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    First Play Speed Walkthrough by babo07052

    Version: 3.0 | Updated: 04/12/01 | Printable Version | Search Guide | Bookmark Guide

     VAGRANT STORY – FIRST PLAY SPEED WALKTHROUGH – VERSION 3.0
    
    "Is that a sigil in your pocket or are you just happy to see me?"
    
    ----------------
    REVISION HISTORY
    ----------------
    
    12-27-00:
    
    First version completed.  First play speed walkthrough made to finish the 
    game comfortably between 6:00 – 8:00.
    
    4-04-01:
    
    Second version completed.  After extensive fine-tuning, game can now be 
    completed between 3:15 – 3:45 on first play.
    
    4-14-01
    
    Third version completed.  After several emails asking for more detailed 
    description, I've written a more in depth walkthrough.  Discovered way to 
    finish game without having to use any curative items/spells until the final 
    boss.  Decided to do away with phantom pain/instill/raging ache chain in 
    favor of raging ache/heavy shot.  Not much improvement in time with new 
    strategy.  Game can now be completed 3:05 – 3:35 on first play.
    
    -----------------
    TABLE OF CONTENTS
    -----------------
    
    01 INTRO
    02 REQUIREMENTS/STRATEGIES
    03 WALKTHROUGH
    04 FASTEST TIMES
    05 DISCLAIMER
    
    --------
    01 INTRO
    --------
    
    It's been nearly four months since I originally posted my speed walkthrough.  
    I've received nearly fifty exuberant emails all with a similar message, "hey 
    babo, I've beaten the game in…".  I was happy to see that so many people had 
    actually taken the time to read the walkthrough and even happier to see that 
    so many were able to apply it into their gameplay.  After finishing the game 
    in just under 4:30 (4:28), I had resigned myself to the fact that the game 
    couldn't be finished on first play any faster.  So there, right on top of my 
    penthouse collection, for the past three months sat my vagrant story cd.  I 
    was happy and as far I could tell, so was the cd.  But then I received this 
    cryptic email about a month ago telling me that the game could be and 
    actually was finished in a faster time… much faster (okay, the message wasn't 
    cryptic.  I'm just saying it was to add some suspense).  The gap between my 
    fastest time and the mystery man's fastest time (don't worry, I reveal his 
    identity under the FASTEST TIME section) was so large that my ego wouldn't 
    allow me to rest until I'd at least made the gap respectable.  So I decided 
    to play through VS again and do everything in my power to shave off as much 
    time as I could.  With the following walkthrough, a time of under 3:30 on 
    first play should be well within your grasp.
    
    --------------------------
    02 REQUIREMENTS/STRATEGIES
    --------------------------
    
    A) "IF YOU CAN PICK YOUR NOSE…"
    
    The clock doesn't stop for the cut-scenes.  Therefore, the ability to tap the 
    start button comes in pretty handy.
    
    B) "YOU'RE ALLERGIC TO WORKSHOPS"
    
    You should make NO trips to the workshops. The implications of this should be 
    clear.
    
    C) "YOU'VE DEVELOPED AN UNUSUAL CLOSENESS TO FANDANGO"
    
    You'll be using nothing but Fandango.  Furthermore, you should have on your 
    ORIGINAL armor at the end of the game.
    
    D) "I CAN'T COUNT"
    
    You'll only need 2 spells the entire game: teleportation and enlighten (won't 
    be using it until the final boss!).  If you're lucky, you'll only be using 
    one (teleportation).
     
    E) "KEEP IT SIMPLE?"
    
    The chain of choice throughout the entire game should be heavy shot/raging 
    ache.  The only defense abilities you'll need throughout the entire game are: 
    ward, reflect magic (only for final boss), impact guard or absorb damage 
    (invaluable throughout the game.  Use this right and you'll NEVER have to 
    heal), and magic guard (like impact guard/absorb damage, ability to perform 
    this effectively can spare you from ever using a curative item/spell).
    
    F) "YOU CAN STICK THAT VERA ROOT WHERE THE SUN DON'T SHINE"
    
    You must not be afraid to travel or chain while your risk is at 100.  In 
    fact, after you receive raging ache having a risk of 100 has little to no 
    effect on your ability to chain.
    
    G) "RUSSIAN ROULETTE"
    
    After every boss fight, you're given a random bonus.  Immediately jam the "O" 
    button as soon as you can to maximize time efficiency.
    
    H) "SAVE THE DOLPHINS! SAVE THE SEALS!"
    
    It's all right to save, just don't over do it.  I've made mention of points 
    where I feel it's in your best interest to save (but feel free to save at 
    your own comfort level).  NOTE: right after you save, load the game back up.  
    This will keep you from losing only ~15 seconds/save.
    
