SUMMONER TACTICS GUIDE
Vol. 3.
Written by thewaynemanor
Copyright 2005.
-----------------------------
Table of Contents
1. DISCLAIMER
2. INTRODUCTION
3. SKILL
4. WEAPONS & INVENTORY
5. MAXIMUM LEVELLING
6. COMBAT TACTICS
7. BOSS FIGHTS
8. GAMEPLAY HINTS
9. SIDE QUEST ORDER
10. OMISSIONS FROM THE N. MACHER GUIDE
11. TRIVIA
12. GAME QUIRKS
13. ACKNOWLEDGEMENTS
-----------------------------
1. DISCLAIMER
The Tactics Guide is intended solely for use as a Companion
Edition to Nathaniel Macher's Summoner walkthrough on the
Game FAQ Site.
------------------------------
2. INTRODUCTION
This third version of the Tactics Guide features an expanded Combat
Tactics section, suggested strategies for fighting the Bosses, extra
Random Encounter and item information and a listing of miscellaneous
Quirks.
Please note that the Tactics Guide does not recap the game story or
provide a full walkthrough for Summoner. It is a support tool, and
by no means exhaustive, as there are many ways in which to play
Summoner. The methods outlined here are simply designed to maximise
players' chances of survival and their enjoyment of the game.
------------------------------
3. SKILL
This character attribute is the key to success in Summoner.
Skills range in rank from 1 (raw novice) to 10 (absolute master). The
characters will constantly require their Skills to perform tasks and feats
which can improve a situation for them. Attaining an adequate level of
competence is therefore vital, as everything from picking locks and
identifying items to casting spells and Summoning are dependent upon Skill.
Some Skills are generic and can be developed by all characters, while others
are highly specialised and restricted to classes such as fighters or
magic users. Some rare Skills are unique to one particular character.
A character’s Skills are suited to their class, of which there are four:
1. Cleric (Joseph)
2. Thief (Flece)
3. Magic User (Rosalind)
4. Fighter (Jekhar)
Skill points are in turn distributed incrementally throughout the game:
Levels 1-6: 2 Skill Points per level
Levels 7-19: 3 Skill Points per level
Level 20 + : 2 Skill Points per Level
Allocating points to specific Skills is challenging, as it will become obvious
that it is almost IMPOSSIBLE to achieve a ranking of 10 in all Skills.
This is due to four inhibiting factors:
i) Numerous Skills -
Simply put, there are too many to master. A ranking of 10 in one Skill
means another Skill remains at a very low level.
ii) XP requirements -
Increases exponentially once characters reach a certain level.
For example, each character needs over 2,000,000 XP to progress
from Level 25 to Level 26.
iii) XP value -
In the last stages of the game, there are several monsters (see
Combat Tactics) that provide high XP, but divided by four party
members it is not a cost efficient exercise. It would take hours
of gameplay to progress even one level.
iv) Skill Point decrease -
As of Level 20, only 2 Skill Points are allocated per level. This
slows progress considerably.
Although a mind-boggling task, it is theoretically possible for the
characters to have a ranking of 10 in all Skills. As the final number of
Skills per player and the rate of Skill point allocation is known, it
is possible to calculate the level required for each character to achieve
this:
Joseph: Level 71
Flece: Level 68
Rosalind : Level 55
Jekhar: Level 52
As this is an unrealistic scenario for most players, the issue of what
Skills are raised to a ranking of 10 becomes all-important. Firstly,
an assessment of available Skills is required.
All Skills can be broadly grouped into two groups, being ACTIVE and PASSIVE
Skills. They will determine a character’s offensive and defensive capabilities
in combat.
ACTIVE:
These are all Skills the player must actively choose, and deliberately expend
Ability Points to utilise.
Physical -
AIMED ATTACK
APPRAISE
ASSESS
HEAL
HIDE
KICK
PICK LOCK
PUSH
SNEAK
TRIP
-----------------------------
Magical -
DARK - Joseph, Flece, Rosalind
1 - Blind
2 - Silence
8 - Invisibility
10 - Death
-----------------------------
ENERGY - Rosalind
1 - Light
2 - Lightning
7 - Empower
10 - Power Leech
-----------------------------
FIRE - Joseph, Rosalind
1 - Fire Arrow
2 - Fireball
4 - Meteor Storm
7 - Wall of Fire
10 - Inferno
-----------------------------
HEAL - Joseph, Jekhar, Rosalind
1 - Heal
2 - Cure
4 - Regenerate
6 - Resurrect
8 - Vitalize
10 - Revive
-----------------------------
HOLY - Joseph, Rosalind
1 - Bless
2 - Protect
7 - Faith
10 - Curse
-----------------------------
ICE - Rosalind
1 - Icicle
3 - Icy Sleep
6 - Freeze
8 - Blizzard
10 - Ice Coffin
-----------------------------
SUMMON - Joseph
-----------------------------
PASSIVE:
The remaining Skills may be developed, but cannot be actively chosen
in combat, being “latent” abilities. It is still vital to raise many Skills
to high levels as this will have a positive effect on the combat formula.
AXE
BLUNT
BOW
COUNTER ATTACK*
CRITICAL HIT*
DODGE*
DOUBLE ATTACK*
HEAVY ARMS
MAGIC RESISTANCE
PARRY*
STAFF
SWORD
* Those marked with an asterisk may come into play during combat. It is
the game – not the player – that determines this and the chance of success.
NOTE! Quest Skills
These are Skills that play an important role in the game and allow character
advancement to another point in the story. They are:
APPRAISE
ASSESS
HEAVY ARMS
PICK LOCK
The following are a series of recommended Skill Point allocations for each
character, based on the premise that each character will reach Level 24.
Note that the essential Skills for each character are ranked while the
unnecessary Skills are grouped below them.
Joseph
------
BLUNT 10
DODGE 7* (a)
FIRE 7 (b)
HEAL 8
HEAVY ARMS 9 (c)
HOLY 7
MAGIC RESISTANCE 10
SUMMON 1 (d)
SWORD 9
------
AXE 1
BOW 1
COUNTER ATTACK 1
DARK 1
DOUBLE ATTACK 1
PARRY 1
PUSH 1
STAFF 1
(a) DODGE = 7
Rationale:
Ranking boosted to 10 when Defender Kite Shield equipped.
(b) FIRE = 7
Rationale:
The first four FIRE spells are sufficient. The Level 10 spell
INFERNO is not long-range and doesn’t do enough damage to justify
inclusion.
(c) HEAVY ARMS = 9
Rationale:
Needed to wield the Sword of the Summoners at the climax of the game.
(d) SUMMON = 1
Rationale:
Unfortunately, building the Skill itself becomes irrelevant in the later
stages of the game. All the SUMMON creatures are still accessible with a
Skill of 1 and the ranking can be boosted to 6 when using the Summoner
Torque or Summoner Gauntlets + Leggings to accelerate the creature's AP
recovery rate.
------------------------------
Flece
-----
APPRAISE 9* (a)
BACKSTAB 10
DODGE 7*
HEAVY ARMS 6
PICK LOCK 10
TRIP 10
SWORD 10
------
AIMED ATTACK 2
BOW 2
COUNTER ATTACK 1
DARK 1
HIDE 1
KICK 1
MAGIC RESISTANCE 1
PARRY 1
SNEAK 2
(a) APPRAISE = 9
Rationale:
Boosted to a ranking of 10 with the Thief's Gauntlets equipped. 10 is
needed to complete the Nhuvasarim Quest.
(b) DODGE = 7
Rationale:
Ranking boosted to 10 when Defender Kite Shield equipped.
------------------------------
Rosalind
--------
BOW 10 (a)
ENERGY 7 (b)
FIRE 7
HEAL 10
HOLY 10
ICE 7 (c)
MAGIC RESISTANCE 7* (d)
------
ASSESS 2
CRITICAL HIT 1
DARK 2
DODGE 2
PARRY 1
STAFF 3
TRIP 1
(a) BOW = 10
Rationale:
There are times when Rosalind may have to fight, such as in the Caverns
when Jekhar is absent. A Skill of 10 with a Bow that has a Status
effect is very useful, especially if Rosalind expends all her AP.
(b) ENERGY = 7
Rationale:
EMPOWER (ranking 7) is invaluable but POWER LEECH (10) is not the
most effective means of stopping foes.
(c) ICE = 7
Rationale:
BLIZZARD (ranking 7) has a similar effect to FIRE WALL, and is highly
effective against fire-based foes. See the Combat Tactics section.
ICE COFFIN (ranking 10) is has virtually the same effect as the lower
FREEZE (ranking 6).
(d) MAGIC RESISTANCE = 7
Rationale:
Ranking boosted to 10 with Magus Leggings + Boots equipped.
------------------------------
Jekhar
------
BLUNT 10
CRITICAL HIT 10 (a)
DODGE 7* (b)
HEAL 10
HEAVY ARMS 7 (c)
MAGIC RESISTANCE 10
------
AXE 3
COUNTER ATTACK 5
DOUBLE ATTACK 1
KICK 2
PARRY 3
PUSH 3
SWORD 3
(a) CRITICAL HIT = 10
Rationale:
Ranking boosted to 12 when Onslaught Ring is equipped.
