dungeon walkthrough. Even if it's not a dungeon, it will be outlined.
-------------
Piata Academy
-------------
You start off alone as Chaz, separated from Alys. I hope you can find
her, because if you can't, then you should just put the controller down,
shut off the game, and watch TV. Anyhow, she is to the immediate left.
Walk up to the center room in the floor. Inside is the principal of the
academy. Talk to him and you will learn the details of your job. You are
to kill the monsters in his basement for 500 mesetas. Head downstairs, and
into the room directly below the principal (the center room, in front of
the statue). You will meet Hahn Mahlay and he will join your group, to
your benefit of 100 Mesetas. Go downstairs and enter...
----------------
Academy Basement
----------------
¤ Monsters: Xanafalgue, Zoran Bult, Igglanova
¤ Treasures: Monomate, Antidote, 100 Mesetas
This is a very simple dungeon, if you would even call it that. This
is the first dungeon, so in here I will tell you how I will lay it out.
First, in detail, will be how to get to the treasures. After that will be
the correct path, from the start to the boss or wherever you need to go.
Monomate
--------
From the entrance, just head down a bit, take a left (the only way to
go), and head up. You'll see it right away; you can't miss it.
100 Mesetas
-----------
From the entrance, head down, left, head upwards at the end, and instead
of going right and taking the stairs, go left and down. There's your
money.
Antidote
--------
From the entrance, walk down, left, and up to the stairs. From this set of
stairs in the second basement, head downward, left, and take the first and
only detour up. This, like the Monomate, cannot be missed.
Alright, now that we have the treasures, we can begin. First of all,
head downward, left, and up to the staircase. In the second basement, keep
attacking monsters to build up your level. Level two is sufficient, but I
personally prefer three. Whichever one you want to do, suit yourself.
Anyhow, when we're done with leveling up, we will fight Igglanova. This
guy is pretty easy. He only has 300HP and he doesn't attack unless you
can't kill the Xanafalgues he produces. And better yet, why don't you have
Alys hold off on the attacking so you can kill a lot of them and
therefore, get more experience?
Anyhow, when you're done with that, head back out of this place and
back to theprincipal. Up here, you will meet your nemesis, Zio, the black
magician. Also,you will get another 500 mesetas. Nice deal. But then Hahn
decides he wants to go to Birth Valley. Alys and Chaz choose to tag along
for 300 mesetas...there goes most of that money you just worked hard to
earn! But not to worry. If you worked up to level 3 or so, you should have
more than enough anyway.
----
Mile
----
The next thing we are going to do is go to Mile, the next town. Exit
Piata, head east a bit and then north until you see a town. Enter because
this is Mile. Notice that across the quicksand, you can see a castle.
Interesting eh? Anyhow, in Mile, buy the following equipment:
Alys: Two Slashers
Chaz: Steel Sword
Hahn: Equip Chaz's two Hunting Knives on Hahn and sell the Dagger
After you buy this equipment, get up to around level 5 and then go
northeast a bit to find the town of Zema. We won't be buying anything
here yet, as all the people are turned to stone! Plus, most of the doors
are closed anyway. Anyhow, go to the north center of the town, as there
lies the entrance to Birth Valley. Finally, you get to find out what this
Birth Valley is all about! That brings us to...
------------
Birth Valley
------------
¤ Monsters: Xanafalgue, Zoran Bult, Flatterplant
¤ Treasures: Monomate, Carbon Suit, Carbon Shield
This, like Piata Academy Basement, is very simple. It is rugged in
shape, but once again, very simple. Easy enemies as well, although the
Flatterplant can cause some good damage if it hits Chaz or Hahn.
Monomate
--------
From the entrance, head north and don't take any detours. Keep to the
left. It's simple as that, and there you go, there's your monomate.
Carbon Suit
-----------
From the entrance, head north and take the second (last) detour. Head
down the stairs at the end of the passage. On the second floor, take the
eastern path to a large room with a chest. Yes! The Carbon Suit! Saves me
quite a bit of money. I'd say equip it on Hahn.
Carbon Shield
-------------
From the entrance, head north a bit and take the first detour to the
east. At the end of this passage is your new and shiny Carbon Shield. If
you want to, you can equip this on Hahn, but I personally would sell it
once I got to another town with a shop.
This is probably the easiest dungeon in the game. Anyhow, here are
the directions to the end. Walk north and take the second detour to the
right. Follow the path to the end and take the stairway down to the second
basement. From here, just take the west path. Walk to the top and you see
Professor Holt. But what's this? He's petrified! Use C to "talk to him"
and your characters will converse. You must find Alshline in the town of
Molcum and use it to revive the professor. Alys now charges Hahn even more
money (she likes to use him, doesn't she?) to tag along. He reluctantly
agrees.
You will have now been transported outside of the cave. Head south and
exit.
Outside, you might want to gain a level or so, because you will meet
two new enemies near Molcum (Locusta and Sand Newt). But they still
shouldn't be a problem. From Zema, head south, this time taking the
eastern way. It's a long way, and once you're down to the south, head east
a bit. You will see a messy-looking town. That is Molcum. Enter.
---------------
Molcum and Krup
---------------
You will notice that most of the buildings here are burned down.
Actually, they all are. From the entrance, head north. You will see a
single character clad in a white robe. This is Rune. Talk to him. He will
loaf around a bit, making fun of Chaz while talking to Alys. After some
chitter-chatter, he joins your group. Rune is rather strong in this part
of the game, being level 17 and owning the most powerful magic thus far.
Now, you must exit the shambles of Molcum and head east to the town of
Krup, where we will buy some new armor. Here's my recommendations:
Alys: Carbon Suit, Carbon Crown
Chaz: Carbon Suit, Carbon Helm
Hahn: Carbon Suit, Circlet
Rune: Nothing
If you found the Carbon Suit earlier in Birth Valley, you might
consider equipping it on someone if you haven't already. It saves you
quite a deal of mesetas. If you have the Carbon Shield from Birth Valley
and don't want to equip it on anyone, sell it. There are a few fun things
you can do in this town, the main attraction being Hahn's house. His house
is located in the middle of town, and upon entry, you will meet his
fiancee, Saya. Also, if you want, you can check the bookcases. Most of
them have some interesting titles that may sound familiar. I suggest you
try out that new armor and play around with these enemies until you hit
level 8 or 9. That way, you'll have some money once you reach the next
town in line, which is Tonoe. Anyhow, let's head out of here and go north,
up to the Valley Maze.
-----------
Valley Maze
-----------
¤ Monsters: Sand Newt, Blob, Carrion Crawler
¤ Treasures: Antidote, 300 Mesetas
Antidote
--------
From the beginning of the "maze," simply take the first branch on the
right. There's your antidote. Enjoy (or, in my case, sell).
300 Mesetas
-----------
The last branch to the right sports your very handy 300 mesetas. Need I
say more? Oh yeah, it helps a lot when you get to Tonoe on buying
equipment.
This "maze" is no maze at all once you figure it out. It is actually
very simple. All you must do to get through, aside from fighting all of
the monsters along the way, is simply head as far left as possible. In
other words, when you get to a branch, always take the left path. The only
challenge in this dungeon is to survive, and it's really only a challenge
if you are under level 5. You'll know you're at the end when you don't see
any more branching parts.
Upon exiting the maze, you will be on a small lock of land. Within lies
Tonoe. You can't miss it, I hope. Head up to Tonoe.
-----
Tonoe
-----
Welcome to Tonoe, home of the real Motavians and the famous
Grandfather Dorin. The people here are furry and most of them are pretty
mean to you. If you don't believe me, just try talking to the people in
the booths. Ha, the booths! That brings us to our next update: new
equipment. Don't fret about the prices; they cost a lot and even I always
have to go back to the Valley Maze to fight monsters and get more money.
But with their high output of mesetas, it doesn't take long to get
everything. Here's what I suggest you buy:
Alys: Titanium Mail, Two Titanium Slashers
Chaz: Titanium Mail, Titanium Helmet, Titanium Sword
Hahn: Two Titanium Daggers
Rune: Sell his robe and circlet
You may have noticed that Hahn obtains no equipment here in Tonoe.
This is bad, as he is now much more susceptible to being whooped on by the
monsters. He usually takes a lot of damage anyway, but now it's even
worse. Anyhow, sell all of Rune's protection just before going to see
Grandfather Dorin. You might want to keep the Wooden Cane, however,
because, when used as an item in battle, it takes the effect of Res, thus
saving yourself 3TP, and enables people who formerly couldn't heal to do
so. After buying this horrid load of equipment, go north of the booths to
the house of Grandfather Dorin. Inside, talk to Dorin. He will ask you
three questions. Say no to the first two. When he asks you if you want to
know Alys's measurements, say yes (naughty Chaz...). After Grandfather
Dorin goes through the first two numbers, he will be punched by Alys. Rune
then calms her down and joins Dorin in a quest to the Ladea Tower. Gryz
now joins your group, and you now have another good fighter, but bad magic
user, in your group. Now, head north and west, to the back of the town,
where Tonoe's basement is. You will go through a dialog of the event of
opening the basement door..
--------------
Tonoe Basement
--------------
¤ Monsters: Blob, Carrion Crawler, Toadstool, Abe Frog
¤ Treasures: Monomate, 100 Mesetas, 500 Mesetas, 300 Mesetas, Antidote,
Titanium Crown, Alshline, Escapipe
There are a LOT of treasures to get in this dungeon, and almost all of
them are pretty helpful at a time like this. Help yourself to whatever you
may want.
Monomate
--------
Upon entering the first basement room, you will be in a large room with a
passage down the middle, an area to the right, and an area to the left.
The area to the left holds the Monomate.
100 Mesetas
-----------
Upon entering the first basement room, you will be in a large room with a
passage down the middle, an area to the right, and an area to the left.
The area to the right holds your next 100 Mesetas.
500 Mesetas
-----------
In the first large room, go through the center passageway and down the
stairs. In the second basement level, there are four small rooms enclosed
within this gigantic room. Go west and south along the corridor, and when
you reach the branch to the right, head that way. Go in the
southwesternmost room (the first one on the bottom) to obtain your 500
Mesetas.
300 Mesetas
-----------
The 300 Mesetas are in the room next to the room with 500 Mesetas (the
southeastern chamber in the second basement level).
Antidote
--------
For this one, head through the center passageway and down the stairs of
the first basement level. In the second basement level, follow the outer
wall until you find yet another staircase. In this third basement level,
there are four chambers similar to the ones in the second basement level.
The antidote is housed in the northwestern corner. It might actually be
useful here, because I think you might actually be able to be poisoned
soon.
Titanium Crown
--------------
The Titanium Crown (which is a useful item and a must-get if you ask me)
is in the northeastern room of the third basement level. If you are slow,
follow the Antidote walkthrough and head to the room directly east.
Alshline
--------
See the main dungeon walkthrough.
Escapipe
--------
See the main dungeon walkthrough.
Ahh, finally, done with all those treasures! Man. Alright, just to
give you a quick breakdown, the Tonoe Basement is a small network of
chambers and paths, and can be confusing (of course, unless you read this
guide). The monsters aren't bad, but don't let the Abe Frog get a hand
(err, tongue) on Hahn, because he has weak armor and can only take a few
hits. Anywho, let's find that Alshline that we need. The first room is a
large one, with a path down the middle and two smaller areas on each side.
