hide results

    Walkthrough by Wkbj79

    Version: 1 | Updated: 01/31/08 | Printable Version | Search Guide | Bookmark Guide

    Dragon Warrior IV Walkthrough
    by Warren Buck
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    As a preliminary warning, this walkthrough is full of spoilers.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Outline
    
    ================================================================================
    
    I.	Character Information
    	A.	Controlled Characters
    		1.	Ragnar
    		2.	Alena
    		3.	Cristo
    		4.	Brey
    		5.	Taloon
    		6.	Nara
    		7.	Mara
    		8.	Hero
    	B.	Uncontrolled Characters
    		1.	Healie
    		2.	Strom
    		3.	Laurent
    		4.	Orin
    		5.	Hector
    		6.	Panon
    		7.	Lucia
    		8.	Doran
    II.	Spells
    	A.	Healing Spells
    		1.	Regain HP
    		2.	Removal of Battle Conditions
    		3.	Resurrection
    	B.	Ice Spells
    	C.	Sapping Spells
    	D.	Augmenting Spells
    	E.	Confusion Spells
    	F.	Transportation Spells
    	G.	Magic Protection Spells
    	H.	Fire Spells
    		1.	Blaze Spells
    		2.	Fireball Spells
    		3.	Explosion Spells
    	I.	Sleep Spells
    	J.	Vacuum Spells
    	K.	Evasive Spells
    	L.	Miscellaneous Spells
    	M.	Instant Death Spells
    	N.	Lightning Spells
    	O.	Transformation Spells
    	P.	Enemy Spells
    III.	Learning Spells
    	A.	Cristo
    	B.	Brey
    	C.	Nara
    	D.	Mara
    	E.	Hero
    IV.	Equipment
    	A.	Weapons
    	B.	Comments on Weapons
    	C.	Armor
    	D.	Comments on Armor
    	E.	Shields
    	F.	Comments on Shields
    	G.	Helmets
    	H.	Comments on Helmets
    	I.	Items
    	J.	Comments on Items
    V.	Tips
    	A.	Defer Treasure
    	B.	Shop Till You Drop
    	C.	Casino
    	D.	Run to the Next Town
    	E.	Free Repel
    	F.	Got Brey?
    	G.	Seeds, Nuts, and Acorns
    	H.	Who Needs Experience?
    	I.	On Burning Bridges Behind You
    	J.	Two Dews of World Tree
    VI.	Random Cool Fact
    VII.	Walkthrough
    	A.	Chapter One
    		1.	Burland
    		2.	Trip to Izmit
    		3.	Izmit
    		4.	Hidden Playground
    		5.	Loch Tower
    		6.	The Battle for the Children
    		7.	Conclusion
    	B.	Chapter Two
    		1.	Santeem
    		2.	Surene
    		3.	Tempe
    		4.	Frenor
    		5.	Bazaar
    		6.	Cave South of Frenor
    		7.	Meeting the Kidnappers
    		8.	The King's Voice
    		9.	Birdsong Tower
    		10.	Permission to Venture to Endor
    		11.	Endor
    		12.	Clean Up and Cash In
    		13.	The Tournament
    		14.	Short-Lived Victory
    	C.	Chapter Three
    		1.	Lakanaba: First Day
    		2.	Lakanaba: The Routine
    		3.	Lakanaba: Getting Equipment
    		4.	Journey to Bonmalmo
    		5.	Bonmalmo
    		6.	Taking Tov to Foxville
    		7.	The Best Equipment in Lakanaba
    		8.	Love and War
    		9.	Endor
    		10.	Love and Peace
    		11.	Brief Excursion
    		12.	The Silver Statuette
    		13.	Owning a Shop
    		14.	60000 Gold Pieces
    		15.	Conclusion
    	D.	Chapter Four
    		1.	Monbaraba
    		2.	Kievs
    		3.	Preparing for the Run to Haville
    		4.	Haville
    		5.	Cave West of Kievs
    		6.	Keeleon
    		7.	House of Prophecy
    		8.	Aktemto
    		9.	Preparations
    		10.	Vengeance
    		11.	Defeat
    		12.	Escape
    		13.	Exile
    	E.	Chapter Five
    		1.	Hometown
    		2.	Woodsman's Shack
    		3.	Branca
    		4.	Endor
    		5.	Cleaning Out the Cave of the Silver Statuette
    		6.	Metal Babble Shields
    		7.	Excursions
    		8.	Cave of Betrayal
    		9.	Crossing the Desert
    		10.	Aneaux
    		11.	Konenber
    		12.	The Great Lighthouse
    		13.	Taloon
    		14.	Riverton
    		15.	Mintos
    		16.	The Shrine East of Mintos
    		17.	Monbaraba
    		18.	Stancia
    		19.	Soretta
    		20.	Cave of the Padequia
    		21.	Revisiting Soretta and Mintos
    		22.	Rosaville
    		23.	Haville
    		24.	Keeleon
    		25.	Kievs
    		26.	Cave West of Kievs
    		27.	Preparations for Battling Keeleon
    		27.	Battling Keeleon
    		28.	Major Clean Up
    		29.	The Shrine of Breaking Waves
    		30.	Santeem and Surene
    		31.	Balzack
    		32.	Visiting Rosa
    		33.	Gardenbur
    		34.	Cave Southeast of Gardenbur
    		35.	Accused of Theft
    		36.	Bakor
    		37.	The Queen's Gifts
    		38.	More Cleaning Up
    		39.	Cascade Cave
    		40.	Royal Crypt
    		41.	Colossus
    		42.	Dire Palace
    		43.	Lightning and Blazemost
    		44.	Aktemto
    		45.	Rosa's Fate
    		46.	Hot Air Balloon
    		47.	Loch Tower
    		48.	Elfville
    		49.	Center Island
    		50.	Gottside
    		51.	Shrine of the Baron's Horn
    		52.	Zenithian Tower
    		53.	Zenithia
    		54.	Final Cave
    		55.	Last Refuge
    		56.	Anderoug
    		57.	Infurnus Shadow
    		58.	Gigademon
    		59.	Radimvice
    		60.	Necrosaro's Palace
    		61.	Preparations for Necrosaro
    		62.	Necrosaro
    		63.	Conclusion
    VIII.	Acknowledgements
    IX.	Additional Stuff
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Character Information
    
    ================================================================================
    
    Controlled Characters
    
    ================================================================================
    
    Ragnar--This is the main character from Chapter One.  He is a soldier of Burland
    Castle.  He gains HP more quickly than any other character in the game, has a
    high attack power, and can use a large variety of weapons and armor.  On the
    other hand, his agility is usually low, typically the lowest among all of the
    controlled characters, and, out of all of the controlled characters who cannot
    use magic, he goes up levels the slowest.  The lack of agility can be annoying.
    After all, you would want one of the strongest members of your party to be able
    to attack towards the beginning of a round of battle.  On the other hand,
    towards the end of the game, Ragnar's low agility can be a blessing in disguise.
    If you give him the Staff of Healing, he will use it if anyone needs healed at
    the end of a round of battle.
    
    --------------------------------------------------------------------------------
    
    Alena--This is the main character from Chapter Two.  She is the Princess of
    Santeem Castle.  Only Ragnar gains HP more quickly than she does.  She also has
    a high attack power, typically the highest.  Alena gains agility and luck very
    quickly.  She usually has the highest agility and luck out of everyone in the
    party.  (Because of her high agility, it is usually a good idea for Alena to
    carry items such as the Sphere of Silence.)  She also goes up levels quickly.
    Only Taloon is faster.  On the other hand, the amount of weapons and armor that
    she can use is quite meager.  The weapons usage is no big deal, as her strength
    compensates for the fact that she cannot use powerful weapons.  (Stilleto
    Earrings are a great weapon for Alena, despite the fact that they only add 5 to
    her attack.)  The real downfall is that she cannot use very good armor, and her
    high agility does not seem to compensate for this until about level 40.  Despite
    having the highest agility, Alena typically has one of the lowest defense powers
    out of all of the members of the party.
    
    --------------------------------------------------------------------------------
    
    Cristo--This is another character from Chapter Two.  He is the chancellor of
    Santeem Castle.  He can cast spells.  His repertoire comes to include almost all
    of the healing spells, two (out of three) of the resurrection spells, several
    defensive spells, and some spells that have a chance to instantly kill enemies.
    Sadly, these last are the only spells that Cristo learns that can kill enemies.
    With the exception of the Hero, Cristo is the spellcaster who gains HP the
    quickest and can use the widest variety of weapons and armor.  Despite all of
    these advantages, Cristo may not be the best choice to bring along to battle a
    boss, especially after he learns the spell Beat.  Although the game is rigged so
    that Beat and Defeat do not work against boss characters, Cristo is oblivious to
    this and, if allowed, will typically spend about five rounds before being
    convinced that these spells will not work.  Nevertheless, Cristo is a valuable
    member of the party.
    
    --------------------------------------------------------------------------------
    
    Brey--This is yet another character from Chapter Two.  He is Alena's tutor.  He
    can cast spells.  (Why doesn't he teach Alena these???)  His repertoire comes to
    include the ice spells, the transportation spells, several indirect attack
    spells, and some miscellaneous spells.  Oddly enough, he has pretty high
    agility.  Like the typical RPG wizard with cool attacking spells, he goes up
    levels slowly, gains HP slowly, and has a low attack power.  Moreover, the
    amount of weapons and armor that Brey can use is very small.  Since Brey gets
    some awesomely powerful attacking spells, the lack of weapons that he can use is
    no big deal, so long as he does not run out of MP.  The painful thing is the
    lack of armor that he can use.  In spite of this shortcoming, Brey is an
    important member of the party.
    
    --------------------------------------------------------------------------------
    
    Taloon--This is the main character from Chapter Three.  He is an underling for
    an arms merchant in Lakanaba, but he eventually opens his own shop in Endor.  He
    gains levels more quickly than any other character in the game and can use a
    decent amount of weapons and armor.  On the other hand, he tends not to gain
    much of anything per level on average.  Out of all the controlled characters who
    cannot use magic, he gains HP the slowest and has the least attack power.
    Taloon exhibits many odd behaviors in Chapter Five.  Some of these oddities can
    come in handy during battles.
    
    --------------------------------------------------------------------------------
    
    Nara--This is one of the main characters from Chapter Four.  She is a
    fortuneteller from Monbaraba.  She can cast spells.  Her repertoire comes to
    include some basic healing spells, two (out of three) of the resurrection
    spells, the sleep spells, and the vacuum spells.  For a spellcaster, she has a
    decent attack power and can use a decent amount of weapons and armor.  On the
    other hand, with the exception of Ragnar (usually), she has the lowest agility.
    The worst things about Nara are that she gains HP the slowest and gains levels
    the slowest.  This makes using her later in the game less and less desirable.
    
    --------------------------------------------------------------------------------
    
    Mara--This is one of the main characters from Chapter Four.  She is the star
    dancer from Monbaraba.  She can cast spells.  Her repertoire comes to include
    the fire spells, the transportation spells, some indirect attack spells, and
    some miscellaneous spells.  She typically has a high amount of luck.  Since she
    is a dancer, she also has pretty high agility.  For a wizard, she goes up levels
    somewhat quickly and gains HP somewhat quickly.  Obviously, though, her attack
    power leaves something to be desired.  The amount of weapons and armor that she
    can use is somewhat low, but not a big deal.
    
    --------------------------------------------------------------------------------
    
    Hero--This character is the star of Chapter Five.  The Hero is from the wittily
    named village of Hometown (sarcasm intended).  The Hero can cast spells.  The
    best brief description of the Hero's repertoire is a hodgepodge of spells, along
    with some of the most kicking spells in the game. (Lightning!!!)  The Hero can
    use more weapons and armor than any other character.  Moreover, the Hero is the
    only character in the game (perhaps I should specify "living character") who can
    use the Zenithian equipment, which is essential to beating the game.  Out of all
    the spellcasters, the Hero gains HP the quickest and has the highest attack
    power; the Hero gains HP and strength even faster than Taloon.  One disadvantage
    that the Hero has is that he or she gains levels slowly.  Only Nara is slower.
    This is not too big of a deal, as the Hero has opportunities to gain experience
    when few or no other characters can.  Possibly the most annoying thing about the
    Hero towards the beginning of the game is that he or she gains MP more slowly
    than any other spellcaster.  Without the use of Mystic Acorns, this can be a
    problem until about level 25.  As if that were not enough, the Hero is the only
    spellcaster who cannot replenish MP via a Hat of Happiness.  (Weep.)  In short,
    make sure to give your Hero lots of Mystic Acorns!
    
    ================================================================================
    
    Uncontrolled Characters
    
    ================================================================================
    
    Healie--This character is available in Chapter One, but also appears in Chapter
    Five.  He dwells in the well, virtually dead east from the main stairs to the
    second level basement.  This creature is a Healer turned good.  Healie is
    actually slightly superior to Healers in that he has quite a bit more HP and a
    slightly higher attack power.  Despite this superior strength, Healie rarely
    makes too much of a difference in a battle.  His desire to become human and his
    odd sense of logic make him want to tag along with Ragnar.  And a good thing
    too!  Ragnar would be hard pressed to get through Chapter One, especially the
    last battle of the chapter, without an ally who can cast Heal a few times.
    
    --------------------------------------------------------------------------------
    
    Strom--This character is available in Chapter Three, but also appears in Chapter
    Five.  He hangs out in Endor just south of the House of Healing.  He will join
    Taloon's party for a mere 400 gold pieces.  He has a considerable amount of HP
    and decent attack and defense powers.
    
    --------------------------------------------------------------------------------
    
    Laurent--This character is available in Chapter Three, but also appears in
    Chapter Five.  He hangs out in the inn in Endor. He will join Taloon's party for
    600 gold pieces.  His HP, attack power, and defense power are mediocre, but he
    makes up for this with his ability to paralyze enemies with his Venomous Dagger
    and his ability to use the spells Heal, Sleep, and Firebal.  Unfortunately,
    Laurent tends not to conserve MP.  He casts Sleep and Firebal quite frequently.
    Expect him to cast Heal only once or twice between stays at an inn.
    
    --------------------------------------------------------------------------------
    
    Orin--This character is available in Chapter Four, but also appears in Chapter
    Five.  He likes to stand around in the fourth basement level of the Cave West of
    Kievs staring towards the Sphere of Silence.  You must have Orin join your party
    in order to complete the game.  This is because of his ability to break the
    locked doors of Keeleon Castle.  (Oddly enough, this does not apply to the
    prison doors, such as in Haville.)  He has a considerable amount of HP and great
    attack and defense powers.  He makes a much better punching bag for the enemies
    than Nara and Mara do.
    
    --------------------------------------------------------------------------------
    
    Hector--This character is available in Chapter Five.  He lives with his father,
    who runs the Desert Inn.  Hector is somewhat similar to Orin.  For instance, you
    must have Hector join your party in order to complete the game.  This is because
    he insists on tagging along with your party, even though all you really need is
    his wagon.  No big deal.  At this stage of the game, there is plenty of room in
    your party for a punching bag for the enemies.  His HP and attack and defense
    powers are somewhat similar to Orin's, but at this stage of the game are not as
    impressive.  One big difference between Orin and Hector is that Hector can build
    up power during a turn so that he can hit harder the next turn.  Unfortunately,
    this trait is not very useful.  It is usually better for Hector to attack each
    round.
    
    --------------------------------------------------------------------------------
    
    Panon--This character is available in Chapter Five.  He does some stand up
    comedy in Monbaraba.  You must have Panon join your party in order to complete
    the game.  This is because only he can convince the King of Stancia to hand over
    the Zenithian Helm.  With my suggested style of play, though, Panon is not in
    your party for long.  In case you are interested in letting him fight in some
    battles, he can do a strange dance, he wields a Sword of Lethargy, and he can
    cast Sleep.  This seems strangely opposite from his profession of comedian.
    Putting audiences to sleep would not be such a good idea.  Maybe a Staff of
    Jubilation would have been more appropriate.  Oh well.
    
    --------------------------------------------------------------------------------
    
    Lucia--This character is available in Chapter Five.  She is trying to collect
    leaves in the Giant World Tree of Elfville.  You must have Lucia join your party
    in order to complete the game.  This is because she is blocking the way to the
    Zenithian Sword.  (Yelling "Get outta my way!" does not seem to work in RPG's.)
    Actually, she is not too bad of a character.  She wields a Staff of Force, has
    Water Flying Clothes, and can cast Healall, Surround, and Defence.  (I wish that
    she also had a Hat of Happiness.)  Moreover, unlike Brey, she will actually cast
    Defence.  She uses Healall quite predictably, but whether she attacks, parries,
    or casts Surround or Defence is pretty unpredictable.  She will stay in your
    party until you bring her back to Zenithia, which is very much worth the effort
    because of....
    
    --------------------------------------------------------------------------------
    
    Doran--This character is available in Chapter Five.  He will only join your
    party after you bring Lucia back to Zenithia and talk to her there.  This cute
    baby dragon struts around naked, but has excellent attack and defense powers
    nonetheless.  Moreover, he has a whopping 258 HP.  As if that were not enough,
    he emits gales of sweet breath that can send all enemies on screen to sleep as
    well as blizzards that can hit every enemy on screen.  This last option,
    happily, injures Metal Babbles and King Metals!  On the downside, Doran does
    occasionally like to attack corpses, and, if he comes out of the wagon during
    battle, he suffers from "summoning sickness".
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Spells
    
    The spells are ordered in the following manner: The first spell of each starred
    section appears in the order that members of your party learn it.  (Cristo's
    Heal comes before Brey's Icebolt.)  Similarly, if a section has subsections, the
    first spell of each subsection appears in the order that members of your party
    learn it.  Finally, the spells within each section or subsection appear in the
    order that members of your party learn it.  See the section "Learning Spells" to
    see who learns what spell at what level.
    
    Each spell occurs as follows: The name of the spell and, underneath it, the
    casting cost are given.  Underneath these, one of the words: "battle",
    "command", or "both".  The word "battle" indicates that the spell can only be
    used during battle.  The word "command" indicates that the spell can only be
    used outside of battle.  Finally, the word "both" indicates that the spell can
    be used at any time, that is, both during and outside of battle.  Although these
    are usually obvious, there are some surprises.  For instance, Healusall is a
    "battle" spell, whereas Return is "both".
    
    Note that, with the exception of resurrection spells, all effects of spells that
    benefit your party can only do so when the designated member(s) is/are alive.
    
    ================================================================================
    
    * Healing Spells
    
    ================================================================================
    
    Regain HP
    
    ================================================================================
    
    Heal
    3 MP
    both
    
    This will restore around 40 HP to a designated member of your party.
    
    --------------------------------------------------------------------------------
    
    Healmore
    5 MP
    both
    
    This will restore around 90 HP to a designated member of your party.
    
    --------------------------------------------------------------------------------
    
    Healall
    7 MP
    both
    
    This will restore all HP to a designated member of your party.
    
    --------------------------------------------------------------------------------
    
    Healus
    18 MP
    both
    
    During battle, this will restore around 90 HP to all members of your party who
    are out of the wagon.
    Outside of battle, it is even more effective, restoring even more HP to all
    members of your party.
    
    --------------------------------------------------------------------------------
    
    Healusall
    36 MP
    battle
    
    This will restore all HP to all members of your party who are out of the wagon.
    
    ================================================================================
    
    Removal of Battle Conditions
    
    ================================================================================
    
    Antidote
    2 MP
    command
    
    This will remove poison from a designated member of your party.
    
    --------------------------------------------------------------------------------
    
    Numboff
    2 MP
    both
    
    This will cure all members of your party (except in battle, when it only works
    on those who are out of the wagon) of paralysis, except of course for Nara, who
    must be mobile to cast it.
    
    --------------------------------------------------------------------------------
    
    Awake
    2 MP
    battle
    
    This will wake up all members of your party who are asleep, except of course for
    the Hero, who must be awake to cast it.
    
    ================================================================================
    
    Resurrection
    
    ================================================================================
    
    Vivify
    12 MP
    both
    
    When successful, this revives a designated deceased member of your party with
    half of his/her HP.
    The manual claims that this has a 50% chance of success, but it seems to be more
    effective during battle.
    
    --------------------------------------------------------------------------------
    
    Revive
    20 MP
    both
    
    This revives a designated deceased member of your party with all of his/her HP.
    Since it always works and restores more HP, it is well worth the extra 8 MP for
    Cristo to use this if he has it.
    
    --------------------------------------------------------------------------------
    
    Farewell
    Max MP and remaining HP
    battle
    
    This revives all members of your party out of the wagon and fully restores their
    HP and MP.
    
    ================================================================================
    
    * Ice Spells
    
    ================================================================================
    
    Icebolt
    2 MP
    battle
    
    This makes an enemy lose up to 15 HP.
    
    --------------------------------------------------------------------------------
    
    Snowstorm
    5 MP
    battle
    
    This makes one enemy group lose anywhere from 30 HP to 50 HP.
    
    --------------------------------------------------------------------------------
    
    IceSpears
    8 MP
    battle
    
    This makes all enemies on screen lose anywhere from 60 HP to 80 HP.
    
    --------------------------------------------------------------------------------
    
    Blizzard
    11 MP
    battle
    
    This makes one enemy group lose anywhere from 90 HP to 110 HP.
    
    ================================================================================
    
    * Sapping Spells
    
    ================================================================================
    
    Sap
    3 MP
    battle
    
    This takes away all defense power of an enemy.
    A forgotten spell.
    
    --------------------------------------------------------------------------------
    
    Defence
    4 MP
    battle
    
    This takes away half of the defense power of an enemy group.
    A forgotten spell.
    
    ================================================================================
    
    * Augmenting Spells
    
    ================================================================================
    
    Upper
    4 MP
    battle
    
    This increases the defense power of a designated member of your party by his or
    her prebattle defense power.
    
    --------------------------------------------------------------------------------
    
    Increase
    4 MP
    battle
    
    This increases the defense power of all members of your party out of the wagon
    by half of the respective person's prebattle defense power.
    
    --------------------------------------------------------------------------------
    
    Speedup
    3 MP
    battle
    
    This increases the agility of all members of your party out of the wagon by half
    of the respective person's prebattle agility.
    Note that this does not increase defense power, but it does allow members of
    your party to attack more quickly.
    
    --------------------------------------------------------------------------------
    
    Bikill
    6 MP
    battle
    
    This doubles the attack power of a designated member of your party.
    This spell is so awesome that Brey often cannot resist the temptation to use it,
    especially if he is wearing a Hat of Happiness.
    This spell is most effective when cast on Alena, especially when she is using
    the Stilleto Earrings.  It is even more beneficial if Brey manages to cast it on
    her before she attacks.  (This last event rarely happens, but it does occur.)
    Wisely, Brey rarely bothers casting this when battling enemies that can emit
    freezing waves which make the effect of spells wear off.
    
    --------------------------------------------------------------------------------
    
    Ironize
    2 MP
    battle
    
    This makes a designated member of your party immune from any sort of attack or
    spell for three rounds.
    
    ================================================================================
    
    * Confusion Spells
    
    ================================================================================
    
    Surround
    4 MP
    battle
    
    This surrounds an enemy group with mirages, making them far less likely to hit
    members of your party with attacks that are not spells or emissions.
    
    --------------------------------------------------------------------------------
    
    Chaos
    5 MP
    battle
    
    This causes an enemy to become confused and possibly start attacking itself or
    its cohorts.
    
    ================================================================================
    
    * Transportation Spells
    
    ================================================================================
    
    Outside
    8 MP
    command
    
    This transports your entire party instantly outside of a cave or tower.
    
    --------------------------------------------------------------------------------
    
    Return
    8 MP
    both
    
    Outside of battle, this transports your entire party instantly to a city or town
    of your choosing to which you have been already, unless there is a ceiling above
    you or a curse nullifies the spell.
    During battle, this transports your entire party instantly to a random city or
    town to which you have been already, unless there is a ceiling above you or a
    curse nullifies the spell.
    
    ================================================================================
    
    * Magic Protection Spells
    
    ================================================================================
    
    Bounce
    4 MP
    battle
    
    This puts up a wall of white light around the person who cast it so that any
    subsequent spell cast on the one protected by the wall of light bounces off and
    influences whoever cast the subsequent spell.  Note that even beneficial spells
    cast by others do not get through; however, a person protected by Bounce can
    cast spells on himself.
    
    --------------------------------------------------------------------------------
    
    Stopspell
    3 MP
    battle
    
    This prohibits an enemy group from using spells.
    
    --------------------------------------------------------------------------------
    
    Robmagic
    0 MP
    battle
    
    This takes MP from an enemy gives it to the caster.  Although this spell is
    quite nice (I once saw Mara steal MP from a Blizag, a nice way to prevent it
    from casting Defeat), Mara and Brey rarely use it, and only if they are
    desperate for MP.  By the time that they have Hats of Happiness, this spell
    becomes obsolete.
    
    --------------------------------------------------------------------------------
    
    Fendspell
    2 MP
    battle
    
    This puts up a wall of violet light around the designated member of your party
    so that subsequent spells cast on the one protected by the wall of light do not
    get through.  Note that even beneficial spells cast by others do not get
    through; however, a person protected by Fendspell can cast spells on himself or
    herself.
    
    --------------------------------------------------------------------------------
    
    Barrier
    6 MP
    battle
    
    This protects your party from spells and emissions; however, it does not protect
    your party from freezing waves.
    
    ================================================================================
    
    * Fire Spells
    
    ================================================================================
    
    Blaze Spells
    
    ================================================================================
    
    Blaze
    2 MP
    battle
    
    This makes an enemy lose up to 15 HP.
    
    --------------------------------------------------------------------------------
    
    Blazemore
    4 MP
    battle
    
    This makes an enemy lose anywhere from 70 HP to 90 HP.
    
    --------------------------------------------------------------------------------
    
    Blazemost
    10 MP
    battle
    
    This makes an enemy lose anywhere from 180 HP to 200 HP.
    
    ================================================================================
    
    Fireball Spells
    
    ================================================================================
    
    Firebal
    4 MP
    battle
    
    This makes an enemy group lose anywhere from 15 HP to 25 HP.
    
    --------------------------------------------------------------------------------
    
    Firebane
    6 MP
    battle
    
    This makes an enemy group lose anywhere from 30 HP to 50 HP.
    
    --------------------------------------------------------------------------------
    
    Firevolt
    10 MP
    battle
    
    This makes an enemy group lose anywhere from 90 HP to 120 HP.
    
    ================================================================================
    
    Explosion Spells
    
    ================================================================================
    
    Bang
    5 MP
    battle
    
    This hits all enemies on the screen for anywhere from 15 HP to 25 HP.
    
    --------------------------------------------------------------------------------
    
    Boom
    8 MP
    battle
    
    This hits all enemies on the screen for anywhere from 50 HP to 70 HP.
    
    --------------------------------------------------------------------------------
    
    Explodet
    15 MP
    battle
    
    This hits all enemies on the screen for anywhere from 120 HP to 160 HP.
    
    ================================================================================
    
    * Sleep Spells
    
    ================================================================================
    
    Sleep
    3 MP
    battle
    
    This puts an enemy group to sleep for a while.
    
    --------------------------------------------------------------------------------
    
    Sleepmore
    3 MP
    battle
    
    This puts an enemy to sleep for a duration longer than the spell Sleep would.
    
    ================================================================================
    
    * Vacuum Spells
    
    ================================================================================
    
    Infernos
    2 MP
    battle
    
    This makes an enemy group lose anywhere from 8 HP to 25 HP.
    
    --------------------------------------------------------------------------------
    
    Infermore
    4 MP
    battle
    
    This makes an enemy group lose anywhere from 30 HP to 50 HP.
    
    --------------------------------------------------------------------------------
    
    Infermost
    8 MP
    battle
    
    This makes an enemy group lose anywhere from 90 HP to 120 HP.
    
    ================================================================================
    
    * Evasive Spells
    
    ================================================================================
    
    Expel
    3 MP
    battle
    
    This will often make an enemy group disappear.  It is most useful early on when
    the Hero runs into a tough battle before having Nara or Mara join the party.
    Unfortunately, no gold or experience can be earned from using Expel.  So if you
    are needing gold and the battle is not impossible to win, it might be best to
    brave it out.
    
    --------------------------------------------------------------------------------
    
    Repel
    8 MP
    command
    
    This briefly reduces the enemy encounter rate.  This spell is most handy on the
    way to a difficult encounter and you do not want members of your party losing
    too much HP or MP on the way.
    
    ================================================================================
    
    * Miscellaneous Spells
    
    ================================================================================
    
    Day-Night
    12 MP
    command
    
    This turns day into night and vice versa.  Watching the effect of this spell is
    quite hypnotic!
    
    --------------------------------------------------------------------------------
    
    Stepguard
    2 MP
    command
    
    This negates damage from marshes and pain tiles.  It loses its effect once you
    have walked on safe ground for a while.
    
    --------------------------------------------------------------------------------
    
    X-Ray
    3 MP
    command
    
    This reveals a clue regarding the contents of a treasure chest on which the
    first member of your party is standing.
    Yellow means that the chest contains gold.
    Blue means that the chest contains an item.
    Red means that the chest is a monster.
    This is probably most useful to avoid Mimics, as your party can easily kill off
    a Man Eater Treasure Chest by level 17.
    
    --------------------------------------------------------------------------------
    
    Chance
    20 MP
    battle
    
    The effect of this spell is entirely random and thus should not be used except
    under the most desperate of circumstances.
    
    ================================================================================
    
    * Instant Death Spells
    
    ================================================================================
    
    Beat
    4 MP
    battle
    
    This causes one enemy to die instantly.  It works about half of the time on
    non-boss enemies.
    
    --------------------------------------------------------------------------------
    
    Defeat
    7 MP
    battle
    
    This causes some members of an enemy group to die instantly.  It works about a
    third of the time on non-boss enemies.
    
    ================================================================================
    
    * Lightning Spells
    
    ================================================================================
    
    Zap
    4 MP
    battle
    
    This makes an enemy lose anywhere from 70 HP to 100 HP.
    By the time this spell is at your disposal, it is virtually useless.  The only
    dangerous enemies who cast Surround that you encounter after learning this spell
    are Red Dragons, and by the time you encounter them, you should know....
    
    --------------------------------------------------------------------------------
    
    Lightning
    15 MP
    battle
    
    This dishes out anywhere from 180 HP to 250 HP of damage to every enemy on
    screen.
    Undoubtedly the best spell of the game.
    
    --------------------------------------------------------------------------------
    
    Thordain
    15 MP each
    battle
    
    This causes an enemy massive pain, as it loses anywhere from 340 HP to 380 HP.
    Note however that all four members of your party involved in the battle lose
    15 MP, and they lose the privilege to attack.  (There must be four spellcasters
    outside of the wagon in order for Thordain to work.)
    Unfortunately, this spell is rather useless by the time that you learn it, since
    Lightning and three other attacks can be just as effective, if not more so.
    
    ================================================================================
    
    * Transformation Spells
    
    ================================================================================
    
    BeDragon
    18 MP
    battle
    
    This transforms the caster into a violent fire breathing dragon.
    
    --------------------------------------------------------------------------------
    
    Transform
    5 MP
    battle
    
    This transforms the caster into a member of your party.  Unless the spell is
    reverted, after this is cast, the caster has the strength, agility, and defense
    power of that particular member; moreover, the caster can use that particular
    member's spells.  Unfortunately, the caster *cannot* use his or her own spells
    unless Transform is reverted.
    
    ================================================================================
    
    * Enemy Spells
    
    ================================================================================
    
    Sacrifice
    1 MP
    
    This causes lots of damage at the cost of the caster's life.  No member of your
    party learns this spell: It is available only to enemies.  In case you bet on
    the enemy battles in Endor, it is beneficial to know about this technicality: If
    two enemies are battling and one of them can cast Sacrifice, the caster does not
    die until after the damage that it causes is dealt out.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Learning Spells
    
    Below is an approximate guide to when members of your party learn spells.
    
    Cristo
    
    1  Heal
    4  Upper
    6  Surround
    8  Antidote
    12 Stopspell
    14 Increase
    16 Healmore
    18 Beat
    21 Vivify
    24 Defeat
    27 Healall
    30 Healus
    33 Revive
    
    Brey
    
    1  Icebolt
    3  Sap
    7  Outside
    8  Bounce
    9  Return
    11 Snowstorm
    14 Speedup
    17 Day-Night
    19 Bikill
    21 Defence
    23 X-Ray
    25 Robmagic
    27 IceSpears
    30 Chaos
    32 Blizzard
    
    Nara
    
    1  Heal
    5  Sleep
    8  Infernos
    10 Numboff
    13 Healmore
    16 Sleepmore
    20 Vivify
    23 Infermore
    26 Healall
    29 Barrier
    32 Infermost
    35 Farewell
    
    Mara
    
    1  Blaze
    3  Sap
    7  Firebal
    8  Return
    9  Outside
    11 Bang
    14 Firebane
    16 Robmagic
    19 Blazemore
    21 Stepguard
    23 Boom
    27 Firevolt
    30 BeDragon
    33 Blazemost
    36 Explodet
    
    Hero
    
    1  Expel
    3  Blaze
    5  Healmore
    7  Return
    9  Firebal
    11 Repel
    13 Outside
    15 Sleepmore
    17 Awake
    19 Fendspell
    21 Ironize
    23 Boom
    24 Zap
    27 Healall
    28 Vivify
    30 Transform
    32 Healusall
    34 Lightning
    37 Thordain
    39 Chance
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Equipment
    
    ================================================================================
    
    Weapons
    
    The weapons below are listed in order of attack power.  In the event of a tie,
    the weapon that I feel has a better special effect is listed later.  Note that
    the Zenithian Sword is listed twice.  This is due to the fact that it changes
    during the game.
    
    If a city is followed by a number in parentheses, this means that that
    particular weapon is available in that city during the chapter that the number
    indicates.
    
    All weapons that are said to be available in Frenor can only be found there
    after giving away the Golden Bracelet.
    
    A * indicates that the weapon is available in Lakanaba only in Chapter Three and
    only if Taloon purchases that particular weapon from a customer.  See the
    beginning of Chapter Three for more details.
    
    name      | buy  | sell |  AP | equip | purchase/find       | special effects
    ================================================================================
    Poison    | 1300 |  975 |  +0 | Brey, | Haville, Surene(5)  | possible
    Needle    |      |      |     | Mara  |                     | instant kill
    --------------------------------------------------------------------------------
    Cypress   |   10 |    7 |  +2 |all but| Foxville            |
    Stick     |      |      |     |Alena  | (as Broad Sword)    |
    --------------------------------------------------------------------------------
    Stilleto  |      |      |     | Alena,|                     |
    Earrings  | 7500 | 5625 |  +5 | Nara, | Rosaville           | double attack
              |      |      |     | Mara  |                     |
    --------------------------------------------------------------------------------
    Staff of  |------| 4500 |  +5 |Cristo,| found in            | Healmore
    Healing   |      |      |     |Nara   | Giant World Tree    |
    --------------------------------------------------------------------------------
              |      |      |     |all but| Burland, Surene,    |
    Club      |   30 |   22 |  +7 |Brey & | Lakanaba, Monbaraba,|
              |      |      |     |Mara   | Branca              |
    --------------------------------------------------------------------------------
              |      |      |     |all but| Burland, Izmit,     |
    Copper    |  100 |   75 | +12 |Alena, | Surene, Frenor,     |
    Sword     |      |      |     |Brey, &| Lakanaba, Bonmalmo, |
              |      |      |     |Mara   | Monbaraba, Branca   |
    --------------------------------------------------------------------------------
              |      |      |     |       | Burland, Izmit,     |
    Thorn     |      |      |     |all but| Surene, Tempe,      |
    Whip      |  200 |  150 | +14 |Brey   | Frenor, Lakanaba,   |
              |      |      |     |       | Bonmalmo, Monbaraba,|
              |      |      |     |       | Branca              |
    --------------------------------------------------------------------------------
              |      |      |     |       | Izmit, Tempe,       | 
              |      |      |     |       | Frenor, Bazaar,     |
    Boomerang |  350 |  262 | +18 |  all  | Lakanaba*, Bonmalmo,| throw
              |      |      |     |       | Monbaraba, Branca,  |
              |      |      |     |       | Aneaux              |
    --------------------------------------------------------------------------------
              |      |      |     |       | Burland, Izmit,     |
    Chain     |      |      |     |all but| Frenor, Bazaar,     |
    Sickle    |  550 |  412 | +20 |Brey & | Endor, Lakanaba*,   |
              |      |      |     |Mara   | Bonmalmo, Kievs,    |
              |      |      |     |       | Haville(4), Aneaux  |
    --------------------------------------------------------------------------------
    Silver    |      |      |     |       | found in            |
    Tarot     |------|  375 | +21 | Nara  | Aktemto Mine        | Chance
    Cards     |      |      |     |       |                     |
    --------------------------------------------------------------------------------
    Iron Fan  |  620 |  465 | +22 | Mara  | Haville(4), Aneaux  |
    --------------------------------------------------------------------------------
              |      |      |     |Brey,  | Bazaar, Endor,      |
    Venomous  |  750 |  562 | +24 |Taloon,| Haville(4), Aneaux, | may cause
    Dagger    |      |      |     |Nara,  | Konenber            | paralysis to enemy
              |      |      |     |Mara   |                     |
    --------------------------------------------------------------------------------
              |      |      |     |Ragnar,| Izmit, Bazaar,      |
    Iron Spear|  880 |  660 | +28 |Cristo,| Endor, Bonmalmo,    |
              |      |      |     |Taloon,| Konenber, Aneaux,   |
              |      |      |     |Hero   | Mintos              |
    --------------------------------------------------------------------------------
    Staff of  |------|15000 | +29 | Brey, | found in Palace of  | Firebane
    Thunder   |      |      |     | Mara  | Necrosaro           |
    --------------------------------------------------------------------------------
    Morning   |      |      |     |Ragnar,| Bazaar, Endor,      |
    Star      | 1250 |  937 | +22 |Cristo,| Haville(4), Aneaux, |
              |      |      |     |Nara   | Konenber, Mintos    |
    --------------------------------------------------------------------------------
              |      |      |     |Cristo,|                     |
    Staff of  | 1000C|   67 | +33 |Brey,  | Endor Casino        | laughter
    Jubilation|      |      |     |Nara,  |                     |
              |      |      |     |Mara   |                     |
    --------------------------------------------------------------------------------
    Abacus of | 1600 | 1200 | +35 |Taloon | Endor, Mintos       | Expel
    Virtue    |      |      |     |       |                     |
    --------------------------------------------------------------------------------
    Staff of  |    1M| 3225 | +35 |Cristo,| King collecting     | Infermore
    Punishment|      |      |     |Nara   | Small Medals        |
    --------------------------------------------------------------------------------
    Iron Claw | 1500 | 1125 | +38 | Alena | Endor(2)            |
    --------------------------------------------------------------------------------
    Broad     |      |      |     |Ragnar,| Bonmalmo, Konenber, |
    Sword     | 2000 | 1500 | +40 |Hero   | Mintos, Kievs(5),   |
              |      |      |     |       | Surene(5), Stancia  |
    --------------------------------------------------------------------------------
    Sword of  |      |      |     |Ragnar,| Lakanaba*, Mintos,  | Firebal
    Malice    | 3500 | 2625 | +45 |Taloon,| Kievs(5), Stancia   |
              |      |      |     |Hero   |                     |
    --------------------------------------------------------------------------------
              |      |      |     |Ragnar,| Surene(5), Kievs(5),|
    Battle Axe| 5500 | 4125 | +50 |Hero   | Stancia, Rosaville, |
              |      |      |     |       | Riverton            |
    --------------------------------------------------------------------------------
              |      |      |     |Cristo,|                     |
    Staff of  |------| 3500 | +50 |Brey,  | found in Royal Crypt| Stopspell,
    Antimagic |      |      |     |Nara,  |                     | Robmagic
              |      |      |     |Mara   |                     |
    --------------------------------------------------------------------------------
              |      |      |     |Cristo,|                     |
    Staff of  | 2500 | 1875 | +55 |Brey,  | Surene(5), Stancia  | converts 3MP to +1
    Force     |      |      |     |Nara,  |                     | attack power
              |      |      |     |Mara   |                     |
    --------------------------------------------------------------------------------
    Fire Claw |------| 7500 | +60 | Alena | found in Gardenbur  | Firebane
              |      |      |     |       |                     | (one enemy)
    --------------------------------------------------------------------------------
    Sword of  | 8000 | 6000 | +60 |Ragnar,| Stancia, Rosaville, | Sleepmore
    Lethargy  |      |      |     |Hero   | Riverton            |
    --------------------------------------------------------------------------------
              |      |      |     |Cristo,| found in Santeem    |
    Magma     |------|------| +63 |Brey,  | after defeating     | Bang
    Staff     |      |      |     |Nara,  | Balzack             |
              |      |      |     |Mara   |                     |
    --------------------------------------------------------------------------------
    Zenithian |      |      |     |       | found in            |
    Sword     |------|------| +65 | Hero  | Giant World Tree    |
    (as found)|      |      |     |       |                     |
    --------------------------------------------------------------------------------
    Demon     |------|  450 | +70 |Ragnar,| found in Colossus   | cursed, miss or
    Hammer    |      |      |     |Hero   |                     | terrific blow
    --------------------------------------------------------------------------------
    Ice Blade |------|  600 | +75 |Ragnar,| found in Lakanaba   | Snowstorm
              |      |      |     |Hero   |                     |
    --------------------------------------------------------------------------------
    Dragon    |15000 |11250 | +90 |Ragnar,| Rosaville, Riverton |
    Killer    |      |      |     |Hero   |                     |
    --------------------------------------------------------------------------------
    Multi-Edge|------| 2475 | +99 |Ragnar,| found in Endor      | cursed, deals back
    Sword     |      |      |     |Hero   |                     | 1/4 of damage
    --------------------------------------------------------------------------------
              |      |      |     |Ragnar,|                     | heals attacker
    Sword of  |    6M| 7125 |+100 |Taloon,| King collecting     | when enemy does
    Miracles  |      |      |     |Cristo,| Small Medals        | not die
              |      |      |     |Hero   |                     |
    --------------------------------------------------------------------------------
    Zenithian |      |      |     |       | found in            |
    Sword     |------|------|+110 | Hero  | Giant World Tree    | freezing waves
    (blessed) |      |      |     |       |                     |
    --------------------------------------------------------------------------------
    Sword of  |------|  150 |+120 |Ragnar,| found in Konenber   | Defence, cursed,
    Decimation|      |      |     |Taloon |                     | no defense power
    --------------------------------------------------------------------------------
    Metal     |      |      |     |all but|                     | 
    Babble    |------|------|+130 |Alena, | found in            |
    Sword     |      |      |     |Brey, &| Cascade Cave        |
              |      |      |     |Mara   |                     |
    
    Comments on Weapons
    
    Weapons that are too weak to buy are the Cypress Stick and the Club.  Ragnar,
    Nara, and the Hero start out with Copper Swords, and Cristo starts out with a
    Club.  Alena should get a Thorn Whip in Surene.  Brey starts out with a Cypress
    Stick and cannot use a Club.  Taloon could easily get a Thorn Whip before
    leaving Lakanaba.  Finally, Mara cannot use a Club, and the Cypress Stick is not
    available for purchase in Chapter Four.
    
    The only person for whom you should even consider buying a Copper Sword is
    Cristo.  Remember that he can use a Thorn Whip too, so if you would rather save
    up for that, then do so by all means.
    
    It is not worthwhile for Ragnar, Taloon, Nara, Mara, or the Hero to get a Thorn
    Whip, especially since better weapons are available to them by the time that
    they can purchase one.  Also, note that Ragnar, Nara, and the Hero start with
    Copper Swords, so the Thorn Whip is only a two point improvement.  By the same
    reasoning, you may want to forego getting Cristo a Thorn Whip also.  On the
    other hand, the Thorn Whip is a decent buy for Alena.
    
    The Boomerang is only a good buy for Brey and Mara before they have access to
    Venomous Daggers and for the Hero before venturing to Endor.  All other
    characters can get at least a Chain Sickle relatively soon after the Boomerang
    is available.
    
    The Chain Sickle is a decent weapon for Ragnar and Taloon before venturing away
    from their home towns, and it is a must-have for Alena before she reaches Endor.
    On the other hand by using the strategy "Run To the Next Town", Cristo and Nara
    should not need to get Chain Sickles.  This weapon is also not a good buy for
    the Hero.
    
    Although the Iron Spear is a must-have for Ragnar before entering Loch Tower, it
    is quite useless otherwise.  By the time one is available for Cristo, he can get
    the much superior Morning Star.  By the time that Taloon can get an Iron Spear,
    he should be close to getting either an Abacus of Virtue or a Sword of Malice.
    Finally, the Hero can use the Iron Spear tucked away in the Cave of the Silver
    Statuette until he or she gets a Broad Sword.
    
    Ragnar can find a Sword of Malice in Loch Tower, and Taloon can get one fairly
    early on in Chapter Three in Lakanaba.  On the other hand, by the time that the
    Hero can get a Sword of Malice, the party already has a ship.  With Rosaville
    and Riverton accessible, the Sword of Lethargy and the Dragon Killer are
    possibilities.  With the King collecting Small Medals accessible, the Sword of
    Miracles is a possibility.
    
    The Venomous Dagger is a good idea for Brey and Mara.  Unless Taloon is hunting
    for Metal Slimes, he has better alternatives with the Abacus of Virtue and the
    Sword of Malice.  It is a tough decision whether Nara should have the Venomous
    Dagger or the Morning Star.  I typically opt for the Morning Star.
    
    The Morning Star is a must-have for Cristo, and it is a decent weapon for Nara.
    On the other hand, by the time that Ragnar can get his hands on a Morning Star,
    he should already have the much superior Sword of Malice.
    
    Although the Staff of Jubilation is an improvement over the Venomous Dagger and
    is as strong as the Morning Star, it may not be worth the patience to get them.
    
    The Iron Claw is a must-have for Alena before entering the tournament in Endor.
    Her only "upgrades" from this are the Fire Claw and the Stilleto Earrings.
    
    If Taloon foregoes the option of getting his hands on a Sword of Malice, he
    better get the Abacus of Virtue.
    
    There is no point in buying the Iron Fan.  For 130 more gold, Mara can get a
    stronger weapon that has the possibility of paralyzing enemies.
    
    You may want to consider getting Poison Needles, as they occasionally cause
    instant death.  They come in handy in Chapter Four when battling King Slimes and
    in Chapter Five when battling Metal Slimes and Metal Babbles.
    
    The Silver Tarot Cards are pretty worthless as a weapon.  Since using them as an
    item in battle is risky anyways and Nara will not do this during Chapter Five
    (except in the Try Out setting), it is probably best to sell these.
    
    The Hero should not have to buy a Broad Sword since there is one in the Cave of
    the Silver Statuette.  This serves him or her well until getting the boat.  By
    the time that Ragnar can get a Broad Sword, he should already have the much
    superior Sword of Malice.
    
    After getting the boat, there is the possibility of getting a Sword of Lethargy
    or a Dragon Killer.  Although the Dragon Killer is a much stronger weapon, it is
    also extremely expensive, and the Sword of Lethargy has the added bonus of being
    able to put enemies to sleep from a regular attack, an attribute that is quite
    useful against bosses.  I personally spring for a Sword of Lethargy.  Whichever
    you choose, it is probably best to just get one.  By the time Ragnar is in your
    party, either Taloon or Cristo should have a Sword of Miracles which either the
    Hero or Ragnar can borrow.
    
    The Staff of Punishment may be a nice option for Cristo and/or Nara, but getting
    these forces you to wait longer to get the more expensive goodies.  I personally
    forego these staffs at the beginning of Small Medal trading.
    
    Speaking of Small Medals, I use them in this manner: a Sword of Miracles for
    Cristo, a Hat of Happiness for Brey, a Hat of Happiness for Mara, a Sword of
    Miracles for Taloon, a Hat of Happiness for Nara, purchase Staffs of Punishment
    with the rest (and sell these staffs to earn lots of gold).  Note that Infurnus
    Shadow yields a Sword of Miracles that Ragnar can use.
    
    Although the Stilleto Earrings are a weak weapon, they allow the wearer to
    attack twice in one round.  Since Alena has high natural strength and can land
    terrific blows somewhat frequently, consider equipping her with these.  By the
    time that her strength reaches 65 (which happens quite soon in Chapter Five),
    she typically attacks better than Stilleto Earrings than with her most powerful
    weapon, the Fire Claw.  On the other hand, Stilleto Earrings are obviously not a
    good option for Nara or Mara.
    
    The Battle Axe is not a good buy.  Although it is slightly more powerful than
    the Sword of Malice, it is almost twice as expensive and has no special effect.
    Also, stronger weapons such as the Sword of Lethargy and the Dragon Killer
    should be available.  On the other hand, if a Rhinothrope drops a Battle Axe, I
    usually give it to Ragnar.
    
