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LUFIA: THE RUINS OF LORE, for the GameBoy Advance
------------------------------------------------------------------------
FAQ/Walkthrough, rev. 1.05, September 8th, 2003
(c) Phoenix 1911 <regentor@gmail.com>
------------------------------------------------------------------------
Hi, and hello, and welcome to my Lufia: The Ruins of Lore FAQ! This FAQ
covers the GameBoy Advance version of the US-release, and should be
complete with game basics, a walkthrough, and supplementary information
such as charts and appendices. This document is best viewed in a fixed-
width font, such as Courier New. Also, I've made use of the "overscore"
character: Ż (if this character does not look like an upside-down
underscore, many section headers will look like crap). In any event,
enjoy!
Before we start, please take these three points in mind:
1. This FAQ is copyrighted. Don't gain any profit of it--reproduction
and modification are prohibited, except for personal, private use.
If you're a FAQ author and wish to use parts of my FAQ in any way,
please contact me first.
2. The latest version of this FAQ can always be found at GameFAQs.
Wanna host this file? Great! You have to drop me a line requesting
permission, and most likely you will get it. I especially encourage
fan-sites to list this document.
3. I get almost no e-mail concerning this game, so I'll probably reply
if you drop me a line. Make sure to see section 5 first before
contacting me!
Thanks for your courtesy, and have fun.
Note that I changed e-mail addresses; everything sent to my @hccnet.nl
after September 2004 was not received by me. See above for my new
address, and sorry for any inconvenience.
Table o' Contents:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
1. THE GAME BASICS
1-A: Introduction
1-B: Cast of Characters
1-C: Getting Acquainted
1-D: Combat
1-E: The Other Stuff
2. WALKTHROUGH
2-A: Licensed to Hunt
2-B: Gruberik
2-C: The Black Auction
2-D: Over the Hills
2-E: Beauty and the Beast
2-F: The Ancient Ruins
2-G: Curses!
2-H: Through the Sewers
2-I: Gruberik Revisited
2-J: Ordens
2-K: The Tower's Treasure
2-L: The Almighty Swordsman
2-M: The Nimona Mines
2-N: Family Reunion
2-O: The Wind Stone
2-P: The Exorcist
2-Q: The Girl's Spirit
2-R: Gratze
2-S: The Royal Ring
2-T: The Time Portal
2-U: Inside the Behemoth
2-V: The Last Stone
2-W: Save the Townspeople!
2-X: A New Tower...
2-Y: To the Holy Land
2-Z: Goldiark and Ragule
3. APPENDICES
3-A: The Ancient Cave
3-B: Jobs and Skills
3-C: Disc Monsters
3-D: Blacksmiths and Alchemists
4. CHARTS
4-A: Items
4-B: Skills
4-C: Monsters
4-D: Shops and Inns
5. FREQUENTLY-ASKED QUESTIONS
6. THE FAQ'S REAR BUTT
What's New?!:
ŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Submitted info was added. Keep those corrections comin', guys!
- Small (miniscule) changes in the layout.
========================================================================
PART 1: THE GAME BASICS
========================================================================
------------------------------------------------------------------------
1-A: Introduction
------------------------------------------------------------------------
The kingdom of Gratze attacks neighboring countries, while in search
of the Beast. It appears that the Beast is quite a powerful hunk,
seeing as he is sought after for reasons not hard to make up: someone
wants complete control of the world. That someone is Ragule, a
mysterious stranger who managed to get Gratze on his side. Finding
the Beast is no easy job; soul and body are separated, and it is said
that one part is sealed away in the holy land. Who can stop Ragule?
You take the role of a kid named Eldin. Although he appears to be a
simple kid, something's different about him... While he travels
around the world, he meets a priestess, who is in search of shards and
stones. Those are needed to enter the holy land, and it so happens
that that place is on Ragule's list of locations to visit. During the
game, Eldin, and his friends Torma and Rami, meet people, visit
places, and are drawn into the historic sequence of events.
Confrontation with Ragule is inevitable. So in the end, it all comes
down to saving the world from some evil bastard... how original.
For the interested: Lufia: The Ruins of Lore takes place twenty years
after Lufia II: Rise of the Sinistrals. It takes place in the same
world (i.e. a different world from the first Lufia or the third one),
so you'll no doubt find some references to that game.
You've played Lufia II, right? That wonderful game on the Super
Nintendo (which actually appeared in Europe, which I thank Taito for),
which many people believe to be one of the best role-playing games on
that console? The third in the series appeared on the GameBoy Color
and wasn't _that_ of a success, and this game, the fourth, should do
something about that.
------------------------------------------------------------------------
1-B: Cast of Characters
------------------------------------------------------------------------
You see, I was supposed to give biopics for these characters, but they
aren't exactly detailed throughout the game like other games. So,
here is a breakdown of their B-button skills and their battle
usefulness. Whee!
Eldin:
ŻŻŻŻŻŻ
- Eldin's B-button skill is a knife, with which he can cut away vines
on the walls and bushes, and other stuff that can be hacked down.
- In battle, compared to Lufia II, Eldin is Maxim. All-around, not
too shabby in the magic department, and okay when you need physical
strength, but not the number one choice when pure muscles or an IQ
of 200 is required.
Torma:
ŻŻŻŻŻŻ
- Torma's B-button skill is a rope. This is similar to Lufia II's
hook or Zelda's Hookshot; you can cross chasms when a pole/stake is
on the other side.
- In battle, Torma is between Eldin and Bau; his magic is lower than
average and the size of his muscles more than average. He's a
little slow, however.
Rami:
ŻŻŻŻŻ
- Rami's B-button skill is fire; she's good at lighting up candles
and the like, and burning away stuff, like bushes, tree stumps, or
spider webs. Pyromania forever!
- In battle, compared to Lufia II, Rami is Tia. A giant bucket of
SUCK when talking about weapon and using them, but with powerful
magic to her potential. I'm not talking about pulling a rabbit out
of your ass, but summoning a firebird and roasting your foes' butts
to coal. She's also good as a healer, because her AGL is the
highest of the four main characters.
Bau:
ŻŻŻŻ
- Bau's B-button skill is a hammer, with which you can smash any
breakable object to a hundred pieces. Or something like that.
Skulls and barrels break when bashed upon, but oddly enough, pots
that fracture by knives are able to resist the hammer.
- In battle, compared to Lufia II, Bau is Guy. Can't learn magic
(Bau isn't able to get a job), but powerful with his weapon. Also
seems quick in battle. He however seems to miss many attacks,
which sucks.
------------------------------------------------------------------------
1-C: Getting Acquainted
------------------------------------------------------------------------
...also known as "role-playing games for dummies"; or "a beginner's
guide to RPGs"; but most likely "the crap you can skip". The "The
Nuts 'n Bolts" section is copied from my other FAQs, because they just
happened to be for RPGs as well. Listen up!
CONTROLS -------------------------------------------------------------
Here is a quick rundown of the buttons and their functions.
A -- Confirm, interact, examine, etc.
B -- Cancel.
L -- On the field, you can switch characters with this button.
Each personage has a unique ability, such as Eldin with
his knife (to cut away stuff).
R -- Hold this button, and use the directional buttons to turn,
without actually moving.
Start -- Save your game (GameBoy Advance-style: if you load your
savegame, it is deleted upon reinitiating the game).
Select -- Opens up the menu, from where you can configure, etc.
Resetting the game software-wise can be done by simultaneously
pressing and holding A, B, Start and Select.
THE NUTS 'N BOLTS ----------------------------------------------------
RPG. That's role-playing game, I guess, and this genre involves
gazing at your television screen or PC monitor while controlling a
bunch of people. The A-B-C is simple: your goal is to walk around and
visit wacky places, slapping together a team of super-skilled
personages, and accomplishing a certain goal (which is most likely
saving the world for the thirty-seventh time).
But wait; that's not all! While doing this, you have to explore
dungeons and slay monsters the monsters inside. By doing this, you
will get better (a.k.a. gaining experience), so that you can slay more
monsters, so that you can slay the boss of the monsters (who usually
resides near the end of a dungeon), and so that you can eventually
slay the boss of the bosses. Isn't that fun?! To be frank, it's not.
Fortunately, there is a storyline that makes you forget most of this
essential RPG-element.
A bit more on that gaining experience: another typical RPG-element is
leveling up; fighting monsters willingly to get stronger, making
future enemies a breeze. In this game, as long as you don't escape
from most battles, it's not absolutely necessary to spend hours of
leveling up, but staying ahead a couple of levels DOES make the game a
tad easier. Of course, not only your experience level determines your
strength in battle--you'll have to equip your characters with weapons
as well.
Besides dungeons, RPGs contain places where special events occur, and
towns. If you wanna save the world, it doesn't help much to stay in
the same place the whole game, eh? Therefore, you have to move on.
Towns consist mostly of houses, shops and inns. Shops make it
possible to buy and sell things, and inns are sowed just about
everywhere to recover every single lost bit of HP and AP. EVEN if
you've been roasted to a pile of nothingness, or attacked brutally by
a madman, or just lost a few limbs... an inn instantly cures ANYTHING.
The price of an inn, contrary to equipment, varies from town to town.
It's mostly not much, trust me.
You will also have to buy new armor and upgrade your weapons; like I
said above, leveling up alone won't be enough to sustain the damage
you take from newer enemies. Stronger equipment is acquired as you
go; a handful is hidden in chests, and there are always shops that put
these things up for sale. These stores are your main source of
equipment, and monsters will be your main source of income (as well as
selling your older gear). Defeating them will result in the
acquisition of G (gold; currency in the game), to reimburse the costs,
or to sleep at inns to recover your health. There you go.
FEATURES UNIQUE TO LUFIA ---------------------------------------------
Of course, not entirely "unique", but unique in such a way that not
99% of all RPGs tackle the system in a similar way.
In Lufia, there are no random battles. It's more like Chrono Trigger,
where you could see the monsters on the map and choose to fight them
or not. Since the game works with "tiles" (one step is one tile, or
block), you can only touch a monster by standing in one of the four
tiles surrounding one. This is when combat initiates. If you catch
them in the back or in the side, you will gain an extra round of
attacking. If it's vice-versa, on the other hand, _you_ will have to
bear with an extra black eye.
Whereas in Lufia II the emphasis was on puzzles, that's not the case
in this installment of the series. Still, there are a few switches
and pots to be found, and mini-puzzles. Don't expect something to the
effect of Lufia II, however. Each character has been given a unique
skill for usage in the field. Torma, for example, has a rope. With
it, he can grab a hold of a stake on the other side and get the entire
party there. You can switch characters by using the L-button, and
using skills is done by pressing B. Sometimes, B-button abilities are
crucial to continue. In a few cases, they're optional (cutting away
bushes to reveal items).
Also, there are Disc Monsters (similar to Pokémon) you can capture.
You can let them fight for you in battle; they'll be a new party
member, so to say. There's also the job system; you can switch to a
certain class, and learn skills unique to that job, as well as getting
stat-modifications particular to that it. Although it is not crucial
to know, section 1-E is a recommended read before you play the game.
Conventionally, Lufia has four types of screens, which are the field,
the battle screen, the world map, and the menu. They are separately
explicated below, except the battle information, which has been moved
down to section 1-D.
THE FIELD SCREEN -----------------------------------------------------
You can walk around, talk to people, get items, see monsters, etc.
Here are brief breakdowns of dungeon and town elements, i.e. well,
everything that is not the ground:
Dungeons:
ŻŻŻŻŻŻŻŻŻ
+ LADDERS, DOORS: Self-explanatory. ...I hope.
+ BUTTONS AND SWITCHES: Appear as, well, buttons on the ground.
Most are connected to doors; they open when you step on the button.
In some cases, this isn't enough, as you'll need something to hold
down the button forever.
+ BUSHES, VINES: Cut away with Eldin's B-button technique. You
might find some obscure thing under it, and in some cases you
_have_ to mow down in order to continue. Some vines on the wall
give cover to secret passageways, so keep a close eye on them...
+ POTS, BARRELS, AND OTHER THINGS YOU CAN MOVE: Push or grab them,
and most likely place them on a button. Pots can be grabbed and
placed freely (use the R-button technique if you need to), but the
heavier stuff is limited to being pushed. That means you must NOT
push them against a wall, for they can't be *pulled*.
+ HAZARD: Needless to say, don't step into the lava! Or anything
hazardous for that matter--HP is lost with every step.
Towns:
ŻŻŻŻŻŻ
+ RESIDENCES: Just your regular buildings, housing people to talk
to. I have yet to see an RPG with people that *do* bother about
strange people wandering inside.
+ CHURCH: Inside, you can save your game (for free), cure status
ailments (for 100G), and remove cursed items (for 150G)--you can't
remove the curse from the item itself.
