Shining Force Neo Walkthrough
Author: Jimayo
E-Mail: Jimayo@yahoo.com
Any questions should have Shining Forces Neo as the subject or I will
ignore it.
Copyrighted to: (c) Denny Pick (Jimayo) - All Right Reserved
Credits:  Split Infinity for the Legal Information blurb.
          Brady Games for the contents of the chests(which ones are
          random and which are not) and the resistances of the bosses.
If you write to ask me questions, make sure to put Shining Forces as the
subject or else I will mark the email as spam.


Legal Information
This document is copyrighted to me, Denny Pick. It is intended for *PRIVATE*
use only. It cannot be used in ANY form of printed or electronic media
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Table of Contents
1. Introduction E001
2. Controls E002
3. Menu Options E003
4. Characters E004
5. Fighting Options E005
   a. Force Arts E006
6. Walthrough
  a. Larcyle Fort E007
  b. Greensleeves E008
  c. Leaving Greensleeves E009
  d. Return to Larcyle Fort E010
  e. The Path to Cantore Village E011
  f. Cascade Castle E012
  g. The Sanctuary of Ice E013
  h. Getting an Airship E014
  i. Hail Prison  E015
  j. The Ruins of Oblivion E016
  k. The Path to Hyatt E017
  l. The Sanctuary of Fire E018
  m. The Legion Hive Side Quest E019
  n. The Ordeals of Light E020
  o. The Dark Castle E021
  p. The Tomb of the King E022
7. Weapons, Armors and Accessories E023
  a. Weapons E024
    a1. One-Handed Blades E025
    a2. Two-Handed Weapons E026
    a3. Bows E027
    a4. Wands E028
  b. Armors E029
    b1. Shields E030
    b2. Helms E031
    b3. Armor E032
  c. Accessories E033
  d. Magic abilities E034
8. Secret Arts E035
  a. Weapons E036
  b. Shields E037
  c. Helms E038
  d. Armors E039


1. Introduction E001
This is an indepth walkthrough for the game Shining Force Neo. Shining Force
Neo is an action rpg game.  

To make sure you  are entering the correct areas, read the signposts.  As
well, the healing potions in this game are refillable, so feel free to use
them whenever neccessary.  You can refill them at any healing spring. The
same goes for the goddess tears(mp refillers).

As well, I will not be having a side quest section in this walkthrough.  I
will instead be inserting optional content into the main walkthrough like so:

***** Optional *****

The reason being, the actual sidequests in this game are so vital to your
success, they really shouldn't be sidequests.  Certain pieces of equipment
are only available after you "unlock" them by getting your first one in a
legion hive.  All the secret arts are only obtained in the legion hives.  All
character class changes(excepting the main character) are only achieved
through side quests.  And while you could win without any of those things, it
would make the game ridiculously difficult(and it's already hard enough).

Some of the optional stuff is entirely unnecessary though(like the early game
massive high level grinding) so feel free to skip any optional things that
aren't listed as sidequests.



2. Controls E002
Left Analog - Move
O - Attack
X - Talk/Pick-up items/Open Chests or Doors
^ - Magic/Weapon Skill
[] - Items
Up/Down - Select Magic/Weapon Skills
Right/Left - Select Items
L1 - Enlarge Radar Map Display
L2 - Display Map of the Gamefield
R1 - Hold to Fix Max to His Current Position
R2 - Hold to Fix Party Members to Their Current Position
Start - Pause/Skip Cut Scene/Menu



3. Menu Options E003
Up - Equipment
This options enables you equip weapons/armor/accessories.

Right - Display Items
This option allows you to view a list of all items, including those
currently equipped.  You can use the ^ button to drop an item in the list or
the L2 button to sort the items in the list.

Down - Options
This brings up the options menu.  It's self explanatory.

Left - Status
This brings up the status screen.  Move left or right to scroll through the
various status screens.  Hit [] to view your party members status.


4. Characters E004
This section contains spoilers.  To be fair, only minor ones though.

1. Max
The main character of the game.  This is the character you will be in control
of throughout the game.

2. Meryl
Max's childhood friend.  She will be the first character to join your team.
She is a spell-caster specializing in fire and darkness(eventually) spells.
She can also cure petrify making you temporarily immune in the process.

3. Gaia
Max's father.  He joins for only a short period of time, unfortunately.  He
joins at level 100 and uses the long range holy spell Gaia Nova to punish
your foes.

4. Graham
Max's Mentor.  This Centaur joins very early into the game.  He has high
defense but tends to wade in too deeply at times.  Invaluable as a tank
though.

5. Chiquitita
A force from Cantore village, she joins after you rescue her from the
clutches of the master of Cascade Castle.  She heals and cast Holy Spells.

6. Baron
The Vice-Commander of the Quinicine Holy Guard.  He joins after the Crystal
in Qunincine is destroyed. He is a ninja who attacks with throwing knives and
can become invisible.

7. Rhinos
He joins after speaking to the shades of his family.  He has high defense,
even higher hp and packs a wallop with his attack.  However, his attack rate
leaves something to be desired.

8. Mariel
Graham's Daughter.  She joins during the quest to the Realm of the Birdlings.
She is much like her father, however, she has a lower physical defense. She
easily makes up for that with a higher magical resistance and her healing
ability though.

9. Dryu
A baby dragon.  He can join at two separate occasions(see the walkthrough
for details).  When he first joins you(at level 1, unlike all other
characters) he is very weak.  He doesn't become valuable until after his
class change, when he gains immunity to fire, ice and lightning and a slew
of attacks.

10. Freyja
A birdling.  You will first meet her at Hail prison, however, she does not
join until Chapter 6 when you will be leading her and Klein on a quest for
the bow of her father.  She is immune to fire but weak against knockdown
attacks(until after her class change).  She can cast flame spells as well.

11. Klein
A birdling.  He is Freyja's significant other and is at all the same events
she is.  He is an archer with special arrows that can petrify or slow foes,
or deal frost type damage.  He is impervious to critical hits but weak
against knockdown(until after his class change).

12. Adam
The only optional character in the game.  He is a robot who served as Max's
nanny when he was a child.  When he joins(as part of a side quest, see the
walkthrough for details) he is a bit on the run down side.  He is resistant
to stun, knockback, juggle, and knockdown attacks.  He is impervious to
petrify and hp drain attacks. However, he has no natural healing.  Despite
all that he is rather useless until after his class change.



5. Fighting Options E005
This game allows for great customizability in your character.  You can be
a one-handed sword and shield fighter, a two-handed power weapon fighter,
a magic user or a bowman.

a. Force Arts E006
Your Force Frame is what allows such customization.  As the game progresses
you can garner Force Arts which you can spend Force Energy gained in battle
to increase.  Force Arts such as Attack, Protect, Max HP, Knockback,
Critical, Resistance to Knockback, Flame Magic, Lightning Resistance, Orc
Killer, etc.  Tailor your force arts to suit your character type.


6. Walkthrough
a. Larcyle Fort Part 1 E007
The game begins in Larcyle fort where Max has been training under Graham,
a force who serves as Captain of the Border Guards.  Max is seeking to
become a Force, one of the guardians of this world.  Force Frames, that
which denotes a Force, grants it's bearer enhanced physical and magical
abilities.

During the opening cut scene, Larcyle Fort is invaded by monsters.  Since
the rest of the border guards seems to have an extreme case of laziness,
it's up to you to remedy the situation.

First, proceed up the stairs behind you.  You will find some barrels you
can slash with your sword.  Breakables like these randomly contain items
and force energy(used to upgrade the abilities in the force frame you will
eventually garner).

Go back down the stairs and directly along the stair wall you will find
more breakables.

Proceeding along the path, you will find two Orcs to kill. Kill them and
move down the next set of stairs.  There is a guard blocking the nest
staircase.  He tells you to loot the two treasure chests, which contain a
healing water(completely refills your hp) and a blaze branch(which, when
equipped allows you to cast blaze Lv. 1).

Take them both and move up the next staircase.  You will find three orcs, a
fountain of healing water(completely refills your hp and your healing waters)
and some breakables.  Kill the orcs and destroy the breakables.

Walk up the next staircase and speak to the guard.  He tells you what to use
to defeat the monsters up the next staircase.  Equip your blaze branch and
move on.

The two ants on the walkway here are the only monsters you need to cast blaze
on(Equip the blaze branch).  Kill them and continue.

Up the next set of stairs you will find a save point.  Save your game and
continue on.

Up the next set of stairs you will find a crowd of monsters(orcs and harpies)
and a monster gate.  After you have defeated a certain number of monsters the
enemy gate will no longer have a healing rate that makes it impossible to
destroy.  You can tell this has happened when the gate turns into a little
black ball instead of a larger coloured ball.  Destroy the gate and the
breakables and move on.  This is the only section of the game where you will
only get experience for destroying a monster gate.  After this force energy
and sometimes items will drop from a destroyed enemy gate.  Make note of the
gated off area above the gate.  We will be able to access that area later.

Go along the walkway to the main gate where Graham is fighting a group of
monsters.

***** Optional *****
You can ignore the monsters and proceed down the stairs at the left.  There
are three sets of breakables here.  One each at the bottom of the two sets of
stairs and one in the house.
***** End Optional *****

Kill the monsters and destroy the gate to move the story along.

Afterwards Graham will give Max a recommendation to be allowed to take the
trial of a force.  Max will depart for Greensleeves.


b. Greensleeves E008
Back in Greensleeves, you will meet Meryl for the first time.  She is Max's
childhood friend.

She will temporarily join your party.

If you go up there is a church.  There is nothing there, but, if you are
anything like me, you will want to go there to flesh out your map.  To the
right is where you need to go to continue the story.  Meryl leaves your party
here.  You will need to proceed down the stairs and into the next area.

Continue down and open the door.  To the left are some breakables.  Continue
down and you will enter the training grounds where you will meet Max's father,
Gaia.  He will challenge Max to a duel.  There is a chest and some breakables
here.  Ignore Gaia(he only does one damage per hit anyways) and open the chest
to gain the Claymore, a two-handed sword.  It has much greater power than your
current short sword but you cannot use your shield with it equipped.  Destroy
the breakables and wail on Gaia.  After you do some damage to him the duel will
end.

Disaster then strikes as a monster gate and some orcs appear.  Gaia will assist
you for now as you kill the orcs and destroy the monster gate.

It is now up to you to clean the monsters out of this area.  Proceed left.
Here you will find an orc lying on the bridge.  Kill it and proceed further
left to find two breakables.

Proceed down now to find breakables and a monster gate.  Kill the monsters and
destroy the gate and the breakables.  Proceed to the right.  On the
intersection you will find some breakables.  Break them and take the right
path.

Proceed to the next area where you will find a ton of breakables and a monster
gate.  Kill the monsters and destroy the gate and the breakables before taking
the upper path.  At the intersection you will find a breakable.  Destroy it and
proceed to the right.

At the next area you will find some breakables and a monster gate.  You know
the drill.  Afterwards, proceed down.

In the next area you will find a chest containing a talon shield.  Proceed down.

Here, as you will see, the path connects to an area previously visited.  You
will want to proceed down.  Kill the orcs on the bridge here and move to the
next area.

Here you will find a monster gate and some breakables.  Proceed to the right.

In this next area you will find the last monster gate.  After you destroy Max
will say it's time to return, however, while two of the doors here are
currently inaccessible, the one on the left can be opened to find some
breakables.

Go back to where you first met Gaia to continue the story.

Gaia will join your party.  It's time to go visit Grandma.  Go up to an
area you have previously visited and talk to the guard blocking the stairs to
the right.  To the north is your home.  No need to visit there now as you will
be going there later.  Proceed to the right.

Welcome to the town of Greensleeves.  To the upper right is the main square.
Going to the lower left from here brings you to Max's former teacher.  She can
give you some information if you wish.

Down from the main square is the elevator, currently inaccessible.

To the upper left is the bar.  There is a chest containing a light helm here and
some breakables.

To the left of the main square is two buildings.  Only one of which you can
enter at this time.  The inaccessible one is where you will use your force
energy to upgrade your force arts when you get your force frame.  The other one
contains a woman who can identify unidentified magical items(for a fee), a
blacksmith who can upgrade your items(in a simple format of +1 through +9, each
upgrade adding to the equipments base stats, but no upgrading accessories), a
warehouse, where you can store items, and two shops, an item shop that will
eventually sell you keys, and a weapon shop that you will never use, since you
can get much better weapons from random drops of the enemy gates.  You can,
however, sell off any excess equipment you have right now.

Proceed along the right path to the next area.  Here you will need to go up the
stairs and open any of the doors to enter the town hall and meet with Chairman
Rebecca, your grandmother.

Here your father will inform you that he feels you are not ready to take the
Ordeal of a Force.

After a private chat with your grandmother, it is time to go home.  Do so.  No
one is there, but you will find a note on the table.  It seems Meryl has left.
Time to go find her.

Go back to the town square and proceed to the elevator.  Select the only option
and go find Meryl.

On the first bridge you will find an orc and some breakables.

Proceed.  At the intersection you will find some monsters.  Going down leads
to some breakables.

Now go up.  Kill the orc and proceed to the next area.

Here you will find a monster gate and some breakables.  Proceed right to the
observatory.

Move along the path killing any monsters in your way till you get to the far
side of the observatory.  Here you will find a chest containing a magic force
shirt with the ability Life +10.  This will raise your hp by 10%.

Return to the intersection and proceed up to the next area.

Follow the path to the next intersection, killing any monsters and destroying
any breakables along the way.

At the next intersection, you will find that only one door is currently
accessible.  Take it and proceed up.

As usual, kill any monsters and destroy any breakables and monster gates.  I'm
going to stop repeating this now, as it no longer bears repeating.  At the
intersection, one door is inaccessible.  Of the two that are, take the bottom
one to a chest containing an etincelle rod.  This rod has the blaze LV. 1 and
the Spark LV. 1 spells, making the blaze branch obsolete.

Take the other door and proceed to the next intersection.

To the right is the herb garden, but it is best to head up and clean out the
supply yard.

Proceed along the linear route to the next intersection.

The path on the left takes you back the way to the herb garden/supply yard
intersection.  Proceed right.

Take the linear path until you reach Meryl who is beating up some orcs.

Meryl says the orcs destroyed all the herbs and that you willneed to go to a
secret area to get some.  She joins the party and you find yourself back at
the elevator.  She will take you down into the force crystal santuary.

Proceed up to continue the story.

After the scenes, go home.

After the scenes(seems the legions have hatched) proceed to the area where
you first met Gaia.  Meryl will join you.

Here you will want to proceed to the area where you found the last monster
gate during the incursion earlier.  One of the two previously inaccessible
doors is now open, and it leads to the crystal sanctuary.

Proceed along the path to the wide open area at the bottom of the stairs.
Here you will find a save spot, a healing fountain and a chest containing a
magic zwiehander(Spinning Slash).

Proceed down the linear path to the next area.  Oh no!  It's legions.  Max
isn't afraid of them though.  Take them out.

Proceed to the next intersection.  Up is a dead end(monster gate though).
Proceed to the left.

At the next intersection, down is a very short dead end path.  Left is a
healing fountain.  Up is the way to proceed.

Here you will find Gaia.  Enjoy his help.  He is level 100 and has the Gaia
Nova.  He can kill any enemy(or gate) in this area with one blow.

Proceed up.  At the next intersection, you will find a healing spring and a
save point.  To the right is a dead end(monsters, of course).  Proceed up to
continue.

When you come to the three way intersection, do not worry.  All three lead
to the same area.  Proceed to the next intersection(you may miss it, but
it's a wide open area with a path right and down).

Down contains a healing spring.  Right is to proceed.

At the next intersection you can head up or down.  Down leads to three
paths up.  On the right path is a path to the right that leads to the
elevator.  Up is the way to proceed.

Just before the entrance to the next area, you will find a healing spring
a save spot.  Save.

*** Optional ***
There is a chance quite soon for some early high level grinding.  I would
strongly recommend it.  It takes some time, but it saves a lot of time in
the long run.

To do so though, you need to prep right now.  Take advantage of Gaia to grind
out some easy levels.  Since you are not forced into any scenes when you
proceed up to the next area, return to find the monsters and gates respawned.
Grind out to level 10(at least).  Won't take long.  However, since he can
take out an enemy gate in one hit it is advisable to take advantage of this
to gather up a large amount of force energy.  20,000 would be good.
*** End Optional ***

Proceed up.

After the scenes, you get your father's force frame and then it's time for a
boss fight.  However, if you take the upper right path you will find a chest
that has some keys.  Then take the lower right path to find a locked chest
that contains tears of the goddess.  Now go back and fight the boss.

You will need to kill all the legions before you can damage the boss.  It
won't be hard though.

After the scenes(where Meryl gains her force frame), you will gain the mystic
stone of return.  It is a magic item so use ^ to access it.  Use it now.  It
takes you to the Greensleeves main square.

After the scene make sure you are in the green light and hit X to return to
the town hall.

After the scene open the chest to get 5 healing waters.

***** Optional *****
Return to where you first met Gaia.  Take the left path and proceed all the
way to the left.  The upper door is now open.  In here you will find four
chests containing an unidentified rapier (lightning stab), fairy dust(makes
you temporarily immune to stun, knockback and knockdown), a hunter beret, and
a healing water.
***** End Optional *****

Now that you have your force frame you will be able to us all that force
energy you have collected, right?  Wrong.  You need to collect force arts
first.  From now on every area has certain force arts you can collect from
enemy gate drops.  However, maxing out a Level will unlock the next higher
level, up until a certain point(which is generally not the maximum level).

Proceed to the elevator and take it to the middle level.  From here proceed
to the first intersection and go up then left.  The next intersection has an
entrance to Rainbow Prairie, SW.  You don't want to go that way.  Proceed up
to the next intersection and take the now open upper left path.  This leads
to Rainbow Prairie, NE.


c. Leaving Greensleeves E009
Out here on Rainbow Prairie, take the right path.  Follow it all the way to
the bridge.  This bridge leads to the Hill of the 25 Sages.  Do not cross it.
Go down to find a locked chest containing an unidentified Frost Rod(Ice Pike
Lv1, Hard Hit +5).  This rod allows you to cast Frost Lv.1 and Ice Pike Lv.1.

Going up and left leads to you an area with some tents and some enemies.
This is an intersection.  Down(leads to a hill) has a new type of enemy gate.
A blocked one.  Slashing the magic force surrounding the gate opens it and
unleashes a slew of enemies.  It is optional though.  If you wish to destroy
them save your game first and be ready to use your healing potions(Remember,
they are refillable, so feel free to use them as much as needed).  To the
right is another one of these gates.