(b) DODGE = 7
Rationale:
Ranking boosted to 10 when Defender Kite Shield is equipped.
(c) HEAVY ARMS = 7
Rationale:
A ranking of 7 provides access to the best armour and weapons.
------------------------------
NOTE!
With the exception of Joseph - who commences the game at Level 1 - the
other three characters all have an initial allocation of Skill Points. This
forced diversification of Skills is due to the fact that Flece, Rosalind
and Jekhar start at low levels - 4, 6 and 8 respectively - and a character
CANNOT raise a Skill to a ranking that exceeds their overall level.
While this is unfortunate as some of the allocated Skill Points are in
unnecessary Skill categories, it is possible to withhold allocation of further
Skill Points, and use them at a later level when more preferable Skills become
available. These Skill Points can accumulate and are NOT lost.
------------------------------
c) A Final Word on Skill
It is also possible through the use of magical items to boost a Skill
to a ranking beyond 10.
These Skills may be improved:
AIMED ATTACK
COUNTER ATTACK
CRITICAL HIT
DODGE
DOUBLE ATTACK
HIDE
KICK
PARRY
PUSH
SNEAK
TRIP
Extensive game play has revealed that boosting one of these Skills
will increase the FREQUENCY of the event, but no additional damage is
incurred if applicable. A ranking of 10 is considered the endpoint
for all other Skills.
------------------------------
4. WEAPONS & INVENTORY
The following is a short list of the ideal weapons and inventory for each
character. Please refer to the full walkthrough for values and status
effects.
Joseph
------
Weapon: Debasser - until Sword of the Summoners
Shield: Defender Kite Shield
Chest: Summoner Platemail (Full Body)
Hands: Summoner Gauntlets
Legs: N/A*
Feet: Summoner Sabaton
Magical Items: Battle Torque*
Ring of the Gods
Ring of Mastery
* Equip Summoner Torque and Summoner Chainmail + Leggings if needing a
Skill bonus when using SUMMON.
------------------------------
Flece
-----
Weapon: Sornehan Dagger
Shield: Defender Kite Shield
Chest: Chainmail Tunic
Hands: Steel Gauntlets
Legs: Chainmail Leggings
Feet: Springsteel Boots
Magical Items: Battle Torque
Ring of Might
Ring of Swiftness
------------------------------
Rosalind
--------
Weapon: Farslayer Bow
Shield: N/A
Chest: Mellifuous Wrappings (Full Body)
Hands: Magus Gauntlets
Legs: Magus Leggings
Feet: Dragon Boots
Magical Items: Battle Torque
Ring of Mastery
Ring of Might
------------------------------
Jekhar
------
Weapon: Debasser
Shield: Defender Kite Shield
Chest: Hero’s Platemail (Full Body)
Hands: Hero’s Gauntlets
Legs: N/A
Feet: Warrior's Sabaton
Magical Items: Battle Torque
Onslaught Ring
Ring of Swiftness
------------------------------
a) Qualifiers
i) The Debasser is the ideal weapon for both Joseph and Jekhar for
several reasons:
- The Debasser is BLUNT. Almost all foes are vulnerable to
BLUNT.
- Speed ratio = 1.00.
The best swords – Dread, Drithen and Winterlong* - may do more damage
but are too slow (Speed ratio = 0.67).
The exception is the Sword of the Summoners, but it is not obtained
until the final battle.
- 75 damage.
- Can cause TRIP.
- One-handed weapon, allowing the use of a shield.
* If acquiring the Winterlong, it should be kept as some of the
later monsters such as the Golems and Lichs are highly resistant to
BLUNT, but weak against ICE. As the Winterlong does 90 ICE damage,
it is ideal for these situations.
------------------------------
NOTE!
The Debasser first appears in the game in an Orenian DESERT Night
Random Encounter. Kangji the Weapon Smith sells the weapon for 50,000 GP.
Two should be purchased - one for Joseph and one for Jekhar when he
rejoins the party in Wolong.
------------------------------
ii) Equip Chest + Leg armour - specifically the Chainmail Tunic +
Leggings - as the combined Protection Rating is superior to
almost all the full body values.
- Acquire this combination for Joseph,Flece and Jekhar during the
first visit to the Saanavarah.
- Example - When Flece begins the Tower of Eleh, she is automatically
equipped in Springsteel Leather (Protection Rating = 30). This
should be swapped immediately for the Chainmail Tunic + Leggings
combination (Protection Rating = 55).
- Joseph and Jekhar can eventually acquire full body armour with
higher Protection Ratings, but not until the later stages of the
game.
iii) Magical Items – with over 70 items to choose from, there is no "perfect"
combination for each character. While a subjective decision, the items
allocated to the characters are arguably the best all-round choices as
they cater to each character’s class and maximise the chances of SURVIVAL.
Joseph: Large boost in HP and AP.
Flece: Large boost in speed and some HP.
Rosalind: Large boost in HP and AP.
Jekhar: Large boost in speed and attacking power courtesy of
Status Effect.
------------------------------
5. MAXIMUM LEVELLING
By following Summoner in a linear fashion, Joseph and later the
other characters will struggle on from level to level, with even
the first major obstacle - the Lenele Sewers – being a risky
proposition.
There is a means, however, for Joseph to reach at least Level 19
BEFORE even meeting Flece!
The sequence is as follows:
i) Massad
------
Joseph collects as many items as possible but does NOT
engage the Orenians. Reaches Exit point at Level 1 and ONLY fights
the Barbarian - use Chains + run and HEAL if necessary.
ii) Lenele
------
Find ALL random items, including the Amethyst in the Crown District
and sell
Complete these Quests:
- 3/4 of Durgan's Lucky Charm
- Merchant of Orenia
- 1/2 of the Encyclopedia of Heresies
Joseph should now be LEVEL 7
----------------------------
Accept this Quest:
- Sword of Jarl
Buy & Sell at Apothecary in Old City:
- Sell all unnecessary items
- Buy 10 METEOR SCROLLS
iii) World Map for Random Encounter GRASSLAND (Day)
----------------------------------------------
- Kill Korel with 5 METEOR scrolls
Joseph should now be LEVEL 8
----------------------------
iv) Lenele
------
- Complete Sword of Jarl Quest
- Sell the Reward + any other accumulated weapons
- Visit Blacksmith and buy Shield
Buy at Apothecary in Old City:
- Buy an ICE and LIGHTNING TOME and then as many ICE
RUNES as is possible (at least 50)
Tanner in Old City:
- Buy armour
Accept these Quests:
- Beggar's Eyes
- Salamanka's Tongue
v) World Map for Random Encounter HILLS (Day + Night)
--------------------------------------------------
The Khonsani stronghold, a tan mountain to the north-west of Lenele, is
the destination. There are two Random Encounters on the slopes of the
Khosani mountain:
HILLS Day: Fire Salamanka
Golems (Brass + Iron)
Ignore the Golems and approach the real target, the Salamanka. Kill the
Salamanka with 5 ICE RUNES; retrieve Salamanka's Tongue and exit. There is
no need to return to this Encounter.
-----------------------------
HILLS Night: Fire Imps
Oni
Red Rokhul
The Night Encounter should be handled with care, as these are the strongest
foes to date.
NOTE! There is a slim chance that the Fire Imp nearst to Joseph will cast
METEOR STORM, and that the second Fire Imp nearby will NOT fly away
but rather attack. Counter this possibility by having ample Healing
Potions.
Once the Imp is defeated, move slowly around the edges of the area and pick off
the Red Oni one by one. There are always three per Encounter, and each yields
between 3,000 – 8,000 XP, which can mean instant jumps in levels.
NOTE!
The Rokhul occasionally drop Amethysts, while the Fire Imps will drop
Garnets. By hoarding at least 8-10 of each gem type, the party will be able
to sell these later in Lenele, and then be able to purchase the best
weapons and inventory available on the first visit to the Khosani Mountain.
- Return to World Map and keep repeating the Encounter
until all ICE RUNES have been expended.
Joseph should now be at least LEVEL 13
--------------------------------------
vi) Lenele
------
- Complete Salamanka's Tongue + Beggar's Eyes
- Re-visit Apothecary in Old City and restock on ICE items
(at least 60 +); METEOR scrolls (15 +) and CURSE scrolls
(at least 5 +)
- Sell any items acquired (eg. gems, Torques)
vii) World Map for Random Encounter HILLS (Night)
--------------------------------------------
- Repeat constantly until all ICE items are expended
Return to Lenele to restock if necessary and return
JOSEPH should now be LEVEL 19
-----------------------------
viii) Lenele
------
Accept this Quest:
- Ragneli's Robbers
ix) World Map for Random Encounter GRASSLAND (Day)
----------------------------------------------
- Kill Zane and Robbers*
* NOTE!
Even with Joseph at this level, his armour is still only
rudimentary and the Encounter could be potentially fatal.
