___ _
/ _ \| | __ __ _ __ _ ___ _
| | | | |/ // _` |/ _` |/ _ \_)
| |_| | <| (_| | (_| | __/_
\___/|_|\_\\__,_|\__, |\___|_)
____ _ |___/ _ _ ___
/ ___|| |__ __ _ __| | ___ __ __ | |/ /_)_ __ __ _
\___ \| '_ \ / _` |/ _` |/ _ \\ \ /\ / / | ' /| | '_ \ / _` |
___) | | | | (_| | (_| | (_) |\ V V / | . \| | | | | (_| |
|____/|_| |_|\__,_|\__,_|\___/ \_/\_/ |_|\_\_|_| |_|\__, |
|___/
OKAGE: SHADOW KING
North American Version
Released October 10, 2001
For PlayStation 2
FAQ & WALKTHROUGH
By S. L. Richardson (a.k.a. Falconesque)
Version 1.3.2
Originally released (v1.0) Saturday, July 29, 2006
Last revised Monday, January 15, 2007
Best viewed with a monospace font, such as Monaco or Courier.
123456789|123456789|123456789|123456789|123456789|123456789|123456789|12345
===========================================================================
CONTENTS
A. FAQ - FREQUENTLY ASKED QUESTIONS
A1. SPOILERS
A2. PREPURCHASE
A3. CONTROLS
A4. POV
A5. TRANSITIONS
A6. TIME
A7. QUIT
A8. SAVE
B. WALKTHROUGH
B0. PROLOGUE
B1. CHAPTER 1
B2. CHAPTER 2
B3. CHAPTER 3
B4. CHAPTER 4
B5. CHAPTER 5
B6. CHAPTER 6
B7. CHAPTER 7
B8. AFTERWORD
C. MENUS
C1. STATUS
C2. ITEM
C2.1 CONSUMABLE ITEMS
C2.2 QUEST ITEMS
C3. SPECIAL
C4. EQUIP
C4.1 WEAPONS
C4.2 GEAR
C4.3 ACCESSORIES
C5. CONFIG
C5.1 TEXT SPEED
C5.2 SOUND
D. QUICK REFERENCE
D1. ELEMENTS
D2. STATUS AILMENTS
D3. CURSES
D4. POP-UP STANLEY
D5. SHOPS
D6. MONSTER DROPPINGS
D6.1 TREASURE HUNTING
D7. KNOWN BUGS
D7.1 USEFUL GLITCH
D7.2 MISLABELED CHARMS
D7.3 SAVE BUG
D7.4 DISC READ ERRORS
D7.5 MISSING STAT INCREASES
D7.6 FALLING OFF THE UPPER DECK
E. ADDENDA
E1. MAPS
E2. SIDEQUESTS
E2.1 COMPATIBILITY GIFTS
E2.2 TINY GEAR
E2.3 SECRET SOCIETY
E2.4 ITEM HAND-OFF
E2.5 LETTER BOTTLE
E2.6 MISS MATCH
E2.7 RESEARCH CENTER
E2.8 HOPKINS' SWORD
E2.9 OTHER PUZZLERS
E3. OTHER RESOURCES
E3.1 STRATEGY GUIDES
E3.2 ORIGINAL SOUNDTRACK
E3.3 ACTION REPLAY CODES
E3.4 GAMESHARK CODES
E3.5 ANOTHER CHEAT
E3.6 FAN SITES
E4. Q OF HEARTS
E4.1 OBTAINING THE Q
E5. MINUTIA
E5.1 PLACE NAMES
E5.2 WAP-WAP
E5.3 MAP O'EVIL KINGS
E6. HELP WANTED
E6.1 LOCKED ROOMS
E6.2 TINKER TOYS
E6.3 LOVER BOY
E6.4 SHARK'S FIN
E6.5 FOOTPRINTS
E6.6 THE BIG SNOWMAN
E6.7 MYSTERY ITEMS
E6.8 STUBBORN COMPATIBILITY GIFTS
E6.9 STAN'S THE MAN
E6.10 OTHER LOOSE ENDS
F. FAQ & AUTHOR INFO
F1. LEGAL
F2. FAQ INFO
F3. AUTHOR INFO
===========================================================================
A. FAQ - Frequently Asked Questions
A1. SPOILERS. How are spoilers handled?
SECTION A (FAQ). Free of all spoilers.
SECTION B (Walkthrough). Spoiler-free, insomuch as presuming all events
leading up to a particular passage have been played through. Read ahead at
your own peril.
All leeway is given for solving puzzles on your own, providing hints as
appropriate and with some answers relegated to an addendum. However, this
IS a walkthrough, so such measures are not always practical.
SECTIONS C, D, & E (Menus, Quick Reference, & Addenda). Potential spoiler
territory. Spoilers are avoided wherever possible.
Addendum lists are devoid of most context that could spoil the game-play
story. However, for some gamers even character and location names may prove
spoilers. Gauge accordingly.
---------------------------------------------------------------------------
A2. PREPURCHASE. Will the game appeal to you?
OKAGE: SHADOW KING falls into the adventure genre of role-playing games
(RPGs). Explore the world, pursue your goals, and pick up goodies and
experience along the way.
The topology is familiar. World maps rife with random enemies stretch
between towns and isolated dungeons where bosses may hide. As the story
progresses, new areas open up and introduce tougher enemies, while foes on
well-worn turf give less and less experience as you gain strength.
Imagery is highly rendered, some of the finest ever released, and true to
the game's fantasy world rather than "real life". Playable characters are
anime in style, while nonplaying characters (NPCs) and scenery display
influences from Tim Burton. High places may even evoke vertigo. Sound is
well-used throughout. Areas and characters have their own themes.
Game play is fairly linear, but thorough for character building. Only twice
are foes accessible that you may have difficulty defeating, which
reinforces following the storyline. Running in circles to "level up" is
unnecessary. Buying better equipment can be expensive, however, so most
dungeons may be revisited for defeating some of the best-paying enemies in
the game.
The battle system is active turn-based (ATB) and menu driven. Battle holds
in place while commands are selected (in general, breaking away to answer
the phone is no problem). The battle system may seem simplistic to those
preferring intricate controller "combos" executed with split-second timing,
but in most cases the storyline thoroughly engages even "hardcore" gamers.
Of parental concern: No blood splatters, no people-killing-people, no
gunplay. Random foes are "monsters" but not terrifying -- overly bouncy
bunnies rather than frothing killer rabbits -- that are knocked out and
vanish. Bosses are dethroned and deflated, not killed. While OKAGE is not
geared toward children, the story is easily followed and there are good
lessons here. As always, the best advice is to play it yourself first. Like
a vintage Roadrunner cartoon, some of the humor will appeal more to you
than your youngsters.
What recommends OKAGE most highly, however, is the story. Like most
adventures, game play runs the gamut from playful to poignant to purely
pugnacious. However.... Common failings of adventure games and RPGs are
then poked at with a knowing smile and tongue firmly in cheek. The
designers have a good-natured time holding up a mirror to themselves, in
fact. Insipid flunkies? Invincible overlords? Inflated urgency? Pointless
sidequests? You bet, but be prepared to chuckle a time or two. Mostly
subtle stuff, never jarring.
For more info, screenshots, and so forth, visit:
http://www.us.playstation.com/games.aspx?id=SCUS-97129
http://www.us.playstation.com/content/ogs/scus-97129/site/
For a fair, balanced, and mostly accurate review, visit:
http://www.absolute-playstation.com/okage/okage_review.htm
---------------------------------------------------------------------------
A3. CONTROLS. How do the controllers work?
OKAGE is pretty straightforward and not at all taxing on controller skills.
X ............. Select a menu option
Respond to ! balloons:
- Open doors and chests
- Examine objects
Talk to nonplaying characters (NPCs)
Continue in dialogue
O ............. Cancel; back out one level
Square ........ Get a comment from the Shadow King
Triangle ...... Display the main menu
Start ......... Pause
Select ........ Not used
L1/R1 ......... Scroll a page up or down on a list
Cycle through screens
Cycle through characters in battle
Rotate the camera
L2/R2 ......... Not used/Toggles the overhead map off and on
L3/R3 ......... Not used/Not used
Left Stick .... Move the character; move the highlight in a menu
Right Stick ... Rotate the camera
D-Pad ......... Move the character; move the highlight in a menu
Missing the manual? Download a copy from:
http://www.us.playstation.com/games.aspx?id=SCUS-97129
---------------------------------------------------------------------------
A4. POV. What is the game's point-of-view?
OKAGE is played from the lead character's view. A default name is offered
for the lead, but the name may be changed by the player when New Game is
selected. Voice-over narration refers to the lead as "the boy" or "our
hero", while on-screen text displays the name chosen at the outset (word
wrapping in-context, with very few odd breaks).
No customization of the lead's on-screen appearance is offered (such as
gender, hair, eyes, or clothing), nor can the boy be renamed after the
initial selection.
In game play, the lead is shown on-screen and the camera follows his
movements. Use the right analog stick (or L1 and R1) to swing the camera
around for a different view, usually a full 360 degrees, such as when
scenery gets in the way, but remember that movement relates to the on-
screen directions. Releasing the right analog stick smoothly swings the
camera angle back around to the default.
Once additional party members are available, those "allies" also appear on
the world maps, following the lead around. The lead can turn and face them,
but won't be able to speak with them. Party members may be separated by
obstacles in the terrain, but never become "lost" and neither does the lead
need backtrack to "find" them. Party members may split off when the lead
enters towns and certain buildings, then rejoin him when he exits.
---------------------------------------------------------------------------
A5. TRANSITIONS. How are area and battle transitions handled?
Exits must be examined to leave an area; no moving onward before you're
ready. Area transitions are either accompanied by a brief fade-to-black or
entirely seamless. Loading is unobtrusive throughout and can go largely
unnoticed, depending on your tolerances.
Fights are joined by a change in theme and gently swirling display. The
battlefield transitioned to is relevant to the terrain, but indirectly
featured.
Victory is accompanied by a brief triumphant display, followed by a status
screen. Money gained tallies up, but pressing X skips to the full amount
gained, handy later in the game. Level-ups are announced with fanfare and
await acknowledgement (by pressing X) before the stat increases are shown.
The status screen is dismissed by pressing X, then the display returns to
its prebattle state, although the camera angle may be slightly different.
If the lead is knocked out in battle, the game is over. Defeat displays a
"Game Over" screen (with a border) that, after a few moments (pressing X
dismisses it sooner), fades to the Start screen where the game may be
reloaded from its last save. No "continue" option is offered after defeat.
---------------------------------------------------------------------------
A6. TIME. How is game time measured?
Once a game is loaded, time marches on. Pausing or calling up the menu does
not stop the clock. If playing for a fast completion time (under 30 hours
is easily achievable), save and quit the game before taking a break.
Elapsed game time and your console's time have no bearing on game play.
While many reviews place the expected game time at 35 hours, OKAGE is
detailed and richly featured, enough to occupy RPG aficionados for 40 to 60
hours or more. Your mileage may vary.
---------------------------------------------------------------------------
A7. QUIT. How do you quit the game?
OKAGE includes a Quit command in its main menu. The command IS confirmed
before quitting actually proceeds, but be certain you wish to quit because
the loaded game is NOT automatically saved. Once Quit is confirmed, "The
End" (without a border) is displayed briefly before the Start screen
appears.
You may also quit by resetting the console, but using the Quit command is
strongly advised. If you reset and receive a "disc read" error, don't fret.
Just open and close the disc tray to reread the game disc, then select the
disc in the system browser.
No reset controller sequence is offered, a la Square-Enix games.
---------------------------------------------------------------------------
A8. SAVE. How do you save the game?
Warning. Free of context, but still may be considered too revealing. If you
choose to skip this section, be sure to read the IMPORTANT! notice before
moving on.
OKAGE doesn't provide a Save command in its main menu and saving is never
automatic. The game must be saved at established Save points, by speaking
with innkeepers, for example, or at "diaries" scattered across the terrain.
Innkeepers offer some variation of three options:
Rest ........... Restores the stats of all playable characters, whether
in the active party or not. Also "cures" and removes
all status ailments and curses, including KO.
Change Party ... Select which two other allies join the active party.
The lead is always a member and cannot be removed.
Save ........... Records the current game state exactly as-is.
With one exception late in the game, it's best to Rest before Saving.
A save diary is a book lying open atop a pedestal, in a shimmer of pastel
bubbles. Diaries are located in dungeon entrances and other key places
around the topology. Diaries appear as blue dots on world maps and as cyan
squares on dungeon maps.
Approaching a diary's front, a ! balloon appears. (If you approach from the
side or rear, circle the diary until the balloon appears.) Press X and a
"rest" is automatically invoked, followed by a prompt to save. Select the
appropriate save slot and confirm overwriting as needed. (Alternatively,
you can press O to skip saving.) Once the save is complete, control is
returned with the lead (and company) standing before the diary. You cannot
Change Party from save diaries.
OKAGE offers three save slots. When saving for the first time, a single
OKAGE save file is written to your memory card. Its size varies depending
on the number of in-game save slots used, but the initial save file is less
than 100 KB (with two saves, 150 KB; three saves, 154 KB). No option is
available for individually deleting saved games.
Trivia. In your console's system browser, select the OKAGE save file on
your memory card, then select Delete (taking care not to double-press X).
Enjoy what happens with the icon, then select NO (or press O) to cancel.
--IMPORTANT!---------------------------------------------------------------
| A rare bug in OKAGE can result in the loss of your saved game. Most never
| see the bug, but to help reduce your risk, never overwrite the last game
| you saved. Instead, alternate between slots with every save.
|
| Steps to reproduce the bug and its exact cause are unknown. Some have
| reported the bug surfacing when saving at Level 23, but others have
| reported seeing the bug at other times, as well. If you run into this
| bug, the last-used save slot will be vacant or otherwise unusable. Your
| only recourse is to return to a prior saved game or restart from scratch.
|
| See the "Known Bugs" section for further information and strategies.
===========================================================================
B. WALKTHROUGH
Before beginning, here's a brief explanation of the abbreviations and other
conventions used in this document.
LV, Level
HP, Health Points
EP, Experience Points
AP, Attack Power
DP, Defense Power
MP, Magic Power
LP, Labor Points
LCK, Luck
AGL, Agility
NPC, Nonplaying Character
Highlight: Use the left analog stick or the arrow keys on the D-Pad to move
the selection from one choice to another.
Choose, Select: Highlight an option and press X.
Ally: While the lead character starts his adventure alone, he meets other
characters as the game progresses, who become friends that may fight
alongside him as members of the active party. The lead, too, is included in
"allies".
KO: When HP falls to zero, party members are "knocked out", or KO'd. (Also
known as a "Disabled" status ailment.) A KO'd ally may be revived with an
item or magic command, if available, or in the worst case by resting at any
Save point. If the ally hasn't been or can't be revived before the battle
ends, he or she receives no EP (and therefore no status increases) in the
after-battle tally.
If the lead's HP falls to zero, however, "Game Over" is immediately
displayed. Party members will have no opportunity to revive him.
Note. This is consistent with the storyline, and the lead's connection with
the titular Shadow King.
Allies gain an LV for every 1,000 EP earned. As allies grow stronger,
weaker monsters reward with less and less EP.
LP reflects the status of "the whole team." The maximum LP equals the
combined maximum MP of the active party. For example, if the party's MP
breaks down as 10MP, 15MP, and 5MP, then the party has 30LP. The LP pool is
usable by any party member without regard to the size of his or her MP
contribution.
MISCELLANEOUS NOTATIONS
Throughout the walkthrough, to ease your searching efforts later, a few
possibly cryptic markers are imbedded.
[TGn], Tiny Gear, where n is from 1 through 32.
[CTn], Cyphertext, where n is from 1 through 6.
[TC: item], Treasure Chest, containing the named item.
[Trigger: some action], a trigger event, where some action sets other
events in motion, usually with no going back.
---------------------------------------------------------------------------
B0. PROLOGUE - The Boy Overshadowed
OKAGE is an early PS2 game, so ensure your controller is plugged into the
first port. You will also need a memory card with at least 150 KB available
plugged into slot 1. (Having 155 KB available is recommended, as 154 KB is
the maximum size of the OKAGE save file.)
Note. OKAGE can't read from or write to memory card slot 2.
Insert the OKAGE disc and either reset the console or select the disc in
the system browser. The Start menu appears, but DO NOT press the Start
button yet. After a moment, an introductory segment begins. Watch until it
plays all the way through at least once.
When the Start menu returns, press Start. Two options are offered: New Game
and Restore Game. (What's selected blinks and is prefaced by a dot rather
than a circle.) If you're continuing with a game-in-progress, select
Restore Game. Select the game you wish to load, then confirm your
selection. Skip ahead to the appropriate section of this guide.
Note. If no saved games are listed, ensure your memory card is properly
seated in slot 1. OKAGE immediately recognizes when a memory card is
plugged in, no reset required.
Otherwise, select New Game.
The Name Entry screen appears, without any explanation about who you're
naming. Well, the character is a slender "young boy" of 16, with reddish
hair and green eyes, who lives with his parents, grandparents, and sister
in a house outside a rustic village.
Note. Once a name is selected, the character cannot be renamed through the
course of the new game.
The default name is Ari, used throughout this guide, but feel free to type
any name you like, up to seven characters in length. Use BS to backspace
off characters. No Space character is offered, but in the lower-right are
period (.) and hyphen (-) characters. When you have typed the name, select
either of the OK buttons. When prompted, select Yes to confirm the name, or
No to go back and alter your choice. (The prompt may show extra spacing
around the name, such as " Ari ".)
The Chapter 1 title-card displays.
---------------------------------------------------------------------------
B1. CHAPTER 1 - The Boy Meets the King
INTERACTIVE DIALOGUE. A typical dialogue screen appears. Who is speaking
appears on the left under Name. On the right, an Information line displays
your LP and Money. (The coin of the realm is measured in "sukels".) Below
this the Woman's spoken text is typed. How fast text is typed may be set
through the menu. Regardless of the menu setting, you can "speed up" the
typing by pressing X. However, X must be pressed before the button icon in
the lower-right begins blinking. The blinking button icon means the line of
text is complete and X must be pressed to proceed. (With a few notable
exceptions, text typed like this never automatically advances.)
NAME INTEGRATION. Proceed through the conversation at your own pace. Notice
when the camera angle shifts and the bottle from the introductory scene is
shown atop the table. A girl, Annie, then a boy (The Boy) enters and
Annie's text reads, "See, Ari", "came too!" If you chose a different name
for the boy, that name replaces "Ari" in the text. (Usually, the name
integrates with the text more smoothly than in this first instance.)
NARRATION. With the first good look at Ari, the narrator intercedes,
setting the stage.
MAKING CHOICES. The conversation continues, and Ari is asked to take a
guess about dinner. When offered a choice in dialogue, three options are
shown on a green background. Notice that none of the choices is highlighted
initially. Use the left analog stick or D-pad to move the highlight between
choices and press X to select a choice. The third choice, even if text is
shown rather than "...", is often interpreted as silence, internal
dialogue, or a general "no response".
Note. Your choices may have some bearing on other aspects of the game. A
"compatibility gift" is one such, given later depending upon with whom Ari
is most compatible. (See the "Compatibility Gifts" section of the
"Sidequests" addendum for the gifts and how best to obtain them.) Another
pertains to an aspect of the storyline revealed in Chapter 5.
For now, select any one of the three choices offered and the conversation
continues. Another choice, and this time the result of your choice is typed
in yellow and varies depending on what was selected.
More conversation and another choice. Whichever you select, the result is
the same: Mom sends Ari on an errand.
Okay, you gain control of Ari for the first time. Press Triangle to display
the menu.
MENUS. At the top, Information displays the party's LP and Money. At the
bottom is an Explanation of what is highlighted, whether a submenu, item,
Special, or command. To the left, the submenus -- Status, Item, Special,
Equip, Config, and Quit -- are listed. The main features of this screen are
the three "thumbnail" displays of the active party members. Only Ari is
displayed until he gains some allies.
Take a moment to familiarize yourself with the menus. Pressing X selects a
menu or option, while pressing O backs out of submenus and cancels
selections.
Note. Pressing O is the same as selecting "No" in yes-or-no prompts.
Selecting STATUS displays the complete stats of one ally at a time, whether
in the active party or not. Use L1 and R1 to cycle between allies, which
are listed in the order they become Ari's allies.
The three circles below HP note element affinity (Ari is Neutral), status
ailments (Normal), and curses (Normal). Ailments and curses result in
battle and may be cured by using items or Special commands. Ailments,
however, generally wear off automatically at the battle's end. See the
"Quick Reference" section for more on element and status attributes.
Ari's initial status displays as:
LV HP EP AP DP MP LCK AGL
1 32/32 0 9 3 10 1 55
The maximum LV is 99. Once LV 99 is reached, the character gains no further
EP.
HP's two numbers indicate the current HP and the maximum HP for that LV.
The maximum HP possible is 999, though that's rarely (if ever) seen.
EP has a max of 999, at which point LV goes up one and EP returns to 0.
Once LV 99 is reached, EP remains a static 0 (zero) from then on and no
further status increases are gained in battle.
AP, DP, LCK, and AGL won't exceed 254.
MP has a maximum of 99. (LP, too, has a max of 99.)
Selecting ITEM lists all items Ari and his allies have collected. Some
items may be used to heal allies or damage enemies. Some may increase or
decrease stats permanently or temporarily. Some are equipment. Items that
may be used at that moment appear in bright type (white versus gray). If a
healing or curative item is selected, you're prompted on who to use the
item; if the ally selected won't benefit, a beep is heard, so you won't use
up items unnecessarily.
Note. When selected in battle, an item is immediately removed from
inventory. If battle ends before the item can be used, the item is lost and
is NOT returned to inventory.
Ari's initial inventory:
NAME DESCRIPTION EFFECT
Picked up Branch Branch picked up somewhere. Atk +1
Ordinary Outfit Nothing notable mere casual clothes. Dfns +0
Holly Spiky leaf wards off evil spirits. Luck +1
Note. Because what's equipped affects Ari's stats, his "naked" AP is 8 and
his LCK is 0. While the Holly accessory may be unequipped (and Ari's LCK
reduced), a weapon and some armor (or "gear") must always be equipped.
Selecting SPECIAL lists Ari's "special" commands, spells and the like.
Specials may heal allies or damage enemies, or affect stats temporarily.
Ari starts out knowing two Specials. Decoy affects all enemies and makes
them attack only Ari their next round. Decoy is the only Special where
using it has no cost. Overdrive targets one ally, enhancing his or her
attacks and letting them use a one-time "burst" attack, which in turn
targets all enemies. Using Overdrive costs Ari 15% of his HP (5 HP
initially), whether he targets himself or an ally.
Note. A Special's "cost" is levied immediately after the command is
selected, whether the command has a chance to be used or not. If Ari
chooses Overdrive, for example, his HP is immediately lowered; if battle
ends before Overdrive executes, the HP is NOT returned.
Selecting EQUIP allows for changing out weapons (Wepn), gear (Eqpt), and
accessories (Gurd). Try removing the Holly by selecting Gurd, then Holly --
selecting the same accessory unequips it -- and notice Ari's LCK goes down.
Be sure to equip the Holly again, though.
Note. The game's manual and other resources imply that the Equip menu can
be accessed during battle, when in truth it cannot.
When Ari gains some allies, use L1 and R1 to cycle through active party
members on the Equip screen.
Note. Weapons and gear are unique to a particular ally and can only be
equipped by that ally. Ari's equipment are swords and outfits.
Selecting CONFIG sets two common aspects of the game: How fast dialogue
text is typed ("Text speed") and whether to use stereo or mono sound.
However Text Speed is set, pressing X immediately completes the line of
text being typed.
With a 5.1-channel sound system, the mono setting channels sound through
the center speaker(s).
QUIT is for quitting your game, but be careful. Your game will NOT be
saved! You are prompted to confirm quitting, however.
Once you're finished looking over the menus, press O (repeatedly, as
needed) to leave the menu screen. Before you go exploring, however, press
the controller's Start button to Pause the game (and enjoy a respite from
the music, if desired). Be aware that the game clock, shown on Save and
Load screens, continues all the while the game is loaded, even while in the
menu or paused. Press Start again to continue.
Walk over to Ari's mother and press X to speak with her. She gives a bit
more info about Ari's errand and, a-ha, a tip to visit Ari's dad BEFORE
going to the bakery.
Tip. Interacting with NPCs is vital in OKAGE and it's a good idea to speak
with people you meet multiple times, until they repeat themselves. Watch,
too, for clues like "before".
Before heading out to find Tenel Village, however, explore the kitchen and
find the door.
Note. Most cupboards, cabinets, and boxes don't hold anything. If an object
can be manipulated, OKAGE displays a ! balloon when Ari stands before it,
such as the door out of the kitchen.
To leave by the door, move Ari to stand between the two truncated posts so
that the ! balloon appears. Then press X to open the door. Ari is now in
the entry hall. First off, notice most of the doors look like doors; rooms
may have either or both types of doors.
From the entry's ground floor are four doors: The kitchen door at Ari's
back; two other inside doors; and the door (opposite the foot of the
stairs) that leads outside. Do not go outside yet, but enter the room to
the right of the kitchen. Speak to the two people, then exit to the foyer.
Now enter the door to the left of the stairs. A hallway. Walk downstairs
and open the door at the bottom. Nothing here, so go back upstairs and out
to the entry. Explore the second floor, starting with the left-hand door at
the top of the stairs. Another hallway. Try opening the first door on the
right. Locked, with a choice of what to try. You can try again, but Ari may
need to step away and back before the ! balloon reappears. Walk down the
hall and open the second door. Empty bedroom. Backtrack and from the top of
the entry's stairs open the right-hand door. Ah, another hall and another
locked door. (Something does happen with these locked doors at one point,
so it's always good to check.)
Open the second door along the hall. It's Ari's room and the first Save
point in the game. Rest restores all stats and cures all curses and
ailments. Change Party let's you pick the allies in Ari's active party
(later, when he has allies). Save prompts for the slot in which to save the
game. (Be sure to read the IMPORTANT! warning in the "FAQ" section about a
notorious, if rare, saving bug.) Pick an empty slot and press X.
Note. OKAGE provides only three save slots, which cannot be deleted
individually. When overwriting an existing saved game, you are first asked
to confirm the save.
Once the save is complete, control returns to Ari.
Note. If you need to use more than one of the commands at this Save point,
Ari needs to leave his room and return to select another command. Other
Save points do not have this restriction.
Time to find the village. Backtrack to the entry and go out the front door,
opposite the foot of the stairs. Ari is now outside on a "world" map.
WORLD MAPS feature an overhead display of the region. Pressing R2 toggles
the overhead map off and on. L1 and R1 swing the camera angle left and
right, as does the right analog stick.
Follow the edge of the house to the left and circle the base of the
windmill. Ari will stop and pick something up -- a Tiny Gear [TG1].
TINY GEAR are plentiful, thirty-two in all, eight found across each of four
different regions. The Tiny Gear sidequest is one of the most amusing for
long-time RPG fans -- the gears are invisible both on-screen and on the
overhead maps -- and, for the same reason, potentially frustrating. An
excellent checklist may be found at GameFAQs.com, however.
SIDEQUESTS. In OKAGE, sidequests generally have no bearing on the main
storyline and may be safely skipped. Most sidequests, however, like this
one, are easily completed with little extra effort and usually return good
rewards that can't be achieved or acquired any other way. This guide
presumes completing each sidequest as it comes up. (See the "Sidequests"
addendum for the isolated steps required for each.)
Annie blocks the steps. Talk to her, or if Ari tries going around her,
she'll initiate the conversion.
After she walks off, go down the steps. Open the gate on the left and enter
the small cemetery. Examine each of the three tombstones. Ominous.
Backtrack and approach the big gates. They'll swing open automatically.
Follow the path (looking for Tiny Gear if you like) until you reach a
signpost. Examine it to get directions (on the overhead map, towns like
Tenel and Madril appear as red circles; Ari's house is the Nameless
Dwelling).
Try to go south toward Madril and the Skinny Boy will call Ari back. Talk
to either of the boys, and then each separately. The scene shifts to show
Tenel Village.
Walk up to Tenel's gates and press X to enter the village. Talk to the
girl, Julia, just inside the gate.
In the village, signs appear over merchant's doors. [Trigger: DO NOT enter
the Bakery yet, or if you do, leave WITHOUT talking to either occupant.
After a conversation inside, leaving the Bakery initiates a progression in
the story, but remember Ari needs to talk to his father first.]
Explore the rest of the village and talk to everyone else. Begin with the
Inn behind where Julia was standing. Next, try the Butcher's ("Meat")
across the street. When offered, buy the meat. Talk to him again, then
exit. Now talk to the two gents standing in the street until you hear
everything they have to say. Next, try the Tinkers. SKIP the Bakery for now
and talk to the girl. Try the Bar next, then talk to the old man.
Now try the Shop (Other One). This is your typical restocking station, but
notice too the stairs going up to the second floor (differing from the
stairs at Ari's house) and another door behind the shopkeeper. Enter the
backroom first and talk to the old man, who gives Ari a few coins. Talk to
him again, then exit and explore upstairs. Talk to the woman (hmm, Ari may
need to see the Butcher again), then go back downstairs. Talk to the
shopkeeper.
SHOPS offer supplies and sometimes weapons or gear. You can Buy what the
shop has to offer or Sell excess items. OKAGE doesn't limit the variety of
items carried (no "bag full" problems), though there's a maximum of 99 on
any one item.
Tip. If an item nears the maximum, sell off a few for some easy cash and to
leave a little room for collecting more (which in turn may be sold).
Shops have a static inventory of what they sell and an endless supply of
those items, but any items may be sold at any shop, for half their purchase
price. Items you sell don't subsequently appear in the shop's inventory,
however, and not all items may be sold.
