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.------------------------------.
|. .^. .^. .|
' ' ' .' ' `
| | | | | |
| | | | | |
__ |____|__ _|_ | | _|__ ___
/ \ | ,. .- \ | | | \ / \ \
/ : | / | | \ || | | | | | \ \
/ ^ \ ____ _ |/ | | \|| | | _,. | | _ _ _\ \
/ / \ : | _ \ / _ \ | | | |-.| / , \ | | / '` | ; _ \
/ / : \ ' | \ \ / | | | | | ,. ' / ; \ \ | | / /`. |' ; \ :
( ; \ \ | | '-` | '-` | | | || |; | | :| | | ; | |{ | | \
: '-.-' . [ | | | | | | | || |{ \__| ;| | | | | |; | | )
\ .--. \ | | | ; | | | | || |` ,---' | | ,.\ | | || | | /
: : \ : | | : | .-| | | | || | \ \ . | | ||: | | |\ | | ;
\ \ : \| | | \_| ) | | | || | : '` ) | |_/ | \ \_; | : \, /
\__\ \__`__> \____/ [`___`] [__][__] \__/ [_______| \ ___' \___/
| | | | | | `
| | | | | |
| | | | | |
| | | | | |
_.` '__' '__.' ._
|_______________________________|
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~~~~~~~~~~~~~~~~~~~~~~~~~
~~~ Arc the Lad III ~~~
~~~~~~~~~~~~~~~~~~~~~~~~~
(Arc the Lad Collection Release)
Complete FAQ/Walkthrough
by : Syonyx :
Version 1.01
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_____________________ _____________
TABLE OF CONTENTS GAME INFO
1. Introduction Title: Arc the Lad III
2. Gameplay (from Arc the Lad Collection)
2.1 Controls Platform: Sony Playstation
2.2 Game flow Genre: RPG
2.3 Combat Developer: Sony
2.4 Menus Localization: Working Designs
3. Disc 1 Walkthrough Publisher: Working Designs
4. Disc 2 Walkthrough Release Date: 31-Jan-01 (NA)
5. Characters
5.1 Playable Characters
5.2 Experience Levels *** To jump to any section, press
5.3 Side Characters ctrl-F and enter the section
6. Inventory number, e.g. '6.2' ***
6.1 Item/Equipment Album
6.2 Synthesis Recipes
6.3 Item Society Hints
6.4 Weapon Society Hints
6.5 Shops list
7. Monsters
7.1 Monster Album
7.2 Wanted Monsters
7.3 Human-type Monsters
7.4 Encounters by Location
7.5 Monster Society Tips
8. Job Summary
8.1 Job list and Hunter ranks
8.2 Side Stories
8.3 Paysus library books
9. Mini-games
9.1 Danger Dome
9.2 Pandira Casino
9.3 Choko Time
10. Closing info
10.1 Convert save file changes
10.2 Thank you's
10.3 Version history
10.4 Legal info
10.5 Contact info
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} 1. INTRODUCTION {
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A good day to you! I am Syonyx, and this is my guide to Arc the Lad III, part
of the Arc the Lad Collection released by Working Designs. This game is an
RPG with turn-based strategy-style combat, set in a world struggling to
recover from a global disaster. It takes place some years after the events of
Arc the Lad I & II, and I recommend that you play those games first. But if
for some reason you haven't, playing this game first won't give away *too*
much stuff, but it'll diminish the effect of some of the surprises, meeting
familiar faces and re-imagining events from the first 2 games. Anyway, you're
here now, so let's try and make the best of it.
I have strived to make this guide as useful as can be for you, dear reader,
including full details on all jobs, monsters, items, equipment,
synthesizing... you name it, it's in here. But if for some odd reason it's
not, drop me a line and I'll try to put it in. You can contact me at:
[syonyx_faqs at yahoo dot com]. I'm always open to receiving suggestions,
comments, kudos, and constructive criticism. But enough with that, on with
the game!
HOW TO USE THIS GUIDE:
Beware, there are spoilers herein! I have tried to keep them to a minimum,
but still, if you read ahead, you're doing so at your own risk. To minimize
the chance of seeing something you shouldn't, I have put the walkthrough
before all of the encyclopedic information. In searching for what you're
looking for in the walkthrough, the easiest way is to press Ctrl-F and enter
"job X", where X is the number of the job you're currently on or want to know
more about. Other than that, use the section numbers from the table of
contents above to jump around to the desired information.
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} 2. GAMEPLAY {
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.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.
-----{ 2.1 CONTROLS }-----
'=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-='
On maps
=======
D-pad/L or R stick: Move character, move cursor in menus.
X: Enter area, confirm menu selections.
Square: Open game menu.
Triangle: Close menus, cancel menu selections.
Select: Open game options menu.
Start: Pause game timer.
In field/town
=============
D-pad/L or R stick: Move character, move cursor in menus.
X (tap): Talk, scroll speech, examine, enter, confirm menu selections.
X (hold): Run while moving.
Square: Open game menu.
Triangle: Exit menus and cancel menu selections.
Select: Open game options menu.
Start: Pause game timer.
In battle
=========
D-pad/L or R stick: Move character, move cursor in menus.
X: Attack enemy in range, confirm menu selections.
O: Open abilities menu.
Square: Open battle menu.
Triangle: Exit menus and cancel menu selections, end turn without acting.
L1 or R1 (hold) + D-pad: Rotate character's facing position without moving.
L1 + R1: Activate free cursor. Can then use L1/R1 to scroll through
characters/enemies, or D-pad to move cursor around field.
.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.
-----{ 2.2 GAME FLOW }-----
'=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-='
The game is primarily built around the Job System. Through taking on various
jobs, you will explore each region, fight monsters, advance the story, and
sometimes move on to other regions. If ever you don't know what to do, either
1) go to the Hunter's Guild in the region's main town and get a new job;
2) check your current jobs in the game menu, and do what they say.
If you're in the middle of a job but somehow got totally lost, well, just
check the walkthrough below.
Remember, the game is about jobs, jobs, and more jobs, so do as many as you
can.
REGION MAPS
===========
These are overhead maps of your current geographic area. You can move freely
about the map within certain paths (some area are impassable). Areas of
interest, such as towns, monster encounter areas, or dungeons, will reveal
their names as you walk over them. Press X while a name is visible to enter
that area. Sometimes, on your first time in a certain region, you may not be
able to walk past a named area freely without entering it at least once first.
Also, you may see areas that look interesting, but for which no name pops up.
Be patient, this area may become open to you later in the game.
MONSTER ENCOUNTER AREAS
=======================
Entering these spots automatically triggers a fight with whatever monsters are
indigenous to that area. You can leave the area by either finishing the
battle, or by having a character end their turn on a red square by the exit
(must be in their current range of movement).
TOWNS
=====
Walk about the streets of the town and walk into doorways to enter the various
buildings. Every town will have an Inn, Shop, Hunter's Guild, Pub, and may
have a Monster Society, Item Society, Weapon Society, or other buildings to
explore. You can talk to the townspeople by pressing X while facing them.
The Hunter's Guild will be your main destination for advancing the game, as
you pick up key and side jobs.
Hunter's Guild
--------------
Here, you can pick up new jobs (a must to advance in the game, I can't
stress this enough!), read the wanted monster posters (necessary before
they'll appear), and check your job history with the Guild clerk.
Inn
---
Here, you can pay to rest for the night, restoring your HP and MP fully,
and removing any abnormal statuses. You can also store items and
equipment, for later retrieval from any inn around the world.
Pub
---
Go here to get drunk (okay, not really) and talk to the booze hounds
for information.
Monster Society
---------------
Here, you can purchase tips on monster names, locations, and cardishing
difficulty (or just read them all in my monster section, below), store
or retrieve your monster cards (you can carry a max of 5 at one time),
look at the monster album, filled with info on monsters you've found,
heard about, or used a card for, and trade monster cards with other
collectors hanging around.
Item Society
------------
Here, you can synthesize items or accessories (either through known
recipes or experimentation), examine the item book for known and
found items/equipment, or get hints on item names, locations, and
synthesis (again, all hints provided for you below in the item/
equipment section).
Weapon Society
--------------
Here, you can synthesize weapons and armor, examine the equipment book
for known and found items/equipment, and get hints on weapon/armor names,
locations and synthesizing (once again, all tips are provided for you
in the item/equipment section below).
DUNGEONS
========
You will also sometimes enter free-roaming dungeon areas, in which you
progress through a series of rooms, some littered with traps, and some of
which contain monster battles, which will be automatically triggered upon
entering the room. Some of these battles will occur every time you enter that
room, some will only happen one time ever. Search around for treasure and for
the path to the end.
WORLD MAP
=========
Late in the game, you may gain the ability to travel the whole world freely.
When you leave a region, the world map will appear. Scroll the cursor over
the continents, and press X when a region's name appears to enter that region,
switching to the appropriate region map.
.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.
-----{ 2.3 COMBAT }-----
'=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-='
Battles are triggered either automatically in the course of a job, by
progressing through dungeons, or commonly by entering a monster encounter area
through a region map. Battles are preceded by the party selection screen,
where you choose up to 4 combatants from your roster to fight. Use the
character face icons to move your selection to the upper line (press X on a
lit face to move it up, and press X on a darkened face to remove it from the
upper line) and press Start or press X on the 'Start' icon to finalize your
selection.
Each character and monster acts in turn in order based on their agility
scores. You can move a set number of spaces, shown by highlighted squares
about your character. Move to the desired square, and if any enemies are in
range of your attack in the direction that you're facing, they will show a red
arrow over their heads.
Basically, your options on each turn are as follows:
-Move
-Attack
-Use special ability
-End turn without acting (either after moving or without moving).
You will gain experience points every turn whatever action you take (even if
you just end your turn without moving). You gain more points, however, for
attacking, damaging and killing opponents. If you can kill multiple opponents
at once (such as with area magic), your experience will grow quickly. At set
experience levels, this will result in a level increase for your characters as
well. As your level goes up, you gain more Max HP and MP, your stats go up,
and you may learn new abilities or level up current abilities. The list of
experience points needed to reach each level is listed in the characters
section, below.
You can also open the battle menu by pressing Square during any character's
turn and access the following options:
-Abilities: opens menu of the current character's special abilities (can
also be accessed by pressing O during their turn).
-Summon: *Only available to Theo* Use Theo's Cardish power to unleash a
monster from one of the monster cards in your possession.
-Items: Use an item from your inventory. Each item has it's own range
and field of effect.
-Equipment: Examine and change the weapon, armor, or accessories for any
character in the current battle.
-Status: Examine the stats of any character in the current battle.
-Options: Opens the game options menu (see bottom of gameplay section).
Each character and enemy has a certain amount of HP. Once that HP is reduced
to 0, that figure is removed from the battle. Your characters can be revived
if killed by using a Resurrection spell or a Revival Tonic. To win the
battle, you must kill all enemies. To lose the battle, all of your characters
must be killed. If you've ever played an RPG, you really don't need to be
reading this stuff.
In addition to damage, there are also status effects and elemental effects to
consider. They can all affect and be caused by both your characters and
enemies, the effect stemming from special attacks or special equipment. These
effects are explained below:
STATUS EFFECTS
==============
1. Sleep: Character will be unable to move or act. Will wake up on being
attacked. Cure by using Mint.
2. Gravity: Character will be unable to move from their current spot, but can
rotate in place to face different directions and can act on
targets in range. Cure by using Gravity Nut.
3. Paralysis: Character will be unable to move or act. Cure by using Rue's
Medicine.
4. Silent: Character will be unable to use special abilities. Cure by using
Harmony Needle.
5. Confusion: Character will be out of control, attacking friends and foes
randomly. Cure by using Memory Plant.
6. Poison: Character will lose some HP each turn. Cure by using Vigor Seed.
Effect remains after battle.
7. Hemo-ji: Character will turn into a Hemo-ji, and be unable to use special
attacks. Cure by using Power Jelly. Effect remains after battle.
All of these statuses can also be cured by using a Refresh spell, a General
Tonic or Super General Tonic, or by letting the character die and reviving
them.
ELEMENTAL ATTRIBUTES
====================
There are 6 elements in the game, formed by 3 opposite pairs:
Fire <--> Water
Earth <--> Wind
Light <--> Dark
Certain monsters are naturally imbued with an elemental attribute. As a
result, they carry an innate resistance to that element, but also a particular
weakness to the opposite element. For example, a Flame has innate fire
attribute (obviously), so if you use fire magic against it, or a weapon based
on fire, it will take reduced damage. If you use water against it, it will
take greater than normal damage. Some monsters have elemental affinities so
strong that will actually absorb damage of the same element, restoring their
HP.