Left leads back to the main path.  To the left is an entrance to Rainbow
Prairie, NW.  Do not go here now.  Proceed up across the bridge to the next
intersection.

Left leads to another entrance to Rainbow Prairie, NW.  Proceed right to
continue.

At the next intersection, up leads to a dead end(monsters), lower right
leads to a path to the upper section of the Hill of the 25 Sages(not for you,
not right now).  The upper right path into the mountains is the way to go
here.

Proceed along the linear path to the entrance to the Diagon Road.

*** Optional ***
Here you can start your grinding.

Clear out all the enemy gates in order to garner some force arts.
Specifically Max Hp Lv1, Weapon Atk Lv1 and Protect Lv1.  You can leave and
re-enter the area to respawn the gates and enemies.

Max out Level 1 of each of these force arts(I would also recommend all the
other defensive force arts.  Resist Stun, Knockback the like) and you will
now be able to move on to Rainbow Prairie - SW.  Stay out of the mountains
and use a 2 handed weapon with bash(using the bash skill knocks nearby
enemies down, allowing some free swings at them) to kill the orcs and bugs
on the plains area.  Do not enter the underground area here(It's across the
rivers in the center area).  You will be cremated.  The details of finding
your way around in this area can be found in the legion hives side quest(as
well as what force arts are available here).  However, it is of benefit to
learn to navigate yourself without any assistance.  It's not that hard
anyways.

Also, there are three chests in the area.  All in the lower area not in the
mountains.  They all contain random items, but they may be useful to you.
However, more often than not, you'll just get Force and Force Arts.

At approx. level 18(definately if you raised your protect to level 2 by now)
you should be able to enter the mountainous area(Yes, I know it's doable
earlier, if you're smart, however, why do it when it's possible, instead of
waiting for when it's easy?  You need to get your levels and force arts up
before you move on anyways).  If you opted not to raise your other defensive
attributes(stun, knockback, and the like) you will find out quickly why I
recommended you do so.  The Cyclops up here have a good knockdown and
knockback and will stun you.  Bash comes in very handy.  Once you have
raised your protect to level 2, you will find they basically can't damage
you.  They will still annoy you if your stun/knockback/etc. levels are low
(No Way!).  Do not enter the cave in the mountains until you have raised
your main three force arts to level 2.  It is extremely difficult otherwise.

In the mountains you will find your first legion hive.  It's the orange
cerated bug looking cave.  Entering it will reset the monster gates and
monsters in the area.  The cave is currently locked by a type of key you
don't yet have.  It is for a future side quest.  However, make sure to click
on the black pillar with the orange pad next to it.  It won't do anything
now, but selecting it will unlock it for the future.  It's a warp pad.

Make sure to collect yourself a decent bow before you enter the regular
cave.  You may need it.

Raise your level to 20-25 and your 3 main force arts to level 2.  You can
also begin raising your magic level to 2(instead of attack) if you wish to
be a magic user.

Now you can enter the cave in the mountains.  There are some breakables and
a chest(random) in the first section.

In the great outdoors, there is a chest in the lower level. It is trapped
(three enemy gates) and contains gold.

Inside the second cave, you will find a much larger type of orc.
Thankfully, because of your grinding, none of the enemies will pose much of
a threat.  In the chests you will find gold, a cross helm(Resist Chaos+, Int
+5), a dragon sabre(Inflame, Hard Hit +5), a ring(Speed Up+, Life +20), and
force energy.  The cross helm is the best helm available at this point in the
game, and the dragon sabre is the best one-handed weapon currently available.
The ring is also likely to be the best ring you can find at this point in the
game.

Go back to the Diagon Road now.
*** End Optional ***

*** Optional 2 ***
This is a sidequest, although a completely unnecessary one, it's for those
who wish to gain some good equipment, while it is still useful.  If that
describes you then raise your level to at least 15 and your force arts(the
three mentioned in the above optional) to at least Level 1.  Make use of a
two-handed weapon with bash to clear out the mountainous terrain in Rainbow
Prairie, SW and enter the cave.  Continue to make use of bash to clear out
the enemies in the first cave and in the outdoor area.  Use a bow or magic
in the second cave.  Simply move forward slow and draw enemies back to where
you can lay into them with your bow.  Enjoy the bounties of the cave(gold, a
Cross Helm(Resist Chaos+, Int +5), a Dragon Sabre(Inflame, Hard Hit +5), a
Ring(Speed Up+, Life +20), and random).

Should you choose to grind just a little bit more, the cave is a great place
to do so.  Lot's of gates in a small area, with good items and new force arts
available.

Go back to the Diagon Road now.
*** End Optional 2 ***

The first area is a circular area with a hill on it.  To the right is a
bridge forward.

Down from here leads to a dead end with a monster gate.  Up is the way
forward.

To the right of the next area is a bridge that leads to a dead end with a
monster gate.  Right is the way to continue.

Across the bridge is an area with a hill that goes up to a dead end.  The
path onwards is up.  You will find a bridge to the left along this path.  It
leads to an optional area with lots of monsters and a legion hive.  This area
is unneccessary right now(although if you decide to go this way, make sure to
click on the black pillar with the orange pad next to the legion hive.  That
will unlock it for later) so I will deal with it later.  Feel free to explore
it if you wish.

Up from here leads to the the gate of Larcyle Fort.  The fort is currently
under attack.  It's up to you once more.


d. Return to Larcyle Fort E010
There are several monster gates in the clearing before the fort, but the one
you need to deal with is the one directly in front of the gate.  It is guarded
by a powerful Cyclops.  Shouldn't prove too much trouble though(won't be any
if you grinded up).

Inside Larcyle Fort it is under attack once more.  It is up to you and Meryl
to clean them out.  You're already familiar with the layout so I'm not going
to go over it again.  But, the breakables have respawned(they usually don't)
so make sure to destroy them again.

At the Save point you will find a locked chest containing a healing water.

Take note of the gated off area in the central square with the fountain(same
place as before).  Once you have cleared out the fort, that gate will be gone.

You're on your way to where you fought with Graham before.  The gate here is
guarded by two Red Cyclops(among other monsters).  It should prove no trouble
as well.

Watch the scenes, and then Graham will join you.  Now you can go past where
the gate was and follow the path up onto the wall.  Up here you will find a
room with a chest containing a Thieve's Bow(Harpy's weak spot, Critical Rate
+30).  You may want to hang on to that.

Go back to where you fought with Graham at the exit gate.  Go to the left and
down.  In the yard under the house is a chest containing a Breast Guard(Life
+10, Guard +10).

At this point the path gets much less linear.  The areas now tend to have
paths that twist around in all different directions.  I will still give
directions to the significant areas but they will be much more general.  Make
good use of your map.

*** Optional ***
If you chose to do high level grinding, it's time to continue.  Now that you
have Graham, you have your tank.  Equip a long range attack(bow or magic) and
prepare for battle.

Return to Rainbow Prairie, NE.  There are two exits to the right, both lead
to a section of the Hill of the 25 Sages.  It's time to go here now.  Either
section will do for now.  I would suggest clearing out both.  The upper
mountainous section holds a legion hive.  The lower plains area leads to our
later destination, the Gunsrock Zone.

Continuously clear out the area until you raise your level to 35 - 40 and
your main force arts to level 3.  Considering how easy it is to die right
now, make sure you save frequently.  Once you've raised your protect to level
3, you'll find you can go toe-to-toe with the enemies in this area now.  Only
the cyclops will pose any threat.

You may get Attack Speed Level 1 Force Art in this area.  I highly recommend
increasing as high as you can.  It is easily one of the most useful Force
Arts in the game(unless you've opted to be a magic user).

And, if you choose, resist flame will be very useful in the next area.

Time to move on.  Head through the plains area of the Hills of the 25 Sages
to get to the bridge to the Gunsrock Zone.  Here you will need a bow with
Sneak Shot(Thieve's Bow is useful here).  Equip it and head East.  When you
get to the monsters use sneak shot.  Go down once you can and then left.
Get to a safe spot in the mountains and return to Greensleeves to save.  You
will find the lizards in this area to be quite difficult at this point but
you will be capable of defeating them.  Continue to attack from afar and use
Graham as a tank.  Save frequently.  There are four chests in this area.
Three on top of the mountains, 2 are random, one has a Ring(Speed Up+,
Quick+).  There may be one other just below the summit(to the right).  It
will be random as well.  One under the bridge to the dipless hills
containing an Eagle Beret(Resist Lightning+++, Int +5).  As per usual, when
you get to the Legion Hive, make sure to unlock the warp pad next to it.

Upon reaching level 50 you may want to try returning to Rainbow Prairie -
SW and attempting the underground area.  It is possible to clean it out at
this point, but it will be very difficult to do given the sheer number of
monsters down there.  I would recommend returning here later after bringing
your force arts up to level 6 in protect, whatever form of attack you are
using, and max HP.  Then you will find you take almost no physical damage
here(although the ghosts will still damage you since their attack is dark
element).  You can find two treasures in here.  The first is in the middle
of the underground.  It's a Death Scythe(Critical Damage +40, Consecutive
Damage).  It's additional Critical rate along with it's HP draining makes it
very valuable.  Once you have raised your own critical rate force art, you
will have a weapon that almost always criticals(except to creatures immune
to critical) and does at least double damage with every hit.  You will never
have low HP while using this weapon.  There are two exits from the
underground.  If you go right and follow a long path(outside then back in
and out again) around to the exit, that will lead to the Wolves Legion Hive.
The closer exit down leads to a chest containing an Ogre Cleaver(Finish,
Hard Hit +5).

Raise your level to at least 60 and your force arts to least level 4 at
either the Gunsrock Zone mountain area or the Rainbow Prairie, SW
underground.  You will then be able to clear out the rest of the Gunsrock
Zone(for those anal retentive types like me who want the entire map fleshed
out) and, more importantly, the Dipless Hills(reachable from Greensleeves,
lower area, far right, through the locked door, or the Gunsrock Zone
mountains area) area.  There are 4 chests in this area.  The two upper
chests are random.  The lower two chests(around the mountains) contain a
Magic Shield(Lighten Petrify++, Resist Stun +10) and a Defender(Knockback
Rate +30, Lightning Stab).

At this point you are ready to move on to the Green Graveyard(reachable
from Greensleeves, to the lower left of where you dueled Gaia). Continue to
hide behind Graham and use a long range attack.  Do not yet attempt to
fight the succubi on the Tomb of the King building in the centre of the
graveyard.  Because of their movement you will not be able to use Graham as
a shield to protect you from them.  The two entrances to the Tomb of the
King lead to eachother.  They are useless.  You may enter the underground
area on the right side of the graveyard to collect the three chests.  Two
are random and third contains a Rune Helm(Resist Chaos++, Magic Power +30),
imo, one of the best helms in the game.  Do not break the statue.  You will
find yourself killed rather quickly if you do.  Once you have raised your
force arts to level 5 (particularly protect) you can return to destroy the
statues.  You will find the nagas aren't that much of a threat to you at
that point, and the crystal golems are beatable(although they will do
massive damage to you, possibly 1 hit kills).  Do not exit the other side.
The golems guarding the legion hive there are yet too powerful for you to
defeat.  Lots of nice drops in this area.  Evil Shields are the best
physical defense shields.  Rune Shields have a high physical defense with
some good resistance and magic attack bonuses.  Holy Ankhs have the
highest level holy magic spells, the Spark Scepter has the highest level
lightning magic spells, and the Frost Scepter has the highest level frost
magic spells.  If you  chose to wait on the underground area of Rainbow
Prairie - Southwest, now is an excellent time to deal with it.

Just as an fyi, the blocked off entrances to the Tomb of the King cannot
be accessed until after you have completed the game.  It is a bonus
dungeon.

Raise your level to 80(you're likely close at this point) and proceed to
the Floating Island, reachable by traveling through the Gunsrock Zone(down
on the plains) to the Cursed Temple and then to the Floating Island. Here
you will find you are now capable of dealing with the Crystal Golems(Big
Rock Monsters) in this area, although they will still damage you.  From
here you can move on to Mount Hydra.  You will want to go back to your old
tactic of hiding behind Graham to battle the foes here.  A bow works fine
against everything except the Crystal Golems.  Use magic against them.  It
is extremely difficult at this point.  You may find it easier to grind up
your force arts at the Graveyard and then try it.  Emphasis on physical
defense and lightning resistance.  The path that goes right is the one we
need to follow to the cave.  The paths that head down lead to the
lightning legion hive.  I find a Sacred Bow to be very useful here.  Or
being a magician.  That works well too.

Clear out the area and proceed to the underground passage.  This is the
primo place for grinding at this particular point in time.  The monsters
here are of the same level as the ones above ground, but are much, much,
much easier to defeat.  Make sure you take the right fork at the entrance
to pick up the charm of light.  The left fork is a linear path that leads
to the inside of the Cursed Temple.  Along the way you will find a random
chest.  Raise your level to 90 and your force arts to level 7(add Perfect
Defense to the list, up to level 2) and you should be able to move on to
the Cursed Temple.  The Giant Devil Brothers here are mini-bosses.  You
will have to destroy all the enemies around them to be able to damage them.
The treasure chests(3) in this area are random, so you may get some good
items.

After you have defeated the 5 Devil Brothers, you can move on past the
doorway to enter the Cursed Cavern.  Collect the final two treasure chests,
one in the upper central area of the cave containing a Sacred Bow
(Anti-Darkness, Knockback Rate+30), and one in the far right area of the
cave containing a Holy Ankh(Legion's Weak Spot, Attack +30).  Now return to
Larcyle Fort.

As an aside, it's a good idea to raise frost resistance from now on.
Cantore Village is in a snow area.  You will be running into frost magic
using enemies.  Just FYI.
*** End Optional ***

e. The Path to Cantore Village E011
Leave the Fort through the upper gate to enter the Southern part of
Sinister Valley.  At the only intersection in the first area, the path to
the upper right leads to the first ordeal of light, which is not accessible
at this point in time.  The path to the next section is linear and straight
forward.

In the next area, the first intersection leads up and left.  Up leads to a
deadend with a treasure chest.  The chest contains an Ogre Club(Rising
Dragon, Knockback Rate +10).  It's a good weapon at this point in time
(unless you did the optional grinding).

Follow the path along until you cross the second bridge and go up as far
as you can.  The chest contains a Bracelet(Guard +20, Resist Flame).

Cross the third bridge and follow the path all the way down to find the
third and final chest in this area.  It contains a Shamsir(Hammer Fall,
Consecutive Damage).

Go back up and follow the path to Sinister Bridge.  Just before heading
out onto the very large bridge you will find a fountain and a save point.
Be prepared for an ambush.  Large numbers of monster will appear after the
scene.  If you didn't do any grinding it will be a challenge.  The Ogre
Club comes in very handy here.

Welcome to upper part of Sinister Valley.  From here on out, the routes
tend to be winding, although still fairly linear.

You will find 2 exits to the second section of upper sinister valley.
Both are to the right.  You will want to take the higher of the two exits.
However, before you do, there are four accessible chests in this area of
the cave(2 chests that are not accessible from here).  There is one chest
to the lower right of the entrance containing a Metal Slicer(Wolf's Weak
Spot, Dash).  This chest is trapped, so expect an ambush after opening it.

You can find two chests in the upper left section of the cave.  The lower
chest contains a Metal Guard(Tiptoeing, Quick Recovery).  The upper chest
contains force energy.  This chest is trapped.  In this area of the cave
you will also find a door that is locked by a type of key you do not have
yet.  Remember it's location for much later in the game though.  It leads
to one of the inaccessible chests.

The last chest is to the far right.  It is a bit above the upper exit.
It contains a Kite Shield(Shield Armor +5, Perfect Defense +10).

Now take the upper exit.  From here, take the path to the left and follow
it to an entrance to the previous area.  This leads to one of the
previously inaccessible chests.  It is trapped and contains a Dragon
Sabre(Rising Dragon, Down Rate +10).

The exit from this area is to the far right.  There are, however more
chests.  5 accessible chests to be exact.  Go back to the entrance to this
area and to the right of it you will find a trapped chest containing a
Blaze Tiara(Resist Darkness, Int +5).

Take the bridge above this chest and go the upper left to find a chest
containing a Round Shield(Technique +5, Resist Knockback +10).

Go back across the bridge and to the right of the Blaze Tiara chest you
will find a random chest.  To the far right of this area you will find
one of those blocked enemy gates.  Opening it releases a host of Steel
Golems.  If you didn't do any grinding they are quite difficult, however,
you can take them down with Frost.

Return to the entrance to this area.  Go down and you will find the lower
section that the lower entrance is in.  In this area you will find
another of those weird locked doors and a trapped chest(in the middle of
this section).  It contains a Francisca(Spinning Slash, Attack +10).

Return to the upper section, cross one of the bridges and go to the far
right to find a random chest.  Go to the exit and defeat the mini-boss
gate.

Welcome to the Great Snowfield.  This place is a maze of caves and
plateaus.  If you don't care about the chests though, it is easy to
navigate.  Just follow the signs to Cantore Village.

For the rest of us however, head to the far left.  Enter the cave here
and go right.  This will lead to the exit of this cave and the entrance
to another.  Enter this cave and go right again.  This leads to another
cave with a chest containing a Halberd(Orc's Weak Spot, Lightning Stab).

After getting the treasure return to the entrance to the area and go all
the way left.  You will come to a legion hive guarded by ghosts.  If you
did no level upping, this will be your first encounter with ghosts.  You
will find them to be a difficult enemy with their dark element regular
attack and the ability to disappear.  Lay waste to them and unlock the
warp gate.  Then head to the upper right.  Ignore the warnings and go to
the bridge.

Across this bridge are 4 treasures and frost dragons.  For those who did
the level upping feel free to blast across the bridge and lay waste to
all in your way.  For those who didn't, these monsters will easily lay
waste to you.  However, you can use sneak shot to run past them and
collect the treasure chests.  They cannot pass the bridge so getting
back is fairly easy.  Make sure to save though, just in case.  The 4
chests contain a Houtengeki(Power +5, Drain +10), large amount of force
energy, a Feather Vest(Tiptoeing, Speed Up+), and a healing water.

Return to the legion hive, there is a cave right next to the legion
hive.  It is a dead end containing a few monsters, feel free to clean
it out or not.  The way forward is the next cave to the left near the
entrance to the area.  Enter the cave, clear out the enemies then exit
out the opposite side.  Immediately after exiting, ignore the cave to
your right and go up.  Follow the chasm to the left, it will eventually 
become a rock wall.  This will lead to the entrance of a cavern.