Tenel Village Shop offers:
ITEM DESCRIPTION EFFECT COST
Nut Great for a snack. Recover 50 HP 10
Energy Flower Heavenly Beauty. Recover frm KO 150
Purging Stone Brings pure Winter mountain air. Cures Poison 10
Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100
As you scroll through the offerings, notice any changes on the left side of
the screen. If the highlighted item is already in inventory, how many is
displayed near Ari's icon; if not, the number is zero (0).
When you select an item to buy, you're then prompted for how many. Use the
right and left arrows to increase or decrease the number by one; use the up
and down arrows to increase or decrease the number by ten. Then press X.
The total cost is shown; select Yes to make the purchase, or select No (or
press O) to back out without making a purchase. Notice that after making a
purchase, the number shown in inventory increases.
Recommendations: Guidance Jewels are offered at every shop in OKAGE; buy
one now if you like, but there's no dungeon before the next shop. Poison
wears off at the end of battle, but at low HP can take a toll; buy 5
Purging Stones. Buy 2 Energy Flowers, good to have a spare on hand, but
pricey at the moment (and since a KO is an immediate game-over while Ari's
adventuring alone, he can never use an Energy Flower on himself). Nuts are
used most at this level; buy 30. You'll still have 240 sukel left.
Alternatively, to save your sukels for later, purchasing only a few Nuts
now should serve Ari well enough.
When you're done with your purchases, press O to back out one level, then O
again to leave the bargaining table. Exit the shop.
Try the little house just next door, then the little ell-shaped house
(easily overlooked) immediately across the street. Talk to the woman, then
exit. Now talk to the guy on the street (another hint to see Dad, hmm).
Enter the big house, which offers two other doors at ground level, plus an
upstairs. Enter the door on the right first and talk to the woman. Exit and
enter the door across the way. Talk to the Elder and listen to his story.
Exit and go upstairs. Try the door on the right first, then go back and try
the other door. Go back downstairs and exit the house. Head to the right
and up the steps. Talk to the guy standing in the courtyard.
Off the courtyard are entrances to the church, on the right, and the town
hall. Try the church door, then read the sign beside it. Enter town hall.
Talk to the two clerks and try the two doors. Then talk to the guy in the
glasses, Ari's Dad, until you hear all he has to say. Exit and retrace your
steps to the Bakery (yes, it's time).
Enter the Bakery and talk to the guy on the right. Now talk to the lady
behind the counter and pick up the loaf of bread. If you like, press
Triangle to bring up the menu, then Items to view the new quest item.
Green QUEST ITEMS, such as the Butcher's Ground Beef and the Baker's Loaf
For Pickup, are unique items pertaining to the storyline and may appear in
Ari's inventory only briefly until called into play by the story. Some
quest items linger indefinitely, act as keys, or serve as red herrings.
When ready, exit the Bakery. Dusk is falling and Annie intercepts Ari.
Thus, the narrator intrudes.
The next night, everyone gathers. When control returns, AVOID talking to
Dad for the moment, but talk to everyone else. Ari can't leave without
talking to his father, though, so talk to him now. When Ari can, leave the
room. Make a circuit around the house, stopping in Ari's room to save.
Backtrack to the entry and leave by the front door.
Dark outside. Look at the overhead map. The yellow arrow shows "you are
here" at Ari's house, but notice the circular area due west, past the
crossroads. That's where the circus is set, so head that direction. If Ari
wanders too far south, a guy will turn him back. As Ari approaches the
circus, a couple stop and chat. Read the signpost just outside the tent,
then talk to the pudgy man (he'll stop Ari if Ari tries following Julia).
To the left of the guy is a big pole in a stone circle; examine it, but
more about this later. Try to enter the circus tent.
Retrace your steps to the crossroads and a scene ensues (with narration).
The events take a while, but enjoy Dad's gyrations.
When control returns, the next morning, step out of Ari's room, then back
in to save (in case of power failure). Make a circuit around the house,
talking to everyone. Then leave the house. A short scene ensues. (Trivia.
This is the only time Ari can walk around with his shadow "out" like this.)
Talk to James. Then press Square.
From now on, STAN, the Evil King, gives Ari a comment or two when Square is
pressed. Check with Stan often, or if you get stumped on what to do next.
For now, go back into the house and enter the kitchen. Talk to James, then
Mother. Leave the house again and head toward the village. Be sure to speak
with everyone. [Trigger: Ari can't enter Tenel until he's spoken with all
six villagers on the road.]
In town, enter the Butcher's. Sell the ground beef back for 30 sukel. Exit
and make the rounds, hearing everything everyone has to say. Then enter the
town hall. The woman has more to say about Ari's classification, while the
man tells the secret of the water problem. Talk to Dad to get the church
opened. Enter the church, and then the door on the left. Examine the dry
fountain. Enter the next door. After a brief exchange, finally, Ari's first
battle.
BATTLE SCREENS. Battle is entered with a brief transition and almost
immediately the Battle menu is displayed.
Note. Later on, random battles may come up as "surprise" attacks, sometimes
allowing foes the first move. These are infrequent, however.
Battle menu commands:
Attack > Attack Target an enemy group. Attack one enemy physically.
Combine Combined physical attack with other Waiting party
members, targeting one enemy.
Burst Available after Overdrive. Attack all enemies.
Special Select a Special command, such as Overdrive, then a
target, either friend or foe.
Item Select an item, such as Nut, then a target.*
Defense > Wait Hold in place for a Combine attack.
Escape Run away, flee. Invokes Retreat, using LP.
Defense Guard posture. Reduces physical damage, less prone to
status attacks.
* Although the manual says weapons may also be selected via Item, such is
not the case. Ari can only change his equipment outside the heat of battle.
As Ari's first fight is considered a boss fight, the Escape command is
disabled. The Wait and Combine commands, too, do not appear for this fight,
though once Ari has an ally or two this pair of commands proves invaluable
(more then). Lastly, the Burst command only appears after Ari uses his
Special, Overdrive.
Overdrive may be the most often used offensive Special. The Burst command
it enables is best used at the outset because it targets multiple enemies
at once, possibly taking out a number of foes in one fell swoop without
diffusing the damage done to each. Once the minions are whittled down, then
Ari can focus regular attacks on the remaining foe.
Tip. Overdrive intensifies Ari's normal attacks, too, and remains in effect
until Burst is used. Sometimes it's more beneficial to delay using Burst.
Try the Overdrive Special -- a "whoosh" is audible when it executes and a
pool of purple light appears under Ari's feet. Then attack with Burst, but
remember the Burst command need not be used immediately. If Ari takes any
damage (or just to recover the hefty HP cost of using Overdrive), use a Nut
first to keep him healthy.
Timing is crucial when choosing items. The item selected must be useful at
that moment. For example, if an enemy is poised to deliver damage when Ari
is prompted for his next action, but he hasn't actually suffered any damage
yet, he won't be able to target himself with a Nut.
Tip. Using Wait is also helpful in these situations. As soon as the damage
is done, press L1 or R1 and have a waiting character immediately invoke a
little healing with a Special or Item.
Another tactic to consider is having Ari use Defense > Defense constantly.
After Ari takes a little damage, Stan will step up and lend a hand,
inflicting big hurt on the foes.
Across the lower portion of the screen, keep an eye on Ari's health meter
and status indicators. If a foe poisons Ari, for example, be sure to choose
Item then Purging Stone on his next turn.
When Ari (or an enemy) is afflicted with a status ailment or curse, a
balloon icon appears over his head on-screen. The OKAGE manual shows each
of the icons, helpful to keep at hand until you're familiar with them all.
If the same ailment is inflicted more than once, the status indicators show
a number (rather than an icon) to indicate the severity, with 3 being the
worst. See also this guide's "Quick Reference" section.
Be aware, too, that Ari's recharge (or "Wait") meter must fill before his
next action may be selected. As the game progresses, Specials may be
learned that affect the recharge rate, for foes as well as allies.
Damage inflicted appears as numbers over the heads of Ari and his foes.
Healing displays similarly, but in green. In the lower-right of the screen,
a History list also records damage and healing. Other important information
may also display in History.
As foes are KO'd, they are replaced on the battlefield by either a moneybag
or a treasure chest. These spoils are automatically picked up at battle's
end. A chest may contain any variety of item, from a simple restorative to
a rare piece of equipment. See the "Monster Droppings" section for details.
TALLY SCREENS. After the fight, items dropped by the foes, if any, are
automatically picked up and listed under Get Item. Money dropped is tallied
up under Get Money, along with the Total Money. (Tip. As the money amounts
get larger through the game, press X to skip the tallying-up and go
straight to the final total.) Then EP is calculated under Get Experience.
If Ari earned a level-up, a fanfare plays and a message to that effect
displays near the bottom, also showing any new Specials he may have
learned.
Note. The EP earned from each foe decreases as Ari gains levels. During the
post-fight accounting, the EP-earned is based on Ari's level at the
beginning of the tally. (This can result in some leapfrogging in who has
the most EP later on). For example, if at the end of a fight Ari is at
level 5 with 998 EP, Ari earns more EP for the fight than if he had been at
level 6 with 3 EP at the fight's end. Read RBury's Experience Point FAQ at
GameFAQs.com for more details.
After a level-up, press X and the remaining EP is tallied.
Note. Occasionally the stat increases shown on the tally screen are
inaccurate. This is an infrequent anomaly with the game, but it's only
aesthetic. The correct stat increases display on the Status screen.
Press X again to dismiss the tally screen. A scene ensues, automatically
opening the treasure chest [TC: Old Glass Tube].
When control returns, walk around behind the chest until the ! balloon
appears. Open the valve. Exit the room and again examine the fountain. Exit
the church and a scene ensues. Read the sign beside the church, then it's
time to talk to everyone again, visit stores that have reopened, and stock
up at the Shop. Dad's a source of direction. The Elder has something for
Ari, the first of six cyphertexts [CT1] for the Secret Society sidequest.
(Hint. Read it in reverse.)
Note. In the menu, select Item then Cyphertext 1 to again see the clue. The
text varies slightly from the Elder's reading.
The Tinker, too, has something (but no, it can't be equipped).
Be sure to visit the Inn, where the Innkeeper kindly explains how Inns
work. Rest and save. Enter the door on the right and talk with the Fortune
Teller (remember the compatibility gift?). Explore upstairs, then exit the
Inn. Finally, talk to the guy blocking the town gates. Go to the Bar and
talk to the Ringmaster. When you can, press Triangle and select Item.
Select the Map o'Evil Kings for a hint; check the map often for clues on
how to proceed. Exit, then talk to Julia near the town gates. The narrator
adds some commentary, then....
The next morning, Ari is awoken in his room. Leave and come back in to
save. Explore the second floor, if you like. When ready, go down to the
entry. [Trigger: Stepping off the main staircase initiates an event.] Talk
to everyone, saving Dad for last. Once Ari agrees to go along with Stan's
plan (toy with him a bit first, if you like), speak to everyone again. Mom
has something for Ari and Grandma sets Ari on the beginnings of a lengthy
(but again, straightforward) sidequest. Finally, talk to Ari's father,
receiving another item. Leave via the front door.
Following some narration, the Chapter 2 title-card displays.
---------------------------------------------------------------------------
B2. CHAPTER 2 - Enter the Pink Hero and Her Parasol
From the crossroads, head north and enter Tenel. Talk to everyone for hints
on what's going on in the world. The blacksmith has a few words of wisdom,
too. Drop off the pebble with the Baker (and gain another quest item in
exchange). Save at the Inn, then leave town. If you like, at the crossroads
backtrack to Ari's house. Talk to Annie by the fountain and everyone
inside. Save again (the next Save point is a ways off). Leave and return to
the crossroads.
Head to the circus tent, reading the sign on the way. To the right of the
entrance, speak to the man and receive the next cyphertext [CT2]. Speak to
the guy again to hear the text, or from the menu, choose Item, then
Cyphertext 2. (Hint. Read the lines in numerical order.)
Try to enter the circus tent. To the left, the pole in the stone circle is
now enveloped in green light. Examine the pole and Ari is whisked away to a
strange island with nothing but inert stone circles. Use the right analog
stick to get a good look at the terrain. Follow the cliff edge around and
speak with the girl on the far side, who explains about the Isle of Wap-
Wap, or "Traveler's Island". (Nice use of "stele".)
STELES. Whenever a new stele is encountered, always use it right away, even
if you only turn around and go straight back. The steles on Wap-Wap remain
inert until the corresponding steles become active on their world maps.
Examine the now-active Tenel stele and Ari returns to the circus grounds.
Leave the circus grounds and at the intersection, turn south. Walk down the
center of the path and Ari finds the next Tiny Gear [TG2], just as a bridge
comes into view. Approach the bridge, but don't cross it yet. Instead, veer
to the right, down to the north shore of the river. Walk under the bridge,
past the man, and open the treasure chest [TC: Holly]. Turn around and talk
to the man, to swap the Bread Crust for a Worn Brush. Retrace your steps.
[Trigger: Crossing the bridge initiates a scene.]
Ari receives his first sword...and the gates of random enemy encounters
open wide. From now on, ghosts will attack Ari on the world maps. You'll
see them coming, and they can be avoided, but the ghosts get steadily more
aggressive. Ghosts may also initiate a "surprise" attack from time to time,
usually if they touch Ari from behind, meaning they get a slight jump on
Ari at the outset.
Note. The ghosts' color has no relevance to the strength of the foes
encountered.
Press Triangle right away and ensure the new sword is properly Equipped. In
the menu, select Equip. Beside Wepn, Leftover Sword now appears. Select
Wepn and notice that Leftover Sword raises Ari's Atk (or AP) by 5. His Luck
is also raised by 5, though the sword's description doesn't mention that
increase. (Tip. It's always a good idea to check Ari's stats both before
and after changing his equipment.) Notice, too, that his Picked Up Branch
is no longer listed or found in inventory. Exit the menu and get ready to
fight.
When battle is joined, a brief swirling transitions Ari to the battlefield,
which reflects the terrain (with astonishing accuracy, at times) but is
indirectly featured. Trees surrounding the battlefield, for example, don't
necessarily surround Ari on the world map.
In Tenel Forest, the most common foes are Airy Bunnies, Perky Frogs,
Chicken Chickens, and Maneating Onions, though others will appear.
Note. While this guide occasionally highlights enemies of special note, the
Lists FAQ at GameFAQs.com details each area's new foes.
The chickens have an, uh, interesting attack, but may Escape as well. When
enemies flee, they leave behind (or "drop") no treasure or money, and Ari
gains only 1 EP for the fight. If some enemies are KO'd before the others
Escape, however, those rewards are still collected.
The onions appear fiercest, but individually deal small damage. They show
up in groups of three or five, however, a good time to use Overdrive and
Burst. (Tip. Observe the damage each enemy inflicts. The damage dealt by
some foes may be less than Overdrive's HP cost.)
Heal Ari whenever his HP dips below halfway in these early fights. The most
damaging foes through Tenel Forest are Tricky Ghosts and Wild Cows (a good
time to try Overdrive without using Burst). If you run out of Nuts,
remember Ari can choose Defense, then Escape to invoke a hasty Retreat.
Note. Unlike in some other RPGs, in OKAGE Escape always succeeds. Enemies
won't block Ari's retreat.
After battle, any money or items left behind by the ghosts are
automatically collected and EP is awarded. If Ari needs healing, from the
menu choose Item, then select Nut (or Special and then Mend, which he
learns at LV 4). Since stats are restored without cost at Save points,
healing magic is often more economical than restorative items, which must
be purchased if Ari runs low. Many foes in the Tenel Forest drop Nuts,
however, so gauge accordingly.
Note. If you'd like to follow-up on the blacksmith's words, turn around and
head back to Tenel Village (Leftover Sword isn't considered "strong"
enough, apparently, but you may wish to show the Tinker any new weapon Ari
buys or receives, your choice). If you go, after speaking with the Tinker
return to the bridge.
Cross the bridge, but veer to the left and walk under the bridge to find
another Tiny Gear [TG3] in the patch of dirt.
Retrace your steps, then head due south until Ari reaches a lakeshore.
Swing the camera around. A little northeast is a short plateau. Explore the
bushes abutting this plateau (climbing the plateau to reach the back of the
bushes) for the next Tiny Gear [TG4]. (See the "Other Puzzlers" section for
more help, if needed.) Go back to the lakeshore and follow its edge east
until Ari finds another Tiny Gear [TG5] at the lip's dead end. Okay,
backtrack all the way to the main path and follow the road east. Talk to
the traveler, then continue toward the next bridge.
Note. When ghosts initiate a fight, Stan may pop up and ask Ari a question.
Ari needs to pick one response from each of three groups of possibilities.
It's not easy and the answer's rarely apparent, but if Stan is pleased with
the combined response (such as "Earth shaking / ideal / hunk!"), he'll hit
the enemies with a preemptive strike. See the "Pop-up Stanley" section for
some sure-fire winners.
Head across the bridge and talk to the man blocking the way. (It may take a
few times, but enjoy Kisling's observations.) After Kisling walks off, veer
hard left to find a Tiny Gear [TG6] under the tree. Follow the path south
and talk to the woman. Continue on, but keep a lookout for a path toward
the southern lakeshore and a treasure chest [TC: Wild Strawberry].
Note. Rare restorative items that benefit all party members, such as Wild
Strawberry, appear in red type in the Item menu. Use them conservatively
until you find a ready source for restocking more.
Backtrack and go south again. Watch for a log blocking a westward path.
Read the signpost and explore the path west. When a boarded-up tree stump
first comes into view, look for a path down to the water's edge and another
Tiny Gear [TG7]. Return to the log and the main road.
Head south again. Ahead another stele comes into view, awash in red light,
but before it, on the east side of the road, is a lone tree. Circle the
tree to find the last Tiny Gear [TG8] on the Tenel Forest world map. Now
examine the stele to activate it. On Wap-Wap, examine the same red stele
and return to where you just left off.
Tip. If Ari hasn't reached LV 4 yet (and health-wise he's not on his last-
legs), you may wish to wander a bit until he does. His Mend Special is well
worth the extra effort.
When you're ready, walk over and open the big metal doors.
Welcome to Madril. Random attacks cease while Ari's walking around the
public streets. Walk over and talk to the group of townies, then talk to
each in turn. The building behind them is Town Hall, but first stop at the
Inn, the first building on the left side of the street, to rest and save.
Talk to the Fortune Teller, while you're there, and explore the Inn. (The
two guest rooms are obvious, but at the end of the hall is also a staircase
leading up.)
Now return to Town Hall and talk to everyone. Don't miss any clerks behind
the windows. The guard won't let Ari into the Hero's Club yet, however. So
leave. Before going on to the next building, look at the south end of Town
Hall for a striped awning and a ! balloon. If you figured out Cyphertext 2,
Ari acquires Cyphertext 3 [CT3] now. (Hint. Read between the lines.)
Visit the next two houses on the same side of the street. Then visit the
house next to the Inn. Talk to the boy standing outside. Examine the lift
behind him, too. Next, stop in the Bar beside the lift and talk with
everyone. (Take note of Lover Boy for future reference.) Exit the Bar and
speak to the sentries.
Since they won't let Ari go any further, return to Town Hall and try to get
into the Hero's Club again. Ms. Parasol and the guard have a brief
exchange, then keep talking to the guard until he lets Ari in. Inside,
avoid Ms. Parasol for the moment and starting at the far left learn what
everyone else has to say first. Query the clerk until all he has to say is
heard. [Trigger: Speak with the guy at the far right to hear his comment
and initiate a brief scene. Speaking with the woman or the man she's
arguing with instead initiates the same scene, but skips the other guy's
comment.] Speak to the guy at the far right again. Talk to the clerk on the
floor, but choose the second or third response for the most exposition.
Exit the Hero's Club, then go right back in. Two of the guys near the door
have new things to say, the clerk on the floor is now behind a window, and
there's a backdoor, though it leads to nothing. When you're done, exit Town
Hall and Stan has something to say.
Interrogate the kid over by the lift again. Visit Toby, in the house next
to Town Hall, and take a guess at the password. (Hint. Which gang calls the
lower level home?) Go out the back way and follow the pipe around the
corner. Avoid the queue of would-be heroes for now.
Over near where the sentries block the road is a house, just a posting on
the door to read. Across from the queue enter Madril's Shop. Speak with the
girl in the corner (hmm, a manhole). Talk to the boy at the counter, but do
NOT accept his first offer of 300 sukels. Talk to him a second time and he
ups his offer to 400 sukels -- take it!
Talk to the man behind the other counter to buy his wares, including better
equipment for Ari.
Madril Shop offers:
ITEM DESCRIPTION EFFECT COST
Ordinary Sword Widely used by travelers for Atk +10 40
defense.
Clean Outfit A new line with a trendy style. Dfns +1 30
Nut Great for a snack. Recover 50 HP 10
Energy Flower Heavenly Beauty. Recover frm KO 150
Purging Stone Brings pure Winter mountain air. Cures Poison 10
Writeoff Charm For carefree living. Cures Tax 100
Awakening Stone Bright as sunshine in summer. Cures Sleep 50
Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100
As you highlight the sword and outfit, an up-pointing triangle indicator
beside Ari's icon displays in green to show the item is better than what
Ari currently has equipped. (The down-pointing indicator displays in red if
the equipment is less robust and neither indictor displays in color if the
item is of equal power.) Notice, too, that nearby how many of that item are
already in Ari's inventory is shown as zero (0) or another number. You
never need more than one of any particular weapon or gear.
Note. The quality indicators only compare to how the ally is currently
equipped, not to ALL of the ally's equipment in inventory.
Be sure to Equip the new sword and gear. When you're done, leave the shop.
Try the door before which everyone's queued up. Talk to the guy facing the
queue, then each hero standing on line, from left to right, leaving Rosalyn
until last. Speak to her several times. After she runs off, talk to the
File Clerk again, then examine the small manhole cover. Follow the passage
and climb the ladder at the other end.
On the left, enter the house. Gear love abounds! (Ahem, sorry.) Gear Freak
swaps for the Worn Brush, giving Ari a Rare Gear. Exit and try the double-
doors of the next building on the right. Skip the next door, but try the
gates and the door beside the trash barrier. Now enter the door you
skipped. A scene ensues. When control returns, talk to the two kiddies.
Follow Robert (that's "roe-bare"; he's apparently of French extraction).
Another brief scene, then walk up and examine any of the boxes (the
"puzzle" auto-solves). Enter the next door. Another scene, then talk to
everyone, including the cat. Try to leave and Maggie stops Ari. Leave the
building when you can.
The barriers are all gone now. Stock up if you didn't earlier and backtrack
to the Inn to save (you don't want to go through all that again). [Trigger:
When you're ready, open the now-unlocked gates to access the sewer.] After
a scene, Ari and Rosalyn descend. Step right up and face....
SEWER EVIL KING
Ari's first real boss fight.
Take out any minions, Lurking Rats, accompanying the boss. Then the party
may combine their strength against the boss itself. To activate the Combine
attack, have a party member select Defense, then Wait. (When the party has
three members, you can have two do this step, but that's optional.) The
last member chooses Attack then Combine and all members physically attack
the single target at once, for slightly greater damage than if they'd each
attacked singularly.
Note. If accidentally you have everyone Wait, the party may do nothing for
wave after wave...other than take a real pounding. Press L1 or R1 to get
out of the trap, "skipping" to the next Waiting party member so another
command (such as Combine) may be selected.
After the fight a rather long scene goes on and on and on. Eventually,
Rosalyn officially becomes an ally.
With some narration, the Chapter 3 title-card displays.
---------------------------------------------------------------------------
B3. CHAPTER 3 - As Her Majesty Commands
When control returns, Ari is standing outside the Madril Inn, fully healed.
Duck inside and save before doing anything else.
Press Triangle and take a look at Ari's new ally. The Information line now
displays an LP totally Ari's and Rosalyn's MP combined. Notice, too, that
Rosalyn's gear is included under Items and her unique commands are listed
under Special, following Ari's Specials.
With two allies, use L1 and R1 to cycle through all allies on the Status
screen and only members of the active party on the Equip screen. Use these
buttons to scroll a page at a time through long lists, too, such as Item
and Special, in both the main menu and the battle menu.
Rosalyn's initial status:
LV HP EP AP DP MP LCK AGL
5 75/75 544 32 12 10 5 60
Rosalyn's initial inventory:
NAME DESCRIPTION EFFECT
Ordinary Rapier The most popular mass produced Rapier. Atk +10
Swordsman Armor Light armor appropriate for long battles. Dfns +4
Wildcat's Fang Fang of small but formidable beast. Atk +1
Rosalyn's "naked" stats, then, are AP 21 and DP 8. Her element is ice
(blue). Her Parasol Amulet command can be cast only on herself, but
protects her from most status ailments, though not from curses.
Press Square to hear what Stan has to say. Bring up the menu, select Item,
then Map o'Evil Kings for a clue on what's next. Talk to the Fortune Teller
again, if you like, then go back outside. Make a circuit around Madril's
lower level, talking to everyone. An exchange occurs at Maggie's house,
where Ari met her snob-hating father earlier. A strange fanatic has taken
Lover Boy's place in the bar. The sewer management office is now open.
Note. You can revisit the sewer, the location of the boss fight, but be
prepared for lots of losing, as the foes now found down there are WAY over
Ari's head, easily taking him out with a single hit. If you try it, though,
(for beaucoup EP, yes), be sure to save at the diary the moment you get
there, to save yourself from retracing too many steps every time Ari ends
up twitching on the floor. Enough said.
After you've spoken with everyone, save at the Inn again. Exit and take the
lift up to the second level. As soon as you move away from the lift, a girl
sporting horns (and a microphone) petitions passers-by to listen to her
song -- Ari included.
When control is returned, make a circuit of the upper level and talk to
everyone. After talking to the counting guy, who has something for Ari,
visit the hung-over woman, who swaps with Ari for something else. Be sure
to find and speak with Miss Madril (pivotal to the "Miss Match" sidequest).
Lover Boy is now stationed over by the Research Center, which Ari should
visit, as well.
When you're ready leave the top level by the big metal doors.
Outside, Professor Gutten Kisling stops Ari and Rosalyn. After a brief
exchange, Kisling becomes an ally. Press Triangle and get familiar with the
Professor.
Kisling's initial status:
LV HP EP AP DP MP LCK AGL
10 55/55 0 22 16 24 5 45
Kisling's initial inventory:
NAME DESCRIPTION EFFECT
Ghost Basics General handbook for monsters. Atk +5
Wornout Coat Well seasoned and pretty worn. Dfns +6
Heatwave Ring Rising heat wave diverts swords. Avoid Attack
Kisling's "naked" stats, then, are AP 17 and DP 10. His element is thunder
(yellow). His Spell Suction command is a great way to recover LP during
battle.
Note. From now on, the active party will always consist of Ari and two
allies, except the few times when the story requires otherwise.
If you try to reenter Madril, Kisling blocks the way, so head south onto
the Rumille Plains. Veer left and northward to a treasure chest [TC: Cool
Vest]. Continue east and north, following the river bank all the way up to
the waterfall, where Ari finds a Tiny Gear [TG9]. Across the river, notice
a signpost for future reference. Backtrack, following the riverbank to a
bridge. [Trigger: Random encounters resume when Ari approaches the bridge.]
Kisling is delighted when a fight ensues.
Tip. In the post-battle tally, notice the difference between the EP Kisling
gains at LV 10 and that of Rosalyn at LV 5.
After dispatching the enemies, cross the bridge and veer right this time,
following the river west as far as Ari can go, to find the next Tiny Gear
[TG10]. Backtrack to the bridge, then head south, hugging the western cliff
face. Ari finds another Tiny Gear [TG11] a little while after the grass
turns to sand. Now head due east to the opposite cliff face, turn south,
hugging this wall until Ari finds another Tiny Gear [TG12]. Turn around and
follow the eastern wall north this time. Watch for a little bower with
flowers, butterflies, and a treasure chest [TC: Punk Wig]. Explore the rest
of the way north, if you like, and note what Ari finds for future
reference.
Turn around and head south. On the overhead map, make for a blue dot along
the western edge. This is a standalone save diary. Continue due south until
Ari runs into an area with moss-covered rock slabs. Follow the line of
rocks east, and turn in when an opening presents itself. Explore the
enclosed area until Ari finds a Tiny Gear [TG13] hiding behind a rock
standing on-end. Walk around this stone and go due east. Ari walks into a
trio of stones. Walk around the trio and find another Tiny Gear [TG14] in
the alcove created by the three stones.
Take to the road south again. Watch for a stone with a wee frog sitting
atop it. Turn in at the end of the stone to find a well-concealed treasure
chest [TC: Chic Suspenders]. Just past, the road forks. Take the left fork
and at the inert stone circle (remember it for later), turn due east for
the beach. Follow the shore south to a treasure chest [TC: Gorgeous
Mascara]. Turn back southwest and cross the bridge. Veer hard left and by a
cocoanut is a Tiny Gear [TG15]. Follow the beach west, past the pier. In
the distance, notice the curly cliff and, yikes, the shark's fin in the
water. Turn north to cross the next bridge and enter the circus grounds. No
ghosts attack while Ari's on the grounds (usually; rarely, they will).
Talk to the clown, under a tree south of the first tent. Look to the left
for another treasure chest [TC: Cholesterol] nestled among the bushes. Turn
around and ascend the wide grassy slope. Walk all the way out to the curly
cliff's end and, after a brief exchange, Ari receives Cyphertext 4 [CT4].
(Hint. X never, ever marks the spot.) While Ari's out here, play with the
camera for some stunning scenery. Descend the slope along its northern
side. Explore the dead-end of the short ledge near level ground for the
last Tiny Gear [TG16] on Rumille Plains. Backtrack to the clown, then
explore the three tents. Outside the northernmost tent's entrance is
another treasure chest [TC: Lustrous Hair].
One more thing to do on the grounds. At the northern exit, read the
signpost, but don't cross the bridge. Staying on the river's west bank,
continue north and talk to the man, who explains another little sidequest
(more on this in just a bit).
Note. The next Save opportunity is a ways off, time-wise. If you're short
on time, backtrack to the save diary on the plains -- take the first bridge
east and go north at the fork -- then return to this point when you can.
