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    FAQ/Walkthrough by Blitzgal

    Updated: 12/16/05 | Printable Version | Search Guide | Bookmark Guide

    Square-Enix, Copyright 2005
    FAQ copyright Blitzgal 2005
    Contact: xencall@yahoo.com
    *FAQ may be posted at the following sites:
    Please email me for permission before posting
    my FAQs at any other location.
    Table of Contents:
    1. Game Overview
       a. Introduction
       b. The World
       c. Stat Explanation
       d. Combat
       e. Inns/Pubs
       f. Training/Proficiencies
    2. The Heroes/Initial Stats
    3. Brief Character by Character Walkthrough
       a. Albert
       b. Aisha
       c. Gray
       d. Claudia
       e. Jamil
       f. Sif
       g. Hawke
       h. Barbara
    4. Items List
       a. Armor
       b. Weapons
       c. Tempering Materials
       d. Healing/Status
    5. Spell List
    6. Proficiencies List
    7. Attack Combo List
    8. Class List
    Update History
    12/13/2005 - First posting of guide.  Need to complete opening
    walkthroughs for the rest of the characters.  All listings are
    currently incomplete as I play through the game.
    12/16/05 - Completed Jamil's walkthrough.  Added some new items
    to the lists, as well as combo attacks and new locations on
    the world map.  Added some new information in the Training and
    Proficiencies section.
    Romancing Saga is an open RPG in which you, as the hero, travel the
    world and improve your class and skill level as you take on various
    quests and favors for the people that you meet.  I've read a lot of
    complaints about the style of the game--that there isn't enough "story"
    involved in the random traveling and therefore that this game isn't
    as superior as other RPGs, such as Final Fantasy.  I say this game
    just has a different style, period.  If you prefer games in which you
    are forced to take certain actions at certain times in order to make
    "the big story" move forward, then this probably isn't the game for
    you.  Neither style is inherently superior than the other, it's just
    a matter of what you prefer as a gameplayer.  
    To me, this game takes RPG back to its pre-videogame roots.  Have you 
    ever sat around a table playing Dungeons and Dragons with your 
    friends?  Was there an overarching "big story" to your adventures, or 
    were you simply traveling the countryside, taking on various enemies 
    and solving problems for people according to your skills?  At any rate, 
    this game obviously isn't for everyone, but that's okay.
    That's not to say that there aren't some frustrating aspects to it, but 
    that's true of any video game, frankly.  It can be difficult to
    take the proper steps in order to generate a new quest, and at times
    you may find yourself in the midst of a quest only to discover that
    you needed a particular skill in order to complete it.  But this all
    goes back to the fact that the creators of this game intended it to
    be a multiple playthrough game.  You'll need to get through it more than
    once in order to uncover everything.  But the fact that you're able to
    choose from eight different characters who all have their own
    perspective and starting point will make you want to play this game
    more than once.
    This guide is not meant to be a comprehensive walkthough.  It is a guide
    for beginners to the game to get their bearings and figure out the rough
    basics of gameplay.  I'll go through the first few events for each
    character to give you an idea of how to get started with them. 
    Please also note that this is my second FAQ ever, and my first for a 
    large scale RPG such as this.  I am taking great care in how I approach
    this guide, but I may not be the best at this.  Feel free to let me know 
    if there is information that needs to be added, if corrections need to 
    be made, etc.  My only request is that you are polite when you do.  I 
    won't be responding to anyone who writes only to insult me.  But if
    you have information or questions, please feel free to write; it's what
    I'm here for.
    The World
    There are ten kingdoms in the world of Romancing Saga.  Each of the eight
    characters will start their journey in one of the following lands.  I've 
    also included the names of the locations that I've unlocked in each
    kingdom, along with the name of the hero who starts in that kingdom.  
    Obviously, this list is subject to change as I play through
    more of the game.
    Bafal Empire (Claudia) = Aurefont
                             Bayre Plateau
    Coral Sea
    Dry Lands (Aisha)      = Kaklim Desert
                             North Point
                             Steppes of Galessa
    Frontier (Barbara)     = New Road
                             Saoki Cavern
                             Vampire's Den
                             Yassi Cavern
    Kjaraht (Jamil)        = Assassin Guild Hideout
                             Lake Malar
                             South Estamir
    Knights Dominion       = Abandoned Keep
                             Kidnapper's Cave
    Ligau Isle (Gray)      = Jelton
                             Mt. Tomae
    Rosalia (Albert)       = Altours
                             Crystal City
                             Crystal Lake
                             Isthmus Keep
                             Mt. Scurve
                             North Estamir
    Valhalland (Sif)       = Gato's Village
    Walon Isle             = Godongo
    Stat Overview
    The numbers and codes can be confusing at first.  So here is a handy
    little overview of what each code means, and how your gameplay is
    HP  = Hit Points.  Similar to other RPGs, you lose them when attacked.
    LP  = Life Points.  You have a set amount, like HP, and lose them under
          particular circumstances.  You'll lose a life point each time you
          are struck unconscious (HP reduced to 0).  You lose LP each time
          you are additionally attacked while unconscious.  LP is further
          reduced when you run from an enemy, when you fall prey to a trap,
          when you are hit with certain attacks, or when you use certain
          weapons and magic.  You can restore your LP by resting at an Inn.  
          Keep an eye on this stat - it's just as important as HP.
    BP  = Battle Points.  These are pretty much a merging of the "skill point"
          and "magic point" system that you find in other games.  In order to
          perform certain special moves in battle, you must expend battle
          points to do so.  However, your BP will increase a specific amount
          with each turn.  So if your character shows a BP of 3/10 +2, that
          means that at the start of battle he has 3 BP but will gain 2 BP
          with each turn, up to the maximum of 10.  With experience, your
          BP will rise.  You'll be notified when this happens at the end of
          battle.  Be aware that some weapon-based special attacks will also
          use DP, not just BP.
    DP  = Durability Points.  Your weapons have a set amount of damage they 
          can take.  DP goes down as you use your weapon in battle, particularly
          when you use them to perform special attacks.  They can be restored by
          resting at an Inn, but only if you haven't tempered your weapon at a 
          blacksmith.  Once you've tempered your weapon, you have to go back to 
          the blacksmith and use that material again in order to restore your 
    In addition to the above stats are several other personal stats, most of 
    which will be familiar to RPG players.  The following stats can be raised
    or reduced depending on class, skill, and even the weapon equipped.  For
    example, warriors who rely on weapons will have higher strength, and magic
    users really depend on intelligence.  Wearing certain gloves will lower
    your dexterity, while certain boots will lower agility.
    STR = Strength
    VIT = Vitality
    DEX = Dexterity
    AGI = Agility
    INT = Intelligence
    WIL = Will
    COM = Compassion
    CHA = Charm
    Combat is pretty standard as RPGs are concerned.  You've got basic
    turn based combat similar to the Final Fantasy series.  You choose
    the action to take for each character, then sit back and watch that
    turn take place.
    My first advice is to go ahead and equip the First Aid kit to your
    strongest character.  You'll find your weakest character getting
    KO'd at times, but as long as the strongest character is able to 
    heal that person on the next turn, you can minimize the full damage.
    Those nasty monsters won't leave someone alone just because they are
    unconscious.  And you will lose even more LP each time you are hit
    while knocked out.  Some recruitable characters come with a Balm
    already equipped, which is nice.  Also, have a few characters able
    to use Hydrology and learn the Healing Water spell.  This spell 
    will restore more HP than the First Aid Kit.
    Secondly, utilize battle position option to serve your team's best
    abilities.  For example, with my party:  Gray fights with a foil
    sword, so he is in front.  Galahad has a spear, and he works best
    in the middle.  Claudia and her bow work best from the rear.  Both
    Barbara and Sif use swords, and need to be in the front.  You can
    tell which position is best for your character by using the up
    and down directional buttons to toggle your person from the front,
    middle, and back.  On the right hand side of the screen, check out
    how many stars your person's commonly used weapon has in each
    position.  Attack and Speed are granted anywhere from no stars to
    three stars each.
    While you're out in the field, you'll be able to see your enemies
    wandering around.  Sometimes they can be avoided, but often they
    will see you and charge right at you.  If you're able to sneak up
    on them and come into contact with them before they notice you, you can
    get initiative in the battle.  You'll know when the monster notices you
    because an exclamation point will appear over its head and it will turn
    yellow, then orange as it gets closer to you.  When you make contact,
    battle is initiated.
    At the start of battle you'll get the option of choosing each team
    member's action for the first turn.  You only start off with the
    minimum amount of BP, so in general you won't be able to use your best
    special attacks until the second turn, at least at the beginning of the
    game.  When you choose the action each character will take, hit X or O
    to start the battle.
    When you get to the second turn, you may have characters on the brink
    of death.  Make sure someone is there to heal if necessary.  Otherwise
    you may decide to start unleashing your stronger attacks now that your
    BP has risen a bit.  Just keep in mind what the cost of each special
    attack is.  Some weapon-based attacks will use not only BP but DP.
    So don't go crazy with these attacks just to find yourself with a
    useless weapon that's been reduced to 0 DP.  Magic based attacks
    generally only use BP.  You can also use Martial Arts to attack your
    enemies and learn new skills.