Walk down the middle and take the staircase at the end. You will now be in
a large area with four chambers. For now, just follow the outside wall
until you get to the next staircase, taking you to the third basement
level. In the third basement level, simply walk east to the next
staircase. In the fourth and final basement level, you might be tempted to
try the large door, but it is just a waste of time. It is too large and it
is rusted shut. So now you must follow the passage. And that's all it is.
A simple passage. No branches or anything. I hope you can get through
this. Anyhow, at the end of the passage are three treasure chests, one of
which is opened. The one on the left is Alshline, and the one on the right
is an Escapipe. Breathe a sigh of thanks, as now you don't have to walk
back and can instead use the Escapipe. So do that. You will be whisked
outside of the basement.
* * * *
If you have learned the spell Ryuka, use that to warp to Zema, or
else you have a nice long walk ahead of you. Enter Zema. Sheesh...notice
how these dungeon walkthroughs just get longer and longer?
------------
Zema (again)
------------
As soon as you enter Zema, you will automatically restore these stone
statues back into regular people. Yay! You've just saved the town. Alys
and the group decides to rest for a night while Gryz bickers about Zio.
Just when things couldn't possibly go wrong, they do. Townspeople are
frightened as an Igglanova slowly emerges from Birth Valley. You will
automatically attack it, and that's all you should do. This once-beast is
no longer strong enough to deserve any magical attacks or skills, and
besides, if it spits out Xanafalgues, Alys will destroy any and all of
them with one hit. With regular attacks, it shall be toast very quickly.
After all of this, go to the armor shop. Luckily, you won't be buying much
here.
Alys: Nothing
Chaz: Nothing
Gryz: Broad Axe
Hahn: Graphite Suit
After buying your new set of armor and weapon, head for Birth Valley.
------------------------
Birth Valley and Bio Lab
------------------------
-Birth Valley Monsters: Xanafalgue, Zoran Bult, Flatterplant
-Bio Lab Monsters: Gicefalgue, Guilgenova, Sensor Bit, Arm Drone,
Neowhistle, Ismounos
-Bio Lab Treasures: Cure-Paralysis, Graphite Crown, Ceramic Sword,
Antidote
Why I did not include Birth Valley's treasures in this is because
Birth Valley is earlier explained in the Walkthrough/FAQ, just scroll up
and look for the words "Birth" and "Valley" in the middle of the screen.
Cure-Paralysis
--------------
Follow the first few rooms/corridors in the Bio Lab. In the second level
of the Bio Lab, you will have two paths to take around a closed area. Move
right and take the first branchoff to the east and north. At the end of
the small corridor lies your Cure-Paralysis.
Graphite Crown
--------------
In the first main room with the enclosed area that you must go around, go
left around it, all the way to the bottom, then head through the door
slightly to the west. In Bio Lab third level, head along the corridor.
Once you start heading north, you will see two branches left. Take the
second one, which has a treasure chest. Behold the power! Err..defense.
The Graphite Crown is yours.
Ceramic Sword
-------------
I seriously advise you to seek this beauty, for it's not far out of reach,
and it will save you a big load of money in Aiedo (which, by the way, you
will spend a LOT of money at). In the first main room with the enclosed
area in the middle, go right around it, and then take the eastern path.
You will be in a large room with a mesh type floor. Head directly south
from the entrance of this room to find your Ceramic Sword.
Antidote
--------
From the Ceramic Sword (if you aren't there yet, read the walkthrough
above), walk north to the first passage left, then south at the branch,
and then take the branch east when you have the chance. Here's your
Antidote. Keep it until you leave, because a Gicefalgue can poison you.
Finally, we reach the main walkthrough of the Bio Lab! These treasure
walkthroughs, like the main walkthroughs and dungeons, just get longer and
longer...anyhow, once you exit, just follow the first few corridors. In
the second one, a red light will flash and scare Hahn and Chaz, much to
Alys's enjoyment of clowning on them. Once you reach a larger room with an
enclosed space in the middle, head east and south around it, to the bottom
of the room. At the bottom of the room, take the eastern path. You will
now be warped to a large room with mesh type flooring. Head south,
obtaining the Ceramic Sword and take the first path left, the next path
south, and skip the eastern branch unless you want an Antidote. Walk
through the door, and follow the small passage afterwards. Enter the door
and you will now be warped to yet another floor. On this floor, follow the
wide corridor, and walk down the middle of the glass tiles. There is
nothing to either side besides containers, so there's no need to stray. At
the north end of the passage, take the right branch, as the left is a dead
end. Now that you are on the final floor of the Bio Lab, take either
route, and from the next room, head to the north side. You will be
encountered by Professor Holt, who has amazingly made it all the way here.
He has been escorted by a friendly person named Rika. You will be
introduced to her, and then follow north into a large room with a gigantic
computer. You will find out that it's name is Seed, and it was the thing
that created Rika (Yes, folks, you heard me right. This woman is an AI).
After a lot of talk, you will find out that some android named Demi has
been kidnapped by this Zio, and she needs your help. You will then exit
the Bio Lab, having accepted Rika as a new member of your group. As Rika
leaves, Seed's monitors turn red and it declares that it is about to self-
destruct. Once you get outside, Rika marvels at the sky and land, as she
has never experienced such before. But then Seed's self destruction
rattles the town. Birth Valley is blockaded by fallen rock and Rika will
mourn about Seed for a bit. As she finds out, life moves on and you are
now on your quest once again. Exit Zema.
* * * *
From Zema, walk west and then north, across the bridge. Don't be
afraid to fight bigger enemies such as the Scorpirus, even though they
don't give a heck of a lot of experience, but it will help Rika advance
more quickly, which she already does. From the bridge, walk west. You may
notice a crater near a town. Don't go in the crater just yet. The town is
called Nalya, and you won't find anything of interest here, although it's
good to visit just so you can teleport here if needed. But don't linger
for long. There's nothing you need. Head west and a little south to the
town of Aiedo, which is probably the town you will visit most.
-----
Aiedo
-----
Aiedo is jam-packed with many things you can do. In the market, you
can buy items, although not top-quality, and if you talk to two girls who
have overstayed their welcome in the inn and then spend the night
yourself, they will attempt escape and get busted. You can also go to the
west side of town and the northernmost house, which is yours. The
important thing about this is that your stay is FREE. No charge
whatsoever. Another big thing of interest here is the Hunter's Guild.
During the whole quest, eight jobs will sooner or later be available to
you via the Hunter's Guild. The first one is already available, so if you
want it, go get it. But for now, we must concentrate on the vast amount of
money you will need to buy new equipment:
Alys: Ceramic Mail, Graphite Crown (unless you got the one in Bio Lab)
Chaz: Ceramic Mail, Ceramic Helm, Ceramic Sword (unless you got the one in
Bio Lab)
Gryz: Ceramic Mail, Ceramic Helm, Struggle Axe
Hahn: Two Ceramic Knives
Rika: Ceramic Mail, Two Saber Claws
Gathering this much money might take a long while, but you will be in
luck once you head back near Nalya to that crater, for it is chock full of
high- paying enemies and even has a few of the equipments listed above.
For now, head north of Nalya to the crater.
------------
Wrecked Ship
------------
¤ Monsters: Whistle, Warren286, Tracer
¤ Treasures: Ceramic Shield, 1,500 Mesetas, Dimate, Ceramic Knife,
Ceramic Mail
Whew, there are a lot of good treasures here! The selling and/or
usage of these will cut your costs in Aiedo by quite a bit. I suggest you
find all of them. As for this dungeon, there area lot of places that you
can't go to, but it's not too hard.
Ceramic Shield
--------------
For this (sellable) beauty, Go left from the entry point, taking the next
crossway up, then the following one left, and another one up. You will be
at a door. Follow the wall east and you should find another door. Enter.
Up on the left at the end of the guide line is the Ceramic Shield. Next
time you visit Aiedo or any other store, sell it.
1,500 Mesetas
-------------
This is in the box just to the right of the box that holds the Ceramic
Shield. Very rewarding.
Dimate
------
You will find this on the way in the main walkthrough. But, for starters,
go to that first door you found. Enter, and head north. When you have the
choice, go left. Your Dimate is nearby.
Ceramic Knife
-------------
From the Dimate, keep heading west, and then north. Enter this warp area.
This is on your way in the next room, and notice how you appear in a wire-
mesh room like those in the Bio Lab. This one is on your way. Left through
the first couple of platforms and then up. You can't miss it. Equip on
Hahn or sell.
Ceramic Mail
------------
From the Ceramic Knife, head east to the next platform, and then north
while crossing two. You will see a door. In here is your very handy
Ceramic Mail. Equip or sell.
Wow, this level is a mess. Everything is trashed. From the entrance,
walk up just a bit, then head west to the first intersection. From this,
head north until you hit another intersection. From this one, head west.
When you hit the third intersection, go north and into the door you will
find. From this, walk up until you see a pathway heading west. Take that
and follow the corridor to the warp thing. When you reappear in the wire-
mesh floor room. Along each catwalk are larger areas that I will refer to
as "platforms." Walk two platforms west, one platform north, another
platform west, and then walk north to find the door. In here you will warp
to a smaller floor. It's the final floor. Follow through the "L" shaped
room, and in the final wire mesh room in this dungeon, just keep upwards.
It's not like you could get lost (if you do, I seriously have no pity for
you). Follow north through the next room and you will be in the cockpit.
Rika will mess with some of the controls and then you will learn some
history about the tens, maybe even hundreds, of ships that escaped Parma.
Afterwards, you will probably need to get some more money, so stay here
and fight Tracers as much as possible, as they are your major Meseta
givers.
* * * *
Once you've made up enough money, go back to Aiedo and finish getting
the appropriate equipment for the characters. If you want, you can take up
the first job, in which you will go to Mile and dispatch a sandworm. If
you do this job, though, level up at least to level 12 to make things a
lot easier. The Sandworm you will fight has a very nice payload of EXPs
and Mesetas, and I suggest you fight it. After you have gotten all of the
armor and equipment you need at Aiedo, and have leveled up at least to
level 12, you are ready to tackle the next area.
---------------
Cave Near Aiedo
---------------
¤ Monsters: Zol Slug, Meta Slug, Speard
¤ Treasures: Dimate, Cure-Paralysis
I have forgotten the name of this cave, so I called it the "Cave Near
Aiedo." Spiffy huh? I thought it was. Not. Anyhow, there are a few
pointers to help you here. First off, the enemies might be a bit strong,
but you should survive. Just, if your party gets low on health, I wouldn't
suggest leaving two Zol Slugs alive just yet...they will combine to form a
Meta Slug, which is about twice as powerful and has about 220HP, along
with the annoying ability to paralyze your party members. But anywho,
here's your guide:
Dimate
------
This one is easy. Head north and west in the passage (like you have a
choice anyway). Take the first detour south and there's your dimate.
Cure-Paralysis
--------------
Head north, and then west all the way to the end of the cave. Head south a
bit, where you will see two branches, one heading east and one heading
southeast. Take the southeast one for your prize.
Alright, now I'm supposed to write you a guide to get from point A
(the entrance) to point B (the exit). Know what? Do it yourself! Just
kidding. But this one is really easy. To get from point A to point B,
simply follow the outside wall (or, if you want it in long terms, north a
bit, west all the way, then south and keep west). Wasn't that easy?
* * * *
Now that we're out of that cave, you're now somewhere you haven't
been yet. Figures. Head east to find the next town, Kadary.