+ INN: The supplement to the church; recovering HP and AP. Contrary
to what the church asks in return, here the price varies from town
to town. And no; the trick from Lufia II (sleep for free if you
don't have the money) doesn't work here.
+ SHOPS: And of course, these can't be left unmentioned. Buy all
kinds of crap here, varying from items to cure your party to
equipment that protects your characters and slaughters any
opponents. Unlike the inn, the price of everything is the same
everywhere. You can select to buy stuff, but for equipment, it's
possible to equip what you want instantly.
THE WORLD MAP --------------------------------------------------------
Lufia's world map is different from those in other games in that you
don't need to walk through the overworld. Instead, you can just
select the place you wish to visit and the game will take you there.
This takes away the need of a boat and an airship, _and_ the need of
the Warp-spell that was one of the most-used skills in Lufia II. The
positive side of this is that it makes the game easier, but the
negative effect is that it, well, makes the game easier. The
developers presumably chose for this type in order to not have to give
access to the entire world; e.g. Elcid, Sundletan and many other
places that made appearance in Lufia II are not accessible in Lufia:
The Ruins of Lore.
Anyway, the overview of the entire world is the world map, and from
there you can select parts, move to the area map. Different locations
are unlocked by progressing with the game, and different area maps are
revealed by unlocking new places. Red spots on the map indicate zones
inhabited by monsters (dungeons, caves, etc.), while blue is a
friendly color and thus specifies a town or village.
THE MENU SCREEN ------------------------------------------------------
Heh, this would be simple. Press Select to bring it up when you're
not busy in battle, and a few letters and numbers pop up. The above
bar is the status of your characters, in the lower-left corner you'll
see your playing-time and the amount of cash you're carrying, and
eight choices are found to the right of that box:
Items:
ŻŻŻŻŻŻ
Selecting this brings up a list of your items, from where you can
Use those items or Discard them. It's all straightforward, really;
select an item and employ it on the person of preference, if
applicable. Most of what you see here are curative items, and
battle-only stuff, equipment and some accessories are listed in
grey. This means that you can't use them from here. Hit Select
while hovering above an item to create a box with the description of
that item.
Special:
ŻŻŻŻŻŻŻŻ
Similar to Items above, 'cept that this houses your--guess this--
*special* items. Some can be used, and some not. Sometimes, you
will need to use them in the field; the Stone Fragment, for
instance, has to be placed in a hole. This can be done by facing
the hole and selecting the item in the Special menu.
Skills:
ŻŻŻŻŻŻŻ
Select this and the person whose skills you wish to see, and your
wish is granted. Skills are like magic in Lufia II or techs in
Chrono Trigger; see section 3-B on how to learn them and 4-B for a
list of the skills. And skills aren't the same as the dungeon
skills in Lufia II, such as the arrow and the bomb, so keep that in
mind.
Monsters:
ŻŻŻŻŻŻŻŻŻ
Only available if you have captured a Disc Monster. Simply a status
screen with HP, AP, stats, etc. of the monster you select. For more
info, check out section 3-C. Press L and R to switch between
monsters quickly.
Status:
ŻŻŻŻŻŻŻ
The same as the Monsters menu, only this concerns yourself. You
will find your name, level, HP, AP, job, B-button technique,
equipment, and much more here. Again, press L and R for a handy
shortcut to switch to other characters in your party.
Equip:
ŻŻŻŻŻŻ
Straightforward, really. Select the character you wish to change
the equipment of, then select which equipment to change, then select
which equipment you want him or her to wear. Note that some people
can't equip this and that, and make sure to keep an eye on the stats
to the left, which show the pros and cons of the equipment you
select.
Change:
ŻŻŻŻŻŻŻ
This puts characters in the front or back row, or switches their
position horizontally. People in the back row (can't be done in the
very beginning of the game, until you get five or more in your team)
do not participate in battle, although you can switch them--during
the fight--with other party members.
Options:
ŻŻŻŻŻŻŻŻ
The message speed can be configured here, as well as the cursor
position (changing it to memory saves the position of the cursor
when selecting options in battle and menus). Furthermore, your
Compendiums are located here; all your acquired items, captured
monsters and much more are recorded in these books.
------------------------------------------------------------------------
1-D: Combat
------------------------------------------------------------------------
THE SCREEN -----------------------------------------------------------
For starters, you have three important statistics in battle:
+ HP (HIT POINTS): Determines your health; if it's zero, you're as
good as dead. A game-over is scored when everyone (Disc Monsters
not counted) has kicked the bucket.
+ AP (ABILITY POINTS): Allows the use of skills (a.k.a. magic).
+ IP (INSTALLATION POINTS): IP is a special gauge unique to the
series. Basically, when you get hit, the gauge increases (think of
it of a fury-meter). When it's full, you can install with a
monster you have captured, in order to become a stronger monster
(even though you can't control it). See below for more.
Those stats are listed below, in the boxes. On the screen are the
monsters (your targets), and the weird characters below are your party
members, which you control.
THE OPTIONS ----------------------------------------------------------
The battle system of the game works with rounds. When it's your turn,
you'll get to choose from three different options once they pop up:
+ SWITCH: Change positions of your party members. Although you have
a party of four characters that actively hack and slash, in reality
you've got actually eight; at any time, you can switch them with an
active person. Use this strategically; low-HP characters should be
put in the back row, etc. And remember _that_ this is possible in
the first place (I didn't know 'til I've completed half of the
game). If you switch, everything's reset when the battle is over.
+ ATTACK: This brings you to the actions sub-menu, from where you
can choose from a variety of options, such as using an item,
attacking, or defending. See below for more details.
+ RUN: Attempts to escape from battle. This is different from Lufia
II in the sense that you can assign this to your party members
individually. When one fails to escape, the battle just resumes.
So if you really need to get away, set everyone to run.
A note on those rounds and turns--it's not _entirely_ turn-based,
because the AGL-stat (speed) is factored in a few cases. If you
surprise the enemy, you will get the first round (or vice-versa) no
matter what. Then it goes according to the AGL of the characters and
monsters--the fastest attacks first. If the AGL of someone is twice
as much as another, then that person gets to attack twice as much. I
believe the mechanics work like this.
THE ACTIONS ----------------------------------------------------------
If you select Attack, then the following options appear:
+ ATTACK: Physically attack the opponent(s). This does damage based
on the ATK-stat of the performer, and that stat is based on the
character's strength and his or her weapon.
+ SKILL: Opens up a menu with the spells the character in question
has, and using them if you wish. Press Select in this menu to see
descriptions of the skills.
+ ITEM: Use an item. Well, duh. You can choose healing Potions
from here, or special balls to attack the enemy, or whatever you
have collected. Only items that can be used while fighting are
listed, so you won't need to scroll through equipment and all of
that useless crap.
+ DEFEND: If you manage to defend before your foe attacks you,
damage is decreased (how much is something I've yet to figure out).
You cannot attack if you defend, though.
+ INSTALL: Fuse with your monster--if you have one, that is. This
requires a full IP-bar. When you fuse, you'll lose control over
your character (and monster); for three rounds, the newly-created
creature will attack on its own. Of course, attack is pumped up,
and you are immune for your opponent's attacks.
Basically, you fight and get hit back, and because of the latter, you
will need to sacrifice a few healing Potions or some AP to restore
your health. Always keep your HP high!
TYPES OF ATTACKS -----------------------------------------------------
Physical Attacks:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Physical attacks (the default option in battle) do damage according
to the target's defense and the ATK-stat of the performer. This
kind of melee attacks is best reserved for use by the hard hitters;
the weaker characters (Rami) are better off in the magic department.
If you use a physical attack, there's a slight chance that your
damage is doubled--this is called a critical hit, and it's indicated
by a zoom-in of the camera and a flash. Unfortunately, there's a
possibility that you miss an attack, obviously doing no damage.
Skills:
ŻŻŻŻŻŻŻ
Skills cost AP (ability points), and they are usually stronger than
just physical attacks. We have physical skills, such as Knuckler,
an ability of the fighter. Magical attacks are there as well, like
Cinder, which does fire-based damage. All monsters are of a certain
preset type, like Lava Dragons, which are fire. Fire is
extinguished by water, and so the obvious thing is to use water-
based magic on this kind of monsters. Furthermore, we have curative
(heal HP, cure status effects) and supportive skills (stat-up
spells, etc.), and a bunch of miscellaneous stuff (steal items,
random damage, etc.).
You learn skills according to the job you have (priests learn
curative skills, etc.), and by defeating monsters. The more
experience they give out, the faster you learn them.
Note: Maximum damage, be it physical or magical, doesn't cap at
an effective level of 999--the game calculates past that,
although it doesn't show more.
STATS ----------------------------------------------------------------
Each character and monster has specific stats that determine his or
her strength in specific things and all. I think you've figured out
already that some people are stronger physically, but others have
absolutely no muscles but cast away with immensely powerful magic.
Lufia doesn't have fifteen different types of stats, which makes it
all the easier:
HP -- Hit points. Your basic stat in battle. See above.
AP -- And ability points would be your second basic stat.
ATK -- ATK obviously stands for attack, and this is the indicator of
physical strength--i.e. the higher this stat is, the more
damage you do when using the default attacking option during
combat.
DEF -- Defense determines your resistance versus physical punches
and kicks your stomach gets to endure.
AGL -- Agility is your speed. With your experience with other turn-
based RPGs, you should know by now that speed is taken into
account when deciding who attacks first and who last.
INT -- Intelligence is the factor that decides how much damage your
magical abilities do; makes sense, right? Dumb people
completely suck when it comes to this, so reserve the magical
jobs to the smart.
MGR -- Magic resistance is basically equal to the defense stat, with
the only difference that MGR applies to _magical_ attacks.
STATUS EFFECTS -------------------------------------------------------
Like any other RPG, your character and your opponents can catch a
negative status effect, like sleep; the inability to do something. In
order to negate these effects, use the appropriate skills or items--
sleep, for example, is countered by using a Wake-Up Call. Here's the
list of the most-important (most-occurring) status effects:
Burns -- Similar to poison, see below.
Confusion -- You lose control over the character and it will
attack by itself, both ally and foe (including
him-/herself). Cure this with a Sanity Pill.
Deadly Poison -- See "poison" below; replace "bit" with "bunch".
Paralysis -- Unable to act. Cure with a Mysterious Pin or
the Release-spell.
Poison -- When a poisoned character acts, he or she will
lose a bit of HP. Cure this with an Antidote.
If you're afflicted after battle, you will lose
1 HP with every step you do!
Sleep -- Unable to act. Cure with a Wake-Up Call or with
the Wake-spell. If you're hit by an attack, you
are usually woken up as well (*punch* "Wake up,
you!")
------------------------------------------------------------------------
1-E: The Other Stuff
------------------------------------------------------------------------
THE JOB SYSTEM -------------------------------------------------------
New to the Lufia series is the job system. Once you reach Gruberik
(somewhere in the beginning of the game), you can change the job of
your characters (Eldin, Torma and Rami only). Jobs are similar to
"classes"--you can talk to people that accept you as their apprentices
and switch to their style, if you accept their offer.
So what does this do? Stats are modified for one thing; should you
become a swordsman, your ATP (attack power; how much damage you do
physically) will rise significantly, or if you become a thief, your
AGL (agility) goes up. The downsides are not to be left unmentioned
as well: becoming a swordsman results in a drop of the INT- and MGR-
stats (intelligence and magic resistance respectively), and so on, and
so forth.
Not only are stats affected by the jobs; you will acquire special
attacks or skills unique to that job. Wizards get offensive magic,
priests cure the party, and fighters learn how to teach opponents what
melee fighting is.
Furthermore, jobs are divided by rank. You are a novice in the
beginning, and via the apprentice-, expert-, and teacher-rank, your
ultimate goal is becoming a master. Jobs are assigned individually.
That means that if you assign your main character to be a swordsman,
the other people in your party are not (unless you opt to switch them
to one as well).
For the rest, see section 3-B.
DISC MONSTERS --------------------------------------------------------
Disc Monsters, many times abbreviated to DM in the game, are similar
to Capsule Monsters (from Lufia II), but more alike to the monsters
you catch in Pokémon. Rather than letting them fight for you, you
fight yourself, of course, but with their help. You cannot control
them; only statistic information is available. Other differences are
that Disc Monsters can be equipped with weapons and armor, and that
you can teach them skills, plus a lot more.
The pro of having Disc Monsters is that you stand better in battle.
Disc Monsters attack, and they can deliver the final blow you just
need. They also take a few hits, so that you don't have to bear with
the black eye yourself. If Disc Monsters are killed, they are revived
the next fight with just a little HP left; this contrary to the human
part of the party, which stays dead when a new battle is entered. The
cons of having monsters with you are that they become a new addition
to the party, and that they thus eat up your experience points;
experience gain is divided among all party members, and if you have a
Disc Monster for nothing, make sure you get rid of it.