    Many of the heroes will run across very advanced enemies early in the
    game, and you should try your best to avoid them.  You can't win, and
    if you have to run from a battle you lose a life point.  For example,
    Gray will come up against large dinosaurs right away.  These beasts
    will ignore you if you keep your distance, but if you get too close
    they will try to fight.  And Aisha starts out all alone with extremely
    weak stats.  Any fight right off the bat will take her out pretty
    The best part is, your HP will automatically restore itself after the
    fight.  So you won't have to waste a lot of healing items during the
    game.  It's more important to use these items in the course of battle
    to keep your characters conscious.  However, your DP and LP do NOT
    restore themselves after battle.  These can only be restored by 
    staying at the appropriate level Inn.  And remember, if you've 
    tempered your weapon, the Inn will no longer restore its DP.
    Most towns and cities that you visit will have a pub and a place
    to rest.  There are a few exceptions, so keep track of these as
    you find them to make sure you're never caught in a weakened
    condition with no change to restore.
    Pubs are noted with a pink sign.  These are great places to find
    recruitable characters and to speak with the Minstrel.  The Minstrel
    is able to remove people from your party if you have the full five
    members but you want to add someone else.  He'll give them the
    boot for you.  Also, there are times when the Minstrel will help 
    move the story forward or even join your party.  Whenever he asks
    if you want to hear a story or a song, say yes.  I think he likes
    the attention, because after a few new encounters with him, you
    normally will get some sort of help from him.  But note that if
    you have the Minstrel in your party and you re-enter any pub in
    any town, you will lose him.  He'll be standing inside the pub
    when you enter and you have to recruit him all over again.
    You may also find some random characters who are willing to join
    your party.  Normally these folks are simply named according to their
    class, like "Amazon" or "Sorceress."  They have different skills and 
    come equipped with their own weapons and armor.  You can use these 
    folks to round out your party if you have some slots  open.  They can
    be kicked out at any time by speaking to the Minstrel.  There are 
    some characters who are not one of the eight main heroes but who
    actually have personalized names (like Galahad and Myriam, who
    start the game with Gray).  These folks generally have better stats
    than the generic people, so hang on to them when you get them in
    your party.  The generic folks with 3 or 4 LP are only filler to be
    used as a last resort when you're starting out and don't have many
    team members yet.
    Inns are not as straightforward as they are in other games.  First,
    you can find an innkeeper in different locations.  Sometimes they
    are standing right in front of the pub.  At other times they have 
    their own storefront.
    You have many different levels to choose from when you rest at an
    inn, and each one is more expensive than the last.  And then of
    course after your rest you are prompted to save your game.  So
    if you just want to save and don't want to use the Quicksave
    feature (which places an additional save on your memory card),
    you can just "Rest in Lobby" in order to save your game and not
    pay to rest.
    Rest in Lobby (Free) = Restore proficiencies
    Standard Room = Restore prof. + LP
    Superior Room = Restore prof. + LP + Equipped weapons
    Deluxe Room = Restore prof. + LP + All Weapons + 10 to First Aid Kit
    Luxury Room = All above + 20 to First Aid Kit
    Suite = All above + 30 to First Aid Kit
    Okay, now we get to one of the most complex aspects of the game.
    Similar to previous editions of Final Fantasy, in Romancing Saga
    you are able to choose and train in certain "classes" to achieve
    higher skills.  You spend jewels to learn new skills, and when
    you have the appropriate skill level you can then choose to assign
    a particular class to your character.  It's important to keep track
    of your skills, because they affect what weapons you are able to use
    as well as which proficiencies you can utilize out in the field.
    For example, you can learn Find Treasure but if you don't have
    the requisite level of Gathering skill then you can't use it.
    Particular quests will require certain proficiencies, so make sure
    you have both the proficiency that you need as well as the skill
    required to perform it.
    Also, remember that some proficiencies work in pairs.  For example,
    you can have the Find Herb proficiency activiated on your list,
    but if you don't have the Harvest proficiency activated as well,
    then you can find the herbs, but you can't take them!  Other paired
    profs are Find Ore and Mine, Find Treasure and Excavate, and
    Find Traps and Disarm Traps.  The only "Find" skill that does
    not require a paired prof is Find Chests.  You can open those
    yourself, but note that any chest you may find could have a trap.
    You may find yourself having to go through dungeons more than once
    in order to completely obtain all available items.  In certain mines
    there may be herbs as well as ore to harvest.  A good tip is to keep
    "Climb," "Jump," and "Find Chests" on your prof list at all times,
    then switch out the rest of the open slots as needed.
    Once any of your team members reaches level three of a certain
    class (which normally costs around 325 jewels, depending on how
    many skills are involved in the class), the mentor will then unlock
    the ability to level up individual skills.  So if you are short on
    jewels and want to quick level up your character's skill level on
    his or her weapon of choice, you can simply choose that individual
    weapon skill and level it up.  I also used this strategy to level
    up all of my characters in the Hydrology skill so that they all
    can cast a decent Healing Water spell without having to pay for
    any of the full classes that have Hydrology attached to them.
    Note that once you do this, the cost of leveling him up for his 
    class will go down if that weapon happens to be part of the skill 
    list for his class.  Also, the individual skills available at each 
    mentor is representative of the skills in the classes available 
    there.  For example, you need to go to South Estamir in Kjaraht 
    if you want to raise a person's "Katana" or "Scimitar" skill, 
    because those skills are listed under the Estamirian Rebel and 
    Kjar Sentinel classes.  If none of the classes available at that 
    mentor contain a particular weapon skill that you need, then that 
    skill won't be listed individually at the bottom.
    I have a listing of the proficiencies and classes at the bottom of 
    this guide.  
    The Heroes/Initial Stats
    1. Albert - Young Nobleman (M)
       HP: 60   LP: 12   STR: 4   VIT: 5   DEX: 3   AGI: 3   INT: 2
       WIL: 6   COM: 3   CHA: 5
    Albert starts the game at Isthmus Keep in the country of Rosalia.
    He is the son of Lord Rudolph and Lady Mariah, who run the keep
    for the Rosalian kingdom.  The neighboring land, the Bafal Empire,
    is in constant struggle with Rosalia over control of the keep.
    Albert is soon joined by his sister Diana and two soldiers.
    2. Aisha - Young Nomad (F)
       HP: 45   LP: 10   STR: 2   VIT: 3   DEX: 5   AGI: 4   INT: 3
       WIL: 4   COM: 8   CHA: 5
    Poor Aisha is the weakest character and also starts the game all
    alone.  I can't say her adventure really drew me in all that much.
    She starts out at the Steppes of Galessa.  You might be better off
    starting with a stronger team like Gray's, because you are able to
    recruit Aisha in the pub at Tarmitta while playing Gray's game.
    3. Gray - Adventurer (M)
       HP: 100   LP: 11   STR: 11   VIT: 9   DEX: 9   AGI: 9   INT: 8
       WIL: 10   COM: 8   CHA: 9
    Gray is introduced as a mysterious wanderer as the game begins.  He
    starts his journey on Ligau Isle, in the town of Jelton.  He is
    accompanied by two more adventurers, named Galahad and Myriam.
    Galahad is a Rosalian officer, and Myriam a magic-user.  Obviously
    Gray starts out with some pretty decent stats in comparison to
    other characters.  He also has access to a lot of the world, and
    will be recruiting other heroes pretty quickly.
    4. Claudia - Ranger (F)
       HP: 65   LP: 17   STR: 7   VIT: 4   DEX: 7   AGI: 8   INT: 5
       WIL: 6   COM: 6   CHA: 6
    Claudia is a young woman who's been raised by an old crone in the
    Mazewood.  The Mazewood is a mysterious forest in which many people
    who enter find themselves hopelessly lost.  She is soon joined by two 
    animals, a bear and a wolf, who the old woman call upon to help her on 
    her journey.  Her stats may not be extraordinary overall, but she does 
    have that sweet LP of 17, which is much higher than all of the other 
    characters.  Play Gray's game to recruit her early on.  She will grow
    into quite a good Ranger with great bow skills, but it's tough to get
    into her own game because she's so weak. 
    5. Jamil - Thief (M)
       HP: 65   LP: 12   STR: 3   VIT: 2   DEX: 13   AGI: 9   INT: 7
       WIL: 4   COM: 2   CHA: 8
    Jamil is a thief in South Estamir at the game's beginning.  He has
    some great money making potential right at first in the game, and
    also good recruiting possibilities.  He also is fairly decent when
    it comes to fighting, and starts the game with a Rapier.  It's one
    of the better starting weapons you'll have for any of the characters.
    Either Jamil or Gray are your best bets for getting through in the
    long haul, in my opinion.  Jamil can recruit Gray a little further
    into his game.
    6. Sif - Barbarian (F)
       HP: 150   LP: 12   STR: 11   VIT: 14   DEx: 8   AGI: 7   INT: 7
       WIL: 5   COM: 7   CHA: 9
    A large, muscular woman wearing a horned helmet, Sif looks like she
    belongs in a Conan the Barbarian movie.  She starts the game in
    Valhalland near the Shiverlands.  You'll have to recruit a few
    people to help at first but she'll have access to Albert rather
    quickly in the game.  Play Gray's game and you'll be able to
    recruit Sif early on.
