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    FAQ/Walkthrough by PhoenixFire

    Version: 3.1 | Updated: 05/13/02 | Printable Version | Search Guide | Bookmark Guide

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    -=/ Please Enter '1' Credit \=-
    ***   Vagrant Story Walkthrough, Secrets, Hints and Tips  ***
    *** Date Created:-  Sometime in the year 2000             ***
    *** Version:-       3.1 [FINAL]                           ***
    *** Created By:-    PhoenixFire                           ***
    *** Edited By:-     Richard Carruthers                    ***
    *** e-mail:-        -= removed =-                         ***
    ***       Copyright (c) PhoenixFire / Gaming Dome Y2K     ***
    ***                  www.gamingdome.co.uk                 ***
    ***               http://gamingdome.zzn.com               ***
    ***           http://www.forumco.com/gamingdome           ***
    *** DISCLAIMER ***
    Unpublished work (c) PhoenixFire and Gaming Dome, 2000.
    This file is for personal/private use only.  It can be reproduced
    electronically as long as the file isn't changed, this disclaimer, the copyright
    notice and my e-mail address appears along with whatever you have used from this
    file.  This file can not be used to make money and that also means that I, 
    PhoenixFire, can't make money from it either.  This means that it cannot be 
    used in any magazines in any way or form, printed out and then sold, or used as
    a prize etc.  This file was created and is owned by PhoenixFire 
    (phoenixfire@gamingdome.zzn.com).  If I find out that anyone has used this file 
    inappropriately you will be dealt with in my own special way - you have been 
    warned! This file is owned by PhoenixFire and Gaming Dome.
    Vagrant Story is (c) Squaresoft
    *** INTRODUCTION ***
    Future versions of this file can be found at:-
    This file was created using the European PAL version of the game.  Therefore 
    there might be a few things that are slightly different to the NA versions (but
    I doubt it).  If you need a question about VS answered and you cannot find the
    answer here (but please, check the entire FAQ first, most questions can be
    answered by reading through the guide) you can contact me via the Gaming Dome
    forums.  The address for the board is http://www.forumco.com/gamingdome.  I have
    removed my e-mail address from previous versions in an attempt to cut down the
    stupid questions, but still feel free to ask your questions at the GD forums.
    VS is a complicated game and this FAQ might be also, but remember this:-
    "Real programmers don't document.  If it was hard to write, it should be hard
     to understand."
    *** Version History ***
    Version 1.0
     Available ONLY at www.gamefaqs.com (in other words it wasn't even available at
     Gaming Dome) and contained a few errors.
    Version 1.1
     Added Lilac Man's e-mail address, and the address for Gaming Dome e-mail and
     the Gaming Dome forums, as well as the address for some other sites the FAQ
     is available at.
     While I was at it I corrected some of my mistakes on the Snowfly Forest map.
    Version 2.0
     Added stuff about the Hand Of Light in the Ultimate Weapons section.
     Added the Sigil item list.
     Added in my review of Vagrant Story.
     Added more stuff to the credits section.
     Added the Author's Note and Editor's note sections.
     I began to write the walkthrough.
    Version 2.1
     Replaced the GD forum addresses with the newer version
     Added something to the Author's section at the end of the FAQ.
    Version 2.2
     Not much...just erm...added a few more addresses for sites where you can get the
     FAQ from
     Corrected a few rooms in the Temple of Kiltia
    Version 3.0
     Added the Great Cathedral Guide
     Finished off the enemy encyclopedia
     Added in a section on various VS discussions
     This *should* be the final version, that said if anyone has anything to add,
     I will consider adding what they have to offer.
    Version 3.1
     Removed contact e-mail addresses.
    -= Gaming Dome Message =-
    Gaming Dome - More Than Just Games
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    Go to http://www.forumco.com/gamingdome and post a message on the Gaming Dome 
    board about anything you want (within reason).
    *** CONTENTS ***
    01.0 The Game System
         - My Review
         - Background Info
         - Info needed to play
         - Menu Controls
         - Ingame Controls
         - The Battle System and Controls
    02.0 The Maps
    03.0 The Walkthrough
         - First Play
         - The Iron Maiden
         - Re-Play
    04.0 Magic
         - Warlock
         - Shaman
         - Sorcery
         - Enchanter
         - Teleportation
    05.0 Break Arts
    06.0 Battle Abilities
    07.0 Risk
    08.0 Traps
    09.0 Weapons
    10.0 The Workshop
    11.0 The Creative Process
         - Combining Weapons
         - Ultimate Weapon Combos
         - Creating Weapons
         - Finalising The Weapons
         - Combining Armour
         - Combining Shields
    12.0 Items
         - Blades
         - Grips
         - Gems                        
         - Armour (Including Shields)
         - Accessories
         - Misc.
         - Sigils
    13.0 The "Score" Option
         - The Titles / Ranks
         - Riskbreaker Rank
         - Encyclopaedia (The Monster List)
    14.0 Other Areas Of The Game (i.e. secrets, extras, etc.) 
         - Evolve OR Die
         - The Wines
         - Training Dummies
         - Game Bugs
    15.0 Frequently Asked Questions
    16.0 Vagrant Story Discussion
    AA.A That Bit At The End
        - Credits
        - Thankyous
        - Author's Note
        - Editor's Note
    *** 01.0 The Game System ***
    Vagrant Story is a complex game.  That is why there is this FAQ.  And this
    section.  This section tells you all the controls, background info etc. that
    you need to know to play VS.
    -= 01.1. My Review =-
    I though that as this review is on Gaming Dome it might as well be here in my
    Vagrant Story FAQ also.
    -= MY REVIEW =-
    As you may have gathered we here at GD don't spend any money on the site, don't
    gain money and most importantly of all have to buy our own games so we can make
    this site.  This is why I was slightly annoyed when I walked into my locals 
    games shop (Who will remain un-named) to find that I couldn't get a copy of 
    Vagrant Story.  I was told, "Come back in a few days".  Fine, I thought.  A few
    days is good.  The next day I was getting bored and decided to go and see if I 
    could get VS.  They had a copy all right.  As soon as I had handed over the 
    dummy case for the game they had to remove the only copy of VS in the store from
    the Top 10 chart so I could by it.  I got home, sat down watched the intro and 
    thought, "How do you fight?", as I was getting attacked,  "Better read the 
    What IS Vagrant Story?  The simple explanation would be that it is the brand new
    game from the creators of the Final Fantasy series. At this point you think of 
    the other games that have been made by Square - Ehrgeiz and Chocobo Racing for
    example. Does this mean that as it isn't Final Fantasy it is gonna be bad? Well,
    for a change it doesn't. Anyway, back to the point. Vagrant Story is a cross 
    between and RPG and an action game.  This new breed has created this wonderful 
    game. Fans who just like RPG's might not like this as it involves lots of 
    combat and bosses before you get a bit more of the story, but those who like 
    action games might find that there is too much story in it for their liking.
    The intro to this game is, to put it simply, amazing AND different.  No other 
    game I have played has an intro like this.  This has the best intro of any game
    I own.  You turn on your PlayStation and after the Square logo is some FMV. 
    FMV you think, very nice.  There is, however, no more FMV after this point in 
    the game. Instead the games graphics engine provides all the cut-scenes 
    (like Metal Gear Solid).  Another reason why the intro stands out is that when 
    you select New Game from the main screen you are taken to the cut-scene and 
    then you are taken into two battles before the game even starts.
    Vagrant Story is set in an imaginary world in the town of Lea Monde.  You 
    control a Riskbreaker called Ashley Riot. Riskbreakers work alone and the 
    chances of one coming out of a mission alive are slim.  So off Ashley goes into
    Lea Monde, on his own, after a mad man with magical powers.  Not to forget 
    Ashley's own mysterious past, which brings him help and hindrance throughout the
    The battle system.  Get used to it, you're gonna need it a lot when your playing
    this game.  Unlike the Final Fantasy games it isn't turned based.  Instead you 
    choose a weapon, whether it be sword, axe, dagger etc. and the type of that 
    weapon, whether it be Blunt, Piercing or Edge.  Having giving yourself a weapon
    you can open up the targeting sphere after entering the battle mode.  Once in 
    the targeting sphere you can attack anything within the green sphere.  You can 
    attack things like the enemies and crates to help you solve some of the puzzles
    that are in your way.  When you have access to Chain Abilities you can have 
    "chains" of attacks going on, in theory, forever.  To chain an attack you press
    one of the attack buttons at the point the weapon hits the enemy.  You also have
    available to you Defence Abilities that you can use when you are being attacked.
    Apart from this you get the standard (ish) set of magic spells (Or should that 
    be Magick?).  The individual weapons have their own special moves called Break 
    Arts (Limit Breaks of sorts).
    Inside the city of Lea Monde are workshops.  In the workshops you can create 
    your own weapons and pieces of armour.  You do this by piecing together blades 
    and grips (for weapons) and combining pieces or armour to create new armour.  
    You can also create new blades by combining two blades.  When you do this, the 
    characteristics of the two blades are combined creating one "Ultimate" blade.  
    When you have finished making your weapons you can give them names (or more to 
    the point you have to).  This means you could create weapons called...Masamune, 
    Braver or Fire Saber (If you wanted).
    After every boss there is an "End of level screen".  This screen displays your 
    current score, how much of the map you have seen and your Riskbreaker rank.  
    Apart from this you can improve your stats by pressing circle to be given a 
    special bonus.  Oh, yeah.  Did I mention that when you finish the game you can 
    start again with the same weapons and armour you finished with?  Yup, that's 
    right.  One of Chrono Trigger's best features has been brought into Square's 
    new masterpiece.
    So, is this game any good?  Well, actually, yes it is.  The story is brilliant;
    the graphics are perfect and run really smoothly, the music adds to the 
    atmosphere of the game and makes it complete.  The only down side is, if you 
    don't like both RPGs and action games your probably not going to like this too
    Graphics: -	10 out of 10
    I don't believe this.  These graphics are amazing and better than FF8. The 
    PlayStation cannot get better graphics.  I await to be proved wrong....
    Gameplay: -	8 out of 10
    A good game but the RPG/Action game could be improved here and there.
    Lifespan: - 9 out of 10, Be careful.  
    Rush it and you will lose all the depth and could get bored easily.  Take it 
    step by step.  Then again, I'm addicted to it.
    Overall: -	9 out of 10	
    A brilliant game, with some very minor problems here and there.  Go and get this
    today if you don't live in Canada.  If you do live in Canada complain to the 
    government about the French/English thing and then buy the game.
    -= 01.2. Background Info =-
    The manor of Duke Bardorba of Valendia Kingdom was captured by a religious cult 
    known as Mullenkamp.  A few innocent people were murdered, but the news of the
    incident was kept quiet.  Sydney Losstarot, the leader of Mullenkamp, has not
    been seen since the event, although there were several sightings of a Dragon 
    as the manor went up in flames.
    Luckily the Duke was away during the seizure of the manor, but one-week later
    an unknown person took the Dukes life.  Suspected of this murder is Riskbreaker
    Ashley Riot of the Valendia Knights of Peace (VKP).  He disappeared shortly 
    after the Duke was murdered.
    During the week between the capture of the manor and the murder of the Duke,
    Ashley Riot made a peculiar visit to the town of Lea Monde.
    What happened during his week in the mysterious city?
    Did he kill the Duke?
    You play as Ashley Riot...You play the crucial week and see for yourself
    what happened.
    -= 01.3. Info Needed To Play (And Understand the FAQ =-
    -= Key =-
    X = X Button          DP = Damage Points    EXP = Experience
    T = Triangle Button   PP = Phantom Points   ORD = Original Stats of item
    O = Circle Button     L1 = L1 Button        EQP = Current Stats of item
    S = Square Button     L2 = L2 Button        STR = Strength
    L = Left              R1 = R1 Button        AGL = Agility
    R = Right             R2 = R2 Button        INT = Intelligence
    U = Up                HP = Hit Points
    D = Down              MP = Magic Points
    -= Screen Displays =-
    On the game screen you will see various different things.  These tell you
    everything you need to know - where you are, what doors can be opened, and how
    healthy you are.
    In the top left corner of the screen you will see something like this:-
    |   HP  250250    MP    9292      HP - Shows how many HP you can have and what
    |  -------------  -------------          your health is currently like.
    |  -------------                    MP - Shows how many MP you can have and what
    |   RISK     100                         your MP is currently like.
    |                                 RISK - What your concentration is like.  Bar
                                             is in percentages.
    In the bottom right corner of the screen is the map of the room you are
    currently in.  Red dots show where you have come from, blue dots show doors
    leading to new areas, white dots show doors and a padlock shows locked doors.
    In the bottom left of the screen in the limb gauge.  The shows how healthy
    different parts of Ashley are.
    -= Menu Options =-
    Battle Abilities
       When you have selected his option from the menu you will be shown a number 
       with PT following it.  That is the amount of kills you have to get before you
       can attain the next ability.
       From this screen you can see how healthy Ashley is, how much MP he has and
       what his RISK is.  You can also see this about the enemies and their
       affinities if you cast analyze on them.  If you don't you will 
       just see the enemy with ??? where the stats would normally go.
        Timing Display - Turns the "!" visible when doing chains On or Off.
        Weapon Status  - Displays any change to weapon status in the bottom left
                         corner of the screen when turned on.
        Armour Status  - As above but for armour.
    -= 1.4. Menu Controls =-
    O = Execute commands
    X = Cancel
    S = Not Used
    T = Exit Menu screen
    L1 = Switch menu
         Switch characters
    L2 = Not Used
    R1 = Switch menu
         Switch characters
    R2 = Not Used
    -= 1.5. InGame Controls =-
    U = Move and grip
    D = Change view in the Free-Look Mode
    R = Go Right
    L = Go Left
    SELECT = Zoom In, Zoom Out.
    START  = Enter Free-Look, Skip video or cut scene.
    O = Execute command
        Enter battle mode
    X = Cancel
        Open doors and chests
        Move cubes
        End free look
    S = Jump
    T = Enter Menu
    L1 = Rotate map anticlockwise
    L2 = Shortcut Menu
    R1 = Rotate map clockwise
    R2 = Walk, when using D-Pad or Analogue sticks
    -= 01.6. The Battle System and Controls =-
    U = Move
    L = Select Target
    R = Select Target
    D = Change view in Free-Look
    O = Execute command
        Open and close targeting sphere
    X = Cancel
        Open doors and treasure chests
        Close targeting Sphere
        Switch to Normal Mode
        End Free-Look
    S = Jump
    T = Display main menu
    L1 = Rotate anticlockwise
    L2 = Shortcut Menu
    R1 = Rotate map clockwise
    R2 = Walk when using D-Pad or analogue stick.
    *** 02.0  Maps ***
    Below is a rough (and I do mean rough) map of the different areas in Vagrant
    Story.  It is not yet finished as I have yet to go through a second time.  If 
    you feel you are able to add to these maps please send me a scanned picture of
    the areas you are wanting to add or send them to me in a zipped text file like
    the maps below.  I have also missed off quite a few doors locked with Sigils,
    latches, one way mechanisms and keys etc..  I am hoping to sort this out ASAP.
    I would appreciate if someone would be able to tell me where these doors are so
    I can add them to this file sooner than I would be able to otherwise.
    -= Key =-
    *       - Save Point
    Cont    - Container
    W/S     - Workshop
    C OR C. - Chest
    Latch   - Door is on a latch
    1 Way   - It's a One Way Door
    ? Sigil - Locked with the specified sigil
    ? Key   - Locked with the Specified key
    RI      - Locked with the Rood Inverse
    -= The Map List =-
    Here is a list of the maps in the order that they can be seen both in the game
    and in the FAQ.
    - Wine Cellar         - Great Cathedral L3  - City Walls West
    - Catacombs           - Great Cathedral L4  - City Walls South
    - Sanctum             - Forgotten Pathway   - City Walls East
    - Abandoned Mines B1  - Escapeway           - City Walls North
    - Abandoned Mines B2  - Iron Maiden B1      - Snowfly Forest
    - Limestone Quarry    - Iron Maiden B2      - Snowfly Forest East
    - Temple Of Kiltia    - Iron Maiden B3      - Town Centre West
    - Great Cathedral B1  - Undercity West      - Town Centre South
    - Great Cathedral L1  - Undercity East      - Town Centre East
    - Great Cathedral L2  - The Keep
    -= The Wine Cellar =-  
                                                                      |       |
    START                           Chamomile Sigil                 __|       |__
     GAME                                 |                 _____  |    BOSS     |
     _____   __ ________ __   __ ________ | _____   _____  |     | |__  CHEST  __|
    |     | |* |        |  | |  |        | |     | |     | |_____|    |       | EXIT
    |_____| |__|   *    |__| |__|        | |_____| |_____|            |_______|  |
               |  Cont  |__|    |________|                            To Catacombs
      _______  |        |  ____                      W
     |       | |        | | C. |                   S + N
     |       | |        | |____|                     E                  ______
     |       | |________|   __                                         /      \
     |       |  ______   __|  |__   ______   ______   ______   ___   /   BOSS   \
     |       | |      | |        | |      | |      | |      | |*C | |     C.     |
     |_______| |______| |________| |______| |______| |______| |___| |            |
                                                                   | \          /
                                                     Later on locked   \______/
                                                     with Stock Sigil
    -= Catacombs =-
    To Wine Cellar           ____                  |     C |
    EXIT                    | C. |                _|     __|
     __                     |____|               |      |
    |  \ Cont                 ______             |______|
    | * \   ______   ______  |      |  ____       _____
     \   | |      | |      | |      | |    |_   _|     |
      \__| |______| |______| |      | |     _| |_      |
                             |______| |____|     |_____|
                                       ___           __
             W                        /   |         |  |
           S + N                    /    /          |  |
             E                    /    /            |__|
                                /    /              
                              /    /                 __
                            /    /                  |  |
                            |   |       ___         |  |
     _______                |  C|      |   |        |__|
    |        \              |___|      |___|           
    |         \             ________     __          ______
    |          \  _______  |        |   |  \        |      |  ___
    |          | |       | |        |  _|   \_____  |      | |W/S| Cont.
    |          | |_______| |        | |           | |   *  | |_*_| "Work Of Art"
    |         /            |________| |           | |______|
    |        /                        |___________|   EXIT
    |_______/                                      To Sanctum
                                                   Lily Sigil
    -= Sanctum =-
               E                                                            |      |
             N + S            _____________                                 | BOSS |
               W             |  |       |  |   ______     _____             |______|
                             |__|_______|__|  |      |   |CHEST|               ___
                ________      _____________   |______|   |_____|    ________  |   |
     ________  |        |  __|  |       |  |  ________   _Latch__  |        | |___|
    |        | |        | |     |       |  | |        | |        | |        |_
    EXIT     | |  BOSS  | |     | *Cont |  | |        | |        | |          |
    |________| |        | |__   |       |  | |________| |________| |         _|
    To Town    |________|    |__|_______|__|     __      ________  |        |
    Centre West                                 |  |    |        | |________|
                                                |  |__  |________|
                                                |_____| EXIT
                                                   To Catacombs
    -= Abandoned Mines B1 =-
                                       ___    ____   __  | Fern Sigil
                                      |   \  |    | |  \ | _____
            To Town Centre West  EXIT |    | |BOSS| |   |||__   |
                                      |___/  |____| |__/     \__|
                                          ___                |  |
                                         | C |               |__|
               E                         |___|                __
             N + S                         __      _____     |  |
               W                   ____   |* |__  |     |  __|  |
                                  |   _| |_   __| |BOSS | |_____|
                                  |  |     \__\   |_____|
                                  |__|      __
                         Silver Key___     |  |
                            ____  |C. |    |__|
                           | C  | |___|     __
                           |____|         _|  |
                               _______   /    |
    To City Wall West         |       | |_____|
    |       ______   _______  |       |Hyacinth Sigil
    |      |  ____| |       | |_______|
    |      |_|      |_______|      Latch
     _      _                       | |
    | \   _/ /_   __   __   ____   _| |
    EXIT |  *  | |  | |  | |    | |   |
    |  / |_   _| |__| |__| |____| |___|
    |_/     \_\       BOSS
           | C |
    -= Abandoned Mines B2 =-
                                       |   __| Undercity West
                N                      |__|
              W + E                 __________
                S                  |          |
                                   |   BOSS   |
                                   |__________|         ___
                                          ___________  |   |
                                         |           | |___| Chest
                    ____   __            |     *     |Iron Key
                   |  __| | C|     ____  |           |
     ____  ____    |_|    |__|    |  __| |___________|
    |   _||_   |    _             | | 1 Way       ___1 Way
    |__|    |__|   | |_  ____     |_|            /   \
    Town     __    |  _||__  |   ____           /_____\
    Centre  |  |   | |     | |  |BOSS|         Undercity
    South   |__|   |_|     |_|  |____|           West
            ____    _       _      _
           |BOSS|  | |_   _| |_  _| |
            ____   |  _| |_   _||_  |
           |_*__|  |_|     |_|    |_|
     ____    __     _       _      _
    |    | _|  |_  |_|_  __| |    \_/
    | C. ||______||____||____|     _
    |____|         |_|            | |
                    _             | |
            ____  _| |_  ____  ___| |
           | C. ||_____||____||_____|
    -= Limestone Quarry =-
                  _____   ________   ___
    Temple Of    |     | |        | |   |                   N
    Kiltia       |_____| |__    __| |___| CHEST           W + E
                Silver Key  |__|                            S
                           |  |
         _____              __ Silver Key
        |     |  ______   _|  |_   _____   ___
        |CHEST| |_    _| |______| |_   _| |___| Chest
        |_____|   |__|              |_| Gold Key
                 _____              _
                |     |            / \
    To Temple   |_____|  ___      /___\
    Of Kiltia    __     |   |      ___
     ____       |  |_   |___|    _|   |_   _______
    |EXIT|      | * _| |  __|   |_______| |____   |
    |____|      |__|   |_|__|     _(EX)_       |__| (EX) - EXIT To Undercity West
     ____       ____   ______    \     /    _______
    |BOSS|     \    / |      |    \   /    |       |
    |____|      \__/  |      |     \_/     |       |
     __          __   |______|   _______   |_______|
    |  |___   __|  |    ____    |       |    ____
    |______| |_____|   /    \   | BOSS. |   /    \
                      /______\  |_______|  /______\
                        __          __         __      _____
                       |  |___    _|* |_    __|  |__  |     |
                       |______|  |______|  |________| |Chest|
    -= Temple Of Kiltia =-
                     __________________                  ______
                    |                  | Silver Key     |      |        Town Centre
                    |___________       | |   __      ___|      |___         East
           _______   _____      |      | |__|  |__  |     BOSS     |  _________EXIT
     EXIT |* Cont.| |     |     |______| |        | |              | |         |
     |    |_______| |_____|              |__    __| |              | |_________|
     |               ___                    |__|    |___        ___|
    Limestone       |   |             ________          |      |
    Quarry          |   |__________  |  BOSS  |         |______|
                    |              | | CHEST. |
                    |______________| |        |                      W
                         EXIT        |________|                    S + N
                    Limestone Quarry                                 E
                       Silver Key
    -= Great Cathedral B1 (GCB1) =-
                                      | BOSS. |
          ___________        __        __
         |           |      |  |______|  |           W
         |   BOSS.   |      |    BOSS    |         S + N
         |           |      |   ______   |           E
         |___________|      |__|      |__|
     _______       _____________       _______
    |       |     |             |     |       |
    |_______|     |             |     |_______|
    EXIT          |_____________|       EXIT
    GCL1                   EXIT         GCL1
    -= Great Cathedral L1 (GCL1) =-
                       GCL2               _____
                       EXIT_____         |     |                W
                          |     |        |_____|              S + N
     ________             |_____|            ____   ____        E
    | Cont * |  _____________      ____     |    | |    |
    |        | |             |  __|    |__  |    | |    |____
    |        | |             | |   BOSS   | |    | |         \
    |        | |             | |__      __| |    | |     ____/
    |        | |_____________|    |____|    |    | |    |
    |________| EXIT        _____            |____| |____|
               GCB1       |     |        _____EXIT  EXIT
                 EXITS TO |_____|       |     | GCL2__|
                 GCB1, GCL2         EXIT|_____|
                 Town Centre East   GCB1
    -= Great Cathedral L2 (GCL2) =-
                _____                 _____
          EXIT |     |  ___________  |     |                    W
          GCL1 |     | |           | |     |                  S + N
               |_____| |           | |_____|                    E
       ___                            ____________________   ___
      /   |                _____     |                    | |   \
     /    |  ________   __|     |__  |                    | |    \
    |     | |        | |           | |                    | |     |
    | EXIT| |        | |           | |                    | |     |
    | GCL3| |________| |__       __| |                    | |     |
     \    |               |_____|    |                    | |    /
      \___|     _____   ____________ |____________________| |___/
          EXIT |     | |            |  _____                EXIT
          GCL1 |     | |            | |     |               GCL1
               |_____| |____________| |     |
                                      |_____| EXITS TO :- GCL1, GCL3
    -= Great Cathedral L3 (GCL3) =-
               |         |        W
               |         |      S + N
               |         |        E
        ____   _______________________________   ____
       /    | |                               | |EXIT\
      / EXIT| |                               | |GCL4 \
     /  GCL2| |                               | |      \
    |       | |                               | |       |
    |       | |                               | |       |
    |       | |                               | |       |
    |       | |                               | |       |
     \      | |                               | |      /
      \     | |                               | |     /
       \____| |_______________________________| |____/
               |         |
               |         |
          EXIT |         |
          GCL1 |_________|
    -= Great Cathedral L4 (GCL4) =-
     EXIT _____
         /     \             W
       /         \         S + N
     /             \         E
    |               |
    |       *.      |
    |               |
     \             /
       \         /
         \_____/ EXIT
                 Final Battle
    -= Forgotten Pathway =-
     ____                 E
    | C. |              N + S
    |____|                W
      __     _________
     |  |_  |         |  _____  Gold Key
     |   _| |  BOSS   | |     | EXIT
     |__|   |         | |_____| The Keep
     ____   |_________|
    | C. |
    -= Escapeway =-
    |      | EXIT
    |    __| To Undercity West
    |   |
    |   |
    |   |__   ______
    |      | |      |            E
    |______| |__    |          N + S
                |   |            W
     Silver Key  ___      _______
             ___|   |__  |       |  ______
       EXIT |          | |       | |      |
        To  |___     __| |       | |__    |
     Undercity  \    \   |_______|    |   | 
       West      \____\               |___|
                 ______ Gold Key     ______
                |  C.  |            |  C.  |
                |      |            |      |
                |______|            |______|
    -= Iron Maiden B1 =-
    Right then.  My theory (It's probably wrong but I'm gonna tell you it anyway) is
    that the team who worked on Vagrant Story are fans of Metal Music, and in
    particular "Iron Maiden".  I mean the rooms have names that could only come from
    Metal bands or songs, and there is a room in Iron Maiden B3 called "The Iron
    Maiden".  Now unless I am very much mistaken (as I usually am) this is the name
    of a song on Iron Maiden's Debut album "Iron Maiden".  Anyway, back to the maps.
    Oh, you might find the maps a bit confusing but all will become clear when you
    have left the Iron Maiden.
                  N                 EXIT
                W + E               _____ To The Keep
                  S                |     |
                                    \   /
                                  |       |
                                  |       |
                                  |_______| Mandrake Sigil
               ________   ______    _____            ________
              |        | |      |- |     | ---------|        |
              |    ____| |______|- |_____| ---------|____    |
              |   |                _______               |   |
              |___|               |       |              |___|
               | |                |       |               | |
             __|_|__              |_______|               | |
            | BOSS. |   ______       ___       ______     | |
            |       |  |  C.  |  ___|   |___  |  C.  |    | |
            |_______|  |      | |           | |      |    | |
               ___     |______| |___     ___| |______|    | |
              |   |                 |___|                 | |
              |   |                  ___       ______    _|_|_
              |   |_______       ___|   |___  |  C.  |  |     |
              |           |-----|           | |      |  |_____|
              |___________|-----|___________| |______|  _______
                           _________   ________        | BOSS. |
                          |         | |        |       |       |
                          |    _____| |_____   |       |_______|
                          |   |             |__|          ___
                          |___|              __          |   |
                Iron Key_______   _____   __|  |__   ____|   |
                         |     | |     | |        | |        |
                         |_____| |CHEST| |________| |________|
                       Steel Key |_____|
                        |       |
                        | BOSS. |
                      Iron Maiden B2
    -= Iron Maiden B2 =-
    Okay.  This is slightly complicated and you wish there was a save point
    handy.  Why?  Hard enemies and .... warping.  That's right, the same type of
    warping as found in the Snowfly Forests.  That is why I have labelled all the
    rooms, and the exits.  The labels on the exits show which room you will be
    taken to next.  I hope this helps.  At the Iron Maiden B2 section in the
    walkthrough (when it's written) you will find a way of revealing ALL the rooms
    in the Iron Maiden B2.  Anyway, Let the map commence!