    J)	 "HEY!?  IS THAT DAVID LEE ROTH?!"
    
    Jump… Jump… Jump when progressing through the game.  This tactic tends to 
    minimize unwanted confrontations with the enemy.  I've yet to perfect this 
    technique, but even a novice will save some time using this.
    
    K)	"20-34-18-23"
    
    After your fight with the Minotaur you will be able to earn battle points 
    and, thus, chain abilities.  Several people I've spoken to seem to be a bit 
    confused as to how this works.  The following formula can be used to 
    calculate the number of battle points earned per fight:
    
    (# of successful combos in chain) – 1 = battle points
    
    Note: even if the combo misses, it still counts to your battle points.  For 
    example, let's say it takes you an 8 hit chain to off a skeleton.  Using the 
    above formula, you'll receive 7 battle points.  Kill three skeletons (7x3) 
    will earn you 21 battle points and you're first battle ability.  Please 
    remember that you can't earn more than one ability per fight.  For example, 
    if you were to connect on a 55 hit chain, according to our formula (55-1=54) 
    you'd gain enough battle points to fulfill the first two chain abilities 
    (20,34).  Unfortunately, however, you'd only be able to obtain one ability.  
    Which would mean that the other 34 battle points would just go to waste. So 
    why am I telling you this?  Simply put, you should fight just enough enemies 
    to fulfill the "20-34-18-23" quota (which will earn you raging ache).  After 
    acquiring raging ache, go after absorb magic.
    
    L)	"HEY BABO, I SMELL SMOKE…MAYBE THAT'S BECAUSE YOU'RE PANTS ARE ON FIRE!  
    HOW CAN YOU GO THROUGH THE ENTIRE GAME WITHOUT USING ANY CURATIVE 
    ITEMS/SPELLS?"
    
    I stumbled upon this gem by mistake.  Apparently, when you use impact 
    guard/absorb damage or absorb magic, you can actually GAIN hp.  Consider the 
    following two example:
    
    -Let's say you've got 100 hp.  You get hit with a physical attack that does 
    50hp damage.  You successfully use impact guard to halve that to 25.  Simple 
    math tells us that that leaves you with 75hp.
    
    -Now let's say you've got 25hp.  You get hit with a physical attack that does 
    100hp damage.  You successfully use impact guard to halve that to 50.  Simple 
    math tells us you're dead, right?  WRONG.  You'll actually HAVE 50hp.  If the 
    damage you receive after using impact guard/absorb damage (or absorb magic) 
    is greater than your current hp total, you will receive that amount of hp.
    
    NOTE:  Enemies that carry SILVER weapons cannot have their physical attacks 
    defended with impact guard (ie. impact guard will ALWAYS fail against the 
    crimson guard who casts either vulcan lance or lightening in Rue Crimnade and 
    several of the quicksilvers in Undercity East).  I'll point out occasions 
    when you'll run into an enemy equipped with such a weapon.  I don't know if 
    this also holds for true for absorb damage.
    
    M)	"I'VE GOT THE REFLEXES OF…THOSE THINGS WITH REALLY GOOD REFLEXES"
    
    If you can't at least connect on 13-15 hit chains with fandango or use 
    defensive abilities effectively (~90% success rate with impact guard/absorb 
    damage and ~80% with the absorb magic), work on those things before 
    attempting this walkthrough.
     
    --------------
    03 WALKTHROUGH
    --------------
    
    After learning raging ache, you should do your best to AVOID any and all 
    enemy confrontations.  I'll specifically list items you should take after 
    boss fights.  If I list the enemy that means you should consider killing 
    them.  Because you won't be using any healing items throughout the game 
    (until guildenstern II), your HP for the most part will be in the two digit 
    range.  Now, let's begin the insanity…
    
    WINE CELLAR
    
    -Entrance to Darkness
    
    -Worker's Breakroom
    CHEST: Buckler
    As far as you're concerned, the Buckler is the ONLY piece of armor in Lea 
    Monde.
    
    -Hall of Struggle
    Bat
    
    -Smoke Barrel Stair
    
    -Wine Guild Hall
    
    -Wine Magnate's Chambers
    Bat
    There's a trap near the exit so stick to the wall.
    
    -Fine Vintage Vault
    
    -Chamber of Fear
    Go north.
    
    -A Laborer's Thirst
    Bat; Silver Wolf
    
    -The Rich Drown in Wine
    Bat; Silver Wolf
    You'll have two seconds to get to the door once you pull the lever. 
    