    7. Hawke - Pirate (M)
       HP: 125   LP: 14   STR: 9   VIT: 9   DEX: 13   AGI: 12   INT: 9
       WIL: 5   COM: 6   CHA: 7
    Hawke can be recruited by Gray in the "pub" at Uso, in the Dry Lands.
    8. Barbara - Traveling Dancer (F)
       HP: 95   LP: 12   STR: 5   VIT: 8   DEX: 5   AGI: 7   INT: 4
       WIL: 2   COM: 6   CHA: 10
    Another weak character at game start.  You can recruit her when you
    play Gray's game and she'll grow to a formidable fighter, however
    in her own game she starts out so weak it's almost not worth playing.
    She is joined by her traveling pal Helmet.  She is also rather unique
    among the other heroes, because the Minstrel bestows one of the
    fatestones to her right off the bat.  If you recruit her as one
    of the other heroes, she's still wearing the Amethyst fatestone, so
    you don't have to play her game to get it.  Barbara starts at the end
    of the New Road, in the Frontier.
    Character by Character Walk-Through
    I'm not going to write out the entire game for each character here.
    This section will simply serve to start you out with each of the heroes 
    and give you a rough sketch of what needs to be done to move forward.  
    Believe me, even though the game seems really complicated with the LP & 
    DP stats, classes, skills, and proficiencies, once you get the hang of 
    things it's really not that hard.  So without further ado, here are the 
    opening scenes for each of the eight heroes:
    a. Albert
    Albert starts the game in his bedroom in Isthmus Keep.  It seems his
    family recently acquired control of the keep from the Bafal Empire.
    The keep is found right along the border of Rosalia and the Bafal
    Empire, and control of the keep is very important to both kingdoms.
    Albert's father, Lord Rudolph and Lady Mariah, are in charge of the
    keep.  Albert's sister Diana is a Rose Knight.
    Diana enters the room and tells Albert to equip himself and then go
    downstairs.  This is good advice; while Albert has a Dress Sword,
    Buckler, Leather Jerkin, Leather Gloves, and Leather Boots in his
    possession, he isn't wearing any of them.  Hit the square button
    to access the menu and choose "Status" to see Albert's individual
    stats and equip everything.  The gloves cause his dexterity to fall
    by one point.  Notice that he starts the game with 500 G.  Nice!
    Too bad you won't have anywhere to spend it for awhile.
    Make sure you also equip Albert's only proficiency, "Find Chests."
    You'll be using it soon.
    Heading out of Albert's bedroom, you'll see two other doors in
    the hallway.  These are Diana and Rudolph's rooms, but they're locked.
    Head toward the stairwell and go down one floor.  You have a choice
    of two staircases here.  The one on the left goes outside, while
    the one on the right goes down to the throne room.  Go right.
    In the throne room, speak to either Diana or Albert's father to
    get a scene in which Rudolph explains that there are monsters in
    the eastern caverns.  Whoop, first quest already!
    Diana joins the party, as do Soldier A and Soldier B.  Poor guys,
    they don't even warrant names!  Well, you'll notice this happens
    a lot for the lesser characters.  Stats for your new additions:
    Diana - Rose Knight (F)
       HP: 140   Weapon: Queen of Swords (+5 CHA)
       Armor: Leather Jerkin
       Abilities: Short Sword (Lv1), Pole Arm (Lv1), Bow (Lv1).
    Soldier A (M)
       HP: 110   Weapon: Gothic Sword
       Armor: Parade Helm (Darkness Immune), Gothic Armor
       Abilities: Foil (Lv1), Long Sword (Lv1), Two-Handed Sword (Lv1),
                  Shield (Lv1).
    Soldier B (M)
       HP: 100   Weapon: Gothic Sword
       Armor: Parade Helm (Darkness Immune), Gothic Armor
       Abilities: Foil (Lv1), Long Sword (Lv1), Two-Handed Sword (Lv1),
                  Shield (Lv1).
    Okay, so obviously Albert is the weakling on this team.  But now
    you're ready to face Isthmus Cavern.  Head back up one floor and
    now take the other stairs going down.  You end up outside of the
    keep.  Use the compass to head east.  Basically just follow the
    path, since there isn't really anywhere else to go right now
    anyway.  There are no enemies here.  Soon you'll reach the mouth
    of the cavern.
    Inside, you'll finally get to fight.  None of the enemies here are
    particularly worrisome, because your partners are such strong
    fighters.  This is good, because there was nowhere for you to
    learn any skills.
    The cavern is totally straightforward.  There aren't very many 
    different tunnels to go into.  In fact, there is just one branch
    heading off to the left as you approach the area with a natural
    bridge.  Head over there for a treasure chest and a few fights.
    By this point Albert has probably learned a new skill.  By 
    using his dress sword, he has become familiar with the weapon
    and has gotten a "glimmer" of a new move he can perform.
    The first new attack he learns is Impact Thrust.  Whew, now
    he can hit harder than 20HP!  But don't overuse it right
    away, you'll need it for the boss coming up.  Impact Thrust
    takes both BP and DP.
    Cross the bridge (you can't fall off the edge) and you'll come
    into a room.  There are a few little enemies to clear out before
    you reach your very first boss.  If you have the First Aid Kit
    on Diana, go ahead and put it on one of the soldiers instead.
    You'll need her attack power in the coming battle.
    Boss 1: Demon Scout
    HP: 600+
    Attack: Triple Maul (Hits one for 90+ damage)
            Disturb Gravity (Hits all for 60+ damage)
    Okay, this guy is kind of tough so soon in the game!  You
    go from a bunch of enemies with around 60 HP to this dude.
    And you had no option to improve your characters, add spells,
    or anything.  I lost count of his full HP after he knocked a 
    few of my characters out.  Albert can't use his Impact Thrust 
    until the second turn because it takes 4 BP.  He  may have 
    learned his second new attack, Paralyzing Strike.  This one 
    only takes 3 BP, so go ahead and use it if you have it.  Use 
    Diana's special, and have the soldiers use their basic sword 
    attack. Those three will each hit Demon Scout around 100 HP.
    Demon Scout starts out with a Gravity attack that hits all of
    your characters for at least 60 HP.  The next turns will 
    generally be a Triple Maul against one character.  This attack
    is comprised of three hits, each of which hits around 33 HP.  
    He liked to target Diana when I fought him, but he did go
    after everyone at least once.  Have the soldiers use their
    Balms when necessary, and make sure you also use the First Aid
    Kit whenever necessary.  I was tempted to have the First Aid 
    Kit on Albert because he doesn't hit very hard anyway, but he 
    ended up being struck unconscious anyway, along with Diana.  
    Use one of the soldiers to heal, and have the other attack 
    along with Diana and Albert.  Eventually you'll defeat him.
    I received a Worthless Club, worth 350 G when you finally get
    the chance to get to a shop, and a Blue Herb.  You have
    completed your first quest!
    But what's with the red seal?  Oh well, no bother.  Make sure
    you take a stroll around the room before you leave, there is
    a hidden treasure chest with some cash in it on the left hand
    side of the room.
    Return to the keep and go to the throne room.  You'll receive
    104 jewels from Albert's father as a reward.  That gives you
    more than 200 jewels that you can't spend yet.  Heh.
    New scene with Prince Neidhart, the leader of Rosalia.  He
    wants to marry Diana and make Albert a knight!  Celebration
    time.  Cutscene.  Oh, I guess that red seal must have been
    important after all.
    When you gain control of Albert (in his room again), head
    back down to the throne room.  Rudolph and Diana's rooms are
    still locked.  Time for your second quest.  You must travel
    to Crystal City to ask the Prince for help defending the
    keep.  Take the rear exit out of the throne room, stopping
    to snag 2000 G out of the treasure chest.  Note: I had yet to
    be hit with any traps when opening any of the chests.
    Another cutscene.  Aw, poor Diana!  Go through the motions
    in the fight with Red Dragon.  This isn't a boss fight, because
    you don't have any chance in winning.
    Albert wakes up at a woman named Monica's house, in the town of
    Loban.  Monica warns him about soldiers in town...it seems we
    are now in enemy territory, the Bafal Empire.  To get back
    to Rosalia Albert must take a boat from Bruelle to Yeoville.
    After getting a world map from Monica, depart.
    Our first town.  Finally, Albert can learn some skills, buy
    proficiencies, and upgrade a bit.  There is also a
    recruitable character at the pub, but there isn't much point
    to getting her right now because you don't get to keep her and
    you don't need her to fight at all.  The Minstrel will now
    tell you the story of the great war between Saruin and his
    siblings.  Saruin..Sauron?  I'm just saying.
    Okay, you know that rule of RPGs where you have to speak to
    everyone?  Forget about that here.  DO NOT get close to the
    helmeted soldiers milling around.  If anyone starts shouting
    "Stand clear," try getting out of the way.  When you are
    recognized as a Rosalian, you get thrown into the dungeon.
    Note: if you mistakenly get caught, don't worry.  There is a 
    secret passageway in the corner of the room.  Just wait until
    you are prompted to Action, then you'll open up the wall.  In
    the passageway, you'll hear a scary voice cursing someone.  But
    there is little you can do about that now, so just keep going.
    You'll emerge into a house near Loban's front gates.
    So, we won't do that again.  Check out the shops. You may want
    to take it easy with spending money, because there are two
    more towns coming up.