Walk BEHIND Zane, draw his attack, run up the slope to higher
ground and kill Zane with several METEOR scrolls. Retrieve
Zane's Bow, cast BLESS + REGENERATE, and then carefully pick
off Zane's men from a distance with WALL OF FIRE.
DO NOT run into the middle of the group as they will all
pursue Joseph CONSTANTLY.
x) Lenele
------
- Complete Ragneli's Robbers Quest
- Re-visit Apothecary in Old City and restock on ICE items
(at least 60 +); METEOR scrolls (15 +) and CURSE scrolls
(at least 5 +)
- Meet and equip Flece
xi) World Map for Random Encounter HILLS (Night)
--------------------------------------------
- Joseph should take the brunt of any damage and allow Flece to
level passively. Continue and repeat until all ICE items are
expended.
FLECE should be at least LEVEL 12
---------------------------------
xii) Lenele Sewers + Palace
----------------------
xiii) Iona
----
- Meet Rosalind but DO NOT enter the Catacombs
xiv) Lenele
------
- Equip Rosalind
- Sell any items acquired (eg. gems, Torques)
- Re-visit Apothecary in Old City and restock on ICE items
(at least 60 +) and CURSE scrolls (at least 10 +)
xv) World Map for Random Encounter HILLS (Night)
--------------------------------------------
- Continue to kill Red Oni until Flece and Rosalind are
Level 19
THEN CONTINUE STORY
-------------------
Final Notes:
Random Encounters
-----------------
Early Random Encounters can be quite problematic for Joseph, and
should be avoided until he is accompanied by other Party members.
The FOREST Night Encounter is the best example, as it places Joseph
and any other party members present in the middle of a clearing with
a Fire Imp and three fast-moving Bone Servants about to attack.
To avoid this particular Encounter avoid the heavily shaded green
areas which signify FOREST, and only travel once strong enough to
handle what in all likelihood will be a GRASSLAND Random Encounter.
These are:
GRASSLAND Day: Bacites (Brown and Green)
GRASSLAND Night: Bone Knight
Bone Mages
Bone Servants
To actually ESCAPE an Encounter control the lead character and have
them RUN to the yellow line marking the boundary of the map, as this
will render it null and void and place the characters back on the
World Map. Note that if a SUMMON monster does this then Joseph will
appear on the World Map.
Alternatively, the SAVE + RELOAD option (see GAMEPLAY HINTS)
can be used.
Masaad (2nd Visit)
------------------
Possible at any time, although is Joseph is still in SOLO mode it is
recommended not to return until at least Level 12.
On returning to Masaad the Orenians will be present in greater numbers
with superior weapons such as battleaxes and bows.
Remember:
- Take special care with Archers as if in range an arrow hit can
have the effect of SLOW and hamper an escape.
- NOTE!
Ensure Party members have weapons DRAWN at all times, as if
struck while they will STOP and draw weapons automatically, which
will slow an attack/escape.
- Don’t overlook the three Barbarians at the west wall at the far end of
Masaad.
- Keep all weapons dropped by foes as they can be sold in Lenele. Also
refer to the OMISSIONS FROM THE N. MACHER GUIDE section for extra items.
* Masaad remains a possible destination until the story moves to the Tower of
Eleh in Orenia. Masaad disappears from the World Map post-Orenia.
Maximum Levelling post-Orenia
-----------------------------
There are three locations that are occupied by high XP-yielding monsters:
FOREST Night Stone Statues: 4 - 8,500 XP
Ikaemos Onyx Gargoyles: 7,500 XP
Stone Statues: 4 - 8,500 XP
Iona Bone Kings*: 5 - 7,900 XP
Liches : 4 - 7,500 XP
Note: Ikaemos and Iona may be revisited after defeating the Demons.
* The Bone King drops can be very generous, including the Battle Torque,
Debasser and Shadow Platemail.
------------------------------
6. COMBAT TACTICS
i) CHAINS
The Chains available to each character listed in the order learnt:
Joseph
------
Added Blow
Push
Mind Drain
Life Leech
Confusion
Revitalize
Burn Hands
Desperation
Stamina Attack
Silence
------------------------------
Flece
-----
Kick
Mug
Trip
Leg Swipe
Arm Slice
Blind Stab
Desperation
Stamina Attack
Silence
------------------------------
Rosalind
--------
Bless
Revitalize
Prayer
Confusion
Stamina Attack
Mind Drain
Shocking Grasp
Burn Hands
Icy Touch
------------------------------
Jekhar
------
Kick
Axespin
Earthshaker
Mend
Steelskin
Overpower
Desperation
Sacrifice
Life Leech
ii) OFFENSIVE/DEFENSIVE FACTORS
There are both combat bonuses and penalties that apply depending on
the circumstances. These are indicated by the blue percentage figures
that appear as a character attacks OR is attacked in turn.
Height - +/- : 15-50% depending on degree of elevation
Behind - +/- : 9-15%
Blinded - +/- : 25%
iii) PROTECT + FAITH
Use constantly. Vital during the maximum levelling process as the
armour available at this stage of the game is very weak. VITALISE - a
good support spell to be used when some of the characters start taking
damage.
iv) CURSE + EMPOWER
CURSE will weaken foes and they will take more damage as a result, which
enables an EMPOWERED party member to inflict double damage. Damage will
be quadrupled if used on Jekhar who then scores a successful CRITICAL HIT.
A good strategy against the Four Riders.
v) TRIP + BACKSTAB
Flece should use this combination as much as is possible. With these Skills,
Flece can defeat most foes - including Bosses - very quickly.
Note that if Flece is attacked whilst using these Skills the combination may
be interrupted.
vi) FREEZE + BACKSTAB
With Rosalind and Flece working in tandem this can mean instant kills.
vii) FIRE WALL & BLIZZARD
Use on strong stationary foes whenever possible. A slow but still
guaranteed kill. A good tactic to adopt during the first visit to the
Caverns of Wolong as the party will be missing Jekhar.
viii) DARK
Avoid investing large amounts of Skill points in this spell discipline.
There are only four spells to be gained instead of the usual five, and
the last two are very erratic.
INVISIBILITY is too unpredictable as enemies invariably detect the
characters, and can also be obtained via potions and scrolls. DEATH only
works around 1 in 20 times.
BLIND and SILENCE, however, can be learnt quickly and are helpful in combat.
ix) SCROLLS & TOMES
Invaluable as the spells have been pre-cast and stored.
This means the spells are available for use instantly. For example, if
Rosalind is being attacked by an archer, she does not have to try and cast
the spell and risk interruption. The desired scroll or tome simply has to
be selected from the Inventory and the spell will be cast immediately as
soon as returning to gameplay.
x) ICE COFFIN
If used in Scroll form, this spell will almost always work.
Purchasing multiple Scrolls is recommended as this is a very effective way
of reducing the odds in large battles.
xi) TEARS OF USAMAN
DO NOT waste this potion on the journey up the Platforms of Wolong. Joseph,
Flece and Rosalind are more than capable of defeating the Orenian soldiers.
The potion can be a great asset at crucial times such as when Jekhar and
Rosalind must complete their mission in Lenele or when fighting Machival.
xii) FLECE POST-ORENIA
Ensure that Flece has access to a superior EDGED weapon, as many of the later
foes such as Golems, Lichs and some Bosses (eg. Titus) are immune to PIERCING.
Unfortunately, Flece does not have the BLUNT Skill.
xiii) SUMMON
1st set of Elemental Rings:
Ring: Darkness
---- --------
BLACKFIRE ELEMENTAL
Ring Power: 0
AP to Summon: 10
HP: 97
CHAINS: Up BLINDNESS STAB
Down LEG SWIPE
Left BURNING HANDS
Right SILENCE
SKILLS: AIMED ATTACK 4
DODGE 2
PARRY 2
SPELLS: BLIND
DARK WALL
FIRE WALL
Ring: Light
---- -----
MIST ELEMENTAL
Ring Power: 0
AP to Summon: 10
HP: 146
CHAINS: Up SHOCKING GRASP
Down PRAYER
Left MEND
Right BLINDNESS STAB
SKILLS: WEAPONS - HAND TO HAND 4
SPELLS: LIGHT
LIGHTNING
Ring: Fire
---- ----
RED MINOTAUR
Ring Power: 0
AP to Summon: 15
HP: 97
CHAINS: Up BURNING HANDS
Down TRIP
Left ADDED BLOW
Right AXE SPIN
SKILLS: DODGE 3
DOUBLE ATTACK 6
PARRY 3
TRIP 4
SPELLS: N/A
Ring: Stone
---- -----
GOLEM
Ring Power: 0
AP to Summon: 15
HP: 48
CHAINS: Up OVERPOWER
Down EARTH SHAKER
Left DESPERATION
Right ADDED BLOW
SKILLS: PARRY 4
SPELLS: N/A
2nd set of Elemental Rings:
Ring: Fire
---- ----
BLOOD ELEMENTAL
Ring Power: 60,000
AP to Summon: 30
HP: 195
CHAINS: Up LIFE LEECH
Down MIND DRAIN
Left DESPERATION
Right SACRIFICE
SKILLS: WEAPONS - HAND TO HAND 4
SPELLS: FIREBALL
WALL OF FIRE
Ring: LIGHT
---- -----
WRAITH
Ring Power: 60,000
AP to Summon: 30
]
HP: 244
CHAINS: Up LIFE LEECH
Down MIND DRAIN
Left SILENCE
Right ICY TOUCH
SKILLS: DODGE 7
PARRY 7
SPELLS: BLIND
LIFE DRAIN
LIGHT
LIGHTNING
SILENCE
Ring: STONE
---- -----
BLADE OF URATH
Ring Power: 60,000
AP to Summon: 25
HP: 244
CHAINS: Up ADDED BLOW
Down LIFE LEECH
Left DESPERATION
Right SACRIFICE
SKILLS: CRITICAL HIT 10
DOUBLE ATTACK 10
SPELLS: N/A
Ring: DARKNESS
---- --------
SPIRIT OF LAHARAH*
Ring Power: N/A
AP to Summon: 50
HP: 390
CHAINS: N/A
SKILLS: COUNTER ATTACK 6
DODGE 6
PARRY 6
SPELLS: N/A
* Note that this Summon is only available if the Tome of the
Nhuvasarim Side Quest is completed.