    -Room of Rotten Grapes
    Bat
    
    -Black Market of Wines
    
    -The Gallows
    BOSS: Minotaur
    SPOILS: Chamomile Sigil
    Go after it's head for the quickest results.  After the fight, assign buttons 
    for HEAVY SHOT and GAIN LIFE.  Do the same for WARD and IMPACT GUARD.  You 
    should be able to make your way back to Smokebarrel Stair without confronting 
    any of the enemies along the way (and you should take this time to work on 
    your IMPACT GUARD timing).  When you get to Smoke Barrel Stair, use the 
    Chamomile Sigil.
    
    -Room of Cheap Red Wine
    
    -Room of Cheap White Wine
    Zombie*
    Time to earn your first battle ability.  Chain the zombie (remember the 
    formula?).  If you find that you haven't gained an ability after killing the 
    zombie, off the ghouls (if you do it right, however, you should only need to 
    kill the zombie).
    
    -The Greedy One's Den
    
    -The Hero's Wine Hall
    BOSS: Dullahan
    SPOILS: Elixir of Queens
    Before proceeding forward, replace GAIN LIFE with TEMPER. You should be able 
    to (or come awfully close to) earning your second battle ability here.  The 
    Dullahan has ~180-190 hp.  Assuming your initial hit misses or does zero 
    damage and assuming every hit after that is successful, a 16-hit chain will 
    do anywhere from 100 – 120 worth of damage.  Using our formula, two 16-hit 
    chains will earn you 30 battle points and be enough to kill the Dullahan.  
    It's likely, however, that not all 16 hits will connect.  Chances are 
    therefore pretty good that you'll earn enough battle points (34) to earn your 
    second battle ability.  Remember to use impact guard to minimize any of the 
    Dullahan's physical attacks.
    
    CATACOMBS
    
    -Hall of Sworn Revenge
    
    -The Last Blessing
    
    -The Weeping Corridor
    Watch out for the trap in front of the door. Approach it from the side.
    
    -Persecution Hall
    Go north.
    
    -Shrine to the Martyrs
    Head east.
    
    -The Lamenting Mother
    BOSS: Ghost
    If you weren't able to earn your second battle ability before, you should 
    have it after this fight.  If you still haven't earned it after this battle, 
    fight just enough enemies along the way until you receive your second battle 
    ability.  Head back to Shrine to the Martyrs and head north.
    
    -Hall of Dying Hope
    Head east.
    
    -The Bloody Hallway
    Puzzle here.
    
    -Faith Overcame Fear
    
    -The Withered Spring
    Head south.
    
    -Repent, O Ye Sinners
    Continue south.
    
    -The Last Stab of Hope
    Go south.
    
    -Hallway of Heroes
    
    -The Beasts' Domain
    Lizard
    SPOILS: Elixir of Queens, Lily Sigil
    Time for battle ability number three.  The lizards have ~250 hp.  You should 
    be able to knock off each one with 8-11 hit chains.  On your way back, you'll 
    encounter a skeleton and hellhound in The Last Stab of Hope.  Kill the 
    hellhound FIRST (you should have your third battle ability here if you didn't 
    get it before), then the skeleton.  When you return to The Withered Spring 
    use the Lily Sigil and head east.
    
    SANCTUM
    
    -Prisoner's Niche
    Bat
    
    -Corridor of the Clerics
    Head south.
    
    -The Academia Corridor
    Continue south.
    
    -Shrine of the Martyrs
    Exit south.
    
    -Hallowed Hope
    Bat; Poison Slime
    After killing the poison slime, you will have raging ache.  WooHoo!  Note: 
    The next ability you should try to earn is absorb magic.
    
    -Hall of Sacrilege
    BOSS: Golem
    Before proceeding towards the golem, replace TEMPER with RAGING ACHE.  He 
    shouldn't even touch you.  Chain him on his chest or legs for best results.  
    Back track to Corridor of the Clerics and head north.
    
    -Advent Ground
    
    -Passage of the Refugees
    Bat
    
    -Advent Ground
    Head north.
    
    -The Cleansing Chantry
    BOSS: Dragon
    SPOILS: Elixir of Sages
    Run under the dragon's head.  Chain his head for a quick victory.  Use impact 
    guard if you have to.  Afterwards, head north.  You should earn enough points 
    for an ability after this fight.  Choose fireproof.
    