Turn around and head south, leaving the grounds via the southern bridge. On
the beach, head for the pier leading out over the water and enter Rashelo.
After a brief scene, control returns. The Inn is to Ari's immediate left,
but save it for last -- you can't save just yet anyway and leaving the Inn
after speaking with the Innkeeper triggers an event. (If you enter the Inn
now anyway, do NOT speak with the Innkeeper yet.) If Ari tries leaving
Rashelo, Stan stops him.
At the three-way junction, go left and enter the house. Talk to the Young
Man in Love with Miss Madril. "Give" him three of the six somewhat esoteric
items Ari's carrying -- while standing in front of him, press Triangle,
choose Item, then select the item you think he needs. (Hint. Take a good
look at him and pick what matches his appearance.) He either offers Ari his
thanks or apologies if the item is right or wrong. (See the "Miss Match"
section of the "Sidequests" addendum if you're stumped.) After figuring out
the items he needs, speak with him again for another clue. Exit for now.
Take the leftmost pier further south. Enter the shop, which has some nice
gear upgrades and one very expensive weapon, a sign of things to come.
Rashelo Shop offers:
ITEM DESCRIPTION EFFECT COST
Ordinary Sword Widely used by travelers for Atk +10 40
defense.
Nameless Sword No name but well made. Atk +15 470
K of Clubs Gives unshakable confidence. Atk +20 150,000
Clean Outfit A new line with a trendy style. Dfns +1 30
Fancy Outfit Impeccable fashion-minded garb. Dfns +3 310
Nut Great for a snack. Recover 50 HP 10
Energy Flower Heavenly Beauty. Recover frm KO 150
Purging Stone Brings pure Winter mountain air. Cures Poison 10
Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100
When you're done, Equip any new goodies, then exit the shop.
Take another left, past the next intersection. Outside the Restaurant, read
the menu before heading inside. The first guy expounds on the joys of
fishing. The rich kid wants to see Ari's shadow. Relent and he gives Ari
the Shiny Lens. Finally, talk to the bar owner.
Leave the bar and return to the Young Man's house, two doors north. Use the
Shiny Lens in front of him, then talk to him for another clue. Return to
the Restaurant and speak with the bar owner again. Ask after what concerns
the Young Man. Return to the Young Man once more. When he takes off, all
that remains to complete this sidequest is seeking out the Young Man on
Ari's next trip to Madril.
Exit and again head south, past the Restaurant. Make another left, toward
the lighthouse. Speak with the lighthouse keeper, who swaps a Penlight for
the Rare Gear. Try entering the lighthouse twice and Stan lends a hand,
retrieving the Letter Bottle (more on this in a bit, too).
Retrace your steps, then explore the southernmost docks. From one, Ari gets
a good view of the horizon, with the Aquatic Ruins (a listing clock tower)
and the curly cliff both visible. Looks like there's a gathering over to
the west, too, but first explore due north, up the center of town.
On the northwest side of the market plaza is a blank bulletin board. North
again, and the notice board here provides something to read (hmm, a rumor).
Past the board, turn left and speak with the sentry. Retrace your steps to
the central plaza and take the pier to the right of the well. Turn left at
the Young Man's house and then left again.
Enter the next shack, the Hero's Club. Talk to everyone as best you can,
when the wandering guys aren't blocking Ari's way. Exit the club and visit
the next house to the south. Speak with the woman then leave, examining the
fishing pole outside, if you like.
Go south again, onto the stone platform, and a scene ensues. When control
returns, Ari is standing outside the Hero's Club, though nothing new is
said inside. Return to the stone platform and enter the mayor's house.
Speak with the mayor, then exit. Follow the narrow stone path toward the
central plaza. Speak with two folks there. Head south to the market plaza.
Circle counterclockwise and speak to the blond.
Speak to the sentry next. A brief exchange occurs, followed by a scene with
James. Speak to the sentry again, then a new guy standing by the
lighthouse. Head north toward the Inn, speaking with the blue-haired girl
and the brown-haired boy along the way.
Finally, visit and explore the Inn. Two doors are wedged between the
Fortune Teller and the Innkeeper. Rest and save. [Trigger: Once Ari exits
the Inn and approaches the crossing pier, Stan points out something
happening and they automatically go to the central plaza.]
When control returns, make a circuit, but this time save the mayor's house
until last. Read the notice board again. Talk to everyone standing outside,
including the boatman on the southernmost dock. Stop in at the Hero's Club,
where it's even more crowded, then save at the Inn.
When ready, enter the mayor's house. Talk to Rosalyn and the group of men,
then leave. [Trigger: On leaving the mayor's house, the Princess's
chamberlain, Beiloune, approaches Ari's party.] Speak with Beiloune again,
then head for the southernmost pier once more. This time the boatman lets
Ari aboard.
After a few words, Ari enters his first real dungeon.
AQUATIC RUINS
DUNGEONS. Each dungeon has a save diary posted in its entrance, so use it
right away. Ghosts can follow Ari to the diary, so the entrance isn't a
safety zone. Most dungeons consist of multiple floors, with at least one
stairway leading down to the next level. To open the grate over the stairs,
however, all of the big urns on a floor must be found and defeated. Urns
generally pay very well, in money and EP.
Note. Occasionally, urns drop some form of "bottle". These bottles may be
used in battle as magical attacks, but save them for the eventual boss
battle where physical attacks are meaningless.
Once all the urns are defeated, the grate slides open and that floor
becomes ghost free (no further random battles). When Ari reaches the
entrance to the evil king, Stan always asks if Ari's ready. It's a good
idea to return to the entrance and save at the diary before facing the evil
king.
DUNGEON MAPS. The overhead maps in a dungeon are filled in only as Ari
wanders about. The maps remain in force as Ari goes from floor to floor,
but if Ari leaves the dungeon entirely, the maps need to be walked anew.
Exiting also replaces all of the urns and reinitiates random encounters,
though grates opened between floors (and other devices later) remain open.
Note. Carry a couple of Guidance Jewels in case you ever need return to the
save diary FAST. When used, the jewel transports the allies to the
entrance, right before the diary, NOT all the way out of the dungeon.
DUNGEON ENEMIES. In addition to the urns, dungeons are home to some of the
game's toughest foes. You may see some familiar enemies in these random
encounters, but the Lists FAQ at GameFAQs.com accounts for the unique foes
found in each dungeon, as well as their spoils.
Tip. If you're treasure hunting, dungeons are fertile proving grounds.
Leave the last urn on a floor untouched to keep the random foes coming. You
may find that certain foes only appear in particular areas, however.
Read the signpost to the left of the diary. Using the following rough
textual maps, make your way through the dungeon and gather its spoils.
Return to the save diary as needed to rest and replenish.
Note. Since dungeons are rife with random encounters that can easily get
you turned around, step-by-step directions through every floor are nearly
impossible and can, in fact, prove a hindrance. The "Maps" addendum,
however, contains several links to additional resources (well regarded, but
not this author's work) that may help you better navigate OKAGE's dungeons.
D, Diary (cyan)
P, sign Post
X, Urn (red)
v, Stairs, down (green)
^, Stairs, up (white)
C, Chest
=, Locked gate
---AR-B1--------------
-------------
|X X|
| |
| v |
| |
|X X|
----- -----
| |
--- ---
|P D|
| |
---| |---
Entry
P, "Destroy all of the Urns."
---AR-B2--------------
-----
| ^ |
| |
| |
| |
----- -----
|X X|
--------- |
| |
| ----- |
| C | | v |
| ----- |
| |
--------- |
|X X|
| -- -- |
| || || |
| -- -- |
| |
-----===-----
| |
-----
C, Bountiful Nut
Before accepting Stan's warning and descending the final stairs, again, an
unimpeded trip back to the save diary is a worthwhile precaution. If you
missed the treasure chest, collecting it now is also advisable. As with all
of the game's remaining boss fights, Ari and company will automatically
leave the dungeon after the boss is defeated.
BUBBLE EVIL KING
Take out the minions first, since Compassion Crabs can Mend themselves. You
may want to follow their example and designate a healer, come to think of
it. Once the crabs are out of the way, then gang up on the boss with
Combine attacks. Be sure to keep Ari's HP topped off, however.
In defeat, the Bubble Evil King gives up the Spiral Wire and unlocks the
gate a floor up, which is where the party automatically goes. Words and
more words, then the Princess slaps Ari, taking off a good chunk of HP.
The narrator segues the group topside again. When control returns, talk to
everyone and read the notice boards again, but save the Inn for last. Talk
to Beiloune outside the mayor's house. A colorful guy on the central plaza
has a Whim Berry for Ari. When you're ready, rest and save at the Inn. Step
outside and a girl delivers a message. Yes, talk to everyone again; their
messages have changed. Go to the mayor's house and Beiloune gives the team
an errand.
If you like, you can revisit the Aquatic Ruins to battle urns and random
foes for money and EP. The stairways are now permanently open and the
Former Bubble Evil King is down on the bottom floor, but he only reiterates
what he's already said and nothing else is new there.
Stop by the Shop to replenish supplies and save at the Inn. Leave Rashelo
by going north up the long pier. Veer a little to the west, cross the
bridge, and enter the circus grounds. Speak with the clown near the
southern tent, and those found inside the tents.
Remember the Letter Bottle Stan fetched from the lighthouse? Find the
romantic guy, just north of the circus grounds, and talk to him. This is a
good time to work on his little sidequest. When prompted, pick any message
(which one makes no difference to the outcome, only the reply received).
Backtrack to the first bridge, cross it, and continue due east. On the
beach, the bottle is a little to the north. Pick it up and then return to
the romantic. Once more Ari tosses the bottle. Go back to the same place,
retrieve the bottle, then come back and show the reply to the romantic. The
bottle goes in the drink once more. Go and read the final message.
The Rashelo stele remains inert, so start hiking north. Enter Madril. Skip
the Research Center for a moment and first talk to the researcher standing
outside the center's other wing, who has something for Ari. Now backtrack
and enter the Research Center.
Note. When asked for donations at the Research Center, either amount yields
the same reward, so choose the smaller amount. A complete list of the
donation gifts is found in the "Sidequests" addendum.
When you're done, exit. Stay clear of the singer for the moment, but talk
to everyone else on the second level.
Tidy up the end of the "Miss Match" sidequest by visiting Miss Madril. Talk
to the counting guy (remember the last cyphertext?) and receive Cyphertext
5 [CT5]. (Hint. Watch with a group of chilly friends.)
After Ari has spoken with everyone else, approach Linda, the singer.
[Trigger: Getting too close to the lift pulls Ari over to Linda anyway.]
Grab the lift and ride it down to the lower level as soon as you can.
Make a circuit and talk to everyone. Mr. Know-It-All has a new shtick. Stop
in at Maggie's and a scene ensues. In the Madril Shop, beside the usual
merchant, a Wandering Peddler has arrived with upgraded gear.
Madril Wandering Peddler offers:
ITEM DESCRIPTION EFFECT COST
Nameless Sword No name but well made. Atk +15 470
Omnislice Sword Powerful but not durable. Atk +20 1,900
Hardy Rapier A popular product that's very Atk +15 2,100
durable.
Ghost Pictorial Illustrated book of existing Atk +10 1,600
monsters.
Fancy Outfit Impeccable fashion-minded garb. Dfns +3 310
Durable Outfit For heavy duty tasks. Dfns +5 1,100
Chief's Armor Improved quality. For the team Dfns +6 1,250
leader.
Starchy Coat Crisp finish gives a clean Dfns +9 1,500
impression
Energy Flower Heavenly beauty. Recover frm KO 150
Clarity Charm Firmly screws your head back on. Cures Confusion 200
Villain's Charm Attack again with zeal! Cures Saint 300
Rust Off Charm As if youth returned. Cures Rust 250
Liberation Stone Has richness of earth in Fall. Releases Seal 100
Cheerful Stone Envelops with spring flower scent. Cures Lock 50
Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100
Short on cash? Now is a good time to revisit the sewer. Ari has a much
better chance of winning and the rewards are excellent. Watch for a
solitary old-looking weed (Leering Seaweed), as it pays the best, but be
wary as it may take your money and run. The rats can rob you, too, so save
after every battle in case you need to Quit and reload to retain your hard-
earned spoils.
Rest and save at the Inn, then leave Madril north for Tenel. Take the red
stele to Wap-Wap and transfer to the green stele, zipping down to Tenel
Field. Very handy. At the crossroads, go north and enter the village.
Talk to everyone. At the Elder's house, visit the sick girl upstairs.
Outside the house, a girl tells the beginnings of a long parable. Save at
the Inn (you won't have another chance for a while). Leave for Ari's house.
Go inside. Dad stops Ari and then the scene shifts to the kitchen. When
control returns, Ari's in his room.
Note. Until the chapter ends, Ari's room won't act like a Save point.
Exit the room, step down the hall...and voices come from the locked room
next door. Listen until Ari hears everything. Cross over to Annie's room
for a short scene, then speak to both Annie and Rosalyn. Go downstairs,
talking to Ari's grandparents. Stop in the kitchen for another scene. Speak
with Mother and Marlene afterward.
Return to Ari's room, where Stan tucks him in. Ari awakens in the night,
however. Check all around the house, visiting the basement last. After the
scene, go upstairs. After a brief exchange, follow Rosalyn outside. Dark
out, nice ambiance. Tenel's gates are locked and a guy blocks the road
south, so approach the circus grounds (see if you can spot Marlene through
the bushes) and talk to Rosalyn for a lengthy scene.
When control returns, leave Ari's room and go downstairs. Talk to everyone,
leaving Mom and Marlene until last. [Trigger: Speaking with Mother or the
Princess initiates a sequence that ends with the Chapter 4 title-card being
displayed.]
---------------------------------------------------------------------------
B4. CHAPTER 4 - STRANGE DAYS AND STRANGER COMPANY
Get comfortable for the longest chapter in the game. Though the princess
now travels with Ari, she's not an official ally and can't fight -- not
alongside him, at any rate.
Turn around and enter Ari's house. Stop in the family room, where
everyone's gathered. Have a chat, then save up in Ari's room. Leave the
house and head north to Tenel. Talk with everyone, but especially Julia and
the next villager on the street. Stop in the Bar and the ell-shaped house
for brief scenes. Finally, save at the Inn.
Leave town and head for Madril. Walk (a nice stroll might be refreshing and
the Merry Traveler along the way is worth finding) or take the steles,
whichever you like. Enter Madril and talk to the guy for a little
exposition.
Make a circuit around the lower level, finding out what's going on. Enter
Town Hall, then the Hero's Club, talking to everyone. The town manager has
something for Ari. Exit the hall. A brief scene at Toby's, talk to Rosalyn
and Toby afterward. Maggie lends moral support. Two scenes occur in the
Bar, keep talking until all is heard. Talk to the Greasy Man outside the
blue-roofed house. Save at the Inn.
Talk to the man outside the Mr. Big building, then go inside and talk to
the guys behind the desk. (Hint. Who has a crush on the hostess?) Enter the
door on the left, into the stairwell. (Rest easy, it's only a nod to Final
Fantasy VII.) Talk to everyone, including a couple times with the middle
manager to get an idea of what to do. (Hint. Eh, it's ok.) Once Ari gets to
the second floor, explore the room to the right, then return and talk to
the next middle manager. (Hint. Official.) Next floor, same story. Wait,
the Claims Manager? (Hint. Gaudy.) Up on the next floor, in the room, the
workers sing a different tune. Okay, talk to the Exe Director and each
ally. (Hint. Ordinary.) After Marlene makes herself useful, ascend the last
flight to the top floor. Enter the office for a long exchange and a, uh,
proxy fight.
Once control returns, talk to Ari's allies then exit. On the way
downstairs, check on the workers, too. Hmm, all vanished. Backtrack to the
Inn, rest, then save.
Take the lift up to the second level. Make a circuit, talking to everyone.
Then leave town by the road south. Head due south and cross the bridge.
Turn east and follow the river northward. Read the signpost and after a
brief exchange enter the dungeon.
ESCAPELESS ABYSS
Among the most frustrating dungeons in OKAGE. There are three floors to
clear, but finding all the urns requires a convoluted weaving up and down
between all three floors. In addition, stone barriers block passages and
glowing green floor switches must be stepped on before barriers will slide
away. (To get to the boss, all floor switches must be activated. An
activated switch no longer glows.) The last difficulty are gaps in the
floors, which Ari may (and at times MUST) fall through, albeit unharmed.
Note. See the "Maps" addendum for links to some ingenious webbed maps of
the abyss.
D, save Diary (cyan)
X, Urn (red)
O, Green Switch
B, Barrier
G, Gap
L, Landing (from gap)
C, treasure Chest
v, Stairs down (green)
^, Stairs up (white)
=, Locked door
---EA-B1--------------
-------------------
| | | |
| O X v |
| | | |
|-----| |-----|
| | | |
| v | v B G |
| | | |
|-| |-|--B--| |
| | | |
| X O | X |
| | | |
------------|-----|
| |
| v |
| |
|--B--|
| D|
| O |
| |
--| |--
Entry
---EA-B2--------------
-------------------------
| | | |
| v | v G X |
| | | |
| |-----| ------|
| | | | |
| X | G | ^ | G |
| | | | |
|-----| |------ |
| | | |
| ^ | ^ | L X |
| | | |
| | |-----------|
| | | | |
| v | X v |
| | | | |
------------|-| |-|------
| |
| ^ |
| |
-------
---EA-B3--------------
-----------
| |
| C1 v C2 |
| |
--------| |--------------
| | | |
| ^ | ^ | L |
| | | |
|-|B|-------| X |
| | |
| X L B L |
| | |
|--=----| |-|-------| |-|
| | | |
| C3 | O | O X |
| | | |
|-----|-----|-| |-------|
| | | | |
| ^ B X B ^ |
| | | | |
-------------------------
C1, Bountiful Nut
C2, Ghostologos
C3, This and a few chests in other dungeons can't be reached until late in
the game. See the "Hopkins' Sword" section of the "Sidequests" addendum.
Be sure to get the chests and equip Kisling with the Ghostologos before
going downstairs for the boss fight. Backtracking to the save diary is
worth the effort, too.
CHAIRMAN EVIL KING
Dispatch the lackeys, as Steel Armor are devastating if they gang up on an
ally. The Chairman has an effective Drain attack, so keep Ari above 50 HP.
After the fight, Ari gets two items from the Former Chairman, one of which
unlocks a secret tunnel. The allies then find themselves outside the abyss.
Head south, stopping at the diary on the plains. Then continue south to the
Rashelo stele, which is finally glowing blue. Take a quick trip to Wap-Wap,
but come right back. Visit the circus grounds while you're there and be
sure to speak with the Ringmaster. Head north again, but up the plains'
eastern edge. Not far above the shore, a tall statue is imbedded in the
cliffside. Use the Former Chairman's gift and in you go.
Note. There are some tough foes along this corridor, some not found
anywhere else, but they pay well and may drop some rare goodies.
Stepping out at the other end, a scene ensues. Yet ANOTHER evil king?
Before trotting after him, stop in the house on the left (north). The man
just inside the door has goods for sale.
Note. The merchant's initial comment may be confusing. He seems to be
talking about the evil king just encountered, but the pronouns don't match.
Hmm. Talk to him again and he speaks of someone else...maybe.
Pospos Spa offers:
ITEM DESCRIPTION EFFECT COST
Brand Sword Obviously a well-made product. Atk +25 15,000
Hardy Rapier A popular product that's very Atk +15 2,100
durable.
Worldy Ghost Handbook on connection w/folklore Atk +20 17,000
in world.
Custom-made Wear Custom made for exceptional Dfns +7 10,000
comfort.
Honorable Armor Only for those swordsmen with Dfns +15 12,000
honor.
Starchy Coat Crisp finish gives a clean Dfns +9 1,500
impression.
Conjurer Tux Made durable for dangerous shows. Dfns +5 100,000
Big Nut Bigger and better. Recover 100 HP 100
Bunny Charm Relaxing? No way! Cures Turtle 450
Sommelier Charm Such impeccable taste. Cures LPDrain 350
Alarm Charm Could wake the dead! Cures Evil Eye 500
Big Boss's Charm Gets your nerve back. Cures Paralyze 400
Cheerful Stone Envelops with spring flower scent. Cures Lock 50
Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100
Note. The effects described on both the Alarm Charm and the Big Boss's
Charm as shown here are actually incorrect. The effects have been corrected
in all addendums; read the "Known Bugs" section for further details.
The next guy tells some more of the tortoise and the pebble story. The last
man is the innkeeper. Have a rest and save. Before leaving, squeeze past
the innkeeper and go up the stairs. Witness Kisling's awesome derring-do.
Leave the inn. [Trigger: If you like, head east and take one step beyond a
solitary snowman a little ways away. A scene ensues.]
Note. The scene may also be triggered later. What's said varies between now
and then, with some of the same fluid pronouns as the merchant exhibited,
so your choice.
The foes on the Pospos Snowfield are a bit beyond Ari and company for the
moment and will still be challenging when the allies return. Try an
encounter or two now, but stay near the spa, guard Ari well, and save
often. The pay-offs may yield enough for one good equipment upgrade.
When you're ready to move on, take to the Transverse Tunnel again. Head
south and pay a quick visit to the circus grounds, speaking with the
Ringmaster again. Leave the grounds and take the blue Rashelo stele to the
red Madril stele. Enter the town.
Make a circuit of the lower level. Check in with the Fortune Teller, rest
and save. Stop by the bar and speak with Mr. Know-It-All. If you're low on
Energy Flowers (you'll want a few handy for the upcoming brawl), visit the
Madril Shop and stock up.
A gent outside Mr. Big Inc. shares several tidbits; keep him talking. (If
you learn of any way to ride the rails, please alert the author.) Then go
upstairs and see the reinstated Chairman (albeit still ex-evil king) for an
exchange. Check in with the flunkies on the third floor on the way down.
Finally, something new happens in the Gear House that initiates a mini-
event, so don't skip stopping in.
Take the lift up and make a circuit of the upper level. Be sure to visit
Robert. Speak with the Gossip Monger on the street for a brief exchange.
The researcher usually guarding a door is gone, to Stan's delight. Enter
and a scene ensues. Stop by the usual Research Center door and donate more
if you can. Visit Robert again, then go back down to the lower level.
Stop in at Maggie's house and speak with her father for an interesting
development. (Where HAS she gone? Hmm.) Rest and save at the Inn.
Okay, the brawny evil king has cooled his heels long enough. Leave Madril
for Tenel Forest. Go north to the signpost and the path leading west.
Follow the path to its end. As Ari nears the tree stump, an exchange occurs
(slightly confusing; perhaps ill translated) and then the party
automatically enters Big Tree Hole. Save at the diary.
BIG TREE HOLE
The dungeon has three floors to clear, with barriers and floor switches,
but no gaps or convoluted paths. And a new twist is added: Illusion walls
that look solid but Ari can walk right through. (Tip. Bump into
everything.) The foes are interesting, too, but this dungeon often receives
short-shrift, coming so close on the heels of Escapeless Abyss.
Beware the Stingy Onions, as they can snatch 1,000 sukels and run. Berserk
Boars have a mighty Drain, but like the urns go down easily with full-party
Combine attacks. The Lone Wolf is fast, hard to hit.
D, save Diary (cyan)
P, sign Post
X, Urn (red)
O, Green Switch
B, Barrier
G, locked Grate
C, treasure Chest
v, Stairs down (green)
^, Stairs up (white)
., Illusion wall
=, Locked door
---BTH-B1--------------
-------------
| | |
| v |
| | |
------------|--B--|
| | |
| X v | X |
| | |
------|-------...-| -------
| | | | |
| O G | C | O |
| | | | |
|-| |-| --| |-| -------
| | | |
| X B X |
| | | |
------------- |------
| D|
| |
| |
--| |--
Entry
C, Black Cat Jewel
---BTH-B2--------------
-------------------
| | | |
| X | P1 | X |
| | | |
| |-| |-| |
| | | |
------| G ^ G |------
| | | | | |
| P2 |------ O |
| | | | |
------| B ^ |------
| | |
| |-| |-- |
| | | |
| X | | X |
| | | |
------|-...-|------
| |
| v |
| |
-------
P1, "A path beyond the treasure chest."
P2, "A secret in an empty room."
---BTH-B3--------------
-------
| P|
| v |
| |
------|-| |--------
| | |
| O B |
| | |
------| |-...-| |------
| | . . | |
| X G . X . G X |
| | . . | |
------| |-...-| |------
| | |
| B O |
| | |
--------| |-|------
| |
| ^ |
| |
-------
P, "One more between two."
Backtrack and save before going down the last stairs.
BIG BULL EVIL KING
Use the Black Cat Jewel first thing (lopping off half of everyone's HP) but
be poised to counter its side effects (yikes, it also hits allies). Take
out the minions, Burly Bulls, then gang up on the boss. Big Bull, as might
be expected, deals mostly strong, physical attacks. (Strong enough to KO
Kisling in one round, though the Heatwave Ring proves a very effective
deterrent and keeps the KOs to a minimum.) Make liberal use of Defense when
you can. Big Bull also uses Flame and Charge from time to time.
When he's defeated, Big Bull becomes an ally and gives Ari an item. When
control returns, the group is automatically outside Big Tree Hole. If
needed, step back inside and save at the diary. (While you're there, you
might as well take out a few more urns for a little extra spending money.)
Then again leave the dungeon.
Big Bull's initial status:
LV HP EP AP DP MP LCK AGL
25 209/209 0 95 25 6 5 42
Big Bull's initial inventory:
NAME DESCRIPTION EFFECT
Battle Manual Scroll describing how to fight. Atk +20
Infantry Pants Stretchy fabric allows easy movement. Dfns +5
1st Fight Charm Gift for beginners for their first battle. Dfns +1
Big Bull's "naked" stats, then, are AP 75 and DP 19. His element is fire
(red). His Wild Cry command makes enemies scatter, but has its downsides.
Talk to the man beside the water, then head to Madril.
Take a break and save at the Inn. This is your first chance to rearrange
party members to your liking. First, unequip the accessory from whichever
ally you're trading out, a good habit to establish. Then bring in Big Bull,
especially if he's several LV lower than everyone else. From now on, you
want to keep all of Ari's allies leveled up more or less equally.
Exit the Inn, then press Square to get Stan's comments and check the Map
o'Evil Kings. Stock up at the shop, if needed. The only one on the lower
level with something new to say is Mr. Know-It-All in the bar.
Take the lift to the upper level. Linda draws Ari into an exchange. After a
little narration, Ari automatically goes to the Inn for another scene. When
control returns, Ari's in the lobby and...the theme music has changed. Try
talking to Marlene again. Exit the Inn.
Tip. If the music becomes too much while walking around, remember the
soundtrack dims when Ari steps inside any building, including the bar (even
the Turk-like theme is supplanted). Plot your course accordingly.
Make another circuit, talking to everyone this time. Call up Stan again,
too. Dill's parents finally change their tune, as do the Barkeep and the
neophyte in the Gear House. Check the door of the blue-roof building. Those
in the Mr. Big building are oblivious and safely skipped.
Take the lift to the upper level. Make a circuit up here, too, but avoid
the train station for now. Stop in at the Research Center and query each of
the groupies for a scene. Once Ari has spoken with everyone, approach Linda
at the train station.
When control returns, check in with Stan and the Map o'Evil Kings (hmm,
snow). Time for Ari to take his leave of Madril, going south from the upper
level. After the bridge, head for the Transverse Tunnel and the snowfields.
Coming out of the tunnel, on the north side read the signpost. Walk around
the hot springs until Ari finds a Tiny Gear [TG17]. Stop in the Pospos Spa.
Stock up with the merchant and upgrade some gear. Rest and save.
Tip. Faced with expensive purchases and multiple choices but little money,
save BEFORE buying. Step outside, try out the new gear, and if you like it,
save again. Otherwise, quit without saving, reload, and purchase something
else.
Time to explore the Pospos Snowfield. Enemies of note: The Half-Cocked Yeti
are flighty and can run away quick, but drop a handy item if you can defeat
them. The Coolhead Snowmen do the most damage, but pay best.
Leave the spa. If you didn't earlier, take a step beyond the nearby snowman
for a brief scene. (The scene occurs only once and the exchange differs
slightly once Big Bull is an ally.)
Head east with Ari sticking like glue to the northern edge. Near where the
tree line turns south, Ari finds a Tiny Gear [TG18]. Keep going south,
staying to the east side, until a grove of trees appears in the distance.
Watch for a narrow path that wanders off southeasterly. Follow the path,
which emerges from the snow bank as the top of a wall. After a short walk,
the wall dips down. Turn right, into the trees, and a little north to reach
a treasure chest [TC: Life Candy]. Backtrack all the way up the top of the
wall and then turn south.
Keep to the east side and follow the wall, into the middle of the first
clump of trees to find a Tiny Gear [TG20, deviating slightly from
HonestLiar's TG FAQ]. Follow the wall a little farther, then continue
south, clinging to the tree line. A ways down lies another Tiny Gear [TG21]
in a semicircular alcove. Go south again and at the last tree, cut back
north between the trees and the wall. The Tiny Gear [TG22] is found
following the west-most trail of the inside track. Back out of the trees.
Go a few steps west to find a line of snowmen (cold friends). Read the
signpost just north of them. Then position Ari at their backs and notice
where they are looking. Head to the tree. A ! balloon appears. Examine the
tree and Ari receives Cyphertext 6 [CT6]. (Hint. The clue is best found in
the woman's dialogue. Where might "help for the righteous" be found?)
Turn around and head east, through a small gate in a low fence. Approach
the battlements and save at the diary. Try the big gates, but they won't
open. A little north is a stele glowing white. Take it to Wap-Wap, and make
a brief side trip to Tenel. Speak with people or not as you choose, but Ari
should visit the church -- the only church in the land -- for the World
Crypto Organization's prize (Divine Shoes). Leave Tenel for the circus
grounds and take the stele to Wap-Wap. Use the white stele to return to the
snowfields. Save again.