So how do you get them? I'm sure you've given Pokémon a try--Lufia's
way of capturing monsters is similar. If you thought you were too old
for Pokémon, here's how you do it: you weaken the monster first in
order to reduce the chance of the capture failing, and you throw the
monster a disc (Pokéball). If you're successful, the disc is lost,
but you have a new disc Monster to attack with. If you've failed, the
disc is lost and the monster resumes attacking your party.
For the rest, see section 3-C.
========================================================================
PART 2: WALKTHROUGH
========================================================================
A few notes; your schoolwork for the next minute, before you, well,
start walking (after all, this IS a walkthrough). Read and learn. Or
something to that extent. Whatever.
* I've used some ASCII-drawings to explain a couple things in the
game. For them to line up correctly, you need to view this
document in a fixed-width font, e.g. Courier New. If you look at
it in anything else, my FAQ will look more like utter crap than it
does already. It's also suggested to use a Windows 1250-compatible
font, or the character Ż may not be an upside-down underscore (I
use this to underline a few headers).
* Preceding each chapter is a list of items and monsters, as well as
a recommended level (usually a range). Sometimes, the levels are
off, so don't depend on them TOO much.
* Remember! North is up, west is left, east is right, and south is
down. I use this quite often throughout the FAQ.
* And finally, by reading further, you agree that you shall *not*
send me e-mails consisting of roughly 3/4 of any abusive words-
dictionary because I have ruined your gaming experience.
Obviously, this is a walkthrough full of SPOILERS. I have not made
an effort in excluding every plot-revealing bit of text--something
happens, I tell you what. Remember that a solution to a problem is
a spoiler as well; always try by yourself before you resort this or
other guides. Just don't read more than what you need and you'll
be fine.
------------------------------------------------------------------------
2-A: Licensed to Hunt
------------------------------------------------------------------------
Items: Clothes, Clothes, 100G, Potion, 10G, Potion, 5G, Potion,
Potion, Potion; Monster Book, Weapon Book, Shield Book,
Armor Book, Helmet Book, Accessory Book, Potion;
Sharp Bone, 5G, Stone Fragment, Charred Newt, Cave Disc,
5G, Cave Disc, Earth Fruit, Potion; Hunter's License
Monsters: Red Jelly, Puny Moth, Newt, Bat, Blue Jelly, Death Moth,
Goblin
Recommended Level: 1-3
PARCELYTE ------------------------------------------------------------
As you begin, press through the cut-scenes. You'll acquire Clothes
for your friend (Torma) and you (Eldin). There will be a convo or
two, the last of which is with an old guy (the major), about Priphea
flowers being stepped on and stuff. You know those old guys--just
promise them you'll be good and everything's the tops. In this case
you really should, 'cuz you will have to pay 50G otherwise; although
it has to be forked over eventually, you need it more at this moment.
When you gain control over Eldin, you can talk to the guy again for
some information.
Odds and Ends:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Go to the right and enter the house. There's a closet to the left
(right of the bookshelf); open it to get 100G. I'm sure grandma
doesn't mind.
- Head down. Below the inn are three trees and five bushes; cut away
the second one with the B-button to reveal a Potion.
- Head inside the inn. A girl says that the pots break easily, and
it just *so* happens that there are pots here. Fortunately, "you
break it, you pay it!" does not apply here; break the second you
find and you will _get_ 10G. Not a bad deal.
- Now go left for a shop. You can go inside to, well, shop.
However, it appears that it is enterable via the back; do so, and
open the closet to receive a Potion.
- You can also interact with the bed here to make it up, and get 5G
from the shopkeeper as a reward.
- Now get outside. You see a mailbox there, right? Under it is a
bush, right? Cut it away, then walk through the newly-created
path. Find yourself another bush and cut it away for another
Potion.
- Enter the house nearest to said mailbox. Open the closet here for
a Potion. Potions potions potions. They're supposed to cure you,
but I get sick of them instead.
- And your own house has a Potion as well. Check the upper-left
corner of the first floor; a bottle that is breakable.
- And finally, there's some guy in your house. Next to your bed is a
Red Jelly; interacting with it reveals an alchemist. He says that
to make a Rune Ring, you'll need to get 150G and a Sacred Branch.
The latter is not in your hands for the moment, so ignore this for
now.
I guess that's enough for now. Remember you can sleep at an inn
anytime (here for 20G) to recover health, and that saving or curing
negative status is done at the church. See section 4-D for a listing
of what the shops sell.
PARCELYTE CASTLE -----------------------------------------------------
Your next goal is Parcelyte Castle, of which the entrance to is left
of Parcelyte. Enter it. Apparently, there's a Hunter's test or
anything like that, and it seems our hero gets to sign up for it.
Upon entering, your buddy Torma joins your party. Your new team has a
talk with a soldier while waiting in line (learning that the new test
is no cookie), and once it's their turn, they'll sign up. You can
name your first character (default: "Eldin") and choose an outfit for
them.
Note: The outfit you choose has no effect on anything, except the
way you look. Remember you'll be stuck with it for the rest
of the game!
The soldier explains that there's a Lukie Cave around here and that
your test is to go down it and find an old grave, read the inscription
on it, and that's that. Sounds simple, of course, but they say
nobody's been down there for a hundred years. You will lastly get the
Compendiums, which are books that will fill up with info as you
progress (sort of like a Pokédex, you know?). Check "Options" in the
menu to see 'em.
Before we set out to the cave, let's dig an item: go up the upper-
left stair set and open the second cabinet for a Potion. The one to
the left is empty. You can reach Lukie Cave by taking the path in the
lower-left corner. Get there, whip out your sword, and prepare to
kick some butt.
LUKIE CAVE / PART ONE ------------------------------------------------
In this cave, you will meet a variety of monsters that should not be
unfamiliar to you if you've played Lufia II; Red Jellies, Puny Moths,
Newts... Same counts for the battle system; it's basically almost
exactly the same.
Go north until you find a lamp; head left through a hidden path before
going north. Ignore the Red Jelly and go on until you see a formation
of bushes; the uppermost of the 3x3 formation has a Potion and the
lone one left of it gives containment to a Sharp Bone. That Sharp
Bone (*bone*? Looks more like a sword to me...) is a weapon;
unfortunately, Eldin is already equipped with it and Torma has a
stronger weapon. Uselessness.
Go back to the lamp and head north. The guy says that he gives you a
hint if you cut all the bushes in front of him... if you do so and
talk to him, he'll say that monsters move when you do, and... yeah.
Useless tip to veterans of the Lufia series. Head north to the next
area and you'll find what seems like a gravestone; unfortunately, it
is not The Gravestone With The Inscription (tm), but as pointed out by
Torma, there seems to be some empty space in it... wonder what's that
for? Perhaps it's got something to do with the weird door in the
back...
In any case, nothing can be done with it now, so let's move on. Go to
the upper-right corner and up the stairs, and have a chat with the
guy. He'll mention the Ancient Cave, which must means that the
Ancient Cave is in this game. YAY! Head up to the plus-formation of
bushes and cut away the bottommost one for 5G. Yay again. Don't go
up, as nothing interesting is there unless dead ends interest you. Go
right instead, down, and the door closes behind you! Oh no! Also,
there is one other door in this room. However, it's closed as well.
Oh no no!
Your experience from Lufia II kicks in here (or this guide, if you
didn't play it ^_^;)--you will need to defeat all monsters in this
room (Red Jelly, Newt, Puny Moth) for the next area to become
accessible. Do so and enter a new room.
Kill the Red Jelly; it seems to follow you, and that's fairly
annoying. Cut away the bush in the upper-right corner to reveal a
button--step on it to open a door. However, if you leave the button,
the door closes! Luckily, there's a pot in this room that you can
place on the button, holding down it and allowing you to go through
the door. Simple stuff, really. Pick it up with the A-button, and
make sure to take note of the R-button technique that the guy in this
room talks about. Go to the next area.
In here, move north till you reach a rectangular-shaped formation of
bushes with a chest in the middle. Open the chest for a Stone
Fragment, and cut away the upper-right bush for a Charred Newt. That
Stone Fragment probably fits in the previously-visited grave! Also,
remember that room with the dead end I spoke of earlier? To the left
is that dead end, but seeing as you're on the other side, it's no
longer a dead end. Cut a bush and push a crate forward to make
yourself a path, go through the entrance, then south one screen, then
south one screen again. Go to that mysterious grave.
LUKIE CAVE / PART TWO ------------------------------------------------
Note: It is recommended to head back to Parcelyte and save, before
continuing. While you're at it, make sure you have enough
Potions!
Torma will mention that Stone Fragment, which apparently fits in
there. Press Select and choose "Special" in the menu (make sure to
face the grave); select the Stone Fragment and you will put it in the
empty spot. A light emits and the door behind unlocks... go through.
Or not and head back to Parcelyte first to save; you're roughly
halfway done with this dungeon. Inside, tell the guy to scram
himself, and go up for your first puzzle! ...and last, it seems.
Damn.
I'm an idiot who likes to draw ASCII-thingies, but I won't bother you
with an ASCII-drawing of the situation this time, for the puzzle is
really simple. Blocks can be pushed, but not pulled; push the block
in the middle all the way forwards against the stairs, and then cut
away all bushes. You can now push a block left or right; whatever you
wish. Doing so allows you to go down the stairs.
As you enter, a guy comes to you and leaves; he's scared to hell. We,
of course, are not. Head down and you'll see a switch; cut away the
other bush to find another switch. Left are four bottles. However,
only one of them can be picked up and put on the switch; the other
three are just there to get broken. Upon entering this room, you've
seen a barrel; move this to the second switch (remember not to push it
against a wall!). The door opens. Enter; the three chests you'll
find here are empty, but there's a fourth! Cut one of the bushes to
reveal it; the Cave Disc is inside it. Backtrack back to the room.
Cave Discs can be used to capture monsters--see section 1-E.
And go down. As a small note, there's a new monster introduced here,
the Death Moth. Its name indicates the monster's friendliness against
you, but dealing with it should be not a problem at all. In the next
room, go to the pole and Torma says this is a job for him; press L to
switch to him and press B while facing the other pole. He will cross
the chasm with his, uh, fishing rod. Like in Secret of Mana with the
Whip, or, more appropriately, in Lufia II with the Hook. In any case,
you're on the other side, and that's all that matters.
Defeat the Bat (recommended catching! Use the Cave Disc) over there
and pick up the bottle below. Bring it up and place it on the switch
in order for a pole on the other side to go up. Use Torma's mad
fishing skills to get to the other cliff and head up. Make sure to
surprise the next Bat; stand against the wall above, face left, and
when the Bat comes down (he comes to you), make sure you're facing
him. The Bat should face down, and this leads to a surprise attack in
your favor. After defeating him, go left. Get rid of the Newt in
here, and cut away the plus-formation of bushes. Grab the 5G that is
revealed, and resume south.
Here's a bunch of chests (only one of them is still unopened, though).
Open the last one for a Cave Disc, and sequentially cut the lone bush
left. That one contains an Earth Fruit, which you should take with
you as well. Next, there seem no other entrances, meaning you'll need
to cut away the rest of the bushes. Start below; one of the lower
ones holds a Potion. Second, kill the Death Moth. And thirdly, cut
one of those bushes in the upper-left corner to reveal a hole. Fall
down it.
Circle south through the path, and make your way to a vine. As a
small note, I see a *red* monster there, and when I fight it I get
*Blue* Jellies down my throat. What madness is this? Anyway, that
vine is not something to climb yet--it's a shortcut to go BACK, thus a
longcut for now. Instead, make your way north. Beat the Bat in the
next room and the door opens. Before you continue, heal yourself!
Use those Potions; you should've gotten plenty of them back in
Parcelyte. When you're ready, interact with the grave. You'll open
it--bad idea indeed, as a Goblin pops up, not even being grateful for
being released. It even attacks you!
Boss Strategy -- Goblin:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
155 200 31 6 20 20 11 250 100
Goblin's main attack is Tackle, but it rarely reaches the double
digits if you've leveled up even the slightest bit. Fumble disables
your character for one round. In battle, the Goblin is nothing
tough. Seeing as this is the beginning of the game, and that you're
only with two characters, and that there's no magic to your
potential, this is just a simple attack-attack-heal-and-repeat
fight. So, just attack him until your health gets below 10 HP, when
you need to kick in a Potion.
After the fight, Torma reads what's on the grave: "When the ancient
sunken city awakens from its long slumber, the path to the holy land
will appear." Torma's question remains unanswered for this moment,
and he's right about returning. You're finished here, so let's report
back to the soldier and become a Hunter! Make sure to use the vine,
for that's a shortcut to go back. I'm sure you know the rest of the
path.