    Of the cursed equipment, the Sword of Decimation is the only one worth keeping,
    as it performs the Defence spell when used in battle (without cursing the person
    using it).  None of the cursed equipment is worth equipping.
    
    The Magma Staff, besides being necessary to complete the game, is a very handy
    weapon.  It is Brey's and Mara's ultimate weapon.  In order to prevent them from
    fighting over this weapon, it might be a good idea to get one of them the
    slightly weaker but not very costly Staff of Force.  By the time a Staff of
    Force can be purchased (or a Beleth might drop one), someone should have a Hat
    of Happiness to compensate for the depletion of MP that the staff causes.
    
    You might be wondering, "What about Nara?"  Indeed, save for the Metal Babble
    Sword, the Magma Staff is her ultimate weapon.  For this reason, I let Nara have
    the Metal Babble Sword.  My reasoning goes as follows:  The Hero will eventually
    have the Zenithian Sword, a +110 weapon (after visiting Master Dragon), and
    Ragnar, Taloon, and Cristo will eventually have Swords of Miracles, which are
    +100 weapons.  On the other hand, Nara's next best weapon, the Magma Staff, is a
    measly +63.  Of course, before going into caves and such, members exchange
    weapons and armor accordingly, so the Metal Babble Sword may not stay in her
    hands permanently, but I recommend that she have it whenever she comes out of
    the wagon.
    
    The Magma Staff and the Staff of Force make all other staffs that Brey and Mara
    can use obsolete.  On the other hand, the Staff of Antimagic comes in handy as
    an item, but I usually sell it after getting to Dire Palace.  (I like having
    both the Sphere of Silence and the Staff of Antimagic in Colossus to deal with
    the dreaded Blizags.)  Note also that the Staff of Antimagic has the effect
    that, if an enemy that can cast spells is hit with it, the enemy loses MP to the
    person wielding it.
    
    The Fire Claw is the most powerful weapon that Alena can equip.  Moreover, when
    used in battle, it hits one enemy for about 25 HP.  Despite this, I prefer the
    Stilleto Earrings.  I would like to point out that the selling price of the Fire
    Claw is the exact same as the purchase price of the Stilleto Earrings.
    Coincidence?  I think not.
    
    The Ice Blade is nice.  After getting this, the Sword of Lethargy becomes a
    hand-me-down to Ragnar, and after seeing Master Dragon, the Ice Blade becomes a
    hand-me-down to Ragnar.  I usually do not sell the Ice Blade until after the
    battle with Radimvice, as it comes in handy for dealing with the Demighouls.
    
    Oddly enough, the Staff of Healing does not cause damage to enemies.  It should
    be used, not equipped.  I usually let Ragnar carry this.  He uses it wisely.
    
    Finally, the Zenithian Sword.  When I first played this game, I wondered about
    this item.  Even Taloon thought that this sword sucked.  I was quite pissed that
    I actually had to equip it to enter Zenithian Tower.  I discovered happily that
    I could reequip the blessed Ice Blade within the tower.  (Now that I know
    better, the Sword of Miracles is a better choice.)  What a surprise that was in
    store for me upon talking to Master Dragon!  This sword is a must-have for
    dealing with Master Malices as well as Necrosaro himself.
    
    ================================================================================
    
    Armor
    
    The armor below is listed in order of defense power.
    
    If a city is followed by a number in parentheses, this means that that
    particular armor is available in that city during the chapter that the number
    indicates.
    
    name      | buy  | sell |  DP | equip | purchase/find       | special effects
    ================================================================================
    Basic     |   10 |    7 |  +4 |  all  | Surene              |
    Clothes   |      |      |     |       |                     |
    --------------------------------------------------------------------------------
    Wayfarer's|   70 |   52 |  +7 |  all  | Surene, Lakanaba,   |
    Clothes   |      |      |     |       | Monbaraba           |
    --------------------------------------------------------------------------------
    Dancer's  |  400 |  300 |  +8 |Alena, | Gardenbur           |
    Costume   |      |      |     |Mara   |                     |
    --------------------------------------------------------------------------------
              |      |      |     |Alena, |                     |
              |      |      |     |Nara,  |                     |
    Silk Robe |  110 |   82 | +10 |Mara,  | Monbaraba           |
              |      |      |     |female |                     |
              |      |      |     |Hero   |                     |
    --------------------------------------------------------------------------------
              |      |      |     |all but| Burland, Surene,    |
    Leather   |  180 |  135 | +12 |Nara & | Tempe, Frenor,      |
    Armor     |      |      |     |Mara   | Bazaar, Lakanaba,   |
              |      |      |     |       | Branca              |
    --------------------------------------------------------------------------------
              |      |      |     |Alena, |                     |
    Leather   |      |      |     |Nara,  | Monbaraba, Kievs,   |
    Dress     |  250 |  187 | +14 |Mara,  | Haville, Gardenbur  |
              |      |      |     |female |                     |
              |      |      |     |Hero   |                     |
    --------------------------------------------------------------------------------
              |      |      |     |Ragnar,| Burland, Izmit,     |
    Chain     |      |      |     |Alena, | Frenor, Bazaar,     |
    Mail      |  350 |  262 | +18 |Cristo,| Endor, Lakanaba,    |
              |      |      |     |Taloon,| Branca, Bonmalmo(5) |
              |      |      |     |Hero   |                     |
    --------------------------------------------------------------------------------
    Fur Coat  |  600 |  450 | +22 |all but| Haville,            |
              |      |      |     |Brey   | Bonmalmo(5), Aneaux |
    --------------------------------------------------------------------------------
              |      |      |     |all but| Izmit, Bazaar,      |
    Bronze    |  700 |  525 | +25 |Alena, | Endor, Lakanaba,    |
    Armor     |      |      |     |Brey, &| Aneaux, Konenber    |
              |      |      |     |Mara   |                     |
    --------------------------------------------------------------------------------
              |      |      |     |Alena, | Kievs(5), Endor(5), |
    Cloak of  | 3000 | 2250 | +28 |Brey,  | Surene(5),          |
    Evasion   |      |      |     |Mara   | Seaside Village,    |
              |      |      |     |         Stancia, Gardenbur  |
    --------------------------------------------------------------------------------
              |      |      |     |Ragnar,| Izmit, Endor,       |
    Half Plate| 1200 |  900 | +30 |Cristo,| Haville,            |
    Armor     |      |      |     |Nara,  | Bonmalmo(5), Aneaux,|
              |      |      |     |Hero   | Konenber, Mintos    |
    --------------------------------------------------------------------------------
    Iron Apron| 1500 | 1125 | +32 |Taloon | Endor, Mintos       |
    --------------------------------------------------------------------------------
    Robe of   |      |      |     |all but| found in            |
    Serenity  |------| 4500 | +33 |Ragnar | Cave of Padequia    |
              |      |      |     |& Hero |                     |
    --------------------------------------------------------------------------------
    Full Plate|      |      |     |Ragnar,| Mintos, Kievs(5),   |
    Armor     | 2300 | 1725 | +35 |Hero   | Seaside Village,    |
              |      |      |     |       | Rosaville           |
    --------------------------------------------------------------------------------
              |      |      |     |Cristo,|                     |
    Mysterious|------| 5625 | +37 |Brey,  | found in            | wearer gains MP
    Bolero    |      |      |     |Nara,  | Zenithian Tower     | when hit by spell
              |      |      |     |Mara   |                     |
    --------------------------------------------------------------------------------
    Sacred    |      |      |     |Cristo,| Seaside Village,    | reduces damage
    Robe      | 4400 | 3300 | +38 |Nara   | Stancia, Rosaville, | from spells and
              |      |      |     |       | Riverton, Gottside  | emissions
    --------------------------------------------------------------------------------
              |      |      |     |Alena, |                     |
    Pink      |      |      |     |Nara,  |                     |
    Leotard   | 6300 | 4725 | +40 |Mara,  | Gardenbur           |
              |      |      |     |female |                     |
              |      |      |     |Hero   |                     |
    --------------------------------------------------------------------------------
    Water     |      |      |     | Brey, |                     | reduces damage
    Flying    |15000 |11250 | +41 | Nara, | Elfville            | from spells and
    Clothes   |      |      |     | Mara  |                     | emissions
    --------------------------------------------------------------------------------
    Dragon    |      |      |     |Ragnar,| Stancia, Rosaville, | reduces damage
    Mail      | 5200 | 3900 | +45 |Hero   | Riverton, Gottside  | from spells and
              |      |      |     |       |                     | emissions
    --------------------------------------------------------------------------------
              |      |      |     |Alena, |                     |
    Dress of  |      |      |     |Nara,  | found in Shrine of  | occasionally has
    Radiance  |------| 6600 | +45 |Mara,  | the Baron's Horn    | effect of Bounce
              |      |      |     |female | and Final Cave      | 
              |      |      |     |Hero   |                     |
    --------------------------------------------------------------------------------
    Zombie    |------|  625 | +49 |Ragnar,| found in Den of     | cursed
    Mail      |      |      |     |Hero   | Radimvice           |
    --------------------------------------------------------------------------------
    Swordedge | 9800 | 7350 | +50 |Ragnar,| Endor(5), Gottside  | damages attackers
    Armor     |      |      |     |Hero   |                     |
    --------------------------------------------------------------------------------
    Demon     |------|  750 | +60 |Ragnar,| found in Final Cave | cursed, no agility
    Armor     |      |      |     |Hero   |                     |
    --------------------------------------------------------------------------------
    Zenithian |      |      |     |       | found in Shrine of  | reduces damage
    Armor     |------|------| +70 | Hero  | Breaking Waves      | from spells and
              |      |      |     |       |                     | emissions
    --------------------------------------------------------------------------------
    Metal     |      |      |     |all but|                     |
    Babble    |15000 |11250 | +95 |Alena, | Endor(5)            |
    Armor     |      |      |     |Brey, &|                     |
              |      |      |     |Mara   |                     |
    
    Comments on Armor
    
    Ragnar starts out with Leather Armor, so he should not have to get it.  Leather
    Armor is a great buy for Cristo and Brey. Although it is not much better than
    the Silk Robe, it might be a good idea to get Leather Armor for Alena also, as
    this augments the power of Cristo's Upper spell.  Taloon has much better armor
    available to him in Lakanaba, so he should bypass the Leather Armor.  Finally,
    the Hero should not have to buy Leather Armor, as a set is available at the
    Woodsman's Shack.
    
    Although Chain Mail may be a decent buy for Ragnar and the Hero, I usually do
    not bother.  On the other hand, Chain Mail is a great buy for Alena, as it is
    the best armor available to her in Chapter Two.  You may also want to consider
    getting some for Cristo before venturing away from Frenor.  Again, Taloon has
    much better armor available to him in Lakanaba, so he should bypass the Chain
    Mail.
    
    By the time that Ragnar, Nara, and the Hero have access to Bronze Armor, they
    also have access to Half Plate Armor.  On the other hand, Bronze Armor is a
    terrific upgrade for Cristo before heading to the Birdsong Tower and for Taloon
    before venturing away from Lakanaba.
    
    Ragnar, Cristo, and Nara should all purchase Half Plate Armor, as it is the best
    armor to which they have access before Chapter Five.  The Hero, however, should
    not have to buy Half Plate Armor.  Either Nara can bring an extra set over from
    Haville or the Hero can find a set in the Cave of the Silver Statuette.  Early
    on, the Half Plate Armor is a must-have for anyone who can equip it.
    
    Everyone starts out with at least Basic Clothes.  If you find yourself wanting
    to buy these, give yourself a good smack on the head.  The same goes for
    Wayfarer's Clothes.  Venturing away from the starting area requires armor at
    least as good as the Silk Robe.
    
    The Iron Apron is a must-buy for Taloon.
    
    Mara starts out with a costly but not very defensive Dancer's Costume.  She can
    sell it for a Leather Dress and have some gold to spare.  The option of
    purchasing a Dancer's Costume comes up later in the game.  If you find yourself
    considering buying the Dancer's Costume, give yourself a good 500 smacks on the
    head.
    
    Alena and Nara start out with Silk Robes.  Mara should not need to get a Silk
    Robe since, as mentioned earlier, she can get a Leather Dress right at the
    beginning of Chapter Four.
    
    As mentioned earlier, Mara can easily get a Leather Dress.  Without too much
    effort, Nara can get a Leather Dress also, but the gold might be better used by
    saving up for a weapon for Mara.  Leather Dresses are not available in Chapter
    Two, and Alena should have the much superior Chain Mail by the time that she
    could get a Leather Dress.
    
    The Fur Coat for Mara upon reaching Haville is a no brainer.  On the other hand,
    this is not such a good option for Nara. Get her the Half Plate Armor instead.
    The only other person for whom you should even want to consider getting a Fur
    Coat is Alena.  I opt not to make this upgrade though.
    
    You should not have to buy Full Plate Armor.  By the time that Hero has access
    to this, he or she can get Dragon Mail.  Keeleon leaves Full Plate Armor behind
    for Ragnar to use.
    
    The Sacred Robe and the Dragon Mail are only worth getting before the Cave of
    the Padequia.  After that, you are ready to get the Magic Key, which will
    enable you to access the store that sells Metal Babble Armor.
    
    Many of the advanced armors are useless.  These include the Cloak of Evasion,
    the Swordedge Armor, and the cursed armors. The Cloak of Evasion offers less
    defense than the Half Plate Armor and costs almost triple!  Given that a Pink
    Leotard and a Robe of Serenity will soon be available, it is not worth paying
    all this money.  As for the Swordedge Armor and the cursed armors, all of the
    people that can equip this can also equip the beloved Metal Babble Armor.
    Instead of shopping for lesser armor (or, even dumber, waiting around for
    cursed armor), get your butt over to Santeem to hunt for Mystic Dolls and save
    up some money for Metal Babble Armor!
    
    In the Cave of the Padequia, just south of the big door, is the coveted Robe of
    Serenity.  Brey is in dire need of this, as he is still sporting Leather Armor!
    
    The king of Endor keeps a Pink Leotard in his dressing room.  He claims it is
    for his daughter, but we all know better. Either Alena or Mara would not mind
    donning this.  Upon reaching Gardenbur, it would be wise to get a Pink Leotard
    for the other lucky lady.
    
    The Zenithian Armor is essential for completing the quest.  Although it offers
    less defense than the Metal Babble Armor, it is more resistant to spells and
    emissions.  For this reason, the Hero should not have a problem sporting the
    Zenithian Armor instead.
    
    The Dress of Radiance can be a blessing and a curse.  It can occasionally Bounce
    back enemy spells, but it can also occasionally Bounce back healing spells
    during battle.  By the time you find a Dress of Radiance, Nara should have Metal
    Babble Armor.  It is up to you whether you want Alena and Mara to upgrade or
    keep their Pink Leotards.
    
    There is a set of Water Flying Clothes hidden away in the Final Cave so, unless
    Mara foregoes the Dress of Radiance, you do not really need to buy any Water
    Flying Clothes.  If you are tempted to buy Water Flying Clothes for Nara, hit
    yourself over the head 5000 times.  Why pay the same price for armor that is 54
    points worse defensively?
    
    Poor Brey has a hard time as far as armor goes.  If you choose not to buy Water
    Flying Clothes, then, when you stumble upon the Mysterious Bolero, that will be
    his best armor for the time being.  This has a pretty cool effect:  If a spell
    affects Brey and he lives through it, he will gain MP up to the casting cost of
    the spell.  You might decide that this effect is so cool that you will want to
    forego upgrading to Water Flying Clothes.  On the other hand, if you intend to
    use Brey when battling Necrosaro, then you will want him to have Water Flying
    Clothes instead of the Mysterious Bolero.
    
    ================================================================================
    
    Shields
    
    The shields below are listed in order of defense power.
    
    If a city is followed by a number in parentheses, this means that that
    particular shield is available in that city during the chapter that the number
    indicates.
    
    name      | buy  | sell |  DP | equip | purchase/find       | special effects
    ================================================================================
    Leather   |      |      |     |all but| Burland, Surene,    |
    Shield    |   90 |   67 |  +4 |Alena &| Bazaar, Lakanaba,   |
              |      |      |     |Mara   | Haville, Branca     |
    --------------------------------------------------------------------------------
    Scale     |      |      |     |all but| Burland, Izmit,     |
    Shield    |  180 |  135 |  +7 |Alena &| Bazaar, Endor,      |
              |      |      |     |Mara   | Haville, Branca     |
    --------------------------------------------------------------------------------
              |      |      |     |all but| Izmit, Endor,       |
    Iron      |      |      |     |Alena, | Bonmalmo(5), Aneaux,|
    Shield    |  650 |  487 | +12 |Brey, &| Konenber, Mintos,   |
              |      |      |     |Mara   | Seaside Village,    |   
              |      |      |     |       | Stancia, Riverton   |
    --------------------------------------------------------------------------------
    Dragon    |      |      |     |Ragnar,|                     | reduces damage
    Shield    | 7100 | 5325 | +30 |Hero   | Riverton, Gottside  | from spells and
              |      |      |     |       |                     | emissions
    --------------------------------------------------------------------------------
              |      |      |     |Ragnar,|                     |
    Shield of |13000 | 9750 | +40 |Cristo,| Elfville            | Healmore
    Strength  |      |      |     |Taloon,|                     |
              |      |      |     |       |                     |
    --------------------------------------------------------------------------------
    Mirror    |      |      |     |Ragnar,|                     | returns some
    Shield    |------| 6750 | +45 |Cristo,| found in Final Cave | damage from spells
              |      |      |     |Hero   |                     |
    --------------------------------------------------------------------------------
    Aeolus'   |------| 3525 | +50 |Ragnar,| found in            | Expel
    Shield    |      |      |     |Hero   | Dire Palace         |
    --------------------------------------------------------------------------------
    Zenithian |------|------| +55 | Hero  | found in Gardenbur  | Bounce
    Shield    |      |      |     |       |                     |
    --------------------------------------------------------------------------------
    Metal     |      |      |     |Cristo,|                     |
    Babble    |50000C|------| +60 |Brey,  | Endor Casino        | Fendspell
    Shield    |      |      |     |Nara,  |                     |
              |      |      |     |Mara   |                     |
    
    Comments on Shields
    
    In Chapters One, Four, and Five, the Leather Shield is not a good buy.  If
    Ragnar, Nara, and the Hero decide to purchase shields in Burland, Haville, and
    Branca, respectively, then they may as well save up for Scale Shields.  In
    Chapters Two and Three, however, Leather Shields are all the rage.  Having them
    in Chapter Two increases the effect of Cristo's spell Upper.  As Taloon can get
    a lot of gold (relatively speaking) at the beginning of Chapter Three and the
    Leather Shield is the best shield available to him until he gets to Endor, he
    may as well get one.
    
    If you want Ragnar and the Hero to have shields before heading too far from
    their homes, then the Scale Shield is the ticket. The Scale Shield is also a
    must-buy for Cristo and Brey before the excursion to Birdsong Tower.  It is
    also a must-buy for Nara before venturing to Aktemto.
    
    The Iron Shield is a must-buy for Ragnar, Taloon, and the Hero.  On the other
    hand, by the time that Cristo and Nara can get Iron Shields, they have access to
    Metal Babble Shields.  If you are planning on getting them Metal Babble Shields
    anyways, then you should skip getting them Iron Shields.
    
    You will need to do a lot of gambling to get Metal Babble Shields, but it is
    well worth the effort.  Towards the beginning of Chapter Five, Nara and Mara are
    virtually unhittable when they have these equipped.  Too bad this is the only
    shield that Mara can use.
    
    On a similar note, I really wish that Alena could use a shield!  Brey is her
    tutor.  He should teach her how to use one.
    
    The Dragon Shield is not worth buying.  One is available in the Cave Southeast
    of Gardenbur.  The Hero can use this until he or she obtains the Zenithian
    Shield, when the Dragon Shield makes a nice hand-me-down for Ragnar.  Once
    Ragnar gets Aeolus' Shield, the Dragon Shield becomes obsolete.  Oddly enough,
    there is also a Dragon Shield available in the Zenithian Tower, but you should
    not need it by then.
    
    The Zenithian Shield is awesome!  If only the Hero could get it earlier to use
    on Keeleon and Balzack!!!
    
    The Shield of Strength is Taloon's best and thus is a must-buy.
    
    Although the Mirror Shield is not the best for anyone who can equip it, it is a
    wonderful thing to have equipped when battling Metal Babbles and King Metals.
    Just try it and rake in the experience points.
    
    ================================================================================
    
    Helmets
    
    The helmets below are listed in order of defense power.
    
    If a city is followed by a number in parentheses, this means that that
    particular helmet is available in that city during the chapter that the number
    indicates.
    
    name      | buy  | sell |  DP | equip | purchase/find       | special effects
    ================================================================================
    Leather   |      |      |     |       | Burland, Surene,    |
    Hat       |   65 |   48 |  +2 |  all  | Lakanaba,           |
              |      |      |     |       | Monbaraba, Branca   |
    --------------------------------------------------------------------------------
              |      |      |     |all but| Burland, Izmit,     |
    Wooden Hat|  120 |   90 |  +6 |Brey & | Frenor, Bazaar,     |
              |      |      |     |Mara   | Endor, Branca,      |
              |      |      |     |       | Bonmalmo(5), Aneaux |
    --------------------------------------------------------------------------------
    Feather   |      |      |     |Alena, | Kievs, Haville,     |
    Hat       |  280 |  210 |  +8 |Nara,  | Bonmalmo(5),        |
              |      |      |     |Mara   | Aneaux, Konenber    |
    --------------------------------------------------------------------------------
              |      |      |     |Alena, |                     |
    Golden    |      |      |     |Nara,  | Konenber, Mintos,   | reduces success
    Barrette  |  540 |  405 | +12 |Mara,  | Gardenbur           | of Chaos
              |      |      |     |female |                     |
              |      |      |     |Hero   |                     |
    --------------------------------------------------------------------------------
              |      |      |     |Cristo,|                     | wearer
    Hat of    |    4M|   11 | +15 |Brey,  | King collecting     | regains 1 MP
    Happiness |      |      |     |Nara,  | Small Medals        | every four steps
              |      |      |     |Mara   |                     |
    --------------------------------------------------------------------------------
              |      |      |     |Ragnar,| Mintos,             |
    Iron      | 1100 |  825 | +16 |Cristo,| Seaside Village,    |
    Helmet    |      |      |     |Taloon,| Stancia, Rosaville, |
              |      |      |     |Hero   | Riverton            |
    --------------------------------------------------------------------------------
              |      |      |     |Ragnar,| Kievs(5), Surene(5),|
    Iron Mask | 3500 | 2625 | +25 |Hero   | Rosaville, Riverton,|
              |      |      |     |       | Gottside            |
    --------------------------------------------------------------------------------
    Zenithian |------|------| +30 | Hero  | found in Stancia    |
    Helm      |      |      |     |       |                     |
    --------------------------------------------------------------------------------
    Metal     |      |      |     |all but|                     |
    Babble    |   20M|------| +50 |Alena, | King collecting     |
    Helm      |      |      |     |Brey, &| Small Medals        |
              |      |      |     |Mara   |                     |
    --------------------------------------------------------------------------------
    Mask of   |------|    6 |+200 |  all  | found in            | cursed, wearer
    Corruption|      |      |     |       | Cascade Cave        | suffers confusion
    
    Comments on Helmets
    
    Only Cristo, Brey, and Taloon should buy Leather Hats.  Ragnar should save up
    for a Wooden Hat, Alena has a Feather Hat in her room, Nara and Mara should
    save up for Feather Hats, and the Hero starts out with a Leather Hat.  For
    Cristo and Brey, the Leather Hat enhances the effect of Upper.  (Every little
    bit counts.)  For Taloon, the Leather Hat is the best he can buy until
    venturing to Endor.
    
    For Ragnar, Cristo, Taloon, and a male Hero, the Wooden Hat is a must-buy.  On
    the other hand, by the time that Wooden Hats are available for Alena and Nara,
    they should already have Feather Hats.  A female Hero has no problem sporting
    the Leather Hat until she reaches Konenber, but the upgrade to a Wooden Hat
    beforehand is not a bad idea.
    
    Alena has a Feather Hat in her room.  For Nara and Mara, the Feather Hat is a
    must-buy.  The Hero cannot equip the Feather Hat, regardless of gender; however,
    Celia dropped her hat, and the Hero should take it.  Although this Feather Hat
    smells like Celia, the Hero should sell it and spend the money on stuff that he
    or she can equip.
    
    Upon reaching Konenber, Nara, Mara, and a female Hero should upgrade to Golden
    Barrettes.  Instead of buying another one for Alena though, she can wait for a
    hand-me-down.  In the case of a female Hero, this occurs upon receiving the
    Zenithian Helm.  In the case of a male Hero, Alena will need to wait until Nara
    or Mara gets a Hat of Happiness.
    
    In case you missed this in "Notes on Weapons":
    
    I use Small Medals in this manner: a Sword of Miracles for Cristo, a Hat of
    Happiness for Brey, a Hat of Happiness for Mara, a Sword of Miracles for
    Taloon, a Hat of Happiness for Nara, purchase Staffs of Punishment with the
    rest (and sell these staffs to earn lots of gold).
    
    I highly doubt that the Metal Babble Helm is worth only having 12 Small Medals
    left to spend on other goodies.  Metal Babbles and King Metals rarely have
    treasure chests, but when they do, the chests contain Hats of Happiness and
    Metal Babble Helms, respectively.  If you are lucky enough to have this occur
    in your quest, especially with a King Metal, consider yourself fortunate.
    
    You should only have to buy one Iron Helmet.  By the time that these are
    available, the Hero will not have to wait long before receiving the Zenithian
    Helm.  After obtaining the Thief's Key, you can snag an Iron Helmet from the
    treasure room in Burland.  Ragnar, Cristo, and Taloon can trade these around
    until Ragnar gets his hands on an Iron Mask.
    
    Speaking of which, you do not need to buy an Iron Mask.  If the Hero does not
    already have the Zenithian Helm by the time that Iron Masks are available, he or
    she will get it soon.  There is an Iron Mask in the Cave Southeast of Gardenbur
    that Ragnar can use.
    
    I usually venture to Stancia after Brey joins the party.  After speaking to the
    King, I Return to Monbaraba, nag Panon, bring him to Stancia to talk to the
    King, and get my first piece of Zenithian equipment.  Then I am ready for the
    Cave of the Padequia.
    
    The Mask of Corruption is one of those "too good to be true" sort of things.
    Curiously, in the list of equipment that comes with the game, it mistakenly
    states that the Mask of Corruption is in the Shrine of Breaking Waves.
    
    ================================================================================
    
    Items
    
    The items below are listed in the following order:  First, items found at
    virtually any item shop are listed in order of price; next, seeds are listed in
    the order that they are typically encountered in the game; finally, all other
    items are listed in the order that they are typically encountered in the game.
    The addition (battle) indicates that the item can only be used successfully
    during battle, whereas (command) indicates that the item can only be used
    successfully outside of battle.  With the exception of items that must be used
    on specific people or things (which are only useful outside of battle), the lack
    of either of these words indicates that the item can be used successfully at any
    time.
    
    name      | buy  | sell | purchase/find      | effect/description
    --------------------------------------------------------------------------------
    Medical   |    8 |    6 | virtually any      | Heal, can only be used once
    Herb      |      |      | item shop          |
    --------------------------------------------------------------------------------
    Antidote  |   10 |    7 | virtually any      | Antidote, can only be used once
    Herb      |      |      | item shop
    --------------------------------------------------------------------------------
    Fairy     |   20 |   15 | virtually any      | Repel, can only be used once
    Water     |      |      | item shop          | (command)
    --------------------------------------------------------------------------------
    Wing of   |   25 |   18 | virtually any item | Return, can only be used once
    Wyvern    |      |      | shop (not Ch. 1)   |
    --------------------------------------------------------------------------------
    Full Moon |   30 |   22 | virtually any item | Numboff (one person only),
    Herb      |      |      | shop (not Ch. 1)   | can only be used once 
    --------------------------------------------------------------------------------
    Agility   |------|   67 | various            | raises agility 1 to 3 points, 
    Seed      |      |      | treasure chests    | can only be used once
    --------------------------------------------------------------------------------
    Strength  |------|   90 | various            | raises strength 1 to 3 points,
    Seed      |      |      | treasure chests    | can only be used once
    --------------------------------------------------------------------------------
    Luck Seed |------|   52 | various            | raises luck 1 to 3 points,
              |      |      | treasure chests    | can only be used once
    --------------------------------------------------------------------------------
    Flying    |------|------| found in Old Well  | use to enter Loch Tower,
    Shoes     |      |      |                    | unlimited use
    --------------------------------------------------------------------------------
    Lifeforce |------|  187 | various            | raises max HP 4 to 6 points,
    Nuts      |      |      | treasure chests    | can only be used once
    --------------------------------------------------------------------------------
    Golden    |------|------| found in Cave      | enhances the Evil Force,
    Bracelet  |      |      | South of Frenor    | carried only
    --------------------------------------------------------------------------------
    Thief's   |------|------| given in exchange  | opens Thief's Key doors, 
    Key       |      |      | for Golden Bracelet| unlimited use (command)
    --------------------------------------------------------------------------------
    Gum Pod   |    8 |    1 | Foxville           | useless
              |      |      | (as Medical Herb)  |
    --------------------------------------------------------------------------------
    Birdsong  |------|------| found in           | cures laryngitis, can only be
    Nectar    |      |      | Birdsong Tower     | used on King of Santeem
    --------------------------------------------------------------------------------
    Magic     |   30C|   22 | Endor Casino       | restores 10 MP to 15 MP,
    Potion    |      |      |                    | can only be used once
    --------------------------------------------------------------------------------
    Wizard's  |  500C|------| Endor Casino       | restores 25 MP to 40 MP,
    Ring      |      |      |                    | finite number of uses
    --------------------------------------------------------------------------------
    Mirror of | 2500C|------| Endor Casino       | reverts Transform during battle,
    Ra        |      |      |                    | unlimited use (battle)
    --------------------------------------------------------------------------------
    Meteorite | 4000C|------| Endor Casino       | doubles wearer's agility (does
    Armband   |      |      |                    | not affect defense), equipped
    --------------------------------------------------------------------------------
    Lunch     |------|    7 | Neta makes this    | Heal, can only be used once
    --------------------------------------------------------------------------------
    Iron Safe |------|------| found in Cave      | prevents loss of gold when you
              |      |      | North of Lakanaba  | are defeated, carried only
    --------------------------------------------------------------------------------
    Prince's  |------|------| found in Bonmalmo  | can only be used on
    Letter    |      |      |                    | Princess of Endor
    --------------------------------------------------------------------------------
    Royal     |------|------| found in Endor     | can only be used on
    Scroll    |      |      |                    | King of Bonmalmo
    --------------------------------------------------------------------------------
    Silver    |------|25000 | found in Cave of   | a collector's item, carried only
    Statuette |      |      | Silver Statuette   |
    --------------------------------------------------------------------------------
    Sphere of |------|------| found in Cave      | Stopspell, unlimited use (battle)
    Silence   |      |      | West of Kievs      |
    --------------------------------------------------------------------------------
    Lamp of   |------|------| found in Cave      | changes day to night,
    Darkness  |      |      | West of Kievs      | unlimited use (command)
    --------------------------------------------------------------------------------
    Mystic    |------|  412 | various            | raises max MP 3 to 5 points,
    Acorns    |      |      | treasure chests    | can only be used once
    --------------------------------------------------------------------------------
    Gunpowder |------|------| found in           | noisemaker, 
    Jar       |      |      | Aktemto Mine       | unlimited use (command)
    --------------------------------------------------------------------------------
    Boarding  |------|------| found in           | for boarding ship from Haville to
    Pass      |      |      | Keeleon Prison     | Endor, carried only
    --------------------------------------------------------------------------------
    Symbol of |------|------| found in           | makes Hector willing to supply
    Faith     |      |      | Cave of Betrayal   | wagon, carried only
    --------------------------------------------------------------------------------
    Small     |------|------| hidden across      | can trade for weapons and
    Medal     |      |      | the world          | helmets, carried only
    --------------------------------------------------------------------------------
    Fire of   |------|------| found in           | can only be used on fire in
    Serenity  |      |      | Great Lighthouse   | Great Lighthouse
    --------------------------------------------------------------------------------
    Scent     |  150 |  120 | item shops in      | attracts enemies,
    Pouch     |      |      | Chapter Five       | can only be used once (command)
    --------------------------------------------------------------------------------
    Padequia  |------|------| found in Cave of   | necessary to grow Padequia plant,
    Seed      |      |      | the Padequia       | carried only
    --------------------------------------------------------------------------------
    Padequia  |------|------| given in exchange  | cures various illnesses,
    Root      |      |      | for Padequia Seed  | can only be used on Cristo
    --------------------------------------------------------------------------------
    Magic Key |------|------| found in Cave West | opens Thief's Key and Magic Key
              |      |      | of Kievs (Ch. 5)   | doors, unlimited use (command)
    --------------------------------------------------------------------------------
    Flute of  |      |      | found in Santeem   | reveals entrance to Saro's Tower,
    Uncovering|------|------| after defeating    | unlimited use (command)
              |      |      | Balzack            |
    --------------------------------------------------------------------------------
    Final Key |------|------| found in Gardenbur | opens all doors, unlimited use
              |      |      |                    | (command)
    --------------------------------------------------------------------------------
    Stone of  |------|------| found in           | can only be used on waterfall in
    Drought   |      |      | Seaside Village    | Cascade Cave
    --------------------------------------------------------------------------------
    Sandglass |      |      | found in           | reverses time in a battle,
    of        |------|------| Cascade Cave       | can only be used once a day
    Regression|      |      |                    | (battle)
    --------------------------------------------------------------------------------
    Staff of  |------|------| found in           | transforms party into other life
    Transform |      |      | Royal Crypt        | forms, unlimited use (command)
    --------------------------------------------------------------------------------
    Gas       |      |      | found in Esturk's  | necessary to make a
    Canister  |------|------| Lair after         | flying balloon, carried only
              |      |      | defeating Esturk   |
    --------------------------------------------------------------------------------
    Leaf of   |------|------| found in           | Revive, can only be used once
    World Tree|      |      | Giant World Tree
    --------------------------------------------------------------------------------
    Dew of    |------|------| found in           | Healusall, can only be used once
    World Tree|      |      | Giant World Tree   |
    --------------------------------------------------------------------------------
    Baron's   |------|------| found in Shrine of | recovers wagon,
    Horn      |      |      | the Baron's Horn   | unlimited use (command)
    --------------------------------------------------------------------------------
    Sage's    |------|------| found in           | Healus, unlimited use (battle)
    Stone     |      |      | Necrosaro's Palace |
    
    Comments on Items
    
    Some specialty chapter items disappear once the chapter is over: the Flying
    Shoes and the Iron Safe (if you got it in Chapter Three).  The Sphere of Silence
    is lost also.  Somehow, Saroknight ended up with it, and you can get it back by
    killing him.  Unfortunately, all of the lost items are actually useful.  The
    Gunpowder Jar and the Boarding Pass, which are useless after Chapter Four, are
    still around in Chapter Five.  I guess that is what the vault is for.
    
    Even within Chapter Five, there are many items that are used once and can be put
    in the vault immediately after using them.  These items are the Symbol of Faith,
    the Flute of Uncovering, the Stone of Drought, the Staff of Transform, and the
    Gas Canister.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Tips
    
    ================================================================================
    
    Defer Treasure
    
    ================================================================================
    
    The most important chapter of the game is Chapter Five.  Therefore, it stands to
    reason that, if you can avoid getting a treasure chest or hidden item in a
    chapter before Chapter Five, it may be wise to do so.  There are a few
    exceptions.  An obvious exception is items that are necessary for completing the
    chapter.  These include the Flying Shoes, the Golden Bracelet, the Birdsong
    Nectar, the Gunpowder Jar, and the Boarding Pass.  Another exception is items
    that help tremendously in completing a chapter.  These include the Sword of
    Malice, the Silver Statuette, and the Sphere of Silence.  Yet another exception
    is Chapter Two.  This is explained later in "Casino" tips.  There are only a
    couple of other exceptions.  The Iron Safe only works properly in Chapter Three,
    but it takes up an item slot, making it difficult for Taloon to pick up items
    from enemies and get money out of them.  The last exception is the Lamp of
    Darkness.  It really makes no difference if you get it in Chapter Four or hold
    off.  If you are really anxious to talk to people in Chapter Four at night, then
    take it by all means.
    
    ================================================================================
    
    Shop Till You Drop
    
    ================================================================================
    
    Again to make Chapter Five easier, at the end of all of the other chapters, buy
    items in such a manner that you have the least amount of gold left over.  The
    gold that you have at the end of a chapter is lost in Chapter Five, but the
    items and Casino coins are not.  One of the most beneficial things that can be
    done is for Taloon to carry seven Swords of Malice.  See the end of Chapter
    Three for more details.
    
    ================================================================================
    
    Casino
    
    ================================================================================
    
    Casino coins are cheapest in Chapter Two, only ten gold each.  For this reason,
    I use the following strategy:  At the end of Chapter Two, collect all of the
    hidden items in towns and caves, sell them, and use them to buy as many coins as
    possible.  Note that I do this "clean up" *after* purchasing Alena's Iron Claw
    and Cristo's Half Plate Armor.  Doing these things in this order forces you to
    maximize the experience that the characters in Chapter Two earn by first saving
    up gold to buy the Iron Claw and Half Plate Armor, *then* venturing back into
    the Cave South of Frenor and the Birdsong Tower in order to get all of the
    treasure chests.  (Note that having the Iron Claw and the Half Plate Armor in
    these places makes the battles easier.)
    
    ================================================================================
    
    Run to the Next Town
    
    ================================================================================
    
    This strategy is most helpful in Chapters Two and Four, in which the quality of
    weapons and armor differ vastly between certain towns and a member of the party
    can use the spell Return.  In Chapter Two, before going into the Cave South of
    Frenor, I build up experience around Frenor until Brey learns Return, then I
    make a run for Bazaar.  While near there, I save up lots of gold battling the
    enemies near Bazaar and use Return when Cristo's and/or Brey's MP is running
    low.  Then I upgrade all of the weapons and armor that I can in Bazaar.  After
    that, I finally go into the Cave South of Frenor.  I use a similar strategy in
    Chapter Four, making a run for Haville before entering the Cave West of Kievs.
    These runs make the caves a lot easier, not only because of the more advanced
    equipment, but also because the characters will have gone up at least two levels
    in the process.  This strategy is not at all applicable to Chapter One for many
    reasons:  Ragnar cannot cast Return, no Wings of Wyvern are for sale, and Ragnar
    must necessarily enter the first cave before getting to Izmit.  This strategy
    could also be used in Chapter Three, but since I usually do not bother with the
    Iron Safe in Chapter Three and Taloon can access a Sword of Malice and Bronze
    Armor in Lakanaba (excellent equipment for the very beginning of a chapter, and
    more than sufficient to deal with anything in the Cave North of Lakanaba), it
    seems rather pointless to make a run to Endor to get an Abacus of Virtue, an
    Iron Apron, an Iron Shield, and a Wooden Hat before venturing into the Cave
    North of Lakanaba.  On the other hand, I do use a variant of this strategy in
    Chapter Five:  Immediately after getting the ship, I head straight to Riverton
    to get a Sword of Lethargy, Dragon Mail, and a Sacred Robe before going to
    Mintos.
    
    ================================================================================
    
    Free Repel
    
    ================================================================================
    
    Once the Hero learns Repel, he or she can essentially cast it for free as far as
    MP goes.  Just before reaching a place where your party can rest (most likely
    the Woodsman's Shack), cast Repel, then enter the place and rest.  When you
    leave, Repel will still be in effect for the same duration as it would
    otherwise, and the Hero's MP (and HP) will be replenished along with everyone
    else's HP and MP.
    
    ================================================================================
    
    Got Brey?
    
    ================================================================================
    
    On first arriving in Mintos, you should easily figure out that Cristo is ill and
    that Alena has taken off in search of the Padequia Seed.  You may even figure
    this out without talking to either Cristo or Brey (even without reading this).
    On the other hand, it is worthwhile to go into the inn, talk to Brey, and let
    him know of your intentions to help out *before* looking for the Padequia Seed.
    By doing this, he will join the party immediately.  This is beneficial for a
    couple of reasons.  First of all, out of all of the characters from Chapter Two,
    Brey gains levels the slowest.  By having him join your party before any of the
    other members, he will gain experience while Alena and Cristo are not.  This
    helps to prevent him from lagging behind in levels.  Another good reason to have
    him join you is that he comes in handy in the Cave of the Padequia.  His
    Snowstorm works wonders on many of the enemies in there and, as he typically has
    higher MP than either the Hero or Mara at this stage of the game, it is more
    likely that he will have enough MP left over when you find the Padequia Seed to
    cast Outside and Return.
    
    ================================================================================
    
    Seeds, Nuts, and Acorns
    
    ================================================================================
    
    For each type of seed, acorn, and nut, it is most effective to use all of one
    type on one particular person.  Doing this will make that person a powerhouse in
    that particular area.  Below are how I use them, along with my justification.
    
    Agility Seed--Ragnar: Throughout the game, he has very low agility and gains
    agility very slowly.  Also, towards the beginning of Chapter Five, he has a
    pretty low defense.  Even after using a lot of Agility Seeds on Ragnar, he may
    attack close to last during every round, but he will be more likely to attack
    before most of the enemies.
    
    Strength Seed--Alena: When she is equipped with the Stilleto Earrings, every
    increase of strength is doubly nice.  Also, the higher Alena's strength is, the
    more effective her terrific blows will be.
    
    Luck Seed--Alena: Similar reasoning as before.  The higher Alena's luck is, the
    more often she will land terrific blows. This is most effective when she is
    equipped with the Stilleto Earrings, as she may yield terrific blows twice in
    one round, at least against enemies who can withstand a terrific blow from
    Alena.
    
    Lifeforce Nuts--This is probably the major exception to the rule given just
    above.  I usually give most of these to Brey, as Blizzard is quite effective on
    Necrosaro in the final battle, and it is nice for Brey to be able to stay alive
    to cast this. Sometimes I give some to Nara, and very rarely, I will give some
    to Cristo, Taloon, and Mara as I see fit.
    
    Mystic Acorns--The Hero: This is the only spellcaster who cannot replenish MP by
    means of a Hat of Happiness.  Thus, it stands to reason that, if you want him or
    her to be able to cast lots of spells, then he or she should be made to have
    lots of MP.  Also, as mentioned in the character descriptions, the Hero does not
    really gain MP very quickly, so these help out.
    
    For those of you who do not find this "unethical", you can take advantage of the
    save state to get the maximum out of all of these items.  Before using these
    items, save.  If you use the item and do not get the maximum value, simply reset
    and try again.  If you do get the maximum value, be sure to save again.  The
    maximum value is 3 for seeds, 6 for the Lifeforce Nuts, and 5 for the Mystic
    Acorns.
    
    ================================================================================
    
    Who Needs Experience?
    
    ================================================================================
    
    When venturing into the Cave Southeast of Gardenbur and the extended Aktemto
    Mine, it makes sense to take your strongest characters, as a tough battle awaits
    you at the end.  On the other hand, in many other situations (the Cave of the
    Padequia, the Cascade Cave, the Royal Crypt, Colossus, the Giant World Tree, and
    the Zenithian Tower), it makes sense to take the members of your party that need
    experience the most.  For example, I rarely take Taloon in any of these places,
    as he gains levels very quickly; on the other hand, I usually take the Hero and
    Nara into these places.  A similar strategy can be used when considering who to
    take to clear out treasure left over in previous caves and towers.
    
    ================================================================================
    
    On Burning Bridges Behind You
    
    ================================================================================
    
    There are many peculiar items in the game of which there is only one (or, in the
    case of the Dress of Radiance, two).  Before  selling these, be sure to consider
    whether you will not want to have the item again.  If you are not hurting for
    gold or think the item is cool but do not want to lug it around for the time
    being, put it in the vault.  Otherwise, sell the item.  Items like this include
    the Staff of Healing, the Silver Tarot Cards, the Staff of Thunder, the Staff of
    Antimagic, the Fire Claw, the Demon Hammer, the Ice Blade, the Multi-Edge Sword,
    the Sword of Decimation, the Robe of Serenity, the Mysterious Bolero, the Dress
    of Radiance, the Zombie Mail, the Demon Armor, the Mirror Shield, Aeolus'
    Shield, and the Mask of Corruption.  (Note that such items that cannot be sold,
    such as the Magma Staff, are not included in this list.)
    
    ================================================================================
    
    Two Dews of World Tree
    
    ================================================================================
    
    Using the Dew of World Tree performs a Healusall spell.  Having one is nice, but
    having two is much better.  In order to get two, you must leave the Dew of World
    Tree that is in the Giant World Tree alone until after talking with the green
    devil in Zenithia.  If you talk to him while you do not have any Dew of World
    Tree, he will given you some.  After that, you can get the Dew of World Tree
    hidden in the World Tree and have two of them.
    
    Note that, if you choose to have Alena and/or Mara equip the Dress of Radiance,
    the Dew of World Tree will always heal them/her, whereas an actual Healusall
    spell may Bounce.  This makes Dews of World Tree even more important.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Random Cool Fact
    
    ================================================================================
    
    In navigating the world of Dragon Warrior IV, it is clear that this world is not
    spherical.  There is no "North Pole" or "South Pole" like in our world.  The
    only type of surface that allows for navigation as in Dragon Warrior IV is a
    torus. (For those of you unfamiliar with topology, a torus looks like a donut,
    specifically, the type with a hole in it.)
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Walkthrough
    
    ================================================================================
    
    Chapter One
    
    ================================================================================
    
    This chapter is pretty easy.  In this chapter, you control Ragnar, who
    consistently has high strength and high HP.  Also, this chapter is much shorter
    than the others:  There are only two towns and three dungeon-like places.  On
    the other hand, by the end of this chapter, you should be familiar with the game
    and how it works.
    
    --------------------------------------------------------------------------------
    
    Burland
    
    This chapter starts out with the King of Burland debriefing his soldiers about
    the disappearance of children in the town of Izmit, which is no too far north of
    Burland.  If you talk to the King after this debriefing, he essentially says
    that Ragnar is the only hope for finding the children and returning them safely.
    As if you needed this extra pressure!
    
    You may have noticed that there is a treasure room on the first floor on the
    west side of the castle.  Unfortunately, the door is locked.  Even if it were
    unlocked, there are tons of pain tiles between the door and the treasure.  This
    is very unfortunate, as the contents of all of these treasure chests would help
    Ragnar out a lot.  Oh well.  This chapter is easy enough even without these
    items.
    
    There is not too much to find out from the people in the castle.  In case you
    need it, there is a Medical Herb on the first floor in the southeast room in the
    chest of drawers that is second from the right.  I usually leave it for later.
    
    On the other hand, a lot of the people outside of the castle have valuable
    information.  One of the soldiers informs you of the reason that Ragnar starts
    out with equipment that is not the highest quality.  (Actually, the equipment
    that Ragnar starts out with is not too shabby and is pretty close to sufficient
    for venturing away from Burland.)  You will also be told to be sure to equip
    weapons and armor after buying it.  There is a difference between carrying a
    piece of equipment around and using it during a battle!  You will also get other
    information about how the game works.  Finally, you will hear a lot about Flora
    and Alex, and you may even talk to Flora herself.
    
    Just to the south of the castle on the east side of the road is an item shop.
    Further south is the inn.  On the extreme west side of town to the north of the
    main road is the House of Healing.  The building just east of the House of
    Healing is the weapon shop.  On the extreme east side of town directly east from
    the weapon shop is the armor shop.  You can go into the armor shopkeeper's house
    and talk to him, but he essentially tells you that, to buy something, you need
    to talk to him from across the booth.  (He runs to the booth as Ragnar stands on
    the other side of it.)  On the other hand, it is worthwhile to talk to other
    people in the shopkeeper's house.
    
    Now to venture outside of Burland.  Do not go too far from Burland initially, as
    Ragnar is kind of weak to start out.
    
    The enemies in this area are:
    
    Slime
    Stag Beetle
    Giant Worm
    Diverat (rarely)
    Babble
    
    Note that I list enemies in a certain order.  The ones towards the top are
    either easiest to kill and/or have the least fearful (if any) special effects
    such as spells and emissions.  The ones towards the bottom are either toughest
    to kill and/or have the most fearful (if any) special effects.
    
    Most of the enemies listed above are pretty straightforward.  There are a couple
    of notes to make about them.
    
    Diverats will occasionally call for other Diverats as reinforcements.
    
    The main reason that Ragnar should not venture too far is that Babbles can
    poison him.  If Ragnar does get poisoned and he has enough HP to get back to
    Burland with some HP to spare, head back to Burland and have the shaman at the
    House of Healing Detoxicate Ragnar.  This only costs 5 gold, which is much
    cheaper than the 10 gold that it costs for the Antidote Herb.
    
