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    FAQ/Walkthrough by MushuPork222

    Version: 1.1 | Updated: 05/22/11 | Search Guide | Bookmark Guide

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     / //\  __/ | | | (_) | | | | | (_| |  ___) |
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                                      -The Midgard Story-
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    |F|A|Q| |W|a|l|k|t|h|r|o|u|g|h|
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    Written By:           Mushupork222
    Version:              1.1
    Original Post Date:   5-3-2011   
    ~ Copyright 2011 Mushupork222/S.A. ~ 
    Table of Contents
    **If you want to find a specific place in this walkthrough, press Ctrl+F and
    copy the code listed below.**
    I. Version History
    II. Introduction
    III. Basics
         1.  Sword Knight............................(K00)
         2.  Shadow Hunter...........................(H64)
         3.  Mechanic Launcher.......................(L97)
         4.  Nature Shaman...........................(N48)
         5.  Sheathe Stones..........................(S40)
         6.  Combining/Refining/Mining...............(C38)
         7.  Fairy...................................(F15)
         8.  Medals..................................(M68)
         9.  Execution Room..........................(X89)
         10. Player vs. Player.......................(P71)
         11. Tips & Tricks...........................(K08)
    IV. Walkthrough
         1.  Outer Iris..............................(R56)
         2.  Akun Temple Altar.......................(A79)
         3.  Town of Delfoy..........................(D11)
         4.  Shade Woods.............................(P72)
         5.  Lorela River............................(L52)
         6.  Maru Island.............................(M83)
         7.  Cloud Plateau...........................(P44)
         8.  Elraum Valley...........................(G84)
         9.  Kanak Canyon............................(K50)
         10. Roku Mines..............................(R71)
         11. Venedoom Cave...........................(V99)
         12. Historic Site...........................(H10)
         13. Nifel Fortress..........................(F22)
         14. Dungeon Labyrinth of Antione............(A87)
    V. Contact.......................................(O24)
    VI. Legal........................................(T55)
    VII. Credits.....................................(BBQ)
    I. Version History
    Version 1.0 - First submission. Walkthrough is complete, Loose class bios &
    Basics section are finished.
    Version 1.1 - Updated Basics section with more specific information about the
    Execution Room, Player vs. Player, and added Fairy & Medals sections. Also made
    minor tweaks to the walkthrough itself. Information regarding sidequests is
    coming soon.
    II. Introduction
    Zenonia 3 is the third installment in the first true RPG series to hit mobile
    non-console devices. It was made available on iTunes' Appstore on 4/26/11. This
    walkthrough is intended to help you navigate the puzzles in this game's many
    dungeons, as well as offer other tips like classes' strengths and weaknesses 
    and strategies to defeat every boss. If you notice any errors in this guide or 
    have any questions about the game, I would appreciate it if you sent me an 
    e-mail; my contact information is located at the end of the page.
    III. Basics
    Zenonia 3's protagonist, Chael, may select one of four weapons at the beginning
    of the game, thus confirming his class for the rest of the game. Those 
    selections include the archetypical warrior class: the Sword Knight, the 
    assassin class: Shadow Hunter, the magician: Nature Shaman, and the ranger:
    Mechanic Launcher. Here is the basic lowdown on each class.
    Sword Knight (K00)
    Recommended Stat Distribution:
    Any combination of Str and Con (Explained below)
    -High defense and HP, coupled with his passive skill Revival, makes him an
     almost indestructible force
    -Able to handle groups of enemies with ease due to his large AoE abilities
    -Ultimately lower damage output than the other classes
    -Relying so heavily on close combat makes for dangerous boss encounters
    Sword Knight's Skill Trees
    |Active Tree:                                                                 |
    |                                                                             |
    | Blade Sting --- Hold Smash --- Sword Wave      Sacrifice    Holy Berserker  |
    |                                                                             |
    |                                                                             |
    |              Power Surge --- Command Power  Sword Boomerang --- Divine Sword|
    |                                                                             |
    |                                                                             |
    | Napalm Flame --- Battle Stomp                   Illusion --- Reflection     |
    |                                                                             |
    |    1              10             20               30              40        |
    |Passive Tree:                                                                |
    |                                                                             |
    |                Skilled Sword  Skilled Evasion   Explosion     Area Zero     |
    |                                                                             |
    |                                                                             |
    |Skilled Defense   Potion Plus   Power Link   Skilled Precision   Revival     |
    |                                                                             |
    |      1               10             20             30             40        |
    The Sword Knight hearkens back to the first Zenonia's Warrior class. Because of
    his durability, he is a good class for beginning players to choose, but also
    offers a slew of opportunities for veterans to utilize their skills. Because
    Strength and Condition are so similar for Sword Knights, any combination of the
    two really works. If you prefer higher damage, devote more points to STR. If
    you'd rather give up power for survivability, invest more in CON. You really 
    can't go wrong with any combination of those two stats. Revival and Holy 
    Berserker are two abilities that, paired with a CON heavy Sword Knight, can
    make him literally invincible.
    Shadow Hunter (H64)
    Recommended Stat Distribution:
    +3 Dex
    -Possesses devastatingly fast, powerful attacks
    -Despite being a melee class, has no trouble flying across the battlefield
    -Low defense and health make taking damage an... exciting experience
    -Spends a lot of time recovering between attack bursts
    Shadow Hunter's Skill Trees
    |Active Tree:                                                                 |
    |                                                                             |
    |    Raid   ---   Smoke   ---  Fire Shadow  --- Black Fist   Divine Awakening |
    |                                                                             |
    |                                                                             |
    |              Wild Sting      Tornado   ---   Vein Berserker    Fire Burst   |
    |                                                                             |
    |                                                                             |
    |              Dark Shadow --- Extinction    Summon Clone --- Invisible Shadow|
    |                                                                             |
    |    1              10             20               30              40        |
    |Passive Tree:                                                                |
    |                                                                             |
    |  Swiftness        Blaster    Extreme Evasion     Fiery Fist     Area Zero   |
    |                                                                             |
    |                                                                             |
    | Potion Plus                 Concentrated Attack  Adamantine    Frantic Dash |
    |                                                                             |
    |      1               10             20             30             40        |
    Shadow Hunters are an incredibly fun class to use. They have that high risk/
    high reward mentality like Daza from Zenonia 2 with powerful screen clearing
    abilities and failsafes like Extinction to (hopefully) keep you just out of
    death's grasp. Compounding Extreme Evasion, Fiery Fist, and Dexterity gives
    the Shadow Hunter an impressive amount of attack power, thus letting them 
    obliterate even the toughest bosses in seconds.
    Mechanic Launcher (L97)
    Recommended Stat Distribution:
    +3 Dex
    -Longest natural range of all the classes
    -Can control battles by disabling high-risk opponents
    -Heavily dependant on skills & abilities
    -Has trouble handling groups in enclosed spaces
    Mechanic Launcher's Skill Trees
    |Active Tree:                                                                 |
    |                                                                             |
    |               Sharp Mine --- Summon TK-16     Elec Burier      Disillusion  |
    |                                                                             |
    |                                                                             |
    |              Ensnare Shot --- Power Cannon   Psychic Power    Thunderstorm  |
    |                                                                             |
    |                                                                             |
    |Bolt Snap --- Electric Power  Double Launcher -- Gamma Coil -- Booster Effect|
    |                                                                             |
    |    1              10             20               30              40        |
    |Passive Tree:                                                                |
    |                                                                             |
    |  Potion Plus                    Gun Master     Refractor       Area Zero    |
    |                                                                             |
    |                                                                             |
    | Concentration     Metal Skin    Wind Movement   CRI Master    Psychic Shot  |
    |                                                                             |
    |      1               10             20             30             40        |
    Mechanic Launchers are a very technical class to use. They take a lot of 
    aiming and timing to use properly, but when used correctly are pretty dominant.
    Be careful to maintain a solid pool of SP, since the class's basic attacks are
    more a danger to yourself than anything else. Similar to the Nature Shaman,
    this class relies on hit & run tactics to survive; thankfully they do both of
    those things fantastically well (Running with full game speed & movement buffs
    is crazy).
    Nature Shaman (N48)
    Recommended Stat Distribution:
    +3 Int
    -Can remotely eliminate hordes of enemies
    -Only class with healing capabilities
    -As with the other classes, save for Sword Knights, low defense makes this a
     very easily killed class.