Enter this interconnected series of four caverns.  In here you will
find a tresure chest containing Wizard Garb(Life +10, Quick Recovery).
From here go back to the entrance to these caverns.  Following the path
up leads to a cave, this cave is a dead end containing two treasure
chests.  The first of which contains a Magic Shield(Counter Claw +5,
Resist Stun +10), and the other is random.

Going south from here will lead you to another cave entrance with a
sign indicating the path to Cantore Village.  From here follow the
signs until the cut scene.  Although, feel free to explore the area if
you so choose, I certainly do.

It's a trap, you have walked into an ambush.  Graham temporarily
leaves the party, but you are quickly joined by a new force.  Meet
Chiquita, the girl from Cantore Village.  Chiquita can cast both
magical healing and the light magic shine spell.  While Graham`s
ability to take a beating will be missed, Chiquita can mow down
enemies.  Now wipe out all of the enemies in the clearing.

Afterwards Chiquita leaves the party and Graham rejoins, wecome to a
boss fight.  The smaller enemies - the undead, etc do not pose much of
a threat, however, the Ice Golem can lay the beat down!  If you did
not do any level upping, you will want to avoid the Ice Golem while
wiping out the smaller enemies before turning to concentrating on the
golem.  The Golem is weak against fire(+25% damage), surprise.  It is
immune to ice, again, surprise, and it is resistant to light and dark
magic(-75% damage) which does come as an actual surprise.

After defeating it, you will enter Cantore Village.  You can find
three treasure chests in the upper right section of town.  You will
find the first one in the hut with Elder Yoseph and it contains a single
healing water with 5 uses(takes up only one item slot but can be used 5
times before it is drained).  To the right you will find a chest with a
Holy Rod(Undead`s Weak Spot, Hard Hit +5).  The last one is in the back
of the hut(there is a second door in the rear) and it contains Goddess`
Tears.  You can also find a Warp Gate which you can activate now for a
future short cut to Cantore Village.  The exit is to the far left.


f. Cascade Castle E012
Follow the straight forward path to Castle Town Ruins.  Here you will
find plenty of undead enemies.  The path onward is to the far right.
It is relatively simple to find the quick path around the broken
staircase.  However, for those of us who wish to get the treasure chests,
you will need to take a different route.  The first chest can be found
by going to the far left.  From here, follow the staircase up the break,
the staircase to the right before the break will lead you to the first
chest.  It contains a Knight Helm(Resist Darkness, Magic Power +10).
Return to the entrance of the area.

The second treasure chest is a rather difficult and convoluted path to
take.  Go to the far right up to the break in the staircase, take the
staircase to the right.  Instead of going up to go around the break in
the staircase, go down to the left and up, the path from here is rather
straighforward.  When you reach the first intersection, go to the right.
Follow that section all the way to the chest, it contains some random
items.

Now, return to the pathway beside the break in the staircase.  From here,
go up to get around the break in the staircase.  This will lead you on
to the boss fight at the entrance of Cascade Castle.  Right before the
boss fight, is a staircase down, you can follow this pathway to the third
treasure chest.  It contains a Silver Bow(Critical Damage +20, Attack +10).

From here you will have to go fight the boss at the entrance to Cascade
Castle before you can move on to the last four treasure chests.

If you have not done any level uping, you will find this to be a rather
difficult fight.  The enemies are the rather powerful red lizards and the
giant cyclops axe wielders.  The final wave of monsters is giant cyclops
with huge golden axes known as Titans.  They are weak against fire(+50%),
holy(+25%) and dark(+50%).

The last four treasure chests are down the staircase to the left.  They
contain two random chests, one with a Great Sword(Power +5, Spinning
Slash), and a bunch of keys.  Now you may enter the castle.

The entrance of the castle puts you on the first floor(duh) which is
divided into two levels, the upper and the lower.  You begin on the
lower, but there's nothing much there - you must move to the upper to
progress.  You will be introduced to the four sub bosses.  Feel free
to explore the two rooms on the lower level - there are breakables
and monsters in both of them.

Also, beside the staircase leading to the upper level, is a warp
gate - which you can activate for later short cut and a trapped
object which upon breaking will release monsters.  In the room to
the left on the upper level, you will see a treasure chest - you will
not be able to access it just yet.

Move up through the two doorways to the room with the two staircases.
One of the two staircases is gated off, the  other one leads to a
blocked off area of the basement.  It is a deadend area and it would
appear to be a bad idea to go down it since everytime you change
floors, you reset all of the monster gates.  However, if one goes up
and to the right, one will discover a switch that needs to be
flipped to progress through the basement.  Make sure you flip the
switch or else you will be doing a lot of BACKTRACKING!

The first accessable treasure chest in this dungeon is a Braclet
(Resist Knockback +10, Hard Hit +5). It is to the immediate right
and down of the staircase to the basement. To the right of that
area, is a section with several gates blocking access to ghost
monster gates.  This is  problematical because the ghosts can move
through the gates.

Immediately upon entering this area, you should go up and enter
the closed doorway.  Clear the monsters in this room and then take
the other doorway in the bottom right.  This will give you access
to the gated off central area with the ghost monster gates.  To the
far right, is a gated off area in the centre of the room.  Access
is gained through the  central room where you accessed the ghost
monster gate area.

Now, you need to go through the upper left exit, then reenter
through the lower right.  This will bring you straight over to the
entrance to the gated off area.  Inside is a chest containing a
Death Scythe(Critical Rate +20, Attack + 20).  For those who didn't
do the early high level grinding will find this to a superior
two-handed weapon for the  immediate future.  It does good damage
and criticals often allowing for superior damage combined with HP
absorption.

Move to the far upper area, then move left looking for the left
entrance way.  Follow this path to the first door leading up.
This room contains a treasure chest with a Spark Tiara(Resist
Darkness +, Soul +20).  If you continue left, you will find a
doorway leading down and to the left of that, is a staircase
leading down to the basement.  If you would like, all of the
treasures on this floor do not take the staircase down just yet.
Instead, take the doorway leading down.  Inside you will find a
caged off area containing a treasure chest with a Blaze Branch
(Blaze Lv1, Blaze Lv1).

To the right of this room is another room containing a treasure
chest with random contents.  To the south of the staircase is a
series of rooms in which you will find a room containing another
random chest.  After which, take the staircase down.

Upon entering the basement to the immediate left, you will find
a series of interlocked rooms containing nothing but enemies and
monster gates.  This section is entirely  optional, the path
onward is to the right.

Along the way, you will find many dead end rooms containing
nothing but enemies and gates.  To the lower right, you  will
pass through the doorway you opened with the switch earilier.

The pathway to the far right of this area contains nothing but a
large amount of enemies and three monster gates. It is a dead end
as well, it is therefore, entirely optional as well.  The path
onward is the downward door just to the left of this area.  Upon
exiting this small pathway you will find, immediately to the left
is a switch that will open one of the three doorways in the area
where you first entered the basement(when you threw the switch).

The path onward is downward, then left.  Along the way you will
find another switch for another door to the central area.  More to
the left is the stairs up to the blocked off section of the first
floor.  You can continue left past the stairs up to the find a room
to the far left filled with strong(at least, strong if you didn`t
level up) Crystal Golems guarding 4 random chests.  Also you can
find the last switch and door to the central area.  Go up to the
first floor.

If you go to the south, you will find the treasure chest you saw at
the beginning - you can now open it.  It contains a Ring(Guard +10,
Quick Recovery +).  The path onwards is immediately to the left of
the staircase.  When you come to the intersection, if you follow it
to the left, you will find the last treasure chest on this floor.
It is random.

The path onwards is up and to the right.  This will lead you to the
gated off area with a switch and the stairs to the second floor.
The switch when thrown will lower the gate.  Go up to the second
floor.

Upon entering the second floor, you will find yourself in a gated
insection where you can only move north.  Here you will discover
that the door to the boss who kidnapped Chiquita is locked.  The
four sub bosses you met earlier will appear to tell you that you
will have to kill them to unlock the door.  There are two paths you
can take to move throughout the second floor.  For the purposes of
this walkthough, we will go right.

To the immediate north, is a room that leads to a room containing a
trapped treasure chest with an Ogre Club(Undead`s Weak Spot, Hammer
Fall).  You will then have to fight your way out of the room through
a large group of enemies.  Again, move to the right and then up -
this will lead you to the entry doorway of the first sub boss fight.

Unlike with previous boss fights, you will not be able to wipe out
all of the enemies.  They will continously respawn, however, you
will need to kill a certain number of them before you can damage the
boss.  Every so often, take a swing at the boss to see if you can
damage it.  This boss is weak against fire(+75%) and holy(+25%).  It
is resistant to ice(-25%), lightning(-25%), and dark(-75%).


After exiting this room, move to the south, this will lead you to a
room with four doorways.  The doorway to the north, is the door you
came though.

The door to the right is the one you will want to take as it leads to
another trapped chest.  The chest contains a Frowst Tiara(Resist
Lightning, Soul +20).  This time, take the lower door which leads to
the second sub boss fight.  This one has four enemy gates.  You will
need to destroy all four of them before you can damage the sub boss.
This boss is weak against holy(+100%) and resistant to dark(-90%).

Next take the left doorway.  In the room beyond, you have two pathways;
one down, and one to the left.  Take the lower path to reach a random
chest.

Now take the path to the left, this will bring you to the gated off room
you initialy entered the second floor in.  Here you will find the switch
to lower the gate as well as, a health fountain and a save statue.
There are two paths out of here.  The lower path is into a maze that is
all dead ends, so take the leftward path.  There is a room immediately
to the south which contains a trapped random treasure chest.  Go up
after getting the chest, the first path to the right that you will find
leads to the magically locked door.  Ignore it and take the next path to
the left, follow this down until you come to an intersection.  The path
to the right leads to the maze you passed earlier.  This entry way is
the path to the centre where you can destroy the monster gate you
couldn't reach before if you so choose.

The other pathway leads to your third sub boss fight.  Like before,
you will need to kill enough enemies to be able to damage the boss.
This boss is weak against fire (+25%), lightning(+25%) and holy(+25%).
It is weak against ice(-50%) and dark(-50%).

Afterwards, to the immediate left you will find a treasure chest
containing a Man-Eater Claw(Giant's Weak Spot, Attack +20).  Return
the way you came and take the northern pathway to find the final sub
boss fight.  This boss is a melee figher who packs a serious wallop!!
Do not get too close until you are capable of damaging him.  He is
weak against fire and holy(+25%) and resistant to the other three
elements(-75%).

Upon defeating him, go back to the formally locked door and enter
for the main boss fight.  This boss weirdly enough is an orc
champion.  You will have to destroy the monster gates in the room
before you can damage the boss. This boss is weak against all
elements(+25%).

Upon defeating the boss, Meryl, will open up a secret passage.
Enter the secret passage and go up the stairs to the third floor.
Here you will find Chiquita and Chip.  In this room are some
breakables which you will not be able to break at this time.  If you
wish to break them, you will have to return and climb back up to the
third floor.

At this time, Graham will insist you return to Greensleeves.  Here
you will find that directly up of your warp platform is an elevator.
Here you will store your extra forces.  As you gain forces throughout
the game, you will increase the power to the warp gates throughout
the realm(convieniently only to the areas that shoudld be accessable
at any given point in the story line, which means the monster gates
next to legion hives that you have unlocked are still powered down).


g. The Sanctuary of Ice E013
Head to the upper exit of Cantore Village.  Welcome to the Great
Snowfield North.  In this area, you will not find any treasure
chests.  There are three points of interest.  To the middle upper
section of the area, is a legion hive.  As usual, activate the warp
gate.  To the right of that is the exit from this area.  If you
choose to explore further, following the far upper right path and
following that path around and down, you will come to the Temple of
the Stars.  It is a door leading to another Ordeal of Light - much
like what you found in South Sinister Valley.  You will of course
need to head to the exit.  

Here you will find yourself in Quincine.  The home to the Sanctuary
of Ice.  As is usual, it is under attack, another boss fight for you.
This is one more ice golem same rules apply; kill all of the enemies
before damaging the boss and it has the same weaknesses and
resistances as the previous ice golem.

Upon defeating the boss, a man will come out of the city.  He will
explain that he was too much of a pussy to keep the gate closed and
he allowed the monsters entry into the city.

Go down the elevator and enter the city.  Feel free to activate
the warp gate, heal up at the fountain, and save.  The entrance to
the town is in the lower section at the bottom of this area.  Here
you will find that the monsters have reached the town.  It is of
course your job to wipe them out!

When you reach the town square, you will get a cut scene and be
introduced to another force.  After the cut scene when more monsters
arrive, the force will leave it to you to deal with them.  After you
defeat them, he will introduce himself, meet Baron.  He is the vice-
captain of the Quincine Holy Guard.  Baron will bring you to speak to
the king.  He will give you permission to check on the Santcuary of
Ice.  At this point you will find yourself standing in front of the
elevator.  Before entering it is time to go collect a couple of
treasure chests.

Go upstairs and follow the hallway up until you can take the path to
the left.  Follow this along to the two treasure chests.  Inside the
first you will find a Three Shot Healing Water, the second is a Blaze
Bow(Giant's Weak Spot, Knockback Rate +20).

Now go back to the elevator and walk down into the entrance to the
town like you did before.  Follow the path down to the town square and
take the stairs at the lower part of the town square.  Follow this
down to the right to enter the next section of the town.  Here you can
find a third and fourth treasure chests that contains random items.
One will be found in the upper section next to a well and the second
in the lower section inside a room.

Now return to the elevator once more, before you go down make sure
you have a bow.  The last treasure chest is found in the Santcuary
of Ice, but it is only accessible to a ranged attack.  As you follow
the path up into the Sactuary of Ice, you will find to the left a
treasure chest - shoot it and it's contents will fly over to the path
you are on.  It is a Goddess' Tears.  

Now follow the path up into the Sanctuary.  Everything appears to
be in order until you are suddenly attacked by monsters.  They are
normal monsters, so just wipe them and the gates out.  Just when it
seems everything is alright, the man behind the mask shows up and
destroys the crystal.  He leaves behind another boss.  This boss is
a Giant Legion, as before you will need to destroy the enemies with
it before you can damage it.  This enemy has no elemental weaknesses,
instead, it is resistant to varying degrees.  It is immune to fire,
50% resistant to lightning and holy and 25% resistant to ice and dark.

Upon defeating the boss, you will find your next task is to get to
the Sanctuary of Flame.  In order to get there, you will need an
airship, but all the airships belonging to Greensleeves and Quincine
have been destroyed.  You will need to find the former captain of the
Quincine Holy Guard who apparently has his own airship.  He can be
found in the housing area of Quincine.  When you reach the right
sections you will trigger cutscenes.

Meryl gets kidnapped, but Rhinos saves the day.  Baron will come
along and explain who Rhinos is and ask Rhinos to listen to the plea
of Max.  Rhinos says if you can reach the top of his mountain, he will
give you a ride to where you're going.  At this point, the king will
have Baron join your forces.  Exit the town through the elevator.

***** Optional *****
If you did the early high level grinding, you will find you are quite
capable of entering the Northern Ice Fields.  The enemies here are
around level 80 and will pose a bit of a risk, but not much of one.
The entrance to the first section of the Northern Ice  Fields can be
found in the upper part of the Quincine Front Egress.  In the Northern
Ice Fields there are three treasure chests.

The first two can be found to the far upper left.  They both contain
random items.  You can find two exits in this area that leads to other
areas.  The one  in the upper central section of this area leads to
Silver Horn Mountain.  I would save this area for after you go to the
second exit in this area, which can be found in the lower right, which
leads to the Cavern of Quincine.  

Inside the cave, you will find three treasure chests.  Two of which are
entirely random, the third contains an Ancient Bow (Golem's Weak Spot,
Knockback Rate +30).  The opposite exit of the cave leads to a legion
hive.  Activate the warp gate here.

If you choose to go to Silver Horn Mountain you will find that, as long
as you maxed out your frost resistance, the Giant Frost Dragons in this
area  cannot do significant damage you.  However, nor can you damage
them even with their elemental weakness of fire(although, to be fair,
mine is not leveled up, it might work if your fire spell force art is
leveled up enough).

That being said they provide the weapon you can use in this area to
defeat the dragons.  If you dash to the right upon entering you will
come to a cabin with a chest containing a Gladius(Dragon's Weak Spot,
Blackout+).  Level this up at the Blacksmith and lay into the Dragons
and they will fall for you.

Just above the snake-like path that leads to the upper section of
Silver Horn Mountain, you will find the second treasure chest
accessible before entering the cave areas.  It contains a Force Shirt
(Life +50, Quick Recovery +++).

At the peak of the mountain you will find another legion hive, as
usual, unlock the warp gate next to it.  Now it is an excellent time to
enter the cave. For the purposes of this walkthrough, we will be taking
the far right entrance.  In this cave are seven treasure chests.  They
all have random contents.

And last but not least, the middle-upper exit from the cave leads to
the last two treasure chests on the mountain.  They contain a 2 Shot
Healing Water, and a Goddess' Tears.

Take the far right exit into the other section of the Northern Ice
Fields.  In here to the far upper right you will find the last treasure
chest in the optional areas.  It contains a Frost Tiara(Resist
Frost+++, Soul +40).

Return to Quincine Front Egress.
***** End Optional *****

***  Optional 2  ***
For those who did not do the early high level grinding you will not be
able to deal with the enemies in the Northern Snow Field just yet.
However, there are 2 random chests you may be able to reach at this
time.  Being random they may contain items of great use to you at this
time, or they may not.

If you wish to try, equip a bow with sneak shot and run along the left
side of the area all the way to the two chests at the top of the area.
At this point I would warp to greensleeves and then use the warp points
in the Force Headquarters to get back to Quincine.
***  End Optional 2  ***


h. Getting an Airship E014
Take the exit to the right in order to get to the Ice Fort.  There are
3(technically 2) paths to follow.  They all lead to the Ice Fort so
take whatever path you feel like.  Do not enter the fort for now.
Follow the path that leads right.  The one southern path you will find
leads to the entrance to the Frozen Lands.  At this point in time the
Frozen Lands has nothing of interest.  It is just a dead end filled
with giants, golems and succubi.  In the Legion Hives section you will
find the area has opened up considerably.

If you follow the first level of the Ice Fort all the way to the
right and then take the southern path, you will find 4 random treasure
chests.  Each is guarded by a blocked enemy gate.  Touching the chest
opens the enemy gate.  If you are not a high level character, do not
touch more than one gate at a time or you will likely die.

If you then take the stairs to the right leading off of the Ice Fort,
you can follow the path up to find another random chest, also guarded
by a blocked enemy gate.