The Dragon Rings:
Ring: WATER
---- -----
i) BLUE IMP
Ring Power: 0
AP to Summon: 15
HP: 146
CHAINS: Up MEND
Down MUG
Left ICY TOUCH
Right REVITALISE
SKILLS: DODGE 7
SPELLS: HEAL
CURE
REGENERATE
VITALISE
ICICLE
FREEZE
BLIZZARD
ICE COFFIN
BLUE IMP SLEEP
ii) DRAGON OF WATER
Ring Power: 60,000
AP to Summon: 50
Power: HEAL
Ring: FOUR WINDS
---- ----------
i) CELESTIAL SAMURAI
Ring Power: 0
AP to Summon: 30
HP: 244
CHAINS: Up ADDED BLOW
Down OVERPOWER
Left BLESS
Right REVITALISE
SKILLS: COUNTER ATTACK 8
CRITICAL HIT 8
DODGE 6
DOUBLE ATTACK 8
PARRY 6
SPELLS: N/A
ii) DRAGON OF THE FOUR WINDS
Ring Power: 60,000
AP to Summon: 30
Power: Damages foes
Ring: FOREST
---- ------
i) POISON ELEMENTAL
Ring Power: 0
AP to Summon: 20
HP: 146
CHAINS: Up LIFE LEECH
Down TRIP
Left MIND DRAIN
Right DESPERATION
SKILLS: TRIP 10
SPELLS: POISON
ii) DRAGON OF THE FOREST
Ring Power: 60,000
AP to Summon: 30
Power: Damages foes
Ring: JADE
---- ----
i) JADE GOLEM
Ring Power: 0
AP to Summon: 14
HP: 292
CHAINS: Up ADDED BLOW
Down STEELSKIN
Left OVERPOWER
Right PRAYER
SKILLS: COUNTER ATTACK 8
PARRY 8
SPELLS: JADE BEAM
ii) JADE DRAGON
Ring Power: 60,000
AP to Summon: 30
Power: Damages foes
------------------------------
Suggested use of Rings:
Medeva - 1st set of Elemental Rings*
Orenia - N/A
Changed Medeva - 2nd set of Elemental Rings + Dragon Rings
* While the 1st set of Summons become available in the later stages of Changed
Medeva, they are too weak to fight the more powerful foes.
To maximise the effectiveness of a Summon, cast BLESS, FAITH + EMPOWER on
the creature.
Suggested use for each Summon:
Blackfire Elemental - DARKWALL. Status effects BLIND + SILENCE on foes
Mist Elemental - LIGHTNING
Golem - EARTHSHAKER
Red Minotaur - TRIP
Blue Imp - All spells
Celestial Samurai - CHAIN ADDED BLOW
Poison Elemental - TRIP + POISON
Jade Golem* - Physical + JADE BEAM
Blood Elemental - Physical + WALL OF FIRE
Wraith - BLIND or SILENCE
Blade of Urath - CHAIN ADDED BLOW.
Devastating if able to chain attack together.
Spirit of Laharah - Attack foes from behind
Dragon of Water - No choice of action. HEAL or RESURRECT
cast on party if needed.
Dragon of Four Winds - No choice of action. Damage to foes.
Can be used for an instant kill on the
Arch-Lich Mortankas
Dragon of Forest - No choice of action. Damage to foes.
Dragon of Jade - No choice of action. Damage to foes.
* The Jade Golem deserves a special mention as it is the most powerful
Summon in the game:
- Attack is BLUNT
- Can use CHAIN attacks
- Use of the Jade Beam, which will affect ALL foes
- Cannot be knocked down
------------------------------
NOTE!
Contrary to what the Game Manual states, Joseph does NOT lose any HP
permanently if a Summoned creature is killed.
------------------------------
7. BOSS TACTICS
i) Masaad - Barbarian:
Joseph should be level 4. Chain until defeated.
If knocked down, run, dodge and HEAL, before repeating.
ii) Zane + five Bandits - Random Encounter
An optional encounter, but potentially challenging as all
foes are Level 15. Stand as close to Zane as possible, and when
he attacks control Flece and use TRIP + BACKSTAB. Then fight
Zane's men 1-2 at a time with Joseph also casting METEOR SWARM.
iii) Salamanka - Random Encounter
Prior to seeking the Salamanka, purchase the ICICLE TRACT
from the Apothecary in the Old City that provides this Quest.
Control Joseph and from a safe distance quickly cast the spell
four times for an instant kill.
iv) Lenele Sewers - Iron Golem + Two Brass Golems:
A levelled Joseph should defeat all three quickly with METEOR
STORM. Ignore the giant Tentacles.
v) Catacombs of Iona - Carados + Two Bone Mages:
Flece should use BACKSTAB + TRIP on Carados while Rosalind
uses METEOR SWARM to defeat the Bone Mages.
vi) World Map - Ghost Rider + Bone Mage & Bone Servant:
Control Rosalind as the Rider will ALWAYS target her. Have
Rosalind run from the Rider while Joseph and Flece defeat
the Bone Mage and Bone Servant. Have Rosalind continually
cast METEOR STORM from a Scroll or Book until the Rider is
defeated.
vii) Fire Pit - Giant Salamanka:
Control Rosalind and enter SOLO Mode immediately. Move the rest of
the Party to a secure corner of the room away from the Salamanka.
Cast PROTECT + FAITH. Cast BLIZZARD under the Salamanka until the
cut scene plays and it moves back into the lava. Repeat twice to
defeat.
viii) World Map - Phoenix Rider:
The Rider will not attack immediately, so control Rosalind
and cast PROTECT + FAITH, followed by EMPOWER on Jekhar and
then ICICLE. Once the Rider dismounts VITALISE may be crucial as
the Rider can use INFERNO to knock a Party member down. If the
Rider casts WALL OF FIRE across the characters at any point
control Rosalind, enter SOLO mode and pull the entire Party
back until the spell finishes.
While this Rider can regenerate to full health and attack again,
Flece should be able to use TRIP + BACKSTAB for a quick win.
Ensure that Rosalind stays out of range of the Rider's bow as he
will target her as the main threat.
ix) Ikaemos - The Priest-King:
Alternate between Flece and Rosalind. Flece should use TRIP to
keep the Priest-King off balance, Rosalind should attack with
ICICLE as he is weak against ICE. CURE can be used by any
spell-caster to reverse the petrification Status Effect.
x) World Map - Serpent Rider:
Control the character the Rider targets and run. If possible
control Rosalind and cast support spells, including CURE when
the Rider uses a Status attack. Cast METEOR STORM as a spell or
from a scroll as many times as possible. Once the Rider dismounts
control Flece and use TRIP + BACKSTAB.
xi) Temple of Urath - Tiger Rider:
Move back into the passageway out of the Tiger Rider's range and
control Joseph and cast PROTECT + FAITH. Move back into the open
area and cast METEOR STORM as a spell or from a scroll
continously. Keep Joseph moving and cast CURE On Flece when
necessary to reverse Status Effects. Once the Rider dismounts,
control Flece and use TRIP + BACKSTAB to win.
xii) Wolong - General Pijian + 3 Orenian Soldiers:
Control Joseph and Summon the Blue Imp BEHIND the enemy as they
rush forward. Then control Rosalind and have her retreat and cast
PROTECT, then move in and cast CURSE. Ensure that Pijian attacks
either Joseph or Flece, and not Rosalind. Control Flece and defeat
1-2 Orenians with TRIP + BACKSTAB. Control the Blue Imp and
cast VITALISE at this stage. Switch back to Flece to finish the
last Orenian if not already killed, then use TRIP + BACKSTAB to
defeat Pijian. Be sure to kill all Orenian soldiers first as a
cut scene is triggered once Pijian is killed.
xiii) Caverns of Wolong - Azha the Archlich:
Not technically a Boss as it is optional as to whether
you wish to fight him. There are three ways to defeat Azha:
i) DEATH -
this DARK spell will kill Azha outright.
ii) POISON -
the Katar itself will do no damage, but the Status Effect
will ultimately kill Azha.
iii) IMPALMENT -
as the party move up a slope to first encounter Azha, they
will pass a switch. Move the party back BEHIND this switch,
with one character ready to use it. Switch to SOLO mode and
have one character move back up the slope and attack Azha.