    Once Ragnar gets pretty powerful (about level 5), Slimes and Stag Beetles may
    develop a tendency to run away.  Make sure to kill Stag Beetles off first as
    they yield more gold than Slimes.
    
    To start off, Ragnar should save up 120 gold pieces so that he can purchase the
    Wooden Hat.  This is the best helmet that is available to him in Chapter One.
    
    You will notice that, if Ragnar walks around for a while outside of Burland, it
    will change from day to night.  You may want to go back into Burland at night,
    as some of the people will have different things to say.
    
    Be sure to stay at the inn as necessary.  It is also probably a good idea to
    stay at the inn before ending a session.  That way, Ragnar will always start off
    a session of play with maximum HP.  Note that staying at the inn changes night
    to day, but it does not change day to night.
    
    Once Ragnar has a Wooden Hat, he should be somewhere around level 3.  It is
    probably a good idea to get him up to level 5.  If you choose not to upgrade any
    of his other equipment, you may want to get him to level 6 for that extra boost
    of strength.  I usually upgrade his weapon to the Chain Sickle, which is the
    best weapon available to him in Burland.  I usually do not bother with any other
    upgrades, although the Scale Shield is not a bad idea.  Below are the only
    upgrades that I would recommend for Ragnar along with the amount of gold that is
    needed to make the upgrade.  Note that this gold amount includes selling his old
    equipment if applicable.
    
    Chain Sickle  475
    Chain Mail    215
    Scale Shield  180
    
    --------------------------------------------------------------------------------
    
    Trip to Izmit
    
    Before venturing to Izmit, Ragnar should be at level 5 at least and have a
    Wooden Hat equipped.  He should also have a Medical Herb and an Antidote Herb.
    If enemies have not left these behind for Ragnar (only Babbles leave behind
    Antidote Herbs), then Ragnar needs to buy these before heading off to Izmit.
    
    The enemies in the Cave Between Burland and Izmit are:
    
    Slime
    Stag Beetle
    Giant Worm
    Diverat
    Babble
    Healer
    
    Fortunately in this cave, typically, Healers travel alone.  If Ragnar's attack
    power is not high enough, he may have a tough time killing these, as they will
    cast Heal for a long time, thus negating any damage that Ragnar has done.
    
    The way through the cave is simple enough.  There are a couple of treasure
    chests in here.  If you hug the wall on the right, you will come to a treasure
    chest with a Medical Herb.  I inevitably leave this one behind.  If you hug the
    left wall instead, you will come to a dead end with no treasure chest to reward
    your effort.  If, instead of the previous options, you turn right at the first
    opportunity, then go straight at the second place to turn, you will arrive at a
    lake in the middle of the cave.  You should also see a fellow soldier strolling
    around.  He says different things depending on how many times you have traversed
    this cave.  Eventually, it will be clear that he is lost.  Feel free to laugh at
    him.
    
    Back to getting through the cave.  Upon arriving at the lake, you can go either
    way.  No matter what, you will stumble across a treasure chest containing 40
    gold pieces.  For reasons to be explained later, I do not open this treasure
    chest.  Instead, I proceed north to the exit.
    
    --------------------------------------------------------------------------------
    
    Izmit
    
    That was easy enough.  Upon arriving on this side of the cave, you may notice a
    tower surrounded by water.  You have no way of getting to that tower now.  The
    only place you can go right now is the town of Izmit, which is northeast of the
    cave.  On the way to Izmit though, you may encounter more enemies.
    
    The enemies in this area are:
    
    Slime
    Stag Beetle
    Giant Worm
    Diverat
    Babble
    Healer (rarely)
    Demon Stump
    
    Note that, if Ragnar's attack power is not high enough, he may have some trouble
    killing Demon Stumps.  They have higher HP, attack power, and defense power than
    any other enemy that Ragnar has encountered thus far, and they can use Medical
    Herbs indefinitely.  Demon Stumps are most commonly found in the large forest
    southeast of Izmit.
    
    Luckily, Healers still travel alone here.
    
    Directly west of the main entrance to Izmit is an item shop, and directly east
    is an inn.
    
    In the room just east of the inn, there is a room with some chests of drawers.
    The one on the right contains a Medical Herb.  I usually do not bother getting
    it right now, though.
    
    You will notice that the inn is slightly more expensive here.  Obviously,
    though, if you are hurting for HP, it is probably not worth braving the walk
    back to Burland to save two gold pieces, so you may as well utilize the inn
    here.
    
    The building that takes up most of the west side of town is a school.  It is
    interesting to note that Izmit has the only school in the entire world.
    Apparently, there is no demand for public schooling anywhere else.  (Brey is
    Alena's tutor and, in Chapter Five, you may come across the tutor of the King
    of Santeem.)
    
    On the extreme north side of town in order from west to east are a weapon shop,
    an armor shop, stairs to the prison, and a House of Healing.
    
    Upon talking to the people here, you will get more information about the
    children's disappearance.  A fellow soldier will tell you that he finds the
    western tower suspicious.  (Duh!)  Finally, you will hear a lot about the man in
    the prison.  The blue person just east of the inn (who seems to have some voyeur
    tendencies) will tell you that he thinks the prisoner is from Burland.
    
    In order to complete Chapter One, you have to activate certain "triggers".  The
    first trigger is activated upon going to Izmit at night and talking to the kid
    running around in the school's sandbox.  He lets you know that the prisoner's
    name is Alex.  Gasp!  Flora might want to know about this!  Head back to Burland
    and talk to Flora.  She will want you to take her to Izmit.  On the way over,
    she will not help you attack but, fortunately, enemies will not be able to hit
    her.  The second trigger is activated upon taking Flora to the prison.  After
    reuniting these lovers, Alex gives you some valuable information about the
    Hidden Playground.  You may have walked across the square four steps to the
    south and four steps to the east of the village signpost before, but, as the
    triggers were not activated, nothing happened.
    
    Of course, you will have to go to the Hidden Playground, but first you need to
    upgrade your equipment.  You should definitely get the Iron Shield.  Also, if
    you did not get a Chain Sickle in Burland, you should save up for a better
    weapon, preferably an Iron Spear.  If you already have a Chain Sickle, upgrading
    is not absolutely necessary, but it cannot hurt.  Oddly enough, the Leather
    Armor (or Chain Mail if you upgraded in Burland) is still sufficient, but you
    can upgrade to Half Plate Armor if you want.  Below are the only upgrades that I
    would recommend for Ragnar along with the amount of gold that is needed to make
    the upgrade.  Note that this gold amount includes selling his old equipment if
    applicable.
    
    from Copper Sword to Iron Spear          805
    from Chain Sickle to Iron Spear          468
    from Leather Armor to Half Plate Armor  1065
    from Chain Mail to Half Plate Armor      938
    from no shield to Iron Shield            650
    from Scale Shield to Iron Shield         515
    
    Note that, after upgrading to an Iron Shield, Ragnar has enough defense power to
    avoid being hit by Babbles the majority of the time.  Since these are the only
    enemies in Chapter One that can poison, Ragnar probably does not need Antidote
    Herbs any more.
    
    --------------------------------------------------------------------------------
    
    Hidden Playground
    
    Note that you cannot stand on the village signpost.  Thus, while standing
    directly below the signpost, Ragnar must walk *three* steps south and four steps
    east to access the Hidden Playground.
    
    Dead ahead is the Old Well.  This is the only well in the game that anyone can
    hop into.  Ragnar can and should hop into the Old Well.
    
    A mysterious voice guides you through the cave.  When it says, "Come this
    way..." that means that it wants you to turn.  Note that the way out is to go
    straight at the point where the voice first speaks.  Note also that, as long as
    Ragnar is going where the voice is telling him, enemies will not attack him.
    
    There are a lot of unrewarding dead ends.  The first "rewarding" dead end is
    when Ragnar is heading east for the first time.  If, instead of obeying the
    voice and turning south, Ragnar can head east instead.  This path is long, has
    no forks, and, at its end, has a treasure chest containing a Medical Herb which
    is not worth the effort to get.  Obey the voice and go south instead.
    
    Note that Healie is in the Old Well.  It is easiest to give directions to
    Healie at this stage.  After going down the stairs, head straight east.  Note
    that this involves disobeying the voice.  This means that there will be enemies.
    The enemies that are down here are:
    
    Healer
    Demon Stump (rarely)
    Lethal Gopher
    Sizarmage
    
    Note that Healers finally travel with other creatures.  Thus, if Ragnar's attack
    power is too low to kill a Lethal Gopher or Sizarmage in one blow and a Healer
    is travelling with them, it would be wise to take out the Healer(s) first.
    Otherwise, it is best to take out the stronger enemies first to avoid getting
    hit by them, then take out the Healer(s).
    
    Sizarmage can cast Blaze.  Fortunately, they can only cast it once.  If Ragnar
    is running low on HP and he encounters *one* Sizarmage (possibly accompanied by
    different enemies), he can Parry to reduce the effect of Blaze.  (This is kind
    of pointless against two Sizarmages, as the effect of two parried Blaze spells
    is similar to the effect of one unparried Blaze spell, so Ragnar may as well try
    to either kill one of the Sizarmages off or run away.)  Hopefully, in such
    situations, Ragnar has a Medical Herb he can use or he is near either Healie or
    the enemy-free zone.  If Ragnar's HP is too low, forego getting Healie for the
    time being.  Instead, get the Flying Shoes (as described later) and head out.
    
    The path heading straight east is somewhat long, has no forks, and, as promised,
    has Healie at the end.  Hooray!  Talk to him and let him join you.  The little
    ditty that plays is quite long and will get old after a while.  Trust me.
    
    *Important notes on Healie: He can only cast Heal during battle and, if both
    Ragnar and Healie are hurting, he will bravely Heal Ragnar, even if this most
    likely means certain death for him.  For these reasons, it is still a good idea
    for Ragnar to carry at least one Medical Herb.
    
    After getting Healie (hopefully), head back to the place where the voice told
    you, "Not that way..."  Head north.  At the first fork, keep going straight.
    Going either west or east takes you to stairs to the third level which has
    nothing but enemies in it.  At the second fork, head west.  In case you are
    curious, to the east is a treasure chest with 600 gold pieces.  Although this
    would help Ragnar upgrade more quickly, he needs to build up as much experience
    as possible, so he may as well save up gold by fighting enemies.
    
    After heading west, there are no forks, and you will eventually see a treasure
    chest containing the Flying Shoes.  The music that plays upon opening this
    treasure chest signifies that this item is important, if not necessary, for
    completing the game.  In this case, the Flying Shoes are necessary.
    
    Ragnar is not yet ready to use the Flying Shoes yet.  For one thing, they will
    not work in the Old Well.  Head back to the place that the voice says "If you go
    that way, you will go back."  Continue forward and jump down the weird-shaped
    hole.  After going up the stairs, you will be in a room with some jars.  The jar
    on the bottom left and the jar on the very right are empty.  The other two
    accessible jars contain, in order from left to right, an Agility Seed and yet
    another Medical Herb.  After exiting this room, you will find that you are back
    on the same level as before you jumped into the well.  Be careful not to walk
    through the dark swamp area, as you lose 1 HP per step.  Instead, leave this
    area and head back to Izmit so that you can stay at the inn and save.
    
    Oddly enough, none of the shopkeepers will sell Healie anything.  If only he
    could sue for discrimination against monsters...
    
    --------------------------------------------------------------------------------
    
    Loch Tower
    
    Using the Flying Shoes anywhere where there is not a ceiling above you takes you
    to the top of Loch Tower.  (Note that you can get back down by jumping off.
    There is no wall on the south side of the first floor.)  This floor is ideal for
    fighting enemies in order to save up both experience points and gold to fully
    upgrade Ragnar's equipment.  You should already have the Iron Shield and Wooden
    Hat, but you may have to save up for an Iron Spear and/or Half Plate Armor.
    Below is the amount of gold that is needed to make these upgrades.  Note that
    this gold amount includes selling Ragnar's old equipment.
    
    from Chain Sickle to Iron Spear          468
    from Leather Armor to Half Plate Armor  1065
    from Chain Mail to Half Plate Armor      938
    
    Enemies on the top two floors are:
    
    Healer
    Lethal Gopher
    Ducksbill
    Lilypa
    Ozwarg
    
    Most likely, Ragnar cannot kill an Ozwarg in one hit yet.  Keep this in mind
    when Ozwargs and Healers appear together.  On the other hand, he should be able
    to kill anything else up here in one hit.
    
    Ducksbills can cast Sap, which can deplete all of the defense power of one
    person.  Fortunately, they only have enough MP to cast this once.  If Ducksbills
    are in a battle, it is top priority to kill them, as the effect of Sap can be
    nasty.
    
    Lilypas can cast Upper, which increases its or one of its cohorts' defense power
    by its natural amount.  Fortunately, they only have enough MP to cast this once.
    Feel free to laugh if a Lilypa casts Upper on a Healer or a Lethal Gopher, as
    Ragnar should still be able to kill it in one hit.  The most annoying thing
    about Lilypas is when they travel in pairs and they cast Upper on one Lilypa.
    In this scenario, that Lilypa can become hard to hit, and it might be a good
    idea to run away.
    
    Ozwargs can cast Icebolt.  Fortunately, they only have enough MP to cast this
    once.  Out of all magic users in Chapter One, Ozwargs are the ones who most
    often try to cast spells when they do not have enough MP.  Healie typically
    parries during battles with Ozwargs until after Icebolt cannot be cast anymore.
    Except in extreme situations, Ragnar has no need to parry.
    
    After making the suggested upgrades and getting up to at least level 9, Ragnar
    is ready to go through the tower.
    
    With one exception, Ragnar should *not* get treasure chests from here.  He has
    to carry his weapon, armor, shield, and helmet, as well as his Flying Shoes.
    He should also be carrying a Medical Herb.  This takes up six item slots.  He
    will also need to carry the item in the exceptional treasure chest.  This means
    that, at most, Ragnar will only have room to carry one more item.  Also, Ragnar
    should not really need gold.  Thus, directions to any treasure chest other than
    the exceptional one will be in parentheses.  Unfortunately, you will not be able
    to get back into this tower until much later in the game.  On the other hand, be
    assured that you will be able to get back in here and plunder to your heart's
    content.
    
    The Loch Tower is different from all other towers in that you start at the top
    and are trying to get to the bottom.  This is the exact opposite of all other
    towers.
    
    On the top floor, the stairs are near the north side of the tower.
    
    On the next floor, head south.  (Heading north and following the path leads to a
    Wing of Wyvern.)  You will see a fellow soldier.  Feel free to talk to him.  It
    is indeed a good thing that you got Healie instead of this dude!  Keep heading
    east until you are forced to turn north.  Go down this set of stairs.
    
    There is more variety among the enemies in the next two floors.  The new enemies
    are:
    
    Pixie
    Giant Bantam
    
    Pixies can cast Speedup, which increases the agility of every enemy by half of
    its natural agility.  They are relatively harmless and typically take Ragnar two
    hits to kill at this point.
    
    Giant Bantams, on the other hand, are a pain.  Among all enemies in the main
    part of the tower, they have the highest attack power, the highest defense
    power, and the most HP.  To make matters worse, their attack can induce sleep on
    the victim.  This effect is at its worst when Ragnar is hit.  At this point, you
    cannot run away.  In fact, you cannot do much of anything until Ragnar wakes up.
    Fortunately though, Giant Bantams do not cast spells.
    
    After going down the aforementioned stairs, go west until you see two pillars.
    (Going north leads to a set of stairs that take you to a room with a treasure
    chest containing a Strength Seed.  Going through the yellow door leads to a
    treasure chest containing 640 gold pieces.)  Go in between them and follow the
    path until you see a set of stairs to go down.  (You will pass a treasure chest
    containing a Scale Shield.)
    
    You are now on the ground floor, which is the lowest floor on which enemies pop
    up randomly.
    
    Directly south is a set of stairs that takes you to a basement.  This basement
    has a healing tile that replenishes the HP and MP of all members of your party
    that are alive.  Keep this in mind if you have a tough battle from here on out.
    
    Now for the exceptional treasure chest.  From either staircase, head north to
    the yellow door.  Open it and head west. (Heading east instead leads to a
    treasure chest containing a Luck Seed.)  You will come to a treasure chest that
    contains a Sword of Malice.  Equip this bad boy and watch Ragnar's attack power
    go up.  Now Ragnar should be able to kill any enemy in the main part of the
    tower in one hit.  Moreover, not only is the Sword of Malice a really strong
    weapon, it also has the effect of Firebal when used as an item in battle.
    Unfortunately, Ozwargs and Giant Bantams are somewhat resistant to Firebal.  On
    the other hand, it is the only way in Chapter One that Ragnar can hit more than
    one enemy in a round of battle.
    
    Now that you got the Sword of Malice, you are ready for the final battle.  Go
    towards the stairs to the healing tile.  From here, head west.  Following the
    path, you will eventually stumble upon a fallen comrade and a set of stairs.
    The final battle of this chapter takes place in this other basement.
    
    --------------------------------------------------------------------------------
    
    The Battle for the Children
    
    Fortunately, there are no random encounters with monsters down here.  Instead,
    there are only two monsters.  Upon approaching them, a little boy runs up to you
    begging for help.  Well, this is what you came here for after all!  The purple
    monster does nothing but diss on Ragnar's profession.  Boo hiss!  The final
    battle does not start until you talk to the orange monster.
    
    Of the two monsters, the Giant Eyeball is the weakest.  If he is low on hit
    points, he may changes expression, in which case he can attack twice in a round,
    and his chance of landing terrible blows goes way up.  In this state, he can put
    a major hurting on Healie.
    
    Saro's Shadow can cast Blaze and Firebal as well as emit fireballs.  Oddly
    enough, Ragnar and Healie are in the same "enemy group" according to Saro's
    Shadow's perspective.  Although it takes longer to kill Saro's Shadow, I
    recommend killing him off first, as Giant Eyeball will not cause much damage and
    it is much easier to deal with a Giant Eyeball that has changed expression
    without Saro's Shadow still alive.
    
    --------------------------------------------------------------------------------
    
    Conclusion
    
    Once Ragnar emerges victoriously from the final battle, all of the enemies are
    gone.  If Healie died, he will be revived with full HP and MP.  Also, all of
    Ragnar's HP will be restored.  The children will happily join you, and you can
    escort them out of the tower.
    
    Even if you did not talk to the fallen comrade, Ragnar will somehow remember his
    final words.  Weird!  Anyways, Ragnar definitely becomes concerned about this
    Hero.
    
    Exiting the tower from the ground floor is not sufficient for getting the
    children back home.  You must jump from a higher level.  Apparently, none of
    these four creatures is afraid of heights!
    
    You do not need to talk to the other soldier on the second to highest floor, but
    there is no harm in it either.  He will run back to Burland to inform the King
    of all that Ragnar has done.
    
    For some entertainment, you can head to Burland and talk to the people there
    (most notably the King) while the children are tagging along with you.
    
    While you are in Izmit, you should spend all your gold.  If you are close to
    buying an expensive item but are just shy by a few gold pieces, you can go back
    and get Medical Herbs to sell or other unopened treasure chests as necessary.
    For example, if you have 840 gold pieces at this point, you can go back and open
    the treasure chest in the Cave Between Burland and Izmit that contains 40 gold
    pieces.  Then, you can go back to Izmit and buy an Iron Spear.  Note that the
    item shop here is not selling anything at this time, so if you have item slots
    open and only a little bit of gold left, you can head back to Burland to finish
    up the shopping spree.
    
    Chapter One ends once Ragnar has dropped the children off in Izmit and returned
    to Burland to talk to the King.  He congratulates Ragnar, surprises him with a
    mission to protect the Hero, and gives Ragnar 3000 experience points.  This is
    much needed, as Ragnar is the last character acquired in Chapter Five and thus
    will have less opportunities to earn experience points than any of the other
    characters.  Anyways, after receiving these experience points, Ragnar and Healie
    leave the castle together.
    
    ================================================================================
    
    Chapter Two
    
    ================================================================================
    
    This chapter is the longest of the first four chapters.  It is also the only
    chapter with the distinction that there are no uncontrolled characters in it.
    In this chapter, you initially start out controlling Alena, but you gain control
    of Cristo and Brey early on.
    
    --------------------------------------------------------------------------------
    
    Santeem
    
    Princess Alena wants to leave the castle, but her overprotective father will not
    hear of it.  If you go upstairs immediately after talking to the king, you will
    find that a man is repairing the wall in Alena's room.  By the way, in the chest
    of drawers that is second from the left is a Feather Hat.  Alena may as well
    take it.
    
    Of course, Alena wants to get out.  Hopefully, it is obvious that you need to
    get rid of that guy in Alena's room.  How to do this?  Simple: Talk to everybody
    in the castle.  (At any rate, almost everybody.  There are certain people that
    you can skip talking to and the guy will leave, but it will not hurt to talk to
    everybody.)  Some of the most notable people to talk to are:
    
    Brey--As Alena's tutor, he assumes responsibility for her tomboyishness.
    
    Cristo--He obviously has a thing for Alena.  How sweet...
    
    shaman--Ominous clouds are approaching from the east.  That cannot be good news.
    
    soldiers guarding entrance--Unfortunately, the king has more authority than the
                                princess.
    
    After the guy leaves Alena's room, she should search the wall repaired with
    wood.  The architect dude must have a head made of wood too:  If Alena can kick
    through a stone wall, then of course she can kick through a wooden wall.  In
    case you have not done so already, get the Feather Hat out of one of the chest
    of drawers in Alena's room before making the escape.
    
    Alena will not get very far before Cristo and Brey come out of Santeem and
    accompany her.  If you choose to go back to Santeem, you can talk to the King,
    who will realize that it is useless to try to keep Alena in the castle.  With
    that, Alena et al can begin their adventure.
    
    --------------------------------------------------------------------------------
    
    Surene
    
    Just so that you know, there is a big battle that will take place in the next
    town, which is called Tempe.  This is the only opportunity that you will have to
    upgrade equipment before that battle.  Also, you should not head to Tempe until
    Cristo knows the spell Upper.  (This normally happens at level 4.)  Also, Surene
    has the cheapest inn in Chapter Two: 2 gold pieces per person.
    
    The enemies in this area are:
    
    Kaskos Hopper
    Red Slime
    Prank Gopher
    Elerat
    Giant Worm
    Troglodyte
    
    The most notable things about these enemies are that Elerats occasionally leave
    a Leather Hat behind and that Troglodytes yield the most gold and can call for
    other Troglodytes as reinforcements.
    
    Brey's attack power is atrocious and, as he cannot get a better weapon, the only
    hope that he has to improve this is by gaining strength from levelling up.  On
    the other hand, Icebolt is very effective.  With the possible exception of
    Troglodytes, it will kill any enemy in one hit.
    
    Alena and Cristo, on the other hand, can hit enemies in this area quite easily.
    As their weapons are upgraded, their ability to kill enemies goes up.
    
    Now for upgrading equipment.  Note that you start this chapter with 100 gold.
    If you are content with Cristo having a Copper Sword, you can get that right
    away.  Otherwise, your first order of business is to save up for a Thorn Whip
    for Cristo.  (The Thorn Whip costs 200 gold.)  In either case, you should not
    sell Cristo's Club.  Instead, give it to Alena once Cristo's weapon is upgraded.
    
    The next order of business is saving up for a Thorn Whip for Alena.  (She cannot
    use a Copper Sword.)  Note that the Club sells for 22 gold, so you only need to
    save up 178 gold.
    
    Once weapons are upgraded, it is time to start upgrading armor.  With weapons
    upgraded, it is easier to kill enemies in order to earn the gold needed to buy
    all of this armor.  Below are the suggested upgrades in the order that I
    recommend they be done.  Note that the gold amounts include selling old
    equipment if applicable.
    
    Leather Armor for Brey    173
    Leather Armor for Cristo  128
    Leather Shield for Cristo  90
    Leather Shield for Brey    90
    Leather Armor for Alena    98
    Leather Hat for Cristo     65
    Leather Hat for Brey       65
    
    Note that, if Elerats drop a Leather Hat, you will not have to buy these.  That
    is why I suggest buying them last.
    
    I would be very surprised if Cristo does not know the spell Upper by the time
    that you have made all of these upgrades.  In any case, make sure that he has
    this spell before leaving the vicinity of Surene.
    
    As for the people in Surene, the most notable is Marone, the poet and singer.
    There are many parts of Surene that you cannot  access yet.  Do not worry too
    much about this.
    
    After upgrading equipment, levelling up, and exploring Surene to your heart's
    content, you can venture to Tempe, which is north and east of Surene.
    
    --------------------------------------------------------------------------------
    
    Tempe
    
    On the way to Tempe, you may encounter the following enemies:
    
    Kaskos Hopper
    Red Slime (rarely)
    Prank Gopher
    Elerat (rarely)
    Giant Worm
    Troglodyte (rarely)
    Minon
    Rabidhound
    
    Tempe has two distinctive features.  One is that, when you leave the town, you
    will appear on the world map one square off of the town, not directly on it as
    usual.  For instance, if you leave Tempe by heading west, you will be one square
    to the west of Tempe on the world map.  This feature is in place so that you
    cannot head north before the big battle.  Another distinctive feature is that
    you cannot save your progress at the House of Healing.  This feature is somewhat
    of a pain.
    
    Upon reaching Tempe, you will find that the people have to offer girls to the
    monster.  In order to progress, you have to defeat this monster.  Talk to the
    man in the house at the southeast corner of town.  Inform him that you are
    strong enough to defeat the monster.  He will advise that you go see the shaman.
    
    The shaman is currently blocking the path north.  As soon as you agree to be
    offered to the monster, two men will come with the offering litter.  After you
    get in the litter, they will take you to the north side of town, and the battle
    will begin.
    
    The monster, a Chameleon Humanoid (the only one in the game) comes with two
    Rabidhounds, one on each side of him.  During the first few rounds of battle,
    Cristo should be using Upper on everyone in turn (and using Heal if necessary),
    and Alena and Brey should be going after the Rabidhounds.  (Brey should be using
    Icebolt of course.)  The Rabidhounds should not cause too many problems, but the
    Chameleon Humanoid's attacks can induce sleep, and he can cast Heal.  Once the
    Rabidhounds are defeated, Brey should use Sap on the Chameleon Humanoid.
    (Icebolt rarely works on the Chameleon Humanoid.)  After that, the battle is
    easily won.
    
    After the battle, the Chameleon Humanoid leaves behind Lifeforce Nuts.
    Moreover, there are more Lifeforce Nuts on the square where the litter was.  Get
    these at the first opportunity.
    
    The town of Tempe becomes much more cheerful after the battle.  The old man in
    the house on the east side of the town will inform you of a fighting tournament
    in Endor.  He will also tell you that the travel door is southwest of Tempe.
    This is actually incorrect.  (You should know this, because you just came from
    southwest of Tempe!)  The travel door to Endor is southeast of Tempe.
    
    Also, the shop in Tempe has reopened.  You definitely want to get a Boomerang
    for Brey.  You can upgrade Alena's and Cristo's weapons to Boomerangs also, but
    this is not absolutely necessary.
    
    A man on the north side of Tempe will give you directions to Frenor, which is
    the next town.
    
    Before venturing too far north of Tempe, you may want to go back to Surene and
    save your progress.
    
    --------------------------------------------------------------------------------
    
    Frenor
    
    The enemies near Frenor are:
    
    Troglodyte
    Healer (only when summoned by Carnivore Plants)
    Blazeghost
    Carnivore Plant
    Demon Toadstool
    Brahmird
    
    Blazeghosts are the most troublesome enemy in this area.  If you attack them
    (not using spells), you may not hit them.  If there is a large group of them,
    you may want everyone to parry.  Keep track of which ones have cast Blaze.
    (They can only cast it once.)  Icebolt is a sure way to hit them.  Make sure
    that Brey has plenty of HP and MP in case you run into a lot of Blazeghosts.
    
    Demon Toadstools can poison you.  If you are not near a town, make sure that you
    have Antidote Herbs and/or Cristo knows the spell Antidote and has enough MP to
    cast it.
    
    Brahmirds very rarely try a body attack.  This can cause a lot of damage.  On
    the other hand, they may be asleep towards the beginning of a battle.  They can
    still attack while asleep by rolling over, but the damage that this causes is
    not much different than a normal attack when they are awake.
    
    You may notice a town east of Frenor across the sea.  This is Lakanaba, the
    starting point of Chapter Three.  You will not be able to get to Lakanaba in
    Chapter Two, so do not worry too much about it.
    
    Upon entering Frenor, you may notice a woman dressed in orange walking quickly
    away from you.  If you catch up to her and talk to you, she will tell you that
    the princess of Santeem is in town and she wants to go see her.  Hmm, that is
    rather odd since Alena is the princess of Santeem.  If you follow her to the
    inn, you will notice that most of the town is agog about the princess' visit.
    The innkeeper will not even let you stay at the inn!  If you actually go into
    the inn, you will see two men abduct the "princess".  There is no use following
    them as you cannot catch up with them.  After the abduction, a few things
    change.  First of all, the innkeeper will finally let you stay at his inn.
    Also, the kid running around in the southeast part of town tells you about a
    ransom note that the kidnappers left.  Note that you do *not* have to bring the
    Golden Bracelet the night after hearing about the note:  Any night will do.
    
    Speaking of the southeast part of town, it might be a good idea to talk about
    the shops.  One of the shops in Frenor, the weapon shop, is not open yet.  The
    other shop, which sells armor and items, is distinctive in that, at this stage
    of the game, it is also open at night.  You should make a couple of upgrades
    here.  Below are the upgrades that I recommend.  Note that the gold amounts
    include selling old equipment.
    
    Chain Mail for Alena  215
    Wooden Hat for Cristo  72
    
    Cristo will be upgrading to Bronze Armor in Bazaar, so I usually do not bother
    getting him Chain Mail.
    
    If you follow the path that runs north of the inn, you will see a graveyard and
    a set of stairs.  If you go up the stairs, there will be a man there who can
    give you some information about the Golden Bracelet.  Most importantly, it is in
    the cave just south of Frenor.
    
    The last notable aspect of this town is the House of Healing.  Fortunately, you
    can save at this one.  Also, note that the shaman is always working in the
    garden and runs up to greet you when you reach his booth.  Remember the square
    that he is on, because, in Chapter Five, if you come to Frenor at night, there
    will be Mystic Acorns on that square.  (There is nothing there in Chapter Two.
    Apparently, Mystic Acorns take some time to grow.)
    
    Build up some experience around town until Brey learns the spell Return.  Once
    he knows that spell, it is time to make a run for Bazaar.  (See "Run To the Next
    Town" in the Tips section.)  Head south from Frenor and bypass the cave for the
    time being.
    
    --------------------------------------------------------------------------------
    
    Bazaar
    
    After crossing the forest, you may encounter these enemies:
    
    Brahmird
    Somnabeetle
    Thevro
    Sand Master
    Crested Viper
    Kordra
    Orc
    Armor Scorpion
    
    Somnabeetles can cast the spells Sleep and Sleepmore.  If Brey has plenty of HP
    and MP and the Somnabeetles are not travelling with very strong companions, you
    might want to consider using Bounce.  That way, at least Brey will not fall
    asleep during these battles, and the Somnabeetles might fall asleep themselves.
    
    Thevros can emit fireballs that hit everyone for about 7 HP.  For this reason,
    Brey should *never* cast Bounce while a Thevro is alive during battle, as you
    will want Cristo's Heal spell to get through.
    
    Sand Masters generally travel in large clusters.  They can be annoying for many
    reasons.  First of all, they have relatively high agility so, at this stage of
    the game, they will often get to attack first.  Also, they have relatively high
    strength. One other thing that they can do is a "strange dance", which will
    reduce Cristo's or Brey's MP by one or two points.  On the other hand, their
    defense is low, so they are pretty easy to kill.  Also, they yield lots of
    experience and gold.  You may be tempted to have Cristo cast Surround, but this
    is double-edged, as this only encourages the Sand Masters to do their strange
    dances and drain MP.
    
    Crested Vipers can cast Defence.  If Brey's agility, HP, and MP are sufficiently
    high, you may want to consider using Bounce. When Defence is bounced back onto a
    Crested Viper, it has a high probability of working.  In any case, Brey's
    defense is pretty low and he rarely can afford to lose what defense he has.  If
    a member of the party is affected by Defence, consider parrying.  Finally,
    Crested Vipers can poison people.
    
    Kordras are very powerful.  They have high strength and defense, and they can
    land terrible blows.  At this stage of the game, you can probably only handle
    battling one at a time.  Brey should *never* cast Bounce while a Kordra is alive
    during battle, as you will want Cristo's Heal spell to get through.  If his HP
    and MP are high, have Brey use Icebolt.  Otherwise, you may want to consider
    having Brey parry while Alena and Cristo take on the Kordra.
    
    Orcs can cast Surround.  Despite this, Brey should not use Bounce against Orcs
    unless some other spell casting enemy is in the battle.  The reason for this is
    that Brey is the only one who can hit enemies consistently even if he is
    affected by Surround:  Brey has the spell Icebolt.  If Cristo is affected by
    Surround, you may want to consider having him return the favor.  Cristo should
    wait until he is affected though, as you will want him to cause as much damage
    as possible before being affected by Surround.  Finally, if Alena and Cristo are
    influenced by Surround, you may want to consider having them parry.
    
    Armor Scorpions are very powerful.  They have high strength and defense, and
    they can land terrible blows.  At this stage of the game, you can probably only
    handle battling one at a time.  Fortunately, in this area, they tend to travel
    alone.  Brey's Icebolt is effective against Armor Scorpions.
    
    Once you reach the southern coastline, you may notice a shrine to the east.
    This is the travel door to Endor that the old man in Tempe was talking about.
    It is useless going to the shrine just now.  A soldier there blocks the way and
    tells you that, by the king's orders, he cannot let you go to Endor.  Thus, you
    should head west instead.  Bazaar is the green patch in the middle of the tiny
    desert.
    
    Once you have reached Bazaar, you will want to upgrade equipment.  The first
    upgrade that I recommend is getting a Venomous Dagger for Brey.  If either Alena
    or Cristo is using a weapon other than a Boomerang, Brey should give his
    Boomerang to that person (preferably Cristo), and the person who receives the
    Boomerang can sell his or her old weapon.  Following is the amount of gold
    needed to do this, which includes selling old equipment:
    
    selling a Copper Sword and buying a Venomous Dagger 675
    selling a Thorn Whip and buying a Venomous Dagger   600
    
    Once Brey has a Venomous Dagger, he has the possibility of paralyzing enemies
    when he attacks.  Thus, you may want to consider having Brey attack normally
    instead of using Icebolt.  Two definite scenarios in which you will still prefer
    to use Icebolt are when Brey is battling Blazeghosts and when an Orc has cast
    Surround on Brey.  On the other hand, if there is one enemy left in a battle
    (other than a Blazeghost) and it is paralyzed, *no one* should have to use any
    MP.  Just regular attack until it is dead.
    
    Below are other upgrades that I recommend (in order by person and equipment
    type).  Note that the gold amounts include selling old equipment.
    
    Alena from Thorn Whip to Chain Sickle      400
    Alena from Boomerang to Chain Sickle       288
    Cristo from Boomerang to Morning Star      988
    Cristo from Leather Armor to Bronze Armor  565
    Cristo from Chain Mail to Bronze Armor     438
    Cristo from Leather Shield to Scale Shield 113
    Brey from Leather Shield to Scale Shield   113
    
    Making all of these upgrades will cost at least 2540 gold pieces (and at most
    2854).  Regardless of what strategy you use to save up this gold, it is much
    better to buy equipment as soon as you are able to make the upgrade instead of
    making all of the upgrades at once.  This makes battles easier and gets you used
    to how each new piece of equipment influences a person's performance during a
    battle.
    
    There are two strategies for saving up gold to buy all of this cool equipment.
    The quickest, albeit riskiest, strategy is to battle enemies near Bazaar.  Be
    sure that Brey's MP does not drop below 8.  That way, if a battle gets tough,
    Brey can get everyone to safety by casting Return.  If Cristo's or Brey's MP is
    running low, have Brey use Return to Santeem, stay at the inn in Surene (*much*
    cheaper than staying at Bazaar), save at the House of Healing, and Return to
    Bazaar.  The safer, slower strategy is to battle enemies near Frenor, using
    Return to get to Bazaar and upgrade when you have enough gold.
    
    By the time that all of the suggested upgrades are made, Brey will hopefully
    have learned the spell Snowstorm.  Once he learns it, at this stage of the game,
    this is the "I'm pissed at this enemy group and I want it to die" spell.  Of
    course, knowing this spell totally changes battle strategy.  You can finally
    handle battling multiple Kordras.  Obviously, if Brey learns Snowstorm before
    all of the upgrades are made, you most likely should battle enemies near Bazaar.
    
    Now to actually describe Bazaar.  Bazaar is distinctive in that, when you cast
    Return (or use a Wing of Wyvern) to get to Bazaar, you will be one square east
    instead of one square south.  (Obviously, the oasis makes the one square south
    thing impossible.)  In the town, there are two jars that you can search.  One
    has a Strength Seed and the other has the Gum Pod. Since Bazaar only exists in
    Chapter Two, you may as well get these items now.  You can either have one of
    your characters use the Strength Seed or you can save it for Chapter Five.  The
    Gum Pod is useful for a laugh later in the game.  Sell it only if you are in
    dire need of the one gold piece you will get for it.  Discard it if you have too
    many items, as the Gum Pod is indeed the most useless item in the game.
    
    On the west side of town there is a soldier from Santeem.  You must talk to him
    at some point to activate a trigger.  He demands that you go back to Santeem to
    see the king.  If you do so, you will find out that the king has lost his voice.
    That serves him right for forbidding Alena to go to Endor!  Anyways, this is
    obviously a problem that you need to fix.
    
    In order to make any further progress, you need to go to the Cave South of
    Frenor.
    
    --------------------------------------------------------------------------------
    
    Cave South of Frenor
    
    After making the suggested upgrades in Bazaar, this cave will be ridiculously
    easy.  This is even more blatant if Brey has Snowstorm.  Be careful not to go
    overboard with Brey's magic, though.  In case of emergency, make sure he has at
    least 16 MP so that you can use Outside and Return.
    
    These are the enemies that lurk on the first level of the cave:
    
    Troglodyte
    Blazeghost
    Demon Toadstool
    Brahmird
    Somnabeetle
    Thevro
    Vampire Bat
    Crested Viper
    
    The only new enemy here is the Vampire Bat.  At this point of the game, they
    are nothing special.  They sometimes are confused and will attack themselves and
    their comrades, which makes the battle that much easier.
    
    Blazeghosts may appear in very large groups, but Snowstorm is guaranteed to wipe
    them all out.
    
    Directions to any treasure chest that does not contain the Golden Bracelet will
    be in parentheses.
    
    At the first two forks, head west.  (Going south at the first fork leads to a
    treasure chest containing a Wing of Wyvern, and going north at the second fork
    leads to a treasure chest containing 360 gold.)  You will come to a platform
    surrounded by pillars.  There is a little path just north of the platform that
    you should take.  (The treasure chest on top of the platform contains an Agility
    Seed.)  Follow the path to the stairs.
    
    These are the enemies that lurk on the second level of the cave:
    
    Somnabeetle
    Thevro
    Vampire Bat
    Crested Viper
    Ozwarg
    Orc
    
    Ozwargs are new to Chapter Two.  They are impervious to ice spells.  If Brey is
    running low on HP, have him parry instead of using Bounce unless spell casting
    enemies besides Ozwargs are present.
    
    At the first fork, going west leads to a dead end.  Head east instead.  At the
    next room, head south.  (Going west leads to a treasure chest containing a Magic
    Potion.)  There will be lots of rocks that you need to maneuver around.  After
    negotiating this path, you will come to a treasure chest containing the Golden
    Bracelet.
    
    --------------------------------------------------------------------------------
    
    Meeting the Kidnappers
    
    Walk around near Frenor until nightfall, then head for Frenor's graveyard.  The
    kidnappers will demand the Golden Bracelet.  These guys do not understand the
    meaning of the word "No".  In order to make progress, you must say "Yes".  Once
    they have the Golden Bracelet, they will leave.
    
    The "princess" informs you that her name is May and that she is just an actress.
    After she explains her little ruse, her companions will come.  Before she leaves
    with them, she will give you the Thief's Key.  Remember all of those yellow
    doors you could not open?  Well now you can open them!
    
    After May and her companions leave, the weapon shop will reopen, but you no
    longer need it, as you should have upgraded weapons in Bazaar.  Also, the armor
    and item shop is now closed at night.
    
    --------------------------------------------------------------------------------
    
    The King's Voice
    
    If you had no guide through this game, you could still figure out what you need
    to do next by talking to various people.  Thus, the following is not absolutely
    necessary to do, but I will still discuss it for the sake of completeness.
    
    If you have talked to the soldier in Bazaar, then the king has lost his voice.
    The counsel (the person meandering around in the throne room) suggests that you
    talk to Goz, who lives in the back shed, about a remedy.
    
    To get to Goz, you need to jump out of Alena's room, and you need to have the
    Thief's Key.  Goz suggests that you talk to Marone.  (If you talk to Goz when
    the king has a voice, he will tell you that the king moans at night.)
    
    In case you do not recall, Marone is the poet/singer who lives in Surene.  If
    you talk to him, he informs you that he lost his voice but was cured by Birdsong
    Nectar that he purchased at an item shop in Bazaar.
    
    If you talk to the keeper of Bazaar's item shop at night, he will tell you that
    he no longer sells Birdsong Nectar, but that it can be found in a tower far west
    of Bazaar.
    
    With that, it is time to head off to Birdsong Tower.
    
    --------------------------------------------------------------------------------
    
    Birdsong Tower
    
    Birdsong Tower is west of Bazaar.  Feel free to be liberal with MP on the way
    here, as the Birdsong Tower has an inn built in!
    
    When you enter the tower, you will notice a dude running around like mad.  He
    will tell you that there is no way in unless you have a Thief's Key.
    Fortunately, you do have one.
    
    You may encounter these enemies on the first two floors:
    
    Crested Viper
    Orc
    Grislysaber
    Flythrope
    Poison Lizard
    Spectet
    Razor Wind
    
    Grislysabers can be annoying.  They are somewhat resistant to Snowstorm.  If
    they are on guard, another Grislysaber will be summoned which can attack that
    round.  Thus, an innocent looking battle with one Grislysaber can quickly turn
    into an ugly affair with five Grislysabers.  Finally, Grislysabers can land
    terrible blows.
    
    Flythropes can cast Stopspell.  By themselves, they are not dangerous, but when
    combined with other enemies, losing the ability to cast Heal and Snowstorm can
    make the battle much more difficult.
    
    Poison Lizards can emit poison gas and thus can poison everyone in one round of
    battle.  Other than that, they are not too bad.
    
    Spectets can cast Bounce, so beware of using spells like Surround and Snowstorm
    on them.  Spectets can also cast Ironize. This only makes the battle last
    longer.  If they use Ironize, kill off everything else and wait for the effect
    to wear off.  Also, Spectets can give a hideous, shrieking roar, causing members
    of the party to tremble in fear.
    
    Razor Winds can cast Infernos.  They have enough MP to cast this twice.  They
    are extremely susceptible to Snowstorm.
    
    Directions to treasure chests will be given in parentheses.
    
    If you want to stay at the inn, head straight north and go downstairs.  There
    are no enemies in the basement, and the inn is down here.  If you have a rough
    battle and you are not too far from this inn, consider coming back.  In a
    typical battle in this tower, you typically earn at least the amount of gold it
    costs to stay at the inn, so gold should not be a concern.
    
    To go upstairs, from the entrance, follow the path that leads northwest.  You
    will come to a big yellow door.  This is the door that requires the Thief's Key.
    Open the door and head to the stairs, which are on the east side of the room.
    
    There are a lot of dead ends on the second floor.  Get out of the big room
    through the eastern opening.  (If instead, you go to the west wall, head south,
    and follow the path, you will come to a set of stairs leading to a treasure
    room.  The treasure chest on the left contains a Strength Seed, and the one on
    the right contains 1200 gold.)  Immediately after going through the eastern
    opening, head south.  Once you hit the wall, head west a little bit, then south,
    and follow the path to the set of stairs.  Make sure everyone has at least 33 HP
    before going up these stairs.
    
    You may encounter these enemies on the next two floors:
    
    Flythrope
    Poison Lizard
    Razor Wind
    Pteranodon
    Butterfly Dragon
    
    Pteranodons can cast Firebal.  They have enough MP to cast this twice.  They are
    susceptible to Snowstorm, but it may not kill them outright.
    
    Butterfly Dragons are the biggest pain in this entire tower.  They can emit
    fireballs and they can cast Heal.  Snowstorm usually hits them, but even if it
    does, it does not necessarily kill them.
    
    Because of the presence of Pteranodons and Butterfly Dragons, no member of your
    party should have less than 33 HP at any time while on the third and fourth
    floors.  If you are near the beginning of the third floor and Cristo's MP is
    running low, consider jumping off and making way for an inn (either in the
    basement of the tower or back in a town).
    
    If Cristo knows Stopspell and has enough MP, it might come in handy, especially
    to use on Razor Winds and Pteranodons.  It is most certainly not useful on
    Butterfly Dragons:  You would rather have them casting Heal than emitting
    fireballs.
    
    Once you have gone upstairs, head slightly north, then west until you hit the
    wall.  (Heading straight north then taking the western fork leads to a treasure
    chest containing a Wing of Wyvern.)  Once you hit the wall, head north and
    negotiate carefully around the big hole.  At the end of the path is a set of
    stairs.  There is not much further to go!
    
    Once you are on the fourth floor, feel free to let loose with MP.  This floor is
    short and, once you make it to the top, you will not need to use Outside to
    leave.  Head south, then west, then north to the final set of stairs.
    
    On the fifth floor, there are no enemies.  Instead, there are elves walking
    around.  Once you get close to them, they will leave hurriedly.  One of them
    will drop the "medicine" (Birdsong Nectar).  Search on the southwest corner of
    the sand for it.  Since there is no ceiling above you, Return (or a Wing of
    Wyvern) will work.
    
    --------------------------------------------------------------------------------
    
    Permission to Venture to Endor
    
    If you have not done so already, talk to the soldier in Bazaar.
    
    Once you are back in Santeem, use the Birdsong Nectar on the king.  He will
    regain his voice.  He will tell you about his nightmare:  An evil creature was
    destroying everything in sight.  He will finally give Alena to venture wherever
    she pleases.  If you talk to him again, he will tell you that he had other
    nightmares besides the one he told you about, but he cannot remember them.
    
    With that, you want to head to the shrine that is at the southeast corner of the
    island.  The quickest way there is to Return to Bazaar and head east.
    
    Once you go into the blue ball, a psychedelic effect takes place, and the party
    is whisked to the shrine on the other side of the channel of water.  There is an
    inn here in case you need it.  If you come here during the day, there is a
    knuckleheaded merchant who tells you that he cannot find the travel door.  If
    you come here at night, Ragnar is here.  He tells you about his journey to find
    the hero, but thinks that you will not understand.  That seems rather pompous.
    
    --------------------------------------------------------------------------------
    
    Endor
    
    From the shrine, head southeast along the light green path to get to Endor.
    
    You may encounter the following enemies on your way:
    
    Healer
    Armor Scorpion
    Razor Wind
    Rogue Knight
    Skeleton
    Metal Slime
    
    Healers in this area invariably travel with Rogue Knights.
    
    Armor Scorpions travel in large groups in this area, but Snowstorm is very
    effective.  It may not kill them off, but it usually kills at least half of the
    enemy group.
    
    Rogue Knights have high strength and defense, and they can land terrible blows.
    They can also recruit Healers.  Snowstorm will usually hit Rogue Knights, but it
    most certainly will not kill them outright.  If Healers are travelling with
    Rogue Knights, kill off the Healers first.  If Brey cannot kill a Healer in one
    hit yet, he can Snowstorm the Healers (only effective if there is more than
    two), Snowstorm the Rogue Knights (only effective if there is more than one), or
    attack the Rogue Knight and hope that that paralyzes it.
    
    Skeletons can cast Defence.  They have enough MP to cast this twice, and they
    almost always cast it on the first and third rounds of battle.  (If the battle
    lasts longer than this, they may try to cast it again.)  Worst of all, they are
    somewhat immune to Snowstorm.  Nevertheless, Brey should not use Bounce against
    them, as his defense power is not very high and the Skeletons can hurt Brey a
    lot even if Defence does not get through.  You may want to consider having
    Cristo use Stopspell.  Skeletons may leave an Iron Claw behind.  If they do,
    this will save you the trouble of buying one for Alena.
    
    Metal Slimes are immune to all spells and can cast Blaze.  They yield 1350
    experience points, a hefty amount at this stage of the game.  If you land a
    terrific blow on one of these, consider yourself lucky.  If Brey manages to
    paralyze a Metal Slime, it cannot run away, and you are guaranteed to kill it
    eventually.  If you kill a Metal Slime and it leaves behind a treasure chest,
    consider yourself very fortunate:  The treasure chest should contain a Golden
    Barrette.  This comes in handy for Alena as it provides more defense than the
    Feather Hat.  Moreover, a Golden Barrette cannot be purchased in Chapter Two,
    so this is the only way to get one now.
    