The Ice Fort itself is a rather convoluted structure with many passages
blocked off.  There are two exits on this structure.  One leads to
Eversnow/Rhinos Mountain(this one is marked with a sign).  The second
leads to the second section of the Northern Ice Fields(no sign).

At the summit you will find two treasure chest, each with a blocked enemy
gate.  These gates have considerably more powerful lizard enemies
underneath, so try not to break more than one at a time.  The chests
contain a Kotetsu Sword(Inflame, Attack +10) and a Trinity Rod(Inflame,
Hard Hit +5).

***** Optional *****
For those with low level characters, they may want to try for the Frost
Tiara(Resist Frost+++, Soul +40) in the second section of the Northern Ice
Fields.  The path is linear and it is possible to dash to the chest using
sneak shot.  It is, however, extremely difficult.  Good luck!
***** End Optional *****

Take the exit that leads to Rhinos Mountain.  In the far lower right of
this area, you will find two treasure chests with random contents.  And
just above them is a legion hive.  The enemies guarding the legion hive
are much more powerful than the rest of the enemies in the area though,
so be careful.

If you run into Rhinos before finding the treasures, do not worry.
You will not have to take off until you are ready.


i. Hail Prison  E015
You will find that you need to make a pitstop at Hail Prison to refuel
the airship.  But something seems to be very wrong here.  No guards are
in sight.  What is going on?  Max decides to investigate.  As you step
out into the middle of the courtyard, you will be ambushed by a few weird
looking monsters.

After you defeat them you can explore the area.  On the left side of the
courtyard you will find three chests with random contents.  To the upper
left you will find a healing fountain.  To the upper right is a save post.
Below that is the entrance to Hail Prison.  And finally, below that is a
chest containing a Muramasa(Giant's Weak Spot, Feint Slash).  Now enter
Hail Prison.

The path on this floor is straight forward.  You will have to flip a few
switches along the way to open the path.  There are two chests on this
level.  The first contains Fairy Dust x 5.  The second is random.  Head
down to the next floor.  It is a boss fight floor.

The boss on this floor is trapped behind a gate.  It is another one of the
fights where the enemies continuously respawn and you will need to kill
enough of them to be able to damage the boss.  I am not positive, but I
believe you need to release the boss before the killed enemies will count
towards the boss.  This boss is weak against fire, holy and dark by +100%,
and weakagainst ice by +25%.  It is resistant to lighting by -75%. On the
left side of the floor is a locked door which leads to a random treasure
chest.  Head on down to the next floor.

In the area you first arrive at is a random chest.  In the second room
you will meet Klein.  Another force who hates humans.  The path here is
straighforward as well.  Along the way you will find three more chests with
random contents.  One is behind a blocked off enemy gate.  The next floor
down is a boss floor as well.  This boss fight has three enemy gates you
need to destroy before you can damage the boss.  This boss is weak against
fire, holy and dark by +100%, and weak against ice by +25%.  It is
resistant to lighting by -75%.  As on the other boss floor there is a
random chest in the section to the left.

The path on the next floor is rather straight forward as well.  The first
chest you come to contains a Temple Guard(Life +10, Quick Recovery+).  The
next two chests on this level are random.

On the next floor is a boss fight with the mad scientist Greid.  It is
a straightforward boss fight, but some of the enemies are almost as
dangerous as the boss.  Greid is resistant to all elements at -75% damage.
After the fight you can find a chest containing a Rod of Vampire(Drain +10,
Attack +10) in the cage where Klein was held.  Head back up to the roof of
Hail Prison.

Here you will get on your airship to go to Hyatt.  Whoops, the ship
couldn't make it.  The ship has to land in San Tovance.


j. The Ruins of Oblivion E016
To initiate the next adventure you will need to go down into the marble
cafe.  At the very bottom you can find a woman standing alone who you can
talk to.  She will mention a place where you can speak with the Spirits of
the Dead and says she's willing to answer your questions.  However, you
will need to have Baron ask the questions to get any answers.  Afterwards,
speak to Rhinos, he will tell you it will take at least two weeks.  Max
will tell Rhinos the story of the Ruins, Rhinos, of course, will want to
go visit his dead wife and child.

To get there, you will have to take a trip to the far right of town which
brings you to the Parched Desert.  The enemies here (not surprisingly) are
fire-based so fire resistance is very worth while!

The path through this first section is rather straightforward.  There are
two optional sections that are just filled with monsters, one of which has
rather extremely large and powerful Giants armed with hammers.  This pathway
leads to a Legion Hive. If you go this way unlock the warp gate.

The other of which just has the regular enemies you have been facing in
the main desert.  Along the way on the main path in large clearing areas,
you will run into the most dangerous regular enemies of the desert.  The
Sandworms are extremely difficult because of how they move through the
desert under the sand making it hard to get a bead on them.  The exit to
the next area is on the far right.

In this next section, at the entrance you will immediately see a cave that
will lead you to the Ruins of Oblivion.  However, there are five treasure
chests in this area you may want to get your hands on - all of which are on
this side of the cave system.  In the very centre of this area is a
depressed area around an oasis. In the centre of the oasis are three chests.
From left to right they contain: a Charm of Light, a Sidewinder(Anti-Wing,
Attack 10), and the third is random.  Down from here in the even more
elevated section of the desert are the other two treasure chests.  They are
guarded by boatloads of Giants with hammers.  Again from left to right the
chests contain: a Goddess' Tears, and Mirror Blade(Power +20, Dash).  Either
of the two caves will take you to the upper part of the desert, take one now.

In the upper central section of this desert you will find the Corridor of
Oblivion, a cave which leads to the Ruins of Oblivion.  The cave is guarded
by a mini boss gate.  The main monster of which is a Blaze Golem.  Defeat it
and enter this cave and move through it.  

Welcome to the Ruins of Oblivion.  This section is a bit of a maze.
Immediately to the left is a warp gate which you can activate, following
the main path up leads to a central clearing of sorts.  This clearing is
filled with Giants so proceed with caution if you are a lower level player.
In the lower middle of this clearing you will find a set of stairs.  These
stairs lead to a ruined area filled with Giant Cyclops with Axes.  This
section is entirely optional, however, you will find four random treasure
chests on top of the structure in the middle, each one guarded by a blocked
enemy gate.  And to the south of this structure you can find another random
treasure chest.

The stairs in the upper middle of the clearing lead to the area you need
to go to, but they are blocked.  The path onward can be found in the lower
left of the clearing.  The doorway to the next area is in the upper middle
section, however, if you continue to follow the path all the way to the
lower right you will find the last treasure chest in this area.  It
contains a Rune Shield(No Down +10, Resist Knockback +30).  Now take the
entrance to the next area.

Upon entry you will find most of the ruins are underwater.  The first
treasure chest with random contents is on the deadend pathway which leads
up.  Follow the path to the right to progress.  In the very upper area you
will find a switch which will lower the gates thereby releasing the water.

There are two chest still on this upper section.  The first can be
found in the centre pathway that splits the ruins of the city into two
sections - it is on the very centre platform and it has random contents.
The second is on the far lower left and it also contains random items.
Enter the first section of the city.

In this first section you can find two treasure chests each with random
contents.  There are two passageways into the next section in the city,
take either one of them and you can find three key points.  In the upper
central area is the blocked off boss gate.  In the two buildings on either
side of it are the treasure chests.  Both treasure chests contain random
contents and are both guarded by blocked off enemy gates.  These will be
you first encounter with the rather dangerous undead enemies known as
Samurais.  They are able to appear and disappear(like ghosts) and pack a
serious wallop.

Unlock the boss gate and defeat the enemies here, the leading enemy
being a Samurai Lord.  It is weak against holy(+25%) and resistant to all
other elements at -25%.  Behind the gate they guarded, is a Mirage Vest
(Life + 30, Guard +20).  Move on to the next section where you will find
yourself in a section of desert with numerous Nagas and another boss.
This boss is a Red Dragon, it has no elemental weaknesses and is immune to
fire, resistance to lightning, ice, and holy by -75%, and resistant to
dark by -25%.

Upon defeating it, enter the next area.  It is one long corridor, so do
not worry about getting lost.  In the area following, go up the steps and
approach the alter where Max will have a conversation with his parents.
Suddenly the man behind the mask appears, banishes the shades of Max's
parents and sics a Giant boss legion on Max.  Max realizes that he cannot
defeat it alone.  You will need to dash through the corridor which now has
legions and their gates in it.  You can kill them or skip them, but the
boss will follow and if it gets close damage you.

When you exit Meryl and Rhinos rejoin and you can now fight the Boss.  I
was able to damage it without defeating any enemies.  It is resistant to
all elements at -50%.  After defeating it you need to get to the northeast
exit of the Parched Desert, Middle to move on to Hyatt.  You can either
walk out of the Ruins of Oblivion or warp to San Tovance.


k. The Path to Hyatt E017
The path to Mt. Bakaus is a straight Shot up through the Parched Desert,
East.  However, there is an entire area to the right that is optional and
contains 7 treasure chests and a legion hive.  The first chest is towards
the bottom left of the area is random.  There is another random chest in
the bottom right of the area.  In the wide open area you will find three
spots of interest.  The legion hive, an exit to the right that is not
accessible due to a closed gate.  In the middle of this area is a treasure
chest containing a Durandal(Lightning Stab, Knockback Rate +30).

To the upper right is another random chest.  To the left of that is
another random chest and two more random chest are even more to the left.
Now head for the Holy Mt. Bakaus, West.  This is an extremely convoluted
area that where you will need to navigate through an underground cavern to
get to all the various sections(and chests) in this region.

At the first intersection you can go up to get a random chest.  The next
intersection has a path going up as well.  It leads to a dead end.  To the
right is the first entrance to the cave.  You can go even further to the
right to find some more dead ends.

Now head underground.  The second section you come to is an intersection.
You can go up or you can left.  Up is the path on while left leads to
optional areas with chests.  We'll go left of course.  Go up from the third
section on the left and to the right on the third section up you will find a
random chest.  On the left of the next section up you will find another
random chest.  As you move up you will pass a staircase to the outside.
Ignore it and continue up to find the last random chest in this section.
Then take the staircase up.

Go down to find a random chest, then go all the way up to find a
teleportation spot.  This leads to a dead end area with a chest containing
an Elemental Garb(Life +40, Quick Recovery++).  Now return to the first
intersection in the underground area.  Take it up to find the next staircase
outside.  This one leads to a path onwards.

From here go south and follow the path to the random chest.  Then go back and
head up.  The path is straightforward, but there is one small dead end off
shoot.  Keep heading up to find the next staircase down.

From here follow the path down to get to a random chest.  The path to the
right just above the chest leads to an optional staircase that leads to some
treasures.  I would recommend going that way.

From here follow the path down and left, past the warp spot to find a random
chest.  Then warp out.  In this new area, up leads to a chest containing a
Spark Scepter(Anti-Weapon, Knockback Rate +20).  Take the warp point to the
right now and follow the path up to the next warp point.  This warp point
leads to a chest containing a Devil Reaver(Harpy's Weak Spot, Consecutive
Damage+).  Now go back 2 warp points and take the warp point to the left.
This takes you to the last chest in the area(random).

Get back underground and take the exit to the upper right which leads to the
entrance to Hyatt.  Meet Mariel, Graham's daughter.  Now enter Hyatt.


l. The Sanctuary of Fire E018
Follow the path and you will come to what appears to be a dead end.  However,
you will find they have cable cars here.  The cable care will take you to the
Hyatt Central Hall.  From here you can take the elevator to the Hyatt Royal
Palace.  In here you will find 2 treasure chests containing a Goddess' Tears
and a 3 shot Healing Water.

Mariel will leave to go check on the realm of the birdlings.  A report has it
that the legions have invaded their mountain and Mariel wants to rescue them.
Max decides to help.

Head to the ropeway that you didn't come from to find Mariel and head to Holy
Mt. Bakaus, East.

***** Optional *****
There is an underground area under this side of Mount Bakaus as well.  This one
is optional.  You do not need to move through it to progress through the upper
area.  However, it contains a legion hive and several treasure chests.  If you
have done the early high level grinding, you can collect this treasure now.  If
not, it is possible.  I did it on my first playthrough where I was a low level
character.  It is a very long and difficult process, though.  The first entrance
is immediately to the right of the exit from Hyatt.

Go down the stairs and take the first right.  This leads to the legion hive.
Activate the warp gate and take the next path down.  This leads to an exit and a
random treasure chest.  Take the exit out to find a little blocked off section
of the above ground with a random chest.  Go back down into the underground.

The next pathway to the left leads to another exit.  The pathway to the left of
this one has another random chest.  The next pathway to the left leads to
another random chest and another exit.  The pathway to the left of this one
has a random chest right near the beginning and as you progress further
along, you will come to an entrance to the West Bakaus Cave.  This is a
section you could not reach before.  It contains random chest as well as a
chest with a Soul Eater(Golem's Weak Spot, Spinning Slash).  

Now return to the East Bakaus Cave.  Follow the path all the wayback to the
right and take the first path to the upper right from here.  It leads to
another exit.  The path up to the right of this is where you first entered,
exit here, and go back to the exit from Hyatt.
***** End Optional *****

From here head left, take the first path down and follow that all the way to the
right to find a random chest.  Now, return to the intersection you first entered
this pathway at(the intersection on this pathway where you can go down is just a
dead end).  From here go all the way to the left, the intersection down along
the way just leads to a dead end.  Follow the path down and you can take either
fork - both lead to the same location.  Continue to follow the path along until
you reach the bridge leading up, take the bridge to find a random chest.  Now
go back across the bridge and follow the path until the next intersection.

Follow the path to the left.  Along the way there is a path north that leads to
a random treasure chest.  At the end of the path you will find a warp point that
leads to another random treasure chest.  Go back to the intersection.

Follow the path to the next intersection(I know it's only about two steps), the
path to the north leads to another cave entrance.  The path downwards leads
onward.  Follow that to the next intersection and take a left.  At the
immediately three-way intersection, you will want to continue left and take the
path up and around.  Continue to follow the path through numerous convoluted
twists and turns to reach a random treasure chest.  Go back to the three-way
intersection.  If you read the sign, it will tell you the path leads to the
Parched Desert, Dune.

***** Optional *****
If you did the early high level grinding, you may be capable of dealing with the
enemies in the Parched Desert, Dune.  If you wish to give it a try, you may
first want to collect some Fairy Dust.  Otherwise, even with maxed out
protection against Stun and Knockback, you will find the Dragons in this area
can Knock you down making it impossible to kill them.  If not you may have to
just skip the fights(at least, with the dragons).  Possibly, with a good shield
and one-handed weapon, they will not be able to knock you down or back so you
may want to try that instead.

Follow the left wall to the exit and go out.  Now you can lower the gate in the
Parched Desert, West.  Go back over and follow the wall all the way around to
the bottom right.  Along the way you will find a treasure chest containing a
Thor's Hammer(Hammer Fall, Blackout++).  When you reach the bottom right you
will find a treasure chest containing a Sylph Scepter(Electric Charge, MP
Drain+).

In the upper right section of this area, you will find a path that leads to a
treasure chest.  It contains a Blazed Tiara(Resist Flame+++, Magic Power +10).
Along this path, you may find a new type of dragon that has a stone breath
attack which will turn you to stone.  These dragons are nearly impossible to
kill.  If you run into them, I would strongly suggest sneak shot and running
right on by.
***** End Optional *****

Go back to the brick bridge intersection you were on and take the path to the
right this time.  Take the first path down to find a random treasure chest.  Go
back to the intersection, follow the path to the right where it will lead to one
last intersection.  Up leads to a warp point which brings you to the last
treasure chest in this area which contains a Holy Ankh(Orc's Weak Spot, Attack
+20).  The path down from the intersection leads to the Volcanic Cavern, North.
This is our goal.

The path is fairly straightforward.  Follow it until you reach the first
intersection.  The path going up is to progress.  Take the path going down to
find the first treasure chest.  It contains a Dragon Shield(Counter Claw +10,
Perfect Defense +20).  Move back to the intersection and take the path up to a
plateau, which is the next intersection.  On it you can find a random chest.
Take the lower path to reach a third plateau that is also an intersection.  On
this plateau is another random chest.  The lower path leads to the lower exit
and the lower level of the Volcanic Cavern, South.  This is currently an
optional area.  The lefts leads to the upper exit and the upper level of the
Volcanic Cavern, South.  This is the path to progress.

***** Optional *****
Take the lower exit to reach the optional area.  These are the same enemies as
above, so you do not need to be at a high level to defeat them.

Follow the path down.  On the third outcropping to the right you will find a
random chest.  At the next area you will find a large area.  This has two ways
to go.  Up leads to a legion hive.    Activate the Warp Gate and then take the
left path to proceed.  At the intersection you will want to go left to reach an
Evil Edge(Golem's Weak Spot, MP Drain+).

Return to the intersection and go up to reach the upper part of Volcanic Cavern,
South.  Follow the path to the intersection and go down.  The path to the right
leads to the other entrance to this area.  At the intersection go left to reach
the last chest in this area.  It contains an Evil Shield(Lighten Petrify+,
Perfect Defense +20).  Return to the intersection and go down to progress.
Enter the Realm of the Birdlings.

At this point in time you will want to ensure you have Meryl in your party.  You
can recruit a character early here, that you will otherwise have to wait to get.
Now skip the next paragraph.  It is for those who chose to skip the lower area.
***** End Optional *****

Follow the path to the first intersection and go down.  Left leads to the lower
area.  At the next intersection take the path left to reach a chest containing
an Evil Shield(Lighten Petrify+, Perfect Defense +20).  Go back to the
intersection and go down to progress.  Enter the Realm of the Birdlings.

Follow the upper path all the way left and take the path down to the second
inner level.  Take the bridge to reach a chest containing a Dragon Helm(Resist
Darkness, Magic Power +30).  Go back to the second level and follow that path
all the way around to the right.  Take the path down and then right to reach a
random chest and the warp gate for this area.  Go back the way you came and go
left to get to the path down to the third level.  To the right is a dead end
with some breakables.  Down leads to the central arena.  Go down to it for a
boss fight.  Here there is also a random chest that you can get now or later,
your choice.  The chest might already be broken open by the time you get there.

The boss is a Legion Wing.  It has no weaknesses and is resistant to fire and
ice at -50% and lightning and holy at -25%.  It is not too difficult.  As usual
you will need to destroy all the little enemies before you can damage the boss.

***** Optional *****
If you brought Meryl as your third teammate then an earthquake will break a
whole in the floor, separating Max and Meryl from Mariel.  Here you will find a
Dragon's Egg with a Force Frame on it.  The egg hatches as you watch and a
Dragon Force is born.  Dryu joins the party now.