You can give your characters elemental attributes by equipping special armor
and weapons. Keep an eye on the effects, though, because you may be
unintentionally decreasing your effectiveness against certain monsters.
.=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.
-----{ 2.4 MENUS }-----
'=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-='
~~~~~~~~~~~
GAME MENU
~~~~~~~~~~~
Press Square while on a map or in a town or dungeon (anytime other than in
combat) to reveal the following options:
Items: This will open your current inventory, let you use curative items, or
just look at what you've got. You can also send any unwanted items to
the local inn for later retrieval.
Equip: Change any of your current party members' equipment (weapons, armor,
and accessories).
Status: Examine the stats and abilities of any of your current party members.
Recover: Use healing magic learned by any party members to recover HP.
Monsters: Choose Send to telegraph any monster cards in your hand to the
Monster Society for later retrieval. This clears up space for more
Cardishing.
Jobs: Read the details on your current jobs. Useful if you're forgetful.
Options: Opens the options menu (see just below)
~~~~~~~~~~~~~~
OPTIONS MENU
~~~~~~~~~~~~~~
You can open this menu at any time in the game, by pressing Select when on the
field or in a town, or by choosing it from the battle menu during combat.
Vibration: Turn dual-shock vibration on/off.
Sound: Stereo or mono. For goodness sake, choose stereo if you're got stereo
speakers.
Message Speed: Changes the speed at which spoken text and game messages
appear.
Level-up Speed: Changes the speed at which stat bonuses scroll when a
character gains a level in battle.
Movement: On Normal, you will walk on the field and in towns when pressing the
D-pad/analog sticks, and only run when holding X. On Fast, you will
run as the default, and only walk when holding X.
Battle Voices: When On, your characters will talk in Japanese when their turn
comes up and in response to various actions.
Confirm Finish: In battle, this determines if you get a confirmation screen or
not when you press Triangle to end your turn. I recommend 'On'
so you don't cancel your turns by accident.
Window Style: Changes the background of menu windows. Experiment to see which
is easiest on the eyes.
Window Color: Changes the color of spoken text boxes.
Transparency: Makes spoken test boxes see-through when On, or solid and
blocking out the background when Off.
Load Party: At the start of battles, if this option is On, the last party used
will appear as the default, and you can just press Start if you
don't want to make changes. When Off, you must select each
character for every battle.
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} 3. WALKTHROUGH - DISC 1 {
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*** Note: This guide was written based on playing the game without using a
converted save file from Arc the Lad II. For details on the differences when
using a converted file, please refer to the end section.
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PRELUDE TO ADVENTURE
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---------------
Sasha Village
---------------
*Received items: 5 Herbs
Once you gain a measure of control over the game (rather than just scrolling
through dialogue), save your game at the journal and head out the door. You
will automatically be taken to the world map, where you can head Southeast to
the Tohde Bridge. Once the text announcing the location pops up, press X to
enter the area. Take the opportunity at the start of battle to quickly go
through the battle basics from your manual. After the fight, your only choice
is to go to Itio (trying to enter other locations simply makes Alec remind you
of this fact. Your village is in danger, you know).
-----------
Itio City
-----------
The Hunter's Guild is the building in the Northwest corner of town. Enter it
to trigger the rescue.
---------------
Sasha Village
---------------
*Received items: Magic Apple, Recovery Tonic
Once the crisis has passed, you have free reign of the town for the first
time. Talk to the cow (either from behind the fence, or by entering the pen
through its gate) if you ever wondered what a cow thinks about. Alec's home
is the rundown shack in the Southwest corner. Head there, then set out again
to look for Leegle. The first stop is Lutz's house, right next door. After
dropping Lutz off there, head to the Northeast corner of the village, beside
the big boulder, to find Leegle. After he leaves, go to the back of the
village and speak to the Elder, then track him down again in his house once
Lutz joins you.
Now you can do pretty much whatever you want on the island.
..............................................................................
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ETERU ISLAND
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..............................................................................
---------------------- -------------------------------------------
| TOWNS: Sasha Village | FIELD AREAS: Mormo Plain |
| Itio City | Tohde Bridge |
---------------------- Kiska Marsh |
| Lukae Riverbank |
| Trial Cave |
-------------------------------------------
-----------
Itio City
-----------
Return to the Hunter's Guild to initiate the registration test.
*** Job 1: Hunter Registration Test ***
*** Client: Itio Guild ***
*** Reward: 0G, 5 Merits ***
Once you're stocked with whatever equipment and items you want, head to the
Trial Cave. It's in the North of the island, to the right of the waterfall.
------------
Trial Cave
------------
*Treasure: Iron Knife, Herb, Palo Nut X 2, Iron Spear, Shimmer Stone X 4,
Falcon Statue
While fighting, don't hesitate to use Herbs and other healing stuff as needed.
From the first room you fight monsters in, head right to reach a pair of
treasure chests, then return and head North. On the basement level, when the
path splits head to the right again, then take the lower path when it splits
again to reach more treasure chests. Continue along to reach the save and
heal points, then go left and down to enter the area you bypassed earlier. Go
back to the save points and examine the crystals at the North end of the cave.
Push on them to get by. Inside, you face the cave boss: Tengaron! No
surprises here. His rifle fires two spaces ahead, so don't line your
characters up where they can both be hit at once. Heal as necessary (it may
not be), and keep on attacking. The fight won't take long. Afterwards, you
receive the Ghost Dream Crystal fragment as proof of your prowess.
Return to Itio once your first job is complete and re-enter the Hunter's Guild
to get the first part of your reward. Don't forget to claim your bounty on
the job at the Guild counter to collect your merit points, too. After that,
check out the wanted monsters on the wall, and talk to the Guild manager to
pick up some more jobs. Once you leave the guild, if you took job 3 or 4, the
houses involved will be pointed out to you automatically.
*** Job 2: Protect Medicinal Plants ***
*** Client: Lendal ***
*** Reward: 80G, 6 Merits ***
Enter the house beside the inn to initiate this job. After some dialogue and
a knock at the door, the real mission begins: catch those mice! You have to
watch the boxes as the mice pop out of different ones with increasing speed.
Once Lutz says go, examine the box where the last mouse appeared to catch it.
You need to catch three mice, and you can only make 2 mistakes before failing
the job. The order is random, so I can't tell you exactly where to catch
them. The easiest way is to focus your gaze on the center of the screen, and
let your peripheral vision pick up the mice. Once they're all caught, sit
back for some more dialogue until your team leaves the house with everyone
happy. You also receive a Herb from Lendal for your success.
*** Job 3: Supplies for Hunter Jay ***
*** Client: Itio Guild ***
*** Reward: 100G, 6 Merits ***
Jay needs supplies. Find him at either Kiska Marsh or Lukae Riverbank.
Buy a Vigor Seed and Adventurer Vest and take them to him (you receive a cash
advance to cover their purchase). Buy the goods at the store in the Southeast
corner of town. The advance covers their price exactly. You can go to either
Kiska Marsh or Lukae Riverbank as part of the job, but Jay only shows up at
the latter. If you want an extra fight, though, go to the Marsh first. At
Kiska Marsh, you have to fight a Pit Scorpion and 2 Slimes, while at Lukae
Riverbank, it's a pair of Slumber Flowers. Jay will show up after the fight.
Give him the goods to complete the job.
*** Job 4: Nasty Creatures in the House ***
*** Client: Nate ***
*** Reward: 120G, 7 Merits ***
Enter the house beside the Guild to start the mission. Once it's set up, the
screen changes slightly. There will be red arrows indicating the locations of
the 7 holes you need to cover with the crates. Here's a diagram of the room:
------------------
| Stairs H5 H6 | H# = hole
| H7| C# = crate
| |
| H3C4 C5C6C7 |
| C3 H4| Push C2 up one space, then push C1 left to cover H1.
| | Next, push C3 up once, then C2 down all the way and
| H1 C1C2 | right to cover H2. Now push C5 up, left, and up to
| H2 | cover H5. Go around to C7 (the open crate) and push
------------------ it up and right to cover H7, then push C3 down past
the counter, right all the way, and up to H4. Now
it's a simple matter to push C4 over H3, and then push C6 left once, then up,
right, and up to cover H6. You're done!
- - - - - - - - - - - - - - - - - - - - - - - - - -
Once you complete one of the above jobs, job 5 will become available, then job
6 once you complete at least one more. Make absolutely sure that you're done
with all previous jobs that you want to do before accepting job 6, because
doing so erases all other job possibilities for you, including those you've
accepted but haven't completed yet. This will often be the case with the core
story-driving jobs throughout the game. Fortunately, you get an extra prompt
before making this commitment final each time. Also fortunately, since it's a
core story job, you can take your time getting around to it without worrying
about it disappearing. Once you take it, do whatever else you want in this
region (hunt Wanted Monsters, go shopping) before talking to the client.
- - - - - - - - - - - - - - - - - - - - - - - - - -
*** Job 5: Examiner's Assistant ***
*** Client: Itio Guild ***
*** Reward: 100G, 8 Merits ***
As soon as you accept the job, it begins. You join Tengaron at the Ghost
Dream Crystal, and have to fight off some unworthy hunter wannabes, 2
Swordsmen and 2 Apprentices. Defeat them to complete the job. It's that
easy. Provided that you've gotten into a couple other fights already to build
your levels up, at least.
*** Job 6: Chase the Monster Egg Trunk ***
*** Client: Innkeeper Balpus ***
*** Reward: 150G, 8 Merits ***
Go to the inn and talk to the man behind the desk to learn the details of the
job. While you're at it, save your game before heading to the Itio Port, in
the Southwest of the city. Talk to the sailor, then go back into town and
enter the pub (in the center lane, the Southernmost building; it's got a
picture of a jug in front and big double doors, you can't miss it). After a
brief scene, head back to the port once more to set sail.
..............................................................................
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FORESTAMORE
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..............................................................................
---------------------- -------------------------------------------
| TOWNS: Renn | FIELD AREAS: Noalis Forest |
| Vernica | Corelia Pass |
| Lieza's Ranch | Astorny Bridge |
---------------------- Karkado Mountain Range |
| Great Scar |
-------------------------------------------
------
Renn
------
Head left along the planks and North from the last building to enter the main
part of the city. Ask around and you'll learn that Poco is currently at the
inn, in the Northwest corner of town. Head to the second floor in there, and
find him in the second room. Take the monster outside to meet up with a boy
named Theo, and follow him East to the Monster Society at the end of the road.
Enter it to finish your longest job yet (though there are more to come). Head
next to the Hunter's Guild, Southwest of the Monster Society, to get your
bounty and pick up some new jobs in this new land. Only one will be available
at first.
*** Job 7: Fetch the Runaway Boy ***
*** Client: Renn Monster Society ***
*** Reward: 180G, 9 Merits ***
Accept the job and leave the counter to start. You'll automatically talk to
the girl who made the request, and she'll give general directions to the
desired location. You must enter Corelia Pass on the way North in order to
continue along the road. There, you battle 4 Rocs, then 4 more come out, but
a stranger will help remove their threat (watch how Lutz checks out her rack).
Continue North and you can enter Vernica if you want to, or just keep going to
the Great Scar deep in the forest. Eventually, you make it into the ruin, and
Theo has to complete a tile puzzle. Stand at the intersection of 4 tiles and
press O to rotate them clockwise, or Square to rotate them counter-clockwise.
Use the D-pad to move around to turn different tiles. There's no easy way to
describe how to solve the puzzle. Note that you can turn just pairs of tiles
by standing along the edge. I suggest starting in one corner, moving the
corner piece into the right spot, and then working your way along the edge to
fill in the rest. Once you've got 2 sides complete, work on the middle, then
the remaining outer edge. The tiles light up slightly when you get them into
place, and you can press R1 to put numbers on the tiles indicating their
proper position (at the end, they should be arranged as so:
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16
If you need to flip the order of a pair of pieces, bring them to the edge and
rotate just the two of them, then push them back into the center and arrange
as necessary. Once Theo gains his power, it's not over yet, unfortunately.
Go back to the vine and examine it to climb up and save the Monster Society
Chief from some monsters. After the fight, you automatically return to Renn.
- - - - - - - - - - - - - - - - - - - - - - - - - -
Back in the city, you again have freedom to do what you want. As always, your
priority should be the Hunter's Guild, where there are 3 jobs to choose from
at this point. Other than that, though, you can check out the Monster Society
to examine the monster book and hear tips on finding and capturing monsters.