Have Ari move along the big wall to the furthest point south. Using L1 and
R1, or the right analog stick, you can get a glimpse of what lies inside
the fortress. Follow the top of the wall west, but cut back east and follow
the base of the wall until Ari finds another Tiny Gear [TG24, another small
deviation].
Walk west, through the small gate, and read the signpost (the walled town
is Triste, "trees-tay"). Despite what the sign says, go southwest toward a
cottage. First approach the tree outside and Ari finds one more Tiny Gear
[TG23]. Have some fun pushing around the big snowman (let the author know
if you find another use for it) and then go inside. Talk to the man to
finally learn why Ari is collecting the Tiny Gear (30 are needed; Ari
should have 23 now).
Leave the house and go north along the shoreline. (Watch for Bumble's
footprints along the way.) Ari comes to some little islands, but can't
cross all the way to the isle with a treasure chest. Go a little farther
north to read another signpost. [Trigger: Step onto the bridge and after a
brief exchange Ari and company are automatically transported inside the
temple.] Whoa, not so hasty. Transport outside again; you'll be right back.
Wind your way down and circle the temple at ground level. Behind the temple
near the water is the last Tiny Gear [TG19] on the Pospos Snowfield. Now
look for a tree on the south side, which Ari can use as a bridge to the
small island and the treasure chest [TC: Bandit's Shoes]. Climb the tree on
the isle's east side, cross the small ice platforms to terra firma, and
head north, back to the Sealed Cave. Cross the bridge, climb the temple,
and transport inside. Save at the diary.
SEALED CAVE
Another twist has been added. Sealed Cave includes sunken walks (or
"bridges") that the floor switches raise. There are barriers, too, but many
open by examining them. The dungeon is all on one level and offers some
interesting foes. Stalking Tigers have a disconcerting physical attack. The
Bed Head Walrus drops Heart Candies. The flock of crows can steal 1,000
sukels and run, but drop handy accessories.
D, save Diary (cyan)
P, sign Post
X, Urn (red)
O, Green Switch
B, Barrier
W, sunken Walkway
C, treasure Chest
v, Stairs down (green)
^, Stairs up (white)
=, Locked door
---SC-B1--------------
-------------------------------
| | | | |
| X B O | O X |
| | | | |
|--B--- ------B----| |-|-----|
| | | | | |
| C2 | | | | C4 |
| | | | | |
|-----|--B--|--B--|--B--- |
| | | | |
| X B | | X |
| | | | |
|-| |-| ---B--|--B-----B--| -------
| | | | X | | |
| |------ X | ------| | |
| B O | | | | |
| |-----| B v | |--B-------
| | | | | | |
| B X | |------ C5 | | O |
| | | | C1 | | | |
|-===-|-----|--B-----B--|-===-| | -----
| | | | | | |
| C6 | C3 |--W--------| C7 | | ^ |
| | W D O | | | |
--------------| |-------------- -------
Entry
C1, Sleeping Bottle
C2, Mirage Ring
C3, BattlefrontCoat
C4, Mega Charm
C5, Power Candy
C6, See the "Hopkins' Sword" section of the "Sidequests" addendum.
C7, See the "Hopkins' Sword" section of the "Sidequests" addendum.
Note. The green switch on the lower floor has no appreciable effect. The
barriers and walkways on the upper floor remain raised regardless.
TEEN IDOL EVIL KING
Take out the minions, Shrewd Bears, as they have a nasty virus attack, but
Linda's biggest weapons are her speed and a wide array of magic.
After the fight, Linda gives Ari the Long Screw and something magical
happens in his inventory -- all the strange mechanical bits become a
cohesive unit, a Voice Recorder. Linda becomes an ally.
Linda's initial status:
LV HP EP AP DP MP LCK AGL
30 125/125 0 75 47 18 10 53
Linda's initial inventory:
NAME DESCRIPTION EFFECT
Mike o'Hope Allows singing of bright futures & dreams. Atk +20
Stage Dress Gorgeous dress that enchants all. Dfns +12
Bandit's Shoes Easy to wear shoes. Favorite of bandits. AGL +1
Linda's "naked" stats, then, are AP 65, DP 35, and AGL 52. Her element is
ice (blue). Her Omni Concert command is handy for slowing down enemies.
When control returns, Ari is atop the temple. If needed, transport back
inside to rest and save.
Note. If you seek lots of money in short order (for the Research Center's
top donation, for example, which is huge), Sealed Cave can provide what you
need. With seven urns (at 2,980 sukels apiece), one trip clearing the
dungeon can net 20,860 or more in coin. Exit again when you're done.
Head for the Triste gates and take the stele to Madril. Enter the town,
notice the music, then rest and save at the inn.
Make the circuit around the lower level, hearing everything everyone has to
say. Do NOT enter the sewer just yet, however.
In the Hero's Club, talking to the far-left clerk triggers a brief
exchange. And talking to the swordswoman before him triggers another (hmm).
Toby has some wisdom to impart, as well. Cat fight at Maggie's, not to be
missed, but go back in afterward and hear her father wax nostalgic over
some lyrics. A brief exchange over the fanatic in the bar and a couple of
new faces on the streets. Be sure to stock up at the shop. Oh, and the
neophyte Gear Lover falls a little deeper.
Nothing new with Mr. Big Inc., so take the lift up and make the rounds of
the upper level.
Hmm, a whole lot of nothing new up here, too. But stop by the Research
Center and donate more, the top amount if you can. Then go back down to the
lower level.
Now is an excellent time for completing any lingering side trips you may
have put off (other than searching for missing Tiny Gear; what's about to
happen will help with that), as you won't have another chance for a while.
Return to this point when you're finished. Take a moment, too, to consider
how your party is composed and equipped. The sewer's foes are exactly as
before, easy pickings by now, so favor the highest Luck stats possible to
gain more (and better?) item drops.
Tip. See the "Known Bugs" addendum for a useful (and spoiler-free) glitch
you can exploit.
When you're ready, check in with the Fortune Teller (your last opportunity
for a while) and save at the Inn. Then head down into the sewer. A scene
ensues. Save at the diary.
MADRIL SEWER
The dungeon, the last one in Chapter 4, has opened up but hides no boss
this time. What's presented is a true puzzle to solve, with its various
pieces secreted in treasure chests on different levels. Take out the urns
and activate floor switches to reach each piece.
Leering Seaweed, found only in the sewers, can drop a very rare consumable
item, the White Cat Jewel, but may also take flight after only a few
rounds.
D, save Diary (cyan)
G, Gear box
M, Miniature panel
X, Urn (red)
O, Green Switch
B, Barred gate
C, treasure Chest
v, Stairs down (green)
^, Stairs up (white)
---MS-B1--------------
-------
| ^ |
| |
| |
------| |------
| | D| |
| B B |
| | | |
------| |------
| |
| |
| v |
-------
---MS-B2--------------
Note. No ghosts attack on this floor.
-------
| v |
| |
| M |
------- -------
| |
| |
| |
------- -------
| |
|v M A M v|
| |
------- -------
| |
| |
| |
------- -------
| M |
|G |
| ^ |
-------
Inspect the Gear Box. Your task, using the Miniature Panels, is to adjust
the actual pathway grid (A) so Ari can descend into the east and west
wings, retrieve the two missing gears, and then access the north wing.
The Miniature Panels consist of a 3 X 3 grid of moveable squares. Ari steps
on the one he wants to move, examines the square, and the corresponding
larger panel rotates. Easy peasy, though getting it right may take a little
trial and error.
---MS-MP--------------
-------------
| 1 | 2 | 3 |
|---|---|---|
| 4 | 5 | 6 |
|---|---|---|
| 7 | 8 | 9 |
-------------
Not all of the buttons are working, however, so start with the east wing.
On the Miniature Panel, have Ari stand on (6), then press X. Now follow the
path around (A) to reach the east wing ladder. Descend.
---MS-B3-East--------------
-------------------------------
| | | X |
|X O| | |
| | | C2 |
| | | ------- |
| | | | | |
| | | | | |
| | | | | |
| ------- | | |
| O| | |
|^ v| | |
| | | |
| ------- | | |
| | | | | |
| | | | | |
| | | | | |
| ------- ------- |
| |
| |
|X O C1 X |
-------------------------------
C1, Skull Bottle
C2, Whim Berry
Go down the ladder and pick up the Silver Gear. Return to MS-B2. (Notice
that the up ladders are one-sided.) Examine the Gear Box and the Silver
Gear is installed. More buttons on the Miniature Panels now work. (Go back
upstairs and save, if needed to replenish LP.) Poke around and get Ari to
the west wing. Take the ladder down.
---MS-B3-West--------------
-------------------------------
|X O |
| X|
|C2 O |
|------------ ------- |
| | | | |
| | | | |
| | | | |
|------------ | | |
| | | |
| v| |C1 ^|
| O | | |
| ------- | | |
| | | | | |
|C3 | | | | |
| | | | | |
| | | ------- |
| | | O |
|X | | |
| | | X|
-------------------------------
C1, Bountiful Nut
C2, Magical Armor
C3, Panther's Fang
Go down the ladder and pick up the Gold Gear. Return to MS-B2. Install the
Gold Gear, just like the Silver Gear. Even more buttons now work. (Go back
upstairs and save, if needed to replenish LP.) Poke around a little and get
Ari to the north wing. Take the ladder down.
---MS-B3-North--------------
-------------------------------
| |
| |
| X v X |
| ------------------- |
| | | |
| | | |
| | | |
| ------------------- |
| O O |
| |
| O O |
| ------------------- |
| | | |
| | | |
| | | |
| ------------------- |
| X ^ X |
| |
| |
-------------------------------
DO NOT go down the last ladder yet. Backtrack up to MS-B1 and SAVE.
Note. If Ari is close to making level, stick around. There are still ghosts
up on the first basement floor and it may be a while before Ari has the
chance to level up again.
When you're ready, return to MS-B3-North. If you haven't already, this is
your last chance to set up things to exploit a useful glitch (see the
"Known Bugs" addendum).
Note. A little of the dialogue during the next exchange automatically
advances. Wipe eyeglasses and banish distractions now, as needed.
Descend the last ladder. A long scene ensues.
With some narration, the Chapter 5 title-card displays.
---------------------------------------------------------------------------
B5. CHAPTER 5 - LOST SOULS AND SHADOWS
Another scene automatically begins.
When control returns, Ari's up near the sewer entrance, looking a bit
peaked. Try the manhole cover. Hmm. Check the menu, then Status. Press L1.
Hmm, nothing. Try the gates. Yes, Ari can still open gates. Talk to the man
in the yellow coat. Might as well make the rounds.
Duck into the Gear House. Try Mr. Big Inc. Eerie. Keep going, there's
exposition to be had. Linda's outside Town Hall. Ari can't Shop, but he can
rest and save at the Inn.
Take the lift to the upper level and make a circuit, hearing what everyone
has to say. Kisling is inside the Research Center. When you're done, leave
town and head toward Rashelo.
Hmm, no random ghost encounters. But as Ari crosses the bridge, Big Bull
appears. When control returns, continue south toward Rashelo.
Note. You can safely skip the next two paragraphs, if you like. Ari is free
to wander the known lands, but even if he talks to everyone, no clue
regarding what to do next is forthcoming. Only the process of elimination
reveals the right path. Still, this is a good low-pressure time to explore,
and without random battles or interactions, ground is covered swiftly. If
Ari is missing any Tiny Gear, now is an excellent time to pick them up.
Dead center on Rumille Plains is a hillock Ari can climb for a panoramic
view. The Rashelo stele still works, but swing through the circus grounds,
where the crypto man is visible up on the curly cliff.
Continue on to Rashelo. Make a circuit and then save at the Inn. Hmm, go
back north and take the blue stele to the Madril stele. Hike toward Tenel,
past four NPCs en route. Hear what you can in the village and Ari's house.
(Trivia. Ari's grandmother mentions a familiar name.) Take the green stele
back to the Rashelo stele, but this time head for the Transverse Tunnel.
Stop in the Spa, then travel south to the Gearman's cottage. (Good time to
play with the big snowman.) Okay, no clues yet.
Try the Triste gate. Lo! The gates open and a scene ensues. Nifty. When
control returns, wander the new terrain, but avoid the park for now. Ari
can rest and save at the hotel near the entrance. Just north of the park
are railroad tracks that Ari can follow for a ways and get a good aerial
view.
Note. Camera angles can get pretty extreme in Triste. Use L1/R1 or the
right analog stick to "fix" the angle as needed.
South of the park, a merchant stands by the Hero's Club. With him, Ari can
shop. Weapon and gear upgrades are pricey, but the man offers a very good
selection of restoratives, too. (Save enough money for the final donation
at Madril's Research Center if you can, though. The reward there is a
better bargain.)
Triste Merchant offers:
ITEM DESCRIPTION EFFECT COST
Ordinary Sword Widely used by travelers for Atk +10 40
defense.
Nameless Sword No name but well made. Atk +15 470
Omnislice Sword Powerful but not durable. Atk +20 1,900
Brand Sword Obviously a well-made product. Atk +25 15,000
Rustic Sword Very practical but not elegant at Atk +30 75,000
all.
Ordinary Rapier The most popular mass produced Atk +10 660
Rapier.
Hardy Rapier A popular product that's very Atk +15 2,100
durable.
Slim Rapier Difficult to use. For the advanced. Atk +20 80,000
Ghost Basics General handbook for monsters. Atk +5 410
Ghost Pictorial Illustrated book of existing Atk +10 1,600
monsters.
Worldy Ghost Handbook on connection w/folklore Atk +20 17,000
in world.
Clean Outfit A new line with a trendy style. Dfns +1 30
Fancy Outfit Impeccable fashion-minded garb. Dfns +3 310
Durable Outfit For heavy duty tasks. Dfns +5 1,100
Custom-made Wear Custom made for exceptional comfort. Dfns +7 10,000
Latest Outfit Cutting edge but a little pricey. Dfns +10 49,800
Swordsman Armor Light armor appropriate for long Dfns +4 440
battles.
Chief's Armor Improved quality. For the team Dfns +6 1,250
leader.
Honorable Armor Only for those swordsmen with honor. Dfns +15 12,000
Hero's Armor With the genuine Hero's Club seal. Dfns +17 55,500
Wornout Coat Well seasoned and pretty worn. Dfns +6 730
Starchy Coat Crisp finish gives a clean Dfns +9 1,500
impression.
Stately Coat Royal motif. Favorite of people Dfns +13 51,000
w/status.
Infantry Pants Stretchy fabric allows easy Dfns +5 2,600
movement.
Blood&SweatPants Durable even during ferocious Dfns +6 38,000
fighting.
Nut Great for a snack. Recover 50 HP 10
Big Nut Bigger and better. Recover 100 HP 100
Wild Strawberry Wakes you up with sour power. Recover 25 LP 500
Energy Flower Heavenly Beauty. Recover frm KO 150
Mega Charm Rarity that repels all curses. Cures curses 1,000
Mega Stone Rare stone with 4 powers. Cures ailments 400
Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100
Explore the side street, then Down Town Street (the street sign's by the
red ghost, by the by). A brief scene occurs at the far bend in the road. At
the end, try to leave by the door. Now return to the park and talk with the
man standing there. An exchange ensues and Ari gets a purpose. (Ari can
speak with Block again to have the story repeated.)
Leave Triste by the big gates. Go seek out people and strike up a few
conversations.
Note. Ari needs to speak up, making 30 or more unique contributions. But
when talking to people do NOT choose the third response; it won't help
Ari's cause. The responses given can also affect Ari's compatibility,
however, something to consider if you're targeting a particular gift.
While it doesn't matter where Ari speaks with people, make sure to visit
Madril's lower level, either from the lift or from near its stele -- before
Ari is "cured". An event occurs. Ari should IMMEDIATELY follow Marlene into
the Inn, find her room (talk to the Innkeeper for a hint), and listen in.
Afterward, continue talking with people until Ari becomes solid again (the
screen briefly fades to black, and when the image returns, Ari is no longer
transparent). Then head to the nearest stele and Triste. Try the big doors,
and remember to ask for K.T.
Talk to Block and a long scene ensues. Ari receives the Friendship Bond, a
quest item which gives him a few really big Specials, including the one he
gains right away: Friendly Thunder. The cost is large, but so are the
results.
Note. While the "friendly" Specials carry elemental affinities, they are
nonetheless physical attacks.
Control doesn't return yet. The other allies are automatically gathered up
one by one, ending in Madril. The narrator intercedes.
Ari automatically takes the lift down, just as Beiloune leaves the Inn.
After that, control finally returns. Check the menu and ensure the active
party has been restored. Go to the Inn and talk to the Fortune Teller. Save
and then leave, talking to the man on the way to the northern gates for a
good tip. Unfortunately, the stele is disabled, so head for Tenel on foot.
Note. The ghosts are back. A fun little challenge is having Ari evade all
random encounters en route to Tenel.
When Ari approaches the crossroads, a scene ensues. Everyone automatically
heads for Ari's house, where the scene continues. After a while, the scene
continues inside.
Control finally returns. Talk to everyone, and then talk to Kisling and
Rosalyn until everything is heard. Make a circuit of the house, speaking
with everyone. Visit Ari's room, rest, and save.
Note. Remember to change party members, to bring along anyone who's
lagging, and do so often from now on. Especially Linda, who has some great
Specials at higher levels.
Exit Ari's house. The steles are working again, but before dashing off to
Triste, swing by Tenel.
Enter the Inn and save. Speak to the Fortune Teller. [Trigger: Requesting a
reading from her initiates the final stage of the Compatibility Gift
sidequest.] She'll tell Ari a bit more than previously (and won't repeat
herself, so pay close attention), but specifically WHAT she says depends on
Ari's compatibility, AND the message may be vague. For example, the Fortune
Teller may tell Ari to "stay the night at the hotel", but she doesn't
mention WHICH hotel. If you speak with her again, she's closing her doors.
(All fortune tellers from now on may parrot that final sentiment.)
Note. If you don't like the final reading, you can try for another outcome,
though frankly few opportunities remain. If you'd like to try anyway, Quit
your game without saving and avoid the fortune tellers until you believe
you've altered the findings in the desired direction.
Follow through on the Fortune Teller's directive now, as it will
undoubtedly aid Ari. (See the "Sidequests" addendum if you're stumped.)
Note. Also, now is a good time to visit Madril and donate the top amount,
100,000 sukels, to the Research Center, if you haven't already. The reward
is a great benefit to Ari. (Yes, better than a Triste-priced upgrade.)
When you're ready, proceed to the Triste gates. Knock at the gates, ask for
K.T., and enter. Save at the hotel. Buy the best weapon and gear upgrades
possible, as well as plenty of restoratives, if you didn't earlier. If Ari
buys anything, save again.
Head down the side street and toward the back gate Ari couldn't get through
previously. As Ari nears the last bend in the road, another brief scene
occurs involving the Old Music Box, which vanishes.
Exit Triste via the back gate and a scene occurs, with a hint of where to
venture first on the Addashi Desert. When control returns, go forward and
read the tombstone. Go that-a-way, south.
Foes across the desert can be tough, but pay well, and laggards in the
active party are sure to catch up swiftly. The mummies prove especially
challenging at the outset.
The entrance to the Deep Grave Pit is fairly obvious, but first follow the
wall behind it a little west to a notch in the wall, where Ari picks up a
Tiny Gear [TG28, a slight deviation]. Return to the pit's entrance, walk
all the way up to the face, and enter. Save at the diary.
DEEP GRAVE PIT
Nine levels deep. NINE, and only the one save diary. On the plus side,
however, each level is very simply laid out and the up and down stairs are
nicely aligned. (Even so, Guidance Jewels prove invaluable time-savers.)
The first eight levels all have urns and many have floor switches to raise
sunken walkways. At the end is a tiny puzzle to solve, in lieu of a boss
fight. Ari's goal is to find the Gear Tower's key.
Foes pay well indeed. Of note, the 24K Screws pay 9,999 sukels each if
you're quick enough (apropos of their name, they run away fast). Evil Masks
can pinch 10,000 coins and flee. Perpetual Mudmen inflict big damage. Ebon
Slumbers (aardvarks dangling from balloons) have a devastating one-two
punch of incapacitating spells, Midnight and Numb, a good time to use
Decoy. Daring Dinos and Rayless Sea Rays drop candy, yum, and Bloody Armor
drop Bountiful Nuts. There's plenty of other good stuff to be had, as well.
Note. While the usual textual maps are provided here, the "Maps" addendum
provides a link to a page of detailed graphic maps of every level. A very
useful aid.
The maps below show only the paths in from the border, but the central
areas are just a matter of winding back and forth. After clearing each
floor, be sure to return to DGP-B1 to save before proceeding lower.
D, save Diary (cyan)
P, sign Post
X, Urn (red)
O, Green Switch
B, Barrier
C, treasure Chest
v, Stairs down (green)
^, Stairs up (white)
---DGP-B1--------------
-----------------------------
| |
| ---------| |--------- |
| | X X | |
| | | |
| | |
| | | |
| | C1 C2| |
| | | |
| | |
| | | |
| | X X | |
| ---------| |--------- |
| |
-------------| |-------------
| |
| D v |
| |
---| |---
Entry
C1, Energy Bouquet
C2, Miracle Nut
---DGP-B2--------------
-----------------------------
| | |
|-----| |-----------| |-| |
| | | |
| |
| | X | |
| | | |
| | X X | |
| | | |
| | X | |
| |
| | | |
| |-| |--------| |--------|
| | |
-------------| |-------------
| |
| ^ v |
| |
---------
---DGP-B3--------------
-----------------------------
| X | X |
|------------| |-| |----- |
| |
| | |---|
----| |
| | | | |
| C1 |
| |---| | |
----| | C2|
| | |---|
| | |
| -| |-----| |-| |----- |
| X | | X |
-------------| |-------------
| |
| ^ v |
| |
---------
C1, Treasured Dress
C2, Bountiful Nut
If Linda's in the active party, have her equip this new dress right away.
---DGP-B4--------------
A floor switch at the beginning of this level raises a bridge to Ari's
immediate right, but don't miss the existing bridge to the right of that.
-----------------------------
| O | O | O |
| -| |-| |-----| |-| |----|
| |
| | | |
| X X |
|---| | |
| O | | O |
| | |---|
| X X |
| | | |
| |
|----| |-| |-----| |-| |- |
| O |O | O |
-------------| |-------------
| |
| ^ v |
| |
---------
Halfway there (the ninth floor is tiny). Save upstairs and keep going.
---DGP-B5--------------
-------
| |
| v |
| |
|-|B|-|
| |
| C1 |
| |
-------------| |-------------
| | |
| -----| |------------- |
| X X | |
| | | |
----| | |----
| | | |---| |
| C2 | C3|
| |---| |---| |
----| |----
| | | |
| | X X | |
| -| |-| |-----| |-| |- |
| | | |
-------------| |-------------
| |
| ^ v |
| |
---------
C1, Sparkling Rapier
C2, Ordinary Bottle
C3, Guardian Crystal (a close equivalent to Final Fantasy's Ribbon)
If Rosalyn's in the active party and wasn't the source of the Compatibility
Gift, have her equip the new rapier right away.
---DGP-B6--------------
-----------------------------
| X | O | X |
| -| |-| |-| |--------- |
| | O |
| | | |
----| O |----
| |---| |---| |
| O O |
| | | |---| |
----| |----
|---| | |
| O | |
| -| |-| |-----| |-| |- |
| X | | X |
-------------| |-------------
| |
| ^ v |
| |
---------
---DGP-B7--------------
One of the easiest floors. Pick a direction and keep going clockwise (or
counterclockwise) to find every urn in one pass.
-----------------------------
| | |
| -----| |-| |--------- |
| X X |
|---| |---|
| |
| | | |
| | |
|---| | |
| | |
| | | |
| | X X | |
| -------------| |-| |- |
| | |
-------------| |-------------
| |
| ^ v |
| |
---------
---DGP-B8--------------
-------
| |
| P |
| |
-------------| |-------------
| | | |
| -| |-| |-| |-| |-| |- |
| X X | |
|---| | |
| |
| | |---|
| |
| | | |
| | |
|---| | |
| X X | |
| -----| |-| |-| |-| |- |
| | | |
-------------| |-------------
| |
| ^ v |
| |
---------
Read the stone tablet at (P). (Hint. DIRECTLY above. What other floor had a
room at the top?)
Unless Ari's party is on its last legs (yes, ghosts can materialize down
there), skip saving this time and descend to the last floor.
---DGP-B9--------------
-------
| |
| C1 |
| |
| |
| |
| ^ |
| |
-------
C1, Old Stone Doll
If you like, stick around DGP-B9 a while longer to fight for EP, money, and
some good items.
Take the doll up to DGP-B5, to the room at the back, directly opposite the
floor's lobby. Stand in front of the empty treasure chest and use the doll
from inventory. Go through the doorway that just opened and descend the
stairs.
---DGP-B6-Secret Room--------------
-------
| |
| K |
| |
| |
| |
| ^ |
| |
-------
Step forward and examine the key floating there. Excellent. Now head up to
the diary and save. Exit the dungeon.
Note. With four urns on each of eight floors, at 4,980 apiece, revisiting
the Deep Grave Pit can easily yield a boon of 159,360 sukels or more.
Before exploring the rest of the desert, head north and west to Triste.
Stop by the merchant, restock your supplies, and upgrade some gear. Save at
the hotel.
When you're ready, leave Triste again by the back gate.
Head due east until reaching a rock face. Follow the rock wall north until
a slice of a brick wall appears. Walk up to the brick wall and Ari finds a
Tiny Gear [TG25]. Continue north, then follow the river a little west to a
bridge.
Cross the bridge and follow the north wall northeast. Look for a partly
buried statue and approach its face. Between its hands (no, not the snake)
is another Tiny Gear [TG26]. Turn due south and cross a stone bridge. Veer
hard left and follow the riverbank northeast. At the rope bridge, cross and
follow the river back down. Open the treasure chest [TC: Rooster Feathers].
Keep following the river in the same direction, up to its northern source.
Just before it rounds a bend, Ari finds a Tiny Gear [TG27]. Make your way
back to the rope bridge, cross, and turn south. Keep to the east and when
Ari's close to the ruins, he's afforded an overview of the maze the ruins
contain.
Note. See the "Maps" addendum for a link to a graphical overview of the
desert that includes an excellent inset map of the maze itself.
The maze is divided into north and south sections. Go up the low stairs and
turn right (south). Take the first left and then a right. Follow the path
on a south-southeasterly course. Ari passes a rounded wall. The path cuts
this way and that briefly, but keep on until reaching a cliff wall. Head a
little east and north, then turn right, down some steps. Open the treasure
chest [TC: Burned Bottle].
Retrace your steps back to the entry point. This time, turn left and go
northerly. A "room" before the cliff face is another treasure chest [TC:
Bountiful Nut]. From the chest, go west a little ways, then north through
an opening. Just inside the opening, Ari finds another Tiny Gear [TG29]
along the western edge. Follow the sandy path south along the cliff face.
Ari now enters the south half of the maze.
The path offers few forks. Ari passes a fountain (hmm, just like at home),
then some low stairs leading off east. Walk on past, Ari has one more thing
to pick up in the maze first. (Yes, that's a stele; keep going.) At the
fork, take the right path, then an immediate left. Take the path right,
until Ari comes upon a single flight of stairs. Hard to see, but at the top
of the stairs is a treasure chest [TC: Mike o'Happiness]. Retrace your
steps to the low stairs Ari passed a moment ago.
Go up the stairs and if Ari follows the curving cliff wall south, there's
the stele glowing yellow. DO NOT activate the stele just yet. Continue a
little farther east, between two mesas, then south. In the distance is
another half-buried statue. Go past it and near an animal skull Ari finds a
Tiny Gear [TG30].
Now return to the stele and take a trip to Wap-Wap. Time to turn in all
those Tiny Gear. Choose the white Triste stele to return to the Pospos
Snowfield. Save at the diary.
Go southwest and enter the Gearman's cottage. Talk to him and he coughs
over Ari's best weapon, the Sword of Gear. Equip it pronto. The Gearman has
some good exposition about Beiloune...and the tortoise and pebble story, so
speak with him until all is heard. Return to Triste and enter the town.
Stock up and buy more upgrades, as needed. (Tip. Make sure Ari has a BIG
bunch of Wild Strawberries on hand.) At the hotel, choose Change Party and
make your choices for an imminent confrontation with the Phantom Evil King.
Who you choose depends largely on how developed Ari's allies have become.
---[Possible spoiler stuff. Avert your eyes, or don't.]--------------------
Picking the two best magic users is a good common choice because physical
attacks won't harm the Phantom Evil King. Usually, that's Kisling and
Linda, but Rosalyn won't KO as easily as Kisling and if she has Blessing as
well as Antidote by now, even better. Kisling's Hyperdrive is a selling
point (the minions like to Load everyone down), but Linda has Match. Big
Bull could best handle the minions with HP to spare, and his Charge and
fire-based Specials are a plus, but his low DP is a detriment.
---[All done.]-------------------------------------------------------------
Once you've decided, check the party's equipment, then save at the hotel.
Leave Triste by the front doors this time (unless you have a mad hankering
to level up by crossing the desert and maze again). Take the stele to Wap-
Wap, then transfer to the yellow Addashi stele.
Head east into the desert. On the overhead map, the southeast portion shows
a blue dot for a diary -- that's Ari's destination. After he passes through
a ruined fence, Ari gets a good view of the Gear Tower. Save at the diary.
On the overhead map, southwest of the Gear Tower is a round mesa. Circle
that mesa counterclockwise, hugging its edge. Where the rock meets the
ruined fence, Ari finds another Tiny Gear [TG31].
Circle back around and up along the tower's west side. Two gears ring the
tower at an incline and may be climbed. Up the higher of the two is the
final Tiny Gear [TG32]. Climb back down the incline and return to the diary
to save.
Note. A rare weapon, the Q of Hearts, may be dropped by the minions during
the upcoming boss fight. See the "Q of Hearts" addendum for the details. If
the challenge of finding this elusive weapon appeals to you, you can always
reset your game (without saving) after the fight and try again. Though the
Q may be dropped in a random encounter later, this fight remains the best
place to obtain the weapon.