    -Wolves and totems can sometimes be temperamental
    Nature Shaman's Skill Trees
    |Active Tree:                                                                 |
    |                                                                             |
    | Bone Wall --- Fire Totem  ---  Ice Totem   ---   Cure Totem     Vengeance   |
    |                                                                             |
    |                                                                             |
    |                 Sunset  ---   Hell of Flame        Mindset  ---  Starfall   |
    |                                                                             |
    |                                                                             |
    | Tub Trap                      Power Switch     Feral Spirit --- Negativity  |
    |                                                                             |
    |    1              10             20               30              40        |
    |Passive Tree:                                                                |
    |                                                                             |
    | Natural Barrier  Potion Plus    Magicholic    Refractive Cape   Area Zero   |
    |                                                                             |
    |                                                                             |
    |                 Concentration   Divine Mind    Nature Fury    Chill Touch   |
    |                                                                             |
    |      1               10             20             30             40        |
    The Nature Shaman is definitely a new take on Zenonia Gameplay. A lot of their
    skills operate like traps, going off when enemies come near. This makes for fun
    enemy encounters where you can just box them in with totems and watch your 
    vicious wolves swoop in for the kill. Even though skills cost a disgusting
    amount of SP (relative to other classes), you have ways to keep your already
    large pool healthy, like using Power Switch inside of your Cure Totem. More
    than anything else, the Nature Shaman relies on dividing & disabling enemies
    with totems rather than charging in headfirst with normal attacks.
    Sheathe Stones (S40)
    Sheathe Stones are little stones you can use to enchant your gear with special
    properties, like attack bonuses or stat boosts. Each piece of equipment and/or
    accessory you own can hold one Sheathe Stone bonus each. To make a Sheathe
    Stone, visit your local Blacksmith and hit the "Create Sheathe Stone" button
    (Takes a rocket scientist, I know). Now double-tap two pieces OF EQUAL RARITY:
    Magic (blue), Rare (yellow), Epic (Purple) or Unique (Orange), and then tap
    "Fusion." Voila! A Sheathe Stone. Do know that the bonus you receive from
    creating a Sheathe Stone is entirely random, and not even slightly affected by
    the enchantments currently on the fused gear.
    In order to place that stone in a piece of equipment, simply open your 
    inventory, go to the Accessory tab, select "Use" on the Sheathe Stone you want
    to use, then tap again on the piece of equipment/accessory you want enchanted
    and the benefit is added.
    A few things to note:
    - Items of regular (white) quality CANNOT be fused 
    - Once a stone is placed in your equipment it cannot be retrieved, so use them
    - More powerful enchantments come from BOTH higher levels of rarity and more
      powerful equipment (For example, a rare sheathe stone created by level 10
      gear will give +2 to strength, while another rare stone created by level 50
      gear grants +10 strength)
    - Combining Unique equipment yields only 'unique' bonuses like HP/SP absorb, 
      movement speed, etc.
    Combining/Refining/Mining (C38)
    Combining and refining are two ways of empowering yourself beyond your level.
    Items created through combining are almost always far superior to equipment
    of equal level, and come at least at the Magic level when they're made. 
    Refining is a way of increasing the base stats on your equipment, with the
    level of refinement denoted by a number in parentheses next to your gear.
    You can't combine anything without possessing its Combine Scroll. Most are 
    found through monster drops, but some you can purchase from the Item Merchant 
    in each town. When you have the scroll for something you wish to create-let's
    say for the sake of demonstration that we want to make a Steel Kepi-talk to the
    Blacksmith and select "Combine." Now we'll tap the Steel Kepi scroll we found
    earlier and it lists the ingredients we need. Assuming we have the Magic Stone
    and Anvil Hammer we need, we now hit the Combine button and the smithy makes
    our Kepi. **NOTE** Equipment created this way CAN break. Use Magic Powder
    (The blue button next to Combine) to improve your odds **NOTE**
    Once again, only equipment of Magic grade or higher can be used for this, so
    don't go trying to refine that Fegushe you bought at the shop. Both equipment
    and accessories can be refined, but have to be unequipped for you to do so.
    As usual, talk to the Blacksmith, only choosing "Refine" this time. Double tap
    the item you want to refine, add Magic Powder if you don't feel lucky, and hit 
    Refine. If successful, you obtain your strengthened item. If not... Well, your
    item breaks. Don't fret, though, you can use a Restoration Scroll to repair 
    your item (It won't keep the new refined level, though) and try again.
    Using your trusty pickaxe of standard to infinite grade (Zen shop), you can
    extract valuable minerals from the shining rocks of Midgard. All you have to do
    to mine is walk up to the left or right side of a shiny rock (They come in
    several colors: blue, red, purple, black), and press the action button to mine.
    You will either receive nothing, money, or a preset mineral like copper or 
    mithril. Each rock can only be struck 10 times before running dry, at which 
    time you'll have to find a new rock to mine at.
    Attention Zenonia 2 players, the mining glitch DOES NOT WORK in this game.
    Regardless of what you try to do with the stone, it will always run dry after
    being struck 10 times.
    Fairy (F15)
    Fairies have been the steadfast companions of Zenonia heroes for millenia.
    Chael's guardian is an abrasive, pie-loving fairy named Runa, who uses runes
    and skill stones to boost Chael's abilities. She, much like Chael, levels up
    over time. But in addition to simply increasing elemental effectiveness through
    levels, Runa also has a Sync gauge which fills every time you kill a monster
    not in the Execution Room. When the Sync gauge is full, you can create either
    a Rune or a Skill Stone to further increase her abilities.
    Your fairy can be imbued with an elemental rune (fire, ice, dark, or light), 
    which changes her color based on your chosen element and gives Chael the 
    respective elemental capabilites when he attacks. They are created through 
    the Spirit Manager in each town by using up Runa's Sync gauge and/or Stones
    of Awakening, and there is a chance you will receive either a rune or a Skill
    Stone every time you use his service. Each rune will have elemental attack and
    defensive properties guided by the 'type' to the right of its main attribute,
    ranging from defensive modifiers to offensive.
    |         Name          |                 Effect                    |
    | Rune of Fire          | Ignites Enemies  (constant damage)        |
    | Rune of Frost         | Freezes Enemies  (slows movement)         |
    | Rune of the Holy      | Stuns Enemies    (enemies cannot act)     |
    | Rune of Darkness      | Confuses Enemies (enemies wander around)  |
    Skill Stones
    These little nuggets of joy are perhaps the most important component of your
    fairy. Your rune will come with anywhere from one to three Skill Slots 
    attached, with which you can socket Skill Stones that increase Chael's 
    abilities for a limited time upon attacking or being attacked. The power and 
    length of your skill stone depends on Runa's level, although any of the stones
    can be found at any level.
    |         Name          |                 Effect                    |
    | Blessing of Sky       | Increases Strength                        |
    | Blessing of Wind      | Increases Dexterity                       |
    | Blessing of Earth     | Increases Condition                       |
    | Blessing of Sea       | Increases Intelligence                    |
    | Crest of Valor        | Increases Critical Rate                   |
    | Crest of Dazzle       | Decreases Skill Cooldown Times            |
    | Crest of Command      | Decreases Skill SP Usage                  |
    | Light of Guardian     | Increases Defense                         |
    | Light of God          | Reflects a Percentage of Damage Taken     |
    | Light of the Absolute | Heals and Gives Immunity                  |
    | Blaze of Healing      | Recovers HP and SP over time              |
    | Blaze of Vampire      | Absorbs Health upon Attacking             |
    | Blaze of Protection   | Grants Invincibility                      |
    NOTE: Each stone ranges in power and length from level 1-10. Train your fairy
    to improve the quality of stones you receive.