    To leave Loban, head for the south exit.  The north exit is
    guarded.  You can now click over to Bruelle on the World Map.
    Another town, not too much to set it apart from the last one.
    The Minstrel will ask if you want to hear a song when you visit
    him in this pub.  Say yes and he'll join your party.  But you
    don't keep him, so don't get excited.
    There are a few weapon/armor shops, another mentor to upgrade
    skills and learn proficiencies, so make sure to check those
    out but keep some funds for the next town.
    The ship to Yeoville costs 20 G.  I should note, once you get
    on the ship you're going to see the same cutscene no matter
    which of the three cities you choose to travel to.  So do 
    yourself a favor and just pay the 20 G rather than wasting
    your money.  Cutscene.
    Hmm, I think we better find out what that sailor had in the
    box if we can, shouldn't we?
    Wake up at Gato's house in Valhalland.  Now you're even
    further south than before!  Will we ever get to Crystal City?
    Anybody you recruited is now gone.  Told you.
    Oh, but here's Sif, one of the eight heroes!  That makes up
    for it.  Tell her you'll help her clear the monsters out of
    the caves and she joins your party, plus you get your third
    quest.  Though you haven't finished the second one yet.
    You can also recruit a "Valhallan" at the pub, which is a good
    idea.  We have some tougher enemies coming up.
    Sif (F)
       HP: 156  LP: 12   Weapon: Zweihander, Hand Axe, Hunting Bow
       Armor: Light Helm (Darkness immune), Fur Vest, Leather
              Gloves, Leather Boots
       Abilities: Hand Axe (Lv1), Two-Handed Sword (Lv1)
    Valhallan Warrior (M)
       HP: 125  LP: 4   Weapon: Gothic Axe, Hunting Bow
       Armor: Fur Vest, Leather Gloves, Leather Boots
       Abilities: Hand Axe (Lv1), Two-Handed Sword (Lv1) 
    The enemies in the upcoming area are tougher than the ones
    in Isthmus Cave.  You may find it necessary to strengthen
    your characters with some fights, then retreat back to the inn
    before coming back to move forward.  By now you're a good
    three hours or so into Albert's adventure, and you should have
    a good idea of what to do with him.  You'll notice that Albert's
    adventure so far has been much more linear than some of the other
    characters, without as many options to go off in a different
    direction.  That will change; just stick with it.
    b. Aisha
    More coming soon.  Aisha starts the game entirely alone and with 
    only 45 HP.  She can't handle any enemies she goes up against.  I 
    would recommend playing Gray's game, as he is able to recruit her 
    in the pub at Tarmitta.  And Jamil will find her in the course of
    his very first quest of the game.  Her story will still unfold even 
    if you are playing as someone else and she has been recruited.
    c. Gray
    Gray is described by the Minstrel as "enigmatic," so I'm assuming
    there will be some interesting story developments with his game.
    He starts out in the town of Jelton, on Ligau Isle.  He's in
    search of treasure with his two companions, Galahad and Myriam.
    Galahad (M)
       HP: 170  LP: 18   Weapon: Single Sword
       Armor: Great Shield, Gothic Armor
       Abilities: Long Sword (Lv1), Club (Lv1), Lance (Lv1) and
                  Shield (Lv1).
    Myriam (F)
       HP: 75  LP: 13   Weapon: Novice staff
       Armor: Mage's Robe, Socks
       Abilities: Staff (Lv1)
       Spells: Hellfire
    You start the game with 350G and 100 jewels.  Certainly not a
    fortune, especially in light of the fact that you need several
    proficiencies in order to get through the caves on this island.
    Start by chatting up the locals, who soon give you an idea that
    there may be treasure in the dinosaur burrows in the plains.
    This isn't a quest, you're only getting rumors here.  You can
    stick around and build up some strength by visiting the plains
    if you like.  It will help you when you go on to your next
    location and get a real quest.  
    I chose to train Gray in the Pirate and Thief classes.  This
    gives him some essential skills for proficiency use.  You're
    limited in how much you can do right now, so don't bother wasting
    any jewels on Galahad or Myriam.  You'll need to use the Find
    Chest, Find Treasure, and Find Ore skills in the dinosaur burrows,
    but you can't learn all of the necessary skills through the mentor
    at Jelton.  So there isn't too much you can do by entering the
    dinosaur caves right now.  You'll be wandering around a lot
    and dodging the charging dinosaurs.  DO NOT try fighting these
    guys, they will kill your entire party.  The camera angle in the
    caves is frustrating as well, because when you turn around the
    camera faces you, and you can no longer see what's coming ahead
    in the cave.  You'll run smack into a dinosaur before you know it.
    At any rate, obviously there is much more to do in the plains, but
    you need to get some quests and experience under your belt before
    you can do much here.
    After you've been wandering the Plains a bit, visit the pub once
    more to find a woman in red being hassled by a group of guys.  She
    warns the drunkards to leave her alone, and they finally do.  When
    you try talking to her, she'll merely warn you to leave her alone
    as well.  You can't do anything more with her here, and she is gone
    the next time you go to the pub once you leave town.  But she appears
    in your notes, so I know there will be more with her at a later time.
    Go back to the dock and choose to board the ship for Melvir.  When you 
    do so, you'll get a cutscene in which you can choose to go with
    Galahad to Crystal City, to Estamir with Myriam, or to go on alone.  
    For the purposes of this guide, we will go with Galahad.  You'll first
    port in Melvir.  There are two quests to get right off the bat here,
    so let's stick around.
    Head out to the central area of Melvir, with the big staircase going to
    the second floor.  When you're there, a character named Gian will find
    you.  Cutscene.  Ooh, Claudia!  And money!
    Mazewood is now available, but don't go running off there.  As soon as
    you leave the Inn on the first floor of Melvir, a man will approach you
    and say, "Hey, you've got a girl named Claudia with you, don't you?"
    Hey, Gian didn't tell us there were assassins gunning for her!  Time
    to fight.  This guy isn't too bad, although he does hit pretty hard.
    He has around 300 HP, strikes with Impact Thrust and at times with
    Lightning Illusion.  Notice if you go back into the Inn (and get chased
    out by some guy crying about his daughter), the assassin will reappear
    in the square again!  You can fight him several times this way.  It's 
    a nice little boost, so you might as well.  Just keep everyone alive.
    Next to the Inn there are two doors set back beyond the stairs.  The
    building with a sign above it is the police station.  Go inside.  Talk
    to the head of the police to get your first quest.  There are "suspicious"
    things happening in town, and he wants you to get to the bottom of it.
    Don't leave yet.  At the back of the police station a man is standing
    alone.  Talk to him to get the "Bafal Fighter" to join your party.  You're
    going to need him.  Now we can head back out.  You may get a third assassin
    at this time.  Eventually they stopped showing up for me.
    Go upstairs to the second floor.  In the pub, check the post at the southern
    end of the room for a note written by a man named Colombo.  His daughter
    is missing.  Ah, the innkeeper downstairs!  If you want, you can recruit
    the Minstrel at this time.  Just agree to listen to two songs and he'll
    join.  He will soon learn a rather useful attack.  
    You can head downstairs at this point or check out the shops to upgrade.
    When you visit the man running a storefront past the library, he'll
    mention that one of the shopkeepers has been killed.  You'll need to
    visit him again later.
    Now head back downstairs to take care of a few things.  First, talk to
    Colombo at the first floor Inn and agree to investigate his daughter's
    disappearance.  Then, head across the square to the three storefronts
    near the exit to the port.  Talk to the woman running the store on the
    far right.  She will tell you that her father Buck was killed recently.
    After some discussion she decides that his competitor Ward must have
    done it.
    Hmm, think the guy upstairs has anything to do with this?  Don't go
    running up there just yet.  If you talk to Ward now, you'll get a
    cutscene that will temporarily make all of the town's services
    unavailable.  Make sure you've done everything you can to upgrade,
    and also visit the "residential area," found next to the exit to the
    port area.  You can visit the mentor for some new skills here.  If
    you played around in the Plains for a bit, you likely have a few
    jewels to bump Gray up to level one in some new classes.
    Okay, when you're all set, go back upstairs to talk to the shopkeeper
    Ward.  He tells you that about some weird guys hanging out in the 
    sewers.  Cutscene.
    Time to head into the sewers!  Follow the robed man down several
    corridors (stopping to get the treasure chest to the left of the
    second intersection).  When he goes down a staircase and through a 
    door, you can follow him if you're ready for a boss fight.  The Minstrel
    and Claudia should have learned a few new moves with their weapons,
    notably Rapid Volley for Claudia and Artful Slash for the Minstrel.
    If they haven't, you might want to use your map (from the treasure chest)
    and go through the sewers a bit to kill off a few baddies.
    When you're ready, head through the door for a cutscene.  Hmm, Saruin
    cult members are ready to sacrifice a woman.  I wonder who she could be!
    Boss 1: Priest of Saruin + 4 Saruin Cultists
    HP: Priest: 350-375; Cultists: 100-120
    Attack: Wracking (Hits one 60-90 HP; may stun)
    You can get attacked five times per turn with this fight, so take out the
    cultists.  If Claudia has Rapid Volley and Minstrel has Artful Slash,
    they will clean up.  Keep your folks alive.  You can use Gray and
    Galahad for a combo attack if Gray does Impact Slash and Galahad does
    Cutting Lunge.  Or Claudia and Galahad can do a combo with Rapid Volley
    plus Cutting Lunge.  Pick them off one by one, keep healing when
    necessary, and this fight isn't very hard.