     -= The Room Directory =-
       1 - The Eunic's Lot     9 - The Shin Vice   H - Strangulation
       2 - Ordeal By Fire      A - The Spider      I - Tablillas
       3 - The Oven at Neisse  B - Lead Sprinkler  J - Ordeal By Water
       4 - Pressing            C - Squassation     K - Tongue Slicer
       5 - The Mind Burns      D - The Strappado   L - Brank
       6 - The Rack            E - Thumbscrews     M - Tormentum Insomniae
       7 - The Saw             F - Pendulem        N - EXIT To Iron Maiden B3
       8 - The Cold's Bridle   G - Dragging        < - Looping Door
              N                      START
            W + E                    LEVEL
              S                      +---+
                                     |   |
                                     | 1 |
                                     |   |
             +-E-+                                           +-F-+
             |   |                 +---1---+                 |   |
           +-+   +-+               |       |               +-+   +-+
           L   F   E               |   2   |               J   G   H
           +-+   +-+               |       |               +-+   +-+
             |   |                 +---3---+                 |   |
             +-G-+                                           +-6-+
                         +-J-+       +-2-+       +-I-+
                         |   |       |   |       |   |
                       +-+   +-+   +-+   +-+   +-+   +-+   
                       D   I   M   <   3   <   G   H   K
                       +-+   +-+   +-+   +-+   +-+   +-+
                         |   |       |   |       |   |
                         +-H-+       +-4-+       +-J-+
                                   |       |
                                   |   4   |
                                   |       |
                         +-A-+       +-4-+       +-L-+
                         |   |       |   |       |   |
                       +-+   +-+   +-+   +-+   +-+   +-+
                       E   D   I   <   5   <   F   E   D
                       +-+   +-+   +-+   +-+   +-+   +-+
                         |   |       |   |       |   | 
                         +-K-+       +-6-+       +-F-+
             +-D-+                   +-5-+                   +-N-+
             |   |                   |   |                   |   |
           +-+   +-+               +-+   +-+               +-+   +-+
           H   K   J               <   6   <               I   M   L
           +-+   +-+               +-+   +-+               +-+   +-+
             |   |                   |   |                   |   |
             +-L-+                   +-7-+                   +-6-+
                                   |       |
                                   |   7   |
                                   |       |
                         +-H-+       +-7-+       +-K-+
                         |   |       |   |       |   |
                       +-+   +-+   +-+   +-+   +-+   +-+
                       K   J   G   <   8   <   M   L   F
                       +-+   +-+   +-+   +-+   +-+   +-+
                         |   |       |   |       |   | 
                         +-I-+       +-9-+       +-E-+
                                   |       |
                                   |   9   |
                                   |       |
                         +-----+     |   |     +-----+
                         |     +   +-+   +-+   +     |
                         |  C  A   C   A   B   A  B  |
                         |     +   +-+   +-+   +     |
                         +-----+     |   |     +-----+
    -= Iron Maiden B3 =-
               The Keep
                 |   |      _______
                 |   |___  |   C.  |
     _______    /        | |       |
    |   C.  |  /      ___| |       |
    |       | | /|   |     |_______|
    |       | |/ |   |
    |_______|    |___|
              |         |
              |         |
              |  BOSS.  |
              |         |
            Iron Maiden B2
    -= Undercity West =-
                        |       | EXIT
                        |    ___| Town Centre West
                        |   |
                        |   |                                  N
                        |   |__    _______                   W + E
                        |      |RI|       |                    S
                        |    __|  |___    |
                        |   |         |   |
                        |___|         |___|
                Iron Key ___           ___
                        |   |         |   |
                        |   |         |   |
                        |   |         |   |
                        |   |         |___|
                        |___|          ___
             Escapeway  EXIT          |   |   EXIT
               ______   ________   ___|   |   __ Escapeway
              |      | |        | |       |  |  |
              |    __| |__    __| |_______|  |  |
              |___|       |__|               |  |
              EXIT        ____               |__|
           Town Centre   |    |               _____________
               East      |BOSS|              |    |    | C |
                         |    |              |____|    |___|
                         |____|              |             |  
                           __                |     *       |
     _____                |  |      Mines B2||             |
    |CHEST|  ________   __|  |__   ________ |EXIT__________|  ________
    |     | |        | |   *.   | |        | |             | |        | EXIT
    |_____| |__    __| |__    __| |__    __| |_____________| |__    __| Town Centre
     Iron Key  |  |       |  |       |  |                       |  |       East
               |__|       |__|       |__|                       |__|
                __        EXIT        __          Mines B2       __ Gold Key
               |  |    Limestone     |  |            EXIT__     |  |
               |  |     Quarry       |  |__   ____      |  |    |  |  W/S Godhands
               |  |                  |     | |    |     |  |    |  |  All Materials
               |__|                  |_____| |_   |     |  |    |  |  Cont  ____
               EXIT                 Silver Key |  |     |  |    |  |       |W/S*|
             Snowfly                           |__|     |__|    |__|       |____|
             Forest                             __       __      __          ___
                                     _____     |  |     |  |    |  |        |   |
                                    |CHEST|  __|  |__  _|  |_  _|  |__   ___|   |
                                    |     | |   *.   ||      ||       | |       |
                                    |_____| |__    __||______||_______| |_______|
                                               |  |       Gold Key
                                              |    |
                                              |    |
                                          City Walls East
    -= Undercity East =-
           ________   _____
          |  ___ C.| |__   |           N
          |_|Exit__|    |__|         W + E
    To Town |   |      ______          S
    Centre  |   |     |      |
    East    |___|     |      |
             _____    |______|
            |     |     ____
            |     |    |    |
            |_____|    |    |
             _____     |    |
            |     |    |    |
            |     |    |____|
            |_____|     EXIT To City Walls North
     _____     _       __
    |CHEST|  _| |_   _|  | EXIT To City Walls North
    |     | |     |||_   |
    |_____| |_____||  |__|
          Iron Key_| _____
                    |     |
         ______       ___
        |CHEST.|  ___|   |
        |      | |       |
        |______| |_______|
    -= The Keep =-
     _________________  |W/S*| Cont                  E
    |                 | |____| Keane's Crafts      N + S
    |                 |_______                       W
    |                         |
    EXIT     *         _______|
    |      CHEST      |    ___
    | To Town Centre  |   |   | Left Side - Azala Sigil
    |     South       |   |   | Right Side - Tigertail Sigil
    |_________________|   |___|
                          |   |
           Schirra Sigil  |   | Marigold Sigil
    T.T - Damascus Golem  |___| Time Trial - Damascus Crab
                          |   |
           Aremone Sigil  |   | Verbena Sigil
      T.T - Earth Dragon  |___| Time Trial - Snow Dragon
                          |   |
           Kalmia Sigil   |   | Columbine Sigil
    Time Trial - Minotaur |___| Time Trial - Dragon
                          |   |
           Gold Key       |   | EXIT To Iron Maiden B1
      Forgotten Pathway   |___|
                          EXIT To City Walls South
    -= City Walls West =-
    To Town Centre
     _______   _______   _______                           E
    |  EXIT | |       | |       | EXIT                   N + S
    |_______| |_______| |_______| To Abandoned Mines B2    W
    -= City Walls South =-
                         To Town Centre      To Town Centre
                           West                South
     _______   _______   _______   _______   _______             N
    |       | |       | |  EXIT | |       | | EXIT  | EXIT     W + E
    |_______| |_______| |_______| |_______| |_______| To Keep    S
      To Snowfly Forest
    -= City Walls East =-
              To Town Centre     To Town Centre                       W
    Snowfly        South              South                         S + N
    Forest   _______   _______   _______   _______   _______          E
    East    |  EXIT | |       | |  EXIT | |       | |       | EXIT
    |_   RI |_______| |_______| |_______| |_______| |_______| To Undercity West
    -= City Walls North =-
       S + N              To Town Centre                 To Town Centre
         E        Iron Key_   East                           East
                   _______ | _______   _______   _______   _______   _______
    EXIT          |       | | EXIT. | |       | |       | | EXIT. | |       | EXIT
    To Undercity  |_______| |_______| |_______| |_______| |_______| |_______| To
       East                                                       |  Undercity East
                                                     Clematis Sigil
    -= Snowfly Forest =-
    Okay.  The Snowfly Forest.  This is a very easy place to get lost in (Due to the
    map warping) so you might find this map helpful.  Under the Room Directory is a
    guide on how to get through the forest easily.  This guide however DOES NOT 
    include a way to reveal ALL of the map.  You have to go and work that on your
    own at another point in time.  The map below has all the different "Rooms"
    labelled (as with the Iron Maiden B2).  The labels in the exits/entrances of
    the rooms say which rooms they lead into.
    1 - The Faerie Circle        A - Forest River            J- Golden Egg Way
    2 - The Hunt Begins          B - Lamenting To The Moon   K- The Woodcutter's Run
    3 - Which Way Home           C - Running With The Wolves L- The Wolves' Choice
    4 - The Birds And The Bees   D - You Are The Prey        M-Howl Of The Wolf King
    5 - Traces Of The Beast      E - The Secret Path         N- They Also Feed
    6 - Fluttering Hope          F - Hewn From Nature        O- The Hollow Hills
    7 - Return To The Land       G - The Wood Gate           P- The Spirit Trees
    8 - The Yellow Wood          H - The Giving Trees        Q- The Silent Hedges
    9 - Where Soft Rains Fell    I - The Wounded Boar
                |                             * Cont |
                |                                    |
                |                 A                  |
                |                                    |
                |                                    |
                +--B-----------------| 1 |--------9--+
                 +-A-+                          +-A-+
                 |   |                          |   |    
               --+   +--  -------  ------+      |   |              +----P----+
               M   B   L  B  Q  P  H   P |      | 9 |              |         |
               --+   +--  -------  --+   |      |   |              |    7    |
                 |   |               |   |      |   |              |  BOSS.  |
                 +-C-+               +-N-+      +-8-+              +----6----+
      +-O-+      +-B-+               +-P-+      +-9-+      +-J-+      +-7-+
      |   |      |   |               |   |      |   |      |   |      |   |
    --+   +--  --+   +--  ------+  --+   +--  --+   +--  --+   +--  --+   +--
    Q   D   C  D   C   O  C   O |  4   N   8  N   8   5  8   5   6  5   6   J
    --+   +--  ---------  --+   |  --+   +--  --+   +--  --+   +--  ---------
      |   |                 |   |    |   |      |   |      |   |
      +-E-+                 +-M-+    +-H-+      +-J-+      +-4-+
      +-D-+                 +-O-+    +-N-+      +-8-+      +-5-+
      |   |                 |   |    |   |      |   |      |   |
      |   |               --+   +- --+   +--  --+   +--  --+   +--
      | E |               Q   M  B B   L   K  L   K   4  H   4   N
      |   |               -------- --+   +--  ---------  --+   +--
      |   |                          |   |                 |   |
      +-F-+                          +-J-+                 +-3-+
    +---E---+                        +-8-+                 +-4-+      +-N-+
    |       |          S             |   |                 |   |      |   |
    |   F   |        E + W         --+   +--  ---------  --+   +--  --+   +--
    | BOSS. |          N           6   J   I  J   I   3  I   3   H  3   H   P
    +---G---+                      --+   +--  ---------  --+   +--  ---------
                                     |   |                 |   |
     +--F--+                         +-5-+                 +-2-+
     |     |
     |  G  |                                               +-3-+
     |  *  |                                               |   |
     +-----+                                               | 2 |
                                                           |   |
                                                          |     |
                                                          |  1  |
                                                          |  *  |
    To get through the Snowfly forest you need to unblock the path connecting rooms
    9 and 8.  In order to do this you need to fight the boss at 7 to change the
    direction of the wind, therefore unblocking the path.  You need to go to these 
    rooms in this order to get to the end:-
    1, 2, 3, 4, 5, 6, 7, 6, 5, 8, 9, A, B, C, D, E, F, G.  (Bit obvious really
    wasn't it.)
    At the boss in room F you don't need to attack Sydney - he's on your side, so
    don't attack him as he will cast spells on you to aid you in your battle.  Why
    he does this is something you are gonna have to find out for yourself.
    -= Snowfly Forest East =-
          ________              |               |
         |        |  _________  |     BOSS      |
    EXIT |        | |         | |    CHEST.     |
    |    |        | |_________| |               |
    |    |________|             |               |
    |                           |_______________|
    City Walls East
    The room with the boss and the narrow corridor keep looping with each other if
    you keep going forward.  In order to escape you need to go backwards the way you
    came.  And to confuse you even more the map is unavailable, it will however
    become accessible once you have left the forest.
    -= Town Centre West =-
    To City Walls South (On Latch)
    | __________________
    |              ____| EXIT To Undercity West
    |  |     _____
    |__|    |     |   EXIT Undercity West 
     __     |   __|    _ RI
    |  |    |__|     _| |___   ____      To Sanctum        Crimson Key
    |  |________   _|       | |    |        EXIT___________EXIT To City Walls West
    |           | |      ___| |__  |     ___  |            |
    |  _________| |_    |        | |    |   | |      *      \
    |__|            |___|        | |    |  _| |___________   \           W
                                 | |    | |               |__|         S + N
                     ___         | |    | |     Magic Hammer             E
     To        EXIT_|   |        | |    | |    ___  Cont   ___
    Abandoned    |__    |        | |    | |_  |   | |WS|  |   |
    Mines B1  ______| * |___   __| |    |___| |_  | |* |  |   |
             |______________| |____|            |_| |__|  |   |
                                                 _________|   |
                                                |            /
                                                |   ________/ 
                                                |  |
                                                |  |
    -= Town Centre South =-
                                                         Abandoned Mines B2
                                                              __ EXIT
               N                                       ______|  |____
             W + E                                    |              |
               S                                 ___  |______________|
                                           ___  |   |_ __ __   ______
                                __________|___| |     |  |  | |      | LATCH
                               |          |     |_____|__|__| |__    | EXIT
                               |          |___              ____ |   | City Walls
                   _______   __|              |            |   _||   | East
                  |       | |                 |            |__|  |   |
                  |       | |                _| _________   ___  |___|
            ______|     __| |_____     _____|  |         | | C |
     _EXIT |      *    |          |   |        |_____    | |___|
    |      |___        |          |___|              |   |____Mandrake Sigil
    City Walls \      /           EXIT               |        |
    South       \____/          The Keep              \_______|
    -= Town Centre East =-
                                                       ___        | | EXIT
                                                      |   \       | | To Undercity
                                                      |    \______| |    East
                                                      |     ________|
                           Cont    ____               |    /
                  Junction Point  |*W/S|              |___/
    Wood, Leather, Bronze, Iron   |____|               ___
                   and Harogene    __________         |   |  __
                                  |          |        |   | |WS| * Cont
                                  |          | Latch  |   | |__| Metal Works
                                  |          |__   ___|   |___  (Silver and
    To Undercity West             |             | |           |  Damascus)
      EXIT                        |___   _______| |___________|
        _                             |_|
     __/ /____                         _
    |         |       ____            | |
    |____  *  |____  |    \           | |
         |         | |     \        __| |
         |_________| |______\______|___*|
               EXIT                EXIT
                 To City Walls North
    Okay, that is all my map notes up and here.  (I did warn you that they would be
    rough didn't I?) (Oh, and those maps are my third attempt at putting them in
    that style).  These notes will get updated EVERY time I finish an area or find
    anything that I missed off.  If it helps I still have the original copies of 
    these maps (hand drawn, on paper, badly), so if you think you might find them
    easier 2 understand, tell me and I'll scan them and put them online somewhere.
    Another future plan for this section is that I will provide the names for ALL of
    the rooms.  This means that when I write my guide or refer to rooms you will be 
    able to find them quite easily.
    *** 03.0. The Walkthrough ***
    *** 03.1. First Play ***
    Okay the walkthrough has been started.  All other "Version 2" guides will
    contain more of the walkthrough.  Aren't you lucky?  Anyway I decided to start
    the walkthrough at the Limestone Quarry as Lilac Man can't be bothered to get
    passed that point as he is finding it "too hard", so I though I'd try and speed
    him up a little bit.  I then finished that and though I had better start from 
    the beginning of the game.  So I did.  I have also listed all the room names so 
    if you get stuck you can just search for the room name and hey presto!..You are
    able to get through that room!  I have also avoided putting a guide on how to 
    beat the bosses in the walkthrough, as I though it would be better if I put 
    those in the encyclopaedia with the enemy descriptions, so this is where you 
    will be able to find the guide on beating bosses.  But enough of my rambling, 
    here is the walkthrough.
    -= The Intro Cut-Scene =-
    When you load the game (after the FMV) you get a cut-scene as the intro.  Within
    this intro are two battles which YOU can take part in. (Clever eh?)
    Duke Bardorba's Manor
    Nothing but cut-scene here.  Press O to continue.
    The Manor's Courtyard
    A box falls on the floor and you get attacked by two Mullenkamp Soldiers.  Kill
    them and cut-scene takes over.  But notice this.  The bodies stay where they 
    are, but when you get into Lea Monde they disappear due to the power of the 
    mysterious town....
    The Manor's Chapel
    You get to fight Sydney's Wyvern.  Aren't you lucky?  Well, you are actually...
    this one is kinda on the weak side.
    -= The Wine Cellar =-
    What you are wanting to do is get to Lea Monde.  But it's not that simple.  Well
    nothing is in games like this are they?  The Wine Cellar is, in reality, a sort
    of training course giving you experiece of nearly everything you will meet later
    on in the game.
    Entrance To Darkness
    This is where you start.  Nothing here move on out.
    Worker's Breakroom
    Magic Circle
    Chest [Unlocked]:- Tovarisch [B] (Hand Axe, Wooden Grip)
                       Leather Glove [L]
                       Buckler [W]
                       Five Vera Bulbs
                       Five Cure Bulbs
    Hall Of Struggle
    Gyag!  Your first enemy that is actually in the game!  You can now practice
    carrying crates.  Remember - you need to be out of the battle mode.
    Smokebarrel Stair
    There is a door in here locked with the Chamomile Sigil.  As you can't open it
    go up the stairs which the Crimson Blades went up.
    Wine Guild Hall
    Crimson Blades
    Magic Circle, Container
    Once the Blades have been dealt with move over to the container and magic circle
    then leave the room by using the cloudstone.  The floating panels seem normal to
    the average gamer no?  Well to the people in Vagrant Story they are everything
    BUT normal.
    Wine Magnate's Chambers
    Bat, Silver Wolf
    Once you have killed the enemies follow the wall to avoid the Gust Trap that is 
    just infront of the exit.
    Fine Vintage Vault
    1st Time:-         Two Crimson Blades
    Every other time:-  Bats and Wolves
    This shouldn't be to hard.
    Chamber Of Fear
    Bats, Silver Wolf
    You walk forward, and an earthquake changes the layout - then the enemies start
    to appear in this room.  Jump onto the high ledge to get to a treasure room
    which is guarded by the Silver Wolf.
    The Reckoning Room
    Silver Wolves, Bat
    Chest [Unlocked]:- Seventh Heaven [B] (Gastraph Bow, Simple Bolt]
                       Reinforced Glove [L]
                       Vera Root
                       Cure Root
    Labourer's Thirst
    Silver Wolf, Bat
    To leave the room you need to go through the door which is high up.  To do this
    get a crate while standing on the central platform and place it directly 
    infront of the jutting ledge.  Jump on top and then jump up to the exit.
    The Rich Drown In Wine
    Silver Wolf, Bat
    Once you enter the room you will see some wolves on the floor directly below 
    you, all you need to do is jump down and kill them along with whatever else is 
    in the room.  Once you have done this target the pile of crates from within the
    Battle System so that you are able to pick one up off the top of the pile.  
    Once you have done this carry it over to the other high up platform which leads
    to the switch.  Once you are by the switch, select it and choose to move it.  
    You now have 2 seconds to jump down and leave the room.  When time limits are on
    Ashley will walk out the room on his own as long as he is in the doorway. You'll
    see what I mean....
    Room Of Rotten Grapes
    Bat, Silver Wolf (How original)
    Crates.  Crates.  And even more crates.  Guess what you have to do here.  That's
    right you need to place the crates by the platform so that you can reach the
    Blackmarket of Wines
    Magic Circle
    Chest [Unlocked]:- Cure Potion
                       Five Cure Bulbs
    Once here, save and max out your health and MP - you're about to encounter the 
    first boss of the game.  Once you return to this room after the boss battle you
    will see a training dummy with Human Affinity.  All I'm gonna say is it's up to
    you whether or not you use it, but the workshop is a long way off to restore
    your weapons lost Damage Points....
    The Gallows
    1st Time
     BOSS:- Minotaur
     Chest [Unlocked]:- Pelta Shield [W]
                        Three Vera Bulbs
                        Fifteen Yggdrasil's Tears
     Once defeated and you try to leave the room you get access to the Battle 
     Abilities after some "funky" cut-scene action.  Now just assign Defence and
     Chain Abilities and you can move on.
    2nd Time (Later on when you have the Stock Sigil)
     BOSS:- Minotaur Zombie
     Prize:-             Rune Earrings Accessory
                         Three Cure Bulbs
                         Elixir Of Queens
     Chest [Chest Key]:- Circle Shield [D] with Titan Malachite Gem
                         Three Cure Potions
                         Vera Potion
     This is later on in the game when you have acquired the Stock Sigil.  When you
     enter you will encounter the Minotaur Zombie (who happens to keep re-spawning
     after you have killed it)
    Room Of Cheap Red Wine
    After having used the Chamomile Sigil you'll end up here.  And you will be 
    attacked by an undead enemy - the first of the game.
    Room Of Cheap White Wine
    Zombie, Zombie Fighter, Ghoul
    Once in here you get attacked by some unhappy members of the undead.  Kill them
    and move on.  You will get two cure potions for every enemy killed in this room.
    The Greedy One's Den
    Silver Wolves
    Kill and continue
    The Hero's Winehall
    BOSS:- Dullahan
    Chest [Unlocked]:- Rusty Nail [B] (Spear, Spiculum Pole)
                       Braveheart Gem
                       Cure Bulb
    When you have finished here move on to the Catacombs.
    -= Catacombs =-
    Now you have got out of the Wine Cellar you need to get out of the Catacombs
    before you can enter Lea Monde.  The only problem is that the door you need to
    leave by is locked with the Lily Sigil.....
    Hall Of Sworn Revenge
    Magic Circle, Container
    You will find a Cure Panel on the left raised step which is opposite the Magic
    Circle.  This cures any status ailments, restores you HP to full and reduces
    your RISK.
    Later on you will be able to find a Skeleton Knight Training Dummy in this room.
    The Last Blessing
    All you need to do here is run through the room.  Killing enemies on the way is
    SOMETIMES a good idea, but you still have another room to go through before you 
    can stop the two second time limit.
    The Weeping Corridor
    Look out for the Freeze Trap that is two squares infront of the exit.  Avoid it
    by sticking to the wall.
    Persecution Hall
    Skeleton, Hellhound
    Once in the room look to the left and near the ceiling.  There is a door.  You
    can't get to it, can you?  Well, all you need to do is solve a little cube
    puzzle...Follow the instructions below
    - First destroy a crate that is stacked up
    - Place the crate on the half step
    - Stand on the half step and pick the crate up
    - Put the crate on the full step
    - Place under door
    - Jump up and exit.
    Rodent-Ridden Chamber
    Chest [Unlocked]:- Pink Squirrel [I] (Goblin Club, Wooden Grip)
                       Cross Guard Grip
                       Long Boots
                       Iocus Gem
                       Three Mana Roots
                       Three Cure Bulbs
    I'm not going to insult your intelligence by helping you with this.  It's simple
    and involves using steps....
    Shrine To The Martyrs
    Skeleton, Hellhound
    You will find out shortly that in order to enter this room you need an 
    earthquake.  Well, we'll see what we can do about that shall we?  For the moment
    go through the other door
    The Lamenting Mother
    Time Trial (30 seconds)
    Chest [Unlocked]:- Shandy Gaff [B] (Broad Sword)
                       Knuckles [B]
                       Elixir of Queens
    Defeat the enemy in 30 seconds and you get a prize, don't defeat you don't get a
    prize but whatever happens - you CAN'T die.  You will find that the other door
    in here is rusted shut.  Leave and an earthquake will hit, the floor of The
    Lamenting Mother will disappear leaving you to go through the Shrine To The
    Hall Of Dying Hope
    Zombie Knight
    The door you need to go through first is the one above the wall as it leads to a
    treasure room.  To get there push the push crate forward and the left so that it
    meets the wall.  Then get the carry crate place it on top of the push crate and
    jump up to the exit.
    Bandit's Hideout
    Ghost, Bat, Hellhound
    Chest [Unlocked]:- Soul Kiss [S] (Scramasax, Swept Hilt)
                       Targe [B]
                       Knuckles [B]
                       Bear Mask [L]
                       Haeralis Gem
                       Three Spirit Orisons
                       Three Eye Of Argons
    To get the platform with the chest on, destroy the push crate and move the
    rolling cube so that it's against the wall.  Then move a push crate under the
    the chests ledge.  Jump onto it and you can open the chest.
    The Bloody Hallway
    Cube Puzzle
    Drop down the otherside of the central platform.  Once here move the lower cube
    so that it is directly underneath the higher one.  Push the higher cube towards
    the door you entered the room.  Keep doing this until it drops down.  Now using
    the step you have just created carry the crates over the gap and stack them up
    under the exit so that you can leave the room.
    Faith Overcome Fear
    Skeleton, Zombie Knight
    Kill.  Destroy.  Win.  Move on.
    The Withered Spring
    Ghost, Skeleton, Mummy
    Magic Circle
    The double doors ahead are the ones locked with the Lily Sigil.  The door on the
    right is where you go to get that sigil.  The door on the left is the first
    workshop of the game.  Go there first.
    Work Of Art (WORKSHOP)
    Magic Circle, Container
    Here you can work with Wood, Leather and Bronze
    This is where the REAL weapons come from - your imagination and a workshop.
    Have fun and experiment.
    Repent O Ye Sinners
    Bat, Ghoul
    Move on through this room into the next.
    The Reaper's Victims
    Bat, Zombie Knight
    This is a locking trap room.  Defeat the enemies to be able to leave.
    The Last Stab Of Hope
    The door on the right here leads to The Lamenting Mother so if you didn't get
    the chest earlier - now is you chance.  But remember it doesn't go anywhere as
    the floor gave way after the earthquake.
    Hallway of Heroes
    Zombie Knight OR Skeleton
    Kill them.  KILL 'EM ALL.
    The Beast's Domain
    Lizardman (1 and 2)
    Move forward and you'll get attacked.  After defeating the first one you will 
    receive:- Glaive [B]
              Knuckles [I]
              Grimoire Antidote
              Elixir Of Queens
    After defeating the second one you get:- Spear [I]
                                             Lily Sigil
    Now you have the Lily Sigil you can leave the Catacombs.  Return here later and
    you will encounter a piece of Slime.
    -= Sanctum =-
    In order to leave the sanctum you need to use a cloudstone.  This cloudstone has
    to be activated first.  In otherwords you have to fight a boss before you can
    use the cloudstone...
    Prisoner's Niche
    Cube Puzzle
    Follow the instructions folks and everything will be all right:-
    - Destroy the crate on the right
    - Slide this so that there is a base of three crates next to each other
    - Place both of the carry crates on the step you have just created
    - Stand on the step yourself
    - Place one carry crate on top of the other
    - Climb to the top and leave the room after climbing over the wall
    Corridor Of The Clerics
    When you have finished in here take the door that is infront of you.
    Priests' Confinement
    Prize :- Eye of Argon
             (This is received from one of the bats in the room)
    There is a heal panel somewhere in this room.  If you need to use it use the Eye
    of Argon that you got from the bat.
    If you look at the other end of the room (to the right of where you came in) you
    will see a door high up.  That is where you need to go.  To get there climb onto
    the cabinet underneath it which runs along the right hand-side wall.  From this
    cabinet you need to jump slightly to the left in order to reach the door.  It is
    slightly hard but you CAN make it - just keep trying.
    The Alchemist's Laboratory
    Skeleton Knights, Poison Slime
    Chest [Unlocked]:- Bosom Cleaver [B] (Langdebeve, Dragonite Gem,)
                       Grimoire Halte
    There is a chest on the otherside of the room.  You can get there from jumping 
    off the top of the cabinets.  To leave the room, use the door that is by the
    floor.  Leaving this way will unlatch the door so you can use this door from
    the other side later on if you need to.
    The Academia Corridor
    Once here go straight over
    Theology Classroom
    Ghost, Skeleton
    Locking Trap
    You might win Cure and Vera items off the occupants of this room if you lucky.
    Once you have finished in here leave and turn right.
    Shrine Of The Martyrs
    Hellhound, Skeleton Knight
    There is a door on the left - go through it.
    Hallowed Hope
    Poison Slime, Bat
    Once you have defeated the enemies max out your health and MP to prepare for a
    boss battle.
    Hall Of Sacrilege
    BOSS:- Golem
    Once you have defeated the Golem go back to the Corridor of The Clerics and 
    leave through the exit that you have not yet used.
    Advent Ground (The South Side)
    Bat, Lizardman
    If you jump in the river you will lose 20 HP and restart by the door you came 
    with which you entered the room.  So just take the door on the right.
    Passage Of The Refugees
    Bat, Poison Slime, Lizardman
    Get rid of the enemies before you start doing anything or you might have trouble
    when solving the cube puzzle.  Find the carry crate that is hidden in the pile 
    and place it against the other wall.  Now you can jump onto the top ledge and 
    use the cloudstone.  Once on the otherside of the gap you will fight a Lizardman
    so get ready.
    Advent Ground (The North Side)
    Magic Circle, Container
    Looks like there is a save point.  Deposit all the items you want in the 
    container and use that as your save point - or you can just use the save point.
    Also, get you HP and MP to the fullest capacity....
    The Cleansing Chantry
    BOSS:- Dragon
    Just kill it, and move on to the Stairway To The Light.
    Stairway To The Light
    Exit from here and you'll enter into Lea Monde....
    -= Town Centre West (The North Side) =-
    The Crimson Blades have secured ALL of the Town Centre West.  In order to leave
    you need the Crimson Key - which happens to be owned by the Crimson Blades.  At
    the moment.  You will also notice that there is a cloudstone on the otherside of
    the river.  You will only be able to use this later on in the game.  For now
    concentrate on getting the key.
    Rue Vermillion
    Magic Circle
    The door locked with the Crimson Key is here (look at your map and you'll be
    able to see it).  From here take the North-east path.
    The Rene Coastroad
    Here you will find the second workshop of Vagrant Story.
    The Magic Hammer (WORKSHOP)
    Magic Circle, Container
    At the Magic Hammer you can work with Bronze and Iron.  Repair you weapons and
    shields while you have your chance as if you don't you'll regret it later on...
    Rue Mal Fallde
    Once here you realise you can't go this way, so head back to Rue Vermillion and
    take the other path.
    Tircolas Flow
    BOSS:- Father Duane, Sarjik, Bejart
    After the battle you will have that key for the door which takes you to the City
    Walls West.
    In the BOSS battle here I suggest getting Sarjik and Bejart first then moving on
    to get Father Duane.  If Father Duane casts Poison Mist on it counter it with
    a Faerie Chortle or Antidote.
    -= City Walls West =-
    There is no real objective to this part of Vagrant Story as it just takes you to
    the Abandoned Mines B1.
    Students Of Death
    Go through the door...
    The Gabled Hall
    Zombie Knights
    Locking Trap Room
    Where The Master Fell
    Follow the staircase to the Abandoned Mines B1.
    -= Abandoned Mines B1 =-
    In order to leave the mines you need to find the Hyacinth and Fern Sigils.  So
    you will have to wander around for a bit to get them.
    Dreamer's Entrance
    Meet your new enemy and move on.
    The Crossing
    Hellhound (Sometimes)
    Magic Circle
    Save and then head west to find a treasure room.
    Miner's Resting Hall
    Goblins, Mimic
    Chest [Magic]:- Stinger [B] (Guisarme, Sand Face Grip)
                    Quad Shield [B]
                    Ring Mail [B]
                    Ring Leggings [B]
                    White Queen Gem
                    Grimoire Visible
                    Five Cure Bulbs
    Walk towards the chest on the lower floor and it'll move.  It's a mimic.  Those
    who have played the game for a long time will know by now that the layout's for
    treasure room are usually very similar and that the chests are usually in the
    same place.  So, if anything looks different (as in the chest is in the wrong
    place and there is more than one of them) there is a mimic around.
    You now have a choice of roots.  You can either turn right after leaving the
    room or go straight ahead - it's up to you.  But they both end up in the same
    The Suicide King (After going right)
    Goblin, Stirge
    Locking Trap
    In here you'll get a couple of Yggdrasil's Tears which will come in very handy
    later on.
    The Battle's Beginning
    BOSS:- Wyvern
    When you have slain this Wyvern move ahead.
    What Lies Ahead?
    Goblin, Goblin Leader
    Move on after meeting your new "friend".
    The Fruits Of Friendship
    Just cross the gap using the cloudstone and leave the room.
    Conflict And Accord (After going straight ahead)
    Goblin, Hellhound
    Move on.
    The End Of The Line
    Goblin, Stirge
    Locking Trap Room
    What do we have here?.....
    Yggdrasil's Tears?
    The Earthquake's Mark (the Junction)
    Once here you will notice that there is a door on the latch, a door locked with
    the Hyacinth Sigil and an unlocked door.  You need to use the unlocked door.
    Coal Mine Storage
    Goblin, Goblin Leader
    Chest [Unlocked]:- Ring Sleeve [B]
                       Chain Coif [B]
                       Undine Jasper
                       Fern Sigil
    It might be a good idea to use Eureka here....
    Now use the Hyacinth Sigil...
    The Passion Of Lovers
    The Time Trial thingy starts with around 15 seconds...
    Hall of Hope
    Goblin, Goblin Leader
    go, Go, GO!
    The Dark Tunnel
    Magic Circle
    Once here save and head east for a treasure room.  Ignore the door locked with
    the silver key (leading to Everwant Passage) as you will get that later on in 
    the Temple Of Kiltia.
    Later on this room will contain the Ogre (Beast) Dummy for practising.
    Everwant Passage
    Goblin, Mimic
    I said it was locked didn't I....
    Rust In Peace
    Goblin Leader, Goblin, Mimic
    Chest [Magic]:- Chain Sleeve [B]
                    Salamander Ring
                    Elixir Of Sages
                    Grimoire Undine
    The Smeltry
    BOSS:- Fire Elemental
    Did you save? Did you? Eh? Did you?
    Clash Of Hyaenas
    This shouldn't be too hard.  Just use a bit of common sense here and there.....
    Greed Knows No Prosper
    Goblin Leader, Goblin
    No treasure here then...
    Live Long And Prosper
    "I'm givin' 'er all she's got captain!"
    The door you need to leave by is locked with the Fern Sigil, but as you have
    that already you should be okay.
    Pray To The Mineral Gods
    "To Infinity and BEYOND!"
    Traitor's Parting
    BOSS:- Ogre
    Make sure your HP and MP are full before you enter because it's a long way to 
    the last save point.
    Go up the stairs to leave the Abandoned Mines B1
    -= Town Centre West (The South Side) =-
    You have now found your way back to Town Centre West.  Before you continue with
    your quest I would suggest heading back to the workshop by using the now active
    cloudstone that crosses the river.  The main objective of the next part of the
    game is to find your way into the Undercity West.
    Rue Bouquet
    Magic Circle
    This is where you emerge from the mines.  If I were you I would take advantage
    of that save point.
    Tircolas Flow (The South Side)
    Crimson Blades
    You will find that from this point on your enemies will tend to "hunt" you, cast
    Herakles and cure themselves.  Don't say I didn't warn you.
    Glacialdra Kirk Ruins
    In here you will notice a gate.  A locked gate.  That is locked with.....the
    Rood Inverse....You are unable to open gates and doors locked with the Rood
    Inverse on your first play.  Sorry.  But there IS a good reason to it, although
    you need to finish the game to find out why.  So you can either go back to Rue
    Bouquet or climb over the rocks and leave through a hidden exit.
    Villeport Way
    This is where you end up after the cut-scene.  But it leads to a dead end.  So
    head backwards
    Rue Sant s'Alsa
    Crimson Blades
    You will find that a Crimson Blade jumps down from above.  Climb up their and go
    through the door.  If you look at your map you will be able to see where it is.