Lure Azha down the slope, and as soon as the character is
behind the switch, have the other character use it. The floor
spikes will kill Azha instantly.
xiv) Liangshan Forest - Phoenix Rider + Serpent Rider:
Control Rosalind and run back from the fight, and cast
PROTECT + FAITH and then VITALISE if needed. Cast CURE on any
character affected by the Serpent Rider's Status Effects.
Be sure to move the characters away when a Rider is defeated,
as a Rider's last act is to cast FIREBALL. Control Flece and
use TRIP + BACKSTAB to finish the Phoenix Rider if necessary.
Again, avoid the FIREBALL.
xv) Liangshan Forest - General Wentao + Orenian Force:
Elite Samurai (5), Mages (3), Soldiers (2)
SAVE prior to this battle. Control Rosalind and cast PROTECT +
FAITH, then EMPOWER on Jekhar. Advance the party and kill each
wave as quickly as possible. Control Flece and use TRIP + BACKSTAB
for quick wins. Control Rosalind and cast VITALISE if needed.
NOTE!
General Wentao drops his weapon - the Kishin Impaler - 50%
of the time. Reset to obtain the drop if necessary and equip on
Flece.
xvi) Jade Temple - Ghost Rider + Tiger Rider:
Control Rosalind and move her out of range of the Riders and
cast PROTECT + FAITH, then EMPOWER on Jekhar. Use VITALISE if
need be, but also be ready to cast REVIVE if the Ghost Rider
scores a killing blow, which can happen occasionally. Control
Flece and use TRIP + BACKSTAB on the Riders as soon as is
possible.
xvii) Jade Temple - Murod (Murod + Murod Oni):
Control Rosalind and cast PROTECT then EMPOWER on Joseph. Be ready
to cast CURE if Murod uses FREEZE on a party member. Cast VITALISE
if needed.
Once Murod assumes Oni form, control the character Murod targets and
run, leading Murod back into the path of the other characters. USE
POTIONS TO RESTORE HEALTH IMMEDIATELY as Murod's attacks in this form
are very damaging. If all party members' HP are high, control FLECE
and use BACKSTAB repeatedly until Murod Oni is defeated.
xviii) Lenele Palace - Sornehan + Galienne:
Note:
Sornehan is invulnerable to physical attacks, while Galienne
is invulnerable to spells.
Control Rosalind and get some distance from the fight. Allow both
Sornehan and Galienne to attack Jekhar. Cast PROTECT + FAITH, then
EMPOWER followed by HEAL on Jekhar. Control Jekhar and attack
Galienne. Jekhar will defeat her quickly with physical attacks.
Control Rosalind and cast HEAL on Jekhar if needed, then switch back
to Jekhar and attack Sornehan. Switch back again to Rosalind and cast
METEOR STORM on Sornehan repeatedly. Sornehan will be distracted
by Jekhar and being unable to reach Rosalind be defeated in short
order.
xix) Fire Pit - Pyrul:
Control Rosalind move away from Pyrul. Cast PROTECT + FAITH, followed
by EMPOWER on Jekhar. Control any character caught in a WALL OF FIRE
and move them off to the side of Pyrul. Control Rosalind and cast
VITALISE, which will proably be needed at least twice. If possible,
control FLECE and use BACKSTAB constantly.
xx) Iona Library - Luminar:
An advantage here is that Luminar will wait for the party to descend
the stairs before attacking. Control Joseph or Rosalind and cast
PROTECT + FAITH on the party. Control Rosalind and cast EMPOWER on
Jekhar. Control Joseph and SUMMON the Jade Golem. Then descend the
stairs and fan out, keeping Rosalind at the rear to cast VITALISE
if needed. Control the Jade Golem and use JADE BEAM constantly.
Switch to Flece for BACKSTAB when possible, and back to Rosalind for
VITALISE again as needed.
xxi) Ikaemos - Titus :
Control Rosalind and move away from Titus. Cast PROTECT, and then
EMPOWER on Jekhar. Control Joseph and SUMMON the Jade Golem, and
use the JADE BEAM. Switch back to Rosalind to cast VITALISE and
METEOR SWARM until Titus is defeated.
xxii) ICE Night - Mortankas:
Ensure that all Ice Witches and Burning/Frozen Bone Knights are
defeated before approaching Mortankas. Control Rosalind and cast
PROTECT + FAITH. Then switch to Joseph and SUMMON the Jade Golem.
Control Rosalind again and cast EMPOWER on the Jade Golem. Have the
party attack Mortankas and distract him, then control the Jade Golem
and constantly cast JADE BEAM until Mortankas is defeated.
It is apparently also possible to defeat Mortankas with the Dragon of
Four Winds, although it is difficult to aim the Dragon's Breath attack.
Finally, also remember that there is an Ice Witch and several Frozen
Bone Knights on the far side of the bridge that may join the battle.
xxiii) The Underworld - The Four Riders :
The hardest battle of the game. The game should be saved just prior to
Gesualdo sending the party to the Underworld. What makes this difficult
is that against all four Riders the party must make quick decisions.
Control Rosalind and cast PROTECT, then EMPOWER Jekhar. If possible,
switch to Flece and quickly run at the Phoenix Rider, who always hangs
back to use his bow. Use TRIP + BACKSTAB. If lucky, the Ghost Rider may
have followed Flece and the same strategy can be applied. Then switch back
to Rosalind to cast VITALISE and CURE if needed. Control Flece and have her
assist against the Serpent Rider with BACKSTAB. If possessing any helpful
scrolls or tomes, this is the perfect time to use them as this battle is
FAST.
Suggested order for defeating the Four Riders:
- Phoenix first to prevent Bow use
- Serpent second to stop the Status Effects
- Tiger third to prevent PARALYSE and heavy damage attacks
- Ghost last
The Riders' will once again cast FIREBALL and drop their items when
they are defeated. Quickly pick up the items as once the last Rider
falls the party are immediately drawn back to their original location.
xiv) Temple of Urath - Machival :
A three part battle as Machival attacks as an evil version of Urath,
then Joseph and finally in Demon form.
Evil Urath:
Control Rosalind and cast PROTECT + FAITH. Have the party attack until
Evil Urath retreats to an upper balcony. Controlling Jekhar, use the
TEARS OF USAMAN to become invisible, and switching to SOLO mode pursue
Evil Urath. By doing this, Jekhar avoids the Sornehan Knights and can
attack Evil Urath quickly. After taking some damage, Evil Urath will
retreat to the Altar once more where SOLO mode should be disengaged
and Jekhar should join in the attack.
Control Rosalind and continually cast LIGHTNING - as Machival is the
Demon of Darkness he is vulnerable to this spell. Evil Urath will soon
repeat the same tactic and fly to a balcony once taking too much damage.
Repeat the strategy once more as there are three doses of the TEARS OF
USAMAN, and Evil Urath will be defeated in the next round at the Altar.
Have Joseph, Rosalind or Jekhar cast REVIVE should Evil Urath successfully
use his Dark Scythe for a fatal blow on a character.
------------------------------
Evil Joseph:
Control Rosalind and cast PROTECT + VITALISE. Control Flece and constantly use
TRIP + BACKSTAB on Evil Joseph. Jekhar will engage any summoned monsters.
Control Rosalind and cast VITALISE to sustain the characters if Evil Joseph
knocks them down.
------------------------------
Machival:
Control Rosalind and cast PROTECT + FAITH, and VITALISE when needed. Control
Joseph and pick up the item dropped by Evil Joseph - the Sword of the
Summoners (Control Flece and PICK LOCK first if necessary). Control Joseph
and attack Machival from behind with the Sword of the Summoners. Have Joseph,
Rosalind or Jekhar cast REVIVE should Machival uses his Dark Breath for a
fatal attack on a character. Constant attacks with Joseph's new weapon will
defeat Machival quickly.
* In the cutscene showing Machival's absorption into the Ring of Darkness
listen carefully as he hisses to Joseph : "You've won..."
------------------------------
8. GAMEPLAY HINTS
a) Pressing R3 centres the camera behind the character being
controlled.
b) Pressing L3 + R3 provides camera options. AUTO offers the
best view of the landscape.
c) To cue through instructions keep the X button depressed.
d) Use the World Map in Directory when travelling from location
to location to orient the Party.
e) Save + Reload on World Map
This technique can be used to avoid Random Encounters or alternatively
assist when trying for a special Random Encounter. An ideal time to use
this tactic is when Joseph; Flece and Rosalind are returning from Iona.
