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| RECORD OF AGAREST WAR - FAQ/Walkthrough |
| Version 0.40 |
| Created by Mythril Wyrm |
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Table of Contents
I. Update History
II. Legal Notice/Disclaimer
III. Foreword
IV. Basics
A. Battle System
1. Move Phase
2. Action Phase
3. Aftermath
B. Exploring the World
1. Dungeons
2. Events
3. Towns
C. General Tips
V. Walkthrough
A. First Generation
1. Frontier
2. Hidden Path
3. Dodone
4. Slumber Forest
5. Mimas
6. Zelzagun Fortress
7. Rigulus
8. Cave of Origin
9. Rome Valley
10. Return to Zelzagun Fortress
11. Mudus Gate
12. Pleuron Fortress
13. Gridamas Capital
14. Kaystros Mountains
15. Lucrellia
B. Second Generation
1. Grugund Kingdom
2. Tannus Mountains
3. Nagigahara
4. Hazus's Scar
5. Old Yamato Republic
6. Alzai Fen
7. Dinan Plains
8. Ancient Forest
9. Renda Town
10. Trum Coast
11. Republic of Fensarril
12. Andorra La Vella Peaks
13. Closed Forest
14. Furyum Daryl
15. Kotuy
C. Third Generation
D. Fourth Generation
E. Fifth Generation
VI. Lists
A. Esoteric Book
B. Smithing List
1. Weapon
2. Armor
3. Accessory
4. Item
C. Titles
VII. Questions & Answers
VIII. Special Thanks
IX. Contacting Me
To skip to a specific section, press Ctrl + F, type in a section name, and
press Enter.
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I. Update History
v0.10 - Completed part of the First Generation walkthrough. Will add more as I
continue to progress through the game.
v0.15 - After a long hiatus, completed more of the First Generation walkthrough
and made several formatting and mechanical changes.
v0.20 - Completed the First Generation walkthrough, expanded the Basics sec-
tion, and made several formatting and mechanical changes.
v0.30 - Completed part of the Second Generation walkthrough, began filling in
the lists, and made changes to several sections.
v0.35 - Completed more of the Second Generation walkthrough, expanded and re-
organized the lists, and made changes to several sections.
v0.40 - Completed more of the Second Generation walkthrough, expanded the lists
and Special Thanks section, and made changes to several sections.
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II. Legal Notice/Disclaimer
This FAQ is copyright 2010-2011 by Devin McCain. At this time, only the sites
listed below have my permission to host this FAQ:
GameFAQs (http://www.gamefaqs.com)
IGN (http://www.ign.com)
Neoseeker (http://www.neoseeker.com)
Super Cheats (http://www.supercheats.com)
Please notify me as soon as possible if you find it posted anywhere else. If
you want to post this FAQ on your own website, you may do so only if you obtain
my permission in writing and agree to leave the FAQ completely unchanged. If
you post it without my explicit permission or change it and try to pass it off
as your own, there will be unpleasant consequences when I find out. Feel free
to print a copy of this FAQ for personal use, but do not publish or distribute
it with intent to turn a profit on it. I'm sharing it free of charge, so please
respect that.
All other copyrights and trademarks mentioned in this FAQ are the property of
their respective owners. I neither claim nor challenge their ownership.
This FAQ may contain spoilers. Continue reading at your own risk.
I take no responsibility for any embarrassment, injuries, or deaths that result
from the use of this FAQ or any of the information contained herein. If you're
that stupid, it's your own damn fault.
Got that? Good. Now, let's move on to the fun stuff...
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III. Foreword
Hello, and welcome to my FAQ and walkthrough for Record of Agarest War! I down-
loaded this game after reading some intriguing reviews and reports about its
special features, and while the game didn't live up to my lofty expectations,
it was good enough to keep me coming back. I also noticed that there was no
complete walkthrough for the game and minimal resources to help fellow strategy
RPG gamers figure out what to do, so I took it upon myself to provide them with
one. Flawed though the game is, it became more engrossing as I began to under-
stand the mechanics behind it, and I'm hoping that this guide will make the
game more playable for those who want to give it a try.
In this FAQ, I will provide explanations of the game mechanics, walkthroughs of
the scripted battles, lists of the enemies that can appear in random battles,
maps of the dungeons, summaries of the plot, results of choosing each different
dialogue option, and recipes for all of the different items. I will compile new
sections based on reader demand and contributions.
I wrote this FAQ while playing through the game on Hard Mode. On Easy or Normal
Mode, enemy HP and parameters will be reduced accordingly. If anyone knows of
additional differences between the difficulty settings, please e-mail me.
In any case, if you're looking for a resource to help you survive the worst
that Record of Agarest War has to offer, this walkthrough is for you.
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IV. Basics
Unless you bought your copy of the game in Japan or imported it, you'll have to
play without an instruction manual. The tutorials can't be replied upon to ex-
plain the finer points of the game clearly, so read this section first if you
have any questions about basic gameplay elements.
A. Battle System
This is where the meat of the game lies. You'll be spending most of your time
on the battlefield, and if you become intimately familiar with the combat sys-
tem and its many intricacies, you'll thrive there. It's impossible to flee from
battles, and most of them will continue until either your party or the enemy
party has been wiped out.
Battles are divided into two phases: the Move Phase and the Action Phase.
1. Move Phase
At the beginning of this phase, combatants gain a number of AP (Action Points)
equal to their AP score. They can stay in their starting position or move into
any empty square within their movement range; moving 1 square costs 1 AP. The
enemies will not move until your party moves, so don't worry about being pre-
empted.
When you move the cursor over each character, you'll notice that certain
squares start flashing. These are extend spaces, and moving another character
into one of them will link the two characters together with a beam of green
light, allowing them to combine their attacks against a single enemy. Link your
whole party together, and they can all combine their attacks against any enemy
that one or more of them can reach. Good positioning and wise use of combined
attacks will allow you to fell even the most powerful foes. Be warned, however,
that your enemies can form links of their own.
There are no damage bonuses for attacking from the side or the rear, so face
your characters in whatever direction allows them to form links most easily.
2. Action Phase
This phase begins once you have confirmed your characters' moves. During this
phase, you and the enemies get to launch your attacks. The combatants with the
highest AGI take their turns first, and may act according to the AP they have
available. The turn order is displayed in the meter at the top of the screen.
Linked characters should use coordinated combinations of skills to defeat the
most dangerous foes and stop them from performing combination attacks. Focusing
on one enemy at a time is usually a good strategy, because consecutive attacks
deplete an enemy's break gauge. Once this gauge is fully depleted, the enemy
will become more vulnerable to damage. Your party members have their own break
gauges, which can be depleted by a concerted enemy assault. Try not to let this
happen.
One thing to bear in mind when launching combined attacks is the range of each
skill. Characters can attack enemies who are outside of the normal range of
their skills during a combined attack, but they will automatically move to the
closest empty square from which they can use the skill. If no such squares are
empty, they will not be able to act. Plan your attacks carefully to ensure that
none of your characters cut each other off.
Certain skills, when used in succession, combine to form Extended Skills. You
can discover the combinations on your own, or by reading manuals purchased from
item shops. Extended Skills are more powerful than normal skills and will score
additional hits against foes with empty break gauges. They're best used at the
end of a combo, after wearing an enemy down with multi-hit skills.
Every time a combatant is defeated, all of the survivors gain some SP (Spirit
Points). High SP can trigger special abilities or be used to perform Extra
Skills, which inflict devastating damage. Some Extra Skills hit over a large
area, making them ideal for clearing out groups of weak enemies or doing severe
damage to bosses. Many enemies have Extra Skills of their own, so pay attention
to their AP and SP and make them priority targets if they're about to unleash
hell on your party.
If one of your party members is slain, his or her body will turn to crystal. A
counter will appear over the crystal and decrease by 1 on each of the defeated
character's turns. If the counter reaches zero or the battle ends, the crystal
will disappear and the character will stay dead until you pay to have him or
her revived in town. Using a revival item or spell on the crystal before it
disappears will prevent this from happening.
Dealing enough damage to an enemy to kill it twice over is called overkilling
the enemy. For example, if an enemy has 100 HP, reducing the enemy to -100 HP
with one or more attacks will result in overkill. Overkilled enemies always
drop items, which may be even more valuable than the ones they drop at random.
Unused AP carry over to the next combat round. Characters can accumulate up to
twice their AP score in stored AP.
3. Aftermath
Winning a battle earns you EXP (Experience), G (Gold), EP (Enhancement Points),
and TP (Technique Points). You will receive a grade for each battle, which will
be higher if you finish the battle quickly and if your party's average level is
lower than the average level of your enemies. The higher your grade, the larger
the percentage boost to your earnings will be.
Enhancement Points can be used to enhance your equipment at the blacksmith.
Technique Points can be exchanged for items and skills at the Guildhouses in
town. Spend your EP and TP wisely to keep your characters prepared for the
challenges they will face.
B. Exploring the World
If you aren't locked in mortal combat with bloodthirsty monsters or using the
spoils of victory to strengthen your party, you'll be visiting one of the sites
below.
1. Dungeons
Isometric mazes that you explore in search of treasure and bosses. You will
randomly encounter monsters in dungeons, and your party will not be healed un-
til you return to the world map. Fight conservatively and heal wounded party
members with magic or items at the end of each battle to avoid suffering losses
from attrition.
Note that the turn counter doesn't advance in dungeons, so they're good places
to build levels if you're going for the true ending.
2. Events
These can occur almost anywhere. They consist of cutscenes, which may give you
plot-related information, allow you to interact with a potential bride, or
herald a series of battles. Like in dungeons, your party will not be healed
between battles, but you'll be given a chance to reorganize your party and save
your game.
3. Towns
Bastions of civilization that provide a number of useful services for parties
of adventurers.
Item Shop - You can purchase new equipment here. Most of the items and skills
that you create at the blacksmith guild or adventurer's guild will
be added to this shop's inventory.
Blacksmith Guild - You can enhance or create equipment here. You will need EP
to enhance equipment, and Gold and raw materials to create
it.
Adventurer's Guild - You can earn new titles by meeting certain conditions. The
guild will reward you with Gold, Party Points (PP), TP,
and items for each new title you earn. Later, you'll be
able to exchange your saved TP for items, use Gold and raw
materials to create new skills, and register your records
to the game's leaderboards.
Monster Guild - You can combine your captured monsters to create new ones, or
trade them in for items.
First Aid - You can revive slain party members at the infirmary. The cost of
revival is 100 G per level of the deceased.
Alchemist's Guild - You can use old memories to animate characters from earlier
generations as marionettes, which will fight alongside your
party. Forbidden Tomes are needed to create marionettes,
and the cost of animating one is 5000 G per level of the
desired character.
Horoscope - You can visit the fortune teller to learn the attributes of the
children you can father with your potential brides. Each fortune
will cost you a modest 100 G.
C. General Tips
Remember and apply these tidbits well, and they'll make the game quite a bit
easier for you.
* Always stock up on revival items before entering a dungeon or starting an
event battle. Several of the bosses employ Extra Skills that can severely wound
or kill multiple targets, and Fragments/Stones/Vessels of Life will save you
from annihilation if this happens.
* Save before going to any of the event locations, preferably on a separate
slot. If you don't like the result of a battle or a decision, reload and try
again.
* Take the time to overkill every new enemy you meet. It's a guaranteed way to
get items, many of which are useful for crafting new equipment or fulfilling
the requirements for titles.
* Earn as many titles as you can before the end of each generation. The rewards
will really help you out, and some titles will no longer be available once the
generation ends.
* The expressions of the portraits that you see during the cutscenes indicate
the affection levels of potential brides. In order from lowest to highest af-
fection, the expressions are as follows: yelling, frowning, smiling, laughing,
blushing.
* At the end of each generation, take the woman with the highest affection lev-
el as your bride. She'll give you a stronger protagonist to use in the next
generation.
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V. Walkthrough
A. First Generation
This chapter tells the story of Leonhardt, also known as "Golden Leo." He is an
officer in the Gridamas army who becomes embroiled in a quest that will span
generations and determine the fate of the entire world.
The women that Leonhardt can choose to marry are Fyuria, Luana, and Elaine.
1. Frontier
After selecting the difficulty of the game and learning about the history of
the world, you'll get to watch your first battle. It's a duel between Kasibal
and Leonhardt, which will play out automatically. You can switch to manual con-
trol by pressing Select if you want to input a command, but the battle will be
over soon regardless.
After a conversation between Leonhardt and Kasibal, your first real battle will
begin.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #1 *
* *
* Enemies: L1 Frontier Soldier (x4) *
* *
* Strategy: You control Leonhardt, Kasibal, and two Gridamas Soldiers during *
* this battle. Approach the enemies and save your AP during the first round, *
* then unload on them during the next round to take them down easily. Try to *
* overkill them for Silver Ore. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
You'll be given the chance to save your game at this point.
Later, a Gridamas officer named Musaka and his troops are threatening an elven
girl. Leonhardt witnesses the assault and intervenes on her behalf.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #2 *
* *
* Enemies: L1 Musaka, L1 Frontier Soldier (x2) *
* *
* Strategy: Leonhardt must fight this battle alone. Musaka poses the biggest *
* threat, so you want to take him down first. Stand back and conserve your AP *
* on the first round, then use Double Edge and Power Attack successively to *
* perform the Extended Skill Broken Hit. It will do well over 100 damage and *
* make quick work of Musaka. Once he's down, mop up the Frontier Soldiers to *
* seize victory. Use Grass to restore your HP if they run low. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
While traveling with the elf girl, Leonhardt runs into Melchior and the Dark
Knight. They've learned about his fight with Musaka, and they're none too happy
to see him consorting with the enemy. Leonhardt sends the elf girl away and
buys her some time to escape by engaging the Dark Knight.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #3 *
* *
* Enemies: L99 Dark Knight *
* *
* Strategy: If your adversary's 129,998 HP and 1768 ATK didn't give it away, *
* this battle is unwinnable. Just let him kill you. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Leonhardt suffers a mortal wound in the battle, so Melchior and the Dark Knight
walk off and leave him to die. As his surroundings fade to black, he is visited
by a strange woman named Dyshana, who offers to revive him in return for his
and his descendants' souls. Eager for a chance to redeem himself, Leonhardt ac-
cepts her offer and goes off in search of the elf girl. When he finds her cor-
nered by a large, bestial humanoid, he jumps to her defense.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #4 *
* *
* Enemies: L2 ???? (Borgnine) *
* *
* Strategy: Do whatever you want. This battle won't last long. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
The elf girl interrupts the confrontation to tell Leonhardt that the humanoid
is Borgnine, her guardian. She introduces herself as Ellis and promises to lead
the group to civilization.
When you reach the world map, add Ellis and Borgnine to your party. Borgnine is
a heavy hitter who can soak up lots of damage, and complements Leonhardt well
on the front lines. Ellis has powerful offensive magic and the Heal spell, but
is very fragile. Positioning her near the back is advisable.
Once you're finished organizing your party, follow the road to the Hidden Path.
-> Frontier Road, West
Enemies: L1 Thief
Even though the Thieves usually appear in groups of three, they pose little to
no threat. Overkill them for Grass.
2. Hidden Path
Leonhardt, Ellis, and Borgnine find a large rock blocking the path to Dodone.
Not willing to give up or change their course, they decide to smash their way
through it.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #5 *
* *
* Enemies: L1 Rock *
* *
* Strategy: The Rock won't attack you, so use this opportunity to find out *
* which combinations of skills and Extended Skills will maximize your damage- *
* dealing ability. If you accumulate enough SP to use your Extra Skills, you *
* can quickly reduce the Rock to dust. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
-> Frontier Road, East
Enemies: L1 Thief
3. Dodone
This is your first chance to stock up on supplies. Buy manuals from the item
shop and use your saved EP to enhance your party's weapons and armor at the
blacksmith. You can fight Thieves on the Frontier Road if you need Gold or EP.
-> South Murks Road, West
Enemies: L1 Thief
-> North Murks Road, East
Enemies: L1 Thief
Keep overkilling them to collect Grass.
4. Slumber Forest
Recommended Level: 2+
Enemies: L1 Thief, L3 Hornet, L4 Hell Dog
Map: 2
\
1
The enemies in this dungeon can be deadly if you're unprepared or unlucky. The
Hornets are fast, and the Hell Dogs hit hard and have a high evade rate. They
also have a devastating counterattack that they use in response to close-range
attacks. It can do 200+ damage to a character, so keep Ellis away from them and
use short-range attacks only to finish them off. If your party gets worn down,
exit the dungeon to restore the injured characters' lost HP, then return to
explore some new areas.