    Dinas Walk
    Cross the gap and when outside jump down, kill the Crimson blade and enter the
    Undercity West.
    -= Undercity West =-
    Your new objective is to find your way to the Snowfly Forest.
    The Bread Pebbler's Way
    Keep on moving forwards...
    Way Of The Mother Lode
    Zombie Knight, Ghast
    When finished here head forwards and go through the door.
    Sewer Of Ravenous Rats
    Skeleton, Zombie Mage
    You can't go any further as the door is locked with the Silver Key, so head back
    and leave via the exit which you have not yet used.
    Underdark Fishmarket
    BOSS:- Giant Crab
    When finished here move on to The Sunless Way.
    The Sunless Way
    Magic Circle
    Go forwards to find the Hall of Poverty, left to The Washing-Woman's Way and
    right to continue with your trek in Remembering Days Of Yore.
    Hall Of Poverty
    Zombie Knight, Ghast
    Not much here...
    The Washing Woman's Way
    Zombie Knight, Zombie Mage
    The door is locked with the Silver Key so head back.
    Remembering Days Of Yore
    Zombie Knight, Ghast, Zombie Mage
    Remember to come back here later when you have the Iron Key in order to gain
    lots of treasure and the Clematis Sigil, but as you can't do that at the mo, use
    the other exit.
    Where The Hunter Climbed
    At the top of this staircase is the Snowfly Forest.
    -= The Snowfly Forest =-
    Grrr.  I don't like the Snowfly Forest, it is very confusing (screen warps that
    take you from one side of the map to the other ya hear!), and the cover of the
    trees makes it hard to spot any enemies that may be lurking in the undergrowth.
    If you get lost walk up to a tree and press X.  You will then be given the
    option to face South or not.  Very handy, if you ask me - which you won't.
    "Follow the snowflies" is what Rosencrantz tells you to do.  Yeah, right.  They
    are EVERYWHERE.  Don't listen to him - just follow my guide instead and you 
    WON'T get lost.  What you have to do instead is find a Dragon, beat it to change
    the direction of the wind to unblock a path that is blocked by the snowflies in
    order to continue.
    I have a map of the Snowfly forest in my maps section so I won't bother placing
    it here as well.  If you follow the numbers and letters in their increasing 
    order (you'll get the idea) it will take you straight through the forest missing
    out the areas that you don't have to visit.  The following "room" guide follows
    the listing of those areas on the map.
    The Faerie Circle
    Magic Circle
    This is where you start head forwards.
    The Hunt Begins
    There's nothing here.  Move on to the next screen.
    Which Way Home
    You have found one of the forest's main residents.  Once defeated move forward
    onto the next screen (that's south BTW).
    The Birds And The Bees
    Once again continue heading south.
    Traces Of The Beast
    Once here go right (west).
    Fluttering Hope
    From here head south to face the first boss in the Snowfly Forest.
    Return To The Land
    BOSS:- Earth Dragon
    Once you have defeated this creature head back from where you came, go straight
    forward (east) in order to get to the Yellow Wood.
    Yellow Wood
    Once here turn right to head south.
    Where Soft Rains Fell
    Fire Elemental
    Once defeated keep going forward
    The Forest River
    Basilisk, Zombie Knights
    Magic Circle, Container
    Chest [Unlocked]:- Knuckle Guard Grip
                       Circle Shield [H]
                       Chain Mail [I]
                       Sylphid Ring
                       Nightkiller Gem
                       Three Acolyte's Nostrum
                       Grimoire Agilite
    The first exit (on your side of the river) leads you back to the Faerie Circle
    at the start of the forest (don't want to go there then...).  What you want to
    do is cross the river and leave through that exit (north).
    Lamenting To The Moon
    Head north.
    Running With The Wolves
    Head east.
    You Are The Prey
    Head north again.
    The Secret Path
    Head north once more.
    Hewn From Nature
    BOSS:- Father Grissom, Dark Crusader
    ALLIE:- Sydney
    Chest [Unlocked]:- Corpse Reviver [I] (Firangi)
                       Circle Shield [H]
                       Demonia Gem
                       Three Vera Tonics
                       Three Cure Bulbs
    If you want you can use Sydney as a shield - but don't kill him as he aids you
    by casting spells that are to your advantage.  That said it is possible to kill
    him and he says something about it not being his time and he suddenly; comes 
    back from the death for the after battle cut-scene.  Quite odd.  Now leave by 
    the north exit.
    The Wood Gate
    Magic Circle
    You have now left the Snowfly Forest.  Go through the new door and enter the
    City Walls South.
    -= City Walls South =-
    These walls will take you to your next port of call - The Keep.
    The Weeping Boy
    Continue ahead.
    Swords For The Land
    Lizardman, Blood Lizard
    Time Challenge
    Clear the room within 20 secs or you will have to start all over again from the
    In Wait Of The Foe
    Unlatch the door which leads on to Villeport Way, but don't use it.  Instead 
    keep moving onwards in the city walls.
    Where Waery Riders Rest
    Guess what you have to do here?
    The Boy's Training Room
    Head forward and you will enter the Keep.
    Later on in the game, this room will contain a Dummy which enables you to
    increase your weapon's Dragon class affinity.
    -= The Keep =-
    In the keep are many doors locked with Sigils.  These doors are for time trials
    and you DO NOT need to enter them all to get 100% map completion as the rooms
    don't appear on the map.  From the Keep you are also able to access Iron Maiden
    B1 and a new workshop.
    The Soldier's Bedding
    Max up you health and magic point and enter the south door which leads into the
    Iron Maiden B1.
    -= Iron Maiden B1 =-
    Count this as a....slight detour from your current mission but it saves you from
    coming back later.  What you are going to do here is claim a Sigil then run back
    to the Keep.  I have a separate section dedicated to the WHOLE of the Iron 
    Maiden after the main walkthrough so...read it.
    The Cage
    Go down the stairs
    The Cauldron
    Wraith, Gargoyle
    Locking Trap
    Room Prizes:- Mandrake Sigil
                  Grimoire Exsorcer
                  Three Spirit Orisons
                  Three Vera Bulbs
    This is the room you get your sigil.  Kill the Wraith and leave via the way you
    came in.
    -= The Keep =-
    The Soldier's Bedding
    So.. your back here.  Go east.
    A Storm Of Arrows
    Sigil Locked Doors.
    Urge The Boy On
    More Sigil locked doors.
    A Taste Of The Spoils
    Even more Sigil locked doors
    Wiping Blood From Blades
    Guess what?  Yup, your right....
    The Warrior's Rest
    Magic Circle
    Chest [Chest Key]:- Sweet Sorrow [I] (Francisca, Gendarme)
                        Tower Shield [I] (With Death Gueen Gem)
                        Sallet [H]
                        Three Sorcerer's Reagents
    When you first arrive here you will enter the room during a cut-scene.  When it
    has ended enter the room across the corridor to max up and save THEN try to 
    exit this room as you will enter into a BOSS battle.
    Keane's Crafts (WORKSHOP)
    Magic Circle, Container
    Here you can work with Bronze, Iron and Hagane
    The Warrior's Rest
    Mini-BOSS:- Jan Rosencrantz
    You enter this battle as you are leaving the room.
    -= Town Centre South =-
    Once in the Town Centre South you need to get into the Abandoned Mines B2.  You
    can do this by going two different ways.  I will take you through both ways but
    I suggest you follow ROUTE ONE and come back and do ROUTE TWO later, as you 
    don't have to go anywhere near route two to finish the game.  But both routes
    will end up at the same point in Abandoned Mines B2 which is Bandit's Hollow.
    Forcas Rise
    Crimson Blades
    This is where you enter Town Centre South.  First go left to find a magic circle
    and then go right.
    Valdiman Gate
    Magic Circle
    The door here leads on to City Walls South.
    Rue Aliano
    Crimson Blades
    The door here is locked with the Mandrake Sigil.  If you have the Mandrake Sigil
    you can go through the door.  This is the start of ROUTE ONE.  If you wish to
    take route two head back to Forcas Rise.
    Forcas Rise
    Once you are back here head to the north-eastern corner of the room and leave
    via that exit.
    Rue Faltas
    Here you have a Portcullis which you are unable to move and an archway.  Head
    under the archway.
    Rue Morgue
    Crimson Blades
    After you have dispatched of the Crimson Blades use the Bronze Key on the door
    and enter the Abandoned Mines B2.  This is the start of ROUTE TWO.
     -= ROUTE ONE =-
    The House Khazabas
    Chest [Magic]:- Ten Eye Of Argon's
                    Grimoire Muet
    After using the Mandrake Sigil you will end up here.  Once you have opened the
    chest continue on to the next room.
    Zebel Walk
    Just jump over the gap and leave the room.
    Rue Volnac
    You have two doors infront of you.  One latched and one un-latched.  You can
    un-latch the locked door later but for now use the unlocked door to enter the
    City Walls East.
    -= City Walls East =-
    Train And Grow Strong
    One door locked with the Rood Inverse, which means you have to leave through the
    other door.
    The Squire's Gathering
    Zombie Mage, Dark Skeleton
    Walk on...
    The Invaders Are Found
    Before continuing un-latch the door as it leads back on to Rue Volnac.
    The Dream Weavers (HEY! We use DreamWeaver 3 to make GD...)
    Zombie Made, Dark Skeleton
    After you have finished playing with Macromedia products feel welcome to move
    The Cornered Savage
    Take the staircase down to Undercity West.
    -= Undercity West =-
    Fear Of The Fall
    BOSS:- Dark Elemental
    When you have finished here head on to Sinner's Corner.
    Sinner's Corner
    Magic Circle
    Dark Skeletons, Dark Eye
    When finished here head left to find a treasure room.
    The Children's Hideout
    Dark Eye, Gargoyle
    Chest [Unlocked]:- Sweet Death [S] (Shamshir, Knuckle Guard Grip)
                       Footman's Mace [H] Blade
                       Steel Bolt Grip
                       Spiked Shield (with White Queen Gem)
                       Undine Bracelet
                       Speedster Gem
                       Grimoire Dissiper
    When finished here leave the room and head left.
    Nameless Dark Oblivion
    Dark Eye, Dark Skeleton
    The Silver Door leads onto The Washing-Woman's way but you can't got here yet.
    If you want you can come back later when you do have the key.  For now, just
    leave the room and turn left.
    Corner Of Prayers
    One door here is locked with the Gold Key so leave through the other door.
    Hope Obstructed
    Take the door at the end of the corridor and you will be in the Abandoned Mines
    -= Abandoned Mines B2 =-
    -Unknown Room-
    Unfortunately I don't know the name of this room, but when you go down the 
    stairs you will end up in Bandit's Hollow.
     -=ROUTE TWO=-
    Okay, Route Two is mainly ONE massive TIME CHALLENGE.  Luckily you can leave at
    any time using on of the two doors on either side of the Time Challenge.  Anyway
    let's continue.
    Corridor Of Shade
    After using the Bronze Key you will end up here.
    Revelation Shaft
    Just use the crates to give you a height advantage for jumping onto the
    Cloudstone.  Use Invigorate OR Faerie Wings if you feel it is necessary.
    Gambler's Passage
    Move on to the next room.
    The Miner's End
    BOSS:- Air Elemental
    The Treaty Room
    Magic Circle
    Slime, Poison Slime
    Use the magic circle as you are about to enter the Time Challenge.
    Way Of Lost Children
    Start Of Time Trial:- TWO MINUTES
    Orcs, Orc Leader
    When the 2 minutes are up and you are still in you will get transported back to
    The Treaty Room.  Anyway head right after entering the room.
    Hidden Resources
    Mimic, Imp
    Chest [Chest Key]:- Eviscerator [S] (Kudi)
                        Tower Shield [I]
                        Breastplate [I]
                        Fusskampf [H]
                        Trinity Gem
                        Three Saint's Nostrums
                        Grimoire Mollesse
    Once you have explored the chest, leave the room and go straight ahead.
    Desire's Passage
    There is a Cure Panel just before the door that leads out of the room.
    Senses Lost
    Orc, Orc Leader
    There are two traps here so cast Eureka or use an Eye Of Argon.
    Crossing Of Blood
    Cast Eureka to find the Diabolos and Death Vapour Traps.  BUT what you really
    want to do is leave by the door opposite you.
    The Abandoned Catspaw
    Leave through the door.
    Hall Of Contemplation
    Orcs, Orc Leader
    Once in here head left.
    Hall Of The Empty Sconce
    Proceed ahead to find...a treasure room.
    Acolyte's Burial Vault
    Mimic, Imps
    Chest [Unlocked]:-  Affinity [H] (Corcesca, Framea Pole)
                        Circle Shield [H]
                        Gauntlet [H]
                        Hellraiser Gem
                        Grimoire Vie
    Once you are finished in here leave through the other exit of the Hall Of
    The Fallen Bricklayer
    Go straight ahead.
    Cry Of The Beast
    Go down the stairs
    The Ore Of Legend
    Orcs, Orc Leader
    Once here go left.
    Suicidal Desires
    Mimic, Imps
    Chest [Unlocked]:- Dog's Nose [H] (Footman's Mace, Sarissa Grip)
                       Target Bow [I] Blade
                       Gnome Bracelet
                       Elixir Of Queens
                       Three Vera Bulbs
    Once finished here leave this room and go straight ahead.
    Lambs To The Slaughter (Why not "Slimes To The Slaughter"?)
    Slime, Poison Slime
    There is a heal panel on the south wall which is a good idea to use, as it
    reduces your RISK and increases your HP.
    A Wager Of Noble Gold
    Orc, Orc Leader
    Kilroy Was Here (What was he doing here?)
    Orc Leaders
    After being on TV you may move on...
    Fool's Gold, Fool's Loss
    If you arrived here via the south route you have to use the cloudstone to cross
    and leave through the north door.  If you came from the west, you can just fall
    down and leave through the door.
    Tomb Of The Reborn
    BOSS:- Earth Elemental
    Okay, once defeated you have two more doors to negotiate.  You up to it?  You
    better be...
    The Lunatic Veins
    One more door...
    Bandit's Hollow
    Magic Circle
    Blood Lizard, Imps
    It's not that hard to climb up.  If there is a crate use that, if not get 
    height, and jump slightly to the side so that you can grab a ledge.  BUT when 
    you get to the top - SAVE, FOR SMEG'S SAKE SAVE!  I mean, you don't want to 
    loose all your hard work do you?  At the top you will find a door locked with 
    the Iron Key.  You'll want to come back here later then.  For now leave through
    the only door that can be used.
    Dining In Darkness
    BOSS:- Sky Dragon
    Not that hard was it?  MOVE ON!
    Subtellurin Horrors
    Use the cloudstone to cross the gap and then leave the room.
    -= Undercity West =-
    The Crumbling Market
    Magic Circle
    Un-latch the door and leave by the other door.
    Tears From Empty Heaven
    I have a riddle.  One door is locked with the Gold Key.  The other isn't.  Which
    one do you use?  COME ON! YOU KNOW THE ANSWER!
    -= Town Centre East =-
    As you *do* have the Cattleya Sigil I suggest you continue the game based from
    here.  At least until you are able to get to Godhands.  Anyway, follow the 
    Rue Lejour
    Magic Circle
    This is where you appear, just round the corner is a Magic Circle.
    You can either go into town via the City Walls North OR by Kesch Bridge.  In my
    opinion going by Kesch Bridge is easier, so that's what I'll tell you to do.
    -= City Walls North =-
    From Squire To Knight
    Blood Lizards
    You will find one door is locked with the Iron Key - you'll be back here later.
    For now use the other door.
    From Squire To Knight
    Blood Lizards
    Destruction and Rebirth
    Dark Elemental
    Time Challenge (20 seconds)
    From Boy To Hero
    Blood Lizards
    Take the door on the side of the wall to enter Kesch Bridge.
    The other door is locked with the Clematis Sigil (you'll be back here also)
    Later on in the game this room will have the Phantom Training Dummy.
    -= Town Centre East =-
    Kesch Bridge
    Magic Circle
    Crimson Blades
    Don't cross the river, instead go down the path.
    Rue Crimnade
    Crimson Blades
    Here you will find two doors.  One locked with the Cattleya Sigil (go here) and
    the other is latched.
    Junction Point (WORKSHOP)
    Magic Circle, Container
    Here you can work with Wood, Leather, Bronze, Iron and Hagane.
    This workshop is locked with the Cattleya Sigil.
    When finished here go back into Rue Crimnade and leave through the OTHER exit.
    Rue Fisserano
    Crimson Blade
    On the lower level you will find a workshop and on the higher level you will
    find that the path continues.
    Metal Works (WORKSHOP)
    Magic Circle, Container
    Here you can work with Silver and Damascus.
    Shasras Hill Park
    Crimson Blades
    On the other side of the room is a door. Use it.  It is locked with the Bronze 
    Key and leads down to the Undercity East.
    -= Undercity East =-
    Your objective is to get the Iron Key, Stock Sigil, Eulalia Sigil and Melissa
    Sigil Mr. Hunt....
    Hall To A New World
    Move forwards...
    Place Of Free Words
    Mini-BOSS:- Harpy
    Room Prize:- Grimoire Intensite
                 Five Angelic Paeans
                 Cure Tonic
    Bazaar Of The Bizarre
    BOSS:- Lich
    Room Prize:- Summoner Baton [I]
                 Agales' Chain Accessory
                 Eulelia Sigil
                 Mana Tonic
                 Elixir Of Mages
                 Teleport Ability
    When you have defeated the Lich you get...the Teleportation ability.  Lucky You.
    Noble Gold And Silk
    You can't go left so go right!
    Weapons Not Allowed
    Lich, Quicksilvers
    Chest [Unlocked]:- Mojito [B] (Falchion, Stone Bullet Grip)
                       Titan's Ring Accessory
                       Grimoire Nuageux
                       Iron Key
    Once you have finished in here you are able to go to many new areas (explained
    a little bit later on in more detail).  For now leave the room and open the
    previously locked door.
    A Knight Sells His Sword
    Harpy, Quicksilver
    Once here kill the Quicksilver's, don't let the Harpies see you (they only 
    attack if they see you) and go right.
    Gemsword Blackmarket
    BOSS:- Nightstalker
    Once finished here move on.
    The Pirate's Son
    Harpy, Quicksilver
    Use Eureka to find a Gust Trap.
    Sale Of The Sword
    Lich, Quicksilver
    Chest [Unlocked]:- Ahlspies Grip
                       Pushpaka Accessory
                       Grimoire Tardif
                       Stock Sigil
    The Stock Sigil... I think I wrote about that along with everything else in the
    Wine Cellar....yes I did, I'm positive about that.....
    Now head back to A Knight Sells His Sword and leave through the other exit.
    -= City Walls North =-
    Traces Of Invasion Past
    This staircase leads up to the rest of the City Walls North.  Once their head to
    Kesch Bridge to save and freshen up for the next leg.
    -= A Guide To The Iron Key =-
    As you now have the Iron Key, I will tell you where you can use it.
    1) Teleport to "The Sunless Way".  From there go to "Remembering Days Of Yore".
       Once their you will find a door that is locked with the Iron Key.  Go inside.
       Larder For A Lean Winter
       Dark Skeletons, Lich
       Chest [Unlocked]:- Balin's Revenge [H] (Tabar, Heavy Grip)
                          Vambrace [H]
                          Elixir Of Sages
                          Five Alchemist's Reagents
                          Clematis Sigil
    2) Teleport to "Bandit's Hollow" and open the only other door you have not yet
       used that can be opened.
       Delusions Of Happiness
       Blood Lizards
       Chest [Unlocked]:- Pirate's Mate [H] (Sabre Halberd, Sarissa Grip)
                          Kris [D] Blade
                          Heater Shield [I] (With Orion Gem)
                          Swan Song
                          Three Vera Potions
                          Grimoire Salamandre
    Once you have done that head back to the City Walls North
    -= City Walls North =-
    A Welcome Invasion
    As you have just got the Clematis Sigil you can go here, follow the room to 
    enter the Undercity East...
    -= Undercity East =-
    The Greengrocer's Stair
    Nothing much, so walk on....
    Where Black Waters Run
    Quicksilvers, Lich
    Walk on, my good person
    Catspaw Blackmarket
    Quicksilver's, Lich
    There are traps here so use Eureka
    Chest [Unlocked]:- Round Shield [H] (With Dark Queen Gem)
                       Grimoire Paralysis
                       Aster Sigil
    When you have finished here head back.
    The Greengrocer's Stair
    Ah!  Father Grissom....
    Where Black Water's Ran
    BOSS:- Lady Neesa & Sir Tieger
    When finished head back to the stairs.
    The Greengrocer's Stair
    Grissom is...(for want of a better word) ALIVE!  Anyway head back to Junction
    Point until you are ready to move on to the Undercity West.
    -= Undercity West =-
    Go to "The Sunless Way" and open the door locked with the Iron Key to enter...
    The Limestone Quarry.
    -= Limestone Quarry =-
    Before you go into the Limestone Quarry you need the following sigils:-
     - Clematis Sigil
     - Aster Sigil
    Dark Abhors Light
    Head forwards down the staircase.
    Dream Of The Holy Land
    BOSS:-  Water Elemental (380 HP / 160 MP)
            Aqua Blast Special Attack
    Prize:- Grimoire Avalanche
            Elixir of Sages
            Acolytes Nostrum
    The Ore Road
    Magic Circle
    At this point the path will split into two.  You have a choice of going east or
    going west.  In my opinion the east route is the better of the two as there is
    a chest room on the way and it is easier to exit the room where both of the
    paths meet.  I will however guide you through both of the paths.
     -= West Route =-
    Atone for Eternity
    Gremlins (Evil)
    Kill off the Gremlin and move on into the next room.  You might find it useful 
    to cast Eureka or use an Eye of Argon to reveal the trap in this room.
    Star To Sanctuary
    Kill the Wraith and move on down the stairs.
    The Fallen Hall
    1st Time - Ogres
    2nd Time - Dullahans
    Not too hard to beat even with a 20 second locking time trap.  Move on to the
    next room.
    The Rotten Core
    Kill, and move on into the junction point.
    At this point I would recommended returning and follow the east root.  If you
    don't want to do that however, skip the next bit.
     -= East Route =-
    The Air Stirs
    Kill the gremlins and head into the room opposite (to the east).
    Bonds of Friendship
    Air Elemental
    Chest [Unlocked]:- Matador [H]    (Schiavona, Counter Guard)
                       Cranequin Blade [H]
                       Side Ring Grip
                       Brigandine [H]
                       Rondanche [H]
                       Lionhead Accessory
                       Five Snowfly Draughts
                       Grimoire Benir
    Kill the air elemental raid the chest and move back into The Air Stirs and exit
    through the un-used door.
    Bacchus is Cheap
    Kill it and head onwards.
    Screams of the Wounded
    1st Time:-   Dullahans
    2nd Time:-   Ogres
    Just kill and head onwards.
    The Ore-Bearers
    One Gremlin and a trap.  Use Eureka if you don't feel confident of being able to
    kill the Gremlin and leave the room without hitting the trap or losing any extra
    HP by being attacked by the Gremlin.
    The Dreamer's Climb
    This is where both paths meet up again, and this is why I recommend going by the
    east route.  If you went east you can just jump onto the platform in the middle
    of the room.  If you came from the west move the wooden crate two tiles to the
    side (so it is still on the edge of the drop), and jump to the centre platform.
    If you are having trouble try using Faerie Wings and casting Invigorate.  Once 
    on the centre get the BLUE magnetic cube that is near the EAST door and place it
    on the other BLUE magnetic cube which is near the high ledge.  Now, climb onto 
    the red cube and jump to the door and leave.
    Sinner's Sustenance
    kill, Kill, KILL and move on.
    The Timely Dew of Sleep
    Just kill the Gremlins and move on.  Forget about the locked door as it is
    locked with the Gold Key, which you can only get on replays.
    The Labourer's Bonfire
    You need the Melissa Sigil to leave this room and continue the game.  But then
    again you should already have it so what's the problem?
    To get to the centre platform from the side with the CRATES stack them up by the
    ledge and jump to the centre.  Use Invigorate and Faerie Wings if you need to.
    Once on the centre platform you need to destroy some crates.  Great Maces, Axes,
    Spear and Crossbow's can be handy here.  Once you can jump onto the top of the
    crate pile, jump onto the lower platform to enter another Treasure room (Stone
    and Sulphurous Fire).  Once out of the treasure room destroy one or two crates,
    jump to the top of the stack, and then jump onto the high ledge to exit the 
    Stone and Sulphurous Fire
    Earth Elemental
    Chest [Unlocked]:- White Lady [H]   (Morning Star, Runkasyle)
                       Balbriggan Blade [H]
                       Power Palm Grip
                       Talos Feldspar Gem
                       Three Acolyte's Nostrums
                       Grimoire Egout
    Torture Without End
    BOSS:-  Ogre Lord ( 560 HP / 110 MP )
            Tornado, Surging Balm Special Attacks
            Casts Degenerate
    Prize:- Schiavona [I]
            Power Palm
            Braveheart Gem
            Morlock Jet Gem
            Agales' Chain
            Elixir of Queens
            Mana Tonic x 3
            Cure Potion
    Way Down
    Magic Circle
    Go east into a treasure room and then south.
    Excavated Hollow
    Water Elemental
    Chest [Unlocked]:- Angel Face [H] (Balbriggan, Heavy Grip)
                       Elephant Grip
                       Casserole Shield [H]
                       Beaded Anklet Accessory
                       Missaglia [I]
                       Grimoire Flamme
    Parting Regrets
    What is it with Wraiths and staircases?
    Corridor of Tales
    Gremlin, Ogre
    Guess what you have to do?  Yup, you guessed right....
    Dust Shall Eat The Days
    This may look hard.  Infact some say it is hard.  But if you cast Invigorate and
    use Faerie Wing it should be a doddle.  All you need to do is jump onto the
    Cloudstone and when the cloudstone is moving forward jump off it.  You should
    then grab onto the ledge on the otherside and be able to leave the room.  
    Hall of the Wage Paying
    BOSS:-  Snow Dragon
            720 HP / 0 MP
            Tail Attack, Frost Breath Special Attacks
    Prize:- Grimoire Barrer
            Elixir of Queens
    Tunnel of the Heartless
    This is a goodun.  All you need to do is stand on the high ledge opposite the
    door.  Use a Faerie Wing and cast Invigorate and jump the gap.  You are now able
    to leave the room.  If anyone wants a full explanation of the crate solving way
    e-mail me or put a message on the Gaming Dome Forums.
    -= Temple of Kiltia =-
    The Dark Coast
    Magic Circle, Container
    There is a ledge on both sides of the room and there just so happens that there
    is a hole in the middle of the floor and you have to get to the other side of
    the room.  How convenient.  If you cast Eureka you will reveal two traps. A trap
    clear and a Heal Panel.  You want to use the ledge with the Trap Clear to get to
    the other side of the room.  You should be able to jump the gaps without much
    trouble.  Once on the otherside take advantage of the facilities and move on.
    Hall Of Prayer
    1st Time:- Last Crusader
               Prize:- Agria's Balm Accessory
                       Grimoire Purifier
                       Alchemist's Reagent
    2nd Time:- Water Elemental, Nightstalker
    After you have finished in here for the first time go through the right hand
    Those Who Drink The Dark
    A bloomin' cube puzzle.
    First off, jump over the drop to get to the otherside. (Isn't Otherside a song?)
    You will see two doors. One low down and locked with the Silver Key, and the
    other high up, hard to get to and unlocked.  Your job at the moment is to get to
    the high up door.  To do this you need to solve a cube puzzle.  Follow these
    simple steps and you will get through this room easily.  Here we go...
    - Push the top cube of the stack west so it drops down and fills the hole.
    - Now destroy the Northern most cube to open up a hole for you to fit into.
    - Push the southern cube south over the filled hole by five squares.
    - Push the same cube east by two squares.
    - Now destroy the western most cube (it's on the lower level) so you can slide
      the other one from side to side.
    - Move the cube on the lower level east one.
    - Move the cube you haven't yet touched east one and then north eight.  You will
      need to move the slider one cube west so you can continue pushing it north.
    - Move the slider back (one square east).
    - Now move the other cube north nine tiles so that it touches the other cube.
    - Now push the other cube you haven't used yet north so that it falls of the
    - Push the cube east.
    - Push the cube north.
    - Push the cube west.
    - Push the cube north until it reaches the wall.
    - Climb on the cube and jump up and exit through the door.
    Nice and easy wasn't it?  Well, once you have done it you'll be able to do it
    over and over again and maybe get "Little Green Man" on the Evolve or Die game..
    The Chapel of Mesachaunce
    Minotaur Lord
    Prize:- Titan's Ring
            Elixir of Queens
            Three Alchemist's Reagents
    Chest [Unlocked]:- Frost Maiden [H] (Mjolnir, Runkasyle)
                       Sonic Bullet grip
                       Ghost Hound Accessory
                       Two Cure Potions
                       Two Mana Potions
                       ** Silver Key **
    The Resentful Ones
    TWO cube puzzles.
    To get here you go through the other door in the Hall of Prayer.
    First Cube Puzzle.
    As before follow the steps and you can solve the puzzle.
    - Push the rolling cube that is the furthest from the blue cube and push it 
      North two squares
    - Then push it west one square
    - Push the other rolling cube north one square
    - Then east one square
    - Then south one square.
    - Push the friction cube east
    - Then north
    - And then east
    - Push a push crate onto the firction cube
    - Climb over the ledge.
    Second Cube Puzzle.
    Be careful here - you mess up and you have to do it ALL again.
    - Push the rolling cube north one square
    - Then push it west three squares
    - Move the first blue cube west so it stops near the push crates
    - Move the rolling cube north two squares
    - Move the other blue cube west
    - Move the northern most blue cube south
    - Move the push crate north two squares
    - Jump to the exit.
    Those Who Fear The Light
    Air Elemental with Gremlins.
    Chamber of Reason
    A bit more of the story....
    Exit To The City Centre
    Just stand (or jump) onto the platform and you will rise up out of the ground
    infront of the Great Cathedral.  This is the ideal point to get ready for the
    assault on the Great Cathedral.  Once you have emerged you can go and have a 
    wander around Lea Monde with your new Silver Key.
    -= Silver Key First Play Guide =-
    On the first play you can only use the Silver Key on two doors.  The rest will 
    be available on replays.
    Door 1
    Take a magic circle teleportation ride to Dark Tunnel in Abandoned Mines B1 and
    go north until you get to Everwant Passage.  Here you will find a door locked
    with the Silver Key called Mining Regrets.
    Mining Regrets
    There is a Death Vapour in that there room.
    Chest [Unlocked]:- White Cargo [D] (Voulge, Winged Pole)
                       Three Mana Potions
                       Polaris Gem
    Door Two
    Teleport yourself to The Auction Block in the Limestone Quarry.  You can then
    go through the locked door to Ascension.
    Wraith. On a staircase. How original.
    Where The Serpent Hunts
    Go east to a treasure room and west to exit the Limestone Quarry a different
    Drowned In Fleeting Joy
    Dark Elemental
    Chest [Unlocked]:- Falarica Bolt
                       Plate Glove [H]
                       Elixir of Mages
                       Five Mana Potions
    Ants Prepare For Winter (Talking about winter it's get a bit cold outside...)
    The other end of the corridor leads back to Those Who Drink The Dark which is in
    the Temple of Kiltia.
    To be really happy that you have unlocked ALL of the map there are doors which
    connect to rooms such as those in the Undercity West.  These rooms are Nameless
    Dark Oblivion and The Washing-Womans Way, as well as Sewer of Ravenous Rats and
    Beggars of the Mouthharp and Corner of the Wretched.
    -= Town Centre East =-
    Plateia Lunitar
    Magic Circle.
    The double doors ahead lead to the Great Cathedral and the door on the right
    leads to the rest of the Town Centre.  Just jump over the water to get there.
    Gharmes Walk
    Gremlin Dummy
    Chest [Chest Key]:- Klondike [S] (Falchion, Power Palm]
                        Round Shield [S]
                        Angel Pearl Accessory
                        Sorcerer's Reagent
    The House Gilgitte
    Chest [Unlocked]:- Ribsplitter [H]
                       Dragonhead Accessory
                       Five Faerie Wings
                       Audentia Wine
    The lower door here is on a latch, in other words it's the locked door near to
    Junction Point.  Go through the door and your at the top of the ramp.  To get
    back to Plateia Luminar I recommend going via teleportation which is why I am not
    going to explain the cube puzzle as it really is a waste of time.
    -= The Great Cathedral =-
    OK.  Here it is.  After an extremly long wait I have added the Great Cathedral
    Guide.  No complaints plase.
    Into Holy Battle L1
    In here is a lift.  Unfortunately the lift isn't working at this point in time so
    your only option is to head down the stairs.