PARCELYTE CASTLE -----------------------------------------------------
You will be brought to the King and you'll need to say what you've
read on the inscription. Rather, _he_ will say it and you'll need to
fill in the blanks. The correct answers are as follows: "City"
(second option), "Slumber" (second option), and "Will appear" (first
option). By choosing the correct answers, you will acquire the
Hunter's License--if you fail, video game voodoo kicks in and you can
just try again.
PARCELYTE ------------------------------------------------------------
Once you have the license, let's head to Gruberik--home of the Ancient
Cave and the Hunter's Guild. Back in Parcelyte, there was a guy that
was blocking the path leading south, right? He isn't anymore,
allowing you to go down that road. Before you leave, though, go to
the church (north in the village). Save your game. You might also
want to visit the inn and rest the night for 20G, if you're low on
health. When you're done, pack your stuff, and go down.
------------------------------------------------------------------------
2-B: Gruberik
------------------------------------------------------------------------
Items: Potion, Antidote, Field Disc, Pot, Field Disc,
Field Disc, Insect Egg, Chopping Board; Katyusha,
Cloth Tunic, Insect Egg, Antidote, Simple Ring,
Sanity Pill, 100G, Cave Disc, Mysterious Pin, Sharp Bone,
Field Disc, Potion, Vitamins, 50G, 100G, Simple Ring,
Hi-Potion, Hi-Potion, Revive
Monsters: Red Jelly, Pupa, Baby Frog, Mosquito, Blue Jelly,
Mousse S, Spider, Beetle, Green Jelly, King Spider
Recommended Level: 2-4
ROAD TO GRUBERIK / SOUTH ---------------------------------------------
Go down, then left. Don't worry about the formations of four bushes;
there's a bunch of them on this road, but none of them contain items.
Ignore the Red Jelly and just go left until you reach the next screen.
Here's a Pupa--an enemy that looks like Kakuna in the Pokémon games.
As it did in Pokémon, it poses no threat here. After defeating it,
head north. Never mind the chickens; they're there just to *be* and
you can't do that Legend of Zelda trick on them. Unfortunately.
Instead, see those bushes over there? Cut all of them away; the last
of them contains a Potion. Pick it up and go left. When the path
goes to a lower level, go down that lower level.
Head north and meet up with a Mosquito. Beat it up, then cut away the
bushes that lead to a small area inhabited by chickens and a Baby
Frog. There's a lone bush in here, which holds an Antidote for you to
pick. Get it, then head right. Circle around the path (you will
probably need to fight a Mosquito that crosses your path) and enter
the next area. The previous part of the road didn't require any
brains, but that changes here. A little.
Switch to Torma by pressing L; you're gonna need his mad fishing
skills again. Go up and press the barrel to the left. Walk up to the
flower; you should see a pole at the far side of the screen. Press B
to get your ass there, and repeat the process with the pole left of
you. Defeat the Baby Frog and pick up the bottle. Bring it north to
an odd patch of ground--this is, well, a switch. I know it's stupid.
Place the pot there and the on-screen pole goes down. Now go south,
whip yourself to the right, then up, then go up; the pole you've used
at first is now down, allowing you to go through the path. Of course,
you could've just hacked away that flower... but the game doesn't
allow that. Too bad.
Anyway, head north. Never mind the barrel with the switch; they're
just there and I can't seem to find a true purpose behind them. Walk
past the jelly and you'll find a weird scum-like monster (looks
similar to Jelze...); they're easy to get rid of and like to run away.
Cut the four bushes for a Field Disc. Great! Now you can catch
monsters from the field. See the game basics for more info. Cross
the bridge and you'll eventually come to a fork (you can go up and
right); if you head north, you'll get to a cave that you can't enter
(spider web is blocking the entrance). Which means, of course, that
you'll need to take a right. There's a house here, which you can
enter.
OPTIONAL / BLACKSMITH'S HOUSE ----------------------------------------
Talk to the old hag and she says that the path to Gruberik is blocked
by spider webs. You can also break the uppermost pot to reveal a,
well, a Pot. o_O; This Pot is a helmet--I know, it's really stupid
(sort of like the OzziePants from Chrono Trigger). But hey--whatever.
Have any of your party members wear it and go through the entrance.
You'll arrive in the basement, in which is a blacksmith. Break the
pot for a Field Disc and have a talk with the man; he says that he's a
once-popular blacksmith and that he needs an apprentice--one whose
best friend is the hammer. Unfortunately, you know of nobody with a
hammer, and thus you can't help him out yet. Head out and let's
continue.
ROAD TO GRUBERIK / NORTH ---------------------------------------------
Go right. You'll see a fence with an opening; don't go through it
(there's only a cave blocked by spider webs). Instead, go right, and
beat the Spider if you can't avoid it. When the path forks, take the
upper path; below is nothing of interest. You'll find a Beetle and a
vine on the wall; this is the first vine that covers a hidden
entrance! Cut it away and enter a secret cave. Work your way through
it (it's a super-small one), and after defeating the Pupa, open the
chest to acquire a Field Disc.
Exit the cave and head right, then up. You can see a bag of cash in
the lower-right corner of the screen; ignore it for the time being,
because it remains inaccessible for the moment. Instead, walk up and
work your behind all the way to the left. Ignore the vine as well; it
_does_ lead to that bag of cash, but a stump will be blocking your
path. So go left; you will eventually find a well. You can go down
it, but something will be blocking your path all the way to the
bottom. Damn those things. (If you avoid monsters and they're
following you now, enter and exit the well. They'll reset to their
original places.) Left of the well is a plus-shaped formation of
bushes, the middle bush of which contains an Insect Egg. Pick it up
(don't use it yet; no need for that). When you have it, take the path
to the north.
The path forks here. A sign denotes that Gruberik is east (right),
and to the east is a path blocked by a spider web. Damn! If you
examine it, Torma says that it's different from the others (...spider-
sense... tingling!). It's still blocking your path, and you can't do
anything with it yet. Take the western path instead. Take note of
the monsters blocking your path: a Green Jelly and some more of that
scum. Crush them and resume, finding a Spider. Crush that one as
well, and enter the next area. Here's a path, blocked again. Not by
spider web, but by vines--and vines can be cut away. Do so, and enter
the cave.
Upon entering, you'll see a bunch of webs... a BUNCH of webs that is.
Torma exactly sums up my thoughts. Head north through the entrance
and, well... crap. That's quite a big spider over there, and it's the
head honcho of the area. And of course, he's not too keen on letting
you kill him that easily.
Boss Strategy -- King Spider:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
188 60 33 5 25 2 8 365 400
King Spider's behavior in battle is the same as the Goblin, whose
ass you've kicked earlier, except that Fumble is now replaced by
"Toxic Cloud"--this hits all two of you and inflicts the more
dangerous poison-status. Use Antidotes when you are struck.
Essentially, this fight is also similar to the one with Goblin: it's
just trading hits and healing when needed, until you emerge
victorious. Basically, see the Goblin's strategy; heal, attack,
repeat.
After the fight, Torma points out the obvious. The webs in the entire
cave promptly disappeared upon defeating King Spider (stupid name),
and that must mean that the webs everywhere else are bye-bye as well.
Let's find out! Exit the cave.
Go down, then right, then up. The path that leads to Gruberik that
was blocked first isn't blocked anymore! However, _only_ this path is
unlocked. The other two web-blocked paths are still there (the two
near that house), however... go check it for yourself if you don't
believe me. In any case, you're on this road to find a way to
Gruberik, so those aside. Go through the path. On your way is a
bush; be sure to cut it away to get a Chopping Board (although no one
can equip it yet). Head north, bust some Mosquitoes, go north again,
and finally, we're done here.
GRUBERIK -------------------------------------------------------------
Note: From now on, the world map is available (accessible). Just
exit the town for a moment. You won't enter the road, but
instead a map appears on-screen; now you don't have to walk
all the way to Parcelyte, but you just select it. Handy!
Also, there's a location left uncleared--this is the Old Well
just below Gruberik and it's not needed to go through there
now.
Holy crap! This place is BIG. First, head all the way north. Torma
will say he'll visit his grandpa, and leaves your party. You can
visit the town now, but you might as well get Torma back now. Head up
the stairs and take a right when you can. Go to the far right and
walk south; you should see a small house. Enter it. Inside, you'll
overhear a not-so-friendly conversation between Torma and his grandpa;
grandpa is not best pleased with Torma and Torma is not best pleased
with grandpa. So Torma leaves, and Eldin as well. Outside, Torma
rejoins your team. (Torma also rejoins when you go to the path to the
Ancient Cave. "Don't leave me behind!")
Everything below until the next section is optional. First I'll give
you a rough summary of the place, then I'll discuss any hidden items
I've found so far. Roughly, Gruberik is divided into two parts, both
of which have a screen for themselves: the village-part and the
marketplace.
First, the village. Left of the entrance is a school of some sorts.
If you talk to the teacher, you'll have to solve a puzzle--any math
freak can easily solve this. If you choose the wrong answer, you'll
have to attend class for a sec or so, and I've no idea if this has
effect on anything later on. Also in this school (in the northern
area) is a bookshelf. Go check it for some info about Torma... And
other residences in this place are either empty of people or just for
information.
As for the marketplace, there is an item shop in the lower left
corner, a weapon shop in the house above there (upstairs), and an
armor shop in the same house (downstairs). Scroll down to section 4-D
for the lists. Right of the item shop is a bar; everyone's talking
about the hot dancer dancing here. Visit the chick (Marin) upstairs,
if you wanna. Also, a blacksmith is in the lower-right corner of the
map. Check section 3-D for info on this special "shop". And there's
a fortune teller around; she costs 10G, and stays that you are
boarding a pirate ship, stealing something. Hmmm?
Furthermore, you can stay in the inn for 50G. Right of the inn is a
huge house that says "Antique". This is the Hunter's Guild (which you
came for); check out below for the details. And right of the guild is
a small residence, housing a church. Save if need be. Right of THAT
building is the path to Mr Cashwell's mansion. ("So go away!!") And
in that manor is, well, a rich guy with enough $$$ to spend, as well
as a members-only area. I wonder what's there... Left of the
marketplace is a path leading to the Ancient Cave. But... the cave is
closed. Too bad. Right of the marketplace is the path leading to the
dock; you can find a pirate ship, sailors, and a few more things here.
Nothing exorbitantly interesting.
Odds and Ends:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- Go to that school again. Right of the entrance to it is a stair
set leading up; get on the roof and walk all the way to the left.
Somewhere, there's a spot where you can drop down. Do so, head
north, and cut away the bush for a Katyusha.
- Now enter the school--there's a back entrance directly south of the
just-cut bush. Slash the pot left of you to reveal a Cloth Tunic.
- While you're in the school, talk to the monkey attending class. It
is in fact an alchemist, and it teaches you that in order to make
Hi-Magic, you'll need to mix a Magic Jar with a Hi-Potion.
- And lastly, open the cabinet near the teacher to get an Insect Egg.
- Go north of the school. Three houses are here; enter the uppermost
one. Two bottles are on your left; below them (you can barely see
it) is an Antidote. Pick it up.
- North of Torma's grandfather's house is a house. Enter it, head up
the stairs, and open the cabinet to receive a Simple Ring.
- West of Torma's grandfather's house is a house. In there is a
cabinet also, this time containing a Sanity Pill.
- South of Torma's grandfather's house is a house. An old hag
inhabits it; check out what she reads! A NAUGHTY PICTURE BOOK in
the bookshelf! Go read it too. You're of course very interested
in that book and check it again--you'll find 100G if you do so.
And of course, pictures aren't shown on-screen... but oh well.
- Finally, head to the marketplace. On your way is a kid that wants
a Charred Newt; give it and he'll give you a Cave Disc.
Note: The following portion below applies to the second part of
Gruberik (the marketplace).
- In the bar, go upstairs and visit Marin. Open the cabinet to get a
Mysterious Pin. ("Yeah, I ought to visit your cabinet more
often.")
- In the weapon shop, go upstairs. Push the crate forward and get a
Sharp Bone out of the first cabinet.
- Go to the inn (upper-left corner of the screen). Don't enter it,
but instead walk around it via the left side. There's a pot, which
has a Field Disc.
- Inside the inn, go straight ahead through the entrance. You will
arrive in the suites. One of the closets contains a Potion, and
the other one Vitamins.
- There's another suite (deluxe suite) in the inn with a locked
cabinet. I'm sure there's something good in there, but I know of
no way yet to open it...
- Right of the path to Mr Cashwell's mansion is a small house, in
which there are two cabinets, one of which has 50G, which is some
more to spend, which you can do at shops, which are elsewhere.