    I wonder if Colombo's daughter is really so pure, after all the bad
    things he said about her reputation?  I bet that priest's spell wouldn't
    have worked, after all!  Anyway, you found the girl AND solved the 
    suspicious dealings!  Two quests for the price of one!
    Cutscene in palace.
    Choose from Weapon, Armor, or Money for your reward.  I got a Silver
    Fleuret (Foil) when choosing weapon.  Minstrel automatically leaves
    your party at this time.
    Make sure you head down to the first floor inn to get your reward from
    Colombo.  1000G and 120 jewels.
    Now you're set to move on if you want.  Going out to the World Map, you
    see that Gray has access to several towns.  The whole world is open
    to you, so head out to new adventures!  Note that you will be able to
    get to Crystal City by shipping out of Yeoville.  That was Galahad's
    inclination, after all.  But there are still several towns in the 
    Bafal Empire that you can investigate.
    d. Claudia
    More coming soon.  Play Gray's game to recruit Claudia.  When Gray goes 
    to Melvir, a man named Gian will approach him in the center square and
    pay him 1000G to protect her.  Apparently she has assassins after her
    for a reason that you'll learn later...if you recruit her while 
    playing Gray's game you'll still get the appropriate cutscenes to
    learn information about her backstory.  Just a hint: never choose to
    "let her go."  Just go along with her whenever she needs to get somewhere
    specific.  Jamil can also recruit Claudia.  Both she and Gray will
    appear in the pub at Aurefont in Bafal Empire once you get into the game
    a bit.  They weren't there the first time I showed up, but when I was
    eight or nine hours into Jamil's game, they were there.  You don't have
    to recruit them both at the same time, you can choose one or the other
    if you want.
    e. Jamil
    Jamil starts in South Estamir in Kjaraht.  His game is unique in that you
    get an animated cutscene right off the bat.  Why don't the other
    characters get their own movies?  Anyway, he also receives Silver Bracers
    in the opening.  After the cutscene is finished, you'll find that
    you have 200G & 100 jewels.  Jamil has access to some good money
    early on in the game, though.  Jamil is joined by his partner in crime, 
    Dowd (M)
       HP: 60  LP: 17   Weapon: Hunting Bow, Fleuret
       Armor: Buckler, Cap, Shirt, Leather Gloves, Socks
       Abilities: None!
    Ugh, things don't look so good.  We've got some very weak people.
    But Jamil's game isn't all that bad, because he does turn out to be a
    pretty decent fighter once you improve him.
    Jamil is a level one Thief with the Find Chests and Pick Locks profs.
    These are good enough for now, don't worry about spending money on
    anything else right away.
    Head South down the stairs and across the open area to talk to the
    brown-haired woman in a yellow skirt.  This is Farah.  You'll have
    the option to give her your new silver bracers.  It doesn't hurt
    anything to give them to her, and she'll become important fairly
    soon in the game.
    Head up the stairs to the right to find the pub and blacksmith.
    In the pub, talk to the blonde woman behind the bar and she tells you
    there's a job for you if you talk to the guy standing nearby.
    Your first quest of the game is to find the women being kept by
    Wuhan, the potentate of Kjaraht.  Now head back out of the pub.
    In South Estamir, you are constantly accosted by beggars, children,
    and ruffians.  The children ask you for money.  You can choose to
    "give them a little," which they will just scoff at, or you can
    choose the middle option.  That gives them a big chunk of your
    money, and they tell you information about the tunnels under the
    city.  But the thing is, you don't need them to tell you this to
    find your way underground.  So, just don't give them any money.
    They'll swear at you, but it's no big deal.  They are mostly an
    When the blue haired ruffians approach you they also ask for money.
    Just choose to fight them.  Jamil and Dowd are pretty agile and will
    often attack before the ruffian even gets a single attack.  The
    best thing is, if you enter and leave the blacksmith across from 
    the pub, you can fight the ruffian outside over and over again for
    a bit of extra money and a personal boost.  If you have the patience
    to do this until Jamil and Dowd get some extra HP, it's pretty
    Once you're sick of this, head back to Farah's house (up the stairs
    where she was standing earlier).  You learn from her friend that she's
    been abducted by slave traders.  It's all part of Wuhan's quest in
    your notes, so the two are connected.
    If you chose to give the beggar kids money, they mention that slave
    traders are working under the city.  But you don't need them to tell
    you this, so don't worry if you were stingy.
    And if you go back into the pub, you'll see some drunk guys pestering
    a woman in red.  This scene appears for every single character, and
    I've not yet learned who she is or what her deal is.  She won't talk
    to you now, just tells you to leave her alone.
    Talk to the Minstrel and agree to hear him play songs until he joins
    your party.
    Boost Jamil to level 2 Thief.  You can use the Disarm Traps prof if
    you want to spend 150G.
    The entrance to the sewers is on the north end of town, but there's no
    point in going down there now.  We need to stop at the slave trader's 
    house nearby.  That building appears as a large red square on your map 
    of the city.  Enter slave trader's house and speak to him to learn that 
    Wuhan has Farah, then fight!  Easy fight, and you get practically 
    nothing for it.
    Wuhan's women are in the temple of Amut in North Estamir, but only
    women can enter.  Funny cutscene as Jamil solves that problem.
    You can travel to North Estamir by the small ferry boat at the north
    end of town.  It costs 10G.
    At North Estamir, talk to the Youth Brigade member on the middle
    platform level to get a map.  The temple of Amut is on the northwest 
    end of town.
    Inside the temple, climb onto the dais and then head down the stairs
    to the right.  You get into Wuhan's secret room.  Wha?  Aisha?!
    What the heck is she doing here?  Anyway, recruit her before you
    talk to Farah.  After your discussion, you'll be fighting some
    guards.  They only have around 75 HP, so they're easy.  Jamil and
    Minstrel normally take them out before they even attack.
    Now you have a choice.  You can let Wuhan go, or you can kill him.
    If you kill him, you'll be attacked by guards every time you enter
    North Estamir.  But they aren't that difficult.  Not killing him 
    merely gives up around 120G and 10 jewels.  Shrug.  I killed him 
    anyway.  He has around 225-250 HP.  So far all of the enemies in 
    Jamil's game have been so much easier than in other games.  It will 
    stay like that for awhile.
    Back in South Estamir, go back to Farah's house and she'll give you
    112 jewels.  But you're not done.  Talk to the man who hired you in
    the pub for 2500G.  Nice!
    Because you went back into the pub, you lost the Minstrel.  Recruit
    him again if you wish.  And, Barbara is in the pub.  Recruit her
    to open up a bunch of new towns.
    Before you leave the pub, take all equipment off Dowd!  As soon as
    you try going through the door to leave, he will stop you and beg
    you to leave him behind.  He doesn't want to leave Estamir.  He's
    not that great anyway, so let him go.  Good tip whenever you
    recruit people...take anything you can remove off them before
    you let them go.  You can keep the stuff for yourself or sell it.
    Now it's time to hit the Estamir tunnels, past the slave trader's
    house.  Inside, take the first path right and walk to a central
    room to find a treasure chest with the map of the tunnels.  Now
    head back to where you entered the tunnels.  Head north and take 
    the second tunnel right for a treasure chest with 100G and 16 
    jewels.  You need to be level 3 in the Gathering skill to fully 
    access the second chest here, so don't waste your time.
    Now head to the north stairs down to the next section.  The door
    all the way to the south is the thieves guild.  There will be a
    quest later on that features this guild, but there is nothing
    you can do here now.  The door all the way to the east goes
    to a mysterious temple.  There is nothing to do there now, either.
    The path to the northeast leads to a room filled with undead.  You
    can handle these; take them out for a boost in experience.
    By this point Jamil had learned a few special attacks, namely
    Paralyzing Thrust and Cutting Lunge.  His Cutting Lunge takes
    no DP, so you can use it as much as you want.
    There is a hidden treasure chest on the right hand side of the
    room.  It holds a Silver Fleuret.
    Now head all the way back up to B1 where you found the map of
    the tunnels.  The first tunnel to the left heads down to the
    catacombs.  You'll be down there in a bit, but there is nothing
    to do there now.
    Keep going and head south, to the right-hand side of the tunnel.
    The first door on the right leads to a small room with a hidden
    chest and studded gloves.
    The southmost door leads to the slave market.  There's nothing to
    do there, either.  Head all the way north and up the stairs to
    the exit.  Now you're in North Estamir.  The guards here will
    attack you, but they aren't that difficult.
    Myriam from Gray's story is in the pub here.  You can recruit her
    to steal her items if you want.  I didn't keep her very long after
    this because there are other recruitments to make.  I wouldn't
    bother with the blue-haired Amazon who is also here in the pub,
    she's even weaker than Myriam.
    Talk to the man standing near the door of the pub (inside) for a
    quest to see the catacombs.  We know where those are, so this one
    is super easy.  Take him down there for a cutscene, then enjoy
    your 1500G and 60 jewels prize.  You'll later see this guy trying
    to sell his mummy on the streets of Altours.  Funny scene, but
    nothing much happens otherwise.