When you're ready approach the tower. On the southeast is a dip in the
terrain and when Ari nears the base of the Gear Tower a ! balloon appears.
[Trigger: When Ari opens this door, a brief exchange occurs and he learns a
more powerful "friendly" Special. He's then drawn inside to confront the
fake evil king.]
PHANTOM EVIL KING
Arguably the toughest boss fight in the game. Considerately, the evil king
notifies Ari that corporeal attacks won't avail him. Magic only, then.
Worry about the minions first, however -- they're the deadlier threat at
the outset and they, at least, succumb to physical pounding. Use Wait and
Combine on the Masterless Swords to dispatch them quicker.
Once the minions are out of the way, counter any status woes they inflicted
and then concentrate magical forces against the fake evil king. Whittle
away his HP, while keeping the party on its feet, protected and healed.
Note. Ari's "friendly" and "sword" Specials are physical attacks, as is
Burst and anything Stan might try. Alas, all are futile against the boss
himself. Other party members may have similar woes with their Specials, as
well.
Have Ari use elemental bottles (Burned Bottle and so on) to damage the boss
instead. Each bottle may be used a variable number of times, from zero
to...ten or so, perhaps, until it breaks. (When a bottle breaks, it's
recorded in History.) Bottles inflicting status ailments may have little or
no effect against the boss, however.
Tip. This is the best-paying boss fight in the game. If you have one, use a
White Cat Jewel on the evil king to double the rewards.
After the fight, the former Phantom Evil King vanishes without rhyme or
reason and, after a brief exchange, the party automatically takes the
purple stele to a new area.
The Chapter 6 title-card displays.
---------------------------------------------------------------------------
B6. CHAPTER 6 - NIGHT IN THE HIGHLANDS
A scene occurs and now the former Phantom Evil King has a few words. As
Epros, he becomes an ally. Control returns, with Ari standing beside the
purple Highland Village stele.
Take the purple stele to Wap-Wap (not back to the Gear Tower) to activate
the connection, then come right back.
Note. The boss-fight arena may be revisited, if you're so inclined. From
the Addashi stele, enter the Gear Tower again. The purple stele there
remains active and takes Ari right back to Highland Village.
Familiarize yourself with Ari's newest (and last) ally. Epros has innate
magic requiring no MP -- his MP never rises above zero, so he contributes
nothing to the party's LP. He learns some interesting and effective
Specials, however, so add him to the party when you can and level him up.
Epros's initial status:
LV HP EP AP DP MP LCK AGL
40 197/197 0 87 41 0 5 48
Epros's initial inventory:
NAME DESCRIPTION EFFECT
J of Diamonds Versatile attack that dazzles enemy. Atk +10
Dazzling Tux Well tailored formal battle suit. Dfns +6
Aves Amulet Bird shaped lead ornament. Evade Spells
Epros's "naked" stats, then, are AP 77 and DP 35. His element is thunder
(yellow). His Soul Binding command can force weakened (not healthy) foes to
drop items, very handy.
If (or when) Ari has the sukels for it, equipment for Epros may be
purchased at Rashelo and the Pospos Spa. (You can safely skip Rashelo if
Ari's compatibility was with his father, as that gift is Epros's best
weapon.)
Time to explore the new area, but a word of warning first. If you're prone
to vertigo, Highland Village can be a little disconcerting, especially when
camera angles zoom to impossible heights. Ari won't fall off, however.
Climb the long stairs. At the first platform, speak to the man standing
there. The Inn is to the left. Enter, but Ari can't rest or save just yet.
[Trigger: The Inn only becomes active after Ari has spoken with everyone in
the village, but even then choosing Rest invokes another triggered event,
so DON'T rest.]
Exit the Inn and cross the rope bridge on the platform's right side. Enter
the small house and speak to the man inside, who swaps Ari's Penlight for a
BrokenGun, the only gun in OKAGE, by the by. (Hint. Who collects antiques
and artifacts?)
Return to the stele, take it to Wap-Wap, then take -- have you figured it
out yet? -- the green stele to Tenel. Visit Ari's house and descend into
the basement. Talk to Ari's Dad and he'll swap the BrokenGun for a
Unicorn's Horn accessory. Finally, something useful. Stop by Ari's room and
at least Rest. If you like, make a side trip into Tenel or to anywhere else
in the world. When you're ready to move on, return to Highland Village.
Move around the village and talk to everyone. Look for the highest vantage
point in town, and for a broken tower on one lonely peak. Read the
tombstones in the cemetery. See everything, enjoy (arguably) one of the
best designed areas in the console-gaming world.
A confrontation with the "ultimate" fake evil king looms and by now you
have some intimation of its nature, so stop by the Highland Village Shop
and make a few considered purchases. Prices are as steep as the terrain,
but the finest equipment is available nowhere else.
Highland Village Shop offers:
ITEM DESCRIPTION EFFECT COST
Mastermold Sword Beautifully made by well known Atk +35 145,000
craftsman.
WhiteRose Rapier Sharp thorn behind a beautiful flower. Atk +30 177,000
Ghostosystem II Valuable book revealing mysterious Atk +30 130,000
ecosystem.
Mike o'Hope Allows singing of bright futures & Atk +20 50,000
dreams.
Love Mike Songs enveloped in boundless love. Atk +30 98,000
Natural Outfit So natural you won't even feel it. Dfns +12 145,000
Basics Only Coat Basic design but has a hallmark of Dfns +18 130,000
ability.
Inferno Pants Can endure even the hottest heat of Dfns +8 66,000
battle.
Stage Dress Gorgeous dress that enchants all. Dfns +12 45,000
Celeb Dress Dress can overwhelm the unable wearer. Dfns +15 90,000
Miracle Nut Quality nutritious nut. Recover 1,000
Full HP
Ordinary Bottle Futility of commoners inside. Seal, -5 HP 222
Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100
To stock up on "lesser" restoratives, like Big Nuts and Wild Strawberries,
Ari needs to retrace his steps to Triste or another shop.
After Ari has entered the last house, on exiting he discovers dusk has
fallen. Return to the Inn and SAVE FIRST -- don't choose Rest first!
[Trigger: When you're ready, then choose Rest and Ari is awoken by a brief
exchange.]
Exit the Inn. If Ari goes down the long stairs, the stele is functioning.
The In Trouble guy's house is locked, as are most houses, but the Shop is
open. Go up near the highest place and an exchange occurs. (Notice the
rapturous guy nearby.) From the high place (or the broken tower) look for
something new. Go down the stairs by the prone guy and another exchange
occurs. Cross the bridge toward the white house and a scene ensues.
VAMPIRE EVIL KING
Dramatic camera angles and music. The Sucky Bats are annoying, dispatch
them as soon as possible. The evil king has some mighty big magic. Shield
the party and slow him down, but despite the warnings before battle, he IS
susceptible to physical attacks.
After a scene, and a little narration, the Chapter 7 title-card displays.
---------------------------------------------------------------------------
B7. CHAPTER 7 - THE BOY AND THE KING ENTER THE LIBRARY
Control returns with Ari outside the mysterious white house. Go back inside
and talk to the former evil king. Exit the house again.
Talk to all the villagers. Shop, rest, and save.
Head down to the peak with the broken tower. A long rope bridge now leads
off into infinity. Start across. Eventually Ari gains land again. Some
extraordinary scenery to peruse as you head forward unhindered by ghosts. A
board bridge crosses the last expanse to the World Library. [Trigger: As
Ari steps off the bridge, he gets a good look at the library and a short
exchange occurs. Ari learns his last, most powerful "friendly" Special and
the group automatically enters the library.]
Swing the camera around so you can see to step forward and talk to the old
clerk standing there. Save at the diary.
The World Library is perhaps the largest, most complex dungeon in the game.
As the clerk said, the building comprises three sections, all at ground
level. The central library lies opposite the outside door and is roughly
divided into front and back halves. Several hallways, in addition to those
from the foyer, lead from the central library into the east (right, from
the entrance) and west (left) wings. A save diary stands in the foyer and
another lies deeper in the facility. The entrance is south and Beiloune's
lair is north.
Tip. Carrying several Guidance Jewels can save more than your sanity.
Unlike most other dungeons, the World Library contains no urns and none of
its wings is ever "cleared". To reach Beiloune, as the clerk hinted, you
must instead discover the keys that unlock the library's full expanse and
then negotiate all of its maze-like halls. (Hint. The first key is found in
the east wing.)
In addition to the clerk in the foyer, three more clerks are scattered
through the library, one in the back-half of each section. Nine treasure
chests in all may be found, containing four keys, three candies, one
accessory, and one weapon.
Note. See the "Maps" addendum for a link to an excellent overview of the
library. The map reveals the locations of all the keys (and other
treasures), as well as the shortest route for gathering them all.
Take heed. The library's foes are formidable and pay off well in both EP
and money. How formidable? If Ari first arrives below LV 50, he will be
well over LV 60 before reaching Beiloune. So be prepared to return to the
Save point often to restore your resources, especially at the outset. One
or two fights, then run back. Knowing your way back means survival.
Enemies, like bad news, come in threes. Groups never exceed one, even if
two are of the same ilk, and they thrive on ganging up on a single ally.
The farther from the foyer, the stronger the average foes. The most
fearsome bunch features a Bad Poetry Golem flanked by two Radiant Suns. The
golem can snatch up to 100,000 money, so take it out fast. Be prepared to
Escape (a far better choice than resetting if you're far afield) or to
revive often anyone with less than 200 HP. The good news is that the lesser
foes most common in the central section are plenty strong enough and allies
below Level 50 should gain one or two levels after every conflict.
Daunting, no? Well, forewarned is forearmed, and far less frustrating. On
the plus side, most fights yield a 3,000 to 6,000 money gain, great if
you're strapped for cash and hankering for new equipment.
Another word of advice. While a gift shop in the foyer would have been a
welcome addition, alas, none exists. You must return to the Highland
Village to purchase finer equipment and switch out party members. Since the
library is classified as a dungeon, the overhead maps reset upon stepping
outside. Invest in a large supply of restoratives to effectively extend
each venture within. Switch out a party member every time you go back,
bringing up everyone a little at a time. Yes, everyone. For your efforts,
your allies gain their best abilities, the last of which are:
WHO LV ABILITY EFFECT RANGE
Ari: 51 Life Spark Revive from KO with full HP One ally
Roslyn: 50 Burning Parasol Fire element attack One enemy
Kisling: 52 Maximum Voltage Strongest Thunder attack One enemy
57 Immobilize Paralyze, medium Enemy group
Big Bull: 53 Super Charge Increase AP stat All allies
59 Blaze Strongest Fire attack All enemies
Linda: 52 Crimson Kiss Fire element attack One enemy
56 Repulsor Decrease physical damage 50% Area effect
60 Revitalize Restore full HP All allies
Epros: 50 Random Various offensive magic All enemies
53 Blue Mask Ice element attack One enemy
57 Consume Steal HP All enemies
Since you have nothing invested so far, now is a good time to step back
outside and explore the terrain if you like. Or return to the Highland
Village and Triste shops to stock up. When you're ready, come back inside
the library and save your progress.
Explore the short distance you can go into the east and west passages.
Return to the foyer. Go through the doorway into the front-central section.
Again, access is limited initially.
WORLD LIBRARY
D, save Diary (cyan)
N, clerk (NPC)
C, treasure Chest
G, Garnet key unlocks
E, Emerald key unlocks
S, Sapphire key unlocks
A, Amethyst key unlocks
>, Door going east
<, Door going west
X, Final door
---WL-B1-Central--------------
---------------------|X|-----------------------
--| | D | |--
< | |------- | |------| -|A|---- >
--| | --- | | | | | |--
| | | ------------------- | | | C3 | |
| | | A | | ---------|
| ---- ------------ | | --- | |
| | | | | | ----- --- |
| | -------- | | | | | | |
| ---------- | | | | ---------- | |
| | N | | | | |
|-------------------- | |--- | | ---- |
| | | | |
| --------------------|A|--------------------|--
--| | | | | >
< | | -------- | ---- | |--
--|--- | | | -------- | | | |
| | | --| ------- | | |
| | --- | | | | ------|
| | | | -------- | --------| | |
| | | | | |
| ------|---- ------- |---| |--|
| | | | | |
|------ | -------- | | ------|--
| | | | --------- E >
| C2 | | | | | | |--
| E | | | | ------| |
--|--------- ----- ----- | | | |
< E | | C1 | |
--|---------------------| |---------------------|--
< S | D | G >
--| ---- | N | ---- |--
| |
----------------------| |----------------------
Entry
C1, Emerald Key
C2, Cerberus' Fang
C3, Forgotten Sword
The Forgotten Sword is Ari's second-best weapon. It's also the key for
unlocking a few stubborn doors in other dungeons. See the "Hopkins' Sword"
section of the "Sidequests" addendum and as soon as possible go appropriate
those hidden spoils.
---WL-B1-East--------------
-----------------------------
--| | |
< A --| |-- | ------- ----- |
--| | | | -| | |
| | C1 | | ----- ------- |
| |------ | | |
| | | |--| |--- | | | |
| | | | | | | | | |
| | | ----- | | | |
| --------- |---- | |
| | |
--|---| |------------| |------|
< | C2|
--|----------|G|- | | N | --|
| | | ------- | |
| ----- | | | G | |
| | ------- | ------ --- |
| | | | | |
|-----| | |---| |----- |
| | | | | |
| | | | | | ----- | --- |
| | | | | | | |
| ------ --| | ------- | |
| | | | | |
| | | | | | ------|
--| | ----- | | | | | |
< | | | C3 |
--|-------------|G| --- |
< | | |
-------------------------------
C1, Defense Candy
C2, Garnet Key
C3, Lucky Candy
---WL-B1-West--------------
-----------------------------
| | | | |
| |--- | S ----- -- |--
| ---| | | | | | | >
| | | | | | | | |--
| | ----| | | --|
| | | | | |
| ------------| | ----- |
| | | |
|-| |---------| |-----------|
| | | | |
| N | |---- | |-- | ----- |--
| ----| | | | | | >
| | C2 | S | ------ | |--
|---- |-----| | | | C3 | |-|
| | | | | | | |
| ----- | | | | -------- |
| | | | |
|-------------|S|------| | |
| | | ---- | |
| ---- | | |---| |-----|
| | | | |
| ----- | |- |--| --- |
|-| |-- | | | | | |--
| | | | | | | >
| | | | | - - | |--
| C1 | ----- | | | | |
| | | | | |
--------------|S------------|--
| S >
-----------------
C1, Agility Candy
C2, Sapphire Key
C3, Amethyst Key
After unlocking every door, return to the Highland Village to restock.
LAST-CHANCE TASKS. Be sure to read the "Hopkins' Sword" section of the
"Sidequests" addendum, if you haven't already. Also, you may wish to
revisit all of the other areas one more time, as new NPCs have appeared and
old ones may have some quirky new things to say. Return to the Highland
Village once you've wrapped up everything else.
Select the party to accompany Ari in the final boss fight and re-equip each
ally as needed. Pass out any candies remaining, if you like.
When you're ready for the final fight, return to the World Library and
save. From the library foyer enter the central section and move forward.
Zigzag to and fro around bookcases, but keep a straight line ahead. In the
middle of the back wall, open the door (using the Amethyst Key) and move
forward to the far end of the corridor. Enter the door, right. Swing around
this room, hugging the outer wall and along a curling path until reaching
the second save diary.
Note. This is the last Save point in the game. Also, many of the exchanges
in the final sequences automatically advance through the text. In the menu,
select Config and set Text Speed to Slow, now, before saving.
Enter the door behind the diary and Ari approaches the very last door, to
the right. [Trigger: Open this door and initiate the next-to-the-last
sequence.] Some final words all around, then...the door won't open. A
solution in contrived and you regain control, still outside the closed
door. [Trigger: This is it, really.] Open the door, again.
Warning. Most text automatically progresses during this next section.
Everyone bandies words with Beiloune. Beiloune then instigates a
confrontation between two of Ari's allies. Eventually, Ari is called upon
to find a way to stop the two. (Hint. Use an item associated with memory.)
When the right object is used, the fight stops and a long exchange ensues.
(And you regain control over the flow of text.)
The last fight finally begins. Good luck.
BEILOUNE
Like Ari, Beiloune is neutral to elemental attacks. His Channel spell
targets everyone and does moderate to heavy damage, depending on DP and
what shielding Specials party members have cast. His physical attacks
inflict tiny damage in comparison.
After the fight, zero money and small EP is awarded, paltry rewards.
Beiloune has some parting words, then a scene occurs.
Warning. Text again scrolls automatically.
A long epilogue follows, most satisfying, then the credits roll. Stick
around until the end. Stan gets the last word and then....
The End.
After a moment the Start screen appears.
Congratulations. You have completed OKAGE: SHADOW KING.
---------------------------------------------------------------------------
B8. AFTERWORD - THE SHADOW'S REPRISE
You've now seen everything OKAGE has to offer...or have you?
Perhaps not. This walkthrough does no more than record one path Ari's
journey may take and as late as its last revision, the author was still
finding new roads, unlocking old secrets, and enjoying new scenes. After
countless play-throughs, how can this be?
One of the joys of the game is that so many questions remain unanswered. On
the surface OKAGE appears simple and linear, but the game is at once both
and neither. Discover a new path, go a different direction. The "Addenda"
section is rife with possibilities to explore.
If you didn't earlier, you can start by loading your last saved game, using
a Guidance Jewel to get out of the World Library, and then go walking
around the known world. Many new NPCs appear after each town is "completed"
and old NPCs have new things to say, possibly hinting at other avenues to
explore. Is it only coincidence that the Woman of K appears in Rashelo, for
example, the only place Epros's K of Clubs may be purchased? Maybe you'll
be the one to discover an answer.
If you find something nifty or new, let the author know. Your discovery
will receive full credit if it's included in a later revision.
===========================================================================
C. MENUS
The following sections explain OKAGE's menu commands.
---------------------------------------------------------------------------
C1. STATUS
The Status menu displays the complete stats of one ally at a time, whether
in the active party or not. Use L1 and R1 to cycle between allies, which
are listed in the order they become Ari's allies.
The three circles below HP note element affinity (Ari is Neutral), status
ailments (Normal), and curses (Normal). Ailments and curses result in
battle and may be cured by using items or Special commands. Ailments, with
one exception, wear off automatically at the battle's end. See the "Quick
Reference" section for in-depth information on these aspects.
Allies' vital statistics increase as they gain levels (LV) every 1,000
Experience Points (EP) and affect how they fare in battle. Luck (LCK) and
Agility (AGL), however, only increase by using candy items or changing
equipment.
EP is individually awarded to each party member and is not based on how
active the character was in battle. (Extending battles with rounds of
defending is unnecessary.) KO'd allies receive no EP, so heal them before
battle ends; their EP is not divvied out among other surviving allies.
Note. See RBury's Experience Point FAQ on GameFAQs.com for further details
on how OKAGE awards EP.
The maximum LV is 99. Once LV 99 is reached, no further status increases
are gained from battle.
HP's two numbers indicate the current HP and the maximum HP for that LV.
The maximum HP possible is 999, though that's rarely (if ever) seen.
EP has a max of 999, at which point LV goes up one and EP returns to 0.
Once LV 99 is reached, EP remains a static 0 (zero) from then on.
AP, DP, LCK, and AGL won't exceed 254.
MP has a maximum of 99.
LP is equal to the sum of the active party's MP, up to a maximum of 99. Any
party member can draw from the LP pool without regard to his or her
individual MP contribution.
See QueenMeshi's Character FAQ on GameFAQs.com for detailed information on
the game's playable (and nonplayable) characters.
C1.1 ARI
Age: 16 years old
Occupation: An Ordinary Boy
Element: Neutral (white)
Weapon: Swords
Gear: Outfits
Description: Quiet boy with an overshadowed destiny. Father is the
assistant manager of the Tenel Village Hall. Mother is a
housewife. Seems to be without note but...
Ari's initial status:
LV HP EP AP DP MP LCK AGL
1 32/32 0 9 3 10 1 55
His "naked" AP is 8 and his LCK is 0.
Ari's initial inventory:
NAME DESCRIPTION EFFECT
Picked up Branch Branch picked up somewhere. Atk +1
Ordinary Outfit Nothing notable mere casual clothes. Dfns +0
Holly Spiky leaf wards off evil spirits. Luck +1
Trivia. When Ari runs up to open a door, he often appears to kick it open.
Particularly noticeable in Madril.
C1.2 ROSALYN
Age: 22 years old
Occupation: Hero
Element: Ice (blue)
Weapon: Rapier
Gear: Armor
Description: Master of the rapier, reluctant devotee of the parasol. Used
to be an elite hero but since she met Stan, she puts up with
insults while being a comic-relief hero.
Rosalyn's initial status:
LV HP EP AP DP MP LCK AGL
5 75/75 544 32 12 10 5 60
Her "naked" stats are AP 21 and DP 8.
Rosalyn's initial inventory:
NAME DESCRIPTION EFFECT
Ordinary Rapier The most popular mass produced Rapier. Atk +10
Swordsman Armor Light armor appropriate for long battles. Dfns +4
Wildcat's Fang Fang of small but formidable beast. Atk +1
Trivia. While training at the Hero's University, both Babahn and Henry,
warrior and wizard, were smitten with her.
C1.3 KISLING
Age: 45 years old
Occupation: Ghost Expert
Element: Thunder (yellow)
Weapon: Reference Tomes
Gear: Lab Coats
Description: An eclectic, dedicated scholar of spooks. Stalks pretty girls
under the guise of doing field work. Loves clipping toenails
for fun.
Gutten Kisling's initial status:
LV HP EP AP DP MP LCK AGL
10 55/55 0 22 16 24 5 45
His "naked" stats are AP 17 and DP 10.
Kisling's initial inventory:
NAME DESCRIPTION EFFECT
Ghost Basics General handbook for monsters. Atk +5
Wornout Coat Well seasoned and pretty worn. Dfns +6
Heatwave Ring Rising heat wave diverts swords. Avoid Attack
Trivia. Kisling sometimes uses an alias, Batten GlinGlin or Dottan
Goroling, in studying "the flutters of my own heart" and is self-described
in many ways.
* I am the famous ghost expert. Gutten Kisling!!
* And I am the world's No.1 Ghost Scholar Gutten Kisling!
* Gutten Kisling, 45, a spirited man you'd want to write home about.
* Gutten Kisling, 45, greater than any being above or below, standing
on his own!
* I am the world's top scholar, Gutten Kisling!
* Gutten Kisling, 45, a wandering genius of a scientist and vessel of
the century's most intelligent brain!
He's famed for his Gutten Batten experiments and his Kisling Squid Ring
theory.
C1.4 BIG BULL
Age: Can't remember
Occupation: Furious Fighter
Element: Fire (red)
Weapon: Battle Manual
Gear: Pants
Description: Former Big Bull Evil King. A nice guy who loves blood, sweat
and battle. Dreams of establishing a school for muscle men
and creating a muscle paradise.
Big Bull's initial status:
LV HP EP AP DP MP LCK AGL
25 209/209 0 95 25 6 5 42
His "naked" stats are AP 75 and DP 19.
Big Bull's initial inventory:
NAME DESCRIPTION EFFECT
Battle Manual Scroll describing how to fight. Atk +20
Infantry Pants Stretchy fabric allows easy movement. Dfns +5
1st Fight Charm Gift for beginners for their first battle. Dfns +1
C1.5 LINDA
Age: Top secret!
Occupation: Teen Idol Singer
Element: Ice (blue)
Weapon: Microphones
Gear: Dresses
Description: Former Teen Idol Evil King with cute smile. Admires Evil King
Stan calling him Coach. Possesses a musical, magical, pop
heaven voice.
Linda's initial status:
LV HP EP AP DP MP LCK AGL
30 125/125 0 75 47 18 10 53
Her "naked" stats are AP 65, DP 35, and AGL 52.
Linda's initial inventory:
NAME DESCRIPTION EFFECT
Mike o'Hope Allows singing of bright futures & dreams. Atk +20
Stage Dress Gorgeous dress that enchants all. Dfns +12
Bandit's Shoes Easy to wear shoes. Favorite of bandits. AGL +1
C1.6 EPROS
Age: Unknown
Occupation: Mysterious Wizard
Element: Thunder (yellow)
Weapon: Trump Cards
Gear: Formal Wear
Description: Former Phantom Evil King. Mysterious roaming interloper and
snappy dresser. Obsessed with the search for magical power
and discovering the truth of the world.
Epros's initial status:
LV HP EP AP DP MP LCK AGL
40 197/197 0 87 41 0 5 48
His "naked" stats are AP 77 and DP 35.
Epros's initial inventory:
NAME DESCRIPTION EFFECT
J of Diamonds Versatile attack that dazzles enemy. Atk +10
Dazzling Tux Well tailored formal battle suit. Dfns +6
Aves Amulet Bird shaped lead ornament. Evade Spells
Trivia. If the active party calls a Retreat in battle, Epros is the only
ally who appears mortified by running away. His theatrical eye makeup,
usually violet, actually turns green.
---------------------------------------------------------------------------
C2. ITEM
During Ari's journey, many items are bought in shops, received as "drops"
by enemies, or found in treasure chests. In the Item menu, whether accessed
from the main menu or the battle menu, use L1 and R1 to scroll up or down
through the list a page at a time.
Following are comprehensive lists of all consumable and quest items, in the
order they appear in the menu, and where they may be found or purchased.
Note. The "Equip" section lists weapon, gear, and accessory items.
Please see Apostrophe's Lists FAQ on GameFAQs.com for further details on
many of these items and this guide's "Monster Droppings" section for more
about obtaining items from battle.
C2.1 CONSUMABLE ITEMS
The most common consumables fall into several classes:
Nuts ...... Restore HP
Berries ... Restore LP
Flowers ... Recover from KO
Charms .... Cure curses
Stones .... Cure status ailments other than KO
Candies ... Permanently increase an ally's stats
Bottles ... Magical potions thrown in battle
In the Item menu, consumable items displayed in red affect all allies.
The following shows where (if anywhere) stocks of these items may be
replenished.
Shop legend:
T, Tenel
M, Madril
W, Wandering Peddler
R, Rashelo
P, Pospos Spa
G, Triste
H, Highland Village
NAME EFFECT BUY SELL T M W R P G H
Nut Restore 50 HP 10 5 X X - X - X -
Big Nut Recovers 100 HP 100 50 - - - - X X -
Miracle Nut Recovers HP completely 1,000 500 - - - - - - X
Bountiful Nut Recovers 50 HP for all --- 250 - - - - - - -
Wild Strawberry Recovers 25 LP 500 250 - - - - - X -
Whim Berry Recovers ? LP --- 500 - - - - - - -
Energy Flower Recovers from KO 150 75 X X X X - X -
Energy Bouquet Recovers all from KO --- 225 - - - - - - -
Clarity Charm Cures Confusion 200 100 - - X - - - -
Bunny Charm Cures Turtle 450 225 - - - - X - -
Villain's Charm Cures Saint 300 150 - - X - - - -
Rust Off Charm Cures Rust 250 125 - - X - - - -
Sommelier Charm Cures LPDrain 350 175 - - - - X - -
Angel Charm Cures Death Curse --- 275 - - - - - - -
Alarm Charm Cures Sandman* 500 250 - - - - X - -
Big Boss's Charm Cures Evil Eye* 400 200 - - - - X - -
Writeoff Charm Cures Tax 100 50 - X - - - - -
Mega Charm Cures all curses 1,000 500 - - - - - X -
Purging Stone Cures Poison 10 5 X X - X - - -
Awakening Stone Cures Sleep 50 25 - X - - - - -
Liberation Stone Releases Seal 100 50 - - X - - - -
Cheerful Stone Cures Lock 50 25 - - X - X - -
Mega Stone Cures Tox/Slp/Seal/Para 400 200 - - - - - X -
Black Cat Jewel Halves HP for all --- --- - - - - - - -
White Cat Jewel Doubles enemy's prize --- --- - - - - - - -
Life Candy Perm increases HP +5 --- --- - - - - - - -
Power Candy Perm increases AP +1 --- --- - - - - - - -
Defense Candy Perm increases DP +1 --- --- - - - - - - -
Heart Candy Perm increases MP +1 --- --- - - - - - - -
Agility Candy Perm increases AGL +1 --- --- - - - - - - -
Lucky Candy Perm increases LCK +1 --- --- - - - - - - -
Guidance Jewel Back to Dungeon [entry] 100 50 X X X X X X X
Healing Crystal Full HP for all --- --- ? ? ? ? ? ? ?
Burned Bottle Attack w/fire -10 HP --- 222 - - - - - - -
Frozen Bottle Attack w/ice -10 HP --- 222 - - - - - - -
Glaring Bottle Attack w/thunder -10 HP --- 222 - - - - - - -
Skull Bottle Poison -5 HP --- 111 - - - - - - -
Sleeping Bottle Sleep -5 HP --- 111 - - - - - - -
Ordinary Bottle Seal -5 HP 222 111 - - - - - - X
Chained Bottle Paralysis -5 HP --- 111 - - - - - - -
Swift Bottle Agility up -20 HP --- --- - - - - - - -
Mega Luck Bottle Luck up -20 HP --- --- ? ? ? ? ? ? ?
* Corrected. Item's description is wrong, both on-screen and in the manual.
? Mystery item. See "Help Wanted" addendum.
Whim Berries randomly restore or decrease the active party's current LP,
anywhere from -25 to +99.
Black Cat Jewels halve the HP of allies as well as enemies.
Bottle items may be used only in battle and have a variable lifespan before
breaking. A bottle may break on its first use or may be useable for up to
ten or more times. Breakage is recorded in the History list.
C2.2 QUEST ITEMS
Quest items (other than Tiny Gear) are unique, never appearing more than
once in any game, and used in the course of the main storyline or in the
completion of a sidequest. These items may remain listed in the Item menu
for the entire game or they may disappear once an objective has been
achieved.