    Medals (M68)
    New to the series, Medals are little extra bonuses you can gain through 
    completing various tasks throughout the game. They can be equipped just like
    any piece of armor, and give their preset boosts when equipped.
    |         Name           |      Effect      |          How to Obtain          |
    | Newbie Hero            | Attack +25       | Reach Level 5                   |
    | Divine Hero            | All Stats +5     | Reach Level 50                  |
    | Immortal Divine Hero   | All Stats +15    | Reach Level 99                  |
    | Apprentice Miner       | Strength +10     | Mine 10 Ores                    |
    | Expert Miner           | Strength +5%     | Mine 30 Ores                    |
    | Apprentice Cook        | Dexterity +5%    | Cook successfully 10 times      |
    | Expert Chef            | All Stats +10    | Cook successfully 30 times      |
    | Mister Chef            | All Stats +5%    | Cook successfully 75 times      |
    | Crazy Collector        | Attack +10%      | Purchase Magic Pickaxe (Zen)    |
    | Bourgeoisie            | Condition +15    | Use 10 Origin of Life           |
    | Super Customer         | Max HP +15%      | Use 30 Origin of Life           |
    | Potionholic            | Max HP +10%      | Consume 30 Elixir of Stamina(l) |
    | Skill Maniac           | Max SP +10%      | Consume 30 Elixir of Mana(l)    |
    | Iron Body              | SP Absorb +3%    | Consume 30 Omni Potion          |
    | Fairy Fan              | Attack +10%      | Use 10 Stone of Awakening       |
    | Murloc Killer          | Condition +10    | Defeat 30 Murlocs               |
    | Frog Killer            | Strength +15     | Defeat 30 Frogs                 |
    | Gargoyle Killer        | Dexterity +15    | Defeat 30 Gargoyles             |
    | Alien Hunter           | Intelligence +15 | Defeat 30 Kazrogal Larvae       |
    | Dwarf Slayer           | Critical +5.00   | Defeat 30 Gadshu                |
    | Devil Slayer           | Critical +10.00  | Defeat 30 Devil Tribe Soldiers  |
    | Exorcist               | Intelligence +10 | Defeat 30 Evil Spirits          |
    | Septi Slayer           | Evade +5.00      | Defeat 30 Septi                 |
    | Miner Golem Slayer     | Critical +10%    | Defeat 30 Miner Golems          |
    | Basilisk Hunter        | Defense +15      | Defeat 30 Basilisks             |
    | Shaman Slayer          | Attack +100      | Defeat 30 Chaos Shamans         |
    | Absolute Destroyer     | Condition +5%    | Defeat 30 Confusion Spirits     |
    | Friend of Dark Merchant| Intelligence +5% | Speak to Dark Merchant 10 times |
    | Infinite Trainee       | HP Absorb +3%    | Speak to Execution NPC 10 times |
    | Arena Regular          | SP Absorb +5%    | Speak to Arena Official 10 times|
    | Labyrinth Master       | Dexterity +10    | Clear Miro Woods area           |
    | Friendly Foreigner     | Evade +10%       | Visit Paramanon Great Temple    |
    | Midgard Explorer       | All Stats +20    | Visit every field map           |
    | Novice Fighter         | Max HP +250      | Win 10 PvP battles              |
    | Gladiator of Blood     | Attack +250      | Win 50 PvP battles              |
    | Legendary Gladiator    | HP Absorb +10%   | Win 100 PvP battles             |
    | Weakling               | Defense +5       | Lose 10 PvP battles             |
    | Clear Minded           | Evade +5.00      | Lose 50 PvP battles             |
    | **Super Lucky Guy      | All Stats +10%   | Possess 7777 Gold               |
    | Midas                  | Defense +10%     | Possess over 100,000 Gold       |
    | ZENONIA Lover          | Defense +20%     | Log 2 hours (per character)     |
    | ZENONIA MANIAC         | Attack +5%       | Log 5 hours (per character)     |
    | Apprentice Refiner     | Max SP +250      | Refine successfully 10 times    |
    | Expert Refiner         | Max HP +500      | Refine successfully 30 times    |
    | Master Refiner         | HP Absorb +10%   | Refine successfully 50 times    |
    | Apprentice Combiner    | Max SP +500      | Combine successfully 10 times   |
    | Master Combiner        | Max SP +15%      | Combine successfully 30 times   |
    | Expert Combiner        | SP Absorb +10%   | Combine successfully 50 times   |
    ** The Super Lucky Guy medal is a fantastic end-game medal, and incredibly 
    easy to get the second you reach the first town of the game. When you first
    enter Delfoy, fight monsters or buy/sell gear until you have any amount of 
    gold between 7778 and 8887. Take out your trusty calculator and subtract 7777
    from however much gold you have. This is the amount you send to a good friend,
    complete stranger, or me (ID: Sirius, but only use me as a last resort), and
    voila, 7777 gold.
    Practical example: I walk into Delfoy with 9500 Gold, extremely distraught that
    I didn't get the medal. "But wait," I ponder, "what if I buy stuff until I'm
    close to 7777 gold?!" So I mosey on over to the Item Merchant and buy 4 Potions
    of Stamina(s). "I'm closer, but not quite at 7777 gold yet..." I say in
    frustration as I pound my fist into the nearest awkward family portrait.
    "Hey, why don't you just send me the difference?" says my dear friend Flubzy.
    "Great idea!" I hoot in delight. I whip out my TI-82 basic and plug in the
    8500 - 7777 = 723
    Upon mailing this amount to Flubzy, I remark "I'm a genius! Someone should give
    me a medal!"
    And the Super Lucky Guy medal was had by all. And by all I mean me.
    ... I'll stop talking now...
    Execution Room (X89)
    The Execution Room is a new feature to the Zenonia series. It's essentially a
    Horde/Escalation/Zombies/whatever FPS's endurance mode you want to call it.
    You simply clear all the monsters on a floor, walk up the stairs, and do it all
    over again until you reach the end of the tower. To test your mettle, find the
    Executioner (That's not really his name, I just feel like it fits. Well, either
    that or Stanislas) in town, and he gives you the option to enter the dungeon.
    There are currently three Towers you can challenge, which charge a fee to enter
    depending on your level:
    Tower of Challenger (30 Floors)  <--- Recommended Level: 50
    Tower of Limit      (50 Floors)  <--- Recommended Level: 70
    Tower of Transcend  (100 Floors) <--- Recommended Level: 99
    By completing towers you are awarded with a hefty sum of experience, and a 
    special prize; usually a piece of gear suited to your level (The exception is
    the Tower of Transcend, which gives Skill Points for clearing the first few
    times). You can choose to tackle these missions either solo or by asynchronous 
    co-op. Asynchronous co-op is a fancy way of saying that you play with an AI 
    controlled version of a friend/complete stranger's character. This means that 
    if you choose to play with your friend Flubzy (If your Gamevil ID really is 
    Flubzy then I apologize. But fantastic choice of name), you aren't really 
    playing with Flubzy; rather the AI uses his stats and active command deck and 
    fights alongside you instead.
    One fame point is rewarded each time another player uses one of your characters
    in the Execution Room, and you receive special bonuses for leveling up your
    Fame rank.
    Player vs. Player (P71)
    Just as was the case with Zenonia 2, this is not 'true' Player vs. Player (PvP)
    combat. As I stated in the Execution Room section above, PvP is an asynchronous
    system; that is, you're really fighting an AI controlled version of your 
    opponent. The server downloads your character's information (including stats,
    gear, and even assigned quickslots), and dumps it into a large pool. When you
    choose to fight (at the Arena Official in each town), the game pulls another
    player's character of similar level and rank out of the pool, and pits you
    against them. Winning PvP matches is currently the only way to obtain free Zen
    (currency used to purchase special items), and it is no easy task. At any level
    you will need a properly geared character to even compete with opponents who
    appear to be much weaker than you. Winning matches nets you items & zen, based
    on how many PvP points you have.
    Groups, most closely defined as Clans or Guilds, still exist in Zenonia 3. 
    Under the Community tab in the main menu, you can select Register Group, and 
    type in the name of a friend's group (or create your own). Your PvP stats will 
    now count towards your Group's total as well, but be careful, once you sign up
    for a group, that decision is final.
    Death Notes
    Death notes are used for quickly fighting an opponent you lost to. If you 
    believe you should have won, assign a death note to that character, and you
    can choose to fight them again at any given time. You can only assign three 
    death notes at once, and the note is erased when you defeat that opponent.
    Tips & Tricks (K08)
    -The level of surrounding monsters should be your prime indicator of what level
    you should be. If you find that monsters are becoming ~5 levels stronger than
    you, take the time to get yourself up to speed.
    -As you progress through the story, remember to set your return point to the 
    city you're currently in (and ALWAYS at least have a town set to be a return
    point). It is very possible to get trapped in a dungeon with all broken armor
    and no way past the monsters you've already fought through. Make sure you keep
    Teleport Scrolls with you at all times (and Two Way Portals, but those are 
    more expensive).
    -The Execution room is THE best way to gain experience in this game. Beating
    the Tower of Challenge alone gives 182,000 experience, while the Tower of Limit
    gives a little under a million, and the Tower of Transcend gives much, much
    more. What's better, the Tower of Challenge can be completed in 5 minutes with
    a competent co-op partner.
    -Combine when you can, and refine only when you're sure you've found your end-
    game gear. Until you hit the level cap, you'll be changing equipment every 
    couple minutes; making all your hard work and money useless. Combined 
    equipment, on the other hand, lasts much longer and the gear usually isn't too 
    hard to make.
    -Be sure you grab EVERY Travel Bag in the game. They greatly increase your
    inventory size and are only available otherwise through the Zen shop. They can
    be found in the following locations:
      ~From a chest in the water in East Akun Temple
      ~From a chest obtained by completing the block puzzle in the Lorela River map
      ~From the Start of Journey main quest, given to you as a reward by Celine
    IV. Walkthrough
    Zenonia is primarily a linear game, with very little to do outside of the main 
    storyline. While the world map and dungeons themselves are extensive, there
    will usually be no more than two possible directions you can go.