------
Kadary
------
You will basically do nothing here, except stay the night when needed
and obtain a new weapon for Alys, the Laser Slasher, free of charge. Of
course, you could go to Zio's interesting church in the northwest part of
town, but again, you'll find nothing of interest, unless you like to see
old men collapse near altars.
Laser Slasher
-------------
From the entrance, walk along the wall to the right until you get to
another path. Go to the northeasternmost room and there your prize awaits
you (I wonder what was in the other box...).
Now get out of this dump of a town. Well, now that I think of it, the
inn is rather expensive. So I guess it couldn't be much of a dump. But get
out anyway. Your next destination is a castle southwest of here. Yes,
you've seen it before. It's Zio's Castle! The next dungeon you get to go
through. And prepare for a long walkthrough, because it's nothing like the
Cave Near Aiedo. No, this place, you actually have to use more than six
brain cells to get through. Anyhow, enough with the foreshadowing. Save
your game and then enter the castle.
------------
Zio's Castle
------------
¤ Monsters: Tech User, Speard, Ripper, Shadowsaber
¤ Treasures: 2,000 Mesetas, Moon Dew, Laser Barrier, Dimate, Laser Sword,
Laser Claw
Alright, I rambled on enough about Zio's Castle in the Kadary info
above, so I won't ramble too much here. I'll just tell you though, it
would be a good idea to level up to level 14 or 15 as well as obtaining
all of the items listed above.
2,000 Mesetas
-------------
From the entrance, head through that first door, and around the large room
in the center of this giant place. After you reach the top center of the
room, head north into another room with two staircases. Take the one on
the left. From the second floor staircase at which you will appear, head
west and north, to yet another staircase. At the bottom of this is your
2,000 Mesetas. Enjoy. Enjoy very well.
Moon Dew
--------
I suggest you get this baby, because there's a very good possibility that
it will come in VERY handy. From the entrance, head through the first
door, around the chamber in the middle of the room, and to the upper
center of the room. Enter the next small room, and use the left staircase.
From here on the second floor, head southwest in the passageway and along
the passage. When you see the first hole in the floor, with stairs to the
left, fall in the hole. Your Moon Dew awaits you in the treasure chest.
But you have went down a hole and must exit.
Laser Barrier
-------------
You probably won't need this item very badly, but I think you should get
it anyway. If nothing else, it is a good source of Mesetas. Head to the
first set of two staircases as with the other items. As with the other
items, take the left staircase. From the top, head southwest and west
along the passage. Head around the staircase and around the hole, and keep
along the wall to the north. At the end of this straightaway, you'll see a
hole. Fall in. Your Laser Barrier awaits you, and so does the exit.
Dimate
------
Get this item only if you are in desperate need of Mesetas. Or, if you
want to conserve 6TP and not use Gires. Anyway, head north to the room
with the two staircases, and take the left staircase. From the top, head
southwest and west along the passage, making sure to avoid the first
stairway and holes and keeping to the north along the wall. At the end of
the long straightaway, you'll see another set of passages (hole and
staircase). Don't take any. Head around them and to the south, and you'll
eventually find a staircase. Take it and in the small room below awaits
your Dimate.
Laser Sword
-----------
I strongly urge you to get this one. It will give Chaz a lot more attack
than he already has. Head up to the room with two staircases. Like always,
take the left one, as the one on the right leads to nothing but dead ends.
From the top of the staircase, head southwest and west along the passage.
You will see a hole and a staircase. Take the staircase. From here, it's a
one-way trip to your Laser Sword. Enjoy it very well, my friend.
Laser Claw
----------
This one is on the way in the walkthrough. Read it to get this helpful
item.
Now we can get to the main walkthrough of this level. From the
beginning, head north around the center room. You can't go in it yet,
because it is blocked by a force field that you will later dispel in the
game. So just walk up to the north end of the room, where you will find a
door leading to a small room. This room contains two staircases. Take the
left staircase, as the one on the right serves no purpose other than to
lead you to dead ends, make you fight more monsters, and generally, to
piss you off. Back to the walkthrough now...after going through the left
staircase, head southwest and west. You'll see two staircases. In the case
that you don't want either the Moon Dew or the Laser Sword, or already
have those items, skip these detours. Head along the north wall and
through the long straightaway east. You will soon see another hole and
staircase. Head through the staircase. You'll be in a room and you can see
a hallway to the left. Head through the left side of the room and through
the hallway. This hallway is pretty neat and you won't get attacked in it.
Anyhow, once you are through, you will be in a section of a large room. In
this small section, get the treasure chest that contains Rika's new Laser
Claw. It will be very helpful, especially in the Plate System. But we'll
get to that later. This room is very elaborate, as far as flooring goes.
There is a nice, spiffy, red carpet. At the end of this carpet is the
hardest boss thus far-Juza. He is Zio's right hand man. I suggest you are
at level 13 at least if you want to make this battle simple. If he uses a
one-person attack, use Res or a Monomate, if available. If he uses a
multi-
attack, such as ForceFlash, be sure to heal anybody who is below 50HP,
especially Gryz. Hahn will probably suffer least in this battle, since he
is the most magic-resistant out of the bunch, and magic is all Juza uses.
When this battle is over, a new staircase will appear to the left of where
Juza once stood. Enter it. From this staircase, head south along the wall.
Enter the small center section of this room which contains the staircase
leading yet higher into the tower. Take the staircase and head north. You
will see Demi. Walk up to her and use the talk button. You will go through
a dialog of cutting her out, and her using her Medic Power to heal
everyone a little bit. Zio will then appear. Zio seems pretty ticked off
that you and your party would sneak in while the master was away. After
some more talk, in which some of the best dialog so far will take place,
Hahn will piss Zio off, and your battle will begin. Don't even bother
using spells or anything, because there is no possible way to beat Zio
this time around. Instead, just use regular attacks and watch as this vile
being uses his magic, decapacitating Alys and setting you off to Krup.
------------
Krup (Again)
------------
In Krup, you will automatically begin in a dialog in which practically
everybody you know is tending to Alys's wounds. She is badly injured and
won't eat. She asks you to find Rune, and you tell Hahn to stay back to
watch her. In return, you gain Demi, an android. She will be very helpful
in your battle with Zio. For now, head out of Krup.
---------------------
Vehicle Control Plant
---------------------
Almost directly south of Krup is the Vehicle Control plant that Demi
mentioned. Head south to this area, within which the plant will rise from
the ground, and enter. Be not afraid, as there are no monsters here and it
is highly unlikely that you will get lost. In the only treasure chest lies
a Control Key, with which you (rather, Demi) will gain control of the Land
Rover, your first vehicle. You can enter it at any time that you are on
the overworld map by accessing through the item list. For the rest of
Motavia, use it, as it goes many times faster than your legs.
* * * *
Take it to the Valley Maze that you and Rune uncovered back before you
went to Tonoe, and head east. Cross the quicksand, and head northeast from
the northern tip of the quicksand to the next town, known well as Monsen.
------
Monsen
------
There isn't much of anything in interest for Monsen, but do notice that
there is a gorge in the southeast corner of the town. Talk to the man on
the eastern outskirts of the town. After you talk to him, an earthquake
will occur, and you will discover Gryz's fear of earthquakes. Rika then
will make fun of him. Demi mentions the Plate System and a crowd will
swarm around your party and beg them to shut down the Plate System.
Arr..stupid people. Anyway, your next step is to head to that certain
place.
* * * *
Hop into the Land Rover, unless you like fighting Caterpillars and
Fanbites. Head north around the small line of mountains. You should find
the Plate System. Enter at your own risk. Oh yeah, be sure to save. I
forgot to tell you that.
------------
Plate System
------------
¤ Monsters: Worker Pod, Seeker, Gunner Bit, Slave, Loader
¤ Treasures: Repair Kit, Ceramic Armor, Titanium Gear, Phononmezer, Laser
Axe, Laser Barrier, Laser Knife, Stun Shot
Repair Kit
----------
From the start, follow the glowing line north, but when it takes a left,
you take a right. Head south when you get to the open room, and your
Repair Kit awaits.
Ceramic Armor
-------------
Through the first room, follow the glowing line to the door. When through
the door, move left, and north. When you get to a passageway to the left,
head right. You'll see a passageway heading east. Move through it, and
when you have a choice to head north or south, go north. In this chamber,
your Ceramic Armor is in a corner.
Titanium Gear
-------------
From the first room, follow the line to the door. After entering the red
area, move left and north. At the passageway to the left, move right,
heading through a different passageway to the east. When you have a choice
to go north or south, head south. Your Titanium Gear awaits you here.
Phononmezer
-----------
Like before, follow the line to the door. From here, head left and north
until you see a passageway heading left. Go through it, and when faced
with the decision of north or south, go north. You'll find a door in this
room, so proceed through it. In the second sub level, head south along the
line, and then west to the wall. Head south along this wall, heading east
at the second branch. Go through another elevator/door to the east. After
you've went through this door, just follow the passageway north and east.
You will come upon a treasure box that contains stuff that you know
nothing about. It is the Phononmezer. Close your eyes as Demi installs
it...
Laser Axe
---------
This is on the way in the dungeon walkthrough.
Laser Barrier
-------------
This is on the way in the dungeon walkthrough.
Laser Knife
-----------
This is on the way in the dungeon walkthrough.
Stun Shot
---------
This is on the way in the dungeon walkthrough.
After tons of weapon walkthroughs, we have finally reached the actual
dungeon walkthrough. From the entrance, you see a line. Follow it to the
first elevator/door. Enter. From the corresponding elevator (alright, I've
made my mind, I will call them elevators) on the second floor, head north
until you see a passageway heading left. Take that passageway, and when
intrigued as you hit that north/south decision, head north. In the next
room, you will find another elevator. Take it to the next floor. In here,
you will see a blue line heading south. Follow it, and then you are left
on your own. Head west to the wall, and then south. Take the first branch
east that you come across. In here, don't bother to take any of the two
detours south, as they lead nowhere of importance. Keep east until you hit
another choice between north and south. Head south, as going north takes
you to a dead end. Along this south passageway, you will find another
elevator. Enter. When you come out on the next floor, it is pretty self-
explanatory. Just follow the passage around to the north and west. When
you come to a large room, take note of three nooks that each hold a
treasure chest. In the upper-left corner, you have a Laser Axe. In the
upper- right corner, you have a Laser Knife. In the lower-right corner,
you have a Laser Barrier. In the lower-left corner is the next elevator.
Collect all of these items and take that elevator. Through the elevator,
on the final floor, head directly east from the elevator door. You will
find a treasure chest containing the Stun Shot. Get it. Now head back to
the center, move north and check the machines. You will shut them off and
Gryz in particular will be happy that the earthquakes are over. You didn't
really need to do this mission, but you did it out of the good in you. As
a matter of fact, this mission has improved you, as you have obtained some
new items and probably gained a level here or there. Exit.
* * * *
From the Plate System, head due east until you are against a mountain
chain, then head south across some more quicksand. You will find a greener
area, and the town of Termi. Enter Termi.
-----
Termi
-----
There are a few places of interest here in Termi. There's a statue of an
ancient heroine Alis, along with a cat. There is also a tourist shop in
the northwest part of town, in which you can by Perolymate, Woodcarvings,
Pennants, and an Alis-Sword. Of most importance currently, there is a
weapons shop near the plateau in town. Enter here, and buy the following
equipment:
Demi: Nothing
Chaz: Psycho Mail
Rika: Psycho Mail, Psycho Crown
Gryz: Psycho Mail
* * * *
After you buy this stuff (it might take a little time if you don't have
enough money, or if you need money, just take up job #2 in the guild, it
is available after you get the Land Rover), hop in the Rover, or don't, if
you prefer fighting on foot. Head just south and at the tip of the
peninsula is the Ladea Tower. Enter Ladea Tower.