    -Stairway to the Light
    
    TOWN CENTRE WEST
    
    -Rue Vermillion
    SAVE POINT*
    Head south.  Time check: 31:00 – 33:00 (best time 27:30)
    
    -Tircolas Flow
    BOSS: Duane 
    SPOILS: Crimson Key
    Crimson Blades
    SPOILS: Mana Root x3
    Attack Duane first (chain his chest).  Chain the blades in their legs.  
    You'll probably need to use impact guard at least once here. Choose terra 
    ward if you've earned enough battle points.  Return to Rue Vermillion and 
    head west.
    
    CITY WALLS WEST
    
    -Students of Death
    
    -The Gabled Hall
    Skeleton; Zombie
    Time trial.  Continue east.
    
    -Where the Master Fell
    
    ABANDONED MINES B1
    
    -Dreamers' Entrance
    The stirge's "bloodsuck" is a physical attack.
    
    -The Crossing
    Head south.  With impact guard and fireproof you don't need to kill the cute 
    little doggy here.
    
    -The Suicide King
    Unless you're lucky, you'll have to impact guard at least one attack here.
    
    -The Battle's Beginning
    BOSS: Wyvern
    SPOILS: Hyacinth Sigil, Cure Tonic
    No problem.  Same tactic as previous dragon.
    
    -What Lies Ahead
    You should have no problem avoiding the goblins here.
    
    -The Fruits of Friendship
    
    -The Earthquake's Mark
    Stirges
    There are 3 stirges here.  Kill as many as you see fit (I usually kill two)  
    Head east.  Watch out for the trap in front of the door
    
    -Coal Mine Storage
    CHEST: Fern Sigil
    On the ledge behind the chest is a trap removal panel.  Head back to The 
    Earthquake's Mark and head south.
    
    -The Passion of Lovers
    A 15 second time challenge.
    
    -The Hall of Hope
    The hellhound here can be avoided by jumping.
    
    -The Dark Tunnel
    Head south. 
    
    -The Smeltry
    BOSS: Fire Elemental
    SPOILS: Elixir of Queens, Mana Tonic
    Chain his body.  You'll be able to get two chains in before he attacks, more 
    than enough time to eliminate this flamer (sorry…).
    
    -Clash of Hyaenas
    
    -Greed Knows No Bounds
    
    -Live Long and Prosper
    Use the Fern Sigil.
    
    -Pray to the Mineral Gods
    Stirge
    Kill or simply use impact guard.
    
    -Traitor's Parting
    BOSS: Ogre
    Another easy fight.  Chain his body.  Impact guard if you need to.
    
    -Escapeway
    
    TOWN CENTRE WEST
    
    -Rue Bouquet
    SAVE POINT*
    Head west. Time check: 51:00 – 55:00 (best time 44:00)
    
    -Glacialdra Kirk Ruins
    Head south.
    
    -Rue Sant D'alsa
    Back track to…
    
    -Villeport Way
    Climb onto the ledge.  Use impact guard if you need to.
    
    -Dinas Walk
    Impact guarding here is a bit tricky, since you won't be able to see Mr. Riot 
    very clearly.
    
    UNDERCITY WEST
    
    -The Bread Peddler's Way
    
    -Way of the Mother Lode
    Head south.
    
    -Underdark Fishmarket
    BOSS: Crab
    SPOILS: Elixir of Queens
    Chain his body.  You should be able to get the first shot in.  The crab 
    should get, at most, one attack against you.  Impact guard accordingly.  (He 
    seldom uses his water attack to start the battle).  Head south.
    
    -The Sunless Way
    Head west.
    
    -Remembering Days of Yore
    Head south.
    
    -Where the Hunter Climbed
    Head south.  Snowfly Forest here we come.
    
    SNOWFLY FOREST
    
    -The Faerie Circle
    SAVE POINT*
    Assign terra ward and aqua guard to defense.  It's vital here you "jump" your 
    way through the level.  If done right, you'll only have to worry about 
    defending fire attacks from the fire elemental.  Head south afterwards.  Time 
    check 57:00 – 1:02:00 (best time 48:00).
    
    -The Hunt Begins
    Continue south.
    
    -Which Way Home
    Guess what?  Were going south.
     
    -The Birds and the Bees
    Wanna hear an interesting story?  It's called 'go south'.
    
    -Traces of the Beast
    Head west.
    
    -Fluttering Hope
    Head south. 
    
    -Return to the Land
    BOSS: Earth Dragon
    SPOILS: Bronze Key, Vera Potion
    If you're unlucky, the earth dragon will get a free shot with his acid 
    breath.  Just use terra ward.  From here, just follow the usual dragon 
    routine.  You should be able to kill him before he gets a chance to attack 
    you again.  Leave Return to the Land in either direction and end up at…
    
    -The Spirit Trees
    Head north.
    