    You may also come across a place in the game where you are simply not strong 
    enough to fight the monsters in the area (especially when traversing later 
    dungeons). In this situation, it is wise to stock up on food, healing items,
    Holy Medicine, and whatever else you may need. Proceed to the area in the 
    dungeon or world map where you are having trouble, and fight monsters ~3 levels
    above you. Work through the dungeon as usual when you feel strong enough. 
    Without further ado, here is the walkthrough for Zenonia (Again, if you need to
    find one specific place in the game, use the three digit codes located in the 
    table of contents).
    Outer Iris (R56)
    You first gain control of the protagonist Chael outside of Regret's house just
    outside of Iris. After a brief dialogue, smash the pots to the right of your
    house and take the POTION OF STAMINA(s) from the sneaky little chest back 
    there. Now head right into another scene to learn a little bit about combat. 
    Dispatch the first wave of Mukakas, destroy the crates on the far right, and 
    obtain a POTION OF STAMINA(s) from the chest. Walk up the ladder, move across 
    the bridge, and examine the tombstone for another scene.
    Afterwards, make your way back to your house and talk to Regret. Another
    lengthy cutscene follows, upon which you'll somehow magically end up in the
    Akun Temple Altar.
    Akun Temple Altar (A79)
    Before you go off exploring too far, be sure to grab the chest to the northwest
    of your starting position for a JEWEL HILT. The rest of this room is pretty
    straightforward; simply proceed out the southern exit. Other than a new enemy
    type, there's nothing of interest in this room either. Grab the EXAMINE SCROLL
    from the chest before you proceed west and into the next area.
    Here Runa will teach you the basics of sliding block puzzles (or 'pushing rock'
    puzzles, as they are described by Runa). Simply follow orders, and upon placing
    the block on the switch a block previously blocking your path will vanish. Go
    down the stairs and head right for another simple block puzzle. Break all of 
    the crates and push the middle block straight down and onto the switch. Before
    proceeding onwards, make your way all the way left, and wrap around the top of
    the map to reach a chest containing a POTION OF MANA(s). Now return to where 
    the middle of the map previously blocked by the current, head up those stairs,
    grab a REPAIR HAMMER from the chest, and go south into the next area.
    Before heading to the next area on the right side of the map, get one chest in
    the water just left of your starting position for a P BARREL, and another just
    north of the next map for a REPAIR HAMMER. Since finding treasure in a
    mysterious dungeon is obviously more important than saving your girlfriend, go
    through the little spiral maze for a POTION OF STAMINA(s), then into the water
    and all the way north for an ENCHANT L. Now proceed down the stairs at the 
    south end of the map.
    Down the staircase to the right (into the water) and all the way around will 
    lead you to a chest for a RESTORATION SCROLL, after which you can backtrack to
    the entrance of this map and head due south until you reach a scene in the next
    area. You may have noticed a chest during the cutscene, and maybe even a 
    merchant hanging out in the water. Take the staircase on the northeast corner
    of the map and you'll end up on the southern end where you can buy things if 
    you need, and then retrieve a TWO WAY PORTAL from the chest to the right (These
    will prove to be very important, so be sure use them wisely). When you're done 
    shopping, follow the Frey clone out the bottom right exit.
    This room is a decent training spot, so crush some monsters here until you feel
    adequately leveled (the next room leads to a boss), then go out the north door
    for your first taste of a Zenonia 3 boss.
    |Boss Info: Kraken|
         |Recommended Level: 7|
    No matter your class, this boss doesn't hit too hard, but regardless you should
    proceed with caution. He only has a couple attacks, so let's review. His 
    primary attack consists of shooting 5 ink bullets in a uniform arc, and,
    while they are alive, his tentacles will periodically seek you out for a small
    amount of damage. For the first half of the battle, position yourself one tile
    to the left of center, and between the moss-covered pillars on either side of
    the battlefield. His ink shots will always miss, and when he sends his
    tentacles, simply take a step backwards before they emerge and take a few 
    swings at them before they retreat. Once half of his tentacles are destroyed,
    he will begin to shoot one large, homing ink ball at you, in addition to his
    normal rotation. As long as you remain back between the pillars, they should 
    be a non-issue, and you can continue fighting like normal until all of his 
    tentacles are destroyed, thus ending the boss fight.
    You'll be treated to a very informative cutscene, and end up back in the 
    temple. Your next destination is the quaint little town of Delfoy, so head
    all the way south to the Shade Woods, and from there proceed right and into
    town. On your way, you may have noticed some shiny blue rocks along the path.
    These are mining rocks which, provided you have a pickaxe, you can mine for 
    materials and money. **NOTE** For those of you familiar with the Zenonia 2 
    Mining Glitch, know that the same trick does not work here. The stone will
    run dry after 10 hits, regardless of whether you move or not. **NOTE**
    Town of Delfoy (D11)
    After the scene you will have a little bit of free time if you wish (Now would
    be an ideal time to get the Super Lucky Guy medal, refer to (M68)), before
    talking to Luxferre to advance the story. Your first order of business (as it
    should be in every town from now until the end of the game) is to talk to the
    portal guide and set Delfoy as your return town (top option). It can be very
    easy to bury yourself too deep into a dungeon, and if you don't set a return
    point, you can't teleport yourself to safety. Anyways, after you've set Delfoy
    as your return town, buy/repair equipment if you need to, and take care of any
    other business you might have, then talk to Luxferre when you're ready.
    Abyron, a little... dog? located in the item shop is your next target. He will
    tell you to fetch (pun intended) some bronze from those shiny stones I
    mentioned earlier. As Abyron said, it would be wise to talk to the Spirit 
    Manager for some background information on Runa's unawakened powers. Doing so
    will net you a fair amount of experience, as well as a STONE OF AWAKENING.
    Use it now if you wish, or wait until you have a good skill stone to accompany
    it. You can also grab the quest from Trieli if you're in the mood to backtrack,
    but whatever your decision, you'll have to mine your bronze and return to
    Abyron to advance the story.
    Of course, the bronze you bring him isn't enough to answer all of your
    questions, so find Chigoch in the chief's house located next to the Network 
    Gal. He'll need you to kill Fog Spathes (They're the crablike monsters in Shade
    Woods), so head out of town and start killing Spathes. If you're in the mood
    for some treasure, go south into Central Shade Woods and run left under the 
    waterfall. Push that middle block onto the switch to reveal a chest containing
    a RESTORATION SCROLL. Now instead of returning to the Delfoy Entrance via the
    path on the ground, take the ladder up, wade through the trees in the bottom
    left corner for a POTION OF STAMINA(S). Collect your Azalias and return to 
    Chigoch. After a small scene you'll be asked to return to Akun Temple, so take
    care of any unfinished business you may have and march on up into the temple.
    Akun Temple Altar, revisited
    Backtrack a couple rooms here until you reach the area with the little spiral
    maze. Make your way right through the previously-blocked off area. Take the 
    staircase here into the water, loop around to the left, and open a chest for a
    TRAVEL BAG(6 slots) **NOTE** This item will expand ONLY ONE of your inventory
    subcategories, so choose wisely. **NOTE** 
    Backtrack to solid ground, and head north for a little scene. You'll notice 
    that two paths are currently blocked off, so your only option is to kite to the
    left and head up that staircase. Break the barrels in your way and push the 
    stone onto the switch to eliminate one water current. Don't bother following it
    just yet; instead walk through the serpentine path to the north, move the block
    out of your way, bust the crates in your way, and finally push the far north 
    block onto the switch. Make your way back to that newly opened area. Smash all
    the crates on the right side of this platform, and push the top-middle block as
    far as it goes (it should hit the stone already there). Push it straight up and
    onto the switch. Doing so eliminates some of those pesky stones at the top of 
    the map, which you can now push aside and proceed forward. Before you exit the 
    map, though, keep in mind the slightly obscured switch, as that's your way out
    There's not much else to do in this area, so blast your way through some 
    enemies and talk to Kalz. Examine the mural for a history lesson and the 
    conclusion of Chapter 1. You won't be teleported back to Delfoy, so either
    use a portal of your own or walk back. Either way, meet up with Luxferre when
    you arrive.
    For whatever reason, people in this town keep losing things in the woods, so
    you'll have to waltz on through the Shade Woods once more to find some GHOST
    MUCUS (eww) for Luxferre.