    A few notes about recruitments you can make:
    - You'll find Sif in the pub at Crystal City.
    - You can find Gray and Claudia in the pub at Aurefont.  If they
    are not there the first time you show up, go again after completing
    a few more quests.  I found them around eight or nine hours into
    Jamil's game.
    So along with Jamil my party ended up being Aisha, Barbara, Gray
    and Sif.  Gray opens up Melvir and Ligau Island.  Barbara gets you
    into the Frontier, Sif is Valhalland, and Aisha opens up the Dry
    Lands.  You should be all set to get going on your journey.
    My next course of action for Jamil was to head down to Shiverland
    to do the first cave clearing quest for Gato, and then to the Knight's 
    Dominion.  Talk to everyone in Eugenstadt and Mirsaburg and
    hopefully open up the "Abandoned Keep."  The lord of Eugenstadt
    and his knight Raphael are there and need help clearing the place 
    out.  Make sure you have the jump skill before you attempt both this
    quest and the Shiverland one.
    f. Sif
    Sif is a Norse-looking warrior from Valhalland.  She starts the game
    in Gato's Village near Shiverland.  She has a pitiable 100G with her
    100 jewels.  She also starts with a Find Chest prof. that she can't
    use until she learns the Search skill, so make sure you do that before
    you take off out of town.
    Speak to the man standing near the pub to learn that Gato is looking
    for you.  Gato's house is at the opposite end of town.  Go past the
    two shops sitting side by side at the end of town, and walk up the path
    and enter the last house.  Speak to Gato for a cutscene.  You have your
    first quest: clear the Shiverland caves of monsters.
    First we need to deal with some skill issues.  The mentor is standing
    along the right side of the path near the town gate.  Learn Hunter to
    gain Search skill.  You will also need the jump skill to access all of
    the treasure in the caves, but...you can't learn it in this village!
    Go to the pub to recruit the Valhallan Warrior.  His LP is atrocious
    but you'll need all the help you can get.
    Valhallan Warrior (M)
       HP: 140  LP: 4   Weapon: Gothic Axe, Hunting Bow
       Armor: Fur Vest, Leather Gloves, Leather Boots
       Abilities: Hand Axe (Lv1), Two-Handed Sword (Lv1).
    If you agree to listen to the Minstrel's song, he'll also join your
    party.  Take him along; you'll need the help.
    Minstrel (M) Bard
       HP: 140  LP: 16   Weapon: Minstrel's Sword
       Armor: Cloth Armor
       Abilities: Foil (Lv1), Long Sword (Lv1).
       Proficiencies: Trade
    Note:  When you have the Minstrel in your party, every time you
    re-enter a pub in any town, you lose him and have to recruit him
    all over again.  Keep this in mind in the future.
    Head out to the Shiverlands.  Travel up the path to arrive in a large
    open area with several enemies to defeat.  With your extra party
    members they aren't too difficult, and you want your people to start
    learning special attacks, so go ahead and fight them.  I start Sif
    with the Bow and then switch to the Zwiehander once she learned the
    excellent attack "Rapid Volley" on the bow.  There are some great
    two-handed sword attacks, so I just stuck with the Zwiehander after
    Sif learned two special bow attacks.
    Using the Map (start button), head towards the Western Cave first.
    This area is confusing with all the exits.  On the west side of the area
    there are two main exits seen on the map.  The southernmost exit goes to
    the World Map.  When you have access to other cities on the World Map,
    you will always have to walk through Shiverland to get back to Gato's
    village, you can't simply go to the World Map and choose Gato's village.
    It will become a little irritating later on, believe me.
    The other exit to the west is the entrance to the Western Cave.  Let's
    go there first.  In the cave, take the first tunnel branch to the left
    and up to find the map of the cave.
    The Minstrel is generally faster than any of the enemies here so assign
    him to take out irritating enemies like the Ripper birds, who otherwise
    will attack you before Sif and Valhallan Warrior can take their turn.
    There are a couple of areas that you can't get to because you do not have
    access to the jump skill.  Grr.  Travel all the way to the back to the
    Southeast tunnel of the cave to find the "boss" of the cave standing on a 
    little ice bridge.  It's an Illusion Bug and two Magic Bugs.  They're 
    extremely easy.  You'll have two treasure chests to plunder.  A third
    chest on the other side of the bridge can only be accessed with the 
    jump skill, and once you leave the cave after destroying the monster,
    it disappears.  Annoying.
    In the easternmost tunnel of the cave, there is another chest.  This one
    has 300G and a Hand Axe.  By this point Valhallan Warrior has probably
    learned special attack "Cut Timber," and Sif learned "Rapid Volley"
    on the bow.
    Unless you are in dire need of an Inn, you can head straight across to
    the Eastern Cave.  The eastern cave is the top path on the eastern side
    of the map.  This one is a small cavern with just the one "Boss."
    This one is tougher so let's give him special treatment:
    Boss: Walking Corpse, Stray Wolf, and Zombie.
    Attacks: Rabbit Punch (Hits one 65-75 HP)
    HP: 400+ for Walking Corpse
    First turn have Sif use Rapid Volley, Valhallan use Cut Timber, and have
    the Minstrel use Impact Thrust to wipe out Stray Wolf and Zombie.  The
    second turn should be spent healing.  Then on the third turn use special
    attacks against the Walking Corpse.  That should do it.
    You probably need to visit an Inn by now.  Definitely do so before you
    tackle the Southern Cave, because that one is a toughie.  But if you 
    wish you can visit the Frozen Lake at this time.  The path immediately
    south of the Eastern Cave is the path to the Frozen Lake.  You'll see
    lightly colored circles on the ice.  You can slide across the ice to
    these circles and that's how you get across the lake.  Watch out though,
    the monsters are also sliding around so you'll run across a few on
    your journey.  In light of the comments of the villagers regarding
    how warm it is, and a frozen castle in the middle of the lake, it seems
    that at some later point the lake will be thawing out and you'll have
    some work to do here.  But for now there's not much to accomplish.
    Okay, go back to town and rest up, maybe upgrade a bit.  In general,
    it's best to avoid wasting money on "throwaway" characters, like
    the Valhallan Warrior.  Later on you'll have other heroes in your
    party, and those are the ones you'll want to improve.  I ended up 
    getting the Valhallan Warrior killed at one point anyway, because
    he only has four life points.  The Minstrel will keep whatever you
    give him, so even if he leaves your party, you can get him back later
    and he'll have all the improvements you gave him.  But first focus on
    Now it's time to get to the Southern Cave.  This area is much larger than
    any of the others.  First you'll travel up two screens of path, both with
    monsters to defeat.  On the second screen you'll reach an intersection.
    Travel left and enter the new area.  There are a bunch of monsters here,
    but when you get a chance to stop and take a breather you'll find a treasure
    chest with a map of the area.  Notice that this is called "Stage 1" of the
    Southern Cave.  Yeah, you're coming back here again later!
    The enemies are getting tougher now.  Make your way around the circular
    area.  Hopefully Sif has learned "Double Vertical" and "Blunt Strike" on the 
    Zwiehander.  If you switch to the bow for awhile she can also learn "Shadow 
    Weave," but I haven't found this one to be all that useful.
    Boss: Peggy Chief + 2 Valhallan Peggys
    HP: Peggy Chief (325-340 HP); Valhallan Peggys (100-125 HP)
    You can do this in two turns.  Use Rapid Volley, and special attacks on
    each of the Valhallan Peggys to take them out on the first turn.  Second
    turn, use Double Vertical and special attacks on Chief Peggy.
    Now there are two treasure chests revealed.  Left one has Wing Amulet,
    right one has 300G and 12 jewels.
    If you're able to handle it, go back to the intersection and head straight
    across to the next section.  This area has two branches, one to the north
    and one to the south.  North branch has a chest with 150G and Hand Axe. 
    There is also a hidden item that we don't have the skill to find yet.
    South branch has an herb, but we can't harvest it yet.
    If you haven't gone back to the Inn after the Peggys, you'll want to now.
    The top path at the intersection has the toughest enemies you've faced
    thus far.  The north branch has one chest with Long Boots inside, and if
    you don't feel the need to go through with it, you'll still complete this
    quest.  There are also two hidden items up here that you'll need skills
    to find.
    You'll start to notice some combo attacks now that you're using your 
    special attacks more often.  Sif will likely learn "Smash" with Zwiehander.
    At this point I stuck with the sword and didn't use the bow unless I needed
    one of its specials.
    The Minstrel may learn Sonic Slash and Cutting Lunge around here.  Sonic 
    Slash doesn't use DP!  If you traveled up the north path you're finding that 
    a lot of these fights are chained--meaning that you fight one round of 
    enemies and then immediately go into the next fight, keeping your same HP 
    and BP as you had at the end of the last fight.  These can get tough.
    When you've made it all the way back, go see Gato to complete the quest.  
    You get 200G and 134 jewels as a reward.
    If you head back out and talk to the little kid near Gato's house, you'll 
    learn that there was a shipwreck.  Leave the village and travel down the 
    right hand path to trigger a cutscene.  Albert!
    Now talk to Gato for another cutscene.  Monsters have re-infested the caves.