- Two items are in the Cashwell Manor. The first can be acquired by
examining the bookshelf; someone was generous enough to put 100G
between the pages of a romance novel. Erm.
- The other treasure, a Simple Ring, is in the cabinet.
- Now, head to the docks--a path to them is right of the market. You
can see a Hi-Potion over there; get it by either passing the sailor
to the left or via the house to the right.
- Go to the Hunter's Guild via the big entrance, go through the
entrance to the right, and find a cabinet that contains a Hi-
Potion.
- While you're still here, go upstairs to the job switching room.
The first ad to the left (left of the stair set) says that you can
buy a Revive from one Nick at the docks. Head to the docks and
talk to the first guy--the Revive costs 400G, but Revives are rare
and not buyable (only one-time opportunity here).
And MAN--this is one big place to cover. I'm not even finished yet;
that big building, the Hunter's Guild, is left uncovered.
THE HUNTER'S GUILD ---------------------------------------------------
The Hunter's Guild is a place from where you can do a variety of
things.
Keepers Assoc.:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
First, go straight ahead from the big entrance; you'll enter the
Keepers Assoc., from where you can do all kinds of stuff with Disc
Monsters. There are bookshelves here; read them if you're new to
the game. Talk to the left guy to assign, teach skills, or set free
monsters, or to the right guy to buy discs. If you haven't captured
any monsters yet, you can't do anything here, though.
Bandino:
ŻŻŻŻŻŻŻŻ
Take the flight of stairs in the western part of the building. Talk
to Bandino for a job--getting Iris Water out of the Ancient Cave for
a reward of 100G. Take it or not; you will have to wait anyway
since the cave is closed for the moment. Also, you can buy goods
from him; first say no, then choose yes. For more information, see
section 3-A (and scroll down a bit from there).
Jobs:
ŻŻŻŻŻ
And lastly, jobs and all of that stuff. You can change jobs here by
talking to the people behind counters upstairs (follow the red
carpet to reach the room) and becoming their apprentices. You can
choose to become a fighter, mage, priest, swordsman, thief, or
wizard.
You will learn skills and magic unique to the job you choose; if you
become a wizard, for instance, you'll learn many offensive magic-
spells, but changing into a fighter will result into learning a few
martial arts-attacks. Choose a job for both of your characters; I'd
suggest (but that's my suggestion) to make Eldin a thief (stealing
stuff, learn Escape, learn Sonar!) and Torma a swordsman (kill kill
kill!). Leave.
Note: It's possible to become a knight here, but being a master
swordsman is a prerequisite for that. Find the knight by
going outside, up the stairs, then through the door, then
through another door, upstairs to the roof, falling down
one level, then entering a small room. You can't become
his apprentice just yet, though, unless you've mastered the
swordsman already. Unless you're a terribly obsessed
FREAK, you haven't done so yet.
------------------------------------------------------------------------
2-C: The Black Auction
------------------------------------------------------------------------
Items: Terror Ball, Antidote, Potion, Wind Fruit, Gold Shard,
Priphea Flowers, Love Letter, Member's Card, 500G,
Moon Stone
Monsters: (none)
Recommended Level: 3-5
CHASE THE THIEF! -----------------------------------------------------
Head to the Ancient Cave (directly opposite to the docks). The guys
in front of the entrance to it say that the entrance has collapsed,
meaning you'll have to wait till it gets fixed. Also, there's an
alchemist here; talk to the guy in the lower-right corner and he'll
reveal to be one. He says that in order to create a Cinder Ring, 150G
and a Fire Ore is needed. Which is great... if you had a Fire Ore.
But you don't... so it's not great.
Return; upon getting back to the marketplace, the camera pans over to
a thief! He steals some stuff from some lady, and of course, our
party comes for the rescue. Torma takes the lady to the inn and you
have to chase the thief. Run to the right and he bolts. And the
music changes to an unbelievably happy tone--this sounds like a mini-
game, but it's not. Chase the thief around a few times (just go in
his direction, and if you lose him, walk around until you see him
again). Eventually, he will go to the docks; resume giving chase. Go
all the way north to the pirate ship; the music tones down again and
the thief appears to be gone... Now, talk to the bald sailor, and he
says that the thief probably entered the ship.
Oh well. Return to the inn; there's nothing you can do for the
moment. Go to the suites and find Torma and the girl; near them and
Barger joins in. There's a short conversation; basically, the thief
went on the pirate ship and the items _need_ to be returned. And,
well, you are the two victims that need to retrieve it. The party
seems a little hesitant, but immediately takes the job after learning
that the gal is loaded with cash.
PIRATE SHIP ----------------------------------------------------------
Okay--you need to retrieve a stone with ancient lettering and a Gold
Shard used to read it. Head outside the inn and go to the docks;
there is a spot on the docks where Torma asks you to board the ship.
Get there and agree with him, and it's time for some Metal Gear Solid.
Basically, there are chests, obstacles, and pirates. Chests can be
opened for items, and pirates may not see you. If they see you, you
will need to start all over again. Which means, of course, that you
have to try not to be seen. That's what the obstacles are for; stand
behind crates and that sort of stuff--basically, if you can't walk
over it, the pirates can't see you through it. There are some crates
and pots that can be moved; this can be used to your advantage.
Here's a mini-guide on getting all items and staying unseen.
- Enter the ship and go down the stairs.
- Go left and face the pot; you should see two guards left of it.
One guard is in your horizontal range; the other can't see you.
When the above guard turns left, pick up the pot, move two spaces
to the left, and quickly place the pot. That pot should be under
the crate.
- You can now safely open the chest for a Terror Ball.
- Now go up, around the barrels, and open the other chest for an
Antidote. Don't open the chest from below--the pirate may see you.
- Go to the right, back to the stairs.
- You can see a pirate walking up and down, and a pot somewhere in
that area. Pick up that pot and walk two spaces to the right; make
sure that the pirate walking in a circle is not seeing you.
- Walk around the obstacle thing, using the pot if needed.
- There's a pirate between two barrels and a wall; if you still have
the pot, put that in his sight and go to the next part.
- Circle south of the stack and push the crate ONE spot above; make
sure the pirates don't see you.
- And go down the stairs.
And that's that. You will now overhear a conversation; one of the
items is sold, the other is still on the ship. You'll also learn that
the thief is to the casino in Daros, but save that tidbit for later.
After a while, you'll regain control over Eldin and Torma; you see
that crate over there? Push it ALL THE WAY to the left 'til you lock
in a pirate. Once that's done, go in the room directly south of him,
and break the pot for a Potion. The pot in the other room is empty.
Make sure the other pirate doesn't see you as well (there's a movable
pot), and head left.
Two chests are here! Make sure to open the lower-right one FIRST; you
will get a Wind Fruit. Sequentially open the other chest to retrieve
the Gold Shard. You are automatically returned outside; and that
"automatically" is the reason to open the other chest first.
GETTING THE MEMBERSHIP CARD ------------------------------------------
Barger notes that you know the son of Mr Cashwell, and perhaps he can
provide you with what you need. He'll be your next goal; Torma is
unfortunately not happy with it. You'll learn that Rubius is the name
of the girl, and your new job starts now.
Go to the bar (where Marin, the dancer, is). Upon entering, you'll
see Marin doing a dance and returning to her room. Now, talk to the
son of Cashwell--he's the guy with the glasses, at the bar. He'll
agree on helping you, but it's not like "Hey, you! With the face! I
need a card!" and getting it immediately. Rather, you'll need to get
the guy a present to give to Marin... blargh you, kid.
And what in the world would be that present for Marin, eh? Let's ask
the fortune teller. She says, "You have flowers... It's a present...
Hmmm? An old man?" And that's enough for a hint. Do you remember
the major of Parcelyte? That old guy is your next stop--leave the
town to enter the world map. Select Parcelyte to get there instantly,
and find the major. Talk to him and he'll be glad to give you a bunch
of Priphea Flowers... for free! Give him a thank and return to
Gruberik. (Note: it costs 50G if you didn't pay it in the beginning
of the game.)
Talk to Cashwell's son again (I still don't know his name... might his
name be "Cashwell's son"? Everyone calls him so...). The gift you
have is perfect--however, he's a bit wimpy, and you need to bring it
yourself. Torma's urge to destroy him rises... but he doesn't. Go
upstairs and give Marin the present, and return to Cashwell's son.
The next thing he wants you to do is giving him the Love Letter he
wrote. This is too much for pansy-ass Torma and he decides to quit.
Without him in your party, bring Marin the letter, and Marin will in
turn get you the Member's Card. Whee!
She says that the auction starts in a few moments. Let's bid some.
Oh, and take note that Torma will join your party later on; don't
worry about him.
CASHWELL MANOR -------------------------------------------------------
Go to Mr Cashwell's mansion (the path to it is right of the Hunter's
Guild) and Rubius joins your party. She'll not really *join* you in
the sense of willing to take part in fights; she just trails your ass
until she has what she needs. She gives you 500G, which you need
while bidding. Go into the mansion and go down the stairs; the guy
that used to guard it stands no longer in front of it, allowing you to
enter the auction.
"Next up... catalog number 25... Here we have an ancient stone,
straight from Nazare." The bid starts at 100G; now, you can choose to
either bid 50G more, or wait. The most efficient way of bidding is by
waiting TWICE and then bidding 400G--you should get the stone for 400G
and you can put those 100 bucks in your own pocket. If you bid from
the start and don't wait, the guy to the left will constantly bid
higher, and you'll have to fork over 550G eventually; this is a bad
choice indeed. Just wait, wait again, and then bid, and you'll get
the Moon Stone for 400G.
Alright then. Outside, Rubius tells you that she's going to the Tower
of Guidance by Karnack--say yes when she asks you to join her.
Well... if you say no, she just asks it again. And again. And again.
I hate video games. In any case, Karnack is not far from Mera
Volcano, and that volcano is your next stop. Notice "Mera Volcano -
East" on the map.
If you use the Gold Shard on the Moon Stone, you will read, "WHEN THE
DOORS OPEN"--this is part of an ancient script, I guess. Wonder what
it means? And, before going, head back to the auction part. There's
an alchemist here; reveal him and learn that in order to create a Fire
Ore, you'll need to mix a Fire Sand with Iris Water. And the Ancient
Cave is open right now--go have a look! See section 3-A for info.
------------------------------------------------------------------------
2-D: Over the Hills
------------------------------------------------------------------------
Items: Flame Fruit, Charred Newt, Antidote, Magic Guard,
Iron Beak, Flame Fruit, Speed Source, Insect Crush,
Potion, Potion, Charred Newt, Power Source
Monsters: Killer Bee, Newt, Lizard Mage, Windona, Pucci, Red Selph,
King Lizard, Light Essence
Recommended Level: 3-6
MERA VOLCANO / EAST --------------------------------------------------
For starters, Rubius sucks in battle. You know why? She doesn't even
participate. That means you're all on your own, unless you've
captured monsters. If not, go capture one now! Make sure you have
some Mountain Discs and Cave Discs; you can buy then in Gruberik in
the Hunter's Guild. Disc Monsters really help you here. Make sure
you have a lot of Potions as well. AND be sure you're wearing a
decent weapon! The first time I went through the place I was armed
with my initial equipment, and even though I managed to get to the
end, that was something I regretted.
Cross the path to the next screen. You'll see a trio of bushes; take
note of that. Kill the Killer Bee; note that you can go left off the
screen to get to the three bushes. They contain a Flame Fruit and a
Charred Newt. Return and go up. Defeat the Newt here and go all the
way to the right; here is a lone bush that contains an Antidote. Pick
it up and go up. There's a Killer Bee here--go to the right. Left is
a path also, but you'll only find a crack in the wall. I suppose
we'll get to that later. To the right is a cave entrance, which you
need to go through.
Go up two vines and fight the Lizard Mage. Kill it, and go down the
entrance. Outside, head up to the next screen, in which you'll find a
mountain with climbable vines and a cave entrance. There's no need to
enter the cave--it leads to a dead end and is probably a shortcut
while backtracking back. Instead, climb the vines--you can climb on
the wall from the vines. If you look closely, you can see white steps
on the wall--this indicates climbability. (I just invented a new
word!)
Okay! First go up the second vine. Go all the way up 'til you can't
go any further, then left, up, etc. Make your way above until you
find a cliff with a cave entrance. Go inside and open the chest for a
Magic Guard. Kill the Lizard Mage if you wish, and return. On the
cliff again, press Down until you fall off... how you can survive that
is beyond me. Ignore the third vine and go up number four; again,
find your way above and enter a cave. In there, circle around the
path, encounter a Lizard Mage, and end up on another cliff. From
here, don't go up yet. Drop down first and enter the cave. Push the
blocks out of your way and follow the path to a chest--it contains an
Iron Beak. Go down and take route four again, and go up to the top of
the mountain. Don't go to the right, as there's nothing of interest.