-----------
Ladea Tower
-----------
¤ Monsters: Ripper, Shadowsaber, Haunt, Flyscreamer, Centaur, Gy-Laguiah
¤ Treasures: Dimate, Star Dew, Escapipe, Star Dew, 1,000 Mesetas, Frade
Mantle, Psycho Wand
The Ladea Tower is a large tower with six floors. The floors are somewhat
complex, and the monsters are dangerous, so it is a good idea to know
where you are headed. Before you even enter, I would suggest you are at
least around level 17 with each and every character. Watch out for those
Centaurs.
Dimate
------
Head north in the gigantic first room, to the staircase. From the top of
the stairs in the second floor, head west, taking the small passageway
left. On the first detour north, you will find your Dimate.
Star Dew
--------
Head north in the gigantic first room, to the staircase. From the top of
the stairs in the second floor, head west to the end of the small
passageway. Head north, and take another left at the next detour. Follow
this corridor to the southeast and take this staircase upwards. From this
staircase in the third floor, follow the passage northwest, north, and
northeast, skipping the minor detour to the right. The Star Dew is yours,
and you will thank me later for finding it.
Escapipe
--------
Head north in the first room, taking the stairs up. From the top of the
stairs in the second floor, head east. When you get to the end of the
small passageway, head north and take the first detour east. From here,
head south and southwest to the staircase. Up here, if you haven't been
here already, you will meet Rune. That will be discussed more in the main
dungeon walkthrough. In this corridor, follow it until you get to the
north end of the floor, skipping the detour along the way. Head south, and
when you come to a small room, just head across it from the small
passageway. Take the passageway to the west and north, and at the end is
the Escapipe.
Star Dew
--------
Head north in the first room, taking the stairs up. From the top of the
stairs in the second floor, head east. When you get to the end of the
small passageway, head north and take the first detour east. From here,
head south and southwest to the staircase. Up here, if you haven't been
here already, you will meet Rune. That will be discussed more in the main
dungeon walkthrough. In this corridor, follow it until you get to the
north end of the floor, skipping the detour along the way. Head south, and
when you come to a small room, you will see some stairs. Take them up to
the fourth floor. From the top of this staircase, head south to the south
edge of the dungeon. Then, follow the passageway northeast and north. This
time, take the detour left, as it holds a staircase. At the top, head
west. When you get to an open area, keep west. Head south and follow the
passageway to another staircase. Take this staircase back to the fourth
floor, and follow the corridors north. At the end, you will find both the
Star Dew and the 1,000 Mesetas.
Frade Mantle
------------
This is on the way in the main dungeon walkthrough.
Psycho Wand
-----------
This is the goal item of the dungeon.
Finally, after those LONG walks for the items, we have finally reached the
main dungeon walkthrough. Starting from the entrance, walk north to the
stairs, and take them. From the top of the stairs, walk to the east
through a small passageway. At the end of this passageway, head north,
taking a detour to the right, and then along the passageway southwest. At
the end, you will find some stairs. Head up them to the second floor where
you will encounter Rune. While he tries to make a joke, Chaz actually
doesn't get mad (for once), and asks Rune to help. He does, and joins the
party. From where you met up with Rune again, follow this corridor until
you get to the north end of the floor, skipping the detour along the way.
Head south, and when you come to a small room, you will see some stairs.
Take them up to the fourth floor. At the top of these stairs, head south.
When you hit the walls, follow the passageway northeast. On the way, there
will be a detour. Take this detour, and you will be awarded with another
nifty staircase. Walk up the stairs. At the top of the staircase, head
west to an open area. In the upper- middle of this open area is a treasure
chest containing the Frade Mantle. Get this and equip it on Rune, as it
will help out pretty soon. Head south from the treasure chest, and you
will find yet another set of stairs. Cover these and at the top, walk
north. Before you get to the very top, make sure your party is healed.
After everybody is at good status, make those final steps up. The seal on
the chest will break, and one of Zio's minions will appear. Its name is
Gy- Laguiah, and you must down him. See the in-depth boss guides section
for further details. After trouncing this ugly demon, Rune will open the
chest and obtain the Psycho Wand. He and Rika sense urgency to return to
Krup, and that's what you do.
* * * *
Once you return to Krup, you are informed by Hahn that Alys's condition
has taken a turn for the worse. In actuality, she seems to be more awake,
but after she sees that you have found Rune, she will acknowledge that you
have matured before her eyes and carve out your own destiny. After that,
Alys dies. You will then go through a very long dialog of the characters
mourning the death of their beloved friend. After the long dialog, your
party will appear again, near the new headstone. Now that Alys is dead,
Chaz has no further intentions to hold off on killing Zio once and for
all. Plus, now that Rune has the Psycho Wand, you can get into the Nurvus
portion of Zio's Castle. Warp to Mile and head to Zio's Castle.
-----------------------
Zio's Castle and Nurvus
-----------------------
¤ Monsters: Zio's Guard, Tech Master, Tarantella, Centaur, Greneris,
Blauzen, Balduel, Floatmine, Tower
¤ Treasures: Wave Shot, Repair Kit, Ceramic Gear, Spaced Armor, Plasma
Claw
Right here I will remind you that the Nurvus dungeon is pretty confusing
if you don't already know your way around. None of the items you can get
are directly on your way to your destination, so some of these item
walkthroughs could be a bit long. As usual, watch out for the Centaur. But
also, be on the lookout for Balduels and Blauzens. They take forever to
die and can put the hurt on your party.
Wave Shot
---------
From the Nurvus entrance (downstairs from the middle of the first room in
Zio's Castle), head through the door and head north along the line. You
have a choice between left and right, so go left. You're on a one way path
to get the Wave Shot now. Just head through the door and there it is, at
the end of the line.
Repair Kit
----------
From the first Nurvus computer console, take a right and head through the
door. In this hallway, you will eventually come across a choice of going
north along a line or keeping west. Head north because going west takes
you to a dead end. After going through this elevator, follow the line
south until you hit another hallway, and head west along the hall. When
you come to a choice of north or south, head south. At the end of the
mesh-
type walkway is your repair kit.
Ceramic Gear
------------
From the first Nurvus computer console, take a right and head through the
door. In this hallway, you will eventually come across a choice of going
north along a line or keeping west. Head north because going west takes
you to a dead end. After going through this elevator, follow the line
south until you hit another hallway, and head west along the hall. When
you come to a choice of north or south, head north. You will see an
elevator at the end of the line, so head through it. Through this
elevator, you will immediately see another one to the left. Enter this
elevator. You will appear in a small hall, in which you should exit.
Through this door is a walkway on which lies the treasure chest containing
the Ceramic Gear.
Spaced Armor
------------
From the first Nurvus computer console, take a right and head through the
door. In this hallway, you will eventually come across a choice of going
north along a line or keeping west. Head north because going west takes
you to a dead end. After going through this elevator, follow the line
south until you hit another hallway, and head west along the hall. When
you come to a choice of north or south, head north and go through the
elevator. You will see another elevator off to the left, but don't take
it. Instead, head south while keeping to the east. When you get to a fork
in the road, head south, as going along the west way takes you to a dead
end. Keep along the west wall, and you will see another elevator that you
should take. Take this elevator and follow the line to the next door.
Through this door is another one of those walkways on which you won't be
attacked. When you come out the other side, follow the line to the mesh-
type walkway and keep north. Don't take any detours and you shall find
another elevator. Walk through. Again, you are at a place where you will
see another one immediately off to the side. Don't take it yet, and walk
along the west wall. When you come to a choice of left and down, head
left. In the small room at the end of this passageway is your Spaced
Armor.
Plasma Claw
-----------
From the first Nurvus computer console, take a right and head through the
door. In this hallway, you will eventually come across a choice of going
north along a line or keeping west. Head north because going west takes
you to a dead end. After going through this elevator, follow the line
south until you hit another hallway, and head west along the hall. When
you come to a choice of north or south, head north and go through the
elevator. You will see another elevator off to the left, but don't take
it. Instead, head south while keeping to the east. When you get to a fork
in the road, head south, as going along the west way takes you to a dead
end. Keep along the west wall, and you will see another elevator that you
should take. Take this elevator and follow the line to the next door.
Through this door is another one of those walkways on which you won't be
attacked. When you come out the other side, follow the line to the mesh-
type walkway and keep north. Don't take any detours and you shall find
another elevator. Walk through. Again, you are at a place where you will
see another one immediately off to the side. Take it, and move south
through the small hall in which you appear. Follow this long passageway
all the way south until you see a door on the left and an elevator on the
right. Take the door on the left and walk through yet another walkway
where there's no monsters. At long last, you will appear in a room with
the Plasma Claw.
At long last, we are finally at the main walkthrough. Enter Zio's Castle,
and head directly north. Check the laser-type barrier, and Rune will
cancel it with the Psycho Wand. Walk through the stairs that you find in
this room. You are now in a small room with a door, so walk through it.
Now follow the line north to the first computer console. From here, head
east and north through a door. You will eventually find yourself with the
choice of following another line or heading west. Heading west does
nothing other than annoy those who dislike dead ends, so head north along
the line. At the end, you will find an elevator through which you should
head. Out of this elevator, there is another line you can follow to the
south, so do so. You will come across a west hallway, so take it. When you
see another choice between north and south, head north, and through
another elevator. Out of this elevator, you will see another elevator, but
don't take it. Instead, move east and then south. When you come to yet
another choice of heading west or south, keep south, as going west would
take you to yet another dead end. Keep along the western wall while
heading south, and at the end, you will see another elevator, so take it.
Follow the line to the next door, which leads to a walkway where you won't
get attacked. When you come out of the other side of the walkway, follow
the line until you get to the mesh-type walkway heading north. Keep north
and don't take any detours, and you will find yet another elevator.
Through this elevator is, again, a place where you will see an elevator
immediately off to the side. Take that elevator, and move south through
the small hallway where you appear. Head all the way through south until
you see a door on the left and an elevator on the right. Head through the
elevator and you will be in another one of those U shaped rooms with the
lines that lead to the door. Follow the lines, and when you are through
this door, you will be in another room with the mesh-type walkway. Before
heading north, I strongly advise you to heal everybody to maximum health.
When that is done, head north. Zio will appear for the final time. You
will go through a small dialog and then Zio will attack. Use defensive
spells the very first round, and have Rune or Chaz use the Psycho Wand.
Don't have anybody use any techniques or skills other than Deban and
Barrier, as the rest are useless until the Psycho Wand has been used. If
you need help after this round, just consult the in-depth walkthroughs on
the bosses and look for Zio's second battle. After you defeat this goon,
his Dark Force will leave him, and Zio's Castle will be no more (hope you
got any items you wanted, because if you didn't, they are gone with the
castle). Now that Zio is dead, two more jobs have opened up: The Missing
Student, and the Fissure of Fear.
* * * *
Demi entered Nurvus and had to connect directly. A new vehicle control
center has appeared thanks to Demi, right outside of Nurvus. Gryz has also
left your party, because he has to take care of his little sister. Enter
the vehicle control plant. This place is actually a space station! First,
step on the round thing to heal up and save. Now head through the door at
the north part of the station. You have a choice of going to Zelan or
staying, so go to Zelan.