Follow the path to the left which will rotate to become down.  In the next area
you will find you are lost.  Just keep taking paths until Dryu peeps up.  He
knows the way out.  Follow him to the Realm of the Birdlings.  Take the path
down to reach Dragon Mountain.  Here you will find Freyja and Klein.  Freyja
will explain that there will be no more earthquakes because it was a sign that
Dryu would be born.  The next paragraph is only for those who did not have Meryl
in their party.
***** End Optional *****

Take the path down to reach Dragon Mountain.  After the battle you will find
Freyja and Klein waiting at the entrance to Dragon Mountain.  A small Dragon
is with them.  Talk to them to have Freyja explain that the earthquakes were
a sign of the Dragon's birth.  You will automatically return to Hyatt.

Suddenly there is an explosion, it sounds like Hyatt is under attack.  Return to
the elevator to find out that the legions have invaded the sanctuary.  Take the
elevator down to find out that Rhinos is busy battling the legions.  Rhinos will
tell you that Lord Chaos has activated the Flame Barriers, which means you will
have to destroy the legions in an area to lower the barrier.  The path to take
is to just keep moving up to the lower levels.  It doesn't really matter how you
get there as long as you get to the upper middle section.  I know that sounds
kind of confusing but you'll see what I mean as you go.  When you reach the
upper middle section, you will get into a boss fight.

This boss can be an extremely difficult fight if you are a lower level
character.  Quite possibly your first challenge all game.  For lower level
characters you should follow the strategy of staying away from the boss and
using a ranged attack.  You will want to make sure you use a fast bow, if
you use a bow and possibly a bow with Legion's Weak Spot.  You will find
that you can damage this boss without needing to destroy all the other
monsters with him.  This boss has no weaknesses.  It is immune to ice,
resistant to lightning, and holy, at -25% and also resistant to fire and dark
at -25%.

Go up to reach the Sanctuary of Fire.  Here the man in the mask will destroy the
last crystal and then transport Max and himself elsewhere.  After the cut scene
you will have  to fight the man behind the mask.  For lower level characters
this will be the hardest boss fight to date - it may seem next to impossible.
He is resistant to fire, ice, and lightning at -75%.  He is also resistant to
holy and dark at -95%.  If you are a melee fighter, you will want to use a
one-handed sword and a shield.  The trick to defeating the man behind the mask
is never to get too deep into a combo.  If he backs away he may cast Gaia Nova
and a direct hit will definately kill you.  One hit then move, try not to stay
close because he will occasionally do an area effect spellthat turns you to
stone.  Just keep chipping away and eventually you will defeat him.

Congradulations, it is all over, you have defeated Vandolf!  But wait, after you
destroy the mask allowing Vandolf to control Cain, you hear Vandolf's voice
again.  It seems Vandolf has gained enough strength to repair his body.  He
summons the Dark Castle and only Cain's sacrifice and the timely entrance of
Meryl and Rhinos saves Max.

Vandolf will use the power of the Dark Castle to summon hordes of legions, you
will find now that all the monsters in every area have increased in power.


m. The Legion Hive Side Quest E019
While sleeping you'll be tasked by your parents to become a Shining Force.  When
you wake up, Chairperson Rebecca, King Liebenheim, and Lord Chaos will task you
with the same thing explaining how to do so.  Afterwards Rebecca will give you
23 Seals of Darkness and suggest that you also take down the legion hives.
Afterwards you will automatically go back to Headquarters and put together a
party.

***** Optional *****
Dryu joined the party as a level one character.  Now would be a good time to go
fight some very high level monsters to bring up his levels.
***** End Optional *****

This section is a giant Optional section.  The following is a side quest but,
imo it is integral to the game.  Certain weapons and armors are only
"unlocked" when you get the first one in a Legion Hive.  The majority of the
Secret Arts can only be gotten in Legion Hives.  So skip this section at your
own risk.  Also, if you did the high level optional grinding, I would recommend
not just warping to the legion hives, but warping near and doing some walking.
The reason being that the weapons and items garnered in the Legion Hives become
"unlocked" when you aquire them from the Hives.  They are then available as
regular drops and most of the abilities they start with suck, and, the rings
and bracelets can be great, but, none of these items start with a + of any
kind, making them super worthless.

***** Optional *****
At this point we can do can now talk to Chairperson Rebecca and choose the Just
came to say hello option.  A soldier will appear to give a report about a meteor
and some strange tracks leading to the legion hive on the diagon road.  Since
this would be the first Legion Hive I would recommend, it seems like a good time
to do this sub-quest.
***** End Optional *****

Go to the Diagon Road(the path to Larcyle Fort way back near the beginning of
the game).  Go to the Legion Hive(the directions can be found back in the first
go through of the Diagon Road) and enter it.  If you went here earlier and
activated the Warp Gate it will be usable now.  You can just warp to the Harpy
Legion Hive instead.  You will need to use one of your seals of darkness to open
the door here.  It is an easy Legion Hive so bring whoever you want along with
you.

This is the Harpy Legion Hive.  It is filled with Harpy's and the Harpy Force
Legion Hive Boss.  The area is just one big cavern and the enemies and Boss are
of little consequence.  The Harpy Force is immune to lightning and resistant to
fire at -50% as well as ice, holy and dark at -25%.  The Harpy Force can do some
serious damage so you may lose your backup characters in this fight.  No biggy.

***** Optional *****
If you did the optional above with Rebecca, then after defeating the Harpy Force
a robot will appear.  Go to the very upper middle section of the cave to recruit
Adam(You need to talk to him).  He is a robot force that served as Max's nanny
when he was a child.
***** End Optional *****

In the central area of the cavern, you will find three treasure chests.  They
contain key x99, a Sky Striker(Power +10, Attack +10), and your first Secret Art
Harpy Slayer.  A Secret Art can be attached to a certain piece of equipment and 
provides whatever bonus ability the Secret Art claims to have.  In this case all
harpies can be slain with one hit.  Secret Arts can be attached to equipment at
the Force Art "shop".

***** Optional *****
Next up is a class change.  Return to Larcyle Fort with Graham in your party and
talk to the soldier's at the bottom of the stairs near the warp gate.  This will
trigger the potential for a class change.  Now all you have to do is defeat the
Orcs in the Orc Legion Hive and the class change will occur.  Graham will then
become impervious to lightning and learns higher level versions of Spark.  He
also increases his Attack Power.
***** End Optional *****

Next up is the Orc Legion Hive.  Go to the Hill of the 25 Sages, which you can
get to from Rainbow Prairie, NE.  Take the upper exit which leads to the upper
section of the Hill of the 25 Sages.  Of course, if you've been here before,
you can warp straight to the Legion Hive.  Otherwise, look around the small
area to easily find the Legion Hive.  As per usual, you will need to unlock the
door with a seal of darkness.

This is another easy hive.  It's just filled with Orcs and has an Orc Force as
it's boss.  This boss is immune to ice.  It is resistant to all other elements
at -25%.  I found it even easier than the harpy.  In the three chests you will
find Key x 99, a Gale Ring(Drain +5, Resist Lightning++), and the Secret Art Orc
Slayer.  The Gale Ring is the best ring for a melee or bow character.  It raises
the number of hits in a combo and the consecutive damage done.  Unfortunately
this one, having no +, is worthless.  Good thing the special abilities are not
that spectacular.

***** Optional *****
It's time for another class change.  Put Meryl in the party and go speak to
Rebecca.  Then all you have to do is defeat the Giants in the Giant's Legion
Hive.  Meryl will then become impervious to petrification, learn higher level
versions of Blaze Feather(that unique spell of hers where she sends out a fan of
fire), replaces the Hell Blast Spell with the Dark-type Chaos Gate spell and
increases her physical resistance.
***** End Optional *****

Next on the agenda is the Giant's Legion Hive.  If you haven't been there yet,
you can reach it through Greensleeves, take the exit to Rainbow Prairie, SW.  If
you've never been here before, there are three random chests, all in the plains
area.  In the mountainous region of this area, you will find the Legion Hive(top
left).  Despite Giant's being generally powerful, this cave is suprisingly easy.
Just make sure you max out your resistances to knockback and stun and the like.
The Titan Force has no weaknesses, is immune to dark, resistant to fire,
lightning and ice at -75% and resistant to holy at -25%.  The three chests
contain a 3 shot Healing Water, an Ogre Shield(Technique +5, Resist Stun +40)
and the Giant's Rage Secret Art.

Next up is the War Wolf Legion Hive.  As usual, if you've been there before you
can warp there.  Otherwise you can reach it in the same area you were just in.
Go to the underground section which can be found in the upper middle in the
plains.  Across the bridges and such.  If this is your first visit here, you
can find two treasures in here.  The first is in the middle of the underground.
It's a Death Scythe (Critical Damage +40, Consecutive Damage).  It's additional
Critical rate along with it's HP draining makes it very valuable.  Once you
have raised your own critical rate force art, you will have a weapon that almost
always criticals(except to creatures immune to critical) and does at least
double damage with every hit.  You will never have low HP while using this
weapon.  There are two exits from the underground.  If you go right and follow
a long path(outside then back in and out again) around to the exit, that will
lead to the Wolves Legion Hive, our goal.  The closer exit down leads to a
chest containing an Ogre Cleaver(Finish, Hard Hit +5).

Head for the Hive and be prepared for a very difficult fight.  I'm kidding, this
one is easy too.  The Wolf Force is immune to ice, resistand to lightning by
-50% and resistant to the other three elements by -25%.  In the three chest you
will find a Charm of Light, a Speed Star(Null Damage +10, Guard +10), and the
Secret Art Devil Spark.

Next up is the Lizard Legion Hive in the Gunsrock Zone(if you've never been you
can get there through lower part of the Hills of the 25 Sages, or through the
Dipless Hills which you can get to in Greensleeves.  There are four chests in
this area.  Three on top of the mountains, 2 are random, one has a Ring(Speed
Up+, Quick+).  There may be one other just below the summit(to the right).  It
will becrandom as well.  One under the bridge to the dipless hills containing
an Eagle Beret (Resist Lightning+++, Int +5).  The Legion Hive is in the
mountains as well.

The Lizard Force is immune to fire, resistant to lightning at -50% and resistant
to the other elements at -25%.  In the chests you will find a Georgius' Bow
(Inflame, Attack +10), an Armageddon(Power +5, Hard Hit +5) and the Secret Art
Lizard Slayer.

***** Optional *****
Make sure Chiquita is in your party and go to Cantore Village to talk to Elder
Yoseph.  Now all you need to do is destroy the ghosts in the Ghost Legion Hive.
Chiquita will become immune to ice and learn higher level versions of Shine,
Holy and Heal.
***** End Optional *****

Next up is the Ghost Legion Hive.  It's in the Great Snowfield South.  You can
either warp right there(if you've been there) or warp to Cantore Village and
walk there.  It is, not surprisingly, filled with ghosts.  Since their attack is
dark based, they can do a lot more damage than others, but, as long as your
resistance to darkness is fairly high, it's not that hard.  This boss is
resistant to dark at -90% and the other 4 at -50%.  Your prized for winning are
a Holy Tiara(Resist Darkness++, Soul +20), a Phantom Sword(Harpy's Weak Spot,
Hard Hit +5) and the Secret Art Wizard Folklore.

Next on the list is the Skeletons Legion Hive.  It's in the Great Snowfield -
North, if you've never been there before (you likely have).  The Skeleton Force
actually has a weakness, ice +50% and is resistant to fire -25% and resistant to
the others at -75%.  Your prizes are a Flamberge(Finish, Hard Hit +5), Wand of
Osiris(Critical Damage +10, Knockback Rate +20) and the Secret Art Third Eye.

Next up is the Legion Legion Hive.  It can be found in the Cursed Cavern(the
Cavern at the heart of the Cursed Temple).  For those who have never been here
you need to go to the Gunsrock Zone - the Cursed Temple - the Floating Island(no
chests) - Mount Hydra(no chests) - Secret Temple Passage(2 chests, one to the
right at the beginning holds a Charm of Light, the other, along the linear
passage way is random) - the Cursed Temple(3 chests, all random).  Then you need
to defeat 5 mini bosses.  The Devil Brothers are rather easy to defeat at this
point in the game but can provide a moderate challenge if you dive into combat
with the lesser enemies and ignore the Devil Brothers presence.  As usual you
will need to defeat the enemies surrounding the Devil Brothers to kill them.

This Legion Hive is a moderate challenge.  Some of the legions have a stone
breath that can petrify and the boss packs a moderate punch and has a ranged
lightning attack.  It is immune to lightning, resistant to holy at -50%, and
resistant to the remaining elements at -25%.  The prizes for winning are a
Force Sabre(Power +5, Attack +10), which comes with Gaia Nova, and is, imo,
the best 1 handed sword in the game, a Force Buster(Critical Damage +30,
Attack +10) and the Secret Art Earth Talisman.

***** Optional *****
Put both Baron and Rhinos in your party and speak to King Lebenheim in Quincine.
Now you need to clear the Vampire Legion Hive in the Frozen Lands.  They will
both class change together.  Baron will become immune to frost, learns some new
juggle attacks and can throw more projectiles.  Rhinos becomes immune to
criticals, learns some frost-type spells and his attack power increases.
***** End Optional *****

Next up is the Vampire Legion Hive.  It can be found in the Frozen Lands(a
vastly expanded area than it was previously) below the Ice Fort.

Straight down from where you initially enter the area you will find 3 random
chests.  The path onwards is to the right side and on the far right you will
find another random chest.  Finally, go down at the first intersection to
find the last random chest.  Follow the spiral to reach the Legion Hive.
Don't forget to activate the Warp Gate, just in case.

This is either a moderate challenge or an extreme challenge, depending on your
resistance to dark.  The Vampire Force is resistant to frost at -75% and
resistant to everything else at -50%.  It is a physical attacker with a
petrifying attack.  If your resistance to petrification is low, make sure to
bring Charms of the Flesh with you.  Your prizes in here are a Leviathan
(Golem's Weak Spot, Attack +20), a Crescent Axe(Power+5, Attack +10) and the
Secret Art Darkness Awakened.

Next up is the Worms Legion Hive.  This is in the Parched Desert - East.  This a
moderate to difficult challenge.  The worms can pack a serious punch, especially
the Worm Force.  The trick I find is to ignore your allies death and conserve
your healing waters until you need them and then use two to juice your allies
back to full health.  Gaia Nova can take out the regular worms rather quickly as
well.  And the Worm Force can take a fair amount of damage from it as well.  The
Worm force is weak against dark at +25%, immune to fire, resistant to lightning
at -50% and resistant to the others at -25%.  Your prizes here are the Punisher
(Power +5, Attack +20), a Chain of Mars(Int +20, Attack +30) and the Secret Art
Sign of Life.

***** Optional *****
Put both Dryu and Meryl in your party and go to San Tovance to speak to Joen.
Now all you have to do is clear the Impact Legion Hive and Dryu will Class
Change.  He becomes immune to Flame, Lightning and Frost and learns new
Lightning, Frost and Light spells.
***** End Optional *****

Next up is the Impact Legion Hive.  It's in the Parched Desert - West.  It's
filled with Succubi, Orcs with Hammer, Giants, those Giant Undead beasts,
Samurais, Golems and the like.  Lots of knockback and stun and just generally a
lot of power.  This cave can be difficult.  The Mithril Golem boss is immune to
holy, resistant to fire, lightning and frost at -90% and to dark at -25%.  I
find the best way to take him down is dark arrow.  Spam the crap out of it
while staying out of reach.  Your prizes in this cave are Fairy Dust x 32,
Brave Ring(Lizard's Weak Spot, Anti-Wing), and the Secret Art Unbeatable
Courage.

Next up is the Dark Stalkers.  They can be found on Rhinos' Mountain.  You will
need a high resistance to darkness, but as long as you have that, this one is a
piece of cake.  The boss doesn't seem to be much like a boss, and you may, like
I was, be surprised when you find the fight is over.  The Dark Master is immune
to holy and dark, and resistant to the other elements at -75%.  Your prizes here
are Goddess' Tears, a Moon Beret(Resist Lightining++, Int +5) and the Secret Art
Nihilistic Blow.

Next up is the Succubi Legion Hive.  It's in the Quincine Front Egress, but it
can only be reached through a cave in the Northern Ice Fields.  It's a moderate
challenge mostly due to the shear number of enemies that are capable of damaging
you.  Once you wittle down the numbers it gets pretty easy.  The Queen Force is
resistant to all elements at a rate of -75%.  Your prizes here are a Wing of
Medula(Resist Flame+, Int +20), a Valkyrie(Power +5, Attack +10), and the Secret
Art Divine Spirit.

Next up is the Frost Legion Hive.  It's in the Northern Ice fields(the section
you just went through to get to the Succubi Legion Hive).  This one is filled
with Ice Enemies(bet you couldn't guess).  It is a moderate challenge if your
frost resistance is high(the challenge being to keep your allies alive, since
you don't take very much damage).  The Blue Dragon Boss here is immune to Ice,
resistant to Dark at -25%, and resistant to the other elements at -75%.  Your
prizes are a Crystal Guard(Life +10, Guard +10), an Ice Brand(Silence, Hammer
Fall) and the Secret Art Heaven & Earth.

Next up go to Hyatt and speak to Lord Chaos about the issue of the Birdlings.
You may want to swing over to San Tovance and buy a boatload of Charms of the
Flesh.  Then head to the Realm of the Birdlings and speak with Klein.  They will
want to get the bow of the past birdling chiefs.  It is in the Stone Legion Hive
which can be found in the lower section of the Volcanic Cavern - South.  This
can be easy or difficult depending on your supply of Charms of the Flesh and
your resistance to petrify.  The Stone force is immune to dark with no other
resistances or weaknesses.

After you defeat the boss the usual three chests will appear with a fourth at
the back of the cave.  Go to the fourth chest and open it.  Klein and Freyja
will get their class changes.  Freyja becomes immune to knockdown and learns
higher level flame attacks.  Klein becomes immune to knockdown and learns a
higher level version of the freeze shot, and higher level flame spells.  Now
Klein and Freyja will open the door to the third ordeal of light.  And if you
didn't get Dryu earlier, he joins now.  Return to the Stone Legion Hive and
collect your prizes, Charms of the Flesh x 32, an Evil Eye(Harpy's Weak Spot,
Attack +10) and the Secret Art Blessing of the Goddess.