    Struggle For The Soul B1
    Once you have come down the stairs you will be facing a door and a river will be
    to your left.  Jump accross the river and go through the door.
    Order & Chaos B1
    BOSS:-  Marid
    Prize:- Elixir of Queens, Grimoire Avalanche
    Once Marid has been defeated, the lift in "The Victor's Laurels" (B1 to L2) will
    be activated.
    An Offering of Souls B1
    Head up the stairs to the next room.
    Sin and Punishment L1
    Magic Circle, Container
    Hidden in this room are "Curse" and "Eruption" traps.
    There is only one way out of here (not including the way you came in) and that is
    through the north door.  So head that way
    The Poisoned Chapel L1
    You may enter this room.  But you can't do anything so head back to "Struggle For
    The Soul" and go through the door you haven't yet used, which will take you to
    "Truth and Lies".
    Truth and Lies B1
    BOSS:- Ifrit
    Prize:- Elxir of Queens, Grimoire Flamme
    If you look carefully the light that is shining on the wall creates the symbol of
    the Rood Inverse.  From here go through the door heading west.
    Sanity and Madness B1
    BOSS:- Iron Crab
    Prize:- Valens wine, Elixir of Kings
    After this battle is over the Cloudstone in "Into Holy War" (L1 - L2) can be used
    You can go one of two ways from here.  These are called "Path One" and "Path Two"
    originally enough.  Choose which one you are going to do...
    Actually, I didn't do that Path Two section.  I decided that Path One is the best
    thing to do for a first play, and that on second play (or an even later play) 
    when stats are higher and you aren't rushing to see the end of the game, if 
    would be better to do Path Two then.
    -= Path One =-
    Leave Sanity & Madness and go into the door opposite
    The Victor's Laurels B1
    Climb onto the Cloudstone and head upwards
    Cracked Pleasures L1
    Once here go through the door - don't worry you can use the cloudstone in a 
    Hieratic Recollections L1
    Nothing here so continue onwards.
    The Flayed Confessional L1
    BOSS:- Djinn
    Prize:- Elixir of Queens, Grimoire Foudre
    Chest (Unlocked):- Fluted Armour (H)
                       Fluted Glove (H)
                       Three Vera Potions
                       Saint's Nostrum
    After you have defeated Djinn, the Cloudstones in "The Poisoned Chapel" should
    be activated.
    Destroy the push crate in the corner of the room and push the other onto the
    floor in order to reach the chest.
    Head back to "Cracked Pleasures" and head upwards on the Cloudstone.
    Free From Base Desire L2
    Once in this room ignore the stone lift and go through the door so you are 
    staying on the same level.
    Abasement From Above L2
    What you have to do now, is enter the door on the side of the hall.  From this 
    side of the room you should be able to find it easier.  If you can't jump the 
    gap straight away use some of your magic or items to help you.
    The Hall of Broken Vows L2
    BOSS:-  Flame Dragon
    Prize:- Calla Sigil
          - Sorcerer's Reagent
    Once the battle is over you will notice that one of the doors here is locked.  
    To open it you need the Acacia Sigil.  For now, go into "Light and Dark Wage War"
    which is the room to the North.
    Light and Dark Wage War L2
    Once inside go left and follow the wall around until you get to the lever (this 
    will require some jumping about).  Once you have pulled the lever, go into the 
    An Arrow Into Darkness L2
    Chest (Unlocked):- Fluted Leggings (H)
                       Fluted Glove (H)
                       5 Eye of Argons
                       Cure Potion
    - Push the northenmost cube west until it stops
    - Then push it south
    - Push the other cube west twice
    - Then south
    - Then east
    - Then south
    - Then west
    This will let you get to the chest.
    Once you have opened the chest and got what you want, take the lift down.
    Where Darkness Spreads L1
    Chest (Unlocked):- Oval Shield (H)
                     - Burgonet (H)
                     - 5 Mana Bulbs
                     - Elixir of Queens
    To get to the chest, you need to make a bridge out of the cubes in the room.  Do
    this by following these simple steps.
    - Jump into the gap and push the top cube west
    - Stand on that cube, and push the middle cube east
    - Move these cubes north ONE square so they are in line with the blue cubes
    - Go back up to the top and move the northernmost cube west
    - Then south
    - Then west into the gap
    - Slowly move EVERY cube into the gap using the PUSH CRATES as stoppers so you 
      can control the other cubes and make them go where you want.
    To leave the room go back up the lift.  Going up the lift will also reset the 
    puzzle.  Now head back to the Hall of Broken Vows and go through the door on the
    western side of the room.
    He Screams For Mercy L2
    You will need to jump around a fair bit here so its up to you where you go as it
    depends on what you want to do.  There are two doors, one on each side of the 
    Maelstrom of Malice L2
    Dark Skeletions, Lich Lord
    This is on one side of the room He Screams For Mercy.
    The Acolyte's Weaknes L2
    This is on the other side of the room and is a staircase leading down so...use 
    Monk's Leap L1
    Zombie Knights, Lich
    Prize:- Ghost Hound Accessory
          - Laurel Sigil
          - Elixir of Queens
          - Grimoire Demolir
    Now go back to the Poisoned Chapel.  You will be able to use the Cloudstone and 
    you can unlock the door on the other side (Otherside...isn't that a song?) which
    leads to...
    A Light In The Dark
    BOSS:- Arch Dragon
    Having defeated the dragon you will have got the Acacia Sigil.  This will let 
    you unlock a door but it won't be much help as you have to do some other things 
    first.  So, head back to "Free From Base Desires" and go on the stone lift which
    takes you to...
    The Wine-Lecher's Fall, L3
    Just head straight through this room and go into...
    The Heretic's Story, L3
    Now, cross the big gap using the cloudstones.  You will find it helpful to use 
    the Fixate magic every now and then to help freeze the stones so you can move 
    forward.  Once at the other side, use the Calla Sigil you should have on the 
    door and go on into...
    Hope of The Idealist
    Boss:- Dao
    With that out the way you will have a few sigils that will come in handy.
    So, head back to the Hall of Broken Vows and use the Acacia Sigil to get into...
    The Melodics of Madness, L2
    - Push lower blue cube south
    - Then push it west
    - Move push create east
    - Move higher blue south until it steps
    - Then move it east
    - Then move it south
    Now get to the door and use the Palm Sigil to proceed.
    What Ails You Kills You, L2
    Boss:- Nightmare
    Once defeated, move ahead to...
    Despair of the Fallen, L3
    Cross the gap by using a cloudstone and enter the door...
    If you are unable to open the door, you haven't thrown the switch in Light And 
    Dark Mage War.
    Where the Soul Rots
    A lift to the Atrium...
    The Atrium, L4
    Magic Circle
    OK then, SAVE.
    If you want to explore the game, and gain things to play around with (ie, 
    weapons, armour) this is now your new base of operations so to speak.
    When you are ready, go up the stairs to the end of the game...almost.
    The Paling, Great Cathedral:- "The Dome"
    BOSS:- Guildenstern
    "Someplace somewhere"
    BIG NASTY HORRIBLE ULTIMATE LAST BOSS:- Guildenstern, Dark Angel Form.
    You have beaten the game.
    *** 03.2. The Iron Maiden ***
    In order to finish ALL of the Iron Maiden.  You need these following items:-
    - Tearose Sigil
    - Steel Key
    - Platinum Key
    This sections aims to help guide you through ALL of the Iron Maiden.  Maps can
    be found in the map section, all this does is telling you where to go, what to
    do, and what you can find.  Have a nice day!
    -= Iron Maiden B1 =-
    The Cage
    Go down the stairs
    The Cauldron
    Wraith, Gargoyle
    Locking Trap
    Room Prizes:- Mandrake Sigil
                  Grimoire Exsorcer
                  Three Spirit Orisons
                  Three Vera Bulbs
    This is the room you get your sigil.  Kill the Wraith and leave via the way you
    came in.
    The Wooden Horse
    On your way in drop down a leave through the door.
    If you choose to leave by this way....
    - Push the lowest rolling cube so that it is next to the stuck on
    - Push the upper rolling cube towards the crate
    - Stand on the cube
    - Pick up crate
    - Place it one ledge higher
    - Use crate to jump higher
    Wraith, Two Mummies
    Locking Trap
    Room Prizes:- Kalmia Sigil
                  Grimoire Venin
                  Shamshir [H]
                  Chamkaq [H]
                  Six Vera Bulbs
    The Breast Ripper
    Gyag!  Your at crossroads.  Not to worry first go to the west, east and then
    go south to continue with the Maiden.
    The Branks
    Dark Skeleton, Shadow
    Chest [Chest Key]:- Balalaika [H] (balbriggan)
                        Bec de Corbin [H] Blade
                        Dao Moonstone Gem
                        Volare Wine
    The Wheel
    Dark Skeleton, Shadow
    Chest [Magic]:- Bull Shot [H] (Griver, Bhuj Type Grip)
                    Baselard [H]
                    Djinn Amber Gem
                    Valens Wine
    The Pear
    What you want to do here is go in the room on the left and THEN cross the 
    "Great Divide".  SORRY.  I HAD TO DO THAT! (have a *punch* - Ed)
    First I will explain how you get back up.
    - Push both 1 move rolling cubes ANYWHERE so that they are out of play
    - Push the 3 move on to the wall and left ONE square.
    - Jump off the top of the cube and grab the ledge.
      It is possible - it's just that it is difficult.
    Now how to cross.
    - Jump on the cloudstone
    - Jump off the cloudstone as it is still moving to give you extra momentum to
      make the jump.  Use Faerie Wing or Invigorate if it helps
    Now how to get back across.
    - Destroy the 2 crates in the corner
    - Move the free push crate in front of the doorway
    - Now push this crate to the very edge
    - Jump off this crate onto the cloudstone
    - Jump off the other side.
    The Judas Cradle
    Dark Skeleton, Shadow
    Chest [Magic]:- Sonora [H] (Bastard Sword, Power Palm Grip)
                    Bullova [H] Blade
                    Ifrit Carnelian Gem
                    Prudens Wine
    The Whirligig
    Do I need to explain this?
    Spanish Tickler
    BOSS:- Wyvern Knight
    After defeating this..THING..you will get the CHEST KEY.  (At long last....)
    Heretic's Fork
    Dark Skeleton
    Use Eureka as there are Freeze and Gust Traps lurking around this room.
    The Chair Of Spikes
    Dark Skeleton, Wraith
    What is it with locking trap rooms? Huh?
    Dark Skeleton
    Cast Eureka to find the Eruption and Death Vapour traps.
    To get down all you need to do is fall.  That reminds me of a song....
    "And if you're right, and we're nothing at all.  Tell me why do you keep
     thinking that you're falling?" - Falling, Semisonic
    Anyhoo, to get back up...
    - IMO you don't get back up.
      I count this as "The Point Of No Return" (Brill film Back To The Future II...)
      (Your getting slightly off track... - Ed)
    BOSS:- Iron Golem
    This is...easy.
    Use the Cloudstone to cross.  (BTW  you DON'T have to use the crates.  If you do
    you only need to use ONE).  Cast Eureka to reveal the Terra Thrust trap.
    Cleansing The Soul
    The Ducking Soul
    Dark Skeleton, Shadow
    Chest [Unlocked]:- Red Viking [H] (Kora, Power Palm)
                       Pole Axe [H] Blade
                       Marid Aquamarine
                       Virtus Wine
    The Garotte
    Nout again!
    Dark Skeleton, Wraith
    You cannot go no further if you don't have the Steel Key.
    Go down.....
    Mini-BOSS:- Wyvern Queen
    Congrats!  That is the first part of the Maiden finished.
    -= Iron Maiden B2 =-
    Once again this guide follows my map (as with the Snowfly Forest) although it
    takes you to EVERY ROOM in the Iron Maiden B2.  I will point out
    quick escape routes for you...
    The Eunic's Lot
    Locking Trap
    Move forward...
    Ordeal By Fire
    Dark Dragon
    Move onwards...
    The Oven At Neisse
    Go forwards.
    How many ways can you say "go forward"? Grrrrr....
    The Mind Burns
    The Rack
    The Saw
    Dragon Zombie
    The Cold's Bristle
    Three traps, so Eureka and go straight ahead and leave the room.
    The Shin Vice
    Ogre Zombie, Death (360 HP?)
    Remember where you came in, so you can leave by the other exit because the map 
    doesn't work in Irom Maiden B2.  Move forwards, when you have finished in here.
    The Spider
    First go right, then left then straight ahead...
    Shriekers, Lich
    Chest [Unlocked]:- Hoplite Shield [H]
                       Three Cure Potions
    There are Terra Thrust and Poison traps near the chest.
    Lead Sprinkler
    Shriekers, Lich
    Chest [Unlocked]:- Hoplite Helm [H]
                       Three Mana Potions
    The Strappado
    Lich Lord
    When you have entered the Strappado you came from the north and are facing
    south.  You might find the map handy here....
    Go west to Thumbscrews
    Lich Lord
    You've entered from the east.
    Go west to Pendulum.
    Lich Lord
    You've entered from the east.
    Go South to Dragging.
    You've entered from the north.
    Go East to Strangulation.
    Lich Lord
    You've entered from the west.
    Go North to Tablillas.
    You've entered from the south.
    Go North to Ordeal By Water.
    Ordeal By Water
    You've entered from the south.
    Go West to Tongue Slicer.
    Tongue Sliver
    You've entered from the east.
    Go South to Brank
    You've entered from the north.
    Go West to Tormentum Insomniae.
    Tormentum Insomniae
    Ogre, Ogre Lord
    You've entered from the east.
    Go North to Iron Maiden B3.
    -= Iron Maiden B3 =-
    The Iron Maiden
    BOSS:- Asura
    Nearly there.  Go through the door.
    First check out the treasure room to the left and right THEN take the opposite
    door to leave the Iron Maiden.
    Dunking The Witch
    Lich Lord
    Chest [Unlocked]:- Hoplite Armour [H]
                       Hoplite Glove [H]
                       Elixir Of Kings
                       Elixir Of Queens
    St. Elmo's Belt
    Lich Lord
    Chest [Unlocked]:- Hoplite Leggings [H]
                       Hoplite Glove [H]
                       Elixir Of Kings
                       Elixir Of Queens
    When you leave you will appear JUST outside the entrance to Iron Maiden B1, so
    go and save NOW!
    *** 03.3. Re-Play ***
    I am assuming that you have already got the Iron and Silver Key BTW...
    -= The Rood Inverse =-
    After finishing the game do you now understand why you couldn't use the Rood
    Inverse on first play?  Anyway Rood Inverse uses and locations....
    1)  The door at Glacialdra Kirk Ruins in Town Centre West leads into the 
        Undercity West
        -= Undercity West =-
        Path To The Greengrocer
        Carry on...(Brilliant films them...)
        Crossroads Of Rest
        Lich Lord
        There is a Gust Trap by the lamp post so use Eureka to find it.  The door
        locked with the Rood Inverse leads to...
        Corner Of The Wretched
        Dark Skeletons, Lich
        Follow this path
        Beggar's Of The Moutharp
        The other door is locked with the Silver Key which leads onto "Sewer Of
        Ravenous Rats".  Anyway go back to "Crossroads Of Rest" and take the other
        door to...
        Path Of The Children
        Follow this and it will take you to the Escapeway.  Remember the door is
        locked with the Iron Key.
        -= The Escapeway =-
        Shelter From The Quake
        Two doors need the Silver and Gold keys, one is already open.  Take that one
        (it is opposite the door you enter the room by).
        Fear & Loathing
        Marid, Dao
        Locking Trap
        Room Prize:- Grimoire Avalanche
                     Grimoire Flamme
        Blood & The Beast
        Water Elemental
        There are traps here so use Eureka
        Where Body & Soul Part
        Chest [Magic]:- Bellini [S] (Double Blade, Runkasyle)
                        Five Vera Bulbs
                        Elixir Of Mages
        When finished here head back to "Shelter From The Quake" and take the door
        locked with the Silver Key.
        Movement Of Fear
        Air Elemental
        Facing Your Illusions
        There is a Diabolos Trap so use Eureka.
        The Darkness Drinks
        Earth Elemental
        This room takes you to another part of the Undercity West...
        -= Undercity West =-
        Where Flood Waters Run
        One more door....
        The Crumbling Market
        Chest [Unlocked]:- Agales' Chain
                           Elixir Of Queens
                           Valens Wine
                           Gold Key
        What you want to do is jump across to the chest and keep you HP high.  Once
        you have raided the chest fall in the river to be regenerated by the door
        this avoiding all those traps.
    2)  Go to "Train And Grow Strong" in City Walls East and open the door which
        takes you to...
        -= Snowfly Forest East =-
        Luckily for you this forest only has three rooms as their is still map
        Steady The Boar-Spears
        Walk forward.
        The Boar's Revenge
        Down the path.
        Natures Womb
        BOSS:- Damascus Crab
        Chest [Unlocked]:- Knight's Shield
                           Djinn Amber
                           Three Acolyte's Nostrums
    -= The Gold Key =-
    1)  -= The Escapeway =-
        Go to the escapeway's "Shelter From The Quake" and enter the un-entered
        Buried Alive
        Fire Elemental
        Chest [Unlocked]:- White Rose [D] (Bec de Corbin, Grimoire Grip)
                           Grimoire Radius
                           Grimoire Meteore
    2)  -= Limestone Quarry =-
        Teleport to Auction Block and go east until you get to...
        Companions In Arms
        Fire Elemental
        Chest [Unlocked]:- Death Sentence [D] (Executioner, Side Ring)
                           Balvus Gem
                           Beowulf Gem
                           Spiral Pole Grip
                           Casserole Shield [D] (With Orlandu and Ogmius Gems)
                           Close Helm [D]
                           Plate Mail [D]
                           Edgar's Earrings
                           Grimoire Fleau
    3)  -= Undercity West =-
        Teleport to "Sinner's Corner" and go east to Corner Of Prayers.
        Salvation For The Mother
        Lich, Lich Lord
        Posion Trap by the lamp-post.
        From here you can go left to "The Body Fragile Yields" or straight ahead...
        The Body Fragile Yields
        Lich Lord
        Nothing much here so take the other route.
        Bite The Master's Wounds
        TWO Deaths
        Cast Magic Ward and run through here.
        Godhands (WORKSHOP)
        Magic Circle, Container
        Here you can work with Wood, Leather, Bronze, Hagane, Silver and Damascus.
    3)  -= The Keep =-
        This door leads to "Forgotten Pathway"
        -= Forgotten Pathway =-
        Stair To The Sinners
        Go down the stairs...
        Slaughter Of The Innocent
        BOSS:- Damascus Golem
        Carry on folks!
        The Oracle Sins No More
        Blood Lizards
        There are two traps so use Eureka.  And from here you can access two
        treasure rooms.
        The Fallen Knight
        Blood Lizard, Imps
        Chest [Unlocked]:- Kadesh Ring Accessory
                           Orlandu Gem 
                           Elixir Of Queens
                           Steel Key
        Awaiting Retribution
        Blood Lizard, Imps
        Chest [Unlocked]:- Diadra's Earring
                           Ogmius Gem
                           Elixir Of Queens
    *** 04.0 Magic ***
    In Vagrant Story there are four types of magic with one special type of magic
    known as Teleportation.  Magic can be accessed from the main menu or the quick
    menu of pressing L2.  To learn magic you must use a Grimoire.  A Grimoire is a
    book.  You read the book and you will cast the spell, at the same time you will
    master the spell enabling you to use it whenever you want.  To use the Grimoires
    you need to use them from the Item menu.  The item menu can be found through the
    main menu or by pressing L2.  (Talking about L2, I killed my middle finger
    pressing that during the final battle...Ow...It hurts when I type...Ow....)
    -= 04.1 Warlock =-
    Warlock magic is magic that damages someone or something.  Some of this magic 
    can be focused onto a part of the enemy, other magic has to have it's 
    co-ordinates set before it can be used.  Some magic can increase in level.  For
    example you could have a Flame Sphere Lvl.3, to get this you read three 
    Grimoires with the Flame Sphere spell in.
    Name:-     Lightning Bolt
    Grimoire:- Teslae
    Location:- Received after killing a Zombie Mage.
    MP:-       25
    Affinity:- Air
    Target:-   Single
    Notes:-    Shoots Lightning at the enemy.
    Name:-     Fireball
    Grimoire:- Incendie
    Location:- Received after killing a ghost.
               Kill phantom in room before the fight with a giant crab.
    MP:-       25
    Affinity:- Fire
    Target:-   Single
    Notes:-    Attacks the enemy with Fire
    Name:-     Vulcan Lance
    Grimoire:- Terre
    Location:- Received after killing a ghost.
    MP:-       25
    Affinity:- Earth
    Target:-   Single
    Notes:-    Attacks the enemy with debris from a volcano
    Name:-     Aqua Blast
    Grimoire:- Glace
    Location:- Received after killing a Dark Eye.
    MP:-       25
    Affinity:- Water
    Target:-   Single
    Notes:-    Attacks the enemy with a jet of water
    Name:-     Spirit Surge
    Grimoire:- Lux
    Location:- Defeat Dullahan.
    MP:-       28
    Affinity:- Light
    Target:-   Single
    Notes:-    A spirit of light attacks the enemies.  (Could that spirit be.....)
    Name:-     Dark Chant
    Grimoire:- Patire
    Location:- Received after killing a Wraith or Dark Eye.
    MP:-       28
    Affinity:- Dark
    Target:-   Single
    Notes:-    Attacks the enemy with an immense amount of pain.
    Name:-     Exorcism
    Grimoire:- Exsorcer
    Location:- Defeat Wraith in Iron Maiden B1.
    MP:-       22
    Affinity:- Light
    Target:-   Multiple
    Notes:-    This enables you to exorcise Undead enemies.  When this works it will
               kill of the enemy instantly.  But that takes the fun out of running 
               up 17 hit combos with 100 RISK......
    Name:-     Banish
    Grimoire:- Banish
    Location:- Received after killing a Harpy.
    MP:-       25
    Affinity:- Dark
    Target:-   Multiple
    Notes:-    A spell of instant kill. Nice.
    Name:-     Explosion
    Grimoire:- Demolir
    Location:- Defeat Father Duanne.
               Received after defeating Zombie Knights and a Lich in Monk's Leap.
    MP:-       36 /44 /52 /60
    Affinity:- Physical
    Target:-   Multiple
    Notes:-    Fires a load of shrapnel to the enemy.
    Name:-     Thunderburst (Are Go!  I did it again, sorry.)
    Grimoire:- Foudre
    Location:- Received after killing Air Elemental.
               Received after killing Djinn.
    MP:-       36 /44 /52 /60
    Affinity:- Air
    Target:-   Multiple
    Notes:-    Calls down a bolt of lightning from the sky.
    Name:-     Flame Sphere
    Grimoire:- Flamme
    Location:- Received after killing Fire Elemental.
               In a chest in the room Excavated Hollow.
               Received after killing Ifrit.
               Received after killing Marid and Dao after using the Rood Inverse on
               2nd play.
    MP:-       36 /44 /52 /60
    Affinity:- Fire
    Target:-   Multiple
    Notes:-    Covers the target in flames.
    Name:-     Gaea Strike
    Grimoire:- Gaea
    Location:- Received after killing Earth Elemental.
               Received after defeating Boss Dao.
    MP:-       36 /44 /52 /60
    Affinity:- Earth
    Target:-   Multiple
    Notes:-    Crushes the enemy into oblivion....
    Name:-     Avalanche
    Grimoire:- Avalanche
    Location:- Received after killing Water Elemental.
               Received after killing Marid.
               Received after killing Marid and Dao after using the Rood Inverse on
               2nd play.
    MP:-       36 /44 /52 /60
    Affinity:- Water
    Target:-   Multiple
    Notes:-    Freezes the air around the target.
    Name:-     Radial Surge
    Grimoire:- Radius
    Location:- Found in a chest in the room Buried Alive.
    MP:-       38 /46 /54 /62
    Affinity:- Light
    Target:-   Multiple
    Notes:-    Attacks the enemy with rays of light
    Name:-     Meteor
    Grimoire:- Meteore
    Location:- Received after killing Dark Elemental.
               Received after killing Nightmare.
               Found in a chest in the room buried alive.
    MP:-       38 /46 /54 /62
    Affinity:- Dark
    Target:-   Multiple
    Notes:-    Throws meteors towards the target.
    Name:-     Drain Heart
    Grimoire:- Egout
    Location:- In a chest in Stone and Sulphurous Fire.
    MP:-       12
    Affinity:- Dark
    Target:-   Single
    Notes:-    Takes HP from an enemy, and gives it to you.  Does not work on undead
    Name:-     Drain Mind
    Grimoire:- Demance
    Location:- Received after killing the Sky Dragon.
    MP:-       2
    Affinity:- Dark
    Target:-   Single
    Notes:-    Takes MP from an enemy, and gives it to you.
    -= 04.2 Shaman =-
    Shaman magic is curative magic.  This type of magic increases in success when 
    you have a higher RISK level or have just suffered a powerful attack and are 
    holding a weapon.  When using Shaman magic, the magic cast will have to go 
    through ALL of your defences against magic including the gem Manabreaker.  
    Manabreaker gems can even cause this type of magic to fail.  So, you have been 
    Name:-     Heal
    Grimoire:- Guerir
    Location:- Defeat the Boss Minotaur
    MP:-       5
    Affinity:- Light
    Target:-   Single
    Notes:-    Amount of HP restored increases with RISK.  As with most games like
               this cast heal on undead opponents and it will damage them and NOT
               restore their health.
    Name:-     Restoration
    Grimoire:- Mollesse
    Location:- In a chest in the room Hidden Resources.
    MP:-       3
    Affinity:- Light
    Target:-   Single
    Notes:-    Cures Paralysis
    Name:-     Antidote
    Grimoire:- Antidote
    Location:- Received after defeating one of the Dragon's in the room where you
               collect the Lily Sigil. Before entering the Sanctum.
    MP:-       3
    Affinity:- Light
    Target:-   Single
    Notes:-    Cures Poison.
               Over time Poison slowly takes off HP.
    Name:-     Blessing
    Grimoire:- Benir
    Location:- In a chest in the room Bonds Of Friendship.
    MP:-       17
    Affinity:- Light
    Target:-   Single
    Notes:-    Cures Curse
    Name:-     Clearance
    Grimoire:- Purifier
    Location:- Received after defeating the sub-boss Last Crusader.
    MP:-       15
    Affinity:- Light
    Target:-   Single
    Notes:-    Removes Numbness, Paralysis and Poison.
    Name:-     Surging Balm
    Grimoire:- Vie
    Location:- In a chest in the room Acolyte's Burial Vault.
    MP:-       20
    Affinity:- Light
    Target:-   Single
    Notes:-    Restores HP over a period of time.
               This is a good idea...but I prefer using heal as it is more 
    -= 04.3 Sorcery =-
    Sorcery magic lets you increase or decrease the target of the spells 
    attributes.  In other words you can make them stronger - or weaker.  More 
    intelligent - or dumber, and so forth.  In this list of spells you will find 
    spells that both decrease and increase such attributes as well as other spells
    which come in handy, such as Unlock and Fixate.
    Name:-     Herakles
    Grimoire:- Intensite
    Location:- Received after defeating the sub-boss Harpy.
    MP:-       12
    Target:-   Single
    Notes:-    Increases target's strength temporarily.
               This makes a big difference as it lets you hit for more HP.
               A good time to use this is when you have had Degenerate cast on you.
    Name:-     Degenerate (D-Generation X?)
    Grimoire:- Debile
    Location:- Defeat the Boss Minotaur
    MP:-       7
    Target:-   Single
    Notes:-    Decreases target's strength temporarily.
               Be careful and don't use it on yourself. Please.
               I have noticed that if the enemy has low Strength and you have high
               strength, you will be able to cause more damage.
    Name:-     Enlighten
    Grimoire:- Eclairer
    Location:- Received after defeating the Boss Nightstalker.
    MP:-       12
    Target:-   Single
    Notes:-    Increases target's intelligence temporarily.
               If you use this before casting a Warlock spell, the Warlock spell 
               will have better results and, in theory, means that it is easier to 
               avoid magic spells being cast on you.
    Name:-     Psychodrain
    Grimoire:- Nuageux
    Location:- In a chest in the room Weapons Not Allowed.
    MP:-       7
    Target:-   Single
    Notes:-    Decreases target's intelligence temporarily.
    Name:-     Invigorate
    Grimoire:- Agilite
    Location:- In the chest at the river crossing in the SnowFly Forest.
    MP:-       12
    Target:-   Single
    Notes:-    Increases target's agility temporarily.
               This increases the speed at which you run and the distance you can
               jump as well as the chances of hitting the target.
               This means that if there is a long jump you can't make try Invigorate
               and it might help you get across.
    Name:-     Leadbones
    Grimoire:- Tardiff
    Location:- In the chest in the room Sale Of The Sword.
    MP:-       7
    Target:-   Single
    Notes:-    Decreases target's agility temporarily.
               This is similar to Degenerate but is for AGL not STR.
    Name:-     Prostasia
    Grimoire:- Ameliorer
    Location:- Received after defeating the Boss Golem.
    MP:-       15
    Target:-   Single
    Notes:-    Increases the strength of target's equipment temporarily.
               This spell increases the attributes of the weapon that Ashley is
               holding when it is cast and NOT the STR of Ashley.
               If you change weapons this spell will be cancelled.
    Name:-     Tarnish
    Grimoire:- Deteriorer
    Location:- Received after defeating the Boss Dark Crusader.
    MP:-       7
    Target:-   Single
    Notes:-    Decreases the strength of the target's equipment temporarily.
               This is the exact opposite of Prostasia and works in a similar way to
               Degenerate and Leadbones.
    Name:-     Silence
    Grimoire:- Muet
    Location:- Found in a chest in the room The House Khazabas.
    MP:-       7
    Target:-   Single
    Notes:-    Prevents target from casting spells for a short period of time.
               This is good.  But make sure you avoid getting it used on you.
               Once silence is cast the only to remove it is by leaving the room,
               using an item or have another spell cast on you.
               Silence can be the downfall of any gamer so be prepared to counter it
               and then kill off the enemy who cast it in the first place.
    Name:-     Magic Ward
    Grimoire:- Annuler
    Location:- Received after defeating Father Grissom in the SnowFly Forest.
    MP:-       21
    Target:-   Single
    Notes:-    Nullifies the effect of the next spell cast.
               This is a good spell but it has its limitations.
               It will for example, prevent you from casting ANY spell on you until
               it has been used.
               It will also stay with you until you are attacked by a magic spell.
               It's a good idea to use this when going into rooms with enemies who
               like casting Silence as it nullifies the effects. I do this when I'm 
    	     getting treasure from a chest which is being guarded by a powerful 
    	     phantom, and I am proud to say that this strategy has never failed 
               me. Yet.
    Name:-     Stun Cloud
    Grimoire:- Paralysis
    Location:- In a chest in the room Catspaw Blackmarket.
    MP:-       7
    Target:-   Single
    Notes:-    Casts Paralysis.
               This can be very annoying when it's cast on you in the heat of a
               battle, and as a result you should always carry around some form of
               Antidote whether it be a spell or item.
    Name:-     Poison Mist
    Grimoire:- Venin
    Location:- Defeat the Wraith in the room Starvation.
    MP:-       11
    Target:-   Single
    Notes:-    Casts Poison.
               Good idea, but I never use it.
               IMO it takes just too long to get the best out of this spell, you can
               experiment with it by all means but my battle style doesn't let me 
               use Poison as I go for the most effective way of defeating the enemy,
               and using Poison isn't very effective.
    Name:-     Curse
    Grimoire:- Fleau
    Location:- Found in a chest in the room Companions in Arms in the Limestone
    MP:-       17
    Target:-   Single
    Notes:-    Casts Curse.
               Curse reduces the enemies stats but many of these enemies are immune 
               to it's effects.
    Name:-     Fixate
    Grimoire:- Halte
    Location:- In a chest in The Alchemist's Laboratory.
    MP:-       3
    Target:-   Multiple (Sort of)
    Notes:-    Freezes all the cloudstones in the room.
               If your jumping from a cloudstone this can be used to make the jump 
               much easier.
    Name:-     Dispel
    Grimoire:- Dissiper
    Location:- In a chest in the room The Children's Hideout.
    MP:-       10
    Target:-   Single
    Notes:-    Nullifies any spell on the target.
               This is a good way to get yourself out of trouble it any of your
               stats have been decreased by other spells.
    Name:-     Unlock
    Grimoire:- Clef
    Location:- Defeat Father Duane
    MP:-       3
    Target:-   Single
    Notes:-    Unlocks chests bound by magic.