    In case you are curious, the two bridges near Endor are broken.  They remain
    broken through all of Chapter Two.
    
    Upon reaching Endor, there is an armor shop near the entrance.  Cristo can
    upgrade his armor here.  If you have 675 gold, you can sell Cristo's Bronze
    Armor and buy him Half Plate Armor.  You can also get him an Iron Shield (the
    upgrade costs 515 gold), but this is not absolutely necessary.
    
    To the west of the armor shop is an inn, an eatery, and the casino.  You will
    be going to the casino later, so remember where it is.
    
    To the east of the armor shop is a building that you cannot get into yet.  This
    is very unfortunate, as you could improve everyone's armor if you had access to
    the shop in there.
    
    Just to the north of all of these buildings is a road that runs west and east.
    To the west is a weapon shop (you do not need to buy anything here), a House of
    Healing, and a closed down shop.  To the east is an item shop and a house owned
    by a rich family.
    
    Further north is the castle.  You may notice the sign in front of the castle
    that tells about the tournament.
    
    Alena can upgrade her weapon in Endor, but the shop that sells the Iron Claw is
    in the Coliseum.  You cannot access the shop until Alena has permission to fight
    in the tournament.  You need to go into the castle and talk to the king.  Before
    entering the castle, you may have noticed two small doors.  You will need to go
    through one of these to access the Coliseum.
    
    Not only is the tournament in session, but the king and princess of Endor
    desperately want Alena to win the tournament.  The king foolheartedly stated
    that, if the winner of the tournament is a male, he will earn the princess' hand
    in marriage.  It seems that a man named Necrosaro may win the tournament, and
    the princess is not happy about this.  Just so that you know, it is essential
    that, for Chapter Three, the princess not be married.  Alena better win that
    tournament!
    
    There are some Lifeforce Nuts hidden in Endor.  I usually save these for Chapter
    Five, but in case you want them now, go in the left door leading into the
    castle.  About halfway down the path, head west.  Walk south along the border to
    a set of stairs.  The treasure chest contains Lifeforce Nuts.
    
    The Coliseum is on the very north edge of town.  Talk to the soldier on the
    left.  If you have the king's permission, he will step aside.  In this room,
    there is a shop at the northwest corner.  This is where you can buy an Iron
    Claw.  Upgrading from a Chain Sickle costs 1088 gold.  Note that you can also
    buy Medical Herbs here; you can also get them at the item shop in the main part
    of town.
    
    Now that you have upgraded your equipment as much as it can be, it is time to
    clean up.
    
    --------------------------------------------------------------------------------
    
    Clean Up and Cash In
    
    Since this is the chapter in which casino coins only cost 10 gold, now is the
    time to get the gold to buy these.  Get all of the treasure chests in the Cave
    South of Frenor and the Birdsong Tower with the possible exception of those
    containing seeds. (Now that your equipment is upgraded, the tower should be
    easier.)  Also, there are some goodies in Santeem.  In the room just north of
    where Cristo and the shaman were at the beginning of the chapter, in the chest
    of drawers to the left of the star, there is some Fairy Water.  In Goz's room,
    in the chest of drawers on the left, there is a Wing of Wyvern.
    
    Sell all superfluous items (not including Medical Herbs).  If you do not already
    have four Medical Herbs, be sure to do so. After that, go to the casino in Endor
    and buy as many coins as you can.
    
    It may not be a bad idea to get a Metal Babble Shield now.  Saving up coins via
    gambling takes a lot of patience, but it is doable.  If it helps, you can sell
    Brey's Scale Shield, as Brey will end up with this Metal Babble Shield.  Do not
    bother getting a Metal Babble Shield for Cristo yet.  The reason why will be
    given in Chapter Five.  Make sure to leave some casino coins left over so that
    gambling can be resumed in later chapters.  (Even better, get all 200000 casino
    coins now, but only purchase one Metal Babble Shield.  This way, you get all of
    your gambling over with right away.)
    
    --------------------------------------------------------------------------------
    
    The Tournament
    
    Before entering the tournament, make sure that Alena is carrying her equipment
    (Iron Claw, Chain Mail, and Feather Hat or, if you were extremely fortunate,
    Golden Barrette) as well as four Medical Herbs and the Metal Babble Shield.
    Although Alena cannot equip shields, this shield has the effect of Fendspell,
    which is quite useful in one of the battles.  Also, get informed about how much
    experience she needs to get to the next level.  If she does not need much more
    experience, you may as well get her levelled up before the tournament.
    
    To enter the tournament, go to the room where you bought the Iron Claw and go up
    the stairs.  Immediately after going up the stairs, the tournament will start.
    
    The first enemy is Hun.  He has no special features, and he is easy to defeat.
    
    Between battles, you will have an opportunity to use Medical Herbs if you would
    like.  Also, the next three enemies leave Medical Herbs behind, so you may as
    well have a spot open for it.
    
    The second enemy is Roric.  He has a Boomerang.  He also is on guard sometimes,
    which is really dumb on his part, as this gives you a free shot at him.
    
    The third enemy is Vivian.  In case the wand is not a sufficient enough clue,
    this is the battle in which you want to use the Metal Babble Shield.  Vivian can
    cast Icebolt, Firebal, and Healmore.  After using the Metal Babble Shield,
    Icebolt and Firebal are ineffective, but Vivian will cast them anyways and waste
    MP.  Her regular attack is pathetic and, like Roric, she occasionally is on
    guard.
    
    If your HP is not too low, you may not want to use any Medical Herbs after
    fighting Vivian, as you will most likely use one during the next battle.
    
    The fourth enemy is Sampson.  He is about even with Alena as far as strength and
    defense are concerned.  He may use Medical Herbs during battle.  Alena may need
    to use Medical Herbs during this battle also.
    
    The fifth (and final) enemy is Linguar.  He can be annoying, as he creates three
    mirages each round.  When you hit a mirage, the real Linguar will stick out his
    tongue.  What a punk!  Two or three direct hits (or one terrific blow) on
    Linguar will do him in, so keep plugging away.  One piece of advice:  Refrain
    from attacking the copy in the same position or using simple patterns for
    choosing which copy to attack, as the artificial intelligence seems to pick up
    on this and put the real Linguar so that the pattern avoids having him get hit.
    
    --------------------------------------------------------------------------------
    
    Short-Lived Victory
    
    After defeating Linguar, you are not given a chance to use Medical Herbs.
    Instead, the king calls for the final enemy, Necrosaro.  A soldier goes to look
    for him and reports that Necrosaro is nowhere to be found.  Not surprisingly,
    the king leaps at the opportunity to declare Alena the winner of the tournament.
    
    After the tournament, you are immediately whisked away to the throne room.  The
    king suggests that Alena go home and talk to her father.  Beware that Return
    will now not work in Endor!  In order to get back to Santeem, you have to
    physically walk out of Endor.
    
    Upon leaving the castle, a soldier runs up to Alena and orders her to go home
    immediately, then he vanishes!  Something weird is going on here.
    
    There are no enemies.  If you really want to, you can walk back to Santeem.  For
    those who are not interested in the scenic route, use Return once you are
    outside of Endor.
    
    Alena was all anxious to tell her father about the tournament but, when she gets
    back to Santeem, she discovers that no one is there!  Cristo and Brey have
    little things to say on the upper floors.  You need to go on the second floor
    and exit the castle before the chapter ends.
    
    ================================================================================
    
    Chapter Three
    
    ================================================================================
    
    This chapter is very distinctive in many ways.  The amount of fighting that
    takes place during this chapter is very minimal, but this chapter can be very
    tedious.  Oddly enough though, this is my favorite chapter.  The top priority in
    this chapter is saving up gold.  In this chapter, the character that you control
    is Taloon.  He is a merchant and thus can appraise items.
    
    --------------------------------------------------------------------------------
    
    Lakanaba: First Day
    
    This chapter starts out with Taloon being awakened by his wife Neta.  She tells
    him that he is late for work and gives him Lunch.  After this episode, head
    downstairs.
    
    In one of the jars downstairs, there is a Medical Herb.  I usually do not bother
    getting it at this point, as it is important to leave as many item slots open as
    possible.
    
    Your next stop should be the item shop, which is just north of Taloon's house.
    You definitely should sell your Lunch, as you do not need it unless you are
    leaving town (which you will not be doing for a while), and you need all the
    gold that you can get.  You can also sell the Basic Clothes.  There is no point
    in keeping them as you need much better armor to leave town.  Also, I find it
    amusing that Taloon can streak all across Lakanaba and no one seems to notice or
    care.  I guess the townspeople are used to Taloon's antics.
    
    Your next stop should be Tom's house, which is just north of the item shop.  Tom
    will tell you about his missing son and ask you to push him to the House of
    Healing.  The shortest path to the House of Healing is across the bridge to the
    west of the item shop, then north from the flower bed.  For those of you who
    have had the pleasure of playing Adventures of Lolo, think of Tom as a heavy
    emerald chest.  Unlike Adventures of Lolo, if you push Tom into a corner, if you
    push on him towards a boundary, he will come out of the corner.  Sometimes,
    people (most often Taloon's son and the nurse) get in the way along the narrow
    parts.  With time and patience, you will get Tom to the House of Healing and
    earn anywhere from 2 to 12 gold pieces.
    
    The buildings on the west side of town from north to south are the armor shop,
    the inn, and the weapon shop.  Conveniently, the weapon shop is straight west
    from Taloon's house.
    
    Taloon's boss is waiting outside of the store.  He grabs Taloon and positions
    him behind the booth.  He mentions that Taloon earns money on a commission
    basis.  In case you want to know, the commission rate is approximately 6%.
    
    On this first day of work, stay behind the booth and say "Yes" to everything.
    Once Taloon has sold at least 1670 gold pieces worth of weapons, his boss will
    come upstairs and pay him at least 100 gold pieces.  After that, Taloon will be
    just outside of the store and it will be night.
    
    By the way, the only time that you can talk to the armor shopkeeper outside of
    work is at night.  He lives above his store.
    
    To finish off the day, Taloon needs to go back home and talk to Neta.  Taloon
    will go to bed and the next day will start.
    
    --------------------------------------------------------------------------------
    
    Lakanaba: The Routine
    
    After the first day, most days in Lakanaba are very similar.  The day will start
    with Neta giving Taloon a Lunch.  The routine consists of:
    
    selling the Lunch
    pushing Tom to the House of Healing
    going to work, staying behind the booth, and saying "Yes" until nightfall
    going home and talking to Neta
    
    --------------------------------------------------------------------------------
    
    Lakanaba: Getting Equipment
    
    You may have noticed that people sell Taloon weapons at the shop.  Fortunately,
    Taloon's commission does not go down when he buys weapons from customers.  If
    the weapon that Taloon buys is a Club, a Copper Sword, or a Thorn Whip, then it
    is really of no consequence, although it is good business policy not to piss off
    the customers, so you may as well buy these.  On the other hand, if the weapon
    that Taloon buys is a Boomerang, a Chain Sickle, or a Sword of Malice, this gets
    added to the list of weapons to sell, and Taloon will make the commission off of
    this item if it is sold.  True to a real shop of this type, these new weapons
    disappear if a customer buys the last one in stock.  (Untrue to a real shop of
    this type though, the new weapon will still be there if Taloon buys it, and
    Clubs, Copper Swords, and Thorn Whips never go out of stock.)
    
    Taloon's first objective is to save up 550 gold pieces.  Once Taloon has this
    much gold, as soon as a customer sells him a Chain Sickle, immediately go
    downstairs and talk to the boss.  He will pay Taloon for the day (the amount
    will be less than 100 gold pieces) and customers will stop coming into the shop.
    It will not be night, but Taloon should still go home and talk to Neta.
    
    On the next day, sell the Lunch and push Tom as usual, but when Taloon goes to
    the weapon shop, talk to his boss across the booth.  The Chain Sickle will be in
    the list of weapons to buy.  Buy it.  After that, Taloon can work at the shop
    just like a usual day.
    
    Of course, you can do the above to get a Boomerang by only saving up 350 gold
    pieces.  If you are not patient enough to earn the extra 200 gold, this is fine,
    as the Boomerang is only weaker by 2 points.
    
    You can also do the above to get a Sword of Malice, but even I am not patient
    enough to save up 3500 gold pieces for this. Anyways, you want a Sword of Malice
    left over in the shop when Taloon leaves town.
    
    Taloon's second objective is to save up 180 gold pieces.  This will only take
    two days at most.  This is to ensure that Taloon can at least get the Leather
    Armor before leaving Lakanaba.
    
    Taloon's third objective is to work at the weapon shop until someone sells him a
    Sword of Malice.  This may take a while.  As soon as someone sells Taloon a
    Sword of Malice, stop working by talking to his boss.  You will never have to
    work again after this.  Yay!  The monotony is over!
    
    After Taloon leaves work on this day, talk to Neta.  On the next day, bypass
    selling the Lunch for the time being; however, push Tom to the House of Healing
    as usual.  Now go to the armor shop and try to determine what equipment you need
    to get.  If you are just shy of buying something, it will help to sell the
    Lunch, but do not sell it unless you absolutely need to.  For instance, if
    Taloon has 693 gold, he can sell the Lunch for 7 gold and buy the Bronze Armor.
    You want to keep the Lunch if you can because it works like a Medical Herb.
    
    The best scenario is Taloon having at least 855 gold at this point.  Then he
    can afford to get the best armor, shield, and helmet that he can have before
    leaving town.  These are the Bronze Armor, the Leather Shield, and the Leather
    Hat.
    
    --------------------------------------------------------------------------------
    
    Journey to Bonmalmo
    
    Be sure to equip everything and save your quest before leaving Lakanaba.
    
    The enemies near Lakanaba are:
    
    Slime
    Stag Beetle
    Prank Gopher
    Giant Worm
    Babble (rarely)
    
    One thing that you may notice right away is that enemies tend to leave treasure
    chests behind much more often.  And a good thing too!  Since this chapter is all
    about gold, it definitely helps for Taloon to get lots of free items.  Also, the
    contents of these treasure chests does not follow the usual pattern.  (For
    example, in any other chapter, if a Stag Beetle leaves behind a treasure chest,
    it will contain a Medical Herb.)
    
    If an enemy drops an Iron Spear, a Scale Shield, or a Wooden Hat, this is a
    definite upgrade.  If you are sufficiently close to Lakanaba when an enemy drops
    an Iron Spear, head back to Lakanaba and sell off the Chain Sickle (or the
    Boomerang if you chose to get that instead).  As for shields and helmets, do not
    bother doing this.  You can get more gold for armor by selling it in Bonmalmo.
    
    You may have heard about the Iron Safe in the Cave North of Lakanaba.  Do *not*
    get the Iron Safe.  It is pointless.  It takes up an item slot, and Taloon
    cannot afford this.  It is true that the Iron Safe prevents Taloon from losing
    gold when he is defeated, but there are only two points of this chapter when it
    is crucial that Taloon should not die.  If all else fails, take advantage of the
    save state so that Taloon never dies.  Leave the item slot open for other items
    for Taloon to carry.  Since you need not get the Iron Safe, you need not go in
    the Cave North of Lakanaba at all.
    
    So where should you go?  Obviously you need to head east of Lakanaba, as every
    other route is blocked by the sea.  From there, head south along the light green
    path.
    
    Once the light green path narrows, you will notice a town just to the east.
    This is Foxville.  You need not go there right now.  If you are sufficiently
    curious and choose to enter Foxville, be sure not to buy anything from the
    shops.
    
    The enemies in between Foxville and Bonmalmo are:
    
    Slime (rarely)
    Stag Beetle
    Prank Gopher
    Giant Worm
    Babble
    Healer
    Demon Stump
    
    Even here, if Taloon has at least a Boomerang, he will usually be able to kill
    any enemy with one blow.  (Demon Stumps are a
    major exception.)
    
    After the light green area widens out again, you may notice a broken bridge to
    the south.  During Chapter Two, you were on the other side of this bridge.  If
    you head east instead, you will arrive at the castle town of Bonmalmo.
    
    --------------------------------------------------------------------------------
    
    Bonmalmo
    
    Immediately upon entering town, there is an item shop to the east.  You will
    frequently be shopping here.  If you still have the Lunch, go to the item shop
    and sell it.  If you do not have a Wing of Wyvern (an enemy might have dropped
    one on the way here), buy one at this item shop now.
    
    In the southeast corner of town is an armor shop.  They are out of stock right
    now.  This is actually a good thing, as you will realize shortly.
    
    In this area, there is a man walking around who will tell you that he thinks one
    of the men in prison is from Lakanaba.
    
    To the north of the armor shop is the weapon shop.  You do not need to get
    anything here right now.  On the other hand, note the path that leads above the
    weapon shop.  The weapon shop is distinctive in that it is open at night.
    
    To the west of the item shop is the inn.  This is an expensive inn, and you
    should not need to stay here.  A man in the inn will tell you about foxes who
    live nearby who like to trick people.
    
    If you head east within the first wall of the castle, you will come to the
    House of Healing.
    
    The main part of the castle is within the second wall.  Straight north is the
    throne room.  If you talk to the king, he will tell you that he wants da Gardi
    to fix the bridge to Endor.
    
    On the southwest corner of the castle is a man who will buy armor (this includes
    shields and helmets) for a hefty price.  You will most likely be coming here
    often to exploit this.  Occasionally, he will offer more gold for armor than
    what you can buy it for.  You can barter with him by saying "No" if the price he
    is offering is not high enough.  Below is a list of armor that either you can
    buy in Lakanaba or that enemies might have dropped, along with a price that the
    man will buy the armor for:
    
    Basic Clothes        12
    Wayfarer's Clothes   80
    Silk Robe           125
    Leather Armor       220
    Chain Mail          400
    Bronze Armor        800
    Half Plate Armor   1400
    Leather Shield      105
    Scale Shield        220
    Leather Hat          75
    Wooden Hat          140
    
    To optimize gold, never accept anything less than the amounts given above.
    
    At this point, sell off all of your armor.  (Taloon just loves to streak!)  This
    includes improvements (Scale Shield and Wooden Hat).  The reason for this is you
    want as much gold as possible right now and, anywhere north of the bridge,
    Taloon is virtually invincible if he is wearing Bronze Armor.
    
    The room just north of the man desperate for armor is the prince's room.  Be
    sure to talk to the prince.  He will ask you to meet him behind the weapon shop
    at night.  Do not worry about this right now, but be sure to remember it.  The
    lady in the room above is very pompous and disses on Taloon's profession.  Not
    to worry.  She will get what is coming to her.
    
    There is a hallway just east of the prince's room.  If you follow the path, you
    will come to some stairs behind the throne room.  This leads to the prison.
    
    In the prison, avoid the guards.  You need to talk to the man in the cell to the
    east.  He tells you that he is Tom's son. He asks you to get him a Wing of
    Wyvern.  If you took my advice earlier, you should already have one.  If you
    give it to him, he will be able to use it and make a jail break.
    
    Taloon cannot afford to go streaking outside of town.  Buy a Wing of Wyvern at
    the item shop and use it to get back to Lakanaba.
    
    --------------------------------------------------------------------------------
    
    Taking Tov to Foxville
    
    Note that Taloon cannot stay at the inn in Lakanaba.  Even if he could, you
    would not want to.  Go talk to Neta instead. This works like staying at an inn,
    except that it is free!  Even better, it comes with a free Lunch!
    
    If you talk to Tom, he will let you know how excited he is to have his son home.
    You can still push him to the House of Healing to earn some gold.
    
    Go north of Tom's house to talk to Tom's son.  He will lend you his dog, whose
    name is Tov.  You need to take Tov to Foxville.
    
    Be sure to buy armor and save before leaving Lakanaba.
    
    Recall that Foxville is the town that you saw on the way to Bonmalmo.  Go there.
    
    Heading east or west in Foxville is an infinite loop.  You need to head north
    along one of the paths.  Once the trees clear out, Tov will take off running.
    You can either follow him or catch up to him later.
    
    The shop is a ripoff.  If you buy a Medical Herb, you will actually get a Gum
    Pod.  The Broad Sword for 10 gold is too good to be true.  You actually get a
    Cypress Stick.  On the other hand, you can sell items here and not get ripped
    off.
    
    The purple dude is da Gardi.  He tells you that he wants to stay in this town
    forever.
    
    Tov took off on the sand path leading north.  The only way out of this town is
    to talk to the man next to Tov.  The town will disappear, and the man will
    resume his true form, which is a fox.  He begs for forgiveness and, to show his
    appreciation, he will give Taloon the Full Plate Armor.  After he leaves, da
    Gardi will appear and realize that he has a job to do.  With
    that, he takes off.
    
    Foxville is the first town to which you cannot use Return (or a Wing of Wyvern)
    to get back to.  This poses no problem, as there is not much here anymore.
    
    --------------------------------------------------------------------------------
    
    The Best Equipment in Lakanaba
    
    From Foxville, head to Bonmalmo.  Some of the people here will say different
    things, either because da Gardi has been back to Bonmalmo or because Tom's son
    made a jail break.
    
    Sell off all of your armor to the desperate old man.  You should be able to get
    at least 2800 gold for the Full Plate Armor.
    
    At the item shop, sell the Lunch if you still have it, buy a Wing of Wyvern if
    you need it, and use it to get back to Lakanaba.  Go home, return Tov to his
    owner, and talk to Neta.
    
    On arriving back in Lakanaba, you should have at least 3500 gold pieces.  This
    means that you can buy a Sword of Malice outright.  Selling your old weapon
    should give you enough gold to get the Leather Armor.  Most likely, you should
    have enough to get the Bronze Armor, a Leather Shield, and a Leather Hat.  If
    not, keep buying armor in Lakanaba, walking to Bonmalmo, selling off armor, and
    using a Wing of Wyvern to get back to Lakanaba until you have enough gold to get
    all of this equipment.
    
    Having a Sword of Malice at this stage of the game is excellent.  If there is
    more than one enemy in an enemy group, be sure to use the Sword of Malice in
    order to kill them all off before they run away!  Also, once Taloon has the best
    armor he can get, he is virtually invincible from enemies north of the bridge.
    
    --------------------------------------------------------------------------------
    
    Love and War
    
    Once Taloon is equipped with the Sword of Malice, the Bronze Armor, the Leather
    Shield, and the Leather Hat, head back to Bonmalmo.  Even though da Gardi has
    been back to Bonmalmo, the bridge is still not fixed.  The trigger to get the
    bridge fixed is to talk to the king of Bonmalmo.  He will tell you that the
    bridge is fixed and that he is ready to invade Endor.
    
    After talking to the king, walk around near Bonmalmo.  Night should fall pretty
    soon.  (The shortest path from Lakanaba to Bonmalmo is almost a full day's
    journey.)  Once night falls, go back into Bonmalmo.
    
    The first thing that you should notice is that the purple conceited woman is
    running around like crazy.  She is looking for the prince.  As if you would tell
    her where he is!  The prince is north of the weapon shop.  You need to talk to
    him.  He will give you a letter to give to the princess of Endor.
    
    With that, you can cross the bridge and head south to Endor.
    
    --------------------------------------------------------------------------------
    
    Endor
    
    Once you cross the bridge and head a little south, you may encounter the
    following enemies:
    
    Healer
    Lethal Gopher
    Carnivore Plant
    Demon Stump
    Lilypa
    Ducksbill
    Blazeghost
    
    You will most likely have encountered all of these enemies in previous chapters.
    
    Using the Sword of Malice (for the effect of Firebal) is effective against all
    of these enemies.  Oddly enough, this includes Blazeghosts.  I guess this is due
    to the adage "Fight fire with fire".  In fact, using the Sword of Malice on
    Blazeghosts is ideal, as this prevents new Blazeghosts from spawning.  Using the
    Sword of Malice also comes in handy for killing Lilypas with a high defense
    power due to multiple Uppers.
    
    If you left Bonmalmo at night, it most likely will still be night when you reach
    Endor.  In any case, once you have entered Endor, head back to Bonmalmo.  Wait
    for daytime, sell off your armor, and use a Wing of Wyvern to get back to Endor.
    
    You may notice that the bridge just to the east of Endor is also fixed.
    Apparently, da Gardi was overambitious and fixed both bridges.
    
    At the armor shop near the entrance of Endor, Taloon can get an Iron Apron for
    1500 gold and an Iron Shield for 650 gold.  At the item shop in Endor, Taloon
    can get a Wooden Hat for 120 gold.  This is the best armor that Taloon can get
    in this chapter.
    
    Since Taloon has access to new armor, you should know how much you can get out
    of the old man in Bonmalmo for these items:
    
    Iron Apron  1800
    Iron Shield  750
    
    Keep going back and forth between Endor and Bonmalmo (walk to Bonmalmo and use a
    Wing of Wyvern to get back to Endor) selling armor until Taloon can purchase his
    best equipment.  If night falls, you may want to stay at an inn to change it to
    daytime.  Note that the inn in Endor is cheaper.
    
    A lot of things have changed in Endor since the end of Chapter Two.  First of
    all, the casino is closed.  If you go there, you will notice Ragnar walking
    around.  He tells you that he came to Endor because he thought that the hero
    would be fighting in the tournament.  Upstairs in the inn, there are two people.
    The merchant will mention the Silver Statuette.  The purple dude is Laurent.
    You are not quite ready to have him join your party yet.
    
    To the east of the item shop, the man in the house will tell you that he
    desperately wants the Silver Statuette.
    
    You may want to keep the weapon shop in mind.  Taloon can equip the Venomous
    Dagger and the Abacus of Virtue.  In fact, the Abacus of Virtue would be the
    best weapon for Taloon in Chapter Three if it were not for the trick in Lakanaba
    of getting a Sword of Malice.  Getting an Abacus of Virtue for Taloon is
    somewhat pointless, but there is a slight chance that, at some point, you may be
    interested in getting him a Venomous Dagger.
    
    The building southwest of the weapon shop is the closed down shop.  The old man
    wants to sell the shop and retire, but Taloon has neither permission to own a
    shop nor 35000 gold to buy the shop.
    
    In between the House of Healing and the closed down shop is a guard.  His name
    is Strom.  You are not quite ready to have him
    join your party yet.
    
    The sign (in front of the castle) that announced the tournament now declares
    that Alena won the tournament.
    
    The Coliseum is blocked off by guards.  Now that the tournament is over, the
    Coliseum is closed.
    
    --------------------------------------------------------------------------------
    
    Love and Peace
    
    You should have the Prince's Letter.  In the castle in Endor, go to the throne
    room and use it while you are standing in front of the princess.  She will
    beckon her father.  He will come over and give you a letter to take to the king
    of Bonmalmo.  If you talk to him immediately afterwards, the king of Endor will
    tell you that he wants to prevent the war and, if Taloon delivers the message,
    the king will grant him permission to own a shop.
    
    Obviously, Taloon needs to head to Bonmalmo and use the Royal Scroll while
    standing in front of the king.  He is struck by the news and promises to
    dispatch a messenger to call off the preparation for war.  If you talk to him
    afterwards, he will comment on his son being the next king of Endor and laugh
    maniacally.
    
    Of course, while Taloon is here in Bonmalmo, he may as well sell off his armor
    to the desperate old man.
    
    --------------------------------------------------------------------------------
    
    Brief Excursion
    
    For the sake of completeness, I will discuss events that take place at the
    travel door to Santeem.  There is a nurse there who tells you about the
    Zenithian Sword.  If you cross to the other side, the guard will come and bar
    your way, informing you that no outsiders are allowed to cross over.
    
    --------------------------------------------------------------------------------
    
    The Silver Statuette
    
    Now that a letter is no longer taking up one of Taloon's slots, he is about
    ready to nab the Silver Statuette.  It is hidden away in the aptly named Cave of
    the Silver Statuette.  It is possible for Taloon to get the Silver Statuette all
    by himself, but the journey is much easier with companions.  Save up 1000 gold
    pieces and have Strom and Laurent join your party.  Oddly enough, if for some
    reason, you still have Tov with you, Strom and Laurent will not join your party.
    
    The most unfortunate thing about Chapter Three in my opinion is that Strom and
    Laurent are unwilling to hold any items.
    
    Actually, it is possible to complete Chapter Three without getting the Silver
    Statuette, but it takes a lot of patience.  Getting the Silver Statuette is
    beneficial though, since it gives Taloon a chance to earn lots of experience
    points.
    
    Before heading off to the cave, be sure that you have a Lunch or a Medical Herb.
    Also, you may want to get some Fairy Water and use it right when you leave
    Endor.  Having less battles (hopefully none) on the way to the cave will enable
    Laurent to save his MP for the cave.  You will not need a Wing of Wyvern.  An
    Antidote Herb may come in handy, but Taloon will acquire a lot of items in the
    cave and may not have room for it.
    
    To reach the Cave of the Silver Statuette, you need to cross the bridge east of
    Endor and head north.  The first cave that you will see is the Cave Between
    Endor and Branca.  You need not go in there right now.  Instead, keep heading
    north.  The Cave of the Silver Statuette is the one surrounded by swamp.  If you
    only walk through one square of swamp, the last person in the party will not
    take damage.
    
    The enemies in the first two levels are:
    
    Elefrover
    Sand Master
    Ducksbill
    Vampire Bat
    Giant Bantam
    Metal Slime
    
    The only new enemy is the Elefrover.  They have no real special features.  They
    will have a tough time hitting Taloon because of his high quality armor.
    
    Recall that Giant Bantams are somewhat resistant to Firebal.
    
    Taking on Metal Slimes can be risky in that Laurent can waste a lot of MP when
    battling them.  You may want to consider running away.  On the other hand, if
    Laurent's MP is already low (or you think you can afford to have him waste MP)
    and everyone's HP is high enough to withstand a few Blazes, go ahead and try
    battling Metal Slimes.  Recall that Laurent is equipped with a Venomous Dagger
    and thus can paralyze enemies.  If you are desperate for experience, you can get
    Taloon a Venomous Dagger and come in this cave to hunt for Metal Slimes.
    
    You might notice that Taloon's level will go up like mad in this cave (even
    without defeating Metal Slimes).  During one of my quests, Taloon entered this
    cave at level 3 and came out at level 10.
    
    In this cave, there are only two treasure chests that Taloon should open.  First
    of all, Taloon can only carry so many items.  Secondly, even if Taloon could
    make it out of this cave with all of the loot in here, most everything in here
    is much more useful in Chapter Five.  I will not even bother revealing the
    contents of the treasure chests that I do not think should be opened at this
    time.
    
    From the entrance, follow the path.  Do not bother taking the stairs.  Instead,
    get on the boat and follow the path to the hole.  Go down the hole.  This
    actually takes you to the third level.
    
    The enemies in the bottom two levels are:
    
    Elefrover
    Sand Master
    Ducksbill
    Vampire Bat
    Flythrope
    Poison Lizard
    Metal Slime
    
    Hopefully, if you encounter Flythropes, they will cast Stopspell successfully on
    Laurent.  He will not try to cast spells in this case.
    
    Kill Poison Lizards as soon as possible.  If someone gets poisoned and you do
    not have any Herbs or Lunches, the only way to recover HP is for Laurent to use
    Heal during battle.  Note that a person who is poisoned does not lose HP while
    in a boat.
    
    After going down the hole, follow the path.  (Note that this requires getting
    off of the ship.)  You will notice a treasure chest slightly to the left at the
    first fork.  This contains a Wing of Wyvern.  This treasure chest is
    inaccessible in Chapter Five, so you may as well get it now.  From here, head
    east as far as you can, then head south.  Go up the stairs.
    
    On the second level, follow the path.  You will notice many treasure chests, but
    you cannot get to them because of the water. You will also notice a set of
    stairs that you cannot get to.  These stairs lead to the first floor.  (You
    passed them just before getting into the ship.)  At the end of the path, head
    east along the north wall.  You should see a button.  Stand on it.  The game
    will ask you if you want to push the button.  Say "Yes".  The ground will
    rumble.  Head back to the stairs that you came up (at the southeast corner).
    Bypass all treasure chests on this level.
    
    On the third level, get in the ship and head straight north to the wall.  Head
    west and go through the second opening on the north side.  Get off the ship and
    head down the stairs.
    
    The fourth floor is straightforward.  Before opening the treasure chest, check
    your items.  Most likely, they will be full. If your items are full and you have
    a Lunch or a Medical Herb, use it on someone who has lost HP.  (Actually, you
    may as well use any Lunches and Medical Herbs that you have, as you are more
    than halfway done with this cave, and this will make room to pick up items that
    enemies leave behind.)  This treasure chest contains the beloved Silver
    Statuette.  Go back up the stairs.
    
    On the third floor, head to the southeast corner.
    
    On the second floor, head slightly north, then straight west.
    
    On the first floor, follow the path.
    
    If you still have the Wing of Wyvern, you can go ahead and use it.  Otherwise,
    you have to make the long walk to Endor.  This time, everyone will receive 1
    point of damage for crossing the swamp.
    
    Deliver the Silver Statuette to the rich man in Endor.  He will offer you 25000
    gold pieces for it.  Take it!
    
    --------------------------------------------------------------------------------
    
    Owning a Shop
    
    Taloon should have quite a bit of gold now.  On top of the 25000 gold pieces, he
    has whatever gold he accumulated, plus he may have picked up some interesting
    items to sell.  On the other hand, Taloon needs to have 35000 to buy the shop.
    The quickest way to earn the remaining part is to exploit the armor shortage in
    Bonmalmo.  Be careful, as this is obviously one of the points at which you do
    not want Taloon to die.
    
    Most likely, in the process of saving up the remaining money, five days will
    pass, and Strom and Laurent will leave.  This is no big deal.  You do not really
    need them after the Cave of the Silver Statuette.
    
    If Taloon has not talked to the king of Endor after delivering the letter, then
    technically, he does not have permission to own a shop.  Be sure to talk to the
    king of Endor at the first opportunity.
    
    After obtaining permission to own a shop and saving up 35000 gold pieces, Taloon
    should talk to the old man who owns the closed down shop.
    
    Upon buying the shop, Taloon can call for his family, and they will instantly
    move into the new house in Endor.
    
    Now that Taloon owns a shop, the old man who is desperate for armor in Bonmalmo
    is obsolete.  Neta can usually sell armor at the shop for much more than the old
    man would pay for it.
    
    In order to receive the proceeds from the store, Taloon has to talk to Neta
    inside the shop, stay the night, then talk to her from across the booth.  She
    will not be offended if you sell the Lunch that she gives you.
    
    --------------------------------------------------------------------------------
    
    60000 Gold Pieces
    
    You might be wondering when the chapter ends.  There is one more task that
    Taloon has to complete.  Remember the wide cave on the way to the Cave of the
    Silver Statuette?  Go in there and talk to the old man.  He wants to build a
    cave to Branca, and he needs 60000 gold pieces to do it.  Taloon is the lucky
    guy who has to save up 60000 gold pieces.
    
    Actually, this is not nearly as hard as saving up the 35000 gold pieces for the
    shop.  First of all, Taloon owns a shop and can sell anything there for a nice
    mark up.  Actually, the price that Neta quotes to sell items for is a minimum:
    She may sell the item for more than she says.  Second of all, the king of Endor
    offers Taloon 60000 gold pieces in exchange for delivering seven Broad Swords
    and seven sets of Half Plate Armor.  This means that Taloon only has to save up
    at most 22400 gold pieces.  To make matters even better, enemies to the east of
    the bridge tend to drop sets of Half Plate Armor and Broad Swords somewhat
    often.
    
    In case you need to buy this equipment, Half Plate Armor is for sale at the
    armor shop in Endor, and Broad Swords are for sale at the weapon shop in
    Bonmalmo.  Luckily, the weapon shop in Bonmalmo is open at night, as it is a
    long trek from Endor to Bonmalmo.
    
    You need to deliver the Broad Swords and Half Plate Armor to the people in the
    main part of the castle on the first floor in the northeast corner.  Once the
    order is filled, Taloon will receive 60000 gold pieces.  Of course, this is
    another part of the chapter in which you absolutely do not want Taloon to die.
    
    Do not deliver the 60000 gold pieces right away.  Instead, there is something
    useful that Taloon can do to make gold matters easier in Chapter Five.  First,
    go to the store and have Neta sell *all* of Taloon's items.  Next, buy a Wing of
    Wyvern and use it to go to Lakanaba.  Swords of Malice should still be for sale
    at the weapon shop.  Buy seven of them.  Then go to the item shop to get a Wing
    of Wyvern.  Use it to get back to Endor.  Taloon should have one item slot left.
    Buy items at the weapon and armor shops and deliver them to Neta.  Be sure to
    spend the night in order to receive the proceeds.  Keep buying stuff in Endor
    and having Neta sell it until you have saved up 61500 gold pieces.  Finally, buy
    an Iron Apron and deliver the gold.  (Taloon's level should be high enough at
    this point that the Iron Apron is all that he needs to have equipped to avoid
    being hit too hard by enemies in the area.)
    
    --------------------------------------------------------------------------------
    
    Conclusion
    
    After delivering the gold pieces to the old man in the cave, go out, immediately
    go back in and talk to the old man again. He will tell you that he will send
    Neta a message once the cave is complete.
    
    Go back home and talk to Neta.  She suggests going to the casino (which has
    reopened) to relax.  Take her advice.  If you did not save up all of the coins
    that you will need during Chapter Two, you can do so now.  Also, you can
    purchase coins now at the hefty cost of 200 gold pieces each.  In any case, once
    you talk to Neta after visiting the casino, she will have received a message.
    
    Chapter Three is very distinct in that there are still enemies around at the end
    of the chapter.
    
    The chapter ends once Taloon passes through the cave and comes out the other
    side.
    
    ================================================================================
    
    Chapter Four
    
    ================================================================================
    
    The music in this chapter is very distinctive.  The battle music is different.
    One odd fact about this chapter is that it is the only one in which Ragnar does
    not make an appearance.  More importantly, this chapter is somewhat backwards
    from the others.  In previous chapters (notably one and three), you controlled a
    strong character with no magic power and sought out uncontrolled characters with
    magic power.  In this chapter, you control characters that are somewhat weak but
    have magic power, and you are seeking out an uncontrolled character who is
    strong but has no magic power.  In this chapter, you control Nara and Mara, two
    sisters who are seeking revenge for their father's murder.
    
    --------------------------------------------------------------------------------
    
    Monbaraba
    
    This chapter starts out with Mara giving a dancing performance.  The opening
    music is also the battle music for this chapter.  After receiving applause, Mara
    goes backstage to talk to her sister Nara.  She asks Mara if she saw Balzack.
    Once Mara realizes what Nara is talking about, she says she did not see him.
    The stage manager pays Mara 100 gold pieces for her performance.  After that,
    Nara and Mara stay in a bedroom adjacent to the entrance to the stage.
    
    In the room just south of the bedroom, one of the jars contains a Medical Herb.
    I usually do not bother getting it now though.  From this room, if you head
    west, you will be right above the stage.  If you go back to the room behind the
    stage and search the second chest of drawers from the left, you will find a
    Strength Seed.  Again, I usually do not bother getting it now.
    
    Further south of the bedroom is a shop that is never open.  The shopkeeper is
    gone during the day and is sleeping at night.
    
    The House of Healing and the inn are south of the stage entrance.  A girl named
    Lynn is hiding to the east of the inn.  You can only talk to her at night.
    
    On the west side of town is the eatery and Pufpuf rooms, both of which are only
    open at night.  To the north of the eatery are the shops.
    
    While speaking of the shops, I may as well discuss upgrades that should be made
    right now.  Mara currently has a Dancer's Costume.  Although this is very
    expensive, it does not offer very good protection.  Sell it for 300 gold.  Mara
    needs some sort of armor though, so get her the Leather Dress for 250 gold.
    This should leave you with 150 gold pieces.  I suggest saving up for a Boomerang
    for Mara, as she does not have a weapon and her regular attack is virtually
    worthless right now.
    
    Now that Mara has a Leather Dress and you have explored Monbaraba during the
    daytime, it is time to go outside of town.
    
    The enemies near Monbaraba are:
    
    Kaskos Hopper
    Red Slime
    Monjar
    Troglodyte
    
    Monjars are the only new enemy here.  They tend to run away fairly often.  Since
    they yield 8 gold and Nara sometimes cannot kill them with one hit, you may want
    Mara to cast Blaze on these.
    
    As mentioned before, Mara's regular attack really blows.  She can hit Red Slimes
    for 1 HP more than half the time, but that is about it.  Her Blaze spell, on the
    other hand, works wonders.  You should highly consider using Blaze on
    Troglodytes, as these enemies are the only type that Nara cannot kill in one hit
    at this point (except for a terrific blow).
    
    After talking to everyone in Monbaraba during the day and at night, you will
    have learned some interesting things.  First of all, Nara and Mara are
    originally from a town called Kievs, which is north of Monbaraba.  Secondly, the
    castle of Keeleon is summoning girls, and they never come back from the castle.
    
    Once Mara finally has a weapon, you should consider getting Nara a Leather
    Dress.  The upgrade from a Silk Robe is 168 gold.  All other upgrades can wait
    until Nara and Mara reach Kievs.
    
    --------------------------------------------------------------------------------
    
    Kievs
    
    To get to Kievs, head straight north from Monbaraba.  Once you see the sign, you
    are almost to Kievs.
    
    The enemies near Kievs are:
    
    Kaskos Hopper
    Red Slime
    Monjar
    Troglodyte
    Angel Head
    Rabidhound
    
    Angel Heads are the only new enemy here.  Their attack can poison a member of
    your party.  If one is travelling alone, Nara and Mara can usually kill it with
    regular attacks.  Otherwise, Mara's Blaze works well against these.
    
    In this area, Rabidhounds seem to always travel with three Kaskos Hoppers.  Kill
    the Rabidhound off first (two rounds of regular attack), then go after the
    Kaskos Hoppers.
    
    The good news about Kievs is that the innkeeper allows Nara and Mara to stay at
    the inn for free.  Thus, feel free to be very liberal with MP when battling
    enemies near Kievs.  On the other hand, there is no House of Healing in Kievs.
    You will need to go back to Monbaraba to visit a House of Healing.
    
    You will definitely want to get Feather Hats for both Nara and Mara.  You might
    also want to consider getting Nara a Chain Sickle.  Upgrading to this from the
    Copper Sword costs 475 gold.  This upgrade is not absolutely necessary though.
    
    The townspeople are glad to see Nara and Mara again.  The townspeople will give
    you some information about Edgar, who was Nara's and Mara's father, and his
    pupils Balzack and Orin.
    
    Towards the northeast corner of Kievs is Edgar's house.  There are some
    Lifeforce Nuts in one of the jars in the house, but I usually save them for
    later.  Downstairs is an empty treasure chest.  If you go down here at night,
    you can talk to a Slime, who will tell you that Orin used to break locks and
    that he is most likely hiding in the Cave West of Kievs.
    
    --------------------------------------------------------------------------------
    
    Preparing for the Run to Haville
    
    After buying Feather Hats for both Nara and Mara, I like to prepare them to make
    it to Haville.  Before making the run, Mara needs to know the spell Return (at
    which point she will know Firebal), and it is nice if Nara knows the spell
    Infernos.
    
    I do not go in the Cave West of Kievs at this point, nor do I stray too far from
    Kievs, but I do go across the bridge just north of Kievs and stay relatively
    close to the bridge.  There are some enemies on the other side of the bridge
    that yield more gold and experience.
    
    The enemies on the other side of the bridge are:
    
    Kaskos Hopper
    Red Slime
    Monjar
    Troglodyte
    Angel Head
    Rabidhound
    Minon
    Sizarmage
    Demon Toadstool
    
    Just so that you know, Rabidhounds are immune to Firebal.
    
    --------------------------------------------------------------------------------
    
    Haville
    
    Before making the run to Haville, make sure that you have pretty close to 675
    gold.
    
    From Kievs, head slightly east, then go north.  You will come across a castle.
    This is Keeleon.  It does not hurt to go in here right now.  Actually, it is
    somewhat helpful, as Mara will be able to use Return to get here in the future.
    On the other hand, there is not much that you can do here in Keeleon, as the
    doors are locked.  Moreover, you should know from Chapter Two that not even a
    Thief's Key would open these doors.
    
    From Keeleon, head straight north.  Haville is not too far from Keeleon.
    
    The enemies on the northeast part of this continent are:
    
    Slime
    Lava Doll
    Infurnus Beetle
    Xemime
    Magemonja
    Liclick
    King Slime
    
    King Slimes do not appear at the outset of a battle.  They have to be formed.
    If you come across a set of Slimes and Nara and Mara cannot kill one of them
    with one hit, then these are the type that will form a King Slime.  If your HP
    and MP are too low, run.  Otherwise, take on the King Slime, as it yields a lot
    of gold and experience for this stage of the game. Mara's Sap is very effective,
    but she will have to be quick about using it, as King Slime knows Fendspell.
    Beware that King Slimes can try a body attack that will cause a lot of damage.
    If whoever it tries a body attack on does not have near her maximum HP, this
    will most likely kill her.  Once Mara gets a Venomous Dagger or a Poison Needle,
    King Slimes become easier to handle.  On the other hand, if Mara has a Venomous
    Dagger, make sure that she parries against Slimes, as King Slimes will not form
    if one of the Slimes is paralyzed.
    
    Lava Dolls can cast Upper.  If an enemy's defense power gets too high from
    multiple Uppers, keep in mind that Sap can undo all of this.  Also, Upper does
    not increase an enemy's defense against spells such as Blaze, Firebal, and
    Infernos.
    
    Infurnus Beetles can emit fireballs, but are pretty harmless otherwise.
    
    The most gold that you can earn in one battle at this point in the game is by
    battling six Xemimes.  Fortunately, Xemimes are not dangerous enemies.  They can
    do a strange dance and make Nara or Mara lose MP.  They also know the spell
    Heal.  To wipe them out quickly, either Nara can use Infernos or Mara can use
    Firebal.  There is no sense in using both, as one of these will kill most of the
    Xemimes in one round, and whoever did not cast a spell should be able to kill
    off one of the survivors if there are any.
    
    Magemonjas are very dangerous enemies at this point.  They can cast Icebolt,
    they have a pretty strong regular attack, and they have a lot of HP.  If there
    is more than one Magemonja in a group, Mara should almost certainly use Firebal
    and, if Nara knows Infernos and has plenty of MP, she should cast it.
    
    Liclicks are also very dangerous enemies at this point.  They can cast Surround,
    they have a strong regular attack, and they have even more HP than Magemonjas.
    Firebal and Infernos work well on Liclicks.  Keep in mind that they are very
    susceptible to Sleep as well.
    
    After making it to Haville, you should upgrade equipment right away.
    
    The weapon shop is in the southwest corner of town.  You can get either a
    Venomous Dagger or a Poison Needle for Mara, and you can get either a Venomous
    Dagger or a Morning Star for Nara.  I usually opt for the Venomous Dagger for
    Mara and the Morning Star for Nara.
    
    If you also want the Venomous Dagger for Mara, then this is the first upgrade
    that you will want to make.  If Nara is still using a Copper Sword, you will
    want to give Mara's Boomerang to her and sell the Copper Sword.  Otherwise, you
    can sell the Boomerang.  Following is the amount of gold needed to do this,
    which includes selling old equipment:
    
    selling a Copper Sword and buying a Venomous Dagger 675
    selling a Boomerang and buying a Venomous Dagger    488
    
    Below are other upgrades that I recommend (in order by person and equipment
    type).  Note that the gold amounts include selling old equipment if applicable.
    
    Nara from Boomerang to Morning Star          988
    Nara from Chain Sickle to Morning Star       838
    Nara from no shield to Scale Shield          180
    Mara from Leather Dress to Fur Coat          413
    Nara from Leather Dress to Half Plate Armor 1013
    
    Note that the armor shop is in the northeast corner of town.
    
    One exception to the above order is getting the Scale Shield.  Since this
    upgrade is so easy to make, I may do it before upgrading Nara's weapon.
    
    Below are some other weapon upgrades that are not bad ideas:
    
    selling Nara's Copper Sword and buying Mara a Poison Needle 1225
    Mara from Boomerang to Poison Needle                        1038
    Nara from Boomerang to Venomous Dagger                       488
    Nara from Chain Sickle to Venomous Dagger                    338
    
    Making all of the upgrades that I prefer (not the four possible weapon upgrades
    just above) will cost at least 2932 gold pieces (and at most 3269).  Regardless
    of what strategy you use to save up this gold, it is much better to buy
    equipment as soon as you are able to make the upgrade instead of making all of
    the upgrades at once.  This makes battles easier and gets you used to how each
    new piece of equipment influences a person's performance during a battle.
    