Once the mandatory Encounter with the Undead Rider occurs, reload the
game and keep moving to Lenele. The Encounter will now be "postponed"
until leaving Lenele, by which time Jekhar will have joined the Party.
f) Gaining a level restores all HP + AP and nullifies any Status
effects.
g) Double team foes with spells by controlling Joseph and casting,
then immediately switch to Rosalind and repeat. Using FIRE
ARROW in this fashion against early foes is very effective.
h) History, Politics and Religion - to fully understand the world
of Summoner, speak with the Hierophant of Urath in the Temple
and the Nobles on the ground floor of the Palace.
i) Visit the Apothecary in the Old City
This should be the first stop in the Old City. Purchase as many
offensive FIRE + ICE spells as is possible from the Apothecary for use
against foes. Use FIRE spells against foes such as Golems; Humans and
Undead. Use ICE spells against the stronger foes such as Fire Imps; Oni;
Rokhul and Red Bacites.
j) To make multiple purchases or sales of the same item keep the
X button depressed.
k) Find Yago
Flece must visit all the rooms on Yago’s floor BEFORE entering his room,
as all items disappear once the cutscene is triggered.
l) The Amulet of Yon
Flece must give the Amulet to Drego BEFORE leaving for Iona, as once the
cutscene for Iona is triggered, a different scenario comes into effect and
the Amulet will be worthless.
m) The Fire and Stone Rings
NOTE!
While the order in which the Rings are obtained is not important, the act
of entering the second Ring location to fight the Boss - be it the Fire Pit
of the Giant Salamanka or the Priest King’s Chamber in Ikaemos - will shift
game chronology.
This means that once the party return to Lenele it will be the start of the
Night level, and access to the Palace and Old City are GONE, the former
temporarily and the latter forever.
In real terms it means that any unfulfilled side quests pertaining to inner
Lenele (this excludes the Lenele Outskirts) will not be able to be completed.
Two quests in particular are effected by this change, being:
- The Lord Chamberlain's Men
- The Infestation
The recommended order of travel is:
i) Saanarvarah:
finish the level + upgrade all weapons/equipment
ii) Ikaemos:
collect Bacite Tails + Gargoyle Blood* but DO NOT access the
inner chamber of the stone Priest-King. A suggested tactic
is to enter the Upper Level of Ikaemos, acquire the Ghost of
Ikaemos Quest, exit to collect the item, return and finish the
Quest and finally exit again. By making several trips in and
out the Gargoyles will respawn - which provides several
opportunities for the Party to collect the necessary 6 drams
of Gargoyle blood.
* DO NOT collect more than 6 drams of Gargoyle Blood as
anything in excess of this will remain in the Inventory.
iii) Lenele: complete the Quests and use Shopping Checklist.
iv) Ikaemos: to finish the level and advance the story.
By completing the tasks in this order, the Party will then be
strong enough to face the Serpent Rider, a mandatory encounter
post-Ikaemos. Without the armour upgrades possible in
Saanarvarah, the Serpent Rider's Status attacks can be quite
damaging.
Note that Iona remains unchanged if wishing to visit AFTER obtaining the
Rings but BEFORE returning to Lenele.
n) Wolong Caverns
i)
What follows is a clear, concise description of the right
path through the Maze.
Starting Point: Balis the Lich
There are two passages beyond a short dead end on the right
that leads to the underground river.
Take the RIGHT passage then hard RIGHT into another. Hug the
RIGHT wall and come to a giant stalagmite in the corner.
Beyond the stalagmite is an opening. Walk through into a
crossroads.
From the crossroads take the FIRST passage on the RIGHT marked
by a luminous plant. The path slopes up and narrows, then twists
sharply to the RIGHT and up a slope to the water's edge.
Immediately on the LEFT is the elevated corridor of stone that
by a descending path leads to the other side of the river.
ii)
To advance the Fate of Rhuka Quest, visit Tiansi:
Starting Point: Balis the Lich
Take the LEFT passage and hug the LEFT wall.
Follow it until it opens into a small cavern with an underground
pool. Tiansi is standing at the far end of the pool. A Blue
Minotaur also patrols the far end of the cavern.
It is still recommended that the party thoroughly explore the
entire Caverns and kill all foes as the dropped items are very
useful. Refer to the Enemy Drops section in the main walkthrough.
iii)
Rosalind should use the spell LIGHT in darkened areas as it can
reveal obscured passages and hidden switches.
iv)
Eating the plant the Tail of the Rokhul cures the CURSE placed on
the Party as they passed through the pillars.
o) If the Party avoid being poisoned in the Forest of Liangshan, they will
still need to speak with the Guardian of the Shrine to clear this from
the dialogue box so that the query regarding the two pieces of tree bark
appears (Pursued By Death Quest).
p) Once Wolong has been liberated, purchase multiple FIRE, ICE and
INVISIBILITY scrolls and potions such as Drithen's Brew (EMPOWER) for the
later Rosalind + Jekhar mission in Lenele.
q) Rosalind and Jekhar - Lenele Mission:
They can finish the Durgan's Earring Quest - advisable as Jekhar will still
be levelling up (100,000 XP is the final reward).
DO NOT rush into any new areas - particularly the Crown District. Keep
PROTECT + FAITH cast at all times.
Pick off individual opponents with WALL OF FIRE or BLIZZARD.
Liches - particularly vulnerable to ICY SLEEP
NOTE!
Beware of the Black Knights' special attack SLEEP. It is advisable to kill
these foes from a distance with WALL OF FIRE or BLIZZARD.
When fighting strong groups such as Onyx Gargoyles or multiple Undead, cast
EMPOWER on Jekhar, followed by CURSE then METEOR STORM.
-----------------------------
9. SIDE QUEST ORDER
There are three distinct sets of Side Quests that can only be completed during
certain stages of the game. These are stages are:
i) Medeva
ii) Orenia
iii) Changed Medeva
Medeva
------
i) Masaad:
Receive Aesik's Sword
ii) Lenele:
ii.i) Outskirts:
Receive Durgan's Lucky Charm
Receive and complete Crazy Iven
NOTE! DO NOT accept Ragneli's Robbers yet as Joseph is
not strong enough
ii.ii) Old City:
Receive and complete Merchant of Orenia
Receive Beggar's Eyes
Receive Rag Doll
Receive and advance Shards of the Ghimaadi
Receive Salamanka's Tongue
Receive Infestation
NOTE! This Side Quest is ongoing and does not actually
finish. It is unavailable once Joseph acquires the
first set of four rings.
Receive Salt Smugglers
Advance Durgan's Lucky Charm
ii.iii) Market Place:
Complete Aesik's Sword
Receive Sword of Jarl
Receive Cerval's Game
Advance Durgan's Lucky Charm
ii.iv) Crown District:
Advance Durgan's Lucky Charm
Receive Pomporo's Heirloom
Receive Encyclopedia of Heresies
ii.v) Temple of Urath:
Advance Shards of the Ghimaadi
Receive Elodach the Initiate
ii.vi) Marketplace:
Advance Encyclopedia of Heresies
Advance Elodach the Initiate*
NOTE! Requires two return trips to the Temple of Urath
and a final visit to Marketplace
ii.vii) Crown District:
Advance Encyclopedia of Heresies
iii) World Map:
Advance Sword of Jarl
iv) Lenele:
iv.i) Marketplace:
Complete Sword of Jarl
iv.ii) Palace:
Advance STORY (ONLY meet Flece)
v) Masaad
* Return visits to Masaad for maximum levelling
(with Flece)
vi) World Map:
HILLS (Day) to advance Salamanka's Tongue
NOTE! Return visits to HILLS (Night) for
maximum levelling
vii) Lenele:
vii.i) Lenele Outskirts:
Receive Ragneli's Robbers
vii.iii) Old City:
Complete Salamanka's Tongue
Complete Beggar's Eyes
Advance STORY
vii.iv) Sewers:
Advance Infestation
Advance Shards of the Ghimaadi
Advance Pomporo's Heirloom
Advance Rag Doll
Advance Salt Smugglers
Advance Cerval's Game
vii.v) Palace:
Advance Amulet of Prince Yon
Advance STORY
vii.vi) Temple of Urath:
Advance STORY
vii.vii) Crown District:
Complete Pomporo's Heirloom
vii.viii) Marketplace:
Complete Cerval's Game
vii.ix) Old City:
Complete Rag Doll
Complete Salt Smugglers
Advance Infestation
vii.x) Outskirts:
Advance Amulet of Yon
viii) World Map:
GRASSLANDS (Day) to advance Ragneli's Robbers
ix) Iona:
Receive and complete Novice Sama
Receive Miala of the Iomani
Receive Qelah of the Muthavi
Receive Tome of Gahnis
Receive Wid the Terrified
Receive Tathal the Wanderer
Advance Elodach the Initiate
Advance Encyclopedia of Heresies
Advance STORY (ONLY meet Rosalind)
x) World Map:
* Return visits to HILLS (Night) for maximum levelling
xi) Lenele:
xi.i) Lenele Outskirts:
Advance Qelah of the Muthavi
Complete Amulet of Yon
Complete Ragneli's Robbers
xi.ii) Crown District:
Complete Encyclopedia of Heresies
xi.iii) Temple of Urath:
Complete Elodach the Initiate
Advance Miala of the Iomani
xii) Iona:
Complete Qelah of the Muthavi
Complete Miala of the Iomani
Advance Shards of the Ghimaadi
Advance and complete Wid the Terrified
xiii) World Map:
Advance STORY
xiv) Lenele:
xiv.i) Marketplace:
Receive Torvah's Magic Lute*
* It is possible to have already found this item in
the FOREST (Night) Encounter
xiv.ii) Old City:
Complete Shards of the Ghimaadi
xiv.iii) Crown District:
Receive Lord Chamberlain's Men
xiv.iv) Palace:
Advance Lord Chamberlain's Men
Advance STORY
xiv.v) Crown District:
Advance Lord Chamberlain's Men
xiv.vi) Marketplace:
Advance Lord Chamberlain's Men
xiv.vii) Old City:
Advance Lord Chamberlain's Men
xv) World Map:
Advance Torva's Magic Lute
xvi) Lenele:
xvi.i) Marketplace:
Complete Torva's Magic Lute
xvii) Ikaemos:
Advance Lord Chamberlain's Men
Receive and complete Ghost of Ikaemos
xviii) Lenele:
xviii.i) Outskirts:
Receive Seeds of Aahur
xviii.ii) Marketplace:
Advance Lord Chamberlain's Men
xviii.iii) Palace:
Advance Lord Chamberlain's Men
xviii.iv) Crown District:
Complete Lord Chamberlain's Men
xix) Saanavarah:
Advance STORY
Advance Seeds of Aahur
Receive Fate of Rhuka
Receive Secrets of Dakhanim
xx) World Map:
Advance STORY
xxi) Ikaemos:
Advance STORY
xxii) World Map:
Advance STORY
xxiii) Lenele (NIGHT):
xxiii.i) Outskirts:
Advance STORY
xxiii.ii) Marketplace:
Receive and complete Lord of Logaros
xxiii.iii) Crown District:
Receive and complete Adeslani's Brother
xxiii.iv) Temple of Urath:
Advance STORY
Orenia*
------
There are both Story and Side Quests to complete in Orenia. This process can
involve a great deal of unnecessary travel if not completing the Quests in
the correct order. The following is the preferred route that will enable the
party to complete all Quests before returning to Medeva.