With two known exceptions, quest items can't be bought or sold.
The following lists where (if anywhere) these items may be found. If two
locations are marked, then the item is found on the world map between those
locations.
Location legend:
B, Boss drop
T, Tenel or Nameless Dwelling
M, Madril
R, Rashelo
P, Pospos Spa
G, Triste
H, Highland Village
L, World Library
NAME EFFECT B T M R P G H L
Map o'Evil Kings Reveals whereabouts - X - - - - - -
Miniature Statue Opens Transverse Tunnel X - - - - - - -
Platinum Ticket ? ? ? ? ? ? ? ? ?
Gear Tower Key Opens Gear Tower - - - - - X X -
Voice Recorder --- - - - - - - - -
Recorder 2 ? ? ? ? ? ? ? ? ?
Ordinary Card --- - X - - - - - -
Official Card --- - - X - - - - -
Gaudy Card --- - - X - - - - -
Mere Pebble --- - X - - - - - -
Bread Crust --- - X - - - - - -
Worn Brush --- - X X - - - - -
Letter Bottle --- - - - X - - - -
Cyphertext 1 --- - X - - - - - -
Cyphertext 2 --- - X X - - - - -
Cyphertext 3 --- - - X - - - - -
Cyphertext 4 --- - - X X - - - -
Cyphertext 5 --- - - X - - - - -
Cyphertext 6 --- - - - - X X - -
Punk Wig --- - - X X - - - -
Cholesterol --- - - X X - - - -
Chic Suspenders --- - - X X - - - -
Lustrous Hair --- - - X X - - - -
Gorgeous Mascara --- - - X X - - - -
Cool Vest --- - - X X - - - -
Ground Beef Buy, 20; Sell, 30 - X - - - - - -
Loaf for Pickup --- - X - - - - - -
Fruit Knife First offer, 300; Second, 400 - X - - - - - -
Swanky Mirror --- - - X - - - - -
Shiny Lens --- - - - X - - - -
Tiny Gear --- - X X X X X X -
Silver Gear --- - - X - - - - -
Gold Gear --- - - X - - - - -
Rare Gear --- - - X - - - - -
Old Stone Doll --- - - - - - X X -
Garnet Key Opens World Library - - - - - - - X
Emerald Key Opens World Library - - - - - - - X
Sapphire Key Opens World Library - - - - - - - X
Amethyst Key Opens World Library - - - - - - - X
Cow Bone ? - ? - - - - - -
Filet Mignon ? - ? - - - - - -
Old Music Box --- - X - - - - - -
Eh, it's ok Card --- - - X - - - - -
Odd Glass Tube --- X - - - - - - -
Spiral Wire --- X - - - - - - -
Bell Tube --- X - - - - - - -
Manual Handle --- X - - - - - - -
Long Screw --- X - - - - - - -
Dial w/One Hand ? ? - - - - - - -
Pedestalof Stone ? ? - - - - - - -
Penlight --- - - - X - - - -
BrokenGun --- - - - - - - X -
Friendship Bond --- - - - - - X - -
? Mystery item. See "Help Wanted" addendum.
---------------------------------------------------------------------------
C3. SPECIAL
As Ari and his allies gain levels, they acquire more Special abilities.
Specials include healing spells, usually useful at any time, or spells that
may be used only in combat to damage enemies or bolster party members.
Allies start with the abilities marked by an asterisk (*).
WHO LV ABILITY EFFECT RANGE COST
Stan * Crushing Devil Strong physical attack One ---
* Burning Devil Strong physical attack All ---
* Raging Devil Strong physical attack All ---
Ari * Overdrive Intensifies offense, Burst One 15% HP
* Decoy Enemies attack Ari All ---
4 Mend Heals 30 HP One 4 LP
8 Night Sleep spell Group 1 LP
12 Blaze Sword Fire attack One 5% HP
20 Heal Heals 90 HP One 8 LP
24 Blizzard Sword Ice attack One 5% HP
32 Revive Revive from KO One 10 LP
36 Lightning Sword Thunder attack One 5% HP
40 Slumber Sleep spell, strong One 3 LP
45 Restore Fully heals HP One 12 LP
51 Life Spark Revive from KO with full HP One 20 LP
-- Friendly Thunder Level 1 neutral attack All 20% HP
-- Friendly Blizzard Level 2 neutral attack All 40% HP
-- Friendly Inferno Level 3 neutral attack All 60% HP
Roslyn * Parasol Amulet Defends against status woes Self 10% HP
9 Frost Ice attack Group 2 LP
14 Powerless Lowers AP Group 4 LP
19 Charged Parasol Thunder attack One 5% HP
22 Antidote Cures all status ailments One 2 LP
26 Ice Ice attack, medium Group 5 LP
30 Seal Inhibits magic, medium Group 4 LP
33 Shield Raises DP One 4 LP
37 Blessing Cures all curses One 5 LP
40 Silence Inhibits magic, strong All 5 LP
44 Crystal Ice attack, strong Group 8 LP
46 Super Shield Raises DP All 10 LP
50 Burning Parasol Fire attack One 5% HP
Kisling * Spell Suction Drains LP to heal party All 10% HP
12 Storm Thunder attack, medium One 2 LP
15 Speedy Increases speed One 4 LP
19 Flaming Tome Fire attack One 5% HP
23 Burden Reduces speed Group 4 LP
32 Mega Storm Thunder attack, strong One 5 LP
37 Hyperdrive Increases speed All 10 LP
42 Paralyze Paralyze spell, strong One 8 LP
47 Freeze Book Ice attack One 5% HP
52 Maximum Voltage Thunder attack, very strong One 8 LP
57 Immobilize Paralyze spell, medium Group 8 LP
Big Bull * Wild Cry Enemies flee All 1 HP
27 Cold Knuckles Ice attack One 5% HP
30 Charge Raises AP One 4 LP
33 Flash Punch Thunder attack One 5% HP
36 Flame Fire attack All 2 LP
44 Defenseless Lowers DP Group 4 LP
48 Fire Fire attack, medium All 5 LP
53 Super Charge Raises AP All 10 LP
59 Blaze Fire attack, strong All 8 LP
Linda * Omni Concert Decreases speed All 10% HP
32 Charmer Increases critical hit % Area 4 LP
34 Deflector Reduces magic damage 50% Area 4 LP
36 Match Evens out everyone's speed Area 4 LP
40 Replenish Restores 70 HP All 15 LP
42 Full Power Increases damage done Area 4 LP
45 Thunder Peck Thunder attack One 5% HP
48 Dispel Removes all spells Area 4 LP
52 Crimson Kiss Fire attack One 5% HP
56 Repulsor Reduces physical damage 50% Area 4 LP
60 Revitalize Restores full HP All 30 LP
Epros * Soul Binding Turns weak foe into item One 10% HP
42 Drain Steals HP to heal self One 6 LP
44 Cringe Force to defend, one turn One 1 LP
46 Red Mask Fire attack One 5% HP
48 Cower Force to defend, one turn Group 3 LP
50 Random Misc. magic attacks All 10 LP
53 Blue Mask Ice attack One 5% HP
57 Consume Steals HP to heal self All 12 LP
Stan attacks as he sees fit, though Crushing Devil often comes in boss
fights or when Ari's party is in trouble, while the Burning and Raging
Devil attacks are likely rewards for pleasing Stan with Ari's answers to
his occasional queries. (See the "Pop-up Stanley" section.)
When Overdrive is cast, an audible "whoosh" is heard and a pool of purple
light appears under the targeted ally. Overdrive has several benefits. The
ally's attacks become stronger and the ally is less susceptible to status
attacks. Overdrive also enables the Burst attack, which targets all foes
with equal, undiminished fervor. Burst may miss some or all foes, however,
and using Burst cancels Overdrive mode.
Ari automatically learns his three "friendly" Specials at predetermined
points in his journey, in order, at Triste, the Gear Tower, and the World
Library.
Linda's area-effect abilities are only usable in battle and target allies
or enemies within a certain area. In general, offensive abilities target
enemies, while defensive abilities help allies. Linda using Deflector, for
example, won't stop your magic from hitting the enemies.
---------------------------------------------------------------------------
C4. EQUIP
Each ally can have from two to three items equipped at any time: one
weapon, one piece of gear (armor), and, optionally, an accessory. In
general, weapons affect AP, gear affects DP, and accessories alter other
stats. Exceptions abound, however.
Choose the Equip command to change what weapon, gear, or accessory each
member of the active party uses. Use L1 or R1 to cycle between party
members.
Equip can only alter the equipment of active party members. Use Status to
see how all allies are equipped and Change Party at an inn if you need to
re-equip another ally.
Note. In the following lists, equipment showing no purchase price are found
in chests or may be received during the normal course of the game. Often
these "priceless" items can't be sold.
Please see QueenMeshi's Character FAQ and Apostrophe's Lists FAQ on
GameFAQs.com for more information on many of these items.
C4.1 WEAPONS
The weapons ("Wepn" on-screen) wielded are unique for each ally. Rosalyn
can't use Ari's swords, for example; only Ari can equip Ari's swords, and
vice versa with Rosalyn's rapier.
Some form of weapon must be wielded at all times; allies can't fight
unarmed.
Characters join Ari already equipped with the weapon marked with an
asterisk (*).
ALLY WEAPON BUY SELL AP DP LCK AGL
Ari Picked up Branch* --- --- +1 --- --- ---
Leftover Sword --- 5 +5 --- --- ---
Ordinary Sword 40 20 +10 --- --- ---
Nameless Sword 470 235 +15 --- --- ---
Omnislice Sword 1,900 950 +20 --- +5 ---
Brand Sword 15,000 7,500 +25 --- +2 ---
Rustic Sword 75,000 37,500 +30 --- --- ---
Mastermold Sword 145,000 72,500 +35 --- +5 ---
Forgotten Sword --- --- +40 --- +10 ---
Sword of Gear --- --- +50 +10 --- ---
Rosalyn Ordinary Rapier* 660 330 +10 --- --- ---
Hardy Rapier 2,100 1,050 +15 --- +1 ---
Slim Rapier 80,000 40,000 +20 --- +1 ---
Sparkling Rapier --- --- +20 --- --- +5
WhiteRose Rapier 177,000 88,500 +30 --- +5 ---
Gallant Rapier [1] --- --- +40 --- +5 +5
Kisling Ghost Basics* 410 205 +5 --- --- ---
Ghost Pictoral 1,600 800 +10 --- --- +1
Ghostologos --- --- +15 --- --- +2
Worldy Ghost 17,000 8,500 +20 --- --- +3
Ghostosystem II 130,000 65,000 +30 --- --- ---
Ghostomicon --- --- +60 --- --- ---
Big Bull Battle Manual* --- --- +20 --- --- ---
Linda Mike o'Hope* 50,000 25,000 +20 --- --- ---
Mike o'Happiness --- --- +25 --- +10 ---
Love Mike 98,000 49,000 +30 --- --- ---
Epros J of Diamonds* --- --- +10 --- --- ---
Q of Hearts [3] --- --- +15 --- +25 ---
K of Clubs 150,000 75,000 +20 --- --- ---
A of Spades [2] --- --- +40 --- --- ---
Compatibility Gifts: 1-Rosalyn; 2-Ari's Dad.
Rare Drop: 3-See the "Q of Hearts" addendum.
Unlike other weapons, Picked up Branch is discarded and no longer available
once Ari receives his Leftover Sword.
C4.2 GEAR
Gear or armor ("Eqpt") helps protect Ari and his allies. As with weapons,
characters have their own unique selection of gear.
Some article of gear must be worn at all times; characters can't fight
unarmored.
Allies join Ari already equipped with the gear marked with an asterisk (*).
ALLY GEAR BUY SELL AP DP LCK AGL
Ari Ordinary Outfit* --- --- --- +0 --- ---
Clean Outfit 30 15 --- +1 --- ---
Fancy Outfit 310 155 --- +3 --- ---
Durable Outfit 1,100 550 --- +5 --- ---
Custom-made Wear 10,000 5,000 --- +7 --- ---
Latest Outfit 49,800 24,900 --- +10 --- ---
Natural Outfit 145,000 72,500 --- +12 --- ---
Reunion Outfit [1] --- --- --- +16 --- ---
Rosalyn Swordsman Armor* 440 220 --- +4 --- ---
Chief's Armor 1,250 625 --- +6 --- ---
Magical Armor --- --- --- +9 --- ---
Honorable Armor 12,000 6,000 --- +15 --- ---
Hero's Armor 55,500 27,750 --- +17 --- ---
Kisling Wornout Coat* 730 365 --- +6 --- ---
Starchy Coat 1,500 750 --- +9 --- ---
BattlefrontCoat --- --- +5 +10 --- ---
Stately Coat 51,000 25,500 --- +13 --- ---
Basics Only Coat 130,000 65,000 --- +18 +10 +5
Big Bull Infantry Pants* 2,600 1,300 --- +5 --- ---
Blood&SweatPants 38,000 19,000 --- +6 +5 ---
Inferno Pants 66,600 33,300 --- +8 +5 ---
Linda Stage Dress* 45,000 22,500 --- +12 --- ---
Treasured Dress --- --- --- +13 --- ---
Celeb Dress 90,000 45,000 --- +15 --- ---
Epros Dazzling Tux* --- --- --- +6 --- ---
Conjurer Tux 100,000 50,000 --- +12 --- ---
Compatibility Gift: 1-Marlene
C4.3 ACCESSORIES
Accessory items give an ally protection from various status ailments, from
magical or physical attacks, or otherwise alter the ally's stats. Unlike
weapons and gear, accessories ("Gurd") may be used by any ally and whether
an ally uses any accessory at all is optional.
With one notable exception (see the "Known Bugs" section), a single
accessory item may be used by only one ally at a time. In the Gurd list,
accessories appear dimmed when every one of that accessory carried in
inventory is already in use. Remove highly valued accessories before using
Change Party at an inn to move an ally out of the active party.
To remove an accessory from an ally, choose Equip, then Gurd, then the name
of the accessory that's currently equipped. On the Equip screen, Gurd
displays "item" when no accessory is equipped.
Most accessories are either found in treasure chests or dropped by foes. No
shop offers accessories for sale, but most accessories may be sold. You
never need more than three of any one accessory, although holding onto six
of each eliminates the need to shuffle accessories between allies.
In the following list, unique one-of-a-kind accessories received as rewards
for completing sidequests (other than Compatibility Gifts) are marked with
an asterisk (*).
NAME DEFENDS AGAINST SELL AP DP LCK AGL
Mongoose Whisker Poison 222 --- --- --- ---
Pharaoh's Hair Poison 999 --- --- --- ---
Rooster Feathers Sleep 222 --- --- --- ---
Sun Medal Sleep 999 --- --- --- ---
Weed Resistance Seal 222 --- --- --- ---
Touch of Earth Seal 999 --- --- --- ---
Flake of Snow Paralysis 222 --- --- --- ---
Full Moon Medal Paralysis 999 --- --- --- ---
Guardian Crystal Poison/Sleep/Seal/Prlss 1,111 --- --- --- ---
Unicorn's Horn* Poison/Sleep/Seal/Prlss 9,999 --- --- --- ---
Wildcat's Fang [2] 111 +1 --- --- ---
Panther's Fang 555 +5 --- --- ---
Cerberus' Fang 1,111 +10 --- --- ---
1st Fight Charm [4] 111 --- +1 --- ---
Defense Necklace 555 --- +5 --- ---
Iron Necklace 1,111 --- +10 --- ---
Bandit's Shoes [5] 111 --- --- --- +1
Pegasus Shoes 555 --- --- --- +5
Divine Shoes* 1,111 --- --- --- +10
Holly [1] 111 --- --- +1 ---
Laurel 555 --- --- +5 ---
Legendary Leaf* 1,111 --- --- +10 ---
Heatwave Ring [3] Avoid Attack 111 --- --- --- ---
Mirage Ring Dodge Attacks 555 --- --- --- ---
Daymare Ring [7] Dodge Attacks 1,111 --- --- --- ---
Aves Amulet [6] Evade Spells 111 --- --- --- ---
Crow's Amulet Evade Spells 555 --- --- --- ---
Owl's Amulet [8] Evade Spells 1,111 --- --- --- ---
Hand Knit Cap* ???? --- +1 +1 +1 +1
1st Star Badge* Evade Attacks & Spells 999 --- --- --- ---
Omnibooster* ???? --- +5 +5 +5 +5
Preequipped: 1-Ari; 2-Rosalyn; 3-Kisling; 4-Big Bull; 5-Linda; 6-Epros.
Compatibility Gifts: 7-Mysterious Woman; 8-Julia.
Cerberus' Fang, found in a treasure chest, is also a unique item.
Stat-increasing accessories may have other benefits as well, but such is
neither described on screen nor clearly evident in action.
---------------------------------------------------------------------------
C5. CONFIG
C5.1 TEXT SPEED
Choose how fast in-game text is "typed" on the screen.
Fast ..... Lines of text instantaneously (and silently) display in full.
Normal ... Text is typed out at a good clip, with a ratcheting sound.
Slow ..... Text is typed out a bit slower, with the sound effect matching
the pace.
Regardless of this setting, press X to expedite things and display the
entire message immediately.
C5.2 SOUND
Stereo or Mono. The difference is most noticeable during battle.
With a home-theater setup, Mono channels audio through the center
speaker(s).
===========================================================================
D. QUICK REFERENCE
Topics common to most RPG and adventure games, provided for RPG aficionados
and quick lookups.
---------------------------------------------------------------------------
D1. ELEMENTS
OKAGE, like many RPGs, includes elemental factors in its battle system. The
game limits its elements to three, however, with a circular (rather than
opposed) affinity. The manual describes the relationship as:
Fire --> Thunder --> Ice --> Fire....
Or, Fire melts Thunder's wiring, Thunder conducts in Ice (water), and Ice
drowns Fire. Another way to think of the damage affects, and this is NOT
accurate and rather simplified in fact:
USE -v / AGAINST -> ICE THUNDER FIRE
ICE Half Normal 1.5X
THUNDER 1.5X Half Normal
FIRE Normal 1.5X Half
Unlike in some RPGs, attacking with a like element always does damage. An
ice-based monster (or character) is never healed by targeting it with ice
spells, for example.
While elemental affinity largely pertains to spell-inflicted damage, keep
the character's element in mind, too, when choosing opponents for a
physical attack. A character with an ice affinity is more effective when
physically attacking a fire-based foe, for example.
---------------------------------------------------------------------------
D2. STATUS AILMENTS
The status indicator usually displays as a gray square, for Normal status,
in the center box on Status screens and the left-hand box during battle.
In combat, foes may cast spells that inflict status ailments. The status
indicator changes color accordingly and may display an icon or a number
indicating severity. A balloon icon also hovers over the player's head,
displaying the ailment's icon. The game's manual shows all of the icons.
With one exception, status ailments afflict the character for a given
period, until the ailment is "cured," wears off, or the battle ends.
Some status ailments can compound in severity when the same ailment is
inflicted multiple times. The ailment indicator increments -- 1, 2, 3 -- as
severity increases.
A character can only be afflicted by one status ailment at a time, however.
So if Ari has already been poisoned, when another foe successfully casts
sleep on him the poison affliction is lifted. The affects do not compound
in this case.
Status ailments can be cured during battle by using a stone item or with a
Special command (Antidote, Dispel) once those are learned.
ICON AILMENT STAGE 1 STAGE 2 STAGE 3 CURE
Gray Normal --- --- --- ---
Black Disabled Knocked-out --- --- Energy Flower,
Energy Bouquet
Purple Poisoned HP steadily --- --- Purging Stone
drops
Cyan Lock No LP spells Plus no HP Plus no Cheerful Stone
spells Items used
Yellow Paralysis Slowed Stopped Stuck to end ---
Green Sleep Stopped --- --- Awakening
Stone
--- Seal Unspecified --- --- Liberation
Stone
Unlike other status ailments, Disabled remains past the end of battle
unless the ally is revived. Resting at any Save point also cures Disabled.
If Ari himself becomes Disabled, however, the game is over immediately.
A Mega Stone can cure all status ailments except Disabled.
Contrary to the manual and despite its description, Big Boss's Charm cures
Evil Eye (not Paralyze).
---------------------------------------------------------------------------
D3. CURSES
Characters may also be afflicted with curses. The curse indicator, usually
a gray square for a Normal status, is the center box during battle and the
right-hand box on the Status screen. The indicator turns red and includes
an icon for which curse has been inflicted. A red balloon with the curse's
icon likewise appears over the player's head. The game's manual shows all
of the icons.
Like status ailments, curses cast multiple times increase in severity
(though no incrementing shows in this case) and characters may only be
afflicted with one curse at a time. Curses, however, do NOT automatically
wear off when battle ends -- they must be cured with a charm item or
Special (Blessing). Resting at a Save point also removes curses.
CURSE DESCRIPTION CURE
Confuse Responses are incorrect or self-inflicted Clarity Charm
Death Countdown to paralysis, gets faster over time Angel Charm
Evil Eye Begins battle in Stage 1 paralysis* Big Boss's Charm
LP Drain LP spell costs increase Sommelier Charm
Rust Defense decreases Rust Off Charm
Saint Character receives damage when attacking foes Villain's Charm
Sandman Begins battle in Stage 1 sleep* Alarm Charm
Tax Money from defeated foes descreases Writeoff Charm
Turtle The Wait bar fills slowly Bunny Charm
* The effects of these curses can be countered during battle, but will
reappear at the next battle's start.
The Mega Charm item cures all curses.
Contrary to the manual and despite their descriptions, Big Boss's Charm
cures Evil Eye (not Paralyze) and Alarm Charm cures Sandman (not Evil Eye).
---------------------------------------------------------------------------
D4. POP-UP STANLEY
At the start of random battles, Stan chides Ari:
You are a pathetic thing, slave. Two lowly beings show up and
you cower like a troll.
Then you were saved by some passing woman!
Oh well. Be grateful that my evil hand is merciful to my
servants. I may render aid from time to time.
But you must still become stronger! Discipline yourself by
giving these lower evil beings a thrashing!
We will have issues if you can't protect yourself. Don't
forget that your shadow is important to me now!
Trivia. That last bit is why it's "game over" when Ari gets KO'd.
From then on, occasionally Stan will "pop up" and offer to intercede...if
Ari can respond well to a question Stan then poses. Ari must choose one
response from each of three multiple-choice groups and compose an answer to
Stan's liking.
Note. The answers to Stan's queries have no bearing on Ari's compatibility.
The following combined responses WILL please Stan and result in a
preemptive strike.
QUERY
GROUP 1 GROUP 2 GROUP 3
Describe the unhinged terror. I am so horrifying that you would...
Pee your pants if bone chilling. inexplicable horror
Give me a blood curdling war cry!
Go! Go! Go!!!
How cool do you think I am? Tell me honestly.
Earth shaking ideal Hunk!
Mega cover boy Super Model!
Mega attention getting Super Model!
World's most unique Hunk!
I need a catchy title for my world conquest? Let's see if you have any wit!
An impending awe inspiring Dark Force!
A nightmarish raging Fiend! [2]
I need positive reinforcement. What do you think about me?
A dainty cute Dark Majesty!
An almighty cute Evil King Stan
An almighty regal Evil King Stan
Just say my name!
S ta n
Some unsupported, preposterous boast to bluff the enemy into submission.
Black-hearted soul stealing super meanie!
Star shattering sky rending force of nature!
Start off with a good, hearty roar! Make me laugh boy!
Is a fly without wings a walk? [1]
What are the fundamentals of combat?
Make a plan be forceful & let 'em have it!
What is the necessary attitude for my world conquest?
Be elegant be graceful & rule absolutely!
Fearlessly! overcome & obliterate all!
Strike quickly! invoke dark power & obliterate all!
Tyrannically invoke dark power & rule absolutely!
Who do you think would be appropriate for my wife!?
A cute lovely queen
A cute pretty little devil
A super lovely countess
A super pretty queen
[1] Thanks for this go to Socoro1910.
[2] From Umah, a Neoseeker.
These combinations should give you a good idea of the sort of responses
Stan likes. If you chance upon a good response not already listed here, be
sure to let the author know the general query and the exact text of your
choices; due credit will be awarded gladly.
For example, Stan poses a few questions for which the author has not yet
divined an answer.
* Tell these worthless creatures what you really think of them!
* What scares you the most? I want to terrorize the world based on that.
---------------------------------------------------------------------------
D5. SHOPS
Following are the offerings of every shop in the land.
Note. Effect shown is as described. "Atk" affects AP, while "Dfns" affects
DP. The item may possess or enhance other attributes, as well.
See the "Equip" and "Item" sections for complete equipment and item lists.
Equipment marked by an asterisk (*) is the best of its kind available for
its character.
D5.1 Tenel Village Shop
ITEM DESCRIPTION EFFECT COST
Nut Great for a snack. Recover 50 HP 10
Energy Flower Heavenly Beauty. Recover frm KO 150
Purging Stone Brings pure Winter mountain air. Cures Poison 10
Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100
D5.2 Madril Shop
ITEM DESCRIPTION EFFECT COST
Ordinary Sword Widely used by travelers for defense. Atk +10 40
Clean Outfit A new line with a trendy style. Dfns +1 30
Nut Great for a snack. Recover 50 HP 10
Energy Flower Heavenly Beauty. Recover frm KO 150
Purging Stone Brings pure Winter mountain air. Cures Poison 10
Writeoff Charm For carefree living. Cures Tax 100
Awakening Stone Bright as sunshine in summer. Cures Sleep 50
Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100
D5.3 Rashelo Shop
ITEM DESCRIPTION EFFECT COST
Ordinary Sword Widely used by travelers for defense. Atk +10 40
Nameless Sword No name but well made. Atk +15 470
K of Clubs Gives unshakable confidence. Atk +20 150,000
Clean Outfit A new line with a trendy style. Dfns +1 30
Fancy Outfit Impeccable fashion-minded garb. Dfns +3 310
Nut Great for a snack. Recover 50 HP 10
Energy Flower Heavenly Beauty. Recover frm KO 150
Purging Stone Brings pure Winter mountain air. Cures Poison 10
Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100
D5.4 Madril Wandering Peddler
ITEM DESCRIPTION EFFECT COST
Nameless Sword No name but well made. Atk +15 470
Omnislice Sword Powerful but not durable. Atk +20 1,900
Hardy Rapier A popular product that's very Atk +15 2,100
durable.
Ghost Pictorial Illustrated book of existing Atk +10 1,600
monsters.
Fancy Outfit Impeccable fashion-minded garb. Dfns +3 310
Durable Outfit For heavy duty tasks. Dfns +5 1,100
Chief's Armor Improved quality. For the team Dfns +6 1,250
leader.
Starchy Coat Crisp finish gives a clean Dfns +9 1,500
impression
Energy Flower Heavenly beauty. Recover frm KO 150
Clarity Charm Firmly screws your head back on. Cures Confusion 200
Villain's Charm Attack again with zeal! Cures Saint 300
Rust Off Charm As if youth returned. Cures Rust 250
Liberation Stone Has richness of earth in Fall. Releases Seal 100
Cheerful Stone Envelops with spring flower scent. Cures Lock 50
Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100
D5.5 Pospos Spa Merchant
ITEM DESCRIPTION EFFECT COST
Brand Sword Obviously a well-made product. Atk +25 15,000
Hardy Rapier A popular product that's very Atk +15 2,100
durable.
Worldy Ghost Handbook on connection w/folklore Atk +20 17,000
in world.
Custom-made Wear Custom made for exceptional Dfns +7 10,000
comfort.
Honorable Armor Only for those swordsmen with Dfns +15 12,000
honor.
Starchy Coat Crisp finish gives a clean Dfns +9 1,500
impression.
Conjurer Tux* Made durable for dangerous shows. Dfns +12 100,000
Big Nut Bigger and better. Recover 100 HP 100
Bunny Charm Relaxing? No way! Cures Turtle 450
Sommelier Charm Such impeccable taste. Cures LPDrain 350
Alarm Charm Could wake the dead! [1] Cures Evil Eye 500
Big Boss's Charm Gets your nerve back. [2] Cures Paralyze 400
Cheerful Stone Envelops with spring flower scent. Cures Lock 50
Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100
1-Item's description is in error. Corrected effect: Cures Sandman.
2-Ditto. Corrected effect: Cures Evil Eye.
D5.6 Triste Merchant
ITEM DESCRIPTION EFFECT COST
Ordinary Sword Widely used by travelers for Atk +10 40
defense.
Nameless Sword No name but well made. Atk +15 470
Omnislice Sword Powerful but not durable. Atk +20 1,900
Brand Sword Obviously a well-made product. Atk +25 15,000
Rustic Sword Very practical but not elegant at Atk +30 75,000
all.
Ordinary Rapier The most popular mass produced Atk +10 660
Rapier.
Hardy Rapier A popular product that's very Atk +15 2,100
durable.
Slim Rapier Difficult to use. For the Atk +20 80,000
advanced.
Ghost Basics General handbook for monsters. Atk +5 410
Ghost Pictorial Illustrated book of existing Atk +10 1,600
monsters.
Worldy Ghost Handbook on connection w/folklore Atk +20 17,000
in world.
Clean Outfit A new line with a trendy style. Dfns +1 30
Fancy Outfit Impeccable fashion-minded garb. Dfns +3 310
Durable Outfit For heavy duty tasks. Dfns +5 1,100
Custom-made Wear Custom made for exceptional Dfns +7 10,000
comfort.
Latest Outfit Cutting edge but a little pricey. Dfns +10 49,800
Swordsman Armor Light armor appropriate for long Dfns +4 440
battles.
Chief's Armor Improved quality. For the team Dfns +6 1,250
leader.
Honorable Armor Only for those swordsmen with Dfns +15 12,000
honor.
Hero's Armor* With the genuine Hero's Club seal. Dfns +17 55,500
Wornout Coat Well seasoned and pretty worn. Dfns +6 730
Starchy Coat Crisp finish gives a clean Dfns +9 1,500
impression.