    Just like in Chapter Two, there are two strategies for saving up gold to buy all
    of this cool equipment.  The quickest, albeit riskiest, strategy is to battle
    enemies near Haville.  Be sure that Mara's MP does not drop below 8.  That way,
    if a battle gets tough, Mara can get everyone to safety by casting Return.  If
    Nara's or Mara's MP is running low, have Mara use Return to Kievs, stay at the
    inn there, Return to Haville, and save at the House of Healing.  The safer,
    slower strategy is to battle enemies near Kievs, using Return to get to Haville
    and upgrade when you have enough gold.
    
    Now to actually describe Haville.  There is a prison just to the south of the
    armor shop.  One of the prisoners will tell you that he got thrown in jail just
    for making a loud noise near the council.  In the northwest corner of town is
    the House of Healing and a port.  Ships depart from Haville to Endor.  There is
    an inn close to the center of town.  Nearby is an eatery that only opens at
    night.
    
    --------------------------------------------------------------------------------
    
    Cave West of Kievs
    
    After upgrading equipment at Haville, the Cave West of Kievs will be very easy.
    There are some enemies on the way to the cave as well as inside the cave itself
    who can poison you, but with your armor upgraded, it is highly improbable that
    they will be able to hit you, let alone poison you.  Thus, do not bother with
    Antidote Herbs.
    
    As the name suggests, you will have to head west from Kievs to get to the cave.
    You will have to cross two bridges.
    
    These are the enemies that you may encounter on the first two levels of the
    cave:
    
    Troglodyte
    Lava Doll
    Sizarmage
    Demon Toadstool
    Xemime
    
    Directions to any treasure chest that does not contain the Sphere of Silence or
    the Lamp of Darkness will be in parentheses, as you should leave these for
    later.
    
    From the entrance, follow the path.  At the first fork, heading north is a dead
    end.  A man will occasionally walk out from there.  He says that he came here
    from Monbaraba.  This is the shopkeeper who is never there during the day.  He
    is looking for the Sphere of Silence too, but he cannot figure out how to get
    downstairs.
    
    At the next fork, head east.  (Going north leads to a treasure chest containing
    a Wing of Wyvern.)  Follow the path until you come to a dead end.  Step on the
    yellow square.  This is an elevator!  No wonder the shopkeeper could not figure
    out how to go downstairs:  You use elevators for the most part.
    
    On the second floor, follow the path.  You should come to a lake.  The Sphere of
    Silence is quite far from here and having Orin in your party makes this trek
    easier.  To get to Orin, head west from the lake and go down the elevator.  This
    elevator goes directly to the fourth floor.
    
    These are the enemies that you may encounter on the bottom two levels of the
    cave:
    
    Troglodyte
    Lava Doll
    Sizarmage
    Blazeghost
    Demon Toadstool
    Xemime
    Magemonja
    
    There is nothing new here.  The "Fight fire with fire" adage still works here:
    Firebal will hit Blazeghosts.  They are also vulnerable to Infernos.
    
    Once you are on the fourth floor, head straight east until you hit the wall,
    then head straight south until you come to the water's edge, and follow the path
    west.  You will cross a treasure chest.  It contains the Lamp of Darkness.  You
    can get it if you want.  The man waiting near the treasure chest is Orin.  He
    will join your party.  Go to Tactics to change the order of you party.  Put Orin
    in front, as he has lots of HP and decent defense.
    
    After getting Orin, head back to the lake on the second floor and head south.
    At the next fork, head east.  (Going west leads to a treasure chest containing
    240 gold.)  At the next fork, head south.  (Going east leads to a treasure chest
    containing Lifeforce Nuts.)  You will come to an elevator.
    
    The path on the third floor is straightforward.  You will come to another
    elevator.  Here, part of the wall moves as you go up and down the elevator.
    After going down, head north through the gap, then head west along the water's
    edge.  You will come to a treasure chest that contains the Sphere of Silence.
    Nara should carry this.
    
    Now that you have Orin and the Sphere of Silence, it is time to get out of here.
    
    --------------------------------------------------------------------------------
    
    Keeleon
    
    Orin can break the locks on the doors of Keeleon castle.  Now you can get in
    here and talk to people.  You will not be able to get to the throne room yet.
    Talking to various people will give you lots of clues how to get to the throne
    room.  Essentially, you have to scare the counsel (whose room is at the
    southeast corner of the first floor).  You can do this by making a loud noise
    just outside of his room.  For some odd reason, Nara, Mara, and Orin simply
    cannot make enough noise on their own.  You have to go get a noisemaker.
    
    --------------------------------------------------------------------------------
    
    House of Prophecy
    
    The House of Prophecy is the shrine just west of Haville.  You need not go in
    here but, for the sake of completeness, I will describe what happens there.
    Essentially, the prophetess there tells you that you are destined to fail for
    the time being, but when the hero emerges, your true quest will begin.
    
    --------------------------------------------------------------------------------
    
    Aktemto
    
    The only part of the continent that you have not been to yet is the northwest
    part.  The enemies here are:
    
    Slime
    Brahmird
    Magemonja
    Liclick
    Dark Doriard
    Zappersaber
    Viceter
    Weretiger
    King Slime
    
    Dark Doriards can cast Sleepmore and they can do a strange dance.
    
    Zappersabers can paralyze a person.  It is helpful if Nara knows the spell
    Numboff.
    
    Viceters are very annoying.  They have high strength and defense, and they call
    for reinforcements all the time.  Use Infernos and Firebal on these guys to kill
    them as quickly as possible.
    
    Weretigers have high strength and HP, and they can give a hideous, shrieking
    roar which may cause members of the party to tremble in fear.
    
    Aktemto is the only city on the northwest part of this continent.  It used to be
    a mining community, but poisonous gas started coming out of the mine, and
    monsters live in there now.  Instead of the normal cheerful town music, a dirge
    plays in the background.
    
    There is an inn at the southeast corner of town.  You will want as much MP as
    possible for the mine, so if you are ready to enter the mine (Mara should know
    the spell Bang), you may as well stay here instead of going to Kievs, staying at
    the inn there for free, then using Return to get back to Aktemto.
    
    Just north of the inn is a House of Healing.  The shaman only feels well enough
    to work during the day.
    
    On the southwest corner of town, a sick old man will tell you about gunpowder
    manufacturing:  The current government forbids it.  There is some gunpowder in
    the mine though.
    
    You might want to check out the northwest part of town after getting the
    Gunpowder Jar out of the mine.  One of the corpses has a letter.  A later part
    of the game will make more sense if you read the letter.  It is a letter from
    the dead man's children saying that they are looking forward to visiting him.
    
    The stairs leading down go to the mine.  At night, two balls of fire hover near
    the stairs and say something to the effect of, "A curse on those who disturb our
    domain.  Crackle, crackle."
    
    The enemies in the mine are:
    
    Rogue Wisper
    Liclick
    Vampdog
    Viceter
    Weretiger
    Baby Salamand
    Vileplant
    Mad Clown
    Garcoil Rooster
    Metal Scorpion
    
    Most of these enemies are very tough.  If there are lots of enemies and more
    than one enemy group, Mara should almost always use Bang.  She only needs to
    have 8 MP at the end of the cave, since after using Outside, you can go back
    into Aktemto and stay at the inn if necessary.
    
    Rogue Wispers very rarely attack.  They are often flustered.  Sometimes, they
    may enter battle confused, making matters easier.  There is a danger with Rogue
    Wispers though: If they are not confused or paralyzed and they are left alive
    too long, they will jerk away, which kills them, but causes about 20 HP of
    damage to everyone in your party.
    
    Vampdogs can cast Sleep and can induce sleep via their attack.
    
    Baby Salamands can emit fireballs, and they run away fairly often.  If there are
    more than two of them, consider using Firebal (or Bang) and Infernos.
    
    Vileplants can cast Stopspell.  If you want to cast spells in a battle in which
    Vileplants are present, you need to do so in
    early rounds.
    
    Mad Clowns can cast Firebal.  They only have enough MP to cast it once though.
    
    Garcoil Roosters are very strong.  If there are more than two of them, consider
    using Firebal (or Bang) and Infernos.
    
    Metal Scorpions can attack twice in one round and can inflict terrible blows.
    They can also be on guard, which is not often a good thing, as they can attack
    then be on guard in one round, making them very tough to kill.
    
    Although people speak of a poisonous gas in the mine, your party seems to be
    immune to it.  Pretty weird.
    
    Immediately east of the entrance is a small room.  The treasure chest contains
    some Mystic Acorns.  I generally save these for Chapter Five.  Instead of going
    in this room, head north.  At the first fork, head east, as the other way is a
    dead end. At the next fork, you can head north to get the Silver Tarot Cards
    (which Nara can use during battle) or you can head east to reach the ladder for
    the second floor.  If you are sufficiently curious about the Silver Tarot Cards,
    you should get them now, as Nara will not use them during Chapter Five except in
    Try Out mode.  I usually do not get them now.
    
    On the second floor, head north, then east, then north, then east to reach the
    ladder to the third floor.  All other paths on the second floor are dead ends.
    The third floor is a small room.  You can talk to the miners who are working on
    the north wall.  They will tell you that the treasure chest contains the
    Gunpowder Jar and that, since it is damp, all that it will be good for is making
    a loud noise.  Well, that is all you need it for.  Get the Gunpowder Jar and get
    out.
    
    --------------------------------------------------------------------------------
    
    Preparations
    
    If you do not have 1200 gold yet, save up for that amount so that you can get an
    extra set of Half Plate Armor.  This is to give to the hero in Chapter Five.  If
    you have more than 1200 gold, buy the most expensive items you can hold.  Keep
    in mind that you need one item slot free, as you will be getting one more item
    before the chapter is over.
    
    --------------------------------------------------------------------------------
    
    Vengeance
    
    Save your progress somewhere, Return to Kievs, stay at the inn there, then
    Return to Keeleon.  Go to the southeast corner on the first floor and use the
    Gunpowder Jar just to the left of the counsel's room.  He will run off.  Follow
    him, but keep some distance.  After heading north, he will turn west.  At some
    point, the north wall will open, the council will pass through, and the wall
    will seal again.  Maybe you should check this part of the wall out!  There is a
    button there.  If you push it, the wall will open again.
    
    Make sure that Nara is carrying the Sphere of Silence.
    
    Talk to the dude on the throne.  This is Balzack.
    
    During the first round of battle, have Nara use the Sphere of Silence on
    Balzack, and have Mara cast Sap on Balzack.  (This is why you want Nara to carry
    the Sphere of Silence: so that you can do both of these things in one round.)
    Both the Sphere of Silence and Sap will always work on Balzack.  He may
    occasionally still try to cast his spells (Firebal and Healall), but they will
    not work.  He can still emit fireballs, but this does not cause nearly as much
    damage as Firebal.  Mara cannot paralyze Balzack, but she still may as well
    attack normally, as that hurts Balzack just as much as her spells do.  Nara of
    course needs to play healer.  If Mara is low on HP, she can parry until Nara
    uses Heal on her.
    
    Balzack is pretty easy to kill after using the Sphere of Silence and Sap on him.
    He yields no gold, but he does yield a lot of experience.
    
    --------------------------------------------------------------------------------
    
    Defeat
    
    Once Balzack dies, a new creature will appear.  His name is Keeleon.  He says
    that Balzack is a failure and revives him.  Balzack begs Keeleon not to tell
    Necrosaro about his defeat.  Keeleon decides to take on your party.
    
    The game is rigged so that you cannot kill Keeleon.  He will defeat you.  This
    is why I suggested that you buy equipment before coming to Keeleon.
    
    --------------------------------------------------------------------------------
    
    Escape
    
    After Keeleon kills you, you will be in the prison of Keeleon castle.  The old
    man has dug an escape route and he has a Boarding Pass hidden within the route,
    but he is too weak to escape.  Go through the escape route, getting the Boarding
    Pass along the way.
    
    Once you go upstairs, the guards will announce a jailbreak and come after you.
    Orin takes on all of the guards and begs for Nara and Mara to leave him.
    
    If you leave Keeleon and come back, Orin will be in front of the large doors
    lying on the ground.  He says that he cannot accompany you anymore and suggests
    that you leave this continent and build up strength.  After that, he appears to
    be a corpse, and the same music that plays in Aktemto begins.
    
    --------------------------------------------------------------------------------
    
    Exile
    
    There are no enemies anymore.  You need to go to Haville and get on the ship.
    In order to make the ship leave, you have to talk to everyone, then you have to
    tell the captain that you are ready to sail.  If you read the letter that was
    with the corpse in Aktemto, Pipin and her sister are the children of the man who
    had the letter.
    
    Once the journey begins, the music changes.  This is the music that always plays
    when you are on a ship on the world map. It is a 6/8 version of the music from
    the original Dragon Warrior.
    
    The game shows the ship sailing to Endor and Nara and Mara getting off the ship
    to enter Endor.
    
    ================================================================================
    
    Chapter Five
    
    ================================================================================
    
    If you have gotten this far, you are about halfway done with the game (as far as
    time expenditure is concerned).  On the other hand, a lot of the plotline
    remains, and the most important character of the game is about to emerge.
    
    In order to avoid having to say "he or she", "him or her", and "his or her" all
    the time when talking about the hero, I will assume that the hero is male.  To
    me, a male hero makes more sense for the storyline, as there is a definite love
    angle with Celia.  Actually, at one point in the game, having a female hero is
    definitely advantageous, but there is not a clear love angle with Celia.  (You
    can assume such exists if you like though.)
    
    --------------------------------------------------------------------------------
    
    Hometown
    
    Chapter Five starts in a tiny town north of Branca.  This town is referred to as
    Hometown.  At the very outset of the chapter, the hero's mother makes a Lunch
    for him to deliver to his father, who is on the very north side of town.  On the
    way over, you may as well talk to people here.  You cannot leave Hometown at
    this point.  Celia is lying in the flower bed.  Be sure to note the square where
    she is, as you should search here later.
    
    For some entertainment, use the Lunch before talking to the hero's father.  This
    adds an extra line in his little speech.
    
    The old man on the east side of town will not teach the hero Zap, even if he
    used his father's Lunch.  This is quite unfortunate, as Zap would very much come
    in handy at this point of the game!
    
    Once the hero asks his mother for Lunch, the town will come under attack.  The
    townspeople will take the hero to the cellar.  On the way there, your "father"
    gives you the crushing news that the people that he thought were his parents
    really are not.  After reaching the cellar, the blue soldier will tell the hero
    that he has the potential to destroy any evil being, but as he is still weak,
    the hero needs to stay hidden.
    
    Once the blue soldier leaves, the battle will begin.  The hero is not able to
    move, but he can tell from the sound effects that the townspeople are getting
    slaughtered.
    
    After a while, Celia will come down to see the hero.  In an effort to fool the
    enemies, she uses Transform and goes out to fight the monsters.  After the
    monsters have slaughtered everyone (including Celia, how sad), the hero will
    hear them tell Necrosaro that they have destroyed him.  In answer to this,
    Necrosaro will compliment them and command them to go back to their home base.
    
    Now that the battle is over, the hero can move again.
    
    The northwest jar in the cellar contains a Medical Herb.  You might want to get
    it now.
    
    Once the hero comes out of the cellar, he will see how much destruction the
    monsters have done.  Appropriately, the dirge music that played in Aktemto plays
    now.  Be careful not to walk through swampy area, as the hero needs to keep his
    HP up.
    
    Not much remains of the flower bed.  The center squares of it have turned to
    sand.  Celia was laying where the southeast corner of the sand is now.  If you
    search on this square, you will find Celia's Feather Hat.  The hero cannot equip
    this, even if you chose a female hero.
    
    There is nothing more to do here, so go ahead and leave town.
    
    Just so that you know, Return will never take you to Hometown.  This is of no
    consequence, as there is nothing for you here.
    
    --------------------------------------------------------------------------------
    
    Woodsman's Shack
    
    From Hometown, head directly south.  You will eventually come to what looks like
    a shrine.  This is referred to as the Woodsman's Shack; however, I may refer to
    it as Grandpa's House.
    
    You might encounter some enemies on the way here from Hometown.  It might be
    wise either to use Expel or run, as the hero's armor is horrid at this point of
    the game, and he is not strong enough to kill many of the enemies in the area in
    one hit.
    
    When you first talk to the man at the shack, he tells you to leave and go to the
    castle (he is referring to Branca), but as you turn to walk away, he tells you
    to search the jars and take what is in them.
    
    The middle jar contains a Medical Herb.  If you got the one in Hometown and have
    not used it yet, you do not really need to get the one here, as you really only
    need to carry at most one Medical Herb at this stage of the game.  Remember that
    it is here though.  You will be coming back here often.
    
    The other two jars contain Leather Armor and 50 gold pieces.  Make sure to equip
    the Leather Armor before leaving.
    
    Note that there is a grave northwest of the house.  You will find out who is
    buried here shortly.
    
    If you come back here later, you can rest here for free.  Thus, very rarely will
    you need to stay at an inn.
    
    --------------------------------------------------------------------------------
    
    Branca
    
    Now that the hero has decent armor, he can handle battling enemies now.  The
    enemies in this large area from the Cave Between Endor and Branca to about five
    steps east of Branca are:
    
    Slime
    Kaskos Hopper
    Stag Beetle
    Red Slime
    Elerat
    Giant Worm
    Monjar
    Babble
    Blazeghost
    
    Because of the Babbles, you may want the Hero to carry an Antidote Herb.
    
    Beware of Blazeghosts!  You have no real good way to kill them and/or ensure
    that they do not multiply.  Taking on multiple Blazeghosts at this point in the
    game is very dangerous!  Since the hero is by himself, he cannot parry.
    
    Before describing Branca, equipment needs to be discussed.  Since the hero
    cannot equip the Feather Hat, he should sell it.  Also, he should sell the Basic
    Clothes now that he has the much superior Leather Armor.  The 210 gold for the
    Feather Hat, the 7 gold for the Basic Clothes, and the 50 gold from Grandpa's
    House means that the hero should have at least 267 gold right now.  There are
    two good options open for improving equipment:
    
    Option 1:  Improve attack power.  The hero only needs to save up 8 more gold
    pieces for a total of 275 gold.  Then he can sell the Copper Sword and buy a
    Boomerang.
    
    Option 2:  Improve defense power.  Right now, the hero can add the most defense
    points by selling the Leather Hat and buying the Scale Shield and the Wooden
    Hat.  This option leaves the hero with at least 15 gold to spare.
    
    There is no good compromise between the above two options.  It is not worth it
    to get a Thorn Whip, as it is only two points better than the Copper Sword, and
    you will barely notice the difference.
    
    I always go with Option 1 because, when the hero gets to Endor, his defense
    power will go up once he receives equipment from Nara and Mara.
    
    When you enter Branca, you may notice a group of four people heading out.  The
    first person will offer to let you join their party, but it is full.  The next
    person tells about how the hero was destroyed, but insists that he and his
    cohorts can save the world.  The next person says, "We have nothing to fear."
    The last person has ulterior motives:  He is only tagging along for the money!
    
    Upon entering Branca, the weapon shop and armor shop are immediately to the
    west, and the inn and item shop are immediately to the east.  Heading straight
    north leads to the castle.
    
    A lot of people in Branca seem to have some knowledge of the legend of the hero.
    Some people think that one of the hero's parents died.
    
    You may also hear about Taloon passing through Branca as well as that, in a town
    called Konenber, ships can be bought.
    
    The throne room is in the castle upstairs.  The king of Branca will give you his
    blessing to battle against evil.
    
    On the first floor to the castle, to the northeast, there are two girls who
    claim that they are imitating Mara's dancing.  They are doing a horrible job!
    
    If you come to Branca at night, there will be an old man who walks to the lake.
    Once he gets there, if you talk to him, he will tell you about a man who met a
    beautiful woman in the forest.  The man was struck by lightning, but his father,
    who is a woodsman, still lives in the woods.  The old man does not tell you
    this, but the man and the beautiful woman are your parents, and the woodsman is
    the man who you met in the shack on the way to Branca, your grandpa.
    
    Anyways, there is not much else here.  It is time to head to Endor.
    
    --------------------------------------------------------------------------------
    
    Endor
    
    The Cave Between Endor and Branca is southwest of Branca.  There are no enemies
    in this cave.  Occasionally, upon entering this cave, you may be told that you
    are the hundredth person to cross through this cave and thus receive 2000 casino
    coins.  Do not count on this to happen though.
    
    The enemies on the other side of the cave are:
    
    Giant Worm
    Diverat
    Monjar
    Babble
    Blazeghost
    
    The vicinity of Endor holds the distinction that it is the only area in which
    the enemies get weaker from chapter to chapter.
    
    When you reach Endor, it will most likely be night.  You can get Nara and Mara
    at night, but you will want it to be daytime so that the shops will be open.  Go
    ahead and stay at the inn here.  It is much cheaper to stay at the inn before
    getting Nara and Mara.  (They join you with full HP and MP.)
    
    Next, you will want to get Nara.  She is near the House of Healing talking to
    Strom.  She offers to tell the hero's fortune for 10 gold pieces.  Do not worry
    if you do not have the 10 gold pieces to offer, as she will tell his fortune
    anyways so long as you say "Yes".  She realizes that this character is the hero
    and joins him.  She then tells him that Mara is most likely in the casino.  (If
    you talk to Mara before getting Nara, she will say that she is trying to earn
    back the money she lost from gambling.)
    
    When you take Nara to Mara, she scolds her for gambling away all of the money
    she earns.  Mara then inquires who is this person with Nara.  She tells her that
    it is the hero, and Mara joins the party.
    
    At this point, I suggest that you do not get Metal Babble Shields.  If you do,
    enemies tend to realize that Nara's and Mara's defense power is very high and
    thus hit the hero instead.
    
    Hopefully, Nara and Mara have a set of Half Plate Armor from Chapter Four to
    give to the hero.  Selling off the hero's Leather Armor will give him enough
    money to get a Wooden Hat, which is the best that he can get for a long time.
    
    Taloon's store is no longer a store in Chapter Five.  As Neta is not receiving
    stock from Taloon, she decided to use the facility as a vault.  Go ahead and
    store the Gunpowder Jar and the Boarding Pass here, as you will not be needing
    these items anymore.  Also, if you have the Lamp of Darkness, you may want to
    store that to open up an item slot.  Remember that you can store gold here for
    free.  You most likely will not want to do so now, but this option can be useful
    later.
    
    If you talk to Neta from inside the shop, she will tell you that she is
    concerned for Taloon.
    
    The main thing going on in Endor is the marriage of Prince Reed to Princess Mia.
    The sign outside the castle announces this.  The wedding is taking place in the
    Coliseum.  You cannot enter the area where Alena bought the Iron Claw, but you
    can see the wedding by going up the stairs to the right.  The kings of Endor and
    Bonmalmo are sitting next to each other watching the wedding.  (Which one is
    which beats me:  They look exactly alike!)  This is ironic since the king of
    Bonmalmo wanted to wage war against Endor in Chapter Three.
    
    Finally, you should sell off any extra items that Nara and Mara have.  If you
    have enough gold, you might be able to get an Iron Shield for the hero.  You
    definitely do not want to get an Iron Shield for Nara.  You should not upgrade
    the hero's weapon.  He will find a very good weapon shortly.
    
    Before leaving Endor, you may need to rearrange the order of the party.
    Usually, at this point in the game, the hero has the least HP and strength.  In
    that case, put Nara in front, then Mara, then the hero.  If the hero has more HP
    or strength than Mara, put him in between Nara and Mara.
    
    --------------------------------------------------------------------------------
    
    Cleaning Out the Cave of the Silver Statuette
    
    The enemies on the way to the Cave of the Silver Statuette are:
    
    Giant Worm
    Diverat
    Monjar
    Lethal Gopher
    Carnivore Plant
    Blazeghost
    Sizarmage
    Ducksbill
    
    All but three of the remaining treasure chests in the Cave of the Silver
    Statuette contain items that you can sell for lots of gold.  The other three
    contain 760 gold, a Medical Herb, and a Broad Sword.  Now is the time to go
    there and plunder all of this!
    
    On the way to the cave, you may want the hero to parry during battles with
    Blazeghosts.  Nara and Mara have a much better chance of killing them.  If all
    else fails, set the tactics to Offensive so that Nara and Mara will use Infernos
    and Firebal, respectively.
    
    The enemies are the same in here as they were in Chapter Three.  Reminiscent of
    Chapter Three, the hero's level will go up
    like mad.
    
    Some things are much better in here than they were in Chapter Three.  First of
    all, Nara can use Heal outside of battle.  Also, Nara and Mara are not nearly as
    wasteful with their MP as Laurent was.  Finally, if you come across a Metal
    Slime, you can set the tactics to Use No MP.  (Mara will try to use Sap
    otherwise, even though it never works.)
    
    The ship that was on the first floor is no longer there.  Take the stairs
    instead.
    
    The treasure chest that you see upon reaching the second floor contains a
    Morning Star.  Just a little further east, you will come to a place where you
    can go either north or south.  At this point, going north leads to a treasure
    chest containing 670 gold, and going south leads to a treasure chest containing
    a Medical Herb.  You may want Mara to carry this Medical Herb.  She will use it
    during battle if necessary.
    
    Just to the east of the treasure chest containing the gold is a passageway
    heading north.  Go up here.  At the end, there is a treasure chest containing an
    Iron Spear.  The hero should equip this for the time being.
    
    There are no more treasure chests here, so head to the third floor.  The stairs
    are in the southeast corner.
    
    On the third floor, there is no point to going in the northeast room, as the man
    there has removed the contents of the treasure chests.  In the room directly
    south of the stairs leading to the fourth floor is a treasure chest containing a
    Broad Sword.  The hero should equip this.  At this point, the hero should be in
    front.  Finally, the room in the northwest corner has a treasure chest
    containing a set of Half Plate Armor.  If the hero does not have Half Plate
    Armor already, equip this.
    
    If you are sufficiently patient, you should not need to use Outside.  Now that
    the hero has a Broad Sword, the enemies down here are relatively harmless, and
    you may as well stay down here as long as possible to earn as much experience as
    you can.
    
    --------------------------------------------------------------------------------
    
    Metal Babble Shields
    
    The first thing that you should do after leaving the cave is head back to Endor.
    Make sure to sell all of the equipment from the cave that you do not need as
    well as the hero's old weapon (either a Copper Sword or a Boomerang).  The gold
    that you receive from selling all of this plus the amount of gold you got from
    fighting enemies in the cave should be quite a lot at this point of the game,
    at least 2000.  It might be wise to store some of this in the vault.
    
    Now that you have been to the cave and the hero is much stronger, it is time to
    get Metal Babble Shields.  Get three of them.  Even though the hero cannot equip
    this shield, it is a good idea for him to carry one, as it has the effect of
    Fendspell.
    
    --------------------------------------------------------------------------------
    
    Excursions
    
    There are a few more things that you could do right now.  For the sake of
    completeness, I will describe these excursions.
    
    You can go to the travel door to Santeem.  The guard has come over from the
    other side.  He says that Alena told him about Necrosaro.
    
    You can also go to Bonmalmo.  There are different enemies near here.  They
    include:
    
    Lethal Gopher
    Carnivore Plant
    Poison Arrop
    Sizarmage
    Ducksbill
    Rabidhound
    Magemonja
    
    The only new enemy here is the Poison Arrop.  As their name indicates, they can
    poison via an attack.
    
    A few things are different about Bonmalmo.  First of all, the armor shop has
    opened.  There is nothing here that you should need though.  Secondly, the king
    is gone.  He is at the wedding in Endor.  Also, the old man in the castle is no
    longer desperate for armor.  He explains that they can import armor from Endor.
    (Oddly enough though, the armor shop sells Fur Coats and Feather Hats, which are
    not available in Endor!)  Finally, the jail guards no longer kick you out if
    they see you there.
    
    You can go to Foxville and Lakanaba.  There are different enemies near Foxville
    and anywhere north of Foxville.  They include:
    
    Poison Arrop
    Rabidhound
    Pixie
    Ozwarg
    Magemonja
    Metal Slime
    
    Foxville is still desolate.  On the other hand, some things have changed in
    Lakanaba.  Tov is guarding Taloon's old house.  Just so that you know, Tov will
    not move unless Taloon is in town.  Tom's son is working at the weapon shop now.
    Unfortunately, you cannot buy a Sword of Malice here.  You cannot use Return to
    either Foxville or Lakanaba.  The last is unfortunate, as you will want to come
    back to Lakanaba later.
    
    You could go into the Cave North of Lakanaba, but I generally do not do this
    until later in the game.
    
    --------------------------------------------------------------------------------
    
    Cave of Betrayal
    
    Now that everything else has been eliminated, it is pretty clear where you need
    to go in order to progress in the game:  You must head east from Branca.  It is
    helpful if the hero knows Firebal before heading east of Branca.
    
    The enemies that are east of Branca and north of the desert include:
    
    Lilypa
    Pixie
    Sand Master
    Thevro
    Mandrake
    Giant Bantam
    Mad Clown
    Giant Eyeball
    
    The only new enemies here are Mandrakes.  They can emit gales of sweet breath
    which can put people to sleep.  They can also give hideous, shrieking roars.
    Finally, they can deliver terrible blows.
    
    Remember that Giant Bantams are resistant to Firebal and that Giant Eyeballs can
    be dangerous once they change expression.
    
    The shrine just north of the gap in the mountains is the Desert Inn.  There are
    only three people here.  The purple dude is Hector.  He refuses to give you his
    wagon on the grounds that he cannot trust people anymore.  The innkeeper is
    Hector's father.  He tells about an incident in which Hector and a friend went
    to an eastern cave and only Hector came back terribly wounded.  The person
    staying at the inn informs you that you must have a wagon to cross the desert.
    
    The treasure chest contains a Lunch.  Because you cannot open the door right
    now, you can only access it by means of the broken wall.  On the other hand, I
    usually leave this alone for now.
    
    Similar to Tempe, when you exit the Desert Inn, you will be one square north of
    it.  This prevents you from crossing the desert for the time being.
    
    The only option left open to you is to check out this eastern cave.  This is the
    Cave of Betrayal.  You should not enter this cave if the hero has less than 19
    MP.
    
    Note that Outside does not work in here.  On the other hand, enemies do not pop
    up in this cave at random.
    
    Upon entering the cave, have Nara cast Heal on the hero until his HP is maxed
    out.  The hero will be facing some battles alone in this cave.
    
    The Cave of Betrayal has stone doors which crumbles when three (or four) people
    push against it.
    
    Once you go so far along the path, Nara and Mara will fall through a hole, and a
    stone door appears in the way.  The hero has no choice but to go down the
    stairs.
    
    After the hero goes downstairs, he will see Nara and Mara running away.  Since
    you need them in your party to get out, you have to follow them.  They will stop
    at the end of the corridor.  When you talk to them, you will find out that they
    are actually Liclicks!  Unfortunately, they are not in the same enemy group.  If
    you did as I suggested and gave the hero a Metal Babble Shield, matters are
    easy.  Use the Metal Babble Shield right away so that Surround cannot get
    through.  After that, you should only need to hit each Liclick twice.
    
    After battling the Liclicks, the hero will fall through a hole to a deeper
    basement.  In this room, it appears as if two devils are chasing after Nara and
    Mara in circles.  If you talk to the devils, they will say that they will eat
    Nara and Mara, then you next.  If you talk to Nara or Mara or try to go up the
    stairs, they will talk to you and another battle will ensue.  The enemies will
    be two Vampire Bats and two Tricksy Urchins.  (This is the only battle in which
    Tricksy Urchins appear, which is a shame, because they yield quite a bit of
    experience points.)  Just so that you know, none of these enemies can cast
    spells, so do not bother with the Metal Babble Shield.  The Tricksy Urchins are
    stronger, so kill them off first.  I suggest that, during the first round, you
    regular attack a Tricksy Urchin.  If this was not a terrific blow, it will most
    likely still be alive.  In this case, use Firebal during the next round.  This
    will kill off the Tricksy Urchin that you hit last round and injure the other
    one.  Thus, unless you need to cast Healmore, you should be able to kill off the
    Tricksy Urchins after three rounds of battle.  After that, killing off the
    Vampire Bats is a breeze.  This is the last battle that takes place in this
    cave.
    
    Once all of the enemies are defeated, it is time to hunt for Nara and Mara.  You
    must go upstairs from this basement and down the other set of stairs in the next
    room.  Nara and Mara will slowly walk away from you.  You have to talk to them.
    Nara thinks that you are an imposter and is ready to fight you this time.  Mara
    stops her because she thinks you are really the hero.  Nara asks you if she
    (Nara) was the one that you met at the casino.  The correct answer is "No".
    Mara was the one at the casino.  After answering that, Nara and Mara will rejoin
    you.
    
    Go up the stairs on the right side of the room.  This leads to the same floor on
    which you fought the Liclicks.  You need to go upstairs from here.
    
    You should now be on the first floor now.  You could leave, but notice that
    there is more to the cave.  There is a stone door flush even with the south
    wall, and you have not been that way yet.  Go there and follow the path.  You
    will eventually come to a room that has a lot of stone doors.  There is a
    treasure chest hidden somewhere within these stone doors.  It contains the
    Symbol of Faith.
    
    Since Outside does not work in here, you will need to walk out of here.
    
    --------------------------------------------------------------------------------
    
    Crossing the Desert
    
    Now that you have the Symbol of Faith, Hector will now let you have the wagon if
    you talk to him.  He will also join your party.  Before you venture into the
    desert, Return to Endor and leave the Symbol of Faith at the vault, as you do
    not need it anymore.  Then go stay at Grandpa's House, head back to the Desert
    Inn, and cross the desert.
    
    If you talk to the people at the Desert Inn with Hector in your party, they will
    say different things.  Hector's father is glad that Hector is willing to venture
    out again.  The merchant tells you that Konenber is far south of here.
    
    The enemies in the desert include:
    
    Healer
    Sand Master
    Thevro
    Mandrake
    Dark Doriard
    Giant Eyeball
    Arrop
    Crested Viper
    Rogue Knight
    Barrenth
    Razor Wind
    Pteranodon
    Metal Slime
    
    Typically, a modified name indicates a stronger enemy.  For example, Red Slimes
    and Metal Slimes are stronger than Slimes.  This is not the case with Poison
    Arrops and Arrops:  Arrops are stronger.  They have a similar annoying trait as
    Grislysabers:  If one is on guard, another Arrop will appear and be able to
    attack that round.  Also, their attack can induce sleep.
    
    Do not be deceived by the fact that Barrenths look like Linguar.  Barrenths are
    very straightforward.  They only have a regular attack, and there are no
    Barrenth mirages.
    
    Beware that Razor Winds are virtually immune to Firebal.  On the other hand,
    Infernos works on them fairly often, and they are very vulnerable to Sleep.
    
    Crested Vipers, Rogue Knights, Razor Winds, and Pteranodons are very dangerous
    when they attack in large groups.  Of these, Crested Vipers are by far the
    easiest to battle because they will have a hard time hitting you until they use
    Defence.  Try to kill them off in one round.  Possibly the worst combination is
    Crested Vipers and Rogue Knights, since Rogue Knights can hit people influenced
    by Defence really hard.
    
    Now that you have a wagon, you can use it to your advantage.  For example, if
    you are fighting a large group of Razor Winds, you can have Mara go into the
    wagon and set the tactics to Offensive.  That way, Mara does not waste MP
    casting Firebal on them, and Nara will cast Sleep or Infernos.  Also, if a
    person gets hit really hard during battle, you can put him or her in the wagon
    before more damage is sustained.  People in the wagon earn experience for
    battles also, so it does not hurt to use it in this manner.
    
    There are a lot of enemies in the desert, but the distance you need to travel
    through the desert is relatively short.  Head southeast and look for the opening
    through the southern range of mountains.
    
    --------------------------------------------------------------------------------
    
    Aneaux
    
    The town of Aneaux is not far from the desert.  And a good thing too!
    Everyone's MP is probably on the low end after battling enemies in the desert.
    
    The enemies on the remainder of this continent that you can access from here on
    foot are:
    
    Healer
    Sand Master
    Thevro
    Flythrope
    Arrop
    Rogue Knight
    Razor Wind
    Pteranodon
    Weretiger
    Garcoil Rooster
    Metal Slime
    
    It should be noted that, in this area, Metal Slimes only appear with Arrops.
    
    If you come to Aneaux during the day, there will be a man who is willing to give
    you a tour of town.  He is also an innkeeper.  This town has two inns, and his
    is more expensive.
    
    From various people, you will hear about Ruvas' Armor.  The nurse tells you
    about the legend of Ruvas:  In a great battle, he fought bravely against many
    monsters and died simultaneously with the last monster.
    
    The armor on display is not all that, though.  There is a soldier on the
    northeast side of town who will tell you of his suspicions that the armor
    displayed as Ruvas' Armor is a fake.  If you come here at night and go to the
    graveyard, which is on the northwest side of town, Ruvas' ghost will appear and
    inform you that someone stole his armor.  If you search on the square where
    Ruvas appeared, you will find a Strength Seed.
    
    There is a House of Healing upstairs from the armor display.
    
    Once you have explored Aneaux to your heart's content, either stay at an inn
    here (preferably the cheaper one) or Return to Branca to stay at Grandpa's
    House, then Return to Aneaux.  Once that is done, you are ready to head off to
    Konenber.
    
    --------------------------------------------------------------------------------
    
    Konenber
    
    If, from Aneaux, you head slightly west then far south, you will reach Konenber.
    This is the last town that you can reach without possessing a ship.
    
    It has been a long time since you have had an opportunity to upgrade your
    equipment.  Fortunately, you have one now.  Nara and Mara can get Golden
    Barrettes here.  Moreover, this is the part of the game that is slightly easier
    if the hero is female, as she can also equip a Golden Barrette.  You should have
    plenty of gold to make all of these upgrades.  The cost to do these is given
    below:
    
    from Feather Hat to Golden Barrette                  330
    from Wooden Hat to Golden Barrette (for female hero) 450
    
    Upon entering Konenber, the big building to the south houses an eatery, an inn,
    and a shop that used to have maps of the world.  If you go upstairs in the inn
    at night, you may be able to talk to a fire that will tell you that, if you try
    to sail away from here, your ship will sink.  Immediately to the north of
    Konenber's entrance is an item shop.  On the west side of Konenber is a ship.
    You should go on this ship and look around.  In one of the chest of drawers in
    the basement is a Small Medal.  Just east of here are four shops, only two of
    which, the weapon shop and the armor shop, are open.  North of this row of shops
    is a wharf.  It is only open during the day.  You should go in here and search
    the ship.  In one of the chest of drawers in the basement is a Small Medal.  If
    you do not want to carry around these two Small Medals, you can put them in
    Neta's vault.  Finally, just east of the wharf is a House of Healing.  It is
    only open during the day, as the shaman likes to flirt with this one girl at
    night.
    
    You will receive a lot of news in Konenber.  First of all, the ship being built
    in the wharf belongs to Taloon.  He wants to sail, but eerie lights are
    eminating from the Great Lighthouse to the east, making the water rough.  Taloon
    went to the lighthouse to try to kill the monsters there and make the lighthouse
    normal again.  You will also hear that Alena, Cristo, and Brey left on the last
    ship to leave Konenber.  They were heading to a town called Mintos.  You will
    hear one final bit of information at night.  There is a man near the four shops.
    If you talk to him, he will run away and hide in a corner of the House of
    Healing.  If you talk to him again, he will inform you that you can trade Small
    Medals for items.
    
    Before heading off to the Great Lighthouse to help out Taloon, the hero should
    know the spell Repel and Mara should know the spell Firebane.  If you are really
    ambitious, you can wait until the hero and Nara know Sleepmore, but this is
    overkill.
    
    --------------------------------------------------------------------------------
    
    The Great Lighthouse
    
    Before venturing to the Great Lighthouse, you may want to use Repel.  You may
    want to read the section of Tips titled Free Repel.  Also, you should set the
    tactics to Save MP.
    
    The enemies on the first two floors of the Great Lighthouse include:
    
    Healer
    Rogue Wisper
    Thevro
    Kordra
    Grislysaber
    Mad Clown
    Rogue Knight
    Metal Slime
    
    Rogue Wispers are a joke!  Feel free to breathe a sigh of relief when a battle
    consists of only these.
    
    Remember that Kordras, Grislysabers, and Rogue Knights can occasionally land
    terrible blows.
    
    With the exception of the Fire of Serenity, I tend to save the treasure chests
    in here until later.  I will still give directions to them though.
    
    On the first floor, there appears to be a large wall in the center.  On the
    other hand, you can go inside of it near the northern tip.  Approach it from the
    west or the east.  This room has two treasure chests.  The one on the left has a
    Luck Seed, and the one on the right has 400 gold.
    
    Taloon is waiting at the northern part of the first floor.  He will tell you
    that the Fire of Serenity is hidden somewhere in the lighthouse and that, if it
    is thrown into the evil fire, it will make the lighthouse function normally.  He
    begs you to take on the task for him.  He does not understand the word "No".
    Once you tell him "Yes", he leaves to wait for you in Konenber.
    
    There is no need to go to the northwest or northeast corners of the second
    floor.  Heading towards the southeast corner leads to a treasure chest
    containing a Strength Seed.  Heading towards the southwest corner leads to a set
    of stairs.  Following the path on the third floor leads to a treasure chest
    containing a Magic Potion.  To make progress, you need to head south from the
    stairs leading up from the first floor.
    
    The enemies on the third and fourth floors of the Great Lighthouse include:
    
    Healer
    Rogue Wisper
    Vileplant
    Rogue Knight
    Pteranodon
    Weretiger
    Skeleton
    Metal Slime
    
    Recall that Vileplants can cast Stopspell.
    
    Pteranodons tend to travel in groups of four.  Keep your HP up for this type of
    battle.
    
    Skeletons tend to travel in pairs.  Almost always, you can kill off one of them
    in one round of battle.  It is possible to kill off both in one round without
    using magic.
    
    Make sure not to fall down the hole.  The passage right leads to a devil who
    tells you of his ambitions to ambush Taloon.  He realizes that Taloon is not
    coming and casts Return.  He then bumps his head and becomes unconscious.
    Following the main path leads you along the south and east edges of the third
    floor.  At the first fork, heading north leads to a treasure chest containing a
    Full Moon Herb.  At the next fork, there is nothing to the north.  The stairs to
    the fourth floor are in between the two statues.  If instead, you continue on
    the path and head south, you will come across two treasure chests.  The one on
    the right contains a Boomerang.  The one on the left is a Man Eater Chest.
    
    On the fourth floor, head straight south.  The treasure chest contains the Fire
    of Serenity.  The two staircases further south of here are dead ends.  Go up the
    staircase near the northeast corner instead.
    
    There are no random battles on the fifth floor.  Use Heal or Healmore as
    necessary so that everyone's HP is relatively high. Be sure to set the tactics
    to Offensive.  You should notice the monsters dancing around the fire.  If you
    head close to them, they will notice your presence and threaten to throw your
    party into the fire as kindling.  With that, a big battle begins.
    
    The enemies are two Flamers, one on each side of the Lighthouse Bengal.  (This
    is the only Lighthouse Bengal in the game.)
    
    Flamers can cast Firebal, emit fireballs, and have a pretty strong regular
    attack.  They are resistant to fire spells, but are extremely susceptible to
    Infernos and Sleep (and Sleepmore).
    
    The Lighthouse Bengal can cast Heal, and it can give a hideous, shrieking roar.
    Fire spells almost always work against it, and Sleep is pretty effective also.
    
    This is battle is the main reason that I suggest that the hero carry a Metal
    Babble Shield.  (He could have borrowed one from Nara or Mara for the Cave of
    Betrayal.)  The only danger is that Nara may try to cast Healmore on the hero,
    in which case it will not get through.  The pros outweigh the cons though, since
    Firebal will not get through.  You will need to keep an eye on Nara's, Mara's,
    and your own HP.  Use Healmore as necessary.
    
    Nara will cast Sleep a lot during this battle.  If she casts Sleep on a Flamer
    successfully, be sure to attack the Flamer that is still awake.  You want to
    kill the Flamers off as soon as possible, as the Lighthouse Bengal cannot damage
    multiple enemies of your party in one round.  If all enemies are asleep and Nara
    has enough MP, she will use Infernos, which almost always works on any enemy
    here.
    
    Mara will cast Bang a lot during this battle.  It will almost always hit the
    Lighthouse Bengal, and quite often, it will hit one of the Flamers.  Once there
    is only one enemy left, she will use Firebane instead.  This works wonders on
    the Lighthouse Bengal, but it is not so effective on Flamers.  This is another
    reason to kill off the Flamers first.
    
    After annihilating these creatures, use the Fire of Serenity on the fire.
    Afterwards, the lighthouse will look less sinister.
    
    Since you are on the top floor, you can just use Return to get out of here.
    
    --------------------------------------------------------------------------------
    
    Taloon
    
    Taloon will be waiting for you in Konenber in front of the wharf.  (You may
    notice that the ship on the very west side of town is now gone.)  You need a
    ship in order to continue on your journey, so you have to talk to him.  He
    insists on joining your party.  Once you tell him that he can tag along, he will
    take you into the wharf, and everyone will leave on the ship.  This includes the
    horse, Primrose, which is odd because she never came into town.
    
    Once you are out of Konenber, Taloon suggests heading south to Konenber, as he
    has heard about a man living there named Howden who owns a Treasure Map.  You
    have a lot of stuff to do before heading to Mintos though.
    
    The first thing that you should do is Return to Endor.  You will need a lot of
    gold, so empty out any gold that you put in Neta's vault.  If you bring Taloon
    out of the wagon and talk to Neta from inside the shop, she will say something
    different from normal.
    
    Hopefully, Taloon had seven Swords of Malice at the end of Chapter Three.  He
    should keep one for himself, and he should give one to the hero.  Of the five
    remaining Swords of Malice, you may want to keep one or two of these.  Even
    though everyone who can equip a Sword of Malice has one, anyone can use this
    item during battle for the effect of Firebal.  It is pointless for Mara and Brey
    to have these swords, as they have plenty of MP and can cast the spells Firebane
    and Snowstorm, respectively, both of which are more powerful than Firebal.  Nara
    can use an extra one for now so that she does not have to cast Infernos, thus
    preserving her MP.  Once you get Cristo, he could use one of the extras, as he
    has no offensive spells.
    
    Taloon should get an Iron Shield.  The hero can sell off his Broad Sword since
    Taloon is giving him a Sword of Malice.  This yields more than enough gold to
    purchase an Iron Shield.  On the other hand, he need not get a Wooden Hat at
    this stage, as he will soon be upgrading to an Iron Helmet.
    
    Selling the hero's Broad Sword and three of Taloon's Swords of Malice as well as
    buying an Iron Shield for Taloon should leave you with a net gain of 8725 gold.
    
    In saving up gold, you may decide to sail in the water.  Note that only four
    members of your party can be out of the wagon at once.  At this point, I
    typically have the hero, Hector, Taloon, and Nara out of the wagon.
    
    The enemies are the same everywhere in the water.  They include:
    
    Guzzle Ray
    Runamok Albacore
    Man O' War
    Bangler
    Plesiosaur
    Sealthrope
    
    Guzzle Rays can call for reinforcements.  They may do this even if there is no
    more room for more enemies, in which case no more will come.
    
    Runamok Albacores are quite wimpy enemies, but they sometimes land terrible
    blows for 30 HP.  They may leave behind an Iron Helmet.  At this point in the
    game, either Taloon or the hero can use them.
    
    Man O' War can paralyze via their regular attack.
    
    Banglers can cast Surround.  If Hector is affected, he is pretty useless in
    battle.
    
    Plesiosaurs can emit fireballs.  They are somewhat resistant to Firebal.
    
    Sealthropes have a lot of HP (about 150), and they may inflict terrible blows,
    but they are relatively harmless otherwise.  Moreover, they always travel alone.
    
    Since you no longer control Taloon, he is able to do some pretty odd things
    during battle:
    
    Taloon may be dazed during battle.  He cannot attack that round.
    
    Taloon may say, "Everyone calm down!"  Enemies may withdraw from battle when he
    does this.  In that case, you will earn no experience points for the enemies
    that left, but you will receive their gold.
    
    Taloon may do a strange dance.  Occasionally, he may do this with enemies that
    do not have MP, which is not effective.  Otherwise, the enemy will lose MP.
    
    If the enemies have a treasure chest, Taloon may nab it before the battle is
    over.
    
    Taloon may build up power.  If he attacks the next round, he will have double
    the strength.
    
    Taloon may suddenly shout.  This can cause enemies to freeze in fear.
    
    Taloon may throw sand into enemies' eyes.  This works like Surround except that
    it can work on *every* enemy in a battle, not just one enemy group.
    
    Taloon may sing a lullaby.  This works like Sleep except that it can work on
    *every* enemy in a battle, not just one enemy group.
    
    Taloon may wave a finger around in a circle.  If an enemy is watching, it will
    become confused.  This only works on one enemy at a time.
    
    If an enemy attacks a member of your party who is low on HP, Taloon may jump in
    front and take the blow from him or her.  Unfortunately, Taloon does this even
    if his own HP is running low.
    
    The following are Taloon's best antics in my opinion:
    
    If an enemy casts a spell, Taloon may put his hand over the enemy's mouth so
    that the spell will not take effect.
    