***** Optional *****
Make sure Mariel is in your party and go speak with Lord Chaos.  Now you can go
clear out the Flame Legion Hive to get Mariel's Class Change.  She will become
immune to Stun, learn holy spells, learn higher level spark and heal spells and
her attack power will increase.
***** End Optional *****

Next up is the Flame Legion Hive.  It is found in the East Bakaus Cave.
High Flame Resistance is very beneficial.  Far and away the most dangerous
foes in the cave are the Fire Dragons.  It is, however, not too difficult at
this point in time.  The Red Dragon Boss is immune to fire, resistant to dark at
-25%, and resistant to the remaining elements at -75%.  Your prizes here are
Volcano Garb(Life +20, Quick Rocovery+), a Volcano Wand(Harpy's Weak Spot, Hard
Hit +5), and the Secret Art Hymn of Power.

Next up is the Lightning Legion Hive.  For this one I would strongly
recommend bringing Graham.  His immunity to lightning will be invaluable.
This legion hive is found in Mount Hydra.  The Gold Dragon Boss here is
immune to Lightning, resistant to dark at -25% and resistant to the other
elements at -75%.  You must have the highest lightning resistance you can
possibly manage or you will be slaughtered.  If you can get your Lightning
resistance above 90, this is not too hard.  Your prizes in this cave are a
Goddess' Tears, a Force Scepter (Power +10, Attack +20), and the Secret Art
Feat of Striking.

Next up is Demon Legion Hive.  This can be found at the top of Silverhorn
Mountain.  This is a very difficult Hive.  The Demon Brothers here are more
powerful than many of the other bosses.  And the boss will kill you in one or
two hits.  Stay back and spam Gaia Nova and it will fall soon enough.  The
Devil Father is immune to dark, resistant to frost at -75% and resistant to
the other elements at -50%.  Your prizes a Holy Shield(No Down +30, Immovable
+10), a Demonish(Wolf's Weak Spot, Attack +10) and the Secret Art
Swordmaster's Secret.

***** Optional *****
With Adam in your party go to Max's home in Greensleeves.  Afterwards go
clear out the Golem Legion Hive in the Green Graveyard.  Adam will Class
Change.  Adam learns some unique and powerful spells and attacks(including
Gaia Nova and a petrify attack).  He becomes extremely useful after this.
***** End Optional *****

Next up is the Golem Legion Hive.  This can be found in the Green Graveyard.
This is a very hard hive, but, surprisingly enough, only a few enemies should
give you trouble.  The Boss is retardedly hard, and only with a ridiculously
high defense will you live through a single blow from it, but other than him
the only real difficult ones are the blue rock golems that look like the boss
and the mithril golem like creatures.  The trick to the boss is ranged
attacks and ignoring your comrades.  Let them die, clear the cave and dodge
the boss while pounding him from afar.  The Hell Golem is immune to dark and
resistant to the other elements at -90%.  I still found Gaia Nova to be quite
effective though.  Your prizes here include Sylvain's Bow(Power +5, Attack
+20), a Chance Maker(No Down +40, Perfect Defense +30) and the Secret Art
Golem's Soul.

Last, but certainly not least is the Dragons Legion Hive in the Dipless Hills
(next to the non-elevator entrance to the Crystal Sanctuary).  If this is
your first trip here then, there are 4 chests in this area.  The two upper
chests are random.  The lower two chests(around the mountains) contain a
Magic Shield(Lighten Petrify++, Resist Stun +10) and a Defender(Knockback
Rate +30, Lightning Stab).

This hive is actually not too hard(although your allies will likely get
the shaft), but the boss is retardedly difficult.  The Archdragon is
immune to holy and dark and resistant to the other three by -95%.  So spells
are out.  What I did was crank my dragon killer force art, bring the Osiris
Rod and resurrect three other dragons to take the Archdragons attack for me,
then attacked with a Georgius' Bow that had Lizard Killer(since dragons are
lizards, that affects them as well, as does anti-wing and anti-scale).  Lay
into it from afar and it should eventually drop.  Avoid the Stone Breath
though, that's dangerous.  Your prizes here are a suit of Dragon Armor(Life
+10, Guard +20), a Dragus Slayer(Golem's Weak Spot, Down Rate +30), and the
Secret Art Power of the Dragon.

So that's all of the Legion Hives, eh?  Well, let's go talk to Grandma
about our achievment.  What, that's not it?  Well, how about we tackle
that last legion hive.  It's in the Hill of the 25 Sages in the lower
plains area at the temple area in the middle.  Activate the pedestal and
enter the lair of the Legion King.  This boss is surrounded by three
different types of legion, each pack with it's own boss.  Take out all the
legions before going after the Legion King.  He has a ridiculous amount of
hit points and he is resistant to holy by -75% and the rest by -90%.  Despite
that, I found this boss to fall hard to Gaia Nova(so you a class changed
Adam comes in handy).  Transport outside to find your reward.  A Chaos Mobius
(Angelic Embrace), a 5 shot Healing Water, a 3 shot Goddess' Tears, a Charm
of Light X 2, 500,000 energy and the Secret Art Demonic Pact.


n. The Ordeals of Light E020
***** Optional *****
You may notice that you have three Darkness Orbs left.  If they aren't
for Legion Hives, where do they go.  Well, you can find two doors like
this in North Sinister Valley, one in the Lower North Sinister(found in
the upper middle section of the area), and the other in Upper North
Sinister(found in the upper left of the lower right section of the cave).
I find the fastest way to get there is to warp to the Ghost Legion Hive
and go to North Sinister from there.  In the door found in upper sinister
you can find a trapped chest containing the Secret Art Knight's Code.  In
the door in lower sinister you can find a trapped treasure chest containing
a Charm of Light.
***** End Optional *****

Warp to Larcyle Fort and enter Sinister Valley.  At the first intersection
go up and you will find the entrance to the first Ordeal of Light.  Now,
unfortunately, I can't give any directions because the floors here are
randomly generated.  You'll have to figure it out yourself.  What I can tell
you, is that it is a lightning themed dungeon, so Graham is invaluable in
here, and that Chiquita is a good choice because the lower levels of the
dungeon(it's 10 floors) are full of undead enemies.  There are no enemy
gates, instead you will get your Force Energy from crystal formations that
you can smash with your weapon.  That being said, if you clear each floor
of enemies, the last enemy drops a significant amount of Force Energy.  You
will find many chests, all random, some locked.  Locked Doors, as well as
healing fountains, some of which are multi-use, some of which disappear
after a single use.  You will also find some teleport points.  These will
not move you to otherwise inaccessible areas, and they are not two way, so
use them if you wish.  I believe they all send you back to the starting
point of the floor(every one I've used does), so, there you go.  Your goal
is the warp pad on each floor.  At the bottom you will find a save pedestal
and the boss' room.

This boss is the Spark Demon.  He is immune to Lightning, and resistant to
the other elements at -50%.  He's not that hard, and you do not need to
defeat his minions to be able to damage him.  If the minions don't do much
to you, feel free to ignore them and just take down the boss.  They
regenerate continuously anyways.  He will go down especially hard if you
have Devil Killer Force Art mastered.  Afterwards the exit and two chests
will appear.  In the chests are a Force Guard (Life +10, Guard +20) and the
Secret Art Source of Life.

At this point in time it would behoove you to do anything you need Meryl
to do if you haven't already.  Her or Dryu's Class Change, for example.

The next Ordeal of Light is found in the Great Snowfield North.
You can get there by warping either to Cantore and taking the upper
exit out of town, or warp to Quincine and take the lower exit from the
Front Egress.  It is on the right side of the area.

This ordeal is frost based, making for some interesting possible
choices.  Meryl and Freyja both have fire attacks, which means their
damage is through the roof.  But Baron and Rhinos are pretty much
invincible in here.  Your choice.  The same rules apply as in the last
ordeal.  Although this time doors can be trapped as well.  Get to the
bottom to face the boss.

This time the boss is an Ice Demon.  He is immune to ice, resistant to
fire and lightning at -75% and resistant to the others at -50%.  His
enemies seem to be a little more dangerous, but as before regenerate
continuously.  No need to fight them, just take him down asap.  Your
rewards here are a Force Crown(Resist Flame++, Int +5) and the Secret
Art Magic of Insanity.  As you leave Meryl will collapse, so you
cannot use her for a while.

The last Ordeal of Light is in the Realm of the Birdlings.  It is fire
based so the Birdlings are a great choice to bring, as is Dryu and Mariel.
The same rules apply as the last two ordeals.  The enemies here are of a
significantly higher level than in the previous dungeons though.  And you
get to face Demon Brothers.  There is many a boss easier to defeat than
these ****ers.  Get to the bottom to face the boss.

The boss here is called Balrog(why he gets a name and the other two don't
baffles me) and he is a fire demon.  He is immune to fire, resistant to
lightning and frost at -75% and resistant to light and dark at -50%.  He
is much stronger than his brothers.  A good strategy is level 3 Frost
Blades (from the Armageddon).  Just run around him letting the tips hit
him(which keeps you out of his Hell Blast range).  Other than that ranged
spells like Dark Arrow and Shine work well.  Another tactic I have used to
good effect is to use a one handed sword and swing while moving in a
circle around him so he can't get a bead on you.  You have now gotten
Max's Class Change.  You will find that you have increased HP, MP,
Strength, Intelligence and Dexterity as well as a faster HP regeneration
rate.  Your prizes here are a Force Shield(No Down +10, Resist Stun +20)
and the Secret Art Oracle's Shield.

Vandolf will now open the way to the Dark Castle.


o. The Dark Castle E021
Go to your Command Center.  The Warp Spot that was inactive is now active.
Warp to the Dark Castle.

The way forward is blocked off so flip the switch and go up the stairs.
After the scene take the other set of stairs down.  Here you can flip the
switch to make a shortcut, then open the door and head down the stairs.

After the scene in what appears to be a training room of sorts, a gate
will open.  Through there you will find a set of stairways down to a new
area and set up that opens a shortcut to the warp gate.  Take the
staircase down.

Here you will actually start to run into monsters.  Follow the
linear path until the intersection.  This is actually one looping path.
Down leads to two switches you can use to create shortcuts as well as
an entrance to the centre area where you can find a chest containing
Goddess' Tears.  In the upper middle section is a statue you can destroy
to open the doors to the central room on the ground floor and create a
warp point to the warp gate on the first floor.

Destroying that statue was the goal in this tower.  Exploring the
rest of this tower is entirely optional.  However you can find 7
random chests, a Goddess' Tears and the Secret Art Quick Reflex in
this tower, so it behooves you to explore.

***** Optional *****
The Book of Master is sealed behind the last Darkness Seal to the
right side of the Tower on the main floor.  As well going down leads
to a random chest and a stairway down.  Going up leads to a random
chest.

Up from the central hall leads to a staircase going up to the third
floor.

Finally at the middle right side is the entrance to the Battle Tower,
the middle left is the entrance to the Research Tower.

Take the stairs down.  Follow the path to the lower right and you will
find a random chest.  Again you can find an entrance to the Battle
Tower in the middle right.  In the cell to the upper left of this area
is a block on the wall that is lighter than the others.  Click on it to
open a door that leads to a secret passage around to the other side of
the basement.  Over here you can find a switch that opens a shortcut and
stairs up to the main floor.  Take the stairs.

Up here you will find a passageway back down with the remaining locked
gate(and a switch to open it).  Along the way you will find a room.
There is another secret passage in the lower left of this room that
leads to a random chest.  There is nothing else down here so head to the
third floor stairs.  Take the ones on the right since they lead to a
dead end with a random chest.

Now take the ones on the left.  At the first intersection, you can go
right to a dead end or down.  At the next intersection take the upper
path to a dead end with a random chest.  Then take the lower path.  In
the room here are the stairs to the 3rd floor and a path to the right
which leads to a random chest.

The third floor leads to the Research Tower, 3F.  This is a dead end
containing a random chest.
***** End Optional *****

Now we move on to the Battle Tower.  Take the entrance in the basement
there.  You will follow a linear path towhat appears to be a dead end.
Along the way you can find two hidden doors that lead to random treasure
chests.  At the "dead end" is another secret door.  Past it you can find
two more that also lead to random chests. Theres a third secret door in a
room along the way to the stairs up, but it just leads to a dead end.
Take the stairs up at the end.

Head to the right to find a random chest, then go up the stairs and
flip the switch to open the door.  In the lower left corner of this
floor you can find a random chest.  In the room in the upper right
corner is a secret door that leads to a random chest, and below that
on the walkway is another secret door that leads to a random chest.
The two sets other sets of stairs leading down just connect to each
other.  So take the stairs up.

Follow the linear path to the first intersection.  The stairs down
lead to a dead end so take the stairs up.  There is a chest on a
walkway to the right along the way(random).  At the next intersection
take the stairs going down to the left to reach another random chest.
The stairs going up to the left are the path onwards.  At the next
intersection, just to the right where the path widens, you can find two
hidden doors.  The left one leads to a random chest, the upper one
leads to a dead end.  To the right is the stairway leading up.

At the first intersection, right leads to a dead end, down leads to
another intersection where down is a random chest and left leads to an
entrance to the central tower, third floor.  It is a previously
inaccessible section, but, even though there is a staircase to the
second floor, it is also a dead end.  At the initial intersection, the
path left leads to a central area with a teleporter to the 4th floor
and a random chest on top of a set of stars.  Take the teleporter up.

Here you will fight the Devil Father and his minions.  The Devil Father
is a Devil Brother.  He is resistant to holy at -25%, dark at -75% and
the remaining elements at -50%.  Despite how hard Devil Brothers are,
this boss is  rather easy.  Use your favorite method to take him down.
Upon his deefeat the Devil Father's Statue will appear.  Destroy it and
use the newly appeared warp gate to get to the castle's entrance.  Now
it's time to enter the Research Tower.

Here you will need to defeat the Giant's with Hammers and their monster
gate to open a gate with a switch inside. This switch will open the
gates to the baby dragons.  Kill them to open a couple of doors to the
passageway onwards.  The other gated section is inaccessible at the
moment.  Follow the path left and up at the first intersection.  Go all
the way up to reach a switch that opens a room with a random chest
inside.  To the right of here is another switch that opens another room
with a random chest inside.  Now go down and all the way right to find a
switch that grants access to the previously inaccessible gated off area.
There is a random chest inside.  Now go back and take the left
intersection you passed on the way here.  Activate the switch to open
the door to the room to find a random chest.  Go left some more to find
a switch that opens another room.  Go back to the first intersection and
go down.  At the next intersection go all the way to the left to find
two switches.  The lower switch opens the door to the lower room.  In
here is a random chest.

***** Optional *****
At the far right end of this hallway there is the entrance to the
basement of this tower.  There is nothing of any importance here, but
there are 4 optional bosses you can destroy for around 100,000 energy
each.  There is 1 Worm and 3 Dragons.  You will have to destroy all the
enemies of the same type as the boss before you can harm the boss.
Good luck.
***** End Optional *****

Take the stairs in the middle of the floor up to the 2nd floor.  On
this floor you will find Dark Masters.  Nasty new enemies with high
defense, attack and attack speed.  They also move through the floor.
In the upper right and left hand corners of the floor are random
chests.  The elevator to the third floor is in the lower left.

At the first intersection the upper path leads to a dead end and the
right path is the way onwards.  At the second intersection the right
path leads to a dead end and the upper path leads to the boss.  This
boss is a Mithril Golem.  It is immune to holy, resistant to dark at
-75%, and resistant to the other three at -90%.  Just like all other
golems, simply avoid it's attacks while doing whatever forms of attacks
you like.  You may go directly after the boss without killing
surrounding enemies. Destroy the statue and warp back to the entrance
to the castle.

Now you can enter the previous locked area in this tower's basement.
Take a left and go down the stairs.  Go right into the central area
and head for the previously sealed door.

After the scene enter the area previously blocked off by the dark door.
Inside is an elevator.  Take it to Dark Central.  Here there are four
monster gates. The upper monter gate hides a teleport point.  Destroy
it to move on.  In this new area is a blocked monster gate that closes
off the central path.  You will need to destroy it to move on.  I'm not
sure if you need to destroy all the monster gates or just this one
(since I've already destroyed the other three) but you can make two
chests appear.  One containing a 5 shot healing water, and one with a
massive amount of force energy.

To the right is a path onwards, but to the left is a door that leads
to a hidden path.  Go that way.  At the halfway point you can find a
hidden door that leads to 3 chests.  All are random, one is trapped.
Take the entrance to the Dark Central Throne Room.  Time to fight
Vandolf.

You can't hurt Vandolf until you deal with the three waves of
enemies he summons.  Each contains an avatar of light.  All will
come in order(Spark Demon, Ice Demon, Balrog).  The avatars are no
stronger than they were the first time, but you are.  I actually
found the regular monsters that accompanied them harder to take down.
Vandolf is resistant to all elements at -75%.  He will move if you
approach him so ranged attacks are a must.  Although I have trapped
him in the entrance and wailed on him.

Now you have to defeat Vandolf a second time.  His resistances
haven't changed, although as a legion he is now much more
vulnerable to Gaia Nova.  In the center of the arena is a black
hole thing that just casts spell after spell.  You need to destroy
it before going after Vandolf.  I found the best way to destroy him
is melee attacks.  He won't cast spells as long as you stay close.
He'll just keep warping away(but not very far, conveniently).

Congratulations on winning the game.

p. The Tomb of the King E022
After the credits and the final scene you can make a clear save.
Do so and then continue the game from that save file.  Now the
door on the left side of the Tomb of the King in the Green
Graveyard will now open.  Enter it.

In here you will find a multitude of statues and the right door
which is blocked.  Destroy all the statues then kill all the
enemies that appear.  Once they are destroyed, exit via the left
door and enter either the upper or lower door.

Destroy the statues here then kill all the enemies that appear.
Now exit and enter the left door again.  Exit through the right
door and climb to the roof to find a chest containing the Secret
Art Reincarnation.  Now enter the door just below the chest.

Step on the special floor plating that appears and destroy all
the enemies that appear.  8 pedestals will then appear that
have to be selected in the right order.  Selecting them will
make them disappear, however if one disappears in a flash of blue
light, you selected it in the right order.  For example, if you
do the one at the bottom as the seventh pedestal and it
disappears in a flash of blue light, then it is the seventh
pedestal to be selected.  By trial and error you can find the
correct sequence.

Once inside you are on your own.  The dungeon is random(and
is just like the ordeals of light).  I will tell you this,
inside you can find the last force arts including new series
that directly affect your primary stats.  And in the random
chest you can find the last set of weapons and armors that
didn't appear prior to now.  Good luck.