i) Tower of Eleh:
Advance STORY
Receive Emperor's Dragon Scales
* NOTE!
AFTER escaping Eleh but BEFORE reaching WOLONG Joseph and Flece need to have
these 3 Random Encounters in Desert:
-----------------> DAY: Complete Tathal the Wanderer +
Advance Emperor's Dragon Scales
-----------------> NIGHT: Kanji the Merchant (can purchase Debasser)
-----------------> NIGHT: Undead (can find Summoner's Torque as a drop)
ii) Wolong (NIGHT):
Advance STORY
iii) Caverns of Wolong (NIGHT):
Advance STORY
Advance Emperor's Dragon Scales
Advance Fate of Rhuka
iv) Wolong (DAY):
Advance STORY
v) Return To Wolong:
Advance Durgan's Earring
Receive Family Tradition
Receive and advance Gaodi II
Receive Nandi's Potion
Receive Longyue's Hat
vi) World Map:
Advance Nandi's Potion
Receive Pursued By Death
vii) Wolong:
Advance Nandi's Potion
Advance Pursued By Death
viii) World Map:
Advance Nandi's Potion
ix) Wolong:
Advance Nandi's Potion
x) Liangshan Forest:
Advance STORY
Advance Gaodi II
Advance Fate of Rhuka
Advance Nandi's Potion
Advance Family Tradition
Receive Child of the Spirits
Advance Emperor's Dragon Scales
Advance Secrets of Dakhanim
Advance Longyue's Hat
Advance Pursued By Death
xi) World Map:
Complete Pursued By Death
xii) Wolong:
Complete Family Tradition
Complete Nandi's Potion
Complete Longyue's Hat
Advance Gaodi II
xiii) Caverns of Wolong:
Advance Child of the Spirits
Advance Gaodi II
xiv) Wolong:
Complete Gaodi II
Complete Child of the Spirits
xv) Jade Temple:
Advance STORY
Receive Ohmedilosi
Receive Nhuvasarim
Complete Emperor's Dragon Scales
NOTE!
While in Orenia, be sure at some point to leave Wolong and travel
due South on the World Map (left of Wolong) to the coast. Follow
the coastline along until it is possible to see across the Khadim
to the Island of Iona.
Changed Medeva
--------------
i) Saanavarah:
Advance STORY
ii) Iona:
Advance STORY
iii) Lenele:*
iii.i) Outskirts:
Complete Durgan's Earring
iii.ii) Sewers:
Advance STORY
Advance Nhuvasarim
* Note that due to a forcefield the Party cannot
enter Lenele until after visiting Iona.
iv) Saanavarah:
Advance STORY
Advance Seeds of Aahur
Complete Fate of Rhuka
Receive Haenul
Receive Hunting Horn
Receive Ohmedilosi
v) World Map:
Advance Haenul
Receive King of Talas
vi) Lenele:
Advance Hunting Horn
Advance Ohmedilosi
Advance Seeds of Aahur
vii) Iona:
Advance STORY
Complete Tome of Gahnis
Advance Seeds of Aahur
Advance Nhuvasarim
viii) Ikaemos:
Advance STORY
Advance Ohmedilosi
Advance Nhuvasarim
ix) World Map:
Advance Nhuvasarim
x) World Map:
Advance Nhuvasarim
xi) Saanavarah:
Advance STORY
Advance King of Talas
Advance Secrets of Dakhanim
Complete Haenul
Complete Hunting Horn
Complete Ohmedilosi
Complete Seeds of Aahur
Receive Curse of the Crone
Receive Luleva
xii) World Map:
Complete Nhuvasarim
Advance King of Talas
Advance Curse of Crone
xiii) Lenele:
Advance Luleva
xiv) Iona:
Advance Secrets of Dakhanim
xv) Saanavarah:
Advance Curse of Crone
Complete King of Talas
Complete Luleva
xvi) Ikaemos:
Advance Curse of Crone
xvii) World Map:
Advance Curse of Crone
xviii) Saanavarah:
Complete Curse of Crone - see Game Quirks
xix) World Map:
Advance Secrets of Dakhanim
xx) Saanavarah:
Complete Secrets of Dakhanim
xxi) Lenele:
Complete STORY
------------------------------
10. OMISSIONS FROM THE N. MACHER GUIDE
* Random Encounters *
6 are missing from the Nathaniel Macher Guide.
These are as follows:
Medeva
------
i) GRASSLAND Day
NPC: Medevan Trader
ii) HILLS Night
Enemies: Khosani Heretics
Extensive gameplay suggests that this encounter is
only possible on the far side of the Saanavarah.
Orenia
------
i) DESERT Day
Enemies: Black Imps
Fire Imps
DANGER! Do not underestimate! This can be a difficult
Encounter as the Imps clump in groups of 2-4 near all the
Exits. Imps also fly across the terrain frequently and will
attack if anywhere near the characters. A particularly
hazardous Encounter for a one-handed Joseph and Flece who may
have just escaped from the Tower of Eleh.
The Black Imps have both Dark and Poison attacks, while the
more common Fire Imps have the standard Dark and Fire. A
favourite Imp tactic is to try and Silence several characters
then surround and attack.
ii) GRASSLAND Day
Enemies: Bone Mages
Bone Servants
iii) GRASSLAND Day
Enemies: Gorgonnes
Greater Gorgonne
Changed Medeva
--------------
i) GRASSLAND Day
Enemies: Cabbits
Mr. Smashy
* Missing Items *
There are several items available that are not listed in the
main walkthrough. These are:
i) Random Encounter (Medeva, HILLS Night)*
SIEGE BOW - found in a small grove directly from where the
Party first arrive. The grove is just behind a
Fire Imp and to the immediate left of an Exit
point (from Party perspective)
Value: 25,000 GP
Damage: 40
Speed: 1.25
Skills: BOW
Characters: All
* - Timing is important. Found after entering Saanavarah, but BEFORE
entering the Labyrinth.
ii) Random Encounter (Changed Medeva, GRASSLAND Day)
HOOK HAND - all dropped by Cabbits. Value 10 GP each.
PEG LEG
PETEY'S HAT
THUNDER NAGINATA - dropped by Cabbits.
Value: 500,000 GP
Damage: 70
Speed: 0.67
Effect: Lightning
Skills: STAFF
Characters: Joseph, Rosalind
Bonus: May cast LIGHTNING. Effective against foes
vulnerable to energy attacks.
------------------------------
GHORK SMASHOR - dropped by Mr. Smashy.
Value: 500,000 GP
Damage: 60
Speed: 0.77
Skills: BLUNT, HEAVY ARMS
Characters: Joseph, Jekhar
iii) Masaad (Second Visit)
AMETHYST - found near the crates where Joseph begins the
game.
KATANNA - dropped by Orenian soldiers. An ideal early weapon
as it has a 1.00 speed and does 55 damage. Once
reaching Lenele, the Katanna should be sold as it is
valued at over 2,000 GP. It can then be substituted
for the next ideal combination, being the Longsword
and Round Shield.
Drop rate = rare.