    Name:-     Eureka
    Grimoire:- Visible
    Location:- In a chest in The Miner's Resting Hall.
    MP:-       6
    Target:-   Single
    Notes:-    Reveals all the traps that are present in the room.
    Name:-     Analyze
    Grimoire:- Analyse
    Location:- Received after defeating the Dragon in The Cleansing Chantry.
    MP:-       5
    Target:-   Single
    Notes:-    Analyzes stats of the enemy.
               This is pain to understand at first so let me explain.
               If you go into the main menu and the status you will see the status 
               of Ashley.  Press L1 or R1 to see the other occupants of the room.  
               You will see how most of there stats are covered with ?? or ???.  To
               fill in these blanks cast Analyze.  Once cast it will let you see 
               things like what armour it's wearing, what weapons it's using, it's
               HP and MP and many other helpful things such as elemental affinity.
               If you're thinking "That is so obvious, how didn't I find that out?"
               don't worry I didn't know how to work this spell until I had around
               50% of the map revealed on my first play. Stupid me...
    -= 04.4 Enchanter =-
    Enchanter spells raise your affinity to and element.  Every element is covered
    apart from Light and Dark elemental.  Apart from that small problem these 
    spells can come in handy when fighting Dragons or another boss like Ifrit.
    Name:-     Luft Fusion
    Grimoire:- Sylphe
    Location:- Received after defeating the Boss Giant Crab.
    MP:-       10
    Affinity:- Air
    Target:-   Single
    Notes:-    Raises target's air affinity temporarily.
    Name:-     Spark Fusion
    Grimoire:- Salamandre
    Location:- In the chest in the room Delusions of Happiness.
    MP:-       10
    Affinity:- Fire
    Target:-   Single
    Notes:-    Raises target's fire affinity temporarily.
    Name:-     Soil Fusion
    Grimoire:- Gnome
    Location:- Received after defeating Father Grissom in the SnowFly Forest.
    MP:-       10
    Affinity:- Earth
    Target:-   Single
    Notes:-    Raises target's earth affinity temporarily.
    Name:-     Frost Fusion
    Grimoire:- Undine
    Location:- In a chest in the room Rust In Peace.
    MP:-       10
    Affinity:- Water
    Target:-   Single
    Notes:-    Raises target's water affinity.
    Name:-     Aero Guard
    Grimoire:- Parebrise
    Location:- Received after defeating the Boss Earth Dragon.
    MP:-       9
    Affinity:- Air
    Target:-   Single
    Notes:-    Raises armour's air affinity temporarily.
    Name:-     Pyro Guard
    Grimoire:- Ignifuge
    Location:- Received after defeating the Boss Wyvern.
    MP:-       9
    Affinity:- Fire
    Target:-   Single
    Notes:-    Raises armour's fire affinity temporarily.
    Name:-     Terra Guard
    Grimoire:- Rempart
    Location:- Received after defeating the Boss Ogre.
    MP:-       9
    Affinity:- Earth
    Target:-   Single
    Notes:-    Raises armour's earth affinity temporarily.
    Name:-     Aqua Guard
    Grimoire:- Barrer
    Location:- Received after killing the Boss Snow Dragon.
    MP:-       9
    Affinity:- Water
    Target:-   Single
    Notes:-    Raises armour's water affinity temporarily.
    -= 04.5 Teleportation =-
    At some point during the game you will acquire the teleportation ability.  This
    enables you to travel to any Magic Circle you have been to.  This is extremely
    handy when wanting to use a workshop, chest, or going back to open doors with 
    new keys or sigils.
    *** 05.0 Break Arts ***
    Break Arts are a special type of move that is more powerful than a standard 
    attack although it does reduce you HP each time you use it.  I like thinking of
    Break Arts as "Limit Breaks".  Powerful moves that you got in FF7 and 8. Unlike
    these games however you can use Break Arts 100% of the time providing you have
    enough HP (It's like the effect of Aura in FF8).  There are Break Arts for each 
    class of weapon and on top of that there are four arts for each class.  To get
    Break Arts you need to kill enemies - and lots of 'em.  Each break art has a
    special condition attached to it.  For example one might place poison on the
    enemy while another has an earth affinity.  As you learn new Break Arts the 
    price of HP increases.  This is displayed in the table below.
    HP Needed    Break Level
    25           One
    40           Two
    55           Three
    75           Four
    Break Arts, although different to normal attacks, are affected by RISK in the
    same way.  For example when your RISK bar is empty or near empty you will almost
    certainly hit, but if the RISK bar is full you will find your chances of hitting
    are very slim.  If you cast Herakles or Prostasia however you will find that 
    these increase your chances of hitting the target even if the RISK bar is full.
    In other words use them at the beginning of the battle to take the most effect
    and only use at the end, if your RISK bar is full, if you have enough MP to cast
    Herakles and Prostasia (If you have those spells).
    -= 05.1.  Cure Root/Bulb/Tonic/Heal =-
    I have found out (the hard way) that if you use Break Arts you need to restore
    your health every now and then.  So, use Break Arts around twice and follow them
    up with Curative magic or items.  You can also use to your advantage being
    attacked.  When you are attacked and you HP becomes critical (depending on the
    strength of blows) restore your HP to max (as normal), but the trick to this is
    that you use Break Arts twice (or there abouts) get attacked and then heal to 
    full health so you aren't wasting those valuable items and MP.  You do 
    understand this don't you?  Good...
    -= 05.2.  View Break Arts =-
    Below is the list of Break Arts for all the weapons.
    -= Dagger =-
    Whistle Sting, Level One
    Focuses power at the tip of the blade, dealing massive damage upon striking the 
    Affinity:- As Weapon  Type:- Blunt
    Shadoweave, Level Two
    Paralyses for with a damaging strike.
    Affinity:- Dark       Type:- Blunt
    Double Fang, Level Three
    Repeatedly strikes the same location.
    Affinity:- As weapon  Type:- Piercing
    Wyrm Scorn, Level Four
    Splits the blade to attack from all directions.
    Affinity:- As Weapon  Type:- Piercing
    -= Sword =-
    Rending Gale, Level One (Me like! Me Like!)
    Launches a sonic wave to shred the enemy to pieces.
    Affinity:- As weapon  Type:- Piercing
    Vile Scar, Level Two
    Forms a poisonous cloud to choke the enemy.
    Affinity:- As weapon  Type:- Edged
    Cherry Ronde, Level Three
    Encases both blade and foe in an icy sheath.
    Affinity:- Water      Type:- Edged
    Papillon Reel, Level Four
    Calls heavenly light down into the blade.
    Affinity:- Light      Type:- Edged
    -= Great Sword =-
    Sunder, Level One
    A surge of energy cleaves the life from the enemy's body.
    Affinity:- As Weapon  Type:- Piercing
    Thunderwave, Level Two
    Paralyses foe with a damaging strike.
    Affinity:- Air        Type:- Edged
    Swallow Slash, Level Three
    A quick flick of the blade deals double damage.
    Affinity:- As Weapon  Type:- Edged
    Advent Sign, Level Four
    Rippling holy energy shreds foe.
    Affinity:- Light      Type:- Edged
    -= Axe And Mace =-
    Mistral Edge, Level One
    A horizontal blade of light slashes into the enemy.
    Affinity:- As Weapon  Type:- Edged
    Glacial Gale, Level Two
    Numbs foe with a damaging strike.
    Affinity:- Air        Type:- Edged
    Killer Mantis, Level Three
    A blinding rush damages and saps MP from foe.
    Affinity:- As Weapon  Type:- Edged
    Black Nebula, Level Four
    Blasts foe with a burst of negative energy.
    Affinity:- Dark       Type:- Blunt
    -= Great Axe =-
    Bear Claw, Level One
    A blazing light emanates from the falling blade of the axe.
    Affinity:- As Weapon  Type:- Blunt
    Accursed Umbra, Level Two
    Curses foe with a damaging strike.
    Affinity:- As Weapon  Type:- Blunt
    Iron Ripper, Level Three
    Powerful blow that damages both armour and foe.
    Affinity:- As Weapon  Type:- Blunt
    Emetic Bomb (Why not Nuclear or Atomic or...), Level Four
    Unleashes a series of slashing blows
    Affinity:- As Weapon  Type:- Edged
    -= Staff =-
    Sirocco, Level One
    Sends up a rising sheet of flame on impact.
    Affinity:- Fire       Type:- Blunt
    Riskbreak (What happened to the "er"?), Level Two
    Focused blow that deals damage and reduces RISK.  (This is the only Break Art, 
    move, ability (whatever) in the game that reduces RISK.  This means that this
    move is worth having a staff on standby for.  The only problem is that the
    accuracy, as with all Break Arts, is effected by RISK.  This means that if RISK
    is at 100 the chances of this working are minimal.
    Affinity:- As Weapon  Type:- Piercing
    Gravis Aether, Level Three
    Solidifies aether to crush foe.
    Affinity:- Earth      Type:- Blunt
    Trinity Pulse, Level Four
    Crushes foe with a triad of shockwaves.
    Affinity:- As Weapon  Type:- Blunt
    -= Heavy Mace =-
    Bonecrusher, (heh heh, Ulitma 8 - Ed) Level One
    Releases intense shockwaves to crush bones.
    Affinity:- As Weapon  Type:- Blunt
    Quickshock, Level Two
    Numbs foe with a damaging strike.
    Affinity:- Air        Type:- Blunt
    Ignis Wheel, Level Three
    A spreading sheet of flame engulfs foe.
    Affinity:- As Weapon & Fire  Type:- Blunt
    Hex Flux, Level Four
    Fuses power of Light and Darkness in one.
    Affinity:- Light & Dark  Type:- Blunt
    -= Polearm =-
    Runiation, Level One
    Focuses pure fighting spirit into the spearhead, dealing damage with pinpoint
    Affinity:- As Weapon  Type:- Piercing
    Scythe Wind, Level Two
    Inflicts damage and tarnishes arms and armour.
    Affinity:- Air        Type:- Piercing
    Giga Tempest, Level Three
    Energy storm damages both armour and foe.
    Affinity:- As Weapon  Type:- Piercing
    Spiral Courage, Level Four
    Whips air moisture into a penetrating whirlwind.
    Affinity:- Water      Type:- Piercing
    -= Crossbows =-
    Crossbow arts reduce in range the more powerful they become.  This means that
    the Brimstone Hail Break has a larger range than the Death Wail.
    Brimstone Hail, Level One
    Quarrels filled with hellfire pierce the enemy.
    Affinity:- Fire & Dark  Type:- Piercing
    Heaven's Scorn, Level Two
    The haft becomes a conduit for heaven's light
    Affinity:- Air & Light  Type:- Piercing
    Death Wall, Level Three
    Fires a bolt of pure demonic energy.
    Affinity:- Earth & Dark  Type:- Piercing
    Sanctus Flare, Level Four
    Channels the powers of the dragons of light.
    Affinity:- Water & Light  Type:- Piercing
    -= Bare Hands =-
    Lotus Palm, Level One
    Fighting spirit surrounds the fist, pummelling the enemy.
    Affinity:- Physical   Type:- Blunt
    Vertigo (Isn't this the fear of heights?), Level Two
    Numbs foe with a damaging strike.
    Affinity:- Physical   Type:- Blunt
    Vermilion Aura, Level Three
    Strikes the Dark using the power of light.
    Affinity:- Light      Type:- Blunt
    Retribution, Level Four
    Turns the power of the Dark against itself.
    Affinity:- Dark       Type:- Blunt
    *** 06.0 Battle Abilities ***
    After you have defeated the first "true" boss of Vagrant Story - the Minotaur -
    you will gain Battle Abilities.  Battle Abilities consist of Chain Abilities and
    Defence Abilities, both of which I will go into more detail about later.
    To use the Battle Abilities you need to give the Triangle, Square and Circle
    buttons an ability for both Chain and Defence.  This is done through the main
    menu or by holding R2 down and then pressing the down button on the D-Pad.
    You get new Battle Abilities if you use your current abilities (both Chain and
    Defence) successfully.  When you have gained enough EXP you will be given the
    choice of learning a new Chain or Defence ability.  Choose carefully.  Choose
    depending on your battle style.  Do you concentrate on attacking or defending?
    What do you want to do to your enemies?  You should be able to learn all these
    battle abilities before the end of the game the first time round.  At around 49%
    map completed I only had around 3 more abilities to learn (1 Chain, 2 Defence).
    *** 06.1 Chain Abilities ***
    To use the Chain Abilities you need to press one of the Triangle, Square or 
    Circle buttons at the exact time the weapon hits the enemy to continue the 
    chain.  It is possible to continue the chains for long periods of time but in 
    doing this the RISK bar will increase rapidly.
    When using the chains it will steadily increase and then suddenly shoot up.  An
    example of this sequence is this:-
    1, 2, 3, 4, 5, 6, 7, 8, 9, 20, 37, 52, 76, 89, 100
    Stupid, I know but it means that you can't continue chains forever (although I
    have found it is possible to chain an enemy to death even if you start with RISK
    on 100, but only if the weapon is highly compatible against that class of 
    Be careful.  Get used to the chains for all the weapons you like using.  Why?
    Each weapon has a different animation for each chain.  That said the combo of
    moves I use has a similar animation for the Sword class weapons and Heavy Mace
    class of weapons.  Another good reason to get used to the chains is that the
    animations for chain abilities that do something "special" nearly always have a 
    weird timing to it.  In otherwords it tries to trick you.  So find a Chain combo
    you like and stick to it is my opinion because then you will be able to chain 
    for a long time.
    If in the options menu "Timing Display" is turned on a "!" will appear on the
    screen when you have to press the buttons to continue the chain.  IMO the "!"
    doesn't always help.  When I am using Chains I base my judgement on the timing 
    of the animation and the sound effects.  A result of this, is that I can hit the
    target at the exact time the "!" appears on the screen.  When you hit a word 
    will appear on the screen. This word is chosen and could be one of the 
    Apart from this other words appear on the screen if you press the button too 
    soon before you are meant to, or after your meant to.  Keep an eye on these 
    words as it might help you to perfect your timing.
    The Chain Abilities that you can learn are shown below.
    -= Chain Ability List =-
    Heavy Shot, RISK:- One
    Inflicts an amount of additional damage equal to 70% of damage dealt.
    This is you standard ability.  No special moves, just a powerful hit.
    Gain Life, RISK:- 2
    Regenerates an amount of Ashley's HP equal to 30% of damage dealt.
    This can be very useful if your low on HP.  Make sure that this ability is used
    after a hard hitting ability that has hit to get the most out of it.  If it
    follows a MISS in the Chain you won't gain any HP, and if it follows a low 
    hitting ability you will only recover 1 or 2 HP.
    Mind Assault, RISK:-1
    Reduces foe's MP by an amount equal to 30% of damage dealt.
    This does nothing for Ashley but destroys the MP that the enemy has.  When it
    ends up bringing up a load of "0" it has run out of MP.  But be warned the foe
    will recover it's MPs in the same way as Ashley can.
    Gain Magic, RISK:- 2
    Regenerates an amount of Ashley's MP equal to 30% of damage dealt.
    To get the most MP out of the enemy use this ability following a move that has
    taken a lot of HP of the enemy.
    Raging Ache, RISK:- 1
    Inflicts an amount of additional damage equal to 10% of the damage Ashley has
    I like this chain.  But then again I can never use it to its full potential
    'cause the standard enemy doesn't stand a chance in hitting me.  This is a very
    handy move to learn.  Get it ASAP.  Say, for example, that you are low on HP by
    100 HP using Raging Ache will add 10 points of damage to the attack.  I have
    even found that using this along with Heavy Shot can take out an enemy with the
    chance to hit like 0 / 0% when you are on RISK 100.  This is an example if it's
    potential ability.  Use it,  and use it well, my friend.
    Mind Ache, RISK:- 1
    Reduces foe's MP by an amount equal to 20% of the MP Ashley has used.
    This is the same as above but is for MPs.  I have, in all honesty, never used
    this move in a serious battle.
    Temper, RISK:- 2
    Inflicts an additional 40% of damage on foe and repairs a small amount of weapon
    This doesn't exactly work.  Every move in the chain (apart from this one)
    will damage your weapon and you can't hope to restore all that DP.  In 
    otherwords throw this in occasionally to slow down the damage caused to your 
    weapon.  If that is your style.  If it isn't remember where the nearest 
    workshop is and how to get there so you can repair ALL your weapons at the same
    Crimson Pain, RISK:- 2
    Inflicts an additional 100% of damage on foe and deals 30% of base damage to
    Don't get carried away with this move or you might find yourself in serious
    trouble.  Use it with Raging Ache to get powerful hits or Gain Life to restore
    exactly the amount of life lost in using this ability.
    Instil, RISK:- 1
    Inflicts additional damage equal to 10% of damage dealt and adds that amount to 
    PP Restores PP that is lost meaning that you are able to pull off more powerful
    attacks.  If you use it with the Phantom Pain ability however you will have a
    nice combo.
    Phantom Pain, RISK:- 3
    Inflicts additional damage equal to the total accumulated Phantom Points in
    Ashley's weapon.
    In other words this swaps PP for more damage.  Use this with Instil to keep
    gaining PP and you will have an effective combo that you can use.
    Paralysis Pulse, RISK:- 3
    Adds "Paralysis" to attack.
    Adds paralysis to the enemy who will then run away from you until it wears off,
    in the hope that you won't attack them.  (Yeah, right...)
    Numbing Claw, RISK:- 3
    Adds "Numbness" to attack.
    Use this at the end of the chain or it won't work.  If you use it in the middle
    of a chain the move that follows it will cancel the effects of Numbness.
    Numbness stops the enemy using Special Attacks, and slows them down by 50%.
    Dulling Impact, RISK:- 3
    Adds "Silence" to attack.
    Stops the enemies from casting magic for a little while.
    Snake Venom, RISK:- 3
    Adds "Poison" to attack.
    Slowly poison will sap life out of the enemy until they counter it with an 
    Antidote or spell if they are able to do so.  Poison does not work on Undead
    -= 06.2 Defence Abilities =-
    Defence Abilities are used in a similar way to Chain Abilities.  They add RISK 
    to the RISK bar when used and have to be used at the exact time the attack hits
    you.  You will know when it hits you by the sound, what you can see and the fact
    that, if you have it set up to do so, the little orange "!" will appear.
    It is a good idea to change the defences you have to suit your surroundings.  So
    when you encounter an enemy you have no defence for quickly press L2 and change
    the defence abilities.  For example if you run into an enemy that uses fire add
    the "Pyro Guard" ability to one of the buttons.
    As with Chains find a button and defence ability set-up you are comfortable with
    and get used to it as you are going to be using the Defence Abilities a lot.
    You may also find that some defences end up with a MISS.  This is because they
    CANNOT defend against the type of attack that is being used against you.
    The list of defences is shown below:-
    -= Defence Ability List =-
    Ward, RISK:- 1
    Prevents Paralysis and Numbness
    This will prevent Paralysis an Numbness being cast on you if it is timed right.
    Another bonus with this ability is that if you use it and you are already
    affected by Paralysis you might be able to shake off the Paralysis even if the
    attack didn't carry Paralysis.
    Siphon Soul, RISK:- 6
    Adds 50% of MP used in foe's magical attack to Ashley's MP. Effective versus
    magical attacks.
    I don't like this.  The idea of getting 50% of the MP from a spell used on you
    sounds good but the low costing MP spells don't give you much MP and the high
    costing ones can nearly half your HP, or even worse, kill you.  If you want to
    get MP out of the enemy use the Gain Magic Chain Ability.
    Reflect Magic, RISK:- 2
    Reflects 40% of damage.  Does not reduce damage received.  Effective versus
    magical attacks.
    This move is good - when it works.  Time it right (and with a
    bit of luck) you can reflect ANY move used on you, from any angle.  This means
    that if someone were to attack you from behind with a water element spell, you
    would be able to reflect the damage onto them as long as you are able to survive
    60% of damage on you.
    Reflect Damage, RISK:- 2
    Reflects 40% of damage.  Does not reduce damage received.  Effective versus
    non-magical attacks.
    This is the same as Reflect Magic but for normal attacks.  This might be easier
    to time as you can actually see when the blade touches you to get the timing
    Absorb Magic, RISK:- 4
    Reduces damage received by 20%.  Effective versus magical attacks.
    This is good, but if you have a defence ability for the specific element that is
    attacking you it is better to use that.
    Absorb Damage, RISK:- 4
    Reduces damage received by 20%.  Effective versus non-magical attacks.
    This is basically the same as Absorb Magic but for normal attacks.
    Impact Guard, RISK:- 4
    Reduces physical damage by 50%.
    I ALWAYS have this defence ability equipped.  This is handy.  Imagine this.  You
    have 100 HP and a dragon boss takes a swipe at you with it's tail and takes 150
    HP off.  Time it right and you will regain 75 HP therefore staying alive.
    Windbreak, RISK:- 4
    Reduces Air affinity damage by 50%.
    Fireproof, RISK:- 4
    Reduces Fire affinity damage by 50%.
    Terra Guard, RISK:- 4
    Reduces Earth affinity damage by 50%.
    Aqua Guard, RISK:- 4
    Reduces Water affinity damage by 50%.
    Shadow Guard, RISK:- 4
    Reduces Light affinity damage by 50%.
    Demonscale, RISK:- 4
    Reduces Dark affinity damage by 50%.
    Phantom Shield, RISK:- 6
    Uses the accumulated Phantom Points in Ashley's shield to counter an equal
    amount of damage.
    *** 07.0 RISK ***
    RISK is, to put simply, odd.  It means that if you spend lots of time attacking
    with or without chains, of have defended against attacks well, you will have 
    lost a lot of concentration.  Without this concentration you will find it hard
    to hit the target for damage.  This basically means you can't (or more to the 
    point - you aren't supposed to) go on for ever using chains to hit the enemy as
    it just won't do anything.  That said I have been able to kill off an enemy 
    starting on 100 RISK and finishing on 100 RISK without the use of any Vera items
    or RISK reducing abilities in between.
    With low RISK you will find it easier to hit the target, easier to take off lots
    of HP and that it is harder for the enemy to hit you and, even if it does hit 
    you, for lots of damage.
    High RISK means that it is harder to hit the enemy and take off any HP, and that
    it is easier for the enemy to hit you and take off a lot of HP.
    Basically you are meant to break down your lengthy combos into chunks of around 
    8 so that your RISK doesn't rocket.  In my opinion do this for the bosses, but 
    in boss battles your more likely to use Break Arts any way.  If you are 
    wandering around and encounter a small Dragon of Crimson Blade or any of various
    undead beings go crazy with your RISK after taking out any really hard monsters
    in the room.  The only problem with this is that you will want to reduce your 
    RISK to 0 before moving into the next room, and by the time this is done you HP
    and MP will have restored a fair bit.  If you move into a room on full HP and MP
    and no RISK you will face more enemies and they are usually harder than normal.
    On the other hand if you move around with low HP and MP you will encounter less 
    enemies and you might encounter "Rare" enemies with "Rare" items also.
    That doesn't go under the RISK section does it?  Oh well,.....
    Vera Items
    Use 'em.  But don't use them all up.  Most of the time you will find you are
    given them when you need them.  Although you must remember it is handy to have a
    few Vera Roots ready for when you enter a boss battle as you might find your 
    RISK goes sky high.
    *** 08.0 Traps ***
    Okay, you might get the impression that there are traps out there that have it
    in for you.  Well, you'd be half right.  On one hand they are there to be a real
    pain and on the other hand they can't kill you (Aren't you glad about that?).
    Traps can be seen by using the Magic Spell "Eureka" or by using the item "Eye Of
    Argon".  Below is a list of the types of traps you may encounter along your epic
    journey through the town of Lea Monde.
    -= 08.1 "Warlock" Traps =-
    Gust           Attacks with Air affinity.
    Inferno        Attacks with Fire affinity.
    Terra Thrust   Attacks with Earth affinity.
    Freeze         Attacks with Water affinity.
    Death Vapour   Attacks with Light affinity.
    Diabolos       Attacks with Dark affinity.
    Eruption       Attacks with Physical affinity.
    -= 08.2 "Sorcerer" Traps =-
    Poison         Casts "Poison".
    Paralysis      Casts "Paralysis".
    Curse          Casts "Curse".
    -= 08.3 "Shaman" Traps =-
    Heal Panel     Restores HP, Reduces RISK.
    Cure Panel     Cures Poison, Numbness and Paralysis status effects.
    Trap Clear     De-activates all the traps in the room.
    A good trick to use is jumping up and down on the heal panels as many times as
    needed.  This can be done as the traps are activated every time you touch one.
    *** 09.0 Weapons ***
    Weapons are one of the key factors in making or breaking a Riskbreaker.  A good
    weapon makes a good Riskbreaker.  Therefore it is essential you get the most out
    of your weapons.
    There are three "types" of weapons.  These are Blunt, Edged and Piercing.  You
    will find that different enemies are more resistant to one type of weapon than
    another.  For example a Piercing weapon will do more damage on a human enemy
    than on a Undead enemy.
    Over time you will find out which weapons are suited to certain enemies and you
    will build up a set of three or four weapons that you will carry around all the 
    time, so that you can defeat any enemy that you may stumble upon.
    -= 09.1. Weapon EXP =-
    In Vagrant Story the ever popular RPG element Experience is here all be it in a
    slightly different form.  You see, your weapons get EXP and not Ashley.  What
    this means is that if you used a weapon against say, Dragons, and you used it
    every time you encountered them it would slowly increase in EXP and become the
    ultimate Dragon slaying weapon.  For weapon affinity it is a similar idea.  If
    you use a weapon against an enemy with a high Fire affinity, over time your
    weapon will increase in water affinity to deal with any enemies carrying a fire
    This idea also goes for armour.  Although, I have to admit, I have never really
    cared about the armour.  I only use it to help protect against damage.  As well
    as armour the EXP principle counts for Shields as well.  In otherwords if you 
    raise the fire affinity of a Shield you will stand more chance of surviving a
    devastating fire attack than you would normally.  An example of this would be
    when, the other day, I entered the final battle for the second time, loaded up
    the Dark affinity on my shield and prepared for the Bloody-Sin.  I equipped my
    shield "Mid-Sin" and prepared to be annihilated.  What actually happened was
    that the supposed most powerful move in the game, only took 30 HP off me.  This 
    just goes to show that EXP on weapons is a good idea, and a very helpful one at
    -= 09.2. This weapon for this, That weapon for that. =-
    It is a good idea to say for example have a kit of four weapons that you use all
    the time.  Each weapon being able to cause high amounts of damage to only two
    classes of enemies.  A good example of these four weapons are shown here:-
    Weapon 1 :- Dragon & Human
    Weapon 2 :- Beast & Phantom
    Weapon 3 :- Undead & Evil
    With this system when the EXP of one class increases it won't interfere with the
    next class down the list.  In other words with the list in the menus looking 
    like this:-
    Every plus point on the human class would be a minus point on beast, and so on
    down the list.  This principle also works for element affinities although only
    for the opposite of affinities.   For an example you couldn't have a weapon 
    with high Light and Dark affinity because they are opposite affinities.
    If you think that all this is not worth it, consider this:-  It means you can
    carry more weapons that you have won from battles or found in chests.  More
    weapons, means more forging, more forging means better weapons, better weapons
    means deader enemies.
    -= 09.3. Damage Points (DP) =-
    DP is a very important factor of your weapons.  In the menu you will be able to
    see what the maximum DP for your weapon is and what level it is at.  The higher
    this bar is, the more damage you are going to cause.  The lower this bar is, the
    less damage you are going to cause.  So, to be on the safe side, know where the
    nearest workshop is so you can repair your weapons at regular intervals.
    NOTE:- The metal of the weapon, shield and armour doesn't matter when it comes
           to repairing, so you can repair your weapons in any workshop you like.
           DP is also used by Shields and Armour.
    -= 09.4. Phantom Points (PP) =-
    PP. Phantom Points are brilliant when used correctly as they increase the
    amount of damage your weapon can do.  The Phantom Points are increased during
    battle.  For a chain combo using Phantom Points see the Chain Abilities section.
    PP are lost when you are wandering around Lea Monde with you weapon out and you
    aren't using it.  That is why you should always put it away after a battle.
    *** 10.0 The Workshop ***
    The workshops enable you, the player, to customise, repair and create brand new 
    weapons that can't be found in the normal course of the game.  It is always
    handy to know where your nearest workshop is, as not only can you repair and
    create new weapons there is always a save point and a crate handy.  These
    workshops are as follows in the order they will be found in the game.
    Work of Art W/S, The Catacombs
    You can work with Wood, Leather, Bronze
    The Magic Hammer W/S, Town Centre West
    You can work with Bronze, Iron
    Keane's Crafts W/S, The Keep
    You can work with Bronze, Iron, Hagane
    Junction Point W/S. Town Centre East (Behind the door with the Cattleya Sigil)
    You can work with Wood, Leather, Bronze, Iron, Hagane
    Metal Works W/S, Town Centre East
    You can work with Silver, Damascus
    Godhands W/S, Undercity West (Second play only)
    You can work with Wood, Leather, Bronze, Iron, Hagane, Silver, Damascus
    Once in these workshops you go into the items menu and select SETUP which is
    located below EQUIP.  From here you can combine blades, create new weapons, 
    repair weapons and a few more different abilities that you can do even if you 
    aren't in a workshop.
    -= 10.1. The Materials =-
    I have listed the materials in order of the worst to the best.
    - Wood -
    Wood is only used when it comes to shields.  The first shield you will get will
    be made out of wood.  This isn't a very helpful material but you will find that
    if you combine shields together you get very powerful shields.
    - Bronze -
    Most of the weapons you get for the first time will be made out of bronze.  This
    is a good material to use at the start of the game, but you will find that if
    you combine bronze and bronze blades together you might end up with some Iron
    blades. Nice.
    - Iron -
    The next step up from Bronze means your not far away from getting Hagane.  That
    is wonderful news.
    - Silver -
    How do you get silver?  Well you can try combining bronze and hagane materials
    and you might occasionally get some Silver, but it isn't guaranteed to work all
    of the time.  I have noticed that when you find Silver items in chests or win
    them off enemies, they are usually geared up to go against the enemy classes of
    Undead, Phantom or Evil.  So use this to your advantage until you can prepare
    a strong Hagane or Damascus replacement for your Silver weapon.  Infact I ended
    up using a Silver blade against Guildenstern at the end of the game.  I later
    realised that Hagane is much more effective.
    - Hagane -
    To get Hagane you just combine Bronze and Iron blades.  If you are having a hard
    time getting Silver or Damascus blades don't worry.  Keep combining Hagane
    blades together to get an extremely powerful weapon and you'll be fine.
    - Damascus -
    To get Damascus you can try and mix Hagane and Silver together but it won't
    always work.  So, in my opinion the best way to get Hagane is to go on a
    treasure hunt.  This way you will end up with a few Damascus blades that you can
    use to you advantage.
    *** 11.0 The Creative Process ***
    The "Creative" Process as I call it can be split up into different sections.
    These are:-
    - Combining
    - Creating
    - Finalising
    Please keep in mind that these three stages are for weapons only as armour only
    uses the first step.  As a result you will find the only info on armour under 
    it's own sub-section called "Combining Armour".
    -= 11.1. Combining Weapons =-
    To combine weapons you select the combine option in the set-up menu.  Once you
    have done this you will notice that you have to choose two blades to go into
    two boxes.  The order the blades go in effects the type of blade you get out,
    as well as the material it can be made out of.  Therefore I have listed all
    the blades and the boxes they go into to make new blades.  It is possible to
    create new blades by mixing blades of different categories together, but in 
    order to get the best blades it is a good idea to combine blades of the same 
    type. That is why I have only listed the combo tables for the same types of 
    blades.  I will, however, when I have a spare night or weekend add tables for 
    combing two different types of blade.  Here we go:-
     -= End Result:- Daggers =-
    Dirk               Scramasax          Throwing Knife
    Throwing Knife     Scramasax          Kudi
    Kudi               Throwing Knife     Cinquedea
    Cinquedea          Kudi               Kris
    Kris               Cinquedea          Hatchet
    Hatchet            Kris               Khukuri
    Khukuri            Hatchet            Baselard
    Baselard           Baselard           Stiletto
    Stiletto           Stiletto           Jamadhar
    -= End Result:- Swords =-
    Rapier             Spatha             Short Sword          
    Firangi            Short Sword        Shamshir
    Shamshir           Firangi            Falchion
    Falchion           Shamshir           Shotel
    Shotel             Falchion           Kora
    Kora               Kora               Khopesh
    Khopesh            Khopesh            Wakizashi
    -= End Result:- Axes =-
    Francisa           Battle Axe         Tabarzin
    Tabarzin           Francisca          Chamkaq
    Chamkaq            Tabarzin           Tabar
    Tabar              Tabar              Bullova
    Bullova            Bullova            Crescent
    -= End Result:- Maces =-
    Ball Mace          Spiked Club        Footman's Mace
    Footman's Mace     Ball Mace          Morning Star
    Morning Star       Footman's Mace     War Hammer
    War Hammer         War Hammer         Bec de Corbin
    Bec de Corbin      Bec de Corbin      War Maul
    -= End Result:- Great Swords =-
    Katana             Broad Sword        Executioner
    Executioner        Katana             Claymore
    Claymore           Executioner        Schiavona
    Schiavona          Claymore           Bastard Sword
    Bastard Sword      Bastard Sword      Nodachi
    Nodachi            Nodachi            Rune Blade
    -= End Result:- Great Axes =-
    Sabre Halberd      Large Crescent      Balbriggan
    Balbriggan         Sabre Halberd      Double Blade
    Double Blade       Double Blade       Halberd
    -= End Result:- Heavy Maces =-
    Footman's Mace     Sabre Mace         Gloomwing
    Gloomwing          Footman's Mace     Mjolnir
    Mjolnir            Mjolnir            Griever(Isn't that...no I won't type that)
    							   (Yes it is - Richard)
                                                 (It's Ultimecia's GF!)