    -They Also Feed
    Head west.  The spiral shell attack used by the ichthious is a water based 
    attack, so set your defensive abilities accordingly.
    
    -The Yellow Wood
    Go south.
    
    -Where Soft Rains Fell
    Watch out for the fire elemental.  Head south…again.
    
    -The Forest River
    Take the north exit on the other side of the river.
    
    -Lamenting to the Moon
    Head north.
    
    -Running with the Wolves
    Another fire elemental.  Head east.
    
    -You are the Prey
    Head north.
    
    -The Secret Path
    Head north.
    
    -Hewn from Nature
    BOSS: Dark Crusader
    BOSS: Grissom
    Go after Grissom first (chain his legs).  He'll sometimes cast his thunder 
    spell.  Just defend accordingly.  Chain the Dark Crusader on his chest for 
    best results.  After the battle, exit north.
    
    -The Wood Gate
    SAVE POINT*
    Time check: 1:06 – 1:14 (best time: 55:00).  Map completion 25%.
    
    CITY WALLS SOUTH
    
    -The Weeping Boy
    
    -Swords for the Land
    Lizard
    A 30 second time challenge.
    
    -In Wait of the Foe
    Head east.
    
    -Where Weary Riders Rest
    Continue east.
    
    -The Boy's Training Room
    I once read this fascinating book called 'go east'.
    
    THE KEEP
    
    -The Soldier's Bedding
    
    Head south to Iron Maiden B1.
    
    IRON MAIDEN B1
    
    -The Cage
    Head south.
    
    -The Cauldron
    Wraith, Gargoyle
    SPOILS: Mandrake Sigil
    Head back to The Soldier's Bedding and keep heading east until…
    
    THE KEEP
     
    -The Warrior's Rest
    As you try to exit from Warrior's Rest…
    
    BOSS: Rosencrantz
    A lot of your chains will miss so Rosencrantz can be a pain in the ass.  
    He'll uaually get in the first hit with a Vile Scar or Rending Gale and do 
    anywhere from 80-140 in damage, depending on your risk.  Don't forget to 
    impact guard.  Chain his body best results.  You should have absorb magic 
    after this battle.  Assign it to a button.
    
    TOWN CENTRE SOUTH
    
    -Forcas Rise
    Head east.
    
    -Rue Aliano
    Exit using the Mandrake Sigil.
    
    -The House Khazabas
    Exit north.
    
    -Zebel's Walk
    
    -Rue Volnac
    Head east into…
    
    CITY WALL EAST
    
    -Train and Grow Strong
    Keep heading north here until you reach Undercity West.
    
    UNDERCITY WEST
    
    -Fear of the Fall
    BOSS: Dark Elemental
    SPOILS: Cattleya Sigil
    Chain his chest.  After the battle, head north.
    
    -Sinner's Corner
    SAVE POINT*
    Head east.  Time check 1:18 – 1:30 (1:06)
    
    -Corner of Prayers
    Head north.
    
    -Hope Obstructed
    Head north.
    
    ABANDONED MINES B2
    
    -Work Then Die
    Head north.
    
    -Bandits' Hollow
    Head north.
    
    -Dining in Darkness
    BOSS: Sky Dragon
    SPOILS: Tearose Sigil, Elixir of Queens
    Chain his head.
    
    -Subtellurian Horrors
    Wait until the cloudstone is descending before you jump.
    
    UNDERCITY WEST
    
    -The Crumbling Market
    Head east.
    
    -Tears from Empty Sockets
    Head east.
    
    TOWN CENTRE EAST
    
    -Rue Lejour
    SAVE POINT*
    Head north.  Time check: 1:27 – 1:41 (best time 1:11).  Map completion (35%)
    
    -Kesch Bridge
    Head west.
    
    -Rue Crimnade
    Head north.  *NOTE: Impact guard will not work against the magic user's 
    physical attacks.
    
    -Rue Fisserano
    Head west.  There's a heal panel on the upper level.
    
    -Shasras Hill Park
    At the end of the path, use the Bronze Key.
    
    UNDERCITY EAST
    
    -Hall to a New World
    
    -Place of Free Words
    BOSS: Harpy
    SPOILS: Angelic Paean x5, Cure Tonic
    
    -Bazaar of the Bizarre
    BOSS: Lich
    SPOILS: Mana Tonic, Eulelia Sigil
    You'll be given the teleportation ability after this fight.  NOTE: Be careful 
    and do your best to avoid the quicksilver's physical attacks here.  Impact 
    guard will ALWAYS fail (I'm not sure why).
    
    -Noble Gold and Silk
    
    -Weapons Not Allowed
    Lich
    CHEST: Iron Key
    Head back to Noble Gold and Silk and use the Iron key.
    