    Taloon may call for reinforcements.  In this case, merchants will attack at most
    three times during that round at the same strength that Taloon currently has.
    Moreover, if Taloon has a Sword of Miracles equipped, his wounds will heal from
    the merchants' attacks.  After helping out, the merchants vanish.
    
    Taloon may trip.  This always results in a terrific blow.
    
    --------------------------------------------------------------------------------
    
    Riverton
    
    From Konenber, head straight south.  At the first island that you reach, stay on
    the ship and head to its western tip.  From there, head straight south again.
    You will come to another island that has mostly mountains along its coast.  Head
    west until you see a river.  Go south into the river, then take the eastern
    fork.  Although you cannot see it, Riverton is on this fork of the river.
    
    On the north side of town on the west bank, there is a weapon shop.  I recommend
    buying a Sword of Lethargy for the hero.  You should not sell his Sword of
    Malice, as having one will save him HP due to not having to cast Firebal.  You
    should not use the Sword of Lethargy as an item during battle, as attacking with
    it can induce sleep while causing damage.
    
    Just south of the weapon shop is a shop in which the shopkeeper is desperate for
    a gas lighter than air.
    
    In the middle of town, there is an island.  At the very southern tip, there is a
    Small Medal.  Also, the man on this island tells you something important:  The
    ruler of evil stole the essential component for making hot air balloons, and he
    suggests that this component was buried along with him.  But wait a second, is
    not Necrosaro the ruler of evil?  Is he dead already?  Hmm...
    
    On the south side of town on the east bank, there is an armor shop.  I recommend
    the following upgrades.  Note that the gold amounts include selling old
    equipment if applicable.
    
    Hero from Half Plate Armor to Dragon Mail 4300
    Nara from Half Plate Armor to Sacred Robe 3500
    Taloon from no helmet to Iron Helmet      1100
    
    Note that, including the Sword of Lethargy, you will be spending 16900 gold
    here.  (That goes up to 23900 gold if you choose to get the Dragon Killer for
    the hero instead.)  If you do not have 16900 gold saved up, you should at any
    rate be very close since, with the exceptions of buying Golden Barrettes in
    Konenber (which is not very costly) and getting equipment for Taloon (which
    should have actually been a gain of gold due to selling off Swords of Malice),
    you have not had to upgrade equipment since before heading to the Cave of
    Betrayal.
    
    The Dragon Shield is a ripoff.  It costs more gold than the Dragon Mail and
    offers less protection.  I usually do not bother getting one.
    
    Also note that the hero need not upgrade his helmet, as he will soon obtain the
    Zenithian Helm.
    
    One lady on the east bank talks about a statue that walks.  This is Colossus.
    You are nowhere near ready to go in here yet and, even if you were, you are not
    capable of going in it yet.
    
    As there is nothing more for you to do on this island now, you need to leave
    Riverton by going north.  This is because Riverton works like Tempe and the
    Desert Inn in that, when you exit, you are one square off of it.
    
    Just so that you know, Riverton is unique in that, when you Return there, your
    party will be diagonally southwest of the city.  The reason is obvious:  The
    squares to the north and south of Riverton are water, the squares to the east
    and west are mountains, and this particular square is the closest square to
    Riverton that is neither water nor mountain.
    
    --------------------------------------------------------------------------------
    
    Mintos
    
    It is easiest to give directions from Konenber to Mintos.  From Konenber, head
    straight south.  You will reach the island that you went around before.  Instead
    of heading west along the coastline, head east instead.  When the coastline
    turns and heads back west, head off the ship.  Mintos is slightly southeast of
    here.
    
    The enemies on this island are:
    
    Healer (only when summoned by Conjurer)
    Thevro (only when summoned by Conjurer)
    Vampdog
    Viceter
    Demonite
    Mage Toadstool
    Conjurer (rarely)
    Bisonhawk
    Skeleton
    Infurnus Knight (rarely)
    Metal Scorpion
    
    Conjurers can cast Infernos and summon Healers and Thevros.  They are very easy
    to kill though.
    
    Demonites can cast Sacrifice, Defeat, and Explodet, but they start out every
    battle with no MP and no way to obtain MP.  They can, however, emit freezing
    winds.
    
    Mage Toadstools can cast Heal and Icebolt.  They are extremely susceptible to
    fire spells.
    
    Bisonhawks can cast Sap.  Other than that, they are pretty straightforward.
    
    Infurnus Knights can deliver terrible blows.  They are extremely susceptible to
    spells, and will quite often fall asleep when
    attacked with a Sword of Lethargy.
    
    Along the west side of Mintos are the shops.  You should not need to get
    anything here, as the equipment here is not as good as what you got in Riverton.
    
    Just west of the shops is what appears to be an outdoors lecture hall.  The old
    man furthest to the east is Howden.  When you talk to him, he will ask you if
    you are inquiring if he is an expert on the seas.  If you say "No", he will ask
    you to take a quiz.  You should say "Yes" to this.  After passing the quiz (an
    extremely easy matter), you will receive the Treasure Map.  Pretty much the only
    thing this is useful for is finding Stancia.
    
    There is also a well near the shops.  Search the ground to the west of the well
    to find a Small Medal.
    
    In a house on the east side of town, two children are doing chores.  One of them
    tells you that he was deathly ill, but his grandpa brought him a Padequia Root,
    and he was cured completely.  Note that the interior of this house looks exactly
    like Taloon's old house in Lakanaba.  This seems to be the most common style of
    house in the world.
    
    Various other people in town will tell you about a chancellor who came down with
    an illness that a Padequia Root can cure. The chancellor is Cristo.
    
    At the northeast corner of town is a House of Healing.
    
    At the northern part of town is Howden's Inn.  This is the only inn with castle
    doors.  It is also the largest inn in the world.
    
    In one of the rooms, Cristo is writhing in pain due to an illness, and Brey
    tells you about Alena's quest to look for the Padequia Root.  He asks if you
    would be willing to help out.  If you say "Yes", he will join your party right
    away.
    
    The game is rigged so that Brey will not be carrying the Thief's Key.  In order
    to get the Thief's Key, you need Alena and Cristo to join your party.
    
    --------------------------------------------------------------------------------
    
    The Shrine East of Mintos
    
    There is a shrine directly to the east of Mintos.  All you really need to come
    here for right now is a Small Medal.  Follow the border around to the north side
    of the shrine.  Search on the ground in between the two travel doors as far
    south as you can go.
    
    The merchant here will inform you that Soretta is to the far south.
    
    --------------------------------------------------------------------------------
    
    Monbaraba
    
    It is beneficial at this stage of the game to do things slightly out of order.
    Instead of heading to Soretta, go to Monbaraba.  The continent that Monbaraba is
    on is to the west of the island where Riverton is.  Recall that Monbaraba is the
    southernmost city on the continent.
    
    The enemies on this continent are:
    
    Somnabeetle
    Butterfly Dragon (only when summoned by Dragonpup)
    Mystic Doll
    Bisonhawk
    Dragonpup
    Infurnus Knight
    Bisonbear
    Phantom Knight
    Phantom Messenger
    
    Somnabeetles can be rather annoying when grouped with some of the stronger
    enemies in this area, but are laughably easy to deal with when they are the only
    enemy present.
    
    Mystic Dolls can do a strange dance and can cast Defence and Chaos.  They rarely
    attack normally, but when they do, it can cause paralysis.  On the plus side,
    Mystic Dolls are very easy to kill, they may enter battle paralyzed, and they
    yield a lot of gold.  In fact, the most gold that you can get in one battle in
    which enemies do not call for reinforcements is a battle with six Mystic Dolls
    (1800 gold).
    
    Dragonpups may attack twice in one round.  They can summon Butterfly Dragons,
    which will get to attack during the round that it is summoned.  (Remember that
    Butterfly Dragons can emit fireballs and cast Heal.)
    
    Bisonbears can take a deep breath, in which case their attack the next round
    will be doubly as powerful.
    
    Phantom Knights can cast Healmore.  They are very strong compared to your party
    at this point of the game, so kill them off quickly.
    
    Phantom Messengers are the most feared enemy in this area.  They can cast Sap
    and, worst of all, they can cast Beat.  Also, they can summon Phantom Knights.
    Fortunately, Phantom Messengers almost always travel alone in this area.
    
    You are essentially coming to Monbaraba so that you can use Return to get back
    here later.  On the other hand, there are some points of interest here.
    
    A guard on the west side of town will ask you if you saw a mountainous island to
    the east of here.  You did.  He will tell you that no one who goes there ever
    comes back out.  This is untrue:  You did!  You have been to Riverton.
    
    The shopkeeper who owns the shop on the east side of town is still away.  Is he
    still searching for the Sphere of Silence???  You may find out.
    
    No dancer is nearly as good as Mara.  Luckily for her boss, a jester named Panon
    is in town.  Tickets to his comedy routine sell out every night that he
    performs.
    
    Recall that there are a Strength Seed and a Medical Herb hidden in this town.
    
    At night, you can go to the Pufpuf rooms, which are upstairs from the eatery on
    the west side of town.  If a female goes alone, she will be told that it is
    undesirable to work there.  If a male goes alone, he will get Pufpuf.
    
    --------------------------------------------------------------------------------
    
    Stancia
    
    Now that you can use Return to get to Monbaraba, you are about ready to head to
    Stancia.  It is on the northwest corner of the map.  Before heading towards
    Stancia, you will want all of your characters who can cast spells to have a lot
    of MP, and you will want to use Repel before heading there.
    
    Stancia is quite difficult to access.  There is only one path to it.  Once you
    are near Stancia, look for an island consisting only of mountains.  It is one of
    the eastern islands in this group.  Sail against the northern edge.  Eventually,
    to the north, you will be able to walk on some brown hills.  This is where you
    want to get off.  Before doing so, have the hero, Nara, Mara, and Brey out of
    the wagon and set the tactics to Offensive.
    
    The enemies in this area are:
    
    Bisonbear
    Lethal Armor
    Bengal
    Rhinothrope
    Flamer
    Chillanodon
    Bomb Crag
    
    Lethal Armors can cast Sleepmore.  They are extremely susceptible to spells.
    
    Bengals can cast Stopspell.  If this is successful against Nara, Mara, and/or
    Brey, consider getting Taloon and/or Hector out of the wagon.
    
    Rhinothropes only have regular attack, and they always travel alone.  When
    they leave a treasure chest behind, it will contain a Battle Axe.  Pretty sweet!
    If Ragnar is still carrying a Sword of Malice, he can use the Battle Axe
    instead.  Otherwise, you can earn a hefty amount of gold by selling this bad
    boy.
    
    Recall that Flamers are not very susceptible to fire spells.  In a battle with
    just Flamers, you may want to trade Mara for Taloon or Hector.  Taloon has the
    advantage of occasionally blocking a Firebal spell, but he has the disadvantage
    of sometimes trying to use the Sword of Malice.  Also recall that Flamers are
    extremely susceptible to Sleep.  Attacking with the Sword of Lethargy works
    wonders on Flamers.
    
    Chillanodons can appear in groups of four, in which case they can cause a lot of
    damage.  They can land terrible blows, and they can emit freezing winds and
    blizzards.  Just so that you know, they are immune to ice spells.  On the other
    hand, they are extremely vulnerable to fire spells and Sleep.  In a battle with
    just Chillanodons, you may want to trade Brey for Taloon.
    
    Bomb Crags always start out battles asleep.  When they wake up, they may have to
    assess the situation for one or two rounds.  After that, beware, as they can
    cast Sacrifice.  Kill them off as quickly as possible.  This is not an easy
    matter though, as they have around 300 HP!
    
    Stancia resembles Venice in that you have to negotiate around town in a boat.
    You have to talk to the man just north of the entrance in order to get him out
    of the way so that you can reach the boat.
    
    There are many shops here, but you should not have to get anything.  Although
    the Staff of Force is for sale here, I do not recommend getting any at this
    point as they drain MP.  You might notice that one weapon shop is only open at
    night.  Different weapons are available there than at the weapon shop that is
    open during the day, but this is of no consequence.
    
    Many people in Stancia are knowledgeable about the legend of Master Dragon and
    the Zenithian equipment.  Someone may tell you that the Zenithian Helm is an
    heirloom of the king of Stancia.  You may also hear that the Zenithian Shield
    was in Burland at one time.  Most importantly, you will hear that the king of
    Stancia will reward anyone who makes him laugh.  Pretty weird.
    
    Before heading into the castle, go into the house at the northeast corner of
    town.  One of the jars upstairs (in the house whose interior looks exactly like
    Taloon's old house) contains a Small Medal.
    
    Once you reach the castle, head to one of the side doors first.  One of the
    chest of drawers against the north wall of the castle contains a Small Medal.
    
    After exploring the northern part of the castle, go back outside and enter the
    center door.  One of the people here has been to Monbaraba and is pretty sure
    that Panon can make the king laugh.
    
    Before heading back to Monbaraba, try to make the king laugh yourself.  It does
    not matter who in your party tries to make the king laugh:  Everyone will fail.
    Immediately after this failure, use Return (it will work since the king is on
    the top floor of the castle) to Monbaraba and talk to Panon.  He will join your
    party.  Use Return to get back to Stancia.  Put Panon in front before entering
    Stancia.  Take him straight to the king and have him talk to him.  Panon will
    not even try to make the king laugh, but he will convince him to give you the
    Zenithian Helm.
    
    If the hero still has a Wooden Hat, it can be sold.  If the hero has a Golden
    Barrette, Iron Helmet, or (for some odd reason) an Iron Mask, keep it, as Alena,
    Cristo, and Ragnar, respectively, can use these helmets.
    
    If you talk to the king after he gives you the Zenithian Helm, he will tell you
    that he is keeping the edict in place.
    
    Once you leave Stancia, Panon will leave your party.
    
    --------------------------------------------------------------------------------
    
    Soretta
    
    Now that the hero has the Zenithian Helm, it is time to head to Soretta.  It is
    on the southeast edge of the island that Mintos is on.  An easy way to get there
    is to head west from Monbaraba.
    
    Immediately upon entering Soretta, a House of Healing is to the north, and an
    inn is to the south.  There is also an item shop straight east on the very
    eastern edge of town.
    
    Soretta has been devastated due to the extinction of the Padequia.  Even the
    king has to work in the fields!  He tells you that, in case of emergency, a
    Padequia Seed was kept in the nearby cave, but no one in town can retrieve it
    because of the monsters in there.  It is clear that you need to go to the cave
    and get the seed.
    
    --------------------------------------------------------------------------------
    
    Cave of the Padequia
    
    The Cave of the Padequia is not far southwest of Soretta.  Only the people who
    go in the cave will gain experience.  Thus, Hector should not go in, so that
    four members of your party can gain experience instead of three.  Mara probably
    has the highest level out of everybody, but Taloon goes up levels quite quickly.
    Thus, I usually take the hero, Nara, Mara, and Brey into the cave.
    
    If you are concerned about preserving MP, you can have Taloon lend his Sword of
    Malice to someone.
    
    The enemies in the cave are:
    
    Healer (only when summoned by Conjurer)
    Thevro (only when summoned by Conjurer)
    Vampdog
    Mage Toadstool
    Iceloth
    Conjurer
    Infurnus Knight
    
    Iceloths can emit freezing winds.  They are resistant to ice spells, but they
    are quite vulnerable to Sleep, and fire spells usually work on them.  Iceloths
    are indigenous to the Cave of the Padequia.
    
    Be sure to watch Brey's HP while in this cave.  Also, watch MP.  If the hero and
    Nara run too low on MP, they will not be able to cast healing spells.  If the
    hero, Mara, and Brey run too low on MP, you may not be able to cast Outside.
    This last scenario rarely, if ever, happens.  In any case, if Mara does not yet
    have Robmagic, she will get it soon.
    
    Mara and Brey may use their Metal Babble Shields when battling Vampdogs.  Pretty
    weird.
    
    Mara and Brey will rarely try to hit an Infurnus Knight with their weapons.  If
    the option Use No MP is not selected, they will often use Blaze and Icebolt if
    only one Infurnus Knight is present.
    
    This is the first cave with movement tiles.  They have arrows on them.  When you
    step on them, they will force you to go in the direction that it is pointing.
    These always come in long sequences so that you will go on many at once.  The
    game is rigged so that you never have a battle immediately after being moved by
    a movement tile.
    
    Out of the many treasure chests down here, I only recommend getting three of
    them right now, but I will tell you what is in each of them.
    
    The first floor is very straightforward.  The treasure chest in the room
    surrounded by movement tiles contains an Agility Seed.  I do not bother getting
    it at this stage.  Instead, follow the path to the first set of stairs.
    
    The second floor is very large.  From the stairs, you want to head northwest.
    You will encounter another party of four people walking around down here.  Two
    of them you saw in Branca.  (Maybe the other two got killed in battle?)  The
    last one is none other than Alena.  She says something different depending on
    whether Brey is in the party or not.  After going northwest of the stairs, you
    will come to two rows of movement tiles, both of which go up.  If you go on the
    left set and walk next to the other row of movement tiles, you will come to a
    treasure chest containing Mystic Acorns.  Instead of getting these, I step on
    the left row, then once it ends, I step on the right row.  This takes you a long
    way, to the very northeast corner of the second floor.  You will have to go
    south.  There are two sets of movement tiles here.  If you go on the set on the
    right, you will see the stairs going down, but you will be forced to bypass
    them, and you will end up near the stairs leading to the first floor.  Take the
    set on the left instead.  After that, you will want to go northwest, being sure
    not to step on any more movement tiles for the time being.  You will eventually
    be right next to the long row of movement tiles that took you to the northeast
    corner of the room.  Keep heading west until you get to the blue door.  Open it
    and go south.  There is a treasure chest containing the Robe of Serenity.  Since
    Brey is most likely wearing Leather Armor still, he should equip the robe.
    
    The quickest way to the Padequia Seed from here is to head back north.  You can
    step onto the large set of moving tiles again, but if you walk east right below
    them, you will eventually come to a treasure chest containing 800 gold pieces.
    In any case, you need to head back to the northeast corner of the second floor
    and step on the left set of movement tiles again.  This time, head east and
    follow the path to the stairs.
    
    This part of the third floor is small but complex.  (There is another part of
    the third floor that has nothing in it.)  The treasure chest near the west wall
    is a Man Eater Chest.  The one near the center of the room contains the Padequia
    Seed.  Your first objective is to get to the northeast corner of the room.  Once
    you have done that, avoid the set of movement tiles against the north wall, as
    they will take you back near the stairs.  Instead, use the other movement tiles
    in turn until you are on the west side of the room.  From here, you can more
    easily reason out which movement tile you need to step on to get to the treasure
    chest.
    
    If you decide to walk out of this cave instead of use Outside, you will notice
    that the other party is gone.
    
    --------------------------------------------------------------------------------
    
    Revisiting Soretta and Mintos
    
    Now that you have the Padequia Seed, take it back to Soretta and bring it to the
    king.  Apparently, Padequia grows instantaneously.  The king will then give you
    the Padequia Root.  Go to Mintos and use this on Cristo.  Alena is upset that
    she came back empty-handed, but she is glad that you were successful.  Once
    Cristo recovers and Alena realizes that you are also looking for Necrosaro, they
    will join your party.
    
    If someone from Chapter Two still has the Gum Pod, have them give it to Taloon
    so that he can appraise it.  I find this very humorous.
    
    If you followed my recommendations from earlier, the hero should have a Metal
    Babble Shield that he can give to Cristo.  If you decided to keep a Sword of
    Malice for Cristo, you can give that to him now.  If you have a spare Iron
    Helmet, you can give that to him, too.
    
    If the hero is female, you should have a Golden Barrette to give to Alena.
    Otherwise, that improvement can wait.
    
    Once you leave the room that Alena and Cristo were in, a man will run up to you
    and tell you that Ragnar was once at this inn and was heading for Keeleon.
    
    Unfortunately, at this point, Hector will leave your party.  It would be nice if
    he stayed in your party until after you venture into the Cave West of Kievs.  If
    you go back to the inn in Mintos, Hector will be working there.
    
    --------------------------------------------------------------------------------
    
    Rosaville
    
    One order of business that you should take care of now is getting Alena a set of
    Stilleto Earrings.  The only place you can buy these is in Rosaville.  Since
    they cost 7500 gold and Alena has an Iron Claw that sells for 1125 gold, you
    will need 6375 gold to make this upgrade.
    
    To get to Rosaville, sail to the Great Lighthouse, then sail east near the
    coast.  You should come to a river.  Go upstream until the water widens out.
    Rosaville will be slightly to the east, right on the water's edge.
    
    When you enter Rosaville, you will immediately see an old man who is trying to
    run three shops and a House of Healing all at the same time.  He is constantly
    running amuck among these four booths.  The weapon shop is at the eastern booth.
    
    There is no harm in exploring the rest of Rosaville now.  To the west of the
    shops is an inn.  There is a soldier who is hunting for an elf who sheds Ruby
    Teardrops.  To the north of the inn is Saro's Tower.  (Some people in this town
    know that this is Saro's home town.)  On the first floor, there are some animals
    who are able to talk due to the Secret of Evolution.  In the basement, a dwarf
    will tell you that something special is hidden in the tower.  You will also be
    able to see a passage, but you have no way of accessing it right now.  Just
    outside of the tower, a boy will tell you that a beautiful woman looks out of
    the top of the tower at night.  At night, you will see her there.
    
    You will be coming back to Rosaville again, but there is not much else that you
    can do here now.
    
    --------------------------------------------------------------------------------
    
    Haville
    
    To avoid battling too many enemies on the continent where Keeleon is, it is best
    to go to Haville first, as it is right on the coast.
    
    The weapon shop is no longer open.  Instead, the shopkeeper will tell you that
    Magic Keys exist.  He does not have one, but he tells you that alchemists can
    make one easily.  He suggests that you visit Kievs.
    
    (Perhaps Orin was not really breaking locks!  He might have tricked you into
    thinking he was breaking the locks but was secretly using a Magic Key!)
    
    One of the prisoners informs you that Ragnar was in town.  Another asks if the
    House of Prophecy is still on the shore.
    
    By the way, if you go to the House of Prophecy, the prophetess will tell you
    that Ragnar was there and that the seven lights around you are growing strong.
    
    There is not much else to do in Haville.  It is time to head south to Keeleon.
    
    --------------------------------------------------------------------------------
    
    Keeleon
    
    Although you cannot do much in Keeleon now, you may as well stop there, as it is
    on your way and you will be able to Return here.
    
    There is a purple man near the entrance:  This is Healie!  He informs you that
    Ragnar needs to be rescued and that you can sneak in if you have a Magic Key.
    He suggests that you go to Haville to find out more, but you have already been
    there.
    
    The guard tells you that they arrested a trespasser and that he will probably be
    killed for his transgressions.
    
    When Nara and Mara escaped from Keeleon, there were stairs directly north of
    where the purple man is standing.  If you search near these stairs, you will be
    able to go down them.  If you go back through the escape route to the prison,
    you will find that the guard is not doing much, and the old man that gave you
    the Boarding Pass is dead.  How sad.
    
    There is nothing more to do here yet.  Since the shopkeeper in Haville suggested
    that you go to Kievs, that is where you should go.
    
    --------------------------------------------------------------------------------
    
    Kievs
    
    One of the most unfortunate things about Chapter Five is that you cannot Return
    to Kievs.
    
    Many people in Kievs say different things depending on whether you take Nara
    and/or Mara into town or not.  The most important difference is that, if you
    bring Nara or Mara into town, the innkeeper will let you stay for free, but he
    will charge you otherwise.
    
    Staying at the inn is a merchant who says he was in Bazaar.  You can buy things
    from him (he has various weapons and armor), but you really do not need anything
    from him.
    
    If you talk to the Slime that appears in Edgar's house, it will tell you that
    Orin had a secret laboratory in the Cave West of Kievs, and that a Magic Key
    should be there.  (This is even more suspicious:  Why would Orin have a Magic
    Key in his laboratory yet make the effort to break locks?)
    
    Definitely utilize the free inn here before heading west to the cave.
    
    --------------------------------------------------------------------------------
    
    Cave West of Kievs
    
    The enemies in here have changed drastically.  They are:
    
    Somnabeetle
    Butterfly Dragon (only when summoned by Dragonpup)
    Bisonhawk
    Dragonpup
    Infurnus Knight
    Bisonbear
    Flamer
    Phantom Knight
    Phantom Messenger
    
    Fortunately, you can bring the wagon into this cave.
    
    The people that I typically have outside the wagon are the hero, Alena, Taloon,
    and Nara.  When large enemy groups of Flamers attack, I switch out Taloon for
    Brey.  Only in extremely odd circumstances do I put Cristo or Mara outside of
    the wagon.  Since Cristo does not see very much (if any) battle action in here,
    feel free to have him use Heal between battles if necessary.
    
    Since the enemies are rather tough in here, it is probably best to head straight
    for the secret laboratory, which is near where you found Orin.
    
    Along the way, you may come across the shopkeeper from Monbaraba.  He knows
    that, to access the secret laboratory, you need to push a button at the bottom
    of a treasure chest.  The treasure chest he is referring to is the one that
    contains the Lamp of Darkness.
    
    If you did not get the Lamp of Darkness, you must get it now.  Once you reach
    that treasure chest and search, you will be asked if you want to push the button
    at the bottom of the treasure chest.  Of course you do!
    
    There are no enemies in the secret laboratory.  You need a Thief's Key to get
    into the laboratory.  There is a Small Medal in one of the jars.  The treasure
    chest contains the Magic Key.
    
    --------------------------------------------------------------------------------
    
    Preparations for Battling Keeleon
    
    After leaving the cave, the first thing that you should do is go back to Endor.
    If it is not night, you can make it night by using the Lamp of Darkness.  In
    Endor's castle, a guard paces back and forth at night.  You will need to sneak
    past him to go upstairs.  The king's chamber is accessed by going up the stairs
    on the northwest corner of the second floor.  During the day, a cleaning lady
    blocks the door, but since it is night, you can get in.  The married couple is
    asleep, and the king is pacing around in a room to the right.  The treasure
    chests in that room contain a Pink Leotard and a Feather Hat.  There is also a
    Small Medal in one of the chest of drawers.
    
    While you are in the castle, go back to the first floor and stand directly north
    of the stairs leading to the basement.  You also need to be facing north.  There
    is a Magic Key door here that you cannot see.  If you select Door in the menu,
    the door will open, and you can pass through.  Climb up the stairs.  At the very
    top is a place that you can jump down.  You will land on top of the building in
    the town that you could not get into earlier.  Go downstairs, ignore the
    shopkeeper, and go down to the first floor.  Hidden here are the Multi-Edge
    Sword and a Strength Seed.  Go back up to the second floor and jump off.
    
    Now that you know that that shop is open at night, go around front and enter it
    through the door.  You can sell the Feather Hat and the Multi-Edge Sword that
    you found here in Endor.  You can also sell Alena's Chain Mail.  Whether Alena
    gets the Pink Leotard or Mara gets the Pink Leotard and hands her Fur Coat down
    to Alena is up to you.  I usually give Alena the Pink Leotard and have Mara keep
    the Fur Coat.  The main reason I make this choice is that Mara has a Metal
    Babble Shield, whereas Alena cannot equip any shield.  Thus, Mara's defense
    should be higher than Alena's.
    
    If you have enough gold, you can get some Metal Babble Armor.  Below are the
    order in which I suggest that you get them. Note that the gold amounts include
    selling old equipment.
    
    Cristo from Half Plate Armor to Metal Babble Armor 14100
    Taloon from Iron Apron to Metal Babble Armor       13875
    Nara from Sacred Robe to Metal Babble Armor        11700
    
    If you cannot make all of these upgrades right now, do not worry about it.  In
    fact, they are not absolutely necessary at this time.
    
    You also need to come back to Endor during the day.  Go to the vault and store
    the Thief's Key and the Lamp of Darkness.
    
    As of now, you should have nine Small Medals.  It would be nice if you had one
    more.  The easiest one to get right now is in Seaside Village.  To get there,
    Return to Haville, sail near Aktemto, and follow the islands north, staying on
    the east side of them.  You will come to a fairly large island that has a forest
    on its south side.  Sail along its east coast.  There will be an indentation.
    Seaside Village is on the north bank.  In the center of town is a cannon.  If
    you search to the south of it, you will find a Small Medal.  (The game may not
    register that the Small Medal is there at night.)  Note that you cannot use
    Return to get back to Seaside Village.
    
    Now that you have ten Small Medals, it is time to see the king who collects
    Small Medals.  The easiest way to get there is to Return to Soretta, get in the
    ship, and head south.  You will need to maneuver around a large peninsula to get
    to the island where the king who collects Small Medals is.  Head straight north
    to get to the throne room.  You should get a Sword of Miracles for Cristo and a
    Hat of Happiness for Brey.  This means that you can sell Cristo's Morning Star
    and Brey's lousy Leather Hat.
    
    There is a soldier here who tells you that he suspects that the Zenithian Armor
    is in the cave near here.  He is correct.  The cave to the north that is
    accessible only by ship is the Shrine of Breaking Waves.
    
    There is a travel door here also.  It takes you to the shrine east of Mintos.
    It is not of much use right now, as you cannot open the door to get out into the
    other shrine.
    
    --------------------------------------------------------------------------------
    
    Battling Keeleon
    
    The people that I recommend for battling Keeleon are the hero, Alena, Cristo,
    and Mara.  First of all, it is mandatory that the hero be in the battle.  You
    will not be allowed to battle Keeleon otherwise.  It makes sense that you will
    want either Alena or Taloon.  The reasons that I prefer Alena are that she can
    attack twice and that some of Taloon's antics simply waste an attack.  It also
    makes sense that you will want either Cristo or Nara.  Nara tends to cast Sleep
    and Sleepmore, which rarely work.  She also casts Infernos, as her regular
    attack does little damage to him.  On the other hand, Cristo will cast
    Stopspell and Surround (unless he has already learned Beat, which hopefully has
    not happened yet), which do not always work, but when they do, they help out a
    lot.  Also, since Cristo can equip a Sword of Miracles, his attack will cause a
    decent amount of damage.  Finally, it makes sense that you will want either Mara
    or Brey.  Mara's spells seem to be more effective against Keeleon than Brey's
    spells.
    
    Before the battle, the people that are going into battle should borrow the best
    equipment that they can:
    
    If either Taloon or Nara have Metal Babble Armor, they can lend it to the hero.
    
    Either Alena or Mara will have a Fur Coat.  That person can borrow Brey's Robe
    of Serenity.
    
    If Alena does not have a Golden Barrette, she can borrow Nara's.
    
    If Cristo does not have Metal Babble Armor, he can borrow Nara's Sacred Robe.
    
    If Cristo does not have an Iron Helmet, he can borrow Taloon's.
    
    Mara can borrow Brey's Hat of Happiness.
    
    Go into Keeleon castle and head towards the button that you pushed in Chapter
    Four.  Two soldiers will be escorting Ragnar to the king's chamber.  As you draw
    near, he will wipe them out.  If you did not bring the hero, Ragnar will demand
    to see him.  Otherwise, Ragnar will break into the king's chamber.  Soldiers
    will storm in, but Ragnar will take care of them.  There is no way out of here
    except to battle Keeleon.
    
    Keeleon can attack twice per round about half of the time.  He can cast Firebal
    and emit freezing winds.  Although the spells Sleep and Sleepmore are not very
    effective against him, he has about a 30% chance of falling asleep when hit by a
    Sword of Lethargy.
    
    Keeleon always leaves Full Plate Armor behind.  Ragnar can use this.
    
    After the battle, make sure to switch the equipment back.  You do not want
    someone coming out of the wagon with no armor on!
    
    Also after the battle, you will see that Ragnar has vanquished the guards, and
    he will be blocking the exit.  Once you talk to him, he will join your party.
    
    Before leaving Keeleon, you should talk to the counsel, whose room is on the
    southeast corner of the first floor.  He informs you that Balzack has taken up
    residence in Santeem.  What a creep!
    
    There is not much else to do in Keeleon.  It is time to leave.
    
    Upon leaving Keeleon, you will notice that the music has changed.  Also, you can
    hear music from previous chapters by putting a person from that chapter in the
    front position.
    
    --------------------------------------------------------------------------------
    
    Major Clean Up
    
    Now that Ragnar is in your party, you can clean out all of the caves and towers
    that you have already been to.  You can also pick up items left in towns.  Here
    is a rundown of where items can be obtained and what should be there if you did
    not get the items already.
    
    Kievs---------------------------Lifeforce Nuts
    Monbaraba-----------------------Medical Herb
    				Strength Seed
    Aktemto Mine--------------------Mystic Acorns
    				Silver Tarot Cards
    Endor---------------------------Lifeforce Nuts
    Tempe---------------------------Lifeforce Nuts
    Frenor--------------------------Mystic Acorns
    Lakanaba------------------------Medical Herb (Taloon must be out of the wagon.)
    Izmit---------------------------Medical Herb
    Hidden Playground---------------Medical Herb
    				Agility Seed
    Old Well------------------------Medical Herb
    				600 gold
    Cave Between Burland and Izmit--Medical Herb
    				40 gold
    Hometown------------------------Medical Herb
    Grandpa's House-----------------Medical Herb
    Desert Inn----------------------Lunch
    Aneaux--------------------------Strength Seed
    Great Lighthouse----------------Luck Seed
    				400 gold
    				Magic Potion
    				Strength Seed
    				Full Moon Herb
    				Boomerang
    Cave of the Padequia------------Agility Seed
    				Mystic Acorns
    				800 gold
    
    To find out where these items are located, you will need to read a previous
    section about that location.  (In the case of Endor, look at Chapter Two.)
    
    The enemies near Tempe are:
    
    Curer
    Ouphnest
    Mystic Doll
    Bengal
    Phantom Knight (only when summoned by Phantom Messenger)
    Flamer
    Phantom Messenger
    
    Curers can cast Healall.  Their regular attack is nothing to fear.
    
    Ouphnests can paralyze players either by their regular attack or by emitting
    scorching breath.  They can also cast Upper.  This can be annoying, as they have
    pretty high defense as it is and are resistant to many spells.  Their regular
    attack can cause a terrible blow, but this happens very rarely.  On the bright
    side, they do not have very much HP, they may be on guard or assessing the
    situation, they may enter battle asleep, and they easily fall asleep when
    attacked with a Sword of Lethargy.
    
    Since Bengals have quite a bit of HP, kill Curers that are travelling with them
    first if there are any.
    
    The enemies near Frenor correspond to the enemies near Lakanaba.
    
    There are some interesting notes about Frenor.  First of all, you cannot use
    Return to get here.  Also, Orin escaped here with a girl from Keeleon.  He will
    tell Nara and/or Mara about Balzack's connection with Necrosaro.
    
    You may want to stay at the inn in Izmit.  The dream that you have there is
    crucial to the storyline.  If you explored Rosaville thoroughly, you should be
    able to tell that this is where your dream takes place.
    
    Whenever only four people can enter a cave or tower, I take the hero, Ragnar,
    Nara, and Brey, as their levels are usually the lowest at this point in the
    game.
    
    Note that I left the Cave North of Lakanaba, the castle town of Burland, and the
    Cave West of Kievs off of this list.
    
    I left the Cave North of Lakanaba out because, if you followed my suggestions,
    you have not been here yet.  This cave is pretty straightforward though.
    
    The enemies down here are laughably easy at this stage of the game.  They are:
    
    Slime
    Stag Beetle
    Prank Gopher
    Giant Worm
    Babble
    
    The first floor presents no difficulties.  On the second floor, to speed things
    up, you can push the button on the gray stone to let the water carry you down to
    the next floor.  This part of the third floor presents no difficulties either.
    On this part of second floor, do not push the button yet.  Instead, head west
    and pick up the Chain Sickle.
    
    The Iron Safe is here, but there is no point in getting it, as it does not
    function properly in Chapter Five.  In case you want to get it, here are the
    details:
    
    Push the button on the gray stone wall that you passed up to get the Chain
    Sickle.  This time, it is necessary to push the button to make progress.  On
    this part of the third floor, head northwest and go downstairs.  There is a
    trick to this next room.  Bypass the first set of stairs.  When you head far
    south enough, the boulder will come loose.  It will not run you over, and you
    will want it to be following you pretty closely.  Head south, then east, then
    south, then west, then north.  Once you turn north and your party is out of the
    way, the boulder will roll south instead and fill a hole in the ground.  Go over
    the boulder and go down the stairs.  You can push the rocks if you want, but it
    is not necessary.  The treasure chest contains the Iron Safe.  Once you step off
    of it, a stone door will appear.  (Apparently, the first person in your party
    weighs more than everyone else.)  You can get out of here either by using one of
    the rocks or by casting Outside.
    
    I left Burland out because now you can get into the treasure room.  Of course,
    there is a Medical Herb on the first floor of the castle in one of the eastern
    rooms.  If Mara does not have Stepguard, then before going to the treasure room
    in Burland, be sure that only one member of the party ventures into town, as
    there are pain tiles in the treasure room.  That way, you only have one member
    of the party to heal.  Anyways, the treasure chests yield some gold, an Agility
    Seed, a Strength Seed, a set of Lifeforce Nuts, and an Iron Helmet.
    
    The enemies near Izmit and Burland are:
    
    Phantom Knight
    Tyranosaur
    Skullknight
    Archbison
    Savnuck
    Beleth
    
    Phantom Knights should be much easier to handle than they were when you first
    encountered them.
    
    Tyranosaurs are straightforward, as they only have a normal attack.
    
    Skullknights can cast Healmore, but they only have enough MP to cast it once.
    They can also summon Phantom Knights.
    
    Archbisons can emit scorching breath.  Hopefully, Nara does not get paralyzed.
    If she does, she cannot use Numboff.
    
    Savnucks can cast Infermore, and they can emit poisonous gas.
    
    Beleths can cast Firebane and Bounce.  They are extremely susceptible to Sleep
    and Sleepmore.  If they leave a treasure chest behind, it will contain a Staff
    of Force.  Pretty sweet!
    
    If you talk to the counsel in Burland, he will let you know that you need the
    Magma Staff to get to Gardenbur.  If you talk to the king of Burland, he will
    inform you that his grandfather gave the Zenithian Shield to the queen of
    Gardenbur.  He is unsure why his grandfather did this, but I have an idea:  He
    wanted to get in the queen of Gardenbur's pants.
    
    Finally, I left the Cave West of Kievs out as I think it should be done last.
    This gives your characters as much time as possible to level up, making the
    enemies down here easier to defeat.  The loot down here consists of a Wing of
    Wyvern, a set of Lifeforce Nuts, and 240 gold.
    
    If you want to, you can go to the House of Prophecy.  Now that you have Ragnar,
    the prophetess will tell you something different.  She will try to reveal the
    name of the ruler of evil, but she will mysteriously vanish.  Since she manages
    to get out "Es...", you know that the ruler of evil is *not* Necrosaro.
    
    After selling Ragnar's extra items from Chapter One, cleaning out these caves
    and towers, and selling superfluous items (not Medical Herbs or the Lunch), you
    should have quite a bit of gold.  You will hopefully be able to upgrade some
    people's armor to Metal Babble Armor.  Below are the order in which I suggest
    that you get them.  Note that the gold amounts include
    selling old equipment.
    
    Cristo from Half Plate Armor to Metal Babble Armor 14100
    Taloon from Iron Apron to Metal Babble Armor       13875
    Nara from Sacred Robe to Metal Babble Armor        11700
    Ragnar from Full Plate Armor to Metal Babble Armor 13275
    
    The hero should not need Metal Babble Armor, as he will soon obtain the
    Zenithian Armor.  This is also why I suggest the upgrade for Ragnar last:  Once
    the hero has the Zenithian Armor, he can give his Dragon Mail to Ragnar.
    
    --------------------------------------------------------------------------------
    
    The Shrine of Breaking Waves
    
    Although the enemies in the Shrine of Breaking Waves are extremely tough at this
    point in the game, you ought to be able to sneak through there and nab all of
    the treasure chests either now or very soon.  I usually wait until most of the
    characters have reached level 21.  I also wait until at least two of my
    characters have obtained Metal Babble Armor.
    
    The quickest way to get to the Shrine of Breaking Waves is to Return to Soretta,
    get in the ship, head south, and go around the peninsula.
    
    The enemies in here are:
    
    Karon
    Fury Face
    Maskan
    Podokesaur (rarely)
    Necrodain
    Plesiodon
    Dragon Rider
    Snowjive
    
    Karons are relatively tame.  Their most harmful attack is swinging the Staff of
    Thunder.  They can also cast Vivify.  For this reason, they often travel in
    pairs.
    
    Fury Faces are one of few types of enemies that do not have a regular attack.
    Instead, they attack by means of emissions. They only cause damage directly by
    emitting fireballs and freezing winds.  They can also emit poison gas, gales of
    sweet breath, and gales of scorching breath.  They may also assess the
    situation.  They are somewhat resistant to spells.
    
    Maskans can be a pain.  They can cast Infermore and can jerk away.  The most
    annoying aspect of them is when they call for reinforcements.  Typically, many
    Maskans will come and fill up whatever room is left for them.  Maskans are
    immune from fire spells but are vulnerable to ice spells.
    
    Podokesaurs can cast Healus.  They only have enough MP to cast this twice.  They
    also may attack twice during a round.
    
    Necrodains have high HP, strength, and defense.  They also carry Swords of
    Lethargy.
    
    Plesiodons are indigenous to this cave.  They have a lot of HP, around 300.  On
    the bright side, they are very vulnerable to Sleep and Sleepmore.
    
    Dragon Riders always attack twice.  Moreover, one of their attacks almost always
    is emitting scorching gas.  Blazemore often works against these.
    
    Snowjives are easily the most dangerous enemy here.  They can cast Blizzard.  At
    this stage of the game, your characters will have trouble handling three
    Blizzards.  On the bright side, Snowjives do not have very much HP.  Also, the
    spells Sleep, Stopspell, and Firebane are helpful against these.
    
    Because of the presence of Dragon Riders and Snowjives, you should not be
    roaming around this cave with someone outside of the wagon having less than 100
    HP.
    
    This cave is odd in that, when you are in the ship, you can use the wagon, but
    if you leave the ship, the wagon will not come out with you.  Therefore, when
    you disembark, make sure you have the four people you like best outside of the
    wagon and swap items to make these four characters as good as possible.  You
    should only have to disembark twice in the cave.
    
    Upon entering the cave, head as far east as you can.  Once you reach the
    southeast corner, you will be forced to head north.  Look for the fourth gap
    between stone pillars.  Get out of the ship here and head west.  You will come
    to a treasure chest containing a Small Medal.  Head back to the ship and head
    north.  Once you reach the northeast corner, you will be forced to head west.
    As soon as you can, head south.  In this room, you can get through by means of
    either the middle fork or the eastern fork.  After heading west out of this
    room, you need to sail south.  You should see some stairs shortly after heading
    south.
    
    There is not much further to go in this cave, but be aware that the remainder of
    this journey is here on foot.  You may want to leave Cristo and Nara behind so
    that their MP does not go down from battle, which enables them to have as much
    MP to cast Healmore between battles as possible.  I usually take the hero,
    Ragnar, Alena, and Taloon, but Mara may be a good option. Since you will not be
    using anyone in the wagon, make sure to switch out equipment.  For example, if
    you are leaving Cristo behind but are taking Ragnar, Cristo can lend Ragnar his
    Sword of Miracles, Metal Babble Armor, and Iron Helmet if necessary.
    
    After going downstairs, head northwest.  The treasure chest on the right
    contains the Zenithian Armor, and the one on the left contains a Small Medal.
    Immediately after opening both of these, switch the equipment back.  After that,
    you can use Outside to get out of here.
    
    Sometimes, a fluke occurs in which the wagon does not come out of the cave with
    you.  If the hero does not have 8 MP, go back in and switch the characters so
    that either Mara or Brey is out of the wagon, then exit again.  (Brey is
    probably the best bet as he probably did not see very much battle action in the
    cave.)  Use Return to get the wagon back.
    
    If you do not have four sets of Metal Babble Armor, be sure to give Ragnar the
    hero's set of Dragon Mail.
    
    --------------------------------------------------------------------------------
    
    Santeem and Surene
    
    Your next stop should be Santeem.  There are monsters living in here now.  (This
    is the case even before Balzack takes up residence here.)
    
    The enemies near Santeem and Surene are the same as those near Tempe.
    
    The enemies in Santeem are:
    
    Curer
    Ouphnest
    Mystic Doll
    Bengal
    Rhinothrope
    Phantom Knight (only when summoned by Phantom Messenger)
    Savnuck
    Phantom Messenger
    
    If you need to save up gold, Santeem is a pretty good place to do it, as Mystic
    Dolls appear regularly here.  The only danger is if a Phantom Messenger
    successfully casts Beat.
    
    If you want to wander around in Santeem, I suggest not leaving the first floor
    for now.  A fire is guarding the door that you could open with your Magic Key.
    If you choose to talk to the devil in the kitchen, he will attack you.  It is a
    Minidemon.  It knows Blazemore and can emit freezing winds.  It may not be worth
    battling him at this stage.
    
    Not much has changed in the parts of Surene that you have been to before.  If
    you talk to Marone at night, the dirge music that you first heard in Aktemto
    will play.  For some entertainment, talk to the people upstairs in the inn at
    night.  One person there tries to sing, and it sounds like the ditty that plays
    when a member of your party is cursed (or, even worse, when a quest is lost from
    the game).
    
    Now that you have a Magic Key, you can explore the eastern part of Surene.  You
    will come across a shop.  The only thing you might want to get here is a Staff
    of Force.  I hold off on this for the time being, as a Beleth may leave one
    behind.  This shop is also open at night.
    
    The tutor of the king of Santeem lives in the southeast corner of town.  He
    tells about a sign that the king wanted put up for Alena.  This is the sign to
    the north of the castle.  You can get to it by going around the castle on the
    east side.  As interesting as this part of the story is, the sign itself does
    not help you out very much, as you should have already gone to Stancia.
    
    --------------------------------------------------------------------------------
    
    Balzack
    
    You might be wondering why I wanted you to save up all of those Medical Herbs
    from the major clean up.  One of the reasons for this is the upcoming battle
    with Balzack.
    
    By now, the hero should know Fendspell, Cristo (and possibly Nara) should know
    Vivify, and Mara should know Blazemore.
    
    The people that I recommend go into battle against Balzack are the hero, Ragnar,
    Cristo, and Mara.  Alena might be a good alternative to go in place of Ragnar,
    but Ragnar's HP and defense are higher than Alena's, which is why I generally
    take him.  I bring Cristo instead of Nara because Cristo's HP and strength are
    higher than Nara's.  Cristo may waste a few rounds of battle trying to cast Beat
    and Stopspell, but once he starts attacking, he can put a major hurting on
    Balzack since he is equipped with a Sword of Miracles.  Nara will waste rounds
    of battle also by casting Sleepmore and possibly Sleep, but once she stops, she
    will use Infernos, which barely hurts Balzack.  I take Mara instead of Brey
    because Balzack is impervious to ice spells and Mara's HP is usually higher than
    Brey's at this point.  This gives another reason to leave Alena behind:  Mara
    can use the Pink Leotard.
    
    Speaking of which, be sure to give the people going into battle the best
    equipment.  Ragnar should get Metal Babble Armor and an Iron Helmet from Taloon
    if he does not have these things already.  Also, Mara can borrow Brey's Hat of
    Happiness.
    
    Be sure that everyone going into battle is carrying plenty of Medical Herbs.
    
    On the way to Balzack, use the tactics option Use No MP so that Cristo and Mara
    have their maximum MP for the battle with Balzack.
    
    The creep Balzack is actually sitting on Alena's throne!!!
    
    Balzack always attacks twice.  He can cast Snowstorm, and he can emit freezing
    winds.  His agility is very low, so he usually attacks at the end of every round
    of battle.
    
    There are plenty of strategies for battling Balzack.  One is to make him fall
    asleep right away by attacking him with the Sword of Lethargy.  While he is
    asleep, the hero can use Healmore and Fendspell as necessary.  Another strategy
    is to use Fendspell while Balzack is awake.  (Cristo and Mara will not use their
    Metal Babble Shields.)  I cast this on Cristo first, as he will be able to use
    Healmore on himself if necessary.  When the next chance to cast Fendspell
    arises, I cast it on Mara, as her HP is low, and preventing her from being hit
    by Snowstorm is useful.  At the next opportunity, I cast Fendspell on the hero.
    I rarely bother using Fendspell on Ragnar, as his HP and defense are high, and
    Cristo will use Healmore on him as necessary.  The hero can still use Healmore
    on himself, but he can only heal other people affected by Fendspell by means of
    Medical Herbs.
    
    Once you have cast Fendspell on everyone that you want to, during rounds where
    the hero does not need to use Healmore or Medical Herbs, the hero can attack
    Balzack.  (By the way, it is not a good idea to give the Sword of Lethargy to
    Ragnar, as he tends to use it as an item instead of attacking with it.  It
    rarely, if ever, works against Balzack when used as an item.)
    