Stately Coat Royal motif. Favorite of people Dfns +13 51,000
w/status.
Infantry Pants Stretchy fabric allows easy Dfns +5 2,600
movement.
Blood&SweatPants Durable even during ferocious Dfns +6 38,000
fighting.
Nut Great for a snack. Recover 50 HP 10
Big Nut Bigger and better. Recover 100 HP 100
Wild Strawberry Wakes you up with sour power. Recover 25 LP 500
Energy Flower Heavenly Beauty. Recover frm KO 150
Mega Charm Rarity that repels all curses. Cures curses 1,000
Mega Stone Rare stone with 4 powers. Cures ailments 400
Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100
D5.7 Highland Village Shop
ITEM DESCRIPTION EFFECT COST
Mastermold Sword Beautifully made by well known Atk +35 145,000
craftsman.
WhiteRose Rapier Sharp thorn behind a beautiful Atk +30 177,000
flower.
Ghostosystem II Valuable book revealing mysterious Atk +30 130,000
ecosystem.
Mike o'Hope Allows singing of bright futures & Atk +20 50,000
dreams.
Love Mike* Songs enveloped in boundless love. Atk +30 98,000
Natural Outfit So natural you won't even feel it. Dfns +12 145,000
Basics Only Coat* Basic design but has a hallmark of Dfns +18 130,000
ability.
Inferno Pants* Can endure even the hottest heat Dfns +8 66,000
of battle.
Stage Dress Gorgeous dress that enchants all. Dfns +12 45,000
Celeb Dress* Dress can overwhelm the unable Dfns +15 90,000
wearer.
Miracle Nut Quality nutritious nut. Recover Full HP 1,000
Ordinary Bottle Futility of commoners inside. Seal, -5 HP 222
Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100
---------------------------------------------------------------------------
D6. MONSTER DROPPINGS
This section augments the extensive information provided by Apostrophe in
the OKAGE Lists FAQ. Please visit GameFAQs.com for the complete list and
use the following to update your personal copy.
One or both items are new, or the monetary reward has been calculated.
Foes are listed by the location where they first appear. They may appear in
subsequent locations, however. Where two drops are listed, one may be
"common" and the other "rare", though which is which is undetermined.
TENEL FOREST
Airy Bunny Red 2 Bunny Charm
Tricky Ghost Yellow 8 Energy Flower
RUMILLE PLAINS
Fierce Goat Yellow 31 Writeoff Charm
ESCAPELESS ABYSS
JC Scarecrow Red 51 Mega Stone Liberation Stone
Tough Golem Yellow 95 Clarity Charm Mega Charm
TRANSVERSE TUNNEL
Peaceful Hippo Blue 457 Sleeping Bottle
BIG TREE HOLE
Apocalypse Goat Blue 164 Mega Charm Big Boss's Charm
Berserk Boar Yellow 1,280 Flake of Snow
Brassy Rhino Red 567 Defense Necklace
Growling Lion Red 468 Agility Candy
Lone Wolf Blue 742 Mirage Ring
POSPOS SNOWFIELD
Pink Elephant Red 813 Life Candy
SEALED CAVE
Gloomy Urn Yellow 2,980 Bountiful Nut Miracle Nut
Warding Off Crow Yellow 110 Crow's Amulet
MADRIL SEWER
Leering Seaweed Blue 999 White Cat Jewel
Loser Crocodile Blue 252 Bountiful Nut Big Nut
Steel Armor Red 90 1st Fight Charm
ADDASHI DESERT
Celestial Wyvern Yellow 2,933 Defense Candy
Rude Condor Yellow Miracle Nut Swift Bottle
Vengeful Mummy Red 768 Rust Off Charm Mega Charm
DEEP GRAVE PIT
24K Screw Red 9,999 Black Cat Jewel
WORLD LIBRARY
Masterless Sword Blue 1,306 Panther's Fang Q of Hearts
Find any more? Be sure to alert the author.
D6.1 TREASURE HUNTING
Hunting down a game's rare treasures is a time-honored tradition among RPG
aficionados and OKAGE is fertile ground for such pursuits.
As Apostrophe noted in the Lists FAQ (available at GameFAQs.com), each
enemy may drop a rare item instead of its common drop. Alert this guide's
author if you discover another item not already included in the Lists FAQ
or the preceding section.
STACKING THE DECK
When you go treasure hunting, compose your party with care. Rosalyn, for
example, seems to elicit a greater number of drops than any other ally,
though how or why is a mystery.
Luck, too, may play a factor in obtaining rare items. (How much of a factor
is unknown.) Foremost for the skilled treasure hunter, then, is obtaining
Epros's Q of Hearts weapon, which boosts his Luck stat by 25 points. (See
the "Q of Hearts" addendum for the author's strategy.) Also of note is the
Legendary Leaf accessory, obtained using the Forgotten Sword (see the
"Hopkins' Sword" section of the "Sidequests" addendum). The Leaf gives its
bearer Luck +10. Forgotten Sword itself boosts Ari's Luck +10. Kisling's
Basics Only Coat and Linda's Mike o'Happiness do likewise. Lastly, the
Laurel (dropped by Half-Cocked Yeti) and Omnibooster (see "Research Center"
section of the "Sidequests" addendum) accessories top off the party's Luck,
at +5 apiece.
Ari has the lowest innate Luck stat (at only 1), while Linda's beginning
Luck stat is highest (10). But any ally's Luck (Ari's, most especially) may
be increased by revisiting the Deep Grave Pit and hunting down Rayless Sea
Rays, which drop Lucky Candies.
Note. See the "Help Wanted" addendum for a few truly rare items. Don't
hesitate to announce your find if you unearth any of those gems; all credit
will be afforded you.
---------------------------------------------------------------------------
D7. KNOWN BUGS
Several anomalies are known to exist in the game.
D7.1 USEFUL GLITCH
Usually, a single accessory may only be equipped by one ally at time and
the item must be unequipped before another ally can use it. A quirk hidden
in the game lets Ari gain double-duty from an accessory, however.
In preparation, before entering Madril Sewer at the end of Chapter 4, equip
Ari with some commonplace accessory, such as his old Holly. Then equip one
of Ari's allies (whether in the active party or not) with the best, rarest
accessory. (Omnibooster is an obvious choice, but another one-of-a-kind
accessory might better suit your needs.) Consider carefully who (besides
Ari) might benefit most by having the accessory equipped.
Tip. Hedge your bet and equip the other allies with the best goodies
remaining, as well, to give Ari the broadest array of choices in case you
change your mind.
When Ari emerges from the sewer at the beginning of Chapter 5, from the
main menu choose Equip, then Gurd, and select an accessory ALREADY EQUIPPED
by another ally. (Note. You may change your selection, but only up until
Ari's condition is remedied.)
Later in the chapter, when everything returns to normal, both Ari AND the
ally have the accessory equipped.
Warning. Thereafter, and through to the end of the game, if either Ari or
the ally re-equips their accessory, dual-use is lost and can't be
reestablished.
The accessory item doesn't replicate. The two characters are simply using
the same accessory at the same time, which normally isn't possible.
D7.2 MISLABELED CHARMS
As mentioned in the "Item" and "Quick Reference" sections, both the Alarm
Charm and Big Boss's Charm items sport incorrect descriptions. In truth,
Alarm Charm cures the Sandman curse (not Evil Eye, as displayed) and Big
Boss's Charm cures the Evil Eye curse (not the Paralyze status ailment).
The anomaly can be confusing, but it's limited to the descriptions. If an
ally has been afflicted with Evil Eye, then Big Boss's Charm is correctly
selectable in the menus, while choosing Alarm Charm elicits only a beep.
Unlike the remaining bugs, this gaff is inherent to the game and seen by
all gamers.
D7.3 SAVE BUG
Mentioned in the "FAQ" section, this rare bug is potentially catastrophic:
You could lose a single saved game or, possibly, the OKAGE save file
entirely. Unfortunately, the reports varied widely and weren't uniform in
describing the damage done. If you run into the bug, at the very least the
last-used save slot will be vacant or otherwise unusable and your only
recourse is to return to a prior saved game or restart from scratch.
A few commonsense precautions go a long way to help prevent a loss:
1. Whenever you save a game, DON'T overwrite the last game you saved. DO
alternate between two save slots each time you save.
2. If you have a second PS2 memory card, backup your OKAGE save file from
time to time. In the console's browser, select the OKAGE file and choose
Copy, then select the other memory card.
Note. Backing up often and regularly is a good idea for protecting the save
file of any game you wouldn't want to restart from scratch, in fact.
Details are sketchy on how and when the bug occurs, though most commonly it
surfaces around the time Ari reaches LV 23-26, which usually happens
somewhere between Escapeless Abyss and Big Tree Hole. Folks may be covering
a lot of ground and running from one dungeon to the next with a sense of
urgency, perhaps skipping Save points in lieu of getting through that
section quicker. Maybe what's in memory is getting as fractured as any hard
disk needing defragmentation -- purely speculation, but this guide now
takes measures to help ensure readers don't rush onward needlessly.
Tip. Before facing a boss, take the time to backtrack to the entrance and
save. When ejected from a dungeon after a boss fight, turn around and
reenter the dungeon to use the Save point. Don't run directly from Pospos
Spa to Big Tree Hole. Take the precaution of double-saving on occasion.
Reported to the OKAGE board at GameFAQs by several gamers, but never seen
firsthand by the author, not once, thank goodness.
D7.4 DISC READ ERRORS
Also mentioned in the "FAQ" section, but this bug proves no more than an
inconvenience on startup or after resetting. OKAGE was released early in
the PS2's history, on what was then a brand-new disc format.
If your console can't read the disc, simply press the Reset button until it
does. Or eject and reseat the disc, then select its image in the browser.
In testing the Q of Hearts strategy, frequently seen by the author.
D7.5 MISSING STAT INCREASES
Mentioned in the course of the Walkthrough, this bug is limited to the
immediate display only.
In the after-battle tally, occasionally an ally seems to receive no status
increases when he or she gains a level. If this happens, check Status for
the ally. The correct, updated stat increases display there just fine.
Often seen by the author, across all play-throughs.
D7.6 FALLING OFF MADRIL'S UPPER DECK
A very rare bug, but one that results in some data loss.
The author ran into this bug once and another board member confirmed seeing
it as well (thanks, OkageHime).
For the author, the bug appeared after the crucial "doll" incident in
Tenel. Ari was "walking the worlds" and in Madril, he stepped around Miss
Madril's house, southwest toward the "Did you see that?" guy, and fell off
a corner of the upper deck. The display rendered up-close with the steel
decking and didn't follow Ari all the way down. Though Ari wasn't visible,
he could still move around -- his steps were heard and the display shifted,
if a bit jerkily. Pressing Square called up Stan, but in slow-motion, and
pressing Triangle still displayed the menu, if slowly. The author could
find no route out of the abyss and eventually successfully Quit, but lost
everything from the last Save point. The saved game reloaded just fine,
however, and the bug did not appear a second time.
===========================================================================
E. ADDENDA
Bits and pieces fitting squarely nowhere else.
---------------------------------------------------------------------------
E1. MAPS
Admittedly rough, textual maps of OKAGE's dungeons are embedded throughout
the "Walkthrough" section. Use the following keys to search for the
appropriate dungeon map.
DUNGEON SEARCH KEYS
Aquatic Ruins AR-B1
AR-B2
Escapeless Abyss EA-B1
EA-B2
EA-B3
Big Tree Hole BTH-B1
BTH-B2
BTH-B3
Sealed Cave SC-B1
Madril Sewer MS-B1
MS-B2
MS-MP
MS-B3-East
MS-B3-West
MS-B3-North
Deep Grave Pit DGP-B1
DGP-B2
DGP-B3
DGP-B4
DGP-B5
DGP-B6
DGP-B7
DGP-B8
DGP-B9
DGP-B6-Secret Room
World Library WL-B1-Central
WL-B1-East
WL-B1-West
ADDITIONAL RESOURCES
If you read Japanese, a wealth of information is posted at:
http://nishikaigan.tamon.co.jp/~sigre/bokumao/
If you can't read Japanese, don't be put off -- the maps are still very
helpful and may all be found linked from one page:
http://nishikaigan.tamon.co.jp/~sigre/bokumao/map.html
(If any map's link breaks, please notify the author.)
E1.1 World Maps
The following links provide graphic maps showing Tiny Gear locations and
other features.
Tenel Forest:
http://nishikaigan.tamon.co.jp/~sigre/bokumao/f_map1.html
Rumille Plains:
http://nishikaigan.tamon.co.jp/~sigre/bokumao/f_map2.html
Pospos Snowfield:
http://nishikaigan.tamon.co.jp/~sigre/bokumao/f_map3.html
Addashi Desert, including maze inset:
http://nishikaigan.tamon.co.jp/~sigre/bokumao/f_map4.html
E1.2 Chapter 3 Map
The following uses a webbed map rather than images, a rather ingenious
implementation.
Aquatic Ruins:
http://nishikaigan.tamon.co.jp/~sigre/bokumao/dungeon1.html
E1.3 Chapter 4 Maps
The following also use webbed maps rather than images.
Escapeless Abyss:
http://nishikaigan.tamon.co.jp/~sigre/bokumao/dungeon2.html
Big Tree Hole:
http://nishikaigan.tamon.co.jp/~sigre/bokumao/dungeon3.html
Sealed Cave:
http://nishikaigan.tamon.co.jp/~sigre/bokumao/dungeon4.html
Madril Sewer (even though the page says Sealed Cave):
http://nishikaigan.tamon.co.jp/~sigre/bokumao/dungeon5.html
E1.4 Chapter 5 Map
The following uses small graphic maps for each level.
Deep Grave Pit:
http://nishikaigan.tamon.co.jp/~sigre/bokumao/dungeon6.html
E1.5 Chapter 7 World Library Maps
Sigre-san (for lack of a better moniker) goes into much more detail with
the World Library.
Overview. Chests and shortest path.
http://nishikaigan.tamon.co.jp/~sigre/bokumao/library.gif
Red dot, Garnet Key Blue dot, Sapphire Key
Green dot, Emerald Key Purple dot, Amethyst Key
Brown dots, other chests
Routes show the color of the key you're walking toward.
Doors show the color of the key needed to unlock.
Detail. Central section.
http://nishikaigan.tamon.co.jp/~sigre/bokumao/sekai_m.gif
Purple glyph, upper middle Locked door opened with Amethyst Key
Red glyph, lower right Locked door opened with Garnet Key
Blue glyph, lower left Locked door opened with Sapphire Key
Black glyph, foyer Save Diary ("Ent")
Black glyph, lower right Emerald Key
Black glyph, lower right Locked door opened with Emerald Key
Black glyph, lower left Cerberus' Fang (behind Emerald door)
Black glyph, lower left Locked door opened with Emerald Key
Black glyph, upper right Forgotten Sword (behind Amethyst door)
Black glyph, upper middle Save Diary ("Btm")
Blue dot, foyer Clerk, NPC
Blue dot, upper middle Clerk, NPC
Detail. East wing.
http://nishikaigan.tamon.co.jp/~sigre/bokumao/sekai_r.gif
Purple glyph, upper left Locked door opened with Amethyst Key
Red glyphs, all Locked doors opened with Garnet Key
Black glyph, upper left Defense Candy
Black glyph, middle right Garnet Key
Black glyph, lower right Lucky Candy
Blue dot, middle right Clerk, NPC
Detail. West wing.
http://nishikaigan.tamon.co.jp/~sigre/bokumao/sekai_l.gif
Blue glyphs, all Locked doors opened with Sapphire Key
Black glyph, lower left Agility Candy
Black glyph, middle left Sapphire Key
Black glyph, middle right Amethyst Key
Not shown, middle left Clerk, NPC
---------------------------------------------------------------------------
E2. SIDEQUESTS
Gathered together for your convenience, following are some details on the
game's various sidequests.
E2.1 COMPATIBILITY GIFTS
In the Tenel Village Inn, reopened after the fight in the church basement,
Ari first encounters a fortune teller, who divines Ari's compatibility with
another character in the game, based upon his actions as well as his
responses in dialogue.
Vying for a compatibility gift starts from the very beginning of a new
game, however, and continues until after the second set of events involving
Marlene occur at Ari's house.
The next fortune teller consulted tells Ari the results and gives him a
clue to finding the compatibility gift he's earned. This is a one-time
message, so pay close attention! The clue might be vague. Thereafter, all
fortune tellers say they're closing up shop.
Note. Fortune Teller No. 3 in Rashelo MAY continue offering the last
reading for a time, if the final clue is first received from Fortune Teller
No. 1 in Tenel AND you skip speaking with Fortune Teller No. 2 in Madril.
The following assists with obtaining specific compatibility gifts. Check
with the fortune tellers (found in the Tenel, Madril, and Rashelo Inns) to
stay abreast of any changes with Ari's compatibility. The final reading
takes ALL of his actions and responses into consideration, however, whether
Ari speaks with the fortune tellers often, seldom, or not at all in the
interim.
Tip. Before claiming the gift, save at the closest Save point. Most scenes
include making one or more choice and the scene may -- or may not -- alter
depending on Ari's selections. If you'd like to see how each option plays
out, Quit without saving and reclaim the gift to select other choices.
ROSALYN
How: Favor Rosalyn when selecting responses. Think "Heroic!"
Difficulty: Easy.
Final Clue: "When love deepens between the Hero, something shall happen."
Last Step: Visit Triste and speak with Rosalyn, standing beside the
Hopeless Merchant. The merchant is moved by the exchange and
gives Rosalyn her best weapon.
Gift: Gallant Rapier
Description: Has unapproachable noble aura. Atk +40
STAN
How: Favor Stan when selecting responses. Think "Evil!"
Difficulty: Easy.
Final Clue: "If you want interesting training, stay at the hotel."
Last Step: Rest at the Madril Inn. When Ari leaves the Inn, a scene
occurs (including some extra lines for the narrator), during
which Ari receives his gift.
Gift: Stan's gift consists of raw status increases for Ari, rather
than an item -- AP +5, DP +5.
MARLENE
How: Favor Marlene when selecting responses. When offered a choice,
"Marlene" is better than "Princess".
Difficulty: Moderate, overcoming early leanings.
Final Clue: "A Princess' love shall fall in the dream, and a being from
the dark side shall come."
Last Step: Rest at the Rashelo Inn. A scene occurs and upon waking, Ari
finds Marlene's gift, his best gear.
Gift: Reunion Outfit
Description: Filled with hopes of safety for the wearer. Dfns +16
DAD
How: Choose upbeat, positive, and confident responses. Take a
scientific view and agree with Kisling whenever possible
(thanks, DoichiMyLove!). Think "Gung ho!"
Difficulty: Moderate, taking care not to tip the scale another direction.
Final Clue: "Well, it won't hurt to go back home for a change to say
hello, will it?"
Last Step: Visit Dad at home and, after a very brief exchange, Ari
receives Epros's best weapon.
Gift: A of Spades
Description: A card powerful enough to defeat all enemies. Atk +40
JULIA
How: Choose "wishy-washy" responses, usually the third answer.
In Ari's solo venture in Chapter 5, however, choose the
second response, or the third when the second favors someone
else; never choose the first. When answers are rigged (as
with the Old Music Box), Ari should drag his feet anyway;
choose some variation of "No" at first, then acquiesce with
the most grudging, impersonal response possible (an answer
with "Princess" rather than "Marlene", for example).
Also choose the following actions, each of which directly
favors Julia:
* Right after getting the Map o'Evil Kings, one of Ari's
choices actually mentions Julia.
* After Julia leaves Ari dumbstruck, "the next morning" when
Stan fills Ari in on his plan, pick Ari's third choice
("I'd love to but, umm...").
* At the beginning of Chapter 4, speak with Julia in Tenel.
Select the third option during the scene.
* Still in Tenel, go to the ell-shaped house and speak with
the boy. Again select the third option.
Note. The Old Music Box is very much a quest item and wholly
unimpressive to Julia. Use it in front of her while you can,
if you like, but the effect seems inconsequential.
Difficulty: Hard; even a "thank you" can sway compatibility another
direction. Early readings may favor Mysterious Woman, but they
should change to Julia by the time Ari first reaches the
Rashelo Inn, by this walkthrough.
Final Clue: "How about going to see this girl? Something good might
happen."
Last Step: In Tenel, speak with Julia and an exchange occurs, after which
Ari receives a rare accessory.
Gift: Owl's Amulet
Description: Owl shaped steel ornament. Evade Spells
MYSTERIOUS WOMAN
Note. Thanks to Maester_Seymore for reporting this previously undocumented
gift on GameFAQs's Okage board (July 2006). See the "Help Wanted" addendum
for more about the discovery.
How: Choose apathetic replies, usually the second answer, and favor
no one in ANY response. Whichever choice says, "I don't care,"
the loudest is the right answer.
A couple gray areas of note:
* At the beginning of Chapter 4, in Tenel select the second
options.
* In Mr. Big Inc.'s stairwell, also choose the second
responses, except at the fourth floor where the first then
the third work best.
Difficulty: Tough; apathetic and wishy-washy replies are very similar.
Final Clue: "But according to this, something good's going to happen if
you go see this mysterious woman."
Last Step: Find the Mysterious Woman on the Tenel Forest world map, just
south of the second bridge, and speak with her for a rare
accessory.
Gift: Daymare Ring
Description: Erases line between dream and reality. Dodge Attacks
Curious about the extra scenes? Read the author's "Compatibility Gift Scene
Scripts" in-depth guide at GameFAQs.com.
NUTS & BOLTS
Compatibility strategies fall into two categories: One that favors a
particular target (the first three, above), and one that doesn't. In the
latter class, the types of responses (gung-ho, wishy-washy, and apathetic)
are what win the prize.
Since each of Ari's responses involves picking from three choices, with six
possible compatibility targets, each choice may involve a greater or lesser
degree of compatibility with each target. For example, a gung-ho answer
(favors Dad) may also be wholly evil (favors Stan) or heroic (favors
Rosalyn). In fact, it's entirely likely each response has a compatibility
rating (such as, Ans.1: Stan+2, Dad+1; Ans.2: Marlene+2, Rosalyn+1; Ans.3:
Julia+2, Mystery+1). Your challenge is determining which is which and
picking the response that MOST benefits your chosen target.
E2.2 TINY GEAR
Very early in the game, Ari stumbles upon a Tiny Gear. No explanation is
given and its importance -- or that of the 31 more Tiny Gear he may find --
is unknown through the first half of the game. Collect them all, just the
same.
WORLD MAP BETWEEN NO.
Tenel Forest Tenel and Madril 8
Rumille Plains Madril and Rashelo 8
Pospos Snowfield The Transverse Tunnel and Triste 8
Addashi Desert Triste and the Gear Tower 8
TOTAL 32
The locations of the individual Tiny Gear are embedded in the walkthrough,
but an excellent standalone checklist can be found at GameFAQs.com.
Notations used in this guide, such as "[TG17]", relate to the number in
HonestLiar's checklist for easy cross-referencing.
Note. See the "Other Puzzlers" section for more help finding TG4, arguably
the most elusive of all Tiny Gear.
Once Ari has collected at least thirty Tiny Gear, head to the southwest
portion of the Pospos Snowfield and enter the cottage. The man inside
collects thirty Tiny Gear and gifts Ari with his "ultimate" weapon, the
Sword of Gear.
Having all 32 of the Tiny Gear makes no difference with the Sword of Gear.
The Gearman leaves Ari with the leftovers.
E2.3 SECRET SOCIETY
The World Crypto Organization wants Ari. Each cyphertext received contains
a clue leading to the next. Following are the exact clues, typos intact. If
there's a difference between how the clue as recited by the WCO member and
how it reads from the Item menu, it's so noted.
CYPHERTEXT 1 reads:
Dialogue: "Sdnuorg sucric eht ot og s'tel."
Item read: "Sdnuorg eht ot og s'tel
ereh si sucric eht."
Hint: Read it in reverse.
Key: The last letter is the first.
Answer: The circus is here / let's go to the grounds.
CYPHERTEXT 2 reads:
"5:ownha
1:Knockth
4:sideoft
3:nthe
6:llofth
2:reetimeso
7:emachines."
Hint: Read the lines in numerical order.
Key: 1, 2, 3...
Answer: Knockth reetimeso nthe sideoft ownha llofth emachines.
CYPHERTEXT 3 reads:
"btqkxbkhee:
:
dvsmzdmjgg"
Hint: Read between the lines.
Key: Between b and d is c, and so on.
Answer: curlycliff
CYPHERTEXT 4 reads:
Dialogue: "X <- Station ->O"
Item read: "No <- Station -> Yes"
Hint: X never, ever marks the spot.
Key: Where is there a station?
Answer: The counting guy, right of the station on Madril's upper level.
Note. Triste also holds a station and, indeed, someone stands to the right
of it. Coincidence, red herring? You decide.
CYPHERTEXT 5 reads:
Dialogue: "Tree that eyes of a cold friendship see."
Item read: "Tree gazed upon by a cold friendship."
Hint: Watch with a group of chilly friends.
Key: Look where they look.
Answer: A line of snowmen on Pospos Field are all facing a tree.
CYPHERTEXT 6 reads:
Dialogue: "Is it yesterday? Or tommorow? Or..."
Item read: "Yesterday? Tomorrow? Or...?"
Note. Reportedly this is a literal translation of the original Japanese, in
which the clue was actually very revealing. Some popular Shinto or Buddhist
axiom, no doubt. Also, the game's official site states that Ari has
difficulty remembering when to attend church, though this factoid isn't
conveyed in the game.
Hint: Where might "help for the righteous" be found?
Key: The woman's dialogue mentions "righteous" twice.
Answer: The altar of the Tenel church, the only church in the land.
Reward: Divine Shoes accessory
E2.4 ITEM HAND-OFF
While carrying the next item in the chain, the intended recipient
automatically spies the item and offers to swap. Ari needn't "use" the
item, just talk to the NPC. Tease or waffle, if you like, but the result is
the same.
FROM WHAT TO
Grandma Mere Pebble Baker, Tenel
Baker Bread Crust Wandering Painter, Tenel Forest
Wandering Painter Worn Brush Gear Freak, Madril
Gear Freak Rare Gear Lighthouse Keeper, Rashelo
Lighthouse Keeper Penlight In Trouble Guy, Highland Village
In Trouble Guy BrokenGun Dad, Nameless Dwelling
Reward: Unicorn's Horn accessory
E2.5 LETTER BOTTLE
The romantic guy north of the circus grounds speaks of putting a message in
a bottle. In Rashelo, Stan slips under the locked lighthouse door (examine
the door twice) and retrieves a Letter Bottle. The romantic spies the
bottle and invites Ari to choose a message, then throw the bottle in the
river. Retrieve the bottle from the beach, return to the romantic, and toss
the bottle in again.
The first two responses received depend upon the message Ari selected:
MESSAGE SENT RESPONSE RECEIVED
Hello, stranger. Hello to you, too.
May the winds of good fortune guide you. Since your message, such winds
do guide me. My thanks, sir!
I have a talking shadow. Is that bad? Yes, very.
Ari throws the bottle in one last time. Whichever message was selected, the
final response (sic) reads:
To whoever finds this letter:
Hello, how are you
I've been sick a lot since I was a little girl, so I don't
have very many friends.
I asked my mom to release this letter at the river. I hope
someone nice finds it.
Hey! If you could, could you come visit me at the Elder's
house in Tenel?
I'm there on the second floor. I look forward to your visit.
Sincerely yours
Reward: In Tenel, visit the girl and she gives Ari the Hand Knit Cap
accessory.
E2.6 MISS MATCH
Ari hears of Miss Madril in the Bar on Madril's lower level, from a
potential suitor (Lover Boy). Ari first meets Miss Madril on Madril's upper
level.
* Listen carefully to her description of her ideal mate.
* Find her a match.
The "Young Man in love with Miss Madril" is actually found in Rashelo. He
has a few confidence problems, however, that Ari can help him overcome.
Across Rumille Plains are scattered treasure chests that yield six rather
esoteric items: Punk Wig, Cholesterol, Chic Suspenders, Lustrous Hair,
Gorgeous Mascara, and Cool Vest.
Pick the three of these items that MOST help the Young Man meet Miss
Madril's ideal. In the Rashelo bar (restaurant), a boy also gives Ari a
Shiny Lens. Use these four items in front of the Young Man. Speak to the
Young Man again and he reveals the last thing needed: A good line. Back to
the bar, but this time talk to the slippery devil, the Barkeep, who coughs
up a winsome phrase. Return to Young Man, talk to him, and he dashes off,
full of confidence.
As a last step, visit the happy couple when Ari's next in Madril.
Stumped? Present each item to him in turn and he'll either accept or reject
it, no harm, no foul. Still confused? Match how the guy is drawn. Try Punk
Wig, Cholesterol, and Chic Suspenders.
Miss Madril's ideal is, "Someone with spiky hair and intense eyes, who
dresses well and can accept me with open arms."
Reward: 1st Star Badge accessory
E2.7 RESEARCH CENTER
Madril's Research Center seeks funding. Give the smaller or larger amount,
the reward is the same.
For a gift of... Ari receives...
10/50 Nothing
100/500 Frozen Bottle
1,000/5,000 Power Candy
10,000/50,000 Black Cat Jewel
100,000/500,000 Omnibooster
E2.8 HOPKINS' SWORD
Ari's Forgotten Sword, secreted in a treasure chest at the back of the
World Library and attributed by one of the library's clerks to the hero
Hopkins, is a fine weapon (second only to the Sword of Gear), but also
serves as the key to unlocking several impassible barriers in other
dungeons. The sword need not be equipped for this purpose.
The gates to lower levels have all been left open with the boss's vacancy,
so take the time to reap the rewards.
On the allies' first visit to the dungeon, one of these barriers yields
only a message:
The door won't open
It appears to be sealed
by an enormous power.
When each barrier falls to the sword's key, another message is displayed:
Used the "Forgotten Sword".
Its miraculous power worked.