-----
Zelan
-----
¤ Treasures: Plasma Sword, Plasma Claw, Plasma Dagger, Plasma Field,
Pulse Laser, Canceller
In Zelan, you will appear at the bottom of the sattelite. Head north
through the elevator. When you appear outside the elevator on the next
floor, head into the west room to get the three items there, and then head
into the east room to get those three items. When you are done, head
around to the north of the elevator room. At the end of the line is Wren.
Talk to him. You will find out that Zelan hasn't been issuing any bad
commands, and it has actually been Kuran, the top of the system. Wren will
join your party. He is pretty powerful, but you will need to level him up
pretty soon. Exit Zelan.
* * * *
The space ship takes off for Kuran, but just after entering flight,
something goes wrong in the engine room. Some goon is attacking, so you
must kill him. It plays the boss music, but this guy is very easy and will
fall in two or three rounds at the most. After he is dead, it is realized
that you must make a crash landing on Dezolis. Everybody but Chaz is
thrilled. You make the crash landing anyway.
-------------
Raja's Temple
-------------
The only problem is, you've landed on top of Raja's Temple! Luckily,
nobody was injured or killed, although Raja is somewhat pissed. He goes on
to insult Rika and Wren, calling Rika a girl with horns, and Wren a
robotic doll. Raja is a crazy old man, but a good healer. Your party asks
him if he knows of any other space ships on Dezolis, but he doesn't know
of any, but he tells you to ask one of his friends in Ryuon, a town to the
north. He offers to overlook the temple's damage if you take him on your
journey. The party chats about taking him and decides that he can come, so
you now have five party members, Chaz, Rika, Rune, Raja, and Wren. Exit
Raja's Temple.
* * * *
Outside, Chaz will notice the snow and make a comment about it, and then
Raja will comment on how that is abnormal for Dezolis and how he thinks it
has something to do with the Garuberk Tower. He pulls out yet another not-
funny joke, at which Rika, and only Rika, laughs. Head north a small
distance to the town of Ryuon.
-----
Ryuon
-----
In this town, you will find an information monger similar to Grandfather
Dorin that you need to talk to to get more information. This man's name is
Gyuna, and he owns the bar. There is an equipment shop in this town, but
you don't really need to go to it yet, as the next town is just a hop and
a skip away, and it has the same stuff plus more. When you find Gyuna
(he's in one of the houses with two parts to it, there are only three of
them), talk to him. Say no to what he asks you until he asks you if you
want to know about the grave on the outskirts of the town called Tyler. He
will tell you about it.
* * * *
Head for Tyler. It is to the north and west. Easy to find huh? Enter the
town.
-----
Tyler
-----
Here in Tyler, there are mainly two things you should do. First, and
foremost, an equipment upgrade. You will want new equipment, as these
enemies on Dezolis are very strong, and even with the new armor, can cause
a lot of damage. Here's what you should get:
Wren: Nothing
Chaz: Silver Mail, Silver Helmet
Rika: Silver Mail, Silver Crown
Rune: Silver Mantle, Two Silver Shields*
Raja: Two Silver Shields*
*You could substitute the two Silver Shields for a Force Cane (in Ryuon),
but I advise you to equip two shields. They will take some mega damage
from here on without.
Anyhow, when you are done getting the equipment, which, by the way, the
price has increased practically twofold from Termi, head to the west side
of town to a large grave. If you have talked to Gyuna already, proceed to
the plate on the grave and inspect it. After some dialog, touching the
plate will result in moving the grave, and you can now enter a simple
cave.
----------------
Cave Under Tyler
----------------
¤ Monsters: Helex, Snow Slug, Gerotlux
¤ Treasures: Dimate, Zirconian Gear
This cave is a very simple cave, and besides the monsters, is no difficult
than Birth Valley. There are two treasures, at least one of which you
should check out.
Dimate
------
From the entrance, head south. When you see a big rock against the south
wall, head directly west. Go past the open area and you will find a small
room with a treasure chest. Open it and there's your Dimate.
Zirconian Gear
--------------
From the entrance, walk south to the big rock, and into the open area. See
that pillar in the middle of the room just to the south? Walk east from
it, and the Zirconian Gear is yours.
Now for the dungeon walkthrough, even though it's not going to be long.
From the entrance, walk south to a large rock, then walk west until the
north wall points downward. Walk about three steps to the left of this
edge, and then walk straight down until you get to the south wall. From
here, walk west, and south. When you enter that door leading out, you have
come across the Landale space ship. It is in good condition, and is yours.
* * * *
You will appear outside, and very nearby, a spaceport will rise from the
ground. If you aren't at the least at level 22 or so with every one of
your characters, I advise you to level up until you are at that level.
Otherwise, go to the end of the spaceport and go to Kuran. Kuran is a
sattelite like Zelan, but is much more complex and has monsters.
-----
Kuran
-----
¤ Monsters: Command Ball, Float Mine, Sattelite Minion, Siren386,
Piercer, C-Ray Tube, Dark Force
¤ Treasures: Hyper Jammer, Repair Kit, Zirconian Armor, 3,000 Mesetas,
Repair Kit, Napalm Shot
Kuran at first look seems similar to Zelan, but beware, as it is just the
beginning, and in fact, is much longer. The monsters here are nothing to
worry about. Just run if you find a Command Ball with two Floatmines, or a
C-Ray Tube with two Sattelite Minions. These two groupies like to combine
and do lots of damage to everyone. Here are your treasure walkthroughs:
Hyper Jammer
------------
From the entrance, walk to the north, and enter the elevator. From where
you emerge, head to the left and through a door. Head left from here, and
you will be greeted with an elevator, as well as a choice of north or
south. Head north, and in a small room is the Hyper Jammer.
Repair Kit
----------
From the entrance, walk to the north, and enter the elevator. From where
you emerge, head to the left and through a door. Head left from here, and
you will be greeted with an elevator, as well as a choice of north or
south. Head south, and in a small room is the Repair Kit.
Zirconian Armor
---------------
From the entrance, head north through the elevator, and then west to a
door. Enter and head west in the hallway. Enter the elevator. You will
appear in sort of an S-shaped hallway. Head east through this S to a door
heading out to the south. Head through the door. You are now in pretty
much the main room of the dungeon. Keep along the north wall until you see
another one of those stripes heading south. Follow this stripe through a
door. In this room is another elevator, and take it. You will appear in
another room just like it. Head north out of it and along the mesh-wire
path, in the shape of a C. Head through the door at the north, and you
will appear at the north edge of the main room. Head along west from here,
and you will find your Zirconian Armor.
3,000 Mesetas
-------------
From the entrance, head north through the elevator, and then west to a
door. Enter and head west in the hallway. Enter the elevator. You will
appear in sort of an S-shaped hallway. Head east through this S to a door
heading out to the south. Head through the door. You are now in pretty
much the main room of the dungeon. Keep along the north wall until you see
another one of those stripes heading south. Follow this stripe through a
door. In this room is another elevator, and take it. You will appear in
another room just like it. Head north out of it and along the mesh-wire
path, in the shape of a C. Head through the door at the north, and you
will appear at the north edge of the main room. Head along the east side,
past the empty treasure box, and through a door. You will appear in
hallway that ends in a decision of north and south. Head north for your
3,000 Mesetas.
Repair Kit
----------
From the entrance, head north through the elevator, and then west to a
door. Enter and head west in the hallway. Enter the elevator. You will
appear in sort of an S-shaped hallway. Head east through this S to a door
heading out to the south. Head through the door. You are now in pretty
much the main room of the dungeon. Keep along the north wall until you see
another one of those stripes heading south. Follow this stripe through a
door. In this room is another elevator, and take it. You will appear in
another room just like it. Head north out of it and along the mesh-wire
path, in the shape of a C. Head through the door at the north, and you
will appear at the north edge of the main room. Head along the east side,
past the empty treasure box, and through a door. You will appear in
hallway that ends in a decision of north and south. Head south and pick up
a handy dandy Repair Kit.
Napalm Shot
-----------
From the entrance, head north through the elevator, and then west to a
door. Enter and head west in the hallway. Enter the elevator. You will
appear in sort of an S-shaped hallway. Head east through this S to a door
heading out to the south. Head through the door. You are now in pretty
much the main room of the dungeon. Keep along the north wall until you see
another one of those stripes heading south. Follow this stripe through a
door. In this room is another elevator, and take it. You will appear in
another room just like it. Head north out of it and along the mesh-wire
path, in the shape of a C. Head through the door at the north, and you
will appear at the north edge of the main room. Head along the east side,
past the empty treasure box, and through a door. You will appear in
hallway with an elevator to the immediate north. Head through it, and when
you emerge, head east along the path to your Napalm Shot. This weapon is
especially helpful on the Dezorian fields.
Finally after all of these item walkthroughs, we are now ready for the
main walkthrough. From the entrance of Kuran, head north along the line,
and enter the elevator. When you come out of the elevator, head west along
the walkway. You will see a door. Enter it and head west along the
passageway. You will see another elevator. Enter this one. You will emerge
in sort of an S- shaped hallway. Head east along the S and out the exit at
the end. Now you will appear in the main room of the dungeon, on sort of a
W-shaped catwalk. This one has a few branches, so just keep to the north
wall until you see another one of those dandy lines heading south. Walk
south along the line, and enter the elevator you will find within. You
will reappear in a room just like it, so head north, out of the room, and
head along a C-shaped mesh-wire walkway. At the end of this walkway is a
door, through which you should enter. You will appear in the north end of
the main room, and this time, you want to head east along the passageway,
along the empty treasure chest, and through the door at the end of this
passageway. You will soon see another elevator off to the east. Enter it.
You will immediately see an exit to the south. Go through this exit, and
you will appear yet again in the main room. Head west, keeping along the
north edge, and when you come to an elevator, enter it. You will be in the
mesh-wire area again, and this walkway is easy, as it is shaped like a 0.
Head south along either way and enter the final elevator. The final room,
or cluster thereof, is identical to Zelan, minus the six treasure chests
off to the sides. Heal up here, because once you cross the northern
catwalk, you get to face Dark Force. For starters, make sure Rune uses
Efess if he has it, and if not, Tandle or Nafoi. Use Saner and Deban with
Rika for the first few rounds, and have Raja use Blessing. For more tips,
see the in-depth walkthrough in the boss section of this walkthrough/FAQ.
If all works out well, you will defeat Dark Force.
* * * *
Something's wrong though. Even though you defeated Dark Force and saved
Kuran, the snowstorm hasn't let up. Thought has it that it might be the
Climate Control center, but Raja insists on the Garuberk Tower. Wren will
now prepare an Ice Digger. Couldn't he have thought this up a while back?
When you are outside of the spaceport back on Dezolis, head north through
the small opening. From here, go north, and a bit east, and break through
the ice using the Ice Digger. When you see the mountains head east, do so
yourself, and be sure to stop by the first town, Zosa.
----
Zosa
----
In this town, there is only one thing of interest for you, and that is the
weapons shop. In here, all you will want to buy are two Thunder Claws for
Rika, and maybe even a third for Rune's usage (I'll explain later). After
you have done this, head out of this town.
* * * *
Head west through the ice blocks again, but this time, head north along
the ice. When you exit, you will come to a cave. Enter the Mystical
Valley. You can also go to the Climate Control Center if you want to. It
will be outlined before the Mystical Valley.