    Shade Woods (P72)
    Back in Central Shade Woods, enter the cave past the waterfalls to find 
    yourself a ghost and a chest containing DELUXE MAGIC POWDER. Collect all of 
    your mucus here and deliver them to Luxferre when you're done. In another
    futile attempt to kill you, he sends you back into the woods. Instead of going
    south as usual, head directly west out of Delfoy Entrance, and in this new area
    grab the chest hidden in the bottom left corner of the map (probably obscured
    by your d-pad) for a POTION OF STAMINA(s). Head into the next area.
    You don't have business anywhere else in the woods yet, so skirt around the
    map, climbing the ladder and running all the way to the bottom left exit, but
    be careful, a mini-boss awaits. Watch the scene and learn that you've been 
    You're surrounded by some basic ogres and a leader, but don't worry; they're
    easy enough to deal with. Start by running to the far left and clear the ogres
    out one by one (The leader shouldn't pursue you just yet). When you've gotten
    rid of the surrounding enemies, focus your attention on the boss, hitting him
    with whatever skills you've got.
    After another cutscene, be sure to grab the chest in the bottom left corner 
    before you head back to town for a REPAIR HAMMER. The cave entrance here leads
    you directly back to the entrance of town, if you want to save a little time.
    Talk to Luxferre for a short scene. Yiralia is your next target; she's standing
    just outside of the temple. She wants you to fetch some cooking salt, which you
    should have done so from fighting those lobsters back in Akun (but if not, just
    head on back and crack some shells until you've got the salt). Chael will
    reminisce for a little bit, then it's on to meet Celine back in the temple. 
    After one last scene, you're sent off to find Pontifex (cool name) with Celine
    as your guide. If you don't need to take care of any other business in town, 
    simply leave the building and come back. Talk to the Shaman once again and 
    you'll be on your merry way (And she gives you a TRAVEL BAG(6 slots) for your
    trouble. How nice).
    You're finally able to go south from the Central Shade Woods, but there is a 
    CLOTH CAPE quite a detour away if you're willing to go hunting for it. Return
    to the area where you fought the ogres, and head out the bottom right exit. The
    chest is in plain sight, so grab it and head back to Delfoy Entrance. Take
    the south exit now.
    You'll come across a lily pad maze here which is fairly simple to navigate.
    You're essentially going to make a U shape around the bottom of the map, 
    finally using the third pad from the bottom to hit solid land & the next map.
    All you can do here is proceed up the staircase on the eastern side of the map.
    Lorela River (L52)
    There is a chest with a POTION OF STAMINA(m) just to the left of your position
    upon regaining control of Chael. Take the northern path to the right, and
    claim the POTION OF MANA(s) from the chest here. Head all the way north and
    a scene will ensue. Afterwards you'll be attacked, so keep Celine safe while
    you pound away at the enemies; they aren't too powerful. You'll be treated to
    another scene, then given two options: plow through the enemies or take the
    safe bypass route. Unless you have a death wish, I'd suggest taking the 
    roundabout path, seeing as some of the devil tribe monsters are level 47. Exit
    this map and the one following, then finally take the left path into a new 
    There's a cute little block puzzle here hiding a chest, so take any of the 
    stones from the cross pattern to the northwest and slide it over and onto the
    switch. Grab the TRAVEL BAG(6 slots) from the chest and proceed north. This
    places you right in the middle of a Devil Tribe camp. You decide to set them
    on fire (not a bad strategy, honestly), but have to wait until nightfall to
    proceed. After your little heart-to-heart with Celine, go on north and talk to
    Runa to commence your attack.
    You're on a strict timeframe here, so unleash everything you've got until 8 
    soldiers are defeated. You now have access to the bridge itself, so backtrack 
    until you reach the bridge entrance (past where you were ambushed by Devil 
    Tribe soldiers earlier) and go on through. Fight your way across the bridge,
    careful that you don't fall through the holes (if you do, you have to climb
    the ladder to the south and try again). Crossing the bridge successfully leads
    to a boss, so prepare yourself accordingly before heading through.
    |Boss Info: Scylla|
         |Recommended Level: 17|
    Your typical "Troll under the bridge" comes in the form of a repulsive 
    she-beast named Scylla. She moves very slow, but has a pretty wide arc with her
    normal pillar attack. The ranged characters shouldn't have to worry too much, 
    just blast away until she gets close, then retreat to the opposite side of the 
    map and do the same (Better yet, Nature Shamans can just litter the map with 
    traps and laugh in the face of danger). Melee characters will have to be a 
    little more careful. Try employing your everyday hit & run, throwing in your 
    strongest single target skill whenever it's finished cooling down and you 
    shouldn't take too much damage.
    About halfway through the fight Scylla starts farting, releasing a painful
    toxic gas that can chew away at your health. Your strategy shouldn't change too
    much, though, just be wary of diving attacks like the Sword Knight's 
    Blade Sting. It's an easy fix; get Scylla to chase you on a different plane 
    than where the odor is and keep pounding away at her health. Keep your distance
    and the monster should fall without too much trouble.
    After the fight, the bridge collapses, leaving the group stranded on a nearby
    Maru Island (M83)
    You regain control of Chael after realizing that your mother's necklace is
    lost (oh no!), so climb the vine and talk to Rherican. Lucky for you, he found
    the necklace; unlucky for you, he doesn't want to give it back. I can only
    assume he wants to make s'mores, so oblige him and grab some marshmallows from
    the Ancient Tree just to the left of your position. Mush Mushes are the enemies
    that drop marshmallows, so hunt them down and return to Rherican.
    Runa will make some snide remarks at Rherican's request to accompany him to the
    nearest town, which you'll find to the southeast. Don't let him get hit as you
    make your way towards the flashing yellow waypoint, and once he reaches the 
    marker another scene ensues. Before climbing the tree, head all the way right,
    and retrieve a POTION OF STAMINA(m) from the chest just south of the mining
    Town of Maru Tribe
    A scene will follow, and you'll be given free reign to explore the tree city
    Maru. First things first, set your return point at the Portal Manager (bottom
    right), then take care of any shopkeeping, arena battles, etc. you have to.
    When you're ready to proceed, either take the various ladders around town or
    ride the elevator, and climb the vine at the top to reach the peak. Ride the
    elevator once more, and enter the house at the very top. After a scene with the
    patriarch of Maru, you'll be told to find Rherican one more time.
    Descend the tree until you reach the main part of town, and talk to Rherican 
    on the second layer. We're about to go on another rousing adventure, so when 
    you've finished up with any sidequests & other business you have, make your way
    out of town.
    Exit out the left side, and head south in this next area. Before proceeding
    further east, make your way down a vine at the south end of the map, and open
    the chest behind the waterfall for a POTION OF STAMINA(m). Head out the right
    side of the map, and talk to Ellim (the creepy tree with a face). He tells you
    that the forest is being overrun by monsters, and you can only save them with
    the aid of some fireflies. So head back out the way you came.
    The fireflies we're looking for are scattered all throughout the Southeast Maru
    Island map, as little blue dots. They're located as follows:
          1. Entering from West Maru Woods, there's one at the tree just next to
             the waterfall
          2. Just past [1], at the other tree on that same patch of land
          3. Dead center of the map, chillaxing between a mossy rock and some 
          4. Hovering due east from the previous firefly, just in front of a spider
             webbed tree
          5. Right in front of a lone tree by the northwest exit, about three tiles
             from the mining rock
    If you're desperate for health potions, head up the northwest exit before 
    returning to Ellim, and climb down the vine for a chest containing a POTION OF 
    STAMINA(m). Either way, return to the tree with your flies and he will open the
    way to the deep forest.
    This place would be dreadfully painful to navigate without the aid of our 
    fireflies, but lucky for us, they'll show us the way. Kind of. **NOTE** Be
    careful, though, if you stray off the main path, you could end up in a pretty
    tricky endless loop. **NOTE**
    From your starting point, take the northern path, then head right. Now proceed
    in the following directions, and you will exit the woods: down, right, up, 
    right. Simple enough, right?
    When you get to the other side of West Maru Woods, climb up the first vine you
    see and run past the waterfall for a chest for an oh-so-important TWO WAY 
    PORTAL. Now take the exit dead center on the right side, and read the sign.
    Run along the outside layer of this map and take the vine downward into the
    corrupted spring. Grab the chest under the bridge for a PAPER AMULET. Now like
    the good detective you are, you'll have to chase down the source of this water.
    Head out the west side of the map here, climb the vine immediately to your 
    left, run through the cave under the waterfall on the far left side of the map,
    and finally out the top-right exit.
    Here you end up on the previously inaccessible side of the pre-Maru map. Head
    over to the direct center of this map, and enter the creepy-looking cave for a
    mini-boss encounter with Ekinard.