If you take the time to search the forest throroughly, you'll be rewarded with
some nice treasure. The Bone Guard, which gives a nice boost to a character's
physical defense, and the Thunder skill, which damages and may paralyze one
target, are particularly valuable finds.
Proceed to Alfheim after making your way through the forest.
-> Hamas Animal Trail
Enemies: L3 Hornet, L4 Hell Dog
-> Alfheim
Enemies: None
The party meets Ellis's grandfather Teonor and learns that Borgnine is a larva
who was willed into existence by Ellis. Teonor asks Leonhardt to help him re-
trieve a stolen elven artifact, and at Dyshana's urging, he agrees.
After the scene plays out, enter the town again to meet Vira-Lorr, a three-eyed
seeress. She's the most powerful offensive spellcaster you'll find for awhile,
and a little less fragile than Ellis. Add her to your party once you return to
the world map.
-> North Murks Road, East
Enemies: L3 Hornet, L4 Hell Dog
-> North Murks Road, Central
Enemies: L3 Hornet, L4 Hell Dog
-> North Murks Road, West
Enemies: L3 Hornet, L4 Hell Dog
Cut your way through the enemies, overkilling them whenever possible to earn
crafting materials.
5. Mimas
Recommended Level: 3+
After a party discussion about tactics, you'll be thrown into the party screen.
Make any adjustments necessary to prepare for the upcoming battles.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #6 *
* *
* Enemies: L4 Gridamas Soldier (x4) *
* *
* Strategy: Position your party, save your AP, and let them approach you in *
* the first round, then destroy them with Extended Skills. Make sure you heal *
* any injured party members with Grass or Ellis's magic before defeating the *
* final soldier. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #7 *
* *
* Enemies: L6 Gridamas Captain, L4 Gridamas Soldier (x4) *
* *
* Strategy: This battle is a little harder than the last one, but the same *
* basic strategy applies. Get your party into position, build up your SP by *
* defeating the soldiers with Extended Skills, then demolish the captain with *
* Extra Skills. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
After the battle, Leonhardt introduces himself to Fyuria, an elf maiden who was
being harassed by the Gridamas forces. She is unfriendly and suspicious of him
at first, but eventually agrees to travel with him. She's a fast and well-
balanced character who can use either magic or physical attacks effectively,
and should be added to your party as soon as you return to the world map.
Return to Dodone, and you'll notice that alchemy and horoscopes are now avail-
able. Use your saved Gold and materials to craft new weapons and armor.
-> North Nohutlu, South
Enemies: L4 Hell Dog, L5 Goblin
-> North Nohutlu, North
Enemies: L4 Hell Dog, L5 Goblin
The Goblins have more HP and higher ATK than the Hell Dogs, but none of their
abilities are especially deadly. Keep them away from your casters and fight
them the same way you fight their canine companions.
-> Puteaux
Enemies: None
Upon receiving a message about the movements of the Gridamas forces, the party
heads for Zelzagun Fortress to intercept them.
-> South Nohutlu, North
Enemies: L4 Hell Dog, L5 Goblin
-> South Nohutlu, South
Enemies: L4 Hell Dog, L5 Goblin
6. Zelzagun Fortress
Recommended Level: 6
Fyuria realizes that her brother is somewhere on the battlefield, and Leonhardt
agrees to help her find him.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #8 *
* *
* Enemies: L7 Gridamas Captain, L6 Gridamas Soldier (x4) *
* *
* Strategy: Once again, hang back and build up your AP while the enemies come *
* to you. Depending on your preference, you can defeat the soldiers for SP *
* and destroy the captain with Extra Skills, or focus on the captain first *
* and then mop up his subordinates; either strategy works well. If you defeat *
* the captain first, you can then take out two soldiers per turn by splitting *
* up your party members' attacks. Remember to heal before the battle ends. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
The party manages to find Fyuria's brother Zerva, who is in the company of a
mysterious gunman. Upon seeing Leonhardt with his sister, Zerva accuses him of
taking hostages and attacks.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #9 *
* *
* Enemies: L7 ???? (gunman), L5 Zerva *
* *
* Strategy: Your priority here is not to defeat the enemies, but to survive. *
* This battle will automatically end in three turns or when you have only one *
* living party member, so keep as many people alive as possible to maximize *
* your rewards and minimize the money you'll have to spend on revivals. *
* *
* The gunman has strong physical attacks, Zerva has strong magical attacks, *
* and both of them are fast. They can easily kill a party member if they team *
* up on him or her, so stay out of the range of their attacks as you build up *
* your AP. Zerva has lower HP and DEF than the gunman, so hit him hard and *
* fast with Extended Skills on the second round. The gunman will most likely *
* kill a character or two on his turn, but the battle will end after he does. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
You will receive the Force Field formation after finishing the battle.
The gunman flees the battlefield, saying he's not being paid enough to die, and
Fyuria persuades Zerva to join the party and help them bring an end to the war.
Leonhardt realizes that they will need more troops to match the military might
of Gridamas, and decides to seek aid from the kingdom of Rigulus.
You will be prompted to choose between breaking through Zelzagun Fortress or
going around to the north and sailing to Rigulus.
===========================
Break through Zelzagun Fort
---------------------------
DARK shift, Fyuria -
Go around
---------
LIGHT shift, Fyuria +
===========================
I chose to go around. Your path will be different if you choose another option.
Before progressing, add Zerva to the party to fill your roster. He fights with
scythes, which can hit all three squares in front of him. He has lower HP and
a more magical bent than his sister, so make sure he's well-supported by strong
and hardy fighters.
-> Puteaux Forest, South
Enemies: L4 Hell Dog, L5 Goblin, L6 Imp
-> Puteaux Forest, Central
Enemies: L4 Hell Dog, L5 Goblin, L6 Imp
-> Puteaux Forest, North
Enemies: L4 Hell Dog, L5 Goblin, L6 Imp
The Imps have decent magic attacks, but low HP. Goblins and Hell Dogs should be
cake by now. Trounce them.
-> Alcina Wharf
Enemies: None
Zerva says that he has prepared a boat, and the party sets sail for Rigulus.
-> Celades Waters I
Enemies: L5 Goblin, L6 Imp, L7 Skeleton
-> Celades Waters II
Enemies: L5 Goblin, L6 Imp, L7 Skeleton
-> Celades Waters III
Enemies: L5 Goblin, L6 Imp, L7 Skeleton
-> Celades Waters IV
Enemies: L5 Goblin, L6 Imp, L7 Skeleton
The Skeletons are fast and well-rounded. Make them high-priority targets, and
you should have few problems during the voyage.
-> Ridinia Island
Enemies: None
Zerva asks Leonhardt what he plans to do after reaching Rigulus. To Fyuria's
dismay, Leo admits that he has nothing planned beyond petitioning the king for
help. Ellis and Vira-Lorr remain optimistic and supportive of Leo, and the par-
ty presses on.
-> Luminil Bay
Enemies: L5 Goblin, L6 Imp, L7 Skeleton
7. Rigulus
Leonhardt risks arrest and execution by meeting with King Gunther alone. The
king admits that he fears for his kingdom and wants to help the people of the
Frontier, but is unable to commit troops because of the incessant attacks by
beasts from the Cave of Origin. A particularly strong beast is preventing the
king's soldiers from sealing the cave. If Leonhardt and his companions can slay
this beast, King Gunther will pledge his support to the Frontier.
-> Rymt Haim Trail, East
Enemies: L6 Imp, L7 Skeleton, L7 Lesser Bat
The Lesser Bats have low HP, but are fast and have strong magic. They can dodge
physical attacks, but magic is quite effective against them.
After clearing this area, go back to Rigulus for a special event. Leonhardt
will buy Fyuria a doll and talk to her about her childhood, shifting the Link
Gauge towards LIGHT and increasing Fyuria's affection for him.
-> Rymt Haim Trail, West
Enemies: L6 Imp, L7 Skeleton, L7 Lesser Bat
-> Chalcis
Enemies: None
-> Sohbrook Bypath, East
Enemies: L6 Imp, L7 Skeleton, L7 Lesser Bat
-> Sohbrook Bypath, Central
Enemies: L6 Imp, L7 Skeleton, L7 Lesser Bat
-> Sohbrook Bypath, West
Enemies: L6 Imp, L7 Skeleton, L7 Lesser Bat
The enemies are the same as the ones on the Rymt Haim Trail, but they appear in
groups of 6-7 at a time. The battles here are dangerous, but the rewards are
worth the risk.
IMPORTANT! The enemies in the Cave of Origin are quite powerful, and I highly
recommend leveling up before trying to clear it. The first two rooms of the
cave, where the enemies are weaker and less numerous, are a good place to gain
EXP. Craft the best weapons, armor, and accessories you can afford, and spend
your saved EP to upgrade them - you'll need them if you want to survive.
8. Cave of Origin
Recommended Level: 9
Enemies: L6 Imp, L7 Skeleton, L7 Lesser Bat, L8 Big Crab, L9 Fairy, L10
Lycanthrope, L11 Mandrake, L12 Mage, L21 Jumbo Cock
Map: 6 _
\ / \
5 4
\ /
2
/ \
3 1
As you enter the cave, you'll see a cutscene of Melchior discussing strategy
with General Elaine, Marquis Braham, and Duke Largen of Gridamas.
You'll run into quite a few new enemies here. Big Crabs are very slow, but have
high HP and defense and a deadly counterattack. Use magic to defeat them from a
safe distance. Fairies are quick, resistant to magic, and skilled in its use.
Fight them with physical attacks. Lycanthropes are extraordinarily fast, and
Mandrakes boast an assortment of skills that includes buffs and healing spells.
They should be high priority targets when they appear. The Mages are physically
frail, but possess high MAG and RST. Higher-level monsters appear more often
and in larger numbers deeper in the cave, so make sure you heal your party af-
ter each battle and avoid lingering in dangerous areas.
When you're ready to clear the cave, make your way to Area 3 and collect the
Recovery Grass and Staff of Healing from the chests there. Equip Vira-Lorr with
the staff and attach a Heal to it if you have one to spare. Another healer will
be a welcome addition to your party.
There's nothing else of interest in the area, so backtrack through Area 2 to
reach Area 4. Open the chests to find an Alluvial Gold and a Holy Symbol, and
exit to the northwest to reach a ledge with two chests on it. They contain an
Intelligence Ring and Essential Arts V. Since you can't jump off the ledge,
you'll have to take the northwest exit from Area 2 and pass through Area 5 to
reach your destination.
After a short scene in front of the altar in Area 6, you'll be thrown directly
into a boss fight.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #10 *
* *
* Enemies: L10 Jumbo Cock *
* *
* Strategy: In spite of its suggestive name, the Jumbo Cock can be a hard foe *
* to beat if you're not properly prepared. Its skills hit in a wide area and *
* can instantly flatten characters with a low DEF, and its high AGI all but *
* guarantees that it will strike first each turn. Its Resolve Will Power al- *
* lows it to rapidly charge its AP, so be ready to take frequent hits. *
* *
* One of your saving graces is that the cockatrice occupies a 3x3 area. It's *
* a nice big target, and it won't be able to move if you position characters *
* right next to it. That's exactly where you want to place Leo and Borgnine, *
* and Ellis and Vira-Lorr should stay close enough to reach them with healing *
* spells. Fyuria and Zerva should stand wherever they must to keep the party *
* linked together and continually blast the Jumbo Cock with magic. Your whole *
* party should be able to hit it for 1000+ damage each round, or more if you *
* have enough SP to use Extra Skills. Letting the Jumbo Cock kill a party *
* member or two in order to charge up your SP can allow you to punish it on *
* the following turn, but you may not want them to miss out on the vast EXP *
* it gives when defeated. Having fewer characters alive also diminishes your *
* overall damage output, so you may not be able to do enough damage to over- *
* kill the boss. If you're intent on doing so, play it safe and let Leo and *
* Borgnine draw the Jumbo Cock's attention until everyone has enough SP to *
* unload on it with Extra Skills. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
After winning the battle, you'll be returned to the world map with all party
members restored to full life. The monster guild will become available in town,
and you'll be able to research new skills and exchange TP for prizes at the ad-
venturer's guild.
If you return to Area 6 of the cave, you will be able to meet the Jumbo Cock in
random encounters. In spite of its higher level, its stats won't be as high as
they were during the boss fight, but it's still not a foe to be taken lightly.
Come prepared.
IMPORTANT! The next time you return to Rigulus, visit the adventurer's guild
and stock up on Vessels of Life. You can get them for 25 TP apiece, and in ad-
dition to reviving slain party members with full HP, they sell for a whopping
50,000 G each. At an exchange rate of 1 TP for 2000 G, you can easily get all
the cash you'll need for a good long time.
-> Rome Valley, North Pass
Enemies: L8 Big Crab, L9 Lycanthrope, L10 Fairy
IMPORTANT! Before visiting the next location, buy or create all the items,
skills, and equipment you need and want. Once you finish the next battle, you
won't be able to go back to town for awhile.
9. Rome Valley
The party comes across the Dark Knight and the gunman from Zelzagun Fort, who
Leonhardt and Zerva both remember. He identifies himself as Winfield and im-
plores the party for help fighting off the Dark Knight. Leo warns Winfield that
the Dark Knight is immensely powerful and urges him to flee rather than fight,
but agrees to aid him nonetheless.
You'll obtain the Vital Base formation and Winfield after the cutscene, both of
which you'll have to use in the upcoming battle. Reorganize your party and get
psyched.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #11 *
* *
* Enemies: L12 Dark Knight *
* *
* Strategy: This battle is about two things: surviving, and testing your new *
* formation. The colored squares on the battlefield can either raise or lower *
* the attributes of anyone standing on them, so try to position your party *
* members on the ones that will give them the greatest benefit. *
* *
* While the Dark Knight isn't the unstoppable killing machine he was when you *
* fought him on the Frontier, he's still too powerful to defeat. He's highly *
* resistant to all forms of damage, and can counter physical attacks for 600+ *
* damage at close range. Don't bother attacking him; just draw his attacks *
* with Leo and Borgnine and heal them as necessary. The battle will automati- *
* cally end after the Dark Knight's third turn. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
At the first available opportunity, the party flees from the battle. With the
Dark Knight pursuing them through the valley, their only choice is to keep
moving south.
-> Rome Valley, South Pass
Enemies: L8 Big Crab, L9 Lycanthrope, L10 Fairy
Winfield will be unusable in this battle, so don't forget to rearrange your
party.
-> Managua Plains, North
Enemies: None
As Winfield thanks Leo for his aid, Dyshana notices that he is wearing an odd
bracelet. She identifies it as the Bracelet of the Covenant, the elves' missing
treasure and the most powerful artifact ever owned by Dark Lord Summerill. The
elves sealed it away with magic to keep it out of Summerill's hands forever,
but the seal grew weak enough for Winfield to steal the bracelet. Summerill
will be drawn to Winfield in search of the artifact, which attaches itself to
the wearer's wrist. There is no known way to remove or destroy the bracelet,
but Winfield resolves to find one as he travels with the party.
From this point onward, Winfield will be usable in battle. His MAG is terrible,
but he has high ATK and LUK and can shoot enemies from a distance with his gun.
After the cutscene, you will be given the choice of three paths to follow to
Rigulus.
==================================
Take the shortest route to Rigulus
----------------------------------
Major DARK shift, Fyuria +
Go along the Kaystros Mountains
-------------------------------
LIGHT shift, Fyuria +
Go as far south as possible
---------------------------
Major LIGHT shift, Fyuria -
==================================
I chose to go along the Kaystros Mountains. Your path will vary if you choose a
different option.
-> Indignant Hill
Enemies: L8 Big Crab, L9 Lycanthrope, L10 Fairy
-> Managua Plains, Central
Enemies: None
You'll see a cutscene of Elaine and Largen questioning the motives behind the
Gridamas invasion of the Frontier. Elaine states her plans to head to Zelzagun.
-> Kerrigan Road, West
Enemies: L8 Big Crab, L9 Lycanthrope, L10 Fairy
-> Kerrigan Road, East
Enemies: L8 Big Crab, L9 Lycanthrope, L10 Fairy
-> Harvel Pass
Enemies: None
The enemies in the next four locations will appear in groups of 6-7. They won't
be as deadly as they were in the cave, but stay on guard all the same.