Instead, head up to the next screen, which is all foggy.
Find a vine to climb and go up a level. Left is a Windona (if you are
interested in capturing), and up is another vine. Go up another level
and go to the right. Climb a vine yet again, and cut away the bushes
for a Flame Fruit. Head back down and go left and up. Here, meet up
with a duck (Pucci). Beat it up, then go to the next screen to repeat
the process with a Windona. Then go up for another one of those Pucci
dudes. Finally, head up and you're on the non-shroudy part of the
mountain.
Pass the monsters and follow the path. Midway, the screen rumbles; a
rock falls from way above and lands right in your path, disabling you
from returning. Yes. Exactly THAT rock falls on exactly THAT place
on exactly THAT moment. In any case, we entered this mountain to
continue and not to go back, so resume to the next screen. And things
aren't looking good for the team, as the bridge we need to cross is
broken. But fortunately, this is a video game, and video games are
notorious for having alternate paths when the main path is
inaccessible; this time it's a hole to the right. Cut away the bushes
and drop down the hole (it's hard to see because of the smoke but it
IS there).
MERA VOLCANO / WEST --------------------------------------------------
As you might have guessed, that red substance in the area is lava, and
lava is hot. Video game power kicks in here; you can walk over the
lava, though not safely--1 HP is lost with every step made in it
(until you have 1 HP left, in which case you lose no HP ^_^;).
There's enough normal land to walk on, so it's not necessary to go
through the lava. First, there's a Red Selph enemy over there; attack
and defeat it. Next, you see a chest in the corner there, right? It
is inaccessible, unless you can bear with the loss of 4 HP; the Speed
Source inside instantly makes up for it. Once you have it, go up,
through the passage.
In the next area, there are ultra-weak bridges that you can step over
only once. If you go over the tiles one more time, you're dropped
down into the lava, meaning you'll have to walk through it all the way
back to the beginning of the room--and that's a loss of a lot of HP.
So make sure to be careful on those bridges--if you fail, re-enter the
room for the bridge to reappear. And speaking of bridges, there are
two of them in this room; one is a 4x4 bridge, the other a 1x3. Cross
the 4x4 first, and enter a small room. In here, defeat the King
Lizard (capture it if you have no monster and a Cave Disc left), and
sequentially get the Insect Crush out of the chest. And equip that
weapon, if it's better than what you're armed with now!
Now go back and go over the other bridge. Deal with the Lizard Mage
if he stands in your way, then go left to the next area. And this
next area, let me tell you, sucks. There's one long bridge and three
enemies; you have to cross that bridge using a particular method and
those three Pugs (probably plus companions) need to be fought. Worst
of all, two fight are surprise attacks, in favor of THEM. Make sure
you've got lots of Potions, that you're wearing the best stuff, then
cross the bridge like this: at the first path-split go left, at the
second down, third up, and fourth up again. If you deviate from given
route, you'll need to go back through the lava and re-enter. Ugh!
Anyway, if you've successfully crossed the route (hope you leveled up
prior to entering), go through the next. It's a Z-shaped (sorta)
path, with a King Lizard and Red Selph on your way. Resume the road
and make sure to pick up the two Potions on your way. With those two
items in the bag, enter the final room. Cross the bridge, and three
Red Jelly-like substances are up ahead. It's an inevitable fight.
Boss Strategy -- Light Essence (x3):
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
95 200 28 4 10 5 5 500 200
A fairly annoying fight; you're only with one character (your Disc
Monster isn't _too_ much of a help...) and there are three of them
to deal with. It, again, is an attack-heal-repeat kind of fight.
The fight's difficulty is hard in the beginning, and this decreases
to medium once you kill off one of them, and it's a piece of cake
when it's a one-on-one. You'll probably use up a bunch of Potions--
don't worry about this, as there's no other way of winning unless by
leveling up. The attacks of your foes are just about regular enemy-
strength, and need only be feared in the beginning, when you get
three down your throat every turn.
One of the jellies manages to get away... but I suppose he'll be no
trouble for you anymore. Get out of the cave via the entrances.
You're now on the other side of the broken bridge, which must mean
we're close to the end. Go down and find a long bush enclosed by dead
trees; hack it away to reveal a Charred Newt. Continue going down,
and cut away the bush in the middle of the plus-shaped formation for a
Power Source. With that, go back and take the other path. Climb down
the wall, pass a Red Selph, resume going south, and you're FINALLY
done here.
------------------------------------------------------------------------
2-E: Beauty and the Beast
------------------------------------------------------------------------
Items: 10G, Dried Meat, Aqua Fruit, 10G (x3); Potion, Earth Sap,
Magic Source, Earth Fruit, Revive; Hi-Potion
Monsters: Goblin
Recommended Level: 4-7
KARNACK / DRY SEASON -------------------------------------------------
Enter. And, well, leave. Upon heading out to the desert, Rubius
faints. Fortunately, some woman comes for the rescue and helps
bringing Rubius to her house. There, you'll learn her name (Aira),
that she's blind, and that she needs to bring some water to Karnack.
Your two party members will escort her there in return for helping
Rubius.
In Karnack, some guy tells you that another girl has been taken; this
doesn't appear to be good. Aira is asked to visit the Elder, and
Eldin and Rubius decide to follow the villagers that head out to bring
the girl to safety. Go up and then right to the next screen; a
signpost says that a rock cave is ahead. But not a rock cave only; a
beast is there as well, and this fellow appears to be the one having
captured the girls.
You'll discover that this monster actually talks, and the three people
that were supposed to rescue the girl bolt away. Which leaves you and
Aira left; it ends up with a battle with him. The enemy this time is
a Goblin; exactly the same Goblin you've fought in Lukie Cave, with
the only difference that you are stronger (but with only a single
party member) now. Defeat him.
Aira appears to know this guy--he's Sando, whom she mentioned in her
tent earlier. Sando opens the cave in the back; his motives for
kidnapping the girls is to let Aira see again, but the party warns him
that she doesn't really know that he's a monster. Sando passes away,
to Aira's disappointment. The good thing is that the girls are
rescued; this includes some little brat by the name of Rami. She will
join your party now, which is a good thing, because she actually
_helps_ fighting in battle. (And saying no to her doesn't help. "I
won't take no for an answer!")
With Rami in your team, you're finished in this town and the next goal
is the Tower of Guidance (which you actually came for). There is a
number of random bits you might want to take note of (albeit totally
optional).
Odds and Ends:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- From the entrance, take a left. You'll see a person lying on the
ground and two bottles; break the bottommost one to reveal 10G.
- And talk to that person to reveal that he's in fact an alchemist!
Learn that to make a Water Ore, you'll need Iris Water and a
Crystal.
- Of the tents "in the back", enter the first one (all the way to the
left). One of the pots inside contains Dried Meat.
- The second tent has nothing but two youngsters in love (how cute).
To enter the third, tell the beast that you have business with his
master, which is a chemist. If you feel the need to become her
apprentice (400G), have a chat with her.
- Next to her is a bottle that contains Aqua Fruit.
- And in the fourth tent are four pots; if you're in need of cash,
grab 10G out of one of them. Well... if you're *desperately* in
need of cash.
- Exit the tent and go down; you'll find four other pots. Cut away
all of them. One contains 10G, and another one has 10G as well.
WOW.
As for equipping and buying, I recommend equipping the Katyusha from
Gruberik on Rami. She can wear it. If you don't have it yet... well,
get it. You should have a Chopping Board for her as well. If you
have some money, but her a Toga as well. For Eldin, I suggest giving
him some defensive items, if you didn't do so before. A weapon is not
absolutely necessary if you've acquired the Insect Crush in Mera
Volcano.
And get Rami a job! Physically, she isn't worth a bean in battle, and
thus I recommend making her anything that uses magic. A chemist is
okay (gains the ability to stop enemy movement for 10 steps in the
field--useful), or a priest to heal your sluggish party.
OPTIONAL / ROAD TO GRUBERIK ------------------------------------------
Also, now you've got Rami, you can burn down bushes (rather than
cutting them away), small tree stumps, and those spider webs. Yeah!
You might want some items, so head to the Road to Gruberik (North).
Switch to Rami by pressing L. Go down one screen and walk on until
you see two stumps close together; burn them, and you'll gain access
to a lone bush with a Potion. Now go back and head down until you get
to the fork (one path goes south, the other leads to King Spider's
cave). Go down.
In this screen, immediately take a right, and burn the stump. Do the
same with the bush thereafter to reveal Earth Sap, and then circle
around the ledge all the way while burning everything that crosses
your path (which includes a Beetle). Eventually, you will gain access
to a bag of cash, which contains 200G. Return when you have it, and
head all the way to the entrance (of this screen). Go down from there
and you'll see an arrow leading down from the ledge (it's close to the
well). Drop down and burn the web. Enter, avoid the Mad Bulb (he's
tough), and find a chest with a Magic Source down the cave. Go back.
The other spider web is, unfortunately, inaccessible for now. You
need Torma to get there (chasm), and, well, you don't have Torma now.
See the end of the chapter for more. Go south from the fork (where
north leads to said spider web), and find a tree stump enclosed by
four bushes. Under that stump is an Earth Fruit.
Also, if you've changed to a chemist (which you should do, for the
Tear Gas-skill) go to Gruberik. Go to the room with all the jobs in
the Hunter's Guild and read the second ad right of the stair set.
Bacchus the blacksmith needs a healer (not a priest, but a chemist).
After reading it, go to the blacksmith (lower-right corner of the
marketplace-part of Gruberik) and talk to Bacchus (lower-left guy).
He wants you to get some Aspirin from Sedel at the Hunter's Guild. Go
back to the jobs-room and find Sedel, the ex-chemist, in the lower-
left corner. Get the Aspirin, give it to Bacchus, and you will
receive a Hi-Magic as a reward. Yay...
I think that's all the noteworthy stuff. When you're done, leave
whatever place you are in and head for the Tower of Guidance.
------------------------------------------------------------------------
2-F: The Ancient Ruins
------------------------------------------------------------------------
Items: Escape Ball, Ice Ball, Fire Ball, Revive, Magic Jar,
Tower Disc, Potion, Thin Cape, Camu Armor
Monsters: Armored Horse, Mini Dragon, Spinner, Baby Frog,
Blood Bat, Poison Toad, Snail
Recommended Level: 4-7
TOWER OF GUIDANCE ----------------------------------------------------
Go one step forward. Rami says that this is one of the Ancient Ruins,
and then you'll regain control over your team. Head forward, read the
stone with Rubius if you wish, and to the next area. Cross down the
hall. In the next room is a broken bridge, thus creating a chasm--
seeing as going down the abyss isn't of preference, there's no way to
continue. Or is there? If you examine the gray pillar-like things,
Rami says that they're stone lamps... and that she can light them up.
Let's try so; press L to switch to her, and hit B to create a fire.
Lo and behold: a bridge pops up. Convenient, eh? I love those
programmers.
In the sequent chamber is a number of monsters (the first four of the
list on top), as well as a crack in the wall in the upper-left corner
(which you can't do anything with yet) and a chest in the upper-right
corner (open it for an Escape Ball). When you're done, head straight
up to an elevator, and lift yourself up. The next area is a maze-like
room.
Two steps down and you're confronted by two ways you can take; left or
right. If you're an item collection freak, take the left path first;
push away the blocks and trail down the paths. Skip the dead ends and
you will eventually find a chest with an Ice Ball (and a Buffalo
guarding it). When you take the remaining path, you will again get to
a fork; going down here brings you to a chest with a Fire Ball (and
Buffalo), leaving the other to continue. Take the ball if you wish
and go up. Push away the blocks, read the stone if you wish, give the
Baby Dragon a beating if you feel like it, then head down. Get past
the Platypus in the way of your preference, and go down to the next
screen.
Step on the switch to open up an entrance, then go through it. In
here is a trio of King Frogs, and the frogs' chaotic movements make it
hard to get past them unscathed. Still, it's possible... but of
course, collecting the experience should be done as well. You will
get to some formation of blocks, two of which are movable. Move one
of them two blocks up, then push it all the way to the left or right
(on a button). Repeat with the other, and both doors should be open.
You can opt to take the left door first to land in a trap, filled with
monsters (Neo Bats, Baby Dragons, and T-Rexes) and chests (Revive and
Magic Jar). Push the four blocks on the switches to create a path to
return, if you enter. Take the other path when you're finished.
Here are more blocks and switches; you need to push all blocks on the
switches to lower the stakes in the room. This opens up a path, but
also releases two Buffaloes, who are obviously blood-thirsty and ready
to kick your butt. If you wish to avoid them, push the lower blocks
last to gain a head-start. When you're done, follow the path to a
stone--read it if you want--and two paths to take. Skip the lower,
and go up the stairs.