    The biggest worry you'll face with this guy is his poison aura, not unlike 
    Scylla before. Only problem is that these poison clouds move. He usually shoots
    two at once, so let them chase you to the south end of the map, where you can
    then run around them and take a few shots at the boss. Don't hang around too
    long though, since he'll drain your health pretty quickly if you aren't 
    careful. His health is incredibly lacking, though, so just a couple good 
    attacks should bring him down.
    After the scuffle, you find Luxferre badly wounded. Take the shortcut exit to
    Maru located under the waterfall, go into town and meet with Rherican. He 
    agrees to watch Luxferre for you while you meet with the chief, so head on up
    to the peak and talk to the patriarch. Ironically enough, the way out you were
    looking for this whole time was just upstairs... Well, what's done is done; go
    on up to the Cloud Plateau.
    Cloud Plateau (P44)
    The first area here is simple enough, just ride the platform to the other side
    and be on your way.
    Here you'll want to head south and take the little elevator down, then proceed
    down the ladder here for a chest containing a POTION OF STAMINA(m). Now climb
    back up the ladder and proceed all the way east until the next area. This room
    offers some good monsters for training, so do that if you feel a little weak
    at the moment. Don't forget to grab the POTION OF MANA(m) on the left peninsula
    before taking either bottom exit for another scene.
    There's not much else to do here, just fight your way through some enemies and
    into the next area. Take the first platform you see here, and grab the POTION
    OF STAMINA(m) while you wait for the platform to the right to reach you. You
    have two choices here: Taking the bottom exit will eventually lead to a POTION
    OF MANA(l) in the little island to the southeast, and a STATUS HEALING POTION A
    two rooms further in. It is a dead end, though, so either way you'll have to 
    take the ladder, and go on from there.
    Just north of the altar here will net you an EXAMINE SCROLL, after which you 
    can proceed through the middle exit on the right side of the map. Before you 
    examine the sign here, take care of your inventory with the vendor here, and
    when you're ready examine that gold question mark. The group decides to take
    one more detour to the Sky Lighthouse (Runa just can't say no to apple pie, can
    she?), so head on south and into the next area.
    As Chael states, this map is full of Unique Monsters (but hey, when is there
    ever a field map without enemies?). It's a fairly linear, if pretty winding,
    area, so take the MAGIC POWDER from the chest directly south and across from
    your starting position, and heal up before heading into the next area.
    Lucky enough, you get there just in the nick of time, only to start up a timed
    mini-boss fight against Garmesh. His attack patters mirror that of the golems
    you've been fighting, so just pound away at him before the timer runs out.
    Fanu will give you a little background on fairies during this scene, after 
    which you're sent to find a tombstone near the lighthouse. From where you exit
    the building, hang a quick left and cross the two bridges, then finally take
    the ladder up and examine the gravestone.
    After this scene head back the way you came to reach the lighthouse, then go
    upstairs and talk to Celine. Now that we're done with this story-heavy area, 
    it's time to make our way north to the Great Temple. In order to get there,
    however, we'll need to backtrack a couple maps. Head west and away from the
    lighthouse, and once again traverse the winding passage; finally proceeding
    north and into Sky Fields for a little heartwarming scene.
    Despite it looking like a straight shot to get to the next area, you'll have 
    to take the platforms to the right once you reach the middle island. So jump
    on that first right platform, and go north on the closest one to you, then 
    finally take the left-bound platform into the next area.
    Elraum Valley (G84)
    Before you take the west exit across the bridge, grab the POTION OF STAMINA(l) 
    from the chest to the northeast.
    Paramanon Great Temple
    Finally, another town! When you regain control of Chael after the scene, talk
    to the portal manager and set Paramanon as your return town. Now handle any 
    other business you may have, and when you're ready to proceed head into Seru's
    house (second house from the right, bottom side).
    Maybe it's just a typo, but when the game tells you to visit the "Maru" shop,
    it really just wants you to go to the weapons/item shop. So stop by there and
    return to Seru's. At long last, you can finally return home! Right? WRONG.
    Luxferre, being the archetypical demi-villain he is, throws yet another monkey
    wrench into your plans.
    When you wake up after the scene, talk to Gwyjar to learn a little more about
    Temir and the Degenerated Tribe. After a short conversation he agrees to help
    you escape, provided you can take him with you. This leads to another escort
    mission, so blast away everything in your path as you make your way north to
    the waypoint. Before you proceed too far, however, know that there is a chest
    with a STANDARD PICKAXE along the southwestern tip.
    Getting captured wasn't too big of a detour, so take Gwyjar's advice and hang
    an immediate right, then take the bridge south after the cutscene. Your target
    back in Paramanon will be Seru, so head back to his house and talk to him.
    After this scene you'll be told to meet with another shaman, so head out north,
    grab the POTION OF MANA(l), pull the lever, and be on your way.
    The area Upper Elraum is set up as a 2x3 grid of maps, with you starting in the
    bottom middle. The shaman is located diagonally to the left of you, so after 
    training in the surrounding area (monsters took a considerable jump in levels 
    here), head west, then north from your starting area. After a slightly cryptic
    scene with Lewiel, you're sent to find some dimensional fragments. The bottom
    right map in Upper Elraum is most populated with Horseleeches, so head on over
    and slice/shoot away until you've got 3, then return to Lewiel.
    Although she won't tell you your future (that would obviously make things too
    easy...), she directs you to Kanak Canyon: home of the Degenerated Tribe. Leave
    Upper Elraum, hang a left, and take either exit into the next room. There's 
    some DELUXE MAGIC POWDER by the large rock on the far left edge of this map
    (you'll have to head all the way up and over to reach it), so grab that and 
    head up north.
    Kanak Canyon (K50)
    Climb the little cliffs here for a POTION OF STAMINA(l), then leave the area 
    the only way you can. We don't have any business to the east just yet, so go
    on left to trigger a scene. Before talking to Kelf, run right past him and grab
    the STATUS HEALING POTION A in that chest. There's a sneaky POTION OF 
    STAMINA(l) if you backtrack down the ladder and take the left hand northern 
    exit, so grab that if you feel you need it, then return to where Kelf led you.
    Climb the ladders here, take the path right, and you'll find yourself in the
    Town of Amarance.
    Town of Amarance
    Seeing as this is essentially a village for rejects, Amarance is not too 
    exciting of a town. Nonetheless you probably need to repair/upgrade/combine/
    etc., so do your thing, and head to the house near the lookout tower when 
    you're ready to progress.
    A comical scene ensues in this little mercenary post, but unfortunately for us,
    it requires a pretty lengthy detour, given the mission we get sent on. It can't
    be helped, though, so head out of town and keep running south until you reach
    Deep Kanak Canyon, making sure to grab the POTION OF STAMINA(l) in Southwest
    Kanak Canyon on your way.
    Once you've reached your destination, hunt the Skull Shamans here until your
    quest is finished. Take a teleport scroll (there's one in a chest here) back to
    town (or walk), and return to the mercenary post.
    After the scene, follow the motley crew to meet Gwyjar in the second room to
    the right of the ladder. Here you learn why there's a vast abundance of females
    in town, and decide to help the Degenerated Tribe by freeing their people 
    imprisoned at Roku Mines. It'll be a pretty straight shot to the dungeon, so 
    head out of town and continue west across the bridge to trigger a scene.
    Roku Mines (R71)
    Angfiez, that demon! He sets some of his Ghoul Miners on you before he bails,
    so dispatch them however you wish; they're pretty weak in comparison to some 
    enemies we've had to fight. After you take out that initial attack, continue 
    down the winding road, grabbing the POTION OF STAMINA(l) from the boxed in 
    chest before you proceed on.
    Oddly enough, there's a vendor here. If you need to restock on potions, do so
    now, then get that chest to the north for a POTION OF MANA(l). There's also a
    POTION OF STAMINA(l) if you take the wooden ladder-platform into the previous
    area. When you're ready to proceed, simply follow the path the only way you 
    can: southward.
    The mini-boss Angfiez is at the base of the mine, so fight your way through 
    more ghouls, and keep moving along the left side of the map until you reach a
    RESTORATION SCROLL in the very bottom right corner. Backtrack a little bit to
    the wooden platform, and descend that ladder. When you're ready to face the 
    boss, take the elevator down.
    The only scary thing about Angfiez is that there are several clones of him. You
    would do well to target those first, making sure that you don't stand in one 
    spot for too long, as the damage can ramp up quickly. Angfiez himself shouldn't
    be too threatening alone, however; despite his shockingly high damage output,
    he's too slow to hurt too much unless you get careless. Just lay on the pain
    while your health is high, retreating only to heal before you jump back in to 
    the fight.