-> Bensulum Alley, South
Enemies: L8 Big Crab, L9 Lycanthrope, L10 Fairy
-> Bensulum Alley, North
Enemies: L8 Big Crab, L9 Lycanthrope, L10 Fairy
-> Managua Plains, East
Enemies: L8 Big Crab, L9 Lycanthrope, L10 Fairy
-> Rigulus Bypath
Enemies: L8 Big Crab, L9 Lycanthrope, L10 Fairy
-> Rigulus
Ah, sweet civilization! King Gunther is pleased to see that the party has dealt
with the mighty beast from the Cave of Origin, and makes good on his promise to
send troops to Zelzagun Fortress. Leonhardt agrees to lead Rigulus's army on
the battlefield.
The king will also permit Luana the dancer to join the party. She has high INT,
AGI, and LUK, and fights with breakers. She comes equipped with the Steal skill
and a Holy Symbol, a nice piece of armor that has Resist Death attached to it.
Her Will Power, Heavenly Sense, increases the drop and steal rates of items.
She starts off at Lv. 6, however, so you'll have to fight weaker monsters or
keep her away from the thick of the action until she becomes stronger.
Return to Harvel Pass for an event. Leo compliments Ellis and Luana on their
hard work as the party prepares to make camp, and both Fyuria and Luana ask for
his help.
==============================
Help Luana
----------
LIGHT shift, Fyuria -, Luana +
Help Fyuria
-----------
DARK shift, Fyuria +, Luana -
==============================
If you choose to help Luana, she will ask if you thought that being a popular
dancer meant she didn't know how to cook. You can respond one of three ways.
==============================
Frankly, I did.
---------------
LIGHT shift, Fyuria -, Luana +
Not exactly.
------------
LIGHT shift, Fyuria -, Luana +
I am not quite sure...
----------------------
DARK shift, Fyuria +
==============================
If you choose to help Fyuria, she will complain that you pay more attention to
Ellis than you do to her. You can then ask her one of three personal questions.
==============================
Ask about her age.
------------------
DARK shift, Fyuria +, Luana -
Ask about her childhood.
------------------------
LIGHT shift, Fyuria +, Luana -
Ask about Zerva.
----------------
LIGHT shift, Fyuria +
==============================
-> Husn Sea Route, NW
Enemies: L6 Imp, L7 Skeleton
-> Husn Sea Route, SE
Enemies: L6 Imp, L7 Skeleton
-> Kushina Valley
Enemies: None
-> Sem Coast Road, West
Enemies: L6 Imp, L7 Skeleton
-> Sem Coast Road, East
Enemies: L5 Goblin, L6 Imp, L7 Skeleton
-> Dunan Garrison
Enemies: None
-> Zelzagun Fortress, Backroad
Enemies: L11 Mandrake, L13 Slime
Finally, some new enemies! Too bad they're unremarkable. Slimes have less HP,
DEF, RST, and AVD than Mandrakes, and their ATK is only slightly higher. If
your party is well-leveled and well-equipped, they won't pose a threat to you.
10. Return to Zelzagun Fortress
Recommended Level: 13
Leonhardt and his companions lead the forces of Rigulus against the Gridamas
troops at the fortress. During the skirmish, Leonhardt catches sight of Marquis
Braham, the leader of the coalition that brought down his father. He suspects
that Largen is taking orders from Braham, leading Luana to deduce that Braham
is the commander of the Gridamas forces. She suggests a direct assault; Leo
charges Braham, who denounces him as a traitor and attacks him.
You'll have a chance to reorganize your party before starting this battle.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #12 *
* *
* Enemies: L14 Braham, L14 Largen, L12 Gridamas Soldier (x4) *
* *
* Strategy: The soldiers on the far left and right trade HP and ATK for Fire, *
* Wind, Power Up, and Speed Up skills and the MAG to use them well. Largen, *
* who has 3482 HP and Will Powers that boost the accuracy and evasion rate of *
* allies in his extended area as he accumulates SP, is the most dangerous foe *
* here. Braham is inferior to him in all parameters except MAG, which isn't *
* particularly scary considering that Fire is his only spell. *
* *
* What is scary is the sheer number of enemies in this battle. You won't be *
* able to defeat either Largen or Braham on your first turn, and if the two *
* of them coordinate their attacks against a single target, even Borgnine can *
* be laid low. You might be able to build up the SP needed for Extra Skills *
* by defeating the soldiers, but Largen and Braham are likely to kill a party *
* member or two as you pick off their underlings. *
* *
* There's no safe path to victory in this battle, but there is a devious one *
* that requires only two turns and 1-2 revival items. When the battle starts, *
* choose one or two characters with low DEF or RST and move them up to the *
* enemy lines, keeping everyone else at least 4 squares away. Let the enemies *
* kill the sacrificial lambs and save your party's AP. At the start of the *
* next round, move a living party member close enough to revive the deceased *
* with Fragments of Life, and use the SP you gained from their deaths to un- *
* load on Braham with Extra Skills. It's a little risky, but it works quickly *
* and well. *
* *
* Once you defeat Braham, the battle will end at the beginning of the next *
* round. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Braham flees when Leo offers him a chance to surrender. Largen accepts defeat
gracefully, and Elaine soon arrives on the scene. She is disillusioned by the
actions of Gridamas and wants to join forces with Leo. Largen then urges the
party to march on Mudus Gate.
Elaine will join your party once the cutscene ends. She fights with spears and
has respectable ATK power. She also starts at Lv. 12, so it won't take long for
her to catch up to the rest of the party.
-> Itogi Plains, NE
Enemies: L12 Mage, L13 Slime, L14 Mummy
The Mummies have high HP and ATK, but low RST and AVD. They drop Bandages when
overkilled, but this is difficult to accomplish without Extra Skills or strong
coordinated attacks. You may want to save them for last.
-> Itogi Plains, Central
Enemies: L12 Mage, L13 Slime, L14 Mummy
-> Itogi Plains, SW
Enemies: L12 Mage, L13 Slime, L14 Mummy
IMPORTANT! Before proceeding to Mudus Gate, make sure you have a few Fragments
of Life on hand. They will be extremely useful in the battle to come.
11. Mudus Gate
Recommended Level: 14
Elaine states that two regiments fled from Zelzagun Fortress with Braham, and
two more are on their way from Pleuron. The gate is heavily fortified and will
be all but impenetrable once the reinforcements arrive, but Largen points out
that one of the regiments was once under Elaine's command. The party decides to
attack the gate as Elaine appeals to her old troops.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #13 *
* *
* Enemies: L15 Gridamas Captain (x2), L14 Gridamas Soldier (x4) *
* *
* Strategy: The two soldiers on the right are magic users, but there are no *
* noteworthy foes in this battle. Kill off at least two of the soldiers to *
* build up your SP, then use Extra Skills against the captains and finish off *
* the remaining soldiers. You should be able to overkill most of the enemies *
* in this battle with ease; just remember to heal before defeating the last *
* one. *
* *
* The only thing to be wary of here is the captains' Power Crusher, an Extra *
* Skill that does heavy physical damage. Try to defeat them before they save *
* up enough SP to use it. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Kasibal tells Braham that spies from Zelzagun slipped in with the soldiers and
opened Mudus Gate. Elaine approaches the two men and urges them to lay down
their arms. Leo approaches Kasibal and shares a tense moment. A furious Braham
once again denounces Leo and his companions as traitors who want to destroy
Gridamas, but Leo's conviction is unwavering.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #14 *
* *
* Enemies: L17 Braham, L17 Kasibal, L15 Gridamas Captain (x2), L14 Gridamas *
* Soldier (x2) *
* *
* Strategy: Braham has become a much more dangerous opponent since your en- *
* counter at Zelzagun Fort, and Kasibal is no pushover either. They'll work *
* with each other, the captains, and the soldiers to wipe your party out with *
* coordinated attacks, but the same tactics you used in the battle against *
* Braham and Largen can win the day here. Send one or two weak characters to *
* draw the enemies' attacks while everyone else hangs back, unload on Braham *
* and Kasibal with Extra Skills, use Fragments of Life to revive your fallen *
* allies, and repeat as necessary. The battle becomes much easier once either *
* Braham or Kasibal is defeated, and you might be able to overkill them if *
* you play your cards right. *
* *
* You have to defeat all of the enemies to win this battle. Good luck! *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Braham flees after his second defeat, promising retribution. Kasibal begs Leo
to look after Gridamas and its people, then dies of his wounds. With this, the
party captures Mudus Gate, which Elaine says will force Gridamas to pull back.
After a much-needed rest, Leonhardt hears that King Gunther has agreed to leave
the forces of Rigulus under his command for the time being. There has been no
word from Gridamas for awhile, but orcs and goblins have been appearing near
the Frontier. Borgnine senses danger, saying that the Dark Knight had the same
aura as a larva, and Largen agrees that the country has been descending into
chaos since the Dark Knight appeared. The party decides to advance on Pleuron
in search of answers, and must choose one of three routes to get there.
=============================================
Take the direct route.
----------------------
DARK shift, Luana +, Fyuria & Elaine -
Go around Mudus River
---------------------
Major LIGHT shift, Fyuria -, Luana & Elaine +
Traverse Fuvelmill Lake
-----------------------
DARK shift, Fyuria +, Luana & Elaine -
=============================================
I chose to go around Mudus River. Your route will vary slightly if you choose a
different option.
-> Culvert, East
Enemies: L12 Mage, L13 Slime, L14 Mummy
-> Culvert, West
Enemies: L12 Mage, L13 Slime, L14 Mummy
-> Trosia Highland
Enemies: None
As the party stops to relax, Winfield approaches Leonhardt and advises him to
talk to the women, who have been fighting. You must choose which one to visit.
==========================
Go and see Luana.
-----------------
Luana +, Fyuria & Elaine -
Go and see Fyuria.
------------------
Fyuria +, Luana & Elaine -
Go and see Elaine.
------------------
Elaine +, Fyuria & Luana -
==========================
No matter which woman you choose to speak to, you will receive Esoteric Book I
after the cutscene.
-> Trosia Highland, North
Enemies: L14 Mummy, L17 Lizard Man
Lizard Men are essentially faster, more dangerous Mummies. Their MAG is awful,
but they have lots of HP and ATK and the ability to counter your attacks. Use
spells to weaken them before finishing them off with Extended or Extra Skills.
-> Trosia Highland, Central
Enemies: L14 Mummy, L17 Lizard Man
-> Trosia Highland, South
Enemies: L14 Mummy, L17 Lizard Man, L17 Specter
Specters are well-rounded foes with a magical bent. They have high MAG, AVD,
and RST, and can also float. Physical attacks are effective against them.
-> Mudus River, Downstream
Enemies: None
Leonhardt finds Elaine sitting by herself at night, and they reflect on their
childhood friendship. You may choose one of three topics of conversation.
==========================
Talk about her childhood.
-------------------------
Major DARK shift, Elaine +
I do not know what to say.
--------------------------
DARK shift, Elaine +
Talk about the others.
----------------------
LIGHT shift, Elaine +
==========================
-> Rodill Trail, North
Enemies: L14 Mummy, L17 Lizard Man, L17 Specter
-> Rodill Trail, South
Enemies: L14 Mummy, L17 Lizard Man, L17 Specter
-> Kanatrious Hill
Enemies: None
Melchior rebukes Braham for his failure at Mudus Gate, though Braham blames the
loss on Largen's betrayal. Melchior announces that he is leaving Pleuron with
his army, and gives Braham an amulet and command of two of the Dark Knight's
regiments as he departs.
-> L'arcgi Road, West
Enemies: L17 Lizard Man, L17 Specter, L18 Fire Spirit
Fire Spirits are a pain in the ass. They have low HP, but high MAG and RST and
insane AVD, which allows them to dodge most physical attacks with ease. They
also float, and absorb damage from fire-based attacks as HP. Save them for last
when they appear in battle, and annihilate them with Extra Skills after killing
off the other enemies.
-> Norligu Bridge
Enemies: L17 Lizard Man, L17 Specter, L18 Water Spirit
Water Spirits are identical to Fire Spirits, save that they utilize and absorb
damage from water-based attacks. Fight them as you would their fiery cousins.
-> L'arcgi Road, East
Enemies: L17 Lizard Man, L18 Fire Spirit, L18 Water Spirit
12. Pleuron Fortress
Recommended Level: 17
The party finds the city defended by orcs and goblins under the leadership of a
garvel. The party finds it with Braham, who has been driven mad by bloodlust.
Dyshana informs everyone that Braham's amulet has given him great power at the
cost of his sanity, and that Winfield will meet a similar fate if the Bracelet
of the Covenant cannot be removed. Winfield seems sobered by the thought, but
Leo suspends the discussion and charges Braham and the garvel.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #15 *
* *
* Enemies: L19 Braham, L18 Garvel, L17 Orc (x3) *
* *
* Strategy: Braham is at his best here, and is supported by the Garvel and *
* three powerful lackeys. All four of them boast strong physical attacks and *
* over 2000 HP, and even without their aid, Braham can easily kill Ellis or *
* Vira-Lorr in one turn. Even characters with high DEF will feel the sting of *
* his blows. *
* *
* There are, however, a few factors that mitigate the difficulty of this bat- *
* tle. The enemies have low RST, and most of their skills can only target one *
* person at a time. With a little luck and careful positioning, it's possible *
* to draw the enemies' attacks to Borgnine as the other characters focus on *
* dealing damage, but the "baiting" strategy from the last two battles with *
* Braham works well if you have one expendable character and a few Fragments *
* of Life. Whichever strategy you choose, you should defeat the Garvel as *
* soon as possible; if it flees out of your party's range, go after the Orcs *
* instead. Without minions, Braham becomes a far more manageable threat, and *
* he won't last long against a series of Extra Skills. *
* *
* If you overkill the Garvel, you'll get a Feather Ring for your trouble. The *
* extra point of MOV is worth it. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
With their leader defeated, the goblins and orcs flee the city and are routed
by the soldiers of Rigulus. Dyshana concludes that the force responsible for
organizing the horde is overwhelmingly powerful, and goes so far as to suggest
that the goblins and orcs were conjured by dark magic. Largen remembers that a
minor lord visited King Hertzfeldt of Gridamas and gave him a ring before the
Dark Knight appeared. He fears that the king is being manipulated by the Dark
Knight, and that the monstrous horde and Gridamas's war with the Frontier are
part of a ploy to draw attention away from Summerill's hunt for the bracelet.
Determined to save the king and unravel the Dark Knight's scheme, the party de-
cides to go to Gridamas.
-> Noriless Main Path, North
Enemies: L18 Fire Spirit, L19 Orc
Despite being higher in level, the Orcs in the field are less dangerous than
the ones from the battle at Pleuron Fortress. They have high ATK, but they're
slow and weak against magic. Your strategy is obvious.
-> Noriless Main Path, South
Enemies: L18 Fire Spirit, L18 Water Spirit
-> Grimoire Way, North
Enemies: None
-> Dordt Bach's House
Enemies: L19 Orc, L20 Werecat, L20 Familiar
The Werecats can cast wind-based and healing spells with moderate skill. Their
AVD is very high, so physical attacks will usually miss. Magic will make short
work of them.
Familiars are floating eyeballs with good AVD, high MAG and RST, and a variety
of dark and water spells. Physical attacks work well against them; Extra Skills
work even better.
-> Loratul Hills
Enemies: L19 Orc, L20 Familiar
-> Grimoire Way, South
Enemies: None
Fyuria, Luana, and Elaine approach Leonhardt at night, eager to know what kinds
of qualities he looks for in a woman. Fyuria will start by asking how he feels
about strong-willed women.
=======================================
I do not hate them.
-------------------
LIGHT shift, Fyuria +, Luana & Elaine -
I can scarcely stand them.
--------------------------
DARK shift, Fyuria -, Luana & Elaine +
=======================================
Luana asks how Leo feels about eccentric women.
=============================================
I see nothing wrong with them.
------------------------------
Minor LIGHT shift, Luana +, Fyuria & Elaine -
I have little interest in them.
-------------------------------
DARK shift, Luana -, Fyuria & Elaine +
=============================================
Elaine asks if Leo likes women who can cook.
=======================================
Anyone can learn to cook.
-------------------------
DARK shift, Luana -, Fyuria & Elaine +
Love is all that matters.
-------------------------
LIGHT shift, Luana +, Fyuria & Elaine -
=======================================
Fyuria asks how Leo would respond if she asked him for a new doll.
=======================================
If you desire it, then it is yours.