    Once Balzack bites the dust, the devils will appear and say a little something
    about the Secret of Evolution.  One will tell you about the necessity of the
    Golden Bracelet.  Too bad Alena got this out of the Cave South of Frenor!  The
    bracelet eventually ends up in the hands of Necrosaro.  As one of the devils
    says, it amplifies the evil force.  After all three devils have said their
    speeches, they disappear along with Balzack's corpse.
    
    Now that Balzack is gone, so is that annoying fire that was guarding the Magic
    Key door.  Go there and plunder.  Hidden here are a Strength Seed, the Magma
    Staff, and the Flute of Uncovering.
    
    If you want, you can talk to the cat and the Slime who is with the cat.  To get
    to them, you have to go to Alena's bedroom and jump off.  (This should bring
    back good memories.)  The Slime will interpret for the cat, whose name is Meena.
    Again, what you now hear should not be news to you:  The king of Santeem has the
    power to predict the future.  If you talked to everyone in Surene, you should
    already know this.
    
    In any case, there is not much more to do here in Santeem except for battle
    enemies.
    
    --------------------------------------------------------------------------------
    
    Visiting Rosa
    
    Again, I digress from the actual chronology of the story in order to make parts
    of the game easier.  At this point, I go to Rosaville to battle Saroknight and
    obtain the Sphere of Silence.
    
    Since Saroknight has the Sphere of Silence, the people that I recommend are the
    hero, Ragnar, Alena, and Taloon.  Cristo is an alternative to consider though,
    as he may cast Increase before Saroknight uses the Sphere of Silence.  In any
    case, make sure to trade out equipment and Medical Herbs.  (Someone should be
    using Cristo's Sword of Miracles.)  Also, the Magma Staff might come in handy.
    
    Now that you have the Flute of Uncovering, you can go to Rosaville and use it
    near Saro's Tower.  This is how to access the secret passage.
    
    After going up many flights of stairs, you will encounter Saroknight.  If you
    talk to him, a battle will begin.
    
    As mentioned, Saroknight has the Sphere of Silence.  He can also summon
    Chillanodons.  Chillanodons can emit freezing winds and blizzards, and they can
    deliver terrible blows.  Since Alena can attack twice in a round, she can
    usually kill off a Chillanodon in one round of battle, so they will rarely get a
    chance to attack.  The Magma Staff comes in handy in case of emergency, as using
    it during battle will hit every enemy on screen.  Alena should not be carrying
    it though, as you will want her to use her regular attack.
    
    Saroknight will use the Sphere of Silence during the second or third round of
    battle.  He may also use it later, not realizing that your other characters do
    not cast spells.
    
    Saroknight will occasionally fall asleep if attacked with a Sword of Lethargy.
    He may also fall asleep if it is used during battle, but attacking is a safer
    bet.  For this reason, Ragnar should not have the Sword of Lethargy.
    
    After defeating Saroknight, you will get the Sphere of Silence back.  This comes
    in handy very much, as it has a higher probability of working than Stopspell
    does.
    
    Now that Saroknight is out of the way, you can proceed south.  If you talk to
    Rosa, she will tell you about Saro's ambitions.  She does not want him to
    succeed, even if someone has to kill him.  A Slime is meandering around here
    too.  It will tell you that the Staff of Transform is hidden in the Royal Crypt
    that is south of Endor, and that you will need it to sneak into "the monsters'
    castle", which is Dire Palace.
    
    Now that this battle is over, Medical Herbs and Lunches are obsolete.  Go ahead
    and sell them off while you are here in Rosaville.  Also, at this point, I
    usually let Nara carry the Magma Staff.  In any case, you can sell off Nara's,
    Mara's, or Brey's old weapon.  (Cristo has a Sword of Miracles and thus does not
    need the Magma Staff.)
    
    Make sure to switch the equipment back to normal.
    
    At this point, you can put the Flute of Uncovering if the vault if you would
    like.  If you are sufficiently curious about an upcoming part of the storyline,
    you will need to use the Flute of Uncovering again, but it is not absolutely
    necessary.
    
    --------------------------------------------------------------------------------
    
    Gardenbur
    
    You cannot make much more progress without getting the Final Key.  (The only
    thing you could do is go into the Cascade Cave and get the Sandglass of
    Regression, but I leave this for later.)  To get this key, you must go to
    Gardenbur.
    
    The easiest way to get to Gardenbur is to Return to Burland.  From there, get on
    the ship and head east until you reach a lake.  From there, disembark and head
    south.
    
    The enemies in this area are:
    
    Phantom Knight (only when summoned by Skullknight)
    Tyranosaur
    Skullknight
    Great Ohrus (rarely)
    Archbison
    Beleth
    Hambalba (rarely)
    Mantam
    Chillanodon
    Metal Babble
    
    Great Ohruses can attack twice.  They are extremely susceptible to sleep.
    
    Hambalbas can emit fireballs, and their regular attack can cause paralysis.
    
    Mantams are easily the most annoying enemy in this area.  They can be on guard,
    which summons another Mantam that gets to attack that round.  Also, if there is
    more than one Mantam, they can go on blazing rages.  It is possible that three
    blazing rages take place during one round of battle.  This can cause a lot of
    damage.  Thus, a battle that starts with one Mantam can quickly turn into a
    nightmare.  Killing them off first is top priority.
    
    Metal Babbles can cast Blaze and Firebal.  They frequently run away.  Since
    their agility is pretty high and you do not have the Metal Babble Sword yet, the
    only person who has much of a chance of killing these at this point is Alena.
    
    As you head south from the lake, the mountains will force you to go east, then
    north through a narrow valley.  There will be a solitary mountain blocking your
    passage north.  This is the mountain that you need to use the Magma Staff on.
    Gardenbur is not far northeast of here.
    
    If you reach Gardenbur at night, the guards will not let you into the castle.
    The spell Day-Night does not work while you are in Gardenbur.  Make sure that it
    is daytime before trying to enter Gardenbur.
    
    Upon entering the castle, immediately to the east are a shop and an inn.
    Immediately to the west is a kitchen.  The jar furthest to the right in the
    kitchen contains a Small Medal.  Just north of the kitchen is a House of
    Healing.  Just north of the shop is a bedroom.  Be sure not to talk to the
    purple man there yet.  On the very north side of the first floor of the castle
    is a long hallway.  The stairs to the left lead to a prison.  The stairs to the
    right lead to the Zenithian Shield. You cannot get it right now as you cannot
    unlock the door.  The stairs to the second floor are immediately to the north of
    the castle's entrance.
    
    There is a third basement.  To access it, go upstairs to the second floor, then
    immediately go back down.  While you are standing on the stairs on the first
    floor, head north.  At the end of this hidden hallway is another set of stairs.
    The treasure chest in this basement contains a Fire Claw.  Upon leaving this
    basement, you will be forced to go to the second floor.
    
    On the second floor, the southern room is a library.  A woman there is studying
    the legends of the hero, Master Dragon, and the ruler of evil.  The western room
    is the queen's dressing room.  The eastern room is the queen's bedroom.  The
    rightmost chest of drawers in this room contains an Agility Seed.  Finally, the
    northern part of the floor is the throne room.
    
    For the most part, people are happy that a passage is now open and that
    Gardenbur is no longer in isolation, but the queen is very unhappy about this.
    Other than that, there is no real information to obtain here at the moment.
    
    If Alena's strength is more than 65 (which should be the case at this point),
    you will not want the Fire Claw.  If you can get the shopkeeper's attention
    (sometimes she moronically steps away from the booth), sell her the Fire Claw.
    This will give you more than enough gold to get a Pink Leotard.  Now both Alena
    and Mara can have Pink Leotards.
    
    --------------------------------------------------------------------------------
    
    Cave Southeast of Gardenbur
    
    The Cave Southeast of Gardenbur is one of the rare places that you can and
    should clean out *before* completing the main objective in here, which in this
    case is to find and defeat the purple man that you saw in Gardenbur.  If you
    have not talked to him yet, then he will not be here yet, but this is of no
    concern right now.
    
    The people most fitted to take on the purple man are the hero, Alena, Nara, and
    Mara.  For this reason, the people that I take into the cave to clean it out are
    the hero (you want him to have as much experience as possible, and you should
    want to control some aspect of battles), Ragnar, Cristo, and Brey.  As Taloon's
    level is probably higher than everyone else's, I do not take him in this cave at
    all.
    
    Be sure that Brey has the Magma Staff and the Hat of Happiness before venturing
    down here.
    
    Random battles with enemies are somewhat rare down here.  The enemies in here
    are:
    
    Phantom Knight (only when summoned by Skullknight)
    Tyranosaur
    Skullknight
    Great Ohrus
    Beleth
    Hambalba
    Dragonit
    Mantam
    Chillanodon
    
    Dragonits can emit scorching gas.  They are somewhat resistant to fire spells
    but are extremely susceptible to ice spells and sleep.
    
    This cave is distinctive in that it has a lot of ladders and varying layers.  I
    find it amusing that your characters are able to leap out of towers yet cannot
    jump down to the next level in this cave.
    
    At the first fork, head west.  You should go down a ladder.  At the next fork,
    head east.  You will come to a treasure chest that contains a Small Medal.  Go
    back to the most recent fork and head west.  You will be forced to travel
    against the north wall.  At the next fork, head south.  Bypass the ladders for
    now.  You will come to a treasure chest containing an Agility Seed.  Go back to
    the ladders and go up.  At the next fork, head east.  Go down the ladder.  The
    ladder to get up onto the platform is on the south side.  The treasure chest on
    this platform contains 1200 gold pieces.  Go back to the previous fork and head
    south instead.  The path here will force you to go down some ladders and ends at
    a set of stairs.
    
    On the second floor, take the ladder on the left.  On this level, head west,
    then south, then slightly east.  Go up the ladder.  Slightly to the north is a
    treasure chest containing a Strength Seed.  Head east and go down the ladder.
    Stay against the east wall until you see a ladder going up.  Go up this ladder
    and head west.  Go up another ladder, head west, and go down the ladder here.
    On this level, if you head north, you will come to a treasure chest containing a
    Dragon Shield.  The hero should equip this.  There is one last treasure chest to
    the south.  It contains an Iron Mask.  Ragnar should equip this.
    
    Now that you have plundered this cave, it is time to leave.
    
    Once you are outside of the cave, make sure to switch the equipment back.
    
    Now that you have four Small Medals (two from the Shrine of Breaking Waves, one
    from Gardenbur, and one from the most recent cave), you can visit the king and
    get a Hat of Happiness for Mara.  If Alena does not have a Golden Barrette, Mara
    can give hers to Alena.
    
    --------------------------------------------------------------------------------
    
    Accused of Theft
    
    You cannot make any more progress in this game unless you talk to the purple man
    in the bedroom on the first floor of Gardenbur.  He suggests that you search the
    chests of drawers, then leaves.  Not long afterwards, the prophetess will come
    in and accuse you of stealing her precious Bronze Amulet.  She will call for a
    guard, who will put your party in jail.  After a while, you will be taken to see
    the queen.
    
    The queen holds a trial regarding the accusation.  The game forces you to answer
    the queen's questions in a manner such that you assert your innocence.  After
    the trial, the queen states that she must keep one of the members of your party
    in jail, and she orders you to find the thief.  At this point, the second person
    in your party will be put in jail.  The jailkeeper informs you that you have to
    talk to her to change the hostage.  Since Taloon most likely has the highest
    level right now, put him in jail instead.
    
    --------------------------------------------------------------------------------
    
    Bakor
    
    The real thief, whose name is Bakor (those of you who have played Dragon Warrior
    III may be pleased about having a thief whose name is Bakor in this game), is
    hiding out in the Cave Southeast of Gardenbur.  I suggest the hero, Alena, Nara,
    and Mara venture in here and find him.  The hero may as well use Cristo's Sword
    of Miracles.  (You may still want to have the hero bring the Sword of Lethargy
    down here, but make sure to equip the Sword of Miracles.)  Brey should lend his
    Hat of Happiness to Nara.  Also, Nara is the only person who needs Metal Babble
    Armor, so make sure that she has some equipped.  Finally, make sure that you
    bring the Sphere of Silence down here.
    
    While you are in this cave, you should set the tactics to Offensive since Nara
    and Mara will replenish their MP as they walk.  Also, there is no reason that
    anyone should enter battle without their maximum HP.  Have Nara use Heal or
    Healmore between battles as appropriate.
    
    To get to Bakor's lair, head to the second floor, maneuver to the platform where
    you found the Strength Seed, then go down the ladder on the right.  Head to the
    southeast corner of this floor.  From there, head west.  Go up the ladder, head
    further west, then go down the ladder here.  Follow this path until you reach a
    set of stairs.
    
    There are no random battles on the third floor.  Thus, Nara should use Heal or
    Healmore so that everyone has maximum HP, then you should walk around until Nara
    and Mara have their maximum MP.  Once you have done all this, make sure that the
    hero has the Sphere of Silence.  After that, talk to Bakor.  He will be asleep,
    but you will now know for a fact that he is the thief, as he has the Bronze
    Amulet.  After making this discovery, he will awake and try to run away.  Head
    him off by going to the hallway at the southern part of the room.  If you talk
    to him again, a battle will ensue.
    
    Bakor knows the spells Snowstorm and Increase.  Since Increase is a pain, use
    the Sphere of Silence on him.  (This is main reason why I battle Saroknight
    before going to Gardenbur.)  Note that the Sphere of Silence may not work the
    first time.  Keep using it until it works.  Bakor can also build up strength.
    
    Alena's double attack and Mara's Blazemore are very effective against him.  On
    the other hand, Nara's Sleepmore does not often work.  She will eventually catch
    onto this and either regular attack or use Infernos.  (If she has Infermore, she
    will use it instead of either of the other options.)  In order to prevent her
    from wasting MP on casting sleep spells, the hero can attack Bakor while
    equipped with the Sword of Lethargy.
    
    Although Bakor has a lot of hit points, this battle is very easy once you have
    used the Sphere of Silence.
    
    Once you have defeated Bakor, he will beg for mercy.  A guard from Gardenbur
    will come and whisk him away.
    
    If Mara does not have 16 MP at the end of this battle, have her walk around
    until she does, then use Outside and Return to Gardenbur.
    
    --------------------------------------------------------------------------------
    
    The Queen's Gifts
    
    The first thing that you should do upon reaching Gardenbur is talk to the queen.
    She will give you the Final Key so that you can get Taloon out of jail.  She
    also tells you about the Zenithian Shield and says that you can have it.
    Finally, she suggests that you visit Rosaville.
    
    If you talk to the guard near the queen, she says that she was sure of your
    innocence from the look in your eyes.  I find this ironic, as you stole the Fire
    Claw from the basement, a Small Medal from the kitchen, and an Agility Seed from
    the queen's bedroom!
    
    Go down to the basement where the Zenithian Shield is and get it.  The hero can
    give his Dragon Shield to Ragnar.
    
    Go to the other basement and get Taloon out of jail.
    
    --------------------------------------------------------------------------------
    
    More Cleaning Up
    
    Before you leave Gardenbur, make sure to switch equipment around.
    
    The first thing that you should do is go to Endor and put the Magic Key in the
    vault.
    
    The next place that you should go is Lakanaba.  Tom's son has married the nurse,
    bought Taloon's house from Neta (She is a very efficient businesswoman!), and is
    working at the weapon shop where Taloon used to work.  Downstairs from the
    weapon shop are some treasure chests.  They contain an Ice Blade, a Strength
    Seed, and a Chain Sickle.  The hero can equip the Ice Blade and hand down the
    Sword of Lethargy to Ragnar.  You can sell Ragnar's old weapon and the Chain
    Sickle while you are here at a weapon shop.
    
    By now, you should have enough gold so that everyone (except the hero) who can
    equip the Metal Babble Armor has a set.  The cost of getting these for Cristo,
    Taloon, and Nara has been given twice before.  If Ragnar does not have Metal
    Babble Armor, he should have Dragon Mail, in which case you need 11100 gold to
    upgrade his armor.
    
    After that, if you do not have a Staff of Force already, you should get one.
    You can buy one in Surene or Stancia.  You only need one.  For now, Brey should
    carry it.  Upgrading from a Venomous Dagger costs 1938 gold.
    
    To summarize, this is the equipment that everyone should have at this point:
    
    Hero
    
    Ice Blade
    Zenithian Armor
    Zenithian Shield
    Zenithian Helm
    
    Ragnar
    
    Sword of Lethargy
    Metal Babble Armor
    Dragon Shield
    Iron Mask
    
    Alena
    
    Stilleto Earrings
    Pink Leotard
    (no shield)
    Golden Barrette
    
    Cristo
    
    Sword of Miracles
    Metal Babble Armor
    Metal Babble Shield
    Iron Helmet
    
    Nara
    
    Magma Staff
    Metal Babble Armor
    Metal Babble Shield
    Golden Barrette
    
    Taloon
    
    Sword of Malice
    Metal Babble Armor
    Iron Shield
    Iron Helmet
    
    Mara
    
    Venomous Dagger (or Poison Needle if you prefer it)
    Pink Leotard
    Metal Babble Shield
    Hat of Happiness
    
    Brey
    
    Staff of Force
    Robe of Serenity
    Metal Babble Shield
    Hat of Happiness
    
    There are three more towns you should go to: Branca, Konenber, and Haville.
    
    In Branca on the west side of the first floor of the castle, there is a treasure
    room.  The plunder here consists of a measly 120 gold, a set of Mystic Acorns,
    and a Small Medal.
    
    In Konenber upstairs from the inn is a treasure chest.  It contains the Sword of
    Decimation.  Only Ragnar and Taloon can equip it, but they should not do so, as
    it is cursed.  Instead, let the hero carry it.  If you use it during battle, it
    has the effect of Defence.  Funnily enough, if you come here at night, the fire
    appears and still insists that your ship will sink if you try to leave.  He is
    behind the times.
    
    In Haville, go to the prison.  The jars in the west most and east most cells
    contain Small Medals.
    
    After walking out of Haville, get in the ship and head straight north.  Slightly
    to the east will be an island with some brown hills on it.  Go to the center of
    this island.  There will be an old man and a Linguar-like creature there.  The
    old man will tell you that the ruler of evil used to live somewhere near here.
    One of the jars in this house contains a Small Medal.
    
    --------------------------------------------------------------------------------
    
    Cascade Cave
    
    Your next stop should be Seaside Village.  You cannot Return there, but it is
    not too far north of Aktemto.  While you are here, you may want to talk to the
    people here.  They will tell you about the Stone of Drought, the Sandglass of
    Regression, and the Metal Babble Sword.  The last two items are hidden in the
    Cascade Cave, and you need the Stone of Drought to progress far enough into the
    cave and get these items.
    
    The location of the Stone of Drought is easy to see at night.  If it is not
    night, Brey can use Day-Night.  Just east of the inn, you should see a square of
    sand that is not underwater.  This is where the Stone of Drought is.  Remember
    where that square is.  Have Brey cast Day-Night again, and search on that
    square.
    
    Now that you have the Stone of Drought, you are ready for the Cascade Cave.  The
    easiest way to get there is to Return to Santeem, head west until you hit a
    large continent, follow the coastline south until it indents far to the west,
    and get out.
    
    The enemies in this area are:
    
    Phantom Knight (only when summoned by Skullknight)
    Tyranosaur
    Skullknight
    Beleth (rarely)
    Hambalba
    Chillanodon
    
    After disembarking, head northwest.  You should see a lake.  Go south of the
    lake.  You will eventually see a cave whose entrance juts into the lake.  This
    is Cascade Cave.
    
    I generally take the hero, Ragnar, Nara, and Brey into this cave since they
    normally have the lowest level and Nara's and Brey's spells are effective in the
    cave.  If this is the choice that you want to go with, make sure that Ragnar
    borrows the Sword of Miracles and that Nara and Brey both have Hats of
    Happiness.
    
    The hero should carry the Sword of Decimation.  Other items that you will need
    are the Stone of Drought, the Final Key, and the Sphere of Silence.
    
    The enemies in the first two levels of the cave are:
    
    Doolsnake
    Tentagor (rarely)
    Hemasword
    Minidemon
    Balakooda
    Maelstrom
    
    Doolsnakes can cast Stopspell.  They are pretty wimpy enemies at this point of
    the game.  Doolsnakes are indigenous to Cascade Cave.
    
    Tentagors can attack twice.  They have a lot of HP.  Those are their only
    special features.  Tentagors are indigenous to Cascade Cave.
    
    Hemaswords can cast Robmagic and Upper.  They can also deliver terrible blows.
    They are somewhat resistant to fire spells and ice spells.
    
    Minidemons can cast Blazemore and can emit freezing winds.  They are somewhat
    vulnerable to fire spells, but are very vulnerable to ice spells and vacuum
    spells.
    
    Balakoodas can cast Blazemore and Increase.  They are somewhat vulnerable to
    fire spells and vacuum spells, but are very vulnerable to ice spells.  If
    necessary, use the Sword of Decimation to lower enemies' defense power if it has
    gotten too high from multiple Increases.  Balakoodas are indigenous to Cascade
    Cave.
    
    Maelstroms can cast Snowstorm.  They have a relatively high defense power.  They
    are impervious to ice spells, but are quite vulnerable to most other spells.
    Maelstroms are indigenous to Cascade Cave.
    
    I find it odd that most of the enemies down here are more vulnerable to ice
    spells than fire spells despite the fact that the climate in this cave is cold.
    This also means that using the hero's Ice Blade as an item is often a good idea.
    
    If Nara gets injured during a battle, she should always use Heal or Healmore
    afterwards so that she is at her maximum HP.  She can afford to be pretty
    liberal with her Heal and Healmore spells since she has a Hat of Happiness.  It
    is crucial that Nara not die as only she can both use healing spells and
    replenish her MP.
    
    The first floor of this cave is straightforward.  Use the Stone of Drought on
    the discolored portion of the waterfall.  A passage will appear.  Go into it.
    The treasure chest here contains the Sandglass of Regression.  The hero should
    carry this.  Be sure to use it if a battle goes ill.
    
    On the second floor, at the first fork, head west.  At the second fork, head
    north.  You will come to a treasure chest that contains a Small Medal.  After
    getting this, you need to get to the west most part of the floor.  From there,
    head north and follow the path until you reach a set of stairs.
    
    The enemies in the last two levels of the cave are:
    
    Doolsnake
    Tentagor
    Hemasword
    Minidemon
    Balakooda
    Raygarth
    Maelstrom
    
    Raygarths can emit scorching breath, causing paralysis.  They generally travel
    in groups of three.  Raygarths are indigenous to Cascade Cave.
    
    If you go straight south, you will come to a treasure chest that contains the
    Mask of Corruption.  This may not be worth the effort to get.  Head east at the
    first fork instead.  At the next fork, head south to get to a treasure chest
    containing 1040 gold.  Get this and go back north.  At the next fork, going
    south is a dead end.  Head east instead.  You should be at the east most part of
    the floor.  From there, head south and follow the path until you reach a set of
    stairs.
    
    The fourth floor is straightforward.  The treasure chest here contains the Metal
    Babble Sword.  It is not far southwest of the stairs.
    
    Upon leaving the cave, be sure to switch the equipment back.
    
    Now that Nara has the Metal Babble Sword, she can give the Magma Staff to Brey,
    who can give the Staff of Force to Mara.  This means that you can sell Mara's
    old weapon.
    
    You can now stick the Stone of Drought in the vault, as you will never need it
    again.  Even if you choose to come back to Cascade Cave, the passage through the
    waterfall will still be open.
    
    --------------------------------------------------------------------------------
    
    Royal Crypt
    
    The Slime in Rosaville suggested that you visit the Royal Crypt.  Now is a good
    time to do so.
    
    I usually take the hero, Ragnar, Cristo, and Nara into the crypt.  Depending on
    levels, Alena might be a good alternative to Ragnar.  Also, if Brey's or Mara's
    level is lower than Cristo's or Nara's at this point, consider taking Brey or
    Mara instead of one of the healers.  On the other hand, Cristo's spells
    Stopspell and Defeat come in handy, as does Nara's Numboff.  Also, with the
    hero, Cristo, and Nara going into the crypt, you should have no problem making
    sure that everyone's HP is sufficiently high.  The downside is that the hero may
    have to cast Outside, but you will only need to do this in dire circumstances.
    
    The Royal Crypt is on the southern edge of a peninsula that juts out to the
    south and slightly to the west of Endor.  It is fortunate that the crypt is also
    not far from Branca, as you can stay at Grandpa's House and sail to the crypt
    from there.
    
    In any event, make sure that the hero has the Sword of Lethargy equipped (if
    Ragnar is going down, switch weapons with him so that he is carrying the Ice
    Blade), and make sure that someone else has the Metal Babble Sword equipped.
    Also, make sure that the hero is carrying the Sphere of Silence.  Finally, make
    sure to switch out helmets so that your two spellcasters (excluding the hero)
    who are going into the cave have Hats of Happiness equipped.  This is a loss of
    one defense point for Cristo, but the effects of the Hat of Happiness far
    outweigh this minor loss of defense.
    
    The enemies in the crypt are:
    
    Hemasword
    Tyranobat
    Bebanbar
    Hambalba
    Dragonit
    Metal Babble
    
    Tyranobats can give hideous, shrieking roars.  They are indigenous to the Royal
    Crypt.
    
    Bebanbars can cast Firebane and Robmagic.  They start battles with only enough
    MP to cast Firebane once.  They can also emit gales of sweet breath.  They can
    attack twice per round.  (Generally, if, during their first attack, they try to
    cast Firebane and do not have enough MP for it, they will not be able to attack
    again that round.)
    
    Hambalbas are the reason that Nara's Numboff comes in handy.
    
    Cristo's Defeat seems to work rather frequently on multiple Dragonits.
    
    When Metal Babbles attack, be sure to set the tactics to Use No MP.  You want
    Cristo and Nara (especially Nara, since she should be carrying the Metal Babble
    Sword, which is guaranteed to hit them for 2 HP) to use their weapons to attack.
    If someone else besides the hero is carrying the Sphere of Silence, they may try
    to use it when you encounter multiple Metal Babbles.  This is why I usually have
    the hero carry it.  If Ragnar has the Sword of Lethargy, he will use it as an
    item, which never works on Metal Babbles.  On the other hand, if a Metal Babble
    is hit for 1 HP with a Sword of Lethargy, it may fall asleep, which has the
    benefit of preventing it from running away for at least one round!
    
    The first floor is straightforward.  Moreover, during battles here, everyone
    (including the people in the wagon) earns experience.  None of the people
    outside of the wagon need to carry the Final Key.
    
    Upon entering the second floor, you should see the treasure chest that contains
    the Staff of Transform.  This will be the last treasure chest that you can
    access in the crypt though.  Head straight north to the movement tiles.
    
    People who have Hats of Happiness equipped love long sequences of movement
    tiles, as going on these enables them to get back lots of MP!  On the other
    hand, the logic behind putting movement tiles in a crypt beats me.  Anyways,
    after going on the set of movement tiles, you should see a set of stairs.  Go
    down these.
    
    On first entering the third floor, the shortest path to the fourth floor is to
    step on the southern set of movement tiles and go down the stairs.
    
    On first entering the fourth floor, you will eventually be forced to step on the
    long sequence of movement tiles, so you may as well do so right away.  The
    treasure chest that you see immediately after the movement tiles contains the
    Staff of Antimagic.  Just like the Sphere of Silence, the hero should carry
    this.
    
    From the treasure chest containing the Staff of Antimagic, head west.  You will
    eventually be forced to go south.  At the first fork, head east.  Follow the
    path while avoiding the movement tiles.  You will come to a treasure chest
    containing a Small Medal.  Head back to the fork and head south.  You will
    eventually be forced to head east past the stairs that you came down, then
    forced to head north.  At the next fork, take the one on the right.  Go up the
    stairs here.
    
    Upon reaching the third floor again, follow the path.  At the first fork, going
    north leads to a healing tile that can only be used once per visit to the Royal
    Crypt.  Use it if necessary.  Head south.  Be sure to go around the movement
    tiles and keep heading south.  Eventually, you will be forced to go southwest.
    Go up the stairs at the end of this path.
    
    After going up the stairs, you will be at the stairs that you saw while going
    along the first set of movement tiles.  Go on the path, being extra careful not
    to step on the movement tiles, as you will have to go through the third and
    fourth floors again otherwise!  You will be forced to go slightly north, then
    west for a long way, then south for a long way, then east.  After heading east,
    you will see some movement tiles.  Do not go on these, as they will take you
    away from the Staff of Transform, and you will have to go through the entire
    Royal Crypt again!  Instead, head as far south as possible, then head east.  At
    the northeast corner of this last room is the treasure chest containing the
    Staff of Transform.
    
    You could use Outside to get out of here, but since you are so near the
    entrance, you may as well walk out.  Go on the set of movement tiles so that you
    can reach the stairs.
    
    After coming out of the Royal Crypt, be sure to switch equipment back to normal.
    
    If you followed my recommendations for Small Medals, you should have six right
    now (one from Branca, two from Haville, one from the island with the old man,
    one from Cascade Cave, and one from the Royal Crypt).  Visit the king and get a
    Sword of Miracles for Taloon.  After that, you can finally get rid of his Sword
    of Malice that he has had since near the beginning of Chapter Three!
    
    --------------------------------------------------------------------------------
    
    Colossus
    
    Now that you have the Staff of Transform, you have to get to Dire Palace to
    activate a trigger.  In order to get there, you have to go on the statue called
    Colossus.  To get there, Return to Riverton, get in the ship, and head south to
    the source of the river.  You will have to disembark here.  The shrine of
    Colossus is not far south of here.
    
    You may encounter enemies on land during this short trek.  The enemies on this
    island are:
    
    Mighty Healer
    Chaos Hopper
    Karon
    Maskan
    Minidemon
    Podokesaur (only when summoned by Ryvern)
    Leaonar
    Ryvern
    Necrodain
    Dragon Rider
    Rhinoband
    
    Mighty Healers have about double the HP of Curers, but because they can only
    cast Healmore, they are easier to deal with than Curers are.
    
    Chaos Hoppers, as their name indicates, can cast Chaos.  They always attack
    twice.  On the other hand, their attack is pathetic, their defense is low, and
    they often assess the situation.  If a member of your party is affected by
    Chaos, you may want to consider running away or, if the wagon is available,
    switching that person for someone else.
    
    Leaonars always attack twice each round.  They can build up strength.
    
    Ryverns can summon Podokesaurs.  They can also poison via their regular attack.
    They are incredibly resistant to most spells.  The spells that have the best
    chance of hitting Ryverns are ice spells and vacuum spells.
    
    Rhinobands are easily the most difficult enemy in this area.  They can cast
    Upper and Defence, and they have a lot of HP and MP.  They usually attack twice
    each round.
    
    You should take the hero, a non-spellcaster, a healer, and a wizard into
    Colossus.  Alena has an edge over Ragnar and Taloon because of her agility,
    making her able to use a Sphere of Silence or Staff of Antimagic early on in a
    battle.  This ability comes in most handy in Colossus.
    
    Among the healers, Cristo has the desirable abilities of casting Antidote and
    Stopspell, but Nara can cast Numboff.  (There are enemies in Colossus who can
    cause members of your party to become poisoned and/or paralyzed, but paralysis
    is a much more annoying condition than poison at this stage.)  Also, Nara is
    probably at a lower level than Cristo right now.
    
    Either of the wizards, Mara and Brey, is a good choice.  Bring the one whose
    level is lowest.
    
    Make sure to trade out equipment so that the wizard has the Magma Staff equipped
    and the healer and wizard have Hats of Happiness equipped.  If you are not
    bringing both Cristo and Taloon, the hero (and Ragnar if you choose to bring
    him) can use a Sword of Miracles.
    
    As mentioned, you will want both the Sphere of Silence and the Staff of
    Antimagic.  The wizard should carry one of these.  If Alena is coming, she
    should get the other one.  Otherwise, give it to the hero.
    
    You do not need to take the Final Key or the Staff of Transform in here.
    
    There is a shaman near the entrance to Colossus.  He will tell you that the
    great ones carry teardrops in their hands.  This is actually a prophecy: 
    Colossus is the great one, and the members of your party are the teardrops!  If
    you do not get what I am talking about, you soon will.  Anyways, you can now
    head to Colossus.
    
    There are no enemies along the ladder leading to Colossus.  In case you need to
    know, Outside does not work while you are in Colossus.
    
    The enemies throughout most of Colossus are:
    
    Karon
    Minidemon
    Jumbat
    Bebanbar
    Leaonar
    Rhinoband
    Blizag
    
    Jumbats can cast Sleep and can deliver terrible blows.  They are indigenous to
    Colossus.
    
    Blizags are one of the few enemies that do not have a regular attack.  They can
    emit freezing winds, and they can cast Beat and Defeat.  The fact that they can
    (and often do) cast these two spells makes them, in my opinion, one of the most
    fearful enemies in the game.  Fortunately, they are very easy to kill via
    regular attacks.  (They are resistant to most spells.)  If you choose to have
    the hero use the Zenithian Shield or you have Cristo with you, you may discover
    that Blizags cannot take a dose of their own medicine.  Fortunately, Blizags are
    indigenous to Colossus.
    
    Because of Jumbats and Bebanbars, the hero's spell Awake may come in handy.
    
    Upon entering Colossus, heading straight north takes you to a set of stairs
    leading to the basement.  Further north on the other side of the wall is a
    treasure chest containing a Small Medal.  You can and should nab this Small
    Medal before heading downstairs.
    
    In the basement, if you head west, you will come to a large room, which
    corresponds to the right foot of Colossus.  At the southeast corner of this room
    is a treasure chest containing 640 gold.  The stairs that you need to go up are
    near the northeast corner of this floor.
    
    Now that you are back on the first floor, head northwest to reach the stairs to
    the second floor.
    
    Follow the path through the rooms on the second floor.  At the first fork,
    heading west is a dead end.  Go east.  At the next fork, heading east and
    following the path leads to a treasure chest containing an Agility Seed.  Head
    back to the most recent fork, head south, and follow the path to the next set of
    stairs.
    
    On the third floor, there is a big room with many doorways.  Most of the paths
    in here are dead ends.  Ignore the room for now and head for the southeast
    corner of the floor, which is east of where you start on this floor.  Take the
    stairs near there.
    
    There are not many places that you can go on the fourth floor.  There is an exit
    to the south.  Once you take this, you will be on the Colossus' left hand.
    There is a treasure chest here that contains the Demon Hammer.  After getting
    this, go back down to the third floor.
    
    From the southeast corner of the third floor, head north, then slightly west.
    This is where you need to enter the middle room.  From here on in Colossus, you
    may encounter Dragon Riders and Snowjives.  Once you have entered the middle
    room on the third floor, head west.  The stairs to the fourth floor are near the
    north wall.
    
    The enemies in the remainder of Colossus are:
    
    Karon (rarely)
    Fury Face
    Podokesaur
    Necrodain
    Dragon Rider
    Rhinoband (rarely)
    Snowjive
    Blizag
    
    On this section of the fourth floor, head south.  You will see a staircase
    surrounded by a pink floor.  Head towards these.  You may see a treasure chest
    to the north of these stairs.  Do not open it, as it is a Mimic.
    
    On the fifth floor, all you can do (besides going back, which I do not
    recommend) is jump out of one of the two holes.  You want to jump out the one on
    the left, which is furthest from where you start on this floor.
    
    Once you jump off, you will notice that you fall out of Colossus' right eye and
    land on its right hand.  The prophecy has been fulfilled!
    
    The remainder of Colossus is very straightforward.  Once you are on Colossus'
    right hand, you have no choice but to head into the doorway to the north.
    Follow the path to the stairway to the fifth floor.  You should end up in a tiny
    room.  The stairs leading to the sixth floor are not very far away.
    
    There are no enemies on the sixth floor.  If you like (I always do this unless
    Cristo is not present and someone is poisoned), you can have your healer heal
    everyone so that everyone is at their maximum HP, then walk around so that your
    healer and wizard get back up their maximum MP.  You should notice some levers
    in the tiny room against the southern wall.  As you walk up to these, the game
    will ask you if you want to pull the lever.  You should say "Yes".  Colossus
    will then walk across the lake.  (One oddity of the game is that members of your
    party who are poisoned will lose HP as Colossus walks.)  From here, the only way
    out is to jump out of one of Colossus' ears.
    
    After jumping out, immediately go back into the shrine on this side of the lake.
    You will notice a travel door.  If you go in this, you will end up at the same
    travel door, but with the difference that the wagon will be with you!
    
    --------------------------------------------------------------------------------
    
    Dire Palace
    
    After coming back out of the shrine, head slightly east, then follow the brown
    hills north.  Once the brown hills end, there should be a narrow passage through
    the mountains to the east.  Go through it.  Dire Palace is not too far southeast
    of here.
    
    In Dire Palace, if you talk to the monsters here while you do not look like
    monsters yourselves, they will attack you.  Following is what enemy each
    creature corresponds to:
    
       appearance   |   enemy
    ----------------------------
         tiger      |  Bengal
    orange and brown|  Leaonar
         knight     | Rhinoband
        skeleton    | Necrodain
         devil      | Minidemon
      purple witch  | Impostor
    
    The only one of these that you have had no chance of encountering yet is
    Impostor.  They know the spell Transform.  During the first round of battle,
    they either assess the situation or use Transform.  Whenever they leave a
    treasure chest behind, it always contains a virtually worthless Mirror of Ra.  I
    generally battle Impostors here since defeating one by itself is very easy and
    they yield quite a bit of gold and experience.
    
    The first order of business is to collect all of the loot here.  First, go down
    into the basement.  (The stairs are up and to the left of the castle entrance.)
    Down here is a kitchen.  One of the jars here contains a Small Medal.  Next, go
    back up to the first floor, then head to the right and go up the stairs.  On the
    second floor, go down the stairs near the northwest corner of the throne room.
    You will end up in a dark hallway.  When you come out, head west.  There will be
    one point where it looks like you will exit Dire Palace, but you will not.  Head
    north along the grass, then go downstairs.  In this basement are four treasure
    chests.  The bottom two are Mimics.  The top ones contain Aeolus' Shield and a
    Small Medal.  After getting these, go back to the dark hallway and from there up
    to the throne room.  Head south along the hallway next to the throne room.
    There will be a place where you can jump off.  After doing so, you will need to
    get on the other side of the pain tiles, so Stepguard is appropriate.  On the
    east side is a set of stairs going down.  Search in front of the tombstone, and
    you will find a set of Lifeforce Nuts.
    
    Now to talk to the monsters here.  Unless you want to battle them, you need to
    look like monsters.  You may need to use the Staff of Transform multiple times
    before assuming an acceptable monster form.
    
    The devil on the first floor of the castle tells you that people used to fly
    around in hot air balloons.  The knight on the first floor tells you about a
    meeting that Necrosaro is holding.  Surprise surprise, you are able to spy on
    this meeting.  The meeting will take place in the room furthest southwest on the
    second floor.  In fact, you must attend this meeting in order to trigger an
    event.  Once Necrosaro appears, he mentions that Esturk, the ruler of evil, has
    been found in Aktemto!  He orders the monsters to go to Aktemto, then leaves by
    chanting Return.
    
    At this point, there are new monsters in the basement, and there is an extra
    monster in the room on the second floor that you have not been to yet.
    
    First, go to the basement.  The monsters here have slightly humorous things to
    say.  Also, there is a slightly macabre tone here.  Human stew is being served,
    and there are three humans imprisoned in cells further to the east.  The most
    macabre thing of all is that the humans make no effort to run away if you open
    their cells.  What they say to you depends on whether you look like a human or
    not.  There is an escape route.  If you follow it, you will emerge near the
    castle entrance.  There is a man just standing there.  Why a man would just be
    standing just outside of a castle filled with monsters bewilders me.  Anyways,
    he is there in case you have not gotten the Staff of Transform yet.  He may
    suggest that you get it.
    
    Now to go back to the kitchen.  There are some stairs going up.  The room you
    come to is empty, but you can go upstairs again to reach a room with two
    monsters in it.  One of them will tell you about a celestial master who
    imprisoned Esturk deep underground.  Another reveals part of a dream that the
    king of Santeem had.  From his dream, he realized that men would cause Esturk to
    be discovered and come back to life, and he tried to stop the excavation at
    Aktemto.  The monster suggests that this is why the evil force came and took
    over the castle.
    
    Unless you want to battle some more monsters in Dire Palace, there is nothing
    more to do here.
    
    --------------------------------------------------------------------------------
    
    Lightning and Blazemost
    
    Fortunately, the monsters are pretty dumb and will not get to Esturk before you,
    no matter what you do.  To make the battle against Esturk easier, you may as
    well build up your characters' levels.  The best place to do this is on the top
    floor of the Royal Crypt, as Metal Babbles appear here more frequently than
    anywhere else you can go right now.  (Recall that everyone earns experience for
    battles that take place on the top floor of the Royal Crypt.)  If Mara has not
    yet learned BeDragon, you want the hero, Ragnar, Alena, and Taloon in here.
    Have Cristo lend the hero his Sword of Miracles, and have the hero carry the
    Sword of Lethargy.  In battle with Metal Babbles, the hero can equip the Sword
    of Lethargy during battle and attack with it in hopes of putting one to sleep.
    Nara should lend the Metal Babble Sword to Ragnar.  It is a bad idea to give the
    Metal Babble Sword to Taloon, as he may not attack with it due to his battle
    antics.  Once Mara learns BeDragon, you will want to take her into the Royal
    Crypt to battle.  (Brey should lend her the Magma Staff.)  Of course, with Mara
    coming out, you will have to put one person back in.  The best options are
    Ragnar and Taloon.  If you choose to keep Taloon out and put Ragnar back in the
    wagon, make sure to give the hero the Metal Babble Sword, as he can use it
    instead of the Sword of Lethargy to hit Metal Babbles.  Now, whenever you battle
    a group of Metal Babbles, Mara will use BeDragon and emit violent blazes, which
    will hit each Metal Babble for 1 HP.
    
    As the title of this section indicates, you want to build up enough experience
    until the hero has learned Lightning and Mara has learned Blazemost.  With these
    two spells in your arsenal, Esturk is actually laughably easy to defeat.
    
    --------------------------------------------------------------------------------
    
    Aktemto
    
    I recommend taking the hero, Cristo, and Mara to the battle against Esturk.
    Whether Ragnar or Alena should accompany these three is up to you.  Make sure to
    switch out equipment appropriately.  Most importantly, no one who is going into
    Aktemto should carry the Sword of Lethargy.
    
    The enemies in the first part of the cave are the same as in Chapter Four.  They
    will be easy to kill.  You need to head for the third floor where you found the
    Gunpowder Jar.  See Chapter Four for more details.
    
    The enemies in the remaining portion are:
    
    Mighty Healer
    Chaos Hopper
    Maskan
    Podokesaur
    Ryvern
    Necrodain
    Eigerhorn
    Dragon Rider
    
    Mighty Healers are the only new enemy here.  They can cast Healusall.  They are
    the only type of enemy that can cast this spell.  Mighty Healers are indigenous
    to this area.
    
    Feel free to be liberal with MP, even the hero's, as there is a healing tile
    that you will pass by.
    
    Head north from the ladder.  At the first fork, head west and go around the
    lake.  The tiger near the lake will not attack you if you talk to him while
    looking like humans.  He tells you that he is lost.  At the next fork, head
    east.  You should see a devil there.  He will tell you that he is trying to find
    Esturk.  Head north, then east to the ladder downstairs.
    
    Upon entering the fourth floor, head northeast.  At the first fork, if you head
    east and search at the square that is furthest east, you will find a Small
    Medal.  To get to Esturk, head west.  From here, head north for the most part.
    (You will be forced to go east at times.)  Once you go through the passageway
    past the miner, Outside will not work.
    
    Once you go through the passageway, the cave opens up greatly.  The tiny
    building near here has no enemies in it and has a healing tile in it.  You can
    use the tile once per time you enter the building.  If you have a battle in
    which members of your party lose a lot of HP or MP and you are still close to
    this building, you may as well go back and replenish again.  You may want to set
    the tactics to Save MP after passing up this building.
    
    Esturk's Lair is far east of here.  The entrance is on the south side.  Upon
    entering, you will be in the courtyard.  There is not much here.  Head north
    into the main part of the building.
    
    There are tons of treasure chests in the rooms coming off of the hallway.  I
    like to pass these ones up for now so that I have to come back down here again
    (bringing Nara and Brey instead in an attempt to build up their experience).
    The treasure chest closest to the entrance contains a Small Medal.  The one in
    the room just west of this is a Mimic.  You will see some stairs in the room
    west of the Mimic, but you cannot get there right now because of the wall.
    These are the stairs that you are shooting for.  In the room next to this, there
    is a treasure chest containing 2480 gold.  The two treasure chests in the other
    room contain a Strength Seed and an Agility Seed.  The stairs that you must take
    are south of here.
    
    On the second level of Esturk's Lair, you have to head north, then east.  The
    set of stairs going up here is a dead end.  Go south instead and take the stairs
    going down.
    
    In this part of the first floor, there is a room with two treasure chests.  The
    one on the left contains a Small Medal.  I open that one on the way back from
    defeating Esturk.  The one on the right is a Mimic.  A skeleton is guarding
    another treasure chest.  He will not leave until Esturk is defeated.  From this
    area, you want to head northwest.  You should come to a narrow hallway.  After
    going down the hall, you will eventually come to the stairs that you saw the
    first time you came in from the courtyard.
    
    The portion of the second floor is tiny and straightforward.  Head upstairs to
    the third floor.
    
    On the third floor, you will notice a knight and two tigers who prevent further
    progress.  You have to talk to them.  They tell you that Esturk is reviving and
    ask you to leave.  You must say "No", in which case they will battle you.  Even
    though three monsters are shown, you only have to battle two monsters.  They are
    a Rhinoking and a Bengal.
    
    Rhinokings know the spell Bounce, and they can attack twice in a round.  They
    are very strong and have about 200 HP.
    
    Due to Bengal's Stopspell and Rhinoking's Bounce, using magic in this battle is
    not a good idea.  Besides, you want to save your MP for Esturk.  By the time the
    hero attacks, the Bengal will probably have been killed, so have him attack the
    Rhinoking.
    
    After defeating these monsters, an easy matter, Esturk is not too far north.
    You may notice that he is not moving.  As you step up to him, the battle begins.
    
    The battle here is completely different than most others.  First of all, the
    battle music is totally different.  It sounds more like impending doom.  Also,
    to make room for Esturk, the last line of everyone's battle information, which
    contains the person's level or battle condition (poisoned, etc.), is chopped
    off.
    
    Esturk starts the battle asleep.  He might not wake up before the battle is
    over!  Between Lightning, Blazemost, and other attacks, Esturk will lose about
    500 HP per round.  The battle should be over after two or three rounds!
    
    In case you are curious, Esturk behaves in the following manner:  When he is
    asleep, he emits lights that hit everyone for about 60 HP.  When he is awake, he
    always attacks twice.  He can emit blizzards, and he can take a deep breath,
    causing his next attack to cause double the damage.  (This means that, if
    someone puts him to sleep right after he has taken a deep breath, the lights
    will cause double the normal damage!  This is why you do not want to bring
    either Nara or the Sword of Lethargy to the battle with Esturk.)  He can also
    emit freezing waves, after which the effects of spells such as Upper, Increase,
    Transform, and BeDragon wear off.  Although his attacks while he is awake are
    powerful, he is more harmless while awake in that, with the exception of
    emitting blizzards (which do not hurt nearly as badly as the lights he emits
    while asleep), he can only hurt at most two people per round.
    
    Once Esturk is destroyed and you turn to leave, Necrosaro and some monsters will
    approach on the floor with pain tiles.  He notices that Esturk is dead and
    wonders if you are the hero.  Another monster comes to deliver some bad news to
    Necrosaro:  Rosa has been kidnapped!  With that, Necrosaro and the monsters
    leave.
    
    In most games of this nature, once the ruler of evil is defeated, the game is
    over.  Such is clearly not the case here, as it is evident that you must defeat
    Necrosaro.
    
    You have to walk out of this portion of the mine.  (Enemies will still attack
    you.)  Be sure to get the treasure chests furthest away from the entrance: the
    one containing a Small Medal that is right next to the Mimic and the one that
    the skeleton was guarding.  This last treasure chest contains the Gas Canister.
    This proves that the man in Riverton was right.  Speaking of Riverton, you have
    to take the Gas Canister to the item shop there.
    
    After exiting Esturk's Lair, you can go into the small building to the healing
    tile if you want.  Not too far from here is the exit, taking you back to the
    main part of the mine.  In this area, Outside does work.
    