You can also go shopping to upgrade your equipment if you haven't already.
- - - - - - - - - - - - - - - - - - - - - - - - - -
*** Job 8: Renn Hunters' Monster Assault ***
*** Client: Renn Hunter Guild ***
*** Reward: 200G, 8 Merits ***
This job starts automatically once you accept it. There's no way to fail to
complete it unless you fall in battle, and that isn't very likely. You will
be taken automatically to Corelia Pass, and you then fight first a single
Opossum, then a pair of Wild Dogs and a pair of Vipers at the same time. Now,
I know I just said that you probably won't get killed, but the Wild Dogs have
strong attacks, so don't get cocky either. Afterwards, Lutz gets a little
scolding, then you'll find yourself back on the area map. Return to the city
to claim your reward.
*** Job 9: Model for a Troubled Painter ***
*** Client: Innkeeper Dan ***
*** Reward: 160G, 5 Merits ***
Speak to the innkeeper first, then head out to the city port to find the
artist in question. After that, a mini-game ensues where you have to press
the X, O, and Square buttons as the artist commands. There are 3 rounds, and
in each the time that you have to press the indicated button gets a little
shorter. Keep an eye on the bottom of the screen for the commands. Each
button is associated with a character too, so you'll see 'Alec []', 'Theo X',
and 'Lutz O'. He sometimes starts to say one name then switches to another,
though, so don't press the button until you see the whole name and the button
symbol appear.
*** Job 10: Chase Away the Suspicious Man ***
*** Client: City Girl Mina ***
*** Reward: 170G, 7 Merits ***
The client's house in the one just to the left of the Hunter's Guild. Enter
there to start the mission. Once you leave, the team chases a suspicious
character. Eventually, you end up in Noalis Forest where you have to fight a
Crimson Roc, 2 Poison Slime, and 2 Poison Mushrooms. After the fight, the
mysterious man's identity is revealed. Will we ever see him again?
- - - - - - - - - - - - - - - - - - - - - - - - - -
At this point, you might want to rest at the inn to regain your HP and MP.
Accepting the next job, number 11, wipes out all of the other ones, though
without any prompting, so make sure to complete the previous ones before you
take it on.
- - - - - - - - - - - - - - - - - - - - - - - - - -
*** Job 11: New Parent for the Baby Monster ***
*** Client: Renn Monster Society ***
*** Reward: 180G, 8 Merits ***
Head to the Monster Society to initiate the job. Your next stop is Vernica
Village, North of Corelia Pass.
---------
Vernica
---------
*Found items: Blue Talisman, Red Talisman, Magic Sprig, Magic Power Nut
- in storehouse.
Talk to the Village Elder in the rear left house to open up the next locations
on the area map. There's also a save point in the back room of the Elder's
house if you want to use that.
Afterwards, it's off to Astorny Bridge, which you are forced to enter. You
won't get far, however, before you have to return to Vernica once more.
Return to the Elder's House, then the house just South of it to see Hannah.
She sends you off to Noalis Forest next, where you fight 5 Crimson Rocs (use a
monster card for an easier fight), and where Lutz finds a Calm Nut. With that
in hand, return to Astorny Bridge. Alec will automatically use the nut on
Paundit, and you can then all continue.
---------------
Lieza's Ranch
---------------
*Found items: Magic Apple, Soothing Ring, Amazing Herb, Recovery Tonic,
Light Alloy - in storehouse.
Hand over little Kupy and the job is done. You can rest here by examining the
bed, and save at the journal if you wish to. The Karkado Mountains are now
open on the map as well, just past the ranch.
- - - - - - - - - - - - - - - - - - - - - - - - - -
Once you return to the Hunter's Guild, Theo expresses an interest in seeing
more of the world. You'll get there eventually, but there's still lots to do
in this area first. For one thing, there are 3 new jobs available, 2 of which
follow up on previous ones.
- - - - - - - - - - - - - - - - - - - - - - - - - -
*** Job 12: Drive the Gang from the Bridge ***
*** Client: Renn Guild ***
*** Reward: 200G, 7 Merits ***
Head up to Astorny Bridge for a pretty goofy encounter with a bunch of
bandits. Note the range on their weapons, and plan your defense accordingly.
You'll have to take them out quickly, so a monster card might be in order.
*** Job 13: New Work for the Artist ***
*** Client: Girth ***
*** Reward: 170G, 5 Merits ***
Head to the pub to meet Girth, who needs you to talk a girl into modeling for
him. Lutz, ever the ladies' man, takes on this task. You have 3 tries to get
Lutz to act like a human being and get her to agree to model. The correct
order of responses is:
-Excuse me
-Model for a picture,
-You're perfect for a model
-No! It's true!
-Please model!
After that, she and Girth go to get down to business, and the job is a
success.
*** Job 14: Corelia Pass Monster Mashing ***
*** Client: Renn Guild ***
*** Reward: 200G, 7 Merits ***
This one doesn't begin automatically, unlike the previous Corelia Pass job, so
you have to head there yourself. You face 2 Sidewinders with an Opossum and a
Wild Dog, not a difficult fight. After that, a single Opossum appears, but
another hunter takes him out. After a conversation, the job is complete.
- - - - - - - - - - - - - - - - - - - - - - - - - -
If you return to the Guild after finishing one or more of the above jobs,
you'll overhear talk of a strange object that fell from the sky before you
enter. Investigating this object now becomes one of the jobs available for
you to take. It's a main story job, so it has to be done. Once it is,
though, a whopping 4 more jobs become available. Do at least 2 of them to
make the next story job (#20) appear.
- - - - - - - - - - - - - - - - - - - - - - - - - -
*** Job 15: Recover the Strange UFO ***
*** Client: Baguda ***
*** Reward: 190G, 9 Merits ***
Head to the shop beside the Guild to talk to the eccentric owner, then head
out to the Karkado Mountain Range. The gang runs into Sharon again, then
grabs the object before being attacked by 3 Wild Dogs. Return to the item
shop to finish.
*** Job 16: A Nut in the Basement ***
*** Client: Renn's Pub Master ***
*** Reward: 180G, 8 Merits ***
The pub is along the North road, next to the Monster Guild. Head inside to
trigger the job. The team will automatically descend to the basement. After
examining the situation, you now need to go to Monaire's shop. Head to the
Southeast corner of town and walk down to the port area, where you first
arrived in town. Head East all the way to reach an intact building and go
inside. You automatically return to the pub basement, where you learn that
you need a Vigor Seed. If you have one in your inventory, you can go ahead
and use it. Otherwise, you'll have to buy one from the local shop.
Afterwards, you get into a fight with 5 Slimes, which is the only challenge
this job offers. Finish them off to complete it.
*** Job 17: A Playmate for Paundit ***
*** Client: Lieza ***
*** Reward: 150G, 5 Merits ***
Go to Lieza's ranch and agree to take Paundit out to the Karkado Mountain
range (you go there automatically). He'll play with some other dogs who look
almost identical. To tell them apart, watch their faces. Paundit's is
conical and smooth, while the others have open mouths with fangs, and have red
eyes. After they go off screen, they come running back in a line, and that's
when you have to notice which one is the real Paundit, before they run up off
screen again. You must then choose which one he was, counting from the left
dog. For me, it was the third, but I don't know if it's always the same.
Once you pick the correct one, you return to the ranch and the job is
complete.
*** Job 18: Bodyguard for a Troubled Painter ***
*** Client: Girth ***
*** Reward: 160G, 7 Merits ***
Go to the inn to find out where Girth has gone off to, then rush there to save
him from 2 Pit Scorpions and a Roc, which is a pretty easy fight.
*** Job 19: See the Little Roc! ***
*** Client: Len ***
*** Reward: 150G, 6 Merits ***
Initiate this job by entering the Renn Monster Society and talk to the girl by
the tables. You will have to engage in fights in a series of locations to
satisfy this flighty girl's urges (no, not that kind, just to see a bird).
First, go to Corelia Pass and fight 4 Rocs, then go to Noalis Forest and fight
5 Crimson Rocs, which, apparently, are what Len was looking for all along.
*** Job 20: Appraisal of a Mysterious Object ***
*** Client: Shopkeeper Baguda ***
*** Reward: 220G, 9 Merits ***
Make sure you complete all other jobs that you want to before taking this one
on, because accepting the job removes all others from consideration. Head to
the shop next to the Guild to start. Next, head to the port to see if a boat
can take you. Ha ha, made you go, you can't get there by boat. Head to the
Monster Society next to check out Theo's idea of using a monster card. You
can get the Flying Fire card you need, but you'll need to trade 3 other cards
for it: Wild Hemo-Ji, Dandelion, and Slime. Here's how to get each:
1. To get the Wild Hemo-Ji card, you need to trade with Len, the girl standing
around in the Monster Society. She'll only take a Crimson Roc in trade, so go
to Noalis Forest and fight until you can Cardish one to trade with her.
2. To get a Slime card, talk to the man walking around outside the Monster
Society. He'll advise you to ask a sailor at the port. Head toward the ship
at the end of the port. The sailor offers it to you only if you help out
with loading goods onto the boat. Your job is to count the numbers of objects
being moved on and off the boat by 5 other sailors. This job is kind of
randomized. There are three types of objects: brown clay jars, wooden crates,
and bouquets of flowers. One of these objects can be ignored, while the other
two must be counted. They will be brought both on and off the ship, and you
need the total remaining on the ship at the end of the game. My suggestion is
to have a piece of paper, and make four boxes. On one side, label these with
the two objects (e.g. jars and crates), and the other side, label in and out.
When a sailor takes one of the desired objects on or off the ship, put a mark
in the appropriate box, and count them up when it's all over. If you answer
true, you get the Slime Card as your reward.
3. For the Dandelion card, if you visit Hannah's home in Vernica village,
she'll tell you that you can find a Dandelion at the Great Scar. So head
there and fight the flowers that appear. If you don't succeed at Cardishing
the Dandelion, you can re-enter the area and try again. Watch out for that
paralyzing scent! You might want to keep Theo back until the Dandelion's
weak, then move him in to capture it.
Please note that, if for some insane reason you choose to use the card you
just worked so hard to get in battle, you can replace it by repeating the task
by which you acquired it in the first place. So go ahead and use Wild Hemo-
Ji, just have enough Crimson Roc cards on hand to get a new one. Once you
have all 3 cards, return to the Monster Society and talk to the Chief. Take
your newly-acquired Flying Fire card to Lieza at her ranch, and have her
unlock its powers. Make sure that you've done all that you want to accomplish
in Forestamore before you give Lieza the final confirmation outside of her
house.
..............................................................................
-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+
NORTH SULARTO
-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+
..............................................................................
------------------------ -----------------------------------------
| TOWNS: Society Village | FIELD AREAS: Galecki Falls |
| Gislem | Ruined City |
------------------------ Sabi Wilds |
| Crash Site Secret Path |
-----------------------------------------
---------------
Galecki Falls
---------------
The team makes a crash landing and meets their first resident of North
Sularto. Next, you have to head to Society Village, just South of your
position. It's the only location on the region map that you can enter at this
point.
-----------------
Society Village
-----------------
There's a save point in the back of the village, which you can use at any
time. It will prove very useful before attempting synthesis a little later
on. Head to the item society first, to finish off your current job (it's the
middle building in the South row). Head into the Weapon Society as well for a
little scene with Cheryl. After that, your next destination is the town of
Gislem, just Southwest of Society Village.
--------
Gislem
--------
Take a look around town, then head to the Hunter's Guild in the Northeast
corner and cash in on the job that brought you to this armpit of a region.
There's only one other job currently available, and it will give you a chance
to explore the town in-depth.
*** Job 21: Gislem Census ***
*** Client: Gislem Guild ***
*** Reward: 200G, 8 Merits ***
You have to talk to every single person in town. A counter will appear in the
top left corner of the screen, and will keep a tally for you. Don't worry
about talking to the same person again, because it'll only count each
different person one time. Remember to talk to the people in the Hunter's
Guild, the upstairs room in the pub, the shop, the inn, the orphanage (which
was locked before but is open to you now), the academy, and the danger dome
area, past the derelict buses. You have to talk to the Hunter's Guild manager
also from over the counter, and including him, your total should be 31.
Finishing this job opens up 5 more.
*** Job 22: Help the Troubled Customer ***
*** Client: Innkeeper Nale ***
*** Reward: 240G, 6 Merits ***
Head to the inn and talk briefly with the innkeeper, then go into the first
room and speak to the woman inside. In an effort to get her spear back, go to
the Danger Dome next and talk to the man inside by the entrance to the arena.