    -A Knight Sells His Sword
    
    -Gemsword Blackmarket
    BOSS: Nightstalker
    SPOILS: Melissa Sigil, Angelic Paean, Grimoire Eclairer
    Piece of cake.  Chain him in his abdomen.  Don't forget to grab this grimoire 
    (you'll need it for the final boss).  Head back to A Knight Sells His Sword 
    and go north.
    
    CITY WALLS NORTH
    
    -Traces of Invasion Past
    Dark Elemental
    Sometimes I don't kill this guy.  But I haven't perfected my timing for 
    meteor and after coming all this way…   
    
    -From Squire to Knight
    Take the west door to Rue Lejour and head for the save point. Teleport to The 
    Sunless Way in Undercity West. (SAVE*) (Time check: 1:40 –1:57, best time 
    1:21).  Head west to Remembering Days of Yore.  Use the Iron Key to enter…
    
    -Larder for a Lean Winter
    CHEST: Clematis Sigil
    Return to Kesch Bridge.  Head east.
    
    -From Boy To Hero
    Go north.  Use the Clematis Sigil here.
    
    -A Welcome Invasion
    I hope you've worked on your timing for meteor.
    
    UNDERCITY EAST
    
    -The Greengrocer's Stair
    
    -Where Black Waters Ran
    Lich
    
    -Arms Against Invaders
    
    -Catspaw Blackmarket
    Lich
    CHEST: Aster Sigil
    The clear trap panel is in the upper right hand corner.  Return to Where 
    Black Waters Ran.  As you enter The Greengrocer's Stair…
    
    BOSS: Neesa & Tieger
    This one is very easy.  Chain Neesa on her chest for a quick victory. Return 
    to From Boy to Hero and exit via the western door.  Use the save point to 
    teleport to The Sunless Way (SAVE*). There you'll find a door locked with the 
    Iron Key.  Time check:  1:52:00 – 2:10 (best time: 1:30).  Map completion 
    40%.
    
    LIMESTONE QUARRY
    
    -Dark Abhors Light
    
    -Dream of the Holy Land
    BOSS: Water Elemental
    SPOILS: Elixir of Sages, Acolyte's Nostrum
    Chain his body.  Use the Aster Sigil here.
    
    -The Ore Road
    Head east.
    
    -The Air Stirs
    Head north.
    
    -Bacchus is Cheap
    Head north.
    
    -Screams of the Wounded
    Dullahan
    A time challenge here.  Chain their abdomens.
    
    -The Ore-Bearers
    There's a trap in this room on the right side near the western exit.
    
    -The Dreamer's Climb
    Just stack the two blue cubes.  If you want, throw the red cube off to find a 
    heal panel.
    
    -Sinner's Sustenance
    
    -The Timely Dew of Sleep
    
    -The Auction Block
    SAVE POINT*
    Time check: 2:00 – 2:20 (best time: 1:36)
    
    -The Laborer's Bonfire
    Stack the blue cubes on the edge to jump to the island.  Destroy three of the 
    cubes.  Head south.
    
    -Torture Without End
    BOSS: Ogre Lord
    SPOILS: Cure Potion, Mana Tonic x3
    He'll usually get in one tornado before you get a chance to hit him.  Chain 
    his body.
    
    -Way Down
    Head south.
    
    -Parting Regrets
    
    -Corridor of Tales
    
    -Dust Shall Eat The Days
    Jump when the cloudstone is descending.
    
    -Hall of the Wage Paying
    BOSS: Snow Dragon
    SPOILS: Panacea, Elixir of Queens
    Chain his head.
    
    -Tunnel of the Heartless
    If you have a Faerie Wing, just take it and jump from the gap.  Otherwise, 
    slide the lower frictionless cube north. Push the frictionless cube above it 
    south. Push the western most rolling cube east. Push the other rolling cube 
    two paces south. You should now be able to get the push crate to the gap.
    
    TEMPLE OF KILTIA
    
    -The Dark Coast
    SAVE POINT*
    Time check: 2:09 – 2:31 (best time: 1:42)
    
    -Hall of Prayer
    BOSS: Last Crusader
    This idiot will waste his time casting sorcerer spells.  Chain it's chest for 
    a quick victory.  Afterwards, head east. 
    