    (Sigh)  New quest, but now Albert is here to help.
    Basically, you do the same thing all over again for the second cave quest.
    There are a few differences.  Most notably, the enemies are tougher.  Also,
    the south cave is now "Stage 2."  When you head over to that circular area
    where you fought the Peggys, there are now open pathways at each spoke of
    the "wheel" formed by the circular path.  You need the jump skill to get
    through two of the paths.  
    The middle path goes across to the path to Frozen Lake, however now there 
    are great big snowballs rolling down the hill.  Get caught up in one and 
    you are smashed against the rocks at the bottom of the hill to lose one LP.  
    You can usually avoid them by squeezing up against the left wall of the 
    pathway.  There is treasure at the bottom of the hill, but it's just 100G 
    and 12 jewels, so don't worry about skipping this part.
    If you head over to where the boss was last time, fighting your way through
    a multitude of enemies, you'll find another pathway where the old boss
    was standing.  Use Find Chest skill to find a chest here.  It has a trap on 
    it that explodes and takes at least two LP away from you.  Watch out, 
    because Valhallan Warrior can easily bite it with his lowly 4 LP.
    Boss: Chief Peggy + Valhallan Peggys
    You can do this in one turn.  If Albert has learned Paralyzing Thrust, use
    that and Rapid Volley for a combo.  Have Minstrel use Sonic Slash on Chief
    Peggy.  Done!  Reward for this fight was 1600G and a Quarterstaff.
    Sif will learn Running Slash soon.  Doesn't use DP, so now both she and the
    Minstrel have specials that don't wreck their weapon.
    Similar to before, the western cave has a few chests, and the eastern cave
    has one boss monster.  Finish up, then go back to Gato to get your reward 
    of 200G & 146 jewels.  Gato also gives you a special relic related to
    Sif's parents.  Apparently Sif isn't from Gato's Village, and she needs
    to restore her warrior heritage to fulfill her long-term quest.
    Now it's time to leave the Shiverland at last, and help Albert get home.
    Finally.  Albert has some disturbing news to learn in Crystal City.  With
    him in your party you are able to enter the palace here, unlike the other
    characters.  This should get you going with Sif.
    g. Hawke
    More coming soon.  If you play Gray's game, you can recruit Hawke in the
    open air pub in the town of Uso, which is in the Dry Lands.
    h. Barbara
    More coming soon.  Barbara starts out very weak, with her traveling 
    partner Helmet, who is also weak.  Play Gray's game to recruit Barabara, 
    who can be found in a pub as you're traveling through the Frontier.  
    When you recruit her, she'll be wearing the Amethyst fatestone that the 
    Minstrel bestows upon her in the beginning of her game.  When she is with 
    a strong team like Gray's, she soon grows into quite an accomplished 
    swordswoman.  Her HP increases exponentially, and with a lightweight sword 
    she performs a lot of surges and reverses, and is pretty adept at deflecting 
    attacks.  But I really couldn't get into her game simply due to the fact 
    that the opening enemies in her game are already far too tough for her and 
    Helmet to take on.  Jamil can also recruit Barbara in the South Estamir
    pub after completing his first quest.  She is a welcome addition to any 
    party, once you take the time to level her up.
    Item Lists
    Please note this list is not complete.  I'm adding items, weapons, and
    armor as I find them in the game.  Note that the prices I've listed
    for each are rough estimates, as you will find that different stores
    charge you different prices for items.  Sometimes two stores in the same 
    town will have vastly different prices for the same item.  Also, your
    "clout" level, which is raised the more you buy and sell, will affect
    how you are charged for items, what items you're able to buy, etc.
    Finally, many items may be obtained by fighting, especially any
    tempering materials, which are actually parts of monsters that you
    use to imbue your weapon with power.  I'm also noting any stats that
    I have for each item, such as power (Pwr), weight (Wt), blocking (Bl),
    and Defense (Def).  Please note that generally in regard to armor, magic 
    defense is the same number as regular defense in items that have not been 
    tempered in any way.
    Also regarding shops, when you start out you will see items that are
    not yet available to you with a note that they may some day be for sale
    at that shop.  These items are available when your clout level is high
    enough.  Or you'll find items are "sold out."  If you leave the shop and
    return moments later you may find that the item is then available, or if
    you back out of a store to doublecheck your stats before buying a
    particular item, you may find that item is sold out when you go back to
    the store to buy it.  A little frustrating, but the shops are 
    refreshed pretty frequently.
    a. Armor
    Armor    =  Alligator Vest (DEF: 20, Wt: 6, Strong to blunt att., 1980G)
                Bone Breastplate (DEF: 13, Wt: 4, Weak to projectile)
                Chain Mail (DEF: 29, Wt: 16, Weak to elec & projectile, 3960G)
                Cloth Armor (DEF: 9, Wt: 4)
                Firebeast Hide (DEF: 9, Wt: 2)
                Fur Vest (DEF: 7, Wt: 3, Strong to cold)
                Gothic Armor (DEF: 18, Wt: 10)
                Leather Jerkin (DEF: 13, Wt: 5, Strong to blunt attack)
                Mage's Robe (DEF: 8, Wt: 3, INT & WIL up, Strong to cold)
                Pelt (DEF: 8, Wt: 4)
                Rigid Leather (DEF: 24, Wt: 8, 3520G)
                Sage's Robe (DEF: 10, Wt: 3, INT & WIL up, Strong to cold)
                Shirt (DEF: 4, Wt: 1)
                Stone Brigandine (DEF: 24, Wt: 12)
    Boots    =  Chiral Clogs (DEF: 3, Wt: 1, AGI & WIL up, Snare resist)
                Leather Boots (DEF: 4, Wt: 2, Strong to cold)
                Leg Mail (DEF: 14, Wt: 6, AGI down, 2900G)
                Long Boots (DEF: 7, Wt: 2, Strong to cold, 456G)
                Metal Greaves (DEF: 10, Wt: 5, AGI down, 990G)
                Rubber Soles (DEF: 3, Wt: 1, AGI up, Strong to electricity)
                Vernie Shoes (DEF: 8, Mag DEF: 15, Wt: 6, AGI down, 2590G)
    Gloves   =  Conqueror Gloves (DEF: 13, Wt: 5, Dex down, 3300G)
                Flameproof Gloves (DEF: 1, Wt: 2, Strong fire, Dex down)
                Leather Gloves (DEF: 3, Wt: 2, Dex down)
                Harmonia Bracer (DEF: 1, Wt: 1, CHA up, Sonic wave immune)
                Silver Bracers (CHA up, 475G)
                Silver Snake (DEF: 5, Wt: 1, COM & CHA up, 10000G)
                Steel Gauntlets (DEF: 6, Wt: 4, Dex down, 418G)
                Studded Gloves (DEF: 4, Wt: 2, Dex down, 80G)
                Vambraces (DEF: 9, Wt: 5, Dex down, 1155G)
    Helms    =  Bird Helm (DEF: 9, Wt: 5, Darkness immune, 1000G)
                Enamel Bicorn Hat (DEF: 5, Wt: 1, CHA up, 2205G)
                Eule's Hat (DEF: 4, Wt: 1, Darkness immune, WIL up)
                Fashionable Helm (DEF: 14, Wt: 4, Darkness immune, 3960G)
                Headband (DEF: 1, Wt: 0, WIL up, 95G)
                Light Helm (DEF: 3, Wt: 4, Darkness immune)
                Parade Helm (DEF: 5, Wt: 5, Darkness immune)
                Silver Mask (DEF: 7, Wt: 5, Poison immune)
    Necklace =  Fang Amulet (DEF: 1, Wt: 0, STR up, 475G)
                Silver Chain (CHA up)
                Wing Amulet (AGI up)
    Rings    =  Dragon's Eye (DEF: 3, Wt: 0, VIT up)
                Glamorous Ring (DEF: 1, Wt: 0, 525G)
                Pocket Dragon (DEF: 1, Wt: 0, STR/VIT up, Strong fire/cold/elec)
                Ring of Protection (DEF: 5, Wt: 0, 1000G)
    Shields  =  Buckler (Bl: 15, Wt: 3, 132G)
                Great Shield (Bl: 10, Wt: 8, 275G)
                Knight Shield (Bl: 14, Wt: 8, 1312G)
                Rondache (Bl: 25, Wt: 4, 950G)
                Targe (Bl: 20, Wt: 3, 350G)
                Tower Shield (Bl: 22, Wt: 9, 3727G)
    b. Weapons
    Axes   =  Broad Axe (Two-Hand; PWR: 19, Wt: 10, 1235G)
              Gothic Axe (PWR: 17, Wt: 6, 660G)
              Hand Axe (PWR: 10, Wt: 5, 88G)
    Bows   =  Battle Bow (PWR: 34, Wt: 9, 8580G)
              Composite Bow (PWR: 24, Wt: 13)
              Hunting Bow (PWR: 10, Wt: 7, 190G)
              Longbow (PWR: 19, Wt: 9, 931G)
              Reinforced Bow (PWR: 28, Wt: 9, 3500G)
    Clubs  =  Mace (PWR: 16, Wt: 3, 855G)
              Warhammer (PWR: 20, Wt: 3, 1600G)
              Worthless Club
    Spears =  Crowbar (Pole Arm; PWR: 14, Wt: 7)
              Harpoon (PWR: 17, Wt: 5)
              Military Fork (Lance; PWR: 32, Wt: 7, 7260G)
              Pike (PWR: 24, Wt: 7, 2612G)
              Spear (PWR: 26, Wt: 6, 3960G)
    Staves =  Eule's Staff (PWR: 10, Wt: 10, Consumes LP, INT & WIL up)
              Holy Staff (PWR: 12, Wt: 6, WIL up, 840G)
              Novice's Staff (PWR: 6, Wt: 6, INT up)
              Quarterstaff (PWR: 24, Wt: 5, 2400G)
    Swords =  Back Sword (Long Sword; PWR: 19, Wt: 4, 1522G)
              Bastard Sword (Great Sword; PWR: 17, Wt: 5, 1000G)
              Cutlass (Short Sword; PWR: 13, Wt: 2, 495G)
              Dress Sword (Foil; PWR: 12, Wt: 2)
              Fleuret (Foil; PWR: 6, Wt: 2, 55G)
              Gladius (Short Sword; PWR: 20, Wt: 2, 1600G)
              Gothic Sword (Two-Hand; PWR: 18, Wt: 8)
              Hanger (Short Sword; PWR: 25, Wt: 2, 3410G)
              Ice Sword (Two-Hand; PWR: 35, Wt: 15, Consumes LP, 20K)
              Minstrel Sword (PWR: 18, Wt: 6)
              Morglay (Two-Hand; PWR: 34, Wt: 8, 7800G)
              Queen of Swords (Short Sword; PWR: 12, Wt: 1, CHA up)
              Rapier (Foil; PWR: 21, Wt: 2, 2100G)
              Rosalian Saber (Great Sword; PWR: 24, Wt: 5, 2940G)
              Samurai Sword (Katana; PWR: 17, Wt: 7, 1425G)
              Schiavona (Long Sword; PWR: 34, Wt: 4, 9000G)
              Silver Fleuret (Foil; PWR: 17, Wt: 2)
              Steelsong (Scimitar; PWR: 25, Wt: 4, 5115G)
              Town Sword (PWR: 26, Wt: 4, 3465G)
              Walloon Sword (Long Sword; PWR: 12, Wt: 4)
    c. Tempering Materials
    *I'm noting where I obtained the rarer tempering materials
    whenever I can.