----------------------
Climate Control Center
----------------------
¤ Monsters: Gy-Laguiah, Arthropod, Wiredine, Debugger, Dragerduel,
De-Elm-Lars
¤ Treasures: Pulse Vulcan, Compound Gear, Repair Kit, Repair Kit,
5,000 Mesetas, Compound Armor
The Climate Control Center (CCC) is a medium-sized, but sometimes
confusing, plant on Dezolis. It was created to control the weather, but
has seemingly failed at the task lately. This is one of the few dungeons
that is totally optional, but a good option if you decide to take it.
Pulse Vulcan
------------
From the entrance, head north. Skip around the small room with the
elevator, and continue north to the top of the room. Once you are at the
top, head west, and then south along the few rooms. In the farthest-south
room in this corridor, you will find a treasure chest containing the Pulse
Vulcan.
Compound Gear
-------------
From the entrance, walk north and go into the elevator. From your elevator
exit, head south along the wire-mesh walkway, and when you get to the
southern extreme, head west. You will find another elevator which you
should enter. Enter it, and inside the room in which you will appear is
the box containing your Compound Gear.
Repair Kit
----------
From the entrance, walk north to the elevator entrance, but don't go in.
From here, walk east, and when you hit the east wall, walk north. At the
north wall, head east into a room. This room has a passageway to another
room to the south. In this southern room is your Repair Kit.
Repair Kit
----------
For this one, walk north and enter the elevator. From the elevator, walk
south to the south edge of the wire-mesh walkway, and then walk east.
You'll find another elevator, so enter it. There is yet another elevator
in the room in which you appear. Go into this elevator and you will appear
again in the wire- mesh walkways. From your newest elevator exit, walk
through the upside-down question mark-shaped walkway. Keep along the east
side of the walkway, and when you see a small branchoff going east, take
it. You'll be on a small catwalk and your other Repair Kit is to the
north.
5,000 Mesetas
-------------
To get the 5,000 Mesetas, walk north, entering the elevator. From this
elevator, simply walk south, and west when you get to the south edge.
Follow this walkway until you get to a chest. Voila! Five thousand mesetas
are yours for the keeping.
Compound Armor
--------------
This item isn't in your direct path in the walkthrough, but it is close
enough that it has been detailed in the dungeon walkthrough.
Alright, we are now at the dungeon walkthrough. If you haven't done so,
equip the Silver Tusk on Rika before you enter this place. As soon as you
enter the Climate Control Center, you will be attacked by the last Gy-
Laguiah you will ever face. If Rika has the Silver Tusk equipped, this
battle will be a cinch. Simply have Wren attack, Chaz use Crosscut,
Rayblade if he has it, Rika use Double Slash, Rune use Nawat, and
depending who you have in your party, another midrange technique or skill.
After this battle is over, head north, and go through the elevator. You
will now appear in a wire-mesh walkway. Walk to the south edge, and then
east. You will see another elevator, which you should go through. You'll
be in a small room with another elevator, so go through it. On this new
part of the wire-mesh walkway, follow the path until it is in conjunction
with a larger area. Keep along the north side of this larger area and when
you find an elevator, take it. Jeez, there are many elevators aren't
there? Anyhow, the next room is a guide of its own. Just follow the yellow
line. Can't get any simpler than that can it? At the end of a yellow line
is an elevator. Take this one, and if you want some Compound Armor, head
south from the elevator and head west at the branch. There it is. To get
to your destination, from the elevator, head around the elevator shack
and head north. There is some weird cloaked guy. Talk to him, and he will
ramble on about how Dark Force isn't dead. This guy is easy. It shouldn't
take but a few rounds to dispatch of him. When you're done, exit the
Climate Control Center and head to either the Mystical Valley or Meese.
---------------
Mystical Valley
---------------
¤ Monsters: Skytiara, Hungry Mole, Tech Plant
¤ Treasures: Trimate, Star Dew
The Mystical Valley, whether you know it or not, is home to a species of
cats that can talk with humans. These cats are called Musk Cats. Inside
this place, you will meet a "new" friend, obtain the best Claw for Rika,
and two other treasures. Note that this dungeon is not required and you
won't really suffer any penalty by not visiting.
Trimate
-------
This is on the way in the main walkthrough.
Star Dew
--------
This is on the way in the main walkthrough.
Not much of a treasure walkthrough huh? Well, that's right, because the
treasure are pretty much along the path that you will travel. From the
entrance, head northwest, and then northeast into the large room. Off to
the right of the staircase is a Trimate, and you might need it in the
future, so why not go ahead and get it. Go up the staircase and through
the door. From this door, head northeast in this large room until you get
to yet another door. Enter it, and head north. Go up the stairs and to the
west through this upside- down-U-shaped hallway, grabbing the Star Dew
along the way. Head south and exit this room. It's a one-way path from
here. Head across the V-shaped walkway and talk to the Musk cats. They
will move and let you enter. From here, head west and through another
door. From this door, head directly north until you get to Myau, the "Old
Man" and biggest Musk cat. Talk to him, and he will give you the Silver
Tusk. Don't dare sell this item EVER. It is weaker in pure strength than
the Laconia Claw and the Guard Claw, but it is far more powerful against
dark type creatures, which you will be meeting a lot of soon. Exit the
Mystical Valley.
* * * *
The next towns of interest are Meese, Jut, and Gumbious Temple. You could
visit Reshel, but you don't need to do so for now. From Zosa to Meese,
head east to a duo of trees, and then move about three Ice Digger body-
lengths south. Head east, and then south when you get to the trees, and
east again when you hit more trees. You will see Reshel, next to a
mountain range. From here, Meese is southeast. Not hard to find. Enter
Meese.
-----
Meese
-----
Here in Meese, you will basically get rid of Raja. Sad, yes, I know, but
your party won't be any worse than it was with Raja. Go into the inn
(hospital) to the east and a bit north of the entrance. Head up to the
second floor. Talk to the Espers in the far east room. Raja will fall sick
from Black Wave sickness, the same kind Alys had. Simultaneously, Espers
will rush in, telling everybody that Kyra has attempted to enter Garuberk
Tower on her own.
* * * *
You must now rush off to save Kyra from those carnivorous trees that
surround the Garuberk Tower. These trees are northeast of Meese. To get
there, move east to a small lot of trees that are on the north side of
another breakable wall of ice. From these trees, move east to another
small grove of trees in the shape of a plus sign. From here, move north,
and you will find the carnivorous trees. Simply run into the trees, and
retreat. You will meet Kyra and she will join your group. Now that you
have Kyra, head back to the ice walls southwest of here. Your next
destination is Jut. Break south-southeast through the walls of ice and
when you emerge, there is another one just off to the southwest that also
needs demolishing. From the exit of this icy range, Jut is directly
northwest. The Gumbious Temple is within an arm's length of Jut, but you
will want to visit Jut first and buy some more equipment (very expensive).
Oh yeah, Kyra will mention that the Eclipse Torch destroys the carnivorous
trees.
---
Jut
---
In this large town, your main objective is to buy new weapons and armor.
You will spend a crapload of money here, and it's likely you'll need to
venture out for more. Here's your list:
Wren: Nothing
Chaz: Reflection Mail, Laconia Sword
Rika: Reflection Mail, Laconia Claw (don't sell the Thunder Claws)
Rune: Nothing (you'll get his in a little bit)
Kyra: Reflecion Robe, Laconia Slasher
Once you have gotten this equipment, head out of town and east back to the
ice blocks. Once through them, keep along the south wall of mountains, and
head northeast, breaking through yet another wall of ice. Beyond this wall
is the Esper Mansion, which you should enter.
-------------
Esper Mansion
-------------
¤ Treasures: Laconia Rod, Reflection Robe, Solar Dew, 10,000 Mesetas
Enter the Esper Mansion (Kyra will get you through). Once inside, head
east along the hallway. You'll see a statue, and another one if you walk
east. Head east and go through the door. In here is possibly one of the
best hordes of treasures you will find. All four treasures listed above
can be found in this room. When you are done getting these treasures, exit
the room, head west, and head up the hall to the north. When you come to a
set of doors, take the one on the left. Head along this passageway, which
is like an upside-down U, and when you come to another door heading
outside, talk to the guards. They won't let anybody past. But then, Rune
tells them to let the party in, and they comply. Head south to a smaller
building, heading along the outsides of it, and enter it. When inside the
building, head down the stairs. You will figure out that Rune is Lutz.
Once all of the dialogs are done, exit the small inner building and warp
back to Jut (or Gumbious Temple if you visited already).
---------------
Gumbious Temple
---------------
Once you are inside Gumbious Temple, head inside and to the left. You will
see some stairs going upward, and take them. Follow the hallway to an old
man guarding the Eclipse Torch. Talk to him, and you will go into a long
dialog in which the Eclipse Torch is stolen by a trio of witches. They
threaten Rune and tell him that one of his old enemies is waiting for him
inside the Air Castle.
* * * *
When they are done blabbing, warp back to Tyler and enter the space port.
Wren will look for the Air Castle. By some fluke, it happened to survive
Parma's explosion and it is now visible. Before you go to the Air Castle
though, you almost definitely need to be at least level 30. If you aren't
at the such level, follow the next section. If so, follow it anyway,
because you can and will find good stuff for Wren. It is the Weapons
Center. Head to Jut/Gumbious Temple and head southwest. You will find a
wall of more demolishable ice, so break through it. You will now find the
Weapons Plant.
-------------
Weapons Plant
-------------
¤ Monsters: Arthropod, Wiredine, Life Deleter, Star Drone, Silvalt,
Servant
¤ Treasures: Elastic Gear, Elastic Armor, Burst Rocket, Plasma Launcher,
Unlimited Repair Kits
Again, this place is totally optional, and you will not suffer any
penalties if you don't come here. I highly advise that you do though,
because you will be benifitted some new Wren equipment, as well as
unlimited Repair Kits. There is no actual goal in this dungeon, so you
will not find any dungeon walkthrough. You will still find the treasure
walkthroughs though. I have incorporated a checkpoint which will guide you
where you need to go before making a decision on which treasure to get
first.
Checkpoint
----------
From the entrance, go north through the elevator. The room in which you
appear is somewhat weird and can be annoying. Head west to the western
wall of the wire-mesh floor, and then head north, taking the conveyor belt
east. On this platform as well as another one like it, you will find a
small computer that you can use to switch the conveyor belt directions.
Use the computer once or twice to set it so that the far west conveyor
belt will be moving northward. Move north across the conveyor belt and you
have hit the checkpoint.
Elastic Gear
------------
From the checkpoint, head through the left elevator. This passage is
simple, so just follow it. Enter the elevator at the end of the passage.
You will now appear in another large room. Head west, and take both of the
platforms south. To your left is an elevator. Take it. From this elevator,
follow the line, and when you have a choice of left or right, take a
right. In a box is your Elastic Gear.
Elastic Armor
-------------
See Elastic Gear.
Burst Rocket
------------
From the checkpoint, go to the eastern elevator,way off to the right. In
the room in which you appear, just follow thepath to the Burst Rocket. It
doesn't get any simpler than this.
Plasma Launcher
---------------
From the checkpoint, head through the leftelevator. This passage is
simple, so just follow it. Enter the elevator atthe end of the passage.
You will now appear in another large room. Headeast, and take both of the
platforms south. To the right is an elevator.Take it. You will now appear
in a one-way path to your Plasma Launcher.