    After slaying the... whatever he was... Runa somehow knows that there's someone
    you have to save deep in the mine, so you follow her into the next dungeon.
    Venedoom Cave (V99)
    It's been a while since we've had to dungeon dive, hasn't it? This first room
    is pretty vanilla; kill everything in sight while you make your way south. Here
    I would highly recommend talking to Ciabard and doing the Blue Stone Fragment
    quest. You're rewarded with two TWO WAY PORTALs, and the quest itself is 
    laughably easy. When you've finished, go on east into the next area.
    **NOTE** The lava platforms here are NOT permanent. If you stay standing on one
    for too long, it will sink into the fiery abyss below, killing you in the
    process **NOTE** That being said, The northern set of moving platforms leads 
    you to a chest with a POTION OF MANA(l), so grab that before returning to take 
    the southern series of platforms into the eastern exit. Follow the linear, if
    pretty curvy path for a chest with a POTION OF STAMINA(l), then backtrack to
    the previous room.
    Take the northern set of blocks here and proceed into that next area. After the
    scene with Negir, take the chest to the south for an EXAMINE SCROLL. Run 
    through the mist, and take the northern exit into a dead end. In the large, 
    open area, pick up an ELIXIR OF STAMINA(s) in the chest, then return to the
    previous area.
    Go east this time, and run through this long passage, taking the ELIXIR OF
    MANA(s) from the chest along the way. Get healed up and make sure your quick 
    slots are fine, since you've got a boss coming right up.
    |Boss Info: Kazrogal|
         |Recommended Level: 42|
    Let me start by saying that this will be one hectic boss fight. Kazrogal's
    attack pattern is pretty simple, though: He will get airborne, and either drop
    fiery rain or slam the ground when he gets close to you. When he's in the air,
    use the time you have to keep your Hp and Sp high, and when you're ready to
    initiate conflict, run directly under his shadow and get a safe distance away.
    By doing this, you should be able to trigger one of his attacks without him
    doing any damage. When he lands, unleash all the skills you've got (He's a big
    target, so area of effect skills work wonders here).
    Halfway through the battle, unfortunately, things get complicated. Kazrogal
    Larvae will begin to spawn and hunt you down while you attempt to take shots at
    the big guy himself. It doesn't help that the arena is tiny, but do your best 
    to keep Kazrogal on the opposite side of the room while you squish the larvae.
    When there aren't many other enemies on screen, resume your little harass
    tactic on Kazrogal until he falls.
    After the scene, teleport back to town and talk to Kelf. After learning that
    the captured Degenerated Tribe members are recovering, you decide to return to
    the shaman/fortune teller to see if the stone on Kazrogal's face was what you
    needed. Take the teleporter to Paramanon, and head back to the shaman's house
    in Upper Elraum.
    Unfortunately, Lewiel isn't home. Even more unfortunately, Celine's in trouble!
    run on back to Seru's house in Paramanon to trigger a scene. After the plot
    thickens, you'll be sent to track Celine down. Amarance is marginally closer
    to our target destination, so either teleport there or walk from Paramanon, but
    either way you'll want to get yourself to Central Kanak Canyon. When you 
    arrive, take the series of ladders up and out the eastern exit.
    There are two paths you can take in this area. One involves taking the hanging
    vine across the chasm, while the other is a small walkway laden with traps.
    While it is possible to dash across the top section of traps, it's just easier
    to take the northern rope across and east yet again.
    Historic Site (H10)
    You meet the shaman here (Lewiel, not Celine. Confusing how there are 2 shaman
    NPCs and the Nature Shaman character, but oh well), and she's about as useless
    as ever. However, she does tell you that your so-called destiny will be 
    fulfilled at Nifel Castle. After the scene, take the platform across the gap,
    and grab the ELIXIR OF STAMINA(s) from the chest on your way out. There's
    an ELIXIR OF STAMINA(m) at the far north end of this map, so pick that up 
    before heading on in to the game's final town: Tarshen.
    Town of Tarshen
    As usual, set Tarshen as your return town, then finish up with any business you
    may have in town. Enter the tent near the Executioner (He's in charge of the
    Execution Room; I feel like that fits) and talk to Laciel. You'll need a 
    Reaction Stone if you want to infiltrate Nifel, and lucky for you there just
    so happens to be one at the southern tip of the Historic Site. Take the south
    exit of town when you've amply prepared.
    Loot the chest along the northwest edge of this map for a STATUS HEALING POTION
    A, then head out west. In the altar here, there's a chest containing an ELIXIR
    OF STAMINA(s). Take the south exit from here. You won't need to go east just
    yet, so take the ELIXIR OF MANA(s) from the isolated altar here and continue 
    your journey south. The chest inside of Stonehenge here grants you the REACTION
    STONE; once you retrieve it, backtrack a map and now take the right path.
    In the little alcove in the left center of the map, there's an ELIXIR OF 
    MANA(m), so take that and make your way further east into one of the final 
    areas of the game.
    Nifel Fortress (F22)
    Atop the ladders here is a chest containing an ELIXIR OF STAMINA(m), so grab it
    before proceeding out either eastern exit (And by going up the ladder you 
    bypass the spike trap). Apparently nobody noticed the large blue tank of 
    justice sitting up on the ledge here, so fire it up after you take the ELIXIR
    OF MANA(m) from the chest. A pretty informative scene ensues, after which you
    should prepare for a pretty impromptu boss fight.
    |Boss Info: Luxferre|
         |Recommended Level: 48|
    Luxferre is honestly a pretty pathetic boss. He operates somewhat like a poor
    Sword Knight PvP character, running at and attacking you relentlessly. The only
    danger about him is that he has a chance of paralyzing you with his attacks,
    but you should be able to do enough damage to him that you can end the fight
    before much else happens. If you let him get too close to death without
    finishing him off, he'll go into a berserk state with which he attacks and 
    moves faster. Don't change your strategy; a couple of your stronger skills
    should put him down in seconds.
    Even though the cutscene places you in the next room, return to the last area
    and grab the ELIXIR OF MANA(m) from the chest. Go back to Central Nifel 
    Fortress. There's an ELIXIR OF MANA(m) along the skinny piece of upper wall to
    the right and an ELIXIR OF STAMINA(s) along the left hand wall, so pick those 
    up before heading west into the next room.
    Waltz around the upper wall here, grab the TELEPORT SCROLL from the chest, and
    proceed on north. As daunting as this map looks, there's not much too it. Grab
    the always important TWO WAY PORTAL in the chamber immediately to the left then
    unlock the doors to the right as you make your way into the room to the east.
    These hanging maces look pretty terrifying, but they don't hurt too much. Wait
    until the four maces have dropped then immediately run across the conveyor belt
    and you shouldn't get hit. There's an ELIXIR OF STAMINA(m) probably obscured by
    your minimap, but other than that there's nothing important in this room. Be
    careful with the little white bombs the miners drop; they can hit you quite a
    few times if you don't notice them, and they'll be showing up for a little bit.
    In the gated area here fetch the ELIXIR OF MANA(l) before heading north, then 
    west across the mace conveyor belt (Do the same thing as last time) in to the
    next room. 
    Okay, be VERY careful here. The... Rolling pins here hurt a ton, so unless you
    like death, you're gonna want to take your time in this room. Follow the first
    rolling pin as it heads south, and hide in the nook to the left. Jump out as it
    passes to the north of your position, then rinse and repeat with the next one.
    **NOTE** It helps to slow down your game speed here (Slider in the options 
    menu), doing so lets you react a little quicker to the same situation **NOTE**
    Once you make it through that little trap, take the ELIXIR OF STAMINA(m) from 
    the chest to the far left before heading up the staircase. Just in front of the
    armor in a skinny corridor to the left is a chest containing an ELIXIR OF 
    MANA(m). Take the staircase near you up and out to the next area. Here offers
    a nice training spot and an ELIXIR OF STAMINA(l). The door to the east leads
    to a chest containing an OMNI POTION, while the northern door leads to your 
    next boss. When you're healed up, go on in.
    |Boss Info: Plopin & Pluto|
         |Recommended Level: 52|
    Here comes your first ever 2-boss boss fight. Even though Pluto shows up as a 
    full-fledged boss here, you only need to kill Plopin to win. This isn't 
    necessarily an easy task, though, since it's hard to isolate Plopin from his
    monster of a bodyguard. Both of them have the potential to hit hard, Plopin
    especially, so do your best to maintain distance from them. Pluto DOES move a 
    tiny bit faster than his master, so you can try luring him to one side of the
    map before you double back to throw in a couple hits at Plopin. Do take note
    that Pluto becomes enraged (much like Luxferre earlier) at half health, and 
    Plopin can summon Pluto if he gets close to dying (with a little help bubble
    popping up above his head). Use remote skills as much as possible, as in large-
    scale AoE attacks, totems, or summons to avoid damage and keep your health pool
    high and the duo should fall before your humanly might.