    Griever            Griever            Destroyer
    -= End Result:- Staves =-
    Summoner's Baton   Clergy Rod         Shamanic Staff
    Shamanic Staff     Summoner's Baton   Bishop's Crosier
    Bishop's Crosier   Bishop's Crosier   Sage's Cane
    -= End Result:- Polearms =-
    Scorpion           Glaive             Corcesca
    Corcesca           Scorpion           Trident
    Trident            Corcesca           Awl Pike
    Awl Pike           Trident            Boar Spear
    Boar Spear         Trident            Fauchard
    Fauchard           Boar Spear         Voulge
    Voulge             Fauchard           Pole Axe
    Pole Axe           Pole Axe           Bardysh
    Bardysh            Bardysh            Brandestoc
    -= End Result:- Crossbows =-
    Target Bow         Gastraph Bow       Light Crossbow
    Light Crossbow     Target Bow         Windlass
    Windlass           Target Bow         Cranequin
    Cranequin          Windlass           Lug Crossbow
    Lug Crossbow       Lug Crossbow       Siege Bow
    Siege Bow          Siege Bow          Arbalest
    -= 11.2. Ultimate Weapon Combos =-
    I don't really know where this bit of info should go, so I'm putting it here.
    When you have the Stock Sigil go back to The Gallows in the Wine Cellar to
    battle an undead Minotaur.  This Minotaur carries the Hand of Light.  Defeat it
    and you might get this weapon.  If you don't leave the room, go back in and try
    again until you do get it.  I have heard that this will act as a metal
    converter (turns into Damascus) if it is placed in the second combination slot.
    Well, that's it.
    Okay, the Ultimate Weapon Combos section is something that I have mutated out
    of another FAQ writers file.  And before you start - I am within the law.  His
    disclaimer said so.  Anyway thanx for this goes to Matt Hamand who can be 
    contacted at <mhamand1@yahoo.com>.  What you will see below is mostly Matt's FAQ
    although I have added a few pieces in.  These can be identified by the [ ] that
    I have typed in.
    | FAQ START |
    *What is an Ultimate Weapon?*
    An Ultimate Weapon is a weapon with 100 in all classes and affinities. Ideally
    the weapon will also be made of Damascus.
    *Why should I make an Ultimate Weapon?*
    The first time I played through Vagrant Story I did okay. But the final battle
    with Guildenstern was a bear. I did not use combos for most of the game which
    was a mistake. So I spent a couple of hours nickel and diming him to no avail.
    Then I hit upon using a Heavy Shot/Crimson Pain combo and that worked much
    better. But I was still only doing about 15 points of damage on a critical
    hit. I eventually beat him but it was a pain. [ Sounds like me.  Took the 
    best part of 2 hours to kill him... ]
    Fast-forward to my first replay game. After spending a lot of hours building an
    ultimate weapon (Hagane Romphaia, Spiral Hilt, Tertia, Tertia, Braveheart) the
    final battle with Guildenstern went much better. I killed his final form in one
    5 chain combo (Heavy Shot/Crimson Pain). I was pleasantly surprised. I expected 
    to do well but this was terrific. Some credit has to go to my increased stats, 
    but most of the credit I think has to go to the weapon.
    Before I continue I should say that my weapon isn't even quite as ultimate as it 
    could be. It is not Damascus and I really would like to have Arturos gems. But 
    after at least two dozen hours of spelunking in Iron Maiden B2/B3 I could not 
    come up with one lousy Holy Win Blade. My girlfriend can attest to the hours I 
    wasted on this quest. So I settled for Hagane and lower quality gems. But the 
    results cannot be argued with. 
    The GameFAQs Vagrant Story message board has a lot of info on ultimate weapon 
    building. That's where I got the method I used, the method I'm writing about 
    here. But to get to the info you have to wade through thousands of posts over 
    2 or 3 months. So I decided to write this and put all it in one place.
    Here it is.
    The Method 
    The method I used is a four blade method. There are some three blade methods 
    out there. I like the four blade method. It ensures that there will be no 
    conflicting classes/affinities. And once you have the blades it doesn't take 
    any longer that a three blade method. You still have to spend the same amount 
    of time whacking away at training dummies no matter how many blades you are 
    going to eventually combine. 
    Blade 1 - Dragon / Beast / Physical
    For the first blade head to The Boys Training Room in City Walls South. Attack 
    the Dragon dummy there until your Dragon class and Physical affinity are up to 
    100. Then travel to The Dark Tunnel in Abandoned Mines B1. Use the Beast dummy 
    there until your Beast class is up to 100. Set that blade aside.
    Blade 2 - Phantom / Human / Earth / Darkness / Water
    For the second blade go to From Boy To Hero in City Walls North. Attack the 
    Phantom dummy there until your Phantom class is up to 100. Then travel to the 
    Worker's Breakroom in The Wine Cellar. Attack only the Right Arm, Left Arm, 
    and head until your Human Class and Earth, Water, and Darkness affinities are 
    up to 100. Set that blade aside.
    Blade 3 - Human / Fire / Air
    For the third blade stay in the Worker's Breakroom in The Wine Cellar. With the 
    same dummy attack only the Body and Legs until your Human class and Fire and Air 
    affinities are up to 100. Set that blade aside.
    Blade 4 - Undead / Evil / Light
    For the fourth blade go to the Hall Of Sworn Revenge in The Catacombs. Attack 
    the Undead dummy until your Undead class is up to 100. From there go to Gharme's 
    Walk in Town Centre East. Attack the Evil Dummy there until your Evil class and 
    Light Affinity are up to 100.
    4. Assembly
    The best place to assemble your weapon is the Godhands workshop. This workshop 
    is only available on replay. If you want to build an ultimate weapon on first 
    play I suggest Junction Point workshop. Just make sure none of the blades you 
    will be combining are Silver or Damascus.
    Combining these blades and assembling this weapon is similar to combining and 
    assembling any other with just a couple of key differences.
    I will now go into detail on how to combine and assemble the ultimate weapon of 
    each weapon type.
    Ultimate Dagger
    Blade 1 - Baselard
    Blade 2 - Baselard
    Blade 3 - Stiletto
    Blade 4 - Holy Win
    Hilt - Spiral Hilt
    Gems - Arturos, Arturos, Arturos
    First combine the two Baselards to get another Stiletto. Then combine the 
    two Stilettos to get a Jamadhar. Then combine the Holy Win with the Jamadhar. 
    This should create a Damascus Jamadhar with 100 in all classes/affinities. 
    Assemble the blade with a spiral hilt, and 3 Arturos gems. 
    Ultimate One-Handed Sword
    Blade 1 - Romphaia
    Blade 2 - Romphaia
    Blade 3 - Romphaia
    Blade 4 - Holy Win
    Hilt - Spiral Hilt
    Gems - Arturos, Arturos, Arturos
    Combine the three Romphaias. Then combine the Romphaia with the Holy Win. This 
    should result in a Damascus Romphaia with 100 in all classes/affinities. 
    Assemble the blade with a spiral hilt and 3 Arturos Gems.
    Ultimate Two-Handed Sword
    Blade 1 - Holy Win
    Blade 2 - Holy Win
    Blade 3 - Holy Win
    Blade 4 - Holy Win
    Hilt - Spiral Hilt
    Gems - Arturos, Arturos, Arturos
    Combine all four Holy Wins. This results in a Damascus Holy Win with 100 
    in all classes/affinities. Assemble the blade with a Spiral Hilt and affix 
    3 Arturos Gems.
    Ultimate One-Handed Axe
    Blade 1 - Tabar
    Blade 2 - Tabar
    Blade 3 - Bullova
    Blade 4 - Holy Win
    Hilt - Elephant
    Gems - Arturos, Arturos, Arturos
    Combine the two Tabars. This should result in another Bullova. Combine the 
    two Bullovas. This results in a Crescent. Combine the Crescent with the Holy 
    Win. This should result in a Damascus Crescent with 100 in all 
    classes/affinities. Assemble the blade with an Elephant grip and 3 Arturos gems.
    Ultimate Two-Handed Axe
    Blade 1 - Balbriggan
    Blade 2 - Balbriggan
    Blade 3 - Sabre Halberd
    Blade 4 - Sabre Halberd
    Hilt - Elephant
    Gems - Arturos, Arturos, Arturos
    Combine the first Balbriggan and Sabre Halberd. This results in a Double Blade. 
    Combine the second Balbriggan and Sabre Halberd. This results in a Double Blade.
    Combine the two Double Blades. This results in a Halberd with 100 in all 
    classes/affinities. Assemble the blade with an Elephant grip and 3 Arturos gems. 
    Ultimate One-Handed Mace
    Blade 1 - War Hammer
    Blade 2 - War Hammer
    Blade 3 - Bec De Corbin
    Blade 4 - Holy Win
    Hilt - Elephant or Grimoire Grip
    Gems - Arturos, Arturos, Arturos or Arturos, Arturos
    Combine the two War Hammers. This results in a Bec De Corbin. Combine the 
    two Bec De Corbins. This should give you a War Maul. Combine the War Maul 
    with the Holy Win. This should result in a Damascus War Maul with 100 in all 
    classes/affinities. Assemble the blade with either an Elephant or a Grimoire 
    Grip. Affix either 2 or 3 Arturos Gems.
    Ultimate Two-Handed Mace
    Blade 1 - Hand Of Light
    Blade 2 - Hand Of Light
    Blade 3 - Hand Of Light
    Blade 4 - Hand Of Light
    Hilt - Elephant or Grimoire Grip
    Gems - Arturos, Arturos, Arturos or Arturos, Arturos
    Combine all four Hands Of Light. This should give you a Hand of Light with 
    100 in all classes/affinities. Assemble the blade with either a Elephant grip 
    or a Grimoire Grip. Affix either 2 or 3 Arturos gems.
    Ultimate Staff
    Blade 1 - Shamanic Staff
    Blade 2 - Summoner's Baton
    Blade 3 - Bishop's Crossier
    Blade 4 - Holy Win
    Hilt - Elephant or Grimoire Grip
    Gems - Arturos, Arturos, Arturos or Arturos, Arturos
    Combine the Shamanic Staff with the Summoner's Baton. This gives a Bishop's 
    Crossier. Combine the two Bishop's Crossiers. This results in a Sage's Cane. 
    Combine the Sage's Cane with the Holy Win. This should result in a Damascus 
    Sage's Cane with 100 in all classes/affinities. Assemble the blade with either 
    an Elephant grip or a Grimoire Grip. Attach 3 or 2 Arturos Gems.
    Ultimate Polearm
    Blade 1 - Pole Axe
    Blade 2 - Pole Axe
    Blade 3 - Pole Axe
    Blade 4 - Pole Axe
    Hilt - Spiral Pole
    Gems - Arturos, Arturos, Arturos
    Combine the two Pole Axes. This results in another Bardysh. Combine the other
    two Pole Axes. This results in another Bardysh. Combine the two Bardysh. This
    gives a Damascus with 100 in all classes/affinities. Assemble the blade with 
    a spiral pole grip. Attach 3 Arturos gems.
    Ultimate Crossbow
    Blade 1 - Lug Crossbow
    Blade 2 - Lug Crossbow
    Blade 3 - Seige Bow
    Blade 4 - Holy Win
    Hilt - Sonic Bullet
    Gems - Arturos
    Combine the two Lug Crossbows. This results in a Seige Bow. Combine your two 
    Seige Bows. This results in an Arbalest. Combine the Arbalest with the Holy Win. 
    This gives you a Damascus Arbalest with 100 in all classes/affinities. Assemble 
    the blade with a Sonic Bullet Grip and attach 1 Arturos gem. 
    5. Notes
    *Obtaining The Holy Win & Romphaia*
    On second play or later the Iron Maiden B2 and Iron Maiden B3 are accessible. 
    If you enter these areas with 150 or less hit points you encounter different 
    enemies Normally there are shriekers, ogres, and liches. With less than 150 HP 
    you run into Dark Crusaders and one Last Crusader. The Dark Crusaders are armed 
    with Romphaias, the best one handed sword available. The Last Crusader carries 
    the Holy Win blade, the best two handed sword. They will drop these swords 
    rarely.  Very rarely. I spent at least 20 hours in the IMB2/3 and only had 6 
    Romphaias and no Holy Wins to show for it. I've heard of others obtaining as 
    many as 6 Holy Wins in only 2 hours of trying. As far as I tell there is no sure
    way of getting them to drop what you want. With the rarer items, at least, it 
    appears pretty random. 
    *Obtaining The Hand Of Light*
    The Hand Of Light is the best two handed mace in the game. It is obtained by 
    battling the various Minotaur Bosses. They drop it rarely. About as rarely, I 
    hear, as the Holy Win is dropped. I didn't spend as much time looking for one of 
    these as I have little interest in two-handed weapons, I like using shields.
    *Combining With The Holy Win Blade*
    The most useful thing about the Holy Win blade is its use as a metal converter. 
    When certain sufficiently powerful blades are combined with the Holy Win the 
    result is that blade in the superior Damascus material. This is the best way to
    make most weapon into Damascus. 
    *Limitations Of The Holy Win*
    You cannot make use a Holy Win to convert a Hand Of Light blade into Damascus.
    The Holy Win also will not convert two-handed axes, two-handed maces, or 
    polearms into Damascus. The best way to make ultimate weapons of these types 
    Damascus is to start with Damascus components. I know this is not easy, but its
    the best I can do within the scope of this document. I suggest Jay Tilton's 
    Combination Guide. 
    *How Many Holy Wins Do I Need?*
    To make a complete set of ultimate weapons you will need 10 Holy Win blades. 
    This is enough to convert all the weapons that you can to Damascus and to 
    create an ultimate Holy Win blade.
    *Alternate Ultimate Two-Handed Mace*
    An alternate method of creating an ultimate two-handed mace is to use four 
    Mjolnir blades. This gives you a Destroyer blade with 100 in all 
    classes/affinities.  Not having a Hand Of Light or a Destroyer to compare I 
    don't know which one has higher base stats. I suspect it will be the Hand Of 
    Light, but if you really enjoy the ultimate weapon making process or are having
    problems getting Hands of Light here's how to make a non Hand Of Light ultimate
    two-handed mace.
    *Elephant or Grimoire Grip*
    When choosing a grip for your maces and staff you have a couple of choices. The 
    Elephant grip is not the best for blunt weapons but it does have 3 gem slots. 
    The Grimoire Grip is the best grip for blunt weapons but it only has 2 gem 
    slots.  It's your call but I'd go for the Elephant.
    *Arturos Gems*
    Another reason to spend some time getting Holy Win blades is the gems they 
    come with. Specifically the Arturos gem. This gem adds 30 to all 
    classes/affinities and boosts STR, INT, and AGL as well. This is the 
    preferred gem for ultimate weapon building.
    6. Tips
    *Training Dummies*
    When attacking training dummies to gain class/affinity bonuses do not use 
    chains. The dummies give out the bonuses based on hits received and chains 
    only count as one hit. Chaining will only make a long hard job harder. 
    [ Also, if you chain or attack for a long time you can end up "killing" the 
    dummy.  The only bonus you get for doing this is a few items which are rather 
    pointless on second play. ]
    7. Alleviating The Boredom
    This could be the most important section of this whole document [ His, NOT mine
    that is! ]. Ultimate weapon building is a tedious process. Just the time with 
    the training dummies takes hours, to say nothing of the time spent seeking the 
    blades involved. 
    I recommend setting a second TV up next to the set that the PSX is hooked up to. 
    This way you can still use the controller and have something to pay attention to 
    other than which part of the dummy you are hitting next.
    | FAQ END |
    And if you actually look at his FAQ it goes onto the credits section and he says
    that he got most of his info from someone posting on a VS Forum, so it isn't 
    exactly his work.  That means I am well within my right.  Twice.
    -= 11.3. Creating Weapons =-
    Once you have forged your blade you can create your weapon.  To do this you
    need to have a grip for the weapon.  Try to get a grip with lots of Strength.
    These will become common nearer the end of the game.  Grips determine how many
    gems you can place on you weapon.  They can hold any amount from none all the
    way up to 3.  This might not sound much but gems usually make or brake weapons.
    Once you have chosen the blade and grip you make it.  Next you choose gems.  You
    will collect gems on your journey and I will go into them in more detail on the
    items list.  Now you need to think of a name.
    -= 11.4. Finalising the Weapons =-
    Think of an original name.  Not "Buster Sword" or "Organics" or "Masamune" or
    anything else that comes from a computer game.  Be original.  A few examples.
    At one point my beast weapon was called "Number Of The Beast" after the Iron 
    Maiden album, and a later weapon was called "Orion's Belt" because it had 
    three Orion gems on it.  Just let your mind flow and you'll have a brilliant 
    weapon with a brilliant name. 
    -= 11.5. Combining Armour =-
    Combining armour is a process almost identical to that of combining blades, as
    it involves affinity to both elements and enemy classes and the result of your
    combination is affected by the metal the armour is made out of.  So, for that
    reason the armour combo tables are being represented in a way similar of the
    blades.  Have fun!
    -= Head Gear =-
    First Piece           Second Piece            Result
    Chain Coif            Bone Helm               Spangenhelm
    Spangenhelm           Chain Coif              Cabasset
    Cabasset              Spangenhelm             Sallet
    Sallet                Barbut                  Basinet
    Basinet               Barbut                  Armet
    Armet                 Basinet                 Close Helm
    Close Helm            Basinet                 Burgonet
    Burgonet              Close Helm              Hoplite Shield
    Hoplite Helm          Hoplite Helm            Jazeraint Shield
    Jazeraint Helm        Jazeraint Helm         Dread Helm
    -= Chest Gear =-
    Banded Mail           Cuirass                 Ring Mail
    Ring Mail             Banded Mail             Chain Mail
    Chain Mail            Ring Mail               Breastplate
    Breastplate           Chain Mail              Segementata
    Segmentata            Breastplate             Scale Armour
    Scale Armour          Breastplate             Brigandine
    Brigandine            Breastplate             Plate Mail
    Brigandine            Scale Armour            Plate Mail
    Platemail             Brigandine              Fluted Armour
    Fluted Mail           Plate Mail              Hoplite Armour
    Hoplite Armour        Hoplite Armour          Jazeraint Armour
    Jazeraint Armour      Jazeraint Armour        Dread Armour
    -= Hand Gear =-
    Reinforced Glove      Knuckles                Ring Sleeve
    Knuckles              Ring Sleeve             Chain Sleeve
    Ring Sleeve           Chain Sleeve            Gauntlet
    Gauntlet              Vambrace                Plate Glove
    Vambrace              Plate Glove             Rondanche
    Rondanche             Plate Glove             Tilt Glove
    Tilt Glove            Tilt Glove              Freitunrnier
    Freiturnier           Rondanche               Fluted Glove
    Fluted Glove          Freiturnier             Hoplite Glove
    Hoplite Glove         Hoplite Glove           Jazerain Glove 
    Jazeraint Glove       Jazeraint Glove         Dread Glove
    -= Foot Gear =-
    Fusskampf              Poleyn                 Jambeau
    Poleyn                 Chain Leggins          Jambeau
    Jambeau                Poleyn                 Missaglia
    Jambeau                Chain Leggings         Missaglia
    Missaglia              Poleyn                 Plate Leggings
    Plate Leggings         Missaglia              Fluted Leggings
    Fluted Leggings        Plate Leggings         Hoplite Leggings
    Hoplite Leggings       Hoplite Leggings       Jazeraint Leggings
    Jazeraint Leggings     Jazeraint Leggings     Dread Leggings
    -= 11.5 Combining Shields =-
    Combing shields is also similar to combining blades and armour so I won't bother
    going into detail.  Although I will say the higher the affinity is the less 
    damage that is caused by that affinity or class of enemy.
    First Shield           Second Shield          Final Shield
    Targe                  Buckler                Pelta Shield
    Pelta Shield           Targe                  Quad Shield
    Quad Shield            Targe                  Circle Shield
    Circle Shield          Quad Shield            Tower Shield
    Tower Shield           Quad Shield            Spiked Shield
    Spiked Shield          Circle Shield          Round Shield
    Round Shield           Tower Shield           Kite Shield
    Round Shield           Spiked Shield          Kite Shield
    Kite Shield            Round Shield           Casserole Shield
    Casserole Shield       Kite Shield            Heater Shield
    Heater Shield          Casserole Shield       Oval Shield
    Oval Shield            Heater Shield          Knight Shield
    Knight Shield          Oval Shield            Hoplite Shield
    Hoplite Shield         Hoplite Shield         Jazeraint Shield
    Jazeraint Shield       Jazeraint Shield       Dread Shield
    *** 12.0. The Items List ***
    During your journey in Lea Monde you will find various items to help you along
    your way.  These can be anything from Elixir's to Grips for weapons.  Here is a
    list, with ALL of the items available.  I have missed out the Grimoire's as 
    they are included in the magic section.
    -= 12.1. Blades =-
    -= Dagger Blades =-       -= Sword Blades =-         -= Axe Blades =-
       Battle Knife              Spatha                     Hand Axe
       Scramasax                 Scimitar                   Battle Axe
       Dirk                      Rapier                     Francisca
       Throwing Knife            Short Sword                Tabarzin
       Kudi                      Firangi                    Chamkaq
       Cinquedea                 Shamshir                   Tabar
       Kris                      Falchion                   Bullova
       Hatchet                   Shotel                     Crescent
       Khukuri                   Kora
       Baselard                  Khopesh
       Stiletto                  Wakizashi
       Jamadhar                  Rhomphaia
    -= Mace Blades =-         -= Great Sword Blades =-   -= Great Axe Blades =-
       Goblin Club               Broad Sword                Guisarme
       Spiked Club               Norse Sword                Large Crescent
       Footman's Mace            Katana                     Sabre Halberd
       Morning Star              Executioner                Balbriggan
       War Hammer                Claymore                   Double Blade
       Bec de Corbin             Schiavona                  Halberd
       War Maul                  Bastard Sword
                                 Rune Blade
                                 Holy Win
    -= Heavy Mace Blades =-   -= Stave Blades =-         -= Polearm Blades =-
       Langdebeve                Wizard Staff               Spear
       Sabre Mace                Clergy Rod                 Glaive
       Footman's Mace            Summoner Baton             Scorpion
       Gloomwing                 Shamanic Staff             Corcesca
       Mjolnir                   Bishop's Crosier           Trident
       Griever                   Sage's Cane                Awl Pike
       Destroyer                                            Boar Spear
       Hand of Light                                        Fauchard
                                                            Pole Axe
    -= Crossbow Blades =-
       Gastraph Bow
       Target Bow
       Light Crossbow
       Lug Crossbow
       Siege Bow
    -= 12.2. Grips =-
    -= Dagger, Sword 'n' Great Sword Grips =-
    Grip Name          Blt/Egd/Prc     Gem Slots
    Short Hilt          0 / 4 / 1         x0
    Swept Hilt          0 / 2 / 4         x0
    Cross Guard         8 / 6 / 2         x1
    Counter Guard       0 / 8 / 7         x1
    Knuckle Guard       0 / 5 / 9         x2
    Side Ring          10 /12 /10         x2
    Murderer's Hilt     0 /13 /17         x2
    Power Palm          0 /15 /12         x3
    Spiral Hilt        20 /20 /20         x3
    -= Axe, Mace 'n' Staff Grips =-
    Grip Name          Blt/Egd/Prc     Gem Slots
    Wooden Grip         5 / 1 / 0         x0
    Czekan Type         8 / 4 / 0         x0
    Sand Face           3 / 6 / 0         x1
    Sarissa Grip        6 / 9 / 0         x1
    Heavy Grip          6 /15 / 0         x1
    Gendarme           13 / 5 / 0         x2
    Runkasyle          17 / 7 / 0         x2
    Grimoire Grip      21 / 9 / 0         x2
    Bhuj Type           8 /19 / 0         x3
    Elephant           11 /22 / 0         x3
    -= Polearm Grips =-
    Grip Name          Blt/Egd/Prc     Gem Slots
    Wooden Pole        11 / 0 / 1         x0
    Winged Pole         2 / 6 /16         x0
    Spiculum Pole       2 /12 / 4         x1
    Ahlspies           10 /14 /12         x1
    Framea Pole        16 / 4 /10         x2
    Spiral Pole        15 / 6 /21         x3
    -= Crossbow Grips =-
    Grip Name          Blt/Egd/Prc     Gem Slots
    Simple Bolt         1 / 0 /10         x0
    Steel Bolt          1 / 0 /13         x1
    Javelin Bolt       17 / 0 / 2         x1
    Falarica Bolt       3 / 0 /20         x1
    Stone Bullet       23 / 0 / 4         x1
    Sonic Bullet        5 / 0 /25         x1
    -= 12.3. Gems =-
    Talos Feldspar
    Feldspar imbued with the dark powers of Talos.
    Increases the power of direct attacks.
    Titan Malachite
    Malachite with a Titan's soul bound inside.
    Increases the power of direct attacks.
    Sylphid Topaz
    Topaz imbued with the power of the Sylphs.
    Slightly increases Air affinity.
    Djinn Amber
    Amber imbued with the power of Sylphs.
    Slightly increases air affinity.
    Salamander Ruby
    Ruby imbued with the power of the Salamanders
    Slightly increases fire affinity.
    Ifrit Carnelian
    Carnelian imbued with the power of Ifrit.
    Increases fire affinity.
    Gnome Emerald
    Emerald imbued with the power of the Gnomes.
    Slightly increases earth affinity.
    Dao Moonstone
    Moonstone imbued with the power of Dao.
    Increases earth affinity.
    Undine Jasper
    Jasper imbued with the power of the Undines.
    Slightly increases water affinity.
    Marid Aquamarine
    Aquamarine imbued with the power of Marid.
    Increases water affinity.
    Angel Pearl
    Pearl imbued with the power of the angels.
    Slightly increases light affinity.
    Seraphim Diamond
    Diamond with a seraph's soul bound inside.
    Increases light affinity.
    Morlock Jet
    Jet stone sealed with Morlock's magical power.
    Slightly increases dark affinity.
    Berial Blackpearl
    Blackpearl with Berial's soul bound inside.
    Increases dark affinity.
    Star sapphire with the power of Haeralis the Brave.
    Slightly increases power against humans.
    Actionlite containing a fragment of Orlandu's skeleton.
    Increases power against humans.
    Black coral holding the hair of Orion the Beast.
    Increases power against beasts.
    Amethyst containing Ogmious the Guardian's soul.
    Increases power against beasts.
    Lazurite containing St. Iocus's prayer.
    Slightly increases power against undead.
    Chiastrite containing the ashes of Balvus
    Increases power against undead.
    Jade containing the Nordic holy spirits.
    Slightly increases power against phantoms.
    Serpentine containing a dragon's power
    Slightly increases power against dragon's
    Serpentine containing a dragon's power.
    Slightly increases power against dragons.
    Fire agate with the soul of Sigguld the Dragoon.
    Increases power against dragons.
    Blood opal containing the blood of devils.
    Slightly increases power against evil enemies.
    Garnet containing Altema the Fallen's spirit.
    Increases power against evil enemies.
    An artificial malachite made by the ancient Kildeans, named after a legendary
    An artificial serpentine made by the ancient Kildeans, named after a legendary
    An artificial cat's eye made by the ancient Kildeans, named after a legendary
    An artificial amethyst made by the ancient Kildeans, named after a legendary
    An artificial moonstone made by the ancient Kildeans, named after a legendary
    An artificial topaz made by the ancient Kildeans, named after a legendary 
    An artificial emerald made by the ancient Kildeans, named after a legendary
    An artificial ruby made by the ancient Kildeans named after a legendary knight.
    An artificial diamond made by the ancient Kildeans, named after a legendary
    Increases the success rate of non-magical attacks by 20%.
    Must be equipped on a weapon.
    Increases the success rate of magic by 20%.
    It must be equipped on a weapon.
    Increases the chance to evade non-magical attacks by 20%.
    Must be equipped on a shield.
    Increases the chance to evade magical attacks by 20%/
    It must be equipped on a shield
    Increases the chance to evade 'STR-down' by 20%.
    It must be equipped on a shield.
    Increases the chance to evade 'INT-down' by 20%.
    It must be equipped on a shield.
    Increases the chance to evade 'AGL-down' by 20%.
    It must be equipped on a shield.
    Silent Queen
    Increases the chance to evade 'Silent' by 20%.
    It must be equipped on a shield.
    Dark Queen
    Increases the chance to evade 'Paralysis' by 20%.
    It must be equipped on a shield.
    Death Queen
    Increases the chance to evade 'Poison' by 20%.
    White Queen
    Increases the chance to evade 'Numbness' by 20%.
    It must be equipped on a shield.
    -= 12.4. Armour (Including Shields) =-
    -= Shields =-     -= Helms =-      -= Body Armour =-  -= Leggings =-
    Buckler              Bandana          Jerkin             Sandals
    Targe                Bear Mask        Hauberk            Boots
    Pelta Shield         Wizard Hat       Wizard Robe        Long Boots
    Quad Shield          Bone Helm        Cuirass            Cuisse
    Circle Shield        Chain Coif       Banded Mail        Light Greaves
    Tower Shield         Spangenhelm      Ring Mail          Ring Leggings
    Spiked Shield        Cabasset         Chain Mail         Chain Leggings
    Round Shield         Sallet           Breastplate        Fusskampf
    Kite Shield          Barbut           Segementata        Poleyn
    Casserole Shield     Basinet          Scale Armour       Jambeau
    Heater Shield        Armet            Brigandine         Missaglia
    Oval Shield          Close Helm       Plate Mail         Plate Leggins
    Knight Shield        Burgonet         Fluted Mail        Fluted Leggings
    Hoplite Shield       Hoplite Helm     Hoplite Armour     Hoplite Leggings
    Jazeraint Shield     Jazeraint Helm   Jazeraint Armour   Jazeraint Leggings
    Dread Shield         Dread Helm       Dread Armour       Dread Leggings
    -= Gloves =-
    Leather Glove         All weapons, shields and armour have been placed in
    Reinforced Glove      order of strength from the weakest to the strongest.
    Ring Sleeve
    Chain Sleeve
    Plate Glove
    Tilt Glove
    Fluted Glove
    Hoplite Glove
    Jazeraint Glove
    Dread Glove
    -= 12.5. Accessories =-
    Rood Necklace
    Necklace with the rood of the Iocus priesthood.  Once owned by Tia.
    Rune Earrings
    Silver earrings engraved with ancient Kildean lettering.
    Necklace with a lion's head motif.
    Rusted Nails
    Claws of iron worn by Rinomy, the ancient Kildean tactician.
    Nose-ring that is said to have been owned by Marduk, the storm deity.
    Talian Ring
    Delicate ring used by the sea spirit, Talia, to pacify the Kraken.
    Agrias's Balm
    Balm used by the great knight Agrias as told in the Zodiac Brave Story.
    Kadesh Ring
    Silver ring with rose and snake motif, symbol of the love and fertility goddess
    Lau Fei's Armlet
    Armlet of might worn by the legendary queen of the Titans, Lau Fei.
    Swan Song
    Brooch a poor craftsman made for his wife.  Lauded for its quality after his
    Cross Choker
    Decorative leather choker with a pendant in the shape of a cross.
    Ghost Hound
    Armlet imbued with the vain ambition of those whose names the storytellers do
    not sing.
    Beaded Anklet
    Anklet worn by Mullenkamp, a dancer, and the head priestess of ancient Kilita.