You have a wager at least a half-decent item for him to put up his Silver
Sarissa in exhange, so don't offer just a Vigor Seed or anything like that.
An Amazing Herb will get the job done, or a decent weapon. Theo will fight
the Spear Hunter in a fairly easy one-on-one battle. Use healing items if you
get into trouble somehow. After the fight, you automatically return to the
woman in the inn, and you figure out that it's the wrong spear. Go to the pub
and ask around to find the real thief, then return to the Danger Dome once
more to fight for the real thing this time. The fight will be very similar to
the last, so use the same strategy. Afterwards, the job wraps up and you
receive the Silver Sarissa as part of your reward.
*** Job 23: Power Plant Chief's Crisis ***
*** Client: Plant Worker Melt ***
*** Reward: 320G, 9 Merits ***
Head to Society Village and enter the power plant behind the Societies. After
a conversation downstairs, head up the stairs on the left side and talk to the
chief in the blue suit. Some stuff happens, and then Alec ends up in a one-
on-one fight with a woman named Noye. It's a long fight, so keep Alec's HP
up. Remember that he can get counter-attacked too, so he might take two hits
before being able to heal on the next turn. After the fight, the job will run
to its completion, but leave questions still unanswered for now.
*** Job 24: Wilderness Monster Mashing ***
*** Client: Gislem Guild ***
*** Reward: 300G, 7 Merits ***
Go to Sabi Wilds (it's the patch of land near the Ruined City, if you're
having trouble finding it), and you'll run into your old friend Alba, who
challenges you to a contest, to see who's team can wipe out monsters in the
least number of turns. If you accept his offered handicap, then if you tie
with him, you win. Otherwise, you have to flat out beat his time to win. You
have to fight 4 Desert Devils and 2 Sidewinders within 3 or 4 turns, depending
on whether or not you accepted the handicap. To make it more challenging, the
monsters are fairly spread out, so you have to do the same with your party to
reach them all. Use a monster card to make it easier, and area magic to
finish it quickly. You have to beat Alba at his game to make the job a
success.
*** Job 25: Traveling Merchant's Tonic Test ***
*** Client: Shopowner Dorvan ***
*** Reward: 260G, 6 Merits ***
The client is waiting for you at Galecki Falls. It turns out that Dorvan has
a magical tonic that will imbue you with great power. It just hasn't been
tested yet. So take a swig and see the results... which are not good. Each
character will lose some HP and MP at the start of each turn, and the 4 PA-
200s that you fight aren't pushovers either. Use your stronger magics early,
while you still have enough MP, and don't let any one character get
surrounded. After you win, Dorval makes you a special offer in the spirit of
Ron Popiel. If you choose to buy, for 100 Goz you get a Steel Sword, Iron
Sword, Bronze Sword, Blunt Sword, Steel Spear, Iron Spear, Warped Spear, Steel
Scalpel, Iron Knife, Butcher Knife, and Apple Extract. Some of these are
useless, but others at least add to your stock for synthesis experiments.
*** Job 26: Escort to the Ruined City! ***
*** Client: Orphanage Child ***
*** Reward: 80G, 9 Merits ***
This job doesn't give you much Goz, but c'mon, it's orphans paying for it for
goodness's sake. Go to the orphanage, and you'll automatically be taken to
the Ruined City, where you fight off a Robber and a Ninja. Upon returning to
the orphanage, the team heads back outside, while the bad guys sneak in behind
you. You'd better choose to investigate. Repeat the last fight inside to
complete the job.
*** Job 27: Get a Valuable Synthesis Item ***
*** Client: Item Society Elnan ***
*** Reward: 270G, 8 Merits ***
Head back to the Item Society in Society village to start this one off. From
there, you get sent around to different locations on a hunt for the Tough
Alloy. First stop: Gislem pub. The bartender demands 100G for information
about the tough alloy's owner, then another 100G to tell where the owner is.
Pay twice to find out that you have to find Cheryl at the Danger Dome. Refuse
to pay the third time, and Alec will figure out on his own what's going on.
(Just going to the Danger Dome won't work until you've paid for the first 2
clues). Anyway, go to the Danger Dome to put a stop to an ambush, and fight 3
gang members. They can be a little tricky, so position yourself well. Gudan
tends to dodge attacks, too. After the fight, Cheryl gives you the alloy, and
the team wonders why she's so angst-ridden. Return to the Item Society to
complete the job, then go back to the Hunter's Guild to get some more.
*** Job 28: Clean up Galecki Falls ***
*** Client: Gislem Guild ***
*** Reward: 300G, 7 Merits ***
Head to Galecki Falls to engage in another encounter with the famed Rainbow
Bridge Gang. What's up with these guys? Anyway, the fight will be easier
than last time, since the gang members have the same stats, while you have
grown stronger. A quick fight and it's all over.
*** Job 29: Search for the Secret Fruit ***
*** Client: Lyor ***
*** Reward: 250G, 6 Merits ***
Go to the rear room in the inn to meet the client. You learn that there's a
fight waiting for you in Sabi Wilds, but you need to refrain from killing a
certain type of monster, one that is large. Speak to the men in the other
room at the inn to learn that the monster in question is also meandering and
long, more nimble than you think, and is hard to see in the forest. Go to
Sabi Wilds to fight an Earth Dragon, Sidewinder, Abyssar Gargoyle, and Dragoon
all together. Watch out for that Gargoyle's attacks, ouch! Anyway, let's
see... Green, large, can move far... I'd say the Earth Dragon's the one you
want to leave alone. So leave it for last, or you'll have to start over
again.
*** Job 30: Monster Invasion! ***
*** Client: Gislem Guild ***
*** Reward: 300G, 9 Merits ***
This job starts in the Gislem pub. Talk to the hunter at the far end of the
bar, then automatically head to Ruined City to fight a whopping 7 Stun Smogs.
I hope you have some status-restoring items, because they can paralyze and
poison you. After the fight, you automatically go to Galecki Falls to meet
your partner in this mission.
*** Job 31: Synthesis Tournament Partner ***
*** Client: Apprentice Portia ***
*** Reward: 280G, 7 Merits ***
Go to Society Village and talk to the girl just inside the gates, outside the
Item Society building. This is Portia, and you will be her partner for the
synthesis tournament. I hope you've done some synthesizing, so you at least
know the basics. You get the chance to cram before confirming going to the
tournament. After a brief encounter with... Spicy (?) you go to the contest.
There are 5 chests, each containing a different item for synthesis. After the
first pair tries their hand, your partner Portia will pick an item. You then
have to pick a second item that will make something useful when combined with
the first pick. The answer to the first round is available as one of the
synthesis hints at the Weapon Society: Steel Sword plus Shimmer Stone makes a
Silver Sword. Therefore, pick the Shimmer Stone as your item.
In the second round, you face off against Alba and Enea (man, this job is an
endless round of encounters with your lame nemeses). Anyway, Portia picks the
Shimmer Stone on her turn. You need to combine it with the Fur Cape to make
something useful (the other armor, Silver Main and Breastplate, were already
synthesized with the Shimmer Stone, and the Leather Vest won't make anything
with the Shimmer Stone). In the final round, Portia picks the synthesis item
Light Alloy. Ask her for a hint, and she'll tell you to pick the cheapest
item, which would be the mint. Combine them to make the Insomnia Card
accessory to win the tournament and complete the job.
*** Job 32: Bazaar Synthesis Item Sale ***
*** Client: Item Society ***
*** Reward: 270G, 6 Merits ***
Your first stop is the Item Society in Society Village, followed shortly
thereafter by the Weapon Society. From there, in search of Cheryl, head to
the Ruined City, where you help her out of a jam and join her in a fight
against the Academy, officially putting them on your enemies list.
Afterwards, enjoy a brief encounter with the mysterious man in black. Is this
a story job or what! Anyway, now the Secret Path is open to you. It's the
cave in the Southwest corner of this region, at the end of the road after
Gislem.
-------------
Secret Path
-------------
*Items Found: Vitality Fruit, Emblem of Lark, Life Fruit, Magnetic Belt,
Palo Nut X 2, Light Alloy, Recovery Tonic, Strength Nut,
Reco Pod, Magic Sprig, Silver Knife
*Monster Encounters: 2 Ghost, Phantom, 2 Paralyze Ooze; 2 Golem, Golem
Master; 2 Skeleton, 2 Ghost, Skull Warrior; 3 Golem,
Golem Master; 3 Golem Master, 2 Golem; 2 Golem,
2 Apprentice.
Progress through the series of rooms. Any battles will start as soon as you
reach the room, so feel free to plow through any other areas without fear.
Open the square stone boxes to receive treasures (you can open them during
battle by 'attacking' them, too). In the second room with a fight, against
the golems, there's a slightly hidden treasure box in the top right corner.
When you reach the Secret Path Center, obviously that's the half-way point
through the dungeon, so take heart. After one more fight, the following
hallway holds a healing point and a save point. Keep pushing through until
you emerge out the other side.
..............................................................................
-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+
SOUTH SULARTO
-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+
..............................................................................
------------------------ -----------------------------------------
| TOWNS: Testa | FIELD AREAS: Hell Plain |
| Pandira | South Wharf |
------------------------ Dongle Cape |
| Crash Site Secret Path |
| Battleship |
-----------------------------------------
-------
Testa
-------
Feel free to look around town, after a little intro to the town and its famed
Water Sphere. Now, who's that Tosh guy? Check out the bazaar for its many
vendors and items that you haven't previously seen for sale (see above). When
ready to continue, the societies are all North of the water fountain. Head to
the Item Society first. There, you find out that there's still a ways to go
for this job. Go talk to Tosh in the Northeast building. He will tell you
Ali's full name, 'Aliorihavelymasogarli'. Write it down (or just look at this
guide), then leave the town (there's an exit on the West side) and head a
little further South to Pandira.
---------
Pandira
---------
After an interesting encounter with a local denizen, head to Ali's shop on the
right side of town. Talk to him, then choose his correct name (once again,
Aliorihavelymasogarli) and agree to the price of 2500G for the Tem's Root
(it's not your money anyway). Head back to Testa, unless you want to take
this time to do some gambling (see the Casino section of this guide for more
details).
-------
Testa
-------
Return to the Item Society to synthesize a new item. Next, you automatically
go to the Weapon Society, and from there you have to find the Bazaar Control
Office. It's in the Southeast corner of town, directly up from the entrance
to the Bazaar. Talk to the guy at the counter on the left. Give him the Ray
Sword, then go once more to see Tosh. Finally, the job is complete. Your
next stop, once you gain control of your party once more, should be the
Hunter's Guild to cash in on your latest success and pick up some more jobs.
You may notice that job 33 seems to be missing. You can return to North
Sularto to do it now, if you wish. It'll still be there later if you want to
put it off.
- - - - - - - - - - - - - - - - - - - - - - - - - -
-----------------------
Back in North Sularto
-----------------------
*** Job 33: Another Power Plant Crisis ***
*** Client: Plant Worker Melt ***
*** Reward: 350G, 9 Merits ***
Take the job in Gislem, then head to the Society Village power plant once
more. Inside, the team splits up to guard the whole plant. Have Alec go
upstairs and talk to the chief. Alec fights Noye again. Equip a spear or
something if you don't want to get counterattacked. After that fight, there's
another with a gang of thugs, who hit pretty hard, so keep yourself healed and
take them out quickly. The denouement of this saga follows, so enjoy it, and
head back to South Sularto to do more jobs there when you're finished.
- - - - - - - - - - - - - - - - - - - - - - - - - -
*** Job 34: Bazaar Item Contest ***
*** Client: Testa Guild ***
*** Reward: 300G, 10 Merits ***
Accepting this job will start it right away. Oh, great, it's your old friend
Alba. The two of you automatically go to the bazaar, where the contest is
explained. You get an herb, and have up to 5 trades to get the best item
possible. Each merchant will only trade for particular items. The stands are
arranged roughly as follows: _________________________
| -2- |
The trades that each man will | -1- -3- -4- |
1: Herb for Memory Plant or | |
Power Jelly. | -5- -6- -7- |
2: Memory Plant for Iron Sword |_________________________|
or Butcher Knife.
3: Power Jelly for Bronze Dagger or Steel Sword.
4: Sword for Chain Vest.
5: Apple for Big Bomb.
6: Protector (meaning armor) for Silver Knife or Magic Apple.
7: Big Bomb for Silver Blade.