    Beast Fang
    Elemental Core
    Meteoric Iron
    Peggy Crystal - Chief Peggy when clearing Shiverland
    Pure Gold - Gold dragon when Aurefont mines are overtaken by monsters
    Steel Thread
    Sticky String
    Tortoise Shell
    d. Healing/Status
    Altours 56 - AGI up
    Altours 75 - VIT up
    Balm - Small HP restore (200G)
    Beserker's Brew - Turn into beserker, but magic disabled (800G)
    Bitter Medicine - HP restore & ailment heal, but poisons
    Blue Herb - Take to apothecary to make potions
    First Aid Kit
    Fruit - Small HP restore (270G)
    Fruit of Luck - HP + attack reduce (27000G)
    Green Herb - Take to apothecary to make potions
    Indigo Herb - Take to apothecary to make potions
    Panacea - Restore HP + status, but attributes down (1000G)
    Quality Balm - Fair HP restore (840G)
    Red Herb - Take to apothecary to make potions
    Stamina Drink - VIT up (420G)
    Talent Blaster - Fill BP with no side effects (1200G)
    Talent Booster - BP restore, but renders unconscious
    Ultra Balm - Great HP restore (2400G)
    Verdant Herb - Take to apothecary to make potions
    Warrior's Elixir - Battle skills temporarily up (1200G)
    Yellow Herb - Take to apothecary to make potions
    Spell Lists
    Note: this is not yet a complete list.
    Aerology     =  Blades of Wind - Wind attack (200G)
                    Strengthen Pull - Bow damage up (300G)
                    Blood Curdle (700G)
                    Summon Elemental - Wind (1000G)
                    Missile Shield - Null projectile 1 turn (1440G)
                    Snowstorm - Offensive (4320G)
    Bewitchery   =  Way of Defense - VIT up (600G)
                    Way of Strength - STR up (600G)
                    Way of Life - Offensive (1200G)
                    Way of Focus - HP + Status (1200G)
    Cosmology    =  Sunray - Offensive (200G)
                    Moonbeam - Restore HP + WIL ailments (800G)
                    Starlight - Absorb attacks (1200G)
                    Bind to Earth - Earth attack/May paralyze (1600G)
                    Starbeam - Offensive (2880G)
                    Cosmic Tide - Offensive (3840G)
    Demonology   =  Energy Bolt - Offensive (200G)
                    Weapon Blessing - Give weapon power (400G)
                    Armor Blessing - Enhance defense (400G)
                    Enhance Spells - INT up (400G)
                    Shock Wave - Offensive (2400G)
                    Mind Blast - Offensive, WIL down (3200G)
    Hydrology    =  Healing Water - Heal (240G)
                    Water Blast - Offensive (360G)
                    Holy Water - Clear status ailments (600G)
                    Summon Elemental - Water attack (1200G)
                    Fold Time - End Turn (2160G)
                    Freeze Time - Status changes end? (3840G)
    Illusion     =  Fire Illusion - Fire attack (300G)
                    Ice Illusion - Ice attack (300G)
                    Lightning Illusion - Lightning attack (300G)
                    Break Illusions - Awaken from illusory sleep (500G)
                    Hypnotism - Sleep attack (1800G)
    Pyrology     =  Hellfire - Fire attack (200G)
                    Flame of Life - Gradual HP restore (300G)
                    Self-Immolation - Magic shield (500G)
                    Summon Elemental - Fire attack (1000G)
    Proficiencies List
    Note: this is not a complete list.  Here are the names of the profs.
    including the skill necessary to perform each one.
    Ambush        = Covert
    Climb         = Survival
    Disarm Traps  = Strategy
    Excavate      = Gathering
    Find Chests   = Search
    Find Herbs    = Search
    Find Ore      = Search
    Find Traps    = Search
    Find Treasure = Search
    Harvest       = Gathering
    Jump          = Survival
    Lurk          = Covert
    Mine          = Gathering
    Move Silently = Covert
    Pick Locks    = Strategy
    Trade         = Trading
    Vigilance     = Survival
    Attack Combo List
    The following is a list of attack combos I've been able to determine
    through gameplay.  
    Artful Slash + Charge
    Artful Slash + Double Vertical
    Charge + Cutting Lunge
    Cutting Lunge + Impact Slash
    Cutting Lunge + Hellfire
    Double Stab + Power Shot
    Good Timing + Power Shot
    Rapid Volley + Artful Slash
    Rapid Volley + Artful Slash + Charge
    Rapid Volley + Cutting Lunge
    Rapid Volley + Dragon's Tail
    Rapid Volley + Paralyzing Thrust
    Rapid Volley + Running Slash
    Rapid Volley + Smash
    Running Slash + Double Stab
    Throw + Good Timing
    Running Slash + Paralyzing Thrust
    Smash + Sonic Slash
    There are various forms of combos, which can be determined not only by 
    which special attack is being used but also the location of the people 
    who are performing the attack.  More combo effects as described in the
    game manual:
    Fulcrums: Overall attack power is increased as is the possiblity of
              more combos.
    Surges: One or more members of your combo team might perform a surge
            during the course of the combo.  You will notice the attack
            has a new name and is even more powerful than a regular combo.
    Reverses: One or more members of your combo team might perform a
              reverse during the course of the combo.  Again, the name of
              the combo will change and it will be even more powerful.
    Vortexes: Combatants in certain positions are able to perform special,
              sustained combos.  (For example: If your combo team is
              positioned in 1st & 3rd, 2nd & 4th, or 3rd & 5th place, these 
              two people can perform an attack called "The Scissors," in 
              which they attack the enemy from either side)
    Class List
    Again, this list is incomplete.  More to be added as I travel around
    and take note of the classes.  I'm also listing the skills associated
    with each class.
    Ascetic          = Martial Arts, Staff, Terrology
    Castle Knight    = Long Sword, Great Sword, 2-Hand Sword, Pole Arm, Shield
    Craftsman        = Short Sword, Cosmology, Strategy
    Entertainer      = Martial Arts, Long Sword, Covert
    Estamirian Rebel = Martial Arts, Scimitar, Katana, Illusion, Search
    Frontier Guard   = Foil, Long Sword, Shield
    Herbalist        = Terrology, Survival, Gathering
    Hunter           = Scimitar, Hand Axe, Bow, Terrology, Search
    Kjar Sentinel    = Lance, Bow, Hydrology, Demonology, Covert
    Pioneer          = Hand Axe, Club, Gathering
    Pirate           = Foil, Hand Axe, Hydrology
    Rosalian Lancer  = Short Sword, Pole Arm, Bow, Bewitchery, Search
    Rosalian Mage    = Club, Staff, Hydrology, Demonology, Bewitchery
    Rosalian Officer = Long Sword, Club, Lance, Shield, Bewitchery
    Swordsman        = Long Sword, Foil, 2-Hand Sword
    Thief            = Foil, Strategy, Search
    Trader           = Survival, Strategy, Trading
    Wizard           = Staff, Pyrology, Aerology, Demonology, Cosmology