    Agales's Chain
    Necklace forged to torment Agales, the duke of the underworld, by the great sage
    Balam Ring
    Ring bearing one of the 47 scattered shards of the great devil Balam, guardian
    of knowledge.
    Morgan's Nails
    Nails worn by the evil sorceress Morrighan in the tales of the old land.
    Marlene's Ring
    Ring worn by the sage Marlene, said to prove her half-devil, half-human blood.
    Sylphid Ring
    Ring imbued with the essence of a sylph air spirit.
    Salamander Ring
    Ring with the essence of a slamander fire spirit.
    Tamulis Tongue
    Tongue stud favoured by the fire god Tamulis.
    Gnome Bracelet
    Bracelet imbued with an earth spirit.
    Palolo's Ring
    White gold ring adorned with the wings of the earth deity, Palolo.
    Undine Bracelet
    Arm bracelet imbued with the essence of an undine water spirit.
    Nimje Coif
    Coif worn by the water nymph Nimje in the tales of the old land.
    Agrippa's Choker
    Choker imbued with evil, made by the alchemist Agrippa.  Said to know imprison
    Agrippa's soul.
    Diadrs's Earring
    Earring favoured by the famed beauty Diadra, who was fated to bring sadness and
    Edgar's Earrings
    Earring possessed by a demon-wight, worn by the great necromancer Edgar.
    Titan's Ring
    Ring worn by the Titan's of legend, large enough to be used as a bracelet by
    Earring made in ancient times to talk with the Pegasi drawing the chariot
    Talisman made from dragon skull.  Aids slightly in battles against dragons.
    Faufnir's Tear
    Necklace bearing a crystal, Faufnir's Tear, wept from the dragon's eye when it
    -= 12.6. Miscellaneous Items =-
    Cure Root
    Roots of a herb that restores strength.
    Item Effect:- Restores 50 HP.
    Cure Bulb
    Bulbs of an herb that restores strength.
    Item Effect:- Restores 100 HP.
    Cure Tonic
    Extract of an herb that restores strength.
    Item Effect:- Restores 150 HP.
    Cure Potion
    Potion made from an herb that restores strength.
    Item Effect:- Restores all HP.
    Mana Root
    Root of a herb that restores mental acuity.
    Item Effect:- Restores 25 MP.
    Mana Bulb
    Bulbs of an herb that restores mental acuity.
    Item Effect:- Restores 50 MP.
    Mana Tonic
    Extract of an herb that restores mental acuity.
    Item Effect:- Restores 100 MP.
    Mana Potion
    Potion made from an herb that restores mental acuity.
    Item Effect:- Restores all MP.
    Vera Root
    Roots of an herb that restores concentration.
    Item Effect:- Lowers RISK by 25.
    Vera Bulb
    Bulbs of an herb that restores concentration.
    Item Effect:- Lowers RISK by 50.
    Vera Tonic
    Extract of an herb that restores concentration.
    Item Effect:- Lowers RISK by 75.
    Vera Potion
    Potion made from an herb that restores concentration.
    Item Effect:- Removes all RISK.
    Acolyte's Nostrum (Does that mean Farooq and Bradshaw's Nostrum?)
    Nostrum used by the acolytes of Lea Monde.
    Item Effect:- Restores 100 HP and MP.
    Saint's Nostrum (These are won from Deaths)
    The nostrum that a high priest received from the heavens.
    Item Effect:- Restores all HP and MP.
    Alchemist's Reagent
    An experimental potion made by Valnain's alchemists.
    Item effect:- Restores 25 HP and Lowers RISK by 25.
    Sorcerer's Reagent
    Reagent made by sorcerers in ancient times.
    Item Effect:- Restores 50 HP and Lowers RISK by 50.
    Yggdrasil's Tears
    Extract of Yggdrasil known to heal status abnormalities.
    Item Effect:- Cures "Paralysis".
    Faerie Chortle
    Made by the faerie king as a remedy for use in battle against serpents.
    Item Effect:- Cures "Poison"
    Spirit Orison
    Pellets made from flower petals and dried yak livers.
    Item Effect:- Cures "Numbness".
    Angelic Paean
    A talisman bearing the icon of St. Iocus
    Item Effect:- Cures "Curse"
    Potion made with odd bits of herbs.
    Item Effect:- Cures "Paralysis", "Poison", "Numbness".
    Snowfly Draught
    Potion of dried snowfly wings.
    Item Effect:- Cancels all magical effects cast on target.
    Faerie Wing
    Powder that faeries use to accelerate movement and improve jumps temporarily.
    Item Effect:- Imbues "Quickness".
    Eye of Argon
    Temporarily enables Ashley to see traps set in the room.
    Item Effect:- Reveals all the traps in the room.
    A Lea Monde red wine with delicate, yet robust, flavour.
    Item Effect:- Permanently adds a few points to STR.
    The most elegant rd wine, with gentle flavour and bouquet.
    Item Effect:- Permanently adds a few points to INT.
    A Lea Monde white wine known for its honey-like fragrance.
    Item Effect:- Permanently adds a few points to AGL.
    A Lea Monde quality sweet wine allowed to age to perfection.
    Item Effect:- Increases HP a little.
    A sparkling wine made from a blend of three grapes.
    Item Effect:- Increases MP a little.
    Elixir of Queens
    Elixirs given to soldiers by Lea Monde's monks in ancient times.
    Item Effect:- Increases HP a little.
    Elixir of Mages
    Elixir the mages of Lea Monde once used.
    Item Effect:- Increases MP a little.
    Elixir of Kings
    Item Effect:- Permanently adds a few points to STR.
    Elixir of Sages
    Item Effect:- Permanently adds a few points of INT.
    Elixir of Dragoons
    Item Effect:- Permanently adds a few points to AGL.
    -= 12.7. Sigils =-
    Sigil Name     Where Found               Where Used
    Chamomile      Defeat the Minotaur         Smokebarrel Stair
                   The Gallows                 Wine Cellar
                   Wine Cellar 
    Lily           Defeat the Lizardmen        Withered Springs
                   Catacombs                   Catacombs
    Hyacinth       Defeat the Wyvern           Earthquake's Mark
                   Abandoned Mines B1          Abandoned Mines B1
    Fern           Coal Mine Storage           Live Long and Prosper (Didn't Spock 
                   Abandoned Mines B1          Abandoned Mines B1      say that?)
    Mandrake       Defeat the Wraith           Rue Aliano
                   Iron Maiden B1              Town Centre South
    Cattleya       Defeat Dark Elemental       Rue Crimnade
                   Undercity West              Town Centre East
    Tearose        Defeat the Sky Dragon       The Cauldron
                   Abandoned Mines B2          Iron Maiden B1
    Kalmia         Defeat the Wraith           A Storm of Arrows
                   Iron Maiden B1              The Keep
    Columbine      Defeat Iron Golem           A Storm of Arrows
                   Iron Maiden B1              The Keep
    Eulelia        Defeat the Lich             Gyaaaagh...
                   Undercity East              I lost my piece of paper!
    Melissa        Defeat the Nightstalker     
                   Gemsword Blackmarket        The Labourer's Bonfire
                   Undercity East              Limestone Quarry
    Stock          Sale of the Sword           Blackmarket of Wines
                   Undercity East              Wine Cellar
    Clemtis        Larder for Lean Winter      A Welcome Invasion
                   Undercity West              City Walls North
    Aster          Catspaw Blackmarket         Dream of the Holy Land
                   Undercity East              Limestone Quarry
    Calla          Defeat the Flame Dragon     Heretic's Story
                   Great Cathedral             Great Cathedral L3
    Laurel         Monk's Leap                 Poisoned Chapel
                   Great Cathedral             Great Cathedral
    Acacia         Defeat the Arch Dragon      Hall of Broken Vows
                   Great Cathedral             Great Cathedral
    Palm           Defeat Dao                  Melodics of Madness
                   Great Cathedral             Great Cathedral
    Did I miss any of the Sigils out?  If I did e-mail me with all the needed info.
    *** 13.0. The "Score" Option ***
    In the main menu of Vagrant Story there is an option called "Score".  This 
    records things like map completion, chest completion and the ranks that you have
    met.  This section of the FAQ goes into this sub-menu in detail.  Just in case
    you want to know about the scoring system.
    -= 13.1. The Titles / Ranks =-
    To get a title or ranking you need to meat certain requirements.  To view the
    titles you have collected go to Score and then Title.  When you select the ones
    you have collected it will tell you what you did to earn that title.  On the 
    slots of the titles you haven't collected it'll say something like "Requirements
    not met".  Or something to that effect.  A list of all the titles and the
    requirements can be found below.  Some of these names may be inaccurate, but the
    requirements should be exact.  If they aren't please send me the correct 
    versions and I will update the FAQ or will try and find out what they are.
    01) Seeker Of Truth
        Complete The Game Once
    02) Ruler Of The Fallen City
        Complete the game in 10 hours
    03) Successor Of The Legacy
        Open ALL of the chests
    04) Finder Of Dark
        Reveal 100% of the map
    05) Destroyer of Gaeus
        Beat Damascus Golem
    06) Hunter In The Snowfield
        Beat Masques Crab
    07) Ally Of The Wood
        Beat Ravana
    08) Slayer of the Wyrm
        Beat Dragon Zombie
    09) Vanquisher Of Death
        Beat Death and Ogrezombie
    10) Warrior of Asura
        Beat Asura
    11) Conqueror Of Time
        Complete the Time Trials with an excellent rating
    12) Sparkling Warrior
        A Chain of more than 30.
    13) Bearer of the New World 
        Find Golden Key
        (Shouldn't that be "Bearer of The Brave New World"?.  Sorry about that.)
    14) Hoard Finder
        Find Chest-Key
    15) Ruler Of Power
        Get ALL Break Arts
    16) Hands Of Skill
        Get all Battle Abilities
    17) Wanderer of the Wyrding
        Finish the game without saving.
        (You must have to be insane or very good at VS to try this...)
    18) Holy Traveller
        Complete game without using magic.
    19) Pride Fighter
        Complete game without using Battle Abilities.
    20) Proud Warrior
        Complete game without using Break Arts.
    21) Blood-Thirsty Conqueror
        Defeat 5000+ enemies of EVERY CLASS
    22) Respector of Fighting
        Attacks 5000 odd times with the same weapon.
    23) Silent Assassin (Maybe even Silent Scope?  Once again, I am sorry.)
        Attack with Dagger 500+ times.
    24) Great Swordsman
        Attack with Sword 500+ times
    25) Master Of Blades
        Attack 500+ times with Great Sword
    26) Steel Dragon
        Attack with axe and mace 500+ times
    27) Earth Shaker
        Attack with Great Axe 500+ times
    28) Sweeper of the Dark
        Attack with Staff 500+ times.
    29) Acolyte of Iron
        Attack 500+ times with Heavy Mace
    30) Spearsman Of The Gale
        Attack 500+ times with Polearms
    31) Heaven's Huntsman
        Attack 500+ times with the Crossbow
    32) Master Martial Artist
        Attack 500+ times with bare hands
    -= 13.2 Riskbreaker Rank =-
    During the game you have a rank.  A Riskbreaker rank.  This rank is determined 
    on the amount of points you have gained during the game.  The list below is only 
    a partial list of the Riskbreaker Ranks, and it doesn't even tell you the score 
    needed to get that rank.  Although I am hoping to correct that as soon as 
    L 01) Normal Agent
    L 02) Gladiator
    L 03) Daredevil
    L 04) Berserker
    L 05) Destroyer
    L 06) Spectrebane
    L 07) Paladin 
    L 08) Mystic Wanderer
    L 09) Blademaster
    L 10) Master Gladiator (My Current Rank)
    -= 13.3 Encyclopaedia =-
    Below is the list of monsters carried in the Encyclopaedia.  Unfortunately not
    all of the enemies in the game are listed.  I will however at a later date add
    them to the bottom of the list along with descriptions for all the monsters.
    01) Zombie (Undead)
        120 HP / 10 MP
        Once the inhabitants of Lea Monde, zombies emerge from the Dark to attack
        the living.
    02) Mummy (Undead)
        90 HP / 5 MP
        Special Attacks:- None
        Ancient Kildean corpses infused with the power of the Dark.
    03) Ghoul (Undead)
        120 HP / 10 MP
        Ghouls lurk in the Catacombs, longing for human flesh.  Attacking their
        heads proves effective.
    04) Ghast (Undead)
        120 HP / 0 MP
        Special Attacks:- None
        Occasionally carries some powerful armour and weapons.
        The living dead, given power by demons of the Underworld.
    05) Zombie Fighter (Undead)
        140 HP / 15 MP
        Corpses of Lea Monde's soldiers, brought back to life through the Dark's
    06) Zombie Knight (Undead)
        160 HP / 40 MP
        Special Attacks:- None
        Zombies of the Knights of the Cross, still in possession of potent martial
    07) Zombie Mage (Undead)
        135 HP / 80 MP
        Special Attacks:- Spell casting such as Lightning Bolt
        Zombies of Lea Monde's mages, who employ powerful offensive magic.
    08) Skeleton (Undead)
        120 HP / 20 MP
        Special Attacks:- None
        Skeletons can hide themselves by pretending to be piles of bones.  It IS
        possible to kill a skeleton before it even has the chance to stand up...
        Skeletal remains of zombie corpses.  They lurk in darkness to attack the
    09) Dark Skeleton (Undead)
        150 HP / 25 MP
        Special Attacks:- None
        Nothing special.
        Skeletons the Dark has bestowed with more power and better defence.
    10) Skeleton Knight (Undead)
        110 HP / 30 MP
        Special Attack:- None
        They carry more powerful equipment than the skeletons and therefore are 
        The bleached skeletons of former Kingsguard knights.  Still possess skill
        with blades.
    11) Ghost (Phantom)
        70 HP / 130 MP
        Special Attacks:- Mind Blast
        Prize:- Three Cure Bulbs
                Elixir of Kings
        Here you can only use Physical attacks.  It'll try to cast degenerate and
        has the ability to teleport itself around the room.  Most of the time
        however it will teleport to somewhere near to you.  You shouldn't find it to
        hard, but just make sure you have saved recently to be on the safe side. And
        remember - KEEP YOU HEALTH UP.
        Souls of the deceased that attack any living thing in sight.
    12) Wraith (Phantom)
        120 HP / 140 MP
        Affinity:- Dark
        Special Attacks:- Mind Blast, Poltergeist, Reaper Scythe
        You best bet on the Wraith are light affinity attacks and Break Arts, but
        when you are strong enough you can chain it to death or kill it with one
        Ghosts of the Underworld capable of casting potent magic.
    13) Goblin (Human)
        220 HP / 25 MP
        Special Attacks:- None
        Not too hard as long as you have a good quality weapon that is high in the
        human class.
        Stocky demihumans that from bands to attack their prey.
    14) Goblin Leader (Human)
        260 HP / 60 MP 
        Special Attack:- Casting Stun Cloud, Degenerate
        Stun Cloud causes Paralysis which can be countered by using the Defence
        Ability "Ward" or by using Yggdrasil's Tears.
        Goblins endowed with the ability to use magic.  They make their abode in the
    15) Orc (Human)
        240 HP / 25 MP
        Special Attacks:- None
        Orcs a slightly weak against Water Affinity attacks.
        Porcine demihumans that are able to use magic spells and any weapon they can
    16) Orc Leader (Human)
        Commanders of the orcs.  Like their goblin kin, they attack with weapons
        and magic.
    17) Lizardman (Dragon)
        240 HP / 25 MP
        Special Attacks:- None
        A species of demihuman known for their agility and strength.
    18) Blood Lizard (Dragon)
        250 HP / 0 MP
        Special Attacks:- None
        A subspecies of liazrdmen with superior protection against fire and heat.
    19) Lich (Evil)
        130 HP / 110 MP
        Special Attacks:- Magic
        Get out your evil weapon and chain it to death.  Or use Break Arts.  Which
        ever way you do it shouldn't cause that much trouble
        Evil mages who have gained powerful magic and eternal life through demonic
    20) Lich Lord (Evil)
        290 HP / 320 MP
        Special Attack:- Spellcaster
        These things are nasty - on first plat at least - so use Magic Ward, and make sure that 
        you are constantly covered by it.  The way to defeat a Lich Lord is by concentrating on
        a purely PHYSICAL assault.  Forget about your RISK level as long as you have Magic Ward
        on you, and chain it to death...er...into oblivion.
        Liches with even greater magical knowledge who are said to practice ancient
        Kildean sorcery.
    21) Death (Evil)
        Unknown HP and MP
        Keep using Magic Ward and use Physical attacks.
        Using Gems like Talos Feldspar and Titan Malachite cause extra damage.
        The one in Iron Maiden B2
        360 HP / Unknown MP
        Affinity:- Light
        Special Attacks:- Thunderbolt, Gravity, Fire Storm
        Use Talos Feldpsar and Titan Malachite Gems and hit the arms and head.  In
        my opinion it would be a good idea to have a constant shield of Magic Ward..
        The reaper of the Underworld, tasked with claiming the souls of the
    22) Gargoyle (Evil)
        120 HP / 0 MP
        Affinity:- Weak against Air Affinity
        Special Attacks:- Numbing Hook
        Concentrate on the wings to reduce they movement and stick to physical
        attacks.  Counter the Numbimg Hook with a Spirit Orison OR avoid it using
        the "Ward" defence ability.
        Sculptures of mythical creatures that have come to life.
    23) Imp (Evil)
        150 HP / 70 MP
        Special Attacks:- Poison Mist, Stun Cloud
        This...thing...can be annoying but you'll get the hang of it.
        Messengers of the Underworld that swoop down to attack with weapons and
    24) Gremlin (Evil)
        190 HP / 90 MP
        These little horrors are a real pain on first play.  You can only really
        beat these enemies with physical strength but even then - they sometimes
        pack Damascus Armour.
        Pernicious of the Underworld that swoop down to attack with weapons and
    25) Mimic (Beast)
        120 HP / 0 MP
        Special Attack:- Numbing Needle
        Large insects that mimic chests of treasure to lure unwary treasure 
    26) Shadow (Evil)
        170 HP / 260 MP
        Affinity:- Light, Dark
        Special Attacks:- Single Elemental spells
        NOT very hard, but if you don't get in quick enough you will find you are
        losing a lot of HP very quickly.
        Shadows bereft of bodies that use varied weaponry and cast magic.
    27) Silver Wolf (Beast)
        90 HP / 0 MP
        Not very hard to beat in my opinion.
        Wolves, twisted into ferocious man-hunters by the Dark's influence.
    28) Hellhound (Beast)
        FIRE Affinity
        110 HP / 0 MP
        Special Attack:- Fire Breath
        This is slightly harder to beat than the Silver Wolf and it's Fire Breath
        is a multiple-target attack which can prove quite deadly.  Keep your health
        up and remember that it's weaknesses are Water, Light and Piercing Blades.
        These hounds once guarded the gates of the Underworld.
    29) Bat (Beast)
        Also known as:- That annoying thing that kills you when you're on 2 HP
        45 HP
        Not very hard.  One hit will kill it, but one hit COULD kill you if your
        not careful.
        Large, agile bats that swoop down to strike from the air.
    30) Stirge (Beast)
        90 HP / 0 MP
        Special Attack:- Bloodsuck
        These are hardened up versions of the Bat.  If you have a high RISK level
        more damaged will be caused if you are attacked with the Bloodsuck.  It is
        possible that in large numbers they WILL cause you difficulty.  Just take
        them one at a time, keep you RISK low and your health high.
        Giant vampire bats rumoured to drain a victim's life in a single blow.
    31) Slime (Beast)
        60 HP / 0 MP
        EARTH Affinity
        Special Attack:- Acid Sneeze
        These normally slothful and large amoeba-like creatures can leap to assault
        their pray.
    32) Poison Slime (Beast)
        110 HP / 0 MP
        Special Attacks:- Poison Sneeze
        Prize:- Faerie Chortle
        The Posion Slime is weak against Air and Fire based attacks.  They're not
        that hard (takes one more hit than the normal slime).
        Slime with the ability to spew poisonous spores
    33) Dark Eye (Phantom)
        100 HP / 90 MP
        Special Attacks:- Dark Chant, Spell Casting
        They're not THAT hard.  Really.
        Often called "The Devil's Eye," these monsters are well versed in magic.
    34) Basilisk (Beast)
        120 HP / 0 MP
        Affinity:- Earth
        Special Attacks:- Acid Breath
        Use Air spells to cause immense amounts of damage.  You are also able to win
        Snowfly Draughts from them which may come in handy later on.
        Powerful jaws give these small. agile reptiles a savage attack.
    35) Ichthious (Beast)
        100 HP / 0 MP
        Affinity:- Air
        Special Attacks:- Spiral Shell
        Weak against earth affinity attacks and you are likely to receive Faerie
        Wings after defeating them.  It is a good idea to stock up on those as you
        will need to use them all the time on you perilous journey.
        Fish-like forest spirits with armoured heads.
        Their magic gives them an extra edge in battle.
    36) Harpy (Beast)
        210 HP / 160 MP
        Affinity:- Dark
        Special Attacks:- Blasphemous Howl, Banish, Devitalise
        I got this first time.  Everyone else says it is hard...Yeah, right....
        Keep your RISK low and make sure your armour has a HIGH Dark Affinity level.
        Just be careful or it WILL use that "spell of death" on you....
        Birds of the Underworld feared for their unmerciful spell of death.
    37) Quicksilver (Evil)
        120 HP / 70 MP
        Special Attacks:- Silence
        These creatures are VERY annoying but you can easily kill them off with a 
        chain combo.
        Dolls possessed by the souls of children who lost their lives to war or
    38) Shrieker (Evil)
        160 HP / 150 MP
        Special Attacks:- Silence, Psychodrain
        Just like a Quicksilver but slightly stronger.  Can be chained to death.
        Dolls possessed by evil spirits.  Their shrieks kill all within earshot.
    39) Minotaur (Beast)
        275 HP / 5 MP
        Special Attacks:- Giga Rush
        Prize:-  Chamomile Sigil
                 Grimoire Guerir
                 Grimoire Debile
        Use the weapon with the highest Beast affinity.  Keep your health high and
        keep attacking.  Use the L2 shortcut button to find out when you are able to 
        Half-beast, half-human monster well known for its expert use of a viciously
        heavy mace.
    40) Minotaur Lord (Beast)
        540 HP / 0 MP
        Special Attack Giga Rush
        Get you beast weapon and head up to it for a one on one physical battle.
        This battle is easy, if you have Break Arts use them.  Don't worry about
        dying - the Minotaur Lord's attacks aren't that strong so they won't do much
        Minotaurs with tattoos of magic protection enscribed upon their bodies.
    41) Minotaur Zombie (Undead)
        720 HP / 0 MP
        Special Attacks:- Giga Rush
        Get out the weapon you use for Undead enemies and chop away.  You should
        find this battle relatively easy, without the need for any magic or Break
        Minotaur zombies.  They feel no pain, and they fight until their final
    42) Dullahan (Evil)
        180 HP / 30 MP
        Prize:- Elixir of Queens
                Elixir of Mages
                Grimoire Lux
        This suit of armour has a week spot which is its abdomen.  I suggest keeping
        to physical attacks and just using single hits instead of chains.  Just keep
        your health up and you shouldn't find it too hard to beat.
        Knightly armour possess by the Dark and capable of magical and physical
    43) Dark Crusader (Evil)
        380 HP / 80 MP
    Special Attacks:- Prostasia, Degenerate, Tarnish
        Prize:- Angel Wing [H] (Katana)
                Grimoire Deteriorer
                Elixir Of Queens
        To kill this use air affinity attacks and break arts.  The most damage is 
        caused by attacking the abdomen.
        An armour relic of the holy wars.  It's only weakness is the gap below it's
        chest plate.
    44) Nightstalker (Evil)
        260 HP / MP 110
        Special Attacks:- Solid Shock, Magic Spells
        This is like a Dullahan.  Not to much trouble then?  Well, only a bit.  It
        has slightly stronger armour but that is it.  You should be able to use
        your Dullahan tactics on this and win this battle hands down.
        Spirits of fallen soldiers, unaffected by chain abilities.
    45) Last Crusader (Evil)
        480 HP / 240 MP
        Socrecy Spells as Special Attacks
        This pile of armour holds a Gamascus Rhomphaia.  Nasty.  Keep you RISK low
        and you should be able to avoid lethal amounts of damage. If he casts
        anything on you counter it, use Degenerate on the Last Crusader and Herakles
        on you to even the odds and aim for the abdomen to increase damaged caused.
        Possessed crimson armour, once the special raiment of the Holy Knights.
    46) Golem (Evil)
        240 HP / 15 MP
        Affinity:- Earth
        Special Attacks:- Granite Punch
        Prize:- Two Cure Bulbs
                Elixir Of Dragoons
                Grimoire Ameliorer
        Go in and attack the arms and legs with a Blunt weapon until he decides
        that his time has come.
        Creatures moulded from granite, they deliver tremendous physical attacks.
    47) Iron Golem (Evil)
        420 HP / 0 MP
        Special Attack:- Granite Punch
        Prize:- Columbine Sigil
                Elixir Of Dragoons
        Use the same tactics as with the original Golem.
        Golems crafted from iron.  Their strong bodies are impervious to physical
    48) Damascus Golem (Evil)
        560 HP / 0 MP
        Special Attacks:- Granite Punch
        Prize:- Three Cure Tonics.
        It's a golem.  That is weak against Air and Blunt stuff....
        Golem made of the rare alloy Damascus.
        Highly resistant to both magical and physical attacks.
    49) Ogre (Beast)
        540 HP / 35 MP
        Special Attacks:- Casts Degenerate
        Prize:- Three Cure Bulbs
                Elixir Of Kings
                Grimoire Rempart
        I would advice you avoid chaining for this battle and aim for the head or
        arm.  Ogres are resistand against chains so stay with Physical attacks
        using the occasional Break Art if you feel it is necessary.
        Demons that fought humans in mythic times.  Extremely agile and strong.
    50) Ogre Lord (Beast)
        560 HP / 110 MP
        Special Attack Tornado
        Also Casts Degenerate and Surging Balm
        Okay, Tornado is rare but keep your HP up just to be on the safe side.  The
        first thing it'll usually do is cast Surgeon Balm on itself, and then (it
        gets the chance) cast Degenerate on you.  Counter the Surgeon Balm spell by
        casting ANY spell you wish on it.  Doing this will nullify the spell and
        the Ogre will then want to cast Surging Balm again.  Keep doing this and
        the Ogre will forget about you meaning you can do what you want.  Attack
        normally, use Break Arts of Magic.  It's up to you.  But be careful.  It 
        doesn't like chains so you might only get 2 effective chains out of a set of
        Highly intelligent ogres with arcane spell knowledge
    51) Ogre Zombie (Undead)
        620 HP / 120 MP
        Special Attacks:- None
        Prize:- Azalea Sigil
        Like an Ogre.  But undead....How odd....
        Dead ogres restored to life by necromancy.
    52) Giant Crab (Beast)
        420 HP / 0 MP
        Special Attacks:- Aqua Bubble
        Prize:- Three Cure Bulbs
                Elixir Of Queens
                Grimoire Sylphe
        Put an Undine Jasper onto your shield (if you use one), and plaster you
        weapon with gems that increases the fire affinity.  If you are able to, use
        Break Arts with Fire, Air or Lightning elements as they cause large amounts
        of damage.  If your weapon is Blunt attack the shell, and if it is piercing
        aim for the mouth.
        Giant crabs whose acidic breath can melt even the strongest armour.
    53) Iron Crab (Beast)
        375 HP / 0 MP
        Affinity:- Water (?)
        Special Attacks:- Aqua Bubble, Tidal Rush
        Crabs with shells of iron.  Employ their massive weight as a lethal weapon.
        If your attacking the mouth use edged or piercing weapons, if your going for
        the shell use Blunt weapons.
    54) Damascus Crab (Beast)
        500 HP / 0 MP
        Special Attacks:- Aqua Bubble, Tidal Rush
        Prize:- Platinum Key
                Three Cure Tonics
        Use the same tactics as with previous crabs.  Shouldn't cause too many
        Crabs with shells as hard as Damascus.
        Weapons made from their shells are rare and valued.
    55) Air Elemental (Phantom)
        380 HP / 160 MP
        Affinity:- Air
        Special Attack:- Lightning Bolt
        Prize:- Grimoire Foudre
                One Mana Bulb
        Use Soil Fusion to increase the damage that you can cause.  Shouldn't
        cause to much trouble for an experienced player like yourself.
        Lesser air spirits.  Use earth affinity spells against them
    56) Djinn (Phantom)
        500 HP / 180 MP
        Affinity:- Air
        Special Attacks:- Lightning Bolt, Thunderburst
        Air daeva.  This violent, angry spirit serves no mortal master.
        Attack using Earth Affinity and defend by using air.  Simple as that.
    57) Fire Elemental (Phantom)
        320 HP / 140 MP
        Affinity:- Fire
        Special Attack:- Fireball
        Use pieces of armour with high Fire affinity and a Salamander Ring to keep
        you Fire Affinity high so that Fireball won't cause as much damage.  Make
        sure your weapon as high a Water Affinity as possible to help make easy 
        work of it.  When you are near it, cast Frost Fusion to raise your weapons
        water affinity but make sure you are holding the weapon you want to use for
        the rest of the battle as the enchanter spell will be cancelled if you 
        change weapons, meaning that you have to cast it all over again and then
        loose those highly needed magic points....
        Lesser fire spirits.  Vicious opponents with fiery magic at their disposal.
    58) Ifrit (Phantom)
        500 HP / 180 MP
        Affinity:- Fire
        Special Attacks:- Fireball, Fire Storm
        Fire daeva.  An arrogant spirit who enjoys burning humans with its spells.
        Use water attacks and defend against Fire.  Ifrit is also like Marid and is
        strong against Edged type weapons.
    59) Earth Elemental (Phantom)
        380 HP / 160 MP
        Affinity:- Earth
        Special Attacks:- Vulcan Lance
        Prize:- Grimoire Gaea
        Use a Gnome Bracelet to increases you defences earth affinity and cast Luft
        Fusion so that you can cause more damage when attacking.
        Low-level earth spirits.  Originally benevolent spirits, magic has twisted
        them to evil.
    60) Dao (Phantom)
        500 HP / 180 MP
        Affinity:- Earth
        Special Attack:- Vulcan Lance
        Prize:- Palm Sigil
              - Elixir of Queens
              - Grimoire Gaea
        Put simply this is an earth elemental.  Earth elemental's don't like Air 
        attacks.  So, base your offense on this.  Defend against Earth attacks and 
        attack by raising your weapons Air affinity, or Air affinity based magic 
        Earth daeva.  An evil spirit who casts painful spells to sate its yearning
        for human life.
    61) Water Elemental (Phantom)
        380 HP / 160 MP
        Affinity:- Water
        Special Attack - Aqua Blast
        Equip yourself with an Undine Bracelet, place gems with water affinity on 
        your shield if you are using one, place gems with a fire affinity on your
        weapon and cast Spark Fusion so that you can cause more damage.  If you can
        afford the MP cast a Warlock spell with a fire affinity.
        Lesser water spirits.  Do not approach them without first preparing a
        suitable defence.
    62) Marid (Phantom)
        500 HP / 180 MP
        Special Attacks:- Avalanche Level Three, Aqua Blast
        Water daeva.  Sunk Lea Monde into the waters 25 years ago with the aid of
        Dao, the earth daeva.  This beasty can be classed as "The King of Water".
        So...attack using fire and defend against water.  Please note that Marid is
        strong against Edged weapons.
    63) Dark Elemental (Phantom)
        380 HP / 160 MP
        Special Attacks:- Dark Chant
        Prize:- Cattleya Sigil
                Grimoire Meteore
        Use light affinity based attacks on this wee monster and you should be fine.
        Lesser spirits of darkness.  More powerful than other elemental spirits in
        Lea Monde
    64) Nightmare (Phantom)
        500 HP / 180 MP
        Special Attacks:- Meteor Lvl. 3, Dark Chant, Curse
        Prize:- Grimoire Meteore
              - Elixir of Dragoons
        This little beasty doesn't like Light Affinity attacks so...use them to the 
        best of your ability.
        Dark daeva.  It is filled with an insatiable craving to see the living
    65) Wyvern (Dragon)
        340 HP / 0 MP
        Special Attack:- Fire Breath
        Prize:- Hyacinth Sigil
                Cure Tonic
                Grimoire Ignifuge
        Same tactics as with a Dragon although it is  strong against piercing
        weapons and weak against blunt weapons.  If you are able to get to the tail
        you will find that the tail is weak against Edged weapons.  You can reach
        the tale by going behind it, or standing at it's side depending on the
        weapon you are using.
        Lesser wyrm with deadly breath attacks.