-----------------------------------
DARK shift, Luana +, Fyuria & Elaine -
I want that one to be special.
------------------------------
LIGHT shift, Luana -, Fyuria & Elaine +
=======================================
Luana asks if Leo likes children, since he is always nice to Ellis.
=============================================
I like all children.
--------------------
Minor LIGHT shift, Fyuria -, Luana & Elaine +
Ellis is special.
-----------------
Minor DARK shift, Elaine -, Fyuria & Luana +
=============================================
Elaine asks Leo if he would ever betray his beloved.
=======================================
My heart will always stay true.
-------------------------------
LIGHT shift, Fyuria +, Luana & Elaine -
I have yet to give my heart to anyone.
--------------------------------------
DARK shift, Fyuria -, Luana & Elaine +
=======================================
Fyuria asks how Leo feels about inter-species marriage.
=======================================
Species has nothing to do with it.
----------------------------------
LIGHT shift, Fyuria +, Luana & Elaine -
So long as they love one another.
---------------------------------
DARK shift, Fyuria -, Luana & Elaine +
=======================================
Luana asks Leo how he would feel about having a wife who could sing, dance, was
healthy, and could still do housework.
=======================================
I think she would make life more fun.
-------------------------------------
LIGHT shift, Luana +, Fyuria & Elaine -
Does such a woman even exist?
-----------------------------
DARK shift, Luana -, Fyuria & Elaine +
=======================================
Elaine asks if Leo would ever return to Gridamas.
=======================================
I cannot return.
----------------
DARK shift, Luana -, Fyuria & Elaine +
Yes, we must help them rebuild.
-------------------------------
LIGHT shift, Luana +, Fyuria & Elaine -
=======================================
Leo ends the conversation by thanking the three women for fighting at his side
and wishing for all of them to find happiness.
-> Gridymate Road, NE
Enemies: L19 Orc, L20 Familiar, L21 Hobgoblin
Hobgoblins are essentially Orcs on steroids. They have high HP and ATK, but low
RST and no magical skills whatsoever.
-> Gridymate Road, Central
Enemies: L19 Orc, L20 Familiar, L21 Hobgoblin
-> Gridymate Road, SW
Enemies: L19 Orc, L20 Familiar, L20 Werecat, L21 Hobgoblin
13. Gridamas Capital
Recommended Level: 20
The party meets Melchior at the city gates. He is frustrated that his plans to
manipulate the Dark Knight went awry, but pleased with the two armies that the
his former companion assembled for him. Leonhardt accuses Melchior of being the
Dark Knight's thrall, and tells him that bears the blame for King Hertzfeldt's
current predicament. Melchior responds that he is acting under his own will,
and that true soldiers must obey their king's orders without question. Leo dis-
agrees, insisting that true soldiers must risk their lives to protect others.
Unable to reconcile their differences, Melchior challenges Leo to battle and is
joined by King Hertzfeldt. Fyuria condemns the challenge as an act of despera-
tion, but Melchior counters that it will spare the lives of the other soldiers
on the battlefield. The final decision is left to Leo.
=============================================
Accept his challenge.
---------------------
LIGHT shift, Luana -, Fyuria & Elaine +
Reject his challenge.
---------------------
Major LIGHT shift, Luana +, Fyuria & Elaine -
Fight one-on-one.
-----------------
Major DARK shift, Luana -, Fyuria & Elaine +
=============================================
Regardless of which option you choose, the outcome is the same. Dyshana reminds
Leo to destroy the king's ring, and the party prepares for battle.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #16 *
* *
* Enemies: L21 Hertzfeldt, L20 Melchior, L17 Gridamas Captain (x2), L17 *
* Gridamas Soldier (x2) *
* *
* Strategy: The two soldiers have healing spells in addition to their earth *
* and wind magic. Melchior has wind magic, Hertzfeldt has dark magic, and *
* both of them have devastating physical attacks. The battle takes place on a *
* large preset map, which Melchior and the king can easily cross with their *
* MOV of 5. Victory won't come easily. *
* *
* The soldiers and captains are nothing more than annoyances. Defeat them all *
* first, keeping characters with high HP and DEF close to Melchior and King *
* Hertzfeldt to draw their attacks. Use spells like Power Up on your physical *
* attackers if you have them, and have Vira-Lorr and Ellis focus on healing *
* and reviving party members as you build up your SP. Once you have enough to *
* use everyone's Extra Skills, unleash hell. Defeat Melchior or Hertzfeldt, *
* and the rest of the battle will be much easier. *
* *
* Of course, you can also use the "baiting" strategy from the earlier battles *
* if you remembered to load up on Fragments of Life. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
King Hertzfeldt loses his finger in battle, but considers it a small price to
pay for freedom from the Dark Knight's control. He swears that he will bring
peace not only to Gridamas, but to Rigulus and the Frontier as well. Melchior
pledges his support for the king's mission, and the party is about to leave the
city in triumph when a messenger from King Gunther announces that Mudus Gate is
under attack by beasts. The party immediately knows that the Dark Knight is be-
hind the attack, and Melchior informs them that his former ally wants to take
over the continent. He sends the party to the Kaystros Mountains, where he
knows they will find the Dark Knight.
-> Mimurae Lulakan
Enemies: L12 Mage, L14 Mummy
-> Foothill Town
If you need to buy supplies or craft new equipment, do it here and now. This is
your last chance before the final showdown with the Dark Knight.
-> Prospect Ridge
Enemies: L11 Mandrake, L12 Mage, L13 Slime
-> Kaystros Trail, South
Enemies: L11 Mandrake, L12 Mage, L13 Slime
14. Kaystros Mountains
Recommended Level: 20+
The party meets the Dark Knight atop a high cliff. Leonhardt recalls the time
the Dark Knight killed him and the pact he made with Dyshana, and vows to slay
his nemesis before he dies again.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #17 *
* *
* Enemies: L25 Dark Knight *
* *
* Strategy: This is what you've been waiting for - a battle against the Dark *
* Knight that you can win! He has 8502 HP, very high stats, a counterattack *
* that can do 900+ damage, and an Abyss Symbol that restores 12% of his HP *
* each round. He fights you alone, however, which makes this battle easier *
* than than the last few scripted encounters. *
* *
* If you have two characters with the Heal spell and a good strategy, you can *
* win this battle without having to revive anyone. Send everyone with high HP *
* and DEF up to draw the Dark Knight's attacks and wail on him with Extended *
* Skills. Hit him with offensive magic after healing your wounded characters, *
* but keep your magic users at least four squares away from the Dark Knight *
* to avoid getting caught in his Impulse Wave. You'll have to deal more than *
* 1020 damage each round to outpace his HP recovery, so keep up the pressure *
* and use your most powerful Extended Skills to whittle him down. If you need *
* an extra edge, take advantage of the special spaces on the battlefield. *
* *
* Once all your characters have enough SP to use their Extra Skills, the bat- *
* tle's as good as yours. If you're going for the overkill, you may have to *
* chip away at the Dark Knight for another turn or two before you unload. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Leonhardt's final slash sends the Dark Knight plummeting off the cliff. The
party believes that the fall will be fatal, but Dyshana reminds Leo that he has
one last task to accomplish before his destiny on this continent is fulfilled.
The party proceeds to a great pillar in the mountains.
15. Lucrellia
Dyshana tells Leonhardt that five pillars must be sealed to stop the spread of
darkness. The other four are on different continents, and Leo's descendants
will be responsible for sealing them. Traveling between continents is normally
impossible, but Dyshana's power can make it possible. Winfield and Ellis offer
to help raise Leo's son, and Zerva promises that he will repay his debt through
service. Leo thanks his companions and gets ready to choose his bride.
B. Second Generation
This chapter tells the story of Ladifour "Ladius" von Busser, son of Leonhardt
and heir apparent of House Busser.
The woment hat Ladius can choose to marry are Valeria, Yayoi, and Sherufanir.
1. Grugund Kingdom
Ladius doubts that he is worthy to inherit the family estate, and worries that
doing so will distract him from fulfilling his destiny. Winfield and Zerva en-
courage him to relax, and Dyshana tells him that his destiny has only one path.
Vashtor arrives bearing news of a rebel uprising in the Tannus Mountains, which
are part of House Maurice's territory. Ladius leaves to discuss the situation
with his retainers, though Vira-Lorr wonders why a house with many enemies and
a reputation for cunning and foresight would allow a rebellion to take place on
its lands.
Ladius meets with his retainers Hailzen, Gilliam, and Hykezatt. Hailzen tasks
him with leading a punitive force against the rebels, and refuses to discuss
the decision with Gilliam or Hykezatt when questioned. As he prepares to leave
the city, Ladius meets his comrade-in-arms Valeria, who asks him what he plans
to do. He tells her that he will not disobey the king's orders, and she warns
him not to be hasty. Ladius leaves her in charge as he departs to suppress the
rebellion.
IMPORTANT! Before leaving town, visit the adventurer's guild to get the Golden
Warrior title. One of the rewards that comes with the title is Resurrect, a
light skill that restores a fallen party member to life for only 16 AP. It will
serve you well in the battles ahead.
-> Larune Rook Way, South
Enemies: L23 Bandit
The Bandits have a lot of HP, but no other special qualities. Get a feel for
your party of choice as you fight these easy foes, looking for formations and
combinations of skills that will optimize everyone's effectiveness.
-> Larune Rook Way, North
Enemies: L23 Bandit
-> Kishuna Road Fork
Enemies: None
A rebel soldier sees House Busser's flag and immediately falls back to warn his
compatriots. Winfield and Vira-Lorr are impressed by the rebels' bravery, but
Vashtor thinks only of the tactical disadvantages of their position. The party
discusses his amnesia and swordsmanship skills as he walks off, and agrees that
he can't be trusted completely, but is better to have as a friend than a foe.
-> Tannus Mountains, South
Enemies: L23 Bandit
-> Tannus Mountains, North
Enemies: L23 Bandit
2. Tannus Mountains
Recommended Level: 21
Vashtor fears that the punitive forces are spread too thin as Ladius approaches
the rebels and urges them to lay down their arms. They respond by telling him
to address the king's corruption and threatening him when he asks if vengeance
is the answer. A woman with the ears and tail of a fox intervenes, introducing
herself as Sherufanir as she mocks the punitive forces and protests the tax in-
crease brought about by the war. Ladius is outraged, but Sherufanir says the
king makes it possible by placing too much power in the hands of the nobles.
Though Ladius sympathizes with the rebels, he will not abandon his mission, so
Sherufanir issues a challenge: if Ladius can defeat her in single combat, the
rebels will lay down their arms; if he loses, he must join the rebellion. Ellis
protests, but Ladius accepts the challenge and swears in his father's name to
honor the agreement.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #18 *
* *
* Enemies: L23 Sherufanir, L22 Rebel Captain, L21 Rebel Soldier (x4) *
* *
* Strategy: The soldiers on the far left and right have magic, but they pale *
* in comparison to Sherufanir. In addition to being deadly with her earth and *
* fire spells, she has respectable ATK and AVD and such high AGI that she'll *
* almost always strike first. The captain is a stronger physical attacker and *
* has more HP than Sherufanir, but can only hit one character at a time. The *
* soldiers are only dangerous if they have enough SP for their Extra Skills. *
* *
* This isn't much of a duel, but it can be very difficult if your characters *
* are underleveled or you're not comfortable with your party's style. You're *
* on a unique battlefield, and the safest place is the corner closest to your *
* starting position. Move your characters down there and link them together, *
* positioning your hardiest fighters to block the path to your magic users. *
* Defeat the soldiers to boost your SP, heal and revive characters as neces- *
* sary, and take down Sherufanir as soon as you're able. She can hit several *
* targets at once with her magic, and is easier to overkill than the captain. *
* The captain likes to use Power Crusher to break up your formation, but the *
* damage is nothing one of your tanks can't endure. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Emerging victorious, Ladius asks the rebels to lay down their weapons. They are
uncooperative at first, but Sherufanir persuades them to obey by promising them
sanctuary. Ellis is annoyed with her for unexpectedly changing the terms of the
agreement, but Ladius and others explain that it is the only way to ensure the
rebels' cooperation. Ladius splits his forces, sending half with Vashtor and
taking the other half and Sherufanir with him, then sets off for the capital.
-> Grugund Kingdom
Valeria meets Sherufanir and balks when asked to escort her to Ladius's villa.
Ladius meets with his retainers, and is asked by Hailzen if the rumors that he
has been giving commands to the rebel forces are true. Ladius denies them, but
Gilliam says that such a serious accusation must at least appear to be treated
seriously. Ladius is arrested and imprisoned.
Sherufanir, who has learned some important information from Valeria, comes to
visit Ladius in his cell. An army is being formed to seize Ladius's lands, and
"Val" herself will lead it. For the sake of protecting his house, he escapes
from prison with Sherufanir.
In spite of being a fugitive, you're able to return to Grugund Kingdom and buy
supplies at your leisure. Funny that.
-> Grugund Bypath
Enemies: L20 Werecat, L20 Familiar, L21 Hobgoblin
-> Sogana's Hidden Path
Enemies: None
Gilliam sneeringly dismisses Ladius as a commoner as the retainers discuss what
to do about his betrayal. Hykezatt is skeptical of the allegations and insists
upon an investigation, but Gilliam and Hailzen refuse him. They say the time
for investigations has passed, and that fleeing with his army and the rebels is
proof enough of Ladius's guilt. Despite Messina's and Hykezatt's objections,
Hailzen decrees that Ladius's lands will be passed to the next Busser in the
line of succession and leaves his fate in Valeria's hands.
-> Jerreychard, North
Enemies: L20 Werecat, L20 Familiar, L21 Hobgoblin
-> Jerreychard, South
Enemies: L20 Werecat, L20 Familiar, L21 Hobgoblin
IMPORTANT! Before entering the next area, upgrade your equipment and stock up
on Fragments of Life. You have three consecutive battles coming up, and the
last thing you want is to run out of supplies in the middle of a fight.
3. Nagigahara
Recommended Level: 22
The party overtakes Valeria's army and, after some brief deliberation, rejects
Sherufanir's suggestion to fall back to Fensarril. Ladius meets Val head-on and
condemns her for trying to seize his lands; she, in turn, says that no true
lord would abandon his people to lead an army. She offers to vouch for Ladius's
character if he returns to the capital to stand trial, but he will not flinch
from fulfilling his destiny. Confused and upset by his stubbornness, Valeria
orders her troops to attack.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #19 *
* *
* Enemies: L22 Grugund Soldier (x6) *
* *
* Strategy: The second and third soldiers from the left use wind and water *
* magic against you. Kill them first so they can't heal their wounded allies. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #20 *
* *
* Enemies: L23 Grugund Captain, L22 Grugund Soldier (x6) *
* *
* Strategy: The four soldiers on the right have wind and water magic. Target *
* them first, and kill the captain with Extra Skills before he has a chance *
* to use any Extra Skills of his own. Provided he doesn't, this battle is *
* just a little harder than the last one. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #21 *
* *
* Enemies: L26 Valeria, L24 Grugund Captain, L23 Grugund Soldier (x4) *
* *
* Strategy: The two soldiers in the rear have wind and earth magic, including *
* Harvest Heal. Valeria is primarily a physical attacker, but has lower DEF *
* than RST. Her Extra Skills are obscenely powerful and can do 2000+ damage, *
* even to powerful fighters like Vashtor. Deal with her as soon as you have *
* enough SP for your party's Extra Skills, or she'll tear you to shreds. You *
* can mop up her minions at your leisure once she's gone. *
* *
* If you're intent on overkilling Valeria, bring Borgnine into the battle and *
* keep him close to her at all times. Unless Ladius has some extremely fancy *
* armor, only Borgnine will be able to consistently survive Val's attacks. *
* Heal him as necessary while building up your SP, and pray that she stays *
* focused on him. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Valeria is angered by her defeat and unmoved by Ladius's apologies, even when
he insists that he has a destiny to fulfill. Though wounded, she picks herself
up and orders her troops to pursue him as he marches off.
-> Hazus Field, West
Enemies: L24 Killer Bee, L25 Night Hound
Killer Bees have low HP and DEF, but high AGI and AVD. They attack with both
physical and magical skills. Night Hounds have lower AGI and AVD than the bees,
but they have powerful physical attacks and counterattacks. Magic works wonders
against these new foes.
-> Hazus Field, East
Enemies: L24 Killer Bee, L25 Night Hound
4. Hazus's Scar
Recommended Level: 22
A vast swamp lies in front of the party, and the Grugund army is close behind.