Beat up the Baby Dragon (which you can't avoid), and then drop down
the gap in the middle. There are nine weak spots on the ground; you
can walk over them once, and the second time you do so you'll land in
the floor below you. So, walk over the weak spot in the middle, then
return over it. You should land exactly on a switch, which creates a
path to the north. Go through it. Use your sword to hack your way
through the two Platypuses, and go up a floor. Pick up the Tower Disc
in this room (below), and go through the entrance.
Again, there are two doors. Two switches are there as well, and one
block. The door to the right is a trap (two Armored Horses), so push
the block on the left switch. Go through the door. This chamber is
plus-shaped; north and west lead to a dead end, leaving only south
left. Go there. What awaits you here is another of those
pathetically-easy puzzles. There are four switches and three bottles;
pick up the top-left (or -right) pot and place it near the buttons,
then pick up the other and put it on the upper right button. This
reveals a fourth pot, allowing you to complete the puzzle. Do so and
a door opens up. Go through.
Pick up a Potion from the chest and go up the stairs after dealing
with the Baby Dragon and other monsters. Go south before going up the
stairs and acquire a Thin Cape from another chest (Rami can equip it,
but doesn't need it if you bought her a Toga). What's left is going
up a few floors and walking through a door, arriving outside.
As for hostile bother, there is an Armored Horse here, as well as a
King Frog. If you manage to pass them, you can access a lift and two
entrances. The lift leads to a chest, giving containment to the all-
popular Camu Armor. There's also a stone inscription here. Be sure
to grab the armor (unfortunately, nobody you have now can equip it),
and go back down. Of the two entrances you can take, you might want
to take the second (the left one) first, as the other was only
inserted to annoy you--only a Platypus and stone inscription are found
inside.
The other entrance leads inside as well, and it's another stair set.
Follow it all the way to the top of the tower. Outside, find some
more stairs, go up them, and the game takes over. If you carefully
attended the inscriptions, you can deduce that this place is the
portal to the holy land (four dragons around you). If you didn't,
well, Rubius will do. She will also inform you of the stones and
shards you retrieved from the pirates, and ends with a did-you-
understand question. Say yes when you're sick of her lecture, and
then you'll get to deal with something confusing for importers.
But now it's all clear: your objective is putting the stone in one of
the four holes and then standing in the middle to see if it works.
The solution is facing the lower-left hole (the one with the
yellow/orange/gold dragon), going to Special in the menu, and
selecting either the Moon Stone or the Gold Shard. Select its
counterpart to read the stone. Press Start to translate, then turn
around with the shard until you read text (one turn clockwise to read,
"When the doors open"). Lastly, press A to confirm and place it in
the hole. Now stand in the middle. If nothing happens, you either
didn't rotate the translator correctly or the stone wasn't put in the
right hole. And if something DOES happen, well, you're screwed as
well. A lightning bolt strikes Eldin as he inspects the stone, Rami
gets help, and the screen fades black...
PARCELYTE ------------------------------------------------------------
Eldin awakes in his own bed, with the team plus Torma around him. You
will learn about Rubius, the tower, that a curse fell upon you, and
about the Northeastern War. Apparently, some Ragule guy entered the
kingdom of Gratze, resurrected an ancient Beast, and let the King of
the kingdom conquer the world. That Beast is now split in two, a body
and a spirit, and Gratze is presently invading other lands to get the
Beast back. The soul is in the holy land, to which the portal was on
the just-visited tower, and yes, you need to find it. And save the
world. Again.
Anyway, this curse is your priority for the time being, and the Elder
of Nazare might know a way to do away with it. Nazare is behind Mt.
Ruhie, a mountain now accessible on the world map. Torma rejoins your
party, which is great, of course, as strolling around with a two-
member party isn't the tops.
Stuff To Do:
ŻŻŻŻŻŻŻŻŻŻŻŻ
- Get Torma a job! If you haven't done so already, of course.
Personally, I'd make him an ass-kicker, so make him a swordsman or
fighter. Forget about the mages or wizards; Torma doesn't like
them.
- Get a job from Bandino (in the Hunter's Guild), if you haven't done
so before.
- Equip Torma with some better items. If you have the money, my
recommendations are a Slingshot and Leather Shield (Gruberik) and a
Scale Plate (Karnack).
- You can now reach the other spider web and burn it with Rami's
super powers. Go there, beat the enemies (Blood Bat, Poison Toad,
Snail) and receive a Revive. If you didn't take the trip to the
Road to Gruberik before with Rami, go get the other stuff as well!
See the start of this chapter.
- Make sure to sleep at the inn before moving on.
------------------------------------------------------------------------
2-G: Curses!
------------------------------------------------------------------------
Items: Escape Ball, Ice Ball, Magic Source, Aqua Fruit,
Dried Bread, Smoke Ball, Earth Fruit, Lak Cheese,
Ice Ball, Mountain Disc, Sanity Pill, Light Tattoo,
Victory Bandanna, 20G, Ice Ball; Mysterious Pin,
Magic Jar, 10G, Wind Fruit, Revive
Monsters: Wondy, Mad Bulb, Goblin, Bolt Fish, Blue Selph, Wyvern,
Stone Hawk, Elpasar
Recommended Level: 5-8
MT. RUHIE / EAST -----------------------------------------------------
Head up. There's a Wondy to your left and four bushes, but those
bushes don't contain nice items, so there's no need to go there and
the enemy can be safely skipped. The Mad Bulb next ahead is a little
harder to avoid, as it's right in your way, but it's not impossible.
Take the path to the next screen--two obstacles will be in your way.
Melt the ice with Rami and then hack away the revealed bottles in
order to make yourself a path. In the middle of the road is a
whatever-it-is that pushes you back. It's weird. Avoid it by just
walking around it... I've no idea what's the use of this, other than
to annoy you. In the next screen, Eldin will lose control for a
second, and Rubius says that the village is just ahead. JUST AHEAD,
she says, and if there's a twelve-paragraphed walkthrough for this
mountain, something's not right about those two words.
Immediately take a left, and go through a secret passageway. Head
down, then left, and so on, until you meet up with a Wondy. Beat it
up, have Rami get fiery on the two bottles, and let Eldin finish up
with his blade. An Escape Ball and Ice Ball are revealed by doing
this. Take them both and return. If you're in for more items, go all
the way to the right. At the four bushes, go down, and circle around
until you see a chest partially covered in ice. Rami is your girl
here; a Magic Source can be found inside it. Two Bolt Fish are near
this chest, but they can be avoided. Go back.
Apparently, there are certain holes in the ice; when you walk over
them, you fall in and you can't move. To get out, you'll need to
press the directional buttons eight times. These holes are on the way
north, and if you're prepared to fight a bunch of monsters, go there.
Beat the various enemies, climb the vine, assault the Blue Selph, then
light the lower-left bottle and break it for the item. Return, and
take the left path (which you should've taken in the beginning,
actually).
Resume going left and don't bother with the ice bottle (it's empty).
Fight or skip the Mad Bulb, and go left. The four bushes contain no
items as well, so don't cut them if you don't feel like fighting the
Goblin behind them. A Mad Bulb is up ahead, as well as a few of those
annoying holes; when you pass them, you'll be at a T-split. Take a
right and cut the plus-formation of bushes on your way. A Dried Bread
is hidden beneath one of them, and your next obstacle is a Wyvern
(which is unavoidable). Behind it is a Wondy; beat both of them, then
find your way around those pesky holes (just damn those things) to get
to the bottles. Light and break the first to reveal an Earth Fruit.
Head back to the T-split and go left. Skip the two ice bottles at the
west side of the road and make your way past the Mad Bulb and Stone
Hawk. As the bushes contain nothing of use, head to the next area.
Rubius notes here that the exit lies west, and that means you must go
east first. Kill the Blue Selph and continue until you see six bushes
with a Goblin behind them. The bush in front of him has a Smoke Ball,
which you can freely take; the Goblin doesn't attack until you opt to
touch him.
MT. RUHIE / WEST -----------------------------------------------------
Return, and there are again two paths you can take. I would suggest
the upper road if you're in for some Lak Cheese and fighting a few
monsters (and falling in those friggin' holes). Jump down via the
arrow on the ledge and continue. At a certain point, there'll be a
narrow path, but it cannot be passed because you're blown to a hole if
you walk in a certain spot. The solution to your problem is Torma;
see that pole on the other side? Whip yourself there and resume left.
When you reach the end of the path, Rubius says we're close. A bird
flies by at this moment, however, and catches Rubius. Which sucks, as
you're obliged to save her ass now.
Go left. Forget about the Wyvern and head up. See those white steps
on the wall? They're hard to see, but they're there. Climb them and
mow down the quartet of bushes--an Ice Ball is under them. Jump down
the steps, go right, fight the Stone Hawk, and seek for more steps.
Go up them. This... is getting repetitive. Once you arrive in the
next part of the mountain, a skull drops down from high above--how
utterly depressing. There are a few monsters here, and again, paths
on the walls. The previous time I covered a place like this, I found
a step-by-step guide worked best, so I'll bother you with that crap
again.
- Firstly, do a Rami/Eldin combo on the ice bottle close to you and
grab a Mountain Disc out of it.
- Now, from the skull that dropped down, walk to the left until you
see another skull. Look for steps on the wall and climb up.
- Get on the first "platform" with a pole, and use Torma to whip to
the platform right of it.
- Climb up the steps to another platform, whip to the right again,
climb up, and you will find a bottle and a half-frozen chest,
respectively containing a Sanity Pill and a Light Tattoo.
- Climb down and whip left. Two paths of steps are on the wall; one
was used to get here a moment earlier, and the other is the one
you'll need to use now.
- The next platform has three paths. Take the leftmost one.
- Whip left, go up, and whip right. You can now go up via the wall,
but opt to fall down (arrows on the ledge allow you to do so)
instead. You will land near a bottle with a Victory Bandanna.
- Fall down again (well... you *have* to). Follow the path to the
platform you chose to drop down from and climb the wall instead.
Whip to the right and climb up again.
Make your way to the left and you'll fortunately see Rubius. She
appears unconscious, and upon trying to get to her, the bird that took
off with her pops out and rears his butt for you to kick it.
Boss Strategy -- Elpasar:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
478 320 55 60 30 1 11 2000 550
Not too tough; Elpasar appears to use Relentless over and over doing
not too much damage to you, especially if you leveled up and/or
equipped the best armor yet, as well as a Frost-attack, dealing even
less damage. Eldin and Torma are your attackers, and Rami stays on
the defensive side. What your Disc Monster does is up to him or
her; you don't really need him. The basic strategy is having Eldin
and Torma use Cinder Slash repeatedly, until they run out of MP, in
which case they should resume with physical attacks. If they don't
have Cinder Slash, use Blaze. If they don't have Blaze, use Cinder.
Cinder Slash stays preferred, though (compared to Cinder, it's less
MP and you get a free physical attack extra). Have Rami heal when
it's needed, and that should be, like, once or twice. Repeat until
you win.
Rubius is okay, and rejoins the team. Find your way back down again;
video game physics say that jumping down from insane heights deals
zero damage in many occasions; use that to your advantage and go left
to the next screen. Here was a skull at first, but it is now removed,
allowing you to continue. Beat the monsters and head to the next
area; take note that there are two paths you can take--take the narrow
one and cut the bushes for 20G. Go back and resume trudging through
the field of snow and ice, and cut away the middle of a formation of
eight bushes (Ice Ball).
From here, all that's left is going down a stair set, and you'll
appear on the World Map. A new village is accessible, and that is the
village of Nazare.
NAZARE VILLAGE -------------------------------------------------------
Welcome to Rubius's home. I am unfortunately one of those guys who
like to find all items. I am also unfortunately one of those guys who
like to list that kind of stuff down.
Odds and Ends:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- First thing is an alchemist. Take a left from the entrance to find
a dog; talk to it, reveal him, and learn that Bright Gem + Star
Quartz = Bright Ore.
- Head into the house directly above you and go down a floor. Take
it to the right part of this bedroom and cut the bottle for a
Mysterious Pin.
- Exit and go to the right. Enter the item shop (see below for a
list), take the ladder downstairs, and open the closet. You can
steal a Magic Jar out of it unseen.
- Head north and enter the inn (in which you can rest for 80 bucks).
Go downstairs and make the bed; the lady will reward you with 10G
for this. I really don't know why I include these small
unimportant things.
- Next of the inn is another house, although I didn't find anything
of use inside. Instead, head into the cave north of it--this is
the Nazare bazaar. There's a guy selling stuff (see below for a
list). Behind him are two chests, containing a Wind Fruit and a
Revive.
- While you're still in the bazaar, head upstairs to the Training
Hall--doesn't seem much of a "training hall" though... In any
event, go upstairs and through the entrance. Talk to the guy
(don't fall off!), who says he's matured into a bishop. If you
have mastered the job of a priest, you can change to a bishop too.