    66) Wyvern Knight (Dragon)
        520 HP / 0 MP
        Special Attacks:- Flame Breath
        Prize:- Elixir Of Queens
                Elixir Of Dragoons
                Chest Key
        In my opinion stick to physical combat.  Or if you must hand to hand.
        Shouldn't cause much trouble.  Just keep your HP high and heal before and
        after the battle.
        "Hand to hand is the basis of all combat.
         Only a fool trusts his life to a weapon."
        A ferocious subspecies of dragon.  They rarely appear above ground.
    67) Wyvern Queen (Dragon)
        700 HP / 0 MP
        Special Attacks:- Fire Breath
        Prize:- Anemone Sigil
                Elixir Of Sages
        This should be no problem for the experienced Dragon Slayer....
        Queen of dragons.  Her rule is total and her spawn would readily give their
        lives for her.
    68) Dragon (Dragon)
        480 HP / 0 MP
        Special Attacks:- Thermal Breath, Tail Attack
        Prize:- Three Cure Bulbs
                Elixir Of Sages
                Grimoire Analyse
        ALL dragons have piercing weaknesses in their heads and Edged in their tail.
        Keep your RISK low or you might regret running it up to 100 points....
        A good trick to use on Dragons is running under it's neck.  That way it is
        unable to use any Breath attacks - so the only things it'll do is a Tail
        Attack (Which is survivable) and hitting you on the head with it's neck,
        both of which don't cause as much damage as their breath.  For the Tail
        Attack defend using the Impact Guard ability as it will restore half of you
        lost HP from that attack (very handy when the Tail Attack start taking off
        150+ HP at a time....)
        These legendary creatures possess a cruel and cunning intellect.
    69) Sky Dragon (Dragon)
        675 HP / 0 MP
        Special Attack:- Tail Attack, Thunder Breath
        Prize:- Tearose Sigil
                Grimoire Demance
                Elixir Of Queens
        Equip a Sylphid Ring and cast Soil Fusion so that you can cause extra
        Large dragons inhabiting clouds, they are also known as Thunder Dragons.
    70) Flame Dragon (Dragon)
        750 HP / 0 MP
        Special Attack:- Searing Breath
                       - Tail Attack
        Prize:- Calla Sigil
              - Sorcerer's Reagent
        This dragon has a fire affinity so what do you do?  You do the obvious thing
        and make sure you are geared up so you attack it using everything you have 
        that has a water affinity.
        Large dragons who draw energy from Magma.
    71) Earth Dragon (Dragon)
        510 HP / 0 MP
        Affinity:- Earth
        Special Attacks:- Acid Breath, Tail Attack
        Prize:- Bronze Key
                Grimoire Parebrise
                Vera Potion
        In my opinion it is best to get close and strike hard and fast with a bout
        of Air affinity physical attacks.  In order to do this cast Luft Fusion on
        your weapon.  Once the Earth Dragon is defeated it will unblock the path in
        the Snowfly Forest.
        Also known as Land Dragons, their tough hides are nigh impossible to pierce.
    72) Snow Dragon (Dragon)
        720 HP / 0 MP
        Special Attacks Tail Attack, Frost Breath
        Hokay, just make sure your weapon has a strong fire affinity, Dragonite is
        plastered all over the grip, and you have very good water defence.  Right,
        you can now fight on even terms.  You have two ways to go about this battle.
        Chain it.  Or use Break Arts.  The choice is up to you but remember that it
        has a piercing weakness in the Tail and an Edged weakness in the head.
        Because of their freezing breath attack, these dragons are often called
        'Wyrms of Ice'
    73) Arch Dragon (Dragon)
        785 HP / 0 MP
        Special Attacks:- Divine Breath
        Prize:- Acacia Sigil
              - Acolyte's Nostrum
        This is a light affinity dragon so you will be at a slight dis-advantage, as
        you won't have been in many battles like this, so your armour's ability to 
        withstand light attacks will be low.  Be careful as the Divine Breath can 
        take away some of your precious HP and MP.  The safest course of action here
        is to do what yo do with every dragon - hide under its neck.  This way, you 
        will avoid the Divine Breath and any tail attacks.
        The most intelligent of all dragons, but at the same time, one of the most
    74) Dark Dragon (Dragon)
        850 HP / 0 MP
        Special Attacks:- Poison Breath
        Prize:- Verbena Sigil
                Elixir Of Kings
        You can win this battle just by using physical attacks although you might
        fin that Angel Pearl Gems are helpful.
        Dragons of the Underworld who feast on human flesh and souls.
    75) Dragon Zombie (Undead)
        500 HP / 0 MP
        Special Attacks:- Rot Breath, untitled
        Prize:- Marigold Sigil
        Not that hard, just keep your RISK low or you'll keep missing.
        Powerful zombies who crave souls tainted by the Dark.
    76) Kali (Human)
        500 HP / 500 MP
        Special Attack Raven Eye (Posion) and Caesar's Thrust (Paralysis)
        I wouldn't suggest using magic spells on Kali as they won't do much good. I
        recommend settling on physical attacks.  So, use the weapon that is the
        strongest against humans and attack.  Improve the affinity by using Haeralis
        gems and a Titan's Ring if you have one.  Just select the area of her that
        you can get the most damage from and you'll be okay.  Remember to keep your
        health up and if she runs away cast Leadbones so you can catch up.
        Statue of the goddess of destruction the Dark instilled with unholy life.
    77) Ravana (Human)
        750 HP / 750 MP
        Special Attack:- Heaven's Tear
        Prize:- Schirra Sigil
        A mechanical Kali, so use the same tactics.
        A mechanical statues of a deity engineered in the era of Mullenkamp.
    78) Asura (Human)
        Unknown HP and MP
        Special Attacks:- Raven Eye, Caesar's Thrust, Heaven's Tear, Judgement
        Prize:- Tigertail Sigil, Cure Potion
        Start off by casting Leadbones to slow her down then attack the legs to slow
        her down.  If she removes Leadbones just cast it again.  You can then do
        whatever you want to kill her off.  It might be a good idea to have Magic 
        Ward cast if your armour has a low Light affinity as Judgement is light 
        affinity based.
        A deity that lay imprisoned in the depths of Lea Monde for centuries.
    -= Other Enemies (They're not in the Bestiary) =-
    80) Mullenkamp Soldier (Human)
        60 HP / 20 MP
        No Special Attacks.
        Just concentrate on one at a time and they will die within a few hits.
    81) Sydney's Wyvern (Dragon)
        83 HP / 0 MP
        Just keep attacking the same area (the head is good) and you'll be okay.
        And once again after the battle, cut-scene, a quote and then cut-scene.
    82) Goodwin, Crimson Blade (Human)
        160 HP / 10 MP
        Not that hard really.  Just keep attacking.
    83) Sackheim, Crimson Blade (Human)
        145 HP / 15 MP
        Same as above
    84) Mandel (Undead)
        145 HP / 15 MP
        Special Attacks:- None
        This should be easy but, as with other Squaresoft games, if you cast Heal on
        the enemy it will act as if it were damaging it.
    85) Father Duane (Human)
        250 HP / 100 MP
        Special Attack:- Poison Mist
        Prize:- Magnolia Frau [S]
                Wizard Robe
                Crimson Key
                Grimoire Demolir
                Grimoire Clef
    86) Sarjik (Human)
        180 HP / 70 MP
        Prize:- Rapier [I]
                Three Mana Roots
    87) Bejart (Human)
        190 HP / 55 MP
        Prize:- Guisarme [B]
                Three Cure Roots
    88) Father Grissom (Human)
        350 HP / 100 MP
        Special Attacks:- Spells
        Prize:- Shillelagh [H]
                Wizard Staff
                Swan Song
                Grimoire Annuler
                Grimoire Gnome
        Concentrate your attacks on his head to stop him casting magic.
    89) Jan Rosencrantz (Human)
        400 HP / 100 MP
        Special Attacks:- Vile Scar, Cherry Ronde
        Not that hard this battle.  Get out the weapon you have been using on the 
        Crimson Blades and let rip.  Rosencrantz can heal himself and undo spells
        you have cast on him.  Just stick to physical attacks (chain if you want)
        and Break Arts.
    90) Neesa And Tieger (The Tag Team) (Human)
        800 Overall HP / Unknown MP
        Neesa Affinity:- Fire
        Tieger Affinity:- Water
        Special Attacks:- Break Arts, Shaman Spells
        This is odd, but all you have to do is concentrate on ONE of the tag team
        and as soon as you have caused more than 800 HPs worth of damage they BOTH
        give in.  In my opinion stick to Break Arts, keep your RISK low and HP high
        and they shouldn't cause you too much trouble.
    91) Guildenstern (Evil)
        500 HP / MP Level Unknown
        Special Attacks:- Stun Cloud
                        - Poison Mist
                        - Degenerate
                        - Tarnish
                        - Last Ascension
        Use Edged weapons here, and sorcery spells and not warlock magic
        Now, when Guildenstern has no more MP or he's getting bored of you he'll 
        pull off his "Last Ascension" skill, which is in effect a Break Art.  Try 
        and avoid it.
    92) Guildenstern - Dark Angel Form (Evil)
        700 HP / MP Level Unknown
        Special Attacks:- Degenerate
                        - Tarnish
                        - Psychodrain
                        - Leadbones
                        - Gravity
                        - Judgement
                        - Apocolypse
                        - Bloody Sin
        This battle is hard.  Very hard.  So hard infact, that if you have any ways 
        of beating this enemy, you can send them to me, and I'll add them straight 
        away.  For now, you'll have to put up with my pretty vague solution.  Why 
        pretty vague?  This is because how well you do in this battle partly depends
        on how you have played the game, in terms of synthing weapons etc.
        You will see Guildenstern fly around the edges.  While he is doing this, 
        stay in the middle.  This way you will avoid *most* of his spells.  When he 
        hovers near the edge go and attack using either normal attacks of chains.  
        If he uses something like Degenerate counter it using another spell that 
        will INCREASE your stats.  Once you have hit him and he's flown off, go back
        to the centre and heal/reduce your risk.  The higher your risk is in this 
        battle, reduces your chances of winning by miles.
        When Guildenstern uses the Bloody Sin, stay in the centre and keep tapping 
        the menu shortcut button until you see Guildenstern fly right above you.  At
        this point, go to the break art section of the menu, use the attack with the
        longest range and attack Guildenstern.  Oddly enough, this will cancel his 
        Repeat all this until you finish.
    *** 14.0. Other Areas Of The Game (i.e. secrets, extras, etc...) ***
    Hidden in Vagrant Story are lots of secrets, hidden extras, and other bits which
    make the game fun that don't go under any other topic.  That is why we have this
    section.  This section is going to tell you all about those topics.  First up is
    the "Evolve Or Die" Game.....
    -= 14.1. Evolve OR Die =-
     During Vagrant Story you will have to solve the standard block puzzles.  In the
    options menu there is an option called Puzzle.  Turn puzzle off and next time 
    you enter the room the puzzle will have been solved for you.  Leave it on and 
    you might be thrown into a game of Evolve or Die.  This has nothing much to do 
    with the game, there is no prize, no nothing.  It is just a bit of fun.
    The idea is that you are to work your way up the food chain.  To do this you 
    need to solve the puzzle in that room as quickly as possible.  You will then be
    given a rank based on how quickly you solved the puzzle.  Your rank could be 
    anything as high up the chain of evolution as Little Green Man or as low as 
    .... Game Designer which is at the bottom of the evolutionary chain...
    -= 14.2. The Wines =-
    In the intro cut-scene just before Ashley disappears into the Wine Cellar he 
    says he will bring back any wine he finds for Merlose.  Against what anyone 
    might say, you can collect wines and NOT use them in the game at all, and all 
    that will happen is that you lose those wines for ever, and nothing happens.  
    In other words use them as soon as you get them.  Instead of getting drunk they
    will improve Ashley's stats like HP, MP and AGL. (awww i'd rather get drunk! 
    - Ed)
    -= 14.3. Training Dummies =-
    You know when you are in a room with a training dummy when you hear a rattle as 
    soon as you enter the door.  Luckily the rooms with the dummies in do not have
    When attacking the dummies you will only cause a small amount of damage (around
    6 or 7 HP worth of damage per hit), but they are extremely handy when you are
    wanting to raise the class affinity of a weapon.  But the affinity changing
    only happens on the first slash, so if your wanting to raise the affinity of
    your weapon - don't chain.
    If you manage to kill off a training dummy you will get yourself some Elixirs
    and Cure and Mana goodies.
    Training Dummies can be found at:-
    Class:- Human (Crimson Blade)
    Room:-  Wine Cellar: Blackmarket
    Class:- Beast (Ogre)
    Room:-  Abandoned Mines B1: The Dark Tunnel
    Class:- Undead (Skeleton Knight)
    Room:-  Catacombs: Hall of Sworn Revenge
    Class:- Phantom (Ghost)
    Room:-  City Walls North: From Boy To Hero
    Class:- Dragon (Lizardman)
    Room:-  City Walls South: The Boy's Training Room
    Class:- Evil (Gremlin)
    Room:-  Town Centre East: Gharmes Walk
    -= 14.4. Game Bugs =-
    -= Disappearing Circle =-
    Press PAUSE in the first room of the Snowfly Forest East (second play only) and
    you will see a magic circle.  Unpause and you will see it disappear.
    -= Hangin' (Disc Problems) =-
    From experience I have found that my PlayStation hangs on magic spells.
    Especially Herakles.  The reason for this is that my PlayStation is nearly two
    and a half years old and has lengthy gaming sessions.  Why it does this is that
    the swirly sparkles that go round Ashley when he is casting a spell is a cover
    for the game finding the correct track on the CD.  If you have an old PS it
    might take slightly longer than normal to find the track - so just hang in
    Another VS FAQ writer - Zy Nicholson suggests putting your PlayStation on it's
    side.  In my opinion this is a good idea if you have a new PlayStation and a bad
    one if it is old.  Why bad?  I tried this on my old PS and it hanged more
    often, my Tekken 3 Demo video was blocky, the FF8 intro was unbearable....In
    other words your PS might like it on its side or it might not - just see.  It is
    also not advisable to put the new PSOne on it's side as you will find that the
    screen is at a funny angle. (also, putting a PSX on it's side will imbalance the
    CD, causing it skip...it's not a good idea. - techie Ed) That said Richard,
    the almighty Zy Nicholson has said he has had is Japanese PSX on it's side since
    he got it....and the PS2 is designed to go on it's side. (yes you said it...the 
    PS2 is *designed* to go on it's side - Ed) Personaly, I think my PSX is to old 
    and used WAY to much. (well that's funny, my 2nd computer is 5 years old and i 
    don't have to turn it on it's side to make it work... - Ed)
    I got an e-mail of a Jani Patanen who says that putting a PSX upside down helps
    to prevent it from hanging so...there you go.
    *** 15.0. Frequently Asked Questions ***
    So far...I have recieved lots of questions (most of which are answered here so
    PLEASE check the guide before you mail me for answers, as if they are answered
    here I WILL NOT reply.
    Q) Why won't Vagrant Story save?
    A) The chances are your using a PlayStation 2 and trying to save onto the PS2
       Memory Card.  This won't work, as you must use the original PlayStation memory
       card.  If this isn't the case then...I haven't got a clue.
    *** 16.0. Vagrant Story Discussion ***
    Before I start I would like to give my thanks to all of those over at Squarepedia
    who were involved in the thread that some of this information and its points are 
    from.  I'm not trying to take your work just put it in the same place.  I would 
    also like to thank Lilac Man over at Gaming Dome and Square Source for his 
    ability to rant at me, and let me rant at him about Vagrant Story.  This section
    has been written by me, and me alone, although it has been influenced as stated
    The First Topic of Discussion
    "Was it really Sydney or Ashley in the end sequence?"
    Well at first glance it would appear that it is infact Sydney who appears at the 
    end, and is then killed by the duke.  I say at first glance because after this it
    is seen that Ashley has the power to disguise himself (as given by the blood sin
    no doubt).  This is what sparks off the debate.  Was it Sydney or was it Ashley?
    Well I aim to air both sides to the argument and come to my own conclusion after
    studying both cases.
    It could be strongly argued that Sydney lost his power at the instant that 
    Guildenstern took the Blood Sin from him, and he then died as Ashley left him to
    fight Guildenstern.  That said didn't Sydney not sell his limbs to gain power?  
    And doesn't Guildenstern already have some magical powers before he gains the 
    Blood-Sin?  This would indicate that if Sydney was alive he might actually be 
    able to have some magical powers.  It can also be argued that we never actually 
    saw Sydney die so how do we know that he did?  Another blow to the fact that 
    Sydney died in Lea Monde is that at some point in the game Rosencrantz calls him
    "immortal" an refers to in a way that indicates he will be - even without the 
    blood sin.  But yet again, that said his source of immortality could be without 
    the blood-sin, without which he would die.
    Another point is that after the final battle we see Ashley holding Sydney.  What 
    is to say that Ashley didn't get Sydney out of Lea Monde?  What is to say that 
    Ashley didn't use his power to resurrect Sydney?  Maybe he even gave him some of 
    his power (Like that guy in the Green Mile...).
    It has been suggested that in the end sequence it was infact Sydney, and that it 
    was showing he was free.   Free of his duties, responsibilities, and his power.  
    This is indicated in the conversation that is had, and I doubt that Ashley would 
    have been able to continue that convo without knowing everything that has 
    happened to Sydney and the Duke in the past.
    OK, so Ashley walked into the room - it has to be him you say.  Well...maybe.  
    It could be.  It could also be Sydney.  If Sydney had the power in him to 
    disguise himself - maybe even for one last time, he would.  Why?  He is a 
    criminal at this point.  It is not as if he can march in there without any 
    problems.  Ashley on the other hand could go in with no trouble what so ever.
    Also during the conversation between the Duke and what looks like Sydney, Ashley
    is referred to in the third person.  Now surely the Duke saw "Ashley" walk in and
    would know if it was or wasn't Ashley he was talking to as he would have
    addressed him, and would have probably said something more direct to him, rather
    than what they did talk about.
    But if it was Ashley why did he bother going back?  Well from what I can gather 
    the Blood-Sin can be/was considered nothing but a "curse".  Everything connected
    to it had to be destroyed or sorted out.  So maybe he went to see the Duke to 
    take him out of the picture - to set his mind at rest.  And the Duke, I'm sure, 
    would not have killed himself until he knew all was well.  So, with the Duke out 
    of the way Parliament is gonna have a tough time isn't it?  This could mean, that
    Ashley had a plan...(sequel comes in here...).
    Another problem with this is that we see Ashley in his matrix outfit standing 
    outside the mansion, at what seems to be the same time "Sydney" dying inside.  
    Who is to say that Ashley and Sydney didn't help each other and Ashley was just 
    watching?  Watching so he knew all was dealt with.  Watching so that he could go 
    his own way.  That said Ashley had to disguise himself as Merlose.  So this means
    that there could have been time before "Ashley" entering the mansion and the 
    scene we see outside of the mansion.
    Second Topic of Discussion
    "What Is the Phantom Pain?"
    The Phantom Pain is the last chain ability that you can acquire in the game.  
    When it is used it damages the enemy with a blow equal to the amount of Phantom 
    Points your weapon has at the time.  Naturally, when it is used it reduces your 
    PP level to zero.  With all that said there is another angle to this Phantom 
    Some say that the Phantom Pain represents the fake pain Ashley suffered due to 
    Sydney.  The pain caused by the false memories of his family being murdered.  
    This pain wasn't real - it was a "Phantom Pain".  That said the Phantom Pain 
    could relate to everyone who was involved with the Blood-Sin.  Why?  Because 
    both the Duke and Sydney had undergone some pain due to the sin, Sydney tested 
    Ashley with the false memories, which was his pain.
    The Phantom Pain is also known as the music that plays during the credits of the 
    Third Topic of Discussion
    "Is Sydney Actually An Older Version Of Joshua From The Future?"
    This is a very debatable area in the world of Vagrant Story.  Some say that 
    Sydney is infact an older version of Joshua from the future.  This is a very 
    possible theory although one never touched upon (specifically) in the game, but 
    there is dialogue that does build up to support this theory.  It is possible that
    this is a Sydney from the future in which Ashley never got the blood-sin, but
    that it was passed straight onto Joshua.  Realising that Ashley was a better 
    holder, he went back in time to test Ashley to see if he was worthy of the sin.  
    That said if Sydney did come back from the future why involve Joshua?  Surely he 
    would want himself to be kept well away of the whole situation - unless he was 
    taken along as a sacrifice maybe (see fourth topic of discussion).
    It is possible because the Duke never mentions him having two sons nor is it said
    that he has two sons yet he has both Joshua and Sydney.  This could indicate that
    they are the one and the same person.  With that said the Duke knows Sydney's 
    identity from the word "go" - this could explain why he never referred to him as
    his son.  And then there is the option that he is never referred to because it 
    would make everything to obvious and there would be no reason for a debate on 
    such a topic now would there?
    Also, why take Joshua along?  If Sydney were from the future he would want to 
    keep Joshua out of it all and yet keep him safe at the same time.  Could this be
    why Hardin is involved in it all?  Just to keep Joshua/Sydney safe for the 
    Also there is another piece of evidence that Sydney is Joshua.  In the manual for
    the game, Sydney's real name and age are left as "Unknown".  Why leave it as 
    Unknown unless there was something to hide?  Something to hide like Sydney is 
    infact Joshua?
    Fourth Topic of Discussion
    "Didn't you need a sacrifice in order to unlock the power of the Blood-Sin?" or 
    "Was Joshua Meant To Get the Blood-Sin?"
    This question could be answered in one word - "no".  How do we come to this 
    answer?  Well, Ashley was able to gain the Blood-Sin without a sacrifice in the 
    end.  That is unless Sydney did actually die in Lea Monde (This relates to the 
    first topic of discussion).
    In Vagrant Story there is an emphasis upon needing a pure and innocent soul for a
    sacrifice in order for someone to gain the blood-sin.  This is another hot area 
    of Vagrant Story.  Does there have to be a sacrifice of someone else or is it 
    self-sacrifice?  Or could the sacrifice be either of these possible options?  
    Could it be that if self-sacrifice isn't good enough - the new bearer doesn't 
    meet the requirements, someone else can take their place?  This could be a 
    possibility for "Those that desire the dark cannot control the dark" - so why not
    get someone else who doesn't desire it to be the sacrifice?  This is again, 
    another point to show that Ashley was a last minute choice on the behalf of 
    Sydney.  He didn't want to be the bearer in the first place.
    If a sacrifice is needed, some think that that is what Joshua was for (please 
    note this section is independent of the third topic of discussion), or that he 
    was to gain the power of the Blood-Sin himself.  If could also be that Joshua was
    there to gain the sin, but Ashley appeared on the scene and Sydney saw what 
    Ashley's potential was - and from then on decided to test him to see if he was 
    worthy of the sin.
    With that said Sydney could have had Ashley in mind all along and Joshua was only
    taken along as the sacrifice so that Ashley could receive the sin.  But due to 
    circumstances changing Joshua wasn't used in the end.  Instead Samantha was used 
    for Guildenstern...but then whom for Ashley?  Why Sydney of course.  That is if 
    you believe that Sydney did die in Lea Monde (see first topic of discussion).  
    But then again...what about Hardin?  Didn't Hardin die in the end?  Didn't Hardin
    die outside of Lea Monde...yet with a Lea Monde death?  One explanation for this 
    could be that Hardin was infact the sacrifice for Ashley and that Sydney was 
    merely a "guide" on his path, who was an unfortunate casualty.  Either that or 
    Sydney did survive it all.
    It is also possible that the kidnapping of Joshua didn't directly link into the 
    story but was infact a cover for what was actually going on which was why Hardin
    was assigned to look after him.  Also Sydney reveals that he is infact on the 
    side of good in the way that he saves Joshua, Hardin and Merlose.  Its just that 
    Sydney has the ability to use the powers of the dark given to him by the 
    blood-sin, and he is wanting to keep the bearer use the powers for good by 
    aiming to give them to Ashley.  The Duke must have been in on everything to do 
    with Joshua as he didn't do anything or have anything against Sydney because of 
    this - it was almost as if he was able to be safe in the knowledge that he would 
    be safe.  How and why?  Well Sydney controlled the power of Lea Monde, and Joshua
    wasn't going to do anything - it was just a cover story after all.  Another way 
    to prove that Joshua wasn't key to the plot or wasn't going into any danger was 
    that Sydney was trying to help his father - the Duke.  And he wasn't going to 
    cause the Duke more pain by putting Joshua in a dangerous situation, and this 
    would happen even less of Joshua were Sydney.
    This point could be disproved?  Why?  Well, when Sydney first encounters Ashley, 
    he his just shrugged off as one of the "VKP's Guard Dogs", not seeing his true 
    potential.  But when did Sydney get interested in Ashley?  Well, some say that 
    this would be after the battle with the Minotaur - when Sydney saw Ashley's 
    battle abilities.  But even then Sydney continued to test Ashley by summoning 
    more creatures.  Why do this?  Because Sydney wants to be sure that Ashley is 
    right before he changes his mind and his plans.
    But if we remember, Sydney has the power to see people's futures and their past.
    So, what is stopping Sydney from knowing everything about Ashley and how he will
    fair in the tests in the first encounter with him?  Surely if what he saw was 
    disappointing he would have been able to lose Ashley unless he can't read the 
    future and change it.  Which implies that he could be Joshua from the future, 
    seen Ashley's past in the future and gone back to change everything for the 
    But again, with that said why go through staging the event at the manor for 
    trying to find the key when Sydney had it all along?  The only possible 
    explanation is that he was infact trying to get Ashley to follow him to Lea Monde
    to test him.  But how did he know about Ashley?  We know that he was in league 
    with the Duke so maybe he told him, either that or Sydney is from the future and 
    found out about this Agent Riot and went back in time to test him...to see if he 
    could be given the sin to avoid Sydney/Joshua from having to go through all the 
    pain that the bearer goes through.  Also in the end sequence the Duke says to 
    Sydney/Ashley "let us leave the rest to this Ashley. He is the one you have 
    chosen".  This would imply that Sydney had chosen Ashley from the start.  Unless 
    we can take it at face value and mean that Sydney has chosen Ashley after all the
    tests.  But still why bother going to the Manor?  Sydney could have gone straight
    to Lea Monde and given the power to Joshua (if that was the original chosen one) 
    and be done with it.  So, for all we know he went to the Manor in order to get a 
    Riskbreaker to follow him.  So maybe Ashley wasn't chosen - any Riskbreaker would
    have been tested, but then again the chances of a Riskbreaker who could survive 
    and was worthy of the sin following are very slim.  Remember - most Riskbreaker's
    don't live past through their missions.
    Some say that any old person will do as a sacrifice.  Other disagree.  If any 
    sacrifice would do why did Guildenstern specifically choose Samantha?  That said,
    maybe anyone would have done and Guildenstern didn't want Samantha around any 
    more, maybe because she would hinder him.  This is likely because at the end of 
    the game Guildenstern goes on about "our cause" and Samantha corrects him by 
    saying something like "No, its your cause".
    Others think that to fulfil the rites to gain the Blood Sin, is that the bearer 
    must sacrifice their own Phantom Soul - hence the Phantom Pain which is thought 
    that all bearers (and/or people linked to the sin) go through.  This is where 
    Guildenstern went wrong in sacrificing Samantha.  He could have been convinced 
    that the sacrifice needed to be that of someone else by the fact that Sydney was 
    taking Joshua along for the journey.
    It can be interpreted that the city kind of has a "mind of its own".  This could 
    be thought by the way that as soon as the final battle is over it begins to 
    destroy itself - as if to wipe itself of all traces of the evil that Guildenstern
    has done.  Also Ashley does not go and hack the sin off someone's back (we can 
    tell this as there is a fresh, red sin on his back not an old, weathered, cut 
    black one), but instead has been given it by Lea Monde.  It could be thought that
    this is what happened years before at the time of the great Earthquake - 
    something went wrong and the city was just "cleaning" itself.
    Also, the power that Guildenstern had did not last.  Why?  Lea Monde knew that 
    Guildenstern was slowly destroying the city and Ashley saw that he needed to be 
    destroyed.  And by doing so he gained the power of Lea Monde with the help of the
    city.  Why?  The City wanted it.  How do we guess this?  Well, who called him 
    back when we heard "Come back Agent Riot.  Your story is not yet over" near the 
    end?  For there was no one around - we can assume that it was the city.  It's as 
    if the city has a mind of its own and is able to communicate using the powers of 
    the dark.
    It is also a possibility that Guildenstern did not get the Blood Sin at all.  
    After all, he got the blood-sin by taking the skin off Sydney's back.  For all we
    know it was the city giving him his extra power?  Why?  Maybe as its own test for
    Ashley but maybe because the City knew it would help to bring Guildenstern down
    quicker.  Either that or it was a "placebo" effect - he thought he would be more 
    powerful and as a result was.  So basically we can say that if you desire the 
    blood-sin (like Guildenstern) you won't get it, but if you don't desire it yet 
    you DO accept it you will get the sin like Ashley.
    Well that's it.  If you have other views you would like to be added please e-mail
    *** AA.A.  That Bit At The End ***
    -= Credits / Thankyous =-
    I have all the following people to thank for helping me to make this FAQ.
    Squaresoft (www.vagrantstory-europe.com or www.squaresoft.com)
    They made the game, and therefore this FAQ possible.
    Zy Nicholson (spangenhelm@hotmail.com)
    I downloaded his FAQ to help me play through the game.  Without this FAQ I would
    have been totally stuck.  I liked his FAQ so much I went ahead and asked him if
    I could convert into HTML for my site www.gamingdome.co.uk, but due to 
    unforeseen circumstances (Like someone nicked his work....) he refused me doing
    anything with his FAQ.  Can't blame him really... But the result of that is this
    FAQ.  I will admit it now.  I got some of the base info out of his FAQ because
    I was under pressure to get this thing done, and didn't have time to get all the
    data myself.  If you are looking for another FAQ get his which can be found at 
    And why is it that almost every VS FAQ has Zy in their credits?
    Matt Hamand (mhamand1@yahoo.com)
    I got all the info on Ultimate Weapon Combos from his FAQ.
    Lilac Man and his Funkachu (lilac_man@yahoo.com)
    Ye, who got stuck on the Harpy in the Undercity.....
    Ye, who went and checked the FAQ over in it's infancy. And nearly punched me
    because of the *brilliant* jokes. Thanx.
    Ye, who can't be bothered to finish the Limestone Quarry because he's been
    messing around with WinAMP and Windows ME....(Or is that just a cover?) 
    (Oh jesus...Windows ME *groans* - Ed)
    Richard Carruthers (f300@ntlworld.com)
    Richard is the other half of the Gaming Dome team, without whose help I would
    probably never have got past writing two lines on anything that I didn't NEED 
    to.  According to him I "Write more than is humanly possible".  If you look at 
    the site you might agree with him.  When it is uploaded.  Whenever that will be.
    He also went through this FAQ and checked my Spulling Punctuation Grammar.
    I could also kill him at the time of me finishing version one of the FAQ.
    (And he is also responsible for all the little - Ed comments - Ed)
    Game FAQs (www.gamefaqs.com)
    Game FAQs for willing to place my FAQ on the site so that all you wonderful
    people can get to it, and I can have more work to do in the evening.  How nice.
    Gameadvice (www.gameadvice.com)
    Same as for Game FAQs although they did ask if I would allow them to put the FAQ
    on the site.  Aren't they kind?
    PSXCodez (www.psxcodez.com)
    Same as above, although from what I can gather it's a german based site.
    Square Source (www.ff8source.com)
    Yeah...the forums at the Source were where I first gave out tips on VS while I 
    was writing the BETA of version 1.  The forums then went down and since they 
    came back it's been a bit empty.  But hey!  It's still fun.  Did Camille ever
    give that copy of Vagrant Story back?....
    Jani Patanen (Jani@patanen.com)
    The upside down PSX deal.
    -= Author's Note =-
    OK, I finally gave Lilac Man his copy of Parappa The Rappa back but I have now 
    aquired hiscopy of Fear Effect 2 which is sadly gathering dust...I must finish 
    that game.
    -= Editor's Note =-
    This version never even saw the eyes of the Editor so he can't comment on
    anything now can he?
    -=/ Game Over \=-
    ***     That's all folks - for now.     ***
    *** PhoenixFire                         ***
    *** www.gamingdome.co.uk                ***
    *** This is our time we can't rewind    ***
    *** Our place to shine out              ***
    *** And we can live it anyway           ***
    *** This is our time to feel sublime    ***
    *** our place to shine now              ***
    *** And we can do it anyway             ***
    ***          - We Can't Rewind, Feeder  ***