Ladius instructs Dyshana to lead the others west through the Alzai Fen while he
holds back the vanguard of the army and buys time for everyone to escape.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #22 *
* *
* Enemies: L26 Grugund Captain, L24 Grugund Soldier (x5) *
* *
* Strategy: Despite what the cutscene suggested, you can use a full party of *
* characters in this battle. As long as you pay attention to the enemies' ex- *
* tended areas and the two magic-using soldiers, it's rather simple. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
When one of her soldiers informs her of Ladius's escape, Valeria orders the ar-
my to skirt around to the south of the fen and ambush the fugitive on his way
out. The soldier reminds Val that the fen is forever shrouded in mist, and sug-
gests that she tend to her wounds in the capital while the army searches for a
a local guide to lead them through the fen. Valeria accepts his proposal and
leaves the outspoken soldier in charge of the army, hoping that Ladius will
survive.
-> Morkris Swamp
Enemies: L24 Killer Bee, L25 Night Hound
-> Alzai Fen, NE
Enemies: L24 Killer Bee, L25 Night Hound
-> Alzai Fen
Enemies: None
Ladius regrets wounding Valeria, but Ellis and Dyshana assure him that she will
understand when he sees her again. Dyshana and Vira-Lorr discuss their ability
to see the future, with Dyshana admitting that she can only see inevitabilities
and hinting that an eavesdropper is nearby. Vashtor catches sight of a curious
young girl who comes from a village on the banks of the river Rizel. When Zerva
asks her how the village holds up to the river's annual floods, the girl says
her people's god protects the village. She trusts the party and offers to take
them to her village, and after an amusing exchange between Ellis and Winfield,
the party follows her.
-> Alzai Fen, West
Enemies: L24 Killer Bee, L26 Bone Soldier
The Bone Soldiers are souped-up Skeletons with a more martial bent. They have
high ATK and DEF, and can use Burst Hit to knock party members around and break
up your formations. They can also counter physical attacks.
-> Vessanarl Swamp
Enemies: L24 Killer Bee, L25 Night Hound
5. Old Yamato Republic
Ryutai, a village official, greets the party and introduces the young girl as
Yayoi. Since she is the village's most powerful priestess and she met the party
by chance, he believes that their coming is the will of the god. Ryutai says
the river is too swift to cross near the village, but he has heard that there
is a ford in the Ryulent Forest. The ryulent are an extinct race whose lands
are a mystery to everyone in the village, but Ladius is committed to finding
the ford.
Dyshana invites Yayoi to join the party, saying that her power is needed to
cleanse the darkness. Ryutai refuses, saying she must stay in the village, but
Zerva reveals a more sinister truth: Yayoi is to be sacrificed to the village's
god in exchange for its continued protection. Vashtor deduces that a god capa-
ble of accepting sacrifices has a physical form, so Dyshana and the party de-
cide to find the god and learn how - or if - it protects the village. Ryutai
allows Yayoi to join them, but insists that the expedition be kept a secret.
Yayoi will join your party after the cutscene. She starts at Lv. 22, and comes
equipped with a Staff of Blessing and an Ice Guard. She has very high INT and
respectable LUK, and her other stats are reasonably good as well. She's also
the first party member who naturally has a slot for a water skill. If you plan
on using her, she makes a good replacement for either Ellis or Vira-Lorr.
IMPORTANT! Before tackling the dungeon, stock up on Fragments of Life. You'll
need them for the upcoming boss fight.
6. Alzai Fen
Recommended Level: 24
Enemies: L24 Killer Bee, L25 Night Hound, L26 Bone Soldier, L26 Killer Bat, L28
Pixie, L37 Tree Spirit
Map: 7 2
\ / \
6 3 1
\ /
4
/
5
The Killer Bats have amazing AGI and AVD and well-rounded stats. Magic or Extra
Skills will dispatch them effectively. Pixies use a plethora of water, earth,
and wind spells, and have high AVD to compensate for their pathetic DEF.
This is a large dungeon, but it's rather straightforward and the enemies aren't
quite as menacing as the ones in the Cave of Origin. The chest in Area 2 holds
a Rising Rod, which you should collect as you pass through. There are chests to
be found in Area 4, 5, and 6, as well; they contain an Ice Guard, a Gekko, and
Secret Arts III. It's worth your time to find them.
Reaching Area 7 triggers a cutscene. The party reaches the god's abode in the
heart of the fen, but the god is nowhere to be seen. Borgnine senses a corrupt
presence, and the god reveals himself. He is actually Quadmas, a twisted and
gluttonous larva who deceived the villagers in order to get a steady supply of
food. Dyshana realizes that he lacks the power to protect the village, and the
starving "god" attacks the party in hopes of slaking his ravenous hunger.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #23 *
* *
* Enemies: L28 Quadmas *
* *
* Strategy: This corrupt larva has earth and thunder magic, but his physical *
* attacks pose the biggest threat. He's also equipped with an Abyss Symbol, *
* which restores 12% of his 12,998 HP every round. On the plus side, he oc- *
* cupies a 3x3 area, and his low AGI means your party will usually get to act *
* before he does. *
* *
* The first thing you want to do is get your party members into formation. *
* Position your fighters with high HP and DEF right next to Quadmas, and your *
* magic users far enough away that they can reach the fighters with healing *
* spells. Get all the characters' extended areas to overlap, use any buffs *
* you have, and pummel him with Extended Skills until everyone has enough SP *
* to use Extra Skills. You have to keep up the pressure once you start your *
* offensive, or Quadmas will regenerate his lost HP and punish you with his *
* Extra Skills. The weaker one does 3000+ damage to all adjacent characters, *
* and the stronger one hits a single target for 10,000+ damage, so you don't *
* want to be on the receiving end of either one. *
* *
* Don't even bother trying to overkill Quadmas; it's far too risky. Finishing *
* the battle with all your party members alive is the best you can reasonably *
* expect. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
If you return to Area 7 of the dungeon after defeating the boss, you will be
able to meet Tree Spirits in random encounters. They have powerful earth and
light spells at their disposal, and are all but immune to magic themselves.
Defeat their minions to build up your SP, then dispatch them with Extra Skills
that do physical damage.
Ryutai is shocked and dismayed by the destruction of Quadmas, for the legends
foretell that a great disaster will befall the village without his protection.
To set everyone's minds at ease, Ladius agrees to stay in the village until the
disaster comes to pass, staking his and his companions' lives on the villagers'
safety.
-> Old Yamato Republic
Some time later, Ryutai is relieved to find that disaster has not struck the
village. Ladius declines Ryutai's offer of a reward for defeating Quadmas, but
Yayoi is grateful to the man who saved her from being sacrificed and asks to
travel with the party. Ryutai grants her request and wishes everyone well as
they leave for Ryulent Forest.
-> Alzai Fen, SW
Enemies: L26 Bone Soldier, L26 Killer Bat, L27 Gremlin
Gremlins use physical attacks and the occasional dark skill against your party.
They have well-balanced stats, but they aren't much of a threat.
-> Alzai Fen, South
Enemies: L26 Bone Soldier, L26 Killer Bat, L27 Gremlin
-> Ryulent Forest
Enemies: None
Winfield and Zerva lament being lost in the forest, and Vashtor is worried that
the party will have to return to Yamato. Ladius insists that they keep moving
forward when the party hears a strange voice. Much to everyone's surprise, the
speaker reveals himself as a willowy humanoid taller than Borgnine, with skin
like bark and hair like leaves. He tells them that he is a ryulent, and is able
to hide in the forest because he is one with it. He is particularly intrigued
by Vira-Lorr, since the onerthes are as rare as his own race. The ryulent in-
troduces himself as Arbol and agrees to lead the party to the ford they seek,
but he has another stop to make first.
You will receive Esoteric Book II and the Sorcery Place formation after the
cutscene. Arbol will also join your party. He starts at Lv. 24 and comes with a
Spiked Hammer and Earth Guard. His stats are well-balanced, and he has thunder
and earth skill slots.
Return to the forest for an event with Yayoi. She sees that Ladius has not been
eating, and offers him some onigiri. He finds it delicious, and she tells him
that it is normally made from seaweed and shrimp. Since these things are not
available in the forest, she used marinated leaves in place of seaweed and asks
Ladius to guess what she used in place of shrimp.
===================================
I've no idea, but it was delicious.
-----------------------------------
Minor DARK shift, Yayoi +
Please, tell me.
----------------
LIGHT shift, Yayoi -
I don't much care.
------------------
DARK shift, Yayoi +
===================================
-> Barbaric Forest, North
Enemies: L26 Bone Soldier, L27 Gremlin
-> Barbaric Forest, South
Enemies: L26 Killer Bat, L28 Pixie
-> Ancient Forest
Enemies: None
Arbol leads the party to a secret grove where the last of the ryulent survive.
Elder Misselkanui explains that the ryulent will endure as long as there are
trees and plants in the world, but the same cannot be said for the endangered
onerthes, syrium, and high elves. Arbol and Misselkanui sense the approach of
humans, which the party immediately knows to be the Grugund army. Fearful for
the safety of Yamato, Ladius decides to confront the army and persuade them to
leave the village in peace, but Vira-Lorr doesn't think it will be that simple.
-> Jade Voice
Enemies: L26 Killer Bat, L27 Gremlin
7. Dinan Plains
Recommended Level: 25
The general of the Grugund forces advocates burning Ladius and his followers
out of the forest. Ladius and Ellis arrive just in time to stop him, and the
party lures the enemy into the forest.
IMPORTANT! The next three battles will be surprise attacks, so your characters
and the enemies will be randomly positioned around the battlefield. The first
thing you want to do each time is cluster your party members together, then
pick off the magic users and let the other foes come to you. Use a small field
(like Vital Base) and characters who can form links from a distance to make
things easier on yourself.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #24 *
* *
* Enemies: L26 Grugund Captain, L25 Grugund Soldier (x4) *
* *
* Strategy: Two of the soldiers can use fire and wind magic. Defeat the ones *
* you can reach for easy SP, then go after the captain and mop up the others. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #25 *
* *
* Enemies: L26 Grugund Captain (x2), L25 Grugund Soldier (x5) *
* *
* Strategy: Three of the soldiers can use wind and water magic. It's only a *
* little more difficult than the last battle, and the same strategy applies. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
The party is beginning to tire, but Ladius insists that surrender is not an op-
tion. The general again orders his troops to set the forest on fire, but they
are thwarted by a ryulent attack. Ladius takes the initiative and launches a
counteroffensive.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #26 *
* *
* Enemies: L28 Grugund Lt., L26 Grugund Soldier (x6) *
* *
* Strategy: Four of the soldiers can use earth and wind magic. The lieutenant *
* is essentially a beefed-up captain. Kill him before he has enough SP to use *
* Kikou Sho, and this battle will be about as hard as the last one. If you *
* save the lieutenant for last, either spread your party out or be ready to *
* use a plethora of revival items. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Ladius thanks the ryulent for their help. The party expects the Grugund army to
return with more seasoned troops, so they decide to move on to Fensarril and
let the ryulent protect the forest. Just then, Misselkanui sees the bracelet on
Winfield's wrist and identifies it as the Bracelet of the Covenant. The ryulent
elder does not know how to remove it, but posits that the high elves who live
in "the land closed off by ice" might be able to help. Misselkanui gives Arbol
permission to travel with the party so that he may explore the world, choose a
final resting place, and give life to a new forest.
8. Ancient Forest
Recommended Level: 26
Enemies: L27 Gremlin, L28 Pixie, L29 Werewolf, L30 Iron Scissor
Map: 5 1
\ \
4-2
\
3
The Werewolves have above average STR and high AGI and AVD. Iron Scissors have
laughable AGI, but they make up for it with high HP, ATK, and DEF. Make liberal
use of magic when fighting them.
This is a small dungeon with fairly simple enemies and some nice treasure. Note
that the path from Area 2 to Area 4 is actually in the northwest corner of the
area, slightly south and west of the path to Area 1.
The chest in Area 2 contains Basic Smithing. There are three chests in Area 3,
in which you can find a Hard Shell, a Shield Sword, and the Fireball spell. The
chest in Area 4 contains a Platinum Bullion, and don't miss the one in Area 5
on your way to the exit. It contains Forbidden Tome I, which will allow you to
animate Leonhardt, Fyuria, Luana, and Elaine as marionettes at the alchemist's
guild in town.
-> Alba Cape
You'll emerge here after making your way through the Ancient Forest. You can
enter Area 5 of the forest from here, and will have to pass through it again if
you want to return to Yamato.
-> Dedan Island
Enemies: L29 Werewolf, L30 Iron Scissor
9. Renda Town
Zerva advises Ladius to supplement the dwindling ranks of his army with some
local troops, but Ladius declines, saying he does not want to force people to
follow him. Ellis informs him that a horde of orcs and goblins is camped along
the southern coast, which the army of Fensarril will take some time to reach.
Ladius is reluctant to put his army at risk by helping, but Arbol recalls that
a woman who recently came across a large sum of money left for the south coast
alone. Winfield is eager to follow the wealthy woman, but Ellis fears a trap
and Vashtor favors heading northwest to Fensarril. The final choice is left to
Ladius.
==================
Head for the coast
------------------
Major DARK shift
Head for Fensarril
------------------
Major LIGHT shift
==================
I chose to head for the coast. Your route will vary if you choose a different
option.
-> Lutoty Sea Route, North
Enemies: L29 Werewolf, L30 Iron Scissor
-> Lutoty Sea Route, South
Enemies: L29 Werewolf, L30 Iron Scissor
-> White Sand Road
Enemies: None
The party meets Sherufanir, the mystery woman Arbol mentioned in town. She says
that she got tired of waiting for Ladius in Fensarril and decided to scout the
area, and admits to being guilty for the army's pursuit. Ladius bears her no
ill will, and Sherufanir invites herself into his party, convinced that fate
brought them together again. After introducing herself to Yayoi and brushing
off Winfield's advances, she says the horde's fortress looks small and poorly
defended and leads the party to it.
Sherufanir will join your party after the cutscene. She fights with daggers,
has high AGI and INT, and starts at Lv. 25. Depending on how you equip her, she
can be effective as either a supporting fighter or magic user.
-> East Trum Sea Route, N
Enemies: L29 Werewolf, L30 Iron Scissor
-> West Trum Sea Route, S
Enemies: L29 Werewolf, L30 Iron Scissor
10. Trum Coast
Recommended Level: 28
Though the horde is larger than it was when Sherufanir first saw it, there are
few enough orcs and goblins for Zerva and Winfield to suggest a full frontal
assault. Vashtor and Ladius notice that the horde is well-organized, and decide
to break the enemy's morale by slaying the garvel.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #27 *
* *
* Enemies: L29 Garvel, L28 Orc (x2), L27 Hobgoblin (x3) *
* *
* Strategy: This battle is quite simple. The Garvel can take a lot of punish- *
* ment, but it's not threatening as long as it doesn't save up enough SP for *
* Kikou Sho. The other enemies are nothing more than cannon fodder. Defeat *
* them until you have enough SP for your Extra Skills, then exterminate the *
* Garvel with extreme prejudice. The other enemies will be easy to mop up. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
With the garvel dead, the orcs and goblins flee. The party savors the victory,
and decides to let Fensarril's army deal with the remaining monsters.
You will be able to take one of two routes back to Renda.
-> West Trum Sea Route, S
Enemies: L29 Werewolf, L30 Iron Scissor, L30 Flame Dog
Flame Dogs have high ATK and AGI and a massive amount of HP. They use fire and
thunder skills, absorb fire damage, and can counter physical attacks. Use water
skills against them, and overkill or capture them if you can.
-> West Trum Sea Route, N
Enemies: L29 Werewolf, L30 Iron Scissor, L30 Flame Dog
-> Seyroot Way
Enemies: None
Ladius sees Sherufanir sneaking off at night and must decide whether or not to
follow her.
=========================
Do not follow her.
------------------
Major DARK shift
Follow her.
-----------
LIGHT shift, Sherufanir +
=========================
If you don't follow her, the event ends. If you follow her, Ladius will tail
her to a meadow, where he hears some animalistic sounds. Thinking a monster is
nearby, he draws his weapon, but Sherufanir steps out of the shadows. She says
that she loses the ability to think rationally during the full moon, but is
flattered that Ladius was worried about her. She then asks if he would like to
be her "partner" for the night.
=========================
But of course.
--------------
LIGHT shift, Sherufanir +
No thank you.