    -Those Who Drink the Dark
    Go to the stack of two crates and push the top crate west.  See those two 
    wedged crates up against the wall?  Destroy the northern most crate.  Stand 
    in place of the destroyed crate and move the remaining crate 5 paces to the 
    south. Go back and destroy the first crate you used to fill the gap (the one 
    you pushed to the west).  Move the lone floor crate east. Now move the crate 
    right above you one pace east and eight paces north (you have to move the 
    floor crate one pace west to do this).  Push the floor crate back one pace 
    east and head back to the crate you moved 5 paces to the south and move it 
    two paces to the east and nine paces north. Now, push the crate on the upper 
    tier one pace north. Then push it one pace east onto the crate on the floor. 
    Push it north one pace, then west one pace.  Push it all the way north until 
    you hit the wall.
    
    -The Chapel of Meschaunce
    BOSS: Minotaur
    Chest: Silver Key, Mana Potion x2
    Ugh.  This guy is the hardest boss up till now because he'll block a lot of 
    your chains.  His left arm/leg seem to be the most susceptible.  Afterwards, 
    head back to the Hall of Prayer (avoid the water elemental and a 
    nightstalker) and head west.
    
    -The Resentful Ones
    Part One: move the northern most rolling cube two paces north, then one pace 
    to the west.  Push the other rolling cube one pace north, one pace east, one 
    pace south. Now simply push the frictionless cube east, north, then east 
    again. Push the crate onto the frictionless cube to make the jump.
    
    Part Two: push the rolling cube one pace north and three paces to the west. 
    Push the southern most frictionless cube west so that it stops against the 
    rolling cube. Proceed and push the rolling cube two paces north and push the 
    other frictionless cube west. Fill the gap by pushing the northern 
    frictionless cube south. Move the crate onto the northern most frictionless 
    cube to make the jump.
    
    -Those Who Fear the Light
    Gremlin
    
    -Chamber of Reason
    Boss: Kali
    *Yawn*…If she somehow manages to get an attack in, she'll cast some crap 
    sorcerer spell.  Chain her legs.  After the battle head north.
    
    -Exit to City Center
    Get on that cloudstone.
    
    TOWN CENTRE EAST
    
    -Plateia Lumitar
    SAVE POINT*
    Head west.  Time check: 2:22 – 2:46 (best time: 1:52).  Map completion 48%.
    
    THE GREAT CATHEDRAL
    
    -Into Holy Battle, L1
    Head down the steps.
    
    -Struggle for the Soul, B1
    Head towards the exit on the other side of the waterway.
    
    -Order & Chaos, B1
    BOSS: Marid
    SPOILS: Elixir of Queens
    The next three boss fights just may be the hardest of the game (consider 
    yourself lucky if half your chains connect).  His head seems to be the most 
    susceptible to chains.  After this battle, go back to Struggle for the Soul 
    and head towards the other exit.
    
    -Truth and Lies, B1
    BOSS: Ifrit
    SPOILS: Elixir of Queens
    Chain his head for best results.  From this room head east.
    
    -The Victor's Laurels, B1
    Ride the cloudstone.
    
    -Cracked Pleasures, L1
    Go west.
    
    -Hieratic Recollections, L1
    
    -The Flayed Confessional, L1
    BOSS: Djinn
    SPOILS: Elixir of Queens
    Another tough battle.  Like the others he's nearly impossible to chain, but 
    the best place to chain him is his head.  Afterwards, head back to Cracked 
    Pleasures and take the cloudstone.
    
    -Free from Base Desire, L2
    Ignore the cloudstone and head south.
    
    -Abasement from Above, L2
    Go west.
    
    -The Hall of Broken Vows, L2
    BOSS: Flame Dragon
    SPOILS: Sorcerer's Reagent, Calla Sigil
    Chain his head.  Afterwards, go north.
    
    -Light and Dark Wage War, L2
    Take either path that runs along the walls to reach the lever to the left of 
    the door.  Now return to the Hall of Broken Vows L2 and head west.
    
    -He Screams for Mercy, L2
    Watch out for traps. Head south.
    
    -The Acolyte's Weakness, L2
    Go down the stairs.
    
    -Monk's Leap, L1
    Lich
    SPOILS: Laurel Sigil
    All you need to do is kill the Lich.  Afterwards, head back to He Screams for 
    Mercy and head north.
    
    -Maelstrom of Malice, L2
    Lich Lord; Skeletons 
    Take out the Lich Lord first.  After this battle, back track to Order and 
    Chaos (Where you fought Madrid).
    
    -An Offering of Souls
    
    -Sin and Punishment, L1
    SAVE POINT*
    Head north.  Time check: 2:40 – 3:08 (best time 2:07)
    
    -The Poisoned Chapel, L1
    Ride the cloudstone.
    