Logically, you would need to trade at #1 for either prize, then trade that in
for a sword from #2 or #3, then take the sword to #4 for the vest, then trade
that at #6 for the Magic Apple, then trade that for the Big Bomb at #5, then
finally get the Silver Blade, the most valuable item, from #7. However, that
is 6 trades, more than is allowed, and there's no obvious way around it. The
trick, though, is to use Alba's overconfidence against him. Talk to him after
making at least one trade, and he'll tell you that he'll trade a knife for a
"special item". Take him up on his offer. Trade your way up to either the
butcher knife or bronze dagger, then go to him to trade for... Apple Extract?
Oh well, apple is apple. Trade this for the Big Bomb at #5, then get the
Silver Blade at #7, and finish by talking to the contest administrator in the
middle of the bazaar.
*** Job 35: Crash Site Monster Bash ***
*** Client: Testa Guild ***
*** Reward: 300G, 7 Merits ***
Head for the Secret Path once accepting this job (note that, upon trying to
enter it, you can choose to go directly to North Sularto, thus bypassing the
dungeon now that you've already cleared it). At the entrance, you run into
Alba, again. The challenge is now to reach the center of the Secret Path as
quickly as possible and defeat the monster there. 'Quickly' means using as
few turns in battles as possible, in this case, in less than 8 turns total.
There are three fights along the way: 2 Paralyze Ooze, 2 Ghost, Phantom; 2
Skeleton, Skull Warrior 2 Ghost; 3 Skeleton, 2 Skull Warrior. Once you reach
the center of the site, assuming you have 7 turns total or less, then you
fight the last set of monsters, 3 Golems and a Golem Master. If you're having
trouble with this job, make sure Theo goes into it with some decent monster
cards to inflict widespread damage quickly.
*** Job 36: Discover the Charm's Power ***
*** Client: Traveling Merchants ***
*** Reward: 260G, 8 Merits ***
Make your way to Dongle Cape, at the Southern tip of this region, to start
this job. The charm that you tests out inadvertently removes your ability to
attack, so you have to fight 3 Armor Tortoises and 2 Crimson Rocs with just
your magic abilities. Hope you have some MP saved up! Lutz' Fatal Dagger
skill will come in handy, especially once the turtles use Shrinkage and lower
your attacks' effectiveness to 1 HP damage each.
*** Job 37: Make the Shop Prosper ***
*** Client: Shopkeeper Ali ***
*** Reward: 220G, 6 Merits ***
Head to Ali's shop in Pandira to start the job. You might want to save your
game in the inn down the road first. The team then stands outside and tries
to bring customers into the store, by having appropriate team members talk to
the people, depending on their situation. Each person needs the right person
or people to talk to them, and you can make one error before they walk away
for good. Your first mark is... Spicy? Have Cheryl, a girl, talk to him,
then Lutz, whose mind operates on the same level. Next up, a girl who's been
having man trouble, so don't send a man to see her. Send Theo for the cute
kid factor, then Cheryl to sympathize with her. For the third person, a
Hunter, send Theo, the polite young boy. That'll get him in without sending a
second person to talk to him. And last but not least, comes Lavender. Send
Alec to talk to her, and she'll head right in. After that, the job is
complete, even if nobody bought anything from the store.
*** Job 38: Catch the Bazaar Shoplifter! ***
*** Client: Bazaar Control ***
*** Reward: 300G, 7 Merits ***
This is another core story job that will erase all other jobs that are still
available or are unfinished, so wrap up whatever else you still want to do
before accepting it. Head to the Bazaar Control office once you have to begin
the mission. At the shop in question, Alec will hide until the thief comes,
then chase him. He tries to confuse you by dancing around with his identical
brother. Keep your eye on him as they move around. At one point, a picture
of an apple (which he stole) will flash over him to remind you in case you
lost track right away. When they stop in a line, you have to choose which guy
stole the apple. Choose correctly, and another man will be called in to make
it more difficult and they all run around again. This happens 4 times in
total, with 5 guys running around at the end. It may be randomized, but as
I'm writing this, is was the second guy from the left the first round, the
first guy from the left on the second round, and the third from the left the
third round, then finally the first from the left on the last round.
- - - - - - - - - - - - - - - - - - - - - - - - - -
Return to the Hunter's Guild and step outside again, after seeing that,
bizarrely, there are no new jobs for you to take. Once you leave, a chilling
scene ensues, and your next job becomes clear. It is made into a formal
request at the Guild, so take that job to continue on your merry way.
- - - - - - - - - - - - - - - - - - - - - - - - - -
*** Job 39: Bring Back the Water Sphere ***
*** Client: Tosh ***
*** Reward: 350G, 12 Merits ***
Upon accepting the job, the team tries to figure out where to go for
information. If you want Alec to look cool in front of his friends, have him
pick Gislem as the place to go first, but it won't affect the outcome of the
job if he doesn't know where to go, because the others will figure it out.
---------------
North Sularto
---------------
Once back in Gislem, check out the Hunter's Guild for another job related to
your current one. You can do it while job 39 is still going on.
- - - - - - - - - - - - - - - - - - - - - - - - - -
*** Job 40: Stop the Riot ***
*** Client: Tosh's Guard ***
*** Reward: 250G, 9 Merits ***
Accepting this job starts it automatically, so save your game before taking it
on if you're worried about failing it. You will automatically go to the North
entrance of the Secret Path. Head in to stop the crazy townsfolk from rioting
against the town guards. Break up the spat and stop the squad of monsters
that come marching in, composed of a Ghost and 2 Ogre Mages. After the fight,
you head back outside to see everyone kiss and make up. Job complete!
- - - - - - - - - - - - - - - - - - - - - - - - - -
Still working on job 39 now, head to the Academy building in the Southwest
corner of Gislem. Head into the back room and talk to the wannabe Academic
(Academian?) to learn that the bad guys are holed up in the crashed battleship
back in South Sularto. Return to Testa and tell Tosh the news in his home.
He'll join you for the next stage of your quest.
------------
Battleship
------------
*Items Found: Tough Alloy X 3, Swift Armlet, Rad's Reagent X 3,
Light Alloy, Palo Nut X 2, Life Nut X 2, Green Talisman,
Magic Power Nut, Emblem of Lark, Magic Sprig,
Yellow Talisman, Violet Fruit, Magic Armlet
*Monster Encounters: 2 Academy 1 Fighter; Academy Spec Ops, 2 Academy 1
Fighter; 2 Shotgun Trap, 2 Cannon Trap; 3 Gunner
Pod; 2 Gunner Pod; 3 Interceptor.
It's in the Northeast corner of the South Sularto Region. Enter in the large
intact section on the right. Grab the treasure from the metal box inside and
head into the facility through the door on the left. Go down the long
hallway, past the first locked door for now, and enter the second door for
your first fight.
- - - - - - - - - - - - - - - - - - - - - - - - - -
Now that you have more than 4 party members, you have to make choices about
who to bring into battle. If you have Load party set to 'Auto' in the options
menu, pressing triangle at the party confirmation screen will let you change
your configuration. Give Tosh a try, but you might decide to just keep all of
your original members in your main fighting force, so that they'll get the
benefit of all the experience that Tosh would otherwise absorb and then
eventually leave the party with.
- - - - - - - - - - - - - - - - - - - - - - - - - -
After the fight, check all corners of the hangar for treasure chests, and exit
through the bottom right door. In the new hallway, skip the first door and go
to the end to enter a computer room. Examine the green-lit terminal to flip a
switch that will unlock the door back in the first hallway. Go back to that
door and enter it, then go down to the torpedo bay for another small fight.
Go right from there to another computer room, and use the lit terminal to
unlock door #4, wherever that is. Finally, go back through the hangar to the
second hallway, and enter the door in the middle of it this time. This will
lead you downstairs to a crossroads. From there, head right to another
computer room to open door lock #2, go back to the crossroads, and head
through the left door, which is now open to you. Head down the stairs to a
new level.
Going left from the bottom of the stairs will bring you to an engine room and
another encounter. Past that room is another computer to unlock door #3. Go
back to the crossroads and go right to yet another computer room, but it is
useless. Go back upstairs to the previous crossroads and enter the bottom
door, which is now unlocked. Go down the hall and downstairs to the next
floor, then follow the path to reach another straight hallway, shorter than
previous ones. Enter the door just ahead for some treasure, then go up the
stairs beside this room and up once more.
Watch the scene unfold as Shu's true colors come shining through. Once you
trade Tosh for him in your party, head down the new hall in pursuit of that
big guy with the lance. At the first door, you can go in for a rest and save
point. Continue on to the end of the hall and up the stairs when you're done.
On the upper deck, fight some gun trap-type enemies, then head down the stairs
on the right side to continue into the battleship, in search of more info on
the Academy.
Inside again, you find an electrified floor, which you can't cross. Enter the
other door down hear and go downstairs. Enter the first door to find a
computer that will turn off the floor trap. Go back upstairs and cross the
now-safe floor to find a door that requires a passcode, and another past it
that doesn't. Go through the latter and up to the top of the ship again for
another encounter, then head down the left stairs from the deck and enter the
room below to learn passcode 2: 3121. Now, go back downstairs and go past the
room where you deactivated the floor trap. Enter the next door to find the
ship's lounge and some Gunner Pods. Go out the door on the left side when
you're done fighting them. Enter the room on the left of the crossroads and
use the computer to get Passcode 1: 9871. Now, note that there are still
stairs to go up at the top of this crossroads, and go back to the first floor
trap to reach the passcode door and enter your code. All that work, just to
get Passcode 3, which is 1192. Now retrace your steps downstairs, through the
lounge/bar, then down the stairs at the crossroads. Go to the code-locked
door and enter passcode 2 (remember? It's 3121) to gain entry, then turn off
the local floor trap at the computer inside. Cross the deactivated trap floor
and enter the final code, passcode 3 (1192) to enter the room. Enter the
first door you reach for another rest and save point.
Leave the save room and go up the stairs on the left. Enter the next door,
and some familiar ominous music will start up...
__________________
____/ BOSS: Chaos Arms \____________________________________________________
| |
| HP: ~650 |
| Attacks: Chaos Arms Cannon - summons 2 more Crustaceans to fight. |
| Whupass Beam - suck all party members and Crustaceans to center |
| of field and devastate them all with a laser beam.|
| High Orbit Explosives - Fires missiles to rain on enemies |
| standing 3 spaces or closer. |
| Chain Gun Sweeping Fire - machine guns fire at all enemies |
| standing nearby (3 spaces or less). |
| |
| Crustaceans |
| Lv. 13 |
| HP 65 MP 40 |
| Atk 71 Def 23 Move 5 |
| Items: nothing |
| Special attacks: Fireball (R2 ahead, F1; MP 16) |
| -spit napalm to burn enemies. |
----------------------------------------------------------------------------
This first boss has several attacks that hit any and all characters standing
close to him, causing widespread damage. If you stay back, though, you can't
attack him effectively, and he'll just send more Crustaceans out for you to
deal with. The easiest method is to have 2-3 characters in close enough to
fight him, while keeping Alec back to heal them as needed. Note that you can
hit him anywhere on his large body, it all counts as the same target.
Head outside once your battle is over, and return to Testa to report to Tosh.
Job complete! You can now pick up some more at the Hunter's Guild.
- - - - - - - - - - - - - - - - - - - - - - - - - -
There is another job available in North Sularto, so head to Gislem if you're
trying to complete them all.
*** Job 41: Friends for Danny ***
*** Client: Kulara ***
*** Reward: 100G, 6 Merits ***
Head to the Orphanage to talk to Kulara, then head into the back room to see
what Damien, er, Danny is up to. I don't know if it matters what response you
make to him, but I chose the first one the last time I played. Anyway, head
to the inn and talk to the boy's previous foster parents in the second room.
Next, you head to the Ruined City and fight off a Ninja and Robber. After
that, just sit through some long conversations until the job is over.
- - - - - - - - - - - - - - - - - - - - - - - - - -
*** Job 42: A Request from Tosh ***
*** Client: Tosh ***
*** Reward: 320G, 9 Merits ***
Head to Tosh's manor to talk with him, then start discussions with the
townsfolk, especially in the Inn, the Pub, and the Societies. Talk to them
all, and a pattern will emerge: the man in question, supposedly the lead guard
of the town, will visit the Item Society, then the Pub, then the Monster
Society, then the Weapon Society, then the Inn. Once you've talked to the
people in all of these places, return to Tosh's manor to speak with him.