-------------
LIGHT shift, Sherufanir -
Uh...
-----
DARK shift, Sherufanir +
=========================
If you choose the first option, you'll see an amusing scene with Winfield.
-> Valtore Plain
Enemies: L29 Werewolf, L30 Iron Scissor, L30 Flame Dog
-> Valtore Bay
Enemies: None
Ladius walks in on a conversation between Yayoi and Sherufanir. Yayoi feels
homesick, and Sherufanir says she needs a pep talk from her commander.
======================================
Be stern with her.
------------------
LIGHT shift, Yayoi +, Sherufanir -
Remain neutral.
---------------
Major DARK shift, Yayoi & Sherufanir -
Console her.
------------
LIGHT shift, Yayoi & Sherufanir +
======================================
-> Masswein Flat Road
Enemies: L29 Werewolf, L30 Iron Scissor, L30 Flame Dog
-> Renda Town
Upon returning to town, Ladius and his companions are greeted by an old man. He
thanks everyone for dealing with the orcs and goblins and promises to care for
the troops in Ladius's army.
After the cutscene, you'll receive the following rewards:
3 Platinum Ores
2 Stones of Life
1 Shield Sword
1 Bird Eye
1 Feather Ring
500 EP
20 PP
20,000 G
Not bad for a hard day's work, eh?
-> Regen Way, South
Enemies: L29 Werewolf, L30 Iron Scissor, L30 Flame Dog
-> Regen Way
Enemies: None
Valeria ponders the logistics of attacking Fensarril and reasons that delaying
the invasion will allow her troops to make better preparations. She questions
Fensarril's role in the border disputes and wonders what Hailzen hopes to gain
by invading them. She instructs her general to set up camp for the night with
plans to cross the mountains in the morning.
-> Regen Way, North
Enemies: L29 Werewolf, L30 Iron Scissor, L30 Flame Dog
11. Republic of Fensarril
Ladius meets with Magistrate Mullentz to petition for his troops' citizenship.
Mullentz is aware that Ladius is a criminal, and the situation in Grugund has
aroused his suspicion. He knows that the Grugund army has crossed over Andorra
La Vella into Fensarril territory, and that many of Ladius's followers were
once soldiers of Grugund. If Fensarril's forces leave the city to repel the in-
vaders, they may stage a revolt. Ladius permits Mullentz to investigate him as
a show of good faith, but Mullentz has already conducted an investigation. He
also knows that the death of Duke Howell is a pretext for Grugund's invasion.
Mullentz does, however, offer to make Ladius's troops citizens of the republic
if they fight in its defense. Ladius accepts his offer, and marches his troops
to the vanguard of the army to meet the Grugund forces in battle.
-> Eyeltfred Plain, SW
Enemies: L30 Iron Scissor, L30 Green Mousse
Green Mousses are well-rounded foes who can use wind-based skills. They're not
particularly dangerous.
-> Eyeltfred Plain, NE
Enemies: L30 Green Mousse, L30 Red Mage
As one would expect of spellcasters, Red Mages have low HP, but very high MAG
and RST. They mainly use fire magic and have no physical attacks.
-> Breeze Hill
Enemies: None
King Balzac confers with his son Uriah, who is sending half of the supplies re-
quested by Grugund. Balzac tells the prince of his plan to make Grugund aware
of how much they need his kingdom's support, which he will use as leverage if
Grugund and Fensarril don't destroy each other first. Prince Uriah voices his
concerns about accepting help from someone who is not human and his fears that
their mysterious ally is using them, but Balzac assures his son that their ally
is the one who is being used. He reminds Uriah that a king - like their ally -
is more than a mere mortal, and is unfit to rule if he does not behave as such.
-> Andorra La Vella, Base
Enemies: L30 Green Mousse, L30 Red Mage
-> Andorra La Vella, SE
Enemies: L30 Flame Dog, L30 Green Mousse
12. Andorra La Vella Peaks
Recommended Level: 30
Vashtor notices that the Grugund forces' defense is superb and that they have
the high ground, but an optimistic Winfield notices that they are outnumbered
by Ladius and the Fensarril forces. Vira-Lorr fears that the battle will be a
costly one, but Vashtor and Winfield believe that a swift, decisive victory is
possible.
As Ladius advances, he runs into Valeria, who accuses him of defecting and con-
spiring to invade Grugund. Ladius insists that he risked much by traveling to
Fensarril and that he is fighting to defend the republic, but she is unwilling
to listen to him. Sherufanir further enrages Val by saying that she and Yayoi
are Ladius's soul mates. Convinced that he has betrayed his homeland for women,
Val swears to kill Ladius herself, and the party prepares to do battle as she
orders an all-out attack.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BATTLE #28 *
* *
* Enemies: L32 Valeria, L30 Grugund Captain (x2), L29 Grugund Soldier (x3) *
* *
* Strategy: This battle takes place on a long field that narrows at the ends. *
* All the three soldiers of the soldiers can use wind and earth magic, and *
* Val's stats are high across the board. Send a tank to the front to draw the *
* enemies' attacks, defeat Val's soldiers to build up your party's SP, then *
* wipe her out with Extra Skills before she has a chance to unleash hers. The *
* enemies tend to cluster together on this field, so Extended Skills such as *
* Double Needle and Holy Mist will prove useful here. *
* *
* If possible, overkill Valeria for a Samson Ring. *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Valeria curses her troops as they break formation and flee. She promises that
Ladius will not escape her next time and withdraws, much to the surprise of
Winfield. Zerva points out that some of the troops were not obeying her orders,
and Vashtor remembers seeing some of them fleeing for Furyum Daryl. The party
considers following them, but decides to return to the capital first.
-> Breeze Hill
Valeria reports back to Hailzen and asks why he gave her men from Furyum Daryl.
He and Gilliam evade her question, but insist that they know how to handle mil-
itary affairs and that they are acting on the king's will. Val blames her loss
on the disorganization of her troops, but Gilliam suspects her of deliberately
showing Ladius leniency and subtly threatens her when she protests. A disap-
pointed Hailzen temporarily suspends Val's command and declares himself supreme
commander of the Grugund forces until she is reinstated. Val leaves to take a
rest, and Hykezatt asks if it was necessary to punish her so harshly. Hailzen
stands by his decision and refuses to tell Messina what he plans to do as the
supreme commander. As Hykezatt leaves the chamber, Hailzen calls a war council.
-> Fensarril Republic
Mullentz is surprised to hear that men from Furyum Daryl were fighting with
Grugund, but he immediately knows who is responsible. Ladius says that it is
his destiny to deal with the mastermind personally, and requests that Fensarril
refrain from launching any attacks against Grugund until he finishes. Mullentz
accepts, and advises Ladius that the mastermind is a scoundrel, but his son is
a good man who may be willing to aid their cause.
-> Kesata Old Path, East
Enemies: L30 Flame Dog, L30 Green Mousse
-> Kesata Old Path, West
Enemies: L30 Flame Dog, L30 Green Mousse
13. Closed Forest
Recommended Level: 31
Enemies: L30 Green Mousse, L31 Mandragora
Map: 5
\
4
\
3
\
2-1
An event will trigger when you first try to enter the dungeon. While leading
the party through the mist-shrouded forest, Ladius asks everyone to stay close
together to avoid getting lost. Arbol, who can sense the locations of people
within the forest, says that Yayoi has strayed from the path, so Ladius waits
for her to return and asks her where she was. She apologizes, saying that she
found a vine that can be used to tell someone's fortune. She performs a reading
for Ladius, and asks him to choose one of three pieces of the vine.
=======================================
Right
-----
LIGHT shift, Yayoi +, Sherufanir -
Middle
------
Minor DARK shift, Yayoi & Sherufanir +
Left
----
Major DARK shift, Yayoi -, Sherufanir +
=======================================
After the event, you'll be free to explore the dungeon. The only new enemies in
it are Mandragoras, which have high HP and ATK and a variety of earth skills,
including Harvest Heal. The encounter rate in seems to be a little higher here
than in previous dungeons, but the monsters are more annoying than threatening.
The chest in Area 1 contains Essential Arts IX. Take the lower exit to reach
Area 2 and collect a Harvest Heal and Secret Arts IV from the chests there,
then take the upper exit and open the chest in Area 3 to find a VIT Up. Area 4
contains Essential Arts X, and you can find Secret Arts V on your way to the
exit in Area 5.
-> Visionary Forest
You'll emerge here after making your way through the Closed Forest. You can
enter Area 5 of the forest from here, and will have to pass through it again if
you want to return to Fensarril.
-> Syriumville
Enemies: None
The party tells Sharona, the village chieftain, that they are going to Furyum
Daryl and will need her help to reach the capital unseen. Sharona, eager to be
free from the restrictive life of a chieftain, agrees to guide the party there
personally on the condition that she is allowed to remain with them. Ellis and
Winfield worry about how the village will fare without Sharona, but her young
valet Malitz assures everyone that it will only be a temporary inconvenience.
Sharona mentions that orcs, goblins, and a garvel have been spotted near Furyum
Daryl, but begins preparing a feast and insists that the party stay and meet
the villagers before continuing on their way.
You will receive Esoteric Book III and the Fundamental formation after the cut-
scene. Sharona will also join your party. She's a magic-oriented character who
fights with breakers and has an extra skill slot. She starts at Lv. 28, and is
initially equipped with a Quick Turn and a Thunder Guard.
-> Illuric Path, Bewitching Creek
Enemies: L31 Mandragora, L31 Mummy Man
Mummy Men have reasonably high ATK and low RST. They are primarily physical at-
tackers, but they also have some earth and shadow skills.
-> Illuric Path, Hegun's Lodge
Enemies: L31 Mandragora, L31 Mummy Man
14. Furyum Daryl
Enemies: None
Zerva observes that the people have absolute faith in their king, but Sharona
suspects that fear drives them more strongly than loyalty. The people say that
the king will protect them from the orcs and goblins, but Dyshana warns the
party that creatures of darkness can never exist harmoniously with mankind - if
they have not attacked the city, it is because a great power is holding them at
bay. Just then, Prince Urian approaches the party and tells them to come to the
castle, declining to answer questions. The party meets King Balzac, and Ladius
asks him if his soldiers from Furyum Daryl were fighting on the side of Grugund
during the invasion of Fensarril. Balzac confirms this, arguing that he could
not deny Grugund's request for support and ordered them to disguise themselves
as Grugund troops to avoid making their involvement known. The prospect of war
between Grugund and Fensarril does not concern him, but he does not want it to
spill over into Furyum Daryl. He denies any knowledge of the orcs and goblins
or their strange behavior, and remains smug and evasive after Sharona points
out that they have been spotted entering and leaving the castle. Urian escorts
the party outside, and returns to listen to his father's plan to overcome the
Dark Knight.
Ladius, uncertain about what to do next, decides to return to Grugund. Ellis is
incredulous, but Vira-Lorr says they will formulate a plan as they march.
-> Furyum Daryl Main Path
Enemies: L31 Mandragora, L31 Mummy Man
-> Furyuna Way, SW
Enemies: L31 Mummy Man, L32 Salamander
Salamanders have reasonably high ATK and DEF and some fire-based skills. Water
magic works well against them.
-> Furyuna Way
Enemies: None
-> Furyuna Way, NE
Enemies: L32 Salamander, L33 Earth Knight
Earth Knights are deadly foes with high stats across the board, an attack that
hits two squares in a line, and a plethora of physical and earth-based skills.
They absorb earth damage as HP and are impossible to capture. Take them down as
quickly as you can.
-> Kablar Plain
Enemies: L32 Salamander, L33 Earth Knight
15. Kotuy
Enemies: None
Ladius talks to the party and learns that Grugund is reachable from their cur-
rent location. Sharona suggests inviting the rebels to join their cause, but
Vashtor fears they will tip their hand early and be scattered. The party infers
that Grugund is desperate and will spread its forces thin by invading Fensarril
while suppressing the rebellions. Ladius concludes that a coordinated assault
with the rebels will catch Grugund off-guard and leaves to confer with them.
Stock up on supplies and forge or upgrade your equipment here before moving on.
-> Rikus Bridge
Enemies: L32 Salamander, L33 Earth Knight
-> Shandarion Plains
Enemies: None
-> Vhon Novin Way, South
Enemies: L32 Salamander, L33 Warlock
Warlocks have high MAG, RST, and AVD stats and attack your party with fire and
thunder magic. Physical attacks and Extra Skills will bring them down.
-> Vhon Novin Way, Central
Enemies: L32 Salamander, L33 Earth Knight
-> Vhon Novin Way, North
Enemies: L33 Earth Knight, L33 Warlock
-> Seibal Forest
Enemies: None
Yayoi asks Sherufanir how the conference with the rebels went. Winfield and
Sherufanir credit Ladius for how smoothly everything went, but Ladius says they
will need the support of the Neira rebels to stand against Grugund. He also
asks Vashtor to send messages to Hykezatt, Messina, and Valeria; Winfield does
not believe that contacting Val will benefit the party, but Ladius knows that
she disapproves of the duke's methods. Even if she refuses to help the party,
she will not betray them.
-> Bushelle Forest Road, West
More coming soon!
-------------------------------------------------------------------------------
VI. Lists
A. Esoteric Book
A comprehensive list of the skill combinations available in the game.
# | EXTENDED SKILL | REQUIRED SKILLS | EFFECTS
----+------------------+------------------+------------------------------------
1 | Quadruple Attack | Double Edge | 4 physical hits
| | Double Edge | Single target
----+------------------+------------------+------------------------------------
2 | Broken Hit | Double Edge | 3 physical hits
| | Power Attack | Single target
----+------------------+------------------+------------------------------------
3 | Vanish Trick | Rush | 5 physical hits
| | Trick Hit | Single target
----+------------------+------------------+------------------------------------
4 | Icicle Edge | Ice Needle | 2 magic hits, ice elemental
| | Wind | May cause Sleep
| | | Single target
----+------------------+------------------+------------------------------------
5 | Double Needle | Ice Needle | 5 magic hits, earth elemental
| | Earth Needle | Lowers VIT
| | | Radius 1
----+------------------+------------------+------------------------------------
6 | Holy Mist | Ascension | 3 magic hits, light elemental
| | Black Mist | Radius 1
----+------------------+------------------+------------------------------------
7 | Snatch | Trick Hit | 6 physical hits
| | Steal | Chance to steal
| | | Single target
----+------------------+------------------+------------------------------------
8 | Scarlet Peony | Flame Edge | 4 magic hits, fire elemental
| | Fire | Lowers STR
| | Power Attack | Single target
----+------------------+------------------+------------------------------------
9 | ? | |
| | |
| | |
----+------------------+------------------+------------------------------------
10 | ? | |
| | |
| | |
----+------------------+------------------+------------------------------------
11 | ? | |
| | |
| | |
----+------------------+------------------+------------------------------------
12 | Sonic Blast | Sonic Wave | 3 physical hits
| | Blast | Single target
----+------------------+------------------+------------------------------------
13 | Power Burst | Power Attack | 2 physical hits
| | Burst Hit | Burst effect
| | | Single target
----+------------------+------------------+------------------------------------
14 | Rapid Stream | Blast | 7 physical hits
| | Rapid Move | Radius 2
| | |
----+------------------+------------------+------------------------------------
15 | Stun Bash | Burst Hit |
| | Trick Hit |
| | |
----+------------------+------------------+------------------------------------
16 | Steam Burst | Earth Needle |
| | Burst Hit |
| | Earth Spike |
----+------------------+------------------+------------------------------------
17 | Delta Attack | Double Edge |
| | Meteor Impact |
| | |
----+------------------+------------------+------------------------------------
18 | Cross Orbit | Power Attack | 6 physical hits
| | Critical Charge | Single target
| | |
----+------------------+------------------+------------------------------------
19 | Triple Sonic | Rush | 3 physical hits
| | Cross Edge | Single target
----+------------------+------------------+------------------------------------
20 | Irregular Step | Trick Hit |
| | Rapid Move |
| | |
----+------------------+------------------+------------------------------------
21 | Thunder Whip | Thunder |
| | Temperor |
| | |
----+------------------+------------------+------------------------------------
22 | Aerial | Fire |
| | storm |
| | |
----+------------------+------------------+------------------------------------
23 | Flame Bullet | Fireball | 4 magic hits, fire elemental
| | Wind | Lowers STR
| | | Radius 1
----+------------------+------------------+------------------------------------
24 | Muspelzheimr | Fire |
| | Thunder |
| | Black Mist |
----+------------------+------------------+------------------------------------
25 | Shadow Burn | Earth Needle |
| | Dark Flame |
| | |
----+------------------+------------------+------------------------------------
26 | | |
| | |
| | |
----+------------------+------------------+------------------------------------
27 | ? | |
| | |
| | |
----+------------------+------------------+------------------------------------
28 | ? | |
| | |
| | |
----+------------------+------------------+------------------------------------
29 | ? | |
| | |
| | |
----+------------------+------------------+------------------------------------
30 | ? | |
| | |
| | |
----+------------------+------------------+------------------------------------
31 | ? | |
| | |
| | |
----+------------------+------------------+------------------------------------
32 | Hunter Killer | Cross Edge |
| | Critical Charge |
| | Steal |
----+------------------+------------------+------------------------------------
33 | ? | |
| | |
| | |
----+------------------+------------------+------------------------------------
34 | ? | |
| | |
| | |
----+------------------+------------------+------------------------------------
35 | Cross Blade | Vanish Strike | 3 physical hits
| | Issen | Single target?