    -A Light In The Dark, L1
    BOSS: Arch Dragon
    SPOILS: Acacia Sigil, Acolyte's Nostrum
    Chain his head.  Return to Free From Base Desires, L2 and take the 
    Cloudstone.
    
    -The Wine-Lecher's Fall, L3
    Go west.
    
    -The Heretic's Story, L3
    
    -Hopes of the Idealist, L3
    BOSS: Dao
    SPOILS: Palm Sigil, Elixir of Queens
    Chain his head.  Now return to the Hall of Broken Vows L2 and head south.
    
    -The Melodics of Madness, L2
    Push the lowest frictionless cube south, then west. Move the crate one pace 
    east. Now push the higher frictionless cube south three paces, and one pace 
    east. Prepare yourself for a boss fight.
    
    -What Ails You Kills You, L2
    BOSS: Nightmare
    Chain his chest.  Take the activated cloudstone.
    
    -Despair of the Fallen, L3
    Take the cloudstone and go through the door.
    
    -Where the Soul Rots
    Take your final cloudstone.
    
    THE ATRIUM
    
    SAVE POINT*
    Make final preparations for the final boss fight. Use your elixir of sages 
    (you should have 3) so that you get your int. to 116.  If you can't reach 
    this mark after using the elixir's, then you'll have to use enlighten when 
    you fight guildenstern II.  Make sure your hp is at least 305. If not, take 
    some Elixir of Queens. Time check 2:52 – 3:22 (best time 2:16)
    
    Boss: Guildernstern I
    This battle is easy.  Chain him on his chest until… 
    
    Boss: Guildenstern II
    Cast enlighten if you have to.  This will keep damage done by Apocalypse to 
    280-290.  Stay in the middle of the circle. From here, he can only hit you 
    with Apocalypse. Use reflect magic to do anywhere from 50-100 hp damage. 
    After you do ~180+ worth of damage, he'll go to bloody sin.  During the 
    animation sequence of bloody sin when the camera is looking down on you hold 
    the L2 button.  Tap the L2 repeatedly until you see a portion of 
    Guildenstern's body on the screen.  At this point, simultaneously jam the "O" 
    button and release the L2 button.  Chain him on his chest.  If you're timing 
    is good enough, you'll kill him right here!  If he manages to survive, he'll 
    immediately abandon bloody sin and go back to using Apocalypse.  Just repeat 
    the process.  If you fail to hit him during this sequence, don't worry.  Just 
    impact guard/absorb damage against his bloody sin.
    
    CONGRATULATIONS! Your time should read anywhere from 3:05 – 3:35! Go and 
    spend some quality alone time with your favorite farm animal, you've earned 
    it.
    
    ----------------
    04 FASTEST TIMES
    ----------------
    
    AFAIK, The fastest time on FIRST play belongs to Mr. VMerken (a paltry 1:17).  
    
    The stats for my fastest first play game are:
    
    TIME - 2:23
    
    MAP COMPLETION – 56%
    
    CHEST COUNT – 11%
    
    KILLS – 80
    
    # OF TIME SAVES – 13
    
    LV.4 BERSERKER
    
    LONGEST CHAIN – 35 (FANDANGO VS. MADRID)
    
    After exhaustive change in gameplay, I was very disappointed to only improve 
    16 minutes upon my fastest time.  I usually get anywhere from 2:35 – 2:45 on 
    first play.  I've never made it through an entire game without dying (went 
    through an entire game only dying once a couple times.  For the most part 
    though, have to restart from a save point 5-10 per game).  I've completed the 
    game several times without having to use any spells (when I'm lucky enough to 
    get plenty of int+ bonuses).  I have yet to perfect the "jump" technique to 
    avoid enemies.  The only thing that bothers me is that map completion 
    percentage.  It seems too high.  I think there may be a faster way to get to 
    the Great Cathedral, but I won't know for sure until a certain someone comes 
    out with his speed walkthrough :)…
     
    -------------
    05 DISCLAIMER
    -------------
    
    Vagrant Story is the © of Squaresoft. This walkthrough is for public 
    consumption. I am a quasi-professional writer and will pursue any scoundrel 
    who attempts to use any part of this walkthrough for financial gain. In fact… 
    oh who am I kidding. I'm a lazy sob and I'll eat rodent dung before pursuing 
    any legal action. But I'm asking you politely to play nice, okay? If you wish 
    to post this walkthrough on your site, or have any questions regarding this 
    walkthrough, or would just like to send me an email about your fastest time 
    just email me at babo07052@hotmail.com. I've never played a new game+ in VS 
    so if you want to email me on how to get Damascus items or anything else 
    outside the scope of the walkthrough you'll just be wasting your time.
    
    © babo07052