He'll join you as you go to these places again, in search of the mysterious
man. Go to the buildings in the order just listed (Item, Pub, Monster,
Weapon, Inn) until you hear that the man just left. If you just follow to the
next place, he'll have just left from there again, so skip ahead one to catch
him in the act. For example, if he just left the Pub for the Monster Society,
head to the Weapon Society, since that's where he'll go after the Monster
Society. Once you catch him, Tosh will come in and he'll run away. You now
have to find him in town. He's hiding in the pen in the Southwest corner of
town. Next, you automatically go to the Hell Plain to confront him. Fight
his guard of 3 Fighters, then have Alec urge Tosh to forgive the man this time
to complete the job.
*** Job 43: Gislem Gift Courier ***
*** Client: Testa Guild ***
*** Reward: 300G, 7 Merits ***
Enter the Secret Path from the South Sularto side to begin. You have to go
through the Secret Path and recover items along the way. Ultimately, you're
looking for a pair of matched opposite rare items. Go through the dungeon,
looking for sparkles along the ground indicating dropped items. (Note: there
won't be any in rooms where you fight monsters). There's one in the corner in
the hall after the room with the first fight. In the next hallway, after
passing an empty room, there's another item in the corner where you come in.
After the next fight, there's another item near the entrance to the next
hallway, and the fourth item is in the same hall, near the save and heal
points.
Next, find three things in the center room of the path: in the bottom left
corner of the center room, along the left wall, and near the top right corner.
In the following room, you fight some new monsters, Wonderful Hemo-jis, along
with some Skeletons. In the next hall, there's another item by the door at
the far end, and it's the final item. Since you now have the Light and Dark
Fragment, among other goods, you go to the shop in Gislem, where both
shopkeepers are waiting. The job is complete, and you can now buy a Dark
Fragment in the Gislem shop, and a Light Fragment at the stand in Testa.
Note: Look for the God's Nectar Fruit in a new treasure chest, in the room
where you fight the Hemo-jis.
*** Job 44: Chase the Gang Away ***
*** Client: Testa Guild ***
*** Reward: 300G, 7 Merits ***
Enter South Wharf to do this job. Let's see now, a gang, a body of water, now
who could it be? Listen to the leader's story, then fight the gang. It gets
easier each time, since their stats remain the same throughout the game.
Anyway, win the fight to finish the job and leave.
*** Job 45: Take Information to the Library ***
*** Client: Society Village ***
*** Reward: 270G, 9 Merits ***
This is the job you've been waiting for to take you away from this land.
First, go to North Sularto again and visit Society Village. You have to go
into each of the three societies to collect their data. Once you have them
all, head to the South Wharf in South Sularto. There, you have to face 3
Cassowary and 3 Bomber Flies before boarding the ship. You get a final chance
to confirm boarding, in case you still have some business in the current
lands. If not, then hop aboard, and away you sail to Jiharta.
..............................................................................
-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+
JIHARTA
-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+
..............................................................................
------------------------ -----------------------------------------
| TOWNS: Paysus | FIELD AREAS: Roma Lake Shore |
| Rusaht | Romastor River |
| Amaidar Temple | Mt. Amaidar Path |
------------------------ Kaoyan Forest |
| Jiharta Dock |
-----------------------------------------
You can go shopping and visit the inn in Rusaht if you like, but your main
destination is Paysus, the large city in the South.
--------
Paysus
--------
After a brief encounter on the street, head to the library, in the bottom left
corner of town. Just walk inside and Alec'll hand over the data, declaring
the job complete. On your way out to see what's going on at the Hunter's
Guild, a robed woman stops you and plies her fortunes. Head into the Guild
just to the right to see what's what. Take the one available job to join the
commotion.
*** Job 46: All Hunters, Find Tikva! ***
*** Client: Paysus Guild ***
*** Reward: 200G, 10 Merits ***
After hearing the details of the job, head to Tikva's house in the very top-
right corner of town. Talk to the boss, then leave town and head to Amaidar
Temple, the large cone-shaped structure to the North.
----------------
Amaidar Temple
----------------
...okay, so that was a pretty brief visit. On to...
--------
Rusaht
--------
Head into the Spell Institute, the building in the back of town. Your
conversations lead to Marsia, the Institute's star pupil, joining the team in
their investigation.
----------------
Amaidar Temple
----------------
Back once more, this time you actually gain entry, and you speak with Iga and
other monks about what happened. Armed with your new information, return to
Rusaht to continue your research.
--------
Rusaht
--------
It's Tikva in the flesh, and it's no contest who wins this round. You do find
out some more information about his activities, so go back to the Guild in
Paysus and report what you've learned so far.
--------
Paysus
--------
Go to the Guild first, then head out to talk to more townspeople to see if
they've seen the Academy scientists. The key is to enter the library and talk
to the kid with the coke-bottle glasses inside. His information sends you
next to the Romastor River.
----------------
Romastor River
----------------
It's located in the West of this region. Head to the point where the land
sticks out in a point, and slightly North to touch the riverbank. You can now
enter this area. Do so to watch a short cinema introducing... The Professor!
(But where's Maryanne? You know, Gilligan's Island... ah, never mind).
Eventually, the team intervenes, and you must fight Galdo, that giant spear-
and shield-carrying freak.
_____________
____/ BOSS: Galdo \_________________________________________________________
| |
| HP: ~200 |
| Attacks: Agility Bellow - raise own agility for duration of fight |
| Wild Shout - raise own attack power for duration of fight |
| Break Slide - Send out damaging shockwaves all around (R0, F3) |
----------------------------------------------------------------------------
This fight doesn't take much strategy, just keep your characters healed. When
all is said and done, return to Paysus and report the job complete at the
Hunter's Guild. And now that you're done the whirlwind tour of the region,
start taking on the new jobs that come up, now that the Guild is open for
business once more.
*** Job 47: Finger the Page Pilferer! ***
*** Client: Library Manager ***
*** Reward: 300G, 8 Merits ***
If you were paying attention during the last job, you should have a clue who
the culprit is as soon as you hear what the book in question is. After
hearing the Manager's speech, the team heads upstairs. Talk to each of the
five people there to hear their story. Head downstairs once you've heard from
them, don't worry much about the details of their stories, who saw who and
what not (by the way, you should have a pretty solid idea who it is by now.
If you need a hint, it wasn't in the people's stories of when they arrived and
left the library, it was in other things they said). Go back downstairs and
answer the head librarian in the quasi-affirmative. The team will try to act
out each suspect's activities. They narrow it down to three that you have to
put in order of when they came to the library. Don't worry too much about
Theo's position, as long as the others are happy with their positions.
Anyway, talk to the manager and say you've figured it out to bring the
suspects down, unless you need to rearrange the team again. Talk to Yonan and
accuse him of being the thief to bring the whole story into light. Boy, are
they ever soft on crime in this town.
*** Job 48: Drive Lakeshore Bandits Away! ***
*** Client: Paysus Guild ***
*** Reward: 400G, 8 Merits ***
Go to Roma Lake Shore to face... guess who? They've got a new member now,
though, and she's a little tougher, but you can still handle her, especially
since you should be able to wipe out the rest of the gang with barely a
passing glance.
*** Job 49: Find the Pet Dog ***
*** Client: Goose ***
*** Reward: 500G, 6 Merits ***
You may want to save before picking up this job, because there's a series of
fights in it without a break in between. You should also equip as many
characters with an Emblem of Lark as possible, because many of the monsters
you will face can paralyze you. When you've taken the job, enter the pub/inn
in the top left corner of town, and you'll automatically talk to Goose. In
the search for his little lost pup, you go first to Romastor River, where you
fight off 2 Myconids and 2 Alraunes. Next stop, Mt. Amaidar Path, where you
must take on 3 Shuternelles and 2 Crystal Gargoyles. And now to Kaoyan
Forest, where a whole slew of plant-types come out to play. Fight off the 4
Alraunes and 2 Pen-Pen Plants. After that, still no dog, so the team returns
to the inn to find him waiting there. What a hoot.
*** Job 50: Retrieve the Scroll of Truth ***
*** Client: Spell Institute ***
*** Reward: 360G, 9 Merits ***
Go to Rusaht and enter the Spell Institute. You can find the head in the side
room. You automatically travel to the peak of Mt. Amaidar next, and meet the
Earth Wizard. You must answer his questions to receive the scroll. I think
you can answer whatever you like (I picked Sun, Atlas, and mountains, and
completed the job, so if you're worried, just repeat after me). Now, the
fight begins. As you've been told repeatedly, don't kill the last monster
until you've opened the last chest (just examine the chests in battle to open
them). There are 5 chests, 3 Wild Hemo-jis, and 2 Maneaters. The only way to
screw it up, other than abject idiocy or inattention, would be if Alec
counterattacks too much and inadvertently kills the monsters. To avoid this,
equip him with anything other than a sword. Send a character toward the
bottom left to get the farthest chest there, and pick up the rest at your
leisure. Finish off the baddies once all the chests are opened to complete
the test. After a little teleportation and short conversation, it finishes
the job, too, with you 5 talismans richer.
*** Job 51: Collect Historical Information ***
*** Client: Library Manager ***
*** Reward: 410G, 10 Merits ***
Make sure you don't have any other jobs still on the go before accepting this
one, then head to the Library and talk to the manager behind the desk on the
first floor. He wants you to talk to Harzan at Amaidar Temple and Salubari at
the Spell Institute. Do these in any order, and you can talk to the common
folk along the way for little tidbits. In searching for Salubari after
visiting the Spell Institute you go to Roma Lake Shore, where you encounter 3
Maneaters and 2 Dragoons (shock! a fight!). Afterwards, you get the
information you need. Head to Amaidar Temple next, where you square off
against a group of monks. After the fight, talk to them all and then head
out. Return to the library and talk to the manager again to finish the job.
He'll ask you if you've talked to enough people. Make sure to talk to
everyone around, upstairs in the library, walking around the towns, in the
Guild and Societies, and in the Rusaht institute and cafeteria, just to be
safe. The more people you talk to before confirming the job finished, the
more information will show up in the history books. You do not, however, have
to talk to absolutely every person for the job to be considered a success.
The books will appear once you leave and re-enter the library after finishing
the job. They'll be in the top right stacks on the first floor. Exactly what
is in the books will depend on who you talked to.
*** Job 52: Investigate the Spooky Sounds! ***
*** Client: Vicky & Ellie ***
*** Reward: 360G, 8 Merits ***
Go to the house in the top right corner of town and talk to the women standing
in front of the door. They appear to be Marsia's neighbours, and they share
an obsession with cleaning other people's houses. You enter the house, and
eventually hear about a legend regarding weapon synthesis. Next, read all of
the books in the room. There are two on each of the three shelves, in the
left and right spots in front of each shelf. Put together the hints, then
talk to Marsia. When she asks who might have the object, choose Hemo-ji, then
choose the Mt. Amaidar Peak for the location of the Shining Hemo-ji. When the
fight starts, it turns out that it's actually called a King Hemo-ji, and you
fight it along with 3 Wild Hemo-jis. Defeat them all to receive Inferno
Powder. The team automatically travels to the Weapon Society back in Paysus,
and after some drama, combines the powder with the Assault Gun and Light Alloy
that are already there. The result is kept at the Society as a tribute, but
at least you know the recipe, so you can make another Shotgun yourself if you
want. The investigation is complete and so is another long-winded job.
*** Job 53: Help Sania Break the Cycle ***
*** Client: Fortune Teller Sania ***
*** Reward: 300G, 8 Merits ***
Speak to Sania in the pub to learn more about her problem. You'll follow the
guy in question to Roma Lake Shore automatically and eavesdrop on his date.
When you get the chance, choose to wait while they fight some more, then stay
silent to give Yan time to figure out what to do. Tell him that he's on his
own when he asks for help too, no matter how cruel it seems. It's not like
the game would ever let another character be killed by monsters anyway.
*** Job 54: Traveling Duo's Great Discovery ***
*** Client: Alban & Lumina ***
*** Reward: 340G, 6 Merits ***
You have to start this job immediately upon accepting it. You'll meet the
traveling salespeople at the top of Mt. Amaidar. They make you stand over a
buried item, ostensibly to enhance your weapons, but it ends up removing all
of your special abilities. You then fight 4 Maneaters and a Wild Hemo-ji with
only your normal attacks, which shouldn't be difficult. Afterwards, to make
up for their mistake, the duo give you a synthesis hint and a Dryad card.