| | |
----+------------------+------------------+------------------------------------
36 | Meltdown | Atomic Hole |
| | Gravity |
| | |
----+------------------+------------------+------------------------------------
37 | Thor Hammer | Spark Shot |
| | Thunder Spike |
| | Issen |
----+------------------+------------------+------------------------------------
38 | Elemental Call | Fire |
| | Ice Needle |
| | Thunder |
| | Wind |
| | Earth Needle |
----+------------------+------------------+------------------------------------
39 | ? | |
| | |
| | |
----+------------------+------------------+------------------------------------
40 | ? | |
| | |
| | |
----+------------------+------------------+------------------------------------
41 | ? | |
| | |
| | |
----+------------------+------------------+------------------------------------
42 | ? | |
| | |
| | |
----+------------------+------------------+------------------------------------
43 | ? | |
| | |
| | |
----+------------------+------------------+------------------------------------
44 | ? | |
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----+------------------+------------------+------------------------------------
45 | ? | |
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----+------------------+------------------+------------------------------------
46 | ? | |
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----+------------------+------------------+------------------------------------
47 | Gore Crush | Power Attack | 10 physical hits
| | Meteor Impact | Single target
| | Deadly Blow |
----+------------------+------------------+------------------------------------
48 | ? | |
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----+------------------+------------------+------------------------------------
49 | ? | |
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84 | ? | |
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----+------------------+------------------+------------------------------------
85 | ? | |
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----+------------------+------------------+------------------------------------
86 | Extra Stream | Shine Storm |
| | Deadly Drive |
| | |
----+------------------+------------------+------------------------------------
87 | Calamity Blast | Dark Vanish |
| | Ozone Heat |
| | |
----+------------------+------------------+------------------------------------
88 | Turn Pike | Broken Knuckles |
| | Canyon Climb |
| | |
----+------------------+------------------+------------------------------------
89 | Void Scream | Dark Fear |
| | Deadly Drive |
| | |
----+------------------+------------------+------------------------------------
90 | Rose Whip | Sand Storm |
| | Raising Dance |
| | Water Dragon |
----+------------------+------------------+------------------------------------
91 | Hell's Scream | Hold Shot |
| | Sand Storm |
| | Blaze Storm |
----+------------------+------------------+------------------------------------
92 | ? | |
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93 | ? | |
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148 | ? | |
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149 | ? | |
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B. Smithing List
A comprehensive list of the items the blacksmith can make and the raw materials
needed to make them.
1. Weapon
Long Sword = Iron Sword + Horn of Devilkin
Cost: 500 G
Spata = Fleuret + Protection of Wing
Cost: 500 G
Zweihander = Iron Blade + Beast Claw
Cost: 500 G
Baselard = Knife Blade + Poison Needle
Cost: 500 G
Corsesca = Iron Spear + Beastly Protector
Cost: 500 G
Hammer = Iron Stick + Magic Broom
Cost: 500 G
Staff of Healing = Broom Wand + Polygama Branch + Crab Brain + Grimoire
Cost: 750 G
Bone Knuckles = Knuckle Guard + Bone of the Dead
Cost: 500 G
Longhorn = Iron Break + Horn of Devilkin
Cost: 500 G
Shotgun = Handgun + Horn of Devilkin + Beast Claw
Cost: 500 G
Bone Scythe = Scythe Hilt + Bone of the Dead
Cost: 500 G
Silver Sword = Long Sword + Silver Bullion
Cost: 1500 G
Rapier = Spata + Silver Bullion
Cost: 1500 G
Silver Blade = Zweihander + Silver Bullion
Cost: 1500 G
Silver Knife = Iron Knife + Silver Bullion
Cost: 1500 G
Silver Spear = Corsesca + Silver Bullion
Cost: 1500 G
Silver Rod = Iron Rod + Silver Bullion
Cost: 1500 G
Silver Knuckles = Iron Knuckles + Silver Bullion
Cost: 1500 G
Silver Break = Iron Break + Silver Bullion
Cost: 1500 G
Silver Gun = Handgun + Silver Bullion
Cost: 1500 G
Silver Scythe = Iron Scythe + Silver Bullion
Cost: 1500 G
Rondel Dagger = Baselard + Sharp Fang
Cost: 1500 G
Harpoon = Corsesca + Polygama Branch
Cost: 1500 G
Spiked Hammer = Hammer + Nightmare Stone
Cost: 1500 G
Gold Finger = Bone Knuckles + Knuckle Guard + Alluvial Gold + Bone Power
Cost: 2500 G
Buster Gun = Shotgun + Grip + Element of Flame
Cost: 2000 G
Mauler Blade = Staff of Healing + Divine Branch + Bug Whistle
Cost: 2500 G
Chozurimaru = Long Sword + Thin Edge + Sharp Fang
Cost: 2500 G
Lucky Dagger = Knife Blade + Knife Hilt + Ring of Luck + Mysterious Box
Cost: 2000 G
Pole-Axe = Spear Shaft + Spear Blade + Lizard Tongue
Cost: 2000 G
Staff of Blessing = Staff of Healing + Chicken Egg + Contract
Cost: 2500 G
Quick Turn = Blade + Large Cart Wheel
Cost: 2000 G
Brionac = Heavyweight Blade + Two-Edged Blade + Relic of Dead
Cost: 3000 G
Fireseal Sword = Long Sword + Spata + Element of Flame
Cost: 2000 G
Kokihi = Silver Knife + Rondel Dagger + Element of Flame
Cost: 2000 G
Flame Spear = Silver Spear + Harpoon + Element of Flame
Cost: 2000 G
Flame Rod = Silver Rod + Spiked Hammer + Element of Flame
Cost: 2000 G
Flame Knuckles = Bone Knuckles + Silver Knuckles + Element of Flame
Cost: 2000 G
Fire Bird = Longhorn + Silver Break + Element of Flame
Cost: 2000 G
Raika = Silver Gun + Buster Gun + Element of Flame
Cost: 2000 G
Flare Barrel = Bone Scythe + Silver Scythe + Element of Flame
Cost: 2000 G
Iceseal Sword = Long Sword + Spata + Element of Ice
Cost: 2000 G
Seihiki = Silver Knife + Rondel Dagger + Element of Ice
Cost: 2000 G
Ice Lance = Silver Spear + Harpoon + Element of Ice
Cost: 2000 G
Ice Rod = Silver Rod + Spiked Hammer + Element of Ice
Cost: 2000 G
Ice Hand = Bone Knuckles + Silver Knuckles + Element of Ice
Cost: 2000 G
Ice Breaker = Longhorn + Silver Break + Element of Ice
Cost: 2000 G
Hiryu = Silver Gun + Buster Gun + Element of Ice
Cost: 2000 G
Aqua Scythe = Bone Scythe + Silver Scythe + Element of Ice
Cost: 2000 G
Thunderseal Sword = Long Sword + Spata + Element of Thunder
Cost: 2000 G
Dokko = Silver Knife + Rondel Dagger + Element of Thunder
Cost: 2000 G
Bolt Lance = Silver Spear + Harpoon + Element of Thunder
Cost: 2000 G
Rising Rod = Silver Rod + Spiked Hammer + Element of Thunder
Cost: 2000 G
Thunder Bagh Nakh = Bone Knuckles + Silver Knuckles + Element of Thunder
Cost: 2000 G
Thunder Break = Longhorn + Silver Break + Element of Thunder
Cost: 2000 G
Gekko = Silver Gun + Buster Gun + Element of Thunder
Cost: 2000 G
Photon Edge = Bone Scythe + Silver Scythe + Element of Thunder
Cost: 2000 G
Windseal Sword = Long Sword + Spata + Element of Wind
Cost: 2000 G
Urayanagi = Silver Knife + Rondel Dagger + Element of Wind
Cost: 2000 G
Wind Spear = Silver Spear + Harpoon + Element of Wind
Cost: 2000 G
Gale Spike = Silver Rod + Spiked Hammer + Element of Wind
Cost: 2000 G
Air Break = Bone Knuckles + Silver Knuckles + Element of Wind
Cost: 2000 G
Wind Break = Longhorn + Silver Break + Element of Wind
Cost: 2000 G
Fuma = Silver Gun + Buster Gun + Element of Wind
Cost: 2000 G
void Scythe = Bone Scythe + Silver Scythe + Element of Wind
Cost: 2000 G
Earthseal Sword = Long Sword + Spata + Element of Earth
Cost: 2000 G
Kuchiba = Silver Knife + Rondel Dagger + Element of Earth
Cost: 2000 G
Glaive = Silver Spear + Harpoon + Element of Earth
Cost: 2000 G
Cradle Wand = Silver Rod + Spiked Hammer + Element of Earth
Cost: 2000 G
Gaia Claw = Bone Knuckles + Silver Knuckles + Element of Earth
Cost: 2000 G
Sol Breaker = Longhorn + Silver Break + Element of Earth
Cost: 2000 G
Saiga = Silver Gun + Buster Gun + Element of Earth
Cost: 2000 G
Dignor = Bone Scythe + Silver Scythe + Element of Earth
Cost: 2000 G
Mithril Sword = Platinum Sword + Mithril
Cost: 15,000 G
Estoc = Owl Rapier + Mithril
Cost: 15,000 G
Mithril Blade = Platinum Blade + Mithril
Cost: 15,000 G
Mithril Knife = Platinum Knife + Mithril
Cost: 15,000 G
Mithril Spear = Platinum Spear + Mithril
Cost: 15,000 G
Mithril Rod = Platinum Rod + Mithril
Cost: 15,000 G
Crusher = Sledge Hammer + Power Stone
Cost: 15,000 G
Mithril Knuckles = Platinum Knuckles + Mithril
Cost: 15,000 G
Mithril Break = Platinum Break + Mithril
Cost: 15,000 G
Mithril Gun = Platinum Gun + Mithril
Cost: 15,000 G
Mithril Scythe = Platinum Scythe + Mithril
Cost: 15,000 G
2. Armor
Bone Guard = Iron Chain + Bone of the Dead
Cost: 500 G
Sleep Guard = Bone Guard + Powder of Pixie + Ragged Robe
Cost: 750 G
Poison Guard = Bone Guard + Poisonous Petal + Poison Needle
Cost: 750 G
Paralysis Guard = Bone Guard + Slime Jelly + Lizard Tongue
Cost: 750 G
Holy Symbol = Bone Guard + Contract + Bandage
Cost: 750 G
Blind Guard = Bone Guard + Beastly Protector + Bandage
Cost: 750 G
Silver Bracelet = Steel Bracelet + Silver Bullion
Cost: 1500 G
Silver Bangle = Iron Bangle + Silver Bullion
Cost: 1500 G
Shell Bracelet = Bone Plate + Crab Shell
Cost: 2000 G
Flame Guard = Shell Bracelet + Element of Flame
Cost: 2000 G
Ice Guard = Shell Bracelet + Element of Ice
Cost: 2000 G
Thunder Guard = Shell Bracelet + Element of Thunder
Cost: 2000 G
Wind Guard = Shell Bracelet + Element of Wind
Cost: 2000 G
Earth Guard = Shell Bracelet + Element of Earth
Cost: 2000 G
Mithril Bracelet = Platinum Bracelet + Mithril
Cost: 15,000 G
Mithril Bangle = Platinum Bangle + Mithril
Cost: 15,000 G
3. Accessory
Ring of Power = Iron Circle + Beast Claw + Lizard Tongue
Cost: 500 G
Ring of Stamina = Iron Circle + Crab Brain + Slime Jelly
Cost: 500 G
Ring of Speed = Iron Circle + Protection of Wing + Poisonous Petal
Cost: 500 G
Intelligence Ring = Iron Circle + Grimoire + Ragged Robe
Cost: 500 G
Ring of Luck = Iron Circle + Powder of Pixie
Cost: 500 G
Stone Ring = Bone Powder + Nightmare Stone + Crab Shell + Mysterious Box
Cost: 3000 G
Feather Ring = Ring of Speed + Body of Wind + Feather of Pixie
Cost: 3000 G
Charm of Force = Intelligence Ring + Sorcerer Cert. + Feather of Pixie + Tree
Spirit Soul
Cost: 4000 G
Hawk Eye = Bird Eye + Bug Whistle + Magatama Crystal
Cost: 3500 G
Sharp Sense = Ring of Power + Body of Thunder + Sharp Fang + Beast Bone
Cost: 3500 G
Samson Ring = Ring of Stamina + Green Body Fluid + Lizard Tail + Actinidia
Polygama
Cost: 4000 G
4. Item
Silver Bullion = Silver Ore (x4)
Cost: 400 G
Recovery Grass = Grass + Unicorn Horn
Cost: 1000 G
Body of Flame = Element of Flame (x4)
Cost: 750 G
Body of Ice = Element of Ice (x4)
Cost: 750 G
Body of Thunder = Element of Thunder (x4)
Cost: 750 G
Body of Wind = Element of Wind (x4)
Cost: 750 G
Body of Earth = Element of Earth (x4)
Cost: 750 G
Body of Darkness = Darkness Element (x4)
Cost: 750 G
Body of Light = Element of Light (x4)
Cost: 750 G
Charm Herb = Cure Grass + Divine Branch
Cost: 2000 G
Stone of Life = Fragment of Life + Unicorn Horn + Divine Branch
Cost: 10,000 G
Recovery Herb = Recovery Grass + Unicorn Horn + Generation Crystal
Cost: 10,000 G
Platinum Bullion = Platinum Ore (x4)
Cost: 2000 G
Crystal of Flame = Body of Flame (x4)
Cost: 5000 G
Crystal of Ice = Body of Ice (x4)
Cost: 5000 G
Crystal of Thunder = Body of Thunder (x4)
Cost: 5000 G
Crystal of Wind = Body of Wind (x4)
Cost: 5000 G
Crystal of Earth = Body of Earth (x4)
Cost: 5000 G
Dark Crystal = Body of Darkness (x4)
Cost: 5000 G
Crystal of Light = Body of Light (x4)
Cost: 5000 G
Mithril = Mithril Ore (x4)
Cost: 10,000 G
Refresh Herb = Cure Grass + charm Herb + Recovery Herb + Unicorn Horn
Cost: 10,000 G
Vessel of Life = Stone of Life + Lapis Noster + Generation Crystal
Cost: 25,000 G
C. Titles
A list of all the titles offered by the adventurer's guild and the rewards for
attaining them.