Unlimited Repair Kits
---------------------
From the checkpoint, headthrough the left elevator. This passage is
simple, so just follow it.Enter the elevator at the end of the passage.
You will now appear inanother large room. Head west, and take both of the
platforms south. Toyour left is an elevator. Take it. From this elevator,
follow the line,and when you have a choice of left or right, take a right.
Check thecomputer console near the two treasure chests for a Repair Kit.
You can dothis as often as you like.
* * * *
As soon as you have gotten the above treasures, or have decided not to do
so, your next destination is the Air Castle. I highly advise being level
30 or higher before going there though. Head to the spaceport by Tyler and
choose Air Castle as your destination.
----------
Air Castle
----------
¤ Enemies: Specter, Frost Saber, Dimension Worm, Stone Heads, Bladeright,
Xe-A-Thoul, Chaos Sorcerer, Lashiec
¤ Treasures: Trimate, Swiftness Helm, 1,000 Mesetas, Escapipe, Trimate,
4,000 Mesetas, 2,000 Mesetas, Genocyber Claw, 8,000 Mesetas,
Solar Dew, Moon Dew, Star Dew, Fake Torch
To forewarn you, if I haven't already, this dungeon is HUGE. It is
probably the largest dungeon in the game, and therefore, will probably
have the largest section in the walkthrough. There are tons of treasures,
and here's how to get them:
Trimate
-------
This item is along the way in the walkthrough.
Swiftness Helm
--------------
From the exterior entrance to this sattelite with Air Castle, walk north
to the entrance to the castle. Enter. Walk north until you see
transparencies of those dimwits who stole the Eclipse Torch, and then walk
east. You will see a door. Enter it. From this door, walk north, east, and
south. Keep east, and once you head northward through a door, keep to the
west. Eventually, you will find a door heading out of this dungeon, so
take it. From this door, you don't have much of a choice but to walk north
through another castle entrance. From this entrance, walk north, passing
through two more doors, head around east and south, and take the stairs.
From the top of these stairs, follow the passageway up and around to the
south. Walk out of yet another door. You are now on the castle roof. Keep
east and walk south, and eventually you will find another door back into
the castle. Enter it. Inside, head west and south, exiting this area. On
the outside, walk west and south, eventually finding yet another door.
Enter. This slew of walkways that you now get to navigate is shaped kind
of like a horseshoe, and is fairly straightforward. Walk along this
"horseshoe" and head through every door except for the one that leads out
to the north. Along the way, be sure to pick up the Trimate that you will
come across. When you come to the southwestern exit, take it outside. From
outside of this door, head west-northwest to, you guessed it, another
door. Enter. Walk to the north and around to the west, and head
downstairs. In the room in which you appear, head south through both
doors. Keep east and head south through the final passage in this part of
the dungeon, which leads into a checkered-floorroom with your Swiftness
Helm.
1,000 Mesetas
-------------
From the exterior entrance to this sattelite with Air Castle, walk north
to the entrance to the castle. Enter. Walk north until you see
transparencies of those dimwits who stole the Eclipse Torch, and then walk
east. You will see a door. Enter it. From this door,walk north, east, and
south. Further south and into a checkered-looking floor room is your 1,000
Mesetas.
Escapipe
--------
From where you enter the sattelite that holds this castle, walk north to
the entrance to the castle. Enter. Walk north until you see transparencies
of those dimwits who stole the Eclipse Torch, and then walk east. You will
see a door. Enter it. From this door, walk north, east, and south. Keep
east, and once you head northward through a door, keep to the west.
Eventually, you will find a door heading out of this dungeon, so take it.
From this door, you don't have much of a choice but to walk north through
another castle entrance. From this entrance, walk north, passing through
two more doors, head around east and south, and take the stairs. From the
top of these stairs, follow the passageway up and around to the south.
Walk out of yet another door. You are now on the castle roof. Keep east
and walk south, and eventually you will find another door back into the
castle. Enter it. Inside, head west and south, exiting this area. On the
outside, walk west and south, eventually finding yet another door. Enter.
This slew of walkways that you now get to navigate is shaped kind of like
a horseshoe, and is fairly straightforward. Walk along this "horseshoe"
and head through every door except for the one that leads out to the
north. Along the way, be sure to pick up the Trimate that you will come
across. When you come to the southwestern exit, take it outside. From
outside of this door, head west-northwest to, you guessed it, another
door. Enter. Walk north and a bit west, and you will find another door
that leads out to the north. Take it. Head north and when you hit the
castle wall, go east. There is a door for you to enter. Follow the hallway
to its end and take the staircase downward. On this floor, follow the
passageway upward and over, and when there's room to walk west, do so.
Keep south and enter a small room that contains the Escapipe.
Trimate
-------
From the entrance of the sattelite, walk north to the entrance to the
castle. Enter. Walk north until you see transparencies of those dimwits
who stole the Eclipse Torch, and then walk east. You will see a door.
Enter it. From this door, walk north, east, and south. Keep east, and once
you head northward through a door, keep to the west. Eventually, you will
find a door heading out of this dungeon, so take it. From this door, you
don't have much of a choice but to walk north through another castle
entrance. From this entrance, walk north through the first door, and then
move east and south. Tucked away in this small area is a Trimate.
4,000 Mesetas
-------------
From the exterior entrance to this sattelite with Air Castle, walk north
to the entrance to the castle. Enter. Walk north until you see
transparencies of those dimwits who stole the Eclipse Torch, and then walk
east. You will see a door. Enter it. From this door, walk north, east, and
south. Keep east, and once you head northward through a door, keep to the
west. Eventually, you will find a door heading out of this dungeon, so
take it. From this door, you don't have much of a choice but to walk north
through another castle entrance. From this entrance, walk north, passing
through two more doors, head around east and south, and take the stairs.
From the top of these stairs, follow the passageway up and around to the
south. Walk out of yet another door. You are now on the castle roof. Keep
east and walk south, and eventually you will find another door back into
the castle. Enter it. Inside, head west and south, exiting this area. On
the outside, walk west and south, eventually finding yet another door.
Enter. This slew of walkways that you now get to navigate is shaped kind
of like a horseshoe, and is fairly straightforward. Walk along this
"horseshoe" and head through every door except for the one that leads out
to the north. Along the way, be sure to pick up the Trimate that you will
come across. When you come to the southwestern exit, take it outside. From
outside of this door, head west-northwest to, you guessed it, another
door. Enter. Walk to the north and around to the west, and take to the
room south of the stairs to find 4,000 Mesetas.
2,000 Mesetas
-------------
From the exterior entrance to this sattelite with Air Castle, walk north
to the entrance to the castle. Enter. Walk north until you see
transparencies of those dimwits who stole the Eclipse Torch, and then walk
east. You will see a door. Enter it. From this door, walk north, east, and
south. Keep east, and once you head northward through a door, keep to the
west. Eventually, you will find a door heading out of this dungeon, so
take it. From this door, you don't have much of a choice but to walk north
through another castle entrance. From this entrance, walk north, passing
through two more doors, head around east and south, and take the stairs.
From the top of these stairs, head south into a checkered-floor room.
Inside is a treasure chest containing 2,000 Mesetas.
Genocyber Claw
--------------
From the exterior entrance to this sattelite with Air Castle, walk north
to the entrance to the castle. Enter. Walk north until you see
transparencies of those dimwits who stole the Eclipse Torch, and then walk
east. You will see a door. Enter it. From this door, walk north, east, and
south. Keep east, and once you head northward through a door, keep to the
west. Eventually, you will find a door heading out of this dungeon, so
take it. From this door, you don't have much of a choice but to walk north
through another castle entrance. From this entrance, walk north, passing
through two more doors, head around east and south, and take the stairs.
From the top of these stairs, follow the passageway up and around to the
south. Walk out of yet another door. You are now on the castle roof. Keep
east and walk south, and eventually you will find another door back into
the castle. Enter it. Inside, head west and south, exiting this area. On
the outside, walk west and south, eventually finding yet another door.
Enter. This slew of walkways that you now get to navigate is shaped kind
of like a horseshoe, and is fairly straightforward. Walk along this
"horseshoe" and head through every door except for the one that leads out
to the north. Along the way, be sure to pick up the Trimate that you will
come across. When you come to the southwestern exit, take it outside. From
outside of this door, head west-northwest to, you guessed it, another
door. Enter. Walk to the north and around to the west, and head out the
door you will see to the north. Goacross the long catwalk, and as soon as
it ends, turn east. You will find a small hut. Inside of it is the
Genocyber Claw.
8,000 Mesetas
-------------
To start this lloonngg item walkthrough from the beginning, walk north to
the entrance to the castle. Enter. Walk north until you see transparencies
of those dimwits who stole the Eclipse Torch, and then walk east. You will
see a door. Enter it. From this door, walk north, east, and south. Keep
east, and once you head northward through a door, keep to the west.
Eventually, you will find a door heading out of this dungeon, so take it.
From this door, you don't have much of a choice but to walk north through
another castle entrance. From this entrance, walk north, passing through
two more doors, head around east and south, and take the stairs. From the
top of these stairs, follow the passageway up and around to the south.
Walk out of yet another door. You are now on the castle roof. Keep east
and walk south, and eventually you will find another door back into the
castle. Enter it. Inside, head west and south, exiting this area. On the
outside, walk west and south, eventually finding yet another door. Enter.
This slew of walkways that you now get to navigate is shaped kind of like
a horseshoe, and is fairly straightforward. Walk along this "horseshoe"
and head through every door except for the one that leads out to the
north. Along the way, be sure to pick up the Trimate that you will come
across. When you come to the southwestern exit, take it outside. From
outside of this door, head west-northwest to, you guessed it, another
door. Enter. Walk north and a bit west, and you will find another door
that leads out to the north. Take it. Head north and when you hit the
castle wall, go east. There is a door for you to enter. Follow the hallway
to its end and take the staircase downward. On this floor, follow the
passageway upward and over, and walk south to another castle exit.
Outside, head east along the castle walls. If you want, you can head
south, and along that castle wall. There is a door that leads southward
into a room containing one of those energy ports. Anyhow, there is also a
door to the north. Head on in. You will see yet some more of those
transparencies of the cloaked guys, but just head northwest into the next
room. In this room, head east and north in the middle of the room, which
happens to be a catwalk bordered by lava. Lava seems to be a common sight
in the Air Castle. When you get to a split in the path, head left and up
the generic stairs (like the ones in Ladea Tower). Head out of the castle
(again!). From this part, walk west and then south a ways along the
rooftop. When you get to an open area with a staircase, don't bother going
east, as there is nothing there. Go down these stairs. From this
staircase, walk north, passing by the staircase that heads up. At the end
of this tunnel is a chest containing your 8,000 Mesetas.
Solar Dew
---------
To start this lloonngg item walkthrough from the beginning, walk north to
the entrance to the castle. Enter. Walk north until you see transparencies
of those dimwits who stole the Eclipse Torch, and then walk east. You will
see a door. Enter it. From this door, walk north, east, and south. Keep
east, and once you head northward through a door, keep to the west.
Eventually, you will find a door heading out of this dungeon, so take it.
From this door, you don't have much of a choice but to walk north through
another castle entrance. From this entrance, walk north, passing through
two more doors, head around east and south, and take the stairs. From the
top of these stairs, follow the passageway up and around to the south.