STUDDED BOOTS - dropped by Barbarians. Superior to any other
kind of boots available in the early stages
of the game.
Drop rate = rare.
iv) The Sewers (First Visit)
FIRE ARROW BOOK - found at the top of the right ramp near
the one true dead end in the Upper Sewers
(not the Lower Sewers that are only accessible
once a wheel crank has been used).
REVIVE SCROLL - found opposite the 3 wheel cranks and
3 Golems against the wall.
v) The Catacombs of Iona
STANDOFF BOW - dropped by Sir Carados.
Value: 350 GP
Damage: 30
Speed: 1.25
Effect: Pushback
Skills: BOW
Characters: Joseph, Flece, Rosalind
Bonus: Arrows have chance of pushing back foe.
vi) Lenele By Night (Joseph + Flece)
HEALING + RECOVERY DRAUGHT
DRITHEN'S BREW
* All found on the bench at the first Alchemist's stall in
Avrum Market when ascending from the Sewers (top of the
stairs on the left)
vii) The Sewers (Rosalind + Jekhar)
DRAGON'S WANT - down from the two wheel cranks on the wall.
By the base of the wall to the left of the
rectangular sewage pool.
Value: 10,000 GP
Protection: 10
Speed: 0.95
Characters: Rosalind
Bonus: + 2 bonus to Skill STAFF.
HERO'S GAUNTLETS - against the wall opposite the three
wheel cranks.
Value: 50,000 GP
Protection: 25
Speed: 0.95
Skills: HEAVY ARMS
Characters: Jekhar
Bonus: + 15 HP
viii) The Marketplace (Rosalind + Jekhar)
CITRINE (3) - Found in a crate in the eastern corner, near
the ruins of the first bridge to the Old City.
ix) The Crown District (Rosalind + Jekhar)
RING OF MASTERY - Value: 100,000 GP
Bonus: + 40 AP
While the main walkthrough details the correct location, it is not
featured in the Magic Items list.
x) Labyrinth of the Khosani
RAZOR KATANNA - Dropped by Burning Bone Knights.
Value: 50,000 GP
Damage: 65
Speed: 1.00
Skills: SWORD, HEAVY ARMS 5
------------------------------
REAVER GAUNTLETS - Dropped by Burning Bone Knights.
Value: 5,000 GP
Protection: 15
Speed: 0.95
Skills: HEAVY ARMS 0
Characters: Jekhar
Bonus: COUNTER ATTACK + 1
xi) The Marketplace (full party - final level)
AMETHYST (8)
IOLITE (1)
HEALING ELIXIR
TOME OF REVIVE
All found in various boxes and barrels scattered around the
Marketplace. There is also a luxury item in the far northwest
corner of the Marketplace:
ORNATE MIRROR Value: 80,000 GP
Note that this item is not associated with the Mirror of Dakhanim
Quest.
xii) Steel Golem
Omitted from the Enemy Drop List. Can possess:
REINFORCED BOOTS
STEEL HEELED BOOTS
Drop rate = rare.
* Miscellaneous Weapon Status Effects *
i) High Quality Knife - effective against foes weak vs. energy
ii) Sword of the Spirits - chance of casting FIRE ARROW
iii) Shard Sword - effective against foes weak vs. energy
iv) Katar - CRITICAL HIT + 2
v) Sword of Maiming - chance of casting EMPOWER
vi) Naginata - chance of casting CURSE
* Gem Guide *
The following is a list of the resell values of the gems found
throughout the game:
Amethyst 1,049 GP +
Citrine 3,499 GP
Garnet 6,999 GP
Tourmaline 17,499 GP
Iolite 52,499 GP
------------------------------
11. TRIVIA
Mythology:
Ghuval the Elder God created his four children:
- Amisido, God of Water
- Laharah, Goddess of Fire
- Vadagar, God of the Earth
- Urath, God of the Air
who in turn each created a race:
Amisido - Munari
Laharah - Odoni
Vadagar - Khosani
Urath - Surdani
the world on which they dwell is called Khosos.
------------------------------
12. GAME QUIRKS
a) Damage
------
Quirk: Skewed representation of enemy range
A character can run past a foe who strikes out and apparently misses,
but the game will still register it as hit, possibly with the SLOW Status
Effect.
b) Wall of Fire/Ice Blizzard
-------------------------
Quirk: If cast from too far away, no XP are received when the enemy dies.
c) Alternate Entry to Sewers
-------------------------
Quirk: Entry is possible via from the Old City Quarters.
The entrance is next to Merdin the Sewer Cleaner (provides Infestation Quest).
Have Flece use PICK LOCK. Note that as this entrance places the Party near
the strongest monsters in the Sewer - the three Salt Smugglers - they will
need to have levelled up in advance.
d) Shards of the Ghimaadi
Quirk: 2/3 of the quest can be completed before accepting.
The Blue Shard - found in the Temple of Urath - and the Green Shard - found in
Lenele Sewers - can be located prior to accepting the Quest, but the Red Shard -
found at the base of a Dark Sphere in the Catacombs of Iona - will not appear
until the Quest has been accepted.
e) Tower of Eleh
-------------
Quirk: Flece can complete the next stage of the Durgan's Earring Quest +
the first part of the Emperor's Dragon Scales Quest without Joseph.
Using a combination of BACKSTAB, TRIP, SNEAK and PICK LOCK it is possible
for Flece to ascend via the wooden landing and after defeating all foes free
the slaves from the Slave Pit using PICK LOCK. The Slave Pit Key isn't even
needed.
f) Battle For Wolong
-----------------
Quirk: The Jade Temple soldiers can assist in the battle with General Pijian.
At the start of the level, switch to SOLO Mode and have the party move
down the Platforms one by one, staying against the railing on the right
hand side. Regroup on the stairs just above the first Orenian soldiers and
then recommence the descent.
The party should defeat all foes on the Platforms and in the village,
collect all items and then ascend the Platforms once more to trigger the
conversation between Joseph and the Jade Temple Priest. After this the Jade
Temple soldiers will descend, and having no foes to kill, will follow the
party into the final battle with General Pijian.
g) Liangshan Forest
----------------
Quirk: Possible to enter without being poisoned.
Use the Wounded Orenian Soldier as a marker. Switch to SOLO Mode and have
only Joseph approach to trigger the dialogue. After this scene DO NOT move
behind the Soldier, but rather back.
To the Soldier's left are two rocks. Move slowly through the gap between the
rocks and a tree in a diagonal to the shelf of stone on the far left of
screen. From here cast WALL OF FIRE to defeat the Oni hovering just behind
the mist line to the right.
Move to the very corner, then shuffle along to the right until a character
can just move in and around to the right of a grove of troves. Poison mist
will float inches to the right of the character. Shuffle AROUND the line of
the trees to the left, ending behind them where there is no Mist but several
Oni.
Stand still and repeat with the other characters until all are in the safe
area. SWitch to Group Mode and defeat the Oni, but ensure the party stand
their ground in the safe area and draw the last two Oni to them. It is
particularly important that the final Oni standing on the narrow stone path
in the rear that leads into the Forest is drawn out.
Switch back to Solo Mode and take the characters one by one along the stone
path where the last Oni was first seen. The path ends in a clump of boulders.
The character must move to the right around the boulders, hugging the side as
much as is possible. Once around the boulders, move to the stone shelf on the
on the left and move along until out in the open away from the mist. Repeat
for the rest of the party and the group will be able to travel through
Liangshan Forest poison-free.
h) Stone Rose of Ovaka
-------------------
Quirk: Possible to have the Stone Rose disappear and reappear.
After obtaining the Stone Rose in Ikaemos, the next Random Encounter may be
a FOREST Day Encounter with the Crone of Savheo, in which the object is given
the Crone. If the party then return to Saanavarah and speak with Elioma the
Priestess, she will ask to see the Stone Rose even though the party no longer
have it. This option must be chosen, and by then ending the conversation and
restarting it, the curse will be lifted and Elioma will reward the party.
i) Final Battle Against Machival
-----------------------------
Quirk: The Blackfire Elemental
Machival's second form - Evil Joseph - may summon a Blackfire Elemental. If
Evil Joseph is defeated before the Elemental is killed, the game will move
to the cutscene of Machival changing form yet again. AFTER Machival is finally
defeated and Joseph enters SOLO mode, the Elemental can be seen still standing
near the altar. It will not move and is immune to attacks.
j) Extra rings in the PC version of Summoner
-----------------------------------------
Quirk: Not in the Playstation 2 version.
Ring Effect Value (GP)
---- ------ -----
Luminous Illuminates area around wearer 500
Invisibility Invisibility 50,000
Puissance AP + 25 100,000
HP + 50
------------------------------
13. ACKNOWLEDGEMENTS
Thanks to Nathaniel Macher for writing the main walkthrough.
Thanks to bcarl for his excellent suggestions.
Thanks to Mochan and Mastermind2k - who inspired me to write this
Tactics Guide, if only to prove their views wrong.
While Summoner is not perfect – no game is – it has an excellent
storyline, a moody and intriguing musical score and engrossing game
play.
------------------------------