ESCAPELESS ABYSS
EA-B3, Legendary Leaf
BIG TREE HOLE
BTH-B4 (left), Whim Berry
BTH-B4 (center), Iron Necklace
BTH-B4 (right), Skull Bottle
By the by, these barriers are found on the fourth level, where the former
Big Bull Evil King was fought.
SEALED CAVE
SC-B1 (left), Ghostomicon
SC-B1 (right), Bountiful Nut
An enterprising adventurer might want to travel the lands and double-check
ANY gate or door that previously refused to open. If you find something the
author overlooked, please don't hesitate to trumpet your discovery.
E2.9 OTHER PUZZLERS
In the "Walkthrough" section, a few puzzles were left to your own solving.
Here are the answers, if you're stumped.
TENEL FOREST
Finding Tiny Gear 4 [TG4] often proves particularly frustrating and raises
what is perhaps the most frequently asked question.
Start at the first bridge, just south of Tenel. Walk due south (by the
overhead map) toward the lakeshore, but watch for a clump of bushes to
Ari's left -- that's your target. The bushes form a C-shape, with an open
space at the "back" of them, on their eastern side, which is where TG4 is
hiding. A little rise in the terrain prevents Ari from just walking around
the bushes, however, so he needs to climb up onto the rise, then climb down
into the open space behind the bushes. Viola, TG4.
Goes something like this:
**\
* X <...
**/ .
.......
If you still have problems, from the bridge go due south all the way to the
lakeshore. Stop there and face toward where the Traveler NPC is located.
The bushes and the rise are in a direct line between the two locations.
MADRIL
Toby is aligned with the lower level's Spotted-Cat team.
MR. BIG INC.
The Claims Manager is besotted with the hung-over woman, who gave Ari her
Gaudy Card.
MADRIL SEWER
While near each wing's ladder down is a replica of MS-MP, always adjust the
pathway using the Miniature Panel beside the Gear Box.
To access the east wing (MS-B3-East), on MS-MP examine one square:
6
To access the west wing (MS-B3-West), AFTER the east wing, on MS-MP examine
the following sequence of squares in any order:
5, 6, 6, 8, 8
To access the north wing (MS-B3-North), AFTER the west wing, on MS-MP
examine the following sequence of squares in any order:
2, 2, 4, 8
FINAL BOSS FIGHT
To stop the squabble, from the Item menu, choose the Voice Recorder (or
Recorder 2, if it proves attainable in normal game-play; see the "Help
Wanted" addendum).
---------------------------------------------------------------------------
E3. OTHER RESOURCES
Several commercial and fan ventures have addressed OKAGE.
E3.1 STRATEGY GUIDES
OKAGE is featured in two publications.
Prima's Official Strategy Guide:
http://www.primagames.com/strategy/all/5855/
Currently out-of-print, but used copies may be found.
Prima's "best of PS2" strategy guide:
http://www.primagames.com/strategy/book/6227/
Devotes a section to OKAGE.
E3.2 ORIGINAL SOUNDTRACK
From the game's Japanese release:
http://www.vgmworld.com/catalog/index.php?table=cocoebiz_music&item_num=168
The "R" variations are the subdued, "indoor" versions of the town-theme
tracks. The "Disadvantaged" variations play when Ari's HP falls to critical
(red) in battle.
A review of the soundtrack:
http://www.rpgfan.com/soundtracks/okage/
E3.3 ACTION REPLAY CODES
OKAGE is automatically recognized by Datel's Action Replay MAX or newer
software. Inputting codes is not required.
The official Datel site lists all of the game's Action Replay codes for
older AR releases:
http://us.codejunkies.com/codes_show.asp?rf=0&c=US&cr=USD&cs=$&r=0&l=1&g=10
48750&p=1
A graphics-free "printable" list is also available:
http://us.codejunkies.com/codes_show_frame.asp?rf=0&c=US&cr=USD&cs=$&r=0&l=
1&g=1048750&p=1
When copying these two long links, be sure to remove the linebreak before
pasting them into your browser.
Note. If CodeJunkies.com changes its technologies and these links break,
please alert this guide's author.
ARI'S AR-MAXIMUM STATS
Using AR MAX and selecting all available codes, Ari begins a new game with
the following stats.
LV HP EP AP DP MP LCK AGL
99 999/999 0 999 960 99 1 55
LP: 99
Money: 989,855,744
E3.4 GAMESHARK CODES
GameShark V2 and V3 codes for the game MAY be available from:
http://www.gameshark.com
Note. Login is required and the site is graphics-rich.
GameShark manuals and FAQs are available at:
http://www.madcatz.com
E3.5 ANOTHER CHEAT
One other "cheat" has been widely distributed without attribution. Untested
by the author, but included as-is in case the tip makes sense to you:
Slow Motion. This trick will only work if you have a combo
card. Go to training mode. Then, select Emerl. Charge up
until you start to glow. Then, attack your enemy with combo.
After they start to glow, charge again until you glow. Then,
use your combo. You should then see it in slow motion.
E3.6 FAN SITES
Miscellaneous fan sites with persistent OKAGE content.
CosPlay:
http://forums.cosplay.com/showthread.php?p=792880
deviantART:
http://okage-lovers.deviantart.com
Fanart Central:
http://www.fanart-central.net/cat-481.php
Fear Your Shadow:
http://s7.invisionfree.com/okageshadowking/
JC's Bokumao:
http://jill_calico.tripod.com/
Okage Kingdom: Broken Image:
http://members.tripod.com/darkqueenr-ivil/
Overshadowed Destiny:
http://www.kurai.com/okage/
Many more sites exist for the game's original Japanese release, BOKU TO
MAOU. If you can read Japanese, WebRing provides a good jumping-off point.
http://www.webring.ne.jp/cgi-bin/webring?ring=bokumao;list
---------------------------------------------------------------------------
E4. Q OF HEARTS
A weapon gets its own section? You bet. Over many years since the game's
release, the Q of Hearts has proven the most elusive known item to obtain.
How this mystery was solved is quite remarkable.
Reports first surfaced that the Q of Hearts might be dropped during the
boss fight at the Gear Tower, as documented in QueenMeshi's Character FAQ
version 2.0. No other details on how the weapon was obtained existed until
recently, however, and many possibilities have been explored, all to no
avail. Was it the boss's drop or from one of the minions? Who was in the
party? Who dealt the final damage? What was equipped? High Luck or another
stat? Or was it a matter of timing, the boss taken out quickly? At low
levels, at high levels? Before his minions? Perhaps a White Cat Jewel would
force the drop?
New information finally surfaced from several sources posting to the
GameFAQs.com OKAGE message board, an invaluable resource for any gamer
seeking help.
The author of the Character FAQ reported receiving many e-mails pointing to
one of the Masterless Swords dropping the weapon, rather than the Phantom
Evil King himself. Another board member, Maester_Seymore, confirmed the
drop -- from a Masterless Sword in the World Library -- and reported the
description as "Unusual good luck but limited on power." with stats of Atk
+15, Lck +25. (Atomos199 confirmed the stats and description, using Action
Replay codes.) Seymore also stated the weapon can't be sold (which
Atomos199 confirmed, as well).
Seymore shared this strategy: "I Was using the Wait and Combine command
With all 3 people. Ari Rosalyn and Epros. Last hit was Ari and their luck
were 6-Ari,10-Rosalyn,16-Epros. Their Equip Were..Sword of Gear, Fancy
Outfit, Hand Knit Cap-White Rose Rapier, Magical Armor, Cerebus Fang-Ace of
Spades, Dazzling Tux, First Star Badge." (sic)
Another board member, MyFatherTheKing, posted a similar report days later.
MFTK also had Rosalyn in the party, Ari equipped with the Hand Knit Cap,
and used the same full-party Combine strategy in the World Library facing
two Masterless Swords and a Sucky Bat, but there the similarities ended.
With this new information, the author finally succeeded in obtaining the Q
of Hearts and confirms the description and stats as accurate. With its high
Luck stat, the Q may be very useful in obtaining rare items, though that
has not yet been proven at this writing.
Early findings. The Q seems to increase the chances of Soul Binding
achieving a drop, sometimes against even uninjured foes, but the drops
remain common rather than rare. Monsters may have an immunity rating to
Soul Binding, as well (similar to FFX's Zanmato rating).
E4.1 OBTAINING THE Q
If you seek to add the Q of Hearts to your inventory, the best place to try
is still the Gear Tower boss fight, where you're guaranteed to face four
Masterless Swords at once. In the World Library, only two are ever faced at
one time and they only appear in random encounters, which may require even
more persistence. Very much something to keep in mind before passing up on
this opportunity, because persistence is key, even in the Gear Tower, since
the Q apparently has a very low drop rate. (How low of a percentage is
unverified, though the author estimates it's no higher than 10%.)
Here's the author's Gear Tower strategy.
* At the Triste Hotel, choose Change Party.
* Include Rosalyn in the active party and select any other member.
(Rosalyn seems to elicit more enemy drops than anyone.)
* Equip each party member with the best equipment they have available.
(Favor increased Luck, given otherwise equal choices.)
* Take the white stele to the yellow stele.
* Save at the diary outside the Gear Tower.
(This is a VITAL step.)
* Enter the tower and initiate the fight.
* Using a full-party Combine attack (Wait/Wait/Combine), target the
Masterless Swords one after the other.
(Intersperse with a round of healing and reviving as needed.)
* If all four Masterless Swords drop only moneybags, DON'T bother with the
long confrontation against the Phantom Evil King himself.
* Instead, reset your console, reload your game, and try again.
(Note. Read errors are common with this early PS2 disc. Simply press the
Reset button again to reread the disc.)
* If one of the minions drops a chest, however, KEEP ARI HEALED -- that's
imperative -- and defeat the evil king as best and as quickly as you can.
From the save diary through resetting takes from two to seven minutes.
If you choose to attempt this method, be aware it may take an hour or more
before one of the Masterless Swords drops the weapon. The author
reinitiated the fight more than a dozen times (the next time needed only
ten attempts) before a single treasure chest appeared on the battlefield,
but that one chest held the Q of Hearts.
If you discover any refinements that consistently produce this drop, please
contact the author.
---------------------------------------------------------------------------
E5. MINUTIA
Trivia and small odds-and-ends.
E5.1 PLACE NAMES
TENEL
Home: Nameless Dwelling
Inn: The Inn; Parm (or Parn or Park) Inn
Butcher: Meat; Butcher Fatty's
Bar: Gulp Inn; Gubi Gubi Saloon
Shop: General Store; Shop Other One
Forest: Forest of Willkur
MADRIL
Inn: Madril Overlook Hotel
Bar: Screwdriver Inn; Nejimawashi
Shop: General Store
Hero's Club: Royal Braveheart Salon
Mr. Big Inc: Master Mind
RASHELO
Inn: Lakeside Hotel; Inn
Bar: Tidy Bar; Restaurant
TRISTE
Inn: Hotel
Bar: Monk's
Hero's Club: Royal Brave Heart Salon
Various: Mantahouse; Heaven & Hell; Hopkin's House; Book Maker;
Mr. Big, Inc. Bldg.; The Grab; Central Theater
E5.2 WAP-WAP
The Woman in Black first gives the following instruction on Wap-Wap.
Welcome to the Isle of Wap-Wap (in monotone).
Also know as "Traveler's Island", it connects to all over the
world from this stele (in monotone).
If you are to continue to travel, you will have to frequent
this place (in monotone).
See you again, if fate allows (in monotone).
From then on, she says only:
The Island's open to all the world's travelers (in monotone).
They can use the Island at any time, in any situation, as
they see fit (in monotone).
E5.3 MAP O'EVIL KINGS
Ari gains the Map o'Evil Kings from the Ringmaster in Tenel's Bar. Below
are the map's prophesying.
SEWER EVIL KING
A sign of the Evil King in the City of Steel to the
southeast.
It seems the Evil King is moving eerily and lurking in the
dark.
The sign of a being lurking in the dark in the City of Steel
grows stronger.
There is a foreboding sense of an unavoidable battle.
BUBBLE EVIL KING
The water ripples in the wind but down below, there are signs
of a suspicious being.
It will bring about a regal disorder.
CHAIRMAN EVIL KING
The City of Steel yields another sign. From above, a covetous
being whispers. Hush-hush.
A sheet of paper with power will open the way.
South of the City of Steel. There is a sign of one who ran.
It is a desirous being looking up from the abyss.
Past resigned, he conspires to rise again.
BIG BULL EVIL KING
At the end of the lightless path, a sign of he who seeks to
fight.
Alone in a dead world, the prospect of you excites his blood.
Land of departure, where a wandering artiste gathers.
To the south, is a great tree with a hollow.
Impatiently, the one awaits his promised match.
TEEN IDOL EVIL KING
For the 3rd time, a sign of an Evil King in the City of
Steel.
What is dreadful is that it deceives people's souls.
Its silent steps, however, surely multiply its sacrifice.
A stone dais on a small island of snow.
A woeful stage to trick the heart and trap the spirit. Skies
dim when stars fall.
PHANTOM EVIL KING
East of an abandoned city, in a field filled with sunshine,
is the sign of one who stands and blinks.
He who chooses to quietly await his fate.
AND BEYOND
Signs of the Evil King no longer exist in this place.
You shall seek a new battle on a new field.
This is the end of my role here.
---------------------------------------------------------------------------
E6. HELP WANTED
A few intriguing riddles remain about OKAGE. Some may have no answers or
resolutions, but 'tis stuff to ponder nonetheless. If you know a usefulness
for these puzzles OTHER THAN "there is no use", please contact the author.
If your help is used in a future version of this guide, all credit will be
given you.
E6.1 LOCKED ROOMS
Other than the one time when Ari's father and Kisling can be heard chatting
behind the door, have you ever run into another time the two locked doors
upstairs at Ari's house can be opened?
How about any other perpetually locked doors and stairs going nowhere?
See the "Hopkins' Sword" section of the "Sidequests" addendum for more
about some impenetrable dungeon barriers, which needn't be reported.
E6.2 TINKER TOYS
In Tenel Village's Tinker shop, the blacksmith (Kumagoro IV, a.k.a. the
"Vanguard of Sword Smithery" that led the "Post-Modern Smithery" movement
and has been MIA for ten years, according to the boy in Madril's shop)
implores Ari to hurry back when Ari finds a strong weapon. Other than
suffering from "blacksmith's block", does anything ever come of this?
The blacksmith's exact words, "Whenever you acquire a strong weapon, come
drop by. No, come see me immediately!"
E6.3 LOVER BOY
Lover Boy, in love with Miss Madril, but not the "young man" in love.
Lustrous Hair, Gorgeous Mascara, and Cool Vest, so much flotsam?
E6.4 SHARK'S FIN
Stalking the waters below the curly cliff, an enormous shark's fin cuts
through the surf. Disconcerting, a little thrilling, or have you seen it do
something more?
E6.5 FOOTPRINTS
Between the Sealed Cave and the Gearman's cottage are some enormous
footprints. Purely decorative, or do they mean something?
E6.6 THE BIG SNOWMAN
Outside the Gearman's cottage, the big snowman can be pushed around. If
ghosts attack, however, after the fight the snowman is back beside the
cottage. Best played with during Chapter 5, when random encounters are on
hiatus.
Does this have any connection with Block's admonition that Ari can only do
some things while "in this state"?
E6.7 MYSTERY ITEMS
Several items were historically missing from Apostrophe's Lists FAQ,
including the Q of Hearts and most of the compatibility gifts.
SOLVED
White Cat Jewel
How acquired: Dropped by the Leering Weed in Madril's sewer.
Description: Gold with one arm raised. Doubles enemy's prize.
Sell: Can't be sold
Long Screw
How acquired: Dropped by Linda after boss fight.
Description: From Teen Idol Evil King. Not even seen in Madril.
Sell: Can't be sold
Chained Bottle
How acquired: Dropped in Deep Grave Pit by Ebon Slumber.
Description: Great serpent gazes from within. Paralysis -5 HP
Sell: 111
Swift Bottle
How acquired: Rare drop in Addashi Desert by Rude Condor.
Description: Claw of the silver wolf inside. Agility up -20 HP
Sell: Can't be sold
OUTSTANDING
Datel's Action Replay software includes codes for several more mystery
items.
Healing Crystal
How acquired: Unknown
Description: Gargantuan healing power. Full HP for all
Sell: Can't be sold
Mega Luck Bottle -- probably a monster drop, but which foe?
How acquired: Unknown
Description: Butter-side up bread inside. Luck up -20 HP
Sell: Can't be sold
Platinum Ticket -- probably a key, but to what?
How acquired: Unknown
Description: [blank]
Sell: Can't be sold
Recorder 2 -- perhaps the result of all boss-dropped parts?
How acquired: Unknown
Description: Seems to be a parts of 'Voice Recorder' No. 2.
Sell: Can't be sold
Cow Bone
How acquired: Unknown
Description: Got it from the butcher in Tenel but what is it for?
Sell: Can't be sold
Filet Mignon
How acquired: Unknown
Description: The butcher's best. Anyway you cook it it's a winner.
Sell: Can't be sold
Dial w/One Hand -- a component of Recorder 2?
How acquired: Unknown
Description: From Phantom Evil King with a dial and numbers.
Sell: Can't be sold
Pedestalof Stone -- a component of Recorder 2?
How acquired: Unknown
Description: From Vampire Evil King with transparent stone.
Sell: Can't be sold
The names, descriptions, and selling prices were confirmed by acquiring the
items using Action Replay MAX software. How might they be obtained in
normal game-play? What purpose do they serve? What secrets do they unlock?
E6.8 STUBBORN COMPATIBILITY GIFTS
JULIA
SOLVED! Little was known about Julia's compatibility gift, other than its
existence. DoichiMyLove reported its mention in the strategy guide and
remembered the gift as an Owl's Amulet, which was then confirmed as a real
item (it's listed among Action Replay's codes). But the clues on how to go
about obtaining the gift were limited to the usual: Favor Julia in any
responses.
The key to Julia's gift lay in choosing responses that reflect Julia's
ideal man. In Chapter 1 she highlights Ari's good points:
You're serious, honest and quiet.
The kind that becomes a husband who'd eat cold mashed
potatoes without complaining....
Or lets me go on rampant impulse shopping sprees without
complaining. That's what I liked about you...
In Chapter 5 she describes her ideal as:
Someone who's serious-minded, thin shadowed, and knows that I
wear the pants in the family. No complaints for serving cold
food, no complaints for my shopping sprees.
In other words, a doormat. Mr. Milquetoast.
Trivia. In on-going checks with the fortune tellers, two readings favoring
Julia may be given:
Hmmm, even though you got dumped once, you should not give
up, alright?
And (seen by the author in Madril after Linda's theme starts):
Hmmm. I guess even though you've been dumped by her before,
you shouldn't give up, alright?"
Do these reflect the degree of compatibility achieved, or just the quirky
differences between the fortune tellers? Hmm.
DEFAULT GIFT
Compatibility seems to have an obscure default value, with Mysterious
Woman, an NPC found just north of Madril (not to be confused with Rosalyn,
who is introduced as "Mysterious Woman" before Ari learns her name). The
author surmises the "default" nature of the woman's compatibility because
early readings commonly name her when a specific gift is not being
targeted. This is not confirmed, however, and likely never will be, short
of the game's programmer(s) stepping forward.
Background. In July 2006, Maester_Seymore reported receiving a Daymare Ring
as a gift for compatibility with the Mysterious Woman. Seymore's original
strategy read: "All you have to do is give negative responses to everyone
or Always choose the second choice. The only exeptions are in the Sewers,
And Both time marlene goes to your home. Choose Third or first depending on
what you consider the worst or the i dont care choice." (sic)
SOLVED! The author has successfully replicated Seymore's strategy of
choosing the most apathetic responses possible. See the "Sidequests"
section for further how-to details.
E6.9 STAN'S THE MAN
Find an addition to the "Pop-up Stanley" section? Let the author know the
query, in enough detail to clearly identify it, as well as the exact text
of your three choices (with spelling and punctuation intact, if possible).
E6.10 OTHER LOOSE ENDS
Need more to explore? How about....
* Tenel, the Frowning Guy's sweetheart.
* Madril, lower level, the Sighing Woman's grandson, around Ari's age.
* Madril, Hero's Club, the blonde swordswoman's scene.
* Madril, upper level, the Unlucky Guy's luck.
* Rashelo, the fishing pole.
* Rashelo, the mystery of "Heaven's Voice".
* Rashelo, the Woman of K.
Also, the game's official site features production artwork, some of which
doesn't appear in-game, including a pirate ship (spotted by Beastmage06).
http://www.us.playstation.com/content/ogs/scus-97129/site/
http://usera.imagecave.com/beastmage/goodie7.JPG
===========================================================================
F. FAQ & AUTHOR INFO
F1. LEGAL
Copyright (c) 2006-7, by Falconesque.
Governed by International and U.S. Copyright Law (www.copyright.gov).
Permission granted for posting as-is to GameFAQs.com, for the personal,
noncommercial use of the site's members; all other rights reserved.
Republishing this document, in part or in whole, in any media, without the
author's explicit, written permission in advance violates the author's
copyright and is punishable by law.
Other OKAGE FAQs and walkthroughs found at
http://www.gamefaqs.com/console/ps2/game/471237.html and referenced herein
are the soul property of their respective authors.
OKAGE: SHADOW KING is Copyright (c) 2001 and presented by Sony Computer
Entertainment, Inc. from ZENER WORKS Amusement Software Developer.
Brand and product names may be the trademarks or registered trademarks of
their respective companies.
F2. FAQ INFO
About this FAQ. OKAGE deserved a thorough, complete, and (largely) spoiler-
free walkthrough for the North American version. The author enjoyed the
existing OKAGE FAQs posted to GameFAQs, but mourned that no new updates
addressed the few outstanding holes.
AWARDS
This guide was honored by GameFAQ's editors and awarded FAQ OF THE MONTH
for July 2006.
VERSION HISTORY
FAQ version 1.0
Uploaded on Saturday, July 29, 2006.
Initial release of the complete FAQ and Walkthrough.
FAQ version 1.1
Uploaded on Monday, August 14, 2006.
* General fine-tuning of various passages.
* Minor fixes to a couple of dungeon maps.
* Added READ ERROR note to Quit [A7.] and Q of Hearts [E4.].
* Removed NOTE about resetting [B6.]. Anyone following the Q strategy [E4.]
had already reset by then.
* Added some trivia about Ari [C1.1], Kisling [C1.3], and Epros [C1.6].
* Revamped ITEM list [C2.]; split into two sections.
* Added Buy prices (oops) missing from CONSUMABLE ITEMS [C2.1].
* Corrected effects of Big Boss's Charm and Alarm Charm, multiple places;
item descriptions and manual are both wrong.
* Updated ACCESSORIES [C4.3] with Owl's Amulet info.
* Enlarged intro to POP-UP STANLEY [D4.]; added 4 more entries.
* Added 9 new findings to MONSTER DROPPINGS [D6.].
* Added 2 FINAL CLUES to Compatibility Gifts [E2.1]; Julia, Dad.
* Rewrote the JULIA gift entry [E2.1].
* Fixed TINY GEAR [E2.2]; Gearman takes only 30 TG.
* Added EARLY FINDINGS on the Q of Hearts [E4.].
* Inserted MINUTIA section [E5.], bumping HELP WANTED to E6.
* Updated 3 MYSTERY ITEMS [E6.7] with SOLVED! info; updated ITEM, too.
* Updated JULIA [E6.8] with SOLVED! info.
* Added a dumping ground to HELP WANTED [E6.10].
FAQ version 1.2
Uploaded on Monday, August 28, 2006.
* General fine-tuning of various passages.
* Fixed some table weirdness throughout the guide.
* Reordered progression through Rumille Plain's circus grounds [B3.], first
visit, for smoother flow.
* Inserted a stop in Madril between Pospos Spa and Big Tree Hole [B4.],
moving up some of the bits from later visits.
* Added an AFTERWORD [B8.] to the Walkthrough.
* Added 1 new solution and 1 new query to POP-UP STANLEY [D4.].
* Added KNOWN BUGS [D7.] to the Quick Reference.
* Added 2 FINAL CLUES to Compatibility Gifts [E2.1]; Stan, Mysterious
Woman.
* Rewrote the MYSTERIOUS WOMAN gift entry [E2.1].
* Added MADRIL SEWER solutions to OTHER PUZZLERS [E2.9].
* Added several more PLACE NAMES [E5.1].
* Updated DEFAULT GIFT [E6.8] with SOLVED! info.
* Added 3 OTHER LOOSE ENDS [E6.10].
FAQ version 1.3
Uploaded on Tuesday, September 19, 2006.
* General fine-tuning of various passages.
* Minor refinements to a couple of dungeon maps.
* Added the game's official site to PREPURCHASE [A2.].
* Expanded on L1/R1 in CONTROLS [A3.].
* Added some tactics to Chapter 1's battle tutorial [B1.].
* Inserted a visit to Rumille circus grounds [B4.] after the abyss.
* Inserted another brief stop at the circus grounds [B4.] before Big Tree
Hole; explains how Block knew of the tunnel.
* Reviewed and reworked the entire MENUS section [C.], ensuring all the
scattered tidbits were included.
* Added some trivia about Rosalyn [C1.2].
* Added a note about compatibility to POP-UP STANLEY [D4.].
* Added 3 new solutions to POP-UP STANLEY [D4.].
* Rewrote USEFUL GLITCH [D7.1], purging the spoilers; noted glitch in the
Walkthrough [B4., B5.] and Accessories [C4.3].
* Added a tip to COMPATIBILITY GIFTS [E2.1]; reformatted the section.
* Added gift descriptions to COMPATIBILITY GIFTS [E2.1].
* Added the last FINAL CLUE to Compatibility Gifts [E2.1]; Rosalyn.
* Revamped COMMERCIAL RESOURCES as OTHER RESOURCES [E3.].
* Added ORIGINAL SOUNDTRACK and FAN SITES to Other Resources [E3.].
* Updated 8 MYSTERY ITEMS [E6.7] with additional info; reformatted, too.
* Removed gift and descriptions from STUBBORN COMPATIBILITY GIFTS [E6.8].
* Added 1 OTHER LOOSE ENDS [E6.10].
FAQ version 1.3.1
Uploaded on Friday, October 20, 2006.
* General fine-tuning of various passages.
* Added 1 new solution to POP-UP STANLEY [D4.].
* Added gift-scene scripts reference to COMPATIBILITY GIFTS [E2.1].
* Added NUTS & BOLTS to COMPATIBILITY GIFTS [E2.1].
* Added tips about TG4 to OTHER PUZZLERS [E2.9]; noted in [B2.] and [E2.2].
* Added 3 more FAN SITES [E3.6].
FAQ version 1.3.2
Uploaded on Monday, January 15, 2007.
* General fine-tuning of various passages (1 typo found, predating v1.0).
* Fixed some table weirdness throughout the guide.
* Redrew AQUATIC RUINS maps, [AR-B1] and [AR-B2].
* Expanded on SAVE BUG [D7.3], more info and strategies; noted in [A8.].
* Added Ari's MAX-inflated stats to ACTION REPLAY CODES [E3.3].
* Added 1 site to FAN SITES [E3.6].
* Renamed [E6.3] from RED HERRINGS to LOVER BOY.
* Added a question to BIG SNOWMAN [E6.6].
* Added AWARDS to this section.
TO-DO LIST
* Add new queries and solutions to POP-UP STANLEY.
* Add new findings to MONSTER DROPPINGS.
* Resolve MYSTERY ITEMS; add corresponding new info to ITEM.
Barring any further contributions or bug fixes, no updates are anticipated.
Providing new information for the above to-do items may result in minor-
version updates (1.3.3 and so on) down the road, but none are scheduled.
ACKNOWLEDGEMENTS
Thanks to all OKAGE contributors on GameFAQs, for the inspiration to take
on this project: BAnderson, LGreenberg, LunarAngel1021, QueenMeshi, RBury,
Apostrophe, and HonestLiar. Their contributions can't be praised highly
enough.
To Lewton19, for play-testing the walkthrough during its initial writing
and for feedback on the guide overall.
To Socoro1910 and Umah, for contributions to the "Pop-up Stanley" section.
To Maester_Seymore, for firsthand information on the Q of Hearts and
Mysterious Woman's compatibility gift.
To MyFatherTheKing, too, for vital corroboration in the hunt for the Q.
To Interceptor18, for a correction to the Tiny Gear sidequest (good catch),
feedback, and helpful ideas.
To Holey08, for a helpful nudge in obtaining Julia's compatibility gift.
To Beastmage06, for identifying some images and bringing others to light.
To Killerpickles and Sandyoso for further discussion of the Save Bug.
To OkageHime, for confirming a bug and keeping the OKAGE board alive with
perpetual social topics.
To Atomos199, for much-needed confirmations and supporting data, as well as
providing an acclaimed writer's eye in critiquing the guide.
And to DoichiMyLove, for brainstorming and sharing knowledge so generously.
Also to Orion in real life, for the loan of Action Replay MAX Evo Edition.
Thanks, as well, to all who tirelessly slave over GameFAQs.com, to the
OKAGE board's many faithful denizens, to those at SCEA who brought OKAGE to
North American audiences, and most especially, to the delightfully demented
minds of Zener Works.
F3. AUTHOR INFO
About the author. A technical writer and novelist, the author is a middle-
aged gamer who's generally inept with the controller, but oddly enough also
enjoys the Final Fantasy, Katamari Damacy, Kingdom Hearts, and Ratchet &
Clank game series, as well as the original Jak & Daxter.
The author is a contributor to two Kingdom Hearts II FAQs: Ultimaterializer
X's Bestiary/Synthesis Guide and Megafierce's Synthesis Guide.
The author's latest contributions may be found at:
http*://*www.*esque.*com/*slr/*gamefaqs/
Note. Remove all of the asterisks (*) before attempting to view the page in
your browser.
Contact. The author welcomes your comments and feedback. Send your message
to okage [dot] faq [at] esque [dot] com, or visit the link above and use
the feedback form.
Requests for permission to repost this FAQ may also be submitted to this
address.
END OF LINE.