7. Weapons, Armor and Accessories E023
Weapons, Armor and Accessories have a varying rate of attributes
based on how upgraded the item is.  All weapons, armor and
accessories can have magical abilities attached to them.  Most
you will have to have identified at the shopping area.

a. Weapons E024
Weapons have different attack scores, combo lengths, critical
rate, stun rate, juggle rate, knockdown rate, combo damage bonus
rate, flame attack rate, frost attack rate, lightning attack rate,
light attack rate, dark attack rate, and spells and abilities.

All melee weapons have differing lengths.  The longer the weapon
the greater the range of attack.

Every weapon has a special ability.  There are two abilities per
weapon class.

Taunt
Provokes nearby enemies to rush blindly at you for 20 seconds.

Sacrifice
You take the damage that would be dealt to your allies for the
next 60 seconds.

Haste
Increases your attack speed by 40% for the next 20 seconds.

Bash
A wave of force knocks down all nearby enemies.

Slow
Reduces the movement speed of enemies around you.

Sneak Shot
You become invisible for 10 seconds and all your shots are
critical hits.

Meditate
You are briefly immobilized whil your MP Gauge refills.


a1. One-Handed Blades E025
All One-Handed Blades except the Rapier and Kotetsu Sword have a
juggle attack.

Short Sword(Taunt)
Basic one-handed weapon.

Broadsword(Taunt)
More powerful than the Short Sword, although slower.

Rapier(Taunt)
Similar to the Broad Sword, but sacrifices stun rate for critical
rate and damage.  Gives a 25% bonus against armored and scaled
foes.  Knockback attack.

Shamshir(Taunt)
More powerful than the Broad Sword and Rapier and has a longer
combo.  Gives a 25% bonus against Lizards and Snakes.

Dragon Sabre(Sacrifice)
More powerful than the Shamshir.  Gives a 25% bonus vs. armed
foes.

Francisca(Taunt)
More powerful than the Dragon Sabre, but slower and with a small
combo.  Gives a 50% bonus against Golems and armored foes.
Knockback attack.

Stun Blade(Taunt)
Similar to the Dragon Sabre but weaker crit. with a much higher
stun rate.

Man-Eater Claw(Taunt)
Weakest weapon the game(tied with a rod and some bows) but has
the second longest combo in the game and a high attack speed,
critical rate and critical damage.  Also comes with the spell
invisible.

Kotetsu Sword(Sacrifice)
Equal in power to the Shamshir but with much higher critical
damage.  Knockback attack.

Ice Brand(Taunt)
Equal in power to the Francisca but faster, with a longer
combo, quieter, lower stun/juggle/knockdown rate.  Comes with
the spells Frost Lv.2 and Ice Pike Lv.1.  Also gives a frost
attack bonus.  50% bonus vs. flame-type enemies.  Frost
element.

Mirror Blade(Taunt)
Equal in power to the Ice Brand but with a smaller combo,
higher critical rate, lower critical damage and a higher
juggle rate.  Comes with the spell phantom.  Resist Critical
bonus.

Gladius(Taunt)
Equal in power to the Broad Sword but has a lengthy combo and
a very nice combo damage bonus.

Evil Edge(Sacrifice)
More powerful than the Man-Eater Claw but weaker than the
Short Sword.  Gives a Dark Attack bonus and has the spells
Dark Arrow Lv.1 and 2.  Gives a 150% bonus vs. Golems and the
Undead.  Dark Element.  Gives an MP drain of 5% and an
elemental resistance bonus.

Defender(Taunt)
Equal in power to the Ice Brand but slower.  Gives a 50%
bonus vs. armed foes.  Gives a defense, resist stun, resist
critical, and resist knockback bonus.

Soul Eater(Sacrifice)
Equal in power and speed to the Defender but with a smaller
combo.  Gives an HP drain of 5%.

Dragus Slayer(Taunt)
Equal in speed, but more powerful than the Soul Eater.  Has
a nice combo and a fairly high critical rate and damage.
Gives a flame attack bonus.  Gives a 150% bonus vs. Dragons
and a 50% bonus vs. scaled foes.

Ogre Cleaver(Taunt)
Most powerful one-handed blade in the game.  Slowest as well.
Very small combo.  Has high stun, juggle and knockback rates.
Knockback attack.  Gives a 50% bonus against Orcs and Goles.
Gives a 150% bonus vs. Giants.

Phantom Sword(Taunt)
Equal in power and speed to the Broad Sword.  Has a lengthy
combo and a high critical rate and damage.  Gives an attack
bonus to all elemental attacks.  Has the spells Hell Blast
Lv.2 and Phantom.  Knockback attack.  Gives a 50% bonus vs.
the Undead and a 150% bonus vs. winged foes.  Aerial damage
up.

Force Sabre(Sacrifice)
Equal in power and speed to the Dragus Slayer.  Slightly
smaller combo.  Gives a higher bonus to all elemental attacks
than the Phantom Sword.  Comes with the spells Gaia Nova
Lv.1, 2 and 3.  Gives a 100% bonus vs. Legions.  Gives a 50%
bonus vs. all elemental type enemies.

Chaos Dagger(Sacrifice)
Euqal in power but slower than the Short Sword.  Gives a
Dark Attack bonus.  Comes with the spells Cahos Gate Lv.1, 2
and 3.  Dark element.  Gives an MP drain of 5% and a petrify
attack.


a2. Two-Handed Weapons E026
All Two-Handed Weapons have a Knockback attack.

Claymore(Haste)
The first Two-Handed weapon of the game.  Good attack speed
for a Two-Handed weapon, but weak(for a Two-Handed weapon).

Zwiehander(Bash)
Stronger but slower than the Claymore.

Metal Slicer(Haste)
Equal in power and speed to the Zwiehander.  Does higher
critical damage.  Gives a 50% bonus vs. Golems and armored
foes.

Ogre Club(Bash)
More powerful but slower than the Metal Slicer.  Has a
very high Stun/juggle/knockback rate.  Juggle attack.
Gives a 50% bonus vs. Giants and Golems.

Great Sword(Haste)
More powerful than the Ogre Club.  Good Stun/Juggle/
Knockback rate.

Thor's Hammer(Bash)
More powerful but with a smaller combo than the Great
Sword.  Very high stun rate.  Gives a Lightning attack
bonus.  Comes with the spells Spark Bomb Lv.1 and 2.
Lightning Element.  Juggle attack.  Gives a 100% bonus
vs. Golems.

Muramasa Blade(Haste)
Only slightly more powerful than the Claymore(weaker than
the Zwiehander) and slower but has a high critical rate
and an extremely high critical damage.  Gives a 50% bonus
vs. the Undead.

Houtengeki(Haste)
More powerful and equal in speed to the Zwiehander.
Weaker than the Ogre Club.  Has a large combo and a good
critical rate and damage.  Juggle rate is fairly high.
Gives a 50% bonus vs. Snakes and scaled foes.

Devil Reaver(Haste)
Slightly more powerful than Thor's Hammer and with the
same speed.  Good critical damage.  Gives a 200% bonus
vs. Devils.

Giant Hammer(Haste)
Equal in power to Thor's Hammer and with the same speed
and combo length.  An extremely high critical damage.
Extremely high stun/juggle/knockback rates.  Juggle
attack.  Gives a 150% bonus vs. Giants.

Halberd(Bash)
Equal in power to the Ogre Club.  The longest weapon in
the game.  Fairly good combo length.  Gives a 50% bonus
vs. armed foes.

Death Scythe(Haste)
Weaker and slower than the Claymore but with a long
combo and a high critical rate and damage.  Gives a
dark attack bonus and has the spell Dark Arrow Lv.2.
Gives a 200% bonus vs. Orcs, Lizards, Wolves, Snakes,
Giants and Dragons.  Has an HP drain rate of 10%.

Crescent Axe(Bash)
Slightly weaker than the Great Swordbut with a longer
combo and a high juggle rate.  A light element weapon.
Gives a 100% bonus vs. the Undead.

Durandal(Haste)
Equal in power and speed to the Great Sword but with
a longer combo.  Good critical rate and damage.  Gives
a 25% bonus vs. Orcs, Lizards, Wolves, Snakes, Giants,
Dragons, and the Undead.

Punisher(Haste)
The most powerful weapon in the game.  Doubles the
strength of the Devil Reaver.  High critical damage.
Very high stun/juggle/knockdown rates.

Leviathan(Bash)
Equal in power to the Durandal.  Gives a Flame attack
bonus and has the spell Flame Lv.3.  Flame element.
Gives a 50% bonus vs. Devils and the Undead.  Gives a
100% bonus vs. dark-type foes.

Apocalypse(Haste)
Weakest Two-Handed weapon in the game.  However, has
the longest combo in the game, a high critical rate and
the highest combo damage bonus in the game.  Each hit
will do over double the damage of the previous hit.
Has the spell Chaos Gate Lv.2.  Gives an HP drain of
5%.

Flamberge(Bash)
Equal in power to the Crescent Axe but faster and with
a longer combo.  Has the spell Phantom.  Gives a resist
stun/critical/knockback bonus.

Demonish(Haste)
Equal in power to the Claymore but slower.  Has a
decent combo.  Gives a Dark attack bonus and has the
spell Dark Arrow Lv.3.  Dark element.  Gives a 300%
bonus vs. Light-Type foes.  Gives an HP and MP drain
of 5% and has a petrify attack.

Force Buster(Bash)
Equal in power to the Devil Reaver but with a longer
combo.  Has a good stun and juggle rate.  Gives a 50%
bonus vs. Legions and a 150% bonus vs. all elemental
type foes.


a3. Bows E027
Bows are the weakest form of melee attack in the
game(I don't count wands as melee weapons) but they
are ranged and very fast.  All bows but the
skystriker have a knockback attack.  All bows but the
skystriker and Storm Shot have a 50% bonus vs. winged.
All bows but the Evil Eye, Ancient Bow, and the Storm
Shot are S ranked speed.  The mentioned three are A
ranked.  Bows have only three combo lengths.  4, 6
and 8.

Middle Bow(Slow)
A weak bow with a middle sized combo.

Battle Bow(Slow)
A stronger bow than the Middle Bow but with a small
combo.

Thieve's Bow(Sneak Shot)
Equal in power with the Middle Bow and with the
middle sized combo.  Decent critical rate and damage.

Steel Bow(Slow)
More powerful than the Battle Bow with the small
combo.  Gives a 100% bonus vs. armored foes.

Hunter Bow(Sneak Shot)
Equal in strength with the Battle Bow but with the
middle sized combo.  Decent critical rate.  Gives a
100% bonus vs. wolves.

Silver Bow(Slow)
Equal in power to the Thieve's Bow and has the middle
sized combo.  Gives a 50% bonus vs. Wolves and a 100%
bonus vs. the Undead.

Blaze Bow(Slow)
Equal in power with the Silver Bow and has the middle
sized combo.  Has a Flame attack bonus and the spells
Blaze Lv.1 and 2.  Flame element.  Gives a 200% bonus
vs. frost-type foes.

Spark Bow(Slow)
Same as the Blaze Bow but with Lightning Attack bonus
and Spark Bomb Lv.1 and 2.  Lightning element.  Gives
a 100% bonus vs. flame and frost-type foes.

Shield Bow(Slow)
Equal in power to the Spark Bow but has the small
combo.  Gives a defense, resist stun/crit/knockback
bonus.

Evil Eye(Sneak Shot)
Equal in power to the Shield Bow and with the small
combo.  Has a high critical rate and petrify attack.

Frost Bow(slow)
Same as the Spark and Blaze Bow but with Frost.
Has the spells Ice Pike Lv.1 and 2.  Frost element.
Gives a 200% bonus vs. flame-type foes.

Sidewinder(Sneak Shot)
Equal in power to the Frost Bow but has the long
combo.  High critical rate.  Gives a 150% bonus vs.
Snakes and a 50% bonus vs. scaled foes.

Skystriker(Sneak Shot)
Equal in power to the Hunter Bow and has the middle
combo.  High critical rate.  Gives a 200% bonus vs.
winged.  Harpy Slayer.  Aerial Damage up.

Sacred Bow(Slow)
Equal in power to the Skystriker and with the
middle combo.  Gives a Light attack bonus and has
the spell Holy Lv.1.  Gives a 100% vs. Devils and
the Undead.

Ancient Bow(Sneak Shot)
Equal in power to the Steel Bow and with the small
combo.  Low critical rate and damage.  Gives a 50%
bonus vs. Giants and Dragons and a 100% bonus vs.
Golems.

Georgius' Bow(Sneak Shot)
Equal in power to the Ancient Bow and with the
middle combo.  Fairly high critical rate and
damage.  Gives a 50% bonus to Lizards and Snakes
and a 150% bonus to Dragons.

Sylvain's Bow(Sneak Shot)
More powerful than Georgius' Bow and with the
long combo.  Fairly high critical rate and
damage.  Gives a 150% bonus vs. Giants and
Devils.

Valkyrie(Slow)
Equal in power to Sylvain's Bow and with the long
combo.  Very high critical rate.  Gives a Light
attack bonus and has the spell Shine Lv.2. Light
element.  Gives a 150% bonus vs. Devils, a 50%
bonus vs. the undead, and a 250% bonus vs.
dark-type foes.

Meteor Bow(Slow)
More powerful than the Valkyrie and with the long
combo.  Very high critical rate and a high
critical damage.  Gives a bonus to all element
attacks and has the spell Heaven Nova Lv.3.
Gives a 200% bonus vs. Legions and a 100% bonus
vs. all elemental-type foes.

Storm Shot(Slow)
The most powerful bow in the game.  Has the small
combo.  Gives a Lightning attack bonus and has
the spells Hell Blast Lv.2 and Spark Lv.2.  Has a
high stun/juggle/knockback rate.  Gives a 100%
bonus to winged foes.


a4. Wands E028
Wands are your main source of spells.  As such I will
not deal with what use they have as weapons, since
you would have to be an idiot to use them for melee
combat.  All wands have the meditation ability.

Blaze Branch
Gives a Flame attack bonus and has the spell Blaze
Lv.1.

Volcano Wand
Has the highest Flame Attack bonus in the game.  Gives
the spells Blaze Lv. 2 and 3 and Flame Lv.2 and 3.

Frost Rod
Gives a frost attack bonus and has the spells Frost
Lv.1 and Ice Pike Lv.1.

Frost Scepter
Has a much higher frost attack bonus than the Frost
Rod and has the spells Frost Lv.2 and 3 and Ice Pike
Lv.2 and 3.

Storm Wand
Gives a Lightning attack bonus and has the spells
Spark Lv.2, Spark Bomb Lv.2 and Hell Blast Lv.1.

Sylph Scepter
Has a higher Lightning attack bonus than the Storm
Wand and hss the spells Hell Blast Lv.1 and 2, Spark
Lv. 2 and Phantom.

Spark Scepter
Gives a higher Lightning attack bonus than the Sylph
Scepter and has the spells Spark Lv.2 and 3 and Spark
Bomb Lv.2 and 3.

Holy Rod
Gives a Light Attack bonus and has the spells Shine
Lv.1 and 2.

Holy Ankh
Has a much higher Light attack bonus than the Holy
Rod and has the spells Shine Lv.2 and 3 and Holy Lv.1
and 2.

Force Scepter
Has a higher Light attack bonus than the Holy Ankh
and has the spells Shine Lv.2, Holy Lv.2 and Gaia
Nova Lv.2 and 3.

Shadow Wand
Gives a Dark attack bonus and has the spells Dark
Arrow Lv.1 and 2 and Invisible.

Rod of Vampire
Has a higher Dark attack bonus than the Shadow
wand and has the spells Dark Arrow Lv.1 and 2 and
puppet.  HP drain of 10%.

Wand of Osiris
Has a higher Dark attack bonus than the Rod of
Vampire and has the spells Dark Arrow Lv.1 and 2,
Chaos Gate Lv.1 and Puppet.  HP drain of 10%.

Etinecelle Rod
Has an equal Flame attack bonus as the Blaze Branch
and an equal Lightning attack bonus and has the spells
Blaze Lv.1 and Spark Lv.1.

Etinecelle Wand
Has a higher Flame attack bonus and Lightning attack
bonus than the Etinecelle Rod and has the spells Blaze
Lv.2 and Spark Lv.2.

Trinity Rod
Has a slightly higher Flame attack bonus and Lightning
attack bonus than the Etinecelle Wand with a Frost
attack bonus that matches and has the spells Flame
Lv.1, Ice Pike Lv.2 and Spark Lv.2.

Ice Torch
Has a higher Flame attack bonus and Frost attack
bonus than the Trinity Rod and has the spells Blaze
Lv.2, Flame Lv.2, Frost Lv.2 and Ice Pike Lv.2.

Armageddon
Has a very high Flame, Frost and Lightning attack
bonus and has the spells Flame Lv.3, Spark Bomb Lv.3,
Frost Lv.3 and Hell Blast Lv.3.

Rod of Lucifer
Has the highest Light and Dark attack bonus in the
game and has the spells Holy Lv. 3, Dark Arrow Lv.3,
Chaos Gate Lv.3 and Heaven Nova Lv.3.  Has an HP and
MP drain of 10% and a petrify attack.


b. Armors E029
There are multiple armor types than call all be
equipped at once.  Each type has it's specialty in
defense.

b1. Shields E030
Almost all shields give a small defense bonus but
their specialty is resitance to stun/crit/knockback.

Small Shield
A weak shield, low in all area, but does not add
much noise to your steps.

Talon Shield
Higher defense bonus than the small shield and
increased resistance to knockback.  Louder.

Metal Shield
Higher defence bonus than the Talon shield but
lower resistance to knockback.  Increased
resistance to knockdown.  Louder and slows your
walking speed.

Kite Shield
Same defence bonus as the Talon shield but
increased resistance to stun, crit and juggle.
Lower resistance to knockback.

Magic Shield
Same defence bonus as the Kite Shield with the
same resistance to sutn and crit.  Higher
resistance to knockback and knockdown but a lower
resistance to juggle.  Resistance to Flame, Frost
and Lightning as well as an attack bonus in those
elements.  Has a small perfect defense bonus.

Tower Shield
Higher defence than the metal shield but louder
and slows down your footspeed even more.  Equal
to the Magic Shield in resistance to stun and 
crit but higher resistance to knockback and
juggle.  Lower resistance to knockdown.

Tri-Shield
Same defence as the Tower Shield but quieter
and doesn't slow you down.  Same resistances
as the Tower Shield.

Chance Maker
No defence bonus but a high perfect defense
bonus.  As quiet as the Small Shield.  Highest
resistance to stun/crit/knockback.  No
resistance to juggle or knockdown.  Gives a
bonus to stun/juggle/knockdown/cumulative
damage rate and adds 2 to your combo length.

