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.



------------------------------