*** Job 55: Trainee Monk's Romance Trouble ***
*** Client: Nana ***
*** Reward: 340G, 7 Merits ***
Go to Mt. Amaidar Path on the field map once you've accepted this job. After
talking to Nana, who sounds a little obsessed, talk to Kurt in the back of the
training area at the peak of the mountain (he's the one without a mask). You
come up with the plan of sneaking him past the guards by talking the them to
distract them before they see Kurt walking by. You get 5 tries, and you might
need them all, because it's kind of tricky. Talk to any guard that's getting
close to Kurt as he wanders about kind of aimlessly. You'll talk to a guard
three times as Kurt moves around, then the conversation will end. You can
finish it slightly earlier by pressing the triangle button. Try the guard in
the top left corner first, then in the top right as soon as possible, then the
same guard again. Finally, talk to any lower guard as Kurt sneaks out the
bottom. It's not over yet, though! You have to do it again at the mountain
base. It gets harder, because stupid Kurt tends to walk himself into a
corner. He's really not helping much. The best way is for him to walk across
the top to the left, down the side, then back right along the bottom to the
exit planks. While he's crossing the bottom toward the middle, run right and
distract the guard over there. Finally, since he's too stupid to leave on his
own, talk Kurt into actually crossing the planks to leave. This guy should
never be a monk.
Anyway, after the escape, you go to Romastor River where the lovers are
reunited. But Alba and his gang show up, and their job is to haul Kurt back.
Block them and fight them (finally, you get to really show Alba up).
Afterwards, Iga shows up to straighten everything out, and the job is
complete.
*** Job 56: Archmonk Iga's Special Delivery ***
*** Client: Iga ***
*** Reward: 500G, 10 Merits ***
Go to Amaidar Temple to receive a letter. You can now travel to another new
land to deliver it to someone named Leshalt. Go next to the Jiharta Docks,
where you arrived in this fair land, and board the boat at the end by talking
to the captain in front of it. Away you go...
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-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+-=-+
PARUTE
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..............................................................................
------------------------- ----------------------------------------
| TOWNS: Paltos | FIELD AREAS: Tolarka Castle Ruins |
| Mountain Retreat | Dartanelle Beach |
------------------------- Parute Desert |
| Cariote Cave |
----------------------------------------
Head to the town near the beach where you land.
--------
Paltos
--------
Inside, head into the Arena to see what the big fuss is. Head right up the
middle hall to the arena proper. After the scene that transpires, go to the
Item Society. It's just to the right of the path to the Arena. Note the lift
to the basement inside on the left side of the room. Anyway, talking to the
guy from the Arena, you learn that Leshalt lives in a retreat immediately
South of town. Leave the town and head there next. It's the little circle
literally just South of Paltos.
------------------
Mountain Retreat
------------------
Enter the house to meet your target. In the middle of your conversation, you
will be rudely interrupted by the arrival of Velhart. The job is completed
without any difficulty, but of course it was all set up just to get you to a
new region and to initiate a slew of new jobs at the Guild anyway. On your
way out, there's another brief encounter with Velhart, but then you're a free
man once more. Head to the Hunter's Guild in the top right corner of Paltos
to pick up some brand spanking new jobs. Some of them are challenging, so
save your game before you embark on this new stage of your journey.
*** Job 57: Decode the Mysterious Memo ***
*** Client: Paltos Guild ***
*** Reward: 500G, 9 Merits ***
Go to the Paltos Pub (directly below the Hunter's Guild) and talk to the
Hunter standing at the end of the bar. I'll reprint the memo here, so you can
examine it at your leisure:
"Run away from all this... I tell this to you. There is no other way.
Understand that you have no other choice, my dear.
I can stand idly by no longer.
No one should make you change course. Run!"
Make any sense of it yet? If not, try reading down the first letter of each
line. Obviously, your choice of location should be the Tolarka Ruins. Head
there at once. You face off against 3 Intruders, the Academy's newest
mechanical guards. After the fight, when asked to explain the clue, choose
"Run away", the only item on the list that is the beginning of one of the
lines. With all that taken care of, the job is a success.
*** Job 58: Stop Illegal Monster Card Buying ***
*** Client: Monster Society ***
*** Reward: 450G, 8 Merits ***
Head to the Monster Society, then talk to some folks to learn where to find
the dandy in question. You can just talk to the man trading cards in the
Society a couple of times to get the tip that he's at the Inn. Head there,
and Theo will unleash his plan. The team gets drawn to the Tolarka Ruins
automatically, where they fight 3 Ogre Mages (should be a cinch). The rich
guy then has a slight change of heart, but not enough to satisfy your little
group of communists. So the fighting approach is adopted once more, evidently
the last resort of all capitalists. This time, though, you get 4 Ogre Mages
and an Ogre Lord to take down. Finally, the capitalist repents, and this
parable is brought to a close.
*** Job 59: Monster Extermination in Tolarka ***
*** Client: Paltos Guild ***
*** Reward: 500G, 7 Merits ***
Accept the job to start it right away. After meeting with the other hunters,
you go to Tolarka Ruins automatically, and eventually face 2 Doommongers and 3
Cobras. Afterwards, it's 3 Crypt Rats, 2 Cobras and a Sidewinder. Drama
unfolds afterwards, as Alba takes down one last rat, but the Red Death rises
and strikes down Enea. The team learns the story behind this sad event, and
the job is complete, but man, what a downer.
*** Job 60: Command a Monster Hunter Team! ***
*** Client: Paltos Guild ***
*** Reward: 500G, 9 Merits ***
Now you're in for the big time leadership-type jobs, so don't screw it up!
You need to coordinate offensives in 3 areas, each with monsters of varying
strengths. From easiest to hardest, these are:
Parute Desert >> Tolarka Ruins >> Dartanelle Beach.
You then have to divide 6 Hunters into 3 teams of two, based on their
individual strength. Talk to them each in turn to get an idea of how powerful
they are. Generally, take what they say at face value, regardless of whatever
attitude they might show. For example, the first guy on the left is
egotistical, but genuinely strong. From left to right again, here are brief
descriptions:
1 - strong; 2 - not much experience; 3 - not much experience, uses a rifle;
4 - beginner; 5 - strong; 6 - average.
Talk to the Guild clerk when you're done checking them out, then pick two for
Dartanelle beach by talking to them again. You want to send the two strongest
ones there, so pick #1 and #5. Talk to the Guild clerk again, then send #3
and #6 to the Ruins, since they're of medium ability (#3 seems to be slightly
more powerful than #2, based on their descriptions of themselves), then send
#2 and #4 to the desert, as they're the weakest of the bunch. You can change
your mind if you're not sure you got it all set up right. The team then heads
out to see how everyone is doing. The first two sites should be fine, if you
selected your teams as I indicated. At the third location, Parute Desert, it
seems that your intelligence was a bit faulty. The team you sent in didn't
have any trouble initially, but there are some strong monsters here after all,
and it's up to you to take them out now. Fight the 2 Dragons and the Copper
Dragon. Afterwards, you return to the guild. If you had made any different
choices for your attack teams, you would have had to fight yourself in one of
the other two locations, and the job would be rated incomplete, despite
everyone's kudos for you. If you assigned the teams perfectly, it's a
complete success.
*** Job 61: Help with the Tournament Prep ***
*** Client: Tournament Committee ***
*** Reward: 450G, 10 Merits ***
Head to Gruga's house after accepting this job, in the bottom left corner of
town. After learning of your rank and meeting other hunters, he doles out
some jobs. Yours is to guard Rochefort Manor, which he takes you to right
away. You meet Anrietta Rochefort and her tireless butler. After a while,
the Academy forces bust in, and you must take them down. It's 2 Academy 1
Fighters and 2 Academy Spec Ops, and they will be easy targets at this point,
since your area attacks should be able to hit all of them at once. Anyway,
even after the job is declared complete, you have to wait as the team goes and
talks to Leshalt about what just happened before you regain control. He'll
talk about putting in a Guild request. But if you re-enter the cabin
immediately after leaving and talk to him, he'll say he already did it. That
is one seriously fast man.
*** Job 62: Help Hunter Back from Darkside ***
*** Client: Pepper ***
*** Reward: 400G, 7 Merits ***
Go next door to the inn, and enter the first room beside the check-in counter.
Pepper will be waiting inside. Go to the pub after speaking with him, and
you'll encounter Gengal. Say anything you want to him, he'll reject you and
walk outside, then get attacked by his boss's goons. Back in Pepper's room,
choose to enter the Black Tournament yourself to protect Gengal. Head to
Tolarka Ruins to join the party. Talk to the boss on the left upper side of
the area. For the Chaos Round, Alec must choose one of the finalists to
fight. Whichever it is, you will then fight the other one. After that,
there's a staged fight with Gengal, and then the real battle begins, against
the evil source of this twisted competition. Defeat the Illusionist and 2
Presdigitators.
*** Job 63: Scout the Site of a New Inn! ***
*** Client: Shillena ***
*** Reward: 440G, 6 Merits ***
Go to Tolarka Castle Ruins after accepting this job to get it started. You
test out a tonic meant to repel monsters, but end up fighting 3 Crypt Rats and
3 Doommongers instead, quickly followed by 3 Crypt Rats and 2 Cobras, followed
yet again by 3 Cobras and 2 Doommongers. Finally, the tonic wears off, and
Shillena thanks you for your help. Now, if only a job were ever complete like
when Lutz called it earlier in this job.
*** Job 64: Safeguard the Tournament Prize ***
*** Client: Leshalt ***
*** Reward: 450G, 11 Merits ***
Leave town and go South to the Mountain Retreat. Your job, as assigned by
Leshalt, is to win the Brilliant Goddess Statue in the Arena Tournament, and
deliver it to the basement of the Paltos Item Society. Return to Paltos and
enter the arena, then head to the waiting room on the left once Gruga
registers you. Once the tournament begins, Alec will fight a series of
opponents, beginning each round fully healed. Your first match is with
Leegle, then with Shadow, and finally you go up against Velhart for the title.
Then... what a poor loser! Anyway, follow the bad guys to the Parute Desert
and past it. Walk across the bottom of this region and go up to the grey
rectangular structure on the left side. Once the words 'Secret Academy Base'
pop up, enter it.
---------------------
Secret Academy Base
---------------------
*Items Found: Magic Sprig, Reco Pod, Vitality Fruit, Magic Power Nut,
Strength Nut, Palo Nut, Inferno Powder, Mysterious Ore
*Monster Encounters: various combinations of Academy 1 Fighters, Academy
Spec Ops, and Intruders.
Once inside, head through the antechamber to the first hallway. If you head
straight up the middle, after the large storage room, you'll reach a save
point and a locked door, meaning that this path doesn't go anywhere else at
this time. Go back out to the original hallway and take the right branch.
After fighting through the first room you come to, you can take 2 exits,
through the door on the left or the stairs on the right. The door on the left
leads down to the basement. Fight your way down there to reach a room with
another 2 exits, one on top and one on the bottom wall. The top door leads to
a storeroom with some treasure, and that's all, so you have to go back out
into the previous room and fight again. Head out the bottom door next. In
the basement hallway, the middle door is locked, so head up the stairs on the
left side.
After one more fight, you go up more stairs, placing you on the second floor.
The other door beside the one you just came through leads back down to the
first floor hallway where it all began. Go through the door in the lower wall
at the right end instead, then through the middle door in the new hallway you
find yourself in. In there, use the computer terminal to turn off the lock to
the subcontrol room. Once you do that, go back down either side to return to
the basement and enter the door in the middle of the hallway that was
previously locked. In there, collect the treasure and use the computer
terminal to unlock to door by the save point upstairs. Return upstairs and up
the middle of the entrance hallway. Enter the door past the save point to
watch the drama unfold, then pursue your prey into a warehouse, where a new
mechanical obstacle awaits.
_____________________
____/ BOSS: Steingraf X 2 \_________________________________________________
| |
| HP: ~500 each |
| Attacks: Gatling Barrage - fire on foes in single line across room. |
| Short Cannon - fire missiles that rain down on nearby foes. |
| Frenzy Laser - massive laser cannon pounds enemies in wide |
| swath. Used when one Steingraf is destroyed. |
----------------------------------------------------------------------------
Head to the Item Society back in Paltos when you regain control, and deposit
the Aura Stone into their safekeeping. With a new ally in tow, return to the
Guild for a little surprise...
- - - - - - - - - - - - - - - - - - - - - - - - - -
Welcome to the true purpose of the Hunter's Guild! Once you accept the new,
weighty job, you will embark on a new stage in your journey. You may notice,
too, that this job, which is the only one available, is #69, while the last
one you did was #64. No worries! Simply accept the job, then look at
available jobs again, and #65-68 will magically appear. Please do them now,
before you head to Cariote Cave, if you are trying to complete every job in
the game.