Walk out of yet another door. You are now on the castle roof. Keep east
and walk south, and eventually you will find another door back into the
castle. Enter it. Inside, head west and south, exiting this area. On the
outside, walk west and south, eventually finding yet another door. Enter.
This slew of walkways that you now get to navigate is shaped kind of like
a horseshoe, and is fairly straightforward. Walk along this "horseshoe"
and head through every door except for the one that leads out to the
north. Along the way, be sure to pick up the Trimate that you will come
across. When you come to the southwestern exit, take it outside. From
outside of this door, head west-northwest to, you guessed it, another
door. Enter. Walk north and a bit west, and you will find another door
that leads out to the north. Take it. Head north and when you hit the
castle wall, go east. There is a door for you to enter. Follow the hallway
to its end and take the staircase downward. On this floor, follow the
passageway upward and over, and walk south to another castle exit.
Outside, head east along the castle walls. If you want, you can head
south, and along that castle wall. There is a door that leads southward
into a room containing one of those energy ports. Anyhow, there is also a
door to the north. Head on in. You will see yet some more of those
transparencies of the cloaked guys, but just head northwest into the next
room. In this room, head east and north in the middle of the room, which
happens to be a catwalk bordered by lava. Lava seems to be a common sight
in the Air Castle. When you get to a split in the path, head left and up
the generic stairs (like the ones in Ladea Tower). Head out of the castle
(again!). From this part, walk west and then south a ways along the
rooftop. When you get to an open area with a staircase, don't bother going
east, as there is nothing there. Go down these stairs. From this
staircase, walk north and take the next staircase you come by. From the
top of this staircase, walk south and east. When you pass by the second
doorway on the floor below, there will be a choice to keep going east or
move north. Now go north. Traverse yet another staircase downstairs. Now
that you are downstairs, head south. In a treasure chest is the Solar Dew.
Moon Dew
--------
Head north into the castle. When inside, head north, and enter through the
door that the Xe-A-Thoul transparencies blocked. It's another one of those
energy-giving symbol thingies. Touch it if need be. Now head north out of
the castle. When outside, head north and you'll find a door back into the
castle. Directly north is another door that used to be blocked by the
Xe-A-
Fools (heh). Enter it. Inside is a staircase heading downward, which you
should take. At the bottom of this staircase, head all the way south to
the south wall, and then go east. Take the first north path, which is
halfway between where you just came from and the next north path. Head
down yet some more stairs. Head east from the staircase, and then north.
When you hit the north wall, head west, and take the first path south.
Take this staircase downward as well. Head south from the staircase, and
when you get to the south wall, head westward. Skip the first detour, and
take the second hallway north. Voila! It's a treasure chest containing a
Moon Dew.
Star Dew
--------
This item is along the way in the walkthrough.
Fake Torch
----------
This item is along the way in the walkthrough.
Finally, to start this walkthrough of the Air Castle, walk north to the
entrance to the castle. Enter. Walk north until you see transparencies of
those dimwits who stole the Eclipse Torch, and then walk east. You will
see a door. Enter it. From this door, walk north, east, and south. Keep
east, and once you head northward through a door, keep to the west.
Eventually, you will find a door heading out of this dungeon, so take it.
From this door, you don't have much of a choice but to walk north through
another castle entrance. From this entrance, walk north, passing through
two more doors, head around east and south, and take the stairs. From the
top of these stairs, follow the passageway up and around to the south.
Walk out of yet another door. You are now on the castle roof. Keep east
and walk south, and eventually you will find another door back into the
castle. Enter it. Inside, head west and south, exiting this area. On the
outside, walk west and south, eventually finding yet another door. Enter.
This slew of walkways that you now get to navigate is shaped kind of like
a horseshoe, and is fairly straightforward. Walk along this "horseshoe"
and head through every door except for the one that leads out to the
north. Along the way, be sure to pick up the Trimate that you will come
across. When you come to the southwestern exit, take it outside. From
outside of this door, head west-northwest to, you guessed it, another
door. Enter. Walk north and a bit west, and you will find another door
that leads out to the north. Take it. Head north and when you hit the
castle wall, go east. There is a door for you to enter. Follow the hallway
to its end and take the staircase downward. On this floor, follow the
passageway upward and over, and walk south to another castle exit.
Outside, head east along the castle walls. If you want, you can head
south, and along that castle wall. There is a door that leads southward
into a room containing one of those energy ports. Anyhow, there is also a
door to the north. Head on in. You will see yet some more of those
transparencies of the cloaked guys, but just head northwest into the next
room. In this room, head east and north in the middle of the room, which
happens to be a catwalk bordered by lava. Lava seems to be a common sight
in the Air Castle. When you get to a split in the path, head left and up
the generic stairs (like the ones in Ladea Tower). Head out of the castle
(again!). From this part, walk west and then south a ways along the
rooftop. When you get to an open area with a staircase, don't bother going
east, as there is nothing there. Go down these stairs. From this
staircase, walk north until you find another staircase that heads
upstairs. Take it. Now that you're upstairs, walk south and then east
along the south wall. Don't take the detour north, and keep east. When you
see a door, enter it and move upstairs. From the top of the stairs, head
south out of the door onto the rooftops, yes, again. Now that you're on
the rooftop, head west, but don't go north right away. Keep west, and when
you cross another part of the building, head north. Enter this rather
elaborate- looking doorway. You had better heal up now, because if you
aren't level 34 or 35, the battle with the three cloaked wizards is going
to be hell. When you're ready, head north and confront the three cloaked
fools, also known as Xe-A- Thouls. When you are done with them, be
prepared to tackle part 2 of the Air Castle. Head back to the spaceport,
save, and come back. When you come back, head north into the castle. When
inside, head north, and enter through the door that the Xe-A-Thoul
transparencies blocked. It's another one of those energy-giving symbol
thingies. Touch it if need be. Now head north out of the castle. When
outside, head north and you'll find a door back into the castle. Directly
north is another door that used to be blocked by the Xe-A-Fools (heh).
Enter it. Inside is a staircase heading downward, which you should take.
At the bottom of this staircase, head all the way south to the south wall,
and then go east. Take the first north path, which is halfway between
where you just came from and the next north path. Head down yet some more
stairs. Head east from the staircase, and then north. When you hit the
north wall, head west, and take the first path south. Take this staircase
downward as well. Head south from the staircase, and when you get to the
south wall, head westward. Take the first detour north and there awaits
you yet another staircase. At the top of this staircase, head down to the
south wall again, then head east, and take the first detour north. That's
the last staircase heading downward you'll be taking in this dungeon. The
bottom floor is very simple. Simply follow the path all the way to the
next staircase, and be sure to grab the Star Dew along the way. Take this
next staircase upwards. Now from the top, head south, then west. When you
hit the west wall, walk north to the next staircase. From this staircase,
head southward, and when you get to the south wall, head west and take the
first detour north, and you guessed it, it's another staircase. At the
summit of this staircase, head north and east around the wall, and then
south. Head west at the first detour into, again, another staircase. From
the top, head south, then west. Head north all the way along the west
wall. You will see a door (finally!!!), so enter it. Through this door is
a room with...yet another door. Enter this door and...you'll be on a
peninsula of floor surrounded on three sides by lava. There is a treasure
chest in the middle. Open it. It contains the Fake Eclipse Torch. You will
then be attacked by a single Specter. Easy. After that battle, the boss of
the house will show up. His name is Lashiec, and he will tell you how he
wants to torture you and Rune/Lutz. Lashiec, or Lassic if you are more of
a PS1 fan, is a very bad boy who can cause a lot of damage, so I hope you
aren't missing too much health or anything. He has roughly around 6,000HP
and can take quite a beating. Once you've defeated him, Rika will take the
Eclipse Torch from him and he will end up blowing his castle (and himself)
up. Luckily, you've escaped.
* * * *
Head back to Gumbious, and share your winning glory with the Bishop. He
will now loan you the Eclipse Torch. Warp to Meese and head northeast back
to the carnivorous trees. This time, instead of losing to them, you will
kill them all with the torch. Yay! Your next step is to get rid of this
awful tower, the Garuberk Tower. Before doing so though, you might want to
level up to at least level 34.
--------------
Garuberk Tower
--------------
¤ Monsters: Hakenleft, Dark Marauder, King Saber, Radhin, Ghoul,
De-Elm-Lars, Dark Force (2)
¤ Tresures: Trimate, Power Shield, Trimate, Star Dew, Moon Slasher,
Escapipe, Star Dew
Just to forewarn you, the monsters in this place are somewhat difficult in
lower levels. Some of them are extremely easy though. Overall, it's not
the worst place, but definitely not the easiest. The cool part is that
this place is like the insides of a body, and is organic.
Trimate
-------
This item is covered in the dungeon walkthrough.
Power Shield
------------
When you enter this place, first walk northwest, and then northeast.
You'll find a weird looking elevator-type door. Enter it if you will.
From the corresponding door, head east a bit and then north, heading left
when the possibility arises. In this room is a Trimate on the north side,
and an eyeball object on the west side. Use the C-button to touch the
eyeball. A new part of the level has now opened up. Head back east, and go
east again through the new opening. Follow the new passageway all the way
to the southeast, past the first detour south, and keep along it. At the
end is a treasure chest containing the Power Shield.
Trimate
-------
From the beginning area of the Garuberk Tower, first walk northwest, and
then northeast. You'll find a weird looking elevator-type door. Enter it
if you will. From the corresponding door, head east a bit and then north,
heading left when the possibility arises. In this room is a Trimate on the
north side, and an eyeball object on the west side. Use the C-button to
touch the eyeball. A new part of the level has now opened up. Head back
east, and go east again through the new opening. Follow the new passageway
a bit southeast, and take the first detour south you come to. There is an
organic elevator off to the immediate west. Head on through. From the
organic elevator from which you emerge, walk south a bit and you will come
upon a choice to go southwest and southeast. Head southwest, and the path
will quickly change southeastward. At the very edge of this path is abox
containing a Trimate.
Star Dew
--------
From the beginning room of the Garuberk Tower, first walk northwest, and
then northeast. You'll find a weird looking elevator-type door. Enter it
if you will. From the corresponding door, head east a bit and then north,
heading left when the possibility arises. In this room is a Trimate on the
north side, and an eyeball object on the west side. Use the C-button to
touch the eyeball. A new part of the level has now opened up. Head back
east, and go east again through the new opening. Follow the new passageway
a bit southeast, and take the first detour south you come to. There is an
organic elevator off to the immediate west. Head on through. From the
organic elevator from which you emerge, walk south a bit and you will come
upon a choice to go southwest and southeast. Head southeast. The path will
quickly change northeast and southeast again, and finally southward. When
you have a choice to go east, don't do so, and keep west. You'll come
across another organic elevator, so enter it. When you emerge, head east
and northeast along the path. When you come to a big open area, head
northwest. Along this way, there is a detour west. Take it. Inside this
room in the west edge is the Star Dew in a box.
Moon Slasher
------------
From the beginning of the Garuberk Tower, firstwalk northwest, and
then northeast. You'll find a weird looking elevator-type door. Enter it
if you will. From the corresponding door, head east a bit and then north,
heading left when the possibility arises. In this room is a Trimate on the
north side, and an eyeball object on thewestside. Use the C-button to
touch the eyeball. A new part of the level has now opened up. Head back
east, and go east again through the new opening. Follow the new passageway
a bit southeast,and take the first detour south you come to. There is an
organic elevator off to the immediate west. Head on thr