    If you have been following my recommendations for Small Medals, you should have
    five Small Medals.  This means that you have more than enough to get one last
    Hat of Happiness, which is for Nara.  I generally purchase Staffs of Punishment
    with all of the remaining Small Medals in the game.  Sometimes I sell them,
    sometimes I have people carry them around, but in any case, there is not much
    else you can do with the rest of the Small Medals.  If you wanted to, you could
    get a Hat of Happiness for Cristo and/or a Sword of Miracles for Ragnar, but I
    do not recommend these upgrades.  Cristo's Iron Helmet offers 1 point more
    defense than a Hat of Happiness, so it seems illogical to downgrade.  Also, as
    you will most likely not have Cristo, Nara, Mara, and Brey all out of the wagon
    simultaneously, Cristo can always borrow a Hat of Happiness if necessary.
    Ragnar will eventually get a Sword of Miracles, at which point a fourth Sword of
    Miracles is useless.
    
    --------------------------------------------------------------------------------
    
    Rosa's Fate
    
    Now that Rosa has been kidnapped, there are a few things that have changed.  To
    complete the game, you do not have to explore all of these things, but this, in
    my opinion, is one of the most compelling parts of the storyline.
    
    If you go back to Dire Palace and use the Staff of Transform as before, the
    monsters will tell you that no one has returned from Aktemto.  Some of them know
    that Rosa has been kidnapped.
    
    If you go to Rosaville, Rosa will no longer be in Saro's Tower.  (Duh!)  If you
    go into the secret chamber of Saro's Tower (you will need the Flute of
    Uncovering for this), you can go talk to the Slime.  Even if you did not defeat
    Saroknight, he will be gone.  If you chose not to battle Saroknight, you lost
    your opportunity to obtain the Sphere of Silence.  Anyways, the Slime will tell
    you that some humans abducted Rosa and took her towards Izmit.
    
    Izmit!  That is the place where you had that strange dream!  Now that Rosa has
    been kidnapped, the dream that you have at the inn has changed drastically.
    This is the only way to see what definitely happened to Rosa.
    
    In the dream, three men are deliberately injuring Rosa so that she will shed
    Ruby Teardrops.  Necrosaro comes and witnesses what the humans are doing.  He
    instantly kills off each of Rosa's attackers.  (They got what they deserved.)
    An injured and tearful Rosa begs Necrosaro to give up his obsession of
    destroying humans, then sadly, she passes away.  Necrosaro of course is
    devastated, but he does not heed Rosa's words.  He vows to wipe out the human
    race.  His anger and rage cause the entire screen to turn red and black.
    
    I like the parallels of the hero seeking to avenge Celia's death and Necrosaro
    seeking to avenge Rosa's death.  The big difference is that the hero carries
    this out in a reasonable way, only killing those who wish to do him harm.
    Necrosaro, on the other hand, chooses to take his anger out on those who have
    done him no harm.
    
    --------------------------------------------------------------------------------
    
    Hot Air Balloon
    
    To make any more progress, you have to take the Gas Canister to Riverton, more
    specifically, to the item shop just south of the weapon shop.  The shopkeeper
    will ask to look at the canister.  If you let him do so, he will ask to borrow
    it.  You need to do this.  He will ask you to come back later.  Go stay at
    Grandpa's house and come back.  The shopkeeper will give you back the Gas
    Canister, and he also gives you a hot air balloon.  If you talk to the
    shopkeeper again, he will tell you that he is happy that he can make and sell
    hot air balloons.
    
    To get to your hot air balloon, head south out of Riverton.  Your balloon is to
    the west.  To get into the balloon, step on the bottom part and press the A
    button.  To land, press A again.  You cannot land on water, mountains, swamps,
    caves, towns, castles, and those weird black things surrounded by water (for
    example, the things near Stancia that made it such a pain to get to).
    
    You no longer need the Gas Canister and the Flute of Uncovering.  Also, unless
    you want to have some fun talking to people in towns while looking like
    monsters, you do not need the Staff of Transform.  Put these in the vault.
    
    --------------------------------------------------------------------------------
    
    Loch Tower
    
    Now that you have a hot air balloon, you can finally access Loch Tower, which is
    the only place you have not cleaned out yet.  Take whoever you like into the
    tower, as it is laughably easy at this point.
    
    The loot in Loch Tower consists of:
    
    Luck Seed
    Scale Shield
    640 gold
    Strength Seed
    Wing of Wyvern
    
    For directions to these items, see the section on Loch Tower in Chapter One.
    
    --------------------------------------------------------------------------------
    
    Elfville
    
    Another place that you are not able to access until getting the hot air balloon
    is the place on the Treasure Map where the X is.  This is Elfville.  This is the
    next place that you should go.
    
    The enemies near Elfville are laughably easy also.  They are:
    
    Somnabeetle
    Vampdog
    Viceter
    Demonite
    Mage Toadstool
    Bisonhawk
    Infurnus Knight
    Metal Scorpion
    
    Upon entering Elfville, dead ahead is the World Tree, and slightly to the left
    is an inn.  Unlike other inns, this inn only restores the HP and MP of those who
    are outside the wagon.  It is also one of the most expensive inns in the game.
    
    To the left of the World Tree, people will tell you about the World Tree.  There
    are monsters in the World Tree, and you can take the leaves of the World Tree.
    It turns out that a Leaf of World Tree will revive a deceased member of your
    party, but your party can only have one at a time.
    
    To the right of the World Tree are some elves and a shop.  The elves will tell
    you that they hear someone calling from the World Tree.  The person is saying to
    come up in groups of three.  The shop has some unique items: the Shield of
    Strength and Water Flying Clothes.  You definitely should get a Shield of
    Strength for Taloon.  If you do not want to use the Dresses of Radiance later on
    in the game, you should get a set of Water Flying Clothes for either Mara or
    Brey.  Since you have not had to buy equipment since upgrading to Metal Babble
    Armor and/or a Staff of Force, you should have plenty of gold saved up.
    Moreover, this is the last time that you will need to buy equipment!
    
    There is nothing more to do here except to go into the World Tree.  I usually
    take the hero, Ragnar, and Cristo.  Cristo's spells Antidote, Stopspell, Defeat,
    Healall, and Healus come very much in handy!
    
    The enemies on the first two levels of the World Tree are:
    
    Chaos Hopper
    Podokesaur (only when summoned by Green Dragon)
    Red Cyclone
    Snowjive
    Green Dragon
    Eigerhorn
    
    Red Cyclones can cast Infermore and Infermost, but they have low HP (less than
    100) and are extremely susceptible to Defeat.  Red Cyclones are indigenous to
    the World Tree.
    
    Green Dragons can emit poison gas and can summon Podokesaurs.  They are quite
    susceptible to Defeat.  Green Dragons are indigenous to the World Tree.
    
    From the entrance into the World Tree, head northwest, go up the stairs, and
    follow the path.  You will eventually come to a branch.  If you search while
    standing on the green portion, you will get a Leaf of World Tree.  Only the hero
    will use this properly during battle, so he should carry it.  There is also a
    treasure chest on this branch.  It contains the Staff of Healing.  If you
    brought the people that I suggested, Ragnar should carry this, so that everyone
    has a way of healing others during battle.
    
    To make progress in the World Tree, you will need to go back towards the
    entrance.  From nearby the entrance, head east, then north to reach the ladder.
    
    On this part of the second floor, head east, then south.  Follow the path onto
    the branch and back inside the tree trunk.  There is a ladder nearby.
    
    The enemies on the top three levels of the World Tree are:
    
    Chaos Hopper
    Red Cyclone
    Ogre
    Snowjive
    Green Dragon
    Eigerhorn
    Infurnus Sentinel
    
    Ogres only have a regular attack, but they may inflict a terrible blow.  They
    are extremely susceptible to Sleep.
    
    Infurnus Sentinels can cast Blazemore and Fendspell.  They are also extremely
    susceptible to Sleep.
    
    Upon reaching the third floor, head northeast and go around the trunk clockwise.
    You will eventually reach a place where you can go back into the trunk.  This is
    where the next ladder is.
    
    On the fourth floor, go outside of the trunk and head counterclockwise.  At the
    first fork (about 10:00), go on the path that is furthest from the trunk.  At
    the second fork (about 6:00), stay near the trunk, heading northeast.  The
    ladder is on this branch towards the east.
    
    On the fifth floor, go one square north, head straight west to the edge, then
    head straight south.  Follow the branch to the center of the tree.  You need to
    talk to the person standing there.  This is Lucia, a Zenithian who was injured
    by monsters.  She cannot join your party unless there is room for her.  (She
    will not head out to the wagon like everyone else.)  You have to let her join
    your party, as she is standing in the way of the treasure chest that contains
    the Zenithian Sword.
    
    After Lucia joins your party, head southeast.  On this area of leaves, you will
    find the treasure chest containing the Zenithian Sword.  At this point in the
    game, the Zenithian Sword is a pretty wimpy weapon.  The hero should keep the
    Ice Blade equipped for now.
    
    If you have Taloon appraise the Zenithian Sword at this point in the game, he
    will be disappointed!
    
    After leaving the World Tree, I generally put the Treasure Map in the vault.
    You can keep it out though in case you are curious about other features of the
    map.
    
    --------------------------------------------------------------------------------
    
    Center Island
    
    When you acquired Lucia, she told you that, to access Zenithia, you have to go
    into the Zenithian Tower.  It is on what I like to call Center Island.  This
    island does not appear on the Treasure Map.
    
    Center Island is only accessible via balloon.  The island can be hard to find.
    Here are four easy ways to get to it:
    
    1.  From Konenber, head straight west.
    
    2.  From the Branca side of the Cave Between Endor and Branca, head straight
        south.
    
    3.  From the mouth of the river that Riverton is on, head straight north.
    
    4.  From the peninsula northeast of Haville, head straight east.
    
    Upon landing on Center Island, it expands.  This is the only spot that the
    balloon can land on this island.  To get around here, you have to walk.
    
    The enemies on Center Island are:
    
    Ogre
    Ferocial
    Noctabat
    Rhinoking (rarely)
    Infurnus Sentinel
    Wilymage
    King Metal
    
    Ferocials always attack twice.  They can give hideous, shrieking roars.
    
    Noctabats can emit gales of sweet breath.  They can also emit eerie mists, which
    nullify spells.
    
    Wilymages can cast Firevolt, emit gales of scorching breath, and use Leaves of
    World Tree.  Unlike your party, Wilymages can carry many Leaves of World Tree.
    Wilymages generally travel in pairs, which can be annoying.
    
    King Metals can cast Firebane.  They yield the most experience when defeated.
    Hopefully, someone lands a terrific blow before it runs away.  If King Metals
    leave a treasure chest behind, it will contain a Metal Babble Helm!
    
    --------------------------------------------------------------------------------
    
    Gottside
    
    The only city on Center Island is Gottside.  It is northeast of where the
    balloon lands.
    
    Gottside is the only city in which day and night both occur, yet most people do
    not say anything different regardless of the time.  (Only the innkeeper's and
    shaman's speeches are slightly modified.)
    
    Upon entering the town, the House of Healing is to the north, and the inn is
    slightly to the southwest.  To the north of the House of Healing are some stairs
    going down.  Down here in one of the chests of drawers is a Small Medal.
    
    There is not much else of note here in Gottside.  A man near the entrance will
    inform you that Gottside is the closest town to Zenithia, but that the cave just
    to the west of town is suspicious.  Some people will tell you about the prophecy
    of Esturk's demise.  Others will tell you that there is not a similar prophecy
    about Necrosaro, who they consider to be the next Esturk.  Finally, there is a
    Zenithian who orders the hero to go see Master Dragon.
    
    --------------------------------------------------------------------------------
    
    Shrine of the Baron's Horn
    
    Before heading to Zenithia, you may as well go to the Shrine of the Baron's
    Horn.  It is in the desert which is southeast of Gottside.
    
    There are no enemies in this shrine, but Outside does not work in here.
    
    From the entrance, head straight and fall down the hole.  On the next floor,
    head south and go downstairs.  This leads to a room with a treasure chest
    containing the Baron's Horn.  This item is useful for recovering the wagon at a
    later point in the game.
    
    There is also a Dress of Radiance hidden in this shrine.  To get it, go back
    upstairs, go north, and jump down the hole.  From here, take the elevator.  You
    should end up back on the first floor.  This time, take the stairs.  This part
    of the second floor is straightforward.  On the third floor, you should notice
    that, where the elevator was, there are stairs leading down.  If you go down
    these and head north, you will come to a treasure chest containing a Dress of
    Radiance.  If you want to use Dresses of Radiance, let Alena have this one.
    
    --------------------------------------------------------------------------------
    
    Zenithian Tower
    
    In order to get to Zenithia, you must enter Zenithian Tower.  It is to the south
    and slightly to the west of Gottside.  In order for your party to be able to
    enter the tower, the hero must be in the party, and he must have all of the
    Zenithian equipment equipped.  The hero can and should carry another weapon
    besides the currently pathetic Zenithian Sword since, as soon as your party
    enters the tower, the hero can equip anything he wants.  It is somewhat
    pointless to bring Lucia into the tower.  The only other recommendation that I
    have is that you bring a nonspellcaster, a healer, and a wizard.  Be advised
    though that people with HP lower than 150 may have trouble staying alive in this
    tower.  Also, you should be aware that some enemies in this tower can paralyze
    via their regular attack.
    
    I always clear out all the treasure chests in Zenithian Tower as I go through
    it.  The main reason for this is so that I do not have to come back to clean up.
    Most of the treasure chests are not too far out of the way from the path
    through.
    
    Enemies only dwell inside of the tower.  If you are walking in a part of the
    tower that is exposed from above, you will not encounter any enemies.  For this
    reason, feel free to have the people with Hats of Happiness equipped be liberal
    with MP.
    
    The enemies in the lower levels of Zenithian Tower are:
    
    Ferocial
    Noctabat
    Beastan
    
    Beastans can deliver terrible blows relatively often.  For this reason, it is
    important to kill them as soon as possible.  Beastans are indigenous to
    Zenithian Tower.
    
    If you go left upon entering Zenithian Tower, you will encounter several dead
    ends, and you may stumble upon a treasure chest containing a Magic Potion.  To
    get to the main part of the tower, head right upon entering.
    
    After going up the stairs to the right of the entrance, you will be in an
    enemy-free zone.  The door that is closest to these stairs leads to a room that
    has a treasure chest containing Mystic Acorns.  After getting these, head back
    out, climb up the ladders, and go through the door here.
    
    In this room, the stairs directly to the east lead to a dead end, the stairs
    directly to the west lead to a treasure chest containing a Small Medal, and the
    stairs to the far north lead to the main part of the tower.
    
    After emerging into enemy-free zone again, you will come to a doorway.  This is
    a taunting dead end, as you will be able to see the last large room in the tower
    from the end of it.  Go down the stairs instead.
    
    The enemies in this section of Zenithian Tower are:
    
    Rogue Wisper (only when summoned by Master Necrodain)
    Ferocial
    Noctabat
    Flamadogs (rarely)
    Pit Viper
    Beastan
    Master Necrodain (rarely)
    
    Flamadogs can emit scorching gas.
    
    Pit Vipers are often on guard, and their attack can cause paralysis.  Pit Vipers
    are indigenous to Zenithian Tower.
    
    Master Necrodains can cast Defeat, and they can summon Rogue Wispers.  Feel free
    to laugh hysterically when Master Necrodains summon wimpy Rogue Wispers.  Master
    Necrodains are indigenous to Zenithian Tower.
    
    After heading downstairs, you will be in a room with a narrow pathway.  If you
    want the Mysterious Bolero, you will need to head out the door, go down the
    ladder and down the stairs, head east through the room, and go up the stairs
    here.  After getting the Mysterious Bolero, you will need to go back to the
    doorway.  The stairs past the doorway lead to the last part of the tower.  After
    going up the stairs and up the ladder, you will come to a small room.  Head up
    the stairs and up the ladder.
    
    This next room is the largest room in the tower.  There are some new enemies
    here.  The enemies here include:
    
    Curer (only when summoned by Bharack)
    Bharack
    Pit Viper
    Demighoul
    
    Bharacks can summon Curers and other Bharacks.  They are fairly immune to most
    spells.
    
    Demighouls can cause paralysis.  Reminiscent of Blazeghosts, they can be tough
    to hit using regular attacks.  When they are in large groups, I highly recommend
    using spells to kill them off.
    
    If you head east upon entering the large room, you will come to a treasure chest
    containing a Dragon Shield.  To get through the tower, you will need to head
    west from the entrance of the large room and head north around the red carpet
    until you come to a passage south onto the red carpet.  Go onto the red carpet
    and head east.  Eventually, the red carpet will end, and there will be a passage
    south.  Head south and follow the path until you come to a set of stairs.  In
    the next room, head north and go upstairs.
    
    This is the roof of Zenithian Tower.  Not only are there no enemies up here, the
    music has changed drastically.  There is a platform north of the stairs.  As
    soon as you step on it, a cloud will descend and hover near the platform.  Your
    party will automatically go into the cloud.  After that, the cloud rises high up
    to a much larger cloud.  Your party will automatically head onto the large
    cloud.  The castle that is up here is Zenithia.
    
    You can use Return to get to Zenithia, so you should not need to go into
    Zenithian Tower ever again.
    
    --------------------------------------------------------------------------------
    
    Zenithia
    
    While you are here in Zenithia, you may as well drop Lucia off.  Enter Zenithia,
    then promptly exit again.  The wagon will be with you!  Switch the party out so
    that the hero and Lucia are out of the wagon.  Your party cannot enter Zenithia
    unless the hero is out of the wagon.  Upon reentering Zenithia, Lucia will run
    off.
    
    The first place that you should go is in the door to the west (where Lucia ran
    off to).  After entering, you should be in a long hallway.  Go into the room
    furthest to the west.  There is a devil in this room, which is apparently a
    greenhouse.  If you do not have any Dew of World Tree, he will give you some.
    Make sure to go back to the World Tree at some point to get another Dew of World
    Tree.  You should also go into the room just east of the greenhouse.  There is a
    Small Medal in one of the chests of drawers in here.  Also, if you talk to the
    Zenithian in this room, you will hear something suggestive:  This Zenithian
    seems to be the hero's mother!  Back in the hallway, there is a set of stairs.
    Go down these.  Lucia is in this room.  If you talk to her, she will show her
    appreciation by letting Doran join your party.  You should note the doorway
    leading out of this room.  If you decide to go out here and wander around, you
    should see a hole in the cloud.  The Zenithian out here explains that this was
    caused by the evil undulation.  You should not go down here just yet.  Instead,
    head back to the room where you got Doran, go upstairs, and go out either of the
    doorways on the south side of the hallway.
    
    On the upper level of the castle, there are three rooms.  In case you are
    curious, there are three elves in the western room, two of which you encountered
    in the Birdsong Tower in Chapter Two.  They are still pretty antisocial.
    
    The most important thing to do in Zenithia is to talk to Master Dragon.  He is
    in the throne room, which is reached by going through the double doors.  Master
    Dragon will tell you about Necrosaro's plan and how even he is not powerful
    enough to stop him.  On the other hand, he admits that humans may be capable of
    stopping him, and is intrigued by the fact that the hero is half Zenithian and
    half human.  He gives the hero 10000 experience points and blesses the Zenithian
    Sword.  Finally, he tells you to go, being sure to mention that the Zenithian
    Sword will be a "tremendous help".
    
    Master Dragon is not kidding:  The Zenithian Sword is now tremendously helpful.
    If you have Taloon appraise it, he will agree that this sword is awesome now.
    Moreover, Taloon will observe that the sword has an effect when used as an item
    in battle.  Just so that you know, its effect is that it causes the effects of
    spells such as Upper, Increase, Bounce, Fendspell, and Transform to wear off.
    As an added bonus, it is now a +110 weapon.  Have the hero equip this bad boy
    and hand the Ice Blade down to Ragnar.  It is up to you whether to keep the
    Sword of Lethargy for the odd battle (in which case the hero should carry it)
    or sell it.  I usually sell it.
    
    Just to recap, following is the equipment that each member of your party should
    have at this point:
    
    Hero
    
    Zenithian Sword
    Zenithian Armor
    Zenithian Shield
    Zenithian Helm
    
    Ragnar
    
    Ice Blade
    Metal Babble Armor
    Aeolus' Shield
    Iron Mask
    
    Alena
    
    Stilleto Earrings
    Pink Leotard/Dress of Radiance
    (no shield)
    Golden Barrette
    
    Cristo
    
    Sword of Miracles
    Metal Babble Armor
    Metal Babble Shield
    Iron Helmet
    
    Nara
    
    Metal Babble Sword
    Metal Babble Armor
    Metal Babble Shield
    Hat of Happiness
    
    Taloon
    
    Sword of Miracles
    Metal Babble Armor
    Shield of Strength
    Iron Helmet
    
    Mara
    
    Staff of Force
    Pink Leotard/Water Flying Clothes
    Metal Babble Shield
    Hat of Happiness
    
    Brey
    
    Magma Staff
    Mysterious Bolero/Water Flying Clothes
    Metal Babble Shield
    Hat of Happiness
    
    Ragnar is the only person who definitely has an upgrade coming, as you will get
    another Sword of Miracles.  The only other possible upgrades are Mara's armor
    (Water Flying Clothes or Dress of Radiance, whichever you prefer) and Brey's
    armor (Water Flying Clothes).
    
    --------------------------------------------------------------------------------
    
    Final Cave
    
    To get to the Final Cave, you will need to jump through the hole in the cloud in
    Zenithia.
    
    I always clear out all the treasure chests in the Final Cave as I go through it.
    The main reason for this is so that I do not have to come back to clean up.
    None of the treasure chests are far out of the way from the path through.
    Moreover, treasure chests abound in this cave, and the path is very long, so it
    would take a lot of time to traverse this cave twice.
    
    Typically, when I play this game, my characters level up in this cave like mad.
    Hopefully, the same happens for you.
    
    You might not want Alena to carry the Sphere of Silence.  She will try to use it
    often, and it rarely works.
    
    The enemies in the first part of the Final Cave include:
    
    Curer
    Bellzabble
    Bharack
    Fairy Dragon
    Impostor
    Demighoul
    Bull Basher
    Red Dragon (rarely)
    Ogrebasher
    Master Malice
    
    Bellzabbles rarely cause any damage.  They can only cause damage by delivering
    terrible blows for 40 HP.  Nevertheless, you should kill them as early as
    possible during battle because they can cast Farewell.  They are indigenous to
    the Final Cave.
    
    Fairy Dragons can cast Chaos and emit gales of sweet breath.  This is the enemy
    that yields the most gold: 390.  They are indigenous to the Final Cave.
    
    Impostors tend to appear in groups of four.
    
    Demighouls are as annoying as ever.  If you need to use magic to get rid of
    these, I recommend Brey, as you will want Mara to have as much MP for later on
    in this cave.
    
    Bull Bashers can cast Blizzard and Revive.  They are indigenous to the Final
    Cave.
    
    Red Dragons can cast Surround and Infermost.  They can also emit scorching gas.
    They are indigenous to the Final Cave.
    
    Ogrebashers usually miss, but when they do hit, it is always a terrible blow for
    somewhere around 105 HP.  They are indigenous to the Final Cave.
    
    Master Malice always travels alone in the Final Cave.  It is the only enemy that
    has a well defined attacking pattern.  This is what Master Malice does in
    successive rounds:
    
    casts Explodet
    casts Fendspell
    casts Upper
    emits freezing waves
    casts Blazemost
    attacks
    
    This pattern repeats until the battle is over.  Since Master Malice usually
    attacks before the hero, it might be a good idea to use the Zenithian Sword
    during the third round of battle.  That way, the effects of Fendspell and Upper
    will wear off as soon as possible after Master Malice casts Upper.  Typically,
    you will kill Master Malice before he can cast Upper a second time.  The game is
    rigged so that the Sphere of Silence never works on Master Malice.
    
    Upon entering the Final Cave, head straight north.  Past the door is a treasure
    chest containing a Dress of Radiance.  Go back to where the door was and head
    west.  From here, head north.  This long hallway will turn west, then south.  At
    the first fork, going west and negotiating the movement tiles (an easy matter)
    will get you to a treasure chest containing a Small Medal.  There is more to
    this room, but you cannot access it yet.  Go back to the fork and head south.
    The long hallway will turn east, then north, then west, then south.  At this
    fork, there is no reason to head south.  Head west instead.
    
    At the first fork in this area, to the west is a treasure chest containing a
    Staff of Jubilation.  Transfer this to someone who is in the wagon who you plan
    on keeping in the wagon, as members of you party tend to want to use it
    inappropriately during battle.  Go back to the fork and head south.  I do not
    bother with the treasure chest in the swamp as it is a Mimic.  Head west, then
    north to reach the stairs.  This is the room where the Small Medal was.  Be
    careful not to fall down the hole.  Head south and stay against the west wall.
    You will eventually be forced to go on a set of movement tiles.  When you
    emerge, you will see a treasure chest to the left.  It contains Demon Armor.
    From the treasure chest, head east.  You should go on the set of movement tiles
    that point to the east and are directly above another set of movement tiles.
    There is a set of stairs to the north.
    
    Once you go downstairs, you will be in a small room that has four treasure
    chests.  They contain 3280 gold, an Agility Seed, a Strength Seed, and Lifeforce
    Nuts.  From this room, head downstairs.
    
    After going down these stairs, you should be in a room with lots of water, and
    you should be able to get onto a ship.  Go on the ship and head to the northwest
    corner of the room.  There is a treasure chest here which contains a set of
    Lifeforce Nuts.  Get back on the ship, go back to the island where the ship was
    originally, then head straight east.  You should come to a tiny green island
    with stairs leading down.  Do not head down these stairs just yet.  Instead,
    head directly south from the stairs on this island.  Disembark and continue
    heading straight south.  The treasure chest here contains Water Flying Clothes.
    Be very careful where you step here.  If you accidentally touch a movement tile,
    you could be forced away from the ship and have to walk all the way around the
    room to get back to it.  Now that you got the Water Flying Clothes, head north
    and go down the stairs.
    
    After going down these stairs, the path is very straightforward.  Head north,
    then west, then south to another set of stairs.  From here, go north and through
    the double doors.
    
    The enemies in this part of the cave are:
    
    Slime
    Curer (only when summoned by Bharack)
    Bharack (rarely)
    Big Sloth
    Bull Basher
    Spite Spirit
    Red Dragon
    Metal Babble
    King Metal
    
    Slimes are decoys.  They only appear with Metal Babbles and King Metals.
    Members of your party will tend to kill off Slimes before any other enemy.
    
    Big Sloths are relatively harmless.  They are often dazed, and they can do
    strange dances.  They are most dangerous when you have caused them lots of
    damage without killing them.  At that point, they get serious, and are capable
    of casting Blazemost, Infermost, Firevolt, and Blizzard.  They may run away
    when serious.  They are quite susceptible to sleep.
    
    Spite Spirits rarely attack regularly, but their attack can cause paralysis.
    They can cast Stopspell and Sleepmore.  They can also emit shrieking roars as
    well as nullify spells.  They can also call for other Spite Spirits as
    reinforcements.  Spells usually Bounce off of Spite Spirits, so kill them using
    regular attacks.
    
    Since there are Metal Babbles and King Metals in this area, I advise having
    Alena and Doran out of the wagon as well as having Mara come out of the wagon
    whenever you have a battle with these creatures.  Moreover, once you get the
    Mirror Shield (coming up soon), you can have the hero, Ragnar, or Cristo equip
    the Metal Babble Sword and the Mirror Shield and keep that person out of the
    wagon for these types of battles.
    
    This part of the Final Cave is actually a tower.  Follow the path until you come
    to a big hole.  Jump down it.  The treasure chest here contains the Mirror
    Shield.  You will want to keep the Mirror Shield until everyone's level is as
    high as you want it to be.  You will have to jump down from here as well.  In
    this room, go back upstairs.  (The stairs going up are on the south side.)  The
    other treasure chest in this area contains a set of Lifeforce Nuts.  Go back
    down (either via stairs or jumping).  From here, go downstairs.  (The stairs
    going down are on the north side.)  This is the very bottom of the tower.  Keep
    heading south.  You will eventually come out of the tower and emerge into the
    dark world.
    
    --------------------------------------------------------------------------------
    
    Last Refuge
    
    Once you are in the dark world, you will see a shrine to the west.  This is Last
    Refuge.  You can Return here, which means that you never have to go through the
    Final Cave ever again.
    
    At the Last Refuge, a Zenithian is disguised as a flame.  She can record your
    quest on the Imperial Scrolls of Honor as well as replenish your HP and MP.  She
    will also inform you that you cannot enter Necrosaro's Palace until you have
    broken the barriers surrounding it.
    
    To break the barriers, you will need to defeat the four bosses that live at the
    four corners of the dark world.  I recommend using Repel before walking to the
    shrines where they live and, after defeating each one, using Return to get back
    to the Last Refuge as quickly as possible.  Return does not work within the four
    shrines, but it does work immediately after you leave each shrine.
    
    In this area, it is always night.  (Duh!)  The enemies here include:
    
    Lethal Armor
    Leaping Maskan
    Impostor
    Swinger
    Great Ridon
    Ryvernlord
    Guardian
    
    Recall that Lethal Armors can cast Sleepmore.  Other than that, they are
    harmless.
    
    Leaping Maskans are similar to regular Maskans, yet are somehow even more
    annoying.
    
    Swingers can deliver terrible blows.
    
    Great Ridons can emit violent blazes.
    
    Ryvernlord have a lot of HP and occasionally run away.  Unlike Ryverns, they are
    quite susceptible to many spells.
    
    Guardians are easily the toughest enemy that appears on a regular basis.  They
    always attack twice, and they can emit blizzards and gales of sweet breath.
    Spells rarely work on Guardians.
    
    --------------------------------------------------------------------------------
    
    Anderoug
    
    The easiest of the four bosses to kill is Anderoug.  He is in the southeast
    shrine.  I recommend using the hero, Mara, Brey, and Doran, as this combination
    can kill Anderoug the quickest.
    
    There are actually three Anderougs, each of which is an enemy group of its own.
    He can emit scorching breath and, if an Anderoug dies, he can summon another
    one.  If Lightning, IceSpears, Explodet, and Doran's blizzard emission occur and
    are all successful, Anderoug may bite the dust after one round!  Oddly enough,
    Chaos can work on Anderoug also.
    
    --------------------------------------------------------------------------------
    
    Infurnus Shadow
    
    Infurnus Shadow always leaves a Sword of Miracles behind.  Ragnar is itching for
    this sword, so you may as well get it now. Infurnus Shadow is in the northwest
    shrine.  I recommend using the hero, Ragnar, Alena, and either Doran or Taloon,
    depending on who has more HP.
    
    Infurnus Shadow may attack twice in one round.  He can emit blizzards, violent
    blazes, and shrieking roars, and he can cast Explodet.
    
    Even after getting the Sword of Miracles, you will want to keep the Ice Blade
    for a little while longer.  On the other hand, everyone should now have the best
    equipment they can get:
    
    Hero
    
    Zenithian Sword
    Zenithian Armor
    Zenithian Shield
    Zenithian Helm
    
    Ragnar
    
    Sword of Miracles
    Metal Babble Armor
    Aeolus' Shield
    Iron Mask
    
    Alena
    
    Stilleto Earrings
    Pink Leotard/Dress of Radiance
    (no shield)
    Golden Barrette
    
    Cristo
    
    Sword of Miracles
    Metal Babble Armor
    Metal Babble Shield
    Iron Helmet
    
    Nara
    
    Metal Babble Sword
    Metal Babble Armor
    Metal Babble Shield
    Hat of Happiness
    
    Taloon
    
    Sword of Miracles
    Metal Babble Armor
    Shield of Strength
    Iron Helmet
    
    Mara
    
    Staff of Force
    Water Flying Clothes/Dress of Radiance
    Metal Babble Shield
    Hat of Happiness
    
    Brey
    
    Magma Staff
    Water Flying Clothes
    Metal Babble Shield
    Hat of Happiness
    
    --------------------------------------------------------------------------------
    
    Gigademon
    
    Of the two remaining bosses, Gigademon is the easiest.  I recommend using the
    hero, Ragnar, Alena, and either Doran or Taloon, depending on who has more HP.
    There is a Small Medal hidden in his lair.  Upon entering, go into the swamp and
    walk around the building.  The Small Medal is at the end of the path, near the
    northwest corner of the building.
    
    Gigademon is a prankster.  To get to him, you need to head west from the
    entrance through the green path.  You will be forced to go down a totally
    unnecessary set of stairs.  Go back up, head further south, then go downstairs.
    
    In this room, bumping into a clay doll will cause you to go back upstairs.  They
    will mimic you movement.  Use this fact and the stones to your advantage to
    maneuver around them.  Cast Stepguard before going into the narrow hallway.
    
    When you reach Gigademon, he claims to have a reward for you.  Whether you fall
    for this practical joke or not makes no difference.  The battle will ensue no
    matter what.
    
    Gigademon always attacks twice.  He can cast Defence, and he is often on guard.
    I recommend that the hero use the Zenithian Shield during the first round of
    battle.  Note that the hero can use the Zenithian Sword to make the effect of
    Defence wear off of one of his allies!  It may take a long time to kill
    Gigademon, but the outcome is inevitable.
    
    --------------------------------------------------------------------------------
    
    Radimvice
    
    By far the toughest of the four bosses is Radimvice.  I save her until last to
    let everyone get as much experience (and hopefully level up) before this battle.
    I recommend using the hero, Ragnar, Cristo, and Nara.  Also, I suggest that
    Ragnar carry (but not equip) the Ice Blade, Cristo equip the Mirror Shield, and
    Nara carry (but not equip) the Magma Staff.
    
    On the second floor, go up the stairs at the northeast corner.  This leads to a
    treasure chest containing Zombie Mail.  Go back to the second floor and go up
    the stairs at the southwest corner.  Radimvice is on the third floor.
    
    Radimvice first looks like a shaman, but in the middle of her speech, she
    transforms.  She tells how evil will reign in Necrosaro's soul, and she informs
    you that she was the one who ordered Rosa's abduction.  Gasp!!!  If Necrosaro
    knew about this, your party would not have to bother killing Radimvice!
    
    I am deducing Radimvice's gender from the fact that she must have a Dress of
    Radiance equipped.  Unlike other Dresses of Radiances, hers *always* works, so
    do not try to use spells on her.  (This is why I do not recommend Mara or Brey.)
    
    Unlike the other bosses, Radimvice appears along with three Demighouls.  Your
    party will try to take out the Demighouls first.  Hopefully, Cristo's Defeat
    works well on them.  Otherwise, Ragnar and Nara will use the Ice Blade and Magma
    Staff, respectively.
    
    Radimvice can cast Blazemost, Infermost, and Blizzard.  On the other hand, her
    regular attack is pathetically weak.
    
    During the first round, the hero should cast Fendspell on Nara.  After that, the
    hero should use the Zenithian Shield at the first opportunity (that is, when
    everyone can get by without a heal spell from the hero).  At the next free
    chance, the hero should cast Fendspell on Cristo.  After that (by which point
    the Demighouls are hopefully dead), the hero should cast Fendspell on Ragnar.
    With the Demighouls dead and everyone protected from Radimvice's spells, the
    battle is now quite easy.
    
    --------------------------------------------------------------------------------
    
    Necrosaro's Palace
    
    Now that the barriers are broken, it is time to enter Necrosaro's Palace.  This
    place is reminiscent of the Cave Southeast of Gardenbur in that it should be
    cleaned out before the final goal in this place is achieved.  It is also
    reminiscent of Zenithian Tower in that there are no enemies in areas exposed
    from above.
    
    The enemies in Necrosaro's Palace include:
    
    Leaping Maskan
    Impostor
    Demighoul
    Swinger
    Great Ridon
    Ryvernlord
    Duke Malisto
    Guardian
    Master Malice
    
    Duke Malistos can cast Stopspell, Blazemost, Firevolt, and Beat.  On the other
    hand, they do not have very much HP (about 200), so toting around a Sphere of
    Silence in here may not be worth it.
    
    In Necrosaro's Palace, Master Malice may be accompanied by Ryvernlords.
    
    Upon entering Necrosaro's Palace, use Stepguard and head northeast.  Try to
    avoid the dolls that move around along with you.  They are Clay Dolls, which can
    cast Sleepmore and Defeat, and they have a lot of HP.  (Random battles with Clay
    Dolls do not occur.)  After heading northeast and into the next area, head
    south.  You will see some stairs to the left.  After going up these stairs, head
    out of the room.  You will be back in a place that is exposed from above.  Head
    northeast to the next portion of the palace.
    
    Upon reentering the palace interior, you will have to head down a long hallway
    heading west, then you will be forced to go south.  In this area, there is a
    flame which suggests that you proceed no further.  Not likely!  You should also
    notice a big hole in the floor and some stairs going down.  Both of them lead to
    a large basement whose only reward is a Small Medal.  If you want the Small
    Medal, go in this room and open the treasure chest, which is along the southern
    wall.  From near where you encountered the flame, head east, go upstairs, and
    out of the doorway.  The next portion of the palace is west of here.
    
    So far, with respect to finding your way through, this palace has been cakewalk
    so far.  It gets a little harder now, but not by much.  There are only two real
    forks in this entire palace, and you are about to encounter the first one.  Upon
    reentering the palace interior, you should see an elevator and a path heading
    north.  For the time being, do not go down the elevator, but remember where it
    is.  Head north instead and go upstairs.  Despite appearances, this is where the
    second fork is.  After going up the stairs, head straight north.  You will come
    to a hidden room.  Follow the paths and stairs until you finally reach a new
    part of the palace exterior.  Out here is one of the most valuable items in the
    game: the Sage's Stone!
    
    There are a couple more treasure chests in here that you may as well get.  Go
    back to the stairs at the second fork.  Do not go down them.  Instead, head
    southeast to the room's exit.  Head east on the palace exterior to the next
    room.  This tiny room contains two treasure chests.  Their contents are
    Lifeforce Nuts and the ever expensive Staff of Thunder.
    
    I will give directions for getting through Necrosaro's Palace within the next
    section.
    
    --------------------------------------------------------------------------------
    
    Preparations for Necrosaro
    
    It is time to prepare for the last battle with Necrosaro.
    
    First of all, I recommend that you get everyone (with the possible exception of
    Nara) up to at least level 40.  I recommend hunting for King Metals in the
    portion of the Final Cave that is closest to the Last Refuge.  Someone outside
    of the wagon should have the Mirror Shield equipped while hunting for King
    Metals.
    
    If you have not gotten the second Dew of World Tree, be sure to do that.
    
    Only the hero will use the Dew of World Tree and Leaf of World Tree
    appropriately, and I highly recommend that you have control over when the Sage's
    Stone is used.  Thus, the hero should be carrying the following items:
    
    Zenithian Sword
    Zenithian Armor
    Zenithian Shield
    Zenithian Helm
    Sage's Stone
    Dew of World Tree
    Dew of World Tree
    Leaf of World Tree
    
    To go through Necrosaro's Palace, head back to the elevator mentioned in the
    previous section.  Go down it.  You should notice that you land on top of the
    big hole in the floor.  (The flame should be north of you.)  Head south, then
    east.  In this room, immediately go upstairs. After that, head to the elevator
    and take it back down to the previous room.  Go back up the stairs.  You can now
    walk on the ceiling of the elevator.  Making your way through the rest of the
    palace is pretty straightforward.  After emerging on the palace exterior, make
    sure that someone is carrying the Baron's Horn.  Otherwise, once you go through
    the last doorway, you will not be able to retrieve the wagon!
    
    --------------------------------------------------------------------------------
    
    Necrosaro
    
    Immediately after exiting Necrosaro's Palace, use the Baron's Horn to retrieve
    the wagon.  After that, head north to the big rock.  Climb upwards.
    
    Random battles rarely occur in this area, but they do happen.  The enemies that
    are here include:
    
    Curer (only when summoned by Bharack)
    Bharack
    Flamadog
    Ryvernlord
    Duke Malisto
    
    After trudging your way up the big rock, you will finally come across Necrosaro.
    You may notice that he already looks like Esturk.  Before getting too close, I
    recommend that you have the hero, Ragnar, Taloon, and Cristo out of the wagon.
    Upon approaching him, he says that he does not remember anything, but he knows
    that he must destroy you.  Bring it on!
    
    The battle music from the battle with Esturk repeats itself here.  For the time
    being, Necrosaro only has a regular attack, but he can attack twice.  So that
    Cristo does not do anything stupid (Beat and Defeat come to mind), I recommend
    using the option "Use No MP" except in case of emergency.  The hero should not
    have to use any spells yet either.  Just regular attack or use the Sage's Stone.
    Of course, if one person is really hurting, the hero can cast Healall on that
    person.
    
    After dealing Necrosaro a lot of damage, one of his arms will disappear!
    Appropriately, he will only be able to attack once per round.  Necrosaro cannot
    yet cast spells, but he will be able to soon.  I recommend preparing for this by
    having the hero use the Zenithian Shield and cast Fendspell on his three
    comrades.
    
    After dealing Necrosaro a lot more damage, his other arm will disappear!  In
    this form, he can cast Snowstorm, Firebane, Increase, and Beat.  If you followed
    my recommendations from earlier, Beat will be a waste of Necrosaro's time, and
    Snowstorm and Firebane will do nothing except for injure him.  Increase, on the
    other hand, could be a pain, were it not for the fact that Master Dragon blessed
    the Zenithian Sword.  In this form, Necrosaro still has a regular attack (albeit
    puny), and he can emit gales of sweet breath.  While Necrosaro has this form,
    Ragnar, Taloon, and Cristo should easily be able to retrieve HP due to their
    Swords of Miracles.  As there is really no hurry to get Necrosaro out of this
    form, the hero should use the Sage's Stone until everyone is at maximum HP, then
    he can help out with the good work.
    
    After whomping on Necrosaro, his head disappears.  During the very next round of
    battle, his stomach will writhe grotesquely and his head will appear there!  He
    also turns green.  In this form, Necrosaro has a puny regular attack, he can
    recover HP via meditation, and he can emit scorching gas, violent blazes, and
    freezing waves.  The last is not bad at all, as Necrosaro will not cast harmful
    spells anymore.  In fact, the freezing waves eliminating the effects of
    Fendspell is actually helpful, as now spells like Healall and Healusall can now
    get through.
    
    From here on, things get more difficult as the battle progresses.  Necrosaro
    will grow two new arms.  Because of this, he can now attack twice again, and his
    regular attack is slightly more powerful than it was at the beginning.  His only
    other attack consists of emitting scorching gas.  Since Necrosaro is not messing
    around anymore, it is time to bring out the big guns.  Switch out Cristo for
    Alena.  You need to watch her HP, as her defense is most likely not nearly as
    high as the hero's, Ragnar's, Taloon's, or Cristo's.  She will put a major
    hurting on Necrosaro though.  If everyone has near their maximum HP, you should
    consider having the hero give Necrosaro a taste of Lightning.
    
    Once you reach Necrosaro's next phase, his legs will get bigger.  His strength
    and defense are now at a maximum.  At this point, switch out Taloon for Brey.
    Of course, you will want to change the tactics to "Offensive".  Brey might be
    stupid for two or three rounds and cast Chaos, but unlike Cristo, Brey soon
    learns from this mistake and instead casts Blizzard instead.  This has a much
    higher success rate than Mara's Blazemost.  You will really need to keep an eye
    on Brey's HP.  Fortunately, emissions do not hurt Brey nearly as much as
    everyone else due to his Water Flying Clothes.
    
    Upon reaching Necrosaro's next, and final, phase, he will grow out a new head
    and immediately cast Bounce.  Fortunately, this is the last time that Necrosaro
    can cast a spell, and its effect can be negated via the Zenithian Sword.  In
    this form, Necrosaro can also emit freezing waves, violent blazes, and gleaming
    icy gusts of wind.  The last is absolutely painful.  Just hope that he does not
    do this twice in one round!  On the other hand, Necrosaro usually (and very
    stupidly) emits freezing waves a lot, which is either helpful to you or
    pointless at this portion of the battle.  Since Necrosaro reached a new form,
    Brey may try Chaos a couple more times, but he learns quickly that it still does
    not work.  Between the hero's Lightning, Brey's Blizzard, and Ragnar's and
    Alena's attacks, Necrosaro does not stand much of a chance.
    
    If the battle should go ill, have the hero use the Leaf of World Tree or get
    Cristo back out of the wagon.  If you do not have the tactics on "Offensive",
    Cristo should use Revive as necessary.  If things get really bad (as in both the
    hero and Cristo are dead), make sure Doran is out of the wagon.  If Necrosaro
    kills everyone off except for Doran, the game will consider you party as having
    perished, so you may as well have Doran out dealing damage in hopes that
    Necrosaro bites the dust before your party does.
    
    --------------------------------------------------------------------------------
    
    Conclusion
    
    Once Necrosaro bites the dust, only the hero will be out of the wagon, and
    Necrosaro will claim that, as long as he has the Secret of Evolution, he will
    survive.  Then, he alternates between human and Esturk-like form.  Finally, he
    perishes.  After that, the rock begins to crumble.  Just in the nick of time,
    Master Dragon comes to rescue you.
    
    Apparently, your party is whisked away to Zenithia.  The hero, Ragnar, Alena,
    and Mara will be in the throne room.  Master Dragon has many words of praise to
    share with your party.  He extends an invitation to the hero to live in
    Zenithia, but the hero prefers to go back to the world below.
    
    Just so that you know, Return will not work.  The only way you can leave is by
    walking out of Zenithia.  Feel free to talk to whoever you want in Zenithia
    before leaving.
    
    Upon leaving, the game shows Zenithia from afar, just as it appears in the
    opening credits.  Then, everyone gets on the balloon, and the journey home
    begins.
    
    The first stop is Santeem.  Everyone is back here again.  The hero walks behind
    Alena, Cristo, and Brey as they make their way to the throne room.  The king has
    some words with Alena, Cristo, and Brey while the hero stands discretely behind
    them.  Finally, Alena is in her bedroom with the dumbest architect in the world:
    He is fixing her wall with wood again!
    
    The next stop is Burland.  One of the most interesting things about this balloon
    voyage is that it is very noticeable that the Cascade Cave, the Cave of
    Betrayal, and the Cave Southeast of Gardenbur are all very close to each other,
    although it takes a long time to get from any one of these to another by means
    of walking and sailing.  Anyways, the king of Burland has some words with
    Ragnar, then with the hero.  After listening to the king, the hero leaves as
    Ragnar watches on.
    
    The next stop is Endor.  Taloon's wife and son are waiting for him outside the
    shop.  As Taloon draws near, his son runs around him, then Taloon throws him up
    into the air.
    
    The next stop is Kievs.  Nara, Mara, and the hero head to Edgar's grave and have
    a moment of silence.  They all leave and get back on the balloon.
    
    The next stop is Monbaraba.  As the hero walks behind Nara and Mara, the
    townspeople rush up to the two sisters, and the hero gets out of the way just in
    time.  Nara and Mara turn every which way to face all the people surrounding
    them.  The next scene is Mara giving another dancing performance with Nara
    standing on the stage off to the side.  In addition to the normal audience, the
    hero is standing in the hallway, but he walks off and leaves.
    
    At this point, the music sounds sadder as the hero heads back to Hometown all
    alone.  He walks around near his house, then to the square where Celia was lying
    towards the beginning of Chapter Five.  (Mara must have cast Stepguard, as the
    hero crosses a square of swamp without the screen flashing red.)  As the hero
    sits in silence, flowers begin to grow out of the swamp, and Celia is revived.
    Celia and the hero embrace, then rush forward to greet all of the controlled
    characters, who have all come to visit.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Acknowledgements
    
    First and foremost, I would like to thank everyone who helped create Dragon
    Warrior IV.  It is such a fantastic game.  Despite all of the advances in the
    gaming industry in the sixteen years since this game came out until now, this is
    still my favorite game to play.
    
    There were several references that I found immensely valuable.  These references
    are:
    
    - Dragon's Den Dragon Warrior IV (URL http://www.woodus.com/den/games/dw4nes )
      and related pages, written by Woodus,
    - Dragon Warrior IV FAQ/Walkthrough
      (URL http://www.gamefaqs.com/console/nes/file/563409/19846 ), written by BTB,
      and
    - Dragon Warrior IV: Speeches FAQ
      (URL http://www.gamefaqs.com/console/nes/file/563409/16172 ), written by
      rulerofevil2k.
    
    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Additional Stuff
    
    My name is Warren Buck.  You can e-mail me at Wkbj79@aol.com.
    
    The first edition of this walkthrough was completed in January of 2008.
    
    You may be wondering why I went through such an effort to make a walkthrough for
    a game that is sixteen years old.  Well, the only reason I have is that I enjoy
    the game that much.  Moreover, I would like others who enjoy RPG's to be able to
    have as much of a pleasurable experience with this game as I have.
    
    Although I did look at other walkthroughs and similar material to assist me in
    writing my walkthrough (see Acknowledgements), the vast majority of this work is
    entirely original.  I would greatly appreciate it if you would not draw from
    this work unless you either cite it or obtain my consent.
    
    As a legal disclaimer, Dragon Warrior IV is copyright (1992) of Enix Company.
    
    I hope that you have enjoyed reading this walkthrough as much as I enjoy playing
    through the game.