- - - - - - - - - - - - - - - - - - - - - - - - - -
*** Job 65: Make Dartanelle Beach Safe Again ***
*** Client: Paltos Guild ***
*** Reward: 500G, 7 Merits ***
Beach... bandits... oh no. It couldn't be. Sigh. Oh well, what can you do,
but face the Rainbow Bridge Gang once more. Except, now they're the Saucy
Love Thieves? Regardless, it's an easy fight, but a difficult thing to watch
overall.
*** Job 66: Crisis at the Rochefort Manor ***
*** Client: Anrietta ***
*** Reward: 800G, 7 Merits ***
Head to the Rochefort manor in the top left corner of town. Talk to your
client to find out, eventually, that your job is to... catch a cat? Simply
walk to it, and it'll run away. Keep following it until you force it into the
corner behind the chair, at the edge of the bookcase. But of course, you have
to do it again, this time in the entrance hall. Force Mew into a corner by
the pillars on the side of the room. On the third round, in Anrietta's room,
push the cat into the space between Anrietta and her stool at the foot of the
bed, or between the desk and the plant in the same corner of the room. After
this third catch, the 'job' is complete.
*** Job 67: Gruga's Surveillance Request ***
*** Client: Gruga ***
*** Reward: 450G, 10 Merits ***
Head to Gruga's home in the bottom left corner of town. He tells you that he
wants you to spy on his daughter. Follow her to the Museum of Heroes next
door and listen in on her conversation. As your team deduces, you need to go
to Dartanelle Beach next to keep an eye on her. You have to fight off a small
gang of rogues who don't really pose a challenge.
*** Job 68: Catch Mamaman's Depression ***
*** Client: Catch Mamaman ***
*** Reward: 440G, 6 Merits ***
No, his depression isn't contagious, his name is just Catch. Since you're
going to the inn for this one, you might as well save your game before you
talk to him at the bottom of the stairs. Anyway, the conversation continues
upstairs, and the team presents Catch with ideas inspire him once more.
Cheryl's idea is the one that sparks, so choose the others to present theirs
if you want to hear them. The winning idea is... Love Pair Battles! Now you
have to match up warriors to make a male-female pair. Talk to each person to
get a sense of their abilities and preferences in a potential partner. Talk
to them all as many times as you need to get a good idea of who would make the
best pair. It turns out that Zenden loves to do all the fighting, and wants a
healer to back him, while Pamela is a healer, and wants to let someone else do
all the fighting. Not only that, but spears turn her on. So Pamela and
Zenden it is! Go to Catch on the balcony and tell him you're ready. You get
another chance to make sure you know what you're talking about, then tell
Catch the names you picked (again, Pamela and Zenden).
And then, of course, you need a pair of opponents, built from your own team,
to fight against them. Pick the most attractive couple, which is obviously
Alec and Marsia (actually, the pair you pick probably doesn't matter. I've
also done Alec and Cheryl, and Lutz and Cheryl, and they all worked out fine).
They'll also balance nicely against the Spear Hunter and Healer you already
selected. Head into the Arena and talk to Catch to initiate the big event.
Fight the pair you selected. To make the job fully complete, you have to win
the fight, even though the outcome for the client should be the same either
way. It's just your personal pride at stake, I guess.
*** Job 69: Search Academy HQ! ***
*** Client: Guildmaster ***
*** Reward: 1000G, 11 Merits ***
This is the big one! Assuming you completed the previous jobs and found some
time to hunt the wanted monsters already, all that's left to do around these
parts is hit Cariote Cave. To get there, go up and West from Paltos to reach
a loop in the path. The cave is in the middle of the loop, and you can enter
it from the South side.
--------------
Cariote Cave
--------------
*Items Found: Rad's Reagent X 4, Inferno Powder X 3, Light Alloy,
Magic Power Nut, Recovery Tonic, Palo Nut X 2, Reco Pod,
Strength Armlet, Life Nut, Mysterious Ore X 4,
Flay's Crest, Strength Nut
*Monster Encounters: 2 Flame, 3 Crypt Rat; 2 Flame, 3 Dungeon Mouse,
2 Cobra; 2 Dungeon Mouse, 4 Cobra; 3 Dungeon
Mouse, Dragon Fly, 2 Shaman Hemo-ji; 3 Dragon Fly,
3 Cobra.
Sadly, you don't even need to remember the lock combination, because Alec
remembers it for you. When you first enter the cave, take the left path. The
room you enter has many rocks in the ground that you can't walk over, but
they're the least of your worries. The real problem is that there are also
land mines scattered throughout the room. Stepping on one shoots you into the
air and removes 10 HP from every character in your party. So really, they're
no big deal, but if you really want to avoid them, start by walking up the
right side of the path you come in from until you hit the first rock, then go
up the right side of the rock. Stop before you're in line with the lower
treasure box, and walk left to the spot just below it. Once you've opened the
box, head right two spaces, then up to the next treasure box. After opening
it from the left side, walk left until you hit a rock, then go straight up to
leave this room.
Pass a room with a monster encounter to reach a dead end with a hunk of
machinery and some treasure. Pull the lever, then return to the entrance to
the caves. The lever deactivated a trap on the right handed path, where you
will now go. Past the holes in the wall, from which arrows would have
previously pounded you, causing 20 HP damage to each party member were you
hit, you reach a large opening in the cave, with a rope hanging on the upper
wall. Examine the rope to climb to the second level.
Up here, unbeknownst to you there are many spots where you will fall through
the floor, crashing in the large room below and forcing you to climb up again.
The safe path is to go down from the top of the rope, and cross right below
the second rock on this side. Keep heading diagonally right-down until you
reach the lower wall of the room, then follow along the wall to the right and
up at the corner until you reach the path leading out of this small area.
Climb down the new rope at the end of that path. You fall into a new
encounter, then after that you enter another mine-laden room. When you enter,
stop before you reach the first rock dead ahead, and go up and around the rock
just above to reach the first treasure box. From that one, go right until you
hit a rock and down a bit to the next box. Next, go down one space and right
and pass a pair of rocks and then another single rock just above you. Go
straight up after that to reach the final chest. From there, follow the wall
to the right to reach a path leading out of this room.
Pull the lever and open the chests in this new room, then return to the
previous room and follow the top wall as closely as you can to reach another
rope. Climb up it, then cross past the deactivated wall trap and climb down
yet another rope. This room is again laden with invisible holes. If you
fall, you'll climb back up the other rope you can see in the ground here.
From the area where the ropes meet, go right along the top and then down past
the first rocks. Take the second left to reach the middle of the room, then
go up one row and continue to the left. Go up to the top wall at the first
opportunity, then follow the wall to a path leading off to the left. This
leads to some treasure and a dead end, so return to the room with the holes
and walk down along the bottom wall. Go past the visible treasure box, and
stick to the right and top of the rocks surrounding the small clearing to the
right of the box to reach it. Finally, walk down on the right side of the
rock that is immediately down-right from the treasure box to fall onto the
island in the room below. Open the last treasure box and head downward to
reach another encounter.
When you're finished battling, cross the bridges and continue downward. When
the path splits up and down, going up brings you to a bed and a save point.
The downward fork brings you to the start of a maze-like area. The three
ropes you can reach at first in the starting area only lead to each other, so
go past the middle one and head South. Below, go South again by circling
around the large hole where the walkway splits, to reach a treasure chest. Go
back up one screen and take the lowest of the pathways going off to the right.
Descend the rope this brings you to, and follow the path below to climb up a
different rope (there's only one choice of where to go from here). Back up
top, go to the upper wall and move along it to go up one screen. Now you have
two ropes you could descend. The left one takes you to treasure, so use that
one, then return and take the right one down. Cross this basement cave to the
far side and climb up again. Go directly South from where you emerge, open
the chest and then follow the path along the left wall. When the wall turns
and the path splits, go left (the downward path quickly ends).
Cross the plank and ignore the first rope. Cross the room to the lower left
corner, then right and slightly up, to exit this screen on the right side.
Descend the first rope to the two treasure boxes. Skip the middle rope on the
other side of the boxes for now, and take the rope at the far right end. This
leads only to another treasure box, so climb back down, and go back up the far
left rope. Now go down slightly and take the path leading to the left. From
there, go South, then take the first path to the right and climb down the rope
it leads to. Cross to the other accessible rope below and climb back up, then
go North to the next screen. Cross the plank and go right off the screen
around the wall. Go up-right to the rope and climb down it, then go far to
the left and up yet another rope. Above, go down to the next screen, then
left to the next rope, leading only to more treasure and back up again.
Continue left off the screen. From here it's down another rope, cross right
and go up again, then head North off screen. Take the first rope down to
treasure and back up, then continue North to the final rope leading down.
This leads to a welcome save point. Climb up one more rope past it to reach
the end of this dungeon.
- - - - - - - - - - - - - - - - - - - - - - - - - -
Note: before climbing up past the last save point, make sure you've
accomplished everything that you want to, because we're off to disc 2 after
this. Any previous wanted monsters will no longer be available, because
they'll all be replaced with brand new ones. Other changes include the prizes
wagered at the Danger Dome, and additions to the prize list at the Pandira
casino, but these aren't things that you have to turn back for.
- - - - - - - - - - - - - - - - - - - - - - - - - -
%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%%-%-%-%-%-%
\ /
} 4. WALKTHROUGH - DISC 2 {
/ \
%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%-%--%-%-%-%-%-%
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RAGNARK
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..............................................................................
------------------------- ----------------------------------------
| TOWNS: Felator | FIELD AREAS: White Bone Forest |
------------------------- Midoro Swamp |
| Academy HQ |
----------------------------------------
- - - - - - - - - - - - - - - - - - - - - - - - - -
At this point and any time hereafter, you can hop into your trusty old
hovercraft and sail to any of the lands in the game. There are a few new jobs
available, particularly #70, 72, and 75, at different Guilds. You can
complete these before completing your current spy mission if you wish, but
they'll still be available afterwards, too.
- - - - - - - - - - - - - - - - - - - - - - - - - -
---------
Felator
---------
Now, now, don't snicker at the town's name. Head up to the guards in front of
the secure building and you'll be stopped, but then you'll see how the
scientists get in, simply by virtue of their white coats. So you need to get
white coats. Follow the sleepy scientists to the inn, and examine the coat on
the floor to pick it up. Make Alec walk into the guards again to have him put
on the coat and sneak by them. When asked what station you're at, choose any
of the answers, they'll all get you by.
-------------------------
Secret Academy Building
-------------------------
*Items Found: Wisdom Tablet, Grenade Launcher, Mysterious Ore.
In the first room after Alec removes his lab coat, you play a little game with
the security guard. He'll walk around in a pre-programmed pattern, moving one
space for every space that you move yourself. Walk forward to get him
started, then walk back and forth on your side of the central block to move
him to the opposite side. Then, go counter-clockwise behind him to reach the
left door and enter it.
In the room with the crates, head to the far wall and push the red button to
turn off an intruder alert. Now, return to the previous room, where the guard
is now gone. Go through the door on the right side, cross to the end, and
turn off the next intruder detector (incidentally, if you haven't seen them,
the intruder detectors are the lines of dark blocks going across the room.
They glow red when activated, and if triggered by you walking on them, send
you back to the entrance of the facility). Return to the middle room and go
up this time.
Enter the door in the middle just above you. There are 4 terminals, each
controlling a different inhibitor for the laser alarms on either side outside
of this room. You have to activate 2 inhibitors, and together they will
deactivate 2 lasers. The trick is to turn off both lasers on one side of the
room. To do this, activate the terminals that are diagonal from each other.
Use the top left and bottom right terminals (inhibitors 1 and 4) to turn off
the lasers on the left side, then go outside and up the left side. In the
room at the end, press the button to turn off an alarm further up. Return to
the central control room and turn on the opposite terminals (inhibitor 2 and
3) after turning off the ones that are already activated to disengage the
lasers on the right side. Head up that side and go up the stairs.
Upstairs, go right when the path branches and enter the top room. There are 4
inhibitor terminals here again. The way they work are as follows:
Inhibitors | Lasers deactivated
------------------------------------------
1 & 2 | middle top and right bottom
1 & 3 | left both and middle top
1 & 4 | one laser in each hall
2 & 3 | middle both
2 & 4 | right both and middle top
3 & 4 | left bottom and middle top
Use inhibitors 2 and 4 to reach the right room, which stores some treasur