# | TITLE | REQUIREMENTS | REWARDS
----+-------------------+-----------------------------+------------------------
1 | Daredevil | Defeat 100 monsters |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
2 | Amateur | Defeat 350 monsters | Essential Arts VI
| | | Unicorn Horn
| | | Proof of Valor
| | | 4000 G, 4 PP, 20 TP
----+-------------------+-----------------------------+------------------------
3 | Expert | Defeat 750 monsters | Vanish Strike
| | | Deadly Blow (x2)
| | | Meteoric Iron
| | | 6000 G, 6 PP, 25 TP
----+-------------------+-----------------------------+------------------------
4 | Slayer | Defeat 1,200 monsters |
| | |
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----+-------------------+-----------------------------+------------------------
5 | ? | |
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----+-------------------+-----------------------------+------------------------
6 | ? | |
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----+-------------------+-----------------------------+------------------------
7 | ? | |
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----+-------------------+-----------------------------+------------------------
8 | ? | |
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----+-------------------+-----------------------------+------------------------
9 | Beginner | Win 10 battles | Grass (x3)
| | | Cure Grass (x3)
| | | Divine Branch
| | | 2000 G, 4 PP, 10 TP
----+-------------------+-----------------------------+------------------------
10 | Half-baked | Win 75 battles | Issen
| Warrior | | Unicorn Horn
| | | Essential Arts VII
| | | 4000 G, 4 PP, 20 TP
----+-------------------+-----------------------------+------------------------
11 | Fighter | Win 200 battles | Focus
| | | Light Heal
| | | Proof of Valor
| | | 6000 G, 6 PP, 30 TP
----+-------------------+-----------------------------+------------------------
12 | Gladiator | Win 300 battles |
| | |
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----+-------------------+-----------------------------+------------------------
13 | ? | |
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----+-------------------+-----------------------------+------------------------
14 | ? | |
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----+-------------------+-----------------------------+------------------------
15 | ? | |
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----+-------------------+-----------------------------+------------------------
16 | Muscle Flexer | Deal over 10K total damage | Accuracy Gain
| | | Evasion Gain
| | | Divine Branch
| | | 2000 G, 4 PP, 10 TP
----+-------------------+-----------------------------+------------------------
17 | Attacker | Deal over 50K total damage | Square Cross
| | | Unicorn Horn
| | | Proof of Valor
| | | 4000 G, 4 PP, 20 TP
----+-------------------+-----------------------------+------------------------
18 | Buster | Deal over 100K total damage |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
23 | Novice | Deal over 50 hits | Element of Flame
| | | Element of Ice
| | | Divine Branch
| | | 3000 G, 4 PP, 10 TP
----+-------------------+-----------------------------+------------------------
24 | Rookie | Deal over 100 hits |
| | |
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----+-------------------+-----------------------------+------------------------
25 | ? | |
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----+-------------------+-----------------------------+------------------------
26 | ? | |
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----+-------------------+-----------------------------+------------------------
27 | ? | |
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----+-------------------+-----------------------------+------------------------
28 | ? | |
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----+-------------------+-----------------------------+------------------------
29 | ? | |
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----+-------------------+-----------------------------+------------------------
30 | ? | |
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----+-------------------+-----------------------------+------------------------
31 | Fledgling | Defeat 10 Hell Dogs | Element of Flame (x3)
| | Defeat 10 Hornets | Divine Branch
| | Defeat 10 Lesser Bats | Basic Equipment II
| | Defeat 10 Werecats | 2000 G, 4 PP, 10 TP
----+-------------------+-----------------------------+------------------------
34 | ? | |
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----+-------------------+-----------------------------+------------------------
35 | ? | |
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----+-------------------+-----------------------------+------------------------
36 | ? | |
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----+-------------------+-----------------------------+------------------------
37 | ? | |
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----+-------------------+-----------------------------+------------------------
38 | ? | |
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----+-------------------+-----------------------------+------------------------
39 | ? | |
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----+-------------------+-----------------------------+------------------------
40 | ? | |
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----+-------------------+-----------------------------+------------------------
41 | ? | |
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----+-------------------+-----------------------------+------------------------
42 | ? | |
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----+-------------------+-----------------------------+------------------------
43 | ? | |
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----+-------------------+-----------------------------+------------------------
44 | ? | |
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----+-------------------+-----------------------------+------------------------
45 | ? | |
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----+-------------------+-----------------------------+------------------------
46 | ? | |
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----+-------------------+-----------------------------+------------------------
47 | ? | |
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----+-------------------+-----------------------------+------------------------
48 | ? | |
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----+-------------------+-----------------------------+------------------------
49 | ? | |
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----+-------------------+-----------------------------+------------------------
50 | ? | |
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----+-------------------+-----------------------------+------------------------
51 | ? | |
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----+-------------------+-----------------------------+------------------------
52 | ? | |
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----+-------------------+-----------------------------+------------------------
53 | ? | |
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----+-------------------+-----------------------------+------------------------
54 | ? | |
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----+-------------------+-----------------------------+------------------------
55 | Origin of | Defeat 15 Mandrakes | Sonic Wave
| the Dawn | Defeat 15 Fairies | Unicorn Horn
| | Defeat 15 Lycanthropes | Proof of Valor (x2)
| | Defeat 1 Jumbo Cock | 2500 G, 4 PP, 15 TP
----+-------------------+-----------------------------+------------------------
56 | Apostle of | Defeat 15 Killer Bees |
| the Swamp | Defeat 15 Night Hounds |
| | Defeat 15 Bone Soldiers |
| | Defeat 1 Tree Spirit |
----+-------------------+-----------------------------+------------------------
57 | ? | |
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----+-------------------+-----------------------------+------------------------
58 | ? | |
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----+-------------------+-----------------------------+------------------------
59 | ? | |
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----+-------------------+-----------------------------+------------------------
60 | ? | |
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----+-------------------+-----------------------------+------------------------
61 | Detector of | Defeat 15 Goblins | Element of Earth (x3)
| the Dark | Defeat 15 Orcs | Darkness Element (x3)
| | | Basic Weapons III
| | | 2000 G, 4 PP, 20 TP
----+-------------------+-----------------------------+------------------------
62 | ? | |
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----+-------------------+-----------------------------+------------------------
63 | ? | |
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----+-------------------+-----------------------------+------------------------
64 | ? | |
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----+-------------------+-----------------------------+------------------------
65 | ? | |
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----+-------------------+-----------------------------+------------------------
66 | ? | |
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----+-------------------+-----------------------------+------------------------
67 | ? | |
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| | |
----+-------------------+-----------------------------+------------------------
68 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
69 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
70 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
71 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
72 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
73 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
74 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
75 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
76 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
77 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
78 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
79 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
80 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
81 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
82 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
83 | Golden Warrior | Weave together the feelings | Resurrect
| | of the vessels of light | Divine Branch
| | | Proof of Valor (x2)
| | | 5000 G, 4 PP, 10 TP
----+-------------------+-----------------------------+------------------------
84 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
85 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
86 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
87 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
88 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
89 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
90 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
91 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
92 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
93 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
94 | Chicken King | Possess Rodriguez III |
| | Possess Chicken Emblem |
| | Possess Chicken Ring |
| | |
----+-------------------+-----------------------------+------------------------
95 | Soldier | Possess 5 Horns of Devilkin |
| | Possess 5 Lizard Tongues |
| | Possess 5 Slime Jellies |
| | Possess 5 Crab Brains |
----+-------------------+-----------------------------+------------------------
96 | Vulture | Possess 5 Ragged Robes | Burst Hit
| | Possess 5 Bandages | Blast
| | Possess 5 Contracts | Void Shock
| | Possess 5 Bones of the Dead | 1000 G, 4 PP, 10 TP
----+-------------------+-----------------------------+------------------------
97 | Raider | Possess 5 Relics of Dead | Rapid Move
| | Possess 5 Beast Bones | Unicorn Horn
| | Possess 5 Hell Flames | Proof of Valor
| | Possess 5 Crab Shells | 3000 G, 4 PP, 20 TP
----+-------------------+-----------------------------+------------------------
98 | Dreaming Wizard | Possess 5 Feathers of Pixie |
| | Possess 5 Grimoires |
| | Possess 5 Sorcerer Certs. |
| | Possess 5 Poisonous Pollen |
----+-------------------+-----------------------------+------------------------
99 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
100 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
101 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
102 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
103 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
104 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
105 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
106 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
107 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
108 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
109 | Forbidden | Possess a Forbidden Tome I |
| Alchemist | Possess a Forbidden Tome II |
| | Possess a Forbidden |
| | Tome III |
| | Possess a Forbidden Tome IV |
----+-------------------+-----------------------------+------------------------
110 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
111 | Wimp | Possess 20 Grasses | Heal
| | | Refresh
| | | Divine Branch
| | | 500 G, 4 PP, 10 TP
----+-------------------+-----------------------------+------------------------
112 | Well Prepared | Possess 20 Recovery Grasses | Prayer
| | | Lapis Noster
| | | Proof of Valor
| | | 2000 G, 6 PP, 25 TP
----+-------------------+-----------------------------+------------------------
113 | Herb Maniac | Possess 10 Recovery Herbs |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
114 | Coward | Possess 10 Fragments of |
| | Life |
| | |
| | |
----+-------------------+-----------------------------+------------------------
115 | Worrywort | Possess 10 Stones of Life | Damascus
| | | Generation Crystal
| | | Lapis Noster
| | | 3000 G, 6 PP, 25 TP
----+-------------------+-----------------------------+------------------------
116 | Insurance Maniac | Possess 10 Vessels of Life | STR Up
| | | Magic Stone Piece
| | | Revive
| | | 6000 G, 8 PP, 50 TP
----+-------------------+-----------------------------+------------------------
117 | Weapon King | Collect all types of |
| | weapons |
| | |
| | |
----+-------------------+-----------------------------+------------------------
118 | Schneider | Collect all types of armor |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
119 | Ring Master | Collect all types of |
| | accessories |
| | |
| | |
----+-------------------+-----------------------------+------------------------
120 | Perfectionist | Collect all types of items |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
121 | Proficient | Collect all skills |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
122 | Part-timer | Possess over 1,000 G | Element of Wind (x3)
| | | Element of Earth (x3)
| | | Divine Branch
| | | 100 G, 1 PP, 10 TP
----+-------------------+-----------------------------+------------------------
123 | Parvenu | Possess over 10,000 G | Flame Edge
| | | Ice Vein
| | | Earth Spike
| | | 500 G, 4 PP, 10 TP
----+-------------------+-----------------------------+------------------------
124 | Semi-rich | Possess over 200,000 G | Accessories 1-I
| | | Accessories 1-II
| | | Generation Crystal
| | | 1000 G, 6 PP, 15 TP
----+-------------------+-----------------------------+------------------------
125 | Millionaire | Possess over 1,000,000 G | LUK Up
| | | MAX. HP Up
| | | Magic Stone Piece
| | | 2500 G, 10 PP, 25 TP
----+-------------------+-----------------------------+------------------------
126 | Multi-millionaire | Possess over 10,000,000 G |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
127 | Novice Summoner | Combine monsters 5 times | Darkness Element (x3)
| | | Merciful Strike
| | | Divine Branch
| | | 500 G, 2 PP, 10 TP
----+-------------------+-----------------------------+------------------------
128 | Tamer | Combine monsters 10 times | Critical Charge
| | | Magic Stone Piece
| | | Proof of Valor
| | | 2500 G, 4 PP, 15 TP
----+-------------------+-----------------------------+------------------------
129 | Breeder | Combine monsters 20 times | Gospel
| | | Lapis Noster
| | | Proof of Valor
| | | 5000 G, 6 PP, 20 TP
----+-------------------+-----------------------------+------------------------
130 | Summoner | Combine monsters 30 times | STR Up
| | | VIT Up
| | | MAX. HP Up
| | | 7500 G, 8 PP, 25 TP
----+-------------------+-----------------------------+------------------------
131 | Top Breeder | Combine monsters 50 times |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
132 | Experimentalist | Perform smithing 20 times |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
133 | Smithing Maniac | Perform smithing 100 times | Solid Caliber
| | | Generation Crystal
| | | Proof of Valor
| | | 2500 G, 4 PP, 20 TP
----+-------------------+-----------------------------+------------------------
134 | Alchemist | Perform smithing 200 times | Ray
| | | Meteoric Iron
| | | INT Up
| | | 5000 G, 6 PP, 25 TP
----+-------------------+-----------------------------+------------------------
135 | Alchemist King | Perform smithing 300 times |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
136 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
137 | Recycler | Enhance 100 times | Element of Thunder (x3)
| | | Element of Wind (x3)
| | | Steal
| | | 500 G, 2 PP, 10 TP
----+-------------------+-----------------------------+------------------------
138 | Recycle Lover | Enhance 200 times | Charged Blast
| | | Moon Fragment
| | | Proof of Valor
| | | 2500 G, 4 PP, 15 TP
----+-------------------+-----------------------------+------------------------
139 | Recycle Maniac | Enhance 300 times |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
140 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
141 | ? | |
| | |
| | |
| | |
----+-------------------+-----------------------------+------------------------
142 | Lord of Agarest | Do it all |
| | |
| | |
| | |
To get titles 16-18, you must deal the listed amount of damage with a single
combo.
To get title 83, you must complete the First Generation.
To get title 142, you must get all other titles.
-------------------------------------------------------------------------------
VII. Questions & Answers
Q: Why a Record of Agarest War FAQ?
A: It hadn't been done yet, and I was pining to write a FAQ for a strategy RPG.
Q: Do you seriously plan on finishing this game?
A: Yes. I don't submit FAQs unless I intend to finish them, and writing a com-
prehensive walkthrough necessitates finishing the game. It might take awhile,
but I will eventually finish the game and post a complete walkthrough.
Q: Do you actually like this game?
A: Not as much as I wanted to.
Q: What do you mean by that?
A: I was disappointed by the lack of transitions in the plot, the frequent and
monotonous battles, the uneven difficulty curve, and the lack of explanations
from the in-game tutorial. Maybe I'm expecting too much after jumping straight
into Hard Mode, but games with this much depth need either a manual or a well-
constructed tutorial for new players. Having to slog through countless battles
to prepare for the next dungeon is tedious and sometimes frustrating when I'm
still trying to figure out the game mechanics. While I believe there were good
ideas behind the game and I enjoy playing it in moderation, its flaws stand out
too much for me to consider it a great game.
Q: I'm not a masochist. Why should I play the game on Hard Mode?
A: In addition to the extra challenge and the greater sense of accomplishment
you'll get from completing the game, most of your earnings in Hard Mode will
carry over to new games on ANY difficulty setting. If you want great rewards,
you have to take great risks.
Q: Who's your favorite girl in the game? Mine is...
A: Please don't finish that sentence.
Q: Should I purchase any of the downloadable content?
A: That depends. Do you feel that the cost of the content justifies the extra
benefit or enjoyment you'll get from the game? If so, go for it; if not, save
your money. Just be warned that buying and using items like the Halper Scythe
early on in the game can make it substantially less challenging.
Q: Did you purchase any of the downloadable content?
A: I don't see why anything other than idle curiosity would lead you to ask
this question, but I purchased the TP package. Some players might find it fun
and challenging to spend hours upon hours using combos against enemies to earn
TP; I find it boring and tedious, so I decided to save myself the trouble. More
patient or skillful players may deride me as lazy, cheap, or wasteful, but I'm
happy with my investment.
Q: Your FAQ sucks! I've crapped out better FAQs than this!
A: As soon as you find a way to upload excrement, you should post your wondrous
creation for all to see.
Q: I posted my FAQ, and everyone I know thinks it's better than yours! Your FAQ
really DOES suck!
A: Congratulations! I am in awe of your superior FAQ-writing skills! Now go
away.
Q: This is the best FAQ I've ever read! You're a genius and a god among men,
and I want to know more about you so that I can immortalize you!
A: Yeah, I get that a lot. My contact info's listed below.
Q: <insert some question that has nothing to do with Record of Agarest War or
the FAQ here>
A: See the second sentence of my previous answer.
-------------------------------------------------------------------------------
VIII. Special Thanks
I would like to thank...
...Compile Heart, for creating the game.
...Aksys Games, for localizing the game to American audiences.
...the Agarest Wiki (http://agarest.wikia.com/wiki/Agarest_Wiki) and all of its
contributors, for being an excellent source of information about the game.
...weapon_r_97 of GameFAQs, for allowing me to use the lists from his FAQ.
...San Lorenso, for information about some different branches based on dialogue
options and the items dropped by bosses.
...GameFAQs, for posting this FAQ.
...Neoseeker, for posting this FAQ.
...Super Cheats, for posting this FAQ.
...the folks at IGN, for posting this FAQ.
...you, for reading this FAQ.
-------------------------------------------------------------------------------
IX. Contacting Me
If you want to get in touch with me, send an e-mail to the following address:
mythrilwyrm(at)gmail(dot)com
Be sure to replace (at) and (dot) with the appropriate symbols, and put the
word "FAQ" in the subject line of your e-mail to ensure that it doesn't wind up
in my spam folder. I check my e-mail every day, so you should receive a reply
quickly in most cases. I happily accept praise, corrections, and constructive
criticism, and will give you credit for any information you share with me that
I decide to add to the FAQ. Rude, crass, or unintelligible e-mails will be ig-
nored or mercilessly ridiculed as my mood dictates, so keep your e-mails clear
and polite if you want me to respond in kind.
I also use AIM occasionally. If you want my Screen Name, ask for it via e-mail.
Happy gaming!