- There's a woman in front of the Elder's house, who wants a tea of
some sorts (Ordens Blue Tea).
We also have shops down here; items are found in the house somewhat
south of the inn, and equipment is sold by the guy in the Nazare
bazaar (behind the inn). Check section 4-D for a reprint of the list.
THE ELDER ------------------------------------------------------------
And now it's time to see the Elder! He's in the big fat tent. Have a
talk to him; you'll learn that the curse can't be broken by him, and
that the answer may lie in the holy land. In order to get there,
though, you'll have to continue traveling with Rubius and getting the
other stones required to access it. The old guy wonders if Eldin is
actually a descendant of the Ancients. He says that the town of
Narbick is your place to go for more info on reaching the holy land.
However! Some messenger guy pops in and tells the Elder that Gratze
has captured Gruberik (*panicky music*). Our party wants to go there
and kick some sorry asses, and since the front door is closed, we'll
have to bring a visit to Jida (apparently close to Gruberik), the home
of the hobbits, first. Perhaps they know a way inside. Head out of
the town; the closest area to Gruberik is the Old Well, and since it
is yet to be visited, let's enter it.
------------------------------------------------------------------------
2-H: Through the Sewers
------------------------------------------------------------------------
Items: Moldy Bread, Revive, Power Source, Moldy Bread,
Insect Egg, Lizard Shield, Jelly Shield, Rotten Meat,
Poison Claw, Poison Needle; 10G x7, Life Source,
Hi-Potion
Monsters: Shadowfly, Snail, Small Crab, Lizardman, Blood Bat,
Ant Worm, Shell Fiend, Poison Toad, King Frog, Sea Crab,
Ice Lizard
Recommended Level: 6-9
OLD WELL -------------------------------------------------------------
Just before the entrance to this place is a white bird lying near the
trees to the left. Have a chat with it and you will discover that it
is in fact an alchemist. He'll tell you that in order to create a
Flash Ring, 150G and an Earth Ore are needed. When he disappears, go
north and jump inside the well, despite its dark, slimy interior. Bon
appetit!
SEWERS ---------------------------------------------------------------
Climb all the way down and place the bottle elsewhere. Jump down the
hole you make, and watch the conversation. When it's over, make a
right. See that bridge there? Cross it, then go in the water via the
steps. Go left and then down, then on the normal path again. First
go down and crush the four bottles you see for a Moldy Bread, then
head north until you reach a chest that contains a Revive. Get it,
then let Torma get the party to the other side with his hook, avoiding
the Snail in the water. Walk back to the bridge you went over
earlier, cross it again, and go to the right (don't go in the water,
this time).
Move on. When you come across a pole, let Torma do his thing. Walk
up, kill the Small Crab, whip to the left, and let Eldin break the pot
for a Power Source. Pull yourself back, go to the right, and cross
the ravine to the right. Go in the water and make damn sure you don't
touch the streaming water--it takes you back to the start. Go to the
right instead, get past the Snails, and make your way to the next
screen.
Take the upper path first, get the Moldy Bread out of the chest, and
then take the lower path--otherwise you only find a Lizardman (which
is only good for being captured, if you need a Disc Monster). Go back
and take the lower path. When your feet get wet again, go up, past
the Shadowfly and Snail, and through a small gate. You will
eventually find a nice formation of bushes and pots; only hack away
the upper-left bush, for it is the only one with an item (an Insect
Egg). A new enemy is found here as well (Blood Bat). Lastly, use
Torma to whip yourself to the right. Go in the water, and beat the
Shell Fiend if you wish (fire-magic works best). Go with the stream,
and you will arrive near a chest, which contains a Lizard Shield.
Unfortunately, none of your human party members are able to equip it,
as it's meant for Disc Monsters.
In any case, head back to where you entered this water, and go to the
right (the path that is yet to be explored). Continue down the path,
whip yourself to the other side at the end, kill the Blood Bat, and
notice a path behind that vine... a little too obvious, right? Get
inside the secret room, and it is treasure-time: a Jelly Shield in the
chest, and Rotten Meat in the bush up-left of it. If you're wondering
what the hell you're supposed to do with Rotten Meat--it's for Disc
Monster of shadow-types, which are damaged by healing potions etc.;
this then is what they need for a HP boost. Don't go back; that path
leads to a dead end. Instead, take a right and have Torma do
something witty with his rope.
You'll witness two Lizardmen and some snake just ahead. The fights
with the two lizards are inevitable; make sure to surprise them for an
extra round. Once they're done with, free the Corydoras; heal and
make sure you surprise them, and when you fight, don't hesitate to
unload a good dose of fiery whoop-ass. Don't walk around if you're
poisoned; immediately pop out an Antidote in that case. The door
opens by clearing the room of monsters, so continue.
Again, make your way through a stream, end up somewhere south, etc.
I'm sure you know the deal. When you can choose between crossing a
river with Torma's rope, and jumping in the river and returning to the
beginning, do the former. Head up and pull the switch, and voila!
Something happens and the water isn't streaming anymore, meaning it
won't take you to random locations every time you just want to take a
swim. Unfortunately, this means an invitation for a bunch more
monsters... Anyway, whip to the pole and head south all the way.
There are Poison Toads on your way, but they are easily avoided.
Follow the path. When you get the chance to get out of the water,
don't and continue heading east. Eventually, you'll get to an upside-
down T-split; head north, fight two Poison Toads, and to the next
screen. Upon entering, the party witnesses a creature being attacked
by a snake! Heal your party, make sure to have some AP left, and talk
to the unconscious creature. The snake that attacked returns and
assaults you.
Boss Strategy -- Ice Lizard:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Stats -- HP: AP: ATK: DEF: AGL: INT: MGR: EXP: G:
428 255 65 50 22 20 16 2500 1300
Ice Lizard is relatively easy, compared to some of the bosses you've
butt-kicked earlier. He either comes alone or with a Lizardman, and
if that ally of his kicks the bucket, Ice Lizard calls for help--
sometimes, this is good, for it occasionally fails, giving you an
extra round to attack. In case it wasn't already obvious, Ice
Lizard is of the ice-element, and ice melts when it comes in contact
with fire. Have each of your party members use Cinder Slash or
Cinder, if they've learned it, and let anyone heal the party when
they take hits. It's not that hard. When a Lizardman joins the
fight, make sure you kill it as soon as possible, though.
After the battle, the creature (it's a fox) (or a dog?) awakens,
thanks you, and faints again. It appears he was a human that fused
with a monster, and can't revert to his original form again. Rubius
suggests carrying him somewhere safe, and then you'll regain control
over the party. In the upper-left corner of the room are two chests,
containing a Poison Claw and a Poison Needle. When you have those in
your inventory, use Torma to swing to the right. Pull the switch
there to put the water to rest.
Walk back to the previous screen. From the T-split, head left and get
out of the water. Now make your way to the right, cross the fence-
bridge, cross the other fence-bridge, and climb the short ladder.
Cross ravines with Torma's rope, and enter the water (which you told
to stay quiet earlier). Head all the way north and beat up any
enemies you encounter, follow the path, and you'll meet up with a
hobbit. Jida Village is near, and he lets you pass--he won't if you
haven't brought Bau (the dog), though.
JIDA VILLAGE ---------------------------------------------------------
Apparently, the hobbits hold a grudge against humans, meaning you
don't need to expect hospitality anytime soon. Anyway, when you
enter, there's a bunch of paths to take; to your left is the church
(make sure to save), and a path leading to a cave with 70G (10G x7).
Go show these fellows another reason to hate humans (a.k.a. get the
cash), and head back. The path to the north has a ladder leading to a
hobbit making dinner, while the other stairs bring you to a floor
below.
Go down and to the right; keep holding Right and you will walk in a
green sort of thing. Have a chat with the fish to reveal an
alchemist, who in turn reveals that an Earth Ore requires Iris Water
and Lake Sand. Skip the weapon shop (go away!), head south instead,
and enter the Treasure Room. Three chests can be found here, one of
which is empty, another of which contains a Life Source, and the last
of which has a Hi-Potion. Head all the way back to the first room,
where one cave is still unexplored; it's the Chief's Dwelling, and
your next stop.
Chat up with the oldest guy around. While he doesn't hate you like
the rest in this place does, he unfortunately isn't too helpful once
you request his help to get in Gruberik--you need a guide for that,
and he wants to keep his gang together. So then the obvious solution
is to send Bau; apparently, the dog-human isn't too welcome here
either, and we're all set. The party rests the night (HP and AP
restored), and you can leave. You might want to bring a visit to the
weapon shop first, though (it's open now).
If you can afford it and want optimal defense, Bark Shields and Bark
Helmets are your number one choice; keep an eye on your wallet,
though, and distribute equipment evenly. Don't buy the Stone Horn for
Bau, as we'll get something almost as good in a moment. When you're
finished, leave.
------------------------------------------------------------------------
2-I: Gruberik Revisited
------------------------------------------------------------------------
Items: Wooden Mallet, Dark Fruit, Tail Ring, Bitter Cheese,
Life Source, Aqua Fruit, Sea Disc, Revive, 200G, 30G,
Escape Ball, Iron Box, Moldy Bread, Insect Egg,
Rotten Meat; Wake-Up Call, Potion, Mountain Disc,
Fire Ball, 100G
Monsters: Shadowfly, Snail, Small Crab, Lizardman, Blood Bat,
Ant Worm, Shell Fiend, Poison Toad, King Frog, Sea Crab,
Baby Hydra, Shell Snake
Recommended Level: 7-10
SEWERS / CONTINUED ---------------------------------------------------
Instead of going to the right, return left first. Stand directly
under the hobbit you are "offending" (hahaha), and swing south.
Switch to Bau and use his B-button skill, which is to smash down stuff
with his hammer. By breaking the barrels, you'll gain access to a
chest, which contains a Wooden Mallet. Have Bau equip it, and if he
isn't already in your team, make him a member. Return via the water,
and take the previously-ignored path leading east. Enter the water,
walk to the right, and exit the water.
Barrels are blocking your way, and the party has an argument regarding
that blockade--which is a pretty stupid thing if you just acquired the
Wooden Mallet. In any event, head right, and cross the bridge. In
the water, head south to the next screen. Here, resume south, then
east, then north. Go over the bridge and don't use Torma's rope when
the opportunity arises; head left first and pull the switch. Go back,
swing, get out of the water and enter the land north; get to the end
and smash the bottle in order to receive Dark Fruit.
Go back in the water and walk left to the T-split. Go south until you
find something weird-looking on the wall; here is where the
programmers went wrong with sprites, and this is supposed to be a
crack in the wall. Bau saves the day here; switch to him and bust the
place open. There's a lotta treasure to be found here, although three
Blood Bats dwell around the area. Open the treasure chest for a Tail
Ring. The bottle in the third column has a Bitter Cheese, and the
uppermost bottle in the seventh column has a Life Source. Head
outside and go up, to the aforementioned T-split. Go left to the next
screen.
Go left, and you'll find yourself in the screen to the right of Jida
Village, except that the water isn't running like hell anymore,
allowing you to continue through a passage (first fork, go up). Do
so. Head north and then walk to the right, and from there go south to
reach a chest with 200G, as well as a Lizardman (which doesn't appear
to attack unless you touch him). Now, go back and walk up. When you
get the chance to step out of the water, do so and resume going to the
right--go all the way to the right until you can't anymore.
Here you might want to opt taking the southern path, if you're
interested in a Dark Fruit. Get it out of a bottle and return, and
choose the steps to the right. Walk up and enter the water. From
here, you have two choices; either take a side-trip to the right,
which is a dead-end (although there are some items to be found), or
continue left. Skip the next paragraph if you don't want to bother.
Or not, of course. I would suggest healing the party. Go right and
up. Bau denotes that you're going the wrong way, so tell him to shut
up and continue. Cross the bridge and beat the Lizardman, and go to
the left (to the right leads back to the beginning). When you see a
stake, use Torma to get there, and go up. One of the bushes there has
Aqua Fruit. Head back south and follow the path (you will step in and
out of the water once). At the end, you will find a Sea Disc and a
Revive. The other side is inaccessible as of yet, so go back in the
water, and walk all the way to the right.
Back at the fork. See those four bushes over there? One of them
contains 30G, if you're interested. Now, head south; there's a
stream, and you can "enter" it via the left or the right; hug the wall
left (of the screen) and you'll wind up near a door. A Baby Hydra is
here as well. Defeat it, and get the Escape Ball out of the chest.
Do not use Torma to swing to the left, unless you wish to go back.
Rather, utilize his rope in the next room. Go through the door and
defeat each monster you find, and another door opens up.
Additionally, open the chest for an