    You get help from an unlikely ally during the scene here, after which you end
    up one step closer to saving Celine. Although this secret passage looks like
    another dungeon, it's really only a couple rooms before you face your next
    boss. Regardless, if you need to restock on potions, now wouldn't be a terrible
    time to use a Two Way Portal. The western door here takes you back to the 
    Fortress library (your way out of the dungeon should you choose to walk), while
    the eastern one takes you to the pre-boss room. There's some MAGIC POWDER 
    across the bridge in front of the boss door, so after you grab that heal up
    and ready yourself for another boss.
    |Boss Info: Pontifex Temir|
         |Recommended Level: 53|
    Temir's basic attack is a long range magic missile with a chance of slowing
    you. It's very easy to dodge, so keep moving if you see him use it. 
    Alternatively he can shoot missiles in all directions around him; as long as
    you're always a step or two away from him you should be able to see the bullets
    coming and step up and/or to the side. For his final attack he summons doubles
    to shoot a single shot at you. These shots are faster but less damaging than
    his normal attack, and as such dodging may be difficult. The biggest tip for 
    this fight is to never stop moving. Temir teleports around the arena when he's
    under heavy attack, so keep chipping away at his health as you follow him 
    around the arena and he shouldn't have too many chances to get a solid attack
    Plot twist, much! You end up back in Paramanon after the cutscene, next to
    Temir. Talk to him for another intense scene, after which you gain access to
    your class' respective Awakening Skills. You have a long trek ahead of you to
    reach the game's final dungeon, so make sure you've got plenty of inventory
    space & healing items then take the teleporter on over to Tarshen.
    Head out south and trudge through the Historic Site & Nifel Fortress Entrance,
    all the way back to Central Nifel Fortress (You shouldn't need to fight many
    monsters on your way; none of them are that worth it anymore). Once you reach
    Central Nifel Fortress, take the eastern door. Retrieve the ELIXIR OF 
    STAMINA(s) from the chest across the way, then open the gate and proceed
    forward, only if you're ready for round two against your nemesis.
    |Boss Info: Luxferre 2|
         |Recommended Level: 53|
    Even though he says he's grown stronger, he's still about as dangerous as a
    level 3 Bidoof. His attack patterns haven't changed a bit, not that it matters.
    A single use of your strongest skill should drop him almost before the fight
    itself starts.
    Gah! Teleporting old lady! Of course you spent this entire scene wanting to 
    grab that chest behind Lewiel, so when you regain control of Chael open the
    chest for a STATUS HEALING POTION B before hanging a right into the
    final dungeon.
    Dungeon Labyrinth of Antione (A87)
    Because the bridge here is broken, you're forced to take the convenient
    floating platforms to the left. Take them up and over, finally exiting the room
    to the right. The only point of interest in this room is the chest above the
    exit containing an ELIXIR OF STAMINA(l), follow the path, grab the elixir, and
    head out the south exit.
    **NOTE** It may be beneficial to you to slow your game way down in this room,
    provided you play with it jacked all the way up like I do. The puzzles here
    require timing and not-dashing-when-you-just-meant-to-press-right-twice, so
    you give yourself a much more forgiving timing window with a slower game
    Although the rolling pins to the far left look like they make the chest 
    impossible to grab, all you have to do is wait for the southern pin to move 
    northward, and sneak over as far left as you can go. In the chest is an ELIXIR
    OF STAMINA(l), so decide whether or not you want to risk the trip over there,
    especially considering the much more challenging puzzle to come.
    Descend the ladder and get your origins of life ready (Just kidding. But
    seriously, it's easy to die here). Pay close attention to where each rolling
    pin stops on either side of it's path of motion. First things first, know that
    if you mess up here, there's a very good chance you'll get pinballed back and
    forth by the rolling pins, taking 1800 damage a pop. That being said, sneak by
    the first pin by running straight south when it starts moving right. Now you
    should be in the bottom left corner, just under the first rolling pin. Now
    take 3 steps to the right, and you'll be one tile away from the left arc of the
    second pin. Timing will be very key here; once the first rolling pin passes
    above you, sprint straight up and move right one tile and you'll be in a little
    safe spot.
    To make matters worse, a Devil Supervisor might stumble on in to your puzzle
    when you're only halfway through it. Blast away at him with a screen-clearing
    AoE attack (or any distance skill, for that matter) before continuing.
    Starting from the farthest left you can be (i.e. one tile from getting lit up
    by the first rolling pin), take two steps to the right, then once again sprint
    downward when you see the bottom pin move in the other direction. Here you'll
    end up below the reach of any of the pins, with only two more to go. Again, it
    doesn't look like it, but you actually can move to the tile one diagonal to the
    fourth pin. When that pin is one tile to your left, quickly move up and across
    the gap, going south as soon as you can to finally be free of that monstrosity
    of a trap.
    In the nook to the west (above the hanging rope) is a chest containing an 
    ELIXIR OF MANA(l); pick that up before taking the southern exit. There isn't
    much to do in this room besides hang a right into the next corridor. At the
    far south end here is another rolling pin trap concealing and OMNI POTION. It's
    honestly not worth the risk, so skip it and head north into the next room.
    Assuming you've visited every map in the game thus far, you should receive the
    fantastic MIDGARD EXPLORER medal, so equip that before pushing on forward to
    the next boss.
    But first, a little warmup! Be warned: these Supervisors hit hard. Luckily 
    their health is pretty lacking, so focus your fire on one at a time and a 
    couple powerful skills should bring them down. Now that they're out of the way,
    it's time to face Tariq head on.
    |Boss Info: Tariq|
         |Recommended Level: 57|
    Be careful, this is one boss that knows how to lay on the pain. First let's
    review his attacks. He has a primary slash attack which he uses when you get
    close, an alternate fiery tornado move which can hit for a couple thousand 
    damage if you get caught in the attack, and finally a homing-laser attack that
    hurts and confuses you. Keeping your distance will be essential to this fight;
    considering the large battlefield you're given. If you see him shoot the purple
    lasers, get as far away from him as you can and wait for the attack to finish
    before laying in a couple attacks. Using distractions like summons or totems is
    a good way to keep him away from you while you hit him with some of your ranged
    attacks. Especially for the distance characters, getting close to Tariq can 
    spell a rapid death, so use your speed over him to your advantage, and run
    circles around him until he falls.
    The fight may be over, but there's still one prime enemy to face: Antione 
    himself. Without any gap in the action you're thrown into the real final boss.
    |Boss Info: Antione|
         |Recommended Level: 57|
    He starts the fight by scattering some useless Kazrogal Larvae about the 
    battlefield, so dispatch those quickly. His core-where Regret is trapped-is
    his weak spot, so throw everything you've got at it while Antione litters the
    field with fiery tiles. His primary offensive attack is an arcing blast of 
    magic bullets, similar in nature to Temir's primary attack, and stepping on the
    blue tiles triggers it. Keep to the southern side of the battlefield while he
    uses this attack and you should be able to avoid most of the bullets he shoots
    at you (trying to attack him during this attack is just suicide). Do what you 
    can to avoid the harmful tiles he throws at you and keep up a strong offensive
    front. For a final boss, he doesn't have too large of a health pool, so in time
    the ultimate evil will fall.
    The ending cutscene here is a well-implemented transition into Hard Mode. I 
    won't spoil what happens, but know that when this scene ends you return back to
    Akun Temple, which is now populated with much stronger enemies. Completing the 
    game again unlocks the game's true ending and gives you access to Hell Mode 
    (i.e. End game PvP boot camp). So congratulations on completing the third
    iteration of the Zenonia saga!
    V. Contact (O24)
    Email: Nevets21292@aim.com
    Email me only if you have questions about the game, if you found an error, 
    if you have suggestions on how to improve the guide, or if you would be so kind
    as to add a section to this guide (You would receive full credit for your 
    submission). I should be prompt in answering emails, and I will be open to 
    criticism of any sort. Just keep in mind that negative criticism doesn't help 
    VI. Legal (T55)
    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. The use of this guide on any
    web site other than those allowed or as a part of any public display is 
    strictly prohibited, and is a violation of copyright.
    Sites allowed to host this guide:
    VII. Credits (BBQ)
    ~ Thanks to Gamevil for weaving together some of the deepest RPGs to hit mobile
      non-console devices
    ~ Thanks to GameFAQs and Neoseeker for hosting this guide
    ~ Thanks to all who have commented and critiqued this and all of my previous

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