Golden Shield
Same defense as the Magic Shield.  As loud as
the Tower Shield.  Equal resistance to critical
as the Chance Maker but lower resistance to
stun/knockback than the small shield.

Force Shield
Higher defense than the Tri-Shield with a higher
perfect defense than the Chance Maker.  Quieter
than the Tri-Shield.  Higher resistance to stun/
crit/knockback than everything but the
Chancemaker.  Among the highest for resist
juggle/knockdown.  Gives a Petrify, Light and
Dark resistance bonus and gives all elemental
attacks a bonus.

Round Shield
Higher defence than the Magic Shield along with
equal resistance to stun/crit.  Higher
resistance to knockback/juggle/knockdown.

Hawk Shield
Has an equal defense to the Tri-Shield with a
perfect defense bonus(higher than the Magic
Shield but lower than the Chance Maker).
Second highest resistance to crit/juggle.
High resistance to stun/knockback/knockdown.

Ogre Shield
Equal defense to the Force Shield and equal
perfect defence to the Chancemaker.  Loud as
the Metal Shield.  Highest resistance to
knockback/knockdown.  High resistance to stun/
juggle but a low resistance to critical.

Dragon Shield
Same defense as the Hawk shield with a
perfect defense equal to the Ogre Shield.
Almost the equal of the Force Shield in
resistance to stun/crit/knockback/juggle/
knockdown.  Highest flame resistance bonus.

Evil Shield
Highest defense with a perfect defense to
match the force shield.  No resistance to
stun/crit/knockback.  Highest Darkness
resistance bonus and a Darkness attack
bonus.

Holy Shield
Defense equal to the Dragon Shield with a
similar resistance to stun/crit/knockback/
juggle/knockdown.  Highest perfect defense.
A slightly lower resistance to petrify bonus
than the Force Shield.  Resistance to Flame,
Frost and Lightning bonus to match the Magic
Shield.  Higher resistance to Light and Dark
than the Force Shield.  A light attack bonus.

Rune Shield
A poor man's Holy Shield.  Lower perfect
defense and resistance with higher resistances
to Petrify, Flame, Frost and Lightning.  No
resistances to Light and Dark.


b2. Helms E031
Helms vary in what they can bring to the table.
Some are for defense, some are for resistances
and some are for magic.

Light Helm
A cheap helm that provides a very slight defense
bonus.

Hunter Beret
Matches the light helm but increase your foot
speed and resistance to stun.

Power Helm
Higher defence than the Hunter Beret but increases
your noise level.

Blaze Tiara
No defense but increases your Flame resistance
greatly and gives a small bonus to Flame attack.

Spark Tiara
Like the Blaze Tiara but for Lightning.

Frost Tiara
See above(Frost, of course).

Knight Helm
An upgraded Power Helm.

Feather Beret
Like the Hunter Beret but with the defense of
the Power Helm and a greater resistance to stun.

Eagle Beret
Like the Feather Beret but with a higher resistance
to stun and bonus to your juggle rate.

Cross Helm
An upgraded Power Helm that also adds resistance
to all elements.

Rune Helm
Like the Cross Helm but with higher resistances to
the elements as well as a resistance to petrify
bonus and a bonus to your Flame, Frost and Lightning
attacks.

Wing of Medula
No defence but has a small perfect defense bonus,
and very high resistance to stun, small bonuses to
your resistances to crit/knockback/juggle and higher
resitances to all elements(and petrify) than the Rune
Helm.  Also has higher bonuses to your Flame, Frost,
Lightning and Light attacks.  Gives an MP drain of 2%.

Holy Tiara
Equal defense to the Power Helm and equal perfect
defense to the Wing of Medula.  Has the highest
elemental resistances(except for fire) of any helmet.
A higher resistance to petrify than the Wing of Medula.
Has small bonuses to your Flame, Frost and Lightning
attack and a large bonus to your Light attack.

Moon Beret
Higher defense than the Rune Helm and with the same
perfect defense as the Holy Tiara.  Increases your
movement speed.  High resistance to stun.  Highest
resistance to petrify.  A small bonus to resistance to
Flame, Frost and Lightning and a large bonus to
resistance to Light and Dark.  A fairly large bonus to
Light and Dark attacks.  Gives a large bonus to juggle
rate.

Dragon Helm
Highest defence bonus with a perfect defence bonus to
match all the other Helms.  Increases your footstep
noise.  Has the highest resistance to Flame and a
modest resitance to the other 4 elements.

Chaos Tiara
No defence bonus but the same old perfect defense bonus.
Equal to the Moon Beret in resistance to petrify with
a high resistance to physical.  Gives a high Light and
Dark attack bonus.

Force Crown
Equal to the Dragon Helm in defense, perfect defense
and noise.  Gives a modest resistance to stun bonus
and a good resistance to petrify bonus.  Equal to
the Wing of Medula for all elemental resistances and
attack bonuses.

b3. Armor E032
Armor is your main source of defence.

Force Shirt
Weakest armor.  Provides a modest a small resistance
to stun/crit/knockback/juggle/knockdown.

Recover Vest
Higher defense than the Force Shirt.  Same resistances
except no resistance to crit.

Druid's Garb
Same defence as the Force Shirt but quieter.  Higher
resistance to stun/juggle/knockdown, no resistance to
crit, and a lower resistance to knockback.  Has a small
bonus to Flame, Frost and Lightning resistance and
attack.

Breast Guard
Higher defence than the Recover Vest with a small
perfect defense bonus.  Same resistance to stun/crit
but higher resistances to knockback/juggle/knockdown.

Metal Guard
Higher defense than the Breast Guard with the same
small perfect defense bonus.  Louder as well.  Equal
resistance to crit/juggle/knockdown but a very small
resistance to stun.

Wizard Garb
An slightly upgraded version of the Druid's Garb with
lower resistances to knockback/juggle/knockdown.

Hunter Vest
A higher defense than the Breast Guard but lower than
the Metal Guard. Quiet and increases foot speed.  Has
the same resistance to crit as the Force Shirt and
the same resistance to stun as the Druid's Garb.  The
same resistance to knockback as the Breast Guard.  A
much higher resistance to juggle than any armor so far.

Feather Vest
Higher defense than the Hunter Vest with the same small
perfect defense bonus as the two Guards.  A higher foot
speed bonus than the Hunter Vest. Highest resistance to
stun/knockdown so far.  No resistance to crit.

Temple Guard
The best physical defense armor so far.  Loud armor.

Speed Star
Same defense as the Metal Guard with the same higher
perfect defense of the Temple Guard.  Extremely high
foot speed bonus.  Second highest resistance to
knockback and highest resistance to juggle/knockdown.
No resistance to stun/crit.

Elemental Garb
An upgraded version of the Wizard Garb.  Now with a
perfect defense bonus and resistance to petrify.

Mirage Vest
Equal defense and perfect defense to the speed star.
Very high physical resistances.

Volcano Garb
An upgraded Elemental Garb.  Has the highest defense
and perfect so far.  Has the highest resistances and
magic attack bonuses(except Light and Dark).

Chaos Garb
Low defense like the Force Shirt but has the highest
Perfect Defense.  Very high resistances to all
physical attacks except crit.  Has the highest
resistance to petrify and a resistance to physical.
Has the highest resistance to Light and Dark.

Crystal Guard
Highest defense of any armor.  Second highest perfect
defense.  Loudest armor.  High resistance to all
physical attacks except crit.  A small resistance to
petrify as well as the highest resistance to Frost.

Force Guard
The second highest defense and perfect defense.
Higher resistance to all physical attacks than the
Crystal Guard(except crit).  A moderate resistance to
petrify with reasonable resistances to all elements.

c. Accessories E033
There are two types of accessories, rings and
bracelets.  You can wear one of each.  They all
provide the same resistances to the elements
(except the Chaos Mebius which has no resistance to
the elements), in equal measure.  All accessories
are magic and will have some magic ability.  They
cannot be upgraded at the smithy.

Ring
Standard ring with standard resistances.

Gale Ring
Provides a small defence bonus and a cumulative
attack bonus.

Brave Ring
Provides a small resistance to stun and bonus to
your stun/juggle rate.

Bracelet
Same as the ring.

Chaos Moebius
Provides a resistance to petrify and physical.
Gives an MP drain of 2%.

Chain of Mars
Adds a small physical defense bonus.


d. Magic abilities E034
Life +10
Raises HP by 10%.

Life +20
Raises HP by 20%.

Life +30
Raises HP by 30%.

Life +40
Raises HP by 40%.

Life +50
Raises HP by 50%.

Soul +10
Raises MP by 10%.

Soul +20
Raises MP by 20%.

Soul +30
Raises MP by 30%.

Soul +40
Raises MP by 40%.

Soul +50
Raises MP by 50%.

Power +5
Raises strength by 5%.

Power +10
Raises strength by 10%.

Power +20
Raises strength by 20%.

Int +5
Raises intellegince by 5%.

Int +10
Raises intellegince by 10%.

Int +20
Raises intellegince by 20%.

Technique +5
Raises Dexterity by 5%.

Technique +10
Raises Dexterity by 10%.

Technique +20
Raises Dexterity by 20%.

Angelic Embrace
Raises Strength, Dexterity and Intelligence by 20%.

Attack +10
Raises Attack by 10%.

Attack +20
Raises Attack by 20%.

Attack +30
Raises Attack by 30%.

Attack +50
Raises Attack by 50%.

Counter Claw +5
Raises Attack by 5%

Consecutive Damage
Raises combo strike damage by 5%.
Bows are not affected.

Consecutive Damage+
Raises combo strike damage by 10%.
Bows are not affected.

Guard +10
Raises Defence by 10%.

Guard +20
Raises Defence by 20%.

Guard +30
Raises Defence by 30%.

Guard +50
Raises Defence by 50%.

Shield Armor +5
Raises defense by 5%.

Shield Armor +10
Raises defense by 10%.

Null Damage +5
Raises Min. Defence by 5%.

Null Damage +10
Raises Min. Defence by 10%.

Hard Hit +5
Raises the rate of stunning monsters by
5% of original rate.

Hard Hit +10
Raises the rate of stunning monsters by
10% of original rate.

Knockback Rate +10
Raises the rate of Knockbacking mobs by 10%
of the original rate.

Knockback Rate +20
Raises the rate of Knockbacking mobs by 20%
of the original rate.

Knockback Rate +30
Raises the rate of Knockbacking mobs by 30%
of the original rate.

Down Rate +10
Raises the rate of knocking down mobs by 10%
of the original rate.

Down Rate +20
Raises the rate of knocking down mobs by 20%
of the original rate.

Critical Rate +10
Raises the rate of Criticals by 10% of the
original rate.

Critical Rate +20
Raises the rate of Criticals by 20% of the
original rate.

Critical Rate +30
Raises the rate of Criticals by 30% of the
original rate.

Critical Damage +30
Raises Attack by 30% when hitting with Critical.

Critical Damage +40
Raises Attack by 40% when hitting with Critical.

Blackout
Increases stun period of Stun Attack slightly.

Blackout+
Increases stun period of Stun Attack.

Blackout++
Increases stun period of Stun Attack greatly.

Finish
Raises damage when hitting knocked-down monsters.

Slash
Raises damage when hitting juggled monsters.

Resist Stun +10
Raises Resistance to Stun by 10% of the
original level.

Resist Stun +20
Raises Resistance to Stun by 20% of the
original level.

Resist Stun +30
Raises Resistance to Stun by 30% of the
original level.

Resist Stun +40
Raises Resistance to Stun by 40% of the
original level.

Resist Knockback +10
Rasies Resistance to Knockback by 10% of
the original level.

Resist Knockback +20
Rasies Resistance to Knockback by 20% of
the original level.

Immovable +5
Increases Resistance to Knockback by 5% of
the original level

No Down +10
Raises Resistance to Knockdown by 10% of the
original level.

No Down +20
Raises Resistance to Knockdown by 20% of the
original level.

No Down +30
Raises Resistance to Knockdown by 30% of the
original level.

No Down +40
Raises Resistance to Knockdown by 40% of the
original level.

Perfect Defense +10
Raises Resistance to Critical by 10% of the
original level.

Perfect Defense +20
Raises Resistance to Critical by 20% of the
original level.

Perfect Defense +30
Raises Resistance to Critical by 30% of the
original level.

Perfect Defense +40
Raises Resistance to Critical by 40% of the
original level.

Quick Recovery
Shortens stun recovery time shortly.

Quick Recovery+
Shortens stun recovery time.

Quick Recovery++
Shortens stun recovery time moderately.

Quick+
Raises attack speed moderately.

Speed Up
Raises Speed.

Speed Up+
Raises Speed considerably.

Magic Power +10
Raises spell attack by 10%.

Magic Power +20
Raises spell attack by 20%.

Magic Power +30
Raises spell attack by 30%.

Resist Flame
Raises resistance against Flame Attack
slightly.

Resist Flame+
Raises resistance against Flame Attack.

Resist Flame++
Raises resistance against Flame Attack
moderately.

Resist Flame+++
Raises resistance against Flame Attack
considerably.

Resist Frost
Raises resistance against Frost Attack
slightly.

Resist Frost+
Raises resistance against Frost Attack.

Resist Frost++
Raises resistance against Frost Attack
moderately.

Resist Frost+++
Raises resistance against Frost Attack
considerably.

Resist Lightning
Raises resistance against Lightning Attack
slightly.

Resist Lightning+
Raises resistance against Lightning Attack.

Resist Lightning++
Raises resistance against Lightning Attack
moderately.

Resist Lightning+++
Raises resistance against Lighning Attack
considerably.

Resist Darkness
Raises resistance against Darkness Attack
slightly.

Resist Darkness+
Raises resistance against Darkness Attack.

Resist Darkness++
Raises resistance against Darkness Attack
moderately.

Resist Darkness+++
Raises resistance against Darkness Attack
considerably.

Resist Chaos
Raises resistance against all four elements
slightly.

Resist Chaos+
Raises resistance against all four elements.

Resist Chaos++
Raises resistance against all four elements
moderately.

Resist Chaos+++
Raises resistance against all four elements
considerably.

Lighten Petrify
Shortens time petrified slightly.

Lighten Petrify+
Shortens time petrified moderately.

Lighten Petrify++
Shortens time petrified considerably.

Tiptoeing
Lowers footsteps(noise) considerably.

Silence
Lowers the sound you make when attacking.

Inflame
Adds Flame element to weapons.

Freeze
Adds Frost element to weapons.

Electric Charge
Adds Lightning element to weapons.

Curse
Adds Dark element to weapons.

Bless
Adds Light element to weapons.

Drain +5
Absorbs 5% of damage down, healing HP.

Drain +10
Absorbs 10% of damage down, healing HP.

MP Drain
Absorbs 1% of damage done with weapons,
recovering MP.

MP Drain+
Absorbs 3% of damage done with weapons,
recovering MP.

Orc's Weak Spot
Raises attack against Orcs by 100%.

Harpy's Weak Spot
Raises attack against Birdlings by 100%.

Lizard's Weak Spot
Raises attack against Lizards by 100%.

Snake's Weak Spot
Raises attack against Snakelings by 100%.

Wolf's Weak Spot
Raises attack against Beastling such as
Wolflings by 100%.

Devil's Weak Spot
Raises attack against Devils by 100%.

Undead's Weak Spot
Raises attack against the Undead by 100%.

Giant's Weak Spot
Raises attack against Giants by 100%.

Golem's Weak Spot
Raises attack against Giants by 100%.

Dragon's Weak Spot
Raises attack against Dragons by 100%.

Legion's Weak Spot
Raises attack against Legions by 100%.

Anti-Scale
Raises attack against those who have scales
by 100%.

Anti-Scale
Raises attack against those who have wings
by 100%.

Anti-Weapon
Raises attack against those who use weapons
by 100%.

Anti-Armor
Raises attack against those who wear armor
by 100%.

Anti-Darkness
Raises attack against Darkness element creatures
by 100%.

Spinning Slash
Gives you an extra omni-directional strike.

Lightning Stab
Gives you an extra strike by thrusting
forward greatly.

Rising Dragon
Gives you an extra hit by juggling monsters.

Hammer Fall
Gives you an extra wide-range forward strike.

Dash
Gives you an extra strike by dashing forward.

Feint Slash
Gives you an extra strike by slashing back
quickly.

Ice Pike Lv1
Makes the last hit of the combo Ice Pike Lv1.

Spark Lv1
Makes the last hit of the combo Spark Lv1.

Holy Lv1
Makes the last hit of the combo Holy Lv1.


8. Secret Arts E035
Secret Arts are special abilities that can be placed on a
piece of equipment.  They are reusable.

a. Weapons E036
Hymn of Power
Secret Art that raises Attack, and Stun Blow ability.

Giant's Rage
Secret Art that Knockbacks and knocks down all like a Giant.

Power of the Dragon
Secret Art that flings all up.  Also raises Stun Blow.

Heaven & Earth
Secret Art that gives extra hits to those who dwell in the
sky.

Demonic Pact
Secret Art that Raises HP at the sacrifice of MP.

Nihilistic Blow
Secret Art that raises the damage of Criticals.

Swordmaster's Secret
Sword Master's secret that raises the rate of Criticals.

Devil Spark
Quick like lightning Secret Art that raises attack speed.

Orc Slayer
Slays Orcs with one hit.

Lizard Slayer
Slays Lizards with one hit.

Harpy Slayer
Slays Harpies with one hit.

Feat of Striking
Boosts attack for every hit.  Not compatible with bows.

Reincarnation
Ultimate Secret Art.  Turns fallen foes into energy.

Darkness Awakened
Dark Secret Art where Damage done is given to HP.


b. Shields E037
Quick Reflex
Sercret Art that avoids Stun Blow.  Rare to be stunned.

Oracle's Shield
Raises all Resistances.

Knight's Code
Raises Resistance to Knockback.  A knight never runs from
powerful enemies.

Golem's Soul
Secret Art that won't let you get knocked down, like a
Golem.


c. Helms E038
Wizard Folklore
Secret Art that raises Intelligence and Magic Power.

Divine Spirit
Raises MP greatly by a divine spirit.

Earth Talisman
Secret Art that raises resistance to all spells.

Magic of Insanity
Insane Secret Art that sacrifices HP to raise all Magic
Power.


d. Armors E039
Sign of Life
Gushing sign of life raises HP healing amount greatly.

Blessing of Goddess
Secret Art, gives you enormous Defence by grace of the
Goddess.

Unbeatable Courage
Unbeatable courage boosts stun recovery time greatly.

Third Eye
Raises Resistance to Critical by using the Third Eye.

Source of Life
Mana, source of life, raises HP and MP.